## HISTORY.DAT - A video games & softwares database.
## Generated on 2016-03-30 at http://www.arcade-history.com
##
## REVISION: 1.72
## FILE SIZE: 24988560 / Lines: 978351              
##
## Maintained by Alexis Bousiges (c) 2000-2016 Arcade-History.com, some rights reserved.
## All names used are trademarked by their respective trademark holders.
##
## IMPORTANT:
## The History.dat file has been created to be used with MAME or with your favorite frontend.
## It has not been created to be used on your website to fill your database.
## This use of the History.dat file is creating duplicate content on the internet
## and search engines are penalizing the duplicate contents.
## So, if you like our titan work, arcade-history and the history.dat file,
## please don't use it on your website. Thanks you.
##
## Please see updates history: http://www.arcade-history.com/temp/readhist.txt
$end

$nes=100mandk,
$bio

100万＄キッド 幻の帝王編 (c) 1988 Sofel.
($1,000,000 Kid - Maboroshi no Teiou Hen)

Based on the manga series $1,000,000 Kid by Yuki Ishigaki.

- TECHNICAL -

Game ID: SFL-KP

- TRIVIA -

Released on January 6, 1989 in Japan (even if titlescreen says 1988).

Exported as "Casino Kid [Model NES-KP-USA]" in North America.

- STAFF -

CG Design: Tadao Nomura (T. Nomura), Natural
Music: Toshio Murai
Programmer: Hirokazu Sugisaka (H. Sugisaka), Kazu Takahashi (K. Takahashi), Yukiyasu Kutsuna (Y. Kutsuna), Masayoshi Shinohara (M. Sinohara), M. Takahashi, Kazuyuki Oka, Nobu Saito (N. Saito)
Director: Masanori Iwamoto (M. Iwamoto), Fred K. Ishii (Fred Ishii), Marie Atake
Producer: Yuji Yamaguchi (Y. Yamaguchi)
President: Takeshi Iga

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83855&o=2

$end


$info=88games,
$bio

'88 Games (c) 1988 Konami Industry Company, Limited.

Export release. Game developed in Japan by Konami. For more information, please see the original Japanese release entry: "Hyper Sports Special [Model GX861]".

- TECHNICAL -

Game ID : GX861 
Main Board Number : PWB351171A 
Rom Board Number : PWB350782 
Prom Stickers : A0xx

- TRIVIA -

'88 Games was released in July 1988.

- SERIES -

1. Track & Field [Model GX361] (1983, ARC)
2. Hyper Sports [Model GX330] (1984, ARC)
3. '88 Games [Model GX861] (1988, ARC)
4. Hyper Athlete [Model GV021] (1996, ARC)
5. Nagano Winter Olympics '98 [Model GX720] (1998, ARC)
6. International Track & Field 2000 (2000, PS)
7. International Track & Field Summer Games (2000, N64)
8. New International Track & Field (2008, DS)
9. Hyper Sports Winter (2010 iPhone)
10. Hyper Sports Track & Field (2010 iPhone)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1&o=2

$end


$nes=89denku,
$bio

'89電脳九星占い (c) 1988 Jingukan.
('89 Dennou Kyuusei Uranai)

Horoscope simulator designed to predict your future for the year 1989.

- TECHNICAL -

Cartridge ID: IPC-J1-01
PCB ID: HVC-SGROM-03

- TRIVIA -

'89 Dennou Kyuusei Uranai was released on December 10, 1988 in Japan.

The title of the game translates from Japanese as '1989 Computer Horoscope Fortune-telling'

'89 Dennou Kyuusei Uranai is one of those Horoscope sims that used to be very popular in Japan in the early days of home consoles.

- TIPS AND TRICKS -

Hidden credits: At the title screen, hold B and press A.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53789&o=2

$end


$nes=93contra,
$bio

'93 Chaoji Hun (c) 1993 Yanshan RuanJian [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76473&o=2

$end


$sms=94swc,
$bio

'94 슈퍼 월드컵 축구 (c) 1994 Daou Infosys.
('94 Super World Cup Soccer)

- TECHNICAL -

[Model DS-G403]

- TRIVIA -

Released in Korea only.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55912&o=2

$end


$info=flagrall,
$bio

'96 Flag Rally (c) 1996 Unknown.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103444&o=2

$end


$snes=96zenko,
$bio

'96 Zenkoku Koukou Soccer Senshuken (c) 1996 Magical Co.

- TECHNICAL -

Package ID: SHVC-P-AY2J
Game ID: SHVC-AY2J

- TRIVIA -

'96 Zenkoku Koukou Soccer Senshuken was released on March 22, 1996 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60994&o=2

$end


$info=99lstwar,99lstwara,
$bio

'99 The Last War (c) 1985 Proma.

An old generation shoot'em up.

- TECHNICAL -

Main CPU : (2x) Zilog Z80
Sound Chips : (2x) General Instrument AY8910

Players : 1
Control : 8-way joystick
Buttons : 2
=> [A] Shoot, [B] Shield

- TRIVIA -

Released in June 1985.

Default high-score :
1 50000 (Ichiban)
2 50000 (Niban)
3 50000 (Sanban)
4 50000 (yonban)
5 50000 (goban)

- TIPS AND TRICKS -

* Power-up : after the middle of each stage there´s a helicopter (a plane on 1st stage) that drops a power-up item. So, don´t destroy it till it releases the power-up. Be careful with the helicopter scrap after destroying it, it can kill you.

* 1up player : at the 2nd and 4th stage there is a chance to pick up a 1up item : a group of blocks appears floating on the upper part of the screen, you have to shoot the blue one. You have to hit it with one shot, if you don´t the blue block will turn to red.

* Moai statues : be careful with the Moai Statues at the 6th stage (last stage). Always check if its eyes turn red, if it starts flashing it will shoot.

- STAFF -

Director : Shunkoh Miki
Programmer : Tatsuya Uemura
Character designers : Atsushi Kawaguchi, Minoru Harada, Hiroyasu Kobayashi
Music & sound effects : ???

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2&o=2

$end


$info=99lstwark,
$bio

'99 The Last War (c) 1985 Kyugo.

An old generation shoot'em up.

- TECHNICAL -

Main CPU : (2x) Zilog Z80
Sound Chips : (2x) General Instrument AY8910

Players : 1
Control : 8-way joystick
Buttons : 2
=> [A] Shoot, [B] Shield

- TRIVIA -

Released in June 1985.

Default high-score :
1 50000 (Ichiban)
2 50000 (Niban)
3 50000 (Sanban)
4 50000 (yonban)
5 50000 (goban)

- TIPS AND TRICKS -

* Power-up : after the middle of each stage there´s a helicopter (a plane on 1st stage) that drops a power-up item. So, don´t destroy it till it releases the power-up. Be careful with the helicopter scrap after destroying it, it can kill you.

* 1up player : at the 2nd and 4th stage there is a chance to pick up a 1up item : a group of blocks appears floating on the upper part of the screen, you have to shoot the blue one. You have to hit it with one shot, if you don´t the blue block will turn to red.

* Moai statues : be careful with the Moai Statues at the 6th stage (last stage). Always check if its eyes turn red, if it starts flashing it will shoot.

- STAFF -

Director : Shunkoh Miki
Programmer : Tatsuya Uemura
Character designers : Atsushi Kawaguchi, Minoru Harada, Hiroyasu Kobayashi
Music & sound effects : ???

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=26897&o=2

$end


$amigaocs_flop=alloallo,alloallo1,
$bio

'Allo 'Allo! Cartoon Fun. (c) 1993 Alternative Software, Ltd.

ALLO, ALLO

Listen very carefully, I shall zay zis only wance! Ze Colonel's men ave got old of ze real Fallen Madonna wiz ze Big Boobies by Van Clomp. You, mon brave Rene, must lead ze resistance in a gallant attempt to swap ze real painting wiz ze forgery. Ze painting as been idden in ze safe in Lieutenant Gruber's room.

But Michelle, zey will torture me if zey catch me wiz ze Fallen Madonna wiz ze Big Boobies by Van Clomp. I am not a brave man. I will ave to tell all I know - not zat I know anything of course.

Do not worry, Rene. If I can spare ze time I will come and elp you. But anyway, we ave drugged ze colonel's wine to make things easier for you. You ave to find your way to ze safe in le chateaux, avoiding ze guards and pick up any elp you can on ze way.

Some of ze guards are very ard to fool and you must use your friends to get past zem. If you are caught by ze guard you must use some of your great courage to get away. Remember, ze future of all France is in your ands. Good luck mon amie!

Rene is depending on you to help him through his difficult task.

Avoid the guards, collect any gold you may find lying around, pick up bottles to increase your confidence level. And remember, if all else fails, THROW SOMETHING!
 
If you select the two player game, one person controls Rene, and the other Michelle. Both players are active at the same time but of course, you can only see one at a time (unless both are in the same room).

You can centre the screen on either player by a simple key press but remember, the other player is still able to move about when you cannot see them. Although the guards will not attack the off-screen player he, or she, can still be injured in falls, etc. so TAKE CARE!

- TECHNICAL -

CONTROLS (from the official manual):
Amiga owners will need a joystick (two for the two player game)

On the title screen
F1 - Start One Player Game
F2 - Start Two Player Game

Use the fire button to start each level and the following keys during the game.
F10 - Pause game on/off
ESC - Quit (only when paused)
SPACE - Toggle screen display to show player 1 or 2 in the two player game.

IN THE GAME
UP - Lets you jump, climb up or go through trapdoors etc.
DOWN - Lets you duck, climb down or go down trapdoors, etc.
LEFT/RIGHT - Moves you in that direction.
FIRE - To throw objects and drop off the balloon and pigeon!

- TRIVIA -

Reviews:
Amiga Format N.55 (Jan.1994): 53/100
Amiga Power N.33 (Jan.1994): 37/100
Amiga Computing N.70 (Feb.1994): 65/100
Amiga Force N.15 (Feb.1994): 40/100
The One N.64 (Jan.1994): 45/100

Average note: 48/100

- TIPS AND TRICKS -

* HINTS AND TIPS (from the official manual):
- At certain points in the game you can get your friends to help you by throwing something at them! Officer Crabtree is particularly useful and is one to watch out for!
- Remember there is more than one fake painting (of the Fallen Madonna with the Big Boobies by Van Clomp) hidden in the knockwurst sausages on the first level. Don't leave any behind!
- The train driver is easily bribed to stop for you but you'll need to collect as much forged money as you can on the way to the front of the train (Hint - To get ahead, get a hat!).

* LEVEL SKIP:
On the title screen type BASH STREET KIDS. The screen should turn white. During play press 1-5 to skip to the corresponding level.

- STAFF -

Design: Steve Metcalf, David Tolley
Coder: Steve Metcalf
Graphics: David Tolley
Musician: Old Tramp

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73329&o=2

$end


$amigaocs_flop=nam6575,
$bio

'Nam 1965-1975 (c) 1991 Domark Group, Limited.

THE OBJECT OF THE GAME IS TO PREVENT SOUTH VIETNAM FALLING TO COMMUNIST POWERS. THEY STRIVE TO TAKE OVER THE COUNTRY BOTH BY MILITARY MEANS,USING NORTH VIETNAMESE REGULAR TROOPS,AND VIET GONG GUERRILLAS,AND BY SOCIO-POLITICAL MEANS, BY WINNING OVER THE POPULATION WHILE WORKING TO TOPPLE THE SOUTH VIETNAMESE GOVERNMENT. THESE 2 AIMS WORK HAND IN HAND,AND PART OF THE COMMUNIST PHILOSOPHY INVOLVED THE IDEA OF POPULAR REVOLUTION,TO WHICH END MUCH FIGHTING WAS AIMED.

AS PRESIDENT AND COMMANDER-IN-CHIEF,YOU OPPOSE THIS CHALLENGE TO THE GOVERNMENT OF SOUTH VIETNAM,AND THE VESTED INTERESTS OF THE U.S IN IT, THROUGH THE USE OF MILITARY POWER AND ECONOMIC SUPPORT. IN THIS GAME YOU CAN CONTROL THE LEVEL OF COMMITMENT TO SOUTH VIETNAM, AND HOW THE COMMITMENT IS USED ON THE GROUND.YOU ARE NOT A FREE AGENT,BECAUSE YOU ARE RESPONSIBLE TO THE U.S.A FOR YOUR DECISIONS,AND THE WAR CAN
BECOME ENORMOUSLY UNPOPULAR. OVER COMMIT OR FARE BADLY AND YOU WILL LOSE THE NEXT ELECTION. BEHAVE IRRESPONSIBLY AND YOU MAY FACE WORSE THINGS THAN ELECTION DEFEAT.

- STAFF -

Developer: The Kremlin

Design: Matthew Stibbe
Manager: John Kavanagh, Matthew Tims
Coder: Colin Boswell
Graphics: Lloyd Baker, Anthony West
Musician: Jolyon Vincent Myers

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73330&o=2

$end


$info=005,
$bio

005 (c) 1981 Sega.

Agent 005 brings new cash collections to you. His mission is to deliver secret attache cases to an awaiting helicopter. Through wily street chases and the shadows of warehouse darkness to slippery skating rink maneuvers and the blazing aerial getaway fight. Agent 005 steels the scene and delivers customers to you. Fun-filled music attracts them. Four thrilling escape scenes challenge them and the continuous fun keeps them playing and playing. The unique audio and video excitement matches every players skill level.

And 005 is a RasterScan Convert, a Game which can later be converted to a brand new top earning game at a substantial savings.

Put Agent 005 on your side and win the chase for higher profits. For more information on the latest in video-game action, call your nearest Sega/Gremlin distributor.

The chase is on. Agent 005 makes away with an attache case. A hovering helicopter awaits his arrival, but first... Enemy guards pound the street in pursuit. 005 must duck into a new scene.

Inside a warehouse. Avoid being caught in the guard's flashlight beams... once 005 is detected, the chase quickens to super fast. Blast the guards with stun-gas and score valuable points.

Slip into a skate rink. And slip you will. There is no stopping on ice and the same goes for the thrills. Sliding and firing... firing and sliding. 005 can call his helicopter to escape.

The final flight fight. High flying aerial excitement. 005 has reached his helicopter in all other scenes and now finds his high scoring, high soaring getaway copter in a new test balloon and parachute bombs close in from all sides. 005 blast away to score points and to escape. Then the final challenge is thrown at his skill - a blazing battle with the enemy copter. Win now and you win big.

It's free-wheeling fun with fun-filled music and sound. Its stealth and pursuit is like no other video game. Everybody's after Agent 005. You should be, too. Call your nearest Sega/Gremlin distributor today and make sure 005 is on your side.

- TECHNICAL -

Runs on the Sega G80 raster hardware

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 64

Players : 2
Control : 4-way joystick
Buttons : 1

Cabinet dimensions :
Upright : 71,25in. high x 26in. deep x 25in. wide. Weight : 330 lb
Cocktail : 25,25in. high x 35,5in. deep x 27,5in. wide. Weight : 170 lb

This game came in a generic Sega wood grain panel cabinet (sticker sideart was optional). These were technically all dedicated cabinets, although the lack of any painted art makes the machines easy to switch and still retain originality (a lot of early Sega titles came in this same cabinet). The game boards themselves were Sega G80 System compatible (as were several other Sega titles before "Zaxxon"), and will work in any G80 cabinet. The monitor is mounted vertically, as were most early Sega titles. The monitor bezel sported the standard game instructions and the marquee showed a '005' logo and a shining flashlight.

- TRIVIA -

005 was released in October 1981 in Japan by Sega. It was then exported in USA by Gremlin Industries and released there in December 1981.

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

Original 005 PCBs are very rare today, as most of them were converted to "Monster Bash" when it came out.

Dwayne Richard holds the record for this game with 1,500,000 points on July 25, 1982.

- SCORING -

Attache delivered to helicopter = 5,000 points.
Guard knocked out = 200 points.

Entering a building with:
No stun gas cannister = 500 points.
One stun gas cannister = 500 points.
Two stun gas cannisters = 500 points.

Shooting down:
Shrubbery = 50 points.
Balloon Bomb = 200 points.
Enemy helicopter = 5,000+ points.
(1,000 X no. of brief cases delivered)

- TIPS AND TRICKS -

Agent 005's mission: evade enemy guards, negotiate warehouses and skating rinks to deliver attache cases to a waiting helicopter, which in turn must engage in an aerial battle with parachute bombs, balloon bombs and an enemy helicopter. Game play begins as 005 parachutes into the scene and picks up an attache case. To make a run for the helicopter straightaway is difficult and accumulates fewer points. His alternative is to duck into either a warehouse or skating rink.

Armed with a stun gun to ward off pursuing guards, 005 can select a building with either 1, 2 or no stun gun cannisters at the entrance. Gas cannisters extend the stun gun's range and add more points. Fallen guards can be passed by other guards, but not by 005. Once inside the building, the scene changes to the interior of that building. In the skating rink, 005 must travel the rink's perimeter, luring the guards onto the ice to stun or evade them. Caution must be exercised here, as 005 can change direction, but cannot stop until he hits the edge of the rink. A successful rendez-vous with the helicopter completes that delivery and shifts the scene back to 005 parachuting in to pick up another brief case. Once having been in the skating rink, only warehouses are there to-enter, and conversely, if a warehouse was first entered, only skating rinks are available. In later rounds however, both skating rinks and warehouses are displayed. In the warehouse, 005 moves cautiously in the dark, but is pursued once caught in the beam of a guard's flashlight. Again, a helicopter waits to pick up our hero as he makes his way out the far end.

Now in possession of two attache cases, 005 is pursued by an enemy helicopter. Avoiding hedges, shrubbery, descending helicopter bombs, and ascending balloon bombs, points are scored as 005 shoots balloon bombs, shrubbery or the enemy helicopter. The game ends if 005 is caught, or his helicopter is shot down a total of three times (operator selectable).

- PORTS -

* Consoles :
A ColecoVision port was planned but never released.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3&o=2

$end


$gba=007eon,
$bio

007 - Everything or Nothing [Model AGB-BJBE-USA] (c) 2003 EA Games [Electronic Arts, Incorporated.]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69404&o=2

$end


$gba=007eonj,
$bio

007 - Everything or Nothing [Model AGB-BJBJ-JPN] (c) 2003 EA Games [Electronic Arts, Incorporated.]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69406&o=2

$end


$n64=007goldn,007goldnu,
$bio

007 - GoldenEye (c) 1997 Nintendo.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57557&o=2

$end


$n64=007goldnj,
$bio

007 - GoldenEye (c) 1997 Nintendo.

- TECHNICAL -

Model NUS-NGEJ

- TRIVIA -

007 GoldenEye was released on August 23, 1997 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57558&o=2

$end


$gba=007night,
$bio

007 - NightFire [Model AGB-A7OE-USA] (c) 2003 EA Games [Electronic Arts, Incorporated.]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69407&o=2

$end


$msx1_cass=007tld,007tlda,
$bio

007 - The Living Daylights (c) 1987 Domark Group, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94407&o=2

$end


$gbcolor=007twine,
$bio

007 - The World is not Enough (c) 2001 EA Games

- TECHNICAL -

[Model CGB-B07E-USA]

- TRIVIA -

007 The World is not Enough was released on September 11, 2001 in North America.

- STAFF -

Executive Director: Pamela Trucano
Executive Producer: Neil Haldar
Game Design: Bejamin Lee
Programmer: Benjamin Lee
Graphics: Gene Higashi, Mike Roberts, Glenn Wippich
Additional Graphics: Liquid Development, Vince Fung, Derek Garvens, Terry Lloyd, Ed Pearson
Audio: Peter Kerekes

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67445&o=2

$end


$n64=007twine,007twineu,
$bio

007 - The World Is Not Enough (c) 2000 Electronic Arts.

If you're an action freak, The World Is Not Enough is plenty enough.

Mark my words, James: Stealth matters. 

Let's get the inevitable comparison out of the way: The World Is Not Enough (TWINE) is a jolly good game that stands tall next to GoldenEye 007. 

Developer Eurocom has wisely stuck close to GoldenEye's winning formula, even dubbing the three difficulty levels "Agent," "Secret Agent" and "00 Agent," just as in the original game. Like Rare's instant classic, TWINE contains tons of cool gadgets and guns, ever-changing mission objectives, and, of course, the opportunity to play as the world's most famous secret agent. 

But there are clever innovations, too. Eurocom has spiced up the gameplay with one level (Cold Reception) that is a rail shooter on skis and another (Night Watch) in which Mr. Licensed To Kill is not allowed to hurt anyone. 

Most notably, generous use of voice-compression allows for many dramatic cinema sequences as well as in-game transmissions from R that propel the action forward, since you don't have to pause to read about your next objective. The voice compression technology was licensed from LucasArts, another developer that knows the value of voice in games based on top-drawer movie licenses. 

The Expansion Pak supports crisp graphics and a smooth frame rate. You can play TWINE with the standard 4 megabytes of memory, but expect much loss of detail. 

Production companies MGM-UA and Danjac (which has produced every 007 flick starting with Dr. No) contributed mightily with movie set blueprints and photos and even vetting the game text for that proper Bond touch. Because EA also snagged the rights to actors' likenesses, Pierce Brosnan's handsome mug graces the TWINE box and Pak, while those of Dame Judi Dench (M), Robert Carlyle (Renard) and other TWINE thespians appear in the game. 

EA scrimped on the voice and music licenses, but the results are generally satisfactory. John Barry's classic 007 theme is missing, but the replacement score is Bond-ishy cool and compelling. The anonymous voice talent is quite good. Cheers to EA, though, for forking over the bucks for one big name from the movie. John Cleese is a world master at conveying exasperation and his peevish transmissions as R add much humor to the game. 

All in all, TWINE is a crackerjack Pak that should appeal to both first-person veterans and newbies.

- TECHNICAL -

Cartridge ID: NUS-N07E-USA

- TRIVIA -

Released on October 17, 2000 in USA.

Known export releases:
[EU] "007 - The World Is Not Enough [Model NUS-N07P-NOE]"
[UK] "007 - The World Is Not Enough [Model NUS-N07P-UKV]"

- STAFF -

EA Games
Executive Producer: Jon Horsley
Producer: Hunter Smith
Associate Producer: Michael Condrey
Technical Director: Timothy Wilson
U.S. Product Manager: Albert Penello
U.K. Product Manager: David Miller
Senior PR Specialist: Jeane Wong
PR Coordinator: Jerris Mungai
Localization Director: Atsuko Matsumoto
Localization Lead: Gabriel Gils Carbó
Localization Specialist: John Pemberton, Lafayette Taylor, Dan Roisman
Documentation Writer: Anthony Lynch
Documentation Layout: Corinne Mah, Kate Beckinsale
Package Design: Michael Lippert
Package Art Direction: Vyn Arnold
Audio Technical Director: Rob Hubbard
Audio Director: David Whittaker
QA Manager: Timothy Attuquayefio
Lead Tester: Matthew Dominguez
Assistant Lead: James DeGuzman, David Constantino
Testers: Aaron Hydrusko, Aaron Lockhart, Ben Alexander, Michael Kaiser, Ram Fenster, Scott Ko, Seth Mespelli, Shawn Mulligan, Steven Fleming, William Lane
Customer Quality Control: Anthony Alexander, Benjamin Crick, Dave Knudson, Micah Pritchard, Darryl Jenkins, Andrew Young, David Kellum, Anthony Barbagallo, Benjamin Smith, Stephen Wanigesekera, Chris Chaplin

Voices
Voice of Q: John Cleese
Hobsons International Voices: Adam Blackwood, Andrew Burt, Caron Pascoe, David Robb, Henrietta Bass, Miles Anderson, Simon Mattacks, Tim Bentinck, Tim Whitnall
Stars Talent Agency: Sumalee Montano
Special Thanks to: Gary Gettys, Joel Wade, David Luoto, Linda Matteson, R. J. Berg, Ric Neil, James Abney, Matt Soares, John T. Williams, Alex Mayberry, Craig Allen Brown, Black Ops Entertainment, Abbey Road Studios

MGM
President: David Bishop
Executive Producer: Neil Haldar
Executive Producer, DANJAQ, LLC: Simon Mathew
Executive Director: Pamela Trucano
Executive Vice President, Worldwide Marketing: Blake Thomas
Vice President, Business & Legal Affairs: Robert Rader
Senior Test Lead: Pax Adair
Test Leads: Nathan Miller, David Paul Guzman
Senior Financial Analyst: Eric Medel
Assistant Extraordinaire: Laura Wilson
Special Thanks: Phyliss Gordon, Mark Leino, Matt Lieberman, Chris Neel, David Elsey, Lee Nedler, Alyssa Moore, David Pope, DANJAQ LLC, Megan Crawford
Producer: Robb Alvey

Eurocom Entertainment Software
Programming: Robert Watkins, Tim Rogers, Mark Duffill, Simon Mills
Tools Programming: Andy Mitchell, Chris Jackson, Kevin Marks
Design: Bill Beacham, Kev Harvey, Aaron Jenkins
Art: Rob Benton, Leavon Archer, Andy Bee, Nigel Bentley, Calvin Golkowski, Darren Hyland, Simon Kirk, Adrian Mannion, Paul Robinson
Additional Art: Lee Ames, Carl Cropley, Ulf Dahl, Hans Johansen, Helen Jones
Animation: Gary Edwards, Darren Hyland
Audio: Neil Baldwin
Quality Assurance: Michael Robinson, John Lee Barker, Andrew Collins, Mark Shaw, Chris J. Jackson, Richard Nicholls, Michael Botham, Phil Bennett, Richard Higgins, Andy Dilks
Production Management: Tim Rogers, Bill Beacham
Thanks: Hugh Binns, Mat Sneap, Paul Gregory, Joe Lewis, Paul Bates, Dick Alton, Kevin Holt

- PORTS -

* Cancelled:
Versions of The World Is Not Enough game for PC and PlayStation 2 were planned for release in 2000, but cancelled.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57559&o=2

$end


$psx=007tomor,
$bio

007 - Tomorrow Never Dies (c) 2000 Electronic Arts Victor.

Japanese release. Game developed in Europe. See the original European release for more information about the game itself; "007 - Tomorrow Never Dies [Model SLES-01324]".

- TECHNICAL -

Game ID: SLPS-02604
Barcode: 4938833005137

- TRIVIA -

Released on February 10, 2000 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84815&o=2

$end


$msx1_cass=007agesp,
$bio

007 Agente Especial (c) 1985 Monser [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94408&o=2

$end


$sg1000=jb007a,jb007,
$bio

007 James Bond (c) 1984 Tsukuda Original.

Ported from Parker Brothers's 1983 game of the same name for various computers and consoles.

- TECHNICAL -

Model # OM-G008

- TRIVIA -

007 James Bond was the last SG-1000 game to be produced by Tsukuda Original.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65026&o=2

$end


$sg1000=jb007t,
$bio

007 James Bond (c) 1984 Aaronix.

Taiwanese release.

- TECHNICAL -

Model W-009

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65027&o=2

$end


$cpc_cass=lic2kills,
$bio

007 Licencia Para Matar (c) 1989 Domark Group, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98054&o=2

$end


$cpc_cass=007tld,
$bio

007 The Living Daylights (c) 1987 Domark Group, Limited.

- STAFF -

Program code and graphics: Graham Stafford, David Fish
Designer: Richard Naylor
Music/Fx: David Whittaker

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64097&o=2

$end


$cpc_flop=1kbjackp,
$bio

1 KiloByte Jack Pot (c) 1991 PC Amstrad International.

A slot machine simulator under 2 Kilo Octects !

- TECHNICAL -

Launch with RUN"JACK

- TRIVIA -

1 KiloByte Jack Pot was released in UK on the June/July issue of PC Amstrad International magazine. It was also known as 'Jack Pot 2 K octects' in France.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48712&o=2

$end


$info=1on1gov,
$bio

1 on 1 - One on One Government (c) 2000 Tecmo.

A fun one or two players basketball game.

You play one on one street basketball, must using your skills on the court like guard move, dribbling and dunks but including some illegal tactics such as punches and kicks but no foul, is just compete and win the game no matter how!

- TECHNICAL -

Runs on the Tecmo TPS System (Sony ZN-1).

Main CPU: CXD8530CQ (@63.737MHz).
Sound Chips: SPU (@ 33.8688MHz).

Screen orientation: Horizontal
Screen resolution: 640 x 480 pixels.
Refresh rate: 60 Hz
Palette Colours: 16.8 Million

Players: 2
Control: 8-way joystick
Buttons: 3

- TRIVIA -

Developed by Jorudan & I.T. Planning.

One on One Government was released in December 1999 in Japan.

Takehiko Inoue, the character designer of this game, is a famous manga artist. Many of his works are basketball related (Slam Dunk, Buzzer Beater, Real). Slam Dunk has been brought to the arcades by Banpresto / Toei Animation under the name of Super Slams.

- STAFF -

Character Design: Takehiko Inoue
Game Design & Produce: Nagaaki Sawano
Program Staff: Kazuhiro Yoshida, Toshiyuki Ishii, Dan
Graphic Staff: Akira Ikarashi, Asami Nakamura, Kaori Hashimoto, Hiroko Yoshimi
Sound Staff: Team X-Fade, Toyokazu Nagaishi, Eiji Hirasawa
Voice Director: Hiroshi Hujioka
Voice Cast: Tomokazu Seki, Taketo Koyasu, Mika Kanai, Konami Yoshida, Katuyuki Konishi, Narihiko Adati, Gaten, Kazue Sudou, Yusuke Tanaka, Tomoyuki Shimura, Taiten Kusunoki, Tenjyou
Publicity Staff: Satoru Yamanouti, Naoyoshi Ohwada
Executive Producer: Toshikazu Satou

- PORTS -

* Consoles :
Sony PlayStation (1998)
Sony PlayStation (2000) "THE BASKET: 1 ON 1 PLUS [SIMPLE 1500 SERIES]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3350&o=2

$end


$info=smiy0352,smiy0353,smiy0354,smiy0355,smiy0356,
$bio

1,000,000 Pennies (c) 200? Bally Gaming, Incorporated.

- UPDATES -

SMI #Y0352
SMI #Y0353
SMI #Y0354
SMI #Y0355
SMI #Y0356

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=45973&o=2

$end


$psx=1on1sing,
$bio

1-on-1 - Single Basketball (c) 1998 Jorudan Co., Ltd.

- TECHNICAL -

Model: SLPS-01706
Barcode: 4941013900023

- TRIVIA -

Released on November 26, 1998 in Japan.

- TIPS AND TRICKS -

Unlock Art Gallery: Complete the game once with any character  

Unlock Dr. T: Begin the game in 1-player story mode and meet Dr. T  

Unlock King: Beat the game with all characters including Oscar and Mash  

Unlock Oscar & Mash: Begin a game in 1-player story mode and meet Oscar and Mash

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84816&o=2

$end


$cpc_cass=10cohit1,
$bio

10 Computer Hits 1 (c) 1985 Beau-Jolly, Ltd.

- TECHNICAL -

Game ID: CH5

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96522&o=2

$end


$cpc_cass=10greatg,
$bio

10 Great Games (c) 1987 Gremlin Graphics Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64098&o=2

$end


$cpc_cass=10greatg01,
$bio

10 Great Games II (c) 1988 Gremlin Graphics Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64099&o=2

$end


$cpc_cass=10megav1,
$bio

10 Mega Games Volume One (c) 1989 Gremlin Graphics Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96523&o=2

$end


$bbca_cass,bbcb_cass=10bested,
$bio

10 of the Best Education (c) 19?? Database

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51424&o=2

$end


$info=tenpindx,
$bio

10 Pin Deluxe (c) 1984 Bally Midway.

Up to 6-Player bowling game. Old-fashioned mechanisms replaced with 3-D projected pins, a video monitor for scores and attractions and electronic puck sensors.

- TECHNICAL -

Bally Midway Astrocade hardware.

Main CPU : (2x) Zilog Z80
Sound Chips : AY-3-8912A

Buttons : 2

- TRIVIA -

Just as in league bowling, 10-Pin Deluxe has the 'beerframe'. The cartoon appears briefly before the 5th frame. Then it's time to find out who buys the next round :)

This game was dedicated to Mr. Shuffle, Hank Ross.

- STAFF -

Developer: David Nutting Associates

Produced by: Dave Nutting
Designed by: Pat Lawlor

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4668&o=2

$end


$info=m4tenten,m4tenten__0,m4tenten__1,m4tenten__2,m4tenten__3,m4tenten__4,m4tenten__5,m4tenten__6,m4tenten__7,m4tenten__8,m4tenten__9,m4tenten__a,m4tenten__b,m4tenten__c,m4tenten__d,m4tenten__e,
$bio

10 x 10 - Ten Times Ten (c) 199? Barcrest.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15246&o=2

$end


$info=pepp0043,pex0042p,pepp0042a,
$bio

10's or Better (c) 1987 IGT.

Video Poker game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31359&o=2

$end


$info=pepp0045d,
$bio

10's or Better [Las Vegas Rio] (c) 1987 IGT.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100210&o=2

$end


$gbcolor=10pinb,
$bio

10-Pin Bowling (c) 1999 Majesco Ent. Co.

Export release. For more information about the game itself, see the original USA release entry; "10-Pin Bowling [Model CGB-VP9E-USA]".

- TECHNICAL -

[Model CGB-AXPP-UKV]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67447&o=2

$end


$gbcolor=10pinbu,
$bio

10-Pin Bowling (c) 1999 Majesco Sales, Incorporated.

- TECHNICAL -

[Model CGB-VP9E-USA]

- TRIVIA -

10-Pin Bowling was released in August 1999 in USA. The game was developed by Morning Star Multimedia, Inc.

- STAFF -

Design: Dan Kitchen
Graphics: Mike Sullivan
Programmer: Roger W. Amidon

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67448&o=2

$end


$info=10yardj,
$bio

10-Yard Fight (c) 1983 Irem Corp.

It's 3rd and 10. The crowd is on its feet. Cheers fill the stadium. "36-88-24. Hut-hut-hut." The ball is snapped. You grip the hard, cold, pigskin and the game is in your hands. You scramble left to avoid a flying tackle and look downfield. A receiver is open. You pump a forward pass. It's complete for a 10 yard gain and a first down.

That's the rush the player gets with 10-YARD FIGHT, the 1- or 2-player video with the continuous play feature. The thrill of controlling the action. Of calling the plays and carrying the ball. Of a real Pro contest of America's # 1 Game.

The player takes the field, takes the ball and takes on as much action as he can handle. He must score a touchdown in the time allotted to go from high school and college all the way to the Pros and the Super Bowl, with cheerleaders marking his progress-in-between.

Each level begins with the player carrying the ball on the kick-off as far up the field as he can before getting tackled. Then he's in control as quarterback, running with the ball or going for a forwards pass or a lateral to a receiver who let's him know he's open by waving his arms. If the pass is intercepted a 20 yard penalty is called. As in authentic Pro ball, the clock is stopped when the player runs out of bounds. For bonus points after the referee signals a touchdown, the player can kick the ball or run with it to score "points after". 

10 YARD FIGHT
It lets YOU score like a Pro at the cashbox!

- TECHNICAL -

Irem M-52 hardware

Main CPU : Zilog Z80 (@ 4 Mhz)
Sound CPU : Motorola M6803 (@ 894.886 Khz)
Sound Chips : (2x) General Instrument AY8910 (@ 894.886 Khz), (2x) MSM5205 (@ 384 Khz)

Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 56.737589 Hz
Palette colors : 528 

Players: 2
Control: 8-way joystick
Buttons: 2

- TRIVIA -

Released in December 1983. 10-Yard Fight is the first slightly realistic American football game released. 

Default high-score ('Best Players'): 
1 36500----BMB 
2 34900----RAD 
3 33100----P.P 
4 31700----FAL 
5 29900----ZIB 
6 28300----TOZ 
7 27100----LWP 
8 25700----JUF 
9 24500----TCZ 
10 22900----TCR 

Mike Macy of Salina, Kansas, holds the official record for this game with 295100 points on June 28, 1986.

- SCORING -

Each second you have the ball : 50 points
A completed forward pass : 1000 points

Points for first downs :
On 1st : 1000 points 
On 2nd : 500 points 
On 3rd : 300 points 
On 4th : 100 points 

A successful extra point kick : 1000 points
A successful extra point run : 3000 points
Return a kickoff for a touchdown : 20000 points! 

Points for scoring a touchdown :
Against HS : 5000 points 
Against College : 6000 points 
Against Pro : 7000 points 
Against Super : 8000 points

- TIPS AND TRICKS -

1. A spectacular American Football Game, in which the player is kept on full alert by the sheer excitement of the game, the player having to make a touch-down within the time allotted.
2. From kickoff the player catches the ball kicked by a defensive player, and rushes ahead as far as possible avoiding the opposing players by moving the joystick left and right.
3. If the player can gain 10 or more yards by the fourth down, he automatically receives "First Down", giving him another 4 offensive plays. If a first down is not obtained in 4 plays, the player is penalised 10 yards.
4. When the player tackled by the defence, rotate the lever in a 360-degree arc quickly before he falls down, the player can get free from the tackle, but remember that player can use this technique only 3 times in each play.

* Passing Play:
1. Player can pass the ball only when the pass receiver is raising his hand. (The ball can be passed sideways and then forward consecutively.)
2. If the ball is thrown to the pass receiver should be intercepted by the opponents, player wil be penalised 20 yards.
3. If player steps ahead of the line of scrimmage the ball can no longer be passed and the pass button becomes inoperative.
Additional time is given every time player succeeds in making touchdown, and every time he gains a first down.


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

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

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

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

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

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

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

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

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

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

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

- PORTS -

* Consoles :
Nintendo Famicom [JP] (August 30, 1985) "10-Yard Fight [Model IF-02]"
Nintendo NES [EU] (December 1985) "10-Yard Fight [Model NES-TY]"
Sega Saturn [JP] (April 26, 1996) "Irem Arcade Classics [Model T-22403G]"
Sony PlayStation [JP] (April 26, 1996) "Irem Arcade Classics [Model SLPS-00341]" 
Sony PlayStation [JP] (October 27, 2010) "Irem Arcade Classics [PS1 Classics]"

* Computers :
MSX [JP] (1986) "10-Yard Fight [Model IM-02]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4&o=2

$end


$info=10yard,
$bio

10-Yard Fight (c) 1983 Electrocoin Automatics, Limited.

Export version. Game developed in Japan by Irem Corp. For more information please see the original Japanese entry.

- TRIVIA -

Released by Electrocoin in the UK and Europe under license from Irem.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71326&o=2

$end


$nes=10yardh,
$bio

10-Yard Fight (c) 1987 FMG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69209&o=2

$end


$info=10yard85,
$bio

10-Yard Fight '85 (c) 1985 Memetron, Incorporated.

North American Release, licensed to Taito America Corp. Game developed in Japan by Irem. For more information, please see the original Japanese entry.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=34041&o=2

$end


$nes=10yardj1,10yardj,
$bio

10-Yard Fight (c) 1985 Irem Corp.

Port of an original arcade game: "10-Yard Fight"

- TECHNICAL -

Game ID No. IF-02
Barcode: 4 962891 100022

PCB Name: IREM-01-V

- TRIVIA -

10-Yard Fight was released on August 30, 1985 in Japan.

Export releases:
"10-Yard Fight [Model NES-TY-USA]"
"10-Yard Fight [Model GBR]"

- STAFF -

Executive Producer: Hiroshi Yamauchi
Producer: Gunpei Yokoi
Music and Sound Effects: Ichirō Takagi

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47357&o=2

$end


$msx1_cart=10yard,10yarda,
$bio

10-Yard Fight (c) 1986 Irem Corp.

- TECHNICAL -

Game ID No. IM-02

- TRIVIA -

10-Yard Fight for MSX was released in December 1983 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47356&o=2

$end


$nes=10yard,
$bio

10-Yard Fight (c) 1985 Nintendo.

North American release. For more information about the game itself, please see the original Japanese version entry; "10-Yard Fight [Model IF-02]".

Description from the USA back cover:

You're the quarterback in this amazingly real football game!

Enjoy realistic grid-iron action as you move your team up and down the field to victory! Run, pass, kick, punt -- you call the plays in this true-to-life football game. Play against the computer, or against a friend, for hours of real football action. The sights, the sounds and the plays are so real, you'll think you're right on the fifty yard line!

- TECHNICAL -

Cartridge ID: NES-TY-USA
PCB Name: NES-NROM-256-02

- TRIVIA -

10-Yard Fight was released in October 1985 in North America.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47358&o=2

$end


$pc98=100best,100best35,
$bio

100 Best Freeware Programs (c) 1992 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88804&o=2

$end


$pc98=100best2,
$bio

100 Best Freeware Programs Part 2 (c) 199? Unknown.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95226&o=2

$end


$pc98=100best3,
$bio

100 Best Freeware Programs Part 3 (c) 199? Unknown.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95227&o=2

$end


$pc8801_flop=100yenmd,
$bio

100-yen Music Disk Vol.1 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91291&o=2

$end


$pc8801_flop=100yenso,
$bio

100-yen Soft #8 Final Special (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91292&o=2

$end


$pc8801_flop=100yens1,
$bio

100-yen Soft #8 Revival Special (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91293&o=2

$end


$pc8801_flop=100yens2,
$bio

100-yen Soft Part 7 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91294&o=2

$end


$pc8801_flop=1000ouko,1000oukob,1000oukoa,
$bio

1000年王国 (c) 1986 LOG.
(1000-nen Oukoku)

A first-person adventure game.

- TRIVIA -

Released in August 1986 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91295&o=2

$end


$cpc_cass=medodyss,
$bio

1001 BC - A Mediterranean Odyssey (c) 1986 Ere Informatique.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96524&o=2

$end


$pc98=101kaime,
$bio

101回目のアプローチショット (c) 1992 Santa Fe.
(101 Kaime no Approach Shot)

- TECHNICAL -

Floppy Disk x2

- TRIVIA -

Released on March 07, 1992 in Japan. Retail price: 6800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88805&o=2

$end


$psx=10101wil,
$bio

10101 - Will the Starship (c) 1997 Sound Technology Japan.

- TECHNICAL -

Game ID: SLPS-01054
Barcode: 4518885010022

- TRIVIA -

Released on November 06, 1997 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84817&o=2

$end


$pico=101dalmaj,101dalmajp,
$bio

101piki Wanchan - Wanchan Dai Koushin [Model HPC-6039] (c) 1997 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75616&o=2

$end


$n64=1080snowu,
$bio

1080° Snowboarding (c) 1998 Nintendo.

Get Ready to Shred the Slopes! 

In the tradition of Nintendo EAD classics like Wave Race 64 and Star Fox 64, 1080° Snowboarding sets a new gold standard in graphics, play control and sound. Whether you're sticking a Stalefish in the half pipe or a 720 Air in a raging blizzard, 1080° delivers snowboarding action so real you'll be checking your nose for frostbite! 

Graphically, 1080° delivers the most breathtaking mountain vistas this side of the Himalayas. Richly detailed texture maps of rocks, snow caves, glacial lakes, trees, cabins and more fully immerse you in a wintry wonderland. 1080°'s wealth of effects include falling snow, lens flares, flickering torches and wake powder blowing back at the screen. The frame rate is as smooth as polished ice for all camera angles -- including looking backwards up the mountain! 

1080º's high point, though, may be its jaw-dropping play control. The game's simulation of the feel of snowboarding is nothing short of astonishing. Racers wallow through snow banks, lose control on ice sheets and fight to maintain control over 1080º's many moguls, bumps and berms. A Wave Race 64-like stunt system offers more than a dozen grab and spin tricks, plus a points-enhancing combo engine. Slot in a Rumble Pak for a feel that's even more real. 

The audio engineers topped off this gorgeous pak with superlative sound effects of boards scraping, swooshing and sliding across the many types of snow and surfaces. 1080°'s Snowboarding's sound track, unlike Wave Race's lounge sound, back ground music, rocks heavily, and fits the extreme image of the game perfectly. 

The crackerjack developers crammed each of the six downhill courses with plenty of branching routes, shortcuts, tricky moguls and other opportunities to knock precious split-seconds off your time -- if you're not good enough. Mix in widely varying snow, weather and lighting conditions and you're assured of constant surprises, even after you've stuck scores of Stiffies on the slopes.

- TECHNICAL -

Game ID: NUS-NTEJ-JPN

- TRIVIA -

1080 Snowboarding was released on February 28, 1998 in Japan.

Export releases:
[US] "1080° Snowboarding [Model NUS-NTEE-USA]"
[EU] "1080° Snowboarding [Model NUS-NTEP-EUR]"

- STAFF -

Executive Producer: Hiroshi Yamauchi
Producer: Shigeru Miyamoto
Directors: Masamichi Abe, Mitsuhiro Takano
Assistant Director: Hiroyuki Yamada
Main Programmer: Giles Goddard
Programmer: Colin Reed
Com AI / Camera Programmer: Shunsaku Kitamura
Art Director: Yoshitaka Nishikawa
CG Character Designer: Hiroaki Takenaka
CG Map Designer: Katsuhiko Kanno
2D Designer: Tomoaki Nakahara
3D Animator: Hideki Okawa
Motion Capture: Shinya Takahashi, Tsuyoshi Watanabe, Jin Ikeda, Hiroshi Matsunaga
Sound Composer: Kenta Nagata
Sound Engineer: Hideaki Shimizu
Voice Samples: Don Beaver, John Häll, Hiroyuki Yamada, Wataru Yamaguchi, Giles Goddard, Michiko Yomo, Satoru Takizawa
Technical Support: Hironobu Kakui, Shin Hasegawa
Progress Management: Kimiyoshi Fukui, Keizō Katō
Special Thanks To: Atsushi Tejima, Hajime Kitagawa, Jim Wornell, Kayomi McDonald, Colin Palmer, Super Mario Club, EAD Debugging, NOA Debugging, Tommy Hilfiger U.S.A., Lamar Snowboards

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57561&o=2

$end


$n64=1080snow,
$bio

1080° Snowboarding (c) 1998 Nintendo.

European release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "1080° Snowboarding [Model NUS-NTEJ-JPN]".

- TECHNICAL -

Cartridge ID: NUS-NTEP-EUR

- TRIVIA -

Released on October 09, 1998 in Europe.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57560&o=2

$end


$cpc_cass=10frame,
$bio

10th Frame (c) 1986 US Gold

- STAFF -

Created by: Roger Carver, Bruce Carver
Converted by: Paragon Programming

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64100&o=2

$end


$msx1_cass=10frame,
$bio

10th Frame (c) 1986 US Gold, Ltd. [Birmingham, UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94409&o=2

$end


$cpc_cass=11assoc,
$bio

11 A Side Soccer (c) 1989 Codemasters Software

- STAFF -

Designed by: Peter Williamson, Mark Baldock, David Darling, Richard Darling
Programmed by: Peter Williamson
Music by: David Whittaker
Animations by: Sean Conran

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64101&o=2

$end


$nes=mc_110cb,
$bio

110-in-1 CoolBaby (c) 199? Unknown.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95259&o=2

$end


$cpc_cass=12jeuxex,
$bio

12 Jeux Exceptionnels (c) 1988 Gremlin Graphics Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64102&o=2

$end


$cpc_cass=12jeuxfa,
$bio

12 Jeux Fantastiques (c) 1989 Gremlin Graphics Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64103&o=2

$end


$cpc_cass=12topams,
$bio

12 Top Amstrad Hits (c) 1989 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64104&o=2

$end


$info=shmc1200,
$bio

1200 Micro Computer (c) 1978 Sheen.

An Australian clone of the RCA Studio II.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=34759&o=2

$end


$cpc_cass=123,
$bio

123 (c) 1988 Silverbird Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64105&o=2

$end


$msx1_cart=123,123a,
$bio

123 (c) 1986 al Alamiah.

- TECHNICAL -

Game ID: P081

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76529&o=2

$end


$info=1292apvs,
$bio

1292 Advanced Programmable Video System (c) 1976 Radofin.

The 1292 Advanced Programmable Video System is part of a group of software-compatible consoles which include the Interton VC-4000 and the Voltmace Database. The 1292 Advanced Programmable Video System included its power pack inside the console instead of an exterior power pack.

- TECHNICAL -

CPU: 8-bit Signetics 2650AI (4.43MHz)
Audiovisual co-processor (video chipset, I/O Processor): Signetics 2636N (3.58MHz), addressing 32Kb of memory in 8Kb banks.
Data Memory: 43 bytes

Graphics:
Sprites: 4 single colour sprites (1 can be 8 colours)
1 Score line displaying 4 BCD digits
Background consisting of a series of alternating lines

Controllers:
2 × 12-button with 2-axis control stick
Power Supply: Input 250V, 50Hz; Output 9.5V, 0.4A & 15V, 0.11A

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51245&o=2

$end


$megadriv=13mahjan,
$bio

十三張麻將 98'美少女篇 (c) 1998 BBD.
(13 Ma Jiang - 98 Mei Shao Nu Pian)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56299&o=2

$end


$nes=mc_138cb,
$bio

138-in-1 CoolBaby (c) 199? Unknown.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95260&o=2

$end


$info=1392apvs,
$bio

1392 Advanced Programmable Video System (c) 1976 Radofin.

Similar to the "1292 Advanced Programmable Video System".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54839&o=2

$end


$a800=1400salt,
$bio

1400 Super SALT Diagnostic Cartridge (c) 1983 Atari, Inc. [Sunnyvale, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82752&o=2

$end


$a800=1400tele,
$bio

1400 Telecommunicator (c) 1983 Atari, Inc.

- TECHNICAL -

Model RX8050

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82753&o=2

$end


$x1_cass=15puzzle,
$bio

15 Puzzle (c) 198? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86192&o=2

$end


$pc8801_flop=15puzzle,
$bio

15 Puzzle (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91296&o=2

$end


$pcecd=1552tenk,
$bio

1552天下大乱 (c) 1993 ASK Kodansha Company, Limited.
(1552 Tenka Tairan)

- TECHNICAL -

Game ID: AKCD3001

- TRIVIA -

Released on July 16, 1993 in Japan for 8800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58097&o=2

$end


$info=ie15,
$bio

15IE-00-013 (c) 1980 USSR.

Russian monochrome computer.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77634&o=2

$end


$amigaocs_flop=16bithit,
$bio

16 Bit Hit Machine (c) 199? Gremlin Graphics Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73331&o=2

$end


$megadriv=16mj2,
$bio

16 Tiles Mahjong II (c) 199? Ming.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88796&o=2

$end


$megadriv=16zhan,
$bio

十六張麻將 (c) 199? Unknown.
(16 Zhang Ma Jiang)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88798&o=2

$end


$megadriv=16ton,16tongnk,
$bio

16t (c) 1991 Sega Enterprises, Ltd.

You play as a computer programmer who goes into his bugged program to debug it by squishing the bugs with 16-ton weights. Levels are a series of platforms that wrap around both horizontally and vertically. A and C jump and B throws a 16-ton weight. You can only throw a certain number of weights at a time; the number is shown at the bottom of the screen. The level ends when you crush all the enemies. Getting crushed or getting hit once causes you to lose a life.

- TRIVIA -

Released in 1991 in Japan for the Sega Meganet online service.

- STAFF -

Game Design: Kenichi Ono (AX.)
Graphic Design: Soh, Mitsugu
Soft Program: Atsu
Sound Compose: Haruyo Oguro (Lotty)
Special Thanks to: Iiyo, Osamu Hori (Horichian), Tōru Yoshida (Yoshipon), Rew., Tokuhiko Uwabo (Bo), Chikako Kamatani (Tarnya), Takao Miyoshi (Taka Oh)

- PORTS -

* Consoles : 
Sega Mega-CD [JP] (March 18, 1994) "Game no Kanzume Vol. 1 [Model G-6032]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88797&o=2

$end


$info=c64_1700reu,c64_1750reu,c64_1764reu,
$bio

1700 / 1750 / 1764 REU (c) 1985 Commodore.

Commodore's RAM Expansion Unit (REU) range of external RAM add-ons for their Commodore 64/128 home computers was announced at the same time as the C128. The REUs came in three models, initially the 1700 (128 KB) and 1750 (512 kB), and later the 1764 (256 kB, for the C64).

- TECHNICAL -

Although the C128 could access more than 64 kB of RAM through bank switching, the memory inside the REU could only be accessed by memory-transfers (STORE/LOAD/SWAP/COMPAREs) between the main memory and the REU memory, thus, giving an equivalent to a (slow) small memory window. Additionally, the C128's built-in BASIC 7.0 had three statements, STASH,FETCH, and SWAP, for storing and retrieving data from the REU.

Officially, only the 1700 and 1750 were supported on the C128. The 256 kB model, the 1764, was released for the C64 at the same time. However, aside from a bundled 2.5 ampere C64 power supply unit (the factory unit could not support the 1764), there were only minor differences between the three models.

In practice, the difference between the 1764 and the earlier units had little effect on compatibility, and people used 1700s and 1750s successfully with the C64, and 1764s successfully with the C128, although the C64's stock power supply was inadequate to reliably handle the power load of any of them. Some dealers unbundled the 1764 and the power supply in order to sell the power supply to C64 users, and/or upgrade the 1764 to 512 kB.

The 1700s circuit board was identical to that of the 1750, and a trace marked J1 indicated the size of the chips used. On the 1750 and 1764, this trace was cut.

The 1700 and 1750 had a resistor at position R4 that, according to Commodore engineer Fred Bowen, compensated for subtle differences in the expansion port on the C64 and C128. The 1764 lacked that resistor. Bowen and other CBM engineers recommended against using a 1764 with a C128 unless the resistor was added, or a 1700/1750 with a C64 unless the resistor was removed.

It was possible to check for the presence of a 1750 by reading memory address $DF00's bit 4, which was 1 on a 1750, and 0 on a 1700 or 1764. However, since this procedure would not distinguish between a 1700 and a 1764, many programmers wrote to the RAM itself to find out the amount of memory installed.

- TRIVIA -

The need for the REU came about when Commodore management decided to not use the final version of the custom Memory Management Unit(MMU)which then limited the size of memory in spite of early discussion of a larger memory map. Engineers traveling to the 1985 CES show were confronted with flyers and billboards advertising a memory size that was no longer supported and finally the most upper management finally asked where the additional memory (Up to 512K) would plug in.

By the time of the 1985 CES show in Chicago, the engineers were able to display a spinning globe of the earth as a demonstration of Direct Memory Access (DMA) memory access of the new REU units.

Because of memory chip shortages in the late 1980s, the 1750 was only produced in small quantities. However it was not difficult to upgrade a 1700 or 1764 to 512 kB. Several firms did this commercially, either selling upgraded units or upgrading customer-supplied units.

Very little software made use of the REUs. Like other add-on products from Commodore, their relatively small installed base relative to the huge installed base of the C64 made software developers hesitant to invest much time and effort in supporting it, and the lack of commercial support kept sales lower than they otherwise might have been.

The REUs came with software to utilize the extra memory as a RAM disk, but the RAM disk's compatibility with commercial software was spotty, as some commercial software relied heavily on various quirks of the Commodore 1541 floppy drive. Additionally, many commercial programs simply overwrote the memory space occupied by the RAM disk software.

The GEOS operating system had built in support for the REU as a RAM disk, as did the C128's version of CP/M, and some disk copy programs used the REU to facilitate high-speed copying with a single disk drive. GEOS as well as other programs even used the REU for quick memory transfers within the host machine's main memory by storing a memory block into the REU and then fetching it back to another location. Using this method, only the actual data to be transferred needed to travel on the machine's data bus—unlike the ordinary method, which had the computer's CPU do the transfer, thus spending at least three quarters of the bus capacity on instruction fetches and only one quarter or less on payload data.

Due to its high speed relative to Commodore's floppy drives or even the commercially available hard drives, the REU also became popular with BBS operators.

- STAFF -

REU hardware designed by: Frank Palia
Dedicated Integrated Circuit (IC) designed by: Victor Andrade
Kernel & Basic: Fred Bowen, Terry Ryan
Globe spinning demo: Hedley Davis

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82049&o=2

$end


$x1_flop=177,
$bio

177 (c) 1986 Macadamia [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85910&o=2

$end


$x68k_flop=177,
$bio

177 (c) 1986 Macadamia [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87005&o=2

$end


$pc98=177,
$bio

177 (c) 1986 Macadamia.

- TECHNICAL -

Floppy disk x1

- TRIVIA -

Released in September 1986 in Japan. Retail price: 7800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88806&o=2

$end


$pc8801_flop=177,177b,177c,177d,177a,
$bio

177 (c) 1986 Macadamia.

- TRIVIA -

Released in September 1986 in Japan.

177 is the number of the Japanese criminal legislation paragraph that forbids rape.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91297&o=2

$end


$info=cprogolf18,
$bio

18 Challenge Pro Golf (c) 1982 Data East.

An updated version of "Tournament Pro Golf [DT-113]".

- TECHNICAL -

Runs on the "DECO Cassette System" hardware
Cartridge ID: Model DT-123

- TRIVIA -

This game was the the 23th video game made for the DECO Cassette System.

- SERIES -

1. Tournament Pro Golf [Model DT-113] (1981)
2. 18 Challenge Pro Golf [Model DT-123] (1982)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=33106&o=2

$end


$info=progolf,progolfa,
$bio

18 Holes Pro Golf (c) 1981 Data East Corp.

This standalone PCB re-edition version was originaly released as a DECO Cassette for the DECO Cassette System. For more information about the gale itself, please see the Deco Cassette entry; "Tournament Pro Golf [Model DT-113]".

- TRIVIA -

18 Holes Pro Golf was released in September 1981.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=33100&o=2

$end


$info=18wheelr,18wheels,
$bio

18 Wheeler - American Pro Trucker (c) 1999 Sega.

EXPLOSIVE DRIVING! ROAD MONSTER!
Drive a humungous 18 Wheeler! Crush! Destroy! A no-holds barred driving battle!

Squeeze through the traffic! Side by Side! Emergency brake! Falling cargo! Race across the wide American continent, obstructing your rival all the way!

Incredible graphics brought to you by the power of NAOMI. Real 18 Wheeler action. control sensation and traffic conditions have been accurately recreated as far as possible. Carefully and quickly deliver your cargo. Brand new, original gameplay offers fun and excitement for a wide range of players. Adds life to any location, while generating a consistently high income.

Drive your rig across America, from New York to San Francisco.
* 4 rigs to choose from, each with differing levels of speed, torque and toughness. Competing against your rival, deliver your cargo safely to your destination within the time limit. The quicker you get there, the bigger your reward.
* 4 stages in all. Clear each stage to access the bonus stage, where you can test your parking skills and earn bonus items, like the horn muffler and a new engine!
* Eye-catching cabinet design, evoking a real tough trucker feeling.
* Equipped with a real sized 48cm diameter steering wheel, to accurately convey that Big-Rig feeling.
* Experience the Raw power and noise of a 14000cc engine, with a sub-woofer and base shaker located under the seat.
* Two Person bench seat with a horn located on the passenger side - ideal for couples to enjoy!
* 50 inch monitor to convey all of the in-your-face excitement!
* 2 stage Transmission Change lever.
* Horn button

- TECHNICAL -

Runs on the Sega "NAOMI" hardware.

- TRIVIA -

Released in December 1999, 18 Wheeler is a part of the Sega's 'Real Life Career Series', others are "Emergency Call Ambulance", "Brave Firefighters", "Jambo! Safari", "Airline Pilots" and "Crazy Taxi".

Michael Jackson used to own this game (serial number U0098403). It was sold at the official Michael Jackson Auction on Apr. 24th, 2009.

- TIPS AND TRICKS -

* Travel on the regular highways. Taking into consideration the road and traffic conditions, safely and smoothly overtake. Use caution! The heavier your cargo is, the slower your acceleration and braking.

* Press the horn button located in the centre of the steering wheel and in front of the passenger seat to clear slow moving traffic off the road!

* Hit the cars to get a three second Time Bonus.

* Drive behind other large trucks to enter their slipstream, increasing your trucks acceleration and top-speed. (Slip-Stream) will be displayed on the screen.

* Better turns : Instead of turning the wheel sharply and going into a skid, try slightly turning the wheel with the turn. Braking will not be necessary because you will not be skidding off the road.
* Shifting : For Highway Cat and Stream Line, shift up when at about 50 mph.

- SERIES -

1. 18 Wheeler - American Pro Trucker (1999)
2. The King of Route 66 (2002)

- PORTS -

* Consoles :
Sega Dreamcast (2000)
Sony PlayStation 2 (2001)
Nintendo GameCube (2001)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3402&o=2

$end


$info=18w,18w2,
$bio

18 Wheeler (c) 1979 Midway Mfg. Co.

NEW: 18 WHEELER
Electro-Mechanical Game Excitement by Midway - a Bally Company.

KING OF THE ROAD!

- TECHNICAL -

[Game No. 653]

- TRIVIA -

18 Wheeler was released in July 1979 in North America.

Developed by Arcade Engineering.

- TIPS AND TRICKS -

Player presses START button, shifts into 1st, 'hits the hammer' and the 18 WHEELER is on its way. The object is to keep the truck on the road, pick up cargo and make time. A shift into 2nd and 3rd gear, at appropriate MPH, creates faster action, more speed ans greater score. The game requires agility and coordination. Just about every limb is in motion. The left hand steers the authentic BIG WHEEL, the right hand operates the genuine GEAR SHIFT, the right foot works THE HAMMER accelerator and the AIR BRAKE stop.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=14024&o=2

$end


$msx1_cass=180,
$bio

180 (c) 1987 Mastertronic, Ltd. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94410&o=2

$end


$bbca_cass,bbcb_cass=180darts,
$bio

180! Darts (c) 198? A&F Software.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51425&o=2

$end


$amigaocs_flop=1869,
$bio

1869 - Erlebte Geschichte Teil I (c) 1992 Flair Software.

- STAFF -

Developed by: Max Design

Coder: Albert Lasser, Wilfried Reiter
Graphics: Martin Lasser, Wilfried Reiter
Musician & Sound Effects: Hannes Seifert

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73332&o=2

$end


$info=19in1,
$bio

19 in 1 (c) 2004 Unknown.

Bootleg release. The games found in this release were made by several different companies, mostly from Japan.

- TECHNICAL -

Main CPU : PXA255 (@ 200 Mhz)
Audio: 2x DMA-driven DAC.

Screen orientation: Vertical
Video resolution: 296 x 480 pixels
Screen refresh: 60Hz

- TRIVIA -

This release includes the following games: 
1. "Defender"
2. "Stargate"
3. "Bubbles"
4. "Joust"
5. "Robotron: 2084"
6. "Blaster"
7. "Splat"
8. "Rally-X"
9. "Battle City"
10. "Mario Bros."
11. "New Rally-X"
12. "Ghosts'n Goblins"
13. "Solomon's Key"
14. "Gradius"
15. "Sky Kid"
16. "Ice Climber"
17. "Super Mario Bros."
18. "Do! Run Run"
19. "Kick Rider"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49637&o=2

$end


$psx=19ji03pu,
$bio

19時03分 上野発夜光列車 (c) 1999 Visit
(19 ji 03 pun Ueno Hatsu Yakou Ressha)

- TECHNICAL -

Game ID: SLPS-01865
Barcode: 4939915000194

- TRIVIA -

Released on March 04, 1999 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84818&o=2

$end


$info=1941,1941u,1941r1,
$bio

1941 - Counter Attack (c) 1990 Capcom Company, Limited.

Export release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "1941 - Counter Attack [B-Board 89625B-1]".

- TECHNICAL -

Runs on the "CP System" hardware.
B-Board ID: 89624B-3

- TRIVIA -

1941 - Counter Attack was released in February 1990 in arcades outside of Japan.

In the Export releases, at the 5th position on the high score table, it says 'a02' instead of 'j01' in the original Japanese release.

- UPDATES -

Two version are known to exists:
- USA 900227
- ETC 900227

- PORTS -

Here is a list of ports released outside Japan. For a list of Japanese ports, please see the original Japanese version entry, "1941 - Counter Attack [B-Board 89625B-1]". 

* Consoles : 
Microsoft XBOX [US] (November 24, 2006) "Capcom Classics Collection Vol. 2" 
Sony PlayStation 2 [US] (November 24, 2006) "Capcom Classics Collection Vol. 2 [Model SLUS-21473]" 
Sony PlayStation 2 [AU] (April 11, 2007) "Capcom Classics Collection Vol. 2 [Model SLES-54561]" 
Sony PlayStation 2 [EU] (April 13, 2007) "Capcom Classics Collection Vol. 2 [Model SLES-54561]" 

* Handhelds : 
Sony PSP [US] (March 22, 2006) "Capcom Classics Collection Remixed [Model ULUS-10097]" 
Sony PSP [EU] (July 21, 2006) "Capcom Classics Collection Remixed [Model ULES-00347]" 

* Others : 
Apple iPhone/iPod [US] (November 4, 2010) "Capcom Arcade [Model 397347348]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69748&o=2

$end


$info=1941j,
$bio

1941 - Counter Attack (c) 1990 Capcom. 

A vertically scrolling shoot'em up.

- TECHNICAL -

Runs on the Capcom "CP System" hardware.
B-Board ID: 89625B-1

Players: 2
Control: 8-way joystick
Buttons: 2

- TRIVIA -

1941 was released in February 1990 in the Japanese arcades as the 7th CP-S release. It is the first Shoot'em Up to add +1 to the score when a continue is used.

Player 1 uses a P-38 Lightning and Player 2 uses a Mosquito B Mk.IV.

Known Export release: "1941 - Counter Attack [B-Board 89624B-3]".

Here is all the official bosses names : 
* Stage 1 - Leviathan 
* Stage 2 - Bismarck 
* Stage 3 - V3Rocket 
* Stage 4 - Krote 
* Stage 5 - Leviathan 
* Stage 6 - Gotha 

Historical inaccuracies - V3Rocket : The real V3 was a Super Gun, not a rocket. Furthermore, 'V-weapons' would not appear until "1944 - The Loop Master". 

Default high-score table : 
1ST 30000 CAP 
2ND 29000 COM 
3RD 28000 CAP 
4TH 27000 COM 
5TH 26000 j01 

Soundtrack album releases:
Final Fight : G.S.M. Capcom 3 (PCCB-00030) (May 21, 1990) [Pony Canyon / Scitron]

- TIPS AND TRICKS -

* How to Play:
Control airplane with 8-way joystick.
Attack with button A.
Somersault & Mega-Crash with Button B.
Power Blast: If the A button is held down, energy will be stored up, so that a power blast is fired when the button is released.

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

- SERIES -

1. 1942 (1984) 
2. 1943 - Midway Kaisen (1987) 
3. 1943 Kai - Midway Kaisen (1988) 
4. 1941 - Counter Attack [B-Board 89625B-1] (1990) 
5. 19XX - The War Against Destiny [Green Board] (1995) 
6. 1944 - The Loop Master [Green Board] (2000)
7. 1942 - Joint Strike (2008, PSN/XBLA)

- STAFF -

Planners : Noritaka Funamizu (Poo), Rekite
Object designers : Shinji Sakashita (Sakashita Thing), Yokota Yokozo, Terukun, Kuribow
Scroll designers : Sadakichi, Marilyn Higuchi, Yuki, Kintarou, Harusan
Character support : Akira Yasuda (Akiman)
Character coordinator : Rekite
Character effects : Yokota Yokozo
Sound composer : Hifumi
Programmers : Makkow, Babel-2, Dome
Game analysers : Akira Nishitani (Nin), Doda Nda Uda
Director : Yoshiki Okamoto (Kihaji Okamoto)

- PORTS -

Here is a list of Japanese ports. For a list of ports released outside Japan, please see the export version entry, "1941 - Counter Attack [B-Board 89624B-3]". 

* Consoles : 
NEC SuperGrafx [JP] (August 22, 1991) "1941 - Counter Attack [Model HC91048]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5&o=2

$end


$sgx=1941,
$bio

1941 - Counter Attack (c) 1991 Hudson Soft [Hudson Group].

1941 Counter Attack is a vertical shooter by Capcom and conversion of the arcade game of the same name originally released in 1990. The action takes place during World War II and depicts Capcom's own fantastic vision of the historic battle between the American and Japanese air forces in the Pacific. The player's mission is rather straightforward - on board a Lockheed P-38 airplane, he must fight his way through six varied stages, take down enemy installations, battleships and other huge rockets on their narrow launching pads. Unlike its predecessors in the series, 1941 Counter Attack traded the trademark and arguably monotonous level design for a more structured and diverse formula. Stages vary from an enemy infested canyon to city landscapes and fortified strongholds. Several powerups can be collected along the way, such as tiny wingmen widening the plane's fire power, or destructive special weapons such as laser beams and side rockets. The main weapon can also be charged up by holding the fire button to discharge a powerful attack. Finally, the plane comes with a small life bar and can be hit three time before being blasted into oblivion - this bar however increases as the game progresses, and is used to release devastating special attacks as well. 1941 Counter Attack also features a two simultaneous player mode.

- TECHNICAL -

Game ID: HC91048

- TRIVIA -

1941 Counter Attack was released on August 23, 1991 in Japan.

1941 Counter Attack was originally released in the arcades in 1990. The SuperGrafx conversion was the first and only port available for a long while. This port if fairly close to the original arcade game. The first obvious difference is the screen aspect ratio. The width of the playfield is close (although shorter) to the arcade, but the vertical display is much shorter. The rest of the game is incredibly faithful to the original game and only suffers from minor (and extremely rare) graphical alterations.
Reviews:
November 1991 - Consoles + N.2 [FR]: 83/100
October 1991 - Joypad N.1 [FR]: 83/100

- STAFF -

CAPCOM STAFF
Planner: Poo, Rekite
Character Designer Object: S. Thing, Yokota Yokozo, Terukun, Kuribow
Character Designer Scroll: Sadakichi, Marilyn, Yuki, Kintarou, Harusan
Character Support: Akiman
Character Coordinator: Rekite
Character Effect: Yokota Yokozo
Sound Composer: Hifuni
Programmer: Makkow, Babel-2, Dome
Game Analyser: Nin, Doda Nda Uda
Director: Kihaji Okamoto

HUDSON SOFT STAFF
Project Leader: Shi
Programmer: Shi, Papu Koba
Chief Designer: Nonyu
Designe Support: Jsr.Yaman
Designer: Momochin, Nishirin, Tamtam, Yamaguchi, Sato, Shibuya
Sound Director: Happy
Sound Programmer: Funny Narinari
Effect Programmer: Wink Satochan
Special Thanks: Gum, Ryutaro

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70208&o=2

$end


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

1942 (c) 1984 Capcom.

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

- TECHNICAL -

Main CPU : Zilog Z80 (@ 4 Mhz)
Sound CPU : Zilog Z80 (@ 3 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.5 Mhz)

Screen Orientation: Vertical.
Screen Resolution: 256x224
Refresh Rate: 60Hz
Palette colours: 256

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

1942 was released in December 1984 and was the first game that Okamoto designed at Capcom. It was also the first Capcom title to spawn a successful series of sequels, with six titles in the 19XX line released from 1984 to 2000.

Stage names:
Stages 32–29: Midway
Stages 28–25: Marshall
Stages 24–21: Attu
Stages 20–17: Rabaul
Stages 16–13: Leyte
Stages 12–09: Saipan
Stages 08–05: Iwojima
Stages 04–01: Okinawa

After the last boss plane on stage 02 is destroyed the screen displays: 
CONGRATULATION
YOU ARE THE BEST OF PLAYER !
FIGHT LAST ONE STAGE

Stage 01 is displayed as LAST STAGE.

After the last stage is complete the screen displays : 
WE GIVE UP!
SPECIAL BONUS
10000000 PTS
GAME OVER
PRESENTED BY CAPCOM
PS. HOPE OUR NEXT GAME.
(c) CAPCOM

Default High-score table ('Top 5 ranking score!!') :
TOP 40000 (c) CAPCOM 0
2ND 35000 ALL 0
3RD 30000 RIGHT 0
4TH 25000 RESERVED 0
5TH 20000 EXEDEXES 0

In the default high-score table, some previous Capcom Games appear. Since the Demo Mode only shows the top five, you need to play the game and to make a score of approximately 10,000 points (To enter in the top ten).
The number 5 (20,000 points) appears as 'EXEDEXES'.
Number 6 is 'VULGUS' (9,999 points).
Number 7 is 'SONSON' (8,888 points).
Number 8 is 'HIGEMARU' (7,777 points).
Number 9 is again 'EXEDEXES' (6,666 points).

The game ROM contains an unused Bomb sprite and an unused Star bonus items sprite.

Martin Bedard of Saint-Lazare, Quebec, Canada holds the record for this game with 13,360,960 points on November 19, 2006.

Soundtrack album releases :
Capcom Game Music (28XA-94) (August 25, 1986) [Alfa Record]
Capcom Game Music [Reprint] (SCDC-00193) (June 19, 2002) [Scitron Discs]
Legend of Game Music~Premium Box (SCDC-00410~7) (March 24, 2005) [Scitron Discs]

- UPDATES -

In the two oldest versions of the game, there's a bug in the scoring system for earning bonus lives. This bug was fixed in Revision B.

- SCORING -

Small planes are 30, 50, 70, 100, 150, or 200 points each.

The small red planes that fly formations of five or ten are 100 points each. Shooting all the planes in the five-plane formation awards 500 bonus points. Shooting all the planes in the ten-plane formation awards 1,000 bonus points. In both cases, when the last plane of a formation is destroyed, a power-up marker appears and is worth 1,000 points when picked up.

Occasionally a small airplane comes slowly out of the lower left or lower right hand side of the screen and flies towards the top. When hit, it turns into a special figure which awards 5,000 points when picked up.

Medium size planes are 1,000 or 1,500 points each.

Large bomber planes start at 2,000 points each. The score for each consecutive bomber destroyed without the player dying is 500 points more than the previous one, up to a maximum of 9,000 points. When the player’s ship is destroyed, the score for the bombers is reset back to 2,000 points.

There are four boss planes. They appear at the end of stages 26, 18, 10, and 02 :  
The stage 26 boss plane is worth 20,000 points.
The stage 18 boss plane is worth 30,000 points.
The stage 10 boss plane is worth 40,000 points.
The stage 02 boss plane is worth 50,000 points.

For all enemy planes that require more than one hit to kill, each hit on them gives 100 points.

At the end of each stage a bonus is awarded for shooting down percentage and for unused loops :
100% = Special bonus 50,000 points (in older revisions, the game displays 10,000 points bonus but 50,000 points are actually awarded).
95-99% = 20,000 points
90-94% = 10,000 points
85-89% = 5,000 points
80-84% = 4,000 points
70-79% = 3,000 points
60-69% = 2,000 points
50-59% = 1,000 points
Under 50% = 0 points
Unused loops are 1,000 points each.

Finishing the final stage awards 10,000,000 points.

- TIPS AND TRICKS -

* On Stages 27, 20, 15, 08, and 04, a V-formation of red planes will come straight down from the top. If all five of the planes are destroyed, a Black/Red POW appears, giving the player an extra airplane when picked up.

* On stages with the wingman power-ups, use them to kill off the large bombers easily by crashing a wingman into them. You will get a second chance to get them back later on.

* On the stages with the boss planes, save all your loops; shoot at it quickly, loop down to avoid the shots, shoot at it again and THEN loop. You should be able to kill it this way.

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

* An interesting bug : If you win an extra plane from points when killing a boss plane, no extra planes will be awarded on the basis of points. Extra planes can still be obtained by getting the Black/Red POW, but no point-based bonuses will be awarded for the rest of the game.

* The end of stage bonus for 100% shooting down is actually 50,000 points, even though the game displays a 'special' bonus of only 10,000 points.

When the player loses all of his ships, the game offers to continue for another credit. If this option is chosen, the game continues where it left off but the score is reset to zero.

* There are six kinds of powerups : Quad fire, destroy all enemies on screen, two wingmen, make enemies stop shooting temporarily, extra loop, and extra life. Note that the destroy all enemies powerup does not destroy the small slow plane that has the 5,000 bonus item pickup.

Quad fire power-ups are found on Stages 32, 28, 24, 20, 16, 12, 08, and 04.
Destroy all enemies power-ups are found on Stages 31, 21, 19, 18, 11, 07, 03, and 01.
Wingman power-ups are found on Stages 30, 26, 22, 18, 14, 10, 06, and 02.
Extra life power-ups are found on Stages 27, 20, 15, 08, and 04.
Stop shooting power-ups are found on Stages 27 and 15. 
Extra loop power-ups are found on Stages 23, 18, 17, 13, 09, and 05.

* % and point up Stages are 29, 25, 21, 17, 13, 09, 05, 01. During these stages none of the enemies fire on the player except the large bomber planes.

* If the player earns enough bonus planes so that ten ships or more are in the reserve, the ten remaining ships indicators are replaced by the Greek letter Sigma (?).

- SERIES -

1. 1942 (1984) 
2. 1943 - Midway Kaisen (1987) 
3. 1943 Kai - Midway Kaisen (1988) 
4. 1941 - Counter Attack [B-Board 89625B-1] (1990) 
5. 19XX - The War Against Destiny [Green Board] (1995) 
6. 1944 - The Loop Master [Green Board] (2000)
7. 1942 - Joint Strike (2008, PSN/XBLA)

- STAFF -

Designed & programmed by : Yoshiki Okamoto

- PORTS -

* Consoles : 
[JP] Nintendo Famicom (December 11, 1985) "1942 [Model CAP-19]" 
[US] Nintendo NES (November 1986) "1942 [Model NES-NF-USA]" 
[JP] Sega Saturn (August 27, 1998) "Capcom Generation Dai 1 Shou Gekkitsui Oh no Jidai [Model T-1232G]" 
[JP] Sony PlayStation (August 27, 1998) "Capcom Generation Dai 1 Shou Gekkitsui Oh no Jidai [Model SLPS-01535]" 
[EU] Sony PlayStation (September 3, 1999) "Capcom Generations 1 - Wings of Destiny [Capcom Generations Disc 1] [Model SLES-01881]" 
[US] Microsoft XBOX (September 27, 2005) "Capcom Classics Collection" 
[US] Sony PlayStation 2 (September 27, 2005) "Capcom Classics Collection [Model SLUS-21316]" 
[EU] Microsoft XBOX (November 18, 2005) "Capcom Classics Collection" 
[EU] Sony PlayStation 2 (November 18, 2005) "Capcom Classics Collection [Model SLES-53661]" 
[JP] Sony PlayStation 2 (March 2, 2006) "Capcom Classics Collection [Model SLPM-66317]" 
[JP] Nintendo Wii [Virtual Console Arcade] (December 21, 2010) 
[AU] [EU] Nintendo Wii [Virtual Console Arcade] (January 21, 2011) 
[US] Nintendo Wii [Virtual Console Arcade] (January 24, 2011) 
[JP] Sony PlayStation 3 [PSN] (February 19, 2013) "Capcom Arcade Cabinet [Model NPJB-00210]" 
[EU] Sony PlayStation 3 [PSN] (February 20, 2013) "Capcom Arcade Cabinet" 
[JP] Microsoft XBOX 360 [XBLA] (February 20, 2013) "Capcom Arcade Cabinet" 
[EU] Microsoft XBOX 360 [XBLA] (February 20, 2013) "Capcom Arcade Cabinet" 
[AU] Microsoft XBOX 360 [XBLA] (February 21, 2013) "Capcom Arcade Cabinet" 
[US] Sony PlayStation 3 [PSN] (April 16, 2013) "Capcom Arcade Cabinet: Game Pack 5 [DLC]" 
[US] Microsoft XBOX 360 [XBLA] (April 17, 2013) "Capcom Arcade Cabinet: Game Pack 5 [DLC]" 
[US] Sony PlayStation 3 [PSN] (May 21, 2013) "Capcom Arcade Cabinet: All-In-One Pack [DLC]" 
[US] Microsoft XBOX 360 [XBLA] (May 22, 2013) "Capcom Arcade Cabinet: All-In-One Pack [DLC]" 

* Handhelds : 
[US] Nintendo Game Boy Color (May 2000) "1942 [Model CGB-AQ4E-USA]" 
[EU] Nintendo Game Boy Color (August 24, 2001) "1942 [Model CGB-AQ4E-EUR]" 
[JP] Sony PSP (September 7, 2006) "Capcom Classics Collection [Model ULJM-05104]" 
[US] Sony PSP (October 24, 2006) "Capcom Classics Collection Reloaded [Model ULUS-10134]" 
[EU] Sony PSP (November 10, 2006) "Capcom Classics Collection Reloaded [Model ULES-00377]" 
[AU] Sony PSP (November 16, 2006) "Capcom Classics Collection Reloaded" 

* Computers : 
[EU] Sinclair ZX Spectrum (1986) 
[US] [EU] Commodore C64 (1986) 
[JP] MSX (1986) 
[JP] MSX2 (1986) 
[EU] Amstrad CPC [Disk] (1986) by Elite 
[EU] Amstrad CPC [Tape] (1986) Encore Edition by MCM 
[EU] Amstrad CPC [Tape] (1986) Elite 
[EU] Sinclair ZX Spectrum (1987) Budget Edition 
[EU] Sinclair ZX Spectrum (1987) Encore Edition by Elite 
[EU] Sinclair ZX Spectrum (1987) Encore Edition by MCM 
[JP] FM-7 (May 1987) 
[EU] Amstrad CPC (1987) "6-Pak" 
[EU] Amstrad CPC (1988) "Frank Bruno's Big Box" 
[EU] Amstrad CPC (1989) "12 Top Amstrad Hits" 
[EU] Amstrad CPC (1990) "Top 17" 
[US] PC [CD-ROM](2003) "Capcom Arcade Hits Volume 2" 
[US] PC [CD-ROM] (December 21, 2004) "Capcom Coin-Op Collection Volume 1"

* Others : 
[US] Apple iPhone/iPad (November 4, 2010) "Capcom Arcade [Model 397347348]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=6&o=2

$end


$info=1942w,
$bio

1942 (c) 1985 Williams Electronics, Incorporated.

Export release. Game developed in Japan. For more information on the game itself, please see the Capcom entry.

- TRIVIA -

Released in 1985 (exact month unknown) by Williams under license from Capcom.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=26898&o=2

$end


$cpc_cass=1942,
$bio

1942 (c) 1986 Elite Systems, Limited.

- STAFF -

Code and Design: Dominic Wood
Music: Mark Cooksey

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64107&o=2

$end


$msx2_cart=1942,
$bio

1942 (c) 1987 ASCII.

Improved graphics version compared to the MSX1 version.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51259&o=2

$end


$nes=1942h,
$bio

1942 (c) 1987 FMG.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69210&o=2

$end


$msx1_cart=1942k,
$bio

1942 (c) 1987 Zemina.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=29437&o=2

$end


$x1_flop=1942,
$bio

1942 (c) 1987 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85911&o=2

$end


$pc8801_flop=1942,1942a,
$bio

1942 (c) 1987 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91298&o=2

$end


$fm7_disk=1942,
$bio

1942 (c) 1987 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93593&o=2

$end


$msx2_flop=1942,1942a,
$bio

1942 (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101449&o=2

$end


$cpc_cass=1942batt,
$bio

1942 + Batty (c) 1989 MCM Software.

- TECHNICAL -

Game ID: LYLM 053

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64108&o=2

$end


$info=1942abl,
$bio

1942 (c) 1984 Unknown.

Bootleg version. Original game developed by Capcom in Japan.  For more information see the original game entry.

- TECHNICAL -

Technically, there is a different ROM arrangement (the ROMs are larger) on this bootleg.

- TRIVIA -

This Bootleg was based on the Revision A version. It was very common in the arcades back in the time mainly because it was cheaper than the original.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71425&o=2

$end


$msx1_cart=1942,1942a,
$bio

1942 (c) 1986 ASCII Corporation.

- TECHNICAL -

Game ID: 2019001

- TRIVIA -

Original price: 5980 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52695&o=2

$end


$nes=1942,
$bio

1942 (c) 1985 Capcom Company, Limited.

1942 is a vertical shooter and a conversion of the arcade game of the same name originally released in 1984. The game takes place during World War II and depicts the historical battle of the Pacific war between Imperial Japan and the forces of the United States Navy. The player takes control of a P-38 Lightning war plane (called the Super Ace) and fights his way through thirty two levels, taking down Japanese fighter planes and battle ships in order to reach and destroy Tokyo. Power-up upgrades can be collected along the way by destroying formations of red enemy planes - these upgrades come in different forms and range from machine-guns (green) which double the main weapon's strength (from a twin to a quad barrel gun), support wingmen planes (white) which fly to either side of the P-38, smart bombs (white and red) which destroy everything on screen, extra lives (red) and so forth. The P-38 also comes equipped with a limited amount of spectacular diving escape maneuvers (called Retreats) - evasive loops can be performed to avoid enemy bullets and escape critical situations. 1942 also features a alternating two-player mode.

- TECHNICAL -

Cartridge ID: CAP-19

- TRIVIA -

1942 for Famicom was released on December 11, 1985 in Japan. It was sold 4900 Yen.

The game was released in North America as "1942 [Model NES-NF-USA]".

- STAFF -

Music Composer: Ayako Mori
Music Arranger: Ayako Mori, Yoshihiro Sakaguchi

- PORTS -

* Others :
Arcade [PlayChoice-10] (1987) "1942 [Model PCH1-R-NF]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53790&o=2

$end


$gbcolor=1942,
$bio

1942 (c) 2000 Capcom Ent.

- TECHNICAL -

Model CGB-AQ4E-USA

- TRIVIA -

1942 for Game Boy Color was released in May 2000 in USA.

- STAFF -

Developed by: Digital Eclipse

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67449&o=2

$end


$cpc_cass=1942s,
$bio

1942 [Model LM 040] (c) 1986 MCM Software [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64106&o=2

$end


$info=pc_1942,
$bio

1942 (c) 1987 Capcom.

PlayChoice-10 version. For more information about the game itself, please see the original Famicom version entry; "1942 [Model CAP-19]".

- TECHNICAL -

Nintendo PlayChoice-10 hardware
Game ID : NF

Main CPU : Zilog Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz)
Sound Chips : Zetex N2A03 (@ 1.789772 Mhz), DAC

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Titlescreen says 1985 CAPCOM, but this game was released in July 1987 on the NES in North America.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1790&o=2

$end


$cpc_cass=1943,
$bio

1943 (c) 1988 Capcom Company, Limited.

- STAFF -

Developed by Probe Software

Music by: Jas C. Brooke

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64109&o=2

$end


$info=1943b,
$bio

1943 - Battle of Midway (c) 1987 Unknown.

Pirate hack. Original game developed in Japan by Capcom. For more information, please see the original Japanese Entry: "1943 - Midway Kaisen"

- TRIVIA -

This is a hack of the Japanese version that change the game in an English version (translated by the pirates!). The subtitle graphic is different to the original version ('Battle of Midway' instead of 'The Battle of Midway').

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=38475&o=2

$end


$info=1943j,1943ja,1943bj,
$bio

1943 - Midway Kaisen (c) 1987 Capcom.

It was 40 years ago, at the height of World War II. The Japanese main squadron tasted defeat off the coast of Midway Islands. Some say that this battle greatly changed the outcome of the war. Can you destroy the battleship, 'Yamato'? 

Relive the excitement of 1942 by controlling your P-38 equipped with six secret weapons. In addition to the now famous loop, you have at your command, lightning, cyclone, and tsunami to ward off your enemies.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 6MHz)
Sound CPU : Zilog Z80 (@ 3MHz)
Sound Chips : (2x) Yamaha YM2203 (@ 6MHz)

Screen Orientation: Vertical
Screen Resolution: 224x256 pixels
Refresh Rate: 60 Hz
Palette Colours: 256

Players : 2
Control : 8-way joystick
Buttons : 2
=> [A] FIRE, [B] SPECIAL

- TRIVIA -

1943 - Midway Kaisen was released in June 1987 in Japan. It is known outside Japan as "1943 - The Battle of Midway". 

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

Bosses (from start to finish) : 
Tone (Japanese Heavy Cruiser) 
Kaga (Japanese Aircraft Carrier) 
Ayako 1 (Japanese Mother Bomber) 
Fus? (Japanese Battleship) 
Akagi (Japanese Aircraft Carrier) 
Daihiryu 1 (Japanese Aircraft Squadron) 
Ise (Japanese Battleship) 
Hiry? (Japanese Aircraft Carrier) 
Ayako 2 (Japanese Mother Bomber) 
Mutsu (Japanese Battleship) 
Daihiryu 2 (Japanese Aircraft Squadron) 
Yamashiro (Japanese Battleship) 
S?ry? (Japanese Aircraft Carrier) 
Ayako 3 (Japanese Mother Bomber) 
Nagato (Japanese Battleship) 
Yamato (Japanese Battleship and Final Boss) 

Default High-score table ('Ranking best 5') : 
1ST 200000 TAE 
2ND 150000 YAM 
3RD 100000 POO 
4TH 70000 MR. 
5TH 50000 BLB 

Soundtrack album releases : 
Capcom Game Music Vol. 3 (28XA-204) (April 20, 1988) [Alfa Record] 
Capcom Game Music Vol. 3 [Reprint] (SCDC-00198) (August 21, 2002) [Scitron Discs]

- TIPS AND TRICKS -

* How to Play:
A button is to shoot.
B button is to cause lightning, tsunami and cyclone.
Press both buttons simultaneously for loop (two loops per stage.)

Shoot POW to select power-up weapons.
POW: Gives additional energy to the player.
SHOTGUN: The ultimate weapon to destroy enemy bullets.
3-WAY SHOT: The player can shoot in three directions.
AUTO: It shoots 8 times while the button is pressed down.
SUPER SHELL: It shoots continuously while the button is pressed down. Double the power of normal bullets.
ENERGYTANK: Partial energy recovery.
SIDEFIGHTER: Increases offensive power.
YASHICHI: Maximum energy recovery.

* Choose Your Weapon : Hold these buttons at the beginning of each stage to activate the weapon... 
Stage 1 for a Small Shot Gun, press 1P side Down and 2P side A. 
Stage 2 for a Big Shot Gun, press 1P side A and 2P side B. 
Stage 3 for a Laser, press 1P side Upright+A+B and 2P side Down+B. 
Stage 4 for a Big Shot Gun, press 1P side Downleft+B and 2P side Leftup. 
Stage 5 for a 3-way, press 1P side A and 2P side Up. 
Stage 6 for an Auto, press 1P side Left and 2P side Right+B. 
Stage 7 for a Shell, press 1P side Upleft and 2P side Down. 
Stage 8 for a 3-way, press 1P side Left+A+B and 2P side A+B. 
Stage 9 for a Laser, press 1P side Downright+A+B and 2P side Downright+A+B. 
Stage 10 for a Shell, press 1P side Upright+B and 2P side Downright. 
Stage 11 for an Auto, press 1P side Upleft and 2P Right+A. 
Stage 12 for a 3-way, press 1P side Right+A+B and 2P side Upright+A+B. 
Stage 13 for an Auto, press 1P side Up and 2P side Down. 
Stage 14 for a Laser, press 1P side Upleft+A+B and 2P side Right+A+B. 
Stage 15 for a Shell, press 1P side Downright+A and 2P side Downleft+A. 
Stage 16 for an Auto, press 1P side Right+A and 2P side Upright+A. 

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

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

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

* At some points in the background there are 'shootable' patches which will yield a bonus when shot enough. They can be recognized by the sparks which will occur when your bullets hit them. One such bonus is on level one : it is on the lowest part of the second cloud bank to the left after the last large plane of the level appears. It appears as a cow. There is also another shootable area which appears after the first ship in the first level, in the water above it. 
1) The cow bonus is worth 20,000 points, and on the first level, it's followed by a strange object that looks like a dragonfly moving right to left across the screen. Shooting the dragonfly yields an additional 10,000 point bonus. 
2) The cow and dragonfly bonuses also appear on other rounds; the cow can sometimes be seen on the deck of a carrier! 
3) There's a bonus shaped like a spinning cat (!). When collected, it upgrades your weapon to a laser. 

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

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

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

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

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

* If you shoot a POW enough to cycle it through about four or five times, it will turn into a fuel-tank :) that helps a GREAT deal on the last few stages, especially a stage or two where they DON'T give you a full tank at the end of the cloud stage before you go to the water!

- SERIES -

1. 1942 (1984) 
2. 1943 - Midway Kaisen (1987) 
3. 1943 Kai - Midway Kaisen (1988) 
4. 1941 - Counter Attack [B-Board 89625B-1] (1990) 
5. 19XX - The War Against Destiny [Green Board] (1995) 
6. 1944 - The Loop Master [Green Board] (2000)
7. 1942 - Joint Strike (2008, PSN/XBLA)

- STAFF -

Designers : Noritaka Funamizu (Poo), Dechikun 
Producer : Yoshiki Okamoto (Kikaji O.) 
Character designers : Naoko Sato, Miki Chan, Kawamoyan, Aho no Sakata 
Music & SFX : Yoshihiro Sakaguchi 
Additional music : Junko Tamiya (stage 1-1), Manami Matsumae (stage 1-2), Harumi Fujita (stages 2-2 and 3-1) 
Hardware : Panchi Kubozoo (Punch Kubozoo), Jumbo Saito 
Programming : BLBON

- PORTS -

Here is a list of Japanese ports. To see ports released outside Japan and North America, please see the export version entry: "1943 - The Battle of Midway". To see ports released in North America, please see the Conversion Kit entry: "1943 - The Battle of Midway [Conversion Kit]".

* Consoles : 
Nintendo Famicom [JP] (June 20, 1989) "1943 - The Battle of Valhalla [Model CAP-43]" 
Sega Saturn [JP] (August 27, 1998) "Capcom Generation Dai 1 Shou Gekkitsui Oh no Jidai [Model T-1232G]" 
Sony PlayStation [JP] (August 27, 1998) "Capcom Generation Dai 1 Shou Gekkitsui Oh No Jidai [Model SLPS-01535]" 
Sony PlayStation 2 [JP] (March 2, 2006) "Capcom Classics Collection [Model SLPM-66317]" 
Sony PlayStation 3 [PSN] [JP] (February 19, 2013) "Capcom Arcade Cabinet [Model NPJB-00210]"
Microsoft XBOX 360 [XBLA] [JP] (February 20, 2013) "Capcom Arcade Cabinet"

* Handhelds : 
Sony PSP [JP] (September 7, 2006) "Capcom Classics Collection [Model ULJM-05104]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=7&o=2

$end


$info=1943,
$bio

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

Export release. Game developed in Japan by Capcom. For more information, please see the original Japanese version entry: "1943 - Midway Kaisen".

- TRIVIA -

1943 - The Battle of Midway was released in June 1987 outside Japan. It is known in Japan as "1943 - Midway Kaisen" (translated from Japanese as '1943 - Midway Naval Battle'). 

Brian Chapel holds the record for this game with 2,947,360 points on June 23, 1988.

- SERIES -

1. 1942 (1984) 
2. 1943 - Midway Kaisen (1987) 
3. 1943 Kai - Midway Kaisen (1988) 
4. 1941 - Counter Attack [B-Board 89625B-1] (1990) 
5. 19XX - The War Against Destiny [Green Board] (1995) 
6. 1944 - The Loop Master [Green Board] (2000)
7. 1942 - Joint Strike (2008, PSN/XBLA)

- PORTS -

Here is a list of ports released outside Japan and North America. To see ports released in Japan, see "1943 - Midway Kaisen". To see ports released in North America, see "1943 - The Battle of Midway [Conversion Kit]".

* Consoles : 
Sony PlayStation [EU] (September 3, 1999) "Capcom Generations 1 - Wings of Destiny [Capcom Generations Disc 1] [Model SLES-01881]" 
Microsoft XBOX [EU] (November 18, 2005) "Capcom Classics Collection" 
Sony PlayStation 2 [EU] (November 18, 2005) "Capcom Classics Collection [Model SLES-53661]" 
Sony PlayStation 3 [PSN] [EU] (February 20, 2013) "Capcom Arcade Cabinet" 
Microsoft XBOX 360 [XBLA] [EU] (February 20, 2013) "Capcom Arcade Cabinet" 
Microsoft XBOX 360 [XBLA] [AU] (February 21, 2013) "Capcom Arcade Cabinet" 

* Handhelds : 
Sony PSP [EU] (November 10, 2006) "Capcom Classics Collection Reloaded [Model ULES-00377]" 
Sony PSP [AU] (November 16, 2006) "Capcom Classics Collection Reloaded" 

* Computers : 
Atari ST [EU] (1988) 
Amstrad CPC [Tape] [EU] (1988) 
Amstrad CPC [Disc] [EU] (1988) 
Commodore C64 [EU] (1988) 
Sinclair ZX Spectrum [EU] (1988) 
Commodore Amiga [EU] (1989)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=8&o=2

$end


$info=1943u,1943ua,
$bio

1943 - The Battle of Midway (c) 1987 Capcom USA, Incorporated.

North American release. Game developed in Japan by Capcom. For more information, please see the original Japanese version entry: "1943 - Midway Kaisen".

- PORTS -

Here is a list of ports released in North America. To see ports released outside Japan and North America, see "1943 - The Battle of Midway". To see ports released in Japan, see "1943 - Midway Kaisen".

* Consoles : 
Nintendo NES [US] (October 1988) "1943 - The Battle of Midway [Model NES-43-USA]" 
Microsoft XBOX [US] (September 27, 2005) "Capcom Classics Collection" 
Sony PlayStation 2 [US] (September 27, 2005) "Capcom Classics Collection [Model SLUS-21316]" 
Sony PlayStation 3 [PSN] [US] (February 19, 2013) "Capcom Arcade Cabinet: Game Pack 1 [DLC]" 
Microsoft XBOX 360 [XBLA] [US] (February 20, 2013) "Capcom Arcade Cabinet: Game Pack 1 [DLC]" 
Sony PlayStation 3 [PSN] [US] (May 21, 2013) "Capcom Arcade Cabinet: All-In-One Pack [DLC]" 
Microsoft XBOX 360 [XBLA] [US] (May 22, 2013) "Capcom Arcade Cabinet: All-In-One Pack [DLC]" 

* Handhelds : 
Sony PSP [US] (October 24, 2006) "Capcom Classics Collection Reloaded [Model ULUS-10134]" 

* Computers : 
Commodore C64 [US] (1988) 
PC [MS Windows, CD-ROM] [US] (2003) "Capcom Arcade Hits Vol. 2" 

* Others : 
LCD Handheld game [US] (1989) by Acclaim
Apple iPhone/iPad [US] (November 4, 2010) "Capcom Arcade [Model 397347348]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71874&o=2

$end


$nes=1943,
$bio

1943 - The Battle of Midway (c) 1988 Capcom USA, Incorporated.

North American release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "1943 - The Battle of Valhalla [Model CAP-43]".

Text from this version:
The most crucial and decisive battle of World War II is about to be fought... by you! Enemy forces are descending upon Midway Island. Enemy bombers, dive bombers, and zeros are roaring over the island like a typhoon. The surrounding Pacific waters are teeming with enemy aircraft carriers. As the top gun of the Navy's most elite crew of fighter pilots, you must pilot your specially outfitted P-38 into the very midst of the enemy squadron. Equipped with an array of secret weapons, only you can turn the tide against the formidable enemy fleet. The outcome of history's most fateful air/sea battle rests on your hands! Can you avenge Pearl Harbor?

- TECHNICAL -

Game ID: NES-43-USA

- TRIVIA -

1943 for NES was released in October 1988 in North America.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54860&o=2

$end


$nes=1943jp,
$bio

1943 - The Battle of Midway (c) 1988 Capcom Company, Limited.

The game with this subtitle in Japan exists only as a prototype. It was officialy released as "1943 - The Battle of Valhalla [Model CAP-43]".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53791&o=2

$end


$nes=1943j,
$bio

1943 - The Battle of Valhalla (c) 1988 Capcom Company, Limited.

1943 is a vertical shooter by Capcom and conversion of the arcade game of the same name originally released in 1987 (and sequel of 1942). The game takes place during World War II and is set in the Pacific air war theater. The player takes control of a Lockheed P-38 Lightning American war plane and fights his way through twenty four stages over the Midway Atoll, and the main goal of the game is to annihilate the Japanese air fleet and sea forces. The P-38 comes equipped with several forms of defense - a primary Vulcan Gun that can be charged up by holding the fire button, and a special power attack that can be unleashed in a blinding flash of lightning. However, the latter use some of the plane's own power - fuel is at the core of the gameplay and it depletes as the game progresses, or when the player takes damage. Power-ups are usually obtained by taking down formations of red planes, and they range from Pow icons (restores energy), shotgun (upgrades the main weapon to a weak spread gun) and double-cell (refills more energy). However, more weapons (such as a second spread gun, lasers, missiles and so forth) can be unlocked as the game progresses. Unlike its predecessor, 1943 gives the player the ability to customize the P-38 before battle and throughout the game - offensive power, defensive power, energy level, special weapons and special weapons time limit are all attributes that can be modified and improved. Moreover, special power-ups are hidden throughout the game, and although most of them give players extra energy or points, a special flower shaped power-up icon gives players the opportunity to further improve the plane's stats (a rare dragonfly icon also offers twice the number of power-up points). Finally the game features a password system allowing players to save their progress.

- TECHNICAL -

Cartridge ID: CAP-43

- TRIVIA -

1943 for Famicom was released on June 20, 1988 in Japan. It is a conversion of the arcade game of the same name originally released in 1987.

Exported outside Japan as "1943 - The Battle of Midway [Model NES-43-USA]".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53792&o=2

$end


$info=tv1943,
$bio

1943 Kai (c) 1991 TOURVision.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101125&o=2

$end


$info=1943kai,
$bio

1943改 ミッドウェイ海戦 (c) 1987 Capcom.
(1943 Kai - Midway Kaisen)

An update of 1943 with tweaked weapons, fewer levels, and a new soundtrack.

- TECHNICAL -

Main CPU: Zilog Z80 (@ 6 Mhz)
Sound CPU: Zilog Z80 (@ 3 Mhz)
Sound Chips: (2x) Yamaha YM2203 (@ 1.5 Mhz)

Screen Orientation: Vertical
Screen Resolution: 224x256 pixels
Refresh Rate: 60Hz.
Palette Colours: 256

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Even if the titlescreen says 1987, 1943 Kai was released in June 1988 in Japan. 

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

This update of "1943 - Midway Kaisen" was only released to arcades in Japan; it was only released outside Japan to home systems (see Ports below). 1943 Kai has most of it's graphics and sounds redone compared to the original. It also has an upgraded weapon scheme. The plane you're flying is not the regular P-38 but a biplane Boeing Stearman E75 N68828.

Default High-score table ('Ranking best 5') :
1ST 200000 TAE
2ND 150000 YAM
3RD 100000 POO
4TH 70000 MR.
5TH 50000 BLB

Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Daimakaimura : G.S.M. Capcom 1 - D28B-0011) on January 11, 1989.

- TIPS AND TRICKS -

* Choose Your Weapon : Hold these buttons at the beginning of each stage to activate the weapon...
Stage 1 for a Shot Gun, press 1P side Right and 2P side Upright. 
Stage 2 for a Laser, press 1P side Upleft and 2P side Down+B. 
Stage 3 for a 3-way, press 1P side A and 2P side Upleft. 
Stage 4 for a 3-way, press 1P side Downleft+A and 2P side Up+A. 
Stage 5 for a Shell, press 1P side Left and 2P side Downright+A. 
Stage 6 for a Laser, press 1P side Downleft+B and 2P side Upleft+A. 
Stage 7 for a 3-way, press 1P side Down+A+B and 2P side B. 
Stage 8 for a Laser, press 1P side Downleft+B and 2P side Down+A. 
Stage 9 for a Shell, press 1P side Upleft+B and 2P side Downright+A+B. 
Stage 10 for a 3-way, press 1P side Up+A and 2P side Upleft. 

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

- SERIES -

1. 1942 (1984) 
2. 1943 - Midway Kaisen (1987) 
3. 1943 Kai - Midway Kaisen (1988) 
4. 1941 - Counter Attack [B-Board 89625B-1] (1990) 
5. 19XX - The War Against Destiny [Green Board] (1995) 
6. 1944 - The Loop Master [Green Board] (2000)
7. 1942 - Joint Strike (2008, PSN/XBLA)

- STAFF -

Designers : Noritaka Funamizu (Poo), Dechikun
Producer : Yoshiki Okamoto (Kikaji O.)
Character designers : Naoko Sato, Miki Chan, Kawamoyan, Aho no Sakata 
Music & SFX : Yoshihiro Sakaguchi 
Additional music : Junko Tamiya (stage 1-1), Manami Matsumae (stage 1-2), Harumi Fujita (stages 2-2 and 3-1)
Hardware : Panchi Kubozoo (Punch Kubozoo), Jumbo Saito
Programming : BLBON

- PORTS -

* Consoles : 
NEC PC-Engine [JP] (March 22, 1991) "1943 Kai [Model NX91002]" 
Sega Saturn [JP] (August 27, 1998) "Capcom Generation Dai 1 Shou Gekkitsui Oh no Jidai [Model T-1232G]" 
Sony PlayStation [JP] (August 27, 1998) "Capcom Generation Dai 1 Shou Gekkitsui Oh No Jidai [Model SLPS-01535]" 
Sony PlayStation [EU] (September 3, 1999) "Capcom Generations 1 - Wings of Destiny [Capcom Generations Disc 1] [Model SLES-01881]" 
Microsoft XBOX [US] (September 27, 2005) "Capcom Classics Collection" 
Sony PlayStation 2 [US] (September 27, 2005) "Capcom Classics Collection [Model SLUS-21316]" 
Microsoft XBOX [EU] (November 18, 2005) "Capcom Classics Collection"
Sony PlayStation 2 [EU] (November 18, 2005) "Capcom Classics Collection [Model SLES-53661]" 
Sony PlayStation 2 [JP] (March 2, 2006) "Capcom Classics Collection [Model SLPM-66317]" 
Sony PlayStation 3 [PSN] [JP] (February 19, 2013) "Capcom Arcade Cabinet [Model NPJB-00210]"
Microsoft XBOX 360 [XBLA] [JP] [EU] (February 20, 2013) "Capcom Arcade Cabinet"
Sony PlayStation 3 [PSN] [EU] (February 20, 2013) "Capcom Arcade Cabinet"
Microsoft XBOX 360 [XBLA] [AU] (February 21, 2013) "Capcom Arcade Cabinet"
Sony PlayStation 3 [PSN] [US] "Capcom Arcade Cabinet" : provided only if all five packs are bought or through the All-in-One Pack (May 21, 2013) 
Microsoft XBOX 360 [XBLA] [US] "Capcom Arcade Cabinet" : provided only if all five packs are bought or through the All-in-One Pack (May 22, 2013)

* Handhelds : 
Sony PSP [JP] (September 7, 2006) "Capcom Classics Collection [Model ULJM-05104]" 
Sony PSP [US] (October 24, 2006) "Capcom Classics Collection Reloaded [Model ULUS-10134]" 
Sony PSP [EU] (November 10, 2006) "Capcom Classics Collection Reloaded [Model ULES-00377]" 
Sony PSP [AU] (November 16, 2006) "Capcom Classics Collection Reloaded"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=9&o=2

$end


$pce=1943kai,
$bio

1943改 (c) 1991 Naxat Soft.
(1943 Kai)

1943 Kai is a vertical shooter and conversion of Capcom's popular arcade game originally released in 1987. This version was however developed by Naxat Soft and this port is essentially an enhanced remake of the original game. The action takes place during World War II and depicts the historic battle between the American and Japanese air forces in the Pacific. The player flies a Stearman biplane fighter plane and must destroy endless waves of enemy fighter planes, bombers and large battleships. The Stearman is equipped with a standard machine-gun that can be upgraded in all kind of ways. Formation of red enemy places drop special icons when defeated, and shooting at the same icons again loops through various power-ups and items, such as POW options (extra health), Shot Gun, 3-Ways, Super Shells, Lasers, Side Fighters or various special items such as the Double Pill (energy boost). The trademark Capcom special items are also scattered throughout the game, such as the Cow, the strawberry or the Yashichi (red and white twister/wheel shaped item) which gives the player an instant refill of energy. The second button is also used to release super-bombs that clean up the screen in exchange of some of the plane's energy, or make it loop in the air and avoid harmful enemy bullets. 1943-Kai features all the stages from the arcade game, as well as an original mode and a two player option.

- TECHNICAL -

Game ID: NX91002

- TRIVIA -

1943 Kai for PC-Engine was released on March 22, 1991 in Japan for 7200 Yen.

- STAFF -

Program: Yuuichi Ochiai (Y. Ochiai)
Design: Blue Bird
Music: Hisashi Matsushita (H. Matsushita), Daisuke Morishima (D. Morishima)
Special Thanks: Otaka, Takayuki Yajima (Mania-Yajima), Kazuo Takahashi (Gammer-Takahashi)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49052&o=2

$end


$nes=1944,
$bio

1944 (c) 19?? Unknown.

Pirate game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84060&o=2

$end


$info=1944,1944d,
$bio

1944 - The Loop Master (c) 2000 Capcom USA, Incorporated.

North American release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "1944 - The Loop Master [Green Board]" (Japan 000620).

- TECHNICAL -

Runs on the "CP System II" hardware.
Blue Board [USA]

- TRIVIA -

1944 - The Loop Master was released on June 20, 2000 in the USA.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69620&o=2

$end


$info=1944j,
$bio

1944 - The Loop Master (c) 2000 Capcom Company, Limited.

Warbirds Fly Again!

- TECHNICAL -

Runs on the "CP System II" hardware.
Green Board [Japan]

Main CPU: Motorola 68000 (@ 11.8MHz).
Sound CPU: Zilog Z80 (@ 8MHz).
Sound Chips: Q-Sound (@ 4MHz).

Screen Orientation: Horizontal.
Screen Resolution: 384x224
Refresh Rate: 59.629403Hz
Palette Colours: 4096

Controls: 8-way joystick (per player)
Buttons: 2 (per player)
= > [A] Shot/Charging, [B] Bomb

- TRIVIA -

1944 - The Loop Master was released on June 20, 2000 in Japan. It was known as the 33th CPS-2 game.

Known export release: 
[US] "1944 - The Loop Master [Blue Board]" 

Like many other large companies as-of-late, Capcom has started farming out the programing of their games to third party companies. In this case, 1944 was made by 'Eighting / Raizing' and published by Capcom.

The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to 'CAP'.

Default High-score table 'Score ranking' :
(Rank - Name - Score - Stage - Destroy rate)
1st CAP 1000000pts. 3st1  90%
2nd COM 900000pts. 3st1 85%
3rd CAP 800000pts. 3st1 80%
4th COM 700000pts. 2st1 75%
5th CAP 600000pts. 2st1 70%
6th COM 500000pts. 2st1 65%
7th CAP 400000pts. 1st1 60%
8th COM 300000pts. 1st1 55%
9th CAP 200000pts. 1st1 50%
10th COM 100000pts. 1st1 45%

- TIPS AND TRICKS -

* The game features 15 stages & bosses:
Stage 01: The Deep Blue - Boss: High Speed Destroyer 'Nagi'
Stage 02: Iron Beast Warcry - Boss: New type heavy tank 'Shouto'
Stage 03: Jungle Fight - Boss: Prototype Attacker 'Akane'
Stage 04: The Rock Fortress - Boss: Cruising Tank 'Noroshi'
Stage 05: Eagle Territory - Boss: Intercontinental Bomber 'Kyuoh'
Stage 06: Devil Mountain - Boss: Special Attacker 'Haruka'
Stage 07: Nightmare Valley - Boss: Anti-Submarine Battle Cruiser 'Kai'
Stage 08: Fields Of War - Boss: Multi-Cannon Tank 'Ishizue'
Stage 09: Muddy Interceptor - Boss: Middle Class Bomber 'Akatsuki'
Stage 10: Storm Fortress - Boss: Super Gigantic Battleship 'Kaijin'
Stage 11: Oil Legion - Boss: Anti-Aircraft Battleship 'Yu'
Stage 12: Leviathan's Mouth - Boss: Twin-Bodied Transporter 'Take'
Stage 13: Battle Of Green Field - Boss: Gigantic Fighter 'Arashi'
Stage 14: The Last Duel - Boss: Railed Tank 'Goku'
Stage 15: Bell Of Triumph - Boss: Moving Fortress 'Appare Toride'

After destroying Stage 15 boss, the game ends if stage layout is set to 1 loop, or the game continues with stage 1 with enemy firing faster bullets, if the stage layout is set to endless.

* Hold FIRE to charge guns. When it is fully charged release FIRE. The plane will be INVINCIBLE for a short period of time and fire powerful low range projectiles. Then the guns will overheat preventing you from charging them for a short time.

* The mini fighters that appear beside your plane are destroyed after taking two hits. Destroyed side fighters are replaced if you have more in stock. During charge attacking or when there is no bomb, pushing BOMB makes side fighters charge forward for a powerful suicide attack.

- SERIES -

1. 1942 (1984) 
2. 1943 - Midway Kaisen (1987) 
3. 1943 Kai - Midway Kaisen (1988) 
4. 1941 - Counter Attack [B-Board 89625B-1] (1990) 
5. 19XX - The War Against Destiny [Green Board] (1995) 
6. 1944 - The Loop Master [Green Board] (2000)
7. 1942 - Joint Strike (2008, PSN/XBLA)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=10&o=2

$end


$nes=1945,
$bio

1945 (c) 1991 Unknown.

Pirate game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95408&o=2

$end


$info=bgareggabl,
$bio

1945 two (c) 1998 Melody.

A pirate hack of "Battle Garegga" from China.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11942&o=2

$end


$info=1945kiii,
$bio

1945k III (c) 2000 Oriental.

A Korean vertically shoot'em up that is a straight rip-off of Psikyo's "Strikers 1945 III".

- TECHNICAL -

Game ID: -OPCX2-

Main CPU : Motorola 68000 (@ 16 Mhz)
Sound Chips : (2x) OKI6295 (@ 1 Mhz)

Screen orientation : Vertical
Video resolution : 224 x 320 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048

Players : 2
Control : 8-way joystick
Buttons : 4

- TRIVIA -

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

Default High-score table ('Pilot File') :
1 XUZ st4 500000
2 EAR st3 400000
3 TOY st3 300000
4 MAN st2 200000
5 ANI st2 100000
6 SIN st2 50000
7 NOO st2 10000
8 PRO st2 10000
9 MHH st2 5000
10 MHH st2 5000

- STAFF -

Executive Producer : Lee Hyung Kee
Produced & Director : Sung Jung Woo
Game Design : Sung Jung Woo, Kim Tae Wook, Lee Dong Ik
Hardware Design : Kim Young Ho, Lee Seung Woo, Park Sang Yeul
Graphics Design : Kim Tae Wook, Lee Dong Ik, Woo Sang Gyun
Programmer : Sung Jung Woo
Music Artist : Lee Seung Woo
Sound Effect : Sung Jung Woo
Advice Supervisor : Lee Seung Woo
Tester : Eum Jae In, Park Sang Chul, Jang Se Yong, Sin Won Tae

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3425&o=2

$end


$bbca_cass,bbcb_cass=1984,
$bio

1984 (c) 198? Incentive.

A game of government management.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51426&o=2

$end


$nes=dumarac,
$bio

1991 Du Ma Racing (c) 1991 Super Mega.

Unlicensed Taiwanese horse racing game offering two game modes:

1. In race mode, two players can compete in a race. By pressing a button at the right time, they can build up their horse's power, then press another button to release it and give their horse an edge in the race. The player who does this faster and more accurately will have a better chance of winning the race.

2. In gamble mode, 1 to 6 players start out with 500 credits to place bets on 5 horses. The race will be simulated without any player interaction, and at the end of each race event players will get their respective prize money. The goal is to earn more money this way than any other player.

- TRIVIA -

The game's title translates to 'Enjoyable Horse Racing 1991'.

- STAFF -

Developed by: Idea-Tek

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76474&o=2

$end


$info=spikes91,spikes91a,spikes91b,
$bio

1991 Spikes (c) 1991 Unknown.

An Italian bootleg of "Power Spikes".

- TECHNICAL -

Main CPU : Motorola 68000 (@ 10 Mhz)

Players : 2
Buttons : 3

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=12473&o=2

$end


$cdi=1995anv,
$bio

1995 - All the News and Views (c) 1995 Philips Interactive Media, Incorporated.

- TECHNICAL -

Model 811 91??

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52733&o=2

$end


$nes=shangon,
$bio

1997 Hong Kong to Beijing - Super Hang-On (c) 1997 Unknown [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76475&o=2

$end


$nes=mc_sh4b,
$bio

1997 SUPER HIK 4 in 1 (c) 1997 JY Co.

4 pirate games in one:
The Lion King
Zen
Contra 2
Donkey Kong 2

- TECHNICAL -

Game ID: JY-047

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95410&o=2

$end


$nes=1999,
$bio

1999 ほれ、みたことか!世紀末 (c) 1992 Coconuts Japan.
(1999 - Hore, Mita Koto ka! Seikimatsu)

- TECHNICAL -

Cartridge ID: CDS-CS

- TRIVIA -

Released on September 18, 1992 in Japan.

The title of this game translates from Japanese as '1999 - Look, Do you see that?! It's the End of the Century'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53793&o=2

$end


$info=19xx,19xxd,
$bio

19XX - The War Against Destiny (c) 1996 Capcom USA, Incorporated.

North American & European release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "19XX - The War Against Destiny [Green Board]".

- TECHNICAL -

Runs on the "CP System II" hardware. 
Blue Board [USA & Europe]

- UPDATES -

Blue Board releases: 

NOTE: US releases also cover Canada.

Revision 1: 
* Build Date: 951207 
* US release.

Revision 2: 
* Build Date: 951218 
* EUROPE release.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69621&o=2

$end


$info=19xxj,19xxjr1,19xxjr2,
$bio

19XX - The War Against Destiny (c) 1996 Capcom.

A vertical shoot'em up game.

- TECHNICAL -

Runs on the "CP System II" hardware.
Green Board [Japan]

Players: 2
Control: 8-way joystick
Buttons: 2
=> [A] Fire, [B] Bomb

- TRIVIA -

19XX The War Against Destiny was released on December 7, 1995 in Japan. It was known as the 13th CPS-II game. 

The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to 'SYS'. 

Known export releases: 
"19XX - The War Against Destiny [Blue Board]" 
"19XX - The War Against Destiny [Grey Board]" 
"19XX - The War Against Destiny [Orange Board]" 
"19XX - The War Against Destiny [Pink Board]" 

Soundtrack album releases: 
Capcom Game Sound Track -19XX The War Against Destiny- (VICL-2168) [Victor Entertainment] 

Victor Entertainment released a limited-edition soundtrack album for this game (Capcom Game Soundtrack : 19XX The War Against Destiny - VICL-2168) on April 3, 1996. Here is the official name of the songs : 
Mission 1 - A Bit of Blue Sky Between the Clouds 
Mission 2 - The Red Naval Port 
Mission 3 - Dance of the Green Gnome 
Mission 4 - Silver Ice Sheet 
Mission 5 - City Lights in the Black Strait 
Final Mission P1 - Grayish Tornado 
Final Mission P2 - The Last-Ditch Fight

- UPDATES -

Green Board releases : 

Revision 1: 
* Build Date: 951207 

Revision 2: 
* Build Date: 951225

- TIPS AND TRICKS -

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

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

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

- SERIES -

1. 1942 (1984) 
2. 1943 - Midway Kaisen (1987) 
3. 1943 Kai - Midway Kaisen (1988) 
4. 1941 - Counter Attack [B-Board 89625B-1] (1990) 
5. 19XX - The War Against Destiny [Green Board] (1995) 
6. 1944 - The Loop Master [Green Board] (2000)
7. 1942 - Joint Strike (2008, PSN/XBLA)

- STAFF -

Game designers : I. Satsuma, Tomonori Nonaka, S. Obata (Manhattan)
Program designers : T. Ueno, Batayoni, Hdo, Dress, Ittetsu, You!, Hits
Scroll designers : Taka, Fukumoyan, Ziggy, Imahori, Hiroshi Sugiyama, Kazu, Goro Suzuki, Sawatch
Object designers : Y. Maruno, Misupo Rumu, Yoshino Hiroaki, Mimura Kenji 8, Naoki Fukuda, Yuki, Henoheno, Bow, T. Osumi, GZ, K. Tokunaga, You-Ten Nakano, Takep, Eizi Murabayashi, Kogaman
Music composers : Syun Nishigaki (Kobekko), Tatsuro Zuzuki
Sound designers : Hiroaki Kondo (Mach-2)
All sound produce by Arcade Sound Team.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11&o=2

$end


$info=19xxa,19xxar1,
$bio

19XX - The War Against Destiny (c) 1996 Capcom Company, Limited.

Asian release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "19XX - The War Against Destiny [Green Board]".

- TECHNICAL -

Runs on the "CP System II" hardware. 
Grey Board [Asia]

- UPDATES -

Grey Board releases : 

Revision 1: 
* Build Date: 951207

Revision 2: 
* Build Date: 960104

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69622&o=2

$end


$info=19xxh,
$bio

19XX - The War Against Destiny (c) 1996 Capcom Company, Limited. 

South American release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "19XX - The War Against Destiny [Green Board]".

- TECHNICAL -

Runs on the "CP System II" hardware.
Orange Board [South America]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69623&o=2

$end


$info=19xxb,
$bio

19XX - The War Against Destiny (c) 1996 Capcom Company, Limited.

Brazilian release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "19XX - The War Against Destiny [Green Board]".

- TECHNICAL -

Pink Board

Runs on the "CP System II" hardware.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71511&o=2

$end


$amigaocs_flop=1stdmang,
$bio

1st Division Manager (c) 1992 The Codemasters Software Company, Limited.

You have the reputation for BEING THE BEST! So good, that any club in the FIRST DIVISION will take you on as their manager. So choose your favourite team, and take them to the top, after all, you must keep that GREAT REPUTATION GOING!

Take your team to the top in this realistic football manager 
simulation. Instruct your players to TAKE OUT the oppositions best player with a MALICIOUS FOUL, but be careful they are not BOOKED or SENT OFF!

WATCH the match COMMENTARY and HIGHLIGHTS. See all the action take place, as top teams play for supremacy.

Tackle the skills of 1ST DIVISION MANAGEMENT. Plan TRAINING, TEAM TALKS, SUBSTITUTIONS, STRATEGIES even choose a HATCHET MAN!

ALL the FA CUP, LEAGUE and SUPERLEAGUE features. BUY and SELL top players and find a CHAMPION! IT'S INCREDIBLE... YOU ARE THE BOSS.

Full MATCH COMMENTARY and HIGHLIGHTS with THROW INS, CROWD TROUBLE, PENALTIES, OFF-SIDE and more... Watch DODGY REFS, FOULS, INJURIES, BOOKINGS and RED CARDS.

Use your SKILL and JUDGEMENT to win the CUP.

Train your players to be the best. And if they don't fulfil your expectations, sell them. This is the REAL world, so be BRUTAL and get the most out of your team! Can you win the cup?

- TECHNICAL -

CONTROLS: Select MOUSE, KEYBOARD or JOYSTICK options. Move the pointer around the screen and click on the icons you wish to use.

- TRIVIA -

Reviews:
Amiga Force N. 16 (Mar.1994): 53/100
Amiga Format N.34 (Mar.1992): 66/100
Amiga Joker (Mar.1992): 16/100

Average note: 45/100

- TIPS AND TRICKS -

WATCH YOUR BANK BALANCE 

USE THE PASSWORD TO GET INTO THE COMPUTER DATABASE

FREE TRANSFERS STILL NEED WAGES

REST PLAYERS WHERE POSSIBLE

- STAFF -

Developed by: Cyrus Software

Graphics: Brian Hartley
Music: Allister Brimble
Project Directors: Tim Miller, David Ward
Production: Stew Regan, Shan Savage

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73333&o=2

$end


$cpc_cass=1stdivma,
$bio

1st Division Manager [Model 3530] (c) 1992 Codemasters Software

- STAFF -

Programming: Nick Thompson
Graphics: Michael Sanderson
Music: Lyndon Sharp

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64110&o=2

$end


$gba=2disnspt,
$bio

2 Disney Games: Disney Sports Football + Disney Sports Skateboarding (c) 200? Disney Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69409&o=2

$end


$gba=2disney,
$bio

2 Disney Games: Disney's Peter Pan - Return to Neverland + Disney's Lilo & Stitch 2 (c) 200? Disney Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69410&o=2

$end


$gba=2hotwhel,
$bio

2 Game Pack! Hot Wheels - Stunt Track Challenge + Hot Wheels - World Race [Model AGB-BQJE-USA] (c) 200? DSI Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69413&o=2

$end


$gba=2matchbu,
$bio

2 Game Pack! Matchbox Missions: Emergency Response + Air, Land & Sea Rescue [Model AGB-BB4E-USA] (c) 2006 DSI Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69412&o=2

$end


$gba=2matchb,
$bio

2 Game Pack! Matchbox Missions: Emergency Response + Air, Land & Sea Rescue [Model AGB-BB4P] (c) 2006 Zoo Digital Publishing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69411&o=2

$end


$gba=unoskipbu,
$bio

2 Game Pack! Uno + Skip-Bo (c) 2006 DSI Games

- TECHNICAL -

[Model AGB-BUQE-USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69416&o=2

$end


$gba=unoskipb,
$bio

2 Game Pack! Uno + Skip-Bo (c) 2006 Zoo Digital Publishing

- TECHNICAL -

[Model AGB-BUQP]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69415&o=2

$end


$gba=2monsnemu,
$bio

2 Games in 1 Double Pack: Monsters, Incorporated. + Finding Nemo [Model AGB-BDZE-USA] (c) 2005 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69417&o=2

$end


$gba=2prngru,
$bio

2 Games in 1 Double Pack: Power Rangers - Ninja Storm + Power Rangers - Time Force [Model AGB-BRZE-USA] (c) 2005 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69418&o=2

$end


$gba=2scoobmc,2scoobmcu,
$bio

2 Games in 1 Double Pack: Scooby-Doo! Mystery Mayhem + Scooby-Doo and the Cyber Chase (c) 2005 T-HQ, Incorporated..

- TECHNICAL -

Game ID: AGB-BCVE-USA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69419&o=2

$end


$gba=2spbbfop,
$bio

2 Games in 1 Double Pack: SpongeBob SquarePants - Battle for Bikini Bottom + The Fairly OddParents! Breakin' da Rules (c) 2005 T-HQ, Incorporated.

- TECHNICAL -

Game ID: AGB-BX6E-USA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69420&o=2

$end


$gba=2spbrfsu,
$bio

2 Games in 1 Double Pack: SpongeBob SquarePants - Revenge of the Flying Dutchman + SpongeBob SquarePants - SuperSponge [Model AGB-BDFE-USA] (c) 2005 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69421&o=2

$end


$gba=2dbzgt,
$bio

2 Games in 1! Dragon Ball Z - Buu's Fury + Dragon Ball GT - Transformation (c) 200? Atari Interactive, Incorporated.

- TECHNICAL -

[Model AGB-BUFE-USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69422&o=2

$end


$gba=2nemoinci,
$bio

2 Games in 1: Alla Ricerca di Nemo + Gli Incredibili - Una 'Normale' Famiglia di Supereroi (c) 2007 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69423&o=2

$end


$gba=2lego,
$bio

2 Games in 1: Bionicle + Knights' Kingdom [Model AGB-BL5P-EUR] (c) 200? T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69424&o=2

$end


$gba=2nemoincs,
$bio

2 Games in 1: Buscando a Nemo + Los Increibles (c) 2007 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69425&o=2

$end


$gba=2cartnetu,
$bio

2 Games in 1: Cartoon Network Block Party + Cartoon Network Speedway [Model AGB-BW2E-USA] (c) 2005 Majesco Sales, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69426&o=2

$end


$gba=2colmchu,
$bio

2 Games in 1: Columns Crown + ChuChu Rocket! [Model AGB-BW9P-EUR] (c) 2006 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69427&o=2

$end


$gba=2monsnemg,
$bio

2 Games in 1: Die Monster AG + Findet Nemo (c) 2005 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69428&o=2

$end


$gba=2prinlios,
$bio

2 Games in 1: Disney Princesas + Disney's El Rey Leon (c) 2004 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69429&o=2

$end


$gba=2prinbeas,
$bio

2 Games in 1: Disney Princesas + Disney's Hermano Oso (c) 2005 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69430&o=2

$end


$gba=2prinlizs,
$bio

2 Games in 1: Disney Princesas + Lizzie McGuire (c) 200? T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69431&o=2

$end


$gba=2prinbea,
$bio

2 Games in 1: Disney Princess + Disney's Brother Bear [Model AGB-BWBP-EUR] (c) 2005 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69432&o=2

$end


$gba=2prinliz,
$bio

2 Games in 1: Disney Princess + Lizzie McGuire (c) 200? T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69433&o=2

$end


$gba=2prinbeaf,
$bio

2 Games in 1: Disney Princesse + Disney's Frère des Ours (c) 2005 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69434&o=2

$end


$gba=2prinliof,
$bio

2 Games in 1: Disney Princesse + Disney's Le Roi Lion (c) 2004 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69435&o=2

$end


$gba=2prinlioi,
$bio

2 Games in 1: Disney Principesse + Disney's Il Re Leone (c) 2004 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69436&o=2

$end


$gba=2prinbeai,
$bio

2 Games in 1: Disney Principesse + Disney's Koda, Fratello Orso (c) 2005 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69437&o=2

$end


$gba=2bearlio,
$bio

2 Games in 1: Disney's Brother Bear + Disney's The Lion King [Model AGB-BLBX-EUU] (c) 200? T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69438&o=2

$end


$gba=2prinlio,
$bio

2 Games in 1: Disney's The Lion King + Disney Princess [Model AGB-BLPP-EUR] (c) 2004 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69439&o=2

$end


$gba=2prinbeag,
$bio

2 Games in 1: Disneys Prinzessinnen + Disneys Bärenbrüder (c) 2005 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69440&o=2

$end


$gba=2prinliog,
$bio

2 Games in 1: Disneys Prinzessinnen + Disneys Der Koenig der Loewen (c) 2004 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69441&o=2

$end


$gba=drmariop,
$bio

2 Games in 1: Dr. Mario & Puzzle League [Model AGB-BZPP] (c) 2005 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69442&o=2

$end


$gba=2dbzgoku,
$bio

2 Games in 1: Dragon Ball Z I & II (c) 2005 Atari Interactive, Incorporated.

- TECHNICAL -

[Model AGB-BLFE-USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69443&o=2

$end


$gba=2nemoincg,
$bio

2 Games in 1: Findet Nemo + Die Unglaublichen (c) 2007 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69444&o=2

$end


$gba=2nemo12g,
$bio

2 Games in 1: Findet Nemo + Findet Nemo - Das Abenteuer Geht Weiter (c) 200? T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69445&o=2

$end


$gba=2nemo12,2nemo12fd,2nemo12is,
$bio

2 Games in 1: Finding Nemo + Finding Nemo - The Continuing Adventures [Model AGB-BFWP] (c) 200? T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69446&o=2

$end


$gba=2nemoinc,2nemoinca,
$bio

2 Games in 1: Finding Nemo + The Incredibles [Model AGB-BINP-EUR] (c) 2007 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69447&o=2

$end


$gba=2nem2inc,
$bio

2 Games in 1: Finding Nemo - The Continuing Adventures + The Incredibles [Model AGB-BNEE-USA] (c) 200? T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69448&o=2

$end


$gba=2gambleu,
$bio

2 Games in 1: Golden Nugget Casino - Texas Hold 'em Poker [Model AGB-BWCE-USA] (c) 2005 Majesco Sales, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69449&o=2

$end


$gba=2velxwrc,2velxwrcu,
$bio

2 Games in 1: Hot Wheels - Velocity X + Hot Wheels - World Race [Model AGB-BHZE-USA] (c) 200? T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69450&o=2

$end


$gba=2rugspbsf,
$bio

2 Games in 1: Les Razmoket Rencontrent les Delajungle + SpongeBob SquarePants - SuperSponge (c) 200? T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69451&o=2

$end


$gba=2monsnemi,
$bio

2 Games in 1: Monsters & Co. + Alla Ricerca di Nemo (c) 2005 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69452&o=2

$end


$gba=2monsnemd,
$bio

2 Games in 1: Monsters en Co. + Finding Nemo (c) 2005 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69453&o=2

$end


$gba=2monsnem,
$bio

2 Games in 1: Monsters, Incorporated. + Finding Nemo [Model AGB-BDZP-EUR] (c) 2005 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69454&o=2

$end


$gba=2monsnemf,
$bio

2 Games in 1: Monstres & Cie + Le Monde de Nemo (c) 2005 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69455&o=2

$end


$gba=2monsnems,
$bio

2 Games in 1: Monstruos, S.A. + Buscando a Nemo (c) 2005 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69456&o=2

$end


$gba=2race,
$bio

2 Games in 1: Moto GP + GT Advance 3 - Pro Concept Racing [Model AGB-BARP-EUR] (c) 200? T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69457&o=2

$end


$gba=2prngrf,
$bio

2 Games in 1: Power Rangers - Ninja Storm + Power Rangers - La Force du Temps (c) 2005 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69458&o=2

$end


$gba=2prngr,
$bio

2 Games in 1: Power Rangers - Ninja Storm + Power Rangers - Time Force (c) 2005 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69459&o=2

$end


$gba=2prngrg,
$bio

2 Games in 1: Power Rangers - Ninja Storm + Power Rangers - Time Force (c) 2005 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69460&o=2

$end


$gba=2quadmtru,
$bio

2 Games in 1: Quad Desert Fury + Monster Trucks [Model AGB-BWQE-USA] (c) 2005 Majesco Sales, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69461&o=2

$end


$gba=2rugspbs,
$bio

2 Games in 1: Rugrats - Go Wild + SpongeBob SquarePants - SuperSponge [Model AGB-BDFP] (c) 2005 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69462&o=2

$end


$gba=2scoob12s,
$bio

2 Games in 1: Scooby-Doo + Scooby-Doo 2 - Desatado (c) 2006 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69463&o=2

$end


$gba=2scoob12f,
$bio

2 Games in 1: Scooby-Doo + Scooby-Doo 2 - Les Monstres Se Dechainent (c) 2006 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69464&o=2

$end


$gba=2scoob12,2scoob12u,
$bio

2 Games in 1: Scooby-Doo + Scooby-Doo 2 - Monsters Unleashed [Model AGB-BPUE-USA] (c) 2006 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69465&o=2

$end


$gba=2sadvchu,
$bio

2 Games in 1: Sonic Advance + ChuChu Rocket! [Model AGB-BW3P-EUR] (c) 2005 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69466&o=2

$end


$gba=2sadvbat,
$bio

2 Games in 1: Sonic Advance + Sonic Battle [Model AGB-BW4P-EUR] (c) 2005 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69467&o=2

$end


$gba=2sadvpin,
$bio

2 Games in 1: Sonic Advance + Sonic Pinball Party [Model AGB-BW5P-EUR] (c) 2005 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69468&o=2

$end


$gba=2sbatchu,
$bio

2 Games in 1: Sonic Battle + ChuChu Rocket! (c) 2006 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69469&o=2

$end


$gba=2sbatpin,
$bio

2 Games in 1: Sonic Battle + Sonic Pinball Party [Model AGB-BW6P-EUR] (c) 2005 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69470&o=2

$end


$gba=2spinclm,
$bio

2 Games in 1: Sonic Pinball Party + Columns Crown [Model AGB-BW8P-EUR] (c) 2006 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69471&o=2

$end


$gba=2spbbjn,
$bio

2 Games in 1: SpongeBob SquarePants - Battle for Bikini Bottom + Jimmy Neutron Boy Genius [Model AGB-BBJP-EUR] (c) 2005 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69472&o=2

$end


$gba=2spbbff,
$bio

2 Games in 1: SpongeBob SquarePants - Battle for Bikini Bottom + Nicktoons - Freeze Frame Frenzy (c) 200? T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69473&o=2

$end


$gba=2spbrfs,
$bio

2 Games in 1: SpongeBob SquarePants - Revenge of the Flying Dutchman + SpongeBob SquarePants - SuperSponge [Model AGB-BDFP-EUR] (c) 2004 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69474&o=2

$end


$gba=2spbsb,2spbsba,
$bio

2 Games in 1: SpongeBob SquarePants - SuperSponge & Battle for Bikini Bottom (c) 200? T-HQ, Incorporated.

European release.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69475&o=2

$end


$gba=2spbmvff,
$bio

2 Games in 1: The SpongeBob SquarePants Movie + SpongeBob SquarePants and Friends in Freeze Frame Frenzy [Model AGB-B2BP-EUR] (c) 2005 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69476&o=2

$end


$gba=drmariopu,
$bio

2 Games in One! Dr. Mario + Puzzle League [Model AGB-BZPE-USA] (c) 200? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69477&o=2

$end


$gba=2gaunrmpu,
$bio

2 Games in One! Gauntlet + Rampart (c) 2005 DSI Games

- TECHNICAL -

Model AGB-B69E-USA

- TRIVIA -

2 Games in One! Gauntlet + Rampart for Game Boy Advance was released on November 3, 2005 in North America.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69479&o=2

$end


$gba=2gaunrmp,
$bio

2 Games in One! Gauntlet + Rampart (c) 2005 DSI Games.

- TECHNICAL -

Model AGB-B69P-EUR

- TRIVIA -

2 Games in One! Gauntlet + Rampart for Game Boy was released on September 16, 2005 in Europe.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69478&o=2

$end


$gba=2mmklaxu,
$bio

2 Games in One! Marble Madness + Klax (c) 2005 DSI Games

- TECHNICAL -

Model AGB-B68E-USA

- TRIVIA -

2 Games in One! Marble Madness + Klax for Game Boy Advance was released on August 16, 2005 in North America.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69481&o=2

$end


$gba=2mmklax,
$bio

2 Games in One! Marble Madness + Klax (c) 2005 Zoo Digital Publishing.

- TECHNICAL -

Model AGB-B68P-EUR

- TRIVIA -

2 Games in One! Marble Madness + Klax for Game Boy Advance was released on September 16, 2005 in Europe by Zoo Digital Publishing.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69480&o=2

$end


$gba=2paprampu,
$bio

2 Games in One! Paperboy + Rampage (c) 2005 DSI Games.

- TECHNICAL -

Game ID: AGB-B6BE-USA

- TRIVIA -

2 Games in One! Paperboy + Rampage for Game Boy Advance was released on August 21, 2005 in North America.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69483&o=2

$end


$gba=2papramp,
$bio

2 Games in One! Paperboy + Rampage (c) 2005 DSI Games.

- TECHNICAL -

Game ID: AGB-B6BP

- TRIVIA -

2 Games in One! Paperboy + Rampage for Game Boy Advance was released on September 16, 2005 in Europe.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69482&o=2

$end


$gba=2spysprnu,
$bio

2 Games in One! Spy Hunter + Super Sprint (c) 2005 DSI Games

- TECHNICAL -

Model AGB-B6AE-USA

- TRIVIA -

2 Games in One! Spy Hunter + Super Sprint for Game Boy Advance was released on August 15, 2005 in North America.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69485&o=2

$end


$gba=2spysprn,
$bio

2 Games in One! Spy Hunter + Super Sprint (c) 2005 Zoo Digital Publishing

- TECHNICAL -

Model AGB-B6AP-EUR

- TRIVIA -

2 Games in One! Spy Hunter + Super Sprint for Game Boy Advance was released on September 16, 2005 in Europe by Zoo Digital Publishing.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69484&o=2

$end


$gba=2doraex,
$bio

2 Games in One: Dora the Explorer Double Pack [Model AGB-B2EE-USA] (c) 2007 Global Star Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69486&o=2

$end


$megadriv=2fdizcsp,
$bio

2 Games on One Cart: Fantastic Dizzy + Cosmic Spacehead (c) 1994 The Codemasters Software Co., Ltd.

- TECHNICAL -

Game ID: T-120044
Barcode: 5 024866 140446

- TIPS AND TRICKS -

To switch between the two games, push the RESET button on your Mega Drive.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88799&o=2

$end


$svision=2in1,
$bio

2 in 1 - Block Buster + Cross High [Model SV10033] (c) 199? Watara

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95417&o=2

$end


$svision=2in1a,
$bio

2 in 1 - Hash Blocks + Eagle Plan [Model SV10024] (c) 1992 GTC Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95418&o=2

$end


$gba=2shrk2shu,
$bio

2 in 1 Game Pack: Shrek 2 + Shark Tale [Model AGB-BS7E-USA] (c) 2005 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69490&o=2

$end


$gba=2shrk2sh,
$bio

2 in 1 Game Pack: Shrek 2 + Shark Tale [Model AGB-BS7P-EUR] (c) 2005 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69489&o=2

$end


$gba=2spiderm,
$bio

2 in 1 Game Pack: Spider-Man & Spider-Man 2 [Model AGB-BX3P-EUR] (c) 2005 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69491&o=2

$end


$gba=2spidermu,
$bio

2 in 1 Game Pack: Spider-Man + Spider-Man 2 [Model AGB-BX3E-USA] (c) 2005 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69492&o=2

$end


$gba=2spidwlv,
$bio

2 in 1 Game Pack: Spider-Man - Mysterio's Menace + X2 - Wolverine's Revenge (c) 200? Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69493&o=2

$end


$gba=2thawkks,
$bio

2 in 1 Game Pack: Tony Hawk's Underground + Kelly Slater's Pro Surfer (c) 2006 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69494&o=2

$end


$gba=2asterix,
$bio

2 in 1: Astérix & Obélix - Bash Them All! + Astérix & Obélix XXL (c) Atari Interactive, Incorporated.

- TECHNICAL -

[Model AGB-B2AP-EUR]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69495&o=2

$end


$nes=dkongc4,
$bio

2 IN 1: Donkey Kong Country 4 + The Jungle Book 2 (c) 1997 JY Co.

A menu gives the player a choice to play either Donkey Kong Country 4 or Jungle Book 2.

- TIPS AND TRICKS -

The JY logo can be accessed by hitting Up, Down, Up, Down, Left, Left, Right, Right on the title screen.

- STAFF -

Developed by: Hummer Team

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50894&o=2

$end


$nes=2s5ej3,
$bio

2 in 1: Sonic 5 + Earthworm Jim 3 (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83812&o=2

$end


$nes=2sdhm,
$bio

2 in 1: Street Dance + Hit Mouse (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83813&o=2

$end


$gba=2drivin,
$bio

2 in 1: V-Rally 3 + Stuntman (c) 2005 Atari Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69496&o=2

$end


$gba=2titeuf,
$bio

2 Jeux en 1: Titeuf - Ze Gagmachine + Titeuf Méga Compet (c) 2005 Atari Interactive, Incorporated.

- TECHNICAL -

[Model AGB-BT5F-FRA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69488&o=2

$end


$info=2mindril,
$bio

2 Minute Drill (c) 1993 Taito America Corp.

ARE YOUR PLAYERS QUARTERBACK MATERIAL?
NEEDED: TOP NOTCH QUARTERBACK

What does the NFL and Taito have in common? Two Minute Drill. That's right! Taito and the NFL have teamed up to bring you the ultimate quarterback challenge! Actual digitized NFL film footage combined with the task of rifling spirals past the menacing moving arm of a defensive lineman create the perfect blend of video and live action game playing for any aspiring quarterback.
Try to be the heroic, game winning quarterback by moving your team down the field while precious seconds tick away; the harder you throw, the more yards you gain! Sacks, deflected passes, clutch completions, touchdowns, stat summaries and bone-crushing sounds are all highlights of Taito's hottest new hit. With four different skill levels to choose from, the Two Minute Drill will appeal to a wide range op hopeful quarterbacks (yes, even arm-chair QB's). Time's running out, so don't miss your chance to be a star and score the big one with Taito's Two Minute Drill!

* Don't get sacked!
* NFL Films Digitized Graphics!
* Move into the "red zone" for an extra play!
* Avoid the menacing arm of the defensive lineman!
* Try to improve your stats with each game!
* The harder you throw, the more yards you gain!

- TECHNICAL -

Main Processor: Motorola 68000 (@16Mhz)
Sound: Yamaha YM2610B
Taito Custom ICs: TC0400YSC, TC0260DAR, TC0630FDP, TC0510NI0
DAC: 26.6860Mhz, 32.0000Mhz

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5171&o=2

$end


$info=openice,
$bio

2 on 2 Open Ice Challenge (c) 1995 Midway Mfg. Co.

A 4-player hockey game with "NBA Jam"'s game-play.

- TECHNICAL -

Cabinet dimensions :
72in. (182cm) high
42in. (106cm) deep
37in. (94cm) wide.
Cabinet weight : 400 lbs.

Midway Wolf Unit hardware

Main CPU : TMS34010 (@ 6.25 Mhz)
Sound CPU : ADSP2105 (@ 10 Mhz)
Sound Chips : DMA-driven (@ 10 Mhz)

Players : 4
Control : 8-way joystick
Buttons : 3

- TRIVIA -

2 on 2 Open Ice Challenge was released in November 1995.

This game is an official licensed product of the NHLPA (National Hockey League Players Association). It features the voice of the legendary NHL announcer Pat Foley. Over 100 real players, each player's skill level reflects his real NHL ability. This is the only NHL game that has had the rights to have both of hockey's greatest, Wayne Gretzky & Gordie Howe (hidden player) in the same game.

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

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

- TIPS AND TRICKS -

* Hidden Characters (Initials, Birth-date) :
Al Lasko - AL(space), Aug 31
Andy Lycke - AL(space), Nov 23
Art Tianis - AJT, Oct 23
Bill Dabelstein - DOZ, Dec 31
Brian Eddie - BRE, Apr 20
Bridgitte Fedesna - BMF, May 09
Carlos Pesina - CCP, Nov 15
Cary Mednick - CMM, Jul 02
Chris Bobrowski - ME(space), May 12
Christa Woss - CLW, Jul 09
Craig Janney - C(space)J, Sept 26
Dan Thompson - DJT, Jun 04
Dave Michicich - DLM, Aug 06
Dave Zab - ZAB, May 28
Ed Boon - EJB, Feb 22
Ed Keenan - EJK, Apr 10
Eddie Ferrier - EF(space), Jun 10
Eugeene Geer - OEG, Nov 05
Eugene Jarvis - EPJ, Jan 27
Evil Haeger - JH(space), Jul 13
Glenn Shipp - GWS, Jun 11
Gordie Howe - G(space)H, Mar 31
Heather Beach - HAB, Mar 24
Jack H. Haeger - JAH, Jan 06
Jack E. Haeger - JEH, Jul 13
Jake Simpson - JMS, Feb 22
Jason Skiles - JMS, July 29
Jay Cohen - JNC, Jun 04
Jeff Johnson - JBJ, Nov 04
Jeff Peters - JTP, Dec 15
Jennifer Fedesna - JKF, Feb 25
Jennifer Hedrick - JJH, May 03
Jim Gentile - JPG, Jan 23
Jim Greene - JDG, May 31
Jim Rohn - JR(space), May 22
Jim Tianis - DJT, Oct 20
Joan Faux - JBF, July 17
John Carlton - JMC, Aug 05
John Lowes - JML, Nov 04
John Newcomer - JRN, Jun 18
John Tobias - TOB, Aug 24
Jon Hey - JWH, Sept 20
Josh Tsui - CET, Nov 28
Ken Williams - WKW, May 30
Kevin Daley - J(space)R, Sep 15
Kevin Stevens - KMS, Apr 15
Luis Mangubot - LM(space), Apr 18
Mark Loffredo - ML(space), May 25
Mark Penacho - MDP, Jan 13
Mark Turmell - MJT, Mar 22
Martin Martinez - MAM, Aug 07
Maryann Rohn - MAC, Jul 07
Matt Booty - MVB, Apr 18
Matt Cooney - MJC, Jun 06
Matt Davis - MJD, Aug 19
Mike Lynch - MJL, Feb 28
Mike Ossian - OTT, Jan 11
Mike Vinikour - MXV, Oct 14
Mike Waldron - MJW, Jan 09
Nik Ehrlich - NIK, Nov 17
Pat Cox - PGC, Apr 11
Pat Foley - PJF, Dec 23
Paul Dussault - PGD, Dec 17
Ray Gay - RMG, Aug 11
Ray Macika - REM, Mar 26
Rebecca Scott - RS(space), Sept 27
Ross Shaffer - FRS, Apr 13
Sal Divita - SAL, Feb 02
Sheridan Oursler - SNO, Jan 03
Sidney Strong - SID, Feb 12
Steve Beran - SAB, Aug 29
Steve Correll - RSC, Sep 16
Ted Barber - BAR, Dec 05
Tony Goskie - TWG, Dec 07
Tony Metke - ARM, July 19
Warren Davis - WBD, Aug 17
Xion Cooper - XC(space), Aug 09
Zarley Zalapski - ZBZ, Apr 22

- STAFF -

Software : Mark Penacho, Bill Dabelstein
Graphics : Jack E. Haeger, Carlos Pesina, Martin Martinez, Josh Tsui
Sounds & Music : Jon Hey

- PORTS -

* Consoles :
Sony PlayStation (1996)

* Computers :
PC [MS Windows 9x] (1997)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=12&o=2

$end


$a2600=2pakmage,
$bio

2 Pak Special: Cavern Blaster + City War (c) 1992 HES.

Cavern Blaster & City War, two games in one cartridge for your Atari 2600.

Cavern Blaster is a 1-Player game where you have to pilot the Dante Dart spaceship deep into the Cryptic Computer and destroy four Failsafe Detonators -- or the malfunctioning Computer will obliterate the Universal Squeeze by powerful Flashing, Fixed and Flexing Forcefields. Rock Munchers, Homing Missiles and Byte Bats fly at you with ferocious accuracy!

City War is 1 or 2-Player game where you have to save the lost city of Atlantis, one of the greatest civilizations man has ever known! Command a left and right defense post to guard the skies. As the dreaded Gorgon Fleet descends on Atlantis, destroy them or perish!

- TECHNICAL -

Model 771/867

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49133&o=2

$end


$a2600=2pakblac,2pakblaca,
$bio

2 Pak Special: Challenge + Surfing (c) 1990 HES.

- TECHNICAL -

Model 771/333

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49134&o=2

$end


$a2600=2pakdo,
$bio

2 Pak Special: Dolphin + Oink (c) 1990 HES.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49135&o=2

$end


$a2600=2pakgrne,
$bio

2 Pak Special: Dolphin + Pig 'n Wolf (c) 1990 HES.

- TECHNICAL -

Model 771/341

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49136&o=2

$end


$a2600=2pakblue,
$bio

2 Pak Special: Dungeon Master + Creature Strike (c) 1992 HES.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49137&o=2

$end


$a2600=2paklgrn,
$bio

2 Pak Special: Hoppy + Alien Force (c) 1992 HES.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49138&o=2

$end


$a2600=2pakred,
$bio

2 Pak Special: Motocross + Boom Bang (c) 1990 HES.

- TECHNICAL -

Model 0701/157

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49139&o=2

$end


$a2600=2pakdblu,
$bio

2 Pak Special: Planet Patrol + Wall-Defender (c) 1990 HES.

- TECHNICAL -

Model 771/406

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49140&o=2

$end


$a2600=2pakoran,
$bio

2 Pak Special: Space Voyage + Fire Alert (c) 1992 HES.

- TECHNICAL -

Model 773/883

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49142&o=2

$end


$a2600=2pakyelo,
$bio

2 Pak Special: Star Warrior + Frogger (c) 1990 HES.

- TECHNICAL -

Model 771/422

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49143&o=2

$end


$cpc_cass=2psocsqd,
$bio

2 Player Soccer Squad [Model 2PSS] (c) 1990 Cult

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64111&o=2

$end


$cpc_cass=2psuplea,
$bio

2 Player Super League [Model 2PSL] (c) 1989 Cult

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64112&o=2

$end


$info=2spicy,
$bio

とぅーすぱいしー (c) 2007 Sega Enterprises, Limited.
(2 Spicy)

Sega brings back the classic gun fight in this light gun shooting game. Normally sold as 2 cabinets for head to head play but can be played solo in story mode. The innovation on this game is freedom of movement. In most gun games, players are locked into a set path, meaning the game moves the player from location to location, without the player have much choice in the matter.
2 Spicy introduces a double foot pedal system. Which gives the player options and freedom. One pedal moves the player left the other one right. Also being a shoot-out game there is plenty of places to hide for cover. Thus making the game a mano-a-mano fight to the death where the player must outthink, outshoot and outmaneuver his opponent.

- TECHNICAL -

Runs on the Sega "Lindbergh Red" Hardware.

Players: up to 2 Simultaneously.
Control: Lightguns (1 per player)

- TRIVIA -

2 Spicy was released on April 18, 2007.

- TIPS AND TRICKS -

* Play as Cindy or Shadow : After insert coin(s) for 1 credit, point the gun sensor to the screen and then input: left pedal, right pedal, trigger, left pedal, trigger, right pedal, right pedal, left pedal, trigger, trigger and push start at last, Cindy and Shadow will be unlocked in versus mode.

- STAFF -

Composer : Makito Nomiya

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=10266&o=2

$end


$gba=2shrk2md,2shrk2mdu,
$bio

2-in-1 Fun Pack: Shrek 2 + Madagascar (c) 2006 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69497&o=2

$end


$gba=2shrk2m2,2shrk2m2u,
$bio

2-in-1 Fun Pack: Shrek 2 + Madagascar - Operation Penguin [Model AGB-BXHE-USA] (c) 2006 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69498&o=2

$end


$sms=20em1,
$bio

20 em I (c) 1995 Tec Toy.

20 em I is a collection of 20 mini-games.

- TECHNICAL -

Game ID: 0002

- TRIVIA -

20 em 1 was released in Brazil only as bundled cartridge with the console. The title translates from Brazilian as '20 in 1'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55910&o=2

$end


$psx=20seikis,
$bio

20世紀ストライカー列伝 The 20th Century's Strikers (c) 2000 Virgin Interactive Entertainment, Ltd.
(20 Seiki Striker Retsuden - The 20th Century's Strikers)

- TECHNICAL -

Game ID: SLPS-02348

- TRIVIA -

Released on February 10, 2000 in Japan.

The game Features: 1035 teams, 16,700 players and 267,200 player attributes.

Export releases:
[US] "VIVA Soccer [Model SLUS-00657]"
[EU] "VIVA Football [Model SLES-00761]"
[FR] "Absolute Football [Model SLES-01341]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84819&o=2

$end


$pc8801_flop=200yendi,
$bio

200-yen Disk (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91299&o=2

$end


$x1_cass=2001nen,
$bio

2001: An Adventure Story - Special Edition (c) 1983 Tecno Soft.

- TRIVIA -

Based on the famous movie: 2001: A Space Odyssey.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86193&o=2

$end


$bbca_cass,bbcb_cass=2002,
$bio

2002 (c) 198? Superior Software.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51427&o=2

$end


$nes=2002pk,
$bio

2002 World Cup PK (c) 2002 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83814&o=2

$end


$gbcolor=crash2,
$bio

2003 Crash Bandicoot II Advance - The Huge Adventure (c) 2003 Sintax [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67450&o=2

$end


$gbcolor=digisaph,
$bio

2003 Digitmon Sapphire (c) 2003 Unknown.

Chinese game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67451&o=2

$end


$gba=fifag2k6,
$bio

2006 FIFA World Cup - Germany 2006 [Model AGB-B6WE-USA] (c) 2006 EA Games [Electronic Arts, Incorporated.]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69499&o=2

$end


$adam_cass=2010adv,
$bio

2010 - The Ultimate Text Adventure (c) 1984 Coleco Industries, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88785&o=2

$end


$adam_flop=2010,2010a,
$bio

2010 - The Ultimate Text Adventure (c) 1985 Coleco Industries, Inc.

- TECHNICAL -

Game ID: 7849/9659

- STAFF -

Game Design: Michael Price, B. Dennis Sustare
Game Dev. Thomas C. Fulton
Game Text: David James Ritchie, Deborah Ritchie, Michael Stackpole
Graphic Design: Frank Lam
Audio Design: Roland Rizzo
Documentation: Deborah Ritchie

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82614&o=2

$end


$nes=sf2010j,
$bio

2010 Street Fighter (c) 1990 Capcom Company, Limited.

- TECHNICAL -

Game ID: STE-20
Barcode: 4 976219 012232

- TRIVIA -

2010 Street Fighter was released on August 08, 1990 in Japan.

- STAFF -

Programmer: Nobuyuki Matsushima (H.M.D), Moe, Kōji Yoshida (Yoshilim)
Actor Creator: Bengie, Lucky M., Tama
Scene Creator: Tadatchin, Noburin
Music Director: Junko Tamiya (Tamie)
Planner: Miata Yamamoto
Executive Producer: Tokuro Fujiwara (Professor F)
Special Thanks: Scott Maxwell (Scott)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53794&o=2

$end


$coleco=2010,2010p1,2010p,
$bio

2010 The Graphic Action Game (c) 1984 Coleco Industries, Incorporated. [Amsterdam, NY, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53237&o=2

$end


$neocd=2020bb,
$bio

2020 Super Baseball (c) 1995 SNK [Shin Nihon Kikaku].

Neo-Geo CD conversion. Please refer to the original MVS version for more information about this game itself: "2020 Super Baseball [Model NGM-030]".

- TECHNICAL -

[Model NGCD-030]

- TRIVIA -

2020 Super Baseball for Neo-Geo CD was released on February 25, 1995 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47633&o=2

$end


$neogeo=2020bbh,
$bio

2020 Super Baseball (c) 1991 SNK [Shin Nihon Kikaku].

AES version release, please refer to the original MVS version release for information about these games itselves : "2020 Super Baseball [Model NGM-030]".

Description from the USA back cover:
Conventional baseball no longer exists in the year 2020. The Super Baseball Association has been very profitable over the years with robotics power players up against the strongest of athletes. Due to the secret manipulation of certain robotics team players, abilities have been computer controlled to decide the outcome of certain games, benefiting the SBA. Die hard players discovered the SBA's cheating and have now disconnected several parts of the computers to achieve fair and challenging play. Now the games may continue in the famed Cyber-Egg Stadium where only power and skill will determine the winner!

- TECHNICAL -

Game ID: NGH-030
Game size: 46 Mega

- TRIVIA -

This AES version was released on October 25, 1991 in Japan and United States of America.

Reviews:
[FR] December 1991 - Consoles+: 99%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47630&o=2

$end


$info=2020bb,2020bba,
$bio

2020 Super Baseball (c) 1991 SNK.

There is no longer conventional baseball in 2020. The Super Baseball designed by the SUPER BASEBALL ASSOCIATION has been very popular and is the best sport. However, the truth is that the association has used a colossal sum of money to promote Super Baseball as show business. They have manipulated each player's ability using the control computer to secretly decide victory or defeat in every game. The players who knew this removed the connecting parts of the computer to play their own game of baseball.

Finally, a fair game in going to be played at "CYBER EGG"!

FUTURISTIC SUPER BASEBALL, NOW PLAY BALL!

2020 Super Baseball:
1. Futuristic Graphics
2. Select 1 of 12 individual teams of men, women & robot players.
3. Fast paced game with new rules!
4. You can make your team stronger with prizes earned from amazing catches.
5. 2 players simultaneous competition with CONTINUE mode.

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID: NGM-030

[SNK MVS Neo-Geo Controls]
2 players - 4 buttons per player.
=> Hitting : [A] Swing/Return to base, [B] Stolen Base/Lead off, [C] Bunt, [D] Time Out
=> Fielding : [A] Pitch/Throw ball/Jump, [B] Base touch/Feint ball, [C] x, [D] Time out

- TRIVIA -

2020 Super Baseball was released on September 20, 1991 in Japan.

- TIPS AND TRICKS -

* There is no infield fly rule in this game, which can be used to the advantage of a defender if there are base runners. Double plays and even triple plays are common because of this.

* A base runner cannot begin to steal bases until the pitcher has released the ball. In most baseball video games and in real life, a runner can begin to steal the next base at any time. However, stealing a base beforehand can only be done if you continuously press the steal button right after the screen cuts-back after the batter hit a foul ball, and the pitcher will not even notice you running.

* The 3rd baseman, 2nd baseman, and 1st baseman will not leave the base to retrieve a ball. They will instead stand on the base and wait for another fielder to get the ball, which can sometimes mean they will stand there while the ball rolls inches away from them. The only exception would be if the shortstop covers third or second base for the fielder; then they remain in the stationary position.

* Since the game has semi-automatic fielding, you cannot change which defensive player you want to run after the ball, which means sometimes the pitcher will end up chasing a ball well into the outfield.

* If a ball is hit far enough into the stands, it can sometimes become stuck, allowing the batter to garnish an in the park home run. Because of the reduced home run zone, faster players can often round the bases by hitting the ball up into the fair-zone stands.

* The computer players will always attempt to hit the ball straight, as if trying to hit a home run, no matter what the strength of the batter. This can sometimes give an unfair advantage to you, since they do not try to pull the ball just barely fair in order to get a hit. This has its downfall, in that some powerful players will hit home runs easily.

* You cannot play against a team from the other league.

* If you manage to score more than 100 runs, your score will turn back to zero, as there are only two spaces for your runs. Consequently, if you score 101 runs, and your opponent scores two runs, you will lose the game 01-02.

* You cannot change players positions in the field or line up without replacing them.

* If another player is in your line of path to throw the ball, they will catch the ball after you throw it. This means that if the shortstop retrieves a ground ball just behind 3rd base, then the throw will get cut-off by the 3rd baseman and then the pitcher before the ball gets to 1st base. The pitcher will almost always get in the way, and this can present a problem when trying to pull a double play between third and first or second and home.

- STAFF -

Developed by Pallas.

- PORTS -

* Consoles :
SNK Neo-Geo [JP] (October 25, 1991) "2020 Super Baseball [Model NGH-030]"
Nintendo Super Famicom [JP] (March 12, 1993) "2020 Super Baseball [Model SHVC-SA]"
Sega Mega Drive (JP] (March 3, 1994) "2020 Super Baseball [Model EM20027]"
SNK Neo-Geo CD [JP] (February 25, 1995) "2020 Super Baseball [Model NGCD-030]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=13&o=2

$end


$snes=2020bb,
$bio

2020 Super Baseball (c) 1993 Tradewest, Incorporated.

North American version. For more information about the game itself, please see the original Japanese version entry; "2020 Toshi no Super Baseball [Model SHVC-SA]".

- TECHNICAL -

Game ID: SNS-SA-USA
Barcode: 0 31719 19931 0

- TRIVIA -

2020 Super Baseball for SNES was released in July 1993 in North America.

Reviews:
May 1993 - Joypad [FR]: 81%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62679&o=2

$end


$snes=2020bbj,
$bio

2020年スーパーベースボール (c) 1993 KAC.
(2020 Toshi no Super Baseball)

Originally released in 1991 as "2020 Super Baseball [Model NGM-030]", this is not your typical baseball game. In the near future, there are two leagues with a total of 12 teams for players to choose from. Pick your team and go for the championship. The games are held at the exclusive Cyber Egg Stadium, where the home run zone is alarmingly small and the fair zone is unusually wide. There is even a stop zone to stop any ball that lands there. As the game progresses Crackers (mines) are installed. During games, armor can be purchased to reinforce your players. All this makes for a unique baseball experience. You may be a bit perplexed at first, but once you get used to it and begin devising a strategy, you might even start enjoying all the curveballs being thrown at you.

- TECHNICAL -

Game ID: SHVC-SA
Barcode: 4 988622 115004

- TRIVIA -

2020 Super Baseball for SFC was released on March 12, 1993 in Japan.

Also released in North America as "2020 Super Baseball [Model SNS-SA-USA]".

Reviews:
[FR] June 1993 - Consoles + N.21: 89/100

- STAFF -

Director/Main Programmer: H. Kitabata
Programmer: Eiichiro Ichioka (E. Ichioka)
Editor: T. Asakura
Chief Designer: T. Urabe
Designer: N. Fujiwara, Kōichirō Yamamoto (K. Yamamoto), Kenji Matsui (K. Matsui), T. Maruyama, Eri Kitada (E. Kitada), M. Kitabata
Composer: J. Kuramochi, Hiroo Ikeda (H. Ikeda)
Produced by: Eikichi Kawasaki
Transplanted by: Monolith Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47631&o=2

$end


$megadriv=2020bbj,
$bio

2020年スーパーベースボール (c) 1994 Electronic Arts.
(2020 Toshi Super Baseball)

- TECHNICAL -

Game ID: EM20027

- TRIVIA -

2020 Super Baseball for Mega Drive was released in March 3, 1994 in Japan.

Reviews:
[FR] Oct. 1993 - Joypad: 79%
[FR] Oct. 1993 - Consoles + N.24: 85%

Average note: 82%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47632&o=2

$end


$x68k_flop=2069ad,
$bio

2069 AD (c) 1991 Home Data

- TRIVIA -

2069 AD was released on August 9, 1991 in Japan.

Original price: 6800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87006&o=2

$end


$pc98=2069ad,
$bio

2069AD (c) 1991 Home Data.

- TECHNICAL -

Floppy disk x 3

- TRIVIA -

Released on August 03, 1991 in Japan. Retail price: 6800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88807&o=2

$end


$cpc_cass=2088,
$bio

2088 [Model A029] (c) 1988 Zeppelin Games

- STAFF -

Code: Ian Beynon

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64113&o=2

$end


$info=m421club,
$bio

21 Club (c) 199? Barcrest.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=29072&o=2

$end


$pce=21emon,
$bio

21エモン めざせ！ホテル王 (c) 1994 NEC Home Electronics, Limited.
(21 Emon - Mezase Hotel ou!!)

- TECHNICAL -

Game ID: HE93003

- TRIVIA -

Released on December 16, 1994 in Japan for 6800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58527&o=2

$end


$cpc_cass=2112ad,
$bio

2112 AD (c) 1986 Design Design Soft.

- STAFF -

Program: Graham Stafford
Graphics: Stuart Ruecroft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64114&o=2

$end


$info=24_150,24_130,24_140,24_144,
$bio

24 (c) 2009 Stern Pinball, Incorporated.

Jack Bauer is back, but this time in Stern Pinball's 24 pinball machine. Stern Pinball takes FOX's hit television show and turns it into one fast-paced pinball machine that will excite both operators and homeowners.

The 24 pinball machine incorporates both action and storyline elements from the 24 television show.

The 24 pinball machine playfield features:
1. a Suitcase that holds and releases pinballs for multi-ball play;
2. a Sniper House that opens to reveal a bullet-spraying terrorist;
3. an exploding Safe House that one can shoot the pinball into;
4. several single Sniper Drop Targets that can both obscure and free up playfield shots;
5. and lots of multi-ball action

- TECHNICAL -

H: 75 1/2 inches.
W: 27 inches.
D: 55 inches.
Weight: 250lbs.

- TRIVIA -

24 (1.0) was Released in February 2009. This pinball table is based on the Fox television show of the same name starring Kiefer Sutherland.

The 24 pinball contains original speech by Mary Lynn Rajskub, who plays Chloe on the television show. The pinball also offers speech from the television show, as spoken by Jack (Kiefer Sutherland) and Chloe.

- UPDATES -

* 1.50 (May 5, 2010)
- The left ramp and the sniper post were holding onto the ball for too long (in some cases). This has been corrected.
- Ball search was allowed to run when the ball was being held on the left ramp for choreography. This has been corrected.
- Fixed operating system bug that would cause the music volume to spike up to a high level and remain there until the game was power cycled.

* 1.44 (September 2, 2009)
- Fixed a problem with persistent style auditing that could cause the game to stop running in 50HZ countries.
- Roughed in a rule for 'Escape'.
- Added lamp effects and display effects.
- Roughed in 'Save the President' and 'Master Agent' modes.
- Fixed a problem with the game over "music".  If a high score was earned and the match effect did not run at game-over (via tournament, or by the match feature being 'off'), then the high score to date music would run until a new game was started, or until the game was power-cycled. This has been corrected.
- Fixed a problem with the NUKE jackpot. The score was being initialized at power-up and then only increased. This would eventually result in massive NUKE jackpot scores if the game was never powered off. This has been corrected.
- Added a game name message for the Beta-Brite sign.
- Extra ball and Special were not scoring points when the corresponding awards could not be given out. This has been corrected.
- Roughed in skill shot.
- Multiballs were not being restarted when add-a-ball was awarded during various multiball grace periods. This has been corrected.
- Fixed credit display when inserting a coin (the screen would pause for two seconds and show blank scores).
- Added 'ABORT ANIMATIONS' adjustment, and implementation thereof.
- Added shaker motor code.
- Some background lamp effects that used the flashlamps were not being killed at the start of bonus. This has been corrected.

* 1.40 (March 9, 2009)
- Terrorist speech is now louder
- The wizard mode requirement for 'safe house jackpot' was being awarded in the wrong place, this has been corrected.
- Added more lamp effects, display effects, and sounds.

* 1.30 (March 4, 2009)
- suitcase stepper now goes to correct position at power up and during test mode.
- sentox nerve gas award scene is now longer with additional art images
- cell phone now gives mystery style awards
- corrected the audit for terrorist multiball super jackpot lit.
- added art image to sniper multiball total screen
- added more display/lamps/sounds for sniper multiball, terrorist multiball, and suitcase multiball total effects.
- added more art and sound for safe house multiball start, super jackpot.
- added/fixed damn it speech
- added more Jack speech
- different art for pops grow
- Added artwork for sniper target hit. Added music and speech volume adjustments for France. Sniper coil shuts down when entering test mode. More lamp, speech, display f/x for sniper and terrorist.

* 1.20 (February 27, 2009)
- Added French & Italian text
- Disarm nuke now has more graphics/speech
- Some Chloe speech is now shorter

* 1.10 (February 24, 2009)
- added an adjustment for disabling the suitcase. Drop target test now always fires the drop targets, whether they are up or down. Added art and sounds for the start of terrorist hurry-up. 1 terrorist is now being awarded for hitting a safe house standup target.

- STAFF -

Designer: Steve Ritchie
Artwork: Kevin O'Connor
Dots/Animation by: Mark Galvez, Tom Kyzivat
Sound: Ken Hale
Software by: Lyman F. Sheats Jr., Lonnie D. Ropp, Dwight Sullivan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=30777&o=2

$end


$info=smih0490,smih0491,smih0492,smih0493,smih0494,
$bio

24 Karat (c) 2007 Bally Gaming

5 Reels, 25 Lines, 75 Credits Max Bet

- TECHNICAL -

Game Kit #120501 ALPHA Elite S9E
Game Kit #126751 ALPHA Elite S9E Chop Top
Game Kit #120499 S9K

- UPDATES -

SMI #H0490
Min/Max%: 84.08/88.00

SMI #H0491
Min/Max%: 85.87/89.82

SMI #H0492
Min/Max%: 91.08/92.00

SMI #H0493
Min/Max%: 92.84/93.85

SMI #H0494
Min/Max%: 93.43/95.99

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32116&o=2

$end


$ibm5150,ibm5150_cass=2400ad,
$bio

2400 A.D. (c) 1987 Origin

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83572&o=2

$end


$info=ep_25crt,ep_25crta,ep_25crb,ep_25crtc,ep_25crtd,
$bio

25 Carrot Gold (c) 2002 Maygay.

- TRIVIA -

25 Carrot Gold was released in June 2002.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15509&o=2

$end


$info=ind250cc,
$bio

250 cc (c) 1992 Inder.

A Spanish Solid State Electronic pinball machine.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5632&o=2

$end


$info=sc5plays,sc5playsa,
$bio

28 Plays Later (c) 200? QPS Interactive.

- TECHNICAL -

[Model PR2437]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42735&o=2

$end


$astrocde=280zzap,
$bio

280 Zzzap + Dodgem (c) 1978 Bally Mfg. Co.

Based on the 1976 Midway Datsun 280 Zzzap coin-op.

- TECHNICAL -

Game ID: 2001

- TRIVIA -

Part of the "Action/Skill Series".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86163&o=2

$end


$saturn,sat_cart=sandr,sandra,
$bio

２度あることはサンドア～ル (c) 1996 CRI.
2do Arukotoha Sand-R

- TECHNICAL -

Game ID: T-6802G

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58877&o=2

$end


$info=rollingc,
$bio

2in1: Rolling Crash + Moon Base (c) 1979 Nichibutsu.

Rolling Crash is a 2-D maze racing game with changes to add to the variety of play. You control your car through the maze to pick up the dots while at the same time avoiding the car, or cars, that are constantly trying to ram you. Successfully get through one maze and many more await you. This is good practice for freeway driving in the big city.

- TECHNICAL -

Game ID: RCA-1001

UPRIGHT:
Height: 1750 mm.
Width: 700 mm.
Depth: 850 mm.
CRT: 20 inches.

HARDWARE:
Main CPU : Intel 8080 (@ 2 Mhz)

Screen orientation: Vertical
Video resolution: 224 x 256 pixels
Screen refresh: 60.00 Hz
Palette colors: 8

Players: 2
Control: 2-way joystick
Buttons: 1

- TRIVIA -

2in1 was released in October 1979 in Japan for 740,000 Yen.

Other releases:
"2in1: Rolling Crash + Moon base [Model RC-10001]".

Rolling Crash varies from the "Head-On" games in three ways :
1) The game wraps around in a figure eight, making game play different in each part
2) If you run into the enemy car where you can change lanes, your car doesn't die but instead gets pushed over to another lane.
3) The dots actively slow down your car. This you can see as explosions.

- SCORING -

Dots : 3 pts X number of cars on field.
Highlighted areas : 200 pts X number of cars on field.

- TIPS AND TRICKS -

* Always be aware of where the Jam Car(s) is/are located. They can only make one lane change at a time but that lane change may be into your lane.

* The faster you go, the fewer lanes you can cross. At full acceleration, you will only be able to change one lane at a time. In the earlier levels, this will be fine since you will only be dealing with one car. In the multiple Jam Car levels, this can be a very bad thing. Decelerate (take your finger off the accelerate button) to go across multiple lanes.

* The Jam Car(s) always travel in a clockwise motion while you travel in a counterclockwise motion. Remember that so that you don't get confused when there are multiple cars in the maze.  Also, the color of the Jam Car is red while yours is white.

* Don't try to get all the dots on one of the lanes. You need to anticipate where your next move is well before you enter the lane change area since you cannot change lanes at any other time.  Sometimes, on the earlier levels, it is best to do a staggered type dot pickup where you do lane one, change to lane two, to lane three, lane four, lane five, then back to lane one. If you time it right, the Jam Car or Cars will still be in the maze.

* Don't let the speed of the Jam Car(s) throw you. Just plan to be out of your lane before they enter into your lane. If they make it into your lane before you get to the lane change area, you will crash.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2259&o=2

$end


$gba=mleag2k7,
$bio

2K Sports - Major League Baseball 2K7 [Model AGB-B2YE-USA] (c) 2007 Take-Two Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69501&o=2

$end


$gameboy=2ndspace,
$bio

2nd Space (c) 1993 Sachen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93989&o=2

$end


$info=m4nud2p,
$bio

2p Nudger (c) 199? MDM Leisure.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42059&o=2

$end


$info=m42punlm,
$bio

2p Unlimited (c) 199? MDM Leisure.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15586&o=2

$end


$saturn,sat_cart=2taxgold,
$bio

2Tax Gold (c) 1997 Human Entertainment

- TECHNICAL -

Model T-4305G

- TRIVIA -

2Tax Gold was released on January 17, 1997 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58876&o=2

$end


$info=smih0777,smih0778,smih0779,smih0780,smih0781,smih0782,
$bio

2x 10x 5x Bonus Times (c) 2008 Bally Gaming, Incorporated.

- TECHNICAL -

Software Part Number: ASGBTMS317UI-00

Game Kit #146789 CineReels
Game Kit #146779 ALPHA Elite S9E 
Game Kit #146782 ALPHA S900

- UPDATES -

SMI #H0777
Min/Max %: 85.12%/85.15%
Odds to JP (5-Credit played): 3,375,000

SMI #H0778
Min/Max %: 88.86%/88.88%
Odds to JP (5-Credit played): 4,500,000

SMI #H0779
Min/Max %: 90.51%/90.54%
Odds to JP (5-Credit played): 3,375,000

SMI #H0780
Min/Max %: 92.52%/92.56%
Odds to JP (5-Credit played): 2,700,000

SMI #H0781
Min/Max %: 94.47%/94.51%
Odds to JP (5-Credit played): 2,700,000

SMI #H0782
Min/Max %: 96.01%/96.05%
Odds to JP (5-Credit played): 2,700,000

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46138&o=2

$end


$cpc_cass=3as,
$bio

3 As (c) 1986 Coktel Vision.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64115&o=2

$end


$info=3bagflvt,3bagflnz,
$bio

3 Bags Full (c) 1995 Aristocrat.

A 5-reel video slot machine.

- TECHNICAL -

Released on Aristocrat MKIV and MKV hardware with different CPU'S.

MKIV and Jubilee MKIV versions CPU: Motorola M6809
MKV version CPU: ARM250

Sound: 2x AY-3-8910A (@ 1.5MHz).

Screen Orientation: Horizontal
Screen Resolution: 320 x 224 pixels.
Refresh Rate: 60Hz.

The Jubilee MKIV version has a slightly different display with larger numbers, a coloured background replacing the rectangular border, and the reel graphics have been remade to look like the artwork.

- TRIVIA -

Unlike most games, this game pays for two of a kind wins, with the exception of Money Bags and scattered Slot Machines.

- SCORING -

Sheep substitutes for all symbols except scattered Slot Machine.

Paytable (Australian versions):
Sheep: 2 = 5, 3 = 100, 4 = 1000, 5 = 5000
Fox: 2 = 5, 3 = 20, 4 = 100, 5 = 1000
Cat: 2 = 5, 3 = 20, 4 = 100, 5 = 1000
Wolf: 2 = 5, 3 = 20, 4 = 100, 5 = 500
Glass: 2 = 5, 3 = 20, 4 = 100, 5 = 500
King: 2 = 2, 3 = 10, 4 = 25, 5 = 200
Queen: 2 = 2, 3 = 10, 4 = 25, 5 = 200
Jack: 2 = 2, 3 = 5, 4 = 20, 5 = 100
Ten: 2 = 2, 3 = 5, 4 = 20, 5 = 100
Money Bag: 3 = 5, 4 = 20, 5 = Feature
Slot Machine: 3 = 2, 4 = 10, 5 = 100

Paytable (New Zealand version):
Sheep: 2 = 5, 3 = 100, 4 = 600, 5 = 1000
Fox: 2 = 5, 3 = 20, 4 = 100, 5 = 800
Cat: 2 = 5, 3 = 20, 4 = 100, 5 = 800
Wolf: 2 = 5, 3 = 20, 4 = 100, 5 = 500
Glass: 2 = 5, 3 = 20, 4 = 100, 5 = 500
King: 2 = 2, 3 = 10, 4 = 25, 5 = 200
Queen: 2 = 2, 3 = 10, 4 = 25, 5 = 200
Jack: 2 = 2, 3 = 5, 4 = 20, 5 = 100
Ten: 2 = 2, 3 = 5, 4 = 20, 5 = 100
Money Bag: 3 = 5, 4 = 20, 5 = Feature
Slot Machine: 3 = 2, 4 = 15, 5 = 100

- TIPS AND TRICKS -

When 5 Money Bags occur on a lit line, a second screen bonus appears. On the second screen, you can pick three items, which have varying amounts of credits; these credits are all added and is then multiplied by the current bet per line.

The Sheep also substitutes for Money Bags, so it doesn't have to be all 5 of the same item to trigger the feature.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5056&o=2

$end


$pc8801_flop=3by4,
$bio

3 by 4 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91300&o=2

$end


$gameboy=tamafrnd,
$bio

3 Choume no Tama - Tama and Friends - 3 Choume Obake Panic!! [Model DMG-WQJ] (c) 1994 Varie

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65515&o=2

$end


$x68k_flop=3danhen,
$bio

3 Danhenkei Meka Fuzzy (c) 1990 Login Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87007&o=2

$end


$gba=3table1,
$bio

3 Game Pack! Candy Land - Chutes and Ladders - Original Memory Game [Model AGB-BC4E-USA] (c) 2005 DSI Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69502&o=2

$end


$gba=3table3,
$bio

3 Game Pack! Mouse Trap - Simon - Operation [Model AGB-B3OE-USA] (c) 2005 DSI Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69504&o=2

$end


$gba=3table2,
$bio

3 Game Pack! The Game of Life - Payday - Yahtzee [Model AGB-B3UE-USA] (c) 2005 DSI Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69505&o=2

$end


$gba=3table4,
$bio

3 Game Pack!: Ker Plunk! + Toss Across + Tip It (c) 2006 DSI Games

- TECHNICAL -

Game ID: AGB-BXCE-USA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69503&o=2

$end


$gba=3nickldn,
$bio

3 Games in 1: Rugrats - I Gotta Go Party + SpongeBob SquarePants - SuperSponge + Tak and the Power of Juju [Model AGB-B44P-EUR] (c) 200? T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69506&o=2

$end


$gba=3atari1u,
$bio

3 Games in One! Breakout - Centipede - Warlords (c) 2005 DSI Games

- TECHNICAL -

Game ID: AGB-B6ZE-USA

- TRIVIA -

3 Games in One! Breakout - Centipede - Warlords for Game Boy Advance was released on August 21, 2005 in North America.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69508&o=2

$end


$gba=3atari1,
$bio

3 Games in One! Breakout - Centipede - Warlords (c) 2005 DSI Games

- TECHNICAL -

Game ID: AGB-B6ZP

- TRIVIA -

3 Games in One! Breakout - Centipede - Warlords for Game Boy Advance was released on September 9, 2005 in Europe.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69507&o=2

$end


$gba=3atari2u,
$bio

3 Games in One! Super Breakout - Millipede - Lunar Lander (c) 2005 DSI Games.

- TECHNICAL -

Game ID: AGB-B62E-USA

- TRIVIA -

3 Games in One! Super Breakout - Millipede - Lunar Lander for Game Boy Advance was released on August 15, 2005 in North America.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69510&o=2

$end


$gba=3atari2,
$bio

3 Games in One! Super Breakout - Millipede - Lunar Lander (c) 2005 Zoo Digital Publishing.

- TECHNICAL -

Game ID: AGB-B62P-EUR

- TRIVIA -

3 Games in One! Super Breakout - Millipede - Lunar Lander for Game Boy Advance was released on September 2, 2005 in Europe.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69509&o=2

$end


$gba=3atari3u,
$bio

3 Games in One! Yars' Revenge - Asteroids - Pong (c) 2005 DSI Games

- TECHNICAL -

Model AGB-B64E-USA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69512&o=2

$end


$gba=3atari3,
$bio

3 Games in One! Yars' Revenge - Asteroids - Pong (c) 2005 DSI Games

- TECHNICAL -

Game ID: AGB-B64P

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69511&o=2

$end


$pcecd=3in1,
$bio

3 in 1 DUO Demo CD (c) 199? Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58478&o=2

$end


$nes=3suprgun,
$bio

3 in 1 Supergun (c) 1993 Micro Genius [Taiwan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76476&o=2

$end


$megadriv=3in1fwt,
$bio

3 in 1: Flashback + World Championship Soccer + Tecmo World Cup 92 (c) 199? Unknown.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56301&o=2

$end


$megadriv=3in1rmb,
$bio

3 in 1: Road Rash + Ms. Pac-Man + Block Out (c) 199? Unknown.

Pirate card featuring 3 games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56302&o=2

$end


$info=3lilpigs,
$bio

3 Lil' Pigs (c) 199? Doyle & Assoc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=97860&o=2

$end


$x68k_flop=3meka,
$bio

3 Meekaa (c) 1994 Youkan Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87008&o=2

$end


$snes=3ninja,
$bio

3 Ninjas Kick Back (c) 1994 Sony Imagesoft.

SNES conversion of Sega CD's "3 Ninjas Kick Back [Model T-93175]".

You first saw Rocky, Colt, and Tum Tum on the silver screen when their martial arts skills and extreme exploits saved the honor of Grandfather Mori and defeated an evil arms dealer. Now, it's up to you! In this action-packed adventure, you become any one of the 3 Ninjas. And that's when the fun begins. Wild animals and even wilder ninjas attack! A trio of spaced-out heavy metal rockers join forces with the evil Koga in an all-out effort to do you dirty. But if you rescue Grandfather Mori and his ceremonial dagger, you'll have the last laugh... and unlock a secret room filled with more gold than Fort Knox!

- TECHNICAL -

Package ID: SNS-P-A3NE
Game ID: SNS-A3NE-USA

- TRIVIA -

Released in November 1994 in USA.

- TIPS AND TRICKS -

* Level passwords: 
Level 2 - Rocky, Cult, TumTum, Mori Shintaro
Level 3 - Blonde hair guy, Dump guy, Glasses guy, Mori Shintaro
Level 4 - Cult, Rocky, TumTum, Koga
Level 5 - Koga, Mori Shintaro, Cult, TumTum

- STAFF -

Assistant Producer: David Jaffe, Mark Smith
Background Art and Map Design: Terry Lloyd
Executive Producer: Rich Robinson
Game Design: Terry Lloyd
Manager: Ian McGee
Music and Sound Effects: Richard Joseph
Producer: Nathan Rose
Programmer: Ian Sabine
Sprite Art and Animation: Dean Betton, Terry Lloyd, Lee Pullen
Storyline Art: Dean Betton

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62680&o=2

$end


$megadriv=3ninja,
$bio

3 Ninjas Kick Back (c) 1994 Sony Imagesoft.

Genesis conversion of Sega CD's "3 Ninjas Kick Back [Model T-93175]".

You first saw Rocky, Colt and Turn Turn on the silver screen when their martial arts skills and extreme exploits saved the honor of Grandfather Mori and defeated an evil arms dealer. Now, it's up to you! In this action-packed adventure, you become any one of the 3 Ninjas. And that’s when the fun begins. Wild animals and even wilder ninjas attack! A trio of spaced-out heavy metal rockers join forces with the evil Koga in an all-out effort to do you dirty. But if you rescue Grandfather Mori and you'll have the last laugh... and unlock a secret room filled with more gold than Fort Knox!

FEATURES
* Scorching hot graphics
* Interact with various items throughout your quest and use them to your benefit
* Intense two-player action
* Tons of hidden passages
* Awesome sound effects
* Many nasty-looking bosses to defeat
* Over 12 huge areas filled with fast-paced excitement and dozens of secret rooms to discover

Each level is filled with stunning graphics and awesome enemies!

Fast-paced action will keep players on the edge of their seats!

- TECHNICAL -

Game ID: T-113076

- TRIVIA -

3 Ninjas Kick Back for Genesis was released on June 01, 1994 in USA.

- STAFF -

SONY IMAGESOFT
Producer: Nathan Rose
Assistant Producer: Mark Smith
Executive Producer: Richard Robinson
Game Testers: Jose Cruz, Tobin A. Russell, Seth Luisi, Bruce Cochrane, Jody Kelsey Jr., Andre Leighton

MALIBU INTERACTIVE
Programming: Tim Coupe
Game Design: Terry Lloyd
Based on an Original Idea By: Nathan Rose, David Jaffe, Mike Giam
Additional Programming: Philip Watts
Background Art & Map Design: Terry Lloyd
Sprite Art & Animation: Dean Betton, Lee Pullen, Terry Lloyd
Music: Jason Page, Richard Joseph
Sound Effects: Jason Page, Richard Joseph
Manager: Ian McGee
Story Artwork: Dean Betton
Game Testers: Tony McColgan, Mick Thompson, Matthew Lloyd, Paul Colls, Jun Jun Caliva, Kevin Mulhall, Jason Uyeda, Bill McDonald
Compression Software: Rob Northen

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57082&o=2

$end


$segacd=3ninja,
$bio

3 Ninjas Kick Back (c) 1994 Sony Imagesoft.

In this action-packed adventure, you become any one of the 3 Ninjas as you skateboard, hang glide and kick your way through forests, Japanese gardens and into a whole lotta trouble. And that's when the fun begins.

- TECHNICAL -

Model T-93175

- TRIVIA -

3 Ninjas Kick Back was released in February 1994 in USA.

The game is based on the PG-rated major motion picture of the same name.

- PORTS -

* Consoles :
Sega Genesis (June 94) "3 Ninjas Kick Back [Model T-113076]"
Super NES (November 94) "3 Ninjas Kick Back [Model SNS-A3NE-USA]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60690&o=2

$end


$info=3on3dunk,
$bio

3 on 3 Dunk Madness (c) 1996 Video System Company, Limited.

Prototype. Actual game never released.

- TECHNICAL -

Main CPU: Motorola 68000 (@16MHz).
Sound CPU: Zilog Z80 (@8MHz).
Sound Chips: YM2610 (@8MHz).

Screen Orientation: Horizontal
Screen Resolution: 320 x 224 pixels
Refresh Rate: 60Hz

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3352&o=2

$end


$msx2_flop=3square,
$bio

3 Square (c) 1993 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101450&o=2

$end


$info=3super8,
$bio

3 Super 8 (c) 199? IGS.

Casino game for amusement only.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=30230&o=2

$end


$x68k_flop=3takun,
$bio

3 ta kun (c) 1991 Active Software.

- TRIVIA -

Released on July 19, 1991 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87009&o=2

$end


$info=smih1058,smih1059,smih1060,smih1061,smih1062,smih1063,
$bio

3 Times Wild! (c) 2009 Bally Gaming, Incorporated.

- TECHNICAL -

[Bally Signature Series]
Software Part Number: ASG3TWL017UI-01
Topper Part Number: C765-00359-3XWD
Topper Description: 3 TIMES WILD!

Faux Fireball Button Deck:
Game Kit #156904 ALPHA Elite S9E
Game Kit #156910 ALPHA S9000
Game Kit #156913 Cinereels

16 Button Deck:
Game Kit #163225 ALPHA Elite S9E
Game Kit #163229 ALPHA S9000
Game Kit #163231 Cinereels

- UPDATES -

SMI #H1058
Min/Max%: 85.10%

SMI #H1059
Min/Max%: 88.05%

SMI #H1060
Min/Max%: 90.09%

SMI #H1061
Min/Max%: 92.08%

SMI #H1062
Min/Max%: 94.16%

SMI #H1063
Min/Max%: 95.94%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46238&o=2

$end


$info=ss3269,ss3270,ss3271,ss3272,
$bio

3 Triple Jackpot 3 (c) 199? IGT [International Game Technologies].

2-Coin Multiplier slot.

- TECHNICAL -

Game ID: 103A

- UPDATES -

SS3269
SS3270
SS3271
SS3272

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46262&o=2

$end


$pico=3chometm,3chometma,
$bio

3-choume no Tama Momo-chan wa Doko! (c) 1999 Sega Enterprises, Limited.

- TECHNICAL -

Game ID: HPC-6013

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75617&o=2

$end


$nes=3dblocka,3dblockb,
$bio

3-D Block (c) 1989 Hwang Shinwei.

Unlicensed port of Blockout.

- TRIVIA -

Re-released on 1990 by RCM Group with a slightly different title screen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83815&o=2

$end


$nes=3dblock,
$bio

3-D Block (c) 1990 RCM Group.

Unlicensed port of Blockout.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83816&o=2

$end


$info=bowl3d,
$bio

3-D Bowling (c) 1978 Meadows Games.

An early 1- or 2-player bowling game.

- TECHNICAL -

Dimensions :
Inches : 66H x 26.5W x 32D
Centimeters : 167,64H x 67,31W x 81,28D

- TRIVIA -

Also released as a Cocktail Table model : "3-D Bowling [Cocktail Table model]".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4323&o=2

$end


$msx1_cart=3dgolf,3dgolfa,3dgolfhs,
$bio

3Dゴルフシミュレーション (c) 1983 T&E Soft
(3-D Golf Simulation)

- TECHNICAL -

Game ID: TEX-01

- TRIVIA -

Original price: 5800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76530&o=2

$end


$cpc_cass=pinpower,
$bio

3-D Pinball (c) 1989 Mastertronic, Ltd. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98658&o=2

$end


$vboy=3dtetris,
$bio

3-D Tetris (c) 1996 Nintendo of America.

The mesmerizing force of Tetris returns with virtual style! This thrilling animated puzzler takes dexterity and split-second timing to the extreme with dimensional blocks and challenging planes.

3-D Tetris propels players at a demanding pace where quick response and strategy rule. Tetris devotees of all levels will crave this latest sensation of brain-teasing fun!

- TECHNICAL -

Cartridge ID: VUE-VPBE-USA
Package ID: VUE P VPBE

- TRIVIA -

Released on March 22, 1996 in USA only. A Japanese version was in the works but cancelled due to the poor reception and sales of the Virtual Boy as a whole. A a number of Japanese-language menu unused graphics are in the US ROM.

- STAFF -

Executive Producer: Hiroshi Yamauchi
Producer: Gunpei Yokoi
Director: Takeshi Kono
Chief Programmer: Hideo Sugiyama
Main Program: Mitsuto Nagashima
Graphic Design: Yoshimori Aisaka, Osamu Koyanagi, Yoshikazu Hiraki
Sound Creator: Ken Kojima
Sound Effects: Tadashi Nakatsuji
Game Coordinators: Masao Yamamoto, Takahiro Harada, Hitoshi Yamagami
Manual Editor: Masafumi Sakashita, Yasuo Inoue, Norikatsu Furuta
Product Debug & Testing Unit: Super Mario Club
Special Thanks: Takehiro Izushi, Akihiko Matsunami, Natsuo Imai, Nobuko Rissen

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82359&o=2

$end


$a2600=3dtictac,
$bio

3-D Tic-Tac-Toe (c) 1980 Atari, Incorporated.

In this game there is a perspective drawing of four square boards or planes displayed on the screen, which is Intended to create a 3-D effect. Each board is a 4 x 4 grid. The object of the game Is to place four X's or four O's in one horizontal, vertical, or diagonal row. To do this you may use one plane or all four planes.

You must place four markers in a row before your opponent does, or before the computer does, to win. There are nine games in all. The first eight games for one player competing against the computer. Each game number (1-8) is a progressively harder skill level. Game 9 is for two players.

- TECHNICAL -

Model CX2618

- TRIVIA -

Export releases:
"3-D Tic-Tac-Toe [Model CX2618P]"

- TIPS AND TRICKS -

To beat the computer or another player, you must place two three-in-a-rows so that the opponent cannot block both of them. Occasionally, you may win when an opponent fails to see that you have three-in-a-row, but that method involves more luck than strategy.

At higher skill levels, placing three-in-a-row becomes difficult. One of the secrets to playing winning TIC-TAC-TOE is to play in the 16 strong squares at the beginning of a game. The 16 strong squares are the eight outside corner squares, and the eight inside center square.

- STAFF -

By: Carol Shaw

- PORTS -

* Consoles : 
Microsoft XBOX [US] (November 16, 2004) "Atari Anthology [Model 26084]" 
Sony PlayStation 2 [US] (November 22, 2004) "Atari Anthology [Model SLUS-21076]" 
Microsoft XBOX [JP] (August 4, 2005) "Atari Anthology [Model B7X-00001]" 

* Handhelds : 
Nintendo DS [US] (November 2, 2010) "Atari Greatest Hits Vol.1 [Model NTR-BR6E-USA]"

* Computers : 
PC [MS Windows, CD-ROM] [US] (November 11, 2003) "Atari - 80 Classic Games in One! [Model 25069J]" 

* Others : 
Atari Flashback 2 [US] (2005)
Atari Flashback 2+ [US] (February 22, 2010)
Atari Flashback 3 [US] (September 16, 2011) by AtGames
Atari Flashback 4 [US] (November 13, 2012) by AtGames
Atari Flashback 5 [US] (October 1, 2014) by AtGames

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49843&o=2

$end


$a2600=3dtictace,
$bio

3-D Tic-Tac-Toe (c) 1980 Atari, Incorporated.

PAL release. Game developed in USA. For more information, please see the NTSC release's entry; "3-D Tic-Tac-Toe [Model CX2618]".

- TECHNICAL -

Model CX2618P

- PORTS -

* Consoles : 
Microsoft XBOX [EU] (November 26, 2004) "Atari Anthology" 
Sony PlayStation 2 [EU] (February 18, 2005) "Atari Anthology [Model SLES-53061]" 

* Handhelds : 
Nintendo DS [EU] (February 24, 2011) "Atari Greatest Hits Vol.1 [Model NTR-BR6P-EUR]"

* Computers : 
PC [MS Windows, CD-ROM] [EU] (June 10, 2005) "Atari - 80 Classic Games in One! [Replay]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82987&o=2

$end


$a800=3dtictac,
$bio

3-D Tic-Tac-Toe (c) 1979 Atari, Inc.

- TECHNICAL -

Model CXL4010

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82754&o=2

$end


$gbcolor=3dupinb,
$bio

3-D Ultra Pinball - Thrillride [Model CGB-VUPE-USA] (c) 2000 Sierra On-Line, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67452&o=2

$end


$cpc_cass=3dvchess,
$bio

3-D Voicechess (c) 1985 CP Software

- STAFF -

Program: Chris Whittington

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64116&o=2

$end


$gba=sportpck,sportpcku,
$bio

3-in-1 Sports Pack [Model AGB-B3NE-USA] (c) 2005 Majesco Sales, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69513&o=2

$end


$snes=bs3jiw5g,
$bio

3-ji no Wide Shou - 5 Gatsugou (c) 199? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60996&o=2

$end


$snes=bs3jiw6g,
$bio

3-ji no Wide Shou - 6 Gatsugou (c) 199? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60997&o=2

$end


$ibm5150,ibm5150_cass=3ktrivia,
$bio

3-K Trivia (c) 1984 IBM

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83573&o=2

$end


$gameboy=3punyoso,
$bio

3-pun Yosou Umaban Club [Model DMG-U4J] (c) 1992 Hect [Hector] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65516&o=2

$end


$info=30test,
$bio

30 Test (c) 1997 Namco, Limited.

Test your reflexes and memory skills.

- TECHNICAL -

Main CPU: MC68HC11 (@4MHz).
Sound Chips: OKI6295 (@1.056MHz).

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=29548&o=2

$end


$pc8801_flop=300m,
$bio

300m (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91301&o=2

$end


$info=bullseye,
$bio

301/Bullseye (c) 1986 Grand Products, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=26026&o=2

$end


$pc98=31iwayu,
$bio

31いわゆるひとつの超らぶりぃな冒険活劇 (c) 1995 Altacia [Japan]
(31 - Iwayuru Hitotsu no Chou Lovely na Bouken Katsugeki)

- TECHNICAL -

Floppy disk x4

- TRIVIA -

Released on March 02, 1995 in Japan. Retail price: 7800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88808&o=2

$end


$gbcolor=mc31,mc31t,
$bio

31-in-1 Mighty Mix (c) 199? Sachen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95187&o=2

$end


$a2600=32in1,
$bio

32 in 1 (c) 1988 Atari, Incorporated.

A collection 32 games in 1 cartridge:
UFO (1 player only)
Flag Capture (1-2 players)
Human Cannonball (1-2 players)
Reversi (1-2 players)
Checkers (1-2 players)
Slot Racers (2 players only)
Blackjack (1-3 players)
Fishing (1-2 players)
Freeway Rabbit (1-2 players)
Space War (2 players only)
Fun with Numbers (1 player only)
Golf (1-2 players)
3-D Tic-Tac-Toe (1-2 players)
Surround (1-2 players)
Miniature Golf (1-2 players)
Boxing (1-2 players)
Football (2 players only)
Air-Sea Battle (1-2 players)
Freeway Chicken (1-2 players)
Tennis (1-2 players)
Skiing (1 player only)
Fishing Derby (1-2 players)
Sky Diver (2 players only)
Bowling (1-2 players)
Combat (2 players only)
Stampede (1 player only)
Laser Blast (1 player only)
Outlaw (1-2 players)
Slot Machine (1-2 players)
Basketball (1-2 players)
Homerun (1-2 players)
Ant Party (1 player only)

- TECHNICAL -

Model CX26163P

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50002&o=2

$end


$32x=36great,36greatp4,36greatp3,36greatp,
$bio

36 Great Holes Starring Fred Couples (c) 1995 Sega Enterprises, Limited.

European release.

- TECHNICAL -

Model 84602-50

- TRIVIA -

Reviews:
[FR] June 1995, Consoles + N.44: 89/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72398&o=2

$end


$32x=36greatp32,36greatp31,36greatp30,36greatp29,36greatp28,36greatp27,36greatp26,36greatp25,36greatp24,36greatp23,36greatp22,36greatp21,36greatp20,36greatp19,36greatp18,36greatp17,36greatp16,36greatp15,
$bio

36 Great Holes Starring Fred Couples (c) 1994 Sega Enterprises, Ltd.

- TECHNICAL -

Model 84602

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83910&o=2

$end


$32x=36greatju,
$bio

36 Great Holes Starring Fred Couples (c) 1995 Sega Enterprises, Ltd.

- TECHNICAL -

Model GM-5002

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83911&o=2

$end


$info=s3670,
$bio

3670 (c) 1984 Symbolics.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103581&o=2

$end


$x68k_flop=37degc,
$bio

37 Degress C Kai no Bouken (c) 199? 68 Bank

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87010&o=2

$end


$x68k_flop=38mankk,
$bio

38 Man Kilo no Kokuu (c) 1989 System Sacom Corp.

Adventure game.

- TRIVIA -

Released on October 21, 1989 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87011&o=2

$end


$pc98=38man,
$bio

38万キロの虚空 (c) 1989 System Sacom Corp.
(38 Man Kilo no Kokuu)

- TECHNICAL -

Floppy disk x1

- TRIVIA -

Released in December 1989 in Japan. Retail price: 9800 Yen.

It is one of the first MIDI-compatible Japanese game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88809&o=2

$end


$info=3b1,
$bio

3B1 (c) 1985 AT&T, Incorporated.

The 3B1 (also known as Unix PC) was a Unix workstation computer originally developed by Convergent Technologies (later acquired by Unisys), and marketed by AT&T in the mid- to late-1980s.

- TECHNICAL -

10 MHz Motorola MC68010 (16 bit external bus, 32 bit internal) with custom MMU.
Internal MFM hard drive, originally 5 MB, later models with up to 67 MB.
At least 512K RAM on main board, expandable via expansion cards.
3 expansion slots.
Monochrome green phosphor 10-inch (250 mm) monitor.
Internal 300/1200 bit/s modem.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54840&o=2

$end


$x1_cass=3biki,
$bio

3biki no Butachan (c) 198? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86195&o=2

$end


$snes=3jigen,
$bio

3D Ballz 3次元格闘ボールズ (c) 1995 Media Rings Corp.
(3D Ballz - 3-jigen Kakutou Ballz)

3D Ballz is an unusual fighting game developed by PF.Magic and published in Japan by Media Rings. Like any fighting game ought to, a list of playable fighters are available for the player to take control over - however, unlike most fighting games, they range from a a Caveman, a Ballerina to a Mad Clown and a Rhinoceros. All in all, the game features a grand total of eight characters and four different bosses. Interestingly, each character is built out of a set of colored balls that give an unusual 3-D feel to the game. Each fighter can punch and kick or use special moves directly related to their personality - for instance, the rhinoceros can charge right into his opponent and spear him with his horn, and the caveman can roll his opponent into a ball and hit him with his club as he would do with a baseball bat. Other special moves can be unleashed by pressing both shoulder buttons, or when two fighters enter close range combat. 3D Ballz also features a traditional versus mode where two players can fight head to head.

- TECHNICAL -

Game ID: SHVC-ABZJ-JPN

- TRIVIA -

3D Ballz was released on April 28, 1995 in Japan for 9800 Yen.

3D Ballz was originally developed by PF Magic and published by Accolade for the Sega Genesis in 1994. It then later came out for the Super Famicom (1995).

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61057&o=2

$end


$saturn,sat_cart=3dbball,
$bio

3D Baseball [Model T-15906H] (c) 1996 Crystal Dynamics

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59962&o=2

$end


$saturn,sat_cart=3dbballj,
$bio

3D Baseball [Model T-18003G] (c) 1997 BMG Interactive Entertainment [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58878&o=2

$end


$bbca_cass,bbcb_cass=3dbombal,
$bio

3D Bomb Alley (c) 1983 Software Invasion

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51428&o=2

$end


$x1_cass=3dbomb,
$bio

3D Bomberman (c) 198? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86194&o=2

$end


$arcadia=3dbowl,
$bio

3D Bowling (c) 1982 UA, Limited.

The aim of this game is to score as many points as possible by knocking down the pins. Each player plays 10 frames - in the two player version the players take it in turns to play a frame. For each frame the 10 pins are set up in a triangular configuration at the end of the bowling lane, and the player(s) has two balls with which he attempts to knock them down. One point is awarded for each pin knocked down. If all 10 pins are knocked down with one ball the player scores a STRIKE. If it takes two balls to knock down the pins, then a SPARE is scored. Bonus points are awarded for both a STRIKE and a SPARE.

- TECHNICAL -

[Cartridge No. 13]

- SCORING -

a) 1 point is scored for every pin knocked down.

b) If you hit a STRIKE, the points scored with the next two balls are added to the score for that frame.

c) If you hit a SPARE, the points scored with next ball are added to the score for that frame.

d) The final score is the total score of all 10 frames.

- TIPS AND TRICKS -

A STRIKE on the last frame earns one extra frame. A SPARE on the last frame earns one extra ball.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49230&o=2

$end


$cpc_cass=3dboxing,
$bio

3D Boxing [Model 06025] (c) 1985 Amsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64117&o=2

$end


$cpc_cass=3dconstr,
$bio

3D Construction Kit (c) 1991 Domark Group, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64120&o=2

$end


$amigaocs_flop=3dconkit,
$bio

3D Construction Kit (c) 1991 Domark Group, Limited.

- STAFF -

Developer: Incentive Software
Design: Chris Andrew, Paul Gregory, Eugene Messina, Kevin Parker
Conversion: Paul Gregory

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73334&o=2

$end


$bbca_cass,bbcb_cass=3dconvoy,
$bio

3D Convoy (c) 19?? Doctorsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51429&o=2

$end


$bbca_cass,bbcb_cass=3ddotty,
$bio

3D Dotty (c) 19?? Blue Ribbon

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51430&o=2

$end


$cpc_cass=3dfight,
$bio

3D Fight (c) 1985 Loriciels.

- TECHNICAL -

Game ID: 070

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96525&o=2

$end


$amigaocs_flop=3dgalax,
$bio

3D Galax (c) 1989 Gremlin Graphics Software, Limited.

- STAFF -

Coder: Paul Blythe
Graphics: Berni Greggs
Musician: Ben Daglish

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73335&o=2

$end


$pc8801_cass=3dgolf,
$bio

3D Golf Simulation (c) 1983 T&E Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91195&o=2

$end


$pc8801_flop=3dgolfsv,
$bio

3D Golf Simulation - Super Version (c) 1985 T&E Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91302&o=2

$end


$fm7_cass=3dgolf,
$bio

3D Golf Simulation (c) 1983 T&E Soft.

- TECHNICAL -

Game ID: TE-09

- TRIVIA -

Released in February 1983 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93689&o=2

$end


$bbca_cass,bbcb_cass=3dgp,
$bio

3D Grand Prix (c) 198? Software Invasion

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51431&o=2

$end


$cpc_cass=3dgp,
$bio

3D Grand Prix [Amsoft Gold] [Model 961] (c) 1985 Exopal

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64122&o=2

$end


$saturn,sat_cart=3dlemmin,
$bio

3D Lemmings (c) 1996 Psygnosis.

- TECHNICAL -

Game ID: T-11304H-50 / 670-8319-50

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60219&o=2

$end


$saturn,sat_cart=3dlemminj,
$bio

3Dレミングス (c) 1996 Imagineer Company, Limited.
(3D Lemmings)

Japanese release.

- TECHNICAL -

Game ID: T-15013G

- TRIVIA -

Released on August 23, 1996 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58879&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=3dmaze,
$bio

3D Maze (c) 1984 Mastertronic, Ltd. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83751&o=2

$end


$bbca_cass,bbcb_cass=3dmaze,
$bio

3D Maze (c) 19?? IJK

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51432&o=2

$end


$vectrex=3dminest,
$bio

3D Mine Storm (c) 1983 GCE [General Consumer Electric]

Tread lightly!  The transport lanes of intergalactic space have been seeded with mines from an alien vessel. Use your mine destroying blaster to blow up the mines before they annihilate you! You may survive the floating mines, but beware of the fireball, magnetic, and treacherous fireball magnetic mines... 16 fields, each one more difficult, await you!

The enemy minelayer will move through your galaxy and will seed the first mine field. The mines will be left in 3 different levels or planes  Your ship will come into view after all the mines have been activated and the minelayer leaves the galaxy.

Maneuver your ship within the galaxy in an effort to destroy the mines on the first level. Beware... when you hit a large mine it breaks apart into two smaller ones!  And once you destroy the mines on the first level, those on the second level move up to greet you. When those are destroyed, the mines that were on the third level will move up.

Use the joystick to rotate your ship and button 3 to thrust forward.  Buttons 1 and 2 allow you to mysteriously move to a new location on the screen.  Use it cautiously... it might put you in a more difficult predicament!  As you travel through space, use button 4 for fire at the mines.  As you destroy them, additional mines will become activated. Be careful... the minelayer may reappear to try and personally destroy you, but you can blast him as well.

Once you make that part of the galaxy safe, on all three levels, you immediately travel to the next mine field. There are 16 different mine fields, each one becoming increasingly difficult.

- TECHNICAL -

Controls
Joystick: Rotates your mine destroying ship.
Button 1: Escape (hyperspace).
Button 2: Escape (hyperspace).
Button 3: Thrust.
Button 4: Fire.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82206&o=2

$end


$saturn,sat_cart=3dmissio,
$bio

3D Mission Shooting Finalist [Model T-18511G] (c) 1997 GAGA Communications

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58880&o=2

$end


$cpc_cass=3dmoncha,
$bio

3D Monster Chase [Model G12003] (c) 1985 Romik Software, Limited.

- STAFF -

Authored by: Dave Noonan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64123&o=2

$end


$bbca_cass,bbcb_cass=3dmunchy,
$bio

3D Munchy (c) 1983 MRM Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51433&o=2

$end


$bbca_cass,bbcb_cass=3dmunchybr,
$bio

3D Munchy (c) 1985 Blue Ribbon

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51434&o=2

$end


$cpc_cass=3dpinb,
$bio

3D Pinball (c) 1989 Mastertronic, Limited. [UK]

- STAFF -

Program: Bernardin Katic

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64124&o=2

$end


$gbcolor=3dpool,
$bio

3D Pocket Pool [Model CGB-BVPP-EUR] (c) 2001 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67453&o=2

$end


$bbca_cass,bbcb_cass=3dpool,
$bio

3D Pool (c) 1989 Firebird

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51435&o=2

$end


$amigaocs_flop=3dpool,
$bio

3D Pool (c) 1989 Firebird.

- TRIVIA -

The development title was 'Maltese Joe's 3D Pool Challenge'.

- STAFF -

Developed by: Aardvark Software

Design & code: Orlando M. Pilchard

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73336&o=2

$end


$cpc_cass=3dquasar,
$bio

3D Quasars (c) 1985 Solar Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64125&o=2

$end


$pc98=alaskanm,
$bio

3D Real Simulation Golf - Alaskan Malamute G.C. (c) 1992 Home Data [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88810&o=2

$end


$cpc_cass=3dsnook,
$bio

3D Snooker (c) 1990 Players Premier.

- TECHNICAL -

[Cassette]

- STAFF -

Code and Graphics: Steven Siddle
Graphics Enhancements: The Burble Fish
Music: Andy Severn

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48714&o=2

$end


$cpc_flop=3dsnook,3dsnooka,
$bio

3D Snooker (c) 1990 Maze Soft.

Cracked version by Maze Soft. Originally released as a Cassette by Players Premier. For more information about the game itself, please see the original Players Premier version entry.

- TECHNICAL -

[Floppy Disk]
Launch the game with RUN"3DSNOOK

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64082&o=2

$end


$bbca_cass,bbcb_cass=3dsnook,
$bio

3D Snooker (c) 1990 Players

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51436&o=2

$end


$arcadia=3dsoccer,3dsoccera,
$bio

3D Soccer (c) 1983 Emerson Radio Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49231&o=2

$end


$bbca_cass,bbcb_cass=3dspacer,
$bio

3D Space Ranger (c) 1983 Microbyte

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51437&o=2

$end


$cpc_cass=3dsfight,
$bio

3D Starfighter [Model 3059] (c) 1987 Codemasters Software

- STAFF -

Programmed by: The Oliver Twins
Graphics by: James Wilson
Music by: Jon Paul Eldridge

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64126&o=2

$end


$cpc_cass=3dsstrik,
$bio

3D Starstrike (c) 1985 Realtime Games Software

- STAFF -

Written by: Graeme Baird, Ian Oliver, Andy Onions

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64127&o=2

$end


$cpc_cass=3dstunt,
$bio

3D Stunt Rider [Model 183] (c) 1985 Amsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64128&o=2

$end


$bbca_cass,bbcb_cass=3dtankzo,
$bio

3D Tank Zone (c) 1983 Dynabyte

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51438&o=2

$end


$msx1_cart=3dtennis,
$bio

3D Tennis (c) 1983 ASCII Corp.

- TECHNICAL -

Game ID: 00080

- TRIVIA -

Retail price: 4800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76531&o=2

$end


$cpc_cass=3dttrek,
$bio

3D Time Trek (c) 1985 Anirog Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96526&o=2

$end


$fm7_cass=3dufo,
$bio

3D UFO (c) 1984 Compac.

- TECHNICAL -

Game ID: CC-1114

- STAFF -

Programed by: Takahata Hideki

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93690&o=2

$end


$amigaocs_flop=3dwtenn,3dwboxin,
$bio

3D World Boxing [Amiga Sports Pack] (c) 1992 Simulmondo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73337&o=2

$end


$cpc_cass=3dinvad,
$bio

3D-Invaders [Model 136] (c) 1985 Amsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64131&o=2

$end


$cpc_cass=3dplot4,
$bio

3D-Plot 4 (c) 1985 Profisoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64134&o=2

$end


$cpc_cass=3dsub,
$bio

3D-Sub (c) 1985 Loriciels [France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64135&o=2

$end


$cpc_cass=3dc,
$bio

3DC (c) 1987 Elite Systems, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64136&o=2

$end


$bbca_cass,bbcb_cass=3deepspc,
$bio

3Deep Space (c) 19?? Postern

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51439&o=2

$end


$info=gsalive2,
$bio

3DO ALIVE II (c) 199? Goldstar.

- TECHNICAL -

Model GDO-203

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54845&o=2

$end


$info=goldstar,
$bio

3DO Interactive Multiplayer (c) 1994 Goldstar

- TECHNICAL -

Model GDO-101M

Similar in physical appearance to the original Panasonic FZ-1. Due to hardware differences and file processing limitations, incompatibilities with some games were reported.

Part list of Goldstar 3DO Interactive Multiplayer:
X1 = 50.0000 MHz KONY 95-08 50.0000 KCH089C
X2 = 59.0000 MHz KONY 95-21 59.0000 KCH089C (NTSC would use 49.09MHz)
IC303 BOB = 3DO BOB ADG 00919-001-IC 517A4611 - 100 pins
IC1 ANVIL = 3DO Anvil rev4 00745-004-02 521U5L36 - 304 pins
IC302 DSP = SONY CXD2500BQ 447HE5V - 80 pins
IC601 ADAC = BB PCM1710U 9436 GG2553 - 28 pins
X601 16.934MHz = 16.93440 KONY
IC101/102/103/104 DRAM = Goldstar GM71C4800AJ70 9520 KOREA - 28 pins
IC105/106/107/108 VRAM = Toshiba TC528267J-70 9513HBK - 40 pins
IC3 ROM = Goldstar [202M] GM23C8000AFW-325 9524 - 32 pins
IC4 SRAM = Goldstar GM76C256ALLFW70 - 28 pins
IC2 ARM = ARM P60ARMCP 9516C - 100 pins
IC6 = Philips 74HCT14D 974230Q - 14 pins
 IC301 u-COM = MC68HSC 705C8ACFB 3E20T HLAH9446 - 44 pins

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54844&o=2

$end


$info=3do_m2,
$bio

3DO M2 (c) 1998 Panasonic.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54847&o=2

$end


$cdi=3degree,
$bio

3rd Degree (c) 1993 Philips Interactive Media, Incorporated.

Would you like to protect your boss who is having an affair? If you got an anniversary gift you didn't like, what would you do? If you found $1 million, would you keep it? You know how you would answer--but what about your friends? Do you think you know? You'll be quizzed on love, family, career, money and potpourri. Sometimes you're right, and sometimes you're not! The answers will surprise you. It's 3rd Degree--the first CD-i game show. You are the contestant in the hot seat in this interactive game. Meet hilarious hosts and a very astute judge. Choose from an assortment of colorful characters and challenge your friends to three rounds of provocative dilemmas! In 3rd Degree it all adds up to lots of laughs, and the kind of lively conflict everyone loves.

- TECHNICAL -

Model 310690073-2

- TRIVIA -

This game used photographs of live actors, shot with the Sony Mavica, one of the first-ever digital cameras. The camera cost $10,000 and saved the images to a 2-inch floppy disk.

- STAFF -

Concept by: Rob Fulop, Jim Riley
Producer: Rob Fulop
Written by: Reed Kirk Rahlmann
Director: Michael Becker
Software Designer: Ernest Adams
CDI Title Engineer: Paul Wilkerson
Audio Production by: Interactive Audio
Audio Producer: Gary Levenberg
Technical Assistant: James Stiefelmaier

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52734&o=2

$end


$info=ss7196,ss6622,ss6537,ss7804,ss4778,ss6501,ss7805,ss4779,ss0302,ss7806,ss7800,ss7752,ss4780,ss0257,ss7259,ss4781,ss7453,ss7452,ss7451,ss4782,ss7867,ss4783,ss8134,ss8135,
$bio

3x Triple Jackpot 9x (c) 199? IGT [International Game Technologies]

2-Coin Multiplier slot.

- UPDATES -

SS7196
SS6622
SS6537
SS7804
SS4778
SS6501
SS7805
SS4779
SS0302
SS7806
SS7800
SS7752
SS4780
SS0257
SS7259
SS4781
SS7453
SS7452
SS7451
SS4782
SS7867
SS4783
SS8134
SS8135

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46261&o=2

$end


$info=ss6538,ss4784,ss6502,ss4785,ss0341,ss4786,ss0342,ss8760,ss6917,ss0248,ss7092,ss0343,ss4787,ss0244,ss7454,ss7456,ss7455,ss4788,ss4789,ss8753,ss8136,ss8137,
$bio

3x Triple Jackpot 9x (c) 2000 IGT [International Game Technologies].

3-Coin Multiplier slot.

- TECHNICAL -

Game ID: 217B

- UPDATES -

SS6538
SS4784
SS6502
SS4785
SS0341
SS4786
SS0342
SS8760
SS6917
SS0248
SS7092
SS0343
SS4787
SS0344
SS7454
SS7456
SS7455
SS4788
SS4789
SS8753
SS8136
SS8137

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=37794&o=2

$end


$snes=3x3eyesj,
$bio

3x3 Eyes - Juuma Houkan [Model SHVC-A83J] (c) 1995 Banpresto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60998&o=2

$end


$saturn,sat_cart=3x3eyes,3x3eyesa,
$bio

3x3 Eyes - Kyuusei Koushu S [Model T-21301G] (c) 1996 Nihon Create

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58881&o=2

$end


$pc98=3x3eyes,3x3eyesa,
$bio

3x3 EYES ～三只眼變成～ (c) 1993 Nihon Create
(3x3 Eyes - Sanjiyan Henjou)

- TECHNICAL -

Floppy disk x12 !

- TRIVIA -

Released on February 05, 1993 in Japan. Retail price: 14800 Yen.

Based on the manga of the same name.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88811&o=2

$end


$pcecd=3x3eyes,
$bio

3x3EYES ～三只眼燮成～ (c) 1994 NEC Home Electronics, Limited.
(3x3 Eyes - Sanjiyan Hensei)

- TECHNICAL -

Game ID: HECD4010

- TRIVIA -

Released on July 08, 1994 in Japan for 8800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58098&o=2

$end


$snes=3x3eyess,
$bio

3x3 Eyes - Seima Kourinden [Model SHVC-33] (c) 1992 Yutaka

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60999&o=2

$end


$info=3x3puzzl,3x3puzzla,
$bio

3x3 Puzzle (c) 1998 Ace Enterpise.

A compilation of three puzzle games.

- TECHNICAL -

Main CPU: Motorola 68000 (@10 MHz).
Sound Chips: OKI6295 (@1MHz).

Screen orientation: Horizontal
Screen resolution: 320 x 240 pixels.
Refresh rate: 60Hz
Palette Colours: 256

- TRIVIA -

3X3 Puzzle was released in May 1998.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49472&o=2

$end


$pico=tanoyouc,
$bio

4 5 6 Tanoshii Youchien [Model T-133050] (c) 1994 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75618&o=2

$end


$odyssey2,g7400=4en1,
$bio

4 en 1 Ligne (c) 1982 Radiola La Radiotechnique.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95548&o=2

$end


$info=4enraya,4enrayaa,
$bio

4 En Raya (c) 1990 IDSA (Ideas y Disenos, Sociedad Anonima).

A puzzle game from Spain. Line up your pieces 4 in a row either vertically, horizontally or diagonally. You can also shoot your opponent's piece to cancel their turn.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : General Instrument AY8910 (@ 2 Mhz)

Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 512

Players : 2
Control : 2-way joystick
Buttons : 2

- TRIVIA -

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

- STAFF -

Staff : Luis Gosalbez Carrasco

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=16&o=2

$end


$info=4in1,
$bio

4 Fun in 1 (c) 1981 Armenia, Limited.

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

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : Tone generator, discrete circuits

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette colors : 98

Players : 2
Control : 8-way joystick
Buttons : 1

- TRIVIA -

Developed by Food and Fun Corp.

This is a bootleg/hack of 4 games :
Galactic Convoy is a version of "War of the Bugs or Monsterous Manouvers in a Mushroom Maze".
Scramble Pt 2 is a bootleg of "Scramble".
Galaxian Pt 5 is a bootleg of "Galaxian".
The Ghost Muncher Pt 3 is a bootleg of "Pac-Man".

- SCORING -

* Galactic Convoy :
Field items : 40, 30, 20 points (in order)
Bomb : 900 point
Convoy : 100 points per segment
Saucer : 600 points
Field Crosser : 5,000 points
Item Layer : Mystery

* Scramble Pt 2 :
10 points per second of flying.
Missile on ground : 50 points
Missile in air : 80 points
UFO : 100 points
Fuel Tank : 150 points
Mystery Base : 100, 200, or 300 points
Main Base : 800 points

* Galaxian Pt 5 :
Red Ship in formation : 30
Red Ship attacking: 60
Purple Ship in formation : 40
Purple Ship attacking : 80
Blue Ship in formation : 50
Blue Ship attacking : 100
Flagship in formation : 60 points
Flagship attacking with no escorts : 150 points
Flagship attacking with one escort, flagship killed before escort : 150 points
Flagship attacking with one escort, flagship killed after escort : 200 points
Flagship attacking with two escorts, flagship killed before BOTH escorts : 300 points
Flagship attacking with two escorts, flagship killed AFTER both escorts : 800 points

* The Ghost Muncher Pt 3 :
Dot : 10 points
Power pill (energizer) : 50 points
Ghosts : 200, 400, 800, 1600 points
Cherry : 100 points.
Strawberry : 300 points.
Peach : 500 points.
Apple : 700 points.
Pineapple : 1000 points.
Galaxian : 2000 points.
Bell : 3000 points.
Key : 5000 points.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=17&o=2

$end


$a2600=4game1a,
$bio

4 Game in One:
Ice Hockey + Phantom UFO + Spy Vs. Spy + Cosmic Avenger (c) 198? Bit Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50005&o=2

$end


$a2600=4game1,
$bio

4 Game in One:
Rodeo Champ + Open Sesame! + Bobby is Going Home + Festival (c) 198? Bit Corp.

- TECHNICAL -

Model P460

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50006&o=2

$end


$cpc_cass=4gamepn1,
$bio

4 Game Pack No.1 [Model AT 427] (c) 1991 Atlantis

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64137&o=2

$end


$cpc_cass=4gamepn2,
$bio

4 Game Pack No.2 [Model AT 428] (c) 1992 Atlantis

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64138&o=2

$end


$cpc_cass=4gamepn3,
$bio

4 Game Pack No.3 [Model AT 429] (c) 1992 Atlantis

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64139&o=2

$end


$cpc_cass=4in1hit1,
$bio

4 Games In 1 Pack - Hit Pack 1 (c) 1992 Zeppelin Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64140&o=2

$end


$cpc_cass=4in1hit2,
$bio

4 Games In 1 Pack - Hit Pack 2 (c) 1992 Zeppelin Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64141&o=2

$end


$cpc_cass=4in1hit5,
$bio

4 Games In 1 Pack - Hit Pack 5 (c) 1992 Zeppelin Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64142&o=2

$end


$gba=4racing,
$bio

4 Games on One Game Pak [Model AGB-BI4E-USA] (c) 2007 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69515&o=2

$end


$gba=4nickldn,
$bio

4 Games on One Game Pak [Model AGB-BI7E-USA] (c) 2007 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69514&o=2

$end


$info=mead4in1,
$bio

4 in 1 (c) 1976 Meadows Games.

Offered four ball-and-paddle games:
Flim Flam Tennis (2 or 4 players)
Flim Flam Hockey (2 or 4 players)
Knockout (1 player)
Knockout Doubles (4 players)

- STAFF -

Designed by : David Main

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4780&o=2

$end


$a2600=4in1,
$bio

4 in 1 (c) 1987 Atari Corporation.

4 in 1 card featuring Canyon Bomber, Home Run, Night Driver and Sky Diver.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50003&o=2

$end


$megadriv=4in1,
$bio

4 in 1 (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56303&o=2

$end


$gameboy=4in1_001,4in1_002,4in1_004,4in1_005,4in1_006,4in1_007,4in1_008,4in1_009,
$bio

4 in 1 (c) 19?? Sachen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65517&o=2

$end


$info=4in1a,4in1b,
$bio

4 in 1 (c) 2004 Unknown.

Bootleg release. The games found in this release were made by several different companies, mostly from Japan.

- TECHNICAL -

Main CPU : PXA255 (@ 200 Mhz)
Audio: 2x DMA-driven DAC.

Screen orientation : Vertical
Video resolution : 296 x 480 pixels
Screen refresh : 60Hz

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49638&o=2

$end


$gbcolor=4in1_01c,
$bio

4 in 1 (c) 200? Sachen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95185&o=2

$end


$gameboy=4in1fun2,
$bio

4 in 1 - Funpak Vol. II (c) 1993 Interplay

GO FOURTH AND MULTIPLAY!

Now get four times the fun from your Gameboy system with 4-in-1 Fun Pak Vol. II. If you like Yahtzee, you’ll love Yacht. Cut the cards for hours of fun with Solitaire. Peg your spot in the winner’s circle with Cribbage. Or Build on your skills with Dominoes.

You can take these all-time favorite games with you anywhere, anytime. It's like having cards, dice, and dominoes in the palm of your hand. So come on--get ready to shake, shuffle and roll your way to hours of fun!

- TECHNICAL -

Model DMG-F9-USA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65521&o=2

$end


$gameboy=4in1fun,
$bio

4 in 1 - Funpak (c) 1992 Interplay.

Now you can have four of the most popular board games of all time for your GAME BOY... all together in one fun filled package!

Sargon Chess... Checkers... Backgammon... Reversi... any time, any place. Interplay's 4-in-1 FunPak is the perfect opponent, at home or on the road. All four games can be played solo, face to face, or via GAME BOY's GAME LINK.

So, Whenever you're looking for tough competition, just turn on your GAME BOY and take your best shot.

- TECHNICAL -

Model DMG-F4-USA

- TRIVIA -

Released on September 01, 1992 in USA.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65518&o=2

$end


$gameboy=4in1funj,
$bio

4 in 1 - Funpak [Model DMG-F4J] (c) 1992 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65520&o=2

$end


$odyssey2,g7400=4in1,
$bio

4 in 1 Row (c) 1982 Philips Corp.

- TECHNICAL -

Game ID: 40

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95549&o=2

$end


$pcecd=4in1,
$bio

4 in 1 Super CD (c) 1992 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58479&o=2

$end


$cpc_cass=4mostact,
$bio

4 Most Action (c) 1971 Alternative Soft., Ltd.

- TECHNICAL -

Model AS015

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100213&o=2

$end


$info=pepp0158d,pepp0203d,pex0764p,pex2111p,pex2386p,
$bio

4 of a Kind Bonus Poker (c) 1987 IGT [International Game Technologies]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93958&o=2

$end


$sms=4pak,
$bio

4 PAK All Action (c) 1995 HES [Home Entertainment Suppliers].

Unlicensed compilation featuring four games:
1. Power Block
2. Adventure Kid
3. Twin House
4. Cave Dude

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55911&o=2

$end


$info=sc4ivply,
$bio

4 Play (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR1227]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42658&o=2

$end


$info=bowler,
$bio

4 Player Bowling Alley (c) 1978 Midway.

An old black and white bowling game up to 4 players.

- TECHNICAL -

Upright cabinet
Midway Model No. 730

Cabinet dimensions : 72.5inch high x 28.5inch deep x 38.5inch wide

Main CPU : Intel 8080 (@ 1.9968 Mhz)
Discrete circuitry

Screen orientation : Vertical
Video resolution : 224 x 280 pixels
Screen refresh : 60.00 Hz
Palette colors : 2

Players : 1
Control : trackball
Buttons : 2

- TRIVIA -

4 Player Bowling Alley was released in April 1979.

Also released as a Cocktail Table model: "4 Player Bowling Alley [Cocktail Table model]".

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

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=18&o=2

$end


$cpc_cass=4socsim,
$bio

4 Soccer Simulators (c) 1989 Codemasters Software

4 soccer games in 1! 11 A Side Soccer, Indoor Soccer, Street Soccer and Soccer Skills.

- STAFF -

Designed by: Peter Williamson, Mark Baldock, David Darling, Richard Darling
Programmed by: Peter Williamson
Music by: David Whittaker
Animations by: Sean Conran

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64143&o=2

$end


$info=comg230,
$bio

4-Card Bingo (c) 1984 Cal Omega.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=26813&o=2

$end


$info=4dwarrio,
$bio

4-D Warriors (c) 1985 Sega.

A strange deep space shoot them up, which apparently has a 4th dimension. The game is a side scrolling shooter in which you take control of a jetpack propelled space warrior who travels between parallel universes and worm holes throughout the game. By flying over the top of the play field, you end up in an alternate universe. You travel back and forth defeating enemies until you reach a boss creature. On some occasions a worm hole will appear in the middle of the play field and you are taken to even stranger worlds...

- TECHNICAL -

Game ID : 834-5918

Runs on the Sega "System 1" hardware.

Players: 2
Control: 4-way joystick
Buttons: 2

- TRIVIA -

4-D Warriors was released in December 1985 in Japan.

Two early/unused versions of the 100 points sprite are in the background graphics ROM.

ROUTINE NAMES:
Some of the blocks of programming code are labeled for easy reference by the game's coders. Here is the list:
(Address - Name)
1610 - EXCMOD
36F8 - INITENE
3BB7 - SUBENE
3CE9 - EAPCO
4028 - ENEMOVO
449C - ENEMOV1
4872 - ENEMOV2
4A4C - MENE17
4C2C - ENEMOV3
4CAD - BOSS
4E4E - MENE24
4EC4 - ENEMOV4
5193 - ENEMOV5
52AC - ENEMOV6
575A - ENEBEM
5BEF - LEADER
6675 - MAINENE
6785 - ENECOLO
679E - ENECOL1
6A32 - BAKREV
6A94 - BAK12
6B47 - ENEPLY
6B73 - XYSCL
6F5F - BEAM
7168 - PRAZMA
73E1 - TIMER
74D6 - HAGE
803A - EAT
8558 - GASS
872E - MONO
9468 - KAGAMI
980F - HASI
9ACA - TITLE

- STAFF -

Developed by Coreland.
Published by SEGA.

Staff : Rabinia H, Miyao, Sanpei, T. Iga

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=19&o=2

$end


$pyuuta=4ninmj,
$bio

4-nin Mahjan [Model 021E] (c) 1984 Tomy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101341&o=2

$end


$snes=4ninshog,
$bio

4-nin Shougi [Model SHVC-AYSJ] (c) 1995 Planning Office WADA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61000&o=2

$end


$nes=4numh,
$bio

4-nin Uchi Mahjong (c) 1987 FMG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69211&o=2

$end


$nes=4num,4num1,
$bio

4人打ち麻雀 (c) 1984 Nintendo.
(4-nin Uchi Mahjong)

Mahjong video game up to four players.

- TECHNICAL -

Cartridge ID: HVC-FJ

- TRIVIA -

4-nin Uchi Mahjong was released on November 02, 1984 in Japan. It was the second Mahjong game released on the Famicom. It was the first game for the Famicom ever developed by Hudson Soft. 

The title of this game translates from Japanese as 'Four-Player Strike Mahjong'.

4-nin Uchi Mahjong was the eighth best selling Famicom game released during 1983 and 1984, selling approximately 1,450,000 copies in its lifetime. It was presented as an improvement over Nintendo's original Mahjong game, since it allowed for up to four human players to compete at one time, which is more like a traditional game of mahjong.

- STAFF -

Developed by Hudson Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53795&o=2

$end


$intv=4tris,
$bio

4-Tris (c) 2000 IntelligentVision

- TECHNICAL -

Game ID: 9111

- TIPS AND TRICKS -

* Hidden message: If you press 6+9 and press RESET, you’ll get a message from Joseph Zbiciak.

* Hidden game: press RIGHT on the Left controller, and 5 on the right controller and press RESET, you'll get PONG.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60847&o=2

$end


$n64=40winks,
$bio

40 Winks (c) 1999 Unknown.

Cancelled prototype. The game was released on the Sony PlayStation.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57562&o=2

$end


$info=40love,
$bio

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

A tennis game from Taito.

- TECHNICAL -

Runs on Taito's "40-0" hardware.
This is a four board system - Main, Video, ROM, and Sound boards.

Main Board Number : J1100004A / K1100010A
Sound Board Number : J1100005A / K1100011A
Video Board Number : J1100008A / K1100025A
ROM Board Number : J9100005A / K9100008A
Prom Stickers : A30

Main Board :
NEC D780C-1 (Z80) (@ 4 Mhz)
Motorola M68705P5S (@ 3.072 Mhz)
Mitsubishi M5517P SRAM chip
Fujitsu MB14241 ??? chip
Fujitsu MB81416-10 DRAM chips
TD62003P (lamps/LEDs driver)
xtal (@ 8MHz)
(3x) 8-way DSW
 
Sound Board :
NEC D780C-1 (Z80) (@ 4 Mhz)
Mitsubishi M5517P SRAM chip
Yamaha YM2149
OKI M5232
Fujitsu MB3731 Audio amp
xtal (@ 8MHz)
 
Video Board :
(4x) AMD AM93422 RAM chips
(2x) Mitsubishi M5517P SRAM chips
(6 x) Mitsubishi M53357P (=LS157)
xtal (@ 18.432MHz)

Screen Orientation: Horizontal
Screen Resolution: 256 x 224 pixels.
Refresh rate: 60Hz
Palette colours: 256

Players: 2
Control: 4-way joystick
Buttons: 4

- TRIVIA -

Even if titlescreen says 1984, Forty-Love was released in January 1985 in Japan.

A HiLo All-08A was used to program the game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=20&o=2

$end


$nes=mc_cb400a,
$bio

400-in-1 CoolBoy (c) 199? Unknown.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95261&o=2

$end


$a800=salt100,salt204,salt205,
$bio

400/800 SALT Diagnostic Cartridge (c) 1979 Atari, Inc.

- TECHNICAL -

Model TE15644

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82755&o=2

$end


$info=1942h,
$bio

42 (c) 198? Two-Bits Score.

Pirate version of Capcom's 1942.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50900&o=2

$end


$nes=mc_45,mc_45a,
$bio

45 in 1 (c) 1998 JY Co.

Pirate multicart featuring:
01. Super Mario World
02. Super Mario
03. Aladdin III
04. Goal II
05. Soccer
06. Tetris 2
07. Metro Cross
08. Ninja II
09. Ninja III
10. BB Car
11. Elevator Action
12. Flappy
13. King of the Ghost
14. Nineteen Forty Two
15. Seicross
16. Bwings
17. Gyrodine
18. Sqoon
19. Twin Bee
20. Xevious
21. City Connection
22. Mach Rider
23. Magmax
24. Route Sixteen
25. Pro Wrestling
26. Sonson
27. Spartanx
28. Spelunker
29. Bomber Man
30. Wrecking Crew
31. Arkanoid
32. Ms. Pacmen
33. Pacland
34. Front Line
35. Challenger
36. Penguins Wars
37. Galg
38. Geimos
39. Star Juster
40. Thexde II
41. Volguard II
42. Popeye II
43. Bugger Man
44. Visionary Mario
45. Pacland New Keypad

- TECHNICAL -

Game ID: JY-120A

There is a DIP switch in the cart which can expand the list of games to 90, but the extra 45 games listed are just repeats.

- TRIVIA -

This multicart is somewhat notable for containing the only known complete version of the Super Mario World.

The music on the menu is from Adventure Island.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95414&o=2

$end


$snes=46okunen,
$bio

46億年物語 はるかなるエデンへ (c) 1992 Enix, Limited.
(46 Okunen Monogatari - Harukanaru Eden e)

46 Okunen Monogatari is a side-scrolling action/RPG by Almanic Corporation and published by Enix. The goal of the game is to ensure that the primitive animals on Earth evolve and thrive. Each one of the various stages gives the player an evolutionary challenge to fulfill. The player's journey starts in the sea as a simple fish and his first task is to defeat the sharks before moving onto land. There, he soon prevents the sleek insects to take over the reptiles and the same reptiles to take over the mammals. The player's avatar, with the help of the beautiful Gaia (The Earth spirit), evolves into different creatures and eventually reaches the ultimate human form in the Age of Eden. Each incarnated creature wins evolutionary points (AP) by eating other life forms. The precious earned points can then be used to modify parts of the creature's body such as jaws, horns, neck, body, hands, feet, tails and so forth. Magic crystals can also be collected along the way to accelerate the evolution process. The game is first presented as an overhead view of the surrounding world and once a stage is selected, the whole gameplay turns into a traditional side view action game. Other animals are scattered along the way and either give the player information, short missions or, in most cases, simply try to eat him. The game is non-linear and it is up to the player to evolve an aggressive or more defensive creature. These choices are at the core of the gameplay and the game branches out depending on the player's actions. Interestingly, a collection of creatures can be stored on the game's cartridge.

- TECHNICAL -

Game ID: SHVC-46

- TRIVIA -

46 Okunen Monogatari was released on December 21, 1992 in Japan for 9600 Yen.

The title of this game translates from Japanese as "4.6 Billion Year Story To Distant Eden".

Export releases:
[US] "E.V.O. - Search for Eden [Model SNS-46-USA]"

- TIPS AND TRICKS -

Human body
----------
After becoming a mammal, evolve the cat jaws and rabbit body. Then, select the Ramopithecus body. It will become human after two more evolutions. 

Mermaid body
------------
Accumulate 10,000 evolution points by the final ocean stage of Chapter 5. Select Hand and Feet when evolving your character, then select the Try To Evolve option. Continue to evolve three times to become a Mermaid. 

Easy HP
-------
Even the smallest evolution will max out your HP. Shortening/lengthening your neck or changing the size of your body when low on HP will enable you to defeat every Boss easily.

If you evolve a part of your body, your HP resets to its maximum. A good thing to evolve is a horn or something cheap. You will also get more EVO points after killing the Boss.

- STAFF -

Almanic Staff
Gamer Designed by: Takashi Yoneda
Programmed By: Saburou Contora, Tetsuya Furuta, Hiromitsu Shioya
Graphics Designed By: Naoyuki Hayakawa, Yasuo Hakatsuki, Takashi Shichijo, Hidetoshi Fujioka
Special Thanks: Hiroshi Yomkokura, Masumi Goto, Tommy Bon Bon

Music Staff
Music Composed By: Koichi Sugiyama
Music Arranged By: Motoaki Takenouchi
Sound Created By: Cube Corporation, Yoshiaki Kubotera, Masanori Hikichi, Tomohiro Endo, Dogen Shibuya, Hiroo Tengenji

Enix Staff
Staff: Takao Kawaguchi, Yasuyuki Sone, Teruhiko Hanawa, Kouji Mitumori, Keiko Ito, Hideki Yamamoto, Kazunori Takado, Yasuhito Watanabe, Junji Kuwahara, Yushi Kikumoto, Yasuko Sekiguchi, Miwako Matumoto
Special Thanks: Shinichi Kouda, Yomiko Nanaka, Hiroomi Tanaka, Ryuichi Moriya, Shigeru Kitaori, Masayo Ikeda, Hirotomo Morisada, Mieko Hukui, Hajime Iesaka, Keiko Hattori, Kanako Kunimatsu, Naoki Yasuda, Yoshiaki Ujiie

Art Staff
Package Illustated By: Kamui Fujiwara
Art Designed By: Micro Creative, Brahman, Yasumi Kawano

Production Staff
Art Directed By: Masahiro Hirasawa
Publicity: Teruhiko Hanawa
Assistants: Teturou Shimoda, Kenjiro Kano
Assistant Producers: Hiroki Fujimoto, Keiko Taga
Directed By: Takashi Yoneda (Almanic)
Produced By: Keizou Mochizuki
Published By: Yukinobu Chida

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61001&o=2

$end


$pc98=46okunen,
$bio

46億年物語 ~THE進化論~ (c) 1990 Enix, Ltd.
(46 Okunen Monogatari - The Shinkaron)

- TECHNICAL -

Floppy disk x5

- TRIVIA -

Released on May 26, 1990 in Japan. Retail price: 9200 Yen.

- PORTS -

* Consoles :
Modified and rereleased for the Super Famicom in 1992

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88812&o=2

$end


$info=48in1,48in1a,48in1b,
$bio

48 in 1 (c) 2004 Unknown.

Bootleg release. The games found in this release were made by several different companies, mostly from Japan.

- TECHNICAL -

Main CPU : PXA255 (@ 200 Mhz)
Audio: 2x DMA-driven DAC.

Screen orientation : Vertical
Video resolution : 296 x 480 pixels
Screen refresh : 60Hz

- TRIVIA -

This release includes the following games :
1. "Ms. Pac-Man"
2. "Galaga"
3. "Frogger"
4. "Donkey Kong"
5. "Donkey Kong Jr."
6. "Donkey Kong 3"
7. "Galaxian"
8. "Dig Dug"
9. "Crush Roller"
10. "Mr. Do!"
11. "Space Invaders"
12. "Pac-Man"
13. "Galaga 3"
14. "Gyruss"
15. "Tank Battalion"
16. "1942"
17. "Lady Bug"
18. "Burger Time"
19. "Mappy"
20. "Centipede"
21. "Millipede"
22. "Jr. Pac-Man"
23. "Pengo"
24. "Phoenix"
25. "Time Pilot"
26. "Super Cobra"
27. "Hustler"
28. "Space Panic"
29. "Super Breakout"
30. "New Rally-X"
31. "Arkanoid"
32. "Qix"
33. "Juno First"
34. "Xevious"
35. "Mr. Do's Castle"
36. "Moon Cresta"
37. "Pinball Action"
38. "Scramble"
39. "Super Pac-Man"
40. "Bomb Jack"
41. "Shao Lin's Road"
42. "King & Balloon"
43. "1943"
44. "Van-Van Car"
45. "Pac-Man Plus"
46. "Dig Dug 2"
47. "Amidar"
48. "Zaxxon"

- UPDATES -

VER 3.02
VER 3.09

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=29828&o=2

$end


$pc98=48nights,
$bio

48 Night Stry - 48夜物語 (c) 1992 Silky's.
(48 Night Story - 48 Yoru Monogatari)

- TECHNICAL -

Floppy Disk x4

- TRIVIA -

Released on August 21, 1992 in Japan. Retail price: 7800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88813&o=2

$end


$ti99_cart=4ados,
$bio

4A DOS (c) 19?? Schmidt

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84491&o=2

$end


$ti99_cart=4aflyer,
$bio

4A Flyer (c) 1986 Triton

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84492&o=2

$end


$pc98=4dboxing,
$bio

4D Boxing (c) 1993 Electronic Arts Victor.

- TECHNICAL -

Floppy Disk x2

- TRIVIA -

Released on January 14, 1993 in Japan. Retail price: 9800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88814&o=2

$end


$pc98=4ddrivin,4ddrivina,
$bio

4D Driving (c) 1993 Electronic Arts Victor.

- TECHNICAL -

Floppy Disk x2

- TRIVIA -

Released on March 05, 1993 in Japan. Retail price: 9800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88815&o=2

$end


$amigaocs_flop=4dboxing,
$bio

4D Sports Boxing (c) 1991 Mindscape, Incorporated.

- TIPS AND TRICKS -

* FIGHTING HINTS (from the official manual):
4D Sports boxing is designed as an intelligent piece of software that does not require a detailed knowledge of the workings in the game in order to enjoy it thoroughly. The fighting action has a great deal of intelligence built into it and you will find yourself making natural boxing moves - you will learn your opponents strengths and weaknesses and begin to build strategy and flow into the fight - just like a real champ. However, to help all you would-be champs out there, here are a few hints and tips:
1. Use a combination of fighting moves, rather than just one punch repeatedly.
2. Learn to use your guard correctly during the fight - whatever happens, never let your guard down totally. Remember also that as you get more tired, the harder it is to keep your guard up.
3. Keep moving around the ring. Use all the space available and try and trap your opponent into a corner or against the ropes.
4. You will see from his actions when your opponent is getting close to dropping. Wait for your opportunity and then make the most of it - you may never get a second chance and you will have thrown the fight.
5. Use the camera angles and video replay system to your advantage: if you want to see exactly why you got floored during the round then examine the replay in slow motion and work out your mistake properly. If you can't see the action clearly then choose a new camera angle or make use of the point of view cameras - they all help you win.

- STAFF -

Created by: Distinctive Software (Vancouver, Canada)

Original Concept: Don Matrick, Stan Chow with
Thanks to: Chris Gray
Design and Programming: Jay MacDonald, Chris Taylor, Rick Friesen
Graphics and Animation: Gerard De Souza
Sound and Music: Michael J Sokyrka, Kris Hatelid, Brian Plank 
Produced by: Phil Harrison (Mindscape), Brad Gour (DSI)

Quality Assurance by: Software Toolworks
Directed by: Jacob Smith (Software Toolworks), Ivan Allen (DSI), Steve Friesen (DSI)
Boxing Consultants: Paul Savage
Manual and Documentation: Phil Harrison 
Special Thanks to: Geoff Heath: Gary Carlston

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73339&o=2

$end


$amigaocs_flop=4ddrivin,
$bio

4D Sports Driving (c) 1992 Mindscape, Incorporated.

Welcome to the proving ground. This is the place where you can really feel the difference between good cars and the world's finest cars; where 55 isn't the limit, it's just getting started; where every driver wants a cherry, and lemons don't even get to play. And it's no place for a driver who's too timid to get it up to 100 MPH on the loop, afraid to take the pipe upside-down, or scared of a little friendly competition.

The Stunts proving ground has two features that make it like no other in the world. It can be built almost any way you want it. And each track can be filled with fun, exciting and destructive stunts that can smash your car to pieces in a matter of seconds. So if you want to take a car around the track, you have to have the guts to get up to speed and the restraint to keep from going over the edge. Don't forget to buckle up.

- TECHNICAL -

COMMAND SUMMARY (from the official manual):

- TO DRIVE

-- KEYBOARD
--- LEFT ARROW: TURN LEFT
--- RIGHT ARROW: TURN RIGHT
--- UP ARROW: ACCELERATE
--- DOWN ARROW: BRAKE
--- A: SHIFT UP
--- Z: SHIFT DOWN

-- MOUSE
--- LMB: BRAKE
--- RMB: ACCELERATE
--- A: SHIFT UP
--- Z: SHIFT DOWN

- KEYBOARD OPTIONS
-- CTRL-J: JOYSTICK MODE
-- CTRL-K: KEYBOARD MODE
-- CTRL-Q: QUIT TO DOS
-- CTRL-M: MUSIC ON/OFF
-- CTRL-S: SOUND EFFECTS ON/OFF
-- ESC: RETURN TO PREVIOUS MENU OR STOP CALCULATING OPPONENT TIME
-- P: PAUSE
-- C: (IN TRACK EDIT) CHECK FOR ERRORS

- WHILE DRIVING
-- D: SHOW/HIDE DASHBOARD
-- R: SHOW/HIDE REPLAY PANEL
-- CTRL-G: SET GRAPHICS LEVEL
-- T: SHOW PLAYER/OPPONENT CAR
-- C: CHANGE CAMERA VIEW
-- M: DRIVE USING MOUSE

- TIPS AND TRICKS -

TIPS FOR A FASTER TIME (from the official manual):
- The amount of penalty time you accrue will depend on several factors. Missing a jump or corkscrew will cost you more penalty time than missing three pieces of regular track.
- If you stray off the track, you'll see arrows directing you back onto the track in the proper direction. If you get on the track going in the wrong direction, you'll be told that you're driving the wrong way.
- You'll only be assigned penalty time when you begin driving on the track again. You may stray off the track and inadvertently cross other pieces without penalty.
- Become familiar with the handling of your car. Each vehicle has a different ability to grip the road, and a different point in turning at which it will spin out. Know that line.
- Don't be seduced by the faster cars. Speed counts, but some courses make you pay for your speed in off-road time and crashes.
- Don't be afraid to try different cars. While all the vehicles behave differently, they can all be mastered. Some track designs will call for different kinds of cars, so go ahead and try them out.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73340&o=2

$end


$pc98=4dtennis,
$bio

4D Tennis (c) 1993 Electronic Arts Victor.

- TECHNICAL -

Floppy Disk x3

- TRIVIA -

Released on July 23, 1993 in Japan. Retail price: 9800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88816&o=2

$end


$info=jantotsu,
$bio

4nin-uchi Mahjong Jantotsu (c) 1983 Sanritsu.

A Mahjong game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=29370&o=2

$end


$amigaocs_flop=4inches,
$bio

4th & Inches (c) 1988 Accolade, Incorporated.

Welcome of pro football the way it's really played. Eleven on eleven, full offence against full defense. You're the coach; you call the plays. And you're the player: quarterback, running back, receiver, middle linebacker, defensive back. This is good, hard, straight football action. So loosen up. It's time to boot up for the big game.

- TIPS AND TRICKS -

* HINTS, TIPS AND STRATEGY (From the official manual):
- If a game ends in a tie, you can play an unlimited number of sudden death overtime quarters.
- From time to time, the Coach's Screen appears automatically to show the results of a play just run.
- Receivers are human, so of course they occasionally won't execute their pass routes to perfection. Remember, when going down the middle, these guys are sometimes intimidated by defensive backs.
- In general, longer passes have a lower percentage of success than short ones.
- If you select a pass play, you don't have to pass - just don't press the fire button and you can run. However, it doesn't work the other way around; call a run and you have to run because the fire button won't work. No audibles at the line of scrimmage on a run.
- Once the play starts, the quarterback cannot run up, down or out of the display field area until he first crosses the line of scrimmage.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73341&o=2

$end


$cpc_cass=4thdimen,
$bio

4th Dimension (c) 1990 Hewson

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64145&o=2

$end


$info=ss4511,ss4162,ss4163,ss45164,ss4165,ss4364,ss4167,
$bio

4th of July (c) 1992 IGT.

3 reels, 1 payline, 3-coin multiplier slot.

The Rocket Bars symbol move up or down to the payline depending on the direction of the rocket.

The 4th of july symbol re-spins reel automatically until a pay randomly lines up.

- TECHNICAL -

Game ID: 176C

Stops: (64) ABC

- TRIVIA -

4th of July [3-Coin] has the same program numbers as "Bulls-Eye".

- UPDATES -

PROG. LIST

# SS4511
Max%: 97.944
Hit Freq.: 19.733
Top Award (Hits/Cycle): 500/1000/10000 (1)
2nd Award (Hits/Cycle): 250/500/1000 (8)
Win Freq.: 5.07

# SS4162
Max%: 97.402
Hit Freq.: 19.733
Top Award (Hits/Cycle): 500/1000/10K (1.3)
2nd Award (Hits/Cycle): 200/500/1000 (10.5)
Win Freq.: 5.07

# SS4163
Max%: 95.024
Hit Freq.: 19.357
Top Award (Hits/Cycle): 500/1000/10K (1.3)
2nd Award (Hits/Cycle): 200/500/1000 (10.6)
Win Freq.: 5.17

# SS4164
Max%: 92.599
Hit Freq.: 18.560
Top Award (Hits/Cycle): 500/1000/10K (1.3)
2nd Award (Hits/Cycle): 200/500/1000 (10.7)
Win Freq.: 5.39

# SS4165
Max%: 90.046
Hit Freq.: 17.676
Top Award (Hits/Cycle): 500/1000/10K (1.4)
2nd Award (Hits/Cycle): 200/500/1000 (10.9)
Win Freq.: 5.66

# SS4364
Max%: 87.592
Hit Freq.: 17.212
Top Award (Hits/Cycle): 500/1000/10K (1.4)
2nd Award (Hits/Cycle): 200/500/1000 (11)
Win Freq.: 5.81

# SS4167
Max%: 85.093
Hit Freq.: 17.035
Top Award (Hits/Cycle): 500/1000/10K (1.4)
2nd Award (Hits/Cycle): 200/500/1000 (11)
Win Freq.: 5.87

- PORTS -

* Computers :
Microsoft Windows (2011, "IGT Slots - Lucky Larry's Lobstermania")
Mac OS X (2011, "IGT Slots - Lucky Larry's Lobstermania")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=10461&o=2

$end


$info=ss4512,ss4169,ss4168,ss4170,ss4171,ss4172,
$bio

4th of July (c) 1992 IGT [International Game Technologies].

3 reels, 1 payline, 2 coins multiplier slot.

- TECHNICAL -

Game ID: 176D

- UPDATES -

PROG #
SS4512
SS4169
SS4168
SS4170
SS4171
SS4172

- PORTS -

* Computers :
Microsoft Windows (2010, "IGT Slots - Wolf Run")
Mac OS X (2010, "IGT Slots - Wolf Run")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=38532&o=2

$end


$info=fourx4,
$bio

4x4 (c) 1983 Atari, Incorporated.

- TRIVIA -

Unreleased Atari Pinball machine. Only two unit are know to exist.

- STAFF -

Design by: Milt Loper

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=29288&o=2

$end


$msx1_cass=4x4offrd,4x4offrda,
$bio

4x4 Off-Road Racing (c) 1988 US Gold, Ltd. [Birmingham, UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94411&o=2

$end


$cpc_cass=4x4offrd,4x4offro,
$bio

4x4 Off-Road Racing (c) 1989 Epyx, Incorporated. [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64146&o=2

$end


$amigaocs_flop=4x4offrd,
$bio

4x4 Off-Road Racing (c) 1989 Epyx, Incorporated.

READY TO ROLL

Gear up and get ready, cause this is rough and tumble, off-road racing at its grittiest.

You'll start by choosing from four tortuous courses. Brave the rugged Baja. Belt through the sweltering Death Valley. Go bogging in the mud-flats of Georgia. Or take on the treachery of Michigan in the winter.

Once you've settled on a course, you pick your rig. Choose between a big American beast, a classic pick-up, a Japanese import or a British military vehicle. Your choice MIGHT be determined by the terrain you're going to be travelling through. But then again, it might not.

Once you get your new 4x4 out of the showroom, bring it over to AUTOPARTS row. It;s here that you'll make it ALL YOURS. Give it bigger and better tires. Build in more power. And equip it with all the extras you'll need to get past the finish line.

Finally - when you're sure that it's all just perfect - you're ready to put your 4x4 to the true test: The Race. But it won't be all that easy.

There'll be armies of obstacles along the way. Dodge 'em Or use 'em to make your rig airborne. There'll be rivers to cross. Ice patches to manoeuvre and quick-sinking mud to worm your way out of. Plus there's the competition: the other racers. And some of them are downright impolite - and that's putting it politely.

So get it in gear, bud. And get your 4x4 on the off-road. To victory.

- TIPS AND TRICKS -

* Hot Tips for Beating 'em Cold (from the official manual):
- Remember to pace yourself. The faster you go, the more fuel you'll burn. And it's a long, long way to the finish line.
- You know those irksome obstacles you're always trying to avoid? Well, they DO come in handy sometimes. Use them to jump over rivers and mud bogs.
- CHECKPOINTS are great: IF you can afford the time. So don't make repairs unless it's absolutely necessary.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73342&o=2

$end


$gbcolor=4x4world,
$bio

4x4 World Trophy [Model DMG-AQ3P-EUR] (c) 1999 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67454&o=2

$end


$cpc_cass=fiveasid,
$bio

5 A-Side Footy (c) 1986 Firebird

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96266&o=2

$end


$cpc_cass=fiveasid01,
$bio

5 A-Side Soccer (c) 1986 Silverbird Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96267&o=2

$end


$gamegear=5in1fun,
$bio

5 in 1 Funpak (c) 1994 Interplay

- TECHNICAL -

[Model T-125028]

- STAFF -

Producer : Ann Davis
Interplay Producer : Kerry Garrison
Programmer : Clive Barrett
Artist : Greg Holland
Musician : Marshall Parker

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64441&o=2

$end


$pc98=5jikanm,
$bio

5時間目のヴィーナス (c) 1995 Fairy Dust.
(5 Jikanme no Venus)

- TECHNICAL -

Floppy disk x5

- TRIVIA -

Released on April 07, 1995 in Japan. Retail price: 9800 Yen.

This game is based on OVA Shin Cream Lemon Part 1.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88817&o=2

$end


$info=5acespkr,
$bio

5-Aces Poker (c) 198? Unknown.

- TECHNICAL -

Runs on Videotronics Poker Hardware.
Main CPU: Motorola M6809 (@4MHz).

Screen Orientation: Horizontal.
Screen Resolution: 480 x 240 pixels.
Refresh Rate: 60Hz.
Palette colours: unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=36322&o=2

$end


$info=pexmp017,
$bio

5-in-1 Wingboard (c) 1995 IGT [International Game Technologies].

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=30238&o=2

$end


$amigaocs_flop=50ggames,
$bio

50 Great Games (c) 1991 Wicked

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73343&o=2

$end


$info=50lions,50lionsa,
$bio

50 Lions (c) 2002 Aristocrat.

A 5 reel video slot machine with an African theme.

- TECHNICAL -

Runs on Artistocrat MKVI hardware.
Main CPU: SH-4 (@200MHz).

Screen Orientation: Horizontal
Screen Resolution: 640 x 480 pixels.
Refresh Rate: 60Hz.

Xcite cabinet (16 button) layout, 1 credit buys 1 line version:

Top buttons:
Collect
Information

Top row buttons:
Gamble
Bet 1 Credit / Heart
Bet 2 Credits / Diamond
Bet 3 Credits
Bet 4 Credits / Club
Spade

Bottom row buttons:
Take Win
Play 1 Line / Red
Play 12 Lines
Play 25 Lines
Play 38 Lines
Play 50 Lines / Black
Start Feature
Spin

1 credit buys 2 lines version:

Top buttons:
Collect
Information

Top row buttons:
Gamble
Bet 1 Credit / Heart
Bet 2 Credits / Diamond
Bet 3 Credits
Bet 5 Credits / Club
Bet 8 Credits / Spade

Bottom row buttons:
Take Win
Play 2 Lines (1 credit) / Red
Play 10 Lines (5 credits)
Play 20 Lines (10 credits)
Play 30 Lines (15 credits)
Play 50 Lines (25 credits) / Black
Start Feature
Spin

MVP cabinet (14 button) layout:

Top row buttons:
Collect
Bet 1 Credit / Heart
Bet 2 Credits / Diamond
Bet 3 Credits
Bet 4 Credits / Club
Spade

Bottom row buttons:
Information
Play 1 Line / Red
Play 12 Lines
Play 25 Lines
Play 38 Lines
Play 50 Lines / Black
Gamble
Take Win / Start Feature

1 credit buys 2 lines version:

Top row buttons:
Collect / Take Win
Bet 1 Credit / Heart
Bet 2 Credits / Diamond
Bet 3 Credits
Bet 5 Credits / Club
Bet 8 Credits / Spade

Bottom row buttons:
Information
Play 2 Lines (1 credit) / Red
Play 10 Lines (5 credits)
Play 20 Lines (10 credits)
Play 30 Lines (15 credits)
Play 50 Lines (25 credits) / Black
Gamble
Spin / Start Feature

- TRIVIA -

50 Lions was released in October 2002. It was the first of the 50 line games.

- TIPS AND TRICKS -

All pays are left to right including scatters.

Diamond appears on reels 2, 3, 4 and 5 and substitutes for all symbols except scatters.

Feature : Spin up 3 scattered Proteas to trigger the feature. An additional 5 free games can be won once during the feature, giving the player a maximum of 15 free games. If the Proteas are spun up more than once in the free games, only the scatter win is paid.

During the free games, one wild Diamond is progressively added to reels 2, 3, 4 and 5 for the remaining games. Additional Diamonds are placed underneath one another, forming a row of wild Diamonds in each reel. The player can have as many as sixteen Diamonds on the screen from as early as the third free game.

- SERIES -

1. 50 Lions (2002)
2. Star Drifter (2003)
3. Heart of Gold (2004)
4. L.A. Gator (2005)
5. 50 Dragons (2008)

- PORTS -

* Others :
Online slot (2012) 50 Lions

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4996&o=2

$end


$amigaocs_flop=500ccmm,
$bio

500 c.c MotoManager (c) 1991 Simulmondo

- STAFF -

Producer: Francesco Carla
Coder: Davide Massarenti
Graphics: Riccardo Cangini

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73344&o=2

$end


$info=500gp,
$bio

500 GP (c) 1998 Namco.

500 GP - FIM WORLD CHAMPIONSHIPS

Grand Prix Racing Realism.
Make room for the ultimate, hi-tech linkable motorcycle racing video game available. 500GP is the real thing. Race against real Grand Prix riders. Race on real Grand Prix courses.

So real you have to fight the wind.
500GP is the first motorcycle racing game that sense the rider's position and calculates the wind resistance. When the players lean over the gas tank their potential speed increases. This technique gives the racer the edge that just might put them in first place!

- TECHNICAL -

Namco Super System 23 hardware
Game ID : 5GP

Main CPU : IDT (@ 166 Mhz)
Audio CPU: H8/3002 (@ 14.7456 Mhz)
Sound Chips : C352 (@ 14.7456 Mhz)

Screen Orientation: Horizontal.
Screen Resolution: 640 x 480 pixels.
Refresh Rate: 598.882400Hz.
Palette Colors: 16.8 Million

Linkable up to four Cabinets

500GP is available in two models:

The standard cabinet packs all of the excitement of the deluxe in a compact, more affordable package. Dimensions : 78'' High x 32'' Wide x 85'' Deep

The deluxe version boasts a 50" monitor, the most authentic bike ever created and attention-grabbing cabinet and graphics. Dimensions : 92'' High x 46'' Wide x 107'' Deep

Both version simulate the intense sport of Grand Prix racing, you supply the leathers.

- TRIVIA -

500 GP was released in February 1999 (even if the titlescreen says 1998).

The FIA licensed successor to the Suzuka 24 games where the player chooses from three licensed courses: Jerez (Spain), Paul Ricard (France) or Suzuka (Japan). The game features authentic motorcycles from Honda (NSR500), Suzuki (RGV500) and Yamaha (YZR500). It also has likenesses of the real 500cc GP riders in the game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3420&o=2

$end


$info=j2nud5p,
$bio

5p Nudger (c) 198? JPM International.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41912&o=2

$end


$info=j5fifth,
$bio

5th Avenue (c) 199? JPM International.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=29070&o=2

$end


$info=j6fifth,
$bio

5th Dimension (c) 199? Ace Coin Equipment, Limited.

- TECHNICAL -

Impact

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41088&o=2

$end


$amigaocs_flop=5thgear,
$bio

5th Gear (c) 1990 Hewson Consultants.

- STAFF -

Developer: Microwish Software

Coder: Gary S. Wood, Neil Metcalfe
Graphics: Pete Petriv
Musician: Jochen Hippel

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73345&o=2

$end


$info=pr_5xcsh,
$bio

5x Cash (c) 199? Project Coin Machines, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42070&o=2

$end


$pc98=5x5go,
$bio

5x5 Go! Go! (c) 1995 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88818&o=2

$end


$saturn,sat_cart=6inchmyd,6inchmyda,
$bio

6インチ　まいだ～りん (c) 1998 KID.
(6 Inch My Darling)

- TECHNICAL -

Game ID: T-19721G

- TRIVIA -

Released on December 23, 1998 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58882&o=2

$end


$info=m5sixsht,
$bio

6 Shooter (c) 200? Vivid Gaming.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=29071&o=2

$end


$cpc_cass=6pakuk2f,
$bio

6-Pak (c) 1987 Elite Systems, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64148&o=2

$end


$cpc_cass=6pakvolu,
$bio

6-Pak Vol.2 (c) 1988 Elite Systems, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64149&o=2

$end


$megadriv=6pak,
$bio

6-Pak (c) 1995 Sega Enterprises, Limited.

Compilation of 6 Sega classics : 
"Columns" 
"Golden Axe"
"Sonic the Hedgehog"
"Streets of Rage"
"Super Hang-On"
"The Revenge of Shinobi"

- TECHNICAL -

Model 1717

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48755&o=2

$end


$info=v4sixx,
$bio

6-X (c) 199? BWB.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42293&o=2

$end


$info=60in1,
$bio

60 in 1 (c) 2004 Unknown.

Bootleg release. The games found in this release were made by several different companies, mostly from Japan.

- TECHNICAL -

Main CPU : PXA255 (@ 200 Mhz)
Audio: 2x DMA-driven DAC.

Screen orientation : Vertical
Video resolution : 296 x 480 pixels
Screen refresh : 60Hz

- TRIVIA -

This release includes the following games :
1. "Ms. Pac-Man"
2. "Galaga"
3. "Frogger"
4. "Donkey Kong"
5. "Donkey Kong Jr."
6. "Donkey Kong 3"
7. "Galaxian"
8. "Dig Dug"
9. "Crush Roller"
10. "Mr. Do!"
11. "Space Invaders"
12. "Pac-Man"
13. "Galaga 3"
14. "Gyruss"
15. "Tank Battalion"
16. "1942"
17. "Lady Bug"
18. "Burger Time"
19. "Mappy"
20. "Centipede"
21. "Millipede"
22. "Jr. Pac-Man"
23. "Pengo"
24. "Phoenix"
25. "Time Pilot"
26. "Super Cobra"
27. "Hustler"
28. "Space Panic"
29. "Super Breakout"
30. "New Rally-X"
31. "Arkanoid"
32. "Qix"
33. "Juno First"
34. "Xevious"
35. "Mr. Do's Castle"
36. "Moon Cresta"
37. "Pinball Action"
38. "Scramble"
39. "Super Pac-Man"
40. "Bomb Jack"
41. "Shao Lin's Road"
42. "King & Balloon"
43. "1943"
44. "Van-Van Car"
45. "Pac-Man Plus"
46. "Dig Dug 2"
47. "Amidar"
48. "Zaxxon"
49. "Pooyan"
50. "Pleiads"
51. "Gun. Smoke"
52. "The End"
53. "1943 Kai"
54. "Congo Bongo"
55. "Jumping Jack"
56. "Ms. Pac-Man" (fast version)
57. "Galaga" (rapid-fire version)
58. "Pac-Man" (fast version)
59. "Jr. Pac-Man" (fast version)
60. "Pac-Man Plus" (fast version)

- UPDATES -

VER 3.00

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49639&o=2

$end


$info=600,
$bio

600 (c) 1981 Konami.

600 is a maze game where the player is a turtle trying to bring baby turtles, called 'kidturtles' to their homes while avoiding beetles. Scattered throughout the maze are boxes with question marks on them. When the player walks over a question mark, a baby turtle will crawl onto the main turtle's back, a house will appear at a random location on the map, and the player will have to bring the baby turtle to its house while avoiding beetles. 

Other times, beetles will come out of the boxes, which the player will have to quickly run away from. The player's only offensive move is the ability to drop "smart bombs" to temporarily stun the beetles. The player's smart bombs can be refilled by grabbing the smart bombs in the middle of the maze. However, unlike actual smart bombs, the player's bombs do not move and stay in a single place until a beetle runs over it. 

You have eight floors to deal with the beetles, then you'll go to the roof to get your baby turtles, after you go get them, you walk home with the rest of the baby turtles you collected. The game pattern is endless.

- TECHNICAL -

Game ID : GX353

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound CPU : Zilog Z80 (@ 1.78975 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.78975 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 1

- TRIVIA -

600 was released in November 1981.

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

- SCORING -

Race Car runs into mine : 50 points.
Uncover a Race Car : 80 points.
Uncover a KidTurtle : 100 points.
Bring KidTurtles Home : 150 points.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=21&o=2

$end


$pico=6000ni2,
$bio

6000-nin no Sensei Tachiga Tsukutta Tanoshii Shougakkou Tanken 2 [Model HPC-6078] (c) 1999 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75619&o=2

$end


$pico=6000ni1,
$bio

6000-nin no Sensei-tachi ga Tsukutta Tanoshii Shougakkou Tanken 1 [Model HPC-6075] (c) 1999 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75620&o=2

$end


$a800=saltse02,
$bio

600xl/800xl SALT Diagnostic Cartridge (c) 1983 Atari, Inc. [Sunnyvale, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82756&o=2

$end


$n64=64dhtama,
$bio

64 de Hakken!! Tamagotchi - Minna de Tamagotchi World (c) 1997 Bandai

- TECHNICAL -

[Model NUS-NTWJ]

- TRIVIA -

Tamagotchi was released on December 19, 1997 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57567&o=2

$end


$c64_cart,c64_flop=64doctor,
$bio

64 Doctor (c) 1988 Trilogic.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=97857&o=2

$end


$c64_cart,c64_flop=64forth,
$bio

64 Forth (c) 1983 HesWare.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=97858&o=2

$end


$n64=64hana,
$bio

64 Hanafuda - Tenshi no Yakusoku (c) 1999 Altron Corp.

- TECHNICAL -

[Model NUS-NHFJ]

- TRIVIA -

64 Hanafuda was released on November 05, 1999 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57563&o=2

$end


$n64=64oozum2,
$bio

64大相撲2 (c) 1998 Bottom Up
(64 Oozumou 2)

- TECHNICAL -

Cartridge ID: NUS-NO2J-JPN

- TRIVIA -

64 Oozumou 2 was released on March 19, 1999 in Japan (even if title screen says 1998). The game was never exported outside Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57565&o=2

$end


$n64=64oozumo,
$bio

64大相撲 (c) 1997 Bottom Up.
(64 Oozumou)

- TECHNICAL -

Barcodes:
Standard edition: 4948681000116
Controller Pak Edition: 4948681000185

Cartridge ID: NUS-NOSJ-JPN

- TRIVIA -

64 Oozumou was released on November 28, 1997 in Japan only. It was also released as a Controller Pak Edition on March 20, 1998.

- STAFF -

Producer: Shigeru Okamoto
Main Programmer: Satoshi Yoshikawa
Programmers: Masahiko Takahashi, Mitsuhiro Nishide
CG Designers: Hideki Kawashima, Makio Kido, Masato Sakaguchi
Progress Management: Hidehito Kobayashi
Assistant: Fumitake Sato
Sound Production: Pure Sound
Sound Engineers: Kiyohiro Sada, Kiyoshi Suzuki
Music: Minako Adachi, Takuya Yokota
Sound Effects: Minako Adachi, Takuya Yokota
Characters Courtesy of: Hi no Niwatori
Jump de Gottsan Planning: Yasunori Suruga
Special Thanks: Studio Beater, Brute, Yume Kojo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57564&o=2

$end


$n64=64trumpc,
$bio

64 Trump Collection - Alice no Wakuwaku Trump World (c) 1998 Bottom Up

- TECHNICAL -

[Model NUS-NTCJ]

- TRIVIA -

64 Trump Collection was released on August 07, 1998 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57566&o=2

$end


$c64_cart,c64_flop=64diary,
$bio

64-Diary (c) 1983 Handic Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=97856&o=2

$end


$info=64street,64streetj,64streetja,
$bio

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

Rick. PRIVATE DETECTIVE
3. OCT. 1939 file no. 238
The kidnapping of a rich man's daughter.

Beat the bad guys and throw them into the wall!

Rick and Allen's Detective Agency is on 64th st. They have specialized maneuvres to beat the enemy. When you are in trouble... call on a partner to join the game and assist you. A great new action game from Jaleco.

- TECHNICAL -

Jaleco Mega System 1-C Hardware

Main CPU: Motorola 68000 (@ 12 Mhz)
Sound CPU: Motorola 68000 (@ 7 Mhz)
Sound Chips: Yamaha YM2151 (@ 3.5 Mhz), (2x) OKI6295 (@ 30.303 Khz)

Screen Orientation: Horizontal
Video Resolution: 256 x 224 Pixels
Screen Refresh: 60.00 Hz
Palette Colors: 1024

Players: 2
Control: 8-Way Joystick
Buttons: 2
=> [A] Punch, [B] Jump

- TRIVIA -

64th. Street was released in March 1991. It is a precursor to Jaleco's "Rushing Beat" series on the Nintendo Super Famicom. The series' main character (Rick Norton) shares both the name of the main character (Rick) with the appearance of the supporting character (Allen).

The game's two protagonists make a cameo appearance in another Jaleco game, "Chimera Beast".

This game is probably the earliest (and sadly, one of very, very few) beat 'em up that allows the player to throw the enemy into the background, providing both an increased damage output and a somewhat nice looking dose of scenario destruction. Another game that allowed for this particular move to be performed was the Super Nintendo adaptation of Batman Returns, by Konami.

- UPDATES -

The original Japanese release has Japanese texts.

- TIPS AND TRICKS -

Lots of special items can be found by throwing enemies into the background and breaking things.

Massive throw damage: When you grab an enemy, pressing Up on the joystick followed by the Attack button will make you throw the enemy onto the background, dealing quite a bigger amount of damage than the regular side throw; and in some cases (like in levels 2 and 3), it'll allow you to kill an enemy with a single move.

- STAFF -

Developed by C.P. Brain.

Executive Producer: Tokuhiro Takemori
Director: Shigeru Hashimoto
Planner: Y. Hiroyama
Programmers: Manbou, Sin Fuzihiro
BG Designers: Helluder, Reiko Takano, Yamagata Tsubasa, Garadou
Character Designers: Mamoru Horikoshi, Shigeru Hashimoto
Hyper Advisor: Myaa
Sound Effects: Kiyoshi Yokoyama, Studio O.K.

Special Thanks: Studio Sanbo, Miyuki Chan, Select, Abemasa, Aniki, Chin

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=22&o=2

$end


$info=68ksbc,
$bio

68000-Based Single Board Computer (c) 2002 Wichit Sirichote.

This computer has no sound, and no facility for saving or loading programs.

- TECHNICAL -

CPU: 68HC000 68-pin PLCC @8MHz,
Memory: SRAM 256kB (628128x2),FLASH 256kB (29C010x2),
GPIO: 8-bit output port, 8-bitinput port,
UART: 6850 9600 8n1,
RTC: DS12887,
Glue logic: DTACK, memory/iodecoder, Xilink XC9572 CPLD,
Monitor program: zBugV1.0

- TIPS AND TRICKS -

Monitor commands list
A: About zBug V1.0
B: Boot from RAM [100000]-> SP [100004] ->PC
C: Clear memory with0x0000
D: Disassemble machinecode to mnemonic
E: Edit memory
F: Fill memory with 0xFFFF
H: Hex dump memory
J: Jump to address
L: Load Motorola s-record
N: New 24-bit pointer
R: Register(user) display
S: Stack(user)'s content
T: Trace instruction
.: Modify user registers,exp .PC .D0 .A0

- STAFF -

By: Wichit Sirichote

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95513&o=2

$end


$amigaocs_flop=688atsub,
$bio

688 Attack Sub (c) 1990 Electronic Arts.

You command either an American Los Angeles or Soviet Alfa class submarine. You prowl through a dark, undersea world, carrying out dangerous missions that require predatory cunning and bold action. In peacetime, you track and hunt potential enemies. In war, you ambush enemy convoys and defend your warships; stalk ballistic missile submarines and duel other hunter/killers strike at inland targets from enemy waters and live to tell about it. All the major systems of a modern attack submarine - sonar, weapons, navigation, helm, radio and periscope - are at your disposal. Over 40 separate controls let you feel what it’s like to operate the world’s most sophisticated - and deadly - defence technology. At the same time, crew transmissions and pictures remind you that as captain you manage men as well as machines.

688 Attack Sub turns the most up-to-date technical information available concerning subs into one of the hottest games on the market. You'll get hour's of pleasure from 688 Attack Sub’s exciting graphics, fast pace, attention to detail and variety of player options.

- TECHNICAL -

KEYBOARD COMMANDS (from the official manual):

- Tab: Tab through control groups

- Cursor Keys:
-- Left: Move left between positions within a control group
-- Right: Move right between positions within a control group
-- Up: Move left between controls regardless of groups
-- Down: Move right between controls regardless of groups

- Quick Keys:

-- F2: Radio Room
-- F3: Status Panel
-- F4: Ship's Control
-- F5: Periscope
-- F6: Navigation Board
-- F7: Weapon Control
-- F8: Sonar Room
-- F9: CONN
-- O or X: Exit
-- CTRL R: Pseudo-Cyrillic On/Off

- Ship's Control Panel          
-- R: Rudder control            
-- E: Engine control            
-- D: Dive Plane Control        
-- .: Auto Pilot                
-- 5: Auto Function             
-- 1: Display Controls          

Navigation Board
-- G: Target
-- W: Set Waypoint
-- K: Clear Waypoint
-- .: Auto Pilot
-- Q: Time Compression
-- 4: Plotting controls

- Weapon Control Panel:
-- G: Target                    
-- R: Torpedo Tubes            
-- A: Auxiliary missiles        
-- M: Missile Tubes - 688       
-- 2: Torpedo Control           
-- 3: Torpedo Control - Alfa    
-- 1: Display Control           

- Periscope:
-- G: Target
-- U: Periscope Up/Down
-- N: Antenna Up/Down
-- L: Launch
-- -: Periscope Left
-- =: Periscope Right
-- 1: Display Control

- Sonar Room:                   
-- G: Target                    
-- 3: Analyse                   
-- 2: Sonar Controls (688)   
-- 3: Sonar Controls (Alfa)   
-- 1: Display Control           

Radio Room:
-- A: Antenna Up/Down
-- P: Periscope Up/Down
-- S: Send Code
-- T: Transmit
-- 2: Message Review

- Status Panel:
-- S: Status

- Map Keys:
-- C: Contour Imaging Display ON/OFF
-- B: Bottom contours ON/OFF
-- P: Look to port in contour mode (Not available on Alfa)
-- F: Look forward in contour mode (Not available on Alfa)
-- S: Look to starboard in contour mode (Not available on Alfa)         
-- T: Top-down map ON/OFF
-- I: Zoom in on top-down map
-- O: Zoom out on top-down map
-- H: HUD ON/OFF

- STAFF -

Coder: John W. Ratcliff, Paul Grace
Graphics: Michael Kosaka, Wilfredo Aguilar
Musician: Rob Hubbard

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73346&o=2

$end


$pc98=688atsub,
$bio

688 Attack Sub (c) 1991 Victor Musical Industries, Inc.

- TECHNICAL -

Floppy Disk x1

- TRIVIA -

Released on August 23, 1991 in Japan. Retail price: 9800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88819&o=2

$end


$megadriv=688atsub,
$bio

688 Attack Sub (c) 1991 Sega Enterprises, Limited.

- TECHNICAL -

Game ID: MK-1401-50

- TRIVIA -

Reviews:
[FR] November 1991 - Consoles + N.2: 84/100
[FR] October 1991 - Joypad N.1: 85/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70210&o=2

$end


$msx1_cass=7cardstd,7cardstda,
$bio

7 Card Stud (c) 1986 Martech

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94412&o=2

$end


$coco_cart=7cardstd,
$bio

7 Card Stud (c) 1983 Tandy Corp.

- TECHNICAL -

Game ID: 26-3074

- STAFF -

Developed by: Intelligent Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95154&o=2

$end


$amigaocs_flop=7colors,
$bio

7 Colors (c) 1991 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73347&o=2

$end


$info=j6svndb,
$bio

7 Deadly Bins (c) 199? Ace Coin Equipment, Limited.

- TECHNICAL -

Impact

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41147&o=2

$end


$info=7mezzo,
$bio

7 e Mezzo (c) 198? Unknown.

- TECHNICAL -

Runs on Magic Fly Poker Hardware

Main CPU : MOS Technology M6502 (@ 625 Khz)

Screen orientation : Horizontal
Video resolution: 256x232 pixels
Refresh rate: 60Hz.
Palette colours: 16

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=6021&o=2

$end


$pc98=7narabe,
$bio

7 Narabe (c) 198? Tsukumo Denki [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88820&o=2

$end


$info=7ordi,
$bio

7 Ordi (c) 2002 Yun Sung.

7 Ordi is a seven card stud medal game. Once the player meets the minimum number of credits the player is dealt a hand. Three cards are dealt to the player and the computer and one card is chosen to show face up.  Next a card is dealt and a round of betting takes place. Two more cards are dealt face up with a round of betting after each. Then one more card is dealt face down with one more round of betting.

If the player wins then the player may choose to either take his winnings or play a mini-game where he bets on whether the next card will be a low card (1-5), a high card (6-10), or a face card (J,Q,K). After every winning guess the player may choose to continue or drop out.

Hands are dealt until the players credits fall below the minimum level to play.

- TECHNICAL -

Runs on the New Multi Game 5 Hardware.
Main CPU : Motorola 68000 (@ 16 Mhz), Zilog Z80 (@ 4 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), OKI6295 (@ 1 Mhz)

Screen orientation: Horizontal.
Video resolution: 300x240 pixels.
Refresh rate: 60Hz.
Palette colours: Unknown.

Players : 1
Buttons : 6

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=12474&o=2

$end


$info=7smash,
$bio

7 Smash (c) 1993 Sovic.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40785&o=2

$end


$info=ss3266,ss3331,ss3332,ss3333,
$bio

7 Wonders (c) 199? IGT [International Game Technologies]

3-Coin Multiplier.

- TECHNICAL -

[Model 05A]

- UPDATES -

ALL #
(Stops): (64) AAA
Top Award (Hits/Cycle): 200/400/600 (48)
2nd Award (Hits/Cycle): 100/200/300 (216)

# SS3331
Max %: 94.742
Hit Freq.: 6.888
Win Freq.: 14.52

# SS3266
Max %: 91.736
Hit Freq.: 6.634
Win Freq.: 15.07

# SS3332
Max %: 90.378
Hit Freq.: 6.634
Win Freq.: 15.07

# SS3333
Max %: 87.761
Hit Freq.: 6.346
Win Freq.: 15.07

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=37763&o=2

$end


$psx=70srobot
$bio

70年代風ロボットアニメ ゲッP-X (c) 1999 Aroma
(70's Robot Anime GEPPY-X - The Super Boosted Armor)

A side scrolling shoot'em up game.

- TECHNICAL -

Barcode: 4 995515 992130

Number of CD ROM(S): 4
1. Blue disc, model # SLPS-01995
2. Red disc, model # SLPS-01996
3. Yellow disc, model # SLPS-01997
4. Black disc, model # SLPS-01998

- TRIVIA -

Released on May 27, 1999 in Japan only. Original retail price: 5800 yen.

Soundtrack releases:
[JP] 70's Robot Anime GEPPY-X [TOCT-24088], 1999, 13 tracks.

- TIPS AND TRICKS -

* At the PRESS START BUTTON screen, enter one of the following codes, then go to EXTRA STAGE OPTION to play the extra stages...
- Enable Wild John Stage: up, down, right, up, down, right, up + triangle 
- Enable R-64 Robo Stage: up, up, down, down, right, left, right + triangle
- Enable Atlanger Stage: left, right, right,down, left, left, right + triangle
- Enable Queen Fairy Stage: left, right, left, down, down, right, right + triangle
- Enable Star Geppy Stage: down, left, left, down, down, right, right + triangle

* Infinite Credits: Beat the game in any difficulity setting ONCE.

* The Movie: Beat the game (Including the hidden Extra stage) until your save data at least reach 92%

- STAFF -

CAST:
Kei: Kamiya Akira
Jin: Hayami Sho
Riki: Tatekabe Kazuya
Kyou: Iwai Yukiko
Suzu: Yamakawa Aya
Romi/Hisser: Yoshida Konami
Lord of Darkness Devin: Naya Rokurou
Jyag: Ikeda Shuichi
Dr. Kureishi: Saka Osamu

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84820&o=2

$end


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

720° (c) 1986 Atari Games. 

720° is a one or two-player arcade game with players taking on the role of a skateboarder, and must perform various tricks and maneuvers to earn the points and tickets needed to compete for medals in the game's numerous skate parks. 

The bulk of the action takes place in a 'Skate City', a small urban area made up of ramps, jumps and hazards. Players can skate anywhere they wish as they perform the tricks and jumps needed to reach the score thresholds that will earn them entry tickets to Skate City's skate parks to compete for medals and cash prizes. 

Each score threshold must be reached and a park entered within a tight time limit. Failure to do so sees the skater persued by a swarm of bees and the words SKATE OR DIE appear. Should the bees touch the skater before he enters a park, the game ends. Skate City's roads and pavements are populated with moving traffic and pedestrians and any collision with them will result in the skater being knocked from his board, costing the player precious seconds. 

The parks themselves each feature one of four different disciplines: Slalom, Jump, Downhill and Ramp. Each park has a timer and players can earn either a bronze, silver or gold medal - together with a cash prize - depending on how quickly the park is completed. If the park target score or finish line is not reached before the timer expires, no medal or money is awarded. 

Money won can be used to buy equipment upgrades from the stalls that litter Skate City. Players can buy upgraded boards, helmets, pads and shoes. Boards give faster speed; helmets allow for more risky maneuvers; pads give a faster recovery from falls and shoes provide more height on jumps, as well as giving a quicker standing start. 

At the start of each new game, players can select from one of two play modes. 'Training Level' is available for beginners and gives players numerous playing hints and tips. 'Experienced Level' is more challenging as well as offering fewer hints. It does, however, include the 'add-a-coin' feature, which allows for awards and items already won to be carried over to a new game. 

The main objective is to compete in as many skate parks as possible. There are numerous city hazards to be avoided, such as BMX riders, cars, Frisbee throwers and other skaters. To guide the player around Skate City are map tiles. Riding over one of these will temporaily pause the action and display the layout of the city, including the locations of the skate parks and equipment stalls. 

720° features ten 'class levels' which determine the degree of difficulty in the skate parks and the timer in the city streets. Each of the four skate parks is graded in difficulty, ranging from 1 (easiest) to 4 (hardest). 

By using the add-a-coin option available in the 'Advanced' game mode, players can keep any special skate equipment they have acquired in the previous game, as well as all accumulated cash, tickets, points and medals.

From Atari Games
THE ULTIMATE AERIAL EXPERIENCE!

* Superior graphics and animation for more player involvement.
* Realistic skateboard action lets players attempt daring maneuvers.
* Players select where they want to skate, making each game a different experience.
* New rotary controller allows full directional and circular motions.
* Contemporary cabinet design with new 25" higher-resolution monitor.
* 8" audio speakers to highlight the custom music scores, sound effects, and speech.
* Add-a-Coin feature keeps players in the action.

720° has all the thrills and skills of real skateboarding with both freestyle and competitive action. A totally unique game format challenges players to become champion of the skating world.

* Start by skating to a skatepark to select difficulty.
* Perform skate maneuvers in the city to earn tickets to get into a skatepark.
* The "Ramp" is one of over 20 skateparks.

By definition, a 720° is one of the most daring moves attempted only by the best, where the skater does a full 720-degree twist while soaring through the air. In 720°, the game, players can attempt to perform this move without bodily injury. This is only part of the fantasy world of 720°...

* Unique Action and Game Format.
The player portrays the skater who must earn the right to compete in the skateparks of the city and ultimately win the title of champion of the skating world. The action starts with the player in the middel of "Skate City", where all surfaces are skateable - a skateboarder's dream world! The player earns tickets by performing skillful skate maneuvers in the city.

These tickets allow him to enter the skateparks where he competes against the clock fot gold, silver or bronze medals. "Cash" prizes are awarded to the skater if he qualifies for a medal. After the skatepark competition, the game continues back in the city for more freestyle action. Numerous hazards and obstacles create a busy scenario in the city, and the skater has a limited time to get to another skatepark.

Players can use their "cash" winnings to buy skating equipment from various skate shops though-out the city. 
- BOARDS will give the player faster speed. 
- HELMETs allow more risk-taking for successful maneuvers. 
- PADS give faster recovery from falls. 
- SHOES provide better height on jumps and quicker starts.

* New Controls
Players controls consist of a rotary controller which allows full circular and directional movement. A kick button keeps the player skating, and a jump button is used to "catch air" for higher points. Anything goes in this game, as players learn to make incredible skate maneuvers.

* More Visual and Audio Entertainment.
720° has a new 25" higher-resolution monitor for better graphics and animation than ever before. Plus, 8" speakers highlight the custom music,  sound effects and speech, making the player feel like he's tight there in the action. 

* Operator Features
720° is equipped with the comprehensive self-test and statistics package on all recent Atari Games products. Operator difficulty adjustments are also provided by four different option switches.

* Special Game Features
- In 720° players create their own game action as they select where they want to skate. PLayers will find map areas in the city which will momentarily display the layout of the city and the skatepark locations.
- Players can select the class level in which they want to compete. At the start of each game, players skate towards one of four skateparks which very in difficulty from "novice" to "pro". As the game progresses players automatically advance to the next level.
- Players can compete on over 20 skateparks, each requires a different skill. There are variations of a half-pipe ramp, a downhill, a slalom and a jump park.
- The city is filled with hazards which the player must avoid, including: street traffic, BMX bikers, skater gangs, and frisbee throwers/
- An Add-a-Coin feature lets players stay in the action and keep any special skate equipment acquired.

- TECHNICAL -

Game ID: 136047

Runs on the "Atari System 2" hardware.

Players: 2
Control: Circular rotating joystick
Buttons: 2
=> [1] Kick, [2] Jump

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

* Dimensions
Height: 74.0 in, 188 cm.
Width: 27.5 in, 70 cm.
Depth: 38.0 in, 97 cm.

- TRIVIA -

720° was released in December 1986.

2,265 units were produced in the USA. The selling price was $2,995.

720° is notable in that it is one of the first extreme sports video games. The game's name comes from the 'ultimate' skateboarding trick; turning a full 720° (2 complete circles) in the air after jumping off a ramp.

Ron Perelman holds the record for this game with 527,100 points on June 17, 1987.

Soundtrack album releases :
That's Atari Music Vol. 2 ~ G.S.M. Atari Games 2 (PCCB-00070) (September 21, 1991) [Pony Canyon/Scitron]
That's Atari Music Vol. 2 ~ G.S.M. Atari Games 2 [Reprint] (SCDC-00314) (December 3, 2003) [Scitron Discs]

- TIPS AND TRICKS -

* Develop skill in using the rotary control in conjunction with the Jump button to do aerial moves, because they are worth more points. Press the Jump button after gaining speed, and then rotate the control in a 360-degree motion. In this game, it is possible to do much more than just a 360-degree turn!

* When attempting certain aerial or rotational moves, it is important to be properly aligned on landing, otherwise the skater bails, or falls down.

* To qualify for medals in the higher classes of skate parks, it is best to try to buy some skate equipment first to allow players to perform harder moves.

* Daring players should try to wait out the timer in the streets, performing skate moves and acquiring points until the timer is about to expire.

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

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

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

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

- STAFF -

Software / Game design : John Salwitz
Playfield / Game design : Dave Ralston
Software : Paul Kwinn
Technical assistance : Rob Rowe
Animation : Sam Comstock, Will Noble, Mark West
Audio : Brad Fuller
Music : Hal Canon, Earl Vickers
Control design : Jack Aknin
Game design : Milt Loper
Hardware support : Gary Stempler
With invaluable support from : Dave Cook, Dennis harper, Russel Dawe (Rusty), Jess Melchor

- PORTS -

* Consoles : 
Nintendo NES [US] (November 1989) "720° [Model NES-72-USA]"
Sony PlayStation [US] (September 30, 1999) "Arcade Party Pak [Model SLUS-00952]"
Sony PlayStation [EU] (February 23, 2001) "Arcade Party Pak [Model SLES-02339]" 
Sega Dreamcast [US] (November 15, 2001) "Midway's Greatest Arcade Hits Vol. 2 [Model T-9714N]" 
Sony PlayStation 2 [US] (November 18, 2003) "Midway Arcade Treasures [Model SLUS-20801]" 
Microsoft XBOX [US] (November 24, 2003) "Midway Arcade Treasures" 
Nintendo GameCube [US] (December 18, 2003) "Midway Arcade Treasures [Model DOL-GAKE-USA]" 
Microsoft XBOX [EU] (February 6, 2004) "Midway Arcade Treasures" 
Sony PlayStation 2 [EU] (February 6, 2004) "Midway Arcade Treasures [Model SLES-51927]" 
Microsoft XBOX 360 [US] (November 6, 2012) "Midway Arcade Origins" 
Sony PlayStation 3 [US] (November 6, 2012) "Midway Arcade Origins [Model BLUS-31083]"
Microsoft XBOX 360 [EU] (November 15, 2012) "Midway Arcade Origins" 
Sony PlayStation 3 [EU] (November 15, 2012) "Midway Arcade Origins [Model BLES-01768]"

* Handhelds : 
Atari Lynx [Unreleased Prototype] 
Nintendo Game Boy Color [US] (1999) "720° [Model DMG-AA7E-USA]" 
Nintendo Game Boy Color [EU] (1999) "720° [Model DMG-AA7P-EUR]"
Sony PSP [US] (December 13, 2005) "Midway Arcade Treasures Extended Play [Model ULUS-10059]"
Sony PSP [EU] (February 24, 2006) "Midway Arcade Treasures Extended Play [Model ULES-00180]" 

* Computers : 
Commodore C64 [EU] (1987) : Featuring a recording of the arcade soundtrack on the flip-side of the cassette. The same was done for US Gold's home conversions of "Out Run". 
Commodore C64 [US] (1988) 
Sinclair ZX Spectrum [EU] (1987) by US Gold 
Amstrad CPC [EU] (1988) 
Commodore C64 [US] [EU] (1989) "720° Part 2" 
PC [MS Windows, CD-ROM] [US] (January 1, 1999) "Arcade Greatest Hits - The Atari Collection 2" 
PC [MS Windows, CD-ROM] [US] (August 27, 2004) "Midway Arcade Treasures" 
PC [MS Windows, CD-ROM] [EU] (November 23, 2004) "Midway Arcade Treasures"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=23&o=2

$end


$cpc_cass=720,
$bio

720° (c) 1988 US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64151&o=2

$end


$gbcolor=720,
$bio

720° [Model DMG-AA7E-USA] (c) 1999 Midway Home Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67455&o=2

$end


$nes=720,
$bio

720° (c) 1989 Mindscape, Incorporated.

Text from the USA Manual:
As the jammin' skateboarder you know you are, you've got to test your skills in the toughest course any skateboarder has ever seen. You start off with a hundred bucks in your pocket, your trusty skateboard, and the awesome moves you've learned along the way. Find your way around the park while dodging kamikaze cars, looney thugs and killer bees. You've only got a short amount of time to work your way through each one of the four levels, or classes, of difficulty. Show off your hot moves, and rack up points to earn tickets to the parks. If you’re lucky, you might find some loose bills lying around. Scoop ‘em up. You know you'd like to get the dough to buy those cool duds and some of that hot equipment.

- TECHNICAL -

Cartridge ID: NES-72-USA

- TRIVIA -

720° was released in November 1989 in North America.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54861&o=2

$end


$bbca_cass,bbcb_cass=737flsim,
$bio

737 Flight Simulator (c) 1983 Salamander

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51440&o=2

$end


$msx1_cass=737sim,737sima,
$bio

737 Flight Simulator (c) 1984 Mirrorsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94413&o=2

$end


$bbca_cass,bbcb_cass=747,747e,
$bio

747 (c) 19?? Doctorsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51441&o=2

$end


$msx1_cass=747fs,
$bio

747 400b Flight Simulator (c) 1988 Eurosoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94414&o=2

$end


$bbca_cass,bbcb_cass=747flsim,
$bio

747 Flight Simulator (c) 1983 Dacc

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51442&o=2

$end


$nes=bingo75a,
$bio

75 Bin Guo (c) 19?? Unknown [Taiwan].

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54646&o=2

$end


$cpc_cass=750gp,
$bio

750cc Grand Prix [Model 3350] (c) 1989 Codemasters Software

- STAFF -

By: Ken Murfitt

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64152&o=2

$end


$info=pr_7hvn,pr_7hvna,pr_7hvnb,pr_7hvnc,pr_7hvnd,pr_7hvne,pr_7hvnf,pr_7hvng,pr_7hvnh,pr_7hvni,pr_7hvnj,pr_7hvnk,pr_7hvnl,pr_7hvnm,pr_7hvnn,pr_7hvno,pr_7hvnp,pr_7hvnq,pr_7hvnr,pr_7hvns,pr_7hvnt,pr_7hvnu,
$bio

777 Heaven (c) 1991 Project.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=34917&o=2

$end


$nes=lucky777,
$bio

777 Lucky Bingo (c) 1989 Sachen [Taiwan].

- TECHNICAL -

Game ID: SA-004

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65402&o=2

$end


$info=7jigen,
$bio

7次元之妖精达 Mahjong 7 Dimensions (c) 1990 Dynax.
(7jigen no Youseitachi - Mahjong 7 Dimensions)

A mahjong game.

- TECHNICAL -

Runs on Dynax Mahjong Hardware.
Main CPU : Zilog Z80 (@ 5.5 Mhz)
Sound Chips : General Instrument AY8910 (@ 2.75 Mhz), YM2413 (@ 3.58 Mhz), OKI MSM5205 (@ 384 Khz)

Screen orientation: Horizontal
Video resolution: 508x240 pixels
Refresh rate: 60Hz.
Palette colours: Unknown

Players : 1

- TRIVIA -

7jigen no Youseitachi was released on December 31, 1990 in Japan.

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

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=24&o=2

$end


$nes=8eyesj,
$bio

8 Eyes (c) 1988 Seta Company, Limited.

- TECHNICAL -

Cartridge ID: KKS-8E-03

- TRIVIA -

8 Eyes was released on September 27, 1988 in Japan.

Export releases:
[US] "8 Eyes [Model NES-8E-USA]"

- STAFF -

Developed by: Thinking Rabbit

Director: Toru Ishikawa
Producer: Hiroyuki Imabayashi
Story: Kanji Inomata
Music: Kenzou Kumei
Design: Hideki Shimura
Program: Hiroto Nakamura

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53796&o=2

$end


$nes=8eyes,
$bio

8 Eyes (c) 1990 Taxan.

North American version. Game developed in Japan. For more information about the game, please see the original Famicom entry; "8 Eyes [Model KKS-8E-03]".

Text from the USA manual:

After hundreds of years of chaos, mankind has finally emerged from the ruins of nuclear war. This world of the distant future has once again flourished under the guidance of the Great King, who harnessed the power of the 8 Eyes to rebuild the planet.

These strange jewels of power were formed at the eyes, or centers, of the eight nuclear explosions which nearly destroyed the Earth. In the wrong hands, the 8 Eyes could cause untold destruction... and now, they have been seized by the Great King's eight Dukes, in a desperate bid to gain control of the world for themselves. They have banished the King to the nuclear wastelands, and already their squabbling threatens to plunge the world into war once again!

The task of retrieving the 8 Eyes falls to you, Orin the Falconer, the bravest and mightiest of the King's Guardsmen. With your fighting falcon, Cutrus, you must penetrate each of the eight Dukes' castles. There you will face the Dukes' soldiers, and battle strange nuclear mutants such as living skeletons, giant wasps, and mud men. You must defeat the monstrous Boss of each castle to retrieve the Jewel of Power he guards.

Then, to complete your quest, return the 8 Eyes to the Altar of Peace to await the return of the Great King, so that he may finish the rebuilding of Earth. Your reward will be the eternal gratitude of all mankind!

- TECHNICAL -

Cartridge ID: NES-8E-USA

- TRIVIA -

8 Eyes was released in January 1990 in North America.

- TIPS AND TRICKS -

* How to play (from the USA manual):
- Objective: The first goal in 8 Eyes is to discover the correct order in which to play the first seven levels. The levels must be played in a certain order because each Boss Enemy is only vulnerable to one sword. The Bosses can be damaged with the Special Weapons found in each level, and by attacking them with Cutrus; but they can only be eliminated with the proper sword. After a level is completed, the player receives a new sword, which is effective on only one of the remaining Bosses.
- Each Boss holds a jewel. After defeating the Boss, the jewel appears, and when Orin touches it, the password for this point of the game is displayed.
- While in the first seven levels, you must locate the seven scrolls of jewel placement. These contain hints which are used to place the eight jewels into the altar which appears after Level 8 is completed. The jewels must be placed correctly in order to complete the game (maybe!).
- Lives: This is a one-life game, meaning there is one Orin per game. If you lose the one Orin, the game is over. No free men are awarded. This is reality! However, there are many opportunities to gain Life Power during the game.
- Doors: Throughout the game, you will find closed doors. To open a door, look for a lever or button somewhere in the room. Hit it, and the door will open for a short time. Some levels and buttons must be hit with Cutrus.
- Crosses: After destroying some enemies, a red or white cross will appear. Catch the white cross for Item power, the red cross for Orin or Cutrus power. If Orin catches the red cross while Cutrus is flying, Orin gets all of the power. If Cutrus catches the red cross while flying, he gets all of the power. If the red cross is caught while Cutrus is on Orin's shoulder, the power is split between them.

* Weapon items (from the USA manual): When you destroy certain enemies, Weapon Items will appear. Collect the Item quickly, or it will disappear.

* Power-up items (from the USA manual): These items are hidden in each level. Use your sword, Cutrus, or the boomerang to find the items hidden in the walls. The items can be collected by Orin or Cutrus; but when collecting Life Power items, whoever touches the Item receives the extra power.
Blue Jar: Increases power meters by one section.
C Jar: Increases Cutrus' power to full, or Orin's power by about one-half.
Z Jar: Doubles sword power for a limited time.
G Jar: Makes Orin invincible for a limited time.
S Jar: Fully revives either Orin or Cutrus.

* Hints and strategies (from the USA manual):
- The first seven levels must be finished in the correct order. After defeating a Boss you are awarded a more powerful sword, but it will only be effective against one of the remaining bosses. The sword you start with is weak and only good for a country near France.
- It is important for you to learn which Special Weapon works best against each Boss. This will make it easier to defeat the Boss.
- Some enemies can only be defeated by Cutrus. Find out who they are, and stand back while Cutrus does the work. It is very important to learn to use Cutrus, while you are standing back and while you are fighting. Some of the tougher enemies can be distracted by Cutrus. Send out Cutrus to attack, and some enemies will turn their back on you to chase him - a good opportunity to hit them from behind. Backstabbing is unfair, you say? Well, don't turn your back on these guys - they're no gentlemen!
- Try to find all of the Blue Jars, so that if you find the S Jar, you will have more power.
- Make sure you find all of the scrolls, and save the clues - the end is worth the effort it takes to solve the riddle of the 8 Eyes.

* Boss enemies (from the USA manual):
- Arabia Castle: The master of this castle is Ghadie Rashal. He is an expert knife thrower, and has a very nasty disposition! When you defeat him, you will get a white Diamond called the Tear of the Nile.
- Spain Castle: This castle is ruled by Enriquez Bartona. He is a master of fencing - perhaps even better than Orin. Your reward for defeating him will be a giant black pearl called the Black Butterfly of Pereshusu.
- India Castle: Here you will face Syfer Nasim. A Yoga master, he has the ability to transport himself. When you attack him, he may vanish, only to re-appear behind you - beware! Defeat him and you will get a yellow obsidian known as the Wing of Angels.
- Africa Castle: In this castle, you will encounter the fearsome King Amin, the most powerful warrior in all of Africa. He wields a giant axe, which he may throw at you when you least expect it. The jewel that you must wrest from him is an orange topaz called the Devil of Zimbabwe.
- Germany Castle: The master of this castle is the handsome but deadly Walter Schmitt. Don't let his gentle appearance fool you - he is a cruel madman who will smile when he destroys you! He uses a giant throwing star. When you defeat him, you will get a purple amethyst, the fabled Fairy of Granada.
- Italy Castle: Here you will face Geno Comechio, who throw razor-sharp steel cards with deadly accuracy. If you succeed in overcoming him, your prize will be a green emerald known as the Dancing Princess of Frenellia.
- Egypt Castle: This castle is ruled by Nari Tanatos. He is an evil sorceror who throws white power balls from his staff. Beware of his leaping ability - he can jump right over your head! Defeat him and you will get a big red ruby called the Blood of Tutankhamen.
- Castle of Ruth: Here you will meet the lovely but lethal Ruth Grandier, whose cruel bullwhip seems to have a life of its own. The speed and ferocity of her attack will astound you! The jewel that she guards is a glittering blue diamond called the Nail of Nightmares.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54862&o=2

$end


$gbcolor=mc_8in1,
$bio

8 in 1 (c) 199? Sachen [Taiwan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67457&o=2

$end


$a2600=8in1,
$bio

8 in 1 (c) 1988 Atari, Incorporated.

8 game in 1 card: Asteroids, Centipede, BattleZone, SwordQuest EarthWorld, SwordQuest FireWorld, RealSports Soccer, RealSports Tennis, Yars' Revenge.

- TECHNICAL -

[Model CX26193]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50004&o=2

$end


$info=800fath,
$bio

800 Fathoms (c) 1981 U.S. Billiards.

An old horizontally scrolling shoot'em up with a vertically scrolling background :). The player has to guide a submarine armed with torpedoes and missiles through five levels while fighting different underwater terrors. At the end of each area the boss-submarine appears.

- TECHNICAL -

Cabinet dimensions : 67.5'' high x 25.5'' deep x 28'' wide
Weight : 235 lbs

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.78975 Mhz)

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette colors : 114

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Licensed from Amenip to U.S. Billiards for US distribution. 800 Fathoms is known outside US as "Mariner".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=25&o=2

$end


$pc8801_flop=80ay1d88,
$bio

80AY1 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91303&o=2

$end


$a800=810diag,
$bio

810 Diagnostic Cartridge (c) 1982 Atari, Inc.

- TECHNICAL -

Model FD100006

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82757&o=2

$end


$info=86lions,
$bio

86 Lions (c) 1985 Aristocrat.

- TECHNICAL -

Runs on Aristocrat MKIV/MKV Hardware
Main CPU: Motorola M6809 (@1.5MHz.)
Sound Chips: 2x AY-3-8910A (@1.5MHz.)

Screen orientation: Horizontal
Video resolution: 304x216 pixels.
Refresh Rate: 60Hz.
Palette Colours: Unknown.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=30231&o=2

$end


$pc8801_flop=88gamebo,
$bio

88 Game Book (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91304&o=2

$end


$pc8801_flop=88noiken,
$bio

88 no Ikenai Sekai (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91305&o=2

$end


$pc8801_flop=88term,
$bio

88-Term (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91306&o=2

$end


$pc8801_flop=8801kanj,
$bio

8801 Kanji BASIC (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91307&o=2

$end


$pc8801_flop=88gamez1,
$bio

88Gamez1 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91308&o=2

$end


$pc8801_flop=88gamez2,
$bio

88Gamez2 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91309&o=2

$end


$pc8801_flop=88pack1,
$bio

88Pack1 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91310&o=2

$end


$pc8801_flop=88pack2,
$bio

88Pack2 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91311&o=2

$end


$bbca_cass,bbcb_cass=9cardbd1,
$bio

9 Classic Card and Board Games Vol.1 (c) 19?? Database

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51443&o=2

$end


$bbca_cass,bbcb_cass=9cardbd2,
$bio

9 Classic Card and Board Games Vol.2 (c) 19?? Database

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51444&o=2

$end


$info=9ballsht,9ballsht2,9ballsht3,
$bio

9-Ball Shootout! (c) 1993 Bundra Games Corp.

So, you think you can play pool, huh?
Then challenge 9 BALL SHOOTOUT'S Dirty Dozen.

Eightbull
Tex Shooter
Cut Throat
Trixie Shotz
Sumo Sa Me
Rosa Stripes
Jack Hammer
Fix Pocket
Jumpin' Johnny Joe
Confidence Man
Suzy Cue
Major Domo

9 BALL SHOOTOUT, billiards so real you can almost feel the felt.

Finally, a pool hall that fits almost anywhere.

You control the break
Shoot from any angle
Beat the pros
Keyboard programmable moving sign

Features: 
* 3D animation * Great sounds * Fast Game play * Easy to understand - Joystick and buttons * Controlled bank shots, jump shots, cueball spin * Continuation feature.

* Player vs. player or player vs. computer
* Three popular games: 9Ball, 8Ball, Straight Pool.
* Two player kit - JAMMA compatible.
* Also available in countertop & mini upright.

- TECHNICAL -

Main CPU : TMS34010 (@ 5 Mhz), TMS32026 (@ 40 Mhz)
Sound Chips : DAC

Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 256

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Developed by E-Scape EnterMedia.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=26&o=2

$end


$snes=90minute,90minutep,
$bio

90 Minutes - European Prime Goal (c) 1995 Ocean.

European version. For more information about the game itself, please see the original Japanese version entry; "J.League Soccer Prime Goal 3 [Model SHVC-AJ3J-JPN]".

Enter into Europe. Challenge any one of the fourteen greatest European football teams and play the game how it was meant to be played. Exciting action, feverish atmosphere and the highest level of football detail from training and single matches to full blown cup and league modes are here to satisfy the urge for the irresistible game.

- TECHNICAL -

Package ID: Model SNSP-P-AJ3P
Game ID: Model SNSP-AJ3P-EUR

- TRIVIA -

90 Minutes European Prime Goal was released in December 1995 in Europe.

Reviews:
Dec. 95 - Joypad [FR]: 80%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62681&o=2

$end


$pc98=98lespro,
$bio

98 Lesson Pro (c) 1990 Enix, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88821&o=2

$end


$pc98=98lespr2,
$bio

98 Lesson Pro Vol. 2 (c) 19?? Brain Gray [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88822&o=2

$end


$info=99bottles,
$bio

99 Bottles of Beer (c) 1999 Bally.

This fun video slot sports a barroom theme, complete with frosty mugs of beer, a colorful cast of bar patrons and Lou, everyone's favorite bartender.

- TIPS AND TRICKS -

* Payback Percentages: 88%-97%

* 2 or more adjacent 'beer' labels anywhere in the window will cause a bottle to drop from one of three beer chutes beside the reels and reveal a mystery bonus. Each bottle will award the player from 1 to 10 times the total bet. If 2 beer label symbols occur on reels 1 and 2 the top chute will drop a bottle. If the beer label symbols occur on reels 2 and 3, the center chute will drop a bottle and if beer label symbols occur on reels 3 and 4 the bottom chute will drop a bottle. Matching 3 adjacent beer label symbols will drop 2 bottles, and a 4 symbol adjacent scatter will drop three beer bottles.

* Dart Mystery pay feature: Darts animate, dart boards spin to reveal a mystery pay amount. When 3 dart symbols appear in a winning combination a mystery pay between 15 to 35 times amount bet on the payline occurs. When 4 dart symbols appear in a winning combination a mystery pay between 40 to 60 times amount bet on the payline occurs.

* 'Chug-a-Mug' feature: 2 or more adjacent patron symbols scattered anywhere in the window start the 'Chug-a-Mug' feature. A second screen will appear showing 4 patrons siting at a bar. The player must select 1 of the patrons to participate in the 'Chug-a-Mug' feature. The bartender will serve the patron from 3 to 6 steins of beer. Each beer that the patron drinks will award for each beer until the patron misses a served stein. The total of all the beer steins that the patron was able to drink is paid to the player. The total amounts paid for the 'Chug-a-Mug' feature are as follows:
2 Patrons: 5-25 times bet.
3 Patrons: 10-50 times bet.
4 Patrons: 20-100 times bet.

- PORTS -

* Computers :
PC [MS-Windows] (2006, "101 Bally Slots" - Masque Publishing)
Macintosh (2006, "101 Bally Slots" - Masque Publishing)
PC [MS-Windows] (2007, "Slots Triple Play" - Masque Publishing)
Macintosh (2007, "Slots Triple Play" - Masque Publishing)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=10350&o=2

$end


$ti99_cart=homesent,
$bio

99 Home Sentry (c) 1986 Corcomp

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84493&o=2

$end


$info=3kokushi,
$bio

?Shikou Puzzle Game! SANKOKUSHI (c) 1996 Mitchell.

Sankokushi is an adult Shanghai solitaire game. Unlike in a standard mahjong solitaire game, tiles are removed in groups of three.  These groups may be made up of three matching tiles, or the number sets, 1-3, 4-6, or 7-9. The objective is to find the four, three-tile sets shown at the start of the stage and remove them from the game board before the timer runs out.

When a tile is selected, other tiles are lit up.  Tiles within the number sequence are shown in pink, and matching tiles are shown in orange.  The player may request hints by selecting the help button on screen, which will light up all tiles that can be removed from the board at that time.  There is also a back button, which the player may select to return tiles to the screen.

The background image in each stage is an image of a girl.  Each girl has two background images, with the second image showing the girl topless. Once a player removes the four tile sets for the stage, the board is cleared and the player may see the entire image.

After completing a stage the player may use the points he has earned to buy power-ups, such as extra hints or a faster cursor.

The game is over once the timer has run out or if the player cannot legally remove any more tiles and the board is 'deadlocked'.  Upon continuing the player may select to play the same board or play a different one.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound CPU : uPD7810 (@ 12 Mhz)
Sound Chips : OKI6295 (@ 9.375 Khz), YM2413 (@ 3.579545 Mhz)

Screen orientation: Horizontal.
Video resolution: 320x240 pixels.
Refresh rate: 60Hz.
Palette colours: 256

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in August 1996 in Japan.

The title of this game translates from Japanese as 'Three Engraved Intentions - ?Thought Puzzle Game!'.

The 'Sankokushi' here is a play on the 'Romance of the Three Kingdoms' saga (known as 'Sankokushi'), but the kanji reads 'three engraved intentions' to refer to the mahjong tiles which must be matched to clear each stage.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2312&o=2

$end


$snes=abugslif,abugslifh,
$bio

A Bug's Life (c) 199? Unknown [Brazil]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62682&o=2

$end


$gbcolor=bugslifeu,
$bio

A Bug's Life (c) 1998 T-HQ, Incorporated.

- TECHNICAL -

[Model DMG-APXE-USA]

- TRIVIA -

A Bug's Life was released in December 1998 in North America.

Exported in Europe as "A Bug's Life [Model DMG-APXP-EUR]"

- TIPS AND TRICKS -

* Level Passwords: Enter these passwords to unlock the varius levels (Password: Effect).
- BL26: Bonus Level
- 99BB: It should say 'Wrong Password'. Now start a game press Start+Select to warp to the next level. Press Start+A to warp to the checpoint. Note:When you warp to Level 2, you can't play the bonus game.
- 9LKK: Level 2
- 5P9K: Level 3
- 6652: Level 4
- BKK2: Level 5
- 2PLB: Level 6
- 6562: Level 7
- L59B: Level 8

- STAFF -

Assistant Producer: Renee Johnson
Game Design: Donald Campbell, Bryan King, Gary MArshall
Graphics: Bryan King
Music: Mark Ortiz
Producer: Greg Gibson
Production: Donald Campbell
Production Assistant: Gary MArshall
Programming: Donald Campbell
Senior Producer: Dan Winters

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67459&o=2

$end


$gbcolor=bugslife,
$bio

A Bug's Life (c) 1998 Activision, Incorporated.

European release. For more information about the game itself, please see the original USA release entry; "A Bug's Life [Model DMG-APXE-USA]".

- TECHNICAL -

[Model DMG-APXP-EUR]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67458&o=2

$end


$pico=bugslife,
$bio

A Bug's Life [Model HPC-6080] (c) 1999 Sega Toys

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75621&o=2

$end


$n64=bugslife,bugslifef,bugslifeg,bugslifei,bugslifeu,
$bio

A Bug's Life (c) 1999 Activision, Incorporated.

Help Flik prove that you don't need to be a hulk to be a hero. 

Activision brings Flik's life story to the N64 in a 3-D adventure that closely follows the storyline of Disney/Pixar's successful animated movie. 

Players can travel with Flik through 15 levels of insect-infested insanity in a heroic effort to put Hopper's gang of Grasshoppers on ice. 
Colorfully named N64 newcomer Traveler's Tales and Disney Interactive co-developed A Bug's Life with extensive help from animation powerhouse Pixar. By working so closely with the film's creators, the development team has created a video game that accurately follows the plot of the movie. Luckily for gamers, Flik has a knack for finding trouble. 

Pixar's presence has produced colorful visuals similar to those found in the movie, but naturally it was unable to recreate the impact of buttery-smooth big screen animation. 

If you don't approach the game expecting state-of-the-art computer animation, you'll be pleased with the game's authentic character design and Flik's fluid movements. On the other leg, the game's frequent pop-up and pixelated special effects may make you want to squash something. 

Flik's adventure begins just before the oppressive Grasshoppers arrive at the colony. The anxious ant spends the rest of the game working his antennae to the exoskeleton. The game contains three basic kinds of levels, in which Flik must either find an exit, recover specific items, or defeat a boss. 
Each level contains optional objectives, which provide challenges for players of all different skill levels. In the second level, for example, Flik must work his way through the tunnels of his home while avoiding Hopper's angry army. While younger players can simply focus on finding the exit, advanced players will want to solve puzzles and thoroughly explore until they have found all of a level's hidden items. 

Many of the game's puzzles involve planting different types of seeds to grow platforms. Brown seeds sprout into mushrooms that double as trampolines, while green seeds grow into vines that can be used as ladders. Since seed cultivation is the most challenging aspect of A Bug's Life, you may want to read our Seed Almanac to learn the basics. 

It's a big world out there, and a group of ghastly Grasshoppers could make any ant drop his seeds and run. The thin circumference of Flik's arm may prevent him from throwing a punch, but he's more than capable of flinging berries at enemies. Flik begins his quest with an unlimited supply of fruit, but he'll have to find more powerful breeds of berries to exterminate bigger bugs.

A Bug's Life gradually presents players with more complex puzzles in a gentle learning curve that should accommodate all players. While players will normally know what to do, they will sometimes find it difficult to complete tasks due to pesky play control. 

Camera problems are responsible for the bulk of the play control issues, but it can also be difficult to control Flik while jumping from one platform to another. A bit of practice takes care of most platform perils, and manually moving the camera can prevent many a slip. 

Projectile weapons can be tough to control in a 3-D environment, but Flik has been blessed with an excellent aiming system. Each of the ant's berries is equipped with a homing device that makes it difficult to miss an enemy, and as you find more powerful berries you can lock onto enemies at a greater distance. 

In addition to the normal adventure, A Bug's Life contains a Challenge mode exclusively available on the Nintendo 64. In all, there are 60 challenges, in which Flik must race against the clock performing tasks ranging from collecting grain to destroying enemies. You can save your best times to a Controller Pak. 

Even though A Bug's Life is missing a multiplayer mode, the challenges should keep players working their thoraxes long after the Adventure mode has been completed. This game will be a blast for Flik's fans, and even those who haven't seen the movie will be entertained by the colorful characters and the unique sensation of viewing the world from a bug's perspective. When else could you get the chance to walk around in a soda bottle?

- TECHNICAL -

Game ID: NUS-NBYP-UKV

- STAFF -

Developed by Traveller's Tales.
Game Design, Programming: Jon Burton
Nintendo 64 Programming: Gary Vine, Stephen Harding
Head Artist: James Cunliffe
3D Engine Programming: David Dootson, Gary Vine
Character Animation: Jeremy Pardon, David Burton
Character Artwork: Neil Allen, David Burton, Beverley Bush, Jeremy Pardon, William Thompson
Background Artwork: James Cunliffe, Neil Allen, David Burton, Jeremy Pardon, William Thompson
Terrain Design: Barry Thompson
Nintendo 64 Artwork: Carleen Smith, Jon Rashid, Beverley Bush, Sean Naden
Utilities Programming: Stephen Harding, Gary Vine, Andy Holdroyd, David Dootson
Special Thanks to: Helen Burton, Wendy Vine, Ko-Shuey Harding, Francesca Charlesworth, Helen Gavin, Kathryn Naden, Sasha Smith
Directed by: Jon Burton

Produced by Disney Interactive
Senior Producer: Dan Winters
Associate Producer: Peter Wyse
Production Manager: Mary Schuyler
Art Direction: Christina Vann
Assistant Producer: Renée Johnson
Senior Artist: Thom Ang
Additional Game Design: Dan Winters, Peter Wyse
Senior Tester: Carlos Schulte
Lead Tester: Patrick Larkin
Test: Andre Aguilar, Kristin Bachman, Roger Bray, Kevin Cope, Karl Drown, Romy Flores

Published by Activision, Inc.
Associate Producer: Jamie Bafus
Product Manager: Michelle Corrigan
VP North America Marketing: Marc Metis
Q.A. Senior Lead: Marilena Morini
Q.A. Lead: Aaron Casillas
Q.A. Testers: Benjamin DeGuzman, Bruce Campbell, Tanya Oviedo
Special Thanks: John Lasseter, Bob Pauley, Katherine Sarafian, Disney Feature Animation, Disney Character Voices, Disney Interactive Videogames Team, Greg Duddle, Kathleen Handy, Rob Letts, Mitch Lasky, Lawrence Goldberg, George Rose, Eric Johnson, Julian Lynn-Evans, Jason Kramer

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57568&o=2

$end


$cdi=achild,achildo,
$bio

A Child is Born v1.0 (c) 1994 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52735&o=2

$end


$info=m1races,m1racesa,m1racesb,m1racesc,
$bio

A Day at the Races (c) 199? Maygay.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42349&o=2

$end


$megadriv=dinotale,
$bio

A Dinosaur's Tale (c) 1993 Hi Tech Expressions

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57083&o=2

$end


$info=m5fewmor,m5fewmora,m5fewmorb,m5fewmorc,
$bio

A Few Dollars More (c) 200? Empire Games Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=19933&o=2

$end


$info=m5wonga,
$bio

A Fish Called Wonga (c) 200? Empire Games, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=19950&o=2

$end


$cdi=dayraceu,
$bio

A Great Day at the Races (c) 1993 Philips Interactive Media, Incorporated.

Here's all the excitement of the track! With live action video races, and a $ 2000 bankroll. Watch it grow - or shrink. You'll learn all the basics plus tips from the experts. You can bet Win, Place or Show on Exacta, Quinella or Trifecta. Settle back and enjoy!

- TECHNICAL -

Model 310690128-2

- STAFF -

Producer: Paul Rother (Total Vision)
Engineering: James Benton (Total Vision)
Art Direction: Chris Walker (Mr. Film)
Technical Assistant: Bill Tompkins (Total Vision)
Audio Production: Howard Soroka
Creative Producer: Cal Bernstein (Dove Films), Phil Mittleman (CDI Systems)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52736&o=2

$end


$cdi=dayrace,
$bio

A Great Day at the Races (c) 1993 Philips Interactive Media, Inc.

European release. Game developed in USA. See original "A Great Day at the Races [Model 310690128-2]" for more information about the game itself.

- TECHNICAL -

Model 810 0075

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76432&o=2

$end


$astrocde=hardday,
$bio

A Hard Day's Night (c) 1986 Degler [Richard Degler].

- TRIVIA -

This music was originally released on tape format by George Moses. Richard 
Degler converted it to cartridge format and made the notes play along to the 
music on a musical staff.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86764&o=2

$end


$pc8801_flop=alacarte,
$bio

A la carte 4 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91312&o=2

$end


$odyssey2,g7400=2lbsprmd,
$bio

A Labyrinth Game + Supermind (c) 1981 Philips Corp.

- TECHNICAL -

Game ID: 32

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95550&o=2

$end


$msx1_cart=m36,
$bio

A Life M36 Planet - Mother Brain has been aliving (c) 1987 Pixel Co.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76532&o=2

$end


$coco_cart=amazing,amazing1,
$bio

A Mazing World of Malcom Mortar (c) 1987 Tandy Corp.

- TECHNICAL -

Game ID: 26-3160

- STAFF -

Developed by: ZCT Systems

Author: Greg L. Zumwalt, Mark W. Easter

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53401&o=2

$end


$pc98=midsumm,
$bio

A Midsummer Daytimes Dream Plus (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88823&o=2

$end


$amigaocs_flop=mindfrvr,
$bio

A Mind Forever Voyaging (c) 1986 Infocom

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73348&o=2

$end


$a2600=mysthief,mysthief1,
$bio

A Mysterious Thief (c) 1983 ZiMAG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50007&o=2

$end


$a2600=mysthiefc,mysthiefc1,
$bio

A Mysterious Thief (c) 1983 CCE.

- TECHNICAL -

Model C-839

- TRIVIA -

This game was never released. It was canceled at an advanced stage of development.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49144&o=2

$end


$msx1_cart=anaza,
$bio

ア・ナ・ザ Kaleidoscope Special (c) 1987 Hot-B.
(A Na Za - Kaleidoscope Special)

- TRIVIA -

Retail price: 5500 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76533&o=2

$end


$psx=ananjari,
$bio

あっナンジャリン (c) 1998 To One
(A Nanjarin)

- TECHNICAL -

Game ID: SLPS-01424

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84821&o=2

$end


$cdi=parktour,
$bio

A National Parks Tour (c) 1992 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52737&o=2

$end


$cdi=nightnyl,
$bio

A Night in Nylon City (c) 1995 ICDI - Sofidoc

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52738&o=2

$end


$nes=nightmar,
$bio

A Nightmare on Elm Street (c) 1990 LJN, Limited.

- TECHNICAL -

[Model NES-ES-USA]

- TRIVIA -

A Nightmare on Elm Street was released in October 1990 in North America.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54863&o=2

$end


$info=sc5nmare,sc5nmarea,sc5nmareb,sc5nmarec,
$bio

A Nightmare on Elm Street (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Scorpion 5]

[Model PR3002]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42718&o=2

$end


$info=sc4nmare,sc4nmarea,sc4nmareb,sc4nmarec,
$bio

A Nightmare on Elm Street (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR3032]

[Scorpion 4]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43046&o=2

$end


$amigaocs_flop=prehtale,
$bio

A Prehistoric Tale (c) 1990 Thalion

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73349&o=2

$end


$cpc_cass=scruples,
$bio

A Question Of Scruples - The Computer Edition [Model LG580] (c) 1987 Leisure Genius

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64153&o=2

$end


$cpc_cass=qos,
$bio

A Question Of Sport (c) 1988 Elite Systems, Limited.

- STAFF -

Code: Mark Crane
Graphics: Steve Beverley
Design: Ian Upton
Music: Mark Cooksey

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64154&o=2

$end


$amigaocs_flop=qos,
$bio

A Question of Sport (c) 1989 Elite

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73350&o=2

$end


$info=qos,qosa,qosb,
$bio

A Question of Sport (c) 1992 BFM.

Test your sporting knowledge in this challenging quiz game.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 4 Mhz), M6809 (@ 1 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.5 Mhz), UPD7759 (@ 640 Khz)

Palette colors : 256

Players : 1
Buttons : 10

- TRIVIA -

Released in August 1992.

The game is based on the long-running British quiz show 'A Question of Sport' which started on January 5, 1970 and continues to this day.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11627&o=2

$end


$fm7_disk=aressha,
$bio

A Ressha de Ikou (c) 1985 Artdink Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93594&o=2

$end


$pc98=atrainf,
$bio

A列車で行こう ~復刻版~ (c) 1994 Artdink Corp.
(A Ressha de Ikou - Fukkokuban)

- TRIVIA -

Released on August 05, 1994 in Japan. Retail price: 8800 Yen.

The title of this game translates from Japanese as Take the A-Train - Reprinted Edition

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88826&o=2

$end


$msx2_cart=aressha,
$bio

A Ressha de Ikou - Take the A Train. (c) 1989 Pony Canyon, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51260&o=2

$end


$pc98=atrain4,
$bio

A列車で行こう4 (c) 1993 Artdink Corp.
(A Ressha de Ikou 4)

- TECHNICAL -

Floppy disk x3

- TRIVIA -

Released on December 03, 1993 in Japan. Retail price: 12800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88824&o=2

$end


$pc98=atrain,
$bio

A Ressha de Ikou 98 - Take the A Train. (c) 1987 Artdink Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88825&o=2

$end


$pc98=atrain2,
$bio

A列車で行こうII (c) 1988 Artdink Corp.
(A Ressha de Ikou II)

- TRIVIA -

Released on July 09, 1988 in Japan. Retail price: 12800 Yen.

A Budget version was also released as "Artdink Best Collection Book Series No. 03".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88827&o=2

$end


$pc98=atrain2g,
$bio

A列車で行こうII ~5周年記念特別限定バージョン~ (c) 1990 Artdink Corp.
(A Ressha de Ikou II - 5 Shuunen Kinen Tokubetsu Gentei Version)

Set including original A Ressha de Ikou II and extra scenarios.

- TECHNICAL -

Floppy Disk x4 (Game data stored on 3 disks, with a blank disk.)

- TRIVIA -

Released on April 13, 1990 in Japan. Retail price: 12800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88828&o=2

$end


$x68k_flop=aressha2,
$bio

A Ressha de Ikou II X68000 (c) 1988 Artdink Corp.

- TRIVIA -

Released on September 10, 1988 in Japan.

- STAFF -

Director: Soubee Shimanoki
Executive Director: Tatsuo Nagahama
Graphics Designer: Tetsuya Ino, Yoichi Yamaguchi
Map Designer: Shigeto Sako
Programmer: Tetsuo Ezawa
System Engineer: Katsushige Kasai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87012&o=2

$end


$x68k_flop=aressh2o,
$bio

A Ressha de Ikou II X68000 - Gentei Okaidoku Ban (c) 1990 Artdink Corp.

- TRIVIA -

Released on April 13, 1990 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87013&o=2

$end


$pc98=atrain3,
$bio

A Ressha de Ikou III (c) 1990 Artdink Corp.

- TRIVIA -

Released on December 14, 1990 in Japan. Retail price: 12800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88829&o=2

$end


$x68k_flop=aressha3,
$bio

A Ressha de Ikou III (c) 1991 Brother Kougyou.

Simulation game, railroad management, urban development.

- TRIVIA -

Released on April 24, 1991 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87014&o=2

$end


$x68k_flop=aressha3log,
$bio

A Ressha de Ikou III - LOGiN Map (c) 199? ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87015&o=2

$end


$pc98=atrain3log,
$bio

A Ressha de Ikou III - Login Tokubetsu Map Shuu (c) 199? Artdink Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88830&o=2

$end


$x68k_flop=aressha3mc,aressha3mc1,
$bio

A Ressha de Ikou III - Map Construction (c) 1991 Brother Kougyou.

- TRIVIA -

Released on April 26, 1991 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87016&o=2

$end


$pc98=atrain3mc,
$bio

A Ressha de Ikou III - Map Construction (c) 1991 Artdink Corp.

- TECHNICAL -

Floppy disk x2

- TRIVIA -

Released on April 12, 1991 in Japan. Retail price: 5800 Yen. It requires the original AIII to works.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88831&o=2

$end


$pc98=atran3mv,
$bio

A Ressha de Ikou III - Memorial Version (c) 1993 Artdink Corp.

- TECHNICAL -

Floppy disk x2

- TRIVIA -

Released on March 12, 1993 exclusively in Takeru vending machines for 3800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88832&o=2

$end


$pc98=atrain3oms,
$bio

A Ressha de Ikou III - Original Meitetsu Sharyou Disk (c) 1991 Artdink Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88833&o=2

$end


$x68k_flop=aressha3oms,
$bio

A Ressha de Ikou III - Original Meitetsu Sharyou Disk (c) 199? ASCII Corp.

- TRIVIA -

Released on June 28, 1991 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87017&o=2

$end


$megadriv=aresshmd,
$bio

A列車で行こうMD Take the A Train (c) 1992 Sega Enterprises, Limited.
(A Ressha de Ikou MD - Take the A Train)

Real-time railroad simulation game.

- TECHNICAL -

Game ID: G-4532
Cartridge ID: 670-1988
Package ID: 670-1989
Barcode: 4 974365 545321

- TRIVIA -

Released on April 10, 1992 in Japan.

- STAFF -

Developed by: ARTDINK

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56304&o=2

$end


$psx=aresshad,
$bio

A Ressha de Ikou Z Mezase - Tairiku Oudan (c) 1999 Artdink

- TECHNICAL -

Game ID: SLPS-02050

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84822&o=2

$end


$nes=aressha,
$bio

A Ressha de Ikou (c) 1991 Pony Canyon, Incorporated.

- TECHNICAL -

[Model PHF-IX]

- TRIVIA -

A Ressha de Ikou for Famicom was released on August 21, 1991 in Japan only.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53797&o=2

$end


$gba=soundthnu,
$bio

A Sound of Thunder [Model AGB-A3QE-USA] (c) 2005 BAM! Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69517&o=2

$end


$gba=soundthn,
$bio

A Sound of Thunder [Model AGB-A3QP] (c) 2004 BAM! Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69516&o=2

$end


$cpc_cass=avtak,
$bio

A View To A Kill (c) 1985 Domark Group, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64155&o=2

$end


$msx1_cass=avtak,avtaka,
$bio

A View to a Kill (c) 1986 Domark Group, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94415&o=2

$end


$cdi=sesamel,
$bio

A Visit To Sesame Street - Letters (c) 1992 Philips Interactive Media, Incorporated.

An edutainment title for young children.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52739&o=2

$end


$cdi=sesamen,sesamena,
$bio

A Visit To Sesame Street - Numbers (c) 1991 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52740&o=2

$end


$cdi=valpuebl,
$bio

A Visit to the Valley of Puebla and the Amparo Museum (c) 1992 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52741&o=2

$end


$bbca_cass,bbcb_cass=avousfra,
$bio

A vous La France! (c) 198? BBC Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51445&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=worldwar,
$bio

A World at War [Model VIC-7303] (c) 198? Handic Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83752&o=2

$end


$pico=poohcornu,poohcornp5,poohcornp4,poohcornp3,poohcornp2,poohcornp1,poohcornp,poohcornjp,
$bio

A Year At Pooh Corner (c) 1994 Sega Enterprises, Limited.

- TECHNICAL -

[Model 49021-00]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75622&o=2

$end


$pico=poohcorn,
$bio

A Year At Pooh Corner (c) 1994 Sega Enterprises, Ltd.

European release.

- TECHNICAL -

[Model 49021-50]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82069&o=2

$end


$msx1_cart=alamona,alamonaa,
$bio

A'lamona [Model AQ001] (c) 1985 Barq

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76534&o=2

$end


$amigaocs_flop=a10tank,
$bio

A-10 Tank Killer (c) 1990 Dynamix

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73351&o=2

$end


$x68k_flop=ajine,
$bio

A-Jine (c) 19?? Unknown.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95273&o=2

$end


$ti99_cart=amazeing,
$bio

A-Maze-Ing [Model PHM 3030] (c) 1980 Texas Instruments

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84494&o=2

$end


$gameboy=amaztatr,
$bio

A-mazing Tater [Model DMG-P3-USA] (c) 1992 Atlus Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65523&o=2

$end


$megacd,megacdj=arank,
$bio

A-RANK サンダー 誕生編 (c) 1993 Telenet Japan.
(A-Rank Thunder Tanjouhen)

- TECHNICAL -

Game ID: T-49064

- TRIVIA -

A-Rank Thunder Tanjouhen was released in June 25, 1993 in Japan at a retail price of 7800 Yen. It was never exported outside Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60480&o=2

$end


$x1_flop=aressha,
$bio

A列車で行こう (c) 1986 Artdink Corp.
(A-Ressha de Ikou)

- TRIVIA -

Released in August 19886 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85912&o=2

$end


$pc8801_flop=aressha,aresshab,aresshaa,
$bio

A-Ressha de Ikou (c) 1986 Artdink Corp.

- STAFF -

Produced by: Katsushige Kasai
System Engineer: Tatsuo Nagahama
Art Director: Katsushige Kasai
Sound Effect: Hideo Kanda
Programmers: Shigeto Sako, Tatsuo Nagahama, Katsushige Kasai
Package Design: Yuki Nakayama
Directed by: Tatsuo Nagahama
Special Thanks: Softbank, Komine Agency, Plus One, Onken

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91313&o=2

$end


$amigaocs_flop=atrain,atrainf,atraing,
$bio

A-Train (c) 1992 Ocean Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73352&o=2

$end


$amigaocs_flop=atraincs,atraincsc,
$bio

A-Train Construction Set (c) 1993 Ocean Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73353&o=2

$end


$info=ad2083,
$bio

A. D. 2083 (c) 1983 Midcoin.

An old shoot'em up similar to Konami's "Time Pilot".

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound CPU : Zilog Z80 (@ 1.78975 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.78975 Mhz), TMS5110 (@ 640 Khz)

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette colors : 106

Players : 1
Control : 8-way Joystick
Buttons : 1

- TRIVIA -

'A. D.' stands for 'Anno Domini'.

- STAFF -

Produced by : Bruno De Giorgio
Software developed by: Alberto Troiano
Hardware developed by: Giuseppe Panico
Sound Effects by: Tullio Tesorone

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4345&o=2

$end


$info=abcop,abcopj,abcopd,abcopjd,
$bio

A.B. Cop (c) 1990 Sega.

A.B. Cop is a futuristically-themed racing game from Sega in which the player takes on the role of a law enforcement officer - riding a heavily armoured and heavily armed hover-bike - who must chase down and destroy the perpetrators of an armed robbery before the time limit expires. 

At the start of each level the player's bike is equipped with a limited number of 'Jumps' which, when utilized, allows the bike to temporarily take to the air; useful in avoiding the many vehicles - both enemy and benign - that litter the tracks. Also, if a jump is timed correctly it's possible to drop onto and attack enemy targets from above. Additional jumps can be earned by riding over the blue 'Jump' icons that occasionally appear on the track. 

In addition to the jumps, pushing UP on the joystick gives the bike a short speed boost; necessary if the levels are to be completed within the tight time limits the game imposes. Unlike the jumps, the bike has an unlimited number of speed boosts. 

A huge, heavily-armed guardian appears at the end of each stage - a first for the racing genre - which takes multiple hits to destroy. 

A.B. Cop is hugely reminiscent of Taito's superb racing legend, "Chase HQ", released two years earlier.

- TECHNICAL -

Cabinet dimensions : 76'' (193cm) High x 24,8'' (63cm) Wide x 58,7'' (149cm) Deep.
Cabinet weight : 271 lbs (123 kg)

Sega X Board hardware
Game ID : 317-0169b

Main CPU : (2x) Motorola 68000 (@ 12.5 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2151 (@ 4 Mhz), Sega (@ 4 Mhz)

Players : 1
Control : paddle
Buttons : 1

- TRIVIA -

A.B. Cop was released in December 1990.

A.B. stands for 'Air Bike'.

- TIPS AND TRICKS -

Beat the game with over 60 million points to play an extra stage between the ending that has you facing off with every boss of the game with a super deformed / chibi look.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3354&o=2

$end


$a5200=aep,
$bio

A.E. (c) 1982 Broderbund Software, Incorporated.

- TRIVIA -

Unreleased prototype.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50017&o=2

$end


$pc8801_flop=ae,aeb,aea,
$bio

A.E. (c) 1984 Comptiq.

- TRIVIA -

Released in April 1984 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91314&o=2

$end


$msx1_cart=ae,
$bio

A.E. (c) 1982 Toshiba EMI.

- TECHNICAL -

Game ID: PS-2001G

- TRIVIA -

Original price: 5800 Yen.

- STAFF -

Converted by: Aya Tomita

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76535&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=ae,ae1,
$bio

A.E. (c) 1982 Broderbund Software, Inc.

- TECHNICAL -

Model VICCART-224

- STAFF -

Original program designed by: Makoto Horai

VIC-20 Version Written by: Steven Ohmert

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83753&o=2

$end


$info=agsoccer,
$bio

A.G. Soccer-Ball (c) 1991 Alvin G. & Co.

- TRIVIA -

500 units were produced.

- STAFF -

Concept & Switch : Alvin Gottlieb (Flipper Inventor)
Designers : Jerry Armstrong (JWA), Michael Gottlieb (MAG)
Artwork : Tim Elliot
Software : Rehman Merchant
Music & Sounds : Joseph Gottlieb, Kyle Johnson, Salvador Medina
Marketing : Stephan Kohnke
Technical Supporters : Len Vedeen, George Saxinger, John Boydston, Wally Welch

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5572&o=2

$end


$amigaocs_flop=age,
$bio

A.G.E (c) 1991 Tomahawk

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73354&o=2

$end


$pc8801_flop=air,aira,
$bio

A.I.R. - Anti Intruder Rangers (c) 1987 Quasar Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91315&o=2

$end


$pcecd=aiii,
$bio

A.III ~A列車で行こうIII~  (c) 1993 Artdink.
(A.III - A Ressha De Iko III)

Simulation game featuring railroad and urban development.

- TECHNICAL -

Game ID: ADCD-3001

- TRIVIA -

Released on June 11, 1993 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58099&o=2

$end


$lynx=apb,
$bio

A.P.B. (c) 1991 Atari Corp.

Based on the original arcade video game.

This is the city. A dangerous place, full of crooks as slimy as an earthworm in the rain. The streets are loaded with them. Officer Bob has just graduated from the Academy and is as gung ho as a nerd on the first day of school. He truly believes he can single-handedly clean up the city. Who knows? Maybe he can. But the crooks don't think so. Neither does Sergeant Mulrooney, the hot-headed duty boss who is quick to deliver a scorching lecture if Office Bob stacks up too many demerits. Can Officer Bob succeed where dozens of others have failed?

- TECHNICAL -

Model PA2042

- TRIVIA -

Reviews:
November 1991 - Consoles + N.2 [FR]: 38/100

- TIPS AND TRICKS -

* Level Skip:
Hold OPTION 1+OPTION 2 and run into a donut (or through the Donut Shop). You will automatically complete the current mission and proceed to the next level.

* Level 99:
When your quota is met, hold OPTION 1+OPTION 2 at Officer Bob's parking space. You will warp to level 99 with random quotas each time it is completed (notice that the game won't end: it will repeat level 99 with different quotas).

* Faster Refuel:
On Highway 12, you can find two gasoline pumps next to each other. If you park in the middle of the two, the gas pumps twice as fast.

* Music On or Off:
To turn the music on or off, press OPTION 2 while the title screen is on. Turning off the music allows you to hear all the digitized voices and sounds more clearly.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58792&o=2

$end


$snes=asp,
$bio

A.S.P. - Air Strike Patrol (c) 1994 Seta USA, Incorporated.

North American release. For more information about the game itself, see the original Japanese release entry; "Desert Fighter - Suna no Arashi Sakusen [Model SHVC-OS]".

Description from the USA back cover:
Zarak has invaded Sweit! You, as Air Force commander, MUST marshall all your resources and defeat them. Using hi-tech intelligence, locate your targets, load your plane, and destroy... chemical weapon plants, radar sites, enemy vehicles, and more. So strap yourself into a cockpit and fly into the challenge of a lifetime.

- TECHNICAL -

Cartridge: SNS-4A-USA

- TRIVIA -

Air Strike Patrol was released in January 1995 (even if the title screen says 1994) in North America by Seta USA.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62683&o=2

$end


$msx1_cart=a1spirit,
$bio

A1 Spirit - The Way to Formula-1 (c) 1987 Panasoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76536&o=2

$end


$info=a3010,
$bio

A3010 (c) 1992 Acorn Computer, Limited.

- TECHNICAL -

ARM250 processor

RAM : 1 MB.

- TRIVIA -

The A3010 was released in September 1992 in England. Initilaly priced £499.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54852&o=2

$end


$info=a3020,
$bio

A3020 (c) 1992 Acorn Computer, Limited.

- TECHNICAL -

ARM250 processor

RAM : 2 MB.

- TRIVIA -

The A3010 was released in September 1992 in England. Initilaly priced £799.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54853&o=2

$end


$amigaocs_flop=a320air2,
$bio

A320 Airbus Vol. 2 (c) 1995 Games 4 Europe

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73355&o=2

$end


$psx=a5aressh,
$bio

A5 - A Ressha de Ikou 5 (c) 1997 Artdink

- TECHNICAL -

Game ID: SLPS-91124

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84823&o=2

$end


$info=a7000,
$bio

A7000 (c) 1995 Acorn Computer, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54854&o=2

$end


$info=a7000p,
$bio

A7000+ (c) 1997 Acorn Computer, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54855&o=2

$end


$gameboy=aaharima,
$bio

Aa Harimanada [Model DMG-A7J] (c) 1993 ASK Kodansha Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65524&o=2

$end


$gamegear=aaharima,
$bio

Aa Harimanada [Model G-3327] (c) 1993 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64442&o=2

$end


$megadriv=aaharima,
$bio

ああ播磨灘 (c) 1993 Sega Enterprises, Limited.
(Aa Harimanada)

Sumo wrestling game.

- TECHNICAL -

Game ID: G-4086
Cartridge ID: 670-3413
Package ID: 670-3414
Barcode: 4 974365 540869

- TRIVIA -

Released on September 03, 1993 in Japan. Retail price: 7800 Yen.

The game is based on the manga and anime created by Kei Sadayasu.

- STAFF -

Original Work: Kei Sadayasu (Kodansha)
Planning: Y. Higuchi, Gray.Gigo
Program: H. Kawakami, Mortal
Production Graphics: Kotarō, Haiya Otake‑san
Wrestler Graphics: Katsuhiko Ogikubo (Ogi), Hideaki Moriya (Morimori), Hiroyuki Hirama (Mappira-kun)
Choreography: Hirofumi Murasaki (Shinnosuke Murasaki)
Sound: Hirofumi Murasaki (Shinnosuke Murasaki), Morihiko Akiyama (Ker Akiyama), Masayuki Nagao (Nagao)
Producers: Moto, Hide

Special Thanks: Naohisa Nakazawa (N. Nakazawa), Kei Sadayasu (Kodansha)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56307&o=2

$end


$pc98=ohmygodd,
$bio

Aa Megamisama (c) 1993 Banpresto [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88847&o=2

$end


$nes=ayji,
$bio

嗚呼 野球人生一直線 (c) 1992 Sammy Corp.
(Aa Yakyuu Jinsei Icchokusen)

- TECHNICAL -

Game ID: SAC-YA

- TRIVIA -

Aa Yakyuu Jinsei Icchokusen was released on December 25, 1992 in Japan.

- STAFF -

Music Composer: Masaharu Iwata

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53804&o=2

$end


$x68k_flop=aahime,
$bio

Aa! O-Hime-sama! (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87019&o=2

$end


$snes=aaahhrmu,
$bio

Aaahh!!! Real Monsters (c) 1995 Viacom International, Incorporated.

Greetings, terror-trainees!
Ickis, Krumm, and Oblina will have to prove themselves on the Monster midterm exams if they want to call themselves real monsters! They must work together as a team to receive a single gruesome grade on their frightful performance. So...go out and petrify someone!!

- TECHNICAL -

Cartridge ID: SNS-ANNE-USA

- TRIVIA -

Aaahh Real Monsters for SNES was released in November 1995 in North America. It was originaly release on the Sega Genesis as "Aaahh!!! Real Monsters [Model T-139066]".

The game was developed by Realtime Associates. It based on the American cartoon series of the same name on Nickelodeon.

Ickis, one of this game's protagonists, is also a playable character in Nicktoons Racing.

Reviews:
[DE] Total! (Feb. 1996): 3/6
[US] GamePro  (Feb. 1996): 2/5

Later released in Europe on SNES as "Aaahh!!! Real Monsters [Model SNSP-ANNP-EUR]".

- TIPS AND TRICKS -

Sound test: Press any direction on the D-pad, followed by A, B, X, or Y at the Nickelodeon screen. The sound that is played will vary, depending on which D-pad direction and button were pressed.

Level select: Go to the trash heap during the second part of level 1. Press L, L + R, R(2), Up, Down, L + R, Select, Start. The sound of a scream will confirm correct code entry. 

Make Grumble blink: Press L or R on the screen that appears before the start of a level.

Make Grumble open his eyes wide: Hold R + Down when Grumble appears before a level begins or at the options screen. After releasing the buttons, Grumble will appear to be angry.

- STAFF -

Additional Art: Jean Bergesen
Animator: Shelly Futch, Martine Gaudissart, Perry Kiefer, Barbra Lipton, Sean Platter, Laura Smith
Assistant Programmer: Edwin Higa
Associate Producer: Jackson Young
Background Art: Jeff Cook, Doran Fish
Executive Producer: Chad Bunch, Kenny Miller, David Warhol
Lead Programmer: Andy Hsiung
Manager/Development Support: Scott Lawrence
Managing Producer/Nickelodeon Intreractive: Donna Friedman
Map Layout and Design: Kevin Chan
Marketing Coordinator: Amy McPoland
Marketing Director: Rebecca Randall
Music and SFX: Greg Turner
Producer: Jennifer Sward
Publishing Producer: Matt Welton

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62688&o=2

$end


$snes=aaahhrm,
$bio

Aaahh!!! Real Monsters (c) 1995 Viacom International, Incorporated.

European version. For more information about the game itself, please see the original North American version; "Aaahh!!! Real Monsters [Model SNS-ANNE-USA]".

- TECHNICAL -

Package ID: Model SNSP-P-ANNP
Game ID: Model SNSP-ANNP-EUR

- TRIVIA -

Aaahh Real Monsters was released in February 1996 in Europe, even if title screen says 1995.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62687&o=2

$end


$megadriv=aaahhrm,
$bio

Aaahh!!! Real Monsters (c) 1995 Viacom International, Incorporated.

European release. For more information about the game itself, see the original USA release entry; "Aaahh!!! Real Monsters [Model T-139066]"

- TECHNICAL -

Game ID: T-139066-50
Cartridge ID: 670-7213-50

- TRIVIA -

Released in October 1995 in Europe.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56305&o=2

$end


$megadriv=aaahhrmu,aaahhrmup,
$bio

Aaahh!!! Real Monsters (c) 1995 Viacom International, Incorporated.

- TECHNICAL -

Game ID: T-139066
Barcode: 0 40824 21100 8

- TRIVIA -

Released on September 15, 1995 in North America.

Export releases:
[EU] "Aaahh!!! Real Monsters [Model 670-7213-50]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57084&o=2

$end


$info=ar_argh,
$bio

Aaargh! (c) 1987 Arcadia Systems.

Bulldoze your way through eleven cities of the Lost Island in a quest to find the Golden Dragon's Egg. Pulverize buildings, munch your way through fast food and the occasional native, fight off the flying fiends as you battle to reach the fiery volcano and grab your chance to claim the Golden Egg. Features stunning graphics, fast hand-to-hand combat, and great stereo sound.

- TECHNICAL -

Super Select System

- TRIVIA -

Aaargh! was the first arcade game made by Arcadia Systems and as well the first to run on the Super Select System, an arcade machine based on a custom Amiga hardware.

The game is inspired by the arcade game Rampage.

- PORTS -

* Computers :
Commodore Amiga (1987)
MS-DOS (1988)
Amstrad CPC [SP] (1988) "Aaargh! [Model 3MH008]"
Amstrad CPC [SP] (1988) "Aaargh! [Model 6MH008]"
Atari ST (1989)
MSX (1989)
ZX Spectrum (1989)
Commodore C64 (1989)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3353&o=2

$end


$amigaocs_flop=aaargh,
$bio

Aaargh! (c) 1987 Arcadia Systems.

Amiga direct port of the original.

- STAFF -

Developed by Sculptured Software, Inc.
Coder: Steve Coleman
Graphics: Joe Witchens

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49065&o=2

$end


$cpc_flop=aaargh_t1,aaargh_t1b,aaargh_t1a,
$bio

Aaargh! (c) 1988 CNGSOFT.

Trained by CNGSOFT.

- TECHNICAL -

[Floppy Disk]: Launch with RUN"AAARGHAP

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64083&o=2

$end


$apple2gs=aaargh,
$bio

Aaargh! (c) 1988 Arcadia Software, Incorporated.

- STAFF -

Apple IIGS version by: Robert C. Clardy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49744&o=2

$end


$cpc_flop=aaargh_t2,aaargh_t2a,aaargh_t3,
$bio

Aaargh! (c) 1988 The Spanish Hacker.

Trained by The Spanish Hacker.

- TECHNICAL -

[Floppy Disk]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64084&o=2

$end


$msx1_cass=aaargh,aaargha,
$bio

Aaargh! (c) 1989 Dro Soft [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94416&o=2

$end


$cpc_cass=aaargh,
$bio

Aaargh! (c) 1988 Dro Soft.

- TECHNICAL -

Cassette ID: 3MH008

- TRIVIA -

Released in Spain.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49068&o=2

$end


$cpc_flop=aaargh,aaargha,aaarghb,
$bio

Aaargh! (c) 1988 Dro Soft.

- TECHNICAL -

Floppy Disk ID: 6MH008

Launch with RUN"DISC

- TRIVIA -

Released in Spain.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49067&o=2

$end


$msx1_cass=aackobs2,aackobs2a,
$bio

Aackobase II (c) 1985 Aackosoft [Netherlands]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94417&o=2

$end


$msx1_cass=aackodrw,
$bio

Aackodraw & Paint (c) 1985 Aackosoft [Netherlands]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94418&o=2

$end


$info=pegasus,pegasusm,
$bio

Aamber Pegasus (c) 1981 Technosys.

- TRIVIA -

An optional multi ROM board in conjunction with a rotating dial allowed switching between 6 EPROM banks containing multiple language environments, games and applications. The EPROM based language environments include EXTENDED BASIC, PASCAL, BASIC (a variant of TinyBASIC), MAD (Assembler/Disassembler) and FORTH. Games available on EPROM are TANKS, INVADERS and GALAXY WARS. Other software included MONITOR (the system BIOS which needed to be present for the system to run) and a word processor application called WORD.

A network version of the Aamber Pegasus provided connectivity to a 6809-based server (SWTPC-6809). Especially the networking version attempted to address the New Zealand Government's computers in schools initiative, but never produced the hoped-for large orders. It is thought that Apple Computers introduction of the Apple II computer into the New Zealand market, and its subsequent heavy educational discounting was the final nail in the coffin for Technosys and the Aamber Pegasus computer. Total production numbers are unknown, but it is thought that less than a hundred units were ever sold.

- STAFF -

Hardware: Stewart J. Holmes
Software: Paul Gillingwater, Nigel Keam, Paul Carter

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64232&o=2

$end


$info=aar_101,
$bio

Aaron Spelling (c) 1992 Data East Pinball.

- TECHNICAL -

Data East Version 3 Hardware

Main CPU: M6800 (@1MHz.), M6809 (@1.78979MHz).
Sound CPU: TMS32015 (@24MHz).
Sound Chips: BSMT2000 (@24MHz).

- TRIVIA -

Produced by Kaminkow Productions for Data East Pinball. This game was a modification of 1992's "Lethal Weapon 3" pinball.

Two units produced in February 1992, this game was commissioned by wife Candy Spelling, as a gift for Aaron.

- STAFF -

Game Design : Ed Cebula, Joe Kaminkow
Game Software: Kristina Donofrio
Display Software: Lonnie D. Ropp
Display Art: Jack Liddon, Kurt Andersen (KMA)
Software Support: Neil Falconer, Masaya Horiguchi, John Carpenter
Mech. Design: John Lund, Ed Cebula, Joe Balcer
Cables: Phillis
Sounds & Music: Brian Schmidt
BOM: Sarah Bagnola
Inspiration For 110%: Tetsuo Fukuda

Art by: Kurt Andersen, Markus Rothkranz

Special Thanks To: Tori Spelling, Randy Spelling, James Stewart, Jaclyn Smith, Tom Gallagher, Suzanne Pleshette, William Shatner, Herve Villechaize, Ricardo Montablan, Bill Haber, John Forsythe, Larry Gordon, E. Duke Vincent, Trevor Denman

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=10311&o=2

$end


$gba=overhedgg,
$bio

Ab Durch die Hecke (c) 2006 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69522&o=2

$end


$info=abacus,
$bio

Abacus (c) 200? Unknown.

- TECHNICAL -

Nazionale Ellettronica Hardware

Main CPU: H8/3044 (@15MHz).
Sound Chips: OKI6295 (@1MHz).

Screen orientation: Horizontal.
Video Resolution: 512x256 pixels.
Refresh rate: 60Hz.
Palette colours: Unknown.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=34252&o=2

$end


$nes=abadox,
$bio

Abadox - The Deadly Inner War (c) 1990 Milton Bradley Co.

North American version. Game developed in Japan. For more information about the game itself, please see the original Famicom entry; "Abadox [Model NAT-A3]".

Text from the USA Manual:

In the year 5012, a strange cytoplasmic creature is sighted in your galaxy. It's Parasitis! A deadly, formless mass which feeds on all life forms and assumes the shape of its swallowed prey! Parasitis rapidly advances upon your home planet, Abadox, and engulfs it!

From nearby space stations, the World Alive Force launches a full-scale attack. But the massive Parasitis crushes the entire squadron! An orbiting hospital ship is even swallowed whole - with the beautiful Princess Maria on board!

You are Second Lieutenant Nazal, the lone survivor of the Force. Sidelined from the action by your ship's faulty energy drive, you witness the attack! But it's not too late to join the battle!

Now your weapons are ready and your ship has been repaired! Jettison from your spacecraft, ignite your power pack and zoom into Parasitis' grisly surface. Your Mission: To blast your way inside Parasitis' nightmarish body and battle your way to its Core - to destroy it!

Fight your way inside its deadly mouth! Travel down its throat, through its nerve center - battling hordes of enemy antibodies and bacteria! Use lasers, guided missiles, and special orbiting shields to destroy them! Beware the Guardians that ward off all intruders - bombard them with fierce fire power! You must succeed to save the Universe and rescue Princess Maria!

Prepare to blast off! Your Mission begins!

- TECHNICAL -

Cartridge ID: NES-A3-USA

- TRIVIA -

Abadox was released in March 1990 in North America.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54864&o=2

$end


$nes=abadoxj,
$bio

Abadox (c) 1989 Natsume.

Abadox is a multi-directional shoot them up by Natsume. In the year 5012, a massive life form the size of a small-planet stalks through space looking for its next victim. The 'Parasitis', as it is called, is now heading towards planet Abadox and lieutenant Nazal is sent on a desperate mission to intercept it. Nazal must enter the humongous Parasitis's body and destroy it from the inside. Incidentaly, the planet-size invader also swallowed a medical ship on its way to Abadox, and this very ship was carrying an important passenger - Maria, the princess of Abadox - and it is believed that she is still alive so a rescue could not be ruled out. Although Nazal starts his mission with a limited firepower, items left behind by blue creatures dramatically increase his chances of success. Four different weapons are available throughout the game, namely the Three-Way Beam, the Five-Way Star Beam, the piercing Laser Gun and the Pandora Ring Gun. Additional items and special abilities can also be collected along the way, such as Speed Ups (speed boosts are actually accumulative), Barrier Shields (orbs that rotate around Nazal and protect him against enemy attacks - up to four can be activated at once), Twin Missiles (from straigth twin-missiles to homing missiles) and Power Shield (two levels of protection, green and red). Abadox consists of six main areas (all divided into two sub-stages) and is single-player only.

- TECHNICAL -

[Model NAT-A3]

- TRIVIA -

Abadox was released on December 15, 1989 in Japan. Retail price: 5800 Yen.

Abadox's title screen credits Dynamic Kikaku and Tadashi Makimura. It seems that Dynamic Kikaku (Dynamic Planning) is a company owned by Kiyoshi Nagai (aka Go Nagai, better known for creating Mazinger Z and the Super Robot genre) and is the sister company of Dynamic Productions. Tadashi Makimura apparently illustrated several mangas written by Go Nagai such as Dodoron Emma-kun (1973) and two Boss Borot mangas (Janjaja~n Boss Borot Dai and Onari~tsu Borottono Dai) released in the mid 1970s (the clunky Boss Borot, aka Boss Robot, was the comic relief character in the classic Mazinger series).

- TIPS AND TRICKS -

Cheat Mode (level select, invincibility & all-weapons mode):
There is an interesting cheat mode in Abadox that is activated using various codes.
At the title screen, press A, A, Up, B, B, Down, A, B and one of the following codes: 

Level 1 - no code
Level 2 - Up
Level 2a - Up, A
Level 3 - Left
Level 3a - Left, A
Level 4 - Down
Level 4a - Down, A
Level 5 - Right
Level 5a - Right, A
Level 6 - Select
Level 6a - Select, A
Level 7 - B
End Credits - B, A

Then press Start to start the game. Additionally, you can pause the game at anytime to activate the invincibility and all-weapons mode once the main cheat code has been entered.

- STAFF -

Director: Atsushi Okazaki
Producer: Takashi Nagai, Tadashi Makimura
Character Designer: Hidenobu Takahashi (H. Takahashi)
Sound Creator: Kiyohiro Sada
Programmer: Kimiya Sasaki, Seiichi Tajima, Kōichi Dekune
Special Thanks: Tarou, Kayoko Hirai (Kayochan), Satoshi Yoshikawa (Yocchan), Keita, Makito, Taichi, Kenji Furuya (Fuyuchan), Shunji Ohminami (Godan), Shacyou, Yakuin

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53805&o=2

$end


$amigaocs_flop=abanplc,abanplcg,
$bio

Abandoned Places - A Time for Heroes (c) 1992 Electronic Zoo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73363&o=2

$end


$amigaocs_flop=abanplc2,abanplcd,
$bio

Abandoned Places 2 (c) 1993 ICE

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73364&o=2

$end


$nes=abatengu,
$bio

暴れん坊天狗 (c) 1990 Meldac
(Abarenbou Tengu)

- TECHNICAL -

Game ID: MDC-51

- TRIVIA -

Abarenbou Tengu was released on December 14, 1990 in Japan.

Export releases:
[US] "Zombie Nation [Model NES-51-USA]"

- STAFF -

Executive Produced by: Isamu Ito, Akio Kobayashi
Produced by: Junichiro Kawazoe
Directed by: Norio Nakagata
Game designed by: Takane Ōkubo
Graphics designed by: Takao Yoshiba, Shin-ichi Ogawa
Sound created by: Norio Nakagata, Takane Ōkubo
Special Thanks to: Natsuki Uryū, Hiroaki Izawa, Satoshi Okano, Hiroshi Akahira
Program designed by: Kunihito Hiramatsu

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53806&o=2

$end


$bbca_cass,bbcb_cass=abc,
$bio

ABC (c) 198? Acornsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51446&o=2

$end


$info=abc1600,
$bio

ABC 1600 (c) 1986 Luxor.

- TECHNICAL -

Built around the Motorola 68008 processor, had 1 megabyte of memory and used the operating system ABCenix, a Unix-like system developed from DNIX.

The ABC 1600 used monochrome graphics with the display resolution of 1024x768 and the screen could be turned 90° while in use depending on whether the user desired to work in standing (portrait) or horizontal (landscape) format.

The hard disk could store 13 MB and the 5.25-inch floppy disk drive stored 640 kB.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64233&o=2

$end


$info=abc80,
$bio

ABC 80 (c) 1978 Luxor.

- TRIVIA -

Released in August 1978.

ABC stands for Advanced BASIC Computer.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82488&o=2

$end


$info=abc800c,
$bio

ABC 800 C (c) 1981 Luxor.

- TRIVIA -

C stands for Color.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82489&o=2

$end


$info=abc800m,
$bio

ABC 800 M (c) 1981 Luxor.

- TRIVIA -

M stands for Monochrome.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82490&o=2

$end


$info=abc802,
$bio

ABC 802 (c) 1983 Luxor.

The ABC 802 is a compact version of the ABC 800 with 64 KB RAM where 32 KB is used as a RAM disc. The main board is integrated with a small CRT screen and has improved graphics.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82491&o=2

$end


$info=abc806,
$bio

ABC 806 (c) 1983 Luxor.

The ABC 806 is a version of the 800 with main board, screen and keyboard as separate units. It has 164 KB RAM where 128 KB is used as a RAM disk, as well as high resolution colour graphics.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82492&o=2

$end


$amigaocs_flop=abcfoot,
$bio

ABC Monday Night Football (c) 1991 Data East Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73356&o=2

$end


$info=mnfb_c27,
$bio

abc Monday Night Football (c) 1989 Data East Pinball.

- TECHNICAL -

Game ID: 500-5507-01

Data East Version 2

Main CPU : M6808 (@ 1 MHz)
Sound CPU : Motorola M6809 (@ 2 MHz)
Sound chips : Yamaha YM2151 (@ 3.579545 MHz), OKI MSM5205 (@ 384 KHz)

- TRIVIA -

This game features custom commentary by MNF announcers Al Michaels, Dan Dierdorf, and Frank Gifford.

- STAFF -

Designers : Joe Kaminkow, Ed Cebula
Artwork : Kevin O'Connor
Software : Lonnie D. Ropp
Music and Sounds : David D. Thiel

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5491&o=2

$end


$snes=abcfootj,
$bio

ABC Monday Night Football (c) 1993 Data East Corp.

- TECHNICAL -

[Model SHVC-N5]

- TRIVIA -

ABC Monday Night Football was released on November 26, 1993 in Japan. It was later released in North America as "ABC Monday Night Football [Model SNS-N5-USA]".

- STAFF -

C.G. Designer: Yasuko Hirane, Satoko Miyata, Bal Oguyan, Masayuki Yoroki
Game Designer: Ken Fukaki
Producer: Koichi Ota
Programming: Kazuo Fuchigami, Kusou Kagaku, Takashi Mori
Sound Creator: Emi Shimizu
Special Voice: Frank Gifford

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61002&o=2

$end


$snes=abcfoot,
$bio

ABC Monday Night Football (c) 1993 Data East Corp.

North American version. for more information about the game itself, please see the original Japanese version entry; "ABC Monday Night Football [Model SHVC-N5]".

- TECHNICAL -

[Model SNS-N5-USA]

- TRIVIA -

ABC Monday Night Football was released in December 1993 in North America.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62684&o=2

$end


$msx1_cart=abcen,
$bio

ABC [Model P078] (c) 1987 al Alamiah

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76537&o=2

$end


$psx=abeagogo,
$bio

Abe a GoGo (c) 1997 GameBank

- TECHNICAL -

Game ID: SLPS-01118

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84824&o=2

$end


$msx2_flop=ablaze,
$bio

Ablaze (c) 1997 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101452&o=2

$end


$nes=abm5,
$bio

ABM Study Card V5.0 (c) 1995 Unknown [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76477&o=2

$end


$pc98=abnormal,
$bio

Abnormal Soldier (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88848&o=2

$end


$intv=backgamm,
$bio

ABPA Backgammon (c) 1978 Mattel Electronics.

INTELLIVISION BACKGAMMON is identical with the board game. You can play against the built-in computer at two different skill levels, one for beginners or intermediates, another for experts! You can sharpen your game, become a player of championship caliber! If you like, two players can compete against each other. All the strategy, luck and suspense of today's most popular board game are at your fingertip, electronic control!

- TECHNICAL -

Cartridge No. 1119

- TRIVIA -

ABPA stands for American Backammon Players Association.

ABPA Backgammon was one of the original four games introduced with Intellivision when it was test marketed in 1979.

- STAFF -

Programmer: Kevin Miller

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60848&o=2

$end


$a800=abracada,
$bio

Abracadabra (c) 1983 TG Software.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49287&o=2

$end


$cpc_cass=abracada,
$bio

Abracadabra (c) 1988 Proein Soft Line [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64164&o=2

$end


$msx1_cass=abracada,
$bio

Abracadabra (c) 1988 Proein Soft Line [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94419&o=2

$end


$amigaocs_flop=abracada,
$bio

Abracadabra (c) 1991 Coktel Vision

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73365&o=2

$end


$info=m4abra,m4abra__a,m4abra__b,m4abra__c,m4abra__d,
$bio

Abracadabra (c) 199? BWB.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42357&o=2

$end


$info=sc4abra,sc4abraa,sc4abrab,sc4abrac,sc4abrad,sc4abrae,
$bio

Abracadabra (c) 200? QPS Interactive.

- TECHNICAL -

[Model PR2540]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=18190&o=2

$end


$a2600=abrete,
$bio

Abre-te, Sesamo! (c) 1983 CCE

- TECHNICAL -

[Model C-804]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50008&o=2

$end


$info=abscam,
$bio

Abscam (c) 1982 GL.

A human-shaped player moves around a maze collecting money and avoiding the FBI cars. Collecting all the money moves the player to the next level.

This game looks like a sofistified hack/bootleg of Namco's "Pac-Man".

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : Namco (@ 96 Khz)

Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.61 Hz
Palette colors : 32

Players : 2
Control : 4-way Joystick
Buttons : 1

- TRIVIA -

Abscam (sometimes ABSCAM) was a United States Federal Bureau of Investigation (FBI) sting operation run from the FBI's Hauppauge, Long Island, office in the late 1970s and early 1980s. The operation initially targeted trafficking in stolen property but was converted to a public corruption investigation.

ABSCAM is a contraction of 'Abdul scam'. Abdul refers to the name of the FBI front used in the sting operation: Abdul Enterprises, Ltd., and the name of the fictitious sheik who ran that enterprise (Kambir Abdul Rahman).

- SCORING -

Dollar: 20 Dollars.
Influence (Energizer): 50 Dollars.
Bags: 300, 700, 1200, 2000 Dollars.
Bonus Bag: 500, 1000, 1500 (two levels), 2000 (two levels), 2500 (two levels), 3000 (two levels), 5000 (two levels), 7000 (from 13th level on) Dollars.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5178&o=2

$end


$cpc_cass=abusimbl,
$bio

Abu Simbel Profanation (c) 1986 Dinamic Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64165&o=2

$end


$msx1_cass=abusimbl,abusimblb,abusimblc,abusimbla,
$bio

Abu Simbel Profanation (c) 1986 Dinamic Software [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94420&o=2

$end


$pc98=abunabun,
$bio

あぶない文化祭前夜 (c) 1991 Alicesoft.
(Abunai Bunkasai Zenya)

- TRIVIA -

Released in November 1991 in Japan. Retail price 3000 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88849&o=2

$end


$pc8801_flop=abunaige,
$bio

Abunai Geimu (c) 19?? Soft SOS [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91317&o=2

$end


$info=abunai,
$bio

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

A hanafuda game.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 5 Mhz)
Sound Chips : YM3812 (@ 2.5 Mhz), DAC (@ 2.5 Mhz)

Screen orientation : Horizontal
Video resolution : 512 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 256

Player : 2

- TRIVIA -

Released in March 1989.

The title of this game translates from Japanese as 'Look Out! After School - I Can't Wait Any More'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3548&o=2

$end


$pc8801_flop=abunaijo,
$bio

Abunai Jong (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91318&o=2

$end


$pc8801_flop=abunajos,
$bio

Abunai Josei Shinrigaku Nyuumon (c) 1987 Fairytale [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91319&o=2

$end


$x68k_flop=abunaten,abuten,
$bio

Abunai Tengu Densetsu (c) 1989 Alicesoft

- TRIVIA -

Released on December 15, 1989 in Japan.

Original price: 5800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87021&o=2

$end


$pc8801_flop=abunaten,abunatenc,abunatenb,abunatena,
$bio

あぶないてんぐ伝説 (c) 1989 Alicesoft.
(Abunai Tengu Densetsu)

- TRIVIA -

Released on December 15, 1989 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91320&o=2

$end


$msx2_flop=abunaten,
$bio

Abunai Tengu Densetsu (c) 1989 Alicesoft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101453&o=2

$end


$pc98=abunaten,
$bio

あぶない天狗伝説 ~よみがえった天狗が夜空を舞う~ (c) 1989 Alicesoft.
(Abunai Tengu Densetsu - Yomigaetta Tengu ga Yozora o Mau)

- TECHNICAL -

Floppy Disk x3

- TRIVIA -

Released on Otcober 15, 1989 in Japan. Retail price: 5800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88850&o=2

$end


$bbca_cass,bbcb_cass=abyss,
$bio

Abyss (c) 1984 CCS

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51448&o=2

$end


$pc8801_flop=abyss,abyssa,
$bio

Abyss (c) 1984 HummingBird.

- TRIVIA -

Released in January 1984 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91321&o=2

$end


$fm7_disk=abyss,
$bio

Abyss (c) 1984 HummingBird [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93595&o=2

$end


$pc8801_flop=abyss2,abyss2b,abyss2a,
$bio

Abyss II - Teiou no Namida (c) 1985 HummingBird.

- TRIVIA -

Released in July 1985 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91322&o=2

$end


$cpc_cass=academy,
$bio

Academy (c) 1987 CRL Group PLC

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64166&o=2

$end


$snes=accelebr,
$bio

Accele Brid (c) 1993 Tomy

- TECHNICAL -

Game ID: SHVC-AY-JPN

- TRIVIA -

Accele Brid was released on November 26, 1993 in Japan.

- STAFF -

Tomy
Exective Producer: Tokio Tomita
Producer: Masayuki Umasaki

Sound M'S
Sound Compositer: Haruhiko Kuroiwa

Adventure Planning Service
Costume Designer: Rika Takahashi
Manual Writing: Tamiki Tominaga, Masahiro Hasegawa
Graphic Designer: Chiyomi Nozaki, Rika Takahashi
Design Direction: Kondou, Koushi
Mechanic Designer: Tatsumi Minegishi
Character Designer: Motofumi Kobayashi (Genbun Kobayashi)
Planner: Manami Kuroda (Caros K)
Programmer: Bomber Kim, Ukiki, Thomas Bros., Scott. O (Scott O)
Visual Designer: Fujimotchan, Iwasaki
CG Designer: Sexy Dynamite Kimaru
Reception Committee: Pierre Sato

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61004&o=2

$end


$x68k_flop=accheat,
$bio

Access Heat (c) 1995 Fox Factory

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87022&o=2

$end


$pc8801_flop=acchimui,acchimuib,acchimuia,
$bio

Acchi Muite Hoi! (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91323&o=2

$end


$amigaocs_flop=accordio,
$bio

Accordion (c) 1990 Computermate

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73366&o=2

$end


$ti99_cart=accasst,
$bio

Accounting Assistant (c) 1981 Foresman [Scott Foresman]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84495&o=2

$end


$info=ace,
$bio

Ace (c) 1976 Allied Leisure.

An old air battle game that features dogfights between 2 biplanes.

- TECHNICAL -

Main CPU : Intel 8080 (@ 2 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 1

- TRIVIA -

Released in January 1976.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=27&o=2

$end


$cpc_cass=ace,
$bio

ACE (c) 1986 Cascade Games, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64156&o=2

$end


$cpc_cass=ace2,
$bio

ACE 2 (c) 1987 Cascade Games, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64158&o=2

$end


$info=aceattaca,
$bio

Ace Attacker (c) 1988 Sega.

An overhead volleyball game.

- TECHNICAL -

Runs on the Sega "System 16B" hardware.
Game ID: 317-0059

Players: 2
Control: 8-way joystick
Buttons: 3

- TRIVIA -

Released in April 1988 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=28&o=2

$end


$info=aceattac,
$bio

Ace Attacker (c) 1988 SEGA Enterprises, Ltd.

Re-Edition on the old System 16A hardware. See the original System 16B version; "Ace Attacker [Model 317-0059]".

- TECHNICAL -

Runs on the Sega "System 16A" hardware.
Game ID: 317-0060

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=97882&o=2

$end


$info=m3acech,
$bio

Ace Chase (c) 198? BWB.

- TECHNICAL -

MPU3

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41168&o=2

$end


$info=m4acechs,m4acechs__a,m4acechs__b,m4acechs__c,m4acechs__d,m4acechs__e,m4acechs__f,m4acechs__g,m4acechs__h,m4acechs__i,m4acechs__j,m4acechs__k,m4acechs__l,m4acechs__m,m4acechs__n,m4acechs__o,m4acechs_p,
$bio

Ace Chase (c) 199? BWB.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41223&o=2

$end


$gba=acecombt,
$bio

Ace Combat Advance (c) 2005 Namco, Limited.

- TECHNICAL -

Game ID: AGB-BAEE-USA

- TIPS AND TRICKS -

All levels and planes with an S rank:
Password: QF9B9F59

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69523&o=2

$end


$info=acedrvrw,
$bio

Ace Driver (c) 1994 Namco.

Ace Driver is NAMCO's 1994 addition to the F-1 Genre. The 4 teams in the game were, Team Red Lightning, Scuderia Blue Castle, Yellow Cyclone Racing and Green Island Motor Sports. The game was playable for up to 4 competitors. There was also a deluxe cabinet with moving cockpits. Ace Driver consisted of the player selecting "Beginner Class", "Expert Class" or "Expert Pro Class". Ace Driver was also a sequel to Driver's Eyes, an earlier F-1 Simulator on the previous System 21 "Polygonizer" system.

- TECHNICAL -

Twin Sitdown dimension : 78,5'' High x 62,75'' Wide x 55,25'' Deep.
Twin Sitdown weight : 865 lbs.

Namco System 22 hardware
Game ID : AD

Main CPU : 68020 (@ 24.576 Mhz), (2x) TMS32025 (@ 49.152 Mhz), M37702 (@ 16.384 Mhz)
Sound Chips : C352 (@ 16.384 Mhz)

Screen orientation : Horizontal
Video resolution : 640 x 480 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768

Players : 1
Control : steering wheel
Buttons : 1

- TRIVIA -

Released in October 1994 in Japan.

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

The Red car (Team Red Lightning) has printed on the spoiler "Polygonizer" this was one of the names for Namco's previous system the System 21 hardware, also below there's the title for "Driver's Eyes", also Namco's earlier F-1 Simulator.

Soundtrack album releases :
Ace Driver Series - Arcade Soundtrack 005 (WSCA-00003) (19/09/97) [Wonder Spirits]

- SERIES -

1. Ace Driver (1994)
2. Ace Driver - Victory Lap (1995)
3. Final Turn - Ace Driver 3 (2008)

- STAFF -

Music composed by: Hiroyuki Kawada (Hiro)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=29&o=2

$end


$info=victlapw,
$bio

Ace Driver - Victory Lap (c) 1995 Namco.

A chase-view racing game featuring more tracks and cars than the original.

- TECHNICAL -

Namco System 22 hardware
Game ID : ADV

Main CPU : 68020 (@ 24.576 Mhz), (2x) TMS32025 (@ 49.152 Mhz), M37702 (@ 16.384 Mhz)
Sound Chips : C352 (@ 16.384 Mhz)

Players : 1
Control : steering wheel
Buttons : 1

- TRIVIA -

Released in February 1996 in Japan.

Soundtrack album releases :
Ace Driver Series - Arcade Soundtrack 005 (WSCA-00003) (19/09/97) [Wonder Spirits]

- SERIES -

1. Ace Driver (1994)
2. Ace Driver - Victory Lap (1995)
3. Final Turn - Ace Driver 3 (2008)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=30&o=2

$end


$gba=acelight,
$bio

Ace Lightning [Model AGB-ALXP] (c) 2002 BBC Worldwide, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69525&o=2

$end


$cpc_cass=aceoface,
$bio

Ace of Aces (c) 1985 Kixx

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64167&o=2

$end


$msx1_cass=aceoface,
$bio

Ace of Aces (c) 1986 Kixx.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94421&o=2

$end


$sms=aceoface,
$bio

Ace of Aces (c) 1991 Sega Enterprises, Limited.

- TECHNICAL -

Game ID: 7054

- TRIVIA -

Originally released for home computers in 1986.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55913&o=2

$end


$a7800=aceoface,aceofaceu,
$bio

Ace of Aces (c) 1987 Accolade, Incorporated.

Trump That Ace!

It's World War II and Britain's Royal Air Force is up to its neck in Axis attacks. As one of the RAF's most aggressive pilots, you're in on flying the most crucial missions to stall the enemy.

They attack by land, air, and sea. Your only allies are your DeHavilland Mosquito, your weapons, and your wits. Chase the Nazi bombers, sink the U-boats before they can dive, outrun the V-1 buzz bombs, and stop the POW trains from reaching the enemy lines.

Choose your ammunition and fuel wisely -- once you're on a mission, there's no turning back. To be an Ace, you need four enemy defeats. To be Ace of Aces, you've got to be the best!

- TECHNICAL -

[Model CX7846]

- SCORING -

Rocket hits earn twice the points of cannon hits.

Destroying the Enemy: 
Fighter (rocket): 1000 points
Fighter (cannon): 500 points
V-1 (rocket): 300 points
V-1 (cannon): 150 points
Bomber (rocket): 200 points
Bomber (cannon): 100 points
Train Car: 200 points
U-Boat: 250 points
POW Car: -200 points

Completing a Mission:
Safe Return: 2000 points
Bomb Intact: 50 points
Rocket Intact: 50 points
Cannon Shell Intact: 10 points
Fuel Tank Intact: 10 points

- TIPS AND TRICKS -

* Check the intercom often for trouble spots. Your chances of survival are greater if you can contain the damage early on.

* You'll need extra speed in order to climb when you have a full load of weapons and fuel.

* Speed increases as you drop bombs and fuel tanks.

* U-Boats: The U-boats are preparing to attack Allied shipping in the North Atlantic. Stop them before they launch. Once you open your bomb bay doors, the U-Boats will pick you up on instruments and begin diving. Once underwater, they will not resurface for the duration of your mission. You're in maximum attack position at 1,000 feet at 100 mph.

* Trains: You must stop the POW train en route to Berlin. Aim only at cars marked with the Iron Cross.  Cars marked with the Red Cross carry captured Allied troops and will cost you points if destroyed. You get only one crack at the train so be precise about altitude and speed. Your best attack position is 1,000 feet at 100 mph.

* Dog Fights: Enemy fighters attack randomly without warning. When an enemy aircraft turns up on your radar, your Mosquito position freezes on the navigational map. You must down the enemy before he gets you. And make it quick -- you're burning up fuel.
Enemy aircraft attack in greater numbers once you have destroyed their trains and U-Boats.
V-1s are slower than fighters.  If they're too close to you when they explode, their shrapnel may damage your Mosquito.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50115&o=2

$end


$xegs=aceoface,
$bio

Ace of Aces (c) 1988 Atari Corp.

- TECHNICAL -

Game ID: RX8099

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51217&o=2

$end


$info=j6aceclb,j6aceclba,
$bio

Ace of Clubs (c) 199? Crystal Leisure.

- TECHNICAL -

Impact

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41061&o=2

$end


$info=m5aceclb,m5aceclba,m5aceclbb,
$bio

Ace of Clubs (c) 200? Empire Games, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=19947&o=2

$end


$pc98=acespade,
$bio

Ace of Spades (c) 1995 Love Gun.

- TECHNICAL -

Floppy Disk x2

- TRIVIA -

Released on December 07, 1995 in Japan. Retail price: 7800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88851&o=2

$end


$snes=acenerae,
$bio

エースをねらえ! (c) 1993 Telenet Japan.
(Ace wo Nerae!)

Ace Wo Nerae is a 3-D tennis game by Nippon Telenet based on a popular Japanese anime from the 70s (itself based on a shoujo Japanese manga series by Sumika Yamamoto). The player takes control of Hiromi Oka, a young and cute rookie tennis player. Even if she's still studying in High School (she's supposed to be 15 years old), she aims, through determination and hard work, to become the greatest tennis player of all time - the Ace Player ! The game offers three modes - versus (up to four players), training (for first-timers) and story. As expected, the story mode gets the player to compete against a selection of premiership tennis players and cutscenes slowly unfold the story. During any of the play modes, Ace Wo Nerae uses the Super Famicom's graphics capabilities to produce a 3D representation of the tennis court (set to a fixed overhead view for the versus mode) which cleverly simulates an actual 3D moving camera. Each button of the controller pad is linked to a type of swing and players can therefore use a large selection of traditional tennis moves. Matches can be quite long and a password system is used to save the game's progress throughout the story mode.

- TECHNICAL -

Game ID: SHVC-EE

- TRIVIA -

Ace wo Nerae was released on December 22, 1993 in Japan for 9400 Yen.

The game was never released outside Japan.

In japan, sport animes were highly popular in the 70s. Ace Wo Nerae is a shoujo manga by Sumika Yamamoto and was published from 1972 to 1980. Shoujo mangas are Japanese comic books usually aimed at a young female audience and are known for featuring female protagonists and pastel colors. The manga was later adapted into a TV animated series and even into a live-action television show in 2004.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61005&o=2

$end


$cpc_cass=ace,
$bio

ACE [Model LM 044] (c) 1986 MCM Software [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64157&o=2

$end


$info=x002046p,x002172p,x002173p,x002304p,
$bio

Aces Bonus Poker (c) 1996 IGT [International Game Technologies].

- TECHNICAL -

Models configurations:
B1065X; CLASSIC UPRIGHT CABINET
IA65X; IMBEDDED BILL ACCEPTOR CABINET
2965X; SLANT CABINET WITH TOP BOX
3665X; DROP IN BAR CABINET WITH FLAT SCREEN
3765X; DROP IN BAR CABINET WITH SLANT SCREEN
GD65X; SLANT CABINET WITH IBA TOP BOX
GK65X; SLANT CABINET WITHOUT IBA TOP BOXX
QA17X; FLAT BAR WITH IMBEDDED BILL ACCEPTOR
VO65X; 17" MONITOR w/12" TOP BOX
VS65X; 17" MONITOR w/ROUND TOP
WA65X; 13" VIDEO MONITOR w/EXTERNAL DROP BOX

- TRIVIA -

Released in August 1996.

- UPDATES -

X002046P
X002172P
X002173P
X002304P

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=26990&o=2

$end


$nes=aces,
$bio

Aces - Iron Eagle 3 (c) 1992 Pack-In-Video Company, Limited.

- TECHNICAL -

[Model PAC-99]

- TRIVIA -

Aces Iron Eagle 3 was released on August 07, 1992 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53807&o=2

$end


$info=pepk1024,
$bio

Aces and Faces Bonus Poker (c) 1987 IGT [International Game Technologies].

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73016&o=2

$end


$info=j6acehi,
$bio

Aces High (c) 199? Ace Coin Equipment, Limited.

- TECHNICAL -

Impact

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41062&o=2

$end


$info=sc4acesh,sc4acesha,sc4aceshb,sc4aceshc,
$bio

Aces High (c) 200? Mazooma Games.

Aces High is a standard 3 reel base game with 3 of a kind wins that may be gambled higher or lower via the hi-lo reel. Triple, Double, Single bar or Single, Double, Triple bar on the winline awards the Barcode feature.

An overlaid 'Crow' on the left hand reel awards a bonus. 'Pilot' symbols are superimposed on the base game reels, 3 in the window starts the board game and 3 on the winline starts the 'super' board game. (In the 'super' board game the reels can be nudged up and down, the features have extra attempts/pay more and the cash column wins have a repeat chance).

The board game is a 14 position wraparound trail traversed in a clockwise direction via the hi-lo reel. Some hilo numbers have superimposed 'Bonus' text on them, if these are spun in a dapple is awarded on the bonus panel. Landing on a 'Spins' square activates the 'flexi-strip' adding coloured bullets into the bullet matrix. Each complete line adds a corresponding amount of cash into the Cashpot.

Getting 5 'Crowns' awards the Big Money feature. Pots may be collected at any time by pressing the appropriate button. The Cash column and Feature pot may be turbo-gambled once collected. Fast 'n' Furious is a multi-stake game with multiple Hi-Lo feature.

- TECHNICAL -

[Model PR2070]

Technology : Scorpion 4
Cabinet : Eclipse Front-Opening
Jackpot : £25
Stakes : 30p multi-stake play

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11894&o=2

$end


$a2600=aciddrop,
$bio

Acid Drop (c) 1992 Salu, Limited.

- STAFF -

Programmer: Dennis M. Kiss
Artwork by: Simon Cornish, Cameron Kerr

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50009&o=2

$end


$psx=acidjapa,
$bio

Acid (c) 1999 Taki

- TECHNICAL -

Game ID: SLPS-02119

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84825&o=2

$end


$snes=acmeanimu,
$bio

ACME Animation Factory (c) 1994 Sunsoft.

Get set to draw gard'ner -- and design, paint and animate too! Acme Animation Factor is more than a video game. It actually lets you create your own cartoon adventures starring your favorite Looney Tunes friends!

- TECHNICAL -

Game ID: SNS-ACME-USA
Package ID: SNS-P-ACME
Barcode: 020763110426

The game is compatible with the SNES mouse.

- TRIVIA -

ACME Animation Factory was released in November 1994 in USA. It was later released in Europe as "ACME Animation Factory [Model SNSP-ACMP-EUR]".

- TIPS AND TRICKS -

* Hidden Sound Effects: In the title screen, click on letter L, O, O, N, E, and Y (located above the picture of Looney Tunes characters), and T, U, N, and E (located below the picture of Looney Tunes characters) to play various sound effects. Note that for the letter O, you must click near the center of the letter.

* View credits: At the main screen, click the letter S (in TUNES).

- STAFF -

Developed by: Probe Software

Programming: Grant Harrison
Animator: Dimitri Bakalov
Graphics: Mark Fraser
Music: Nick Stroud, Steve Collett
Producer: Greg Michael
Additional Graphics: Anna Knight
Testing: Vicky Cheale, Tim Bradstock
Compression: Rob Northen, Grant Harrison
Design: Greg Michael, Mark Fraser, Grant Harrison
Special Thanks to: Debbie Sahl, Mandy Cox, James Corring

Published by: Sunsoft

Executive Producer: David Siller
Producer: Steve Gehrke
Co Producer: René Boutin
Technical Manager: Al Artus
Chairman: Masami Maeda
Vice Chairman: Tad Shimamoto
Director: Kiharu Yoshida (Sunsoft Japan)
International Development Coordinator: Kenji Yoshioka
Marketing Director: Karen Shadley
Manager, Debugging: Sam Patel
Game Testing: Steve Rizor, Mario Zavala, Justin Siller, Dan MacArthur
Game Play Manual: Alison Quirion
Executive Assistant: Nanette Hyssong
Customer Service: Kazuko Harman, June Eckert, Julie Williams, Jamie Jorgenson, Erin Berry, Connie Perez, Jaupale Laster
Special Thanks to: Bruce Reilly, Cathy Juby, Mark Luszcz, Toko Okano, Kazuaki Gotō, Masato Kawai, Darin Horgan, J. D. Davis, Karen Lillie, Akito Takeuchi, Sherry Ross, Michelle Carlton
Very Special Thanks to: Luana Chambers, Holly J. Stein

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62686&o=2

$end


$snes=acmeanim,
$bio

ACME Animation Factory (c) 1994 Sunsoft

European PAL version. For more information about the game itself, please see the original USA version entry; "ACME Animation Factory [Model SNS-ACME-USA]".

- TECHNICAL -

Game ID: SNSP-ACMP-NOE
Package ID: SNSP-P-ACMP

- TRIVIA -

ACME Animation Factory was released in March 1995 in Europe.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62685&o=2

$end


$psx=aconcagu
$bio

Aconcagua (c) 2000 SCEI

- TECHNICAL -

Game ID: SCPS-10131/32

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84826&o=2

$end


$info=atom,atomed,
$bio

Acorn Atom (c) 1979 Acorn Computer, Limited.

- UPDATES -

In late 1982, Acorn released an upgrade ROM chip for the Atom which allowed users to switch between Atom BASIC and the more advanced BASIC used by the BBC Micro. The upgrade was purely to the programming language; the Atom's graphics and sound capabilities remained unchanged, and hence, contrary to some pre-release beliefs, the BBC BASIC ROM did not allow Atom users to run commercial BBC Micro software, since nearly all of it took advantage of the BBC machine's advanced graphics and sound hardware.

- STAFF -

Case designed by: Allen Boothroyd

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=34775&o=2

$end


$info=electron,
$bio

Acorn Electron (c) 1983 Acorn Computer, Ltd.

The Acorn Electron was a budget version of the BBC Micro educational/home computer.

- TECHNICAL -

CPU: MOS Technology 6502A
Clock rate: variable. CPU runs at 2 MHz when accessing ROM and 1 MHz or 0.5897 MHz (depending on graphics mode) when accessing RAM due to sharing memory access with the video display circuits. The Electron is widely misquoted as operating at 1.79 MHz after measurements derived from speed testing against the thoroughly 2 MHz BBC Micro for various pieces of 'common software'
Glue logic: Ferranti Semiconductor Custom ULA
RAM: 32 kB
ROM: 32 kB
Text modes: 20×32, 40×25, 40×32, 80×25, 80×32 (all text output produced by software in graphics modes)
Graphics modes: 160×256 (4 or 16 colours), 320×256 (2 or 4 colours), 640×256 (2 colours), 320×200 (2 colours — spaced display with two blank horizontal lines following every 8 pixel lines), 640×200 (2 colours — spaced display)
Colours: 8 colours (TTL combinations of RGB primaries) + 8 flashing versions of the same colours
Sound: 1 channel of sound, 7 octaves; built-in speaker. Software emulation of noise channel supported
Dimensions: 16×34×6.5 cm
I/O ports: Expansion port, tape recorder connector (1200 baud CUTS variation on the Kansas City standard for data encoding, via a 7-pin circular DIN connector), aerial TV connector (RF modulator), composite video and RGB monitor output
Power supply: External PSU, 18V AC

- TRIVIA -

The Electron was developed during 1983 as a cheap sibling for the BBC Micro with the intention of capturing the low-cost Christmas sales market for that year. Although Acorn were able to shrink substantially the same functionality as the BBC into just one chip, manufacturing problems meant that despite pre orders of 300,000, only 30,000 machines were available for the Christmas period — to the extent that some shops reported eight pre-sales for every delivered machine, there were even press reports of fights in places such as Rumbelows over the slim shipments of machines, as parents could not get an Electron, they turned to other readily available machines such as the ZX Spectrum and Commodore C64.

Unfortunately for Acorn, in the months after Christmas, the firm was tied to accepting delivery of the remaining pre order machines, and there was a warehouse in Welling-borough with unsold machines piled up to the ceiling.

This was a blow from which the machine never fully recovered, although games sales for it would ultimately outstrip those of the BBC Micro. Following Olivetti's 1985 cash injection into Acorn the machine was effectively sidelined.

With hindsight, the machine lacked the RAM (a typical program would need to fit in only around 20 kB once display memory is subtracted) and processing power to take on the prevailing Sinclair ZX Spectrum and Commodore C64. Despite this, several features that would later be associated with BBC Master and Archimedes were first features of Electron expansion units, including ROM cartridge slots and the Advanced Disc Filing System — a hierarchical improvement to the BBC's original Disc Filing System.

While it may not have been as popular as the Spectrum, Commodore C64 or Amstrad CPC, it did sell in sufficient numbers to ensure that new software was being produced right up until the early 1990s. This meant the Electron had a lifespan not much shorter than those more popular micros and much longer than competitors such as the Oric-1 and Dragon 32.

- STAFF -

Contributors to the development of the Electron: Bob Austin, Harry Barman, Paul Bond, Allen Boothroyd, Ben Bridgewater, John Cox, Chris Curry, Jeremy Dion, Tim Dobson, Joe Dunn, Steve Furber, David Gale, Andrew Gordon, Martyn Gilbert, Lawrence Hardwick, Hermann Hauser, John Herbert, Andy Hopper, Paul Jephcot, Brian Jones, Chris Jordan, Tony Mann, Peter Miller, Trevor Morris, Steve Parsons, Robin Pain, Glyn Phillips, Brian Robertson, Peter Robinson, David Seal, Kim Spence-Jones, Graham Tebby, Jon Thackray, Chris Turner, Hugo Tyson, John Umney, Alex van Someren, Geoff Vincent, Adrian Warner, Robin Williamson, Roger Wilson

The case was designed by industrial designer: Allen Boothroyd (Cambridge Product Design Ltd.)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82493&o=2

$end


$gba=acrokid,
$bio

Acrobat Kid [Model AGB-AAOJ-JPN] (c) 2002 Metro 3D, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69526&o=2

$end


$info=acrobatm,
$bio

Acrobat Mission (c) 1991 Taito Corp.

A great vertical scrolling shoot'em up game.

At the year 2100 A.D. Humans were exterminated by their own self-destructive nature leaving behind the consequences of environmental degradation on earth and were forced to escape to Mars leaving a bio-computer for environmental recuperation of earth to preparing the blue planet for future recolonization. But one day a half a century after humans arrived, mars was attacked by strange flying objects. To fight these enemies, the director general of the Defence Agency organized the task force army and started quickly the dogfight with invaders to neutralize the invasion. 

The operation was called 'Acrobat Mission' as it exceeded the technical limits of the pilots.

The players takes controls on one of two surviving fighters pilots, 'Jet' a male pilot and 'Nova' a female pilot and both flying the Icarus, a fast and powerful space-fighter, which comes equipped with a Standard laser. Two more weapons are available throughout the game - the wide shot (W) which spreads out in front of the ship and the Hurricane shot (H) which fires clusters of rotating balls of energy. Holding the fire button charges up a special attack and each weapon features a different energy blast and damage factor. The ships can also hold a maximum of two smart-bombs, one under each wing - although they can be activated by the players, they also do fall off easily and can be detonated by enemy shots. Interestingly, the Icarus can't collide with other ships or any part of the scenery - instead, it bounces off and only suffers damage from enemy shots. However, once the shield is depleted, the ship will fly out of control for a few seconds and grant the players a last chance to inflict damage to any remaining enemies before it explodes.

- TECHNICAL -

Game ID : AM91073

Main CPU : Motorola 68000 (@ 10 Mhz)
Sound Chips : YM2203 (@ 1.5 Mhz), (2x) OKI6295 (@ 4.0 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Acrobat Mission was released in July 1991.

Produced by Taito under license from UPL.

- TIPS AND TRICKS -

* Secret Code for seeing the ending : In demonstration play, input the following code quickly : Up, Down, Left, Right, Shot, Bomb, Shot, Bomb, Button3(x3).

- STAFF -

Developed by UPL.

GAME DESIGN : Mutsuo Kaneko
PROGRAM : Toshio Arai
GRAPHIC DESIGN : Kaoru Kamigiku, Kinya Aoyama, Mutsuo Kaneko, Minoru Tomizawa
SOUND : Yoshio Nagashima, Hiroshi Nishikawa

- PORTS -

* Consoles :
Nintendo Super Famicom (1992) "Acrobat Mission [Model SHVC-2T]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31&o=2

$end


$snes=acrobatm,
$bio

Acrobat Mission (c) 1992 Teichiku Records

Acrobat Mission is a vertical shooter published by Techiku and conversion of UPL arcade game of the same name originally released in 1991. In the year 2100, humanity has to leave Earth due to the consequences of environmental degradation. Humans have decided to move to Mars and they left behind a bio-computer in charge of preparing the blue planet for future recolonization. But soon, an armada of hostile flying objects attack their settlements on the red planet. The defense agency decides to immediately assemble an attack force to neutralize the invasion - the operation, which is dubbed Acrobat Mission, is on! The player takes control of the 2TV-00836 Icarus, a fast space-fighter, which comes equipped with a Standard laser. Two more weapons are available throughout the game - the wide shot (W) which spreads out in front of the ship and the Hurricane shot (H) which fires clusters of rotating balls of energy. Holding the fire button charges up a special attack and each weapon features a different energy blast and damage factor. The ship can also hold a maximum of two smart-bombs, one under each wing - although they can be activated by the player, they also do fall off easily and can be detonated by enemy shots. Interestingly, the Icarus can't collide with other ships or any part of the scenery - instead, it bounces off and only suffers damage from enemy shots. However, once the shield is depleted, the ship will fly out of control for a few seconds and grant the player a last chance to inflict damage to any remaining enemies.

- TECHNICAL -

Game ID: SHVC-2T

- TRIVIA -

Acrobat Mission was released on September 11, 1992 in Japan for 8880 Yen.

The game was never released outside Japan.

Acrobat Mission was an arcade game by UPL originally released in 1991 and licensed by Taito. The Super Famicom version was the only home port of the game - however, it has some noticeable differences. The original game features two pilots to choose from ('Jet' and 'Nova') and a two simultaneous player mode. Some graphics were slightly altered such as the first boss which is red and grey in the arcade game. Weapon effects and especially special attacks were toned down (the Wide beam covers the whole screen when fully charged up in the arcade version!). The Super Famicom is also a bit harder as it always sends the player back to the beginning of the stage when he dies whereas the arcade game will respawn him before the area's boss. Finally, most of the (rather psychedelic) arcade end sequence was removed from the Super Famicom version and replaced by some text and a gameplay video.

Reviews:
[FR] December 1992 - Consoles + N.15: 61%

- STAFF -

Producer: Takayoshi Kitao
Director: Naoya Miki
Main Programer: Akihito Saiki
Sub Programer: Takahiko Nagaya
Designer: Tomoko Asada
Sound Program: Don
Sound Director: Tomo Yamashita
Special Thanks: Hiroyasu Sotokiba, Tanaka Family, Dr. Nadaka

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61006&o=2

$end


$info=dogfgt,dogfgtu,
$bio

Acrobatic Dog-Fight (c) 1984 Data East USA.

A very funny shoot'em up game.

- TECHNICAL -

Game ID : TA-0011

Main CPU : (2x) M6502 (@ 1.5 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.5 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Even if titlescreen says 1984, Acrobatic Dog-Fight was released in January 1985.

Manufactured by Data East USA, under lisence from Technos Japan.

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

Antonio Colangelo of Senago, Italy holds the official record for this game with 1,445,050 points on July 17, 1985.

- TIPS AND TRICKS -

* Hop to New Plane : If your plane becomes damaged, you don't need to waste a parachute to reach the ground for a replacement. You can jump to a new plane by simply flying very close, usually right under or on top of your plane and pressing the jump button. If the other plane is in just the right spot, you'll make it, but otherwise you'll fall.

* Destroy UFOs the Easy Way : When you reach the UFO wave of the battle you're in, take your plane down as close to the ground as you can without crashing. Chances are, thanks to the circular pattern of their flight, the UFOs will arc over you and smash themselves into the ground.

* Score Big Points : While on the ground, instead of climbing right onto your replacement plane, jump over it. For each time you do this, you'll score 1,000 points. As long as you're careful, you can get a lot of points this way.

* Enemy Ran Away!! : After destroying 20 aircraft in a wave, the enemy retreats and you are awarded with 20,000 points and a free parachute!

- STAFF -

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

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32&o=2

$end


$msx2_cart=acrojet,
$bio

AcroJet (c) 1988 Systemsoft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51261&o=2

$end


$pc98=acrojet,
$bio

AcroJet (c) 1988 Systemsoft.

- TRIVIA -

Released in October 1988 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88852&o=2

$end


$pc8801_flop=acrojet,
$bio

AcroJet (c) 1988 System Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91324&o=2

$end


$msx2_flop=acrojet,
$bio

AcroJet (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101454&o=2

$end


$cpc_cass=acrojet,
$bio

AcroJet - The Advanced Flight Simulator (c) 1986 Microprose Software, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64169&o=2

$end


$cdi=actcollg,
$bio

ACT College Search (c) 1992 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52742&o=2

$end


$info=actfancr,actfancrj,actfancr1,
$bio

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

A platform game with shoot'em up elements where you play as a robot that can transform into a more powerful robot by collecting power-ups.

- TECHNICAL -

Main CPU : Hudson Soft HuC6280 (@ 7.159066 Mhz)
Sound CPU : MOS Technology M6502 (@ 1.5 Mhz)
Sound Chips : YM2203 (@ 1.5 Mhz), YM3812 (@ 3 Mhz), OKI6295 (@ 7.759 Khz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Act-Fancer was released in May 1989.

Soundtrack album releases :
Game Sound DECO ~G.S.M. Data East 1~ - [Pony Canyon/Scitron] [D25B1002] (June 21, 1989)
Data East Retro Game Music Collection - TEAM Entertainment [KDSD-00366] (July 21, 2010)

- SERIES -

1. Darwin 4078 (1986)
2. SRD - Super Real Darwin (1987)
3. Act-Fancer - Cybernetick Hyper Weapon (1989)

- STAFF -

Planner : J. Yamaguchi
Character Designer : Torba
Graphic Designer : Jun Sato, Kinya Aoyama, Masahiko Uzita, Dsyche Minagawa, Modeler. K, Yukie Siraiwa
Sound : Azusa Hara (Azusa), Hiroaki Yoshida (Maro), Shuji Segawa, Tatsuya Kiuchi, Koma, Moriken
Soft : Hisatada Ohta, Kazunori Ishiguri, Toshiyuki Sakai
Hard : Hiroyuki Iwabe
Special Thanks : Kazuyuki Kurata, Satoshi Furukawa

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=33&o=2

$end


$info=act2000,act2000o,act2000o2,act2000b1,act2000bx,act2000d1,act2000dx,act2000v1,act2000vx,act2000o3,
$bio

Action 2000 (c) 1999 Amcoe.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31122&o=2

$end


$cpc_cass=action5u,
$bio

Action 5 (c) 1990 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64170&o=2

$end


$megadriv=action52,action52a,
$bio

Action 52 (c) 1993 Active Enterprises

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57087&o=2

$end


$nes=action52a,action52,action52b,
$bio

Action 52 (c) 1991 Active Enterprises.

Get 52 New and Original exciting games for play on your Nintendo System. Try to get Billy Bob out of the Dungeon where he is imprisoned, to save MARYLOU. Go along with the ACTION GAMEMASTER as he changes into one of the fearsome CHEETAHMEN to try to defeat all of the ACTION 52 evil attackers. These two games plus an additional 50 games on this one Multi-GamePak will keep you entertained for a long time.

The games included are:
Fire Breathers
Star-Evil
Illuminator
G-Force Fighters
Oooze
Silver Sword
Critical Bypass
Jupiter Scope
Alfredo and the Fettucinni's
Operation Full-Moon
Dam Busters
Thrusters
Haunted Hills of Wentworth
Chill-Out
Sharks
Megalonia
The French Baker
Atmos-Quake
Meong
Space Dreams
Streemerz
Spread-Fire
Bubblegum Rosie
Micro-Mike
Underground
Rocket Jockey
Non-Human
Cry Baby
Slashers
Crazy Shuffle
Fuzz Power
Shooting Gallery
Lollipops
The Evil Empire
Sombrero's
Storm Over the Desert
Mash-Man
They Came From Outer Space
Laser League
Billy-Bob
City of Doom
Bits and Pieces
Beeps and Blips
Manchester Beat
Boss
Dedant
Hambo's Adventures
Time Warp Tickers
Jigsaw
Ninja Assault
Robbie and the Robots
The Cheetahmen (The Action Gamemaster)

- TECHNICAL -

Game ID: ACT-52

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54865&o=2

$end


$info=m4actbnk,m4actbnka,m4actbnk__a,m4actbnk__b,m4actbnk__c,m4actbnk__d,m4actbnk__e,m4actbnk__f,m4actbnk__g,m4actbnk__h,m4actbnk__i,m4actbnk__j,m4actbnk__k,m4actbnk__l,m4actbnk__m,m4actbnk__n,m4actbnk__o,
$bio

Action Bank (c) 199? Barcrest.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15243&o=2

$end


$info=m4actclb,m4actclba,
$bio

Action Club (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41224&o=2

$end


$cpc_cass=actionco,
$bio

Action Countdown (c) 1989 US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64171&o=2

$end


$cpc_cass=actionfg,
$bio

Action Fighter (c) 1989 Kixx

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64172&o=2

$end


$amigaocs_flop=actionfgk,
$bio

Action Fighter [Budget] (c) 1989 Kixx

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73367&o=2

$end


$amigaocs_flop=actionfg,
$bio

Action Fighter [Les Fous du Volant] (c) 1989 Firebird

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73368&o=2

$end


$info=afighter,
$bio

Action Fighter (c) 1986 Sega.

An overhead driving / shoot'em up game from Sega which borrows heavily from Bally Midway's 1983 classic, "Spy Hunter". The player begins the game riding a motorbike. In subsequent levels a sportscar, a beach buggy, a boat, a chopper and even a Formula-1 racing car can all be driven. All of the vehicles are, of course, fully armed to deal with the many enemy vehicles and gun emplacements intent on stopping the player's progress. The helicopter levels play as a straightforward vertically-scrolling shoot'em up and bear more than a passing resemblance to Namco's "Xevious".

- TECHNICAL -

Runs on the Sega "System 16A" hardware.
Game ID: 317-0018

Players: 2
Control: 8-way joystick
Buttons: 2

- TRIVIA -

Soundtrack album releases :
Game Sound Legend Series ~Legend of Game Music ~ Consumer Box~ [MarkIII Version] (SCDC-00497~506) (03/24/2006) [Scitron Discs]

- PORTS -

* Consoles :
Sega Master System

* Computers :
Commodore Amiga (1988)
Commodore C64 (1989)
Amstrad CPC (1989)
Sinclair ZX Spectrum (1989)
Atari ST (1989)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=34&o=2

$end


$sms=actionfg,
$bio

Action Fighter (c) 1986 Sega Enterprises, Limited.

- TECHNICAL -

[Model 5055]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55914&o=2

$end


$sms=actionfg1,
$bio

アクションファイター (c) 1986 Sega Enterprises, Limited.
(Action Fighter)

- TECHNICAL -

Game ID: G-1305

- TRIVIA -

Action Fighter was released on Augst 17, 1986 in Japan. Retail price: 5000 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55842&o=2

$end


$cpc_cass=actforce,
$bio

Action Force (c) 1988 Mastertronic, Limited. [UK]

- STAFF -

Program: Sean Cross
Graphics: Ian Mathias, Alex Martin

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64173&o=2

$end


$a2600=actforce,
$bio

Action Force (c) 1983 Parker Bros.

Export release. Game developed in USA. For more information about the gale itself, please see the G.I. Joe entry.

- TECHNICAL -

[Model 931511]

- TRIVIA -

This is the same game as G.I. Joe Cobra Strike. When it was released outside US, the name was changed since G.I. Joe would obviously not have the same marketing value.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50010&o=2

$end


$info=actionhw,
$bio

Action Hollywood (c) 1995 TCH.

A platform game where players must walk around turning over all the squares while eliminating all the enemies in the process.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 12 Mhz), PIC16C57 (@ 750 Khz)
Sound Chips : OKI6295 (@ 9.09 Khz)

Players : 2
Control : 8-way Joystick
Buttons : 3

- TRIVIA -

Action Hollywood was released in June 1995.

- STAFF -

Overkill Group, Proyesel 1995

Code : Marcos Hernandez
GFX-Art : Jose L. Sanchez
Game Design : Marcos Hernandez, Jose L. Sanchez, Xavi Artigas
Music SFX : Marcos Hernandez, Jose L. Sanchez, Xavi Artigas
Testers : Marcos Hernandez, Jose L. Sanchez

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3993&o=2

$end


$nes=actionny,
$bio

Action In New York (c) 1991 Infogrames Interactive, Incorporated.

UK release. For more information about the game itself, please see the original Japanese version entry; "Final Mission [Model NAT-FV]".

- TECHNICAL -

[Model NES-FV-UKV]

- TIPS AND TRICKS -

12 Lives (This UK version only): At title screen press A, B, Right, Left, A, B, Up, Down and Select on the second controller, and then on the 1st controller press and hold Up and then Start to get 12 lives.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54866&o=2

$end


$gba=actionmn,
$bio

Action Man - Robot Atak (c) 2004 Atari, Incorporated.

- TECHNICAL -

[Model AGB-BACP]

- TIPS AND TRICKS -

Level Passwords:
2 - REDWOLF 
3 - FLYNT 
4 - MOTHER 
5 - MOTOX 
6 - TEMPLE 
7 - ACTION 
8 - BEACH 
9 - JURA 
10 - AIR 
11 - SURF 
12 - SEWERS 
13 - TUNNEL 
14 - LABO 
15 - KONGO 
16 - BASIC 
17 - ROCKET 
End - JUNGLE 

Unlock All Modes and Levels: Enter SLOPE as a password. 

Advance Mode: Enter Jungle as a password.

All Movies: Enter ZXACTION81 as a password.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69527&o=2

$end


$gbcolor=actionmn,
$bio

Action Man - Search for Base X [Model CGB-BAXE-USA] (c) 2001 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67462&o=2

$end


$info=m4actnot,
$bio

Action Note (c) 199? Barcrest.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15245&o=2

$end


$snes=actpachi,
$bio

Action Pachio (c) 1993 Coconuts Japan

- TECHNICAL -

[Model SHVC-PE]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61009&o=2

$end


$info=m4actpak,m4actpaka,
$bio

Action Pack (c) 199? Barcrest.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15244&o=2

$end


$psx=actionpu
$bio

Action Puzzle - Prism Land [Model SLPS-02586] (c) 2000 HECT [Hector] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84827&o=2

$end


$bbca_cass,bbcb_cass=actionr3,
$bio

Action Replay Vol.3 (c) 19?? Database

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51449&o=2

$end


$amigaocs_flop=actnserv,actnserved,
$bio

Action Service (c) 1989 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73369&o=2

$end


$cpc_cass=actnserv,
$bio

Action Service (c) 1990 Players Premier

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64175&o=2

$end


$cpc_cass=actnserv,
$bio

Action Service [Model AM 562] (c) 1989 Erbe Software [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64176&o=2

$end


$amigaocs_flop=actstat,
$bio

Action Stations! (c) 1991 Internecine

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73370&o=2

$end


$a800=action35,action36,action36a,
$bio

Action! Programming Language (c) 1983 OSS

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82758&o=2

$end


$cpc_cass=activatr,
$bio

Activator (c) 1986 Cascade Games, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64177&o=2

$end


$info=sc1actv8,
$bio

Active 8 (c) 1998 ELAM.

- TECHNICAL -

Model 6757

- TRIVIA -

Released in January 1998.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=19902&o=2

$end


$x68k_flop=actshoot,
$bio

Active Shoot (c) 1999 Satou Kouji

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87023&o=2

$end


$gba=activant,
$bio

Activision Anthology [Model AGB-BAVE-USA] (c) 2003 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69528&o=2

$end


$ti99_cart=actacct,
$bio

Activity Accountant (c) 1981 Foresman [Scott Foresman]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84496&o=2

$end


$msx1_cart=actman,actmana,
$bio

Actman (c) 1985 ASCII Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76538&o=2

$end


$pc98=actor98,actor98a,
$bio

Actor 98 (c) 1990 Studio Panther.

A graphics editor.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88853&o=2

$end


$snes=actrais2j,
$bio

アクトレイザー2　沈黙の聖戦 (c) 1993 Enix, Limited.
(ActRaiser 2 - Chinmoku e no Seisen)

- TECHNICAL -

Game ID: SHVC-A8

- TRIVIA -

Throughout the game, the Master must fight six lesser demons to gain access to six greater demons under Tanzra's direct command, after all of which the Master must fight a machine constructed by the humans, and then Tanzra himself. The six pairs and the human machine all represent the Seven Sins, and Tanzra represents Satan, specifically as he is portrayed in Dante's Inferno.
- Gluttony is a crop-devouring ant demon.
- Envy is the vengeful wraith of a queen whose jealousy consumed her.
- Greed is a demon that transformed a once generous king into a golden, jewelry-clad dragon.
- Lust tainted a king with the image of a beautiful woman and then trapped his mind in its womb-like belly.
- Wrath is represented as a giant made of fire who must be battled inside an erupting volcano.
- Sloth is a giant snail whose tampering with the waters and rain have weakened the surrounding villages.
- Pride is the machine constructed by the humans as a false idol and a mockery of the Master.
- The final boss Tanzra is a representation of Satan in Dante's Inferno, a giant, three-headed beast trapped from the waist down in a frozen lake.

Just as the main bosses of the game represent the Seven Deadly Sins, major locations of the game have a symbolic or ironic connection with the demon that is plaguing them.
- Diligence and Industen (Industrious) were once the hardest of workers, but then became so weak that they even lost the will to live.
- The queen of Devote, instead of devoting herself to others, was so incredibly jealous of all other beautiful things that she sank her kingdom under the sea.
- Temponia and Modero (Temperance and Moderation) once had extravagant amounts of food, but then starved.
- The former friendly nations of Favorian and Justania (Favor and Justice) were engaged in a bloody war brought on by the demon Fury. The demon filled the Justanian king's heart with wrath.
- The king of Lovaous (Love) was plagued by the demon Deception in his dreams, which filled his mind with thoughts of lust.
- The king of Stormrook, overcome by greed, takes all of his citizens' money and sends them to a prison called Gratis, which means "for free", a play on words both for greed and for a prison.
- Humbleton (Humble), a highly civilized, technologically advanced nation with no faith in the master, enacted a plan to build a tower (Tower of Souls/Babel) to reach the heavens and become Masters themselves.

- TIPS AND TRICKS -

Play demo level
---------------
Set the difficulty level to hard, then enter BJQX TRKC DLSZ as a password. 

View end credits
----------------
Enter MTkM SkTk HNSH as a password. Note: Press Select to enter the lower-case letters. 

Start last stage with 38 lives
------------------------------
Enter MFMJ TVSY FVPX as a password. 

Fight with Tanzra
-----------------
Enter LONG LONG AGO. As a password. 

Fight ActRaiser Boss
--------------------
Enter Xxxx Yyyy Zxxx as a password. 
Note: Press Select to enter the lower-case letters.

- SERIES -

1. ActRaiser [Model SHVC-AR] (1992)
2. ActRaiser 2 - Chinmoku e no Seisen [Model SHVC-A8] (1993)

- STAFF -

Lead Director: Masaya Hashimoto
Scenario Director: Tomoyoshi Miyazaki
Art Director: Ayano Koshiro
Lead Programmer: Masaya Hashimoto
Object Programmer: Shigemi Kita
Scenario Writer: Ayano Koshiro
Script Writer: Tomoyoshi Miyazaki
Scroll Designer: Ayano Koshiro
Object Designer: Hitoshi Ariga
Assistant Designers: Naoko Suzuki, Sadao Kobayashi, Hiroshi Hayashi
Sound Composer: Y?z? Koshiro
Game Testers: Yoshir? Takeshita, Tomoko Miyazaki, Yutaka Sasaki, Tsutomu Hayashi, Youichiro Numaguchi, Akira Sasaki, Megumi Tsuruno, Tatsuo Hashimoto
Quintet Staff: Hisashi Yokota, Reiko Takebayashi, Akira Kitanohara, Iyunichi Ishida
Enix Staff: Takao Kawaguchi, Yasuyuki Sone, Kazunori Takado, Yuuchi Kikumoto, Hideki Yamamoto, Sadao Yahagi, Kenjiro Kano
Special Thanks: Keiji Honda, Shinji Futami
Game Coordinator: Robert L. Jerauld
Producer: Tsuneo Morita
Executive Producer: Yasuhiro Fukushima

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61008&o=2

$end


$snes=actrais2u,
$bio

ActRaiser 2 (c) 1993 Enix, Limited.

North American release. Game developed in Japan. See the original Super Famicom release entry for more information about the game itself; "ActRaiser 2 - Chinmoku e no Seisen [Model SHVC-A8]".


Description from the USA back cover:

THE LEGACY CONTINUES!
Every once in awhile a game comes out that is so good, people can't stop talking about it - a game that seems to rise above the others. ACTRAISER for the SNES was that game. We don't need to remind you of how good the graphics were. We don't have to tell you about the music. We could have just sat back and been satisfied with the recognition it's received. Instead, we decided to make something even better: ACTRAISER 2! We've improved the graphics, improved the sound and created a game we're confident will once again set the standard for all SNES games.

HE'S BACK!
The most feared demons of all time have combined their power and raised the Lord of Evil, TANZRA. Now alive, TANZRA's hatred for you runs eternal. Vowing revenge, he has sent his demons to attack your people and destroy everything! You must put an end to this once and for all. This time however, it won't be easy!

- TECHNICAL -

Cartridge ID: SNS-A8-USA

- STAFF -

Enix America Staff: Cara Burrow, Paul Bowler, Paul Handelman

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62693&o=2

$end


$snes=actrais2,
$bio

ActRaiser 2 (c) 1993 Enix, Limited.

European release. Game developed in Japan. See the original Super Famicom release entry for more information about the game itself; "ActRaiser 2 - Chinmoku e no Seisen [Model SHVC-A8]".

Descriptions from the European back cover:

Le Destructeur est de retour...Des graphismes stupéfiants, une musique envoûtante, de l'aventure 100% action dans un univers de goules et de furies! Plongez dans le rêve...ou le cauchemar!!

The Destroyer is back...Amazing graphics, spellbinding music, 100% action adventure, all taking place in a universe of ghouls and furies! Dive into the dream...or the nightmare!!

Der Zerstörer kehrt zurück...Faszinierende Graphics, magische Musik, ein Action-Abenteuer aus der Welt der Monster! Eine Traumwelt...oder ist es ein Alptraum!!

De verwoester is terug...Verbazingwekkende beelden, een betoverende muziek van 100% adventuur, actie in het rijk van vampiers en hellevegen! Duik in de droom...of the nachtmerrie!

Torna il distruttore...Graphica stupenda, musica incantevole, avventura e azione 100%, tutto quanto in mezzo ad un mondo di ghul e di furie! Si immerge nel sogno o l'incubo!!

El destructor vuelve de nuevo...Graficos extraordinaros, musica que hechiza, una gran aventura y 100% de acción, en un universo de gules y de furias! Sumérjase en el sueño o en una pesadila!!

- TECHNICAL -

Cartridge ID: SNSP-A8-EUR

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62692&o=2

$end


$snes=actraisrj,
$bio

ActRaiser (c) 1990 Enix, Limited.

Actraiser is an action/simulation game developped by Quintet and published by Enix. Satan is back and has amassed a new army of monsters and demons. After conquering the gods in war, Satan divided the world into six demonic provinces, each one ruled by a demon lord. The game starts as a cute winged cherub flies down from the sky and calls for help - he sends the player on a quest to save the six fallen regions and their lost cities, and to finally overthrow Satan and his minions. The core of Actraiser is partly inspired by Bullfrog's "god wannabe" Populous, but Quintet managed here to pull off a really effective marriage of action and simulation. Each one of the visited provinces begins with a side-scrolling action stage (called 'Act') where the player controls an armored knight avatar. The objective of this phase is to defeat the local beasts so humans can start to inhabit the region. The simulation phase then kicks in and our deity's mission is to guide the development of a small human settlement, by telling them where to expend their town or by removing obstacles from the land (such as trees or rocks). Although creepy monster lairs are dotted around the surrounding hills and keep generating all kind of foes, the cute cherub can assist the player and strike them with his bow and arrows. As the population grows, the villagers find special items, magic artifacts and even make discoveries - the first being the invaluable ability to build bridges. Soon, they become strong enough to seal all the monsters' lairs and peacefully live out their lives... consequently leaving the player free to explore and rescue another province.

- TECHNICAL -

Game ID: SHVC-AR

- TRIVIA -

ActRaiser was released on December 16, 1990 in Japan for 8000 Yen.

Export releases:
[US] "ActRaiser [Model SNS-AR-USA]"
[EU] "ActRaiser [Model SNSP-AR-EUR]"
[FR] "ActRaiser [Model SNSP-AR-FRA/SFRA]"
[GE] "ActRaiser [Model SNSP-AR-NOE/SFRG]"

Reviews:
[FR] 1990 - Consoles + HS N.2: 85/100

Soundtrack album releases:
[JP] Actraiser (ALCA-105) (1/25/1991) [Alfa Record]
[JP] Actraiser Synphonic Suite (originally mispelled) [Arrange] (ALCA-182) [Alfa Record]

- TIPS AND TRICKS -

------------
Special mode
------------
Successfully complete the game once. Press Down at the title screen. The words "Special Mode" will appear. Press Start to play the game with only the action scenes without having to use creation mode. 

------------------
Professional mode
------------------
Complete the game, then press Up or Down(2) at the title screen. An option for professional mode will appear below the New Game selection. In this mode, your character has no magic and regular monsters are twice as hard to kill. 

-----------
Extra lives
-----------
Creating a rainstorm over the lake east of Bloodpool. 
Discover that the pyramid causes an earthquake in Kasandora. 
Strike the Northwood temple with lightning. 

--------------
Level Password
--------------

Easy  
1 XZKC XBZN XXZD JCLD XYTY SLCS  
2 MWWX YJKP BCCH MFLT CMSP TPTF  
3 JYWT TSTP MBXX JSLY MSDD HFDP  
4 MFLH MFDS LTYP MFMJ PLBW YYJP  
5 MFMS TTLK WSFP MFMJ TWSY FYPX  
6 MFXT SHJT BDLY MFCY BDXF CXBY  
   
Normal  
1 XZKC XBZM WTHC JCLD XYTX TMCT  
2 MLWK BPZW YJCW MMFH MBKC FFTZ  
3 MSCY HKHD ZFHC MFLT CMSP XWFZ  
4 MFLH MFDS HXPS MFMJ PLBW LPCX  
5 MFMJ TTLK FPTP MFMJ TWSY HMTF  
6 MFXT SHJT CTYP MFCY BPXF DWKL  
7 MFCL SYMC MCXF MFCL SYMX WKTD  
   
Hard  
1 XZKC XBZM FSFC FCLD XYTX XXXJ  
2 MLWK BPZW LBPJ MMFH MBKC HJWP  
3 MSCY HKHD BYMF MFLT CMSP WXJK  
4 MFLH MFDS PHYX MFMJ TWSX JSHJ  
5 MFMJ TTLK HTWT MFMJ TWSX JSHJ  
6 MFZT SHJT DLWP MFCY BPXF YZJT  
7 MFCL SYMC PWWK MFCL SYMX FJSD

- SERIES -

1. ActRaiser [Model SHVC-AR] (1992)
2. ActRaiser 2 - Chinmoku e no Seisen [Model SHVC-A8] (1993)

- STAFF -

Developed by: Quintet

Scenario: Tomoyoshi Miyazaki
Programmer: Masaya Hashimoto, Yuki Imai
Graphic designers: Ayano Koshiro, Masahiko Takai, Koji Yokota, Takashi Shichijyo
Music composer: Yuzo Koshiro
Assistant Producer: Shigeki Maruyama
Director: Masaya Hashimoto
Producer: Yasuyuki Sone
Publisher: Yasuhiro Fukushima

Published by: Enix

Enix Staff: Takao Kawaguchi, Keizo Mochizuki, Takashi Yoneda, Yuchi Kikumoto, Kouji Mitsumori, Kenjiro Kano, Tetsuro Shimoda, Yoshie Fujimori, Jyunji Yagi, Keiko Ito, Hideki Yamamoto, Miwako Matsumoto, Keiko Taga, Yasuko Sekiguchi, Shigeki Maruyama, Eiichi Hirasawa, Mitsuhiko Endo, Shinji Futami

Special Thanks: Hirotomo Morisada, Nobuyoshi Yoshii, Hironobu Teshima, Katsuhiko Shibata, Mitsuru Ishizaki, Masaya Nomoto, Souichi Tazawa, Makoto Goya, Reiko Takebayashi, Tatsuo Hashimoto

- PORTS -

* Consoles :
Nintendo Wii [Virtual Console] (2007)

* Others :
Arcade "ActRaiser [Super System]"
Mobile Phones (2003): Only in Japan, contains the first three levels of the original game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61007&o=2

$end


$snes=actraisru,
$bio

ActRaiser (c) 1991 Enix America Corp.

North American release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "ActRaiser [Model SHVC-AR]".

Description from the USA back cover:

ACTION & SIMULATION GAME
This sensational game combines pulse-stopping action sequences with an intelligent Simulation Mode, allowing the player to forge a new civilization.
Finally......experience a game that fully utilizes the advanced capabilities of the Super NES.

RESTORE PEACE AND ORDER TO YOUR PEOPLE'S WORLD!
Long ago, you and your people built a peaceful land.
Since then, your world has been taken over and inhabited by the evil Tanzra and his Guardians. Your once-tranquil land has become a breeding ground for monsters. Injured, you have retreated to your Sky Palace and have fallen into a deep sleep.
Now, many years have passed and you have recovered from your injuries and slumber. You must punish Tanzra and restore the world to your people or lose their faith forever.

ACTION MODE
Breathe life into the statue modeled after your likeness to cleanse the land and defeat the monsters who have conquered.

SIMULATION MODE
Help your people develop a new land from that which has been purified and build towns with your powers.

- TECHNICAL -

Game ID: SNS-AR-USA

- TRIVIA -

ActRaiser was released in November 1991 in North America.

There are significant differences between the original Japanese game and the American version. First of all, the original Japanese antagonist of the game is Satan and the player essentially helps God (or plays as God) to restore peace in the world. All this religious context was naturally removed from the American and European versions - Satan became Tanzra (the Evil One) and the player is referenced as The Master. Surprisingly, various sections from the action phases have also been modified - parts (yet rare) of the layout were changed and several enemies feature completely different designs. The game has also gone through a few musical changes and some stages feature new and original music tracks. Finally, and not the least important, the difficulty level went down a notch and the Japanese version is overall much more difficult. There are less enemy encounters in both the action and simulation portions of the game. Moreover, the action sequences have less traps.

- STAFF -

Enix America Staff: Keiji Honda, Paul Bowler, Cherie Hasson

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62691&o=2

$end


$snes=actraisr,actraisrg,
$bio

ActRaiser (c) 1991 Enix, Limited.

European release. For more information about the game itself, please see the original Japanese release entry; "ActRaiser [Model SHVC-AR]".

- TECHNICAL -

Game ID: SNSP-AR-EUR

- TRIVIA -

The Eurpoean version of Actraiser is significantly easier than the original Japanese version. There are less enemy encounters in both the action and simulation portions of the game. Moreover, the action sequences have less traps.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62689&o=2

$end


$snes=actraisrf,
$bio

ActRaiser (c) 1992 Enix Corporation.

French release. For more information about the game itself, please see the original Japanese release entry; "ActRaiser [Model SHVC-AR]".

- TECHNICAL -

Cartridge ID: SNSP-AR-FRA/SFRA

- TRIVIA -

The French version of Actraiser is significantly easier than the original Japanese version. There are less enemy encounters in both the action and simulation portions of the game. Moreover, the action sequences have less traps.

Reviews:
[FR] April 1993 - Consoles + No. 19: 84/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62690&o=2

$end


$info=nss_actr,
$bio

ActRaiser (c) 1992 Nintendo.

Arcade version. For more information about the game itself please see the original Super Famicom version entry; "ActRaiser [Model SHVC-AR]".

- TECHNICAL -

Nintendo Super System hardware

Main CPU : G65C816 (@ 3.58 Mhz)
Sound CPU : SPC700 (@ 1.024 Mhz)
Sound Chips : Custom (@ 1.024 Mhz)

Players : 4
Control : 8-way joystick
Buttons : 6

- TRIVIA -

Developed by Enix & Quintet.

In this arcade version of the game (through the Nintendo Super System board) you can only play the action portions of the game. For this arcade version the simulation elements and town building has been removed.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1842&o=2

$end


$saturn,sat_cart=actuagol,
$bio

Actua Golf [Model T-12302H-50] (c) 1997 Gremlin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60221&o=2

$end


$saturn,sat_cart=actuagolj,
$bio

Actua Golf (c) 1997 Naxat Soft.

- TECHNICAL -

Game ID: T-18710G

- TRIVIA -

Released on April 04, 1997 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58886&o=2

$end


$saturn,sat_cart=actuasoc,
$bio

Actua Soccer - Club Edition [Model T-12305H-50] (c) 1996 Gremlin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60222&o=2

$end


$saturn,sat_cart=actuasocj,
$bio

Actua Soccer (c) 1996 Naxat Soft [Japan]

- TECHNICAL -

Model T-18706G

- TRIVIA -

Actua Soccer was released on October 04, 1996 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58887&o=2

$end


$psx=adlibouj
$bio

Ad Lib Ouji ...to Fuyukai na Nakamatachi!? [Model SLPS-03510] (c) 2002 Telenet Japan [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84828&o=2

$end


$pc98=herolanc,
$bio

AD&D Heroes of the Lance (c) 1989 Pony Canyon, Inc.

- TRIVIA -

Released in October 1989 in Japan.

- STAFF -

PC-9801 version
Programmer: Satoru Miki, Hiroyuki Fujiwara
Supervisor: Hitoshi Yasuda
Music: Seiji Toda
Co-ordinator: Kazuhiko Arimoto, Masuko Mori

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88834&o=2

$end


$pc98=hillsfar,
$bio

AD&D Hillsfar (c) 1990 Pony Canyon, Inc.

- TRIVIA -

Released on November 21, 1990 in japan. Retail price: 7800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88835&o=2

$end


$pc98=poolrad,
$bio

AD&D Pool of Radiance (c) 1989 Pony Canyon, Inc.

- TRIVIA -

Released on December 21, 1989 in Japan. Retail price: 9800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88836&o=2

$end


$info=adam,
$bio

ADAM (c) 1982 Coleco Industries, Incorporated.

- TRIVIA -

Coleco announced the Adam at the Summer Consumer Electronics Show (CES) in June 1983, and executives predicted sales of 500,000 by Christmas 1983. From the time of the computer's introduction to the time of its shipment, the price increased, from USD $525 to $725.

The Adam is famous for an incident connected with its showing at the June, 1983 CES. To showcase the machine, Coleco decided to demonstrate a port of its ColecoVision conversion of Donkey Kong on the system. Nintendo was in the midst of negotiating a deal with Atari to license its Famicom for distribution outside of Japan, and the final signing would have been done at CES. Atari had exclusive rights to Donkey Kong for home computers (as Coleco had for game consoles), and when Atari saw that Coleco was showing Donkey Kong on a computer, its proposed deal with Nintendo was delayed. Coleco had to agree not to sell the Adam version of Donkey Kong. Ultimately, it had no bearing on the Atari/Nintendo deal, as Atari's CEO Ray Kassar was fired the next month and the proposal went nowhere, with Nintendo deciding to market its system on its own.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82494&o=2

$end


$nes=adamneve,
$bio

Adam & Eve (c) 199? Caltron.

Asian game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95248&o=2

$end


$adam_cart=adamdemo,
$bio

ADAM Demonstration Cartridge (c) 198? Coleco Industries, Inc. [Amsterdam, NY, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82682&o=2

$end


$adam_cart=adamdiag,adamdiaga,
$bio

ADAM Diagnostics (c) 198? Coleco Industries, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82683&o=2

$end


$adam_cart=adamtest,adamtesta,
$bio

ADAM Final Test (c) 198? Coleco Industries, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82684&o=2

$end


$adam_flop=linksglf,
$bio

Adam Links Golf (c) 1986 Superior Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82619&o=2

$end


$adam_cart=burnprn,
$bio

ADAM Printer 1 Hour Cycle Burn-In Test (c) 1982 Coleco Industries, Inc. [Amsterdam, NY, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82685&o=2

$end


$adam_cart=ard,
$bio

ADAM Resident Debugger (c) 198? Coleco Industries, Inc. [Amsterdam, NY, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82686&o=2

$end


$adam_cart=adamtape,
$bio

ADAM Tape Util (c) 1982 Coleco Industries, Inc. [Amsterdam, NY, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82687&o=2

$end


$adam_flop=adamcalcdmp2,
$bio

ADAMCalc + Orphanware D.M.P. Patch (c) 1987 Lazer MicroSystems.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82616&o=2

$end


$adam_cass=adamlnk2,
$bio

ADAMLink II Communications Package (c) 1983 Coleco Industries, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82692&o=2

$end


$adam_flop=adamlnk2,adamlnk2a,
$bio

ADAMLink II Telecommunicator (c) 1984 Coleco Industries, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82618&o=2

$end


$adam_flop=adamlnk2dmp,
$bio

ADAMLink II [Patched for D.M.P.] (c) 198? Coleco Industries, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82617&o=2

$end


$msx1_cart=addsub,
$bio

Add & Subtract [Model M054] (c) 1986 al Alamiah

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76539&o=2

$end


$info=smi2911,smi2912,smi2913,smi2914,smi2915,smi2916,
$bio

Add 'Em Up Bonus (c) 200? Bally.

3-Coin Multiplier slot.

- TECHNICAL -

Art Form: AFR-5001

- UPDATES -

* SMI # 2911
Part Number: E931411X-05
Max-Coin Percentage: 88.02%

* SMI # 2912
Part Number: E931511X-05
Max-Coin Percentage: 90%

* SMI # 2913
Part Number: E931611X-05
Max-Coin Percentage: 92.04%

* SMI # 2914
Part Number: E931711X-05
Max-Coin Percentage: 94.01%

* SMI # 2915
Part Number: E931811X-05
Max-Coin Percentage: 96.01%

* SMI # 2916
Part Number: E931911X-05
Max-Coin Percentage: 97,45%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=37780&o=2

$end


$info=j2adnote,j2adnotea,j2adnoteb,j2adnotec,j2adnoted,j2adnotee,j2adnotef,j2adnoteg,j2adnoteh,j2adnotei,
$bio

Add A Note (c) 1989 JPM International.

- TRIVIA -

Released in March 1989.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15863&o=2

$end


$info=afv_l4,
$bio

Addams Family Values (c) 1994 Midway Mfg. Co.

- TECHNICAL -

Midway WPC (DCS)
Model Number: 60022

Main CPU : Motorola M6809 (@ 2 Mhz)
Sound CPU : ADSP2105 (@ 10 Mhz)
Sound Chips : DMA-driven (@ 10 Mhz)

- TRIVIA -

Based on the 1993 hit movie, starring Raul Julia (1940-1994) and Anjelica Huston.

- STAFF -

Concept, Design, & Playfield : Pat Lawlor
Software : Ted Estes
Sounds & Music : Chris Granner
Mechanix : John Krutsch
Art : John Youssi

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=18263&o=2

$end


$snes=addfamvu,
$bio

Addams Family Values (c) 1995 Ocean

- TECHNICAL -

Game ID: SNS-VY-USA

- TRIVIA -

Released in February 1995 in USA.

- TIPS AND TRICKS -

Extra lives: After losing the game, press Left at the Continue screen to enter a hidden room that contains four extra lives.

- STAFF -

Game Design: Don McDermott
Programming: Robert Walker, Phillip Trelford, John May
Graphics: Don McDermott, John Hackleton
Music, SFX: Keith Tinman
Script: Don McDermott, Nigel Kershaw
Additional Programming: Bobby Earl, David Chiles
Producer: Ian Turnbull
Technical Support: Rob Arnold, Tim Marrett, Timothy Welch

Ocean Q.A.: Mike Carrol, Stuart Poole, Anthony McGarry, Lee Clare, Joe Duffy, George Drumer, Maria Drumer, Simon Longworth, Paul Johnson, Daniel Bourne, Richard Brooks, Andrew Burgess, John Holden, Paul Flanagan, Jonathan Dale, Cheryl Wadsworth

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62695&o=2

$end


$snes=addfamv,
$bio

Addams Family Values (c) 1996 Ocean

- TECHNICAL -

Cartridge ID: SNSP-VY-UKV

- TRIVIA -

Released on March 28, 1996 in Europe.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62694&o=2

$end


$megadriv=addfamv,
$bio

Addams Family Values (c) 1995 Ocean

Descriptions from the European back cover:

Become Uncle Fester in this adventure of gargantuan proportions.
- Interact with all your Addams Family favourites in your quest to rescue Baby Pubert from evil ex-nanny Debie Jellinsky.
- Use all the skills and weapons at Fester's disposal to solve the myriad of puzzles.

Schlüpfe bei diesem Abenteuer, das gewaltige Ausmaße annimmt, in die Rolle von Onkel Fester.
- Arbeite mit all Deinen Lieblingen aus der Addams Family bei dem Versuch zusammen, Baby Pubert aus der Gewalt des teuflischen Ex-Kindermädchens Debbie Jellinsky zu befreien.
- Setze alle Fester zur Verfügung stehenden Fähigkeiten und Waffen ein, um unzählige Rätsel zu lösen.

Jouez le rôle d'Uncle Fester dans une aventure de proportions gargantuesques.
- Joignez-vous à tous vos personnages favoris de la Famille Addams pour secourir Baby Pubert des griffes de son ex-nurse maléficque Debbie Jellinsky.
- Utilisez toutes les armes et le savoir-faire de Fester pour résoudre une myriade d'énigmes.

Ser el tió Fester en ésta aventura de proporciones gigantescas.
- Relaciónate con todos tus personajes favoritos de la Familia Adams en tu búsqueda y rescate del Bebé Pubert de la malvada antigua niñera Debbie Jellinsky.
- Utilice las habilidades y las armas de Fester para resolver los muchos entresijos.

Diventa Zio Fester in questa grandiosa avventura.
- Interagisci con tutti tuoi personaggi favoriti della famiglia Addams nel tentativo di liberare il neonato Pubert dalla maligna Debbie Jellinsky, la sua vecchia bambinaia.

Neem in dir aventuur von gargantueske omvang de plaats in van Oom Fester.
- Samen met al je favoriete leden van de Addams Family kun je Baby Pubert proberen te redden uit de handen van de slechte ex-gouvernante Debbie Jellinsky.
- Gebruik alle vaardigheden en wapens die Fester ter beschikking heeft om de talloze puzzles op te lossen.

- TECHNICAL -

Cartridge ID: 670-6323-50
Game ID: T-164046-50

- TRIVIA -

Released in May 1995 in Europe.

- STAFF -

Game Design: Don McDermott
Programming: Robert Walker, John May, Phillip Trelford
Graphics: Don McDermott, John Hackleton
Original Music by: Keith Tinman
Converted by: Teque
Script: Don McDermott, Nigel Kershaw
Additional Programming: Jim Baguley
Producer: Ian Turnbull
Technical Support: Rob Arnold, Tim Marrett, Timothy Welch

Ocean Q.A.: Mike Carrol, Stuart Poole, Anthony McGarry, Simon Crawford, Anthony Burns, Lee Clare, George Drumer, Maria Drumer, Simon Longworth, Paul Johnson, Daniel Bourne, Richard Brooks, Andrew Burgess, John Holden, Paul Flanagan, Jonathan Dale, Cheryl Wadsworth, Nick Evans

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56308&o=2

$end


$info=v4addlad,v4addlad20,
$bio

Adders & Ladders (c) 1989 Barcrest.

- TRIVIA -

Released in March 1989.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=13567&o=2

$end


$info=m4addr,m4addrd,m4addr10,m4addr10_a,m4addr10c,m4addr10c_a,m4addr10d,m4addr10d_a,m4addr10yd,m4addr10yd_a,m4addr3,m4addr3_a,m4addr3_b,m4addr3_c,m4addr3_d,m4addr3d,m4addr3d_a,m4addr3d_b,m4addr3d_c,
$bio

Adders & Ladders (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41225&o=2

$end


$info=m5addlad,m5addlada,m5addladb,m5addladc,m5addladd,m5addlade,m5addladf,m5addladg,m5addladh,m5addladi,m5addladj,m5addladk,m5addladl,m5addladm,m5addladn,m5addlado,m5addladp,m5addladq,m5addladr,
$bio

Adders & Ladders (c) 200? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41533&o=2

$end


$info=m4addrc,m4addrc__a,m4addrc__b,m4addrc__c,m4addrc__d,m4addrc__e,m4addrc__f,m4addrc__h,m4addrc__i,m4addrc__j,m4addrc__k,m4addrc__l,m4addrc__m,m4addrc__n,
$bio

Adders & Ladders Classic (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41226&o=2

$end


$info=m4addrcc,m4addrcc__a,m4addrcc__b,m4addrcc__c,m4addrcc__d,
$bio

Adders & Ladders Classic Club (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41228&o=2

$end


$info=m4addrcc,
$bio

Adders & Ladders Club (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41227&o=2

$end


$msx1_cass=addictbl,
$bio

Addictaball (c) 1988 Alligata Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94422&o=2

$end


$adam_flop=addictus,
$bio

Addictus (c) 1989 Reedy Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82620&o=2

$end


$adam_cass=addictus,
$bio

Addictus (c) 1989 Reedy Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82693&o=2

$end


$ti99_cart=addsub1,
$bio

Addition and Subtraction 1 [Model PHM 3027] (c) 1981 Foresman [Scott Foresman]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84497&o=2

$end


$ti99_cart=addsub2,
$bio

Addition and Subtraction 2 [Model PHM 3028] (c) 1981 Foresman [Scott Foresman]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84498&o=2

$end


$ti99_cart=addsub3,
$bio

Addition and Subtraction 3 (c) 1983 Foresman [Scott Foresman]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84499&o=2

$end


$msx1_cass=adel,
$bio

Adel (c) 1986 Mind Games Espana, S.A.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94423&o=2

$end


$pc98=musume,
$bio

Adesugata Sannin Musume (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88854&o=2

$end


$cdi=adiasce1,
$bio

ADI Accompagnement Scolaire - Français-Maths CE1 (c) 1994 Coktel Vision

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52743&o=2

$end


$cdi=adiasce2,
$bio

ADI Accompagnement Scolaire - Français-Maths CE2 (c) 1994 Coktel Vision

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52744&o=2

$end


$cdi=adiascm1,
$bio

ADI Accompagnement Scolaire - Français-Maths CM1 (c) 1994 Coktel Vision

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52745&o=2

$end


$cdi=adiascm2,
$bio

ADI Accompagnement Scolaire - Français-Maths CM2 (c) 1994 Coktel Vision

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52746&o=2

$end


$famicom_flop=adiantsu,adiantsup,
$bio

アディアンの杖 (c) 1986 Sunsoft.
(Adian no Tsue)

Adian No Tsue is not a traditional adventure game - It is most and foremost an educational game designed to appeal to a young audience. It is also the first installment of a series of games released in Japan by SunSoft. The player takes control of a courageous knight and the game follows a traditional overhead display which somehow bears some resemblance to Nintendo's Zelda. Each room is usually filled up with monsters and four doors lead to other surrounding rooms, different locations or just hide special items. However, the only way for our hero to pass these doors is to solve simple arithmetic equations. Numbers from 0 to 9 appear on two sides of the room and the knight must run around the room and touch them to display the right answer. Yet, these expressions are very simple and only use simple additions, subtractions, multiplications and divisions. Nonetheless, solving them while running around the rooms and hitting crazy skeletons with a sword can be a challenging task. The other side of the disk contains a simple marathon game also based on arithmetic challenges.

- TECHNICAL -

Game ID: SSD-ADA
Barcode: 4907940200070

- TRIVIA -

Adian no Tsue was released on December 12, 1986 in Japan for 4900 Yen. Like most of SunSoft's Disk Card games, Adian No Tsue cames in a large plastic box and was accompanied with a 158 pages comic book.

The title of this game translates from Japanese as 'Staff of Adian'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65230&o=2

$end


$cpc_cass=adidasfb,
$bio

Adidas Championship Football (c) 1990 Ocean Software, Limited.

- STAFF -

Code: David Spicer
Graphics: Jason Brashill
Music/SFX: Matthew Cannon

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64181&o=2

$end


$cpc_cass=adidasfbs,
$bio

Adidas Championship Football [Model M1 J012] (c) 1990 Erbe Software [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64179&o=2

$end


$cpc_cass=adidastb,
$bio

Adidas Championship Tie Break (c) 1990 Ocean Software, Limited.

- STAFF -

Program: Anthony Hartley
Graphics: Probe Software
Music: Sound Images

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64182&o=2

$end


$amigaocs_flop=tiebreak,
$bio

Adidas Championship Tie Break (c) 1990 Ocean Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73371&o=2

$end


$m5_cart=adidas,
$bio

Adidas Lucky Shoot (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95335&o=2

$end


$neocd=adkworld,
$bio

ADK World [Model ADCD-103] (c) 1995 SNK [Shin Nihon Kikaku] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68126&o=2

$end


$cpc_cass=grafspees,
$bio

Admiral Graf Spee [Model AMC-118] (c) 1984 Indescomp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64184&o=2

$end


$cpc_cass=grafspee,
$bio

Admiral Graf Spee [Model S146] (c) 1984 Indescomp

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64185&o=2

$end


$info=adonis,adonisa,adonise,
$bio

Adonis (c) 1998 Aristocrat.

A 5-reel video slot machine with an ancient Greek theme.

- TECHNICAL -

Aristocrat MKV hardware. Also released on Aristocrat MKVI hardware.

MVP cabinet (14 button) layout, MKV 200 credit version :

Top row buttons :
Collect
Bet 1 Credit / Heart
Bet 2 Credits / Diamond
Bet 3 Credits
Bet 5 Credits / Club
Bet 10 Credits / Spade

Bottom row buttons :
Reserve
Play 1 Line / Red
Play 5 Lines
Play 10 Lines
Play 15 Lines
Play 20 Lines / Black
Gamble
Take Win / Start Feature

- TRIVIA -

Adonis was released in May 1998.

- SCORING -

Adonis substitutes for all symbols except scattered Coin and doubles the prize when substituting. Scattered Coins pay any.

Adonis : 2 = 10, 3 = 200, 4 = 2000, 5 = 9000
Flame : 2 = 2, 3 = 25, 4 = 100, 5 = 750
Aphrodite : 2 = 2, 3 = 25, 4 = 100, 5 = 750
Building : 3 = 15, 4 = 100, 5 = 400
Column : 3 = 10, 4 = 75, 5 = 250
Wine : 3 = 10, 4 = 50, 5 = 250
Ace : 3 = 10, 4 = 50, 5 = 125
King : 3 = 5, 4 = 50, 5 = 100
Queen : 3 = 5, 4 = 25, 5 = 100
Jack : 3 = 5, 4 = 25, 5 = 100
Ten : 3 = 5, 4 = 25, 5 = 100
Nine : 2 = 2, 3 = 5, 4 = 25, 5 = 100
Coin : 2 = 2, 3 = 5, 4 = 20, 5 = 400

- TIPS AND TRICKS -

Feature : Spin up 3, 4 or 5 Coins to trigger 15 free games respectively. During the free games all wins are tripled. The free games can be won during the feature.

* Speed-up trick
On some MKV versions of Adonis, you can't press anything to speed up the free games if you get a win, but if you insert a coin (or a banknote) the win meter goes up by 25 instead of 1, speeding up the free games feature considerably. This happens because the music is replaced with the credit sound, causing the machine to think the music has stopped so it increments the credits faster. If there is a win on the last free game, you can play on without waiting. Some machines may however let you press any button during the free games to add the win directly to the win meter without it counting up.

The music stop trick does not work on MKVI versions; you must wait until 500 credits have passed before the machine will let you press the 'Take Win' button. Like some MKV machines, some MKVI machines may allow you to add wins directly to the win meter during the free games.

- SERIES -

1) Dolphin Treasure (1996)
2) Golden Pyramids (1997)
3) Queen of the Nile (1997)
4) Adonis (1998)
4) Flame of Olympus (1998)
5) Geisha (2000)
6) Torch of the Gods (2001)
7) Queen of the Nile Special Edition (2002)
8) Geisha [Power Pay] (2008)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4973&o=2

$end


$pc98=adrecon,adrecona,
$bio

Adrenalin Connection (c) 1987 Victor Musical Industries, Inc.

- TRIVIA -

Released on August 21, 1987 in Japan. Retail price: 7800 Yen

Includes cassette narrated by Maria Kawamura.

- STAFF -

Developed by: Amorphous

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88855&o=2

$end


$pc8801_flop=adrecon,adreconb,adreconc,adrecona,
$bio

Adrenalin Connection (c) 1987 Cross Media Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91325&o=2

$end


$info=sc4adren,sc4adrena,sc4adrenb,sc4adrenc,
$bio

Adrenalin (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR2118]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42433&o=2

$end


$cpc_cass=ads,
$bio

ADS - Advanced Destroyer Simulator (c) 1991 Proein Soft Line [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64186&o=2

$end


$amigaocs_flop=ads,adsf,
$bio

ADS - Advanced Destroyer Simulator (c) 1991 Futura

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73357&o=2

$end


$astrocde=adssm,
$bio

ADS System Monitor (c) 19?? Unknown

A machine language monitor program that uses an overlay.

- TRIVIA -

It is unknown if this program is complete. No documentation exists for this program. It was found in the collection of Bob Fabris

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86765&o=2

$end


$pc8801_flop=adultinn,
$bio

Adult Inn '87-'88 Bangai-hen (c) 1989 Adult Inn [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91326&o=2

$end


$info=adults,
$bio

Adults Only (c) 200? Extrema Intersystems.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43631&o=2

$end


$pc8801_flop=adv7,
$bio

Adv #7 (c) 1990 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91327&o=2

$end


$psx=advanrac
$bio

Advan Racing [Model SLPS-01689] (c) 1998 Atlus Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84829&o=2

$end


$gba=advangt2,
$bio

Advance GT2 (c) 2002 MTO, Incorporated.

- TECHNICAL -

Game ID: AGB-A2GJ-JPN

- TIPS AND TRICKS -

All cars: Go to the screen with Start and a picture of the car. Hold B + L, then press Left until a chime is heard.

All tracks: Go to the screen with Start and a picture of the car. Hold B + L, then press Right until a chime is heard.

All tune ups: Go to the screen with Start and a picture of the car. Hold B + L, then press Up until a chime is heard.

Extra modes: Go to the screen with Start and a picture of the car. Hold B + L, then press Down until a chime is heard. All three extra modes will not be unlocked. 

View credits: Go to the screen with Start and a picture of the car. Hold B + L, then press Up + B to view the ending credits.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69529&o=2

$end


$gba=advangta,
$bio

Advance GTA (c) 2001 MTO, Incorporated.

- TECHNICAL -

Game ID: AGB-AG7J-JPN

- TIPS AND TRICKS -

Unlock All tracks: Hold L + R, then press Up/Right + B at the Start screen.

Unlock All cars: Hold L + R, then press Up/Left + B at the Start screen.

Get All tune-ups: Hold L + R, then press Down/Right + B at the Start screen.

Mini cars: Hold L + R, then press Right + B at the Start screen.

F1 car: Hold L + R, then press Left + B at the Start screen.

View credits: Hold L + R, then press Up + B at the Start screen.

Formula 1 Mode: To access the Extra Formula 1 mode play through the championship mode and beat all four of the classes with a first place in each race. You will get a new car after the last race. It is a Formula 1 race car. At the menu screen the Extra 2 option will be available.

Hidden Go-Kart Mode: To access the Extra Go-Kart mode play through the championship mode and beat the beginners, middle, and high-speed classes. You should get a new car after the last race you win that is a go-kart and then go to the main menu and the first option that was unlockable will say extra.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69530&o=2

$end


$gba=guardherj,
$bio

Advance Guardian Heroes (c) 2004 Sega Enterprises, Limited.

The Guardian Heroes return!

Can you master the more than 160 fighting moves in Advance Guardian Heroes? The multiple modes of gameplay gives you plenty of chances to become a fighting master.

Features
* Sequel to Sega Saturn cult classic Guardian Heroes
* More than 20 upgradeable fighters
* Up to four players
* Four difficulty levels 

A side-scroller with RPG elements, Advance Guardian Heroes brings friends together for serious fighting action. You can hook four Game Boy Advances together through Game Boy Advance Game Link Cables and duke it out in Vs. Mode. As you battle your opponents, be mindful of environmental traps like cliffs and oceans.

Two players can also cooperate in Story Mode. Each player chooses a character, each with his own special abilities. Enn comes at opponents with a pocketful of fire. Ray packs the power of thunder, and Hyu cools enemies down with ice. You also come across characters from the original Guardian Heroes, released in 1996.

The Options menu lists all the attacks for each of the three main characters. Be sure to master the highly effective counterattack. Block an enemy's attack directly after he unleashes it. Your counter bounces the attack back at him. After you defeat an enemy, it will often leave behind a Soul Crystal. Use the crystals to either invest in skill research or to power-up your abilities. Each character is rated in such areas as vitality, mind, attack, defense, magic attack and magic defense.

When your character dies in Story Mode, you can choose to either start at the last checkpoint or sell your soul and enter Devil Mode. In Devil Mode, you continue the story as an invincible alter ego of your character. But all good things come to an end. When time runs out on your Devil Mode, you have to start the game over from your last save point when you were still relatively mortal.

- TECHNICAL -

Game ID: AGB-BAGJ

- TRIVIA -

Released on September 22, 2004 in Japan.

Export releases:
[US] "Advance Guardian Heroes [Model AGB-BGCE-USA]"
[EU] "Advance Guardian Heroes [Model AGB-BGCP]"

- TIPS AND TRICKS -

Endless Mode: Finish the game on Hard difficulty. 

New Characters (Monsters and Allies): Finish Time Attack mode multiple times to unlock new characters or donate gems in story mode to the laboratory.

Time Attack Mode: Finish the game on Normal difficulty. 

Unlock New Characters: Spend crystals between stages during the campaign or clear time attack. As data completion increases, new characters are unlocked. 
Default - Enn
Default - Hyu
Default - Ray
#1 - Goblin
#2 - Dylan
#3 - Soldier
#4 - Cyclops 
#5 - Goblin Tank
#6 - Sorcerer
#7 - Roper
#8 - Han
#9 - Heavy Gear
#10 - Gargoyle
#11 - Edo
#12 - Sky Knight
#13 - Valgar
#14 - Zur
#15 - Cerena
#16 - Nicole
#17 - Kanon 

Alternate Title Screen: Beat the game on Super Hard difficulty.

- STAFF -

Developed by: Treasure
Director: Tetsuhiko Kikuchi
Game Programmers: Masaki Ukyo, Hiroto Matsuura, Katsuhiro Sanjō
Characters Programmer: Masaki Ukyo
System Programmers: Yoshihiro Miura, Mitsuru Yaida (Yaiman), Yūki Mibu
Character & Action Designer: Tetsuhiko Kikuchi (Han)
Object Designers: Tetsuhiko Kikuchi (Han), Naoki Kitagawa (Naokiman)
Background Designers: Satoshi Tetsuka, Satoshi Nakai, Makoto Ogino
Music: Norio Hanzawa (NON)
Sound Effects: Satoshi Murata
Accountant: Haruko Hosaka
Special Thanks to: Tsunehisa Kanagae, Seijirō Sannabe, Kenta Ueno, Akira Nishikawa, Yoshihiro Sakuta
Executive Producer: Masato Maegawa

Cast: Hikaru Midorikawa (Enn/Ray/Hyu), Takeshi Kusao (Dylan), Mitsuaki Madono (Han), Yoshiko Kamei (Edo), Ikue Ōtani (Nicole), Tōru Ōkawa (Ginjirou), Yōko Sōmi (Gerena), Tamio Ōki (Kanon), Rokurō Naya (Valgar), Hiroyuki Yokoo (Zur), Akimitsu Takase (Skynight/Demon), Yasuyuki Kase (Soldier)

Produced by: Ubisoft
Producers: Michiko Fukai, Tats Myojo
Localization: Michiko Fukai
Licensing Manager: Arisa Furugen
Executive Producer: Dexter Chow
Code Management: Josh Ostrander, Tim Ernst
VP of Marketing: Tony Kee
Group Brand Manager: Karen E. Conroe
Brand Manager: John Coghlan
PR Manager: Carol Quito
Project Manager: Jasen Martinez
VP of Creative Services: Allen Adler
Senior Art Director: Lee Ann Weber
Package Design: Mari Sakai
Copywriter: Marc Fortier
Assistant Copywriter: Danielle Unis
QA Studio Manager: Roxana Florentina Magdo
Database Manager: Ciprian Calin Chete
Lead Tester: Marius Tudorel Potîrniche
Testers: Bogdan Oprescu, Dorel Ignat, Mihai Banica
QA Platform Specialists: Jonathan Moreau, Jean-Dominic Audet
QA Manager: Éric Tremblay
Very Special Thanks to: Brigham Stitt, Carlo Delallana, Charles Harribey, David Macachor, Frank Hom, Garrett Graham, James Regan, Jay Cohen, Laurent Detoc, Laurentiu Rusu, Rich Kubiszweski, Tony Silveira

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69532&o=2

$end


$gba=guardheru,
$bio

Advance Guardian Heroes (c) 2004 Sega Enterprises, Limited.

North American release. Game developed in Japan. See the Japanese release entry for more information about the game itself; "Advance Guardian Heroes [Model AGB-BAGJ]".

- TECHNICAL -

Game ID: AGB-BGCE-USA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69533&o=2

$end


$gba=guardher,
$bio

Advance Guardian Heroes (c) 2004 Sega Enterprises, Limited.

European release. Game developed in Japan. See the Japanese release entry for more information about the game itself; "Advance Guardian Heroes [Model AGB-BAGJ]".

- TECHNICAL -

Game ID: AGB-BGCP

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69531&o=2

$end


$gba=advrally,
$bio

Advance Rally (c) 2001 MTO, Incorporated.

- TECHNICAL -

Game ID: AGB-AR7J-JPN

- TIPS AND TRICKS -

Co-driver mode: Win first place in all races in world rally mode. 

Hidden track: Win first place in co-driver mode.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69534&o=2

$end


$gba=advwars2u,
$bio

Advance Wars 2 - Black Hole Rising (c) 2003 Nintendo Company, Limited.

- TECHNICAL -

Game ID: AGB-AW2E-USA

- TIPS AND TRICKS -

Advance Wars NetworkHard Campaign Lab Maps
Each army must find and beat the Lab map in their campaign to be able to use Neotanks in Campaign Mode. 
In Hard Campaign, the two first labs are in slightly different locations. 

Orange star: 
------------
Andy's Time: Neutral city two spaces north of western minicannon (Map given after mission is completed if city not captured)
Secret Level: Test of Time 

Blue Moon: 
----------
Toy Box: Neutral city four spaces west of neutral port 
Secret Level: Neotanks!? 

Yellow Comet 
------------
Show Stopper: South-western most neutral city. 
Secret Level: Sea of Hope 

Green Earth 
-----------
Sinking Feeling: Southernmost city on the western island 
Secret Level: Danger X9 

Lab Map Locations 
-----------------
To gain Neotanks , you have to capture a specific city in a specific map to get the lab map, and then beat a hidden mission. You have to do this in each country. 

Orange star 
-----------
Flak Attack: City north of your HQ, within range of your units starting positions. 
Secret Level: Test of Time 

Blue Moon 
---------
Toy Box: South-Western most Neutral city, AKA: the one on the weird island. 
Secret Level: Neotanks!? 

Yellow Comet 
------------
Show Stopper: South-western most neutral city. 
Secret Level: Sea of Hope 

Green Earth 
-----------
Sinking Feeling: Southernmost city on the western island 
Secret Level: Danger X9

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69538&o=2

$end


$gba=advwars2,
$bio

Advance Wars 2 - Black Hole Rising [Model AGB-AWZP] (c) 2003 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69537&o=2

$end


$gba=advwarsua,advwarsu,
$bio

Advance Wars (c) 2001 Nintendo Company, Limited.

Don't be deceived by the manga style graphics and easy-to-learn game play-- Advance Wars is a deep and complex strategy game that has created a big stir in Japan, where they take their strategy games very seriously. In fact, games in the "Wars" series from Nintendo have appeared there on Game Boy and Super Famicom. Advance Wars is the first taste most North American gamers will have of the series, and the game is a virtual smorgasboard for strategy fans of all levels of ability.

An excellent interactive tutorial drills would-be officers in everything they need to know to achieve victory on the battlefield. Once you're commissioned as a CO in the Orange Army, you can dive into one of the game's many modes.

The story-driven campaign mode takes you through a series of increasingly challenging missions, leading to a showdown with an awesomely powerful enemy army. Even after you've waged multiple wars, the extremely shrewd AI will continually surprise you.

The graphics, though simple, are cleverly designed to concisely convey lots of complex information. One of the coolest features of Advance Wars is the Multi-Player mode. In addition to various linked scenarios, up to four players can play "hot seat" where each player gives their units orders before passing the GBA to the next player to see the results.

Even after you mastered the game's 100+ maps there's more to do. You can create your own battlefields to feed your insatiable hunger for conquest.

Advance Wars is a great introduction to the strategy genre that contains enough depth even to keep grognards engaged for hours.

- TECHNICAL -

Game ID: AGB-AWRE-USA

- TIPS AND TRICKS -

Advanced Mode: If you hold down the Select button before entering Campaign Mode you'll unlock Advanced Mode with stronger enemies. 

Field Training flashing gold: Get all training missions A rank. 

Unlock CO. Nell: Complete Advanced Campaign. 

Clear Data: Hold L and Right directional button while turning the GBA on. 

In-game reset: Press Start + Select + B + A during game play. Note: Do not use this while the Game Boy Advance is linked to a Gamecube or it may cause data loss.

Deleted saved games: Hold L + Right + Select when turning on the Game Boy Advance.

Ghost mode: Hold B during your turn.

Glowing field training: To make the field training glow bright flashing gold at the beginning of Advance Wars, get an A rank on every mission in field training.

Advance campaign mode: Successfully complete campaign mode. Enter the battle maps screen and buy the Advance Campaign item for one coin. Hold Select and select campaign mode to begin and advanced campaign, with a more difficult CPU opponent.

Field Training bonuses: Successfully complete field training mode to unlock the War Room, Campaign, Design Maps, Stats, and Special Intel options.

Quickly finish Field Training: Select the final battle in Field Training. Win that battle to quickly unlock all options that normally require Field Training to be completed.

- STAFF -

Playtesting: Aaron Giddings, Ash Singh
Executive Producer: Hiroshi Yamauchi
Producer: Takehiro Izushi
Director: Toru Narihiro
Supervisor: Kentaro Nishimura
System Program: Takanori Hino
System Support: Takafumi Kaneko
A.I. Program: Chikara Yamamoto
Program Support: Makoto Katayama
Design Maps Program: Mitsuru Matsumoto
Character Design: Ryou Hirata
Graphic Design: Makoto Shimojo
Field Training Design: Ryuichiro Koguchi
Map Design: Ryou Hirata, Sumiko Miki
Sound Composition: Taishi Senda
Battle Animation: Ryou Hirata, Ryuichiro Koguchi, Sumiko Miki
Graphic Support: Masahiro Higuchi, Sachiko Wada, Maki Takemori
Scenario Support: Masayuki Horikawa
Art Design : Taeko Kaneda
Artwork: Fujiko Nomura, Kiyomi Itani
Technical Support: Kenji Nakajima, Kenji Imai
Localization: Tim O'Leary, William Trinen, Nathan Bihldorff
Localization Management: Jeff Miller, Leslie Swan
Testing & Debug: Michael Kelbaugh, Todd Buechele, NOA Debug Staff, Super Mario Club
Special Thanks: Minoru Arakawa, Mike Fukuda (Mike), Ryouichi Kitanishi, Kouzou Ikuno, Toshiyuki Nakamura, Masahiro Nakamori, Toshio Sengoku, Yusuke Kitanishi, Ryota Kawade, Toshitaka Muramatsu, Motomu Chikaraishi, Koichi Kishi, Shigeyuki Asa, Sachio Kurita, Chie Kawabe, Hitomi Nakano, Tokuko Hirose, Rumiko Matsumoto, Masao Yamamoto, Takao Nakano, Mitsuaki Sakamaki, Eisaku Nakae, Ryuta Kaimoto, Toshihiro Toza, Yoshihito Ikebata, H. Fukushima, T. Hirose, M. Ikeshita, H. Katou, S. Kawaguchi, K. Kawashima, T. Komada, N. Maeda, K. Masutani, A. Matsumoto, Y. Mizuno, M. Mori, K. Moriyasu, H. Murata, Kei Nadabe, H. Nakajima, A. Nakatsumi, T. Nishigaki, K. Osaka, A. Shirai, Y. Tanaka, S. Uno, Y. Yagi

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69536&o=2

$end


$gba=advwars,
$bio

Advance Wars (c) 2001 Nintendo Company, Limited.

European release.

- TECHNICAL -

Game ID: AGB-AWRP

- STAFF -

Europe-related staff only

Localization Europe: Kai Zeh, Kai Neumann, Tanja Baar, Marcus Krause, Maurice Tisdale, Andreas Dietz, Angel Victoria
Testing Europe: Kai Zeh, Kai Neumann, Tanja Baar, Marcus Krause, Maurice Tisdale, Andreas Dietz, Angel Victoria
German Translation: Andrea Jaehn, Daniel Schäefers
French Translation: Daniel Charbit, Nicolas Gourio
Spanish Localisation: Miguel López Genicio, Angel Rodriguez

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69535&o=2

$end


$megadriv=advdaisn,
$bio

アドバンスド大戦略 ドイツ電撃作戦 (c) 1991 Sega Enterprises, Limited.
(Advanced Daisenryaku - Deutsch Dengeki Sakusen)

- TECHNICAL -

Game ID: G-5505
Cartridge ID: 670-1417
Package ID: 670-1418

- TRIVIA -

Released on Jun 17, 1991 in Japan.

- STAFF -

Original Game: SystemSoft

Total Planner: Hitoaki Minami (Shakkin Oh)
Programer - Considertion & Event Scene: Marusan
Programer - System & Battle Scene: Shoozy
Modem: Sensou Hantai
Designer - Total Art Director: Jijy
Unit Design - Air Unit: Cotani
Unit Design - Land Unit: Yasushi Yamaguchi (Judy★Totoya)
Unit Design - Ship Unit: Jijy
Back Ground Visual Design: Chie Yoshida (Chie Sama)
Sound Maker - Opening Music: T.M
Sound Maker - Ending Music: Yukifumi Makino (Macky)
Sound Maker - Pax Germana: Galapagos
Sound Maker - Highland Laddie: Yukifumi Makino (Macky)
Sound Maker - Pax Russiana: Galapagos
Sound Maker - US Artillery March: Hiroshi Kubota (Jimita)
Sound Maker - La Marseillaise: Hiroshi Kubota (Jimita)
Sound Maker - Pax Italiana: Galapagos
Sound Maker - Glorious Day: Koichi Namiki (Bluetz Lee)
Map Editor: Hitoaki Minami (Shakkin Oh), Hiroto Saeki (S2), Jiji, J. Toyoda
Media Mix: Shigeru Tanaka, Hiroki Endoh, Takao Sasamura
Checker: Toshihiki Sasaki, Koji Shimada, Tatsuya Igarashi, Takashi Ogiwara, Takashi Kurihashi, Yasushi Miki, Yuichiro Miura, San
Model Maker: Cotani, Lee Ho-Gang (Lee), Papa, Rew, Hatter, Rieko Kodama (Phenix Rie), Akinori Nishiyama (Locky★P), Chie Yoshida (Chie Sama), Hirokazu Yasuhara (Carol Akitsu), Junetsu Kakuta (Kakuka)
Instruction Manual: Rantz

Special Thanks: Sensha Magazine, NOTAM‑D

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56309&o=2

$end


$nes=drgnflam,
$bio

Advanced Dungeons & Dragons - Dragons of Flame (c) 1992 Pony Canyon, Incorporated. [Japan]

- TECHNICAL -

[Model PNF-OF]

- TRIVIA -

AD&D Dragons of Flame was released on February 21, 1992 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53808&o=2

$end


$nes=drgstrik,
$bio

Advanced Dungeons & Dragons - DragonStrike (c) 1992 FCI

- TECHNICAL -

[Model NES-DS-USA]

- TRIVIA -

AD&D DragonStrike was released in July 1992 in North America. The game was designed and developed by Westwood Associates.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54867&o=2

$end


$snes=eyebehol,
$bio

Advanced Dungeons & Dragons - Eye of the Beholder (c) 1994 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62696&o=2

$end


$snes=eyebeholj,
$bio

Advanced Dungeons & Dragons - Eye of the Beholder (c) 1994 Capcom Company, Limited.

- TECHNICAL -

[Model SHVC-IB]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61010&o=2

$end


$sms=herolanc,
$bio

Advanced Dungeons & Dragons - Heroes of the Lance (c) 1991 US Gold.

- TECHNICAL -

[Model 29003-50]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55915&o=2

$end


$nes=herolanc,herolancp,
$bio

Advanced Dungeons & Dragons - Heroes of the Lance (c) 1991 FCI

- TECHNICAL -

[Model NES-LQ-USA]

- TRIVIA -

AD&D Heroes of the Lance was released in January 1991 in North America. It was developed by US Gold and Strategic Simulations, Inc.

Exported two months later in Japan as "Advanced Dungeons & Dragons - Heroes of the Lance [Model PNF-LQ]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54868&o=2

$end


$nes=herolancj,
$bio

Advanced Dungeons & Dragons - Heroes of the Lance (c) 1991 Pony Canyon, Incorporated.

Export version. For more information about the game, please see the original North American version; "Advanced Dungeons & Dragons - Heroes of the Lance [Model NES-LQ-USA]".

- TECHNICAL -

[Model PNF-LQ]

- TRIVIA -

AD&Dragons Heroes of the Lance was released on March 08, 1991 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53809&o=2

$end


$nes=hillsfar,
$bio

Advanced Dungeons & Dragons - Hillsfar (c) 1993 FCI.

Export version. For more information about the game itself, please see the original Famicom version entry; "Advanced Dungeons & Dragons - Hillsfar [Model PNF-QQ]".

- TECHNICAL -

[Model NES-QQ-USA]

- TRIVIA -

AD&D Hillsfar for NES was released in February 1993 in North America, two years after the original Japanese version.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54869&o=2

$end


$nes=hillsfarj,
$bio

Advanced Dungeons & Dragons - Hillsfar (c) 1991 Pony Canyon, Incorporated.

- TECHNICAL -

[Model PNF-QQ]

- TRIVIA -

AD&D Hillsfar for Famicom was released on March 21, 1991 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53810&o=2

$end


$nes=poolrad,
$bio

Advanced Dungeons & Dragons - Pool of Radiance (c) 1992 FCI.

Export version. For more information about the game, please see the original Japanese version entry; "Advanced Dungeons & Dragons - Pool of Radiance [Model PNF-QA]"

- TECHNICAL -

[Model NES-QA-USA]

- TRIVIA -

ADD&D Pool of Radiance was released on April 1992 in North America.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54870&o=2

$end


$nes=poolradj,
$bio

Advanced Dungeons & Dragons - Pool of Radiance (c) 1991 Pony Canyon, Incorporated.

- TECHNICAL -

[Model PNF-QA]

- TRIVIA -

Pool of Radiance for Famicom was released on June 28, 1991 in Japan.

Later exported to North America as "Advanced Dungeons & Dragons - Pool of Radiance [Model NES-QA-USA]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53811&o=2

$end


$aquarius=addtot,
$bio

Advanced Dungeons & Dragons - Treasure of Tarmin (c) 1982 Mattel Electronics.

- TECHNICAL -

[Model 4023]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49825&o=2

$end


$intv=addtot,
$bio

Advanced Dungeons & Dragons - Treasure of Tarmin (c) 1983 Mattel Electronics.

ALONE in a deep web of endless rooms and corridors... you move on with a bow, a quiver of arrows, a sack of flour, and an empty pack toward DEEPER PATHWAYS...beyond which the TARMIN TREASURE can be found. Yet you know the DEVOURING MINOTAUR awaits you... at the end of your quest. You proceed cautiously through ILLOMENED GATES and LADDERS and even HIDDEN DOORS. You bump into all kinds of combat and spiritual objects, some of which give you STRANGE POWERS when collected and then used. Your pack can only contain up to 6 objects, your hand 2 -- but they can be swapped around and used in the best possible ways. So it's up to you to OUTSMART the EVIL FORCES... and GRAB the LOOT!

- TECHNICAL -

Cartridge No. 5300

CONTROLS:
KEYPAD 1: Pick Up/Drop
KEYPAD 2: Swap Hands
KEYPAD 3: Rotate Pack
KEYPAD 4: Open
KEYPAD 5: Use
KEYPAD 6: Swap Pack
KEYPAD 7: Attack
KEYPAD 8: Rest
KEYPAD 9: Use Ladder
CLEAR: Glance Left
KEYPAD 0: Retreat/Retrace
ENTER: Glance Right

UPPER SIDE ACTION KEYS: Castle Map
LOWER LEFT SIDE ACTION KEY: Count Food
LOWER RIGHT SIDE ACTION KEY: Count Arrows

DISC: Move Forward/Turn Left/Turn Right

- TRIVIA -

The working title was 'Minotaur'.

AD&D Treasure of Tarmin was in production at APh since 1981. At the beginning, APh hoped to do two versions: an Intellivision cartridge, and an enhanced version for the original Keyboard Component, featuring synchronized voices. The Keyboard version was never started.

- STAFF -

Programming: Tom Loughry

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60850&o=2

$end


$intv=add,
$bio

Advanced Dungeons & Dragons (c) 1982 Mattel Electronics.

You control a 3-man expedition of adventurers.

Your object is to acquire the two halves of the ancient Crown of Kings, hidden deep within the caverns of the legendary Cloudy Mountain. To reach the treasure you must cross a hostile land. The obstacles are numerous. Your resources are courage, cunning and three arrows. The rest you must find and fight to obtain. If you survive the wasteland and the creatures of the caves, you will have traveled out of danger into even greater peril. For each half of the Crown of Kings is guarded by terror - the Winged Dragons keep their endless watch.

- TECHNICAL -

Cartridge No. 3410

CONTROLS USED IN STRATEGY MAP
Move Expedition Up: [2]
Move Expedition Down: [8]
Move Expedition Left: [4]
Move Expedition Right: [6]
Move Expedition Diagonally: [1], [3], [7], [9]
Check Number of Arrows: [0]

CONTROLS USED IN CAVES
Shoot Arrow Up: [2]
Shoot Arrow Down: [8]
Shoot Arrow Left: [4]
Shoot Arrow Right: [6]
Shoot Arrow Diagonally: [2], [3], [7], [9]
Run (in direction pressed on disc): Lower Action Keys
Pick Up Object: [CLEAR]
Count Arrows: [0]
Exit Mountain: [ENTER]
Walk: DISC

- TRIVIA -

The working title was 'Adventure'.

Because of its complexity, this was the first cartridge to go over the 4K size limit; it was allocated a whopping 6K.

- TIPS AND TRICKS -

* Start with an Easy game, until you learn the characteristics of different monster types. Learn which sight and sound clues go with which monsters.

* Approach all the accessible black mountains, before entering any of them, to find out which tools are in which mountains.

* After entering your first cave system, look for arrows before taking on any of the really nasty monsters. 3 arrows do not last long against dragons and snakes.

* Move slowly in the caves and LISTEN. Many beasts can be heard as you approach.

* When you find a monster guarding a tool or exit, be prepared to RUN in retreat, until you reach a place where you can get off a clearshot or two.

* Practice bouncing arrows off cave walls, to learn how they ricochet. The ability to shoot around corners gives you a distinct advantage over the monsters.

* Learn to find and shoot monsters in the dark. Remember that arrows follow corridors and bounce off walls in the dark. Only by shooting dangerous monsters from a safe distance, can your warrior avoid being eaten, especially on the harder levels.

- STAFF -

Programmer: Tom Loughry

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60849&o=2

$end


$pc8801_flop=advfant,advfantb,advfanta,
$bio

Advanced Fantasian - Quest for Lost Sanctuary (c) 1988 Xtal Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91328&o=2

$end


$x1_flop=advfant,advfantd,
$bio

Advanced Fantasian - Quest for Lost Sanctuary (c) 1989 Xtal Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85913&o=2

$end


$amigaocs_flop=advfruit,
$bio

Advanced Fruit Machine Simulator (c) 1991 Codemasters Software Company, Limited., The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73372&o=2

$end


$pc98=alordmon,
$bio

Advanced Lord Monarch (c) 1991 Nihon Falcom.

- TRIVIA -

Released on November 29, 1991 in Japan. Retail price: 9800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88856&o=2

$end


$cpc_flop=advanpin_t1,advanpin_t1a,
$bio

Advanced Pinball Simulator (c) 1988 Campbell [Nicholas Campbell].

Trained by Nicholas Campbell. For more information about the game itself, please see the original version entry.

- TECHNICAL -

[Floppy Disk] Launch with RUN"ADVANPIN

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64085&o=2

$end


$cpc_cass=advanpin,
$bio

Advanced Pinball Simulator (c) 1988 Codemasters Software.

- TECHNICAL -

Cassette ID: [Model 3090]

- STAFF -

Program: The Oliver TWINS
Graphics: Neil ADAMSON
Music: Jon Paul ELDRIDGE

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48715&o=2

$end


$pc98=advpowd2,
$bio

Advanced Power Dolls 2 (c) 1996 Kogado Software Products.

- TECHNICAL -

Floppy Disk x9

- TRIVIA -

Released on February 23, 1996 in Japan. Retail price: 9000 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88857&o=2

$end


$pc98=advpowd2pd,
$bio

Advanced Power Dolls 2 - Premium Disk (c) 1995 Kogado Studio [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88858&o=2

$end


$x68k_flop=rumikqz,
$bio

Advanced Ruumik Quiz (c) 1990 Master Piece

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87024&o=2

$end


$x68k_flop=rumikqz2,
$bio

Advanced Ruumik Quiz 2 (c) 199? Master Piece

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87025&o=2

$end


$amigaocs_flop=advski,advski1,
$bio

Advanced Ski Simulator (c) 1989 Codemasters Software Company, Limited., The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73373&o=2

$end


$psx=avg2,
$bio

Advanced V.G. 2 (c) 1998 TGL.

- TECHNICAL -

Game ID: SLPS-01318

- TRIVIA -

Released on September 23, 1998 in Japan.

Re-Editions:
[JP] "Advanced V.G. 2 [Model SLPM-87226]" (SuperLite 1500 Series, 2003)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84833&o=2

$end


$pcecd=avgeo,
$bio

Advanced V.G. (c) 1994 TGL.

Advance Variable Geo is a one-on-one fighting game by TGL (Technical Group Laboratory) and only features powerful and cheerful cute girl fighters. The player can pick a fighter from an impressive list of nine: Yuka Takeuchi a waitress and heroine of the game, Chiho Masuda a Ninja-girl, Manami Kusunoki a weird and cute girl with cat-gloves, Jun Kubota, Satomi Yajima, Ayako Yuki, Elirin, Kaori Yanase and Reimi Jahana. Like many traditional fighting games, Advance Variable Geo offers two single play modes : 'Normal' where the player can train against any fighter and 'Story mode' where only Yuka is playable - without forgetting the obligatory two-player versus mode. The story of the game is quite unusual - waitresses from different restaurants fight in large tournaments using powerful super-attacks and special fighting techniques. Controls are similar to the ones found in ultra-popular games such as Capcom's excellent Street Fighter : Low/Hi kick, Low/Hi punch and each fighter has her own set of special moves. It is strongly recommended to play Advance Variable Geo with a 6-Buttons controller.

- TECHNICAL -

Game ID: GLCD4001

- TRIVIA -

Advanced Variable Geo (Advanced V.G.) was released on July 22, 19994 in Japan for 8800 Yen.

Reviews:
[FR] September 1994, Consoles + N.35: 88%

Variable Geo was first released in 1993 for the NEC PC-9801.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58101&o=2

$end


$saturn,sat_cart=advanced,
$bio

Advanced V.G. (c) 1997 TGL [Technical Group Laboratory]

- TECHNICAL -

Model T-32501G

- TRIVIA -

Advanced V.G. was released on March 14, 1997 in Japan.

V.G. stands for Variable Geo.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58888&o=2

$end


$psx=avg,
$bio

Advanced Variable Geo [Model SLPM-00208] (c) 1996 TGL [Technical Group Laboratory] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84834&o=2

$end


$info=uvcfr,uvcg,uvcsp,
$bio

Advanced Voice Chess Challenger (c) 1980 Fidelity Electronics.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103453&o=2

$end


$saturn,sat_cart=aww,
$bio

Advanced World War Sennen Teikoku no Koubou - Last of the Millennium [Model GS-9087] (c) 1997 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58889&o=2

$end


$amigaocs_flop=advtenn,
$bio

Advantage Tennis (c) 1991 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73374&o=2

$end


$pc8801_flop=advedit,
$bio

Advedit (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91329&o=2

$end


$msx1_cart=advenchu,
$bio

Adven' Chuta! [Model MM-6] (c) 1983 MIA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76540&o=2

$end


$bbca_cass,bbcb_cass=adventur,
$bio

Adventure (c) 1983 Micro Power

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51450&o=2

$end


$pc8801_flop=advent1,
$bio

Adventure 1 (c) 19?? ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91330&o=2

$end


$bbca_cass,bbcb_cass=adv1,
$bio

Adventure 1 - AdventureLand (c) 19?? Adventure Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51451&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=advland,
$bio

Adventure 1 - Adventureland (c) 1981 Commodore

- TECHNICAL -

Model VIC-1914

- TRIVIA -

The game's text includes the message:
Check with your favorite computer dealer for the next Adventure program: PIRATE ADVENTURE. If they don't carry ADVENTURE have them call 1-305-862-6917 today!.

- UPDATES -

Version 1/416

- STAFF -

By: Scott Adams

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83754&o=2

$end


$c64_cart,c64_flop=mspiders,
$bio

Adventure 1 - The Mutant Spiders (c) 1983 Handic Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53493&o=2

$end


$bbca_cass,bbcb_cass=adv10,
$bio

Adventure 10 - Savage Island pt.1 (c) 19?? Adventure Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51452&o=2

$end


$bbca_cass,bbcb_cass=adv11,
$bio

Adventure 11 - Savage Island pt.2 (c) 19?? Adventure Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51453&o=2

$end


$bbca_cass,bbcb_cass=adv13,
$bio

Adventure 13 - Sorceror Claymorgue Castle (c) 19?? Adventure Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51454&o=2

$end


$bbca_cass,bbcb_cass=adv2,
$bio

Adventure 2 - Pirate Adventure (c) 19?? Adventure Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51455&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=piratecv,
$bio

Adventure 2 - Pirate's Cove (c) 1981 Commodore

- TECHNICAL -

Model VIC-1915

- UPDATES -

Version 1/408

- STAFF -

By: Scott Adams

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83755&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=mission,
$bio

Adventure 3 - Mission Impossible (c) 1981 Commodore

- TECHNICAL -

Model VIC-1916

- TRIVIA -

The game was dedicated to Maegen Adams.

- UPDATES -

Version 1/306

- STAFF -

By: Scott Adams

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83756&o=2

$end


$bbca_cass,bbcb_cass=adv3,
$bio

Adventure 3 - Secret Mission (c) 19?? Adventure Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51456&o=2

$end


$c64_cart,c64_flop=4thsarc,
$bio

Adventure 3 - The Fourth Sarcophagus (c) 1983 Handic Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53494&o=2

$end


$bbca_cass,bbcb_cass=adv4,
$bio

Adventure 4 - Voodoo Castle (c) 19?? Adventure Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51457&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=voodoo,
$bio

Adventure 4 - Voodoo Castle (c) 1981 Commodore

- TECHNICAL -

Model VIC-1918

- UPDATES -

Version 1/119

- STAFF -

By: Scott Adams

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83757&o=2

$end


$bbca_cass,bbcb_cass=adv5,
$bio

Adventure 5 - The Count (c) 19?? Adventure Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51458&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=thecount,
$bio

Adventure 5 - The Count (c) 1981 Commodore

- TECHNICAL -

Model VIC-1917

- UPDATES -

Version 1/116

- STAFF -

By: Scott Adams

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83758&o=2

$end


$bbca_cass,bbcb_cass=adv6,
$bio

Adventure 6 - Strange Odyssey (c) 19?? Adventure Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51459&o=2

$end


$bbca_cass,bbcb_cass=adv7,
$bio

Adventure 7 - Mystery Funhouse (c) 19?? Adventure Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51460&o=2

$end


$bbca_cass,bbcb_cass=adv8,
$bio

Adventure 8 - Pyramid of Doom (c) 19?? Adventure Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51461&o=2

$end


$bbca_cass,bbcb_cass=adv9,
$bio

Adventure 9 - Ghost Town (c) 19?? Adventure Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51462&o=2

$end


$amigaocs_flop=adventcs,
$bio

Adventure Construction Set (c) 1986 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73375&o=2

$end


$c64_cart,c64_flop=advcrtor,
$bio

Adventure Creator (c) 1984 Spinnaker Software Corp.

- STAFF -

By: Dale Disharoon

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53495&o=2

$end


$bbca_cass,bbcb_cass=gradvcre,
$bio

Adventure Creator (c) 19?? Incentive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51463&o=2

$end


$a800=advcrtor,
$bio

Adventure Creator (c) 1984 Spinnaker Software Corp.

- TECHNICAL -

Model ADV-AT

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82759&o=2

$end


$ibm5150,ibm5150_cass=serenia,
$bio

Adventure in Serenia (c) 1982 IBM Corp.

- STAFF -

IBM Version implemented by: Jeff Stephenson (On-Line Systems)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83574&o=2

$end


$nes=advisln3,
$bio

Adventure Island 3 (c) 1992 Hudson Soft [Hudson Group].

Game story from the USA Manual:

Jeannie Jungle has been captured by aliens! She's stranded somewhere on one of eight islands and you, as the somewhat heroic Master Higgins, must find  her. But be careful - each island is guarded by an enormous creature that's very hungry!

Fortunately, you have a little help. There are five kinds of friendly dinosaurs waiting to give you a lift. They're stuck in eggs that you'll need to crack open!

Hidden eggs are scattered all over the islands. By finding and breaking them open, you might get a bonus, or even a secret way to the next island! Just don't eat the eggplant...

So hop on one of your dinosaur pals, and ride your way to Jeannie's rescue!

- TECHNICAL -

Cartridge ID: NES-AT-USA

- TRIVIA -

Adventure Island 3 was released in September 1992 in North America.

- SCORING -

* Scoring from the USA Manual: Points are earned by Eating fruit, shooting enemies, freeing dinosaurs from eggs, destroying boulders, collecting bouns items and for the remaining energy at the end of an area.

- TIPS AND TRICKS -

* Extra Lives (from the USA Manual): You are awarded an extra life for every 20,000 points you earn. 1-up's area also scattered throughout the game in hidden places, like within eggs and under boulders. You will also be awarded with a 1-up if you collect 100 pieces of fruit. You may have up to 99 extra lives!

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54871&o=2

$end


$nes=advislnd,
$bio

Adventure Island in the Pacific - Classic (c) 1992 Hudson Soft [Hudson Group].

- TECHNICAL -

[Model NES-TB-NOE]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54873&o=2

$end


$pce=advislnd,
$bio

Adventure Island (c) 1991 Hudson Soft.

Adventure Island is the conversion of Sega's popular Wonderboy - Dragon's trap. The player starts the game as a human warrior racing through the narrow corridors of a castle. But during his 'final' fight against an evil and robotic dragon, things do not really go according to plans and our hero gets transformed into... a cute and brown dragon. The whole game is built around this curse and ends up being a long and perilous quest to find the Salamander Cross, and to ultimately change our friend back into his beloved human form. But it won't be easy, and the player soon finds himself transformed into a variety of other creatures along the way (Aquatic, Lizard, Mouse, Tiger and so forth) each featuring their own set of abilities and special powers. Defeated enemies often drop little red-hearts and coins, and these can be preciously collected to purchase new armors, more powerful sword or shields inside shops scattered throughout the game. Money can also help the player acquiring new magic spells (Fireball, Tornado, Arrow, Boomerang and Thunder). Finally, a simple password system is available to save the game's progress (although the backup ram can also be used).

- TECHNICAL -

Game ID: HC91035

- TRIVIA -

Released on April 19, 1991 in Japan for 5300 Yen.

Reviews:
1990 - Consoles + HS N.2 [FR]: 87/100

- TIPS AND TRICKS -

To play as a human, enter password "M0DE FOR 0000 000".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58528&o=2

$end


$x68k_flop=advland,
$bio

Adventure Land (c) 1993 Keima

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87026&o=2

$end


$x68k_flop=advland2a,advland2,
$bio

Adventure Land 2 (c) 1994 Keima

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87027&o=2

$end


$gba=advtokyo,
$bio

Adventure of Tokyo Disney Sea [Model AGB-ADEJ-JPN] (c) 2001 Disney Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69539&o=2

$end


$bbca_cass,bbcb_cass=advquest,
$bio

Adventure Quest (c) 1983 Level 9 Computing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51464&o=2

$end


$cpc_cass=advquest,
$bio

Adventure Quest (c) 1983 Level 9 Computing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64187&o=2

$end


$pcecd=advquiz,
$bio

Adventure Quiz - Capcom World Hatena no Daibouken [Model HCD2028] (c) 1992 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58102&o=2

$end


$msx2_flop=advtsuku,
$bio

Adventure Tsukuru (c) 1988 MSX Magazine

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101455&o=2

$end


$pc98=advtsuku,
$bio

Adventure Tsukuuru 98 (c) 1992 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88859&o=2

$end


$pc98=advtsuk2,
$bio

Adventure Tsukuuru II (c) 1994 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88860&o=2

$end


$info=advision,
$bio

Adventure Vision (c) 1982 Entex Industries, Incorporated.

The Adventure Vision was a cartridge based, electronic handheld video game that was manufactured by Entex Industries in 1982.

- TECHNICAL -

It measured about 13 1/4" X 10" X 9" and used one vertical strip of 40 red LEDs and a spinning mirror to produce a screen with a 150X40 resolution drawn at 15 frames/sec.

- TRIVIA -

There were only four cartridges produced for it: "Defender [Model 6075]", "Turtles [Model 6076]", "Super Cobra [Model 6077]", "Space Force [Model 6078]".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=34763&o=2

$end


$a2600=adventure,
$bio

Adventure (c) 1978 Atari, Incorporated.

PAL release. Game developed in USA. For more information, please see the NTSC release entry; "Adventure [Model CX2613]".

- TECHNICAL -

Model CX2613P

- PORTS -

* Consoles : 
Microsoft XBOX [EU] (November 26, 2004) "Atari Anthology" 
Sony PlayStation 2 [EU] (February 18, 2005) "Atari Anthology [Model SLES-53061]" 

* Handhelds : 
Nintendo DS [EU] (February 24, 2011) "Atari Greatest Hits Vol.1 [Model NTR-BR6P-EUR]"

* Computers : 
PC [MS Windows, CD-ROM] [EU] (June 10, 2005) "Atari - 80 Classic Games in One! [Replay]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58677&o=2

$end


$a2600=adventur,
$bio

Adventure (c) 1978 Atari, Incorporated.

An evil magician has stolen the Enchanted Chalice and has hidden it somewhere in the Kingdom. The object of the game is to rescue the Enchanted Chalice and place it inside the Golden Castle where it belongs.

This is no easy task, as the Evil Magician has created three Dragons to hinder you in your quest for the Golden Chalice. There is Yorgie, the Yellow Dragon, who is just plain mean; there is Grundle, the Green Dragon, who is mean and ferocious; and there is Rhindle, the Red Dragon, who is the most ferocious of all. Rhindle is also the fastest Dragon and is the most difficult to outmaneuver.

There are three castles in the Kingdom; the White Castle, the Black Castle, and the Golden Castle. Each castle has a Gate over the entrance. The Gate can be opened with the corresponding colored Key. Inside each Castle are rooms(or dungeons, depending at which Skill Level you are playing).

The Castles are separated by rooms, pathways, and labyrinths. Common to all the Skill Levels is the Blue Labyrinth through which you must find your way to the Black Castle. Skill Levels 2 and 3 have a more complicated Kingdom.

- TECHNICAL -

Cartridge ID: CX2613

- TRIVIA -

There is a hidden room with the words 'Created by Warren Robinett' written vertically down the screen. This is thought to be the first easter egg ever inserted into a game.

Export releases:
PAL "Adventure [Model CX2613P]"

- TIPS AND TRICKS -

* Walk over title screen: Start game play, then press Select to view the game selection screen, with the game number displayed in the center. Press Down to have your character appear and move over this screen.

* Slow end music: Press Select immediately after ending the game to hear the ending music played very slowly.

- STAFF -

Programmer: Warren Robinett

- PORTS -

* Consoles : 
Microsoft XBOX [US] (November 16, 2004) "Atari Anthology [Model 26084]" 
Sony PlayStation 2 [US] (November 22, 2004) "Atari Anthology [Model SLUS-21076]" 
Microsoft XBOX [JP] (August 4, 2005) "Atari Anthology [Model B7X-00001]" 

* Handhelds : 
Nintendo DS [US] (November 2, 2010) "Atari Greatest Hits Vol.1 [Model NTR-BR6E-USA]" 

* Computers : 
PC [MS Windows, CD-ROM] [US] (November 11, 2003) "Atari - 80 Classic Games in One! [Model 25069J]" 

* Others : 
Atari 10 in 1 TV Game [US] (2002) by Jakk's Pacific 
Atari Flashback [US] (2004) 
Atari Flashback 2 [US] (2005) 
Atari Flashback 2+ [US] (February 22, 2010) 
Atari Flashback 3 [US] (September 16, 2011) by AtGames 
Atari Flashback 4 [US] (November 13, 2012) by AtGames 
Atari Flashback 5 [US] (October 1, 2014) by AtGames

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50011&o=2

$end


$ti99_cart=advent,
$bio

Adventure [Model PHM 3041] (c) 1981 Adams [Scott Adams]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84500&o=2

$end


$pc98=advland,advlanda,
$bio

Adventureland (c) 1984 Starcraft.

- TRIVIA -

Released in July 1984 in Japan. Retail price: 7800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88861&o=2

$end


$pc8801_flop=advland,
$bio

Adventureland (c) 1984 Starcraft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91331&o=2

$end


$pico=jackjill,
$bio

Adventures in Letterland with Jack & Jill [Model T-182021-00] (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75623&o=2

$end


$nes=dinoriki,
$bio

Adventures of DinoRiki (c) 1989 Hudson Soft [Hudson Group].

North American release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Shin Jinrui - The New Type [Model RES-SG]".

Text from this version:
In prehistoric times, where ancient dinosaur creatures ruled, the adventures of Dino-Riki began. A courageous and intelligent young man, Dino-Riki, is determined to establish mankind's future in this violent age. Dino-Riki must explore and fight his way through deserts filled with quicksand, sinking lotus swamps, dark caverns and deep canyons. As Dino-Riki begins his adventure, he is armed with a shooting weapon that will change and progress from rocks to axes, from axes to boomerangs, from boomerangs to fiery torches, by collecting . There are many hidden items that will help Dino-Riki to increase his strength , life , fly like an eagle , one that will change Dino-Riki to Macho-Riki, the ancient warrior, and many more. Dino-Riki will need all the ancient knowledge and items he can find before facing the dinosaur bosses: Tyrannosaurus, Pteranodon, Monster Fly and Giant Cobra.

- TECHNICAL -

Game ID: NES-SG-USA

- TRIVIA -

Adventures of DinoRiki was released in September 1989 in North America.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54874&o=2

$end


$nes=lolo2,
$bio

Adventures of Lolo 2 (c) 1991 HAL Laboratory, Incorporated.

- TECHNICAL -

[Model NES-A4-EEC]

- TRIVIA -

Adventures of Lolo 2 was released on February 21, 1991 in Europe.

Reviews:
[FR] June 1992 - Joypad N.9: 84/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=19621&o=2

$end


$nes=lolo2u,
$bio

Adventures of Lolo 2 (c) 1990 HAL America, Inc.

* Our hero Lolo has charmed and enchanted puzzle-loving game players around the world with his unfailing courage and plucky persistence - and now he's off for his second quest! * Join forces with Lolo and his faithful sidekick Lala for another journey full of puzzles and pitfalls. * The whole crew is back - Snakey, Leeper, Medusa, Gol, Don Medusa, Rocky, and of course our favorite, Alma. * Improved graphics, increased difficulty, and a few new tricks and techniques will keep you guessing through every fun-filled moment. * A game for mental giants of all ages!

- TECHNICAL -

Cartridge ID: NES-A4-USA

- TRIVIA -

Adventures of Lolo 2 was released in March 1990 in North America.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54876&o=2

$end


$nes=lolo3,
$bio

Adventures of Lolo 3 (c) 1992 HAL Laboratory, Inc.

- TECHNICAL -

Model NES-QL-ESP

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83386&o=2

$end


$nes=lolo3u,
$bio

Adventures of Lolo 3 (c) 1991 HAL America.

- TECHNICAL -

Game ID: NES-QL-USA

- TRIVIA -

Released in September 1991 in USA.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54877&o=2

$end


$nes=lolo2j,
$bio

Adventures of Lolo II (c) 1990 HAL Laboratory, Incorporated.

- TECHNICAL -

[Model HAL-QL]

- TRIVIA -

Adventures of Lolo II was released on December 26, 1990 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53813&o=2

$end


$gameboy=lolo,
$bio

Adventures of Lolo (c) 1995 Nintendo Company, Limited.

- TECHNICAL -

Game ID: DMG-LO-EUR

- STAFF -

Executive Producer: Satoru Iwata
Graphic Designer: Seiji Maruyama, Satoshi Ohno
Producer: Akihiro Saito
Programmer: Toshimasa Kawawa, Mamoru Watanabe
Director: Yuki Denda
Music Composer: Manami Matsumae
Sound Effects: Manami Matsumae
Software Manager: Shigeo Takei, Ayao Nohechi
Cooperator: Mika Nakamura, Makoto Kanai, Tetsuya Notoya

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65525&o=2

$end


$nes=loloj,
$bio

Adventures of Lolo (c) 1990 HAL Laboratory.

Japanese release. Game developed in USA. For more information about the game, see the original USA release entry; "Adventures of Lolo [Model NES-AV-USA]".

- TECHNICAL -

[Model HAL-A4]

- TRIVIA -

Adventures of Lolo was released on January 06, 1990 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53812&o=2

$end


$nes=lolo,
$bio

Adventures of Lolo (c) 1990 HAL Laboratory

European release. Game developed in USA. For more information, see the original USA release entry; "Adventures of Lolo [Model NES-AV-USA]".

- TECHNICAL -

Game ID: NES-AV-EEC

- TRIVIA -

Adventures of Lolo was released on December 28, 1990 in Europe.

Reviews:
[FR] Player One (Nov. 1990): 89/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55841&o=2

$end


$nes=lolou,
$bio

Adventures of Lolo (c) 1989 HAL America, Incorporated.

Prince Lolo of Gentryland visited Eden, a country of love and peace, and enjoyed many pleasant days with Princess Lala of Eden. But one day, Egger, the King of Darkness, who had an evil plot to conquer Eden, spirited the Princess away before Lolo's eyes.
After a long and difficult journey, Lolo has come to the evil Castle of the Labyrinth. The castle is guarded by an army of evil monsters led by Egger, the King of Darkness.
Can Lolo solve the seemingly endless series of mazes and save Lala? Lolo is not gifted with strength or agility, but has great courage and patience. Now the battle of wits begins. Good luck, Lolo!

- TECHNICAL -

Cartridge ID: NES-AV-USA

- TRIVIA -

Adventures of Lolo was released in April 1989 in North America.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54875&o=2

$end


$nes=tomsawyr,
$bio

Adventures of Tom Sawyer (c) 1989 Seta Company, Limited.

The story from the USA Manual:
In a one room schoolhouse on the banks of the Mississippi River, a boy is daydreaming in class. This little adventurer is Tom Sawyer, the star of the game. Tom's weekend exploits with his friend Huckleberry are world-famous.

Even today as he naps, he's dreaming of a super adventure down the Mississippi river on his log raft. As he sleeps, he begins the adventure by running through an abandoned pirate ship. After defeating the pirates and octopus monster, Tom reaches the river. Every step of his journey is filled with danger. Evil ultimate enemies and their helpers try to prevent Tom from reaching his goal - saving Becky Thatcher. Can Tom defeat the greatest enemy Injun Joe and save Becky? Their Fate is in your hands!

- TECHNICAL -

Cartridge ID: NES-YB-USA

- TRIVIA -

Adventures of Tom Sawyer was released in August 1989 in North America.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54878&o=2

$end


$a2600=advtron,
$bio

Adventures of Tron (c) 1983 Mattel Electronics

- TECHNICAL -

[Model 4317]

- TIPS AND TRICKS -

Hold SELECT down and turn the game on, or press SELECT and START together (when the game is on) to reveal the programmers’ names: Hal Finney & G. Hightower

- STAFF -

Programmers: Hal Finney, Gleen Hightower

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50012&o=2

$end


$snes=yogibearu,
$bio

Adventures of Yogi Bear (c) 1994 CyberSoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62697&o=2

$end


$a2600=advgx12,
$bio

Adventures on GX-12 (c) 1989 Telegames

- TECHNICAL -

[Model 4317 A009]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50013&o=2

$end


$bbca_cass,bbcb_cass=advxanad,
$bio

Adventurescape - Lost in Xanadu (c) 19?? AB

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51465&o=2

$end


$pc98=aegeank,
$bio

エーゲ海の雫 16色版 (c) 1995 Illusion Core
(Aegean Kai no Shizuku 16 Shoku Ban)

- TECHNICAL -

Floppy Disk x8

- TRIVIA -

Released on December 15, 1995 in Japan. Retail price: 9800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88862&o=2

$end


$c64_cart,c64_flop=aegeanv,
$bio

Aegean Voyage (c) 1984 Spinnaker Software Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53496&o=2

$end


$pico=aendiwa,
$bio

Aendiwa Billieui Suhaktamheom (c) 1997 Samsung.

- TECHNICAL -

Game ID: T-102221-08]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96304&o=2

$end


$gamegear=aerialas,
$bio

Aerial Assault (c) 1992 Sega Enterprises, Limited.

European release.

Description from the European back cover:

Your enemy is the deadly NAC terrorist organization! Fly past their defenses, destroy their craft and face their ultimate weapon!

Dein Feind ist die tödliche Terroristenorganization NAC! Fliege durch ihre Verteidigung, zerstöre ihre Fahrzeuge und stelle Dich der ultimativen Waffe!

Votre ennemi est la meurtrière organisation terroriste NAC! Volez à travers leurs défenses, détruisez leurs appareils et affrontez leur ultime arme!

Tu enemigo es la mortífera organización terrorista NAC. Vuela eludiendo sus defensas, destruye sus navey y enfréntate a su arma más poderosa.

Il tuo nemico è la tremenda organizzazione terroristica NAC! Vola al di là delle sue difese, distruggi i loro aerei e affronta la loro arma finale!

Din motståndara är den dödliga terristorganisationen NAC! Flyg igenom deras försvar, slå ut deras plan och utmanda det dlutgiltiga vapnet!

Jouw grote vijanden zijn de NAC terroristen. Vlieg door hun verdediging, vernietig de voertuigen en versla hun beste wapen!

Vihollisiat ovat vaarallisen NAC-terroristiorganisaation jäsenet! Lennä heidän puolustuslinjojen yli, tuhoa heidän alukset ja kohtaa lopulta heidän luomansa äärimmäisen vaarallinen ase!

- TECHNICAL -

Cartridge ID: 670-2095-50
Game ID: 2320 ?

- TRIVIA -

Reviews:
[FR] July/August 1992 - Consoles + N.11 [FR]: 78/100
[FR] August 1992 - Joypad N.11: 45/100

Average note: 61.5/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64444&o=2

$end


$sms=aerialas,aerialasu,
$bio

Aerial Assault (c) 1990 Sega Enterprises, Limited.

- TECHNICAL -

[Model 7041]

- TRIVIA -

European reviews:
[FR] Player One (Oct. 1990): 85/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55916&o=2

$end


$gamegear=aerialasj,
$bio

Aerial Assaul (c) 1992 Sega Enterprises, Limited.

- TECHNICAL -

Game ID: G-3219 (671-2159)

- TRIVIA -

Released on June 05, 1992 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64443&o=2

$end


$info=tvablast,
$bio

Aero Blasters (c) 1990 TOURVision.

Spanish bootleg.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84986&o=2

$end


$megadriv=aeroblst,
$bio

Aero Blasters - Trouble Specialty Raid Unit (c) 1991 Kaneko Company, Limited.

- TECHNICAL -

Game ID: T-33013

- TRIVIA -

The Mega Drive version featured more detailed and larger sprites and backgrounds than PC-Engine version.

- STAFF -

Software: K. Matsumoto, Minoru Yoshida (M. Yoshida)
Graphics: Hiroshi Yokoyama (H. Yokoyama), Masayuki Taguchi (M. Taguchi)
Music Compose: Tatsuya Watanabe
Sound Operate: Kunio Komatsu (K. Komatsu), Tsutomu Ōkuma (T. Ohkuma)
Test Game: Inter State Staff
Special Thanks: Kaneko Arcade Staff
Total Coordinate: Y. Hojo
General Producer: Akihiko Utō (A. Uto)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56310&o=2

$end


$pce=aeroblst,
$bio

Aero Blasters (c) 1990 Hudson Soft.

Aero Blasters is a horizontal shooter by Hudson Soft, and conversion of Kaneko's coin-op Air Buster originally released in 1990. The fighter ship comes equipped with a standard vulcan-gun and numerous secondary weapons can be equipped throughout the game, such as Side Shots, Missiles, six-way shots, backward shots and so forth. These power-ups are kept inside flying pods that throw their content around the screen when destroyed - although most of them equip a different secondary weapon, flashing power icons upgrade the power of the Vulcan-gun. Interestingly, one of the secondary weapon comes in the shape of 'paddles' that can protect the ship against collisions which is especially useful in the second stage, and its high-speed chase through narrow corridors. Finally, the player can also charge up a quick blast of energy that briefly damage all the enemies on the screen The game consist of six long levels, from a Seaside front and its huge futuristic city (which doesn't last very long), to a gigantic space station floating in space where the player ends up dodging enemy bullets in zero gravity. Aero Blasters also features a two-player simultaneous mode.

- TECHNICAL -

[Model HC90038]

- TRIVIA -

Aero Blasters for PC-Engine was released on November 02, 1990 fr 6500 Yen.

Export releases:
[US] "Aero Blasters [Model TGX040051]"

- STAFF -

Program: Tsuyoshi Koyama
Design: Keisuke Matsuoka, Saeki Kenichi, Naoto Obana, Hiroshi Yokoyama, Masako Yukumoto
Sound: Tatsuya Watanabe, Tsutomu Ookuma
Management: Akihiko Utou
Arcade Advisor: Satoshi Igarashi, Hisanori Takeuchi
Technical Advisor: Ueyamasan, Kadowakisan
Special Thanks: Osaaki Satou, Kunio Komatsu, Takashi Yamashita, Takashi Sugimoto, Minoru Yoshida

Presented By Hudson Soft, Inter State, Kaneko

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49054&o=2

$end


$tg16=aeroblst,
$bio

Aero Blasters (c) 1990 Hudson Soft.

North Aerican release. Game developed in Japan. For more information about the game, see the original Japanes release entry; "Aero Blasters [Model HC90038]".

Teaser text from the US version:
It's Blaster time! An invincible force of half-alien, half machine robo-monsters, the Mega Load Masters, has blown our armies into the ozone. But now you have Aero Blaster and the firepower to fight back! Smoke the invaders back into space. Then counter-attack over enemy terrain where battles rage at uncanny speeds and treacherous angles. Nail'em with your mighty Blaster Flash. Hit'em with everything you've got in this extra-terrestrial firefight over the fate of humanity!

Game Story from the US version:
The year is 2040 AD, and the peaceful planet Earth is facing a tremendous crisis. A group calling themselves the "Mega Load Masters" had unexpectedly launched an invasion. Through scientific advances, the M.L.M. had figures out a was to fortify their bodies with inorganic mechanisms. It was this super power which enabled them to destroy all of the nations' armies. Now they threaten to obliterate all organic life forms on the planet's surface...
But one man, Charles K. Takeda, has not given up hope.
As if he had known this day was coming, Takeda and a few of his friends had moved to a secluded insland in the Atlantic Ocean. Bringing with them only a few necessities, their mission was to develop one of Takeda's greatest inventions, the "Blaster System". This Blaster System would enable its pilot to freely manipulate the building blocks of matter by amplifying the distinctive brain waves humans generate. This would make it possible for humans to transcend reality by transforming matter and destroying space.
At present, two super machines, Blaster 1 and Blaster 2, have been completedand fitted with Blaster Systems. Takeda's son and daughter, Mike and Holly, have been specially trained to fly the Blaster Machines. Their mission is to defeat the M.L.M and to ultimately assist their father in building the ultimate aircraft carrier, "Blaster Base."
The struggle is about to begin.
The two machines blast off, propelled by hopes and dreams, seeking peace through the avenue of war...

- TECHNICAL -

Model TGX040051

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=78731&o=2

$end


$info=aerofgt,aerofgtb,aerofgtc,aerfboot,aerfboo2,
$bio

Aero Fighters (c) 1992 Video System.

Export release. Game developed in Japan. See original "Sonic Wings" entry for more information about the game itself.

- TRIVIA -

Kelly Flewin holds the official record for this game with 224,500 points on August 12, 2006

- SERIES -

1. Aero Fighters (1992, Arcade)
2. Aero Fighters 2 (1994, Arcade)
3. Aero Fighters 3 (1995, Arcade)
4. Sonic Wings Limited (1996, Arcade)
5. Aero Fighters Assault (1997, Nintendo 64)

- PORTS -

* Consoles :
[US] Super Nintendo (1994) "Aero Fighters [Model SNS-AERE-USA]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=35&o=2

$end


$info=aerofgts,
$bio

Aero Fighters Special (c) 1996 Video System.

Taiwanese version of "Sonic Wings Limited".

- TRIVIA -

Released in July 1996.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=27652&o=2

$end


$snes=aerofgt,
$bio

Aero Fighters  (c) 1994 Mc O'River

North American release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Sonic Wings [Model SHVC-HW]".

- TECHNICAL -

Cartridge ID: SNS-AERE-USA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62698&o=2

$end


$gameboy=aerostarj,
$bio

Aero Star (c) 1991 Vic Tokai.

- TECHNICAL -

Game ID: DMG-AEA

- TRIVIA -

Released on June 28, 1991 in Japan.

- STAFF -

Director: Kazuaki Kinoshita
BG Designer: Minako Sahara
Obj Designer: Kazuaki Kinoshita
Main Program: Hiroshi Sato
Sound Program: Hiromitsu Shioya
Sound: Dota Ando

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65526&o=2

$end


$megadriv=aero,aerop,
$bio

Aero the Acro-Bat (c) 1993 Sunsoft

European release. Game developed in USA. See the US release "Aero the Acro-Bat [Model T-15056]" for more information.

- TRIVIA -

Reviews:
[FR] September 1994, Consoles + N.35: 90%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56311&o=2

$end


$gba=aerou,
$bio

Aero the Acro-Bat - Rascal Rival Revenge (c) 2002 Metro 3D, Incorporated.

- TECHNICAL -

Game ID: AGB-AAOE-USA

- TIPS AND TRICKS -

Harder + Mode: Successfully complete the game. You will see Circus Act 1+ next to your file. This is a harder version of the game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69541&o=2

$end


$gba=aero,aerop,
$bio

Aero the Acro-Bat - Rascal Rival Revenge [Model AGB-AAOP] (c) 2002 Metro 3D, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69540&o=2

$end


$megadriv=aero2,
$bio

Aero the Acro-Bat 2 (c) 1994 Sunsoft.

European release. Game developed in USA. See the US release "Aero the Acro-Bat 2 [Model T-15166]" for more information about the game.

- TECHNICAL -

Barcode: 0 20763 11511 7

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56312&o=2

$end


$snes=aero2u,
$bio

Aero the Acro-Bat 2 (c) 1994 Sunsoft

- TECHNICAL -

Game ID: SNS-AE2E-USA

- TRIVIA -

Released in November 1994 in USA. 7 months after the genesis version release.

- STAFF -

Created and Produced by: David Siller
Directed by: Nigel Cook, Carl Wade
Design by: Nigel Cook
Team Leader: Carl Wade
Programmer: Richard Cowie, Carl Wade
Additional Programming: Iguana UK
Project Manager: Jay Moon
Creative Director: Nigel Cook
Art Director: Matt Stubbington
Technical Director: Craig Galley
Executive Producer: Jeff Spangenberg
Lead Artists: Jonathan Casco, Michael McCallion
Artists: Adrian Ludley, Gregg Hargrove, Patrick Thomas, Adam McCarthy
Additional Art: William B. Yeatts, Matt Stubbington
Music Coordinators: Jay Moon, Darrin Stubbington
Music and Sound Effects: Fox Productions
Sunsoft Art Director: Mario Zavala
Technical Manager: Al Artus
Consumer Product Manager: Steve Gehrke
Marketing Director: Karen Shadley
Chairman: Masami Maeda
Vice Chairman: Tad Shimamoto
Director Sunsoft Japan: Kiharu Yoshida
International Coordinator: Kenji Yoshioka
Game Test Manager: Sam Patel
Game Testing: Mike Spangenberg, Steve Rizor, Daniel Rizor, Ryan Siller, Matthew Ross, Dan MacArthur, Steve Gehrke, René Boutin, Justin Siller
Game Manual: Alison Quirion
Executive Assistant: Nanette Hyssong
Customer Service and Credit: Kazuko Harman, June Eckert, Julie Williams, Jamie Jorgenson, Erin Berry, Connie Perez, Jaupale Laster
Sunsoft Thanks To: Bruce Reilly, Cathy Juby, Toko Okano, Darin Horgan, John Davis, Karen Lillie, Sherry Ross, Akito Takeuchi, Kazuaki Gotō, Masato Kawai
Very Special Thanks: Debra Siller
In Memory Of: Ayrton Senna
Iguana Thanks To: Stephen Broumley, Pete Suarez, Beth Spangenberg, Tammy Mullins, Jane Notgrass, John Lowe, Marcie D. Beck, Kylie Minogue

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62702&o=2

$end


$snes=aero2,
$bio

Aero the Acro-Bat 2 [Model SNSP-AE2P-FAH] (c) 1994 Sunsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62701&o=2

$end


$megadriv=aero2u,
$bio

Aero the Acro-Bat 2 (c) 1994 Sunsoft.

- TECHNICAL -

Game ID: T-15166

- TRIVIA -

Released in April 1994 in USA.

The release of this game was dedicated to famed Brazilian racer Ayrton Senna who died in a car crash during a Grand Prix.

- STAFF -

Created by: David Siller
Produced by: David Siller
Directed by: Nigel Cook, Carl Wade
Design by: Nigel Cook
Team Leader: Carl Wade
Programmers: Carl Wade, Richard Cowie
Additional Programming: Iguana UK
Project Manager: Jay Moon
Creative Director: Nigel Cook
Art Director: Matt Stubbington
Technical Director: Craig Galley
Executive Producer: Jeff Spangenberg
Lead Artists: Jonathan Casco, Michael McCallion
Artists: Adrian Ludley, Gregg Hargrove, Patrick Thomas, Adam McCarthy
Additional Art: William B. Yeatts, Matt Stubbington
Music Coordinators: Jay Moon, Darrin Stubbington
Music and Sound Effects: Fox Productions
Sunsoft Art Director: Mario Zavala
Technical Manager: Al Artus
Consumer Product Manager: Steve Gehrke
Marketing Director: Karen Shadley
Chairman: Masami Maeda
Vice Chairman: Tad Shimamoto
Director Sunsoft Japan: Kiharu Yoshida
International Coordinator: Kenji Yoshioka
Game Test Manager: Sam Patel
Game Testing: Mike Spangenberg, Steve Rizor, Daniel Rizor, Ryan Siller, Matthew Ross, Dan MacArthur, Steve Gehrke, René Boutin, Justin Siller
Game Manual: Alison Quirion
Executive Assistant: Nanette Hyssong
Customer Service and Credit: Kazuko Harman, June Eckert, Julie Williams, Jamie Jorgenson, Erin Berry, Connie Perez, Jaupale Laster
Sunsoft Thanks To: Bruce Reilly, Cathy Juby, Toko Okano, Darin Horgan, John Davis, Karen Lillie, Sherry Ross, Akito Takeuchi, Kazuaki Gotō, Masato Kawai
Very Special Thanks: Debra Siller
In Memory Of: Ayrton Senna
Iguana Thanks To: Stephen Broumley, Pete Suarez, Beth Spangenberg, Tammy Mullins, Jane Notgrass, John Lowe

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57089&o=2

$end


$snes=aerou,
$bio

Aero the Acro-Bat (c) 1993 Sunsoft

- TECHNICAL -

Game ID: SNS-XB-USA

- TRIVIA -

Released in October 1993 in USA. Two months after the Genesis version.

The SNES version used the Aero title song as level 1-1, but the Genesis version used the Saber Dance song as level 1-1 instead (which it shares with level 2-2). The SNES version also featured a level intro song which the Genesis version lacks entirely. However, the Genesis version features some music that the SNES version lacks, such as the level 4-3 theme.

The game was presented at the Famicom Spaceworld' 93 in August 1993 in Japan but was never released in Japan.

- TIPS AND TRICKS -

Level select:
-------------
Press Down, A, Down, Y, Down, A, Down, Y on the options screen. A sound will confirm correct code entry. Begin game play on the first level. Press Start to pause the game when Aero appears. Press Up, X, Down, B, Left, Y, Right, A, L, R. A sound will confirm correct code entry. After game play is resumed, press Start to pause, then press Select. Then hold R while the bonus points are calculated at the end of any level. 

Full level select menu:
-----------------------
Enable the Level select code. Press L, R, X, B, Left, Up, Right, Down, Y, A at the level select screen. Additional options will appear on the level select menu. Enter the following codes to enable the corresponding options on this menu. 

Infinite stars:
---------------
Press A, Y, L, Up, Down, R, A, Y, Right, Left at the full level select menu. The "Infinite Stars" option may now be selected. 

No enemy collision:
-------------------
Press Down, A, Y, R, Y, B, Up, L, Y, A at the full level select menu. The "No enemy collision" option may now be selected. 

Five continues:
---------------
Quickly press X, Y, B, A, X, A, B, Y, Up, L at the title picture that features Aero flying. (This is not the title screen.) A sound will confirm correct code entry. 

Nine continues:
---------------
Press X, Y, B, A, X, A, B, Y, Up, R at the title picture that features Aero flying. (This is not the title screen.) A sound will confirm correct code entry.

- STAFF -

Created and Original Design By: David Siller
Design and Layout: Nigel Cook
Additional Design: Team Aero
Aero Team Leader: Carl Wade
Aero Programmers: Richard Cowie, Carl Wade, Jeff Spangenberg, Darrin Stubbington, David Brevik, David Crummack
Aero Artists: Jonathan Casco, Adrian Ludley, Matt Stubbington, Jools Watsham
Character Design: David Siller, Justin Siller, Nigel Cook
Music and SFX By: Fox Productions
Sound Driver By: Bitmasters
Produced By: Jeff Spangenberg, Jay Moon
Executive Producer: David Siller
Directed By: Nigel Cook
Art Director: Matt Stubbington
Chairman: Masami Maeda
Vice Chairman: Tad Shimamoto
Executive Vice President Co Producer: Rita Zimmerer
Director Sunsoft Japan: Kiharu Yoshida
Co Producers: Justin Siller, René Boutin, Dan MacArthur
Technical Manager: Al Artus
Director of Marketing: Karen Shadley
Game Manual: Sam Patel
Executive Assistant: Nanette Hyssong
Game Testers: Sam Patel, David Luszcz, Darin Horgan, Matthew Ross, Jake Harman, Geoff Gillis, Steve Gehrke, Laura Luszcz, Ryan Siller, Team Iguana
Thanks To: Kazuaki Gotō, Masato Kawai, Akito Takeuchi
Customer Service: Erin Berry, June Eckert, Kazuko Harman, Jamie Jorgenson, Julie Williams
Special Thanks To: Kenji Yoshioka, Bruce Reilly, Cathy Juby, Martha Hart, Karen Lillie, Mark Luszcz, Toko Okano, Connie Perez, Sherry Ross, Wunderman , Cato Johnson, Torme Co
Very Special Thanks To: Debra Siller, Beth Spangenberg, Bo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62700&o=2

$end


$snes=aero,
$bio

Aero the Acro-Bat (c) 1993 Sunsoft

Uk PAL release.

- TECHNICAL -

Game ID: SNSP-XB-UKV

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62699&o=2

$end


$megadriv=aerou,
$bio

Aero the Acro-Bat (c) 1993 Sunsoft

Step right up to the acro-batiest show on earth! The madman industrialist Edgar Ektor has siezed control of the World of Amusement. He and a deranged cast of fairground freaks threaten the circus. The only hope for survival is the high-flying, death-defying Aero the Acro-Bat! Spine-tingling terror unfolds as Aero tackles Ektor's wicked henchmen. Bungee jump into a battle with evil! Skydive in mode 7 toward the danger below. Hang on for the ride of your life as you rise and plunge on a roaring roller coaster! Tiptoe across a terrifying tightrope! Then power drill and twist Aero right through every sinister circus enemy imaginable. And all the while, the show must go on!

- TECHNICAL -

Game ID: T-15056
Barcode: 0 20763 11306 9

- TRIVIA -

Released in August 1, 1993 in USA.

- STAFF -

Created and Original Design By: David Siller

Design and Layout by: Nigel Cook
Additional Design by: Team Aero
Aero Team Leader: Carl Wade
Aero Programmers: Carl Wade, David Brevik, Richard Cowie, Jeff Spangenberg, Darrin Stubbington, David Crummack
Aero Artists: Jonathan Casco, Adrian Ludley, Matt Stubbington, Jools Watsham
Character Designers: David Siller, Justin Siller, Nigel Cook
Music and SFX By: Fox Productions
Produced By: Jeff Spangenberg, Jay Moon
Executive Producer: David Siller
Directed By: Nigel Cook
Art Director: Matt Stubbington
Chairman: Masami Maeda
Vice Chairman: Tad Shimamoto
Executive Vice President: Rita Zimmerer
Director (Sunsoft Japan): Kiharu Yoshida
Co Producers: Rita Zimmerer, Justin Siller, René Boutin, Dan MacArthur
Technical Manager: Al Artus
Director of Marketing: Karen Shadley
Game Manual: Alison Quirion
Executive Assistant: Nanette Hyssong
Game Testers: Sam Patel, David Luszcz, Darin Horgan, Matthew Ross, Jake Harman, Geoff Gillis, Steve Gehrke, Laura Luszcz, Ryan Siller, Team Iguana
Thanks To: Kazuaki Gotō, Masato Kawai, Akito Takeuchi
Customer Service: Erin Berry, June Eckert, Kazuko Harman, Jamie Jorgenson, Julie Williams
Special Thanks To: Kenji Yoshioka, Bruce Reilly, Cathy Juby, Martha Hart, Karen Lillie, Mark Luszcz, Toko Okano, Connie Perez, Sherry Ross, Wunderman, Cato Johnson, Torme Co
Very Special Thanks: Debra Siller, Beth Spangenberg, Bo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57088&o=2

$end


$megadriv=aerobizs,
$bio

Aerobiz Supersonic (c) 1994 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57091&o=2

$end


$snes=aerobizs,
$bio

Aerobiz Supersonic (c) 1994 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62704&o=2

$end


$snes=aerobiz,
$bio

Aerobiz (c) 1993 Koei

- TECHNICAL -

Game ID: SNS-AL-USA

- TIPS AND TRICKS -

Flag mini-game
--------------
Press Select on the save game screen to play a mini-game in which flags must be matched to their countries. 

Quicker game
------------
Hold L or R and press Y to quickly move over the map. Hold Down to scroll text faster.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62703&o=2

$end


$megadriv=aerobiz,
$bio

Aerobiz (c) 1992 Koei.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57090&o=2

$end


$info=aeroboto,
$bio

Aeroboto (c) 1984 Williams Electronics, Incorporated.

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

- TECHNICAL -

Main CPU : Motorola M6809 (@ 1.25 Mhz)
Sound CPU : Motorola M6809 (@ 640 Khz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.5 Mhz)

Screen orientation : Horizontal
Video resolution : 248 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 256

Players : 2
Control : 8-way joystick
Buttons : 2
=> [A] Fire, [B] Jump

- TRIVIA -

Released in September 1984.

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

Charles Dahling holds the record for this game with 3,272,900 points on January 20, 1985.

- TIPS AND TRICKS -

* In the aero-fighter form only, energy fuel is used. You should be converted to a robot before the fuel runs out (remaining fuel is indicated on the lower-right side of the screen).

- PORTS -

* Consoles :
Nintendo Famicom [Japan]
Sony PlayStation [Jaleco Collection Vol. 1] (2003)
Nintendo Game Boy Advance [Jajamaru Jr Denshouki Jaleco Memorial] (2004)

* Computers :
MSX [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=38&o=2

$end


$n64=aerofgt,aerofgtu,
$bio

AeroFighters Assault (c) 1998 Video System Company, Limited.

Strap yourself into the cockpit and squeeze off heat-seeking missiles in this grittily realistic jet-fighter shooter. 

Sinister forces have melted the Antarctic ice cap, flooding the earth's cities. No one knows where they came from or what they want. But when the mysterious invaders attack Tokyo, you're called to lead an elite international team of pilots into the incredibly wild blue yonder!

In single-player mode, AeroFighters Assault features eight primary and four bonus missions. The game features four aircraft, plus two bonus fighters. Your enemies come at you in jet fighters, helicopters, submarines and frigates, guaranteeing endless wing time as you blow away aliens bent on world conquest. There are giant bosses, too! 

The action takes place over cities, oceans dotted with icebergs and parched desert. For pure flying fun, Multiplayer mode features a sky stage in which you run absolutely no risk of running into the ground. AeroFighters Assault supports full 360-degree action by allowing you to switch among multiple camera views at any time. 

The product of an unprecedented partnership between arcade specialist Video System and the flight sim masters at Paradigm Entertainment, AeroFighters expands on the traditional shooter by adding plenty of authentic touches. The Paradigm team logged plenty of wing time crafting high-tech flight sims for military pilots before helping Shigeru Miyamoto and his NCL team develop Pilotwings 64. With experience like that, AeroFighters is a first-rate flight sim, complete with a stunning flight-physics model and dazzling acrobatic moves.

A savvy veteran of the arcade wars, Video Systems made sure to pack AeroFighters Assault with white-knuckle action, especially when you're dogfighting a buddy in two-player mode.

Redrawing the intricately detailed fighters at supersonic speeds would tax most game systems, but the powerful N64 never misses a beat. The Controller's analog Control Stick gives you pin-point control as you bank, roll and plunge into screaming dives after your high-powered enemies.

- TECHNICAL -

Cartridge ID: NUS-NERE-USA

- TRIVIA -

Released on November 01, 1997 in North America.

The game was exported to Japan in 1998.

- STAFF -

Developed by: Paradigm Entertainment

Technical Director: Kenneth Tabor
Art Direction: Mahdad G. Ansari
Software Engineering: Brad Robnett, Drew Powers, Angus Henderson, Mike Bienvenu, Trevor Bakker, Jason Rice, Sam Perera
3D Artists: Raymond Arriaga, Robert A. Gaines, Matt Leese, Robert Walden, Hobie Johnson
Animators: Raymond Arriaga, Robert A. Gaines, Matt Leese, Robert Walden, Hobie Johnson
Special Thanks: Mike Panoff, Aaron Hightower, Shawn Wright, Edwin Williamson, Pat Postell, Ken Atkinson, Ed Hart, Cleo Anderson
Recording Engineer: Gordon Nicol
Character Voice: Brandy Little, Matt Edwards, Masaki Aizawa, Jeremy Schwartz, Valencia Lee, Lynne Rutherford, Sally Diamond

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57570&o=2

$end


$n64=aerogaug,aerogaugu,
$bio

AeroGauge (c) 1998 ASCII Entertainment Software, Incorporated.

Export release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "AeroGauge [Model NUS-NAGJ]".

- TECHNICAL -

Cartridge ID: NUS-NAGE-USA

- TRIVIA -

Released on April 01, 1998 in USA.

- STAFF -

United States Localization Team
Executive Producer: Hideaki Irie
Producer: Mark E. Johnson
Project Manager: Steffan Levine
Product Coordinator: Ricky K. Tanimoto
Assistant Coordinator: Lui Kobayashi
Production Assistant: Franz Stoppenbach
Art Coordinator: David Silviera
Marketing Manager: Sharon Lo
Marketing Assistant: Bob Fleischer
Public Relations: Cristina Silvestri
Quality Assurance: Robert Shreve

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57571&o=2

$end


$n64=aerogaugj,aerogaugjd,
$bio

AeroGauge (c) 1997 ASCII Entertainment Software, Incorporated.

ASCII's futuristic hovercraft racer is a high-adrenalin Pak that offers plenty of raw speed.

The developers jettisoned power-ups and other namby-pamby stuff, instead concentrating on one thing: speed. Except for the forgiving Canyon Rush track, the three tracks available at game's start twist and turn like a preschooler's shoelaces. Mastering them requires jack-rabbit starts, pinpoint cornering and an extreme reluctance to ever hit the brakes. 

AeroGauge's five vehicles are each rated for five characteristics: speed, acceleration, steering, shield and stability. Shields protect you from nasty meetings with walls, which happens quite a bit, especially in the tortuous China Town track. Fortunately, each track has a Redemption area. As you fly through it, a green haze covers your shields, indicating that they are being repaired. 

A novel feature has you winning the keys to five additional vehicles by finishing a track in a time ending in 64 (as in 2 minutes 19.64 seconds). One of the top hidden performers looks like a giant N64 Controller! Each race lasts three laps, except for the lengthy Neo Arena track, which lasts two. Champion drivers can enter two additional tracks. 

Once a race begins, you'll find that you gain speed by flying as high as possible. The high way also allows you to avoid ground-hugging obstacles. The biggest challenge comes from threading the tubes that twist through every track except China Town. You can bounce your way through a tube, but you'll damage your shields and lose valuable time. It's best to cleanly enter and exit a tube in the middle. Once inside, try to hug the orange-and-black arrows on the tube's wall. 

Play control is responsive, yet conveys the soft, cushioned feeling you' d expect of a hovercraft. AeroGauge offers three Controller configurations. Like most other N64 race games, default has the Control Stick steer, the A Button accelerate and the B Button brake. The Z Button's drift capability allows you to cut sharp corners, but dramatically slows you down. 

Single player modes include Grand Prix, One Match and Time Attack. In Grand Prix, you must post a qualifying time on the Canyon Rush track before racing seven other chariots on a four-track circuit. One Match pits you against seven vehicles in a single race. Time Attack offers an infinite lap option. Your best time can be saved as a ghost to a Controller Pak. 

Two-player Vs. Mode allows you to pick any track you want. For all intents and purposes, the split-screen frame-rate is as good as it is in a single-player mode. 

AeroGauge maximizes replayability by offering three speed levels. The 26 selectable music tracks lean heavily toward drum machines and showboating guitar riffs. 

AeroGauge offers plenty of straightforward action for speed fanatics. Players looking for lots of vehicles, power-ups and sophisticated tactics might want to look elsewhere.

- TECHNICAL -

Cartridge ID: NUS-NAGJ

- TRIVIA -

AeroGauge was released on December 19, 1997 in Japan.

Known export releases:
[US] "AeroGauge [Model NUS-NAGE-USA]"
[EU] "AeroGauge [Model NUS-NAGP-NOE]"

- STAFF -

ASCII Staff
Executive Producer: Sadahiko Hirose
General Manager: Takeshi Kaneda
Producer: Takuya Watanabe
Assistant Producer: Takashi Suzuki
Quality Control Manager: Atsushi Tokura
Test Pilots: Satoru Hasegawa, Mitsunobu Taguchi, Daichi Tomioka
Package Design: Ryuichi Onuma, Ryouta Tanaka, Toss Creative
Package Illustration: Yuuki Kaida
Manual Illustration: Atsushi Yamamoto
Image Board: JC Staff
Special Thanks to: Hiromi Murakami, Kouji Yamada

Locomotive Staff
Programer - Main Program: Koji Nakanishi
Sound System Pak Program: Shigehiro Itoh
Effect Demo Program: Hideo Kuroiwa, Koji Nakanishi
Support Program: Kenji Baba, Junichi Kuroki, Michiaki Negoro

Graphic Designers
Machine Design: Yasuyuki Nomura, Masafumi Ninomiya
Course Design: Akira Toba, Mitsuo Tamayama, Masafumi Ninomiya, Yoshito Ozaki, Akira Otsuka
Effect Design: Hirokazu Hasegawa, Akira Toba
Total Design: Yasuyuki Nomura, Takanobu Yoshida, Yoshito Ozaki, Akira Toba, Akira Otsuka, Koji Nakanishi
Machine Repair: Akira Toba, Yasuyuki Nomura, Akira Otsuka
Title Logo Design: Yasuyuki Nomura

Sound Craftsmen
Sound Composers: Kazuhisa Kamifuji, Akiko Hida, Hiroko Ogihara
Sound Effects: Hiroko Ogihara, Takashi Kumegawa
Voice Mix: Takashi Kumegawa
Voice Act: Akira Otsuka, Takashi Kumegawa
ROM Ghost Pirots: Shigehiro Itoh, Koji Nakanishi

Planner
Main Plan: Akira Otsuka

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57572&o=2

$end


$info=aerolitos,
$bio

Aerolitos (c) 1980 Rodmar Elec.

Spanish bootleg of Asteroids.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72497&o=2

$end


$gameboy=aerostar,
$bio

Aerostar (c) 1991 Sunsoft

- TECHNICAL -

Game ID: DMG-AE-USA
Package ID: DMG P AE

- TRIVIA -

Released in September 1991 in USA.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65527&o=2

$end


$info=aftor,
$bio

Af-Tor (c) 1984 Wico.

Game features :
- Raised scorebox using two legs
- Fluorescent numeric scoring displays of which the game can display a limited set of words.

- TECHNICAL -

Twin-cpu board design

- TRIVIA -

Released in December 1984.

Af-Tor is the first and only COMMERCIAL pinball machine manufactured by Wico.  Their previous release 'Big Top' was designed exclusively for home use.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=10312&o=2

$end


$psx=afraidga,
$bio

Afraid Gear Another [Model SLPM-86834] (c) 2001 Asmik Ace Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84836&o=2

$end


$psx=afraidge,
$bio

Afraid Gear [Model SLPM-00995] (c) 1998 Asmik Ace Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84835&o=2

$end


$info=aadvent,
$bio

African Adventure (c) 2002 Konami Gaming.

- TECHNICAL -

Konami Endeavour hardware.
Main CPU: ARM7 (Big Endian) (@100MHz.)

- TRIVIA -

Released in Europe.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11782&o=2

$end


$amigaocs_flop=africanr,
$bio

African Raiders-01 (c) 1989 Tomahawk

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73376&o=2

$end


$msx1_cass=afrtrail,afrtraila,
$bio

African Trail Simulator (c) 1990 Positive [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94424&o=2

$end


$cpc_cass=africant,
$bio

African Trail Simulator [Model PS-007] (c) 1990 Positive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64188&o=2

$end


$megacd,megacdj=afterarm,
$bio

After Armageddon Gaiden - Majuu Toushouden Eclipse (c) 1994 Sega Enterprises, Limited.

- TECHNICAL -

Game ID: G-6026
Cover ID: 670-4242

Data on CD takes about 324 MO.

- TRIVIA -

After Armageddon Gaiden was released on November 11, 1994 in Japan. It was never exported outside Japan.

- STAFF -

Developed by Pandora Box.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60482&o=2

$end


$amigaocs_flop=aburner,aburneru,
$bio

After Burner (c) 1988 Activision, Incorporated.

Come on.
Ace it.
OK, supersonic jock. Get ready to go.
Muster up all the skill, reflexes and guts you've got. Because inside your F-14, you´re going to need all that--and more.
Blast laser-directed, anti-aircraft fire at enemy planes.
Dodge heat-seeking missiles with fancy flywork--like dips, turns and barrel rolls.
Come head to head with the infamous Flying Fortresses--the toughest of all enemies--and dogfight your way through, to a nanosecond of safety.
And if you make it far enough, a fuel tanker will be waiting for you. Dock successfully and you´ll replenish valuable energy and ammunition.
So get your adrenaline pumping--and grab your joystick. Then take to the skies. You´re not going to believe what's up there!

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73378&o=2

$end


$info=tvaburn,
$bio

After Burner (c) 1991 TOURVision.

Unlicensed Spanish game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101126&o=2

$end


$info=abclimax,
$bio

After Burner Climax (c) 2006 Sega.

After Burner Climax is the latest sequel to the popular After Burner series.

Players forms parts of the 'Brave Fangs Aero Team' of the G.H.O.S.T. squadron, the team have the task of stopping an enemy country from launching all out nuclear war, after all peacekeeping talks have failed. Jaguar flight, a team within Brave Fangs has 48 hours to stop them and beat the threat of the enemy!   

After Burner Climax introduces two new aircraft to the series: the F/A-18E Super Hornet and F-15E Strike Eagle. The iconic F-14 Tomcat from previous games has been replaced with the F-14D Super Tomcat. Featuring over 20 stages including extra & secret stages, Coooperative linked play, a greater depth of gameplay, photorealistic graphics and excellent sound.

While the player selects the aircraft at the start screen, can use the throttle to choose between four different paint jobs for each of the three planes. These paint jobs consist of a Standard scheme, Camouflage scheme, Special scheme, and Low Visibility scheme.

The innovative 'Climax Mode' enables your aircraft to fly at Mach Speed to go beyond the speed of sound! When this mode is activated by pushing the lever forward, the enemy aircraft  appear to fly in 'slow motion' allowing players to pick them off with ease!

- TECHNICAL -

Runs on the Sega "Lindbergh Yellow" Hardware.

This game comes in three differents types of arcade cabinets: Standard, Deluxe and Super Deluxe.

- TRIVIA -

After Burner Climax was released in October 2006.

The 'Brave Fangs Aero Team', part of the G.H.O.S.T. squadron, is a cameo from Sega's popular Ghost Squad saga.

Soundtrack album released:
After Burner 20th Anniversary Box (29/11/2007)

- TIPS AND TRICKS -

To play the game with the music from "After Burner II" : hold the throttle back and push the missile button. the trick will be confirmed when you hear a voice saying 'Fire!' and a small icon to the lower right of the screen turns into the logo for After Burner II.

- SERIES -

1. After Burner (1987, Arcade)
2. After Burner II (1987, Arcade)
3. G-Loc - Air Battle (1990, Arcade)
4. R360 - G-Loc Air Battle (1990, Arcade)
5. Strike Fighter (1991, Arcade)
6. Sky Target (1995, Arcade)
7. Sega Strike Fighter (2000, Arcade)
8. After Burner Climax (2006, Arcade)
9. After Burner - Black Falcon (2007, PSP)

- STAFF -

Composers: Hiroshi Miyauchi (Hiro), Fumio Itoh, Keisuke Tsukahara, Masanori Takeuchi

- PORTS -

* Consoles :
Microsoft XBOX 360 [XBLA] (2010)
Sony Playstation 3 [PSN] (2010)

* Others :
iOS (2013)
Google Play (2013)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4955&o=2

$end


$32x=aburner,
$bio

After Burner Complete (c) 1994 SEGA Enterprises, Ltd.

European release. Game developed in Japan. See the Japanese release entry for more information about the game itself; "After Burner Complete [Model GM-4006]".

- TECHNICAL -

Game ID: 84507-50

- TRIVIA -

Released in 1995 in Europe even if titlescreen says 1994.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94054&o=2

$end


$32x=aburnerju,
$bio

After Burner Complete (c) 1995 Sega Enterprises, Limited.

- TECHNICAL -

Model GM-4006

- TRIVIA -

Released on January 13, 1995 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48340&o=2

$end


$info=aburner2,aburner2g,
$bio

After Burner II (c) 1987 Sega.

After Burner is another Sega game rendered with their then-ubiquitous 3-D sprite-scaling technology; this time putting the player into the seat of a powerful F14 Tomcat jet fighter. 

Players must fight their way through 21 colourful, fast-moving stages, shooting down waves of enemy fighters while avoiding the enemy's incoming missiles. The F14 is equipped with a machine gun and a limited number of homing missiles. The gun has infinite ammunition and targeting is achieved by maneuvering the Tomcat so that the targeting cursor situated just in front of the jet is placed over an enemy fighter. 

To deploy missiles, the player must first 'lock-on' to the target, a sound will indicate that the lock has taken place and missiles should then be fired, these will home in on and destroy the locked-on enemy fighter. 

Missile stocks are replenished at the end of every 2nd stage, either by the appearance of a large support plane that automatically links up with the player's jet fighter, or by landing on a military airstrip - which again happens automatically. 

After Burner's straightforward shoot-em-up gameplay is simple and repetitive, but the game's incredible visuals ensured its success.

- TECHNICAL -

Deluxe cabinet dimensions : 80'' (203cm) Deep x 53'' (135cm) Wide x 69'' (175cm) High. Weight : 800 lbs (362 kg)
Upright cabinet dimensions : 24,8'' (63cm) Deep x 33,9'' (86cm) Wide x 72,8'' (185cm) High. Weight : 273 lbs (124 kg)

Sega X Board hardware
Game ID : 834-6335-02

Main CPU : (2x) Motorola 68000 (@ 12.5 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2151 (@ 4 Mhz), Sega (@ 4 Mhz)

Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 24576

Players : 1
Control : stick
Buttons : 2

- TRIVIA -

After Burner II was released in October 1987.

After Burner II was originally planned to have a World War II theme and be a realistic flight sim, but the idea was dropped because Yu Suzuki stated that 'it would not have fit the arcade scene.' A pure dogfighter was not his intention.

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

In the cut-scenes that show your jet fighter landing on a landing strip in order to reload the missile supply, there are some special vehicles that will make a cameo appearance. In the first landing, you'll see a man riding the motorcycle from "Hang-On". and in the second landing, you'll see the famous Ferrari Testarossa-like car from "Out Run".

David Hernly holds the record for this game with 2,215,620 points on June 1, 2008.

Soundtrack album releases :
After Burner II (MJCAX-00007) (Marvelous Entertainment)
SEGA AGES SOUND TRACK THE BEST PLUS [PS2 SEGA AGES 2500 Series] (KDSD-00051~2)
After Burner 20th Anniversary Box (29/11/2007)

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

- SERIES -

1. After Burner (1987, Arcade)
2. After Burner II (1987, Arcade)
3. G-Loc - Air Battle (1990, Arcade)
4. R360 - G-Loc Air Battle (1990, Arcade)
5. Strike Fighter (1991, Arcade)
6. Sky Target (1995, Arcade)
7. Sega Strike Fighter (2000, Arcade)
8. After Burner Climax (2006, Arcade)
9. After Burner - Black Falcon (2007, PSP)

- STAFF -

Designed by : Yu Suzuki (YU.), Satoshi Mifune
Music by : Hiroshi Miyauchi (HIR)
Staff : (KIM), (BIN), (SAD), (KEY), (Y.N)

- PORTS -

* Consoles :
Nintendo Famicom [JP] (Mar. 30, 1989) "After Burner [Model SS13-6200]"
Nintendo NES [US] (1989) "After Burner [Model TGN-011-AB]"
Sega Mega Drive [JP] (Mar. 20, 1990) "After Burner II [Model T-17013]"
NEC PC-Engine [JP] (Sep. 28, 1990) "After Burner II [Model NAPH-1011]"
Sega Super 32X [JP] (Jan. 13, 1995) "After Burner Complete [Model GM-4006]"
Sega Super 32X [US] (???. ??, 1995) "After Burner [Model 84507]"
Sega Super 32X [EU] (???. ??, 1995) "After Burner Complete [Model 84507-50]"
Sega Saturn [JP] (Sep. 27, 1996) "After Burner II [Sega Ages] [Model GS-9109]"
Sega Dreamcast [JP] (Dec. 20, 2001) "Yu Suzuki Game Works Vol.1 [Model ASP001]"
Sony PlayStation 2 [JP] (Mar. 18, 2004) "After Burner II [Sega Ages 2500 Vol.10] [Model SLPM-62446]"

* Computers :
FM Towns PC (1987) After Burner
Commodore C64 (1988)
Atari ST (1988)
Amstrad CPC [EU] (1988)
MSX [EU] (1988)
Commodore Amiga (1989) After Burner
Sinclair ZX Spectrum (1989)
Sharp X68000 [JP] (Apr, 26, 1989) "After Burner [Model DP-3205010]"
PC [MS-DOS, 3.5'' Disks] [US] (1989) After Burner
Commodore Amiga (1990, "Amiga Champions")
Commodore C64 (1990, "100% Dynamite")
Sinclair ZX Spectrum (1990, "100% Dynamite")

* Others :
LCD handheld game (1989) by Tiger Electronics.
LCD tabletop game (1989) by Tiger Electronics : 18 different levels of play.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40&o=2

$end


$megadriv=aburner2,
$bio

After Burner II (c) 1990 Sega of America, Inc.

North American release. Game developed in Japan. See the Japanese release "After Burner II [Model T-17013]" for more information about the game.

Description from the USA back cover:

You scream off the carrier, there's no time to think! You're caught in a swarm of enemy aircraft and more are dead ahead. They're closing at Mach 5, as your machine guns start blasting. Burn through a sky of flying metal! Radar-lock on the frontal attackers and respond with missiles. Your enemies are specks on the horizon, then instantly they're in your face, launching even faster missiles! Nothing can prepare you for the incredible speed of the attack. Hit your afterburner! Dive and twist! Throw your plane into a 360 roll as the enemy spins by so close you almost touch wing tips. Day or night, dog fight or missile duel - the terrifying speed of battle never lets up. The sky shrieks with metal menace. The intercept officer is screaming Look out!

- TECHNICAL -

Package ID: 1104
Barcode: 0 10086 01104 3

- TRIVIA -

Although the aircraft piloted in the game is a variation of F-14 Tomcat, the plane displayed on the North American cover is an F-15 Eagle.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88800&o=2

$end


$pce=aburner2,
$bio

After Burner II (c) 1990 NEC Avenue, Limited.

After Burner II is based on Sega's arcade game originally released in 1987, sequel of the popular and fast paced shooter. The world is once again in danger and the evil general Zorbia and his army have decided to take over the nation. The player pilots a fast and super F14XX fighter, the SkyCat, and tries to stop the invasion. The fighter is soon launched for battle from the Carrier Sega Enterprise stationed off shores. After Burner is a sort of military flying simulation with a pretty important blend of action. The original arcade game offers neat visual effects with fast sprite zooming and rotations, and the amount of detail on screen, with zillion of planes, missiles and explosions that come rushing up to the player is quite impressive. Nonetheless, Nec Avenue did a pretty good job, and this PC Engine version keeps the intense and fast paced feeling from the original arcade game.

- TECHNICAL -

[Model NAPH-1011]

- TRIVIA -

After Burner II for PC-Engine was released on September 28, 1990 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48339&o=2

$end


$megadriv=aburner2j,
$bio

After Burner II (c) 1990 Dempa.

- TECHNICAL -

Game ID: T-17013

- TRIVIA -

After Burner II for Mega Drive was released in March 20, 1990 in Japan.

Soundtrack releases:
[JP] Apr. 25, 1991 - BEEP! Mega Drive Best Selection [Mega Drive Version] [PSCX-1018]

- TIPS AND TRICKS -

Arcade Mode: First, set your options. Then at the Sega logo, hold A+C and hit Start on Pad two. In done correctly, you'll hear ''Get Ready&a

Automatic Firing: Hold A + B on controller 2 and press START on Controller 1.

Continue: Press Left, Left, Left, B, B, B, C, C, C, and Start at the title screen.

Level Select: To select and level up to level 21, press and hold A, B and C and press Start twice. Use the control pad to choose which level

Reverse Plane Controls: Hold A+B on controller 2, while pressing START on controller 1.

Extra missiles:
To get extra missiles, press the following while refueling:
Level 11: Right
Level 13: Left
Level 16: Left
Level 19: Up
Level 21: Right
Level 3: Left
Level 5: Right
Level 9: Up

- STAFF -

Program Arranged by: Tetsu Matsushima (T. Matsushima)
Music Arranged by: Noriyuki Iwadare

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48338&o=2

$end


$saturn,sat_cart=aburner2,
$bio

After Burner II (c) 1996 Sega Enterprises, Limited.

- TECHNICAL -

[Model GS-9109]
[Sega Ages]

- TRIVIA -

After Burner II for Saturn was released on September 27, 1996 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48341&o=2

$end


$megacd,megacdj=aburner3,
$bio

After Burner III (c) 1993 Sega Enterprises, Limited.

European release. Game developed in Japan. See original "After Burner III [Model T-68014]" for more information about the game itself.

- TECHNICAL -

Game ID: 4415
Cover ID: 670-3101-50

- STAFF -

Mega-CD (Europe) Conversion Staff
Director: Hiroyuki Ohtaka (H. Ohtaka)
Sound Support: A. Wada
Graphic Support: Masakazu Yanagida (M. Yanagida)
Special Thanks: S.O.A.
Producer: Tomoyuki Shimizu (T. Shimizu)
Executive Producer: Tsuyoshi Kobayashi (T. Kobayashi)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60588&o=2

$end


$megacd,megacdj=aburner3,
$bio

アフター・バーナーIII (c) 1992 CRI.
(After Burner III)

- TECHNICAL -

Game ID: T-68014
Barcode: T4981670206205

The data on CD takes about 272 MO.

- TRIVIA -

After Burner III was released on December 18, 1992 in Japan.

Export releases:
[US] "Afterburner 3 [Model T-4415]"
[EU] "After Burner III [Model 4415]"

- STAFF -

Chief Programmer: Tooru Kujirai (T. Kujirai)
Sub Programmer: Shuichi Ikegami (S. Ikegami)
Map Design: Akira Nagano (A. Nagano)
Support: Yukihiro Ishida (Y. Ishida), Hajime Ikebe (H. Ikebe), Takao Miyamoto (T. Miyamoto)
Opening Scenario: K. Arai
Opening Graphics: Studio B.C
Opening Program: M. Tanaka
Title Logo Design: Avanti
Title Logo Editor: Hiroya Tanaka (H. Tanaka)
Title Back Picture: Kantousya
Title Back Graphic Editor: Koji Tsuchida (K. Tsuchida), Masashi Yoneda (M. Yoneda)
Music Arranged by: Sol.Inc
FM S.E. Programmed by: Cube
Sales Dept.: S. Tanaka, Taizan Suzuki (T. Suzuki), K. Tanaka, Taketoshi Endo (T. Endo)
Public Relations Dept.: K. Maeda, T. Yasuda
Thanks: Shinya Izumi (S. Izumi), Toshikazu Nagasato (T. Nagasato), Masanori Sato, Katsumi Yabuno (K. Yabuno), Sachie Endo (S. Endo), Kiyoshi Fujita (K. Fujita), Hideo Gunji (H. Gunji), M. Sasaki, Takahiro Kano (T. Kanou), N. Omoda, M. Yamashita, S. Take, Emi Kurabayashi (E. Kurabayashi), Tatsushi Hashimoto (T. Hashimoto), M. Suwabe, M. Koizumi, M. Tashiro, K. Iwanami, Y. Honda, Y. Ayabe

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60483&o=2

$end


$info=mt_aftrb,
$bio

After Burner (c) 1989 Sega.

Mega-Tech conversion of a Mark III game. For more information about the game itself, please see the original game entry; "After Burner [Model G-1340]".

- TECHNICAL -

Runs on the "Mega-Tech System" hardware.
Cartridge ID: 610-0239-10

- TRIVIA -

After Burner for Mega Tech was known as the 10th video game made for this system.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2347&o=2

$end


$x68k_flop=aburner2,
$bio

After Burner (c) 1989 Micomsoft.

- TECHNICAL -

[Model DP-3205010]

- TRIVIA -

After Burner for X68000 was released on April 26, 1989 in Japan.

It was reprogrammed by Dempa under license from Sega and then published by Micomsoft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48336&o=2

$end


$sms=aburner,
$bio

After Burner (c) 1987 Sega Enterprises, Limited.

The player controls a F-14 Tomcat jet which must destroy a series of enemy jets. The jet itself employs a machine gun and a limited set of missiles that are replenished by another aircraft after beating a few stages.

- TECHNICAL -

Game ID: G-1340
4Mbits

- TRIVIA -

After Burner for Mark III was released on December 12, 1987 in Japan. It was the very first home conversion of After Burner.

- PORTS -

* Computers :
Commodore C64 (1990, "100% Dynamite")
Sinclair ZX Spectrum (1990, "100% Dynamite")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48334&o=2

$end


$msx1_cass=aburner,
$bio

After Burner (c) 1988 MCM Software.

- TECHNICAL -

Game ID: MSC 328

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85383&o=2

$end


$nes=aburnerj,
$bio

After Burner (c) 1989 Sunsoft.

- TECHNICAL -

[Model SS13-6200]

- TRIVIA -

After Burner for Famicom was released on March 30, 1989 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48335&o=2

$end


$nes=aburner,
$bio

After Burner (c) 1989 Tengen

- TECHNICAL -

[Model TGN-011-AB]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54879&o=2

$end


$cpc_cass=aburner,
$bio

After Burner [Model UQK 588] (c) 1988 Mediagenic, Limited. [Activision division]

- STAFF -

Program: Keith Burkhill
Graphics: Saul Marchese, Tony Mak
Music: Jon Paul Eldridge
Sound Effects: Nick Jones

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64189&o=2

$end


$info=aburner,
$bio

After Burner (c) 1987 Sega.

Another 3-D Sega game rendered with their superb sprite-scaling technology; this time putting the player into the seat of a powerful jet fighter.

A number of colorful, fast-moving environments await the player, as he or she takes on the hordes of enemy planes intent on the player's destruction.

At the end of every 2nd stage, the player's jet fighter is re-fueled and re-armed, either by the appearance of a large support plane, or by landing on a military airstrip.

After Burner's straightforward shoot'em up game-play is unremarkable and repetitive, but fun - largely down to the game's incredible visuals.

- TECHNICAL -

Runs on the "Sega X Board" hardware.

Players: 1
Control: stick
Buttons: 2

Upright cabinet dimensions :
Inches : 24,8inch Deep x 33,9inch Wide x 72,8inch High.
Centimeters : 63cm Deep x 86cm Wide x 185cm High.
Weight : 273 lbs / 124 kg

Other cabinet releases:
"After Burner [Commander model]"
"After Burner [W Cradle model]"

- TRIVIA -

After Burner was released on July 17, 1987 in Japan.

The After Burner series was originally inspired by the 1986 Academy Award winning feature film 'Top Gun'.

Soundtrack album releases :
[JP] Sega Taikan Game Special [28XA-198] (Dec. 21, 1987) (Alfa Record)
[JP] After Burner [Sega Game Music Vol.3] [28XA-109] (Dec. 21, 1987) (Alfa Record)
Galaxy Force -G.S.M. Sega 1- [Arrange] (D28B0002) (7/21/88) [Pony Canyon/Scitron]
Super Sonic Team -G.S.M. Sega 3- [Arrange] (PCCB-00009) (10/21/89) [Pony Canyon/Scitron]
Mega Selection -G.S.M. Sega- [Arrange] (PCCB-00014) (12/15/89) [Pony Canyon/Scitron]
[JP] After Burner [GSM 1500 Series] [PCCB-00032] (June. 21, 1990) [Pony Canyon/Scitron]
S.S.T. Band Live [Arrange] (PCCB-00042) (10/31/90) [Pony Canyon/Scitron]
After Burner ~Sega Game Music Vol. 3~ [Reprint] (SCDC-00056) (12/20/2000) [Scitron Disc]
SING! ~ Sega Game Music ~ Presented BY B.B.Queens [Arrange+Mega CD Soft] (BVRR-1) [BMG Victor]
CLUB SEGA [Arrange] (MJCA-00003) (10/17/97) (Marvelous Entertainment)
Scitron 10th Anniversary Special Sampler (10/15/98) [Pony Canyon/Scitron]
SEGACON ~The Best of Sega Game Music~ Vol. 1 (10/24/2001) (SVWC-7092~4) [Sony Music Visual Works]
BACK IN THE S.S.T.BAND ~THE VERY BEST~ [Arrange] (11/19/2003) (SCDC-00312) [Scitron Disc]
Storm! ~SHOOTING GAME SOUND OMNIBUS Vol.2~ (1/7/2004) (KDSK-00023) 
GAME SOUND LEGEND ARRANGE SERIES "SPEED & WIND" [Arrange] (SCDC-00375) [Scitron Disc]
After Burner 20th Anniversary Box (29/11/2007)

- TIPS AND TRICKS -

* Secret Commands : On the following stages, press the following keys to get the following effects.
During Demo - press Start + Vulcan Cannon + Missile + Foto sensor and stick Right to get a DUKE message.
Stage 1 - press Start + Vulcan Cannon + Missile, to get a messages.
Stage 3 - press Start and speed fast to get 100 Missiles.
Stage 5 - press Start + Vulcan Cannon + Missile, to get a message.
Stage 9 - press Vulcan Cannon + Missile and stick Right to get 100 Missiles.
Stage 11 - press Vulcan Cannon + Missile and stick Left to get 50,000,000 pts.
Stage 13 - press Start + Vulcan Cannon + Missile and stick Left to get a message.
Stage 16 - press Start and stick down to get a message.
Stage 19 - press Start to get a message.
Stage 21 - press Start + Vulcan Cannon + Missile + Foto sensor and stick Up to get 250,000,000 pts.
Stage 23 - press Start + Vulcan Cannon + Missile + Foto sensor to get a message.

- SERIES -

1. After Burner (1987, Arcade)
2. After Burner II (1987, Arcade)
3. G-Loc - Air Battle (1990, Arcade)
4. R360 - G-Loc Air Battle (1990, Arcade)
5. Strike Fighter (1991, Arcade)
6. Sky Target (1995, Arcade)
7. Sega Strike Fighter (2000, Arcade)
8. After Burner Climax (2006, Arcade)
9. After Burner - Black Falcon (2007, PSP)

- STAFF -

Designed by : Yu Suzuki (YU.)
Music by : Hiroshi Miyauchi (HIR)
Others : (KIM), Bin Chan (BIN), (SAD), (KEY), (Y.N)

- PORTS -

* Consoles :
Sega Mark III [JP] (Dec. 12, 1987) "After Burner [Model G-1340]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=39&o=2

$end


$gameboy=aftburst,
$bio

After Burst [Model DMG-ABA] (c) 1990 NCS [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65530&o=2

$end


$cpc_cass=aftshock,
$bio

After Shock (c) 1986 Interceptor Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64191&o=2

$end


$info=aftrshok,aftrshoka,
$bio

After Shock (c) 1993 Lazer-Tron Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=21054&o=2

$end


$amigaocs_flop=afterwar,
$bio

After the War (c) 1989 Dinamic Software [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73377&o=2

$end


$msx1_cass=afterwar,
$bio

After the War (c) 1989 Dinamic Software [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94425&o=2

$end


$c64_cart,c64_flop=afterwar,
$bio

After The War (c) 1990 Dinamic Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53497&o=2

$end


$cpc_cass=afterwar,
$bio

After the War [Model AMS 20211] (c) 1989 Dinamic Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64193&o=2

$end


$cpc_cass=afterwars,
$bio

After the War [Model AMS 890036] (c) 1989 Dinamic Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64192&o=2

$end


$segacd=aburner3,
$bio

Afterburner 3 (c) 1993 Sega Enterprises, Limited.

North American release. Game developed in Japan. See original "After Burner III [Model T-68014]" for more information about the game itself.

- TECHNICAL -

Model T-4415

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60693&o=2

$end


$cpc_cass=aftermat,
$bio

Aftermath (c) 1988 Alternative Software

- TECHNICAL -

Game ID: AS217

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64194&o=2

$end


$cpc_cass=afteroid,
$bio

Afteroids (c) 1988 Zigurat

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64195&o=2

$end


$msx1_cass=afteroid,afteroida,
$bio

Afteroids (c) 1988 Zigurat Soft [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94426&o=2

$end


$info=m5ashock,m5ashocka,
$bio

Aftershock (c) 200? Red Gaming, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41536&o=2

$end


$pc8801_flop=again,againa,
$bio

Again (c) 1984 Enix, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91332&o=2

$end


$info=m4aao,
$bio

Against All Odds (c) 199? Eurotek.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41222&o=2

$end


$gba=agassiu,
$bio

Agassi Tennis Generation [Model AGB-ACEE-USA] (c) 2002 Cryo Interactive Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69543&o=2

$end


$gba=agassi,
$bio

Agassi Tennis Generation [Model AGB-ACEP] (c) 2002 Cryo Interactive Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69542&o=2

$end


$nes=agempire,
$bio

Age of Empires - Di Guo Shi Dai (c) 1991 Unknown.

A pirate hack of "Final Fantasy II" with modified title screen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64547&o=2

$end


$nes=agempire,
$bio

Age of Empires - ???? (c) 199? Waixing.
(Age of Empires - Di Guo Shi Dai)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76478&o=2

$end


$cpc_cass=agendate,
$bio

Agenda Telephonique (c) 1986 Logipresse [France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64196&o=2

$end


$psx=agentarm,
$bio

Agent Armstrong (c) 1997 We Net

- TECHNICAL -

Game ID: SLPM-01073

- TRIVIA -

Released on December 04, 1997 in Japan.

- STAFF -

Lead Designer: Raffaele Cecco, Jolyon Myers
Lead Programmer: Raffaele Cecco
Vocals: Raffaele Cecco, Jolyon Myers
Lead Artist: Jolyon Myers
Animator: Jolyon Myers
Musician: Jolyon Myers
Sound Effects: Jolyon Myers
Designer: Mark Bentley, Stephane Koenig
Graphic Artist: Mark Bentley
Programmer: Paul Margrave
3D Meister: Paul Margrave
Kotj Producer: Stephane Koenig
Producer: Marcus Iremonger
Assistant Producer: Anthony Hinds
Product Manager: Matthew Walker
PR: Danielle Woodyatt, Doug Johns
QA Manager: Gary Foley
Lead Tester: Steven Frazer

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84837&o=2

$end


$gba=agenthug,
$bio

Agent Hugo - Roborumble [Model AGB-BHQP-EUR] (c) 2007 ITE Media

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69544&o=2

$end


$cpc_cass=agorange,
$bio

Agent Orange (c) 1986 Argus Press Software, Limited. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64197&o=2

$end


$ibm5150,ibm5150_cass=agentusa,
$bio

Agent USA (c) 1985 Scholastic Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83575&o=2

$end


$info=agentx1,agentx2,agentx3,agentx4,
$bio

Agent X (c) 1983 Atari.

Agent X must progress through a series of floors to retrieve a set of stolen plans and destroy Dr. Boom's underground bomb factory. Avoid the explosives, bomb converters, forklifts, robot guards, acid pits, and death-ray shooting eyeballs.

- TRIVIA -

This game is a prototype of "Cloak & Dagger". When the game was about 70% completed and the movie was about 40% done, the movie producers and editors came to Atari to see if Atari had a game they could film as backdrop to the movie scenes which needed a 'Cloak & Dagger like spy game'. Atari agreed to change the name of its game to "Cloak & Dagger" and they put a couple of tid-bits into their script which referred to 'Agent X' (Dabny Colman's character). The game actually arrived on the scene about 2 months before the movie was released. It was tested under the name 'Agent X' in it's initial field test (about 5 months before the movie was released), but was never produced as anything but "Cloak & Dagger". There were about 5000 games produced which made it into the market place.

- STAFF -

Designed and programmed by : Russel Dawe (RBD)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=10894&o=2

$end


$cpc_cass=agentx2,
$bio

Agent X II - The Mad Prof's Back [Model IA 0221] (c) 1987 Mastertronic, Limited. [UK]

- STAFF -

Code and Visuals by: Mark Wilson, Steven Tatlock, John Tatlock
Soundtrack by: Tim Follin

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64198&o=2

$end


$info=agent777,
$bio

Agents 777 (c) 1984 Game Plan, Incorporated.

- TECHNICAL -

[Model 770]

- TRIVIA -

Agents 777 was released in November 1984.

400 units were produced.

- STAFF -

Designer : Ed Cebula
Artwork : Dick White

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5183&o=2

$end


$pc98=aggregat,
$bio

Aggregate (c) 1994 Japan Home Video.

- TECHNICAL -

Floppy Disk x8

- TRIVIA -

Released on October 21, 1994 in Japan. Retail price: 11800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88863&o=2

$end


$gba=aggrinlnu,
$bio

Aggressive Inline (c) 2002 Acclaim Ent., Incorporated.

- TECHNICAL -

Game ID: AGB-AILE-USA

- TIPS AND TRICKS -

All levels: At the Press Start screen, press Up, Down, Up, Down, Left, Right, B, R. 

All skaters: At the Press Start screen, press L, L, B, B, R, R, L, R.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69546&o=2

$end


$gba=aggrinln,
$bio

Aggressive Inline [Model AGB-AILP-EUR] (c) 2002 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69545&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=agressor,agressora,
$bio

Aggressor (c) 1982 HES.

- TECHNICAL -

Game ID: C305

- TRIVIA -

HIDDEN MESSAGE: The message WELL ZAPHOD'S JUST THIS GUY, Y'KNOW…' is hidden in the code, which is a quote from Hitchhiker’s Guide to the Galaxy.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83759&o=2

$end


$sms=agidooly,
$bio

아기공룡 둘리 (c) 1991 Daou Infosys.
(Agigongnyong Dooly)

- TRIVIA -

Released in August 1991 in South Korea. The game is based on the Korean cartoon Dooly the Little Dinosaur.

The title translates from Japanese as 'Baby Dinosaur Dooly'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55917&o=2

$end


$msx1_cart=dooly,
$bio

아기공룡 둘리 (c) 1991 Daou Infosys.
(Agigongnyong Dooly)

- TRIVIA -

Released in August 1991 in South Korea. The game is based on the Korean cartoon Dooly the Little Dinosaur.

The title translates from Japanese as 'Baby Dinosaur Dooly'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96199&o=2

$end


$snes=agingcas,
$bio

Aging Cassette (c) 199? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61011&o=2

$end


$pc8801_flop=agnishi,agnishia,
$bio

Agni no Ishi - The Stone of Agni (c) 1988 HummingBird [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91333&o=2

$end


$msx2_flop=agnishi,
$bio

Agni no Ishi - The Stone of Agni (c) 1989 HummingBird [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101456&o=2

$end


$msx2_flop=agotsu,
$bio

Ago Tsu Disk (c) 1997 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101457&o=2

$end


$amigaocs_flop=agony,agonyu,
$bio

Agony (c) 1992 Psygnosis, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73379&o=2

$end


$info=agress,agressb,
$bio

Agress - Missile Daisenryaku (c) 1991 Palco.

An interesting war game with puzzle elements.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 10 Mhz)
Sound CPU : Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), OKI6295 (@ 8 Khz)

Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 58.00 Hz
Palette colors : 513

Players : 2
Control : 8-way joystick
Buttons : 4

- TRIVIA -

The subtitle of this game translates from Japanese as 'Great Missile Strategy'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3431&o=2

$end


$gameboy=agrosoar,
$bio

Agro Soar [Model DMG-A6-AUS] (c) 1993 Laser Beam Ent. Pty, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65531&o=2

$end


$pc98=agumixsl,
$bio

Agumix Selects! アグミックスセレクト特選グラフィック集 (c) 1992 Agumix.
(Agumix Selects! Agumix Select Tokusen Graphic Shuu)

CG collection.

- TECHNICAL -

Floppy Disk x3

- TRIVIA -

Released on September 01, 1992 in Japan. Retail price: 7800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88864&o=2

$end


$snes=suzukif1,
$bio

Aguri Suzuki F-1 Super Driving (c) 1993 Absolute Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62705&o=2

$end


$info=koshien,
$bio

嗚呼栄光の甲子園  (c) 1991 Taito Corp.
(Ah Eikou no Koushien)

A hilarious Japanese baseball game that follows the normal rules of baseball. However, a player may 'charge' up to try to hit (or pitch) better.

- TECHNICAL -

Runs on the "Taito F2 System" hardware.

Game ID: F2-System No. 14
Prom Stickers: C81

Players: 2
Control: 8-way joystick
Buttons: 3

- TRIVIA -

Ah Eikou no Koshien was released in April 1991 in Japan.

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

The games' billboards advertises various Taito games.

- PORTS -

* Consoles :
Sony PlayStation 2 [JP] (July 28, 2005) "Taito Memories Joukan [Model SLPM-66057]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42&o=2

$end


$pc98=ahan,
$bio

Ah! an (c) 1993 Wendy Magazine

- TECHNICAL -

Floppy Disk x2

- TRIVIA -

Released on September 22, 1993 in Japan. Retail price: 6800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88865&o=2

$end


$segacd=ah3ts,
$bio

AH3 - ThunderStrike [Model T-60055] (c) 1993 JVC Musical Industries, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60691&o=2

$end


$pico=ahirupek,
$bio

Ahiru no Pekkle no Kazoete Miyou [Model T-150110] (c) 1995 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75624&o=2

$end


$pc98=ahodayon,
$bio

Ahodayon II (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88867&o=2

$end


$pcecd=aichoan,
$bio

?-??? (c) 1995 NCS
(Ai Chou Aniki)

Ai Ch? Aniki is a horizontal shooter by Masaya and is the sequel of Ch? Aniki released for the PC Engine in 1992. Nonetheless, Idaten and Benten (the two winged heroes from the first game) despite being shortly mentioned in the introduction sequence, are nowhere to be seen. This time around, players take control of two bald and flying muscular men with huge holes at the top of their heads. The unlikely duo does look surprisingly familiar and anyone who has ever played the excellent prequel will have a sudden rush of déjà vu. After a closer inspection, we notice that the two muscular bodybuilders are nothing else than the flying options who used to fly by the sides of Idaten and Benten and protect them from harm. Are they here to avenge their original owners ? Players choose whether to play as Adon or his brother Samson. Curiously, the holes at the top of their heads allow them to shoot balls of energy. By default, they fire homing energy-balls and combo button combinations activate deadly special attacks in a way similar to traditional fighting games. Ai Ch? Aniki is now popular within the video game community for its odd storyline and suggestive bodybuilding theme.

- TECHNICAL -

Game ID: NSCD5018

- TRIVIA -

Ai Chou Aniki was released on February 24, 1995 for 9800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58103&o=2

$end


$pc98=aigo3,
$bio

AI囲碁3 (c) 1990 Something Good.
(AI Go 3)

- TRIVIA -

Released on November 01, 1990 in Japan.

- STAFF -

Developed by: Alfa System

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88837&o=2

$end


$saturn,sat_cart=aiigo,
$bio

AI Igo (c) 1997 ASCII Entertainment Software, Incorporated.

Japanese board game.

- TECHNICAL -

Model T-17601G

- TRIVIA -

AI Igo was released on July 11, 1997 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58883&o=2

$end


$saturn,sat_cart=aiiijima,
$bio

Ai Iijima - Good Island Cafe [Model T-25201G] (c) 1996 Inner Brain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58890&o=2

$end


$nes=aisensei,
$bio

Ai Sensei no Oshiete - Watashi no Hoshi (c) 1993 Irem Corp.

- TECHNICAL -

[Model IF-27]

- TRIVIA -

Ai Sensei no Oshiete was released on March 26, 1993 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53814&o=2

$end


$nes=aisenshi,
$bio

Ai Senshi Nicol (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83820&o=2

$end


$famicom_flop=aisenshi,
$bio

愛戦士ニコル (c) 1987 Konami Industry Company, Limited.
(Ai Senshi Nicol)

- TECHNICAL -

Game ID: KDS-AIN

- TRIVIA -

Ai Senshi Nicol was released on April 24, 1987 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65231&o=2

$end


$pc98=aishimai,
$bio

愛姉妹 ～二人の果実～ (c) 1994 Silky's.
(Ai Shimai - Futari no Kajitsu)

- TECHNICAL -

Floppy Disk x4

- TRIVIA -

Released on September 30, 1994 in Japan. Retail price: 7800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88868&o=2

$end


$pc98=aishogi,
$bio

AI将棋 (c) 1993 Something Good
(AI Shogi)

- TRIVIA -

Released on December 05, 1993 in Japan. Retail price: 9800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88838&o=2

$end


$n64=aishogi3,
$bio

AI Shougi 3 (c) 1998 I4.

- TECHNICAL -

[Model NUS-NS3J]

- TRIVIA -

AI Shougi 3 was released on December 18, 1998 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57569&o=2

$end


$saturn,sat_cart=aishogi,aishogia,
$bio

AI Shougi (c) 1995 Soft Bank.

Japanese board game.

- TECHNICAL -

Model T-18602G

- TRIVIA -

AI Shougi was released on August 25, 1995 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58884&o=2

$end


$pico=sanriocd,
$bio

Ai to Yume no Kuni - Sanrio Puroland - Chanto Dekirukana? Minna to Tanoshii Oyuugikai [Model HPC-6056] (c) 1998 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75625&o=2

$end


$pico=sanriopl,
$bio

Ai to Yume to Bouken Sanrio Puroland [Model HPC-6014] (c) 1994 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75626&o=2

$end


$nes=aiamuasm,
$bio

Aiamua Teacher Super Mario (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83821&o=2

$end


$pc98=aida,
$bio

Aida (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88869&o=2

$end


$pc98=aids,
$bio

AIDS 私を愛して...神愛聖人 (c) 1993 Medic.
(AIDS - Watashi o Aishite... Jinai Seijin)

- TECHNICAL -

Floppy Disk x5

- TRIVIA -

Retail price: 8800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88839&o=2

$end


$cdi=aidsawar,
$bio

AIDS Awareness (c) 1994 Multimedia Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52747&o=2

$end


$n64=aidynchr,aidynchru1,aidynchru,
$bio

Aidyn Chronicles - The First Mage (c) 2000 THQ.

You'll need all your monster-hunting, spell-casting and adventuring skills to master Aidyn Chronicles: The First Mage. 

Canadian codeshop H2O takes some liberties with the strict turn-based battles of conventional RPGs. Once a battle breaks out, you'll be able to move your character into a more strategic position. The battle system requires serious study.

Assembling and leveling up a party of four (out of 13 selectable characters) and journeying through the vast tracts of medieval settings is not a job for the patience-impaired, but for RPG devotees, Aidyn Chronicles delivers the mystical goods.

- TECHNICAL -

Cartridge ID: NUS-NAYE-USA

- TRIVIA -

Released on March 01, 2000 in USA.

Known export releases:
[EU] "Aidyn Chronicles - The First Mage [Model NUS-NAYP-EUR]"

- STAFF -

H2O
Project Directors: Christopher Bailey, David Dubord
Executive Producer: Michael Tam
Producer: Gabriel Jones
Lead Game Designer: G. Christopher Klug
Lead Programmer: Christopher Bailey
Lead Tools Programmer: Bryan Ewert
Lead Artist: Sarah Meagher
Story By: G. Christopher Klug
Head Writer: Angela Ferraiolo
Dialogue Director: Andrew Laing
Lead Tester: Jai Kristjan
Designers: David Dubord, Andrew Laing, Andrew Brechin, Richard Loomer
Programmers: Michael Anderson, Mike Hughes, Peter Thompson, Colin Fletcher, Christopher Ewington, Ian Byers
Art Direction: Christopher Bretz
Character Artists: Jeff King, Andy Gerhig, John Hayes, Kern Nembhard, Christopher Kniffen
Environment Artists: Sherridon Routley, Jakub Pokorny, Jon Scott McBain, Roland Longpre, Rayna Van Balkom, Lorie Clay, Kern Nembhard
Writing: David Dubord, Andrew Laing, Angela Ferraiolo, G. Christopher Klug, Mark Silcox
Assistant Dialogue Director: David Klann
Testers: Chris Rezanson, Jennifer Rivas, Amy Hearn, Sean Jones, Craig Jones, David Klann, Dan Feldman
Additional Contributions: Gord McDowell, Andrew Brown, Mark Jensen, Georgina Okerson, Ross Kakuschke, Tim Krause, Jonny Liu

THQ
Executive Producer: Scott Krager
Associate Producers: Curtis R. Cherrington, Andrew Brown
Senior Product Manager: Alison Quirion
Associate Product Manager: Chris Zilliotto
Publicity: Liz Pieri, Kathy Mendoza Bricaud
Directors of QA: Jeremy S. Barnes, Donn W. Nauert
Lead Testers: Sean C. Heffron, Erik van Rooy, Ryan Kull
Testers: Jay Cardellio, Razmig Pulurian, Julian Brummitt, Amin Razi, Brad Zybert, Rob Floyd, Byron Guerrero, Jason Pislaan, Cory Ledesma, Tim Grimaud, Cody Grimm, Joseph Macaulay, Nick Gardner, Mica Haney

Studio X
Sound & Music: Steven Sim, Rob Plotnikoff, Max Arnason
Special Thanks: Brian J. Farrell, Jeffrey Lapin, Michael Rubinelli, Leslie Brown, Peter Dille, Alison Locke, Tiffany Ternan, Nathan Rose, Kristen Mittermuller, Cosmina Chindaris, Jacki Keon, Cindy Tam, Allison Tam, Herman Ma, David Pridie (1971-2001)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57573&o=2

$end


$nes=balubalo,
$bio

アイギーナの予言 バルバルークの伝説よ (c) 1986 Vic Tokai.
(Aigiina no Yogen - From The Legend of Balubalouk)

- TECHNICAL -

Game ID: VIC-AY

- TRIVIA -

Aigiina no Yogen was released on November 21, 1986 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53815&o=2

$end


$snes=a3sv,
$bio

AIII S.V. - A Ressha de Ikou 3 - Super Version (c) 1995 Pack-In-Video Company, Limited.

- TECHNICAL -

[Model SHVC-ATGJ-JPN]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61003&o=2

$end


$x68k_flop=aikoku,
$bio

Aikoku Pro Uso-68K (c) 1990 Hazama Kuroo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87028&o=2

$end


$info=aim65,
$bio

AIM 65 (c) 1977 Rockwell.

A very early computer.

- TRIVIA -

The launch price was US$375.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=34764&o=2

$end


$cdi=aimsbird,
$bio

AIMS - A First Look at Birds (c) 1995 AIMS Multimedia

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52748&o=2

$end


$cdi=aimsmaml,
$bio

AIMS - A First Look at Mammals (c) 1995 AIMS Multimedia

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52749&o=2

$end


$cdi=aimstree,
$bio

AIMS - A First Look at Trees (c) 1995 AIMS Multimedia

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52750&o=2

$end


$cdi=aimsanim,
$bio

AIMS - Animal Communities (c) 1995 AIMS Multimedia

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52751&o=2

$end


$cdi=aimstide,
$bio

AIMS - Animal Life in a Tidepool (c) 1995 AIMS Multimedia

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52752&o=2

$end


$cdi=aimsbeav,
$bio

AIMS - Beavers and How they Live (c) 1995 AIMS Multimedia

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52753&o=2

$end


$cdi=aimsbees,
$bio

AIMS - Bees and How they Live (c) 1995 AIMS Multimedia

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52754&o=2

$end


$cdi=aimsecos,
$bio

AIMS - Ecosystems - Nature in Balance (c) 1995 AIMS Multimedia

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52755&o=2

$end


$cdi=aimsevol,
$bio

AIMS - Evolution - Change Through Natural Selection (c) 1995 AIMS Multimedia

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52756&o=2

$end


$cdi=aimsexpl,
$bio

AIMS - Exploring our Solar System (c) 1995 AIMS Multimedia

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52757&o=2

$end


$cdi=aimsfrog,
$bio

AIMS - Frogs and How they Live (c) 1995 AIMS Multimedia

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52758&o=2

$end


$cdi=aimssurv,
$bio

AIMS - How Animals Survive (c) 1995 AIMS Multimedia

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52759&o=2

$end


$cdi=aimsclas,
$bio

AIMS - How we Classify Animals (c) 1995 AIMS Multimedia

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52760&o=2

$end


$cdi=aimsinse,
$bio

AIMS - Insects Reproduction and Metamorphosis (c) 1995 AIMS Multimedia

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52761&o=2

$end


$cdi=aimsecol,
$bio

AIMS - Learning About Ecology (c) 1995 AIMS Multimedia

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52762&o=2

$end


$cdi=aimstemp,
$bio

AIMS - Temperature, Pressure and Humidity (c) 1995 AIMS Multimedia

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52763&o=2

$end


$cdi=aims4yw,
$bio

AIMS - The Civil War - Four Years of War and its Aftermath (c) 1995 AIMS Multimedia

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52764&o=2

$end


$cdi=aimswarb,
$bio

AIMS - The Civil War - The South Secedes and War Begins (c) 1995 AIMS Multimedia

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52765&o=2

$end


$cdi=aimswind,
$bio

AIMS - Winds, Fronts and Storms (c) 1995 AIMS Multimedia

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52766&o=2

$end


$pc8801_flop=newload4,newload4a,
$bio

Aino New Loaders 4 (c) 1987 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91334&o=2

$end


$pc8801_flop=newload6,
$bio

Aino New Loaders 6 (c) 198? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91335&o=2

$end


$pc8801_flop=newload5,
$bio

Aino New Loaders Vol. 5 (c) 1987 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91336&o=2

$end


$info=airattck,airattcka,
$bio

Air Attack (c) 1996 Comad Industry Company, Limited.

A great Korean vertically scrolling shooter.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 10 Mhz), Zilog Z80 (@ 4 Mhz)
Sound Chips : OKI6295 (@ 1.0 Mhz)

Players : 2
Control : 8-way Joystick
Buttons : 2

- TRIVIA -

Released in February 1996.

The kanji on the title screen is 'kushuu' which means 'air raid'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4888&o=2

$end


$odyssey2,g7400=airbattl,
$bio

Air Battle (c) 1983 Philips Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95754&o=2

$end


$n64=airboard,
$bio

Air Boarder 64 (c) 1998 Human Entertainment

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57574&o=2

$end


$n64=airboardj,
$bio

Air Boarder 64 (c) 1998 Human Entertainment

- TECHNICAL -

[Model NUS-NABJ]

- TRIVIA -

Air Boarder 64 was released on March 27, 1998 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57575&o=2

$end


$amigaocs_flop=airbucks,
$bio

Air Bucks (c) 1993 Impressions

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73380&o=2

$end


$info=airbustr,airbustrj,airbustrb,
$bio

Air Buster - Trouble Specialty (c) 1990 Kaneko.

A horizontally scrolling shoot'em up game.

- TECHNICAL -

Main CPU : (3x) Z80 (@ 6 Mhz)
Sound Chips : YM2203 (@ 3 Mhz), OKI6295 (@ 3 Mhz)

Players : 2
Control : 8-Way Joystick
Buttons : 2
=> Shoot, Shoot

- TRIVIA -

Released in January 1990.
Licensed to Namco.

The second level of Air Buster was clearly the inspiration for the 3rd level of 'Turrican 2'.

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

- STAFF -

Software : S. Igarashi (To-y), H. Takeuchi (Tiny-Tomo)
Graphics : K. Matsuoka, N. Obana, T. Konakawa
Hardware : H. Mikami, H. Nagayoshi
Music composed by : Tatsuya Watanabe
Sound operate : S. Aizu
Test game : F. Komori, K. Niihara, T. Okamoto
Total coordinate : S. Igarashi (To-y)
General producer : Hiroshi Kaneko

- PORTS -

* Consoles :
Nec PC Engine [JP] (1990, "Aero Blasters")
Sega Mega Drive (1991, "Aero Blasters")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43&o=2

$end


$megadriv=airbustr,
$bio

Air Buster - Trouble Specialty Raid Unit (c) 1991 Kaneko Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57092&o=2

$end


$snes=aircavalu,
$bio

Air Cavalry [Model SNS-ACCE-USA] (c) 1995 CyberSoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62707&o=2

$end


$snes=aircaval,
$bio

Air Cavalry [Model SNSP-ACCP-EUR] (c) 1995 CyberSoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62706&o=2

$end


$cpc_cass=aircobra,
$bio

Air Cobra (c) 1987 GTS, S.a.c. [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64199&o=2

$end


$info=aircomb,aircombj,
$bio

Air Combat (c) 1992 Namco.

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

- TECHNICAL -

Dimensions :
77,12in. (195,5cm) High
110,62in. (279,4cm) Deep
42,81in. (106,6cm) Wide

Weight : 1041 lbs (471.5 kg)

Namco System 21 hardware
Game ID : AC

Main CPU : (2x) Motorola 68000 (@ 12.288 Mhz), M6809 (@ 3.072 Mhz), HD63705 (@ 2.048 Mhz), (2x) TMS32025 (@ 24 Mhz)
Sound Chips : C140 (@ 32 Khz), YM2151 (@ 3.57958 Mhz)

Screen orientation : Horizontal
Video resolution : 496 x 480 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768

Players : 2
Control : Throttle lever, 8-way joystick
Buttons : 2

- TRIVIA -

Even if titlescreen says 1992, Air Combat was released in June 1993 in Japan.

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

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

- SERIES -

1. Air Combat (1992, Arcade)
2. Air Combat 22 (1995, Arcade)
3. Ace Combat (1996, PlayStation)
4. Ace Combat 2 (1997, PlayStation)
5. Ace Combat 3 - Electrosphere (2000, PlayStation)
6. Ace Combat 04 - Shattered Skies (2001, PS2)
7. Ace Combat 5 - The Unsung War (2004, PS2)
8. Ace Combat Advance (2005, GBA)
9. Ace Combat Zero - The Belkan War (2006, PS2)
10. Ace Combat X - Skies of Deception (2006, PSP)
11. Ace Combat 6 - Fires of Liberation (2007, XBOX 360)
12. Ace Combat XI - Skies of Incursion (2009, Apple Store)

- STAFF -

Music composition by : Hiroyuki Kawada

- PORTS -

* Consoles :
Sony PlayStation (1995)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=44&o=2

$end


$x68k_flop=acombat2,
$bio

Air Combat - Yuugekiou II (c) 1990 System Soft.

- TRIVIA -

Released on September 21, 1990 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87029&o=2

$end


$info=airco22b,
$bio

Air Combat 22 (c) 1995 Namco.

The sequel to "Air Combat" featuring better graphics.

- TECHNICAL -

Was available as a dedicated deluxe cabinet or as an update kit for the original "Air Combat".

Deluxe cabinet dimensions : 78'' High x 43'' Wide x 111'' Deep.
Deluxe cabinet weight : 1090 lbs.

Namco Super System 22 hardware
Game ID : ACS

Main CPU : Motorola 68EC020 (@ 24.576 Mhz), (2x) TMS32025 (@ 49.152 Mhz), M37710 (@ 16.384 Mhz)
Sound Chips : C352 (@ 16.384 Mhz)

Players : 1
Control : Throttle lever, analogue joystick with trigger (2)
Buttons : 1

- TRIVIA -

Released in March 1995 in Japan.

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

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

- SERIES -

1. Air Combat (1992, Arcade)
2. Air Combat 22 (1995, Arcade)
3. Ace Combat (1996, PlayStation)
4. Ace Combat 2 (1997, PlayStation)
5. Ace Combat 3 - Electrosphere (2000, PlayStation)
6. Ace Combat 04 - Shattered Skies (2001, PS2)
7. Ace Combat 5 - The Unsung War (2004, PS2)
8. Ace Combat Advance (2005, GBA)
9. Ace Combat Zero - The Belkan War (2006, PS2)
10. Ace Combat X - Skies of Deception (2006, PSP)
11. Ace Combat 6 - Fires of Liberation (2007, XBOX 360)
12. Ace Combat XI - Skies of Incursion (2009, Apple Store)

- STAFF -

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

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=45&o=2

$end


$pc98=aircomb2,
$bio

エアーコンバットII (c) 1991 Systemsoft.
(Air Combat II)

- TECHNICAL -

Floppy Disk x2

- TRIVIA -

Released on May 28, 1991 in Japan. Retail price: 8800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88871&o=2

$end


$pc98=aircomb2s1,
$bio

Air Combat II - Tsuika Scenario Vol. 1 (c) 1991 Systemsoft.

- TRIVIA -

Released on September 20, 1991 in Japan. Retail price: 5000 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88872&o=2

$end


$pc98=aircomb2s2,
$bio

Air Combat II - Tsuika Scenario Vol. 2 (c) 1992 Systemsoft.

- TRIVIA -

Released on March 13, 1992 in Japan. Retail price: 5000 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88873&o=2

$end


$pc98=aircomb3,
$bio

エアーコンバットIII (c) 1992 Systemsof.
(Air Combat III)

- TECHNICAL -

Floppy Disk x3

- TRIVIA -

Released on December 11, 1992 in Japan. Retail price: 9800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88874&o=2

$end


$megadriv=airdiverj,
$bio

Air Diver (c) 1990 Asmik

- TECHNICAL -

Game ID: T-20023
Barcode: 716065247389

- TRIVIA -

Export releases:
[US] "Air Diver [Model T-35026]"

- STAFF -

Programming: Takion, Nari Ozzy
Graphics: Jorge
Music: Y. W, Ondai Yuri
Original Concept: Gurechan
Concept Support: Pukupuku
Test Play: Meddle Eiji, Hokken Katuyuki
Special Thanks: Nago
Music Programming: Ishikawa
System Creator: Takion
Special Advisors: Hiroshi Okamoto, Kazuyuki Takasaki, Push Pop Masa
Tools: Shizuka Inochi, Marpi, Takion, DMA Hirano, TRR Team
Data Organization: Nari Ozzy, Isarius
Story: Yoshihisa Tanaka
Visual Sketch: Wa‑nabe, Kenta Abesawa
Information Provision: Onion , Andorre Kazama, Nabesan
Ending Theme Composition: Tatsuya Hamaki
Music Direction: Takion, Narichan
Graphics Direction: Kenta Abesawa, Isarius
Program Direction: Takion, Nari Ozzy
Coordinator: Nari Chan
Producer: Kazuyuki Takasaki
Support: Nanchan, Mariko Koizumi, Michiyo Sugawara, Shizuka Inochi, Gim Keiko
Jammer: Meko Saitou, Kaeru Sakurai, Yuco Matui, Sunny Masamori, Baja Baja Kudou, Hokken Katsuyuki, Metali Kawachi, Tiger Mori, Boy Kusakai, Ni‑Ka‑Ji‑
Word Processor: Isacyan, Narichan
Ochakumi: Johhny B. Good. Eiji
Executive Director: Toshiyuki Futamura

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56313&o=2

$end


$megadriv=airdiver,
$bio

Air Diver (c) 1990 Seismic

North American release. Game developed in Japan. See the Japanese release "Air Diver [Model T-20023]" for more information about the game.

Description from the USA back cover:

Your mission is to find and eliminate the enemy terrorists. They are extremely well armed, and central intelligence informs us that they may have the backing of several unfriendly extraterrestrial nations...

- TECHNICAL -

Game ID: T-35026

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57093&o=2

$end


$info=airduel,airduelm72,
$bio

Air Duel (c) 1990 Irem Corp.

A vertically scrolling shoot-em up game.

- TECHNICAL -

Irem M-72 system hardware

Main CPU : V30 (@ 8 Mhz)
Sound CPU : Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), DAC (@ 3.579545 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2
=> [A] Gun, [B] Guided bomb

- TRIVIA -

Air Duel was released in June 1990.

Several music pieces from this game were recycled for others games from the same musicians:
The mission 1 music was recycled and remixed in "Gun Force II" (Stage 2 part 1).
The mission 2 music contains a synth solo (after 32 seconds) which was performed with a sax in "Metal Slug 2 - Super Vehicle-001/II" (mission 3).
The mission 3 music was recycled and remixed with electric guitar in "Metal Slug 3" (mission 1, underwater way).
The mission 3 music was also recycled and remixed in "Gun Force II" (Stage 2 part 2).
The mission 4 music was recycled and remixed in "Gun Force II" (stage 1).

- SERIES -

1. Air Duel (1990)
2. Air Assault (1993)

- PORTS -

* Computers : 
PC [MS Windows, Online] [EU] (December 9, 2011) "IREM Arcade Hits" by DotEmu
Apple MacIntosh [Online] [US] (August 21, 2011) "Irem Arcade Hits" by DotEmu
PC [Desura] [US] (November 2, 2013) "IREM Arcade Hits" by Plug In Digital

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46&o=2

$end


$pc98=airduel,
$bio

Air Duel (c) 1994 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88875&o=2

$end


$nes=airfortrj,
$bio

Air Fortress (c) 1987 HAL Laboratory, Incorporated.

Air Fortress is a side scrolling shooter/action game by HAL Laboratory. In the very distant Cromat Galaxy, the inhabitants of planet Farmel are faced with an impending doom - eight mysterious and monstrous alien fortresses (named "Air Fortresses") now hurl towards their home world at considerable speed, and their true motives are undoubtedly dubious. The Federal Bureau of Galactic Government decides to send a lone attack commando on the most desperate mission imaginable. The space marine Hal Bailman (codename ID 82593), on board his small but heavily armed Lightbrasner (aka Light Blaster) ship, must first fly dangerously close to the surface of each fortress. During this initial phase, the player must destroy waves or enemy ships, avoid obstacles such as platforms or floating asteroids, and eventually locate the air lock that gives access to the inner structure of the monstrous ship. Once inside, Hal leaves his Light Blaster behind and ventures deep within the core body of the impenetrable stronghold with his jet pack. His final objective is to find and ultimately destroy the central reactor, and to reach a second escape Light Blaster before the fortress goes to oblivion. Hal comes equipped with a Light Beam Blaster and a limited amount of energy. Capsules are scattered around the game and replenish Hal's energy (E), or recharge his powerful Crash Beam (B). The later is a particularly explosive weapon that he can use in desperate situations, and although Light Beams can be fired indefinitely, the Crash Beam comes in limited quantities and must be periodically recharged. Energy is a very important part of the gameplay - inside each fortress, Hal continuously loses energy when he fires a weapon, uses his jet pack or receives damages, and energy cells help him regain some of it back. But most importantly, they extend his maximum energy, and all the energy items collected before entering the air lock determine the player's power level inside the fortress. However, once inside, although Hal can rest in elevator shafts to regain some energy, power lost from enemy damage is never restored. Air Fortress is single player only, and the progression is saved through a simple four-character password system.

- TECHNICAL -

Cartridge ID: HAL-AI

- TRIVIA -

Air Fortress was released on August 17, 1987 in Japan. It was sold 5300 yen.

Export releases:
[US] "Air Fortress [Model NES-AI-USA]" (September 1989)
[EU] "Air Fortress [Model NES-AI-EEC]" (1989)

- TIPS AND TRICKS -

* Level passwords:
Level 2 - I8TA
Level 3 - KA91
Level 4 - 6KAI
Level 5 - 8NYU
Level 6 - 2APP
Level 7 - OS85
Level 8 - SUGA

* Second quest passwords: Completing the game unlocks a new set of fortresses. However, although they are directly available in the American version, you must first enter three special codes in this Japanese version (first GYUW, then AGOG and OOON). The game will then start at the first stage. You must then die and go back to the title screen (which will now be green) and enter one of the second quest passwords. 
Level 1 - ABE4
Level 2 - 11NA
Level 3 - 8AJI
Level 4 - TOBI
Level 5 - NDA4
Level 6 - MA1K
Level 7 - DOMO
Level 8 - 7NDE

- STAFF -

Director: Hiroaki Suga (GSX Suga)
Producer: Satoru Iwata
Game Designers: Hiroaki Suga (GSX Suga), Live Planning
Graphic Designer: Live Planning
Sound Composer: Jumper Kanagushi (Escaper Kanagushi)
Programmer: Hiroaki Suga (GSX Suga)
Tool Programmer: Tadashi Mukai
Chief Map Designer: Akio Hanyu
Map Designers: Tadashi Mukai, Masanobu Sakata
Technical Advisers: Satoru Iwata, Makoto Kanai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53816&o=2

$end


$nes=airfortr,
$bio

Air Fortress (c) 1989 HAL Laboratory.

European version. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Air Fortress [Model HAL-AI]".

- TECHNICAL -

Cartridge ID: NES-AI-EEC

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54880&o=2

$end


$nes=airfortru,
$bio

Air Fortress (c) 1989 HAL Laboratory, Incorporated.

North American version. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Air Fortress [Model HAL-AI]".

The story of Air Fortress (from the USA Manual):
The people of the Planet Farmel, located in the center of the Cromat Galaxy, are just now developing their own high technology. They have developed a new type of spaceship called a Lightship, enabling them to travel to other  galaxies. Now they have dispatched Space Frontier Exploration Fleets, to boldly go where no Famellian has gone before.

But now their mission of peace has taken a grave turn. While scouting the Yubbert Galaxy, the Famellian fleet has come across a group of eight huge space fortresses, living entities that survive by destroying and feeding on defenseless civilizations. The invading fortresses are now on a direct collision course with the orbit of Farmel. Receiving an urgent appeal from the Farmellian government, the Federation of Intergalactic Governments immediately dispatched a defense armada, but it was no match for the tremendous firepower of the newly discovered fortresses. In desperation, the government of Farmel has sent our hero, Hal Bailman, on a last-ditch mission to defeat the Air Fortresses and save the planet Farmel from certain destruction. The fate of Farmel hangs in the balance.

Air fortress data: The fleet of Air Fortresses will launch a series of attacks on Hal Bailman's squadron. The first Air Fortress is comparatively simple in structure, but the ones to follow will be increasingly more difficult. They will have more complex labyrinths and unexpected traps. Learn from your previous encounters, and you will acquire the techniques needed to survive the more difficult Air Fortresses.

Overview of an air fortress: An Air Fortress is composed of two parts. The battle for each Air Fortress will begin on the Air Base. If you successfully defeat your adversaries on the Air Base, you will be taken through the Air Lock into the main body of the Air Fortress. The final objective is to destroy the Central Reactor of each Air Fortress.

- TECHNICAL -

Cartridge ID: NES-AI-USA

- TRIVIA -

Air Fortress was released in September 1989 in North America.

Jumper Kanagushi, the sound composer credited on the Japanese version of this game is called 'Escaper Kanagushi' in this version of the game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=34736&o=2

$end


$x68k_flop=airhork,
$bio

Air Hork (c) 1990 PCCM

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87030&o=2

$end


$info=ainferno,ainfernoj,
$bio

Air Inferno (c) 1990 Taito.

A helicopter rescue simulation game with quite good polygon-based graphics for its time.

- TECHNICAL -

Cockpit cabinet dimension : 68'' (171cm) Wide x 38'' (95cm) Deep x 56'' (140cm) High. Weight : 130 kg
Simulator cabinet dimension : 84'' (211cm) Wide x 54'' (135,5cm) Deep x 71'' (178,5cm) High. Weight : 330 kg

Taito Air System hardware
Board Number : M4300186A
Prom Stickers : C45

Main CPU : Motorola 68000 (@ 12 Mhz), Zilog Z80 (@ 4 Mhz), TMS32025 (@ 24 Mhz)
Sound Chips : Yamaha YM2610 (@ 8 Mhz)

Screen orientation : Horizontal
Video resolution : 512 x 400 pixels
Screen refresh : 60.00 Hz
Palette Colors : 8192

Players : 2
Control : stick
Buttons : 7

- TRIVIA -

Air Inferno was released in June 1990.

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

- UPDATES -

The US version is slightly different :
* 'Winners Don't Use Drugs' screen added.
* New Color GFX.
* New weapons and missiles.

- STAFF -

Chief : Toshiaki Tsukano
Game design : Tsukasa Fujita

- PORTS -

* Consoles :
Turbo Grafx 16 (1991)

* Computers :
PC

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47&o=2

$end


$saturn,sat_cart=airman96,
$bio

Air Management '96 [Model T-7611G] (c) 1996 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58891&o=2

$end


$x68k_flop=airmanag,
$bio

Air Management - Oozora ni Kakeru (c) 1992 Koei Co., Ltd.

- TRIVIA -

Released on November 20, 1992 in Japan.

- STAFF -

Developed by: Kou Shibusawa

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87031&o=2

$end


$pc98=airmanag,
$bio

エアーマネジメント 大空に賭ける (c) 1992 Koei Co., Ltd.
(Air Management - Oozora ni Kakeru)

- TECHNICAL -

Floppy Disk x2

- TRIVIA -

Released on July 30, 1992 in Japan. Retail price: 11800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88876&o=2

$end


$snes=airmanaga,airmanag,
$bio

エアーマネジメント 大空に賭ける (c) 1992 Koei
(Air Management - Oozora ni Kakeru)

Air Management is one of a kind (or two if you count its sequel) and gives the player the opportunity to control, build and operate an airline company in a way similar to other simulation games such as the famous Sim City. Player can play during two time periods, from 1963 to 1995 or from 1983 to 2015. It is interesting to notice that up to four players can enjoy the game at the same time, and all of this fueled by a round based system (they are actually controlled by AI during the single player mode). But let's go back to the game itself and talk about the simulation system. The game allows a lot of customization: new flying routes, airplanes types, budget (fares, advertising, stock purchasing) and so forth. Other external elements affect the game such as other airline companies competing against the player's, weather conditions, airplane problems, strikes and all kind of world events such as accidents or even world conflicts and wars.

- TECHNICAL -

Cartridge ID: SHV-AL

- TRIVIA -

Air Management was released on April 05, 1992 in Japan for 11800 Yen.

Export releases:
[US] "Aerobiz [Model SNS-AL-USA]"

- STAFF -

Producer: Yoichi Erikawa

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61012&o=2

$end


$megadriv=airmanag,
$bio

エアーマネジメント 大空に賭ける (c) 1992 Koei
(Air Management - Oozora ni Kakeru)

- TECHNICAL -

Game ID: T-76083

- TRIVIA -

Released on November 1, 1992 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56314&o=2

$end


$pc98=airmang2,
$bio

エアーマネジメントII 航空王をめざせ (c) 1993 Koei Co., Ltd.
(Air Management II - Koukuu Ou o Mezase)

- TECHNICAL -

Floppy Disk x3

- TRIVIA -

Released on October 01, 1993 in Japan. Retail price: 12800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88877&o=2

$end


$snes=airmang2,
$bio

Air Management II - Koukuu Ou o Mezase (c) 1993 Koei

- TECHNICAL -

[Model SHV-AG]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61013&o=2

$end


$megadriv=airmang2,
$bio

エアマネジメントII 航空王をめざせ (c) 1994 Koei.
(Air Management II - Koukuuou o Mezase)

- TECHNICAL -

Game ID: T-76143

- TRIVIA -

Released on February 18, 1994 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56315&o=2

$end


$info=airrace,
$bio

Air Race (c) 1985 Atari, Incorporated.

A futuristic racing game where you pilot a ship around the futuristic race course.

- TECHNICAL -

Runs on the Atari System IV Hardware.

Main CPU: Motorola 68000 (@ 8 Mhz), TMS32010 (@ 16 Mhz)

Screen Orientation : Horizontal
Video Resolution : 512 x 384 Pixels
Screen Refresh : 60.00 Hz
Palette Colors : 256

Players : 1
Control : 2-Way Joystick

- TRIVIA -

A very rare prototype game. This game ran on the same hardware as "The Last Starfighter" (1984). Unfortunately, this game also suffered the same fate as the "The Last Starfighter" (1984). It was never released due to high cost of the hardware preventing the game being sold to the market. If released, it would have been the first space-themed racing game utilizing flat-shaded 3-D Polygons.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=35309&o=2

$end


$info=airraid,
$bio

Air Raid (c) 1987 Seibu Kaihatsu.

A vertically scrolling shoot'em up game.

- TECHNICAL -

Main CPU : (2x) Zilog Z80 (@ 6 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in August 1987.

Air Raid is the predecessor to "Raiden".

This game is also known as "Cross Shooter".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48&o=2

$end


$a2600=airraid,
$bio

Air Raid (c) 1982 Men-A-Vision.

- TECHNICAL -

[Model M707]

- TRIVIA -

Air Raid is one of the most rarest games for the Atari 2600.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49145&o=2

$end


$a2600=airraidse,
$bio

Air Raiders (c) 1982 Telegames

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50014&o=2

$end


$a2600=airraids,airraidse1,
$bio

Air Raiders (c) 1982 Mattel, Incorporated.

- TECHNICAL -

[Model No. 5861]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49146&o=2

$end


$info=arescue,arescuej,
$bio

Air Rescue (c) 1992 Sega.

A helicopter rescue simulation game.

- TECHNICAL -

Cabinet dimensions : 58,3'' (148cm) Wide x 73,2'' (186cm) Deep x 63'' (160cm) High.
Cabinet weight : 727,5 lbs (330 kg).

Runs on the Sega "System 32" hardware.

Players: 1
Control: Stick
Buttons: 2

- TRIVIA -

Released in February 1992 in Japan.

- PORTS -

* Consoles :
Sega Master System (1992)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49&o=2

$end


$sms=airresc,
$bio

Air Rescue (c) 1992 Sega Enterprises, Limited.

- TECHNICAL -

[Model 7102]

- TRIVIA -

Reviews:
[FR] August 1992 - Joypad N.11: 61/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55918&o=2

$end


$intv=airstrk,
$bio

Air Strike (c) 1982 Mattel Electronics

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60851&o=2

$end


$amigaocs_flop=airsuprt,airsuprtu,
$bio

Air Support (c) 1992 Psygnosis, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73381&o=2

$end


$cpc_cass=airtraff,
$bio

Air Traffic Control (c) 1984 Hewson Consultants

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64200&o=2

$end


$bbca_cass,bbcb_cass=atc,
$bio

Air Traffic Control (c) 19?? Microdeal

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51466&o=2

$end


$info=airtrix,
$bio

Air Trix (c) 2001 Sega Enterprises, Limited.

An excellent trick-style skateboarding game. The player stands on and maneuvers a skateboard-style controller that allows the player character to perform tail grabs, spins and other moves.

- TECHNICAL -

Cabinet dimensions : 107'' Deep x 47'' Wide x 89'' High.
Cabinet weight : 1200 lbs.

Runs on the Sega "Hikaru" hardware.

- TRIVIA -

Air Trix was released in January 2001.

- TIPS AND TRICKS -

* 2 New Characters : On the character selection screen hold the left buttons and then press Start. You should now have 2 new skaters.

- SERIES -

1. Top Skater - Sega Skateboarding (1997)
2. Air Trix (2001)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4095&o=2

$end


$tg16=airzonk,
$bio

Air Zonk (c) 1992 Turbo Technologies, Inc.

- TECHNICAL -

Game ID: TGX040084

- TRIVIA -

Awarded Best TurboGrafx Game of 1992 by Electronic Gaming Monthly.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84285&o=2

$end


$a2600=airseabae,
$bio

Air-Sea Battle (c) 1977 Atari, Incorporated. 

PAL release. Game developed in USA. For more information, please see the NTSC release's entry, "Air-Sea Battle [Model CX2602]".

- TECHNICAL -

Model CX2602P

- PORTS -

* Consoles : 
Microsoft XBOX [EU] (November 26, 2004) "Atari Anthology" 
Sony PlayStation 2 [EU] (February 18, 2005) "Atari Anthology [Model SLES-53061]" 

* Handhelds : 
Nintendo DS [EU] (February 24, 2011) "Atari Greatest Hits Vol.1 [Model NTR-BR6P-EUR]"

* Computers : 
PC [MS Windows, CD-ROM] [EU] (June 10, 2005) "Atari - 80 Classic Games in One! [Replay]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82969&o=2

$end


$a2600=airseaba,
$bio

Air-Sea Battle (c) 1977 Atari, Incorporated.

- TECHNICAL -

Model CX2602

- TRIVIA -

Air-Sea Battle was one of the few games actually programmed to be in stereo (which can only be experienced with a modified system).

Export releases:
PAL "Air-Sea Battle [Model CX2602P]"

- TIPS AND TRICKS -

If you hit select during an active game in Air-Sea Battle, the background turns to different shades of gray.

- PORTS -

* Consoles : 
Microsoft XBOX [US] (November 16, 2004) "Atari Anthology [Model 26084]" 
Sony PlayStation 2 [US] (November 22, 2004) "Atari Anthology [Model SLUS-21076]" 
Microsoft XBOX [JP] (August 4, 2005) "Atari Anthology [Model B7X-00001]" 

* Computers : 
PC [MS Windows, CD-ROM] [US] (November 11, 2003) "Atari - 80 Classic Games in One! [Model 25069J]" 

* Handhelds : 
Nintendo DS [US] (November 2, 2010) "Atari Greatest Hits Vol.1 [Model NTR-BR6E-USA]"

* Others : 
Atari Flashback [US] (2004)
Atari Flashback 3 [US] (September 16, 2011) by AtGames
Atari Flashback 4 [US] (November 13, 2012) by AtGames
Atari Flashback 5 [US] (October 1, 2014) by AtGames

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50015&o=2

$end


$crvision=airsea,
$bio

Air/Sea Attack (c) 1981 VTECH [Video Technology, Ltd.].

10 game variations.

- TECHNICAL -

No. 8008

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98518&o=2

$end


$apple2gs=airball,
$bio

Airball (c) 1989 Microdeal.

- STAFF -

By: E. Scid, P. Lyon

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49760&o=2

$end


$nes=airball,airballa,
$bio

Airball (c) 1990 Tengen, Incorporated.

- TRIVIA -

This game is a prototype (beta) and was never officially released.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54881&o=2

$end


$xegs=airball,
$bio

Airball [Model RX8109] (c) 1988 Atari Corp. [Sunnyvale, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51218&o=2

$end


$info=abv106,abv106r,
$bio

Airborne (c) 1996 Capcom Coin-Op, Incorporated.

- TRIVIA -

Airborne was released in March 1996. 1,350 units were produced.

- UPDATES -

SOFTWARE V1.4
* The up/down ramp opto will now remain active after game over. This will allow the game to clear any balls that may be under the ramp without having to wait for ball search.
* Added language translations for German, Dutch, French, and Spanish.
* The up/down ramp 1 second activation delay has been removed. When a ball is read
by the ramp opto it will immediately raise.
* The left ramp jackpot lamp is no longer blinked when multiple ramp shots are being made.
* The initial high score to date table and replay level scores are automatically increased when the game is changed from a 3 ball game to a 5 ball game.
* Outlane gate diverter coil control adjusted for cooler operation.
* Replay score factory default setting has been lowered from 100 million to 75 million.
* Performing a factory reset now sets volume level to 8.
* Replay bump factory default setting lowered from 10 million to 1 million.
* Replay minimum factory default setting lowered from 60 million to 1 million.

SOFTWARE V1.6

- STAFF -

Design : Claude Fernandez, Danman, Jeffrey Marshman
Art : Hugh Van Zanten (HUG), Paul Mazur (PWM)
Software : Dan Markham, Bill Pfutzenreuter (Pfutz), Tony DeFeo (TND), Samuel Zehr (SAM), Jeffi Marshall
Dot Dude : Kevin Loza (KEV)
Music and Sounds : Chris Granner (CG)
Speech : Chris Granner, Manny De La Torriente, Jeff Powell (JEF), Claude Fernandez, Frank Lowney, Elizabeth Stroll, Allison Stroll (Alicat), Mark Ritchie, Bryan Friedman
Mechanics : Bob Petzke, Grace Sierakowski, Dan Molter
Model Shop : Steve Coldebella, Bill Kinahan
Double E Rodz : Greg Topel, Steve Milewski
Board Dudes : Pietro Piore, Mike Smyczynski

Special Thanks : Samuel Zehr, Python Anghelo, Mark Ritchie, Wally Welch, Kitten Frimel, Steve Ritschdorf, Frank Lowney, Pat, Mar, Shell, Swear, Briman, Kev, Nat, Megan, Stephanie, Reiko, Kitties, Scott Pikulski

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5184&o=2

$end


$info=aavenger,
$bio

Airborne Avenger (c) 1977 Atari, Incorporated.

- TECHNICAL -

Atari Generation 1

Main CPU : M6800 (@ 1 MHz)
Sound Chip : Custom

- TRIVIA -

Airborne Avenger was released in September 1977. 350 units were produced.

It was Steve Ritchie's first playfield design. His career in the pinball industry would bring him much success later on at Willams Electronics, with games like Flash, Firepower, and Black Knight.

The backglass artwork for Airborne Avenger was designed and signed by lead Atari artist George Opperman (1935-1985). Mr. Opperman was the first artist hired by Atari and the creator of the Atari logo.

- STAFF -

Designer : Steve Ritchie
Artwork : George Opperman
Software & Sounds : Eugene Jarvis

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5185&o=2

$end


$cpc_cass=airborne,
$bio

Airborne Ranger (c) 1988 Microprose Software, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64201&o=2

$end


$amigaocs_flop=airborne,
$bio

Airborne Ranger (c) 1989 Microprose Software, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73383&o=2

$end


$jaguar=aircars,
$bio

AirCars (c) 1997 ICD, Inc.

In the wake of a nuclear holocaust an organization known as E.B.N.E.R.S. was established with the goal of encouraging all mankind to live together in peace. E.B.N.E.R.S. membership included many members of the nuclear scientific community who wished that their work no longer be used for destructive purposes. The E.B.N.E.R.S. suggested that society should be structured to eliminate all possibility of hostility. This structured society was deemed unrealistic in a free world and ridiculed. E.B.N.E.R.S. became known as a fringe organization of radical scientists trying to restructure society.

The government had planted spies within the E.B.N.E.R.S. organization in order to keep an eye of their activities. These spies have revealed that the E.B.N.E.R.S. have developed three new inventions: impenetrable force fields, a teleportation system, and aircars. Force fields surround every E.B.N.E.R.S. complex making them impenetrable from an outside attack. These complexes are linked together with a teleportation system which allows instantaneous travel between their complexes. An aircar is a vehicle that is propelled by a small nuclear power plant and massive fans. The fans lift the aircar above the ground and propel it forward at high speeds. Aircars are armed with a variety of weapons and are highly maneuverable. Our spies have obtained detailed schematics of the teleportation device and an aircar. We have been able to duplicate the teleportation device, but ours has a problem: we can only send you to the E.B.N.E.R.S. complex. Therefore, this is a one way mission. We have also been able to construct our own version of an aircar.

Our spies have also uncovered the E.B.N.E.R.S. diabolical plan to take over the world. The E.B.N.E.R.S. are currently building nuclear bombs. Once they have enough bombs the E.B.N.E.R.S. will teleport a bomb into every major capital and destroy it. They believe that after this is accomplished the world will submit to their rule. Therefore, we have decided to destroy the E.B.N.E.R.S. before they take over the world.

You will pilot an aircar which will be teleported into an E.B.N.E.R.S. complex. You will then proceed to destroy key installations within this complex. After these primary targets have been destroyed you will use the complex's teleportation system to get to the next base. We know there are at least 28 bases around the World. Each of these bases must be knocked out if the world is to be saved from the E.B.N.E.R.S. threat.

Your objective is to save the World by destroying the E.B.N.E.R.S.'s ability to fight. This is accomplished by completing 32 missions against enemy complexes.  Each mission has several types of primary targets that must be destroyed. Once all of the primary targets have been destroyed you can use the E.B.N.E.R.S.'s teleportation system in order to advance to the next mission.

- TRIVIA -

Released in June 1997.

This was the first game to support up to 8 player networking on your Atari Jaguar  (8 player networking requires a CatBox for each Jaguar).

- TIPS AND TRICKS -

* You can use a teleporter to get away from enemies.

* When you kill an enemy, its weapon or ammo will be left for several seconds.

* Mines only do a little damage, but they will stop anything that takes damage from them.

* When you are stealthy, your aircar does not show up on other player's radar screens.

* Smoke screens will cause the E.B.N.E.R.S. to delay shooting.

* As you enter a primary target area, go after the radar dishes first.

* Banked turning is faster than flat turning.

* Primary targets score four times their normal points.

- STAFF -

MidNite Entertainment Group, Inc. consists of: John Sanderson, David Ebner, Clayton Bradish III, Richard Ebner, John McNulty, Tracey Turner, Janice Sanderson, August C. Ghilarducci

With special thanks to: Tom Harker, Scott LeGrand, John Murfey, Nicole Scott, Mary Thorsen

ADDITIONAL TESTERS: Ashley Albrecht, Brianna Albrecht, Corrie Berment, Dave Davis, James Dillenburg, John Dillenburg, Mike Ebner, Jason Faiola, Seneca Freeman, Glenn Hinckley, Brett Hall, J.T. Kaufman, Kari Krauss, Joseph Mercure III, Greg Mikrut, Joe Turner, Tim Ruf, John Zavaglia

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76400&o=2

$end


$pc98=aircomb,aircomba,
$bio

AirCombat 遊撃王II (c) 1989 Systemsoft.
(AirCombat - Yuugeki Ou II)

- TECHNICAL -

Floppy Disk x2

- TRIVIA -

Released in October 1989. Retail price: 8800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88870&o=2

$end


$amigaocs_flop=airforce,
$bio

AirForce Commander (c) 1993 Impressions

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73382&o=2

$end


$gba=airfrcd2,
$bio

AirForce Delta II [Model AGB-AAKJ-JPN] (c) 2002 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69547&o=2

$end


$gba=airfrcds,
$bio

AirForce Delta Storm (c) 2002 Konami Company, Limited.

- TECHNICAL -

Game ID: AGB-AAKE-USA

- TIPS AND TRICKS -

Rename planes: When selecting a ship, press Select to change the name.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69548&o=2

$end


$gbcolor=airforcd,
$bio

AirForce Delta [Model CGB-BDLE-USA] (c) 2000 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67465&o=2

$end


$gbcolor=airforcdj,
$bio

AirForce Delta [Model CGB-BDLJ-JPN] (c) 2000 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67464&o=2

$end


$info=agallet,agalleth,agalletj,agalletk,agallett,agalletu,
$bio

Airgallet (c) 1996 Banpresto.

The player controls a fighter jet and shoot enemies in the air and on the ground, collects power-ups, and defeat bosses to advance levels. The player must collect four power ups to upgrade their weapon. There are four weapon types: L, a laser weapon, S, a support drone, M, a tracing missile, and F, gatling Fire, a spread-out vulcan bullet shot.

Four levels of power-ups are available for each weapon, however each level requires four power up tokens be collected. There are also two special "bomb" weapons available for collection - green Energy Spark for a screen-covering swarm of lower-power bombs and blue Thunder Drive for a narrower and more focused attack. The Energy Spark clears all bullets from the screen, while the Thunder Drive only clears bullets that actually touch the blast. This blast starts momentarily atop the player, but quickly moves forward a short distance and stays stationary for a few seconds before dissipating.

- TECHNICAL -

Cave 1st Generation Hardware
Game ID: BP962A

Main CPU: MC68000 (@ 16 Mhz)
Sound CPU: Zilog Z80 [Optional]
Sound Chips: OKIM6295 + Yamaha YM2151
Other: 93C46 EEPROM
RAM: 62256 (x8), NEC 424260 (x2), 6264 (x5)

Players: 2
Control: 8-way joystick
Buttons: 3

- TRIVIA -

Released in February 1996, Air Gallet features the voices of Lenne Hardt and Jeff Manning.

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

- STAFF -

Executive producer : Johan Satoh
Total coordinator : Toshifumi Kawashima
Producer : Hiroyuki Fujimoto
Director : Tatsuya Uemura
Programmer : Mizuiro Honey
Graphic designers : Mikio Yamaguchi, Junya Inoue, Kaneyo Oohira
Music composer : Yoshitatsu Sakai (Yoshitaz)

Special thanks : S. Yoshida, D. Watanabe, L. Hardt, J. Manning

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50&o=2

$end


$psx=airgrave,
$bio

Airgrave [Model SLPS-00559] (c) 1996 Santos

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84838&o=2

$end


$bbca_cass,bbcb_cass=airliftb,
$bio

Airlift (c) 19?? Bug Byte

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51467&o=2

$end


$bbca_cass,bbcb_cass=airlift,
$bio

Airlift (c) 198? Superior Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51468&o=2

$end


$bbca_cass,bbcb_cass=airliftsc,
$bio

Airlift [The Superior Collection Vol.1] (c) 198? Superior Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51469&o=2

$end


$bbca_cass,bbcb_cass=airline,
$bio

Airline (c) 1983 CCS

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51405&o=2

$end


$info=alpiltdx,
$bio

Airline Pilots [Deluxe model] (c) 1999 Sega.

Airline Pilots is a extremely detailed and authentic airline pilot game, simulating a commercial Boeing 777 aircraft.

- TECHNICAL -

This game runs on 4 Sega Naomi boards for the processing, a monster!

- TRIVIA -

Released in March 1999.

Also released as "Airline Pilots [Standard model]".

This game was actually made in collaboration with engineers and pilots from Japan Airlines.

Airline Pilots is a part of the Sega's 'Real Life Career Series', others are "Emergency Call Ambulance", "Brave Firefighters", "Jambo! Safari", "18 Wheeler - American Pro Trucker" and "Crazy Taxi".

Soundtrack releases :
Airline Pilots & Brave Fire Fighters [Marvelous Entertainment (MMV) - MJCA-00061 - Sep 17, 1999]

- STAFF -

Sound Designer : Masanori Takeuchi

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3404&o=2

$end


$info=alpilota,
$bio

Airline Pilots (c) 1999 Sega Enterprises, Limited.

Airline Pilots is a extremely detailed and authentic airline pilot game, simulating a commercial Boeing 777 aircraft.

- TECHNICAL -

Standard model.

Runs on the Runs on the Sega "NAOMI" hardware.

Also released as "Airline Pilots [Deluxe model]".

- TRIVIA -

Airline Pilots was released in March 1999.

This game was actually made in collaboration with engineers and pilots from Japan Airlines.

Airline Pilots is a part of the Sega's 'Real Life Career Series', others are "Emergency Call Ambulance", "Brave Firefighters", "Jambo! Safari", "18 Wheeler - American Pro Trucker" and "Crazy Taxi".

Soundtrack releases :
Airline Pilots & Brave Fire Fighters [Marvelous Entertainment (MMV) - MJCA-00061 - Sep 17, 1999]

- STAFF -

Sound Designer : Masanori Takeuchi

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=29738&o=2

$end


$a2600=airlock,airlockp,
$bio

Airlock (c) 1982 Data Age, Incorporated.

You're trapped! Your disabled nuclear submarine, resting periously on an undersea ledge, has begun taking on water. With time running out for you and your crew -- and with your on-board torpedos shaken loose by an eerie current from deep under the sea floor -- it's up to you alone whether you sink or swim!

The objective of AIRLOCK is to retrieve the hatch keys and make your way to the next level before your compartment floods. But at the same time you must avoid the torpedos that have been shaken loose and which, when they cross your path, rob you of precious time.

Game variations:
* Game No. 1 -- Single Player, 5 Airlock Levels.
* Game No. 2 -- Two Players, 5 Airlock Levels.
* Game No. 3 -- Single Player, 10 Airlock Levels.
* Game No. 4 -- Two Players, 10 Airlock Levels.

- TECHNICAL -

Model DA1004

- TIPS AND TRICKS -

Here are some things that you need to remember:

1. The torpedos cannot enter the elevator shaft, so once you have retrieved your keys and the door opens, move at once into the elevator and you'll be out of danger's reach.

2. Try positioning your player so that he can jump a barrier and torpedo at the same time -- it can save you precious seconds, and the time you save at one level may help you out on the next.

3. In games 3 & 4, you have ten Airlock Levels to pass through. The first five levels, like those in games 1 & 2, have two barriers per level. But the second five levels in games 3 & 4 have four barriers per level. Not an easy task!

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50016&o=2

$end


$saturn,sat_cart=airsadve,airsadveb,airsadvea,
$bio

Airs Adventure [Model T-20301G] (c) 1996 Game Studio

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58892&o=2

$end


$info=airwolf,
$bio

Airwolf (c) 1987 Kyugo.

A horizontally scrolling shoot'em up game.

- TECHNICAL -

Main CPU : (2x) Zilog Z80 (@ 4.608 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.5 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Airwolf was released in September 1987.

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

- STAFF -

Staff : Yoshikikun, Kankurou, Chapy Hara, Yahichi, Sukesan

- PORTS -

* Consoles :
Nintendo Famicom [JP] (1988) "Airwolf [Model KYG-AX]"

* Others :
LCD Handheld Game (1989) by Acclaim.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51&o=2

$end


$info=airwolfa,
$bio

Airwolf (c) 1987 United Amusements.

- TRIVIA -

Released in September 1987.

Manufactured by UA under license from Kyugo. For more information about the game itself, please see the original Kyugo entry.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=36828&o=2

$end


$bbca_cass,bbcb_cass=airwolf,
$bio

Airwolf (c) 19?? Elite

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51470&o=2

$end


$cpc_cass=airwolfi,
$bio

Airwolf II [Model LYLM 050] (c) 1987 MCM Software [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64206&o=2

$end


$cpc_cass=airwolfu,
$bio

Airwolf [Model 06011] (c) 1985 Amsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64203&o=2

$end


$nes=airwolfj,
$bio

Airwolf (c) 1988 Kyugo Trd Company, Limited.

Airwolf is an horizontal shooter based on the popular American television series aired in the 1980s. The player takes control of a super helicopter codenamed Airwolf, a military aircraft capable of supersonic speeds and stealth capabilities, and embarks on perilous undercover missions. Before each stage, the player is prompted to pick one primary air-weapon and a secondary ground-bomb. The primary weapon comes in three types - the Chain Gun fires straight ahead and at an angle, the Falcon fires small missiles and the Cannon. The same principle applies to ground-bombs and they come in three flavors - Red-Eye (bombs), Copperhead (missiles) and Hellfire (bullets). Pow icons are occasionally left behind enemy formations - they increase the equipped weapon's fire power and improve its firing rate. Finally, the Airwolf can fly at supersonic speed for a short amount of time and becomes invulnerable when it does. However, this technique consumes fuel and must be used with caution. Each level is essentially a linear path toward a large boss - interestingly, boss fights use a first-person view as opposed to side scrolling and losing even one means game over. In addition, the player is rewarded with a password after each completed level , however they are not used to save his progress but to unlock the game's ending - so they must be carefully written down and are randomly generated for each play session.

- TECHNICAL -

Cartridge ID: KYG-AX

- TRIVIA -

Airwolf for Famicom was released on December 24, 1988 in Japan. It was sold 5900 Yen.

The game was never released outside Japan. A total different game called Airwolf developed by Acclaim was released outside Japan.

- STAFF -

Programmer: M. Koyama, H. Ohkawa
Design: M. Miyazawa, J. Shimada
Sound: Kamei
Execute: H. Hiraiwa

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53817&o=2

$end


$nes=airwolf,
$bio

Airwolf (c) 1989 Acclaim Entertainment, Incorporated.

- TECHNICAL -

Cartridge ID: NES-AF-EEC

- TRIVIA -

Airwolf for NES was released on December 06, 1990 in Europe.

European reviews:
[FR] Player One (Sept. 1990): 85/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54882&o=2

$end


$nes=airwolfu,
$bio

Airwolf (c) 1989 Acclaim Ent., Incorporated.

- TECHNICAL -

[Model NES-AF-USA]

- TRIVIA -

Airwolf for NES was released in June 1989 in Europe.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=34737&o=2

$end


$pc98=aisland,
$bio

Aisland (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88878&o=2

$end


$megacd,megacdj=aislelrd,
$bio

Aisle Lord (c) 1992 Wolf Team

- TECHNICAL -

Game ID: T-32044

Data on CD takes about 127 MO.

- TRIVIA -

Aisle Lord was released on May 29, 1992 in Japan at a retail price of 7800 Yen. It was never exported outside Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60484&o=2

$end


$psx=aitakute,
$bio

Aitakute... Your Smiles in My Heart [Model SLPM-86254/55/56/57] (c) 2000 Konami Corp. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84839&o=2

$end


$pc98=aiza,aizaa,
$bio

AIZA - New Generation (c) 1991 Tierheit.

- TECHNICAL -

Floppy Disk x4

- TRIVIA -

Released in April 1991 in Japan. It was sold in Takeru vending machines. Retail price: 6800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88879&o=2

$end


$psx=aizouban,
$bio

Aizouban Houshinengi [Model SLPM-86209] (c) 1999 Koei Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84840&o=2

$end


$x68k_flop=ajax,
$bio

Ajax (c) 1989 Konami Industry Co., Ltd.

- TRIVIA -

Ajax for the X68000 was released on November 29, 1989 in Japan.

Original price: 8800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87032&o=2

$end


$info=ajax,ajaxj,
$bio

Ajax (c) 1987 Konami.

The player has been issued an emergency order. He must save the earth from being conquered by enemy forces. He climbs into his helicopter and prepares for intense aerial combat. Shooting oncoming enemy aircrafts and bombing the enemies below, he tries to make his way through the different stages to reach the enemy base. When he finishes the first stage, he is transported to his next mission by ab aircraft carrier. He hops into his jet fighters, tanks, ships, helicopters, and aircraft carriers. The player must also be aware of unseen enemies and surprise attacks.

Different kinds of power ups can be obtained throughout the game. These include:
'3' 3-Way: Bullets fire forward, right, and left.
'L' Laser: Player can shoot double lasers.
'T' Triple: Missiles are fired that spread out three ways in front.
'V' Vulcan: Rapid bullets are fired in the directions controlled.
'B' Bomb: Air to ground missles which can be upgraded twice.
'O' Orbital: A small drone using the same weaponry as the helicopter which can be otained by clearing a special formation of little red fighters.

There is an additional super weapon that destroys all the enemies on the screen at once. However, use of this weapon is limited.

Ajax contains 2 different types of stages : 2-D and 3-D. In the 2-D stage, the player controls a helicopter. In the 3-D stage, the player commands a jet fighter.

Ajax features some impressive graphics filled with rotation and scaling effects (some may get a little dizzy, though!), a solid soundtrack and excellent game control. Highly recommended for any shoot'em up enthusiast!

- TECHNICAL -

Game ID : GX770

Main CPU : KONAMI (@ 3 Mhz), M6809 (@ 3 Mhz), Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), (2x) K007232 (@ 3.579545 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 3 (FIRE, BOMB, POW)

- TRIVIA -

Ajax was released in December 1987.

This game is also known as "Typhoon".

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

- STAFF -

Producer : Koji Hiroshita
Director : S. Okamoto
Programmers : S. Fujiwara, Gen. S
2-D designer : N. Sugita
3-D designer : N. Ishii
Title designer : Dr. Hide
Character designer : Kengo Nakamura
Sound : Yousuke Uno, Motoaki Furukawa
Hardware : H. Ueno, K. Ban

- PORTS -

* Computers : 
Sharp X68000 [JP] (1989)
PC (1989)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52&o=2

$end


$gba=akachan,
$bio

Aka-chan Doubutsuen [Model AGB-BAZJ-JPN] (c) 2004 TDK Core

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69549&o=2

$end


$psx=akagawaj,
$bio

Akagawa Jirou - Yasoukyoku 2 [Model SLPS-03213] (c) 2001 Victor Interactive Software, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84841&o=2

$end


$snes=akagawa,
$bio

Akagawa Jirou Majo-tachi no Nemuri (c) 1995 Pack-In-Video Company, Limited.

- TECHNICAL -

[Model SHV-AAMJ]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61014&o=2

$end


$nes=akagawa,
$bio

赤川次郎の 幽霊列車 (c) 1991 King Records.
(Akagawa Jirou no Yuurei Ressha)

- TECHNICAL -

Game ID: KIN-YU

- TRIVIA -

Akagawa Jirou no Yuurei Ressha was released on February 8, 1991 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53818&o=2

$end


$sms=zillionb,
$bio

赤い光弾 ジリオン (c) 1987 Sega Enterprises, Limited.
(Akai Koudan Zillion)

- TECHNICAL -

Game ID: G-1325

- TRIVIA -

Released on May 24, 1987 in Japan.

Based on the anime of the same name. The title translates from Japanese as 'Red Photon Zillion'.

- STAFF -

Planning: Kotaro Hayashida (Ossale Kohta)
Programming: Dunk P. Pak Toshi, Kaorin
Sound: Tokuhiko Uwabo (Bo)
Character Design: K. Tamun (Sukeban Tamun), Koki Sadamori (Alien Sadamo)
Special Thanks: Mai Asuka, Haruna H.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55907&o=2

$end


$pc98=akaisui,
$bio

Akai Suishou no Hitomi (c) 1996 Fairy Dust [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88880&o=2

$end


$msx2_flop=akandrgn,akandrgnb,akandrgna,
$bio

Akanbe Dragon (c) 1988 Winky Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101458&o=2

$end


$famicom_flop=raijin,
$bio

亜空戦記ライジン (c) 1988 Square Company, Limited.
(Akara Senki Raijin)

- TECHNICAL -

Disk ID: SQF-RJN

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65232&o=2

$end


$pc98=joshigak,
$bio

Akasa Joshi Gakuen Koutoubu Annai (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88881&o=2

$end


$info=ausfache,
$bio

アカツキ電光戦記 Ausf. Achse (c) 2008 Subtle Style.
(Akatsuki Blitzkampf Ausf. Achse)

- TECHNICAL -

Runs on the Runs on the Sega "NAOMI" hardware.

- TRIVIA -

Released on February 20, 2008 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32483&o=2

$end


$pc98=akatsuki,
$bio

Akatsuki no Bizantira (c) 1994 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88882&o=2

$end


$pc98=akazucc,
$bio

Akazukin Cha Cha - CG Works (c) 1994 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88883&o=2

$end


$x68k_flop=akazucha,
$bio

Akazukin Cha Cha Cha (c) 1995 Sprite [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87033&o=2

$end


$gameboy=akazukin,
$bio

Akazukin Chacha [Model DMG-ACCj-JPN] (c) 1995 Tomy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65532&o=2

$end


$snes=akazukin,
$bio

Akazukin Chacha (c) 1996 Tomy

- TECHNICAL -

Model SHV-ACJJ

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61015&o=2

$end


$x68k_flop=akazukin,
$bio

Akazukin Monogatari (c) 199? Tera Tera Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87034&o=2

$end


$pc8801_flop=akazukin,akazukind,
$bio

Akazukin-chan (c) 1990 System Delta [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91337&o=2

$end


$pc98=akazukin,
$bio

Akazukin-chan ni Kiwotsukete (c) 1990 System Delta.

- TRIVIA -

Released on July 28, 1990 in Japan. Retail price: 4800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88884&o=2

$end


$pc8801_flop=akemi,
$bio

Akemi? (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91338&o=2

$end


$pc98=akitsuka,
$bio

亜紀とつかさの不思議の壁 (c) 1988 New System House Oh!
(Aki to Tsukasa no Fushigi no Kabe)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88885&o=2

$end


$famicom_flop=akitsuka,
$bio

Aki to Tsukasa no Fushigi no Kabe (c) 19?? Super PIG [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65233&o=2

$end


$pc98=akihime,
$bio

Akihime - Goddess in the Caeseress (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88886&o=2

$end


$msx2_flop=akin,
$bio

Akin (c) 1995 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101459&o=2

$end


$nes=akira,
$bio

Akira (c) 1988 Taito Corp.

- TECHNICAL -

[Model TFC-AK-6800]

- TRIVIA -

Akira was released on December 24, 1988 in Japan.

It was the 21th title published by Taito for the Famicom.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53819&o=2

$end


$info=akkanvdr,
$bio

Akkanvader (c) 1995 Taito Corp.

- TECHNICAL -

Runs on the "Taito F3 System" Hardware.

Prom Stickers : E06

Players : 4
Control : 8-way joystick
Buttons : 1 (FIRE)

- TRIVIA -

Akkanvader was released in June 1995 in Japan. It is known outside Japan as "Space Invaders '95 - The Attack of Lunar Loonies". 

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

For more information on the game itself, please see the non-Japanese version entry.

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

- SERIES -

1. Space Invaders (1978)
2. Space Invaders Part II (1979)
3. Return of the Invaders (1985)
4. Majestic Twelve - The Space Invaders Part IV (1990)
5. Minivaders (1990)
6. Space Invaders DX (1994)
7. Akkanvader (1995)
8. Space Invaders Virtual Collection (1995, Nintendo Virtual Boy)
9. Space Invaders Anniversary (2003)
10. Space Invaders DS (2005, Nintendo DS)
11. Space Invaders: Galaxy Beat (2005, Sony PSP)
12. Space Invaders Extreme (2008, Nintendo DS, Sony PSP)
13. Space Invaders Extreme 2 (2009, Nintendo DS)

- STAFF -

Planner : Seiji Kawakami, Nobuhiro Hiramatsu, Shinichi Arai
Character Designer : Seiji Kawakami, Nobuhiro Hiramatsu, Shinichi Arai, Hiroyo Kujirai, Sy??Nakajima, Kasayama Pamio, Hiroto Nizato, Shin Tanaka, Terumi Ogihara, V.A.P, Peacock
Software Engineer : Kazutomo Ishida, Hirotaka Fukakawa, K??Kato, Masashi Tsuzura, Takashi Ishii, Yasutaka Hayashi, Shinji Soyano, Tabby Software Magic, Hiroshi Aoki, Kouji Tsunekiyo
Sound Director : Kazuko Umino (Karu)
Decoration Designer : Kumi Mizobe
Hardware Engineer : Takeshi Kinugasa

- PORTS -

* Consoles : 
Sony PlayStation 2 [JP] (August 25, 2005) "Taito Memories Gekan [Model SLPM-66092]" 

* Handhelds : 
Sony PSP [JP] (May 12, 2005) "Space Invaders Pocket [Model ULJM-05015]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53&o=2

$end


$pc98=aktie,
$bio

Aktie - Kabushiki Toushi Simulation Game (c) 1991 Fuga System [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88887&o=2

$end


$pc8801_flop=akujod2,akujod2a,
$bio

Akujo Densetsu II - Sailor-fuku Rhapsody (c) 1987 Dot Kikaku

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91339&o=2

$end


$pc8801_flop=akujokam,
$bio

Akujo Kamakiri (c) 1984 CSK Software Products [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91340&o=2

$end


$nes=akumasho,
$bio

悪魔の招待状 (c) 1989 Kemco
(Akuma no Shoutaijou)

- TECHNICAL -

Cartridge ID: KSC-UV

- TRIVIA -

Akuma no Shoutaijou was released on September 29, 1989 in Japan.

- STAFF -

Developed by Icom Simulations.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53820&o=2

$end


$nes=akumakun,
$bio

悪魔くん 魔界の罠 (c) 1990 Bandai
(Akuma-kun - Makai no Wana)

- TECHNICAL -

Game ID: BA-AKUMA

- TRIVIA -

Akuma-kun was released on February 24, 1990 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53821&o=2

$end


$nes=akumaden,
$bio

悪魔城伝説 (c) 1989 Konami Industry Company, Limited.
(Akumajou Densetsu)

- TECHNICAL -

Game ID: KON-RC845

- TRIVIA -

Akumajou Densetsu for Famicom was released on December 22, 1989 in Japan.

The title translates from Japanese as "Devil's Castle Legend".

This game is known outside Japan as "Castlevania III - Dracula's Curse". Here are some known export releases : 
[US] "Castlevania III - Dracula's Curse [Model NES-VN-USA]" 
[EU] "Castlevania III - Dracula's Curse [Model NES-VN]" by Palcom Software

- SERIES -

1. Akumajou Dracula [Model KDS-AKM] (1986, Famicom Disk System)
2. Akumajou Dracula [Model RC744] (1986, MSX 2)
3. Dracula II - Noroi no Fuuin [Model KDS-DRK] (1987, Famicom Disk System)
4. Akumajou Dracula [Model GX768] (1988, Arcade)
5. Dracula Densetsu [Model DMG-CVJ] (1989, Game Boy)
6. Akumajou Densetsu [Model KON-RC845] (1989, Famicom)
7. Dracula Densetsu II [Model DMG-CWJ] (1991, Game Boy)
8. Akumajou Dracula [Model SHVC-AD] (1991, Super Famicom)
9. Akumajou Dracula X - Chi no Rondo [Model KMCD3005] (1993, PC-Engine CD)
10. Vampire Killer [Model T-95043] (1994, Mega Drive)
11. Akumajou Dracula XX [Model SHVC-ADZJ] (1995, Super Famicom)
12. Akumajou Dracula X - Gekka no Yasokyoku [Model SLPM-86023] (1997, PlayStation)
13. Akumajou Dracula - Shikkokutaru Zensoukyoku [Model DMG-ADNJ-JPN] (1997, Game Boy)
14. Akumajou Dracula Mokushiroku - Real Action Adventure [Model NUS-ND3J] (1999, Nintendo 64)
15. Akumajou Dracula Mokushiroku Gaiden - Legend of Cornell [Model NUS-ND4J] (1999, Nintendo 64)
16. Akumajou Nendaiki - Akumajou Dracula [Model SLPM-86754] (2001, PlayStation)
17. Akumajou Dracula - Circle of the Moon [Model AGB-AAMJ-JPN] (2001, GBA)
18. Castlevania - Byakuya no Concerto [Model AGB-ACHJ-JPN] (2002, GBA)
19. Castlevania - Akatsuki no Minuet [Model AGB-A2CJ-JPN] (2003, GBA)
20. Castlevania [Model SLPM-65444] (2003, PS2)
21. Akumajou Dracula - Sogetsu no Jujika [Model NTR-P-ACVJ] (2005, Nintendo DS)
22. Akumajou Dracula - Yami No Juin [Model SLPM-66175] (2005, PS2)
23. Akumajou Dracula - Gallery of Labyrinth [Model NTR-ACBJ-JPN] (2006, Nintendo DS)
24. Akumajou Dracula X Chronicle [Model ULJM-05287] (2007, PSP)
25. Akumajou Dracula Ubawareta Kokuin [Model NTR-YR9J-JPN] (2008, Nintendo DS)
26. Akumajou Dracula - The Arcade (2008, Arcade)

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [JP] (April 21, 2009) [Model FEQJ] 
Nintendo Wii U [Virtual Console] [JP] (April 16, 2014) [Model FCHJ]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53822&o=2

$end


$msx2_flop=vampkill,vampkillb,vampkilla,
$bio

Akumajou Dracula (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101460&o=2

$end


$gba=circlmonj,
$bio

Akumajou Dracula - Circle of the Moon (c) 2001 Konami Company, Limited.

- TECHNICAL -

Game ID: AGB-AAMJ-JPN

- TIPS AND TRICKS -

3RD MODE:
SHOOTER Mode - After completing both MAGICIAN and FIGHTER modes, you will receive a new password: CROSSBOW.
Enter this name when you start a new game, and Nathan will be in 'SHOOTER' mode (instead of VAMPIREKILLER).

In this mode, Nathan will have considerably low stats in all areas. However, he will start out with a very large amount of maximum hearts, sub-weapons will do a considerable amount of damage, and certain events will allow you to gain a new sub-weapon, the Homing Dagger (a dagger that tracks down enemies). 

NOTE: You can still gain cards in this mode. 

New FIGHTER Mode - After completing the game in Magician mode (see my other code for Magician mode), you will get a new mode to play as a FIGHTER. There doesn't seem to be trading cards to pick up but the strength of Nathan seems to have been beefed up a lot making the game easier. Leveling up is quicker and also damage sustained is less than before. 

Start the game anew and enter 'GRADIUS' as the name. 

Play in Magician mode - After completing the game using Nathan, you will be given a passcode to input into a new game. Enter FIREBALL as the name and start the game as new. You will find that under the DSS option, you will have all the trading cards to start off with. Instead of being called VAMPIREKILLER, the word on the top left of the option screen reads MAGICIAN.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69550&o=2

$end


$gameboy=akumajo,
$bio

悪魔城ドラキュラ 漆黒たる前奏曲 (c) 1997 Konami Company, Limited.
(Akumajou Dracula - Shikkokutaru Zensoukyoku)

- TECHNICAL -

Game ID: DMG-ADNJ-JPN

- TRIVIA -

Released on November 27, 1997 in Japan.

- SERIES -

1. Akumajou Dracula [Model KDS-AKM] (1986, Famicom Disk System)
2. Akumajou Dracula [Model RC744] (1986, MSX 2)
3. Dracula II - Noroi no Fuuin [Model KDS-DRK] (1987, Famicom Disk System)
4. Akumajou Dracula [Model GX768] (1988, Arcade)
5. Dracula Densetsu [Model DMG-CVJ] (1989, Game Boy)
6. Akumajou Densetsu [Model KON-RC845] (1989, Famicom)
7. Dracula Densetsu II [Model DMG-CWJ] (1991, Game Boy)
8. Akumajou Dracula [Model SHVC-AD] (1991, Super Famicom)
9. Akumajou Dracula X - Chi no Rondo [Model KMCD3005] (1993, PC-Engine CD)
10. Vampire Killer [Model T-95043] (1994, Mega Drive)
11. Akumajou Dracula XX [Model SHVC-ADZJ] (1995, Super Famicom)
12. Akumajou Dracula X - Gekka no Yasokyoku [Model SLPM-86023] (1997, PlayStation)
13. Akumajou Dracula - Shikkokutaru Zensoukyoku [Model DMG-ADNJ-JPN] (1997, Game Boy)
14. Akumajou Dracula Mokushiroku - Real Action Adventure [Model NUS-ND3J] (1999, Nintendo 64)
15. Akumajou Dracula Mokushiroku Gaiden - Legend of Cornell [Model NUS-ND4J] (1999, Nintendo 64)
16. Akumajou Nendaiki - Akumajou Dracula [Model SLPM-86754] (2001, PlayStation)
17. Akumajou Dracula - Circle of the Moon [Model AGB-AAMJ-JPN] (2001, GBA)
18. Castlevania - Byakuya no Concerto [Model AGB-ACHJ-JPN] (2002, GBA)
19. Castlevania - Akatsuki no Minuet [Model AGB-A2CJ-JPN] (2003, GBA)
20. Castlevania [Model SLPM-65444] (2003, PS2)
21. Akumajou Dracula - Sogetsu no Jujika [Model NTR-P-ACVJ] (2005, Nintendo DS)
22. Akumajou Dracula - Yami No Juin [Model SLPM-66175] (2005, PS2)
23. Akumajou Dracula - Gallery of Labyrinth [Model NTR-ACBJ-JPN] (2006, Nintendo DS)
24. Akumajou Dracula X Chronicle [Model ULJM-05287] (2007, PSP)
25. Akumajou Dracula Ubawareta Kokuin [Model NTR-YR9J-JPN] (2008, Nintendo DS)
26. Akumajou Dracula - The Arcade (2008, Arcade)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65533&o=2

$end


$n64=akumajo,
$bio

悪魔城ドラキュラ黙示録 Real Action Adventure (c) 1999 Konami Company, Limited.
(Akumajou Dracula Mokushiroku - Real Action Adventure)

A dark shadow is spreading over the N64. Count Dracula has once again weakened the seals of his tomb, and the Belmont family is getting anxious. 

In the latest crusade against the forces of evil, players can choose between two brave vampire-slaying characters. Young Reinhardt Schneider, like his predecessors in the celebrated vampire-hunting Belmont family, will rely primarily on his whip. The other character is Carrie Fernandez, a young woman skilled in the ways of magic and spell-casting. Both are on the hunt for the dreaded Dracula and his devoted legions of vampires. You play a game all the way through with the character you've chosen, concluding with his or her own ending. Each character has an individual route to travel, and to see all of the areas you will have to complete the game using both characters. 

The passage of time and, especially, the fall of night, play a prominent role in the game. Players will have to search castles filled with dark corners, winding staircases and other gloomy places. Daytime is the right time for exploring, but be on the lookout for vampires lurking in the shadows. 

Once the sun goes down, though, you should exercise extreme caution. When night falls, more creatures come out to play, and they become more aggressive as well. Some tasks are impossible to perform unless it is the correct time of day. A clock will allow players to calculate the time and plan their explorations accordingly. 

Konami has planted many cinematic sequences throughout the game. These scenes are surprisingly creepy, and may make you decide not to pick up your controller at night. Enemy characters are designed to terrify, ranging from the traditional horde of skeletons to half-woman, half-spider mutants. There are some gruesome bosses lurking in the darkness, as well. You will have to defeat Dracula in three different time periods, but don't expect the passage of time to improve his disposition. 

Reinhardt and Carrie will both have analog control, with different animation sequences for walking, jogging and running. Reinhardt's whip works on a targeting system. When gruesome enemies are threatening, a green crosshair appears on the screen. If an enemy crawls, slithers, or slides within range of the whip, the target lets you know by turning red. The target automatically hovers over nearby enemies, so once it turns red you are guaranteed of a successful strike.

Akumajou Dracula has 28 different areas to explore and four different special items at your disposal to fight the forces of evil. An eerie soundtrack tops off the package, creating a satisfying game that takes you on a unique adventure through spooky surroundings.

- TECHNICAL -

Game ID: NUS-ND3J-JPN
Konami ID: RZ008-J1

- TRIVIA -

Akumajou Dracula Mokushiroku was released on March 11, 1999 in Japan.

- SERIES -

1. Akumajou Dracula [Model KDS-AKM] (1986, Famicom Disk System)
2. Akumajou Dracula [Model RC744] (1986, MSX 2)
3. Dracula II - Noroi no Fuuin [Model KDS-DRK] (1987, Famicom Disk System)
4. Akumajou Dracula [Model GX768] (1988, Arcade)
5. Dracula Densetsu [Model DMG-CVJ] (1989, Game Boy)
6. Akumajou Densetsu [Model KON-RC845] (1989, Famicom)
7. Dracula Densetsu II [Model DMG-CWJ] (1991, Game Boy)
8. Akumajou Dracula [Model SHVC-AD] (1991, Super Famicom)
9. Akumajou Dracula X - Chi no Rondo [Model KMCD3005] (1993, PC-Engine CD)
10. Vampire Killer [Model T-95043] (1994, Mega Drive)
11. Akumajou Dracula XX [Model SHVC-ADZJ] (1995, Super Famicom)
12. Akumajou Dracula X - Gekka no Yasokyoku [Model SLPM-86023] (1997, PlayStation)
13. Akumajou Dracula - Shikkokutaru Zensoukyoku [Model DMG-ADNJ-JPN] (1997, Game Boy)
14. Akumajou Dracula Mokushiroku - Real Action Adventure [Model NUS-ND3J] (1999, Nintendo 64)
15. Akumajou Dracula Mokushiroku Gaiden - Legend of Cornell [Model NUS-ND4J] (1999, Nintendo 64)
16. Akumajou Nendaiki - Akumajou Dracula [Model SLPM-86754] (2001, PlayStation)
17. Akumajou Dracula - Circle of the Moon [Model AGB-AAMJ-JPN] (2001, GBA)
18. Castlevania - Byakuya no Concerto [Model AGB-ACHJ-JPN] (2002, GBA)
19. Castlevania - Akatsuki no Minuet [Model AGB-A2CJ-JPN] (2003, GBA)
20. Castlevania [Model SLPM-65444] (2003, PS2)
21. Akumajou Dracula - Sogetsu no Jujika [Model NTR-P-ACVJ] (2005, Nintendo DS)
22. Akumajou Dracula - Yami No Juin [Model SLPM-66175] (2005, PS2)
23. Akumajou Dracula - Gallery of Labyrinth [Model NTR-ACBJ-JPN] (2006, Nintendo DS)
24. Akumajou Dracula X Chronicle [Model ULJM-05287] (2007, PSP)
25. Akumajou Dracula Ubawareta Kokuin [Model NTR-YR9J-JPN] (2008, Nintendo DS)
26. Akumajou Dracula - The Arcade (2008, Arcade)

- STAFF -

Director: Yuji Shibata
Planner: Takeo Yakushiji, Tomohiro Morisawa, Hiroshi Shibata, Ai Fukuyama, Takahiro Nakajima
Program Director: Yuji Shibata

Program Staff
Chief Programmer: Hiroshi Shibata
Tool Programmer: Hiroshi Shibata, Norio Saito, Shinji Nishimoto
Camera Programmer: Shinji Nishimoto, Yuji Shibata, Masahiko Higashiyama, Kenji Yamamoto
Player Character Programmer: Hiroshi Shibata, Kenji Yamamoto
Enemy Character Programmer: Yuji Shibata, Naohisa Morota, Kazuhiro Yamada, Nobuhiro Kono, Ken Yokota, Masaki Morimoto
Boss Character Programmer: Yuji Shibata, Naohisa Morota, Satoshi Ishikawa, Mizuhiro Sato, Kenji Yamamoto
Field Programmer: Norio Saito, Takashi Kamio
Trap Programmer: Norio Saito, Kazuhiro Yamada, Takashi Kamio
Effect Programmer: Naohisa Morota, Kenji Yamamoto
Menu Programmer: Yasuhito Otsuka, Satoshi Ishikawa, Kunihiko Noguchi
Demonstration Programmer: Yasuhito Otsuka, Mizuhiro Sato, Kazuhiro Yamada, Satoshi Ishikawa, Nobuhiro Kono, Ken Yokota, Masaki Morimoto
Program Support: Mitsuru Kawahara, Tappei Nakano, Yukio Toyama

Design Staff
Chief Designer: Tomohiro Morisawa
Player Character Designer: Tomohiro Morisawa
Enemy Character Designer: Tomohiro Morisawa, Kazuhiko Ninomiya
Field Designer: Keiko Ohashi, Ai Fukuyama, Takahiro Nakajima
Effect Programmer: Kenichi Harada, Kentaro Motomura
Menu Designer: Keiko Ohashi
Motion Designer: Tomohiro Morisawa, Kazuhiko Ninomiya, Kenichi Harada, Kentaro Motomura
CG: Tomohiro Morisawa, Takahiro Nakajima

Sound Staff
Sound Director: Tomoya Tomita
Sound Effect: Tomoya Tomita
Composer: Masahiko Kimura, Motoaki Furukawa, Mariko Egawa
Violin: Tomokuni Katayama
Voice Actor: Andrew Hankinson (as Reinhardt Schneider), Bianca Allen (as Carrie Fernandez), Harald Gjerd (as Malus)
Narration: Scott McCulloch
KME Staff: Takashi Tateishi, Sumiko Shindo, Video Sunmall Studio, Studio You

Design Direction Staff
Producer: Kazuhiro Namba, Etsunobu Ebisu
Art Director: Takashi Kakuta
Illustration Coordinator: Kiyoko Kanaji
Graphic Designer: Satoko Naito
Special Thanks: Ryoko Amou, Miyoko Ebi
Illustrator: Yasuomi Umetsu
Executive Producer: Shigeharu Umezaki

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57576&o=2

$end


$n64=akumajog,
$bio

悪魔城ドラキュラ黙示録外伝 ～レジェンドオブコーネル～ (c) 1999 Konami Company, Limited.
(Akumajou Dracula Mokushiroku Gaiden - Legend of Cornell)

Konami goes for the throat with a bone-chilling prequel to Akumajou Dracula Mokushiroku.

Akumajou Dracula Mokushiroku Gaiden gives gamers four frightening quests to complete in the same horror-filled landscape that haunted televisions in Akumajou Dracula Mokushiroku. This new edition of Akumajou Dracula is not an entirely new game, but devoted vampire hunters will be impressed with improved graphics, two new adventures and an engaging cast of new characters. 

Eight years before Reinhardt and Carrie ended Dracula's reign of horror in Akumajou Dracula Mokushiroku, a powerful werewolf named Cornell found himself wrapped up in a similar situation. Dracula's minions kidnapped the man-wolf's younger sister, forcing him to hunt down the devilish bloodsucker. 

As Cornell fights his way through the cadaver-filled landscapes of Dracula's domain, the plot becomes intertwined with the storyline which will drive the adventures Reinhardt and Carrie eight years later. 

Players familiar with the first game will notice that many of the seemingly familiar landscapes are filled with unexpected twists. Konami re-used the texture maps and basic level design from Akumajou Dracula Mokushiroku, but in Legacy of Darkness the puzzles and landscapes have been rearranged. A building which was demolished in Akumajou Dracula Mokushiroku, for example, could be in perfect condition in Legacy of Darkness. 

Cornell explores some all-new levels throughout his journey as well, including an eerie ghost galleon guarded by a toothy lake monster. With hi-res graphics supplied by the Expansion Pak, old and new areas alike look much better than in the previous Akumajou Dracula. 

Once players defeat Dracula using Cornell, three additional quests await. The second adventure stars a demon-hating ruffian named Henry. The action takes place eight years after Cornell's adventure, in the same time period as Akumajou Dracula Mokushiroku. Players should recognize the brave hero, because as a child Henry was saved from certain death by Cornell. To complete Henry's portion of the game, players must rescue captured children throughout Dracula's domain within an allotted amount of time.

As an added bonus, Reinhardt Schneider and Carrie Fernandez -- the stars of Akumajou Dracula Mokushiroku -- are the third and fourth characters available in the game. Players skilled enough to unlock this gallant duo must complete each hero's individual quest against Dracula to conquer the game. 

Akumajou Dracula Mokushiroku Gaiden may not be the all-new adventure that fans of the series are looking for, but it would be a mistake to brush it aside as a mere regurgitation of Akumajou Dracula Mokushiroku. Redesigned levels, superior graphics and two all-new heroic quests make Legacy of Darkness a worthwhile play for any gamer with the guts to re-enter Konami's dark world.

- TECHNICAL -

Game ID: NUS-ND4J-JPN

- TRIVIA -

Akumajou Dracula Mokushiroku Gaiden was released on December 25, 1999 in Japan.

- SERIES -

1. Akumajou Dracula [Model KDS-AKM] (1986, Famicom Disk System)
2. Akumajou Dracula [Model RC744] (1986, MSX 2)
3. Dracula II - Noroi no Fuuin [Model KDS-DRK] (1987, Famicom Disk System)
4. Akumajou Dracula [Model GX768] (1988, Arcade)
5. Dracula Densetsu [Model DMG-CVJ] (1989, Game Boy)
6. Akumajou Densetsu [Model KON-RC845] (1989, Famicom)
7. Dracula Densetsu II [Model DMG-CWJ] (1991, Game Boy)
8. Akumajou Dracula [Model SHVC-AD] (1991, Super Famicom)
9. Akumajou Dracula X - Chi no Rondo [Model KMCD3005] (1993, PC-Engine CD)
10. Vampire Killer [Model T-95043] (1994, Mega Drive)
11. Akumajou Dracula XX [Model SHVC-ADZJ] (1995, Super Famicom)
12. Akumajou Dracula X - Gekka no Yasokyoku [Model SLPM-86023] (1997, PlayStation)
13. Akumajou Dracula - Shikkokutaru Zensoukyoku [Model DMG-ADNJ-JPN] (1997, Game Boy)
14. Akumajou Dracula Mokushiroku - Real Action Adventure [Model NUS-ND3J] (1999, Nintendo 64)
15. Akumajou Dracula Mokushiroku Gaiden - Legend of Cornell [Model NUS-ND4J] (1999, Nintendo 64)
16. Akumajou Nendaiki - Akumajou Dracula [Model SLPM-86754] (2001, PlayStation)
17. Akumajou Dracula - Circle of the Moon [Model AGB-AAMJ-JPN] (2001, GBA)
18. Castlevania - Byakuya no Concerto [Model AGB-ACHJ-JPN] (2002, GBA)
19. Castlevania - Akatsuki no Minuet [Model AGB-A2CJ-JPN] (2003, GBA)
20. Castlevania [Model SLPM-65444] (2003, PS2)
21. Akumajou Dracula - Sogetsu no Jujika [Model NTR-P-ACVJ] (2005, Nintendo DS)
22. Akumajou Dracula - Yami No Juin [Model SLPM-66175] (2005, PS2)
23. Akumajou Dracula - Gallery of Labyrinth [Model NTR-ACBJ-JPN] (2006, Nintendo DS)
24. Akumajou Dracula X Chronicle [Model ULJM-05287] (2007, PSP)
25. Akumajou Dracula Ubawareta Kokuin [Model NTR-YR9J-JPN] (2008, Nintendo DS)
26. Akumajou Dracula - The Arcade (2008, Arcade)

- STAFF -

Director: Yuji Shibata
Planner: Yuji Shibata, Takeo Yakushiji, Koichi Yagi, Tomohiro Morisawa, Hiroshi Shibata
Writer: Takeo Yakushiji, Koichi Yagi
Planning Support: Kazuhiro Yamada, Kenichi Harada, Kentaro Motomura

Program Staff
System Programmer: Hiroshi Shibata
Camera Programmer: Koichi Yagi
Player Programmer: Hiroshi Shibata
Enemy Programmer: Yuji Shibata, Naohisa Morota, Kazuhiro Yamada, Nobuhiro Kono, Masaki Morimoto, Ken Yokota
Boss Programmer: Yuji Shibata, Naohisa Morota, Mizuhiro Sato, Kenji Yamamoto
Field Programmer: Takashi Kamio, Nobuhiro Kono, Masaki Morimoto, Ken Yokota
Effect Programmer: Kenji Yamamoto, Tappei Nakano
Menu Programmer: Yasuhito Otsuka, Mizuhiro Sato
Demonstration Programmer: Yasuhito Otsuka, Mitsuru Kawahara, Yukio Toyama

Design Staff
Chief Designer: Tomohiro Morisawa
Player Character Designer: Tomohiro Morisawa, Kenichi Harada
Enemy Character Designer: Tomohiro Morisawa, Kazuhiko Ninomiya, Kenichi Harada
Field Designer: Keiko Ohashi, Ai Shibata, Takahiro Nakajima, Kentaro Motomura
Effect Designer: Kentarou Sei, Naoyuki Kawata
Menu Designer: Keiko Ohashi
Motion Designer: Tomohiro Morisawa, Kazuhiko Ninomiya, Kenichi Harada
Design Support: Yoshiaki Koya, Shinji Nakamura
CG: Tomohiro Morisawa, Keiko Ohashi, Ai Shibata, Takahiro Nakajima, Kenichi Harada, Kentaro Motomura

Sound Staff
Sound Director: Tomoya Tomita
Sound Effect: Tomoya Tomita, Kozo Nakamura
Composer: Masahiko Kimura
Voice Actor: John Nuzzo (as Cornell), Takashi Bratcher (as Henry (Boy)), Scott McCulloch (as Narration)
KME Staff: Sumiko Shindo, Video Sunmall Studio

Design Direction Staff
Producer: Kazuhiro Namba, Etsunobu Ebisu
Graphic Designer: Satoko Naito
Illustrator: Kazuhiko Ninomiya, Megumi Wakayama
Executive Producer: Shigeharu Umezak

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57577&o=2

$end


$pcecd=draculax,
$bio

悪魔城ドラキュラX 血の輪廻 (c) 1993 Konami Company, Limited.
(Akumajou Dracula X - Chi no Rondo)

Konami only released a handful of games for the PC Engine system, and Akumajou Dracula X is often considered as the most polished and one of the best Castlevania game ever made. The player starts his long journey as Ritcher Belmont, descendant of the Belmont bloodline whose eternal destiny is to oppose the evil spirit of Dracula. Our hero, like his ancestors did before him, is on a mission to rescue his beloved Annette Renard from the hands of the Prince of Darkness and his minions. As the player ventures deeper inside Dracula's dreaded castle, the adventure quickly proves more challenging than anticipated, with more villagers to rescue and terrible monsters to be feared (and even play as the young Maria Renard if he happens to be skilled enough to find her). The game follows the tradition of its popular predecessors, and Ritcher can strike his enemies with his trademark Vampire Killer whip or secondary weapons such as daggers, axes or crucifixes. However, and unlike other early games in the series, although the path to victory is for the most part linear, various stages are designed with alternate routes and hidden secrets - Akumaj? Dracula X features seven huge areas to explore, but also includes countless alternate routes which bring the grand total to twelve stages! Finally, thanks to the Super CD-ROM² format, a long and full screen introduction sequence feeds the game story with elegance and... German voice acting. Konami put the icing on the cake by also giving players the ability to purchase clues and tactics to beat bosses and the total percentage of game completed.

- TECHNICAL -

Game ID: KMCD3005

- TRIVIA -

Akumajou Dracula X was released on October 29, 1993 in Japan for 7800 Yen.

Akumajou Dracula X has an added bonus - if the game is played without a Super System Card, a mini-game featuring a cute and super deformed version of Ritcher Belmont loads instead. It has a text at the end of this extra stage explaining that the game can only be played with a Super System Card.

- TIPS AND TRICKS -

* Stage Select: To select any stage without the work, enter X-X!V''Q as your name.

* Play as Maria: To play as Maria Renard, you must retrieve the prison key from a candle in the area that you are chased by a zombie bull in the default Stage 2 (do NOT take the alternate path from Stage 1). When you reach the end of the castle sewers later in the level, there will be a locked door just beside the stairs. If you did not exchange the key for any throwing items after picking it up, you can use it to open the door and rescue Maria. Complete the level as normal and the next time you restart the game, the Character Select option will be available on your save file's menu.

* No Damage Bonus: If you go through any stage without getting hit (getting hit and then regaining energy does not count), you will get 1-UP when the level ends.

- SERIES -

1. Akumajou Dracula [Model KDS-AKM] (1986, Famicom Disk System)
2. Akumajou Dracula [Model RC744] (1986, MSX 2)
3. Dracula II - Noroi no Fuuin [Model KDS-DRK] (1987, Famicom Disk System)
4. Akumajou Dracula [Model GX768] (1988, Arcade)
5. Dracula Densetsu [Model DMG-CVJ] (1989, Game Boy)
6. Akumajou Densetsu [Model KON-RC845] (1989, Famicom)
7. Dracula Densetsu II [Model DMG-CWJ] (1991, Game Boy)
8. Akumajou Dracula [Model SHVC-AD] (1991, Super Famicom)
9. Akumajou Dracula X - Chi no Rondo [Model KMCD3005] (1993, PC-Engine CD)
10. Vampire Killer [Model T-95043] (1994, Mega Drive)
11. Akumajou Dracula XX [Model SHVC-ADZJ] (1995, Super Famicom)
12. Akumajou Dracula X - Gekka no Yasokyoku [Model SLPM-86023] (1997, PlayStation)
13. Akumajou Dracula - Shikkokutaru Zensoukyoku [Model DMG-ADNJ-JPN] (1997, Game Boy)
14. Akumajou Dracula Mokushiroku - Real Action Adventure [Model NUS-ND3J] (1999, Nintendo 64)
15. Akumajou Dracula Mokushiroku Gaiden - Legend of Cornell [Model NUS-ND4J] (1999, Nintendo 64)
16. Akumajou Nendaiki - Akumajou Dracula [Model SLPM-86754] (2001, PlayStation)
17. Akumajou Dracula - Circle of the Moon [Model AGB-AAMJ-JPN] (2001, GBA)
18. Castlevania - Byakuya no Concerto [Model AGB-ACHJ-JPN] (2002, GBA)
19. Castlevania - Akatsuki no Minuet [Model AGB-A2CJ-JPN] (2003, GBA)
20. Castlevania [Model SLPM-65444] (2003, PS2)
21. Akumajou Dracula - Sogetsu no Jujika [Model NTR-P-ACVJ] (2005, Nintendo DS)
22. Akumajou Dracula - Yami No Juin [Model SLPM-66175] (2005, PS2)
23. Akumajou Dracula - Gallery of Labyrinth [Model NTR-ACBJ-JPN] (2006, Nintendo DS)
24. Akumajou Dracula X Chronicle [Model ULJM-05287] (2007, PSP)
25. Akumajou Dracula Ubawareta Kokuin [Model NTR-YR9J-JPN] (2008, Nintendo DS)
26. Akumajou Dracula - The Arcade (2008, Arcade)

- STAFF -

Producer: Y. Yamada
Character Design: T. Furukawa, R. B, K. Yamada, Kuro!
Program: T. Hagihara, Gagensai, T. Shingo
Sound Staff: Akiropito, Jigokusha Nakamura, Sanoppi, Metal Yuuki
Voice Staff: Ryuichi, AKT, NOR, Saushirau, Babitto. K, Sanoppi, OPA
Guitar Solo: Furukawa Motoaki
Visual Staff: Akiropito, Sanoppi, Imohoreimai
Special Thanks: Oozawa Jimusho, AC Kurieito Kabushikigaisha, Sutajio . Oto No Marchenya, CoCo Sutajio
Package Design: Inumari, M. Yoshuhashi
Director: T. Hagihara
Special Thanks: Asuty. S, Axelay Ueda, Elf Tateishi, Fururu, H. Kyomas, Iga, Jef Miura, Kawa, M. Suzuki, Nori.B Sato, Pokopen Itoh, Ponce Yamamoto, Pop The Top Wada, S. Hayashi, To, Unico Satoh, Yada Bon, Yamazaki, Z.A.P, R. Gotoh, T. Hayasaka

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49100&o=2

$end


$saturn,sat_cart=draculaxa,draculax,
$bio

Akumajou Dracula X - Gekka no Yasoukyoku (c) 1998 Konami Company, Limited. [Osaka, Japan]

- TECHNICAL -

[Model T-9527G]

- TRIVIA -

Akumajou Dracula X Gekka no Yasoukyoku was released on June 25, 1998 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58893&o=2

$end


$snes=akumajoxx,
$bio

悪魔城ドラキュラXX (c) 1995 Konami Company, Limited.
(Akumajou Dracula XX)

Akumajou Dracula XX is an action/platform game by Konami. Centuries have passed since Simon Belmont defeated count Dracula and foiled his plans for domination. However, peace did not last for long and evil individuals now seek to resurrect the Transylvanian vampire once again, and this time around, Dracula vows revenge and declares war to the entire Belmont family. In an effort to attract Richter Belmont (Simon's great grandson) to his castle, the Prince of Darkness kidnaps his girlfriend Annette Renard and her little sister Maria Renard. Like his ancestors, Richter is a vampire hunter and, without hesitation, he rises up to the challenge and ready himself to take on Dracula's armies of undead beasts and monsters. The player takes control of Ritcher and must journey through several strange and doomed places, from the crumbling ruins of a burning town to the deepest parts of Dracula's unholy castle. His main weapon is the legendary Vampire Killer, powerful whip passed down from generation to generation within the Belmont clan. The game also features a handful of secondary weapons that can be collected along the way, such as the Axe, the Holy Water, the Daggers and so forth... They however come in limited quantities and Richter must constantly replenish them by collecting little hearts scattered around each level (usually hidden inside candles). These weapons can also help the player in desperate situations and unleash powerful attacks (called Item Crash) that inflict serious damage to most enemies on the screen. Akumajou Dracula XX consists of seven stages (as well as two alternate levels) and a password system allows the player to continue an earlier game.

- TECHNICAL -

Cartridge ID: SHVC-ADZJ

- TRIVIA -

Akumajou Dracula XX was released on July 21, 1995 in Japan for 9800 Yen.

Akumajou Dracula XX is loosely based on "Akumajou Dracula X - Chi no Rondo", a Super CD-Rom² game originally released for the PC Engine system in 1993. oth game share a similar storyline, the same main character (Ritcher Belmont) and various elements and enemies. However, the similarities end here and the Super Famicom version can probably be best described as a downgraded remake of the original. In a nutshell, they are two separate games - levels have a dramatically different layout, most were completely redesigned and the game is a lot shorter with fewer stages. It is also a lot more linear and doesn't really feature the same open-ended stages and alternate routes of Chi no Rondo (only two alternate levels are included in Akumajou Dracula XX). Finally, it is also worth mentioning that Maria was a playable character in Chi no Rondo (option completely removed from Akumajou Dracula XX) which also featured kidnapped villagers (Tera and Iris), some unique and impressive enemies (such as large stone golems) and complex animated sequences and cutscenes featuring CD quality sound and speech.

Export releases:
[US] "Castlevania - Dracula X [Model SNS-ADZE-USA]"
[EU] "Castlevania - Vampire's Kiss [Model SNSP-ADZP-EUR]"

- TIPS AND TRICKS -

Stage Passwords:
----------------
Level 2
Blank, Holy Water, Axe Axe, Axe, Axe Axe, Holy Water, Holy Water 

Level 3
Holy Water, Blank, Blank Axe, Axe, Blank Blank, Holy Water, Holy Water

Level 4
Axe, Axe, Axe Blank, Holy Water, Holy Water Axe, Heart, Heart

Level 4 (Alternate)
Holy Water, Axe, Holy Water, Axe, Blank, Heart, Axe, Blank, Axe

Level 5
Holy Water, Heart, Fire Fire, Holy Water, Axe Holy Water, Heart, Heart

Level 5 (Alternate)
Axe, Heart, Axe, Axe, Blank, Axe, Heart, Heart, Blank

Level 6
Holy Water, Axe, Axe Holy Water, Blank, Holy Water Axe, Holy Water, Blank

Level 7
Holy Water, Holy Water, Holy Water Axe, Blank, Heart Blank, Blank, Axe

Final Level
Heart, Axe, Holy Water Fire, Fire, Fire Axe, Holy Water, Fire

Extra 1-ups:
------------
To get an extra 1-up, beat each stage without getting hit. If you come out unscathed 
(no, you cannot get hit and eat a frankfurter), you will recieve a 1-up after every 
stage you complete.

- SERIES -

1. Akumajou Dracula [Model KDS-AKM] (1986, Famicom Disk System)
2. Akumajou Dracula [Model RC744] (1986, MSX 2)
3. Dracula II - Noroi no Fuuin [Model KDS-DRK] (1987, Famicom Disk System)
4. Akumajou Dracula [Model GX768] (1988, Arcade)
5. Dracula Densetsu [Model DMG-CVJ] (1989, Game Boy)
6. Akumajou Densetsu [Model KON-RC845] (1989, Famicom)
7. Dracula Densetsu II [Model DMG-CWJ] (1991, Game Boy)
8. Akumajou Dracula [Model SHVC-AD] (1991, Super Famicom)
9. Akumajou Dracula X - Chi no Rondo [Model KMCD3005] (1993, PC-Engine CD)
10. Vampire Killer [Model T-95043] (1994, Mega Drive)
11. Akumajou Dracula XX [Model SHVC-ADZJ] (1995, Super Famicom)
12. Akumajou Dracula X - Gekka no Yasokyoku [Model SLPM-86023] (1997, PlayStation)
13. Akumajou Dracula - Shikkokutaru Zensoukyoku [Model DMG-ADNJ-JPN] (1997, Game Boy)
14. Akumajou Dracula Mokushiroku - Real Action Adventure [Model NUS-ND3J] (1999, Nintendo 64)
15. Akumajou Dracula Mokushiroku Gaiden - Legend of Cornell [Model NUS-ND4J] (1999, Nintendo 64)
16. Akumajou Nendaiki - Akumajou Dracula [Model SLPM-86754] (2001, PlayStation)
17. Akumajou Dracula - Circle of the Moon [Model AGB-AAMJ-JPN] (2001, GBA)
18. Castlevania - Byakuya no Concerto [Model AGB-ACHJ-JPN] (2002, GBA)
19. Castlevania - Akatsuki no Minuet [Model AGB-A2CJ-JPN] (2003, GBA)
20. Castlevania [Model SLPM-65444] (2003, PS2)
21. Akumajou Dracula - Sogetsu no Jujika [Model NTR-P-ACVJ] (2005, Nintendo DS)
22. Akumajou Dracula - Yami No Juin [Model SLPM-66175] (2005, PS2)
23. Akumajou Dracula - Gallery of Labyrinth [Model NTR-ACBJ-JPN] (2006, Nintendo DS)
24. Akumajou Dracula X Chronicle [Model ULJM-05287] (2007, PSP)
25. Akumajou Dracula Ubawareta Kokuin [Model NTR-YR9J-JPN] (2008, Nintendo DS)
26. Akumajou Dracula - The Arcade (2008, Arcade)

- STAFF -

Director: K. Yamashita
Programmer: Ogawa
Main Programmer: A.S. Minakata
Main Character: Namachuw
Character: Ashenden, Sefu-Haso, Hiro
Sound Design: T. Tomita, M. Iwata, H. Ueko, M. Kimura
Special Thanks: Potechen, T. Kinosita, F. Karakami, Papa
Producer: K. Kinosita

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61017&o=2

$end


$gba=f_akumaj,
$bio

悪魔城ドラキュラ (c) 2004 Nintendo Company, Limited.
(Akumajou Dracula)

- TECHNICAL -

Famicom Mini
Model AGB-FADJ-JPN

- TRIVIA -

Released on August 8, 2004, this is "Akumajou Dracula" for the Famicom Disk System ported to the Game Boy Advance.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70641&o=2

$end


$info=akumajou,akumajoun,
$bio

悪魔城ドラキュラ (c) 1988 Konami.
(Akumajou Dracula)

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

- TECHNICAL -

Game ID : GX768

Main CPU : KONAMI (@ 3 Mhz)
Sound CPU : Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : K007232 (@ 3.579545 Mhz), YM3812 (@ 3.579545 Mhz), K051649 (@ 1.789772 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Akumajou Dracula was released in February 1988. It is known in US as "Haunted Castle [Model GX768]".

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

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

King Records released a limited-edition soundtrack album for this game (Konami Game Music Collection Vol.1 - K30X7705) on August 5, 1988. This album was reprinted (KCIA-2309) on May 21, 1993.

- UPDATES -

Version P : the damage is less effective.

- TIPS AND TRICKS -

* Combinding Credits : If you've ever played Akumajou Dracula, then you know that you are only allowed 3 continues throughout the game. And since you only get One Life per credit, it makes for a hard game. But if you have four credits in the game and hit the player one start button four times you will combined all four credits together giving you a huge life bar. Making this game a lot easier to play. Only trouble is, if you die, it will be game over because you will have used up all 3 of your continues making your Life Bar bigger.

- SERIES -

1. Akumajou Dracula [Model KDS-AKM] (1986, Famicom Disk System)
2. Akumajou Dracula [Model RC744] (1986, MSX 2)
3. Dracula II - Noroi no Fuuin [Model KDS-DRK] (1987, Famicom Disk System)
4. Akumajou Dracula [Model GX768] (1988, Arcade)
5. Dracula Densetsu [Model DMG-CVJ] (1989, Game Boy)
6. Akumajou Densetsu [Model KON-RC845] (1989, Famicom)
7. Dracula Densetsu II [Model DMG-CWJ] (1991, Game Boy)
8. Akumajou Dracula [Model SHVC-AD] (1991, Super Famicom)
9. Akumajou Dracula X - Chi no Rondo [Model KMCD3005] (1993, PC-Engine CD)
10. Vampire Killer [Model T-95043] (1994, Mega Drive)
11. Akumajou Dracula XX [Model SHVC-ADZJ] (1995, Super Famicom)
12. Akumajou Dracula X - Gekka no Yasokyoku [Model SLPM-86023] (1997, PlayStation)
13. Akumajou Dracula - Shikkokutaru Zensoukyoku [Model DMG-ADNJ-JPN] (1997, Game Boy)
14. Akumajou Dracula Mokushiroku - Real Action Adventure [Model NUS-ND3J] (1999, Nintendo 64)
15. Akumajou Dracula Mokushiroku Gaiden - Legend of Cornell [Model NUS-ND4J] (1999, Nintendo 64)
16. Akumajou Nendaiki - Akumajou Dracula [Model SLPM-86754] (2001, PlayStation)
17. Akumajou Dracula - Circle of the Moon [Model AGB-AAMJ-JPN] (2001, GBA)
18. Castlevania - Byakuya no Concerto [Model AGB-ACHJ-JPN] (2002, GBA)
19. Castlevania - Akatsuki no Minuet [Model AGB-A2CJ-JPN] (2003, GBA)
20. Castlevania [Model SLPM-65444] (2003, PS2)
21. Akumajou Dracula - Sogetsu no Jujika [Model NTR-P-ACVJ] (2005, Nintendo DS)
22. Akumajou Dracula - Yami No Juin [Model SLPM-66175] (2005, PS2)
23. Akumajou Dracula - Gallery of Labyrinth [Model NTR-ACBJ-JPN] (2006, Nintendo DS)
24. Akumajou Dracula X Chronicle [Model ULJM-05287] (2007, PSP)
25. Akumajou Dracula Ubawareta Kokuin [Model NTR-YR9J-JPN] (2008, Nintendo DS)
26. Akumajou Dracula - The Arcade (2008, Arcade)

- PORTS -

* Consoles :
Sony PlayStation 2 [JP] (May 25, 2006) "Oretachi Gaesen Zoku - Akumajou Dracula [SLPM-62729]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54&o=2

$end


$famicom_flop=akumajob,akumajoa,akumajo,
$bio

悪魔城ドラキュラ (c) 1986 Konami Industry Company, Limited.
(Akumajou Dracula)

Akumajou Dracula is the first opus in the popular and celebrated video game saga also known as Castlevania in the west. The game takes place at the end of the 17th century and every hundred years, the evil Count Dracula and his minions have risen from the dead and are now bringing chaos and death to the land of Transylvania. Simon Belmont, from the Belmont bloodline of Vampire killers, takes up the challenge. Armed with his mythic and legendary whip, he begins his journey to the Prince of Darkness's castle. Dracula's lair counts six large levels guarded by legions of demonic vampire bats, zombies, fish men, raven, skeletons and so forth. In addition to his magic whip, Simon can pick up secondary weapons by breaking candles and other elements of the scenery (usually walls). These weapons range from a Stop watch (stops enemy action), Dagger (fast throwing weapon), Axe (slow but powerful overhead attack weapon), Cross, Holy Water etc... Our hero can only carry one of these useful weapons at the time and they all come in limited quantities - They can however be replenished by collecting little hearts scattered throughout the levels. Other items are also available to help Simon in his quest such as Crosses or Invisibility Potions. Two special items are particularly worth mentioning - the double and triple shots icons get Simon to fire two or three special weapons at once. Each stage ends with an obligatory boss Simon must take down before advancing to the next level - they range from the mythological Medusa to Death itself who appears as a creepy Grim Reaper.

- TECHNICAL -

Game ID: KDS-AKM

- TRIVIA -

Akumajou Dracula for Famicom Disk System was released on September, 26, 1986 in Japan for 2980 Yen.

This game is known in the western regions as Castlevania. Here are some known export releases, in cartridge format, for the western NES: 
"Castlevania [Model NES-CV-EEC]" 
"Castlevania [Model NES-CV-NOE]" 
"Castlevania [Model NES-CV-USA]" 

The names listed in the ending credits are parodies of famous people who have ties to classic horror or monster films. They are:
Terence Fisher (Trans Fishers)
Bram Stoker (Vran Stoker)
James Bernard (James Banana)
Christoper Lee (Christopher Bee)
Bela Lugosi (Belo Lugosi)
Boris Karloff (Boris Karloffice)
Lon Chaney (Love Chaney)
Lon Chaney, Jr. (Love Chaney, Jr.)
Barbara Shelley (Barber Sherry)
Max Schreck (Max Schrecks)
Glenn Strange (Green Stranger)
Oliver Reed (Cafebar Read)
Andre Morell (Andre Moral)
John Carradine (John Candy)

- UPDATES -

V 1.0
V 1.1
V 1.2

- TIPS AND TRICKS -

* Completing the game and playing through for a second time, it is possible to make a number of Moaui heads appear in various locations. These Moaui heads are references to another Konami series, Gradius. These appear after:
- Standing on the moving platform of the second stage.
- Crouching atop a certain staircase in the third stage.
- Walking far to the right on the third area of the third stage.

- SERIES -

1. Akumajou Dracula [Model KDS-AKM] (1986, Famicom Disk System)
2. Akumajou Dracula [Model RC744] (1986, MSX 2)
3. Dracula II - Noroi no Fuuin [Model KDS-DRK] (1987, Famicom Disk System)
4. Akumajou Dracula [Model GX768] (1988, Arcade)
5. Dracula Densetsu [Model DMG-CVJ] (1989, Game Boy)
6. Akumajou Densetsu [Model KON-RC845] (1989, Famicom)
7. Dracula Densetsu II [Model DMG-CWJ] (1991, Game Boy)
8. Akumajou Dracula [Model SHVC-AD] (1991, Super Famicom)
9. Akumajou Dracula X - Chi no Rondo [Model KMCD3005] (1993, PC-Engine CD)
10. Vampire Killer [Model T-95043] (1994, Mega Drive)
11. Akumajou Dracula XX [Model SHVC-ADZJ] (1995, Super Famicom)
12. Akumajou Dracula X - Gekka no Yasokyoku [Model SLPM-86023] (1997, PlayStation)
13. Akumajou Dracula - Shikkokutaru Zensoukyoku [Model DMG-ADNJ-JPN] (1997, Game Boy)
14. Akumajou Dracula Mokushiroku - Real Action Adventure [Model NUS-ND3J] (1999, Nintendo 64)
15. Akumajou Dracula Mokushiroku Gaiden - Legend of Cornell [Model NUS-ND4J] (1999, Nintendo 64)
16. Akumajou Nendaiki - Akumajou Dracula [Model SLPM-86754] (2001, PlayStation)
17. Akumajou Dracula - Circle of the Moon [Model AGB-AAMJ-JPN] (2001, GBA)
18. Castlevania - Byakuya no Concerto [Model AGB-ACHJ-JPN] (2002, GBA)
19. Castlevania - Akatsuki no Minuet [Model AGB-A2CJ-JPN] (2003, GBA)
20. Castlevania [Model SLPM-65444] (2003, PS2)
21. Akumajou Dracula - Sogetsu no Jujika [Model NTR-P-ACVJ] (2005, Nintendo DS)
22. Akumajou Dracula - Yami No Juin [Model SLPM-66175] (2005, PS2)
23. Akumajou Dracula - Gallery of Labyrinth [Model NTR-ACBJ-JPN] (2006, Nintendo DS)
24. Akumajou Dracula X Chronicle [Model ULJM-05287] (2007, PSP)
25. Akumajou Dracula Ubawareta Kokuin [Model NTR-YR9J-JPN] (2008, Nintendo DS)
26. Akumajou Dracula - The Arcade (2008, Arcade)

- PORTS -

* Consoles : 
Nintendo Famicom [JP] (February 5, 1993) "Akumajou Dracula [Model KON-RV003]" 
Nintendo Wii [Virtual Console] [JP] (July 17, 2007) [Model FBHJ] 
Nintendo Wii U [Virtual Console] [JP] (December 4, 2013) [Model FB3J] 

* Handhelds : 
Nintendo Game Boy Advance [JP] (August 8, 2004) "Akumajou Dracula [Famicom Mini] [Model AGB-FADJ-JPN]" 
Nintendo 3DS [Virtual Console] [JP] (October 17, 2012) [Model TA8J]

* Computers : 
Sharp X68000 [JP] (July 23, 1993) "Akumajou Dracula [Model RA960]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65234&o=2

$end


$nes=akumajo,
$bio

悪魔城ドラキュラ (c) 1993 Konami Company, Limited.
(Akumajou Dracula)

- TECHNICAL -

Game ID: KON-RV003

- TRIVIA -

Akumajou Dracula was released on February 05, 1993 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53823&o=2

$end


$x68k_flop=akumajo,akumajod,
$bio

Akumajou Dracula (c) 1993 Konami Industry Co., Ltd.

- TECHNICAL -

Game ID: RA960

- TRIVIA -

Akumajou Dracula for Sharp X68000 was released on July 23, 1993 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87036&o=2

$end


$msx2_cart=vampkill,vampkill2,vampkill3,vampkill1,
$bio

悪魔城ドラキュラ (c) 1986 Konami.
(Akumajou Dracula)

- TECHNICAL -

[Model RC744]

- TRIVIA -

Released on October 30, 1986 in Japan.

- SERIES -

1. Akumajou Dracula [Model KDS-AKM] (1986, Famicom Disk System)
2. Akumajou Dracula [Model RC744] (1986, MSX 2)
3. Dracula II - Noroi no Fuuin [Model KDS-DRK] (1987, Famicom Disk System)
4. Akumajou Dracula [Model GX768] (1988, Arcade)
5. Dracula Densetsu [Model DMG-CVJ] (1989, Game Boy)
6. Akumajou Densetsu [Model KON-RC845] (1989, Famicom)
7. Dracula Densetsu II [Model DMG-CWJ] (1991, Game Boy)
8. Akumajou Dracula [Model SHVC-AD] (1991, Super Famicom)
9. Akumajou Dracula X - Chi no Rondo [Model KMCD3005] (1993, PC-Engine CD)
10. Vampire Killer [Model T-95043] (1994, Mega Drive)
11. Akumajou Dracula XX [Model SHVC-ADZJ] (1995, Super Famicom)
12. Akumajou Dracula X - Gekka no Yasokyoku [Model SLPM-86023] (1997, PlayStation)
13. Akumajou Dracula - Shikkokutaru Zensoukyoku [Model DMG-ADNJ-JPN] (1997, Game Boy)
14. Akumajou Dracula Mokushiroku - Real Action Adventure [Model NUS-ND3J] (1999, Nintendo 64)
15. Akumajou Dracula Mokushiroku Gaiden - Legend of Cornell [Model NUS-ND4J] (1999, Nintendo 64)
16. Akumajou Nendaiki - Akumajou Dracula [Model SLPM-86754] (2001, PlayStation)
17. Akumajou Dracula - Circle of the Moon [Model AGB-AAMJ-JPN] (2001, GBA)
18. Castlevania - Byakuya no Concerto [Model AGB-ACHJ-JPN] (2002, GBA)
19. Castlevania - Akatsuki no Minuet [Model AGB-A2CJ-JPN] (2003, GBA)
20. Castlevania [Model SLPM-65444] (2003, PS2)
21. Akumajou Dracula - Sogetsu no Jujika [Model NTR-P-ACVJ] (2005, Nintendo DS)
22. Akumajou Dracula - Yami No Juin [Model SLPM-66175] (2005, PS2)
23. Akumajou Dracula - Gallery of Labyrinth [Model NTR-ACBJ-JPN] (2006, Nintendo DS)
24. Akumajou Dracula X Chronicle [Model ULJM-05287] (2007, PSP)
25. Akumajou Dracula Ubawareta Kokuin [Model NTR-YR9J-JPN] (2008, Nintendo DS)
26. Akumajou Dracula - The Arcade (2008, Arcade)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48162&o=2

$end


$snes=akumajo,
$bio

悪魔城ドラキュラ (c) 1991 Konami Company, Limited.
(Akumajou Dracula)

Akumajou Dracula is an action game by Konami. The evil Dracula has returned from the dead and he intends to wreak his revenge upon all Transylvania. Once again Simon, a warrior from the Belmont family, and his vampire killer leather whip have been chosen to defeat the beast and his army of minions. The whip's mobility in this episode has been drastically enhanced - it can move in any direction and swings at will around our vampire slayer. This feature can be used to damage hard-to-reach enemies but also to pick up bonuses. Simon can whip candles scattered around the game to free special bonuses - some of them upgrade his whip (from weak leather to strong iron chains) whereas others grant him a secondary weapon (Axes, Cross, Daggers, Holy Water etc...). These weapons only come in limited quantities though and power hearts must be collected to make them last longer. Pieces of meat can also be found (usually hidden inside walls) to help Simon to get back in shape before the final blow is delivered.

- TECHNICAL -

Cartridge ID: SHVC-AD

- TRIVIA -

Akumajou Dracula for Super Famicom was released on October 31, 1991 in Japan for 8880 Yen.

The title is translated from Japanese as "Devil's Castle Dracula".

This game is known outside Japan as "Super Castlevania IV". Here are some known export releases:
[US] "Super Castlevania IV [Model SNS-AD-USA]"
[EU] "Super Castlevania IV [Model SNSP-AD]"

- SERIES -

1. Akumajou Dracula [Model KDS-AKM] (1986, Famicom Disk System)
2. Akumajou Dracula [Model RC744] (1986, MSX 2)
3. Dracula II - Noroi no Fuuin [Model KDS-DRK] (1987, Famicom Disk System)
4. Akumajou Dracula [Model GX768] (1988, Arcade)
5. Dracula Densetsu [Model DMG-CVJ] (1989, Game Boy)
6. Akumajou Densetsu [Model KON-RC845] (1989, Famicom)
7. Dracula Densetsu II [Model DMG-CWJ] (1991, Game Boy)
8. Akumajou Dracula [Model SHVC-AD] (1991, Super Famicom)
9. Akumajou Dracula X - Chi no Rondo [Model KMCD3005] (1993, PC-Engine CD)
10. Vampire Killer [Model T-95043] (1994, Mega Drive)
11. Akumajou Dracula XX [Model SHVC-ADZJ] (1995, Super Famicom)
12. Akumajou Dracula X - Gekka no Yasokyoku [Model SLPM-86023] (1997, PlayStation)
13. Akumajou Dracula - Shikkokutaru Zensoukyoku [Model DMG-ADNJ-JPN] (1997, Game Boy)
14. Akumajou Dracula Mokushiroku - Real Action Adventure [Model NUS-ND3J] (1999, Nintendo 64)
15. Akumajou Dracula Mokushiroku Gaiden - Legend of Cornell [Model NUS-ND4J] (1999, Nintendo 64)
16. Akumajou Nendaiki - Akumajou Dracula [Model SLPM-86754] (2001, PlayStation)
17. Akumajou Dracula - Circle of the Moon [Model AGB-AAMJ-JPN] (2001, GBA)
18. Castlevania - Byakuya no Concerto [Model AGB-ACHJ-JPN] (2002, GBA)
19. Castlevania - Akatsuki no Minuet [Model AGB-A2CJ-JPN] (2003, GBA)
20. Castlevania [Model SLPM-65444] (2003, PS2)
21. Akumajou Dracula - Sogetsu no Jujika [Model NTR-P-ACVJ] (2005, Nintendo DS)
22. Akumajou Dracula - Yami No Juin [Model SLPM-66175] (2005, PS2)
23. Akumajou Dracula - Gallery of Labyrinth [Model NTR-ACBJ-JPN] (2006, Nintendo DS)
24. Akumajou Dracula X Chronicle [Model ULJM-05287] (2007, PSP)
25. Akumajou Dracula Ubawareta Kokuin [Model NTR-YR9J-JPN] (2008, Nintendo DS)
26. Akumajou Dracula - The Arcade (2008, Arcade)

- STAFF -

Main Programmer: Jun Furano
Player Programmer: Yaipon
Enemy Programmer: Great K Nitta, Ete Pow Konoz, Jun Furano, Yaipon
Main Designer: Nyankun Hara
VRAM Designer: Nyankun Hara, S. Kushibuchi
Object Designer: Pechi, S. Kushibuchi, Nyankun Hara
Sound Designer: Masanori Oodachi, Souji Taro
Super Voice: Akkun
Total Director: Jun Furano
Producer: Mr Kitaue
Special thanks: Konami Kurokotai

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [JP] (December 2, 2006) [Model JAIJ] 
Nintendo Wii U [Virtual Console] [JP] (September 11, 2013) [Model JA9J]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61016&o=2

$end


$gameboy=akumaspc,
$bio

悪魔城すぺしゃる ぼくドラキュラくん (c) 1993 Konami Company, Limited.
(Akumajou Special - Boku Dracula-kun)

- TECHNICAL -

Game ID: DMG-DFJ

- TRIVIA -

Released on January 03, 1993 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65534&o=2

$end


$nes=akumaspc,
$bio

悪魔城すぺしゃる ぼくドラキュラくん (c) 1990 Konami Industry Company, Limited.
(Akumajou Special - Boku Dracula-kun)

- TECHNICAL -

Cartridge ID: RC847

- TRIVIA -

Akumajou Special was released on October 19, 1990 in Japan.

The title of this game translates from Japanese as 'Demon Castle Special - I'm Kid Dracula'

Reviews:
[JP] Famitsu  N.22 (October 1990): 25/40

- TIPS AND TRICKS -

At the title screen, entering the famous Konami Code will give a tone as though you've entered a correct cheat code. Pressing START will give you nothing but a message that reads 'Too bad. There's nothing here!'

- STAFF -

Program: Shirō Murata, Etsunobu Ebisu, Yasuhiro Yamamoto
Character Design: Yoichi Yoshimoto, Kenji Fujioka, Kazunori Yanai
Sound: Shinji Tasaka, Satoko Minami
Packaging: Hiromi Sumida, Hiroshi Matsuda
Planning Cooperation: Kimie Tanaka
Party Manager: Ebisu Maru
Planner: Yoichi Yoshimoto
Director: Shirō Murata
Game by: Team Murata Keikaku

- PORTS -

* Others :
Mobile Phone [JP] (June 30, 2006)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53824&o=2

$end


$pc98=akumu,
$bio

悪夢 ～青い果実の散花～ (c) 1996 Studio Mobius.
(AKUMU - Aoi Kajitsu no Sanka)

- TECHNICAL -

Floppy Disk x6

- TRIVIA -

Released on April 26, 1996 in Japan. Retail price: 8800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88888&o=2

$end


$pc8801_flop=akumachi,
$bio

Akuryou no Machi (c) 1988 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91341&o=2

$end


$info=alcapone,
$bio

Al Capone (c) 1977 LTD.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=10313&o=2

$end


$info=scramrf,
$bio

Al Scramble (c) 1981 R. Franco [Recreativos Franco].

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74108&o=2

$end


$nes=alunser,
$bio

Al Unser Jr. Turbo Racing (c) 1990 Data East USA, Incorporated..

Game description from the USA Manual:
Pure turbo racing - wheel to wheel - high speed combined with high tech. With Al Unser Jr.'s Turbo Racing you're competing in the most challenging racing circuit in the world. It's a grueling battle through sixteen different courses through sixteen different countries.

Al Unser Jr.'s Turbo Racing gives you incredible racing excitement and realism.  And best of all it gives you Al Unser Jr. himself. Before each race, Al Unser Jr. personally gives you his expert inside tips on how to handle the course. Design your own car, or get ready to drive Unser's incredible red, white and blue race machine.

Go ahead - test yourself against the world's best. Many try but few succeed. With Al Unser Jr. the odds are in your favor.

- TECHNICAL -

Cartridge ID: NES-FH-USA

- SCORING -

You receive points as a top finisher as follows (from the USA Manual):
First Place: 9 Points.
Second Place: 6 Points.
Third Place: 4 Points.
Fourth Place: 3 Points.
Fifth Place: 2 Points.
Sixth Place: 1 Points.

- TIPS AND TRICKS -

(from the USA Manual)
Know the layout for every course. If you know what lies ahead, you won't be in for any nasty surprises.  The best place to begin is to get Al Unser Jr.'s advice before every race.  He's the best in the world, so why not listen to him?

Customize your car carefully. If the course has hairpin curves after S-curves, you won't need Turbo power as much as you'll need a great suspension. If you've got good stretches of straight road, you'll want to go with all the speed and Turbo you can muster. If you're the kind of driver who gets in a lot of crashes, you'll need a durable car and a lightning-quick pit crew.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54883&o=2

$end


$snes=alunseru,
$bio

Al Unser Jr.'s Road to the Top [Model SNS-AUJE-USA] (c) 1994 Software Toolworks, The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62709&o=2

$end


$snes=alunser,
$bio

Al Unser Jr.'s Road to the Top [Model SNSP-AUJP-EUR] (c) 1994 Mindscape, Incorporated. [Northbrook, IL, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62708&o=2

$end


$info=wrldtour,wrldtour2,
$bio

Al's Garage Band Goes on a World Tour (c) 1992 Alvin G. & Co.

- TRIVIA -

Al's Garage Band Goes on a World Tour was released in December 1992.

1,000 units were produced.

- STAFF -

Concepts : Michael Gottlieb (MAG), Jack E. Haeger
Designer : Jerry Armstrong (JWA)
Artwork : Dan Hughes
Software : Rehman Merchant (RFM)
Dots/Animation : Vecennia Jordan
Music & Sounds : Kyle Johnson (K J)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5186&o=2

$end


$alice32=alberthe,
$bio

Al*Berthe (c) 1985 EH Services.

- TECHNICAL -

Game ID: 0000384

- STAFF -

Programmed by: Alain Fernandes

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49725&o=2

$end


$msx1_cart=aladdin,aladdina,
$bio

Aladdin (c) 1986 Barq

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76541&o=2

$end


$nes=aladretj,
$bio

Aladdin - The Return of Jaffar (c) 19?? Unknown.

A pirate hack of "Astyanax" featuring characters from Disney's Aladdin.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65149&o=2

$end


$snes=aladdi2k,aladdi2kh,
$bio

Aladdin 2000 (c) 199? Unknown [Brazil]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62711&o=2

$end


$nes=aladdin4a,aladdin4,
$bio

Aladdin 4 (c) 1995 JY Co.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83824&o=2

$end


$nes=aladdin2,
$bio

Aladdin II (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83823&o=2

$end


$nes=aladdin3,
$bio

Aladdin III (c) 19?? Unknown.

A pirate hack of "Magic Carpet 1001" with modified title screen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64568&o=2

$end


$nes=popeye2,
$bio

Aladdin III (c) 199? Unknown.

Title screen hack of Aladdin. Found in Popeye 2 ROM, it was reused for all JY multicarts.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84088&o=2

$end


$nes=aladdina,aladdinc,aladdinb,
$bio

Aladdin (c) 1995 JY Co.

Famicom's Aladdin is a port of the SNES version of the game of the same name.

- TECHNICAL -

Model JY-025

- STAFF -

Developed by the Hummer Team.

Programmer: Silvers Lin

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54884&o=2

$end


$snes=aladdinj,
$bio

Aladdin (c) 1993 Capcom Company, Limited.

- TECHNICAL -

[Model SHVC-RJ]

- TIPS AND TRICKS -

Level Select:
-------------
Go to options and press L, R, Start, Select, X, Y, A, B on controller 2, exit, then hold L+R and use the D-Pad on Controller 1.

Extra Lives In The Bonus Stages:
--------------------------------
When playing the bonus stage, where Aladdin and Princess Jasmine sit on the magical  carpet for a ride, press the B button when the genie blinks for an easy 1-Up or 2-Up.

Password Level
--------------
(none) The Market Place
GMAS The Cave of Wonders
JMPG Escape from the Cave of Wonders
GJAM Inside the Genie's Lamp
MAGP The Pyramid
PJSP A Whole New World
JPAJ Jafar's Palace
APMS Final Battle

See the Special Ending:
-----------------------
Finish the game with at least 70 red gems, and you'll get to see the Special Ending.

Red Gem locations
-----------------
Level 1-1
1. On top of one of the first sections there is a knob. Swing on its and go up. Bounce off the bottle to get the first Red Gem.
2. On another section there is a platform on top of it. Jump on it and go right. Get the rug and hold R to the right.
3. There is a doorknob near the end of the level. Swing up onto a platform, then on another knob onto another platform.
4. On the last set of barrels, bounce off the top man and use your rug to the right.

Level 1-2
5. After the third barrel man, jump to the left.
6. To the left of the last platform.

Level 1-3
7. Above the two archers on the boards.
8. On top of one of the roofs, in plain sight.
9. On the three moving things, grab onto the left side of the second one. It will move you to the gem.
10. Under the last rug on string

Level 2-1
11-14. In plain sight.
15. Swing on the first one of those things. Do not press R and swing off when you have waited about five seconds.

Level 2-2
16-19. In plain sight.
20. When The boulders are falling, go into the first hole and use your rug to float down.

Level 3-1
All in plain sight.

Level 4-1
All in plain sight

Level 5-1
41. To the left or right of the first or second snake.
42. To the right of the first archer.
43. On the part where there are all those moving things, it is on the far left.
44. On the far right.
45. On the end. It is in between the third and fourth snakes.

Level 5-2
46. In plain sight at the beginning.
47. When you reach the dead end, step on the platform. When you get the gem, jump back up.
48. On the spiky parts. It is in plain sight.
49. On the hole part.

Level 5-3
50. Well hidden. On the end, when there are three pillars you can go through, it is invisible at the bottom of the first pillar. If you do not hear the sound that confirms getting a gem, you are on the wrong pillar.

Level 6-1
61. At the beginning, bounce off the swordsman's sword.
62. Half hidden at the top of the pillar.
63. Hard to get, but in the hole part.
64. On one of the dropping heads.

Level 6-2
65. Use Iago to bounce off to get it.
66. When there is a swordsman in an open space, there is a gem to left of him and up.
67. Same place, but right and up.

Level 6-3
68. In the fire.
69. Before the fire.
70. Run and jump. Use your rug to get it. If you miss it, you will never be able to get it.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61018&o=2

$end


$snes=aladdinup,
$bio

Aladdin [Prototype] (c) 1993 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62710&o=2

$end


$nes=aladdinr,
$bio

Aladdin (c) 1995 Unknown.

Russian version.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83822&o=2

$end


$info=j80alad,
$bio

Aladdin's Cave (c) 198? PCP.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41951&o=2

$end


$info=m4aladn,m4aladna,m4aladb,m4aladc,m4aladnd,m4aladne,m4aladnf,m4aladng,m4aladnh,m4aladni,
$bio

Aladdin's Cave (c) 199? Crystal Leisure.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15289&o=2

$end


$info=mg_alad,
$bio

Aladdin's Cave (c) 199? Maygay.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42400&o=2

$end


$cpc_cass=aladdins,
$bio

Aladdin's Cave [Model AS-102] (c) 1985 Artic Computing, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64207&o=2

$end


$info=sc4alad,sc4alada,
$bio

Aladdin's Cave (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR7068]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42435&o=2

$end


$pc98=alantia,alantiaa,
$bio

Alantia (c) 1988 Victor Musical Industries, Inc.

- TECHNICAL -

Floppy Disk x3

- TRIVIA -

Released on November 21, 1988 in Japan. Retail price: 8800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88889&o=2

$end


$pc98=alaskan,
$bio

アラスカンマラミュートG.C. (c) 1992 Home Data.
(Alaskan Malamute G.C.)

- TECHNICAL -

Floppy Disk x2

- TRIVIA -

Released on September 11, 1992 in Japan. Retail price: 12800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88890&o=2

$end


$msx1_cart=albatros,albatrosa,
$bio

Albatross (c) 1986 Telenet Japan [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76542&o=2

$end


$x1_flop=albatros,
$bio

Albatross (c) 1986 Telenet Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85914&o=2

$end


$pc8801_flop=albatros,albatrosa,
$bio

Albatross (c) 1986 Telenet Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91342&o=2

$end


$fm7_disk=albatros,
$bio

Albatross (c) 1986 Telenet Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93596&o=2

$end


$info=albatross,
$bio

Albatross (c) 1988 Face Company, Limited.

- TRIVIA -

Unreleased.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32429&o=2

$end


$msx1_cass=albatex1,
$bio

Albatross - Extended Course 1 (c) 1986 Telenet Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76543&o=2

$end


$msx1_cass=albatex2,
$bio

Albatross - Extended Course 2 (c) 1986 Telenet Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76544&o=2

$end


$pc98=albatr2,
$bio

Albatross 2 - Masters' History (c) 1989 Telenet Japan

- TRIVIA -

Released on November 10, 1989 in Japan. Retail price: 9800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88891&o=2

$end


$msx2_flop=albatr2,albatr2a,
$bio

Albatross 2 - Masters' History (c) 1989 Telenet Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101461&o=2

$end


$x1_flop=albatrosx,
$bio

Albatross Kakuchou Course - Expert Course (c) 1986 Telenet Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85915&o=2

$end


$pc8801_flop=albatrosx,albatrosx1,
$bio

Albatross Kakuchou Course - Expert Course (c) 1986 Telenet Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91343&o=2

$end


$x1_flop=albatrosv,
$bio

Albatross Kakuchou Course - Visual Course (c) 1986 Telenet Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85916&o=2

$end


$pc8801_flop=albatrosv,
$bio

Albatross Kakuchou Course - Visual Course (c) 1986 Telenet Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91344&o=2

$end


$x1_flop=albatrosw,
$bio

Albatross Kakuchou Course - World Course (c) 1986 Telenet Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85917&o=2

$end


$pc8801_flop=albatrosw,albatroswa,
$bio

Albatross Kakuchou Course - World Course (c) 1986 Telenet Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91345&o=2

$end


$pc8801_flop=albatrosoh,
$bio

Albatross Meimon Course 1 - Oak Hills (c) 1987 Telenet Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91346&o=2

$end


$x1_flop=albatrosjc,
$bio

Albatross Meimon Course 2 - Jun Classic (c) 1987 Telenet Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85918&o=2

$end


$saturn,sat_cart=albodys,albodysa,
$bio

Albert Odyssey - Legend of Eldean [Model T-12705H] (c) 1997 Working Designs

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59964&o=2

$end


$snes=albodys2,
$bio

Albert Odyssey 2 - Jashin no Taidou (c) 1994 Sunsoft

- TECHNICAL -

[Model SHVC-AO2J-JPN]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61020&o=2

$end


$saturn,sat_cart=albodysja,albodysj,albodysjg,
$bio

Albert Odyssey Gaiden - Legend of Eldean [Model T-1514G] (c) 1996 Sunsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58894&o=2

$end


$snes=albodyss,
$bio

Albert Odyssey (c) 1993 Sunsoft

- TECHNICAL -

[Model SHVC-AO]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61019&o=2

$end


$info=m1albsq,m1albsq1,m1albsq1p,m1albsq2,m1albsq3,m1albsqp,
$bio

Albert Square (c) 1993 Maygay.

- TECHNICAL -

M1A/B

- TRIVIA -

Albert Square was released in May 1993.

- UPDATES -

V 4.1
V 3.0
V 2.2
V 1.1

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41958&o=2

$end


$pc98=albion,albiona,
$bio

Albion - Domino Soldier (c) 1989 Chaos.

- TRIVIA -

Released on July 10, 1989 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88892&o=2

$end


$saturn,sat_cart=albumclu,
$bio

Album Club - Saint Paulia Jogakuin [Model T-21903G] (c) 1997 Societa Daikanyama

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58895&o=2

$end


$snes=alcahest,
$bio

Alcahest (c) 1993 Square Company, Limited.

- TECHNICAL -

[Model SHVC-LX]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61021&o=2

$end


$amigaocs_flop=alcatraz,
$bio

Alcatraz (c) 1992 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73384&o=2

$end


$coleco=alcazar,
$bio

Alcazar - The Forgotten Fortress (c) 1985 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53238&o=2

$end


$msx1_cart=alcazar,alcazara,
$bio

Alcazar - The Forgotten Fortress (c) 1985 Pony Canyon, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76545&o=2

$end


$wscolor=alchemst,
$bio

Alchemist Marie & Elie - Futari no Atelier [Model SWJ-HTRC01] (c) 2001 Gust [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86413&o=2

$end


$info=alcon,
$bio

Alcon (c) 1986 Taito America Corp.

Vertical scrolling shoot-em-up. Shoot ground targets and collect stars which can be exchanged for various power-ups. Fly over hi-tech landscape. Features end of level bosses, good sound and graphics.

- TECHNICAL -

Board Number : M6100186A
Prom Stickers : A77

Main CPU : (2x) Zilog Z80 (@ 6 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.5 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Alcon was released in December 1986 in the USA. It is known outside US as "Slap Fight". 

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

Gary Hatt holds the record for this game with 838,050 points on April 25, 1987.

- TIPS AND TRICKS -

* Weapon descriptions :
Speed - This will increase your flying speed.
Shot - Normal forward fire.
Side - Right and left fire.
Wing - Double, triple and quadruple fire power.
Bomb - Wide range fire
Laser - Long range fire.
H. Mis - Homing missiles.
Shield - Indestructible against three hits.

* Super Power-Up : Insert your coin(s) and select one player mode. When you begin the game, do not press the fire button and do not kill anything. Try lasting as long as possible avoiding the enemies' bullets. Your ship will eventually be destroyed and when you resume, you will have all power-ups and weapons. The longer you lasted before being destroyed, the further in the game you'll resume.

- STAFF -

Sound composer : Masahiro Yuge

- PORTS -

* Computers : 
Commodore C64 [US] (1987) "Slap Fight" by Imagine Studios

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55&o=2

$end


$spc1000_cass=aldebrn1,
$bio

Aldebaran Part 1 (c) 198? Samsung Software [Korea]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83484&o=2

$end


$fm7_cass=alde,
$bio

Aldebaran (c) 1981 Hudson Soft.

- TECHNICAL -

Game ID: LA-1004

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93691&o=2

$end


$sgx=aldynes,
$bio

Aldynes (c) 1991 Hudson Soft [Hudson Group].

Aldynes is a side scrolling shooter developed by Produce and published by Hudson Soft, and one of the three shooters ever to be released for the SuperGrafx system. The game takes place in 2020 and starts on Earth, which is under severe attack by a race of seemingly unstoppable aliens. An artificial planet is approaching our home world, and swarms of enemy ships have now invaded our air space. The elite pilot Hiroko, on board her assault space fighter Ortega (codenamed 'Aldynes'), is sent to counter the impending Armageddon, and to fly deep inside the enemy planetoid to destroy it from within. The star fighter comes initially equipped with a standard Vulcan Gun that can be switched out for more powerful weaponry. Power-ups pods are available for the player to pick up and equip one of three different weapons - the 2 ways beams (white), the piercing lasers (blue) and the bubble-spread gun (green). Collecting the same weapon twice increases its power, and all weapons can be upgraded a total of five times. But the 'Aldynes' has another deadly weapon - un to four floating robot pods can be collected throughout the game and help the player in his mission. They can either stay close to the fighter and protect it against enemy attacks, or wander around the screen and shoot at anything within their firing range. Finally, a small frontal force field can be charged up at the front of the ship by holding the fire button. Aldynes consists or seven stages.

- TECHNICAL -

Game ID: HC91044

- TRIVIA -

Aldynes was released on February 22, 1991 in Japan.

Reviews:
1991 - Consoles + HS N.2 [FR]: 93/100

- STAFF -

Directed by: Kyon Kyon 
Art Director: H. Harada
Programmer: B. Hanawa
Design: J. Kusaka
Decorator: T. Suzuki
Edited by: M. Sakai
Music by: K. Hoshi
Advisor: M. Ueyama
Publicist: M. Kadowaki
Trainer: H. Ohta
Production by: N. Kobayashi
Sound Director: T. Takimoto
Casting by: E. Aoyama

Created by PRODUCE!

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70201&o=2

$end


$msx1_cass=alehop,
$bio

Ale Hop! (c) 1988 Topo Soft [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94427&o=2

$end


$gba=towshaft,
$bio

Aleck Bordon Adventure - Tower & Shaft Advance [Model AGB-BABJ] (c) 2004 Aruze Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69551&o=2

$end


$msx1_cart=abcar,abcar1,
$bio

Aleph Ba Ta [Model P078] (c) 1986 al Alamiah

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76546&o=2

$end


$amigaocs_flop=alert,
$bio

Alert (c) 1988 ECP

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73385&o=2

$end


$a2600=sharkatte,
$bio

Alerte aux requins (c) 1983 RCA Video Jeux.

French release. See Apollo's "Shark Attack [Model AP2005]" for more information about the game itself.

French description:
Votre plongeur explore les vestiges d'une épave à la recherche de diamants éparpillés. Mais des requins surgissent à l'improviste. Sa seule protection : la cage anti-requins. A moins que le monstre qui dort das l'épave ne se reveille : la cage ne peut rien contre lui!
Alerte aux requins: un jeu à perdre le souffle!

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50532&o=2

$end


$msx2_cart=aleste,
$bio

Aleste (c) 1988 Compile.

- TRIVIA -

Released in July 1988.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47568&o=2

$end


$msx2_flop=aleste,alestebalestea,
$bio

Aleste (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101462&o=2

$end


$msx2_flop=aleste2,aleste2b,aleste2a,
$bio

Aleste 2 (c) 1989 Compile

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101463&o=2

$end


$sms=aleste,
$bio

Aleste (c) 1988 Sega Enterprises, Limited.

- TECHNICAL -

Game ID: G-1352

- TRIVIA -

Aleste for Mark III was released on February 29, 1988 in Japan.

- STAFF -

Producer: Masamitsu Niitani
Programmers: Kenji Shintani (Lunarian), Terubo, Pochi Nakamori
Graphic Design: Koji Teramoto
V.G.M. & S.E.: Masatomo Miyamoto, Takeshi Santo, Shin-Kun
Sound Program: Takayuki Hirono
Game Design: Koji Teramoto, Kazunari Komehika (Komehika)
Special thanks: MNC-NUI

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47567&o=2

$end


$nes=raceamer,
$bio

Alex DeMeo's Race America (c) 1992 Absolute Entertainment, Incorporated.

- TECHNICAL -

Game ID: NES-RB-USA

- TRIVIA -

Released in May 1992 in USA.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54885&o=2

$end


$cpc_cass=alexhigg,
$bio

Alex Higgins World Pool [Model 964] (c) 1985 Amsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64208&o=2

$end


$cpc_cass=alexhigg01,alexhigg02,
$bio

Alex Higgins World Snooker [Model 978] (c) 1985 Amsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64209&o=2

$end


$megadriv=alexkiddk,
$bio

Alex Kidd - Cheongong Maseong (c) 1990 Samsung.

- TECHNICAL -

Cartridge ID: GM2024KS

- TRIVIA -

Alex Kidd for Mega Drive was released in 1990 (exact date unknown) in South Korea.

- PORTS -

* Consoles : 
Sony PlayStation 3 [KO] (February 10, 2009) "Sonic's Ultimate Genesis Collection" by SCEI

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56317&o=2

$end


$sms=alexhitw,
$bio

Alex Kidd - High-Tech World (c) 1989 Sega Enterprises, Limited.

- TECHNICAL -

[Model 5116]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55919&o=2

$end


$megadriv=alexkiddj,
$bio

Alex Kidd - Tenduu Mashiro (c) 1990 Sega Enterprises, Limited.

- TECHNICAL -

Cartridge ID: G-4004

- TRIVIA -

Alex Kidd - Tenduu Mashiro for Mega Drive was released on February 10, 1989 in Japan.

Known export releases : 
[US] "Alex Kidd in the Enchanted Castle [Model 1005]"
[EU] "Alex Kidd in the Enchanted Castle [Model 1005-50]" 
[KO] "Alex Kidd - Cheongong Maseong [Model GM2024KS]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88439&o=2

$end


$sms=alexlost,
$bio

アレックスキッド ザ・ロストスターズ (c) 1988 Sega Enterprises, Limited.
(Alex Kidd - The Lost Stars)

- TECHNICAL -

Game ID: G-1347

- TRIVIA -

Released on March 10, 1988 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55920&o=2

$end


$sms=alexbmx,
$bio

アレックスキッドBMXトライアル (c) 1987 Sega Enterprises, Limited.
(Alex Kidd BMX Trial)

- TECHNICAL -

Game ID: G-1330

- TRIVIA -

Alex Kidd BMX Trial was released on November 15, 1987 in Japan only. This game needed a paddle, exclusively available on the Japanese market, as a controller.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55843&o=2

$end


$sms=alexkiddbr,
$bio

Alex Kidd in Miracle World (c) 1987 Tec Toy

Brazilian release. Game developed in Japan. See the original Japanese release, "Alex Kidd no Miracle World [Model G-1306]", for more information about the game itself.

Description from the Brazilian back cover:

Seu nome é Alex Kidd. Você tem uma coragem invejável e um golpe de caratê tão forte que é capaz de despedaçar rochas. Sua missão: salvar Radactian, uma cidade que está em perigo. Mas há uma armadilha: como chegar até lá? Suas únicas dicas são um mapa muito confuso e um medalhão. Será que você consegue decifrar este enigma?
Enfrente os obstáculos, descubra os segredos ao longo da caminhada, e prepare-se para grandes aventuras.
Este é um desafio para poucos e Alex Kidd é um deles!

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93878&o=2

$end


$sms=alexkiddu,
$bio

Alex Kidd in Miracle World (c) 1986 Sega of America, Incorporated.

- TECHNICAL -

Game ID: 5067

- TRIVIA -

This game is known in Japan as "Alex Kidd no Miracle World [Model G-1306]".

- PORTS -

* Consoles :
Nintendo Wii [Virtual Console] [US] (June 23, 2008) [Model LAEE] 
Microsoft XBOX 360 [XBLA] [US] (May 23, 2012) "Sega Vintage Collection - Alex Kidd & Co."

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55921&o=2

$end


$gamegear=alexkidd,
$bio

Alex Kidd in Miracle World [Model HG 101-10] (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64445&o=2

$end


$sms=alexkidd,alexkidd1,alexkiddb,
$bio

Alex Kidd in Miracle World (c) 1986 Sega Enterprises, Limited.

European release. Game developed in Japan. See the original Japanese release, "Alex Kidd no Miracle World [Model G-1306]", for more information about the game itself.

- TECHNICAL -

Game ID: MK-5067-50

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [EU] (June 13, 2008) [Model LAEP] 
Nintendo Wii [Virtual Console] [AU] (June 13, 2008) 
Microsoft XBOX 360 [XBLA] [EU] [AU] (May 23, 2012) "Sega Vintage Collection - Alex Kidd & Co."

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93879&o=2

$end


$sms=alexshin,
$bio

Alex Kidd in Shinobi World (c) 1990 Sega Enterprises, Limited.

Alex Kidd's girlfriend has been kidnapped by the spirit of Hanzo. But after being inhabited by a ninja spirit, Alex goes on a journey which has him fighting various enemies.

- TECHNICAL -

[Model 7044]

- TRIVIA -

This game is the very last Alex Kidd game which features him as Sega's Mascot, months later, Sega would create Alex's successor, Sonic the Hedgehog (who would be promoted in conjunction with the japanese pop group, Dreams Come True).

This game originally was going to be titled "Shinobi Kid", which was going to be a parody of the game Shinobi, and one of the bosses (who would be known as Kabuto) was a direct parody of Nintendo's own Mario character known as Mari-Oh (which included Mario's signature mustache).

Reviews:
[FR] Player One (Nov. 1990): 74/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55922&o=2

$end


$megadriv=alexkidd1,alexkidd,
$bio

Alex Kidd in the Enchanted Castle (c) 1990 Sega Enterprises, Limited.

- TECHNICAL -

[EU] Package ID: 1005-50

- TRIVIA -

Alex Kidd in the Enchanted Castle for Mega Drive was released in 1990 (exact date unknown) in Europe and Australia.

Reviews:
[FR] Player One (Nov. 1990): 90/100

- PORTS -

* Consoles : 
Sega Mega Drive [EU] (1994) "Classic Collection [Model 1199-50]" 
Sony PlayStation 2 [EU] (February 2, 2007) "Sega Mega Drive Collection [Model SLES-54333]" 
Sony PlayStation 2 [AU] (February 8, 2007) "Sega Mega Drive Collection" 
Nintendo Wii [Virtual Console] (May 4, 2007) [Model MAXP] 
Microsoft XBOX 360 [EU] (February 20, 2009) "SEGA Mega Drive Ultimate Collection [Model 384-40210]" 
Sony PlayStation 3 [EU] [AU] (February 20, 2009) "SEGA Mega Drive Ultimate Collection [Model BLES-00475]" 
Microsoft XBOX 360 [AU] (February 26, 2009) "Sega Mega Drive Ultimate Collection" 

* Handhelds : 
Sony PSP [EU] (February 2, 2007) "Sega Mega Drive Collection [Model ULES-00556]" 
Sony PSP [AU] (February 8, 2007) "Sega Mega Drive Collection [Model ULES-00556]" 

* Computers : 
PC [Steam] [EU] (September 13, 2010) both stand-alone and as part of "SEGA Mega Drive Classics Pack 2" 
PC [MS Windows, CD-ROM] [EU] (October 15, 2010) "Sega Mega Drive Classics Collection Vol. 2" 
PC [MS Windows, DVD-ROM] [EU] (March 18, 2011) "Sega Mega Drive Classic Collection - Gold Edition"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56318&o=2

$end


$megadriv=alexkiddu,
$bio

Alex Kidd in the Enchanted Castle (c) 1989 SEGA.

- TECHNICAL -

Package ID: 1005
Barcode: 0 10086 01005 3

- TRIVIA -

Alex Kidd in the Enchanted Castle for Genesis was released on August 14, 1989 in North America.

- PORTS -

* Consoles : 
Sony PlayStation 2 [US] (November 7, 2006) "Sega Genesis Collection [Model SLUS-21542]" 
Sony PlayStation 3 [US] (February 10, 2009) "Sonic's Ultimate Genesis Collection [Model BLUS-30259]" 
Microsoft XBOX 360 [US] (February 10, 2009) "Sonic's Ultimate Genesis Collection [Model 68034]" 

* Handhelds : 
Sony PSP [US] (November 16, 2006) "Sega Genesis Collection [Model ULUS-10192]" 

* Computers : 
PC [Steam] [US] (September 13, 2010) "Alex Kidd in the Enchanted Castle [Model 34283]" : both stand-alone and as part of "SEGA Genesis Classics Pack 2" 
PC [MS Windows, DVD-ROM] [US] (March 15, 2011) "Sega Genesis Classic Collection - Gold Edition" 
Steam [US] (March 25, 2011) "SEGA Genesis Classics Collection"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57094&o=2

$end


$sms=alexkiddj,
$bio

アレｯクスキッドのミラクルワールド (c) 1986 Sega Enterprises, Limited.
(Alex Kidd no Miracle World)

- TECHNICAL -

Game ID: G-1306

- TRIVIA -

Alex Kidd no Miracle World for Mark III was released on November 1, 1986 in Japan. It is known outside Japan as Alex Kidd in Miracle World.

- STAFF -

By: Kotaro Hayashida (Kotaro), Yoko Matilda, Rieko Kodama (Rie Wakashimadzu), Papa Kouichi, Tokuhiko Uwabo (Toku), Kaori the Bully, Toshi the Bullied

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [JP] (May 13, 2008) [Model LAEJ] 
Microsoft XBOX 360 [XBLA] [US] (May 23, 2012) "Sega Vintage Collection - Alex Kidd & Co."

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55844&o=2

$end


$info=alexkidd,alexkidd1,
$bio

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

Alex Kidd: The Lost Stars features Alex Kidd and Stella (controlled by player 2) searching for the twelve Zodiac signs. Alex's mission is to run through each level, knocking down enemies, and obtain the six miracle balls. These balls are hidden inside such unusual places as golden eggs, the Fantasy Zone ship out of action, clamshells, Christmas presents, pumpkins, and desk bells. Levels include Toy World, Machine World, the World of Make Believe, Water World, and Monster World.

- TECHNICAL -

Runs on the Sega "System 16A" hardware.
Game ID: 317-0021

Players: 2
Control: 8-way joystick
Buttons: 2

- TRIVIA -

Released in December 1986 in Japan.

This game is the debut of Sega's first mascot, Alex Kidd who mostly appeared in various games for the Sega Master System. Alex's only game that was made for the Sega Mega Drive was "Alex Kidd in the Enchanted Castle" in 1989. Alex Kidd's last game was titled "Alex Kidd in Shinobi World" which was somewhat of a crossover between the Alex Kidd series and Shinobi. In 1991, Alex Kidd was replaced with a 'faster than a speeding bullet'-type character called Sonic The Hedgehog.

Opa-Opa, the main character from "Fantasy Zone", appears as the container for the 'Miracle Ball' in round 2 of this game.

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

- UPDATES -

Protected PCB (set 1 in MAME) : specific platforms in gameplay move upward.
Unprotected PCB (set 2 in MAME) : specific platforms in gameplay move downward.

- SERIES -

1. Alex Kidd In Miracle World (1986, Sega Master System)
2. Alex Kidd With Stella - The Lost Stars (1986)
3. Alex Kidd In High-Tech World (1989, Sega Master System)
4. Alex Kidd In Enchanted Castle (1989, Sega Mega Drive)
5. Alex Kidd In Shinobi World (1990, Sega Master System)

- STAFF -

Sound composer: Hiroshi Kawaguchi (Hiro)

- PORTS -

* Consoles :
Sega Master System (1988)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56&o=2

$end


$gba=alexridru,
$bio

Alex Rider - Stormbreaker [Model AGB-BAWE-USA] (c) 2006 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69553&o=2

$end


$gba=alexridr,
$bio

Alex Rider - Stormbreaker [Model AGB-BAWP] (c) 2006 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69552&o=2

$end


$info=welltris,welltrisj,
$bio

Alexey Pajitnov's Welltris (c) 1991 Video System Company, Limited.
 
A fun and addicting puzzle game from the creator of the hugely popular "Tetris".

- TECHNICAL -

Main CPU : Motorola 68000 (@ 10 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2610 (@ 8 Mhz)

Players : 2
Control : 8-Way Joystick
Buttons : 2 
=> Turn, Drop

- TRIVIA -

Welltris was released in March 1991. This arcade video ame is a port from an original computer game released in 1989 on the Atari ST.

- PORTS -

* Computers :
Commodore Amiga (1992) Action Masters
NEC PC-9801 [JP] (May 27, 1992) Welltris

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3152&o=2

$end


$c64_cart,c64_flop=alfclrcv,
$bio

ALF in the Color Caves (c) 1984 Spinnaker Software Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53498&o=2

$end


$a800=alfclrcv,
$bio

Alf in the Color Caves (c) 1984 Spinnaker Software Corp.

- TECHNICAL -

Model ALF-AT

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82760&o=2

$end


$sms=alf,
$bio

Alf (c) 1989 Sega Enterprises, Limited.

- TECHNICAL -

[Model 5111]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55923&o=2

$end


$x68k_flop=alfaim,
$bio

Alfaim (c) 1989 Zain Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87037&o=2

$end


$pc8801_flop=alfaim,
$bio

Alfaim - Adventure Game (c) 1989 Zain Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91347&o=2

$end


$msx1_cass=alfamat,
$bio

Alfamat (c) 1985 Anaya Multimedia

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94428&o=2

$end


$x68k_flop=alfarne,
$bio

Alfarne (c) 1989 Shilpheed Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87038&o=2

$end


$amigaocs_flop=alfred,
$bio

Alfred Chicken (c) 1993 Mindscape, Incorporated. [Northbrook, IL, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73386&o=2

$end


$gameboy=alfred,
$bio

Alfred Chicken (c) 1993 Mindscape, Incorporated.

- TECHNICAL -

Game ID: DMG-C3-UKV

- TRIVIA -

Export releases:
[FR] "Alfred Chicken [Model DMG-C3-FAH]"
[US] "Alfred Chicken [Model DMG-C3-USA]"
[JP] "Alfred Chicken [Model DMG-C3J]"

- STAFF -

Game and characters created by: Jason McGann, Peter Tattersall
Assisted by: Mark Barker
Music by: David Whittaker
SFX by: David Whittaker
UK Mindscape team: Steve Whittle, Richard Leinfellner, David Amor, Mia Garside, Mark Machin
Special thanks go to: John Cook, James McGann, Damon Chappelow, David Bland, Gordon Hall, Tracy Tattersall, Dave Thompson, Richard Barker, Paul Barker, everyone at Twilight
Dedicated to: G. Toft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65536&o=2

$end


$gameboy=alfredu,
$bio

Alfred Chicken (c) 1994 Mindscape, Incorporated.

North American release. Game developed in UK. For more information about the game itself, please see the original Uk release entry; "Alfred Chicken [Model DMG-C3-UKV]".

- TECHNICAL -

Game ID: DMG-C3-USA

- STAFF -

US Mindscape team: Mark Beaumont, Ken George, Jim Molitor, Scot Lane

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65538&o=2

$end


$gameboy=alfredj,
$bio

Alfred Chicken (c) 1995 Sunsoft

Japanese release. Game developed in UK. For more information about the game itself, please see the original Uk release entry; "Alfred Chicken [Model DMG-C3-UKV]".

- TECHNICAL -

Game ID: DMG-C3J

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65537&o=2

$end


$nes=alfred,alfredu,
$bio

Alfred Chicken (c) 1994 Mindscape, Incorporated..

- TECHNICAL -

Cartridge ID: NES-AL-USA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54886&o=2

$end


$snes=alfred,
$bio

Alfred Chicken [Model SNSP-8A-EUR] (c) 1994 Mindscape, Incorporated.

- TRIVIA -

Reviews:
[FR] January 1994 - Consoles + N.28: 82%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62712&o=2

$end


$gbcolor=alfred,
$bio

Alfred's Adventure [Model CGB-BAAP-EUR] (c) 2000 SCI, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67466&o=2

$end


$info=algar_l1,
$bio

Algar (c) 1980 Williams Electronics, Incorporated.

- TECHNICAL -

Model Number : 499

- TRIVIA -

Algar was released in September 1980. 349 units were produced.

- STAFF -

Designer : Tony Kraemer
Artwork : Constantino Mitchell

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5187&o=2

$end


$x1_flop=algarna,
$bio

Algarna (c) 1989 MNM Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85919&o=2

$end


$x68k_flop=algarna,
$bio

Algarna (c) 1991 Brother Kougyou.

- TRIVIA -

Released on February 8, 1991 in Japan.

- STAFF -

Developed by: MNM Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87039&o=2

$end


$msx2_cart=algtsub,
$bio

Algeese no Tsubasa (c) 1988 Kogado

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51263&o=2

$end


$pc8801_flop=algtsub,algtsuba,
$bio

Algeese no Tsubasa (c) 1988 Kogado Studio [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91348&o=2

$end


$msx2_flop=algtsub,algtsuba,
$bio

Algeese no Tsubasa (c) 1988 Kogado Studio [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101464&o=2

$end


$pc98=algtsub,
$bio

Algeese no Tsubasa - Youka Ankoku Hen (c) 1988 Kogado Studio [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88893&o=2

$end


$cpc_cass=algebref,
$bio

Algèbre (c) 1986 Vifi International

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64210&o=2

$end


$msx2_flop=algowars,
$bio

Algo Wars (c) 1989 MSX Magazine

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101465&o=2

$end


$info=ali,
$bio

Ali (c) 1980 Stern Electronics.

- TECHNICAL -

Model number : 119

- TRIVIA -

Released in March 1980.

2,971 units were produced

- STAFF -

Design : Harry Williams
Art : Bob Timm

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5188&o=2

$end


$pc8801_flop=alibaba,alibabab,alibabaa,
$bio

Ali Baba (c) 1985 Starcraft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91349&o=2

$end


$info=alibaba,
$bio

Ali Baba and 40 Thieves (c) 1982 Sega.

Ali Baba and 40 Thieves is an arcade game in which the player must utilize a four-way joystick to take control of the eponymous Ali Baba who must fend off and kill the forty thieves as they try to steal his money; at the start of the game, Ali Baba goes into the room at the top of the screen as that text "Open Sesame" appears above him, grabs the seven bags of money and takes them down to the room at the bottom of the screen. He will now have to hit each of the forty thieves as they enter the room - but if one of them should make it to the room at the bottom of the screen he will pick up one of the seven bags of money then try to take it back up to the room at the top of the screen. If the thieves take all seven of the money bags up to the top of the screen, it will cost Ali Baba a life; but, if he "hits" all forty thieves without this happening (except the large and invulnerable red one), he will proceed to the next level.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : Namco 3-channel WSG (@ 96 Khz)

Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.61 Hz
Palette colors : 16

Players : 2
Control : 4-way joystick
Buttons : 1

- TRIVIA -

Released during March 1982. Ali Baba and 40 Thieves is based on the classic Arabian folk tale of the same name.

- SCORING -

Thieves : 200 points.
Captain Thief : 800 points.
$$ Man : 400 points.
Mystery : 100 points.

- PORTS -

* Computers :
MSX (1984)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57&o=2

$end


$cpc_cass=alicandi,
$bio

Ali Candil Y El Tesoro De Sierra Morena (c) 1986 Edisoft [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64211&o=2

$end


$amigaocs_flop=alianatr,
$bio

Alianator (c) 1991 Amiga Fun

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73387&o=2

$end


$msx1_cart=alibaba,alibabab,alibabaa,
$bio

Alibaba and 40 Thieves (c) 1984 Sony Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76547&o=2

$end


$sms=alibaba,
$bio

Alibaba and 40 Thieves (c) 1989 HiCom

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55924&o=2

$end


$pc8801_flop=alice,alicea,
$bio

Alice (c) 1984 PSK [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91350&o=2

$end


$cdi=alicef,
$bio

Alice au Pays des Merveilles (c) 1992 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52767&o=2

$end


$psx=aliceinc,
$bio

Alice in Cyberland [Model SLPS-00636] (c) 1996 Glams

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84842&o=2

$end


$cdi=alice,aliced,
$bio

Alice in Wonderland (c) 1992 Philips Interactive Media, Incorporated.

Now you are Alice and Wonderland awaits you.

Mad Hatter, the Cheshire Cat, the Queen of Spades, and all the Wonderland characters are there.

This interactive fast-paced adventure game of the classic Alice in Wonderland excites the player with 250 amazing scenarios and 40 eccentric and rich characters.

There are mushrooms, cakes and potions, all ready to eat. One will make you small as a mouse; another big as a giant!

Characters appear to help (or hinder) you as you gather clues and acquire the powers needed to escape from Wonderland and return home.

Rich digital colour and sound add to one of the most inventive, fun CD-i programs yet.

- TECHNICAL -

Model 810 0014

- TRIVIA -

Export releases:
[US] "Alice in Wonderland [Model 310690065-2]"

- STAFF -

Programming: Normand Desmarais, Keith Lehman
Audio Production: William Havlicek
Graphic Design: Rob Dunlavey and Mathew Morgan
Music: William Havlicek and Anthony M. Trippi
Imaging Tools: Medge
Executive Management: Mark Sprague
Production: Dale Desharoon

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52768&o=2

$end


$gbcolor=aliceu,
$bio

Alice in Wonderland [Model CGB-AIWE-USA] (c) 2000 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67468&o=2

$end


$gbcolor=alice,
$bio

Alice in Wonderland [Model CGB-AIWP-EUR] (c) 2000 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67467&o=2

$end


$snes=alicepnt,
$bio

Alice no Paint Adventure (c) 1995 Epoch Company, Limited.

- TECHNICAL -

[Model SHV-AALJ]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61022&o=2

$end


$x68k_flop=alice,
$bio

Alice no Yakata (c) 1990 Alicesoft

- TRIVIA -

Released on March 15, 1990 in Japan.

Original price: 3800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87040&o=2

$end


$pc98=alice,
$bio

ALICEの館 (c) 1990 Alicesoft.
(Alice no Yakata)

- TECHNICAL -

Floppy Disk x3

- TRIVIA -

Released on February 15, 1990 in Japan. Retail price: 3800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88896&o=2

$end


$x68k_flop=alice2,
$bio

Alice no Yakata II (c) 1992 Alicesoft

- TRIVIA -

Released on August 15, 1992 in Japan.

Original price: 4800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87041&o=2

$end


$pc98=alice2,
$bio

ALICEの館II (c) 1992 Alicesoft.
(Alice no Yakata II)

- TECHNICAL -

Floppy Disk x4

- TRIVIA -

Released on July 15, 1992 in Japan. Retail price: 4800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88897&o=2

$end


$pc98=alice3,
$bio

ALICEの館III (c) 1995 Alicesoft.
(Alice no Yakata III)

- TECHNICAL -

Floppy Disk x6

- TRIVIA -

Released on April 07, 1995 in Japan. Retail price: 5800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88898&o=2

$end


$pc98=alicetac,
$bio

アリスたちの午後 vol.1 (c) 1989 System House Oh!
(Alice Tachi no Gogo Vol. 1)

- TRIVIA -

Released on December 01, 1989 in Japan. Retail price: 7800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88894&o=2

$end


$pc8801_flop=alicetac,alicetaca,
$bio

Alice Tachi no Gogo Vol. 1 (c) 1989 System House Oh!

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91351&o=2

$end


$pc98=aliceta2,
$bio

アリスたちの午後 vol.2 (c) 1989 System House Oh!
(Alice Tachi no Gogo Vol. 2)

- TRIVIA -

Released on December 01, 1989 in Japan. Retail price: 7800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88895&o=2

$end


$alice32=alicetel,
$bio

Alicetel (c) 1985 Matra Datasysteme [Paris, France]

- STAFF -

By: Jean-François Gallet

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87569&o=2

$end


$a2600=alienc,
$bio

Alien (c) 1982 CCE

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50198&o=2

$end


$info=alien3,alien3u,
$bio

Alien 3 - The Gun (c) 1993 Sega.

A shooter game.

- TECHNICAL -

Cabinet dimensions : 31,5'' (80cm) Wide x 53,54'' (136cm) Deep x 75,96'' (193cm) High.
Cabinet weight : 474 lbs (215 kg).

Runs on the Sega "System 32" hardware.

Players: 2
Control: lightgun
Buttons: 2

- TRIVIA -

Alien 3 was released in September 1993 in Japan.

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

- UPDATES -

The US version is slightly different :
* 'Winners Don't Use Drugs', or sometimes 'Recycle It, Don't Trash It!' screens added.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58&o=2

$end


$megadriv=alien3,alien3a,
$bio

Alien 3 (c) 1992 Acclaim Ent., Incorporated.

- TECHNICAL -

Game ID: T-81096

- TRIVIA -

Reviews:
[FR] Consoles+ No. 13 (October 1992): 89/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70975&o=2

$end


$bbca_cass,bbcb_cass=alien8,
$bio

Alien 8 (c) 1985 Ultimate

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51471&o=2

$end


$msx1_cart=alien8h,
$bio

Alien 8 (c) 1985 ACG [Ashby Computers & Graphics, Ltd.]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76549&o=2

$end


$msx1_cass=alien8,
$bio

Alien 8 (c) 1985 Ultimate Play The Game

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94429&o=2

$end


$msx1_cart=alien8,
$bio

Alien 8 [Model JX-13] (c) 1987 Jaleco Co., Ltd. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76548&o=2

$end


$cpc_cass=alien8uk01,
$bio

Alien 8 [Model RA 011] (c) 1985 Ricochet [Mastertronic Group] [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64214&o=2

$end


$cpc_cass=alien8uk,
$bio

Alien 8 [Ultimate Play The Game] (c) 1984 ACG [Ashby Computers & Graphics, Limited.]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64215&o=2

$end


$ti99_cart=alienadd,
$bio

Alien Addition [Model PHM 3115] (c) 1982 DLM Academics

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84501&o=2

$end


$a800=alienamb,
$bio

Alien Ambush (c) 1983 DANA.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49286&o=2

$end


$info=alienar,alienaru,
$bio

Alien Arena (c) 1985 Duncan Brown.

Player 1 (Thor) and Player 2 (Zespar) are battling it out in the Alien Arena. The game is timed, with 2 minutes for every 25 cents inserted, regardless of your choice of 1-player or 2-player. More time can be purchased at any time before the timer reads ':00'.

In a 1-player game you are Thor, with controls on the right, and the computer plays Zespar, on the left. In a 2-player game each of you chooses a set of controls. When time runs out in either game, it reverts to a "play as long as you can keep alive and possibly winning extra lives" 1-player game. If it started as a 2-player game, whoever is winning when time runs out is the one who gets to battle the computer.

The basic theme of the game is "capture the flag (while protecting your own)". You can assemble offensive and defensive aids by picking up 'pieces' strewn about your half of the playfield. The pieces are color-coded, randomly created and distributed, and different objects require different numbers of pieces to assemble. Once you start assembling an object, you must finish assembling it (pick up enough pieces for it) and place it... or 'flush' the pieces you've picked up so far. Flush is mostly used for when you accidentally picked up the wrong color piece... or when you don't have the required pieces to assemble the rest of the object. A status bar shows what object is under construction, and how many more pieces are needed. Only one object can be assembled at a time. Once it is assembled, you must carry it to where you want to place or launch it and press the 'place' button.

There is a delay at the beginning of each round before the flags appear, and then a further delay before the midfield barrier comes down. Use this time to start assembling an offense or defense or both (this keeps the opponent from just starting each round by making a suicide dash for your flag). When the flags do appear, their placement is random, but within a small distance from the back wall of your half of the arena.

A round ends when an opposing flag is captured by a player, or when a player is destroyed by one of his opponent's offensive or defensive objects. There are all sorts of nuances to how the objects behave, how they score, etc.

- TECHNICAL -

Main CPU : Motorola M6809 (@ 1 Mhz), OKI M6808 (@ 894.75 Khz)
Sound Chips : DAC

Screen orientation : Horizontal
Video resolution : 292 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 16

Players : 2
Control : 8-way Joystick
Buttons : 2

- TRIVIA -

Short history by Duncan Brown:
"By 1984, I had reverse-engineered the hardware used in Williams' games to the point where I had essentially created a 'programmer's guide' for it. Destiny called, I had to write a new game from scratch for this great hardware! My original intent was to end up with a conversion kit that was more user-friendly than most (remember this was back when conversions were just starting to come into existence, long before JAMMA, and most of them were a complete mess to install). A new marquee, new side stickers, new control panel, and 12 EPROMs, and away you go! No messy wiring, board modifications, etc. My production costs would be low, my sale price could be high."

"Well, that was the plan anyway... Over the course of a year, I wrote Alien Arena. It was written in 6809 assembly language using a cross-compiler on an Apple II+. Using custom-designed and handbuilt emulator hardware ('24' 2Kx8 static RAMs on a board connected to the Apple with a custom bus interface!) I could test out my code without the slowdown of programming and erasing a bunch of EPROMs all the time."

"When I was done, I assembled it into an ex-Stargate cabinet, and put it out in the arcade I owned at the time. I made a few modifications (mostly to the computer-player AI) based on feedback from customers. I cannot say it was an immense hit. Most people thought it sucked, frankly. You decide for yourself. I know my wife and I had a blast playing it while I was designing it (probably added 6 months to the time to finish it, heh heh heh...)."

This is quite literally the rarest game ever produced for the Williams hardware (production run of one!), and it has been out of circulation for 10 years.

Two blocks of copyright text are in the game. Unlike the rest of the text in the game, these messages are in ASCII format.
First message at 0x105E3:
ALIEN ARENA IS (C) COPYRIGHT 1985
DUNCAN BROWN. ALL RIGHTS RESERVED
***DON'T INFRINGE ON ME***

Second message starts at 0x12596:
ALIEN ARENA IS (C) COPYRIGHT 1985
DUNCAN BROWN. ALL RIGHTS RESERVED
SO THERE.

- STAFF -

Designed by: Duncan Brown
From an idea by: Stowe Keller

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4945&o=2

$end


$info=alnattck,
$bio

Alien Attack (c) 1981 Coleco Industries, Inc.

AVOID THE ALIENS. Shoot down as many attackers as you can with your three defense ships.  Compete against your friends. Player with the highest score wins.

- TECHNICAL -

Game ID: 2370

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94336&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=alienblz,
$bio

Alien Blitz (c) 1981 UMI

- TECHNICAL -

Model 1619

- TRIVIA -

This is a 4k game internally, although it requires 8k to run.

- STAFF -

Developed by: Tensor Technology

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83761&o=2

$end


$bbca_cass,bbcb_cass=alienbre,
$bio

Alien Break In (c) 1983 Romik

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51472&o=2

$end


$cpc_cass=alienbre01,
$bio

Alien Break-In [Model 437] (c) 1985 Amsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64218&o=2

$end


$cpc_cass=alienbre,
$bio

Alien Break-In [Model S-137] (c) 1985 Indescomp

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64219&o=2

$end


$amigaocs_flop=abreed,
$bio

Alien Breed (c) 1991 Team 17

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73388&o=2

$end


$amigaocs_flop=abred92,
$bio

Alien Breed - Special Edition '92 (c) 1992 Team 17

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73389&o=2

$end


$amigaocs_flop=abredtas1,abredtas,
$bio

Alien Breed - Tower Assault (c) 1994 Team 17

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73390&o=2

$end


$amigaocs_flop=abred2,
$bio

Alien Breed II - The Horror Continues (c) 1993 Team 17

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73391&o=2

$end


$a7800=alienbrg,alienbrgu,
$bio

Alien Brigade (c) 1989 Atari Corporation.

Alien Brigade is an exciting arcade-style action shooter. You destroy alien invaders in five different scenarios. Each scenario is progressively more difficult as the aliens increase in population, strength, and firepower. You gain points by destroying the aliens and successfully completing each scenario's unique objective. You lose points if you shoot innocent bystanders or hostages, so you must aim with care!

In each scenario of Alien Brigade, aliens, soldiers and civilians move from right to left across your screen. Aim your light gun or position the target sight with your controller and fire to blast the ugly, hunchbacked aliens and aliens disguised as human soldiers or civilians. (Aliens in human form move more slowly than normal humans. You also earn points for destroying tanks, helicopters, and other enemy vehicles. Vehicles explode and living targets fall to the ground when hit.

The transceiver box in the far left section of the Status bar flashes to alert you of an incoming communication. You can use your transceiver to communicate with your commanding officer and receive your mission objective at the beginning of each scenario.

At the beginning of the game you receive a single shot, semi-automatic pistol, a five-burst automatic machine gun, one hundred 48-round clips of ammunition, eight grenades, and six extra lives. In every scenario you can find more powerful weapons, ammunition, grenades, and canisters of military food rations to increase your health rating. The weapons may be hidden, so search the area by shooting at small objects to reveal items hidden beneath them.

Each scenario of Alien Brigade ends when you successfully complete the scenario's objective. The game ends with a final battle in the alien's main camp where your mission is to destroy all the aliens, the alien base, and the egg-laying alien queen.

- TECHNICAL -

Model CX7855

- SCORING -

You receive points for destroying enemy aliens and their vehicles. You lose points for shooting innocent bystanders, animals, and friendly vehicles.

Photographer: 0
Large Soldier: 50
Soldier: 100
Parachute: 100
Alien Civilian: 100
Small Fish: 100
Snake Alien: 100
Small Soldier: 150
Flame Thrower Soldier: 200
Bazooka Soldier: 200
Large Alien: .300
Kid Alien: 500
Alien: 500
Small Alien: 700
Tank: 1000
Helicopter: 1000
Rambo Alien: 1000
Bomb: 1000
Plane: 1000
Super Soldier: 1000
Large Spaceship: 1500
Bat: 2000
Space Ship: 3000
Satellite Dish: 5000
Mind Bender: 5000
Door in Scenario 1: 5000
Mother Alien: 10000

Marine Life: -100
Civilian: -500
Fire Engine: -500
Mermaid: -1000
Panther: -1000

- TIPS AND TRICKS -

* Watch out for the real humans you are supposed to protect. Humans that have been taken over by aliens move more slowly.

* When your squad is hit by alien fire, your screen's border flashes red. Try to avoid this! Getting shot is bad for your health.

* Watch out for small mine-laying subs in the underwater scenario.

* Picking up items as you move through each scenario is vitally important. Shoot small objects to reveal items hidden beneath.

* Don't ignore your transceiver! Understanding your mission is critical.

- STAFF -

Programmed by: Ken Grant

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50116&o=2

$end


$info=aliencha,alienchac,
$bio

Alien Challenge (c) 1994 IGS Company, Limited. [International Game System].

A one-on-one fighting game from IGS. Eight selectable characters and one end boss.

- TRIVIA -

Alien Challenge was released in December 1994.

This game is also known as "Huang Fei Hong".

- TIPS AND TRICKS -

* Play as Claus (the final boss) : On the character selection screen highlight Wong Fei Hung and press Right(x8), Left(x4) and Down(x4).

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31463&o=2

$end


$info=alnchase,
$bio

Alien Chase (c) 1984 Tomy.

Two sided game, two people can play at the same time.

- TECHNICAL -

Game ID: 60-2186

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88781&o=2

$end


$info=acommand,
$bio

Alien Command (c) 1990 Jaleco.

1 or 2 players shoot a laser gun at 5 UFO's that are moving up and down in an attempt to score points.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound Chips : (2x) OKI6295 (@ 2.4 Mhz)

Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 16384

Players : 1

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3579&o=2

$end


$pce=acrush,
$bio

Alien Crush (c) 1988 Naxat Soft.

Alien Crush is a pinball game by Naxat Soft, and it can be described in numerous ways, but simply, the easiest would be to define it as a pinball game with "alien flavors". Alien Crush features all the elements and items usually found in traditional pinball games, such as bumpers, holes, kickers, flippers and so forth. But here, they have been bred with a weird and detailed alien bio-mechanical design which consists of vertebraes, slimy cocoons, lopsided monsters, squidard tentacles and viscous brains. The main playfield is made out of two connected vertical screens with a pair of bumpers at the bottom of each one of them. Furthermore, the game also includes numerous bonus screens that can be accessed by sending the ball through hidden or narrow passageways, usually indicated by green or yellow arrows. These bonus screens are usually in the shape of small rooms, and consist of various groups of aliens or large bosses which need to be annihilated for points. And points are a central element of the game, Alien Crush is a pinball game at heart, and achieveing a high score is about the only goal the player needs to focus on.

- TECHNICAL -

Game ID: NX63001

- SERIES -

1. Alien Crush [Model NX63001] (1988, PC Engine) 
2. Devil Crash - Naxat Pinball [Model NX90004] (1990, PC Engine)
3. Jaki Crush (1992, Super NES)
4. Alien Crush Returns (2008, WiiWare)

- PORTS -

* Others :
Arcade (1989) "Alien Crush [United Amusement PC-Engine]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58529&o=2

$end


$tg16=acrush,
$bio

Alien Crush (c) 1989 Turbo Technologies, Inc.

- TECHNICAL -

Game ID: TGX020005

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84286&o=2

$end


$info=aliencr,
$bio

Alien Crush (c) 1989 Hudson Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=44983&o=2

$end


$bbca_cass,bbcb_cass=aliendes,
$bio

Alien Destroyers (c) 1982 Micro Power

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51473&o=2

$end


$bbca_cass,bbcb_cass=aliendro,
$bio

Alien Dropout (c) 1982 Superior Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51474&o=2

$end


$amigaocs_flop=aliendrg,
$bio

Alien Drug Lords - The Chyropian Connection (c) 1991 Panther Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73392&o=2

$end


$fm7_cass=alienfld,
$bio

Alien Field in 7 (c) 1983 CPU

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93692&o=2

$end


$amigaocs_flop=alienfir,
$bio

Alien Fires 2199 AD (c) 1987 Ozi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73393&o=2

$end


$bbca_cass,bbcb_cass=alienout,
$bio

Alien From Outta Space (c) 19?? Incentive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51475&o=2

$end


$a800=alngrden,
$bio

Alien Garden (c) 1982 Epyx Corp.

- TECHNICAL -

Model 544R

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82761&o=2

$end


$cdi=aliengat,
$bio

Alien Gate (c) 1993 SPC Vision.

A terrifying evil is threatening the safety of your planet. Hordes of monsters are advancing through the Alien Gate with one objective in mind - the destruction of your world! Only you can ward off this danger. As a rocket fighter pilot, your cool-headedness will be tested to the utmost. The last battle has begun...

Features 25 unique levels of play and 14 terrifying opponents.

- TECHNICAL -

Model 810 0049

It is recommended to use a mouse or a trackerball.

- STAFF -

Designed and programmed by: Tim Moss, Stefan Posthuma
Graphics by: Niklas Malmqcist
Music and S.E. by: Total Music Design

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52769&o=2

$end


$cpc_cass=alienhig,
$bio

Alien Highway (c) 1986 Vortex Software, Limited. [England]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64221&o=2

$end


$gba=alienhom,
$bio

Alien Hominid [Model AGB-BAHP] (c) 2005 Zoo Digital Publishing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69554&o=2

$end


$info=alinvade,
$bio

Alien Invaders (c) 198? Forbes.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83472&o=2

$end


$odyssey2=alieninv,
$bio

Alien Invaders Plus! (c) 1980 The Magnavox Co.

Starring the Merciless Monstroths! These tentacled terrors from the stars command ruthless robot invasion forces as they come relentlessly closer to Earth. You're almost hopelessly outnumbered and outgunned. It will take strategy, dexterity and the most exquisite timing to even come close to winning this battle against overwhelming odds. This is one of the most challenging, exciting and demanding electronic games ever invented!

- TECHNICAL -

Game ID: AA9428

- STAFF -

Programmer: Ed Averett

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95681&o=2

$end


$arcadia=alieninv,
$bio

Alien Invaders (c) 1983 Emerson Radio Corp.

- TECHNICAL -

[Cartridge No. 8]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49232&o=2

$end


$info=alieninv,
$bio

Alien Invasion (c) 1979 Margamatics Video.

Hack of Taito's "Space Invaders".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=33608&o=2

$end


$channelf=alieninv,
$bio

Alien Invasion (c) 1981 Zircon

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53200&o=2

$end


$info=alieninvp2,
$bio

Alien Invasion Part II (c) 1979.

Pirate release of Taito's Space Invaders. Shoot and destroy the invading aliens for points.

- TECHNICAL -

Main CPU : Intel 8080 (@ 1.9968 Mhz)
Sound Chips : SN76477 (@ 1.9968 Mhz)

Screen orientation : Vertical
Video resolution : 224 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2

Players : 2
Control : 2-way joystick
Buttons : 1

- TRIVIA -

Alien Invasion Part II had some differences :
* Added a storyline during the demo mode.
* Green blocks design is different.
* The saucers that run across the top of the screen shoot back at you when they have a clear shot.
* Some invaders split into two invaders on either side of the original, giving you more invaders to shoot.
* Scoring is 10x more (see Scoring section).

- SCORING -

Large Invader: 100 points
Medium Invader: 200 points
Small Invader: 300 points
UFO: 500 to 3000 points

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59&o=2

$end


$amigaocs_flop=alienleg,
$bio

Alien Legion (c) 1989 Gainstar

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73394&o=2

$end


$cpc_cass=alienleg,
$bio

Alien Legion (c) 1991 Mega Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64222&o=2

$end


$apple2gs=alienmnd,
$bio

Alien Mind (c) 1988 PBI Software, Incorporated.

You have just received a telegram from your associate, biologist Aaron Avery, asking you to be part of a biological research team studying new alien lifeforms. Two unhatched eggs of an unknown species have been transported to the new Zekford biological research space station for further study.

Upon arrival at Zekford, you immediately sense danger. A chill shoots up your spine as you  notice the receptionist is  lying lifeless next to her desk. You  turn, only to  realize that  the door behind you  has closed  and  a display reads No Exit No Escape. Something has taken over and  is now after you.

You must penetrate into Zekfords inner levels and gather the necessary components to  build a weapon capable of destroying the alien. With a wide array of armaments, you reduce the hordes of reprogrammed  robots and monsters to space dust Your most important resource is the  central computer system. Its many stations and terminals contain vital information, but you must first find  and decipher the  correct passwords to gain entry to the system.

Alien Mind is a fast-action, highly responsive adventure. It contains over 100 different robots and monsters who have been individually programmed with their own distinctive logic, sound, and  animation.

Weapons at your disposal include lasers, energy shields and conductors which 
produce a power surge that slow down enemies. Keycards are scattered about the station and are used to open doors and  activate elevators. Alien Mind will test your intelligence, your agility, and your very inner strength.

Will your mind stand up to Alien Mind? Only time will tell

- STAFF -

Programmed by: Rob Karr
Graphics by: Matthew Crysdale

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49763&o=2

$end


$gameboy=alienoly,
$bio

Alien Olympics 2044 AD (c) 1992 Ocean Software, Limited.

- TECHNICAL -

[Model DMG-ALGP-UKV]

- STAFF -

Coded by: Richard Naylor
Graphics by: Paul McKee, Chris Edwards
Designed by:Darren Melbourne
Music by: Kevin Bateson
Produced by: Mark Greenshields
Dedicated to: Charles Lawrence

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65539&o=2

$end


$info=alpok_l6,alpok_f6,alpok_l2,
$bio

Alien Poker (c) 1980 Williams.

- TECHNICAL -

Model number : 501

- TRIVIA -

Released in October 1980.

6,000 units were produced.

- STAFF -

Design by : Edward Tomaszewski
Art by : Tony Ramunni

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5189&o=2

$end


$info=aliensec,
$bio

Alien Sector (c) 1985 Namco, Limited.

Export release. Game developed in Japan. See the original Japanese release entry; "BaRaDuKe", for more information about the game itself.

- TRIVIA -

Alien Sector was released in July 1985.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=18764&o=2

$end


$c64_cart,c64_flop=alienss,
$bio

Alien Sidestep (c) 1983 Mr. Computer.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53499&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=alienss,
$bio

Alien Sidestep (c) 1983 OEM

- TRIVIA -

This is a 4k game internally, although it requires 8k to run.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83762&o=2

$end


$megadriv=aliensol,
$bio

Alien Soldier (c) 1995 Sega Enterprises, Ltd.

European release. Game developed in Japan. See the Japanese release "Alien Soldier [Model G-4130]" for more information about the game itself.

- TECHNICAL -

Game ID: 1186-50
Pacage ID: 670-6700-50
Barcode: 4 974365 611866

- TRIVIA -

Alien Solder for Mega Drive was released in May 1995 in Europe.

In North America (where the console is known as Sega Genesis), this game was available exclusively through the Sega Channel online service; there was no physical release of this game in that region until years later (see Ports section below).

[FR] April 1995, Consoles + N.42: 88/100

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [EU] (November 2, 2007) [Model MBTP] 
Nintendo Wii [Virtual Console] [US] (November 5, 2007) [Model MBTE] 

* Computers : 
PC [Steam] [US] (January 26, 2011) both stand-alone and as part of "SEGA Genesis Classics Pack 4" 
PC [Steam] [EU] (January 26, 2011) both stand-alone and as part of "SEGA Mega Drive Classics Pack 4" 
PC [MS Windows, CD-ROM] [EU] (February 4, 2011) "Sega Mega Drive Classics Collection Vol. 4" 
PC [MS Windows, DVD-ROM] [US] (March 15, 2011) "Sega Genesis Classic Collection - Gold Edition" 
PC [MS Windows, DVD-ROM] [EU] (March 18, 2011) "Sega Mega Drive Classic Collection - Gold Edition" 
PC [Steam] [US] (March 25, 2011) "SEGA Genesis Classics Collection" 
PC [Steam] [EU] (March 25, 2011) "SEGA Mega Drive Classics Collection"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93498&o=2

$end


$megadriv=aliensolj,
$bio

Alien Soldier (c) 1995 Sega Enterprises, Limited.

- TECHNICAL -

Game ID: G-4130
Cartridge ID: 670-6156
Package ID: 670-6157

- TRIVIA -

Alien Soldier was released on February 24, 1995 in Japan.

Export releases:
[EU] "Alien Soldier [Model 1186-50]"

- STAFF -

Computer Designed by: Treasure

Main Programmer: Hideyuki Suganami (Viva! Choco Monkey DX)
Programmer: Keiji Fujita, Masato Maegawa, Fukuryu
Sound Programmer: Mitsuru Yaida
Character Design: Kaname Shindoh
Background Arts: Hiroshi Iuchi (H. Iuchi 8)
Background Design: Tsunehisa Kanagae (Tsunehisa)
Guest Designer: T. Shiga
Music by: Norio Hanzawa
Sound Effects: Satoshi Murata
Producer: Hideyuki Suganami (Viva! Choco Monkey DX)
Supervisor: Masato Maegawa

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [JP] (October 9, 2007) [Model MBTJ] 
Sony PlayStation 2 [JP] (February 23, 2006) "Gunstar Heroes Treasure Box [Sega Ages 2500 Vol.25] [Model SLPM-62712]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56319&o=2

$end


$info=alienstr,
$bio

Alien Star (c) 1984 Mylstar Electronics.

- TECHNICAL -

Gottlieb System 80A
Model number : 689A

Main CPU : MOS Technology M6502 (@ 850 KHz)
Sound CPU : MOS Technology M6502 (@ 1 MHz)
Sound Chips : DAC

- TRIVIA -

1,065 units were produced.

- STAFF -

Design by : John Trudeau
Art by : Larry Day

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5190&o=2

$end


$info=astorm,astorm3,astormu,astormj,astormbl,astormb2,astorm3d,astormjd,astormud,
$bio

Alien Storm (c) 1990 Sega.

Alien Storm is a side-scrolling beat-em-up in which up to 3 players take on the role of one of 3 futuristic warriors. The game heroes are charged with destroying the hoards of repulsive aliens who are invading the Earth. Many of the aliens are disguised as a variety of everyday street objects; such as telephone booths, oil cans, trash cans and mailboxes. The aliens reveal their true forms as the warriors approach.

Each of the 3 heroes carries their own individual weapon; Gordon has his plasma gun, Karla has a flamethrower and Scooter has an electric whip. At the end of each level, the warriors will enter a building and the shoot-em-up action will switch to a first-person perspective.

- TECHNICAL -

Game ID : 317-0146 / 317-0147 / 317-0148

Runs on the "Sega System 18" hardware.

Players: 3
Control: 8-way joystick
Buttons: 3

Cabinet dimensions : 74in. (188cm) High x 33,1in. (84cm) Wide x 42,5in. (108cm) Wide.
Cabinet weight : 331 lbs (150 kg).

- TRIVIA -

Alien Storm was released in May 1990 in Japan and was the second game in Sega's System 18 motherboard series.

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

This game features an odd option: by pushing the service mode button you enter a menu with the usual configuration options, the last one allows machine owner's to put their own store name in the introduction of the game (Led sign in the Alien Busters van).

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

- UPDATES -

FD1094 317-0146 :
* Japanese version (up to 2 players).

FD1094 317-0147 :
* US version (up to 3 players).
* "Winners Don't Use Drugs" screen added.
* Different levels' graphics and design!
* Energy recharge system added (see 'Tips and Tricks').

FD1094 317-0148 :
* World version (up to 3 players).

- TIPS AND TRICKS -

* US version only : to recharge energy, just insert coins and press START button anytime during the game. Each coin recharges 1/3 of the bar.

- STAFF -

Designed by : Team Shinobi Ver.4

- PORTS -

* Consoles :
Sega Master System [EU] (1991) "Alien Storm [Model 7075]" 
Sega Mega Drive [BR] (1991) by Tec Toy 
Sega Genesis [US] (1991) "Alien Storm [Model 1121]" 
Sega Mega Drive [EU] [AU] (1991) 
Sega Mega Drive [JP] (June 28, 1991) "Alien Storm [Model G-4048]" 

* Computers :
Sinclair ZX Spectrum [EU] (1991)
Commodore C64 [US] [EU] (1991)
Amstrad CPC [EU] (1991)
Commodore Amiga [US] [EU] (1991)
Atari ST [EU] (1991)

* Others :
Mobile Phones [US] (August 27, 2003)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60&o=2

$end


$cpc_cass=aliensto,aliensto01,
$bio

Alien Storm (c) 1991 US Gold

- STAFF -

Program: Doug Anderson
Music: Mike Davies

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64223&o=2

$end


$amigaocs_flop=astorm,
$bio

Alien Storm (c) 1991 US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73395&o=2

$end


$info=mt_astrm,
$bio

Alien Storm (c) 1991 Sega.

Mega-Tech version of a Mega Drive game. For more information about the game itself, please see the original game entry; "Alien Storm [Model G-4048]".

- TECHNICAL -

Runs on the "Mega-Tech System" hardware
Cartridge ID: 610-0239-47

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3830&o=2

$end


$sms=astorm,
$bio

Alien Storm (c) 1991 Sega Enterprises, Limited.

- TECHNICAL -

[Model 7075]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55925&o=2

$end


$megadriv=astorm,
$bio

Alien Storm (c) 1991 Sega Enterprises, Limited.

A side-scrolling beat-em-up game. 3 futuristic warriors are charged with destroying the hoards of repulsive aliens who are invading the Earth. Many of the aliens are disguised as a variety of everyday street objects; such as telephone booths, oil cans, trash cans and mailboxes. The aliens reveal their true forms as the warriors approach.

Each of the 3 heroes carries their own individual weapon; Gordon has his plasma gun, Karla has a flamethrower and Scooter has an electric whip. At the end of each level, the warriors will enter a building and the shoot-em-up action will switch to a first-person perspective.

- TECHNICAL -

Game ID: G-4048
Cartridge ID: 670-1405
Package ID: 670-1406

- TRIVIA -

Alien Storm for Mega Drive was released on June 28, 1991 in Japan.

- STAFF -

Main Programmer: Top
Sub Programmer: M.R.N.
Game Designer: Valents
Character Designer: Miyapon
Music Composer: Keisuke Tsukahara (Psychedelic Chung), Souseki
Thanks to: Bros.400
Special Thanks to: Team Shinobi

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [JP] (March 27, 2007) [Model MAYJ] 

* Others :
Arcade [Mega Tech System] (1991) "Alien Storm [Model 610-0239-47]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56320&o=2

$end


$bbca_cass,bbcb_cass=alienswi,
$bio

Alien Swirl (c) 1983 Micro Power

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51476&o=2

$end


$msx1_cass=aliensyn,
$bio

Alien Syndrome (c) 1988 Dro Soft [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94430&o=2

$end


$x68k_flop=aliensyn,
$bio

Alien Syndrome (c) 1992 Dempa Shinbunsha.

- TRIVIA -

Released on March 25, 1992 in Japan.

Original price: 5800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87042&o=2

$end


$amigaocs_flop=aliensyn1,
$bio

Alien Syndrome [Budget] (c) 1988 ACE

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73397&o=2

$end


$info=mt_asyn,
$bio

Alien Syndrome (c) 1987 Sega Enterprises, Limited.

Arcade conversion of a Master System game. For more information about the game itself, see the original Mark III release; "Alien Syndrome [Model G-1339]"

- TECHNICAL -

Runs on the "Mega-Tech System" hardware
Board ID: 610-0239-07

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3960&o=2

$end


$gamegear=aliensyn,
$bio

Alien Syndrome (c) 1992 Sega Enterprises, Limited.

- TECHNICAL -

Cartridge ID: 671-2813-50
Game ID: 2324

- TRIVIA -

Reviews:
[FR] June 1992 - Joypad N.9: 85/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64446&o=2

$end


$info=aliensyn,aliensynj,aliensynjo,aliensyn2,aliensyn3,aliensyn7,
$bio

Alien Syndrome (c) 1987 Sega.

Alien Syndrome is a overhead-view run and gun game for one or two players in which a number of Mankind's space ships and bases have been overrun by an alien race, who have taken the human inhabitants hostage.

Players control two soldiers named Ricky and Mary and must fight their way through large eight-way scrolling levels to rescue their captured comrades. Once a set number of hostages have been rescued, an exit opens and players can pass through it to fight the end-of-level guardian. Once the guardian is defeated, play moves onto the next stage.

A time-bomb is automatically set at the start of each stage, which must then be completed before the bomb's timer runs down. Failure to finish the level in time results in the death of the player characters. Weapon upgrades and maps of the current level are available at certain points and are accessed via hatchways in the wall.

Alien Syndrome consists of 6 full stages plus a 7th final mini-stage, consisting solely of a fight to the death against the game's final, massive guardian.

- TECHNICAL -

Runs on the Sega "System 16A" hardware.
Game ID: 317-0033

Players: 2
Control: 8-way joystick
Buttons: 1

- TRIVIA -

Alien Syndrome was released in January 1987 in Japan.

Alien Syndrome was sold in a dedicated cabinet by Sega, but was also sold as a conversion kit by Sun Corporation (licensed from Sega) for the America market only.

Donn Nauert holds the record for this game with 2,269,200 points on February 2, 1988.

Soundtrack releases :
[JP] October 10, 1987 - After Burner [Sega Game Music Vol.3] [28XA-109]
Legend of Game Music 2 - Platinum Box [Scitron Digital Contents - SCDC-00473 to 00482 - January 18, 2006]

- TIPS AND TRICKS -

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

- SERIES -

1. Alien Syndrome (1987)
2. Alien Syndrome (2007, Nintendo Wii, Sony PSP)

- STAFF -

Music by: Tohru Nakabayashi

- PORTS -

* Consoles :
Sega Mark III [JP] (October 18, 1987) "Alien Syndrome [Model G-1339]" 
Sega Master System [US] [EU] (1988) "Alien Syndrome [Model 7006]" 
Sega Master System [AU] (1988) 
Sega Master System [BR] (1988) by Tec Toy 
Nintendo Famicom [JP] (1988) "Alien Syndrome [Model SAN-AZ]" 
Nintendo NES [US] (1988) 
Sony PlayStation 2 (July 29, 2004) "Alien Syndrome [Sega Ages 2500 Vol.14] [Model SLPM-62500]" 
Microsoft XBOX 360 [US] (February 10, 2009) as an unlockable extra in "Sonic's Ultimate Genesis Collection [Model 68034]" 
Sony PlayStation 3 [KO] (February 10, 2009) as an unlockable extra in "Sonic's Ultimate Genesis Collection" by SCEI
Sony PlayStation 3 [US] (February 10, 2009) as an unlockable extra in "Sonic's Ultimate Genesis Collection [Model BLUS-30259]" 
Microsoft XBOX 360 [EU] (February 20, 2009) as an unlockable extra in "SEGA Mega Drive Ultimate Collection [Model 384-40210]" 
Sony PlayStation 3 [EU] [AU] (February 20, 2009) as an unlockable extra in "SEGA Mega Drive Ultimate Collection [Model BLES-00475]" 
Microsoft XBOX 360 [AU] (February 26, 2009) as an unlockable extra in "Sega Mega Drive Ultimate Collection" 

* Handhelds : 
Sega Game Gear [US] (1992) "Alien Syndrome" 
Sega Game Gear [EU] (1992) "Alien Syndrome [Model 2324]" 
Sega Game Gear [JP] (March 19, 1992) "Alien Syndrome [Model T-44037]"

* Computers :
Amstrad CPC [EU] (1988)
Atari ST [EU] (1988)
Commodore Amiga [US] [EU] (1988)
Commodore C64 [US] [EU] (1988) 
MSX [EU] (1988) 
Sinclair ZX Spectrum [EU] (1989) 
Sharp X68000 [JP] (March 25, 1992) 
PC [MS-DOS, 5.25"] [US] (1989)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61&o=2

$end


$info=aliensyn5,
$bio

Alien Syndrome (c) 1987 SEGA Enterprises, Ltd.

See the original "Alien Syndrome [Model 317-0033]" for more information about the game itself.

- TECHNICAL -

Runs on the Sega "System 16A" harwdare.
Game ID: Model 317-0037

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=97880&o=2

$end


$cpc_cass=aliensyn,
$bio

Alien Syndrome [Model 3DG003] (c) 1987 Dro Soft [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64224&o=2

$end


$sms=aliensyn,aliensynp,
$bio

Alien Syndrome (c) 1987 Sega Enterprises, Limited.

- TECHNICAL -

[Model 7006]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55926&o=2

$end


$amigaocs_flop=aliensyn,
$bio

Alien Syndrome [Model ACE23AG] (c) 1988 ACE

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73396&o=2

$end


$sms=aliensynj,aliensynp,
$bio

エイリアンシンドローム (c) 1987 Sega Enterprises, Limited.
(Alien Syndrome)

The earth command faces a grave crisis. Hideous alien life forms have taken control of Earth's space station and hold its inhabitants hostage. Only 2 brave space troopers step forward to face the challenge. Ricky & Mary must save the hostages and destroy the alien menace once and for all. This overhead shoot'em up game features good graphics & sound as well as simple yet fast gameplay with plenty of weapons to find!

- TECHNICAL -

Game ID: G-1339

- TRIVIA -

Alien Syndrome for Mark III was released on October 18, 1987 in Japan.

- STAFF -

Planner: Dr. Hyujiwara, Kopharucon
Plan Adviser: Kin
Designer: Kopharucon
Design Assistant: Pocky, Morisoba
Guest Designer: Maco
Programmer: Toaruko-Arkel, White wave, Chicken Jun
Program Editor: Yoshi Yoshi
Musics & Sound Effects: Kazuhiko Nagai (Navy)

- PORTS -

* Others :
Arcade [Mega-Tech] (1991) "Alien Syndrome [Model 610-0239-07]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55845&o=2

$end


$cpc_cass=aliensyn,
$bio

Alien Syndrome [Model RAD1AM] (c) 1988 Softek

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64225&o=2

$end


$nes=aliensynj,
$bio

Alien Syndrome (c) 1988 Sunsoft

Alien Syndrome is an overhead run-and-gun shooter by Sunsoft and conversion of Sega's arcade game of the same name originally released in 1986. In the year 2089, humans have colonized many distant worlds in the galaxy and this achievement came at a terrible price. Vicious aliens have taken control of several space stations and hold their human crews captive. Two space commandos (Ricky and Mary) are sent to rescue the prisoners and take out the hideous aliens and their grotesque leaders. A total of seven space stations are overrun by hordes of crawling and slimy monsters, and the commandos have a limited amount of time to rescue all of the twelve captives before a time bomb explodes and vaporizes the place. Although each commando starts the game equipped with a standard Blaster Gun, other more effective weapons are available for the taking throughout the levels. They are stored inside weapon bays (located on the side of the walls) and range from fireballs (FB), Laser Cannon (L) and Flame Thrower (F). Other special items can also be collected the same way, such as bonus points (?) or Warps (W) which instantly transports the player to another location within the space station. Finally, a map displaying the shape of the visited station and the location of the remaining hostages can be accessed during the game. Once all the captives are freed, players must leave the floor through an exit door and fight the level's boss. Although they are rewarded additional time when exiting the floor, the more time they spent rescuing the prisoners, the less time they have for the boss encounter. A two-player simultaneous mode is available.

- TECHNICAL -

Cartridge ID: SAN-AZ

- TRIVIA -

Alien Syndrome for Famicom was released on December 02, 1988 in Japan.

- STAFF -

Programmer: Naoki Okabe
Desiners: Tetsushi Nakamura, Yuji Koharu
Sound Editor: Noboru Machida

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53825&o=2

$end


$gamegear=aliensynj,
$bio

Alien Syndrome (c) 1992 SIMS.

- TECHNICAL -

Game ID: T-44037

- TRIVIA -

Released on March 19, 1992 in Japan.

- TIPS AND TRICKS -

Configuration Menu: At the title screen, press 1, 2, 1, 2. 

Advanced Configuration Menu: At the title screen, press 2x5, 1x2, 2x5, 1, 1+2.

- STAFF -

Graphics: Shoji Yoshihara (Enjyoh)
Sound: Takashi Horiguchi (Fumi)
Program: Susumu Senba, Teiou, Dirty
Direction: Yoshiharu Sakino
Special thanks to: Yama-san, Matsu Tokujoh, T. Asano, Shigeo Koyama (Danna), Sen-kichi, Yas, Daiojo, Ratman

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64447&o=2

$end


$nes=aliensyn,
$bio

Alien Syndrome (c) 1989 Tengen.

North American release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Alien Syndrome [Model SAN-AZ]"

Game description from the Tengen manual:
The year is 2089 of the Galactic Calendar. In this far-flung future, humans have colonized the outer planets. Without warning, the glory of this achievement turned into disaster: A horrible race of aliens has imprisoned an entire colony aboard its space ships! Each of these vessels houses countless numbers of slimy monsters led by a vicious alien boss. Having miraculously escaped capture, you must go from ship to ship in a valiant effort to save your fellow humans.

- TECHNICAL -

Model TGN-009-AS

- SCORING -

Score (from the Tengen Manual):

Enemy points:
Alien - 200 points each
Boss's Henchman - 200 points
Alien Boss - 10,000 points each

Captive points:
1st captive saved - 100 points (2nd captive is 200, 3rd is 300 and so on, which makes the 12th captive worth 1200 points!)
Note: When you lose a life, you go back to 100 points for the next captive saved.

Bonus at time of clearing a ship:
Time left - 300 points each second left
Captives saved - 200 points each person

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54887&o=2

$end


$x68k_flop=atennis,
$bio

Alien Tennis Chikyuu no Kiki (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87043&o=2

$end


$info=alien,
$bio

Alien The Arcade Medal Edition (c) 2006 Capcom Company, Limited.

- TECHNICAL -

Dimensions : W3470 x D3470 x H2300mm
Weight : 1700kg

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=23719&o=2

$end


$saturn,sat_cart=alientrij,alientrijb,alientrija,
$bio

Alien Trilogy (c) 1996 Acclaim Japan.

Japanese release. Game developed in USA. See "Alien Trilogy [Model T-8113H]".

- TECHNICAL -

Game ID: T-8113G

- TRIVIA -

Released on August 30, 1996 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58896&o=2

$end


$saturn,sat_cart=alientrig,
$bio

Alien Trilogy (c) 1996 Acclaim Ent., Incorporated.

German release. Game developed in USA. See "Alien Trilogy [Model T-8113H]".

- TECHNICAL -

Game ID: T-8113H-18

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60224&o=2

$end


$saturn,sat_cart=alientri,
$bio

Alien Trilogy (c) 1996 Acclaim Ent., Incorporated.

European release. Game developed in USA. See "Alien Trilogy [Model T-8113H]".

Descriptions from the European back cover:

[UK] First-person shooter based on the first three Alien movies. Haunted by memories, you hope there is just some small oversight some simple communications problem, but you know, deep down, in the back of your mind THEY'RE BACK! Face huggers, chest bursters, dog aliens, adult aliens, ruthless corporate shills, and not one, but three Queen aliens. Over 30 acid encrusted levels and an arsenal of lethal weapons await you. All the gut-churning 3-D action of the complete Alien Trilogy in one black-death, white-knuckle nightmare.

[FR] Hantée par vos souvenirs, vous espérez qu'il n'y a eu qu'un petit oubli... Ce ne sont que de simples problèmes de communication mais, au plus profond de vous-même, vous avez comme un pressentiment... ILS SONT DE RETOUR!!!... Les bébés aliens, les aliens adultes, ils s'accrochent au visage, font éclater la poitrine... Il y a aussi les manigances de la compagnie, et... 3 Reines aliennes!!!... Plus de 30 niveaux qui décapent, tout un arsenal d'armes fatales, et vous! Toute l'action à vous tordre les tripes de la trilogie complète d'Alien, réunie dans un seul jeu digne de vos pires cauchemars.

[SP] Acosada por los recuerdos, esperas que haya algún pequeño detalle que ha pasado inadvertido... algunos problemas de comunicación de poca importancia, pero la verdad es que, en el fondo, sabes que... ¡Han vuelto!... ¡Los despiadados y corruptos empleados de la Compañía, los extraterrestres que ponen huevos pegándose a la cara, los que salen de tu cuerpo reventándote el pecho, los adultos y los perros alienígenas, además de... ¡Tres Reinas extraterrestres!... ¡Más de 30 niveles cubiertos de ácido, un arsenal de armas letales y tú! Toda la escalofriante acción tridimensional de la trilogía Alien al comopleto, en una pesadilla sobre una plaga extraterrestre que te pondrá los pelos de punta.

[IT] Ossessionato dai ricordi. speri che ci sia solo qualche piccola svista... alcuni piccoli problemi di comunicazione. ma nel profondo sai che SONO TORNATI!!! Affronta mostri spaventosi, cani alieni, alieni adulti, gangster spietati e... 3 Regine aliene!!!.. Oltre 30 livelli ricoperti di acido, un arsenale di armi letali e tu! Tutte le incredibili azioni della trilogia di Alien in un incubo senza fine.

- TECHNICAL -

Game ID: T-8113H-50

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60223&o=2

$end


$saturn,sat_cart=alientriu,
$bio

Alien Trilogy (c) 1996 Acclaim Entertainment, Incorporated.

- TECHNICAL -

Game ID: T-8113H

- TRIVIA -

Released on August 13, 1996 in USA.

Export releases:
[JP] "Alien Trilogy [Model T-8113G]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59965&o=2

$end


$lynx=avsp,
$bio

Alien vs Predator (c) 199? Atari Corp.

- TRIVIA -

Unreleased prototype. Known version is about 85% complete.

- STAFF -

Programmer: Michael Archer

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58793&o=2

$end


$gameboy=avsp,
$bio

Alien vs Predator - The Last of His Clan [Model DMG-A9-USA] (c) 1993 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65541&o=2

$end


$gameboy=avspj,
$bio

Alien vs Predator - The Last of His Clan [Model DMG-A9J] (c) 1993 ASK Kodansha Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65540&o=2

$end


$jaguar=avsp,
$bio

Alien vs Predator (c) 1994 Atari Corp.

Alien Vs. Predator is a tactical simulator depicting the events following the fall of Camp Golgotha Colonial Marine Training Base to a group of xenomorphs (aliens) not yet fully classified. Limited data from the incident also allow for reasonably extrapolated simulations from the viewpoints of the two alien groups believed to have participated in the incident. The data contained herein is considered top secret as of this release, and any duplication, distribution or display is punishable by courtmartial with a maximum penalty not to exceed seven years imprisonment in the Yuggoth penal colony, SYS Aldeberan IV. (USCMC, 53622a)

- TECHNICAL -

Model J9008E

- TRIVIA -

Released on October 20, 1994 in North America.

Atari contemplated doing a straight port of the SNES game Alien vs. Predator for the Atari Jaguar, but changed direction after designers realized they did not have the legal rights to the Dark Horse comic series on which the SNES game was based.

- TIPS AND TRICKS -

* Activate 'Hold that Fuji!' (during game play): (Pause + Option) + (1+3, 2+5+7+9) Predator laugh confirms
Commands:
Security Clearance = Raise:Option+6; Lower:Option+9
Motion Tracker Toggle = Option+8
Recharge all weapons = Option+1+2+3+4
Shotgun toggle = Option+1
Pulse Rifle toggle = Option+2
Flame Thrower toggle = Option+3
Smart Gun toggle = Option+4

* Activate 'Banana Stops' (ST=STar, PO=POund) (during game play):
Pause,Option,6,1+3
B,A,9,A,9,A 'BANANA'
ST,Option,6 'STOPS'
PO,ST 'POST'
ST,Option 'STOP'
2,Option 'TOP' (Predator laugh confirms)
Commands:
- All commands from 'Hold that Fuji!'
- Level Select = Option+A (Up), Option+B (Down) (Up = 5,4,3,2,1, Pred. Ship, Alien Ship, Airducts)
- God mode = Option+5 (Invincible and auto weapons power-up. Must have ammo first)

* Freeze Alien Queen (just outside the Queen's Lair): Save game, then reload. Queen will be frozen and can be damaged. She'll die when you unfreeze her by walking through entrance.

* Shoot Predators first (in the Predator ship): Before collecting the smart gun, use the pulse rifle or shotgun to shoot around (or at where you know Predator(s) will appear when you get the smart gun). You'll see the blood, and if you've used enough ammo, the Predator(s) will die as soon as you collect the smart gun.

* Shortcut to Alien Ending: Enter the 'Banana Stops' cheat. Make a cocoon and when it is mature, get your alien killed (don't enable God mode, obviously). As the screen fades dark and the cocoon is hatching, press Option+A/B (for level up/down) and the screen will fade to the Alien Ending.

* Easter Eggs: Global Positioning (during game play): (Pause) + (Option, 1+3, Option) Shotgun sounds confirms.
- dec(xx,yy) = your X/Y Coordinates 'course' position
- hex(aaaa,bbbb) = your X/Y Coordinates 'fine' position
- l(01) through l(05) = Sublevels 1 through 5
- l(06) through l(13) = Airducts 1B,2B,3B,3C,4B,4C,5B,5C
- l(14) = Alien Ship
- l(15) = Predator Ship

- STAFF -

Producer: James Purple Hampton
Programmers: Mike Beaton (Rebellion), Andrew Whittaker
Additional Coding: Mike Pooler
Art: Tony Harrison-Banfield (Rebellion), Stuart Wilson (Rebellion), Jeffery Gatrall, Keoni Los Banos
Sound Effects/Music: James Grunke, M Stevens, Nathan Brenholdt, Will Davis, Paul Foster, Tom Gillen, Alex Quarmby (Rebellion)
Level Design: Hank Cappa, Hans Jacobsen, Andrew Keim, Lance Lewis, Dan McNamee, Sean Patten
Testers: Hank Cappa, Tom Gillen, Scott Hunter, Hans Jacobsen, Andrew Keim, Lance Lewis, Dan McNamee, Martin Muellar, Sean Patten, Joe Sousa
Continuity To Films & Technical Advisor: Sean Patten
Writer:	Chris Hudak, Lance Lewis
Intro text: Chris Hudak
Computer Text: Lance Lewis
Box Art/Title Screen: Andrew H. Denton (on Lightwave 3D)
Image Touch-Up: Jeffery Gatrall

Special Thanks To: Terry Bratcher, Mat Clayson, Tom Gillen, David Johny, Scott Marcus, Susan McBride, Sandra Miller (& Baby), Lena Tan Cheng Im, Phil O'Pray, Ed Sicard, Kathie Sleeper, Tom Sloper, James Sposato, Carrie Tahquechi, Ted Tahquechi, Tabitha Tosti, Sean Yew, The Whittaker Family, 46 Western Rd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76401&o=2

$end


$info=avsp,avspu,avspd,
$bio

Alien vs. Predator (c) 1994 Capcom USA, Incorporated.

North American & European release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Alien vs. Predator [Green Board]".

- TECHNICAL -

Runs on the "CP System II" hardware.
Blue Board [USA & Europe]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69624&o=2

$end


$info=avspj,
$bio

Alien vs. Predator (c) 1994 Capcom Company, Limited. 

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

- TECHNICAL -

Runs on the "CP System II" hardware.
Green Board [Japan]

Players: Up to 3.
Control: 8-Way Joystick per player.
Buttons: 3 per player.
=> [1] Attack, [2] Jump, [3] Weapon Attack

- TRIVIA -

Alien vs. Predator was released on May 20, 1994 in Japan. It was known as the 4th CPS-II game.

Known export releases:
"Alien vs. Predator [Blue Board]"
"Alien vs. Predator [Grey Board]"
"Alien vs. Predator [Orange Board]"

This game is based on the Dark Horse comics: Aliens vs. Predator (1989-1990) (5 comics). Also, it combines enemies from the two Twentieth Century Fox films entitled Alien and Predator. This is the first title to ever combine elements from two separate, non-related films into a single game.

Lieutenant Linn Kurosawa made a cameo appearance in the background of Ken's stage in "Street Fighter Alpha 2".

Chad Johnson holds the record for this game with 3074408 points.

Comics published after the release of the game :
Aliens vs. Predator - Booty (1996) (1 comic)
Aliens vs. Predator - Eternal (1999) (4 comics)
Aliens vs. Predator - Xenogenesis (1999) (4 comics)
Aliens vs. Predator - Thrill of the Hunt (2004) (1 comic)

- TIPS AND TRICKS -

* Here are the 4 available characters and their statistics...
Predator Warrior : Speed 6 - Power 4 - Skill 5
Major D. Schaefer : Speed 2 - Power 8 - Skill 4
Lieutenant Linn Kurosawa : Speed 5 - Power 1 - Skill 8
Predator Hunter : Speed 6 - Power 5 - Skill 4

- STAFF -

Planners : Kame, Garuda Tetsu, Uda. T
Programmers : Cham Cho Choy, Arikichi Kiyoko, Pon, Hard. Yas, Shinchan
Character Designers : Hayashi, Yus, Shisui, Vlad T, Ban, Kawatori, Shige, Jun 26
Artist : Iwai, Hiroki Ohnishi, Konishi. H, Norisaki Chie, Fukunoyan, Kisa, Angus
Music Composer : Hideki Okugawa (Hideki Ok)
Sound Designer : Toshio Kajino
Capcom USA Supporters : David Winstead, Alex Jimenez (Alex Jimerez)
Special Thanks : Noritaka Funamizu (Poo), Akira Yasuda (Akiman), Tom

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62&o=2

$end


$info=avspa,
$bio

Alien vs. Predator (c) 1994 Capcom Company, Limited.

Asian release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Alien vs. Predator [Green Board]".

- TECHNICAL -

Runs on the "CP System II" hardware.
Grey Board [Asia]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69625&o=2

$end


$snes=avspu,
$bio

Alien vs. Predator (c) 1993 Activision, Incorporated.

- TECHNICAL -

Game ID: SNS-AP-USA

- TIPS AND TRICKS -

A few Codes:
------------
Enter code at the start menu:
Infinite Lives: X-A-Y-Y-A-Y-X
Invulnerability: X-Y-Y-Y-B-B-X-A-B 
No Enemies On A Level: X-X-A-B-Y-A-Y-Y
One Hit Kill: X-X-X-X-X-Y-B-B-A-B-A-B

Stage Select:
-------------
At the title screen, press Select to access the configuration menu, then press Start. At the Options Menu, hold the following on Controller 2; X + A + L + R, then on Controller 1 press Start.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62714&o=2

$end


$snes=avsp,
$bio

Alien vs. Predator [Model SNSP-AP-EUR] (c) 1993 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62713&o=2

$end


$info=avsph,
$bio

Alien vs. Predator (c) 1994 Capcom Company, Limited..

South American release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Alien vs. Predator [Green Board]".

- TECHNICAL -

Runs on the "CP System II" hardware.
Orange Board [South America]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71514&o=2

$end


$amigaocs_flop=alienwrl,
$bio

Alien World (c) 1992 HiTec Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73398&o=2

$end


$pc98=alienzuk,
$bio

エイリアン図鑑 (c) 1988 Brain Grey Co., Ltd.
(Alien Zukan)

- TRIVIA -

Released on November 11, 1988 in Japan. It was only sold by mail order. Price was 1000 yen for registered users, 2000 yen otherwise.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88899&o=2

$end


$a2600=alien,
$bio

Alien (c) 1982 20th Century Fox

- TECHNICAL -

Model 11006

- TIPS AND TRICKS -

A good playing strategy is to crush all of the Eggs in one area at a time, keeping within easy readh of a Pulsar.  The best way to destroy Aliens is to sit near a Pulsar until the Aliens are almost upon you.  Then grab that Pulsar and go get 'em !

Use the Hyperwarp Passage to ditch Aliens.  Many times they won't follow you in.

If you're having trouble with the Bonus Rounds, try going between the Alien pairs rather than around them.

- STAFF -

Programmer: Doug Neubauer (Dallas North)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50197&o=2

$end


$cpc_cass=alienuk1,
$bio

Alien [Model 956] (c) 1985 Amsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64212&o=2

$end


$svision=alien,
$bio

Alien [Model SV10010] (c) 199? Watara

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95419&o=2

$end


$a2600=alienret,
$bio

Alien's Return (c) 19?? ITT Family Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50199&o=2

$end


$msx2_flop=aslime,aslimeb,aslimea,
$bio

Alien's Slime (c) 1990 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101466&o=2

$end


$gba=alienatr,
$bio

Alienators - Evolution Continues (c) 2001 Activision, Incorporated.

- TECHNICAL -

Game ID: AGB-AEVE-USA

- TIPS AND TRICKS -

Level - Password
2  - MDKMZKCC
3  - BHSZSKTC
4  - ZKTSHKMC
5  - JLPFDKHB
6  - HMDBRKCB
7  - GLDKLKZB
8  - GLPKLKRB
9  - GLDJBKKF
10 - GLPJBKFF
11 - GLDKBKZF
12 - GLPKBKRF
13 - GLDJLKHD

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69555&o=2

$end


$info=alienfnt,alienfnta,
$bio

Alienfront - Team Based Combat (c) 2001 Sega.

- TECHNICAL -

Runs on the Sega "NAOMI GD-ROM System" Hardware.

- TRIVIA -

Released in June 2001.

- STAFF -

Producer : Makoto Uchida

- PORTS -

* Consoles :
Sega Dreamcast (2001)
Nokia N-Gage (2005, "AlienFront")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4081&o=2

$end


$msx1_cass=aliens,
$bio

Aliens (c) 1987 Mr. Micro

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94431&o=2

$end


$msx1_cart=aliens,aliensb,aliensa,
$bio

Aliens - Alien 2 (c) 1987 Square Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76550&o=2

$end


$famicom_flop=aliens,
$bio

Aliens - Alien 2 [Prototype] (c) 1987 Square Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65235&o=2

$end


$gbcolor=aliens,
$bio

Aliens - Thanatos Encounter [Model CGB-BAEE-USA] (c) 2001 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67469&o=2

$end


$cpc_cass=aliensuk,
$bio

Aliens - The Computer Game [Model UQK 614] (c) 1986 Electric Dreams Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64226&o=2

$end


$snes=avspj,
$bio

Aliens vs. Predator (c) 1993 IGS Corp. [Information Global Service].

- TECHNICAL -

[Model SHVC-AP]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61023&o=2

$end


$info=aliens,aliens2,aliens3,aliensj,aliensj2,aliensu,aliensa,
$bio

Aliens (c) 1990 Konami.

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

- TECHNICAL -

Game ID : GX875

Main CPU : KONAMI (@ 3 Mhz)
Sound CPU : Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), Konami K007232 (@ 3.579545 Mhz)

Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 512

Players : 2
Control : 8-way joystick
Buttons : 2
=> [1] Shoot1, [2] Shoot2

- TRIVIA -

Aliens was released in March 1990.

This game is based upon the movie of the same name (released in 1986).

An Aliens cabinet is seen in The Simpsons arcade game. However it's revealed that a Xenomorph which scares off a Space Mutant (a recurring movie franchise on the TV show) is reveals itself to be none other than Marge Simpson inside the Alien costume.

Michael Jackson used to own this game. It was sold at the official Michael Jackson Auction on April 24, 2009.

- UPDATES -

The US version has the "Winners Don't Use Drugs" screen.

The Japanese version is very unlike any other version to appear in other countries :
* Most obviously, both APC driving levels have been entirely deleted.
* As such, the subplot of rescuing Newt is gone. Therefore, Newt never appears in Stage 1.
* When you take on the 'Shrinky-Dink Alien Quartet', the first one to fully enlarge hops off-screen, leaving you to only battle the other three.
* Many of the aliens, zombies, and mid-bosses can be killed with fewer shots.
*Two new kinds of minor enemy appear in the game :
a) An adult alien bursts out of the background wall during the vent portion of what we consider Stage 5. It functions much like the Ground-Poppers and is destroyed just as easily, but with new animations and from a different angle. It is the only one of its type in the game.
b) The small form of the Shrinky-Dink Alien, as seen in the form of the second mid-boss in Stage 5, reappears in Stage 7. It stands alone on the catwalks with a ring of orange energy circling it and the catwalk in a kind of 'shield'. A few shots destroy it.
* Titles have been given to each level. They are as follows, transcribed as they appear in the game.
Level 1 - Living Quarters
Level 2 - Factory
Level 3 - Factory2
Level 4 - Queen Alien's DEN
Level 5 - Escape Route
Level 6 - Battle Ship SULACO	
* Special weapons and bombs appear much more frequently in the game, dropping from the sky for the players to use at regular intervals.
* It is now possible to attain 1-ups in the game. If a player is still carrying a weapon from the last special weapon power-up, the next one to fall on-screen will contain a 1-up. It comes in the form of a red ribbon with a bow wrapped around the word '1up'.
* In addition to the other enemies in this section, ground-popping aliens now appear earlier, during the nest portion of what we know as Stage 3.
* In addition to the other enemies, flying aliens now appear during the first power loader segment, in Stage 3.
* Flying aliens are much more frequent throughout the outdoor portion of Stage 5 and Stage 7.
* Extra exploding barrels appear throughout the game.
* Numerous aliens have changed color. Adult aliens are now purple instead of maroon, face-huggers are now flesh-toned instead of green, etc.
* Many of the adult aliens in the elevator sequence of Stage 3 have been removed. They have been replaced with flying aliens that do NOT damage the cables. This makes this sequence much easier.
* The beams from the 3-Way gun have changed color from purple to orange.
* During the final battle, the queen does NOT breathe fire/acid at you. Instead, after flashing white, she sends out multiple images of herself as a projectile! These are wider and therefore are easier to be hit by.
* The queen charges at you constantly even if you are in the power loader. This makes the final battle much more difficult.

- STAFF -

Game programmers: S. Okamoto, K. Ozaki, Hirotaka.I.1
Character designers: Kengo N., Nishiyan
Graphic designers: M. Yoshida, Kaoru. N
Music composer: Adachi
Sound effect: Oouchi
Hardware designer: H. Matsuura
Special guest: Akira. S, Hiroshi Iuchi (Iuchi 2), Chokki, Takano, Samejima
Director: S. Okamoto
Management: Hiroshita

Cabinet Graphic Design: Don Marshall

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63&o=2

$end


$amigaocs_flop=alien3,
$bio

Alien³ (c) 1992 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73399&o=2

$end


$gameboy=alien3,
$bio

Alien³ [Model DMG-L3-USA] (c) 1993 LJN, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65542&o=2

$end


$gameboy=alien3j,
$bio

Alien³ [Model DMG-L3A] (c) 1993 Acclaim Japan [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65544&o=2

$end


$sms=alien3,
$bio

Alien³ (c) 1992 Arena

- TECHNICAL -

[Model MK-27043-50]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55927&o=2

$end


$nes=alien3,
$bio

Alien³ (c) 1993 LJN, Ltd.

European release.

- TECHNICAL -

Model NES-X3-NOE

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83384&o=2

$end


$nes=alien3u,
$bio

Alien³ (c) 1993 LJN.

- TECHNICAL -

Model NES-X3-USA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54888&o=2

$end


$snes=alien3j,
$bio

Alien³ (c) 1993 Acclaim Japan.

Japanese release. Game developed in UK and first released in USA. See "Alien³ [Model SNS-A3-USA]" for more information about the game itself.

- TECHNICAL -

Model SHVC-A3

- TRIVIA -

Released on July 9, 1993 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61024&o=2

$end


$snes=alien3u,alien3up,
$bio

Alien³ (c) 1993 LJN, Limited.

- TECHNICAL -

Model SNS-A3-USA

- TRIVIA -

Released in May 1993 in USA.

Programmer credit is stored at the very beginning of the ROM, complete with address and contact information.

- TIPS AND TRICKS -

Invincibility, unlimited weapons, and no damage codes:
------------------------------------------------------
Begin the game and press ABYX on controller 2. Press A on controller 1 and a number will appear in the top corner. Re-enter the code on controller 2 and press B or X to increase the number to one of the ones below:

Code Effect
1 Invincibility 
3 Invincibility 
2 No damage 
4 Unlimited weapons 
5 Unlimited weapons and invincibility 
6 Unlimited weapons and no damage 

Level Passwords
---------------
OVERGAME Ending 
QUESTION Level 02 
MASTERED Level 03 
MOTORWAY Level 04 
CABINETS Level 05 
SQUIRREL Level 06 

Various Cheats
---------------
On Controller 2 press A - B - Y - X then enter the following code on Controller 1:
A - Invincibility 
B - Double Damage Inflicted on Enemies 
X - Infinite Ammo 

Note: You can do all three of these cheats, but you will have to re-enter the code for Controller 2.

- STAFF -

Programmed by: Nick Jones (Spearsoft)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62716&o=2

$end


$snes=alien3,
$bio

Alien³ (c) 1993 Acclaim Ent., Incorporated.

European release. Game developed in UK and first released in USA. See "Alien³ [Model SNS-A3-USA]" for more information about the game itself.

- TECHNICAL -

Model SNSP-A3-NOE

- TRIVIA -

Released on October 28, 1993 in Europe.

Reviews:
[FR] Oct. 1993 - Consoles + N.24: 79%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62715&o=2

$end


$gamegear=alien3j,
$bio

Alien³ (c) 1992 Acclaim Ent., Incorporated.

- TECHNICAL -

[Model T-81047]

- TRIVIA -

This game is based on the 1992 movie with the same title.

- TIPS AND TRICKS -

Level Select :  When the "Start" and "Configure" options appear at the title screen, press Up, Down, 2, Left, Right, 2, Up, Down, 2 before the Alien 3 logo fades out.

Extra Ammunition : Play the game until you get an high score, then  put CHEAT as your initials to start a new game with extra ammo.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64450&o=2

$end


$gamegear=alien3,
$bio

Alien³ (c) 1992 Arena

- TECHNICAL -

Game ID: T-81048

- STAFF -

Design and Production by: Probe Software
Producer: Joe Bonar
Design Support: Fergus McGovern, Tony Beckwith, Neil Young, Keith Burkhill, Tim Round, Michael J. Archer
Programmer: Keith Burkhill
Graphics: Hugh Riley, Lisa Wand, Mark Jones Sr.
Mapping: Hugh Riley, Lisa Wand, Keith Burkhill
Music: Matt Furniss
Sound Effects: Matt Furniss
Technical Support: Carl Muller, Stuart Middleton
Quality assurance in the U.K.: Adrian Curry
And in the U.S.: Tom Gibson, Dan Feinstein, Donn W. Nauert, Seth Rubine

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64448&o=2

$end


$megadriv=alisiad,
$bio

Alisia Dragoon (c) 1992 Sega Enterprises, Limited.

European release. Game developed in Japan. See the original Japanese release, "Alisia Dragoon [Model T-45033]", for more information about the game.

- TECHNICAL -

Game ID: 1039-50
Cartridge ID: 670-2138-50
Package ID: 670-2139-50

- TRIVIA -

Reviews:
[FR] June 1992 - Joypad N.9: 92/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56321&o=2

$end


$megadriv=alisiadu,
$bio

Alisia Dragoon (c) 1992 Game Arts Company, Limited.

North American release. Game developed in Japan. See the original Japanese release, "Alisia Dragoon [Model T-45033]", for more information about the game.

- TECHNICAL -

Game ID: 1039
Cartridge ID: 670-2138
Package ID: 670-2139

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57095&o=2

$end


$megadriv=alisiadj,
$bio

アリシア ドラグーン (c) 1992 Game Arts Company, Limited.
(Alisia Dragoon)

- TECHNICAL -

Cartridge ID: T-45033

- TRIVIA -

Alisia Dragoon was released on April 24, 1992 in Japan.

In 1992, Japanese animation studio Gainax was in a collaboration with Game Arts, the makers of the Lunar role-playing games, to produce an action video game. Gainax's video game product line tended to target a niche crowd who generally preferred dating simulations and anime-based adventure games. Alisia Dragoon is a departure from this tradition. The animation studio handled the artistic end of the production, writing the story and creating the artwork that would be used for the design of the game's environments and characters. Several of its founders had worked on Hayao Miyazaki's animated films, and the influences of Miyazaki's 1984 science fiction animated film Nausicaä of the Valley of the Wind were evident in certain levels of the game. Similarly, due to the predominance of mixing science fiction with fantasy themes in the Japanese animation circles at that time, Alisia Dragoon featured high-tech spaceships and robots alongside mythical zombies and dragons. The composition of the soundtrack was delegated to Mecano Associates, who had produced the music for other works from Game Arts, such as the action games Fire Hawk: Thexder 2 and Silpheed. Game Arts, however, did most of the work in producing Alisia Dragoon, adapting the artwork into environments and creatures that can be rendered by the console hardware, and writing them as lines of software code.

Inside the game code, you can find icons for two additional companions, which were not included in the final game. One of them looks like a giant fish.

- TIPS AND TRICKS -

* Cheat mode: To activate the cheat mode, start the console and hold A as soon as the SEGA logo disappears. As soon as the Game Arts logo disappears, release A and hold B. Wait until the word GAINAX has disappeared, then release B and hold C. Hold it until the text 'composed by' starts to fade. Then press START when the starts break out of the crystal. If done correctly, you hear a sound. The following features become available:

- Slow Motion: Press A on Controller 2 to freeze the game; press it rapidly for a slow-motion mode. Press B on Controller 2 to return to the game. 

- Scene Skip: Press C on Controller 2 to skip the current scene. On stages with only one scene, such as Stage 3, this will skip the entire level. Note: Do not use this on Stage 8, as the game will screw up and you will need to reset. 

- Stage Select: On Controller 2 press C, then immediately afterwards press one of the following button combinations:
Stage 1 - C
Stage 2 - B
Stage 3 - B+C
Stage 4 - A
Stage 5 - A+C
Stage 6 - A+B
Stage 7 - A+B+C
Stage 8 - Start

- Health, Levels, Invincibility & One-Hit Kills: Freeze the game by pressing A on Controller 2, then unfreeze the game (B on Controller 2) whilst holding one of the following buttons on Controller 1: 
Up - Sets Alisia's HP Gauge to the maximum 6 blocks.
Left - Increases the level of Alisia's Thunder Magic.
Right - Increases the level of the currently selected monster.

- STAFF -

Main Programer: Naozumi Honma
Assistant Programer: Osamu Harada
Main Graphic Designer: Masatoshi Azumi
Assistant Graphic Designer: Meiko Wada
Music Programer: Tomoyuki Shimada (Mister Tom), Ari Kamijō
Assistant Music Programer: Kenichi Kunishima
Story Concept Designer: Yūzō Sunaga
Scenario Writer: Yoshimi Kanda
Character Design of Monsters: Hajime Satoh
Character Design of Alisia: Takehiko Itō (Hiroyuki Hataike)
Technical Support: Toshimichi Masubuchi
Art Work: Mariko Uemura
Music Composer: Mecano Associates
Music Producer: Kass
Musicians: Nobuyuki Aoshima, Mamoru Ishimoda, Youko Sonoda, Mariko Satoh
Special Thanks: Takeshi Miyaji, Kazuyuki Ohata, Gainax, Takami Akai, Toshio Okada, Yasuhiro Takeda, Takeshi Sawamura, Kazuhiro Nakazawa
Special Test Player: Masahiko Ikeya
Test Players: Akio Matsuda, Ken-ichiroh Ohmi, Nobuo Horii, Naotsugu Honma, Hideto Masubuchi, Hidetomo Tanaka
Executive Producer: Yōichi Miyaji

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56322&o=2

$end


$psx=alivejap,
$bio

Alive [Model SLPS-01527/28/29] (c) 1998 General Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84843&o=2

$end


$info=m4aliz,
$bio

AlizBaz (c) 199? QPS Interactive.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42358&o=2

$end


$cpc_cass=alkahera,
$bio

Alkahera (c) 1985 Budgie [Budget Software]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64234&o=2

$end


$info=m5all41,m5all41a,m5all41b,m5all41c,m5all41e,m5all41f,m5all41g,m5all41h,m5all41i,m5all41j,m5all41k,m5all41m,
$bio

All 4 One (c) 200? Vivid Gaming.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41534&o=2

$end


$info=m5all41l,m5all41low,
$bio

All 4 One (c) 200? Lowen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41535&o=2

$end


$info=smis0502266,smis0502267,smis0502268,smis0502269,smis0502270,smis0502272,smis0502273,smis0502274,smis0502275,smis0502276,
$bio

All About Money [Hot Shot Progressive] (c) 2008 Bally Gaming, Incorporated.

- TECHNICAL -

[Bally Signature Series]

Game Kit #141036 CineReels
Game Kit #117512 ALPHA Elite S9E
Game Kit #125500 ALPHA Elite S9E Chop Top

- UPDATES -

SMI #S0502266
Min/Max %: 86.02%
Odds to JP (20 lines played): 2,318,290

SMI #S0502267
Min/Max %: 88.05%
Odds to JP (20 lines played): 2,318,290

SMI #S0502268
Min/Max %: 90.01%
Odds to JP (20 lines played): 2,318,290

SMI #S0502269
Min/Max %: 92.01%
Odds to JP (20 lines played): 2,318,290

SMI #S0502270
Min/Max %: 94.00%
Odds to JP (20 lines played): 2,318,290

SMI #S0502272
Min/Max %: 86.02%
Odds to JP (20 lines played): 12,972,526

SMI #S0502273
Min/Max %: 88.05%
Odds to JP (20 lines played): 12,972,526

SMI #S0502274
Min/Max %: 90.01%
Odds to JP (20 lines played): 12,972,526

SMI #S0502275
Min/Max %: 92.01%
Odds to JP (20 lines played): 12,972,526

SMI #S0502276
Min/Max %: 94.00%
Odds to JP (20 lines played): 12,972,526

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46205&o=2

$end


$info=smis0502196,smis0502197,smis0502198,smis0502199,smis0502200,
$bio

All About Money [Hot Shot Progressive] (c) 2006 Bally Gaming.

5 Reels, 20 Lines, 1,000 Credits Max Bet.

- TECHNICAL -

Compatible with the "Alpha 2 Pro V22/26 Slant" cabinet.

- UPDATES -

SMI #S0502196
Min/Max%: 86.07

SMI #S0502197
Min/Max%: 88.10

SMI #S0502198
Min/Max%: 90.13

SMI #S0502199
Min/Max%: 92.14

SMI #S0502200
Min/Max%: 94.11

- TIPS AND TRICKS -

Overall Hit Frequency: 79.66%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32066&o=2

$end


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

All American Football (c) 1989 Leland.

Exciting!
Authentic!
The Ultimate Video Sports Game

RUN PLAY and PASS PLAY. Which to choose to attack!? Select either of the eight formations. Players are free to use either punt kick or field goal, so they can enjoy as exciting and thrilling a game as a real game. "ALL AMERICAN FOOTBALL" can be played either by only one player, or together with his friend. We assure you that it will become #1 game at your location!

1 PLAYER 
competes with a computer
2 PLAYER 
2 players compete. (During play, time can be extended if another coin is dropped)

Before selecting a game, select a formation. By turning the track ball, choose the desired formation No. and press SELECT button.

Formation No.1-4 RUN PLAY
DEFENSE: Move QB along the runner course displayed on the screen.
OFFENSE: Move LB to suppress the opponent's QB.

Formation No.5-8 PASS PLAY
DEFENSE: Pass to a free receiver among the three receivers. When caught by it, run towards the end zone.
OFFENSE: By Controlling QB, try to intercept.

Formation P & F PUNT KICK and FIELD GOAL
PUNT KICK: If, in four rounds of attack, first down is difficult to gain, kick by turning the track ball.
FIELD GOAL: If there's a chance, choose ofrmation F to try to kick towards the goal post!

- TECHNICAL -

[4-Player Upright]

Main CPU : (2x) Zilog Z80 (@ 6 Mhz)
Sound CPU : I80186 (@ 8 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.666666 Mhz), Custom (@ 1.666666 Mhz)

Screen orientation : Vertical
Video resolution : 240 x 320 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024

Players : 4
Control : Stick
Buttons : 1

- TRIVIA -

The game has all the features of "John Elway's Team Quarterback" with improved graphics, sideline shop, etc...

- TIPS AND TRICKS -

To enter the setup/diagnostics menus:
1. Press and hold the left Quarterback Join button.
2. Press the Test button
3. Release both buttons
When in the menu, button 1 selects the functions while button 2 activates/changes it.

- SERIES -

1. Quarterback (1987)
2. John Elway's Team Quarterback (1988)
3. All American Football (1989)

- STAFF -

Direction : John Rowe, Medo Moreno, Dan Viescas, Dave Dodd
Software : Bob Skinner, Phil Sorger
Graphics : Kevin Lydy
Sounds : Michelle Simon
Music : Sam Powell
Hardware : Eric Henderson

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64&o=2

$end


$x68k_flop=abart1,
$bio

All Bishoujo Art Graphics Vol. 1 (c) 1992 Arkham Products

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87044&o=2

$end


$pc98=abart1kh,
$bio

オール美少女アートグラフィックス Vol.1 KDD編 (c) 19?? KDD.
(All Bishoujo Art Graphics Vol. 1 KDD Hen)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88900&o=2

$end


$x68k_flop=abart2,
$bio

All Bishoujo Art Graphics Vol. 2 (c) 1993 Arkham Products

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87045&o=2

$end


$pc98=abart2kh,
$bio

All Bishoujo Art Graphics Vol. 2 (c) 19?? KDD [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88901&o=2

$end


$x68k_flop=abart3,
$bio

All Bishoujo Art Graphics Vol. 3 (c) 1993 Arkham Products

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87046&o=2

$end


$pc98=abart3kh,
$bio

All Bishoujo Art Graphics Vol. 3 (c) 19?? KDD [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88902&o=2

$end


$x68k_flop=abart4,
$bio

All Bishoujo Art Graphics Vol. 4 (c) 1993 Arkham Products

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87047&o=2

$end


$pc98=abextra,
$bio

All Bishoujo Extra (c) 1993 Arkham Products

- TRIVIA -

Released on October 22, 1993 in Japan. Retail price: 8800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88903&o=2

$end


$info=m4alladv,
$bio

All Cash Advance (c) 199? Barcrest.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15242&o=2

$end


$info=m5fire,
$bio

All Fired Up (c) 200? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41569&o=2

$end


$gba=allgrown,
$bio

All Grown Up! Express Yourself (c) 2004 T-HQ, Incorporated.

- TECHNICAL -

[Model AGB-BALE-USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69557&o=2

$end


$info=sc1days,sc1daysa,
$bio

All In a Days Work (c) 199? Global Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=39987&o=2

$end


$famicom_flop=annsmb,
$bio

オールナイトニッポン Super Mario Bros. (c) 1986 Nintendo Company, Limited.
(All Night Nippon Super Mario Bros.)

All Night Nippon Super Mario Bros. combines variations of levels from Super Mario Bros. The Lost Levels and Super Mario Bros.

- TECHNICAL -

Game ID: ANN-NSM

- TRIVIA -

This game is a very rare version of Super Mario Bros. with graphics based upon the popular Japanese radio show All Night Nippon. The game, which was only released in Japan for the Famicom Disk System, was a special promotional version that was given away by the show in December 1986.

The creators altered the sprites of the enemies, mushroom retainers, and other characters to look like famous Japanese music idols, recording artists, and DJs as well as other people related to All-Night Nippon. They also used the same slightly upgraded graphics and physics that Super Mario Bros. The Lost Levels used.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65236&o=2

$end


$info=apexc,
$bio

All Purpose Electronic X-ray Computer (c) 1955 Booth [Andrew D.].

- TECHNICAL -

The APEXC is an incredibly simple machine. Instruction and Data words are always 32-bit-long. The processor uses integer arithmetic with 2's complement representation. Addresses are 10-bit-long. The APEXC has no RAM, except a 32-bit accumulator and a 32-bit data register (used along with the 32-bit accumulator to implement 64-bit shift instructions and hold the 64-bit result of a multiplication). Instructions and data are stored in two magnetic drums, for a total of 32 circular magnetic tracks of 32 words. Since the rotation rate is 3750rpm (62.5 rotations per second), the program execution speed can go from as high as the theoretical maximum of 1 kIPS to lower than 100IPS if program instructions and data are not contiguous.

One oddity is that there is no program counter: each machine instruction includes the address of the next instruction. This design may sound weird, but it is the only way to achieve optimal performance with this cylinder-based memory.

The machine code is made of 15 instructions only, namely addition, subtraction, multiplication, load (3 variants), store (2 variants), conditional branch, right arithmetic bit shift, right bit rotation, punched-card input, punched-card output, machine stop, and bank-switching (which is never used on the APEXC, since it only has 1024 words of storage, and addresses are 10-bit-long). A so-called vector mode enables to repeat the same operation 32 times with 32 successive memory locations. Note the lack of bitwise and/or/xor and division. Also, note the lack of indirect addressing modes: dynamic modification of opcodes is the only way one may
simulate it.

Another oddity is that the memory bus and the ALU are 1-bit-wide. There is a 64kHz bit-clock and a 2kHz word-clock, and each word memory and arithmetic operation is decomposed into 32 1-bit memory and arithmetic operations: this takes 32 bit cycles, for a total of 1 word cycle.

The processor is fairly efficient: most instructions take only 2 word cycles (1 for fetch, 1 for read operand and execute), with the exception of stores, shifts and multiplications. Yes, the APEXC CPU is a RISC: there is no other adequate word. Note there is no ROM, and therefore no 'bootstrap loader' or default start-up program whatever.

No executive or operating system was ever written for the APEXC, although there were subroutine libraries of sorts for common arithmetic, I/O and debug tasks. Operation of the machine is normally done through a control panel which allows the user to start, stop and resume the CPU, and to alter registers and memory when the CPU is stopped. When starting the machine, the address of the first instruction of the program to be executed must be entered in the control panel, then the run switch must be pressed. Most programs end with a stop instruction, which enables to check the state of the machine, possibly run some post-mortem debugging procedures (a core dump routine is described in an APEXC programming book), then enter the address of another program and run it.

Two I/O devices were supported: a paper tape reader, and a paper tape puncher. The puncher output could be fed to a printer ('teletyper') unit when desirable. Printer output is emulated and is displayed on screen. Tape input was either computer-generated by the APEXC, or hand-typed with a special 32-key keyboard (each tape row had 5 data holes ( bits), which makes 32 different values).

- TRIVIA -

The APEXC (All Purpose Electronic X-ray Computer) was designed by Andrew D. Booth at Birkbeck College, London, in the early 50's.

From 1943 on, he started working on the determination of crystal structures using X-ray diffraction data. The computations involved were extremely tedious and there was ample incentive for automating the process. In 1947, along with his collaborator and future spouse Kathleen Britten, he spent a few months with von Neumann's team, which was the leading edge in computer research at the time. Booth designed an electromechanical computer, the ARC, in the late 40's. Later on, they built an experimental electronic computer named 'SEC' (Simple Electronic Computer), and finally the APEC (All-Purpose Electronic Computer) series.

- STAFF -

Designed by: Andrew D. Booth

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=34766&o=2

$end


$intv=allstar,
$bio

All Star Major League Baseball (c) 1983 Mattel Electronics

- STAFF -

Programmer: David Rolfe

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60852&o=2

$end


$pce=pleagas,
$bio

All Star Power League (c) 1988 Hudson Soft.

- TRIVIA -

Only 200 units were produced.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58694&o=2

$end


$n64=astenn99,astenn99u,
$bio

All Star Tennis '99 (c) 1999 Ubi Soft.

This Pak generally plays like a sim, although 120 mph serves and an option to litter the court with Wiley Coyote-ish bombs certainly liven things up. There are three difficulty levels and plenty of realistic grunts from the athletes, Oohs from the crowd and Quiet please exhortations from the line judge - who, incidentally, never makes a bad call. 

All Star Tennis '99 boasts eight stars:
Amanda Coetzer 
Conchita Martinez 
Jana Novotna 
Jonas Bjorkman 
Michael Chang 
Gustavo Kuerten 
Richard Krajicek 
Mark Philippoussis 

There are also four fictional players, including two women sporting microminiskirts that would make Ally McBeal blush. All players will have six basic shots, including slams, lobs and drop shots, and each will have two special shots, such as Michael Chang's vicious two-handed backhand. 

The bodies are nicely proportioned, but greater detail would have been nice. With no more than four characters appearing simultaneously, it's not as if the mighty N64 CPU has to push tons of polygons around the screen. The motion-capture moves are generally smooth.

Clearly aimed at an international audience - the screen text comes in five languages - All Star Tennis travels to eight exotic courts around the world: 
United Kingdom 
Greece 
California 
France 
Italy 
Saudi Arabia 
Japan Australia 

Although publisher Ubi Soft did not secure licenses for actual tournaments, the UK's grass court is clearly modeled on Wimbledon. In fanciful contrast, the hard Greek court looks like it's nestled in the ruins of an ancient theater. 

The players are evenly balanced, so pitting a woman against a man makes for a competitive match. Besides exhibition matches, All Star Tennis will allow as many as eight players to compete in a singles tournament. 

Bomb Tennis drops a short-fused bomb wherever the ball hits. If an athlete runs across it or stands nearby when it goes off - boom! Despite the zany props, Bomb Tennis is a lot less arcade-like than you might think. The athletes' skills are unchanged, so the tactics shift subtly to avoiding certain parts of the court while trying to coax your rival towards bombs your shots have left.

- TECHNICAL -

Cartridge ID: NUS-NTNE-USA

- TRIVIA -

Released on January 26, 1999 in North America.

Known export releases:
[EU] "All Star Tennis '99 [Model NUS-NTNR-EUR]"

- STAFF -

Smart Dog
Programming: Dave Thompson, Dave Saunders, Mathew Twigg, Byron Blay, Ian Tomkins
Graphics & 3D Modeling: Ashley Routledge, Jessica Williams, Kam Chana (as Kamaljit Chana), Michael Woods, Tom Dickens
Music and Sounds: Gerard Gourley
Voice Overs: Ian Wilson, Sissy Stone
Voice Recordist: Des Tong
Motion Capture: Televirtual
Development Manager: John Turpin
Producer: Dave Thompson
Special Thanks To: Mark Wallace

Ubi Soft
Producer: Gérard Guillemot
Project Managers: Ahmed Boukhelifa, Vincent Minoué
Game Designer: Lionel Rico
US Marketing Manager: Megan Byrne
Packaging Design: Mari Sakai
Photography: Michael Baz
Testing Manager: Jonathan Pépin
Testing: Jonathan Gosselin, Jonathan Moreau, Mathieu Fortin, Charles Richer
Special Thanks: David Bamberger, Jennifer Miller, Gwenaëlle Thebault-Tibolla, Guillaume Bloch, Sandra Yee, Melanie Montes, Melanie Melton

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57578&o=2

$end


$gbcolor=astenn2k,
$bio

All Star Tennis 2000 [Model DMG-AZTP-EUR] (c) 1999 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67471&o=2

$end


$cdi=funfair,
$bio

All the Fun of the Fair - Engels voor kinderen (c) 1993 Philips Interactive Media, Incorporated.

A Dutch educational title.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52770&o=2

$end


$snes=allamcf,
$bio

All-American Championship Football (c) 1994 Malibu Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62717&o=2

$end


$nes=allprobb,
$bio

All-Pro Basketball (c) 1989 Vic Tokai

- TECHNICAL -

Model NES-A2-USA

- TRIVIA -

Released in December 1989 in USA.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54889&o=2

$end


$gameboy=asbase99,
$bio

All-Star Baseball '99 [Model DMG-AB9E-USA] (c) 1998 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65545&o=2

$end


$n64=asbase99,asbase99u,
$bio

All-Star Baseball '99 (c) 1998 Acclaim Entertainment, Incorporated.

- TECHNICAL -

Game ID: NUS-NBSE-USA

- STAFF -

Developers
Game Design: Larry Walker (1997 NL MVP), Jaime R. Grieves, Bey Bickerton
Play by Play Commentator: John Sterling
Color Commentary: Michael Kay
Project Manager: Jaime R. Grieves
Front-End Design and Layout: Jaime R. Grieves
Lead Programmer: David Crummack
Technical Liasion: David Crummack
Game Programmer: David Crummack, F. J. Lafuente, Ed Groover, John Nagle
Front-End Programmer: David Crummack, Ed Groover, John Nagle, Jason Gawronek
Lead Artist: Michael Taylor
3D Stadiums & Fields: Michael Taylor, Tom Green, Trevor Lemoine
Dynamic Lightning: Michael Taylor
Lead ATG: Marc Mackin
Motion Editing: Marc Mackin, Peyton Duncan
Particle FX: Marc Mackin
Fielding, Pitching & Batting AI: F. J. Lafuente
Tools Programming: F. J. Lafuente, John Nagle
Animation Logic: F. J. Lafuente
On-Screen Graphics Programmer: Ed Groover
Baserunner AI: Ed Groover
Particle FX Programmer: John Nagle
Play by Play Programmer: Jason Gawronek
Support Programmer: Jason Gawronek
Quagmire Hi-Res 3D Engine: Andy Thyssen, D. Michael Traub, Tomas Arce
Motion Capture Compression & Playback: Andy Thyssen, D. Michael Traub, Tomas Arce
Soft-Skin & Stadium Rendering System: Andy Thyssen, D. Michael Traub, Tomas Arce
Soft-Skin Player Models: Peyton Duncan
Dynamic Lighting: Tom Green, Trevor Lemoine
Front-End Graphics: Tom Green, Trevor Lemoine
In-Game Graphics: Trevor Lemoine
3D Stadiums & Collision Maps: Chad Townsend
Player Uniforms: Chad Townsend
Player Faces: Chad Townsend
Sound Design: Marc Schaefgen
N64 Technical Advisor: Brian Watson
Sound Driver Programmer: Brian Watson
Play by Play Editor Programmer: Nathan Daughety
Tools Programmer: Nathan Daughety
Motion Compression R&D: Austin Appleby
Technical Art Advisor: Cid Newman
Front-End Graphics Assistance: Tami Crabb
Stadium Collision Maps: Art Avila
Game Analyst: Einar Pedersen
Motion Capture Talent: Scott Hatten
President: Jeff Spangenberg
Executive Vice-President of Product Development: Darrin Stubbington
Executive Sports Director: Russell Byrd
Executive Technical Director: Craig Galley
Executive ATG Director: Cyrus Lum
Executive Art Director: Matt Stubbington
Executive Creative Director: Nigel Cook
Executive Audio Director: Rick Fox
Original Theme Music: Rick Fox
Special Thanks: Keith Fox (Mobb Studios), Rob Phelac (Kamen Studios), Jeffrey Gibson, Gary Rowberry, Todd Dowd, Jeff Robinson, Ryan McBride, TL Shelton, Al Artus, Christine Brunelle, Jay Moon, Dave Schwalenberg

Publisher
Executive Producer: Brett Gow
Producer: Peter Wanat
QA Manager: Carol Caracciolo
QA Supervisor: Jeff Rosa, Dale Taylor
QA Lead Analyst: James Craddock, James Daly
QA Project Lead: Eric Hendrickson, Mark Garone
Game Analyst: Matthew McEnerney, Pharoah Sample, Joseph Greene, Rich Gomer, Anthony Scaduto, Rich LaRocca, Mike Sterzel, Joe Maiello, Bill Handworth, James Ackermann, Andy Basile, Mat T. Kraemer, Joseph Howell, Stacy Brickel
Tech Support Manager: Harry Reimer
Tech Support Supervisor: Howard Perlman, Kevin Denehy
Sr Tech Support: Greg McGovern, Andrew Fullaytor, John Zigmont
Tech Support: Leigh Busch, David Pollick, Ulises Batalla, Brian Lauther
Director of Marketing: Robert Picunko
Product Manager - Marketing: Michael Jerchower
Asst Product Manager: Thomas Bass, Kevin Brannan
Game Manual: Bill Dickson
Public Relations: Mike Myers
Special Thanks: Brad Schlachter (Major League Baseball), Jacquelyn Walsh (Major League Baseball), Jennifer Cooney (Major League Baseball Players Assoc.), Evan Kaplan (Major League Baseball Players Assoc.), Roy Cooler (Mike Schecter Associates), Leena Sheth (Stats Inc.), Shawn David Rosen, Douglas Yellin, Michael J. Archer, Pat Coleman, Adam Rubin

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57579&o=2

$end


$saturn,sat_cart=asbase97,
$bio

All-Star Baseball 1997 featuring Frank Thomas [Model T-8150H] (c) 1997 Acclaim Entertainment, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59966&o=2

$end


$gbcolor=asbase2k,
$bio

All-Star Baseball 2000 [Model CGB-AATE-USA] (c) 1999 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67472&o=2

$end


$n64=asbase2k,asbase2ku,
$bio

All-Star Baseball 2000 (c) 1999 Acclaim Entertainment, Incorporated.

The Windows 95 of sports games, Acclaim couples great strengths with an interface that might drive you batty.

You can learn the basics of baseball in an afternoon, then spend a lifetime mastering its intricacies. All-Star Baseball 2000 isn't quite so daunting, but expect to log lots of time on the Pause screens while you figure it out. 

Created by Iguana, ASB 2000 has the glossy graphics and excellent sound engineering you'd expect from the team that brought you All-Star Baseball '99, NFL Quarterback Club 99 and Turok 2. ASB 2000 supports hi-res graphics without the Expansion Pak. If you pop in an Expansion Pak, though, you'll witness extra-long replays. 

All 30 big league teams, 30 stadiums and more than 700 authentic players are here. ASB 2000 features four game modes: 
Exhibition 
Season 
Playoff 
Home Run Derby

You'll be able to play the official 1999 MLB schedule or a 162-game season without interleague play. For extra tension, ASB 2000 offers a two-week pennant chase and games lasting as little as one inning. Playoffs can last for three rounds, two rounds or simply the World Series. 

Before a game, season or playoffs begin, you choose between simulation or arcade pitching modes. The only difference is that each pitcher's repertoire expands from four to eight pitches in arcade mode. As you'll see, there's nothing quite like a Randy Johnson screwball to flummox a batter. 

If you'd just as soon dispense with formalities, ASB 2000's Quickplay option launches you into a single game between two randomly selected rivals. One major annoyance: Iguana compiled exhaustive scouting reports, then hid them so you can't access them during a game. 

As you'd expect from an Iguana offering, ASB 2000 bristles with nice visual touches. Each player has his unique size and facial appearance. Jumbotrons replicate the on-field action and the fictional ads bedecking the stadiums show cheeky humor (our favorite: the Astrodome's "Hogan's Gyros"). Wind influences game play, but weather conditions, which range from sunshine to snow, do not. 

More to the dramatic point is the fine use of 1,500 play-by-play and color calls by Yankee radio announcers Michael Kay and John Sterling. Even confirmed Yankee haters will find the duo's acerbic observations ("He got the exact pitch he wanted, and he ab-so-lutely destroyed it!") a refreshing change from the blah commentary of many baseball games. To heighten that you-are-there feeling, Iguana has also captured actual ballpark sounds and even rolls the Canadian national anthem for games in Montreal and Toronto. 

Topping ASB 2000's impressive feature-list is an awesome batting engine. The Control Stick gives you precise analog control over whether you want to push or pull and undercut or overcut the pitch. Stay away from the temptation to try to go yard with every pitch, especially if a stiff wind is blowing in.

You can bunt by pressing the Down C button, bunt harder by holding down the button, and direct your bunt with the Control Stick. An optional pitch icon makes it easier to see where the ball is coming. 

A hot/cold zone chart displays how well your batter handles pitches in different parts of the strike zone. If a player is on hot streak or a slump, the chart can change from one at-bat to the next. Numbered dots indicate the pitch sequence and location and when the batter swung at a pitch. Helped by the chart, you can improve your chances of getting a hit by guessing the pitch and location. 

The swing animations are far more graceful than last year's gawky affairs. Judging from the way batters wiggle their bats and butts, you'd think downing a gallon of Jolt cola was a mandatory part of major league pregame meals. Big-league batters usually swing close to the ball, but ASB 2000's CPU-controlled hitters display an alarming tendency to miss the ball by a country mile. 

Mercifully, the developers spared us the corny histrionics (e.g. players hollering at the ump) that mar other games. Batters occasionally whack the plate in frustration after taking a called third strike, but hey, wouldn't you? 

Keep 'em guessing or you'll get creamed. Use the hot/cold charts when locating your pitch, but be sure to move your pitches in and out and up and down and to alternate fastballs, off-speed stuff and breaking balls. 

You can reposition fielders in any of seven infield or nine outfield defensive setups and, in clutch situations, you'll probably want to do just that before every pitch. While CPU-controlled fielders usually make the right play, the dopey first basemen will run to the sack with ground balls, even if a runner on first is only halfway to second. Outfielders appear blessed with a superhuman ability to force runners. 

Iguana has done an admirable job of sprucing up the fielding animations this year. While collision detection between players is shaky at best, you'll be impressed by the over-the-shoulder and shoestring catches. 

ASB 2000 offers three camera views for batted balls, but the default medium-range view does the best job of compensating for the finicky fielder control. The handy Fielder Assist option points your fielder in the right direction. A comet-like streak makes it very easy to track balls rocketing off the bat. 

Smartened-up AI means players will follow real-life tendencies for streaks, slumps and errors. Players will perform differently at home or away, at night or in the day, and on grass or artificial turf. 

The maddening interface, especially in the General Manager options, may have you gritting your teeth. Once you get over the steep learning curve, though, ASB 2000 is as deep -- and good-looking -- as any sports Pak out there. You'll definitely want to read the instruction manual.

- TECHNICAL -

Cartridge ID: NUS-NBBE-USA

- TRIVIA -

Released on April 07, 1999 in USA.

- STAFF -

Developer
Game Design: Derek Jeter, Jaime R. Grieves, Bey Bickerton, Scott Shelton
Play-by-Play Commentator: John Sterling
Color Commentary: Michael Kay
"Open Up": Leftfield (Original Song), John Lydon (Original Song & Writer), Neil John Barnes (Writer), Paul Terence Daley (Writer)
Project Manager: Jaime R. Grieves
Lead Programmer: David Crummack
Lead Artist: Michael Taylor
Lead ATG Artist: Marc Mackin
Game Programmer: Ed Groover
Front-End Programmer: Kevin Saffel
Sound Programmer: Bryce Maryott
Artists: Tom Green, Sharon Taylor
ATG Artist: Don Hogan
Gameplay Guru: Bey Bickerton
Quagmire Engine: D. Michael Traub, Andy Thyssen, Tomas Arce
Additional Gameplay Programmer: F. J. Lafuente
Tools Programmer: Nathan Daughety
N64 Technical Advisor: Brian Watson
Audio Manager: Marc Schaefgen
'Open Up' Remix: Darren Mitchell
Audio Effects: Randy Buck
QA Manager: Todd Dowd
Game Analysts: Jason Behr, Russ Brewer, Tom Gerber, Justin Withers
Executive Vice-President (Acclaim Studios): Darrin Stubbington
VP & General Manager (Iguana Entertainment): Russell Byrd
VP, Product Development & Design (Acclaim Studios): Nigel Cook
VP, Technology (Acclaim Studios): Craig Galley
VP, Digital Productions (Acclaim Studios): Cyrus Lum
Executive Audio Director (Acclaim Studios): Rick Fox
PR Coordinator: Kirk Winterrowd
Special Thanks: Kevin Normann, Andy Thyssen, Jason Gawronek, Steve Hird, D. Michael Traub, Stephen Broumley, Al Artus, Christine Brunelle, Heather Leonard, Keith Fox (Mobb Studios), Mike Konderla, Bill Eady, Jay McCarty (Coach), Andrew Prater, Todd Naff, Mamon Tucker, Rodney Pedraza, Paul MacDougall, Kyle Rhodes, Will Pyke, John Pyke

Publisher
Producer: Peter Wanat
Associate Producer: James Daly
QA Manager: Carol Caracciolo
QA Supervisors: Jeff Rosa, Dale Taylor
QA Senior Lead Analysts: James Craddock, Michael Patterson
QA Lead Analysts: Eric Hendrickson, Brian Regan
QA Project Leads: Mark Garone, Rich Gomer
Game Analyst: Mark Garone
Senior Lead Testers: Joseph Greene, Paul DiCarlo
Game Testers: Pharoah Sample, Dan Kuby, Mike Sterzel, Ray Yeomans, Chris Knowles, Mike Brophy, Bobby McCarthy
Technical Support Manager: Harry Reimer
Technical Support Supervisors: Kevin Denehy, Andrew Fullaytor
Senior Technical Support: David Pollick, Leigh Busch
Turnover Coordinator: Christopher Maher
Compatibility Testing: John Zigmont
Network Services: Mike DeLieto, Andy Skalka, Brian Donohue
Technical Support: Andy Basile, Ulises Batalla, Christopher Coppola, Chris Frisone, Brian Lauther, Chris Zino
Director of Corporate Communications: Robert Picunko
Director of Public Relations: Mike Myers
Director of Product Development: Brett Gow
Product Manager (Acclaim Sports Marketing): Michael Jerchower
Associate Product Manager (Acclaim Sports Marketing): Thomas Bass
Marketing Coordinator (Acclaim Sports Marketing): Rich LaRocca
Marketing Assistant (Acclaim Sports Marketing): Brian Shields
Motion Capture Manager: Andy Acquilino
Studio Coordinator: Sharon Dougherty
Motion Capture Processors: Richard Nelson, Hajime Okata, Scott Douglas, Danielle Papsidero, Cynthia D'Ambrosio, Robert Coffey, Bobby Bala
Stunt Coordinator: Jeffrey Gibson
Game Manual: Bill Dickson
Game Counselors: Jason Brown, Danny Decarolis, Brennen Vega
Special Thanks: Mocap Talent, Ben Petrick, Link Jarrett, Brad Schlachter (MLB), Aimee Sorrin (MLB), Jacquelyn Walsh (MLB), Evan Kaplan (MLBPA), Richard White (MLBPA), Derek Jeter, John Sterling, Michael Kay, Casey Close, Craig Fenech, Steve Lefkowitz
Special Thanks - PD: Douglas Yellin, Shawn David Rosen, Howard Perlman, Michael J. Archer

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57580&o=2

$end


$gbcolor=asbas2k1,
$bio

All-Star Baseball 2001 [Model CGB-BASE-USA] (c) 2000 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67474&o=2

$end


$n64=asbas2k1,
$bio

All-Star Baseball 2001 (c) 2000 Acclaim Entertainment, Incorporated.

Acclaim's new diamond Pak hits to all fields.

With last year's N64 diamond contenders EA Sports, Nintendo and Konami sitting out this season, cynics might expect Acclaim to trot out a tired retread of its venerable sim. 

Instead, the company took the risky move of farming out coding chores to Chicago's High Voltage Software, best know to N64 fans for kiddie-car Pak Lego Racers N64. While this year's version boasts no earth-shaking innovations, it's a muscular Pak that should amply satisfy your baseball jones. 

Right from the get-go, ASB 2001 lets you play with recent Cooperstown Legends such as Joe Morgan, Nolan Ryan and Whitey Ford. Despite an oddball default lineup (sluggin' Willie Stargell batting third?), it's a fun team. Our only beef is with the hackneyed Field of Dreams ballyard in the middle of a cornfield. It would have been far cooler (and pretty cheap, probably) to pick up the rights to a genuine ballpark of yore, like New York Giants' Polo Grounds.

Back to the present: rosters were set quite late, so Ken Griffey Jr. is a Red. However, Kent Bottenfield is still the Cardinal's number one starter. 

The development team has obviously taken great pains to accurately model more than 100 different batting stances. Fans will instantly recognize Griffey's calm, erect stance and Rickey Henderson's cobra-like coil. 

In a move calculated to appeal to Slugfest fans, High Voltage has added an Arcade Quickplay mode that strips out the fancy-schmansy cursor graphics for both pitching and batting. 

Instead, moundsmen heave the ball plateward and batters whack indiscriminately, generally resulting in a yard job or at least a long drive. Deft use of Pitcher Aftertouch, which allows you to control a pitch in-flight, can the damage to, oh, about four or five runs an inning.

Fortunately, both Arcade Quickplay and plain-old Quickplay let you pick a team, something you couldn't do in last year's Quickplay.

For players used to free-swinging rival games, ASB's batting options ? contact vs. power swing, the ability to guess a pitch and direct the ball ? can be daunting. Imitation being the sincerest form of game development, High Voltage has added a Batting Practice mode inspired by Konami's Bottom of the 9th. An inside forkball from a submarining southpaw is but one of the choices you can specify in this mode's exhaustive configuration menu.

Loathers of interleague play will be happy that ASB 2001 gives you an option for playing a full season within your own league. You can also play a season as short as 13 games, with each game lasting a scant one inning. You can also skip the preliminaries and go right to a postseason that starts with the Division Series, League Championship Series or World Series. 

ASB's extensive general manager options for trading, calling up minor leaguers and claiming free agents will especially come in handy if you've green-lighted spring training, injuries and ejections. Like a dedicated letter carrier, you can play in the snow or rain and at day, dusk or night. High Voltage has even tossed in an abbreviated version of baseball's official rules. 

It's an Acclaim sports game, so no one should be surprised that menus tilt heavily to the complex side. Kudos to the publisher for promoting literacy among America's youth with a highly detailed manual. 

Responding to user complaints, High Voltage has dumped most of Michael Kay's oft-forced color commentary but has retained John Sterling's plain-vanilla play-by-play. Overall, Sterling's calls seem a lot smoother, without obvious pauses between stitched-together voice samples (e.g. "Slider ... way outside"). 

ASB 2001 includes the spanking-new home fields of the Giants, Tigers and Astros. The fields with striped turf look particularly good. For reasons best known to High Voltage, the Enron scoreboard blares "Evea Mike says he looks better in hi rez."

- TECHNICAL -

Cartridge ID: NUS-NASE-USA

- TRIVIA -

Released on March 31, 2000 in USA.

- STAFF -

Developed by: High Voltage Software

CEO/Founder: Kerry J. Ganofsky
Director of Business Development: Shawn Quigley
Art Director: Eric Nofsinger
Software Development Manager: Dwight Luetscher
Exectutive Sports Producer: John W. Kopecky
Assistant Producer: Brandon Fish
Test: William Golz
Development Lead: Terry Wellman
Game Programmer: Dave Perea
Front End Programmer: Mark Young
Art Lead: Matt Corso
Artist: Cary Penczek
Sound: D. Chadd Portwine, Michael Caisley

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57581&o=2

$end


$gba=asbas2k3,
$bio

All-Star Baseball 2003 - Featuring Derek Jeter (c) 2002 Acclaim Ent., Incorporated.

- TECHNICAL -

Game ID: AGB-AA3E-USA

- TIPS AND TRICKS -

Hit home runs: If you are a left handed hitter at bat, press R + Left gently, and R + Down gently before the pitch. If you are a right handed hitter at bat, press R + Right (gently), and R + Down (gently) before the pitch.

More powerful hits: When you are at bat press Select while the pitcher is winding up.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69559&o=2

$end


$gba=asbas2k4,asbas2k4pa,asbas2k4p,
$bio

All-Star Baseball 2004 - Featuring Derek Jeter [Model AGB-AA7E-USA] (c) 2003 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69560&o=2

$end


$ibm5150,ibm5150_cass=alleycat,
$bio

Alley Cat (c) 1984 IBM

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83576&o=2

$end


$pc8801_flop=alleycat,
$bio

Alley Cat (c) 1984 Kotobuki Raison

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91352&o=2

$end


$info=m1alley,
$bio

Alley Cat (c) 199? Maygay.

- TECHNICAL -

M1A/B

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41959&o=2

$end


$info=alcat_l7,
$bio

Alley Cats (c) 1985 Williams Electronics Games, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=10314&o=2

$end


$info=alleymas,
$bio

Alley Master (c) 1986 Cinematronics, Incorporated..

A bowling game.

- TECHNICAL -

Cabinet dimensions : 72inch High x 25inch Wide x 32inch Deep.
Cabinet weight : 280 lbs.

Main CPU : (2x) Zilog Z80 (@ 6 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.666 Mhz), Custom (@ 1.666 Mhz)

Players: 2
Control: stick
Buttons: 2

- TRIVIA -

Alley Master was released around May of 1986.

It was called 'Up your Alley' during development.

- STAFF -

Programmer: Steve Hostetler
Support Programmer: Medo Moreno
Graphic Arts: Jerry Huber
Staff: David Dentt

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65&o=2

$end


$gameboy=alleyway,
$bio

Alleyway (c) 1989 Nintendo.

A breakout-style game for your Game Boy.

- TECHNICAL -

[Model DMG-AWA]

- TRIVIA -

Alleyway was released on April 21, 1989 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48963&o=2

$end


$info=aligator,aligatorun,
$bio

Alligator Hunt (c) 1994 Gaelco.

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

- TECHNICAL -

Gaelco GAE1 hardware
Game ID : 940411

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound Chips : GAELCO (@ 12 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 3
=> [1] Shot, [2] Looping, [3] Missile

- TRIVIA -

Released in December 1994.

- STAFF -

Management : Luis Jonama
Programming : Alexander Ekjanov, Diego Campos
Animations : Xavi Fradera, Toni Rodriguez, Javi Arrebola
Scenario : Esteve Polls, Tony Yeste
Special effects : Xavi Fradera, Tony Yeste
Video effects : Javi Arrebola, Xavi Fradera
Music : Joan Sanmarti
Sound effects : Josep Quingles, Diego Campos
Hardware designers : Javier Valero, Jordi Vilella
Hardware technicians : Xavier Nicolau, Joan Quingles, Joan Arcos, Belen Moral, Rosa Maria Ibanez
Production : Angel Porras
Maintenance : Ana, Mari Angeles, Oscar
Collaborations : Enric Vives, Joan Parra

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66&o=2

$end


$ti99_cart=alligmix,
$bio

Alligator Mix [Model PHM 3114] (c) 1982 DLM Academics

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84502&o=2

$end


$pico=alpongka,
$bio

Allowa Pongka (c) 1995 Samsung.

- TECHNICAL -

Game ID: T-102041-08

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96305&o=2

$end


$nes=almanfds,almanfdsa,
$bio

Almana no Kiseki (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83825&o=2

$end


$famicom_flop=almana,
$bio

アルマナの奇跡 (c) 1987 Konami Industry Company, Limited.
(Almana no Kiseki)

Almana no Kiseki is a platform game by Konami featuring an Indiana Jones wannabe on a journey to retrieve a mystical rock. The game opens up in a remote village in an desolate country. The Arumana, a red magic stone, has been keeping the village at peace for centuries but a callous thief stole the precious jewel and a mysterious spell turned all the villagers into stone statues. The hero of the game, whom the player controls, must pursue the thief and bring the stone back to its original owners. The game's protagonist can use a large arsenal of weapons, from throwing knives, gun, bombs, boomerangs or a mace and they all come in limited quantities. But our hero's greatest strength is his grappling hook - he can throw a hook/rope in the air and attach it to virtually any vertical surface. This unique technique allows him to reach high platforms, climb up or get over obstacles. Almana no Kiseki counts six large areas to explore with a final boss encounter waiting at the end of each one of them.

- TECHNICAL -

Game ID: KDS-ARM

- TRIVIA -

Almana no Kiseki was released on August 11, 1987 in Japan for 2980 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65237&o=2

$end


$msx1_cass=almanaq,
$bio

Almanaque (c) 1986 Load and Run

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94432&o=2

$end


$info=mjapinky,
$bio

Almond Pinky (c) 1988 Dynax.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=18414&o=2

$end


$pc98=alondark,
$bio

Alone in the Dark (c) 1994 Arrow Micro-Techs

- TRIVIA -

Released on March 11, 1994 in Japan. Retail price: 12800 Yen.

- STAFF -

Product Manager: Ryūichi Hiraide
Directors: Chuck Willen, Kiyoshi Ohkawa
Production Coordinator: Katsura Kawano
Programming: Kenji Suzuki (Suzuken), Yuuji Ohdaira (TAP), Hideyuki Ueno (PON-star)
Translation: Group Grambon
Testing: Toshikatsu Yamamoto, Norio Imai, Takeshi Saito
Special Thanks To: Hitoshi Furuya, Tetsuya Suto, Brenden Maloof, Kaori Uchizono

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88904&o=2

$end


$saturn,sat_cart=alondrk2,
$bio

Alone in the Dark - Jack is Back (c) 1996 Infogrames Interactive, Incorporated.

- TECHNICAL -

Game ID: T-15101H-50

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60225&o=2

$end


$saturn,sat_cart=alondrk2u,
$bio

Alone in the Dark - One-Eyed Jack's Revenge (c) 1996 Kokopeli.

- TECHNICAL -

Game ID: T-29401H

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59967&o=2

$end


$gbcolor=alondarku,
$bio

Alone in the Dark - The New Nightmare [Model CGB-BIDE-USA] (c) 2001 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67476&o=2

$end


$gbcolor=alondark,
$bio

Alone in the Dark - The New Nightmare [Model CGB-BIDP-UKV] (c) 2001 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67475&o=2

$end


$saturn,sat_cart=alondrk2j,aitd2ja,
$bio

Alone in the Dark 2 - Jack is Back (c) 1996 Electronic Arts Victor.

- TECHNICAL -

Game ID: T-10602G

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58897&o=2

$end


$info=sc2prom,
$bio

Along the Prom (c) 1993 Bell-Fruit Mfg. Company, Limited. [B.F.M.].

- TECHNICAL -

[Model 6172]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42208&o=2

$end


$x1_flop=alpha,
$bio

Alpha (c) 1986 Square Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85920&o=2

$end


$pc98=alpha,alphaa,
$bio

Alpha (c) 1986 Square Co., Ltd.

- TRIVIA -

Released on July 04, 1986 in Japan. Retail price: 5800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88905&o=2

$end


$pc8801_flop=alpha,alphaa,alphad,
$bio

Alpha (c) 1986 Square Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91353&o=2

$end


$fm7_disk=alpha,
$bio

Alpha (c) 1986 Square Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93597&o=2

$end


$a2600=abwernie,abwerniee,abwernieep,
$bio

Alpha Beam with Ernie (c) 1983 Atari, Incorporated.

Beam the lettered fuel tanks that are floating in space into the docking bays of Ernie's rocket ship.

- TECHNICAL -

Model GX26103

- STAFF -

Programmer: Michael Callahan
Graphics: Preston Stuart

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50200&o=2

$end


$msx1_cass=ablast,ablast1,ablasta,
$bio

Alpha Blaster (c) 1984 Aackosoft [Netherlands]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94433&o=2

$end


$msx1_cass=ablaste,ablastea,
$bio

Alpha Blaster (c) 1987 Eaglesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94434&o=2

$end


$c64_cart,c64_flop=alphabld,
$bio

Alpha Build (c) 1984 SSC

- STAFF -

Developed by: Childware

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53500&o=2

$end


$pc98=alphdain,
$bio

Alpha Dain (c) 1992 Great.

- TECHNICAL -

Floppy Disk x5

- TRIVIA -

Released on April 28, 1992 in Japan. Retail price: 7800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88906&o=2

$end


$info=alphaho,
$bio

Alpha Fighter / Head On (c) 198? Data East.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 1.93356 Mhz)
Sound Chips : Samples (@ 1.93356 Mhz)

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 64

Players : 2
Control : 4-way joystick
Buttons : 2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67&o=2

$end


$info=alphamis,
$bio

Alpha Mission (c) 1985 SNK.

Export release. Game developed in Japan. See "ASO - Armored Scrum Object" for more information about the game itself.

- SERIES -

1. Alpha Mission (1985)
2. Alpha Mission II [Model NGM-007] (1991)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3903&o=2

$end


$nes=alphamis,
$bio

Alpha Mission (c) 1989 SNK Corp.

European release. Game developed in Japan. See "ASO - Armored Scrum Object [Model SFX-AO]" for more information about the game itself.

- TECHNICAL -

Game ID: NES-AM-EEC

- TRIVIA -

Released on April 22, 1989 in Europe.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83387&o=2

$end


$nes=alphamisu,
$bio

Alpha Mission (c) 1987 SNK [Shin Nihon Kikaku].

Export release. Game developed in Japan. See "ASO - Armored Scrum Object [Model SFX-AO]" for more information about the game itself.

- TECHNICAL -

Model NES-AM-USA

- TRIVIA -

Released in october 1987 in USA.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54890&o=2

$end


$info=alphaone,alphaonea,
$bio

Alpha One (c) 1983 Atari.

- TECHNICAL -

Main CPU : MOS Technology M6502 (@ 2.5 Mhz)
Sound Chips : (2x) POKEY (@ 1.25 Mhz)

Screen orientation : Horizontal

Players : 1
Control : dial
Buttons : 1

- TRIVIA -

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

- UPDATES -

Differences with the final game :
* There is no music in Alpha One.
* The story of the Vaxxian is much different. Notice the Catastro-fighter has a different name, as does the vaxxian home planet.
* There isn't any enemy scoring on the 'story' screen.
* Many of the sounds are different. These include the player firing sound and the enemy explosions. The sound of Rex 'frying' is missing.
* Some graphics are different, such as the Space station explosions.
* Many other small differences and the overall unfinished feel of the game.

- TIPS AND TRICKS -

* Warp Codes : It's possible to warp to higher levels in Alpha One from the start of the game by using certain codes. This is useful to not only be able to get through the game more quickly, but each warp also gives a fairly hefty bonus for carrying it out. This is done by playing the 'mini-Breakout' game at the bottom right-hand corner of the screen when the game starts. The game will have a phrase such as, 'Enter Red Warp 00' at the bottom of the screen. What you do is use the controls to 'dial in' the first digit of the appropriate code given below, then press fire to serve the ball and repeat as necessary. The codes are :
Red code - 23, 250,000 pts, Level 4.
Yellow code - 46, 600,000 pts, Level 8.
Green code - 51, 700,000 pts, Level 9.

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

- STAFF -

Designed and programmed by : Owen Rubin

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69&o=2

$end


$info=alpha1v,
$bio

Alpha One (c) 1988 Vision Electronics.

- TECHNICAL -

Main CPU : Zilog Z80, M6803
Sound Chips : (2x) General Instrument AY8910, (2x) MSM5205

Players : 2
Buttons : 2

- STAFF -

Programmed by : Kyle Hodgetts, Tony Windsor

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11063&o=2

$end


$msx1_cart=aroidk,
$bio

Alpha Roid (c) 198? Zemina.

Korean release.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95222&o=2

$end


$msx1_cart=aroid,aroida,
$bio

Alpha Roid (c) 1986 Pony Canyon, Inc.

- TECHNICAL -

Game ID: R49X5103

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77628&o=2

$end


$a800=alphashd,
$bio

Alpha Shield (c) 1983 Sirius.

- TECHNICAL -

Model 33022

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49288&o=2

$end


$msx1_cart=asquad,
$bio

Alpha Squadron (c) 1984 Sony Corp.

- TECHNICAL -

Game ID: HBS-G029C

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77629&o=2

$end


$amigaocs_flop=alphawav,
$bio

Alpha Waves (c) 1991 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73400&o=2

$end


$amigaocs_flop=alpha1,
$bio

Alpha-1 (c) 1988 ECP

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73401&o=2

$end


$info=m4alpha,
$bio

Alphabet (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41229&o=2

$end


$c64_cart,c64_flop=alphazoo,
$bio

Alphabet Zoo (c) 1983 Spinnaker Software Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53501&o=2

$end


$coleco=alphazoo,
$bio

Alphabet Zoo (c) 1984 Spinnaker Software Corp

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53239&o=2

$end


$a800=alphazoo,
$bio

Alphabet Zoo (c) 1983 Spinnaker.

- TECHNICAL -

Model ABZ-AT

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49289&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=alphazoo,
$bio

Alphabet Zoo (c) 1982 Spinnaker Software Corp.

- TECHNICAL -

Model C326

- STAFF -

VIC 20 Version by: Sheldon White

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83763&o=2

$end


$bbca_cass,bbcb_cass=alphatro,
$bio

Alphatron (c) 19?? Tynesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51477&o=2

$end


$pc8801_cass=alphos,alphosa,
$bio

Alphos (c) 1983 Enix, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91197&o=2

$end


$pc8801_flop=alphos,alphosb,alphosa,
$bio

Alphos (c) 1983 Enix, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91354&o=2

$end


$cpc_cass=alpinega,
$bio

Alpine Games [Model AT 406X] (c) 1987 Atlantis

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64235&o=2

$end


$info=alpinerd,alpinerc,
$bio

Alpine Racer (c) 1994 Namco.

Ski racing game (downhill and gate) with 3 courses and 2 play modes : Race and Time Attack. The player stands on a sophisticated set of ski-like foot stands while holding onto 2 bars for stability to play.

- TECHNICAL -

Cabinet dimensions : 230 cm High x 126 cm Wide x 300 cm Deep.
Cabinet weight : 792 lbs (360 kg).

Namco Super System 22 hardware
Game ID : AR

Main CPU : Motorola 68EC020 (@ 24.576 Mhz), (2x) TMS32025 (@ 49.152 Mhz), M37710 (@ 16.384 Mhz)
Sound Chips : C352 (@ 16.384 Mhz)

Players : 1
Control : stick
Buttons : 3

- TRIVIA -

Even if titlescreen says 1994, Alpine Racer was released in June 1995 in Japan.

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

- TIPS AND TRICKS -

* Secret Character : When the 'press any button' screen comes up, hold down the 2 outside buttons and press the middle button repeatedly. You will hear a sound if done correctly and unlock the secret character 'Penguin'.

- SERIES -

1. Alpine Racer (1994)
2. Alpine Racer 2 (1996)
3. Alpine Racer 3 (2002)

- STAFF -

Music & Sound composer : Takayuki Ishikawa

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71&o=2

$end


$info=alpinr2b,alpinr2a,
$bio

Alpine Racer 2 (c) 1996 Namco.

A checkpoint-style racing game, featuring realistic physics, unique controls and an unusual genre for a racing game. It features three separate courses and your choice of speed or gate racing. There is a cool replay feature for finishing in first place.

- TECHNICAL -

Namco Super System 22 hardware
Game ID : ARS

Main CPU : Motorola 68EC020 (@ 24.576 Mhz), (2x) TMS32025 (@ 49.152 Mhz), M37710 (@ 16.384 Mhz)
Sound Chips : C352 (@ 16.384 Mhz)

Players : 1
Control : stick
Buttons : 3

- TRIVIA -

Released in December 1996.

This game was used as one of the challenges on the BBC game show "Friends Like These".  The contestants had to finish in the highest position to win.

Michael Jackson used to own this game (Serial number: APM02194). It was sold at the official Michael Jackson Auction on Apr. 24th, 2009.

- UPDATES -

ARS2/VER.A 
* Build date : 13:45:05, DEC 6 1996

ARS2/VER.B
* Build date : 17:10:59, JAN 10 1997

- TIPS AND TRICKS -

* Hidden Characters :
Kuma : Hold SELECT and insert a coin. Then at the skipper select screen hold RIGHT and push the VIEW CHANGE button.
Oyaji : Hold SELECT and insert a coin. Then at the skipper select screen hold LEFT and push the VIEW CHANGE button.

* Track Weather : Enter one of the character codes, then highlight High Speed Course and press...
Darker Track : ... Left Select, View Change
Darker/Foggier Track : ... Left Select, Left Select, View Change

* Staff Credit : In Expert Mode in Time Trial, pass through the left side of the arrow in 1st tunnel.

- SERIES -

1. Alpine Racer (1994)
2. Alpine Racer 2 (1996)
3. Alpine Racer 3 (2002)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3772&o=2

$end


$info=alpine,alpinea,
$bio

Alpine Ski (c) 1982 Taito.

The player controls a skier, who can move left, right, or increase forward speed. The aim is to maneuver a skier through a downhill ski course, a slalom course, and a ski jumping competition in the shortest time possible. Two players can compete against each other.

- TECHNICAL -

Upright model
Dimension: 67 inch. (170cm) High x 24 inch. (61cm) Wide x 30 inch. (76cm) Deep.
Weight: 280 lbs. (126 kg.)

Runs on the "Taito SJ System" hardware.
Board Number: AA017808C
Prom Stickers: AP / RH16-27

Screen orientation: Vertical

Players: 2
Control: 2-way joystick
Buttons: 1

- TRIVIA -

Alpine Ski was released in January 1982. 

On November 23, 1982, Eric Olofson holds the official World Record for this game with 500,774 points at Earth Station One Arcade in Antioch, Ca.

- TIPS AND TRICKS -

* Here's A Way To Get Ridiculously High Scores In Alpine Ski : Go thru the downhill section with the points flags very slowly and avoid collecting positive points :
1) There's some point in the course (should be easy to find) where there's a negative points flag near trees that can be crashed into. This trick is best done here.
2) Collect negative points to roll your score back under zero. You will be granted massive time on the massive points you have. Unfortunately, time will be taken off at an incredible rate.
3) Run over the negative points flag as necessary to get rid of the points you win just by moving forward and crashing into the nearby trees.
4) Repeat Step 4 until you've run out of time. You now have a completely unbeatable high-score which (if it were 1981) people would beg you to tell them how you did it.
WARNING : ABSOLUTELY, POSITIVELY DON'T GO BACK ACROSS ZERO OR YOUR GAME WILL END IMMEDIATELY!!!

- PORTS -

* Consoles : 
Sony PlayStation 2 [JP] (July 28, 2005) "Taito Memories Joukan [Model SLPM-66057]" 
Sony PlayStation 2 [AU] (March 30, 2006) "Taito Legends 2 [Model SLES-53852]" 
Microsoft XBOX [EU] (March 31, 2006) "Taito Legends 2" 
Sony PlayStation 2 [EU] (March 31, 2006) "Taito Legends 2 [Model SLES-53852]" 
Sony PlayStation 2 [US] (May 16, 2007) "Taito Legends 2 [Model SLUS-21349]" 

* Handhelds : 
Sony PSP [AS] (January 3, 2006) "Taito Memories Pocket [Model UCAS-40040]" 
Sony PSP [JP] (January 5, 2006) "Taito Memories Pocket [Model ULJM-05076]" 
Sony PSP [KO] (February 10, 2006) "Taito Memories Pocket" 
Sony PSP [EU] (October 6, 2006) "Taito Legends Power-Up [Model ULES-00473]" 
Sony PSP [AU] (November 9, 2006) "Taito Legends Power-Up [Model ULES-00473]" 
Sony PSP [US] (May 17, 2007) "Taito Legends Power-Up [Model ULUS-10208]" 

* Computers : 
PC [MS Windows, CD-ROM] [EU] (March 31, 2006) "Taito Legends 2" 
PC [MS Windows, CD-ROM] [US] (July 10, 2007) "Taito Legends 2"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72&o=2

$end


$odyssey2=alpine,
$bio

Alpine Skiing! (c) 1979 Philips Corp.

Alpine Skiing! This authentic electronic simulation of world class championship skiing is so realistic you can hear your skis cut through the powder as you traverse the slopes! It's all here! The Slalom and the soaring Downhill races! It’s you against other skiers and a computerized timer that clocks you to 1/10th of a second! The excitement is endless: the computer generates over 195,000 different runs!

- TECHNICAL -

Game ID: AK9418

- STAFF -

Programmer: Ed Averett

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95678&o=2

$end


$info=alpinesa,
$bio

Alpine Surfer (c) 1996 Namco.

Players can freeboard or gate race while performing numerous air tricks and listening to rock and alternative music. 2 downhill courses and 2 levels of difficulty provide the player with 4 challenging options.

- TECHNICAL -

Cabinet dimension (High x Wide x Deep) :
* Monitor unit : 91in. x 55,25in. x 39,5in. Weight : 682 lbs.
* Board unit : 45in. x 58in. x 71in. Weight : 795 lbs.
* Footprint : 93in. x 50in. x 94in.

Namco Super System 22 hardware.
Game ID: AF

Main CPU : Motorola 68EC020 (@ 24.576 Mhz), (2x) TMS32025 (@ 49.152 Mhz), M37710 (@ 16.384 Mhz)
Sound Chips : C352 (@ 16.384 Mhz)

Players : 1
Control : stick
Buttons : 3

- TRIVIA -

Released in July 1996 in Europe, North America, and Japan.

- UPDATES -

REVISION 1 :
* Software version : AF2/VER.A (World)
* Build date : 15:19:23, JUL 1 1996

- TIPS AND TRICKS -

* Secret Character : Press and hold the Left and Right Select buttons and press Start seven times at the mode select screen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3355&o=2

$end


$ti99_cart=alpiner,
$bio

Alpiner [Model PHM 3056] (c) 1982 Texas Instruments

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84503&o=2

$end


$nes=alpski,
$bio

Alps Skiing (c) 19?? Unknown [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76479&o=2

$end


$pc8801_flop=alseides,
$bio

Alseides (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91355&o=2

$end


$x68k_flop=alshark,
$bio

ALsharK (c) 1991 Right Stuff Corp.

- TRIVIA -

Released on December 6, 1991 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87048&o=2

$end


$pc98=alshark,
$bio

Alshark (c) 1991 Right Stuff Corp.

- TECHNICAL -

Floppy Disk x5

- TRIVIA -

Released on May 24, 1991 in Japan. Retail price: 9800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88907&o=2

$end


$pcecd=alshark,
$bio

Alshark (c) 1994 Victor Entertainment.

- TECHNICAL -

Model JCCD4014

- TRIVIA -

Released on August 26, 1994 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58104&o=2

$end


$megacd,megacdj=alshark,
$bio

Alshark (c) 1993 Polydor K.K.

- TECHNICAL -

Game ID: T-92014

Data on CD takes about 317 MO.

- TRIVIA -

Alshark was released on November 26, 1993 in Japan at a retail price of 8800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60485&o=2

$end


$cpc_cass=007tlds,
$bio

Alta Tension [007 The Living Daylights] (c) 1987 Domark Group, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64096&o=2

$end


$info=altair,
$bio

Altair (c) 1981 Cidelsa.

A "Space Invaders" style shoot'em up. Defeat Battle after Battle and destroy the Monster Ship and the hordes of aliens.

- TECHNICAL -

Main CPU : CDP1802 (@ 3.579 Mhz)
Sound Chips : CDP1869 (@ 3.579 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

All Cidelsa games were released in Spain only.

- SERIES -

1. Altair (1981)
2. Altair II (198?)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=7988&o=2

$end


$info=mits680b,
$bio

Altair 680b (c) 1976 MITS [Micro Instrumentation and Telemetry Systems].

Microcomputer based on the Motorola 6800.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43195&o=2

$end


$info=al8800bt,
$bio

Altair 8800bt (c) 1977 MITS [Micro Instrumentation and Telemetry Systems].

A micro-computer based on the Intel 8080a CPU. The 8800bt was a 'Turnkey' version of 8800b with a turnkey card that was configurable with a jump on boot address, EPROMS and a serial port.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11936&o=2

$end


$msx1_cass=altbeast,
$bio

Altered Beast (c) 1988 Activision, Inc. [Santa Clara, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94435&o=2

$end


$cpc_cass=alteredb,
$bio

Altered Beast (c) 1989 Activision, Incorporated.

- STAFF -

Program: Soft Option
Graphics: MAK Computer Graphics
Music: Paul Hiley

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64237&o=2

$end


$amigaocs_flop=altbeast,
$bio

Altered Beast (c) 1989 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73402&o=2

$end


$gba=altbeastu,
$bio

Altered Beast - Guardian of the Realms (c) 2002 T-HQ, Incorporated.

- TECHNICAL -

Game ID: AGB-AARE-USA

- TRIVIA -

Altered Beast - Guardian of the Realms for Game Boy Advance was released on November 23, 2002 in North America.

- TIPS AND TRICKS -

Control main menu: At the title screen, press Start. Hold L or R at the 
main menu to control the background's movement.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69562&o=2

$end


$gba=altbeast,
$bio

Altered Beast - Guardian of the Realms (c) 2002 T-HQ, Incorporated.

- TECHNICAL -

Game ID: AGB-AARP-EUR

- TRIVIA -

Altered Beast - Guardian of the Realms for Game Boy Advance was released on July 25, 2003 in Europe.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69561&o=2

$end


$info=mt_beast,
$bio

Altered Beast (c) 1989 Sega.

Arcade version of a Mega Drive original. For more information about the game itself, see the original Japanese release entry; "Juuouki [Model G-4001]".

- TECHNICAL -

Runs on the "Mega-Tech System" hardware.
Cartridge ID: 610-0239-01

- TRIVIA -

Known as the first video game made for this system.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2348&o=2

$end


$megadriv=altbeast,
$bio

Altered Beast (c) 1989 Sega Enterprises, Limited.

Export release. For more information about the game itself, please see the original Japanese release entry; "Juuouki [Model G-4001]".

- TECHNICAL -

[EU] Game ID: 1100-50

- PORTS -

* Consoles : 
Sega Mega Drive [EU] (1994) "Classic Collection [Model 1199-50]" 
Nintendo Wii [Virtual Console] [EU] [AU] (December 8, 2006) [Model MAAP] 
Sony PlayStation 2 [EU] (February 2, 2007) "Sega Mega Drive Collection [Model SLES-54333]" 
Sony PlayStation 2 [AU] (February 8, 2007) "Sega Mega Drive Collection" 
Microsoft XBOX 360 [EU] (February 20, 2009) "SEGA Mega Drive Ultimate Collection [Model 384-40210]" 
Sony PlayStation 3 [EU] [AU] (February 20, 2009) "SEGA Mega Drive Ultimate Collection [Model BLES-00475]" 
Microsoft XBOX 360 [AU] (February 26, 2009) "Sega Mega Drive Ultimate Collection" 

NOTE : The compilation packs for PS2, PS3, and XBOX 360 also contain the arcade version as an unlockable extra.

* Handhelds : 
Sony PSP [EU] (February 2, 2007) "Sega Mega Drive Collection [Model ULES-00556]" 
Sony PSP [AU] (February 8, 2007) "Sega Mega Drive Collection [Model ULES-00556]" 

* Computers : 
PC [MS Windows, CD-ROM] [EU] (September 3, 2010) "Sega Mega Drive Classics Collection Vol. 1" 
PC [Steam] [EU] (June 1, 2010) both stand-alone and as part of "Sega Mega Drive Classics Pack 1" 
PC [MS Windows, DVD-ROM] [US] (March 15, 2011) "Sega Genesis Classic Collection - Gold Edition" 
PC [Steam] [EU] (March 25, 2011) "SEGA Mega Drive Classics Collection" 

* Others :
Arcade [Mega-Tech] [EU] (1989) "Altered Beast [Model 610-0239-01]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69733&o=2

$end


$info=altbeast2,altbeast4,
$bio

Altered Beast (c) 1988 Sega.

Export release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Juuouki".

- TECHNICAL -

Runs on the Sega "System 16B" hardware.
Game ID: 317-0066

- TRIVIA -

Altered Beast was released in August 1988.

Re-Editions:
"Altered Beast [Model 317-0069]"
"Altered Beast [Model 317-0076]"
"Altered Beast [Model 317-0078]"

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

- SERIES -

1. Altered Beast (1988)
2. Altered Beast - Guardian of the Realms (2002, Nintendo GameBoy Advance)
3. Altered Beast (2005, Sony PlayStation 2)

- PORTS -

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

* Consoles : 
Sega Master System [US] [EU] (1989) "Altered Beast [Model 7018]" 
Sega Master System [BR] (1989) by Tec Toy 
Sega Genesis [US] (August 14, 1989) "Altered Beast [Model 1100]" 
Sega Mega Drive [BR] (1990) by Tec Toy 
Sega Mega Drive [EU] (1990) "Altered Beast [Model 1100-50]" 
Sega Mega Drive [AU] (1990)
Tapwave Zodiac [US] (2004) 
Sony PlayStation 2 [US] (November 7, 2006) as an unlockable extra in "Sega Genesis Collection [Model SLUS-21542]" 
Sony PlayStation 2 [EU] (February 2, 2007) as an unlockable extra in "Sega Mega Drive Collection [Model SLES-54333]" 
Sony PlayStation 2 [AU] (February 8, 2007) as an unlockable extra in "Sega Mega Drive Collection" 
Sony PlayStation 3 [US] (February 10, 2009) as an unlockable extra in "Sonic's Ultimate Genesis Collection [Model BLUS-30259]" 
Sony PlayStation 3 [KO] (February 10, 2009) as an unlockable extra in "Sonic's Ultimate Genesis Collection" 
Microsoft XBOX 360 [US] (February 10, 2009) as an unlockable extra in "Sonic's Ultimate Genesis Collection [Model 68034]"
Sony PlayStation 3 [EU] (February 20, 2009) as an unlockable extra in "Sega Mega Drive Ultimate Collection [Model BLES-00475]" 
Sony PlayStation 3 [AU] (February 20, 2009) as an unlockable extra in "Sega Mega Drive Ultimate Collection [Model BLES-00475]" 
Microsoft XBOX 360 [EU] (February 20, 2009) as an unlockable extra in "SEGA Mega Drive Ultimate Collection [Model 384-40210]" 
Microsoft XBOX 360 [AU] (February 26, 2009) as an unlockable extra in "Sega Mega Drive Ultimate Collection" 
Nintendo Wii [Virtual Console Arcade] [EU] (June 26, 2009) [Model E6XP] 
Nintendo Wii [Virtual Console Arcade] [US] (September 28, 2009) [Model E6XE] 
Sony PlayStation 3 [PSN] [EU] (September 7, 2011) 
Sony PlayStation 3 [PSN] [US] (September 20, 2011) 
Sony PlayStation 3 [PSN] [KO] (October 11, 2011) 

* Handhelds : 
Nintendo 3DS [eShop] [US] (December 5, 2013) "3D Altered Beast [Model CTR-JA7E-USA]" 
Nintendo 3DS [eShop] [EU] (December 5, 2013) "3D Altered Beast [Model CTR-JA7P-EUR]" 
Nintendo 3DS [eShop] [AU] (December 5, 2013) "3D Altered Beast [Model CTR-JA7P-AUS]" 
 
* Computers : 
MSX [EU] (1988) 
Sinclair ZX Spectrum [EU] (1988)
Commodore C64 [US] [EU] (1989)
Amstrad CPC [EU] (1989) by Activision
Amstrad CPC [ES] (1989) "Altered Beast [Model AMC-786]"
Commodore Amiga [US] (1989)
Atari ST [US] (1989)
Amstrad CPC [EU] (1990) by Ocean
PC [MS-DOS, 5.25"] [US] (1990)

* Others :
LCD handheld game [US] (1988) by Tiger Electronics 
Apple iPhone/iPod [US] (December 16, 2010) [Model 407812054]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73&o=2

$end


$info=altbeast5,altbeast5d,
$bio

Altered Beast (c) 1988 SEGA Enterprises, Ltd.

Re-edition. See the original version; "Altered Beast [Model 317-0066]".

- TECHNICAL -

Game ID: 317-0069

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=97883&o=2

$end


$info=altbeast6,
$bio

Altered Beast (c) 1988 SEGA Enterprises, Ltd.

Re-Edition. See the original version; "Altered Beast [Model 317-0066]".

- TECHNICAL -

Game ID: 317-0076

This new version uses an additional I8751 @ 8 Mhz

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=97884&o=2

$end


$info=altbeast,
$bio

Altered Beast (c) 1988 SEGA Enterprises, Ltd.

Re-Edition. See the original version; "Altered Beast [Model 317-0066]".

- TECHNICAL -

Game ID: 317-0078

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=97885&o=2

$end


$sms=altbeast,
$bio

Altered Beast (c) 1989 Sega Enterprises, Limited.

- TECHNICAL -

[Model 7018]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55928&o=2

$end


$info=altbeastbl,
$bio

Altered Beast (c) 1988 Datsu Electronics.

Pirate/Bootleg of "Altered Beast".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76528&o=2

$end


$amigaocs_flop=altdest,
$bio

Altered Destiny (c) 1991 Accolade, Incorporated. [San Jose, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73403&o=2

$end


$gameboy=altspace,
$bio

Altered Space - A 3-D Alien Adventure (c) 1991 Hi Tech Expressions

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65546&o=2

$end


$gameboy=altspaceu,
$bio

Altered Space - A 3-D Alien Adventure [Model DMG-AL-USA] (c) 1991 Sony Imagesoft

- STAFF -

Programmed by: Mike Follin
Graphics by: Anthony Anderson
Music and FX by: Geoff Follin

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65548&o=2

$end


$gameboy=altspacej,
$bio

Altered Space - A 3-D Alien Adventure [Model DMG-ALA] (c) 1991 Epic/Sony Records [Sony Music Ent., Incorporated.] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65547&o=2

$end


$cpc_cass=alternat,
$bio

Alternative World Games (c) 1987 Gremlin Graphics Software, Limited.

- STAFF -

Music: Ben Daglish

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64239&o=2

$end


$info=alto2,
$bio

Alto-II (c) 1977 Xerox.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103261&o=2

$end


$psx=alundra2,
$bio

Alundra 2 - Mashinka no Nazo [Model SCPS-10115] (c) 1999 Sony Computer Ent., Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84844&o=2

$end


$info=j2always,
$bio

Always Eight (c) 198? BWB.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15204&o=2

$end


$info=pr_alwy9,pr_alwy9a,
$bio

Always Nine (c) 199? PCP.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42071&o=2

$end


$saturn,sat_cart=amagishi,
$bio

Amagi Shien [Model T-1513G] (c) 1997 Clip House

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58898&o=2

$end


$nes=amagon,
$bio

Amagon (c) 1989 American Sammy Corp.

Game story from the USA manual:

Amagon, the most decorated Marine, was assigned a mission by his commander to investigate a strange, monster-infested South Pacific island, from which no man had ever returned alive.

With a machine gun as his only weapon, he took off by plane and crash-landed on the island's beachhead.

Amagon, with his unique ability to transform into the huge Megagon, there begins his mission to become the first to conquer the island.

See and experience the amazing adventures of our hero, Amagon!! His rescue ship is waiting at the other side of the island.

Good luck!

- TECHNICAL -

Cartridge ID: NES-M5-USA

- TIPS AND TRICKS -

* HOW TO PLAY (from the USA Manual):
- The object of the game is to help Amagon destroy his enemies and safely find his way to the ship.
- The scene will be cleared if Amagon defeats a certain number of monsters or destroys the giant demon waiting at the end of the scene.
- At the beginning of the game, Amagon has 300 bullets for his machine gun. The remaining bullets are displayed at the top center of the screen. If he runs out of bullets, he has to fend off monsters using his gun as a club.
- Fortunately, if he defeats some of his enemies, he can get extra bullet magazines. Thus, you have to look for and get bullets while shooting down enemies.
- Also, you have to look for the Mega-key, which enables him to transform into Megagon. When you encounter a giant monster or fight through many enemies, you'd better transform to Megagon, because Megagon can survive if he is hit by a weapon or part of the enemy.
- The game begins with four Amagon characters. Amagon will be eliminated if he is hit by a weapon or part of the enemy. And even Megagon will be eliminated if he falls into a river or valley. The number of Amagons left is displayed in the upper right part of the screen. If all four are eliminated, the game ends, but if you secure a one-up item, you can add one more Amagon.

* ZONES AND CONTINUE MODE (from the USA Manual):
- The island to be conquered has six zones, each of which is divided into two scenes, for a total of 12 scenes per game.
Zone 1-1  PLAIN
Zone 1-2
Zone 2-1  JUNGLE
Zone 2-2
Zone 3-1  RIVER
Zone 3-2
Zone 4-1  RAIN FOREST
Zone 4-2
Zone 5-1  ROCKY MOUNTAIN
Zone 5-2
Zone 6-1  BEACH
Zone 6-2
- Continue mode cannot be used until Zone 4.
- If all four Amagons are eliminated at Zone 4 or afterwards, you can choose any zone except Zone 1, which has already cleared. Select a zone by pressing the Select button.
- In Continue mode, all scores and bullets are carries over to the next scene, but you cannot carry over Amagon's stock.

* WEAPONS USED BY AMAGON AND MEGAGON (from the USA Manual):

- AMAGON
-- Machine Gun: 1 point for damage to a monster.
-- Gunstock: 1 point for damage to a monster.

- MEGAGON
-- Megapunch: 8 points for damage to a monster.
-- Laser Beam: 16 points for damage to a monster.

* HOW TO TRANSFORM INTO MEGAGON (from the USA Manual):
There are two conditions necessary to allow transformation into Megagon:
- First, you should look for and get the Mega-key.
- Second, you must have at least 5,000 points.
If you obtain both, the [GO] sign will be displayed at the right of the bullet counter at the top center of the screen.  Then you can transform into Megagon by pressing the select button at any time you want. But if Amagon is eliminated before the transformation can take place, you will lose the Mega-key.

* MEGAGON'S FEATURES (from the USA Manual):
- Megagon has a strength value measured in Mega-points.  The score points that you have at transformation will be converted into Mega-points, calculated at 5000 points to one Mega-point. At this time the converted score points will be deducted from your score.  The maximum Mega-points obtainable is 14 (70,000 points).
- When Amagon transforms into Megagon, the Mega-points will replace the bullet counter at the top center of the screen.
- If Megagon is hit by a weapon or part of a monster, he is not eliminated but loses his Mega-points one at a time.  Also, when he generates a laser beam, he consumes one Mega-point.
- If Megagon has no Mega-points, he cannot generate a laser beam. And, if at that time, he is injured by monsters, he will shrink to his normal size.
- Finally, when Megagon clears a scene, the remaining Mega-points will be converted and added to your score.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54891&o=2

$end


$x68k_flop=amamori,
$bio

Amamori Pro Uso-68K (c) 1991 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87049&o=2

$end


$pc8801_flop=amanxas,
$bio

Amanxas (c) 1988 Soft Plan [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91356&o=2

$end


$pc98=amarant4,
$bio

Amaranth IV - Abenteuerroman in Langsam (c) 1995 Fuga System

- TECHNICAL -

Floppy Disk x6

- TRIVIA -

Released on August 04, 1995 in Japan. Retail price: 11800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88910&o=2

$end


$pc98=amarankh,
$bio

Amaranth KH (c) 1995 Fuga System [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88911&o=2

$end


$msx1_cass=amaurote,
$bio

Amaurote (c) 1987 Mastertronic, Ltd. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94436&o=2

$end


$cpc_cass=amaurote,
$bio

Amaurote [Model IA 0169] (c) 1987 Mastertronic, Limited. [UK]

- STAFF -

Design: John Pickford
Graphics: Ste Pickford
Music: David Whittaker

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64241&o=2

$end


$info=amaztron,
$bio

Amaze-A-Tron (c) 1978 Coleco Industries, Inc.

An amazing electronic maze game featuring 8 different games and over a million maze variations.

- TECHNICAL -

Model # 2010

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84463&o=2

$end


$coleco=amazing,
$bio

Amazing Bumpman (c) 1986 Telegames

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53240&o=2

$end


$msx2_flop=amazcash,amazcasha,
$bio

Amazing Cash (c) 1990 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101467&o=2

$end


$pc8801_flop=amazdsk1,
$bio

Amazing Disk Episode I (c) 1987 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91357&o=2

$end


$pc8801_flop=amazdsk2,
$bio

Amazing Disk Episode II (c) 1987 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91358&o=2

$end


$pc8801_flop=amazdsk3,
$bio

Amazing Disk Episode III (c) 1987 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91359&o=2

$end


$msx1_cart=amazkid,
$bio

Amazing Kid (c) 1990 Husnisoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76551&o=2

$end


$info=maze,
$bio

Amazing Maze (c) 1976 Midway.

Each player (up to 2 people may play at a time, 2-player mode is more fun), controls a little geometric shape. Each player starts at opposite sides of the maze. The object is to get to the point where the other player started, before they get to where you started. You use a joystick to guide your 'character' through the maze. The game is time based, and you score a point for each maze you beat faster than your opponent (or the computer player if you are going solo). The factory setting is for a 90 second game, but this is operator adjustable. The graphics are done in monochrome white on black. With no detail on anything. The maze walls are only a pixel thick, while the characters themselves (simple shapes), are not much bigger. The mazes are not stylized in anyway. They look exactly like the kind of maze you would do with a paper and pen.

- TECHNICAL -

This game was released in an upright dedicated cabinet. The cabinet is white and tan with sideart covering the entire machine. Like many other early titles, there was no marquee at all. The name was merely on the monitor bezel (on the top in this case). The name confusion about this game comes from the fact that the monitor bezel says 'Amazing Maze', while the sideart says 'Maze' and the game itself says 'The Amazing Maze Game' on the title screen. The marquee, or monitor bezel title is generally considered to be the definitive one in the case where a game has conflicting titles like that. The control panel was simple, and featured a joystick for each player. But, player 1 had to use his left hand for the stick (like most games), but player 2 had to use their right hand, due to the control panel layout.

Cabinet dimensions : 26,5inch. (67cm) Wide x 64,5inch. (164cm) High x 24inch. (61cm) Deep.
Cabinet weight : 220 lbs.

Game ID : 611

Main CPU : MCS-80 8080 @ 1.996800 MHz
Sound Chips : Discrete circuitry

Screen orientation : Horizontal (23inch. monochrome open frame monitor)
Video resolution : 260 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 2

Players : 2
Control : 4-way joystick

- TRIVIA -

Released in October 1976. This is one of the first maze video game ever produced, and far more complex than you may be used to. This is no "Ms. Pac-Man". The mazes in this game are as complex as ones you might find in those little maze books you may have had as a child, none of that multiple path, wishy washy stuff like "Pac-Man" or "Lady Bug". These mazes have only one correct pathway through them.

The maze changes with every point made and never repeats itself. You can play the game for 24 hours or for 24 years and not see the same pattern.

- PORTS -

* Consoles :
Bally Astrocade (1977)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75&o=2

$end


$c64_cart,c64_flop=amaze,
$bio

Amazing Maze (c) 1983 Mr. Computer

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53502&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=amaze,
$bio

Amazing Maze (c) 198? Machine Language Games

- TRIVIA -

HIDDEN MESSAGE: The message THE NEXT SOUND THAT YOU HEAR, WILL BE THAT OF YOUR LOGIC BOARD MELTING DOWN: THIS IS THE PRICE ONE PAYS FOR SCREWING WITH THE MASTER is hidden in the code. The message includes screen control codes, which would allow multiple color shifts, instant upper-and-lowercase changes, etc. Judging by this and 3 $EA's found in the beginning of the code, it looks like there once was copy protection inside the cart which was later disabled. Since Ward Shrake archived the code from a glued-and-sealed original cart, someone official in the company must have removed it.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83764&o=2

$end


$astrocde=amazmaze,
$bio

Amazing Maze + Tic-Tac-Toe  (c) 1979 Bally Mfg. Co.

Port of coin-op The Amazing Maze Game.

- TECHNICAL -

Game ID: 5001

- TRIVIA -

Released as part of the "Strategy Series".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86766&o=2

$end


$gameboy=amazpeng,
$bio

Amazing Penguin [Model DMG-PN-USA] (c) 1990 Natsume, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65549&o=2

$end


$gbcolor=amaznrob,
$bio

Amazing Robot (c) 2001 Gowin [Taiwan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67477&o=2

$end


$info=spidermn,
$bio

Amazing Spider-Man [Model 653] (c) 1980 Gottlieb.

- TECHNICAL -

Gottlieb System 80
Model Number : 653

Main CPU : MOS Technology M6502 (@ 850 KHz)
Sound CPU : MOS Technology M6502 (@ 894.886 Khz)
Sound Chips : DAC

- TRIVIA -

Released in May 1980, Amazing Spider-Man was the first of Gottlieb's System 80 series of pinball machines and was the second Marvel character licensed by Gottlieb to produce a pinball machine (the first being "The Hulk").

7,625 units were produced.

This pinball machine featured character poses taken directly from Marvel comics and style guides including Aunt May Parker, Kingpin, Lizard, Scorpion, Vulture, Black Widow and the Green Goblin.

- STAFF -

Design by : Ed Krynski
Art by : Gordon Morison

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5191&o=2

$end


$pc8801_flop=amazongt,amazongta,
$bio

Amazon Gakujutsu Tanken (c) 1984 Starcraft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91360&o=2

$end


$info=amazonh,
$bio

Amazon Hunt [Model 684] (c) 1983 Gottlieb.

- TECHNICAL -

Model number : 684

- TRIVIA -

Released in September 1983.

1,515 units were produced.

- STAFF -

Design : Ed Krynsky
Art : Larry Day

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5192&o=2

$end


$pc8801_flop=amazones,
$bio

Amazones no Hihou - Romancing Grey-I (c) 1987 Studio Lime [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91361&o=2

$end


$info=amazonia,
$bio

Amazonia King (c) 1999 IGS Co., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=97862&o=2

$end


$info=amazoni2,
$bio

Amazonia King II (c) 2002 IGS Co., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=97861&o=2

$end


$info=m4ambass,
$bio

Ambassador (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41230&o=2

$end


$amigaocs_flop=ambermon,
$bio

Ambermoon (c) 1993 Thalion

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73404&o=2

$end


$amigaocs_flop=amberstr,amberstrg,
$bio

Amberstar (c) 1992 Thalion

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73405&o=2

$end


$x68k_flop=ambiv,
$bio

AmbivalenZ - Niritsu Haihan (c) 1994 Alicesoft

- TRIVIA -

Released on April 28, 1994 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87050&o=2

$end


$pc98=ambivalz,
$bio

AmbivalenZ - Niritsu Haihan (c) 1994 Alicesoft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88912&o=2

$end


$ti99_cart=ambulnc,
$bio

Ambulance (c) 1983 Funware

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84504&o=2

$end


$info=ambush,ambushh,
$bio

Ambush (c) 1983 Tecfri.

An early shoot 'em up. You must first attempt to take off you spaceship by repeatedly pressing left and right. Then you must attempt to fight off enemy spaceships.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.5 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Ambush was released in June 1983.

The original version was done by Tecfri and it was the first game from this Spanish manufacturer located in Barcelona. They licensed the game to Nippon Amuse for the Japanese market. And also licensed to Volt Elec for manufacture and distribution.

Alberto Zin holds the official record for this game with 591,150 points on July 9, 1984.

- STAFF -

Programmers : Javier Valero, Josep Quingles, Luis Jonama

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76&o=2

$end


$info=ambushj,
$bio

Ambush (c) 1983 Nippon Amuse Company, Limited.

Licensed from Tecfri to Nippon Amuse for manufacture and distribution in Japan. For more information about the game itself, please see the original Tecfri entry.

- TRIVIA -

Released in June 1983 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=39097&o=2

$end


$info=ambushv,
$bio

Ambush (c) 1983 Volt Electronics Company, Limited.

- TRIVIA -

Released in June 1983.

Licensed from Tecfri to Volt Elec. for manufacture and distribution. For more information on the game itself, please see the originel Tecfri entry.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=39098&o=2

$end


$cpc_cass=amc,amcs,
$bio

AMC - Astro Marine Corps (c) 1989 Dinamic Software

- TECHNICAL -

Game ID: AMS 2890043

- STAFF -

Program: Pablo Ariza
Graphics: Pablo Ariza
Music: Jose Antonio Martin
Cover Illustration: Ciruelo Cabral

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64159&o=2

$end


$cpc_cass=amdrawiz,
$bio

Amdraw.I [Model AMC-703] (c) 198? Indescomp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64242&o=2

$end


$cpc_cass=amdrumuk,
$bio

Amdrum (c) 1986 Cheetah Marketing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64243&o=2

$end


$cpc_cass=amdrumaf,
$bio

Amdrum Afrokit + Kit Editor (c) 1986 Cheetah Marketing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64244&o=2

$end


$cpc_cass=amdrumel,amdrumel01,
$bio

Amdrum Electro Kit + Kit Editor (c) 1986 Cheetah Marketing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64245&o=2

$end


$cpc_cass=amdrumla,amdrumla01,
$bio

Amdrum Latin Kit + Kit Editor (c) 1986 Cheetah Marketing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64246&o=2

$end


$x68k_flop=amegame,
$bio

Ame Game (c) 19?? Kisshin

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87051&o=2

$end


$amigaocs_flop=amegas,amegas1,
$bio

Amegas [Tenstar Pack] (c) 1987 DigiTek

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73406&o=2

$end


$info=anteaterg,anteatergg,
$bio

Ameisenbaer (c) 1983 TV-Tuning 2000.

A maze game where you play an anteater that elongates his sticky tongue through maze-like anthills eating ants, other bugs and insects.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound CPU : Zilog Z80 (@ 1.78975 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.78975 Mhz)

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette Colors : 99

Players : 2
Control : 4-way joystick
Buttons : 1

- TRIVIA -

Licensed to F.E.G.

Ameisenbaer is known outside Germany as "Anteater".

- STAFF -

Designed and programmed by : Chris Oberth

- PORTS -

* Consoles :
Atari 2600 (1983, "Anteater")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3473&o=2

$end


$cpc_cass=ameliemi,
$bio

Amelie Minuit (c) 1985 Ere Informatique [Paris, France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64247&o=2

$end


$info=amerihok,
$bio

Ameri-Hockey (c) 1989 Unknown.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101115&o=2

$end


$info=america,
$bio

America 1492 (c) 1986 Juegos Populares.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5193&o=2

$end


$nes=ameridai,
$bio

アメリカ大統領選挙 (c) 1988 Hector
(America Daitouryou Senkyo)

- TECHNICAL -

Game ID: HCT-AQ/002

- TRIVIA -

America Daitouryou Senkyo was released on October 28, 1988 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53826&o=2

$end


$nes=amoudan,
$bio

アメリカ横断ウルトラクイズ 史上最大の戦い (c) 1991 Tomy.
(America Oudan Ultra Quiz - Shijou Saidai no Tatakai)

- TECHNICAL -

Game ID: TOM-1U
Barcode: 4 904810 778608

- TRIVIA -

America Oudan Ultra Quiz was released on November 29, 1991 in Japan.

- STAFF -

Copyright: NTV
Produced by: Tomy
Planned by: Wiz
Directed by: Medio
Programed by: Pixel
Music Compose & Sound FX: Masaharu Iwata

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53827&o=2

$end


$gameboy=amoudan2,
$bio

America Oudan Ultra Quiz Part 2 (c) 1991 Tomy

- TECHNICAL -

Game ID: DMG-AUJ

- TRIVIA -

Released on December 20, 1991 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65552&o=2

$end


$gameboy=amoudan3,
$bio

America Oudan Ultra Quiz Part 3 - Champion Taikai [Model DMG-U3J] (c) 1992 Tomy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65553&o=2

$end


$gameboy=amoudan4,
$bio

America Oudan Ultra Quiz Part 4 [Model DMG-UAJ] (c) 1993 Tomy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65554&o=2

$end


$gameboy=amoudan,
$bio

America Oudan Ultra Quiz [Model DMG-UQJ] (c) 1990 Tomy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65551&o=2

$end


$snes=amoudan,
$bio

America Oudan Ultra Quiz (c) 1992 Tomy

- TECHNICAL -

[Model SHVC-UQ]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61025&o=2

$end


$saturn,sat_cart=amoudan,amoudana,
$bio

America Oudan Ultra Quiz [Model T-6004G] (c) 1995 Victor Entertainment [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58899&o=2

$end


$info=m4amalad,m4amalad__a,m4amalad__b,m4amalad__c,m4amalad__d,m4amalad__e,m4amalad__f,m4amalad__g,m4amalad__h,m4amalad__i,m4amalad__j,m4amalad__k,m4amalad__l,m4amalad__m,m4amalad__n,
$bio

American Aladdin (c) 199? BDD.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42953&o=2

$end


$sms=ameribb,
$bio

American Baseball (c) 1989 Sega Enterprises, Limited.

- TECHNICAL -

[Model 7019]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55929&o=2

$end


$gba=abasschl,
$bio

American Bass Challenge (c) 2001 Ubi Soft.

- TECHNICAL -

Game ID: AGB-AABE-USA

- TIPS AND TRICKS -

All Fish Are Bass: Press Up, Up, Down, Left, Left, Right at the main menu. 
A sound will confirm correct code entry.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69563&o=2

$end


$snes=battldom,
$bio

American Battle Dome (c) 1995 Tsukuda Original

- TECHNICAL -

[Model SHVC-ABJ]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61026&o=2

$end


$info=m4abeaut,m4abeaut__1,m4abeaut__2,m4abeaut__3,m4abeaut__4,m4abeaut__5,m4abeaut__6,m4abeaut__7,m4abeaut__8,m4abeaut__9,
$bio

American Beauty (c) 19?? BDD.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42952&o=2

$end


$info=ss6973,ss0331,ss6974,ss0263,ss6975,ss6977,ss6976,ss6978,
$bio

American Beauty (c) 199? IGT [International Game Technologies].

2-Coin Multiplier.

- UPDATES -

SS6973
SS0331
SS6974
SS0263
SS6975
SS6977
SS6976
SS6978

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=37922&o=2

$end


$info=j6amdrm,
$bio

American Dream (c) 199? MDM Leisure.

- TECHNICAL -

Impact

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15584&o=2

$end


$nes=ameridrm,
$bio

American Dream (c) 1989 Coconuts Japan

- TECHNICAL -

[Model CDS-A7]

- TRIVIA -

American Dream was released on September 23, 1989 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53828&o=2

$end


$arcadia=football,
$bio

American Football (c) 1982 Emerson Radio Corp.

- TECHNICAL -

[Cartridge No. 14]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49233&o=2

$end


$cpc_cass=american,
$bio

American Football [Model AGTX 4001] (c) 1985 Virgin Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64248&o=2

$end


$cpc_cass=american01,
$bio

American Football (c) 1984 Amsoft

- TECHNICAL -

Model SOFT 901

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64249&o=2

$end


$megadriv=amerglad,
$bio

American Gladiators (c) 1992 GameTek

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57096&o=2

$end


$nes=amerglad,
$bio

American Gladiators (c) 1991 GameTek

- TECHNICAL -

Model NES-3A-USA

- STAFF -

Developed by Incredible Technologies.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54892&o=2

$end


$snes=amerglad,
$bio

American Gladiators (c) 1993 GameTek

- TECHNICAL -

Game ID: SNS-AA-USA

- TIPS AND TRICKS -

Defeat the Gladiator: At the beginning of Joust, step forward two spaces. Then, before the Gladiator gets to the end of the pedestal, hold B and press Back. Your character should spin the jousting stick overhead and hit the Gladiator. If done correctly, the Gladiator will not block and may be hit repeatedly with this same type of attack. Note: Do not release B.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62718&o=2

$end


$x68k_flop=amheroes,amheroesa,
$bio

American Heroes BF 92 Extra Version (c) 1992 LTT.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87052&o=2

$end


$info=m4amhiwy,
$bio

American Highway (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41231&o=2

$end


$info=horshoes,
$bio

American Horseshoes (c) 1990 Taito America Corp.

A 1- to 4-players horseshoe game. Each players can choose from one of four characters. There are 2 pitches in each inning. Players may select grip and throwing angle prior to each pitch. The rolling of the trackball determines the distance of each pitch. After each inning the scoring with shown with an overhead shot of the stake area. Each player's score is shown throughout the game at the top of the screen. At the end of each 3 innings the players may continue by inserting additional credits. Up to 9 innings can be played per game.

- TECHNICAL -

Taito L System hardware
Prom Stickers : C47

Main CPU : Zilog Z80 (@ 6 Mhz)
Sound Chips : YM2203 (@ 3 Mhz)

Screen orientation : Vertical
Video resolution : 224 x 320 pixels
Screen refresh : 60.00 Hz
Palette colors : 256

Players : 1
Control : Trackball
Buttons : 2

- TRIVIA -

Released in July 1990.

- SCORING -

Ringer (A horseshoe which wraps around the stake) : 3 points.
Leaner (A horseshoe which rests against the stake) : 2 points.
Landing within the stake area : 1 points.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77&o=2

$end


$gba=ameridol,
$bio

American Idol (c) 2003 The Codemasters Software Company, Limited.

- TECHNICAL -

Game ID: AGB-BIDE-USA

- TIPS AND TRICKS -

Unlock bonus costumes: Enter HTH4&6CK as a password. 

Unlock last 3 practice songs: Enter Z999&6QR as a password.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69564&o=2

$end


$info=amusco,
$bio

American Music Poker (c) 1987 Amusco.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48281&o=2

$end


$info=smiy0386,smiy0385,smiy0384,smiy0383,smiy0382,smiy0381,
$bio

American Original (c) 200? Bally Tech., Incorporated.

5 Reels, 25 Lines, 1,250 Credits Max Bet.

- TRIVIA -

Compatible with the "Alpha 2 Pro V22/26 Slant" cabinet.

- UPDATES -

SMI #Y0386

SMI #Y0385

SMI #Y0384

SMI #Y0383

SMI #Y0382

SMI #Y0381

- TIPS AND TRICKS -

Free Game Feature: Occurs every 63 plays.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32092&o=2

$end


$info=ampkr95,
$bio

American Poker 95 (c) 1995 Unknown.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=28640&o=2

$end


$info=ampoker2,ampkr2b1,ampkr2b2,ampkr2b3,ampkr2b4,pkrdewin,ampkr228,
$bio

American Poker II (c) 1990 AGI (Austrian Gaming Industries).

AGI's flagship product American Poker II uses a standard deck of 52 cards plus 1 Joker card. The Joker card substitutes for any card. The player places a bet for the 1st hand deal and can then choose to buy a 2nd draw. The win combination Jacks or Better is only paid if a 2nd draw is bought.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3 Mhz)
Sound Chips : General Instrument AY8910 (@ 1 Mhz)

Screen orientation : Horizontal
Video resolution : 512 x 256 pixels
Screen refresh : 50.00 Hz
Palette colors : 32

Players : 1

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4515&o=2

$end


$sms=ameripf,
$bio

American Pro Football (c) 1989 Sega Enterprises, Limited.

- TECHNICAL -

[Model 7020]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55930&o=2

$end


$info=asoccer,
$bio

American Soccer (c) 1987 Universal.

- TRIVIA -

The Japanese version of "Indoor Soccer".

Universal planed to release another sports game called 'American Football' the same year but was never released.

- PORTS -

* Computers:
MSX 2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=24231&o=2

$end


$msx2_cart=amesoccr,
$bio

American Soccer (c) 1987 Nidecom

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51264&o=2

$end


$msx2_flop=amesoccr,amesoccra,
$bio

American Soccer (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101468&o=2

$end


$info=amspdwy,amspdwya,
$bio

American Speedway (c) 1987 PGD.

An overhead racing game.

- TECHNICAL -

Main CPU : (2x) Zilog Z80 (@ 3 Mhz)
Sound Chips : Yamaha YM2151 (@ 3 Mhz)

Players: 2
Control: dial
Buttons: 1

- TRIVIA -

American Speedway was released in July 1987.

It was developed by ETI (Enerdyne Technologies) and published by PGD. At the first boot, the first two nicknames on the default highscore table are PGD and ETI.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=78&o=2

$end


$pc8801_flop=amerisuc,amerisuca,
$bio

American Success (c) 1988 Winky Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91362&o=2

$end


$msx2_flop=amerisuc,amerisuca,
$bio

American Success (c) 1989 Winky Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101469&o=2

$end


$bbca_cass,bbcb_cass=amsuds,
$bio

American Suds (c) 1986 Riverdale

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51478&o=2

$end


$cpc_cass=american02,
$bio

American Tag Team Wrestling (c) 1992 Zeppelin Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64250&o=2

$end


$amigaocs_flop=tagteam,
$bio

American Tag-Team Wrestling (c) 1992 Zeppelin Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73407&o=2

$end


$info=smiy1161,smiy1162,smiy1163,smiy1164,smiy1165,smiy1166,
$bio

American Treasures (c) 2008 Bally Tech., Incorporated.

5 Reels, 50 Lines, 2,500 Credits Max Bet

- TECHNICAL -

Software Part Number: AVGOWAT017UI-00

Game Kit #155153 ALPHA Widescreen M9000
Game Kit #151241 ALPHA Elite V20
Game Kit #151248 ALPHA Elite V20-20
Game Kit #151251 CineVision

- UPDATES -

SMI #Y1161
Min/Max%: 85.00%

SMI #Y1162
Min/Max%: 87.97%

SMI #Y1163
Min/Max%: 90.04%

SMI #Y1164
Min/Max%: 92.00%

SMI #Y1165
Min/Max%: 94.02%

SMI #Y1166
Min/Max%: 95.96%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=36941&o=2

$end


$msx1_cart=amtruck,amtruckb,amtrucka,
$bio

アメリカントラック (c) 1985 Telenet Japan.
(American Truck)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76552&o=2

$end


$x1_flop=amtruck,
$bio

American Truck (c) 1985 Telenet Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85921&o=2

$end


$pc8801_flop=amtruck,amtrucka,
$bio

American Truck (c) 1985 Telenet Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91363&o=2

$end


$fm7_cass=amtruck,
$bio

American Truck (c) 1985 Telenet Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93693&o=2

$end


$msx1_cart=amtruckk,
$bio

American Truck (c) 198? Zemina.

Korean release.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95220&o=2

$end


$pc8801_flop=amtrckm2,amtrckm2a,
$bio

American Truck MKII Ban (c) 1989 Telenet Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91364&o=2

$end


$cpc_cass=american03,american04,
$bio

American Turbo King (c) 1989 Mastertronic, Limited. [UK]

- STAFF -

Music: David Whittaker

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64251&o=2

$end


$info=americna,americnaa,
$bio

Americana (c) 1987 Merit Industries, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=968&o=2

$end


$info=amerdart,amerdart2,amerdart3,
$bio

AmeriDarts (c) 1989 Ameri.

A darts game with 5 different game variations including : Flash (A Bull's Eye Game), Sector Shoot-Out (a numbered target game), 301 (the traditional darts game), High Score, and Cricket (a game of innings/points).

- TECHNICAL -

Main CPU : TMS34010 (@ 5 Mhz)
Sound CPU : TMS32010 (@ 1.875 Mhz)
Sound Chips : DAC

Players : 2
Control : Trackball
Buttons : 1

- TRIVIA -

Released in November 1989.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=79&o=2

$end


$info=amico2k,
$bio

AMICO 2000 (c) 1978 ASEL.

- TRIVIA -

AMICO stands for 'Advanced MIcro COmputer'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103270&o=2

$end


$pc98=amidacho,
$bio

Amida ChonChon (c) 1994 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88913&o=2

$end


$pc98=amidaext,
$bio

Amida Extra (c) 1991 Softec.

- TECHNICAL -

Floppy Disk x2

- TRIVIA -

Released on April 02, 1991 in Japan. Retail price: 6800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88914&o=2

$end


$info=amidaru,
$bio

Amidar (c) 1982 Stern Electronics.

Export release by Stern Electronics for North America. Game developed in Japan by Konami. For more information about the game itself, please see the original Konami entry; "Amidar [Model GX337]".

- TRIVIA -

Amidar was released in April 1982 in the USA by Stern Electronics under license from Konami.

- PORTS -

* Consoles : 
Atari 2600 [US] (1982) "Amidar [Model PB5310]" 

* Computers : 
Commodore C64 [US] (1984) "Rollin" by Atlantis Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=36481&o=2

$end


$info=amidaro,
$bio

Amidar (c) 1982 Olympia.

Export version by Olympia for Italy. Game developed in Japan by Konami. For more information about the game, please see the original Konami entry; "Amidar [Model GX337]".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=36480&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=amidar,
$bio

Amidar (c) 198? F. Janke

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83765&o=2

$end


$info=amidar,amidarb,amidar1,
$bio

Amidar (c) 1981 Konami.

Amidar is an abstract arcade game in which players must 'colour in' all of the rectangles on the screen. Each level has a number of patrolling enemies - or 'Amidars' - that must be avoided. Players are aided in their task with the inclusion of a JUMP button which, when used, causes all the on-screen enemies to jump; allowing the player time to escape from a close situation. There are only 3 'jumps' given per level, however.

On odd-numbered levels, the player's character is a gorilla; on even-numbered levels, it is a paint roller. The Amidar enemies are savages and pigs, respectively.

Filling the four corner boxes of the screen gives the player a short time in which to chase the Amidars and score extra points. In between levels, there is a chance to earn 5,000 bonus points. Here, a pig moves across the top of the screen. By pushing the jump button, the pig traces a path across the boxes towards the bottom of the screen. If the savage or pig reaches a bunch of bananas, a bonus is awarded.

- TECHNICAL -

Game ID : GX337

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound CPU : Zilog Z80 (@ 1.78975 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.78975 Mhz)

Players : 2
Control : 4-way joystick
Buttons : 1

- TRIVIA -

Amidar was released in October 1981. 

Todd Lamb holds the official record for this game with 19,225,030 points.

Re-releases:
"Amidar [Re-Release]" (1982)

Licensed products:
[US] Amidar (April 1982, Stern)
[IT] Amidar (1982, Olympia)

Unofficial products:
Amigo (1982)

- UPDATES -

Japanese version : Worse attract mode and does not display the number of jumps left. Also higher scoring (20 points per coconut/segment).

- SCORING -

Collecting a coconut or painting a segment : 10 points.
Filling in a box with the paintbrush : the score in the centre of the box - 100 to 700 points.
Killing the Amidars and Tracer after filling in the corner boxes : 100 points, 200 points, 400 points, 800 points, 1,600 points, etc. 3,200 is the maximum on later levels (only in the Japanese version).
Collecting the bonus banana on the interim level : 5,000 points.

- TIPS AND TRICKS -

* The Tracer always follows the outside edge and is easy to avoid. Try to ensure it is within range when you complete the fourth corner box of the maze, making it easy to kill.

* The Amidars all have a set movement pattern, which is detailed by the 'Amidar movement' on the title screen. They only move in 4 ways :
a) up/right,
b) up/left,
c) down/right
d) down/left.
They will follow their current pattern of movement (a, b, c or d) until they reach the edge of the maze when they move round the edge of the last box they contact and continue with their new pattern. e.g. Up/right to the top right of the maze, round the last box and then down/left to the bottom left corner. Mastering their pattern of movement is the key to success!

* If all Amidars are close to the bottom of the screen on the coconuts level, they will take a while to make it to the top. Use this time to clear as much of the top area as you can.

* Remember you have three jumps available on each level so make use of them to get yourself out of a tight corner. Two quick jumps if used in succession will easily give you enough time to get well clear of any danger.

- PORTS -

* Consoles :
Casio PV-1000 [JP] (1983)

* Computers :
BBC B [EU] (1983) "Crazy Tracer" by Acornsoft
BBC B [EU] "Crazy Painter" by Superior Software
BBC Electron [EU] (1983) "Crazy Tracer" by Acornsoft 
Sinclair ZX Spectrum [EU] (1983) "Colour Clash" by Romik Software 
Sinclair ZX81 [EU] (1983) "Damper" by Quicksilva
Commodore C64 [EU] (1984) "Rollin" by Atlantis Software 

* Others :
VFD portable game [JP] (1981) by Gakken.
VFD portable game [JP] (19??) by CGL (Gakken clone).

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=80&o=2

$end


$a2600=amidar,amidare,
$bio

Amidar (c) 1983 Parker Bros.

- TECHNICAL -

Model PB5310

- TIPS AND TRICKS -

At the start, hold UP+DOWN for a few seconds, then hold either RIGHT or LEFT. Your character should go straight down and off the maze, crashing the game.

- STAFF -

Programmer: Ed Temple

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50201&o=2

$end


$info=amidars,
$bio

Amidar (c) 1982 Konami.

Konami re-released this 1981 game using the "Scramble" hardware. This version has different character's names. For more information about the game, please see the original 1981 Konami entry; "Amidar [Model GX337]".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=36482&o=2

$end


$info=a1000,a1000n,
$bio

Amiga 1000 (c) 1977 Commodore, Limited.

- TRIVIA -

The Commodore Amiga 1000 was the first in the Amiga line of personal computers released by Commodore International. Before the release of the Amiga 500 and Amiga 2000 models in 1987, the A1000 was simply called Amiga.

Introduced on July 23, 1985 at the Lincoln Center in New York City, machines began shipping in September with a base configuration of 256 kB of RAM at the retail price of US$1,295. A 13-inch (330 mm) analog RGB monitor was available for around US$300, bringing the price of a complete Amiga system to 1,595 USD.

In the US, the A1000 was marketed as The Amiga from Commodore, though the Commodore logo was omitted from the case. Additionally, the Amiga 1000 was sold exclusively in computer stores rather than the various non computer-dedicated department and toy stores through which the VIC20 and Commodore 64 were retailed. These measures were an effort to avoid Commodore's toy-store computer image created during the Tramiel era.



The conceptor of the Amiga 1000 was Jay Miner, who created the Atari 800 many years before. He wanted to make the most powerful computer ever, then he joined a little California company called Amiga. He used the principle of the three coprocessors (again) to help the main processor. At the beginning, the Amiga had only 64 kilobytes of RAM!, Atari wanted to buy the Amiga but finally, Commodore succeeded to buy it (then there was a lawsuit, which Commodore won). It was meant to be a competitor to the Atari 520 ST.

The operating system was done by Metacomco, a British company who specialized in the 68000 processor (they also made languages for the Sinclair QL). It is a fully multitasking system which looks like UNIX with a graphical user interface. It was the very first personal computer with great graphics and sound capabilities with a GUI environment. Along with the operating system, the machine came bundled with a version of AmigaBASIC developed by Microsoft and a speech synthesis library developed by Softvoice, Inc.

The Amiga 1000 began to lose popularity one year later with the creation of its two main successors: the Amiga 500 and the Amiga 2000.

- STAFF -

Conceptor: Jay Miner

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=34765&o=2

$end


$info=a2000,
$bio

Amiga 2000 (c) 1987 Commodore, Limited.

- TRIVIA -

Introduced in March 1987. Produced until 1991.

The Amiga 2000 was introduced as a 'big box' expandable variant of the Amiga 1000 but quickly redesigned to share most of its electronic components with the contemporary Amiga 500 for cost reduction. Expansions include internal floppy and harddisk drives and numerous expansion cards.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82401&o=2

$end


$info=a500,a500n,
$bio

Amiga 500 (c) 1987 Commodore, Ltd.

- TECHNICAL -

CPU: Motorola 68000 @ 7.16 MHz (NTSC)
Memory: 512 KB 150 ns (9 MB maximum)
Graphics: 736×567i 4-bpp PAL (736×483i 4 bpp NTSC), 368×567i 6 bpp PAL (368×483i 6 bpp NTSC)
Sound: 4× 8-bit channels PCM at max 28 kHz with 6-bit volume in stereo

- TRIVIA -

The Amiga 500, also known as the A500 (or its code name Rock Lobster), was the first low-end Commodore Amiga 16/32-bit multimedia home/personal computer. It was announced at the winter Consumer Electronics Show in January 1987, at the same time as the high-end Amiga 2000, and competed directly against the Atari 520ST.

Before Amiga 500 was shipped, Commodore suggested that the list price of the Amiga 500 was US$595.95 without a monitor. At delivery in October 1987, Commodore announced that the Amiga 500 would carry a US$699/£499 list price.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=97959&o=2

$end


$info=a600,a600n,
$bio

Amiga 600 (c) 1993 Commodore, Ltd.

- TRIVIA -

The Amiga 600, also known as the A600 (codenamed 'June Bug' after a B-52s song) was introduced at the CeBIT show in March 1992. It is essentially a redesign of the Amiga 500 Plus, with the option of an internal hard disk drive.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=97960&o=2

$end


$info=a500p,a500pn,
$bio

Amiga A-500 Plus (c) 1991 Commodore, Limited.

The Commodore Amiga 500 Plus (often A500 Plus or simply A500+) is an enhanced version of the original Amiga 500 computer. It was notable for introducing new versions of Kickstart and Workbench, and for some minor improvements in the custom chips, known as the Enhanced Chip Set (or ECS).

- TECHNICAL -

Motorola 68000 CPU running at 7.09 MHz (PAL) / 7.16 MHz (NTSC), like its predecessor
1 MB of Chip RAM (very early versions came with 512 KB.)
Kickstart 2.04 (v37.175)
Workbench 37.67 (release 2.04)
Built in battery backed RTC (Real Time Clock)
Full ECS chipset including new version of the Agnus chip and Denise chip

- TRIVIA -

Commodore created the A-500 Plus for a couple of reasons. The first was cost reduction; minor changes were made to the motherboard to make it cheaper to produce. It was also so that Commodore could introduce the new version of the Amiga Operating system, 2.04.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82400&o=2

$end


$amigaocs_flop=amicomp,
$bio

Amiga Complete - Intrigue + Silhouette (c) 1991 Gold Disk

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73408&o=2

$end


$amigaocs_flop=amigaenc,
$bio

Amiga Encounter (c) 1991 Novagen

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73409&o=2

$end


$amigaocs_flop=amigakar,
$bio

Amiga Karate (c) 1989 Eidersoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73410&o=2

$end


$amigaocs_flop=amispiel,
$bio

Amiga Spiele 1 - Wikinger + Bliff + Quadriga (c) 1989 Markt & Technik

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73411&o=2

$end


$amigaocs_flop=asband1,
$bio

Amiga Spielesammlung Band 1 (c) 1992 Markt & Technik

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73412&o=2

$end


$amigaocs_flop=swooper,
$bio

Amiga Stars Collection (c) 199? Ozi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75182&o=2

$end


$info=amigo,
$bio

Amigo (c) 1982 Unknown.

Italian bootleg of Amidar. For more information about the game, please see the original Konami entry; "Amidar [Model GX337]".

- TRIVIA -

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

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=81&o=2

$end


$amigaocs_flop=amnios,
$bio

Amnios (c) 1991 Psygnosis, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73413&o=2

$end


$fm77av=amnork,
$bio

Amnork [Model 2019501] (c) 1986 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93831&o=2

$end


$cpc_cass=amodelmu,
$bio

Amo Del Mundo (c) 1990 Positive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64252&o=2

$end


$msx1_cass=amomundo,
$bio

Amo del Mundo (c) 1990 Positive [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94437&o=2

$end


$saturn,sat_cart=amoku,
$bio

AMOK [Model 81064] (c) 1997 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59963&o=2

$end


$saturn,sat_cart=amok,
$bio

AMOK [Model MK81064-50] (c) 1997 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60220&o=2

$end


$saturn,sat_cart=amokj,
$bio

AMOK [Model T-7637G] (c) 1997 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58885&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=amok,
$bio

Amok! (c) 1981 UMI

Clear the station of crazy robots that have run Amok!

- TECHNICAL -

Model 1611

- SCORING -

Green robots: 5 pts.
Blue robots: 15 pts.
Red robots: 25 pts.
Black robots: 35 pts.

Bonus points awarded after fourth floor.

- TIPS AND TRICKS -

Extra man at 1500 pts.

- STAFF -

By: Roger Merritt

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83766&o=2

$end


$msx1_cass=amotopuf,
$bio

Amoto's Puf (c) 1988 SPE [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94438&o=2

$end


$x68k_flop=ams2,
$bio

AMS II Take Revenge for the Ruined Master (c) 1994 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87018&o=2

$end


$cpc_cass=amsforth,
$bio

ams-Forth 1.11 [Model SS.0021] (c) 1984 Skywave Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64253&o=2

$end


$cpc_cass=amsbases,
$bio

Amsbase [Model S-501] (c) 1984 Indescomp

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64257&o=2

$end


$cpc_cass=amsdrawi,
$bio

Amsdraw I [Model AMC 703] (c) 1984 Indescomp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64258&o=2

$end


$cpc_cass=amsgolfu,
$bio

AmsGolf [Model S-185] (c) 1984 Indescomp

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64254&o=2

$end


$cpc_cass=amsilvan,
$bio

Amsilvania Castle [Model AM-301] (c) 1987 Magic Team

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64259&o=2

$end


$cpc_cass=amsoccer,
$bio

Amsoccer [Strobe] (c) 1986 IJK Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64286&o=2

$end


$cpc_cass=amstrada,
$bio

Amstrad Action No.4 (c) 1985 Amstrad Action

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64287&o=2

$end


$cpc_cass=amstrada01,
$bio

Amstrad Artist (c) 1985 CRL Group PLC [London, England]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64288&o=2

$end


$cpc_cass=amstradg,
$bio

Amstrad Gold Hits 3 (c) 1988 US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64289&o=2

$end


$cpc_cass=amstrado,
$bio

Amstrad Omnibus (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64290&o=2

$end


$cpc_cass=amstradp,
$bio

Amstrad Paint (c) 1985 No Man's Land

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64291&o=2

$end


$cpc_cass=amstradu,
$bio

Amstrad Unlocked (c) 1985 Strategy Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64293&o=2

$end


$cpc_cass=amswords,
$bio

Amsword [Model AMC 503] (c) 1984 Indescomp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64294&o=2

$end


$info=amuse,amuse1,amuse1a,
$bio

Amuse (c) 1982 GEI [Greyhound Electronics, Incorporated.].

A gambling game with five games to choose from. Poker, Blackjack, Horse Racing, Craps and Slots.

- UPDATES -

VERSION 30.08
VERSION 50.08

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=23542&o=2

$end


$info=comg227,comg187,
$bio

Amusement Poker (c) 1983 Cal Omega.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=22978&o=2

$end


$bbca_cass,bbcb_cass=amxart,
$bio

AMX Art (c) 19?? AMX

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51447&o=2

$end


$cpc_cass=amxmouse,
$bio

AMX Mouse (c) 1985 Advanced Memory Systems, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64160&o=2

$end


$snes=fievelu,
$bio

An American Tail - Fievel Goes West [Model SNS-9W-USA] (c) 1994 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62720&o=2

$end


$snes=fievel,
$bio

An American Tail - Fievel Goes West [Model SNSP-9W-NOE] (c) 1994 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62719&o=2

$end


$gba=fievelgru,
$bio

An American Tail - Fievel's Gold Rush [Model AGB-AFGE-USA] (c) 2001 Conspiracy Ent. Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69566&o=2

$end


$gba=fievelgr,
$bio

An American Tail - Fievel's Gold Rush [Model AGB-AFGP] (c) 2001 Swing! Ent. Media AG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69565&o=2

$end


$nes=hidchess,
$bio

An Qi - Hidden Chinese Chess [Model TC-002] (c) 1989 Sachen [Taiwan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76480&o=2

$end


$msx1_cass=ananas,
$bio

Ananas (c) 1989 Eurosoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94439&o=2

$end


$cpc_cass=anarchyu,
$bio

Anarchy (c) 1988 Rack It Hewson

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64296&o=2

$end


$amigaocs_flop=anarchy,
$bio

Anarchy (c) 1990 Psyclapse

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73414&o=2

$end


$bbca_cass,bbcb_cass=anarchyz,
$bio

Anarchy Zone (c) 1988 Atalantis

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51479&o=2

$end


$wswan=anchorz,
$bio

Anchorz Field [Model SWJ-SUN004] (c) 1999 Sammy Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86304&o=2

$end


$info=ancienta,ancientaa,ancientab,ancientac,ancientad,
$bio

Ancient Atlantis (c) 2002 AGI (Austrian Gaming Industries).

Step back in time and journey to Ancient Atlantis discovering the riches of the lost civilization. Unlock the hidden treasures of Atlantis by riding along the gem-laden trail and discovering secret passageways leading to the ancient fortune. Release the mysterious power of the medallion and project Neptune’s energy onto symbols throughout the free games. Ancient Atlantis is a 9-line 5-reel dual feature video game packed with excitement.

- TECHNICAL -

Cool Fire I

- TRIVIA -

Release date : December 18, 2002

- TIPS AND TRICKS -

Ancient Atlantis Board game feature : 3 or more mixed HORSE/HORSE + CART/HORSE + CART + KEY left to right on a selected line trigger the Board game feature. On the board prizes and keys are collected as the player moves through the levels to reach the centre. On reaching the centre win up to 5,000 credits times line bet if the correct key is collected.

Ancient Atlantis Free games feature : 3 or more scattered MEDALLION awards 10 free games. At the start of the free games a bonus substitute symbol or a 2x multiplier is selected for the free game sequence. Free games can be re-triggered with current bonus substitute or multiplier. Free games are played at trigger bet and lines.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11438&o=2

$end


$cpc_cass=encyclop,
$bio

Ancient Battles (c) 1990 System 4 de Espana, S.A. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96126&o=2

$end


$apple2gs=ancglry,
$bio

Ancient Glory (c) 1993 Big Red Computer Club.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49764&o=2

$end


$ibm5150,ibm5150_cass=ys,
$bio

Ancient Land of Ys (c) 1989 Kyodia Software Marketing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83577&o=2

$end


$psx=ancientr,
$bio

Ancient Roman - Power of the Dark Side [Model SLPS-01108/09] (c) 1998 Nihon System, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84845&o=2

$end


$snes=agassi,
$bio

Andre Agassi Tennis (c) 1994 TecMagik

- TIPS AND TRICKS -

Unbeatable Andre Agassi: Press B, A, Y, X, R, L, Start at the title screen to never lose a match.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62721&o=2

$end


$sms=agassi,
$bio

Andre Agassi Tennis (c) 1993 TecMagik

- TECHNICAL -

[Model MK-27051-50]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55931&o=2

$end


$snes=agassij,
$bio

Andre Agassi Tennis (c) 1994 Nichibutsu [Nihon Bussan Company, Limited.].

- TECHNICAL -

[Model SHVC-NY]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61027&o=2

$end


$megadriv=agassi,
$bio

Andre AGASSI Tennis (c) 1992 TecMagik

- TECHNICAL -

Game ID: T-101016-50
Barcode: 5 021093 160995

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56323&o=2

$end


$megadriv=agassiu,agassiup,
$bio

Andre AGASSI Tennis (c) 1992 TecMagik

- TECHNICAL -

Gme ID: T-101016
Barcode: 51571 12001

- STAFF -

Produced by: Fuzzy Furry, Greg Omi
Designed by: Greg Omi
Programmed by: Greg Omi
Art by: Karen Mangum, Jean Z. Xiong, Muffy Vasale
Music by: Christopher Grigg, Halestorm
Sound by: Christopher Grigg, Halestorm
Special Thanks to: Andre Agassi, Grant Evans, Leonard Chan, Tim Mensch

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57097&o=2

$end


$gamegear=agassi,
$bio

Andre Agassi Tennis [Model T-101018] (c) 1993 TecMagik Ent., Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64451&o=2

$end


$saturn,sat_cart=andrettif,
$bio

Andretti Racing [Model T-5020H-09] (c) 1997 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60226&o=2

$end


$saturn,sat_cart=andrettig,
$bio

Andretti Racing [Model T-5020H-18] (c) 1997 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60227&o=2

$end


$saturn,sat_cart=andretti,
$bio

Andretti Racing [Model T-5020H-50] (c) 1997 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60228&o=2

$end


$saturn,sat_cart=andrettiu,
$bio

Andretti Racing [Model T-5020H] (c) 1996 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59968&o=2

$end


$cdi=andrewll,andrewllu,
$bio

Andrew Lloyd Webber - The Premiere Collection Encore (c) 1993 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52771&o=2

$end


$neogeo=androdun,
$bio

Andro Dunos (c) 1992 Visco Corp.

AES version. For more information about the game itself, please see the original MVS version entry; "Andro Dunos [Model NGM-049]".

- TECHNICAL -

Game ID: NGH-049

- TRIVIA -

Released on July 17, 1992.

In this AES version, the player has many options available:
- Difficulty selection (from Easy to MVS, hardest than Hard).
- Number of continue selection (from 0 to 3).
- Sound test.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49051&o=2

$end


$info=androdun,
$bio

Andro Dunos (c) 1992 Visco Corp.

A horizontally scrolling shoot'em up with different weapon settings that you can switch between.

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID: NGM-049

[SNK MVS Neo-Geo Control Picture]
2 players - 4 buttons per player (2 usables)
= > [A] Shot/Bomb/Charge switch, [B] Change type

- TRIVIA -

Released in June 1992, Andro Dunos is Visco's first game developed and released for the SNK Neo-Geo MVS hardware.

- TIPS AND TRICKS -

* Hold FIRE to charge primary (blue) weapon. When it is fully charged and FIRE is released the plane makes a powerful attack and decreases the blue weapon level by 1. You must have at least level 2 blue weapon to make a charged attack.

- STAFF -

Producer : Tetsuo Akiyama
Director : Don Gabacho
Assistant Director : Keisuke Usami
Programmers : R. Mutoh, Danna, City
Character Designers : Yuji Masuda, Tel. Y, Yasushi
Special Thanks : Itoi, Hos Kubo, Ideb, Isao Teramachi, New Katana Kouji, Nobe, Esab Nopaew, Takasuke Koizumi, Katsumi Kikumasa, Toshiyuki Takaha, Takumi Matsuura, Yasuhiro Sawamura

- PORTS -

* Consoles :
SNK Neo-Geo [JP] (July 17, 1992) "Andro Dunos [Model NGH-049]"
SNK Neo-Geo [US] (July 17, 1992) [Model NGH-049]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82&o=2

$end


$info=androidp,
$bio

Android (c) 198? Nasco.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103567&o=2

$end


$cpc_cass=android2,
$bio

Android 2 (c) 1985 Vortex Software, Limited. [England]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64297&o=2

$end


$bbca_cass,bbcb_cass=androida,
$bio

Android Attack (c) 1983 Computer Concepts

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51480&o=2

$end


$cpc_cass=androido,
$bio

Android One - The Reactor Run (c) 1985 Vortex Software, Limited. [England]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64298&o=2

$end


$a2600=andrmanp,
$bio

AndroMan on the Moon (c) 1984 Western Technologies.

- STAFF -

Programmer: Michael Case

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50202&o=2

$end


$info=andromed,
$bio

Andromeda (c) 1979 IPM Corp.

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

- TECHNICAL -

Cocktail cabinet dimensions : 25~29'' High x 33'' Wide x 22'' Deep.
Cocktail cabinet weight : 99 lbs.

Main CPU : MOS Technology M6502 (@ 2.5 Mhz)

Players : 2
Control : 2-way joystick
Buttons : 1

- TRIVIA -

Released in July 1980.

- SCORING -

Stationary Andro-ship : 10 points.
Attacking Andro-ship : 40 points.
Commander Ship : 500~900 points.
Each time the pattern changes : Bonus points.

An additional Beam-Cannon is won by player when player have gained 5000 points.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83&o=2

$end


$x68k_flop=andromed,
$bio

Andromeda Seiun (c) 19?? Reki [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87053&o=2

$end


$info=andromep,andromepa,
$bio

Andromeda (c) 1985 Game Plan.

- TECHNICAL -

Model Number : 850

- TRIVIA -

Released in September 1985.

500 units were produced.

- STAFF -

Designed by : Ed Cebula, Mike Kubin
Art by : Paul Faris

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5194&o=2

$end


$coco_cart=androne,
$bio

Androne (c) 1983 Tandy Corp.

- TECHNICAL -

Game ID: 26-3096

- STAFF -

Author: Robert Arnstein

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53402&o=2

$end


$info=m4andycp,m4andycpd,m4andycp10c,m4andycp10c_a,m4andycp10c_b,m4andycp10c_c,m4andycp10c_d,m4andycp10d,m4andycp10k,m4andycp10yd,m4andycp20,m4andycp20_a,m4andycp20_b,
$bio

Andy Capp (c) 1991 Barcrest.

- TRIVIA -

Released in July 1991. Bwb was released in July 1994 and ACC5 was released in June 1995.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15241&o=2

$end


$cpc_cass=andycapp,
$bio

Andy Capp (c) 1987 Alternative Software, Limited.

- TECHNICAL -

[Model AS 758]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64299&o=2

$end


$info=m4andyfl,m4andyfl3,m4andyfl3ad,m4andyfl3b,m4andyfl3bd,m4andyfl3d,m4andyfl3k,m4andyfl3kd,m4andyfl3y,m4andyfl3yd,m4andyfl8,m4andyfl8ad,m4andyfl8b,m4andyfl8bd,m4andyfl8bs,m4andyfl8c,m4andyfl8d,
$bio

Andy Loves Flo (c) 1991 Barcrest.

- TRIVIA -

Released in June 1991. By Bwb was released in June 1996.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15240&o=2

$end


$info=m4andybt,m4andybt__a,m4andybt__b,m4andybt__c,
$bio

Andy's Big Time Club (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41232&o=2

$end


$info=m4andyfh,m4andyfh__0,m4andyfh__1,m4andyfh__2,m4andyfh__3,m4andyfh__4,m4andyfh__5,m4andyfh__6,m4andyfh__7,m4andyfh__8,m4andyfh__9,m4andyfh__a,m4andyfh__a0,m4andyfh__a1,m4andyfh__a2,m4andyfh__a3,
$bio

Andy's Full House (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41233&o=2

$end


$info=m4andyge,m4andyge28,m4andyge28ad,m4andyge28b,m4andyge28bd,m4andyge28c,m4andyge28d,m4andyge28k,m4andyge28kd,m4andyge28y,m4andyge28yd,m4andyge2t,m4andyge2tad,m4andyge2tb,m4andyge2tbd,m4andyge2td,
$bio

Andy's Great Escape (c) 1991 Barcrest.

- TRIVIA -

Released in June 1991.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=14886&o=2

$end


$info=m4andyge_h1,m4andyge_h2,m4andyge_h3,m4andyge_h4,m4andyge_hx1,m4andyge_hx2,m4andyge_hx3,m4andyge_hx4,m4andyge_hx5,m4andygeg5,m4andygeg5a,m4andygeg5c,m4andygeg5d,m4andygeg5k,m4andygeg5yd,m4andygeg_2,
$bio

Andy's Great Escape (c) 199? BWB.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40237&o=2

$end


$pcecd=anesan,
$bio

Ane-San (c) 1995 NEC Avenue, Limited.

Ane-San is quite a unique side scrolling beat'em up game by Nec Avenue. It features a group of three (which later expand to five) rough ladies with strong attitudes on a journey of revenge against an evil Yakuza gang of bikers (often referred as the Japanese mafia) exclusively composed of women. The three main fighters are the thin Ai, the athletic Chika and the strong Makoto. Interestingly, the player has to pick one of the remaining girl if one of them die in combat. Each one of our five heroines have a standard punch, a kick and a flying kick in her arsenal of moves. They can also grab their opponents by the hair and pull them out until they finally... die. A special attack can be executed by pressing the two action buttons at the same time. At the end of each beaten stage, our girls get a well deserved rest in their bedroom where they can buy items to decorate the room and improve their fighting skills, or participate in special (and odd) mini-games. The first one gets two opponents to fight in an ugly-face contest by actively bashing the D-pad.

- TECHNICAL -

Game ID: NAPR-1045

- TRIVIA -

Ane-San was released on February 02, 1995 in Japan for 7800 yen.

The game was never released outside Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58105&o=2

$end


$saturn,sat_cart=anearth,aneartha,
$bio

AnEarth Fantasy Stories - The First Volume [Model T-27801G] (c) 1997 Media Works

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58900&o=2

$end


$megacd,megacdj=anettfut,
$bio

アネット再び (c) 1993 Wolf Team
(Anett Futatabi)

- TECHNICAL -

Game ID: T-32104
Barcode: T4988624990913

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60486&o=2

$end


$pc8801_flop=angel,angelb,angela,
$bio

Angel - The Fight Girls (c) 1986 Policy [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91365&o=2

$end


$psx=angelbla,
$bio

Angel Blade - Neo Tokyo Guardians [Model SLPS-00894] (c) 1997 OnDiMand

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84846&o=2

$end


$gba=angelcol,
$bio

Angel Collection - Mezase! Gakuen no Fashion Leader [Model AGB-AFNJ-JPN] (c) 2003 MTO, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69567&o=2

$end


$gba=angelcl2,
$bio

Angel Collection 2 - Pichimo ni Narou [Model AGB-BECJ-JPN] (c) 2004 MTO, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69568&o=2

$end


$x68k_flop=angeldiv,
$bio

Angel Dive (c) 1996 Yamada Kikaku

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87054&o=2

$end


$psx=angelgra,
$bio

Angel Graffiti - Anatahe no Profile [Model SLPS-00163] (c) 1996 Coconuts Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84847&o=2

$end


$saturn,sat_cart=angelgs,
$bio

Angel Graffiti S - Anata e no Profile [Model T-7308G] (c) 1997 Coconuts Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58901&o=2

$end


$pc98=anglhalo,
$bio

Angel Halo (c) 1996 Active Software.

- TECHNICAL -

Floppy Disk x5

- TRIVIA -

Released on October 17, 1996 in Japan. Retail price: 7800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88915&o=2

$end


$pc98=angelhrt,
$bio

Angel Hearts (c) 1989 Elf.

- TRIVIA -

Released on May 16, 1989 in Japan. Retail price: 6800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88916&o=2

$end


$pc8801_flop=angelhrt,
$bio

Angel Hearts (c) 1989 Elf [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91366&o=2

$end


$info=angelkds,
$bio

Angel Kids (c) 1988 Sega.

A climbing game where players take turns controlling two kids holding a rope. Pull the two joysticks outwards and the rope gets taunt. When timed right this throws a third kid into balloons. Balloons are scrolled on screen, seven screens high. While the girl is in the air the screen goes split screen to cover the distance. You must push up to advance kids with the rope.

- TECHNICAL -

Game ID: 833-6599

Main CPU: Zilog Z80 (@ 8 Mhz)
Sound CPU: Zilog Z80 (@ 4 Mhz)
Sound Chips: (2x) Yamaha YM2203 (@ 4 Mhz)

Players: 2
Control: Double 8-way joysticks

- TRIVIA -

Angel Kids was released in June 1988.

Produced by Exa Planning.

The two main characters 'Angel kids' appear, on the 2012 animation movie "Wreck-It Ralph" from Walt Disney Animation Studios.

- STAFF -

Produced by : Akio Inoue (INOUE)
Game Designed by : Hiroshi Ohta (OHTA), Hitoshi Iizuka (II3UKA)
Visual Designed by : Buta-Kun, Tomoko Sugoh (SUGOH), Yoshimi Takasugi (TAKASUGI), Mika Hirano (HIRANO)
Sound Designed by : Nikojiroh Itaya
Programmed by : Den-ei Hin

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84&o=2

$end


$cpc_cass=angelnie,
$bio

Angel Nieto Pole 500 [Model AMC-771] (c) 1990 Opera Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64300&o=2

$end


$msx1_cass=ang500cc,
$bio

Angel Nieto Pole 500cc (c) 1990 Opera Soft [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94440&o=2

$end


$pc98=angelngt,
$bio

えんじぇる☆ないと ～闇夜を翔ける天使たちの物語～ (c) 1996 Fournine.
(Angel Night - Yamiyo o Kakeru Tenshi-tachi no Monogatari)

- TECHNICAL -

Floppy Disk x6

- TRIVIA -

Released on April 26, 1996 in Japan. Retail price: 8800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88917&o=2

$end


$saturn,sat_cart=anglpar1,
$bio

Angel Paradise Vol. 1 - Sakaki Yuko - Koi no Yokan in Hollywood [Model T-2403G] (c) 1996 Sammy Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58902&o=2

$end


$saturn,sat_cart=anglpar2,
$bio

Angel Paradise Vol. 2 - Yoshino Kimika - Isshoni I-ta-i in Hawaii [Model T-2405G] (c) 1996 Sammy Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58903&o=2

$end


$psx=anglduet,
$bio

Angelique Duet (c) 1998 Koei Co., Ltd.

Angelique Duet allows the player to choose the usual heroine, Angelique Limoges, or her rival Rosalia de Catargena, as the main character.

- TECHNICAL -

Game ID: SLPS-01337

- TRIVIA -

Released on July 30, 1998 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84848&o=2

$end


$saturn,sat_cart=angduet,
$bio

Angelique Duet (c) 1998 Koei

Angelique Duet allows the player to choose the usual heroine, Angelique Limoges, or her rival Rosalia de Catargena, as the main character.

- TECHNICAL -

Game ID: T-7662G

- TRIVIA -

Released on July 30, 1998 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58904&o=2

$end


$psx=anglspe2,
$bio

アンジェリーク Special 2 (c) 1997 Koei Co., Ltd.
(Angelique Special 2)

- TECHNICAL -

Game ID: SLPS-00805

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84850&o=2

$end


$saturn,sat_cart=angspec2,
$bio

アンジェリーク Special 2 (c) 1997 Koei
(Angelique Special 2)

- TECHNICAL -

Game ID: T-7627G

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58906&o=2

$end


$psx=anglspec,
$bio

Angelique Special (c) 1996 Koei Co., Ltd.

A renovated version of Koei's first Angelique game, Angelique Special featured several new animated scenes, in addition to voice acting by several big-name voice actors.

- TECHNICAL -

Game ID: SLPS-00320

- TRIVIA -

Released on March 29, 1996 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84849&o=2

$end


$saturn,sat_cart=angspec,
$bio

Angelique Special (c) 1996 Koei

A renovated version of Koei's first Angelique game, Angelique Special featured several new animated scenes, in addition to voice acting by several big-name voice actors.

- TECHNICAL -

Game ID: T-7615G

- TRIVIA -

Released on March 29, 1996 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58905&o=2

$end


$psx=angltnr,
$bio

Angelique Tenkuu no Requiem (c) 1999 Koei Co., Ltd.

- TECHNICAL -

Game ID: SLPM-86165

- TRIVIA -

Released on February 04, 1999 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84851&o=2

$end


$snes=angeliqv,
$bio

アンジェリーク ヴォイスファンタジー (c) 1996 Koei
(Angelique Voice Fantasy)

Angelique Voice Fantasy included a special Audio CD and an add-on called Voice-Kun, which allowed for the addition of voice acting. The game contents are otherwise identical to the original release.

- TECHNICAL -

Game ID: SHVC-AQLJ

- TRIVIA -

Released on March 29, 1996 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61030&o=2

$end


$gba=angeliq,
$bio

Angelique (c) 2002 Koei Company, Limited.

- TECHNICAL -

Game ID: AGB-AAGJ-JPN

- TRIVIA -

Released on March 21, 2003 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69569&o=2

$end


$snes=angeliq,
$bio

アンジェリーク (c) 1994 Koei
(Angelique)

- TECHNICAL -

Game ID: SHVC-QE

- TRIVIA -

Released on September 23, 1994 in Japan.

- STAFF -

Developed by: Ruby Party

- PORTS -

* Consoles :
[JP] Nintendo GBA (2003) "Angelique [Model AGB-AAGJ-JPN]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61028&o=2

$end


$snes=angeliqpb,
$bio

Angelique (c) 1995 Koei

- TECHNICAL -

Premium Box
Game ID: SHVC-AAZJ

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61029&o=2

$end


$a2600=anglngi,
$bio

Angeln I (c) 198? Ariola

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50203&o=2

$end


$msx1_cart=angelo,angeloa,
$bio

Angelo (c) 1984 ASCII Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76553&o=2

$end


$pc8801_flop=angels,
$bio

Angels - Celica Crisis (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91367&o=2

$end


$pc8801_flop=angelus,angelusa,
$bio

Angelus (c) 1988 Enix, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91368&o=2

$end


$msx2_flop=angelusangelusa,
$bio

Angelus (c) 1988 Enix, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101470&o=2

$end


$pc98=angelus,
$bio

Angelus - Akuma no Fukuin (c) 1989 Enix, Ltd.

- TECHNICAL -

Floppy Disk x2

- TRIVIA -

Released in August 1989 in Japan. Retail price: 8200 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88918&o=2

$end


$msx1_cass=anglebal,
$bio

Angleball (c) 1987 Mastertronic, Ltd. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94441&o=2

$end


$cpc_cass=anglebal,
$bio

Angleball [Model IA 0204] (c) 1987 Mastertronic, Limited. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64302&o=2

$end


$ti99_cart=anglerdg,
$bio

Angler Dangler (c) 1983 Data East USA, Inc. [San Jose, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84505&o=2

$end


$info=cadanglr,
$bio

Angler Dangler (c) 1982 Data East.

A fishing game from Data East. Position yourself to throw your hook to the best spots and reeling in your catch past hazardous rocks.

- TECHNICAL -

This game runs on the "DECO Cassette System" hardware.

Cartridge ID: Model DT-125

- TRIVIA -

Angler Dangler is a rare game. It was known in Japan as "Fishing".

The game was known as the 25th (Cassette no. 25) video game made for the DECO Cassette System.

- PORTS -

* Computers :
TI99/4A

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=23559&o=2

$end


$info=aking,
$bio

Angler King (c) 1998 Namco, Limited.

- TECHNICAL -

Namco Super System 23 hardware
Game ID : AG
 
Main CPU : IDT (@ 166 Mhz), H8/3002 (@ 14.7456 Mhz)
Sound Chips : C352 (@ 14.7456 Mhz)

- TRIVIA -

Even if titlescreen says 1998, Angler King was released in March 1999 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71056&o=2

$end


$a2600=angriff,
$bio

Angriff der Luftflotten (c) 1983 Starsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50204&o=2

$end


$nes=angrybr2,
$bio

Angry Bird 2 (c) 1990 Unknown.

A pirate hack of "Moai-Kun".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65150&o=2

$end


$nes=angrybr3,
$bio

Angry Birds 3 (c) 200? Unknown [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76481&o=2

$end


$vectrex=animactn,
$bio

AnimAction (c) 1983 GCE [General Consumer Electric]

- TECHNICAL -

Model 3604

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82207&o=2

$end


$x68k_flop=animjv3,animjv3d,animjv3da,animjv3t,
$bio

Animahjong V3 (c) 1993 Sogna [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87055&o=2

$end


$pc98=animjv3,
$bio

あにまーじゃんV3 (c) 1993 Sogna.
(Animahjong V3)

- TECHNICAL -

Floppy Disk x5

- TRIVIA -

Released on February 26, 1993 in Japan. Retail price: 8800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88919&o=2

$end


$pc98=animemah,
$bio

あにまーじゃんX (c) 1994 Sogna.
(Animahjong X)

- TECHNICAL -

Floppy Disk x14

- TRIVIA -

Released on September 14, 1994 in Japan. Retail price: 9800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88920&o=2

$end


$info=anmlbskt,
$bio

Animal Basket (c) 2005 Sammy Corp.

- TECHNICAL -

Sammy Atomiswave Hardware

CPU : Hitachi SH-4 32-bit RISC CPU (200 MHz 360 MIPS / 1.4 GFLOPS)
Graphic Engine : PowerVR 2 (PVR2DC)
Sound Engine : ARM7 Yamaha AICA 45 MHZ (with internal 32-bit RISC CPU, 64 channel ADPCM)
Main Ram : 32 megs
Main Memory : 16 MByte
Graphic Memory : 16 MByte
Sound Memory : 8 MByte
Media : ROM Board
Simultaneous Number of Colors : Approx. 16,770,000 (24bits)
Polygons : 2.5 Million polys/sec
Rendering Speed : 500 M pixel/sec
Additional Features : Bump Mapping, Fog, Alpha-Bending (transparency), Mip Mapping (polygon-texture auto switch), Tri-Linear Filtering, Anti-Aliasing, Environment Mapping, and Specular Effect.

- TRIVIA -

Known in Japan as "Hustle Tamaire Kyousou".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42305&o=2

$end


$info=anibonus,anibonuso,anibonusb1,anibonusb2,anibonusd1,anibonusd2,anibonusv1,anibonusv2,anibonusxo3,anibonusxo2,anibonusxo,anibonuso3,anibonuso2,
$bio

Animal Bonus (c) 2003 Amcoe.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31123&o=2

$end


$info=abnudge,abnudgeb,abnudged,abnudgeo,
$bio

Animal Bonus Nudge (c) 2003 Amcoe.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31121&o=2

$end


$gameboy=animalb2,
$bio

Animal Breeder 2 [Model DMG-AAJJ-JPN] (c) 1998 J-Wing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65556&o=2

$end


$gbcolor=animalb3,
$bio

Animal Breeder 3 [Model DMG-AA3J-JPN] (c) 1999 J-Wing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67478&o=2

$end


$gbcolor=animalb4,
$bio

Animal Breeder 4 [Model CGB-A4AJ-JPN] (c) 2001 J-Wing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67479&o=2

$end


$gameboy=animalbr,
$bio

Animal Breeder [Model DMG-AJAJ-JPN] (c) 1997 J-Wing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65555&o=2

$end


$snes=brutalj,
$bio

Animal Buranden - Brutal (c) 1994 Kemco

- TECHNICAL -

[Model SHVC-ABLJ]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61031&o=2

$end


$info=animalc,
$bio

Animal Catch (c) 2000 Sammy Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=37107&o=2

$end


$msx1_cart=animllnd,
$bio

Animal Land - Satsujin Jiken (c) 1987 Enix, Limited.

- TECHNICAL -

Game ID: E-G192

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52696&o=2

$end


$gba=animalma,
$bio

Animal Mania - Dokidoki Aishou Check [Model AGB-AANJ-JPN] (c) 2002 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69570&o=2

$end


$gba=anisnapu,
$bio

Animal Snap - Rescue Them 2 by 2 (c) 2002 Ignition Ent., Limited.

- TECHNICAL -

Game ID: AGB-AAQE-USA

- TIPS AND TRICKS -

Block Blaster mini-game: At the title screen, hold L and press Up, Down, Left, Right, Right, Left, Down, Up.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69572&o=2

$end


$gba=anisnap,
$bio

Animal Snap - Rescue Them 2 by 2 [Model AGB-AAQP] (c) 2002 Ignition Ent., Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69571&o=2

$end


$info=anithunt,anithunto,anithuntd1,anithuntv1,
$bio

Animal Treasure Hunt (c) 2003 Amcoe.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31124&o=2

$end


$cpc_cass=animalve,
$bio

Animal Vegetable Mineral [Model AMC-300] (c) 1984 Indescomp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64303&o=2

$end


$cpc_cass=animalve02,
$bio

Animal Vegetable Mineral [Model BAE 03] (c) 1984 BES [Bourne Educational Software, Limited.]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64305&o=2

$end


$cpc_cass=animalve01,
$bio

Animal Vegetable Mineral [Model S-104] (c) 1984 Indescomp

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64304&o=2

$end


$gba=aniyokok,
$bio

Animal Yokochou - Doki Doki Kyushutsu Daisakusen! no Maki [Model AGB-BAYJ-JPN] (c) 2005 Konami Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69573&o=2

$end


$gba=aniyokos,
$bio

Animal Yokochou - Doki Doki Shinkyuu Shiken! no Maki [Model AGB-BAXJ-JPN] (c) 2006 Konami Corp. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69574&o=2

$end


$bbca_cass,bbcb_cass=animalve,
$bio

Animal, Vegetable, Mineral (c) 198? Bourne

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51481&o=2

$end


$info=animaljr,animaljrs,
$bio

Animalandia Jr. (c) 1993 Taito Corp.

- TECHNICAL -

Main CPU : (2x) Zilog Z80 (@ 8 Mhz)
Sound Chips : YM2413 (@ 3.579545 Mhz), AY8910 (@ 2 Mhz), OKI6295 (@ 8 Khz)

Players : 1

- TRIVIA -

Released in September 1993.

Manufactured by Taito, under license from Nakanihon and East Technology.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4435&o=2

$end


$gba=animania,
$bio

Animaniacs - Lights, Camera, Action! (c) 2005 Ignition Ent., Limited.

- TECHNICAL -

Game ID: AGP-ANIP

- TIPS AND TRICKS -

Level - Password
End - Dot, Pinky, Wakko, Wakko, Yakko 

Disable Time: Pause the game and enter LEFT TRIGGER, RIGHT TRIGGER, LEFT, LEFT, UP, UP.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69575&o=2

$end


$gameboy=animaniau,
$bio

Animaniacs (c) 1995 Konami Company, Limited.

Yakko, Wakko and Dot are out of the water tower and running wild across the movie sets of Bungle in the Jungle, Remember the a la Mode and To Scream or not to Scream. Guide their hilarious hijinks to find power-ups and avoid crazy traps like catapults, runaway trains, and giant boulders. Use each character's special abilities and unique talents on your quest to collect the key movie props on each set!

- TECHNICAL -

Game ID: DMG-ANCE-USA
Package ID: DMG-P-ANCE
Barcode: 0 83717 14019 1

- TRIVIA -

Released in July 1995 in USA.

When played on Nintendo's Super Game Boy device for SNES, Animaniacs drops the Game Boy music and plays a special 16-bit version of the soundtrack throughout the game instead.

- STAFF -

Our game was programmed by: Jens Petersam
the little bits and pieces were added by: Holger Schmidt
The fabulous graphics were painted by: Andreas Escher
He made all the sounds and noises: Rudolf Stember
Did all the not so obvious producing: Julian Eggebrecht
Many thanks go to: Tomonori Otsuka

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65558&o=2

$end


$gameboy=animania,
$bio

Animaniacs (c) 1995 Konami Company, Limited.

European release. Game developed in USA. See the US release "Animaniacs [Model DMG-ANCE-USA]" for more information about the game.

- TECHNICAL -

Cartridge ID: DMG-ANCP-EUR

- TRIVIA -

Reviews:
[FR] July 1995, Consoles + N.45: 80/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65557&o=2

$end


$snes=animaniaj,
$bio

Animaniacs (c) 1997 Konami Company, Limited.

Japanese release. Game originaly released in USA. See the US version "Animaniacs [Model SNS-ANCE-USA]" for more information about the game.

- TECHNICAL -

Game ID: SHVC-ANCJ

- TRIVIA -

Released on March 07, 1997 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61032&o=2

$end


$snes=animaniau,
$bio

Animaniacs (c) 1994 Konami Company, Limited.

- TECHNICAL -

Game ID: SNS-ANCE-USA
Barcode: 0 83717 15018 3

- TRIVIA -

Released in November 1994 in USA.

- TIPS AND TRICKS -

Passwords:
----------
All 24 Scripts
CEO, Yakko, Wakko, Dot, Ralph, Pinky, Brain, Hello Nurse, CEO, Yakko, Yakko, Ralph

All Levels Open
Pinky, Dot, Nurse, Pinky, CEO, Wakko, Ralph, Brain, Nurse, Brain, Brain, Yakko

Studio
Ralph, Ralph, Brain, CEO, Wakko, Pinky, Dot, Yakko, Dot, Nurse, Brain, Dot

Studio & Sci-Fi
Brain, Dot, Brain, Dot, Ralph, Nurse, Wakko, Dot, Yakko, CEO, Pinky, Wakko

Studio, Sci-Fi, and Fantasy
Ralph, Wakko, Pinky, Nurse, Yakko, Pinky, Dot, Wakko, Dot, Nurse, Wakko, Dot

Studio, Sci-Fi, Fantasy, and Aquatic
Nurse, Nurse, Brain, Ralph, Dot, Brain, Yakko, Dot, Yakko, CEO, CEO, Wakko

The password system is based on the following characters (in order): 
Y = Yakko
W = Wakko
D = Dot
R = Ralph (guard)
P = Pinky
B = Brain
N = Nurse
C = The CEO. 

Different endings:
------------------
The game will display three different endings depending on the number of script pages that are obtained (less than 10, more than 10, or all 24).

- STAFF -

Producer: Kuniaki Kinoshita (Louis Kinoshita)
Director: Yoshiharu Kambe
Planner: Hiroshi Miyaoka, Naoto Uenaka
Demo Story Written: Hirotaka Fukuda
Translation: Ako Miyagi
Chief Designer: Hirotaka Fukuda
Sub Designer: Kazunori Yanai, Jun Nakagawa, Shuuichi Kawasaki, Yoshiharu Kambe
Main Programmer: Yūji Shibata
Sub Programmer: Gen Suzuki, Hiroshi Miyaoka, Naoto Uenaka
Sound Design: Tomoya Tomita
Package & Manual Designer: Yumiko Fukazawa, Sukeroku Saito, Kevin O'Donohue
Marketing: Kay Wolf Jones, Randy Severin, Christine Baddick
Licensing Manager: Kathie McCarthy
Special Adviser: Michael Gallo, Allen Richardson, Jon Sloan
Supervisor: Shigeharu Umezaki, Katsuya Nagae
Assistant: Mariko Fuwa
Special Thanks: Kenji Hiraoka, Jun Narita, Kazuhiro Ueda (David), Masa Otani, Jeremy Blaustein, Steve Johnson, Mutsuri Inaba, Hakkiri Kitao, Motoyuki Yoshioka
Special Thanks to Warner Bros.	Holly J. Stein, Catherine Sollecito, Laetitia May, John Crumlish
Game Testers: Brian Weber, Jason Varhegyi, Andrew J. Pavlis, Brian Rheavme, Gabi Meszaros, Keith Black, William Melo, Francisco Santana Jr., Joseph R. Czapla, Dan Adorjan
Executive Producer: Kazu Kouzuki

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62723&o=2

$end


$snes=animania,
$bio

Animaniacs [Model SNSP-ANCP-EUR] (c) 1994 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62722&o=2

$end


$megadriv=animania,
$bio

Animaniacs (c) 1994 Konami Company, Limited.

- TECHNICAL -

Game ID: T-95176-50
Barcode: 4 988602 623932

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56324&o=2

$end


$megadriv=animaniau,
$bio

Animaniacs (c) 1994 Konami Company, Limited.

- TECHNICAL -

Game ID: T-95176
Barcode: 0 83717 16014 4
Barcode: 0 96427 01149 1

- TRIVIA -

Steven Spielberg Presents 'Animaniacs' was a popular animated TV cartoon series from Warner Bros. Episodes were aired from 1993 to 1996. The subtle humour appealed to adults as well.

- STAFF -

Director: Haruki Nitta (Harry Nitta)
System Programmer: Koji Komata
System Program Adviser: Kenichirō Horio
SFX & Characters Programmer: Shousuke Harada (Mac)
Demo Story & Characters Programmer: Tsuyoshi Uoya
Sound Design: Seiya Murai (K-Mu)
Graphic Designers: Teisaku Seki, Kouji Yamada, Reika Bando, Kazue Tachinami, Junichi Murakami
Demo Story Written By: Jeremy Blaustein
Package & Manual Design: Kay Wolf Jones, Kevin O'Donohue, Randy Severin
Licensing Manager: Kathie McCarthy
Special Adviser: Michael Gallo, Allen Richardson, Jon Sloan
Special Thanks To: Kenji Hiraoka, Jun Narita, Masahiro Ueno, Kazuhiro Ueda (David), Masa Otani, Steve Johnson, Sino & Shiro
Special Thanks To Warner Bros: Holly J. Stein, Catherine Sollecito, Laetitia May, John Crumlish
Supervisor: Yutaka Haruki
Producer: Tomikazu Kirita

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57098&o=2

$end


$gbcolor=animasta,
$bio

Animastar GB [Model CGB-BNMJ-JPN] (c) 2001 Media Factory [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67480&o=2

$end


$a800=animpuzl,
$bio

Animated Puzzle (c) 1984 Atari, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49290&o=2

$end


$cpc_cass=animated,
$bio

Animated Strip Poker (c) 1985 KnightSoft [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64306&o=2

$end


$pc8801_flop=animatio,
$bio

Animation Editor DA VINCI (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91369&o=2

$end


$bbca_cass,bbcb_cass=animator,
$bio

Animator (c) 19?? Screenplay

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51482&o=2

$end


$gbcolor=animorphu,
$bio

Animorphs [Model CGB-BAME-USA] (c) 2000 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67482&o=2

$end


$gbcolor=animorph,
$bio

Animorphs [Model CGB-BAMP-JPN] (c) 2000 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67481&o=2

$end


$pce=ankoku,
$bio

Ankoku Densetsu (c) 1990 Victor Musical Industries.

- TECHNICAL -

Game ID: JC63007

- TRIVIA -

Released on Sep 07, 1990 in Japan.

- STAFF -

Game Design: Kyon Kyon
Program: Mamoru Shiratani (Tsurumoku)
Dot Translation: Jyuroh Tsuji
Music Compose: Hirotoshi Suzuki (Hiro T. Suzuki)
Monster Design: Raoh Ohashi, Mika Akitaka
Title Design: Keisuke Abe (Kintaroh Chogoh), Yan Sakoguchi, Boku Kubo, Yoshifumi Ikeda
Item Design: Kobuta Aoki, Hikari Mitomi
Manual Design: Page 1
Illustrator: M. Iwasaki
Test Players: Annen Nauto, Hidemitsu Fujita, Champ Kato, Koutei Arai, Tom Yukawa, Tora Miyazaki
Special Thanks: Hideyuki Yokoyama, Tsukasa Masuko (Macco), Hajime Kusano, Takeshi Moriguchi (Takeshi Jesus Moriguchi), Kazuki Yuzawa (Kappa Yuzawa), Akemi Kobayashi
Executive Producer: Satoshi Honda
Producer: Harunobu Komori
Controller: Masaru Yoshioka

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58530&o=2

$end


$pc98=magcubic,
$bio

暗黒千年王国 マジカルキュービック (c) 1993 Katty.
(Ankoku Sennen Oukoku - Magical Cubic)

- TRIVIA -

Released on November 11, 1993 in Japan. Retail price: 7800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88921&o=2

$end


$msx2_flop=ankokushankokusha,
$bio

Ankoku Shinwa - Yamato Takeru Densetsu (c) 1988 Tokyo Shoseki

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101471&o=2

$end


$nes=ankokush,
$bio

暗黒神話 - ヤマトタケル伝説 (c) 1989 Tokyo Shoseki
(Ankoku Shinwa - Yamato Takeru Densetsu)

- TECHNICAL -

Game ID: TKS-G6

- TRIVIA -

Ankoku Shinwa was released on March 24, 1989 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53829&o=2

$end


$msx2_flop=anmaamus,
$bio

Anma's Amusement Disk (c) 1992 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101472&o=2

$end


$x68k_flop=anmira,
$bio

Anmira Daihinmin (c) 19?? Nippousha

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87056&o=2

$end


$sms=anmitsu,
$bio

あんみつ姫 (c) 1987 Sega Enterprises, Limited.
(Anmitsu Hime)

- TECHNICAL -

Game ID: G-1328

- TRIVIA -

Anmitsu Hime was released on July 19, 1987 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55846&o=2

$end


$bbca_cass,bbcb_cass=annabelg,
$bio

Annabel Gray (c) 19?? Lee

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51483&o=2

$end


$cpc_cass=annalsof,
$bio

Annals of Rome [Wargamers Series] (c) 1986 PSS

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64307&o=2

$end


$cdi=annewill,annewillu,
$bio

Anne Willan presents The Food of France (c) 1992 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52772&o=2

$end


$pc98=annivers,
$bio

Anniversary - Memories of Summer Vacation ～夏休みの想い出～ (c) 1993 Janis.
(Anniversary - Memories of Summer Vacation - Natsuyasumi no Omoide)

- TECHNICAL -

Floppy Disk x6

- TRIVIA -

Released on December 03, 1993 in Japan. Retail price: 7800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88922&o=2

$end


$nes=anongunm,
$bio

Anon Gunman (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83826&o=2

$end


$gameboy=anotherb,
$bio

Another Bible [Model DMG-AABJ-JPN] (c) 1995 Atlus Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65559&o=2

$end


$pc98=agenesis,
$bio

Another Genesis (c) 1990 Soft Plan.

- TECHNICAL -

Floppy Disk x2

- TRIVIA -

Released on June 21, 1990 in Japan. Retail price: 3800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88923&o=2

$end


$wscolor=anotherh,
$bio

Another Heaven - Memory of those Days [Model SWJ-OMMC03] (c) 2000 Omega Micott

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86414&o=2

$end


$psx=anotherm,
$bio

Another Memories [Model SLPS-01431] (c) 1998 Hearty Robin

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84853&o=2

$end


$saturn,sat_cart=amemorie,
$bio

Another Memories [Model T-38001G] (c) 1998 Starlight Marry

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58907&o=2

$end


$amigaocs_flop=anotherw,anotherwf,
$bio

Another World (c) 1991 US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73415&o=2

$end


$snes=anotherw,
$bio

Another World (c) 1992 Interplay

- TECHNICAL -

Cartridge ID: SNSP-TW-NOE

- TRIVIA -

Reviews:
[FR] December 1992 - Consoles + N.15: 92%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62724&o=2

$end


$megadriv=anotherw,
$bio

Another World (c) 1993 Virgin Games

- TECHNICAL -

Game ID: T-70106-50

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56325&o=2

$end


$amigaocs_flop=anotherwdc,
$bio

Another World [The Delphine Collection] (c) 1995 US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73416&o=2

$end


$pico=anpanpc,
$bio

Anpanman to Pasokon Renshuu! (c) 2002 Sega Toys.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95303&o=2

$end


$gbcolor=anpfiff,
$bio

Anpfiff - Der RTL Fussball-Manager [Model CGB-BFBD-NOE] (c) 2001 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67483&o=2

$end


$amigaocs_flop=anstoss,
$bio

Anstoss - Die Fußball-Manager-Simulation (c) 1993 Ascon Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73417&o=2

$end


$gba=premacts,
$bio

Anstoss Action - Premier Action [Model AGB-BAQP] (c) 2006 East Ent. Media GmbH [Germany]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69576&o=2

$end


$bbca_cass,bbcb_cass=abgenjnr,abgensnr,
$bio

Answer Back - General Knowledge Junior Quiz (c) 1984 Kosmos

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51484&o=2

$end


$bbca_cass,bbcb_cass=absports,
$bio

Answer Back - Sports Quiz (c) 1984 Kosmos

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51485&o=2

$end


$cpc_cass=answerba,
$bio

Answer Back Factfile 500 - General Science - Ages 14-Adult (c) 1988 Kosmos Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64308&o=2

$end


$cpc_cass=answerba01,
$bio

Answer Back Factfile 500 - Spelling Ages 6 - 11 (c) 1988 Kosmos Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64309&o=2

$end


$cpc_cass=answerba02,
$bio

Answer Back Junior Quiz (c) 1986 Kosmos Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64310&o=2

$end


$info=sc5adga,sc5adgaa,sc5adgab,sc5adgac,sc5adgad,sc5adgae,
$bio

Ant & Dec's Grab the Ads (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR3214]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42426&o=2

$end


$info=sc5adgtc,sc5adgtca,
$bio

Ant & Dec's Grab the Cash (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR3214]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42427&o=2

$end


$info=sc5adjb,sc5adjba,sc5adjbb,sc5adjbc,sc5adjbd,sc5adjbe,sc5adjbf,sc5adjbg,sc5adjbh,sc5adjbi,sc5adjbj,sc5adjbk,sc5adjbl,sc5adjbm,sc5adjbn,sc5adjbo,sc5adjbp,sc5adjbq,sc5adjbr,sc5adjbs,sc5adjbt,
$bio

Ant & Dec's Jiggy Bank (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR3009]
Scorpion 5

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43070&o=2

$end


$info=sc4adjb,sc4adjba,sc4adjbb,sc4adjbc,sc4adjbd,sc4adjbe,sc4adjbf,sc4adjbg,sc4adjbh,sc4adjbi,
$bio

Ant & Dec's Jiggy Bank (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR3039]

Scorpion 4

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42428&o=2

$end


$info=sc5adwta,sc5adwtaa,
$bio

Ant & Dec's Saturday Night Takeaway Win the Ads (c) 200? Bell-Fruit Games, Limited. [B.F.G.]

- TECHNICAL -

[Model PR1920]

[Scorpion 5]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43072&o=2

$end


$info=sc4adwta,sc4adwtaa,
$bio

Ant & Dec's Saturday Night Takeaway Win the Ads (c) 200? Bell-Fruit Games, Limited.

- TECHNICAL -

[Model PR1940]

[Scorpion 4]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42434&o=2

$end


$info=sc4adsnt,sc4adsnta,
$bio

Ant & Dec's Saturday Night Takeaway (c) 200? Bell-Fruit Games.

- TECHNICAL -

[Model PR1611]

Scorpion 4

- TRIVIA -

Based on the top-rated TV show Ant & Dec's Saturday Night Takeaway.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11524&o=2

$end


$info=sc5adsnt,sc5adsnta,
$bio

Ant & Dec's Saturday Night Takeaway (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

Scorpion 5

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43071&o=2

$end


$ti99_cart=antcolb,
$bio

Ant Colony (c) 1983 Funware

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84506&o=2

$end


$ti99_cart=anteater,
$bio

Ant-Eater (c) 1983 Romox

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84507&o=2

$end


$amigaocs_flop=antago,
$bio

Antago (c) 1990 Art of Dreams

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73418&o=2

$end


$info=antar,antar2,
$bio

Antar (c) 1979 Playmatic.

- TRIVIA -

Released in November 1979.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=10000&o=2

$end


$coleco=antarct,
$bio

Antarctic Adventure (c) 1984 Coleco Industries, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53241&o=2

$end


$msx1_cart=antarctk,
$bio

Antarctic Adventure (c) 198? ProSoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76555&o=2

$end


$msx1_cart=antarctj,antarct,antarcta,
$bio

Antarctic Adventure [Model RC701] (c) 1984 Konami Industry Co., Ltd. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76554&o=2

$end


$cpc_cass=antaress,
$bio

Antares [Model 3MT 071] (c) 1987 Dro Soft [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64311&o=2

$end


$info=anteater,
$bio

Anteater (c) 1982 Tago Electronics

A maze game where you play an anteater that elongates his sticky tongue through maze-like anthills eating ants, other bugs and insects.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound CPU : Zilog Z80 (@ 1.78975 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.78975 Mhz)

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette colors : 99

Players : 2
Control : 4-way joystick
Buttons : 1

- TRIVIA -

Freddie Morrish holds the record for this game with 219,320 points on October 9, 1983.

Anteater is known in UK as "The Anteater" and in Germany as "Ameisenbaer".

- SCORING -

Larvae : 10 points.
Ant : 100 points bonus.
Worm : 200 points.
Queen Ant : 1,000 points.

- TIPS AND TRICKS -

* Ants can be killed by moving directly into them, but watch out for your tongue above when you are in the lower part of the anthill. Ants can only be killed by the tip of your tongue, and if they hit the extended part you lose a life.

* Worms cannot be killed head-on, but cause no damage when they hit your extended tongue. You should move down below a worm or wait for it to pass, and then move in to eat it from behind.

* Spiders can only be killed by eating a Queen Ant. This will destroy all insects on the level, removing any imminent danger. Spiders move across the top tunnel of the screen until they reach the middle, and then walk down your tongue, until they reach the tip which causes you to lose a life.

* Try to save eating the Queen Ants for as long as possible, until absolutely necessary to save you from a life-threatening situation.

* Worms often appear at the same time as ants, and this will make killing them difficult. Also, you have to be careful the ants do not hit the tongue. You must move the the row below them and cut round behind them, as eat them both before the ant makes contact with the extended part of the tongue.

- STAFF -

Designed and programmed by : Chris Oberth

- PORTS -

* Consoles :
Atari 2600 (1983)

* Computers :
Commodore C64 (1986, "Aardvark")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85&o=2

$end


$a800=anteater,anteatera,
$bio

Anteater (c) 1982 Romox.

- TECHNICAL -

Model 05023

- TRIVIA -

Known bugs:
- If too many reserve ants are stored up, the reserve icons will cover up the area where your reserve eggs are displayed.
- The title screen shows the name as Ant-Eater but the packaging shows it as one word.

- TIPS AND TRICKS -

A total of 3 anteaters will appear at once. The gameplay speed will max out after a few levels. There can only be a maximum of 35 flowers across the top, which will leave you only one small opening in which to reach the food. Also, the maximum number of reserve ants that can be shown is 19

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49291&o=2

$end


$amigaocs_flop=itcame2,
$bio

Antheads - It Came from the Desert II (c) 1990 Mirrorsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73419&o=2

$end


$info=antiairc,
$bio

Anti-Aircraft (c) 1975 Atari.

The game improves the skill and the reflexs of the player. The bombers wich are on the screen must be brought down. The bombers arrive either by one or by two, either on the left or on the right of the screen. A bomber which has not been brought down on the first crossing, will come back on the same place, then the player can forestall his shoot. Each player disposes of 3 different positions for firing, wich are used to range. The Cannon, wich has hit the bull's eye, scores for cach downed bomber.

- TECHNICAL -

Cabinet dimension :
57,87 in. (147cm) High
25,12 in. (64cm) Wide
28 in. (71,12cm) Deep.
Monitor : 23 in.

- TRIVIA -

Released in June 1975.

There is an undocumented option available that switches the planes into UFO's. Pin 14 of the 003127 IC -- a PROM located at grid location K1 -- is tied to ground, but also has a pullup resistor. Cutting the ground trace causes address bit A4 to be pulled high, selecting the UFO data. A jumper can be installed to easily switch back and forth between planes and UFO's.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3389&o=2

$end


$nes=antiterr,
$bio

Anti-Terror Action (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83827&o=2

$end


$nes=anticip,anticipu,
$bio

Anticipation (c) 1988 Nintendo.

GAME DESCRIPTION (from the USA Manual):
Challenge yourself to quickly identify video pictures drawn on the screen and advance your Game Marker around the Video Game Board. Compete against the computer players or up to three of your friends. Don't forget to keep an eye out for the puzzle colors you need to advance to the next level. Anticipation has hundreds of puzzles from 16 different categories designed to give you and your friends countless hours of video fun.

- TECHNICAL -

Cartridge ID: NES-AP-USA

- TIPS AND TRICKS -

* HOW TO PLAY (from the USA Manual): On the Game Board Screen, note the locations of your Game Marker, the puzzle colors you need, and the number of spaces you want to move to land on those colors (Game Markers advanced counter clockwise around the board).

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54893&o=2

$end


$bbca_cass,bbcb_cass=antix,
$bio

Antix (c) 19?? Voyager

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51486&o=2

$end


$info=antcleo,
$bio

Antony and Cleopatra (c) 2004 Aristocrat.

A video slot machine with 5 reels and the Reel Power (243 Ways) system.

- TECHNICAL -

Runs on the Aristocrat MKVI hardware.

- TRIVIA -

Antony and Cleopatra was released in July 2004.

- STAFF -

Artwork by : Jozef Szekeres

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5145&o=2

$end


$msx1_cart=anty,antya,
$bio

Anty (c) 1984 ASCII Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76556&o=2

$end


$gba=antzracnu,
$bio

Antz - Extreme Racing (c) 2002 Empire Interactive Europe, Limited.

- TECHNICAL -

Game ID: AGB-ANUE-USA

- TIPS AND TRICKS -

Level: Code
Level: 2 CVWVC/4ZN
Level: 3 9SZVCW7*X
Level: 4 CV*VT*6*N
Level: 5 9SMSCL5*X
Level: 6 CSPS9Q6ZN
Level: 7 9WRVWL5ZX
Level: 8 CSTSCR4*N
Level: 9 8VWVTL7*X
Level: 10 9TZVTQ5*N
Level: 11 9V*SCQ7*N
Level: 12 1TTSWV5ZX
Level: 13 9STVCV5ZX

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69784&o=2

$end


$gba=antzracn,
$bio

Antz - Extreme Racing [Model AGB-ANZP] (c) 2002 Empire Interactive Europe, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69783&o=2

$end


$gbcolor=antzracnu,
$bio

Antz Racing [Model CGB-BAZE-USA] (c) 2001 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67487&o=2

$end


$gbcolor=antzracn,
$bio

Antz Racing [Model CGB-BAZP-UKV] (c) 2001 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67486&o=2

$end


$gbcolor=antzsprt,
$bio

Antz World Sportz [Model CGB-BA7P-EUR] (c) 2001 LSP [Light & Shadow Production]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67488&o=2

$end


$gbcolor=antzu,
$bio

Antz [Model DMG-ANXE-EUR] (c) 1999 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67485&o=2

$end


$gbcolor=antz,
$bio

Antz/Fourmiz [Model DMG-ANXP-EUR] (c) 1999 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67484&o=2

$end


$pc8801_flop=anzufly,
$bio

Anzu Fly (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91370&o=2

$end


$x68k_flop=anzufly,
$bio

Anzu Fly! (c) 1991 Pussy Cat

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87057&o=2

$end


$psx=aonoroku,
$bio

Ao No Rokugou - Antarctica [Model SLPS-02940/41] (c) 2000 Bandai Co., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84854&o=2

$end


$pc8801_flop=bluestat,
$bio

Ao no Sekizou - The Blue Statue (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91371&o=2

$end


$psx=aozorato,
$bio

Ao Zora To Nakama Tachi - Yume No Bouken [Model SLPS-03564] (c) 2003 MTO, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84855&o=2

$end


$gba=aozora,
$bio

Ao-Zora to Nakama-tachi - Yume no Bouken [Model AGB-AAZJ-JPN] (c) 2002 MTO, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69785&o=2

$end


$pce=aoiblink,
$bio

青いブリンク (c) 1990 Hudson Soft.
(Aoi Blink)

Aoi Blink is a side scrolling platform game based on a popular Japanese animated series originally created by Tezuka Osamu. The player takes control of a young boy named Kakeru, and his journey takes him through five long stages, each one made up of numerous sub-levels. However, the boy is not alone in his quest, and other playable characters will help him throughout the game. They greatly vary in function of the visited areas and include the cute princess Kirara, a sailor and two gangsters (who can be all seen on the game's cover art). The goal of the game is to retrieve red keys cleverly hidden somewhere in each area. Once Kakeru finds this particular item, he can then unlock the door that leads to the area's boss. Although these large and ferocious foes typically provide a serious challenge, the magical blue pony Blink won't hesitate to jump into battle and help his best friend defeat these powerful adversaries. Many of the levels are vast and other keys are often hidden along the way, allowing the player to access all the zones and sub-sections within the game. Additionally the level structure is far from linear and features countless secret shortcuts and hidden passageways. Power-ups can also be collected from defeated enemies and range from Bombs, Speed-ups, Health and Blue Keys (used to open chests) - hidden special pots are also scattered throughout the game and contain secret items.

- TECHNICAL -

Game ID: HC90030

- TRIVIA -

Released on April 27, 1990 in Japan for 6200 Yen.

Aoi Blink was a Japanese animated series originally aired in 1989, and directed by Tezuka Osamu - who is better known (at least in the west) for creating series such as Tetsuwan Atomu (Astro Boy). The original tale tells the story of a young kid named Kakeru and his meeting with a mystical blue pony called Blink (Aoi means 'blue' in Japanese). After saving him, an unlikely friendship begins between the two and the mysterious pony agrees to help Kakeru forever. But shortly after this, Kakeru's father (a story writer) is kidnaped and the young boy decides to look for him with the help of his new friend Blink. They later meet Princess Kirara, a Sailor called Tanba and two thieves (Nitch and Satch).

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58531&o=2

$end


$pc8801_flop=aoi,
$bio

Aoi Uchuu no Bouken (c) 1985 Leben Pro [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91372&o=2

$end


$gameboy=aokidens,
$bio

Aoki Densetsu Shoot! [Model DMG-ASHJ-JPN] (c) 1995 Banpresto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65560&o=2

$end


$snes=aokiden,aokidenp,
$bio

Aoki Densetsu Shoot! (c) 1994 KSS.

- TECHNICAL -

[Model SHVC-A3KJ-JPN]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61033&o=2

$end


$pc8801_flop=aokiooka,aokiookaa,
$bio

Aoki Ookami to Shiroki Mejika (c) 1985 Koei Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91373&o=2

$end


$x1_flop=aokiooka,
$bio

蒼き狼と白き牝鹿 (c) 1986 Koei Co., Ltd.
(Aoki Ookami to Shiroki Mejika)

War simulation game.

- TRIVIA -

Released in June 1986 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85922&o=2

$end


$msx2_cart=genchohi,
$bio

蒼き狼と白き牝鹿 元朝秘史 (c) 1992 Koei
(Aoki Ookami to Shiroki Mejika - Genchou Hishi)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51265&o=2

$end


$pc8801_flop=genchohi,
$bio

Aoki Ookami to Shiroki Mejika - Genchou Hishi (c) 1992 Koei Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91374&o=2

$end


$msx2_flop=genchohi,genchohia,
$bio

Aoki Ookami to Shiroki Mejika - Genchou Hishi (c) 1992 Koei Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101473&o=2

$end


$x68k_flop=genchohi,
$bio

Aoki Ookami to Shiroki Mejika - Genchou Hishi (c) 1993 Koei Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87058&o=2

$end


$pc98=genchohi,
$bio

蒼き狼と白き牝鹿 元朝秘史 (c) 1993 Koei Co., Ltd.
(Aoki Ookami to Shiroki Mejika - Genchou Hishi)

- TECHNICAL -

Floppy Disk x3

- TRIVIA -

Released on October 01, 1992 in Japan. Retail price: 9800 Yen (12200 yen for an edition with a soundtrack CD).

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88924&o=2

$end


$pcecd=genchohi,
$bio

蒼き狼と白き牝鹿 元朝秘史 (c) 1993 Koei
(Aoki Ookami to Shiroki Mejika - Genchou Hishi)

- TECHNICAL -

Model KOCD3004

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58106&o=2

$end


$nes=genchohi,
$bio

蒼き狼と白き牝鹿 元朝秘史 (c) 1993 Koei
(Aoki Ookami to Shiroki Mejika - Genchou Hishi)

- TECHNICAL -

Game ID: KOE-GG

- TRIVIA -

Aoki Ookami to Shiroki Mejika Genchou Hishi was released on March 25, 1993 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53831&o=2

$end


$megacd,megacdj=genchohi,
$bio

蒼き狼と白き牝鹿 元朝秘史 (c) 1993 Koei
(Aoki Ookami to Shiroki Mejika - Genchou Hishi)

- TECHNICAL -

Model T-76034

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60487&o=2

$end


$megadriv=genchohi,
$bio

蒼き狼と白き牝鹿 元朝秘史 (c) 1993 Koei
(Aoki Ookami to Shiroki Mejika - Genchou Hishi)

- TECHNICAL -

Game ID: T-76103
Barcode: 4 988615 004162

- TRIVIA -

Released on March 25, 1993 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56326&o=2

$end


$pc98=genghis,
$bio

蒼き狼と白き牝鹿Genghis Khan (c) 1987 Koei Co., Ltd.
(Aoki Ookami to Shiroki Mejika - Genghis Khan)

- TECHNICAL -

Floppy Disk x2

- TRIVIA -

Released in December 1987 in Japan. Retail price: 9800 Yen (12300 yen for an edition with a soundtrack CD).

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88925&o=2

$end


$msx2_cart=genghis,
$bio

蒼き狼と白き牝鹿 ジンギスカン (c) 1988 Koei
(Aoki Ookami to Shiroki Mejika - Genghis Khan)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51266&o=2

$end


$pc8801_flop=genghis,genghisa,
$bio

Aoki Ookami to Shiroki Mejika - Genghis Khan (c) 1988 Koei Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91375&o=2

$end


$msx2_flop=genghis,genghisa,
$bio

Aoki Ookami to Shiroki Mejika - Genghis Khan (c) 1988 Koei Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101474&o=2

$end


$x68k_flop=genghis,
$bio

Aoki Ookami to Shiroki Mejika - Genghis Khan (c) 1989 Koei Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87059&o=2

$end


$msx1_cart=genghis,
$bio

蒼き狼と白き牝鹿 ジンギスカン (c) 19?? Koei
(Aoki Ookami to Shiroki Mejika - Genghis Khan)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52697&o=2

$end


$nes=genghisj,
$bio

蒼き狼と白き牝鹿 ジンギスカン (c) 1989 Koei
(Aoki Ookami to Shiroki Mejika - Genghis Khan)

- TECHNICAL -

Game ID: KOE-GX

- TRIVIA -

Aoki Ookami to Shiroki Mejika Genghis Khan was released on April 20, 1989 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53832&o=2

$end


$psx=aokiooka,
$bio

蒼き狼と白き牝鹿 元朝秘史 (c) 1998 Koei Co., Ltd.
(Aoki Ookami to Shiroki Mezika - Genchou Hishi)

- TECHNICAL -

Game ID: SLPS-01579

- TRIVIA -

Released on September 17, 1998 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84856&o=2

$end


$info=m4apach,
$bio

Apache (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41234&o=2

$end


$amigaocs_flop=apache,
$bio

Apache & Overdrive demo (c) 1993 Team 17

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73420&o=2

$end


$info=apache3,apache3a,
$bio

Apache 3 (c) 1988 Tatsumi.

A chase-view shoot'em up where you control a yellow helicopter. 3 leaders of the allied power were kidnapped by the terrorist group Blackslash. An issue at top secret code No. 744251191. Steal into the Blackslash base. Rescue the 3 leaders. With the failure the leaders won't be concerned. Best of luck to you.

- TECHNICAL -

[Cockpit model]

Cockpit dimension : D170cm x W570~785cm x H157cm
Cockpit weight : 140 kg.

Main CPU : V30 (@ 10 Mhz), 68000 (@ 10 Mhz), V20 (@ 8 Mhz), Zilog Z80 (@ 8 Mhz)
Sound Chips : Yamaha YM2151 (@ 4 Mhz), OKI6295 (@ 18.939 Khz)

Players : 1
Control : stick
Buttons : 3

- TRIVIA -

Released in November 1988 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3357&o=2

$end


$info=m4apachg,m4apachga,m4apachgb,m4apachgc,m4apachgd,m4apachge,m4apachgf,
$bio

Apache Gold (c) 200? Empire Games Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15336&o=2

$end


$amigaocs_flop=apb,
$bio

APB (c) 1990 Domark Group, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73358&o=2

$end


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

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

Players take on the role of policeman 'Officer Bob' as he takes to his patrol car and drives the streets in pursuit of lawbreakers. The object of the game is to meet (or preferably exceed) the daily quota of 'busts', as he tries to catch a variety of law-breakers.

Along the way, players must refuel their patrol car (by driving through filling stations) as well as meeting targets within a set time limit. Any accidental collisions or running over of pedestrians will result in the player earning 'de-merits', while a 'perfect day' will earn bonuses, with further bonuses awarded for each arrest made that exceeds the daily quota. Picking up donuts extends the time limit for a day.

- TECHNICAL -

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

Cabinet dimensions : 73.75" (187cm) High x 25.5" (65cm) Wide x 34" (86cm) Deep. 
Cabinet with seat dimensions : 73.75" (187cm) High x 25.5" (65cm) Wide x 56" (142cm) Deep. 

Game ID : 136051

Runs on the "Atari System 2" hardware.

Players: 1 
Control: steering wheel, accelerator pedal 
Buttons: 2

- TRIVIA -

APB was released in July 1987. The game enjoyed moderate success in the marketplace, as most Atari games did. It's high-resolution graphics and novel cabinet design, with the flashing lights atop, added to it's initial appeal. 

2,000 units were produced in the USA. The selling price was $2,995. 

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

Greg Gibson holds the record for this game with 1,002,324 points on January 23, 1988.

- TIPS AND TRICKS -

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

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

* During the preliminary level where you have to 'arrest' cones, to beat the timer and get the bonus after you arrest enough cones you can do a 180 and return to the start the way you came. 

* 'SPOILER' All criminals : 
Day 03, FREDDY FREAK, Small town USA bar ($1,000) 
Day 05, CANDY GOODBODY, Dead man Corner bar ($2,000) 
Day 07, BERNIE GASMAN, Highway 20 Forest Bar ($3,000) 
Day 09, PHILLIP FUSE, Highway 30 overpass ($4,000) 
Day 11, COOL HAND DUKE, Highway 00 in drinkerstown ($5,000) 
Day 13, BUZZ GEIGER, Highway 40 past GasnGrub ($6,000) 
Day 15, JOE KORNCOB, Highway 44 near GasnGrub ($7,000) 
Day 17, LUIGI DE MUCCIO, Highway 50 at Milk Toast ($8,000) 
Day 19, DICK SLOB, Highway 70 near aquaduct ($9,000) 
Day 21, IGGY DINGDONG, Highway 70 ($10,000) 
Day 23, JUAN FINGERS, Highway 70 Alpine Flats ($11,000) 
Day 25, HANS OOP, Highway 99 Cactus Falls ($12,000) 
Day 27, FAKE FRANK, Highway 10 Police Station ($13,000) 
Day 29, SID SNIPER, Highway 70 overpass ($14,000) 
Day 31, BILLY BOB JACK, Highway 50 near bar ($15,000)

- STAFF -

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

- PORTS -

* Consoles : 
Sony PlayStation 2 [AU] (2004) "Midway Arcade Treasures 2" 
Microsoft XBOX [US] (October 11, 2004) "Midway Arcade Treasures 2 [Model MWO-3201W]" 
Nintendo GameCube [US] (October 11, 2004) "Midway Arcade Treasures 2 [Model DOL-GAYE-USA]" 
Sony PlayStation 2 [US] (October 11, 2004) "Midway Arcade Treasures 2 [Model SLUS-20997]" 
Microsoft XBOX [EU] (October 29, 2004) "Midway Arcade Treasures 2" 
Sony PlayStation 2 [EU] (October 29, 2004) "Midway Arcade Treasures 2 [Model SLES-52844]"
Microsoft XBOX 360 [US] (November 6, 2012) "Midway Arcade Origins" 
Sony PlayStation 3 [US] (November 6, 2012) "Midway Arcade Origins [Model BLUS-31083]"
Microsoft XBOX 360 [EU] (November 15, 2012) "Midway Arcade Origins" 
Sony PlayStation 3 [EU] (November 15, 2012) "Midway Arcade Origins [Model BLES-01768]"

* Handhelds : 
Atari Lynx [EU] (1991) 
Atari Lynx [US] (1991) "A.P.B. [Model PA2042]" 

* Computers : 
Commodore C64 [EU] (1989) 
Sinclair ZX Spectrum [EU] (1989) 
Atari ST [EU] (1989) 
Amstrad CPC [EU] (1989) 
Commodore Amiga [EU] (1989) 
PC [MS-DOS] [US] (1989) 
PC [MS Windows, CD-ROM] [US] (February 17, 2006) "Midway Arcade Treasures Deluxe Edition"
PC [MS Windows, CD-ROM] [EU] (March 17, 2006) "Midway Arcade Treasures Deluxe Edition" by Zoo Digital Publishing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86&o=2

$end


$cpc_cass=apballpo,
$bio

APB - All Points Bulletin (c) 1989 Tengen, Incorporated.

- STAFF -

Z80 Coding: David Fish
Sound: David Whittaker

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64161&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=apescape,
$bio

Ape Escape (c) 1982 Spectravideo, Inc.

- TECHNICAL -

Model SC-215

- STAFF -

By: Mike Riedel, Gregory Carbonaro

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83767&o=2

$end


$info=apfimag,
$bio

APF Imagination Machine (c) 1979 APF Electronics, Incorporated.

A combination home video game console and computer system.

- TECHNICAL -

In basic, pressing FUNCTION and a letter/number will display a basic keyword making it easier to enter programs...
FUNCTION+Q = IF
FUNCTION+W = STEP
FUNCTION+E = STOP
FUNCTION+R = READ
FUNCTION+T = NEXT
FUNCTION+Y = PRINT
FUNCTION+U = END
FUNCTION+I = LIST
FUNCTION+O = REM
FUNCTION+P = USING
FUNCTION+1 = GOSUB
FUNCTION+2 = LET
FUNCTION+3 = DATA
FUNCTION+4 = INPUT
FUNCTION+5 = DIM
FUNCTION+6 = FOR
FUNCTION+7 = RETURN
FUNCTION+8 = THEN
FUNCTION+9 = ON
FUNCTION+0 = GOTO
FUNCTION+- = RESTORE
FUNCTION+ENTER = CLOAD

For cassette: Use CSAVE"" to save a file, and CLOAD"" to load the file back.
For disc: Use SAVE"" to save a file, and LOAD"" to load the file back.

You can use "DIR " e.g. "DIR 0" and "DIR 1" to give a directory of the disc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=34767&o=2

$end


$info=apfm1000,
$bio

APF MP1000 (c) 1978 APF Electronics, Incorporated.

An early 8-bit cartridge-based game console.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=34768&o=2

$end


$amigaocs_flop=apidya,
$bio

Apidya (c) 1992 Play Byte

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73421&o=2

$end


$amigaocs_flop=apidya1,
$bio

Apidya [Budget] (c) 1992 Team 17

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73422&o=2

$end


$saturn,sat_cart=olympos,
$bio

Apo Nashi Gals Olympos [Shokai Gentei Cell Ga Package B] [Model T-4306G] (c) 1996 Human Entertainment

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58908&o=2

$end


$cpc_cass=apocalip,
$bio

Apocalipsis New (c) 1988 Idealogic [Barcelona, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64312&o=2

$end


$info=aponow,
$bio

Apocaljpse Now (c) 1982.

The player pilots a rescue helicopter and must try to rescue numerous airmen who have parachuted into the sea below. The rescue chopper is under constant attack from enemy helicopters, while sharks swim in the ocean below and will kill any floating airmen they come across. Later levels also have enemy subs and ships all intent on foiling the rescue mission. Players must be careful to avoid the falling wreckage of any enemy helicopters they have just destroyed, and also need to be wary of hitting any parachuting airmen with their 'copter blades, as this will kill the airmen instantly.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound CPU : Zilog Z80 (@ 1.78975 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.78975 Mhz)

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette colors : 226

Players : 2
Control : Double 8-way joysticks
Buttons : 1

- TRIVIA -

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

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87&o=2

$end


$bbca_cass,bbcb_cass=apocalyc,
$bio

Apocalypse (c) 19?? Command

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51487&o=2

$end


$bbca_cass,bbcb_cass=apocalyp,
$bio

Apocalypse (c) 19?? Red Shift

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51488&o=2

$end


$amigaocs_flop=apocalyp,
$bio

Apocalypse (c) 1994 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73423&o=2

$end


$snes=apoclyp2,
$bio

Apocalypse II [Prototype] (c) 1995 Psygnosis, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62725&o=2

$end


$bbca_cass,bbcb_cass=apollo,
$bio

Apollo (c) 1983 Software Invasion

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51489&o=2

$end


$info=apollo13,apollo13_10,
$bio

Apollo 13 (c) 1995 Sega Pinball, Incorporated.

- TECHNICAL -

Sega Whitestar
Model Number : 44

Main CPU : Motorola M6809 (@ 2 MHz)
Sound CPU : Motorola M6809 (@ 2 MHz)
Display CPU : Motorola M6809 (@ 4 MHz)
Sound chip : BSMT2000 (@ 24 MHz)

- TRIVIA -

Released in October 1995.

Based on the 1995 hit movie, starring Tom Hanks and directed by Ron Howard.

Apollo 13 is the first and only game to feature 13-ball multiball, the largest multiball of any pinball game!

The tune that plays after a jackpot is obtained during multiball mode is the Norman Greenbaum tune 'Spirit in the Sky' which is also featured in the film Apollo 13

- TIPS AND TRICKS -

SELECTING GAME MODE : After starting a game, you have a choice of 'Regular' or
'Novice' mode. 'Regular' is the normal 3-ball arrangement. 'Novice' is timed play; the player has 2-3 minutes when any drained balls are autoplunged, and after the 2-3 minutes expires, the game is over when the ball(s) on the field drains.
You can start a game in 'League' mode by holding the left flipper button in while starting a game, and 'Wizard"' mode by holding the right flipper button in.
NOTE : If the pinball machine is set to free play, you may NOT get the 
'Novice' mode.

- STAFF -

Game Design: Joe Balcer (JB), Joe Kaminkow (JEK)
Mechanical Design: John Borg, Rob Hurtado
Game Software: Lonnie D. Ropp (LON)
Display Software: Orin Day (DAY)
Additional Software: John Carpenter, Neil Falconer, Brian A. Rudolph
Duff of All Trades: Michael Toler
Music and Sounds: Brian Schmidt
Dot Madness: Kurt Andersen (KRT), Jack Liddon (JAK), Mark Raneses
Game Art: Jeff Busch, Mark Raneses

Cables: Phillis
Bill of Material: Bob Karegianes
Technical Support: Joe Blackwell, Jay Alfer, Ted Kilpin, Eric Winston
Purchasing: Jim Ross, Jack Bushell, Mike Kelly, Bill Koehler, Ed Spears, John Waller
Manufacturing: Wes Moore, Don Thorne, Arnie Aarstad, E. Kurian, Kurup, Tom Costanzo, Joe Paliferro, Glenn Reitsma, Tim Rex, Russ Ribando
Additional Support: Doreen Clarke, Lee Roach, Mike Salas

Sega Pinball Thanks: Guy Barresi, Edgar Bronfman Jr., Noah Dudley, Robert Gasper, Jerry Harrington, John Horner, John Hornick, Ron Howard, Alan Icorn, Eric Jacobsen, Nancy Cushing Jones, Michelle Katz, Jim Lovell, Gary Miller, Bill Paxton, Connie Rush, Gary Sinise, Brian Swardstrom, Louisa Velis

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5195&o=2

$end


$info=apollo80,
$bio

Apollo 80 (c) 1978 Academy.

German cartridge-based system.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103271&o=2

$end


$info=m1apollo,m1apollo11,m1apollo11b,m1apollo11p,m1apollo2,m1apollo2p,m1apollo3,m1apollo3p,m1apollo4,m1apollo4o,m1apollo4p,m1apollo5,m1apollo5p,m1apollo7,m1apollo7p,m1apollo8,m1apollo8p,m1apollo9,
$bio

Apollo 9 (c) 1997 Maygay.

- TECHNICAL -

M1A/B

- TRIVIA -

Apollo 9 was released in June 1997.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15508&o=2

$end


$pce=appgateb,
$bio

????! ??? ??? (c) 1988 Hudson Soft.
(Appare! Gateball)

Appare! Gateball is a gateball game and is the only one of its kind to have blessed the PC Engine system. Gateball is a variant or croquet, sport very popular in Japan, Korea, China and Indonesia. The rules of the game are somehow simple - two teams of five players each play against each other. One team plays with the white ball, and the other with the red ball. Each ball is numbered (odd numbers for red team and even numbers for white team) and each one represents one player. Reds start and the goal of the game is for each player to pass through three hoops and hit the peg. This PC Engine version gives players the choice of two different fields (grass and sand) and a list of twelve different players.

- TECHNICAL -

Game ID: HC63013

- TRIVIA -

Released on December 23, 1988 in Japan for 4900 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58532&o=2

$end


$pc98=apparedn,
$bio

あっぱれ伝 ~伏龍の章~ (c) 1995 TGL [Technical Group Laboratory]
(Appareden - Fukuryuu no Shou)

- TRIVIA -

Released on December 08, 1995 in Japan. Retail price: 9800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88926&o=2

$end


$info=apparel,
$bio

Apparel Night (c) 1986 Central Denshi.

A mahjong game with girls!

- TECHNICAL -

Main CPU : Zilog Z80 (@ 5 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.25 Mhz), DAC

Screen orientation : Horizontal
Video resolution : 512 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 256

Player : 2
Control : mahjong keyboard

- TRIVIA -

Released in September 1986.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88&o=2

$end


$info=apple10,
$bio

Apple 10 (c) 1998 Sandii'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=25481&o=2

$end


$pc8801_flop=applecl1a,
$bio

Apple Club (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91376&o=2

$end


$pc98=applecld01,
$bio

Apple Club - Data Shuu #01 - Sailor Fuku Hen (c) 1988 Fairytale.

- TRIVIA -

Released on Noovember 09, 1988 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88927&o=2

$end


$pc98=applecld02,
$bio

Apple Club - Data Shuu #02 - Himitsu no Hanazono Hen (c) 1988 Fairytale.

- TRIVIA -

Released on November 09, 1988 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88928&o=2

$end


$pc98=applecld03,
$bio

Apple Club - Data Shuu #03 - Nihon no Natsu, Yukata Kimono Hen (c) 1988 Fairytale.

- TRIVIA -

Released on November 09, 1988 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88929&o=2

$end


$pc98=applecld04,
$bio

Apple Club - Data Shuu #04 - Tonari no Oneesan Hen (c) 1988 Fairytale.

- TRIVIA -

Released on November 09, 1988 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88930&o=2

$end


$pc98=applecld05,
$bio

Apple Club - Data Shuu #05 - Ojousama to Issho Hen (c) 1988 Fairytale [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88931&o=2

$end


$pc8801_flop=applecl1,
$bio

Apple Club 1 (c) 1988 Fairytale [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91377&o=2

$end


$pc98=applecl1,
$bio

Apple Club 1 - Kinjirareta Asobi Series (c) 1988 Fairytale.

- TRIVIA -

Released on June 1988. Retail price: 3800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88932&o=2

$end


$pc8801_flop=applecl2,applecl2a,
$bio

Apple Club 2 (c) 1988 Fairytale [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91378&o=2

$end


$pc98=applecl2,
$bio

Apple Club 2 - Kinjirareta Asobi Series (c) 1989 Fairytale.

- TECHNICAL -

Floppy Disk x2

- TRIVIA -

Released on November 16, 1989 in Japan. Retail price: 3800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88933&o=2

$end


$pc8801_flop=applecld01,applecld01a,
$bio

Apple Club Data Shu 1 - Sailor-fuku Hen (c) 1988 Fairytale [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91379&o=2

$end


$pc8801_flop=applecld10,applecld10a,
$bio

Apple Club Data Shu 10 - Kikenna Toshigoro Hen (c) 1988 Fairytale [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91380&o=2

$end


$pc8801_flop=applecld02,applecld02a,
$bio

Apple Club Data Shu 2 - Himitsu no Hanazono Hen (c) 1988 Fairytale [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91381&o=2

$end


$pc8801_flop=applecld03,applecld03a,
$bio

Apple Club Data Shu 3 - Nippon no Natsu Yukata Kimono (c) 1988 Fairytale [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91382&o=2

$end


$pc8801_flop=applecld04,applecld04a,
$bio

Apple Club Data Shu 4 - Tonari no Onesan Hen (c) 1988 Fairytale [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91383&o=2

$end


$pc8801_flop=applecld05,applecld05a,
$bio

Apple Club Data Shu 5 - Ojousama to Issho Hen (c) 1988 Fairytale [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91384&o=2

$end


$pc8801_flop=applecld06,applecld06a,
$bio

Apple Club Data Shu 6 - Miwaku no Bishoujo (c) 1988 Fairytale [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91385&o=2

$end


$pc8801_flop=applecld07,applecld07a,
$bio

Apple Club Data Shu 7 - Sports Girls Hen (c) 1988 Fairytale [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91386&o=2

$end


$pc8801_flop=applecld08,applecld08a,
$bio

Apple Club Data Shu 8 - Akogare no Joshi Kousei Hen (c) 1988 Fairytale [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91387&o=2

$end


$pc8801_flop=applecld09,applecld09a,
$bio

Apple Club Data Shu 9 - Fushigi no Kuni no Monogatari Hen (c) 1988 Fairytale [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91388&o=2

$end


$info=apple1,
$bio

Apple Computer [Apple I] (c) 1976 Apple Computer Co.

- TRIVIA -

Steve Wozniak, who worked for Hewlett-Packard at the time, wanted to build his own computer. He couldn't afford the Intel 8080 CPU (this CPU was very popular then, as it was used in the Altair 8800 & IMSAI 8080, but was pretty expensive), he would use the Motorola 6800 but it was also much too expensive. Finally he decided to build his computer around the MOS 6502 (which was pretty compatible with the Motorola 6800). The computer was easier to use than the Altair: unlike the Altair, the computer has a keyboard and can display characters on a TV (the Altair uses LEDs for its display). The display was very slow, only 60 characters (!) were displayed each second.

Steve Jobs, who made the game "Breakout" for Atari, with a little help from 'the Woz', was interested in this computer. Together they created the Apple Computer Company and they tried to sell the computer.

Paul Terrell, the owner of a computer shop, was interested in this computer, but fully assembled (the Apple 1 was sold naked, no monitor, power supply, keyboard, tape drive, etc.) and with a cassette interface, which Wozniak designed. He sold it with the Basic he wrote soon after. They sold about 200 of these units.

This machine was so popular that Jack Tramiel of Commodore offered to buy Apple, because Apple was, at the time, a major purchaser of MOS 6502 processors (Commodore owned Mos Technologies). Wozniak wanted $15,000 more than Tramiel offered, needless to say, the deal fell through.

The Apple I went on sale in July 1976 at a price of US$666.66 because Wozniak liked repeating digits and because they originally sold it to a local shop for $500 plus a one-third markup.

- STAFF -

Designed by: Steve Wozniak

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=34769&o=2

$end


$info=apple2,
$bio

Apple II (c) 1977 Apple Computer Co.

- TRIVIA -

The first Apple II computers went on sale on June 10, 1977. It was trademarked with square brackets as 'Apple ]['.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103262&o=2

$end


$info=apple2jp,
$bio

Apple II j-plus (c) 1980 Apple Computer, Inc.

- TRIVIA -

The Apple II j-plus was announced in Japan on July, 1980.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103373&o=2

$end


$info=apple2p,
$bio

Apple II+ (c) 1979 Apple Computer Co.

The second model of the Apple II series of personal computers produced by Apple.

- TRIVIA -

It was sold new from June 1979 to December 1982.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103299&o=2

$end


$info=apple2c,apple2c3,apple2c4,apple2c0,
$bio

Apple IIc (c) 1984 Apple Computer Co.

- TECHNICAL -

Microprocessor:
- 65C02 running at 1.023 MHz
- 8-bit data bus

Memory:
-- 128 KB RAM built-in
-- 32 KB ROM built-in (16 KB ROM in original)
- Expandable from 128 KB to 1 MB (only through non-conventional methods in original)

Video:
- 40 and 80 columns text, with 24 lines
- Low-Resolution: 40 × 48 (15 colors)
- High-Resolution: 280 × 192 (6 colors)
- Double-Low-Resolution: 80 × 48 (15 colors)
- Double-High-Resolution: 560 × 192 (15 colors)

Audio:
- Built-in speaker; 1-bit toggling
- User adjustable volume (manual dial control)

Built-in storage:
- Slim-line internal 5.25-inch floppy drive (140 KB, single-sided)

Internal connectors:
- Memory Expansion Card connector (34-pin)*
* Only available on ROM 3 motherboard and higher; original IIc: NONE

Specialized chip controllers:
- IWM (Integrated Wozniak Machine) for floppy drives
- Dual 6551 ACIA chips for serial I/O

External connectors:
- Joystick/Mouse (DE-9)
- Printer, serial-1 (DIN-5)
- Modem, serial-2 (DIN-5)
- Video Expansion Port (D-15)
- Floppy drive SmartPort (D-19)
- 12-Volt DC connector input (DIN-7, male)
- NTSC composite video output (RCA connector)
- Audio-out (?-inch mono phone jack)

- TRIVIA -

The Apple IIc was released on April 24, 1984 in North America during an Apple-held event called 'Apple II Forever'. The new machine was proclaimed as proof of Apple's long-term commitment to the Apple II series and its users, an assurance the company's older technology would not be forsaken or dropped with the recent introduction of the Macintosh. Beyond displaying a commitment to the vitality of the Apple II line, the IIc was also seen as the company's response to IBM's new PCjr.

While essentially an Apple IIe computer in a smaller case, it was not a successor, but rather a portable version to complement it. One Apple II machine would be sold for users who required the expandability of slots, and another for those wanting the simplicity of a plug and play machine with portability in mind.

The machine introduced Apple's Snow White design language, notable for its case styling and a modern look which soon became the standard for most Apple equipment and computers, and continued for nearly a decade after. The Apple IIc introduced a unique off-white coloring known as 'Fog', chosen to enhance the Snow White design style. The Apple IIc, along with a few other peripherals, was the only computer made by Apple to use the 'Fog' coloring.

While relatively light-weight and compact in design, the Apple IIc was not a true portable in design as it lacked a built-in battery and display.
Codenames for the machine while under development included: Lollie, ET, Yoda, Teddy, VLC, IIb, IIp.

- UPDATES -

The Apple IIc was in production from April 1984 to August 1988, and during this time accrued some minor changes. These modifications included three new ROM updates, a bug-fix correction to the original motherboard, a newly revised motherboard, and a slight cosmetic change to the external appearance of the machine. The ROM revision for a specific Apple IIc is determined by entering the Applesoft BASIC programming language and typing in the command PRINT PEEK (64447) which returns the value indicating the particular ROM version.

* Original IIc (ROM version 255): The initial ROM, installed in machines produced during the first year and a half of production, was 16 KB in size. The only device which could be connected to the disk port was (one) external 5.25-inch floppy drive; software could be booted from this external drive by typing the command PR#7. The serial port did not mask incoming linefeed characters or support the XON/XOFF protocol, unlike all later firmware revisions to come. There was no self-test diagnostic present in this ROM, holding down the solid-Apple key during cold boot merely cycled unusual patterns on screen which served no useful purpose or indication of the machine's health.

* Serial port timing fix: The original Apple IIc motherboard (manufactured between April and November 1984) derived the timing for its two serial ports through a 74LS161 TTL logic chip. It was later found that this method's timing was 3% slower than the minimum requirement specified and caused some third party (i.e. non-Apple) modems and printers, which operated at 1200 bits per second (baud) or faster, to function improperly. Slower serial devices operating at 300 baud or less were unaffected, as well as some faster devices which could tolerate the deviation. The solution to ensure all devices were compatible was to replace the TTL chip with an oscillator during manufacture. Apple would swap affected motherboards for users who could prove they had an incompatible serial device (e.g. a third-party 1200-baud modem which presented problems; not all did). It is important to note the problem did not affect all owners; it was more or less a hit-or-miss issue depending on the specific device connected.

* UniDisk 3.5 support (ROM version 0): This update, introduced in November 1985, came in the form of an upgrade to the ROM firmware which doubled in size from 16 KB to 32 KB. The new ROM supported intelligent devices such as the Apple UniDisk 3.5-inch (800 KB) floppy drive, in addition to an external 5.25-inch floppy drive. A new self-test diagnostic was provided for testing built-in RAM and other signs of logic faults. The Mini-Assembler, absent since the days of the Apple II Plus, made a return, and new Monitor Step and Trace commands were added as well. The upgraded ROM added rudimentary support for an external AppleTalk networking device which was yet to be developed. When attempting to boot virtual slot 7, users would encounter the message APPLETALK OFFLINE. The IIc, however, had no built-in networking capabilities, and no external device was ever released. The upgrade consisted of a single chip swap (and a trivial motherboard modification), which Apple provided free only to persons who purchased a UniDisk 3.5 drive. A small sticker with an icon of a 3.5-inch floppy diskette was placed next to the existing 5.25-inch diskette icon above the floppy drive port indicating the machine had been upgraded.

* Memory Expansion IIc (ROM version 3): Introduced in September 1986 simultaneously with the Apple IIGS, this model introduced a new motherboard, new keyboard and new color scheme. The original Apple IIc had no expansion options and required third-party cards to perform various hardware tricks. This could be done by removing the CPU and MMU chips and squeezing a special board into these sockets, which then used bank switching to expand memory (RAM). This was similar to the function of the auxiliary slot in the original Apple IIe. The new motherboard added a 34-pin socket for plugging in memory cards directly, which allowed for the addressing of up to 1 megabyte (MB) of memory using Slinky-type memory cards. The onboard chip count was reduced from 16 memory chips (64K×1) to four (64K×4). The new firmware removed the code for the cancelled AppleTalk networking device and replaced it with support for memory cards. Bumping out the non-supported AppleTalk functionality, memory now lived in virtual slot 4, and mouse support moved to slot 7. The new keyboard no longer had the rubber anti-spill mat and offered generally more tactile and responsive keys that felt more clicky. At the same time, the color of the keyboard, floppy drive latch, and power supply cords changed from beige to light grey, which matched the new Platinum color scheme of the Apple IIGS. The case style, however, remained Snow White. Owners of the previous IIc model were entitled to a free motherboard upgrade if they purchased one of Apple’s IIc memory expansion boards (they did not receive the new keyboard or the cosmetic changes).

* Memory Expansion fix (ROM version 4): In January 1988, a new ROM firmware update was issued to address bugs in the new memory expandable IIc. Changes included better detection of installed RAM chips, correction of a problem when using the serial modem port in terminal-mode, and a bug fix for keyboard buffering. The ROM upgrade was available free of charge only to owners of the memory expansion IIc. This was the final change to the Apple IIc until superseded by the Apple IIc Plus (identified as ROM version 5).

* International versions: Like the Apple IIe before it, the Apple IIc keyboard differed depending on what region of the world it was sold in. Sometimes the differences were very minor, such as extra local language characters and symbols printed on certain keycaps (e.g. French accented characters on Canadian IIc, or the British Pound symbol on the UK IIc) while other times the layout and shape of keys greatly differed (e.g. European IIc). In order to access the local character set, the Keyboard switch above the keyboard was depressed, which would instantly switch text video from the US character set to the local set. The DVORAK keyboard layout was not available on international IIcs—the feature had been intended to switch between international keyboards; the DVORAK layout was merely added to give the switch a function on US IIcs. In some countries these localized IIcs also supported 50Hz PAL video and the different 220/240-volt power of that region by means of a different external power supply — this was a very simple change, since the IIc had an internal 12-volt power converter. The international versions replaced any English wording printed on the case (specifically the keyboard toggle switch, Power and Disk Use drive activity labels) with graphical icon symbols that could be universally understood.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=34770&o=2

$end


$info=apple2e,apple2ee,apple2ep,
$bio

Apple IIe (c) 1983 Apple Computer Co.

- TECHNICAL -

Microprocessor:
- 6502 or 65C02 running at 1.023 MHz
- 8-bit data bus

Memory:
- 64 KB RAM built-in
- 16 KB ROM built-in
- Expandable from 64 KB up to 1 MB RAM or more

Video modes:
- 40 and 80 columns text, white-on-black, with 24 lines¹
- Low-Resolution: 40×48 (15 colors)
- High-Resolution: 280×192 (6 colors)²
- Double-Low-Resolution: 80×48 (15 colors)
- Double-High-Resolution: 560×192 (15 colors)²
¹ Text can be mixed with graphic modes, replacing either bottom 8 or 32 lines of graphics with four lines of text, depending on video mode
² effectively 140×192 in color, due to pixel placement restrictions

Audio:
- Built-in speaker; 1-bit toggling
- Built-in cassette recorder interface; 1-bit toggle output, 1-bit zero-crossing input

Expansion:
- Seven Apple II Bus slots (50-pin card-edge)
- Auxiliary slot (60-pin card-edge)

Internal connectors:
- Game I/O socket (16-pin DIP)
- RF modulation output (4-pin Molex)
- Numeric keypad (11-pin Molex)

External connectors:
- NTSC composite video output (RCA connector)
- Cassette in/out (two 1?8-inch mono phono jacks)
- Joystick (DE-9)

- TRIVIA -

Apple had planned to retire the Apple II series after the introduction of the Apple III in 1980; after that machine turned out to be a disastrous failure, management decided the further continuation of the Apple II was in the company's best interest. So after three and a half years at a stand-still, came the introduction of a new Apple II model — the Apple IIe (codenamed Diana and Super II). The Apple IIe was released in January 1983, the successor to the "Apple II Plus". Some of the hardware and software features of the Apple III were borrowed in the design of the Apple IIe. The culmination of these changes led to increased sales and greater market share of both home and small business use.

One of the most notable improvements of the Apple IIe is the addition of a full ASCII character set and keyboard. The most important addition is the ability to input and display lower-case letters. Other keyboard improvements include four-way directional cursor control and standard editing keys (Delete and Tab), two special Apple modifier keys (Open and Solid Apple), and a safe off-to-side relocation of the Reset key. The auto-repeat function (any key held down to repeat same character continuously) is now automatic, no longer requiring the REPT key (now gone) found on the previous model's keyboard.

The machine came standard with 64 KB RAM, with the equivalent of a built-in Apple Language Card in its circuitry, and had a new special Auxiliary slot (replacing slot-0, though electronically mapped to slot-3 for compatibility with earlier third-party 80-column cards) for adding more memory via bank-switching RAM cards. Through this slot it also includes built-in support for an 80-column text display on monitors (with the addition of a plug-in 1 K memory card, via bank-switching of 40 columns) and could be easily doubled to 128 KB RAM by alternatively plugging in an Apple's Extended 80 Columns Card. As time progressed, even more memory could be added through third party cards using the same bank-switching slot, or alternatively general purpose slot cards that addressed memory 1 byte at a time (i.e. Slinky RAM cards). A new ROM diagnostic routine could be invoked to test the motherboard for faults and its main bank of memory.

The Apple IIe lowered production costs and improved reliability by merging the function of several off-the-shelf ICs into single custom chips, reducing total chip count to 31 (previous models used 120 chips). For this reason the motherboard design is much cleaner and runs cooler as well, with enough room to add a pin-connector for an (optional) external numeric keypad. Also added was a backport accessible DE-9 joystick connector, making it far easier for users to add and remove game and input devices (previous models requiring plugging the joystick/paddles directly into a 16-pin DIP socket on the motherboard; the IIe retained this connector for backwards compatibility). Also improved were port openings for expansion cards. Rather than cutout V-shaped slot openings as in the Apple II and II Plus, the IIe has a variety of different sized openings, with thumb-screw holes, to accommodate mounting interface cards with DB-xx and DE-xx connectors (removable plastic covers filled the cutouts if not used). The Apple IIe maintains a high degree of backwards compatibility with the previous two Apple II models, allowing most hardware and software from those systems to be used.

The Apple IIe was used by several rock bands for album and music video graphics. Yes used an Apple IIe to create the cover of their 90125 album. Fishbone created their self-titled debut EP logo on an Apple IIe. The Residents used one to create the graphics on their Mole Show home video release, as well as the It's a Man's Man's Man's World music video. The Brazilian pop/rock band Biquini Cavadão used an Apple IIe clone (a Sperctrum ED) to generate a count down clock that appears in a video clip of the band.

- UPDATES -

In production from January 1983 to November 1993, the Apple IIe remained relatively unchanged through the years. However there was one significant motherboard update, a major firmware update, two cosmetically revised machines and an official compatibility solution from Apple, in the form of an LC PDS card for certain models of the Macintosh computer line, known as the Apple IIe Card. These revisions are detailed below.

* The Revision A motherboard: At the time of the Apple IIe's introduction, and well into the first few months of production, this motherboard shipped with all units. Graphics modes supported are identical, and limited to, that of the Apple II Plus before it. The logic board is not compatible with the ROM based firmware update (introduced some years later) and most newer plug in expansion slot cards.

* The Revision B motherboard: Shortly after the Revision A motherboard's release in 1983, engineers discovered that the bank-switching feature (which used a paralleled 64 KB of RAM on the Extended 80 Columns Card; or 1 KB to produce 80 columns using bank-switching) could also be used to produce a new graphics mode, Double-High-Resolution, with doubles the horizontal resolution and increases the number of colors from the 6 of standard High-Resolution to 15. In order to support this, some modifications had to be made to the motherboard, which became the Revision B. In addition to supporting Double-High-Resolution and a rarely used Double-Low-Resolution mode it also added a special video signal accessible in slot-7.
Apple upgraded the motherboard free of charge. In later years Apple labeled newer IIe motherboards with a A suffix once again, although in functionality they were Revision B motherboards.

* New case and keyboard: In 1984, Apple revised the case and keyboard. The original IIe uses a case very similar to the Apple II Plus, painted and with Velcro-type clips to secure the lid with a strip of metal mesh along the edge to eliminate radio frequency interference. The new case is made of dyed plastic mold in a slightly darker beige with a simplified snap-case lid. The other noticeable change is a new keyboard, with more professional looking print on darker keycaps (small black lettering, versus large white print). This was the first cosmetic change.

* The Enhanced IIe: In March 1985, Apple replaced the original machine with a new revision called the Enhanced IIe. It is completely identical to the previous machine except for 4 chips changed on the motherboard (and a small Enhanced or 65C02 sticker placed over the keyboard power indicator). The purpose of the update was to make the Apple IIe more compatible with the "Apple IIc" (released the previous year) and in some respects to a smaller degree, the "Apple II Plus". This change involved a new processor, the CMOS based 65C02 CPU, a new character ROM for the text modes, and two new ROM firmware chips. The 65C02 added more CPU instructions, the new character ROM added 32 special MouseText characters (which allowed the creation of a GUI-like display in text mode, similar to IBM code page 437), and the new ROM firmware fixed problems and speed issues with 80 columns text, introduced the ability to use lowercase in Applesoft BASIC and Monitor, and contained some other smaller improvements (and fixes) in the latter two (including the return of the Mini-Assembler—which had vanished with the introduction of the II Plus firmware).
Although it affected compatibility with a small number of software titles (particularly those that did not follow Apple programming guidelines and rules, used illegal opcodes that were no longer available in the new CPU, or used the alternate 80-column character set that MouseText now occupied) a fair bit of newer software — mostly productivity applications and utilities — required the Enhancement chipset to run at all. An official upgrade kit, consisting of these four replacement chips and an Enhanced sticker badge, was made available for purchase to owners of the original Apple IIe. An alternative at the time, which some users choose as a cost-cutting measure, was to simply purchase their own 65C02 CPU and create (unlicensed and illegal) duplicates of the updated ROMs using re-rewritable EPROM chips. When Apple phased out the Enhancement kit in the early 1990s, this became the only available method for users looking to upgrade their IIe, and remains so right up until present day. An Enhanced machine identifies itself with the name Apple IIe on its start up splash screen (as opposed to the less specific Apple II).


* The Platinum IIe: In January 1987 came the final revision of the Apple IIe, often referred to as the Platinum IIe, due to the color change of its case to the light-grey color scheme that Apple dubbed Platinum. Changes to this revision were mostly cosmetic to modernize the look of the machine. Besides the color change, there was a new keyboard layout with built-in numeric keypad. The keyboard was changed to match the layout of the Apple IIGS, with the reset key moved above the ESC and '1' keys, the Open and Solid Apple modifier keys replaced by Command and Option and the power LED relocated above the numeric keypad. Gone were the recessed metal ID badges (showing the Apple logo and name, with IIe beside it) replaced with a simpler Apple IIe silk screened on the case lid in the Apple Garamond font. A smaller Apple logo badge remained, which was moved to the right side of the case.
Internally, a (reduced in size) Extended 80 Columns Card was factory pre-installed, making it come standard with 128 KB RAM and Double-Hi-Res graphics enabled. The motherboard has a reduced chip count by merging the two system ROM chips into one and used higher density memory chips so its 64 KB RAM could be made up of two (64 Kbx4) chips rather than eight (64 Kbx1) chips, bringing the count down to a total of 24 chips. A solder pad location on the motherboard, present since the original IIe, for (optionally) making presses of the "Shift" keys detectable in software, is now shorted by default so that the feature is always active. Next, in a move to reduce radio frequency interference when a joystick plugs into the motherboard's Game I/O socket, filtering capacitors were added. While this made no difference to the average user, it had the negative effect of lowering the available bandwidth to the socket, which is often used by specialized devices for such purposes as measuring temperature, controlling a robotic device, or even simplistic networking for data transfer to another computer. In such cases the specialized devices were rendered useless on the Platinum IIe unless the user removed the capacitors from the board.
There were no firmware changes present, and functionally the motherboard is otherwise identical to the Enhanced IIe. This final model of the Apple IIe was discontinued in November 15, 1993; officially retiring the entire Apple II family line with it.

* International versions: The Apple IIe keyboard differed depending on what region of the world it was sold in. Sometimes the differences were very minor, such as extra local language characters and symbols printed on certain keycaps (e.g. French accented characters on Canadian IIe, or the British Pound symbol on the UK IIe) while other times the layout and shape of keys greatly differed (e.g. European IIe). In order to access the local character set and keyboard layout, a user-accessible switch is found on the underside of the keyboard — flipping it will instantly switch the video output and keyboard input from the US character set to the local set. To support this, special double capacity video and keyboard ROMs are used; in early motherboards they had to reside on a tiny circuit card that plugged into the socket. In some countries these localized IIe's also support 50 Hz PAL video instead of the standard 60 Hz NTSC video and the different 220/240 volt power of that region. An equivalent of the "PAL color card" for the earlier Apple II europlus model was integrated into the motherboard of these IIes, so that color graphics are available without the addition of a slot card.
Another difference with the European IIe, is the Auxiliary slot physically moved in location so it is in line and in front of slot-3, preventing both slots from being used simultaneously for full-sized cards. A few third-party cards are affected by this: some European cards plug into both slots simultaneously and are thus unusable on American IIes, and some American cards that do not fit into the case of European IIes because the European location of the Auxiliary slot leaves less room for them.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=34771&o=2

$end


$info=apple3,
$bio

Apple III (c) 1980 Apple Computer, Inc.

The Apple III is a business-oriented personal computer produced and released by Apple Computer that was intended as the successor to the Apple II series, but was largely considered a failure in the market.

- TRIVIA -

Development work on the Apple III started in late 1978 under the guidance of Dr. Wendell Sander. It had the internal code name of 'Sara', named after Sander's daughter.

The machine was first announced and released on May 19, 1980, but due to serious stability issues that required a design overhaul and a recall of existing machines, it was formally reintroduced in the second half of 1981.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103374&o=2

$end


$ibm5150,ibm5150_cass=aplepanc,
$bio

Apple Panic (c) 1982 Broderbund Software, Inc.

- STAFF -

IBM PC version by: Olaf Lubeck

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83578&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=applpanc,
$bio

Apple Panic [Model VI-AP-C] (c) 1982 Creative Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83768&o=2

$end


$spc1000_cass=applethf,applethfb,applethfa,
$bio

Apple Thief (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83485&o=2

$end


$famicom_flop=appltown,
$bio

アップルタウン物語 (c) 1987 Square Company, Limited.
(Apple Town Monogatari - Little Computer People)

Some players may have heard about Activision's unusual game Little Computer People released back in 1985. Apple Town Story is somehow the Japanese version and was released by Square. The man avatar from the original game was replaced here by a cute little girl and her ginger cat. The concept of the game is rather simple - the screen shows a slide-view of the inside of a three-story house. The bedroom is on the top floor and the game starts there and like every morning, the little girl wakes up at 7:00 am. 'Game' is a big word here as most of the player's time is spent watching the little girl and her pet's actions. She will probably wash her teeth, watch some TV, eat breakfast, write a letter and so on. However, it is possible to interact with her in limited ways and she will get really bored if the player doesn't. He can give her a call, send her a letter, feed her ginger kitty with pet food, or even give her a Famicom game to play. The view also zooms in for special occasions, like when she plays piano, turn some music on and dance or play cards.

- TECHNICAL -

Game ID: SQF-APT

- TRIVIA -

Little Computer People for FCD was released in April 03, 1987 in Japan for 3400 Yen. Like most of DOG's titles for the Famicom Disk System, Apple Town Story cames with a large box and a fairly nice and colorful instruction manual.

Little Computer People was first released for the Commodore 64 Computer in 1985 and used the famous teaser: 'Human-like beings actually found living inside computers'. The original game only featured male characters and each game would have a different variation of him. Not two were supposed to be alike and a special code was encrypted in every game to make sure their appearance and personality were 'unique'. It is not obvious if Apple Town Story uses the same feature or not.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65238&o=2

$end


$a2600=appldols,
$bio

Apples and Dolls (c) 198? CCE

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50205&o=2

$end


$pc98=applesau,
$bio

あっぷるそーすぱいれーつ (c) 1994 Compile.
(Applesauce Pirates)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88934&o=2

$end


$snes=applesed,
$bio

Appleseed - Prometheus no Shintaku (c) 1994 Visit

- TECHNICAL -

[Model SHVC-7X]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61034&o=2

$end


$m5_cart=apploon,
$bio

Apploon (c) 1983 Takara Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95336&o=2

$end


$pc8801_cass=apploon,
$bio

Apploon (c) 1984 Takara Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91198&o=2

$end


$pc8801_flop=apploon,
$bio

Apploon (c) 1984 Takara Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91389&o=2

$end


$info=appoooh,
$bio

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

A hilarious wrestling game.

- TECHNICAL -

Main CPU: Zilog Z80 (@3.072 Mhz)
Sound Chips:
SOUND: (3x) Texas Instruments SN76496 (@3.072 Mhz)
SPEECH: OKI MSM5205 (@384 Khz)

Players: 2
Control: 8-way joystick
Buttons: 3

- TRIVIA -

Appoooh was released in June 1984 in Japan only.

Each in-game wrestler is a parody from a real-life wrestler :
* G.Babu - 'Giant Baba' (Shohei Baba) (1938-1999)
* H.Hogen - 'Hulk Hogan' (Terry Bollea)
* A.Inoke - 'Antonio Inoki' (Kanji Inoki)
* S.Hanson - 'Stan Hansen' (John Stanley Hansen)
* Tigerman - 'Tiger Mask' (Satoru Sayama)
* A.Giants - 'Andre the Giant' (André Roussimoff) (1946-1993)
* U.Uma - 'Ueda Umanosuke' (Ueda Yuji) (1940-2011)
* A.Buchie - 'Abdullah the Butcher' (Larry Shreeve)

- STAFF -

Developed by: Sanritsu

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89&o=2

$end


$amigaocs_flop=apprent,
$bio

Apprentice (c) 1990 Rainbow Arts

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73424&o=2

$end


$amigaocs_flop=approach,
$bio

Approach Trainer (c) 1995 Extender

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73425&o=2

$end


$msx1_cass=apring2,
$bio

Aprendiendo Ingles 2 - Bernard goes to Mars (c) 1985 Sony Spain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94442&o=2

$end


$pc98=apros,
$bio

Apros ～大地の章 風の探求者編～ (c) 1992 Telenet Japan.
(Apros - Daichi no Shou - Kaze no Tankyuusha Hen)

- TRIVIA -

Released on December 25, 1992 in Japan. Retail price: 12800 Yen.

- STAFF -

Developed by: Wolf Team

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88935&o=2

$end


$megadriv=aqrenk,
$bio

Aq Renkan Awa (c) 1995 C&E

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56327&o=2

$end


$info=aquajack,aquajackj,aquajacku,
$bio

Aqua Jack (c) 1990 Taito.

A chase-view shoot'em up were you pilot a hovercraft over water and land while dodging bullets and avoiding objects by either going around them or jumping over them.

- TECHNICAL -

Taito Z System hardware
Prom Sticker : B77

Main CPU : (2x) Motorola 68000 (@ 12 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2610 (@ 8 Mhz)

Players : 1
Control : dial
Buttons : 4

- TRIVIA -

Aqua Jack was released in August 1990.

Banglar, the Yoda lookalike villain from "The Ninja Warriors" makes an appearance in this game.

- SERIES -

1. Seafly (1984)
2. Aqua Jack (1990)

- STAFF -

Directer : Yoshinori Kobayasi
Orginal planner : Toshio Kohno
Game designers : Toshio Kohno, Masami Kikuchi
Game programmers : Yoshinori Kobayasi, Youichi Oki, Yasutaka Minami, Horihan Tak Bar
Character designers : Masami Kikuchi, Taira Sanuki, Yukiwo Ishikawa, Kohzoh Igarashi, Seiji Kawakami, Hisakazu Katou, Santa Claus Co., Visual Arts Production
Mechanical engineers : Tomio Suzuki, Hisayuki Yamaguchi, Masaharu Hori, Takaaki Deguchi
Hardware designers : Masahiro Yaaguchi, Tsukasa Nakamura, Satoru Shimomura, Yuuichi Yamato, Kauaki Sasaki
Cabinet and art designer : Atsushi Iwaoka
Sound composer : Shizuo Aizawa (Splatter A)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90&o=2

$end


$info=aquajet,
$bio

Aqua Jet (c) 1996 Namco.

A 3-D waterscooter simulator with racing elements.

- TECHNICAL -

Cabinet dimensions : 89,5in. High x 50,5in. Wide x 105in. Deep.

- TRIVIA -

Released in September 1996.

- TIPS AND TRICKS -

* Play as a Penguin : At the Press Start screen press the start button while squeezing the accelerator. Then do the following : 
1) Hold the steering column Up, press Start, and then release. 
2) Hold the steering column Down, press Start, and then release. 
3) Hold the steering column Down, press Start, and then release. 
4) Hold the steering column Up, press Start and squeeze the accelerator at the same time.

* Mirror Mode : When the screen says 'Press Start Button', press the Start button while squeezing the accelerator, At the 'Course Selection' screen, select a course by leaning Left (Novice) or Right (Expert). Now enter the following code :
1) Hold the steering column Up, press Start, then release.
2) Hold the steering column Up, press Start, then release.
3) Hold the steering column Down, press Start, then release.
4) Hold the steering column Down, press Start and squeeze the accelerator simultaneously. 
Now the course is a mirror of its original. The course map appearing in the upper left corner of the screen is also mirrored and a 'M' mark is lite.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4447&o=2

$end


$psx=aquapara,
$bio

Aqua Paradise - Boku no Suizokukan [Model SLPS-03095] (c) 2000 Victor Interactive Software, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84857&o=2

$end


$msx1_cart=aquasos,
$bio

Aqua Polis SOS (c) 1983 Paxon

- STAFF -

Staff hidden in the game ROM.

Developed by Compile.

By: Owner.Seki (oyabun), Obey.Inoue (mighty), Light-man.Oyo (chanpion), Aged.Kobayashi (gandas), Compile.Niitani (nice)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76557&o=2

$end


$info=aquarush,
$bio

Aqua Rush (c) 1999 Namco.

An upside down tetris type game, where you can elongate any of the 3 xxx points separately on a block to connect that certain block without any gaps. The game is quite addictive but gets very tough after the first few levels.

- TECHNICAL -

Namco System 12 hardware
Game ID : AQ

Main CPU : PSX (@ 16.9344 Mhz), H8/3002 (@ 14.7456 Mhz)
Sound Chips : C352 (@ 14.7456 Mhz)

Screen orientation : Horizontal
Video resolution : 640 x 480 pixels
Screen refresh : 60.00 Hz
Palette colors : 65536

Players : 2
Control : 8-way joystick
Buttons : 6

- TRIVIA -

Released in October 1999.

- UPDATES -

AQ1/VER.A1
* Software version : AQ1/VER.A1 (Japan)
* Build date : 13:32:33, OCT 12 1999

- STAFF -

Director : Eiji Yoshida
Programmer : Yasumichi Donishi
Visual director : Taro Okamoto
Sea creatures designer : Kanako Iwasaki
Stage designer : Hiroko Noguchi
Effect designer : Fuminori Isuchiya
Title logo & graphic designer : Syunichi Yoshida
BGM composer : Akitaka Tohyama
BGM compose help : Yoshihito Yano
BGM & SE composer : Satoru Kosaki
Game tuning : Yasuki Nakabayashi
Debug & Assist : Masanao Kukoda, Makoto Kiyokawa, Takashi Kohara, Takeharu Konodu
Supervisors : Katsuo Nakamura, Hajime Nakatani
Producer : Toshio Natsui

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91&o=2

$end


$info=aquastge,
$bio

Aqua Stage (c) 1995 Sega Enterprises, Limited.

Coin pusher with video screens.

- TRIVIA -

Released in August 1995 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=29560&o=2

$end


$saturn,sat_cart=aquawld,
$bio

Aqua-World - Umi Bi Monogatari [Model T-30301G] (c) 1996 Masudaya

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58909&o=2

$end


$cpc_cass=aquadf19,
$bio

Aquad (c) 1985 Norsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64313&o=2

$end


$info=aqualand,
$bio

Aqualand (c) 1986 Juegos Populares.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=9894&o=2

$end


$x68k_flop=aquales,
$bio

Aquales (c) 1991 Exact [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87060&o=2

$end


$gbcolor=aqualife,
$bio

Aqualife [Model DMG-AALJ-JPN] (c) 1999 Tam [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67489&o=2

$end


$psx=aquanaut,
$bio

Aquanaut no Kyuujitsu 2 [Model SLPS-02141] (c) 1999 Artdink

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84858&o=2

$end


$psx=aquarian,
$bio

Aquarian Age - Tokyo Wars [Model SLPS-02731] (c) 2000 ESP [Ent. Software Publishing]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84859&o=2

$end


$info=aquarium,aquariumj,
$bio

Aquarium (c) 1996 Excellent System.

A puzzle game with a fish theme.

- TECHNICAL -

Game ID : ES-9206

Main CPU : Motorola 68000 (@ 16 Mhz)
Sound CPU : Zilog Z80 (@ 6 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), OKI6295 (@ 8.5 Khz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in October 1995 in Japan.

- STAFF -

Planner : Michiaki Ishida
Graphic Design : Makoto Shirai, Michiaki Ishida
Sound Programmer : Masayoshi Satake
Composer : Tousyu Furukawa
Sound Effect : Makoto Shirai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92&o=2

$end


$info=aquarius,aquarius_qd,
$bio

Aquarius (c) 1983 Mattel Electronics.

- TECHNICAL -

CPU: Zilog Z-80, 3.5 MHz
Memory: 4K RAM, expandable to 20K RAM; 8K ROM
Keyboard: 48-key rubber chiclet
Display: 40x24 text, 80x72 graphics, 16 colors
Sound: One voice, expandable to four voices
Ports: Television, cartridge/expansion, tape recorder, printer
Hardware Sprites: None
PSU: Hard-wired into case and cannot be removed.

- TRIVIA -

Looking to compete in the standalone computer market, Mattel Electronics turned to Radofin, the Hong Kong based manufacturer of their Intellivision consoles. Radofin had designed two computer systems. Internally they were known as Checkers, and the more sophisticated Chess. Mattel contracted for these to become the Aquarius and Aquarius II, respectively. Aquarius was announced in 1982 and finally released in June 1983, at a price of $160. Production ceased four months later because of poor sales. Mattel paid Radofin to take back the marketing rights, and four other companies—CEZAR Industries, CRIMAC Inc., New Era Incentives, Inc., and Bentley Industries—also marketed the unit and accessories for it. Bentley Industries (of Los Angeles) and New Era Incentives, Inc. (of St. Paul) are still in business, though they no longer have any affiliation with the Aquarius product line.

The Aquarius often came bundled with the Mini-Expander peripheral, which added gamepads, an additional cartridge port for memory expansion, and the GI AY-3-8914 sound chip, which was the same one used on the Intellivision console. Other common peripherals were the Data recorder, 40 column thermal printer, 4K and 16K ram carts. Less common first party peripherals include a 300 baud cartridge modem, 32k RAM cart, 4 color plotter, and Quick Disk drive.

Although less expensive than the Texas Instruments TI-99/4A and Commodore VIC-20, the Aquarius had comparatively weak graphics and limited memory—internally, Mattel programmers dubbed it the system for the seventies. Of the 32 software titles Mattel announced for the unit, only 21 were released. Most of the released titles were ports from Mattel's Intellivision game console, but because the Aquarius lacked programmable graphics, the gameplay of many games was better on the less-expensive console. Contrastingly, computer offerings from other companies who sold both computers and consoles, such as Atari and Coleco, commonly matched and sometimes exceeded the capabilities of their consoles.
Shortly after the release of the Aquarius, Mattel announced plans for another home computer, the Aquarius II. There is evidence that the Aquarius II reached the market in small numbers, but it was never a commercial success.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=34772&o=2

$end


$a2600=aquatak,
$bio

Aquatak (c) 1983 John Sands Electronics

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50206&o=2

$end


$megadriv=aquagame,
$bio

Aquatic Games (c) 1992 Electronic Arts.

- TECHNICAL -

Game ID: E077SMX1

- TRIVIA -

Reviews:
[FR] November 1992 - Consoles+ No. 14: 65/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70981&o=2

$end


$coleco=aquatack,aquatacka,
$bio

Aquattack (c) 1984 Interphase

- STAFF -

by: Nick PORCINO

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53242&o=2

$end


$msx1_cart=aquatack,
$bio

Aquattack (c) 1984 Toshiba EMI [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76558&o=2

$end


$amigaocs_flop=aquavent,aquaventu,
$bio

Aquaventura (c) 1992 Psygnosis, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73426&o=2

$end


$a2600=aquaventp,
$bio

Aquaventure (c) 1983 Atari, Incorporated.

- TRIVIA -

The words LOONEY and HOT can be found in the middle of the game's code.

- PORTS -

* Others : 
Atari Flashback 2 [US] (2005)
Atari Flashback 2+ [US] (February 22, 2010)
Atari Flashback 3 [US] (September 16, 2011) by AtGames 
Atari Flashback 4 [US] (November 13, 2012) by AtGames 
Atari Flashback 5 [US] (October 1, 2014) by AtGames

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50208&o=2

$end


$a2600=aquavent,
$bio

Aquaventure (c) 198? CCE

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50207&o=2

$end


$saturn,sat_cart=aquazone,aquazonea,
$bio

Aquazone - Desktop Life [Model T-24001G] (c) 1996 Open Book 9003

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58910&o=2

$end


$saturn,sat_cart=aquaopt1,
$bio

Aquazone Option Disc 1 - Angel Fish [Model T-24002G] (c) 1996 Open Book 9003

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58911&o=2

$end


$saturn,sat_cart=aquaopt2,
$bio

Aquazone Option Disc 2 - Black Molly [Model T-24003G] (c) 1996 Open Book 9003

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58912&o=2

$end


$saturn,sat_cart=aquaopt3,
$bio

Aquazone Option Disc 3 - Blue Emperor [Model T-24004G] (c) 1996 Open Book 9003

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58913&o=2

$end


$saturn,sat_cart=aquaopt4,
$bio

Aquazone Option Disc 4 - Clown Loach [Model T-24005G] (c) 1996 Open Book 9003

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58914&o=2

$end


$saturn,sat_cart=aquaopt5,
$bio

Aquazone Option Disc 5 - False Rummy Nose [Model T-24006G] (c) 1996 Open Book 9003

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58915&o=2

$end


$snes=aqutal,
$bio

Aqutallion (c) 1993 Tecmo, Limited.

Aqutallion is a little known Role Playing Game by Tecmo. The game tells the story of Ray, a young and adventurous teenager who lives with his mother on a tiny island. Years ago, Ray's father was mysteriously killed and her mother raised the poor boy after the tragedy. One day, our hero discovers that something terrible is about to happen. An evil demon called Homncruse is poised to take over the World and only Ray and his friends can do something about it. He sets out on a journey to find five companions and the guardians who will eventually help him in his quest. The most interesting feature of the game is how the player controls two teams of heroes - the Aqutallions and the Kustera. Each party has special abilities and needs to be used in conjunction with one another for the most benefit. Aqutallion also cleverly mixes fantasy and technology and villains often rely on machines to fulfill their evil intentions. Beyond that, Aqutallion is a traditional Role Playing Game - our heroes travel the world, visit towns, villages, dungeons and gather clues. Combats are turned-based and are randomly triggered throughout the game, and their sole purpose is to gain experience points and to level up. Magic has also its place in the game and the player can combine spells to trigger more powerful combo-attacks.

- TECHNICAL -

Cartridge ID: SHVC-AQ

- TRIVIA -

Released on November 05, 1993 in Japan for 8900 Yen.

Export releases:
[US] "Tecmo Secret of the Stars [Model SNS-AQ-USA]"

- STAFF -

Planning: T. Kurakata, K. Ueda, K. Takamiya, M. Tsuboko
Programming: H. Sato, S. Sekiguchi, K. Kojima
C.G: H. Kon, A. Yajima, M. Takamatsu, K. Sato, T. Hamai, H. Miyajima
Sound Effect: C. Okayasu
Manual Staff: M. Karibe, K. Niwayama

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61035&o=2

$end


$msx1_cart=arabhist,arabhista,
$bio

Arab History [Model H018] (c) 1985 al Alamiah

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76559&o=2

$end


$msx1_cart=arabhome,arabhomea,
$bio

Arab Homeland [Model H017] (c) 1985 al Alamiah

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76560&o=2

$end


$pc98=arabesqu,
$bio

Arabesque! Shoujo-tachi no Orinasu Ai no Monogatari (c) 1994 Fairytale.

- TECHNICAL -

Floppy Disk x6

- TRIVIA -

Released on April 13, 1994 in Japan. Retail price: 7800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88936&o=2

$end


$info=arabian,
$bio

Arabian (c) 1983 Sun Electronics.

You'll have 1001 hours of fun with the ARABIAN upright game! You are the adventurous Arabian prince, and your goal is to rescue the princess from her palace. Use the joystick control and the KICK button to move through perilous passages. Sail the seas, crawl in caves, and fly magic carpets - you'll be challenged by 4 increasingly hard waves of play! Score points on the way for picking up the letters in A-R-A-B-I-A-N, and get a bonus if you pick them up in order!

Arabian is a 'video book' with a happy ending! The attract mode introduces the story, and animated storybook 'pages' let you experience the Arabian Prince's adventures. Use the 8-position joystick to jump, super-jump, walk, crawl, or climb in all directions. Tap either KICK button (are you right- or left-handed?) to kick your enemies out of the way.

The player controls a young Arabian Prince who must rescue his Princess from the castle tower where she is being held prisoner. Evil Genies in brass jugs, swooping Rocs, and purple ghostly creatures called Oscars will try to stop him along the way. The Prince scores points for kicking Oscars or Rocs, picking up lettered jugs, or spelling A-R-A-B-I-A-N. The Prince loses a life when he's hit by a smokeball, falls off a ledge, flying carpet or vine, or gets caught (touched) by a Genie, Oscar, or Roc.

The Prince must successfully complete 4 levels to rescue the Princess (4 levels or 'pages' equals 1 section). Each level is introduced with the turning of a page, which shows a distant view of the upcoming playfield. Each playfield has 7 lettered jugs that must be picked up before the player can advance to the next level, but he must avoid or KICK evil Genies, Oscars, and Rocs that will try to stop him.

Page 1. Page l turns, revealing a ship. The Prince must work his way to the crow's nest at the top of the mast before the vessel reaches the shore. As he climbs up the rigging, Rocs and Oscars dive at him in an attempt to knock him down. The Prince must KICK them out of the way to survive. While contending with these rascals, he must also try to collect all the jugs with letters on them. Beware! The jugs hold devilish Genies which can appear at any time and throw smokeballs at the Prince. Once a Genie has materialized, the Prince's kicking power cannot be used against him and he is unable to collect the jug so he should avoid the Genie. However, the Prince may collect the jug while the Genie is in smoke. When the Arabian has collected all the jugs and reaches the top of the ship, Page 2 introduces the second level of the story.

Page 2. Now the Arabian has arrived on shore. To reach the Princess he must complete a cave maze under the cliff. Low-hanging rocks and climbing vines force him to crawl and climb. The Prince must still dodge Rocs, Oscars, and the Genie's smokeballs. And he must still collect the brass jugs. When he reaches the top of the cave, he must try to collect the letter N jug.

Page 3. Now the Arabian Prince must scale the walls of the castle. As flying carpets whiz by, the Arabian must jump from one to the next, taking care he isn't knocked off his present perch by another carpet flying too closely He can duck to avoid them, but his timing has to be precise or he will take a tumble down to the ground. He must still dodge Rocs, Oscars, and the Genie's smokeballs. The player must beware - sometimes a pair will merge into one super Roc bird or super Oscar!

Page 4. The Prince has at last entered the castle. The Princess beckons him from high in the tower. To reach her, he must ride atop some flying carpets and pull himself up ropes - all the while collecting the brass jugs and kicking meddlesome Rocs and Oscars. When he reaches his loving and grateful Princess, the 2 fly happily into the sunset on a magic carpet.

Once the player has taken the Arabian through a section (all 4 levels), the next section begins. But the action gets faster, the Genies are angrier and fling more smokeballs, and there are more intelligent and challenging Rocs and Oscars. Even the brass jugs are rearranged so that it becomes more difficult for the player to spell A-R-A-B-I-A-N in order.

- TECHNICAL -

Cabinet dimensions : 71'' (180,34cm) High x 26,75'' (67,95cm) Wide x 25,25 (64,14cm) Deep.
Cabinet weight : 307 lbs (139,3 kg)

Game ID : TVG13

Main CPU : Zilog Z80 (@ 3 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.5 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 1

- TRIVIA -

Arabian was released in June 1983 in Japan.

Chuck Futtrell holds the record for this game with 219,750 points on November 24, 1984.

Bug : Pixels are missing from the top of the '5'. This is a fault common to the code of the original ROMs on all of the boards (both Sun and Atari)..

- SCORING -

Kicking a monster off screen : 100 points.
Killing 2 monsters with one kick : 600 points.
Killing 3 monsters with one kick : 1,600 points.
Killing 4 monsters with one kick : 3,600 points.
Kick Super-Roc or Super-Oscar :  1,000 points.
Kicking a mutant blob : 2,000 points.
Collecting a pot : 500 points.
Spelling ARABIAN : 2,000 points + 2,000 points x section number.

- TIPS AND TRICKS -

Hints for Game Play :
* The player can still complete a level even if he collects the jugs out of sequence. But if he collects jugs in sequence to spell A-R-A-B-I-A-N, he'll score many more bonus points.
* Kicking a Roc or Oscar into other Rocs or Oscars awards higher points.
* When a Genie begins to appear, the player should move to an area which allows him to avoid the smokeballs the Genie will throw!
* Try to kick off the monsters in pairs for more points. They don't have to be close together : one hitting another knocks the other off screen.
* Don't move through a crawlway when there is a blob regenerating on the other side. You move much slower when crawling, can't kick and chances are you won't make it through in time.
* You can kick monsters slightly above and in front of you if you kick when jumping.
* If you jump onto a ladder you land on it half way up and can then continue climbing, thereby getting you up quicker.
* You can't jump when there are vines above you as you cling to them.

- PORTS -

* Consoles :
Nintendo Famicom [JP] (July 25, 1985) "Super Arabian [Model SS1-4500]" 

* Computers :
Commodore C64 [EU] (1984) "Tales of the Arabian Nights" by Interceptor Micros
Amstrad CPC [EU] (1985) "Tales of the Arabian Nights" by Interceptor

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93&o=2

$end


$info=arabiana,
$bio

Arabian (c) 1983 Atari, Incorporated..

Export version by Atari for North America. Game developed in Japan by Sun Electronics Corp. For more information about the game itself, please see the original Sun Electronics entry.

- TECHNICAL -

Game ID : 136019

- TRIVIA -

Arabian was released in June 1983 in the USA by Atari. Approximately 1,950 units were produced.

Background musics (Atari only):
Levels 1 & 3: Rimsky Korsakov - Scheherazade
Levels 2 & 4: Rimsky Korsakov-The Young Prince and Princess
Page intro: Ludwig Van Beethoven - Symphony No 6. Op 68 - 1st Movement
Attract mode: Mozart - Turkish March

- PORTS -

* Computers : 
[US] Commodore C64 (1984) "Tales of the Arabian Nights" by Interceptor Micros

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=36825&o=2

$end


$nes=arabndrm,
$bio

アラビアンドリーム シェラザード (c) 1987 Culture Brain
(Arabian Dream - Scheherazade)

- TECHNICAL -

[Model CBF-AS]

- TRIVIA -

Arabian Dream Scheherazade was released on September 03, 1987 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53833&o=2

$end


$info=arabfgt,arabfgtj,arabfgtu,
$bio

Arabian Fight (c) 1991 Sega.

An up-to-4 players beat'em up game with 4 selectable warriors who battle hordes of soldiers and mythical beings. Plenty of sprite-scaling action from foreground to background. This game consists all 7 stages.

- TECHNICAL -

Runs on the Sega "System 32" hardware.

Players: Up to 4.
Control per player: 8-way joystick
Buttons per player: 2
=> Attack, Jump

- TRIVIA -

Arabian Fight was released in January 1992 (even if copyright year is 1991) in Japan, it was the fifth in the series of Sega's System 32 games.

- UPDATES -

The US version is slightly different, it has the 'Winners Don't Use Drugs' screen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94&o=2

$end


$info=arabianm,arabianmj,arabianmu,
$bio

Arabian Magic (c) 1992 Taito Corp.

Arabian Magic is a scrolling beat-em-up for one to four players, set in the mythical world of The Arabian Nights. A long time ago, an evil wizard has taken over the peaceful kingdom of Shahariyard and used sorcery to transform its king into a Monkey. The player must defeat each of the game's seven Guardians to reclaim the 'Jewel of Seven Colours' and release the king from the evil hex. 

Each player can select from four distinctive characters: Prince Lassid, Princess Lisa, Sinbad or Afshael. Each character carries a primary weapon - Prince Lassid and Sinbad carry swords, Princess Lisa a magical veil and Afshael a mace. In addition to the weapons, players can also summon a magical attack in the form of a huge genie. The genie will only appear for a few seconds but during that time, players have control over the genie and can steer him towards enemies. 

Arabian Magic has seven different stages with one of the powerful guardians awaiting the player at the end of each level. Each guardian, once defeated, will drop a jewel which forms a part of the Jewel of Seven Colours. Guardians, once defeated, will join the player and become a Genie. Each level is littered with vases and wooden chests which, when broken, reveal treasure items and power-ups. 

The game ends when the player has recovered the Jewel of Seven Colours, saved the King (making him human in the process) and restored peace to Shahariyard.

- TECHNICAL -

Runs on the "Taito F3 System" Hardware.

Prom Stickers : D29

Players: Up to 4.
Control: 8-way joystick (per player)
Buttons: 3 (per player)
=> Attack, Jump, Magic

- TRIVIA -

Arabian Magic was released in July 1992.

The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to Japanese characters.

Zuntata Records released a limited-edition soundtrack album for this game (Zuntata Rare Selection Vol.4 - Arabian Magic - ZTTL-0030) on September 21, 1998.

- UPDATES -

The US version has the "Winners Don't Use Drugs" screen.

- TIPS AND TRICKS -

* Characters list
Princess Lisa can defeat enemies at a distance. She has only a small amount of health, but has powerful attacks. Her spinning attack is lethal. 
Sinbad possesses the greatest of all swords and his attacks are skilful. By saving energy and emitting it from his sword, Sinbad can perform a charged attack. 
Afshaal's body strength and attack power are the strongest of the four, but he is slow. His rolling tackle is particularly effective.
Prince Rassid has the fastest movement and attack speed of the four. He also has the most health. 

* Items list
Water jug: Temporary invincibility
Hourglass: Freezes all enemies on-screen
Book: Destroys all enemies on-screen
Red crystal: Flame magic
Blue crystal: Power up
Gold crystal: Thunder magic
Red jar: Recover 25% health
Blue jar: Recover 50% health
Gold jar: Recover 100% health

* Round Select Mode :
1) Hold Service Switch and reset the game.
2) Press the buttons in the following sequence 'Start(x3), Service, Start' on the 'Service Switch Error' message screen.
3) If it's done successfully, you will be able to enter the Round Select Mode.

- STAFF -

Producers : Yukiwo Ishikawa (Yukio Abe), Kazutomo Ishida
Director : Yukiwo Ishikawa (Yukio Abe)
Software : Kazutomo Ishida, Kusago Nagahara, K. Usahi, Zippy Aoki, Masashi Tsuzura
Music & Sound (Zuntata): Norihiro Furukawa, Naoto Yagishita
Hardware : Katsumi Kaneoka, Syuji Kubota
Art director : Nobuhiro Hiramatsu
Character designers : Nobuhiro Hiramatsu, Hiroyo Kujirai, Sakabon, Yukio Abe, Marutake, M. Maekawa, Waka, Peacock, V.A.P

- PORTS -

* Consoles : 
Sony PlayStation 2 [JP] (August 25, 2005) "Taito Memories Gekan [Model SLPM-66092]" 
Sony PlayStation 2 [AU] (March 30, 2006) "Taito Legends 2 [Model SLES-53852]" 
Microsoft XBOX [EU] (March 31, 2006) "Taito Legends 2" 
Sony PlayStation 2 [EU] (March 31, 2006) "Taito Legends 2 [Model SLES-53852]" 
Sony PlayStation 2 [US] (May 16, 2007) "Taito Legends 2 [Model SLUS-21349]" 

* Computers : 
PC [MS Windows, CD-ROM] [EU] (March 31, 2006) "Taito Legends 2" 
PC [MS Windows, CD-ROM] [US] (July 10, 2007) "Taito Legends 2"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95&o=2

$end


$amigaocs_flop=arabian,
$bio

Arabian Nights (c) 1993 Krisalis

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73427&o=2

$end


$info=m5arab,m5arab03,
$bio

Arabian Nights (c) 1999 Barcrest.

- TRIVIA -

Released in January 1999.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15238&o=2

$end


$snes=arabian,
$bio

Arabian Nights - Sabaku no Seirei Ou (c) 1996 Takara Company, Limited.

- TECHNICAL -

[Model SHVC-AAJJ-JPN]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61036&o=2

$end


$msx1_cart=albasica,albasic,
$bio

Arabic Learn BASIC [Model C047] (c) 1986 al Alamiah

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76562&o=2

$end


$msx1_cart=sakhrbas,
$bio

Arabic Sakhr BASIC [Model C026] (c) 1987 al Alamiah

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76563&o=2

$end


$nes=arabsc,
$bio

Arabic Study Cartridge (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54894&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=aracnoid,
$bio

Arachnoid (c) 1982 UMI

- TECHNICAL -

Model 1605

- TRIVIA -

HIDDEN MESSAGE: A message within the code states that programmer Allen Pulsifier first wrote his code in 1980, although the game wasn’t released until 1982.

- STAFF -

By: Allen Pulsifer

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83769&o=2

$end


$info=aracnis,
$bio

Aracnis (c) 198? Unknown.

Bootleg/Hack of "Scorpion" running on the "Moon Cresta" hardware.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=33616&o=2

$end


$snes=araiguma,
$bio

あらいぐまラスカル (c) 1994 Masaya
(Araiguma Rascal)

Araiguma Rascal is a cute puzzle game published by Masaya. The player takes control of Rascal, a brown and cute raccoon, and must rearrange jars filled with all kind of items (apples, candies, melons, jam) that two squirrels constantly push away from their tree house. The raccoon can carry jars around, throw them in the air, jump, drop them right beneath him and even push them. If he matches three or more jars of the same kind, then they disappear and increase a green bar located at the bottom of the screen - once the bar is full, Rascal completes the stage and jumps to the next one (although players are free to pick a stage at the beginning of the game). In addition to the one-player mode, Araiguma Rascal offers three two-player options that feature the young boy Sterling North. In the first one, two players must race as fast as possible along a course while avoiding or moving obstacles and jars strategically placed in the way. Then the two other modes are more traditional and feature a cooperative and versus gameplay based around the one-player puzzle formula.

- TECHNICAL -

Cartridge ID: SHVC-R9

- TRIVIA -

Araiguma Rascal was released on June 25, 1994 in Japan for 8900 Yen. The game was never exported outside Japan.

Araiguma Rascal was a Japanese anime series originally aired in 1977, and based on the book 'Rascal A memoir of a better era' written by Sterling North in 1963.

- STAFF -

Developed by: J-Force

Musics: Jun Enoki, Hiroyuki Suzuki

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61037&o=2

$end


$msx1_cart=aramo,
$bio

Aramo (c) 1986 Sein Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76564&o=2

$end


$info=arbalest,
$bio

Arbalester (c) 1989 Seta Company, Limited.

A vertically scrolling shoot'em up game.

- TECHNICAL -

Board Number : M6100439A
Prom Stickers : UK

Main CPU : Motorola 68000 (@ 8 Mhz), M65C02 (@ 1 Mhz)
Sound Chips : X1-010 (@ 16 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Arbalester was released in May 1989.

Licensed to Romstar and Taito for US distribution.

- STAFF -

Producer : Jun Fujimoto
Maneger : T. Sato, M. Honda
Freeman : M. Asakawa
Chief programmer : K. Watanabe
Programmer : Y. Yamaguchi
Graphic designers : K. Nakabayashi, K. Yamada
Sound designer : A. Sato

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96&o=2

$end


$pc98=arbeit,
$bio

アルバイト ～二人の想い～ (c) 1995 Ange.
(Arbeit - Futari no Omoi)

- TECHNICAL -

Floppy Disk x3

- TRIVIA -

Released on July 28, 1995 in Japan. Retail price: 7800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88937&o=2

$end


$msx2_flop=arc,arcd1,arcd2,arcd,arcda,
$bio

Arc (c) 1990 Parallax

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101475&o=2

$end


$wscolor=arclad,
$bio

Arc the Lad - Kishin Fukkatsu [Model SWJ-BANC2A] (c) 2000 Bandai Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86415&o=2

$end


$bbca_cass,bbcb_cass=arcdactn,
$bio

Arcade Action (c) 1982 Acornsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51406&o=2

$end


$cpc_cass=arcadeac,
$bio

Arcade Action (c) 1988 Ocean Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64314&o=2

$end


$info=comg080,
$bio

Arcade Black Jack (c) 1981 Cal Omega.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=26815&o=2

$end


$gameboy=arcadcl1,
$bio

Arcade Classic No. 1 - Asteroids & Missile Command (c) 1995 Nintendo Company, Limited.

The arcade classics "Asteroids" and "Missile Command" together in one cartridge for Nintendo Game Boy.

- TECHNICAL -

Game ID: DMG-AMCE-USA

- TRIVIA -

Arcade Classic No. 1 - Asteroids & Missile Command for Game Boy was released in July 1995 in North America.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65561&o=2

$end


$gameboy=arcadcl2,
$bio

Arcade Classic No. 2 - Centipede & Millipede [Model DMG-ACPE-USA] (c) 1995 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65564&o=2

$end


$gameboy=arcadcl3u,
$bio

Arcade Classic No. 3 - Galaga & Galaxian (c) 1995 Nintendo Company, Limited.

North American release. Game developed in Japn. See "Galaga & Galaxian [Model DMG-AGCJ-JPN]" for more information about the game itself.

- TECHNICAL -

Game ID: DMG-AGCE-USA

- TRIVIA -

Arcade Classic No. 3 - Galaga & Galaxian for Game Boy was released in September 1995 in North America.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65568&o=2

$end


$gameboy=arcadcl3,
$bio

Arcade Classic No. 3 - Galaga & Galaxian (c) 1995 Nintendo Company, Limited.

European release. Game developed in Japn. See "Galaga & Galaxian [Model DMG-AGCJ-JPN]" for more information about the game itself.

- TECHNICAL -

Game ID: DMG-AGCP-NOE

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65566&o=2

$end


$gameboy=arcadcl4,
$bio

Arcade Classic No. 4 - Defender & Joust (c) 1995 Nintendo Company, Limited.

- TECHNICAL -

Game ID: DMG-ADJE-USA

- TRIVIA -

Arcade Classic No. 4 - Defender & Joust for Game Boy was released in October 1995 in North America.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65569&o=2

$end


$c64_cart,c64_flop=arcade,
$bio

Arcade Classic Pak (c) 1984 HES [Human Engineered Software]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53503&o=2

$end


$info=arcadecl,
$bio

Arcade Classics (c) 1992 Atari Games Corporation.

2 games in one means double the fun.

- TECHNICAL -

Board Number : A051077

Main CPU : Motorola 68000 (@ 14.31818 Mhz)
Sound Chips : OKI6295 (@ 7.231 Khz)

Players : 2
Control : trackball
Buttons : 3

- TRIVIA -

This prototype was never released (6 units are known to exist). If this game had been released on schedule it would have commemorated Atari's 20th anniversary. It has 2 games on offer, "Super Centipede" and "Missile Command II". They are both re-makes of the original classics but with enhanced graphics and sound.

After selecting "more new stuff" in the operator's mode; two kinds of spaceships will appear in the "Missile Command II" game.  The "Mothership" that appears after a few levels is exactly the same as (except less detailed than) "Birdsnest", which is a spaceship on page 21 of the 1978 book "Spacecraft 2000 to 2100AD".  

The spaceships in the "Invasion Wave" are probably ripped from another book in the series.

- STAFF -

Project Leader : Kelly Turner
Programmers : Norm Avellar, Kelly Turner, Matt Setzer
Engineer : Brian McKee
Animators : Rhiz Bugawan, Patrice Moriarity, Ron Seawright
Technician : Gleen McNamara
Audio : Don DieKneite
Product Manager : Linda Benzler
Team Leader : John Ray

Special Thanks : Rich Moore, Mary Fujihara, Peter Lipson, Stu Shepard

Original Work (Centipede) : Ed Logg, Donna Bailey
Original Work (Missile Command) : Dave Theurer, Rich Adam

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=97&o=2

$end


$gameboy=arcadecl,
$bio

Arcade Classics - Battlezone & Super Breakout (c) 1996 Atari Corp.

- TECHNICAL -

Cartridge ID : DMG-ABSE-USA

- TRIVIA -

Battlezone & Super Breakout for Game Boy was released in October 1996 in North America.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65571&o=2

$end


$gamegear=arcadecl,
$bio

Arcade Classics (c) 1996 Sega Enterprises, Limited.

- TECHNICAL -

Game ID: 2330

- STAFF -

Producer: Jerry Markota
Assistant Producer: Marianne Arotzarena
Design: Atari Corp, Al Baker, Jerry Markota, Marianne Arotzarena
Product Manager: Bill Ordendonk
Product Specialist: Clint Dyer
Developed by: Al Baker & Associates
Programming: Al Baker, Nathan Baker
Art: Rosie Rappaport, Ernie Chan
Music: Byte-Size Sound
Lead Tester: Alfred Dutton
Asst. Leads: Tony Ciardella, Dana Waller, Darren Nagtalon
Special Thanks: Laury Scott, Jan Baker, Rosie Freeman
Testers: Joe Rousseau, Don Carmichael, Kemrexx George, Jeremy Campbell, David Paniagua (Dave Paniagua), Mike Douglas, Deserae Blevins (Desirae Blevins), Rolef Conlan, Fernando Valderrama, Bine Arceo
Manual Design: Richard Verdoni

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64452&o=2

$end


$cdi=arcadecl,
$bio

Arcade Classics (c) 1996 Philips Interactive Media, Incorporated.

Remember the good old days spending time behind the arcade machine? These days are back. Arcade Classics has three all time classic games from the time that game play was #1: Ms. Pac-Man, Galaxian and Galaga!

- TECHNICAL -

Model 810 0329

- TRIVIA -

Arcade Classics for CD-I was released in 1996 (exact date unknown) in Europe.

Featured here are the Super NES's port of "Ms. Pac-Man", the Japanese Famicom's port of "Galaxian", and the arcade version of "Galaga".

- STAFF -

Project Management: Richard Soppelsa, Paul Reid
CD‑i Production Manager: Sander van der Meer
Director - Publishing Benelux: Tom Steenbergen
Galaxian Programming: Jason Weston
Galaxian Graphics: Rak Patel
Galaga Programming: Tom Drummond
Galaga Graphics: Rak Patel
Ms. Pac‑Man Programming: Jason Weston
Ms. Pac‑Man Graphics: Johnny Wood
Music: Chris Helmore
Sound Effects: Chris Helmore
With special thanks to his band: Scientific People of Deadhill
Screen Surrounds Loading Screens & Additional Mazes: Johnny Wood
Technical Systems Administrative duties coupled with debug facilitation and general network supervision on local systems: Karsul Islam
Tidings to: Stephen Robertson
Code Validation: Paul Clarkes (N.I.R.D.)
Special Thanks to: Andy Morton, Avtar Kang, Richard Brown, Tony Takoushi, David Hawkins, David Vout, Flavia Timiana, Tim Groves, Peter Siffer, Hans van Doninck, Sarah Scadgell, Lucy Ruiz, Kirsty Birch, Jeff Tawney, Darren Hedges, Frans Penders, Bart Nijssen, David Vandervoort, Stephan Clerix, Yvette Meipies, Lucy Walters, Mandy Aldridge, Amanda Riseman, Caroline Wesson, Phil Oates, Simon Smith, Anita Patel, Mike Rotch, Carmela, Valeria, Scarlet, Anthony Koller
Also...: The Bulls head & Stuffins Sandwich Bar, Madelaine De Gray, Beth, Stu, Tubs, Gill, Eddie, LOADED magazine
And Of Course....: Shep the Dog
Sorry to Flavia Timiani for: Paul Reid

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52773&o=2

$end


$megadriv=arcaded,
$bio

Arcade Classics (c) 1996 Sega of America, Inc.

- TECHNICAL -

Game ID: MK-1715

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48266&o=2

$end


$cpc_cass=arcadefl,
$bio

Arcade Flight Simulator [Model 3174] (c) 1989 Codemasters Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64315&o=2

$end


$cpc_flop=arcadefm,arcadefm1,
$bio

Arcade Fruit Machine (c) 1990 Zeppelin Games.

Play fruit machine on your CPC!

- TRIVIA -

Released in the UK only.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48182&o=2

$end


$info=comg128,
$bio

Arcade Game (c) 1982 Cal Omega.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=22974&o=2

$end


$psx=cclimbr,
$bio

Arcade Hits - Crazy Climber [Major Wave Series] [Model SLPM-87067] (c) 2002 Hamster

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84860&o=2

$end


$psx=frisktom,
$bio

Arcade Hits - Frisky Tom [Major Wave Serie] [Model SLPM-87118] (c) 2002 Hamster

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84861&o=2

$end


$gbcolor=arcadejd,
$bio

Arcade Hits - Joust & Defender (c) 1999 Midway Home Ent.

- TECHNICAL -

Model DMG-AADE-USA

- TRIVIA -

Arcade Hits - Joust & Defender for Game Boy Color was released in March 1999 in North America.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67490&o=2

$end


$gbcolor=arcadems,
$bio

Arcade Hits - Moon Patrol & Spy Hunter (c) 1999 Midway Home Ent.

- TECHNICAL -

Model DMG-ADUE-USA

- TRIVIA -

Arcade Hits - Moon Patrol & Spy Hunter was released in May 1999 in North America.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67492&o=2

$end


$info=comg076,comg079,
$bio

Arcade Poker (c) 1981 Cal Omega.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=22980&o=2

$end


$amigaocs_flop=arcpool,
$bio

Arcade Pool (c) 1994 Team 17

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73428&o=2

$end


$sms=arcadesh,
$bio

Arcade Smash Hits (c) 1992 Virgin Interactive

- TECHNICAL -

Cartridge ID: 27032-50

- TRIVIA -

Reviews:
[FR] July/August 1992 - Consoles + N.11: 46/100
[FR] August 1992 - Joypad N.11: 89/100 (oldschool gamer)
[FR] August 1992 - Joypad N.11: 75/100 (others)

Average note: 70/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55932&o=2

$end


$bbca_cass,bbcb_cass=arsoccer,
$bio

Arcade Soccer (c) 1989 4th Dimension

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51490&o=2

$end


$amigaocs_flop=arctriv,
$bio

Arcade Trivia Quiz (c) 1991 Zeppelin Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73429&o=2

$end


$cpc_flop=arcaquiz,arcaquiz_c1,
$bio

Arcade Trivia Quiz Simulator (c) 1989 Zeppelin Games.

- TECHNICAL -

[Floppy Disk]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48183&o=2

$end


$cpc_cass=arcadetr,
$bio

Arcade Trivia Quiz Simulator (c) 1989 Zeppelin Games.

- TECHNICAL -

[Cassette S081]

- STAFF -

Written by: Tony Warriner
Graphics by: Sean Conran
Music by: Paul Hiley
Produced by TAG Computer Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64086&o=2

$end


$snes=arcadeacu,
$bio

Arcade's Greatest Hits - The Atari Collection 1 (c) 1997 Midway Games, Incorporated.

Compilation of 6 arcade classics:
"Super Breakout" (1978)
"Asteroids" (1979)
"Battlezone" (1980)
"Centipede" (1980)
"Missile Command" (1980)
"Tempest" (1981)

- TECHNICAL -

Game ID: SNS-AW7E-USA

- TRIVIA -

Arcade's Greatest Hits - The Atari Collection 1 for Super NES was released in August 1997 in North America.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62729&o=2

$end


$snes=arcadeac,
$bio

Arcade's Greatest Hits - The Atari Collection 1 (c) 1998 Williams Ent., Incorporated.

Compilation of 6 arcade classics:
"Super Breakout" (1978)
"Asteroids" (1979)
"Battlezone" (1980)
"Centipede" (1980)
"Missile Command" (1980)
"Tempest" (1981)

- TECHNICAL -

Game ID: SNSP-AW7P-EUR

- TRIVIA -

Arcade's Greatest Hits - The Atari Collection 1 for Super NES was released on February 26, 1998 in Europe.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62728&o=2

$end


$saturn,sat_cart=arcadeac,
$bio

Arcade's Greatest Hits - The Atari Collection 1 (c) 1996 GT Interactive.

Compilation of 6 arcade classics:
"Super Breakout" (1978)
"Asteroids" (1979)
"Battlezone" (1980)
"Centipede" (1980)
"Missile Command" (1980)
"Tempest" (1981)

- TECHNICAL -

Game ID: T-25413H-50

- TRIVIA -

Arcade's Greatest Hits - The Atari Collection 1 for Saturn was released in 1997 (exact date unknown) in Europe.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60229&o=2

$end


$saturn,sat_cart=arcadeacu,
$bio

Arcade's Greatest Hits - The Atari Collection 1 (c) 1998 Williams Ent., Incorporated.

Compilation of 6 arcade classics:
"Super Breakout" (1978)
"Asteroids" (1979)
"Battlezone" (1980)
"Centipede" (1980)
"Missile Command" (1980)
"Tempest" (1981)

- TECHNICAL -

Game ID: T-9706H

- TRIVIA -

Arcade's Greatest Hits - The Atari Collection 1 for Saturn was released on June 30, 1997 in North America.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59970&o=2

$end


$snes=arcadeghu,
$bio

Arcade's Greatest Hits (c) 1996 Williams Ent., Incorporated.

Compilation of 5 arcade classics:
"Defender" (1980)
"Stargate" (1981) as 'Defender II'
"Joust" (1982)
"Robotron: 2084" (1982)
"Sinistar" (1982)

- TECHNICAL -

Game ID: SNS-AW8E-USA

- TRIVIA -

Williams Arcade's Greatest Hits for the Super NES was released in October 1996 in North America.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62727&o=2

$end


$snes=arcadegh,
$bio

Arcade's Greatest Hits (c) 1997 Williams Ent., Incorporated.

Compilation of 5 arcade classics:
"Defender" (1980)
"Stargate" (1981) as 'Defender II'
"Joust" (1982)
"Robotron: 2084" (1982)
"Sinistar" (1982)

- TECHNICAL -

Game ID: SNSP-AW8P-EUR

- TRIVIA -

Williams Arcade's Greatest Hits for the Super NES was released on January 8, 1997 in Europe.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62726&o=2

$end


$saturn,sat_cart=arcadegh,
$bio

Arcade's Greatest Hits (c) 1996 Williams Entertainment, Incorporated.

Compilation of 6 arcade classics:
"Defender" (1980)
"Stargate" (1981) as 'Defender II'
"Bubbles" (1982)
"Joust" (1982)
"Robotron: 2084" (1982)
"Sinistar" (1982)

- TECHNICAL -

Game ID: T-9703H

- TRIVIA -

Arcade's Greatest Hits for Sega Saturn was released in 1996 (exact date unknown) in North America.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59969&o=2

$end


$megadriv=arcadegh,
$bio

Arcade's Greatest Hits (c) 1996 Williams Entertainment, Incorporated.

Compilation of 5 arcade classics:
"Defender" (1980)
"Stargate" (1981) as 'Defender II'
"Joust" (1982)
"Robotron: 2084" (1982)
"Sinistar" (1982)

- TECHNICAL -

Model T-97126

- TRIVIA -

Arcade's Greatest Hits for Sega Mega Drive was released in 1996 (exact date unknown) in Europe.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56328&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=arcadia,
$bio

Arcadia (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83770&o=2

$end


$info=arcadian,
$bio

Arcadia (c) 1994 NMK.

- TECHNICAL -

Main CPU: 68000 @ 14 MHz, TMP90841 @ 8 MHz
Sound CPU: YM2203 @ 1.5 MHz, 2x OKI6295 @ 4 MHz

Resolution: 224 x 384 (vertical) @ 56 Hz
Colors: 1024

Players: 2
Controls: 8-way joystick
Buttons: 3

- TRIVIA -

Arcadia was released on June 28, 1994.

- STAFF -

Software Main: Kochi
Software Supervisor: Oredayo
Software Sound: Tommy
Graphic Design Object: Arita, Ikezu Kenzi, Asaku, Ming Mei, Seki Kate, Midori, Ok Kitamura
Graphic Design Scroll: Nishimura, Kawauso Mama
Graphic Design Artwork: Big Robo
Sound Compose: Hide Kaz, Santaro, Mustard Papa
Planning: Morio

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69716&o=2

$end


$info=j6arcade,j6arcadea,j6arcadeb,j6arcadec,j6arcaded,j6arcadee,j6arcadef,j6arcadeg,j6arcadeh,j6arcadei,j6arcadej,j6arcadek,
$bio

Arcadia (c) 2000 JPM International.

- TECHNICAL -

Impact

- TRIVIA -

Arcadia was released in June 2000 in the UK.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15862&o=2

$end


$nes=arcadia6,
$bio

Arcadia VI (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54895&o=2

$end


$info=arcadia,
$bio

Arcadia-2001 (c) 1982 Emerson Radio Corp.

A second-generation 8-bit console. The game library was composed of 51 unique games and about 10 variations. The graphic quality is similar to that of the Intellivision and the Odyssey.

- TECHNICAL -

Main Processor: Signetics 2650 CPU running @ 3.58 MHz
RAM: 512 bytes
ROM: None
Video Display: 128 x 208 / 128 x 104, 8 Colours
Video Display Controller: Signetics 2637 UVI
Sound: Single Channel Beeper + Single Channel Noise
Hardware Sprites: 4 independent, single color
Controllers: 2 x 2 way
Keypads: 2 x 12 button (more buttons on some variants)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=34773&o=2

$end


$bbca_cass,bbcb_cass=arcadian,
$bio

Arcadians (c) 1982 Acornsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51491&o=2

$end


$bbca_cass,bbcb_cass=arcadiansc,
$bio

Arcadians [The Superior Collection Vol.?] (c) 198? Superior Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51492&o=2

$end


$info=acheart,acheartf,
$bio

アルカナハート (c) 2006 Yuki Enterprise.
(Arcana Heart)

- TECHNICAL -

Nexus 3D Hardware
Main CPU : ARM9 32-bit RISC 200 MHz
Sound Chip : Philips TDA1519, QDSP QS1000

- TRIVIA -

Arcana Heart was released on December 22, 2006.

'Yuki Enterprise' was the previous name of 'EXAMU'.

Sony Music Entertainment / Team Entertainment released a soundtrack album for this game (Arcana Heart Heartful Sound Collection - KDSD-127) on March 21, 2007.

- TIPS AND TRICKS -

* Fiona and Orekarukosu Unlock Code : Without any credits inserted at the title screen, enter : 1P side [A], 2P side [Up], 1P side [B], 2P side [Right], 1P side [C], 2P side [Down], 1P side [D], 2P side [Left], 1P side and 2P side [START] at the same time.
If the code was successful, you'll hear the same sound effect as when you select your character and arcana.

- SERIES -

1. Arcana Heart (2006)
2. Arcana Heart FULL! (2007)
3. Arcana Heart 2 (2008)
4. Sugoi! Arcana Heart 2 (2008)
5. Arcana Heart 3 (2009)
6. Arcana Heart 3 Love Max !!!!! (2013)

- STAFF -

Designer: Sakuraitooru

- PORTS -

* Consoles :
Sony PlayStation 2 (2007)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=14006&o=2

$end


$info=acheartf,
$bio

Arcana Heart FULL! (c) 2007 EXAMU.

This is patch released for "Arcana Heart". Here is the list of the changes:
* Fixed certain bugs.
* Additional colors.
* Balanced characters powers.
* Addition of a practice mode.

- TECHNICAL -

Nexus 3-D hardware

- TRIVIA -

Arcana Heart FULL! was released on April 17, 2007.

A controversy arose when Examu priced this patch, which was physically housed on a single custom chip, at ¥78,000 each, whereas similar patches for similar games have been released for free (such as the patch for "Melty Blood: Act Cadenza")

- SERIES -

1. Arcana Heart (2006)
2. Arcana Heart FULL! (2007)
3. Arcana Heart 2 (2008)
4. Sugoi! Arcana Heart 2 (2008)
5. Arcana Heart 3 (2009)
6. Arcana Heart 3 Love Max !!!!! (2013)

- STAFF -

Designer : Sakuraitooru

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49534&o=2

$end


$saturn,sat_cart=acstrike,acstrikea,
$bio

Arcana Strikes [Model T-10311G] (c) 1997 Takara Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58919&o=2

$end


$snes=arcana,
$bio

Arcana (c) 1992 HAL America, Incorporated.

- TECHNICAL -

Game ID: SNS-RF-USA

- TIPS AND TRICKS -

Chapter select:
---------------
Press Down, Select(2), X, Y, Select(2), L, R, Select(2), Left, Right, Up at the title screen. Then, press one of the following buttons to start at the chapter: 
A - Chapter 2
B - Chapter 3
X - Chapter 4
Y - Chapter 5 

Note: When using this code, your character will gain hit points 
and experience, but will not automatically acquire items needed 
to complete the game. 

Sound test:
-----------
Hold L + R + B and press Start at the title screen. 

Restore spirit energy:
----------------------
Find a location in a dungeon that previously contained a treasure chest. Stand at that location and spin in circles to restore spirit energy. Alternatively, continuously move left and right to rebuild your character's spirit energy.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62730&o=2

$end


$info=archrivl,archrivla,archrivlb,
$bio

Arch Rivals (c) 1989 Bally Midway Mfg. Co. 

Arch Rivals is a hilarious basketball game featuring customizing team names and colors. A full game consists of four quarters, with four minutes each. Each team has two players, and the objective of the game is to outscore the opponent until the final buzzer sounds. 

If the game results in a tie after four quarters, a sudden death overtime period is added, in which case the next basket to go in will win the game for the team who scored it. The overtime period is one minute long. A player can call for his teammate to pass him the ball or to shoot it. 

There are eight characters that the player can play as, each with a unique characteristic. They are : 
* Blade : A crowd pleaser. 
* Hammer : Rebound king. 
* Lewis : Top shooter. 
* Mohawk : Tough & mean. 
* Moose : A real champ. 
* Reggie : All-American. 
* Tyrone : Defensive giant. 
* Vinnie : A great player.

- TECHNICAL -

Bally Midway MCR 68k hardware

Main CPU : Motorola 68000 (@ 7.7238 Mhz)
Sound CPU : Motorola M6809 (@ 2 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.57958 Mhz), DAC, HC55516 (@ 3.57958 Mhz)

Players : 2
Control : stick
Buttons : 2

- TRIVIA -

Arch Rivals was released in May 1989.

It was one of the first sports games to gain popularity among its players. The game billed itself as a 'Basket Brawl'.

Tyrone was one of the heroes of the cartoon titled the 'Power Team'.

An Arch Rivals unit appears in the 1991 movie 'Terminator 2 - Judgment Day', and in the 1990 sitcom 'Parker Lewis Can't Lose'; Season 1, Episode 19 (Citizen Kube).

- UPDATES -

REV 2.0
REV 4.0

- STAFF -

Concept and design : Jeff Nauman, Brian Colin
Sounds : Dan Forden
Graphics : Brian Colin
Software : Jeff Nauman
Hardware and support : Glen Ship, Mark Loffredo, Al Lasko, Greg Tastad, Greg Freres, John, Brian, Elaine Ditton, Ben, Jim, Soumya, Laura, The Doctor!
The joystick was designed by : Ken Lantz

- PORTS -

* Consoles : 
Nintendo NES [EU] (1990) "Arch Rivals - A Basketbrawl! [Model NES-Q4-NOE]" 
Nintendo NES [AU] (1990) "Arch Rivals - A Basketbrawl! [Model NES-Q4-AUS]" 
Nintendo NES [US] (November 1990) "Arch Rivals - A Basketbrawl [Model NES-Q4-USA]" 
Sega Game Gear [US] (1992) "Arch Rivals [Model T-81118]" 
Sega Genesis [US] (1992) "Arch Rivals - The Arcade Game [Model T-81056]" 
Sega Mega Drive [EU] (1992) "Arch Rivals - The Arcade Game [Model T-81056-50]" 
Sony PlayStation 2 [AU] (2004) "Midway Arcade Treasures 2" 
Microsoft XBOX [US] (October 11, 2004) "Midway Arcade Treasures 2 [Model MWO-3201W]" 
Nintendo GameCube [US] (October 11, 2004) "Midway Arcade Treasures 2 [Model DOL-GAYE-USA]" 
Sony PlayStation 2 [US] (October 11, 2004) "Midway Arcade Treasures 2 [Model SLUS-20997]" 
Microsoft XBOX [EU] (October 29, 2004) "Midway Arcade Treasures 2" 
Sony PlayStation 2 [EU] (October 29, 2004) "Midway Arcade Treasures 2 [Model SLES-52844]"
Microsoft XBOX 360 [US] (November 6, 2012) "Midway Arcade Origins" 
Sony PlayStation 3 [US] (November 6, 2012) "Midway Arcade Origins [Model BLUS-31083]"
Microsoft XBOX 360 [EU] (November 15, 2012) "Midway Arcade Origins" 
Sony PlayStation 3 [EU] (November 15, 2012) "Midway Arcade Origins [Model BLES-01768]"

* Handhelds : 
Sony PSP [US] (December 13, 2005) "Midway Arcade Treasures Extended Play [Model ULUS-10059]"
Sony PSP [EU] (February 24, 2006) "Midway Arcade Treasures Extended Play [Model ULES-00180]" 

* Computers : 
PC [MS Windows, CD-ROM] [US] (February 17, 2006) "Midway Arcade Treasures Deluxe Edition"
PC [MS Windows, CD-ROM] [EU] (March 17, 2006) "Midway Arcade Treasures Deluxe Edition" by Zoo Digital Publishing 

* Others : 
LCD handheld game [US] (1989) by Acclaim. 
Apple iPhone/iPod [US] (February 23, 2012) "Midway Arcade [Model 476467441]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98&o=2

$end


$nes=archrivl,
$bio

Arch Rivals - A Basketbrawl! (c) 1991 Acclaim Ent., Inc.

European release.

- TECHNICAL -

Model NES-Q4-NOE

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83389&o=2

$end


$nes=archrivlu,
$bio

Arch Rivals - A Basketbrawl! (c) 1990 Acclaim Entertainment, Incorporated.

- TECHNICAL -

Model NES-Q4-USA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54896&o=2

$end


$megadriv=archrivl,
$bio

Arch Rivals - The Arcade Game (c) 1992 Flying Edge.

European release.

- TECHNICAL -

Model T-81056-50

- TRIVIA -

Reviews:
[FR] August 1992 - Joypad N.11: 83/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71185&o=2

$end


$gamegear=archrivl,
$bio

Arch Rivals (c) 1992 Flying Edge

- TECHNICAL -

[Model T-81118]

- STAFF -

Programmed by: Arc Developments
Programm: Byron Nilsson
Graphics by: Gary Tonge
Programming support: Julian Scott

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64453&o=2

$end


$cdi=archeon,
$bio

Archeon CD-i Quiz (c) 1994 Dutch Electronic Publishers

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52774&o=2

$end


$amigaocs_flop=archerp,
$bio

Archer MacLean Presents Pool (c) 1992 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73430&o=2

$end


$gba=archerp,
$bio

Archer Maclean Presents Pool (c) 2003 Ignition Ent., Limited.

- TECHNICAL -

Game ID: AGB-BLE-USA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69786&o=2

$end


$snes=dropzone,
$bio

Archer Maclean's Dropzone (c) 1995 Psygnosis, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62731&o=2

$end


$gba=dropzoneu,
$bio

Archer Maclean's Dropzone [Model AGB-AZNE-USA] (c) 2003 Ignition Ent., Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69788&o=2

$end


$gba=dropzone,
$bio

Archer Maclean's Dropzone [Model AGB-AZNP] (c) 2003 Ignition Ent., Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69787&o=2

$end


$info=a310,
$bio

Archimedes 310 (c) 1987 Acorn Computer, Limited.

- TRIVIA -

The Archimedes 310 was released in July 1987 in England. Initialy priced £875.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54848&o=2

$end


$amigaocs_flop=archipel,
$bio

Archipelagos (c) 1989 Logotron

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73431&o=2

$end


$amigaocs_flop=archipelu,
$bio

Archipelagos (c) 1989 Fanfare

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73432&o=2

$end


$nes=architct,
$bio

Architect [Model FC7002] (c) 19?? Bung [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76482&o=2

$end


$amigaocs_flop=archonu,
$bio

Archon (c) 1985 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73434&o=2

$end


$pc8801_flop=archon,
$bio

Archon (c) 1986 BPS [Bullet-Proof Software] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91390&o=2

$end


$fm7_disk=archon,
$bio

Archon (c) 1988 BPS [Bullet-Proof Software] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93598&o=2

$end


$ibm5150,ibm5150_cass=archon,archon1,
$bio

Archon - The Light and the Dark (c) 1984 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83579&o=2

$end


$xegs=archon,
$bio

Archon - The Light and the Dark [Model RX8092] (c) 1987 Atari Corp. [Sunnyvale, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51219&o=2

$end


$amigaocs_flop=adept,
$bio

Archon II: Adept (c) 1988 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73435&o=2

$end


$nes=archon,
$bio

Archon (c) 1989 Activision, Incorporated.

There's a board. There are pieces with varying powers, squares to move into and an opponent to conquer. But the squares keep changing. And once you decide where to attack, the board explodes into a battlefield. Your pieces include phoenixes, golems and wizards, and they use all their strange powers when they fight the banshees, goblins and sorceresses they face. They cast spells and missiles, they pummel, pierce and throw out flames, they move each other around, take on each other's shapes and shriek at each other. If you square off on a spot that stays favorable, you'll be hard to kill. If you're smart, fast, dexterous and farsighted, you may win. If you're not, look for another game.

- TECHNICAL -

Model NES-ON-USA

- TRIVIA -

Released in December 1989 in USA.

- STAFF -

Producer: ESP Rogers, Tom Sloper (Activision)
Programmer: Kazuya Takahashi
Graphics: Hans Janssen
Music: Hiroshi Suzuki, Goblin Sound
Sound Effect: Hiroshi Suzuki
Quality Assurance: Takahiro Koseki, Shinichi Kitami, Tom Bellamy (Activision), Steve Imes (Activision), BPS Users Group
Product Management by: John Crompton
Product Specialists: Perry Rodgers, Tony Van
Player's Guide by: Hunter Cone
Desktop Publishing by: GlennHills Graphics
Thanks for all: BPS Staff

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54897&o=2

$end


$amigaocs_flop=archon,
$bio

Archon [The Archon Collection] (c) 1985 Ariolasoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73433&o=2

$end


$x68k_flop=arcshu,
$bio

Arcshu - Kagerou no Jidai o Koete (c) 1990 Wolf Team [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87061&o=2

$end


$pc98=arcshu,
$bio

あーくしゅ 陽炎の時代を越えて (c) 1990 Wolf Team.
(Arcshu - Kagerou no Jidai o Koete)

- TRIVIA -

Released on March 1990 in Japan. Retail price: 6800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88938&o=2

$end


$x1_flop=arctic,
$bio

Arctic (c) 1988 Artdink Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85923&o=2

$end


$pc98=arctic,
$bio

Arctic (c) 1988 Artdink Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88939&o=2

$end


$pc8801_flop=arctic,
$bio

Arctic (c) 1988 Artdink Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91391&o=2

$end


$msx2_flop=arctic,
$bio

Arctic (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101476&o=2

$end


$msx2_cart=arctic,arctica,
$bio

Arctic - Active Rail Playing (c) 1989 Pony Canyon, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51267&o=2

$end


$info=smis0502034,smis0502035,smis0502036,smis0502037,smis0502038,
$bio

Arctic Ice (c) 200? Bally Gaming, Incorporated.

- UPDATES -

SMI #S0502034
Min/Max%: 88.00/88.00

SMI #S0502035
Min/Max%: 90.01/90.01

SMI #S0502036
Min/Max%: 92.00/92.00

SMI #S0502037
Min/Max%: 94.10/94.10

SMI #S0502038
Min/Max%: 96.03/96.03

- SCORING -

Ice Climbing Bonus: Pays 1X to 20X total bet.
Top award: 10,000 times line bet

- TIPS AND TRICKS -

10 Free Games Bonus:  Occurs on average once every 119 plays.
Ice Climbing Bonus: Occurs on average once every 124 plays.
Top award: Occurs on average once every 51,410 plays.

Overall hit frequency of 35.78%.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=45932&o=2

$end


$gba=arctic,
$bio

Arctic Tale [Model AGB-BB5E-USA] (c) 2007 DSI Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69789&o=2

$end


$info=arctthnd,
$bio

Arctic Thunder (c) 2001 Midway Games, Incorporated.

- TECHNICAL -

Standard cabinet dimensions : 78'' (198cm) High x 30'' (76,2cm) Wide x 62'' (157,4 cm) Deep. Weight : 475 lbs (215 kg).
Deluxe cabinet dimensions : 86'' (218,4cm) High x 40'' (101,6cm) x 95'' (241,3cm) Deep. Weight : 925 lbs (419 kg).

Midway Graphite Hardware

Main CPU : Intel Pentium III 733MHz
RAM : 128MB
Graphics Chips : Quantum 3DFX Voodoo 3
Operating System : Windows 2000 Pro Embedded 1-2 CPU

- TRIVIA -

Arctic Thunder was released in September 2001 in USA.

- TIPS AND TRICKS -

Changes Modes : Press Start and Attack on the track select screen No Drone Mode + Harder difficulty.

- SERIES -

1. Arctic Thunder (2001)
2. Arctic Thunder SE (2002)

- PORTS -

* Consoles :
Sony PlayStation 2 (2001)
Microsoft XBOX (2001)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4152&o=2

$end


$info=arcwins,
$bio

Arctic Wins (c) 2005 Aristocrat.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31887&o=2

$end


$nes=arctic,
$bio

Arctic (c) 1990 Pony Canyon, Incorporated.

- TECHNICAL -

[Model PNF-A9]

- TRIVIA -

Arctic was released on February 23, 1990 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53834&o=2

$end


$amigaocs_flop=arctfox,
$bio

Arcticfox (c) 1986 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73436&o=2

$end


$pc98=arcticf,
$bio

ArcticFox (c) 1988 Electronic Arts Victor [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88940&o=2

$end


$msx1_cass=arctfox,
$bio

ArcticFox (c) 1989 Dro Soft [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94443&o=2

$end


$cpc_cass=arcticfo,
$bio

Arcticfox [Model 3EA010] (c) 1987 Dro Soft [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64316&o=2

$end


$x1_flop=arcus,
$bio

Arcus (c) 1988 Wolf Team [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85924&o=2

$end


$pc98=arcus,
$bio

Arcus (c) 1988 Wolf Team [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88941&o=2

$end


$pc8801_flop=arcus,arcusd,
$bio

Arcus (c) 1988 Wolf Team [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91392&o=2

$end


$msx2_flop=arcus,arcusb,arcusa,
$bio

Arcus (c) 1988 Wolf Team [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101477&o=2

$end


$megacd,megacdj=arcus123,
$bio

Arcus I-II-III [Model T-32094] (c) 1993 Wolf Team

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60488&o=2

$end


$pc8801_flop=arcus2,arcus2d,
$bio

Arcus II (c) 1989 Wolf Team [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91393&o=2

$end


$msx2_flop=arcus2,arcus2a,
$bio

Arcus II - Silent Symphony (c) 1989 Wolf Team [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101478&o=2

$end


$x68k_flop=arcus2,
$bio

Arcus II - Silent Symphony (c) 1990 Wolf Team [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87062&o=2

$end


$pc98=arcus2,
$bio

Arcus II - Silent Symphony (c) 1990 Wolf Team.

- TECHNICAL -

Floppy Disk x3

- TRIVIA -

Released in January 1990 in Japan. Retail price: 8800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88942&o=2

$end


$pc98=arcus3,
$bio

Arcus III (c) 1991 Telenet Japan

- TECHNICAL -

Floppy Disk x4

- TRIVIA -

Released on October 18, 1991 in Japan. Retail price: 9800 Yen.

- STAFF -

Developed by: Wolf Team

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88943&o=2

$end


$x68k_flop=arcusod,
$bio

Arcus Odyssey (c) 1991 Wolf Team [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87063&o=2

$end


$megadriv=arcusj,
$bio

Arcus Odyssey (c) 1991 Wolf Team.

In Arcus Odyssey, the player takes on the role of one of four different characters, and proceeds through each level in order. The players may move, attack, defend using a projectile-blocking shield, and use a variety of offensive, defensive, and recovery items and magic, all of which can be found in chests scattered throughout the levels. Some levels require the players to accomplish sub-quests in order to proceed, such as extinguishing a fire blocking the door to the next level; other levels give the player an ally.

The game primarily has an isometric view, although the player's characters can move freely in eight directions. After defeating most bosses, players receive a power boost; this boost either gives them more health or more power.

- TECHNICAL -

Game ID: T-32053

- TRIVIA -

Arcus Odyssey was released on June 14, 1991 in Japan.

Export releases:
[US] "Arcus Odyssey [Model T-49096]"

- STAFF -

Developed by: WOLF TEAM

Program: Fumiaki Fukaya
Music Program: Chikaaki Tokuhiro
Scenario: T. Yamada
Graphic Design: Kazuhiro Nagata, Yuji Ushijima, Akihiro Kabaya, Akiko Higurashi, Toshio Yamamoto
Image Illustration: Mutsumi Inomata
Illustration: Kazutoshi Yamane
Music: Motoi Sakuraba
Sound Effect: Ryōta Furuya
Business Works: Joe Asanuma, H. Koyano, Kimito Iijima, J. Shibata
Checker: Manabu Uchida, S. Gotou, T. Okano, Y. Hashimoto, Hisao Kunimatsu, H. Sasaki
Producer: Masaaki Uno, David Izat
Executive Producer: Masahiro Akishino
Special Thanks: Kazuyuki Fukushima

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56329&o=2

$end


$megadriv=arcus,
$bio

Arcus Odyssey (c) 1991 Renovation

North American release. Game developed in Japan. See the original Japanese release entry, "Arcus Odyssey [Model T-32053]", for more information about the game itself.

- TECHNICAL -

Game ID: T-49096

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57099&o=2

$end


$snes=arcus,
$bio

Arcus Odyssey (c) 1993 Wolf Team.

Export version cancelled before release. Game developed in Japan. See "Arcus Spirits [Model SHVC-A4]" for more information about the game itself.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62732&o=2

$end


$x68k_flop=arcus,
$bio

Arcus Pro68K (c) 1989 Wolf Team [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87064&o=2

$end


$snes=arcusspi,
$bio

Arcus Spirits (c) 1993 Sammy Corp.

- TECHNICAL -

Model SHVC-A4

- TRIVIA -

Arcus Spirits is the Super Famicom port of Arcus Odyssey for the Sega Genesis and Sharp X68000.

Export releases:
[US] "Arcus Odyssey [Prototype]" (never released).

- TIPS AND TRICKS -

Duplicate inventory: Start the game in two-player mode and intentionally allow player two to die.

- STAFF -

Developed by Wolf Team.

PROGRAMED by: S. Horishita

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61038&o=2

$end


$pc8801_flop=arcusyu,arcusyu1,
$bio

Arcusyu - Kagerou no Jidai wo Koete (c) 1989 Wolf Team [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91394&o=2

$end


$msx2_flop=arcusyuarcusyua,
$bio

Arcusyu - Kagerou no Jidai wo Koete (c) 1989 Wolf Team [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101479&o=2

$end


$snes=ardyligtj,ardyligtjp,
$bio

Ardy Lightfoot (c) 1993 ASCII Ent. Software, Incorporated.

- TECHNICAL -

[Model SHVC-A9]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61039&o=2

$end


$snes=ardyligtu,
$bio

Ardy Lightfoot [Model SNS-A9-USA] (c) 1996 Titus

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62734&o=2

$end


$snes=ardyligt,
$bio

Ardy Lightfoot [Model SNSP-A9-EUR] (c) 1996 Titus

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62733&o=2

$end


$x68k_flop=ruhappy,
$bio

Are You Happy Shiawase? (c) 1995 68 Bank

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87065&o=2

$end


$info=area51,area51a,
$bio

Area 51 (c) 1995 Atari Games Corp.

This game takes the player through several sections of the facility, including a warehouse and underground tunnels. The player is tasked, along with fellow STAAR members, to penetrate Area 51 and activate the nuclear self-destruct sequence. The player must kill all of the genetically altered soldiers and aliens without harming any allied STAAR team members (at the cost of one life point), however if nothing but three STAAR team members are shot, the Kronn Hunter will be started, taking the role of a Hunter, sent by the Kronn to eliminate the rebels. None of the actual aliens will appear until the office level.

There are five types of different weaponry available to the player during the course of the game. While the player is only given a semi-automatic pistol in the beginning, weapon upgrades are available as targets throughout the game. The pistol can be upgraded to an automatic machine gun, a pump shotgun, and finally an automatic shotgun. The shotgun weaponry allows a greater field of error for targeting an enemy in able to kill it. Both the machine gun and automatic shotgun allow the player to keep the trigger pressed down to unleash rounds. If the player is hit by the enemy at any time, the weapon is downgraded back to the pistol. The player will also find grenades in crates and bonus rooms which, when used, destroys most on screen enemies at once. The player can hold a max of 9 grenades. In addition, yellow boxes and barrels marked with flammable warning symbols can be shot to cause fires or explosions that can harm enemies.

The game is notable for its use of digitized video stored on an on-board hard disk, and the bizarrely-contrasting, unrealistic gibs into which every enemy blows apart when shot, in exactly the same way. While enemies, innocents, and explosions are 2-D digitized video sprites, the levels and vehicles are pre-rendered in 3-D.

- TECHNICAL -

Upright cabinet dimensions : 72'' (182cm) high x 29,25'' (75cm) wide x 34'' (86cm) deep.
Upright cabinet weight : 350 lbs (159 kg).

Atari Cojag hardware
Game ID : 136105

Main CPU : Motorola 68EC020 (@ 25 Mhz), Jaguar (@ 26 Mhz)
Sound CPU : Jaguar (@ 26 Mhz)
Sound Chips : (2x) DAC

Players : 2
Control : lightgun
Buttons : 1

- TRIVIA -

Area 51 was released in October 1995.

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

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

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

The music was done by Michael Stein and NOT by Jeanne Parson (even if officially credited on the credits roll). She was pissed that Rob Rowe hired an outside guy. She was on staff, but Rob didn't like her music.

Rick Haynes holds the official record for this game with 2,188,400 points on April 10, 1999.

- UPDATES -

REVISION 1 :
* Software version : 2.03CJ
* Build date : OS : Oct 25 1995 10 :19 :38 / MAIN : Oct 25 1995 11 :08 :10

REVISION 2 :
* Software version : 2.03CJ
* Build date : OS : Nov 15 1995 13 :32 :32 / MAIN : Nov 27 1995 15 :51 :56

REVISION 3 :
* Software version : 2.06CJ
* Build date : OS : Nov 11 1996 11 :46 :43 / MAIN : Oct 24 1996 12 :02 :23

- TIPS AND TRICKS -

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

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

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

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

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

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

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

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

- SERIES -

1. Area 51 (1995)
2. Area 51 - Site 4 (1998)

- STAFF -

Producer : Rob Rowe
Programmer : Charlie Grisafi

* Mesa logic Team :
Concept & Game design : Robert Weatherby
3-D Animator : James Mestemaker, Guy Fumagalli, Hector Silva, James Webb

* Atari Team :
Game design : Mike Hally
Art & Design : Steve Caterson
Video production specialist : Brent Englund
Lead technician : Darrell Robinson
Stop-Motion animator : Jody Burgess
Product manager : Derryl DePriest
Audio & Music : Michael Stein (Jeanne Parson wrongly credited)
Hardware engineer : Brian McKee
Sr. Engineering Tech. : Patrick Hubbell

- PORTS -

* Consoles :
Sega Saturn (1996)
Sony PlayStation (1996)

* Computers :
PC [CD-ROM] (1996)

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

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99&o=2

$end


$info=area51t,area51ta,
$bio

Area 51 (c) 1995 Time Warner Interactive.

- TRIVIA -

Released in February 1996 (even if titlescreen says 1995). This is a licensed product from Atari Games. For more information about the game itself, please see the original Atari Games entry.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=36824&o=2

$end


$info=area51mx,a51mxr3k,
$bio

Area 51 + Maximum Force DUO Kit (c) 1998 Atari Games Corp.

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

- TECHNICAL -

Atari Cojag hardware

Main CPU : Motorola 68EC020 (@ 25 Mhz), Jaguar (@ 26 Mhz)
Sound CPU : Jaguar (@ 26 Mhz)
Sound Chips : (2x) DAC

Players : 2
Control : lightgun
Buttons : 1

- TRIVIA -

The DUO Kit was released in February 1998.

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

An Area 51 / Maximum Force DUO machine was shown at the 2004 classic arcade games show 'California Extreme' in San Jose, California.

- UPDATES -

REVISION 1 :
* Software version : 2.07CJ
* Build date : GUIS Feb 5 1998 18 :52 :26 / MAIN Feb 10 1998 11 :52 :51
* R3000 based

REVISION 2 :
* Software version : 2.04CJ
* Build date : GUIS Apr 22 1998 17 :45 :35 / MAIN Apr 22 1998 17 :53 :57
* 68020 based

- STAFF -

Senior Producer : Rob Rowe

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100&o=2

$end


$info=a51site4,
$bio

Area 51 - Site 4 (c) 1998 Atari Games Corp.

The future is in your hands.
Your future.
The aliens are back. Area 51 was only the beginning.
This time they're faster, stronger and deadlier than ever.

The sequel to one of the most revered games of all time is here. With an exciting new combination of play elements. A combination of event and movie-style. 

Eighteen different training events. Awesome all-out alien war. 
The deadly Alien Queen. Secret rooms. Power-ups.

Three configurations: Showcase 39"; Standard 25"; Universal Kit.
All affordably prices.

Don't wait. Site 4 is going to be a scorcher.

- TECHNICAL -

Runs on Atari Media GX hardware.

Main CPU : MEDIAGX (@ 166Mhz)
Sound CPU: 2x A<9517 (@ 4.772727MHz.)
Sound Chips : (2x) DMA-driven

Screen orientation: Horizontal
Video resolution: 640x240
Refresh rate: 60Hz
Palette Colours: Unknown.

- TRIVIA -

Area 51 Site 4 was released in September 1998.

- TIPS AND TRICKS -

Play begins after choosing a mission and a stage. Players can choose games or missions in any order. Two players can play at one time.

Each player begins with a set number of lives. The object of each game is to eliminate aliens or equipment before losing all of one's lives. To successfully complete each mission, players must eliminate a quota of aliens or equipment. At the end of a mission, a player who has lives remaining can select another mission and continue playing.

When either player has no lives remaining, a continue message appears on screen allowing that player to get back into the game by inserting currency. The game is suspended for the remaining player until more currency is inserted or continue time expires, then proceeds for the remaining player from the point
it lett off.

Play may pause from time to time during a particular mission to inform the players of their score and accuracy ratings. A second player can join the game at these times while the game displays a JOIN IN on-screen message.

During the game, players gain points not only by shooting aliens, but also by targeting certain objects. Players should shoot objects as instructed on screen to gain extra points or weaponry.

At various intervals throughout the game, players can acquire extra ammunition or weaponry. Players shoot floating power-up symbols to obtain a more powerful weapon. Shooting certain other targets gains players specific weaponry for the player's arsenal.

Aliens shoot back at players. Each time an alien shoots back successfully, the player loses one life. The player also loses any power-up weaponry. Play continues until all lives are exhausted for both players.

The game has secret rooms, where players can gain more points by shooting targets without being fired upon in return. ln some cases, targets must be shot in a particular order to enter a secret room. When either player opens the door to the secret room, both can gain points by shooting targets.

Players should avoid shooting certain characters wearing blue military uniforms or jumpsuits labeled S.T.A.A.R., an abbreviation of Strategic Tactical Advanced Alien Response. Shooting any of these characters loses a player one life, and eliminates any power-up weaponry acquired.

When play is over, players can enter their initials if they have a high score. If players do not purchase any more credits, the game automatically returns to the attract mode.

- SERIES -

1. Area 51 (1995)
2. Area 51 - Site 4 (1998)

- STAFF -

Directors: David Mahaffey, Robert Weatherby
Producer: Robert Rowe
Programming: David Mahaffey
Models, Animation & Titles: David Dempsey, Guy Fumagalli, James Mestemaker, Jason Pfeifer, Kenny Thompson, James Webb
Original Music & Sounds: Joe Lyford
Executive Producer: Mark S. Pierce

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3358&o=2

$end


$saturn,sat_cart=area51j,
$bio

Area 51 (c) 1997 Soft Bank.

Japanese release. Game developed in USA. See the original US release entry for more information about the game itself; "Area 51 [Model T-9705H]".

- TECHNICAL -

Game ID: T-18613G

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58920&o=2

$end


$saturn,sat_cart=area51,
$bio

Area 51 [Model T-25408H-50] (c) 1997 GT Interactive

European release. Game developed in USA. See the original US release entry for more information about the game itself; "Area 51 [Model T-9705H]".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60230&o=2

$end


$saturn,sat_cart=area51u,
$bio

Area 51 (c) 1996 Midway Home Ent.

As a soldier in the elite S.T.A.A.R forces, your assignment is to penetrate alien forces at Area 51, and eliminate the threat of deadly alien infection that has spread throughout the base. The fate of humanity hangs in the balance.

* Incredible cinematic effects and stop motion animation sequences!
* Six long, intense stages of constant gunfire and alien encounters!
* Engaging Sci-Fi storyline with Aliens, UFOs, and secret experiment cover-ups!
* Tons of secret rooms and buried government secrets!
* Includes original arcade secret rooms, plus additional secret rooms!
* Power-ups and sophisticated weaponry keep you armed and dangerous!
* Explore an accurate simulation of the most secretive air base in the world!

- TECHNICAL -

Game ID: T-9705H

- STAFF -

Midway Home Entertainment Team

Producer: Ken Humphries
Test Supervisor: Mike Kruse
Lead Tester: Rob Reininger
Testers: Todd Papy, Christoper Thornton, Jesse Meza, Pablo Buitrago, Randy Slafsky
Print & Production: Debra Austin, Shawn Murphy, Dave Young, Jon Mongelluzzo
Special Thanks: Brian Fritts, Bill Hindorff, Howard Lehr, Tona Hess, Kirby Fong (GT Interactive)

Coin Op Team
Producer: Rob Rowe
Programmer: Charlie Grisafi
Game Design: Mike Hally
Art & Design: Steve Caterson
Video Production: Brent Englund
Lead Technician: Darrell Robinson
Stop‑Motion Animator: Jody Burgess
Product Manager: Derryl Depriest
Audio & Music: Jeanne Parson, Michael Stein
Hardware Engineer: Brian McKee

Mesa Logic
Concept & Game Design: Robert Weatherby
3D Animators: James Mestemaker, Guy Fumagalli, Hector Silva, James Webb

Tantalus Entertainment
Programmer: Julian Crooke
Artist: Alun Bjorksten
Executive Producer: Arthur Kakouris
Support Programmer: Shane Stevens
Quality Assurance: John Szoke
Technical Director: Andrew Bailey

Perfect Entertainment
Producer: Colin Fuidge
Quality Assurance: Matt Stamps

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59971&o=2

$end


$pc98=area88e,
$bio

Area 88 - Etranger 1995 (c) 1995 Family Soft.

- TECHNICAL -

Floppy Disk x4

- TRIVIA -

Released on June 16, 1995 in Japan. Retail price: 9800 Yen.

Based on the manga by Kaoru Shintani.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88944&o=2

$end


$pc98=area88i,area88ia,
$bio

AREA88 一角獣の軌跡 (c) 1995 Family Soft.
(Area 88 - Ikkakujuu no Kiseki)

- TECHNICAL -

Floppy Disk x3

- TRIVIA -

Released on February 10, 1995 in Japan.Retail price: 11000 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88945&o=2

$end


$info=area88,
$bio

Area 88 (c) 1989 Capcom.

Area 88 is a superb sideways scrolling shoot-em-up in which the players chooses from 3 jet fighters: an A-10 Thunderbolt, a F-14 tomcat and an F-20 tiger Shark - and must battle their way through 10 enemy-packed levels (plus an extra bonus stage).

- TECHNICAL -

Runs on the "CP System" hardware.
B-Board ID: 88622B-3

Players: 2
Control: 8-Way Joystick
Buttons: 2
=> [1] Fire, [2] Special

- TRIVIA -

Area 88 was originally released in August 1989 in Japan. It was known there as the 6th video game made for the CP System.

Area 88 is based on a Japanese Manga series published from 1979 to 1986. It was created by Kaoru Shintani and tells the story of Shin Kazawa, a mercenary fighter pilot training for the Area 88 air force base. The manga was very popular in Japan and was even adapted into at least three OVAs in 1985 and a twelve episode animation series in 2005.

Known Export releases:
"U.N. Squadron [B-Board 89624B-2]"
It was re-released in 1991 as "Area 88 [B-Board 91634B-2]".

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

- TIPS AND TRICKS -

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

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

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

Mission 3, Forest Fortress :
Unicorn (+ a shield) - Destroy all trees without forgetting from the very start of the level to destroy the 1st tree on the left. The unicorn will appear spontaneously in front of the fortress.
Yashichi - Destroy the latest turret of the fortress, Yashichi is just on the right in bottom of the fire turret. 

Mission 4, The Carrier :
Mech (1000 pts) - Just behind the 5th rock, on the ground level, a Mech which agitates a flag will appear.

Mission 5, Bomber called Bayson :
Mech (+ a T.Laser) - You must destroy the 39 rocks to see a Mech appear with a knife.

Mission 6, Missile Launcher :
Mech (10000 pts) - When the way separates in 2 ways, take the top while shooting at the base from the 1st pillar made of rock, a Mech will appear.

Mission 8, Battleship called Minks :
Mech (1000 pts) - After the 2 boats come from the left, place yourself at the top of the screen and shoot until a Mech with a rifle falls into water.
Yashichi - At the middle of the Battleship, we have a red turret, destroy it to release Yashichi. 

Mission 9, The Arsenal :
Mech (1000 pts) - Behind the second building, a Mech with an umbrella hides.

Special Mission :
Mech (10000 pts) - An airliner will go down in the middle from the screen, then go up. Go to the left of the screen. When the plane starts to go down again, shoot until you see appearing the Mech overlapping a rocket at the bottom right of the screen.

- SERIES -

1. Area 88 [CP-S No. 06] (1989)
2. U.S. Navy [CP-S No. 12] (1990)

- STAFF -

Planners : Mako P, Parazoll Shono, Noritaka Funamizu (Poo)
Direction : Yoshiki Okamoto (Kihaji Okamoto)
Character designers : Manbou Shintan, Gokkun Kuratani, Rekite, Unicorn Mayumi, Traveller Kuramoyan, Holiday Kakkun, Haru San, Konomi (Powerful Konomi), Fukumoyan, Femme Hana
Music composer : Chan Chakorin
Hard design : Kucchan
Programmers : Blbon, Takako

- PORTS -

Only Japanese releases are listed here. For ports released outside Japan, refer to the Export version entry; "U.N. Squadron [B-Board 89624B-2]".

* Consoles : 
Nintendo Super Famicom [JP] (July 26, 1991) "Area 88 [Model SHVC-E8]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101&o=2

$end


$info=area88r,
$bio

Area 88 (c) 1991 Capcom Company, Limited.

Re-release of "Area 88 [B-Board 88622B-3]". See this entry for more information about the game itself.

- TECHNICAL -

Runs on the "CP System" hardware.
B-Board ID: 91634B-2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69744&o=2

$end


$snes=area88,
$bio

Area 88 (c) 1991 Capcom Company, Limited.

Area 88 is a side scrolling shooter by Capcom, conversion of their own arcade game originally. An evil general and his army are taking over the world and they must be stopped. A group of three highly skilled mercenary pilots who blow things up for cash, Shin Kazama, Mickey Scymon and Greg Gates, accept the mission readily. On board of their aircrafts they're now ready to defeat the greedy dictator and restore peace. One of the distinctive feature of the game is the ability given to the player to purchase new weapons and fighter planes. Right from the start, pilots are offered a F8E Crusader fighter and some cash. Then after each mission, the earned cash can be used to purchase new weapons or a brand new fighter giving the player a sense of customization. But there is a catch and special weapons and cash are lost if the player happens to die during a mission. Each pilot also comes with his own specialty - Shin, the young hero pilot, can level up the standard plane's Vulcan gun faster than his friends, Mickey, the hot-shot, can carry more special weapons and Greg, the veteran, has more health and can recover faster from injuries. The game is vast and offers not less than ten intense stages. It is however one player only.

- TECHNICAL -

Cartridge ID: SHVC-E8

- TRIVIA -

Released on July 26, 1991 in Japan for 8800 Yen.

The original arcade game was released in 1989. This Super Famicom version features a couple of differences. First of all, players can buy different planes for their pilots to fly, unlike the original arcade game where each pilot has only one plane (F20 Tigershark, F14 Tomcat and A10 Thunderbolt). Then the shop counts more and different power-ups and some stages are very different, especially the end of the game and the boss awaiting there.

Reviews:
(FR] September 1991 - Consoles + N.1: 77/100

Export releases:
[US] "U.N. Squadron [Model SNS-E8-USA]"
[EU] "U.N. Squadron [Model SNSP-E8-EUR]"

- STAFF -

Planner: Hisashi Yamamoto (mx5)
Programmer: Yoshito Itoh (LEO), Masayuki Akahori (IMO), Norito Kojima (COZY), Koji Yoshida (YOSHILIM), Harunobu Imagawa (IMG)
Object Design: Masao Sakurai (SAKSAN), Mayumi Tanabe(TUBE)
Scroll Design: Miki Kijima (KIX), Yukari Kakuta (KAKKUN), MACHAKO, Shizuyo Ukai (UCCHAN), Chiharu Akagi (SILKROAD)
Sound Programmer: SAKAGUCHI
Sound Design: BULL, MARI, IKE-BOMB
English Story: Scott  Maxwell (MADMAN)
Very Special Thanks: Kiyomi Kaneko (KANEKON), BAMBOO

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61040&o=2

$end


$pc8801_flop=areapc88,
$bio

Area PC88 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91395&o=2

$end


$bbca_cass,bbcb_cass=arearadr,
$bio

Area Radar Controller (c) 19?? Software For All

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51493&o=2

$end


$amigaocs_flop=arena,arena1,
$bio

Arena (c) 1986 Psygnosis, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73437&o=2

$end


$amigaocs_flop=arenau,
$bio

Arena (c) 1986 Psygnosis, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73438&o=2

$end


$bbca_cass,bbcb_cass=arena3k,
$bio

Arena 3000 (c) 19?? Microdeal

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51494&o=2

$end


$jaguar=fball95,
$bio

Arena Football '95 (c) 2006 B&C Computervision.

- TECHNICAL -

Model J9003E

- TRIVIA -

Planned to be released by Atari in 1995, but canceled. The game would have been the first officially licensed indoor football game. It was finally released on July 15, 2006 by B&C Computervision.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76402&o=2

$end


$gamegear=arena,
$bio

Arena (c) 1995 Sega Enterprises, Limited.

- TECHNICAL -

[Model 2565]

- TIPS AND TRICKS -

* Enable Cheats: Enter the password STVART JAS0N2 888888 (the last 6 letters should be anything except Z). The game will go back to the title screen and when you start (or continue) a game, you will have infinite lives, all keys and 99 grenades, you won't be damaged by bullets and you will be able to skip any level by pressing 1+2.

Notice that you can disable each cheat separately by replacing one of the final 6 letters of the password with a Z, according to the following rules
Z in the 1st position : disable level skip
Z in the 2nd position : disable infinite lives
Z in the 3rd position : disable bulletproof
Z in the 4th position : disable all keys
Z in the 5th position : disable 99 grenades in each level

* Level Passwords: Enter these passwords to start from the specified level

The Old Warehouse : J723P0   T2WL5J   GFY2FV		
Astralnet Chemical Plant : N723PB   0V49WJ   GBGYP4		
The Outside Zone : S72AG0   3R40Y9   48YX7Y		
Tunnels : XT2AG0   3B4AYR   48A97S

- STAFF -

Written By: Eden Software (for Sega)
Lead Programmer : Stuart Middleton
Assistant and Utility Programmers : Tim Round, Julian Scott
Lead Artist : Jason Evans
Additional Artists : Robert Dorney, Gordon Theobold
Music : Paul Lathem
Music Driver : Martin Walker
Producer : Sean Kelly
Project Manager : David Powell
Game Design : Mike Brown, Eden Software, Sean Kelly
Game Testers : Nick Ryan, Alex Bush, Darren Murphy, Thomas Wolter

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64454&o=2

$end


$info=arena,
$bio

Arena [Model 709] (c) 1987 Gottlieb.

- TECHNICAL -

Model Number : 709

- TRIVIA -

Released in June 1987.

3,099 units were produced.

- STAFF -

Design by : Ray Tanzer
Art by : Constantino Mitchell

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5197&o=2

$end


$info=lwingsj,
$bio

アレスの翼 The Legendary Soldiers (c) 1986 Capcom.
(Ares no Tsubasa - The Legendary Soldiers)

The human race was about to achieve the evolution from an ancient civilization to a state of millennium with the help of DARK, a super powerful computer left by spacemen long ago. DARK suddenly began to malfunction.

The world was in a panic. The human race was on the brink of extinction.

ARES, god of war, gave two young men Wings of Love and Courage and entrusted them with the survival and future of the human race. Time is of the essence. Destroy DARK Take wings, legendary soldiers.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 6 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : (2x) Yamaha YM2203 (@ 1.5 Mhz)

Players: 2
Control: 8-way joystick (per player)
Buttons: 2 (per player)

- TRIVIA -

Ares no Tsubasa - The Legendary Soldiers was released in November 1986 in Japan. It is known in the USA as "Legendary Wings". 

The title translates from Japanese as 'Wings of Ares'. Ares is the Greek god of war.  

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

The default highscore table names are tributes of others Capcom's games: Trojan, Section Z, 1942, Command, Exed Exes, Makaimura.

- TIPS AND TRICKS -

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

* A mouth's stage bug : At the final of each stage inside of the statue's mouth, you have to go upstairs to face a stage boss. You can avoid to confront him directly. To achieve this, go upstairs and walk slowly approximately to the middle of the platform.  The music will change to the boss theme. Go back downstairs and stay on the middle platform. Keep shooting the screen at the opposite direction of the boss. He will be defeated in seconds this way, without any risk for your character.

- STAFF -

Music Composer : Tamayo Kawamoto

- PORTS -

Here is a list of Japanese ports. To see ports released outside Japan, please see the Export version entry; "Legendary Wings".

* Consoles : 
Sony PlayStation 2 [JP] (March 2, 2006) "Capcom Classics Collection [Model SLPM-66317]" 
Sony PlayStation 3 [PSN] [JP] (February 19, 2013) "Capcom Arcade Cabinet [Model NPJB-00210]" 
Microsoft XBOX 360 [XBLA] [JP] (February 20, 2013) "Capcom Arcade Cabinet"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102&o=2

$end


$snes=aretha2,aretha2p1,aretha2p2,
$bio

ARETHA II アリエル不思議な旅 (c) 1994 Yanoman Games.
(Aretha II - Ariel no Fushigi na Tabi)

- TECHNICAL -

Game ID: SHVC-AREJ-JPN

- TRIVIA -

Released on December 02, 1994 in Japan. The game was never exported outside Japan.

The subtitle of this game translates from Japanese as Mysterious Journey.

- STAFF -

Credits
Executive Producer: Seiichi Yano
Producers: Takehisa Abe, Yasuyuki Wakamiya
Original Graphic Design: Takahiro Yamada (Bee-CRAFT)
Special Thanks: Takeo Mitui (BEE-CRAFT), Kogi Fukuhara (Sinsengumi), Tamotu Andou

Development Team
Executive Producer: Mitsuru Takahashi
Producer: Akihiro Hino
Co-Producer: Makoto Takahashi
Director: Athushi Yamaguchi, Hidehiro Sato
Original Scenario: Makoto Takahashi
Main Programmer: Shogo Ohkubo
Battle Programmer: Masaaki A. (Quas)
Music Programmer: Tsuyoshi Tanaka (CHACKey)
Sound Effects: Tsuyoshi Tanaka (CHACKey), Futoshi Shimodaira, Kazuyasu Hiroe
Music: Tsuyoshi Tanaka (CHACKey), Futoshi Shimodaira, Kazuyasu Hiroe
Graphic Design: Naoko Sakurada, Seildolf
Map Design: Mitsuru Ohwa, Junichi Kamiya
Battle Map Design: an-G, Koji Tsurunaga, Sachiko Yokose, Yuki Igarashi
Special Thanks: Yuka Ikeda, Tadashi Kakishima, Tetsuya Manaka, Fruitia Itou, King Saturn, UE., Orie Takahashi

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61042&o=2

$end


$gameboy=aretha2,
$bio

Aretha II [Model DMG-A4J] (c) 1991 Yanoman Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65575&o=2

$end


$gameboy=aretha3,
$bio

Aretha III [Model DMG-AZJ] (c) 1992 Yanoman Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65576&o=2

$end


$gameboy=aretha,
$bio

Aretha [Model DMG-A1J] (c) 1990 Yanoman Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65574&o=2

$end


$snes=aretha,
$bio

Aretha (c) 1993 Yanoman Games

- TECHNICAL -

[Model SHVC-YJ]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61041&o=2

$end


$a800=arex,
$bio

Arex (c) 1983 Adventure International.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49292&o=2

$end


$pc8801_flop=argo,argoa,
$bio

Argo (c) 1986 KSK [Kure Software Koubou] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91396&o=2

$end


$x1_flop=argo,
$bio

Argo (c) 1987 KSK [Kure Software Koubou] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85925&o=2

$end


$fm77av=argo,
$bio

Argo (c) 1988 KSK [Kure Software Koubou] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93832&o=2

$end


$mc10=argo,
$bio

Argo (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87604&o=2

$end


$cpc_cass=argonavi,
$bio

Argo Navis (c) 1985 Kuma Computers, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64317&o=2

$end


$sms=argosnj,argosnj1,
$bio

アルゴスの十字剣 (c) 1988 Salio, Incorporated.
(Argos no Juujiken)

- TECHNICAL -

Game ID: S-001

- TRIVIA -

Argos no Juujiken was released on March 25, 1988 in Japan.

- STAFF -

Licensed by Tecmo.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55847&o=2

$end


$nes=rygarh,
$bio

Argos no Senshi (c) 1987 FMG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69213&o=2

$end


$x68k_flop=argos,
$bio

Argos no Senshi (c) 1994 Dempa Shinbunsha [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87066&o=2

$end


$nes=rygarj,
$bio

アルゴスの戦士 はちゃめちゃ大進撃 (c) 1987 Tecmo, Limited.
(Argos no Senshi - Hachamecha Daishingeki) 

Argus no Senshi is an action/adventure game based on the arcade game originally released by Tecmo in 1986. The evil king Raig? (aka 'Ligar') and his army of fierce beasts have attacked and invaded the kingdom of Arig?ru (aka 'Argool'). The people's only hope is to summon a legendary warrior from the past who is now destined to destroy the impending evil, to find the five Indora fighting gods and to restore peace to the land. He is equipped with his signature Diskarmor, a large spiked disk attached to the end of a chain that can both damage enemies and collect items from afar. Enemies drop two kind of items when killed - life potions and star stones. The stones are at the core of the gameplay and increase the warrior's spiritual points (or 'mind strength') - they serve as experience and as an opportunity to enhance some of his abilities. A status sub-screen can be accessed at anytime during the game by pressing the start button. There, spiritual points can be used to activate three kind of spells - The Power Up spell (3 SPs) increases the reach and speed of the Diskarmor, the Attack Spell (5 SPs) activates a special power that allows the warrior to inflict damage to all enemies on screen and the Recovery Spell (7 SPs) refills his life-bar. Argus no Senshi also incorporates role playing elements and our hero gets gradually stronger as he fights more enemies. Interestingly, the game also switches to a top-down view when the warrior enters the vast valley of Garloz, and special doors and temples lead to side-scrolling levels and to the game's fearsome bosses. Finally, special items are hidden throughout the expansive game world such as the Grappling Hook (that allows Rygar to gain access to previously unreachable platforms) or the Crossbow (can shoot ropes across chasms). Finally, although Argus no Senshi has no save or password features, it has infinite continues and revives the player at the nearest checkpoint upon death.

- TECHNICAL -

Cartridge ID: TCF-AH

- TRIVIA -

Argus no Senshi was released on April 17, 1987 in Japan.

The box had a subtitle for the game: Argos no Senshi - Hachamecha Daishingeki.

Export release:
[US] "Rygar [Model NES-RY-USA]" (July, 1987)
[EU] "Rygar [Model NES-RY-EEC]" (March 30, 1990)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53835&o=2

$end


$info=rygarj,
$bio

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

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

- TECHNICAL -

Game ID : 6002

Main CPU : Zilog Z80 (@ 4 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), OKI MSM5205 (@ 384 Khz)

Players : 2 
Control : 8-way joystick 
Buttons : 2
=> [A] Attack, [B] Jump

- TRIVIA -

Argos no Senshi was released in May 1986 in Japan.

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

Export releases:
[US] "Rygar - Legendary Warrior"

- SCORING -

* Enemies :
1) Ape : 350 points
2) Blue Monkey : 150 points
3) Cave Bat : 330 points
4) Crab : 200 points
5) Cave Lizard : 100 points
6) Death : Invulnerable.
7) Dragon : 1250 points (with or without rider).
8) Dragon Rider : 0/230 points
9) Drone : 100 points
10) Giant Flying Fish : 150 points
11) Giant Demon : 2000 points (killed normally)
12) Giant Worm : 100 points
13) Griffin : 230 points
14) Mutant Tribesman : 230 points
15) Mutant Frog : 200 points
16) Mutant Villager : 200 points
17) Mutant With Tentacles : 220 points
18) Lava Man : 230 points
19) Rhino (small) : 150 points
20) Rhino (large) : 760 points (1000 points with rider).
21) Snake: 500 points
22) Swooping Bat : 250 points
 
* Artifacts :
Coin : 200 points bonus. The ones that shoot out of fire pits on some levels can be shot instead of collected but doing this gets you only 100 points.
Blue item : 500 points bonus.
Round blue item : 1000 points bonus.

* Temple bonuses :
1) Repulse Bonus : you get 200 points for each enemy destroyed. Up to a maximum of 12.800 points.
2) Rank Bonus : you get the points for whatever rank you're currently on.
3) Timer Bonus : you get 100 points for each remaining second.

* Rank bonus : it's based purely on the number of kills you've made in total per rank, regardless of dying. After you get promotion count the number of kills from zero again. As you can see the stripes start off pretty inconsistent but end up just being another stripe per 50 kills. If you kill an enemy with the Cross power's force field (i.e. you run into it, not shoot it) you get the points but nothing counts towards your rank. If you die and continue you keep your rank, but not your score. However, I have just found out that if you set the bonus lives to any other values other than the default 50k/200k/500k the amount of baddies you need to kill is effectively doubled.

1) 1st rank :
Score awarded in temple : 0 points, plus 1000 points for each stripe. The minimum score for this rank is 1000 points.
Number of kills for stripe : II = 20 Kills, III = 50 Kills, IIII = 90 Kills (promotion to second rank on 130 kills. Count kills from 0 again)
 
2) 2nd rank :
Score awarded in temple : 5000 points, plus 1000 points for each stripe.
Number of kills for stripe : I = 40 Kills, II = 90 Kills, III = 140 Kills, IIII = 190 Kills (promotion to third rank on 240 kills)

3) 3rd rank : :
Score awarded in temple : 10.000 points, plus 1000 points for each stripe.
Number of kills for stripe : I = 50 Kills, II = 100 Kills, III = 150 Kills, IIII = 200 Kills (promotion to forth rank on 250 kills)
 
4) 4th rank :
Score awarded in temple : 15.000 points, plus 1000 points for each stripe.
Number of kills for stripe : I = 50 Kills, II = 100 Kills, III = 150 Kills, IIII= 200 Kills (promotion to fifth rank on 250 kills)

5) 5th rank :
Score awarded in temple : 20.000 points, plus 1000 points for each stripe.
Number of kills for stripe : I = 50 Kills, II = 100 Kills, III = 150 Kills, IIII = 200 Kills (promotion to sixth rank on 250 kills)

6) 6th rank :
Score awarded in temple : 25.000 points, plus 1000 points for each stripe.
Number of kills for stripe : I = 50 Kills, II = 100 Kills, III = 150 Kills, IIII = 200 Kills (promotion to 'BEST' rank on 250 kills)

7) BEST rank :
Score awarded in temple : 30.000 points
Once you get the 'BEST' rank, your rank is actually still increasing by 1 stripe/1000 points for every 50 kills. For some reason the programmers decided to continue the ranking system but not to include any more graphics. But, if you get it to 64,000 the next bonus goes back to 1000 points!!! On the high score table the rank badge loops around and displays the first rank onwards. I would have thought that they'd have changed the colour of the wings or something. It looks very strange to finish the game with 4.000.000 points and have the first rank!

- TIPS AND TRICKS -

* Rygar enemies: most of the mutants can be killed from one blow, but some take several shots. Where a mutant has Stamina below it's name the first number is the hits needed to kill it without the Crown Power (with the second number is with the Crown).
1) Ape: 350 points
Rounds: 6, 10, 12, 15, 16, 25, 26.
Not a particularly dangerous enemy, it just sits up on its tree throwing rocks down at you. If you don't have the Star power it may cause a few problems as you'll have to dodge under the rocks. If you run under it, it jumps down and tries to maul you!
2) Blue Monkey: 150 points
Rounds: 5, 7, 8, 9, 11, 15, 21, 22, 23, 24.
A very irritating enemy as they can leap over gaps and often kill you mid-jump. They mainly run at you and try to jump on you one at a time. If you try to jump over them they will try to double back and try to kill you.
3) Cave Bat: 330 points
Rounds: 5, 9, 11, 23, 24.
These bats only ever appear on the vertical rounds and try to drop some strange object on you as your climbing the rope. They don't pose any other real threat and are fairly easy to kill or avoid. The object they drop can be shot and I think it's worth about 230 points.
4) Crab: 200 points
Rounds: 4, 5, 7, 11, 12, 14, 19, 21, 22, 26.
These strange bugs are embedded in the ground on certain rounds. If you walk over them they will jump high into the air and scuttle about after they land. They can be killed instantly by jumping on them even if you don't have the Tiger power. Game physics doesn't seem to apply to these crabs as they can walk over water and through rocks!
5) Cave Lizard: 100 points
Rounds: 5, 9, 11, 23, 24.
A very passive enemy which only ever appears on the vertical rounds and doesn't really threaten you much. They lash out at you with their long tongues which can block your shots if you don't have the Crown. Just swing out and hit them with an over head shot and you should be okay. Also you can use that shield glitch in your favor too.
6) Death: Invulnerable
Rounds: Any.
Death will appear on any round when you've run out of time. When your time is nearly up the music will change and the sky will darken. Death always appears from the left hand side of the screen and homes in on you. If he misses you he floats off the screen and reappears at the left again only this time he's faster. He keeps on attacking, gaining more and more speed until he is impossible to avoid or you finish the round.
7) Dragon: 1250 points (with or without rider)
Rounds: 1, 5, 10, 13, 14, 22, 26.
The dragons are worth a lot of points and have no chance of really killing you by themselves. Kill as many as possible as they're worth 1250 points each. Note that killing the Dragon while the rider is still on it counts as 1 kill when working out your rank.
8) Dragon Rider: 0/230 points
Rounds: 1, 5, 10, 13, 14, 22, 26.
As the name would imply, they fly in on the dragons and drop down on you. Like a few other enemies they charge at you and can leap over pits and gaps. There's a really annoying bug with the Dragon Riders where sometimes you will jump up a kill one, but the game won't register a kill and the sprite will still be there and it ends up killing you. These guys ride the Rhino's on later rounds, but they never jump off and attack you. Nope, this time they lob axes at you which is just as lethal! You can bounce off the axe or shoot it if you're good enough. If you kill a Dragon Rider while he's still riding on his Dragon he is worth zero points.
9) Drone: 100 points
Rounds: 1, 2, 13.
These headless enemies appear in the first two rounds and then only reappear on round 13. They're no real problem to deal with in the early rounds but on round 13 they are dramatically seeded up! They rush in large groups, usually from both sides of the screen at once and attempt to kill you by sheer force of numbers. The more annoying thing is they make it hard to get the 1.000.000 points parchment and stars which are on the same round.
10) Giant Flying Fish: 150 points
Rounds: 21, 22.
These fish only appear in two rounds and aren't too difficult to deal with. They simply jump over the rafts every two seconds and the ripple in the water tells you when this is going to happen. I think they should have been added on round 3 as well. On round 22 they can pose a few problems with the Dragon Riders dropping down and the Blue Monkeys jumping onto the rafts.
11) Giant Demon: 2000 points (killed normally), Stamina: 8/4
Rounds: 4, 8, 12, 16, 20, 24, 27.
These giants are waiting for you at the end of every 4th round and there's two guarding the Dominator's chamber on round 27. They attack you by trying to stomp on you and can be deadly if covered by other enemies (like on round 8). You can pick up a special bonus of 50.000 points if you kill them with the Tiger power. This is easy to do with a bit of practice.
12) Giant Worm: 100 points
Rounds: 1, 2, 4, 9, 12, 19, 24, 26.
These creatures wriggle out of the ground, curl up and then bounce across the screen and off the rocks. If left for a bit they tunnel their way back down under the ground and roll off the screen.
13) Griffin: 230 points
Rounds: 2, 3, 5, 7, 16, 20, 21, 23, 27.
Another commonly found enemy. These can be tricky to get rid of, especially on round 20 where they swarm like mad. They swarm all over the skies and some will swoop down at you occasionally. Some of the Griffins will drop rocks down on you which can be even more irritating. If they get on your nerves too much you could always do the Griffin riding trick and skip the round ;)
14) Mutant Tribesman: 230 points
Rounds: 2, 7, 8, 11, 12, 14, 17, 18, 22, 24, 27.
These mutants often form stacks which can be shot in one go for 10.000 bonus points. On some rounds they pretend to form a stack but then jump at you instead - learn which is which. On later rounds they also attack in groups in a long line formation from both sides of the screen.
15) Mutant Frog: 200 points
Rounds: 6, 10, 15, 25.
On the hardest difficulty settings these creatures are the most deadly foe in the entire game. They lurk on the outskirts of the screen and then they will suddenly leap across at you in the blink of an eye! Sometimes they even jump at you when they're off the screen! Stay on the ground while these are about. If you jump while they are lurking around they will jump across to try and kill you as you land. On default settings they're wasted being too slow and easy to see coming, but on the harder settings watch out!
16) Mutant Villager: 200 points
Rounds: 6, 17, 18.
These mutants live in the caves of the land. They jump out on you and charge in large groups and try to kill you through sheer force of numbers. The thing that makes them dangerous is if you get caught under one of the cave entrances and then they start spilling out they can be difficult to cope with.
17) Mutant With Tentacles: 220 points
Rounds: 11, 16, 18.
These are the least deadly of all the mutants, but they can often catch you out if you're not paying attention. They try to whip you with their long tentacles, but unless you're unlucky there's little chance of you getting hit by them. On the hard difficulty settings their main tactic is to get close and force you to duck by lashing out at you. This prevents you from jumping away while the other mutants charge and try to kill you. These monsters are also harder than the others to kill with the Tiger power.
18) Lava Man: 230 points
Rounds: 4, 5, 8, 9, 10, 11, 12, 16, 20.
These foes emerge from the ground and shoot fireballs at you. They've only got one round of their own and that's round 8 and then they're restricted to cameo appearances on the rest. Their tactic on round 8 is usually to come up on either side of you and try to shoot you in a crossfire. Trying to shoot it out with them takes time and Death appearing on the scene isn't something you want when this guys are around. You can bounce on the fireballs and also shoot them for 50 points.
19) Rhino (small): 150 points
Rounds: 1, 2, 6, 8, 10, 15, 16, 17, 18, 19, 25, 26, 27.
The small rhinos appear in nearly all of the levels. They just charge at you in groups and for some reason they can often run through your shots when there's enough of them! They are gradually speedup the further you progress into the game.
20) Rhino (large): 760 points (1000 points with rider), Stamina: 6/2
Rounds: 4, 13, 15, 19, 26, 27.
The rhino's charge at you and will trample you to death if you not careful. On the later rounds they charge like BT! They take several hits to destroy and are very fast on the later rounds making it impractical to kill them without the powers. Some of the Rhinos have riders which will throw an axe at you which can be difficult to avoid.
21) Snake: 500 points
Rounds: 12, 15, 16, 19.
Snakes are very deadly. They dart out of small holes in the rocks and bite you. You can tell when they are about to strike as their red eyes glow in the hole just a split second before they attack. The only thing to look out for is when you kill one snake another will sometimes immediately spring out of the same hole!
22) Swooping Bat: 250 points
Rounds: 1, 4, 6, 8, 10, 12, 13, 15, 25, 26.
These bats wait to ambush you, usually close to the end of the round. When you get close to them they swoop down and then fly off the screen. Very rarely, they will wait until you've passed under them and then swoop to the right, but again this is rare. These bats can't be killed with the Tiger power.

* Defeating the Dominator: the Dominator is surprisingly easy to kill. When you enter the final chamber run straight to the right hand side of the room and the Dominator will roar and jump right over you. You can then turn and shoot at him. When he attempts to jump on you, run straight under him and shoot him again. Basically you just repeat this pattern until he dies, which is only after a couple of hits if you have the Crown power. The Dominator is worth 22k when killed and he can be killed instantly with the Tiger power but you aren't awarded a 50k bonus.

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

* 2nd 10,000 Bonus : there's a 10k bonus available from the 4 creatures that stand on each others shoulders. You must kill all 4 of them before they touch the ground. There's several ways to do this but the easiest way is with the Crown and Sun powers. Simply stand at the bottom of the stack and shoot straight up! On round 17 these creatures are unlimited and form a new stack every few seconds. Staying back on that round after a time-out might even net you as much as an extra 100k if you can dodge Death for long enough! I have seen players use this trick to get over half a million on that round alone simply by staying back for long periods of time and using up their lives.

* 50,000 Bonus : this one is scored from any of the large blue demons that appear at the end of every 4th round and also there's two on the final round. You need the Tiger power for this, just jump on his head and kill him for an easy 50k! There's eight in the game so that's a luscious 400,000 points for the lot!

* 1st 70.000 Bonus : you can get 70.000 points for collecting the stars hidden in the stones. For each 7 you collect, you get 70k regardless of how many times you died.

* 2nd 70.000 Bonus : the Star Tree. In the middle of round 13 there is a tree where if you shoot at it in various places stars will appear. Every star you reveal counts as one collected. So in other words you can reveal all the stars and get 70k and then collect them to get a total of 140,000 points. Some of the stars are in bad positions so you'll have to bounce off a falling warrior to collect them or wait for Death and bounce off him. This part of the round is also where the parchment is (see below).

* 100.000 Bonus : if you finish the game you only receive a 100.000 points bonus. This is strange as it is only the third highest bonus in the game.

* 160.000 Bonus : this is received by collecting all 5 of the special powers. The bad thing is it can only be gained once per life.

* 1.000.000 Bonus : on round 13 there's a hidden parchment which is worth 1.000.000 points! It's located in-between the same area as the famous Star Tree and the next house. The place to shoot at is at the left side of the house just below the title Time. When you shoot nothing will happen except make a sound like you're hitting something. After about 12 hits (about 4 or 5 with the Crown and Sun powers) a red parchment will fall down which is worth 1.000.000 points when collected. Grab it quick because it vanishes after only a few seconds!

- SERIES -

1. Argos no Senshi - Legendary Warrior (1986, Arcade)
2. Argos no Senshi [Model TCF-AH] (1986, Famicom)
3. Argos no Senshi (2002, PS2)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=104&o=2

$end


$info=argus,
$bio

Argus (c) 1986 Jaleco.

While it borrows heavily from the game which established the vertically scrolling shooter, "Xevious", Argus adds its own unique twists. The player's ship is always presented in the center of the screen, and as the player moves left and right, the ground actually scrolls in the opposite direction. The player can continue scrolling all the way in one direction and end up back where he or she started.

Other new concepts include walls of mazes that float in the air which may be optionally traveled through. Certain ground targets provide power-ups or special weapons, but they must be bombed 3 times in order to earn them. A boss sequence occurs at the end of each stage. The boss has one infrequently exposed weak spot that only takes one bomb to destroy, but the boss will leave after an allotted time if the player does not succeed. There is a landing sequence after the boss fight that must be successfully maneuvered for bonus points. And finally, the ship receives a new weapons at each stage (5 distinct combinations which cycle).

The arcade game features 16 levels, the last four of which repeat indefinitely.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 5 Mhz)
Sound CPU : Zilog Z80 (@ 5 Mhz)
Sound Chips : YM2203 (@ 1.5 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Argus was released in January 1986.

- STAFF -

Music composed by: Shinichi Sakamoto (Cheabow)

- PORTS -

* Consoles :
Nintendo Famicom [JP] (April 17, 1986) "Argus [Model JF-07]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103&o=2

$end


$info=argusg,
$bio

Argus (c) 1982 Gottlieb.

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

- TECHNICAL -

Game ID : GV101

Main CPU : I8086 (@ 5 Mhz)
Sound CPU : MOS Technology M6502 (@ 894.886 Khz)
Sound Chips : DAC (@ 894.886 Khz)

Screen orientation : Horizontal
Palette colors : 16

Players : 2
Control : trackball
Buttons : 2

- TRIVIA -

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

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

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

- SCORING -

Rubble : 150 points
Robots : 150 points
Kidnapper : 200 points
Wrecker : 200 points
Pest : 200 points
Electrodes : 300 points
Blobs : 300 points

- STAFF -

Designed and programmed by : Tom Malinowski
Programming help : Warren Davis
Sound : David D. Thiel
Video Graphics : Jeff Lee

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3457&o=2

$end


$nes=argus,
$bio

Argus (c) 1986 Jaleco Company, Limited.

Argus is a vertical shooter by Jaleco and conversion of an arcade game originally released in 1986. The players takes control of a space-fighter equipped with a front laser gun and ground bombs. Although the game features power-ups, they follow an unusual and unique formula - tiles on the ground must be destroyed in order to upgrade the main weapon or trigger special events. However, three of these tiles must be destroyed to activate such power-ups - B creates a temporary barrier around the ship,P upgrades the primary weapon and L gives the player an extra bonus at the end of each stage. Another interesting twist to the game is the Uoru armor; a shadow sometimes appear on the ground and if the player aligns his own shadow with it, then the ship transforms into a powerful robot for a short amount of time. Each stage ends with the same boss battle; a large Mega Argus fortress with a slow flashing core at its center, and the only way to destroy this pernicious mothership is to bomb its core when it is fully exposed. After the boss is taken care of, the player must successfully land on a runway and be cautious not to crash the ship. Argus features nine levels and includes a two-player alternating option.

- TECHNICAL -

[Model JF-07]

- TRIVIA -

Argus was released on April 17, 1986 in Japan.

The game was never released outside Japan.

- TIPS AND TRICKS -

* Invincibility: At the title screen, press and hold select on the second player controller and press start on the first player controller.

* The Uoru armor: In some stages, a second flashing shadow sometimes appears on the ground. If you align your own shadow with it, the ship will turn into a powerful and invincible robot-ship for a short amount of time, sucking in enemy ships.

- PORTS -

* Consoles :
Sony PlayStation [JP] (October 23, 2003) "Jaleco Collection Vol.1 [Model SLPS-03562]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53836&o=2

$end


$info=arian,
$bio

Arian Mission (c) 1985 SNK.

Export release. Game developed in Japan. See "ASO - Armored Scrum Object" for more information about the game itself.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=7982&o=2

$end


$x68k_flop=arianshu,
$bio

Arianshuu (c) 19?? Haiteidoradorazu

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87067&o=2

$end


$x1_flop=arion,
$bio

Arion (c) 1986 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85926&o=2

$end


$pc8801_flop=arion,
$bio

Arion (c) 1986 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91397&o=2

$end


$fm7_disk=arion,
$bio

Arion (c) 1986 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93599&o=2

$end


$info=arist_l1,
$bio

Aristocrat (c) 1979 Williams Mfg. Co.

Up-to-6 players shuffle alley.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=7386&o=2

$end


$msx1_cass=aritmo,
$bio

Aritmo (c) 1985 DIMensionNEW [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94444&o=2

$end


$info=arkarea,
$bio

Ark Area (c) 1987 UPL.

An overhead shoot'em up where you fight through 23 stages, battling 1 or 2 bosses at the end of each level

- TECHNICAL -

Game ID : UPL-87007

Main CPU : Zilog Z80 (@ 6 Mhz)
Sound CPU : Zilog Z80 (@ 5 Mhz)
Sound Chips : (2x) Yamaha YM2203 (@ 1.5 Mhz)

Screen orientation : Horizontal
Video resolution : 256 x 192 pixels
Screen refresh : 60.00 Hz
Palette colors : 768

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in December 1987.

This game was a Japan-only release.

- SERIES -

1. Nova 2001 (1983)
2. Ark Area (1987)

- STAFF -

Staff : Tsutomu Fuzisawa, Hiropi, Mingma, Nihei, Nozawa

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=105&o=2

$end


$msx2_flop=arkanoah,
$bio

Ark-A-Noah (c) 2000 Unknown [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101480&o=2

$end


$psx=arkanase,
$bio

Arkana Senki Ludo [Model SLPS-01438] (c) 1998 Pai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84862&o=2

$end


$info=arkanoid,arkanoidj,arkgcbl,arkgcbla,
$bio

Arkanoid (c) 1986 Taito Corp.

After a sudden alien assault, the Arkanoid spaceship has been destroyed and the only survivor, the small 'Vaus' space vessel, has been mysteriously trapped in another dimension by an unknown enemy. The player is charged with helping the 'Vaus' overcome the security systems, as well as the many enemies that guard them, before finally finding and destroying 'DOH', the alien responsible for the attack.

Arkanoid is an update of the early ball and paddle video games - and specifically of Atari's 1978 classic, "Super Breakout" - in which the player takes control of a paddle at the bottom of the screen and must use it to deflect a ball into rows of bricks at the top of the screen, thus destroying them and, eventually, clearing the screen to progress to the next level. 

As well as impressive and colourful graphics, Arkanoid introduced a number of new elements to the classic bat 'n' ball gameplay. Certain bricks, when destroyed, would release a power-up - in the form of a falling capsule. the player had to catch the capsule to retrieve the power-up. Among the many enhancements the power-ups provided were an increased 'bat' size, multiple balls, 'sticky' ball (which would stick to the bat and could be released when the player chose) and even a laser, which allowed the player to shoot the bricks.

- TECHNICAL -

Prom Stickers : A75

Main CPU : Zilog Z80 (@ 6 Mhz), Motorola M68705 (@ 500 Khz)
Sound Chips : General Instrument AY8910 (@ 1.5 Mhz)

Players: 2 (alternative)
Control: Paddle
Buttons: 1
=> Fire - Used to launch the energy ball at the start of each new round and each new life, to relaunch the energy ball after it is caught by the vaus when the C (Catch) pill is in effect, and to fire lasers when the L (Laser) pill is in effect.

- TRIVIA -

Arkanoid was released in July 1986 in Japan.

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

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

Nick Mollison holds the official record for this game on extremely hard settings with 1,156,930 points on September 7, 2008. 
Zack Hample holds the official record for this game on normal settings with 1,658,110 points on March 13, 2000.

An Arkanoid unit appears on the sitcom 'Married... With Children'; Season 6, Episode 4 (Cheese, Cues and Blood).

Official releases:
Taito's Arkanoid
Taito America's Arkanoid
Taito's Tournament Arkanoid

Bootleg/Hack releases:
Tayto's Arkanoid
Game Corporation's Arkanoid
Game Corporation's Block
Beta's Arkanoid
Two-Bits Score's Arkanoid Plus
SPA Co.'s Block II
Paddle 2

- UPDATES -

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

- SCORING -

Points are scored for destroying bricks and killings aliens.

Bricks:
White brick: 50 points.
Orange brick: 60 points.
Cyan brick: 70 points.
Green brick: 90 points.
Red brick: 100 points.
Blue brick: 110 points.
Violet brick: 120 points.
Yellow brick: 50 points.
Silver brick: Worth 50X the stage number you are on.

- TIPS AND TRICKS -

* Pill descriptions:
S - Slow: slows down the energy ball.
L - Laser: enables the Vaus to fire laser beams.
C - Catch: catches the energy ball and shoots it when you want it.
B - Break: allow player to move to next playfield.
E - Expand: expands the Vaus.
P - Player: gains an additional Vaus.
D - Disrupt: splits the energy ball into three particles.

* Bricks:
White brick: One shot to destroy.
Orange brick: One shot to destroy.
Cyan brick: One shot to destroy.
Green brick: One shot to destroy.
Red brick: One shot to destroy.
Blue brick: One shot to destroy.
Violet brick: One shot to destroy.
Yellow brick: One shot to destroy.
Silver brick: The number of hits it takes to destroy them increases by one every eight stages.
Gold brick: Cannot be destroyed.

* Power-up Rarity: The power pills are completely random except that the extra life and warp pills are twice as unlikely to occur. Only one extra life pill is possible per Vaus. If the pill randomizer selects a duplicate pill based on the last pill dropped, a multi-ball pill is substituted. Thus, the multi-ball pill is the only one you can get twice in a row. The randomizer uses player score as the seed, so it is possible to control which pill is dispensed by purposely breaking pill dispensing blocks with specific scores displayed.

* Ball Speed: On each level, the ball will not speed up completely until it hits the back wall, so:
1) Try to remove bricks from the bottom up, or punch a hole through thicker areas of bricks rather than go straight through (e.g. take out the left side of level 2 rather than the single block at the right as you will catch far more pills).
2) If you have collected a lot of S pills and the ball has been in play for a bit of time, be prepared for a sudden speedup.
3) Also, the D token speeds up the balls and is pretty useless on most levels (the one with the enclosed diamond is the only good example).

* Multiple Balls: As only one pill can fall at a time, multiple balls can reduce your potential score quite drastically. Every pill is worth 1,000 points. For the first few levels, get every pill you can, but do not use the special powers. You will get a lot of extra ships and should get a gray P or two - thereby starting early with six or seven ships.

* DOH: In the final level, where you face DOH himself, you should get 15 hits (1,000 points per hit) on DOH/per man until you defeat DOH with the 16th hit on your last man to end the game.

- SERIES -

1. Arkanoid (1986, Arcade) 
2. Arkanoid - Revenge of DOH (1987, Arcade) 
3. Arkanoid - Doh It Again [Model SHVC-A6] (1997, Super Famicom) 
4. Arkanoid Returns (1997, Arcade) 
5. Arkanoid DS (2007, Nintendo DS)

- STAFF -

Game designed by: Akira Fujita (AKR)
Programmed by: Yasumasa Sasabe (SSB)
Director of hardware & co-programme : Toshiyuki Sanada (SND)
Assistant programmer: Toru T. (TOR)
Graphic designer: Onijust H. (ONJ)
Sound composer: Hisayoshi Ogura
Sound effects: Tadashi Kimijima
Pattern designer: Akira Iwai (A. Iwai)
Software analyzer: Hidegons
Mechanical Engineer: H. Yamaguchi
Publicity Supervisor: Varis. I

- PORTS -

* Consoles : 
Nintendo BS [JP] "BS Arkanoid" [might be a prototype]
Nintendo Famicom [JP] (December 26, 1986) "Arkanoid [Model TFC-AN-5400]" 

* Computers :
NEC PC-8801 [JP] by Cary Lab 
NEC PC-9801 [JP] (1986) "Arkanoid"
Atari ST [EU] (1986)
PC [MS-DOS] [EU] (1986) 
MSX [JP] (1987) 
MSX [EU] (1988) by Hit Squad) 
BBC B [EU] (1987) by Imagine 
Thomson TO7 [EU] (1987) 
Commodore C64 [EU] (1987) 
Sinclair ZX Spectrum [EU] (1987) 
Atari 800 [EU] (1987) 
Amstrad CPC [EU] (1987) by Imagine 
Amstrad CPC [EU] (1988) by Ocean 
Amstrad CPC [EU] (1988) "Les Défis de Taito" 
Amstrad CPC [EU] (1988) "Taito Coin-Op Hits" 
Thomson M05 [EU] 
Thomson TO8 [EU]
BK11M [EU]
Acorn Archimedes [EU]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=106&o=2

$end


$info=arkanoidu,arkanoiduo,
$bio

Arkanoid (c) 1986 Taito America Corp.

North American version. For more information about the game, please see the original Taito Japan entry.

- TRIVIA -

Licensed to Romstar for US distribution, Arkanoid was released in December 1986.

- PORTS -

* Consoles : 
Nintendo NES [US] (August 1987) "Arkanoid [Model NES-AR-USA]" 

* Computers : 
Apple II [US] (1985) 
Atari 7800 [US] (homebrew)
Commodore Amiga [US] (1987) 
Commodore C64 [US] (1987) 
Tandy Color Computer [US] (1989) 
PC [MS-DOS] [US] (1988) 
Apple II GS [US] (1988)
Apple Macintosh [US] (1988) by Discovery Software
Tandy Color Computer 1 or 2 [US] (1989)
Tandy Color Computer 3 [US] (1989) : The same Tandy cartridge runs on Color Computer 1 or 2, or in enhanced mode on Color Computer 3.

* Other : 
Mobile Phones [US] (November 11, 2003) : Online version 
Apple iPhone/iPod [US] (August 31, 2009) "Arkanoid [Model 328321410]" 
Blackberry [US] (November 17, 2009) "Arkanoid [Model 4411]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=36926&o=2

$end


$info=arkanoidjb,arkanoidjbl2,ark1ball,
$bio

Arkanoid (c) 1986 Beta.

Bootleg version from 'Beta'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48558&o=2

$end


$info=arkatayt,arktayt2,
$bio

Arkanoid (c) 1986 Tayto.

Tayto's bootleg version of Taito's original.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32419&o=2

$end


$info=arkangc,arkangc2,
$bio

Arkanoid (c) 1986 Game Corporation.

Game Corporation's Bootleg version of Taito's original.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32418&o=2

$end


$pc98=arkanoid,
$bio

Arkanoid (c) 1986 Taito Corp.

- TRIVIA -

Retail price: 6800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48524&o=2

$end


$msx1_cass=arkanoid,arkanoida,
$bio

Arkanoid (c) 1986 Imagine Software.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76565&o=2

$end


$pc8801_flop=arkanoid,
$bio

Arkanoid (c) 1986 Nidecom [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91398&o=2

$end


$bbca_cass,bbcb_cass=arkanoid,
$bio

Arkanoid (c) 1987 Imagine

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51495&o=2

$end


$cpc_cass=arkanoid,
$bio

Arkanoid (c) 1987 Imagine Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64319&o=2

$end


$cpc_cass=arkanoid03,
$bio

Arkanoid (c) 1987 Erbe Software [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64321&o=2

$end


$nes=arkanoidh,
$bio

Arkanoid (c) 1987 FMG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69214&o=2

$end


$amigaocs_flop=arkanoid,arkanoidu,
$bio

Arkanoid (c) 1987 Discovery Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73439&o=2

$end


$apple2gs=arkanoid,
$bio

Arkanoid (c) 1988 Taito America Corp.

- SCORING -

The game screen displays current score, hi-score, number of remaining Vaus, and current level.

Between 50 and 120 points are awarded for knocking out an energy block, depending on the color.

1,000 points are awarded for collecting a capsule and 100 points for hitting an alien. An extra Vaus is awarded at 30,000, 60,000 and 90,000 points.

- STAFF -

Apple II version written by: Ryan Ridges, John Lund

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49745&o=2

$end


$msx1_cart=arkanoidk,
$bio

Arkanoid (c) 198? Zemina.

Korean release.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95221&o=2

$end


$snes=arkanoidj,
$bio

Arkanoid - Doh It Again (c) 1997 Taito Corp.

Arkanoid - Doh It Again is an upgraded version of the arcade game Arkanoid originally released by Taito. The game's concept is based on Atari's Breakout, but with more depth and content. The alien Doh, giant enigmatic head somehow inspired by the MPC core from Tron and the famous Easter Islands statues, menaces the universe and prevents human spaceships to colonize distant planets. The player takes control of a scout vessel called Vaus curiously shaped like a paddle. The goal of the game is to clean up every bricks on the screen with the energy ball, and this through not less than a hundred stages. But things get a little more complex. Not all bricks have the same properties - some just disappear when hit, others need a number of hits and some are just indestructible. They may also drop power-up cells that give the player new abilities such as extra-life, laser-gun, multiple-balls, large or small paddle, thunder-shield and so forth. Every ten levels or so, the player faces a mean boss who must be defeated to carry on. The game can be played with a standard Super Famicom paddle (thanks to the L and R button which boost the paddle in one direction) but also with the mouse. Finally, a save option (using passwords) is available without forgetting a neat level editor.

- TECHNICAL -

Cartridge ID: SHVC-A6

- TRIVIA -

Released on January 15, 1997 in Japan for 4980 Yen.

- SERIES -

1. Arkanoid (1986, Arcade) 
2. Arkanoid - Revenge of DOH (1987, Arcade) 
3. Arkanoid - Doh It Again [Model SHVC-A6] (1997, Super Famicom) 
4. Arkanoid Returns (1997, Arcade) 
5. Arkanoid DS (2007, Nintendo DS)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61043&o=2

$end


$snes=arkanoidu,
$bio

Arkanoid - Doh It Again [Model SNS-A6-USA] (c) 1997 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62736&o=2

$end


$snes=arkanoid,
$bio

Arkanoid - Doh It Again [Model SNSP-A6-EUR] (c) 1997 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62735&o=2

$end


$info=arknoid2,arknoid2j,arknoid2b,
$bio

Arkanoid - Revenge of DOH (c) 1987 Taito Corp.

The mysterious enemy known as 'DOH' has returned to seek vengeance on the 'Vaus' space vessel. The player must once again take control of the Vaus and overcome many challenges in order to destroy DOH once and for all. 

An update of the popular 1986 original, Revenge of DOH sees the player battle through 34 rounds, taken from a grand total of 64. Revenge of DOH differs from its predecessor with the introduction of "Warp Gates". Upon completion of a round or when the Break ('B') pill is caught, two gates appear at the bottom left and bottom right of the play area respectively, the Vaus is then taken through one of the gates - the choice will affect which version of the next round is provided.

The game also features two new features for bricks. Notched silver bricks, like normal silver bricks, take several hits to destroy. However, after a short period of time after destruction, they regenerate at full strength. Fortunately, clearing a level does not require that any notched bricks to be destroyed. Also, some bricks move from side to side as long as their left and/or right sides are not obstructed by other bricks.

The game features a mini-boss in the form of a giant brain, which will help you practice for DOH. You must aim for the brain's mouth to defeat it.

- TECHNICAL -

Board Number : K1100250A
Prom Stickers : B08

Main CPU : Zilog Z80 (@ 8 Mhz), Zilog Z80 (@ 6 Mhz)
Sound Chips : YM2203 (@ 3 Mhz)

Players : 2
Control : spinner
Buttons : 1
=> FIRE - Used to launch the energy ball at the start of each new round and each new life, to relaunch the energy ball after it is caught by the Vaus when the Catch ('C') pill is in effect, and to fire laser beams when the Laser ('L') pill is in effect.

- TRIVIA -

Arkanoid - Revenge of DOH was released in June 1987.

Depending on the path, you will see a different name for the round.
Rounds 1 and 18 are always 'Iomanoid', and always provide the same level set.
Rounds 2-16 can either be 'Baltnoid' (left) or 'Saterranoid' (right).
Rounds 19-33 can either be 'Xeufnoid' (left) or 'Gakanoid' (right).
Rounds 17 and 34 are the boss battles, and are called 'Vetranoid'.

Zachary Hample holds the official record for this game with 3,120,570 points on December 31, 2002.

- SCORING -

Points are scored for destroying bricks and killings aliens.

- TIPS AND TRICKS -

* Pill descriptions :
S - Slow : Temporarily slows down the speed of the energy ball. The energy ball will speed up upon hitting the ceiling of the chamber, making this pill unhelpful in some levels. On the other hand, the energy ball speeds up much more quickly and rapidly in this game, making it helpful to extend a normal playing speed. 
L - Laser : Enables the Vaus to fire laser beams that destroy most bricks. 
C - Catch : Enables the Vaus to catch the energy ball, move to another position, and relaunch it by pressing the fire button. If you hesitate too long, the Vaus will release the ball on its own. 
B - Break : Opens the Warp Gates, allowing you to bypass the level even when it is unfinished.
E - Expansion : Expands the Vaus to double its size.
P - Player : Gives you an additional Vaus.
D - Disruption : Splits the energy ball into eight particles (unlike in the original game, where this pill split the energy ball into three particles). 

* Revenge of DOH also features these additional pills : 
M - Mega : Turns a normal energy ball into a red "mega energy ball", which can destroy even indestructible bricks and will only bounce back after hitting the sides or ceiling of the chamber.
R - Reduce : Shrinks the Vaus to half its width, but every block you destroy doubles in point value. Unless you're really a good player, this makes it very difficult to play.
T - Twin : Gives you two Vauses instead of one. Not a particularly helpful one, as it limits your maneuverability and the energy ball tends to fall between the Vauses.
I - Illusion : Creates a transparent grey shadow at the bottom of the screen that follows the Vaus around. It will deflect energy balls (though with no control of the rebound direction), greatly expanding the functional area of the Vaus.
N - New : Continually splits the energy ball into three particles until the Vaus catches another pill. This is very helpful on some levels.
Flashing pill : This special pill will reward you randomly with one of the following four powers : 1. 40 energy balls; 2. 25 mega energy balls; 3. 8 regenerating energy balls; 4. Continuous laser fire. On most levels, the first three powers are enough to clear the entire board. The fourth, however, can make it extremely difficult to see what's going on and won't help on levels with lots of indestructible blocks. Finally, instead of yielding one of the aforementioned powers, a flashing capsule will occasionally result in a regenerating swarm of 15 floating enemies passing through the portals in the ceiling and flooding the screen. While these enemies are worth 100 points apiece if destroyed by the energy ball, having to battle so many at once is usually more of survival challenge than a scoring opportunity.

- SERIES -

1. Arkanoid (1986, Arcade) 
2. Arkanoid - Revenge of DOH (1987, Arcade) 
3. Arkanoid - Doh It Again [Model SHVC-A6] (1997, Super Famicom) 
4. Arkanoid Returns (1997, Arcade) 
5. Arkanoid DS (2007, Nintendo DS)

- STAFF -

Directed & Programmed by : Yasumasa Sasabe
Assistant programmers : Toshiaki Tsukano, Hideki Hashimoto
Graphic designers : Tetsuro Kitagawa, Kohzoh Igarashi, Genya Kuriki
Sound designer : Hisayoshi Ogura
Publicity supervisor : Hisayasu Nakane
Mechanical engineer : Yasunori Hatsuda
Game designed by : Kei. S

- PORTS -

NOTE: Home versions of Revenge of DOH also featured a level editor, where players could create their own levels or edit and replace existing levels, with the exception of two levels: the mini-boss and DOH. 

* Consoles : 
Nintendo Famicom [JP] (March 8, 1988) "Arkanoid II [Model TFC-ANII-5900]"

* Computers : 
Sharp X68000 [JP] (February 1988) 
Commodore C64 [EU] (1988) 
Atari ST [EU] (1988) 
Amstrad CPC [EU] (1987) by Imagine 
Amstrad CPC [EU] (1988) by Hit Squad 
Amstrad CPC [EU] (1988) "Les Défis de Taito" 
Amstrad CPC [EU] (1988) "Taito Coin-Op Hits" 
Commodore Amiga [EU] (1988) 
MSX [JP] (1988) 
Sinclair ZX Spectrum [EU] (1988) by Imagine 
Sinclair ZX Spectrum [EU] (1989) by Hit Squad : Budget Edition 
Sinclair ZX Spectrum [EU] (1989) by Erbe Software : Budget Edition 
Sinclair ZX Spectrum [EU] (1988) 
MSX2 (1987)
Acorn Archimedes [EU]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=107&o=2

$end


$info=arknoid2u,
$bio

Arkanoid - Revenge of DOH (c) 1987 Taito America Corp.

North American version. For more information about the game itself, please see the original Taito Japan entry.

- TRIVIA -

Licensed to Romstar for US distribution, Arkanoid - Revenge of DOH was released in June 1987.

This US version is different : 
* Round 1 (the first 'Iomanoid') features a completely different layout of blocks not included in the World or Japanese versions that features an entire line of notched bricks, with all colored bricks above it moving from side to side.
* If you use the continue feature after Game Over, your score is not reset to zero, and you don't have to start the current level over on a continue.
* The boss battles ('Vetranoid') are played in the attract mode.
* The layouts of Rounds 3-L and 20-R have both switched places with that of Round 17 (the first 'Vetranoid' - the mini-boss), making it possible to battle the mini-boss twice or not at all. Round 17-L is the same as non-US Round 3-L and is identified ingame as 'Xeufnoid' while Round 17-R is the same as non-US Round 20-R and is identified as 'Gakanoid'.

- STAFF -

Directed & Programmed by : Yasumasa Sasabe
Assistant programmers : Toshiaki Tsukano, Hideki Hashimoto
Graphic designers : Tetsuro Kitagawa, Kohzoh Igarashi, Genya Kuriki
Sound designer : Hisayoshi Ogura
Publicity supervisor : Hisayasu Nakane
Mechanical engineer : Yasunori Hatsuda
Game designed by : Kei. S

- PORTS -

* Computers : 
Commodore C64 [US] (1988) 
Commodore Amiga [US] (1988) 
Atari ST [US] (1989)
Apple II GS [US]
PC [MS-DOS] [US] (1989) [Model 25-1324] : The mega energy ball produced when the Mega ('M') pill is caught is black in this port instead of red.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=36925&o=2

$end


$x68k_flop=arknoid2,
$bio

Arkanoid - Revenge of Doh (c) 1988 Sharp [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87068&o=2

$end


$amigaocs_flop=arknoid2,
$bio

Arkanoid - Revenge of Doh (c) 1989 Imagine Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73441&o=2

$end


$amigaocs_flop=arknoid2b,
$bio

Arkanoid - Revenge of Doh [Budget] (c) 1989 Hit Squad, The [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73442&o=2

$end


$apple2gs=arknoid2,
$bio

Arkanoid II - Revenge of Doh (c) 1988 Taito America Corp.

- SCORING -

The game screen displays current score, high score, number of remaining VAUS2, and current level.
Between 50 and  120 points are awarded for destroying an Energy Block, depending on the color.
1,000 points are awarded for collecting a capsule, and  100 points for hitting an alien.
An extra V AUS2 is awarded at 20,000 and 60,000 points.
Additional lives are awarded at intervals of 60,000 points.

- STAFF -

Apple II version written by: Ryan Ridges, John Lund

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49746&o=2

$end


$msx2_flop=arknoid2,arknoid2b,arknoid2c,arknoid2a,
$bio

Arkanoid II - Revenge of Doh (c) 198? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101481&o=2

$end


$msx2_cart=arknoid2,
$bio

アルカノイドII (c) 1987 Nidecom
(Arkanoid II)

- TECHNICAL -

Game ID: MSX-12

- TRIVIA -

Original price: 6800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51268&o=2

$end


$nes=arknoid2,arknoid2p,
$bio

Arkanoid II (c) 1988 Taito Corp.

- TECHNICAL -

Cartridge ID: TFC-ANII-5900

- TRIVIA -

Arkanoid II for Famicom was released on March 08, 1988 in Japan.

It was the 16th title published by Taito on the Famicom.

- STAFF -

Programmed by: Mitsugi Shimizu
Graphic designer: Naoko Kitagawa, Kozo Igarashi, Genya Kuriki, Hirofumi Aizawa
Sound designer: Hisayoshi Ogura, Noboru Koshinaka
Game designed by: Kei Shimizu
Producer: M. Ezaki, Fumio Kurosawa (Kurochan)
Eigyoman: Usotsuki Suzuki, Philipina Hattori, Daimatsu Takasaki
Sendenman: Travail Katoh, Kenji Yumiya (Yumiya)
Special thanks: Tadao, Hisaya Yabusaki (Nigedashi Yabusaki), Binboh Hanasaki, Nintai Takemoto
Program director: Shoji Takahashi, K. Sanbe (Sanbe)
Director: Komochi Satoh

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53837&o=2

$end


$psx=arkanoid,
$bio

Arkanoid R 2000 (c) 1999 Taito Corp.

Arkanoid R 2000 is an updated version of Arkanoid Returns featuring 150 new levels, including boss levels. With the original 50 levels, the total count is of 200.

- TECHNICAL -

Game ID: SLPM-86262

- TRIVIA -

Released on July 01, 1999 in Japan.

- STAFF -

Extra Version Staff: Yasuhito Nagumo, Tomoaki Kasuya, Hiroomi Hatano, Shinya Sasaki, Hisashi Abe, Michiaki Kaneko, Takeshi Hiratsuka, Jun Fujiwara, Kazuhiro Fujii, Yoshiaki Kurihara, Masaki Kamano, Miyuki Sasaki, Naoyuki Hitomi, Atsushi Haruta, Nariyuki Sakamoto, Masae Minagawa, Terumasa Takahashi, Yukiko Sanagawa, Kenichi Hiza, Naoto Hashizume, Kazuhiro Ohhara

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84863&o=2

$end


$info=arkretrn,arkretrnj,arkretrnu,
$bio

Arkanoid Returns (c) 1997 Taito Corp.

The 3rd chapter in Taito's legendary 1 or 2-player bat and ball game, in which players once again control a paddle and must try to rebound a ball into patterns of bricks to remove them from the play area.

Each level is patrolled by enemies and certain bricks, when hit, release power-ups which then roll down the screen and can be collected by the player.

While the 3rd chapter contains 50 brand new levels for players to fight through, the actual gameplay itself remains unaltered from the first 2 games. The only real differences are a revamp of both the graphics and sound, as well as a number of minor enhancements to the in-game power-ups.

- TECHNICAL -

Runs on the "Taito F3 System" Hardware.

Prom Stickers : E36

Players : 4
Control : 8-way joystick
Buttons : 4

- TRIVIA -

Arkanoid Returns was released in February 1997. 

Zachary Hample holds the official record for this game with 1589770 points on June 5, 2000.

- SERIES -

1. Arkanoid (1986, Arcade) 
2. Arkanoid - Revenge of DOH (1987, Arcade) 
3. Arkanoid - Doh It Again [Model SHVC-A6] (1997, Super Famicom) 
4. Arkanoid Returns (1997, Arcade) 
5. Arkanoid DS (2007, Nintendo DS)

- STAFF -

Planners : Atsushi Taniguchi, Yuji Koga
Programmed by : I.T.L.
Program support : Shunsuke Ono
Character designers : Chiho Maeda, Mari Fukusaki, Tomohiro Kagawa
Sound : Yasuhisa Watanabe (YACK), Ishikawa Babio (BABI)
Designer : Kumi Mizobe

- PORTS -

* Consoles : 
Sony PlayStation [JP] (August 7, 1997) [Model SLPS-00948] 
Sony PlayStation [JP] (July 1, 1999; "Arkanoid R 2000 [Model SLPS-86262 (TCPS10006)])"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=108&o=2

$end


$cpc_cass=arkanoid01,
$bio

Arkanoid Revenge of Doh (c) 1988 Erbe Software [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64322&o=2

$end


$cpc_cass=arkanoid02,
$bio

Arkanoid Revenge of Doh (c) 1988 Imagine Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64323&o=2

$end


$amigaocs_flop=arkanoidau1,
$bio

Arkanoid [ADOS] (c) 1987 Discovery Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73440&o=2

$end


$coco_cart=arkanoid,
$bio

Arkanoid (c) 1987 Tandy Corp.

- TECHNICAL -

Game ID: 26-3043

- STAFF -

By: Steve Bjork

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53403&o=2

$end


$msx1_cart=arkanoidj,arkanoidja,
$bio

Arkanoid (c) 1986 Taito Corp.

- TECHNICAL -

Model MSX-10

- TRIVIA -

Original price: 5800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76566&o=2

$end


$nes=arkanoid,arkanoidr,
$bio

Arkanoid (c) 1987 Taito Corp.

The story (from the USA Manual):

Their earth-like planet was devastated by a brutal attack of aliens. The survivors roam the galaxy on their photon spaceship Arkanoid in search of a new home. The Arkanoid is attacked and the survivors barely escape in the Vaus spacecraft. Instead of finding safety, they are now trapped in a deadly space labyrinth.

If they are to be saved, you must summon all your courage and skill to shatter the space walls and defeat the merciless enemy forces!

- TECHNICAL -

Model NES-AR-USA

- SCORING -

COLOR WALLS (from the USA manual):
white: 50 points.
orange: 60 points.
light blue: 70 points.
green: 80 points.
red: 90 points.
blue: 100 points.
pink: 110 points.
yellow: 120 points.

- TIPS AND TRICKS -

* HOW TO PLAY (from the USA Manual):
- Your mission is to destroy the space walls with the energy ball by strategic movement of your Vaus spacecraft.
- There are three types of walls: colors, silver and gold. You earn points for their destruction as follows:
-- Silver walls: 50 points times the number of the round. The number of energy ball hits required to break the hard walls follows:
--- 2 times - 1st to 8th round.
--- 3 times - 9th to 16th round.
--- 4 times - 17th to 24th round.
--- 5 times - 25th to 32nd round.
- Gold walls are indestructible.
- There are 33 rounds in this game. In the final round, a huge enemy fortress will loom before you as the ultimate challenge. While dodging bullets, you must hit the fortress 16 times with your energy ball to destroy it.
- Some walls contain power CAPSULES. Each time you capture one you'll score 100 points and gain these super powers:
-- orange - slows movement of ball.
-- pink - opens warp escape - advance to next round.
-- yellow/green - catch the ball and release it.
-- red - increase to Vaus laser fire power.
-- light blue - splits energy ball into 3 particles.
-- grey - awards an extra Vaus.
-- dark blue/purple - widens the Vaus controller.

* PLAYING TIPS (from the USA Manual):
- Choose capsules carefully. Each one changes the one before it. Use them cautiously to suit each situation.
- You may advance through the levels up to the 16th!! To do this simply press the START button and the A button at the same time. This must be done at the beginning of each level - before any game play occurs.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54898&o=2

$end


$nes=arkanoidj,
$bio

Arkanoid (c) 1986 Taito Corp.

- TECHNICAL -

Game ID: TFC-AN-5400

- TRIVIA -

Arkanoid for Famicom was released on December 26, 1996 in Japan.

It was the 10th title published by Taito on the Famicom.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48185&o=2

$end


$nes=arkista,
$bio

Arkista's Ring (c) 1990 American Sammy Corp.

- TECHNICAL -

Model NES-A5-USA

- TRIVIA -

Released in June 1990 in USA.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54899&o=2

$end


$cpc_cass=arkoss2f,
$bio

Arkos (c) 1987 Erbe Software [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64325&o=2

$end


$msx1_cass=arkos1,
$bio

Arkos I (c) 1988 Zigurat Soft [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94445&o=2

$end


$msx1_cass=arkos2,
$bio

Arkos II (c) 1988 Zigurat Soft [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94446&o=2

$end


$msx1_cass=arkos3,
$bio

Arkos III (c) 1988 Zigurat Soft [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94447&o=2

$end


$pc8801_flop=arksroad,
$bio

Arks Road (c) 1985 Winky Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91399&o=2

$end


$gbcolor=arle,
$bio

Arle no Bouken - Mahou no Jewel [Model DMG-BRBJ-JPN] (c) 2000 Compile

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67493&o=2

$end


$gamegear=arliel,
$bio

Arliel - Crystal Densetsu [Model G-3403] (c) 1991 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64456&o=2

$end


$info=arlingtn,
$bio

Arlington Horse Racing (c) 1991 Strata.

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

- TECHNICAL -

Main CPU : (2x) M6809 (@ 2 Mhz)
Sound Chips : OKI6295 (@ 7.812 Khz), YM3812 (@ 4 Mhz)

Screen orientation : Horizontal
Video resolution : 400 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 256

Players : 1
Control : 2-way joystick (vertical)
Buttons : 4

- TRIVIA -

Developed by Incredible Technologies, Inc.

The game features the voice of Arlington's famous announcer Phil Georgeff.

- STAFF -

Concept / Management / Programming : Larry Hodgson
Programming : Robert Fuentes Jr., Jane Zeto
Artwork : Susan Svoboda, Stan Fukuoka
Music & sound : Kyle Johnson
Hardware : Steve Jaskowiak, Scott Allie, Ann Vonckx
Publicity : Carol Tomme
Testing : Jim Zielinski
Sales : John Cassiday

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=109&o=2

$end


$info=armchmp2,armchmp2o,
$bio

Arm Champs II (c) 1992 Jaleco.

Nine opponents to beat :
Specks
Shibayama
Goliath
The Rock
Duke
Turk
Atlas
Chang
Trixie

- TECHNICAL -

Cabinet dimensions : 77'' (196cm) high x 31'' (79cm) wide x 47'' (115cm) deep.
Cabinet weight : 440 lbs (200 kg).

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound Chips : (2x) OKI6295 (@ 16 Khz)

Players : 1
Control : dial
Buttons : 3

- TRIVIA -

Released in June 1992.

- SERIES -

1. Arm Champs (1988)
2. Arm Champs II (1992)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4449&o=2

$end


$info=armwrest,
$bio

Arm Wrestling (c) 1985 Nintendo.

In Arm Wrestling, the player takes on a number of different, distinctly cartoon-like opponents in a series of arm wrestling matches. The game's graphical styling is very similar to Nintendo's classic "Punch-Out!!" series. Gameplay requires that the player initially pushes the joystick to the left, but whenever the computer opponent starts to act, the player must push the joystick to the right to counter-attack, and press the button to increase power. If the counterattack is unsuccessful, moving the joystick back and forth several times will prevent the player from being pinned. The player's opponent must be pinned before the counter reaches one minute, or the match will be lost.

- TECHNICAL -

Cabinet dimensions: 24'' wide x 35'' deep x 74'' high.
Cabinet weight: 287 lbs.

Main CPU: Zilog Z80 (@ 4 Mhz)
Sound CPU: Zetex N2A03 (@ 1.789772 Mhz)
Sound Chips: Zetex N2A03 (@ 1.789772 Mhz), Sanyo VLM5030 (@ 3.58 Mhz)

Players: 1
Control: 4-way joystick (DOWN is not used in this game).
Buttons: 1 (POWER)

- TRIVIA -

Arm Wrestling was released in May 1985.

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

Some of the music in this game is taken from the "Punch-Out!!".

Mark Haber of New York holds the official record for this game with 781,030 points on June 28, 1986.

- SCORING -

* 50 points for each second of correctly pushing the joystick left to push your opponent.
* 100/300/400/600/700 points for each object you light up above your opponent's head on a counterattack.
* 50 points for each time you push left after getting a power up and freezing your opponent's action. This may become 100 on higher levels, but it never goes above 1000/2200 depending on the opponent.
* 400 points per second for winning each fight, in increments of 40 points.
* 50000 points for catching the money bag (after fights 2 and 5).

- TIPS AND TRICKS -

* As soon as the match begins, if your timing is right, pushing 'left' will catch the computer player off guard and score an automatic full 'power', this generally helps you to beat the computer player faster. Be careful not to foul twice, however, or your game is over.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=110&o=2

$end


$msx2_flop=armwrest,
$bio

Arm Wrestling (c) 2004 Unknown [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101482&o=2

$end


$amigaocs_flop=armada,
$bio

Armada (c) 1989 ARC

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73443&o=2

$end


$gbcolor=armada,
$bio

Armada - F/X Racers [Model CGB-BARE-USA] (c) 2000 Metro3D, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67494&o=2

$end


$info=sc1armad,
$bio

Armada (c) 1992 ELAM

- TECHNICAL -

Model 6045

- TRIVIA -

Released in August 1992.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=19903&o=2

$end


$info=adillor,
$bio

Armadillo Racing (c) 1996 Namco.

A racing game where the player control his character with a trackball.

- TECHNICAL -

Namco System Super 22 Hardware

CPU : Motorola 68EC020 32-bit @ 24.576 MHz
Sound CPU : Mitsubishi M37710 16-bit @ 16.384 MHz
3D DSPs : 2xTexas Instruments TMS320C25 16-bit fixed point DSP @ 49.152 MHz
Sound chip : Namco C352 32 channel 42KHz stereo supported 8-bit linear and 8-bit muLaw PCM - 4 channel output
Additional Chips : Insanely large amount of Namco custom chips.
Colours : 16.7 million colours onscreen
Features : Texture mapping, Gouraud shading, Translucency effects, Depth-cueing, More than 240000 polygons/sec.
Board composition : Crate containing many PCB's

- TRIVIA -

Armadillo Racing was released in April 1997 in Japan (even if abstract mode says NAMCO 1996).

- STAFF -

PROGRAMED by: N. Aoshima, R. Kaku

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5093&o=2

$end


$nes=armadill,
$bio

アルマジロ (c) 1991 IGS, Incorporated.
(Armadillo)

- TECHNICAL -

Game ID: IGS-9T

- TRIVIA -

Armadillo was released on August 09, 1991 in Japan.

Inside the game's code, sprites for a rabbit boss can be found, but these are never used in-game. It was very likely this was going to be the boss of San Francisco, the game's fourth world, until being swapped out with Mecha-Fatadillo.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53838&o=2

$end


$amigaocs_flop=armalyte,
$bio

Armalyte (c) 1991 Thalamus

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73444&o=2

$end


$pc98=armedcol,
$bio

Armed Colosseum (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88946&o=2

$end


$psx=armedfig,
$bio

Armed Fighter [Model SLPS-01598] (c) 1998 Banpresto [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84864&o=2

$end


$info=armedf,armedff,
$bio

Armed Formation (c) 1988 Nichibutsu.

A vertically scrolling shoot'em up.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 8 Mhz)
Sound CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC (@ 4 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Developed by Fillmore.

Released in August 1988.

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

- STAFF -

Director : Takanori Tanaka
Planner : Tomoaki Kabayashi
Main Programmer : Shinya Okuda
Programmers : Osamu Tomiyama, Satoshi Fujiwara
Main Designers : Hisaya Tsutsui, Shinji Kubota
Designer : Takanori Tanaka
Musician : Takeshi Yoshida
Hard Enginner : Isao Shiki

Special Thanks : Hiroshi Kitabata

- PORTS -

* Consoles :
NEC PC-Engine [JP] (March 23, 1990) [Model PV2004]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=111&o=2

$end


$pce=armedf,
$bio

Armed Formation F (c) 1990 Pack-In-Video Company, Limited.

Armed Formation F is a vertical shooter by Big Don and the adaptation of Nichibutsu's arcade game originally released in 1988. The player takes control of a red spacecraft called the Vowger and fights his way through several stages made up of all kind of organic components. Tentaculous eye-balls and all sort of armed shellfish try to stop the player in his progression. To help the Vowger fulfill its mission, special power-ups can be retrieved from flying pods scattered around the game. They deliver basic upgrades such as speed-ups and, more interestingly, new weaponry. The list is actually quite large and includes side-bombs, laser-beams, homing-missiles and other colorful and flashy disc-beams. These power-ups vary throughout the game and each stage features its own set of weapons. Special flying orbs can be collected and have the ability to stay close to the ship to protect it. The second attack button can send them fly in formation for a short amount of time (hence the title of the game).

- TECHNICAL -

Game ID: PV2004

- TRIVIA -

Released on March 23, 1990 in Japan for 6800 Yen.

Armed Formation F was originally released in the arcades by Nichibutsu in 1988. The game is especially hard because of its lack of continues and unbalanced difficulty level. It also features bright and colorful graphics which were replaced by sharper, visually more aggressive and blocky backdrops in the PC Engine version.

- STAFF -

Produce: Eiko Iida
Program: Teruaki Kawaguchi, Toru Takami
Design: Yoshiharu Sakakibara, Akihiro Kochi
Mapping: Toshiaki Kanauchi

Presented by Big Don.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58533&o=2

$end


$info=batrider,batriderc,batrideru,batriderj,batriderja,batridert,batriderk,batriderhk,
$bio

Armed Police Batrider (c) 1997 Eighting / Raizing.

An excellent vertically scrolling shoot'em up.

- TECHNICAL -

Game ID : RA9704

Main CPU : Motorola 68000, Zilog Z80
Sound Chips : Yamaha YM2151, (2x) OKI6295

Players : 2
Control : 8-way joystick
Buttons : 3
=> [A] Fire, [B] Bomb, [C] Option

- TRIVIA -

Released in December 1997.

The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to 'H!?'.

If you beat the game in Single Character mode with Car-Pet, she says she's off to work on a great RPG and it shows a parody of the original Nintendo Famicom Dragon Quest boxart called 'Car-Pet Storys'.

In the Secret Stage, you fight the first and last boss of Razing/8ing's game "Sokyugrentai".

- UPDATES -

Revision 1 :
* Software version : A.
* Japan release only.

Revision 2 :
* Software version : B.
* Japan release only.

Revision 2 (Alternate) :
* Software version : B.
* Korea release only.
* Enabled 'Special Course', 'Guest Players' and 'Player Select' codes by default.

- SCORING -

Medals score : As long as you catch all medals of a wave, the increasing continues up to 10,000 points per medal. If you miss one, the next wave restarts at 100 point...
1 : 100 points.
2 : 200 points.
3 : 300 points.
4 : 400 points.
5 : 500 points.
6 : 600 points.
7 : 700 points.
8 : 800 points.
9 : 900 points.
10 : 1000 points.
11 : 2000 points.
12 : 3000 points.
13 : 4000 points.
14 : 5000 points.
15 : 6000 points.
16 : 7000 points.
17 : 8000 points.
18 : 9000 points.
19 : 10,000 points.

- TIPS AND TRICKS -

* Ship Selection : at the player select screen, your fighter's capability is determined by which button(s) you press to pick your craft...
1) To select a 'Normal power type' fighter, select your ship with A button (Strong shot, weak option).
2) To select a 'Bomber power type', select your ship with B button (Strong option, weak shot).
3) To select a 'Option power type', select your ship with C button (Strong option & shot, slower speed).
4) To select a 'Speed up type', select your ship with Start button (Weak option & shot, faster speed).

* Stage Edit : start from the game mode selection screen, highlight the game mode of your choice and press A+B simultaneously. This can also be enabled by setting a DIP switch.

* Guest Players : insert a coin and press Up(x2), Down(x2), Left, Right, Left, Right, FIRE, BOMB, START. Nine additional fighters from "Battle Garegga" and "Mahou Daisakusen" will be unlocked. This can also be enabled by setting a DIP switch.

* Player Select : with this mode enabled you can select one ship instead of a team. Insert a coin and press Up(x2), Down(x2), Left, Right, Left, Right, BOMB, FIRE, START. This can also be enabled with a DIP switch.

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

* Special Course : at the title screen, press Up, Down, Up, Down, Left, Right, Left, Right, A, B, START. This will enable a fourth 'Boss Attack' game mode. This can also be enabled with a DIP switch.

* Garegga Option Formation Codes : the Garegga ships are unique in that their options can be set to a variety of different formations. Typically, this is done by pushing button C, just as in "Battle Garegga". However, since Batrider is 'officially' a 2-button PCB, some cabinets may not have a third button. If you're stuck playing on one of these cabs, use these "Street Fighter" moves instead :
Front : up, down, A
Back : down, up, down, A
Wide : right, down, down-right, A
Control : left, down, down-left, A
Rolling : left, down-left, down, down-right, right, A

* Garegga Option Special Formations : just like in "Battle Garegga", you can get unique (and in most cases powerful) option formation upgrades by collecting items in special sequence :
Wide : miss 5 small shot items, then pick up an option item. Options shoot out to the sides in a very wide pattern.
Search : miss 5 option items, pick up an option item. Options automatically aim themselves at enemies.
Homing : miss 5 bomb icons, pick up an option item. Options fly right up to enemies and shoot them.
Shadow : miss 5 bonus medals, pick up an option item. Options follow your ship a la Gradius.
Rolling : miss 5 large shot items, pick up an option item. Options roll around your ship while still shooting forwards.

* Ingame Commands : press these button combinations during play to customize the game's bullet patterns. Note that the START+A and START+C combinations affect only your ship, and not the enemies :
Increase your ship's firing rate : START+A
Decrease your firing rate : START+C, or Start+Up (B ver. only)
Score Display : START+B (displays points given for destroying enemies)
Change color of round bullets : START+Left
Change color of straight bullet : START+Down
Change color of destructible bullets : START+Right

* Secret Extend Items : an extend item will drop after each 1.5 million points. In addition, there are two secret methods for triggering extends :
1) Kill the Highway Stage's blue hovercraft only after it's stopped.
2) Miss 3 max bomb items.
Missing three extend items and collecting the fourth will yield a 'special extend', refilling all your empty life slots.

* Galaxy Valhallyzer : this is Gain's 'dream machine' from the "Mahou Daisakusen" games. In Batrider, you can actually play as this ship for the first time, although it's not particularly useful. To get it, you must be playing as Gain. Miss an extend item with no options on your ship, and collect the next option you see. Your ship will now transform into the the 'Galaxy Valhallyzer'. It can be difficult to reach 1.5 million points without using options, so it's easiest to just suicide to drop your options right before you hit the extend.

- STAFF -

Program 68000 side : Shinobu Yagawa
Program Z80 side : Yuichi Ochiai
Character designer : Kazuyuki Nakashima
Graphic designers : Kazuyuki Nakashima, H. Yokoyama, M. Taguchi, Masaharu Tokutake, Yuki Yonei
Music composers : Manabu Namiki (Santaruru), Ken-ichi Koyano, Hitoshi Sakimoto
Sound effects : Mato

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=112&o=2

$end


$info=gallop,
$bio

Armed Police Unit Gallop (c) 1991 Irem. 

Armed Police Unit Gallop is a futuristic shoot-em-up from the creators of "R*Type" in which the player takes on the role of a futuristic policeman who must destroy criminal controlled ships. 

As with most Irem shoot-em-ups, Gallop's weapons system is superb. As well as being equipped with the standard front-firing gun and ground targeting missiles (both of which can be upgraded with the retrieval of power-ups), the player's ship is armed with a homing laser that, when activated, emits a constant laser stream towards whatever enemies and bonus capsules are on screen. The laser has an 'Overheat' meter that depletes while the laser is in use. Once the meter is emptied the laser will stop working. The meter gradually refills allowing the player to continue using the laser.

- TECHNICAL -

Irem M-73 system hardware

Main CPU : V30 (@ 8 Mhz)
Sound CPU : Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), DAC

Players : 2
Control : 8-way joystick
Buttons : 4

- TRIVIA -

Armed Police Unit Gallop was released in September 1991. 

This game is known outside Japan as "Cosmic Cop". 

Victor Entertainment released a limited-edition soundtrack album for this game (R*Type Special - VICL-8077) on September 22, 1993.

- TIPS AND TRICKS -

* Secret Invincibility :
1) Turn Service Mode ON in DIP switch menu.
2) Reset the game with holding UP+Start button.
3) If the game mode starts up instead of the service mode, you were successful (but you need to hold UP+Start button until the title screen shows up).
4) You will be able to start a game with invincibility.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=913&o=2

$end


$info=tvarmedf,
$bio

Armed-F (c) 1991 TOURVision.

Unlicensed Spanish game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101127&o=2

$end


$pc98=armist,
$bio

Armist (c) 1992 Basement.

- TECHNICAL -

Floppy Disk x5

- TRIVIA -

Released on July 03, 1992 in Japan. Retail price: 9800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88947&o=2

$end


$a2600=armorambe,
$bio

Armor Ambush (c) 1989 Telegames

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50210&o=2

$end


$a2600=armoramb,
$bio

Armor Ambush (c) 1982 Mattel Electronics.

- TECHNICAL -

Model 5661

- STAFF -

Programmer: Hal Finney

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50209&o=2

$end


$info=armora,armorap,
$bio

Armor Attack (c) 1980 Cinematronics.

A wireframe, top-down shoot-em-up in which the player controls a small jeep and must destroy the many tanks and helicopters that populate the war-torn cityscape that represents the game's single play area. As with many games of the time ("Space Invaders", "Battlezone", etc.), Armor Attack's graphics were simple monochrome, with a colour overlay added to the cabinet to give the impression of multicolour graphics.

- TECHNICAL -

Armor Attack came in an upright white cabinet, with stick-on sideart featuring a tank scene and a yellow 'Armor Attack' logo. This was the same cabinet used for "Star Castle" and a number of other Cinematronics titles. The top of the cabinet is adorned with a rather plain marquee that has the Armor Attack logo in yellow on a black background; together with a few game instructions. The control panel had a picture of a green and yellow tank, and had the player controls which consisted of 10 pushbuttons, without a joystick to be seen anywhere (the game controls are almost exactly the same as "Asteroids" or "Star Castle", except that your jeep stops moving when the player stops pressing the move button). Most of the graphical time was spent on the monitor bezel and overlay, which showed a single scene of a ruined town.

Upright cabinet dimensions : 70'' (176cm) high x 30'' (76cm) deep x 26,5'' (65cm) wide. Weight : 280 lbs.
Cocktail cabinet dimensions : 74cm high x 56cm wide x 81 deep. Weight : 76 kg.

The main motherboard PCB is the same basic design as all other Cinematronics games. It has been modified to accept larger 4k 2732 eproms, up from the original 2k 2716 roms used on previous games. With four 2732 eproms, the program code for Armor Attack is 16k in size.

As with all other black & white Cinematronics vector games, the CPU was created using TTL chips.

Buttons : 10

- TRIVIA -

Licensed to Sega for Japan market (July 1980). Also licensed to Rock-ola.

As mentioned in the 'Description' section, all of the background graphics were created with the addition of a monitor bezel/plastic overlay; with the game itself only generating the jeeps, tanks, helicopters and the shots they fire. Armor Attack was one of two games Skelly created for Cinematronics that required overlay backgrounds, with 'Warrior' being the other. Skelly designed six vector games and programmed five of them during his tenure at Cinematronics.

According to some, the morse code sound effects in the background actually spell out a message : "Don't Register". This was reportedly a form of protest by Skelly against the fact that draft registration had recently been re-instated.

Paul Hall and Derek Davis hold the official record for this game on 'Doubles' settings with 2,257,850 points on April 2, 1982.
Tom Larkin holds the official record for this game on 'Single' settings with 2,009,000 points on September 25, 1982.

- SCORING -

Tank body : 20 points.
Tank turret : 30 points.
Helicopter : 100 points.

Bonus is advanced by 10 points per tank.
By advancing bonus to 50, player scores an extra jeep which then resets bonus to zero.

- STAFF -

Designed & programmed by: Tim Skelly
Cabinet Art: Rick Bryant

- PORTS -

* Consoles :
GCE Vectrex (1982)

* Others :
LCD handheld game (1982) released by Mattel.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=113&o=2

$end


$info=armorar,
$bio

Armor Attack (c) 1980 Rock-Ola Mfg. Corp.

This is the licensed version of the Cinematronics original. Read the original "Armor Attack" entry for more information.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=36305&o=2

$end


$vectrex=armora,
$bio

Armor Attack (c) 1982 GCE [General Consumer Electric]

Maneuver your jeep through the streets and alleys of an occupied town. Hide from the enemy tanks behind buildings and launch your own surprise attack! Improve your chance of survival by playing with an ally.  But beware of the deadly helicopter flying overhead... no place is safe frm this treacherous enemy.

You can select any of three game play options. They are:

GAME 1: The buildings are drawn in on the screen giving you a clear picture of the obstacles.  The joystick is used to rotate your jeep, but buttons 1 and 2 can also be used to fine tune your movements. Every time you press button 1 or 2 you rotate only SLIGHTLY to the left or right.

GAME 2: The buildings are drawn in on the screen, as in GAME 1. The joystick can be used to rotate your jeep, but buttons 1 and 2 can also be used to rotate your jeep freely to the left or right. There is no fine tuning feature in this option.

GAME 3: The buildings are not drawn in on the screen, creating a blind maze. The joystick or buttons 1 and 2 can be used to rotate your jeep, as in GAME 2.

- TECHNICAL -

Model HS-4010

Controls:
Joystick: Rotates your jeep.
Button 1: Left rotation.
Button 2: Right rotation.
Button 3: Thrust.
Button 4: Fire.

- TRIVIA -

Export releases:
[EU] [UK] "Armor Attack [Model 8124]"

- SCORING -

First hit on tank: 200
Second hit on tank: 300 + bonus
Helicopter destroyed: 1000

- TIPS AND TRICKS -

The bonus is equal to 100 points for each helicopter previously hit. After each 5 helicopters, the bonus starts again at 100 for the next helicopter.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82208&o=2

$end


$intv=armorbtl,
$bio

Armor Battle (c) 1978 Mattel Electronics.

OBJECT OF THE GAME is to knock out both enemy tanks, avoid invisible mines and hits on your tanks. You maneuver your machines around buildings and battlefield debris, through forests and water hazards. If a tank hits a mine, the tank blows up! You sight the enemy, maneuver into firing position and SHOOT! Points are won by scoring hits on your opponent's tank.

- TECHNICAL -

NO. 1121

- TRIVIA -

At the beginning of the development, the working title of this game was 'Tanks-A-Lot'.

- TIPS AND TRICKS -

* When you FIRST HEAR the ENGINE SOUND and your own tanks haven't started moving yet -- BE ALERT! Your enemy is attacking!

* REMEMBER, none of the tanks can back up!

* ALLOW FOR RECOIL. Your tank will move after every shot. His tank will move after every hit. Adjust your aim!

* DON'T WASTE your shots. Misses cost opportunities to score.

- STAFF -

Programmer: Chris Kingsley

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60853&o=2

$end


$pc98=armorgrl,
$bio

Armor Girl (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88948&o=2

$end


$info=armorcar,armorcar2,
$bio

Armored Car (c) 1981 Stern Electronics, Incorporated.

An overhead view maze game where you drive a money van (the armoured car) through as it scrolls from right to left. Some intersections are marked with directions. You pick up money to deliver to banks while avoiding criminals by dropping saw horses in roadway. Fuel levels must be replenished at gas stations along the way.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound CPU : Zilog Z80 (@ 1.78975 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.78975 Mhz)

Players : 2
Control : 4-way joystick
Buttons : 2

- TRIVIA -

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

Armored Car was partly inspired by "Targ".

Roger Isetts holds the official record for this game with 101010 points on March 1, 1983.

- UPDATES -

REVISION 1 (Set 2) :
* First release.

REVISION 2 (Set 1) :
* Bug fixes release.

- SCORING -

Moving one block : 10 points.
Picking up Money : 100 points.
Blowing up Robber : 200 points.
Unlocking locks : 1000 points.
Crash TNT truck into wall : 1000 points.

Bonus points : 100 per dollar picked up and deposited in bank.

- STAFF -

Designer and Programmer : Chris Oberth, Gunar Licitis

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=114&o=2

$end


$psx=armedcor,
$bio

Armored Core (c) 1997 From Software.

- TECHNICAL -

Game ID: SLPS-00900

- TRIVIA -

Released on July 10, 1997 in Japan.

- STAFF -

Executive Producer: Naotoshi Zin
Producer: Yasuyoshi Karasawa
Mechanic Designer: Shouji Kawamori
Main Programmer: Eiichi Hasegawa
Director: Toshifumi Nabeshima
Programmer: Hiroyuki Arai, Masayuki Saito
Graphics Designer: Masahiro Kajita, Kaichi Satou, Nozomu Iwai, Sakumi Watanabe
3D Modeler: Atsushi Taniguchi, Mitsuhiro Okamura, Takeshi Iwata
Animater: Shunsuke Katou, Konomi Ota
CG Movie Creator: Mitsuo Tosaka, Miho Ono, Toshiyuki Suzuki
Sound Producer: Keiichirō Segawa
Music Composer: DRAGON AND CO.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84865&o=2

$end


$odyssey2=2armrsub,
$bio

Armored Encounter! + Sub Chase! (c) 1978 Philips Corp.

ARMORED ENCOUNTER!
An astonishingly realistic simulation of armoured warfare! The electronic tanks not only look like tanks and sound like tanks - you even control them like tanks! (You turn a car by turning the front wheels. You turn a tank by slowing down one tread and speeding up the other.) This careful attention to real life detail even extends to the ammunition supply carried by each tank. A visual signal tells you when you're running low and must change strategy to rely on evasive action. Twelve game variations include barriers, cannon, guided missiles and minefields! On-screen digital scoring! Full sync-sound action include tank engines, cannon fires and explosions! Two players.

SUB CHASE!
Low flying jets hunt for enemy subs lurking in neutral waters! Players have full control of plane altitude, submarine depth and speed. Game variations include forward, vertical and aft trajectory patterns! On-screen digital readouts for game time and scoring. Full sync-sound action including sound of missiles, bombs and explosions! Two players.

- TECHNICAL -

Game ID: AJ9403

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95551&o=2

$end


$pc98=armormai,
$bio

Armored Girl Nirvana Mai (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88949&o=2

$end


$x68k_flop=votoms,votomsd,
$bio

Armored Trooper Votoms - Dead Ash (c) 1991 Family Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87069&o=2

$end


$wswan=armrunit,
$bio

Armored Unit [Model SWJ-SUM003] (c) 1999 Sammy Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86305&o=2

$end


$info=armwar,armwaru,armwarr1,armwaru1,armwar1d,
$bio

Armored Warriors (c) 1994 Capcom Company, Limited.

North American & European release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Powered Gear - Strategic Variant Armor Equipment [Green Board]".

- TECHNICAL -

Runs on the "CP System II" hardware.
Blue Board [USA & Europe]

- UPDATES -

Blue Board releases : 

NOTE: US releases also cover Canada.

REVISION 1 : 
* Build date: 940920
* US release

REVISION 2 : 
* Build date: 941011
* EUROPE release

REVISION 3 : 
* Build date: 941024
* US and EUROPE release

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=115&o=2

$end


$info=armwara,armwarar1,
$bio

Armored Warriors (c) 1994 Capcom Company, Limited.

Asian release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Powered Gear - Strategic Variant Armor Equipment [Green Board]".

- TECHNICAL -

Runs on the "CP System II" hardware.
Grey Board [Asia]

- TRIVIA -

Grey Board releases : 

Revision 1: 
* Build Date: 940920

Revision 2: 
* Build Date: 941024

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69626&o=2

$end


$gbcolor=armorine,
$bio

Armorines - Project S.W.A.R.M. [Model CGB-AOXE-USA] (c) 1999 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67495&o=2

$end


$n64=armorine,armorineg,armorineu,
$bio

Armorines - Project S.W.A.R.M. (c) 1999 Acclaim Entertainment, Incorporated.

- TECHNICAL -

Cartridge ID: NUS-NARE-USA

- TRIVIA -

Released on December 02, 1999 in USA.

A sequel to Armorines was announced before the original hit retail stores, but was canceled when the first game performed below expectations at retail.

Acclaim hosted a press conference prior to the UK release of the game. They decked out the meeting room in camouflage netting, dressed up as marines, and served up a dish of fried bug hors d'oeuvres for those brave enough to try. It's not often you see the game press turn down a free lunch!

- STAFF -

Executive Project Manager: Michael Merren
Programming: Paul Sinnett, Harvey Gilpin, Tony Monckton, Keith Nelson
Design: Tom Geddes, Ian Hudson, Paul Sinton, Craig Kerrison, Adam Bouskill, Tony Coates
Particle Design: Richard Stone
Animation: Pierson Lippard, Dave Kite, Keiko Lippard, Kate O'Rourke, Kevin O' Sullivan, Mike Swindall, Ray Kelly, Will Brayden, Darren Goodacre
Texture Artists: Steve Wilding, Mathew Cooling, Ben McGrath, Guy Mills, Vassos Shiarlis, Jeremy Elford
Cinematics: Mike Swindall, Dave Kite
Additional Art: Jason Green, Eoin Rogan, James Vale, Rachel Segens
Audio Director: Stephen Root
Sound Effects Design: Andrew Brock
Composer: Simon Robertson
QA Manager: Geoffrey Cullen
QA Project Leads: Jonathan Nicolai, John Karnay
QA: Andrew Aish, Stuart Ryall, Louis Amore, Darren T. Bennett, Ben Cousins, Akin Marquis, Alkan Hassan
Producer: Howard Perlman

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57582&o=2

$end


$amigaocs_flop=armged2,
$bio

Armour Geddon II (c) 1994 Psygnosis, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73445&o=2

$end


$gbcolor=amenairc,
$bio

Army Men - Air Combat [Model CGB-BATE-USA] (c) 2000 3DO Company, The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67500&o=2

$end


$n64=amenairc,
$bio

Army Men - Air Combat (c) 2000 The 3DO Company.

At a staggering two feet above sea level, little green army men take their miniature war to new heights. 

3DO first introduced N64 gamers to the world of injection-molded warfare with the green vs. tan action found in Army Men: Sarge's Heroes. Now, they are ready to take a fresh look at this epic struggle with a helicopter action game that's dripping with nostalgia and packed with creativity. 

Like Sarge's Heroes, Army Men: Air Combat takes place both in the Army Men world and our world as well. The game contains a total of 16 missions, most of which unfold in our over-sized world of gargantuan dog dishes and nuclear-strength cherry bombs. When the war moves to the Army Men world, though, the environments are scaled properly to Army Men proportions. 

A solid visual package takes gamers through a variety of environments, including a backyard scene, a beach area and an arctic expanse. Background graphics and special effects are solid, convincingly recreating a surreal combination of fantasy action within a realistic world. 

While most helicopter combat games focus heavily on resource management and strategic elements, 3D0's internal development team decided to make this game immediately accessible to gamers of all skill levels. The controller configuration is very simple, and you'll never have to worry about picking up a darn gas tank. 

Instead, the game satisfies players with creative gameplay elements never seen before in a helicopter game. For example, players can use the winch to pick up a chicken leg, then use it as a mega bomb by dropping it on enemy ground troops. If you're particularly creative, you can drop the chicken leg near a tan installment so that it attracts hostile ants to the enemy's stronghold. 

Each level contains unique mission objectives to complete, like protecting a toy train or destroying R.C. cars owned by the tan army. These objectives are fairly easy to figure out, and basically just provide an excuse to blast everything in sight. 

When you're designing a game based on little green army men, you don't have to be too concerned with helicopter physics. As a result, the development team was free to take liberties with Newton's laws and create a flight game with forgiving and responsive play control. 

Chopper control occasionally feels a bit sensitive, but the helicopter is placed in the proper position to give players a clear view of enemy targets. By delivering great play control and the same nostalgic fun found in Sarge's Heroes, Air Combat is positioning itself to be one heck of an action game.

Don't forget that 3DO is the company that gave the world the breakthrough multiplayer action found in BattleTanx and BattleTanx 2. They hope to build on this rep by adding a two-player co-op feature and a competitive four-player mode in Army Men: Air Combat. 

Air Combat features four multiplayer modes, but strangely enough there is no traditional deathmatch mode. Confirmed competitions include:

Flag-Nab-It (capture the flag) 
Air Rescue (players compete to rescue civilians) 
Food Fight (players race to collect the most food) 
Bug Hunt (the player who shoots the most bugs is the victor)

If you enjoyed Army Men: Sarge's Heroes, you're going to fall in love with Air Combat. As long as toy companies continue to manufacture little plastic men frozen in barbaric contortions of rage, 3DO will have no problem whipping up storylines to accompany a strong franchise that continues to grow and improve.

- TECHNICAL -

Cartridge ID: NUS-NACE-USA

- TRIVIA -

Released on July 01, 2000 in USA.

- STAFF -

Director: Michael M. Simpson
Senior Director: Kudo Tsunoda
Executive Producer: Kelly Turner
Production: Yobo Shen, Jesse Caceres, Marc Sherrod
Lead Programmer: Pat MacKellar
Programmers: Kelly Calabro, Todd Powers, David Pridie, Chuck Romberger
Artists: Michael Marsicano, David Tully, Jeff Gregory
Additional Art: Mark Dixon
Lead Designer: Daryl Allison
Designers: Thomas Foss, Eric Luther, Bill White
Audio: Brian Min, Barry Blum
Music: Brian Min
Voice: George Joyce, David Bolick, Mo Mellady, Ron Seawright, Peter Kepler, Timothy Enos, Walter Fields, Lloyd Kinoshita
Test Supervisor: Scott J. Gilliland
Test Lead: Joe Hakik
Assistant Lead Tester: Dax Gazaway
Testers: Chris Ajello, Jesse Anacleto, Casey Anderson, Brandon Barbour, Geoffrey Burns, Tom Fong, Eric Kjellman, Jack Osorno, Randy Reyes, Robert Vostry, Sean Wyman
Special Thanks: Elizabeth Olson, Paul Grace

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57583&o=2

$end


$gba=amenopgr,
$bio

Army Men - Operation Green (c) 2001 3DO Company, The

- TECHNICAL -

Game ID: AGB-AMEE-USA

- TIPS AND TRICKS -

level: codes
02: 5VKPR6*B 
03: 5PK5LL*4 
04: Y8DTF4HK 
05: 62BVXHXY 
06: MQ5310VP 
07: SZQR6W1J 
08: 44BQQCWH 
09: F4J1ZRWG 
10: FFOOWP36 
11: *HBNVVV4 
12: 85M3QCF*

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69790&o=2

$end


$gbcolor=amensar2,
$bio

Army Men - Sarge's Heroes 2 [Model CGB-BSHE-USA] (c) 2000 3DO Company, The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67502&o=2

$end


$n64=amensar2,
$bio

Army Men - Sarge's Heroes 2 (c) 2000 The 3DO Company.

A 2-inch femme fatale named Brigette is but the latest creation from the wacky gang at 3DO. 

This go-round, Sarge teams up with a G.I. Jane named Vikki in a campaign for survival against the nefarious Tan Army. It seems that the Tans' General Plastro, in his ceaseless quest to wipe Sarge and his Bravo Company from the face of the earth, has enlisted the aid of Blue Spy Brigette Bleu. 

Sarge and Vikki battle their way across desktops and under beds in 14 missions, each with as many as five unique objectives, en route to a final showdown with the pugnacious Plastro and his troops. Sarge's Heroes 2 will boast "Plastic World" environments, in which Sarge appears human-sized, and "Real World" environments, in which he's his usual pocket-sized self. 

Publisher 3DO promises "very visceral, funny animations" that feature technologically advanced PlastosheenTMspecular lighting effects. The game supports high-res graphics with the Expansion Pak. 

Treacheress Brigette is but one of nine new characters. There are also 14 weapons, including: 

Assault Rifle Bazooka Flame Thrower Shotgun M-60 Machine Gun Sniper Rifle Grenades Grenade Launcher Mortar Mine-Sweeper Mines C-4

- TECHNICAL -

Cartridge ID: NUS-N32E-USA

- TRIVIA -

Released on September 27, 2000 in USA.

- STAFF -

Director: Tim May
Technical Director: Dan Geisler
Creative Director: Michael Mendheim
Art Director: Nina Stanley
Executive Producer: Nicholas Beliaeff
Producer: Erich Waas
Production: David A. Lucca
Programmers: Chris Bannock, Peter Wiseman
Additional Programming: Chuck Romberger
Lead Artist: Lance Charnes
Artists: Louise Bell, Dalma Bolech, Vadim Grigoriev, Michael Groark, Shao Wei Liu, Aaron Merriman, Christopher Opdahl, Nels Potts, Andrey Rubetskoi, Leonid Starkov, Brian Steffel
Movies: Michael Vaverka
Lead Designer: Benjamin Cholewinski
Level Layout Director: James Farley
Designers: Egan Hirvela, Mike King, Colin Munson, Neil Musser, Nels Nelson, Brad Santos, Patrick Williams
Audio: Lance Page
Script: Flint Dille, Michael Kennedy
Music: John Baker, Barry Blum, Brian Min, Sounds included in this recording are from the Percussive Adventures Library
Sounds produced by: Christopher Page (for East West Communications Inc.)
Voice: Jim Cummings, Susan Blu
Testers: Arthur McConnell, James Barron, Sean Wyman, Jesse Anacleto, Geoffrey Burns, Robert Vostry, Mark McCunney, Joe Hakik, Brandon Barbour, Noah Holmes, Alfred Dutton, Brandis Dutton, Laurent Philippe, Phoenix Valencia
Special Thanks: Elise Lachowyn, Lisa MacMillan, Trip Hawkins, William G. Dunn, Maria Toepfer

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57585&o=2

$end


$n64=amensarg,amensargu,
$bio

Army Men - Sarge's Heroes (c) 1999 The 3DO Company.

Miniature army men have littered American lawns for decades. Their battlefields have evolved from hardwood floors to shag carpeting to linoleum over the years, but the soldiers have always been frozen in injection-molded poses of warfare. 3DO is changing all of that by releasing hundreds of little multi-colored army men to wage their war on Nintendo 64. 

Army Men: Sarge's Heroes is a third-person perspective shooter based on the age-old struggle between two mortal enemies: green and tan army men. You control Sarge, a squad leader in the green army. Other soldiers in your command include Scorch, a disturbed flamethrower man; Hoover, a hesitant minesweeper; Shrap, the main mortar dude; and a slacker surfer who failed to dodge the draft. 

The evil tan army is led by Plastro, who has found a series of portals which connect the world of plastic army men with the planet Earth. Our world is packed full of advanced technology which Plasto can use to destroy the green army, like mammoth soldier-melting magnifying glasses. It's up to Sarge and his team to fight their way through 14 mission-based stages, wasting tan soldiers and closing portals along the way. 

Military personnel take great pride in their personal appearance, even if their underwear happens to be made out of plastic. Thanks to an interesting technique that 3D0 has humorously titled "Plastosheen," each army man has a shiny coating that makes him appear convincingly man-made. 

Background graphics are creative, particularly when the action takes place in the over-sized kitchens and living rooms of our dimension. Untextured tanks and helicopters initially appear incomplete, until you remember that these plastic reproductions are equally bland in real life. Light fog is used to hide occasional pop-up in the distance, but generally the visual package is tidy enough to pass any officer's inspection. 

There are 13 different weapons available to your squad of army men, from grenade launchers to flame throwers. An auto-aim feature makes it easy to fires these weapons on the run, but for long-distance strikes you'll have to use the R Button to enter sniper mode. The cross-hairs move painfully slowly in this mode, so it's best to line up your target before leaving the third-person view. 

The camera can be moved in and out by pressing Up on the Control Pad, but we would have preferred more advanced camera controls to assist in maneuvering the character around corners and through groups of enemies. Play control suffers a bit due to these camera issues, but there's no time to whine when there's a war to be won. 

Army Men's multiplayer mode allows up to four players to pummel each other into plastic pulp. These competitions can take place in either the plastic world or the real world, but regardless of the location the last man standing wins. The same camera problems from the single-player game surface in the multiplayer mode, but fortunately the framerate does not noticeably suffer. 

Anyone who has ever cracked open a bag of little green soldiers is bound to get a kick out of Army Men: Sarge's Heroes. There are quite a few nostalgic surprises along the way, and the missions are challenging enough to keep experienced gamers busy for a while. 

Be warned, though: the next time you run over an army man with the lawn mower you may find yourself choking back the tears.

- TECHNICAL -

Cartridge ID: NUS-NAME-USA

- TRIVIA -

Released on September 30, 1999 in USA.

- STAFF -

Technical Director: Dan Geisler
Creative Director: Michael Mendheim
Art Director: Nina Stanley
Producer: Andre Emerson
Programmers: Chris Bannock, Todd Stewart, M. Tsoupko-Sitnikov, Peter Wiseman
Additional Programming: Dino Dini, Dominick Regan, Chuck Romberger, Mark Schneckloth
Artists: Lance Charnes, Inna Cherneykina, Michael Drake, Nels Potts, Brian Steffel
Movies: Michael Vaverka, Isaac Bender
Additional Art: Olga Chudnovsky, Michael Groah, Michael Kennedy, Nathan Walrath, Animatek, Glyphx
Designers: Justin Bates, Benjamin Cholewinski, James Frankle, Trip Hawkins, Mike King, Ben Lopez, Jon Oakley, Robert Zalot
Audio: Sean Carson
Music: Barry Blum, Kevin Manthei (KMM Productions), Robyn Mendheim, Brian Min, Brian Withycombe
Voice: Susan Blue, Jim Cummings
Writing: Sharon Wong
Testers: Glen A. Cureton, David A. Lucca, Armando Cortez, James Harriss, Yoshiyuki Maeda, Jason Neel, Larry Wong, Bryce Verdier, Brian Mas, Stephen Ervin, James Barron
Special Thanks: Sean Amann, David DePaulis, Vadim Grigoriev, J. P. Harrod, Jon Hales, Andrey Rubetskoi, Leonid Starkov

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57584&o=2

$end


$gba=amenturf,
$bio

Army Men - Turf Wars [Model AGB-AY3E-USA] (c) 2002 3DO Company, The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69792&o=2

$end


$gbcolor=armymen2,
$bio

Army Men 2 [Model CGB-BA2E-USA] (c) 2000 3DO Company, The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67504&o=2

$end


$gba=amenadv,
$bio

Army Men Advance (c) 2001 3DO Company, The

- TECHNICAL -

Game ID: AGB-ASAE-USA

- TIPS AND TRICKS -

Level select:
Enter NQRDGTPB as a password to unlock all levels for Vikki. 
Enter QGQNRTPC as a password to unlock all levels for Sarge.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69793&o=2

$end


$gbcolor=armymen,
$bio

Army Men [Model CGB-AVCE-USA] (c) 2000 3DO Company, The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67497&o=2

$end


$cpc_cass=armymove,
$bio

Army Moves (c) 1986 Dinamic Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64326&o=2

$end


$msx1_cass=armymove,armymoves,
$bio

Army Moves (c) 1987 Dinamic Software [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94448&o=2

$end


$amigaocs_flop=armymove,
$bio

Army Moves [CU Amiga] (c) 1988 Dinamic Software [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73446&o=2

$end


$cpc_cass=armymove01,
$bio

Army Moves [Model SUM 993] (c) 1986 Summit Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64327&o=2

$end


$cpc_cass=arnhems1,
$bio

Arnhem (c) 1985 Juegos & Estrategia [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64328&o=2

$end


$amigaocs_flop=arnhem,
$bio

Arnhem - The 'Market Garden' Operation (c) 1991 CCS

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73447&o=2

$end


$amigaocs_flop=arnie,
$bio

Arnie (c) 1992 Zeppelin Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73448&o=2

$end


$amigaocs_flop=arnie2,
$bio

Arnie 2 (c) 1993 Zeppelin Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73449&o=2

$end


$c64_cart,c64_flop=acricket,
$bio

Arnie Armchairs Howzat Cricket Game (c) 1984 Armchair Entertainment, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53504&o=2

$end


$info=mt_tgolf,
$bio

Arnold Palmer Tournament Golf (c) 1989 Sega.

Arcade version of a Mega Drive game.

- TECHNICAL -

Runs on the "Mega-Tech System" hardware.
Cartridge ID: 610-0239-31

- TRIVIA -

Arnold Palmer Tournament Golf for Mega-Tech was known as the 31th video game made on this system.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2349&o=2

$end


$megadriv=arnoldp,
$bio

Arnold Palmer Tournament Golf (c) 1989 Sega Enterprises, Limited.

European release.

- TECHNICAL -

Game ID: 1203-50

- TRIVIA -

Arnold Palmer (born September 10, 1929 in Latrobe, Pennsylvania, USA) is generally regarded as one of the greatest players in the history of golf. He has won numerous events on both the PGA Tour and Champions Tour, dating back to 1955. Nicknamed 'The King', he is arguably golf's most popular star and its most important trailblazer because he was the first star of the sport's television age, which began in the 1950s. Palmer won the PGA Tour Lifetime Achievement Award in 1998, and in 1974 was inducted into the World Golf Hall of Fame.

Alex Kidd makes cameo appearances in some of the cutscenes.

- TIPS AND TRICKS -

Secret "Fantasy Zone" mini-game : Play a regular game and get 100 strokes without making the ball go into the hole. after 100 strokes, the game over screen will show up. that's when you press the famous 'Konami code': Up (twice), Down (twice), left, right, left, right, B, A. if you do it correctly, you will end up playing a 'miniature' version of "Fantasy Zone".

- PORTS -

* Others :
Arcade [Mega-Tech] (1989) "Arnold Palmer Tournament Golf [Mega Tech 31]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69735&o=2

$end


$cdi=aroundat,
$bio

Around Atlanta - The Olympic City (c) 1996 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52775&o=2

$end


$cdi=aroundho,
$bio

Around Hollywood - auf den spuren der stars (c) 1995 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52776&o=2

$end


$info=sc4a40cl,sc4a40cla,sc4a40clb,sc4a40clc,
$bio

Around the Board in 40 Days Club (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR2154]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42425&o=2

$end


$info=sc4a40,sc4a40a,sc4a40b,sc4a40c,
$bio

Around the Board in 40 Days (c) 200? Mazooma Games.

The game consists of 5 reels, 3 with standard fruit symbols and overlaid numbers, one with numbers 1-12 for hi-lo gamble in the lower feature board and a fifth with dice symbols 1-6. Feature entry is achieved by either exchanging a reel win, completing an 8-stage trail. Once in the feature the player advances round the lower board adding to the cash ladder, Flags, super feature symbols, nudge pot and dice spins pot. Collect 3 Super Feature symbols to enter the WORLD board, where the player can use the dice moves collected to advance along the board. Here the player adds values to the cash pot and advances to higher values of reel blasts, knockouts and win spins. Try to get round the WORLD Board to the Super Jackpot BRITISH square. Collecting the full set of the same FLAGS awards a mystery feature. Lighting all the FLAG squares will award the MEGA STREAK. Collecting the 4 PASSPORTS awards invincibility.

- TECHNICAL -

[Model PR2200]

Technology : Scorpion 4
Cabinet : Slimline Eclipse

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11885&o=2

$end


$info=sc5a40,sc5a40a,
$bio

Around the Board in 40 Days (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR2200]
Scorpion 5

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43069&o=2

$end


$msx1_cart=aroundcl,aroundcla,
$bio

Around the Clock [Model F048] (c) 1986 al Alamiah

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76567&o=2

$end


$info=atworld,atworldd1,atworlde1,
$bio

Around The World (c) 2007 Amcoe.

- TRIVIA -

Released in June 2007.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31125&o=2

$end


$gba=around80u,
$bio

Around the World in 80 Days (c) 2004 Walden Media, LLC

- TECHNICAL -

Game ID: AGB-B8DE-USA

- TIPS AND TRICKS -

Status - Password 
Day 1 London - BHGG
Day 3 Paris - CLGG
Day 18 Train - DCHJ
Day 20 Turkey - FSHJ
Day 25 India - GKMN
Day 25 Wanted in India - HLSN
Day 40 China - JMBJ
Day 61 San Francisco - KNQN
Day 61 Train to New York - MQGG
Day 61 Wild West - LPGG
Old Foe - NRGG 
Ending - PSGG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69796&o=2

$end


$gba=around80,
$bio

Around the World in 80 Days [Model AGB-B8DP] (c) 2004 Walden Media, LLC

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69795&o=2

$end


$info=j5ar80,j5ar80a,j5ar80b,j5ar80c,j5ar80d,
$bio

Around the World in Eighty Days (c) 199? JPM International.

- TECHNICAL -

System 5

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41026&o=2

$end


$info=sp_atw,
$bio

Around the World in Eighty Days (c) 199? Crystal Leisure.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42868&o=2

$end


$pc98=arquelph,
$bio

Arquelphos (c) 1993 DO.

- TRIVIA -

Released on July 15, 1993 in Japan. Retail price: 6400 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88950&o=2

$end


$msx1_cass=arquimed,arquimeda,
$bio

Arquimedes XXI (c) 1986 Dinamic Software [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94449&o=2

$end


$info=avtbingo,
$bio

Arrow Bingo (c) 1985 Advanced Video Technology.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=36323&o=2

$end


$info=mt_arrow,
$bio

Arrow Flash (c) 1990 Sega.

- TECHNICAL -

Runs on the "Mega-Tech System" hardware.
Cartridge ID: 610-0239-44

- TRIVIA -

Arrow Flash for Mega-Tech was known as the 44th game made for this system.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3842&o=2

$end


$megadriv=arrow,arrowp,
$bio

Arrow Flash (c) 1990 Sega Enterprises, Limited.

- TECHNICAL -

Game ID: G-4039
Cartridge ID: 670-0965
Package ID: 670-0966
Barcode: 4 974365 540395

- TRIVIA -

Released on October 20, 1990 in Japan.

- STAFF -

Producer: Kenichi Hiza (RMS‑106)
Opening: Ichiban
Program: CBR‑‑‑RR, Daddy, Goshikisen
Graphics: Yanto, DT‑‑‑R, Sod, Noise‑maker, Hana no Oedo
Sound: Hanauri‑musume
Special Thanks: Toru.K, T.A.K
Cover Illustration by: Takashi Akaishizawa

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56330&o=2

$end


$pc98=arrowgex,
$bio

Arrow Gunner EX (c) 1994 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88951&o=2

$end


$x68k_flop=arsia,
$bio

Arsia no Ki (c) 1995 Moai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87070&o=2

$end


$megacd,megacdj=arslan,
$bio

Arslan Senki - The Heroic Legend of Arslan [Model G-6028] (c) 1993 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60489&o=2

$end


$pc98=artactn,
$bio

Art Action (c) 1992 Wachi Electronics

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88952&o=2

$end


$megadriv=artalive,
$bio

Art Alive (c) 1991 Sega of America.

An art package for the Genesis with graphics that look like they came out of a PC EGA computer.

- TECHNICAL -

Cartridge size: 2 Mb

- TRIVIA -

Reviews:
[FR] April 1992 - Joypad N.7 (Page 76-77): 50/100

- STAFF -

Developed by Western Technologies.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56331&o=2

$end


$psx=artcamia,
$bio

Art Camion - Geijutsuden [Model SLPS-02405] (c) 1999 Alpha Unit

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84866&o=2

$end


$psx=artcamio,
$bio

Art Camion - Geijutsuden [Model SLPS-87186] (c) 2002 Alpha Unit

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84867&o=2

$end


$coco_cart=artgalry,
$bio

Art Gallery (c) 1981 Tandy Corp.

- TECHNICAL -

Game ID: 26-3061

- STAFF -

By: Robert G. Kilgus

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53404&o=2

$end


$pc98=artjigds,
$bio

Art Jigsaw - Data Shuu (c) 1992 Takeru [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88953&o=2

$end


$pc98=artjigs1,
$bio

Art Jigsaw - Vol. 1 Super Weapons (c) 1992 Systemsoft

- TRIVIA -

Released on April 10, 1992 in Japan. Retail price: 5800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88954&o=2

$end


$pc98=artjigs2,
$bio

アートジグソー ~Vol.2 プリティガール~ (c) 1992 Systemsoft.
(Art Jigsaw - Vol. 2 Pretty Girls)

- TRIVIA -

Released on April 10, 1992 in Japan. Retail price: 5800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88955&o=2

$end


$pc98=artjigs3,
$bio

Art Jigsaw - Vol. 3 Fantastic (c) 1992 Systemsoft.

- TRIVIA -

Released on April 10, 1992 in Japan. Retail price: 5800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88956&o=2

$end


$vectrex=artmastr,
$bio

Art Master (c) 1983 GCE [General Consumer Electric]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82209&o=2

$end


$info=aof3,
$bio

Art of Fighting 龍虎の拳 外伝 (c) 1996 SNK Corp.
(Art of Fighting - Ryuuko no Ken Gaiden)

10 selectable characters battle each other in various locations in Mexico. Extremely beautiful and fluid animation courtesy of motion capture technology brings a whole new style of game-play to this popular fighting game.

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID: NGM-096

[SNK MVS Neo-Geo Controls]
2 players - 4 buttons per player
=> [A] Punch [B] Kick [C] Hard brow [D] Raz

- TRIVIA -

Ryuuko no Ken Gaiden was released in March 1996 in Japan.

The subtitle of this game translates from Japanese as 'Dragon and Tiger Fist Side Story'.

This game is known outside Japan as 'Art of Fighting 3'.

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

The drawing Hoeh-Hoeh selects for Wang Koh San in the ending is random, there are 7 different ones.

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

- TIPS AND TRICKS -

* All characters have 2 colors, one is selected with the A button an the other one is chosen with the D button.

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

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

* Special Day (Birthday Gift) : Definitely one of the strangest tricks in fighting games, each character will be powered up on his birthday (able to perform Super Desperation Moves at any moment during the fight!).
Kasumi Todo - March, 29
Wang Koh-San - April, 17
Lenny Criston - May, 20
Karman Cole - June, 13
Rody Births - July, 24
Ryo Sakazaki - August, 2
Jin-Fuha - September, 4
Wyler - October, 22
Sinclair - November, 14
Robert Garcia - December, 25

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

* Finish the game without losing a round to get a comical hand drawn picture of the character after the credits.

- SERIES -

1. Ryuuko no Ken [Model NGM-044] (1992)
2. Ryuuko no Ken 2 [Model NGM-056] (1994)
3. Art of Fighting - Ryuuko no Ken Gaiden [Model NGM-096] (1996)

- STAFF -

Object Designers : Heitarou, Black Tree, Futatsu (Futatsu!!), Higetoboin, UG, Ponda, Tohru, Pinkey-EX, Horipu (Hori-pu~?), Terarin, Kattsun, Sumiccho, Nana, Ashizawan, Satopyon, Tani Tani, Koara, Rave Man, Sasa, K. Miya, Rolly(R), Tony Oki, ??....!
Back Designers : Muramama Eiko, Daisuke, Wa-Da-Mo, J K, Shochan, Take-Pyon
Programmers : MA2++, Yuritaro, Hiropon
CG Creators : K-Asa, Aki. Yama, Demao. Sat, Seri
Music Composers : Yamapy-1, Masahiko Hataya (Papaya), Shibakichi
Capture Assisted by : Masa, Shin. T, Jeffrey Zoern, Raymond Ho.
Producers : Takashi Nishiyama, Hiroshi Matsumoto (Finish Hiroshi)
Directors : Go, Shigeri #3, Kim-Ken, Moai-Nao

* Voice Actors :
Ryo : Masaki Usui
Robert : Mantaro Koichi
Rody : Eiji Yano
Lenny : Kumi Ishida
Wang : Monster Maetsuka
Karman : Mantaro Koichi
Jin : Jai
Sinclair : Harumi Ikoma
Wyler : Monster Maetsuka

Special Thanks : Kaori Kasai, Osamu Sato

- PORTS -

* Consoles :
SNK Neo-Geo [JP] (Apr. 26, 1996) "Ryuuko no Ken Gaiden [Model NGH-096]"
SNK Neo-Geo CD [JP] (June 14, 1996) "Ryuuko no Ken Gaiden [Model NGCD-096]"
SNK Neo-Geo CD [JP] (June 14, 1996) "Ryuuko no Ken Gaiden [Limited Edition] [Model NGCD-0960]"
Sony PlayStation 2  (May 11, 2006) "Ryuuko no Ken - Ten Chi Jin [NeoGeo Online Collection Vol.4] [Model SLPS-25610]"
Sony PlayStation 2  (June 21, 2007) "Ryuuko no Ken - Ten Chi Jin [NeoGeo Online Collection The Best] [Model SLPS-25790]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=118&o=2

$end


$neogeo=aof2a,
$bio

Art of Fighting 2 (c) 1994 SNK [Shin Nihon Kikaku].

- TECHNICAL -

[Model NGH-056]
178 MEGS

- TRIVIA -

Released on March 03, 1994 in Japan.

For more information about the game itself, please see the MVS version entry: "Art of Fighting 2 [Model NGH-056]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47771&o=2

$end


$megadriv=aof,aofp,
$bio

Art of Fighting (c) 1994 Sega Enterprises, Limited.

- TECHNICAL -

[Model 1146-50]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47668&o=2

$end


$megadriv=aofu,
$bio

Art of Fighting (c) 1994 Sega Enterprises, Limited.

- TECHNICAL -

[Model 1146]

- TRIVIA -

Art of Fighting for Genesis was released on January 13, 1994 in North America.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47669&o=2

$end


$snes=aofu,
$bio

Art of Fighting (c) 1993 Takara USA Corp.

- TECHNICAL -

[Model SNS-RW-USA]

- TRIVIA -

Art of Fighting for Super NES was released in December 1993 in North America.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47670&o=2

$end


$snes=aof,
$bio

Art of Fighting (c) 1993 Takara Company, Limited.

- TECHNICAL -

PAL Version: [Model SNSP-RW]

- TRIVIA -

Art of Fighting for Super NES was released in December 1993 in Europe.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47671&o=2

$end


$megadriv=arttool,
$bio

Art Tool (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56332&o=2

$end


$nes=artelius,
$bio

Artelius (c) 1987 Nichibutsu [Nihon Bussan Company, Limited.]

- TECHNICAL -

[Model NBF-AU]

- TRIVIA -

Artelius was released on November 13, 1987 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53839&o=2

$end


$x68k_flop=artemis,
$bio

Artemis (c) 1991 Birdy Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87071&o=2

$end


$pc98=artemis,
$bio

Artemis (c) 1991 Birdy Soft.

- TECHNICAL -

Floppy Disk x3

- TRIVIA -

Released on July 12, 1991 in Japan. Retail price: 7800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88957&o=2

$end


$x68k_flop=artemisd,
$bio

Artemis (c) 1993 X-Works

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87072&o=2

$end


$pc8801_flop=arthemis,
$bio

Arthemis 2 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91400&o=2

$end


$amigaocs_flop=arthur,
$bio

Arthur - The Quest for Excalibur (c) 1989 Infocom

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73450&o=2

$end


$gba=arthurmnu,
$bio

Arthur and the Invisibles [Model AGB-B2NE-USA] (c) 2006 Atari Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69797&o=2

$end


$gba=arthurmn,
$bio

Arthur and the Minimoys [Model AGB-B2NP-EUR] (c) 2006 Atari Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69798&o=2

$end


$psx=arthurto,
$bio

Arthur to Astaroth no Nazo Maikamura - Incredible Toons (c) 1996 Capcom Co., Ltd.

- TECHNICAL -

Game ID: SLPS-00363

- TRIVIA -

Released on August 30, 1995 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84868&o=2

$end


$saturn,sat_cart=nazomak,
$bio

Arthur to Astaroth no Nazo Makaimura - Incredible Toons (c) 1996 Capcom Company, Limited.

- TECHNICAL -

Game ID: T-1209G

- TRIVIA -

Released on August 30, 1995 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58921&o=2

$end


$gbcolor=arthurfn,
$bio

Arthur's Absolutely Fun Day! [Model CGB-BFDE-USA] (c) 2000 Learning Company, The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67506&o=2

$end


$a2600=artduel,artduele,
$bio

Artillery Duel (c) 1983 Xonox

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50211&o=2

$end


$coleco=artduel,
$bio

Artillery Duel (c) 1983 Xonox, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53243&o=2

$end


$astrocde=artjello,
$bio

Artillery Duel + O-Jello (c) 1986 Perkins Engineering

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86768&o=2

$end


$astrocde=artiduel,artiduelp1,artiduelp3,artiduelp2,
$bio

Artillery Duel (c) 1982 Astrocade, Inc.

- TECHNICAL -

Game ID: 5005

- TRIVIA -

Although part of the 5000 Strategy Series, this cart is labeled as an Action/Skills Series game. The label on the Astrocade, Inc. release is misspelled as 'Artillary Duel', but the menu has the correct spelling for the game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86767&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=artduel,
$bio

Artillery Duel (c) 1983 Xonox, Inc.

- TECHNICAL -

Game ID: 6235-A

- TRIVIA -

HIDDEN MESSAGE: The message 'programmed by Jerry Brinson dedicated to shana, jacob,audrey and frankie' is hidden in the code at location $7C61.

- STAFF -

Programmed by: Jerry Brinson

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83771&o=2

$end


$bbca_cass,bbcb_cass=artistbr,
$bio

Artist (c) 1985 Blue Ribbon

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51497&o=2

$end


$bbca_cass,bbcb_cass=artist,
$bio

Artist (c) 19?? MRM Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51496&o=2

$end


$pce=arttool,
$bio

Artist Tool (c) 1990 NEC Home Electronics, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58534&o=2

$end


$pc98=artmast,
$bio

Artmaster Core (c) 1992 Systemsoft.

Illustration software.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88958&o=2

$end


$cpc_cass=arturauk01,
$bio

Artura (c) 1988 Gremlin Graphics Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64330&o=2

$end


$amigaocs_flop=artura,
$bio

Artura [Action Amiga] (c) 1989 Arcadia Software, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73451&o=2

$end


$cpc_cass=arturauk,
$bio

Artura [Model AM-482] (c) 1988 Erbe Software [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64329&o=2

$end


$cpc_cass=artworku,
$bio

Artwork (c) 1985 Kuma Computers, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64331&o=2

$end


$psx=arubarea,
$bio

Arubarea no Otome - Uruwashi no Seishikitachi [Model SLPS-01578] (c) 1998 Masaya

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84869&o=2

$end


$pcecd=alkiba,
$bio

Arunamu no Kiba - Juuzoku Juuni Shinto Densetsu (c) 1994 Right Stuff.

- TECHNICAL -

Game ID: RSCD4006

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58107&o=2

$end


$x68k_flop=arururu,
$bio

Arururu (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87073&o=2

$end


$x1_cass=armsold,
$bio

AS - The Armored Soldier (c) 1984 Genesis Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86196&o=2

$end


$sms=tvcolos,
$bio

As Aventuras da TV Colosso (c) 1996 Tec Toy

- TECHNICAL -

[Model 028.650]

- TRIVIA -

Released in Brazil only.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55933&o=2

$end


$snes=asahishi,
$bio

Asahi Shinbun Rensai - Katou Hifumi Kudan Shougi - Shingiryuu (c) 1995 Varie

- TECHNICAL -

[Model SHVC-A23J-JPN]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61044&o=2

$end


$cpc_cass=asaltos1,
$bio

Asalto (c) 1985 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64332&o=2

$end


$snes=asameshi,
$bio

Asameshimae Nyanko (c) 1994 Zamuse

- TECHNICAL -

[Model SHVC-ZC]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61045&o=2

$end


$pc98=dostools,
$bio

ASCII MS-DOS Software Tools (c) 19?? ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88840&o=2

$end


$pc98=ascod13,
$bio

ASCII Otanoshimi Disk Vol. 13 (c) 1992 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88841&o=2

$end


$pc98=ascod18,
$bio

ASCII Otanoshimi Disk Vol. 18 (c) 1993 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88842&o=2

$end


$pc98=ascod06,
$bio

ASCII Otanoshimi Disk Vol. 6 (c) 1991 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88843&o=2

$end


$pc98=ascod07,
$bio

ASCII Otanoshimi Disk Vol. 7 (c) 1991 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88844&o=2

$end


$pc98=ascod08,
$bio

ASCII Otanoshimi Disk Vol. 8 (c) 1991 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88845&o=2

$end


$pc98=ascod09,
$bio

ASCII Otanoshimi Disk Vol. 9 (c) 1992 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88846&o=2

$end


$pc8801_flop=ascot,
$bio

Ascot (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91401&o=2

$end


$nes=mc_20asd,
$bio

ASDER 20 in 1 (c) 1993 Asder Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95409&o=2

$end


$nes=asderp95,
$bio

ASDER PC-95 (c) 1995 Asder Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83817&o=2

$end


$a2600=asesdoar,
$bio

Ases do Ar (c) 198? Dismac

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50212&o=2

$end


$pc98=ash,
$bio

Ash. (c) 1994 Himeya Soft.

- TECHNICAL -

Floppy Disk x2

- TRIVIA -

Released on July 08, 1994 in Japan. Retail price: 7800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88959&o=2

$end


$pc8801_flop=ashe,asheb,ashec,ashea,
$bio

Ashe - Legend of 'Toma' (c) 1988 Quasar Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91402&o=2

$end


$amigaocs_flop=ashempir,
$bio

Ashes of Empire (c) 1992 Mirage

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73452&o=2

$end


$msx2_cart=ashguin3,ashguin3a,
$bio

Ashguine - Fukushuu no Honoo (c) 1987 Micro Cabin

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51269&o=2

$end


$msx2_flop=ashguin3,ashguin3a,
$bio

Ashguine - Fukushuu no Honoo (c) 198? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101483&o=2

$end


$msx2_cart=ashguin2,
$bio

Ashguine 2 - Kokuu no Gajou (c) 1987 T&E Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51270&o=2

$end


$msx2_flop=ashguin2,ashguin2bashguin2a,
$bio

Ashguine 2 - Kokuu no Gajou (c) 198? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101484&o=2

$end


$info=ashnojoe,
$bio

あしたのジョー (c) 1990 Taito Corp.
(Ashita no Joe)

A boxing game.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 8 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : YM2203 (@ 3 Mhz), OKI MSM5205 (@ 384 Khz)

Players : 2
Control : 4-way joystick
Buttons : 2

- TRIVIA -

Developed by Wave Corp.

Extremely rare, this game is based on the classic manga/anime series Ashita no Joe (Tomorrow's Joe). The manga ran from 1968 to 1973 in Shonen Magazine. There were also 2 TV series that ran from 1970 to 1971 and 1980 to 1981 and a movie was released in 1980.

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

Known outside Japan as "Success Joe".

- SERIES -

1. Ashita no Joe (1990)
2. Ashita no Joe Densetsu (1991)

- STAFF -

Original Story: A. Takamori
Original Character: T. Chiba
Programmer: H. Sakaue, T. Iehaka
Designer: K. Tomoto, K. Mathumoto, F. Mathuda
Total Produced by: T. Ohira

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=119&o=2

$end


$gba=ashnojoe,
$bio

Ashita no Joe - Makka ni Moeagare! [Model AGB-BAMJ-JPN] (c) 2003 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69799&o=2

$end


$info=legendos,
$bio

あしたのジョー (c) 1991 SNK.
(Ashita no Joe Densetsu)

Beat-'em-up/boxing game with a Rocky-like storyline.

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : 0029

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2610 (@ 8 Mhz)

[SNK MVS Neo-Geo Controls]
2 players - 4 buttons per player (2 usables).
[JOYSTICK] 8-way, [A] Jab/Straight/Hook/Uppercut/Body, [B] Sway/Low guard/Block

- TRIVIA -

Ashita no Joe Densetsu was released in July 1991 in Japan.

The title of this game translates from Japanese as 'Legend of Tomorrow's Joe'.

This game is known outside Japan as 'Legend of Success Joe'.

This game is based on the classic manga/anime series Ashita no Joe (Tomorrow's Joe). The manga ran from 1968 to 1973 in Shonen Magazine.

- SERIES -

1. Ashita no Joe (1990)
2. Ashita no Joe Densetsu (1991)

- STAFF -

Developed by Wave Corp.

Original author : Asao Takamori
Original picture : Tetsuya Chiba
Chief programmer : Hirofumi Sakaue
Assistance programmer : Takashi Iehara
Chief character designer : Koji Tomoto
Assistance designer : Kenichiro Matsumoto
Total producer : Teruo Ohira

- PORTS -

* Consoles :
[JP] Nintendo Super Famicom (1992) "Ashita no Joe Boxing"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1372&o=2

$end


$snes=ashnojoe,
$bio

あしたのジョー (c) 1992 KAC [K.Amusement Lising Co.]
(Ashita no Joe)

Ashita No Joe is a boxing game published by K Amusement and released in 1992. The player takes the role of Joe Yabuki and must fight his way through an intense boxing tournament. Seven opponents stand between him and victory and each pro-boxer is tougher to beat than the last. Two buttons are used throughout the game - one throws basic straight punches and directional button combinations allows Joe to use uppercuts and hooks. The second button puts Joe in guard and lets him block attacks. Life bars on top of the screen display the players current status and the winner is decided through Knock Out on the third fall. A two-player mode is available.

- TECHNICAL -

[Model SHVC-AJ]

- TRIVIA -

Released on November 27, 1992 in Japan for 8900 Yen.

The game is based on a Japanese Manga popular in the 1970s and also known in the west as Tomorrow's Joe.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61046&o=2

$end


$pico=nadja,
$bio

Ashita no Nadja [Model T-133430] (c) 2003 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75627&o=2

$end


$info=ashura,ashurau,ashuraj,
$bio

Ashura Blaster (c) 1990 Taito Corp.

A vertically scrolling shoot'em up game.

- TECHNICAL -

Taito B System Hardware
Prom Stickers : C43

Main CPU : Motorola 68000 (@ 12 Mhz), Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2610 (@ 8 Mhz)

Players : 2
Control : 8-Way Joystick
Buttons : 2
=> [1] Fire, [2] Bomb

- TRIVIA -

Ashura Blaster was released in March 1990.

Developed by Visco (in the 2nd stage, you can see 'Visco').

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

The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to 'REX'.

- UPDATES -

The US version has the "Winners Don't Use Drugs" screen.

- TIPS AND TRICKS -

In this game, there is no backfire from enemies, like in other similar shoot'em ups. So you do not have to worry to be hit, after you pass certain enemies.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=120&o=2

$end


$pc8801_flop=ashurano,
$bio

Ashura no To (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91403&o=2

$end


$sms=ashura,
$bio

阿修羅 (c) 1986 Sega Enterprises, Limited.
(Ashura)

- TECHNICAL -

Game ID: G-1307

- TRIVIA -

Ashura was released on November 16, 1986 in Japan.

- STAFF -

Directed by: Buyer Setsuo
Programmed by: Derby Tatsuo, Muscle Kanai, Koshihikari
Music by: Katsuhiro Hayashi (Wooper Katsu)
Designed by: Fighter GI, Sunshine Hisa, Kujukuri Mami, K. Tamun

"We Fight for Friends"
Music by: Katsuhiro Hayashi (Wooper Katsu)
Lyrics by: Buyer Setsuo
Performed by: Sega Sounds

"Never to Return"
Music by: Derby Tatsuo
Lyrics by: Muscle Kanai
Performed by: Sega Sounds

Cover Illustration: Renato Casaro

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55848&o=2

$end


$info=asndynmt,
$bio

Asian Dynamite (c) 2007 Sega Enterprises, Limited.

- TRIVIA -

Released in July 2007.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40788&o=2

$end


$info=smiy1450,smiy1451,smiy1452,smiy1453,smiy1454,smiy1455,
$bio

Asian Treasures (c) 2010 Bally Tech., Incorporated.

5 reels, 50 lines, 500 credits max bet.

- TECHNICAL -

Software Part Number: AVGASTR02600-02

Game Kit #165031 "ALPHA Elite V20/20"
Game Kit #171112 "ALPHA Pro Slant V22/26"
Game Kit #174627 "ALPHA Elite JUMBO Video"

Topper Part Number: C765-210735
Topper Description: WIN UP TO 90 FREE GAMES AT 3X PAY

- UPDATES -

SMI #Y1450
Min/Max %: 85.07%/85.07%

SMI #Y1451
Min/Max %: 88.05%/88.05%

SMI #Y1452
Min/Max %: 90.03%/90.03%

SMI #Y1453
Min/Max %: 91.95%/91.95%

SMI #Y1454
Min/Max %: 93.98%/93.98%

SMI #Y1455
Min/Max %: 95.96%/95.96%

- SCORING -

Top Award (x total bet x denom): 800

- TIPS AND TRICKS -

Odds to jackpot (30 lines played): 262,144

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=34144&o=2

$end


$nes=asmiklnd,
$bio

Asmik-kun Land (c) 1991 Asmik

- TECHNICAL -

[Model ASM-YI]

- TRIVIA -

Asmik-kun Land was released on December 20, 1991 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53840&o=2

$end


$gameboy=asmikwl2,
$bio

Asmik-kun World 2 [Model DMG-ATJ] (c) 1991 Asmik Ace Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65577&o=2

$end


$info=aso,
$bio

ASO - Armored Scrum Object (c) 1985 SNK.

ASO is a one-player scrolling shooter game, similar to Xevious in its segregation of air-to-air and air-to-ground weapons. Missiles are used to destroy ground enemies, while laser-like weapons are used for aerial opponents. Throughout each of the levels, the player must fight off waves of enemies that threaten several space stations and a boss must be defeated at the end of each. Like most early games in this genre, when the player dies, all weapons are lost and the player is moved to a point slightly before the point of death. The player's craft can also be upgraded to have more powerful weapons by picking up various power-ups throughout the level.

- TECHNICAL -

Main CPU: (2x) Zilog Z80 (@ 4 Mhz)
Sound CPU: Zilog Z80 (@ 4 Mhz)
Sound Chips: Yamaha YM3526 (@ 4 Mhz)

Players: 2
Control: 8-way joystick
Buttons: 3

- TRIVIA -

ASO was released in November 1985 in Japan.

Export releases:
[US] "Alpha Mission"
"Arian Mission"

- SERIES -

1. ASO - Armored Scrum Object (1985)
2. ASO II - Last Guardian [Model NGM-007] (1991)

- PORTS -

* Consoles :
Nintendo Famicom (1986) "ASO - Armored Scrum Object [Model SFX-AO]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=121&o=2

$end


$nes=asoh,
$bio

ASO - Armored Scrum Object (c) 1987 FMG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69212&o=2

$end


$nes=aso,asop,
$bio

ASO - Armored Scrum Object (c) 1986 SNK [Shin Nihon Kikaku].

- TECHNICAL -

Cartride ID: SFX-AO

- TRIVIA -

ASO for Famicom was released on September 6, 1986 in Japan.

Export releases:
[US] "Alpha Mission [Model NES-AM-USA]"
[EU] "Alpha Mission [Model NES-AM-EEC]"

- STAFF -

PROGRAM: SNK JR.
PLANING: MR. OBA
DESIGN: RAMPTY, DR. GAG
MUSIC: SUGAR

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47503&o=2

$end


$neocd=alpham2,
$bio

ASO II - Last Guardian (c) 1994 SNK [Shin Nihon Kikaku].

- TECHNICAL -

[Model NGCD-007]

- TRIVIA -

ASO II Last Guardian for Neo-Geo CD was released on September 9, 1994 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47626&o=2

$end


$info=alpham2,alpham2p,
$bio

ASO II - Last Guardian (c) 1991 SNK.

A full-screen vertically scrolling shoot'em up game.

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID: NGM-007

[SNK MVS Neo-Geo Controls]
2 players - 4 buttons per player (3 usables)
=> Type A : [A] Missile/Laser/Attach armor, [B] Armor attack, [C] Open menu
=> Type B : [A] Laser/Attach armor, [B] Missile, [C] Open menu

- TRIVIA -

ASO II was released in March 1991 in Japan.

This game is known outside Japan as Alpha Mission II.

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

- UPDATES -

The prototype version has different gameplay trailer in the attract mode.

- SERIES -

1. ASO - Armored Scrum Object (1985)
2. ASO II - Last Guardian [Model NGM-007] (1991)

- STAFF -

Producer : Eikichi Kawasaki
Planner : Kohyan
Sub planner : Shiba
Programmers : Data-Tada, Muge-San, Magi2, Shochan, Nishidon (as Nishido~N)
Designers : Toyochan, Maeda, Miki, Y. Kawase, Higa, Keisen. Y, Masami Tanaka, Mano
Sound : Jojoha Kitapi, Konny, Tarkun

- PORTS -

* Consoles :
SNK Neo-Geo [JP] (July 1, 1991) "ASO II - Last Guardian [Model NGH-007]"
SNK Neo-Geo CD [JP] (Sep. 9, 1994) "ASO II - Last Guardian [Model NGCD-007]"
Sony PlayStation Store (2010)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68&o=2

$end


$msx2_flop=aso,
$bio

ASO Remake (c) 2012 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101451&o=2

$end


$pc98=asokokof,
$bio

アソコの幸福 (c) 1989 Zeit.
(Asoko no Koufuku - Yamamoto-san-chi no Baai ni Okeru Asoko no Fukou ni Tsuite)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88960&o=2

$end


$msx1_cass=aspargp,aspargps,aspargpsb,aspargpsc,aspargpsa,
$bio

Aspar GP Master (c) 1989 Dinamic Software [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94450&o=2

$end


$cpc_cass=aspargpm,
$bio

Aspar GP Master [Model AMS 880022] (c) 1988 Dinamic Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64333&o=2

$end


$c64_cart,c64_flop=aspargp,
$bio

Aspar GTP Master (c) 1989 Dinamic Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53505&o=2

$end


$amigaocs_flop=asparmgp,
$bio

Aspar Master Grand Prix [Les Fous du Volant] (c) 1989 Dinamic Software [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73453&o=2

$end


$cpc_cass=asphaltf,
$bio

Asphalt (c) 1986 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64336&o=2

$end


$famicom_flop=aspic,
$bio

ASPIC 魔蛇王の呪い (c) 1988 Bothtec
(Aspic - Majaou no Noroi)

- TECHNICAL -

Game ID: BTC-ASP

- TRIVIA -

Released on march 31, 1988 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65239&o=2

$end


$x1_flop=aspicsp,
$bio

Aspic Special (c) 1987 Xtal Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85927&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=assam,
$bio

Assam - Assembler (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83772&o=2

$end


$amigaocs_flop=assassin,
$bio

Assassin (c) 1992 Team 17

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73454&o=2

$end


$amigaocs_flop=assasse,
$bio

Assassin Special Edition (c) 1994 Team 17

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73455&o=2

$end


$info=assault,assaultj,
$bio

Assault (c) 1988 Namco, Limited.

Your mission is to reclaim your homeland by destroying the enemy forces that have taken over. You have an Assault tank, the supreme mobile weapon. Your tank has artillery guns and grenades, can perform Rapid Rolls to dodge enemy shots, and uses Power Wheelies to launch grenades.

Your controls are two 4-position joysticks with triggers. These controls make Assault like no other tank game. You have a quick, highly responsive vehicle with fast movement in all directions. To avoid enemy shots, Rapid Roll your tank left or right by moving both joysticks to the same side. To launch grenades, put the tank in the Power Wheelie position by moving both joysticks to the outside, then pressing either trigger. Your grenades are triple the fire power of your tank's standard shots.

Your tank is always in the center of the screen no matter what direction you are going. With Assault's 360-degree scrolling playfield, the world rotates around you as you move. An arrow always points you towards the exit to the next level.

The lift zone gives you an advantage over the invaders and a spectacular view of the playfield. Each lift zone is a five-sided platform on the playfield that flashes red when you can use it. When you drive onto the lift zone, your tank jets straight up to get a bird's eye view of the surrounding terrain and enemy lines. From this overhead position, you can reconnoiter enemy forces and bomb enemy outposts.

Fight your way through 11 different levels to seek out and destroy the invader’s headquarters. To succeed, you must :
* Dodge enemy gunfire with the Rapid Roll maneuver.
* Assault enemy lines with long-range powerful grenades launched from Power Wheelies.
* Destroy all enemy tanks you encounter to prevent rear attacks.
* Bomb enemy outposts and reconnoiter enemy emplacements using the lift zones.
* Protect yourself against enemy artillery using buildings and trees.
* Blow up the large cannons on each level while you avoid enemy attacks.
* Follow the arrow to find the exit to the next level. Before you can exit, you must destroy the large cannons defending the enemy strongholds.

- TECHNICAL -

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

Cabinet dimensions : 74,25'' (188,60cm) high x 25,50'' (64,77cm) wide x 34,50'' (87,63cm) deep.
Cabinet weight : 285 lbs (129,28 kg).

Namco System 2 hardware
Game ID : AT

Main CPU : (2x) Motorola 68000 (@ 12.288 Mhz), M6809 (@ 3.072 Mhz), HD63705 (@ 2.048 Mhz)
Sound Chips : C140 (@ 21.39 Khz), YM2151 (@ 3.57958 Mhz)

Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.61 Hz
Palette colors : 8192

Players : 2
Control : Double 8-way joysticks
Buttons : 1

- TRIVIA -

Assault was released in April 1988 in Japan.

Licensed to Atari for US distribution (August 1988). 1079 units were produced by Atari in the USA. The selling price was $2295.

This game uses a unique control method and uses 'Mode 7' background scaling and rotation effects like those found in Super Nintendo/Super Famicom games. The most interesting feature is firing 'catapult' bomb shots far away with the left joystick pushed to the left side and the right joystick to the right at the same time, while pressing the fire trigger.

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

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

- STAFF -

Game Design & Game Story : Hiroyuki Takeshima  
Game Program : Nyan-Nyan Wan-Wan   
Chief Visual Designer : Nobuhiko Ave  
Visual Creating Crew : Hideyuki Kikuchi, Yoshihiro Sugiyama, Junko Anzai 
Music Composer & Sound Effects : Shinji Hosoe, Kazuo Noguchi
Master Debugger : Takao Okada 
Control Panel Design : Akira Ohsugi, Hiroyuki Kobayashi
Production Management : Shigeru Yokoyama, Toshio Natsui, Kunio Saitho
Producer : Kazunori Sawano, Yasuhiko Asada
Executive Producer : Masaya Nakamura
Special Thanks To : Tohru Iwatani, Eiichiro Satoh
Based On Characters Designed By : Kunio Ohkawara

- PORTS -

* Consoles :
Sony PlayStation [JP] (November 8, 1996) "Namco Museum Vol.4 [Model SLPS-00540]" 
Sony PlayStation [AU] (1997) "Namco Museum Vol.4" 
Sony PlayStation [US] (June 30, 1997) "Namco Museum Vol.4 [Model SLUS-00416]" 
Sony PlayStation [EU] (August 1997) "Namco Museum Vol.4 [Model SCES-00701]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=122&o=2

$end


$sms=assaultc1,assaultc,
$bio

Assault City (c) 1990 Sega Enterprises, Limited.

- TECHNICAL -

[Model 7034]

- TRIVIA -

European reviews:
[FR] Player One (Oct. 1990): 85/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55934&o=2

$end


$cpc_cass=assaultc,
$bio

Assault Course (c) 1990 Players Premier

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64337&o=2

$end


$info=assaultp,
$bio

Assault Plus (c) 1988 Namco.

Your mission is to reclaim your homeland by destroying the enemy forces that have taken over. You have an Assault tank, the supreme mobile weapon. Your tank has artillery guns and grenades, can perform Rapid Rolls to dodge enemy shots, and uses Power Wheelies to launch grenades.

- TECHNICAL -

Namco System 2 hardware
Game ID : AT

Main CPU : (2x) Motorola 68000 (@ 12.288 Mhz), M6809 (@ 3.072 Mhz), HD63705 (@ 2.048 Mhz)
Sound Chips : C140 (@ 21.39 Khz), YM2151 (@ 3.57958 Mhz)

Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.61 Hz
Palette colors : 8192

Players : 2
Control : Double 8-way joysticks
Buttons : 1

- TRIVIA -

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

- UPDATES -

Assault Plus contains :
* Cocktail mode.
* Different colors.
* Intermission screen.
* Intro has new music.
* Minor enemy changes (strength, colors).
* Two player mode.
* Two skill levels of play.
* Zero points bonus is gone.

- STAFF -

Game designer : Kunio Ogawara
Music composed by : Shinji Hosoe, Kazuo Noguchi

- PORTS -

* Consoles :
Sony PlayStation [US] [EU] [AU] [JP] "Namco Museum Volume 4" :  Hidden game. See "Assault" entry for release dates in each region.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=123&o=2

$end


$saturn,sat_cart=assrigs,assrigsa,
$bio

Assault Rigs [Model T-18606G] (c) 1997 Soft Bank

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58922&o=2

$end


$saturn,sat_cart=aleynos2,aleynos2a,
$bio

Assault Suit Leynos 2 [Model T-2501G] (c) 1997 NCS [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58923&o=2

$end


$megadriv=leynos,
$bio

Assault Suit LEYNOS (c) 1990 NCS.

- TECHNICAL -

Game ID: T-25013

- TRIVIA -

Released on Mar 16, 1990 in Japan.

- STAFF -

Programming: Hideo Suzuki, Manabu Takasugi, Tetsuya Ōya, Hirofumi Tsuda
Graphics: Masayuki Suzuki
Music: Takayuki Suzuki
Manual Art: Satoshi Nakai (Naccai)
Producer: Yasumasa Shirakura

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56333&o=2

$end


$snes=valken,
$bio

Assault Suits Valken (c) 1992 Masaya

Assault Suits Valken is an side-scolling action game by Masaya and published by Nippon Computer System (NCS). In 2101, the Colonies and the Earth Federation are at war - stocks of fossil oil are dwindling and reports of violent clashes between the two sides have ignited a brutal conflict. The player takes control of Jake, a first class pilot from the Assault Suit squadron. He operates the ASS-117A Valken, a large humanoid-mecha suit of armor, and undertakes various military missions of strategic values. Each level begins with a short briefing before putting the player in a combat situation. The Valken starts out with two main weapons - a rapid-fire machine gun with bouncing bullets and a close-range but powerful punch. Two other weapons are later available in the game - the piercing laser beam and the ammo-limited missiles. Power ups can be collected throughout the levels, power chips (icons with a P stamped on them) upgrade the active weapon a maximum of three times, energy chips (H) recovers health and the Weapon Chip (W) adds new weapons. A metal shield can be raised up at any time by holding the right shoulder button. This technique protects the mech against enemy fire and is at the core of the gameplay. Another important feature is the way how the player can lock the active weapon firing direction by holding the left shoulder button. Finally, the mech has the ability to hover for a short amount of time and to quickly dash in one direction. Assault Suits Valken features seven long stages and some bosses do escape if not defeated within a time limit - this doesn't immediately end the game but may lead to a different ending.

- TECHNICAL -

Cartridge ID: SHVC-AV

- TRIVIA -

Assault Suits Valken was released on December 18, 1992 in Japan for 8800 Yen.

Reviews:
[FR] November 1992 - Consoles+ No. 14: 92/100

Export releases:
[US] "Cybernator [Model SNS-AV-USA]"
[EU] "Cybernator [Model SNSP-AV-NOE]"

- TIPS AND TRICKS -

Six continues: Hold Up + L + R, and press Start at the Konami screen. 

Nine continues: Hold L + R and press Start(x5) at the title screen.

Secret weapon: Finish the first stage with the minimum amount of points, by making your way through it without killing a single enemy, except for the boss. This will give you the flamethrower, which is the strongest weapon in the game and cannot be obtained any other way!

- STAFF -

Producer: T. Tsuchida
Program: H. Suzuki, T. Ohya, Y. Higuchi, Y. Kawano
Graphics: S. Nakai, K. Tadakuma, T. Saitoh
Character Design: S. Urushihara
Music & SE: Opus Corp.
Assistants: H. Satoh, H. Iwasaki, J. Hayashida
Executive Producer: M. Shibuya

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61047&o=2

$end


$a2600=assault,
$bio

Assault (c) 1983 Bomb

- TECHNICAL -

Model CA281

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50213&o=2

$end


$mc10=assemble,
$bio

Assemble (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87605&o=2

$end


$a800=asmedit,
$bio

Assembler Editor Computing Language (c) 1980 Atari, Inc.

- TECHNICAL -

Model CXL4003

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82762&o=2

$end


$cpc_cass=assembly,
$bio

Assembly Language Course (c) 1985 Honeyfold Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64338&o=2

$end


$pc98=assisart,
$bio

Assist Art (c) 19?? Assist [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88961&o=2

$end


$pc98=asscalc,asscardd,
$bio

Assist Calc (c) 1990 Assist [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88962&o=2

$end


$msx1_cart=assist,
$bio

Assistant (c) 1987 Barq

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76568&o=2

$end


$cpc_cass=assmonzi,
$bio

Assmon (c) 1989 Veb Mikroelektronik

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64339&o=2

$end


$amigaocs_flop=associat,
$bio

Associated (c) 1989 Carraz

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73456&o=2

$end


$pc8801_flop=assorted,
$bio

Assorted Friendship (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91404&o=2

$end


$saturn,sat_cart=astal,
$bio

Astal (c) 1995 Sega of America.

North American release. Game developed in Japan. See the original Japanese version for more information about the game itself; "Kisuishou Densetsu Astal [Model GS-9019]"

- TECHNICAL -

ID: 81019

- TRIVIA -

Reviews:
[FR] June 1995, Consoles + N.44: 90/100

- STAFF -

SEGA OF AMERICA STAFF ONLY
Producer: Erik Wahlberg
Assistant Producer: Bill Person
Product Manager: Lori Von Rueden
Voice Actor: Lani Minella
Voice Producer: Mark Miller
Translators: Osamu Shibamiya
Lead Tester: Gregg Vogt
Assistant Leads: Stan Weaver, Stephen C. Wong
Testers: Crisi Albertson, Blair Bullock, Tim Turner, Nicole Tatum, Lorne Asuncion, Chris Colon, Steve Rapp, Kim Rogers, Arnold Feener, Eric Molina, Timothy Spengler, Jeff Hedges, Edward Riel, Niel Musser
Manual: Wendy M. Dinsmore

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59972&o=2

$end


$amigaocs_flop=astaroth,
$bio

Astaroth (c) 1989 Hewson Consultants

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73457&o=2

$end


$amigaocs_flop=astatin,
$bio

Astatin (c) 1992 Tale

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73458&o=2

$end


$x1_flop=asteka,
$bio

Asteka (c) 1985 Nihon Falcom [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85928&o=2

$end


$pc98=asteka,
$bio

Asteka (c) 1985 Nihon Falcom.

- TRIVIA -

Released in April 1985 in Japan. Retail price: 7200 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88963&o=2

$end


$pc8801_flop=asteka,
$bio

Asteka (c) 1985 Nihon Falcom [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91405&o=2

$end


$mc10=aster64,aster64j,
$bio

Aster64 (c) 198? Rogelio Perea.

- STAFF -

By: Rogelio Perea

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87606&o=2

$end


$cdi=asterix,
$bio

Asterix - Caesar's Challenge (c) 1995 Philips Interactive Media, Incorporated.

USA release. Game developed in France. See the original French version entry; "Asterix - Le Defi de Cesar [Model 812 0095]", for more information about the game itself.

- TECHNICAL -

Game ID: 810 0167

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52777&o=2

$end


$cdi=asterixd,
$bio

Asterix - De Uitdaging Van Caesar (c) 1995 Philips Interactive Media, Incorporated.

Dutch release. Game developed in France. See the original French version entry; "Asterix - Le Defi de Cesar [Model 812 0095]", for more information about the game itself.

- TECHNICAL -

Game ID: 814 0060

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52778&o=2

$end


$cdi=asterixg,
$bio

Asterix - Die Grosse Reise (c) 1995 Philips Interactive Media, Incorporated.

German release. Game developed in France. See the original French version entry; "Asterix - Le Defi de Cesar [Model 812 0095]", for more information about the game itself.

- TECHNICAL -

Game ID: 813 0097

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52779&o=2

$end


$cdi=asterixs,
$bio

Asterix - El Desafio de Cesar (c) 1995 Philips Interactive Media, Incorporated.

Spanish release. Game developed in France. See the original French version entry; "Asterix - Le Defi de Cesar [Model 812 0095]", for more information about the game itself.

- TECHNICAL -

Game ID: 816 0034

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52780&o=2

$end


$cdi=asterixi,
$bio

Asterix - La Sfida di Cesare (c) 1995 Philips Interactive Media, Incorporated.

Italian release. Game developed in France. See the original French version entry; "Asterix - Le Defi de Cesar [Model 812 0095]", for more information about the game itself.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52781&o=2

$end


$cdi=asterixf,
$bio

Asterix - Le Defi de Cesar (c) 1995 Philips Interactive Media, Incorporated.

- TECHNICAL -

Game ID: 812 0095

- TRIVIA -

Known export releases:
[US] "Asterix - Caesar's Challenge [Model 810 0167]"
[SP] "Asterix - El Desafio de Cesar [Model 816 0034]"
[IT] "Asterix - La Sfida di Cesare"
[NE] "Asterix - De Uitdaging Van Caesar [Model 814 0060]"
[DE] "Asterix - Die Grosse Reise [Model 813 0097]"

- STAFF -

Design: Infogrames
Director: Bertrand Brocard
Assistant Director: Thierry Ledeul
Technical Director: Eric Mottet
Program: Christophe Laboureau, Pierre Crooks, William Hennebois, Jean-Noël Mégoz
Mockups, tests: David Carlot, Pierre Girardeau
Casting: R. Lebrun, G. Rouzier, E. Franval, B. Bollet, A. Plumet
Animation Studio: Vit'Anime
Backgrounds: Studio Legrain Partners
Computer image: Dominique Sablons
Sound Studios: Studio du Pekinois, Studio Miroslav Pilon
Sounds Effects: Bruno Zincone
Music and Sound Mix: Thierry Carron
Philips Interactive Media France: Dominique Lempereur, Armelle Loghmanian, Jean-Claude Rocle
Production: Bruno Bonnell, Jean-Claude Larue

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52782&o=2

$end


$amigaocs_flop=asterog,
$bio

Asterix - Operation Getafix (c) 1989 Coktel Vision

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73459&o=2

$end


$gamegear=astermis,
$bio

Asterix and the Secret Mission (c) 1993 Sega Enterprises, Limited.

- TECHNICAL -

[Model 2513]

- TRIVIA -

This game is based on the series of French comic books Asterix, originally written by Ren?oscinny and illustrated by Albert Uderzo.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64457&o=2

$end


$sms=astermis,
$bio

Asterix and the Secret Mission (c) 1993 Sega Enterprises, Limited.

- TECHNICAL -

Cartridge ID: 9023

- TRIVIA -

Reviews:
[FR] November 1993 - Consoles + N.25: 77%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55936&o=2

$end


$amigaocs_flop=asterix,
$bio

Asterix Im Morgenland (c) 1989 Coktel Vision

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73460&o=2

$end


$amigaocs_flop=asterogg,
$bio

Asterix und Operation Hinkelstein (c) 1989 Coktel Vision

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73461&o=2

$end


$cpc_cass=asterixy,
$bio

Asterix Y El Caldero Magico (c) 1986 Erbe Software [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64340&o=2

$end


$sms=asterix1,asterix,
$bio

Asterix (c) 1991 Sega Enterprises, Limited.

- TECHNICAL -

[Model 9008]

- TRIVIA -

Reviews:
March 1992 - Joypad N.6 [FR]: 96/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55935&o=2

$end


$a2600=asterix,asterixp,
$bio

Asterix (c) 1983 Atari, Incorporated.

- TECHNICAL -

Model CX2696

- STAFF -

Programmer: Steve Woita

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50214&o=2

$end


$info=asterix,asterixeaa,asterixeac,asterixj,asterixaad,
$bio

Asterix (c) 1992 Konami Company, Limited.

Asterix is a 1- or 2-player horizontal-scrolling beat'em up based on the French comic series, 'Asterix & Obelix'. The player fights as either Asterix the Gaul or his best friend, Obelix, as they take on the 'might' of the oppressive Roman Empire. Asterix includes a variety of humorous fighting moves, which are demonstrated in the game's attract mode. The artwork and feel of Asterix remains true to its French source material, and the game's many humorous touches (such as the way defeated Legionnaires crawl away) will be instantly familiar to fans of the comic-book and cartoon series. Bonus levels - such as the chariot race that awaits at the end of the first level - introduce different game-play elements to provide a break from the fighting.

- TECHNICAL -

Game ID : GX068

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound CPU : Zilog Z80 (@ 8 Mhz)
Sound Chips : Yamaha YM2151 (@ 4 Mhz), K053260 (@ 4 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Asterix was released in May 1992.

The rock that Obelix carries on his back is called a menhir. It was used in many ancient religious rituals in places like Carnac in the French province of Brittany, particularly during the time of 2000 to 1500 B.C.

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

- TIPS AND TRICKS -

* Tip : When playing as Obelix, the character starts each stage carrying his big rock. Try to hit as many Romans as possible before Obelix throws it away. Any Romans driven away with the rock will drop their helmets on the ground, these can be picked up by the player to earn bonus points.

* Drinking the magic potion (Asterix) or eating a roast (Obelix) will make the respective character invincible for several seconds, allowing them to plow through the Romans, causing the embarrassed Legionnaires to drop their helmets before running away.

- STAFF -

Main programmer : Narunopapa
Sub programmer : Yuko Itoh
Graphic director : M. Kukino
Background designer : S. Wada
Enemy designer : T. Akiyama
Sound effect : J-Kane
Sound programmer : Panda
Music composer : Mutsuhiko Izumi, M. Egama, Michiru Yamane (Chiru Chiru), J. Nakano, A. Hashimoto
Hard designer : Hideto Murata
Art Works : Naoko Sato

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=124&o=2

$end


$info=asterock,
$bio

Asterock (c) 1979 Sidam.

An Italian bootleg of Atari's Asteroids.

- TRIVIA -

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

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=125&o=2

$end


$info=asterockv,
$bio

Asterock (c) 1980 Videotron.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=97741&o=2

$end


$info=astannie,
$bio

Asteroid Annie and the Aliens [Model 442] (c) 1980 Gottlieb.

- TECHNICAL -

Gottlieb System 1
Model Number : 442

- TRIVIA -

211 units were produced.

- STAFF -

Design by : John Buras
Art by : Gordon Morison

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=10315&o=2

$end


$spc1000_cass=astbelt,astbelta,
$bio

Asteroid Belt (c) 1985 Static Soft.

Port of the PC-98 game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83486&o=2

$end


$bbca_cass,bbcb_cass=asterbel,
$bio

Asteroid Belt (c) 19?? Computer Concepts

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51498&o=2

$end


$a2600=astrbelt,
$bio

Asteroid Belt (c) 19?? Suntek

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50215&o=2

$end


$a2600=astrfire,
$bio

Asteroid Fire (c) 1983 Gem International Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50216&o=2

$end


$bbca_cass,bbcb_cass=astermin,
$bio

Asteroid Miner (c) 19?? Optima

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51499&o=2

$end


$x68k_flop=astqueen,
$bio

Asteroid Queen (c) 19?? Kuwaki Ryuji

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87074&o=2

$end


$bbca_cass,bbcb_cass=astersto,
$bio

Asteroid Storm (c) 1982 Micro Power

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51500&o=2

$end


$x68k_flop=asteroid,asteroi2,
$bio

Asteroids (c) 19?? Yoz [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87075&o=2

$end


$info=astdelux,astdelux1,astdelux2,
$bio

Asteroids Deluxe (c) 1981 Atari, Incorporated.

Asteroids Deluxe is a 1 or 2-player game with an X-Y or vector-generator monitor. The game depicts a third-person view of a player's spaceship battling to destroy asteroids, flying saucers and enemy ships or 'death stars' (shaped like clusters of triangles). When hit, the asteroids and death stars will break into progressively smaller pieces. 

Players can put up an octagon-shaped 'shield' to temporarily protect their spaceship. However, this shield wears out with use. 

Large asteroids appear and drift in from the outer edges of the display. By pressing the ROTATE LEFT and ROTATE RIGHT pushbuttons on the control panel, the player may aim a spaceship toward any of the asteroids. The player uses the FIRE pushbutton to shoot at the asteroids and other objects. 

When shot, each large asteroid divides into two medium-sized asteroids, and the game adds 20 points to the player's score. Medium-sized asteroids, when shot, divide into two small-sized asteroids, and the game awards 50 points to the player. When shot the smallest asteroid disappears and the game adds 100 points to the player's score. 

In addition to asteroids, the players can score points for shooting the various enemy ships. When hit, the large ships ('death stars' shaped like hexagons) score 50 points and break into three diamond shapes. The medium-sized enemy or diamond, when hit, grants the player 100 points and breaks into two small triangular pieces. These small pieces disappear when the player hits them, and the score increases by 200 points. 

At any time during game play, a flying saucer may appear from either side of the display. The game awards players 200 points for shooting a large saucer and 1,000 points for a small saucer (the latter is a smaller target for players, though not any faster moving than the large one. It also shoots more accurately). 

The player's objective in the game is to shoot and destroy as many asteroids, saucers, and enemy ships as possible before all his or her spaceships are destroyed. A ship is destroyed if an asteroid, saucer or enemy ship smashes into it, or if a flying saucer shoots it. To prevent losing a ship, the player may press the THRUST pushbutton to move out of the path of an oncoming object. 

As an emergency maneuver, a player can press the Shields button. An octagon will then appear around the player's ship as protection from all enemies. For challenge the shield power lasts only about 10 seconds, but the power is renewed with each ship. The amount of shielding power available is shown by the brightness of the octagon (dim means almost exhausted power). 

- CAST OF CHARACTERS - 

Spaceship - This is you, the player. You can rotate 360 degrees, fire bullets, thrust forward in any direction, and use the shields if you feel you are in danger. 

Large Asteroid - These are the large rocks that fill the screen at the beginning of each stage. Hitting one with a bullet will break it apart in to two Medium Asteroids. 

Medium Asteroid - Slightly smaller than Large Asteroids, but faster moving, shooting one of these will result in two Small Asteroids. 

Small Asteroid - These are the smallest and fastest rocks on the screen. If a bullet hits one of these, it will vaporize. 

Hexagon - This addition to Asteroids appears when the stage is nearly free of rocks. It floats in one direction until it is shot. 

Diamond - When the Hexagon is shot it breaks up in to three separate diamonds. These begin to track and slowly follow you. 

Triangle - When a Diamond is shot it breaks up in to two separate triangles. These will move very quickly and zero in on you if you don't destroy them fast enough. 

Large Saucer - Large flying saucers appear on the screen from time to time, randomly firing shots around the screen. Approximately one out of every four shots will be aimed directly at your ship. They will also target Hexagons if any are on the screen at the same time. 

Small Saucer - The small saucers are deadlier than the large variety. They are much more precise with their shots, and are more likely to kill you. Eliminate them quickly or get out of their range.

- TECHNICAL -

This particular machine was released in three different formats; an upright, a cabaret, and a cocktail, with the upright being the most common, and the cabaret being the least common. All three versions were nearly pin compatible with an original "Asteroids" board-set, only a few wires had to be swapped.
* The upright was a rather interesting looking design that actually bulged out toward the player from the control panel on up. Atari went all out with the side-art on this one, it completely covers the sides from the floor to the top of the machine (it is a scene of a ship in an asteroid field, similar to the one on "Asteroids", but more detailed). The control panel layout is a little more subdued than the red, white, and blue monstrosity on the original "Asteroids". Just a dark surface, a few instructions, and some buttons (this title, like the original, did not use a joystick, although it plays well with one).
* The cocktail version was almost identical in appearance to the original "Asteroids" cocktail (and just about every other Atari cocktail). It was black and woodgrain, with only a minimum of ornamentation behind the glass.
* The cabaret version (a cabaret is a mini upright that is less than five feet tall), is an ugly little creature, with woodgrain sides and a black front. The nameplate is down low on the machine near the coin mechs (which makes the game hard to identify at first).

* Upright dimensions : 71in. (180.34cm) high x 26,75in. (67.95cm) wide x 25.25in. (64.14cm) deep. Weight : 313 lbs (140.85 kg). Monitor : 19in. QuadraScan.
* Cabaret dimensions : 54.25in. (137.79cm) high x 20,44in. (51.91cm) wide x 23.75in. (60.32cm) deep. Weight : 193 lbs (86.85 kg). Monitor : 15in. QuadraScan.
* Cocktail dimensions : adjustable from 21.5in. to 27in. high x 32in. (80.5cm) wide x 24in. (60cm) deep. Weight : 164 lbs (73.8 kg). Monitor : 15in. Quadrascan.

Game ID : 0351xx

Main CPU : MOS Technology M6502 (@ 1.512 Mhz)
Sound Chips : Discrete, POKEY (Pot Keyboard Integrated Circuit)

Screen orientation : Horizontal
Video resolution : 256 x 231 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768

Players : 2
Buttons : 5
=> LEFT, RIGHT, FIRE, THRUST, SHIELD

- TRIVIA -

Asteroids Deluxe was released in March 1981. 

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

Asteroids Deluxe features modified game-play intentionally designed to challenge players who had mastered the original "Asteroids" : 
1) The addition of new ships. When hit, the large ships ('death stars' shaped like hexagons) break into three diamond shapes. The medium-sized enemy or diamond, when hit, breaks into two small triangular pieces. These small pieces disappear when the player hits them. The diamond and triangular ships pursue the player's ship until killed. 
2) The small and large UFO's have been improved : 
a) Their shots now 'wrap-around' the screen. This means that a shot fired off the right or left side will re-enter the screen on the left or right side. 
b) The accuracy of the large UFO's shots have been improved. Now every one out of four shots are aimed at the player's spaceship. If there are no other targets, all shots go toward the player's spaceship. 
3) The player's ship was redesigned to include two side fins and a narrower body, keeping the overall ship dimensions identical to the original game. The ship has the same maximum velocity as in "Asteroids", but can accelerate twice as fast. 
4) The high score now 'rolls over' at 999,999 points instead of 99,999 points. 
5) A graphic overlay has been added to give the game more of a feeling of depth. It also makes it slightly harder to see the vector graphics. 
6) The hyperspace button has been replaced by a shield. The shield lasts 10-12 seconds per spaceship and cannot be recharged. 
7) Firing is now automatic, holding down the fire button will release a maximum of four shots (on screen) at a time. 

Although the attract screen claims a 1980 copyright, the game was officially introduced in March of 1981. The front glass on the upright was originally square with the cabinet - this produced an unpleasant 'glare' on the screen. Atari later released a 'glare reduction kit' which provided an angled glass frontage to be fitted onto the cabinet thereby reducing the glare. Once applied, the kit enclosed the speaker which resulted in deeper base tones. 

Approximately 22,300 units were produced. 

John McAllister hold the official record for this game with 3,333,360 points set February 12, 2009. 

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

An Asteroids Deluxe upright cabinet appears in the Judas Priest music video 'Freewheel Burning'. 

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

- UPDATES -

There are two versions of the software; the original release proved to be so difficult that Atari released a revised version that had easier game-play. This new version was originally introduced in Europe and is often referred to as the 'European Version'. Determining the version can be discerned by noting the first appearance of a 'death star' - in the original version this is near the end of the second wave; in the revised version it appears near the end of the first wave and moves much more slowly.

- SCORING -

Large Asteroids : 20 points
Medium Asteroids : 50 points
Small Asteroids : 100 points

'Death Star' (Hexagon Shaped Ship) aka 'Snowflake' : 50 points
Diamond Shaped Ship : 100 points
Triangular Shaped Ship : 200 points

Large Saucer : 200 points
Small Saucer : 1,000 points

- TIPS AND TRICKS -

* When you start the game, your spaceship will be in the middle of the screen with four large asteroids heading toward your ship. After all the rocks are destroyed, the next round begins. The number of initial large asteroids depends on the round number : 
Round 1 : 4 
Round 2 : 5 
Round 3 : 6 
Round 4 : 7 
Round 5 : 8 
Round 6 and up : 9 

Your job is to blast those rocks, however, when you blast them, they break up into two medium rocks. Blasting a medium rock gives you two small rocks. Note : There is an exception to this rule. The game program only allows 24 asteroids on the screen at any one time. If the screen already contains 24 asteroids of any size, then when you shoot a large asteroid it breaks up into only one medium asteroid, and when you shoot a medium asteroid it breaks up into only one small asteroid. You can completely destroy a large asteroid with only three shots instead of seven when the screen is filled up like this. 

In addition, you have to contend with large and small saucers and the 'death stars'. On the first couple of screens, you can sit in the middle and blast rocks. Be aware that a saucer will enter which will cause you to move lest you be hit by its shots. In addition : 
1) You can have four shots on the screen at any one time. This is useful for when you are blasting rocks at close range. You can pretty much drill them to dust. 
2) Your shots 'wrap around' the screen. This means any shot that goes past the edge of the screen will reappear on the opposite side traveling the same direction. The saucers also have 'wrap around' shots. 

* After 10,000 points, the small saucer becomes a permanent part of the game. You can no longer sit in one place since the small saucer is able to track your ship and take you out with the first or second shot. 

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

* Although there is danger from the rocks and saucers, you can also be a danger to yourself. Use the thrust carefully or you will find yourself careening out of control on the screen. Some players get really good, however, moving around and shooting. 

* For those desired high scores, you can use the hunting trick. It goes something like this : 
1) After 10,000 points, the small saucers appear. They are worth 1,000 points apiece. First, blast every rock until you have one small rock left. 
2) Go sit in the upper left or right corner of the game screen. 
3) If the small saucer appears from the side you are on, then you can blast it before it gets off a shot. If it appears on the opposite side, use the shot 'wrap around' to take care of it. Some people have done this for hours on end and racked up scores in the millions. Of course, it takes a long time at 1,000 points a pop. 
4) Also keep in mind that the small saucer can wrap shots so you may have to move out of danger. 
5) Unlike in "Asteroids", the small saucers fire a greater number of shots so hunting is more of a challenge. 
6) After 60,000 points, the accuracy of both UFO's goes up dramatically. 

* The 'death stars' make their appearance in either the first or second wave : 
1) It appears on the screen just lazily floating around. It can only be broken open by laser fire (yours or the saucer's). 
2) Once open, the pieces pursue the player. Hitting one of the diamond-shaped pieces breaks it into two triangular pieces. 
3) The best way to defeat this enemy is to accelerate forward, then turn quickly while shooting. This causes you to fly backwards while shooting at the pieces.

- SERIES -

1. Asteroids (1979)
2. Asteroids Deluxe (1981)
3. Space Duel (1982)
4. Blasteroids (1987)
5. Asteroids (1998, PC, PS; 1999, GBC; 2000, Mac)  
6. Asteroids Hyper 64 (1999, N64)
7. Asteroids Gunner (2011, App Store)

- STAFF -

Programmed by : Dave Shepperd

- PORTS -

* Consoles : 
Sony PlayStation [US] (2001) "Atari Anniversary Edition Redux [Model SLUS-01427]" 
Sega Dreamcast [US] (July 2, 2001) "Atari Anniversary Edition [Model T-15130N]" 
Sony PlayStation [EU] (March 1, 2002) "Atari Anniversary Edition Redux [Model SLES-03808]" 
Microsoft XBOX [US] (November 16, 2004) "Atari Anthology [Model 26084]" 
Sony PlayStation 2 [US] (November 22, 2004) "Atari Anthology [Model SLUS-21076]" 
Microsoft XBOX [EU] (November 26, 2004) "Atari Anthology" 
Sony PlayStation 2 [EU] (February 18, 2005) "Atari Anthology [Model SLES-53061]" 
Microsoft XBOX [JP] (August 4, 2005) "Atari Anthology [Model B7X-00001]" 
Microsoft XBOX 360 [XBLA] [US] [EU] (November 28, 2007) 

* Handhelds : 
Sony PSP [US] (December 19, 2007) "Atari Classics Evolved [Model ULUS-10325]" 
Sony PSP [AU] (March 7, 2008) "Atari Classics Evolved"
Nintendo DS [US] (March 8, 2011) "Atari Greatest Hits Vol.2 [Model NTR-BR7E-USA]" 

* Computers : 
BBC Micro Model B [EU] (1984, Atarisoft) 
Atari ST [EU] (1987) 
PC [MS Windows, CD-ROM] [US] (April 4, 1998) "Atari Arcade Hits 2" 
PC [MS Windows, CD-ROM] [EU] (2000) "Atari Arcade Hits 2" 
PC [MS Windows, CD-ROM] [US] (July 9, 2001) "Atari Anniversary Edition" 
PC [MS Windows, CD-ROM] [EU] (December 14, 2001) "Atari Anniversary Edition" 
PC [MS Windows, CD-ROM] [US] (November 11, 2003) "Atari - 80 Classic Games in One! [Model 25069J]" 
PC [MS Windows, CD-ROM] [EU] (June 10, 2005) "Atari - 80 Classic Games in One! [Replay]" 

* Others : 
Mobile Phones [US] (September 7, 2004) 
Atari Flashback 2 [US] (2005) 
Nokia N-Gage [US] (February 2006) "Atari Masterpieces Vol. II" 
Nokia N-Gage [EU] (March 30, 2006) "Atari Masterpieces Vol. II" 
Atari Flashback 2+ [US] (2010) : Atari 2600 version 
Windows Mobile [US] (February 23, 2011) "Game Room - Asteroids Deluxe" 
Apple Store [US] (2012) "Atari Greatest Hits" 
Google Play [US] (2012) "Atari Greatest Hits"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=127&o=2

$end


$a7800=astdelux,astdeluxp,
$bio

Asteroids Deluxe (c) 2007 Interactive, Incorporated.

...It seems as though you've been here before - but this time, it's much worse! The Asteroids are faster, the enemy ships are much more skilled marksmen than your first time through this galaxy...and what's this odd hexagon-shaped craft I keep hearing about? Asteroids plunge at you! Trapped in a gigantic cloud of asteroids, your struggling spaceship hurls towards its doom. You'll have to pulverize all the asteroids with your photon cannon to save your ship and your life! 

Rubble from an exploding asteroid bounces off your ship's hull. A glowing blur flashes across your viewing screen. So that's where the rubble came from! The asteroid was blasted by an Alien Robot Saucer! Alien Robot Saucers are also trapped in the asteroid cloud. And they fire at you! You know that the metal in your ship's hull will register on their target finders before the asteroids do. The saucers could be a worse danger than the asteroids! More rubble strikes your ship. Its hull rings like a bell. If you don't get busy, that could be your death knell!

- TRIVIA -

Released on Dec 15, 2007.

- STAFF -

By: Robert DeCrescenzo (Bob DeCrescenzo)
Label: John Calcano
Manual graphics: John Calcano

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50118&o=2

$end


$n64=asteroid,
$bio

Asteroids Hyper 64 (c) 1999 Crave Entertainment.

The classic gaming renaissance continues. 

Before stunning graphics, stereo sound and cinematic cut-scenes revolutionized the gaming industry, arcade games had only one asset to rely on: gameplay. The original arcade classic Asteroids had the most primitive graphics imaginable, but it remains as fun to play today as the day it premiered thanks to simple but incredibly addictive gameplay. 

Crave Entertainment has given us an Asteroids game for the 90s, beefing up the classic formula with updated graphics and numerous multiplayer modes. 

Asteroids Hyper 64 contains 50 levels spread out over five zones. Although the time-tested concept remains the same (blast everything on the screen), players are armed with new power-ups and have to defeat a boss at the end of each level. Four new types of asteroids are featured in the game, including: 

Radioactive rocks that can disable your ship 
Unstable asteroids that explode randomly 
Heat-seeking asteroids 
Cloaked rocks that fade in and out of view

Multiplayer action includes both cooperative and competitive variations, including team play.

- TECHNICAL -

Game ID: NUS-NAHE-USA

- TRIVIA -

Asteroids Hyper 64 for Nintendo 64 was released on December 14, 1999 in North America.

- TIPS AND TRICKS -

Unlock the original game : When playing in the first zone, watch for a strange-looking asteroid - one resembling the asteroids from the original game. Shoot it and the original Asteroids game, from 1979, will be unlocked and added to the main menu.

- STAFF -

Executive Producer: Michael Arkin
Associate Producer: Chris Scaglione
Developed by: Syrox Developments Ltd.
Lead Programmer: Alex Darby
Additional Programming: Mark Gordon, Steve Pearce
Design: Steve Pearce, Alex Darby
Lead Artist: David Bland
Original Lead Artist: Mark Knowles
Original Artists: Jon Green, Steven Green
N64 Artwork: David Bland
Backgrounds: Steven Green
White Dwarf Editor: Alex Darby
Lead Level Design: Derek Poon
Music: Rockett Music
Crave QA Manager: Michael Schneider
Testers: Ron Talay, Jeff Nachbaur, John Kellogg, Daniel Echeverria, Dan Chaffey, Brett Bigley, Richard Robledo, Jeff McLean
Crave Marketing Product Manager: Cory Hudson Jones
Special Thanks: Mark Gordon, Dan Leslie, Dominic Wood, Timothy McGrath, Mark Burke, Holly Newman, Philippe Erwin, NOA Technical Support Team

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57586&o=2

$end


$a2600=asteroide,asteroide1,
$bio

Asteroids (c) 1988 Atari, Incorporated.

PAL release. Game developed in USA. For more information, please see the NTSC release's entry, "Asteroids [Model CX2649]".

- TECHNICAL -

Model CX2649P

- PORTS -

* Consoles :
Microsoft XBOX [EU] (November 26, 2004) "Atari Anthology" 

* Handhelds : 
Nintendo DS [EU] (February 24, 2011) "Atari Greatest Hits Vol.1 [Model NTR-BR6P-EUR]" 

* Computers : 
PC [MS Windows, CD-ROM] [EU] (June 10, 2005) "Atari - 80 Classic Games in One! [Replay]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65573&o=2

$end


$a2600=asteroid,asteroid1,
$bio

Asteroids (c) 1981 Atari, Incorporated.

The object of the game is to destroy as many asteroid boulders as possible and keep your ship in space as long as possible. Use your Joystick Controller to maneuver your ship through space and press the red controller(fire) button to shoot photon torpedoes at the asteroid boulders. When an asteroid is hit, it may just break up into smaller boulders, or it may be completely pulverized. In some game variations you'll face additional space hazards such as satellites and UFOs (Unidentified Flying Objects); both of which may be firing torpedoes at you.

Asteroids includes 66 game variations for 1 or 2 players.

- TECHNICAL -

Model CX2649

- TRIVIA -

Export releases:
PAL "Asteroids [Model CX2649P]"

- SCORING -

Points are determined by the size of the asteroid boulders. Obviously, the smaller boulders are harder to hit and therefore worth more points. With each game or turn you have four spaceships. You can earn extra spaceships by scoring high as indicated in the Game Select Matrix.

Points are scored as follows:
Small Asteroids: 100 POINTS
Medium Asteroids: 50 POINTS
Large Asteroids: 20 POINTS
Satellites: 200 POINTS
UFOs: 1,000 POINTS

- TIPS AND TRICKS -

After playing Asteroids several times you'll discover which techniques work best for you. Here are some that the space cadets at Atari found most helpful.

1. When the screen becomes clear of asteroids (just before a new group of large asteroids appears), try to avoid placing your spaceship close to the right or left edge of the screen. New asteroids almost always begin from these edges.

2. It is often helpful to remain in the center of the screen throughout the game, aiming your spaceship right or left in a circular motion.

3. If you're close to earning an extra ship, and your spaceship is about to crash, you may want to cause your spaceship to collide with a small asteroid, UFO, or satellite. You'll earn points even if you crash, and this may be just enough points to earn that extra ship.

4. Try to hit the faster and smaller asteroid boulders. This will give you more protection and more points.

- STAFF -

Programmer: Brad Stewart

- PORTS -

* Consoles :
Tapwave Zodiac [US] (2004) "Atari Retro"
Microsoft XBOX [US] (November 16, 2004) "Atari Anthology [Model 26084]" 
Sony PlayStation 2 [US] (November 22, 2004) "Atari Anthology [Model SLUS-21076]" 
Microsoft XBOX [JP] (August 4, 2005) "Atari Anthology [Model B7X-00001]" 

* Handhelds : 
Nintendo DS [US] (November 2, 2010) "Atari Greatest Hits Vol.1 [Model NTR-BR6E-USA]"

* Computers : 
PC [MS Windows, CD-ROM] [US] (January 1, 2003) "Atari Retro" 
PC [MS Windows, CD-ROM] [US] (November 11, 2003) "Atari - 80 Classic Games in One! [Model 25069J]"

* Others :
Atari 10 in 1 TV Game [US] (2002) by Jakk's Pacific)
Atari Flashback 2 [US] (2005) 
Atari Flashback 2+ [US] (2010) 
Atari Flashback 3 [US] (September 16, 2011) by AtGames 
Atari Flashback 4 [US] (November 13, 2012) by AtGames
Atari Flashback 5 [US] (October 1, 2014) by AtGames

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50217&o=2

$end


$a5200=asteroid,
$bio

Asteroids (c) 1982 Atari, Incorporated.

Port of the Atari 800 version; "Asteroids [Model CXL4013]".

- TECHNICAL -

Model CX5201

- TRIVIA -

Unreleased prototype. It was the first game planned for the new Atari 5200 system.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50018&o=2

$end


$a7800=asteroid,
$bio

Asteroids (c) 1987 Atari Corporation.

Asteroids crowd in on your ship in waves from all corners of the screen. When you empty the screen of asteroids, a new wave crowds in. Each wave you face is more difficult to destroy than the last.

You have more than enough photon power to destroy all the asteroids, but you can fire only four shots into the asteroid field at a time. When hit, small asteroids disintegrate; medium asteroids split into two small asteroids; and large asteroids break into two medium asteroids. (In the Novice level, medium and large asteroids get smaller when hit.)

Watch out for Alien Robot Saucers! They are armed with special photon lasers that destroy anything they hit under all battle conditions. Both small and large saucers explode when hit. (There are no saucers in the Novice level.)

A reserve fleet of three ships stands ready in hyperspace. Each time an asteroid hits you, destroying your ship, a reserve ship appears in the starting position. When the screen is clear of passing asteroids, your new ship begins play. This continues until all your ships are destroyed.

To escape from the asteroid cloud, pull back on the controller handle to warp into hyperspace -- but watch out! You can be warped back at any time, or the warp could destroy your ship.

The highest score of the game is displayed on the ending screen and updated as higher scores are tallied in later games. The highest score remains on screen until you turn off your console.

This variation is for one player, or two players alternating.

Competition Asteroids:
Two players appear on screen at the same time. Your ship is vulnerable to shots fired by the other player. Both players are supplied with ships as long as either player has ships in reserve. You benefit by helping the other player stay alive.

Team Asteroids:
Two players appear on screen at the same time and share reserve ships. Your photon shots pass through the other player's ships without disabling them.

- TECHNICAL -

Model CX7802

- TRIVIA -

Asteroids was one of the launch games for the Atari 7800.

- SCORING -

Use your photon cannon to destroy the foe and gain points. Player 1's score is displayed in the upper left corner of the screen; Player 2's in the upper right corner. The number of ships you have remaining is listed next to your score.

You gain a bonus ship for every 10,000 points you score. Points are scored in the following way:
Small saucer: 1000 points.
Other player's ship: 500 points.
Large saucer: 200 points.
Small asteroid: 100 points.
Medium asteroid: 50 points.
Large asteroid: 20 points.

- TIPS AND TRICKS -

You can shoot at anything on screen, but you will score more points with a target priority. The following tips can help you preserve your ship and score high:

Fire first at the asteroids closest to your ship.
Then fire at the fastest moving target approaching you.
Fire at the saucers last.

You don't need to move your ship forward to play. You can stay in one place and fire, turning on HYPERSPACE to protect yourself from asteroid collisions. However, learning to move your ship can extend your playing time by three or four ships per game.

In a two-player Team game, get together with the other player in the center of the screen and divide the battle zone into equal sectors. Protect the other player from a rear approach. The asteroids will almost never be able to approach a player until the final waves.

- STAFF -

Designed by: Greg Munster
Programmed by: Doug Macrae, Ethan

- PORTS -

* Others : 
Atari Flashback [US] (2004)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50117&o=2

$end


$a800=asteroid,
$bio

Asteroids (c) 1981 Atari, Incorporated.

Atari 8-Bits port.

- TECHNICAL -

Model CXL4013

- UPDATES -

2 versions exist – one with solid asteroids, and one with hollow asteroids.  It’s unknown if the hollow version was officially released.

- PORTS -

* Consoles :
Atari 5200 (1982) (exists as a prototype only)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49293&o=2

$end


$gbcolor=asteroid,
$bio

Asteroids (c) 1999 Activision, Incorporated.

Modern remake of the 1979 Atari classic.

- TECHNICAL -

Game ID: DMG-AARE-USA

- TRIVIA -

Asteroids for Game Boy Color was released in September 1999 in North America.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67507&o=2

$end


$gbcolor=asteroid,
$bio

Asteroids (c) 1999 Activision, Incorporated.

Modern remake of the 1979 Atari classic.

- TECHNICAL -

Game ID: DMG-AARP-EUR

- TRIVIA -

Asteroids for Game Boy Color was released in 1999 (exact date unknown) in Europe.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82948&o=2

$end


$gbcolor=asteroid,
$bio

Asteroids (c) 1999 Activision, Incorporated.

Modern remake of the 1979 Atari classic.

- TECHNICAL -

Game ID: DMG-AARP-UKV

- TRIVIA -

Asteroids for Game Boy Color was released in 1999 (exact date unknown) in the United Kingdom.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67508&o=2

$end


$gameboy=asteroid,
$bio

Asteroids [Model DMG-AN-USA] (c) 1992 Accolade, Incorporated. [San Jose, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65578&o=2

$end


$info=asteroid,asteroid1,asteroid2,asteroidb,
$bio

Asteroids (c) 1979 Atari, Incorporated.

Asteroids is a legendary, genre defining game - in an era replete with genre-defining classics - in which a single player takes control of a spaceship trapped in the middle of an asteroid belt. A number of large, slow-moving asteroids drift randomly around the play area and must be shot by the player. When shot, the asteroids will break into a number of smaller pieces which must also be shot until eventually, all of the asteroids and fragments will be destroyed and the next wave begins. 

Asteroids introduced real-world physics to video games for the first time, with speed and inertia all adding to the player's problems. As well as the inertia of the player's ship - forcing the player to allow for the ship slowing down and speeding up whenever the Thrust button was utilized - shot asteroids would often send fragments flying in seemingly random directions, and at varying and unpredictable speeds. 

As well as the ever-present asteroids, flying saucers also make a regular appearance. These move horizontally and diagonally around the screen, firing at the player's ship, and must be quickly destroyed. They are destroyed when hit by the player's shot, when hit by a saucer's shot or when they collide with an asteroid. 

- CAST OF CHARACTERS - 

Spaceship - This is you, the player. You can rotate 360 degrees, fire bullets, thrust forward in any direction, and hyperspace to safety if you feel you are in danger. 

Large Asteroid - These are the large rocks that fill the screen at the beginning of each stage. Hitting one with a bullet will break it apart into two Medium Asteroids. 

Medium Asteroid - Slightly smaller than Large Asteroids, but faster moving. Shooting one of these will result in two Small Asteroids. 

Small Asteroid - These are the smallest and fastest rocks on the screen. If a bullet hits one of these, it will vaporize. 

Large Saucer - Large flying saucers appear on the screen from time to time, randomly firing shots around the screen. They pose a minor threat. 

Small Saucer - The smaller flying saucers are deadlier than the large variety. They are much more precise with their shots, and are more likely to kill you. Eliminate them quickly or get out of their range.

- TECHNICAL -

Upright model dimensions: 
25.25 in. (64.14 cm) wide 
32 in. (81.28 cm) deep 
71.87 in. (182.54 cm) high. 

Upright cabinet monitor: 19in. B/W 

The Asteroids upright cabinet was identical in construction to the "Lunar Lander" cabinet. It was a black upright with sideart that featured a scene of a starship in a blue field of asteroids (with several red explosions thrown in for good measure). The marquee featured almost identical graphics to the side-art (with the addition of the familiar yellow 'Asteroids' logo). The control panel was a busy looking red, white, and blue affair that had no joysticks (only buttons). While the monitor bezel had kind of a nebula scene printed on it (this did not really seem to match the rest of the machine). 

Two different sets of coin doors were made on this title, with early cabinets having a unique design that was soon abandoned in favor of the same one that Atari had been using on Lunar Lander. 

Game ID : 035127-035145 

Main CPU : MOS Technology M6502 (@ 1.512 Mhz) 
Sound Chips : Discrete circuitry.

Buttons : 5 
= > RIGHT, LEFT, FIRE, THRUST, HYPERSPACE

- TRIVIA -

Asteroids was released in November 1979. 

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

Originally called 'Cosmos', Asteroids' original design brief was a simple copy of Cinematronics' "Space Wars"; with asteroids littering the play-field purely for visual effect. 'Cosmos' was also once known as 'Planet Grab', in which the player had to claim a planet by touching it with their spaceship. 'Cosmos' allowed players to blow up the planets and duel with another ship, Space Wars-style. Only in Asteroids, which arrived two years later, did Atari engineer Lyle Rains, introduce the concept of free-floating rocks. 

On June 17, 1980, Atari's Asteroids and Lunar Lander were the first two video games to ever be registered in the Copyright Office. 

The first 200 Asteroids machines were actually Lunar Lander cabinets; Asteroids was so successful that Atari cut Lunar Lander's production run and released the 200 aforementioned machines, complete with their original Lunar Lander cabinet art. 

Asteroids remains Atari's bestselling arcade game of all time, with approximately 56,565 units produced (47,840 upright and 8,725 cocktail) in total. 

* Remembrances from the Video Game Masters : Working on Asteroids was so intense that Lyle Rains and Ed Logg often dreamt about their work. 

Lyle Rains : 'In the course of my work I have always found that there are times during the development process when the project gets to me in such a way that I'm eating, drinking, sleeping, and breathing the project. When I close my eyes the images of the screen are there and I dream about them at night. There is something just very intense when you live with a project like that day and night, for months at a time. When we were working on Asteroids, I would play Asteroids for a number of hours in the evening, then I'd go home and I'd close my eyes, and as I was drifting off to sleep I'd see the asteroids floating around the screen.'. 

Ed Logg : 'I was shooting the asteroids all night long; I'd just play the game over and over and over in my head, just as if you were playing it in real life. To a certain extent, I play a lot of the games in my mind long before I ever write them because you have to get all the interactions down pat before you can start programming. I know what it's going to look like before I even get there.'. 

* Popular from the Start : a good barometer of a game's future success was how popular it was within the labs at Atari. The software developers often had to chase people away from their Prototype machines when they arrived at their desks in the morning or returned from lunch. 

Lyle Rains : 'The development on the really good games gets bogged down, because people want to play them all the time. I was in the lab quite often playing Asteroids, as were many other people.'. 

On the overall popularity of Asteroids, Steve Calfee said : 'A lot of people really liked it. Somehow, there's something about people, they like to clean spaces. With Asteroids it's easy to measure your accomplishment, you're breaking big rocks into little rocks and then the little rocks into nothing. It's sort of a metaphor for life.'. 

Rich Adam recalled his own first encounter with Asteroids : 'I'll never forget going into the lab and seeing that game for the first time. It was like an adrenaline rush. I'm out flying this spaceship and it's the miraculous escape. I've got this situation where I've got tons of these boulders flying around the screen, I have almost nowhere to go. I get to blast my way out of it and cheat death one more time; that's a good fantasy, you've got all these things flying around and yet you're able to survive.' 

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

* The Great 25-Cent Escape : On the intensity of playing Asteroids, Ed Rotberg recalled : 'Asteroids was just so intense in the fact that you had a concept of all around fantasy. You had to keep your eyes constantly in motion around the screen because the danger could be coming from any direction, at anytime, and it was always so imminent. In Asteroids it was just you out there, trying to survive. It's an incredibly intense game. The tuning in terms of how fast the spaceship turns and how fast the bullets move and how far they go and how fast the asteroids can go, just all the tuning that Ed Logg put into that, is real artistry.'. 

Asteroids is considered, artistically, to be a video-game masterpiece. Ed Logg opines : 'The simple fact that the spaceship in Asteroids continues to move after you cut thrust, providing a wee glimpse of the Newtonian mechanics of actual space flight, triggered the imaginations of many users'. 

Rich Adam said : 'Asteroids fulfilled the fantasy of being out in space, with no gravity, and free floating. The spaceship had a very elegant grace. A lot of motion in the game had grace, even the way the boulders floated around.'. 

And the game's epic quality was noted by Ed Rotberg : 'What Asteroids allows players to do is to put themselves in an incredible predicament, and then extricate themselves from it. You feel like a hero coming out of it.'. 

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

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

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

John McAllister holds the official record for this game with 41,838,740 points on April 5, 2010. 

The default high score screen of "Cyberball 2072" features names of many Atari arcade games, including ASTEROID. 

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

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

An upright Asteroids unit appears in the 38 Special music video 'Caught Up In You'.

Known licensed releases:
Asteroids (Taito Corp.)
Asteroids (Sega)
Meteor (Hoei)
Super Meteor (Hoei)

Known unlicensed releases:
Asterock (Sidam)
Asteroide (Maxenti)
Meteor (Omni)
Meteorites (VGG)
Planet (Alca)
Hyperspace (unknown)

- UPDATES -

Revision 1 has an invulnerability glitch, which allows players to hide the ship in the upper corners of the screen (in the score) and be invulnerable to collisions. 

Revision 1 also has a bug which affects thrusting. If the ship reaches full velocity moving down or left, and continues thrusting while rotating to the opposite direction, the ship will not slow down from the full velocity that has been reached in the original direction. 

Revision 2 says '1979 Atari' at the bottom of the title screen, instead of the 'Asteroids by Atari' that was displayed in Revision 1. Also, the invulnerability glitch of Revision 1 is corrected. 

Revision 4 : 
1) allows small saucer to use wrap-around feature, 
2) allows small saucer to fire immediately when entering the playing area, and 
3) prevents the intermittent loss of 3rd initial on 10th highest score.

- SCORING -

Large Asteroids : 20 points. 
Medium Asteroids : 50 points. 
Small Asteroids : 100 points. 
Large Flying Saucer : 200 points. 
Small Flying Saucer : 1,000 points.

- TIPS AND TRICKS -

When you start the game, your spaceship will be in the middle of the screen with four large asteroids heading toward your ship. After all the rocks are destroyed, the next round begins. The number of initial large asteroids depends on the round number: 
Round 1: 4 
Round 2: 6 
Round 3: 8 
Round 4: 10 
Round 5 and up: 11 

Your job is to blast those rocks. However, when you blast them, they break up into two medium rocks. Blasting a medium rock gives you two small rocks. Note : There is an exception to this rule. The game program only allows 26 asteroids on the screen at any one time. If the screen already contains 26 asteroids of any size, then when you shoot a large asteroid it breaks up into only one medium asteroid, and when you shoot a medium asteroid it breaks up into only one small asteroid. You can completely destroy a large asteroid with only three shots instead of seven when the screen is filled up like this. 

Destroy the fastest-moving asteroids first. The slower asteroids are easier to avoid and you can deal with them later.

In addition, you have to contend with large and small flying saucers. Remember that you get most of your points by shooting these. On the first few screens, you can sit in the middle and blast rocks to your hearts content. There isn't that much danger since the large saucer doesn't track and only fires random shots. Keep in mind of a few things when shooting : 
1) You can have four shots on the screen at any one time. This is useful for when you are blasting rocks at close range. You can pretty much drill them to dust. 
2) Your shots 'wrap around' the screen. This means any shot that goes past the edge of the screen will reappear on the opposite side traveling the same direction. The saucers also have 'wrap around' shots. 

* Try to keep a few defensive shots in reserve. Sometimes, it isn't wise to fire all four shots at once. Without a shot or two in reserve, you are vulnerable if you need to protect yourself from an unexpected asteroid or flying saucer.

* After 10,000 points, the small saucer becomes a permanent part of the game. You can no longer sit in one place since the small saucer is able to track your ship and take you out with the first or second shot. 

* Use hyperspace only in very desperate situations. Something like having four asteroids coming at you at once with nowhere to escape would be a good reason. Eight times out of ten, hyperspace will either put your ship in danger (from a saucer, a plummeting asteroid, or saucer fire) or when you appear somewhere else, your ship will blow up. 

* Although there is danger from the rocks and saucers, you can also be a danger to yourself. Use the thrust carefully or you will find yourself careening out of control on the screen. Some players get really good, however, moving around and shooting. 

* For those desired high scores, you can use the hunting trick. It goes something like this : 
1) After 10,000 points, the small saucers appear. They are worth 1,000 points apiece. First, blast every rock until you have one small rock left. 
2) Go sit in the upper left or right corner of the game screen. 
3) If the small saucer appears from the side you are on, you can blast it before it gets off a shot. If it appears on the opposite side, use the shot 'wrap around' to take care of it. Some people have done this for hours on end and racked up scores in the millions. Of course, it takes a long time at 1,000 points a pop. 
4) Also keep in mind that the small saucer can wrap shots so you may have to move out of danger.

- SERIES -

1. Asteroids (1979)
2. Asteroids Deluxe (1981)
3. Space Duel (1982)
4. Blasteroids (1987)
5. Asteroids (1998, PC, PS; 1999, GBC; 2000, Mac)  
6. Asteroids Hyper 64 (1999, N64)
7. Asteroids Gunner (2011, App Store)

- STAFF -

Designed by : Lyle Rains
Programmed by : Ed Logg
Sound & Vector generator display system : Howard Delman

- PORTS -

* Consoles : 
Atari 2600 [US] (1981) "Asteroids [Model CX2649]"
Atari 2600 [US] (1981) "Asteroids [Model 49-75163]"
Atari 2600 [EU] (1988) "Asteroids [Model CX2649P]"
Atari 5200 [US] (198?) "Asteroids [Model CX5201]"
Atari 7800 [US] (1986) "Asteroids [Model CX7802]"
Sony PlayStation [US] (December 31, 1996) "Arcade's Greatest Hits - The Atari Collection 1 [Model SLUS-00339]"
Sega Saturn [EU] (1997) "Arcade's Greatest Hits - The Atari Collection 1 [Model T-25413H-50]"
Sega Saturn [US] (June 30, 1997) "Arcade's Greatest Hits - The Atari Collection 1 [Model T-9706H]"
Nintendo SNES [US] (August 1997) "Arcade's Greatest Hits - The Atari Collection 1 [Model SNS-AW7E-USA]" 
Sony PlayStation [EU] (December 1997) "Arcade's Greatest Hits - The Atari Collection 1 [Model SLES-00466]" 
Nintendo SNES [EU] (February 26, 1998) "Arcade's Greatest Hits - The Atari Collection 1 [Model SNSP-AW7P-EUR]" 
Sony PlayStation [US] (2001) "Atari Anniversary Edition Redux [Model SLUS-01427]"
Sega Dreamcast [US] (July 2, 2001) "Atari Anniversary Edition [Model T-15130N]"
Sony PlayStation [EU] (March 1, 2002) "Atari Anniversary Edition Redux [Model SLES-03808]" 
Microsoft XBOX [US] (November 16, 2004) "Atari Anthology [Model 26084]" 
Sony PlayStation 2 [US] (November 22, 2004) "Atari Anthology [Model SLUS-21076]" 
Microsoft XBOX [EU] (November 26, 2004) "Atari Anthology" 
Sony PlayStation 2 [EU] (February 18, 2005) "Atari Anthology [Model SLES-53061]" 
Microsoft XBOX [JP] (August 4, 2005) "Atari Anthology [Model B7X-00001]" 
Microsoft XBOX 360 [XBLA] [US] [EU] (November 28, 2007) 
Microsoft XBOX 360 [US] (January 3, 2009) "Jordan's Asteroids [XBOX Indie Games]"

* Handhelds : 
Nintendo Game Boy [EU] (1992) "Asteroids [Model DMG-AN-GPS]"
Nintendo Game Boy [UK] (1992) "Asteroids [Model DMG-AN-UKV]"
Nintendo Game Boy [US] (February 1992) "Asteroids [Model DMG-AN-USA]"
Atari Lynx [US] (1994) "Super Asteroids & Missile Command [Model PA2093]"
Nintendo Game Boy [EU] (1995) "Arcade Classic No. 1 - Asteroids & Missile Command [Model DMG-AMCP-NOE]"
Nintendo Game Boy [US] (July 1995) "Arcade Classic No. 1 - Asteroids & Missile Command [Model DMG-AMCE-USA]"
Nintendo Game Boy [UK] (1995) "Arcade Classic No. 1 - Asteroids & Missile Command [Model DMG-AMCP-UKV]"
Nintendo Game Boy Advance [US] (March 25, 2002) "Atari Anniversary Advance [Model AGB-AAVE-USA]"
Nintendo Game Boy Advance [EU] (February 14, 2003) "Atari Anniversary Advance [Model AGB-AAVP-EUR]"
Nintendo DS [UK] (March 11, 2005) "Retro Atari Classics [Model NTR-ATAE-UKV]" 
Nintendo DS [EU] (March 11, 2005) "Retro Atari Classics [Model NTR-ATAE-EUR]" 
Nintendo DS [US] (March 16, 2005) "Retro Atari Classics [Model NTR-ATAE-USA]" 
Nintendo DS [JP] (June 30, 2005) "Atarimix Happy 10 Games [Model NTR-ATAJ-JPN]" 
Nintendo Game Boy Advance [US] (August 21, 2005) "3 Games in One! Yars' Revenge - Asteroids - Pong [Model AGB-B64E-USA]" 
Nintendo Game Boy Advance [EU] (September 23, 2005) "3 Games in One! Yars' Revenge - Asteroids - Pong [Model AGB-B64P]" 
Nintendo DS [AU] (November 2007) "Retro Atari Classics [Model NTR-ATAE-AUS]" 
Sony PSP [US] (December 19, 2007) "Atari Classics Evolved [Model ULUS-10325]" 
Sony PSP [AU] (March 7, 2008) "Atari Classics Evolved" 
Nintendo DS [US] (November 2, 2010) "Atari Greatest Hits Vol.1 [Model NTR-BR6E-USA]" 
Nintendo DS [EU] (February 24, 2011) "Atari Greatest Hits Vol.1 [Model NTR-BR6E-USA]" 

* Computers : 
Apple II [US] (1980) 
Atari 800 [US] (1981) "Asteroids [Model CXL-4013]" 
Tandy Color Computer [US] (1981) "Star Blaster" 
Tandy Color Computer [US] (1981) "(Color) Meteoroids" 
BBC B [EU] (1982) "Meteors" - Acornsoft 
Acorn Electron [EU] (1983) "Meteors - Acornsoft 
Tandy Color Computer [EU] (1983) "Microbes" 
Sinclair ZX Spectrum [EU] (1985) "Asteroid Attack" - Your Computer (UK Magazine) Type-in issue Nov '85, page 82 
Commodore C64 [US] [EU] (1987) "Arcade Classics" 
PC [MS Windows 3.1x, 3.5"] [US] (1993) "Microsoft Arcade"
PC [MS Windows 95, CD-ROM] [US] (1995) "HemiRoids", part of "Windows Arcade Pack" 
PC [MS Windows, CD-ROM] [EU] (1999) "Atari Arcade Hits 1"
PC [MS Windows, CD-ROM] [US] (July 13, 1999) "Atari Arcade Hits 1" 
PC [MS Windows, CD-ROM] [US] (July 9, 2001) "Atari Anniversary Edition" 
PC [MS Windows, CD-ROM] [EU] (December 14, 2001) "Atari Anniversary Edition" 
PC [MS Windows, CD-ROM] [US] (2003) "Asteroids & Super Breakout" 
PC [MS Windows, CD-ROM] [US] (November 11, 2003) "Atari - 80 Classic Games in One! [Model 25069J]"
PC [MS Windows, CD-ROM] [EU] (June 10, 2005) "Atari - 80 Classic Games in One! [Replay]"

* Others : 
Mobile phones [US] [Motorola T720] (2002) 
Mobile phones [US] (June 13, 2003) 
Nokia N-Gage [US] (2005) "Atari Masterpieces Vol. I" 
Mobile Phones [US] (January 1, 2005) "Atari Legends Vol. 1" 
Nokia N-Gage [EU] (October 13, 2005) "Atari Masterpieces Vol. I" 
Apple iPhone/iPod [US] (January 12, 2009) [Model 30288996] 
Apple iPhone/iPod [US] (November 14, 2009) [Model 338486176] 
Apple iPhone/iPod [US] (March 9, 2011) "Asteroids Classic [Model 423360672]" 
Apple iPhone/iPod [US] (July 18, 2011) "Asteroids Classic HD [Model 450542089]" 
Apple Store [US] (2012) "Atari Greatest Hits" 
Google Play [US] (2012) "Atari Greatest Hits" 
Apple iPhone/iPod [US] (February 11, 2012) "Asteroids - Classic Arcade Game [Model 498899103]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=126&o=2

$end


$gbcolor=astobelx,
$bio

Astérix & Obélix (c) 1999 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67509&o=2

$end


$gba=astobelx,
$bio

Astérix & Obélix - Bash Them All! [Model AGB-AOBP] (c) 2002 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69803&o=2

$end


$gbcolor=astcesar,
$bio

Astérix & Obélix Contre César [Model DMG-BAOP-NOE] (c) 1999 Cryo Interactive Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67510&o=2

$end


$gba=asterxxl,
$bio

Astérix & Obélix XXL [Model AGB-BLXP] (c) 2004 Atari Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69804&o=2

$end


$snes=astobelx,
$bio

Astérix & Obélix (c) 1995 Infogrames Interactive, Incorporated.

- TECHNICAL -

Cartridge ID: SNSP-AXOP-NOE

- TRIVIA -

Reviews:
[FR] July 1995, Consoles + N.45: 88/100

- TIPS AND TRICKS -

Level Location - Password
------------------------  
5 Switzerland - Asterix, Obelix, Dog, Old Man  
9 Greece - Woman, Viking, Obelix, Dog  
13 Egypt - Dog, Woman, Old Man, Viking  
17 Spain - Woman, Asterix, Dog, Obelix

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62737&o=2

$end


$gbcolor=astsearc,
$bio

Astérix - Search for Dogmatix [Model CGB-AA6P-ESP] (c) 2000 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67511&o=2

$end


$megadriv=astergre,
$bio

Astérix and the Great Rescue (c) 1993 Sega Enterprises, Limited.

- TECHNICAL -

Game ID: 1532-50
Cartridge ID: 670-4065-50
Cartridge ID: 670-4066-50
Barcode: 4 974365 615321

- TRIVIA -

Reviews:
[FR] October 1993 - Consoles + N.24: 80%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56334&o=2

$end


$megadriv=astergreu,
$bio

Astérix and the Great Rescue (c) 1994 Sega Enterprises, Limited.

- TECHNICAL -

Game ID: 1532
Package ID: 670-4066
Barcode: 0 10086 01532 4

- STAFF -

Main Game Programmer: Stefan Walker
Graphics: Jerr O'Carroll
Game Design: Jerr O'Carroll
Music: Nathan McCree
Sound FX: Nathan McCree
Level Design: Richard Morton
Additional Graphics: Billy Allison, Richard Morton, Gary Bot Masey
Presentation Coding: Daniel Scott
Music Driver Coding: Sean Dunlevy
Gameplay: Bob
Technical Support and Divine Influence: Mark Avory
Producer: Ken Lockley
Game Testing: Dazza, AJ, JJ, Buller, Rattle Snake, Lizzy, Yappa, Andy
Cover Artwork: Albert Uderzo
Special Thanks to: Chris Long, Simon Phipps, John Kirkland, Roberto Cirillo, Linda Taylor

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57100&o=2

$end


$gamegear=astergre,astergrep3,astergrep5,astergrep4,astergrep2,astergrep1,astergreu,
$bio

Astérix and the Great Rescue (c) 1993 Sega Enterprises, Ltd

- TECHNICAL -

[Model 2520]

- TRIVIA -

This game is based on the series of French comic books Asterix, originally written by René Goscinny and illustrated by Albert Uderzo.

Reviews:
[FR] September 1994, Consoles + N.35: 85%

- TIPS AND TRICKS -

* Level Passwords : Enter the following passwords to start from the corresponding level

Level 1 - 11111
Level 2 - 40732
Level 3 - 23554
Level 4 - 02174
Level 5 - 98613

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64458&o=2

$end


$sms=astergre,
$bio

Astérix and the Great Rescue (c) 1993 Sega Enterprises, Limited.

- TECHNICAL -

[Model 9032]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55938&o=2

$end


$megadriv=asterpg,asterpgp,
$bio

Astérix and the Power of the Gods (c) 1995 Sega Enterprises, Limited.

- TECHNICAL -

Game ID: 1095-50
Cartridge ID: 670-5473-50
Package ID: 670-5474-50

- TRIVIA -

Reviews:
[FR] March 1995, Consoles + N.41: 85/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56335&o=2

$end


$gameboy=asterix,
$bio

Astérix [Model DMG-XA-FAH] (c) 1993 Infogrames Interactive, Incorporated.

- TRIVIA -

Reviews:
[FR] June 1993 - Consoles + N.21: 74/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65583&o=2

$end


$nes=asterix,
$bio

Astérix (c) 1993 Infogrames Interactive, Incorporated.

- TECHNICAL -

Model NES-AX-UKV

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54901&o=2

$end


$snes=asterix,
$bio

Astérix (c) 1996 Infogrames Interactive, Incorporated.

- TECHNICAL -

Model SNSP-XE-NOE

- TRIVIA -

The game was developed in 5 months by two French programmers (see Staff).

- STAFF -

Developed by: YANNICK TURBE, VINCENT POURIEUX

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62738&o=2

$end


$info=astrass,
$bio

Astra SuperStars (c) 1998 Sunsoft.

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

- TECHNICAL -

Cartridge ID: 610-0374-90
Runs on the "ST-V [Sega Titan Video Game System]" hardware.

Players: 2
Control: 8-way joystick
Buttons: 6

- TRIVIA -

Astra SuperStars was released in May 1998 in Japan.

- PORTS -

* Consoles :
Sega Saturn (1998) "Astra Superstars [Model T-1521G]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=128&o=2

$end


$saturn,sat_cart=astrass,
$bio

Astra Superstars [Model T-1521G] (c) 1998 Sunsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58924&o=2

$end


$info=astrians,
$bio

Astrians (c) 1980 BGV, Limited.

Clone of Swarm made by BGV.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61479&o=2

$end


$info=astro,
$bio

astro (c) 1979 Kosmos.

Kosmos' astro was an astrological calculator.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94337&o=2

$end


$a2600=astratt,
$bio

Astro Attack (c) 1983 Goliath

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50218&o=2

$end


$cpc_cass=astroatt,
$bio

Astro Attack [Model S-175] (c) 1984 Indescomp

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64343&o=2

$end


$astrocde=astrobat,
$bio

Astro Battle (c) 1979 Bally Mfg. Co.

This title is the same game as Space Invaders, only the title has been changed. The title change may have occurred BEFORE the acquisition by Astrovision, Inc.

- TECHNICAL -

Game ID: 2009

- TRIVIA -

Released as part of the "Action/Skill Series".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86769&o=2

$end


$info=astrob,astrob1,astrob2,astrob2a,astrob2g,
$bio

Astro Blaster (c) 1981 Sega.

Astro Blaster is a 1- or 2-player game in which players must advance through squadrons of alien ships in an attempt to dock with the mother ship. Players move their ship left or right and shoot at attacking squadrons. A special time warp allows the player to slow down the alien space ships and their laser fire, while maintaining his own ship and laser fire at normal speed.

As players go through the game play, each step is directed by the voice of mission control. Mission control keeps players informed of fuel status, provides a countdown on warp, keeps track of the number of ships remaining, and monitors the player's laser temperature.

As players enter each new sector they encounter a different number of alien squadrons. Players must destroy all ships in each squadron to pass through the sector. One squadron of rockets is extremely difficult to destroy, but players can pass through this squadron by hitting a few enemy ships. Once a player has destroyed all the squadrons in that sector, he enters an asteroid belt. He must maneuver and shoot his way through the asteroids to reach the mother ship. If fuel is critically low when the player enters the asteroid belt, he can receive extra fuel by shooting the red fireballs interspersed among the asteroids. After passing through the asteroid belt, the player's ship docks with the mother ship and refuels.

There are 29 different alien squadrons players encounter as they move through the different sectors. Every new sector increases in difficulty with different numbers of squadrons in each sector. Each alien ship has its own individualized sounds, movements and firing capability.

During their game, players must keep track of fuel consumption. As the player's ship moves through the sector, it consumes fuel. The player must ensure he has enough fuel to advance through the sector and dock with the mother ship. Extra fuel can only be obtained by shooting red fireballs or docking with the mother ship. The screen also displays the laser temperature. As players fire, the laser temperature rises. When they cease firing it cools down. If the laser overheats, players lose their laser fire until it cools down.

By depressing the warp button, players slow down the enemy ships and their laser fire while maintaining his own at normal speed. Players receive one warp per ships and are awarded one warp upon docking, if he has used his warp in the previous sector.

Each alien ship destroyed carries a different point value. Players also receive double points for destroying an alien ship when their fuel is in the red. To add further excitement, there are 25 tasks that a player performs during the course of the game and receives a secret bonus. Players do not know what these tasks are, but a good player will keep track. The 25 tasks are consistent throughout the game. Players also receive a bonus for any fuel they have left when they dock with the mother ship.

With a two-player game, players alternate at the conclusion of each sector, not after each ship.  Players receive 3 to 5 ships, which is operator adjustable. The game is over when a player runs out of fuel, loses all his ships, or crashes while attempting to dock with the mother ship. The top three scores are displayed and the game ranks players from 1 to 99.

PLAY INSTRUCTIONS :
1. Shoot enemy space ships for points.
2. Shoot fire balls for extra fuel.
3. Use warp to slow down enemy ships and bombs (only once per sector or ship).
4. Discover how to earn secret bonuses for extra points.
5. Dock with mother ship to refuel after each sector.
6. Game over when you run out of ships or fuel.
7. Laser will not fire while overheated.

- TECHNICAL -

Sega G80 Raster hardware

Main CPU : Zilog Z80 (@ 3.867 Mhz), I8035 (@ 208 Khz)
Sound Chips : Discrete circuitry, SP0250 (@ 3.12 Mhz)

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 64

Players : 2
Buttons : 4 (LEFT, RIGHT, FIRE, WARP)

- TRIVIA -

Astro Blaster was released in March 1981.

Astro Blaster was one of the big contributions from Sega/Gremlin. Utilizing speech synthesis, the game attracted players by stating 'Fighter pilots needed in sector wars, play Astro Blaster'. During game play, the game gave you different advice such as 'Alert, alert, invaders in sector 1, player 1 to battle stations', 'Fuel status marginal', or 'Warp activated, 10, 9, 8,...' to name a few.

Astro Blaster wasn't the first game to introduce speech synthesis in a game, that honor goes to Taito's "Stratovox". Astro Blaster, though, challenged the player to go through seven sectors with a varying amount of waves within each sector. Astro Blaster was an extremely challenging game, it developed a solid following. It wasn't as popular as "Frogger", which was released later on, but it still had a solid showing and redefined how space shooters could be made more challenging. Other notable games released in this year were "Donkey Kong", "Galaga", "Vanguard", and "Wizard of Wor".

The bonuses in this game were actually bugs that would appear if certain events took place. Rather than 'fix' the bugs, Gary Shannon changed them to bonus 'features'.

Gus Pappas holds the official record for this game with 299,100 points on November 20, 1982.

In Sega's Dreamcast 1999 video game "Shenmue", an Astro Blaster cabinet can be seen in the YOU Arcade in Dobuita, but it has an 'out of order' label on it and is not playable. Its possible it was originally playable and had to be removed for some reason, but it is perhaps there simply for the sake of realism; Shenmue is set in 1986/87, so even then it would be considered an old game.

- UPDATES -

Three versions of Astro Blaster were released. The first version was deemed too difficult to play. Version 2 was released to remedy this situation and to be a little more descriptive in the games instructions. Version 3 was basically the EASY version of Astro Blaster. All 3 versions had some things in common :
1) All the different alien spacecraft were in all of the versions, it was just their order of appearance that made a difference.
2) The secret bonuses were common to all three versions. Just because a sector had different waves didn't mean the bonuses for specific events were changed.
3) Each had a high score table that held the 99 top scores.

It was easy to spot a version one machine. The instructions were displayed on the screen. When you inserted your money, you just had to press the 1- or 2-player button to start the game.

On versions 2 and 3, after you inserted your money, a blue screen came up and basically told you to press the 1- or 2-player button.. It also explained some of the rules while in attract mode. The order of the alien attackers is what determined version two and three.

- SCORING -

NOTE : During fuel status critical, everything in the game is double points.

AMOEBAS : 70 Points
BLUE&RED DISCS : 70 Points
BLUE&RED SPIRALS : 110 Points
BLUE&RED TRIANGLE : 100 Points
BLUE DIAMOND : 110 Points
BLUE DISC : 60 Points
BLUE OVALS : 120 Points
BLUE HEXAGON : 110 Points
BLUE UFO'S : 160/80 Points
BLUE X's : 90 Points
GALAXIANS : 70/110 Points
GREEN DOUBLE ARROWS : 90 Points
METEOR : 60 Points
ORANGE&PURPLE SPINNERS : 80/110 Points
ORANGE ARROWS : 100 Points
ORANGE CRYSTALS : 110 Points
ORANGE DART : 40/70 Points
ORANGE SAUCER : 50/100 Points
RED-RINGED GLOBES : 100 Points
RUBBER BANDS : 70 Points
WHITE BLOCK : 70 Points
WHITE BOATS : 90 Points
WHITE SQUARES : 100 Points
WHITE WINGS : 60 Points
YELLOW BIRD : 70 Points
YELLOW DOUBLE DIAMONDS : 80 Points

You also get 100 points per asteroid you take out at the end of the sector.
You also get a bonus for fuel remaining when you dock with the mother ship.

You get a bonus for fuel remaining when you dock with the mother ship, awarded at 10 points per pixel of fuel.

Secret Bonuses :
Number 01, bonus 2,000 points. Complete the asteroid field without missing any fireballs.
Number 03, bonus 1,000 points. Shoot all enemies without missing.
Number 04, bonus 700 points. Shoot all enemies before they wrap around to the other side of the screen, during waves that have the enemies that fly horizontally or diagonally.
Number 09, bonus 500, 700, 900, 1,000 or 1,500 points. Don't move at all when docking with the mother ship (1,000 points for a PERFECTLY centered approach, 1,500 points for 'the paint scraper', when you brush a docking clamp of the mother ship).
Number 12, bonus 700 points. Shoot all enemies before any escape the screen through the bottom (certain waves only).
Number 13, bonus 500 points. Shoot all enemies in proper order in sector 1.
Number 14, bonus 1,000 points. Shoot all enemies in proper order in sector 2.
Number 15, bonus 1,500 points. Shoot all enemies in proper order in sector 3.
Number 16, bonus 2,000 points. Shoot all enemies in proper order in sector 4.
Number 17, bonus 2,500 points. Shoot all enemies in proper order in sector 5.
Number 18, bonus 3,000 points. Shoot all enemies in proper order in sector 6.
Number 19, bonus 3,500 points. Shoot all enemies in proper order in sector 7.
Number 22, bonus 600 points. Never get laser temperature critical during the sector (awarded before docking).
Number 25, bonus 500 points. Not dying during the sector (awarded before docking).

- TIPS AND TRICKS -

* When you start the game, your star ship will be in the middle of the screen. The computer voice will state 'Alert, alert, invaders sector 1, player 1, battle stations'. With that, you are ready to rock and roll. Before you start your game, be sure of what version machine you are playing so you can get yourself prepared. Since each version alters the order of the aliens, it's not good to be prepared for one attack and a totally different attack comes along.

* Although the computer voice can be annoying at times, it also gives you very valuable information. This will actually help you to concentrate more on destroying aliens then constantly looking at your gauges. Some helpful things the voice will tell you are :
1) When your fuel status hits marginal and critical.
2) When your laser temperature is approaching critical.
3) The countdown after you activate warp.

* Fuel is a very precious commodity in this game. If you run out of fuel, your game is over regardless of how many star ships you have left. Learn how to maximize your fuel usage because in the later sectors that have a lot of waves, you will be running on empty. Some other fuel facts :
1) When you activate warp, only the enemies on the screen slow down. Your fuel supply continues to burn away in REAL time.
2) When fuel status marginal is announced, you have approximately 25 seconds of fuel remaining.
3) When fuel status critical is announced, you have approximately 8 seconds of fuel remaining.
4) Shooting the fireballs in the asteroid wave will get you 3 more seconds of fuel.
5) You score double points during fuel status critical.
6) At the end of each sector, you will be re-fueled when you dock with the mothership.
7) Losing a star ship doesn't replenish your fuel supply.

* The warp button can be a blessing or a curse depending on how you use it. You only get one warp per sector or one per star ship. This works fine on the lower sectors that only have a few waves. On the higher sectors, though, you must plan (if possible) the best place to utilize it. Some tips :
1) If it is used on an enemy that goes across the screen, wait until they are halfway across before activating the warp. This way, you can get them all before your warp time runs out.
2) If used on the diagonal flying aliens, again, wait until a lot of them are out before activating.
3) For other aliens, make sure they are mostly on the screen. Sometimes, these aliens disappear off screen and if you activated your warp too early, it will be wasted while they hang around outside of the playing area.

* There are no safe places in this game so you must always be on the look out for not only the aliens dropping on you, but also their laser fire.

* Speaking of laser fire, your ship is equipped with a powerful laser cannon.  There is no limit to the amount of shots you can fire, but there is a catch.  The cannon heats up with each shot fired. It will overheat if you fire too many shots too quickly, and you will have to wait about eight seconds for it to cool off before you can fire it again. Some ways to prevent overheating :
1) Make your shots count. Don't hold down the fire button to take out the aliens. Shoot to kill, not to warn.
2) If you must do multiple shots, do it in short bursts. Your laser heats up much faster then it cools down.
3) If you do overheat, just avoid the aliens and their fire until your laser is operational again.

* Docking is the easiest way to get a lot of points. You need to set yourself up after the last of the asteroids in order to get those points. Moving your ship during docking procedures will prevent you from getting any docking bonus. The most points are from the 'Paint Scraper' method : Line up your left engine over the C in SECTOR. It will look like you will collide with the left docking arm but you will barely squeeze by. Thus, you now have 1,500 points.

* Also, if you destroy your star ship during docking, your game will be over regardless of the number of men you have left.

* Always expect the unexpected in this game. Sometimes the aliens will do things or make moves you haven't seen before. The best way to counter this is to always be on guard.

* After sector seven, the sectors repeat again. Also, the score 'rolls over' at 99,990. Many players will intentionally get themselves killed when they get close to this score in order to claim the number one position on the board.

- STAFF -

Designed & programmed by : Gary Shannon, Barbara Michalec

- PORTS -

* Handhelds : 
Sony PSP [US] (November 16, 2006) as an unlockable extra in "Sega Genesis Collection [Model ULUS-10192]" 
Sony PSP [EU] (February 2, 2007) as an unlockable extra in "Sega Mega Drive Collection [Model ULES-00556]" 
Sony PSP [AU] (February 8, 2007) as an unlockable extra in "Sega Mega Drive Collection [Model ULES-00556]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=129&o=2

$end


$bbca_cass,bbcb_cass=astrob,
$bio

Astro Blaster (c) 1984 Hi-Tech Games Plus.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51501&o=2

$end


$msx1_cass=astrobls,astroblsb,astroblsa,
$bio

Astro Blaster (c) 1988 Eurosoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94451&o=2

$end


$gba=astroboy,
$bio

Astro Boy - Omega Factor [Model AGB-AAQP] (c) 2003 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69800&o=2

$end


$gba=astroboyu,
$bio

Astro Boy - Omega Factor [Model AGB-BTAE-USA] (c) 2003 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69801&o=2

$end


$gba=astroboyj,
$bio

Astro Boy - Tetsuwan Atom - Atom Heart no Himitsu [Model AGB-BTAJ-JPN] (c) 2003 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69802&o=2

$end


$info=mf_achas,
$bio

Astro Chase (c) 1982 First Star Software, Incorporated.

Arcades conversion. For more information about the gale itself, please refer to the original Atari 8-Bits version entry.

- TECHNICAL -

Main CPU : MOS Technology M6502 (@ 1.78979 Mhz), Motorola M68705 (@ 3.579545 Mhz)
Sound Chips : POKEY (@ 1.78979 Mhz), Speaker

- TRIVIA -

This game makes a significant appearance in the 1984 movie 'The Brother from Another Planet'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3744&o=2

$end


$a800=achase,
$bio

Astro Chase - There is no Escape (c) 1982 First Star Software, Incorporated.

A space-themed shoot'em up.

- TRIVIA -

The First Star manual mentions 34 levels, but there's only 32, after which it resets back to 1.

- PORTS -

* Others :
Arcades, Max-A-Flex hardware (1982)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49294&o=2

$end


$a800=achase1,
$bio

Astro Chase (c) 1983 Parker Bros.

- TECHNICAL -

Model 1190

- TRIVIA -

The Parker Brothers box states for use with 400/800 only, but the manual mentions using it in a 1200XL!

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82787&o=2

$end


$a5200=achase,
$bio

Astro Chase (c) 1984 Parker Bros

Your mission is to save the planet earth from total destruction! To do it, you must eliminate all 8 mega mines now approaching earth -- just one will shatter the earth like glass! And while you're blasting mega mines, you must also destroy a barrage of enemy ships as they chase you to the ends of the galaxy! The larger your conquests -- the bigger your reception upon returning home! Good luck with your mission!

- TECHNICAL -

Model 9560

- SCORING -

Destroying Enemy Ships: 
Ramatrons: 10 points
Ramalons: 20 points
Firetrons: 50 points
Firelons: 60 points
Ramatron Jets: 30 points
Ramalon Jets: 40 points
Firetron Jets: 70 points
Firelon Jets: 80 points

Destroying Mega Mines:
Each Mega mine is worth 3 times the point value of the type of enemy ship appearing in that chase.
EX.: In Chase 1, Ramatrons worth 10 points each are the attacking fighters. Therefore, each Mega mine destroyed is worth 30 points (3 X 10 points).
Bonus Saucers: Whenever you successfully complete a Chase, you will be awarded 2 bonus saucers, each with 1,000 units of energy.

- STAFF -

Programmer: Fernando Herrera

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50019&o=2

$end


$info=acombat,acombato,acombat3,
$bio

Astro Combat (c) 1979 Unknown.

Unlicensed release of Astro Fighter. For more information about the game itself, please see the original release; "Astro Fighter [Upright model]".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3900&o=2

$end


$info=astrocmd,
$bio

Astro Command (c) 1982 Epoch Co., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94338&o=2

$end


$nes=astrofng,
$bio

Astro Fang - Super Machine (c) 1990 A-Wave

Astro Fang is a car racing/shooter game developed and published by A-Wave. The RS-121 planet used to be home of a prosperous and flourishing advanced civilization. However, a string of disasters horrifically transformed the planet and turned it into a devastated and barren wasteland. Among the ruins of the ancient civilization lies a long highway called the Black Line, and a mysterious and forgotten legend that remains unsolved to this day. The player takes control of Raib?, an elite car driver, who has decided to put the legend to the test. On board his Astro Fang Supermachine, he must drive on the cursed highway, push other marauders off the road or hit them with a limited amount of missiles. The Astro Fang includes a rather unusual feature - pressing the down button squeezes the car and makes it a lot slimmer and more compact, allowing the player to successfully navigate through obstacles and enemy cars. The Astro Fang also comes with a limited amount of fuel and repair shops are scattered around the game for quick repairs or to replenish fuel or weapon supplies. Special items can also be purchased there, such as barriers, snow tires (used in later stages) and the fang shield (pushes off enemies on contact). Finally, several bonus items can be collected along the way, and they range from blue icons (extra fuel), red icons (shield) and white icons (fang shield). Astro Fang consists of six large stages, each punctuated by a boss fight - but the Black Line is a complex maze made of many junctions and a map is provided before each level to guide the player through the game.

- TECHNICAL -

Game ID: WAV-E1-01

- TRIVIA -

Astro Fang was released on October 26, 1990 in Japan for 6700 Yen.

The game was never released outside Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53841&o=2

$end


$info=castfant,
$bio

Astro Fantasia (c) 1981 Data East Corp.

This is a "Galaga" style vertical shoot'em up with a few unique twists that make it interesting. You pilot a single fighter ship against an armada of enemies (sound familiar?). There are 2 different play screens that alternate.

The opening screen uses pseudo 3-D graphics and has a large red bit of what appears to be machinery (or perhaps part of a very large spaceship) as background on the bottom half of the screen. You can move your ship around anywhere on the red background, but the black area beyond is off limits. 

The game opens with a large mothership craft visible at the top of the screen, but your shots cannot reach it at this point. Red UFOs quickly begin attacking you, swooping in line formations from the top area of the screen. They actually scale in size as they get closer to you (a nice effect for a 1981 raster title). By moving around you will discover that the screen can scroll upwards quite a bit, and the enemy armada comes into view if you get near the top of your area. 

The armada consists of several rows of ships in classic "Space Invaders" style, except for the fact that they are tiny. You can quickly blast the armada away, as you have twin shots on this opening screen, and you can have several sets of them on screen at once (it really only takes a few seconds to take out the armada). 

After the armada is gone, the mothership begins spewing out groups of red UFOs (who make suicide runs at your ship), and a new green ship that actually fires at you. Be sure and shoot these green ships quickly, as they split into 3 separate enemies once they reach your movable territory. Eventually the mothership will stop spewing fighters at you, and the entire screen will scroll up (taking you completely away from your red 'home base'), and the game will begin the second wave.

The second wave pits you against the mothership directly. You will find that your multi shot is gone, and you can only have one shot on the screen at a time. The mothership has 3 areas that must be blasted away (a 'spark' on each side, and then the center which takes several more hits than the sparks do). The mothership does not flash, or otherwise provide any feedback on a successful hit, but just blast away, and eventually you will get it.

After killing the mothership, the game will award you bonus points based upon how much fuel you have left and then the game will begin again with increased difficulty.

- TECHNICAL -

This video game runs on the "DECO Cassette System" Hardware

Cartridge ID: Model DT-107

- TRIVIA -

Astro Fantasia was released in February 1981 in the Japanese arcade. It was known there as the 7th (Cassette no. 07) video game made for the DECO Cassette System.

This particular title was only released on cassette tapes, and was made for the DECO Cassette System arcade platform. The Astro Fantasia tape held 32K of data on a two minute audio cassette. The marquee for this title shows an 'Astro Fantasia' logo in a 'space warp' type scene.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=396&o=2

$end


$ti99_cart=astroftr,
$bio

Astro Fighter (c) 1983 Data East USA, Inc. [San Jose, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84508&o=2

$end


$info=astrof,astrof2,astrof3,
$bio

Astro Fighter (c) 1979 Data East Corporation.

Astro Fighter is a 2-D, space shooter style game. Your job is to protect the various sectors from the hoards of invading aliens. You will have to defeat four waves of alien spaceships in order to dock with the 'GS' ship and refuel. In addition to battling the alien spaceships, you will also have to dodge bombs that seem to come out of nowhere. Armed only with your fighter and a lot of spirit, you must ensure that you clear the screen of invaders before they pass you by. All in all, another walk in the park.

- TECHNICAL -

[Upright model]

Dimensions : 25,5'' (64,77cm) wide x 67'' (171,8cm) high x 28'' (71,12cm) deep. Weight : 290 lbs (132 kg).

Board Number : AG070001
Prom Stickers : AG01-AG06

Main CPU : MOS Technology M6502 (Number : AG070002) (@ 662.187 Khz)

Players : 2
Buttons : 3 (LEFT, RIGHT, FIRE)

- TRIVIA -

Astro Fighter was released in October 1979. This is the first game manufactured by Data East.

Astro Fighter came as a result of a merging of ideas between Sega and Data East. Unfortunately, this game wasn't well received and didn't sell many units. Sega would improve on the overall design and release "Astro Blaster", which was a superior game in every way to this one. Astro Fighter, though, was still a challenging game and a definite departure from the standard 'shoot'em up' type of space games, it just never caught on.

David Nelson of Derry, New Hampshire, holds the official record for this game with 37150 points on May 31, 2008.

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

Other releases:
Astro Fighter [Cocktail model]
Astro Fighter [Slimline model]

Known licensed/Export releases:
Astro Fighter [Upright model] (Gremlin/Sega)
Astro Fighter [Slimline model] (Gremlin/Sega)
Astro Fighter [Upright model] (Taito)
Astro Fighter [Cocktail model] (Taito)
Astro Fire (René Pierre)
Astro Fighter (Sonic)

Known Bootleg/Hacks:
Astro Combat
Astro-Battle (Sidam)
Super Star Battle (SG)

- UPDATES -

Set 1 :
* 16Kbit ROMs.
* Green/Hollow empty fuel bar.
* 60 points for every bomb destroyed.

Set 2 :
* 8Kbit ROMs.
* Blue/Solid empty fuel bar.
* 60 points for every bomb destroyed.

Set 3 :
* 8Kbit ROMs.
* Blue/Solid empty fuel bar.
* 300 points for every seven bombs destroyed.

- SCORING -

Blue Alien : 20 points
Purple Alien : 30 points
Green Alien : 40 points
Yellow Alien : 50 points
'GS' Alien : 300 or 950 points
Bomb : 60 or 300 points per seven bombs destroyed (depends on what version machine you play, see 'Updates' section).
Fuel Bonus : 3000, 6000 or 9000 points
Spaceship Bonus : 5000 points/spaceship

- TIPS AND TRICKS -

* When you start the game, your fighter will be in the middle at the bottom of the screen. The alien spaceships have two ways they shoot at your fighter. They either shoot straight down or they shoot diagonally. You must take out all the alien spaceships on a screen. If you fail to do so, you will have to deal with their full complement again and your fighter will be set at the next higher level. If you happen to get killed during a wave, you only have to deal with the remaining alien spaceships.

* Fuel is a precious commodity in this game. You may be able to let one or two waves of aliens escape but you will really be pressed to finish the entire round with enough fuel. If your fuel runs out, your game is over regardless of how many fighters you have left.

* You can only have one shot on the screen at a time. This means you will need to plan your shots and don't fire unless you need to.

* The first four waves of alien spaceships, come down in distinct formations. Understanding how these formations are set up is the key to taking them out quickly.
1) The Blue Aliens come down in a 'pyramid-type' formation. Starting from the bottom, the numbers are five at the bottom, three at the next level, two at the next level, and one at the top.
2) The Purple Aliens come down in two straight lines. With six in the bottom line and six in the top line.
3) The Green Aliens come down in a haphazard-type formation. They move back and forth across the screen and they are the hardest spaceships to deal with.
4) The Yellow Aliens come down in three rows with five spaceships per row.

* As you shoot the alien formations, you will notice that the remaining alien spaceships will speed up. The key is to shoot them high up on the screen so that you are not desperately trying to take out the last ones at the bottom. This also means taking out the bottom attackers first to give yourself some 'breathing' room.

* In addition to the alien spaceships, you must be wary of the bombs that drop down. When you are lining up your shots at the alien spaceships, always be aware of where the bombs may be heading and act accordingly.

* On the fifth wave, you will have to deal with the 'GS' mother ship. Its shots are pretty easy to avoid and it must be hit dead center to stop it, collect the points, and refuel your fighter for the next round.

* There is a 10k bonus trick.  Normally, if you hit the GS mother ship with your first shot you get 950 points, otherwise you get 300 points. However, if you miss with your first shot and then destroy it with your 55th shot (counting from the beginning of the level, or when you start with a new ship) you get 10,000 points!  There are 4 waves per level - 11 enemies on the 1st, 12 on the 2nd and 3rd, and 15 on the 4th (50 total), so you can miss 3 times (or hit bombs) before you reach the mother ship.

- SERIES -

1. Astro Fighter [Upright model] (1979)
2. Super Astro Fighter [Model DT-109] (1981)

- PORTS -

* Computers :
Tangerine Microtan 65 [EU] 
Tandy Color Computer [US] (1982) "Astro Blast" 
ZX-Spectrum [EU] (1983) "Starclash" : Micromega (UK), programmed by Derek Brewster.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=130&o=2

$end


$info=afire,
$bio

Astro Fire (c) 1979 René Pierre.

French release. For more information about the game itself, please see the original release entry; "Astro Fighter [Upright model]".

- TECHNICAL -

Main CPU : MOS Technology M6502 (@ 662.187 Khz)

Screen orientation : Vertical
Video resolution : 240 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 16

Players : 2
Control : 2-way joystick
Buttons : 1

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3839&o=2

$end


$info=astrofl,
$bio

Astro Flash (c) 1986 Sega.

A horizontally scrolling shoot'em up.

- TECHNICAL -

Game ID : 834-5803

Runs on the Sega "System E" hardware.

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in May 1986.

Astro Flash is known outside Japan as "Transformer".

This game is not based on The Transformer toys by Takara and Hasbro, which were very popular at the time. The name change from "Astro Flash" to "Transformer" was probably an attempt to cash in on the popularity of The Transformers.

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

- SERIES -

1. Orguss (1984, Sega SG-1000) 
2. Astro Flash (1985, Sega Mark III) (also known as "Transbot" in US)
3. Astro Flash (1986)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=131&o=2

$end


$sms=astrofl,astrofl1,
$bio

アストロフラッシュ (c) 1985 Sega Enterprises, Limited.
(Astro Flash)

- TECHNICAL -

Game ID: C-503

- TRIVIA -

Released on December 22, 1985 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55849&o=2

$end


$a800=astrgrvr,
$bio

Astro Grover (c) 1984 CBS Software

- TECHNICAL -

Model 4L-0502

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82763&o=2

$end


$info=astinvad,
$bio

Astro Invader (c) 1980 Stern Electronics.

Export release. Game developed in Japan. See "Kamikaze" for more information about the game itself.

- TRIVIA -

Released in June 1980.

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

Fred Pastore of Medford, Massachusetts, holds the official record for this game with 56,330 points on June 4, 2006.

An Italian bootleg of this game is known as "Kosmo Killer".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=132&o=2

$end


$arcadia=astroinv,
$bio

Astro Invaders (c) 1980 Emerson Radio Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49234&o=2

$end


$info=laser,
$bio

Astro Laser (c) 1980 Leisure Time Electronics.

- TECHNICAL -

Main CPU : Intel 8080 (@ 1.9968 Mhz)
Sound Chips : SN76477 (@ 1.9968 Mhz)

Screen orientation : Vertical
Video resolution : 224 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2

Players : 1
Control : 2-way joystick
Buttons : 1

- UPDATES -

Unlike "Space Laser" :
* The ships moving horizontally across the screen are not always solid but flash on and off.
* This game is one or two player.
* Was designed for a cocktail cabinet.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1351&o=2

$end


$msx1_cart=amc,
$bio

Astro Marine Corps (c) 1989 Dinamic Software [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76569&o=2

$end


$msx1_cass=amc,amca,
$bio

Astro Marine Corps (c) 1989 Dinamic Software [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94452&o=2

$end


$msx2_flop=astromon,
$bio

Astro Monster (c) 1995 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101485&o=2

$end


$bbca_cass,bbcb_cass=astronav,
$bio

Astro Navigator (c) 1982 Micro Power

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51502&o=2

$end


$crvision=astropin,astropina,astropinb,
$bio

Astro Pinball (c) 1982 Dick Smith Electronics.

- TECHNICAL -

CAT NO. Y-1685

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53771&o=2

$end


$bbca_cass,bbcb_cass=astplumb,
$bio

Astro Plumber (c) 1985 Blue Ribbon

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51503&o=2

$end


$msx1_cass=astroplm,
$bio

Astro Plumber (c) 1986 Blue Ribbon Software, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94453&o=2

$end


$cpc_cass=astroplu,
$bio

Astro Plumber [Model 8900] (c) 1986 Blue Ribbon Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64345&o=2

$end


$gameboy=astrorab,
$bio

Astro Rabby [Model DMG-ARA] (c) 1990 IGS Corp. [Information Global Service]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65582&o=2

$end


$nes=robosasah,
$bio

Astro Robo SASA (c) 1987 EMG.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69215&o=2

$end


$nes=robosasa,
$bio

Astro Robo SASA (c) 1985 ASCII Corporation.

Astro Robo Sasa is a platform/shooter game by Ascii and port of a game originally released for the MSX in 1983. In the Di?ni galaxy, two fearless robots go on a training mission to explore the strange and mysterious M808 black hole. But before flying into space, their training must take them through various areas such as green fields, warehouses or deadly underwater scenes. Sasa and Nana, equipped with an heavy armored suit and a large gun, must explore sixteen locations and collect all the energy pods they can carry. Some capsules are held aloft by balloons whereas others are carried around by robots, or concealed behind heavy walls that need to be destroyed. But there is a twist - although our heroes are heavily armed, their suits don't come equipped with any propulsion system. Instead, they must use their gun's recoil to move around the screen and defy gravity. Interestingly, the gun also consumes energy, and the whole objective of the game is to walk a thin line between collecting energy and running out of it. Various flying and crawling enemies are also scattered around each level, and colliding with them consumes some of the precious energy as well. The energy level is kept from one stage to the next, and avoiding wasting energy in early stages is critical to complete the game. Astro Robo Sasa also features a two simultaneous player option that can be enjoyed in cooperative, or in a more intense versus form (depending on how the players want to play the game).

- TECHNICAL -

Cartridge ID: HSP-01

- TRIVIA -

Astro Robo SASA was released on August 09, 1985 in Japan. It was sold 5500 Yen.

The game was never released outside Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53842&o=2

$end


$intv=astrosms,
$bio

Astro Smash (c) 1981 Mattel Electronics

Hit as many meteors, bombs, missiles and flying saucers as possible, without being hit yourself. As your score grows higher, the game speeds up and gives you more challenge. Take turns with your friends to see who can get the highest peak score!

- TECHNICAL -

Model 3605

CONTROLS
Fire: Any SIDE ACTION button
Auto Fire mode: press 1
Single Shot mode: press 2
Hyper Space: press 3
Move left: left side of DISC
Move right: right side of DISC

- TRIVIA -

At the beginning of the development, the working title of this game was 'Meteor'.

- TIPS AND TRICKS -

Here is some extra ammunition from John P. Sohl, creator of Astrosmash. Sohl says you'll be unbeatable if you follow three basic rules: don't get hit, shoot anything that moves and never take risks unless you have to. Sound easy? It is if you practice Sohl's special techniques for hitting your targets.

* To hit rocks, fire two shots rapidly. The first will split the rock, the second will explode both smaller fragments. If you are threatened by a rock and a spinner, go for the spinner.

* Shoot the fastest falling spinners first. Aim carefully; the extra moment you take aiming usually pays off with a hit on the first shot. Go for spinners at any cost -- if one reaches the ground, you've lost.

* Guided missiles are easy to shoot, hard to evade so shoot them high on the screen before they give you trouble. If you miss they'll follow you around. The only way to get rid of them is to lure them off the edge of the screen and use the hyperspace to get away.

* The UFO will appear when the score is over 20,000. It shoots torpedoes at your laser base wherever the base is when the shot is fired. So keep moving and you will avoid 90% of all UFO torpedoes.

Precision aiming is important. To get the highest scores, Sohl says to leave the anti-fire on and steer with the directional wheel using the firing button to get off extra shots as you need them. Keep on shooting!

- STAFF -

Design & Programming: John Sohl

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60854&o=2

$end


$bbca_cass,bbcb_cass=astrotra,
$bio

Astro Tracker (c) 19?? Beebug

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51504&o=2

$end


$sms=astropit,
$bio

Astro Warrior & Pit Pot (c) 1987 Sega Enterprises, Limited.

- TECHNICAL -

[Model 6081]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55937&o=2

$end


$info=mt_astro,
$bio

Astro Warrior (c) 1989 Sega.

- TECHNICAL -

Runs on the "Mega-Tech System" hardware.
Cartridge ID: 610-0239-13

- PORTS -

* Consoles :
Sega Master System (1986)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2350&o=2

$end


$sms=astrow,
$bio

アストロウォリアー (c) 1986 Sega Enterprises, Limited.
(Astro Warrior)

- TECHNICAL -

Game ID: G-1312

- TRIVIA -

Released on December 14, 1986 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55850&o=2

$end


$info=astrowar,
$bio

Astro Wars (c) 1981 Zaccaria.

Player steers fighter craft and fires missiles and endeavors to eliminate attacking forces. Each stage of the game becomes more difficult, with each fighter craft moving closer into the battle.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4329&o=2

$end


$scv=astrwrs,
$bio

Astro Wars - Invader from Space (c) 1984 Epoch Company, Limited.

- TECHNICAL -

[Model 1 NO.09070]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49074&o=2

$end


$scv=astrwrs2,
$bio

Astro Wars II - Battle in Galaxy (c) 1984 Epoch Company, Limited.

- TECHNICAL -

[Model 2 NO.09080]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49075&o=2

$end


$info=abattle,abattle2,
$bio

Astro-Battle (c) 1979 Sidam.

Unlicensed Italian release of Astro Fighter. For more information about the game itself, please see the original release; "Astro Fighter [Upright model]".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3829&o=2

$end


$cpc_cass=astrobal,
$bio

Astroball (c) 1988 Power House, The [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64346&o=2

$end


$coco_cart=astrblst,
$bio

Astroblast (c) 1982 Dragon Data.

- STAFF -

Developer: Mark Data Products

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95153&o=2

$end


$a2600=astrblst,astrblst1,astrblste,
$bio

Astroblast (c) 1982 Mattel Electronics

This is the Atari version of the Intellivision game "Astrosmash".

Hit as many falling, fast-moving targets as you can. Move your laser base to avoid being hit yourself. Keep shooting as long as your bases last, and try for a great Peak Score!

You start with 10 laser defense bases. Several things fall from the sky: rocks, spinning white bombs, "smart" guided missiles and - when your score goes over 20,000 - UFO bombs. If your active laser is hit OR a spinner lands, you lose that base. You get another base whenever your peak score goes up 1,000 points. As the score goes higher more targets appear - falling faster.

- TECHNICAL -

Model 5666

- TRIVIA -

There is a bug in the original release of this cartridge - when two controllers are plugged in and moved simultaneously, unpredictable graphic effects can occur, and the joysticks may stop operating until the game is reset. The bug was fixed in later productions of the game.

- TIPS AND TRICKS -

Whenever you have a choice between big and small rocks, shoot at the small ones.

Don't shoot rocks very close to you - the explosion can blow up your base.

Remember: if any spinners land, you lose a base. Shoot at them as soon as they appear.

Don't try to run away from pulsars and UFOs.. Get directly underneath them fast - then shoot!

- STAFF -

Programmer: Hal Finney

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50219&o=2

$end


$c64_cart,c64_flop=ablitz,
$bio

Astroblitz Deluxe (c) 1983 Creative Software.

- STAFF -

By: Tom Griner

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53506&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=astblitz,astblitzp,
$bio

Astroblitz (c) 1982 Creative Software

- TECHNICAL -

Model VI-AB-C

- TRIVIA -

This is a 4k game internally, although it requires 8k to run.

- STAFF -

Programmed by: Tom Griner

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83773&o=2

$end


$pc98=astrog94,
$bio

Astroguide 1994 (c) 1994 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88964&o=2

$end


$info=astron,astronp,
$bio

Astron Belt (c) 1983 Sega.

Fly through the universe battling alien ships to make your way to fight the main Alien Battle Cruiser. Along the way, you fly across alien planets, through tunnels, through trenches and get involved in a few astro-dogfights with enemy space fighters.

- TECHNICAL -

Cabinet dimensions : 72,5in. high x 24in. wide x 22in. deep.

- TRIVIA -

Released during May 1983.

Astron Belt was the first laser disc arcade game ever created. It used video footage from the laser disc and overlaid computer graphics for your ship and lasers. Some of the video came from a 1979 Toei SciFi space film, while some came from 'Star Trek II - The Wrath of Khan' and the 1980 film 'Battle Beyond the Stars'. The rest was made specially for the game.

- PORTS -

* Computers :
Pioneer Palcom PX-7

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=133&o=2

$end


$msx1_cass=astronau,
$bio

Astronauta (c) 1986 Load and Run

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94454&o=2

$end


$psx=astronok,
$bio

Astronoka [Model SLPM-86088/89] (c) 1998 Enix, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84870&o=2

$end


$cdi=astronom,
$bio

Astronomie Flammarion - Etoiles et Galaxies (c) 1994 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52783&o=2

$end


$info=astropal,
$bio

Astropal (c) 198? Sidam.

- TECHNICAL -

Main CPU : Intel 8080 (@ 1.9968 Mhz)
Sound Chips : SN76477 (@ 1.9968 Mhz), discrete circuitry

Screen orientation : Vertical
Video resolution : 260 x 224 pixels
Screen refresh : 59.54 Hz
Palette colors : 2

Players : 2
Control : 2-way joystick
Buttons : 1

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=18810&o=2

$end


$aquarius=astrsmah,
$bio

Astrosmash (c) 1982 Mattel Electronics.

- TECHNICAL -

[Model 4003]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49808&o=2

$end


$a2600=astrowar,
$bio

Astrowar (c) 1983 Starsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50220&o=2

$end


$a2600=astroware,
$bio

Astrowar (c) 1983 Goliath

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50221&o=2

$end


$nes=astyanax,
$bio

Astyanax (c) 1990 Jaleco Co., Ltd.

European release.

- TECHNICAL -

Game ID: NES-YX-NOE

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83390&o=2

$end


$nes=astyanaxu,astyanaxup,
$bio

Astyanax (c) 1990 Jaleco Company, Limited.

North American release. Game developed in Japan. See the original Japanese release entry for more information about the game itself; "The Lord of King [Model JF-25]".

Description from the USA back cover:

Return to the age of myths and magic, demons and dragons!

Sure, you've travelled some strange terrain in your video game journeys, but wait till you see where Astyanax takes you!

In your pursuit of the evil wizard Blackhorn and his captive, Princess Rosebud of Remlia, you'll encounter terrors that would frighten the Gods themselves. The dreaded Thorndog, with his heart of stone and face of bone. Monstrous Caeser, of the Gremlin face and chicken feet. The endless Maze of Castle Terenea. Plus, winged dragons and metamorphosing monsters, sorcerers' spells and wicked wizardry, in a land that reaches far into the past and the future.

It's the stuff myths are made of, a fantastic flight stretching eons beyond any game you've ever experienced. If you'd go to the ends of the Earth for the ultimate adventure, Astyanax is your game!

- TECHNICAL -

Model NES-YX-USA

- TRIVIA -

Released in March 1990 in USA.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54900&o=2

$end


$info=asuka,asukaj,
$bio

Asuka & Asuka (c) 1988 Taito.

A vertically scrolling shoot'em up.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 8 Mhz), Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2151 (@ 4 Mhz), OKI MSM5205 (@ 384 Khz)

Players : 2
Control : 8-way joystick
Buttons : 2

- PORTS -

* Consoles : 
Sony PlayStation 2 [JP] (January 25, 2007) "Taito Memories II Joukan [Model SLPM-66649]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=135&o=2

$end


$saturn,sat_cart=asuka120,
$bio

Asuka 120% Burning Fest Limited [Model T-16708G] (c) 1997 ASK Kodansha Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58925&o=2

$end


$x68k_flop=asuka120,
$bio

Asuka 120% Burning Fest. (c) 1994 Family Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87076&o=2

$end


$psx=a120bfe,
$bio

Asuka 120% Burning Fest. Excellent [Model SLPS-00849] (c) 1997 Family Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84871&o=2

$end


$psx=a120bff,
$bio

Asuka 120% Burning Fest. Final [Model SLPS-02074] (c) 1999 Family Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84872&o=2

$end


$psx=a120sbf,
$bio

Asuka 120% Burning Fest. Special [Model SLPS-00231] (c) 1996 Family Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84873&o=2

$end


$pcecd=asuka120,
$bio

Asuka 120% Maxima BURNING Fest. (c) 1995 NEC Avenue, Limited.

Asuka 120% Maxima Burning Fest is a one-on-one fighting game only featuring cute girls. Asuka Honda, the main character of the game, is a high school girl whose passion is to blow things up and play with chemistry. Did I mention she also wears a cute high school uniform ? Other characters are of course available and they all are high school girls from different clubs. No less than ten playable fighters with their own set of techniques can be selected such as the fit Torami, Nana and her deadly fans, the gymnast Kumi, Kiyoko and her baseball attacks, the bad tempered Megumi and Cathy with her... interesting curves. The game proposes traditional combos and an intuitive special attack system using the two buttons of a standard Nec paddle, unlike other fighters for the system where a 4 buttons controller is usually required.

- TECHNICAL -

Game ID: NAPR-1049

- TRIVIA -

Asuka 120% Maxima BURNING Fest. was released on July 28, 1995 in Japan for 8200 yen.

- TIPS AND TRICKS -

Hidden image: At the PC Engine CD boot screen, hold Left + II and press Run..

- STAFF -

Planning: M. Konya
Game Design: M. Imaizumi
Story: M. Kashi
Character Design: A. Nanase
Music Compose: K. Yonao
Program: T. Obata, T. Tanabe
Graphic: K. Hamamoto, S. Sato

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49148&o=2

$end


$psx=asuncias,
$bio

Asuncia - Strategic Fantasy Role Playing Game [Model SLPS-03075] (c) 2000 Xing Ent. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84874&o=2

$end


$info=asurabld,
$bio

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

A 1-on-1 fighting game that is set in a fantasy world. Ready your weapons! Choose from 8 unusual selectable characters and fight your way through in this truly beautiful 2-D weapon based fighter. Features gorgeous graphics, cool music & sound effects, and easy to learn controls.

- TECHNICAL -

Fuuki FG-3 System Hardware

Main CPU : Motorola 68EC020 (@ 20 Mhz), Zilog Z80 (@ 6 Mhz)
Sound Chips : YMF262 (@ 14.31818 Mhz), YMF278B (@ 33.8688 Mhz)

Players : 2
Control : 8-Way Joystick
Buttons : 3
=> Light Attack, Hard Attack, Powerful Attack

- TRIVIA -

Asura Blade was released in November 1998 in Japan only.

- TIPS AND TRICKS -

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

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

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

- SERIES -

1. Asura Blade - Sword of Dynasty (1998)
2. Asura Buster - Eternal Warriors (2000)

- STAFF -

General Producer : Y. Takahashi
Planning : K. Matsusaka, S. Katsumiya
Programming : H. Nakagawa
Graphic Design : K. Matsusaka, Y. Kawanabe, N. Miyauchi, S. Katsumiya
Music Composition & FX Creation : A. Inu. Nishida
Voice Actor/Actress : Kiyotomi Narikinnya, Kentarou Takuwa, Seiichi Nishida, Tokiyo Ogawa, Miruki, -Oovas-

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=136&o=2

$end


$info=asurabus,asurabusa,
$bio

Asura Buster - Eternal Warriors (c) 2000 Fuuki Company, Limited.

1-on-1 fighting game. Sequel to "Asura Blade - Sword of Dynasty".

- TECHNICAL -

Main CPU : Motorola 68EC020 (@ 20 Mhz), Zilog Z80 (@ 6 Mhz)
Sound Chips : YMF262 (@ 14.31818 Mhz), YMF278B (@ 33.8688 Mhz)

Players : 2
Control : 8-Way Joystick
Buttons : 3
=> Light Attack, Hard Attack, Powerful Attack

- TRIVIA -

Asura Buster was released in December 2000 in Japan only.

- UPDATES -

A special version of the game was sent to the ARCADIA magazine for review. This version has an extra Pause feature when holding down a button, useful for capturing screenshots.

- TIPS AND TRICKS -

* Play As Nanami : At the fighter select screen move the cursor to Sittara and press start, then move to Leon and press start, next move to Alice and press start after that you must move to chenmao and press start then go to Zinsuke and press start and finally move to Rokurouta and press start. After you've done this move to the green Random Select box where Nanami will appear.

* Play as Young Alice : At the character select screen, put the cursor on Yashaoh and press start, than go to Goat and press start, than go to Rosemary and press start, than go to Taros and press start, than go to Zam-B and press start, next go to the top, Purple random select box where Young Alice will appear.

- SERIES -

1. Asura Blade - Sword of Dynasty (1998)
2. Asura Buster - Eternal Warriors (2000)

- STAFF -

Game Designer : H. Kiribayashi, S. Katsumiya
Programmer : H. Moriyama, T. Katayama, H. Nakagawa, H. Hara, S. Fujino, A. Kashima
Sound : A. Nishida
Graphic : H. Asahi, T. Inoue, N. Inoue, T. Oonishi, H. Kiribayashi, H. Nishitake, K. Maekawa, S. Higashimoto, K. Michiwaki
Voice Actor : Oovas, Ryuuri Ikki, Kazuyo Itou, Kazuya Kishimoto, Daisuke Hagita, Michihiko Horie, Miruki
Executive Producer : Yasukazu Takahashi

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11286&o=2

$end


$info=asylum,
$bio

Asylum (c) 1991 Leland.

A overhead view shoot'em up game.

The players controls one of the three characters to choose, the sexy girl named 'Rip' she armed with knives, the gunman named 'Rak' armed with a gun and a strong man named 'Rol' armed with a chain mace, they have to escape from a tenebrous and obscure place, the Asylum building created by the evil 'Mr. G' who has imprisoned our heroes in it. You must traverse maze-like levels while you jump and shoot all the creepy creatures, until you find the elevator to exit to the next level to later fight their way up to the top of the asylum to destroy Mr. G and escape alive of the place.

The game featuring, blood and gore scenes with good sounds!

- TECHNICAL -

Main CPU : (2x) Zilog Z80 (@ 6 Mhz)
Sound CPU : I80186 (@ 8 Mhz)
Sound Chips : Custom (@ 8 Mhz), YM2151 (@ 4 Mhz)

Screen orientation : Vertical
Video resolution : 240 x 320 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024

Players : 3
Control : 8-way joystick
Buttons : 2

- TIPS AND TRICKS -

* Contest? : Complete the game 5 times to win an Asylum T-shirt (limitted time offer).

- STAFF -

Art/Graphics: Dana Christianson

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=137&o=2

$end


$x1_cass=atamano,
$bio

Atama no Taisou (c) 198? Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86197&o=2

$end


$pc8801_flop=atami,
$bio

Atami (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91406&o=2

$end


$info=asideral,
$bio

Ataque Sideral (c) 1980 Electro Game.

Spanish bootleg of UniWar S.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72308&o=2

$end


$info=a1200xl,
$bio

Atari 1200XL (c) 1982 Atari, Incorporated.

- TECHNICAL -

WHAT's NEW:
- New aluminum and smoked plastic cases
- 64 KB of RAM
- Only two joystick ports
- Help key
- Four function keys.

- TRIVIA -

Released in late 1982, the Atari 1200XL was an odd hybrid of features from the Sweet 8/16 projects. Notable features were 64 KB of RAM, built-in self test, redesigned keyboard, and redesigned cable port layout. In general terms the 1200XL most closely matched the high end Sweet 16 concept.
However the 1200XL also included a number of missing or poorly implemented features. The PBI expansion connector from the original 1000X design was left off, making the design rely entirely on SIO again. Frustrating this was the fact that the +12V pin in the SIO port was left unconnected; only +5V power was available although some devices made use of the +12V line. An improved video circuit provided more chroma for a more colorful image, but the chroma line was not connected to the monitor port, the only place that could make use of it. Even the re-arrangement of the ports made some joysticks and cartridges difficult or impossible to use. Changes made to the operating system to support the new hardware also resulted in compatibility problems with some older software that did not follow published guidelines.

The 1200XL ended up with functionality similar to the existing 800, but at a hefty price point. For all of these reasons the 1200XL sold poorly. There is an often-repeated story, perhaps apocryphal, that 800 sales shot up after the release of the 1200XL, as existing owners tried to snap them up before they disappeared. The machine was discontinued in 1983. There was no PAL version of the 1200XL.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54856&o=2

$end


$info=a130xe,
$bio

Atari 130XE (c) 1985 Atari, Incorporated.

A repackaged 800XLF.

- TECHNICAL -

WHAT's NEW:
- New cases
- New keyboard.
- 128 KB of RAM
- Enhanced Cartridge Interface (ECI).

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54857&o=2

$end


$info=a2600,a2600p,
$bio

Atari 2600 (c) 1977 Atari, Incorporated.

- TECHNICAL -

Resolution: 160 x 260 (horz.) at 60.00 Hz
CPU: 6507
Cpu Clock: 1.19 MHz
Graphics Clock: 1.19 MHz
Bits: 8
ROM: 4k max
RAM: 128 bytes, in VLSI
Video Display Processor: Stella
Sprites: 32
Colors: 256 (static)
Sound Processor: Two Channel Square or Noise (TIA)
Cartridge ROM: 2k up to 64k

- TRIVIA -

The Atari 2600 was released on October 14, 1977 in North America. The console was originally priced at US$199, and shipped with two joysticks and a Combat cartridge (eight additional games were available at launch and sold separately).

The console was originally sold as the Atari VCS (for Video Computer System). Following the release of the Atari 5200 in 1982, the VCS was renamed Atari 2600, after the unit's Atari part number CX2600.

The Atari VCS was developed under the project codename 'Stella'.

It is rumored that the number 2600 was chosen because 2600 cycles was a prominent long distance access tone, and that one of the developers had created devices that would trick pay phones into granting long distance access as a hobby.

Export releases:
[JP] "Atari 2800"

- STAFF -

Designed by: Joe Decuir, Steve Mayer, Ron Milner

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54858&o=2

$end


$info=a400,a400pal,
$bio

Atari 400 (c) 1979 Atari, Incorporated.

- TECHNICAL -

Original machines in beige cases and has a membrane keyboard.

- TRIVIA -

The Atari 400 and 800 were the first home computers to use custom coprocessors and the first to use 'sprites' and special video interruptions like display lists, features that will be implemented several years after on the Commodore Amiga. It offered high graphic resolution, lots of colors and great sound capabilities, more than other computers could do then! The 
two models had same characteristics, the 400 is the low-cost version, it has only 16 KB (instead of 48 KB), one cartridge port (two for the 800) and a membrane keyboard (a typewriter style keyboard one for the 800).

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54859&o=2

$end


$info=a5200,
$bio

Atari 5200 (c) 1982 Atari, Incorporated.

- TRIVIA -

The Atari 5200 was introduced in 1982 and was actually designed to be a competitor to the Intellivision before ColecoVision entered the market. Developed under the name of PAM (Atari, at the time, typically named projects after well-endowed female employees), Atari considered releasing it with that moniker; PAM in this case an acronym for 'Personal Arcade Machine'.

The Atari 5200 was also known as the 'Video System X' just prior to release.

The Atari 5200 originally retailed for $269.95.

The 5200 shared much of the architecture of the Atari 400/800 computers, but featured a different cartridge connector and completely different controllers. Non-centering analogue joysticks which offered a full 360 degrees of mobility, were both innovative and unreliable. Other controller features included a keypad, and a ahead-of-it's-time pause button. The Atari 5200 suffered from it's initial incompatibility with the VCS/2600 (an adapter was later released) and fierce competition from Coleco. When Warner Communications sold Atari Corp. to the Tramiels in 1984, they quickly removed it from the market.

You can use an adapter to play 2600 games on the 5200.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=34760&o=2

$end


$info=a600xl,
$bio

Atari 600 XL (c) 1983 Atari, Inc.

- TRIVIA -

The 600 XL was announced at the 1983 Summer CES. It was the spiritual replacement for the 400 and the little brother of the 800 XL.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=97968&o=2

$end


$info=a65xe,a65xea,
$bio

Atari 65XE (c) 1985 Atari Corporation.

- TRIVIA -

Introduced at the 1985 CES in Las Vegas. Retail Price was $99.99.

The 65XE was 100% compatible with all of the Atari 400/800 and XL softwares.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95515&o=2

$end


$info=a7800,a7800p,
$bio

Atari 7800 (c) 1986 Atari, Incorporated.

- TRIVIA -

Originally developed in 1984 as the Atari 3600, the Atari 7800 Prosystem was released to the North American market in 1986, in an attempt to compete in a revitalized home videogame market. The 7800 was actually designed by Gencomp as part of a lawsuit settlement (Gencomp had been sued for releasing a speedup chipset for Atari coin-op Missile Command).

The 7800 was compatible with pre-existing Atari 2600 game program cartridges, without the need for expansion modules or turning switches, but was also designed to use enhanced 7800-only cartridges such as the pack-in 'Pole Position 2'. Many peripherals, including a computer/keyboard and high score saving cartridge were planned but never released.

Unfortunately for Atari, the system did poorly in the late 1980's market dominated by Nintendo.

In the summer of 1984 the first 5,000 Atari 7800's had just been built in the new El Paso assembly plant. The production line manager, Brad Saville was eager to meet with Jack Tramiel to show him the new flagship Atari video game console. The meeting ended abruptly as Jack Tramiel was quoted "Get your pollution out of here! We make computers now and we don't want your garbage." The line manager was fired 2 days later. About 8-9 months later the line manager received a phone call from Atari asking him as to the whereabouts of the die molds for the Atari 7800. The ex-line manager responded that he did in fact know where they were and for $50/hour for about 200 to 300 hours of his time he would remember where they were and find them. The Atari Corp. representative who called was infuriated and informed the former production line manager that Atari's lawyers would be in contact with him. He never heard from Atari again."

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=34761&o=2

$end


$info=a800,a800pal,
$bio

Atari 800 (c) 1979 Atari, Incorporated.

- TRIVIA -

The Atari 400 and 800 were the first home computers to use custom coprocessors and the first to use 'sprites' and special video interruptions like display lists, features that will be implemented several years after on the Commodore Amiga. It offered high graphic resolution, lots of colors and great sound capabilities, more than other computers could do then! The two models had same characteristics, the 400 is the low-cost version, it has only 16 KB (instead of 48 KB), one cartridge port (two for the 800) and a membrane keyboard (a typewriter style keyboard one for the 800).

- STAFF -

Created by: Jay Miner

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=34762&o=2

$end


$gba=atariannu,
$bio

Atari Anniversary Advance (c) 2002 Infogrames Interactive, Incorporated.

Compilation of 6 Atari arcade classics: 
"Super Breakout" (1978)
"Asteroids" (1979)
"Battlezone" (1980)
"Centipede" (1980)
"Missile Command" (1980)
"Tempest (1981)

- TECHNICAL -

Game ID: AGB-AAVE-USA

- TRIVIA -

Atari Anniversary Advance for Game Boy Advance was released on March 25, 2002 in North America.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69806&o=2

$end


$gba=atariann,
$bio

Atari Anniversary Advance (c) 2002 Infogrames Interactive, Incorporated.

Compilation of 6 Atari arcade classics : 
"Super Breakout" (1978)
"Asteroids" (1979)
"Battlezone" (1980)
"Centipede" (1980)
"Missile Command" (1980)
"Tempest" (1981)

- TECHNICAL -

Game ID: AGB-AAVP-EUR

- TRIVIA -

Atari Anniversary Advance for Game Boy Advance was released on February 14, 2003 in Europe.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69805&o=2

$end


$info=abaseb,abaseb2,
$bio

Atari Baseball (c) 1979 Atari.

* The most realistic video basbeall attraction ever created.
* Instant response Trak-Ball controls maneuver runners, ourfielders and control throwing direction for realistic action and total player involvement.
* 1 or 2 players can select 4 different hitting plays, 4 different pitches, offering an endless variety of game challenges.
* Add-a-coin accumulator offers additional innings.
* Unique stand-up table design ideal for any size location.

- TECHNICAL -

Runs on Atari Football Hardware
Game ID : 034711-034738

Main CPU : MOS Technology M6502 (@ 750 Khz)
Sound Chips : Discrete

Cabinet dimensions :
38,62 inches (98,02cm) high
44,18 inches (112,22cm) wide
25,25 inches (64,14cm) deep.

Monitor : 23 inches B/W.

- TRIVIA -

Released in June 1979.

First Rotberg coin-op game. Approximately 1,050 units were produced.

This was originally slated to be Atari's first game to feature digitized speech. Dan Pliskin designed a speech board that included the umpire's calls, but management eventually nixed the idea.

An Atari Baseball machine was shown at the 2003 classic arcade games show 'California Extreme' in San Jose, California.

- STAFF -

Designed and programmed by : Ed Rotberg
Hardware Engineer : John Ray

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=138&o=2

$end


$a800=basica,basicb,basicc,
$bio

Atari BASIC Programming Language (c) 1979 Atari, Inc.

- TECHNICAL -

Model CXL4002

- TRIVIA -

The original cart releases were labeled BASIC Computer Program, which was later changed to BASIC Computing Language. The last releases were labeled Atari BASIC Computing Language.

- UPDATES -

Three versions exist, A, B, and C.
A was used primarily in the 400/800 computers, B in the XLs, and C in the XEs.
Aside from being built-in in all the different machines, rev B and C carts were also made. To determine what version you have enter PRINT PEEK (43234). Rev A returns a value of 162, Rev B is 96, and Rev C is 234.

Rev A was a beta version from SMI (Shepardson Microsystems, Inc.), the company Atari contracted to write Atari BASIC. As a result of trying to fit the program onto an 8K cartridge, as well as working on a tight schedule, Atari BASIC was plagued by 2 problems that caused it to be one of the slowest-performing BASIC languages for any computer – a poor implementation of line number lookups in loops and jumps, and a poor implementation of multiply and divide. Unfortunately, Atari never corrected the problem in subsequent versions, even though SMI identified and fixed a number of bugs (some serious) that cropped up in the initial release.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82764&o=2

$end


$info=bsktball,
$bio

Atari Basketball (c) 1979 Atari.

An old black and white basketball game.

- TECHNICAL -

Cabinet dimensions : 70,18'' (178,26cm) high x 29,5'' (74,93cm) wide x 78,8'' (200,15cm) deep. Monitor : 23'' B/W.

Game ID : 034756-034766

Main CPU : MOS Technology M6502 (@ 750 Khz)
Sound Chips : Discrete (@ 750 Khz)

Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 4

Players : 2
Control : trackball
Buttons : 1

- TRIVIA -

Released in May 1979.

An Atari Basketball unit appears in the 1982 movie 'Tron'.

Michael Jackson used to own this game (upright). It was sold at the official Michael Jackson Auction on Apr. 24th, 2009.

- STAFF -

Designed and programmed by : Chris Downend

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=189&o=2

$end


$info=atarifb,atarifb1,
$bio

Atari Football [2-Player model] (c) 1978 Atari.

An old black and white American football game where the player characters are represented as X's and O's. Players select either offensive or defensive plays and then control one of the characters on each team by rolling a trackball.

- TECHNICAL -

Dimensions :
31inch (78cm) high
53inch (134cm) wide
29,5inch (74,5cm) deep.
Monitor : 23inch B/W

Game ID : 033xxx

Main CPU : MOS Technology M6502 (@ 750 Khz)
Sound Chips : Discrete circuitry

Screen orientation : Horizontal
Video resolution : 304 x 248 pixels
Screen refresh : 60.00 Hz
Palette colors : 4

Players : 2
Control : trackball
Buttons : 1

- TRIVIA -

Released in October 1978.

2 versions were released; this 2-Player model and another for 4 players as "Atari Football [4-Player model]".

Atari Football was first created in 1974 by Steve Bristow and originally called 'X's and O's'. It was shelved when Bristow started on "Tank", then resurrected 3 years later. This game was the first true video sports game and also the first Atari game to utilize a trackball controller.

Approximately 14,000 '2-player' versions were produced.

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

An Atari Football machine was shown at the 2003 classic arcade games show 'California Extreme' in San Jose, California.

- SCORING -

Touchdown : 6 points.
Field goal : 3 points.
Safety : 2 points.
Conversion (run or pass) : 2 points.
Kicked conversion : 1 point.

- STAFF -

Designed and partially programmed by : Steve Bristow
Finished by : Ed Logg, Lyle Rains, Dave Stubbens
Some works by : Mike Albaugh

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=139&o=2

$end


$info=atarifb4,
$bio

Atari Football (c) 1979 Atari, Incorporated.

An old black and white American football game where the player characters are represented as X's and O's. Players select either offensive or defensive plays and then control one of the characters on each team by rolling a trackball.

- TECHNICAL -

[4-Player model]

Game ID : 034754

Dimensions :
31inch (78cm) high.
53inch (134cm) wide.
29,5inch (74,5cm) deep.
Monitor : 23inch B/W

- TRIVIA -

Atari Football was released in April 1979. One year earlier "Atari Football [2-Player model]".

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

Approximately 900 four players versions were produced.

2 Atari Football units (2- and 4-player model) appear in the 1982 movie 'Tron'.

- SCORING -

Touchdown : 6 points.
Field goal : 3 points.
Safety : 2 points.
Conversion (run or pass) : 2 points.
Kicked conversion : 1 point.

- STAFF -

Designed and partially programmed by : Steve Bristow
Finished by : Ed Logg, Lyle Rains, Dave Stubbens
Some works by : Mike Albaugh

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=21192&o=2

$end


$jaguar=atarikrt,atarikrtp,
$bio

Atari Karts (c) 1995 Atari Corp.

Here come the racers now. Regius has the lead by a beak, Miracle Man is flying 'round the inside bend in second and Bentley Bear is roaring up on the outside in third place. Miz Tress just picked up a rabbit bonus and swishes into first place, with hot competition coming from Fire Bug, who is scorching up behind her! Pum King is having problems controlling his cart after picking up a reverse steering hazard. He's howling mad because he sees another contender breaking through the racers. Yes, the heat is on here at the tracks today. The new contender skillfully avoided the turtle hazard and is keeping the pace going. He just picked up a burst of speed from the speed arrow bonus, and oh, lucky break, he collected an improved steering bonus from the steering wheel. It's all over now folks, the newcomer has the lead in the final lap, and the winner is... YOU!

Now, come on in and meet the crazy drivers who race 'round some of the trickiest and slipperiest tracks ever invented. All eleven characters have great driving skills, so you'll need to look carefully at their different talents to pick the one who'll be the best for getting you first across the line. That's no easy task on these tracks, where you have marked and unmarked hazards, as well as bonuses and a whole bunch of fun.

- TECHNICAL -

Model J9091E

- TRIVIA -

Released on December 22, 1995.

Bentley Bear, the main player character of "Crystal Castles", is a playable character in this game.

The names of the cups in the game contain various Atari references:
1. The Borregas Cup is a reference to the old address of Atari: 1196 Borregas Avenue, Sunnyvale.
2. The Tempest Cup's name is a tribute to the classic Atari arcade game Tempest, which also received a Jaguar title, Tempest 2000.
3. The Miracle Race is named after Miracle Designs, the game's developer.

- TIPS AND TRICKS -

* Hints:
- Try to take the lead as soon as possible! You'll be more likely to avoid collisions.
- Avoid the water on the ice world.
- Take the inside edge for cornering, but stay away from the actual track edge. Contact with the edge of some tracks can really slow you down. You can cut some corners but watch out for natural hazards.
- Avoid oil slicks on the Route 99 world. They'll spin you around and waste lots of time.
- Be sure to avoid the blood on the Halloween world.
- The ramps on the Beach world will help you cross the water without slowing down.
- Avoid colliding with other competitors.
- Look for jump ramps to help you over natural hazards, or give you a quick boost.

* Access any Challenge's Miracle Race:
- Select the Beginner Challenge Miracle Race. (You must win this race at least once)
- While camera zooms-in on your kart, press Reset.
- Select the Challenge who's Miracle Race you want to play.
- The Miracle Race for that Challenge will now be highlighted (don't move it!) and can be played to win the boss kart.

* Miracle Race Track Short-cuts (directions are from the starting line)
- Beginner: 3 left bends then on the right side.
- Warrior: Immediately to your left.
- Miracle: ???
- Jaguar Aces: 3 left bends then on the right side.

* Sit and Spin: On the desert race, slowly run over a purple spot that causes your kart to lose control. When on top of the patch, turn left or right and press pause twice. The whole world will be spinning around!

- STAFF -

Developed by Miracle Designs.

Executive Producer: Bill Rehbock
Producer: Loic Duval
Programming: Filip Hautekeete, Peter Vermeulen
Graphics, Sounds and Music by: Miracle Designs Team
Additional Sounds and Graphics: Loic Duval, Jen Smith
Lead Tester: Jennifer Vernon
Testers: Lance Lewis, Martin Krawetz, Jason Cordero
Marketing Product Manager: Jeanne Winding
Creative Services: Greg LaBrec, Diana Bredfeldt, designworks

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76403&o=2

$end


$a800=alogo,alogof,
$bio

Atari LOGO Computing Language (c) 1983 Atari, Inc.

- TECHNICAL -

Model RX8032

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82765&o=2

$end


$info=mgolf,
$bio

Atari Mini Golf (c) 1978 Atari, Incorporated.

An old black and white mini golf game.

- TECHNICAL -

Game ID : A033252

Main CPU : MOS Technology M6502 (@ 756 Khz)

Screen Orientation : Vertical
Video Resolution : 256 x 224 Pixels
Screen Refresh : 60.00 Hz
Palette Colors : 4

Players : 1
Control : Dial
Buttons : 2

- TRIVIA -

This game never made it out of its prototype state and was never released.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3365&o=2

$end


$info=soccer,
$bio

Atari Soccer (c) 1980 Atari.

An old black and white overhead soccer game.

- TECHNICAL -

Cabinet dimensions : 35,18inch (89,54cm) high x 29,5inch (74,93cm) wide x 29,5inch (74,93cm) deep. Monitor : 23inch B/W.

Game ID : 035222-035260

Main CPU : MOS Technology M6502 (@ 750 Khz)
Sound Chips : Discrete (@ 750 Khz)

Screen orientation : Horizontal
Video resolution : 304 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 4

Players : 4
Control : trackball
Buttons : 2

- TRIVIA -

Released in April 1980.

In France, Atari and a jukebox brand named 'electrokicker' built a special cabinet for Atari Soccer and renamed it to "Coupe du Monde".

- SCORING -

1 point is awarded per goal.

- STAFF -

Designed and programmed by : Dave Theurer

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=140&o=2

$end


$info=atarisy1,
$bio

Atari System 1 (c) 1984 Atari, Incorporated.

- TECHNICAL -

Main PCB: A043096 SYS I LSI MAIN. 
Main CPU: Motorola MC68010L8 [DIP] (@ 7.159090 MHz).
Sound CPU: MOS Technology M6502 (@ 1.789772 MHz).
Sound Chips:
Yamaha YM2151 (@ 3.579545 MHz).
2 x POKEY (Pot Keyboard Integrated Circuit) (@ 1.789772 MHz).
Texas Instruments TMS5220 (@ 625 KHz).

Main ROM: 136032.
Video Resoution: 336 x 240 Pixels.
Board Composition: Board and Game Cartridge.
Screen Refresh: 59.922743 Hz.
Palette Colors: 1024.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82056&o=2

$end


$a2600=avcspop,
$bio

Atari VCS Point-of-Purchase ROM (c) 1982 Atari, Incorporated. [Sunnyvale, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50222&o=2

$end


$a2600=avc,
$bio

Atari Video Cube (c) 1982 Atari, Incorporated.

- TECHNICAL -

Model CX2670

- TRIVIA -

This title was originally released as Rubik’s Cube, but the name was changed we assume for licensing reasons.

There was no PAL release for this title.

- TIPS AND TRICKS -

* Look for sides with three or more squares of a single color. Decide which color you want each side to be and keep adding to them.

* Try not to backtrack.  If you can pick up and deposit colors on three or more sides without turning back, you will save valuable moves and time.

* Watch the computer solve the cube a few times.  Then try using some of the same strategies that Hubie uses to complete the cube.

* Notice there is one extra square of color per game (for instance, one extra square of blue). This will be the _last_ square Hubie picks up to win the game.

- PORTS -

* Consoles : 
Microsoft XBOX [US] (November 16, 2004) "Atari Anthology [Model 26084]" 
Sony PlayStation 2 [US] (November 22, 2004) "Atari Anthology [Model SLUS-21076]" 
Sony PlayStation 2 [EU] (February 18, 1005) "Atari Anthology [Model SLES-53061]" 
Microsoft XBOX [EU] (November 26, 2004) "Atari Anthology" 
Microsoft XBOX [JP] (August 4, 2005) "Atari Anthology [Model B7X-00001]" 

* Handhelds : 
Nintendo DS [US] (November 2, 2010) "Atari Greatest Hits Vol.1 [Model NTR-BR6E-USA]"
Nintendo DS [EU] (February 24, 2011) "Atari Greatest Hits Vol.1 [Model NTR-BR6P-EUR]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50223&o=2

$end


$a800=aartist,
$bio

AtariArtist (c) 1983 Atari, Inc.

- TECHNICAL -

Model RX8053

- TRIVIA -

The text
OSS OS/A+ - ATARI version 2.00 Copyright (C) 1982 OSS, Inc.
can be found in the code.

- TIPS AND TRICKS -

Easter Egg: Put the cursor in the center of the Atari symbol and click on it. The 'Have you played Atari today?' tune will play!

An undocumented feature allows you to load/save uncompressed files (under the name PICTURE) using the  keys.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82766&o=2

$end


$a800=agraphcs,
$bio

AtariGraphics (c) 1984 Atari, Inc.

- TECHNICAL -

Model RX8054

- UPDATES -

A prototype version exists with a copyright date of 1983; the released version has a 1984 date. Also, the prototype title is 'ATARI NAME ME PLEASE!'

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82767&o=2

$end


$a800=alight,
$bio

Atarilab Light Module (c) 1984 Atari, Inc.

- TECHNICAL -

Model AED80014

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82770&o=2

$end


$a800=atemp,
$bio

Atarilab Temperature Module (c) 1983 Atari, Inc.

- TECHNICAL -

Model AED80013

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82771&o=2

$end


$a800=atexte,atexte1,
$bio

AtariTexte (c) 1984 Atari, Inc.

- TECHNICAL -

Model RXF8036

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82768&o=2

$end


$a800=awritera,awriterb,awriterc,
$bio

AtariWriter (c) 1982 Atari, Inc.

- TECHNICAL -

Model RX8084

- TRIVIA -

AtariWriter is actually a rewrite of an older program called Text Wizard, a word processor originally published by Datasoft.

According to some Analog magazines, there are several Easter eggs (a message, a game, and a couple of demos) which can be accessed by shorting certain joystick pins together (See Updates section). Approximately 80k carts were made before Atari found out about it and had them removed. Supposedly Atari sued Robinson over this one but the lawsuit was settled out of court. The cartridges with the Easter eggs were rumored to have been recalled, but thousands had already been sold by that time.

- UPDATES -

In prototype version Rev# 3, WRITTEN BY WILLIAM AND MARK 11/1/82 (for programmer William Robinson) will appear if you press UP+LEFT+DOWN at the same time on joystick #1 at the main menu. Prototype Rev #7 had this message removed but the code to trigger it still remains.

At least 2 prototype versions, Rev #3 and Rev #7, have a hidden color rainbow effect. To trigger it, you must be in preview mode. Select Edit from the main menu, type something, press OPTION+P to enable print mode, pick any printer, and then select preview whole document. From there, on joystick #1 press UP+LEFT+DOWN at the same time. With Rev #3, you have to trigger the other color demo in order to turn the effect“off.

- TIPS AND TRICKS -

* Undocumented feature – Mail Merge:
It's possible to do a mail-merge. What you do is create a text file with the information you want merged into your document. You then create your letter, with the insert text command where you want information from the text file inserted. Then when you print the letter, and it asks you to enter the text, you hit CONTROL-V, and then type the pathname of the text file. It will then add the information from the text file.

* Undocumented feature - 825 BOLD PRINTING: Some commands can be used to do more than they were intended for. The superscript command causes the printer to back up half a line and print. If two of these commands are used together, the printer backs up one whole line-the same line it just finished printing.  So if you type in the same words before and after the two superscript commands, you can get the letters printed over twice. Instant boldface on your Atari 825 printer!

* Undocumented feature - 1025 ELONGATIONS:
To print elongated characters with the 1025 printer you need to set [CONTROL][G] to [3]. To turn off the elongated characters type in [CONTROL][G] followed by a [1] for 10 characters per inch (cpi), or a [2] for 16.7 cpi. The usual [SELECT] [E] command will not create elongated printing on the 1025.

* Undocumented feature - TIPS FOR THE 1025 AND 1027:
To print with single sheets of letter paper on your Atari 1025 or 1027, insert the [CONTROL][W] page wait command at the beginning of the document under the print formatting line.  The printer will pause at the end of each page, and you can insert a new sheet of paper. Press [RETURN] when you're ready to start the next page. NOTE: For the 1025, first tape down the Paper Out switch on top of the printer towards the upper left. International characters can be accessed on the 1025 and 1027 by inserting a [CONTROL][O] (capital letter) [27] followed by [CONTROL][O][23]. This activates the international character mode. As each character is needed, you have to use the [CONTROL] [O] and the decimal code for that letter. These codes are listed in your printer manual.

* Undocumented feature - 1027 MYSTERIES:
The 1027 has an unusual quirk. It sometimes stops printing for no apparent reason. Try not to worry when your printer falls asleep on you. Just leave it alone and it will recover in about 4 1/2 minutes. When it awakes, it will begin printing right where it left off.  Also, the 1027 does not underline when inverse video is used. Select printer number one from the main menu and insert [CONTROL][O] (capital letter) [15] where you want the underline to begin and a [CONTROL] [O][14] where you want the underline to end. If your margins have been brought in closer than the default values, the underline starts from the far-left of the paper. The easiest solution is to adjust the margins. If this is not possible, you can turn off the underlining after the last word on the line, and turn it back on for the first word on the following line. Never use labels in your Atari 1027 printer. They can easily peel off their backing and stick to the delicate inner workings of the printer.  When the 1027 gets repaired, the entire print head mechanism is removed and replaced. It can be costly.  Instead, you can use your 1027 to make a label template on plain paper, but reproduce the finished labels on a photocopier, using special peel-off sheets that work with most copying machines.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82769&o=2

$end


$pc8801_flop=atashino,
$bio

Atashi no Papipupepo (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91407&o=2

$end


$pc8801_flop=atatamec,
$bio

Atata Meccha Plus (c) 19?? TKO Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91408&o=2

$end


$amigaocs_flop=atax,
$bio

ATAX (c) 1988 Eclipse Software.

- TIPS AND TRICKS -

End level: Pause game play and type amanda.

- STAFF -

Developed by: Ramware

Programming, Graphics and Sounds: Tony Barker (T.BARKER)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73359&o=2

$end


$info=ataxx,ataxxj,ataxxa,ataxxe,
$bio

Ataxx (c) 1991 Leland.

The object of the game is to fill the 7x7 tiled board with your colored globs. This is done by moving your glob adjacent to your opponent's glob and turning it to your color. 2 types of moves can be made during the game : first, placing a glob adjacent to one of your own duplicates it; or second, a glob may jump two spaces, but it will not be duplicated. The number and arrangement of obstacles in the playfield changes between each round, so strategies must be changed in order to accommodate these barriers.

Eventually, all the empty spaces on the board are filled, and the player with the most colored globs wins. In single-player mode if the human player wins, they must face a more difficult computer opponent in the next round. The game is over when time runs out, regardless if you're winning or not. You can 'buy-in' at any time.

- TECHNICAL -

Main CPU : (2x) Zilog Z80 (@ 6 Mhz)
Sound CPU : I80186 (@ 8 Mhz)
Sound Chips : Custom (@ 8 Mhz)

Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024

Players : 2
Control : trackball
Buttons : 1

- TRIVIA -

Released in May 1991.

Distributed in Japan and Asia by Capcom.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=141&o=2

$end


$cpc_cass=atfuk198,
$bio

ATF (c) 1986 Digital Integration

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64162&o=2

$end


$amigaocs_flop=atf2,
$bio

ATF II - Advanced Tactical Fighter II (c) 1990 Digital Integration

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73360&o=2

$end


$amigaocs_flop=atf2a,
$bio

ATF II - Advanced Tactical Fighter II [Budget] (c) 1990 Action Sixteen

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73361&o=2

$end


$info=athena,
$bio

Athena (c) 1986 SNK [Shin Nihon Kikaku].

This is a pretty hard platform game where you take the role of Athena fighting your way through different worlds inhabited by all kinds of different enemies, ranging from moving pears to huge golems and flying devils.

You start out with nothing more than your feet to fight with and no more protection than Athena's underwear (she actually loses her dress in the intro to the first world) but can collect a huge number of different weapons and armour, as well as a great number of power-ups ranging from the usual more-power-for weapon or armour, through boots that allow her to jump higher and wings for flying, to one where Athena becomes a semi-god and actually growths to twice her usual size and gets a huge burning sword and full armour.

The worlds are filled with stone blocks that can be smashed when searching for secrets and items, as well as several levels connected by ladders or other means of transportation.

Athena is a great game, and will give even the most hardened platform-player a real challenge, for it is NOT an easy game, even with the dip switches in 'Easy' mode.

- TECHNICAL -

Game ID : 'UP'

Main CPU : (2x) Zilog Z80 (@ 4 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : (2x) YM3526 (@ 4 Mhz)

Players : 2
Control : 4-Way Joystick
Buttons : 2
=> Sword, Jump

- TRIVIA -

Athena was released in July 1986.

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

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

- TIPS AND TRICKS -

* Test mode : hold START during machine boot.

* Something not found in the manual to this game is that there exists a 'secret' mode of the game - if you set dip switch 7 of bank 2 to 'ON' you will get one life less than usual (2 instead of 3 or 5), but the life meter will start at 22 and not 12 or 14 which is the standard. This will make the game much more interesting.

* Every time you die you loose every equipment you collected up to that point, unless you also have a 'K' Item in your inventory. If you have it, when you die you will only loose the 'K' but keep the rest of the items.

* There is a secret level that can be reached collecting a magic key on the Ice, Hell or Sky world. Other may exists. This world is called 'World of Labyrinth'.

* When you complete the 'World of labyrinth', you will meet an angel. Do NOT attack her, but wait until she drops an harp. If you collect it, it will work as a perpetual 'K' item, and you will never loose your items again when you die.

* When you complete the 'World of labyrinth', you will be returned to the level following to the one you picked up the key on.

- SERIES -

1. Athena (1986)
2. Psycho Soldier (1987)
3. Athena - Full Throttle (2006, Mobile Phones)

- PORTS -

* Consoles :
Nintendo Famicom (1987, "Athena [Model SFX-AT]")

* Computers :
Commodore C64 (1987)
Sinclair ZX Spectrum (1987)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=142&o=2

$end


$psx=athenaaw,
$bio

Athena - Awakening from the Ordinary Life [Model SLPM-86185/86/87] (c) 1999 SNK Corp. [Shin Nihon Kikaku] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84875&o=2

$end


$info=atehate,
$bio

アテナのハテナ? (c) 1993 Athena.
(Athena no Hatena ?)

A Japanese quiz game.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 16 Mhz)
Sound Chips : X1-010 (@ 16 Mhz)

Players : 2
Buttons : 4

- TRIVIA -

Released in October 1993.

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

- STAFF -

Character: M. Sakurai, H. Kisanuki, M. Kijima, S. Ukai, M. Kobayashi, Y. Katayama
Programmer: K. Yamanouchi, K. Yamawaki, N. Kojima
Music: Y. Sakaguchi, M. Gotoh, J. Tamiya, C. Morita, Y. Shimomura, H. Takaoka
Special Thanks: Probit, Y. Matsui, M.Nonaka, T. Ohta, M. Okamoto, H. Tanaka, K. Inafune & Hanamaru's Character
Planner: C. Kanemitsu

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=143&o=2

$end


$nes=athena,
$bio

Athena (c) 1987 SNK.

- TECHNICAL -

Model NES-AN-USA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54902&o=2

$end


$nes=athenaj,
$bio

Athena (c) 1987 SNK [Shin Nihon Kikaku].

- TECHNICAL -

[Model SFX-AT]

- TRIVIA -

Athena for Famicom was released on June 5, 1987 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47506&o=2

$end


$saturn,sat_cart=athlking,
$bio

Athlete Kings [Model MK81115-50] (c) 1996 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60231&o=2

$end


$msx1_cart=athlball,
$bio

Athletic Ball (c) 1984 ASCII Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76570&o=2

$end


$msx1_cart=athland,athlanda,athlandp,
$bio

Athletic Land [Model RC700] (c) 1984 Konami Industry Co., Ltd. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76571&o=2

$end


$nes=athlwrld,
$bio

Athletic World (c) 1988 Bandai Co., Ltd.

- TECHNICAL -

Model NES-AW-EEC

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83392&o=2

$end


$nes=athlwrldu,
$bio

Athletic World (c) 1987 Bandai.

North American release. Game developed in Japan. See the original Japanese release for more information about the game itself; "Family Trainer 1 - Athletic World".

- TECHNICAL -

Model NES-AW-USA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54903&o=2

$end


$bbca_cass,bbcb_cass=aticatac,
$bio

Atic Atac (c) 1983 Ultimate

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51505&o=2

$end


$info=atlantol,
$bio

Atlant Olimpic (c) 1996 Georgia.

A multi-event sport game - an update of Konami's 1983 classic, "Track and Field" - released to tie in with the 1996 Olympic Games, held in Atlanta, USA.

- TECHNICAL -

Main CPU : Motorola M6809 (@ 2.048 Mhz) 
Sound CPU : Zilog Z80 (@ 3.579545 Mhz) 
Sound Chips : DAC (@ 3.579545 Mhz), SN76496 (@ 1.789772 Mhz), OKI MSM5205 (@ 384 Khz) 

Players : 4 
Control : 2-way joystick (for running) 
Buttons : 1 (Jump/Throw)

- TRIVIA -

This bootleg was only released in Italy. The only notable differences between this and the original "Track & Field" lie in a number of small changes to the background graphics (to tie the game in with Atlanta), and a greater visual variety of athletes; with both male and female competitors represented; the male athletes now sporting beards instead of the moustaches of the original. 

There is also a greater variety in the athletes' skin tones on the game's title screen, giving the game a more 'international' flavour.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3661&o=2

$end


$pc98=atlantia,
$bio

アトランティア (c) 1994 JHV [Japan Home Video].
(Atlantia)

- TECHNICAL -

Floppy Disk x7

- TRIVIA -

Released on April 22, 1994 in Japan. Retail price: 10800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88965&o=2

$end


$info=m5atlan,m5atlana,
$bio

Atlantic (c) 200? Vivid.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15674&o=2

$end


$info=acitya,
$bio

Atlantic City Action (c) 1984 Epos.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : Namco 3-channel WSG (@ 96 Khz)

Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.61 Hz
Palette colors : 16

Players : 1
Buttons : 6

- TRIVIA -

This game is also known as "Boardwalk Casino".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=144&o=2

$end


$info=atlantca,atlantcaa,
$bio

Atlantica (c) 2002 Atronic.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=7714&o=2

$end


$a2600=atlantisa,
$bio

Atlantis (c) 1982 Activision

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50224&o=2

$end


$a2600=atlantisda,
$bio

Atlantis (c) 1982 Dactari

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50226&o=2

$end


$a2600=atlantisd,
$bio

Atlantis (c) 1982 Digitel

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50227&o=2

$end


$a2600=atlantisdy,
$bio

Atlantis (c) 1982 Dynacom [Sao Paulo, Brazil]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50228&o=2

$end


$odyssey2=atlantis,
$bio

Atlantis (c) 1983 Imagic, Inc.

The submerged city of Atlantis battles an unrelenting enemy assault and struggles to survive. Waves of flying foes batter the city's defenses. You command the Atlantean forces. Your three missile installations guard the skies, thick with alien aircraft. Make every shot count. Track and destroy them, or knock out their flagship and pulverize the fleet. Atlantis needs your help now!

- STAFF -

Design: Dennis Koble
Program: Jeff Ronnie

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95555&o=2

$end


$cpc_cass=atlantis,
$bio

Atlantis (c) 1985 Anirog Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64347&o=2

$end


$info=atlantip,
$bio

Atlantis (c) 1989 Midway.

- TECHNICAL -

Midway 6803 (FM + CVSD)
Model Number : 2006

Main CPU : Motorola M6803 (@ 895 KHz)
Sound CPU : Motorola M6809 (@ 2 MHz)
Sound chip : Yamaha YM2151 (@ 3.579545 MHz), DAC, HC55516

- TRIVIA -

Released in April 1989.

1,501 units were produced.

- STAFF -

Designer : Peter Perry (P P)
Artwork : Pat McMahon
Software : Rehman Merchant (RAY)
Mechanics : Tony Pugh
Electronics : John Boydston, Wayne Stone
Music : Robin Seaver (R S)
Sounds : Robin Seaver, Dan Forden (DWF)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5198&o=2

$end


$info=atla_ltd,
$bio

Atlantis (c) 1989 LTD.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=10316&o=2

$end


$bbca_cass,bbcb_cass=atlantis,
$bio

Atlantis (c) 19?? IJK

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51506&o=2

$end


$info=m4atlan,
$bio

Atlantis (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41235&o=2

$end


$saturn,sat_cart=atlantisf,
$bio

Atlantis - Secrets d'un monde oublié [Model MK81091-09] (c) 1998 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60232&o=2

$end


$cdi=atlantis,
$bio

Atlantis - The Last Resort (c) 1996 Philips Interactive Media, Incorporated.

The parole officer has just made you an offer you cannot refuse... Shut down the reactor at the heart of the Atlantis resort and you can have your freedom. Your reply... Where's my rocket launcher? 20 levels of mindless blasting!!

- TECHNICAL -

Model 811 0071

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52784&o=2

$end


$saturn,sat_cart=atlantis,
$bio

Atlantis - The Lost Tales [Model MK81091-50] (c) 1998 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60233&o=2

$end


$a2600=atlantis2
$bio

Atlantis II (c) 1982 Imagic

- TRIVIA -

This is a special contest version of Atlantis. It was sent to the high scorers of the Defend Atlantis contest so that they could determine the top four scorers. The top four players from Atlantis II would be flown to Bermuda for an Atlantis shoot-out and a chance to win $10,000. While the game graphics are the same, it is much faster and fewer points are awarded for hits, making the game much more challenging. The actual scoring graphics are slightly different as well.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50230&o=2

$end


$nes=atlantis,atlantisp,
$bio

アトランチスの謎 (c) 1986 Sunsoft
(Atlantis no Nazo)

- TECHNICAL -

Game ID: SS4-4900
Barcode: 4907940100042

- TRIVIA -

Atlantis no Nazo was released on April 17, 1986 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53843&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=atlantis,atlantisp,
$bio

Atlantis [Model 720051-1A] (c) 1983 Imagic, Inc. [Los Gatos, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83774&o=2

$end


$a800=atlantis,
$bio

Atlantis (c) 1983 Imagic.

- TECHNICAL -

Model 720125-1A

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49297&o=2

$end


$a2600=atlantis1,
$bio

Atlantis (c) 1982 CCE

- TECHNICAL -

Model C-832

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50225&o=2

$end


$a2600=atlantis,atlantise,
$bio

Atlantis (c) 1982 Imagic.

Defend Atlantis! Blast Gorgon vessels before they come close enough to demolish Atlantis with the deathray. Score big and you can replace parts of the city the Gorgons have hit.

Game ends when all seven of Atlantis' installations have been levelled and none is left in reserve.

- TECHNICAL -

Model IA3203

- TIPS AND TRICKS -

* Gorgon vessels stay in formation, circling down from the highest level to one closest to Atlantis. Gorgon vessels can only fire the deathray when close to the city. Blast them before they reach the fourth lane of approach.

* The Acropolis Command Post can knock out a Gorgon vessel- even a Bandit Bomber-while it's firing the deathray. You have to be quick and accurate. Practice!

* Risk letting Bandit Bombers get close to the planet surface. If you hit one then, you'll demolish all Gorgon vessels in formation behind it.

* In advanced waves, the deathray will not always blast one of the whirling generators. This earns you another chance- but not for long.

- STAFF -

Designed by: Dennis Koble

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50229&o=2

$end


$intv=atlantis,
$bio

Atlantis (c) 1982 Imagic

Alien spacecraft bombard the underwater city of Atlantis. Centuries of progress seem doomed. You man the defense installations. Night falls. Blinded by rage, you scramble into Atlantis' last defensive spaceship and fly into enemy-filled skies. How long can one ship survive against so many?

- TECHNICAL -

Model IM7203

- STAFF -

Original Design: Dennis Koble
Programming: Pat Ransil
Sound: Dave Durran

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60855&o=2

$end


$info=atleta,
$bio

Atleta (c) 1991 Inder.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=9820&o=2

$end


$info=atombjt,
$bio

Atom (c) 1993 Unknown.

Pirate version of Bombjack Twin.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72295&o=2

$end


$cpc_cass=atomantu,
$bio

Atom Ant (c) 1990 Hi-Tec Software.

- TECHNICAL -

Game ID: HT057

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64348&o=2

$end


$bbca_cass,bbcb_cass=atomsmas,
$bio

Atom Smasher (c) 1983 Romik

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51507&o=2

$end


$cpc_cass=atomsmas01,
$bio

Atom Smasher [Model G12002] (c) 1985 Romik Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64351&o=2

$end


$cpc_cass=atomsmas,
$bio

Atom Smasher [Model S-139] (c) 1985 Indescomp

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64349&o=2

$end


$coco_cart=atom,
$bio

Atom (c) 1983 Tandy Corp.

- TECHNICAL -

Game ID: 26-3149

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53405&o=2

$end


$gba=atombett,
$bio

Atomic Betty [Model AGB-BETE-USA] (c) 2005 Namco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69807&o=2

$end


$gba=atombett,
$bio

Atomic Betty [Model AGB-BETP] (c) 2005 Namco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69808&o=2

$end


$info=atomboy,atomboya,
$bio

Atomic Boy (c) 1985 Memetron, Incorporated.

A platform game where you must climb around lattice of pipes to deactivate power switches for main computer while avoiding robots. Jump on generators to send out disrupters and kill robots.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 4 Mhz)
Sound CPU : I8039 (@ 533.333 Khz)
Sound Chips : (2x) General Instrument AY8910 (@ 894.886 Khz)

Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 260

Players : 2
Control : 8-way joystick
Buttons : 1

- TRIVIA -

Released in July 1985.

This game is also known as "Wily Tower". In difference of "Wily Tower", Atomic Boy has a storyline.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=145&o=2

$end


$cpc_cass=atomicdr,
$bio

Atomic Driver (c) 1988 Loriciels [France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64352&o=2

$end


$info=atomicp,
$bio

Atomic Point (c) 1990 Philko.

In this puzzle game, a collection of colored blocks appears on the screen along with 2 glowing diamonds. Single colored blocks fall from the top of the playfield and your task is to complete a horizontal row on the same level that each flashing diamond appears.

- TECHNICAL -

Sega System 16B hardware

Main CPU : Motorola 68000 (@ 10 Mhz)
Sound Chips : YM2413 (@ 4 Mhz)

Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 6144

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Korean Game Company Philko, was sued by Sega, because for Sega, Atomic Point was too similar to "Bloxeed" and they used the Sega System 16 board without their permission. Philko lost and paid indemnities to Sega.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=146&o=2

$end


$bbca_cass,bbcb_cass=atomicpr,
$bio

Atomic Protector (c) 1983 Optima

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51508&o=2

$end


$info=atompunk,
$bio

Atomic Punk (c) 1991 Irem America Corp.

For more information about the game itself, please see the original Japanese version entry; "Bomber Man".

- TRIVIA -

Manufactured by Irem America Corp under license from Hudson Soft.

This game is known in Japan as "Bomber Man" and in Europe as "Dynablaster".

This US version is slightly different than others, it has the 'Winners Don't Use Drugs' screen during the attract mode.

- SERIES -

1. Bomber Man [Model NES-BM-USA] (1989, NES)
2. Atomic Punk (1991)
3. New Atomic Punk - Global Quest (1992)
4. Bomber Man II [Model NES-BW] (1993, NES)
5. Bomber Man '93 [Model TGX040093] (1993, Turbo-Grafx 16)
6. Super Bomber Man [Model SNS-H6 (1993, SNES)]
7. Mega Bomber Man (1994, Sega Genesis)
8. Super Bomber Man 2 [Model SNS-M4] (1994, SNES) 
9. Bomber Man Online [Model 51065] (2001, Sega Dreamcast)
10. Bomber Man DS [Model NTR-ABME-USA] (2005, Nintendo DS)
11. Bomber Man Legacy [Model ULUS-10121] (2006, Sony PSP)

- PORTS -

* Consoles : 
Nintendo Game Boy [US] (October 1991) [Model DMG-HB-USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4246&o=2

$end


$gameboy=atompunk,
$bio

Atomic Punk [Model DMG-HB-USA] (c) 1991 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65584&o=2

$end


$pc98=atompunk,
$bio

Atomic Punker (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88966&o=2

$end


$info=robokid,robokidj,robokidj2,
$bio

Atomic Robo-Kid (c) 1988 UPL.

In the 21st century, a blast of cosmic radiation bombarded Terra-12, a deep-space outpost of Earth, hideously mutating all transplanted life. A fleet of savage beings followed the radiation wave and invaded the planet, and began the systematic destruction of all remaining sentient life. Years of battling the alien 'governors' have gone by, and now only one hope survives to avenge the desperate Terran colonists.

The player controls the Atomic Robo-Kid through six stages of increasing difficulty, facing an alien "governor" boss, which are so large as to be considered levels themselves, followed by a "duel" level against other Robo-Kid sized robots. Many levels branch into others, giving the player the choice over which zone to enter next, increasing replayability.

Robo-Kid can collect four different weapons. Whichever weapon is selected is lost when Robo-kid loses a life. In addition to his default gun, Robo-Kid is able collect powerups for a shield that activates on enemy contact, rapid fire, and speed powerups. The player can also encounter a friendly dinosaur-looking robot that sells weapons and shields to Robo-kid using extra lives as currency.

- TECHNICAL -

Game ID : UPL-88013

Main CPU : Zilog Z80 (@ 6 Mhz)
Sound CPU : Zilog Z80 (@ 5 Mhz)
Sound Chips : (2x) Yamaha YM2203 (@ 1.5 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Atomic Robo-Kid was released in November 1988.

Act-3 main melody was taken from Gary Moore's Thunder Rising.

Omega Fighter, Atomic Robo-Kid / UPL [Pony Canyon / Scitron - PCCB-00038 - Aug 21, 1990]

Reviews:
[FR] November 1992 - Consoles+ No. 14: 91/100

- UPDATES -

In the export (non-Japanese) versions, the highscore table contains only 3 letters. The original Japanese version can contains an entire name.

- TIPS AND TRICKS -

* Choose Start Level :
1) After inserting a coin, press p1 attack button while pressing 1p start. 
2) Enter the code (codes appear after Act5 at the beginning of the level).

- STAFF -

Game designer : Tsutomu Fuzisawa
Chief programmer : Toshio Arai
Character designers : Tsutomu Fuzisawa, Tokuhisa Tazima
Background designers : Noriko Nihei, Akemi Tsunoda
Effects : Kohji Abe
Compose & Music : Mecano Associates

- PORTS -

* Consoles :
NEC PC-Engine [JP] (1989) "Atomic Robo-Kid Special [Model UP01001]"
Sega Mega Drive [JP] (December 1990) "Atomic Robo-Kid [Model T-24013]"
Sega Genesis [US] (December 1990) "Atomic Robo-Kid [Model T-24016]"

* Computers :
Commodore C64 [US] (1989) Atomic Robo-Kid
Atari ST (1990)
Commodore Amiga (1990)
Sharp X68000 [JP] (December 20, 1990) Atomic Robo-Kid

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=147&o=2

$end


$x68k_flop=atomrobo,
$bio

Atomic Robo-Kid (c) 1990 System Sacom Corp.

- TRIVIA -

Atomic Robo-Kid for X68000 was released on December 20, 1990 in Japan.

The game was originally released in 1988 by UPL in the Japanese arcades.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49131&o=2

$end


$megadriv=atomrobo,
$bio

Atomic Robo-Kid (c) 1990 Treco

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57101&o=2

$end


$amigaocs_flop=atomrobo,
$bio

Atomic Robo-Kid (c) 1990 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73462&o=2

$end


$pce=atomrobo,
$bio

Atomic Robo-Kid Special (c) 1989 UPL Company, Limited.

- TECHNICAL -

[Model UP01001]

- TRIVIA -

Even if its title screen says 1989, Atomic Robo-Kid Special was released on January 19, 1990 in Japan.

The game was originally released in 1988 by UPL in the Japanese arcades.

- TIPS AND TRICKS -

* See The Ending: At the title screen, press Up, Down, Left, Right, I, II, I, II, Up, Down, Left, Right, I, II, II, I, Select.

- STAFF -

Game design: Tsutomu Fuzisawa
Program design: Toshio Arai
Character design: Tsutomu Fuzisawa, Tokuhisa Tajima
Background design: Noriko Fuzisawa
Sound effect: Mechano Associates, Yujiro Tanaka, Yoshio Nagashima, Akemi Tsunoda
Special thanks: Jun Sato, Itsam Matbaca, Kohji Abe, Miho Shigekusa, Nobuyuki Narita, Ryuichi Iwatari, Takahiro Ohta

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49128&o=2

$end


$megadriv=atomroboj,
$bio

Atomic Robo-Kid (c) 1990 Treco.

- TECHNICAL -

[Model T-24013]

- TRIVIA -

Atomic Robo-Kid for Mega Drive was released in December 1990 in Japan.

The game was originally released in 1988 by UPL in the Japanese arcades.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49129&o=2

$end


$megadriv=atomrun,
$bio

Atomic Runner (c) 1992 Data East Corp.

- TRIVIA -

Reviews:
[FR] Consoles+ No. 13 (October 1992): 79/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56336&o=2

$end


$megadriv=atomrunu,
$bio

Atomic Runner (c) 1992 Data East Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57102&o=2

$end


$info=chelnov,chelnovu,
$bio

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

Export release. Game developed in Japan. For more information about the game, please see the original Japanese release entry; "Atomic Runner Chelnov - Tatakau Ningen Hatsudensho".

- TRIVIA -

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

- PORTS -

* Consoles :
Sega Mega Drive [EU] (1992) "Atomic Runner [Model 1144-50]" 
Sega Mega Drive [AU] (1992) "Atomic Runner"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=148&o=2

$end


$info=chelnovj,chelnovjbl,chelnovjbla,
$bio

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

A horizontally scrolling platform shoot-em-up in which the player controls Chelnov, a former coal miner caught up in a Chernobyl-like nuclear accident. Now possessing superior physical strength and agility, Chelnov is determined to escape the Eastern Bloc country he called home, and run and jump across the world to finish in the US.

What distinguishes this game from others of its genre is its use of forced scrolling. The screen moves continuously from left to right and players must negotiate the game's many obstacles and enemies without the benefit of dictating their speed of progress. Enemies attack from left, right, above and below and Chelnov can switch the direction he's facing to attack enemies that are behind him. Some enemies carry different types of weapons and power-ups and when they are shot the power-ups drop to the ground and can be picked up.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 10 Mhz)
Sound CPU : MOS Technology M6502 (@ 1.5 Mhz)
Sound Chips : YM2203 (@ 1.5 Mhz), YM3526 (@ 3 Mhz)

Players : 2
Control : 8-Way Joystick
Buttons : 3
=> [A] Shoot, [B] Jump, [C] Change Direction

- TRIVIA -

Atomic Runner Chelnov was released in January 1988 in Japan.

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

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

This game came out a couple of years after Russia's Chernobyl power plant accident. One of Japan's prestigious newspaper 'Asahi Shinbun' had article about the title of this game and its imprudent attitude, Data East responded that Chelnov was a sequel to Karnov and that it had no relation to the accident.

Chelnov later appeared in "Karnov's Revenge" as the final boss. He also appeared as the final boss in the Nintendo Super Famicom game "Fighter's History - Mizoguchi Kiki Ippatsu!!" as well as an unlockable playable character.

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

- STAFF -

Program : Inoue, Akiyama, Haga
Hard : Shinozaki
Sound : Hara, Yoshida, Kiuchi, Tenno
Graphic : Masanori Tokoro, J.S, Mix Man, Ritsu. T

- PORTS -

* Consoles :
Sega Mega Drive [JP] (October 16, 1992) "Chelnov [Model T-13073]" 
Nintendo Wii [Virtual Console] [JP] (September 11, 2007) Mega Drive version

* Computers :
Sharp X68000 [JP] (January 29, 1993) "Atomic Runner Chelnov - Tatakau Ningen Hatsudensho [Video Game Anthology Vol.2] [Model DP-3205024]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=149&o=2

$end


$x68k_flop=chelnov,
$bio

Atomic Runner Chelnov - Tatakau Ningen Hatsudensho (c) 1993 Micomsoft.

- TECHNICAL -

[Model DP-3205024]
[Video Game Anthology Vol.2]

- TRIVIA -

Atomic Runner Chelnov for X68000 was released on January 29, 1993 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47914&o=2

$end


$amigaocs_flop=atomino,atominou,
$bio

Atomino (c) 1991 Psygnosis, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73463&o=2

$end


$amigaocs_flop=atomix,
$bio

Atomix (c) 1990 Thalion

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73464&o=2

$end


$cpc_cass=atons198,
$bio

Aton (c) 1987 Unicornio Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64353&o=2

$end


$megadriv=atptouru,
$bio

ATP Tour Championship Tennis (c) 1994 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57085&o=2

$end


$megadriv=atptour,atptourp7,atptourp6,atptourp5,atptourp4,atptourp3,atptourp2,atptourp1,
$bio

ATP Tour Championship Tennis (c) 1995 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56306&o=2

$end


$cpc_cass=atrogs2f,
$bio

Atrog (c) 1988 Zafiro Software Division [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64354&o=2

$end


$gbcolor=poohadvj,
$bio

Atsumete Asobu Kuma no Pooh-san - Mori no Takaramono [Model CGB-BPUJ-JPN] (c) 2000 Tomy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67512&o=2

$end


$info=attckexd,attckexd2,
$bio

Attack (c) 1976 Exidy, Incorporated.

An air and sea combat game where the battle is between a plane and a ship.

- TRIVIA -

Attack was released in September 1976.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3788&o=2

$end


$info=attack,
$bio

Attack (c) 1980 Playmatic.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=10002&o=2

$end


$pc98=atk100j,
$bio

アタック100上級 (c) 1993 JIS.
(Attack 100 - Joukyuu)

Game of GO.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88967&o=2

$end


$nes=animalgk,
$bio

アタックアニマル学園 (c) 1987 Pony Canyon, Incorporated..
(Attack Animal Gakuen)

Attack Animal Gakuen is a 3D shooter published by Pony Canyon. Animals have gone mad and they have carried out series of hate-fueled attacks all over the world. But a ray of hope still shines - a young school girl named Nokko Win was blessed, for unknown reasons, with supernatural powers and the incredible ability to fly. Only dressed with a school uniform and a mini-skirt, she embarks on a perilous mission in an attempt to defeat the hostile invaders and rescue her kidnapped friend. Of course she doesn't go around unarmed and she is not afraid to do battle with a powerful and devastative rifle-blaster that she carries and fires effortlessly. Attack Animal Gakuen is obviously heavily based on Sega's classic Space Harrier where alien enemies were replaced by all sorts of gone-mad animals, from bouncing kangaroos, crawling turtles to flying Jelly Fish, rocket-propelled gators or giant Koalas. Although the game doesn't feature any power-ups per se, groups of small statues appear in each level and can be collected for enhanced abilities. They allow Nokko to fire more bullets at once, move faster or increase the strength of her weapon. However, although these power-ups don't disappear after a certain period of time (and can be accumulated), they do vanish when Nokko loses a life. Attack Animal Gakuen consists of six stages and supports Nintendo's 3-D glasses (the 3D mode can be activated at any time during the game by pressing 'Select').

- TECHNICAL -

Cartridge ID: PNF-AA

- TRIVIA -

Attack Animal Gakuen was released on December 26, 1987 in Japan. It was sold 5500 Yen.

The title of this game translates from Japanese as 'Attack Animal Academy'.

The game was never released outside Japan.

- TIPS AND TRICKS -

* Level Select: At the title screen, press and hold Left and Down on the second controller. Press B on the same controller to set the level you want to start from. Lives (symbolized by small Nokko icons) should appear in the upper left corner of the screen, next to the score (picture on the right) - they indicate which level the game will start from. To start the game, press A and Start on the first controller.

- STAFF -

Produce: Newtopia Planning
Director: Yasuo Hattori
Game Design: Aya Nishitani
Visual Design: Atsushi Fujimori
Sound Compose: Yasuo Hattori
3D Advise: Life Checker
Original Story: Aya Nishitani
Program: Tsuhkai Squash Yaroh
Sound Program: Otohsan
Sound Arrange: Omaisan
Character Arrange: Mimi Man, Apple Taizou
Costume of Nokko: Sailor Norilin
Mystery Staff: Shang Hai King Haz
Setting: Homerun Ken
3D Display Program: Hirorin Shimaoka
Profesional Watcher: Pendal Knight
Special Thanks: Kohichi Shirato, Minoru Kobayashi

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53844&o=2

$end


$a800=epcyg4,
$bio

Attack at EP-CYG-4 (c) 1982 Bram, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49298&o=2

$end


$info=attackfc,
$bio

Attack Force (c) 1979 EGS.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72498&o=2

$end


$msx1_cart=attack4,
$bio

Attack Four - VolleyBall (c) 1986 Pax Softonica

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76572&o=2

$end


$info=afm_113,afm_10,afm_11,afm_113b,
$bio

Attack from Mars (c) 1995 Midway.

- TECHNICAL -

Height : 76inch (193 cm)
Width : 29inch (74 cm)
Depth : 55inch (140 cm)
Weight : 250 lbs (113 kg)

Midway WPC-95
Model Number : 50041

Main CPU : Motorola M6809 (@ 2 MHz)
Sound CPU : ADSP2105 (@ 10 MHz)
Sound chips : DMA-driven (@ 10 MHz)

- TRIVIA -

Released in February 1996. 3,450 units were produced.

Attack from Mars was not originally inspired by the movie 'Mars Attacks' as is commonly suggested. Brian Eddy had the concept long before the movie and it is mere coincidence that they emerged on the market within a year of each other.

Scores rollover at 100B; that score is then displayed as 00,000,000,000. The game remembers that you surpassed 100B, though, and will put the score in the right place in the high score list.

According to artist Doug Watson, the woman who modeled for the 'Marilyn Monroe' hostage in the backglass is a secretary who works at the Williams' office.

'Eat at Joe's' can be seen on the backglass.

Cows : Occasionally after shooting the Big-O-Beam or Tractor Beam, you will see and/or hear a reference to a cow. When this happens, hit the launch button repeatedly to hear lots of mooing sounds. If you do this for both of the ramps, you are qualified to play Cow Video Mode. You must still start Video Mode in the regular way, by completing Super Jets and then shooting Stroke of Luck. But instead of saucers landing, it will be big mooing cows! There are no special points for playing with cows instead of saucers, but because they are larger than the saucers, the cows are much easier to hit.

- UPDATES -

Version: 0.3
Date : December 13, 1995
- This is the first release of software for production of sample games.

Version 1.0
Date: February 5, 1996
- This is the release of software for production.
- Added lots of lamp effects, display effects, and sound effects.
- Added all of the German, French, and Spanish translations.
- Added the '1 Martian Bomb' award to the Stroke Of Luck feature.
- Added lots of switch compensation code.
- Implemented the family mode adjustment. This adjustment affects 4 phrases :
'We'll Blow The Snot Out Of You, Martian',
'Damn, You Some Ugly Martians',
'Germany Will Kick Your Martian Butt To The Moon',
'You Know, I Enjoy Killing These Martians'.
If family mode is adjusted ON, these phrases will not be said.
- Changed and added some audits.
- The start replay level was changed to go as high as 20 billion.
- Added a high score for 'Rule The Universe'.
- Added a "victory lap" feature for winning Rule The Universe.
- Added the 'Saucer Attack' video mode. This is an award from the Stroke Of Luck feature.
- Added the sneak attack feature. This is an award from the Stroke Of Luck feature.
- Implemented novice mode.
- The wire color/transistor information in coil test has been updated to show the correct information.

Version 1.1
Date : June 10, 1996
- The Loop/Gate has been modified to kick balls out of the trough immediately, and to kick balls out of the shooter lane immediately.
- Completing the MARTIAN targets when they are available but when the Martian Attack feature cannot be enabled (i.e. when Rule The Universe is lit) now awards 1 Martian Bomb instead of nothing.
- The 5 way combo was being audited for every combo past the 5th (i.e. 6, 7, 8, ..., etc). This has been corrected.
- Fixed the Ball Save adjustment to enable turning off ball saves.
- Modified some display and lamp effects.
- 100 billion scores and higher now display properly in high score to date, status report, and attract mode.
- The maximum shot value during Total Annihilation was changed from 500 million to 250 million.
- Total bonus is now displayed in the status report.
- In version 1.0, if super jets was running and a loop shot was completed (i.e. all three lights solid), a shot to the loop would divert the ball to the jets. This is not a bug, rather, a feature. This behavior has been changed so that a ball shot to a completed loop will not be diverted to the jets (thus making the 5-way combo a bit easier to obtain).
- A 'dirty pool' feature was added. If an attack wave is not running, and the motorized 3-bank is up, and the center trough switch (behind the drop target) is made, the player is credited with the next attack wave. This feature is awarded only once per player, per game.
- Stroke of Luck is now enabled via the bottom lanes even when it cannot be collected (i.e. during multiball). It still can't be collected during multiball, of course, but when multiball ends, Stroke of Luck will be lit if enabled in this way.
- If Super Jets was running when Rule the Universe was started, there was no way to start Rule the Universe again on the same ball (since super jets is a 'until end of ball' feature). If this case is detected, the super jets light is now spotted.

- TIPS AND TRICKS -

* Playfield Layout :
1. Left Outlane : Standard. This and the other inlanes/outlane each has a yellow lamp with no text; completing all four lights Stroke of Luck.
2. Left Inlane : Standard. Balls can roll up the inlane beyond the switch and find the outlane.
3. Left Slingshot : Standard. Scores a whopping 3,570 points.
4. M-A-R Targets : A three-bank of standups with those fat green plastic covers, located along the lower left side of the playfield. A martian figure stands above this and every other martian target bank; during Martian Attack, these martians bounce like the 'Boogie Men' from Elvira.
5. Left Loop : Also called the Capture Loop. This is a TA shot, and has three yellow lamps to indicate your progress towards completing it. It is also a jackpot/Super jackpot shot, and a Combo shot. It is a double rollover switch. The ball leads over the Bonus X lanes, where it may be stopped or it may continue on out the right loop if the right gate is open.
6. Left Ramp : Also called the Big-O-Beam ramp. Has lamps for the same features as the left loop, except the lamps are orange instead of yellow. It has an entry gate at the bottom, and a made switch at the top. It returns the ball to the left flipper. This is the easier ramp of the two.
7. Lock Ramp/Hole : Normally this is a ramp shot which feeds the right habitrail and returns the ball to the right flipper. When Lock is lit, a diverter opens and catches shots, sending them into the Lock hole. The Lock hole is just a popper that kicks balls out onto the left ramp habitrail, returning the ball to the left flipper. This shot can be lit for lock 1, lock 2, lock 3, Light Lock, a Combo, or a Jackpot/Super Jackpot. The ramp entrance is narrow and steep, and requires a solid shot to make it all the way. The ramp has a gate, and shares its made switch with the right ramp.
8. T Target : Like the other martian standups, this one is between the lock ramp and the saucer. A martian figure stands above it.
9. Forcefield/Saucer : There is a motorized 3-bank of standups, like in 'Whodunnit', that can raise and lower. When lowered, it reveals behind it a drop target in front of a hole, and two standups on either side of it. The saucer targets are used during Attack Waves. The Forcefield targets are also used during Strobe Multiball.
10. I Target : On the right side of the forcefield, just to the left of the Stroke of Luck scoop, with another martian figure above it.
11. Stroke of Luck Scoop: A narrow scoop, at an angle similar to that of Final Draw in World Cup Soccer, but much farther back. It can be shot from the front directly, or balls may fall in here from the back when exiting the jet bumpers. The game sometimes discriminates between front and back shots; it is a back shot if a jet bumper or bonus X lane was last touched, and a front shot otherwise (This can be fooled by airborne balls). The shot can be lit for a pseudorandom Stroke of Luck award (yellow light), an Extra Ball (orange light), Martian Attack (white light), and Rule the Universe (blue light).
12. Jet Bumpers : The usual three in formation similar to those on World Cup Soccer, lit by GI and not controlled lamps. These are used during the Super Jets feature. Balls can exit below into the Stroke of Luck scoop, or between the two rightmost bumpers into the right loop. Also, balls very likely will enter back into the Bonus X Lanes a few times while balls are a-popping.
13. Bonus X Lanes : Two rollovers directly above the jets, that can be fed by either loop. These advance the bonus multiplier, advance the scoring of the jet bumpers, and award the regular Skill Shot.
14. Right Ramp : Also called the Tractor Beam. Has lamps for the same features as the left ramp. It dumps the ball onto the right habitrail and sends the ball back to the right flipper. This is the smallest ramp, and reminds of the right ramp from "Johnny Mnemonic". It has a gate switch, and shares its made switch with the lock ramp.
15. Right Loop : Also called the Atomic Blaster loop. Has lamps for the same features as the left loop. It sends the ball over the Bonus X lanes, and if the left gate is open, the ball should whiz out the other side; otherwise, the ball will land in the lanes/jet bumpers. It is also a two-switch loop.
16. A-N Targets : Two more standups along the lower right side of the playfield, with a martian figure above them.
17. Right Slingshot : Standard.
18. Right Inlane : Standard.
19. Right Outlane : Standard.
20. Plunger Lane : Autoplunger only. Sends balls into the top of the right loop, towards the bonus X lanes. Plunged balls do not touch both of the right loop switches, so it is still possible to score right loops even when balls are being autolaunched.
21. Launch Button : Obviously, it launches the ball, but it can also be lit for a Martian Bomb, and will flash when it is available. It is also used during the Video Mode, but does not flash then.

* Objectives : The main objective of AFM is to Rule the Universe. In order to begin this feature, you must complete 6 objectives : (1) Collect at least one Super Jackpot. (2) Start Total Annihilation at least once. (3) Start Martian Attack Multiball at least once. (4) Conquer Mars by completing all 6 Attack Waves. (5) Start Super Jets, by completing a certain number of jet bumpers. (6) Complete at least one 5-Way Combo.
Your progress towards completion of these six features is denoted by six blue lights just above the flippers. When the sixth feature is completed, Rule the Universe is lit at the Stroke of Luck hole. If any multiball is in progress, Rule the Universe will not be lit until multiball finishes. Shoot the SoL hole to start. See the section on Rule the Universe for details on that feature.

* Skill Shots : There are two skill shots available at the start of each ball, and immediately after Ruling the Universe. Pressing the launch button without pressing the left flipper button will launch the ball into the Bonus X Lanes, and one of the two lanes will be flashing. Use the flippers to switch the flashing lane. Passing the ball through the flashing lane scores a normal Skill Shot, worth 10M points and +5X to your bonus multiplier. Each successive Skill Shot is worth 10M more points than the previous.
Holding the left flipper button down while pressing the launch button qualifies you for a Super Skill Shot. The left loop gate will raise and allow the ball to whiz pass the Bonus X lanes and exit down the left loop. Shooting any ramp or loop will award 50M points and spot all 3 Total Annihilation lamps for that shot. Shooting any Forcefield target will score 50M and lower the Forcefield. Shooting the saucer hole, the Stroke of Luck hole, or the lock ramp/hole awards nothing for the skill shot. The value of the Super Skill Shot is fixed and does not increase. It can be scored on a shot even if all 3 TA shots have already been completed. The Hurry-Up associated with completing the third TA shot is not awarded when it is completed by the Super Skill Shot.
There is a brief ball saver available at the beginning of each ball. Scoring a Super Skill Shot, or making a shot which does not award Super Skill Shot, turns off the ball saver immediately. When going for the normal Skill Shot, the ball saver remains active as long as the ball is in the jets/bonus X lanes and remains on a little longer after the SoL kickout. The display will read 'Ball Saved / Return To Battle' and the quote 'Return to battle, soldier' will signify that a ball is being returned into play.
A jet lane will be flashing even if Super Skill Shot is selected. If Super Skill Shot is selected but the ball does not make it all the way around and lands in that flashing jet lane, a normal Skill Shot will be awarded. If the autoplunger is really weak and the ball doesn't even make it over the bumper area at all, then the Skill Shot will remain lit for about 5 seconds and you can collect it during that time by shooting either of the loops to get to the lit lane.
When any Skill Shot is awarded by traversing the flashing lane, that lane is also lit towards advancement of the Bonus X on the same shot.

* Total Annihilation : 4 shots, the two ramps and the two loops, each have 3 lights in front of them. The left loop shots are labelled 'Capture'. The left ramp shots are labelled 'Big-O-Beam'. The right ramp shots are labelled 'Tractor Beam'. The right loop shots are labelled 'Atomic Blaster'.
At the beginning of the game and immediately after Total Annihilation, all 12 of these lamps will be turned off, and the next lamp to be awarded will flash. Making a shot lights the flashing lamp and flashes the next lamp in sequence. The first shot is worth 20M; the second is worth 25M; and the third is worth 30M. These awards are available during regular, non-multiball play, and they are also available during Martian Multiball.
Cow Video Mode can be started by watching the animations on the Big-O-Beam and Tractor Beam; see 'Cows' for more details.
Making the third lamp on any given shot starts a Hurry-Up sequence. The saucer/forcefield is lit for 100M for a brief time, and then rapidly starts to count down, to a minimum of 25M. Shoot the saucer or forcefield (depending on whether or not the forcefield is up or down) to collect the Hurry-Up value.
The third shot to either loop will open the controlled gate to allow shots to that loop to exit out the other gate. This starts as soon as the third shot is made, and remains in effect until Total Annihilation is started or Super Jets is started.
After a shot has been completed three times, until Total Annihilation begins, shooting that shot again scores a 'Fleeing Bonus' of 10M. Fleeing Bonus is only awarded on a loop shot if the ball completely exits the opposite side of the loop; i.e. it must touch at least 3 of the 4 loop switches. The first three shots to a loop can be scored just by touching two of the four switches.
Starting another Hurry-Up while Hurry-Up is already in progress increases the value of the Hurry-Up to 300M; starting a third increases it to 500M; and starting all four simultaneously awards 1B immediately and also starts Total Annihilation. In general, when the last of the four TA shots is completed, the Hurry-Up is automatically awarded without having to shoot the saucer or forcefield, and Total Annihilation Multiball begins (The exception is that Hurry-Up is never awarded because of a Super Skill Shot). The Hurry-Up does not count down any faster if more than one is lit, so when 2 or 3 are running concurrently, you have plenty of time to collect it. Once started, the Hurry-Up continues to run until it is collected, even during any multiballs. The minimum value of the Hurry-Up is 25M; it will remain there for just a few seconds before the award times out completely.
During Total Annihilation, the 4 shots are all lit for jackpots throughout the round. The jackpot value begins at 50M and increases by 5M each time a jackpot is collected. In addition, an Annihilation Jackpot is lit at the lock ramp whose value increases each time a jackpot is collected. After collected, the Annihilation Jackpot returns to its base value plus 10M. If no jackpots have been added into the Annihilation Jackpot, then shooting the lock ramp awards a regular Jackpot like the other four shots.
Each successive start of Total Annihilation starts with a base value of 25M more than before. For example, the second Total Annihilation starts at 75M per shot. The value still increases by only 5M per shot made.
Total Annihilation is a 4-ball multiball. Play continues until down to one ball. The forcefield cannot be lowered during TA to start Attack Waves. Regular multiball cannot be started during TA. Combos cannot be scored either. Also, the controlled gates remain closed so that all loop shots are kept in the bumper area during Total Annihilation. The maximum Annihilation Award is 200M.
When TA ends, the 12 TA lamps all reset, and you can begin progress towards another Total Annihilation.

* Saucer Attack Waves : There are 5 countries under attack : the U.S., Italy, Germany, France, and England. You must first defend these 5 countries against the Martians; then in the final attack wave, you Conquer Mars yourself. When an Attack Wave is not in progress, pressing either flipper button will change the next country to be saved, which will be flashing.
The artifacts under attack are :
1. U.S. - Statue of Liberty ('We gotta save the Statue of Liberty').
2. Germany - Brandenburg Gate ('The Brandenburg Tour is in danger').
3. England - London Bridge ('Blymie, London Bridge is falling down, isn't it?').
4. Italy - Tower of Pisa ('Mama Mia, the Martians are straightening the Tower of Pisa').
5. France - Eiffel Tower.
At the beginning of the game, or immediately after an Attack Wave is completed, the Forcefield will be raised. Shoot the three Forcefield targets to lower it and reveal the Saucer behind it. The Forcefield can also be lowered by a Super Skill Shot or a Stroke of Luck award. On normal difficulty settings, shooting the center Forcefield target when it is already lit will spot one of the other two targets.
When the saucer is revealed, shooting the drop target or the two side standup targets scores hits on the flying saucer (If the drop target is broken, shooting the hole behind the target will score hits instead). After a certain number of hits, the drop target will remain down, and you can shoot the hole to destroy the saucer. Destroying the saucer saves the country and light that country's lamp permanently.
You can score multiple hits on a single shot; the display will show the number of hits and the total number of damage points scored.
For the first Attack Wave, it takes 4 hits at 50M each to open the saucer, and destroying the saucer scores 200M. On each successive Attack Wave, the number of hits goes up by 4, the value of each hit goes up by 10M, and the bonus for destroying the saucer goes up by 100M. For the fifth Attack Wave, that means 90M per hit, and 20 hits to destroy the saucer for 600M.
An Extra Ball is lit when the second Saucer is defeated. Shoot the Stroke of Luck hole to collect.
Shooting either of the two standups when the saucer is open scores 5M.
If you are in a multi-player game, and you had the saucer hole revealed on your last ball, and on the next ball, the player before you drains with the drop target up, it will remain up for you as well. Hitting it will score 5M like the side targets and reveal the hole (again).
After completing the first five Attack Waves, Conquer Mars is next. Open the Forcefield as before. This time, the drop target will remain down, and you must shoot the hole 10 times to Conquer Mars. Each shot is worth 100M (consistent with the scoring as before), and the final shot conquers Mars and scores 2.5B.
You can only Conquer Mars once per game. For the rest of the game, the drop target will remain up, and hits on the drop target (and not the side standups) will score 100M. The Forcefield will remain down for the rest of the game unless Strobe Multiball is started. The blue Conquer Mars lamp remains lit after Rule the Universe is finished, so you only need to collect the other five awards to start Rule the Universe a second time.

* Multiball : To start regular multiball, you must lock three balls at the lock hole. Depending on the difficulty level of the machine, it will take a certain number of lock ramp shots to open the lock hole. These rules will describe default settings first.
For the first multiball, shoot the lock ramp once to light locks one, two, and three at the hole; the next three shots will go to the hole, with the third starting multiball. After multiball number 1, you must shoot the lock ramp once per lock. The Stroke of Luck award 'Light Lock' will do whatever would have happened if you had actually shot the lock ramp.
Balls aren't actually locked; the same ball is immediately returned to the player and merely a count is made of the number of locks. It isn't possible to steal or lose locked balls.
When ball three is locked, multiball begins. The ball is popped from the lock hole and two more balls are launched into play automatically. Five shots, the four TA shots and the lock ramp, are all lit for jackpots, and each can be collected only once. The first jackpot is worth 60M; the value increases by 10M per jackpot.
As balls are autolaunched, some legitimate shots to the right loop may not score jackpots.
When all five shots have been made, a Super Jackpot is lit at the left loop. Shooting the Super Jackpot scores 250M points and relights all five jackpots again. However, the Super Jackpot moves about every 5 seconds, sweeping across the five shots from left to right, then right to left, etc. Every time it moves you will hear a distinctive 'blip' sound. Once collected, the five Jackpots relight, and it all starts over again. The jackpot value continues to increase by 10M per shot (so after the first Super Jackpot, it is worth 110M) until it maxes at 200M. Play continues in this fashion until down to one ball. The second Super Jackpot per game scores 500M; the third is worth 750M; and then it maxes out at 1B. On some versions of the software, it maxes at 750M and then returns to 250M for the next Super Jackpot.
Once a Super Jackpot is scored, the current jackpot value is held over to the next multiball. Thus, if you only score 1 super jackpot, then at the start of the next multiball, the jackpot will be worth 110M.
If Super Jackpot is lit when multiball ends, it will continue to be lit as a 'Last Chance' for another 10 seconds and continue to move as well. There is a short grace period at the end of the 10 seconds during which the Super Jackpot can still be collected.
Also, there is a very brief period before and after the Super moves that either of the two shots will score the Super Jackpot. In other words, if you shoot the next shot just before it moves, or you shoot the previous shot just after it moves, you will still get the Super Jackpot.
Even more, there is a short grace period at the end of multiball in which you can still collect one, or even two regular jackpots. If you manage to collect your fifth jackpot this way, you still get the 'Last Chance' 10 seconds for a chance at the Super Jackpot.
On default 5-ball play, you must shoot the Lock Ramp to light each Lock separately for each Lock, like the second multiball on 3-ball settings.
You can continue to collect damage points on the Saucer during this and all other multiballs, except Strobe Multiball. After destroying the saucer, however, the Forcefield will raise, and you cannot begin the next Attack Wave until the multiball ends. On newer software revisions, there is a trick to be tried here: it is possible for a second ball to get stuck behind the Forcefield as it is raising. You can attempt this to park a ball out of the way during the multiball. When all other balls drain, a ball search will occur in about fifteen seconds and lower the Forcefield, returning the ball into play. Be careful, though, as it has a tendency to go straight down the middle.
Even better, while the ball is trapped behind the Forcefield, the Saucer drop target remains down (it is reset only when the next Attack Wave is started). If you manage to newton the ball into the saucer hole, by hitting the Forcefield with a second ball, the game will automatically spot the next Attack Wave. This trick only works on newer ROMs, and works during any multiball (although setting it up for Strobe Multiball might be difficult). It is also awarded only once per game per player, spots the Country, and awards the 200M-600M points as usual. Reportedly, this trick can also be used to spot Conquer Mars and earn 2.5B.

* Jet Bumpers : At the beginning of each ball, jet bumpers score 1M each. Each time the bonus multiplier is increased, the jet value increases by 50K for the duration of the ball. +5X bonus increases the value by 250K.
After 100 jet hits, Super Jets is awarded. The jets will score 3M each for the rest of the ball. At the beginning of the next ball, Super Jets will go unlit, and it take 125 hits to get Super Jets again. The third time will take 150, etc.
Super Jets tends to happen naturally over the course of a good game, especially when there are lots of multiballs.
Once Super Jets is active, left and right loops are always held in the Bonus X lanes, and never loop all the way around. This makes it harder to collect Combos, but it does allow you to score lots of points off the jets.
After finishing Rule the Universe, the blue Super Jets lamp will remain lit (on latest ROM levels) if Super Jets is still active, to allow you to start Rule the Universe again on the same ball. In that case, at the end of the ball in which Rule the Universe was started, the Super Jets lamp will be turned off. If Super Jets was started on a different ball, then the lamp is turned off as soon as Rule the Universe ends, and you can start Super Jets again on that same ball.

* Combos : Consecutive ramp/loop shots during single-ball play are counted as Combos. Combos can be scored on any of the ramps, loops, or the lock hole. A 2-Way combo scores 25M, a 3-Way scores 30M, and so on. There is no known maximum. Continuous shots to the same loop are especially satisfying.
If a loop shot stops in the Bonus X lanes, the Combo sequence is stopped. The Combo sequence continues on loop shots only when all 3 TA lamps are complete (the third shot counts, too) and the controlled gate is open to allow the ball to exit the other side of the loop, and when Super Jets is not running.
The combo shots remain lit for a fixed time interval regardless of any other shots made in the interim.
Combos are not available during any multiball unless Martian Multiball is the only multiball running.

* Stroke of Luck : The scoop is lit to award 'Stroke of Luck' at the beginning of the game, and remains lit across balls. Stroke of Luck can be relit by completing the 4 rollover lights in the inlanes and outlanes. Use the flipper buttons to move the lights left and right (each button moves the lights in a different direction), so that balls will roll in an unlit lane, which will then light up. When all four are lit, they all go unlit and Stroke of Luck becomes lit. If Stroke of Luck is already lit, nothing happens; the award is not stackable.
The number of times the rollovers are completed is counted across the game (regardless of how many times you actually collect the Stroke of Luck at the scoop). At 10, an Extra Ball is lit at the scoop. The animation and sound effect for this are easy to miss.
On 5-ball games, the Stroke of Luck EB is lit at 14 instead of 10.
The Stroke of Luck is a pseudo-random award. Possibilities are :
1. 25,000,000 points. Awarded immediately.
2. 50,000,000 points. Ditto.
3. Light Extra Ball. Shoot Stroke of Luck again to collect.
4. Light Lock. For the first multiball, this will light all three locks. After that, it will light one additional lock, regardless if lock is already lit or not.
5. Award Lock. If Lock is already lit, then that lock is awarded and no lock will be lit. Otherwise the next unlit lock is awarded.
6. Multiball. Forget the locks, just start multiball.
7. Lite Martian Attack. Shoot Stroke of Luck again to collect.
8. +5 Bonus X. Same award as regular skill shot.
9. Hold Bonus X. Bonus X will not reset to 1X at the end of this ball.
10. Strobe Multiball. Starts immediately. See below for more details.
11. Video Mode. Starts immediately. See below for more details.
12. Sneak Attack. One of the four martians will begin jumping. Shoot immediately to score 150M; the value counts down quickly. Hitting the martian also awards 2 additional Martian Bombs and lights Martian Attack if it isn't already lit.
13. 1 Martian Bomb. Added to any you already have.
The award is pseudorandom, because sometimes it can be predicted. The third Stroke of Luck award will normally be Strobe Multiball. Stroke of Luck will award Video Mode the first time it is hit after Super Jets has been completed, even if it is the third time. Strobe Multiball will then be the next Stroke of Luck award given.
Stroke of Luck will normally award (regular) Multiball on the last ball of the game if multiball has not yet been started.
Stroke of Luck will normally award 1 Martian Bomb if it is collected during Martian Attack, before Martian Multiball.
Stroke of Luck is not available during any multiball. The award can only be collected from the front entrance to the scoop.
If 'tournament' mode is enabled, then Stroke of Luck always awards 50M and nothing else, in order to de-randomize the games.

* Martian Attack : At the beginning of the game, the seven M-A-R-T-I-A-N targets are all flashing. Completing all seven targets lights the SoL scoop for Martian Attack. The award can be collected from the front or back of the scoop the first time, but then must be collected from the front every other time.
During Martian Attack, all four martians begin jumping up and down, and you must shoot each of the four martians to start Martian Multiball. You can shoot any of the M-A-R targets to kill the lower left martian, and likewise either of the A-N targets to kill the lower right one. You have 30 seconds to kill all four.
Each killed martian is worth 20M, and killing all four starts Martian Multiball. Another ball is launched into play, and the four shots remain lit throughout the multiball for 20M each.
The number of martians killed is counted throughout game. The martians killed during the Attack phase count as well. The game displays the name of the person who has killed the most martians in attract mode.
Everytime the seven targets are completed during regular play, the value of each Martian increases, to 30M, 40M, and finally a max of 50M per Martian. If the targets are completed while Martian Attack is already lit (but not started), then a Martian Bomb is also awarded.
Martian Bombs can also be awarded via Stroke of Luck and Sneak Attack. These are used during the Attack phase only (i.e. not during martian multiball, and they are NOT used during Video Mode either). The launch button will flash when you have at least one martian bomb. Pressing the launch button will then kill one of the remaining flashing martians for you, to help you to complete all four of them. You can do this safely after the ball has gone down an outlane, but not after the ball has landed in the trough. If your fourth martian is killed this way, then Martian Multiball is still started, and two balls are launched back into play.
Martian Bombs are stackable and carry across Martian Attacks. Save bombs that you don't need or that won't help you complete all four for the next Attack. There is no known maximum to the number of Martian Bombs you can collect. The number of total Bombs is displayed each time Martian Bombs are awarded, and it is also available in the Status Report. Unless used, Martian Bombs saved are not worth anything.
If one of the Martian targets is known to be bad, the game will spot that target for you automatically in all circumstances. The 'T' and 'I' targets are likely to go bad at some point, since they take quite a beating.
Total Annihilation shots can be made both during Martian Attack and during Martian Multiball itself. If all 12 TA shots are completed while Martian Multiball is running, Total Annihilation begins immediately, two more balls are launched into play (for a total of four), the usual ball saver for Total Annihilation is started, and both multiballs run concurrently.

* Strobe Multiball : Strobe Multiball is only available as an award from the Stroke of Luck, and can only be played once per game per player. The Forcefield will first raise if it is lowered, all playfield lamps will be turned off, the strobe lamp will begin to flash along with the three Forcefield targets, and two more balls are sent into play. The objective is to hit the Forcefield as many times as possible, until back to one ball.
Each shot scores 50M. On the 10th hit, an Extra Ball is lit. Collecting the Extra Ball will temporarily illuminate the playfield for the Extra Ball lamp effect. On the 20th hit, a 250M bonus is awarded, but without any fanfare or additional lighting. Bonus is also awarded at 30. The display will always tell you the number of total hits, and the next award to be given.
If Martian Attack or Martian Multiball is running during Strobe Multiball, then the Martian targets will be flashing. If a Hurry-Up is active at the start of Strobe Multiball, then the Hurry-Up arrow will flash. If the roaming Super Jackpot is lit, then it will continue to be lit and move until collected or time runs out. These are the only other situations in which other playfield lights can be flashing.
The inlane/outlane rollovers and Bonus X lanes remain active during the round, even though you can't see which ones are lit. You will be able to tell briefly which ones are lit when the playfield is lit for the Extra Ball animation.
There is a lengthy ball saver at the beginning of Strobe Multiball, and a brief ball saver after it ends. If no balls are in play when the game recognizes the end of Strobe Multiball, another ball is launched into play. Basically, your ball cannot end because of Strobe Multiball.

Video Mode : Video Mode is only available as an award from the Stroke of Luck, and it is only given out once per game, per player. The objective is to shoot as many saucers as possible. Your shooter is positioned in the center and fires automatically. Use the left and right buttons to control the direction of the shots. Each saucer hit is worth 3M.
Once, and only once, you may press the launch button to fire a 'Smart Bomb', which will destroy all the saucers on the screen. This has absolutely nothing to do with Martian bombs. Unlike with Martian Bombs, the launch button does not flash to let you know you have a Smart Bomb.
At 30 saucers, a percentaged Extra Ball will descend; shoot it to collect an Extra Ball immediately. If the game has been awarding too many extra balls recently, then it may not appear at all.
At 50 saucers (?), the Mothership will approach. The regular saucers stop landing (any ones that are still descending get zapped as if you have shot them), and the big Mothership starts descending. You must shoot the Mothership before it lands. It is a rather large ship, which zigs and zags quickly to make it more difficult to hit. It takes 80 hits to destroy it; the lower right corner of the display will tell you how many remaining hits are needed. Completing video mode in its entirety is worth a total of 635M points, and displays the message : 'You Have Won; The World Is Safe'.
You can use the Smart Bomb to kill the Mothership as well.
This same video mode is available in the game "Junk Yard", including the Smart Bomb and Mothership features.

* Bonus : At the end of the ball, bonus is awarded. Your bonus consists of some random point value based on how many shots you hit during play, with a base value of 5M, plus 250K for each Martian you've destroyed. This is all then multiplied by your bonus multiplier. It is possible to have very big bonuses, in the billions. The bonus multiplier maxes out at 250X; at that level, each Martian you hit is worth 62.5M.

* Rule the Universe : After completing all 6 major objectives, shoot the SoL scoop to start Rule the Universe. When Rule the Universe becomes lit, Martian Attack and Stroke of Luck become unlit if they were previously lit. Rule the Universe is a 4-ball multiball with about a 30 second ball saver in which nearly all playfield features are lit. Total Annihilation runs, with the base value of each jackpot worth 100M. The saucer drop target scores 100M. The roaming Super Jackpot is lit and scores the same as it does during regular multiball, for an unlimited number of times. Martian Multiball is active, scoring at least 50M per martian. The Annihilation Jackpot is lit at the lock ramp. Super Jets is also active.
If you score 5 billion points, the playfield will go dark, the flippers will be disabled, and the round will end. You just ruled the universe! An extra 5 billion points is awarded, and your initials and the time of election will be displayed in attract mode later on. After a brief animation, a ball will be returned to the plunger lane and you can continue play. You can also go for one of the Skill Shots at this point, too (the regular ballsaver is also active).
Plus, for the rest of the ball after Ruling the Universe, you can collect Victory Laps by shooting any of the five combo shots. The Combo arrows will be solidly lit. Shooting any arrow unlights that arrow and awards a Victory Lap (complete with whooshing sound effect), initially worth 100M. Shooting the saucer drop target relights all five Victory Lap shots (if any are unlit) and increases the value of the shots by 10M each. The saucer target itself scores 100M per hit for the rest of the game. This is an excellent time to start a multiball, especially Total Annihilation.
The Victory Lap value can increase up to 500M. Maximizing Laps is the key to getting a really high score.
If you lose all balls before scoring 5 billion, then nothing else really happens and normal play resumes. This is very depressing.
After RTU multiball, the Conquer Mars lamp remains lit. The Super Jets lamp remains lit for the remainder of the current ball if Super Jets is still active. This allows you to Rule the Universe again on the same ball. With early ROMs, the Super Jets lamp was cleared after RTU which made this impossible, since Super Jets continued to be active on that ball, and couldn't be restarted until the next ball.
If a player rules the universe when he/she is already ruler, then the display will show 'Re-Election #1', and so on until someone else rules the universe, during Attract Mode (it can't know this until the end of a game, when you enter your initials, unless you happen to RTU twice in the same game, in which case it will display 'Re-Election').
If multiple players Rule the Universe in the same game, then only the last player to Rule will get to enter initials. In no way does any scoring affect whether or not you become the new Ruler.

* Concurrent Multiballs : Attack From Mars supports concurrent multiballs to some extent. There are four different multiballs in this game : regular multiball, Martian Multiball, Total Annihilation, and Strobe Multiball (plus Rule the Universe, but that's a totally different beast). Here's how it all fits together :
Regular multiball, Total Annihilation, and Strobe Multiball are all mutually exclusive; only one of these can run at a time. Martian Multiball can run concurrently with any one of them, as long as the two are started in the right order.
In the case of regular multiball or Strobe Multiball, you must start Martian Attack first, and then start the OTHER multiball (once the other multiball is started, you cannot start Martian Attack). Martian Attack continues to run with the same timer, and completing the martians will add Martian Multiball to your current multiball. That means a ball saver will be active for a while. No additional balls are added into play; you must have two for Martian MB, but if you have fewer than two, then you wouldn't be playing another multiball, would you? If your other multiball ends, and you didn't start Martian Multiball, Martian Attack will continue to run as it did before multiball.
In the case of Total Annihilation, you can either start TA first like in the above case, or you can start Martian Multiball first and then start TA, as Total Annihilation shots are awarded during Martian Multiball. In that case, two more balls are added into play to make it a 4-ball multiball, along the normal TA ballsaver.
Concurrent multiballs are lucrative, because with 3 or 4 balls in play, you are likely to hit a lot of the Martian targets without really trying. You will always get more points, though, by concentrating on the major multiball instead (Unless you have a high bonus multiplier, since each martian is worth something in bonus).

* Extra Balls : There are 5 ways to get an Extra Ball in AFM :
1. Complete the second Attack Wave. On 5-ball games, this defaults to the 3rd Attack Wave instead.
2. Complete the inlane/outlane lamps 10 times. For 5-ball, it takes 14 completions of the rollovers.
3. Shoot the EB in Video Mode.
4. Hit the Forcefield 10 times in Strobe Multiball.
5. Via a Stroke of Luck, literally. The randomly lit Extra Ball is usually only lit after a bad first ball, but I have seen it awarded after collecting three Extra Balls and Ruling the Universe.
Extra balls are all lit at the Stroke of Luck hole, except for the Video Mode EB which is awarded immediately. Each of these can only be collected once per game.
Extra balls are the only awards that can be collected at the scoop even during any multiball. Normally only front shots to the scoop will award the EB, but during multiball, you can collect it from the front or back, since the game can't always tell which direction you shot it from with absolute certainty. So it just gives it to you either way. This works with any legitimate multiball but not when you have two balls in normal play because of a missing pinball suddenly appearing on the playfield. In that case, you may get cheated out of an extra ball shot from the front legitimately.
The game seems to detect back shots into Stroke of Luck based on jet bumper hits and rollovers. All other shots are considered front shots. Thus, it is possible for a ball to 'air' over the hole, not touch a jet bumper, fall into the back of the hole, and award a front Stroke of Luck shot.
Attack from Mars also supports the Buy-In feature at the end of the game. Unlike many previous games, there is no separate Buy-In button; the Start button will buy an extra ball for 1 credit. So don't press Start to abort the 7 sec. buy-in countdown -- use the flippers or launch button (or off switch) instead. Depending on the settings of your machine, buy-in may be disabled completely, or there may be a fixed or unlimited number of times you can buy-in. Buy-in can also be enabled for 1/2 credit. There is an extra long ballsaver at the beginning of every ball bought-in, but once used, it is gone. There is nothing else special about the buy-in ball.

* Replays and High Scores : The replay value will fluctuate widely among different machines, but it is most definitely going to be in the several billion range, at least. After collecting a replay, the replay value will grow by 50% of its original, base value, until more coins are inserted (not counting buy-ins).
There are 2 high score lists, one for no buyins and one for buyins. The Grand Champion is also maintained, which is the highest score attained regardless of buyins. The game also keeps track of the person who destroyed the most martians, and the last person to Rule the Universe. For the Ruler, it displays the date and time of the ruling, and the re-election count for that player, in addition to his/her initials.

* Software Compensation : There is no compensation for a broken loop or ramp switch. This is most frustrating, as you won't be able to start Total Annihilation, collect a Super Jackpot, and of course, Rule the Universe.
If you try for a Super Skill Shot but the ball falls into the lit Bonus X lane, you will be awarded the Super Skill Shot of 50M and the Saucer will open, as if you had hit the Forcefield.
If the drop target becomes stuck down, you will not be able to score Saucer hits for a while (you can still score hits from the two side standups). After so many shots to the saucer hole, the game will flag the drop target as bad, and the hole will spot 1 drop target hit. Once the drop target switch becomes active again, though, the compensation is turned off, so an intermittent target is worse than a totally hosed target.
A bad Stroke of Luck kicker is bad news. If only the SoL switch is stuck open or closed (but not intermittent), then there is some compensation for balls that fall in from the back. If a ball trips one of the Bonus X lanes, and no jet bumpers or the right loop switch isn't triggered in about 3 seconds, the game assumes the ball fell into the SoL hole, and since there is no way to detect front shots, it awards a front SoL shot, then kicks out the ball.
If the Forcefield 3-bank won't go down, hitting any of the three targets will spot hits to the saucer drop target/hole.
If the right ramp entrance gate switch and the lock ramp gate switch are bad, then shooting the Lock ramp will count as both a Lock ramp and a right ramp shot (the game cannot tell the difference between the two, so it awards both). There is probably a software bug here, though : sometimes in this state, Lock will be lit but the divertor will not open, so that you cannot collect the lock until the next ball, when everything is reset.

- SERIES -

1. Attack from Mars (1995)
2. Revenge from Mars (1999)

- STAFF -

Design : Brian Eddy (BRE)
Software : Lyman F. Sheats Jr. (LFS)
Mechanical Engineer : Robert C. Friesl (RCF)
Artwork : Doug Watson (DTW)
Sound & Music : Dan Forden
Dots : Adam Rhine, Brian Morris

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5199&o=2

$end


$gameboy=killtomt,
$bio

Attack of the Killer Tomatoes [Model DMG-AK-USA] (c) 1992 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65585&o=2

$end


$gameboy=killtomtj,
$bio

Attack of the Killer Tomatoes [Model DMG-AKJ] (c) 1993 Altron Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65587&o=2

$end


$nes=killtomt,
$bio

Attack of the Killer Tomatoes (c) 1993 T-HQ, Inc.

- TECHNICAL -

Game ID: NES-47-NOE

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83393&o=2

$end


$nes=killtomtu,
$bio

Attack of the Killer Tomatoes (c) 1992 THQ

- TECHNICAL -

Model NES-47-USA

- TIPS AND TRICKS -

After losing your last life, pressing Down+Left and A+B before the game over screen will make a message pop-up, saying Rob Loves Sandy. This was likely added in by Rob Harris, one of the game's programmers.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54904&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=mtntcmls,
$bio

Attack of the Mutant Camels [Model C318] (c) 1983 HES [Human Engineered Software]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83775&o=2

$end


$a800=mtntcmls,
$bio

Attack of the Mutant Camels (c) 1983 HES |Human Engineered Software].

- TECHNICAL -

Model C518

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49299&o=2

$end


$jaguar=mutntpng,
$bio

Attack of the Mutant Penguins (c) 1996 Atari Corp.

It's fairly well known fact that the Earth's television transmissions bounce around the atmosphere and off satellites positioned around the Earth's orbit. Some of these signals are beamed far into space where they could, potentially, be picked up by aliens. What? You don't believe in aliens? You better think again. The Earth is being threatened by something, and it's sure not human...

It all started in the far off galaxy of Bleurgggh (Nebula Quadrant), where an evil race of slimy green (but reasonably stupid) aliens were monitoring the Earth's transmissions.

Unfortunately for them but lucky for us, they tuned in only at a specific time to a specific television channel and picked up The Wildlife Show. After watching a few shows, they disguised themselves as the obviously dominant species on Earth - the penguin.

Soon after landing on Earth they realized they had made a mistake. It was unlikely that a penguin could infiltrate the human race and become President, so a rethink was in order. They decided to disguise themselves yet again, as humans.

So, to recap, we have slimy green aliens disguised as penguins, disguised as humans, trying to invade the Earth. Of course, they had to improvise a bit on the new disguises. As a result, the disguises fool nobody!

When Earth penguins found out about this slur on their integrity, they were not happy and now they're out to set the record straight. Woe to any alien penguin who meets a good penguin. He'll be in for a fight!

Word of the Earth's plight has also reached those champions of intergalactic do-goodery, Bernard and Rodney. This dynamic duo is a legend throughout the known universe. You don't mess with these boys. Bernard is a demon with a frying pan and Rodney kicks butt with a baseball bat. In case you haven't figured out, Bernard doesn't cook and Rodney can't play baseball. They use their accessories on other ways!

The object of Attack of the Mutant Penguins is to get rid of the alien and mutant penguins any way you can. The aliens have brought a terrible weapon of destruction - the Doomscale - with them, and you must use Bernard or Rodney to stop them from activating it. You can arm Rodney with baseball bats, super-clubs and torch-breath or arm Bernard with frying pans, electric pans, boomerang pans and give him Samurai powers. You can also use dynamite, glue, and of course, the Machines!

That's right, you don't have to kill all the alien penguins personally. You can build and activate various lethal-to-penguin machines such as the Spike-Shafter, the Chopper and the Grabansling to do it for you. You'll also get help from the good Earth penguins (hooray!) occasionally. Let them roam the pathways looking for a fight and you'll soon get one of they meet a bad guy. Oh yeah, please try not to kill the good guys accidentally. The machines and weaponry are just as lethal to them!

Good penguins will also try to reach the Doomscale because they can counteract the effect of the alien penguins, so let them through if you can.

In short, kill the alien penguins, don't kill the good penguins. Stop the alien penguins from reaching the Doomscale, but try to let the good penguins reach it.

IT'S TIME TO WADE IN AND KICK SOME PENGUIN BUTT!

- TECHNICAL -

Model J9072E

- TRIVIA -

Released on December 20, 1995 in Europe.

This game was completed and ready for release prior to Atari's merger with JTS Corp. Release was delayed until after the merger so that it would appear that game development was continuing under JTS. It wasn't.

- STAFF -

Game Code: Wayne Smithson, Paul Hoggart, Mark Robinson
Animation: Dan Cartwright
Background Art: Andrew Hanson
Level Design: Wayne Smithson, Paul Hoggart, Dan Cartwright
Audio Driver: Attention to Detail
Music & FX: Cogent Productions
Project Management: Wayne Smithson, Alistair Bodin, Darryl Still
Atari Europe Production: Darryl Still, Alistair Bodin
Atari U.S. Production: Rob Powers
Lead Tester: Nathan Tan
Testers: Jennifer Vernon, Phil B. Gelber, Harry Kinney, Grant Collier, Morgan Weiss
U.K. Testers: Iain Laskey, Daniel Laskey, Peter Bodin, Lee Gledhill, Dickie & Glen
With Thanks to: Dave Perry, Kate Francis
Marketing Product Manager: Jeanne Winding
Creative Services: Greg LaBrec, Diana Bredfeldt, designworks

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76404&o=2

$end


$odyssey2=timelord,
$bio

Attack of the Timelord! (c) 1983 Philips Corp.

- TECHNICAL -

Game ID: AC9445

- STAFF -

By: Ed Averett, Linda Averett

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95556&o=2

$end


$bbca_cass,bbcb_cass=alphacen,
$bio

Attack on Alpha Centauri (c) 1983 Software Invasion

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51509&o=2

$end


$info=aplarail,
$bio

Attack Pla-Rail (c) 1998 NAMCO, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98308&o=2

$end


$info=attckufo,
$bio

Attack UFO (c) 1980 Ryoto Electric.

- TECHNICAL -

Main CPU : MOS Technology M6502 (@ 1.022727 Mhz)
Sound Chips : Custom (@ 1.022727 Mhz)

Screen orientation : Vertical
Video resolution : 176 x 184 pixels
Screen refresh : 60.00 Hz
Palette colors : 16

Players : 2
Control : 2-way Joystick
Buttons : 1

- TRIVIA -

UFO stands for 'Unidentified Flying Object'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4516&o=2

$end


$pc8801_flop=attack,
$bio

Attack!! Hiroko Chan (c) 1983 Champion Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91409&o=2

$end


$msx1_cass=attacked,
$bio

Attacked (c) 198? Tynesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94455&o=2

$end


$pc8801_flop=attacker,
$bio

Attacker (c) 1990 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91410&o=2

$end


$pc8801_flop=attackev,
$bio

Attacker Vanguard (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91411&o=2

$end


$ti99_cart=attrec,
$bio

Attendance Recorder (c) 1982 Foresman [Scott Foresman]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84510&o=2

$end


$info=atilla,
$bio

Attila the Hun (c) 1984 Game Plan, Incorporated.

- TECHNICAL -

Model Number : 260

- TRIVIA -

Attila the Hun was released in April 1984.

500 units were produced.

- STAFF -

Designer : John Trudeau

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5200&o=2

$end


$gba=atvquada,
$bio

ATV - Quad Power Racing [Model AGB-AQRE-USA] (c) 2002 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69519&o=2

$end


$gba=atvquad,
$bio

ATV - Quad Power Racing [Model AGB-AQRP] (c) 200? Crave Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69518&o=2

$end


$gba=atvthund,
$bio

ATV - Thunder Ridge Riders [Model AGB-AAQP] (c) 2006 DSI Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69520&o=2

$end


$gba=atvthundu,
$bio

ATV - Thunder Ridge Riders [Model AGB-B3BE-USA] (c) 2006 DSI Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69521&o=2

$end


$gbcolor=atvracin,
$bio

ATV Racing (c) 2001 Rocket Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67461&o=2

$end


$gbcolor=atvrackj,atvrackja,
$bio

ATV Racing & Karate Joe (c) 199? Rocket Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67460&o=2

$end


$cpc_cass=atvsimul,
$bio

ATV Simulator (c) 1988 Codemasters Software

- TECHNICAL -

Game ID: 3086

- STAFF -

Designed and Programmed by: Tim Miller
Music by: David Whittaker

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64163&o=2

$end


$info=atvtrack,atvtracka,
$bio

ATV Track (c) 2002 Gaelco.

A four-wheel motorcycle racing simulator with four different circuits and two selectable modes : Practice and Competition.

- TRIVIA -

ATV Track was released in February 2002.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4857&o=2

$end


$cpc_cass=aurevoir,
$bio

Au Revoir Monty (c) 1987 Gremlin Graphics Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64355&o=2

$end


$coco_cart=spectrum,
$bio

Audio Spectrum Analyzer (c) 1981 Tandy Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53406&o=2

$end


$cpc_cass=aufwiede,
$bio

Auf Wiedersehen Monty (c) 1987 Erbe Software [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64356&o=2

$end


$msx1_cass=awmonty,
$bio

Auf Wiedersehen Monty (c) 1987 Gremlin Graphics Software, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94456&o=2

$end


$bbca_cass,bbcb_cass=aufwiede,
$bio

Auf Wiedersehen Pet (c) 1984 Tynesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51510&o=2

$end


$a2600=auferzoo,
$bio

Aufruhr im Zoo (c) 1983 Starsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50231&o=2

$end


$amigaocs_flop=aufschwu,
$bio

Aufschwung Ost (c) 1993 Sunflowers

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73465&o=2

$end


$amigaocs_flop=auntaadv,
$bio

Aunt Arctic Adventure (c) 1989 Mindware

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73466&o=2

$end


$msx2_flop=dunbine,
$bio

Aura Battler Dunbine (c) 1991 Family Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101486&o=2

$end


$pc98=dunbine,
$bio

Aura Battler DUNBINE ～バイストンウェルの炎～ (c) 1991 Family Soft.
(Aura Battler Dunbine - Byston Well no Honoo)

- TECHNICAL -

Floppy Disk x5

- TRIVIA -

Released on August 09, 1991 in Japan. Retail price: 9800 Yen.

A password appears once you beat the game, which could be sent in for a lottery, the prize was an original scenario disk awarded to 100 people.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88968&o=2

$end


$psx=aurabatt,
$bio

Aura Battler Dunbine [Model SLPS-02390] (c) 2000 Bandai Co., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84876&o=2

$end


$info=aurailj,aurailjd,
$bio

Aurail (c) 1990 Sega.

An overhead-view shoot'em up where you pilot a super tank of the future, that looks like a battle mek, and blow everything up. Collect power-ups to increase shields and operate the remote attack drone. Features tunnel levels with a first-person view.

- TECHNICAL -

Runs on the Sega "System 16B" hardware.
Game ID: 317-0167

Players: 2
Control: 8-way joystick
Buttons: 3

- TRIVIA -

Released in October 1990 in Japan.

Export release: "Aurail [Model 317-0168]"

- STAFF -

Developed by Westone.

Chief programmer : Takanori Kurihara
Sprite designer : Masanori Yoshihara
BG designers : Hiromi Kurihara, Maki Ohzora
Music composers : Sinichi Sakamoto, Napalm Hiromitsu
Assistant director : Yoshihisa Shimizu
Programmer : Naoki Hoshizaki
CG designers : Mina Morioka, Susumu Konno, Tomoko Nakayama
Supervisor : Michishito Ishizuka
CG operater : Yutaka Hirata
Director : Ryuichi Nishizawa

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=150&o=2

$end


$info=aurail1,aurail1d,aurail,
$bio

Aurail (c) 1990 SEGA Enterprises, Ltd.

Export release. Game developed in Japan. See the original Japanese release entry; "Aurail [Model 317-0167]", for more information about the game itself.

- TECHNICAL -

Game ID: 317-0168

- UPDATES -

The US version is slightly different, it has the "Winners Don't Use Drugs" screen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=97886&o=2

$end


$pcecd=auroraq,
$bio

Aurora Quest - Otaku no Seiza [Model PVCD-3010] (c) 1993 Pack-In-Video Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58108&o=2

$end


$info=aussieby,
$bio

Aussie Byte II (c) 1984 SME Systems.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96859&o=2

$end


$nes=aussie,
$bio

Aussie Rules Footy (c) 1992 Laser Beam

- TECHNICAL -

Model NES-28-AUS

- TRIVIA -

Released on March 21, 1992 in USA.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54905&o=2

$end


$amigaocs_flop=austerl,
$bio

Austerlitz (c) 1989 Cornerstone

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73467&o=2

$end


$info=m5austin,m5austin10,m5austin11,
$bio

Austin Powers (c) 2001 Barcrest.

- TRIVIA -

Released in August 2001.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15247&o=2

$end


$gbcolor=apowerohu,
$bio

Austin Powers - Oh, Behave! [Model CGB-BAPE-USA] (c) 2000 Rockstar Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67514&o=2

$end


$gbcolor=apoweroh,
$bio

Austin Powers - Oh, Behave! [Model CGB-BAPX-UKV] (c) 2000 Rockstar Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67513&o=2

$end


$gbcolor=apowerulu,
$bio

Austin Powers - Welcome to my Underground Lair! [Model CGB-BEAE-USA] (c) 2000 Rockstar Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67518&o=2

$end


$gbcolor=apowerul,
$bio

Austin Powers - Welcome to my Underground Lair! [Model CGB-BEAX-EUR] (c) 2000 Rockstar Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67515&o=2

$end


$info=austin,austinf,austing,austini,austnew,aust201,aust300,aust301,
$bio

Austin Powers (c) 2001 Stern Electronics.

- TECHNICAL -

Stern Whitestar System
Model Number : 74

Main CPU : Motorola M6809 (@ 2 MHz)
Sound CPU : Motorola M6809 (@ 2 MHz)
Display CPU : Motorola M6809 (@ 4 MHz)
Sound chip : BSMT2000 (@ 24 MHz)

- TRIVIA -

Released in June 2001.

Michael Jackson used to own this game (serial number: 164675). It was sold at the official Michael Jackson Auction on Apr. 24th, 2009.

- UPDATES -

Software Release : 1.00
Date : June 7, 2001
- Initial release into production.

Software Release : 1.02
Date : June 11, 2001
- Corrected Replay code that lowered the desired match percentage.
- MOJO hidden jackpot A register trashed bug corrected.

Software Release : 1.03
Date : June 29, 2001
- Less farting.
- Replay bug fixed that stopped awarding replays and instead awarded extra balls.

Software Release : 1.04
Date : July 23, 2001
- Removed farting from family mode (which occurs only in ver 1.03).
- Run time machine longer after 'catching and throwing' a ball.

Software Release : 2.00
Date : July 24, 2001
- All references to 'Fat Bastard' removed from family settings (dot's & speech).

Software Release : 2.01
Date : July 26, 2001
- Pulse for stacked balls in trough fixed

Software Release : 2.02
Date : August 2, 2001 
- New U.K. coin setting default, Hard/Easy rule settings reversed
- Fixed aux. coil #3 'draw' bug

Software Release : 2.03
Date : August 8, 2001 
- Removed phrase from 'family' settings

Software Release : 3.00
Date : September 20, 2001
- Adjustment added to remove references in game to 'Washington D.C.'

Software Release : 3.01
Date : November 8, 2001
- New dispatch edge routines should help do a better job of knowing which edge they are really on and help fix the missing coin problem.

Software Release : 3.02
Date : July 18, 2002
- Fixed code to stop recycling balls thru the trough if the top lanes were not made.

- STAFF -

Concept by : Lonnie D. Ropp, John Borg
Design by : Lonnie D. Ropp
Dots/Animation by : Mark Galvez 
Mechanics by : John Borg, Wesley Chang
Music & Sound by : Kyle Johnson
Software by : Lonnie D. Ropp, Keith P. Johnson

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5201&o=2

$end


$cpc_cass=australi,
$bio

Australian Games [Model AM 634] (c) 1990 Erbe Software [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64357&o=2

$end


$megadriv=austrarl,
$bio

Australian Rugby League (c) 1994 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56337&o=2

$end


$cpc_cass=australi01,
$bio

Australian Rules Football (c) 1990 Again Again

- STAFF -

Written by: David Bradley

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64358&o=2

$end


$amigaocs_flop=australo,
$bio

Australo Piticus Mechanicus (c) 1988 Timewarp

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73468&o=2

$end


$crvision=autochas,autochasa,
$bio

Auto Chase (c) 1981 Dick Smith Electronics.

8 game variations.

- TECHNICAL -

CAT NO. Y-1630

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53772&o=2

$end


$pcecd=paradion,
$bio

Auto Crusher Palladium (c) 1994 Pack-In-Video Company, Limited.

Auto Crusher Palladium is a robot-fighting game published by Pack-In-Video. However, the game is more a simulation than an actual 'hand on' fighting game. Read on. In the first mode, the player gets to build his own robot from scratch. There, he can pick various components such as body, weapons, AI computer etc... The only limitation here is the total weight of the final machine. Various types are available, from traditional biped robots to complex machines that can turn into wheeled vehicles or simply fly. Once completed, the robot is ready to fight and can be sent to the battle arena. There, things slightly differ from what anyone would expect - the robot automatically fights its opponent, and this for every rounds until one or the other wins. This aspect of the game is non-interactive (action buttons seem to switch from one mode to another, but it is not clear how they affect the game). If victorious, the player gets awarded PB points which can be spent in his factory to upgrade his robot. A versus mode is also available where up to five players can challenge each other.

- TECHNICAL -

Game ID: PVCD3009

- TRIVIA -

Auto Crusher Palladium was released on February 25, 1994 in Japan for 8800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58311&o=2

$end


$mc10=autoklon,
$bio

Auto Klondike (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87607&o=2

$end


$arcadia=autorace,
$bio

Auto Race (c) 198? Emerson Radio Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49235&o=2

$end


$intv=autorace,
$bio

Auto Racing (c) 1979 Mattel Electronics

You're in the driver's seat of a Grand Prix-type course. The road snakes and twists before you. As your car starts rolling, trees and buildings rush by on either side. Your tires scream as you hurtle past them and around tight turns. You're in a race to the finish, balancing speed against control. Look out for that curve! You'll need fast reflexes and split-second timing to see what it's like to participate in one of the world's most exciting sports. Are you ready? Ladies and gentlemen, START YOUR ENGINES!

OBJECT OF THE GAME
2 players: Score 50 points before your opponent does. You get 2 points every time your opponent crashes, 1 point if you lead far enough to reach the edge of the picture. Maximum 2 cars on the course at any time.

1 player: Complete 5 laps in the shortest possible time. A crash makes you lose distance and time. Only 1 car on the course, racing against the clock.

- TECHNICAL -

Model 1113

CONTROLS
Select Course: [1] - [5]
Select Cars: [1] - [5]
Braking: Any Side Button (press one only)
Restart at Last Checkpoint: Any Side Button
Confirm Car/Course: [ENTER]
Steering Control: Disc

- TIPS AND TRICKS -

* THE CARS: When you select a car to drive, consider these factors...
1 (white): top speed 55, acceleration POOR, cornering EXCELLENT
2 (green): top speed 65, acceleration EXCELLENT, cornering GOOD
3 (red): top speed 75, acceleration GOOD, cornering GOOD
4 (tan): top speed 90, acceleration POOR, cornering FAIR
5 (blue): top speed 90, acceleration POOR, cornering FAIR

NOTE: The TAN and BLUE cars are identical in every respect, so they should be used for two-car races when the players have equal skill.

* Pay close attention to the course you're running. As you become familiar with 
the road, you'll be able to anticipate the turns and steer more gradually. 
Radical direction stages will result in lots of crashes.

* Practice steering so you can make smooth direction changes. The less skidding and sliding your car does the faster it can go.

* Stay off the grass as much as possible, to keep from slowing down.

* If you are going out of control, do whatever you can to stay away from the blue patches of water, especially when you're running one car against the 
clock.

* Steer by pressing the Disc on the edge that approximates the car's direction. If you press the east side of the Disc when the car is going west, you'll lose all control of the vehicle.

- STAFF -

Programming: Larry Zwick

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60856&o=2

$end


$nes=autouptr,
$bio

Auto-Upturn (c) 1991 Sachen.

- TECHNICAL -

Model TC-017

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76468&o=2

$end


$cpc_cass=autocarf,
$bio

Autocar (c) 1985 Hebdogiciel [France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64359&o=2

$end


$cpc_cass=autocras,
$bio

Autocrash (c) 1991 Zigurat

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64360&o=2

$end


$amigaocs_flop=autoduel,
$bio

AutoDuel (c) 1988 Origin Systems, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73469&o=2

$end


$info=automat,
$bio

Automat (c) 1988 Unknown.

Bootleg of "Robocop".

- TRIVIA -

Despite being a bootleg of Robocop, Automat uses music and sound effects from Capcom's "Section Z".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31360&o=2

$end


$n64=lamborg,lamborgu,
$bio

Automobili Lamborghini (c) 1997 Titus.

Lay rubber through spectacular landscapes with Titus's Automobili Lamborghini! Six first-class circuits wind though mountains, past waterfalls and under ancient ruins. Great graphics effects, including light flares on your windshield, will take your breath away. But it's the goods under the hood that will have speed freaks salivating. 

Racers will have their choice of eight of the world's speediest -- and -- sports cars, including Lamborghinis, Porsches and Ferraris. Even magnificent machines can break down, though, so you'll have to make pit stops if you've turned on the car damage option for long races. 

Automobili Lamborghini's play control amply supports the tight handling of these world-class cars. Rumble Pak support adds to the sense of you-are-there. 

The pak emphasizes dueling with other racers over grueling tracks. To that end, artificial intelligence is smart and realistic, with rival cars trying to block you and pulling other high-speed tactics. You'll frequently have to thread through swarming packs if you want to grab the checkered flag. Four-player support adds to the party value of this game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57587&o=2

$end


$a2600=autorenn,
$bio

Autorennen (c) 198? Ariola

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50232&o=2

$end


$vc4000=carraces,
$bio

Autorennen (c) 1978 Interton Electronic.

- TECHNICAL -

[Cassette No. 1]

- TRIVIA -

Also called Car Races outside Germany, and Course Automobile in France.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49190&o=2

$end


$info=m3autort,
$bio

Autoroute (c) 198? Barcrest.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15237&o=2

$end


$mc10=autorun,
$bio

Autorun (c) 198? Pollock [Graham Pollock]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87608&o=2

$end


$info=autmoon,
$bio

Autumn Moon (c) 1999 Aristocrat.

A 5-Reel video slot machine.

- TECHNICAL -

Aristocrat MKIV hardware.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32294&o=2

$end


$pc8801_flop=autumnpa,
$bio

Autumn Park (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91412&o=2

$end


$spc1000_cass=av,
$bio

AV Armored Vehicle (c) 1986 SMC [Sammi Computer].

Port of an old Japanese game released on the PC-6001.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83483&o=2

$end


$nes=avdrgnmj,
$bio

AV Dragon Mahjong (c) 1991 Hacker International

- TECHNICAL -

[Model HKI-04]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53798&o=2

$end


$nes=avhanacl,
$bio

AV 花名札倶楽部 (c) 1991 Hacker International
(AV Hanafuda Club)

- TECHNICAL -

[Model HKI-05]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53799&o=2

$end


$info=hnageman,
$bio

AV Hanafuda Hana no Ageman (c) 1990 Nichibutsu.

- TRIVIA -

Released in July 1990.

Developed by AV Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=30057&o=2

$end


$info=hnxmasev,
$bio

AV Hanafuda Hana no Christmas Eve (c) 1990 Nichibutsu.

- TRIVIA -

Released in December 1990 in Japan only.

Developed by AV Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=30058&o=2

$end


$nes=avjjmj2,
$bio

AV Jiu Ji Ma Jiang II (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83818&o=2

$end


$nes=avmjclub,avmjclubj,
$bio

AV Mahjong Club (c) 1991 Hacker International

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53800&o=2

$end


$nes=avmsnzs,avmsnzs1,
$bio

AV Mei Shao Nv Zhan Shi (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83819&o=2

$end


$nes=avpachi,
$bio

AV???? - Big Chance (c) 1991 Hacker International.
(AV Pachislot - Big Chance)

- TECHNICAL -

Game ID: HKI-06

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53801&o=2

$end


$pce=avpoker,
$bio

AV Poker (c) 1992 Game Express.

Strip video poker for your PC-Engine.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49053&o=2

$end


$nes=avpoker,
$bio

AV Poker (c) 1991 Hacker International

- TECHNICAL -

[Model HKI-08]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53802&o=2

$end


$nes=avsoccer,
$bio

AV Soccer (c) 19?? Hacker International

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53803&o=2

$end


$pcecd=avtanjo,
$bio

AV Tanjou [Model GED-1015] (c) 1995 Game Express

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58100&o=2

$end


$info=av2mj1bb,
$bio

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

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

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3 Mhz)
Sound CPU : Zilog Z80 (@ 3.9 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC

Screen orientation : Horizontal
Video resolution : 640 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 256

Player : 2
Control : mahjong keyboard

- TRIVIA -

Developed by AV Japan Co., Ltd.

Released in February 1991.

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

- SERIES -

1. AV2 Mahjong No.1 Bay Bridge no Seijo (1991)
2. AV2 Mahjong No.2 Rouge no Kaori (1991)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=151&o=2

$end


$info=av2mj2rg,
$bio

AV2 Mahjong No.2 Rouge no Kaori (c) 1991 Miki Syouji.

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

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3 Mhz)
Sound CPU : Zilog Z80 (@ 3.9 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC

Players : 1
Control : mahjong keyboard

- TRIVIA -

Released in July 1991.

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

- SERIES -

1. AV2 Mahjong No.1 Bay Bridge no Seijo (1991)
2. AV2 Mahjong No.2 Rouge no Kaori (1991)

- STAFF -

Developed by: AV Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=152&o=2

$end


$amigaocs_flop=av8bharr,
$bio

AV8B Harrier Assault (c) 1992 Domark Group, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73362&o=2

$end


$info=avalnche,
$bio

Avalanche (c) 1978 Atari.

Avalanche is a 2-D game of skill. You control a multi-storied platform with a spinner-knob. Your goal is to prevent the falling rocks from ever reaching the ground. There are six rows of rocks to deal with. You start with a 6-storied platform and you lose one platform per row of rocks cleared. You score points for those rocks you prevent from reaching the ground. Of course, the farther the row of rocks, the smaller and faster they become. Your ultimate goal is to get enough points so that you can continue your game should you lose your first one. Get your hard hat out and prepare to catch some rogue rocks.

- TECHNICAL -

Cabinet dimensions : 66'' (168cm) high x 26'' (66cm) wide x 27'' (68cm) deep. Monitor : 23'' B/W.

Game ID : 030574

Main CPU : MOS Technology M6502 (@ 756 Khz)
Sound Chips : Discrete circuitry.

Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 2

Players : 1
Control : Rotating knob (LEFT and RIGHT)
Buttons : 1 (SERVE)

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

- TRIVIA -

Released in April 1978.

1978 proved to be a pivotal year in the arcade industry. Atari was still the big name in arcade games, but that title would soon be threatened. A relatively unknown company out of Japan called Taito partnered up with the well known company Midway in the United States. The game that took the world by storm was called "Space Invaders". It proved to be such a huge success, quarter shortages were reported due to all the gameplay. This also meant that other arcades that came out during 1978 received significantly less patronage. Therefore, Avalanche didn't do very well at the arcades. Many of Atari's games from this period were based more on the skill of the player then anything else. Although Atari released many memorable arcade games after this period, times would never be the same. With the big videogame collapse during the early 80's coupled with poor management, Atari started a downward spiral it would never recover from.

This game was released by Sidam as "Cascade".

David Nelson of holds the official record for this game with 2,453 points on March 21, 2004.

- SCORING -

The score for each rock corresponds to its row number. Rows are numbered 1-6 starting from the lowest row and moving up. Therefore, the rocks values are :
Row 1 : 1 point
Row 2 : 2 points
Row 3 : 3 points
Row 4 : 4 points
Row 5 : 5 points
Row 6 : 6 points

- TIPS AND TRICKS -

* When you start the game, you will see six rows of rocks. Each row contains 32 rocks in it. At the bottom of the screen you will have your six-story platform to catch the falling rocks. Gameplay starts as soon as you press the SERVE button or after five seconds, whichever comes first. First, you must know how the game works so you can better play it :
1) You start with a six-story platform. Each time a row of 32 rocks is cleared (either by you catching it or it hits the ground), you lose one story and the remaining platform(s) become shorter.
2) Every two rows of rocks (64 rocks) become smaller then the previous two rows. In addition, they travel faster down toward your platform(s).
3) If you happen to clear out all six rows of rocks, the game will reload the top with more rocks. You will now start with a three-story platform. If you clear those rows, it will be a two-story platform. The final re-loading of rocks will give you a single platform to catch rocks with. You can only have a maximum of three rock refills (not counting the initial rocks at the beginning of the game).

* The maximum score you can get on each level is 687 points.

* When you are playing the game, only concentrate on catching the rocks with your bottom platform. If you have a multi-storied platform, you will catch a lot of the rocks before they even reach the bottom platform. Of course, in the later rows, this won't be the case.

* If you happen to get a miss, all the rocks that were falling will be placed back at the top (including the one you missed).

* Learn not to spin the control knob. This prevents you from losing control of where your platform is.  Instead, learn how to turn it gently to where you need to go. There is enough time to move from side to side.

* Speaking of placement, always try to keep near the middle. That way you can react faster to where the rocks are falling instead of going all the way left or right all the time.

* Whenever you either clear a screen or get enough points for extended play, there is a couple of second delay while the board sets up.

- STAFF -

Designed & programmed by : Dennis Koble

- PORTS -

* Consoles :
Atari 2600 ("Kaboom!")

* Computers :
Atari 400/800 (1980, "Avalanche") by Dennis Koble
Vic 20 ("The Sky is Falling")
Tandy Color Computer 2 (1981, "Popcorn")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=153&o=2

$end


$megadriv=avatar,
$bio

Avatar (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56338&o=2

$end


$gba=avatarbeu,
$bio

Avatar - The Last Airbender - The Burning Earth [Model AGB-BBWE-USA] (c) 2007 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69810&o=2

$end


$gba=avataru,
$bio

Avatar - The Last Airbender [Model AGB-BQZE-USA] (c) 2006 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69809&o=2

$end


$gba=avatarbe,
$bio

Avatar - The Legend of Aang - The Burning Earth (c) 2007 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69812&o=2

$end


$gba=avatar,
$bio

Avatar - The Legend of Aang [Model AGB-BQZP] (c) 2006 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69811&o=2

$end


$info=avefenixrf,
$bio

Ave Fenix (c) 1981 Recreativos Franco.

Spanish  bootleg / hack of "Phoenix".

- PORTS -

Game's ROM.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=97909&o=2

$end


$info=avefenix,
$bio

Ave Fenix (c) 198? Electro Game.

Spanish  bootleg / hack of "Phoenix".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=45764&o=2

$end


$info=avefenixl,
$bio

Ave Fenix (c) 198? Laguna S.A.

Spanish  bootleg / hack of "Phoenix".

- PORTS -

Game's ROM.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=97910&o=2

$end


$info=avenger,
$bio

Avenger (c) 1975 Electra Games.

- TRIVIA -

Avenger by Electra Games is the first single-player game to feature 3 plays for 2 quarters, which encourages the individual player to play a multiple series of games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4452&o=2

$end


$c64_cart,c64_flop=avenger,avengera,
$bio

Avenger (c) 1982 Commodore

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53507&o=2

$end


$msx1_cass=avenger,
$bio

Avenger (c) 1986 Gremlin Graphics Software, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94457&o=2

$end


$msx1_cass=avengers,
$bio

Avenger (c) 1986 Erbe Software [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94458&o=2

$end


$cpc_cass=avengerw,
$bio

Avenger - Way Of The Tiger II (c) 1986 Gremlin Graphics Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64361&o=2

$end


$pcecd=avenger,
$bio

Avenger (c) 1990 Telenet.

Avenger is a vertical shooter by Telenet where the player takes control of a futuristic and hi-tech helicopter. The usual set of weapons are available, from Vulcan-gun to Laser, Homing Missiles and Directional Beams firing in the opposite direction the helicopter faces. A secondary and more destructive weapon allows the player to either destroy everything on screen or just clean up every single enemy's bullet in sight. Extra power-ups can be collected during the game, improving one of the weapon or increasing the stock of available lives. Avenger proposes a couple of originalities - First of all, the list of weapons to choose from increases as the game progresses. Secondly, and this feature will need sometime to get used to, the helicopter fires diagonally as it moves left or right. However, holding the second button will lock it in that direction. The game also branches out later in the game and the player can decide what mission to play next.

- TECHNICAL -

Game ID: TJCD0011

- TRIVIA -

Avenger was released on December 7, 1990 in Japan for 6780 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49149&o=2

$end


$info=avengers,avengers2,
$bio

Avengers (c) 1987 Capcom.

Export version. Game developed in Japan. For more information about the game itself, please see the original Japanese version entry; "Hissatsu Buraiken".

- TRIVIA -

Avengers was released in February 1987.

- PORTS -

Here is a list of all ports except Japanese ones. To see Japanese ports, please see the original Japanese version entry; "Hissatsu Buraiken"

* Consoles : 
Microsoft XBOX [US] (November 24, 2006) "Capcom Classics Collection Vol. 2" 
Sony PlayStation 2 [US] (November 24, 2006) "Capcom Classics Collection Vol. 2 [Model SLUS-21473]" 
Sony PlayStation 2 [AU] (April 11, 2007; "Capcom Classics Collection Vol. 2 [Model SLES-54561]" 
Sony PlayStation 2 [EU] (April 13, 2007) "Capcom Classics Collection Vol. 2 [Model SLES-54561]" 
Sony PlayStation 3 [PSN] [US] (February 19, 2013) "Capcom Arcade Cabinet: Game Pack 1 [DLC]" 
Sony PlayStation 3 [PSN] [EU] (February 20, 2013) "Capcom Arcade Cabinet" 
Microsoft XBOX 360 [XBLA] [US] (February 20, 2013) "Capcom Arcade Cabinet: Game Pack 1 [DLC]" 
Microsoft XBOX 360 [XBLA] [EU] (February 20, 2013) "Capcom Arcade Cabinet" 
Microsoft XBOX 360 [XBLA] [AU] (February 21, 2013) "Capcom Arcade Cabinet"
Sony PlayStation 3 [PSN] [US] (May 21, 2013) "Capcom Arcade Cabinet: All-In-One Pack [DLC]" 
Microsoft XBOX 360 [XBLA] [US] (May 22, 2013) "Capcom Arcade Cabinet: All-In-One Pack [DLC]"

* Handhelds : 
Sony PSP [US] (March 22, 2006) "Capcom Classics Collection Remixed [Model ULUS-10097]" 
Sony PSP [EU] (July 21, 2006) "Capcom Classics Collection Remixed [Model ULES-00347]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=154&o=2

$end


$info=avengrgs,avengrgsj,
$bio

Avengers In Galactic Storm (c) 1996 Data East.

18 3-D rendered Marvel Comics characters battle in this 1-on-1 fighting game featuring 16 stages. Each character has 4 helper characters that can be brought into play.

- TECHNICAL -

Data East MLC System hardware
Game ID : MCG

Main CPU : SH-2 (@ 21 Mhz)
Sound Chips : Yamaha YMZ280B (@ 14 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 4
=> [A] Light Punch, [B] Strong Punch, [C] Light Kick, [D] Strong Kick

- TRIVIA -

Released in January 1996.

- STAFF -

Project Manager : Iwao Horita
Project Leader : Naomi Susa
Game Planner : Makoto Kikuchi
Programmers : Hal, Sin, Takatoshi Katahata, Zou6 Kagenobu (Down)
Graphic Designers : Mighty Ino, H. Shibahara, Shintaro T., Monster Nozu, Gorimori, Oguri, Yoshinari Kaihou, Shinobu Suzuki
Sound : Atomic Hanada, Ring Ring, Takuto, Shogo
Hardware : Takanori Hasumi
Special Thanks : Steve Miller

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=155&o=2

$end


$info=avspirit,
$bio

Avenging Spirit (c) 1991 Jaleco.

While walking out with his girlfriend the game's hero is ambushed by unknown enemies who snatch his girlfriend and shoot the hero dead. Now, as a wandering spirit with the ability to possess almost anybody he comes across, the hero is summoned by his girlfriend's father and given a mission to save her from the mysterious crime syndicate that holds her hostage. Only then can the hero rest in peace.

The player's character 'inhabits' a body with which to combat the game's enemies. When that body is killed, providing there is a living enemy nearby (other than that of a boss) the player can posses them and continue playing. Each time this is done, it costs the player some of their 'spirit energy'. Should the hero die when there are no enemies close by for the player to possess; the game is over.

- TECHNICAL -

Jaleco Mega System 1-B hardware

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound CPU : Motorola 68000 (@ 7 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.5 Mhz), (2x) OKI6295 (@ 30.303 Khz)

Players : 2
Control : 8-way joystick
Buttons : 2
=> [A] Fire, [B] Jump

- TRIVIA -

Released in May 1991.

This game is known in Japan as "Phantasm".

A Korean bootleg/hack of this game is known as "Monky Elf".

- TIPS AND TRICKS -

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

- STAFF -

Total Planner : Toku
Game Designer : Myaa
Programmer : T. Hata
Character Designers : Sanbo, H. Mamoru
B.G. Designers : Seven Star, C 57
Sound Producer : Tykoon Mori
Sound Composer : Studio O.K.
Special Thanks To : Miyuki-Chan, Dark Elf

- PORTS -

* Consoles :
Nintendo Game Boy (1992)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=156&o=2

$end


$gameboy=avspirit,
$bio

Avenging Spirit [Model DMG-P8-USA] (c) 1992 Jaleco Company, Limited. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65588&o=2

$end


$msx1_cass=averno,
$bio

Averno (c) 1989 Proein Soft Line [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94459&o=2

$end


$cpc_cass=avernos1,
$bio

Averno [Model 22530] (c) 1989 Proein Soft Line [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64365&o=2

$end


$bbca_cass,bbcb_cass=aviator,
$bio

Aviator (c) 1983 Acornsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51511&o=2

$end


$info=avigo,avigo_fr,avigo_de,avigo_it,avigo_es,
$bio

Avigo 10 (c) 1997 Texas Instruments.

The TI Avigo 10 is a PDA (Personal Digital Assistant).

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=34776&o=2

$end


$ibm5150,ibm5150_cass=croschex,
$bio

Award Software's Cross-chex (c) 198? Award Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83580&o=2

$end


$bbca_cass,bbcb_cass=awari,
$bio

Awari (c) 19?? Understanding

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51512&o=2

$end


$amigaocs_flop=awesome,awesomed,
$bio

Awesome (c) 1990 Psygnosis, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73470&o=2

$end


$lynx=awesomeg,
$bio

Awesome Golf (c) 1991 Atari Corp.

The defending champion is about to tee off, starting the Lynx Open Awesome Golf Tournament. Eighteen holes of golf at its finest. Our furry friend Chipper will be your announcer.

- TECHNICAL -

Model PA2049

- TRIVIA -

Reviews:
March 1992 - Joypad N.6 [FR]: 95/100

- TIPS AND TRICKS -

* Learn each course. If you know the course, you will know how to avoid the hazards. Use the practice game to play troublesome holes. Learn to gauge distance and slope when putting. Putting takes practice. Learn which clubs work best in different situations. For instance, you would not use a wood club to make a short chip onto the green.

* Hole-In-One: Enter LANDLORD as your name, and then start to play. Use OPTION 2 to swing the ball and press again OPTION 2 while the ball is in the air to get a hole-in-one.

- STAFF -

Programmers: Rob Nicholson, Chris Manniex

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58794&o=2

$end


$megadriv=awepossm,awepossmp,
$bio

Awesome Possum (c) 1993 Tengen

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57103&o=2

$end


$info=awetoss,
$bio

Awesome Toss'em (c) 1994 Lazer-Tron Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=28869&o=2

$end


$megadriv=aworg,
$bio

Aworg - Hero in the Sky (c) 1991 Sega Enterprises, Limited.

- TRIVIA -

Released in 1991 in Japan for the Sega Meganet online service.

- PORTS -

* Consoles : 
Sega Mega-CD [JP] (March 18, 1994) "Game no Kanzume Vol. 2 [Model G-6033]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93484&o=2

$end


$megadriv=awspro,
$bio

AWS Pro Moves Soccer (c) 1993 ASCII Entertainment Software, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57086&o=2

$end


$gamegear=axbattlr,axbattlrp,
$bio

Ax Battler - A Legend of Golden Axe (c) 1991 Sega Enterprises, Limited.

- TECHNICAL -

Cartridge ID: 2513

- TRIVIA -

Reviews:
July/August 1992 - Consoles + N.11 [FR]: 72/100

- TIPS AND TRICKS -

* Everything Unlocked: Enter KADB BMCM NPLM DLBE as password.

- STAFF -

Planning : The Hase
Design : K.Tamun
Program : N.Tabata
Program : H.Saexa
Data : K.Mixa
Sound : PP.Chung
Program : K.Oikawa

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64459&o=2

$end


$gamegear=axbattlrj,
$bio

Ax Battler - Golden Axe Densetsu (c) 1991 Sega Enterprises, Limited.

- TECHNICAL -

[Model G-3306]

- STAFF -

Planning: Katsuhiro Hasegawa (The Hase)
Design: K. Tamun
Program: Noriyuki Tabata (N.Tabata), Hiroyuki Saigusa (H. Saexa), Kazuyuki Oikawa (K.Oikawa)
Data: Kojiro Mikusa (K.Mixa)
Sound: Keisuke Tsukahara (PP.Chung)
Cover artwork by: Julie Bell

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64460&o=2

$end


$megacd,megacdj=ax101,
$bio

AX-101 (c) 1994 Sega Enterprises, Limited.

- TECHNICAL -

Game ID: G-6031
Sega ID: 670-4880
Barcode: 4 974365 560317

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60481&o=2

$end


$segacd=ax101,
$bio

AX-101 [Model T-86015] (c) 1994 Absolute Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60692&o=2

$end


$info=ax170,
$bio

AX-170 (c) 1986 al Alamiah.

Arabic MSX.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84898&o=2

$end


$amigaocs_flop=axelmh,
$bio

Axel's Magic Hammer (c) 1989 Gremlin Graphics Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73471&o=2

$end


$snes=axelayj,
$bio

Axelay (c) 1992 Konami Company, Limited.

Axelay is a horizontal/forward shooter developed by Konami. In a far future, the peaceful Ilis star system has been invaded by a merciless alien army known as the Dark Empire. The star fighter Axelay is developed in an attempt to stop the invading force, and it is sent out to fly deep inside enemy territory to destroy it from within. The most unique feature of the game is definitively the overhead/vertical stages - unlike most of its peers, Axelay alternates between two styles of play : overhead/vertical and horizontal stages. The overhead levels heavily rely on sprite deformation and scaling effects, and the enemies as well as the background scenery smoothly roll into view and give the game its distinctive character. The horizontal stages are a lot more traditional and yet, they also feature smooth parallax scrolling, sprite deformations and unique visual effects. However, the game doesn't feature any in-game power ups, and the Axelay fighter comes equipped with three weapon slots (main weapon, side weapon and missiles) and the player can freely switch from one slot to another at any time during the game. Beside, the Axelay prototype star fighter can only acquire new types of weapons after completing a new area, which gives the player the ability to pick different slot combinations as the game progresses. Weapon slots also act as temporary shields, and sustaining a hit automatically damages and eventually disables the active weapon. Axelay consists of six stages and is single player only.

- TECHNICAL -

Cartridge ID: SHVC-AX

- TRIVIA -

Axelay was released on September 11, 1992 in Japan for 8800 Yen.

Export releases:
[US] "Axelay [Model SNS-AX-USA]"
[EU] "Axelay [Model SNSP-AX-NOE]"
[FR] "Axelay [Model SNSP-AX-FAH]"
[FR] "Axelay [Model SNSP-AX-FRG]"

- TIPS AND TRICKS -

Level Select 
------------
At the title screen just press left or right on the D-pad and the level select will show up on the lower left hand side of the screen. You can now select levels 1-6.

Invincibility
-------------
Pause game play and press X. The word Muteki will appear on the life gauge to confirm correct code entry. Note: Muteki is Invincible in Japanese.

- STAFF -

Main Program: Hideo Ueda (Dreamer Ueda)
Sub Program: S. Tamate
Support Program: Kazuhiko Ishida (König Ishida)
Main Design: Noritoshi Kodama (Yamagata Chaou Kodama)
Chara Design: Tsunenari Yada (Boncharu Yada)
Sub Design: Nagisa Tsuchiya (Furiten Nagisa)

Main Design
1st Help Man: Toshiharu Furukawa (T. Furukawa)
2nd Help Man: M. Suzuki (Kagenin Sasaki)
Opening.Ending: Satoshi Kushibuchi (S. Kushibuchi)
Sound Program: Atsushi Fujio (A. Fujio)
Effect & Ending-1: Äki
Music Compose: Tarou Kudou (Taro)
ST2-Remix: Masanori Adachi (M.C.Ada)
Art Design: Kazuhiro Namba (Pd. Namba)
Special Thanks: Kurokotai
Produce: Kazumi Kitaue (Mr. Kitaue)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61048&o=2

$end


$snes=axelayu,axelayus,
$bio

Axelay  (c) 1992 Konami Company, Limited.

North American release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry: "Axelay [Model SHVC-AX]".

- TECHNICAL -

Cartridge ID: SNS-AX-USA

- TRIVIA -

For some obscure reasons, Konami slightly modified the game's original story for the American version of the game. The Dark Empire was renamed the Armada of Annihilation, and the Axelay doesn't collect new weapons from secret bases anymore, but recapture them from the enemy. Also, all the planets were renamed - the original Japanese version featured the Mother Planet, Cloud Planet, Colony, City Planet, Aqua Planet and Magma Planet, whereas the American version renamed them Cumuluses, Tralieb Colony, Urbanite, The Cavern and Sector 3 Lava Planet.

The Invincibility code (see Japanese entry version) don't work on this version.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62740&o=2

$end


$snes=axelay,
$bio

Axelay (c) 1992 Konami Company, Limited

European release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry: "Axelay [Model SHVC-AX]".

- TECHNICAL -

Game ID: SNSP-AX-NOE

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62739&o=2

$end


$pc8801_flop=axiom,
$bio

Axiom (c) 1985 Koei Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91413&o=2

$end


$cdi=axisall,
$bio

Axis and Allies (c) 1994 Philips Interactive Media, Incorporated.

- TECHNICAL -

Model 310690276-2

- STAFF -

Producer: Dave Townsend
Senior Title Engineer: Andy House
Software Design Engineer: Andy House
Art Direction: Andy House & Dave Townsend
Chief Artist: Terrence Brown
Additional Art: Andy House
Interactive Design: Andy House, Dave Townsend
Sequence Editor: Andy House, Dave Townsend

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52785&o=2

$end


$cpc_cass=axys1987,
$bio

Axy [Model 3] (c) 1987 Sygran, S.A.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64366&o=2

$end


$pc8801_cass=ay1,
$bio

AY-1 Fortress Solomon (c) 1983 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91196&o=2

$end


$pc8801_flop=ay2,
$bio

AY-2 Orion80 (c) 1983 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91316&o=2

$end


$pc8801_flop=ayasuplx,
$bio

Aya-chan Supplex (c) 1988 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91414&o=2

$end


$x68k_flop=ayachan,
$bio

Ayachan Suupurekkusu II (c) 19?? Kankyouken

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87077&o=2

$end


$pc8801_flop=ayachanw,
$bio

Ayachan World (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91415&o=2

$end


$saturn,sat_cart=ankpls,ankplsa,
$bio

Ayakashi Ninden Kunoichiban Plus [Model T-21512G] (c) 1998 Shoeisha Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58926&o=2

$end


$psx=ayakashi,
$bio

Ayakashi Ninden Kunoichiban [Model SLPS-00946/47] (c) 1997 Shoeisha Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84877&o=2

$end


$gameboy=ayakashi,
$bio

Ayakashi no Shiro [Model DMG-AYJ] (c) 1990 Seta Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65590&o=2

$end


$pc98=ayakashi,
$bio

Ayakashi Shino (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88969&o=2

$end


$pc98=ayakko,
$bio

Ayakko-tachi no Yakata (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88970&o=2

$end


$pc8801_flop=ayashige,
$bio

Ayashige Pack (c) 1990 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91416&o=2

$end


$pc8801_flop=ayashig1,
$bio

Ayashige Soft 100-yen Music Disk Vol.1 (c) 1990 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91417&o=2

$end


$saturn,sat_cart=asenna,
$bio

Ayrton Senna Personal Talk - Message for the Future [Model GS-9020] (c) 1995 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58927&o=2

$end


$megadriv=smgp2,
$bio

Ayrton Senna's Super Monaco GP II (c) 1992 Sega Enterprises, Limited.

- TRIVIA -

Reviews:
[FR] August 1992 - Joypad N.11: 88/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56339&o=2

$end


$megadriv=smgp2u,
$bio

Ayrton Senna's Super Monaco GP II (c) 1992 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57104&o=2

$end


$gamegear=smgp2,smgp2p,
$bio

Ayrton Senna's Super Monaco GP II (c) 1992 Sega Enterprises, Limited.

- TECHNICAL -

Cartridge ID: 2423

- TRIVIA -

Reviews:
[FR] November 1992 - Consoles+ No. 14: 65/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64468&o=2

$end


$sms=smgp2,
$bio

Ayrton Senna's Super Monaco GP II (c) 1992 Sega Enterprises, Limited.

- TECHNICAL -

[Model 9011]

- TRIVIA -

Reviews:
[FR] July/August 1992 - Consoles + N.11: 41/100
[FR] August 1992 - Joypad N.11: 82/100

Average note: 61.5/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55939&o=2

$end


$gamegear=smgp2j,
$bio

Ayrton Senna's Super Monaco GP II (c) 1992 Sega Enterprises, Limited.

- TECHNICAL -

[Model G-3312]

- TIPS AND TRICKS -

* Level Passwords: Enter these passwords to start from the corresponding level

Round 2 : RWPO-XCXA
Round 3 : OVRC-XJGP
Round 4 : PEGN-SCYB
Round 5 : APOM-VXBO
Round 6 : ROHO-PKXF
Round 7 : CHPZ-UQJO
Round 8 : OEXC-XIYK
Round 9 : NETJ-MIPP
Round 10 : JSHH-MCVJ

* Ending Sequence: Enter SENN-A or CHAM-PION as password to watch the ending of the World Championship mode.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64469&o=2

$end


$pc8801_flop=ayumi,
$bio

Ayumi (c) 1990 Technopolis Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91418&o=2

$end


$pc98=ayumi,
$bio

あゆみちゃん物語 (c) 1993 Alicesoft.
(Ayumi-chan Monogatari)

- TECHNICAL -

Floppy Disk x7

- TRIVIA -

Released on September 15, 1993 in Japan. Retail price: 6800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88971&o=2

$end


$x68k_flop=ayumimon,
$bio

Ayumi-chan Monogatari (c) 1994 Alicesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87078&o=2

$end


$gbcolor=azarashi,
$bio

Azarashi Sentai Inazuma - Dokidoki Daisakusen! [Model CGB-BOAJ-JPN] (c) 2002 Omega Project Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67519&o=2

$end


$saturn,sat_cart=azelpanztai,
$bio

Azel - Panzer Dragoon RPG Taikenban [Model 610-6749] (c) 1997 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58929&o=2

$end


$saturn,sat_cart=azelpanz,azelpanzjb,azelpanza,
$bio

Azel - Panzer Dragoon RPG [Model GS-9076] (c) 1998 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58928&o=2

$end


$cpc_cass=tapehead,
$bio

Azimuth Head Aligment Tape (c) 1985 Interceptor Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99517&o=2

$end


$psx=azito3ja,
$bio

Azito 3 [Model SLPS-02496] (c) 2000 Banpresto [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84879&o=2

$end


$psx=azitojap,
$bio

Azito [Model SLPS-00683] (c) 1997 Astec 21

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84878&o=2

$end


$info=aztarac,
$bio

Aztarac (c) 1983 Centuri.

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

- TECHNICAL -

Aztarac was only available in an upright dedicated cabinet. You might remember this title as the game that had a round plastic bubble over the monitor. Basically the monitor bezel stuck out towards the player. This provided a nice 'warp' effect on the center area of the game. The marquee simply had a yellow 'Aztarac' logo floating over a blue grid. The control panel had similar grid graphics and featured an analog joystick that had two buttons, along with an optical spinner. The sideart on this title was a painted Aztarac logo, along with a geometric spaceship, and a whole bunch of stripes. This sideart is easily repaintable due to the simple design. It has been said that only 500 units were built.

Cabinet dimensions : 73'' (185,42cm) high x 28'' (71,12cm) wide x 32'' (81,28cm) deep. Weight : 330 lbs (150 kg). Monitor : Wells Gardner 19K6401 color X-Y.

Main CPU : Motorola 68000 (@ 8 Mhz)
Sound CPU : Zilog Z80 (@ 2 Mhz)
Sound Chips : (4x) General Instrument AY8910 (@ 2 Mhz)

Screen orientation : Horizontal

Players : 2
Control : dial
Buttons : 2

- TRIVIA -

This is the second and last Vector based game ever produced by Centuri.

Here is a copy of an original game proposal document by Tim Stryker : Defend the starbase from alien invaders (sounds really novel so far, right?). Ship is maneuverable in two dimensions, has laser weaponry, and can use radar to locate menacing planetoids and enemy squadrons. Enemy squadrons come in two flavors : slow, Space-Invader-like phalanxes of twenty to forty ships bearing rockets, and fast, elite loners bearing lasers. Field of play (the simulated 'universe') is considerably larger than what can be seen on the screen at any one time : the player's ship is always displayed at the center of the screen and only 'sees' the portion of the universe within a given radius about its current position. Enemy ships attack from random points around the compass, bent on destroying the starbase, but will engage the player's ship if it presents itself. Ship has limited fuel and laser energy, but may return to starbase to refuel and recharge at any time. Points are awarded for each enemy craft destroyed, and are deducted for each defending ship lost. Game ends when starbase is destroyed by enemy; limitation of playing time is achieved through gradual escalation of enemy attacks.

Tim committed suicide in the Blue Mountains of Colorado in August of 1996 for unknown reasons. On the night of Aug. 6, Tim Stryker, 41, pulled off a remote road in the Blue Mountains in northwest Colorado, stepped out of his car, put a shotgun to his head and pulled the trigger.

Dennis Bartlett holds the official record for this game with 142,390 points on February 11, 1984.

- TIPS AND TRICKS -

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

- STAFF -

Designed and programmed by : Tim Stryker

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=157&o=2

$end


$pc8801_flop=aztec,azteca,
$bio

Aztec (c) 1984 Comptiq [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91419&o=2

$end


$x1_flop=aztec,
$bio

Aztec (c) 1985 Comptiq [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85929&o=2

$end


$c64_cart,c64_flop=aztecchl,
$bio

Aztec Challenge (c) 1983 Cosmi

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53508&o=2

$end


$info=sc4azteca,
$bio

Aztec (c) 200? Eurocoin.

- TECHNICAL -

[Model PR1215]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62052&o=2

$end


$info=sc4aztec,
$bio

Aztec (c) 200? Eurocoin.

- TECHNICAL -

[Model PR1225]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=19965&o=2

$end


$gba=azumanga,
$bio

Azumanga Daiou Advance [Model AGB-AZAJ-JPN] (c) 2008 King Records

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69813&o=2

$end


$psx=azumanga,
$bio

Azumanga Donjara Daiou [Model SLPS-03424] (c) 2002 Bandai Co., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84880&o=2

$end


$info=azumanga,
$bio

Azumanga-Daioh Puzzle Bobble (c) 2002 Taito.

- TECHNICAL -

Runs on the "NAOMI GD-ROM System" hardware.

- TRIVIA -

Released in December 2002 in Japan.

Developed in cooperation with MOSS.

Based on the manga and anime of the same name.

- SERIES -

1. Puzzle Bobble (1994)
1. Puzzle Bobble [MVS] (1994)
2. Puzzle Bobble 2 (1995)
2. Puzzle Bobble 2 [MVS] (1999)
3. Puzzle Bobble 2X (1995)
4. Puzzle Bobble 3 (1996)
5. Puzzle Bobble 4 (1997)
6. Super Puzzle Bobble (1999)
7. Azumanga Daioh Puzzle Bobble (2002)
8. Super Puzzle Bobble 2 (2002, Sony PlayStation 2)
9. Super Puzzle Bobble All-Stars (2003, Nintendo GameCube)
10. Puzzle Bobble Vs. (2003, Nokia N-Gage)
11. Ultra Bust-a-Move (2004, Microsoft XBOX)
12. Puzzle Bobble Pocket (2005, Sony PSP)
13. Puzzle Bobble DS (2005, Nintendo DS)
14. Space Puzzle Bobble (2008, Nintendo DS)
15. Puzzle Bobble Wii (2009, WiiWare - Nintendo Wii)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4142&o=2

$end


$gbcolor=azured,
$bio

Azure Dreams [Model DMG-AAYP-EUR] (c) 2000 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67520&o=2

$end


$gbcolor=azuredu,
$bio

Azure Dreams [Model DMG-AAZE-USA] (c) 2000 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67521&o=2

$end


$info=azurian,
$bio

Azurian Attack (c) 1982 Rait Electronics, Limited.

A simple shoot'em up game.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : Tone generator and discrete circuits

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette colors : 98

Players : 2
Control : 8-way joystick
Buttons : 1

- TRIVIA -

Azurian Attacks shares some similar sounds with "Galaxian" (probably ripped).

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=158&o=2

$end


$pc98=azusa108,
$bio

Azusa 108 Jimusho (c) 1988 Agumix [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88972&o=2

$end


$snes=bsbdas2,
$bio

B Dash - 2 Gatsugou (c) 199? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61049&o=2

$end


$snes=bsbdas3,
$bio

B Dash - 3 Gatsugou (c) 199? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61050&o=2

$end


$a7800=bonq,
$bio

b*nQ (c) 2007 Siders.

- TRIVIA -

Released on Dec 15, 2007.

- STAFF -

By: Ken Siders
Label & Manual: Darrin Rose

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50196&o=2

$end


$intv=b17bomb,
$bio

B-17 Bomber (c) 1981 Mattel Electronics

Pick a target, then fly to it. The voices of your fellow crew members tell you when and where enemy fighters and flak appear. When you hear a bandit's position, move to the machine gun where you can get a shot at the fighter. Over the target, aim bombsight and release bombs. Watch the fuel and don't stay too long: you've got to get back to England to refuel, rearm and repair your bomber. Fly as many missions as you can, for the best game score.

- TECHNICAL -

Model 3884

Controls:
KEYPAD 1: Pilot / Level 1
KEYPAD 2: 12:00 Gun / Level 2
KEYPAD 3: Bomb Bay / Level 3
KEYPAD 4: Gauges / Level 4
KEYPAD 5: Level 5
KEYPAD 6: Preview / Level 6
KEYPAD 7: 9:00 Gun
KEYPAD 9: 3:00 Gun
KEYPAD CLEAR: Map
KEYPAD 0: 6:00 Gun
KEYPAD ENTER: Score

ANY SIDE ACTION KEY: Drop Bomb / Fire Gun / Set Target
UPPER SIDE ACTION KEYS: Change Bomb Load / Jettison Fuel
LOWER LEFT SIDE ACTION KEY: Fly Faster
LOWER RIGHT SIDE ACTION KEY: Fly Slower

DISC: Level 4 / Move Map Cursor / Aim Gun / Aim Bombsight

- TRIVIA -

At the beginning of the development, the game was called 'Air Traffic Controller' and 'Flying Fortress'.

Early in the development of the game, John and Kai, just for fun, used Atari logos to mark targets on the map of Europe. No one noticed this when the marketing department displayed the unfinished game at the January 1982 Consumer Electronics Show. No one, that is, except the Atari legal team, who swooped into the Mattel booth and forced them to stop demonstrating the game.

The gauges screen was not intended to be in the game. It was a debugging tool, used by the programmers to check on the value of certain variables during the game. John liked it so much it became part of the finished product. But since this screen was never intended to be seen by the public, it wasn't coded to check for values overflowing, resulting in non-numeric characters showing up on the counters.

- SCORING -

Press SCORE (ENTER) any time during the game to see net points for the current mission and the game so far. You get 2 points for each enemy fighter you hit, and target scores as indicated on Preview displays. Bonus points are awarded for completing each mission.

Points are deducted for hits on the B-17. There's a HEAVY score penalty if you bomb England!

- STAFF -

Design: John Sohl, Bob Del Principe, Bill Fisher, Steve Roney
Program: John Sohl, Bill Fisher, Steve Roney
Graphics: Kai Tran, Peggi Decarli (map of Europe)
Sound: Bill Fisher
Voice of Pilot: Phil Proctor
Voice of Bombardier: Phil Austin

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60857&o=2

$end


$gbcolor=bdaman,
$bio

B-Daman Bakugaiden - Victory e no Michi [Model DMG-AOKJ-JPN] (c) 1999 Media Factory [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67522&o=2

$end


$gbcolor=bdamanv,
$bio

B-Daman Bakugaiden V - Final Mega Tune [Model CGB-AIRJ-JPN] (c) 2000 Media Factory [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67523&o=2

$end


$gba=bdamanfsj,
$bio

B-Densetsu! Battle B-Daman - Fire Spirits! [Model AGB-BBMJ-JPN] (c) 2005 Atlus Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69817&o=2

$end


$gba=bdamanmb,
$bio

B-Densetsu! Battle B-Daman - Moero! B-Damashii!! [Model AGB-BDXJ-JPN] (c) 2004 Atlus Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69818&o=2

$end


$x68k_flop=bpoint,
$bio

B-Point (c) 1990 WIPL

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87079&o=2

$end


$info=bwings,bwingso,bwingsa,
$bio

B-Wings (c) 1984 Data East Corporation.

A vertically scrolling shoot'em up featuring 45 levels.

- TECHNICAL -

Main CPU: (2x) M6809
Sound CPU: DECO
Sound Chips: (2x) General Instrument AY8910, DAC

Players: 2
Control: 8-way joystick
Buttons: 2

- TRIVIA -

B-Wings was released in October 1984 in Japan.

B-Wings stands for Battle Wings, the game is known outside Japan as "Battle Wings".

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

- STAFF -

Game programmer: Akira Sakuma

- PORTS -

* Consoles :
Nintendo Famicom [JP] (June 3, 1986) "B-Wings [Model DFC-BW]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=159&o=2

$end


$nes=bwingsh,
$bio

B-Wings (c) 1987 FMG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69216&o=2

$end


$nes=bwings,
$bio

B-Wings (c) 1986 Data East Corporation.

B-Wings is a vertical shooter by Data East and conversion of an arcade game originally released in 1984. The Earth Federation has dispatched its FX-1 prototype star fighter to counter an impending enemy attack. The elite pilot and his ship must both go on a suicide mission deep inside enemy territory. The general gist of the game is to fly though thirty levels, destroy enemy ships, ground installations and massive Gobunasu armored fortresses. Although the FX-1 is relatively weakly armed in its simplest form, it has the ability to equip weapon modules called "Wings". They come in ten different types - Anti-Wing, Cannon Wing, Dyna-Wing, Fire-Wing, Jump-Wing, Hammer-Wing, Multiple-Wing, Side-Wing, Van-Wing and Wide-Wing. Each Wing weapon-module has its own special characteristics - some have a longer range than others, some shoot in a specific direction, some use explosive shells whereas others fire a frontal jet of flames or shield the fighter against enemy attacks. Although the player can select a power Wing at the beginning of the game, a collision with another enemy ship results in the destruction of such module (the second action button also ejects the equipped Wing). Thankfully in these emergency situations, the player has the option to collect other Wings left behind by special flying pods. The second action button also allows the player to dive down for a short amount of time in order to avoid enemy attacks (ejecting the equipped Wing in the process). B-Wings features a two-player alternating option.

- TECHNICAL -

Game ID: DFC-BW

- TRIVIA -

B-Wings for Famicom was released on June 03, 1986 in Japan. It was sold 4900 Yen.

The game was never released outside Japan.

- TIPS AND TRICKS -

* Stage select: On the title screen, hold Up and press A, hold Right and press A, hold Down and press A, hold Left and press A, hold Left and press B. You will hear an explosion sound confirming you that the code is enabled. Press select twice to highlight the Continue option and press Up and Down to select a level (picture on the right). Press start to play. 

* Weapon select: Once the Stage select code has been activated, pause at anytime during the game and press Select to cycle through the available Wings (this comes in limited quantities though). 

* Hidden Wings: There are three hidden Wings in the game that seem to appear after destroying certain obstacles (it is not really clear which ones). The first one shoots large ring-shaped beams, the second one shoots black spheres (identical to the Hammer-Wing) in eight directions and the third Wing shoots pink helix-shaped beams in four directions. 

* Secret Items: B-Wings hidden items Most of these secret items are hidden inside certain obstacles, and turn into an umbrella when shot at (which doesn't seem to have much effect). The most common item is shaped like a letter - the player must shoot it in order to change that letter and eventually equip another Wing. Another one is a flashing Vol item that gives the player the ability to switch weapons. Once activated, the player can pause the game and press select to equip another Wing. However, this only works once, and another Vol item needs to be picked up to switch again (they can be stocked up though). Other items are a lot more obscure - a set of items with card faces on them give various upgrades such as an armor or extra lives, and one shaped like a horse head (or a chess knight piece) doesn't seem to do anything (maybe just extra points ?). Finally, another one shaped like a shooting star gives the player the ability to warp ahead and skip four stages!

- STAFF -

STAFF: H. Yoshida, Y. Sugahara, N. Nakazawa, A. Hara, T. Yamaguchi, Y. Kitahara

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53845&o=2

$end


$amigaocs_flop=bat,batf,batg,
$bio

B.A.T. (c) 1990 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73472&o=2

$end


$amigaocs_flop=bat2,bat2f,bat2g,
$bio

B.A.T. II (c) 1992 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73473&o=2

$end


$amigaocs_flop=bckid,
$bio

B.C. Kid (c) 1992 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73474&o=2

$end


$gameboy=bckid2,
$bio

B.C. Kid 2 (c) 1994 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65593&o=2

$end


$gameboy=bckid,
$bio

B.C. Kid (c) 1992 Hudson Soft [Hudson Group].

- TECHNICAL -

Cartridge ID: DMG-GK-NOE

- TRIVIA -

Reviews:
[FR] March 1993 - Consoles + No. 18: 90/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65591&o=2

$end


$info=bcstry,bcstrya,
$bio

B.C. Story (c) 1997 SemiCom.

An Olympic type game set in the Stone Age.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 15 Mhz)
Sound CPU : Zilog Z80 (@ 3.42719 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.42719 Mhz), OKI6295 (@ 7.757 Khz)

Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Released in April 1997.

- STAFF -

Executive Producer : Jeon Jae Yeon
Game Designer : Jeon Seok Gee, Cho Seok Jin, Chung Il Bong 
Programmer : Chung Il Bong
Illustration Designer : Han Seung Hoon, Jee Sung Il, Kim Kyung Hee
Graphic Designer : Cho Seok Jin, Cho Oh Hyun, Eum Yong Wum
Sound/Effect : Shin Bong Gu
Hardware Designer : Jee Deok Kyu, Park Hoon Yong, Kim In Seok, Kim Myung Seok

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=216&o=2

$end


$msx1_cass=bcquest2,bcquest2a,
$bio

B.C.'s Quest for Tires II - Grog's Revenge (c) 1985 US Gold, Ltd. [Birmingham, UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94461&o=2

$end


$msx1_cass=bcquest2e,
$bio

B.C.'s Quest for Tires II - Grog's Revenge (c) 1987 Eaglesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94460&o=2

$end


$msx1_cart=bcquest,bcquesta,
$bio

B.C.'s Quest [Model PS-2015G] (c) 1985 Toshiba EMI [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76573&o=2

$end


$pc8801_flop=bgmcoll,
$bio

B.G.M. Collection Ver 90.8.19 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91420&o=2

$end


$psx=bluelege,
$bio

b.l.u.e. - Legend of Water [Model SLPS-01459] (c) 1998 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85898&o=2

$end


$megadriv=bobp,
$bio

B.O.B. (c) 1993 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57105&o=2

$end


$snes=bobu,
$bio

B.O.B. (c) 1993 Electronic Arts.

B.O.B. is a side scrolling platform game featuring a goofy robot (or space-insect, hard to tell) engaged on a rescue mission - his own. After crashing his dad's space-car on an unknown asteroid, Bob must find his way home. The curious asteroid, actually made of three small planets, is covered with dome-like structures and forest-like jungles. As expected, each one of them hide various monsters and hazardous underground constructions. And our friend must go through each area within a short time limit. Bob can use a large arsenal of guns but also his fists (which tend to grow huge for the occasion). The game also features some interesting special items (called remotes) such as Bombs, Flying Hats or trampolines without forgetting the special abilities he has built-in - he can use his fingers to slide along ceiling pipes or crouch and move like a crab. The goal of the game is to reach the blue transporter beam located at the end of each stage and to warp Bob out to the next area - he then thanks the player with quick dance moves and funny jokes. A password system allows the player to save his progress every handful of stages.

- TECHNICAL -

Cartridge ID: SNS-B4-USA

- TRIVIA -

Released in June 1993 in North America.

- TIPS AND TRICKS -

Level codes
-----------
1 = 171052
2 = 950745
3 = 472149
4 = 672451
5 = 272578
6 = 652074
7 = 265648
8 = 624493
9 = 583172
10 = 743690
11 = 103928
12 = 144895
13 = 775092
14 = 481376

Maximum power-up
----------------
Enter 196420 as a password. 

All weapons
-----------
Enter 0900 as a password.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62742&o=2

$end


$snes=bob,
$bio

B.O.B. (c) 1993 Electronic Arts.

European release. Game developed in USA. For more information about the game itself, please see the original USA entry release; "B.O.B. [Model SNS-B4-USA]".

- TECHNICAL -

Cartridge ID: SNSP-B4-EUR

- TRIVIA -

Released in July 1993 in Europe.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62741&o=2

$end


$info=botss,botss11,
$bio

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

You take control of a giant war robot in a futuristic war zone to battle with other similarly massive and horribly be-weaponed robots. The game is filled with 3D graphics and animations. The game has different war zones to test your robot skills, the later ones are pure mayhem, with mega powerful warbots blasting you with laser beams, plasma cannons and even nuclear missiles.

- TECHNICAL -

Cabinet dimensions : 72'' high x 34,5'' wide x 62'' deep.
Cabinet weight : 445 lbs.

Main CPU : Motorola 68000 (@ 12 Mhz), TMS34010 (@ 5 Mhz), I8051 (@ 11.059 Mhz)
Sound Chips : UPD7759 (@ 640 Khz), YM2151 (@ 3.579545 Mhz), (2x) DAC (@ 3.579545 Mhz)

Players : 1
Control : 8-way Joystick

- TRIVIA -

B.O.T.S.S. was presented at the ATE Show in March of 1992 in London, England.

This was the second coin-op game from Microprose.

- STAFF -

Project Leader / Programming : Kerry E. Wilkinson
Design : Doug Kaufman
Art : Murray Taylor
Programming : Scott Elson, Alan Rock
Engineering : Jeff Dembiec
Quality Assurance : MPS Labs
Sound/Music : Jim McConkey, Allen Black, Jay Britton, Mike Sottong
Vocal Effects : Anita Amrhine

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=160&o=2

$end


$info=brapboys,brapboysj,brapboysu,
$bio

B.Rap Boys (c) 1992 Kaneko Company, Limited.

A side scrolling beat'em up. 3 characters, one on a skateboard, one on a bike and one on rollerskates fight various enemies. Features a large amount of sampled voices and several rap songs.

- TECHNICAL -

Main PCB # : ZO1DK-002
ROM PCB # : ZO1DK-EXROM

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound Chips : (2x) OKI6295 (@ 12 Khz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

B.Rap Boys was released in June 1992.

- SERIES -

1. DJ Boy (1989)
2. B.Rap Boys (1992)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=161&o=2

$end


$amigaocs_flop=b17fly,
$bio

B17 Flying Fortress (c) 1993 Microprose Software, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73475&o=2

$end


$pc98=b2mu,
$bio

B2Mu - Born to Meet You (c) 199? Crystal Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88973&o=2

$end


$nes=babaoqiz,
$bio

八宝奇珠 里见八犬传 (c) 199? Waixing.
(Ba Bao Qi Zhu - Li Jian Ba Quan Zhuan)

- TECHNICAL -

[Model ES-1067]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76483&o=2

$end


$amigaocs_flop=baal,
$bio

Baal (c) 1989 Psyclapse

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73477&o=2

$end


$x68k_flop=babafgt2,
$bio

Baba Fighter II (c) 199? Tsururinkun

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87081&o=2

$end


$msx1_cart=babasanf,babasanfa,
$bio

Baba Sanfour (c) 1987 Barq

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76575&o=2

$end


$gba=babaru,
$bio

Babar to the Rescue [Model AGB-BBVE-USA] (c) 2006 Game Factory, The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69822&o=2

$end


$gba=babar,
$bio

Babar to the Rescue [Model AGB-BBVP] (c) 2006 Game Factory, The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69821&o=2

$end


$gbcolor=babeu,
$bio

Babe and Friends [Model DMG-AVAE-USA] (c) 1999 Crave Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67525&o=2

$end


$gbcolor=babe,
$bio

Babe and Friends [Model DMG-AVAP-FAH] (c) 1999 Crave Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67524&o=2

$end


$x68k_flop=babel,
$bio

Babel (c) 1995 Gamma AWC

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87082&o=2

$end


$x68k_flop=babeltou,
$bio

Babel no Tou (c) 1997 Gamma AWC

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87083&o=2

$end


$nes=babeltou,
$bio

バベルの塔 (c) 1986 Namco, Limited.
(Babel no Tou)

Babel no Tou is an action puzzle game developed and published by Namco in 1986. The player assumes the role of Ind? B?gunain, an adventurer and archaeologist on a mission to explore the Tower of Babel in an attempt to find the lost hanging gardens of Babylon. But to succeed, he must navigate through 64 treacherous rooms and solve all the mysteries of the tall tower. Although Indy can start his journey from any stage, only 16 are available at first and all the others are password protected. In a nutshell, the gameplay is rather simple - each level has an exit door that Indy must reach in order to progress to the next round, and this is where the true essence of the game lies. Our explorer must lift and move L-Shaped blocks around, and stack them up to create stairs. Once he has picked up a block, he can orient it differently so it faces a direction that is more suited to a particular situation. In typical puzzle game fashion, the gameplay becomes a lot more complicated as the game progresses - removing a supporting block can make a whole staircase momentarily tremble and collapse, or blocks can crush Indy if he falls while carrying one. He also comes with a limited Power level which decreases as he moves blocks around, and acts as a kind of time limit. Enemies also quickly appear on the playfield and add an element of challenge to the mix - koumori bats simply fly around , priests of Uru are a lot smarter and constantly hunt down Indy (and they keep regenerating), and the Baberuzu golems are made out of stone and can create new blocks. Various items also occasionally appear - vases and crowns are turned in for points, jewels make Indy temporary invincible, lamps give him the ability to walk through blocks, crystal balls unlock exit doors later in the game and the rare shooting stars increase Indy's speed. Interestingly, every eight floors, Indy enters an odd looking room - there, he must find a way to reveal one of the eight symbols later used to unlock the final level and to gain access to 64 extra floors.

- TECHNICAL -

Cartridge ID: NBL-3900

- TRIVIA -

Babel no Tou was released on July 18, 1986 in Japan for 3900 Yen.

The game was never released outside Japan.

- STAFF -

By: TAKASI FUKAWA

- PORTS -

* Consoles :
Nintendo Game Boy (1997) "Namco Gallery Vol. 3"
Sony PlayStation (1998) "Namco Anthology 1"

* Computers :
Sharp X68000 (1995)

* Others :
Arcade (1986) "Vs. Babel no Tou"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53846&o=2

$end


$pcecd=babel,
$bio

Babel [Model TJCD2024] (c) 1992 Telenet [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58109&o=2

$end


$info=baboshka,
$bio

Babooshka (c) 2002 Atronic.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=7713&o=2

$end


$megadriv=babyboom1,babyboom2,babyboom,
$bio

Baby Boom (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56340&o=2

$end


$nes=babyboom,
$bio

Baby Boomer (c) 1989 Color Dreams

- TECHNICAL -

Model CDR-BR-81000

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54907&o=2

$end


$info=babydad,
$bio

Baby Dado (c) 1987 Recreativos Franco.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=28384&o=2

$end


$gbcolor=babyflix,
$bio

Baby Felix - Halloween (c) 2001 LSP [Light & Shadow Production].

- TECHNICAL -

Model CGB-BFHP-EUR

- TRIVIA -

Released on December 19, 2001 in Europe.

- STAFF -

Developed by Bit Managers.

Music & Sound Driver by: Alberto Jose Gonzalez

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67526&o=2

$end


$amigaocs_flop=babyjo,
$bio

Baby Jo in Going Home (c) 1991 Loriciels [France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73478&o=2

$end


$pcecd=babyjo,
$bio

Baby Jo the Super Hero (c) 1992 Micro World.

Baby Jo the Super Hero is a cute side scrolling platform game by the french company Loriciel and published by Microworld. The goal of the game is to bring Jo - a baby in diapers - back home. He got lost in a park and must find his way home, through various locations such as small forests and dark caves. Time is limited and is symbolized by a milk bottle - fail to feed our baby and things can turn unpleasant. Thankfully, brand new bottles are dotted around every stage and will refill it up. Every time this comes up, the baby takes a short break and thank the player with a cute - yet loud - 'burp'. Life is also symbolized by a 'baby mood' indicator which changes from happiness to tears - in case of emergency, medicine packs available in every stages give our baby her smile back. Finally, and not the least, our baby hero has the ability to pick up rattles and use them to defeat all the various baddies. The game counts vast stages and a talking duck awaits for Jo in various stages and give him some advice. A password system also allows the player to save his progress at the end of every area.

- TECHNICAL -

Game ID: MWCD2004

- TRIVIA -

Baby Jo in Going Home for PC-Engine CD was released on August 28, 1992 in Japan for 7200 Yen.

Baby Jo first came out in 1991 for home computers such as the Amiga, Atari ST, PC/MSDos and Amstrad CPC.

- TIPS AND TRICKS -

* Invincibility Enter SUPERBAB on the password screen. It will say it's wrong, so start the game normally. While playing, press Select to be invincible and Select + I to disable it.

* Level Passwords:
Level 2	YOUPI
Level 3	GLOUP
Level 4	MUMMY

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49150&o=2

$end


$info=babypac,babypac2,
$bio

Baby Pac-Man (c) 1982 Bally Mfg. Corp.

A combination of a scaled down pinball machine and a video game. Baby Pac-Man avoids ghosts and eats his way through a maze devoid of power pellets. These power-ups can only be earned by dropping into the pinball section. When a ball drains in the pinball section, play returns to the video mode.

- TECHNICAL -

Model Number : 1299

Main CPU: M6800 (@ 895 KHz), M6809 (@ 895 KHz)
Sound CPU: Motorola M6803 (@ 895 KHz)
Sound chip: DAC

- TRIVIA -

Released in October 1982. 7,000 units were produced.

- SCORING -

Dot : 100
Power Pellets : 500
1st ghost : 2,000
2nd consecutive ghost : 4,000
3rd consecutive ghost : 8,000
4th consecutive ghost : 16,000

Cherry : 1,000
Strawberry : 3,000
Peach : 5,000
Apple : 7,000
Pear : 10,000
Orange : 20,000
Watermelon : 30,000
Banana : 50,000

- SERIES -

1. Mr. & Mrs. Pac-Man (1982)
2. Baby Pac-Man (1982)

- STAFF -

Design by : Claude Fernandez
Art by : Margaret Hudson

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5202&o=2

$end


$info=babypkr,
$bio

Baby Poker (c) 1987 Recreativos Franco.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=28383&o=2

$end


$gameboy=babytrex,
$bio

Baby T-Rex [Model DMG-A6-NOE] (c) 1993 Laser Beam Ent. Pty, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65594&o=2

$end


$megadriv=babyd,babydo,
$bio

Baby's Day Out (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57108&o=2

$end


$pc8801_flop=babylon,babylona,
$bio

Babylon (c) 1986 Xtal Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91421&o=2

$end


$info=smiy1649,smiy1650,smiy1651,smiy1652,smiy1653,
$bio

Bacchus Gold (c) 2011 Bally Tech., Incorporated.

Bacchus Gold features Free Games that award 10 free games and 2 times the player's bet and Locking Wilds Free Games that can award up to 5 free additional games! Play for gold with the Greek god of wine and music.

- TECHNICAL -

Alpha 2 Pro V22/26 Slant

- UPDATES -

* SMI #Y1649
Min %: 85.33
Max %: 85.33
Max Bet: 250
Odds to JP (50-line played): 1.822
Top Award (x line bet): 100

* SMI #Y1650
Min %: 87.64
Max %: 87.64
Max Bet: 250
Odds to JP (50-line played): 1.822
Top Award (x line bet): 100

* SMI #Y1651
Min %: 89.86
Max %: 89.86
Max Bet: 250
Odds to JP (50-line played): 1.822
Top Award (x line bet): 100

* SMI #Y1652
Min %: 91.62
Max %: 91.62
Max Bet: 250
Odds to JP (50-line played): 1.822
Top Award (x line bet): 100

* SMI #Y1653
Min %: 94.73
Max %: 94.73
Max Bet: 250
Odds to JP (50-line played): 1.822
Top Award (x line bet): 100

- TIPS AND TRICKS -

* The Base Game Top Award (100 Credits x Line Bet x Denomination) occurs on average every 1,822 plays.

* Free Games: Occurs on average every 147 plays and pays on average 51 credits times total bet.

* Overall Hit Frequency: 50.84%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=45125&o=2

$end


$a2600=btcprty,
$bio

Bachelor Party (c) 1982 Mystique.

The object of the game is to use your paddle control to line up the Spanish Fly with the flying bachelor, giving him a shot of energy and causing him to rebound, and scoring with one of the lovely young ladies attending his party. When the game starts, the bachelor has four lives. Every time he misses the Spanish Fly he loses one life and a musical theme is played. After each life is lost, you must depress the button again. When all the lives are lost the game is over. Small squares on the stripe at the bottom of the screen show how many lives are remaining in addition to the one then in play. Note that when the bachelor flies toward the women, his private part (P.P.) is in an erect state. As he returns toward the Spanish Fly, it is in a limp condition. Also note that as the bachelor travels around, The Flight of the Bumble Bee is played.

- SCORING -

When the bachelor successfully scores with a woman you score 5 points and the woman disappears. As the bachelor scores, a fanfare of Charge is played.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50237&o=2

$end


$a2600=bchtprty,
$bio

Bachelorette Party (c) 1982 PlayAround

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50238&o=2

$end


$cpc_cass=bachouuk,
$bio

Bachou (c) 1985 Central Solutions, Limited.

- STAFF -

Written by: Zafarullah Karim

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64371&o=2

$end


$msx1_cart=back,
$bio

Back (c) 1988 Methali

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76576&o=2

$end


$info=backfirt,
$bio

Back Fire (c) 1988 Tecmo.

A standard horizontal shoot'em up. The main weapon can be powered-up to provide faster and more powerful shots. Weapons such as lightning or three-way shots appear as power-ups. There are 18 levels to complete the game. If you use a credit to continue in levels 14 through 18, you will start back at level 13.

- TRIVIA -

This game is a prototype or had a limited release.

The background graphics were re-used in "Silkworm". For the little story, Tecmo showed its games at the AM Show in 1987 and Back Fire wasn't a success. So, they changed to "Silkworm".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=24228&o=2

$end


$msx1_cart=backgamj,backgamja,
$bio

Back Gammon [Model HBS-G023C] (c) 1984 Sony Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76577&o=2

$end


$psx=backgain,
$bio

Back Guiner - Yomigaeru Yuusha Tachi - Hishou Hen Uragiri no Senjou (c) 1998 Ving [Japan]

- TECHNICAL -

[Model SLPS-01446-47-48]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84932&o=2

$end


$info=sc4botn,sc4botna,
$bio

Back of the Net! (c) 2005 QPS Interactive.

- TECHNICAL -

[Model PR2538]

- TRIVIA -

Released in August 2005.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15594&o=2

$end


$info=bssoccer,bssoccera,
$bio

Back Street Soccer (c) 1996 SunA Electronics Ind. Company, Limited.

A Korean street soccer game.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 8 Mhz)
Sound CPU : Zilog Z80 (@ 3.579545 Mhz), (2x) Zilog Z80 (@ 5 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), (4x) DAC

Players : 4
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Licensed to Unico for distribution.

Back Street Soccer was SunA's first and only sports title. Characters' sprites are clearly ripped from a SNK Neo-Geo MVS game called "Street Hoop", a basketball game from Data East.

The game's continue screen features pictures of world famous soccer players such as Diego Maradona, Jurgen Klinsmann and Roberto Baggio as backgrounds. The pictures also appeared when you complete the game.

One of the music tracks in this game features voice samples from the console basketball game Jammit, such as 'Mama said knock you out!' and 'Time to bust yo grill, sucka!'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=162&o=2

$end


$cpc_cass=backtore,
$bio

Back To Reality [Model IA0137] (c) 1986 Mastertronic, Limited. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64372&o=2

$end


$gba=backstonu,
$bio

Back to Stone [Model AGB-BBCE-USA] (c) 2006 Graffiti Ent., LLC

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69826&o=2

$end


$gba=backston,
$bio

Back to Stone [Model AGB-BBCP] (c) 2006 Graffiti Ent., LLC

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69825&o=2

$end


$info=m5bttf,m5bttfa,
$bio

Back to the Features (c) 200? Vivid Gaming.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40136&o=2

$end


$pc8801_flop=backtof,
$bio

Back to the Future (c) 1986 Pony Canyon, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91422&o=2

$end


$nes=backtof4,
$bio

Back to the Future 4 (c) 1996 Unknown.

A pirate hack of "Blaster Master" with modified title screen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65151&o=2

$end


$cpc_cass=backtoth01,backtoth02,
$bio

Back To The Future II (c) 1990 MCM Software [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64375&o=2

$end


$nes=backtf23,
$bio

Back to the Future II & III (c) 1990 LJN

- TECHNICAL -

Model NES-L3-USA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54909&o=2

$end


$cpc_cass=backtoth03,backtoth04,
$bio

Back To The Future III (c) 1990 Image Works

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64376&o=2

$end


$amigaocs_flop=backtof2,
$bio

Back to the Future Part II (c) 1990 Image Works

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73479&o=2

$end


$sms=backtof2,
$bio

Back to the Future Part II (c) 1990 Image Works

- TECHNICAL -

[Model 27010-50]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55940&o=2

$end


$megadriv=backtof3,
$bio

Back to the Future Part III (c) 1991 Image Works

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56341&o=2

$end


$megadriv=backtof3u,
$bio

Back to the Future Part III (c) 1991 Arena Entertainment

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57109&o=2

$end


$amigaocs_flop=backtof3,backtof3u,
$bio

Back to the Future Part III (c) 1991 Image Works

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73480&o=2

$end


$sms=backtof3,
$bio

Back to the Future Part III (c) 1992 Image Works.

- TECHNICAL -

Model MK-27020-50

- STAFF -

Developed by Probe Software and published by Image Works.

By: Antony Hartley (A.R.LILL)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55941&o=2

$end


$info=bttf_a27,bttf_a20,bttf_a21,bttf_g27,
$bio

Back to the Future (c) 1990 Data East Pinball.

- TECHNICAL -

Game ID: 500-5509-01

Data East Version 3 (FM + ADPCM)
Main CPU : M6808 (@ 1 MHz)
Sound CPU : Motorola M6809 (@ 2 MHz)
Sound chips : Yamaha YM2151 (@ 3.579545 MHz), OKI MSM5205 (@ 384 KHz)

The LCD display is a 2-line, 16-character-per-line version.

- TRIVIA -

Approximately 3,000 units were produced.

Most of the voice samples come from "Back to the Future - Part II" movie which was released one year before the pinball game.

Michael J. Fox did not allow his likeness to appear on the game - the "Marty McFly" appearing on the pinball is Paul Faris's son.

Bob Gale (author of the Back to the Future movie trilogy) and Joe Kaminkow teamed up again to create the Data East video game "Tattoo Assassins".

- STAFF -

Directed By: Joe Kaminkow (JEK)
Game Design: Ed Cebula, Joe Kaminkow
Programmed By: Rehman Merchant (RAY)
Sounds and Music: Brian Schmidt (BLS)

Field Support: Pete Gustafson (P G), Arnie Aarstad (A A)
Art: Paul Faris
Art Support: Todd Faris
Support: Nick Wade (NBW), Sarah Bagnolia, Nancy Haas, Masaya Horiguchi

Speech: Thomas F. Wilson, Fred Young

Special Thanks: Michael Malone, Denise Dole, Mary Anne De Simone, Brad Globe, Sid Kaufman, John Hornick, Bob Gale, Amblin Universal, MCA Organization

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5203&o=2

$end


$nes=backtof,
$bio

Back to the Future (c) 1989 LJN

You are Marty McFly, just a typical senoir at Hill Valley High. But after getting behind the wheel of a nuclear-powered sports car turned time machine, you find yourself in the year 1955 where you've accidentally tampered with history. Now it must be corrected. You must somehow make sure that teenagers Lorraine Baines and George McFly, the two kids that will eventually grow up and become your parents fall in love before the photo of your family fades away and you're left with nothing to come home to.

It won't be easy. You'll have to protect George from Biff and his gang of bullies while doing your best to keep them from beating you up instead. To complicate things, Lorraine has a crush on you, so you will have to dodge her advances while trying to figure out a way to get George and her to kiss at the school dance. Time is wasting and even if you manage to put all the pieces in place, there is still no guarantee that you'll ever get back. It will all come down to one brief moment in time when the past, present, and future will meet.

- TECHNICAL -

Model NES-FU-USA

- TRIVIA -

Released in September 1989 in USA.

The music that plays throughout the game is actually 'The Power of Love' sped up.

According to Bob Gale, co-creator of the Back to the Future series, the game's publisher LJN didn't want any input from the film's creators, however promised to show it to them when it was ready. Gale disagreed with what was shown to him and wanted it changed but was told that it was too late. Gale later told fans to not purchase it because of how bad it was.

- STAFF -

Developed by: Beam Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54908&o=2

$end


$msx1_cart=backtof,backtofa,
$bio

Back to the Future [Model R49X5090] (c) 1986 Pony Canyon, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76578&o=2

$end


$cpc_cass=backtoth,
$bio

Back To The Future [Model UQK-605] (c) 1986 Electric Dreams Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64373&o=2

$end


$gba=backtrak,
$bio

Back Track [Model AGB-ABKE-USA] (c) 2001 Telegames

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69823&o=2

$end


$x68k_flop=backpama,
$bio

Back Up AMA 68K (c) 1989 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87084&o=2

$end


$x68k_flop=backppro,
$bio

Back Up Pro 68K (c) 1995 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87085&o=2

$end


$info=backfire,backfirea,
$bio

Backfire! (c) 1995 Data East Corp.

A rally-type racing game.

- TECHNICAL -

Main CPU : ARM (@ 7 Mhz)
Sound Chips : Yamaha YMZ280B (@ 14 Mhz)

Players : 2
Control : Paddle
Buttons : 6

- TRIVIA -

Backfire was released in March 1995.

- STAFF -

Software : Wataru Iida, Zou6 Kagenobu, 3.2.1
Graphic : Hitomin, Tomoyuki Arakawa (Arakawa), Seiji Satoh, Takechang, Emimin, Tsukapon
Sound : Hiroaki Yoshida (Maro) (Gamadelic)
Hard : Masao
Co.Driver : Steve Miller, Yasuko Ohara (Mrg Enterprise Inc)
Zatsuyou : Penta

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3359&o=2

$end


$bbca_cass,bbcb_cass=backgamm,
$bio

Backgammon (c) 1982 Bug Byte

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51518&o=2

$end


$odyssey2,g7400=backgamm,
$bio

Backgammon (c) 1982 GST Video.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95755&o=2

$end


$ibm5150,ibm5150_cass=backgamm,
$bio

Backgammon (c) 1983 Chaplin [Willie Chaplin]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83582&o=2

$end


$msx1_cart=backgamm,
$bio

Backgammon (c) 1984 Electric Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76579&o=2

$end


$msx1_cass=backgamm,
$bio

Backgammon (c) 1984 Electric Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94463&o=2

$end


$cpc_cass=backgamm,
$bio

Backgammon (c) 1985 Ace Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64377&o=2

$end


$cpc_cass=backgamm01,
$bio

Backgammon (c) 1985 CP Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64378&o=2

$end


$fm7_cass=backgamm,
$bio

Backgammon (c) 1985 Shinkikakusha

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93694&o=2

$end


$pc8801_flop=backgamm,
$bio

Backgammon (c) 1986 Compaq [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91423&o=2

$end


$amigaocs_flop=backgmks,
$bio

Backgammon (c) 1987 King Size

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73481&o=2

$end


$info=backgamn,
$bio

Backgammon (c) 1990 ADP.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 8 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.8432 Mhz)

Palette colors : 256

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=10339&o=2

$end


$cdi=backgamm,
$bio

Backgammon (c) 1991 Philips Interactive Media, Incorporated.

Play backgammon against animated characters.

- TRIVIA -

Even if copyrighted 1991, the game was released in 1992.

- STAFF -

Interfaced designed by: John Hight, Dave Townsend, Mike Willis
Strategy and Implementation by: Andy House
Art work by: Dave Vallone, Eddie Sutton, Al Rosson

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52787&o=2

$end


$amigaocs_flop=backgamm,
$bio

Backgammon (c) 1991 Magic Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73482&o=2

$end


$apfm1000=backgamm,
$bio

Backgammon (c) 1979 APF Electronics, Incorporated.

- TECHNICAL -

[Cart. No. MG1008]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49732&o=2

$end


$vc4000=backgamm,
$bio

Backgammon (c) 1978 Interton Electronic.

- TECHNICAL -

[Cassette No. 36]

- TRIVIA -

Also called Jacquet in France.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49191&o=2

$end


$coco_cart=backgamm,
$bio

Backgammon (c) 1980 Tandy Corp.

- TECHNICAL -

Game ID: 26-3059

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53407&o=2

$end


$a2600=backgamme,
$bio

Backgammon (c) 1979 Atari, Incorporated.

PAL release. Game developed in USA. For more information, please see the NTSC release's entry; "Backgammon [Model CX2617]".

- TECHNICAL -

Model CX2617P

- PORTS -

* Consoles : 
Microsoft XBOX [EU] (November 26, 2004) "Atari Anthology" 
Sony PlayStation 2 [EU] (February 18, 2005) "Atari Anthology [Model SLES-53061]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82989&o=2

$end


$a2600=backgamm,
$bio

Backgammon (c) 1979 Atari, Incorporated.

The backgammon board is divided into two halves or tables. The divider is called the bar. The inner  table is the portion at the bottom of the playfield; the outer table is the portion at the top of the playfield.

Each table is also divided into halves. The red player's home or inner table is on the lower right side of the playfield; the white player's home or inner table is on the lower left side of the playfield.  The red player's outer table is on the upper right side of the playfield; the white player's out table is on the upper left side of the playing field.

Each player's inner and outer table has six points. The point is the area on which you rest your you pieces as you move around the board. Each point is numbered for reference  starting in each player's inner table. The white side is number 1 to 12 starting at the bottom right side of the board.

- TECHNICAL -

Model CX2617

- TRIVIA -

Export releases:
PAL "Backgammon [Model CX2617P]"

- STAFF -

Programmer: Craig Nelson

- PORTS -

* Consoles : 
Microsoft XBOX [US] (November 16, 2004) "Atari Anthology [Model 26084]" 
Sony PlayStation 2 [US] (November 22, 2004) "Atari Anthology [Model SLUS-21076]" 
Microsoft XBOX [JP] (August 4, 2005) "Atari Anthology [Model B7X-00001]" 

* Handhelds : 
Nintendo DS [US] (March 8, 2011) "Atari Greatest Hits Vol.2 [Model NTR-BR7E-USA]" 

* Others : 
Atari Flashback 3 [US] (September 16, 2011) by AtGames 
Atari Flashback 4 [US] (November 13, 2012) by AtGames 
Atari Flashback 5 [US] (October 1, 2014) by AtGames

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50239&o=2

$end


$gbcolor=backgammj,
$bio

Backgammon [Model DMG-AAKJ-JPN] (c) 1999 Altron Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67528&o=2

$end


$gbcolor=backgamm,
$bio

Backgammon [Model DMG-AAKP-EUR] (c) 2000 JVC Music Europe

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67527&o=2

$end


$famicom_flop=backgamm,
$bio

Backgammon [Model FMC-BAG] (c) 1990 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65240&o=2

$end


$channelf=backgamm,
$bio

Backgammon/Acey-Deucey (c) 1977 Fairchild

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53201&o=2

$end


$saturn,sat_cart=backghh,
$bio

BackGuiner - Yomi Gaeru Yuusya Tati - Hishou-hen Uragiri no Senjou [Model T-19907G] (c) 1998 Ving [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58930&o=2

$end


$saturn,sat_cart=backgkh,
$bio

BackGuiner - Yomi Gaeru Yuusya Tati - Kakusei Hen Guiner Tensei [Model T-19906G] (c) 1998 Ving [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58931&o=2

$end


$amigaocs_flop=backlash,
$bio

Backlash (c) 1988 Novagen

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73483&o=2

$end


$mc10=backup,
$bio

Backup (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87609&o=2

$end


$x68k_flop=backupp1,
$bio

Backup Pro 68K Disk Backup Tool (c) 1993 SCB

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87086&o=2

$end


$gba=bbase2k6,
$bio

Backyard Baseball 2006 - Featuring Pros as Kids [Model AGB-BCYE-USA] (c) 2005 Atari Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69828&o=2

$end


$gba=bbase,
$bio

Backyard Baseball [Model AGB-ACKE-USA] (c) 2002 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69827&o=2

$end


$gba=bbasket,
$bio

Backyard Basketball [Model AGB-BYBE-USA] (c) 2004 Atari Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69829&o=2

$end


$gba=bfoot2k6,
$bio

Backyard Football 2006 [Model AGB-BYFE-USA] (c) 2005 Atari Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69831&o=2

$end


$gba=bfoot,
$bio

Backyard Football [Model AGB-AYFE-USA] (c) 2002 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69830&o=2

$end


$gba=bhockey,
$bio

Backyard Hockey [Model AGB-BYHE-USA] (c) 2003 Atari Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69832&o=2

$end


$gba=bskate,
$bio

Backyard Skateboarding [Model AGB-BS6E-USA] (c) 2005 Atari Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69833&o=2

$end


$gba=bbase2k7,
$bio

Backyard Sports - Baseball 2007 [Model AGB-BC7E-USA] (c) 2006 Atari Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69834&o=2

$end


$gba=bbask2k7,
$bio

Backyard Sports - Basketball 2007 [Model AGB-BB7E-USA] (c) 2006 Atari Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69835&o=2

$end


$gba=bfoot2k7,
$bio

Backyard Sports - Football 2007 [Model AGB-BF7E-USA] (c) 2006 Atari Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69836&o=2

$end


$pc98=bacta,
$bio

Bacta (c) 1992 Himeya Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88976&o=2

$end


$pc98=bacta2,
$bio

Bacta 2 (c) 1994 Himeya Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88977&o=2

$end


$cpc_cass=bacterik,
$bio

Bacterik-Dream (c) 1987 Chip [Paris, France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64379&o=2

$end


$cpc_cass=bactronf,
$bio

Bactron [Model 144] (c) 1986 Loriciels [France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64380&o=2

$end


$cpc_cass=bactron,
$bio

Bactron (c) 1986 Loriciels.

- TECHNICAL -

[Model UQK 708]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64381&o=2

$end


$gbcolor=badbadtz,
$bio

Bad Badtz-Maru Robo Battle [Model CGB-BBRJ-JPN] (c) 2001 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67529&o=2

$end


$cpc_cass=badcatuk,
$bio

Bad Cat (c) 1987 Softgold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64383&o=2

$end


$amigaocs_flop=badcat,
$bio

Bad Cat [5th Anniversary] (c) 1987 Rainbow Arts

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73484&o=2

$end


$info=bcats_l5,bcats_l2,
$bio

Bad Cats (c) 1989 Williams Electronics Games, Incorporated.

- TECHNICAL -

Williams System 11B
Model Number : 575

Main CPU : M6808 (@ 1 MHz)
Sound CPU : Motorola M6809 (@ 2 MHz), OKI M6808 (@ 1 MHz)
Sound chips : Yamaha YM2151 (@ 3.579545 MHz), (2x) DAC, (2x) HC55516

- TRIVIA -

Released in November 1989. Approximately 2,500 units were produced.

- STAFF -

Playfield : Barry Oursler (BSO)
Cats and Dogs, Bees and Birds : Python Anghelo (The Pinball Python) (PVA)
Software : Ed Suchocki
Mechanix : Don Sondej
Mechanix Support: Al Cardenas, Art Clafford, Mark Johnson
Sounds and Music : Dan Forden
Good Management Support : Walter Smoulcha, Joe Joos

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5204&o=2

$end


$amigaocs_flop=badcomp,
$bio

Bad Company (c) 1990 Logotron

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73485&o=2

$end


$ibm5150,ibm5150_cass=baddudes,
$bio

Bad Dudes (c) 1988 Data East Corp. [Tokyo, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83583&o=2

$end


$amigaocs_flop=baddudesu,
$bio

Bad Dudes (c) 1989 Imagine Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73486&o=2

$end


$amigaocs_flop=baddudes,
$bio

Bad Dudes vs. Dragon Ninja (c) 1989 Imagine Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73487&o=2

$end


$nes=baddudes,
$bio

Bad Dudes vs. Dragon Ninja (c) 1990 Ocean

- TECHNICAL -

Model NES-55-FRA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54911&o=2

$end


$info=baddudes,
$bio

Bad Dudes vs. Dragonninja (c) 1988 Data East USA.

North American release. For more information about the game itself, please see the original Japanese release entry; "Dragonninja".

- TECHNICAL -

[Model 1US34]

- TRIVIA -

Bad Dudes vs. Dragonninja was released in April 1988 in USA. It is known in Japan as "Dragonninja".

This American version has a different ending sequence to that of the original Japanese version.

A Bad Dudes vs. Dragonninja unit appears in the 1990 movie 'Robocop 2', and in the 1989 movie "Parenthood".

- PORTS -

* Consoles : 
Nintendo NES [EU] (1990) "Bad Dudes vs. Dragonninja [Model NES-55]" 
Nintendo NES [US] (July 1990) "Bad Dudes [Model NES-DU]" 
Nintendo Wii [US] (February 19, 2010) "Data East Arcade Classics [Model RVL-P-R26E]" 
Zeebo [MX] [BR] (July 27, 2010)

* Computers : 
Amstrad CPC [EU] (1988) by Imagine 
Atari ST [EU] (1988) by Imagine 
Commodore Amiga [EU] (1988) "Bad Dudes vs. Dragon Ninja" 
Commodore 64 [US] [EU] (1988) 
PC [MS-DOS] [US] (1988) 
Commodore Amiga [US] (1989) "Bad Dudes" 
Atari ST [EU] (1989) by Hit Squad 
Sinclair ZX Spectrum (1989) 
Amstrad CPC [EU] (1989) by Ocean 
Apple II [US]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=163&o=2

$end


$nes=baddudesu,
$bio

Bad Dudes (c) 1990 Data East Corp.

- TECHNICAL -

Model NES-DU-USA

- TRIVIA -

Released in July 1990 in USA.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54910&o=2

$end


$info=badgirls,
$bio

Bad Girls [Model 717] (c) 1988 Gottlieb.

- TECHNICAL -

Model Number : 717

- TRIVIA -

Released in November 1988.

2,500 units were produced.

- STAFF -

Design by : Jon Norris
Art by : Constantino Mitchell
Music by : Dave Zabriskie, Craig Beierwaltes
Software by : Bob Wilson

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5205&o=2

$end


$info=badlands,badlandsb,badlandsb2,
$bio

Bad Lands (c) 1989 Atari Games Corp.

It has been 50 years since the nuclear disaster. The sport of sprint racing is now a ruthless battle between armed cars. These races take place on tracks built in the ruins of the dangerous nuclear zone known only as the BADLANDS. It's all-out war on the track as players blast away at the drones (and each other) to finish first. Players shoot play-field targets for extra points and bonus missiles.

Bonus wrenches appear at regular intervals which can be collected and used to upgrade the player's vehicle. The available upgrades are : missiles, tires, turbo, increased speed, and shields. This was to be Atari's last game in the 'Sprint' series.

- TECHNICAL -

Game ID : 136074

Main CPU : Motorola 68000 (@ 7.15909 Mhz), MOS Technology 6502 (@ 1.789772 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz)

Players : 2
Control : dial
Buttons : 2

- TRIVIA -

Bad Lands was released in January 1990 (even if title screen says 1989). 

Only 10 dedicated units were produced in the USA and 554 in Ireland for European distribution. The selling price was $2295. 

1600 conversion kits were produced in the USA and 229 in Ireland. The selling price was $1295. This was the first driving game 'kit' for the arcade. 

Unlike its two most famous prequels, "Championship Sprint" and "Super Sprint", Bad Lands used a standard resolution monitor instead of the medium resolution monitor used in the past. This means the cars are somewhat larger and, because of this scale issue, the tracks feel smaller and more cramped than in other games in the series. As a result of this, only three cars compete, instead of the four vehicles that appeared in earlier games. 

Bad Lands re-uses some of the sounds from "Championship Sprint" and "Super Sprint", particularly notable when bonus wrenches are collected. 

Gary Hatt holds the official record for this game with 146080 points on June 26, 1986.

- SERIES -

1. Sprint 2 (1976)
2. Sprint 8 (1977)
3. Sprint 4 (1977)
4. Sprint One (1978)
5. Super Sprint (1986)
6. Championship Sprint (1986)
7. Bad Lands (1989)

- STAFF -

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

- PORTS -

* Consoles : 
Sony PlayStation 2 [AU] (2005) "Midway Arcade Treasures 3 [Model SLES-53666]" 
Microsoft XBOX [US] (September 27, 2005) "Midway Arcade Treasures 3" 
Sony PlayStation 2 [US] (September 27, 2005) "Midway Arcade Treasures 3 [Model SLUS-21094]" 
Microsoft XBOX [EU] (October 14, 2005) "Midway Arcade Treasures 3" 
Sony PlayStation 2 [EU] (October 14, 2005) "Midway Arcade Treasures 3 [Model SLES-53666]" 
Nintendo GameCube [US] (October 26, 2005) "Midway Arcade Treasures 3 [Model DOL-GE3E-USA]" 

* Computers : 
Sinclair ZX Spectrum [EU] (1990) 
Commodore C64 [US] [EU] (1990) 
Atari ST [EU] (1990) 
Commodore Amiga [EU] (1990) 
Amstrad CPC [EU] (1990) : Separate versions by Ocean and Domark 
PC [MS Windows, CD-ROM] [US] (February 17, 2006) "Midway Arcade Treasures Deluxe Edition"
PC [MS Windows, CD-ROM] [EU] (March 17, 2006) "Midway Arcade Treasures Deluxe Edition"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=164&o=2

$end


$cpc_cass=badmaxf1,
$bio

Bad Max (c) 1985 Transoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64384&o=2

$end


$nes=badnewsb,
$bio

Bad News Baseball (c) 1990 Tecmo, Limited.

North American release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Gekitou Stadium!! [Model TCF-EF]".

- TECHNICAL -

Model NES-3B-USA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54912&o=2

$end


$megadriv=badomen,
$bio

Bad Omen (c) 1992 Hot-B

- TRIVIA -

Reviews:
[FR] July 1992 - Joypad N.10: 73/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56342&o=2

$end


$x68k_flop=badroad,
$bio

Bad Road (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87087&o=2

$end


$nes=bsbrawl,
$bio

Bad Street Brawler (c) 1989 Mattel, Incorporated.

- TECHNICAL -

Cartridge ID: NES-BV-USA

- TRIVIA -

Released on September, 1989 in USA.

- STAFF -

Developed by: Beam Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54913&o=2

$end


$c64_cart,c64_flop=badlands,
$bio

Badlands (c) 1990 Domark

- STAFF -

Code: Steven Collins
Sound: Matt Furniss

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53510&o=2

$end


$cpc_cass=badlands,
$bio

Badlands (c) 1990 Tengen, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64385&o=2

$end


$amigaocs_flop=badlands,
$bio

BadLands (c) 1990 Domark Group, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73488&o=2

$end


$amigaocs_flop=badlpete,
$bio

Badlands Pete (c) 1990 ARC

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73490&o=2

$end


$amigaocs_flop=badlands1,
$bio

BadLands [Budget] (c) 1990 Hit Squad, The [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73489&o=2

$end


$info=m4bagtel,m4bagtel__0,m4bagtel__1,m4bagtel__2,m4bagtel__3,m4bagtel__4,m4bagtel__5,m4bagtel__6,m4bagtel__7,m4bagtel__8,m4bagtel__9,m4bagtel__a,m4bagtel__b,m4bagtel__c,m4bagtel__d,m4bagtel__e,m4bagtel_f,
$bio

Bagatelle (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41236&o=2

$end


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

Bagman (c) 1982 Valadon Automation [VA].

The objective of the game is to maneuver Bagman through various mine shafts, picking up money bags and placing them in a wheelbarrow at the surface of the mine. The player must avoid pursuing guards, moving ore carts, and descending elevators. The player may temporarily stun the guards by striking them with a pickaxe or by dropping money bags on them when they are below the player on the same ladder. The player may move between the three screens which make up the level via shafts and on the surface.

Bagman is played using one 4-way joystick and one action button. The joystick is also used to jump out of the ore cart. The Action Button is used to make the Bagman perform the following tasks:
Pick up and drop money bags
Pick up and drop pickaxe
Grab and release the ceiling beam to avoid the ore cart (this can be done while carrying a money bag)
Placing a money bag in the wheelbarrow
Pick up and drop the wheelbarrow

Points are scored for each horizontal step the player takes, for each money bag placed in the wheelbarrow, and for each guard stunned.

- TECHNICAL -

Main CPU: Zilog Z80 (@ 3.072 Mhz)
Sound Chips: General Instrument AY8910 (@ 1.5 Mhz), TMS5110 (@ 640 Khz) [speech]

Players: 2
Control: 4-Way Joystick
Buttons: 1

- TRIVIA -

Bagman was released in January 1982.

Also licensed to Stern for US distribution (same month). 

The tune that plays at the start of the game is a sample from "Turkey in the Straw". 

Jerry McCloskey holds the official record for this game with 6840850 points on August 2, 1983. 

This game is known in France as "Le Bagnard" (translates from French as 'The Convict'). 

Bootlegs of this game run on the "Moon Cresta" & on the "Crazy Kong" hardware.

- SERIES -

1. Bagman (1982)
2. Super Bagman (1984)

- PORTS -

* Computers : 
[US] [EU] Commodore C64 (1984) "Bagitman")
[US] [EU] Commodore C64 (1984) "Gilligan's Gold"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=166&o=2

$end


$info=bagmanmc,bagmanmc2,
$bio

Bagman (c) 1984 GIB.

Bootleg made by GIB on the Moon Cresta hardware. For more information about the game itself, please see the original Bagman entry.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49922&o=2

$end


$info=m4bagcsh,m4bagcsha,
$bio

Bags of Cash Club (c) 198? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42033&o=2

$end


$snes=bahamut,bahamuta,
$bio

Bahamut Lagoon (c) 1996 Square Company, Limited.

Bahamut Lagoon is a strategy/Role Playing game released by Squaresoft in 1996 and is often regarded as the most underrated game ever released by the famous company. Bahamut Lagoon takes place in a world made of floating islands called Lagoons. The player is put in the shoes of Byuu, a young dragon rider and captain of the Kahna Squad. The game starts when the evil and tyrannical Sauzer from the Granbelos Empire decides to take over the Dragon Kingdom of Kahna and to kidnap the young princess Yoyo. Our hero, along with his friends, decide to hide for sometime and train their dragons to form a group of resistance - they hope that some day they will be ready and strong enough to attack the invader and rescue the princess. They soon all embark on a journey to unite the power of the Holy Dragons, ancient beasts supposed to defend the Lagoons, and use them to defeat Emperor Sauzer. Or this is what they think... The limited Role Playing side of the game gets the player to control Byuu and the story unfolds as the game progresses - he can talk to people or buy new equipment and items. Out of the battles, the game also features an expansive dragon feeding system that raises the animals' stats and change their aspect overtime. However, and unlike traditional role playing games, the player gets to control multiple parties of four and their respective dragons during battles. Players don't get to control the beasts directly though - they have to be told what to do and three commands are available to do so. The first one is 'Go!' and tells the dragon to attack, the second is 'Come!' and gets him to fly close to his master then the final one is 'Wait!' and forces him to stay put and wait. Characters, on the contrary, can attack using traditional weapons and magic spells. Battles follow a traditional turned based system and all the enemies, or in some cases the enemy's general, need to be defeated to win a fight.

- TECHNICAL -

Cartridge ID: SHVC-AXBJ-JPN
Barcode: 4 961012 956036

- TRIVIA -

Released on February 09, 1996 in Japan for 11400 Yen. The game was never exported outside Japan.

- TIPS AND TRICKS -

EX game and music test: Successfully complete and save the game. Then, hold L + R and reset the SNES. Options for an EX Game and music test will be available. The EX Game allows the game to be replayed with the same amount of money, items, and levels present at the end of your last game.

- STAFF -

TEAM BAHAMUT LAGOON STAFF

Project Leader: Hitoshi Sasaki
Director: Kazushige Nojima
Producer: Tadashi Nomura
Main Programmers: Kazuhisa Murakami, Hiroshi Ono
Story Event Planner: Motomu Toriyama
Simulation Planner: Takatsugu Nakazawa, Naoya Kawahira
Special Programmer: Tetsuji Iwasaki
Super Effect Graphic Designer: Kunio Asahara
Assistant Director: Takeshi Endo
Event Planner Mapping: Satoru Tsuji
Music Composer: Noriko Matsueda
Sound Engineer: Teruaki Sugawara
Sound Programmer: Hidenoki Suzuki
Character Graphic Designers: Fumiyasu Sasaki, Murasaki Iriguchi
Monster Graphic Designer: Shin Nagasawa
Event BG Graphic Designer: Rena Sasaki
Field Graphic Designers: Takahiro yamashita, Tomoe Inazawa
Special Thanks: Kenichi Shinoda, Takato Itou, Hiromi Masuda, Hiroyoshi Hamada, Yoshitaka, Hirota, Jun Saitou, Kiyomi Tanakawa, Hisako Suzuki, Kenichi Ohko, Miyabi Ito, Kouchiro Matsumoto
Supervisor: Hironobu Sakaguchi
Executive producer: Tetsuo Mizuno

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61052&o=2

$end


$megadriv=bahamuts,
$bio

Bahamut Senki (c) 1991 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56343&o=2

$end


$nes=bwfuweng,
$bio

Bai Wan Fu Weng (c) 199? Unknown [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76484&o=2

$end


$pc98=baka,
$bio

BAKA - Boss of the Sunset (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88974&o=2

$end


$info=bakatono,
$bio

バカ殿様 麻雀漫遊記 (c) 1991 Monolith Corporation.
(Baka Tono-sama Mahjong Manyuki)

Early Neo-Geo mahjong game with a somewhat comical medieval Japanese setting.

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : 0036

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2610 (@ 8 Mhz)

[SNK MVS Neo-Geo Control Picture]
2 players - 4 buttons per player (2 usables)

- TRIVIA -

Baka Tono-sama Mahjong Manyuki was released in December 1991 in Japan.

The title of this game translates from Japanese as 'Stupid Feudal Lord's Mahjong Travelogue'.

Baka Tono-sama is a character created by famous Japanese comedian Ken Shimura. The character of Baka Tono-sama is a parody of a feudal Japanese lord. His name translated means 'Stupid Feudal Lord'. Both Baka Tono-sama and his creator Ken Shimura are extremely popular in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=168&o=2

$end


$x68k_flop=bakamed,
$bio

Bakamedesu (c) 1993 Surpasser Gin

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87088&o=2

$end


$pc98=bakasuka,
$bio

Bakasuka Wars (c) 199? Login Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88978&o=2

$end


$nes=gatein,
$bio

馬券必勝学 ゲートイン (c) 1990 KAC [K.Amusement Lising Co.].
(Baken Hisshou Gaku - Gate In)

- TECHNICAL -

Game ID: KAC-3F

- TRIVIA -

Baken Hisshou Gaku Gate In was released on May 25, 1990 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53847&o=2

$end


$pc98=bakendo,
$bio

Bakendou - Horse Racing Analyzer (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88979&o=2

$end


$gameboy=bakeno94,
$bio

Bakenou TV '94 [Model DMG-ATVJ-JPN] (c) 1994 Asmik Ace Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65595&o=2

$end


$gameboy=bakenov3,
$bio

Bakenou V3 [Model DMG-WJ] (c) 1993 Asmik Ace Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65596&o=2

$end


$info=bakubaku,
$bio

Baku Baku Animal - Sekai Shiikugakari Senshu-ken (c) 1995 Sega.

A "Columns" style puzzle game where you attempt to line up blocks featuring the animal's favorite food. When this happens, the animal eats the food causing the other player to receive more blocks.

- TECHNICAL -

Runs on the "ST-V [Sega Titan Video Game System]" hardware.
Cartridge ID: 610-0373-03


Players: 2
Control: 8-way joystick
Buttons: 6

- TRIVIA -

Baku Baku Animal was released in April 1995.

The title of this game translates from Japanese as 'Gobble Gobble Animal - World of Champion Zookeepers'.

- PORTS -

* Consoles :
Sega Saturn [JP] (1996) "Baku Baku Animal - Sekai Shiikugakari Senshu-ken [Model GS-9040]"
Sega Game Gear [JP] (1996) "Baku Baku Animal - Sekai Shiikugakari Senshu-ken [Model G-3378]"
Sega Master System [BR] (1996) "Baku Baku Animal [Model 025.470]"

* Computers :
MS Windows (Aug 02, 1996) "Baku Baku Animal [Model HCJ-0103]"

* Ohers :
Mobile phones (2002)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=169&o=2

$end


$gamegear=bakubakuj,
$bio

ばくばくアニマル 世界飼育係選手権 (c) 1996 Sega Enterprises, Limited.
(Baku Baku Animal - Sekai Shiikugakari Senshu-ken)

- TECHNICAL -

Game ID: G-3378

- TRIVIA -

Released on January 26, 1996 in Japan.

- TIPS AND TRICKS -

* Level Passwords: Enter these passwords to start from the final level of the game

Normal Mode : Dog, Bone, Panda, Bamboo
Hard Mode : Carrot, Banana, Carrot, Rabbit

- STAFF -

Producer: Kimberly Rogers
Product Manager: Eric Dunstan
Product Specialist: Clint Dyer
Executive Director: Noboru Machida
Director: Hideaki Katagiri
Planner: Tsutomu Morishita
Designer: Hiroko Katou (Hiroko Katoh), Tsutomu Morishita
Programmer: Kenichi Iwanaga, Noboru Honda
Sound: Masahiro Ito
Advisor: Hideo Yamaguchi, Nobuo Matsushima
Lead Tester: John Jansen
Assistant Lead Testers: George Sandoval, John James, Roger Deforest, Ward Farris
Testers: David Paniagua, Eddie Ramirez, Jack Amato, Janine Cook, Joe Rousseau, Rick Greer, Scott Crisostomo, Squidlo, Anthony Lynch, Steve Wong, Yoko Yanagisawa
Manual: Wendy M. Dinsmore (Wendy Dinsmore), Clint Dyer, Carol Ann Hanshaw (Carol Anne Hanshaw), Sega Testers
Special Thanks: Akira Inoue, Akitatsu Saitou (Akitatsu Saito), Atsuko Iwanaga, Bill Onderdonk, Chizuka Gotou (Chizuka Goto), Cindy Hardgrave, Kaori Hijiya, Kazuhiro Tanaka, Keiko Sueyoshi, Keiko Tamura, Masako Araki, Masayuki Ota (Masayuki Ota), Michiya Kameda, Michiyo Morohoshi, Noriyuki Tabata, Osamu Shibamiya, Steven Goodale, Shuuichi Sekimoto (Syuichi Sekimoto), Takashi Ueshima, Vy Nong, Yoko Yanagisawa (Yoko Yanagisawa), Eileen Sacman, Laura Schaldach

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64473&o=2

$end


$saturn,sat_cart=bakubakuj,
$bio

ばくばくアニマル 世界飼育係選手権 (c) 1995 Sega Enterprises, Limited.
(Baku Baku Animal - Sekai Shiikugakari Senshu-ken)

- TECHNICAL -

Game ID: GS-9040
Other ID: 670-6983

- TRIVIA -

Released on November 10, 1995 in Japan.

- STAFF -

Producer: Yoshiro Akata
Directors: Yasushi Watanabe, Yuri Usami
Programmers: Hirokazu Ito, Bungo Ishida
Artists: Megumi Matsuda, Kazuko Noguchi, Naoko Shimizu, Minori Hisamatsu
Music: Naoki Tokiwa, Seiichiro Matsumura
Sound Effects: Naoki Tokiwa, Seiichiro Matsumura
Production Support: Tetsuya Wakauchi, Isao Matsumoto
Technical Support: Hirofumi Okamoto, Yasuyuki Hattori, Manabu Kusunoki, Kenji Arai
Production Coordination: Tomoaki Ogawa
Manual Production: Hiroyuki Mitsui, Hiroya Tanaka, Hayato Takebayashi
Special Thanks: Katsuhisa Sato, Noriko omizo, Takashi Miyaguchi

Animal Namers
Pochio: Taichi Ishikawa
Mimi-san: Akira Hideshima
Ukita: Fumie Shimabukuro
Pantaro: Junichi Inoue
Support: V-Jump

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58932&o=2

$end


$sms=bakubaku,
$bio

Baku Baku Animal (c) 1996 Tec Toy

- TECHNICAL -

[Model 025.470]

- TRIVIA -

Released in Brazil only. Also known as 'Baku Baku' (Writted on the box).

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55942&o=2

$end


$gamegear=bakubaku,
$bio

Baku Baku Animal (c) 1996 Sega Enterprises, Limited.

- TECHNICAL -

Game ID: 2451-50
Cartridge ID: 671-7703-50

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64471&o=2

$end


$gamegear=bakubakuu,
$bio

Baku Baku Animal [Model 2451] (c) 1996 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64472&o=2

$end


$saturn,sat_cart=bakubakuu,
$bio

Baku Baku (c) 1996 Sega Enterprises, Limited.

North American release. Game developed in Japan. See the original Japanese release entry for more information about the game itself; "Baku Baku Animal - Sekai Shiikugakari Senshu-ken [Model GS-9040]".

- TECHNICAL -

Game ID: 81501

- STAFF -

US staff only

Producer: Kimberly Rogers (Kim Rogers)
Product Managers: Seth Gerson, Doria Sanchez
Marketing Manager: Anne Moellering
Lead Tester: Rick Greer
Assistant Leads: Kathleen Silkworth, Eugene R. Valenzuela, Alex Barreiro
Testers: Pedro Ponce, Timothy Spengler (Tim Spengler), Nicole Tatem, Janine Cook, Samson Maciel (Sam Maciel), Lloyd Kinoshita, Rolef Conlan, Abraham Navarro, Don Carmichael, Cesar Lemus, John Jansen, Lou DiSimone, Anthony Lynch, Marcus Montgomery, Leonard Sayers, James Shea, Ricki Tai, Lorne Asuncion, Darin Johnston, Dermot Lyons, Mark Subotnick
The Baku Den: Neil Cohen, Tim Dunley, Laura Schaldach (Laura Schadach), John Gillin

Special Thanks: Kristin J. Mallory (Kristin Mallory), Cindy Hardgrave, Frontline Marketing
Manual: Wendy M. Dinsmore (Wendy Dinsmore)

Packaging Creative
Art Director: Robert Schonfisch (Bob Schonfisch)
Art Firm: James Masi Design
Illustrator: Peter Bollinger
Production Manager: Eileen Sacman

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59973&o=2

$end


$saturn,sat_cart=bakubaku,
$bio

Baku Baku (c) 1996 Sega Enterprises, Limited.

European release. Game developed in Japan. See the original Japanese release entry for more information about the game itself; "Baku Baku Animal - Sekai Shiikugakari Senshu-ken [Model GS-9040]".

- TECHNICAL -

Game ID: MK81501-50
Other ID: 670-8176-50

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60234&o=2

$end


$n64=bakubom2,
$bio

爆 Bomberman 2 (c) 1999 Hudson Soft.
(Baku Bomberman 2)

When you've been blowing up bad guys for as long as Bomberman, you cease to be self-conscious about the color of your cyber suit. Nintendo Power Source is pleased to announce that Bomberman has returned to Nintendo 64 for a third action-packed adventure -- pink gloves and all.

After his successful exploits in Baku Bomberman and Bomberman Hero, Bomberman was enjoying a much-needed vacation at the luxurious Hot Springs Planet Ksa2. His relaxation session was cut short, though, when his Bomber Craft drifted too close to a black hole created by a power-crazed evil doer named Rukifellth.

Bomberman discovers that Rukifellth and his BHB Army have enslaved peaceful planets with powerful Gravity Generators, in a quest to discover seven powerful Stones. Once again, Bomberman is charged with the task of saving Bomber Planet by beating the BHB Army into submission and recovering the seven Stones before Rukifellth can take over the entire galaxy.

As soon as you begin your quest in the bowels of the Lost Planet, you'll quickly realize that The Second Attack is the best of Bomberman's N64 adventures. The gameplay is very similar to Baku Bomberman, but an improved camera perspective greatly improves the gameplay. 

The game features seven planets for Bomberman to liberate, plus a final stage set on Rukifellth's Warship. On each planet, Bomberman must destroy a Gravity Generator and defeat one of Rukifellth's Astral Knights. To accomplish these tasks, players will have to explode multitudes of enemies and solve complex puzzles.

Each time Bomberman defeats an Astral Knight, he recovers a Stone which allows him to use a new type of bomb. In addition to blowing up crates and enemies, Bomberman uses the special powers of different bombs to solve puzzles. Here's a sneak peek at Bomberman's new and improved arsenal:
* Fire Bomb: This is Bomberman's classic weapon, which explodes in four different directions 
* Ice Bomb: The Ice Bomb freezes water, objects and enemies 
* Wind Bomb: Use the Wind Bomb to blow Bomberman over impassable terrain 
* Lightning Bomb: This weapon is used to fry circuitry in mechanized or robotic equipment 
* Shadow Bomb: This is similar to the Fire Bomb, but is much more powerful

Also, Bomberman can collect a wide variety of items on each planet by destroying objects or enemies. These items allow Bomberman to perform special tasks like kicking or picking up bombs. A new feature in The Second Attack is that Bomberman can purchase these items at a special Merchant Ship before landing on a planet. The Merchant Ship also sells game hints and other rare treasures.

No hero is complete without a sidekick, and this time Bomberman is blessed with a freaky little fellow named Pommy to do his dirty work. Pommy, a Kirby-esque creature that hatches from an egg early in the game, helps Bomberman by knocking down enemies and providing comic relief.

Pommy is a hungry little bugger, and if you want to keep it happy you have to collect food which can be found on each planet. If you find enough food, Pommy will evolve into a more powerful creature. You can actually determine how Pommy evolves by carefully choosing which food you collect. If you feed Pommy nothing but meat, for example, it will grow more strong. If you feed it only vegetables, it evolves into a more intelligent creature. 

Excluding his witty comments, the best thing about Pommy is that it can be controlled by a second player. Pommy is forced to follow Bomberman, but the second player controlling the creature can attack enemies and assist in the adventure. Due to his timid disposition, Pommy is not able to help Bomberman in a Gravity Generator room or while fighting an Astral Knight.

After nearly being crucified for omitting a multiplayer mode in Bomberman Hero, Hudson Soft has responded to the criticism with a rich four-player Battle Mode. There are eight different Battle Arenas to choose from, and a variety of ways to play:
* Survival: This is the classic Bomberman battle. The last player standing wins 
* Battle Royal: The player who defeats the most competitors within a specific amount of time wins 
* King & Knights: Assign players to teams, and see who can survive the longest 
* Key Trial: This mode uses a split-screen. The first player to locate two hidden Keys is the winner 
* Score Attack: Attack objects or other players to collect as many coins as possible

Initially, Survival Mode is the only multiplayer game available. To unlock new modes of play, single players must compete in the Challenge Battle Mode. In this mode, a single player battles multiple CPU-controlled characters in an increasingly difficult set of competitions. 

Like the original, Baku Bomberman 2 allows gamers to collect Custom Parts in the Story Mode for use in Battle Mode. Decorative Custom Parts are very well hidden, and normally require some serious puzzle-solving to collect.

Perfected play control and the presence of a pummeling Battle Mode make Baku Bomberman 2 one of the hottest games of the year.

- TECHNICAL -

Game ID: NUS-NBVJ-JPN

- TRIVIA -

Released on December 03, 1999 in Japan.

- STAFF -

Executive Producer: Hiroshi Kudo
Producer: Tadahiro Nakano, Hiroyuki Mikami
Game Concept Planner: Taiichi Matsuda
Voice Cast: Sho Hayami, Daisuke Gouri, Nobutoshi Hayashi, Hoko Kuwashima, Minami Nakayama, Yumi Toma
Game Director: Satoru Sugimoto, Koji Innami
Program Director: Satoru Sugimoto
Story Mode Director: Naoki Yoshida
Visual Director: Takahide Otoizumi, Taiichi Matsuda
Boss Character Design: Taiichi Matsuda
3D Design Director: Hideyuki Ogura
Product Manager: Kenji Matsuura, Yasutaka Kakiseko
Main System & Menu Program: Satoru Sugimoto
Graphics System & Boss Program: Toshimasa Ebina
Characters & Objects Program: Tomoyuki Honda
Battle & Effects Program: Takuya Suzuki
Map Design & Modeling: Megumi Okazaki, Akihiro Nakamura
Character Design & Modeling: Satoshi Haga
Boss Character Design & Modeling: Masakazu Echigo, Hitoshi Takiyama
Enemy/Battle Character Modeling: Miho Yoshida
Battle Character Modeling: Masahiro Kamohara
Effect Modeling: Hiroyuki Kimoto
2D Design: Hiroshi Kaieda, Etsushi Nishiura, Yasushi Nishiura, Koji Wajima
View Map: Takashi Otsuji, Asako Yamazaki, Saeko Matsuura
Sound Director: Akihiro Sato
Music Producer: Hidenobu Otsuki
Music Composer: Tomohiko Kira, Yasunori Mitsuda, Hidenobu Otsuki, Tomokazu Kudo, Hiroyo Yamanaka, Yoshitaka Hirota, Kenji Hiramatsu
Music Operator: Hiromichi Furuya, Hironao Yamamoto, Hironobu Yahata
Sound Effect Designer: Hiroyuki Tsuboguchi
Wave Designer: Osamu Narita, Hironao Yamamoto, Shohei Bando
System Supporter: Takayuki Iwabuchi, Hideki Oka
Official Art, Design Director: Shoji Mizuno
CG Works: Toshiteru Horii, Toshifumi Sekijima, Tomoaki Watanabe
Assistant Design: Naoto Yoshimi, Kozue Sato
Progress Management: Hiromi Okamoto
Supervisors: Shigeki Fujiwara, Tadayuki Kawada
Bomberman Company: Shoichi Togashi, Koji Terada, Yoichi Nakazawa
Mastering: Masako Ishikawa, Yukiko Mikami
Translator: J. Patrick Riley, Ronald Foster, John Greiner
Cooperation: Bowne Global Solutions, Studio GUIDO, Aoni Production, HUDSON Debugging Team, Nichimen Graphics

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57589&o=2

$end


$n64=bakubomb,
$bio

爆 Bomberman (c) 1997 Hudson Soft.
(Baku Bomberman)

The inhabitants of Bomber World have a unique philosophy of life: if something gets in the way, blow it up. Now you, too, can join in the fun with Hudson Soft's Baku Bomberman.

In Baku Bomberman's all-new one-player Adventure mode, marauders have set their sights on Bomberman's peaceful planet. You'll explore labyrinthine levels by dropping bombs, solving puzzles and finding hidden items. The action takes place across five brightly colored worlds: a smoldering volcano, ruined castle, icy mountain range, orbiting space station and storybook village. Find all 100 Gold Cards in the first five worlds and you can access a sixth world.

To maximize your score, you'll need to finish each of the 20 levels as quickly as possible. Deadlines are tighter on the Hard difficulty setting. Despite the prevalence of incendiary devices, Baku Bomberman's overhead perspective, cartoon-like graphics and bright palette gives the game the cheerful feel of Super Mario RPG.

It's Baku Bomberman's multiplayer mode, though, that really blows the socks off the pyrotechnicians at Power Source. In Single Battle mode, dashing about the baffling arenas and blowing each other to smithereens proves to be, well, a blast. Team Battle mode is a highly explosive version of capture-the-flag. Your goal here is to destroy the enemy team's gems while protecting your own.

You can choose the number and duration of battles. You can also choose from three levels of artificial intelligence for CPU-controlled bombers. When the Ghost option is selected, your little guy will return as a wispy double of his old self after he's gone boom. Ghosts can control a normal Bomberman, but they cannot deploy bombs.

You'll savor Baku Bomberman's sneaky new features, including extremely high explosives and the ability to toss or kick your bombs diagonally. Other new features include the ability to pump up bombs, knock foes unconscious, grab and toss unconscious foes, and toss or kick bombs diagonally. Baku Bomberman is a blast!

- TECHNICAL -

Game ID: NUS-NBMJ-JPN

- TRIVIA -

Released on September 26, 1997 in Japan.

Known export releases:
[US] "Bomberman 64 [Model NUS-NBME-USA]"
[EU] "Bomberman 64 [Model NUS-NBMP-EUR]"

- STAFF -

Cast: Karen Takahata, Phred Kaufman, Peter L. Zadraznik, Shinichi Satake, Laura Yoshida

Direction
Director: Hitoshi Okuno
Assistant Director: Takeshi Sawaguchi

Game Designer: Koji Innami

Program
System Program: Satoru Sugimoto
Main Program: Isao Kobayashi
Programmers: Noriyuki Tanabe, Akinari Shimada, Tomoyuki Honda

Design
Design Director: Yutaka Sato
Map Design Chief: Hideyuki Ogura
Character Design: Satoshi Haga
Menu Visual Design: Yukinori Goto
World Map Design: Hitoshi Takiyama, Miho Yoshida, Akihiro Nakamura (ADS)
Battle Map Design: Masahiro Kamohara, Masakazu Echigo, Miho Yoshida, Akihiro Nakamura (ADS)
Enemy Design: Kayo Fujimoto, Masakazu Echigo, Kikuko Nagasawa

Sound
Music Compose: Akifumi Tada
Manipulate Chief: Daisuke Inoue
Operate-Arrange: Hironobu Yahata
Management: Keisuke Mitsui
Sound Director: Akihiro Sato, Taiji Ito
Sound Effect: Osamu Narita, Ichiro Shimakura, Shohei Bando, Hiroyuki Tsuboguchi
Sound Program: Katsunori Takahashi, Masaaki Inoue, Takayuki Iwabuchi, Keita Hoshi, Hideki Oka

Official Design
Director: Shoji Mizuno
CG Design Chief: Toshifumi Sekijima
Assistant: Tomoaki Watanabe, Megumi Okazaki

Support
Coordinators: Hiro Nakamura, Greg Richardson
Mastering: Yukiko Mikami, Hideki Mifuji
Technical Support: Toshimasa Ebina, Shunsuke Tanaka

Cooperation: Aoni Pro, Imagine, Gimmick, Joedown Studio, Tavac, Nichimen Graphics
Special Thanks: Shoji Tomii (Joedown Studio), Yuji Saito (Imagine)

Management
Product Manager: Hiroyuki Mikami
Producer: Shinichi Nakamoto, Hidetoshi Endo
Executive Producer: Yuji Kudo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57588&o=2

$end


$famicom_flop=patton,
$bio

爆闘士パットンくん (c) 1988 Soft Pro International.
(Baku Toushi Patton-Kun)

- TECHNICAL -

Disk ID: SFC-PAT

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65241&o=2

$end


$gameboy=bakuretr,
$bio

Bakuchou Retrieve Master [Model DMG-ABMJ-JPN] (c) 1998 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65597&o=2

$end


$gameboy=hyperfsh,
$bio

Bakuchou Retsuden Shou - Hyper Fishing [Model DMG-ASYJ-JPN] (c) 1998 Starfish, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65598&o=2

$end


$x68k_flop=bakuyugi,
$bio

Bakudan Yuugi (c) 1988 X-Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87089&o=2

$end


$x68k_flop=bakudanm,
$bio

Bakudanma (c) 1988 Kyoushirou

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87090&o=2

$end


$megacd,megacdj=bakuden,
$bio

Bakuden - The Unbalanced Zone (c) 1994 Sony Music Ent.

- TECHNICAL -

[Model T-145014]

- TRIVIA -

Bakuden The Unbalanced Zone was released on April 22, 1994 in Japan only.

It was released the same day on the PC-Engine CD as "Bakuden Unbalance Zone [Model SRCD4001]".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60490&o=2

$end


$pcecd=bakuzone,
$bio

Bakuden Unbalance Zone (c) 1994 Sony Music Ent.

- TECHNICAL -

[Model SRCD4001]

- TRIVIA -

Bakuden Unbalance Zone was released on April 22, 1994 in Japan only.

It was released the same day on the Sega Mega CD as "Bakuden - The Unbalanced Zone [Model T-145014]".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58110&o=2

$end


$gbcolor=bakukyuu,
$bio

Bakukyuu Renpatsu!! Super B-Daman - Gekitan! Rising Valkyrie!! [Model DMG-A4RJ-JPN] (c) 2000 Takara Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67530&o=2

$end


$snes=bakukyuu,
$bio

Bakukyuu Renpatsu!! Super B-Daman [Model SHVC-AAIJ-JPN] (c) 1997 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61053&o=2

$end


$snes=bakumats,
$bio

Bakumatsu Kourinden Oni [Model SHVC-A20J-JPN] (c) 1996 Banpresto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61054&o=2

$end


$neocd=lastblad,
$bio

幕末浪漫 月華の剣士 (c) 1998 SNK [Shin Nihon Kikaku].
(Bakumatsu Rouman - Gekka no Kenshi)

- TECHNICAL -

Model NGCD-234

- TRIVIA -

Bakumatsu Rouman Gekka no Kenshi for Neo-Geo CD was released on March 26, 1998 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47881&o=2

$end


$neogeo=lastbladh,
$bio

幕末浪漫 月華の剣士 (c) 1997 SNK [Shin Nihon Kikaku].
(Bakumatsu Rouman - Gekka no Kenshi)

- TECHNICAL -

[Model NGH-234]
474 Mega

- TRIVIA -

Released one month after the MVS release, on January 29, 1998 in Japan (even if the titlescreen shows 1997).

Original MVS info: "The Last Blade [Model NGM-234]".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47880&o=2

$end


$info=lastblad,
$bio

幕末浪漫 月華の剣士 (c) 1997 SNK Corporation.
(Bakumatsu Rouman - Gekka no Kenshi)

Japanese weapons-based fighter featuring beautiful artwork and sound. Twelve selectable characters and two end bosses.

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID: NGM-234

[SNK MVS Neo-Geo Controls]
2 Players - 4 buttons per player.
=> [Joystick] 8-way, [A] Weak Slash, [B] Strong Slash, [C] Kick, [D] Repel

- TRIVIA -

Bakumatsu Rouman - Gekka no Kenshi (translates from Japanese as 'Bakumatsu Romance - Swordsman In The Moonlight') was released on December 5th, 1997.

This game is known outside Japan as 'The Last Blade' and in Korea as 'The Last Soldier'.

Parts of Gekka no Kenshi was based off of the manga 'Rurouni Kenshin'.

The Bakumatsu period of Japan (1860-1899) represents the opening of Japanese ports to foreigners. The Last Blade is set during this time period and you can see Europeans in some backgrounds, as well as some European dress influences on some characters.

This game has a lot to do with Japanese religion. In what little understanding of Japanese culture, there are four gods in Japanese mythology : Seiryuu (blue dragon), Suzaku (red phoenix), Byakko (white tiger) and Genbu. Each god is associated with a direction : Byakko with west, Seiryuu with east, Genbu with north and Suzaku in the south. The four gods also seem to be portrayed in an identical manner : Suzaku is often seen as a renegade of sorts, Genbu is often wise, Byakko seems to be strong and Seiryuu seems to be the role of the protagonist. To this end, the four characters that are avatars to these gods in Gekka no Kenshi (Kaede, Okina, Shigen and Kagami) seem to fit the gods themselves to a tee (Kaede to Seiryuu, Okina to Genbu, Shigen to Byakko and Kagami to Suzaku). However, there may be one (unintentional) reference to the entire fighting game itself. These four characters may very well represent the four popular styles of characters found in nearly fighting game :
Kaede is a Shotokan-style character. This type of character, of course, is the earliest type of fighting game character (as early fighting games always had the protagonist be proficient in some form of karate). However, ever since the release of "Street Fighter II - The World Warrior", a Shoto-character refers to a character with similar moves to that of Ryu and Ken from that game, or more specifically, a character with a projectile and a built upper. Kaede fits this property well : his Ittou Hayate is a projectile (much like Ryu's Hadou Ken) and his Ittou Kuuga is a built upper (like Ken's Shoryuu Ken). Of course, Kaede may also be a nod to that of SNK's first fighting game protagonist (Terry Bogard) as well : his Kasshin Fukuryuu super is in the style of Terry's Power Geyser. To this day, many fighting game characters are known as Shoto characters - their simplicity can't be beat.
Shigen is a large character. Large characters come generally in two flavors : the power character and the grappler (Shigen himself is a mix of both). Power characters generally don't move much but deal lots of damage per hit. Grapplers are those whose special moves are mainly throws. These characters tend to last longer because of their size, but have a weakness that they have either short range or are slow (or, in the case of some characters, overly complicated moves).
Okina may be described as a turtler. This may seem like an inside joke (Okina, in his profile, refers to his family as a bunch of turtles), but it sometimes make sense.
Jokes aside, turtlers are not exactly a type of character, but a type of player. That is, a turtler is a player who tend to block attacks a lot.
Charge characters (i.e. those whose repertoire of moves are mainly charge moves) generally fall into this category, as it is often that they need to remain in a blocking position in order to get their charges and counterattack.
Over the years, there have been many incentives to stray away from this style (as well as derivatives thereof, such as ticking), such as guard breaks, overheads, low attacks, shorter charges and unblockable moves.
Granted, the turtler is not as big as a factor as it used to be (the most popular character in "Street Fighter II - The World Warrior" was Guile because of his turtling and ticking abilities), but Okina's reference to turtles remains.
Kagami, of course, continues SNK's tradition of making cheap-ass characters for final bosses.

Akari and Juzoh are the comedic relief characters in the Gekka series : Juzoh is seen in Akari's stage if Akari is fighting (and obviously, if Akari is not fighting Juzoh). Likewise, Akari can be seen in Juzoh's stage if Juzoh is fighting (and if Juzoh isn't fighting against Akari).

Soundtrack releases :
Bakumatsu Roman - Gekka no Kenshi / SNK Shinsekai Gakkyoku Zatsugidan - Pony Canyon / Scitron - PCCB-00287 - December 17, 1997
Bakumatsu Roman - Gekka no Kenshi Arrange Sound Trax / SNK Shinsekai Gakkyoku Zatsugidan - Pony Canyon / Scitron - PCCB-00301 - January 21, 1998
Bakumatsu Roman - Gekka no Kenshi Drama CD -Pony Canyon / Scitron - PCCB-00302 - February 04, 1998

- UPDATES -

On the AES version, Musashi and Kagami are playable characters by imputing a code. On the MVS version only Musashi can be unlocked (see Tips & tricks section for more information).

- TIPS AND TRICKS -

* Play As Musashi : at the character selection screen, press C(x6), B(x3) and C(x4). You must input the correct button sequence in LESS THAN FOUR SECONDS!

* Time Attack Mode : insert a coin, hold A+B+C+D and press Start.

* Alternate Costume Colors : press Start when selecting a fighter at the character selection screen.

- SERIES -

1. Bakumatsu Rouman - Gekka no Kenshi [Model NGM-234] (1997)
2. Bakumatsu Ruoman Dai-ni Maku - Gekka no Kenshi: Tsuki ni Saku Hana, Chiriyuku Hana [Model NGM-243] (1998)

- STAFF -

Executive Producer : Hiroshi Matsumoto
Producer : Akira G.
Director : Kim-Ken, Wakama2, Swery 65%

* Front Designers :
Kaede : Tony Oki, Sumicho, Y. Kashiba, Okame Kiyoshi
Amano : Rolly (R)
Moriya : Heitarou
Musashi : Ponta
Yuki : (c)Futatsu
Akari : Pinkey
Okina : Horipu-, Gowada", Ichikawa
Shigen : Terarin.
Juzoh : S. Reiko
Shikyoh : Shige
Washizuka : H. Taniguchi
Zantetsu : S. Sasada
Kagami : Ishii303#
Lee : Yuko

* Back Designers :
Juroh Stage, Washizuka Stage : Take Pyon
Lee Stage, Kagami Stage : Muramama
Yuki Stage, Shikyo Stage : Daisuke
Moriya Stage, Zantetsu Stage : Eiko
Kaede Stage, Akari Stage : Wadamo
Amano Stage, Shigen Stage : Hidena J
Okina Stage, Musashi Stage : Simiji

Sound : Yassun, Tate Norio, Brother Hige, Zoe, Okan
Tool Staff : K. Miyazaki, M. Hashimoto, O. Daimon, T. Kanehiro, K. Hamamoto
Adjusters : Kiyoshi Asai, Game King, M-Panic!
Programmers : Yuritaro, Hiropon-MK2, Naoyan

* Demo Section :
Direction : Swery 100%
Graphics : Wadamo
Programming : Naoyan

* Voice Actors :
Musashi Akatsuki : Franky Nakamura
Hyo Amano : Akio Ohtsuka
Genbu no Okina : Shigefumi Nakai
Akari Ichijou : Mayuko Omimura
Kaede : Kouji Suizu
Shinnosuke Kagami : Makoto Awane
Juzoh Kanzaki : Tyson Ohya
Lee Rekka : Jun Hashimoto
Moriya Minakata : Jun Hashimoto
Shigen Naoe : Enma Ito
Shikyoh : Monster Maetsuka
Keiichiro Washizuka : Katsuyuki Konishi
Yuki : Hazuki Nishikawa
Zantetsu : Ohtomo Ryuzaburo

Special Thanks : 56, Shochan, Asami Don, Oh!Butch, Anne, Haruo. K, Sanpo. A, H. Shinmei, Marhie, Sike-Tune

- PORTS -

* Consoles :
SNK Neo-Geo [JP] (January 29, 1998; "Bakumatsu Roman - Gekka no Kenshi [Model NGH-234]")
SNK Neo-Geo [US] (January 29, 1998; "The Last Blade [Model NGH-234]")
SNK Neo-Geo CD [JP] (March 26, 1998; "Bakumatsu Roman - Gekka no Kenshi [Model NGCD-234]")
SNK Neo-Geo CD [US] (March 26, 1998; "The Last Blade [Model NGCD-2341]")
Sony PlayStation [JP] (February 25, 1999; "Bakumatsu Roman - Gekka no Kenshi [Model SLPM-86118]")
Sony PlayStation 2 [JP] (January 12, 2006; "Gekka no Kenshi 1-2 [NeoGeo Online Collection Vol.2] [Model SLPS-25503]")
Sony PlayStation 2 [JP] (June 21, 2007; "Gekka no Kenshi 1-2 [NeoGeo Online Collection The Best] [Model SLPS-25792]")
Nintendo Wii [Virtual Console] [JP] (March 13, 2012)

* Computers :
PC (2000)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1355&o=2

$end


$psx=bakumats,
$bio

幕末浪漫 月華の剣士 (c) 1999 SNK [Shin Nihon Kikaku]
(Bakumatsu Rouman - Gekka no Kenshi)

- TECHNICAL -

Model # SLPM-86118

- TRIVIA -

Released on February 25, 1999 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47882&o=2

$end


$neocd=lastbld2,
$bio

幕末浪漫第二幕 月華の剣士 ～月に咲く華、散りゆく花～ (c) 1999 SNK [Shin Nihon Kikaku].
(Bakumatsu Rouman Dai-ni Maku - Gekka no Kenshi: Tsuki ni Saku Hana, Chiriyuku Hana)

- TECHNICAL -

[Model NGCD-243]

- TRIVIA -

Released on February 27, 1999 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47930&o=2

$end


$info=lastbld2,
$bio

幕末浪漫第二幕 月華の剣士 ～月に咲く華、散りゆく花～ (c) 1998 SNK Corporation.
(Bakumatsu Rouman Dai-ni Maku - Gekka no Kenshi: Tsuki ni Saku Hana, Chiriyuku Hana)

Much-acclaimed swordplay fighter with sixteen selectable characters and one end boss. Another SNK triumph!

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID: NGM-243

[SNK MVS Neo-Geo Controls]
2 Players - 4 buttons Per Player.
=> [Joystick] 8-Way, [A] Weak Slash, [B] Strong Slash, [C] Kick, [D] Repel

- TRIVIA -

Released on November 25, 1998 in Japan.

The title translates from Japanese as 'Bakumatsu Romance Episode II - Swordsman of the Moonlight: On the Moon a Flower Blooming, a Petal Falling'.

This game is known outside Japan as The Last Blade 2. 

Kojiroh Sanada is a homage to an ancient Chinese legend about a girl disguising herself as her father (the same story was also used in the Disney movie Mulan).

Lee Rekka is a homage to the Cantonese hero, Wong Fei Hung.

Akari and Juzoh are the comedic relief characters in the Gekka series : If Akari is fighting someone other than Juzoh, Juzoh can be seen next to the elephant. If Akari is fighting Juzoh, Akari's three friends (Hijiri Nanase, Aoi Yahata and Shizuka Kujou) can be seen next to the elephant. If Juzoh is fighting someone other than Akari, Akari can be seen with her friends.

Soundtrack releases:
[JP] December 18, 1998; Bakumatsu Roman Dai Ni Maku - Gekka no Kenshi: Tsuki ni Saku Hana, Chiri Yuku Hana [PCCB-00350] - Pony Canyon
[JP] January 07, 2000; Bakumatsu Roman Dai Ni Maku - Gekka no Kenshi: Tsuki ni Saku Hana, Chiri Yuku Hana [Arrange Sound Trax] [PCCB-00353] - Pony Canyon

- UPDATES -

In the original (Japanese) version of Last Blade 2, each of the 3 modes is described by one kanji : Chikara (red), Waza (blue) and Kiwame (green). Chikara means 'strength', Waza 'skill' and Kiwame 'extreme'.
These 3 modes were made into 'Power', 'Speed' and 'EX', respectively, for their English release.
However, one case where the modes were literally translated remain.
If you look at the English 'How To Play' intro in Last Blade 2, you will see 'Strength and Skill' where they should have said 'Power and Speed'.
A slight mistake in the English renaming, or a tribute to the Japanese and therefore correct, names.

- TIPS AND TRICKS -

* Play As Kaede From Last Blade : Highlight Kaede at the character selection screen, then press C(x9), B, C(x4). You must input the correct button sequence in LESS THAN FOUR SECONDS! - A sound will confirm correct code entry.

* Play As Kouryu : Highlight Kaede and press C(x10), B(x5) and C(x5). You must input the correct button sequence in LESS THAN FOUR SECONDS!

* Hagure Hitogata Appearance : Highlight Akari at the character selection screen, then press C(x8), B(x9), C(x4). You must input the correct button sequence in LESS THAN FOUR SECONDS! - A sound will confirm correct code entry.

* Naoe Kotetsu Appearance : Highlight Shigen at the character selection screen, then press C(x5), B(x10), C(x2). You must input the correct button sequence in LESS THAN FOUR SECONDS! - A sound will confirm correct code entry.

* Time Attack Mode : Insert a coin, hold A+B+C+D and press Start.

* Unlock EX Mode : At the mode selection screen, highlight Speed and press C(x6), highlight Power and press B(x3), highlight Speed and press C(x4). You must input the correct button sequence in LESS THAN FOUR SECONDS!

* Ending variations: 
-Hibiki: If you get 6 fatalities/decapitation kills before the last boss, you'll unlock an alternative ending. 
-Setsuna: Get the same decapitation kills with Setsuna and his ending will be in full color instead of the usual brown tinted color.
-Lee: Finish the game without using a continue to see an alternative ending.

* Alternative Credits: Finish the game without using a continue and you'll see artworks of every character during the credits.

* Contest? : If you finish the game in one credit, a password is given to you (The Password is ELEPHANT). This password can be entered in the official LB2 Internet page. This contest was available between November 1998 and April 1999.

- SERIES -

1. Bakumatsu Rouman - Gekka no Kenshi [Model NGM-234] (1997)
2. Bakumatsu Ruoman Dai-ni Maku - Gekka no Kenshi: Tsuki ni Saku Hana, Chiriyuku Hana [Model NGM-243] (1998)

- STAFF -

* Voice Actors :
Hyo Amano : Akio Ohtsuka
Genbu no Okina : Shigehumi Nakai
Akari Ichijou : Mayuko Omimura
Kaede : Kouji Suizu
Shinnosuke Kagami : Makoto Awane
Juzoh Kanzaki : Taison Ohya
Lee Rekka : Jun Hashimoto
Moriya Minakata : Jun Hashimoto
Mukuro : Monster Maetsuka
Shigen Naoe : Enma Ito
Kojiroh Sanada : Satomi Nakatani
Setsuna : Takaya Yamauchi
Hibiki Takane : Kyouko Hikami
Keiichiro Washizuka : Katsuyuki Konishi
Yuki : Hazuki Nishikawa
Zantetsu : Ohtomo Ryuzaburo
Kouryu : Koji Ishii

- PORTS -

* Consoles :
SNK Neo-Geo [JP] (January 28, 1999; "Bakumatsu Roman Dai Ni Maku - Gekka no Kenshi: Tsuki ni Saku Hana, Chiri Yuku Hana [Model NGH-243]")
SNK Neo-Geo [US] (January 28, 1999; "The Last Blade 2 [Model NGH-243]")
SNK Neo-Geo CD [JP] (February 27, 1999); "Bakumatsu Roman Dai Ni Maku - Gekka no Kenshi: Tsuki ni Saku Hana, Chiri Yuku Hana [Model NGCD-243]")
Sega Dreamcast [JP] (December 21, 2000; "Bakumatsu Roman Dai Ni Maku - Gekka no Kenshi [Final Edition] [Model T-3107M]")
Sega Dreamcast [US] (August 6, 2001; "The Last Blade 2: Heart of the Samurai [Model T-44305M]")
Sega Dreamcast [JP] (May 23, 2002; "Bakumatsu Roman Dai Ni Maku - Gekka no Kenshi [Final Edition] [Model T-47301M]")
Sony PlayStation 2 [JP] (January 12, 2006; "Gekka no Kenshi 1-2 [NeoGeo Online Collection Vol.2] [Model SLPS-25503]")
Sony PlayStation 2 [JP] (June 21, 2007; "Gekka no Kenshi 1-2 [NeoGeo Online Collection The Best] [Model SLPS-25792]")

Notes: Home versions (except AES version) features Musashi Akatsuki as a hidden character.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1354&o=2

$end


$ngpc=bakumats,
$bio

幕末浪漫第二幕 月華の剣士 ～月に咲く華、散りゆく花～ (c) 2000 SNK.
(Bakumatsu Rouman Dai-ni Maku - Gekka no Kenshi: Tsuki ni Saku Hana, Chiriyuku Hana)

- TECHNICAL -

Cartridge ID: NEOP00640
Tokubetsu Hen (Special Compilation).

- TRIVIA -

Released on March 16, 2000 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47931&o=2

$end


$gba=bdodgebf,
$bio

Bakunetsu Dodge Ball Fighters [Model AGB-ADFJ-JPN] (c) 2001 Atlus Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69837&o=2

$end


$psx=bakurets,
$bio

Bakuretsu Akindo (c) 1996 Astec 21

- TECHNICAL -

[Model SLPS-00236]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84933&o=2

$end


$x68k_flop=bakaniki,
$bio

Bakuretsu Aniki (c) 1995 CATsoft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87091&o=2

$end


$info=bakubrkr,
$bio

Bakuretsu Breaker (c) 1992 Kaneko Company, Limited.

A vertically scrolling shoot'em up.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 2 Mhz), OKI6295 (@ 15.151 Khz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Bakuretsu Breaker was released in October 1992.

The title of this game translates from Japanese as 'Exploding Breaker'.

This game is known outside Japan as "Explosive Breaker".

- STAFF -

Program : Y. Shintani, S. Igarashi
Graphics : K. Matsuoka, A. Funatsu, T. Takei, Y. Kubo, T. Yoshikawa, Y. Nakamura, T. Inoue
Sounds : Tatsuya Watanabe, Y. Wada, Y. Sakakura
Hardware : H. Morinaga
Tools : F. Komori, Y. Higashino
Technical advice : M. Kanaoka
Debugging : A. Takahashi, Yukihiro Yamazaki, Y. Ozaki, N. Tada
Management : N. Tanaka
Producer : Hiroshi Kaneko

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=170&o=2

$end


$psx=bhuntmj,
$bio

Bakuretsu Hunter - Mahjong Special (c) 1996 Banpresto [Japan]

- TECHNICAL -

[Model SLPS-00541]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84934&o=2

$end


$saturn,sat_cart=bakhuntr,
$bio

Bakuretsu Hunter R [Model T-24903G] (c) 1997 King Records

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58934&o=2

$end


$pcecd=bakuhunt,
$bio

Bakuretsu Hunter [Model HMD-002] (c) 1994 Dengeki

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58111&o=2

$end


$saturn,sat_cart=bakhunt,bakhunta,
$bio

Bakuretsu Hunter [Model T-22402G] (c) 1996 I'Max [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58933&o=2

$end


$x68k_flop=bakukeid,
$bio

Bakuretsu Kukeidan (c) 19?? Little Sound [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87092&o=2

$end


$n64=bangaioh,
$bio

Bakuretsu Muteki Bangai-Oh (c) 1999 ESP Software.

- TECHNICAL -

Cartridge ID: NUS-NBNJ-JPN

- TRIVIA -

The title of this game can be translated into 'Explosive Invincible Bangaioh'.

- STAFF -

Cool Dudes Who Contributed to Development
General Manager: Mitsuru Yaida (Yaiman)
Character Design: Hisashi Fujita (Hisashi)
Bangai-O Design: Makoto Ogino (Oginon)
Teppo-dama Robot Design: Tsunehisa Kanagae (Kanagae)
World & Sub Character Design: Koichi Kimura (Kafu Ichi)
Effects: Kiyotaka Ohashi (Ohashi)
System Program: Mitsuru Yaida (Yaiman)
Graphics: Hisashi Fujita (Hisashi), Makoto Ogino (Oginon), Tsunehisa Kanagae (Kanagae), Koichi Kimura (Kafu Ichi), Kiyotaka Ohashi (Ohashi)
Game Program: Mitsuru Yaida (Yaiman)
Field Edit: Mitsuru Yaida (Yaiman), Hisashi Fujita (Hisashi), Makoto Ogino (Oginon), Tsunehisa Kanagae (Kanagae), Koichi Kimura (Kafu Ichi), Kiyotaka Ohashi (Ohashi)
Character Program: Mitsuru Yaida (Yaiman)
Stage Graphics: Hisashi Fujita (Hisashi)
CG Graphics: Makoto Ogino (Oginon)
Graphics Tuning: Tsunehisa Kanagae (Kanagae)
Stage Director: Koichi Kimura (Kafu Ichi)
Other Program: Mitsuru Yaida (Yaiman)
Music Creators: Aki Hata (Aki), Toshiya Yamanaka (Toshiya), Mr. Namiki
Sound Effects: Satoshi Murata (Murata)
Title Logo: Media Desk N

Production Support - ESP
Executive Producer: Yoichi Miyaji (Miyaji)
Coordinator: Keitaro Numata (Numata)
Production Coordinators: Natsuko Takezawa (Takezawa), Yagawa
Sales: Yo Tsukagoshi (Tsukagoshi), Masahiro Yamazaki (Yamazaki)
Publicity: Iizuka, Hiroshi Ogasawara (Ogasawara)
Monegi Co. Ltd.: Mitsuyoshi, Kuwaki, Yutaka
Hoso-Syuppan Planning Center: Obuchi, Ishida
.: Treasure
Production Manager: Masato Maegawa (Maegawa

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57590&o=2

$end


$info=bkrtmaq,
$bio

Bakuretsu Quiz Ma-Q Daibouken (c) 1992 Namco.

A Japanese quiz with a safari / anti-terrorist theme.

- TECHNICAL -

Namco System NA-1 hardware
Game ID : MQ

Main CPU : Motorola 68000 (@ 12.52825 Mhz), M37710 (@ 12.52825 Mhz)
Sound Chips : C140 (@ 42.667 Khz)

Players : 4
Buttons : 4

- TRIVIA -

Released in July 1992.

The title of this game translates from Japanese as 'Magical Q Great Adventure Exploding Quiz'.

Soundtrack releases :
Namco Video Game Graffiti Vol.10 [Victor Entertainment - VICL-40097 - Dec 16, 1993]

- STAFF -

Composer : Ayako Sasou

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=171&o=2

$end


$gameboy=bakuwarr,
$bio

Bakuretsu Senshi Warrior [Model DMG-WRA] (c) 1990 Epoch Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65599&o=2

$end


$pico=abarangr,
$bio

Bakuryuu Sentai Abaranger [Model T-133440] (c) 2003 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75629&o=2

$end


$psx=bakuryuu,
$bio

Bakuryuu (c) 2000 Fujimic

- TECHNICAL -

[Model SLPS-02429]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84935&o=2

$end


$n64=bakushou,
$bio

爆笑人生64 めざせ!リゾート王 (c) 1998 Taito Corp.
(Bakushou Jinsei 64 - Mezase! Resort Ou)

- TECHNICAL -

Game ID: NUS-NBJJ

- TRIVIA -

Released on December 24, 1998 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57591&o=2

$end


$pcecd=bakushou,
$bio

Bakushou Yoshimoto no Shinkigeki (c) 1994 Hudson Soft.

Bakushou Yoshimoto No Shinkigeki is based on a popular and hilarious Japanese comedy series. The player takes control of a very cartoony and hilarious character without any noticeable super powers or anything of the sort. He can run and jump on other characters' heads to stun them in a Mario-ish way. It is not clear who the enemies are though - nothing seems to be really harmful in Bakushou Yoshimoto No Shinkigeki... The player loses a heart if hit by any of the dozens of characters wondering around the game, but they all look friendly and somehow amusing. Except maybe for these wild running dogs. Anyway. Countless items are also scattered around the various levels and they are virtually always in the shape of food - such as hamburgers or rice - and they obviously can give the player some of his precious health back. However, some special items give the player special funny powers for a short time and often clean up everything on screen. Levels can also be non linear in places and they always end up with a crazy challenge the player must win to carry on his journey.

- TECHNICAL -

Game ID: HCD4045

- TRIVIA -

Bakushou Yoshimoto no Shinkigeki was released on Decemebr 24, 1994 in Japan for 8800 yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58112&o=2

$end


$nes=bakuaig,
$bio

??! ???? (c) 1990 Coconuts Japan
(Bakushou! Ai no Gekijoh)

- TECHNICAL -

Game ID: CDS-IA

- TRIVIA -

Bakushou! Ai no Gekijoh was released on December 29, 1990 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53848&o=2

$end


$nes=monomane,
$bio

爆笑スター ものまね 四天王 (c) 1990 Pack-In-Video Company, Limited.
(Bakushou! Star Monomane Shitennou)

- TECHNICAL -

Game ID: PAC-8M

- TRIVIA -

Bakushou! Star Monomane Shitennou was released on September 14, 1990 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53849&o=2

$end


$saturn,sat_cart=bakushou,
$bio

Bakushou!! All Yoshimoto Quiz Ou Ketteisen DX [Model T-20001G] (c) 1995 Yoshimoto Kogyo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58935&o=2

$end


$nes=bakujin2,
$bio

爆笑!!人生劇場2 (c) 1991 Taito Corporation.
(Bakushou!! Jinsei Gekijoh 2)

- TECHNICAL -

Game ID: TFC-BJ2-5900

- TRIVIA -

Bakushou Jinsei Gekijoh 2 was released on March 22, 1991 in Japan.

This is the 35th title made by Taito for the Famicom.

- SERIES -

1. Bakushou!! Jinsei Gekijoh [Model TFC-BZG-5900] (1989)
2. Bakushou!! Jinsei Gekijoh 2 [Model TFC-BJ2-5900] (1991)
3. Bakushou!! Jinsei Gekijoh 3 [Model TFC-BJIII-6400] (1991)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53851&o=2

$end


$nes=bakujin3,
$bio

爆笑!!人生劇場3 (c) 1991 Taito Corp.
(Bakushou!! Jinsei Gekijoh 3)

- TECHNICAL -

Game ID: TFC-BJIII-6400

- TRIVIA -

Bakushou Jinsei Gekijoh 3 was released on December 20, 1991 in Japan.

This is the 40th title made by Taito for the Famicom.

- SERIES -

1. Bakushou!! Jinsei Gekijoh [Model TFC-BZG-5900] (1989)
2. Bakushou!! Jinsei Gekijoh 2 [Model TFC-BJ2-5900] (1991)
3. Bakushou!! Jinsei Gekijoh 3 [Model TFC-BJIII-6400] (1991)

- STAFF -

Planning: Shinji Nakata, Kyoko Kurosawa
Program: Masaru Mizuno
Program Assistance: Seiichi Tajima, Tomokazu Sato
Graphic: Takeshi Narita
Title Design: Seiichi Tajima, Motoharu Kato, Tiger Kato
Composition: Kenichi Kamio
Sound Effects: Kiyoshi Kusatsu
Special Thanks: Gyoppii Kanno, Zonbizaru Kuroki, Mami Ohara, Sudara Ito, Slate Kiyoshi, Sister Takahashi, Ennyu Koji, Ogata Sense, Kanji Narita, Karasawa Kyodai, Eichi Mizuno Kenji, Grip-san

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53852&o=2

$end


$nes=bakujing,
$bio

爆笑!!人生劇場 (c) 1989 Taito Corp.
(Bakushou!! Jinsei Gekijoh)

- TECHNICAL -

Game ID: TFC-BZG-5900

- TRIVIA -

Bakushou Jinsei Gekijoh was released on March 17, 1989 in Japan.

It was the 23th title published by Taito for the Famicom.

- SERIES -

1. Bakushou!! Jinsei Gekijoh [Model TFC-BZG-5900] (1989)
2. Bakushou!! Jinsei Gekijoh 2 [Model TFC-BJ2-5900] (1991)
3. Bakushou!! Jinsei Gekijoh 3 [Model TFC-BJIII-6400] (1991)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53850&o=2

$end


$wswan=bakusodd,
$bio

Bakusou Dekotora Densetsu for WonderSwan [Model SWJ-JGT003] (c) 1999 Human Ent. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86306&o=2

$end


$gbcolor=bakusodd,
$bio

Bakusou Dekotora Densetsu GB Special - Otoko Dokyou no Tenka Touitsu [Model CGB-BDBJ-JPN] (c) 2000 KID [Kindle Imagine Develop]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67531&o=2

$end


$gbcolor=metalwlkj,
$bio

Bakusou Senki Metal Walker GB - Koutetsu no Yuujou (c) 1999 Capcom Company, Limited.

- TECHNICAL -

[Model DMG-AUEJ-JPN]

- TRIVIA -

Bakusou Senki Metal Walker GB was released on December 24, 1999 in Japan.

Known export releases:
"Metal Walker [Model DMG-BM4E-USA]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67532&o=2

$end


$gba=beyblade,
$bio

Bakuten Shoot Beyblade - Gekitou! Saikyou Blader [Model AGB-AHEJ-JPN] (c) 2001 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69838&o=2

$end


$gba=bey2k2dh,
$bio

Bakuten Shoot Beyblade 2002 - Gekisen! Team Battle!! Kouryuu no Shou - Daichi Hen [Model AGB-A3EJ-JPN] (c) 2002 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69839&o=2

$end


$gba=bey2k2th,
$bio

Bakuten Shoot Beyblade 2002 - Gekisen! Team Battle!! Seiryuu no Shou - Takao Hen [Model AGB-A3WJ-JPN] (c) 2002 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69840&o=2

$end


$gba=bey2k2jb,
$bio

Bakuten Shoot Beyblade 2002 - Ikuze! Bakutou! Chou Jiryoku Battle!! [Model AGB-Ab8J-JPN] (c) 2002 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69841&o=2

$end


$gbcolor=bsbeybld,
$bio

Bakuten Shoot Beyblade [Model CGB-BB3J-JPN] (c) 2001 Broccoli [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67533&o=2

$end


$info=bakutotu,
$bio

爆突 機銃艇 Baraduke II (c) 1988 Namco.
(Bakutotsu Kijuutei - Baraduke II)

Bakutotsu Kijuutei is the sequel to BaRaDuKe, which was released three years earlier. As in the original game, the player must take control of a spaceman in a bio-suit (who is a caricature of a Namco employee) while fighting the strange-looking Octy and saving the one-eyed Paccets - except this time Player 1 is Takky and Player 2 is Hommy. The Paccets that the spacemen collect during the stage now come in two different colours (yellow and white), and will circle around them, and the yellow ones will also add to their scores at the end of the stage (for 100, 200, 500, 1000, 2000, 4000 and 7650 points in succession) instead of featuring in the bonus game, which now only happens before a boss stage; however, the white ones will not, because they cannot be killed. If a yellow Paccet is accidentally shot or killed by an enemy, he will explode and send his eyeball flying - and if the player catches the eyeball he will receive a single point. Several new enemies have also been introduced (one of which, the "Block Brain", first appeared in Beraboh Man, and another, the "Black Paccet", is an evil version of the Paccets); the boss for the thirtieth stage, "Dark Paccet", is also an enormous evil version of the Paccets. If the player defeats Dark Paccet on his first try, the game shall not end - instead, six more stages will have to be played, and if a player wins the game (regardless of if it ends on Stage 30 or 36), he will not be able to enter his name on its high score table. There are now four different types of capsules; as a general rule, the yellow ones contain Paccets, while the red ones contain Baganns (the Pac-Man-like aliens from the original title), the blue ones contain shot powerups, and the green ones contain speed powerups. It is also now impossible to move backwards (like in Super Mario Bros.) - but if the player dies, he will be sent back to the beginning of the stage (unlike in the original, where he would restart in the place where he died) and be reprimanded by the "Paccet Ojisan", who also appears for the start of some stages to give him advice.

- TECHNICAL -

Namco System 1 hardware
Game ID : BK

Main CPU : 6809 (@ 1.536 Mhz)
Sub CPU : 6809 (@ 1.536 Mhz)
Sound CPU : 6809 (@ 1.536 Mhz)
MCU : HD63701 (@ 1.536 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.57958 Mhz), Namco advanced 8-channel stereo WSG, stereo DAC

Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.61 Hz
Palette colors : 24-bit RGB palette

Players : 2
Control : 8-way joystick
Buttons : 1

- TRIVIA -

The title of this game translates from Japanese as 'Big Assault Machine Gun Base'.

Bakutotsu Kijuutei was the second game from the company to allow scores not ending in '0' (the first was Hopping Mappy, which was released in 1986) - along with the first one to display Katakana in bold text onscreen to distinguish it from Hiragana.

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

- SERIES -

1. BaRaDuKe (1985)
2. Bakutotsu Kijuutei - Baraduke II (1988)

- STAFF -

Music composed by: Norio Nakagata, Takane Okubo

- PORTS -

* Consoles :
[JP] Wii Virtual Console (2009)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=172&o=2

$end


$snes=bumpjima,
$bio

Bakutou Dochers - Bumps-jima wa Oosawagi [Model SHVC-ABDJ-JPN] (c) 1994 BPS [Bullet-Proof Software]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61055&o=2

$end


$info=balcube,
$bio

Bal Cube (c) 1996 Metro.

This is an "Arkanoid"-type game with a few twists. Instead of controlling a paddle, you control the ball itself by altering its momentum using the joystick. Various blocks (squares, triangles, and special blocks containing powerups) advance down from the top of the screen. The player dies when the ball goes down through a hole in the bottom of the screen, or if the blocks reach the bottom of the screen. When you die, you start over at the beginning of the level. Although the game has a ball and paddle look and feel, puzzle elements come into play later in the game.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 16 Mhz)
Sound Chips : YMF278B (@ 33.8688 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 1

- TRIVIA -

Bal Cube was released in July 1996.

Mark Spaeth of Cambridge, Massachusetts, holds the official record for this game with 185,750 points on June 2, 2002.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=173&o=2

$end


$cpc_cass=baladeou,
$bio

Balade Outre-Rhin (c) 1986 Coktel Vision

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64387&o=2

$end


$msx2_flop=balpower,balpowera,
$bio

Balance of Power (c) 1988 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101487&o=2

$end


$pc8801_flop=balancep,
$bio

Balance of Power (c) 1989 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91424&o=2

$end


$amigaocs_flop=balpower,
$bio

Balance of Power - Geopolitics in the Nuclear Age (c) 1987 Mindscape, Incorporated. [Northbrook, IL, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73491&o=2

$end


$pc98=balpower,balpowera,
$bio

Balance of Power - Geopolitics in the Nuclear Age (c) 1988 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88980&o=2

$end


$amigaocs_flop=balpow90,
$bio

Balance of Power - The 1990 Edition (c) 1989 Mindscape, Incorporated. [Northbrook, IL, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73492&o=2

$end


$pc98=balanpln,
$bio

Balance of the Planet (c) 1992 Acclaim Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88981&o=2

$end


$msx1_cart=balance,balance2,balance3,balance4,balance1,
$bio

Balance [Model HM-101] (c) 1985 HAL Laboratory, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76580&o=2

$end


$odyssey2=balao,
$bio

Balão Travesso! (c) 1983 Philips Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95557&o=2

$end


$nes=balda,baldabbg,
$bio

Balda (c) 199? BBG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54914&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=baldor,
$bio

Baldor's Castle (c) 1983 Daedalus

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83778&o=2

$end


$gba=balduru,
$bio

Baldur's Gate - Dark Alliance [Model AGB-BGDE-USA] (c) 2003 DSI Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69843&o=2

$end


$gba=baldur,
$bio

Baldur's Gate - Dark Alliance [Model AGB-BGDP] (c) 2003 DSI Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69842&o=2

$end


$psx=baldgate,
$bio

Baldur's Gate (c) 19?? Interplay

- TECHNICAL -

[Model SLUS-01037]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84936&o=2

$end


$saturn,sat_cart=baldylnd,
$bio

Baldy Land [Model T-20608G] (c) 1998 Banpresto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58936&o=2

$end


$info=ballboy,
$bio

Ball Boy (c) 2001 Joy Tech Company, Limited.

- TRIVIA -

Released in December 2001.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71505&o=2

$end


$cpc_cass=ballbrea,
$bio

Ball Breaker (c) 1987 CRL Group PLC [London, England]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64388&o=2

$end


$cpc_cass=ballbrea01,
$bio

Ball Breaker II [Model 61731579] (c) 1988 Zafiro Software Division [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64390&o=2

$end


$snes=ballbull,
$bio

Ball Bullet Gun [Model SHVC-AAGJ-JPN] (c) 1995 I'Max [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61056&o=2

$end


$cpc_cass=ballcraz,
$bio

Ball Crazy [Model IA 0182] (c) 1987 Mastertronic, Limited. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64391&o=2

$end


$megadriv=balljack,
$bio

Ball Jacks (c) 1993 Namco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56344&o=2

$end


$msx2_flop=ballout,
$bio

Ball Out (c) 1988 MSX Magazine

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101488&o=2

$end


$msx2_flop=ballout2,
$bio

Ball Out 2 (c) 1988 MSX Magazine

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101489&o=2

$end


$pc8801_flop=ballpani,
$bio

Ball Panicker (c) 1984 Pony Canyon, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91425&o=2

$end


$nes=ballstry,
$bio

Ball Story - Jong Yuk Chuen Suet Fa Jong II (c) 19?? Sun Team [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76485&o=2

$end


$pc98=ballade,
$bio

Ballade for Maria (c) 1995 Fairytale [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88982&o=2

$end


$a5200=ballblaz,
$bio

Ballblazer (c) 1986 Atari Corporation.

Ballblazer: the simplest, fastest and most competitive sport in the known universe. It grew from dark roots in ancient space war to become king of all games among every lifeform within range of Interstellar ethercasting, In exactly three minutes, Ballblazer can make you a hero--or destroy a lifetime of dreams.

The year is 3097, and the place is a null-gravity nexus mid-space in the binary star system Kalaxon and Kalamar. Moments from now, on the face of an artificial asteroid, the final round of the Interstellar Ballblazer Championship--the greatest tournament of all time and space--will begin, and history will be made. For the first time, a creature from the planet Earth has battled through countless qualifying rounds and eleminations, enduring and then triumphing, across vast parsecs, to win the right to compete for the honor of his planet, and the ultimate title any being can posess: Masterblazer

- TECHNICAL -

Model CX5255

- STAFF -

Ballblazer was created by the Lucasfilm Computer Division Games Group. David Levine created the concept, directed the project, and designed and implemented the screen graphics, physical dynamics, control structures, and mainline program. Peter Langston, the Games Group Leader, designed and implemented the sound effects and practice Droid intelligence, composed and programmed the music, and helped devise the game-play mechanisms and strategy. David Riordan and Garry Hare of Search and Design contributed game design elements and game rules. Charlie Kellner helped conceptualize game dynamics. Ideas and support were provided by other members of the Games Group: David Fox provided aesthetic support and Gary Winnick contributed to the Rotofoil design. Special thanks to George Lucas.

Staff: David Riordan, David Levine, Garry Hare, Peter Langston

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50020&o=2

$end


$a7800=ballblaz,ballblazu,
$bio

Ballblazer (c) 1987 Lucasfilm, Limited.

Ballblazer: the simplest, fastest, and most competitive sport in the known universe. It grew from dark roots in ancient space wars to become king of all games among every lifeform within range of Interstellar Ethercast. In exactly three minutes, Ballblazer can make you a hero -- or destroy a lifetime of dreams.

The year is 3097, and the place is a null-gravity nexus mid-space in the binary star system of Kalaxon and Kalamar. Minutes from now, on the luminous surface of an artificial asteroid, the final round of the Interstellar Ballblazer Championship -- the greatest tournament of all time and space -- will begin, and history will be made. For the first time a creature from the planet Earth has battled through the countless qualifying rounds and eliminations, enduring and then triumphing, across vast parsecs, to win the right to compete for Earth's honor and the ultimate title any being can possess: Masterblazer.

The final round is about to begin and the competitor from Earth is YOU.

- TECHNICAL -

Model CX7815

- SCORING -

The official Interstellar Ballblazer Competition Handbook states the following about scoring:

"A player scores by blasting the Plasmorb between the Goalbeams. Goals made when the Goalbeams have disappeared behind the horizon (OTH Shots) score 3 points. Goals made closer to the Goalbeams score 2 points. Close-in goals score 1 point."

"The total score (the combined points of both players) cannot exceed 10 points for each game."

"A player scoring 10 consecutive points wins the game in a shut-out. Otherwise, the player with the most points (score circles filled in with a player's color) at the end of the game period wins. In the event of a tie the game goes into overtime and the next player to score wins."

"When all score circles are filled, a player can steal points by scoring more goals. For example, if Droid5 scores the first 9 points and the human scores the next 6 points, the human wins 6 to 4."

- TIPS AND TRICKS -

As you moved up through the elimination games you caught the attention of the famous Masterblazer Arboster Kipling. Arboster was so impressed with
your steady nerves, timing, and devotion to the game he decided to personally supervise your advanced training. In the last training session before the Championship he gave you his most valuable tips:

"Listen kid, you're pretty good for a human. You've got a real shot at the title if you keep in mind a few little tricks."

"First, try to make your goals early in the game before the distance between the Goalbeams begins to shrink."

"Your OTH Shots will be more successful if you take aim and blast the ball just before the Goalbeams disappear over the horizon."

"Sometimes you might find yourself too close to the Electroboundary for a high-scoring OTH Shot. If you do, just blast yourself backwards and catch the ball on the rebound."

"To shake off an opponent who's tailing you closely for the ball, make sure the opponent's Rotofoil is directly behind you, then blast the Plasmorb. The force will send your opponent backwards and the ball ahead so you can get to it first."

"Here's a real classic -- the block. Simply position yourself between the Plasmorb and the Goalbeams. This will block all but the trickiest angle shots."

"I guess you're thanking me now for all the practice I put you through. Of course, you got the most out of every practice session by shooting at the Electroboundary just outside the Goalbeams. That way you got in a lot of shots without going through the whole goal-scoring sequence."

"And all those Droid demo games I made you watch gave you a chance to study technique, especially Plasmorb stealing. You've got it down now, getting in real close until the buzz of your opponent's Rotofoil is loudest and you have the power to blast the Plasmorb as far as possible. We pros call it 'maxing the buzz.'"

"Oh, and don't let the Rotosnaps disorient you. Listen for the snap when you rotate so you can keep your sense of direction."

"Let's see. Anything else? Oh yeah. Nobody ever scored any points by sitting still. Keep moving!"

"Well, I guess that's it. When it's all over I hope it's the other guy's Rotofoil I see spinning out in defeat. Go get 'em, kid."

- STAFF -

Ballblazer was created by the Lucasfilm Games Division

Project Leader: David Levine
Concept, design and programming: Peter Langston (Games Group Leader)
Design and programming: David Riordan, Garry Hare (Search and Design)
Contributions and support: Charlie Kellner, Gary Winnick, David Fox
Special thanks to: George Lucas

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50119&o=2

$end


$nes=ballblaz,
$bio

Ballblazer (c) 1988 Pony Canyon, Incorporated.

- TECHNICAL -

[Model PNF-BZ]

- TRIVIA -

Ballblazer was released on March 04, 1988 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53853&o=2

$end


$xegs=ballblaz,
$bio

Ballblazer [Model RX8064] (c) 1987 Atari Corp. [Sunnyvale, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51220&o=2

$end


$cpc_cass=ballblaz,
$bio

Ballblazer [Model UQK 122] (c) 1986 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64392&o=2

$end


$gba=ballistu,
$bio

Ballistic - Ecks vs Sever [Model AGB-AEEE-USA] (c) 2002 BAM! Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69844&o=2

$end


$gbcolor=ballistc,
$bio

Ballistic [Model DMG-ALIE-USA] (c) 1999 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67534&o=2

$end


$bbca_cass,bbcb_cass=ballistx,
$bio

Ballistix (c) 1989 Superior Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51519&o=2

$end


$amigaocs_flop=ballistx,
$bio

Ballistix (c) 1989 Psyclapse

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73493&o=2

$end


$info=tvbalstx,
$bio

Ballistix [TourVision PC-Engine] (c) 1991 Unknown.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101128&o=2

$end


$pce=ballistx,
$bio

Ballistix (c) 1991 Coconuts Japan.

Ballistix is a futuristic sport game by Psygnosis and published by Coconuts. The game can be played against a CPU opponent or a human player. The object of Ballistix is to shoot at a black ball (called the 'puck') and to push it into the opponent's goal with a cannon. But things are not so simple and magnetic fields and other special tiles can affect its trajectory - they include arrows accelerating the ball in one direction, transportation holes and bumpers. Special icons also appear on the playfield and can freeze the opponent's cannon for a short amount of time. The game features hundred levels and a two simultaneous player mode.

- TECHNICAL -

Game ID: CJ0001

- TRIVIA -

Released on December 13, 1991 in Japan fr 6900 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49151&o=2

$end


$tg16=ballistx,
$bio

Ballistix (c) 1992 Turbo Technologies, Inc.

- TECHNICAL -

Game ID: TGX030059

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84287&o=2

$end


$info=ep_bbars,ep_bbarsa,ep_bbarsb,ep_bbarsc,
$bio

Balloon Bars (c) 199? Maygay.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42314&o=2

$end


$info=ss4205,ss4692,ss3991,ss3992,ss3993,ss3994,ss4302,ss3995,
$bio

Balloon Bars (c) 199? IGT [International Game Technologies].

2-Coin Multiplier slot.

- TECHNICAL -

Game ID: 170A

- UPDATES -

SS4205
SS4692
SS3991
SS3992
SS3993
SS3994
SS4302
SS3995

- PORTS -

* Computers :
Microsoft Windows (2011, "IGT Slots - Lucky Larry's Lobstermania")
Mac OS X (2011, "IGT Slots - Lucky Larry's Lobstermania")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46050&o=2

$end


$info=ss4693,ss3996,ss3997,ss3998,ss3999,ss4000,ss4001,ss8755,
$bio

Balloon Bars (c) 1992 IGT.

3 reels, 1 lines, 3 coins multiplier slot.

- TECHNICAL -

[Model 170B]

- TRIVIA -

Released in September 1992.

This machine make an appearance in the movie 'Mars Attack!' directed by Tim Burton.

- UPDATES -

ALL #
(Stops): (72) AAA
Top Award (Hits/Cycle): 500/1000/10K (1)
2nd Award (Hits/Cycle): 200/400/1000 (26)

# SS3996
Max %: 97.405
Hit Freq.: 25.271
Win Freq.: 3.96

# SS3997
Max %: 95.083
Hit Freq.: 25.036
Win Freq.: 3.99

# SS3998
Max %: 92.428
Hit Freq.: 24.578
Win Freq.: 4.07

# SS3999
Max %: 90.094
Hit Freq.: 24.359
Win Freq.: 4.11

# SS4000
Max %: 87.581
Hit Freq.: 23.999
Win Freq.: 4.17

# SS4001
Max %: 85.192
Hit Freq.: 23.620
Win Freq.: 4.23

# SS4693
Max %: 98.008
Hit Freq.: 25.271
Win Freq.: 3.96

# SS8755
Max %: 82.063
Hit Freq.: 23.171
Win Freq.: 4.32

- PORTS -

* Computers :
MS-Windows (2012, "IGT Slots - Diamond Galaxy")
Mac OS X (2012, "IGT Slots - Diamond Galaxy")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=10450&o=2

$end


$info=ss4480,ss4481,ss4482,ss4483,ss4484,ss4747,
$bio

Balloon Bars (c) 199? IGT [International Game Technologies]

5-Coin Multiplier slot.

- TECHNICAL -

Model 170D

- UPDATES -

SS4480
SS4481
SS4482
SS4483
SS4484
SS4747

- PORTS -

* Computers :
MS-Windows (2009, "IGT Slots - Texas Tea")
Mac OS X (2009, "IGT Slots - Texas Tea")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=45371&o=2

$end


$info=ballbomb,
$bio

Balloon Bomber (c) 1980 Taito.

Shoot and destroy balloon bombs dropped from a bi-plane.

- TECHNICAL -

CPU Board Number : AA017757
Audio/IO Board Number : CV070005
ROM Board Number : AA017756A
Prom Stickers : TN01-09

Main CPU : Intel 8080 (@ 1.9968 Mhz)
Sound Chips : SN76477 (@ 1.9968 Mhz), Discrete circuitry

Players : 2
Control : 2-way joystick
Buttons : 1

- TRIVIA -

Balloon Bomber was released in March 1980. 

Also released as a cocktail model. In Japan, the cocktail version is known as "T.T Balloon Bomber".

- SCORING -

Balloon: 50 pts.
Bomb & Balloon attached: 100 pts.
Bomb dropped from Ballon: 150 pts.
Bomb dropped from plane: 50 pts.

Mystery points are scored when you make 3 hits in succession.

- PORTS -

* Consoles : 
Sony PlayStation 2 [JP] (August 25, 2005) "Taito Memories Gekan [Model SLPM-66092]" 
Sony PlayStation 2 [AU] (March 30, 2006) "Taito Legends 2 [Model SLES-53852]" 
Sony PlayStation 2 [EU] (March 31, 2006) "Taito Legends 2 [Model SLES-53852]" 
Sony PlayStation 2 [US] (May 16, 2007) "Taito Legends 2 [Model SLUS-21349]" 

* Handhelds : 
Sony PSP [AS] (January 3, 2006) "Taito Memories Pocket [Model UCAS-40040]" 
Sony PSP [JP] (January 5, 2006) "Taito Memories Pocket [Model ULJM-05076]" 
Sony PSP [KO] (February 10, 2006) "Taito Memories Pocket" 
Sony PSP [EU] (October 6, 2006) "Taito Legends Power-Up [Model ULES-00473]" 
Sony PSP [AU] (November 9, 2006) "Taito Legends Power-Up [Model ULES-00473]" 
Sony PSP [US] (May 17, 2007) "Taito Legends Power-Up [Model ULUS-10208]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=174&o=2

$end


$info=ballbros,
$bio

Balloon Brothers (c) 1992 East Technology.

A puzzle game similar to "Tetris" but with different colored balloons in different shapes. Instead of falling blocks, the balloons float to the top. Completing a full row across will make that row disappear.

- TECHNICAL -

Taito X System hardware

Main CPU : Motorola 68000 (@ 8 Mhz), Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2610 (@ 8 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Released in September 1992.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=175&o=2

$end


$bbca_cass,bbcb_cass=balloonb,
$bio

Balloon Buster (c) 1989 Blue Ribbon

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51520&o=2

$end


$cpc_cass=balloonb,
$bio

Balloon Buster [Model 923] (c) 1989 Blue Ribbon Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64414&o=2

$end


$nes=balonfgth,
$bio

Balloon Fight (c) 1987 FMG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69217&o=2

$end


$x1_flop=balonfgt,
$bio

Balloon Fight (c) 198? Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85932&o=2

$end


$svision=balonfgt,
$bio

Balloon Fight (c) 199? Watara

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95420&o=2

$end


$x68k_flop=balonfgt,
$bio

Balloon Fight (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87093&o=2

$end


$gbcolor=balonfgt,
$bio

Balloon Fight GB (c) 2000 Nintendo Company, Limited.

- TECHNICAL -

Game ID: DMG-BBKJ-JPN

- SERIES -

1. Balloon Fight [Model HVC-BF] (1984, Famicom)
2. Balloon Kid [Model DMG-BT-USA] (1990, Game Boy)
3. Balloon Fight GB [Model DMG-BBKJ-JPN] (2000, Game Boy Color)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67535&o=2

$end


$gba=f_ballnf,
$bio

Balloon Fight [Famicom Mini] [Model AGB-FBFJ-JPN] (c) 2004 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70626&o=2

$end


$nes=balonfgtj,
$bio

Balloon Fight (c) 1984 Nintendo.

Balloon Fight is a single/fixed screen action game by Nintendo and basically modeled on Williams's arcade game Joust originally released in 1982. The player takes control of a floating character equipped with a helmet and two balloons tied to his back, and the action buttons allow him to quickly flap his arms, and to fly like a bird and defy gravity. The goal of each stage is fairly simple - our atypical hero must fly around the screen and clear all the rival balloon fighters. As he hits them from above and pops their balloons, they slowly parachute to the ground and must be kicked into the water, and this before they even get a chance to inflate another balloon and burst into battle again. Once an enemy is defeated and sinks to his doom, a bubble slowly floats up and can be collected for points. Of course the player is not immune to enemy attacks, and if one of his balloon pops, then his ability to fly becomes greatly restricted, and one more hit sends him plunging into the water. And that's not all, storm clouds are dotted around each stage and start shooting lightning bolts if the player lingers too long in a single level. Furthermore, one of the most dangerous challenges of all is the large hungry fish that lives in the water - if the player (or an enemy) happens to fly too close to the bottom of the screen, the predatory fish will try to gobble them in one bite. Finally, a bonus stage awaits the player every three levels, in which he has to pop twenty balloons within a time limit for bonus points. The game includes a simultaneous two-player mode as well as a single-player game called 'Balloon Trip', in which the goal is to fly forward, avoid lightning bolts and collect balloons for points.

- TECHNICAL -

Cartridge ID: HVC-BF

- TRIVIA -

Balloon Fight was released on January 22, 1985 in Japan (even if title screen says 1984) at a retail price of 4500 Yen.

Export releases:
[US] "Balloon Fight [Model NES-BF-USA]"
[EU] "Balloon Fight [Model NES-BF-EEC]"

Balloon Fight is based off of the game "Joust".

Nintendo also released a Game & Watch version of the same name, it is based on the NES version's Balloon Trip Mode. The protagonist of it is a Balloon Fighter, 'Balloon Man' (according to the manual). Unlike Balloon Fighters, Balloon Man uses a rocket suit instead of flapping his hands to elevate while holding balloons.

In "WarioWare - Smooth Moves" (Nintendo Wii), there is a minigame functioning as a 3-D version of the balloon trip in Balloon Fight.

Balloon Fighter and Flipper trophies are obtainable in "Super Smash Bros. Melee" (Nintendo GameCube), and the Flipper is also a usable item. The original background music for the Balloon trip in Balloon Fight can be heard in Melee's Icicle Mountain stage as alternate music.

The giant fish makes a cameo appearance in "Super Smash Bros. Brawl" (Nintendo Wii). It appears on the Ice Climber-based stage, the Summit, in which it tries to attack the players from the sea.

A single-player game, in the Wii U game "Nintendo Land", (2012) called 'Balloon Trip Breeze', is a tribute to Balloon Fight.

- SERIES -

1. Balloon Fight [Model HVC-BF] (1984, Famicom)
2. Balloon Kid [Model DMG-BT-USA] (1990, Game Boy)
3. Balloon Fight GB [Model DMG-BBKJ-JPN] (2000, Game Boy Color)

- STAFF -

Music by: Hirokazu Tanaka

- PORTS -

* Consoles :
Supervision (1992)
Nintendo GameCube (2001) in "Animal Crossing" as an unlockable Bonus game.
Nintendo Game Boy Advance (2002) E-Reader series
Nintendo Game Boy Advance (2004) "Balloon Fight [Famicom Mini] [Model AGB-FBFJ-JPN]"
Nintendo DS (2007) "Tingle's Balloon Fight DS" Only in Japan available to the Platinum Club Nintendo members.
Nintendo Wii [Virtual Console] (2007)

* Computers :
NEC PC-8801 (1985)

* Others :
Arcade (1985) "Vs. Balloon Fight"
Arcade [PlayChoice-10] (1986) "Balloon Fight [Model PCH1-R-BF]"
LCD Handheld game released by Nintendo (1986, Game&Watch - Crystal Screen): the game is a port of the Balloon Trip Mode.
LCD Handheld game released by Nintendo (1988, Game&Watch - Wide Screen): the game is a port of the Balloon Trip Mode.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53854&o=2

$end


$nes=balonfgt,
$bio

Balloon Fight (c) 1987 Nintendo Company, Limited.

European version. For more information about the game, please see the original Japanese version entry; "Balloon Fight [Model HVC-BF]".

- TECHNICAL -

[Model NES-BF-EEC]

- TRIVIA -

The title screen says 1984 NINTENDO but the game was released on March 12, 1987 in Europe.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61738&o=2

$end


$nes=balonfgtu,
$bio

Balloon Fight (c) 1986 Nintendo.

North American version. Game developed in Japan. For more information about the game, please see the original Japanese version entry; "Balloon Fight [Model HVC-BF]".

Text from this version:
You'll need lightning- fast reactions to win this battle in the sky!
Take to the skies! BALLOON FIGHT. You'll score lots of points and have loads of fun when you birst enemy balloons and send their parachutes crashing into the sea. But beware. These hot air invaders have an amazing ability to land safely, blow up another balloon and come back stronger than before! What's more, if you fly too low you'll be devoured by man-eating sharks! Challenge them alone if you think you're up to it, or team up with a friend. Either way, you'll have the time of your life fighting off your opponents in the sky and avoiding those hungry sharks bellow in BALLOON FIGHT!

- TECHNICAL -

Game ID: NES-BF-USA

- TRIVIA -

Balloon Fight was released in June 1986 in North America.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54915&o=2

$end


$info=pc_bfght,
$bio

Balloon Fight (c) 1986 Nintendo.

PlayChoice-10 version. For more information about the game, please see the original Japanese console version entry; "Balloon Fight [Model HVC-BF]".

- TECHNICAL -

Nintendo PlayChoice-10 hardware
Game ID : BF

Main CPU : Zilog Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz)
Sound Chips : Zetex N2A03 (@ 1.789772 Mhz), DAC

Players : 2
Control : 8-way joystick
Buttons : 2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1791&o=2

$end


$gameboy=ballonkd,
$bio

Balloon Kid (c) 1990 Nintendo Company, Limited.

- TECHNICAL -

Game ID: DMG-BT-USA

- SERIES -

1. Balloon Fight [Model HVC-BF] (1984, Famicom)
2. Balloon Kid [Model DMG-BT-USA] (1990, Game Boy)
3. Balloon Fight GB [Model DMG-BBKJ-JPN] (2000, Game Boy Color)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65600&o=2

$end


$nes=monstglb,
$bio

Balloon Monster (c) 1992 Gluk Video

- TECHNICAL -

Model CN-05

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54916&o=2

$end


$nes=balloonm,
$bio

Balloon Monster [Model CN-05] (c) 1992 NTDEC [Taiwan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83830&o=2

$end


$cpc_cass=balloona,balloona01,
$bio

Balloonacy [Model CPC8] (c) 2008 Cronosoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64415&o=2

$end


$bbca_cass,bbcb_cass=balloons,
$bio

Balloons (c) 19?? CJE

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51521&o=2

$end


$vc4000=paddleg,
$bio

Ballspiele (c) 1978 Interton Electronic.

- TECHNICAL -

[Cassette No. 3]

- TRIVIA -

Also called Paddle Games outside Germany, and Jeux de Balle in France.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49192&o=2

$end


$astrocde=bbasic,bbasdemo,
$bio

Bally BASIC (c) 1978 Bally Mfg. Co.

- TECHNICAL -

Game ID: 6002

- TRIVIA -

This first version of Bally BASIC did NOT include the 300 tape interface to
save and load programs; the tape interface had to be purchased separately.
This cartridge is often just referred to as BASIC.

- UPDATES -

Bally BASIC Demo:
This cartridge has a small (about 6") chain attached to the top-front. This cartridge was made in limited quantities and only distributed to dealers, as was also done with the Dealer Demo cartridge. This 8K cartridge (a rarity in the old days) is very hard to find. The first 4K is a crippled version of Bally BASIC that doesn't have access to the keypad or hand controllers- except #3: all the inputs are disabled. The remaining 4K of the cartridge is a program written in BASIC! This was in 1978, EIGHT YEARS before Basicarts appeared! This cartridge may have sometimes been accompanied by a 300 Baud Demo Interface. This cartridge might be #6003 (it fits there), but there is no proof of this part number assignment.

- STAFF -

Written by: Jay Fenton

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86771&o=2

$end


$astrocde=astrobas,
$bio

Bally BASIC [Model 6004] (c) 1981 Astrovision, Inc.

- TRIVIA -

This updated version of the Bally BASIC cartridge is notably set apart from the original because it has a built-in 2000 baud interface that connects to a standard cassette recorder; there are also some additional commands added for the programmer. It's visually different from the original release as well. This cartridge was packaged with some Astrocade consoles (these consoles were
designated as Arcade Plus). Astrocade, Inc. manufactured the later releases of this.

- STAFF -

Written by: Jay Fenton

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86772&o=2

$end


$astrocde=colorbas,
$bio

Bally Color BASIC (c) 19?? Bally Mfg. Co.

A special 32-color version of Bally BASIC.

- TRIVIA -

This title is mentioned in the newsletters only once, but there exists a VCR recording of Jay Fenton giving a demo of this program. It appears to use multiple screen interrupts to get all thirty-two chrominance possibilities on the screen at once. This prototype cart was once part of the Bob Fabris Collection.  Bob sold the collection to Larry Anderson, who in turn sold it to Adam Trionfo and Paul Thacker, with Adam 
getting the original Color BASIC prototype. The cart has been archived.

- STAFF -

Designed by: Jay Fenton

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86773&o=2

$end


$info=jumpshot,jumpshotp,
$bio

Bally Midway's Jump Shot (c) 1985 Bally Midway.

An early one-on-one basketball game. Score more points than your opponent to win.

- TECHNICAL -

[Game No. 0E18]

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : Namco (@ 96 Khz)

Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.61 Hz
Palette colors : 16

Players : 2
Control : 8-way joystick
Buttons : 1

- TRIVIA -

Like "Shoot The Bull", Jump Shot was a 'kit game' designed to drop into a "Pac-Man" cabinet.

- STAFF -

Lead Programmer : Gary Oglesby
Artist / Animator : Brian Colin

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=176&o=2

$end


$astrocde=ballypin,
$bio

Bally Pin (c) 1979 Bally Mfg. Co.

- TECHNICAL -

Game ID: 2007

- UPDATES -

'Astrocade Pinball' was a less common label variation of Bally Pin. On all carts checked, the menu title wasn't changed.  This was probably changed when Astrocade Inc.'s rights to use the Bally name expired.

- STAFF -

Written by: Bob Ogden, Scot L. Norris

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86774&o=2

$end


$info=astrocde,astrocdl,astrocdw,
$bio

Bally Professional Arcade (c) 1978 Bally Mfg. Co.

An early video game console made by Bally.

- TECHNICAL -

Circuit board and cartridges:
- CPU: Zilog Z80, 1.789 MHz
- RAM: 4k (up to 64k with external modules in the expansion port)
- ROM: 8k
- Cart ROM: 8k
- Expansion: 64K total
- Ports: 4 controller, 1 expansion, 1 light pen
- Sound: 3 voices + noise/vibrato effects (played through the TV)

Video:
- Resolution: True 160x102 / Basic 160x88 / Expanded RAM 320x204
- Colors: True 8x / Basic 2
-- The bitmap structure of the Bally actually only allows for 4 color settings. However, through the use of 2 color palettes and a left/right boundary control byte you could have the left section of screen (this could be the play field) use 1 set of colors while the right side (this could show information such as lives and score) used an entirely different set of colors, thus 8 total colors were possible.
- Graphic type: Bitmap, 2 plane bitpacked

- TRIVIA -

Originally referred to as the Bally Home Library Computer, it was released in 1977 but available only through mail order. Delays in the production meant none of the units actually shipped until 1978, and by this time the machine had been renamed the Bally Professional Arcade. In this form it sold mostly at computer stores and had little retail exposure (unlike the Atari VCS). In 1979 Bally grew less interested in the arcade market and decided to sell off their Consumer Products Division, including development and production of the game console.

At about the same time a 3rd party group had been unsuccessfully attempting to bring their own console design to market as the Astrovision. A corporate buyer from Montgomery Ward who was in charge of the Bally system put the two groups in contact, and a deal was eventually arranged. In 1981 they re-released the unit with the BASIC cartridge included for free, this time known as the Bally Computer System, and then changed the name again in 1982 to Astrocade. It sold under this name until the video game crash of 1983, and then disappeared around 1985.

Midway had long been planning to release an expansion system for the unit, known as the ZGRASS-100. The system was being developed by a group of computer artists at the University of Illinois at Chicago known as the 'Circle Graphics Habitat', along with programmers at Nutting. Midway felt that such a system, in an external box, would make the Astrocade more interesting to the market. However it was still not ready for release when Bally sold off the division. A small handful may have been produced as the ZGRASS-32 after the machine was re-released by Astrovision.

The system, combined into a single box, would eventually be released as the Datamax UV-1. Aimed at the home computer market while being designed, the machine was now re-targeted as a system for outputting high-quality graphics to video tape. These were offered for sale some time between 1980 and 1982, but it is unknown how many were built.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=34774&o=2

$end


$info=trucksp3,trucksp2,
$bio

Bally Truck Stop (c) 1988 Midway.

- TECHNICAL -

Midway 6803 (FM + CVSD)

Main CPU : Motorola M6803 (@ 895 KHz)
Sound CPU : Motorola M6809 (@ 2 MHz)
Sound chip : Yamaha YM2151 (@ 3.579545 MHz), DAC, HC55516

- TRIVIA -

This was Midway's first pinball game following the merger of Williams and Bally/Midway; if you examine the right side of the playfield above the ball launch, you will find a yellow traffic merge sign with the text 'Williams/Bally Merge'.

Released as a modified version of the prototype Midway's 1988 "Ramp Warrior".

- STAFF -

Designers : Steve Kirk, Dan Langlois, Jim Patla (JIM)
Artwork : Pat McMahon, Greg Freres (G F)
Software : Rehman Merchant (RAY)
Music and Sounds : Chris Granner (C G)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5329&o=2

$end


$astrocde=balchecn,balcheco,
$bio

BallyCheck (c) 1981 RGB Electronics

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86775&o=2

$end


$amigaocs_flop=ballyhoo,
$bio

Ballyhoo (c) 1986 Infocom

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73494&o=2

$end


$snes=ballz3d,
$bio

Ballz 3D - Fighting at its Ballziest (c) 1994 Accolade, Incorporated.

- TECHNICAL -

Game ID: SNS-ABZE-USA

- TRIVIA -

Released in November 1994 in USA.

- TIPS AND TRICKS -

Hyper mode: Press A(x9) at the title screen.

- STAFF -

Programming: William B. Norris IV, Kevin T. Seghetti
Game Design & Concept: Keith Kirby
Producer: Ted Barnett
Animation: Adam Frank, Will Friedewald, Kyle Kirby, Frank Saxon
Art: Chris Donovan
Testing: Mike Palser, Travis Boatman, Dan Mueller

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62746&o=2

$end


$pc8801_flop=baltic,
$bio

Baltic Kantai wo Oe (c) 1982 CSK Software Products [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91426&o=2

$end


$nes=baltronh,
$bio

Baltron (c) 1987 FMG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69218&o=2

$end


$nes=baltron,baltronp,
$bio

Baltron (c) 1986 Toei Animation.

Baltron is an horizontal shooter by Toei Animation. In the space year 2999, in a distant remote galaxy, the Bismark Empire has started a war and is building a secret weapon on the peaceful planet Star Lenion. The super weapon, called the 'Baltron', must be destroyed before it becomes fully operational, and the Earth decides to send its best fighter, the Gistorias, to take on the perilous mission. The ship has two sources of ammunition - a forward laser and air-to-ground bombs. It also comes with a limited fuel supply which must be periodically replenished by collecting blue containers released by tower-like structures. The fuel gauge has another interesting twist - two markers indicate two different power levels, and holding B and pressing up or down activate them in exchange of some energy. The first one releases a flash smart-bomb that wipes out all enemies in a blink, whereas the second activates a warp boost that allows the ship to jump ahead and skip portions of the game. The fighter can also vary its speed and change direction (by holding B and pressing left or right). Baltron is made out of a single and fairly large level ending with the Baltron super-weapon, and the game just loops with a harder difficulty level.

- TECHNICAL -

Game ID: TDF-BT

- TRIVIA -

Baltron was released on March 19, 1986 in Japan for 4900 Yen.

The game was never released outside Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53855&o=2

$end


$info=baluba,
$bio

バルバルークの伝説 (c) 1986 Able Corp.
(Baluba-Louk no Densetsu)

An explorer must get all the treasure chests while avoiding the monsters in this platform game.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 4 Mhz)
Sound CPU : Zilog Z80 (@ 2 Mhz)
Sound Chips : (3x) Texas Instruments SN76496 (@ 2 Mhz), Custom (@ 2 Mhz)

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 514

Players : 2
Control : 8-way joystick
Buttons : 1

- TRIVIA -

The title of this game translates from Japanese as 'Legend of Baluba-louk'.

For your information, Baluba-louk was discovered in 1985 :).

- STAFF -

Programmer: Tsukasa Masuko

- PORTS -

* Consoles :
[JP] Nintendo Famicom "Aigiina no Yogen - From the Legend of Baluba-louk"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=177&o=2

$end


$amigaocs_flop=bambijag,
$bio

Bambinours Solves a Jigsaw Puzzle (c) 1989 Carraz

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73495&o=2

$end


$psx=baminkid,
$bio

Bamin Kids (c) 1996 Electronic Arts Victor [Japan]

- TECHNICAL -

[Model SLPS-00558]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84937&o=2

$end


$gameboy=bamse,
$bio

Bamse (c) 1993 Laser Beam Ent. Pty, Limited.

Scandinavian release.

- TECHNICAL -

Cartridge ID: DMG-A6-SCN

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65602&o=2

$end


$nes=bananah,
$bio

Banana (c) 1987 FMG.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69219&o=2

$end


$msx1_cart=banana,
$bio

Banana (c) 198? Studio GEN

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76581&o=2

$end


$bbca_cass,bbcb_cass=bananamn,
$bio

Banana Man (c) 1983 MRM Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51523&o=2

$end


$bbca_cass,bbcb_cass=bananamnbr,
$bio

Banana Man (c) 1985 Blue Ribbon

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51522&o=2

$end


$nes=bprince,
$bio

Banana Prince (c) 1992 Takara Company, Limited.

- TECHNICAL -

Model NES-BN-NOE

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54917&o=2

$end


$info=bsplash,
$bio

Banana Splash (c) 2005 AGI (Austrian Gaming Industries).

Experience the luxuries of an island resort in this 9-line, 5-reel video slot. Dive into the profitable feature and collect the deeper riches of this tropical paradise.

The 'Banana' substitutes for all symbols except scatters and doubles all wins.
3, 4 or 5 ISLAND SYMBOLS scattered on the screen trigger 15 free games. Free games´ wins are multiplied by 3. Free games can be won again during the feature. Free games are played at current bet.

- TECHNICAL -

Cool Fire I

- TRIVIA -

Release date : September 08, 2005

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11439&o=2

$end


$nes=banana,bananap,
$bio

Banana (c) 1986 Victor Musical Industries, Incorporated.

- TECHNICAL -

[Model VFR-B1]

- TRIVIA -

Banana was released on September 08, 1986 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53856&o=2

$end


$nes=bprincej,
$bio

Bananan Ouji no Daibouken (c) 1991 Takara Company, Limited.

- TECHNICAL -

[Model TFC-OJ]

- TRIVIA -

Bananan Ouji no Daibouken was released on December 20, 1991 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53857&o=2

$end


$snes=banpija,banpijah,
$bio

Bananas de Pijamas (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62747&o=2

$end


$info=bananas,bananasa,
$bio

Bananas go Bahamas (c) 2004 AGI (Austrian Gaming Industries).

Need a holiday? Escape to the Bahamas in this 9-line 5-reel video slot. Pack your bags to enter the feature, your winnings will grow while you sit back and relax with 45 free games.

'Banana' substitutes for all symbols except 'suitcase' and doubles the prize when substituting. 3, 4 or 5 scattered 'suitcase' triggers 45 free games. Free games can be re-triggered. Free games are played at current bet.

- TECHNICAL -

Cool Fire I

- TRIVIA -

Release date : September 29, 2004

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11440&o=2

$end


$info=banbam,
$bio

BanBam (c) 1984 Sun Electronics.

- TECHNICAL -

Main CPU : (2x) Zilog Z80 (@ 4 Mhz)
Sound Chips : SN76496 (@ 2 Mhz), SN76496 (@ 4 Mhz)

Palette colors : 256

Players : 2
Buttons : 1

- TRIVIA -

Released in December 1984 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=9901&o=2

$end


$pc98=bandkun,
$bio

Band-kun - Sound Entertainment (c) 1990 Koei Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88983&o=2

$end


$nes=pebbleb,
$bio

Bandai Golf - Challenge Pebble Beach (c) 1989 Bandai

- TECHNICAL -

Model NES-PG-USA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54918&o=2

$end


$info=bandido,
$bio

Bandido (c) 1979 Exidy.

You control a sheriff who has been surrounded by bandits. You can move around in the middle of the screen, and pick off the bandits that have you circled in. The longer you play the quicker they move. Luckily you can move one direction, while firing another.

- TECHNICAL -

Cabinet dimensions : 67,75'' (172,085cm) high x 25,25'' (64,135cm) wide x 29'' (73,66cm) deep. Monitor : 19''.

Main CPU : Intel 8080 (@ 2.016 Mhz)
Sound CPU : I8035 (@ 400 Khz)
Sound Chips : DAC, SN76477 (@ 400 Khz)

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 8

Players : 1

- TRIVIA -

After "Sheriff"'s release by Nintendo in 1979, it was licensed to Exidy for re-release as Bandido in January 1980 (even if title screen says 1979).

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=178&o=2

$end


$amigaocs_flop=bandking,
$bio

Bandit Kings of Ancient China (c) 1990 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73496&o=2

$end


$nes=bandking,
$bio

Bandit Kings of Ancient China (c) 1990 Koei

- TECHNICAL -

Model NES-Xj-USA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54919&o=2

$end


$mc10=bandit,
$bio

Bandit! (c) 198? Gerrie [Jim Gerrie]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87610&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=bandits,
$bio

Bandits (c) 1983 Sirius

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83779&o=2

$end


$pc8801_flop=bandits9,
$bio

Bandits 9 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91427&o=2

$end


$bbca_cass,bbcb_cass=bandits3,
$bio

Bandits at 3 O'clock (c) 1983 Micro Power

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51524&o=2

$end


$info=m4bandgd,
$bio

Bands of Gold (c) 199? Eurogames.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41237&o=2

$end


$info=bang,
$bio

Bang (c) 1998 Gaelco.

A cartoony first-person 2-D wild west shoot'em up game.

- TECHNICAL -

Gaelco GG-1v hardware

Main CPU : Motorola 68000 (@ 15 Mhz)
Sound Chips : GAELCO (@ 15 Mhz)

Players : 2
Control : lightgun
Buttons : 1

- TRIVIA -

Released in June 1999.

This game is known in Japan as "Gun Gabacho".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=179&o=2

$end


$info=bangball,
$bio

Bang Bang Ball (c) 1996 Banpresto.

Two skateboarding mouse dudes must face many strange puzzle challenges in order to rescue their girl who has been abducted by a nasty gang of cats! Features colourful graphics and interesting game mechanics. Care to have a ball of a good time? :)

- TECHNICAL -

Main CPU : Motorola 68000 (@ 16 Mhz)
Sound Chips : YMF278B (@ 33.8688 Mhz)

Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 8192

Players : 2
Control : 8-way joystick
Buttons : 1

- TRIVIA -

Developed by Good House.

- STAFF -

Producer : Suzuki
Game designer : Darma
Directior : Ochi
Character designer : Kunihiko Tashiro
Graphics desiners : Mao, Shibata, Yoshimura, Rie
Programmer : Machine Fire
Sound designer : Efa
Instruction card : Wyvern

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=180&o=2

$end


$info=bangbead,
$bio

Bang Bead (c) 2001 Visco Corp.

A modern "pong"-like game with selectable characters.

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : 0259

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2610 (@ 8 Mhz)

[SNK MVS Neo-Geo Control Picture]
2 players - 4 buttons per player (3 usables)
=> [A] Return ball [B] Threat/Sliding occur [C] Miracle Swing (when maximum power)

- TRIVIA -

Bang Bead was released in May 2001.

This game runs on the Neo-Geo MVS (only in Europe) and was never released on the Neo-Geo AES home console.

- SERIES -

1. Battle Flip Shot (1998)
2. Bang Bead (2001)

- STAFF -

Director : Tenzi
Programmers : Bilgo Baggins (Code), Ana (Minarai)
Graphic designers : Naka, Ber, Kan, Oka, Stickman (Swordman)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=181&o=2

$end


$cpc_cass=bangerra,
$bio

Banger Racer (c) 1991 Cult

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64416&o=2

$end


$info=m4bangrs,m4bangrsa,m4bangrsb,
$bio

Bangers n' Cash (c) 199? Empire Games Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15338&o=2

$end


$info=m4bangin,m4bangina,m4banginb,
$bio

Bangin' Away (c) 199? Global Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15367&o=2

$end


$amigaocs_flop=bangkokk,
$bio

Bangkok Knights (c) 1989 System 3 Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73497&o=2

$end


$info=b2b,
$bio

Bang² Busters (c) 1994 Visco Games

It is an action-platform type game with play mechanics similar to Mario Brothers where you can 'blow up' enemies by puffing them as is done in "Dig Dug". It also contains special bonus stages and bosses.

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID: NGM-071

- TRIVIA -

The game's title is pronounced Bang Bang Busters.

The Model NGM-071 is a very rare prototype and was never released until its re-edition as an AES cart by NCI as "Bang² Busters [Model NGH-071]".

- PORTS -

* Consoles :
SNK Neo-Geo (Dec.2010) "Bang² Busters [Model NGH-071]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3846&o=2

$end


$gameboy=banirace,
$bio

Banishing Racer [Model DMG-BNJ] (c) 1991 Jaleco Company, Limited. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65603&o=2

$end


$bbca_cass,bbcb_cass=banjax,
$bio

Banjax (c) 1985 Robico

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51525&o=2

$end


$gba=banjopilu,
$bio

Banjo Pilot (c) 2005 T-HQ, Incorporated.

- TECHNICAL -

Game ID: AGB-BAJE-USA

- TRIVIA -

Before Rare was acquired by Microsoft, Banjo-Pilot was being developed as 'Diddy Kong Pilot', a sequel to 'Diddy Kong Racing'. After the acquisition, the game was changed to feature Banjo-Kazooie characters because Nintendo still owned the rights to Donkey Kong characters.

The game was originally going to run on the voxel engine, however when problems arose when having more than 2 characters on-screen as well as the inclusion of more characters and weapons, the developers decided to use Mode 7 graphics instead. Also, a tilt pack was originally to come with the game, however the feature was removed due to problems when trying to view the screen.

In a prototype build shown at Spaceworld, when it was still being developed as Diddy Kong Pilot, a number of Mario characters were shown to be playable at one point in the game. The characters were Mario, Peach, Yoshi, Wario, Bowser and Toad.

A new character named Redneck Kong was to be a racer in the original Diddy Kong Pilot, however he was later intended to be replaced with Candy Kong.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69846&o=2

$end


$gba=banjopil,banjopilp,
$bio

Banjo Pilot [Model AGB-BAJP] (c) 2005 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69845&o=2

$end


$n64=banjotooj,
$bio

Banjo to Kazooie no Daibouken 2 [Model NUS-NB7J] (c) 2000 Nintendo [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57593&o=2

$end


$n64=banjokazj,
$bio

Banjo to Kazooie no Daibouken (c) 1998 Nintendo.

Japanese release. Game developed in USA. For more information about the game itself, please see the original American release entry; "Banjo-Kazooie [Model NUS-NBKE-USA]".

- TECHNICAL -

Cartridge ID: NUS-NBKJ-JPN

- TRIVIA -

Released on December 06, 1998 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57592&o=2

$end


$gba=banjokazu,
$bio

Banjo-Kazooie - Grunty's Revenge (c) 2003 T-HQ, Incorporated.

- TECHNICAL -

Game ID: AGB-BKZE-USA

- TRIVIA -

The player was once able to fly in the game; both flight pads and red feathers appeared in prototype builds of the game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69848&o=2

$end


$gba=banjokaz,banjokazp2,banjokazp,
$bio

Banjo-Kazooie - Grunty's Revenge [Model AGB-BKZP] (c) 2003 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69847&o=2

$end


$gba=banjokazi,
$bio

Banjo-Kazooie - La Vendetta di Grunty (c) 2003 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69849&o=2

$end


$gba=banjokazs,
$bio

Banjo-Kazooie - La Venganza de Grunty (c) 2003 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69850&o=2

$end


$n64=banjokaz,banjokazu1,banjokazu,
$bio

Banjo-Kazooie (c) 1998 Nintendo.

What are you supposed to think about a game that stars a big, goofy honey bear named Banjo who wears tight yellow shorts and carries around a raucous, red-crested breegull in his bright blue backpack? Sounds like a puzzling combination, right? Amazingly, the creative and kooky folks at Rare made all the pieces fit in Banjo-Kazooie, Rare's 3D prequel to Banjo-Tooie.

The action starts when wicked witchy-poo Gruntilda nabs Banjo's cute kid sister, Tooty, to use as a test subject for her beauty-stealing invention. Banjo sets out immediately to the rescue with his inseparable companion Kazooie stashed in his backpack. The bear-and-bird duo must use constant teamwork to overcome the many obstacles in Gruntilda's cavernous lair. Banjo's brute strength comes in handy in beating up on foes, while Kazooie's locomotive versatility enables the pair to scour the world in search of the necessary pieces to solve the puzzles of the place. And if controlling a bizarre bear-bird pair isn't enough, players can seek out witch doctor Mumbo Jumbo to undergo a variety of magical transformations. Banjo and Kazooie can learn more than 20 different moves, and they'll need them all to make it through the nine nightmarish worlds inside Gruntilda's Lair.

- TECHNICAL -

Cartridge ID: NUS-NBKE-USA

- TRIVIA -

Released on May 31, 1998 in North America.

Banjo-Kazooie started development on the SNES and was titled 'Project Dream'. The game was going to be an RPG, and the main character would have been a young man named Edison who had caused trouble with a group of pirates lead by a man named Captain Blackeye.

A poster of the beta design of Berri from Conker's Twelve Tales can be found in Rusty Bucket Bay.

An image of Donkey Kong appeared in the prototype build, but was replaced with an image of Banjo's sister, Tooty, in the final build.

There's an unused firefly sprite on the game's code which appears similar to the Beehive's Bee sprite which even uses the same wings. It's possible this was intended to be used for the world Mad Monster Mansion, the only level set during night.

Napper the Ghost and Clanker's voices are both Banjo's voice but slowed down and lowered respectively. This was done due to not enough memory space on the cartridge to add additional voices.

Grant Kirkhope, the composer of the game, provided the voice of the pots in Mad Monster Mansion that say 'Thank You' when the player deposits an egg in them. According to Kirkhope, he had to redo the line several times because Nintendo thought he was saying 'Fuck You'.

The music played inside the Ant Hill of Mumbo's Mountain is a slowed down version of what was originally intended to be the world's main theme. The original theme was partially inspired by the Baby Elephant Walk tune from the film 'Hatari!'.
The theme that was used for the world Treasure Trove Cove was also the second version that the game's composer, Grant Kirkhope, had written due to the change of the game from 'Project Dream' to 'Banjo-Kazooie'.

The xylophone that Mumbo plays in the intro is the same xylophone that appears in Candy Kong's Music Shop in "Donkey Kong 64".

Known export releases:
[AU] "Banjo-Kazooie [Model NUS-NBKP-AUS]"
[EU] "Banjo-Kazooie [Model NUS-NBKP-EUR]"
[UK] "Banjo-Kazooie [Model NUS-NBKP-UKV]"
[JP] "Banjo to Kazooie no Daibouken [Model NUS-NBKJ-JPN]"

- STAFF -

Chief of Ideas: Gregg Mayles
Other Ideas: George Andreas
Chief Keyboard Tapper: Chris Sutherland
Deputy Keyboard Tappers: Morten Brodersen, Paul Machacek, Graham Smith
Keyboard Tappers: Kieran Connell, Rhys Lewis
Other Keyboard Tapping: Mark Wilson
Chief Scribbler: Steve Mayles
Cartoony Bits and More Scribbling: Ed Bryan
Scene Crayoner: Steven Hurst
More Sketching: John Nash
Other Doodling: Chris Peil
Big Noise Maker: Grant Kirkhope
Chief Free Player: Huw Ward
Rare Free Players: Steven Brand, Gareth Glover, Gavin Hood, Steve Malpass, Adam Munton, Shaun Read, Jamie Williams, Andrew Wilson, David Wong
NCL Free Players: Super Mario Club
Paper Pushers: Simon Farmer, Eileen Hochberg
Spell Book: Leigh Loveday
Word Swopping: Keisuke Terasaki, Masashi Goto, Naruhisa Kawano, Yasuhiro Sakai, Hisashi Nogami
Strange Noise Makers: Eveline Ascher, Lee Ray, Chris Seavor
NOA Big Thanks: Ken Lobb
Big Cheese Thanks: Hiroshi Yamauchi (Mr. Yamauchi), Minoru Arakawa (Mr. Arakawa), Howard Lincoln, Mike Fukuda (Mr. Fukuda), Gail Tilden
Bean Counting: Joel Hochberg
Moving 'N' Shaking: Tim Stamper

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57594&o=2

$end


$n64=banjotooa,banjotoo,banjotoou,
$bio

Banjo-Tooie (c) 2001 Nintendo.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57595&o=2

$end


$info=j80bac,
$bio

Bank A Coin (c) 198? JPM International.

- TECHNICAL -

System 80

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41156&o=2

$end


$info=m4bnknot,
$bio

Bank A Note (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41254&o=2

$end


$msx2_flop=bankbust,bankbustb,bankbusta,
$bio

Bank Buster (c) 1988 Eurosoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101490&o=2

$end


$info=m1bankbs,m1bankbso,m1bankbsp,
$bio

Bank Buster Club (c) 199? Maygay.

- TECHNICAL -

M1A/B

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41960&o=2

$end


$info=j2bankch,
$bio

Bank Chase (c) 198? JPM International.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40923&o=2

$end


$a2600=bankheise,
$bio

Bank Heist (c) 1983 Hi-Score.

Australian release. See Fox's "Bank Heist [Model 11012]" for more information about the game itself.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50241&o=2

$end


$a2600=bankheis,
$bio

Bank Heist (c) 1983 20th Century Fox.

Your goal is to rob as many Banks as possible before running out of Getaway Cars. Disabling Cop Cars with dynamite increases your score and causes more banks to appear in the town. Running into Cop Cars or accidentally dynamiting your own car will abruptly halt your little joy ride.

- TECHNICAL -

Model 11012

- SCORING -

Money received for robbing Banks and disabling Cop Cars is shown for a short time on the screen where the Bank or Cop Car was located.  The total amount of money you have earned is displayed at the bottom of the screen. Bonus cash is awarded when you leave a town after robbing nine or more Banks.

Bank Values:
First Bank = $10         
Second Bank = $20         
Third Bank = $30        
Fourth Bank = $40         
Fifth Bank = $50
Sixth Bank = $60
Seventh Bank = $70
Eighth Bank = $80
Ninth Bank = $90

Cop Car Values:
One Cop Car in pursuit = $10
Tow Cop Cars in pursuit = $30
Three Cop Cars in pursuit = $50

Bonus Points for Level 1:
Bankersfield = $93.00
Silver Dollar = $186.00
Flat Broke = $279.00
Heistown = $372.00

Add $372.00 per level to these values for the other seven levels.

- TIPS AND TRICKS -

HINTS FROM BILL ASPROMONTE: (hope he didn't hurt himself with these
tips! :)
The wrap-around passageways are the best way to ditch cops. Also, Cop Cars are not allowed to make U-turns. This means that you can follow them about the town without risking a head-on collision.

- STAFF -

Programmer: Bill Aspromonte

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50240&o=2

$end


$info=sc5bjob,sc5bjoba,sc5bjobb,sc5bjobc,sc5bjobd,sc5bjobe,sc5bjobf,sc5bjobg,sc5bjobh,sc5bjobi,
$bio

Bank Job (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model Z053]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42442&o=2

$end


$info=bankp,
$bio

Bank Panic (c) 1984 Sega.

A reaction-based shoot-em-up in which the player takes on the role of a gun-slinging Deputy, who has been charged with protecting the town bank from outlaws. 

Each stage contains twelve numbered doors, with three doors visible on-screen at any one time. The player must scroll the screen left or right to bring other doors into view. At regular intervals, one or more doors will open to reveal either a bank customer or an outlaw. The customers must be allowed to deposit their money unharmed while the outlaws must be shot before they have a chance to shoot the deputy. Some of the outlaws must be shot twice before they are killed. If the player kills an innocent citizen, a player life is lost. 

Doors will only open when they are on-screen and a level is only completed once cash has been deposited safely into the bank via each of the twelve doors. Each level has a tight time limit, so it's important to ensure that the player reaches the doors that are about to be opened as quickly as possible. Imminent visitors are indicated by a bar graph situated above each door, with a moving red marker showing the approach of either a customer or robber. 

In addition to the outlaws, players must also be wary of time bombs that occasionally appear on one of the doors; this is indicated by both a timer and an icon above the door with the bomb. The bomb must be reached and its fuse shot before the timer runs out. As well as the outlaws and customers, a small, bow-legged cowboy occasionally appears holding gifts above his head, these can be shot for bonus points. Occasionally, an open door will reveal a town citizen bound by ropes. The player must shoot the ropes with a single shot to free the citizen. 

Bonus points are awarded for the completion of a level, with the amount determined by remaining level time and the number of moneybags deposited. Players can choose to start the game on either level one, three or six, with the harder levels earning higher bonus points for stage completion.

- TECHNICAL -

Cabinet dimensions : 69,5inch. high x 27inch. wide x 32,25inch. deep.

Main CPU : Zilog Z80 (@ 3.86712 Mhz)
Sound Chips : (3x) Texas Instruments SN76496 (@ 3.86712 Mhz)

Players : 2
Control : 2-way joystick
Buttons : 3
=> [A] Left fire, [B] Center fire, [C] Right fire

- TRIVIA -

Bank Panic was released in December 1984.

Sanritsu is the actual developer of this game, and Sega produced and distributed it. In fact, if you look through the graphical data, you can see Sanritsu's logo amongst the different tiles and sprites.

The character's names are John, Sam (with a robber behind him), Hope (tied up with rope), Mary and Ann (with a robber behind her). Your character is simply referred to as the Hero.

Alessandro Giuriato and Gary Hatt share the official record for this game with 9,999,999 points on March 5, 1985 and May 27, 1987, respectively.

- SCORING -

Killing a gunman :
Before he draws his gun : 100 or 200 points.
With the timer on 0.00 : 5,000 points for red shirt gunman (may also earn EXTRA letter).
With the timer on 0.00 : 3,000 points for green shirt gunman.
With the timer on 0.00 : 2,000 points for brown shirt gunman.
With the timer on 0.01-0.10 : 1,000 points.
With the timer on 0.11-0.15 : 800 points.
With the timer on 0.16-0.20 : 700 points.
With the timer on 0.21-0.25 : 600 points.
With the timer on 0.26-0.33 : 300 points.

Shooting the bomb : 100 points.

Deposits :
First bag of money : 200 points.
Second bag of money through the same door : 400 points.
Third bag of money through the same door : 600 points.
Fourth or more bag of money through the same door : 1,000 points.
A money bag deposited at a door with a cashier present: 1000 points bonus.
Regaining a stolen money bag : 1000 points.

Shooting the rope on a customer who is tied up: 3 bags of money worth 1,000 points each (3,000 points total).

Shooting the hats: 100 points for the first one, 200 points for the second, 300 points for the third, etc...
Shooting the bag of money after all the hats : 1,000 points bonus.
There are only three and four hats on rounds 1 and 2 respectively.

Sometimes after a woman is help up and the gunman is killed, a 500 points bonus is awarded (woman peeks in the door before it closes, winks and a red heart is shown).

Sometimes after a man is help up and the gunman is killed, a 200 points bonus is awarded (man peeks in the door before it closes, smiles and waves).

If EXTRA is spelled, the player earns an extra life plus 20,000 bonus points, and the game advances to the next level.

End of level bonuses :
Money bags 1-12 : 50 points each
Money bags 13-24 : 100 points each
Money bags 25-36 : 150 points each
Money bags 37-48 : 200 points each

Fair average bonus :
0:00 awards 10,000 points.
0:01 awards 9,000 points.
0:02 awards 8,000 points.
0:03 awards 7,000 points.
0:04 awards 6,000 points.
0:05 awards 5,000 points.
0:06 awards 4,000 points.
0:07 awards 3,000 points.
0:08 awards 2,000 points.
0:09 awards 1,000 points.
0:10 and above awards no points (game displays 'non points').

Timer bonus : 100 points per click of time remaining.

Starting on Level 3 : 20,000 points bonus for clearing level 3.
Starting on Level 6 : 60,000 points bonus for clearing level 6.

Robber Bosses must be shot twice to be killed - you get two scores based on the time of each hit.

- TIPS AND TRICKS -

* Try to always allow a gunman to draw, as you only score 100 points if he doesn't. If two or more gunmen appear take one out straight away, as it is a lot more difficult to kill more than one when they draw.

* You don't have to shoot the little guy with the hat an exact number of times, just once for each hat or more. So fire as many times as you can and you will get the bonus points.

* You should try to defuse bombs as soon as possible.

* Doors cannot be opened while you are moving, so move directly to the door you require without stopping.

* Watch the indicators above the door numbers to see which doors will be opening soon. If there are two next to each other, try to get only one of them on screen so you do not have to possibly contend with more than one gunman simultaneously.

- STAFF -

Developed by: Sanritsu

- PORTS -

* Consoles :
Sega SG-1000 [JP] (1985)
Sega Master System (1987)

* Computers :
Sinclair ZX Spectrum (1985, "West Bank")
Amstrad CPC (1986, "West Bank")
Commodore C64 (1986, "West Bank")
MSX

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=182&o=2

$end


$msx1_cart=bankpk,
$bio

Bank Panic (c) 198? ProSoft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76583&o=2

$end


$sg1000=bankp,
$bio

バンク パニック (c) 1985 Sega Enterprises, Limited.
(Bank Panic)

This port is more of a remake than a port. The scoring is very different, and it is nearly impossible to get past level 14 due to the insane speed of the shooters! The instruction booklet also has an incorrectly placed screenshot of the arcade version on page 9, and the instructions are based on the arcade version instead, making it mostly incorrect for this version.

- TECHNICAL -

Sega My Card
Model # C-53

- TRIVIA -

Original price: 4,300 Yen.

Export releases:
"Bank Panic [Model 4006]"
[EU] "Bank Panic [Model 4084]"
[EU] "Bank Panic [Model MK-4584-50]"

- STAFF -

Developed by: Sanritsu

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49001&o=2

$end


$sms=bankp,
$bio

Bank Panic (c) 1987 Sega Enterprises, Limited.

Export release. Game developed in Japan. "See Bank Panic [Sega My Card] [Model C-53]" for more information about the game itself.

- TECHNICAL -

The Sega Cartridge
Model # MK-4584-50

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55943&o=2

$end


$msx1_cart=bankp,bankpa,
$bio

Bank Panic (c) 1986 Pony Canyon, Inc.

- TECHNICAL -

Game ID: R49x5807

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76582&o=2

$end


$info=j2bankrd,
$bio

Bank Raid (c) 198? JPM.

Bank Raid is a multi stake AWP with a trail top game and new concept designed with a Western theme. It includes a traditional 3-reel game with holds, nudges and gambles as well as features such as 'Stop-A-Fruit'. When three overprinted horse symbols appear on the winline, the 'stop-a-fruit' feature is awarded. All the reel lamps animate and the player must press the start button to stop the lamp on a fruit. The reels will then spin off to a winline matching the fruit selected. The top game is a three-reel fivewinline game with a progressive 'trail to end' feature â€“ Positioned on the top reel bands are dedicated symbols. When three appear on the winlines, then this will trigger the trail to end feature. This consists of a 31 position progressive trail, incorporating bonus, feature, cash, superspins, and 'sheriff's badge' squares. The player may collect the prize on offer or choose to gamble all the way to the jackpot.

- TECHNICAL -

Is available in the two stake format and is presented in the stunning Linear cabinet.

- TRIVIA -

Released in Spain only.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11754&o=2

$end


$info=m4bankrd,m4bankrda,m4bankrdb,m4bankrdc,m4bankrdd,
$bio

Bank Raid (c) 199? Empire Games Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15337&o=2

$end


$info=ep_braid,ep_braida,ep_braidb,ep_braidc,ep_braidd,ep_braide,
$bio

Bank Raid (c) 200? Extreme Gaming.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48944&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=bankrobr,
$bio

Bank Robber [Model VIC-1913] (c) 1982 Commodore

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83780&o=2

$end


$info=bankrob,bankroba,
$bio

Bank Robbery (c) 1993 Entertainment Technology Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=37787&o=2

$end


$info=m1bankrl,m1bankrl2p,m1bankrlp,
$bio

Bank Roll (c) 1995 Maygay.

- TECHNICAL -

M1A/B

- TRIVIA -

Bank Roll was released in August 1995.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41961&o=2

$end


$info=m5bankrl,
$bio

Bank Roll (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41537&o=2

$end


$info=j2bkroll,
$bio

Bank Roll (c) 199? JPM International.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41896&o=2

$end


$info=sc4broll,sc4brolla,sc4brollb,sc4brollc,
$bio

Bank Roll (c) 200? Mazooma Games.

A super Multi-Stake game with multiple Hi-Lo reels! Players can choose which stake to play, with options of 10p, 20p or 30p play, and 1, 3 and 5 winlines being awarded accordingly. Fill the trail with numbers overlaid on winline 1, or obtain reel wins, for access to the cash ladder.

Depending on the stake, upto 3 Hi-Lo numbers are active at any one time, thus allowing the player to gamble Cash, Winspins and Nudges. New to Bank Roll is a guaranteed Red Exchange Point - allowing the player the possibility of getting a super feature each time into the cash ladder. Also new is the 'Note Climb' feature - making some big winnings a possibility!

- TECHNICAL -

[Model PR2034]

Technology : Scorpion 4
Cabinet : Eclipse with Note Acceptor facility.
Jackpot : £15 / £5
Stakes : 20p, 25p, 30p

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11901&o=2

$end


$info=m4bnkrol,m4bnkrol__a,m4bnkrol__b,m4bnkrol__c,m4bnkrol__d,m4bnkrol__e,
$bio

Bank Roller Club (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41255&o=2

$end


$info=bankshot,
$bio

Bank Shot - Electronic Pool (c) 1980 Parker Bros.

- STAFF -

Designed by: Garry Kitchen

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88782&o=2

$end


$info=m3bankr,
$bio

Banker (c) 198? BWB.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41169&o=2

$end


$info=sc4bankb,sc4bankba,sc4bb,sc4bba,
$bio

Bankety Bank (c) 200? QPS Interactive.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42436&o=2

$end


$info=sc4bantm,sc4bantma,sc4bantmb,sc4bantmc,
$bio

Bantam of the Opera (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR2301]

[Scorpion 4]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42437&o=2

$end


$info=sc5bantm,sc5bantma,
$bio

Bantam of the Opera (c) 200? Mazooma Games.

- TECHNICAL -

[Scorpion 5]
[Model PR2301]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43073&o=2

$end


$info=bnzai_l3,bnzai_l1,bnzai_pa,bnzai_g3
$bio

Banzai Run (c) 1988 Williams Electronics Games, Incorporated.

In this unique motocross-themed pinball game, you have to defeat four rival motocross bikers : Green Machine, Yellow Belly, Blue Beard, and Red Hot, before challenging the King of the Hill in two-ball multi-ball!

- TECHNICAL -

Williams System 11B
Model Number : 566

Main CPU : M6808 (@ 1 MHz)
Sound CPU : Motorola M6809 (@ 2 MHz), OKI M6808 (@ 1 MHz)
Sound chips : Yamaha YM2151 (@ 3.579545 MHz), (2x) DAC, (2x) HC55516

- TRIVIA -

Released in May 1988.

The first game to feature a second complete play-field in the back-glass. Approximately 1,750 units were produced.

On the main playfield, you can see the developers' names and their rankings on the racers' uniforms :

Rank 2 : Krutsch
Rank 3 : Lawlor
Rank 4 : Boon
Rank 5 : Sprenger
Rank 6 : Schmidt

- STAFF -

Concept & Design : Pat Lawlor
Design & Software : Larry DeMar (LED)
Sound & Musical Score : Brian Schmidt
Graphic Design & Theme : Mark Sprenger
Mechanics By : John Krutsch
FX : Ed Boon

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5206&o=2

$end


$nes=baoqingt,
$bio

包青天 (c) 1996 NT.
(Bao Qing Tian)

- TECHNICAL -

NT-679

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76486&o=2

$end


$megadriv=baoxiao,
$bio

Bao Xiao San Guo (c) 199? Unknown.

Chinese game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95182&o=2

$end


$nes=bxtg,bxtga,
$bio

爆笑三国 (c) 1997 Waixing.
(Bao Xiao Tien Guo)

- TECHNICAL -

[Model ES-1005]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76487&o=2

$end


$info=ec_bar5,
$bio

Bar 5 (c) 199? Electrocoin Automatics, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41876&o=2

$end


$info=sc2bar7,sc2bar7a,sc2bar7b,sc2bar7c,sc2bar7d,sc2bar7e,sc2bar7f,sc2bar7g,sc2bar7h,sc2bar7i,sc2bar7j,sc2bar7k,
$bio

Bar 7 (c) 1997 Concept.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42979&o=2

$end


$info=sc5bar7b,sc5bar7c,sc5bar7d,sc5bar7e,sc5bar7f,sc5bar7g,
$bio

Bar 7's Bingo (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR3064]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43724&o=2

$end


$info=sc4bar7,sc4bar7a,
$bio

Bar 7's (c) 200? Bell-Fruit Games.

- TECHNICAL -

[Model PR1433]
Scorpion 4

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15142&o=2

$end


$info=sc4bar7b,sc4bar7c,sc4bar7d,sc4bar7e,
$bio

Bar 7's (c) 200? Bell-Fruit Games, Limited. [B.F.G.]

- TECHNICAL -

[Model PR1438]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42846&o=2

$end


$info=sc5bar7,sc5bar7a,
$bio

Bar 7's (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Scorpion 5]
[Model PR1447]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43074&o=2

$end


$bbca_cass,bbcb_cass=barbill,
$bio

Bar Billiards (c) 1987 Blue Ribbon

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51526&o=2

$end


$info=m4barcrz,
$bio

Bar Crazy (c) 199? Unknown.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41238&o=2

$end


$amigaocs_flop=bargames,
$bio

Bar Games (c) 1990 Accolade, Incorporated. [San Jose, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73498&o=2

$end


$info=sc5bkngx,sc5bkngxa,
$bio

Bar King X (c) 200? Mazooma Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42443&o=2

$end


$info=v4barqst,
$bio

Bar Quest (c) ???? Barcrest.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15235&o=2

$end


$info=v4barqs2,
$bio

Bar Quest 2 (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41663&o=2

$end


$info=hb_bar7,hb_bar7a,
$bio

Bar Seven (c) 200? Global Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42322&o=2

$end


$info=b85cb7p,
$bio

Bar Sevens (c) 199? Bell-Fruit Mfg. Company, Limited.

- TRIVIA -

Bar Sevens was released in April 1988 in the UK.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56345&o=2

$end


$info=sc1bartk,
$bio

Bar Trek (c) 1992 Bell-Fruit Mfg. Co.

- TECHNICAL -

Model 6006

- TRIVIA -

Bar Trek was released in December 1992 in the UK.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32394&o=2

$end


$info=ep_bartk,ep_bartka,ep_bartb,ep_bartkc,ep_bartkd,ep_bartke,ep_bartkf,
$bio

Bar Trekkin (c) 199? Maygay.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40798&o=2

$end


$info=m5barxdx,
$bio

Bar X Deluxe (c) 199? Empire Games, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41539&o=2

$end


$info=ec_barx,ec_barxmab,ec_barxo,ec_barx__c,ec_barx__d,ec_barx__e,ec_barx__f,ec_barx__g,ec_barx__h,ec_barx__i,ec_barx__j,ec_barx__k,ec_barx__l,ec_barx__m,ec_barx__n,ec_barx__o,ec_barx__p,ec_barx__q,
$bio

Bar-X (c) 199? Electrocoin Automatics, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40099&o=2

$end


$info=ec_bxd7s,ec_bxd7s__a,ec_bxd7s__b,ec_bxd7s__c,ec_bxd7s__d,
$bio

Bar-X - Diamond 7 (c) 2007 Electrocoin Automatics, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40181&o=2

$end


$info=ec_bx125,ec_bx125a,
$bio

Bar-X 125 (c) 2005 Electrocoin Automatics, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64463&o=2

$end


$info=ec_bx180,ec_bx180a,
$bio

Bar-X [Z180] (c) 199? Electrocoin Automatics, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64465&o=2

$end


$pc8801_flop=barabara,
$bio

Barabara Chugakusei (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91428&o=2

$end


$info=baraduke,
$bio

BaRaDuKe (c) 1985 Namco, Limited.

A side/vertical scrolling shooter in which the player walks and flies Kissy through an alien base blasting baddies on the way. The scrolling isn't forced, but players aren't able to go back once they've passed into a new area. Rescuing little rabbit-eared blobby cyclopses will give you a chance at extra hit points. It's not a brilliant game, but there's something oddly compelling about it. The little aliens saying "I'm your friend!" when you save them is much appreciated, as is their willingness to sacrifice themselves by suiciding against the boss monster at the end of every level.

- TECHNICAL -

Main CPU : Motorola M6809 (@ 1.536 Mhz), Hitachi HD63701 (@ 1.536 Mhz)
Sound Chips : Namco 8-channel WSG
RAM : (8x) 6116, (4x) 2148

Players : 2
Control : 8-way joystick
Buttons : 1

- TRIVIA -

BaRaDuKe was released in July 1985 in Japan.

Kissy is the original Japanese space heroine pre-dating Metroid by a year. She's also the mother of Susmo Hori (a.k.a. Mr. Driller) and ex-wife of Taizoo Hori the original Dig Dug!

Export releases:
The game is known outside Japans as "Alien Sector".

Soundtrack releases:
Namco Video Game Graffiti [CD] [VDR-1165] - Victor (March 21, 1986) 
Namco Video Game Graffiti [Tape] [VCH-10334] - Victor (March 21, 1986)
Namco Video Game Graffiti [Vinyl] [SJX-30291] - Victor (March 21, 1986) 
Namco Game Music Volume 2 [CD] [28XA-171] -  Alfa Records (August 25, 1987) 
Namco Game Music Volume 2 [Tape] [ALC-22914] - Alfa Records (August 25, 1987) 
Namco Game Music Volume 2 [Vinyl] [ALR-22914] - Alfa Records (August 25, 1987)
Namco Game Music Volume 2 [CD] [SCDC-00234] - Scitron Digital Content Inc. (April 23, 2003)

- TIPS AND TRICKS -

* Easter Egg: Enter Service Mode, then press Right to change the sound effect to 01. Press the service button to display the screen calibration test grid, then press Left (x4), Right, Left (x2), Right (x5), Fire.

* Easter Egg: If you enter your name as one of the developers nicknames on the high-score list, you'll get a multicolored rainbow flashing effect for 8.5 seconds (See STAFF section for nicknames).

* Another item that can be found inside the capsules is the ray gun, which will upgrade Kissy's ray gun to a higher power level, allowing him to kill the enemies quicker. But when he is hit, his ray gun power level will decrease by one.

* The bonus game can be very tricky. If you save a Paccet on a regular floor, you will have any amount of Paccets from 1 to 8 (depending on how many you have saved) in the bonus game. This will increase your chances of getting an extra shield. If you have 8 Paccets, you'll definitely get an extra shield in the bonus game. Every time you get a Paccet in the bonus game, you'll get an extra shield but lose all your Paccets and you'll have to start saving them again.

* If you have Paccets on a boss floor, they will sacrifice themselves to help Kissy by throwing themselves at the boss for him. The boss will be stunned for a few seconds, which allows you to get in some free shots.

* On some floors, the ground and walls have invisible holes in them. These can help Kissy get away from the enemies. And if a projectile fired by an enemy hits a wall or the ground, it will dissipate.

- SERIES -

1. BaRaDuKe (1985)
2. Bakutotsu Kijuutei - Baraduke II (1988)

- STAFF -

Programmer: Yoshihiro Kishimoto (KISSY)
Designer: Yukio Takahashi (TAKKY)
Sound composer: Junko Ozawa (JUNKO), Yuriko Keino (YURI.), Norio Nakagata (NKGT.)

Other: Satou Makotoshi (MAKO.), FIGER, WATAB

- PORTS -

* Consoles : 
Sony PlayStation [JP] (February 28, 1997) "Namco Museum Vol.5 [Model SLPS-00705]" 
Sony PlayStation [US] (November 1997) "Namco Museum Vol.5 [Model SLUS-00417]" 
Sony PlayStation [AU] (1998) "Namco Museum Vol.5 [Model SCES-00702]" 
Sony PlayStation [EU] (February 1998) "Namco Museum Vol.5 [Model SCES-00702]" 
Sony PlayStation [JP] (October 28, 1999) "Namco Museum Vol.5 [PlayStation the Best] [Model SLPS-91162]" 
Microsoft XBOX 360 [US] (November 4, 2008) "Namco Museum - Virtual Arcade [Model 21022]"
Microsoft XBOX 360 [EU] (May 15, 2009) "Namco Museum - Virtual Arcade" 
Microsoft XBOX 360 [AU] (June 4, 2009) "Namco Museum - Virtual Arcade" 
Nintendo Wii [Virtual Console Arcade] [JP] (October 13, 2009) 
Microsoft XBOX 360 [JP] (November 5, 2009) "Namco Museum - Virtual Arcade [Model 2RD-00001]" 

* Computers :
Sharp X68000 [JP] (May 26, 1995) by Dempa

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=183&o=2

$end


$x68k_flop=baraduke,
$bio

BaRaDuKe (c) 1995 Dempa Shinbunsha.

- TECHNICAL -

Video Game Anthology vol.13

- TRIVIA -

BaRaDuKe for X68000 was released ten years after its original arcade release, on May 26, 1995 in Japan. Retail price: 5300 Yens.

- STAFF -

Program works by Dempa, Micomsoft, Acquire

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87094&o=2

$end


$megadriv=sonic3k,
$bio

Baramdon Sonic 3 (c) 1994 Samsung Software

South Korean release of "Sonic the Hedgehog 3".

- TECHNICAL -

Game ID: GM93050JG

- PORTS -

* Consoles : 
Sony PlayStation 3 [KO] (February 10, 2009) "Sonic's Ultimate Genesis Collection" by SCEI

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93915&o=2

$end


$megadriv=sonick,
$bio

Baramdori Sonic (c) 1991 Samsung Software

South Korean release. For more information on the game itself, please see the Japanese version's entry; "Sonic the Hedgehog [Model G-4049]".

- TECHNICAL -

[Model JM4015JG]

- PORTS -

* Consoles : 
Sega Mega Drive [KO] (October 1997) "Sonic Classics" by HICOM
Sony PlayStation 3 [KO] (February 10, 2009) "Sonic's Ultimate Genesis Collection" by SCEI

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93899&o=2

$end


$odyssey2=battle,
$bio

Barão Vermelho! (c) 198? Philips Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95558&o=2

$end


$info=barbwire,
$bio

Barb Wire (c) 1996 Premier Technology Co.

- TECHNICAL -

Gottlieb System 3
Model Number : 748

Main CPU : M65C02 (@ 2 MHz), M65C02 (@ 1.7895 MHz)
Sound CPU : (2x) M6502 (@ 2 MHz)
Sound Chips : (2x) DAC, YM2151 (@ 4 MHz), OKI6295 (@ 8 KHz)

- TRIVIA -

Barb Wire was released in April 1996.

1,000 units were produced.

- STAFF -

Designer : Bill Parker 
Artworks : Constantino Mitchell, Scott Melchionda 
Dots/Animations : Scott Melchionda

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5207&o=2

$end


$pico=barbapap,
$bio

Barbapapa no Uchuu (c) 1996 SEGA Enterprises, Ltd.

- TECHNICAL -

Game ID: HPC-6036

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96306&o=2

$end


$psx=barbapap,
$bio

Barbapapa [Model SLPS-03301] (c) 2001 Sunsoft [Sun Electronics div.] [Kounan, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85346&o=2

$end


$bbca_cass,bbcb_cass=barbar,
$bio

Barbarian (c) 1987 Superior Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51527&o=2

$end


$amigaocs_flop=barbpsy,barbpsya,
$bio

Barbarian (c) 1987 Psygnosis, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73499&o=2

$end


$amigaocs_flop=barbpal,
$bio

Barbarian (c) 1988 Palace Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73500&o=2

$end


$msx1_cass=barb,
$bio

Barbarian (c) 1988 Mastertronic, Ltd. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94464&o=2

$end


$cpc_cass=barbaria01,
$bio

Barbarian (c) 1989 Melbourne House [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64417&o=2

$end


$c64_cart,c64_flop=barbaria,
$bio

Barbarian - The Ultimate Warrior (c) 1987 Palace Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53511&o=2

$end


$bbca_cass,bbcb_cass=barbar2,
$bio

Barbarian 2 (c) 1989 Superior Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51528&o=2

$end


$cpc_cass=barbaria02,barbaria03,
$bio

Barbarian II (c) 1989 Palace Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64421&o=2

$end


$amigaocs_flop=barb2pal,
$bio

Barbarian II (c) 1989 Palace Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73503&o=2

$end


$amigaocs_flop=barb2psy,barb2psyd,
$bio

Barbarian II (c) 1991 Psygnosis, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73504&o=2

$end


$msx1_cass=barb2,
$bio

Barbarian II - The Dungeon of Drax (c) 1988 Erbe Software [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94465&o=2

$end


$amigaocs_flop=barb2palh,
$bio

Barbarian II [Heroes] (c) 1989 Palace Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73501&o=2

$end


$amigaocs_flop=barb2paln4,
$bio

Barbarian II [NRJ Vol. 4] (c) 1989 Palace Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73502&o=2

$end


$cpc_cass=barbaria04,
$bio

Barbarian II [The Complete Pack] (c) 1989 Palace Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64424&o=2

$end


$cpc_cass=barbaria,
$bio

Barbarian [Model PAD1060] (c) 1987 Palace Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64418&o=2

$end


$snes=barbaros,
$bio

Barbarossa [Model SHVC-BK] (c) 1992 Sammy Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61058&o=2

$end


$pc8801_flop=barbatus,barbatusa,
$bio

Barbatus no Majo (c) 1990 Artec [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91429&o=2

$end


$pc98=barbatus,
$bio

Barbatus no Majo (c) 1991 Artec [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88984&o=2

$end


$gbcolor=barbieocs,
$bio

Barbie - Aventura Submarina [Model DMG-ADYS-ESP] (c) 1999 Mattel Media [Mattel, Incorporated.]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67536&o=2

$end


$gbcolor=barbieoci,
$bio

Barbie - Avventure nell'Oceano [Model DMG-ADYI-ITA] (c) 1999 Mattel Media [Mattel, Incorporated.]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67537&o=2

$end


$gbcolor=barbieocf,
$bio

Barbie - Chasse au Trésor Sous-Marine [Model DMG-ADYF-FRA] (c) 1999 Mattel Media [Mattel, Incorporated.]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67538&o=2

$end


$gbcolor=barbieocd,
$bio

Barbie - Diepzee Avontuur [Model DMG-ADYH-HOL] (c) 1999 Mattel Media [Mattel, Incorporated.]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67539&o=2

$end


$gbcolor=barbiefp,
$bio

Barbie - Fashion Pack Games [Model DMG-BFPE-USA] (c) 2000 Mattel Interactive [Mattel, Incorporated.]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67540&o=2

$end


$gameboy=barbie,
$bio

Barbie - Game Girl (c) 1992 Hi Tech Expressions

- TECHNICAL -

Game ID: DMG-GU-USA

- STAFF -

Concept design: Alex Demeo, Henry C. Will IV
Programming: Henry C. Will IV, Chris Will, Tak Lau, Mark Beardsley
Graphics: Glen Schofield, Mike Sullivan
Musical Arrangements: Mark van Hecke
Producer: Billy Pidgeon

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65604&o=2

$end


$gba=barbieggu,
$bio

Barbie - Groovy Games [Model AGB-AVBE-USA] (c) 2002 Vivendi Universal Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69852&o=2

$end


$gba=barbiegg,
$bio

Barbie - Groovy Games [Model AGB-AVBP] (c) 2002 Vivendi Universal Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69851&o=2

$end


$gbcolor=barbiemg,
$bio

Barbie - Magic Genie Adventure [Model CGB-BMCE-USA] (c) 2000 Mattel Interactive [Mattel, Incorporated.]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67542&o=2

$end


$gbcolor=barbieocg,
$bio

Barbie - Meeres Abenteuer [Model DMG-ADYD-NOE] (c) 1999 Mattel Media [Mattel, Incorporated.]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67543&o=2

$end


$gbcolor=barbieocu,
$bio

Barbie - Ocean Discovery [Model DMG-ADYE-USA] (c) 1999 Mattel Media [Mattel, Incorporated.]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67545&o=2

$end


$gbcolor=barbieoc,
$bio

Barbie - Ocean Discovery [Model DMG-ADYP-UKV] (c) 1999 Mattel Media [Mattel, Incorporated.]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67544&o=2

$end


$gbcolor=barbieptu,
$bio

Barbie - Pet Rescue [Model CGB-BPEE-USA] (c) 2001 Mattel Interactive [Mattel, Incorporated.]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67547&o=2

$end


$gbcolor=barbiept,
$bio

Barbie - Pet Rescue [Model CGB-BPEP-EUR] (c) 2001 Vivendi Universal Publishing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67546&o=2

$end


$gba=barbieppu,
$bio

Barbie - The Princess and the Pauper [Model AGB-BAUE-USA] (c) 2004 Vivendi Universal Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69854&o=2

$end


$gba=barbiepp,
$bio

Barbie - The Princess and the Pauper [Model AGB-BAUP] (c) 2004 Vivendi Universal Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69853&o=2

$end


$gba=barbiempu,
$bio

Barbie and the Magic of Pegasus [Model AGB-BE5E-USA] (c) 2005 Vivendi Universal Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69860&o=2

$end


$gba=barbiemp,
$bio

Barbie and the Magic of Pegasus [Model AGB-BE5P] (c) 2005 Vivendi Universal Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69859&o=2

$end


$gba=barbieip,
$bio

Barbie as the Island Princess [Model AGB-BBNE-USA] (c) 2007 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69861&o=2

$end


$gba=barbiehau,
$bio

Barbie Horse Adventures - Blue Ribbon Race [Model AGB-AI8E-USA] (c) 2003 Vivendi Universal Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69856&o=2

$end


$gba=barbieha,
$bio

Barbie Horse Adventures [Model AGB-AI8P] (c) 2003 Vivendi Universal Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69855&o=2

$end


$gba=barbiedpu,
$bio

Barbie in the 12 Dancing Princesses [Model AGB-BB3E-USA] (c) 2006 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69863&o=2

$end


$gba=barbiedp,
$bio

Barbie in the 12 Dancing Princesses [Model AGB-BB3P] (c) 2006 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69862&o=2

$end


$megadriv=barbiesm,
$bio

Barbie Super Model (c) 1992 Hi Tech Expressions

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57110&o=2

$end


$snes=barbiesm,
$bio

Barbie Super Model (c) 1993 Hi Tech Expressions

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62748&o=2

$end


$gamegear=barbiesm,
$bio

Barbie Super Model (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64474&o=2

$end


$gba=2barbieu,
$bio

Barbie Superpack: Groovy Games + Secret Agent [Model AGB-BBEE-USA] (c) 2005 Vivendi Universal Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69858&o=2

$end


$gba=2barbie,
$bio

Barbie Superpack: Groovy Games + Secret Agent [Model AGB-BBEP] (c) 2005 Vivendi Universal Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69857&o=2

$end


$megadriv=barbvac,
$bio

Barbie Vacation Adventure (c) 1994 Hi Tech Expressions

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57111&o=2

$end


$snes=barbvac,
$bio

Barbie Vacation Adventure [Prototype] (c) 1994 Hi Tech Expressions

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62749&o=2

$end


$nes=barbie,
$bio

Barbie (c) 1991 Hi Tech Expressions

- TECHNICAL -

Model NES-8V-AUS

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83394&o=2

$end


$nes=barbieua,barbieu,
$bio

Barbie (c) 1991 Hi Tech Expressions

- TECHNICAL -

Model NES-8V-USA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54920&o=2

$end


$x68k_flop=bf92ce,
$bio

Barcelona Fighter '92 Champion Edition (c) 1992 Unknown.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95274&o=2

$end


$x68k_flop=barcelon,
$bio

Barcelona Fighter 92 (c) 1992 LTT [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87095&o=2

$end


$x68k_flop=barcelono,
$bio

Barcelona Fighter 92 - Bangaihen Sekaiichi wa Ore Da (c) 1992 LTT [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87096&o=2

$end


$gbcolor=barcode,
$bio

Barcode Taisen Bardigun [Model DMG-ABEJ-JPN] (c) 1998 Tam [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67548&o=2

$end


$nes=barcodew,
$bio

Barcode World (c) 1992 Sunsoft

- TECHNICAL -

[Model SUN-BBW-7200]

- TRIVIA -

Barcode World was released on December 18, 1992 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53858&o=2

$end


$info=sc1barcd,
$bio

Barcode (c) 1992 B.F.M.

- TECHNICAL -

Model 5907

- TRIVIA -

Barcode was released in January 1992 in the UK.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=19904&o=2

$end


$info=sc1barcda,
$bio

Barcode (c) 1994 B.F.M.

- TECHNICAL -

Model 6380

- TRIVIA -

Barcode was released in February 1994 in the UK.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61736&o=2

$end


$gbcolor=barca2k,
$bio

Barça Total 2000 (c) 2000 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67549&o=2

$end


$psx=bardyshj,
$bio

Bardysh (c) 1999 Imadeio

- TECHNICAL -

[Model SLPS-02187]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84938&o=2

$end


$gamegear=sorj,
$bio

Bare Knuckle - Ikari no Tekken (c) 1992 Sega Enterprises, Limited.

- TECHNICAL -

Game ID: G-3313
Package ID: 671-2714
Cartridge ID: 670-2670

- TRIVIA -

Bare Knuckle - Ikari no Tekken for Game Gear was released on November 27, 1992 in Japan. It is known outside Japan and Asia as "Streets of Rage".

- TIPS AND TRICKS -

* Secret options: Go to the Option Screen, select Sound Test 11 and press 1+2.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64879&o=2

$end


$megadriv=bk,
$bio

Bare Knuckle - Ikari no Tetsuken (c) 1991 Sega Enterprises, Limited.

Once upon a time, there was a peacefully productive city. until one day a powerful syndicate took over, and it wasn't long until the city became a cesspool of crime, violence, and even corruption. despite the problem 3 police officers who consist of Adam Hunter, Axel Stone, and Blaze Fielding were trying to convince their superiors to create a special task force for this matter, but for unknown reasons the task force proposal was denied. because of this problem, rather than seeing their city being torn apart by the syndicate the trio of determined officers decided to quit the force after they decided that enough was enough. so now it's all up to Axel, Adam, and Blaze to put their own lives at stake in order to take the law into their own hands, and give the city back to it's rightful citizens on the Streets of Rage.

- TECHNICAL -

Game ID: G-4050
Cartridge ID: 670-1466
Package ID: 670-1467

- TRIVIA -

Bare Knuckle was released on August 2, 1991 in Japan. It is known in South Korea as just "Bare Knuckle" (without the subtitle), and outside Japan and South Korea as "Streets of Rage".

In order to create the soundtrack for Streets of Rage, Yuzo Koshiro went to various nightclubs and dance clubs for inspirational purposes. The responsible of SFX was quite lazy, as numerous sounds such as the extra life sound and also the game's font, are lifted directly from Revenge of Shinobi.

In 1991 Sega teamed up with Tiger Electronics, Inc. to produce a standalone Streets of Rage LCD handheld video game, as part of its 'Pocket Arcade' series

- TIPS AND TRICKS -

* On the character select screen, Blaze winks at you if you wait for several seconds.

* Round Select & Extra Lives: On the main screen highlight Options. Hold down A+B+C+Right on Controller 2 and then press Start on Controller 1. The Options screen should now have two new options to use; round no. & players (number of lives). The players option allows up to 7 lives per continue.

- SERIES -

1. Bare Knuckle - Ikari no Tetsuken [Model G-4050] (1991)
2. Bare Knuckle II - Shitouhe no Chingonka [Model G-4091] (1993)
3. Bare Knuckle III [Model G-4116] (1994)

- STAFF -

Director: Noriyoshi Ohba
Game Designer: Hiroaki Chino
Programmers: Momonga Momo, Little Sun
Designer: Seishi Atsumiya, Rascal Fuku-Chan, Nandemo, Udi
Music: Yuzo Koshiro
Sound Assistance: Takayuki Nakamura
Special Thanks: Tokuhiko Uwabo (Bo), Kottu, Yamaichi, Ore, Thunder, Scott

- PORTS -

* Consoles : 
Sega Mega-CD [JP] (April 23, 1993) "Sega Classics Arcade Collection [Limited Edition] [Model G-6012]" 
Sony PlayStation 2 [JP] (August 11, 2005) "Sonic Gems Collection [Model SLPM-66074]" 
Nintendo GameCube [JP] (August 11, 2005) "Sonic Gems Collection [Model DOL-G2XJ-JPN]" 
Nintendo Wii [Virtual Console] [JP] (February 27, 2007) [Model MAJE] 
Microsoft XBOX 360 [XBLA] [JP] (May 30, 2012) "Bare Knuckle Collection" 

* Handhelds : 
Nintendo 3DS [eShop] [JP] (August 21, 2013) "3D Bare Knuckle [Model CTR-JRAJ-JPN]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=34724&o=2

$end


$gamegear=bk2,
$bio

Bare Knuckle II - Shitou e no Chingonka (c) 1993 Sega Enterprises, Limited.

- TECHNICAL -

Game ID: G-3328
Package ID: 671-3277
Cartridge ID: 670-3259

- TRIVIA -

Bare Knuckle II for the Sega Game Gear was released on July 23, 1993 in Japan.

The subtitle translates from Japanese as "The Requiem of the Deadly Battle".

This game is known outside Japan as "Streets of Rage II".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64881&o=2

$end


$megadriv=bk2,bk2p,
$bio

Bare Knuckle II - Shitouhe no Chingonka (c) 1993 Sega Enterprises, Limited.

- TECHNICAL -

Game ID: G-4091
Cartridge ID: 670-2846
Package ID: 670-2847

- TRIVIA -

Bare Knuckle II for the Sega Mega Drive was released on January 14, 1993 in Japan.

The subtitle translates from Japanese as "Death Struggle Requiem". 

This game is known in South Korea as just "Bare Knuckle II" (without the subtitle), and outside Japan and South Korea as "Streets of Rage II" (printed with the Arabic numeral in North America).

- SERIES -

1. Bare Knuckle - Ikari no Tetsuken [Model G-4050] (1991)
2. Bare Knuckle II - Shitouhe no Chingonka [Model G-4091] (1993)
3. Bare Knuckle III [Model G-4116] (1994)

- PORTS -

* Consoles : 
Sony PlayStation 2 [JP] (August 11, 2005) "Sonic Gems Collection [Model SLPM-66074]" 
Nintendo GameCube [JP] (August 11, 2005) "Sonic Gems Collection [Model DOL-G2XJ-JPN]" 
Nintendo Wii [Virtual Console] [JP] (May 15, 2007) [Model MA6J] 
Sony PlayStation 3 [PSN] [JP] (July 28, 2011) "Bare Knuckle II - Shitouhe no Chingonka [Model NPJB-00130]"  
Microsoft XBOX 360 [JP] (August 29, 2007) "Bare Knuckle 2" 
Microsoft XBOX 360 [XBLA] [JP] (May 30, 2012) "Bare Knuckle Collection" 

* Computers : 
PC [MS Windows, CD-ROM] [JP] (2004) "Bare Knuckle II"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56906&o=2

$end


$megadriv=bk3,bk3p,sor3k
$bio

Bare Knuckle III (c) 1994 Sega Enterprises, Limited.

- TECHNICAL -

Game ID: G-4116
Cartridge ID: 670-4736
Package ID: 670-4737

- TRIVIA -

Bare Knuckle III was released on March 18, 1994 in Japan. It is known outside Japan as "Streets of Rage 3".

The game was to be subtitled 'Tekken Seiten' (translated from Japanese as 'Iron Fist Scriptures'), but that subtitle was dropped before the final Japanese release.

- SERIES -

1. Bare Knuckle - Ikari no Tetsuken [Model G-4050] (1991)
2. Bare Knuckle II - Shitouhe no Chingonka [Model G-4091] (1993)
3. Bare Knuckle III [Model G-4116] (1994)

- PORTS -

* Consoles : 
Sony PlayStation 2 [JP] (August 11, 2005) "Sonic Gems Collection [Model SLPM-66074]" 
Nintendo GameCube [JP] (August 11, 2005) "Sonic Gems Collection [Model DOL-G2XJ-JPN]" 
Nintendo Wii [Virtual Console] [JP] (October 2, 2007) [Model MBQJ] 
Sony PlayStation 3 [KO] (February 10, 2009) "Sonic's Ultimate Genesis Collection" by SCEI
Microsoft XBOX 360 [XBLA] [JP] (May 30, 2012) "Bare Knuckle Collection"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56346&o=2

$end


$info=m1bargn,m1bargnp,
$bio

Bargain (c) 1990 Maygay.

- TECHNICAL -

M1A/B

- TRIVIA -

Bargain was released in June 1990.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41962&o=2

$end


$amigaocs_flop=bargonat,
$bio

Bargon Attack [Kings of Adventures 1] (c) 1992 Coktel Vision

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73505&o=2

$end


$pc8801_flop=bargonno,
$bio

Bargon no Pakapaka Shoboken (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91430&o=2

$end


$x68k_flop=baribar3,
$bio

Bari Bari Attack 3 - Erice (c) 1990 Studio KBO

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87097&o=2

$end


$pce=baribari,
$bio

バリバリ伝説 (c) 1989 Taito Corp.
(Bari Bari Densetsu)

Bari Bari Densetsu is a motorbike racing game by Taito and is based on a popular Japanese manga series published by Koudansha. It features a young motorbike racer called Gun Koma and offers different play modes. The player can either compete in a World Grand Prix where each race is preceded by a qualification phase. In this mode, Gun must qualify and be in the first seven to race. A training option, called the Travel Mode, is available and gives the player the opportunity to pick a track of his choice and to train on any of the sixteen races offered by the game. The bikes can also be customized and tuned up to handle new weather conditions or different type of tracks. Many elements can be edited, from tires to engine and brakes.

- TECHNICAL -

Game ID: TP01003

- TRIVIA -

Bari Bari Densetsu was released on November 29, 1989 in Japan for 6600 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58535&o=2

$end


$megacd,megacdj=bariarm,
$bio

バリ・アーム (c) 1993 Human Ent.
(Bari-Arm)

- TECHNICAL -

Game ID: T-43024
Barcode: 4 959143 800014

- TRIVIA -

Released on July 30, 1993 in Japan.

- STAFF -

Game Design: Bari‑Arm Project Team
Concept Game Design: Hiroshi Taniguchi, Hiroshi Ichikawa, Keisuke Ōuchi
Chief Programmer: Jun Hirata
Program: Tomomi Ohsawa, Kiyobumi Tsukahara, Tetsutarou Hoshino, Hideyuki Kodaira
Chief Graphic Designer: Hiroshi Ichikawa
Graphic Design: Akira, Shike Tadao, Junji Ōta, Nozomu Azuma, Yasuhito Ide, Keisuke Ōuchi
Visual Animation: Kenichi Abe, Hiroshi Ichikawa, Keisuke Ōuchi
Music Composed & Arranged by: Nobuhiro Makino
Musicians (H.E.L.P): Nobuhiro Makino (Key), Tōru Tanaka (Drums), Ataru Kindaichi (Bass), Masaaki Mizuno (Bass), Jirō Takada (Guitar), Seiichirō Seki (Sax)
Sound Engineers:Akio Yasuhara (CoCoStudio), Toshiaki Yamaya (CoCoStudio), Tameharu Endou (Pale Green Studio)
Sound Effect, Project Ultimo:Masao Watanabe, Kohichi Iizuka
Voice & Narration: Jason Russell
Sound Installation & Effects: Hiroshi Taniguchi
Sound Producer: Hiroya Niwayama
Team Image Music Staff, Composer: Hiroshi Taniguchi
Team Image Music Staff, Guitar: Katsunari Kitajima
Team Image Music Staff, Bass: Shaka Yonezawa
Team Image Music Staff, S. Engineer: Konomi Itō
Team Image Music Staff, S. Adviser: Hideo Maeda
Sub Director: Jun Hirata
Director & Supervisor: Keisuke Ōuchi
Special Thanks: Hiroyuki S., Mayumi S., Masahiko A., Hisako H., Yukiyo Nakajima (A to Z Network), Yūichi Kobayashi, Takeshi Suzuki, Masato Masuda, Kimura Brothers, Takashi Ueno, And My Sweetheart

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60491&o=2

$end


$segacd=bariarm,
$bio

Bari-Arm [Model T-4405] (c) 1994 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60695&o=2

$end


$nes=barkbill,
$bio

Barker Bill's Trick Shooting (c) 1991 Nintendo Co., Ltd.

Scandinavian release.

- TECHNICAL -

Model NES-ZT-SCN

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83395&o=2

$end


$nes=barkbillu,
$bio

Barker Bill's Trick Shooting (c) 1990 Nintendo.

- TECHNICAL -

Model NES-ZT-USA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54921&o=2

$end


$info=m5barkng,
$bio

Barking Mad (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41538&o=2

$end


$snes=barkleyj,
$bio

Barkley no Power Dunk [Model SHVC-I7] (c) 1994 Denz

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61059&o=2

$end


$megadriv=barkley2,barkley2p,
$bio

Barkley Shut Up and Jam! 2 (c) 1995 Accolade, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57112&o=2

$end


$jaguar=barkley,
$bio

Barkley Shut Up and Jam! (c) 2002 B&C Computervision

- TECHNICAL -

Game ID: J9072E

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76405&o=2

$end


$snes=barkleyu,
$bio

Barkley Shut Up and Jam! [Model SNS-U5-USA] (c) 1994 Accolade, Incorporated. [San Jose, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62751&o=2

$end


$snes=barkley,
$bio

Barkley Shut Up and Jam! [Model SNSP-U5-EUR] (c) 1994 Accolade, Incorporated. [San Jose, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62750&o=2

$end


$jaguar=barkleyp,
$bio

Barkley Shut Up and Jam! (c) 1994 Accolade, Inc.

Atari Jaguar version featuring digitized graphics. It was developed in 1994 by Accolad, but never officially released.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76406&o=2

$end


$info=barline,
$bio

Barline (c) 198? Nichibutsu.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=30049&o=2

$end


$info=bg_barmy,
$bio

Barmy Army (c) 199? BGT [B. Gaming Technology].

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41873&o=2

$end


$info=m5barmy,
$bio

Barmy Army (c) 200? Barcrest.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=21250&o=2

$end


$msx1_cass=barnstrm,
$bio

Barn Stormer (c) 1985 Electric Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94466&o=2

$end


$amigaocs_flop=barneysp,
$bio

Barney Bear Goes to Space (c) 1990 Free Spirit

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73506&o=2

$end


$megadriv=barney,
$bio

Barney's Hide & Seek Game (c) 1993 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57113&o=2

$end


$a2600=barnstrm,barnstrme,barnstrme1,
$bio

Barnstorming (c) 1982 Activision

THE OBJECT OF THE GAME is to fly through a set number of barns in the shortest possible time (elapsed time indicated at top of screen).

- TECHNICAL -

Model AX-013

- TRIVIA -

Back in 1982, Steve Cartwright was the newwest member of the Activision design team. He was dicovered by David Crane. Steve was inspired to program Barnstorming during his first week at Activision when he was driving home and saw a biplane pulling a banner advertisement. With that image in mind, he created the horizontally scrolling game that came to be called Barnstorming.

- SCORING -

Each time you make it through a barn, your barn count number (upper left corner of screen) will decrease by one If you miss a barn, your barn count will remain the same and you will have to fly further to reach an additional barn When your barn count reaches zero, the game is ended.

- TIPS AND TRICKS -

Tips from Steve Cartwright, designer of Barnstorming.

"There are two stages involved in mastering this game."

"After playing this game a few times, you'll begin to learn the course. By knowing what is coming up ahead, you can keep your biplane at full speed."

"But, being able to fly through the barns and over the windmills is only the beginning. The real secret is in carefully navigating through the flocks of geese. With practice, it is possible to fly the course at full speed with no collisions."

"It has really been a great challenge designing my first game for Activision, and I'd particularly like to thank David Crane for his help in 'getting me off the ground.'"

- STAFF -

Programmed by: Steve Cartwright

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50242&o=2

$end


$a7800=barnblst,barnblstu,
$bio

Barnyard Blaster (c) 1988 Atari Corp.

Your goal is to rid your farm of vermin by shooting targets in each of three areas: the barnyard, the cornfield, and the barn. You aim and shoot 
your light gun to hit static and moving targets on the screen. You have up to 40 bullets per screen, so aim accurately to avoid wasting precious ammunition.

In order to advance through each area, you must achieve a certain percentage of shooting accuracy in that area.  Each time you finish one area of the farm, your scores are displayed: your score for that screen, your bonus bullet score based on the number of spares, and your total game score.  You  can shoot the score screen to advance to the next screen, or you can wait for it to advance automatically.

A fourth area of the farm--Gramps' bonus screen--gives you a chance to brush up on your target shooting and earn extra points. This screen appears  each time you leave other areas of the farm.

If you make it through all three areas, you'll make the rounds again and  again, with each round more challenging than the last. At the end of the  game, you'll be given one of 13 possible target-shooting ranks, from Total Dud, the lowest, to Blaster, the highest.

- TECHNICAL -

Model CX7859

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50120&o=2

$end


$xegs=barnblst,
$bio

Barnyard Blaster [Model RX8086] (c) 1987 Atari Corp. [Sunnyvale, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51221&o=2

$end


$gba=barnyardu,
$bio

Barnyard [Model AGB-BBYE-USA] (c) 2006 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69865&o=2

$end


$gba=barnyard,
$bio

Barnyard [Model AGB-BBYP] (c) 2006 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69864&o=2

$end


$bbca_cass,bbcb_cass=baron,
$bio

Baron (c) 1989 Superior Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51529&o=2

$end


$amigaocs_flop=baronbal,
$bio

Baron Baldric - A Grave Adventure (c) 1992 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73507&o=2

$end


$psx=baroques,
$bio

Baroque Syndrome (c) 2000 Sting [Japan]

- TECHNICAL -

[Model SLPM-86540]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84940&o=2

$end


$psx=baroquej,
$bio

Baroque (c) 1999 Sting [Japan]

- TECHNICAL -

[Model SLPM-86341]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84939&o=2

$end


$saturn,sat_cart=baroque,baroquea,
$bio

Baroque [Model T-33901G] (c) 1998 ESP [Entertainment Software Publishing]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58937&o=2

$end


$msx1_cart=bbasic,
$bio

Barq BASIC (c) 1986 Barq.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76561&o=2

$end


$msx1_cart=bgames,
$bio

Barq Games (c) 1987 Barq

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76584&o=2

$end


$msx1_cart=barqwrit,
$bio

Barq Writer (c) 1987 Barq

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76585&o=2

$end


$info=barra_l1,
$bio

Barracora (c) 09/1981 Williams Electronics, Incorporated.

- TECHNICAL -

Model Number : 510

- TRIVIA -

The original name of this game was 'Barracuda' but concerns arose that caused the name to be altered before production began.

2,350 units were produced.

- STAFF -

Design by : Roger Sharpe, Steve Epstein, Barry Oursler 
Art by : Doug Watson
Software by : Ed Suchocki

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5208&o=2

$end


$ti99_cart=barrage,
$bio

Barrage (c) 1983 Sofmachine

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84512&o=2

$end


$bbca_cass,bbcb_cass=barrage,
$bio

Barrage (c) 19?? Micro Power

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51530&o=2

$end


$info=barricad,
$bio

Barricade (c) 1976 RamTek.

A 4-player game where players move their cursors across the screen to create walls to try and surround their opponents and force them to crash.

- TECHNICAL -

Cabinet dimensions : 64'' (162,6cm) high x 33'' (83,8cm) wide x 31'' (78,7cm) deep.
Cabinet weight : 200 lbs (90,7 kg).
Monitor : 23''

Main CPU : Intel 8080 (@ 559.062 Khz)
Sound Chips : Discrete (@ 559.062 Khz)

Players : 4
Buttons : 4
=> Up, Left, Down, Right

- TRIVIA -

Released in February 1977.

This game is also known as "Brickyard".

- SERIES -

1. Barricade (1976)
2. Barricade II

- STAFF -

Designed by : Howell Ivy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=184&o=2

$end


$x1_cass=barricad,
$bio

Barricade (c) 198? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86199&o=2

$end


$m5_cass=barricad,
$bio

Barricade (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95311&o=2

$end


$info=barrier,
$bio

Barrier (c) 1979 Vectorbeam.

The basic idea behind Barrier is that you have to move your little marker to the end of a grid, while avoiding the other markers. Actually that is the only idea. The game is played on a 3x9 grid that is displayed at angle to make it appear to be in 3-D. You move your little triangle around on the grid, while attempting to avoid the little diamonds that are also moving around on the grid. Reaching the end of the grid teleports you back to the front of the grid.

- TECHNICAL -

Barrier ran on the Cinematronics hardware platform, which also ran such games as "Warrior", "Speed Freak", and "Star Hawk". It used a huge X-Y monitor that was almost entirely covered with a monitor bezel that only allowed the small triangular playfield to show through. Around 70 percent of the monitor's total area was hidden from the player. The monitor was too large for the cabinet, it actually poked out through a notch in the back door. The control panel featured a Start button and four directional buttons, even though this title would have been better with a 4-Way joystick. The sideart shows a picture of a blue wizard who has the playfield of the game as his body, and the same wizard is repeated on the monitor bezel that blocks out most of the screen. This game had a metal marquee that did not light up. The marquee graphics were also repeated directly below the control panel, just in case you didn't see them on top of the machine.

Cabinet dimensions : 69'' (175cm) high x 25'' (64cm) wide x 26,5'' (67cm) deep.

Main CPU : CCPU (@ 5 Mhz)

Screen orientation : Vertical

Players : 2
Buttons : 4
=> Up, Left, Down, Right

- TRIVIA -

Released in August 1979.

The 2nd programmer hired by Tim Skelly, Rob Patton, was only 17 when he joined Cinematronics. This game is very reminiscent of the old Mattel hand-held football games from the late 70's. The gameplay is not as deep, though :o). Vectorbeam didn't have a game to ship after "Speed Freak" and needed a product to sell so Cinematronics sold them "Barrier" and in the words of Tim Skelly, 'laughed our asses off about it'.

- STAFF -

Designed & programmed by : Rob Patton

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=185&o=2

$end


$m5_cass=barrier,
$bio

Barrier Attack (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95312&o=2

$end


$cpc_cass=barriope,
$bio

Barrio Peligroso (c) 1987 Edisoft [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64425&o=2

$end


$info=barbball,
$bio

Barroom Baseball (c) 1983 Atari, Incorporated.

- TECHNICAL -

Bar Top 5200 System, a countertop system using modified Atari 5200.

- TRIVIA -

This prototype was never officially released.

- PORTS -

* Consoles :
Atari 2600 [US] (1982) "RealSports Baseball [Model CX2640]"
Atari 2600 [JP] (1983) "RealSports Baseball" 
Atari 5200 [US] (1983) "RealSports Baseball [Model CX5209]"
Atari 7800 [US] (1988) "RealSports Baseball [Model CX7834]"
Microsoft XBOX [US] (November 16, 2004) "Atari Anthology [Model 26084]" - Atari 2600 version
Sony PlayStation 2 [US] (November 22, 2004) "Atari Anthology [Model SLUS-21076]" - Atari 2600 version
Microsoft XBOX [EU] (November 26, 2004) "Atari Anthology" - Atari 2600 version
Microsoft XBOX [US] (2005) "Atari Anthology [Platinum Hits]" - Atari 2600 version
Sony PlayStation 2 [EU] (February 18, 2005) "Atari Anthology [Model SLES-53061]" - Atari 2600 version
Microsoft XBOX [JP] (August 4, 2005) "Atari Anthology [XBOX World Collection] [Model B7X-00001]" - Atari 2600 version

* Computers : 
PC [MS Windows, CD-ROM] [US] (November 11, 2003) "Atari - 80 Classic Games in One! [Model 25069J]" - Atari 2600 version
PC [MS Windows, CD-ROM] [EU] (June 10, 2005) "Atari - 80 Classic Games in One! [Replay]" - Atari 2600 version
PC [MS Windows, CD-ROM] [EU] (December 1, 2006, as part of "Atari Kids 2006") "Atari - 80 Classic Games in One!" - Atari 2600 version

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=29896&o=2

$end


$a5200=barbball,
$bio

Barroom Baseball (c) 1983 Atari, Incorporated.

- TRIVIA -

Unreleased prototype. It is an official hack of Realsports Baseball.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50021&o=2

$end


$cpc_cass=barrymcg01,
$bio

Barry McGuigan World Championship Boxing [Model PAL AS12] (c) 1989 Mastertronic, Limited. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64426&o=2

$end


$cpc_cass=barrymcg,
$bio

Barry McGuigan World Championship Boxing (c) 1985 Activision, Incorporated.

- TECHNICAL -

[Model UQK 507]

- STAFF -

Programming: Tony Porter, John F. White
Graphics and Sound: W.C.R. Allen
Original Concept: Troy Lyndon, Doug Barnett

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64427&o=2

$end


$info=pr_barbl,
$bio

Bars & Bells (c) 199? Project Coin Machines, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42072&o=2

$end


$gameboy=bartesc,
$bio

Bart Simpson's Escape from Camp Deadly (c) 1991 Acclaim Ent., Incorporated.

- TECHNICAL -

Model DMG-TS-USA

- TRIVIA -

Released on November 1, 1991 in USA.

Export releases:
[EU] "Bart Simpson's Escape from Camp Deadly [Model DMG-TS-NOE]"
[UK] "Bart Simpson's Escape from Camp Deadly [Model DMG-TS-UKV]"
[JP] "Bart Simpson's Escape from Camp Deadly [Model DMG-TSA]"

- STAFF -

Developed by Imagineering and published by Acclaim.

Software by: Mark D. Klein

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65606&o=2

$end


$gameboy=bartescj,
$bio

Bart Simpson's Escape from Camp Deadly (c) 1993 Acclaim Japan.

Japanese release. Game developed in USA. See "Bart Simpson's Escape from Camp Deadly [Model DMG-TS-USA]" for more information about the game itself.

- TECHNICAL -

Model DMG-TSA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65609&o=2

$end


$msx2_flop=barunba,barunbab,barunbac,barunbaa,
$bio

Barunba (c) 1990 NAMCO, Ltd. [Tokyo, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101491&o=2

$end


$pce=barunba,
$bio

Barunba (c) 1990 Namco, Limited.

Barunba is a multi-directorional shooter developed by Zap Corp and published by Namco. The evil Dr Dopperu has plans of world domination and his army of robots brings terror and destruction everywhere they go. The antigravity-ship Barunba is sent to stop the massive threat and to restore peace to the region. The globe-shaped fighter comes equipped with a rather unusual weapon system - a rotating ring is mounted around the ship and gives it the peculiar ability to shoot in any direction (the first action button rotates the ring clockwise and the Run button anticlockwise). The Barunba is also equipped with a fair arsenal of lethal weapons that range from a fast-paced and conventional Vulcan gun (V) to a slow piercing laser (L), powerful Napalm Bombs (N) and a round Shield beam (S) that can be charged up and used as a shield. Each weapon can be switched to on the fly by pressing Select, and they can be individually upgraded up to three times (five upgrade slots and three power levels total) - curiously, they apparently lose their power overtime and need to be regularly upgraded. Barunba consists of five large stages (each featuring a mid-way boss as well as a tougher final boss) and is single-player only.

- TECHNICAL -

[Model NC90003]

- TRIVIA -

Barunba was released on April 27, 1990 in Japan for 6800 Yen.

- TIPS AND TRICKS -

* Continue: At the Game Over screen, press UP and RUN at the same time to continue the game.

- STAFF -

Game Design: T. Kajii, H. Miyakushi
Character Design: Macot E., M. Tamura, G. Kiyasu
Program: K. Matsuda, K. Miyoshi, T. Yoshimine
Sound: M. Itoh, H. Nishikawa

- PORTS -

* Computers :
MSX2 (1990)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49152&o=2

$end


$x68k_flop=barufuku,
$bio

Baruusa no Fukushuu (c) 1990 Zain Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87098&o=2

$end


$info=baryon,baryona,
$bio

Baryon - Future Assault (c) 1997 SemiCom.

- TRIVIA -

This game is based on a South Korean PC game of the same name developed by Acro Studio in 1995. SemiCom ported the game to the Arcades but at this time, South Korean gamers played famous Japanese shoot'em ups and Baryon didn't was as good as these games. The game was a flop.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4626&o=2

$end


$msx2_flop=basaratk,
$bio

Basaro Attacker (c) 198? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101492&o=2

$end


$a2600=baseatak,
$bio

Base Attack (c) 1983 HomeVision

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50243&o=2

$end


$scv=baseball,
$bio

Base Ball (c) 1984 Epoch Company, Limited.

- TECHNICAL -

[Model 5 NO.09090]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49094&o=2

$end


$nes=baseball,
$bio

Base Ball (c) 1985 Nintendo.

North American version. For more information about the game itself, please see the original Japanese version entry; "Base Ball [Model HVC]"

- TECHNICAL -

[Model NES-BA-USA]

- TRIVIA -

Released in October 1985 in North America.

- PORTS -

* Others :
Arcade [PlayChoice-10] "Base Ball [Model PCH1-R-BA]".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54922&o=2

$end


$info=pc_bball,
$bio

Base Ball (c) 1984 Nintendo of America, Incorporated.

PlayChoice-10 version. For more information about the game itself, please see the original Japanese version entry; "Base Ball [Model HVC]"

- TECHNICAL -

Nintendo PlayChoice-10 hardware
Game ID : BA

Main CPU : Zilog Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz)
Sound Chips : Zetex N2A03 (@ 1.789772 Mhz), DAC

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Even if the titlescreen says 1984, this USA version of the game was released in October 1985.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1792&o=2

$end


$msx1_cass=basedato,
$bio

Base de Datos (c) 1985 DIMensionNEW [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94467&o=2

$end


$msx1_cass=basedatt,
$bio

Base de Datos (c) 198? Toshiba Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94468&o=2

$end


$amigaocs_flop=basejump,
$bio

Base Jumpers (c) 1995 Grandslam

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73508&o=2

$end


$pc8801_cass=baseblk,
$bio

Base-kun Block (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91199&o=2

$end


$info=bballrmt,
$bio

Baseball (c) 1974 Ramtek Corporation.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=26926&o=2

$end


$channelf=baseball,
$bio

Baseball (c) 1977 Fairchild

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53202&o=2

$end


$a2600=baseball,
$bio

Baseball (c) 1978 Telegames

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50244&o=2

$end


$nes=baseballh,
$bio

Baseball (c) 1987 FMG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69220&o=2

$end


$m5_cass=baseball,
$bio

Baseball (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95313&o=2

$end


$m5_cart=baseball,
$bio

Baseball (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95341&o=2

$end


$nes=bballfds,
$bio

Baseball (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83831&o=2

$end


$gba=basebadv,
$bio

Baseball Advance [Model AGB-ABPE-USA] (c) 2002 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69866&o=2

$end


$nes=bbfightr,
$bio

Baseball Fighter (c) 1991 VAP Game.

- TECHNICAL -

[Model VAP-V9]

- TRIVIA -

Baseball Fighter was released on July 05, 1991 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53860&o=2

$end


$lynx=bbheroes,
$bio

Baseball Heroes (c) 1992 Atari Corp.

- TECHNICAL -

Model PA2050

- STAFF -

Programmer: Steve DeFrisco

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58795&o=2

$end


$gameboy=bbkids,
$bio

Baseball Kids [Model DMG-BKJ] (c) 1990 Jaleco Company, Limited. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65613&o=2

$end


$psx=baseball,
$bio

Baseball Simulation - ID Pro Yakyuu (c) 2001 Konami Corp. [Osaka, Japan]

- TECHNICAL -

[Model SLPM-86650]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84941&o=2

$end


$nes=basesim,
$bio

Baseball Simulator 1.000 (c) 1990 Culture Brain

- TECHNICAL -

Model NES-US-USA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54923&o=2

$end


$nes=bstarsj,
$bio

ベースボールスター めざせ三冠王 (c) 1989 SNK [Shin Nihon Kikaku].
(Baseball Star - Mezase Sankanou)

A baseball game from SNK.

- TECHNICAL -

Game ID: SFX-B9

- TRIVIA -

Baseball Star was released on May 19, 1989 in Japan.

It was exported 2 months later in North America as "Baseball Stars - Be a champ! [Model NES-B9-USA]".

Baseball Star became a major hit in many countries world-wide. It was one of the first sports games to have data memory, therefore players could pick a team and make a season, while being able to save season statistics.

Baseball Star was also the first sports game to bring the 'Create a player' feature. Gamers could, for the first time, create players and name them after themselves, family and friends, in addition to naming their own teams. Although the game did not use any names of real life baseball players, one of the computerized teams, the 'American Dreams', included players with nicknames such as Pete (Pete Rose), Hank (Hank Aaron) and Ruth (Babe Ruth).

- TIPS AND TRICKS -

* Balanced Team: Select 'Make Team' from the menu and press Down, Right, Left, Down(x2), Right, Up.
Select 'Balanced Team' and press A.
A message will pop up saying 'WHEN ISN'T IT?'.
Edit that message to say 'WHEN IT IS'.

* Woman's Team: Choose 'Make Team' from the main menu and press Down, Right, Left, Down(x2), Right, Up(x2), Down, Up, Down, Up.
Select 'Veterans' using the A button and the message 'WHAT IS A WREN?' will pop up.
Edit that message to read 'A BIRD'.
Another message will pop up reading 'WHEN ISN'T IT?'.
Edit it to read 'WHEN IT IS'.

- SERIES -

1. Baseball Star - Mezase Sankanou [Model SFX-B9] (1989)
2. Baseball Stars Professional [Model NGM-002] (1990)
3. Baseball Stars 2 [Model NGM-041] (1992)
4. Baseball Stars (1998, Neo Geo Pocket Color)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53861&o=2

$end


$nes=bstars,
$bio

Baseball Stars - Be a champ! (c) 1989 SNK Corp. of America.

North American version. For more information about the game itself, please see the original Japanese version entry; "Baseball Star - Mezase Sankanou [Model SFX-B9]".

- TECHNICAL -

[Model NES-B9-USA]

- TRIVIA -

Baseball Stars was released in July 1989 in North America.

- PORTS -

* Others :
Arcade [PlayChoice-10] (1989) "Baseball Stars - Be a champ! [Model PCH1-R-B9]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54924&o=2

$end


$info=pc_bstar,
$bio

Baseball Stars - Be a champ! (c) 1989 Nintendo of America.

PlayChoice-10 version of "Baseball Stars - Be a champ! [Model NES-B9-USA]". For more information about the game itself, please see the original Japanese version entry; "Baseball Star - Mezase Sankanou [Model SFX-B9]".

- TECHNICAL -

Nintendo PlayChoice-10 hardware
Game ID : B9

Main CPU : Zilog Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz)
Sound Chips : Zetex N2A03 (@ 1.789772 Mhz), DAC

Players : 2
Control : 8-way joystick
Buttons : 2

- SERIES -

1. Baseball Star - Mezase Sankanou [Model SFX-B9] (1989)
2. Baseball Stars Professional [Model NGM-002] (1990)
3. Baseball Stars 2 [Model NGM-041] (1992)
4. Baseball Stars (1998, Neo Geo Pocket Color)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1793&o=2

$end


$neocd=bstars2,
$bio

Baseball Stars 2 (c) 1994 SNK [Shin Nihon Kikaku].

Neo-Geo CD release, please click to the original MVS version release here for more information about this game.

- TECHNICAL -

[Model NGCD-041]

- TRIVIA -

Baseball Stars 2 for Neo-Geo CD was released on September 09, 1994 in Japan (2 years after the MVS release).

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47654&o=2

$end


$info=bstars2,
$bio

Baseball Stars 2 (c) 1992 SNK.

The sequel to SNK's popular baseball arcade game. Players can create leagues of up to 125 games (6 teams playing each other 25 times) and view statistics such as League Standings, Average, Home Runs, Runs Batted In, Earned Run Average, Wins and Saves. Players can fire players and upgrade them using the same 15-point system introduced in the original Baseball Stars.

Players can select from one of 18 teams across 2 leagues - Exciting League (beginner) & Fighting League (expert) :

Exciting League :
* New York Monsters
* Tokyo Ninjas
* Napoli Angels
* Taipei Hawks
* Seoul Ivories
* Sydney Griffons
* Oaxaca Rockets
* Barcelona Flames
* London Lifeguards

Fighting League :
* USA Bisons
* Japanese Samurais
* Korean Dragoon
* Italian Waves
* Taiwan Dragons
* Aussie Thunders
* Mexican Typhoons
* Spanish Galleons
* British Knights

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID: NGM-041

[SNK MVS Neo-Geo Controls]
2 players - 4 buttons per player.
[JOYSTICK] 8-way
Hitting: [A] Swing bat/Return to base, [B] Stolen base/Lead off, [C] Bunt, [D] Time out 
Fielding: [A] Pitch/Jump, [B] Base touch/Feint ball, [C] X, [D] Time out

- TRIVIA -

Released in April 1992.

- TIPS AND TRICKS -

* Weaken Enemy Pitcher : To perform this trick, you need to get as close to the plate as you can. If the pitcher then hits you, tap Up twice on your joystick. Your hitter will then throw his bat to the floor, walk up to the mound and punch the pitcher, thus lowering his abilities. Using this tip will help mess up the pitching schedule for your opponent, and can lead to easy scoring opportunities off the tired pitchers.

- SERIES -

1. Baseball Star - Mezase Sankanou [Model SFX-B9] (1989)
2. Baseball Stars Professional [Model NGM-002] (1990)
3. Baseball Stars 2 [Model NGM-041] (1992)
4. Baseball Stars (1998, Neo Geo Pocket Color)

- STAFF -

Producer : Eikichi Kawasaki
Planner : Pu-Ken 2020
Programmers : To-Chan, Nakamura-Q
Design chief : Miki, Y. Kawase
Designers : Masami Tanaka, Kiku-Bee, Riding Monkey Gogo, Kazunori, G.O.N., Great King Yasu
Sounds : Masahiko Hataya (Papaya), Konny

- PORTS -

* Consoles :
SNK Neo-Geo (1992; "Baseball Stars 2 [Model NGH-041]")
Nintendo Famicom [JP] (1992)
SNK Neo-Geo CD (1994; "Baseball Stars 2 [Model NGCD-041]")
Nintendo Wii [Virtual Console] (Dec.2007)
Sony PlayStation 2 [US] May 05, 2008 "SNK Arcade Classics Vol.1 [Model SLUS-21724]"
Sony PSP [US] May 05, 2008 "SNK Arcade Classics Vol.1 [Model ULUS-10338]"
Sony PlayStation 2 [KO] May 29, 2008 "SNK Arcade Classics Vol.1 [Model SLKA-25424]"
Nintendo Wii [US] July 29, 2008 "SNK Arcade Classics Vol.1 [Model RVL-P-RNCE]"
Sony PSP [EU] Oct. 17, 2008 "SNK Arcade Classics Vol.1 [Model ULES-01105]"
Nintendo Wii [EU] Oct. 31, 2008 "SNK Arcade Classics Vol.1 [Model RVL-P-RJZP]"
Sony PlayStation 2 [EU] Nov. 21, 2008 "SNK Arcade Classics Vol.1 [Model SLES-55232]"
Sony PSP [JP] May. 21, 2009 "SNK Arcade Classics Vol.1 [Model ULJS-193]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=186&o=2

$end


$ngpc=bstarsc,
$bio

Baseball Stars Color [Pocket Sport Series] [Model NEOP00250] (c) 1999 SNK Corp. [Shin Nihon Kikaku] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82570&o=2

$end


$nes=bstars2,
$bio

Baseball Stars II (c) 1992 Romstar, Incorporated.

- TECHNICAL -

Model NES-9R-USA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54925&o=2

$end


$neocd=bstars,
$bio

Baseball Stars Professional (c) 1995 SNK [Shin Nihon Kikaku].

Neo-Geo CD conversion. For more information about the game itself, please see the original MVS entry: "Baseball Stars Professional [Model NGM-002]".

- TECHNICAL -

[Model NGCD-002]

- TRIVIA -

Baseball Stars Professional was released on April 21, 1995 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47517&o=2

$end


$neogeo=bstarsh,
$bio

Baseball Stars Professional (c) 1991 SNK [Shin Nihon Kikaku].

AES release. For more information about the game itself, please see the original MVS entry: "Baseball Stars Professional [Model NGM-002]".

- TECHNICAL -

Cartridge ID: NGH-002
Cartridge size: 50 MEGA

- TRIVIA -

Released on July 1, 1991.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47516&o=2

$end


$info=bstars,
$bio

Baseball Stars Professional (c) 1990 SNK.

A comical baseball game.

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : NGM-002

[SNK MVS Neo-Geo Controls]
2 players - 4 buttons per player.
[JOYSTICK] 8-way
[A] Batting/Return runner to the base/Pitching/Throwing ball, [B] Advance the runner, [C] Bunting, [D] Time out

- TRIVIA -

Released in April 1990.

Baseball Stars Professional was the first baseball game to be released for the SNK Neo-Geo MVS hardware.

- TIPS AND TRICKS -

* Extra Players And Teams : If you beat all of the other teams, a pennant extra players or an extra team will be unlocked.

- SERIES -

1. Baseball Star - Mezase Sankanou [Model SFX-B9] (1989)
2. Baseball Stars Professional [Model NGM-002] (1990)
3. Baseball Stars 2 [Model NGM-041] (1992)
4. Baseball Stars (1998, Neo Geo Pocket Color)

- PORTS -

* Consoles :
SNK Neo-Geo [JP] (Jan.1991) "Baseball Stars Professional [Model NGH-002]"
SNK Neo-Geo CD [JP] (Apr.1995) "Baseball Stars Professional [Model NGCD-002]"
Sony PlayStation Store (Dec.2010)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=187&o=2

$end


$ngp=bstars,
$bio

Baseball Stars [Pocket Sports Series] (c) 1998 SNK Corp.

- TECHNICAL -

Cartridge ID: NEOP00070

- TRIVIA -

Released on November 26, 1998 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82574&o=2

$end


$info=basebal2,
$bio

Baseball The Season II (c) 1987 Cinematronics, Incorporated..

A baseball game.

- TECHNICAL -

Main CPU : (2x) Zilog Z80 (@ 6 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.66 Mhz), Custom (@ 1.66 Mhz)

Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024

Players : 2
Control : stick
Buttons : 6

- TRIVIA -

Released in June 1987.

- SERIES -

1. World Series - The Season (1985)
2. Baseball The Season II (1987)
3. Super Baseball Double Play Home Run Derby (1987)
4. Strike Zone Baseball (1988)

- STAFF -

Lead Artist : Dana Christianson
Lead Programmer : Medo Moreno
Art Director : Dan Viescas
Artist : Jerry Huber

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=188&o=2

$end


$apfm1000=baseball,
$bio

Baseball (c) 1979 APF Electronics, Incorporated.

- TECHNICAL -

[Cart. No. MG1006]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49733&o=2

$end


$arcadia=baseball,
$bio

Baseball (c) 1982 Emerson Radio Corp.

- TECHNICAL -

[Cartridge No. 15]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49236&o=2

$end


$pyuuta=baseball,
$bio

Baseball [Model 025E] (c) 1984 Tomy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101342&o=2

$end


$a7800=baseball
$bio

Baseball [Model AV-045-04] (c) 1989 Absolute Entertainment, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50121&o=2

$end


$a800=baseball,
$bio

Baseball (c) 1983 Inhome Software, Incorporated.

- TECHNICAL -

Model BR1001

- STAFF -

Designer: Stephen Anson-Cartwright

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49301&o=2

$end


$gameboy=baseball,
$bio

Baseball [Model DMG-BSA] (c) 1989 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65610&o=2

$end


$famicom_flop=baseball,
$bio

Baseball [Model FMC-BAS] (c) 1986 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65242&o=2

$end


$nes=baseballj,
$bio

ベースボール(c) 1983 Nintendo.
(BaseBall)

A baseball game. Players pick from a list of teams. Time-points are awarded per credit which are either increased with runs batted in or decreased by opponent's runs or just regular plays. The game-play can be very frustrating because infielders may not pick up a ball at their feet since they are waiting for another player to come over and pick it up.

- TECHNICAL -

Game ID: HVC-BA

- TRIVIA -

Base Ball was released on December 07, 1983 in Japan.

Released in North America as "Base Ball [Model NES-BA-USA]".

- TIPS AND TRICKS -

* The computer (AI) is very tough to defeat, but if you practice it and play for a while, you'll be able to beat them.

* Try not to run around the bases too often. The controls are really bad actually and sometimes respond too late, resulting in an Out for you.

* The 4th batter is usually your strongest hitter.

* Hit right/left while the ball is in the air to curve the ball accordingly. You 
can even curve the ball right AND left in one throw.

- STAFF -

Executive Producer: Hiroshi Yamauchi
Producer: Masayuki Uemura
Director: Kenji Miki
Design: Tadashi Sugiyama
Sound: Yukio Kaneoka

- PORTS -

* Consoles :
[JP] Nintendo GameCube (2001) "Animal Crossing" as an unlockable Bonus game
Nintendo Game Boy Advance (2002) e-Reader Series
Nintendo Wii [Virtual Console] (2007)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53859&o=2

$end


$odyssey2=baseball,
$bio

Baseball! [Model AJ9408] (c) 1980 Magnavox Co., The [Fort Wayne, IN, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95559&o=2

$end


$saturn,sat_cart=baslod96,
$bio

Bases Loaded '96 - Double Header [Model T-5703H] (c) 1995 Jaleco Company, Limited. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59974&o=2

$end


$nes=basload3,
$bio

Bases Loaded 3 (c) 1991 Jaleco Company, Limited.

- TECHNICAL -

Model NES-3L-USA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54927&o=2

$end


$nes=basload4,
$bio

Bases Loaded 4 (c) 1993 Jaleco Company, Limited.

North American release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Moe Pro! Saikyou-hen [Model JF-33]".

- TECHNICAL -

Model NES-BD-USA

- STAFF -

JALECO USA

President: Howard Rubin
Product Management: Jeff Hill, Scott Lawrence
International Coordination: Masao Ohata, Oliver Tang
Package Design, Layout, and Copy Writer: Tim Kocher (MarketForce Inc.)
Instruction Manual Writer: Kate Hunt
Instruction Manual Design & Layout: Jack Nichols (Jack Nichols Design)
Game Testers (USA): Baki Allen, Mike Lee, Butch O'Malley, Joe Sislow

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54928&o=2

$end


$gameboy=basload,
$bio

Bases Loaded GB [Model DMG-BK-USA] (c) 1990 Jaleco Company, Limited. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65614&o=2

$end


$nes=basload2,
$bio

Bases Loaded II - Second Season (c) 1990 Jaleco Company, Limited.

North American release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Moero!! Pro Yakyuu '88 - Kettei Ban [Model JFD-CJS]".

- TECHNICAL -

Model NES-L2-USA

- TRIVIA -

Released in January 1990 in USA.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54929&o=2

$end


$nes=basloadb,basloada,basload,
$bio

Bases Loaded (c) 1988 Jaleco Company, Limited.

- TECHNICAL -

Model NES-LD-USA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54926&o=2

$end


$info=pc_bload,
$bio

Bases Loaded (c) 1990 Nintendo of America, Incorporated.

- TECHNICAL -

[Model PCH1-R-??]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71061&o=2

$end


$nes=bashibaz,
$bio

Bashi Bazook - Morphoid Masher (c) 1988 Jaleco Company, Limited. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54930&o=2

$end


$nes=basic7,
$bio

BASIC 7 in 1 (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83828&o=2

$end


$bbca_cass,bbcb_cass=alienpla,
$bio

Basic Adventures in Space: The Alien Planet (c) 19?? Glentop

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51531&o=2

$end


$astrocde=checkbac,
$bio

BASIC Checkers + Backgammon (c) 1988 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86770&o=2

$end


$ti99_cart=gmsbasic,
$bio

BASIC games (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84511&o=2

$end


$scv=basic,
$bio

BASIC Nyuumon (c) 1985 Epoch Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58783&o=2

$end


$msx1_cart=basicny2,
$bio

BASIC Nyuumon II - Programming-hen [Model GPM-505] (c) 1985 Casio Computer Co., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76574&o=2

$end


$msx1_cart=basicnyu,
$bio

Basic Nyuumon [Model GPM-502] (c) 1984 Casio Computer Co., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76586&o=2

$end


$x1_flop=basic1,
$bio

BASIC Pack 1 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85930&o=2

$end


$x1_flop=basic2,
$bio

BASIC Pack 2 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85931&o=2

$end


$a2600=basproge,
$bio

BASIC Programming (c) 1978 Telegames.

PAL release. Game developed in USA. For more information, please see the NTSC release's entry; "BASIC Programming [Model CX2620]".

- TECHNICAL -

Model CX2620P

- PORTS -

* Computers : 
PC [MS Windows, CD-ROM] [EU] (June 10, 2005) "Atari - 80 Classic Games in One! [Replay]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82988&o=2

$end


$a2600=basprog,
$bio

BASIC Programming (c) 1978 Atari, Incorporated.

BASIC Programming is an instructional tool designed to teach you the fundamental steps of computer programming. BASIC is an acronym for Beginners All-purpose Symbolic Instruction Code. It was originated to that people could easily learn to 'write' computer programs.

Computer programs are simply a series of instructions. The programs control the flow of information within the computer. BASIC Programming allows you to give the Video Computer System the instructions it needs to carry out some simple tasks.

Keep in mind that BASIC Programming has a limited amount of memory in comparison to more sophisticated computer systems. It is, however, an excellent instructional device for learning the essentials of computer programming.

- TECHNICAL -

Model CX2620

- TRIVIA -

Export releases:
PAL "BASIC Programming [Model CX2620P]"

- STAFF -

Programmer: Warren Robinett

- PORTS -

* Handhelds : 
Nintendo DS [US] (March 8, 2011) "Atari Greatest Hits Vol.2 [Model NTR-BR7E-USA]" 

* Computers : 
PC [MS Windows, CD-ROM] [US] (November 11, 2003) "Atari - 80 Classic Games in One! [Model 25069J]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50233&o=2

$end


$a800=basxe41,
$bio

Basic XE Programming Language (c) 1985 OSS

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82774&o=2

$end


$a800=bxl102,bxl102a,bxl103,
$bio

Basic XL Programming Language (c) 1983 OSS

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82775&o=2

$end


$m5_cart=basicf,
$bio

BASIC-F (c) 198? Sord Computer Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95337&o=2

$end


$m5_cart=basicg,
$bio

BASIC-G (c) 198? Sord Computer Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95338&o=2

$end


$m5_cart=basici,
$bio

BASIC-I (c) 198? Sord Computer Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95339&o=2

$end


$m5_cart=basicw,
$bio

BASIC-W (c) 198? Sord Computer Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95340&o=2

$end


$c64_cart,c64_flop=basil,
$bio

Basil - The Great Mouse Detective (c) 1987 Gremlin Graphics

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53512&o=2

$end


$cpc_cass=basilthe,
$bio

Basil The Great Mouse Detective (c) 1987 Gremlin Graphics Software, Limited.

- STAFF -

Program: Gary Priest
Graphics: Jon Harrison
Extras: Bob Armour
Music: Ben Daglish

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65221&o=2

$end


$sms=basketn,
$bio

Basket Ball Nightmare (c) 1989 Sega Enterprises, Limited.

- TECHNICAL -

[Model 7025]

- TRIVIA -

European reviews:
[FR] Player One (Oct. 1990): 76/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55944&o=2

$end


$odyssey2,g7400=2bsktbwl,
$bio

Basket Bowling + (c) 1983 TO TEK Editions.

- TECHNICAL -

Game ID: JFA E03

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95727&o=2

$end


$cpc_cass=basketma,
$bio

Basket Master [Model IB-A-027] (c) 1986 Dinamic Software [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65223&o=2

$end


$arcadia=bsktball,
$bio

Basketball (c) 198? Emerson Radio Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49237&o=2

$end


$info=bambball,
$bio

Basketball - Drible Away (c) 1979 Bambino, Incorporated.

Tabletop VFD baskbetball game.

- TECHNICAL -

Case color: red

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83168&o=2

$end


$a2600=bsktballe,
$bio

Basketball (c) 1978 Atari, Incorporated.

PAL release. Game developed in USA. For more information, please see the NTSC release's entry; "Basketball [Model CX2624]".

- TECHNICAL -

Model CX2624P

- PORTS -

* Handhelds : 
Nintendo DS [EU] (February 24, 2011) "Atari Greatest Hits Vol.1 [Model NTR-BR6P-EUR]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83022&o=2

$end


$a2600=bsktball,
$bio

Basketball (c) 1978 Atari, Incorporated.

- TECHNICAL -

Model CX2624

- TRIVIA -

Export releases:
[PAL] "Basketball [Model CX2624P]"

- STAFF -

Programmer: Alan Miller

- PORTS -

* Handhelds : 
Nintendo DS [US] (November 2, 2010) "Atari Greatest Hits Vol.1 [Model NTR-BR6E-USA]" 

* Others : 
Atari Flashback 3 [US] (September 16, 2011) by AtGames 
Atari Flashback 4 [US] (November 13, 2012) by AtGames 
Atari Flashback 5 [US] (October 1, 2014) by AtGames

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50245&o=2

$end


$a800=bsktball,
$bio

Basketball (c) 1979 Atari, Incorporated.

- TECHNICAL -

Model CXL4004

- TRIVIA -

The game title says Atari Basketball on the screen, but the packaging simply says Basketball.

Known bug:
If you jump at the top of the screen, your player will all but disappear (except for his feet) behind the area reserved for the scoreboard.

- TIPS AND TRICKS -

You won't overshoot the basket if you shoot from the corners.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49302&o=2

$end


$mc10=basketba,
$bio

Basketballer (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87611&o=2

$end


$a7800=bsktbrwl,bsktbrwlu,
$bio

BasketBrawl (c) 1990 Atari Corp.

In a desperate attempt to stop inner-city gang wars, the city leaders organized a basketball league. The league is scheduled to play on three courts: a street, a junkyard, and a rooftop. The mayor figured that a friendly game of hoops would be a much more peaceful way to settle disputes.

Boy, was he wrong!

Nobody could have predicted games like these. When rowdy gang members chased off the city-appointed officials, Scott 'the Blade' Savage, a thug from a neutral gang, stepped in. And what a referee he turned out to be! He doesn't care about fouls. He doesn't care about rules. He doesn't even have a whistle. But he gets his kicks from throwing knives at the players. With no real referee, the players can do whatever they please. And they do.

Picture this play: Slash gets the ball and passes to Bruiser. Bruiser dribbles around a junk pile and breaks toward the basket while Slash mercilessly punches Vinnie. Simon steps in to protect Vinnie and punches Slash. Bruiser takes a knife in the gut as he shoots. The ball is up, but no! It hits the bent rim and bounces back.

Vinnie breaks free and gets the rebound. He runs for the basket. A swift left hook from Bruiser, and Vinnie crumples to the ground. The ball rolls
loose. The three remaining players scramble for the ball in a fist-flinging free for all. Simon comes up with the ball. Slash pounds on Bruiser's face for not moving faster as Simon dribbles downcourt unguarded and shoots for two.

No wonder the gang members nicknamed this game BasketBrawl. To them it's not a game -- it's a street fight.

- TECHNICAL -

Model CX7880

- SCORING -

BasketBrawl scoring is just like basketball. A successful shot is worth two points. There are no three-point shots.  In addition, players receive points for various BasketBrawl activities, as shown in the table below:
Successful punch: 10 points.
Picking up fist, milk or lightning: 20 points.
Making a basket: 50 points.
Winning a game: 250 points.

- TIPS AND TRICKS -

* Learn to exploit each character's strengths and weaknesses. Knowing the abilities of your teammates and opponents will help you with your game plan.

* If you fall behind, start throwing punches. When you are on the offense, note that the best defense is a dead defense.

* If you knock your opponent out of the game, listen for the power up sounds while you roll up the points. Picking up icons will make you stronger for the next game.

* Learn to pass in 2-on-2 games. No defense is ever prepared for a fast break.

* Avoid the Blade's knives. A knife in the gut can ruin a perfectly good layup.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50122&o=2

$end


$lynx=bsktbrwl,
$bio

Basketbrawl (c) 1992 Atari Corp.

When city leaders started a basketball league to try to stop gang warfare, they never expected to see plays like this: Slash takes the ball and passes to Bubba.  Bubba dribbles down court but loses the ball when he is hit by a knife thrown from the sideline. Vinnie grabs the loose ball. Slash punches Vinnie but Vinnie manages to pass to Simon. Simon aims for the basket and shoots, but a well-timed kick to the head by Bubba sends the shot wide. Vinnie gets the rebound after knocking Slash out cold. He shoots. The ball bounces off the bent rim, hits the backboard, and drops for two points!

- TECHNICAL -

Model PA2034

- TIPS AND TRICKS -

* There are no rules in Basketbrawl. It is truly a free-for-all. Do whatever you have to do to score more points than your opponent. Remember, while you are busy pounding on a player to put him on the floor, his teammate may score. You can't just win by knocking the other guy out; you have to score points. Pound the other guy when you get the chance, but don't forget to shoot some hoops.

* Always try to get the power-ups. The last thing you need is a stronger opponent.

* Don't be afraid to pass to your teammate, if you have one.  Ball hogs do not win games.  Besides, if you get your teammate mad enough, he may beat YOU up!

* Play with Michael Jordan: Enter MJ23 as password and your teammate will have Michael Jordan's attributes.

* Level Passwords: Enter these passwords to start from the corresponding level
Levels 1-1, 1-2, 1-3 : AAAA, BBBB, CCCC (respectively)
Levels 2-1, 2-2, 2-3 : DDDD, EEEE, FFFF (respectively)
Levels 3-1, 3-2, 3-3 : GGGG, HHHH, IIII (respectively)
Levels 4-1, 4-2, 4-3 : JJJJ, KKKK, LLLL (respectively)
Levels 5-1, 5-2, 5-3 : MMMM, NNNN, OOOO (respectively)

* Maximum Power-up: Enter 999Q as password to start from Level 1-1 with maximum power-ups.

- STAFF -

Programmers: David Axt, John Hamilton

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58796&o=2

$end


$info=bassang2,
$bio

Bass Angler 2 (c) 1998 Konami Company, Limited.

- TECHNICAL -

Official Game ID: [Model GE865]

- TRIVIA -

Released in July 1998 in Japan.

This game is also known as "Fisherman's Bait 2 - A Bass Challenge".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48773&o=2

$end


$info=bassangl,
$bio

Bass Angler (c) 1998 Konami Company, Limited.

- TECHNICAL -

Game ID: GE765

Main CPU : PSX (@ 16.9344 Mhz)
Sound Chips : SPU (@ 16.9344 Mhz), CD/DA (@ 16.9344 Mhz)

Players : 2
Buttons : 7

- TRIVIA -

Bass Angler was released in March 1998 in Japan.

This game is also known as "Fisherman's Bait - A Bass Challenge".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=8457&o=2

$end


$psx=bassfish,
$bio

Bass Fisherman (c) 1998 Sammy Corp. [Japan]

- TECHNICAL -

[Model SLPS-01304]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84942&o=2

$end


$gameboy=bassfish,
$bio

Bass Fishing Tatsujin Techou [Model DMG-ATTJ-JPN] (c) 1996 Starfish, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65615&o=2

$end


$megadriv=bassmc,
$bio

BASS Masters Classic (c) 1995 Black Pearl

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57106&o=2

$end


$megadriv=bassmpro,
$bio

BASS Masters Classic - Pro Edition (c) 1996 THQ

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57107&o=2

$end


$snes=bassmprou,
$bio

BASS Masters Classic - Pro Edition (c) 1996 Black Pearl

- TECHNICAL -

Game ID: SNS-A9BE-USA

- TIPS AND TRICKS -

Turbo mode
----------
Press A(x9) at the title screen. 

Status Password
--------------- 
Eagle Lake, $1500 MW0CVBLBB BLNBBBCHV BK*QBBB0N  
Eagle Lake, $680, best equipment MVDTX8* 4 D4TBBBBWB BTPJBCWNR  
Ronkonkoma, $3130 RVDTX8**7 N4TBBBDSL BZVNBCWN*  
Sydney Lake, $4600 WVDTX8**7 N4TBBBFZB BVNVBCINV  
Lake Calabasas, Amateur, Day 3 0LFBBBLLB BBLKF4TFW N8PGBBBBG  
Lake Calabasas, Pro, Day 3 1M0CVBLBB BNLHSB043 LVSQBCOBH

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62745&o=2

$end


$snes=bassmpro,
$bio

BASS Masters Classic - Pro Edition [Model SNSP-A9BP-EUR] (c) 1996 Black Pearl

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62744&o=2

$end


$gbcolor=bassmasc,
$bio

Bass Masters Classic [Model DMG-AQME-USA] (c) 1999 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67550&o=2

$end


$snes=bassmcj,
$bio

BASS Masters Classic (c) 1995 Altron Corp.

Japanese release. Game developed in USA. Please see the original US version entry for more information about the game itself; "BASS Masters Classic [Model SNS-ABAE-USA]".

- TECHNICAL -

Game ID: SHVC-ABAJ-JPN

- TRIVIA -

Released on July 28, 1995 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61051&o=2

$end


$snes=bassmc,
$bio

BASS Masters Classic (c) 1995 Malibu Games

- TECHNICAL -

Game ID: SNS-ABAE-USA

- TRIVIA -

Released in June 1995 in USA.

- TIPS AND TRICKS -

Status Password
--------------- 
Pebble Pond, Day 2 J0JCBFQlL W0LC5QBBG BM52LVBVF  
Pebble Pond, 3 J4JCBFNlL W0LFR4BBG BM52LVCBS  
Eagle Lake, Day 1 NVJCBFNlL W0LBBBCH0 BM52BBCVG  
Eagle Lake, Day 2 N407J7[Star][Star]9 W0RBBBD2G C7XNLVCVS  
Eagle Lake, Day 2 N407J7[Star][Star]9 W0RF2GB34 C7XNLVCVS  
Lake Ronkonkoma, Day 1 SV0TJ7[Star][Star]9 W0RBBBD2G C7XNBBDNQ  
Lake Ronkonkoma, Day 2 S0DTJ7[Star][Star]9 WORC[Square]LD2G FN[Star]QBBDN[Square]  
Lake Ronkonkoma, Day 3 S4DTJ7[Star][Star]9 W0RF18D26 FN[Star]QBBDN8  
Sydney Lake Day 2 WGJK2WZNL 2JTW60FCG BZL4BC1M8  

Monster bass
------------
Go to the northeast part of Sydney Lake. You will see that the bottom of this area is made up of a group of little rocks. You can work your way through these rocks in the southeast direction. The rocks will soon turn into a sort of pathway that goes south. Go straight south as possible as you reach this pathway. Once you are through, you will reach a small area of the lake. This is the "Secret Lake." You can catch the monster bass here. To do so, you will need to choose the Grub as your lure and also use the 100 lb. fishing line. Cast the lure into the deepest area of the water. Make the lure do the wiggling type movement that attracts the fish. The monster bass should appear fairly quickly. It will be a big, ugly, reddish-brown colored bass. Catch this bass and you will win this tournament very easily. You can only catch one monster bass per day. If the monster bass gets away, go out to the normal part of the lake, cast your line a few times, then go back to the secret section and try again.

- STAFF -

Game Concept: Larry Siegel
Producer: Donn W. Nauert
Game Champion: Alison Locke
Game Design: Todd Tomlinson, Dan Burke, Donn W. Nauert, Robert Tegel Bonifacio
Technical Design: Robert Tegel Bonifacio, Bob Polaro, Steven R. Bjork, Matthew C. Harmon
Programming: Matthew C. Harmon, Bob Polaro, Steven R. Bjork
Music: Phil Crescenzo
Sound Effects: Phil Crescenzo
Artwork & Design: Todd Tomlinson, Steve Burke, Shaun Tsai, Dan Burke, Luke Anderson, Eric Elliot, Charles R. Navarro
Special Thanks: Steve Ryno, John Kreng, Jon Osborn, Jon Anderson, Jamie Saxon, Sanders Keel, Jason Marshall, Jerome Strach, Germaine Gioia, Brian J. Farrell, Jill Belasco

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62743&o=2

$end


$n64=bassrush,
$bio

Bass Rush - ECOGEAR PowerWorm Championship [Model NUS-NVBJ] (c) 2000 Visco Corp. [Kyoto, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57596&o=2

$end


$gba=basstsur,
$bio

Bass Tsuri Shiyouze! Tournament wa Senryaku da! (c) 2002 Konami Company, Limited.

- TECHNICAL -

Game ID: AGB-AZBJ-JPN

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69867&o=2

$end


$snes=blackbas,
$bio

Bassin's Black Bass (c) 1994 Hot-B.

- TECHNICAL -

Game ID: SNS-AB2E-USA

- TIPS AND TRICKS -

Debug mode
----------
Hold X + Y on controller one, A + B on controller two, and turn on the SNES. The phrase Debug Mode will appear on top of the screen to confirm correct code entry. Begin game play and use the following controller actions for the corresponding effects:

Hold A on controller two on the boating screen and go to the casting screen. 
Speed up time: Press X on controller two at the boating screen. 
Catch random bass: Press B on controller two at the casting screen. 
Catch random fish (non-bass): Press Y on controller two at the casting screen. 
Catch a lunker: To catch a lunker varying from at first 21.8 lbs gradually declining by .2 lbs., press Up on controller two.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62752&o=2

$end


$n64=bassmast,
$bio

Bassmasters 2000 (c) 1999 THQ

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57597&o=2

$end


$msx2_flop=bastard,bastarda,
$bio

Bastard (c) 1988 Xain Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101493&o=2

$end


$x1_flop=bastard,
$bio

Bastard Special (c) 1988 Xain Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85933&o=2

$end


$pc8801_flop=bastards,
$bio

Bastard Special (c) 1988 Xain Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91431&o=2

$end


$snes=bastard,
$bio

Bastard!! Ankoku no Hakaishin (c) 1994 Cobra Team

- TECHNICAL -

Game ID: SHVC-VC

- TRIVIA -

The game was presented at the Famicom Spaceworld' 93 in August 1993 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61060&o=2

$end


$pcecd=basted,
$bio

Basted [Model NAPR-1042] (c) 1994 NEC Avenue, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58113&o=2

$end


$x1_cass=bat,bat1,
$bio

BAT (c) 198? Unknown.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86198&o=2

$end


$info=ep_bathl,ep_bathla,ep_bathb,ep_bathlc,ep_bathld,ep_bathle,ep_bathlf,ep_bathlg,ep_bathlh,
$bio

Bat Outa Hell (c) 199? Global Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40800&o=2

$end


$gameboy=bataille,
$bio

Bataille Navale [Model DMG-AB8F-FRA] (c) 1998 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65616&o=2

$end


$cpc_cass=bataille,
$bio

Bataille pour Midway (c) 1985 Ere Informatique [Paris, France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65227&o=2

$end


$msx1_cass=batespac,
$bio

Batalla Espacial (c) 198? Grupo de Trabajo Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94469&o=2

$end


$msx1_cass=batman,batmana,
$bio

Batman (c) 1986 Ocean Software, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94470&o=2

$end


$msx1_cass=batmans,
$bio

Batman (c) 1986 Erbe Software [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94471&o=2

$end


$msx1_cart=batman,
$bio

Batman (c) 1987 Pack-In-Video Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76587&o=2

$end


$amigaocs_flop=batman,
$bio

Batman (c) 1989 Ocean Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73509&o=2

$end


$info=batman,
$bio

Batman (c) 1991 Atari Games.

Batman must save Gotham City from The Joker in this action game. Featuring stages with the Batmobile and the Batwing.

- TECHNICAL -

Game ID : 136085

Main CPU : Motorola 68000 (@ 14.31818 Mhz), MOS Technology 6502 (@ 1.7895 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579 Mhz), OKI6295 (@ 9.037 Khz)

Players : 1
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Batman was released in April 1991 as a conversion kit only. 500 kits were produced in the USA and 101 in Ireland for European distribution. The selling price was $1095 at its time of release.

The storyline is based on the 1989 movie of the same name directed by Tim Burton. This game features realistic sounds and voices from the movie.

Mr. Kelly R. Flewin of Winnipeg, Manitoba, Canada holds the official records for this game with 178,000 points with 3 starting lives and 208,306 points with 7 starting lives, both set on June 1, 2008.

Michael Jackson used to own this game. It was sold at the official Michael Jackson Auction on Apr. 24th, 2009.

- TIPS AND TRICKS -

* When you push the test mode button, go to game options and set difficulty to Easy. Exit the test mode by pushing the test mode button. While in Gotham City (stage 1), enemies do not come out of the door, but they will again in later stages.

- STAFF -

Produced by Numega team.

Team Leader : John Ray

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=190&o=2

$end


$info=bdk_294,bdk_130,bdk_150,bdk_160,bdk_200,bdk_210,bdk_220,bdk_290,
$bio

Batman (c) 2008 Stern Pinball, Incorporated.

- TRIVIA -

Released on July 21, 2008.

- STAFF -

Design by: George Gomez
Art by:	Kevin O'Connor, Margaret Hudson
Dots/Animation by: Mark Galvez, Tom Kyzivat
Sound by: Ken Hale
Software by: Lyman F. Sheats Jr., Lonnie D. Ropp

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32576&o=2

$end


$nes=batmanfl,
$bio

Batman & Flash (c) 19?? Unknown.

A pirate hack of "Monster In My Pocket" featuring Batman and Flash sprites (from D.C. comic books) as main characters.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65152&o=2

$end


$gameboy=batmanrj,
$bio

Batman - Return of the Joker [Model DMG-B5-USA] (c) 1992 Sunsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65621&o=2

$end


$gameboy=batmanrjj,
$bio

Batman - Return of the Joker [Model DMG-B5A] (c) 1992 Sunsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65622&o=2

$end


$nes=batmanrj,
$bio

Batman - Return of the Joker (c) 1991 Sunsoft

- TECHNICAL -

Model NES-48-NOE

- TRIVIA -

Reviews:
[FR] December 1992 - Consoles + N.15: 93%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54931&o=2

$end


$nes=batmanrju,
$bio

Batman - Return of the Joker (c) 1991 Sunsoft

- TECHNICAL -

Model NES-48-USA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83396&o=2

$end


$megadriv=batmanrj,
$bio

Batman - Revenge of the Joker (c) 1992 Sunsoft

- TECHNICAL -

Game ID: T-15046

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57115&o=2

$end


$snes=batmanrj,
$bio

Batman - Revenge of the Joker [Prototype] (c) 1992 ICOM Simulations

- TIPS AND TRICKS -

Level Password 
-------------- 
2 DNCN  
3 MCHT  
4 DDPP  
5 LDRN  
6 KLTT  
7 CRLB  
8 LKCM  
9 DVWH  
10 TTKR  
11 BTMR  
12 VNGF

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62754&o=2

$end


$gba=batmnrst,
$bio

Batman - Rise of Sin Tzu [Model AGB-BATE-USA] (c) 2003 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69868&o=2

$end


$gameboy=batmanas,
$bio

Batman - The Animated Series [Model DMG-XM-USA] (c) 1993 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65624&o=2

$end


$amigaocs_flop=batmancc,
$bio

Batman - The Caped Crusader (c) 1988 Ocean Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73512&o=2

$end


$amigaocs_flop=batmancca,
$bio

Batman - The Caped Crusader [Budget] (c) 1988 Hit Squad, The [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73513&o=2

$end


$c64_cart,c64_flop=batman,
$bio

Batman - The Movie (c) 1989 Ocean

- STAFF -

Code: Zach Townsend
Graphics: Andrew Sleigh
Titlescreen: Andrew Sleigh 
Music: Matthew Cannon

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53513&o=2

$end


$msx1_cass=batmanmv,
$bio

Batman - The Movie (c) 1989 Ocean Software, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94472&o=2

$end


$nes=batman,
$bio

Batman - The Video Game (c) 1990 Sunsoft.

European released. Game developed in Japan.. For more information about the game, please see the original japanese release entry; "Batman [Model SUN-BAT-6200]"

- TECHNICAL -

[Model NES-B4-EEC]

- TRIVIA -

Released on September 14, 1990 in Europe.

Reviews:
[FR] Player One (Oct. 1990): 95/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77637&o=2

$end


$nes=batmanu,batmanup1,batmanup2,
$bio

Batman - The Video Game (c) 1990 SUNSOFT.

North American released. Game developed in Japan. For more information about the game, please see the original japanese release entry; "Batman [Model SUN-BAT-6200]".

- TECHNICAL -

Game ID: NES-B4-USA

- TRIVIA -

Released on February 1990 in USA.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54932&o=2

$end


$gba=batmnvenu,
$bio

Batman - Vengeance [Model AGB-ABTE-USA] (c) 2001 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69870&o=2

$end


$gba=batmnven,
$bio

Batman - Vengeance [Model AGB-ABTP] (c) 2001 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69869&o=2

$end


$gba=batmnbeg,
$bio

Batman Begins (c) 2005 EA Games [Electronic Arts, Incorporated.]

- TECHNICAL -

Model AGB-BBGE-USA

- TRIVIA -

Released on June 14, 2005 in USA.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69871&o=2

$end


$gbcolor=batmanbeu,
$bio

Batman Beyond - Return of the Joker [Model CGB-BTKE-USA] (c) 2000 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67553&o=2

$end


$gbcolor=batmanbej,
$bio

Batman Beyond - Return of the Joker [Model CGB-BTKJ-JPN] (c) 2001 Kemco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67552&o=2

$end


$n64=batmnbey,
$bio

Batman Beyond - Return of the Joker (c) 2000 Ubi Soft.

Here's a guilty pleasure equal to your old videotape of Lambada: The Forbidden Dance.

Based on the direct-to-video release of the same name, Batman Beyond: Return of the Joker gussies up a creaky genre (the side-scrolling fighter) with Spandex, fairly witty screen text and a cool music score. While the result won't make anyone forget Banjo-Tooie, it's a pleasantly diverting old-school button masher. 

No longer up to the Bat-crobatics of his earlier years, Bruce Wayne can only brood in the cold Batcave as criminal scum overrun his beloved Gotham City. The perpetrators-in-chief are the Jokerz, a bunch of low-rent thugs who can only dream of matching the Joker's extra-legal panache but who can nonetheless wreak plenty of havoc. 

All changes one fateful day when Terry McGinnis, a teen headed for a life of late-adolescent mischief, accidentally stumbles into the Batcave while pursuing the Jokerz. The graying Wayne takes a shine to the trespasser and decides he's just the person to bring a semblance of peace back to the city. 

As the game's title makes abundantly clear, Gotham City is menaced once more by Wayne's pale-faced nemesis. Terry must battle his way through Gotham Air and Space laboratory, Wayne Enterprises, Arkham Asylum and other shadowy stages teeming with run-of-the-mill malefactors, savage human-animal hybrids, rampaging robots, hazardous machinery and toxic-gas leaks. 

Batman Beyond slightly modifies the classic mechanics of side-scrolling fighters, allowing Terry to move freely in 3-D space within a room. As is typical of this genre, Terry cannot exit a room until he has defeated all the troublemakers. A raging rock score inspired by the TV series theme keeps things pumped up, but since none of the enemies are exactly rocket scientists, the action can get pretty tedious for non-fans. Power-ups include keys, health boosts and weapons like the long-range Dark Knight Discus. 

You have a choice of four Wayne-engineered Batsuits, each of which gives Terry superhuman strength, agility and defensive ability. Bruce Wayne and others can relay advice via the suits' built-in comms gear; also, Terry can overhear gang members' conversations through locked doors. Everyone is long-winded, so be prepared for lots of reading. 

The Standard Batsuit balances speed, power and armor, plus it's the only suit that lets Terry use the potent Magnetic NunChaku. Advanced moves such as spin kicks are a bonus with the Offensive Batsuit. The Defensive Batsuit's hand shields let Terry swat away projectiles. The Nimble Batsuit doubles Terry's vertical leap and lets him roll away from attacks. 

Exceptionally easy on the brain, Batman Beyond delivers pleasant nonthink fun. There are worse ways to fritter away a cold winter's afternoon.

- TECHNICAL -

Cartridge ID: NUS-NJQE-USA

- TRIVIA -

Released on December 01, 2000 in USA.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57598&o=2

$end


$info=batmanf,batmanf3,bmf_at,bmf_be,bmf_ch,bmf_cn,bmf_de,bmf_fr,bmf_it,bmf_jp,bmf_nl,bmf_no,bmf_sp,bmf_sv,bmf_time,bmf_uk,
$bio

Batman Forever (c) 1995 Sega Pinball, Incorporated.

- TECHNICAL -

Sega Version 3 (BSMT2000)
Model Number : 38

Main CPU : M6808 (@ 1 MHz)
Sound CPU : Motorola M6809 (@ 2 MHz)
Display CPU : Motorola 68000 (@ 6 MHz)
Sound chips : BSMT2000 (@ 24 MHz)

This game uses the larger 192x64 pixel DMD.

- TRIVIA -

Released in July 1995. Based on the 1995 hit movie, directed by Joel Schumacher. The game features genuine speech clips from the movie.

Approximately 2,500 units were produced.

- UPDATES -

REV. 3.0
REV. 3.02
REV. 4.0
REV. 4.01

- TIPS AND TRICKS -

* Instructions:
SKILL SHOT - Pull Gun Trigger for award shown in the Video Display.
TOP LANES - Complete BAT to advance Bonus X.
MULTIBALL - Complete the CAVE targets to lite lock at Vertical Up-Kicker next to the 'U-Turn Mini' Ramp. Lock 3 balls to start Multiball.
BATWING - Shoot the Middle, Right, & 'U-Turn Mini' Ramps to ready the BATWING CANNON.Shoot the Left Ramp when lit to arm the BATWING: pull the trigger to shoot the ball at the lit targets.
ROVING BATS - Shoot the flashing Bat Shots during single ball play. Completing all shots begins the CIRCUS COUNTDOWN.
TWO FACE COINS - Match Good Heads Coins for Hold Bonus. Match Bad Heads Coins for 22 million. Mismatch and rematch Good Heads & Bad Heads Coins to relite Laser Kick and 10 million.
GOTHAM EVENTS - Complete the '?' targets to light GOTHAM EVENT. The Gun Trigger locks in the event. Play all of the 7 GOTHAM EVENTS, match both pairs of Coins, and complete the Roving Bats to play the FOREVER GOTHAM EVENT!

* Pressing both flipper buttons simultaneously will launch the ball (if it is in the plunger lane).

* After a certain number of slingshot hits, after a 3 second lag, a giant bat will appear on the screen and screech at you. If you hit the trigger then you will get 50M extra points.

- STAFF -

Design by : Paul Leslie, Joe Kaminkow
Art by : Morgan Weistling, Mark Raneses, Jeff Busch
Dots/Animation by : Kurt Andersen, Jack Liddon
Music & Sound by : Brian Schmidt 
Software by : Brian Rudolph, John Carpenter

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5210&o=2

$end


$megadriv=batmanf,
$bio

Batman Forever (c) 1995 Acclaim Entertainment, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56349&o=2

$end


$info=batmanfr,
$bio

Batman Forever (c) 1996 Acclaim.

A side scrolling beat'em-up for one or two players based on the movie of the same name, featuring the Dark Knight and his side-kick, Robin. Players control either Batman or Robin as they fight their way through numerous stages, facing battles with two of Batman's notorious foes, 'Two-Face' and 'The Riddler'.

Numerous weapons can be used throughout the game to aid Batman in his quest; including the Bat-a-rang, Batrope, Gas Gun and the Metal Cutter. Batman can reach high platforms with the use of the Batrope.

- TECHNICAL -

Upright cabinet:
Width: 79 cm (31 in.)
Depth: 104 cm (41 in.)
Height: 191 cm (75 in.)
Weight: 183 kg. (404 lbs.)

Runs on the "ST-V [Sega Titan Video Game System]" hardware.

Screen orientation : Horizontal

Players: 2
Control: 8-way joystick
Buttons: 3

- TRIVIA -

Released in May 1996.

The game was designed by Iguana Entertainment and is based on the movie featuring Val Kilmer, Jim Carrey, Tommy Lee Jones and Nicole Kidman. The game's movie license is used to full effect, with intermission scenes featuring sampled voices of the film's actors, as well as photographic stills taken directly from the movie.

- STAFF -

Producer : Neill Glancy

* Design :
Game Design : Neill Glancy, Stephen Broumley, Carl Wade
Additional Design : Nigel Cook, Ian Dunlop, Jason Carpenter, David Dienstbier

* Programming :
Lead Programmer Titan Engine : Carl Wade
Lead Programmer Gameplay : Stephen Broumley
Tools Programmers : Carl Wade, Stephen Broumley, Craig Galley
Presentation Programming : David Crummack
Riddler Control Room : Richard Cowie
Additional Programming : Craig Galley

* Art :
Lead Artist : Michael McCallion
Artists : Scott Brocker, Patrick Thomas
Presentation Art : Gregg Hargrove

* Advanced Technology Group :
ATG Director : Cyrus Lum
Lead 3D Character Animator : Derek Robinette
3D Character Animators : Cyrus Lum, Michael Daubert, Peyton Duncan, Jason Moulton, Alan Johnson
3D Real Time Artist : Patrick Thomas

* Team Iguana :
President : Jeff Spangenberg
V.P. Product Development : Darrin Stubbington
Art Director : Matt Stubbington
Assistant Art Director : Jools Watsham
Technical Director : Craig Galley
Creative Director : Nigel Cook
Dev Support Manager : J Moon

Music : Rick Fox
Sound Effects : Marc Schaefgen

* Voice Talent Cast :
Batman : Marc Schaefgen
Robin : Michael Daubert
Sabouter : David Dienstbier
Guesser Robot : Marc Schaefgen
Feather Thug : Scott Brocker
Tassel Boss : Rick Stefan
Spice : Michelle Thomas
Sugar : Jane Notgrass
Two Face Thugs : Adam McCarthy, Victor Mercieca
Voice from the Sky : Marc Schaefgen

* Game Testing : Bey Bicker, Neill Glancy, Stephen Broumley, Carl Wade, Derek Robinette, Micahel Daubert, Peyton Duncan, Jason Moulton, Victor Mercieca, Nigel Cook, David Dienstbier, Jason Carpenter, Marc Schaefgen, Michael McCallion, Rob Cohen, Cameron, Matt, Nathan, Tyrone Miller

Producers for Acclaim : Tom Petit, John Pasierb
Hardware : Manoj Bhatngar, James Hunkins, Robin Seaver
Field Test Coordinator : Jaques Carter

- PORTS -

* Consoles :
Sega Saturn (1996)
Sony PlayStation (1996)

* Computers :
PC [MS-DOS / MS Windows, CD-ROM] (1996)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=191&o=2

$end


$saturn,sat_cart=batmanf,
$bio

Batman Forever - The Arcade Game [Model T-8140H-50] (c) 1997 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60235&o=2

$end


$saturn,sat_cart=batmanfu,
$bio

Batman Forever - The Arcade Game [Model T-8140H] (c) 1996 Acclaim Entertainment, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59975&o=2

$end


$gameboy=batmanf,
$bio

Batman Forever [Model DMG-A3BE-USA] (c) 1995 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65626&o=2

$end


$gameboy=batmanfj,
$bio

Batman Forever [Model DMG-A3BJ-JPN] (c) 1995 Acclaim Japan [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65628&o=2

$end


$snes=batmanfj,
$bio

Batman Forever [Model SHVC-A3BJ-JPN] (c) 1995 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61061&o=2

$end


$snes=batmanfu,
$bio

Batman Forever (c) 1995 Acclaim Ent., Incorporated.

- TECHNICAL -

Game ID: SNP-A3BE-USA
Barcode: 0 21481 62019 8

- TRIVIA -

Released on August 1995 in USA.

- TIPS AND TRICKS -

Cheat mode:
-----------
Press Left, Up, Left(2), A, B, Y at the game start screen. Change the game type to normal mode and press Start. Choose a character and press Start to display the cheat mode screen. This screen allows stage selection, access to all weapons, and control of the Riddler in the practice mode. 

Kill all enemies:
-----------------
Enable the Cheat mode code. Press Start + L + R during game play to kill all normal enemies. Press this sequence multiple times to kill the Boss characters.

- STAFF -

Ultimatte Shoot
Producer: Douglas Yellin
Director: Fiona Milburn
Stunt Coordinator: Jeffrey Gibson
Lighting Design: Leslie Hankey, Brian Danitz
Camera Operators: Chris Caris, Eric Schmitz
Production Assistants: Rich Melson, Ron Sommers, Ray McDonough
Director's Assistant: Cynthia Graham
Costumes: Izquierdo Studio - New York
Wig Design: Edward Sylvia
Harvey Two-Face Make-Up: Bryant Holt

A Probe Production
In-Game Programmer: Dan Phillips
Presentation Programmers: Carl Muller, Graeme Webb
Utility Programmers: Greg Modern, Carl Muller, Gary Liddon
Producers: Tony Beckwith, Tim Bradstock
Designer: Nick Baynes
Storyboards: Alex Lawrence, Darren Goodacre, Dimitri Bakalov
Music: Tim Follin, Geoff Follin
Music Arrangements: Andrew Brock
Sound Effects: Andrew Brock
Backgrounds: Ned Langman, Phil Williams
Clay Models: Alex Lawrence
Model Digitisation: Cybersite U.K. Ltd.
3D Model Animation: Jason McDonald
Animation Editors: Kevin Watts, Tim Bradstock
Additional Graphics: Darren Goodacre, Ned Langman, Pierson Lippard, Kevin McMahon, Phil Williams
Level Designers: Jon Gibson, Simon Bland
Q.A. Team: Gary Patino, James Brown, Vicky Cheale, Nick McGee, Michael Movel, Clifford Ramsey, Mark Viccary
'Propack' Compression: Rob Northen
Special Thanks: Gary Liddon

Acclaim Black Team
Batman Forever produced by: Douglas Yellin
Associate Producers: Michael J. Archer, Tyrone Miller
Analysts: Simon Gouldstone, Joseph Mazziotto
Administrative Assistant: Kristen Muzer
Quality Assurance Supervisor: Carol Caracciolo
Project Lead Testers: Adam Ingberman (Esq.), C. P. McBee
QA Staff: David Sanchez, Dale Taylor, Michael Mazziotto, Russell Tucker, Andrew Falk, Howard Perlman, Richard Varney, Michael Simmons
Special Thanks: Larry Kelley, Jeremy Schwartz, Rob Zimmelman, Rob Muzer, Howard Schwartz, Roger Booth
Shot at: Acclaim Studios - Glen Cove - New York

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62756&o=2

$end


$snes=batmanf,
$bio

Batman Forever (c) 1995 Acclaim Ent., Incorporated.

- TECHNICAL -

Package ID: Model SNSP P A3BP
Cartridge ID: Model SNSP-A3BP-EUR

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62755&o=2

$end


$gamegear=batmanf,
$bio

Batman Forever [Model T-81187] (c) 1995 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64475&o=2

$end


$n64=batmnfut,
$bio

Batman of the Future - Return of the Joker (c) 2001 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57599&o=2

$end


$gbcolor=batmanbe,
$bio

Batman of the Future - Return of the Joker [Model CGB-BTKP-EUR] (c) 2000 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67554&o=2

$end


$info=batman2,
$bio

Batman Part 2 (c) 1981.

Bootleg of Amstar's "Phoenix". It has different colors, music and sounds compared to the original.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=192&o=2

$end


$megadriv=batmanrn,
$bio

Batman Returns (c) 1992 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56350&o=2

$end


$amigaocs_flop=batmanrn,
$bio

Batman Returns (c) 1993 GameTek, Incorporated. [Miami Beach, FL, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73514&o=2

$end


$megacd,megacdj=batmanrn,batmanrna,
$bio

Batman Returns [Model 4401] (c) 1993 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60590&o=2

$end


$sms=batmanrn,
$bio

Batman Returns (c) 1993 Sega Enterprises, Limited.

- TECHNICAL -

[Model 7112]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55945&o=2

$end


$gamegear=batmanrn,
$bio

Batman Returns (c) 1992 Sega Enterprises, Limited.

- TECHNICAL -

[Model G-3314]

- TRIVIA -

This game is based on the 1992 movie with the same title.

- TIPS AND TRICKS -

* Sound test : Turn on the console with START held. This only works on a Japanese Game Gear.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64478&o=2

$end


$nes=batmanrn,batmanrnp,
$bio

Batman Returns (c) 1993 Konami Company, Limited.

- TECHNICAL -

[Model NES-BX-FRA]

- TRIVIA -

Batman Returns was released on May 23, 1993 in Europe.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54933&o=2

$end


$nes=batmanrnu,
$bio

Batman Returns (c) 1993 Konami Company, Limited.

- TECHNICAL -

[Model NES-BX-USA]

- TRIVIA -

Batman Returns was released in January 1993 in North America.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=34752&o=2

$end


$lynx=batmanrn,
$bio

Batman Returns (c) 1992 Atari Corp.

Oswald Cobblepot, better known as The Penguin, has just ruined Gotham City's gala Christmas party. Now The Penguin and Catwoman are terrorizing the city. In a flash Bruce Wayne changes into the world's most famous super-hero, Batman! He revs up his Batmobile and races out in hot pursuit of his mortal enemies. But is it too late?

- TECHNICAL -

Model PA2101

- TRIVIA -

Reviews:
[FR] August 1992 - Joypad N.11: 93/100

- SCORING -

Points are awarded for destroying enemies. The more harm an enemy can do to Batman, the more points you get:
Tit in Clown: 800
Far Clown: 400
The Strongman: 500
Motorcycle Hikers: 2,090
Knifethrower Dame: 200
Organ Grinder: 700
Cops: 300-400
Penguin Commando: 1,000
Emperor. Penguin: 1,500
Duck Vehicle: 10,000
Catwoman: 20,000
The Penguin: 50,000

- TIPS AND TRICKS -

* Be quick. It takes lightning-fast reactions to jump, fight and shoot while being attacked by many different enemies at the same time.

* Never stand in front of a moving motorcycle.

* Watch for powerups. They are not always easy to see, but you can't possibly win without them.

* Beware of gifts. They look nice, but their contents are not always that pleasant!


* Cheat Mode: At title screen enter Up x8, Down x12, Left x15, Right x19, OPTION 1 x27 and then start the game with A or B. Now, during the game you can pause and then press OPTION 1 to skip the level and OPTION 2 to enable invincibility.

* Additional Life and Weapons: In level one, if you enter in the big red box where motorcycles come from (after they all exited), you will receive 10 Batarangs and your life will be increased.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58797&o=2

$end


$snes=batmanrnj,batmanrnjp,
$bio

Batman Returns (c) 1993 Konami Company, Limited.

Batman Returns is a side-scrolling beat'em up developed and published by Konami, and based on Warner Bros's motion picture of the same name originally released in 1992. Gotham City faces its greatest threat yet - the Penguin and his minions from the Red Triangle Circus Gang (teamed up with Cat-woman) plan to take over the dark city, and, of course, only Batman can put a stop to all this madness. In the best beat-em-up tradition, Batman can perform punches and kicks against his opponents, as well as jumps and guarding moves. He also makes great use of powerful combos to quickly dispatch nearby foes, or lift them up by their necks and throw their beaten bodies against walls or other enemies. Additionally, Batman can use his Bat-Boomerang to hit his enemies from afar, or, in desperate situations, unleash a powerful melee attack where he swings his cape and deals damage to all enemies around him, albeit at the cost of some life. However, and unlike other beat'em ups, the game mixes up 'battle scenes' and 'action scenes' - although most of the game plays like a traditional side-scrolling brawler (the 'battle sections'), some levels are more oriented towards platforming action where Batman uses his Bat-boomerang rather than his fists, and his Bat-Grappling-Hook to swing around the screen and leap over large gaps and enemies with relative ease. Finally, Batman comes equipped with a limited amount of test tubes that can be thrown to the ground and explode in a flash of blinding light, damaging all enemies on the screen. Batman Returns consists of seven large levels (called 'scenes') and is single-player only.

- TECHNICAL -

Cartridge ID: SHVC-BJ

- TRIVIA -

Released on February 26, 1993 in Japan for 8800 Yen.

- STAFF -

Director: Yoichi Yoshimoto
Planners: Yoichi Yoshimoto, Etsunobu Ebisu, Toshinori Shimono, Shigeki Morihira
Programmers: Etsunobu Ebisu, Toshinori Shimono, Shigeki Morihara
Designers: Yoichi Yoshimoto, Tae Yabu, Tetsuya Sato, Takeshi Fujimoto, Koichi Ogawa
Sound & Music: Jun Funahashi, Harumi Ueko, Kazuhiko Uehara
Manual by: Mari Sato
Coordinator: Ichiro Ueda
Licensing Manager: Judy Steele
Special Thanks to: Sachiyo Sagoi, Shigeharu Umezaki
Produced by: Team Yoshimoto Entertainment

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61062&o=2

$end


$snes=batmanrnu,
$bio

Batman Returns (c) 1993 Konami Company, Limited.

- TECHNICAL -

Game ID: SNS-BJ-USA

- TIPS AND TRICKS -

Extra lives
-----------
Highlight the "Rest" selection on the options screen, then press Up(2), Down(2), Left, Right, Left, Right, B, A, B, A on controller two. A tone will confirm correct code entry. Up to ten lives may now be selected on the options screen.

Nine continues
--------------
Highlight the "Rest" selection on the options screen, then press Up, X, Left, Y, Down, B, Right, A, Up, X on controller two. A tone will confirm correct code entry. 

Invincibility
-------------
Press Up(8) at the title screen. 

Level select
------------
Enter Y*31 21 3191 11 as a password. Press Left or Right on controller two when the name of the first level, Stage 1-1, Gotham City Plaza, is displayed to select a new starting level. This may be done at any time during the game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62758&o=2

$end


$snes=batmanrn,
$bio

Batman Returns [Model SNSP-BJ-NOE] (c) 1993 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62757&o=2

$end


$segacd=batmanrn,
$bio

Batman Returns [Model T-4401] (c) 1993 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60696&o=2

$end


$cpc_cass=batmancchs,
$bio

Batman The Caped Crusader [Model 13] (c) 1990 Hit Squad, The [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99077&o=2

$end


$amigaocs_flop=batman2,
$bio

Batman [Budget] (c) 1989 Hit Squad, The [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73510&o=2

$end


$megadriv=batman,
$bio

Batman (c) 1992 Sega Enterprises, Limited.

European release. Game developed in Japan. See "Batman [Model T-15043]" for more information.

- TECHNICAL -

Game ID: 1044-50
Cartridge ID: 670-1476-50
Package ID: 670-1477-50

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56347&o=2

$end


$megadriv=batmanu,
$bio

Batman (c) 1990 Sunsoft.

North American release. Game developed in Japan. See "Batman [Model T-15043]" for more information.

- TECHNICAL -

Model 15016

- TRIVIA -

Released on July 19, 1990 in USA.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57114&o=2

$end


$info=btmn_103,btmn_101,btmn_106,btmn_g13,
$bio

Batman (c) 1991 Data East Pinball.

- TECHNICAL -

Model Number : 500-5511-01

Data East Version 3 (BSMT2000 & 128 x 16 display)

Main CPU : M6808 (@ 1 MHz)
Sound CPU : Motorola M6809 (@ 2 MHz)
Display CPU : Zilog Z80 (@ 4 Mhz)
Sound chip : BSMT2000 (@ 24 MHz)

- TRIVIA -

Batman was Data East's first game to use the BSMT-2000 (Brian Schmidt Music Technology) Sound System.

Based on the 1989 hit movie, starring Michael Keaton, Jack Nicholson, and Kim Basinger, and directed by Tim Burton.

- STAFF -

Design Team : Joe Kaminkow (JEK), Arnie Aarstad, Sarah Bagnolia, Joe Balcer, John Borg, Ed Cebula, Jim Gorman, Nancy Haas, Jack Liddon, John Lund, Phillis (Phyllis), Tim Seckel (TIM), Jim Studnicka, Nick Wade
Graphics : Paul Faris, Todd Faris, Brad Faris
Software : Kristina Donofrio, Neil Falconer (NF), Harry Cline (HEC)
Sound : Brian Schmidt (BLS)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5209&o=2

$end


$gameboy=batman,
$bio

Batman [Model DMG-BAA] (c) 1990 Sunsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65617&o=2

$end


$pce=batman,
$bio

Batman (c) 1990 Sunsoft.

- TECHNICAL -

[Model SS90003]

- TRIVIA -

Batman for PC-Engine was released on October 12, 1990 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49153&o=2

$end


$nes=batmanj,
$bio

Batman (c) 1989 Sunsoft

- TECHNICAL -

Game ID: SUN-BAT-6200

- TRIVIA -

Batman was released on December 22, 1989 in Japan.

- STAFF -

Developed by: SUNSOFT

Program: Keiichi Suzuki, Hiroaki Higashiya (Hiro Kun), Yūichi Ueda (Zap. Yuichi)
Design: Kazutomo Mori (Kaz), S. P. Taka, Yoshiaki Iwata (Iwata Kun), Noriko Sakai, Tadashi Kojima (Tadashi)
Music: Nobuyuki Hara (Nobuyuki Kun), Naoki Kodaka (Kodaka San)
Special Thanks to: Yoshiaki Komada (Don Gavacho), N. M, Tomy, Mieko San, Paul San

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53862&o=2

$end


$megadriv=batmanj,
$bio

Batman (c) 1990 Sunsoft

- TECHNICAL -

Game ID: T-15043

- TRIVIA -

Released on July 27, 1990 in Japan.

- STAFF -

Lead Programmer: Yoshitaka Kawabe
Assistant Programmer: Hiroaki Atsumi
Background Design: Yoshiaki Iwata, Kazutomo Mori
Character Design: Masayuki Aikawa, Yabu Chan
Assistant Design: Rieko Sakai, Akira
Music: Naoki Kodaka
Sound Programmer: Shinichi Seya
Special Thanks: Hiroaki Higashiya, Kazuaki Okumura, Akito Takeuchi (A.T.), Kazuyuki Sugiura, Masato Kawai, Kazumoto Kozawa, Hideo Aoyanagi, Yumi Kurahashi, Noriko Ichikawa, Mihoko Okazaki, Hatsue Andoh, Yoshinori Homma, Kōichi Kitazumi, Jay Moon, Tomio Uchida
Producer: Kiharu Yoshida

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56348&o=2

$end


$snes=batman,
$bio

Batman [Prototype] (c) 199? Software Creations

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62753&o=2

$end


$amigaocs_flop=batman1,
$bio

Batman [Single Disk] (c) 1989 Ocean Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73511&o=2

$end


$pc98=batsu,
$bio

Batsu (c) 1994 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88985&o=2

$end


$nes=batsuterr,
$bio

Batsu & Terii (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54934&o=2

$end


$nes=batsuter,
$bio

バツ＆テリー 魔境の鉄人レース (c) 1987 Use Company, Limited.
(Batsu & Terii - Makyou no Tetsujin Race)

- TECHNICAL -

Game ID: USE-BC

- TRIVIA -

Batsu & Terii was released on July 22, 1987 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53863&o=2

$end


$info=batsugunsp,
$bio

Batsugun Special Ver. (c) 1993 Toaplan Company, Limited.

In this special version:
* Different colours for all stages.
* Some sprites have different colors.
* The title screen/demo & the ship selection screen have different colors.
* The 4-lap end is different.
* The power-ups are different.
* The collision detection area is tighter than the original.
* The smart-bombs are bigger and nicer looking. They also do more damage.
* You get 8 credits instead of 4 to complete the game.

So basically the Special version is an Easier version.

- TRIVIA -

The special version of Batsugun was originally shown at the AOU show (an arcade game show held in Japan every year) and was not for sale. After the Toaplan bunkruptcy, the board started to appear on the second hand market.

- STAFF -

* Consoles :
Sega Saturn (1996)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=44339&o=2

$end


$saturn,sat_cart=batsugun,
$bio

Batsugun (c) 1996 Banpresto.

- TECHNICAL -

[Model T-20605G]

- TRIVIA -

Batsugun for Saturn was released in October 25, 1996 in Japan.

- TIPS AND TRICKS -

Extra Credits : Pause the game and then press A, B, A, B, X, A, B.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47493&o=2

$end


$info=batsugun,batsuguna,batsugunb,
$bio

Batsugun (c) 1993 Toaplan.

A vertically scrolling shoot'em up game. As is the standard with most arcade shooters, the player controls their ship with a joystick and two buttons. One button (Fire) shoots the main guns, and the other button (Bomb) releases a smart bomb that spreads huge energy balls all around the player's ship.

As enemies are destroyed, the player gains experience points that are separate from the score. For every 288 experience points gained, the main gun will 'level up', becoming much stronger. This is analogous to experience points and leveling up in role playing games. The weapon can only level up twice, so after it has achieved its maximum level, 288 experience points will grant the player an extra bomb.

The player can also grab P icons to increase the power of the current level gun. A maximum of five "P"s can be collected per experience level; getting more after this gives extra points instead.

Collecting B icons increases the number of bombs, to a maximum of 7.

Apart from destroying enemies, points can be gained from collecting golden V-shaped medals. After the level is finished, 3000 points are awarded for every small one, and 5000 points for every large one. If the player's ship is destroyed during a level, all medals collected are lost.

- TECHNICAL -

Game ID : TP-030

Main CPU : Motorola 68000 (@ 16 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.375 Mhz), OKI6295 (@ 24.242 Khz)

Players : 2
Control : 8-way joystick
Buttons : 2
=> [A] Shot, [B] Bomb

- TRIVIA -

Batsugun was released in February 1993.

BATSUGUN means 'Preeminence', 'Predominace' or 'By far the best'.
BATSU means 'Dominant', 'Outstanding' or 'Excel'.
GUN is originaly 'Group' or 'Brigade', but also means 'Common Level'.
BATSU also means a cross (X) mark, so there's an X under the logo of Batsugun.

Licensed to Taito for world distribution and to Unite Trading for Korea.

This is the last shoot'em up and the first 'non-endless' game by Toaplan. A special version of Batsugun existed, originally it was only for the AOU show (Arcade Operators Union, an arcade game show held in Japan every year) and not for sale. After the Toaplan bankruptcy, the board started to appear on the second hand market.

Heralded by some as the first 'maniac shooter', Batsugun involved employees who would go on to form and work at Cave and continue to work in this subgenre. Batsugun saw an evolution in the use of complex bullet and enemy patterns and player fire power and hit-box.

The scoring trick on the fourth boss (destroy the two giant laser cannons, let the tanks appearing from the hangars fill the ramps and become red, bomb for 59,630 points a tank) was one source of inspiration for "Battle Garegga"'s gameplay.

Pony Canyon released a limited-edition soundtrack album for this game (Batsugun - PCCB-00151) on 18/03/1994.

- TIPS AND TRICKS -

* Hidden Functions : If the 'Invulnerability dip switch' is enabled, you are invulnerable but you may also 'Pause' the game with P2 Start and restart with P1 Start.

- STAFF -

Excecutive producer : Yuko Tataka
Programmers : Suki! Suki! Kohchan No-Make, Sigue Hayasato, Tsuneki Ikeda (Ikeda In Naeba), Yoshitatsu Sakai (the 3rd)
Graphic design : Yuko Tataka, Takeshi Kamamoto, Junya Inoue (Joker Jun)
Characters designed by : Junya Inoue (Joker Jun)
Musics composed by : Yoshitatsu Sakai (the 3rd)

- PORTS -

* Consoles :
Sega Saturn (1996) "Batsugun [Model T-20605G]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=193&o=2

$end


$x1_flop=btanuki,
$bio

ばってんタヌキの大冒険 (c) 1986 Tecno Soft.
(Batten Tanuki no Daibouken)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85934&o=2

$end


$pc8801_flop=btanuki,btanukib,btanukia,
$bio

Batten Tanuki no Daibouken (c) 1986 Tecno Soft [TechnoSoft] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91432&o=2

$end


$msx1_cart=btanukia,btanukib,btanuki,
$bio

Batten Tanuki no Daibouken [Model MXTJ-11002] (c) 1986 Tecno-Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76588&o=2

$end


$gamegear=batterup,
$bio

Batter Up (c) 1991 Namco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64481&o=2

$end


$info=battlnts,battlntsj,battlntsa,
$bio

Battlantis (c) 1987 Konami Industry Company, Limited.

A shoot'em up similar to "Space Invaders" in concept.

- TECHNICAL -

Game ID : GX777

Main CPU : HD6309 (@ 3 Mhz)
Sound CPU : Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : (2x) YM3812 (@ 3 Mhz)

Players : 2
Control : 8-Way Joystick
Buttons : 1
=> Shoot

- TRIVIA -

Battlantis was released in July 1987.

Battlantis stands for 'Battle of Atlantis'.

Default high-score table (Best 10 Ranking) :
1ST 12400 2 TOP
2ND 11700 2 GUN
3RD 9800 1 NSA
4TH 9400 1 K.T
5TH 9000 1 MSX
6TH 7700 1 YHP
7TH 7100 1 RPG
8TH 6600 1 WEC
9TH 6500 1 ROM
10TH 5000 1 H.R

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

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=194&o=2

$end


$pc98=battle,
$bio

Battle (c) 1990 GAM [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88986&o=2

$end


$bbca_cass,bbcb_cass=batl1917,
$bio

Battle 1917 (c) 1983 CCS

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51532&o=2

$end


$sgx=battlace,
$bio

Battle Ace (c) 1989 Hudson Soft [Hudson Group].

- TECHNICAL -

Game ID: HC89026

- TRIVIA -

Battle Ace was released on November 30, 1989 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76740&o=2

$end


$info=ts2,ts2j,ts2a,
$bio

Battle Arena Toshinden 2 (c) 1995 Capcom Company, Limited.

Battle Arena Toshinden 2 is a 3-D, weapons-based fighting game featuring a total of 15 different fighters - 11 main fighters, 2 hidden fighters and 2 bosses. Battles take place in a number of 3-D rendered arenas. Unlike most other 3-D fighters of the time - in which only the graphics are 3-D, with the actual fighting taking place on a 2-D plane - Battle Arena Toshinden features wholly 3-D gameplay that allows players to dive out of the path of their opponent's attacks.

- TECHNICAL -

Sony ZN-1 hardware

Main CPU : SPU (@ 16.9344 Mhz)
Sound CPU : Zilog Z80 (@ 8 Mhz)
Sound Chips : SPU (@ 8 Mhz), Q-Sound (@ 4 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 6

- TRIVIA -

Developed by Tamsoft, Battle Arena Toshinden 2 was released in November 1995 by Capcom.

Sony Records released a limited-edition soundtrack album for this game (Battle Arena Toshinden 2 Game Soundtrack - SRCL-3471) on April 21, 1996.

- UPDATES -

The US version has the "Recycle It, Don't Trash It!" screen.

- SERIES -

1. Battle Arena Toshinden (1994, PlayStation)
2. Battle Arena Toshinden 2 (1995, PlayStation)
3. Battle Arena Toshinden 2 Plus [Model SLPS-91006] (1996, PlayStation)
4. Battle Arena Nitoshinden (1996, PlayStation)
5. Battle Arena Toshinden Remix [Model 81029] (1996, Saturn)
6. Battle Arena Toshinden URA - Ultimate Revenge Attack [Model 81054] (1996, Saturn)
7. Battle Arena Toshinden 3 (1997, PlayStation)
8. Battle Arena Toshinden 4 (1999, PlayStation)
9. Battle Arena Toshinden (2009, Wii)

- STAFF -

Director : Shintarou Nakaoka
Assistant Director : Hideki Kobayashi
Main Programmer : Hiroaki Furukawa 
Character Design : Miho Furukawa
Sub Program : Etsuhiro Wada, Tooru Kawashima
Motion Compose : Shinya Kusunoki, Hideki Matsumoto
Motion Design : Toshihiro Ichino, Naotaka Suzuki, Hisashi Satou, Mizuki Muramatsu, Kou Ogura
Background Design : Kanako Satou, Aki Kobayashi
Effect Design : Kou Ogura
Sound Design : Yasuhiro Nakano, Fumio Tanabe
Sound Effect : Yasuhiro Nakano
Adviser : Mitsutoshi Nomura, Masaru Nakagama, Toshimi Matsumoto, Kaori Akasaka
Executive Producer : Toshiaki Ota
Official Illustrator : Tsukasa Kotobuki
Title Logo Design : Mitsuaki Hashimoto
Story Plot : Chozi Yoshikawa
Executive Producer : Nobuyuki Okude
Producer : Takayuki Nakano
Director : Takeshi Ikenoue
Marketeer : Toshihiro Morioka, Hiroshi Takekawa

- PORTS -

* Consoles : 
Sony PlayStation [JP] (December 29, 1995) [Model SLPS-00200] 
Sony PlayStation [US] (May 1996) [Model SLUS-00220] 
Sony PlayStation [EU] (June 1996) [Model SLPS-00232] 

* Computers : 
PC [MS Windows, CD-ROM] [US] (1997)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=195&o=2

$end


$saturn,sat_cart=toshimixu,
$bio

Battle Arena Toshinden Remix [Model 81029] (c) 1995 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59976&o=2

$end


$saturn,sat_cart=toshimix,
$bio

Battle Arena Toshinden Remix [Model MK81029-50] (c) 1996 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60236&o=2

$end


$saturn,sat_cart=toshiurau,
$bio

Battle Arena Toshinden URA - Ultimate Revenge Attack [Model 81054] (c) 1996 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59977&o=2

$end


$saturn,sat_cart=toshiura,
$bio

Battle Arena Toshinden URA - Ultimate Revenge Attack [Model MK81054-50] (c) 1997 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60237&o=2

$end


$gameboy=toshinu,
$bio

Battle Arena Toshinden [Model DMG-ATDE-USA] (c) 1996 Takara Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65630&o=2

$end


$gameboy=toshin,
$bio

Battle Arena Toshinden [Model DMG-ATDP-EUR] (c) 1996 Takara Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65629&o=2

$end


$saturn,sat_cart=battleat,
$bio

Battle Athletess Daiundoukai [Model T-24601G] (c) 1996 Increment P

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58938&o=2

$end


$info=m5baxe,m5baxe04,
$bio

Battle Axe (c) 2001 Barcrest.

- TRIVIA -

Released in March 2001.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=14898&o=2

$end


$gba=bdamanfs,
$bio

Battle B-Daman - Fire Spirits! [Model AGB-BBME-USA] (c) 2006 Atlus Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69874&o=2

$end


$gba=bdaman,
$bio

Battle B-Daman [Model AGB-BDXE-USA] (c) 2006 Atlus Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69873&o=2

$end


$info=bbakraid,bbakraidja,bbakraidj,bbakraidc,
$bio

Battle Bakraid (c) 1999 Eighting.

The sequel to "Battle Garegga", an equally excellent vertically scrolling shoot 'em up game.

- TECHNICAL -

Game ID : ET68-V99

Main CPU : Motorola 68000 (@ 16 Mhz), Zilog Z80 (@ 8 Mhz)
Sound Chips : Yamaha YMZ280B (@ 16.9344 Mhz)

Screen orientation : Vertical
Video resolution : 240 x 320 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Released in April 1999.

The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to 'H!?'.

Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Battle Bakraid Original Soundtrack - SGCD-0008) on 19/06/1999.

- UPDATES -

The 'Unlimited Version' (06/1999) has unlocking codes to gain access to five secret fighters and the special course.

- SCORING -

Medals System : As long as you catch all medals of a wave, the increasing continues up to 10,000 points per medal. If you miss one, the next wave restarts at 100 point...
1 : 100 points.
2 : 200 points.
3 : 300 points.
4 : 400 points.
5 : 500 points.
6 : 600 points.
7 : 700 points.
8 : 800 points.
9 : 900 points.
10 : 1000 points.
11 : 2000 points.
12 : 3000 points.
13 : 4000 points.
14 : 5000 points.
15 : 6000 points.
16 : 7000 points.
17 : 8000 points.
18 : 9000 points.
19 : 10,000 points.
20 : 100,000 points - You can only trigger the 100k points medals when you have a multiplier active, and you can only continue to release 100k points medals if you continue to keep a multiplier going. Once you lose a multiplier, your medals revert back to 10k points medals.

* Multiplier System : Bakraid features another scoring system that alters the amount of points gained from enemy destruction by modifying the base point gain from enemy destruction with a specially acquired incremental multiplier. The multiplier system is the more important of the two scoring systems as it is the system that can contribute to almost 80% of your total score, and is centric to the release of the special 100,000 points medals. However, the multiplier system is also the most difficult to get to grips with and exploit, as it requires a lot of pre-planning on the player's part with regards to stage and boss strategies in order to maximize potential point gains. The multiplier system in essence features an incremental multiplier that is gained by destroying LARGE enemies. You can continue to increment the multiplier up to a max of 64x, via this simple table (the number in brackets refers to the amount of large enemies destroyed to reach that multiplier stage) :
2x (destroy 2)
4x (3)
8x (4)
16x (5)
32x (6)
64x (7 and more)

- TIPS AND TRICKS -

* Ship Selection : at the ship select screen...
1) To select a 'main shot power type' fighter, select your ship with A button.
2) To select a 'Bomber power type', select your ship with B button.
3) To select a 'Side shot power type', select your ship with C button.
4) To select a 'Speed up type', select your ship with Start button.

* Phase 2 : to unlock 3 more fighter planes, insert a coin and press Up(x2), Down(x2), Left, Right, Left, Right, A, B, Start.

* Phase 3 : to unlock 2 more fighter planes, insert a coin and press Up(x2), Down(x2), Left, Right, Left, Right, B, A, Start (the entering of this code has to be finished before the counter passes 10).

* Special Course : hold C button, insert a coin and press Up, Down, Up, Down Left, Right, Left, Right, B, A, Start and release C button.

* Team Edit : insert a coin and press Up, Down, Up, Down Left, Right, Left, Right, A, B, Start (the entering of this code has to be started after the counter passes 10).

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

* Score Mode : to show up score calculations, start from anywhere in the game, hold C button and tap Joystick Up (to leave the score mode, re-enter the code).

- SERIES -

1. Battle Garegga (1996)
2. Battle Bakraid (1999)

- STAFF -

Program 68000 Side : Shinobu Yagawa
Program Z80 Side : Tatsuya Uemura
Music composed by : Atsuhiro Motoyama
Graphics: H. Tamai, N. Kaneko, F. Namie

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=196&o=2

$end


$info=batlball,batlballa,batlballu,batlballe,
$bio

Battle Balls (c) 1995 Seibu Kaihatsu.

In this puzzle game, 3 rotatable balls consisting of 4 basic colors, yellow, pink, green, blue, fall from the top to the lowest part of the screen.

When groups of like-colored spheres collect together, they disappear and the space is filled in with surrounding spheres.

Bonuses are awarded for completing combos and the game ends when the entire screen has been filled up.

The game has many modes of play : Single, Puzzle, Vs. Computer and Vs. Player. In Puzzle mode there is continuous, changing backgrounds and additional colors. In the Vs. play modes, the spheres only appear in the 4 basic colors.

- TECHNICAL -

Seibu SPI Hardware

Main CPU : I386 (@ 25 Mhz)
Sound CPU : Zilog Z80 (@ 7.15909 Mhz)
Sound Chips : YMF271 (@ 7.15909 Mhz)

Control : 8-way joystick
Buttons : 3

- TRIVIA -

Released in October 1995.

Licensed to Tuning for German distribution and to Metrotainment for Asian distribution.

This game is known in Japan as "Senkyu".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3291&o=2

$end


$nes=batbaseb,
$bio

Battle Baseball (c) 1993 Banpresto.

- TECHNICAL -

[Model BAP-1Z]

- TRIVIA -

Battle Baseball was released on February 19, 1993 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53864&o=2

$end


$snes=batblazj,
$bio

Battle Blaze (c) 1992 Sammy Corp.

- TECHNICAL -

Cartridge ID: SHVC-BZ

- TRIVIA -

Reviews:
[FR] March 1992 - Consoles + N.8 (Page 66-67): 76/100 (1-Player)
[FR] March 1992 - Consoles + N.8 (Page 66-67): 88/100 (2-Player)
[FR] July 1992 - Joypad N.10: 76/100

Average note: 76/100

- TIPS AND TRICKS -

Cheat mode
----------
Hold Select and press Start at the title screen. The options screen will appear. Hold R and press Up + X, Right + A, Down + B, Left + Y. The cheat mode screen will appear allowing switching to a two player game, use of any fighter, and selecting the background music and graphics. 

Unlimited continues
-------------------
Hold Select and press Start at the title screen. The options screen will appear. Hold L and press Up + X, Left + Y, Down + B, Right + A. A credit option screen will appear allowing selection of one, three, five, or an unlimited number of continues.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61063&o=2

$end


$snes=batblaz,batblazp,
$bio

Battle Blaze [Model SNS-BZ-USA] (c) 1993 American Sammy Corp. [Torrance, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62759&o=2

$end


$pc98=bbalfin,
$bio

Battle Block Alfin (c) 1991 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88987&o=2

$end


$msx2_flop=battlebo,
$bio

Battle Bomber (c) 1996 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101494&o=2

$end


$info=batlbubl,
$bio

Battle Bubble (c) 1999 Limenko.

Battle Bubble is about 2 lovely mice fighting against rascals who kidnapped their girlfriend. On their way to rescue her, they encounter 'bubbles' in their way. See how they wipe out the bubbles with bubbles.

It features 32 stages, and basic rule requires players to pop off all the bubbles in their way to clear stages. Throw your bubbles into the bothering bubbles of the matching color to pop and remove.

Protect yourself from the troublesome bubbles by blocking them with your bubbles. Collision with the bubbles diminishes player's health. Tricky traps like icy stage and boss stages make enemies even harder to deal with. In couple play mode, the game can be easier or harder depending on the harmony with the partner.

- TECHNICAL -

Game ID : LM2DY00

Main CPU : Motorola 68000 (@ 16 Mhz)
Sound Chips : YMF278B (@ 33.8688 Mhz)

Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 8192

Players : 2
Control : 8-way Joystick
Buttons : 1

- TRIVIA -

This game is a copy of "Bang Bang Ball" released by Banpresto 3 years earlier. It retains the same gameplay and sounds, but has different backgrounds.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4364&o=2

$end


$gameboy=bbull,
$bio

Battle Bull [Model DMG-BR-USA] (c) 1991 Seta Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65632&o=2

$end


$gameboy=bbullj,
$bio

Battle Bull [Model DMG-BRA] (c) 1990 Seta Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65631&o=2

$end


$pc8801_flop=battlebu,battlebua,
$bio

Battle Bunnygirl (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91433&o=2

$end


$snes=batlcars,
$bio

Battle Cars (c) 1993 Namco, Limited.

- TIPS AND TRICKS -

Overhead view
-------------
Press Up, Down, L, R, Select at the title screen. Enable the new Mystery Mode selection at the bottom of the options screen. 

Drive Boss car
--------------
Press L, R, Up at the title screen. A rumbling sound will confirm correct code entry. Start a normal game. After reaching the Boss, you will be driving his car. 

Alternate car colors
--------------------
Highlight a car at the selection screen then press A + Select + Start. You will now be able to choose a color for your car.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62760&o=2

$end


$amigaocs_flop=btlchess,btlchessa,
$bio

Battle Chess (c) 1988 Interplay

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73515&o=2

$end


$x68k_flop=btlchess,
$bio

Battle Chess (c) 1989 Pack-In-Video Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87099&o=2

$end


$pc98=btlchess,
$bio

Battle Chess (c) 1990 Pack-In-Video Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88988&o=2

$end


$amigaocs_flop=btlches2,
$bio

Battle Chess II - Chinese Chess (c) 1991 Interplay

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73516&o=2

$end


$nes=bchess,
$bio

Battle Chess (c) 1990 Data East USA.

- TECHNICAL -

Model NES-C6-USA

- STAFF -

Developed by: Beam Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54935&o=2

$end


$msx1_cass=batlchop,
$bio

Battle Chopper (c) 1985 Methodic Solutions

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94473&o=2

$end


$info=bchopper,
$bio

Battle Chopper (c) 1987 Irem.

For more information about the game itself, please see the original Japanese version entry; "Mr. Heli no Daibouken".

- TRIVIA -

Battle Chopper was released in December 1987 outside Japan. It is known in Japan as "Mr. Heli no Daibouken".

- PORTS -

* Computers :
Atari ST [EU] (1989) "Mr. Heli" 
Commodore C64 [US] (1987) 
Commodore C64 [EU] (1989) "Mr. Heli" 
Sinclair ZX Spectrum [US] (1989) "Mr. Heli" 
Commodore Amiga [EU] (1989) "Mr. Heli" 
Amstrad CPC [EU] (1989) "Mr. Heli"
Gun Force II (c) 1994 Irem Corp.
PC [MS Windows, Online] [EU] (December 9, 2011) "IREM Arcade Hits" by DotEmu
Apple MacIntosh [Online] [US] (August 21, 2011) "Irem Arcade Hits" by DotEmu
PC [Desura] [US] (November 2, 2013) "IREM Arcade Hits" by Plug In Digital

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=197&o=2

$end


$info=batcir,batcird,
$bio

Battle Circuit (c) 1997 Capcom Company, Limited.

European release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Battle Circuit [Green Board]".

- TECHNICAL -

Runs on the "CP System II" hardware.
Blue Board [Europe]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69628&o=2

$end


$info=batcirj,
$bio

Battle Circuit (c) 1997 Capcom.

In this side-scrolling beat'em up, 5 wacky colour-coded characters fight to arrest 'Dr. Saturn' and stop the 'Shiva System' from taking over the world! Earn money to buy special moves and power-ups. This game has 7 stages...
* Stage 1: Inside enemy ship.
* Stage 2: Fever in disco, den of evil.
* Stage 3: Dead heat in desert.
* Stage 4: Sneak in and foil Dr. Saturn's plans.
* Stage 5: Jungle Battle, escape from death line.
* Stage 6: Chase Zipang as you go down river.
* Final Stage : Showdown, desperate battle with Shiva system.
* Secret : Last battle, stop Master Program.

- TECHNICAL -

Runs on the "CP System II" hardware.
Green Board [Japan]

Players: Up to 4.
Control: 8-way joystick per player.
Buttons: 2 per player.
=> [1] Attack, [2] Jump

- TRIVIA -

Battle Circuit was released in March 1997. It was known as the 21th CPS-II game.

Known export releases:
"Battle Circuit [Blue Board]"
"Battle Circuit [Grey Board]"

Some of the game's characters seem to borrow moves & stuff from other Capcom games :
* Cyber Blue : His battle armor seems VERY inspired by the one used by "Captain Commando", also his Cyber Cannon is reminiscent of Iron Man's Proton Cannon in "Marvel Super Heroes".
* Captain Silver : One of his special attacks is clearly based on Iceman's Artic Attack in "X-Men - Children of the Atom".
* Yellow Iris : Her Speed Up power attack is based on Psylocke's Gem Ability in "Marvel Super Heroes" in which she summons copies of herself that attack enemies.
* Pink Ostrich : She borrows LOTS of moves from Zelkin Fiskerkogen, the bird alien from "Star Gladiator - Episode : I Final Crusade". Also her anklet is quite reminiscent of the spiky bracelets that Chun-li wears in the Street Fighter games.
* Alien Green : His jump & slam throw is clearly based on Haggar's Pile Driver in "Final Fight".

Johnny (the second boss) is based on Elvis Presley. When you defeat him, he becomes fat.

- TIPS AND TRICKS -

Pink Ostrich and Alien Green are very hard to clear stage 2 & 3. So if you can put only one credit in the machine, play with another character.

- STAFF -

Planner : Burns Fuji, Dave Matumoto, Ryozo Tsujimoto, Satoshi. M
Program Designers : Tomohiro Ueno, Batayon, HDO, Dress
Character Graphics : Nakamu, Pinopu, Ino, Kimo Kimo (Hana Kimo Komo), Shinya Kitamura, M. Nakatani, Yorio, Dekao, Dai, Tomohiko Ohsumi, Takep, Michiru
Title Designer : Shoei
Arts : Hiroki Ohnishi, Yamamoto Kouji, Nakamura Takako, Hirokazu Yonezuka, Nissui Asae, Nukeo, Hiro, Tokio. N
Sound Effects : Hachibee
BGM : Syun Nishigaki (Syun)
All sound produced by Arcade Sound Team.
Voices : Toshiyuki Morikawa, Takashi Nagasako, Kouji Tobe, Miyuki Yamamoto, Jin Yamanoi, Miki Yoshino
Producers : Tomoshi Sadamoto (Sadamoto), Kenji Kataoka (Ken Kun)
General Producers : Noritaka Funamizu, Yoshiki Okamoto
Special Thanks : Shinichi Yasuki, Takuya Shiraiwa, Matt Taylor, Erik Suzuki, Rita Rokos, Jesus Rodriguez Bueno, Harumi Yamashita, Sakomizu, Ikedai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=198&o=2

$end


$info=batcira,
$bio

Battle Circuit (c) 1997 Capcom Company, Limited.

Asian release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Battle Circuit [Green Board]".

- TECHNICAL -

Runs on the "CP System II" hardware.
Grey Board [Asia]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69629&o=2

$end


$x1_flop=batlcity,
$bio

Battle City (c) 1986 Dempa Shinbunsha [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85935&o=2

$end


$nes=batlcityh,
$bio

Battle City (c) 1987 FMG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69221&o=2

$end


$x68k_flop=batlcity,
$bio

Battle City (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87100&o=2

$end


$nes=batlcity,
$bio

Battle City (c) 1985 Namco, Limited.

- TECHNICAL -

Model NAM-NBC-4500

- TRIVIA -

Battle City was released on September 09, 1985 in Japan.

- STAFF -

By: RYOUITI OOKUBO, TAKEFUMI HYOUDOU, JUNKO OZAWA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53865&o=2

$end


$snes=batlclshu,
$bio

Battle Clash [Model SNS-BT-USA] (c) 1992 Nintendo Company, Limited.

- TIPS AND TRICKS -

Cheat mode: Press L + Select at the title screen. Adjust the aim and options with the Super Scope. The difficulty level selection will appear. Press Cursor at the map screen to advance to the next level.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62762&o=2

$end


$snes=batlclsh,
$bio

Battle Clash (c) 1992 Nintendo Company, Limited.

- TECHNICAL -

Cartridge ID: SNSP-BT-ESP

- TRIVIA -

Reviews:
[FR] April 1993 - Consoles + No. 19: 72/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62761&o=2

$end


$amigaocs_flop=battlcmd,battlcmdu,
$bio

Battle Command (c) 1990 Ocean Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73517&o=2

$end


$c64_cart,c64_flop=battlcmd,
$bio

Battle Command (c) 1991 Ocean

- STAFF -

Code: Steve Caslin
Music: Jonathan Dunn

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53514&o=2

$end


$snes=batlcomm,
$bio

Battle Commander - Hachibushuu, Shura no Heihou [Model SHVC-BC] (c) 1991 Banpresto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61064&o=2

$end


$info=battlex,
$bio

Battle Cross (c) 1982 Omori Electric.

An early space-themed shoot'em up where fleets of ships fly in from either of the screen and loop around in formation. The player may move around the screen in any direction.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 5 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.25 Mhz)
RAM : (12x) 4116, (2x) 2114, (6x) 2114

Players : 2
Control : 8-way joystick
Buttons : 1

- TRIVIA -

Released in November 1982 in Japan.

- SCORING -

Ione : 100 points.
Rearu : 120 points.
Deone : 150 points.
Commander : 200 points.
Meruda : 250 points.
Karisuto : 300 points.
Hornet : 500 points.
Laser Ship : 1000 points.

- PORTS -

* Computers :
MSX

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=199&o=2

$end


$msx1_cart=battlex,
$bio

Battle Cross (c) 1984 Sony Corp.

- TECHNICAL -

Game ID: HBS-G005C

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76589&o=2

$end


$snes=battlex,
$bio

Battle Cross (c) 1994 Imagineer Company, Limited.

Battle Cross is an intense racing game published by Imagineer. The goal of the game is to take a small futuristic air bikes and to go around one of the various race tracks. Unsurprisingly, players actually race each other to see who makes it to the finish line first. To spice up the formula, power-ups and weapons are available for the taking throughout the game. These weapons dramatically change how the game is played altogether - the laser is unlimited and can stun other racers for a short amount of time, homing missiles fly around the track until they hit an unfortunate racer, invincibility gets the player to knock out anyone in its path, land mines, nitro speed boosts and so forth... A little fairy flies around each track and can relieve a player gone bad. Various hazards are also scattered around each track, from puddles to speed bumps, pinball bumpers and even cannonballs ! The game also features a battle mode where up to five players can race each other up and a solo story mode.

- TECHNICAL -

Cartridge ID: SHVC-ABCJ-JPN

- TRIVIA -

Released on December 09, 1990 in Japan for 9800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61065&o=2

$end


$info=bcruzm12,
$bio

Battle Cruiser M-12 (c) 1983 Sigma Enterprises.

A shoot'em up.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.5 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 1

- TRIVIA -

Released in July 1983.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=200&o=2

$end


$gameboy=bcrusher,
$bio

Battle Crusher [Model DMG-ABAJ-JPN] (c) 1995 Banpresto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65633&o=2

$end


$snes=bdodge,
$bio

Battle Dodge Ball - Toukyuu Daigekitotsu! (c) 1991 Banpresto

- TECHNICAL -

Cartridge ID: SHVC-BD

- TRIVIA -

Reviews:
September 1991 - Consoles + N.1 [FR]: 64/100
October 1991 - Joypad N.1 [FR]: 86/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61066&o=2

$end


$snes=bdodge2,
$bio

Battle Dodge Ball II [Model SHVC-D2] (c) 1993 Banpresto

- TIPS AND TRICKS -

Power Ball:
-----------
To use a Power Ball, run either towards or away your opponent and quickly press B, A. 

Gain MP:
--------
To catch a ball and gain MP, press A just before it hits you.

Wing Zero costume:
------------------
Complete the game five times. Then, highlight the 0083 team, press Select, then press Start.

Inflict more damage:
--------------------
Select the Ice Stage in one or two player mode. Once you have got the ball, run and use the Power ball trick, so they can catch it and skid backwards. Once they are outside the arena, your opponent should drop the ball. The people on the side of the area will get the ball. Once they have got the ball, throw as many balls as you can at the person out of the arena. 

Passing to the inner area:
--------------------------
To pass just to your three characters in the inner area, press Back + Y.

Special ability:
----------------
When you have 4 MP by catching 4 balls, press L + R, and they will use their special ability.

Super special ability:
----------------------
Use a leader of a team and gain 8 MP. Press L + R, and they will use their super special ability.

Defend from a secial ability:
-----------------------------
When you have 4 MP, and your opponent is using his special ability (when moving to the central circle), press L + R. Your team member will walk up to their side of the area and kick, punch or use their sword to stop them from using it.

Accurate power balls:
---------------------
Run away from your opponent. Just before you reach the boundaries quickly press B, A.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61067&o=2

$end


$gameboy=bdodge,
$bio

Battle Dodge Ball [Model DMG-D6J] (c) 1992 Banpresto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65634&o=2

$end


$pc8801_flop=battleen,
$bio

Battle Entry (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91434&o=2

$end


$megacd,megacdj=batlfant,
$bio

Battle Fantasy [Model T-22044] (c) 1994 Micronet

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60492&o=2

$end


$info=btlfield,btlfieldb,
$bio

Battle Field (c) 1987 SNK.

Travel throughout various time periods to save your fellow comrades in this vertically scrolling shoot'em up. Collect power-ups to help you defeat a variety of enemies and end-bosses.

- TECHNICAL -

Game ID : Alpha-68K96II 'BT'

Main CPU : Motorola 68000 (@ 8 Mhz)
Sound CPU : Zilog Z80 (@ 7.15909 Mhz)
Sound Chips : YM2203 (@ 3 Mhz), YM2413 (@ 8 Mhz), DAC

Players : 2
Control : 8-way joystick (rotary)
Buttons : 2

- TRIVIA -

Developed by Alpha Denshi. Released in October 1987.

This game is known in US as "Time Soldiers".

The game contains a horrible original bug : When you put the 'English language' on using the dipswitch the title screen becomes totally broken.

Default high-score table (ranking) :
1 90000 H.RYU
2 80800 TOMO
3 70900 K.OZ
4 60600 ROW.U
5 50500 K.SAKA
6 40400 H.HON
7 30300 T.HATO
8 20200 KAMODA
9 10100 HAGITA
10 7700 S.MORI

- UPDATES -

In "Time Soldiers", the highscore table contains different name entries than Battle Field.

- STAFF -

Director : Kyuko Ozutumi (K.OZ)
A.D & design : Tomoharu Takahasi (TOMO)
Designers : Shinji Moriyama (S.MORI), Row Ushizawa (ROW.U), Kenichi Sakanishi (K.SAKA), Kathue Konbe, Takashi Hatono (T.HATO)
Music programmer : Satoshi Hagitani (HAGITA)
Music : Yuka Watanabe
Programmers : Hideo Kamera, Hiroyuki Ryu (H.RYU)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=201&o=2

$end


$gbcolor=batlfish,
$bio

Battle Fishers [Model CGB-BBAJ-JPN] (c) 2000 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67555&o=2

$end


$nes=bfleet,
$bio

Battle Fleet (c) 1990 Namco, Limited.

- TECHNICAL -

[Model NAM-FBF-5900]

- TRIVIA -

Battle Fleet was released on June 22, 1990 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53866&o=2

$end


$info=flipshot,
$bio

Battle Flip Shot (c) 1998 Visco Corp.

A modern "Pong"-like game with selectable characters.

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : 0247

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2610 (@ 8 Mhz)

[SNK MVS Neo-Geo Controls]
2 players - 4 buttons per player.
[JOYSTICK] 8-way [A] Special attack [B] Slide [C] Provoke

- TRIVIA -

Battle Flip Shot was released in December 1998.

This game runs on the Neo-Geo MVS and was not released on the Neo-Geo AES home console.

The game was in location test two months (10/1998) before its release.

- SERIES -

1. Battle Flip Shot (1998)
2. Bang Bead (2001)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=202&o=2

$end


$amigaocs_flop=batashes,
$bio

Battle for the Ashes (c) 1995 Audiogenic

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73524&o=2

$end


$nes=bformula,
$bio

Battle Formula (c) 1991 Sunsoft

- TECHNICAL -

[Model TEC-5U]

- TRIVIA -

Battle Formula was released on September 27, 1991 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53867&o=2

$end


$x68k_flop=btlgame,
$bio

Battle Game (c) 1989 Imai Takashi

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87101&o=2

$end


$info=bgaregga,bgareggat2,bgareggacn,bgareggahk,bgaregganv,bgareggatw,
$bio

Battle Garegga (c) 1996 Eighting / Raizing.

An excellent vertically shoot'em up.

- TECHNICAL -

Game ID : RA9503

Main CPU : Motorola 68000, Zilog Z80
Sound Chips : Yamaha YM2151, (2x) OKI6295

Screen orientation : Vertical
Video resolution : 240 x 320 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048

Players : 2
Control : 8-way joystick
Buttons : 3
=> [A] Shot, [B] Special weapon, [C] Change formation

- TRIVIA -

Released in February 1996.
Licensed to Tuning for Europe distribution, to Fabtek for USA and to Metrotainment for Hong Kong.

Battle Garegga is considered as the first 'Danmaku' shooting game. Danmaku is a Japanese term for 'barrage', as in a barrage of bullets.

The main source of inspiration for this game has been the game "Gun Frontier" (1990 ,Taito). The main gun and bomb power-up systems are almost identical in mechanics, many vehicles have the same attacking patterns, you can destroy scenery and there are flamingos flying away at stage 2 of both games :). Another interesting thing : "Batsugun" also was a source of inspiration for this game, as the last Toaplan game was one of the first SHMUPS in which bombing in key spots (4th boss) could grant a lot of points.

The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to 'H!?'.

Shinseisha released a limited-edition soundtrack album for this game (Battle Garegga - GV-027(4-88199-284-8)) on 30/09/1996.

- UPDATES -

* VER. Feb 1 1996 :
First official version.

* VER. Sat Feb 3 1996 :
Distributed in Japan, USA, Europe and Asia.

* VER. Sat Mar 2 1996 :
The titlescreen says 'Battle Garegga - New version'.
Distributed in Austria and Hong Kong.
Most of the bullets are changed to yellow spheres.
'Stage select' and the 3 additional game-mode select secrets removed.

* VER. Tue Apr 2 1996 :
The titlescreen says 'Battle Garegga - Type 2'.
Distributed in Denmark and China.
Most of the bullets are changed to yellow spheres.
'Stage select' and the 3 additional game-mode select secrets removed.

- SCORING -

Medals score : as long as you catch all medals of a wave, the increasing continues up to 10,000 points per medal. If you miss one, the next wave restarts at 100 points...
1 : 100 points.
2 : 200 points.
3 : 300 points.
4 : 400 points.
5 : 500 points.
6 : 600 points.
7 : 700 points.
8 : 800 points.
9 : 900 points.
10 : 1000 points.
11 : 2000 points.
12 : 3000 points.
13 : 4000 points.
14 : 5000 points.
15 : 6000 points.
16 : 7000 points.
17 : 8000 points.
18 : 9000 points.
19 : 10000 points.

- TIPS AND TRICKS -

* Battle Garegga weapons :
1) Shot : to powerup your Shot, pick up small or big Shot powerups. The small powerups need to be collected in quantities : (1st) default > (2nd) 1 item > (3rd) 2 items > (4th) 4 items > (5th) 8 items

2) Special weapon : to get one full Weapon in stock, you must collect 40 SMALL Weapon bullets (or one BIG bullet), and you can hold a maximum of four full Weapons and 40 SMALL Weapon bullets. Whenever you die, you get a bonus of 20 SMALL Weapon bullets added to your current stock.

3) Options : there are five basic formations available which are controlled by pressing the "Change Formation" button. They are :
- Spread : two on each side of your ship, one fixed by your side firing at a wideish angle, and one fixed near your ship's nose, firing at a tighter angle. Overall firepower style similar to a fiveway spread.
- Tail : 4 pointing backwards in a wide fan shape, similar to a Silvergun's fully powered Tail shot.
- Front : 4 pointing straight forwards, fixed in front of your ship's nose. Good for concentrated attacks.
- Rotate : 4 Options spaced equally in a ring around your ship, spinning and firing when you do. Pretty useless.
- Trace : similar formation to Front, except they follow your ship around the screen, firing in the opposite direction to your movements. More useful than Rotate Wink
The order in which the Option formations are cycled are as follows. It is important to learn this order, as quick switching of formations is important to survival in many stages :
Spread > Tail > Front > Rotate > Trace > (back to Spread)
There are also secret formations, that are activated when you fulfill certain requirements. These requirements are based on missing a certain number and type of item BEFORE you pick up the next available Option icon, and also remember that it is a lot easier to set up for certain special formations than others:
- Search : these are fixed in a similar formation to Spread, but they track and fire at nearby enemies. It is quite hard to destroy faster moving drones with this formation, so if possible, avoid this and go for Homing instead. To get Search, miss 5 Option items, then pick up the next one that appears.
- Shadow : the Option items trail your ship much like the Gradius Options do. Useful if you like that sort of thing Wink. To get Shadow, miss 5 Medals, then pick up an Option item.
- Homing : the Options have full range of the screen, and will fly right up to the nearest enemy and attack. Very useful Very Happy. To get Homing, miss 5 SMALL Weapon bullets, then pick up an Option item.
- Wide : they are fixed in the same manner as the Spread formation, but have a much wider firing angle. To get Wide, miss 5 SMALL Shot power ups, then pick up an Option item.
- Chain : only available in two-player mode, the Options will create a chain between both ships. More Options beans a bigger chain Very Happy. To get Shadow, one player must satisfy a special formation condition, and the chances of Chain activating is 50%..
There is also a activation order for the special formations which takes effect if you satisfy two or more activation conditions. The order is:
Search > Shadow > Homing > Wide
You can also cancel a special formation by a press of the Option button. Canceling a special form puts you straight back into Spread options.

* Self Destruction : one other unlisted weapon you can use is the explosion and resulting scattered shrapnel released from your ship when it is destroyed. The power of the explosion itself isn't very powerful, but the shrapnel can cause moderate damage to larger enemies. For example, the four large tanks before the Stage 4 boss can have their turrets and tracks destroyed with a well placed suicide, which can set up for easier collection of the LARGE Weapon bullets they hold. The shrapnel released from your ship's explosion also nullifies bullets, so if you find yourself in a tricky situation with a few extra lives in stock, suicide one of them.

* Ship Selection : at the ship select screen...
1) To select a 'Normal power type' fighter, select your ship with A button,
2) To select a 'Speed Up power type', select your ship with B button,
3) To select a 'Shot power type', select your ship with C button,
4) To select a 'Speed up & Shot power type', select your ship with A+B+C button.

* "Mahou Daisakusen" Character : insert a credit, at the title screen press Up(x2), Down(x2), Left, Right, Left, Right, A, B, C, Start.

* Extended Mode : insert a credit, press and hold A and press Start (This code does not work with the type-2 version).

* Harder Mode : insert a credit, press and hold B and press Start (This code does not work with the type-2 version).

* Stage Edit : insert a credit, press and hold C and press Start (This code does not work with the type-2 version).

* Unlock Special mode (combines extended, stage edit and harder modes) : insert a credit, press and hold A+B+C and press Start (this code does not work with the type-2 version).

* Hint : destroy bridges and buildings!! Use your smartbombs to destroy bridges and buildings. They often contain large numbers of score medals.

- SERIES -

1. Battle Garegga (1996)
2. Battle Bakraid (1999)

- STAFF -

Director : Kazuyuki Nakashima
Programming 68000 Side : Shinobu Yagawa, Yasunari Watanabe
Programming Z80 Side : Yuichi Ochiai
Graphics : Shinsuke Yamakawa, Mitsuakira Tatsuta
Sound effects : Manabu Namiki (Santaruru)
Test players : Mr. Daigoro, Marika F.

- PORTS -

* Consoles :
Sega Saturn (1998)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=203&o=2

$end


$saturn,sat_cart=bgaregga,
$bio

Battle Garegga [Model T-10627G] (c) 1998 Electronic Arts Victor [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58939&o=2

$end


$info=batlgear,
$bio

Battle Gear (c) 1998 Taito.

Who is the fastest?

- TECHNICAL -

Runs on the "Taito Type Zero" hardware.

- TRIVIA -

Even if title screen says 1998, Battle Gear was released in March 1999 in Japan.

- SERIES -

1. Battle Gear (1999)
2. Battle Gear 2 (2000)
3. Battle Gear 3 (2002)
4. Battle Gear 3 Tuned (2002)
5. Battle Gear 4 (2006)
6. Battle Gear 4 Tuned (2006)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4019&o=2

$end


$info=batlgr2,
$bio

Battle Gear 2 (c) 2000 Taito Corp.

- TECHNICAL -

Runs on the "Taito Type Zero" hardware.

- TRIVIA -

Battle Gear 2 was Released in June 2000 in Japan.

- TIPS AND TRICKS -

* Secret Cars : At the car brand selection screen, hold down the START button and highlight either Toyota or Mazda, then press the Gas pedal to select. The secret cars are from the 'Initial D' anime. In Toyota, you have the Mecha Tuned Trueno with a 12,000 RPM engine, the Turbocharged Levin, and the Levin and Trueno SRs with a VERY weak SOHC engine. In Mazda, you have the Tuned FC3S (white) and FD3S (yellow) RX-7s, both are fast and maneuverable.

- SERIES -

1. Battle Gear (1999)
2. Battle Gear 2 (2000)
3. Battle Gear 3 (2002)
4. Battle Gear 3 Tuned (2002)
5. Battle Gear 4 (2006)
6. Battle Gear 4 Tuned (2006)

- PORTS -

* Consoles :
Sony PlayStation 2 (2001)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4020&o=2

$end


$megadriv=battlyui,
$bio

Battle Golfer Yui (c) 1991 Sega Enterprises, Limited.

- STAFF -

Developed by: Santos

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56351&o=2

$end


$x1_flop=bgorilla,
$bio

Battle Gorilla (c) 1988 Xtal Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85936&o=2

$end


$pc8801_flop=bgorilla,bgorillaa,bgorillah,
$bio

Battle Gorilla (c) 1988 Xtal Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91435&o=2

$end


$pc8801_flop=bgorillac,
$bio

Battle Gorilla Course Disk (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91436&o=2

$end


$snes=battlegp,
$bio

Battle Grand Prix (c) 1993 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62763&o=2

$end


$snes=battlegpj,
$bio

Battle Grand Prix [Model SHVC-BG] (c) 1992 Naxat Soft [Japan]

- TRIVIA -

Reviews:
[FR] June 1992 - Joypad N.9: 53/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61068&o=2

$end


$pc98=battlehs,
$bio

Battle High School (c) 1992 NIC [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88989&o=2

$end


$amigaocs_flop=batlisle,batlisleg,
$bio

Battle Isle (c) 1991 Blue Byte

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73518&o=2

$end


$amigaocs_flop=batlisledd1,
$bio

Battle Isle Data Disk 1 (c) 1992 Blue Byte

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73519&o=2

$end


$amigaocs_flop=batlisledd2,
$bio

Battle Isle Data Disk 2 - The Moon of Chromos (c) 1992 Blue Byte

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73520&o=2

$end


$snes=battlejo,
$bio

Battle Jockey [Model SHVC-AV2J-JPN] (c) 1994 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61069&o=2

$end


$info=btlkroad,btlkroadk,
$bio

Battle K-Road - Multi Style Fighting Tournament (c) 1994 Psikyo.

A fighting game.

- TECHNICAL -

Main CPU : Motorola 68EC020 (@ 16 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2610 (@ 8 Mhz)

Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.30 Hz
Palette colors : 4096

Players : 2
Control : 8-way joystick
Buttons : 6

- TRIVIA -

Released in January 1994.

Licensed to Jaleco for US manufacture and distribution.

This game is based on the real K-Road Tournament. The K-Road Tournament was banned in every country because of its no-rules, survival of the fittest attitude, which attracts ruthless international fighters.

- TIPS AND TRICKS -

* Extra features : If you hold Test Button + PL1 Button 1 during boot, you get extra options in the test menu. A level skip, BG test usually etc...

- STAFF -

Staff : Rick Johnson, Ogawa Hyoue, Knuckle Wataru, Hideyuki Oda, Shin Nakamura, Jun-1 Tanba, Shiori Saito, Toshinori Sugita, Minsk, N. Shigemura, A. Tsujimoto, Atsushi Sakurai, Hiromin, Masaki Izutani, Iron Champ, Yusa-Taro

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=204&o=2

$end


$info=battlane,battlane2,battlane3,
$bio

Battle Lane! Vol. 5 (c) 1986 Taito Corp.

A vertically scrolling shoot'em up where you ride a motorcycle.

- TECHNICAL -

Main CPU : (2x) M6809 (@ 1.25 Mhz)
Sound Chips : Yamaha YM3526 (@ 3 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in January 1986.

The actual licensing of the game went from Taito to Tecmo who further licensed the title to Romstar. This was a common distribution technique for games which were perceived as being 'second tier' or less when compared to 'hit' games. The game is still great fun and is, unfortunately, underappreciated.

While popular history seems to think that Data East designed the game (because the pinout matches Data East pinouts) the internals of the two 6809 processors appear to be a little more complicated than that. The design internally is rather Machivellian. It seems almost like it was created by a hardware designer who did not like software programmers!

Elout de Kok of the Netherlands holds the official record for this game with 1,343,700 points on May 2, 1986.

- STAFF -

Programmer : Hitoshi Satoh, Naritaka Nishimura
Graphic Designer : Takashi Yoneda, Kuniko Mukai, Kohji Ogata
Sound & Compose : Computer Gang Stars Corp., Hoppy Sawa, Boku Ohkubo, Hige Yamazaki
Assistant : Hiroshi Satoh, Hiroyuki Sekimoto, Atsushi Tanimoto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=205&o=2

$end


$pce=batloder,
$bio

Battle Lode Runner (c) 1993 Hudson Soft.

Battle Lode Runner is a platform game by Hudson Soft and based on the timeless classic Lode Runner originally released by Brøderbund in 1983. Like its big brother franchise, the game is set in a strange world where players (dressed as space-travelers, or more precisely, time-travelers) must collect all the gold they can carry, and reach the exit in order to complete each level. Each stage is laid out with blocks, vertical ladders, horizontal ropes and stacks of gold, and the looting would be a walk in the park if only foes wouldn't be freely wandering around and constantly tracking down the players. But the lode runners don't come to a fight unarmed and they are equipped with a ray-gun. However, they don't directly use this weapon to zap their enemies to oblivion, but to dig holes into the ground. Beside, there is an important twist to that technique - players can only remove adjacent blocks (left or right), and not the ones directly beneath them. This technique is at the core of the gameplay, and can be used to trap enemies (holes do automatically fill in after a while, killing anything trapped in them), or to access unreachable stacks of gold. Battle Lode Runner consists of ten groups of tens levels each, all with their own theme and time periods (such as Jurassic Period, 19 AC China, 20 AC America, 17 AC Edo Japan, 18 AC France, 5 BC Egypt and so forth...). Although the first fifty levels are directly available from the start, the last fifty can only be unlocked by completing the game once. In addition to the puzzle mode aforementioned, Battle Lode Runner also includes a battle mode where up to five players can challenge each other in frantic death matches (actually, there are three different options - Survival, Escape and Tag Match). This mode differs from the main game in many ways - the horizontal playfield loops around and power ups (such as Speed, Curse, Multiple Digs and so forth) can be collected to spice up the action. Finally, in the Lode Runner tradition, the game also includes a level editor.

- TECHNICAL -

HuCARD
Cartridge ID: HC93054

- TRIVIA -

Battle Lode Runner was released on February 10, 1993 in Japan.

Reviews:
[FR] April 1993 - Consoles + No. 19: 79/100

- TIPS AND TRICKS -

Passwords:
The first fifty levels are directly available from the game's options. However, if you complete the fiftieth stage, you will then been awarded with the staff roll and unlock fifty new levels ! Here are some passwords to access these stages:
Level 51 - 4ZLEART2WF
Level 61 - B9JG9CYHS2
Level 71 - 4V5WWRQXN8
Level 80 - BU49N2BTXU
Level 91 - 9PQP73VPUS
Level 100 - FAG6MQ6VQN

- SERIES -

1. Lode Runner (1983)
2. Lode Runner - The Bungeling Strikes Back (1984)
3. Championship Lode Runner [Model HFC-CR] (1985, Nintendo Famicom)
3. Championship Lode Runner [Model HBS-G047C] (1985, MSX)
3. Championship Lode Runner [Sega My Card] [Model C-57] (1985, SG-1000)
3. Championship Lode Runner (1985, FM-7)
4. Lode Runner - Majin No Fukkatsu (1985)
5. Lode Runner II [Model HBS-G039C] (1985, MSX)
6. Lode Runner's Rescue (1985, Commodore C64)
7. Lode Runner - Teikoku Kara no Dasshutsu (1986)
8. Super Lode Runner [Model IFD-SLR] (1987, Nintendo Famicom Disk System)
8. Super Lode Runner [Model IM-03] (1987, MSX 2)
9. Hyper Lode Runner [Model DMG-HLA] (1989, Nintendo Game Boy)
10. Lode Runner - Lost Labyrinth [Model PV1004] (1990, NEC PC-Engine)
11. Battle Lode Runner [Model HC93054] (1993, NEC PC Engine)
12. Lode Runner Twin - Justy to Liberty no Daibouken [Model SHVC-7Z] (1994, Super Famicom)
13. Lode Runner - The Legend Returns (1994, Windows)
14. Lode Runner On-Line - The Mad Monks' Revenge (1995, PC [MS Windows 95])
15. Lode Runner - The Legend Returns [Model T-25101G] (1996, Sega Saturn)
16. Lode Runner 2 (1998, PC [Windows 95])
17. Power Lode Runner [Model SHVC-BPLJ-JPN] (1999, Super Famicom)
18. Lode Runner 3-D [Model NUS-NLRJ-JPN] (1999, Nintendo 64)
19. Lode Runner for WonderSwan [Model SWJ-BPR004] (2000, Bandai WonderSwan)
20. Lode Runner - Domdom Dan no Yabou [Model DMG-BXLJ-JPN] (2000, Nintendo Game Boy Colors)
21. Lode Runner 2 [SuperLite 1500 Series] [Model SLPM-86460] (2000, Sony PlayStation)
22. Lode Runner - The Dig Fight (2000)
23. Lode Runner [Model AGB-A39J-JPN] (2003, Nintendo Game Boy Advance)
24. Cubic Lode Runner [Hudson Selection Vol.1] [Model DOL-GQRJ-JPN] (2003, Nintendo GameCube)
24. Cubic Lode Runner [Hudson Selection Vol.1] [Model SLPM-62404] (2003, Sony PlayStation 2)

- STAFF -

Program: Yoshihiro Itami
Game Design: Keigo Yasuda, Boo Ueda
Character Design: Denden
Graphic Design: Yasuhiro Ichizawa
Opening Design: Shigeki Fujiwara
Sound Design: Jin W. (WSS)
Map Design: H. Ohta, Yoshihiro Itami, Unsei Matsuzawa
Director: Mikio Ueyama
Producer: Mitsuhiro Kadowaki, Masaki Kobayashi
Assistant Director: Tadashi Ozaki
Producer: Eiji Aoyama
Project Manager: Yakayoshi Tanigawa

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47372&o=2

$end


$megadriv=btlmania,
$bio

Battle Mania (c) 1992 Vic Tokai

- TRIVIA -

Reviews:
March 1992 - Consoles + N.8 (Page 74-75) [FR]: 50/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56352&o=2

$end


$megadriv=btlmanid,
$bio

Battle Mania Daiginjou (c) 1993 Vic Tokai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56353&o=2

$end


$x68k_flop=btlmania,
$bio

Battle Mania' (c) 1992 Biwahosi Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87102&o=2

$end


$snes=batlmast,
$bio

Battle Master - Kyuukyoku no Senshi-tachi [Model SHVC-5B] (c) 1993 Toshiba EMI

- TRIVIA -

The game was presented at the Famicom Spaceworld' 93 in August 1993 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61070&o=2

$end


$psx=battlema,
$bio

Battle Master (c) 2000 Hamster [Japan]

- TECHNICAL -

[Model SLPM-86519]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84943&o=2

$end


$saturn,sat_cart=btlmonstj,btlmonstja,
$bio

バトルモンスターズ (c) 1995 Naxat Soft.
(Battle Monsters)

A versus fighting game featuring 12 playable characters to choose from.

- TECHNICAL -

Game ID: T-18701G

- TRIVIA -

Battle Monsters was released on June 02, 1995 in Japan.

The game makes heavy use of digitized human actors as the characters, plus some blood influenced by Midway's Mortal Kombat series. One of the most unique features in it are multiple platforms to jump or drop on.

- STAFF -

Development by: SCARAB
Produced by: Naxat Soft

Planner: Nobuhiko Ikeuchi
Programmer: Toshio Arai
Designers: Hiroyuki Suwahara, Noriko Fuzisawa, Masanao Kita, Takashi Noguchi, Yasunobu Fujii
Sound: Yoshio Nagashima
Supervisor: Norio Yamazaki
Exective Producer: Ryoichi Kado
Special Thanks: Hisaya Yamazaki, Natsuhi Shibata, Hiroshi Kawasaki, Kenji Nishi

CAST
Makaryudo: Wataru Yamada
Kuja: Wataru Yamada
The Big Four: Wataru Yamada
Chili and Pepper: Koichi Chiba, Yuichi Aida
La-Fa: Doria
Kaf-Ka: Katsuhiko Senzaki
Naga: Leticia
Deathmask: Hisaya Yamazakaki
Albiole: Takashi Noguchi
H-H-Harn: Yoshinori Yamamoto
Shion: Yoshinori Yamamoto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58940&o=2

$end


$saturn,sat_cart=btlmonst,
$bio

Battle Monsters (c) 1996 Acclaim Ent., Incorporated.

European release. Game developed in Japan. See the original Japanese release entry for more information about the game itself; "Battle Monsters [Model T-18701G]".

- TECHNICAL -

Game ID: T-8137H-50

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60238&o=2

$end


$saturn,sat_cart=btlmonstu,
$bio

Battle Monsters (c) 1996 Acclaim Entertainment, Incorporated.

North American release. Game developed in Japan. See the original Japanese release entry for more information about the game itself; "Battle Monsters [Model T-18701G]".

- TECHNICAL -

Game ID: T-8137H

- TRIVIA -

Released on September 30, 1996 in USA.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59978&o=2

$end


$gba=rockmex2a,rockmex2,
$bio

Battle Network Rockman EXE 2 [Model AGB-AE2J-JPN] (c) 2001 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69876&o=2

$end


$gba=rockmx3bp,rockmx3b,
$bio

Battle Network Rockman EXE 3 Black [Model AGB-A3XJ-JPN] (c) 2003 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69878&o=2

$end


$gba=rockmex3a,rockmex3,
$bio

Battle Network Rockman EXE 3 [Model AGB-A6BJ-JPN] (c) 2002 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69877&o=2

$end


$gba=rockmexe,
$bio

Battle Network Rockman EXE [Model AGB-AREJ-JPN] (c) 2001 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69875&o=2

$end


$info=atlantis,atlantis2,atlantisb,
$bio

Battle of Atlantis (c) 1981 Game World.

Your mission : Finish the six tables at all costs by eliminating a maximum of opponents. To Do this you possess a multi-directional laser (ultra-rapid firing) and terrifying torpedo-bombs. Through all 6 tables, build up your bonus by blowing-up the fuel tanks.
Table 1: Avoid and destroy the floating mines.
Table 2: The deadly exploding sharks appear as well as the destroyers (avoid their bombs!). Obliterate them with your laser.
Table 3: You penetrate into an abyssal cavern where redoubtable octopuses lie in wait. The destroyers can only drop their bombs through the thin sides of the cavern.
Table 4: A complex of towers replaces the lower part of the cavern. As well as the destroyers and octopus, the mines reappear in large numbers.
Table 5: Accelerated version of Table 4.
Table 6: You return to Table 1 in an accelerated version but you must face up to all your opponents.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound CPU : Zilog Z80 (@ 1.78975 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.78975 Mhz)

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette colors : 99

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Battle of Atlantis was an original game designed and developed by 'Game World', with the software being commissioned to Comsoft, a software company.

Battle of Atlantis was designed to compete with "Scramble", a leading game at the time.

- SCORING -

One second of survival : 10 points.
Missile : 100 points.
Base : 100 points.
Fish : 200 points.
Spider : 200 points.
Surface Ship : 500 points.

- TIPS AND TRICKS -

* Don't stop shooting - a constant stream of bullets and bombs is the best defense!

* If you move up or down while firing, your forward cannon will fire upwards or downwards as well, enabling you to destroy enemies above or below you.

* Destroy surface ships whenever possible as they are worth the most points.

- STAFF -

Designed and programmed by: Andy Thomason

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=206&o=2

$end


$bbca_cass,bbcb_cass=battlebr,
$bio

Battle of Britain (c) 19?? Betasoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51536&o=2

$end


$cpc_cass=battleof,
$bio

Battle Of Britain [Model 057] (c) 1985 PSS

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65229&o=2

$end


$gameboy=bkingdom,
$bio

Battle of Kingdom [Model DMG-B3J] (c) 1991 Meldac

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65640&o=2

$end


$cpc_cass=battleof01,
$bio

Battle of the Planets (c) 1986 Mikro-Gen [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82710&o=2

$end


$sms=battleor,
$bio

Battle Out Run (c) 1989 Sega Enterprises, Limited.

- TECHNICAL -

Cartridge ID: 7033

- TRIVIA -

European reviews:
[FR] Player One (Sept. 1990): 65/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55946&o=2

$end


$snes=batlpinb,
$bio

Battle Pinball [Model SHVC-ABPJ-JPN] (c) 1995 Banpresto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61071&o=2

$end


$gameboy=bpingpng,
$bio

Battle Pingpong [Model DMG-BPA] (c) 1990 Quest

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65635&o=2

$end


$bbca_cass,bbcb_cass=battlepl,
$bio

Battle Planet (c) 19?? ISP

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51533&o=2

$end


$fm7_cass=battlep,
$bio

Battle Pod (c) 1984 Compaq.

- TECHNICAL -

Game ID: CF-1171

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93695&o=2

$end


$pc98=btlqueen,
$bio

Battle Queen - Saikou Fighters Retsuden (c) 1996 Space Project [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88990&o=2

$end


$snes=batlrace,
$bio

Battle Racers [Model SHVC-ACRJ-JPN] (c) 1995 Banpresto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61072&o=2

$end


$info=battlera,
$bio

Battle Rangers (c) 1988 Data East.

In this shoot'em up, 2 lone commandos take on an entire army with guns, knives, fists and whatever else might be laying around.

- TECHNICAL -

Main CPU : Hudson Soft HuC6280 (@ 7.159066 Mhz)
Sound CPU : Hudson Soft HuC6280 (@ 7.159066 Mhz)
Sound Chips : YM2203 (@ 1.5 Mhz), OKI MSM5205 (@ 384 Khz), HuC6280 (@ 3.579545 Mhz)

Screen orientation : Horizontal
Video resolution : 256 x 232 pixels
Screen refresh : 60.00 Hz
Palette colors : 512

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Even if the titlescreen of the game show a 1988 copyright, Battle Rangers was released to the public in February 1989.

This game is known in US as "Bloody Wolf" and in Japan as "Narazumo Sentou Butai - Bloody Wolf".

- STAFF -

Game designer: Yoshiaki Honda
Game programmers: Takaaki Inoue, Souichi Akiyama
Graphic designers: Shinji Noda, Masanori Tokoro, Takahide Koizumi, Mix Man, Dot Man
Sound team: Azusa Hara (AZUSA), Hiroaki Yoshida (MARO), Tatsuya, Hitomi, Shuji Segawa
Hardware: Tomotaka Osada

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [EU] (June 29, 2007) [PA6P] TurboGrafx version
Nintendo Wii [Virtual Console] [AU] (August 10, 2007) TurboGrafx version

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=207&o=2

$end


$snes=batlrobo,
$bio

Battle Robot Retsuden (c) 1995 Banpresto

- TECHNICAL -

Game ID: SHVC-ABRJ-JPN

- TIPS AND TRICKS -

Recover robots: After a battle, if you lose too many of your robots, call the last of them back to the ship. Rebuild a new team. After having created this new team, recall this team to go back to the ship a second time. You will recover all your lost robots, and full energy for them all.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61073&o=2

$end


$tg16=batlroyl,
$bio

Battle Royale (c) 1990 Turbo Technologies, Inc.

- TECHNICAL -

Game ID: TGX030049

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84288&o=2

$end


$info=bshark,
$bio

Battle Shark (c) 1989 Taito Corp.

Europe model. For more information about the game, please see the Japan model entry.

- TECHNICAL -

European model dimensions :
73inch (185,4cm) high
43inch (109,2cm) deep
27,5inch (69,8cm) wide.

Taito Z System hardware

- TRIVIA -

Even if title screen says 1989, Battle Shark was released in March 1990 in Japan.

Also released as :
"Battle Shark [Japan model]".
"Battle Shark [USA model]".

- PORTS -

* Consoles : 
Microsoft XBOX [EU] (October 14, 2005) "Taito Legends" 
Sony PlayStation 2 [EU] (October 14, 2005) "Taito Legends [Model SLES-53438]" 
Sony PlayStation 2 [KO] (July 18, 2006) "Taito Legends [Model SLKA-15056]" 

* Computers :
PC [MS Windows, CD-ROM] [EU] (October 14, 2005) "Taito Legends"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=21209&o=2

$end


$info=bsharkj,bsharkjjs,
$bio

Battle Shark (c) 1989 Taito.

Battle Shark is a first-person shooter which has the player looking through a 'periscope' in order to destroy the enemies. This game features simulated damage whenever the player gets hit by either an enemy torpedo or a missile.

- TECHNICAL -

[Japan model]

Dimensions :
185,5cm high
162cm deep
69,8cm wide.
Monitor : 25inch.

Taito Z System hardware
Board Number : K1100541A
Prom Stickers : C43

Main CPU : (2x) Motorola 68000 (@ 12 Mhz)
Sound Chips : Yamaha YM2610 (@ 8 Mhz)

Players : 1
Control : stick
Buttons : 6

- TRIVIA -

Even if title screen says 1989, Battle Shark was released in March 1990 in Japan.

Also released as :
"Battle Shark [USA model]"
"Battle Shark [Europe model]"

- TIPS AND TRICKS -

* Battle Shark has a compliment of torpedoes at the start of a level. Once these are depleted there is a short delay before they are replenished.

* Increase the number of torpedoes Battle Shark can hold by defeating the end of level bosses.

- STAFF -

Direction : Captain Imamura, Ichiro Fujisue
Game design : Atsushi Yamamoto
Software : Ichiro Fujisue, Ghost Hashimoto, Takashi Kitabayashi, Naoya Kuroki, Takayuki Ishiwata
Art design : Hisakazu Kato, Takayuki Ogawa, Tsuyoshi Sato, Ken' Ichi Imaeda, Animation 20
Mechanic : Osamu Wakayama, Seiji Doumi, Yasunori Hatsuda
Cabinet : Atsushi Iwaoka
Hardware : Eikichi Takahashi, Katsumi Kaneoka
Sound and Music (Zuntata) : Yasuko Yamada (Devil Yamada), Hidehito Kitamaru

- PORTS -

* Consoles : 
Sony PlayStation 2 [JP] (March 29, 2007) "Taito Memories II Gekan [Model SLPM-66713]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=208&o=2

$end


$info=bsharku,
$bio

Battle Shark (c) 1989 Taito America Corp.

USA model, for more information about the game, please see the Japan model entry.

- TECHNICAL -

USA model dimensions :
73inch (185,4cm) high
43inch (109,2cm) deep
27,5inch (69,8cm) wide.
Weight : 365 lbs.
Monitor : 20inch.

Taito Z System hardware

- TRIVIA -

This USA version has the 'Winners Don't Use Drugs' screen.

Also released as :
"Battle Shark [Japan model]".
"Battle Shark [Europe model]".

- PORTS -

* Consoles :
Microsoft XBOX [US] (October 25, 2005) "Taito Legends" 
Sony PlayStation 2 [US] (October 25, 2005) "Taito Legends [Model SLUS-21122]" 

* Computers :
PC [MS Windows, CD-ROM] [US] (November 10, 2005) "Taito Legends"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=21208&o=2

$end


$cpc_cass=battlesh,
$bio

Battle Ships (c) 1987 Elite Systems, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82713&o=2

$end


$pc8801_flop=batlskin,
$bio

Battle Skin Panic - Zenra Senshi (c) 1990 Takeru [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91437&o=2

$end


$pc98=skinpan,
$bio

Battle Skin Panic 9821 (c) 1993 Gainax [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88991&o=2

$end


$snes=batlsocr,
$bio

Battle Soccer - Field no Hasha [Model SHVC-B8] (c) 1992 Banpresto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61074&o=2

$end


$snes=batlsoc2,
$bio

Battle Soccer 2 [Model SHVC-ABSJ-JPN] (c) 1994 Banpresto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61075&o=2

$end


$gameboy=bspace,
$bio

Battle Space [Model DMG-NXJ] (c) 1992 Namco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65636&o=2

$end


$jaguar=battlesg,
$bio

Battle Sphere Gold (c) 2002 ScatoLOGIC.

- TECHNICAL -

Model J0201G

- STAFF -

Music: Stephanie Wukovitz
Programmers: Scott Le Grand, Douglas Engel

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76408&o=2

$end


$jaguar=battlesp,
$bio

Battle Sphere (c) 2000 ScatoLOGIC.

- TECHNICAL -

Model J9807E

- STAFF -

Programmers: Douglas Engel, Scott Le Grand
Music: Stephanie Wukovitz

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76407&o=2

$end


$wscolor=battlesp,
$bio

Battle Spirit - Digimon Frontier [Model SWJ-BANC31] (c) 2002 Bandai Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86416&o=2

$end


$amigaocs_flop=battlesq,battlesqu,
$bio

Battle Squadron (c) 1989 Electronic Zoo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73521&o=2

$end


$nes=batlstad,
$bio

バトルスタジアム (c) 1990 IGS Corporation.
(Battle Stadium - Senbatsu Pro Yakyuu)

- TECHNICAL -

Game ID: IGS-X8

- TRIVIA -

Battle Stadium was released on December 20, 1990 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53868&o=2

$end


$saturn,sat_cart=battlest,
$bio

Battle Stations [Model T-5021H-50] (c) 1996 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60239&o=2

$end


$saturn,sat_cart=battlestu,
$bio

Battle Stations [Model T-5021H] (c) 1997 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59979&o=2

$end


$nes=battlest,
$bio

Battle Storm (c) 1991 Yonezawa.

- TECHNICAL -

[Model YZW-9Y]

- TRIVIA -

Battle Storm was released on December 26, 1991 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53869&o=2

$end


$snes=battlsub,
$bio

Battle Submarine [Model SHVC-A5LJ-JPN] (c) 1995 Pack-In-Video Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61076&o=2

$end


$bbca_cass,bbcb_cass=batltank,
$bio

Battle Tank (c) 1984 Superior Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51534&o=2

$end


$cpc_cass=battleta,
$bio

Battle Tank Simulator [Model A045] (c) 1988 Zeppelin Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82715&o=2

$end


$nes=batltank,
$bio

Battle Tank (c) 1990 Absolute Entertainment, Incorporated.

- TECHNICAL -

Model NES-9B-USA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54936&o=2

$end


$bbca_cass,bbcb_cass=batltanksc,
$bio

Battle Tank [The Superior Collection Vol.?] (c) 198? Superior Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51535&o=2

$end


$info=btltryst,
$bio

Battle Tryst (c) 1998 Konami Company, Limited.

A great fighting game with seven selectables characters plus hidden characters, among them a female character named Kica, who is a master of martial arts. The game featuring a varied scenarios, and stand out for a great anime intro and great sound.

- TECHNICAL -

Konami M2 Hardware

Main CPU : (2x) PPC602 (@ 33 Mhz)

Control : 8-way joystick
Buttons : 3

- TRIVIA -

Battle Tryst was shown at the 1998 AOU Amusement Expo show, in Japan. It was then released in February 1998.

This game features cameos from Konami's other games : Pastel (the pilot of WinBee) and Princess Melody (from the "Twin Bee" series) and Simon and Richter Belmont (from the "CastleVania" series, as Shemon and Rheter, respectively), are the hidden fighters.

The magnific opening and ending anime sequences, were produced by famous Mamoru Oshii, director of Ghost in the Shell.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4177&o=2

$end


$snes=battlety,battletya,
$bio

Battle Tycoon - Flash Hiders SFX [Model SHVC-AFHJ-JPN] (c) 1995 Right Stuff

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61077&o=2

$end


$x68k_flop=btlunit,
$bio

Battle Unit (c) 199? Pan-Q Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87103&o=2

$end


$x68k_flop=btlunit2,
$bio

Battle Unit II (c) 1992 Takumi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87104&o=2

$end


$gameboy=bzeoth,
$bio

Battle Unit Zeoth [Model DMG-BZ-USA] (c) 1991 Jaleco Company, Limited. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65637&o=2

$end


$gameboy=bzeothj,
$bio

Battle Unit Zeoth [Model DMG-BZJ] (c) 1990 Jaleco Company, Limited. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65639&o=2

$end


$amigaocs_flop=bvalley,
$bio

Battle Valley (c) 1989 Hewson Consultants

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73522&o=2

$end


$cpc_cass=battleva,
$bio

Battle Valley (c) 1989 Rack It Hewson

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82716&o=2

$end


$amigaocs_flop=bvalley1,
$bio

Battle Valley [Budget] (c) 1989 Prism Leisure

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73523&o=2

$end


$lynx=bwheels,
$bio

Battle Wheels (c) 1993 Beyond Games

- TECHNICAL -

Model PT5006

- TIPS AND TRICKS -

* Lock Your Viewscreen: When you are looking at an alternate view (left, back, or right, by using the B button), press and hold OPTION 2 before releasing button B. When you release button B, your view will be "locked" in that direction until you press button B again.

* Stealth Mode: On the character selection/options screen, pick the female driver with the short blonde hair. Now pick the green car, and keep the highlight box around the car. Hold OPTION 1 and press button A: your car will turn to an all-black design and it will be invisible on radar and "by eye" during the game. Notice that you will still be seen if you leave your car (and once you are out of it, and finding it again can be tricky).

* Rapid Fire and Unlimited Ammo: On the character selection/options screen, pick the male blonde driver. Now pick the tan car, and keep the highlight box around the car. Hold OPTION 1 and press button A: your car will turn  to a red body with a black top and it will have unlimited ammunition and rapid-fire for all weapons during the game.

* Get Paint Sprayer: Press OPTION 1+OPTION 2 while on foot.

- STAFF -

Programmer: Kris N. Johnson

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58798&o=2

$end


$info=bwings,batwings,
$bio

Battle Wings (c) 1984 Data East.

A vertically scrolling shoot'em up.

- TECHNICAL -

Main CPU : (2x) M6809 (@ 2 Mhz)
Sound CPU : DECO (@ 2 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.5 Mhz), DAC

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in October 1984.

This game is known in Japan as "B-Wings".

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

- STAFF -

Game programmer : Akira Sakuma

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=209&o=2

$end


$gba=battlxbt,
$bio

Battle x Battle - Kyodai Gyo Densetsu [Model AGB-BBFJ-JPN] (c) 2003 Starfish, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69879&o=2

$end


$snes=batlzequ,
$bio

バトルゼクウ伝 (c) 1994 Asmik
(Battle Zeque Den)

Battle Zeque Den is a colorful side scrolling beat'em up by Asmik. Three girls embark on a journey to defeat some evil forces trying to take over the world. The red haired Rufu can use spirits and magical powers, Kairu is a fast and strong martial artist and Hamusu can use her incredible boxing skills and cute pink gloves. Each girl is associated with a different elemental spirit, namely Fire, Earth and Water. The game counts six long stages and players must pick up their character well as they won't be able to change their mind during the game. Each level is split into small areas and every single one of them needs to be cleaned up to carry on. Early stages have only one wave of enemies per area, but things obviously get more complex later on. Each girl has of course special skills and attacks but button combinations are however the same for all of them. Punches, jumps, kicks and also the ability to grab enemies when close enough or in mid-air. Two kinds of special attacks are available - the first one can inflict medium damages and only consumes some of the health bar when used. The other one, more powerful, can be only used a limited amount of times. Another unusual feature for a beat'em up is the ability for characters to level up through the game. Finally Battle Zeque Den is one-player only.

- TECHNICAL -

Cartridge ID: SHVC-ZQ

- TRIVIA -

Released on July 15, 1994 in Japan for 9800 Yen.

Reviews:
[FR] April 1995, Consoles + N.42: 83/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61078&o=2

$end


$info=batlzone,
$bio

Battle Zone (c) 1980 Video Games, Limited.

bootleg of Mayday!

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72500&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=bzone,
$bio

Battle Zone (c) 1983 Atarisoft

- TECHNICAL -

Game ID: RX8547

- TRIVIA -

HIDDEN MESSAGE: The texts '12-31-83' and '(c) 1983 atari' are hidden in the code.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83781&o=2

$end


$gba=bbotsu,
$bio

BattleBots - Beyond the BattleBox [Model AGB-ABEE-USA] (c) 2002 Majesco Sales, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69881&o=2

$end


$gba=bbots,
$bio

BattleBots - Beyond the BattleBox [Model AGB-ABEP] (c) 2002 Majesco Sales, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69880&o=2

$end


$gba=bbotsdd,
$bio

BattleBots - Design & Destroy [Model AGB-BBDE-USA] (c) 2003 Majesco Sales, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69882&o=2

$end


$gameboy=bcity,
$bio

BattleCity (c) 1991 Nova Company, Limited.

- TECHNICAL -

Model DMG-BCA

- TRIVIA -

Released on August 8, 1991 in Japan.

- STAFF -

Graphic design: Take, Drumming K.Oda
VS Game design: Take, Drumming K.Oda
Sub Program: Drumming K.Oda
Map Design: Drumming K.Oda

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65641&o=2

$end


$megacd,megacdj=btlcorps,
$bio

Battlecorps - 3D Mechanical Battle Simulator [Model T-60194] (c) 1994 Victor Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60493&o=2

$end


$megacd,megacdj=btlcorps,btlcorpsd,btlcorpsssd,
$bio

Battlecorps [Model T-115045-50] (c) 1994 Core Design

- TRIVIA -

Reviews:
[FR] August 1994 - Consoles + N.34: 89%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60591&o=2

$end


$segacd=btlcorps,
$bio

Battlecorps [Model T-115045] (c) 1994 Core Design

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60697&o=2

$end


$info=battlcry,
$bio

Battlecry (c) 1991 Home Data.

A fighting game.

- TECHNICAL -

Main CPU : Motorola M6809 (@ 4 Mhz), uPD7807 (@ 8 Mhz)
Sound Chips : YM2203 (@ 3 Mhz), DAC

Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 59.00 Hz
Palette colors : 32768

Players : 2
Control : 4-way joystick
Buttons : 3

- TRIVIA -

The game was completed in 1989. But released 2 years later in 1991.

- STAFF -

Producer : Marshal
Planners : Marshal, Sion, Show, Miyazee
Programmers : Sion, Wadachi, Magician, Son of Sun, Pon, Kaz
Graphic designers : Show, Miyazee, Son of Sun
Sound : Tappy, H. Endoh
Engineers : Taroh, K. Azuma, Tara

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=212&o=2

$end


$cpc_cass=battlefi,
$bio

Battlefield Germany (c) 1987 Unknown [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82717&o=2

$end


$bbca_cass,bbcb_cass=battlefi,
$bio

Battlefields (c) 19?? BBC Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51537&o=2

$end


$amigaocs_flop=bhawk42,
$bio

Battlehawks 1942 (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73526&o=2

$end


$sms=bmaniacs,
$bio

Battlemaniacs (c) 1994 Tec Toy

- TECHNICAL -

[Model 027.376]

- TRIVIA -

Released in Brazil only.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55947&o=2

$end


$amigaocs_flop=battlems,
$bio

Battlemaster (c) 1990 PSS

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73527&o=2

$end


$megadriv=battlems,
$bio

Battlemaster (c) 1991 Arena Entertainment

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57117&o=2

$end


$info=battles,
$bio

Battles (c) 1983.

- TECHNICAL -

Main CPU : (4x) Z80 (@ 3.072 Mhz)
Sound Chips : Namco 3-channel WSG, discrete circuitry (for the explosion sounds)

Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.61 Hz
Palette colors : 129

Players : 2
Control : 8-way joystick
Buttons : 2
= > [1] Zapper, [2] Blaster

- TRIVIA -

This game is a bootleg of "Xevious".

- TIPS AND TRICKS -

* Secret Message : The bootlegger has included the trick for generating a message right at the beginning of the game. As soon as Solvalou appears, move to the far right edge of the screen and begin bombing constantly. Continue bombing until the first set of attacking rings is very close to you and then shoot the rings. The message 'Prease enjoy this game !' will appear on the screen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=213&o=2

$end


$gamegear=bship,
$bio

Battleship (c) 1993 Mindscape, Incorporated.

- TIPS AND TRICKS -

* Level Passwords: Enter these passwords to start from the specified level

1-1 : 0329
2-1 : 7390
3-1 : 9537
4-1 : 3500
5-1 : 8004
6-1 : 1553
7-1 : 4653
8-1 : 9617

* Ending Sequence: Enter 1992 as password to see the ending sequence of the game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64482&o=2

$end


$msx1_cart=clapton2,clapton2a,
$bio

Battleship Clapton II [Model TEX-03] (c) 1984 T&E Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76590&o=2

$end


$cdi=bship,
$bio

Battleship (c) 1991 Philips Interactive Media, Incorporated.

You command a fleet of five ships. Your mission is to seek and destroy your ennemy's ships before he destroys yours. Place your ships wherever you like or use the deploy feature to automatically place them for you. Now seek out your enemy and destroy him! Point to a position on the target grid and press the fire button. Watch the guns tilt and fire on the video screen - with full hi-fidelity stereo sound you can feel the recoil. Listen for the resounding crash of a hit or the miserable splash of a miss. Shots are recorded automatically whit red and white boxes. Once you sink an opponents ship it's revealed in a ghostly red.

- TECHNICAL -

Model 699 033-2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52788&o=2

$end


$gbcolor=bship,
$bio

Battleship [Model DMG-AIPE-USA] (c) 1999 Majesco Ent. Co.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67558&o=2

$end


$gameboy=bship,
$bio

Battleship [Model DMG-NB-USA] (c) 1992 Mindscape, Incorporated. [Northbrook, IL, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65642&o=2

$end


$nes=bship,
$bio

Battleship (c) 1993 Mindscape, Inc.

European release.

- TECHNICAL -

Model NES-BH-NOE

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83397&o=2

$end


$nes=bshipu,
$bio

Battleship (c) 1993 Mindscape, Incorporated.

- TECHNICAL -

Model NES-BH-USA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54937&o=2

$end


$info=ep_batls,ep_batlsa,ep_batlsb,ep_batlsc,
$bio

Battleships (c) 199? Maygay.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40801&o=2

$end


$info=pr_batls,pr_batlsa,pr_batlsb,
$bio

Battleships (c) 199? Project Coin Machines, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42073&o=2

$end


$info=sc5batl,sc5batla,
$bio

Battleships & Cruisers (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Scorpion 5]
[Model PR1704]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43725&o=2

$end


$info=sc4batl,sc4batla
$bio

Battleships & Cruisers (c) 200? Bell-Fruit Games.

- TECHNICAL -

[Model PR1724]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11518&o=2

$end


$amigaocs_flop=bships,
$bio

Battleships [Encore] (c) 1987 Elite Systems, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73528&o=2

$end


$saturn,sat_cart=batlsprt,
$bio

BattleSport [Model T-8149H] (c) 1997 Acclaim Entertainment, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59980&o=2

$end


$amigaocs_flop=battlest,
$bio

Battlestorm (c) 1991 Titus

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73529&o=2

$end


$n64=globassl,globasslu,
$bio

BattleTanx - Global Assault (c) 1999 The 3DO Company.

Griffin and Madison got together in the first game, but they're not living happily ever after. 

3DO -- the company notorious for crushing all things cute and cuddly -- has nearly completed work on an explosive sequel to last year's sleeper hit. We nervously hid away our adorable stuffed Pokémon dolls before their arrival, and then entered the volatile landscape of post-apocalyptic Earth. 

The first BattleTanx had a solid single-player mode, but its exciting multiplayer action is what impressed gamers the most. In case you missed the first BattleTanx, here's a brief summary: A nuclear war blows up the world. The few remaining women are worshipped as QueenLords and protected by gangs of men. Griffin Spade is separated from Madison -- his true love -- and battles across the country destroying tanks and capturing QueenLords. Interesting plot, but basically just an excuse to blow stuff up. 

Things have taken a turn for the worse in BattleTanx Global Assault, as an evil QueenLord named Cassandra plans to kidnap Griffin and Madison's son to exploit his rare telekinetic talents. This is nothing more than another excuse to blow stuff up, but this time around the action takes place in real cities around the globe with authentic landmarks to destroy. In all there are 22 new levels in BattleTanx Global Assault, including high-profile locations like Washington D.C., Paris, London and Berlin. 

Compared to its predecessor, the graphics in Global Assault have greatly improved. Background graphics are more varied from level to level, and the tanks are much more crisp and realistic. Explosions are impressively dramatic, with slick fire effects and clouds of smoke.

After you destroy an enemy tank or a building, flaming debris rains down in all directions. The single-player game runs at a respectable 30 frames per second, only dropping 10 frames per second during four-player action. Heavy fog can be distracting in wide-open battlefields, but most of the action takes place with a lot of buildings around to hide this effect.

In the original BattleTanx, play control was solid but not perfect. It could be difficult to turn the tank around, and things became especially hairy when trying to drive in tight spaces. These problems have been remedied in Global Assault, with more responsive tank control and the ability to take turns more tightly. 

As you guide your tank around tight corners, the turret turns in the correct direction before the treads. As a result, you're free to unload on your enemies even before the tank has completely turned the corner. In addition, 3D0 has included two camera angels to accommodate the destructive styles of different drivers. 

There are 12 different types of tanks to choose from, including nine new vehicles not found in the original game. A massive Rhino Tank is heavily armored and sluggish, while a number of smaller tanks are vulnerable to attack but lightning fast. One heavily-treaded tank is equipped with strafing rockets which allow it to roll from one side to the other. 

Perhaps the coolest tank to make the cut is the Hover Tank, which smoothly glides over any type of terrain. Since it has no treads connecting it to the ground, the Hover Tank recoils each time it fires a shell. 

Before each mission, players choose which tank to purchase. Tank Cash is scattered throughout the battlefields, and when you run out of bread your mission is over. The best tanks are the most pricey, of course, and a large part of the strategy in Global Assault is choosing the right tank for the job. 

There's no shortage of city-shredding weapons at your disposal, which include laser beams, swarmer missiles, mines, turbo boosts, nuclear weapons and guided missiles complete with nose-cams. One innovative defensive device is a special warp that teleports your tank to a random location, in an acknowledged nod to the last resort warp button found in Asteroids. 

Global Assault features eight different modes of play, seven of which are designed specifically for multiplayer mayhem. If your friends happen to be too busy for a BattleTanx session, 3D0 has included computer-controlled bots to compete against you in any of the multiplayer modes. This provides great replay value for maverick players who have already proven themselves in the campaign mode.

- TECHNICAL -

Cartridge ID: NUS-NBQE-USA

- TRIVIA -

Released on October 12, 1999 in USA.

- STAFF -

Technical Director: Robert Zdybel
Creative Director: Michael Mendheim
Art Director: Peter Traugot
Producer: Kelly Turner
Programmers: Eric C. Ellis, Doug Lanford, Dominick Regan, Joe Sandmeyer, Alex Werner
Lead Artist: Robert Jolliff
Artists: Nikolay Chigirev, Olga Chudnovsky, David Lauck, Lawrence Mast, Craig Woida
Additional Art: David Devries, Michael Drake, Barry Jackson, Amber Long, Ivan Villavicencio
Designers: Kelvin Chu, William G. Dunn, Denis L. Fung, Alex Jimenez, Daniel Miley, Sean Patten
Audio & Music: Barry Blum, Brian Min
Voice: Maria Toepfer
Testers: Jesse Anacleto, David Engberg, Chris Jung, John Lencioni, Arthur McConnell, Lance Page, James Parker, Sean Wyman
Special Thanks: Justin Bates, Tod Frye, Elise Lachowyn

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57601&o=2

$end


$gbcolor=btanxu,
$bio

BattleTanx [Model CGB-AVNE-USA] (c) 2000 3DO Company, The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67557&o=2

$end


$gbcolor=btanx,
$bio

BattleTanx [Model CGB-AVNP-UKV] (c) 2000 3DO Company, The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67556&o=2

$end


$n64=btanx,
$bio

BattleTanx (c) 1998 The 3DO Company.

Acupuncture. Aroma therapy. Massage. All of these are useful tools to relieve stress, but nothing takes the edge off like blowing entire city blocks off the map. BattleTanx - the first tank game for the N64 - is an explosive game pak that allows you to unwind, wind up, and annihilate everything in sight. 

You have three types of tanks at your fingertips: the standard M1 A1 battle tank, the speedy motorcycle tank, and a giant pavement-crushing Goliath. Battletanx is not a tank simulation, so the controls are easy to get used to and the action is furious. Post apocalyptic power ups include grenades, swarmer missiles, lasers, mines, and even a compact nuclear device that takes out multiple blocks of buildings simultaneously. Guided missiles allow you to send destructive gifts around corners to greet unsuspecting foes. Health points, shields, cloaking devices, and other goodies are scattered around the city to be collected. 

BattleTanx is set in the year 2001, after civil war wiped out most of the Earth's males, and a deadly virus left only one woman alive for every 1,000 men. In the lawless aftermath, groups of individuals sought safety in numbers and formed gangs to patrol their own land and also to protect the few remaining women. The women came to be known as Queenlords, and were worshiped as gods due to their crucial link to the survival of human kind. The story mode focuses on one man's search for his lost love, and he must rescue his Queenlord wife by battling across the country and tearing his way through miles of iron and tread. 

You have to give 3DO credit for trying to come up with a creative story line, but once you start blowing up enemy tanks you'll be too wrapped up in the action to be concerned with the plot. In the one player game, you'll encounter three basic types of stages: the first is a straight run through an enemy stronghold to reach the rival gangs' territory, in the second you must capture the enemy Queenlords, and the third is a brutal bonus round which challenges you to survive wave after wave of persistent enemy tanks. The wild gangs roaming the country are fierce fighters, bearing names like the Psycho Brigade, Dark Angels, and Nuclear Knights. 

You'll quickly notice that the Campaign one player mode is very short, but that's because 3DO designed Battletanx primarily as a multiplayer game. The four player Battlelord mode is like playing capture the flag in a mine field with nitroglycerine in your canteen. Each player tries to capture the other players' Queenlords while keeping an eye on his/her home base. You can instantly switch control from a tank near an enemy's base back to your own stronghold, which you'll have to do frequently to ensure that your Queenlord is not captured. Annihilation and Deathmatch are other modes of multiplayer action, focused more on total devastation than strategic Queenlord capture. 

You'll notice recognizable landmarks in the realistic streets of Chicago, New York, Las Vegas, San Francisco, and even Area 51. Feel free to blow up anything and everything, because there aren't any tourists left to appreciate them. 

BattleTanx may disappoint players looking for a lengthy one player experience, but it is one of the most exciting, explosive multiplayer games available on the N64.

- TECHNICAL -

Cartridge ID: NUS-NBXE-USA

- TRIVIA -

Released on December 29, 1998 in USA.

- STAFF -

Technical Director: Robert Zdybel
Creative Director: Michael Mendheim
Art Director: Peter Traugot
Programmers: Eric C. Ellis, Tod Frye, Dan Geisler, Nicky Robinson, Joe Sandmeyer, Sridhar Sankuratri, Todd Stewart, Alex Werner
Lead Artist: Michael Vaverka
Artists: Olga Chudnovsky, Michael Drake, Robert Jolliff, David Lauck, Craig Woida
Designers: Benjamin Cholewinski, Trip Hawkins, Alex Jimenez, Brian Steffel, Robert Zalot
Additional Art: Lance Charnes, Benjamin Cholewinski, David Devries, David Forth, Nina Stanley
Producer: Nicholas Earl
Audio: Sean Carson
Music: Trackattack
Voice: Maria Toepfer
Special Thanks: Sean Amann, Karl Fischer, David Fruin, Steven Zhou

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57600&o=2

$end


$amigaocs_flop=btech,
$bio

BattleTech (c) 1989 Infocom

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73525&o=2

$end


$megadriv=btech,
$bio

BattleTech (c) 1994 Extreme Entertainment Group

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57116&o=2

$end


$snes=btec3050,
$bio

BattleTech 3050 [Model SHVC-A35J-JPN] (c) 1996 ASK Kodansha Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61080&o=2

$end


$x68k_flop=btech,
$bio

BattleTech Ubawareta Seihai (c) 1992 Victor Musical Industries, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87105&o=2

$end


$pc98=btech,
$bio

BattleTech Ubawareta Seihai (c) 1993 Victor Musical Industries, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88992&o=2

$end


$snes=btech,
$bio

BattleTech (c) 1993 Victor Musical Industries, Incorporated.

- TECHNICAL -

Game ID: SHVC-V5

- TIPS AND TRICKS -

Level Password  
2 STJNNN  
3 GRBCHU  
4 BBYLND  
5 BMBRMN

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61079&o=2

$end


$nes=btoads,btoadsu,
$bio

Battletoads (c) 1991 Tradewest, Incorporated. [Corsicana, TX, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54939&o=2

$end


$megadriv=btoads,
$bio

Battletoads (c) 1993 Tradewest, Incorporated.

- TRIVIA -

Reviews:
[FR] June 1993 - Consoles + N.21: 94/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56354&o=2

$end


$gamegear=btoadsu,
$bio

Battletoads (c) 1993 Tradewest, Incorporated. [Corsicana, TX, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64486&o=2

$end


$info=btoads,
$bio

Battletoads (c) 1994 Electronic Arts

The final, and most gruesome game in the Battletoads series. Unlike the home console games, the arcade version features more intense violence and a touch of adult humor (including a very unique way to hurt enemies twice your size...). Each toad features their own unique set of smash hits which can be executed to finish off the enemies - such as the Drilla Killa, the Battletoad 'Butt and the Big Bad Boot.

- TECHNICAL -

Main CPU : TMS34020 (@ 10 Mhz), Zilog Z80 (@ 4 Mhz)
Sound Chips : BSMT2000 (@ 24 Mhz)

Players : 3
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in December 1994.

Licensed from Rare Coin-it Games.

The last game of the critically-acclaimed series that was originally released for the Nintendo NES in 1991. This is a unique game which was never ported to consoles.

- SERIES -

1. Battletoads (1991, Nintendo NES)
2. Battletoads and Double Dragon (1993, Nintendo NES)
3. Battletoads in Battlemaniacs (1993, Nintendo Super NES)
4. Battletoads in Ragnarok's World (1993, Nintendo Game Boy)
5. Battletoads (1994)

- STAFF -

Main program : Chris Sutherland
Additional programming : Mark Wilson
Game design : Gregg Mayles
Additional design : Kevin Bayliss, Chris Sutherland
Main character artist : Kevin Bayliss
Additional character artists : Keri Gunn, Gregg Mayles, Steve Mayles, Chris Peil
Main background artist : Kevin Bayliss
Additional background artists : Gregg Mayles, Steve Mayles, Chris Peil, Dean Smith
3-D Computer models : Kevin Bayliss
Hardware concept : Chris Stamper
Hardware design and construction : Pete Cox, Chris Stamper
Audio software : Chris Sutherland
Music and sound effects : Dave Wise
Additional sound effects : Gregg Mayles, Chris Sutherland
Sound effect sampling : Dave Wise
Vocal effects : Kevin Bayliss, Mark Betteridge, Simon Farmer, Chris Peil, John Stamper, Louise Stamper, Chris Sutherland
Quality assurance : Simon Farmer, Gary Richards, Huw Ward
Original battletoads concept : Tim Stamper
Original battletoads design : Kevin Bayliss, Mark Betteridge, Tim Stamper
Produced by : Chris Stamper, Tim Stamper

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=214&o=2

$end


$amigaocs_flop=btoads,
$bio

Battletoads (c) 1994 Mindscape, Incorporated. [Northbrook, IL, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73530&o=2

$end


$gba=btoads,
$bio

Battletoads (c) 200? Rare, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69883&o=2

$end


$nes=btoadsdd,btoadsddu,
$bio

Battletoads & Double Dragon - The Ultimate Team (c) 1993 Tradewest, Incorporated. [Corsicana, TX, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54938&o=2

$end


$megadriv=btoadsdd,
$bio

Battletoads & Double Dragon - The Ultimate Team (c) 1993 Tradewest, Incorporated. [Corsicana, TX, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57118&o=2

$end


$snes=btoadsddu,
$bio

Battletoads & Double Dragon - The Ultimate Team (c) 1993 Tradewest, Incorporated.

When a battle cruiser the size of a city and called the Colossus smashes out of the moon, its laser cannon glowing menacingly, you can bet it ain't gonna be makin’ no social calls...

You can bet it's gonna be creating some bad n' crazy mayhem on good ol' planet Earth- 'specially when you know that the dreaded Dark Queen and the shady Shadow Boss are on board just rarin’ to rock n' roll...

The dastardly duo are about to unleash their most monstrous plan yet- from their secret lunar base they intend to launch an invasion that'll make them master of the world...

Neutralized by deadly glooming rays, Earth’s forces are powerless... that is until the Dragons join the ‘Toads!

Take a toadacious trip with the dream ticket as those terrific twins Billy and Jimmy Lee team up with Zitz, Rash and Pimple against the combined might of the gruesome twosome and their mindless minions, Big Blag, Abobo, Robo-Manus and Roper, in a toadally terminal new adventure!

So let’s get mad, bad n' crazy once again as the BATTLETOADS join DOUBLE DRAGON in THE ULTIMATE TEAM!

- TECHNICAL -

Game ID: SNS-UL-USA

- TRIVIA -

Released in October 1993 in USA.

- TIPS AND TRICKS -

Level select/Ten lives
----------------------
Press Up, Down(2), Up, X, B, Y, A, Start at the character selection screen. The screen will flash red to confirm correct code entry. Choose a character and press Start. A level select screen will appear. Choose a stage to begin the game with ten lives. 

Extra fighters
--------------
Hold Up + A + B, then press Start at the player selection screen. Five, instead of three, fighters will be in reserve. Note: This code must be entered again at the continue screen. 

Jump to end
-----------
Press Up, Down(2), Up, X, B, Y, A, Start on controller two at the character selection screen. 

Defeating the third Boss
------------------------
Play through the third level with roper and reach the Boss. Duck when he lifts up his gun, then attack once, or if possible, twice. Watch out for the butt of his gun. Keep on repeating this until he is defeated.

Defeat most bosses
------------------
When fighting Bosses, use the head-butt or flying kick move (Forward, Forward, B), then run back to the other side of the screen. Then, repeat this process. Your character will be able to beat most Bosses easily. For the Boss on the rocket, play as a Double Dragon, then hold Down and press B when near. Try to keep him in the air.

Extra lives
-----------
Start a two player game and play all the way to the end of level 1-1. Do not enter level 1-2 yet. Instead, turn on player two and use up all of his lives. Continue the game as player two, then repeat this process until all of player two's continues are used. Then, continue the game as player one. However, if all the pods on Level 1-1 were broken, you will have eight more lives and will have earned more through the points awarded while defeating player two. Two more lives can be obtained by going through level 1-1 again.

Extra points
------------
In World 3, at most of the points where you climb down the rope, you can gain extra points. If you kick the arrow pointing down, you get 100 points. To do this, as soon as you throw the rope keep pressing Attack and your character should kick the arrow the other way. Also, you can kick the crows multiple times if you have good timing. As they are bouncing back toward you from the wall, kick at them again.

Dodge the junk in level 3
-------------------------
In last part of level three, where the junk is falling down, move to the upper right corner. Then, hold Up/Right to avoid the junk.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62765&o=2

$end


$snes=btoadsdd,
$bio

Battletoads & Double Dragon - The Ultimate Team [Model SNSP-UL-UKV] (c) 1993 Tradewest, Incorporated.

- TRIVIA -

Reviews:
[FR] September 1994, Consoles + N.35: 79%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62764&o=2

$end


$gameboy=btoadsdd,
$bio

Battletoads Double Dragon - The Ultimate Team (c) 1993 Sony Imagesoft

- TRIVIA -

Reviews:
[FR] August 1994 - Consoles + N.34: 86%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65649&o=2

$end


$gameboy=btoadsddu,
$bio

Battletoads Double Dragon - The Ultimate Team [Model DMG-VN-USA] (c) 1993 Tradewest, Incorporated. [Corsicana, TX, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65650&o=2

$end


$snes=btoadsj,
$bio

Battletoads in Battlemaniacs [Model SHVC-8T] (c) 1994 Masaya

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61081&o=2

$end


$snes=btoadsu,btoadsup,
$bio

Battletoads in Battlemaniacs (c) 1993 Tradewest, Incorporated.

- TECHNICAL -

Game ID: SNS-NX-USA

- TIPS AND TRICKS -

Extra lives and continues
-------------------------
Hold Down + A + B before the title screen is displayed. With those buttons held, press Start at the title screen. The screen will flash red to confirm correct code entry. The game will begin with five lives and five continues. 

Super jump
----------
Press Up(2), Down, Left, Right, B, Start at the title screen. 

Easy kills in level 2
---------------------
When in level 2, the tree level, you can hang from the ceiling and press A + Down to throw the disc down and easily kill enemies. You can also do this from the side. Go to the side of the tree and press Left or Right (depending on which side of the tree you are on) and press A. 

Extra life in level 2
---------------------
Punch the same bug five times in level 2, the tree level, to get an extra life.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62767&o=2

$end


$snes=btoads,
$bio

Battletoads in Battlemaniacs [Model SNSP-NX-NOE] (c) 1993 Tradewest, Incorporated. [Corsicana, TX, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62766&o=2

$end


$gameboy=btoadsrw,
$bio

Battletoads in Ragnarok's World [Model DMG-R7-ESP-1] (c) 1993 Tradewest, Incorporated. [Corsicana, TX, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65651&o=2

$end


$gameboy=btoadsrwu,
$bio

Battletoads in Ragnarok's World [Model DMG-R7-USA] (c) 1993 Tradewest, Incorporated. [Corsicana, TX, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65652&o=2

$end


$gameboy=btoads,
$bio

Battletoads [Model DMG-BV-USA] (c) 1991 Tradewest, Incorporated. [Corsicana, TX, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65646&o=2

$end


$gameboy=btoadsj,
$bio

Battletoads [Model DMG-BVJ] (c) 1994 NCS [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65648&o=2

$end


$gamegear=btoads,
$bio

Battletoads [Model G-3311] (c) 1993 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64483&o=2

$end


$nes=btoadsj,
$bio

Battletoads (c) 1991 NCS.

- TECHNICAL -

[Model NCS-8T]

- TRIVIA -

Battletoads was released on December 20, 1991 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53870&o=2

$end


$info=bzone,bzonec,bzonea,
$bio

Battlezone (c) 1980 Atari, Incorporated.

Battlezone is a classic one-player first person 3-D wire frame shoot-em-up in which the player controls a tank patrolling a dangerous war zone. Set in a valley surrounded by mountains, the aim is to destroy as many enemy tanks as possible, while avoiding return fire and destroying or avoiding the homing missiles that occasionally appear.

Enemy tanks come in two varieties; standard slow-moving tanks and fast-moving 'Super Tanks'. A single hit taken from either an enemy tank or homing missile will result in the loss of a player tank. A flying saucer also occasionally appears but does not attack the player and can be either ignored or destroyed for bonus points.

A radar screen at the top of the play area shows the current position of any enemy tanks or missiles within range, and the war zone is littered with indestructible pyramids and boxes that can provide temporary cover. Only a single shot is allowed on screen at any one time so accuracy of shots is vital to survival.

- TECHNICAL -

Upright cabinet dimensions : 
74.82 in. (190 cm) high. 
25.25 in. (64.13 cm) wide. 
25.26 in. (64.16 cm) deep. 
Weight : 290 lbs (131.5 kg). 
Monitor : 19-in. QuadraScan. 

Cabaret cabinet dimensions : 
54.25 in. (137.7 9cm) high. 
20.44 in. (51.91 cm) wide. 
23.75 in. (60.32 cm) deep. 
Weight : 185 lbs (83.9 kg). 
Monitor : 15-in. QuadraScan. 

Game ID : 0364xx 

Main CPU : MOS Technology M6502 (@ 1.512 Mhz) 
Co-processor : Math Box 
Sound Chips : POKEY (@ 1.512 Mhz), Custom (@ 1.512 Mhz) 

Palette colors : Black and White with green and red screen overlays. 

Control : Double 2-way joysticks (both vertical, side by side) with a button for firing shots atop the right hand joystick.

- TRIVIA -

Battlezone went into the arcades in November 1980 and created such a sensation that the U.S. army ordered modified versions of the games to use in training. 

Battlezone was the first environmental 3-D landscape game. The game used a system of bit-slice processors called a 'mathbox' to do 3-D calculations for the display. This kind of 'squeezing the most out of minimal hardware' mindset was what led Atari to create the innovative games it did in the 1980's. Approximately 15,020 units were produced. 

As Battlezone was so innovative for its time, the US Army commissioned Atari to create a version of the game for infantry vehicle training (called "Bradley Trainer"). Ed Rotberg was assigned the project, but was very opposed to it. Major Dave Robinson and General Donn Starry of the U.S. Army were responsible for bringing Atari the idea of making a military version to be used in training. 

* The Creation of Battlezone : The idea of a tank simulator was championed by Morgan Hoff, who became the project leader for Battlezone, while Ed Rotberg was the principal programmer.

Ed Rotberg: 'Morgan Hoff more or less championed it and decided to put together a team to implement the game. Given the technology that we had, the real challenge was how to make the game appear as if we had more technology than we did. And the question was always : How do we involve the player? Meeting those needs was where the artistry was involved in designing a game in those days.' 

The developers used brilliant software code and innovative circuitry to create a high tech look. But some low-technology tricks were used as well. For example, a simple band of red cellophane was applied to the inside of the Battlezone screen. Placed across the top of the screen, the result was red colors for the radar and warning messages, even though Battlezone didn't have a two-color display.

A game takes on a life of its own, Rotberg said : "Most games rarely turn out exactly the way that you plan them. Every time that you play the game, you try to amplify those things that are fun, and you try to pare away those things that are annoying and really not enjoyable. It is kind of like a story that grows in the telling.". 

* Remembrances from the Video Game Masters : On the erupting volcano in the background of Battlezone, Ed Rotberg said : "One of the other programmers who was working on another project in the same lab kept saying, "Why don't you make the volcano active?" I had enough to do just to make the game play. And everyday he would say "You know, you really need to make that volcano active". He is really currently one of my very best friends, and he is a wonderful guy. But he kept pestering me about this. One day I said, "You're a programmer. If you want the volcano active, you write the code and I'll put it in". So I came in the next day and there was this chunk of code on my desk describing the motion of the rocks and such. I took an afternoon off and put the code into the program. That's how the volcano became active. It was never in the design.".

Atari engineers were always amazed by the abilities of the players out in the arcades.

Morgan Hoff : "I remember a game that contained a succession of increasingly difficult mazes ranging from easy to difficult, to those requiring super human skill in timing. I was completely surprised to find players who could complete the most difficult levels. They were in a world of their own. They played the game with incredibly accurate hand and eye coordination and memory. One day I was in an arcade and... the best player was seven. He was extraordinary and he was standing on a chair to reach the controls.". 

Although Atari engineers uniformly praised the best players out in the arcades, many of the engineers were awesome players themselves. Once two Atari engineers went on a skiing vacation in Utah and Dan Pliskin came back with the following story : "We were at Snowbird, and we had only been there a few days when we started to miss video games. So, we found a little arcade and my friend got onto a Missile Command (which was a pretty old game by then) and I got onto some pinball machine. We broke the high-score tables, and he had, like, 200 free cities and I had, like, 60 free games. When we got tired of playing, we just left them to these kids that were just wide-eyed, staring at us. The kids were standing there with their mouths open. They had never seen pinball wizards and video game masters.". 

* Popular from the Start : As Battlezone took shape, engineers in the lab wanted to play it, a lot.

Ed Rotberg : 'Usually when you have a winner you leave your lab for awhile and when you return there are people standing around playing your game, and that happens over and over again. You end up having to kick them off your machine to get any work done. That is your first indication that you have a winner. And I have never seen a really strong game that did not have that appeal. The guys in the labs are pretty good barometers". 
Another barometer, though after the fact, was to go into the arcades to watch others playing it. Rotberg continued : "The best feeling for a game designer is to go out into an arcade and see people having fun playing the game that they created. There is nothing better than that. To walk around and see all the other games, and know that people can choose from anything in there, but they are playing your game. That is pretty heavy stuff.' 

* The Great 25-Cent Escape : Battlezone provided great escape for a quarter.

Rich Adam : 'Battlezone was a great one. I did love that game. Why was that business so phenomenal then? For a quarter you could be in a tank simulator, a pretty darn good one. That was pretty good value. That's what made Battlezone a phenomenon.'

Dan Pliskin : 'There's a certain class of games where you just get into a trance when you're playing them. As long as you're in this trance, you're doing fine.'

The attraction of Battlezone's world was so strong that many players wanted to turn their back on the fighting and drive their tank up into the mountains to go exploring. The designers of the game had to put in a routine to send a missile after would-be explorers so that arcade owners wouldn't lose money on the peaceful tourists who didn't want to fight. Many great legends emerged from the arcades that centered on finding a way to leave the fighting behind.

Lyle Rains : 'One letter came in from a Battlezone fan who said that a friend of his had told him that if you drove far enough you finally got to the volcano, and if you drove over the top of the volcano, you could go down into the crater. And he said that inside the crater there was a castle, and that you could go inside and explore the castle. Of course, none of this was true. It was a great little story to get from a fan. Who knows, we may yet do a volcano with a castle in it.'

David Palmer holds the official record for this game with 23,000,000 points on August 30, 1985. 

A Battlezone unit appears in the 1982 movie 'Tron', in the 1983 movie 'Joysticks', in the 1984 movie 'The Philadelphia Experiment' and in the 1986 movie 'Running Scared' (the cab appears in Billy Crystal's apartment). 

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

An upright Battlezone unit appears in the 38 Special music video 'Caught Up In You'.

- SCORING -

Tank (Slow) : 1,000 points. 
Super Tank (Fast) : 3,000 points. 
Missile : 2,000 points. 
Saucer : 5,000 points.

- TIPS AND TRICKS -

* When you start the game, you will be put into a surrealistic landscape. Almost immediately, an enemy will appear on the screen. You will know this by a warning sound the machine makes plus the enemy will show up on your radar. First of all, this game will be very different because you must look through a periscope apparatus. This is to give the feeling of being confined in a tank. Get used to limited movement of your head and use your eyes to quickly take in the entire battlefield in a glance. 

* You must be able to identify different sounds in this game. Sounds you need to know are : 
1) The warning that an enemy is on the battlefield. 
2) The sound of an incoming missile. 
3) The sound of a shot being fired (by you or at you). 
4) The sound of the saucer. 
5) The joyous sound of actually destroying something. 
6) The sound when your tank bumps into an object (enemy unit or battlefield obstacle). 

* Your field of vision is approximately 45 degrees. This means you will have to learn to use your radar effectively for anything out of your field of vision. The 45 degree wedge always faces forward (your line of site). Enemies (except the saucer) will show up on your radar as a dot. Plus you will hear the beep as the radar sweep continues to cross over it. 

* Be not only aware of where the enemies are, but also where the obstacles are also. There's nothing more frustrating then having the perfect shot lined up, or the perfect escape planned when you run into something. This is especially true when you are moving backwards. 

* In order to line up with an enemy tank, you must turn your entire tank toward the enemy. The turret and tank are one piece versus being able to turn the turret independently of the tank. 

* You can only have one shot out at a time. This can prove to be the difference between life and death since if you fire a stray shot, you must wait for that shot to hit an object or disappear into the horizon before your tank is loaded again. This can take a couple of seconds. On the same note, the enemy tanks also work under this restriction. In other words, make sure you have your target lined up before taking a shot. 

* The game starts out giving you the standard tanks. These tanks move slower then your tanks so they are pretty easy to kill. After scoring 20,000 points (not including the points earned for killing the flying saucers), however, the Supertanks make their appearance. These tanks are much quicker then your tank so you have to take them out quickly. 

* Tank killing isn't actually too hard once you get the rhythm of how to do it down. There are a few methods for killing tanks : 

1) When the tank first appears on your radar, turn around so that you are facing it, but keep moving. The enemy tank will of course take a shot at your tank. It aims at where you are, not at where you are going. When you hear the sound of an enemy tank shooting at you, move away from the line of fire and launch an attack before the enemy tank can fire again. Never drive straight toward an enemy tank. You'll put yourself in the line of fire. Use wide arching turns or a zigzagging path. 

2) Now, move backwards and turn slightly in the same direction of where the enemy tank is. In other words, if the enemy tank is slightly to your left, then go backwards while turning your own tank to the left. You may even see the enemy's tank shot appear in your field of vision. That means you have the right angle on the turn. Be cautious when backing up. You don't want to back into enemy fire.

3) At the same time you are moving backwards, the enemy tank will be moving up to engage your tank. Continue the above until the enemy tank is practically on top of your tank. Then rapidly turn left or right and hit him with a point-blank shot. Sometimes the enemy tank hits yours. Just like an obstacle, the enemy tank will back up and speed away. Turn rapidly to hit him before he can set up for a shot. Again, the Supertanks recover much quicker then the standard tanks. 

4) This will work on both regular tanks and Supertanks. The difference is the fact that Supertanks close the distance much quicker than regular tanks. 

5) Another way is to put an obstacle between yourself and the enemy tank. When an enemy tank hits an obstacle, they back up and move quickly away for a brief moment before they turn again to fire on your tank. If you are good, you can 'lead' the target when they are backing up or going forward and score a kill that way. Of course, this method is much more difficult. Beware : Rectangular blocks are too low to offer protection.

* Don't attempt to outrun a Supertank. They can easily catch up to you. Plus, they like to get behind your tank to blast you from the rear. Nothing like not hearing the shot that destroys your tank. 

* Another battlefield hazard is the missile. The first missile is dependent on the score setting. It is an easy one that comes straight for your tank. Just sit there and blow it apart. After that, though, things aren't as easy. As with the tanks, there is a method and certain rhythm to taking out missiles. 

1) The missile will come down and take a hard turn to the right (as you are facing it). Then it will take a hard turn to the left. Then another hard turn to the right to hit your tank. 

2) You can stay still and just turn your tank slightly. When the missile is turning to the left, fire ahead of it and you can destroy it. 

3) Move backwards and turn toward your left. That way the missile will go across your field of vision before it makes its right turn again. 

4) When the missile comes, move backward and take a 'blind' shot. You may get lucky. Even if you don't, moving backwards will enable you to get another shot. However, use patience when firing at missiles. If the first 'blind' shot misses, don't fire the next shot until after the missile has travelled at least part way up the screen because it can alter its course randomly and hitting it takes time.

5) If you are really good, you can wait until it takes the last turn to the right toward your tank. Spin around and hit it like that. This is a very rough shot to execute. 

6) If you mess up, sometimes you can move forward and to the right to cause the missile to miss. You also can usually cause a miss by putting tall (not the short ones you can shoot over) obstacles in your way. 

7) Regardless of method, make sure there are not obstacles between you and the missile. The missile is capable of jumping all obstacles and it will also eliminate the missile's pattern. Nothing like a missile jumping over an obstacle and landing on top of your tank. 

8) For multiple missiles, you will have to adjust your direction so that when the next missile lands, it will be centered in your gunsight. You can also confirm this by using your radar. 

* You will usually get a missile after about five tanks. Missiles usually come in twos or threes to make your life more exciting. They appear more frequently after you've earned 10,000 points. The first missile will also appear if you don't fire a shot within the first 45 seconds of play.

* Beware of Flying Saucers! They can't attack your tank, but they can create quite a distraction. Don't forget while you're going after the high scores, the enemy tank is still aiming and firing at you.

* Saucers are a great way to earn points. They are, unfortunately, on the battlefield when other enemies are present. If you have a safe, clear shot, then go for them. If not, you can still take a pot shot at them. 
This is usually when you are spinning your tank around to deal with another enemy. If a saucer happens to be in the way, take a shot at it. You don't get points, however, if an enemy tank takes out a saucer. 

* If you do want to try for the big points that flying saucers bring, listen for the warning sound and try to fire while the enemy tank is waiting for its last shot to land...but make sure it doesn't land on you.

* Another great thing about this game is that you will only have to deal with one enemy at a time. For example, if the missile appears, then the tank will disappear so you can concentrate on the missile. 

* After destroying an enemy tank, prepare for the worst. Although there aren't formal levels to the game, Battlezone responds to your successes by increasing the speed and ferocity of enemy attacks.

- STAFF -

Project Leader : Morgan Hoff 
Programmer : Ed Rotberg (Game Play, also the tank treads) 
Hardware Engineer : Jed Margolin (3-D algorithms, Object Digitization, Hardware Sounds, Moon) 
Technician : Doug Snyder (also hardware design) 
Bit Slice Math Box : Mike Albaugh, Dan Pliskin   
Analog Vector Generator Design : Howard Delman 
Design of 3D Objects : Harry Jenkins, Roger Hector 
Volcano : Owen Rubin

- PORTS -

* Consoles : 
Atari 2600 [US] (1983) "Battlezone [Model CX2681]"
Atari 2600 [JP] (1983) 
Atari 2600 [EU] (1988) "Battlezone [Model CX2681P]" 
Atari 5200 [US] "Battlezone [Model CX5239]" (prototype only) 
Atari XEGS 
Sony PlayStation [US] (December 31, 1996) "Arcade's Greatest Hits - The Atari Collection 1 [Model SLUS-00339]" 
Sega Saturn [EU] (1997) "Arcade's Greatest Hits - The Atari Collection 1 [Model T-25413H-50]" 
Sega Saturn [US] (June 30, 1997) "Arcade's Greatest Hits - The Atari Collection 1 [Model T-9706H]" 
Nintendo SNES [US] (August 1997) "Arcade's Greatest Hits - The Atari Collection 1 [Model SNS-AW7E-USA]" 
Sony PlayStation [EU] (December 1997) "Arcade's Greatest Hits - The Atari Collection 1 [Model SLES-00466]" 
Nintendo SNES [EU] (February 26, 1998) "Arcade's Greatest Hits - The Atari Collection 1 [Model SNSP-AW7P-EUR]" 
Sony PlayStation [US] (2001) "Atari Anniversary Edition Redux" [Model SLUS-01427]" 
Sega Dreamcast [US] (July 2, 2001) "Atari Anniversary Edition [Model T-15130N]" 
Sony PlayStation [EU] (March 1, 2002) "Atari Anniversary Edition Redux" [Model SLES-03808]" 
Microsoft XBOX [US] (November 16, 2004) "Atari Anthology [Model 26084]"  
Sony PlayStation 2 [US] (November 22, 2004) "Atari Anthology [Model SLUS-21076]" 
Microsoft XBOX [EU] (November 26, 2004) "Atari Anthology" 
Sony PlayStation 2 [EU] (February 18, 2005) "Atari Anthology [Model SLES-53061]" 
Microsoft XBOX [JP] (August 4, 2005) "Atari Anthology [Model B7X-00001]" 
Microsoft XBOX 360 [XBLA] [US] [EU] (April 16, 2008) 

* Handhelds : 
Atari Lynx [US] (1994) "Battlezone 2000 [Model PA2088]" 
Nintendo Game Boy [EU] (1996) "Arcade Classics - Battlezone & Super Breakout [Model DMG-ABSE-EUR]" 
Nintendo Game Boy [US] (October 1996) "Arcade Classics - Battlezone & Super Breakout [Model DMG=ABSE-USA]" 
Nintendo Game Boy Advance [US] (March 25, 2002) "Atari Anniversary Advance" [Model AGB-AAVE-USA]" 
Nintendo Game Boy Advance [EU] (February 14, 2003) "Atari Anniversary Advance" [Model AGB-AAVP]" 
Sony PSP [US] (December 19, 2007) "Atari Classics Evolved [Model ULUS-10325]" 
Sony PSP [AU] (March 7, 2008) "Atari Classics Evolved" 
Nintendo DS [US] (November 2, 2010) "Atari Greatest Hits Vol.1 [Model NTR-BR6E-USA]" 
Nintendo DS [EU] (February 24, 2011) "Atari Greatest Hits Vol.1 [Model NTR-BR6P-EUR]" 

* Computers : 
Apple II [US] (1983) 
Commodore VIC-20 [US] (1983) 
Commodore C64 [EU] (1983) 
Commodore C64 [US] (1983) "Battlezone [Model RX8548]" 
PC [Booter] [US] (1983) 
Sinclair ZX Spectrum [EU] (1984) 
Tandy Color Computer [US] [US] (1985) "Rommel 3D" 
Atari ST [EU] (1986) 
Tandy Color Computer [US] (1988) "Turret" : written completely in Extended BASIC. 
PC [MS Windows 3.1x, 3.5"] [US] (1993) "Microsoft Arcade"
PC [MS Windows, CD-ROM] [US] (April 4, 1998) "Atari Arcade Hits 2" 
PC [MS Windows, CD-ROM] [EU] (2000) "Atari Arcade Hits 2" 
PC [MS Windows, CD-ROM] [US] (July 9, 2001) "Atari Anniversary Edition" 
PC [MS Windows, CD-ROM] [EU] (December 14, 2001) "Atari Anniversary Edition" 
PC [MS Windows, CD-ROM] [US] (2003) "Centipede & Battlezone" by Selectsoft 
PC [MS Windows, CD-ROM] [US] (November 11, 2003) "Atari - 80 Classic Games in One! [Model 25069J]" 
PC [MS Windows, CD-ROM] [EU] (June 10, 2005) "Atari: 80 Classic Games in One! [Replay]" 

* Others : 
Nokia N-Gage [US] (2005) "Atari Masterpieces Vol. I" 
Nokia N-Gage [EU] (October 13, 2005) "Atari Masterpieces Vol. I" 
Apple Store (2012) "Atari Greatest Hits" 
Google Play (2012) "Atari Greatest Hits"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=210&o=2

$end


$ibm5150,ibm5150_cass=bzone,
$bio

BattleZone (c) 1983 Atarisoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83584&o=2

$end


$n64=bzone,
$bio

Battlezone - Rise of the Black Dogs (c) 2000 Crave Entertainment.

Far from a direct port of the hit PC game, Battlezone: Rise of the Black Dogs features new modes and a game engine optimized for the N64. 

In Arcade mode, you're a hover-tank pilot, heck-bent on blasting everything in sight. In the one-player Pilot mode, you're a hover-tank pilot who must fulfill demanding missions. 

In the strategically oriented Commander mode, you obtain and store resources, manufacture new units and command units in battle. The widely varying mission objectives include reconnaissance, defense, offense and establishing and maintaining bases. 

In the two-player Pitched Battle, each player commands a squad of teammates. In four-player Death Match, it's every soldier for himself. 

Wisely, developer Climax Studios included a comprehensive series of training scenarios. 

The Turok-like controls use the C buttons to control movement direction and the Control Stick to aim up and down. The B Button turns off and on the cockpit view or, if you're on foot, switches between a first-person and third-person viewpoint. The R Button initiates vertical thrusters in vehicles. 

Battlezone features more than 30 different weapons, including a mortar, minigun, plasma gun and something called the Thumper which, presumably, shares nothing but a name with Bambi's rabbity pal.

- TECHNICAL -

Cartridge ID: NUS-NZOE-USA

- TRIVIA -

Released on March 01, 2000 in USA.

- STAFF -

Crave Entertainment
Producer: Matthew Paul
Associate Producer: Kevin Hoekman
QA Manager: Michael Schneider
Testers: Ron Talay, John Kellogg, Brett Bigley, Dan Chaffey, Daniel Echeverria, Richard Robledo, Jeff McLean
Marketing Services Manager: Sheri Furumi Snow
Product Marketing Manager: Eddie Camarillio
Senior PR Manager: Lisa Fleury
Creative Services Manager: Ryan Villiers-Furze
Creative Assistant: Ethan Malykont

Climax
President: Karl Jeffery
Executive Producer: Christopher Hadley
Producer: Andrew Pang
3D Engine and Effects: Zareh Johannes (ZZKJ)
Lead Programmer: Mark Sinclair
Additional Programming: Richard Nutman, Tony Mack, Charles Blair, Alex Houghton, Adrian Cummings
Music Arranged By: Matthew Simmonds
Sound FX Arranged By: Matthew Simmonds
Lead Artist: Doug Townsley
Additional Artwork: Lewis Cooper, Niki Hunter, Szymon Masiak
Test Manager: Graham Archer
Lead Tester: Kraig Morgan
Testers: James Neilson, Stuart Thomson, Kevin Tattum

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57602&o=2

$end


$bbca_cass,bbcb_cass=bzone2k,
$bio

Battlezone 2000 (c) 1983 Lothlorien

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51538&o=2

$end


$lynx=bzone2k,
$bio

Battlezone 2000 (c) 1995 Atari Corp.

Based on the 1980 arcade video game.

2005 A..D. It's man vs. machine in World War 3. A mysterious virus has infected the Supertanks ultra-sophisticated computer systems, turning these mighty AI-programmed weapons of destruction against their creators. Humankind is on the verge of extinction Free the battle zones from the devastating clutches of this robotic plague!

- TECHNICAL -

Model PA2088

- TIPS AND TRICKS -

* The values you assign to your fuel, ammo and shield settings at the beginning of the game determine the maximum amount of each you can carry with you during battle. If you design a tank with 20 shields, the maximum number of shields you can have is 20. If you design a tank with no missiles and you pick up a missile powerup,that powerup wont do anything for you. 

* The more shields your tank has, the slower it will move. As your tank takes damage, it will lose its shield and actually move faster. 

* If your tank is extremely fast, it is possible for you to outrun missiles. You and the enemies can shoot down incoming missiles. Be careful not to shoot down your own missiles! Self destruction not only destroys your tank, but can also inflict mass amounts of damage to nearby enemies. 

* The battle zone is surrounded by an impassable border. If a missile or shot hits an obstacle like a pyramid, it will stop. Missiles and shots cannot be fired past the borders of the battle zone.

* Keep Score and Items: If you reset the game by pressing OPTION 1+PAUSE, you will still keep all your items and score.

* 3D Game: Press OPTION 1 at the tank customization screen. Hold OPTION 1 and press PAUSE. Now you can play a 3D version of the game with 2000 levels.

- STAFF -

Programmers: David Ellel, Rob Nicholson

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58799&o=2

$end


$a2600=bzonee,
$bio

Battlezone (c) 1983 Atari, Incorporated.

PAL release. Game developed in USA. For more information, please see the NTSC release's entry, "Battlezone [Model CX2681]".

- TECHNICAL -

Model CX2681P

- PORTS -

* Consoles : 
Microsoft XBOX [EU] (November 26, 2004) "Atari Anthology" 
Sony PlayStation 2 [EU] (February 18, 2005) "Atari Anthology [Model SLES-53061]" 

* Handhelds : 
Nintendo DS [EU] (February 24, 2011) "Atari Greatest Hits Vol.1 [Model NTR-BR6P-EUR]" 

* Computers : 
PC [MS Windows, CD-ROM] [EU] (June 10, 2005) "Atari - 80 Classic Games in One! [Replay]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82970&o=2

$end


$a2600=bzone,bzonep1,bzonep2,
$bio

Battlezone (c) 1983 Atari, Incorporated.

The year is 1999, and the nations of the earth have declared a world-wide peace plan. But there is a problem with the proposed truce. A council of military commanders has unleashed battalions of automated weapons into the countryside. These aerial fighters, flying saucers, tanks, and supertanks will turn the world into a lifeless landscape unless you can stop them.

Luckily, you've discovered an old military tank hidden inside the museum. Use your Joystick to steer the tank as you search for enemy automatons. Since your electronic periscope only gives you a front view from the tank, you'll have to rely heavily on your radar screen to detect the enemy. If you see a blip on the radar, you need to move fast! Use your Joystick to turn your tank until the enemy appears on the screen; press the red controller button to fire your turret gun.

You have five tanks to complete your mission. Your tank will be destroyed each time it is hit by enemy fire. The enemies you'll encounter are:

TANKS - Tanks are your most common enemy. They move a bit slower than your tank, and can be identified by their blue turrets.

SUPERTANKS - These look like regular tanks, but have yellow turrets and can move faster than your tank.

FIGHTERS - Fighters always appear directly in front of you then zigzag toward your tank. When a fighter reaches point-blank range, it will veer to the side and fire an anti-tank shell directly at you. You can identify a fighter by the "buzz" sound it makes as it flies.

FLYING SAUCERS - Flying saucers do not fire at you, but are hard to hit and can distract you when a tank, a fighter, or a supertank is firing at you.

Use your Joystick to maneuver your tank. Plug the Joystick firmly into the LEFT controller jack at the back of your console. Hold the controller with the red button to your upper left, toward the television screen.

Push forward on your Joystick to move your tank forward; pull back on the Joystick to move your tank backward. To rotate your tank in position, push the Joystick directly right or left. Move the tank in an arc by pushing your Joystick diagnally in the desired direction.

Fire your turret gun by pressing the red button on your controller. If you miss a target, you cannot fire again for approximately 2 seconds.

- TECHNICAL -

Model CX2681

- TRIVIA -

Export releases:
PAL "Battlezone [Model CX2681P]"

- SCORING -

Tank : 1,000 points
Fighter : 2,000 points
Supertank : 3,000 points
Saucer : 5,000 points

Bonus Tank: At 50,000 and 100,000 points

- TIPS AND TRICKS -

* A good way to evade enemy shells is to rotate your tank 45 degrees, then immediately move the tank forward or backward.

* Listen for the sound of an enemy gun being fired. As soon as you hear a shot, take evasive action. Do not simply rotate in the same spot.

* Keep moving after you fire a shot -- don't want to see if the shot hit its mark.

* If a tank is close behind, you can bring it within sight by moving your tank in reverse until the enemy tank appears on the screen. You'll be able to shoot as the enemy tank turns to face you.

* Try to lure one enemy into another enemy's line of fire. For example, by moving your tank to one side, you can move a flying saucer into a shot fired by an enemy tank.

* Don't waste shots, since you can't shoot your turret gun again until the shell either hits an enemy, or disappears from your main screen.

- PORTS -

* Consoles : 
Microsoft XBOX [US] (November 16, 2004) "Atari Anthology [Model 26084]" 
Sony PlayStation 2 [US] (November 22, 2004) "Atari Anthology [Model SLUS-21076]" 
Microsoft XBOX [JP] (August 4, 2005) "Atari Anthology [Model B7X-00001]" 

* Handhelds : 
Nintendo DS [US] (November 2, 2010) "Atari Greatest Hits Vol.1 [Model NTR-BR6E-USA]"

* Computers : 
PC [MS Windows, CD-ROM] [US] (November 11, 2003) "Atari - 80 Classic Games in One! [Model 25069J]" 

* Others : 
Atari Flashback [US] (2004) 
Atari Flashback 2 [US] (2005)  
Atari Flashback 2+ [US] (2010)  
Atari Flashback 3 [US] (September 16, 2011) by AtGames 
Atari Flashback 4 [US] (November 13, 2012) by AtGames

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50246&o=2

$end


$a5200=bzone,
$bio

Battlezone (c) 1983 Atari, Incorporated.

- TECHNICAL -

Model CX5239

- TRIVIA -

Unreleased prototype. It was originally scheduled to be released in November 1983.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50022&o=2

$end


$xegs=bzone,
$bio

BattleZone [Model RX8077] (c) 1987 Atari Corp. [Sunnyvale, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51222&o=2

$end


$c64_cart,c64_flop=bzone,
$bio

BattleZone (c) 1983 Atari, Incorporated.

- TECHNICAL -

[US] Game ID: RX8548

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53515&o=2

$end


$cpc_cass=battyuk1,
$bio

Batty (c) 1987 Unknown [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82718&o=2

$end


$pc98=baycity,
$bio

Bay City Elegy (c) 1994 Cocktail Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88993&o=2

$end


$info=bayroutej,bayroutejd,
$bio

Bay-Route (c) 1989 SEGA Enterprises, Ltd.

A horizontal anti-terrorist shoot'em up / platform game.

- TECHNICAL -

Runs on the Sega "System 16B" hardware.
Game ID: 317-0115

Players: 2
Control: 8-way joystick
Buttons: 3

- TRIVIA -

Released in March 1989 in Japan.

This game title was based on lebanon civil war(1975~1990). and main enemy are displayed to Hezbollah, Terrorist group in lebaonon.

Export release: "Bay-Route [Model 317-0116]"

- STAFF -

Developed by SUNSOFT

Program: Yoshitaka Kawabe
Design: Kazuyuki Sugiura, Rieko Sakai, Masayuki Aikawa
Sound: Vial music, Michie Takemori, Shinichi Seya
Director: Kiharu Yoshidaatsuura

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=215&o=2

$end


$info=bayroute1,bayroute,bayrouted,
$bio

Bay-Route (c) 1989 SEGA Enterprises, Ltd.

Export release. Game developed in Japan. See the original Japanese release entry for more information about the game itself; "Bay-Route [Model 317-0115]".

- TECHNICAL -

Game ID: 317-0116

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=97887&o=2

$end


$info=bayrouteb1,bayrouteb2,
$bio

Bay-Route (c) 1989 Datsu Electronics.

Pirate version of the Sega's Original game. See the original version for more information about the game itself; "Bay-Route [Model 317-0115]".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=33091&o=2

$end


$info=baywatch,bay_e400,
$bio

Baywatch (c) 1995 Sega.

- TECHNICAL -

Sega Version 3 (BSMT2000 & 192 x 64 display)
Model Number : 38

Main CPU : M6808 (@ 1 MHz)
Sound CPU : Motorola M6809 (@ 2 MHz)
Display CPU : Motorola 68000 (@ 6 MHz)
Sound chips : BSMT2000 (@ 24 MHz)

- TRIVIA -

This game features speech samples from David Hasslehoff who plays Mitch Buchannon in the TV show from which Baywatch the pinball game is based on.

Sometimes during the attract mode demo, Sonic the Hedgehog pops up from the water wearing a dive mask which is ironic since Sonic is unable to swim in many of his games.

- STAFF -

Design by : Joe Kaminkow, Joe Balcer
Art by : Markus Rothkranz, Jeff Busch
Dots/Animation by : Jack Liddon, Kurt Andersen
Music & Sound by : Brian Schmidt
Software by : Neil Falconer, Lonnie D. Ropp, John Carpenter, Orin Day

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5211&o=2

$end


$pcecd=bazaru,
$bio

Bazaru Degozaru no Game Degozaru [Model HECD2025] (c) 1996 NEC Home Electronics, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58114&o=2

$end


$snes=bazoe,
$bio

Bazoe! Mahou Sekai [Model SHVC-VM] (c) 1993 Hot-B [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61082&o=2

$end


$info=bazooka,bazookabr,
$bio

Bazooka (c) 1976 Project Support Engineering.

A black and white shoot'em up game where players use a mounted bazooka to fire at enemy jeeps, trucks, motorcycles and tanks that move across the screen. Try not to hit the ambulances or the people carrying the stretchers.

- TECHNICAL -

Cabinet dimensions : 72'' high x 26'' wide x 24'' deep.

- TRIVIA -

Bazooka was first advertised in October 1976 and then was released in November of the same year. It was also known as "Cross Fire".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3794&o=2

$end


$spc1000_cass=bazooka,bazookaa,
$bio

Bazooka (c) 198? Samsung Software [Korea]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83487&o=2

$end


$snes=bazooka,
$bio

Bazooka Blitzkrieg [Model SNS-BY-USA] (c) 1992 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62768&o=2

$end


$gba=bbball,
$bio

BB Ball [Model AGB-A8LJ-JPN] (c) 2004 Micott & Basara, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69819&o=2

$end


$nes=bbcar,
$bio

BB Car (c) 1991 JY Co.

- STAFF -

Developed by: Hwang Shinwei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83829&o=2

$end


$bbca_cass,bbcb_cass=bbcmaste,
$bio

BBC Mastermind (c) 1984 Mirrorsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51513&o=2

$end


$info=bbca,bbcb,bbcbp128,bbcbp,
$bio

BBC Micro (c) 1981 Acorn Computer, Limited.

- TRIVIA -

During the early 1980s, the BBC started what became known as the BBC Computer Literacy Project. The project was initiated partly in response to an extremely influential ITV documentary series The Mighty Micro, in which Dr Christopher Evans of the UK's National Physical Laboratory predicted the coming microcomputer revolution and its effect on the economy, industry, and lifestyle of the UK.

The BBC wanted to base its project on a microcomputer capable of performing various tasks which they could then demonstrate in their 1982 TV series The Computer Programme. The list of topics included programming, graphics, sound and music, teletext, controlling external hardware and artificial intelligence. It decided to adopt a microcomputer brand, then developed a fairly ambitious (for its time) specification and asked for takers. The BBC discussed the requirement with several companies including Sinclair Research, Newbury Laboratories, Dragon Data and Acorn Computers.

The Acorn team had already been working on an upgrade to their existing Atom microcomputer. Known as the Proton, it included better graphics and a faster 2 MHz MOS Technology 6502 central processing unit. The machine was only at the design stage at the time, and the Acorn team, composed largely of students including Steve Furber and Sophie Wilson, had one week to build a working prototype from the sketched designs. The team worked through the night to get a working Proton together to show the BBC. Not only was the Acorn Proton the only machine to match the BBC's specification, it also exceeded it in nearly every parameter.

The machine was released as the BBC Microcomputer on 1 December 1981 and became known affectionately as the Beeb. The machine was popular in the UK, especially in the educational market: about 80 per cent of British schools had a BBC microcomputer. As with Sinclair's ZX Spectrum and Commodore's C64, both released later in 1982, demand greatly exceeded supply. For some months, there were long delays before customers received the machines they had ordered. Efforts were made to market the machine in the United States and Germany.
By October 1983, the US operation reported that American schools had placed orders with it totalling $21 million.
In October 1984, while preparing a major expansion of its US dealer network, Acorn claimed sales of 85 per cent of the computers in British schools, and delivery of 40,000 machines per month.
That December, Acorn stated its intention to become the market leader in US educational computing. The New York Times considered the inclusion of local area networking to be of prime importance to teachers. The operation resulted in advertisements by at least one dealer in Interface Age magazine, but ultimately the attempt failed. The success of the machine in the UK was due largely to its acceptance as an educational computer – UK schools used BBC Micros to teach computer literacy, information technology skills and a generation of games programmers. Acorn became more known for its model B computer than for its other products. Some Commonwealth countries, including India, started their own Computer Literacy programs around 1987 and used the BBC Micro, a clone of which was produced by the Semiconductor Complex Limited and named the SCL Unicorn.

An advantage for the BBC Micro in the educational market was its durable construction. Both casing and keyboard were built solidly and able to cope with abuse by schoolchildren.

The Model A and the Model B were priced initially at £235 and £335 respectively, but increasing almost immediately to £299 and £399 due to increased costs. Acorn anticipated the total sales to be around 12,000 units, but eventually more than 1.5 million BBC Micros were sold.

The cost of the BBC Models was high compared to competitors such as the ZX Spectrum and the C64, and from 1983 Acorn attempted to counter this by producing a simplified but largely compatible version intended for game playing, the 32K Acorn Electron.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=34777&o=2

$end


$bbca_cass,bbcb_cass=bbcmusyn,
$bio

BBC Music Synthesizer (c) 19?? Bug Byte

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51514&o=2

$end


$bbca_cass,bbcb_cass=bcbill,
$bio

BC Bill (c) 1984 Imagine

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51515&o=2

$end


$megacd,megacdj=bcracers,bcracersd,bcracersda,
$bio

BC Racers [Model T-115075-50] (c) 1994 Core Design

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60589&o=2

$end


$segacd=bcracers,
$bio

BC Racers [Model T-115075] (c) 1995 Core Design

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60694&o=2

$end


$32x=bcracers,
$bio

BC Racers [Model T-7901B] (c) 1995 Front Street Publishing [San Francisco, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84394&o=2

$end


$coleco=bcquest,
$bio

BC's Quest for Tires (c) 1983 Sierra On-Line, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53244&o=2

$end


$c64_cart,c64_flop=bcquest,
$bio

BC's Quest for Tires (c) 1983 Sierra On-Line, Incorporated.

- STAFF -

Programmed by: Chuck Benton

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53509&o=2

$end


$ibm5150,ibm5150_cass=bcquest,
$bio

BC's Quest for Tires (c) 1984 Sierra On-Line, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83581&o=2

$end


$coleco=bcquest2,bcquest2ca,
$bio

BC's Quest for Tires II - Grog's Revenge (c) 1984 Coleco Industries, Incorporated. [Amsterdam, NY, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53245&o=2

$end


$a800=bcquest,
$bio

BC's Quest for Tires (c) 1983 Sierra On-Line, Incorporated.

- TECHNICAL -

Model OTL-201

- TRIVIA -

Known bugs:
When starting a new level, sometimes the game will start you right in front of a rock or hole.

- STAFF -

Programmed by: Chuck Benton

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49300&o=2

$end


$info=tvbebal,
$bio

Be Ball [TourVision PC-Engine] (c) 1991 Unknown.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101129&o=2

$end


$pce=beball,
$bio

Be Ball (c) 1990 Hudson Soft [Hudson Group].

Be Ball is a single-screen action puzzle by Hudson Soft. In ancient China, the evil sorcerer Ch?manf? (aka Chew-man-fu) has selfishly taken over the holy tower. An ermite monk sends two of his disciples, the young Rin Rin and Ran Ran, to enter the large tower made out of countless mazes, all filled with monsters and deadly hazards created by the sorcerer's magic powers. The goal of the game is to move four large and colored marbles (red, blue, black and green) onto their respective color pads within a time limit. However, nasty creatures (hedgehogs, tortoises, giant apes and so forth) try to stop our heroines and prevent them to perform their sworn duty. And this is where the ability to kick comes handy - the young monks can strike the colored orbs, sending them flying across the screen and damaging enemies along the way. The same technique can be used to crack and destroy walls from the playfield. From time to time, special icons appear and give the little girls special powers, such as red circles (kill all creatures), clocks (freeze time), bowls of soup (attract creatures), skulls (reduce the girl's life) and so forth. Diamonds can also be collected along the way to unlock bonus stages rewarding the player with extra lives. Be Ball includes a two-player mini-game called KickBall and a level editor where custom stages can be created and stored on any backup Ram units. Be Ball consists of five areas made out of ten stages each and features a password system. Finally, a two simultaneous players mode is also available.

- TECHNICAL -

[Model HC90028]

- TRIVIA -

Be Ball was released on March 30, 1990 in Japan for 5200 Yen.

- STAFF -

Design: Yumi, Bimbo, Simo Tuma
Sound: N. IDE
Program: Wacky
Thanks to: MR. URA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49154&o=2

$end


$pc98=begirl,begirla,
$bio

Be Girl (c) 19?? Pascal2 [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88994&o=2

$end


$msx2_flop=bebopbt,bebopbta,bebopbtd,
$bio

Be-Bop Bout (c) 1994 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101495&o=2

$end


$nes=bebophs,
$bio

ビー・バップ・ハイスクール 高校生極楽伝説 (c) 1988 Data East Corp.
(Be-Bop High School - Koukousei Gokuraku Densetsu)

- TECHNICAL -

Game ID: DFC-EP

- TRIVIA -

Be-Bop High School was released on March 30, 1988 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53871&o=2

$end


$pc98=beyond,beyondd,
$bio

Be-Yond - Kurodaishou ni Mirareteru (c) 1996 Silky's [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88995&o=2

$end


$cpc_cass=beachbug,
$bio

Beach Buggy Simulator (c) 1987 Silverbird Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82720&o=2

$end


$saturn,sat_cart=beachrea,
$bio

Beach De Reach [Model T-29004G] (c) 1998 MYCOM

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58941&o=2

$end


$info=wbbc97,
$bio

Beach Festival World Championship 1997 (c) 1997 Comad Industry Company, Limited.

A volleyball game that features international teams of both men and women contesting in the World Beach Ball Championship.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 10 Mhz), Zilog Z80 (@ 4 Mhz)
Sound Chips : YM3812 (@ 3.579545 Mhz), OKI6295 (@ 8 Khz)

Players : 2
Control : 8-way Joystick
Buttons : 3

- TRIVIA -

This game might be a code rip-off of the game "Power Spikes".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3995&o=2

$end


$bbca_cass,bbcb_cass=beachead,
$bio

Beach Head (c) 1984 US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51539&o=2

$end


$info=bhead2k,bhead2ka,
$bio

Beach Head 2000 (c) 2000 Tsunami Visual Technologies.

As a lone gunner, you are the last line of defense against an overwhelming onslaught of enemy fire. You will be rattled as your machine gun spits out rounds, and jolted as you fire the cannon. Feel the force as you volley missiles at incoming aircraft, and strive to keep an edge on the enemy as you experience the torque of being hit by enemy rounds. Put to life by motion incorporating six degrees of freedom, Beach Head 2000 will keep you on the edge of your seat until the bitter battle's end!
* Play your way through 25 levels of increasing difficulty and enemy strategies to send the intruders packing!
* Defend your homeland from armored personnel carrier, roaring tanks, transport helicopters, infantry battalions, heavy bombers, and lightning-fast attack jets!
* Feel the rattling of your machine gun, and be jolted as you volley cannon rounds. Strive to keep an edge on the enemy as you experience the torque of being hit by enemy rounds.

- TECHNICAL -

Tsumo Multi-Game Motion System

- TRIVIA -

Released in September 2001.

A 'Special Edition' was released.

- UPDATES -

SPECIAL VERSION :
* Player selectable with a choice of 3 distinctly different enemies.
* Enhanced targeting control.
* Turn bloodshed ON or OFF.

- SERIES -

1. Beach Head 2000 (2000)
2. Beach Head 2002 (2002)
3. Beach Head 2003 - Desert War (2003)

- PORTS -

* Consoles :
Sony PlayStation [Unreleased Prototype]

* Computers :
PC (2000)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4348&o=2

$end


$info=bhead2k2,
$bio

Beach Head 2002 (c) 2002 Global VR.

'Beach Head 2002' puts players in the position of a lone soldier, charged with defending a vital inland command post against an imminent airborne assault. With the beach invasion repulsed, players are sent to the rear. The enemy is determined to launch an all-out airborne assault in the rear. Paratroopers, infantry, tanks, armored cars, helicopters and gun-ships converge onto the battlefield. Adding to the madness is the re-introduction of the player's former drill sergeant, whose exclusive assignment is to 'inspire' and 'motivate' players.

- TECHNICAL -

VR Vortek V3 System

- TRIVIA -

Released in May 2003.

Michael Jackson used to own this game. It was sold at the official Michael Jackson Auction on Apr. 24th, 2009.

- SERIES -

1. Beach Head 2000 (2000)
2. Beach Head 2002 (2002)
3. Beach Head 2003 - Desert War (2003)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11405&o=2

$end


$info=bhead2k3,
$bio

Beach Head 2003 - Desert War (c) 2003 Global VR.

Meeting little resistance in the desert, the main coalition force presses onward to victory. Your lonely mission to remain behind as rear-guard becomes a ferocious clash when the enemy's elite forces regroup to wage a last desperate surprise attack. The enemy thought it would be easy to roll over you and chew through the unsuspecting coalition force. They were dead wrong. 'Beach Head 2003 - Desert War' continues the top-earning series with lightning-fast gameplay and amazing new desert-themed graphics.

- TECHNICAL -

VR Vortek V3 System

- TRIVIA -

Beach Head 2003 was released in May 2003 in USA.

- SERIES -

1. Beach Head 2000 (2000)
2. Beach Head 2002 (2002)
3. Beach Head 2003 - Desert War (2003)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11404&o=2

$end


$info=beachpt,
$bio

Beach Patrol (c) 2002 Atronic.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=7716&o=2

$end


$info=beachspi,
$bio

Beach Spikers - Virtua Beach Volleyball (c) 2001 Sega.

The typical summer sport, beach volleyball, became an arcade game! Not only the beach volleyball fans but also all the game fans will be extremely excited by the new type of sports game.

- TECHNICAL -

Sega Naomi 2 (GD-Rom) Hardware
CPU : SH-4 128-bit RISC CPU (200 MHz 360 MIPS / 1.4 GFLOPS)
Graphic Engine : 2 x PowerVR 2 (PVR2DC-CLX2) GPU's 
Geometry Processor : Custom Videologic T+L chip "Elan" (100mhz) - (Under Heatsink)
Sound Engine : ARM7 Yamaha AICA 45 MHZ (with internal 32-bit RISC CPU, 64 channel ADPCM)
Main Memory : 32 MByte 100Mhz SDRAM
Graphic Memory : 32 MByte
Model Data Memory : 32MByte
Sound Memory : 8 MByte

- TRIVIA -

Released in July 2001.

- PORTS -

* Consoles :
Nintendo GameCube [DOL-GBSJ-JPN] (Jul.2002)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3691&o=2

$end


$amigaocs_flop=bchvolly,
$bio

Beach Volley (c) 1989 Ocean Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73531&o=2

$end


$cpc_cass=beachvol,beachvol01,
$bio

Beach Volley (c) 1989 Ocean Software, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82728&o=2

$end


$gbcolor=beachbal,
$bio

Beach'n Ball [Model CGB-BVBP-EUR] (c) 2001 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67560&o=2

$end


$cpc_cass=beachhea,
$bio

Beach-Head (c) 1985 Access Software, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82722&o=2

$end


$msx1_cass=beachead,
$bio

Beach-Head (c) 1985 US Gold, Ltd. [Birmingham, UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94474&o=2

$end


$msx1_cart=beachead,
$bio

Beach-Head (c) 19?? Access Software, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76591&o=2

$end


$cpc_cass=beachhe2,
$bio

Beach-Head II - The Dictator Strikes Back (c) 1986 Access Software, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82725&o=2

$end


$cpc_cass=beachhea01,
$bio

Beach-Head [Model AA0011] (c) 198? Americana Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82723&o=2

$end


$psx=bealphar,
$bio

Bealphareth (c) 2000 Sony Computer Ent., Inc.

- TECHNICAL -

[Model SCPS-10138]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84945&o=2

$end


$amigaocs_flop=beam,
$bio

Beam (c) 1989 Magic Bytes

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73532&o=2

$end


$info=beaminv,
$bio

Beam Invader (c) 1979 Tekunon Kougyou.

A "Space Invaders" clone by TK.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 2 Mhz)

Players : 2
Control : paddle
Buttons : 1

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=217&o=2

$end


$msx1_cart=beamridr,beamridra,
$bio

Beam Rider [Model R48X5502] (c) 1984 Pony Canyon, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76592&o=2

$end


$amigaocs_flop=beambend,
$bio

Beambender (c) 1997 Epic Marketing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73533&o=2

$end


$coleco=beamridr,
$bio

Beamrider (c) 1983 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53246&o=2

$end


$c64_cart,c64_flop=beamridr,
$bio

Beamrider (c) 1984 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53516&o=2

$end


$msx1_cass=beamridr,
$bio

Beamrider (c) 1984 Activision, Inc. [Santa Clara, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94475&o=2

$end


$a2600=beamridr,beamridre,
$bio

Beamrider (c) 1984 Activision, Inc.

A beam matrix of iridescent blue engulfs the distant blackness of Earth-Space. You stand watching. First mesmerized, you now realise the beams carry weapons. Frightening creations in endless configurations. Intriguing to watch, but will you, yes you, dear reader, take action? You will??!! Then roll up your sleeves, mount these beams and... ride!!

Animated graphics create a 3-D perspective that virtually pulls you into the screen. Pulsating sound effects intensify the constant array of new objects that zip from beam to beam. Beamrider combines tomorrow's technology with designer Dave Rolfe's fantastic imagination to forge the challenge you'll return to again and again!

- TECHNICAL -

Model AZ-037

- TIPS AND TRICKS -

Greetings from sector 26 and moving! If you want to make it to the outer sectors, pay attention to these tips.

Maintain precise control by learning to TAP the Control Stick to move your ship a single beam at a time. And stay near the centre beams so you won't get boxed into a corner with nowhere to run.

Zap the white enemy saucers as early in their approach as possible. And check this out: You can hit them when they're slightly off the beam, before they can drop their missiles.

When you see a yellow rejuvenator, don't abandon all caution as you move to catch it or you'll likely wreck your ship. If an enemy object is blocking the rejuvenator, you can use a torpedo to blast it out of the way. Then,  catch the rejuvenator. But remember, you only have three torpedoes and they're your only weapon against the Sector Sentinel.

And while we're on the subject, when the Sentinel is about to approach, don't sit on the beam you plan to shoot from. Green Blockers will swarm on to it immediately! Instead, wait on a beam you're not going to shoot from (like the one nearest the Sentinel's first sighting). As soon as the Blockers are 'locked' onto that beam, zip over to an unblocked beam and torpedo the ship.

Last, but not least, take time to notice the enemy attack movements. They generally follow a pattern of motion that allows you to anticipate many of their moves.

- STAFF -

Developed by Cheshire Engineering.

Programmer: Dave Rolfe

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50247&o=2

$end


$a800=beamridr,
$bio

Beamrider (c) 1984 Activision.

- TECHNICAL -

Model CA-009-04

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49303&o=2

$end


$a5200=beamridr,
$bio

Beamrider (c) 1983 Activision.

The Restrictor Shield, 99 sectors deep, now surrounds the Earth. You are the Beamrider, on a mission to clear the Shield. There you must demolish an onslaught of alient frights as you dodge from beam to beam. Sector after sector, the deluge deepens...

- TECHNICAL -

Model FZ-009

- SCORING -

Points are scored each time an enemy saucer, chirper ship or Sector Sentinel is destroyed. Point values increase as you progress to higher sectors.

The exact point value for each hit appears in red, briefly replacing your score the moment an enemy craft is destroyed.

Also, if you manage to destroy the Sector Sentinel, you'll receive an additional bonus for each ship in your fleet.

- TIPS AND TRICKS -

Tips from Dave Rolfe, designer of Beamrider
(Dave Rolfe is a seasoned software designer, with an academic background in engineering and computer science. In his spare time, he can be found bicycling or listening to rock 'n roll.)

"Greetings from sector 26 and moving! If you want to make it to the outer sectors, pay attention to these tips."

"Maintain precise control by learning to TAP the Control Stick to move your ship a single beam at a time. And stay near the center beams so you won't get boxed into a corner with nowhere to run."

"Zap the white enemy saucers as early in their approach as possible. And check this out: You can hit them when they're slightly off the beam, before they can drop their missiles."

"When you see a yellow rejuvenator, don't abandon all caution as you move to catch it or you'll likely wreck your ship. If an enemy object is blocking the rejuvenator, you can use a torpedo to blast it out of the way. Then, catch the rejuvenator. But remember, you only have three torpedoes and they're your only weapon against the Sector Sentinel."

"And while we're on the subject, when the Sentinel is about to approach, don't sit on the beam you plan to shoot from. Green Blockers will swarm onto it immediately! Instead, wait on a beam you're NOT going to shoot from (like the one nearest the Sentinel's first sighting). As soon as the Blockers are 'locked' onto that beam, zip over to an unblocked beam and torpedo the ship."

"Last, but not least, take time to notice the enemy attack movements. They generally follow a pattern of motion that allows you to anticipate many of their moves."

"With practice, you'll be in the outer sectors before too long. If you get TOO far out, come down to Earth for a while and drop me a line. Because reading your letters is the next best thing to designing games."

- STAFF -

Designer: Dave Rolfe

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50023&o=2

$end


$intv=beamridr,
$bio

Beamrider (c) 1983 Activision, Incorporated.

An impenetrable shield of light, 99 sectors deep, is encompassing the planet. You, alone, must cruise from beam to beam, casting lariats of laser bolts into white saucers, red zig bombs, yellow chirpers and more! The quest: to penetrate the shield and restore space exploration to the planet. You have the skill! You have the daring! You are Beamrider!

- TECHNICAL -

Model M-005-03

- TRIVIA -

Inspiration for the game came to David Rolfe one day as he was leaning back in his chair staring at the ceiling. Suddenly the receding grid of acoustical tiles became an outer space playing field.

Players who sent a photo to Activision showing a score over 60,000 on level 20 or above received an official 'Activision Beamriders' emblem.

Video Review magazine named Beamrider "Best Cartridge Game of the Year" in its April 1984 issue.

- TIPS AND TRICKS -

From designer Dave Rolfe in the Beamrider instruction manual:

"Greetings from sector 26 and moving! If you want to make it to the outer sectors, pay attention to these tips."

"First of all, don't hold down the disc. Maintain precise control by learning to TAP the disc to move a single beam at a time. And stay near the center beams so you won't get boxed into a corner with nowhere to run."

"Zap the white enemy saucers as early in their approach as possible. And check this out: You can hit them when they're slightly off the beam, before they can drop their missiles."

"When you see a yellow rejuvenator, don't abandon all caution as you move to catch it, or you'll likely wreck your ship. If an invulnerable object is blocking it, you can use a torpedo to blast it out of the way. Then, catch the rejuvenator. But remember, you only have three torpedoes and they're your only weapon against the Sector Sentinel."

"And while we're on the subject, when the Sentinel is about to approach, don't sit on the beam you plan to shoot from. Green Blockers will swarm onto it immediately! Instead, wait on a beam you're not going to shoot from (like the one nearest the Sentinel's first sighting). As soon as the Blockers are 'locked' onto that beam, zip over to an unblocked beam and torpedo the ship."

"Last, but not least, take time to notice the enemy attack movements. They generally follow a pattern of motion that allows you to anticipate many of their moves."

- STAFF -

Design/Program: David Rolfe

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60858&o=2

$end


$a2600=beanbopp,
$bio

Beany Bopper (c) 1983 20th Century Fox.

Your job is to capture Beanies, Bouncing Orange Eyes, and a crazy variety of Falling Objects. Beanies are devious and deadly and must be shot with the Bopper's stun gun before they can be captured.

- TECHNICAL -

Model 11002

- SCORING -

STUNNED ITEMS
Beany = 20 points.
Falling Object = 20 points.
Bouncing Orange Eye = 100 points.

CAPTURED ITEMS
Beany = 100 points plus the Challenge Level Number.
Falling Object = 100 to 490 points, Depending on the Challenge Level.
Bouncing Orange Eye = Twice the Value of an Object at that Level.

The score is displayed at the bottom of the screen.

- TIPS AND TRICKS -

You can shoot a longer distance if you don't hold the joystick button down.

Keep an eye on your reserve boppers and don't be too greedy with points.

You may have to let some objects fall off the screen in order to have the opportunity to sack four more Beanies and earn a bonus Bopper!

- STAFF -

Developed by Sirius Software.

Programmer: Grady Ward

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50248&o=2

$end


$a2600=beanboppc,
$bio

Beany Bopper (c) 1983 CCE

South american release. Game developed in North America. For more information about the game itself, please see the original NA release entry; "Beany Bopper [Model 11002]".

- TECHNICAL -

Model C-835

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50249&o=2

$end


$info=m4bclimb,
$bio

Bear Climber (c) 199? Coin World.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42359&o=2

$end


$info=bearnec,
$bio

Bear Necessities (c) 2002 Atronic.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43632&o=2

$end


$info=pr_bears,pr_bearsa,pr_bearsb,
$bio

Bear Streak (c) 1996 Coin World.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42411&o=2

$end


$info=pr_bearx,pr_bearxa,pr_bearxb,pr_bearxc,pr_bearxd,pr_bearxe,pr_bearxf,pr_bearxg,pr_bearxh,pr_bearxi,pr_bearxj,pr_bearxk,pr_bearxl,pr_bearxlp,pr_bearxm,
$bio

Bear X (c) 199? Coin World.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15208&o=2

$end


$a800=bearjamf,
$bio

BearJam (c) 1983 Chalkboard, Inc.

- TECHNICAL -

Model 10031A-3

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82777&o=2

$end


$pc98=beast,
$bio

Beast - Injuu no Yakata (c) 1990 Birdy Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88996&o=2

$end


$pc98=beast2,
$bio

Beast 2 - Incubuster (c) 1991 Birdy Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88997&o=2

$end


$x68k_flop=beast2,
$bio

Beast 2 Incubuster (c) 1991 Birdy Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87106&o=2

$end


$ngpc=darkarms,darkarmsp,
$bio

Beast Buster - Yami no Seitai Heiki [Model NEOP00450] (c) 1999 SNK Corp. [Shin Nihon Kikaku] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82519&o=2

$end


$info=bbusters,bbustersu,bbustersua,
$bio

Beast Busters (c) 1989 SNK.

A city has been invaded by the undead, you as any of three soldiers must shoot & blast your way out or you'll become tonight's main course in this frantic first person shooter! Features excellent graphics and lots of challenge! No one knows how it happened but one thing is for sure, we'll risk our lives... and have lots of fun!

- TECHNICAL -

Cabinet dimensions : 74'' (187,5cm) high x 35'' (90cm) wide x 47'' (115,5cm) deep.

Top Board Number : A9003-1
Middle Board Number : A9003-2
Bottom Board Number : A9003-3
Prom stickers : BB

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2610 (@ 8 Mhz)

Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 2048

Players : 3
Control : lightgun
Buttons : 2

- TRIVIA -

Released in November 1989 in Japan.

One famous owner of a Beast Busters cabinet was American pop singer, Michael Jackson (1958-2009), who would often take the cabinet on tour with him via cargo plane.

A Beast Busters unit appears in the 1998 movie 'The Replacement Killers'.

Soundtrack releases :
Beast Busters / SNK [Pony Canyon / Scitron - PCCB-00036 - Jul 21, 1990]

- SERIES -

1. Beast Busters (1989)
2. Beast Busters - Second Nightmare (1999)
3. Dark Arms - Beast Busters (1999, SNK Neo-Geo Pocket Color)
4. BEAST BUSTERS - feat.KOF (2014, Google Play)

- STAFF -

President : Eikichi Kawasaki
Producer & Director : Hamachi. Papa
Designers : Mitsuzo.I, Ken, Muromoto, Sakai, Mioshi, Maeda, Fujiwara
Main programmer : Mr. SNK 25
Assistant programmer : Murano
Sound creators : Tarkun, Masahiko Hataya (Papaya)
Hard creator : Ebara

- PORTS -

* Computers :
Atari ST (1990)
Commodore Amiga (1990)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=218&o=2

$end


$amigaocs_flop=bbusters,
$bio

Beast Busters (c) 1991 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73534&o=2

$end


$info=bbust2,
$bio

Beast Busters - Second Nightmare (c) 1999 SNK.

A great sequel to the original game an once again city has been invaded by the undead, the players must shoot using machine guns or bombs to fight against an entire host of monsters including zombies, mutants and other creepy creatures in this frantic first person shooter! Featuring nice graphics in 3D and excellent sounds.

The plot is set in 2009 at the A.D. Tokyo Bay's floating city, "New Tokyo Port Town." Within the international specialized pathologies hospital (ISPH) rising from a corner of the city, an outbreak of an unknown virus severs contact with the outer world... authorities, carefully monitoring the situation, dispatch two marine commandos to investigate and "expedite" the matter. Yet what horror they will witness is...?

- TECHNICAL -

Cabinet dimensions : 76,5'' (196,8cm) high x 51'' (130,9cm) wide x 29,5 (75cm) deep.
Cabinet weight : Approx. 550 lbs (193 kg).

SNK Hyper Neo-Geo 64 hardware
Game ID : HNG64 No. 04

Main CPU : R4600 (@ 12.5 Mhz), V30 (@ 8 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 4

- TRIVIA -

Second Nightmare was released in September 1998.

- SERIES -

1. Beast Busters (1989)
2. Beast Busters - Second Nightmare (1999)
3. Dark Arms - Beast Busters (1999, SNK Neo-Geo Pocket Color)
4. BEAST BUSTERS - feat.KOF (2014, Google Play)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3584&o=2

$end


$gbcolor=beastfgt,
$bio

Beast Fighter [Model EB-001] (c) 199? Sachen [Taiwan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67561&o=2

$end


$pc98=beast3,
$bio

Beast III (c) 1993 Birdy Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88998&o=2

$end


$x68k_flop=beast,
$bio

Beast Injuu no Yakata (c) 1991 Birdy Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87107&o=2

$end


$pc98=beastlrd,
$bio

Beast Lord - Haou e no Michi (c) 1991 Hobby Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88999&o=2

$end


$pc98=beastlr2,
$bio

Beast Lord II (c) 1992 Hobby Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89000&o=2

$end


$gba=beastsho,
$bio

Beast Shooter - Mezase Beast King! [Model AGB-AH5J-JPN] (c) 2002 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69884&o=2

$end


$megadriv=beastwj,
$bio

Beast Warriors (c) 1991 Riot

- TRIVIA -

Reviews:
November 1991 - Consoles + N.3 [FR]: 38/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56355&o=2

$end


$megadriv=beastw,
$bio

Beast Wrestler (c) 1991 Renovation

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57119&o=2

$end


$megadriv=beastbal,
$bio

Beastball (c) 199? Spectrum Holobyte

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56356&o=2

$end


$info=beastf,
$bio

Beastie Feastie (c) 1984 Epos Corporation.

Guide the insatiable Toby through corridors, up and down the elevators and through the side tunnels in his never-ending search for snacks. An assortment of crafty animals relentlessly pursue Toby and fight him for control of the elevators. Stop them or avoid them and munch a dozen different snacks to clear the 24 unique levels. This game is relatively similar to the glob and Super Glob except the main character's name has been changed to Toby and now looks different.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : Namco 3-channel WSG (@ 96 Khz)

Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.61 Hz
Palette Colors : 16

Players : 2
Control : 4-way joystick
Buttons : 2

- TRIVIA -

This game is also known as "The Glob" and "Super Glob".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=219&o=2

$end


$amigaocs_flop=beastlrd,
$bio

Beastlord (c) 1993 Grandslam

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73535&o=2

$end


$info=beastrzr,beastrzrb,
$bio

Beastorizer (c) 1997 Eighting / Raizing.

Unleash the beast within! Take your pick from 8 unique fighters with the ability to morph into powerful werebeasts (wolf, lion, rabbit, tiger, mole, fox, gorilla & boar) and battle your way to reach the sinister Tylon Corporation's secret bioweapon : the deadly weredemon Uriko! Features solid 3-D graphics with awesome character designs, great sound effects & cool music, and a simple control scheme geared towards fast, aggressive gameplay.

- TECHNICAL -

Game ID : RA9701

Main CPU : SPU (@ 16.9344 Mhz)
Sound CPU : Motorola 68000 (@ 12 Mhz)
Sound Chips : SPU (@ 12 Mhz), YMF271 (@ 12 Mhz)

Players: 2
Control per player: 8-way joystick
Buttons per player: 3
=> Punch, Kick, Beast

- TRIVIA -

Beastorizer was released in July 1997.

The game was known outside North America as "Bloody Roar".

- SERIES -

1. Bloody Roar (1997)
1. Beastorizer (1997)
2. Bloody Roar 2 - Bringer of The New Age (1998)
3. Bloody Roar 3 (2001) 
4. Bloody Roar Primal Fury (2002, Nintendo GameCube)
5. Bloody Roar Extreme (2003, Microsoft Xbox)
6. Bloody Roar 4 (2003, Sony Playstation 2)

- STAFF -

Chief producer : Masato Toyoshima
Producer : Kenji Kawase
Director : Susumu Hibi
Main programmer : Yuichi Ochiai
Programmers : Yasunari Watanabe, Takeshi Dodo, Kenji Shibayama
Planner : Seiya Yamanaka
Main graphic designer : Shinichi Ohnishi
Graphic designers : Mitsuakira Tatsuta, Shinsuke Yamakawa
Motion designers : Shinji Ohtomo, Koji Mandai, Kumi Sasaki, Tetsu Ozaki
Character designer : Mitsuakira Tatsuta
Sound composers : Atsuhiro Motoyama, Manabu Namiki (Santaruru), Ken-ichi Koyano, Hitoshi Sakimoto, Masaharu Iwata, Tomoko Miyagi
Sound effects : Gen
Sound programmer : Yuichi Ochiai
Voice actors : Nobutoshi Hayashi, Fumihiko Tachiki, Ryo Horikawa, Mika Kanai, Scott McCulloch, Barry Gjerde, Samantha Vega
General producer : Tomonori Fujisawa
Test players : Takeshi Yamane, Masahiro Kitano, Satoru Tanikawa, Kazuyuki Yamamoto, Yuji Ishige, Joe Kitsukawa, Ryoji Sano, Shigeyuki Saitoh, Shinsiku Gotoh

* Hudson staff :
Executive producer : Naoyuki Tsuji
Chief producer : Kunji Katsuki
Producer : Atsushi Ikeda
Director : Kenji Fukuya

- PORTS -

* Consoles :
Sony PlayStation (1997, "Bloody Roar")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=220&o=2

$end


$info=beathead,
$bio

Beat Head (c) 1993 Atari Games.

Jump on the tiles that match your color or that have your color and your opponent's color. Jump on enough to fill your spaces before your opponent fills his.

- TECHNICAL -

Main CPU : ASAP (@ 14.31818 Mhz), MOS Technology 6502 (@ 1.7895 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579 Mhz), OKI6295 (@ 9.037 Khz)

Screen orientation : Horizontal
Video resolution : 336 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768

Players : 2
Control : 8-way joystick
Buttons : 2

Beat Head has nothing remotely resembling Sprites or M.O.s., the hardware is a fairly naive bitmap, although it is implemented in VRAM, which allows, e.g. fast copies to reduce the CPU needed for static content.

Beat Head is the only Atari Coin-Op game to derive its 'time base' from the audio, and to do so uses a rarely used feature of CPU/Audio communication. A bug there would not affect any other game, and would manifest in Beat Head as timeouts and 'jerks' as the video was re-sync'd to the audio.

- TRIVIA -

At the time, Atari were very keen to fund 'unusual' game concepts, such as "Toobin'" and Beat Head was one of those chosen. However, the game mechanic was incredibly repetitive and once you'd beaten 5 opponents, not much really changed. The reason for the very limited number of 'waves' is that the game did not get past a 'short field-test' stage. It was intended to be out only a few days. Atari had a pretty bad rep in those days, which showed in the cash box. And Beat Head had fairly powerful enemies within Atari, so it was killed at a very preliminary stage of the program. It certainly was never intended to be so limited.

The phrase 'Stella on Steroids' on the POST screen is a reference to the old Atari VCS, codenamed 'Stella'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=221&o=2

$end


$psx=beatplan,
$bio

Beat Planet Music (c) 2000 Sony Computer Ent., Inc.

- TECHNICAL -

[Model SCPS-18013]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84946&o=2

$end


$info=sc1btbc,
$bio

Beat the Bank Club (c) 199? Bell-Fruit Mfg. Company, Limited. [B.F.M.].

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42115&o=2

$end


$info=btchamp,
$bio

Beat the Champ (c) 1996 Konami Company, Limited.

- TECHNICAL -

Konami GV System hardware
Game ID : GV053

Main CPU : PSX (@ 16.9344 Mhz)
Sound Chips : SPU (@ 16.9344 Mhz), CD/DA (@ 16.9344 Mhz)

Players : 4
Control : trackball
Buttons : 3

- TRIVIA -

Beat the Champ was released in October 1996.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3657&o=2

$end


$info=sc1btclk,sc1btclka,sc1btclkb,
$bio

Beat the Clock (c) 199? MDM Leisure.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32395&o=2

$end


$info=m4btclok,
$bio

Beat the Clock (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41262&o=2

$end


$info=beatclck,
$bio

Beat the Clock (c) 1985 Bally Midway Mfg. Co.

- TECHNICAL -

Model Number : 0C70

- TRIVIA -

500 units were produced.

- STAFF -

Designer : George Christian
Artwork : Tony Ramunni

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5212&o=2

$end


$info=pr_btwar,pr_btwara,pr_btwarb,
$bio

Beat the Warden (c) 199? Project Coin Machines, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42075&o=2

$end


$a2600=beatemd,
$bio

Beat'Em and Eat'Em (c) 1982 Dynacom [Sao Paulo, Brazil]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50250&o=2

$end


$a2600=beatem,beateme,
$bio

Beat'Em and Eat'Em (c) 1982 Mystique.

Beat'Em & Eat'Em is an adult video game based upon an ancient ritual that has been passed down from generation-to-generation as part of the culture's oral tradition.

The object of the game is to eat'em every time he beats 'em. You score one point for each and every drop you swallow without a miss. But should you miss, shame on you. You lose one turn. After all, it could have been a famous doctor or lawyer.

You have four turns at the outset of the game. Small squares in the lower left-hand corner of the screen indicate the remaining number of turns at any point in the game.

You can earn 'bonus turns' for every '69' points you score; however, you may accumulate no more than 6 turns plus the one in play at any given time.

Beat'Em & Eat'Em consists of two game versions. Game number 1 offers the swinger types a chance at twin female computer images. Double your pleasure, and see what fun; turn the paddle-wheel knob and catch all the ---. Game number 2 is more difficult in that there is only one female computer image to do all the catching. The number of the game selected appears on the stripe at the bottom of the screen before you start the game.

- SCORING -

When you reach "69" points, you earn a bonus turn. You receive additional bonus turns for each multiple of 69 points that you earn (138, 207, etc.). To help you celebrate this wonderful achievement, the lovely ladies dance across the screen to the tune of Pop Goes the Weasel, and the skyline glows with glee.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50251&o=2

$end


$info=bm1stmix,
$bio

beatmania (c) 1997 Konami.

Follow along with the song by scratching the turntable and pressing the keys as the bars reach the bottom of the screen. If you manage to successfully hit each note on-key perfectly, a combo meter will go up, increasing your score. Do well enough by the end of the song, and you can progress to the next level.

- TECHNICAL -

Cabinet dimensions : 197cm high x 112cm wide x 101cm deep.
Cabinet weight : 250 kg.

Konami Bemani DJ-Main Hardware
Game ID : GQ753

CPU : MC68EC020FG25 @ 25MHz
Custom Chips : 058143, 056832, 055555, 056766, 058141, and KS10101
Sound : Custom Konami Sound Chips for Multiple Sound Channels
Res : 24kHz 512x384
Drives : Pop'N Music use 3.5inch IDE-HDD, all other games use 2.5inch.
Roms : Program and graphics on EEPROM.

Players : 2
Control : dial
Buttons : 5

- TRIVIA -

Released in December 1997.

'Bemani' is actually a play on words : BE (at) MANI (a).

- SERIES -

1. beatmania (1997)
2. beatmania 2ndMix (1998)
3. beatmania 3rdMix (1998)
4. beatmania complete MIX (1999)
5. beatmania 4thMix the beat goes on (1999)
6. beatmania 5thMix Time to get down (1999)
7. beatmania complete MIX 2 (2000)
8. beatmania ClubMix (2000)
9. beatmania featuring Dreams Come True (2000)
10. beatmania CORE REMIX (2000)
11. beatmania 6thMix The UK Underground Music (2001)
12. beatmania 7thMix keepin' Evolution (2002)
13. beatmania THE FINAL (2002)

- STAFF -

Director : Yuichiro Sagawa
Planners : Mizking, Takashi Hamano
Sound producers : Hiroshi Takeyasu, Reo Nagumo, Ohta Tomomi
Programmers : Takayuki Fukunaga, Hideki Hashimoto
Hardware engineer : Masayuki Senami
Mechanical engineers : Yuichiro Sagawa, Toshiharu Miura
CG designer : Mizking
Industrial designer : Isao Uehara
Graphic designer : Noriyuki Yokoki
Vocalist & rapper : Butcher "One Love", DJ Volcano, Chappy
Guiterist : Hiroshi Miyauchi, Takumi Kikuya, Yoriyoshi Matsushita
Dancers : Wan~chan, Nami
Japanese~English translators : Mutsuko Ichikawa, Hideki Hashimoto, Ami Masaki
Producer : Koji Okamoto

- PORTS -

* Consoles :
Sony PlayStation (1998)
Nintendo Game Boy Color (1999, "Beatmania GB")
Bandai WonderSwan (1999, "BeatMania for WonderSwan")

* Others :
LCD handheld game

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=222&o=2

$end


$psx=bm3mm,
$bio

Beatmania - Append 3rd Mix Mini (c) 199? Konami Corp. [Osaka, Japan]

- TECHNICAL -

[Model SLPM-86156]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84947&o=2

$end


$psx=bm5,
$bio

Beatmania - Append 5th Mix - Time to Get Down (c) 2000 Konami Corp. [Osaka, Japan]

- TECHNICAL -

[Model SLPM-86322]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84948&o=2

$end


$psx=bmclub,
$bio

Beatmania - Append Club Mix (c) 199? Konami Corp. [Osaka, Japan]

- TECHNICAL -

[Model SLPM-86692]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84949&o=2

$end


$psx=bmbest,
$bio

Beatmania - Best Hits (c) 2000 Konami Corp. [Osaka, Japan]

- TECHNICAL -

[Model SLPM-86596]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84950&o=2

$end


$psx=bmtokyo,
$bio

Beatmania - The Sound of Tokyo! (c) 2001 Konami Corp. [Osaka, Japan]

- TECHNICAL -

[Model SLPM-86769]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84951&o=2

$end


$info=bm2ndmix,bm2ndmxa,
$bio

beatmania 2nd MIX (c) 1998 Konami Company, Limited.

Follow along with the song by scratching the turntable and pressing the keys as the bars reach the bottom of the screen. If you manage to successfully hit each note on-key perfectly, a combo meter will go up, increasing your score. Do well enough by the end of the song, and you can progress to the next level.

- TECHNICAL -

Konami Bemani DJ-Main Hardware
Game ID : GX853

CPU : MC68EC020FG25 @ 25MHz
Custom Chips : 058143, 056832, 055555, 056766, 058141, and KS10101
Sound : Custom Konami Sound Chips for Multiple Sound Channels
Res : 24kHz 512x384
Drives : Pop'N Music use 3.5inch IDE-HDD, all other games use 2.5inch.
Roms : Program and graphics on EEPROM.

Players : 2
Control : dial
Buttons : 5

- TRIVIA -

Released in March 1998.

Konami released a limited-edition soundtrack album for this game (beatmania 2nd Mix Complete - KICA-7872) on 26/06/1998.

- TIPS AND TRICKS -

* Secret Stages : First pick arcade mode, secondly hold Select while you choose expert mode. While you are still holding the circle button pick classic or techno. If you pick classic you will get the 'Rave 2nd remix' at the last stage. If you pick techno you will get 'hard techno' at the 3rd stage.

- SERIES -

1. beatmania (1997)
2. beatmania 2ndMix (1998)
3. beatmania 3rdMix (1998)
4. beatmania complete MIX (1999)
5. beatmania 4thMix the beat goes on (1999)
6. beatmania 5thMix Time to get down (1999)
7. beatmania complete MIX 2 (2000)
8. beatmania ClubMix (2000)
9. beatmania featuring Dreams Come True (2000)
10. beatmania CORE REMIX (2000)
11. beatmania 6thMix The UK Underground Music (2001)
12. beatmania 7thMix keepin' Evolution (2002)
13. beatmania THE FINAL (2002)

- STAFF -

Director : Yuichiro Sagawa
Planners : Mizking, Takashi Hamano
Sound director : Reo Nagumo
Composers : Nite System, Quadra, DJ Mazinger, Crunky Boy, Hiroshi Takeyasu, Reo Nagumo, Ohta Tomomi
Programmers : Takayuki Fukunaga, Hideki Hashimoto, Youhei Shimizu
Sound data analizer : Koji Kazaoka, Ryuichi Nitta, Hiroki Koga
Hardware engineer : Masayuki Senami
Mechanical engineers : Yuichiro Sagawa, Toshiharu Miura
Cg designer : Mizking
Industrial designer : Isao Uehara
Product designer : Noriyuki Yokoki
Vocalist & Rapper : Butcher "One Love", DJ Volcano, Chappy, Co~key, Bombman
Guitarists : Hiroshi Miyauchi, Takumi Kikuya, Yoriyoshi Matsushita
Dancers : Wan~chan, Nami
Japanese~English translators : Mutsuko Ichikawa, Hideki Hashimoto, Ami Masaki, Mary Hermanson, Kerry Nagai
Producer : Koji Okamoto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=223&o=2

$end


$info=bm3rdmix,
$bio

beatmania 3rdMix (c) 1998 Konami Company, Limited.

- TECHNICAL -

Konami Bemani DJ-Main Hardware

CPU : MC68EC020FG25 @ 25MHz
Custom Chips : 058143, 056832, 055555, 056766, 058141, and KS10101
Sound : Custom Konami Sound Chips for Multiple Sound Channels
Res : 24kHz 512x384
Drives : Pop'N Music use 3.5inch IDE-HDD, all other games use 2.5inch.
Roms : Program and graphics on EEPROM.

Players : 2
Control : dial
Buttons : 5

Players : 2
Control : dial
Buttons : 5

- TRIVIA -

Released in September 1998.

Konami released a limited-edition soundtrack album for this game (Beatmania 3rd Mix Complete - KICA-7921) on 276/11/1998.

- SERIES -

1. beatmania (1997)
2. beatmania 2ndMix (1998)
3. beatmania 3rdMix (1998)
4. beatmania complete MIX (1999)
5. beatmania 4thMix the beat goes on (1999)
6. beatmania 5thMix Time to get down (1999)
7. beatmania complete MIX 2 (2000)
8. beatmania ClubMix (2000)
9. beatmania featuring Dreams Come True (2000)
10. beatmania CORE REMIX (2000)
11. beatmania 6thMix The UK Underground Music (2001)
12. beatmania 7thMix keepin' Evolution (2002)
13. beatmania THE FINAL (2002)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3990&o=2

$end


$info=bm4thmix,
$bio

beatmania 4thMix the beat goes on (c) 1999 Konami Company, Limited.

Follow along with the song by scratching the turntable and pressing the keys as the bars reach the bottom of the screen. If you manage to successfully hit each note on-key perfectly, a combo meter will go up, increasing your score. Do well enough by the end of the song, and you can progress to the next level.

- TECHNICAL -

Konami Bemani DJ-Main Hardware
Game ID : GX847

CPU : MC68EC020FG25 @ 25MHz
Custom Chips : 058143, 056832, 055555, 056766, 058141, and KS10101
Sound : Custom Konami Sound Chips for Multiple Sound Channels
Res : 24kHz 512x384
Drives : Pop'N Music use 3.5inch IDE-HDD, all other games use 2.5inch.
Roms : Program and graphics on EEPROM.

Players : 2
Control : dial
Buttons : 5

- TRIVIA -

Released in April 1999.

Konami released a limited-edition soundtrack album for this game (beatmania 4th Mix Original Soundtracks - KMCA-1) on 17/06/1999.

- TIPS AND TRICKS -

* Complete Song List Choice Mode (including Hidden Songs) : All songs can be selected from the beginning in BASIC and HARD modes.
1) Insert coin(s).
2) Press 1-5-4-3-4-3-4-1-2-1-1-5-4-3-4-3-4-1-2-1-1 on the 2P keyboard (This is the notes from 'Deep In You').
3) Press Start while holding down Effect and buttons 2-4 on the 1P keyboard.

* Hidden Stages :
1) Insert coin(s).
2) Press 1-4-3-5-2-4-1-5 on the 2P keyboard (This is the notes from 'Paranoia Max').
3) Press Start while holding down the Effect button.

* Changing The Frame Colour : During MODE SELECT, pressing the Start button will change the screens frame colour with each press. Each press will change the frame to the following colours : Grey >> Gold >> Red >> Blue >> Green >> White >> Brown >> Scarlet >> Black >> Magenta >> Purple.

* Mirror Play :
1) Insert coin(s).
2) Turn the 2P turntable anti-clockwise three times.
3) Press Start.

* Random Play :
1) Insert coin(s).
2) Turn the 2P turntable clockwise three times.
3) Press Start.

- SERIES -

1. beatmania (1997)
2. beatmania 2ndMix (1998)
3. beatmania 3rdMix (1998)
4. beatmania complete MIX (1999)
5. beatmania 4thMix the beat goes on (1999)
6. beatmania 5thMix Time to get down (1999)
7. beatmania complete MIX 2 (2000)
8. beatmania ClubMix (2000)
9. beatmania featuring Dreams Come True (2000)
10. beatmania CORE REMIX (2000)
11. beatmania 6thMix The UK Underground Music (2001)
12. beatmania 7thMix keepin' Evolution (2002)
13. beatmania THE FINAL (2002)

- STAFF -

Producer : Koji Okamoto
Director : Seiji Higurashi
Planner : Mizking F
Sound director : Takehiko Fujii
Sound superviser : Reo Nagumo
Programmer : Hideki Hashimoto
CG designers : Hotaru Komatsu, Hideko Shigeta, Mizking F, Satoshi Higashida (KCEJ), Hajime Yashiro (KCEJ)
Hardware engineer : Masayuki Senami
Mechanical engineers : Yuichiro Sagawa, Toshiharu Miura
Graphic designers : Noriyuki Yokoki, Mayu Sugiyama
Composers : Larry Dunn, GTS, Monday Michiru, Yasushi Kurobane, Takumi Iwasaki, Bebe, Hiroshi Watarai, Deep Emotion, Dj Oddball, Mitsukuni Murayama, Kouichi Yamazaki, Reo Nagumo, Takehiko Fujii, Takayuki Ishikawa, Hiroyuki Togo (KCEJ)
NM Sequence unlimited (AMD), D&G Music Factory (AMD)
Sound data analyzer : Ryuichi Nitta
Vocalists & Rappers : Larry Dunn, Monday Michiru, Melodie Sexton, Megumi Oka, Scotty D., Bebe, Andrea Robinson
Dancers : Nami, Wan-Chan
Mixing engineers : Masaki Takamura (Onkio Haus), Toshihiro Hayano (Kim Studio)
Japanese-English translator : Justin Lazaroff

- PORTS -

* Consoles :
Sony PlayStation (1999, "BeatMania Append 4th Mix")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=224&o=2

$end


$info=bm5thmix,
$bio

beatmania 5thMix Time to get down (c) 1999 Konami Company, Limited.

Follow along with the song by scratching the turntable and pressing the keys as the bars reach the bottom of the screen. If you manage to successfully hit each note on-key perfectly, a combo meter will go up, increasing your score. Do well enough by the end of the song, and you can progress to the next level.

- TECHNICAL -

Cabinet dimensions : 197cm high x 101cm deep x 112cm wide.
Cabinet weight : 250 kg.

Konami Bemani DJ-Main Hardware

CPU : MC68EC020FG25 @ 25MHz
Custom Chips : 058143, 056832, 055555, 056766, 058141, and KS10101
Sound : Custom Konami Sound Chips for Multiple Sound Channels
Res : 24kHz 512x384
Drives : Pop'N Music use 3.5inch IDE-HDD, all other games use 2.5inch.
Roms : Program and graphics on EEPROM.

Players : 2
Control : dial
Buttons : 5

- TRIVIA -

Released in September 1999.

- TIPS AND TRICKS -

* Mirror Play : This code must be entered on the title screen, after inserting your money, but before pressing 1P START. Use the 2P bottom-LEFT key to input the following morse code sequence ('SHORT' = quick press-and-release, 'LONG' = hold the key for half a second) : LONG(x2), SHORT(x3), LONG, SHORST, press 1P START. You are now playing in Mirror Mode.

* Play Hidden Expert Courses : This code must be entered on the Mode Select screen. Move the cursor to Expert. Press and HOLD the 1P START button, and rotate the 1P turntable clockwise two full revolutions. Release 1P START, and rotate the 1P turntable clockwise one full revolution, making sure to stop the cursor on Expert. Press any 1P keyboard key to select Expert mode, and you can select new Expert Courses : Slake Mix, Nagureo Mix, and Another Mix (Note : Another Mix may not be played in Battle Mode).

* Play Hidden Song LINN 1999 : This code must be entered on the title screen, after inserting your money, but before pressing START. Use the 2P top-left key to enter the following morse code sequence. 'SHORT' is a quick press-and-release of the key, while 'LONG' means you have to hold the key for at least half a second : SHORT, LONG, SHORT(x4), LONG, SHORT, LONG, SHORT, press START. On Normal or Hard mode, choose 'Random Song' on your final stage. The song you play will be the hidden song, LINN 1999. Good luck!

* Random Play : This code must be entered on the title screen, after inserting your money, but before pressing 1P START. Use the 2P bottom-right key to input the following morse code sequence (SHORT = quick press-and-release, LONG = hold the key for half a second) : SHORT, LONG, SHORT(x2), LONG(x2), SHORT, press 1P START. You are now playing in Random Mode.

* All Music Mode : This code must be entered on the title screen, after inserting your money, but before pressing START. Slowly rotate the 1P turntable one full revolution clockwise. As you rotate it, input the following keyboard sequence :
1P bottom right
1P top right(x2)
1P bottom center(x2)
1P top left
1P bottom left
1P bottom center(x2)
2P top right
2P bottom center
1P bottom left
Press 1P or 2P START. Now when you select Normal or Hard mode, all of the music on the machine is immediately available for play, including all the hidden/expert songs.

- SERIES -

1. beatmania (1997)
2. beatmania 2ndMix (1998)
3. beatmania 3rdMix (1998)
4. beatmania complete MIX (1999)
5. beatmania 4thMix the beat goes on (1999)
6. beatmania 5thMix Time to get down (1999)
7. beatmania complete MIX 2 (2000)
8. beatmania ClubMix (2000)
9. beatmania featuring Dreams Come True (2000)
10. beatmania CORE REMIX (2000)
11. beatmania 6thMix The UK Underground Music (2001)
12. beatmania 7thMix keepin' Evolution (2002)
13. beatmania THE FINAL (2002)

- STAFF -

Producer : Koji Okamoto
Executive director : Seiji Higurashi
Director : Yuichiro Sagawa
Sound director : Takehiko Fujii
Sound superviser : Reo Nagumo
Programmers : Yohei Marufuji, Hideki Hashimoto
CG Designer : Tomoko Shiono
Hardware engineer : Masayuki Senami
Mechanical engineers : Yuichiro Sagawa, Toshiharu Miura
Graphic designer : Noriyuki Yokoki
Composers : GTS, BEBE, Hiroshi Watarai, DEEP EMOTION, DJ ODDBALL, Mitsukuni Murayama, Kouichi Yamazaki, Reo Nagumo, Takehiko Fujii, Takayuki Ishikawa, Hiroyuki Togo (KCEJ), Toshiyuki Kakuta (KCEJ), NM SEQUENCE UNLIMITED (AMD), D&G MUSIC FACTORY (AMD), Hirosi Takeyasu, REGINA, Masahiko Hataya (PAPAYA), ULTIMATE HEIGHTS, CAPTAIN JACK, X-TREME, DIMITRI FROM PARIS, UTUMI, MIKIO ENDO
Sound data Analysers : Mitsukuni Murayama, Ryuichi Nitta
Vocalists & Rappers : Melodie Sexton, Megumi Oka, Scotty D., Bebe, Andrea Robinson, Brenda Vaughn, ARGIE LANETTE PHINE, Linda Gish
Drummer : Kiyotaka Sugimoto
Dancers : NAMI, WAN-CHAN
Mixing enginners : Masaki Takamura (Onkio Haus), Toshihiro Hayano (Kim Studio)
Japanese-English translator : Justin Lazaroff

- PORTS -

* Consoles :
Sony PlayStation (2000, "BeatMania Append 5th Mix")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3467&o=2

$end


$info=bm6thmix,
$bio

beatmania 6thMix The UK Underground Music (c) 2001 Konami Corp.

Follow along with the song by scratching the turntable and pressing the keys as the bars reach the bottom of the screen. If you manage to successfully hit each note on-key perfectly, a combo meter will go up, increasing your score. Do well enough by the end of the song, and you can progress to the next level.

- TECHNICAL -

Konami Bemani DJ-Main Hardware

CPU : MC68EC020FG25 @ 25MHz
Custom Chips : 058143, 056832, 055555, 056766, 058141, and KS10101
Sound : Custom Konami Sound Chips for Multiple Sound Channels
Res : 24kHz 512x384
Drives : Pop'N Music use 3.5inch IDE-HDD, all other games use 2.5inch.
Roms : Program and graphics on EEPROM.

Players : 2
Control : dial
Buttons : 5

- TRIVIA -

Released in July 2001.

Toshiba EMI released a 2 CD limited-edition soundtrack album for this game (beatmania 6th Mix Original Soundtrack - TOCP-64138~9) on 17/10/2001.

- TIPS AND TRICKS -

* Unlock All Music and All Expert Courses : After inserting your coins, hold down all 5 keys on the left side. While holding, use your other hand and input the sequence on the right side keys (the 5 keys are labeled from left to right) :
Press '1' key 6 times, 
Press '2' key 6 times, 
Press '4' key 6 times, 
Press '5' key 6 times, 
Press '3' key 6 times.
If done correctly, the background will change from red to blue. 
'All Music Mode' will be selectable in the game options. All Expert Courses will be selectable, and the Expert+ Course will be selectable.

- SERIES -

1. beatmania (1997)
2. beatmania 2ndMix (1998)
3. beatmania 3rdMix (1998)
4. beatmania complete MIX (1999)
5. beatmania 4thMix the beat goes on (1999)
6. beatmania 5thMix Time to get down (1999)
7. beatmania complete MIX 2 (2000)
8. beatmania ClubMix (2000)
9. beatmania featuring Dreams Come True (2000)
10. beatmania CORE REMIX (2000)
11. beatmania 6thMix The UK Underground Music (2001)
12. beatmania 7thMix keepin' Evolution (2002)
13. beatmania THE FINAL (2002)

- STAFF -

Exective producer : Fumiaki Tanaka
Producer : Yoshihiko Ota
Director : Kenji Togami
Sound director : Takehiko Fujii, Osamu Migitera
Programmers : Kenji Togami, Kazuyasu Kawamura, Takao Tada
CG Designer : Tomochika Moroe, Chihiro Inoue
Graphic designer : Noriyuki Yokoki
Composers : B.CHOYEK, Isao Saito, KEN Takizawa, Kiyotaka Sugimoto, KLUTE, Kouichi Yamazaki, M.MELITO & P.FINN, Mark Shrimpton, murumuru-kurotou, Naoki Maeda, Osamu Migitera, PARADOX, Takehiko Fujii, Tomosuke Funaki, TOTAL SCIENCE, Yohei Shimizu, Yuuki Kuromitsu
Sound data Analysers : Kiyotaka Sugimoto, Osamu Migitera, Takehiko Fujii, Yohei Shimizu
Mixing enginners : Miho Toyoda
Products support : Hachitaro Sato, Shinya Ishida, Tsuyoshi Nakano
Manual writer : Mika Sudo

- PORTS -

* Consoles :
Sony PlayStation (2002, "beatMania 6th Mix + Core Remix")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3507&o=2

$end


$info=bm7thmix,
$bio

beatmania 7thMix keepin' Evolution (c) 2002 Konami Corp.

- TECHNICAL -

Konami Bemani DJ-Main Hardware

CPU : MC68EC020FG25 @ 25MHz
Custom Chips : 058143, 056832, 055555, 056766, 058141, and KS10101
Sound : Custom Konami Sound Chips for Multiple Sound Channels
Res : 24kHz 512x384
Drives : Pop'N Music use 3.5inch IDE-HDD, all other games use 2.5inch.
Roms : Program and graphics on EEPROM.

Players : 2
Control : dial
Buttons : 5

- TRIVIA -

Released in January 2002.

Konami Music Entertainment released a limited-edition soundtrack album for this game (beatmania 7th Mix Original Soundtracks - KMCA-160) on 26/06/2001.

- SERIES -

1. beatmania (1997)
2. beatmania 2ndMix (1998)
3. beatmania 3rdMix (1998)
4. beatmania complete MIX (1999)
5. beatmania 4thMix the beat goes on (1999)
6. beatmania 5thMix Time to get down (1999)
7. beatmania complete MIX 2 (2000)
8. beatmania ClubMix (2000)
9. beatmania featuring Dreams Come True (2000)
10. beatmania CORE REMIX (2000)
11. beatmania 6thMix The UK Underground Music (2001)
12. beatmania 7thMix keepin' Evolution (2002)
13. beatmania THE FINAL (2002)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3988&o=2

$end


$psx=bm6core,
$bio

Beatmania Append 6th Mix + Core Remix (c) 2002 Konami Corp. [Osaka, Japan]

- TECHNICAL -

[Model SLPM-87012]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84953&o=2

$end


$psx=bmgot2,
$bio

Beatmania Append Gottamix 2 - Going Global (c) 2000 Konami Corp. [Osaka, Japan]

- TECHNICAL -

[Model SLPM-86574]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84954&o=2

$end


$info=bmclubmx,
$bio

beatmania ClubMix (c) 2000 Konami Company, Limited.

- TECHNICAL -

Konami Bemani DJ-Main Hardware

CPU : MC68EC020FG25 @ 25MHz
Custom Chips : 058143, 056832, 055555, 056766, 058141, and KS10101
Sound : Custom Konami Sound Chips for Multiple Sound Channels
Res : 24kHz 512x384
Drives : Pop'N Music use 3.5inch IDE-HDD, all other games use 2.5inch.
Roms : Program and graphics on EEPROM.

Players : 2
Control : dial
Buttons : 5

- TRIVIA -

Released in March 2000.

- TIPS AND TRICKS -

* Frame Color Change : Press start button in mode selection screen.

* Another Score : Hold Effector button then press 2 and 4 keys in the following music selection screen.
321 Stars
Game
Da Muzik
Venus of Your Smile
Taiyou ni Hoero

* Secret Music : Move cursor to "Tokyo European Espresso" in music selection screen then input the above Another Score code.
You can play with "Tokio" even in Normal or Maniac (this music is only selectable in Expert by default)

* Secret Course : Hold 2 and 4 keys then press 9, 9, 3 key in the title screen after inserted a credit. "Bpm Skip Mix" and "Deka Mix" appear on Expert mode. NOTE : input before push Effector button.

- SERIES -

1. beatmania (1997)
2. beatmania 2ndMix (1998)
3. beatmania 3rdMix (1998)
4. beatmania complete MIX (1999)
5. beatmania 4thMix the beat goes on (1999)
6. beatmania 5thMix Time to get down (1999)
7. beatmania complete MIX 2 (2000)
8. beatmania ClubMix (2000)
9. beatmania featuring Dreams Come True (2000)
10. beatmania CORE REMIX (2000)
11. beatmania 6thMix The UK Underground Music (2001)
12. beatmania 7thMix keepin' Evolution (2002)
13. beatmania THE FINAL (2002)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3989&o=2

$end


$info=bmcompmx,
$bio

beatmania complete MIX (c) 1999 Konami Company, Limited.

- TECHNICAL -

Konami Bemani DJ-Main Hardware
Game ID : GX858

CPU : MC68EC020FG25 @ 25MHz
Custom Chips : 058143, 056832, 055555, 056766, 058141, and KS10101
Sound : Custom Konami Sound Chips for Multiple Sound Channels
Res : 24kHz 512x384
Drives : Pop'N Music use 3.5inch IDE-HDD, all other games use 2.5inch.
Roms : Program and graphics on EEPROM.

Players : 2
Control : dial
Buttons : 5

- TRIVIA -

Released in January 1999.

This game is known in US as "hiphopmania Complete MIX".

- TIPS AND TRICKS -

* Complete Song List Choice Mode :
1) Insert your credits.
2) Hold down 1P buttons 1+4 and fully turn turntable clockwise once.
3) Hold down 1P buttons 2+5 and fully turn turntable clockwise once.

4) Hold down 1P button 4 and press START.
5) Release button 4 and press button 2.
If you did it right, you should be able to select all songs.

* Another Version :
1) During 'STAGE SELECT', turn the records and press buttons 2-4-2 in quick succession while they are turning.
2) Next, turn the records again and press buttons 4-2-4 in quick succession while they are turning.
3) Later, when 'hard house', 'hard techno' (Acid Bomb) or 'euro beat' are selected, 'Another' version can be played.

* Random Play Mode : Can be activated by pressing the following 2P side buttons in the following order, followed by the 1P START button : 3-5-3-2-1-3-5-3-2-1-3-5-3-2

* Mirror Play Mode : Can be activated by pressing the following 2P side buttons in the following order, followed by the 1P START button : 3-5-3-2-1-3-5-3-2-1-5-3-2-1

- SERIES -

1. beatmania (1997)
2. beatmania 2ndMix (1998)
3. beatmania 3rdMix (1998)
4. beatmania complete MIX (1999)
5. beatmania 4thMix the beat goes on (1999)
6. beatmania 5thMix Time to get down (1999)
7. beatmania complete MIX 2 (2000)
8. beatmania ClubMix (2000)
9. beatmania featuring Dreams Come True (2000)
10. beatmania CORE REMIX (2000)
11. beatmania 6thMix The UK Underground Music (2001)
12. beatmania 7thMix keepin' Evolution (2002)
13. beatmania THE FINAL (2002)

- STAFF -

Producer & Director : Koji Okamoto
Planner : Mizking
Sound director : Reo Nagumo
Composers : Nite System, Quadra, DJ Mazinger, Crunky Boy, Nouvo Nude, Hiroshi Takeyasu, Reo Nagumo, Ohta Tomomi, Yohei Shimizu
Programmers : Hideki Hashimoto, Takayuki Fukunaga
Hardware engineer : Masayuki Senami
Mechanical engineers : Yuichiro Sagawa, Toshiharu Miura
CG designers : Mizking, Hotaru Komatsu, Gyo Eguchi, Hajime Yashiro (KCE Japan)
Graphic designer : Noriyuki Yokoki
Vocalist & Rapper : Yurika Nagasawa, Miryam, Muhammad, Butcher "ONE LOVE", Chappy, Bombman
Sound tool programmer : Yohei Shimizu
Guitarists : Hiroshi Miyauchi, Takumi Kikuya, Yoriyoshi Matsushita
Dancer : Wan-Chan, Nami
Japanese-english translators : Mutsuko Ichikawa, Hideki Hashimoto, Ami Masaki, Mary Hermanson, Justin Lazaroff

* Staff of SPU original songs 'Big Beat Mix' :
CG designer : Hajime Yashiro (KCE Japan)
Composers : Hiroyuki Togo (KCE Japan), Tappy
Lyricists : Fabienne Haber, Hiroyuki Togo
Sound data analizers : Masashi Watanabe (KCE School), Hiroyuki Togo
Vocalist & Rapper : Fabienne Haber, Ikuzo Fujimura
Guitarist : Hiroyuki Togo
Japanese-English translators : Kerry Nagai, Ikuzo Fujimura
Japanese-French translator : Fabienne Haber

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=225&o=2

$end


$info=bmcompm2,
$bio

beatmania complete MIX 2 (c) 2000 Konami Company, Limited.

- TECHNICAL -

Konami Bemani DJ-Main Hardware
Game ID : GX988

CPU : MC68EC020FG25 @ 25MHz
Custom Chips : 058143, 056832, 055555, 056766, 058141, and KS10101
Sound : Custom Konami Sound Chips for Multiple Sound Channels
Res : 24kHz 512x384
Drives : Pop'N Music use 3.5inch IDE-HDD, all other games use 2.5inch.
Roms : Program and graphics on EEPROM.

Players : 2
Control : dial
Buttons : 5

- TRIVIA -

Released in January 2000.

This game is known in US as "hiphopmania Complete MIX 2".

- SERIES -

1. beatmania (1997)
2. beatmania 2ndMix (1998)
3. beatmania 3rdMix (1998)
4. beatmania complete MIX (1999)
5. beatmania 4thMix the beat goes on (1999)
6. beatmania 5thMix Time to get down (1999)
7. beatmania complete MIX 2 (2000)
8. beatmania ClubMix (2000)
9. beatmania featuring Dreams Come True (2000)
10. beatmania CORE REMIX (2000)
11. beatmania 6thMix The UK Underground Music (2001)
12. beatmania 7thMix keepin' Evolution (2002)
13. beatmania THE FINAL (2002)

- STAFF -

Producer : Koji Okamoto
Director : Seiji Higurashi
Sound directors : Takehiko Fujii, Kiyotaka Sugimoto
Sound superviser : Reo Nagumo
Programmers : Yohei Marufuji, Masaru Nakamura
Cg designers : Yaku Hiranabe, Mikio Yasumatsu, Tomoko Shiono
Hardware engineer : Masayuki Senami
Mechanical enginners : Yuichiro Sagawa, Toshiharu Miura
Graphic designer : Noriyuki Yokoki
Composers : D&G Music Factory (AMD), Deep Emotion, Dj Oddball, Hiroshi Watarai, Hiroyuki Togo (KCEJ), Kouichi Yamazaki, Kiyotaka Sugimoto, Mikio Endo, Mitsukumi Murayama, NM Sequence Unlimited (AMD), Reo Nagumo, Takayuki Ishikawa, Takehiko Fujii, Hiroshi Takeyasu, Toshiyuki Kakuta (KCEJ), Larry Dunn, Luisa Dunn, Hiroshi Watanabe, Aki, Tag, Delaware, Nouvo Nude
Sound data analyzers : Mitsukuni Murayama, Ryuchi Nitta, Migitera Osamu, Uchida Tomoyuki, Tatsuya Furukawa (good~cool), Tag, Aki
Vocalist & Rappers : Megumi Oka, Scotty D., Andrea Robinson, Brenda Vaughn, Argie Lanette Phine, Linda Gish, Ike Nelson, Jeff Coote
Drummer : Kiyotaka Sugimoto
Dancers : Nami, Wan~chan
Mixing engineers : Masaki akamura (Onkio Haus), Toshihiro Hayano (Kim Studio)
Japanese~English translator : Justin Lazaroff

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=226&o=2

$end


$info=bmcorerm,
$bio

beatmania CORE REMIX (c) 2000 Konami Corp.

- TECHNICAL -

Konami Bemani DJ-Main Hardware
Game ID : GXA05

CPU : MC68EC020FG25 @ 25MHz
Custom Chips : 058143, 056832, 055555, 056766, 058141, and KS10101
Sound : Custom Konami Sound Chips for Multiple Sound Channels
Res : 24kHz 512x384
Drives : Pop'N Music use 3.5inch IDE-HDD, all other games use 2.5inch.
Roms : Program and graphics on EEPROM.

Players : 2
Control : dial
Buttons : 5

- TRIVIA -

Released in November 2000.

Konami Music Entertainment released a limited-edition soundtrack album for this game (beatmania CORE REMIX Original Soundtrack - KMCA-89) on 21/02/2001.

- SERIES -

1. beatmania (1997)
2. beatmania 2ndMix (1998)
3. beatmania 3rdMix (1998)
4. beatmania complete MIX (1999)
5. beatmania 4thMix the beat goes on (1999)
6. beatmania 5thMix Time to get down (1999)
7. beatmania complete MIX 2 (2000)
8. beatmania ClubMix (2000)
9. beatmania featuring Dreams Come True (2000)
10. beatmania CORE REMIX (2000)
11. beatmania 6thMix The UK Underground Music (2001)
12. beatmania 7thMix keepin' Evolution (2002)
13. beatmania THE FINAL (2002)

- STAFF -

Producer : Koji Okamoto
Director : Yuichiro Sagawa
Sound directors : Takehiko Fujii, Reo nagumo
Programmers : Kenji Togami, Kazuyasu Kawamura
Cg Designers : Yukizumi Terao, Hotaru Komatsu, Megumi Kohayakawa
Dance performance : Tadasuke Iwasa and Ryoko Kiuchi (Brand-New Dance Market)
Graphic designer : Noriyuki Yokoki
Composers : B.Bandj, Hiroshi Takeyasu, Hiroshi Watanabe, Isao Saito, Ken Matsumoto, Kiyotaka Sugimoto, Kouichi Yamazaki, Reo Nagumo, Takayuki Ishikawa, Takehiko Fujii, Tatsuya Furukawa (Good-Cool), Tatsuya Nishiwaki, Tomosuke Funaki, Yohei Shimizu, Yukihiro Fukutomi
Sound data analysers : Osamu Migitera, Reo Nagumo, Takehiko Fujii, Tomoyuki Uchida, Hiroki Koga, Takayuki Ishikawa
Vocalists & Rappers & Scratch : Isao Saito, ICHe, B.Bandj, DJ Jun, Noriko Fukushima, R.C., Reika Morishita
Mixing engineers : akira Kusayanagi, Mitsuyasu Kaneko, Yoshiaki Onishi
Products supports : Shinya Ishida, Masayuki Senami, Tatsuya Kobayashi, Yoriyoshi Matsushita

- PORTS -

* Consoles :
Sony PlayStation (2002, "BeatMania 6th Mix + Core Remix")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=227&o=2

$end


$info=bmdct,
$bio

beatmania featuring Dreams Come True (c) 2000 Konami Company, Limited.

Follow along with the song by scratching the turntable and pressing the keys as the bars reach the bottom of the screen. If you manage to successfully hit each note on-key perfectly, a combo meter will go up, increasing your score. Do well enough by the end of the song, and you can progress to the next level.

- TECHNICAL -

Konami Bemani DJ-Main Hardware
Game ID : GX995

CPU : MC68EC020FG25 @ 25MHz
Custom Chips : 058143, 056832, 055555, 056766, 058141, and KS10101
Sound : Custom Konami Sound Chips for Multiple Sound Channels
Res : 24kHz 512x384
Drives : Pop'N Music use 3.5inch IDE-HDD, all other games use 2.5inch.
Roms : Program and graphics on EEPROM.

Players : 2
Control : dial
Buttons : 5

- TRIVIA -

Released in June 2000.

- SERIES -

1. beatmania (1997)
2. beatmania 2ndMix (1998)
3. beatmania 3rdMix (1998)
4. beatmania complete MIX (1999)
5. beatmania 4thMix the beat goes on (1999)
6. beatmania 5thMix Time to get down (1999)
7. beatmania complete MIX 2 (2000)
8. beatmania ClubMix (2000)
9. beatmania featuring Dreams Come True (2000)
10. beatmania CORE REMIX (2000)
11. beatmania 6thMix The UK Underground Music (2001)
12. beatmania 7thMix keepin' Evolution (2002)
13. beatmania THE FINAL (2002)

- STAFF -

Artist management : MS Artists Products, Inc.
Coordinator : Musical Station

* Konami Bemani Staff :
Producer : Koji Okamoto
Director : Yoshihito Kato
Sound producer : Reo Nagumo
Sound director : Kaoko Aoki
CG director : meg-KOHA
CG designers : Light Kisaragi, Hir-Pon, Shio
Programmer : MTSU
Sound data analizers : Takehiko Fujii, dJTAKA, Suji, Jun Wakita, Tomoyuki Uchida, Osamu Migitera
Graphic designer : Mayu Sugiyama

* KCEJ Staff :
Producers : Hideo Kojima, Noriaki Okamura
Director : Hajime Yashiro
Sound director : Hiroyuki Togo
CG designers : Atuko Ito, Masami Kawano
Programmers : Tetsuya Funakubo, Tan Yudon, Motoi Mizobe, Motoaki Nishino
Sound data analizers : oshiyuki Kakuta, Masashi Watanabe
Arranger : Hiroyuki Togo
Music designer : Toshiyuki Kakuta

* Sound Management Staff :
Coordinator : Sumiko Shindo (KME)
Licensing manager : Kazunari Okido (KME)
Japanese - English translator : Scotty D.

* Konami - Remix Sound Staff :
Producer : Seiji Okamoto (Hello good-bye)
Assistant producer : Takaaki Kondo (Hello good-bye)
Director : Koichi Tanaka
Guitar : Shingo Nakamura
Flute : Koji Orita
Engineers : Takeshi Inaba (Otoya), Masaaki Takahashi (Sonata Club)
Studio : Hiipo st., Sonata Club

* Game Version Mixing' Sound Staff :
Mixing engineers : Mitsuyasu Kaneko, Gonta Kawamoto (Studio Sunshine)
Studio : Studio Sunshine, Be Born Studio

* Narration Staff :
Recording engineer : Kenzo Miura (Video Sunmall)
Assistant engineer : Hiroyuki Sukano (Video Sunmall)
Special DJ : Lin Urashima

- PORTS -

* Consoles :
Sony PlayStation (2000)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=228&o=2

$end


$psx=bmdct,
$bio

Beatmania featuring Dreams Come True (c) 2000 Konami Corp. [Osaka, Japan]

- TECHNICAL -

[Model SLPM-86597]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84952&o=2

$end


$wswan=bemaniws,
$bio

Beatmania for WonderSwan [Model SWJ-KNM001] (c) 1999 Konami Co., Ltd. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86307&o=2

$end


$gbcolor=bmanigb3,
$bio

Beatmania GB - Gotcha Mix 2 [Model CGB-B3GJ-JPN] (c) 2000 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67563&o=2

$end


$gbcolor=bmanigb,
$bio

Beatmania GB [Model DMG-AOOJ-JPN] (c) 1999 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67562&o=2

$end


$gbcolor=bmanigb2,
$bio

Beatmania GB2 - Gotcha Mix [Model DMG-A2GJ-JPN] (c) 1999 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67564&o=2

$end


$info=bmiidx2,
$bio

beatmania IIDX 2nd style (c) 1999 Konami Company, Limited.

DJ simulation game from Konami's BEMANI series of games.

- TECHNICAL -

Game ID: GC985

- TRIVIA -

Released in September 1999.

- SERIES -

1. beatmania IIDX [Model GQ863] (1999)
2. beatmania IIDX substream (1999)
3. beatmania IIDX club version 2 [Model GE984] (1999)
4. beatmania IIDX 2nd style [Model GC985] (1999)
5. beatmania IIDX 3rd style [Model GC992] (2000)
6. beatmania IIDX 4th style [Model A03] (2000)
7. beatmania IIDX 5th style [Model A17] (2001)
8. beatmania IIDX 6th style [Model B4U] (2001)
9. beatmania IIDX 7th style [Model B44] (2002)
10. Beatmania IIDX 8th style [Model C44] (2002)
11. beatmania IIDX 9th style (2003)
12. beatmania IIDX 10th style (2004)
13. beatmania IIDX 11 IIDXRED (2004)
14. beatmania IIDX 12 HAPPY SKY (2005)
15. beatmania IIDX 13 DistorteD (2006)
16. beatmania IIDX 14 GOLD (2007)
17. beatmania IIDX 15 DJ TROOPERS (2007)
18. beatmania IIDX 16 EMPRESS (2008)
19. beatmania IIDX 17 SIRIUS (2009)
20. beatmania IIDX 18 Resort Anthem (2010) 
21. beatmania IIDX 19 Lincle (2011)
22. beatmania IIDX 20 tricoro (2012)
23. beatmania IIDX 21 SPADA (2013)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3588&o=2

$end


$info=bmiidx3,bmiidx3a,
$bio

beatmania IIDX 3rd style (c) 2000 Konami Company, Limited.

DJ simulation game from Konami's BEMANI series of games.

- TECHNICAL -

Game ID: GC992

- TRIVIA -

beatmania IIDX 3rd style was released in February 2000.

Konami Music Entertainment released a limited-edition soundtrack album for this game (beatmania IIDX 3rd style Original Soundtracks - KMCA-77) on 25/10/2000.

- TIPS AND TRICKS -

* Play the Extra Stage: To play an 'Extra' stage (4th stage) you must pass at least a 5 star song on your final stage. 

* Unlock 3 new songs: Move first slider to the middle, and the other 3 to the top. Press the VEFX button. You can select the another version of some songs while holding the VEFX Button and selecting a song.

- SERIES -

1. beatmania IIDX [Model GQ863] (1999)
2. beatmania IIDX substream (1999)
3. beatmania IIDX club version 2 [Model GE984] (1999)
4. beatmania IIDX 2nd style [Model GC985] (1999)
5. beatmania IIDX 3rd style [Model GC992] (2000)
6. beatmania IIDX 4th style [Model A03] (2000)
7. beatmania IIDX 5th style [Model A17] (2001)
8. beatmania IIDX 6th style [Model B4U] (2001)
9. beatmania IIDX 7th style [Model B44] (2002)
10. Beatmania IIDX 8th style [Model C44] (2002)
11. beatmania IIDX 9th style (2003)
12. beatmania IIDX 10th style (2004)
13. beatmania IIDX 11 IIDXRED (2004)
14. beatmania IIDX 12 HAPPY SKY (2005)
15. beatmania IIDX 13 DistorteD (2006)
16. beatmania IIDX 14 GOLD (2007)
17. beatmania IIDX 15 DJ TROOPERS (2007)
18. beatmania IIDX 16 EMPRESS (2008)
19. beatmania IIDX 17 SIRIUS (2009)
20. beatmania IIDX 18 Resort Anthem (2010) 
21. beatmania IIDX 19 Lincle (2011)
22. beatmania IIDX 20 tricoro (2012)
23. beatmania IIDX 21 SPADA (2013)

- STAFF -

Producer: Koji Okamoto
Executive Director: Seiji Higurashi
Director: Tadao Kageyama
Planner: Tadao Kageyama
Sound Director: Takayuki Ishikawa
Programmer: Tadao Kageyama
Movie Director: Gyo Eguchi
Movie Designers: Yuji Takahashi, Gyo Eguchi
Game Graphic Designer: Goli Matsumoto
Illustrator: Goli Matsumoto
Visual Superviser: Yuji Takahashi
Printing Graphic Designer: Noriyuki Yokoki
Manual Editor: Hiroyuki Kusuyama
Main Sound Data Analyzer: Tomoyuki Uchida
Sound Data Analyzers: Osamu Migitera, Takeshi Yamagami
Composers: Hiroshi Watanabe, Osamu Kubota, Shin Murayama, Tatsuya Furukawa, Taku Sakakibara (TaQ), Yasushi Kurobane, Naoki Maeda, Reo Nagumo, Takayuki Ishikawa
Artists: ANGELA, atomic kitten, DR.JEKYLL, EverythingButTheGirl, m-flo
Sound Supervisor: Reo Nagumo
Special Thanks to: Sumiko Shindo (KME), Kazunari Okido (KME), Toshikatsu Kawai (Sinbad), Shunsuke Miyasaka (Sinbad), Tomoya Kobayashi (Sinbad), Yoshitaka Yamama, Ryo Komatsu, Yoriyoshi Matsushita, Takeshi Yamazaki, Nobutane Takeuchi

- PORTS -

* Consoles:
[JP] "beatmania IIDX 3rd style [Model SLPM-65006]" (2000)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3589&o=2

$end


$info=bmiidx4,
$bio

beatmania IIDX 4th style (c) 2000 Konami Corp.

DJ simulation game from Konami's BEMANI series of games.

- TECHNICAL -

Game ID: A03

- TRIVIA -

Released in September 2000.

Konami Music Entertainment released a limited-edition soundtrack album for this game (beatmania IIDX 4th style Original Soundtracks - KMCA-87) on 24/01/2001.

- TIPS AND TRICKS -

* Play the Extra Stage : Pass a 5 star, 6 star, 7 star, or flashing 7 star as your last song. You'll get another stage. There are no changes to the EX stages unlike 3rd style/7th style/8th style.

- SERIES -

1. beatmania IIDX [Model GQ863] (1999)
2. beatmania IIDX substream (1999)
3. beatmania IIDX club version 2 [Model GE984] (1999)
4. beatmania IIDX 2nd style [Model GC985] (1999)
5. beatmania IIDX 3rd style [Model GC992] (2000)
6. beatmania IIDX 4th style [Model A03] (2000)
7. beatmania IIDX 5th style [Model A17] (2001)
8. beatmania IIDX 6th style [Model B4U] (2001)
9. beatmania IIDX 7th style [Model B44] (2002)
10. Beatmania IIDX 8th style [Model C44] (2002)
11. beatmania IIDX 9th style (2003)
12. beatmania IIDX 10th style (2004)
13. beatmania IIDX 11 IIDXRED (2004)
14. beatmania IIDX 12 HAPPY SKY (2005)
15. beatmania IIDX 13 DistorteD (2006)
16. beatmania IIDX 14 GOLD (2007)
17. beatmania IIDX 15 DJ TROOPERS (2007)
18. beatmania IIDX 16 EMPRESS (2008)
19. beatmania IIDX 17 SIRIUS (2009)
20. beatmania IIDX 18 Resort Anthem (2010) 
21. beatmania IIDX 19 Lincle (2011)
22. beatmania IIDX 20 tricoro (2012)
23. beatmania IIDX 21 SPADA (2013)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3590&o=2

$end


$info=bmiidx5,
$bio

beatmania IIDX 5th style (c) 2001 Konami Corp.

DJ simulation game from Konami's BEMANI series of games.

- TECHNICAL -

Game ID: A17

- TRIVIA -

Released in March 2001, the game was presented at the February 2001 AOU (Arcade Operators Union) in Japan.

Konami Music Entertainment released a limited-edition soundtrack album for this game (beatmania IIDX 5th style Original Soundtracks - KMCA-106) on 27/06/2001.

- TIPS AND TRICKS -

* Play the extra stage : To play a fourth stage, you must pass at least a 5 star song as your last song.

* Unlock Everything : To unlock everything in the game, all songs etc, you must achieve a 634 combo. YOU MUST GET IT ON _ONE_ SONG. You can't use an expert course.

- SERIES -

1. beatmania IIDX [Model GQ863] (1999)
2. beatmania IIDX substream (1999)
3. beatmania IIDX club version 2 [Model GE984] (1999)
4. beatmania IIDX 2nd style [Model GC985] (1999)
5. beatmania IIDX 3rd style [Model GC992] (2000)
6. beatmania IIDX 4th style [Model A03] (2000)
7. beatmania IIDX 5th style [Model A17] (2001)
8. beatmania IIDX 6th style [Model B4U] (2001)
9. beatmania IIDX 7th style [Model B44] (2002)
10. Beatmania IIDX 8th style [Model C44] (2002)
11. beatmania IIDX 9th style (2003)
12. beatmania IIDX 10th style (2004)
13. beatmania IIDX 11 IIDXRED (2004)
14. beatmania IIDX 12 HAPPY SKY (2005)
15. beatmania IIDX 13 DistorteD (2006)
16. beatmania IIDX 14 GOLD (2007)
17. beatmania IIDX 15 DJ TROOPERS (2007)
18. beatmania IIDX 16 EMPRESS (2008)
19. beatmania IIDX 17 SIRIUS (2009)
20. beatmania IIDX 18 Resort Anthem (2010) 
21. beatmania IIDX 19 Lincle (2011)
22. beatmania IIDX 20 tricoro (2012)
23. beatmania IIDX 21 SPADA (2013)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3591&o=2

$end


$info=bmiidx6,bmiidx6a,
$bio

beatmania IIDX 6th style (c) 2001 Konami Corp.

DJ simulation game from Konami's BEMANI series of games.

- TECHNICAL -

Game ID: B4U

- TRIVIA -

Released in September 2001.

Konami Music Entertainment released a 2 CD limited-edition soundtrack album for this game (beatmania IIDX 6th style Original Soundtracks - KMCA-146~7) on 23/01/2002.

- TIPS AND TRICKS -

* Play the Extra Stage : To play the 'Extra stage' you must do either one of these on your last stage : 
4 Stars - Pass with all just greats. 
5 Stars - Pass with all greats/just greats. 
6 Stars - Pass with 100% of your groove meter. 
7 Stars - Clear the song. 
Flashing 7 Stars - Clear the song.

Unlike 3rd Style/7th Style/8th Style there are no special songs as your extra stage.

- SERIES -

1. beatmania IIDX [Model GQ863] (1999)
2. beatmania IIDX substream (1999)
3. beatmania IIDX club version 2 [Model GE984] (1999)
4. beatmania IIDX 2nd style [Model GC985] (1999)
5. beatmania IIDX 3rd style [Model GC992] (2000)
6. beatmania IIDX 4th style [Model A03] (2000)
7. beatmania IIDX 5th style [Model A17] (2001)
8. beatmania IIDX 6th style [Model B4U] (2001)
9. beatmania IIDX 7th style [Model B44] (2002)
10. Beatmania IIDX 8th style [Model C44] (2002)
11. beatmania IIDX 9th style (2003)
12. beatmania IIDX 10th style (2004)
13. beatmania IIDX 11 IIDXRED (2004)
14. beatmania IIDX 12 HAPPY SKY (2005)
15. beatmania IIDX 13 DistorteD (2006)
16. beatmania IIDX 14 GOLD (2007)
17. beatmania IIDX 15 DJ TROOPERS (2007)
18. beatmania IIDX 16 EMPRESS (2008)
19. beatmania IIDX 17 SIRIUS (2009)
20. beatmania IIDX 18 Resort Anthem (2010) 
21. beatmania IIDX 19 Lincle (2011)
22. beatmania IIDX 20 tricoro (2012)
23. beatmania IIDX 21 SPADA (2013)

- PORTS -

* Consoles :
Sony PlayStation 2 (2002)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3592&o=2

$end


$info=bmiidx7,
$bio

beatmania IIDX 7th style (c) 2002 Konami Corp.

DJ simulation game from Konami's BEMANI series of games.

- TECHNICAL -

Game ID: B44

- TRIVIA -

Released in March 2002.

Konami Music Entertainment released a 2 CD limited-edition soundtrack album for this game (beatmania IIDX 7th style Original Soundtracks - KMCA-171~2) on 22/08/2002.

- TIPS AND TRICKS -

* Play the Extra stage : To play the 'Extra stage' you must do either one of these on your last stage :
4 Stars - Pass with all just greats.
5 Stars - Pass with all greats/just greats.
6 Stars - Pass with 100% of your groove meter.
7 Stars - Clear the song.
Flashing 7 Stars - Clear the song.

The extra stage for IIDX 7th style lets you pick a few songs that you normally can't, like 'MAX 300'.

- SERIES -

1. beatmania IIDX [Model GQ863] (1999)
2. beatmania IIDX substream (1999)
3. beatmania IIDX club version 2 [Model GE984] (1999)
4. beatmania IIDX 2nd style [Model GC985] (1999)
5. beatmania IIDX 3rd style [Model GC992] (2000)
6. beatmania IIDX 4th style [Model A03] (2000)
7. beatmania IIDX 5th style [Model A17] (2001)
8. beatmania IIDX 6th style [Model B4U] (2001)
9. beatmania IIDX 7th style [Model B44] (2002)
10. Beatmania IIDX 8th style [Model C44] (2002)
11. beatmania IIDX 9th style (2003)
12. beatmania IIDX 10th style (2004)
13. beatmania IIDX 11 IIDXRED (2004)
14. beatmania IIDX 12 HAPPY SKY (2005)
15. beatmania IIDX 13 DistorteD (2006)
16. beatmania IIDX 14 GOLD (2007)
17. beatmania IIDX 15 DJ TROOPERS (2007)
18. beatmania IIDX 16 EMPRESS (2008)
19. beatmania IIDX 17 SIRIUS (2009)
20. beatmania IIDX 18 Resort Anthem (2010) 
21. beatmania IIDX 19 Lincle (2011)
22. beatmania IIDX 20 tricoro (2012)
23. beatmania IIDX 21 SPADA (2013)

- PORTS -

* Consoles :
Sony PlayStation 2 (2004)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3593&o=2

$end


$info=bmiidx8,
$bio

beatmania IIDX 8th style (c) 2002 Konami Corp.

DJ simulation game from Konami's BEMANI series of games.

- TECHNICAL -

Game ID: C44

- TRIVIA -

Released in September 2002.

Konami Music Entertainment released a 2 CD limited-edition soundtrack album for this game (beatmania IIDX 8th style Original Soundtracks - KOLA-014~5) on 18/12/2002.

- TIPS AND TRICKS -

* Unlock Sakura and Xenon : You must beat a 7 star or 7 star flashing song with another mode and hard enabled. You have to get a AA or higher. Afterwards you will be taken to Sakura as an extra stage. Beat Sakura with a AA and you will be taken to xenon. Once sakura is beaten your background will change to the sakura background and it will be unlocked in your song list. If you beat xenon it will also be unlocked.

- SERIES -

1. beatmania IIDX [Model GQ863] (1999)
2. beatmania IIDX substream (1999)
3. beatmania IIDX club version 2 [Model GE984] (1999)
4. beatmania IIDX 2nd style [Model GC985] (1999)
5. beatmania IIDX 3rd style [Model GC992] (2000)
6. beatmania IIDX 4th style [Model A03] (2000)
7. beatmania IIDX 5th style [Model A17] (2001)
8. beatmania IIDX 6th style [Model B4U] (2001)
9. beatmania IIDX 7th style [Model B44] (2002)
10. Beatmania IIDX 8th style [Model C44] (2002)
11. beatmania IIDX 9th style (2003)
12. beatmania IIDX 10th style (2004)
13. beatmania IIDX 11 IIDXRED (2004)
14. beatmania IIDX 12 HAPPY SKY (2005)
15. beatmania IIDX 13 DistorteD (2006)
16. beatmania IIDX 14 GOLD (2007)
17. beatmania IIDX 15 DJ TROOPERS (2007)
18. beatmania IIDX 16 EMPRESS (2008)
19. beatmania IIDX 17 SIRIUS (2009)
20. beatmania IIDX 18 Resort Anthem (2010) 
21. beatmania IIDX 19 Lincle (2011)
22. beatmania IIDX 20 tricoro (2012)
23. beatmania IIDX 21 SPADA (2013)

- PORTS -

* Consoles :
Sony PlayStation 2 (2004)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3594&o=2

$end


$info=bmiidxs,
$bio

beatmania IIDX substream (c) 1999 Konami Corp.

- SERIES -

1. beatmania IIDX [Model GQ863] (1999)
2. beatmania IIDX substream (1999)
3. beatmania IIDX club version 2 [Model GE984] (1999)
4. beatmania IIDX 2nd style [Model GC985] (1999)
5. beatmania IIDX 3rd style [Model GC992] (2000)
6. beatmania IIDX 4th style [Model A03] (2000)
7. beatmania IIDX 5th style [Model A17] (2001)
8. beatmania IIDX 6th style [Model B4U] (2001)
9. beatmania IIDX 7th style [Model B44] (2002)
10. Beatmania IIDX 8th style [Model C44] (2002)
11. beatmania IIDX 9th style (2003)
12. beatmania IIDX 10th style (2004)
13. beatmania IIDX 11 IIDXRED (2004)
14. beatmania IIDX 12 HAPPY SKY (2005)
15. beatmania IIDX 13 DistorteD (2006)
16. beatmania IIDX 14 GOLD (2007)
17. beatmania IIDX 15 DJ TROOPERS (2007)
18. beatmania IIDX 16 EMPRESS (2008)
19. beatmania IIDX 17 SIRIUS (2009)
20. beatmania IIDX 18 Resort Anthem (2010) 
21. beatmania IIDX 19 Lincle (2011)
22. beatmania IIDX 20 tricoro (2012)
23. beatmania IIDX 21 SPADA (2013)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4940&o=2

$end


$info=bmiidx,bmiidxa,
$bio

beatmania IIDX (c) 1999 Konami Company, Limited.

DJ simulation same from Konami's BEMANI series of games.

- TECHNICAL -

Game ID: GQ863

- TRIVIA -

beatmania IIDX was released in February 1999.

The main differences in hardware between the IIDX series and the original "beatmania" series are the presence of two extra keys, the wide screen and the more powerful speakers.

Konami Music Entertainment released a limited-edition soundtrack album for this game (beatmania IIDX Original Soundtracks - KMCA-2) on 23/04/1999.

- TIPS AND TRICKS -

* Special Course in Expert Mode : Before you put in your money, set the EFFECTOR 'down, up, down, up, down' from left to right. Put in your money, HOLD the EFFECT AND VEFX button and press START. You will then be able to choose Special course in Expert mode.

* Special Course in Expert Mode : Before you put in your money, set the EFFECTOR 'down, up, down, up, down' from left to right. Put in your money, HOLD the EFFECT AND VEFX button and press START. You will then be able to choose Special course in Expert mode.

* Another Course in Expert mode : Same as the way to choose special course, before put in the money, set the EFFECTOR LEVER 'down,up, down, up, down' from left to right then put in the money,HOLD the EFFECTOR and VEFX button and press START, Special Course can be choose from expert mode. move to 'SPECIAL COURSE' and change the EFFECTOR LEVER to 'up, down, down, down, down' and hold the EFFECTOR and VEFX button again, then start. If it succeed, instead of 'R3' you will play the song 'Dance Pop'.

- SERIES -

1. beatmania IIDX [Model GQ863] (1999)
2. beatmania IIDX substream (1999)
3. beatmania IIDX club version 2 [Model GE984] (1999)
4. beatmania IIDX 2nd style [Model GC985] (1999)
5. beatmania IIDX 3rd style [Model GC992] (2000)
6. beatmania IIDX 4th style [Model A03] (2000)
7. beatmania IIDX 5th style [Model A17] (2001)
8. beatmania IIDX 6th style [Model B4U] (2001)
9. beatmania IIDX 7th style [Model B44] (2002)
10. Beatmania IIDX 8th style [Model C44] (2002)
11. beatmania IIDX 9th style (2003)
12. beatmania IIDX 10th style (2004)
13. beatmania IIDX 11 IIDXRED (2004)
14. beatmania IIDX 12 HAPPY SKY (2005)
15. beatmania IIDX 13 DistorteD (2006)
16. beatmania IIDX 14 GOLD (2007)
17. beatmania IIDX 15 DJ TROOPERS (2007)
18. beatmania IIDX 16 EMPRESS (2008)
19. beatmania IIDX 17 SIRIUS (2009)
20. beatmania IIDX 18 Resort Anthem (2010) 
21. beatmania IIDX 19 Lincle (2011)
22. beatmania IIDX 20 tricoro (2012)
23. beatmania IIDX 21 SPADA (2013)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3587&o=2

$end


$info=bm36th,
$bio

beatmania III APPEND 6thMIX (c) 2001 Konami Corp.

- SERIES -

1. beatmania III (2000)
2. beatmania III APPEND CORE REMIX (2001)
3. beatmania III APPEND 6thMIX (2001)
4. beatmania III APPEND 7thMIX (2002)
5. beatmania III THE FINAL (2002)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4936&o=2

$end


$info=bm37th,
$bio

beatmania III APPEND 7thMIX (c) 2002 Konami Corp.

- SERIES -

1. beatmania III (2000)
2. beatmania III APPEND CORE REMIX (2001)
3. beatmania III APPEND 6thMIX (2001)
4. beatmania III APPEND 7thMIX (2002)
5. beatmania III THE FINAL (2002)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4933&o=2

$end


$info=bm3core,
$bio

beatmania III APPEND CORE REMIX (c) 2001 Konami Corp.

- SERIES -

1. beatmania III (2000)
2. beatmania III APPEND CORE REMIX (2001)
3. beatmania III APPEND 6thMIX (2001)
4. beatmania III APPEND 7thMIX (2002)
5. beatmania III THE FINAL (2002)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4935&o=2

$end


$info=bm3final,
$bio

beatmania III THE FINAL (c) 2003 Konami Corp.

- SERIES -

1. beatmania III (2000)
2. beatmania III APPEND CORE REMIX (2001)
3. beatmania III APPEND 6thMIX (2001)
4. beatmania III APPEND 7thMIX (2002)
5. beatmania III THE FINAL (2002)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4934&o=2

$end


$info=bmfinal,
$bio

beatmania THE FINAL (c) 2002 Konami Corp.

- TECHNICAL -

Konami Bemani DJ-Main Hardware

CPU : MC68EC020FG25 @ 25MHz
Custom Chips : 058143, 056832, 055555, 056766, 058141, and KS10101
Sound : Custom Konami Sound Chips for Multiple Sound Channels
Res : 24kHz 512x384
Drives : Pop'N Music use 3.5inch IDE-HDD, all other games use 2.5inch.
Roms : Program and graphics on EEPROM.

Players : 2
Control : dial
Buttons : 5

- TRIVIA -

Released in July 2002.

Konami Music Entertainment released a limited-edition soundtrack album for this game (beatmania - THE FINAL Original Soundtrack - KOLA-001) on 23/10/2002.

- SERIES -

1. beatmania (1997)
2. beatmania 2ndMix (1998)
3. beatmania 3rdMix (1998)
4. beatmania complete MIX (1999)
5. beatmania 4thMix the beat goes on (1999)
6. beatmania 5thMix Time to get down (1999)
7. beatmania complete MIX 2 (2000)
8. beatmania ClubMix (2000)
9. beatmania featuring Dreams Come True (2000)
10. beatmania CORE REMIX (2000)
11. beatmania 6thMix The UK Underground Music (2001)
12. beatmania 7thMix keepin' Evolution (2002)
13. beatmania THE FINAL (2002)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3987&o=2

$end


$pc98=beatvice,
$bio

BeatVice (c) 1989 Fuga System [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89001&o=2

$end


$info=sp_beau,sp_beaua,sp_beaub,sp_beauc,sp_beaud,sp_beaue,sp_beauf,sp_beaug,sp_beauh,
$bio

Beau Peep (c) 199? Ace Coin Equipment, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42220&o=2

$end


$intv=beauty,
$bio

Beauty & the Beast (c) 1982 Imagic.

That big bully's got the girl. It's you to the rescue. Climb the building, floor by floor. But watch out! Our fearsome foe is angrily tossing boulders. Dodge them. Or squash them to score points. The higher you go, the harder the going gets. Best time to the top wins the game.

- TECHNICAL -

Model 720007

- STAFF -

Design/Program: Wendell Brown
Sound: Dave Durran

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60859&o=2

$end


$cdi=beauty,
$bio

Beauty and the Beast (c) 1992 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52789&o=2

$end


$gbcolor=beautyu,
$bio

Beauty and the Beast - A Board Game Adventure [Model DMG-AVUE-USA] (c) 2000 Disney Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67566&o=2

$end


$gbcolor=beauty,
$bio

Beauty and the Beast - A Board Game Adventure [Model DMG-AVUP-EUR] (c) 2000 Disney Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67565&o=2

$end


$snes=beautyu,
$bio

Beauty and the Beast (c) 1994 Hudson Soft.

- TECHNICAL -

Game ID: SNS-EW-USA

- TIPS AND TRICKS -

Skip Levels: Pause the game and press; back, Y, L, Down. Returns to the game, and press; L + Select, to complete a level, and jump to the next.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62770&o=2

$end


$snes=beauty,beautyp,
$bio

Beauty and the Beast [Model SNSP-EW-EUR] (c) 1994 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62769&o=2

$end


$info=beautyb,
$bio

Beauty Block (c) 1991 AMT.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=25884&o=2

$end


$info=ep_beavr,ep_beavra,
$bio

Beaver Las Vegas (c) 199? Global Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40803&o=2

$end


$info=ep_bvruc,ep_bvruca,ep_bvrucb,ep_bvrucc,
$bio

Beaver Uncovered (c) 200? Global Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=39985&o=2

$end


$amigaocs_flop=beavers,
$bio

Beavers (c) 1993 Grandslam

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73536&o=2

$end


$megadriv=beavis,
$bio

Beavis and Butt-Head (c) 1994 Viacom International, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56357&o=2

$end


$megadriv=beavisu,beavisup,
$bio

Beavis and Butt-Head (c) 1994 Viacom International, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57120&o=2

$end


$gameboy=beavis,
$bio

Beavis and Butt-Head [Model CCB-BVBP-EUR] (c) 1996 GT Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65653&o=2

$end


$snes=beavisu,
$bio

Beavis and Butt-Head (c) 1994 Viacom International, Incorporated.

- TECHNICAL -

Model SNS-ABUE-USA

- TRIVIA -

Released in November 1994 in USA.

- TIPS AND TRICKS -

Level Password
-------------- 
GWAR concert Woa, Hah, Yah, Huh, Yea, Woa, Yea, Woo  
After Highland hospital Woa, Hah, Yea, Hee, Heh, Heh, Woa, Hah  
After Highland high school Woa, Hah, Yah, Hee, Hah, Woa, Huh, Yea  
After streets of Highland Yea, Hee, Yah, Hee, Yah, Huh, Huh, Woa  
Turbo Mall 2000 Hee, Hah, Yah, Yah, Hah, Woo, Hee, Hah  

Bonus stage
-----------
There is a shelf in Highland Hospital right before the second gurney game elevator. Switch to Beavis and have Butthead kick you up on the shelf. Walk to the vent and open it to reach a bonus stage similar to the one in the high school.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62772&o=2

$end


$snes=beavis,
$bio

Beavis and Butt-Head [Model SNSP-ABUP-EUR] (c) 1994 Viacom International, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62771&o=2

$end


$gamegear=beavis,
$bio

Beavis and Butt-head [Model T-139018-50] (c) 1995 Viacom International, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64487&o=2

$end


$gamegear=beavisu,
$bio

Beavis and Butt-head (c) 1994 Viacom International, Incorporated.

- TECHNICAL -

[Model T-139018]

- TRIVIA -

This game is based on the MTV TV series with the same title, aired in 1993-1997.

- TIPS AND TRICKS -

* Level Passwords: Enter these passwords to start from the specified level

Burger World : GEL DLW BTZ
Highland High : XLM DUO ATY
Highland Hospital : WRG DVI GTY
Turbo Mall 2000 : SXI HZC EPY
GWAR : HYA CKC MUZ

* Game Over Screen Controls: At the Game Over screen, press the directional pad to move Beavis, and press either 1 or 2 to move Butthead.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64488&o=2

$end


$snes=bebekids,
$bio

Bebe's Kids (c) 1994 Mandingo Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62773&o=2

$end


$msx1_cart=becky,beckyb,beckya,
$bio

Becky [Model MM-3] (c) 1983 MIA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76593&o=2

$end


$info=sc4bedcl,sc4bedcla,sc4bedclb,sc4bedclc,sc4bedcld,
$bio

BeDazzled Club (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR2102]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42438&o=2

$end


$info=sc4bed,sc4beda,sc4bedb,sc4bedc,sc4bedd,sc4bede,
$bio

BeDazzled (c) 200? Mazooma Games.

BeDazzled is a board game with hi-lo gamble. BeDazzled has numbers overlayed on three reels. These numbers add into an 11 position trail with position 8 or above starting the feature. Position 4 awards a trail bonus to help start the feature. Feature entry can also be achieved from a reel win.

Once in the feature, players use the start button to move around the board, collecting CASH, NUDGES, PICKS, DEVIL HEADS and TRIDENTS as they land on them. Players can be awarded the same item again by hi-lo gambling.

Collecting 3 DEVIL HEADS allows PICKS to be used to get WIN SPINS, CASH KNOCKOUTS, CASH, FEATURES or more TRIDENTS.

Collecting 5 TRIDENTS starts the Big Money feature.

- TECHNICAL -

[Model PR2094]

Technology : Scorpion 4
Cabinet : Eclipse Front-Opening
Jackpot : £25
Stakes : 30p play

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11891&o=2

$end


$cpc_cass=bedlamuk,
$bio

Bedlam (c) 1988 GO!

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82730&o=2

$end


$vectrex=bedlam,
$bio

Bedlam (c) 1982 GCE [General Consumer Electric].

Your home galaxy has been invaded by alien colonists hoping to claim all inhabited worlds as their own. Unacceptable!

You have been given the ultimate responsibility of protecting your galactic neighbors from the invaders.  Blasting the aliens with the amazing anti-molecular cannon transports them thousands of light years away where they cause no further bedlam.  But beware, the invaders will be increasingly ruthless.

The future of the galaxy rests on your shoulders. Good luck!

- TECHNICAL -

Model 3305

Controls
Joystick: Rotates your cannon.
Button 1: Fast Rotate.
Button 2: Zap. Removes all aliens in a pattern. Only one zap per pattern.
Button 3: Fast Rotate.
Button 4: Fire.

- TRIVIA -

Even if ingame copyright says 1982, the game was released in 1983.

Export release:
[EU] [UK] "Bedlam [Model 8134]"

- SCORING -

Escort Ships: 75 points
Astral Defenders: 100 points
Destroyer Droids: 150 points
Colonist Transports: 175 points

- TIPS AND TRICKS -

Hidden Message: A developer credit can be accessed by holding 1 + 2 + 4 on the title screen until the music ends. Part of the song 'Dixie' will play during this message.

Extra ship: Awarded at every 10,000 points.

- STAFF -

Programed by: William Havkins

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82210&o=2

$end


$msx1_cart=beeflowr,beeflowrb,beeflowra,
$bio

Bee & Flower (c) 1983 Reizon

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76594&o=2

$end


$nes=bee52,
$bio

Bee 52 (c) 1992 Camerica

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54941&o=2

$end


$info=ddp2,ddp2100,ddp2101,ddp2100c,ddp2100hk,ddp2100j,ddp2100k,ddp2100t,ddp2101c,ddp2101hk,ddp2101j,ddp2101k,ddp2101t,ddp2c,ddp2hk,ddp2j,ddp2k,ddp2t,
$bio

Bee Storm - DoDonPachi II (c) 2001 IGS.

- TECHNICAL -

IGS PGM hardware

Main CPU : Motorola 68000 (@ 20 Mhz)
Sound CPU : Zilog Z80 (@ 8.468 Mhz)
Sound Chips : ICS2115 (@ 8.468 Mhz)

Players: Up to 2 simultaneously.
Control per player: 8-way joystick
Buttons per player: 3
=> [A] Shoot, [B] Special weapon, [C] Rapid shooting

- TRIVIA -

Bee Storm was released in May 2001 in the Japanese arcades.

Developed by Cave and published by IGS under license from the developer.

It was the first shoot'em up game made on the PGM hardware.

Scitron Digital Content released a limited-edition soundtrack album for this game (Dodonpachi II / Dodonpachi Sound Trax - SCDC-00126) on 19/09/2001.

- UPDATES -

* V 100

* V 101

* V 102

- TIPS AND TRICKS -

Final stage : stage 7 is secret. You need to have over 400,000,000 pts (default needed points in Test Menu) at the end of the Stage 6 to be allowed to go to the final stage.

- SERIES -

1. DonPachi (1995)
2. DoDonPachi (1997)
3. Bee Storm - DoDonPachi II (2001)
4. DoDonPachi Dai-Ou-Jou (2002)
5. DoDonPachi Dai-Fukkatsu (2008)
6. DoDonPachi Saidaioujou (2012)
7. DoDonPachi Maximum (2012) [Apple App Store]

- STAFF -

Director : Why
Producer : Vee
Programmer : Laisam, Hawk Chen
Game Designer : Yan [Bastard]
Art Designer : Pipy, Kai, C.S.Y, Debby, Job
Music & Sound : Eddie Yao, Julian Chin, Parsonslin

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=653&o=2

$end


$bbca_cass,bbcb_cass=beebbeep,
$bio

Beeb Beep (c) 19?? IJK

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51540&o=2

$end


$bbca_cass,bbcb_cass=bodybuil,
$bio

Beeb Body Building Course (c) 19?? Database

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51541&o=2

$end


$bbca_cass,bbcb_cass=beebcalc,
$bio

Beeb Calc and Cashflow Demo (c) 19?? Gemini

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51542&o=2

$end


$bbca_cass,bbcb_cass=beebmunc,
$bio

Beeb Munch (c) 19?? IJK

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51543&o=2

$end


$bbca_cass,bbcb_cass=beebpltw,
$bio

Beeb Plot (c) 19?? Watford Electronics

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51544&o=2

$end


$bbca_cass,bbcb_cass=beebpltg,
$bio

Beeb Plot (c) 19?? Gemini

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51545&o=2

$end


$bbca_cass,bbcb_cass=beebsynt,
$bio

Beeb Synth (c) 19?? Clares

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51546&o=2

$end


$bbca_cass,bbcb_cass=beebtalk,
$bio

Beeb Talk (c) 19?? Cheetah

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51547&o=2

$end


$bbca_cass,bbcb_cass=beebtpe4,
$bio

Beebtape No. 4 (c) 19?? Beebtape

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51548&o=2

$end


$bbca_cass,bbcb_cass=beebtote,
$bio

Beebtote (c) 1983 Micro Power

- STAFF -

Written by: John Banks

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51549&o=2

$end


$bbca_cass,bbcb_cass=beebtrek,
$bio

Beebtrek (c) 19?? Software For All

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51407&o=2

$end


$pc8801_flop=beed,beeda,
$bio

Beed (c) 1990 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91438&o=2

$end


$xegs=beefdrop,
$bio

Beef Drop (c) 2005 Siders [Ken Siders]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51223&o=2

$end


$a7800=beefdrop,
$bio

Beef Drop (c) 2006 Ken Siders.

- STAFF -

Programmer: Ken Siders

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50123&o=2

$end


$bbca_cass,bbcb_cass=beeline,
$bio

Beeline (c) 1985 Robico

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51550&o=2

$end


$info=beeline,
$bio

Beeline (c) 1991 Bell-Fruit Mfg. Company, Limited. [B.F.M.]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=24511&o=2

$end


$gameboy=beethovn,
$bio

Beethoven (c) 1994 Hi Tech Expressions

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65654&o=2

$end


$snes=beethovu,beethovup,
$bio

Beethoven - The Ultimate Canine Caper! (c) 1993 Hi Tech Expressions.

- TECHNICAL -

Game ID: SNS-2V-USA

- TIPS AND TRICKS -

Lion's roar: Press A(6), B, A(2), R(2), L(2), R at the title screen. Press A during game play to roar like a lion.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62775&o=2

$end


$snes=beethov,
$bio

Beethoven - The Ultimate Canine Caper! [Model SNSP-2V-EUR] (c) 1994 Hi Tech Expressions

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62774&o=2

$end


$n64=beetlearj,
$bio

Beetle Adventure Racing! [Model NUS-NB8J] (c) 1999 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57604&o=2

$end


$n64=beetlear,beetlearu,
$bio

Beetle Adventure Racing! (c) 1999 Electronic Arts.

Superb track design, a bodacious battle mode and a fleet of everyone's favorite impish car peg BAR as the the most innovative racer in a long time, bar none. 

The VW New Beetle may not be the fastest car on the market, but it's definitely one of the most intriguing. Even though the VW Beetle has represented peace, love and great gas mileage since the 1960s, this new racing game from Electronic Arts is no lovefest. 

Beetle Adventure Racing has the look of a gritty realistic racing simulation, but it has the power-ups and huge jumps found in arcade racing games. You'll be driving shiny Beetles through movie theaters, over volcanoes, across a mini-Stonehenge, and over terrain that ranges from ice to sand. Apparently your Beetle is even equipped with a time travel option, because on one track you'll come face to face with a T-Rex. Now that's a feature that can raise the sticker price in a hurry! 

Intriguingly, all this zaniness comes to you courtesy of two developers best know for their racing sims. EA's EA Sports arm gave us the realistic NASCAR 99, while Paradigm Entertainment co-developed F-1 World Grand Prix. 

To be sure, Beetle Adventure Racing has plenty of sim-like touches. First-rate play control allows each of the three standard and eight hidden cars to respond differently, depending on its handling, acceleration and top-speed characteristics. Tactical downshifting plays as big a role here as it did in F-1 WGP. Fog and popping are virtually non-existent, even in two-player vs. mode. 

Putting the Adventure in Beetle Adventure Racing are some of the trickiest tracks to grace any racer. Within the fairly simple Coventry Cove course lurk shortcuts through train tunnels and over a sailboat. The most complex track, Metropolitan Madness, is a virtual honeycomb of driveable alleys, parking lots, train tracks, warehouses, movie theaters and hotel halls. Exploring it is just like, well, exploring a real city -- except there's no police officer to pull you over. 

The two regular and four hidden courses are long, easily taking three minutes or more for each lap. All races last three laps, with the shortened last lap tailing off into an all-new finishing stretch. 

You can't see many of the choicer shortcuts until you've practically passed them, while others lie concealed between boulders, shrubbery and other cleverly placed obstacles. Carefully placed in almost every shortcut is at least one Bonus Box. 

In all, each track has 100 bonus points taking the form of Bonus Boxes worth as many as 10 points apiece. Naturally, the more artfully concealed Bonus Boxes are worth more. If you collect 50 bonus points, you'll win a continue, which will help your quest in Championship mode to unlock hidden tracks. Collect all 100 points in a track and you'll open up a hidden Beetle Battle arenas. 

Because the devious developers have scattered Bonus Boxes hither and yon, you won't be able to score a perfect 100 unless you drive three different routes as you complete your three laps. To make matters more difficult, if you take too long to finish pointing, you'll be disqualified, as will all your earnings. 

The unorthodox weaponry in the four-player Beetle Battle includes a soupy fog and a speed reducer. You can also find more conventional missiles and mines. Beetles that take too much damage cough up Ladybug icons. Be the first to collect a set of six Ladybug icons and, just like John Lennon, you'll be crowned head Beetle. Initially, Beetle Adventure Racing only allows you to battle in three arenas. 

Much as Diddy Kong Racing did a couple of years ago, Beetle Adventure Racing has broken the rules of the racing genre and set some new ones. Any player with a taste for high-octane action should take this Pak for a wild ride.

- TECHNICAL -

Cartridge ID: NUS-NNSE-USA

- TRIVIA -

Released on March 24, 1999 in USA.

- STAFF -

Paradigm Entertainment
Lead Engineer: Richard A. Baker
Software Engineers: Francesco Gigliotti, James Richmond, Sam Perera, Mike Bienvenu, Angus Henderson, Drew Powers, Mark Beardsley, Rick Weyrauch
Lead Artist: David Krueger
Art Director: Shawn Wright
3D Artists: Robert A. Gaines, Chris Oliver, Ben Groves, Mark Grigsby, Dave C. Wallin, Lewis M. Walden III, Raymond Arriaga, Howard Hanna
Sound Designer: J. D. Smith
Music Support: Brenden Tennant
Producer: Jim Galis
Special Thanks: David Szymczyk, Wes Hoffman, Mahdad G. Ansari, Dave Gatchel, All the others at PEI who make this possible.

Electronic Arts
Game Design: Scott Blackwood, Scott Jackson
Producer: Scott Blackwood
Assistant Producer: Brooke Burgess
Localization Producer: Serena Whitters
Senior Producer: Hanno Lemke
Executive Producer: Sam Nelson
Art Director: Scott Jackson
Art Consultant: Sheila Allan
Conceptual Track Art: Shaun Hayes-Holgate
Technical Consultant: Tom Loughry
Music Composition: Phil Western, Scott Blackwood, Brenden Tennant
Vocal Talent: David Kaye, Blu Mankuma
Speech Editing: Ron Coté
Product Manager: Peter Royea
Director, Product Development: Brian Wideen
Development Director: J. David Elton
Production Co-Ordinator: Xenia Mul
QA Project Co-Ordinator: Rod Higo
QA Project Lead: Gordon Thornton
QA Project Assistant Leads: Jason DeLong, Kyle Seller
QA Project Testers: Earl Berkeley, Tim Dale, Mike Gascoigne, Andrew Hendricks, Paul Inouye, Octavio Izzuralde, Thomas Kennedy, Willie Loh, Griffin Mitchell, Avinash Narayan, Ryan Santos, Paul Spears, Jim Steel, Martin Waisel, Jeff Yu
EA CQC: Anatol Somerville, Benjamin Crick, Etienne Grunenwald, Daniel Hiatt, Bobby Joe, Michael Jung
Language Testing - Coordinators: Iain Hancock, Simon Davison
German (Localization) Manager: Bianca Normann
German Version Manager: Hans-Jörg Brand
Translations: Bettina Bachon, Michaela Bartelt
German Language Testing: Frank Göerdes, Alexander Golubowitsch
French Version Localization Manager: Christine Jean
Quality Assurance Manager: Lionel Berrodier
French Version Translation: Nathalie Fernandez, Sandra Picaper
French Language Testing: Frédéric Faye, Sylvain Caburrosso
Quality Assurance: Samy Benromdhane
Special Thanks: Robert MacDonald, Brad Gour, Saki Kaskamanidis, Crispin Hands, Bruce MacKinnon, Dwayne Wudrich, Simon Craghead, Ted Sylka, Mr. Bischoff, Mr. Breust, Dr. Biermann, Mrs. Gour, Adam MacKay-Smith

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57603&o=2

$end


$info=beetlem,beetlema,beetlemb,beetlemc,beetlemd,
$bio

Beetle Mania (c) 2000 AGI (Austrian Gaming Industries).

This funky band of beetles will amaze you! Beetle Mania, another multi-line 5 reeler video slot uses animated sequences of bees, snails, moths and worms. When a combination of musical notes appear on the screen, the animation is triggered and this wins you 10 free games.

If a Beetle comes up during a free game, the main character does a live performance for you on stage, and whatever your win metre shows - it will be doubled.

- TECHNICAL -

Cool Fire I

- TRIVIA -

Release date : May 03, 2000

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11442&o=2

$end


$nes=beetlej,
$bio

Beetlejuice (c) 1991 LJN

- STAFF -

Written by: Paul Machacek

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54942&o=2

$end


$gameboy=beetlej,
$bio

Beetlejuice (c) 1992 LJN, Limited.

- TECHNICAL -

Cartridge ID: DMG-B4-USA
Cartridge Size: 1 Mb

- TRIVIA -

Reviews:
April 1992 - Joypad N.7 (Page 94-95) [FR]: 90/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65655&o=2

$end


$info=beezer,beezer1,
$bio

Beezer (c) 1982 Tong Electronic.

Players trap dangerous killer bees. The precise trackball control is used to maneuver through the honeycomb pushing gates to create six sided traps. The bees are lured into the trap and shut in. Eating bee eggs before they hatch gives Beezer super powers to eat bees. However, there are dangers of getting stung or trapped. A winning play strategy keeps players coming back to Beezer.

- TECHNICAL -

Main CPU : (2x) M6809 (@ 1 Mhz)
Sound Chips : DAC

Screen orientation : Horizontal
Video resolution : 256 x 288 pixels
Screen refresh : 60.00 Hz
Palette colors : 16

Players : 2
Control : trackball

- STAFF -

Designed by : Todd A. Blume

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=229&o=2

$end


$info=begas,begas1,
$bio

Bega's Battle (c) 1983 Data East USA, Incorporated.

You play a character named Bega. You must face the alien Varga who is trying to take over the earth. You must defeat Varga to save the earth from destruction. Other goals are to rescue your friends Luna, Jobe, and Sony. Once rescued, Luna gave you extra firepower, Jobe gave you the shield, and Sony gave you teleportation ability.

- TECHNICAL -

This game uses a laser disc.

- TRIVIA -

Bega's Battle was released in June 1983 in USA. This was Data East USA's first laser disc arcade game. Approximately 700 units were produced.

This game is known in Japan as "Harmageddon - Genma Taisen", all video were taken from the Japanese manga of the same name. The character designs were done by Katsuhiro Otomo, creator of the anime and manga classic Akira.

Steve Harris holds the official record for this game with 120,000 on July 18, 1983.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=230&o=2

$end


$msx1_cart=begbasic,
$bio

Beginner's BASIC I (c) 1986 Casio Computer Co., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76595&o=2

$end


$ti99_cart=bgrammar,
$bio

Beginning Grammar [Model PHM 3003] (c) 1979 Texas Instruments

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84513&o=2

$end


$info=bel,
$bio

Behind Enemy Lines (c) 1997 Sega.

A first-person view shoot'em up.

- TECHNICAL -

PCB # : 837-12469-01

Runs on the Sega "Model 2C" hardware.

Players : 2
Control : 8-way joystick
Buttons : 4

- TRIVIA -

Behind Enemy Lines was released in December 1997 in Japan.

Developed by Real 3-D (a division of Lockheed Martin, see 'Staff' section for more info).

- STAFF -

Producers : Shelia Burgess, Gene Lynch
Game director : Gene Lynch
Design directors : Gene Lynch, Bob Hichborn
Game programmers : Steven Woodcock, Dennis Butler, Lisa Spencer, Harry Wise
Asst. programmer : Tim Tisler
Set designers / 3D modelers : Bryan Tate, Christopher Bartlett, Rick Boyd, Bruce Robbins, Mark Ross
Animators / 3D modelers : Todd Palamar, Mike Bendele
Asst. Animator / 3D modeler : Larry Santaw
Graphic / Textures artists : Rik Levins, Bill Marimon
Asst. textures artist : Ron Wooddall
Art and design : John Nadeau
Sound design / Mix : Dorrie Batten
Sound implentation : Dorrie Batten, Harry Wise
Music composer : Fumio Itoh

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=231&o=2

$end


$amigaocs_flop=irongate,
$bio

Behind the Iron Gate (c) 1995 Black Legend

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73537&o=2

$end


$nes=beitf98,
$bio

Bei TongFang Win 98 (c) 1998 Unknown [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76488&o=2

$end


$info=smiy2063,smiy2064,smiy2065,smiy2066,smiy2067,smiy2068,
$bio

Beijing Treasures (c) 2011 Bally Tech., Incorporated.

5 Reel, 25 or 30 Lines, 300 Max Credit Bet.

- TECHNICAL -

EasySelect 
Software Part Number: 28394
Game Kit #198169
Cabinet: ALPHA Pro Upright iDeck

- UPDATES -

SMI #Y2063
Min/Max %: 85.47%

SMI #Y2064
Min/Max %: 88.20%

SMI #Y2065
Min/Max %: 90.23%

SMI #Y2066
Min/Max %: 92.09%

SMI #Y2067
Min/Max %: 93.96%

SMI #Y2068
Min/Max %: 95.98%

- TIPS AND TRICKS -

Overall Hit Frequency: 54.34%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=45205&o=2

$end


$msx1_cart=belnot,
$bio

Believe It or Not (c) 1990 al Alamiah

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76596&o=2

$end


$info=mv1bon,
$bio

Believe It Or Not (c) 199? Maygay.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41657&o=2

$end


$info=bellring,
$bio

Bell Ringer (c) 1990 Gottlieb.

- TECHNICAL -

Model Number: N103

- TRIVIA -

Released in December 1990 in USA.

Approximately 160 units were produced.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5213&o=2

$end


$x68k_flop=bellaven,
$bio

Bell's Avenue (c) 1993 Wendy Magazine

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87108&o=2

$end


$pc98=bellsave,
$bio

Bell's Avenue (c) 1993 Wendy Magazine

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89002&o=2

$end


$x68k_flop=bellavn2,
$bio

Bell's Avenue 2nd Street (c) 1994 Wendy Magazine

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87109&o=2

$end


$pc98=bellsav2,
$bio

Bell's Avenue 2nd Street (c) 1994 Wendy Magazine

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89003&o=2

$end


$pc8801_flop=bellonch,
$bio

Belloncho Series 1 - Belloncho Shintai Kensa (c) 1990 Hard [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91439&o=2

$end


$info=blswhstl,blswhstla,
$bio

Bells & Whistles (c) 1991 Konami.

Export release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Detana!! Twin Bee".

- TECHNICAL -

Game ID : GX060

Main CPU : Motorola 68000 (@ 16 Mhz)
Sound CPU : Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), K053260 (@ 3.579545 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Bells & Whistles was released in February 1991.

- SERIES -

1. Twin Bee [Model GX412] (1985)
2. Bells & Whistles [Model GX060] (1991)
3. Twin Bee Yahhoo! Fushigi no Kuni de Oo-Abare!! (1995)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=232&o=2

$end


$pc98=bellsav3,
$bio

Bells Avenue 3 (c) 1994 Wendy Magazine

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89004&o=2

$end


$ibm5150,ibm5150_cass=belowrot,
$bio

Below the Root (c) 1984 Spinnaker Software Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83585&o=2

$end


$megadriv=ben10,
$bio

Ben 10 (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56358&o=2

$end


$info=benberob,
$bio

Ben Bero Beh (c) 1984 Taito Corp.

Ben Bero Beh is a platform game where you guide a small superhero through an apartment complex on fire! Armed with a fire extinguisher, you must make your way down the levels avoiding gas explosions, crumbling floors, damaged lighting fixtures, and various enemies that pop out of the doors. The goal is to extinguish the fire and rescue Ben's girlfriend.

- TECHNICAL -

Board Number : J1100149B
Prom Stickers : A26

Main CPU : Motorola M6809
Sound CPU : Zilog Z80
Sound Chips : (4x) General Instrument AY8910

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Ben Bero Beh was released in November 1984 in Japan.

- TIPS AND TRICKS -

* Try to extinguish the fire as soon as possible.  Although it does not stop the building from falling to pieces, it will save you trouble on the lower levels (it can fall through cracks in the levels and start up again).

* An easy way to beat the fire is to start spraying when you get within range to bring it down, then aim low while advancing to extinguish the tiny remnants (they can kill you!).

- PORTS -

* Consoles : 
Sony PlayStation 2 [JP] (January 25, 2007) "Taito Memories II Joukan [Model SLPM-66649]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=233&o=2

$end


$amigaocs_flop=steelsky,steelskyf,steelskyg,
$bio

Beneath a Steel Sky (c) 1994 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73538&o=2

$end


$amigaocs_flop=benefact,
$bio

Benefactor (c) 1994 Psygnosis, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73539&o=2

$end


$gbcolor=benjamin,
$bio

Benjamin Blümchen - Ein verrückter Tag im Zoo [Model CGB-BB5D-NOE] (c) 2001 Kiddinx Studios GmbH [Berlin, Germany]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67567&o=2

$end


$snes=benkei,
$bio

Benkei Gaiden - Suna no Shou [Model SHVC-B0] (c) 1992 Sunsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61083&o=2

$end


$pce=benkei,benkei1,
$bio

Benkei Gaiden (c) 1989 Sunsoft

- TECHNICAL -

Game ID: SS89002

- TRIVIA -

Benkei Gaiden for PC-Engine was released on December 22, 1989 in Japan.

It was then released to the PlayStation Store as a PC-Engine Classic on December 15, 2010.

- STAFF -

Developed by: SUNSOFT

Scenario: Ichirō Nakamura
Production: Atsushi Sakai, Atsushi Hatano
Art: Takumi Ishikawa, Saiju Suzuki
Music: Masashi Kageyama, Nobuyuki Hara
Coordination: Hiroyasu Eguchi, Hiroaki Higashiya
Title: Hakuun Terada
Support: Motomiya Kikaku, Hiroshi Motomiya
Supervisor: Kiharu Yoshida

Support: Masahito Nomura, Masahiro Terao, Hideyuki Udagawa, Tomomi Sakai, Hirokatsu Fujii, Akihiro Asada, Hideo Yamamoto, Kazuaki Okumura, Masato Kawai, Kazumoto Kozawa, Masaru Aoyanagi, Kōichi Kitazumi, Akito Takeuchi, Yoshitaka Kawabe, Yoshiaki Komada, Kazuyuki Sugiura, Hiroyuki Suzuki, Hiroaki Atsumi, Yūichi Ueda, Yoshiaki Iwata, Hiroyuki Kagoya, Shinichi Seya, Noriko Ichikawa, Yumi Kurahashi, Mihoko Okazaki, Teruko Inaba, Rie Miyazawa, Masaharu Makihara, Tōru Ida, Osamu Yanase, Masaaki Kitagawa, Hiroyuki Satō, Masashige Furihata, Ryōji Uchimichi, Manabu Sakota, Kenichi Abe, Katsumori Sakakibara, Yuriko Yuzawa, Mariko Nagai

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [JP] (April 17, 2007)

* Others : 
Apple iPhone/iPad [US] (December 20, 2010) "TurboGrafx-16 GameBox [Model 406585960]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58536&o=2

$end


$sg1000=bombjackk2,
$bio

Beom Jjaek (c) 1985 Unknown [Korea]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65028&o=2

$end


$a2600=bernstin,
$bio

Berenstain Bears (c) 1984 Coleco Industries, Incorporated.

- TECHNICAL -

Model 2658

This game is unplayable on an Atari 2600 without the KidVid controller and three accompanying audiotapes. The game takes cues from the tape about when to advance. The KidVid controller came with the game "Smurfs Save the Day".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50252&o=2

$end


$cpc_cass=berksiii,berksiii01,
$bio

Berks III [Model A002] (c) 1987 Power House, The [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82732&o=2

$end


$ti99_cart=berlin,
$bio

Berlin (c) 19?? Johnson [Iain Johnson]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84514&o=2

$end


$gamegear=berlin,
$bio

Berlin no Kabe - The Berlin Wall (c) 1991 Kaneko Company, Limited.

- TECHNICAL -

[Model T-33017]

- STAFF -

Programmer : Takashi Yamashita
Designer : Masako Yukumoto
Sound : T's Music, Tsutomu Ookuma
Producer : Yukihiko Houjou
Management : Akihiko Utou
Special Thanks : Berlin Arcade Team, Hitoshi and Shunichi, Minoru Yoshida
Production, Writing : Kaneko Interstate

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64489&o=2

$end


$a2600=bermudast,
$bio

Bermuda (c) 1983 Starsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50254&o=2

$end


$amigaocs_flop=bermudap,bermudapu,
$bio

Bermuda Project (c) 1988 Mirrorsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73540&o=2

$end


$a2600=bermtriae,
$bio

Bermuda Triangle (c) 1983 Gameworld.

European release. Game developed in USA. For more information about the game itself, please see the original USA release entry; "Bermuda Triangle [Model 116007]".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50256&o=2

$end


$info=bermudat,bermudatj,bermudata,
$bio

Bermuda Triangle (c) 1987 SNK.

A vertically scrolling shoot'em up.

- TECHNICAL -

Game ID : A6003 'WW'

Main CPU : Zilog Z80 (@ 4 Mhz), Zilog Z80 (@ 5 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM3526 (@ 4 Mhz), Y8950 (@ 4 Mhz)

Players : 2
Control : dial
Buttons : 2

- TRIVIA -

Released in February 1987.

This game is known in Japan as "World Wars" (but similar to the US older version).

- UPDATES -

The US older version is a different version :
* Different weapon powerup.
* Graphics are almost completely different.
* More different bosses.
* No shape-changing by powerups.
* No Speeches.
* Players beam to different places instead of times after finishing a level.

- STAFF -

Director : Eikichi Kawasaki
Software : SNK jr.
Designers : Rampty, Tetsuyaki
Assistants : Miss Yoko, Angel
Hardware : Akitadesi
Sound : Kenny
Producer : Mr. Oba
Printing : Tomotae

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=235&o=2

$end


$pyuuta=torpedo,
$bio

Bermuda Triangle [Model 020E] (c) 1983 Tomy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101360&o=2

$end


$a2600=bermtria,
$bio

Bermuda Triangle (c) 1982 Data Age, Incorporated.

You must guide your mini-sub to the mysterious underwater city and collect as many priceless artifacts as you can, then deliver them to your research ship waiting on the surface before your mini-subs are destroyed.

Game 1 -- Single player, laser beam comes into play after 10,000 points.
Game 2 -- Two players, laser beam comes into play after 10,000 points.
Game 3 -- Single player, laser beam comes into play at beginning of game.
Game 4 -- Two players, laser beam comes into play at beginning of game.

- TECHNICAL -

Model 116007

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50255&o=2

$end


$a2600=bermuda,bermudae,
$bio

Bermuda (c) 1983 Rainbow Vision

- TECHNICAL -

Model SS-009

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50253&o=2

$end


$info=m4berser,m4berser__0,m4berser__1,m4berser__a,m4berser__b,m4berser__c,m4berser__d,m4berser__e,m4berser__f,m4berser__g,m4berser__h,m4berser__i,m4berser__j,m4berser__k,m4berser__l,m4berser__m,m4berser_n,
$bio

Berserk (c) 199? Barcrest.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=14897&o=2

$end


$coco_cart=berserk,
$bio

Berserk (c) 1982 Dragon Data

- TECHNICAL -

Game ID: A0100

- STAFF -

By: Ron Krebs

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53408&o=2

$end


$pc8801_flop=berserke,
$bio

Berserkers Front Gaiden 3 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91440&o=2

$end


$bbca_cass,bbcb_cass=bertboot,
$bio

Bert Boot (c) 19?? HS

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51551&o=2

$end


$cdi=bertelsg,bertelsgdvc,bertelsgd,
$bio

Bertelsmann Universal Lexikon (c) 1995 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52790&o=2

$end


$info=berzerk,berzerk1,berzerkg,berzerkf,berzerks,
$bio

Berzerk (c) 1980 Stern Electronics.

The player controls the 'Humanoid' (colored green for player 1 and purple for player 2) and must negotiate a number of robot-filled rooms; each with up to as many as eleven, laser-firing enemy robots. The Humanoid can be killed either by a single shot from a robot, by running into a robot, by running into a wall of the maze, or by being touched by the player's nemesis, 'Evil Otto'.

To advance through the game, players must fight their way through each room to an opening at one of the far walls. Each robot destroyed is worth 50 points and while it's possible to progress without killing every robot in each room; destroying all of them will earn the player a per-maze bonus (worth ten points per robot). The game has an impressive 64,000 mazes, with each level designed to be more difficult than the last.

- TECHNICAL -

The Berzerk cabinet was the first in a series of cabinets from Stern that had a patented pull out drawer that allowed access to the games circuit boards from the front of the cabinet. This title features rather primitive painted side-art that only uses two colors, but it makes up for it with the awesome comic book style art on the control panel and monitor bezel. The marquee is only a 'Berzerk' logo, and it kind of looks like something that someone might have done in their high school airbrush class.

Berzerk is technically a monochrome game. It uses a special 'color overlay' circuit board to add color to the games graphics before they go to the monitor. A side effect of this is that walking very close to a wall will cause that section of the wall to change to your color.

Berzerk, in common with other machines commonly thought to have used samples (such as Atari's "Star Wars", "Paperboy" and "Gauntlet") used LPC encoded speech and a dedicated speech synthesizer. So the speech is technically encoded data for this speech synth, rather than the now far simpler, digitized audio 'samples' for play back via a DAC.

Main CPU : Zilog Z80
Sound Chips : Custom tone generator, custom LPC speech synthesis chip

Control : 8-way joystick
Buttons : 1 (FIRE)

- TRIVIA -

Berzerk was released in October 1980 in the USA.

Alan McNeil, an employee of Universal Research Laboratories (a division of Stern Electronics), had a dream one night involving a black-and-white video game in which he had to fight robots. This dream, with heavy borrowing from the BASIC game 'Robots' ('Daleks' in the UK), was the basis for Berzerk. The idea for a black-and-white game was abandoned when the color game "Defender" was released earlier the same year to significant success. At that point Stern decided to use a color overlay board for Berzerk. A quick conversion was made, and all but the earliest versions of the game shipped with a color CRT display. The game was test-marketed successfully at a Chicago singles bar before general release.

The title of the game comes from the series of books called 'The Berzerker Stories' by Fred Saberhagen. It's a novel about robots which go Berzerk and kill everybody.

Berzerk is the first robot killing game but the big selling point of Berzerk was speech.
From Tony Miller : "The speech was done using LPC coding that I believe was invented by T.I., although I remember we used a National Speech chip in it.  This was when speech and memory was expensive, so we didn't just digitize sounds and dump them out through a DAC. I remember it cost something like $1000 per word to have the compression done, so we tried to come up with a limited vocabulary which could be rearranged and reused as much as possible.There was some guy up in Silicon Gulch who did this stuff for a living - so it is possible to make money while talking in a monotone.".

The Artist Richard D. James, using his alter ego Caustic Window, has the sample : 'Humanoid must not escape' from this game in his song with the same name as the sample. It's from the album 'Caustic Window Compilation'.

Berzerk was also the first game to attempt a bit of on-screen comedy. Your robot opponents often fell foul of slapstick misfortune, shooting each other in the head or walking into walls and exploding in their attempts to kill you. And if you legged it out of a room without killing them all, the survivors would taunt you in their Speak & Spell voices : "Chicken! Fight like a robot!". Okay, it's not hilarious, but even Bob Monkhouse had to start somewhere. Sometimes when you escape as above, it will just utter "Chicken".

'Evil Otto' was named for 'Dave Otto', who worked for Dave Nutting's Arcade Engineering group as R & D director at the time Alan McNeil did. 'Evil Otto' can be considered one of the most intimidating video game villains of all time. He is, and even travels through walls, preventing a player from loafing in the room. He resembles a bouncing smiley face, and has been called a 'Malicious basketball' by some.

Berzerk was Stern's first major video game success. It was made in both upright (approx. 37500 units) and cocktail (approx. 1200 units) models. Berzerk suffered a bit in sales due to frequent breakdowns of it's original giant sized optical 8-way joystick. Approximately 4200 orders were canceled by distributors and operators whose machines were frequently down from the opto-stick. Stern issued free WICO leaf switch sticks to operators after they had so much trouble with the optical stick, but this still hurt sales.

Berzerk shares a rather chilling distinction of being the first known game to be blamed for an actual player's death. In January 1981, Jeff Dailey was the first person to die playing a video game, a 19-year old Berzerk player, died of a massive heart attack right after playing his favorite game. His score was 16,660 (a very respectable score but disturbing for obvious reasons). On an equally distressing note, in October 1982 at the 'Friar Tuck Game Room' in Calumet City, Illinois : 18-year old Peter Burkowski, a physically healthy person who was alcohol-free and drug-free, inscribed his initials in Berzerk's top ten list twice in a matter of only 15 minutes. A few seconds after that, he collapsed and died of a heart attack.
In Retrogamer Issue #47, Alan McNeil addressed these legends, and has a different perspective: "...one player did die while playing the game (Alan refutes reports that claim two died). The unfortunate fellow was obese and had run upstairs to play the game", Alan explains: "The legend is he set a high score and died, but the owner of the arcade said he didn’t finish the game – he was out of breath from the moment he arrived until he dropped. The legend is way better than reality: the excitement of playing a game killing a player after setting a high score..."

Steve Wagner holds the official record for this game on the 'Fast Bullets' setting with 350340 points on March 12, 2009.
Phil Younger holds the official record for this game on the 'Slow Bullets' setting with 304570 points on August 12, 2007.

A Berzerk unit appears in the 1982 movie 'Tron' and in the 1983 movie 'Joysticks'.
A Berzerk unit appears in the ZZ Top music video 'Legs'.

Milton Bradley (MB) released a board game based on this video game (same name) in 1983. 'Can You Survive the Frenzied Attack of the Robot Army?' In this board game version, 2 players face off. One player controls the Humanoid and the other player controls Evil Otto and the robots. Players alternate sides for a maximum of three rounds or until both have been zapped three times and destroyed as the Humanoid. Humanoid lives are represented by chips placed in front of the player. Each time a player's Humanoid is zapped, the player surrenders one chip. Once a player loses all three chips, that player's Humanoid is destroyed, and therefore he/she cannot control the Humanoid for the rest of the game. The object of the game is to zap more robots while controlling the Humanoid than your opponent.

Berzerk inspired a catchy hit song by Buckner and Garcia called 'Goin' Berzerk' released on the 'Pac-Man Fever' album, here are the full lyrics! :

Humanoid - This is you.  
You can move in eight directions.
Once you start you're never done.
You can go from room to room,
You can crawl or you can run.
You can wander through the maze.
It's a wonderland at night,
You can stop and aim your gun when,
there's a robot in your sights.

Robots - The various colored robots.
I think I'm going berzerk.
I think I'm losing my mind.
I'm getting lost in the shuffle.
It happens every time.
I think I'm going berzerk.
Would you like to come to?
I can't stop now - I'm addicted!
I'm berzerk over you.

Evil Otto - The bouncing smiley face.
If we fight this thing together
there's a chance that we might win.
Now here comes Evil Otto,
push the fire buttons in.
I'm sure he's crazy too because 
he's bouncing off the floor.
There's no way to destroy him , 
let him bounce right out the door.

The speech, 'Humanoid' and 'Intruder Alert!' featured heavily in 1988's seminal UK Acid track, 'Stakker Humanoid' by later Future Sound of London member Brian Dougans. His use of distortion and slightly lower pitch, leaves the game sounding quite tame by comparison...

- UPDATES -

Two different versions of the game were released. As a player's score increases, the colors of the enemy robots change, and the robots can have more bullets on the screen at the same time (once they reach the limit, they cannot fire again until one or more of their bullets detonates; the limit applies to the robots as a group, not as individuals). In the original version, the sequence goes :
* Yellow robots that don't fire
* Red robots that can fire one bullet
* Light blue robots that can fire two bullets
After 5,000 points Evil Otto doubles his speed, moving as fast as the player while robots remain in the maze, and twice as fast as the player after all the robots are destroyed.

The revised version, which had the much larger production run of the two, features a longer color sequence that also included green, purple, and white robots. In this version, the robot sequence went up to five normal speed bullets, then they began firing fast bullets, starting with one fast bullet, and eventually going as high as seven fast bullets at once. After 20,000 points the robots stay light blue and may have up to seven fast bullets on screen for the remainder of play. To balance the greatly increased threat from the robots in this version, Evil Otto's pursuit speed remains at its normal (half or equal the player's speed) level throughout.

- SCORING -

You get 50 points per robot destroyed. It doesn't matter whether you destroy them or they get destroyed some other way.

You get a bonus of 10 times the number of robots in a maze if you clear it For example, if you destroyed all 7 robots in a maze, then your bonus would be 10 X 7 or 70 points.

- TIPS AND TRICKS -

* Here is how the rounds progress in the revised version : 
Points - Robot Color - Shots fired 
0-260 -Yellow - 0
260-1200 - Red - 1
1200-3000 - Light Blue - 2
3000-4500 - Green - 3
4500-6000 - Purple - 4
6000-8000 - Yellow - 5
8000-10000 - White - One fast shot (2x speed)
10000-12000 - Light Blue - Two fast shots

This color system now repeats. At around 20000 points, the robots stay light blue. Starting at about 10000 points. Berzerk becomes largely a game of luck. If you get an open maze with a lot of robots, there is not much you can do.

* When you start the game, the Humanoid will be put at the left entrance. (In a 2-player game, player 2's Humanoid will be put at the right entrance). You will face anywhere from 1 to 12 robots. Quickly assess where the Humanoid is at and destroy the closest robots. The first 3 sets of robots are pretty easy. It's when they start firing those 3+ shots at you or the supershots things can get bad.

* Remember, the Humanoid is longer then he is wide; use this to your advantage. Always try to exit the maze from the left or right exit so that the Humanoid presents a small profile for the next maze. If you enter from the top or bottom, you presents a bigger target. Of course, there is no defense against being put right next to a robot.

* There is a 1-2 second delay after you enter a maze before the robots come after you; use that to your advantage. 

* You cannot run and shoot at the same time in this game. You have to stop and shoot. Use the joystick to aim and press the FIRE button. The Humanoid may move a little in that direction so don't try to shoot robots point-blank or you will destroy the robot while the robot vaporizes you.

* When you get into the later rounds, luck will be as much a factor as skill. This is especially true when the robots are firing supershots at you (these shots travel twice the speed of normal shots). 

* Evil Otto (the bouncing happy face) will appear from where the Humanoid entered the maze. Evil Otto's appearance is directly related to how many robots you start with. The lower the number, the sooner Evil Otto appears. Evil Otto cannot be destroyed.

* Because the robots are attracted to you 'as the crow flies', they will tend to clump together and smash into each other. The best way to kill robots is to stand safely behind a wall and let them shoot and smash each other. The ball (Evil Otto) will also kill them. You can ignore some robots in the maze and let Otto kill them for you. Otto follows your position like the robots, so as he comes across the screen, lead him up and down into any remaining robots before you exit.

* If the robot cannot hit you with laser fire, they will still try to kill the Humanoid by attempting to run him over. 

* The walls in the maze are deadly. If the Humanoid or a robot runs into a wall, he is vaporized. (You score the points if a robot is destroyed by running into a wall). The wall will light up if the Humanoid is too close to it. 

* If you and a robot are in line and firing at each other, your shots will negate themselves out. In the later levels, this could prove deadly since they can keep up with your firepower. 

* An Interesting Quirk : There is a one pixel space between the Humanoid's head and shoulders. The game doesn't register it as existing so if a robot's shot goes through that space, the Humanoid doesn't die. 

* The robots always walk toward you unless you're in their line of fire; then they will pause to shoot. There are eight directions you and they can shoot. The only way to survive the higher levels (10, 000 points +) is to learn the blind spots of the robots. If you are in a robot's blind spot he poses no threat, and you can concentrate on blasting the others. The angle shots are almost never necessary. It is very difficult to hit a robot with an angle shot. When you shoot, the Humanoid stops moving, when you can't move, you are vulnerable. Make your shots count and don't bother wasting your time with angles unless you are on an early level and need the practice. 

* Because the robots are shorter than you, try to avoid robots at the bottom edge of the screen. By the time you move low enough to get a shot they will have already fired. In contrast, if you come 'up' on robots from the bottom, you can shoot their feet and duck back down before their shot reaches you. 

* Because the Humanoid is a lot taller than he is wide, it is very easy to avoid shots from above and below. Take out the robots to the sides of you first. 

* If you poke your head above a wall just far enough to shoot above it, the robots on the other side of it can't shoot you. They will only hit the wall. ALWAYS use this tactic to kill most of the robots in a maze. When you are in the right position, just hold down the fire button. This will make the Humanoid stand still. You can inch your way very close to the deadly walls without fear of running into them. When shooting up or down, that trick doesn't work. If there is a wall between you and a robot above you, run to the right and start shooting up just past the wall. If you are lucky, the robot will walk into your fire before he gets a shot off. By design, if a robot is above you, he will lock into position directly in-line with your shots, and you will shoot each other's bullets. In early rounds you can overpower a robot and outgun him, but later the robots can keep up with you and you will be in a deadlock. To defeat him, shoot up and immediately walk to the right and he will walk into your bullet. 

* The robots are programmed to avoid colliding into the sides of the deadly walls, but they can't detect the start or end of a wall. If a robot is below the end of a wall, you can move up and direct him into the wall end. 

* In later rounds, all of the real action takes place in the first two or three seconds of a round. If you survive the initial shots from the robots, you are as good as done with the maze. When a new maze comes on screen, you are very vulnerable. Often you are in the line of fire of five robots. As the new maze slides on-screen, you can see it before the robots appear. Use this time to decide which way to run. Assume that there will be a robot in each 'room' or 'nook'. Shoot the robot right in front of you first, and then run toward his position. By running ahead, you will exit the line of fire of any robots above/below you and also the dreaded angle shots. Once you are out of their line of fire, you can re-enter their line of fire selectively and shoot them. Get to a safe barrier as soon as possible and wait for the robots to move into easy positions.

- SERIES -

1. Berzerk (1980)
2. Frenzy (1982)

- STAFF -

Designed & programmed by : Alan McNeil

- PORTS -

* Consoles :
GCE Vectrex [US] (1982) "Berzerk [Model VT-3302]" 
Atari 2600 [US] (1982) "Berzerk [Model CX2650]" 
Atari 2600 [JP] (1983) 
Atari 5200 [US] (1983) "Berzerk [Model CX5221]" 
DynaVision [BR] (198?) Berzerk
Emerson Arcadia [US] (1982) "Escape [Model 1015]" 

* Computers :
Tandy Color Computer [US] (1981) "Berserk"
Tandy Color Computer [US] (1981) "Robot Battle" 
Tandy Color Computer [US] (1982) "Android Attack" 
Tandy Color Computer [US] (1982) "Haywire" 
Tandy Color Computer [US] (198?) "Monster Maze" 
PC [Booter] [US] (1983) "Robot War", a part of the "Friendlyware PC Arcade" suite 
Tangerine Microtan 65 [EU] (1984)

* Others :
VFD handheld game [US] (1982) by Coleco : unfortunately, this game was never released.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=236&o=2

$end


$a2600=berzerkc,
$bio

Berzerk (c) 1982 CCE

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50258&o=2

$end


$a800=berzerk,
$bio

Berzerk (c) 1983 Atari, Incorporated.

- TRIVIA -

When a robot is shot, the image of Evil Otto briefly appears.

Known bugs:
- Move your character as close to the left exit as possible without leaving the screen. When Evil Otto appears, he will bounce towards the right and keep going off-screen. After a few seconds off-screen, he wraps-around to the left and will kill your man if you haven't moved.
- If you restart the game while Evil Otto is on the screen, sometimes part of his face will remain on the screen.
- Robots at the very top of the screen will sometimes blink (usually their feet).
- When using either the top or bottom exits, just before the screen stops scrolling, the lower half of your character will briefly appear at the very top of the screen. Sometimes a small dash '-' also appears at the top-left part of the screen when it is scrolling.

- UPDATES -

A prototype exists, dated 6-01-83, that lacks voice and has a few minor differences (2 more levels, no copyright info on screen, etc.).

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49304&o=2

$end


$a2600=berzerk,berzerke,berzerke1,berzerke2,
$bio

Berzerk (c) 1982 Atari, Incorporated.

Your challenge in BERZERK is to score as many points as possible without being destroyed yourself. In some game variations, you must elude the robots' expert aims and escape Evil Otto.

BERZERK includes 12 exciting game variations. Before describing each of these games, we would like to acquaint you with game play terminology.

BONUS LIFE
In addition to the three lives you start the game with, extra lives can be won in certain game variations. For example, in Game 1 you receive one new life every time you score 1,000 points. The computer congratulates you with a little tune each time you win another life. A maximum of six lives can be displayed on the screen at one time, although you may have more lives in reserve. The number of lives you can win in these game variations is 255. After that the counter resets to zero and you must start winning bonus lives all over again.

INVINCIBLE EVIL OTTO
When Evil Otto is invincible, he keeps coming at you. There is no deterring him. You can only escape him by running out of the maze.

REBOUND EVIL OTTO
Some games feature a reboud Evil Otto, in which you can actually shoot the grinning head with your laser and he will disappear for a few seconds. Beware! Evil Otto will soon reappear to continue in pursuit of you. Zap him again and he will disappear again. You can make him rebound an infinite number of times.

NON-SHOOTING ROBOTS
In some game variations, the robots aren't armed. You can stand right in front of them but they can't shoot you. Take care, you will still lose a life if you touch one.

GAME 1
In Game 1 you receive an extra life every 1,000 points, there is no Evil Otto to pursue you, but watch out for the robots - they'll be shooting at you!

GAME 2
Game 2 offers a bonus life every time you make 1,000 points, the robots fire at you and Evil Otto rebounds when you shoot him.

GAME 3
You win a new life every 1,000 points in Game 3. You'll need all the lives you can get because in this game Evil Otto is invincible and the robots stalk you with their lasers.

GAME 4
In Game 4 you have the opportunity to gain a new life every 2,000 points, there is no Evil Otto, but the robots are militant and you must dodge their deadly laser beams.

GAME 5
With a rebound Evil Otto and mean robots on the prowl, Game 5 is like Game 2 - except a bonus life is won at 2,000 points rather than 1,000.

GAME 6
Win another life every 2,000 points in Game 6. But watch out for invicible Evil Otto and combatant robot goons.

GAME 7
In Game 7 there are no bonus lives and no Evil Otto. You have only the laser-firing robots to contend with.

GAME 8
Game 8 offers a rebound Evil Otto. Otherwise it is exactly like Game 7.

GAME 9
For a real BERZERK challenge, try Game 9! Here, Evil Otto is invincible, the robot gangs are armed and dangerous, and you have no bonus lives to prolong game play.

GAME 10
In Game 10 you have the opportunity to win a new life every 1,000 points, the robots don't shoot, but watch out for Evil Otto - he's invincible!

GAME 11
You can really rack up the points in Game 11. The robots don't shoot, Evil Otto rebounds and you get a new life every 1,000 points.

GAME 12/CHILDREN'S VERSION
This is the easiest of all BERSERK variations. In Game 12 there is no Evil Otto, the robots don't shoot at you, and you win a bonus life every 1,000 points. It's a good game for beginners or young children.

- TECHNICAL -

Model CX2650

- SCORING -

Robots: 50 Points each.
All Robots in a Maze: 10 Bonus Points each.

- TIPS AND TRICKS -

When you first start playing the tougher BERZERK variations (games in which the robots shoot and Evil Otto is invincible), you may feel there's no way to survive. Don't despair! The following are some strategies you can use to stay alive longer, score more points, and even escape the dread Evil Otto.

* Since the robots' shots cannot penetrate the maze walls, use this to your advantage. Hide behind walls to dodge laser fire, then leap out when it is safe to aim and shoot at robots.

* Position robot(s) between your man and Evil Otto. This strategy should cause Evil Otto to destroy the robot(s) first (thereby scoring points for you) and you will have more time to escape.

* Evil Otto moves more slowly when there are robots on the screen. But once all the robots are gone, the evil fellow bounds toward you with amazing speed! Remember this so you can position your man near an exit as you finish off the robots, then make a swift escape.

* Keep your finger on the fire button as you move from one maze to another. It takes the robots a few seconds to start their attack and you can often blindly zap them when you enter shooting.

* Since robots are programmed to follow you, you can influence them by your movement, causing them to shoot at and collide with each other or run into walls.

* Evil Otto always enters where the man enters. Try to get away from this danger zone and near an exit as soon as it is safe.

* Keep your distance from robot gangs because you can cover yourself in only one direction at a time. When you find yourself surrounded by a gang, shoot your way out and put some space between you and them. It's much easier to see and avoid distant robot fire than close range fire.

* When robots shoot on the vertical it is from the left side. You can position your man above or below them on the right side where they can't hit you, but you can blast them.
Unlike you robots cannot shoot on the diagonal. If you stand diagonally to one you will be out of its line of fire while it will be vilnerable to your laser shot.

* There is a special horizontal laser beam wraparound feature that will help you destroy robots. In mazes that have a right and left exit, you can stand just inside the right exit and shoot through it. Your laser beams will then 'wrap around' the screen and reenter on the left side through that opening. Any robots standing in your line of fire will be struck.

- STAFF -

Programmer: Dan Hitchens

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50257&o=2

$end


$a5200=berzerk,
$bio

Berzerk (c) 1983 Atari, Incorporated.

Try to keep from going bonkers as you dodge robot fire and elude the robot gang leader, Evil Otto. Your objective: Destroy robots, rack up as many points as possible, and stay alive as you move through a multitude of maddening BERZERK mazes.

Use your joystick controller to move through the electrified maze -- but don't touch the walls, or you'll fry! Press any red fire button to shoot lasers at the robots.

Watch out for Evil Otto! He's invincible; nothing can destroy him. Once he catches you, you'll never escape. He'll pound you to a pulp, grinning like a maniac all the while. Your only hope is to get out of the maze before Evil Otto reaches you. Then you'll be in a new maze, facing a new set of robot goons. And Evil Otto will pursue you again!

Each round is completed when you exit from the maze. The game ends when you lose your last life.

- TECHNICAL -

Model CX5221

- SCORING -

You score 50 points for each robot destroyed. When all the robots in a single maze are destroyed, you score ten bonus points per robot. Robots explode when they're hit by your laser or the lasers of other robots, and when they run into maze walls, collide with each other, or get pounded by Evil Otto. You can score a total of 999,990 points before the score rolls over.

- TIPS AND TRICKS -

* As you move from one maze to another, continue pressing the fire button. It takes the robots a moment to start their attack -- you can often zap them first when you enter shooting.

* Evil Otto always enters in the same place you do. Try to get away from this danger zone and near an exit as soon as possible.

* Because Evil Otto bounces up and down, it's easier to escape him through the side exits than the top or bottom exits.

* In difficult levels where there are a lot of fast-moving, fast- whooting robots, head for the cover of a maze wall immediately. Allow the robots to collide with each other and to shoot one another or to walk into your firing range. But don't wait too long or you'll be trapped!

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50024&o=2

$end


$vectrex=berzerk,berzerkd,
$bio

Berzerk (c) 1982 GCE [General Consumer Electric]

Maneuver your humanoid through the electrified mazes of robot filled rooms. You may kill the first group of robots but initial success does not mean survival... future groups begin firing at you! Added danger lurks when Evil Otto enters. He can jump the maze walls and squash you if you linger too long!

- TECHNICAL -

Model HS-4020

Controls
Joystick: Moves your humanoid forward through the maze (8 directions).
Button 1: Unused.
Button 2: Unused.
Button 3: Unused.
Button 4: Fire.  Shoots bullets at Robots while moving forward.

- TRIVIA -

Obviously there is going to be a difference in graphics, due to the majority of the Vectrex version being in vector (the original was in raster) and the robots look like octopuses, plus there is no visible change indicating the robots' difficulty level has increased since the Vectrex doesn't have color. The difficulty level in this port also isn't as high, due to the robots not being as aggressive as on the arcade original, the player can shoot several more shots at a time and the players' and robots' shots do not cancel each other out (although arguably this could make the game more difficult, depending on a person's opinion).

Evil Otto also makes a bouncing noise as he travels, which was not included in the original, plus the player's shots will now pass through him; originally he could be shot (although not killed).

There is also no voice synthesis in this version, there are fewer mazes, an extra life is awarded at 5,000 points, which on the original it was 7,000 (although that could be changed depending on the arcade operator's choosing), and robots can, at times, either partially walk through a wall segment until they get destroyed, or can totally pass through them unharmed.

This port had a few bugs, one of which caused a glitch with the score, where it would be replaced by a dash and a graphic that looks like a car; when the game ended, the player would find a very high score (usually in the 100,000 range) that they did not achieve. Also, at times the player would either not be awarded a bonus for shooting all robots in a maze and/or the text stating the bonus would not appear.

A Berzerk Debugged prototype was released with bug fixes.

Export releases:
[EU] [UK] "Berzerk [Model 8123]"

- SCORING -

Each Robot you destroy is worth 50 points. If the whole maze is cleared, you receive a bonus of 10 points for each Robot that was in the maze.

- TIPS AND TRICKS -

Hidden message: Hold 1 + 3 + 4 when you lose your last life. On the 'Got You Humanoid' screen, the programmer's initials (CMK) will appear in the lower-right corner of the screen.

Number of Robots: There may be from 1 to 11 Robots in each maze.

- STAFF -

Programmed by: CMK

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82211&o=2

$end


$x68k_flop=ohxzmus1,ohxzmus2,
$bio

Bessatsu Oh! X Music System 01 Z-Music (c) 1991 Soft Bank

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87110&o=2

$end


$info=bbbxing,
$bio

Best Bout Boxing (c) 1994 Jaleco.

A horizontal boxing game from Jaleco. Choose one of 7 boxers, each with their own special punch, and win matches to claim the World Freeweight Title.

- TECHNICAL -

Jaleco Mega System 32 hardware

Main CPU : V70 (@ 20 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : YMF271 (@ 4 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Best Bout Boxing was released in February 1994 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=237&o=2

$end


$gba=bestfrnd,
$bio

Best Friends - Hunde & Katzen [Model AGB-BHBP-EUR] (c) 2006 dtp Young Ent. GmbH & Company, KG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69885&o=2

$end


$nes=dstall,dstalla,
$bio

Best Keiba - Derby Stallion (c) 1991 ASCII Corp.

- TECHNICAL -

[Model HSP-46]

- TRIVIA -

Best Keiba was released on December 21, 1991 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53872&o=2

$end


$info=bestleag,bestleaw,
$bio

Best League (c) 1993 Playmark.

An Italian league soccer game. This bootleg contains Serie A teams instead of the national ones in "Big Striker".

- TECHNICAL -

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound Chips : OKI6295 (@ 7.575 Khz)

Players : 2
Control : 8-way Joystick
Buttons : 3

- TRIVIA -

Best League was released in November 1992 in Japan.

This is a bootleg made by Playmark, they did many bootlegs in the 90s. PCB layout, fonts and components are the same as their original games but they left the pcb unmarked obviously. Eproms have stickers with their logo.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3951&o=2

$end


$pc8801_flop=best9py,
$bio

Best Nine Pro Yakyu (c) 1985 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91441&o=2

$end


$bbca_cass,bbcb_cass=bestofau,
$bio

Best of Acorn User (c) 19?? Beebug

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51552&o=2

$end


$adam_flop=bestbc,
$bio

Best of B.C. featuring B.C's Quest For Tires and B.C. II - Grog's Revenge (c) 1985 Sydney Development.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82621&o=2

$end


$info=bestbest,
$bio

Best of Best (c) 1994 SunA Electronics Ind. Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=21348&o=2

$end


$adam_cass=bestofea,
$bio

Best of Electronic Arts: Pinball Construction Set + The Hard Hat Mack (c) 19?? K-Byte

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82694&o=2

$end


$nes=bestof,bestofu,
$bio

Best of the Best - Championship Karate (c) 1992 Loriciels.

- TRIVIA -

NES port of Panza Kick Boxing.

Reviews:
[FR] April 1993 - Consoles + No. 19: 85/100

- STAFF -

Conversion on NES by Movie Software.

By: Carlo Perconti

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54943&o=2

$end


$megadriv=bestofp,
$bio

Best of the Best - Championship Karate (c) 1993 Electro Brain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56359&o=2

$end


$megadriv=bestof,
$bio

Best of the Best - Championship Karate (c) 1993 Electro Brain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57121&o=2

$end


$amigaocs_flop=bestof,
$bio

Best of the Best - Championship Karate (c) 1993 Loriciels [France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73541&o=2

$end


$gameboy=bestof,
$bio

Best of the Best - Championship Karate (c) 1992 Loriciels.

- TECHNICAL -

Cartridge ID: DMG-LE-NOE

- TRIVIA -

Reviews:
[FR] April 1993 - Consoles + No. 19: 85/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65656&o=2

$end


$gameboy=bestofu,
$bio

Best of the Best - Championship Karate [Model DMG-LE-USA] (c) 1992 Electro Brain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65657&o=2

$end


$snes=bestofu,
$bio

Best of the Best - Championship Karate (c) 1992 Electro Brain

- TECHNICAL -

Game ID: SNS-BE-USA

- TIPS AND TRICKS -

Super Kumate fighter
--------------------
Press Start at the title screen to display the main menu. Highlight Option and press Select. Select the Password option and enter RHT255457K or 2RHT255457K as a password for a fighter with 99% in every attribute. Return to the main menu and select the Next Boxer option to cycle through the characters. Select Ivanov as an opponent, defeat him, and enter Kumate mode. Select the "Pad Vs SNES" option until both characters appear to be identical. Defeat your fighter's twin. All opponents from the regular tournament will now appear in the Kumate. 

Status Password 
----------------
Defeat Cogneur for the World Championship, $975,000, Strength 99%, Resistance 99%, Reflex 89%  MHT255WZKB Have World Championship belt, $975,000, Strength 99%, Resistance 99%, Reflex 99%  RHT255447K

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62777&o=2

$end


$snes=bestof,bestofp,
$bio

Best of the Best - Championship Karate (c) 1994 Electro Brain

- TECHNICAL -

Cartridge ID: SNSP-BE-EUR

- TRIVIA -

Reviews:
[FR] November 1992 - Consoles+ No. 14: 92/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62776&o=2

$end


$gba=bpproyak,
$bio

Best Play Pro Yakyuu Baseball [Model AGB-A8YJ-JPN] (c) 2002 Enterbrain, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69886&o=2

$end


$snes=bestshot,
$bio

Best Shot Pro Golf [Model SHVC-AG6J-JPN] (c) 1996 ASCII Ent. Software, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61084&o=2

$end


$msx1_cass=bestwarr,bestwarra,
$bio

Bestial Warrior (c) 1989 Dinamic Software [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94476&o=2

$end


$cpc_cass=bestialw01,
$bio

Bestial Warrior [Model AMS 890029] (c) 1989 Dinamic Software [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82734&o=2

$end


$cpc_cass=bestialw,
$bio

Bestial Warrior [Model AMS 890035] (c) 1989 Dinamic Software [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82733&o=2

$end


$nes=bestiar,
$bio

Bestiarian (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83832&o=2

$end


$info=bestri,
$bio

Bestri (c) 1998 F2 System.

A collection of 3 games: 'Die Break', 'Heuk Sua Baek Sa' and 'Penta'.

- TRIVIA -

Bestri was released in March 1998.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4303&o=2

$end


$msx2_flop=betlife,
$bio

Bet your life (c) 1994 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101496&o=2

$end


$cpc_cass=beta2515,beta251501,
$bio

Beta 2515 (c) 1987 GTS, S.a.c. [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82735&o=2

$end


$cpc_cass=betiledu,
$bio

BeTiled! (c) 2009 CEZ Games Studio

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82719&o=2

$end


$amigaocs_flop=betrayal,
$bio

Betrayal (c) 1991 Rainbird

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73542&o=2

$end


$amigaocs_flop=betdead,
$bio

Better Dead Than Alien! (c) 1988 Electra

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73543&o=2

$end


$cpc_cass=betterma,
$bio

Better Maths 1 (c) 1987 Pactronics

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82736&o=2

$end


$amigaocs_flop=bhcop,
$bio

Beverly Hills Cop (c) 1990 Tynesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73544&o=2

$end


$cpc_cass=beverlyh,
$bio

Beverly Hills Cop [Model IB-A-001] (c) 1990 Tynesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82737&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=bewitch,
$bio

Bewitched (c) 1995 Imagine Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83782&o=2

$end


$gbcolor=beyblade,
$bio

Beyblade - Fighting Tournament [Model CGB-BBVJ-JPN] (c) 2000 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67568&o=2

$end


$gba=beybladgu,
$bio

Beyblade G-Revolution [Model AGB-BB2E-USA] (c) 2004 Atari Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69888&o=2

$end


$gba=beybladg,
$bio

Beyblade G-Revolution [Model AGB-BB2P-EUR] (c) 2004 Atari Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69887&o=2

$end


$gba=beybladvu,
$bio

Beyblade V-Force - Ultimate Blader Jam [Model AGB-BEYE-USA] (c) 2003 Atari Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69890&o=2

$end


$gba=beybladv,
$bio

Beyblade V-Force - Ultimate Blader Jam [Model AGB-BEYP-EUR] (c) 2003 Atari Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69889&o=2

$end


$ibm5150,ibm5150_cass=bcwolfen,
$bio

Beyond Castle Wolfenstein (c) 1985 Muse Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83586&o=2

$end


$megadriv=beyoasis,beyoasisp,
$bio

Beyond Oasis (c) 1995 Sega Enterprises, Limited.

North American release. Game developed in Japan. See "The Story of Thor - Hikari o Tsugumono [Model G-5543]" for more information about the game itself.

- TECHNICAL -

Model 1354

- TRIVIA -

Beyond Oasis for Genesis was released on December 8, 1994 in North America. It is known in Europe as "The Story of Thor - A Successor of the Light [Model 1354-50]", and in Japan as "The Story of Thor - Hikari o Tsugumono [Model G-5543]".

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [US] (March 19, 2007) [Model MARE] 
Sony PlayStation 3 [US] (February 10, 2009) "Sonic's Ultimate Genesis Collection [Model BLUS-30259]" 
Microsoft XBOX 360 [US] (February 10, 2009) "Sonic's Ultimate Genesis Collection [Model 68034]"

* Computers : 
PC [Steam] [US] (May 2, 2012) "Beyond Oasis [Model 211200]" : both stand-alone and as part of "SEGA Genesis Classics Pack 5"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57122&o=2

$end


$ti99_cart=bparsec,
$bio

Beyond Parsec (c) 1988 Phillips [John Phillips]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84515&o=2

$end


$pcecd=beyshadg,
$bio

Beyond Shadowgate (c) 1993 ICOM Simulations

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58480&o=2

$end


$ti99_cart=beyspace,
$bio

Beyond Space (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84516&o=2

$end


$amigaocs_flop=icepalac,
$bio

Beyond the Ice Palace (c) 1988 Elite

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73546&o=2

$end


$cpc_cass=beyondth01,
$bio

Beyond The Ice Palace (c) 1988 Elite Systems, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82739&o=2

$end


$amigaocs_flop=icepalac1,
$bio

Beyond the Ice Palace (c) 1988 Elite Systems, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73547&o=2

$end


$cpc_cass=beyondth,
$bio

Beyond The Ice Palace [Model AMC-611] (c) 1988 MCM Software [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82738&o=2

$end


$megadriv=beyondzt,
$bio

Beyond Zero Tolerance (c) 1995 Accolade, Incorporated. [San Jose, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57123&o=2

$end


$amigaocs_flop=beyzork,
$bio

Beyond Zork - The Coconut of Quendor (c) 1987 Infocom

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73545&o=2

$end


$pico=bfighter,
$bio

BF B-Fighter Kabuto [Model T-133170] (c) 1996 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75628&o=2

$end


$sg1000=bilidada,
$bio

Bi Li Da Dao [Model R-053] (c) 1985 Aaronix [Taiwan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65029&o=2

$end


$a2600=bibi,
$bio

Bi! Bi! (c) 1983 Starsoft

- TECHNICAL -

Model SS-013

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50259&o=2

$end


$amigaocs_flop=bifi2,
$bio

Bi-Fi II - Action in Hollywood (c) 1994 BiFi Roll

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73548&o=2

$end


$pico=biroboka,
$bio

Bi-Robo Kabutakku [Model T-133240] (c) 1997 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75630&o=2

$end


$info=punisherbz,
$bio

Biaofeng Zhanjing (c) 2002 All-In Company, Limited.

An unofficial Chinese version of "The Punisher".

- TRIVIA -

This hack uses the sound from "Final Fight"!

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=33666&o=2

$end


$gba=bibibloc,
$bio

Bibi Blocksberg - Der Magische Hexenkreis [Model AGB-BBXD-DEU] (c) 2005 Kiddinx Studios GmbH [Berlin, Germany]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69891&o=2

$end


$gbcolor=bibibloc,
$bio

Bibi Blocksberg - Im Bann der Hexenkugel [Model CGB-BIBD-NOE] (c) 2001 Kiddinx Studios GmbH [Berlin, Germany]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67569&o=2

$end


$gba=bibitina,
$bio

Bibi und Tina - Ferien auf dem Martinshof [Model AGB-BUXD-NOE] (c) 2006 Kiddinx Studios GmbH [Berlin, Germany]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69892&o=2

$end


$gbcolor=bibitina,
$bio

Bibi und Tina - Fohlen Felix in Gefahr [Model CGB-BFED-NOE-1] (c) 2002 Kiddinx Studios GmbH [Berlin, Germany]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67570&o=2

$end


$nes=bibleadvd,bibleadvc,bibleadvb,bibleadva,bibleadv,
$bio

Bible Adventures (c) 1991 Wisdom Tree

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54944&o=2

$end


$megadriv=bibleadv,
$bio

Bible Adventures (c) 1995 Wisdom Tree

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57124&o=2

$end


$nes=biblebuf,
$bio

Bible Buffet (c) 1993 Wisdom Tree

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54945&o=2

$end


$pc98=biblems2,
$bio

Bible Master 2 - The Chaos of Aglia (c) 1994 Glodia [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89005&o=2

$end


$cpc_cass=bienvenu,
$bio

Bienvenue Chez Amsoft (c) 1984 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82740&o=2

$end


$cpc_cass=biffuk19,
$bio

Biff (c) 1992 Beyond Belief Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82741&o=2

$end


$info=big10,
$bio

Big 10 (c) 198? Unknown.

- TECHNICAL -

This machine is stripped down version of MSX2 homecomputer hardware.

RAM : 2*8K
ROM : 3*16K
VDP : V9938
SND : General Instrument AY-3-8910A

Colors : 16 from 512 palette
Resolution : 256*212

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=30692&o=2

$end


$info=as_big10,as_big10a,as_big10b,as_big10c,as_big10d,
$bio

Big 10 (c) 200? Astra Games, Limited. [Novomatic Group].

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41820&o=2

$end


$info=m3big20j,
$bio

Big 20 Joker (c) 198? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41170&o=2

$end


$info=v4big40,
$bio

Big 40 Poker (c) 199? BWB.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40004&o=2

$end


$info=j6big50,j6big50a,j6big50b,j6big50c,j6big50d,
$bio

Big 50 (c) 199? JPM International.

- TECHNICAL -

Impact

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41064&o=2

$end


$info=ec_big7,ec_big7__a,ec_big7__b,ec_big7__c,ec_big7__d,ec_big7__e,ec_big7__f,ec_big7__g,ec_big7__h,ec_big7__i,ec_big7__j,ec_big7__k,ec_big7__l,ec_big7__m,ec_big7__n,ec_big7__o,ec_big7__p,ec_big7__q,
$bio

Big 7 (c) 199? Electrocoin.

- TECHNICAL -

DIMENSIONS : H 1879mm  D 533mm  W 673mm

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11710&o=2

$end


$info=bigappg,
$bio

Big Apple Games (c) 1986 Merit.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=18494&o=2

$end


$info=bbbowlin,
$bio

Big Ball Bowling (c) 1979 Unknown.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=10317&o=2

$end


$info=m4bigban,
$bio

Big Bandit (c) 199? Nova.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41239&o=2

$end


$info=bigbang,
$bio

Big Bang - Power Shooting (c) 1993 NMK.

A vertically scrolling shoot'em up.

- TECHNICAL -

Game ID : UPL-93091

Main CPU : Motorola 68000 (@ 10 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : YM2203 (@ 1.5 Mhz), (2x) OKI6295 (@ 24.242 Khz)

Screen orientation : Vertical
Video resolution : 224 x 384 pixels
Screen refresh : 57.00 Hz
Palette colors : 1024

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

This game is also known as "Thunder Dragon 2".

- SERIES -

1. Thunder Dragon (1991)
2. Big Bang - Power Shooting (1993)

- STAFF -

Planning : W.W. Miyakawa
Programmer : Ore-Dayo
Co-Programmer : Ryu Kikuchi
Graphics : Ikezu-Kenji, Kate Seki, Gaku Arita, Aniki Nisimura, Uisaku Origami
Sound creator : Manabu Namiki (Taro)
Sound adviser : Hide-Kaz

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=238&o=2

$end


$info=bbb109,bbb108,
$bio

Big Bang Bar (c) 1996 Capcom Coin-Op, Incorporated.

- TECHNICAL -

Capcom A0015405
Model Number : BIG3003-US

Main CPU: 68306 (@ 24 MHz)
Sound CPU: I8752 (@ 12 MHz)
Sound Chip: (2x) TMS320AV120

- TRIVIA -

Big Bang Bar was only released as a prototype machine (14 units were produced). It was to be released in February 1997, but Capcom went out of business before the machine was released.

The original working concept was 'Planet Mars' and featured a mechanical arm that would pick up the ball and move it across the playfield. Knowing most games ended up in BARS, the artist though the idea below might help stimulate sales. But the theme had settled down to a space bar, so the artist worked on several ideas based around that. The bar scene from Star Wars was very much in the team's minds as a basis for the setting but the game needed more humour and a lighter feel.

- UPDATES -

V1.08
V1.09

- TIPS AND TRICKS -

During attract mode, hitting Start, Left, Right, in the following sequences will display secret messages : SLRSLR, SLRSLLR, SLRSLLLR, SLRSLLLLR, SLRSLLLLLR.

- STAFF -

* MAIN CREW
Designer : Rob Morrison
Artwork : Stan Fukuoka
Art Production : Paul Mazur, Hugh Van Zanten
Software : Steven King
Dots/Animation : Kevin Loza
Mechanics : Mike Miller
Electrical Engineer : John Boyston
Music & Sounds : Jeff Powell

* SUPPORTING CREW
Software : Bill Pfutzenreuter, Tony DeFeo, Samuel Zehr
Mechanics : Kathy Adams, Nick Biancalana, Chuck Johnson, Dan Molter, Horace Rodriguez, Grace Sierakowski, Mike Zhang
Music and Sounds : Chris Granner
Dots : Scott Pikulski
Electrical : Mark Coldebella
Lab : Steve Ritschdorf, Dave Rose, Tim Stone, Bill Ziegler
Model Shop : Joe Cherne, Steve Cordebella, Bill Kinahan, Jim Kleinschmidt, Mike Wheeler
Production : Keith Janus
Marketing & Sales : Ron Malinowski, Rita Rokos, Alison Stroll, Elizabeth Stroll, Matt Willenbrink
Purchasing : Karen Dalley
Speech : Anita Eisenstein, Dave Jones, Mary Kinahan, Jeff Powell, Frank Panzek, Grace Sierakowski, Denise Wallner, Darryl Williams
Engineering Services : Ray Kancius, Mark Ashburn, Steve Wysocki
Field Techs : Kenton Frimel, Lance Weiske

Special Thanks to : Python Anghelo, Mark Ritchie, Mike Kutella (MEK)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5214&o=2

$end


$ngpc=bigbang,
$bio

Big Bang Pro Wrestling (c) 2000 SNK Corp.

- TECHNICAL -

Cartridge ID: NEOP00660

- TRIVIA -

Released on November 23, 2000 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82512&o=2

$end


$info=j2bigbnk,
$bio

Big Banker (c) 198? JPM International.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15860&o=2

$end


$info=j6bigbnk,j6bigbnka,j6bigbnkb,j6bigbnkc,j6bigbnkd,j6bigbnke,j6bigbnkf,j6bigbnkg,j6bigbnkh,j6bigbnki,j6bigbnkk,j6bigbnkl,j6bigbnkm,j6bigbnkn,j6bigbnko,j6bigbnkp,
$bio

Big Banker (c) 199? JPM.

- TECHNICAL -

Impact

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40143&o=2

$end


$info=j6bbankr,
$bio

Big Banker (c) 199? Crystal Leisure.

- TECHNICAL -

SYSTEM 5

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41930&o=2

$end


$info=sc2bbar7,sc2bbar7a,sc2bbar7b,sc2bbar7c,sc2bbar7d,sc2bbar7e,sc2bbar7f,sc2bbar7g,sc2bbar7h,sc2bbar7i,sc2bbar7j,sc2bbar7k,sc2bbar7l,sc2bbar7m,sc2bbar7n,sc2bbar7o,sc2bbar7p,
$bio

Big Bar 7 (c) 1997 Concept.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42980&o=2

$end


$info=m4bigben,m4bigbena,m4bigbenb,m4bigbend,m4bigbene,
$bio

Big Ben (c) 199? Coin World.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41240&o=2

$end


$info=m4bigbn,
$bio

Big Ben (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41241&o=2

$end


$info=m4bben,m4bben__a,m4bben__b,m4bben__c,m4bben__d,m4bben__e,m4bben__f,m4bben__g,m4bben__h,m4bben__i,
$bio

Big Ben (c) 199? BDD.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42954&o=2

$end


$a2600=bigbird,bigbirde,bigbirdp3,bigbirdp2,bigbirdp1,
$bio

Big Bird's Egg Catch (c) 1983 Atari, Incorporated.

- TECHNICAL -

Model CX26104

- STAFF -

Programmer: Christopher Omarzu

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50260&o=2

$end


$c64_cart,c64_flop=bigbrdfh,
$bio

Big Bird's Funhouse (c) 1984 CCW, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53517&o=2

$end


$a800=bigbrdfh,
$bio

Big Bird's Funhouse (c) 1984 CBS Software

- TECHNICAL -

Model 4L-0505

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82778&o=2

$end


$c64_cart,c64_flop=bigbrdsd,
$bio

Big Bird's Special Delivery (c) 1984 CCW, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53518&o=2

$end


$a800=bigbrdsd,
$bio

Big Bird's Special Delivery (c) 1984 CBS Software

- TECHNICAL -

Model 4L-0109

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82779&o=2

$end


$info=sc4bblas,sc4bblasa,sc4bblasb,sc4bblasc,sc4bblasd,sc4bblase,sc4bblasf,
$bio

Big Blaster (c) 200? Mazooma Games.

Big Blaster is an explosive new game from Mazooma. There are symbols overlayed on the three reels. Any three symbols in view or a reel win starts the feature. Three symbols on the winline activates the SUPER CASH feature.

Once in the feature players can collect CASH, FEATURES, BLASTS, BONUSES and SYMBOLS by moving around the board. They can hi-lo gamble on a square to be awarded that win again. Bonus nudges can be used to nudge in wins, symbols and improve features. Lighting 3 symbols allows blasts to be used to get SUPER CASH. Light all 3 symbols a second time and the player becomes Invincible!

- TECHNICAL -

[Model PR2083]

Technology : Scorpion 4
Cabinet : Eclipse Front-Opening
Jackpot : £25
Stakes : 30p

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11892&o=2

$end


$info=j2bigbox,
$bio

Big Box (c) 198? JPM International.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40924&o=2

$end


$info=mg_bb,
$bio

Big Break (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40219&o=2

$end


$info=ac1bbclb,ac1bbclba,
$bio

Big Break Club (c) 199? Ace Coin Equipment, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42296&o=2

$end


$info=sp_bigbd,sp_bigbda,
$bio

Big Break Deluxe Club (c) 199? Ace Coin Equipment, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42222&o=2

$end


$info=m5bbro,m5bbro02,
$bio

Big Brother (c) 2000 Barcrest.

- TRIVIA -

Released in December 2000.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=14896&o=2

$end


$info=m5bbrocl,
$bio

Big Brother Club (c) 2000 Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41540&o=2

$end


$info=bbh2sp,
$bio

Big Buck Hunter II - Sportsman's Paradise (c) 2002 Incredible Technologies, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103568&o=2

$end


$info=bbh_160,bbh_140,bbh_150,
$bio

Big Buck Hunter Pro (c) 2010 Stern Pinball, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=33184&o=2

$end


$info=j2bigbuk,
$bio

Big Buck$ (c) 1988 JPM International.

- TRIVIA -

Released in July 1988.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40223&o=2

$end


$info=bigbucks,
$bio

Big Bucks (c) 1986 Dynasoft.

Test your trivia IQ in this English quiz game.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : Namco 3-channel WSG (@ 96 Khz)

Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.61 Hz
Palette Colors : 16

Players : 2
Control : 4-way joystick

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=239&o=2

$end


$info=j6bigbuk,j6bigbuka,j6bigbukb,j6bigbukc,j6bigbukd,j6bigbuke,j6bigbukf,j6bigbukg,j6bigbukh,j6bigbuki,j6bigbukj,
$bio

Big Bucks (c) 199? JPM International.

- TECHNICAL -

Impact

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41065&o=2

$end


$info=as_bigcs,as_bigcsa,
$bio

Big Cash (c) 200? Astra Games, Limited. [Novomatic Group].

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41822&o=2

$end


$info=j6bigcsh,
$bio

Big Cash Machine (c) 200? Empire Games Limited.

- TECHNICAL -

Impact

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15335&o=2

$end


$famicom_flop=dogfspir,
$bio

ビッグチャレンジ!ゴー! Dogfight Spirit (c) 1988 Jaleco Company, Limited.
(Big Challenge! Dogfight Spirit)

- TECHNICAL -

Game ID: JFD-DFS

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65243&o=2

$end


$famicom_flop=gogobowl,
$bio

ビッグチャレンジ!ゴー! Go! Go! Bowling (c) 1989 Jaleco Company, Limited.
(Big Challenge! Go! Go! Bowling)

- TECHNICAL -

[Model JFD-GGB]

- TRIVIA -

Released on June 23, 1989 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65244&o=2

$end


$famicom_flop=gunfight,
$bio

ビッグチャレンジ! Gun Fighter (c) 1989 Jaleco Company, Limited.
(Big Challenge! Gun Fighter)

- TECHNICAL -

Game ID: JFD-GNF

- TRIVIA -

Releasedon March 28, 1989 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65245&o=2

$end


$famicom_flop=judosens,
$bio

ビッグチャレンジ! 柔道選手権 (c) 1988 Jaleco Company, Limited.
Big Challenge! Juudou Senshuken

- TECHNICAL -

Game ID: JFD-CJS

- TRIVIA -

Released on August 10, 1988 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65246&o=2

$end


$info=abigchs,
$bio

Big Cheese (c) 2002 Atronic.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43628&o=2

$end


$info=m4bigchf,m4bigchd,m4bigchfa,m4bigchfb,m4bigchfc,
$bio

Big Chief (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41242&o=2

$end


$info=bigdeal,bigdealb,
$bio

Big Deal (c) 1986 Fun World.

- TECHNICAL -

Main CPU : M65SC02 (@ 2 Mhz)
Sound Chips : General Instrument AY8910 (@ 2 Mhz)

Screen orientation : Horizontal
Video resolution : 384 x 232 pixels
Screen refresh : 50.00 Hz
Palette colors : 512

Players : 1
Buttons : 7

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4690&o=2

$end


$info=j2bigdl,
$bio

Big Deal (c) 198? JPM International.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40925&o=2

$end


$info=m1bigdel,
$bio

Big Deal (c) 2000 Maygay.

- TECHNICAL -

M1A/B

- TRIVIA -

Big Deal was released in August 2000.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41963&o=2

$end


$info=b85bdclb,
$bio

Big Deal Club (c) 1987 Bell-Fruit Mfg. Company, Limited.

- TRIVIA -

Big Deal Club was released in February 1987 in the UK.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32396&o=2

$end


$info=sc4bigdl,sc4bigdla,
$bio

Big Deal (c) 200? QPS Interactive.

- TECHNICAL -

[Model PR2501]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42440&o=2

$end


$info=pr_bigdp,pr_bigdpa,
$bio

Big Dipper (c) 199? Project Coin Machines, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42074&o=2

$end


$info=bigevglf,bigevglfj,
$bio

Big Event Golf (c) 1986 Taito.

A challenging 18 hole championship golf course game.

- TECHNICAL -

Board Number : M4300056B
Prom Stickers : A67

Main CPU : (2x) Zilog Z80 (@ 5 Mhz), Motorola M68705 (@ 2 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : General Instrument AY8910 (@ 2 Mhz), MSM5232 (@ 2 Mhz)

Players : 2
Control : trackball
Buttons : 2

- TRIVIA -

Released in March 1986 in Japan.

- TIPS AND TRICKS -

* Easter Egg : Some of the larger (?) rocks around the course boundaries have messages on them, such as NENKO, SASAEI, and OFHARA. These are programmer names? You have to get the ball right next to it to make out the text clearly, but often you can tell if a rock has it from about 50 yards out (you can see one from the 16th tee).

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=240&o=2

$end


$info=bigfight,
$bio

Big Fight - Big Trouble in the Atlantic Ocean (c) 1992 Tatsumi Electronics Company, Limited.

A side scrolling beat 'em up featuring fighters : Gear, Kevin, and Zill.

There's an extra game mode named 'Battle mode', where you can choose your character from the 8 available (the 3 heroes, plus the 5 bosses already unlocked) and challenge a friend or the CPU in a Vs battle. Note: this option requires two players before you start : after 1 of the 2 players is KO, the winner can continue to play against the CPU.

All the playable characters have their own special moves, you must find them.

- TRIVIA -

Big Fight was released in December 1992 ans was the last arcade video game made by Tatsumi. They focused on Photo Booths after this game.

- TIPS AND TRICKS -

* When the player is knocked down at low energy level there is a chance to fully charge up a power meter that appears for a few seconds. If successful, the player's character gets up with a lightning charge and delivers powerful attacks.

* At the half of the first stage, you can choose the course for continuing your way : in this way, you can modify the level sequence and the relative difficulty for those.

* After you've beaten a boss at the end of the level, he will be available as a playable character, and you can also choose him to play the next level : every time you beat a new boss, this will be added to the playable characters rooster. These characters are :
Pharaoh, an ancient very powerful pharaoh, you can find him in the Aquarium stage;
Mavella, a beautiful woman with red hair and equipped with a whip: she is waiting for you in the Funnel stage;
Garuda, a very strong redskin, you'll find him in the garden pool;
Gonza, a powerful sumo fighter with devastating slaps, you'll find him in the japanese house;
Chen, a chinese fighter equipped with a letal chinese sword, he is waiting for you in the disco stage, after the casino.

- STAFF -

Planning : Hasegawa Mitsuhiro
Direction : Nobrin
Character Design : Nakajima, Taka, Hasegar
Sound/Music : Tomopee, Cyber
Hard Design : Okuda
Programming : Okuda, Shirahata, Noma, Syochan, Yamagata

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4262&o=2

$end


$cpc_cass=bigfootu,
$bio

Big Foot [Model 3125] (c) 1988 Codemasters Software Co., Ltd., The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82742&o=2

$end


$info=v4bigfrt,
$bio

Big Fruits (c) 199? BWB.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42278&o=2

$end


$info=biggame,
$bio

Big Game (c) 1980 Stern Electronics.

- TECHNICAL -

Model Number : 121

- TRIVIA -

Stern's first Wide-body game, although the playfield design was much narrower than the standard Wide-body pinballs of the period. The typical playfield of such a game was almost 29'' wide. This was only 24''.

It was also the first electronic game to use 7 digit score displays.

2,713 units were produced.

- STAFF -

Design by : Harry Williams
Art by : Gerry Simkus, Doug Watson

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5215&o=2

$end


$info=comg107,
$bio

Big Game (c) 1982 Cal Omega.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=22971&o=2

$end


$info=m1bghou,m1bghoua,m1bghoub,m1bghouc,m1bghoud,m1bghoue,m1bghouf,m1bghoug,
$bio

Big Ghoulies (c) 199? Gemini.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40151&o=2

$end


$info=bguns_l8,bguns_l7,bguns_la,bguns_p1,
$bio

Big Guns (c) 1987 Williams Electronics Games, Incorporated.

In this medieval/science fiction-themed pinball, you have to save the Queen, who is held hostage by the evil King Tyrant!

- TECHNICAL -

Williams System 11B
Model Number : 57

Main CPU : M6808 (@ 1 MHz)
Sound CPU : Motorola M6809 (@ 2 MHz), OKI M6808 (@ 1 MHz)
Sound chips : Yamaha YM2151 (@ 3.579545 MHz), (2x) DAC, (2x) HC55516

This game is compatible with either System 11A or System 11B.

- TRIVIA -

5,250 units were produced.

Here are the quotes in the game :
King Tyrant : 'Ah ha ha ha!' (during gameplay)
Commander : 'Attack!' (King's Chamber shot)
Commander : 'Get back in there!', 'Attack!', 'Get back in there! Fight!' (Kickback)
Commander : 'Attack the castle! Commence firing! Fire at will!' (start of multiball)
Commander : 'You are invincible! Save the Queen!' (Invincible / Queen's Rescue Jackpot)
(after time expires during Queen's Rescue)
Queen : 'Heeellllp!'
King Tyrant : 'She's mine now! Ah ha ha ha!'

- STAFF -

Designers : Mark Ritchie (MDR), Python Anghelo (PVA)
Artwork : Python Anghelo
Software : Bill Pfutzenreuter (PFZ)
Music and Sounds : Chris Granner (CPG)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5216&o=2

$end


$pc98=bighonor,
$bio

Big Honour (c) 1992 Artdink Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89006&o=2

$end


$info=bighouse,
$bio

Big House (c) 1989 Premier Technology Co.

- TECHNICAL -

Model Number : 713

- TRIVIA -

1,977 units were produced.

- STAFF -

Designer : Ray Tanzer 
Artworks : Constantino Mitchell, Pam Erickson 
Software Designers : Bob Wilson, Allen Edwall

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5217&o=2

$end


$snes=bigpslo2,
$bio

Big Ichigeki! Pachi-Slot Dai-Kouryaku 2 - Universal Collection (c) 1995 ASK Kodansha

Play 13 actual pachi-slots on your SFC.

- TECHNICAL -

[Model SHVC-AUVJ]

- TRIVIA -

Pachi-Slot Dai-Kouryaku 2 was released in July 21, 1995 in japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47607&o=2

$end


$snes=bigpslot,
$bio

Big Ichigeki! Pachi-Slot Dai-Kouryaku (c) 1994 ASK Kodansha.

- TECHNICAL -

[Model SHVC-APDJ-JPN]

- TRIVIA -

Pachi-Slot Dai-Kouryaku was released on December 16, 1994 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47606&o=2

$end


$saturn,sat_cart=bigichig,bigichiga,
$bio

Big Ichigeki! Pachi-slot Daikouryaku [Model T-16704G] (c) 1996 ASK Kodansha Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58942&o=2

$end


$info=bigkarnk,
$bio

Big Karnak (c) 1991 Gaelco S.A.

In this platform game you control a pharaoh that attempts to fight through several deadly enemies like cobras and scorpions.

- TECHNICAL -

Game ID : 901112-1

Main CPU : Motorola 68000 (@ 10 Mhz)
Sound CPU : Motorola M6809 (@ 2.21675 Mhz)
Sound Chips : YM3812 (@ 3.58 Mhz), OKI6295 (@ 8 Khz)

Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024

Players : 2
Control : 8-way joystick
Buttons : 2
=> [A] Shot, [B] Jump

- TRIVIA -

Looks like that the game uses some (2) sounds from "Double Dragon". One is the sound, when the protagonist is hit (errg!), which is the same sound when an enemy dies in Double Dragon. The other sound is when the hero hits an enemy (trxt!!).

The boss at the start of the 2nd stage was a rip of Karnov in "Bad Dudes vs. Dragonninja".

- TIPS AND TRICKS -

* Items list :
Cup : Give extra energy.
Egg timer : Give extra time.
Sword : Extra arms phase I.
Scepter : Extra arms phase II.
Life : Extra life - 100,000 points.

- STAFF -

Direction : Julian Goicoa
Story : Tony Yeste
Program : Luis Jonama, Albert Sunyer
Graphics : Tony Yeste
Graphics C. : Xavier Arrebola
Sound : Josep Quingles
Hardware design : Chu-Lin

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=241&o=2

$end


$info=bigkong,
$bio

BiG KONG (c) 1981 Unknown.

Bootleg  version of Falcon's "Crazy Kong - Part II".

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.536 Mhz)

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 96

Players : 2
Control : 4-way Joystick
Buttons : 1 (JUMP)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3956&o=2

$end


$cpc_cass=bigleagu,
$bio

Big League Soccer [Model VPTx4001] (c) 1985 Viper

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82743&o=2

$end


$n64=bigmount,
$bio

Big Mountain 2000 (c) 2000 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57605&o=2

$end


$gba=bigmuthau,
$bio

Big Mutha Truckers [Model AGB-B63E-USA] (c) 2005 DSI Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69894&o=2

$end


$gba=bigmutha,
$bio

Big Mutha Truckers [Model AGB-B63P] (c) 2005 DSI Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69893&o=2

$end


$info=j6bno,j6bnoa,j6bnob,j6bnoc,
$bio

Big Nite Out (c) 199? Crystal Leisure.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40616&o=2

$end


$nes=bignwtch,
$bio

Big Nose and the Witchdoctor (c) 199? Codemasters.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54947&o=2

$end


$nes=bignfo,
$bio

Big Nose Freaks Out (c) 1992 Camerica

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54946&o=2

$end


$nes=bignose,
$bio

Big Nose the Caveman (c) 1991 Camerica.

BIGNOSE whacked the huge purple dinosaur... THUMP! Its gigantic head plunged to the ground... 'All this action...' Bignose thought, 'and this is only the start of my adventure!' Bignose will encounter many more weird and wonderful creatures in his prehistoric world - giant turtles, huge poisonous mosquitos, sabre-toothed tigers, erupting volcanoes, bonzo birds, massive scorpions, magic spells and flying potions, special weapons, super speed spells, power clubs, levitate potions, time freeze scrolls and THE MYSTERIOUS WITCH DOCTOR! Meet all these things and more on Paradise Island, Monster Island, Terror Island, Chaos Island and in The Dead Sea!
There's just so much to do, it's absolutely incredible!

- TRIVIA -

Reviews:
N-Force (June 1992): 82/100

- TIPS AND TRICKS -

* Hidden Credits: After powering on the game, before the Codemasters logo appears, hold A + B + Select + Start to see a hidden credits screen.

* All NES games from Codemasters are based on the same stub library. As a result, all of these games, including those on multicarts, include a 'smiley test' that verifies the integrity of the PRG ROM and CHR RAM chips.
To activate the PRG ROM test, hold Up + Down + Left + Right + A + Select + Start and press Reset.
To activate the CHR RAM test, hold Up + Down + Left + Right + B + Select + Start and press Reset.
If the PRG ROM checksum matches with the internal value or the CHR RAM chip has no bad cells, the program will display a happy green face; otherwise, it will display a sad red face.
Note that the tests cannot be performed with an unmodified controller, as the design of the directional pad prevents more than two directions from being pressed at once.

- STAFF -

Program & Design: Darren Falcus, Jason Falcus
Graphics: Adrian Ludley
Musics: Allister Brimble, Matthew Grey

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54948&o=2

$end


$info=j6bigpct,j6bigpcta,j6bigpctb,
$bio

Big Picture (c) 199? Ace Coin Equipment, Limited.

- TECHNICAL -

Impact

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41066&o=2

$end


$amigaocs_flop=bigrun,
$bio

Big Run (c) 1992 Storm

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73549&o=2

$end


$info=bigrun,
$bio

Big Run - The Supreme 4WD Challenge [Sitdown model] (c) 1989 Jaleco.

A driving game.

- TECHNICAL -

Main CPU : (3x) 68000 (@ 10 Mhz)
Sound CPU : Motorola 68000 (@ 6 Mhz)
Sound Chips : Yamaha YM2151 (@ 3 Mhz), (2x) OKI6295 (@ 12 Khz)

Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 30.00 Hz
Palette colors : 3840

Players : 1
Control : paddle
Buttons : 5

- TRIVIA -

Released in December 1989.

Also released as "Big Run - The Supreme 4WD Challenge [Upright model]".

- SERIES -

1. Big Run - The Supreme 4WD Challenge [Sitdown model] (1989)
2. Big Run - The Supreme 4WD Challenge [Upright model] (1989)
2. Big Run - The Supreme 4WD Challenge - 13e Rallye (1991, Nintendo Super Famicom)

- PORTS -

* Computers :
Atari ST

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=243&o=2

$end


$info=m3bigsht,
$bio

Big Shot (c) 198? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41171&o=2

$end


$info=m5bigsht,m5bigsht04,m5bigsht11,m5bigsht13,m5bigshta,
$bio

Big Shot (c) 200? Red Gaming, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=26078&o=2

$end


$snes=bigskyu,bigskyup,
$bio

Big Sky Trooper [Model SNS-AB9E-USA] (c) 1995 JVC

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62779&o=2

$end


$snes=bigsky,
$bio

Big Sky Trooper [Model SNSP-AB9P-EUR] (c) 1995 JVC

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62778&o=2

$end


$info=bstrk_l1,
$bio

Big Strike (c) 1983 Williams Electronics, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=7387&o=2

$end


$info=bigstrik,bigstrkb,bigstrkba,
$bio

Big Striker (c) 1992 Jaleco.

A soccer game.

- TECHNICAL -

Jaleco Mega System 1-C hardware

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound CPU : Motorola 68000 (@ 7 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.5 Mhz), (2x) OKI6295 (@ 30.303 Khz)

Players : 2
Control : 8-way joystick
Buttons : 3
offense => [A] Short pass, [B] Long pass / Shoot, [C] Fake play
defense => [A] Sliding tackle, [B] not used, [C] not used

- TRIVIA -

Released in November 1992 in Japan.

A bootleg/hack of this game is known as "Best League" (released in 1993, contains Serie A teams instead of the national ones).

- UPDATES -

Bootleg version don't uses the 68000 @ 7 Mhz and the YM2151 @ 3.5 Mhz :-)

- STAFF -

Total Planning : Toku
Game designer : H. Iiduka
Programmer : H. Akashi
Character designers : M. Horikoshi, Sanbo, T. Fukada, N. Tanabe
Sound : Kiyoshi Yokoyama

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=244&o=2

$end


$saturn,sat_cart=bigthank,
$bio

Big Thanks Super Keirin - Dream With Keirin 50 Years [Model 610-6987] (c) 199? VAP Game [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58943&o=2

$end


$info=as_bigtm,
$bio

Big Time (c) 200? Astra Games, Limited. [Novomatic Group].

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41823&o=2

$end


$info=btippers,
$bio

Big Tippers (c) 2000 WMS Gaming.

- TRIVIA -

Released in June 2001.

- PORTS -

* Computers :
Microsoft Windows (2007, "Slots Featuring WMS Gaming II")
Microsoft Windows (2009, "Slots WMS Double Pack")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=7828&o=2

$end


$ibm5150,ibm5150_cass=bigtop,
$bio

Big Top (c) 1983 Funtastic

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83587&o=2

$end


$info=j6bigtop,j6bigtopa,j6bigtopb,j6bigtopc,
$bio

Big Top Club (c) 199? JPM International.

- TECHNICAL -

Impact

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41067&o=2

$end


$info=turfmast,
$bio

Big Tournament Golf (c) 1996 Nazca Corporation.

An absolutely superb arcade golf game in which one or two players choose from a selection of six different golfers, each possessing different strengths and weaknesses. Four eighteen-hole golf courses are available: Germany, Japan, Australia and U.S.A. The two game modes on offer are one-player stroke play against the CPU, or stroke or match-play against a second player.

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : 0200

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2610 (@ 8 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 3
=> [A] Power then Height and shot, [B] Hook, [C] Slice

- TRIVIA -

Big Tournament Golf was released in January 1996 in Japan.

This game is known outside Japan as Neo Turf Masters.

This is the first Nazca game written for the Neo-Geo MVS. Nazca was formed by Irem ex members, which is the reason why Neo Turf Masters adopts many of the graphic and gameplay aspects of Irem's "Major Title" series.

- TIPS AND TRICKS -

* Random Selection : Press A+B+C+D at the player selection AND/OR the course selection screen.

* Here are the different golfers we can select with their country and their statistics :
Young Hero (USA) : Driving 3 - Accuracy 3 - Skill 3 - Recovery 3 - Putting 3
Technician (United Kingdom) : Driving 2 - Accuracy 4 - Skill 5 - Recovery 4 - Putting 3
Veteran (Australia) : Driving 1 - Accuracy 2 - Skill 4 - Recovery 5 - Putting 2
Shot Maker (Germany) : Driving 4 - Accuracy 5 - Skill 2 - Recovery 2 - Putting 4
Power Golfer (Brazil) : Driving 5 - Accuracy 1 - Skill 1 - Recovery 1 - Putting 1
Putt Master (Japan) : Driving 3 - Accuracy 2 - Skill 4 - Recovery 2 - Putting 5

* Sometimes contests appear during a circuit :
1) The closest to the pin contest : you have to hit the ball as close as possible to the hole in one hit. If the ball gets closer to the pin than the previous record, you will earn a bonus hole.
2) The longest driving contest : you have to shoot the ball as far as possible in one hit. If you exceed the previous record, you will earn a bonus hole.

* The order from the best to the worst performance is :
Albatros (3 hits less than for a Par)
Eagle (2 hits less than for a Par)
Birdie (1 hit less than for a Par)
Par (the average level)
Bogey (1 hit more than for a Par)
Double Bogey (2 hits more than for a Par)
Triple Bogey (3 hits more than for a Par)

If you miss the attempt to make a Triple Bogey, you will have to give up the hole and will suffer an additional penalty.
If the ball arrives out of bound or in the water, you will be penalized one stroke.

* You CAN apply spin to the ball, forward or back. Neo Turf Masters requires two taps on the keypad to strike the ball. The first tap determines power, the second tap determines loft. After the first tap and before the second, push up or down on the joystick. You can get a wicked backspin on the ball. You can also forward spin through the wind, or land short and roll nicely up a hill.

- SERIES -

1. Neo Turf Masters (1996)
2. Neo Turf Masters (1999, SNK Neo-Geo Pocket Color)

- STAFF -

Big boss : Y. Kohdoh
Boss : Takashi Nishiyama
System engineer : Middle
Chief designer : Kinte
Designer : Kon. Kitakichine, Kozo, Ken Kui, Jyun Y., Ozi
Music director : Hiya
S.E. coordinator : Jin jin
Voice : Yoshimi & Steve
Chief programmer : Mr N.
Programmer : H. Yamada, Zen, Hirokun, Kohkishi

- PORTS -

* Consoles :
SNK Neo-Geo CD (1996)
Sony PlayStation 2 [US] May 05, 2008 "SNK Arcade Classics Vol.1 [Model SLUS-21724]"
Sony PSP [US] May 05, 2008 "SNK Arcade Classics Vol.1 [Model ULUS-10338]"
Sony PlayStation 2 [KO] May 29, 2008 "SNK Arcade Classics Vol.1 [Model SLKA-25424]"
Nintendo Wii [US] July 29, 2008 "SNK Arcade Classics Vol.1 [Model RVL-P-RNCE]"
Sony PSP [EU] Oct. 17, 2008 "SNK Arcade Classics Vol.1 [Model ULES-01105]"
Nintendo Wii [EU] Oct. 31, 2008 "SNK Arcade Classics Vol.1 [Model RVL-P-RJZP]"
Sony PlayStation 2 [EU] Nov. 21, 2008 "SNK Arcade Classics Vol.1 [Model SLES-55232]"
Sony PSP [JP] May. 21, 2009 "SNK Arcade Classics Vol.1 [Model ULJS-193]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1748&o=2

$end


$neocd=turfmast,
$bio

Big Tournament Golf [Model NGCD-200] (c) 1996 SNK [Shin Nihon Kikaku] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68149&o=2

$end


$ngpc=neoturfm,
$bio

Big Tournament Golf [Pocket Sport Series] [Model NEOP00350] (c) 1999 SNK Corp. [Shin Nihon Kikaku] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82571&o=2

$end


$info=bigtown,
$bio

Big Town (c) 1978 Playmatic.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5927&o=2

$end


$info=bigtrak,
$bio

Big Trak (c) 1979 Milton Bradley Co.

Fully programmable electronic toy.

- TECHNICAL -

Game ID: 4751

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94341&o=2

$end


$cpc_cass=bigtroub,
$bio

Big Trouble in Little China [Model UQK 618] (c) 1986 Electric Dreams Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82744&o=2

$end


$info=bigtwin,bigtwinb,
$bio

Big Twin (c) 1995 Playmark.

Big Twin is a simple arcade puzzle game in which different coloured spheres continually drop down into the playfield and must be removed as quickly as possible. This is achieved by aligning three or more of the same colour, either vertically, horizontally or diagonally. 

Once a sphere has completed its drop into the playfield - and providing it's not blocked in by another sphere - it can be highlighted and dragged to another position. 

As with several other Playmark games, Big Twin is of an adult nature and as the player removes the spheres, a picture of a naked woman is gradually revealed. The game ends if the stacked spheres reach the top of the playfield.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 12 Mhz), PIC16C57 (@ 3 Mhz)
Sound Chips : OKI6295 (@ 7.575 Khz)

Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 58.00 Hz
Palette colors : 1024

Players : 2
Control : 8-way joystick
Buttons : 1

- STAFF -

Developed by Game Over.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=245&o=2

$end


$info=j6bigwhl,j6bigwhla,j6bigwhlb,j6bigwhlc,j6bigwhld,j6bigwhle,
$bio

Big Wheel (c) 199? JPM International.

- TECHNICAL -

Impact

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41068&o=2

$end


$info=hb_bigx,hb_bigxa,hb_bigxb,hb_bigxc,hb_bigxd,
$bio

Big X (c) 200? JPM International.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42323&o=2

$end


$ti99_cart=bigfoot,
$bio

Bigfoot (c) 1983 Milton Bradley Co. [East Longmeadow, MA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84517&o=2

$end


$nes=bigfoot,bigfootu,
$bio

Bigfoot (c) 1990 Acclaim Entertainment, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54949&o=2

$end


$info=bbonk,
$bio

Bigfoot Bonkers (c) 1976 Meadows Games.

This game was 2-player only, you must have a live human opponent to play against, or else the other players mouse (the games promotional material said the character was a mouse), will go straight into a wall, making for a very quick and boring game. Each player moves their mouse around leaving a solid line behind them. All moves are made on an invisible grid, so you can only turn at 90 degree angles. Scattered around the gameboard are several 'fee' that you must avoid, as hitting a foot is just like smashing into a wall or a line. To win you must last longer than your opponent before hitting something (first person to hit something loses). One good strategy is to try and box your opponent in to a small section of the screen, and then just move carefully until they crash. Pushing backwards on the stick will cause you to crash into your own line, so avoid that at all cost.

- TECHNICAL -

Main CPU : S2650 (@ 672 Khz)
Sound Chips : DAC (@ 672 Khz)

Screen orientation : Horizontal
Video resolution : 256 x 230 pixels
Screen refresh : 60.00 Hz
Palette colors : 3

Players : 2
Control : 4-way joystick

The machine came in an upright format, used a black and white open frame monitor, and a single speaker. The control panel only had a pair of 4-Way joysticks on it. There were not any other buttons on the whole machine. Inserting a coin started the game at once. Both players got to play for a single coin. The game ended after one player chalked up two wins, but this was operator adjustable up to as high as five. One particularly annoying thing about this title is the demo sounds, the machine would emit a series of bleeps almost constantly. You could not turn this off at all.

- TRIVIA -

Released in October 1976.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=246&o=2

$end


$cpc_cass=bigglesu,
$bio

Biggles (c) 1986 Mirrorsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82746&o=2

$end


$gba=larryboy,
$bio

BigIdea's VeggieTales - LarryBoy and the Bad Apple [Model AGB-BZTE-USA] (c) 2006 Crave Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69895&o=2

$end


$cpc_cass=bigtopba,
$bio

Bigtop Barney (c) 1986 Players Premier

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82748&o=2

$end


$amigaocs_flop=biing,
$bio

Biing! Sex, Intrigen und Skalpelle (c) 1995 Magic Bytes

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73550&o=2

$end


$info=bijokkoy,
$bio

Bijokko Yume Monogatari (c) 1987 Nichibutsu.

An adult mahjong game.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 5 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.25 Mhz), DAC (@ 1.25 Mhz)

Screen orientation : Horizontal
Video resolution : 512 x 352 pixels
Screen refresh : 60.00 Hz
Palette colors : 65536

Player : 2
Control : LCD control panel

- TRIVIA -

Released in September 1987.

The title of this game translates from Japanese as 'Cutie Dream Story'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=248&o=2

$end


$snes=bikedais,
$bio

Bike Daisuki! Hashiriya Tamashii [Model SHVC-ARSJ-JPN] (c) 1994 Masaya

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61085&o=2

$end


$snes=bikermicu,
$bio

Biker Mice from Mars (c) 1994 Konami Company, Limited.

- TECHNICAL -

Game ID: SNS-ABME-USA

- TIPS AND TRICKS -

Extra Difficulty Setting:
-------------------------
At the title screen, use Controller 2 and press Up, X, Left, Y, Down, B, Right, A, Up, X.

Passwords:
----------
Start game with max upgrades with Grease Pit.
Diamond, X, Diamond, Triangle, Circle, blank, Square, Diamond, Square, Square, Square, V, blank, Triangle, Square, Circle

Start game with max upgrades with Karbunkle.
Diamond, V, Circle, Triangle, Lightning Bolt, blank, Square, Square, Square, Square, Square, V, Triange, Lightning Bolt, X, Circle

Start game with max upgrades with Throttle.
Circle, Square, Circle, Lightning Bolt, X, blank, blank, Diamond, Square, blank, Square, Diamond, Triangle, Triangle, Square, Diamond

Start game with max upgrades with Vinnie.
Circle, Diamond, Diamond, Triangle, V, blank, Square, V, Square, blank, Square, Diamond, Triangle, Triangle, Square, Diamond

Extra boost of speed:
---------------------
While running in any type of race, you can rapidly press the B button to gain a boost of energy that is similar to a nitro.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62781&o=2

$end


$snes=bikermic,
$bio

Biker Mice from Mars [Model SNSP-ABMP-EUR] (c) 1994 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62780&o=2

$end


$pcecd=bikini,
$bio

Bikini Girls (c) 199? Excite Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58481&o=2

$end


$info=bikkuric,
$bio

Bikkuri Card (c) 1987 Unknown.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=44161&o=2

$end


$nes=harukinm,
$bio

びっくり熱血新記録！はるかなる金メダル (c) 1992 Technos Japan Corporation.
(Bikkuri Nekketsu Shin Kiroku! Harukanaru Kin Medal)

The game has four different teams to choose from, as well as a 5th computer-controlled team. Each team have five members each with their own strengths and weaknesses, making some better suited to certain events than others. Before each event, players have the opportunity to go shopping in the mall to buy power-ups for their characters. These items are paid for through the various medals that each team achieve as they progress through the challenge, but since the winner of the challenge is the team that collects the most medals overall, players must be fairly judicious in how much they spend.

There are two types of events in the game: individual events (Hammer Throw and Roof Top Jumping) and head-to-head events (400 Meter Hurdles, Swimming and Fighting). In individual events, each team takes turn individually and ranking is determined by who gets the most points. The head-to-head events take place under a single elimination tournament format, in which one player against another in a series of heats. The player who successfully defeats both of his opponents will get to compete against a member of Team Thornley for first place.

The game can be played by up to four players. Since there's never more than two teams competing at the same time, the third and fourth player can play simply by alternating between the two controllers. Thus, a four player adapter is not required, unlike other Kunio-kun games.

- TECHNICAL -

Game ID: TJC-NK
Barcode: 4968947920132

- TRIVIA -

Released on June 26, 1992 in Japan.

Export releases:
"Crash 'n' the Boys - Street Challenge [Model NES-S8]" (October 1992)

- STAFF -

Brother of Art: Shounen, Minarin, Kamokuna, Tōru Tsuboya (Tsuborin)
Brother of Program: Mitsuru Takahashi (Takahashi 68K), Takayuki Sakagami (2CV Sakagami), Straight Satō, Cassie AV
Brother of Music: Kazuo Sawa (Sawa-san), Michiya Hirasawa (Hirasawa-san)
Sister of Public Relations: Kumiko Mukai (Kumiko Manjiu), Akiko Yamane (Kerorin Yamane)
Thank You Everyone: Kōji Kai (Kai), Kimie Hanya (Hannya-san), Atsushi Tanimoto (Tanimoto-san), Yōichirō‑san
Planning Cooperation: Hiroyuki Sekimoto (Mokki~Mokeke), Mitsuhiro Yoshida (Gorgeous Mitsuhiro)
Brother of Planning: Masao Shiroto (Shiro)

- PORTS -

* Consoles :
[JP] Virtual Console Wii (2001)
[JP] Virtual Console 3DS (2013)
[JP] Virtual Console WiiU (2014)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53873&o=2

$end


$gameboy=dokokinm,
$bio

Bikkuri Nekketsu Shinkiroku! Dokodemo Kin Medal (c) 1993 Technos Japan Corp.

- TECHNICAL -

Game ID: DMG-NQJ

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65658&o=2

$end


$gbcolor=bikkuri,
$bio

Bikkuriman 2000 - Charging Card GB [Model DMG-BC2J-JPN] (c) 2000 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67571&o=2

$end


$ngpc=bikkuri,
$bio

Bikkuriman 2000 - Viva! Pocket Festiva! (c) 2000 Sega Toys.

- TECHNICAL -

Cartridge ID: NEOP00830

- TRIVIA -

Released on March 16, 2000 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82513&o=2

$end


$pcecd=bikkurid,
$bio

Bikkuriman Daijikai (c) 1988 Hudson Soft.

Bikkuriman Daijikai is a quiz game based on characters from the Bikkuriman World card game franchise - unlike the HuCard version of the game, Bikkuriman Daijikai is not related in any way to Wonderboy. Bikkuriman Daijikai was obviously targeted at a young audience but a basic knowledge of Japanese is nevertheless indispensable - it can however be a nice learning tool as the game uses Furigana (Kanjis on screen are translated in Katakana). Bikkuriman Daijikai offers a database of hundred of characters from the Bikkuriman World and clues about their relationship with one another and other aspects of their lives - some character cards can also only be unlocked by answering quiz questions.

- TECHNICAL -

Game ID: HCD8003

- TRIVIA -

Bikkuriman Daijikai was released on December 23, 1988 in Japan for 4980 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58115&o=2

$end


$nes=bikkuri,
$bio

ビックリマンワールド　激闘聖戦士 (c) 1990 Hudson Soft [Hudson Group].
(Bikkuriman World - Gekitou Sei Senshi)

Based on the Bikkuriman anime series, the game follows a young hero named Yamato Ouji as he attempts to re-unite his world which has since been split in two after a great war between angels and demons. Gameplay is standard for the era, featuring random encounters, villages, boss battles, a world map and dungeons. Combat is also viewed from a first-person perspective and allows for multiple characters to be in the player's party.

- TECHNICAL -

Game ID: HFC-V3

- TRIVIA -

Bikkuriman World was released on July 27, 1990 in Japan.

The subtitle of thie game translates from Japanese as 'The Fierce Warrior'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53874&o=2

$end


$pce=bikkuri,bikkuri1,
$bio

ビックリマンワールド (c) 1987 Hudson Soft.
(Bikkuriman World)

Bikkuriman World is an action/adventure game by Hudson Soft. The game is known in the west as Wonder Boy in Monster Land and is supposed to be the second episode of the Wonder Boy series. However, Hudson Soft slightly modified the original game and made it fit their Bikkuriman World franchise. The player takes control of a young warrior on a journey to rescue his beloved girlfriend. One of the key element of the original game was to offer a clever mix of platform/action and Role Playing elements. At its core, Bikkuriman World is a side scrolling action game featuring a vitality bar that automatically decreases unless our hero eats fruits and vegetables. Our hero starts his journey with his underwear and his first task is to find a short sword (interestingly called 'Gradius') and a tiny shield. Not the best weapon to bash with, but enough to take down the small snakes and mushrooms wandering around the first area. Defeated enemies often drop coins that can later be used in shops to purchase new equipment. A handy magic potion can be picked up and used to refill the precious health bar but only one can be carried at the same time. Our warrior can also use magic spells and throw tornadoes, lightings and fireballs at his enemies. The game counts numerous areas with small villages, dungeons, caves and mean bosses waiting at the end of each one of them.

- TECHNICAL -

Game ID: HC62002

- TRIVIA -

Bikkuriman World was released on October 30, 1987 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48200&o=2

$end


$lynx=billted,
$bio

Bill & Ted's Excellent Adventure (c) 1991 Atari Corp.

- TECHNICAL -

Model PA206

- STAFF -

Programmer: Al Baker

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58800&o=2

$end


$gameboy=billted,
$bio

Bill & Ted's Excellent Game Boy Adventure [Model DMG-LB-USA] (c) 1991 LJN, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65659&o=2

$end


$nes=billted,
$bio

Bill & Ted's Excellent Video Game Adventure (c) 1991 LJN

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54950&o=2

$end


$nes=nascarch,
$bio

Bill Elliott's NASCAR Challenge (c) 1991 Konami Industry Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54951&o=2

$end


$amigaocs_flop=nascarch,
$bio

Bill Elliott's NASCAR Challenge (c) 1991 GameTek, Incorporated. [Miami Beach, FL, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73551&o=2

$end


$gameboy=nascarft,
$bio

Bill Elliott's NASCAR Fast Tracks (c) 1991 Konami Company, Limited.

- TECHNICAL -

Cartridge ID: DMG-EL-UKV

- TRIVIA -

Reviews:
March 1992 - Joypad N.6 [FR]: 50/100

- STAFF -

Design: Bill Elliott, Don Mattrick, Stan Chow, Dave Davis, Amory Wong, Allan Johanson, Erik Kiss
Art: Theresa Henry, Tony Lee
Music: Michael Sokyrka

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65661&o=2

$end


$snes=billlaim,
$bio

Bill Laimbeer's Combat Basketball (c) 1991 Hudson Soft [Hudson Group].

- TECHNICAL -

Cartridge ID: SNS-CB-USA

- TRIVIA -

Reviews:
March 1992 - Consoles + N.8 (Page 78-79) [FR]: 83/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62782&o=2

$end


$megadriv=billwlsh,
$bio

Bill Walsh College Football (c) 1993 Electronic Arts.

- TRIVIA -

Reviews:
[FR] September 1993- Consoles + N.23: 72%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71048&o=2

$end


$megadriv=billwl95,
$bio

Bill Walsh College Football 95 (c) 1994 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57125&o=2

$end


$snes=billwlsh,
$bio

Bill Walsh College Football (c) 1994 Electronic Arts.

- TECHNICAL -

Game ID: SNS-7F-USA

- TRIVIA -

Released on June 01, 1994 in USA.

- STAFF -

Design by: Scott Orr, Happy Keller, Jim Simmons
Strategy by: Bill Walsh
Programming by: John Schappert
Original Programming by: Jim Simmons
Graphics by: Matthew Crysdale, Bill Stanton
Sound & Music by: Brian Schmidt
Sound and Music Engine by: Jason G. Andersen, John Schappert
Design Contributions by: Michael Rubinelli, Michael Brook, Bill Romer
Executive Producer: Scott Orr
Game Director: Happy Keller
Assistant Producer: Kevin Hogan
Technical Director: Rob Harris
Testing by: John D. Boerio, Michael Caldwell, Greg Kawamura
Scouting Reports by: Tom Holmoe, Bob Singler, David Tipton, Mike Wilson
Player Ratings by: Dan Brook
Product Management: Bill Romer
Public Relations: Mary Snow
Package Design: E. J. Sarraille Design
Cover Photo Courtesy of: Rod Searcy
Documentation: Jamie Poolos
Documentation Layout: Steve Naegele
Quality Assurance: H. Erik Whiteford, Michael Yasko
Special Thanks to: Gregory A. Thomas, Tony Caton, Scott L. Patterson, Stephen Theodore Chiang, Tim Meekins, Jane Walsh, Cynthia Hamilton, Kyra Pehrson

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62783&o=2

$end


$megacd,megacdj=billwlsh,
$bio

Bill Walsh College Football [Model T-50025-05] (c) 1993 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60592&o=2

$end


$segacd=billwlsh,
$bio

Bill Walsh College Football [Model T-50025] (c) 1993 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60698&o=2

$end


$amigaocs_flop=tomato,tomatod,
$bio

Bill's Tomato Game (c) 1992 Psygnosis, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73552&o=2

$end


$a2600=billard,
$bio

Billard (c) 1983 Quelle

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50261&o=2

$end


$odyssey2,g7400=billamer,
$bio

Billard Américain (c) 1978 Radiola La Radiotechnique.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95565&o=2

$end


$info=billlist,
$bio

Billard List (c) 1995 DGRM.

Similar to Poke Champ except, the pornography is much more graphic.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48297&o=2

$end


$info=bilyard,
$bio

Billiard (c) 1988 Terminal.

A comical billiard Russian game.

- TECHNICAL -

TIA-MC-1

Main CPU : Intel 8080 (@ 1.777777 Mhz)
Sound Chips : Custom (@ 1.777777 Mhz)

Screen orientation : Horizontal
Video resolution : 256 x 256 pixels
Screen refresh : 50.00 Hz
Palette colors : 256

Players : 1
Control : 4-way joystick
Buttons : 2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32404&o=2

$end


$odyssey2,g7400=billiard,
$bio

Billiard (c) 198? Philips Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95756&o=2

$end


$odyssey2,g7400=billard,
$bio

Billiard + (c) 1983 TO TEK Editions.

- TECHNICAL -

Game ID: JFA D03

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95724&o=2

$end


$pc98=billiard,
$bio

Billiards Kyapikyapirun (c) 1988 Game Technopolis [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89007&o=2

$end


$amigaocs_flop=billsim,
$bio

Billiards Simulator (c) 1989 Ere Informatique [Paris, France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73553&o=2

$end


$cpc_cass=billy2f1,
$bio

Billy 2 [Model 22344] (c) 1987 Proein Soft Line [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82812&o=2

$end


$gbcolor=billybob,
$bio

Billy Bob's Huntin' 'n' Fishin' [Model CGB-AHZE-USA] (c) 1999 Midway Home Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67572&o=2

$end


$cpc_cass=billyelb,
$bio

Billy El Barriobajero [Model 22205] (c) 1987 Proein Soft Line [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82814&o=2

$end


$cpc_cass=billythe,billythe01,
$bio

Billy The Kid (c) 1989 Mastertronic, Ltd. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82815&o=2

$end


$megadriv=bimini,
$bio

Bimini Run (c) 1990 NuVision

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57126&o=2

$end


$nes=binaryh,
$bio

Binary Land (c) 1987 FMG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69222&o=2

$end


$msx1_cart=binary,
$bio

Binary Land (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76597&o=2

$end


$nes=binary,
$bio

Binary Land (c) 1985 Hudson Soft.

- TECHNICAL -

Model HFC-BI

- TRIVIA -

Binary Land was released on December 19, 1985 in Japan.

- TIPS AND TRICKS -

Hold A + B on both controllers at the same time, then press Reset. The title screen now has KIKU. MEGU. LOVE STORY in place of the options and copyright info. KIKU is a pseudonym for Kikuta Masaaki, one of Hudson's programmers.

- STAFF -

Programmer: Kikuta Masaaki

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53875&o=2

$end


$gbcolor=binmnst3,
$bio

Binary Monster III (c) 2001 Gowin [Taiwan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67574&o=2

$end


$x68k_flop=peachang,
$bio

BinBin Mahjong - Peach Angel (c) 1990 Brother Kougyou [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87111&o=2

$end


$x68k_flop=peachangd,
$bio

BinBin Mahjong - Peach Angel Data Shuu (c) 1990 Brother Kougyou [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87112&o=2

$end


$snes=bingbing,
$bio

Bing Bing! Bingo [Model SHVC-3K] (c) 1993 KSS [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61086&o=2

$end


$info=comg125,
$bio

Bingo (c) 1982 Cal Omega.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=22972&o=2

$end


$info=bingo,
$bio

Bingo (c) 1983 GAT [Game-A-Tron].

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=34245&o=2

$end


$info=bingowng,bingownga,
$bio

Bingo (c) 1993 Wing.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42938&o=2

$end


$nes=bingo75,
$bio

Bingo 75 (c) 19?? Sachen [Taiwan].

- TECHNICAL -

Game ID: SA-007

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76469&o=2

$end


$info=ep_bingb,ep_bingba,
$bio

Bingo Belle (c) 1998 Maygay.

- TRIVIA -

Bingo Belle was released in June 1998.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40804&o=2

$end


$info=m4bingbl,m4bingbl__a,m4bingbl__b,m4bingbl__c,m4bingbl__d,m4bingbl__e,m4bingbl__f,m4bingbl__g,
$bio

Bingo Belle (c) 199? BWB.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41244&o=2

$end


$info=sc4bingb,sc4bingba,
$bio

Bingo Belle (c) 200? Mazooma Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42441&o=2

$end


$info=m4bingbs,m4bingbs_a,m4bingbs_b,m4bingbs_c,m4bingbs_d,m4bingbs_e,m4bingbs_f,
$bio

Bingo Belle Showcase (c) 199? BWB.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41245&o=2

$end


$info=ep_bbonz,ep_bbonza,
$bio

Bingo Bonanza (c) 199? Maygay.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40802&o=2

$end


$info=m4bonzbn,
$bio

Bingo Bonanza (c) 199? Unknown.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41257&o=2

$end


$info=bingoc,
$bio

Bingo Circus (c) 1989 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=30050&o=2

$end


$info=m4bingcl,m4bingcl__a,m4bingcl__b,
$bio

Bingo Club (c) 199? BWB.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41246&o=2

$end


$info=bingoman,bingomana,
$bio

Bingo Mania (c) 1993 HP Automaten.

- TRIVIA -

Bingo Mania was released in November 1993.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49478&o=2

$end


$coco_cart=bingomth,
$bio

Bingo Math (c) 1980 Tandy Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53409&o=2

$end


$info=bingpty,
$bio

Bingo Party Multicards (c) 2002 Sega Enterprises, Limited.

- SERIES -

1. Bingo Party (1993)
2. Bingo Party Phoenix (1998)
3. Bingo Party Special (2000)
4. Bingo Party Multicards (2002)
5. Bingo Party Splash (2002)
6. Bingo Party Pirates (2007)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=29818&o=2

$end


$info=bingor1,bingor2,bingor3,bingor4,bingor5,
$bio

Bingo Roll - Bellstar (c) 2002 Unknown.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32366&o=2

$end


$a2600=bingo,
$bio

Bingo (c) 1983 CCE

- TECHNICAL -

Model C-868

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50262&o=2

$end


$studio2=bingo,
$bio

Bingo (c) 1978 Hanimex.

- TECHNICAL -

[Model MG-201]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82062&o=2

$end


$nes=bingo,
$bio

Bingo [Model MGC-005] (c) 19?? Micro Genius [Taiwan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76489&o=2

$end


$cpc_cass=binkyuk1,
$bio

Binky (c) 1985 Software Projects

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82816&o=2

$end


$pc98=bio100,bio100a,
$bio

Bio 100% Free Games Collection (c) 199? ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89008&o=2

$end


$amigaocs_flop=biochall,
$bio

Bio Challenge (c) 1989 Delphine Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73554&o=2

$end


$amigaocs_flop=biochall1,
$bio

Bio Challenge [Light Force] (c) 1989 Delphine Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73555&o=2

$end


$n64=biofreak,biofreaku,
$bio

Bio F.R.E.A.K.S. (c) 1998 Midway Home Entertainment.

Exceedingly smooth animation, airborne fighting and interactive arenas peg Bio F.R.E.A.K.S. as a pummeling Pak that's a notch above its earthbound competition. 

Each of the eight Bio F.R.E.A.K.S. (short for Biological Flying, Robotic Enhanced Armored Killing Synthoid) is armed to the high-tech teeth with bio-mechanical enhancements, including machine guns, grenade launchers and energy weapons. Each fighter has 20 or more special moves. In addition to the standard kicks, punches and projectile attacks, there will also be mid-bout fatalities, instant death moves and mutilations, which allow you to disarm your opponent -- literally. You have the option of allowing limbs to regrow during a bout. 

Developer Saffire has pumped up this Mature-rated game with clever touches. Particularly messy moves may splatter the screen with Bio F.R.E.A.K. internal lubricating fluid, otherwise known as blood. Bio F.R.E.A.K.S. also features excellent training features, including an option-rich Practice mode. During a regular bout, you can elect to have the game automatically pause and give you a hint. 

Most of the spacious arenas have unique hazards, such as red-hot lava pits and radioactive sludge, that can sap your fighter's energy as surely as a blow to the silicon solar plexus. The characters can fly, hover and land on one of the ledges built into most of the nine spacious arenas. 

The ability to fly and fight from different levels opens all-new possibilities for strategy and mayhem, including attacks that can only be launched while aloft. It's this fast and furious airborne action that lifts Bio F.R.E.A.K.S. head and shoulders above your standard tournament fighter.

- TECHNICAL -

Cartridge ID: NUS-NBFE-USA

- TRIVIA -

Released in May 1998 in USA.

- STAFF -

Midway Design Team
Project Leader, Game Designer, Lead Artist: David L. Simon
Lead Programmer: Dave A. Wagner
Software Effects Wizard: Terry Bertram
Senior Artist: Emmanuel Valdez
Animator: Emmanuel Valdez, Michael Cuevas, Franz Borowitz
Artist: Alesia Howard, Michael Cuevas, Franz Borowitz
Texture Goddess: Alesia Howard
Music & Sound Effects: Aubrey Hodges
Software Development Manager: Brian Johnson

Midway Home Entertainment
Producer: Michael Gottlieb
Associate Producer: Curtis R. Cherrington
Assistant Producer: Andy Kaffka
Technical Director: Scott Maxwell, David Schwartz
Testing Manager: Robert Sablan
Lead Tester: Ed Duran
Testers: Brian Atangan, Nico Bihary, Gilbert Duenas, Chad Haley, Ian McCauley, Toan Ngo, Kevin Wang
Print Design & Production: Debra Austin, Jon Mongelluzzo, Shawn Murphy, Erin Shems, Dave Young
Special Thanks: Deborah K. Fulton

Saffire Corporation
Lead Programmer: Steven H. Taylor
Programmers: Tyler Colbert, Randy Platt, Del Campbell
Additional Programming: J. Kenworthy Nelson
Technical Advisor: Matt Fairweather
Lead Artist: Walter Dark
Artists: Ryan Wood, Mike May
Project Manager: Sandy Rushton
Assistant Project Manager: Steven H. Taylor
Test Manager: Cindi Adamson
Testers: Alex Rushton, Brian Rushton, Jeremy Throckmorton
Additional Support: Lane Kiriyama, Hal Rushton, Lynn Loughmiller, Les Pardew, Matt Day, Zarko Bizaca
Special Thanks: Gary W. Lindquist, Jennifer Taylor, Tiffany Colbert, Stacy Platt, Melanie Wood, Brenda Dark, Heather Campbell, Ken Knoble, Amy Mertlich, Jason Richards, Adam Toman, Todd Harris

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57606&o=2

$end


$nes=bioforce,
$bio

Bio Force Ape (c) 1991 Seta Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53876&o=2

$end


$nes=biohaz,biohaza,
$bio

Bio Hazard (c) 2003 Waixing.

Chinese pirate game based on PSX's Bio Hazard.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76490&o=2

$end


$megadriv=biohazrb,biohazrbp,
$bio

Bio Hazard Battle (c) 1992 Sega Enterprises, Limited.

European release. Game developed in Japan. See the original Japanese version, "Crying - Aseimei Sensou [Model G-4087]", for more information about the game itself.

- TECHNICAL -

Game ID: 1060-50
Cartridge ID: 670-2682-50
package ID: 670-2683-50

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [EU] [AU] (March 2, 2007) [Model MAOP] 

* Computers : 
PC [Steam] [EU] (October 26, 2010) both stand-alone and as part of "SEGA Mega Drive Classics Pack 3" 
PC [MS Windows, CD-ROM] [EU] (November 26, 2010) "Sega Mega Drive Classics Collection Vol. 3" 
PC [MS Windows, DVD-ROM] [EU] (March 18, 2011) "Sega Mega Drive Classic Collection - Gold Edition" 
PC [Steam] [EU] (March 25, 2011) "SEGA Mega Drive Classics Collection"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93500&o=2

$end


$megadriv=biohazrbu,
$bio

Bio Hazard Battle (c) 1992 Sega Enterprises, Limited.

North American release. Game developed in Japan. See the original Japanese version, "Crying - Aseimei Sensou [Model G-4087]", for more information about the game itself.

- TECHNICAL -

Game ID: 1060
Cartridge ID: 670-2682
Package ID: 670-2683

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [US] (February 26, 2007) [Model MAOE] 

* Computers : 
PC [Steam] [US] (October 26, 2010) "Bio-Hazard Battle [Model 34316]" : both stand-alone and as part of "SEGA Genesis Classics Pack 3" 
PC [MS Windows, DVD-ROM] [US] (March 15, 2011) "Sega Genesis Classic Collection - Gold Edition" 
PC [Steam] [US] (March 25, 2011) "SEGA Genesis Classics Collection"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57127&o=2

$end


$saturn,sat_cart=biohaz,biohazb,biohaza,
$bio

Bio Hazard [Model T-1219G] (c) 1997 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58944&o=2

$end


$snes=biometalj,
$bio

Bio Metal (c) 1993 Athena Co. Ltd.

- TECHNICAL -

Game ID: SHVC-BV

- TIPS AND TRICKS -

Level Select: At the Title screen, hold A and press Up/Right, Down/Left. Then press Select + L or Select + R to choose a new starting level.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61087&o=2

$end


$snes=biometalu,
$bio

Bio Metal [Model SNS-BV-USA] (c) 1993 Activision, Incorporated.

- TRIVIA -

Reviews:
[FR] September 1994, Consoles + N.35: 55%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62785&o=2

$end


$snes=biometal,
$bio

Bio Metal [Model SNSP-BV-EUR] (c) 1993 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62784&o=2

$end


$famicom_flop=biomirac,
$bio

バイオミラクル ぼくってウパ (c) 1988 Konami Industry Company, Limited.
(Bio Miracle Bokutte Upa)

Bio Miracle Bokutte Upa is a cute platform game by Konami. Once upon a time their was the Ruakuuyo kingdom where a new prince was born. Prince Uparaato (Upa for short) is a bright and playful baby who is already crawling at one month, but things were about to take a turn for the worst... one day he accidentally breaks a magical urn and frees the demon beast Zai. The goat-looking demon quickly starts to take over the kingdom and drains the life force out of its inhabitants and kidnaps every single baby. But he hasn't noticed Upa and the poor fellow seems to be the only one who survived the ordeal. When everything seems lost, a kind fairy appears and gives baby Upa a magic rattle to help him on his fantastic journey to save the kingdom. The players controls the crawling Upa through seven areas made out of several sub-stages each. The magic rattle is Upa's only weapon and protection against hordes of enemies who try to stop him. Opponents inflate and float away when hit, they can then be used as temporary platforms or projectiles, as long as Upa stays away from their deadly rebounds. This features is at the core of the gameplay and some areas entirely rely on Upa turning his enemies into floating balloons and it is also the only way to defeat the game's bosses. Special items are scattered throughout the game and usually hidden inside red boxes with Upa's face on them. Some power-ups, such as the bell, gives our hero the ability to walk and to become invincible for a short amount of time whereas others freeze all the enemies one screen.

- TECHNICAL -

Game ID: KDS-BOK

- TRIVIA -

Bio Miracle Bokutte Upa was released on April 22, 1988 in Japan for 3300 Yen.

Upa is available as a playable character in Konami's Gokuj? Parodius (1994) and Jikky? Oshaberi Parodius (1995) both released for the Super Famicom. A baby girl called Ruda was also included along with Upa.

Re-releases:
[JP] "Bio Miracle Bokutte Upa [Model KON-RV-102]" (Famicom)

- STAFF -

Programmer: Anna Yamada, Shortcut Eda, Bunbun Murata, Jenny Okuda, Pa!Pa! Hitomi
Chara Design: Mama-Chan!, H-Chan!
Sound Design: Lydian Fukami, Sukemaro Fujio, Nakamur, Kaori-Chan, Aya Chan, Gaziruru, Yuko Chan
Package Design: Shimoneta Kenji, Hiroko Funabee

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65247&o=2

$end


$nes=biomirac,
$bio

バイオミラクル ぼくってウパ (c) 1993 Konami Company, Limited.
(Bio Miracle Bokutte Upa)

- TECHNICAL -

Game ID: KON-RV-102

- TRIVIA -

Bio Miracle Bokutte Upa was released on February 26, 1993 in Japan.

Originally released as "Bio Miracle Bokutte Upa [Model KDS-BOK]" on the Famicom Disck system.

- STAFF -

Programmer: Anna Yamada, Shortcut Eda, Bunbun Murata, Jenny Okuda, Pa!Pa! Hitomi
Chara Design: Mama-Chan!, H-Chan!
Sound Design: Lydian Fukami, Sukemaro Fujio, Nakamur, Kaori-Chan, Aya Chan, Gaziruru, Yuko Chan
Package Design: Shimoneta Kenji, Hiroko Funabee

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53877&o=2

$end


$nes=biosdan,
$bio

ダン バイオ戦士DAN インクリーザーとの闘い (c) 1987 Jaleco Company, Limited.
(Bio Senshi Dan - Increaser tono Tatakai)

In the year 2081, the Earth was taken over by a group of hostile monsters under the command of the mysterious entity known as Increaser. A warrior named Dan has arrived from his time machine in the year 1999 in order to stop the invasion before it could spell devastation for the humans.

More emphasis is placed on exploration rather than on the actual killing of monsters. Enemies must be defeated to earn energy points; that can be spent on power-ups to improve the player's character. While starting out with a basic sword, other weapons can either be found or bought. A different variety of doors lead to a multitude of places. There is no linear order on how a stage progresses. There are five different areas; with deadly traps and treacherous surprises lurking around almost every room. Boss battles also must be fought before the level can be ended in a proper fashion.

As the game progresses, bosses (in addition to normal enemies) become more difficult to defeat. The size of the end-of-area bosses also become bigger as the player reaches the end of the game. All shopkeepers in the game use the Kansai dialect of Japanese; that is different from the Japanese used by people in Tokyo.

Players must also face a strict time limit that governs how powerful the ultimate enemy is when the player must confront it. Speed-running through the levels allow the players to confront to boss while it's weak. Taking the time to gather more powerful items will force the player to confront a more powerful opponent at the end of each level.

- TECHNICAL -

Game ID: JF-14

- TRIVIA -

Bio Senshi Dan was released on September 22, 1987 in Japan.

Export releases:
An attempt to bring this game to North America under the title Bashi Bazook: Morphoid Masher was sought. Eventually, the idea fell through due to its similarity to Xexyz and the game remained in Japan. However, the game was completed, and ROMs of the game are widely circulated on the Internet.

- STAFF -

Developed by: Atlus

Music Composer: Tsukasa Masuko

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53878&o=2

$end


$info=bioatack,
$bio

Bio-Attack (c) 1983 Taito Corporation.

Bio-Attack is a vertically scrolling shoot 'em up arcade game released by Taito in 1983. The player controls a ship through a human's body while shooting viruses. It was licensed by Fox Video Games, as it is based on the 20th Century Fox film, Fantastic Voyage.

1. Shoot down little devils that throw arrows at you - only 2 bullets can be onscreen at a time. 

2. Moving forward will cause the screen will scroll faster. This is necessary because you have a oxygen bar that will cost you one life if it runs out. 
Be sure to pick up oxygen capsules by flying over them. This refills the timer and gains you 100 points.  

3 The next level consists of defeating a bacterium inside the heart. After this, you will entera second bloodstream segment where you shoot small blobs wich will divide. 

4. The third level's goal is to destroy a virus inside the stomach. 

5. After flying through a third bloodstream level, you'll go through a maze inside the eyeball. Following this, the game will loop.

- TECHNICAL -

Runs on the "Taito SJ System" Hardware.
Prom Stickers: AA8-04..17

Screen Orientation: Vertical

Players: 2
Control: 8-Way Joystick
Buttons: 1
=> Shoot

- TRIVIA -

Bio-Attack was released in April 1983 in Japan.

Licensed from Fox Video Games as it is based on the 20th Century Fox film, Fantastic Voyage.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=250&o=2

$end


$info=mp_bio,
$bio

Bio-hazard Battle  (c) 1993 Sega.

Bio-Hazard Battle is a horizontally scrolling space shooter. You can choose one of the 4 ships, each one having its own attacks. During the game, you can upgrade your ships' weapons by collecting colored balls floating around. You can store up to 3 different weapons at the same time, executing attacks in different directions.

- TECHNICAL -

[Mega Play 06]

Runs on the Sega "Mega Play" hardware.

Players: 2
Control: 8-way Joystick
Buttons: 3

- TRIVIA -

This game is known in Japan as 'Crying - A Seimei Sensou' (translates from Japanese as 'Crying - A Life of War').

- PORTS -

* Consoles :
Nintendo Wii (2007, "Virtual Console")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3958&o=2

$end


$info=bioship,
$bio

Bio-Ship Paladin (c) 1990 American Sammy Corp.

While the game is essentially a standard horizontally scrolling shoot'em up, it has an innovation that makes it unique in the genre. The player flies a spaceship (specifically, a bioship) which has the standard forward guns to be found in all horizontal scrollers, but it also possesses a weapon that can be manually targeted with a crosshair, in the same manner as in the game "Missile Command". This allows the player to fire in any direction with pinpoint accuracy, and adds an extra level of strategy to the game. The player's bioship can also collect power-ups to grow bigger (becoming more powerful), and can acquire spherical pods which attach to the ship and increase its firepower.

- TECHNICAL -

Game ID : UPL-90062

Main CPU : Motorola 68000 (@ 10 Mhz)
Sound Chips : YM2203 (@ 1.5 Mhz), (2x) OKI6295 (@ 4.0 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in November 1990.

Licensed from UPL.

This game is known in Japan as "Uchuu Senkan Gomorrah" (translates from Japanese as 'Space Battleship Gomorrah').

- STAFF -

Game designed by : Tsutomu Fuzisawa
Program designed by : Itsam Matarca
Character designers : Tsutomu Fuzisawa, Kinya Aoyama
Background designers : Mutsuo Kaneko, Miho Urushibara, Shiho Sasaki
Sound effects by : Yoshio Nagashima

- PORTS -

* Consoles :
Sega Mega Drive (1991)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=251&o=2

$end


$info=biofreak,
$bio

BioFreaks (c) 1998 Midway Games, Incorporated.

A futuristic fighting game.

- TECHNICAL -

Midway Seattle hardware

Main CPU : R5000 (@ 150 Mhz)
Sound CPU : ADSP2115 (@ 16 Mhz)
Sound Chips : (2x) DMA-driven (@ 16 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 6

- TRIVIA -

BioFreaks stands for 'Biological Flying Robotic Enhanced Armored Killing Synthoids'.

- PORTS -

* Consoles :
Sony PlayStation (1998)
Nintendo 64 (1998)

* Computers :
PC [MS Windows] (1998)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=252&o=2

$end


$psx=biohaz2p,biohaz2pa,
$bio

BioHazard 2 (c) 1998 Capcom Co., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84957&o=2

$end


$n64=biohaz2,
$bio

BioHazard 2 [Model NUS-NB5J] (c) 2000 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57607&o=2

$end


$gbcolor=biohazg,
$bio

BioHazard Gaiden [Model CGB-BIOJ-JPN] (c) 2002 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67575&o=2

$end


$psx=biohazpb,biohazpa,biohazp,
$bio

BioHazard (c) 1996 Capcom Co., Ltd.

Resident Evil is an absolute corker. The story is straight out of a B-movie, and great tongue-in-cheek fun.

As a member of the crack STARS Alpha team, you are dropped into a strange town in America's Midwest to locate the previous team, Bravo squad, who have disappeared while checking out some bizarre murders. Attacked by a crazed Doberman, your team takes refuge in the nearest building - a creepy mansion. and so the story really begins.

Resident Evil is arguably the scariest game ever. Atmosphere is piled on with incredible camera angles, music that Hitchcock would have been proud of, and some of the finest beasts ever to grace a video game.

But what of the gameplay? Outstanding. Due to be one of the biggest worldwide sellers of the years - if not ever - Resident Evil sets a new benchmark for all adventure games, shoot-em-ups and puzzles.

- TECHNICAL -

Game ID: SLPS-00222

- TRIVIA -

Released on March 22, 1996 in Japan.

Export releases:
[US] "Resident Evil [Model SLUS-00170]"
[EU] "Resident Evil [Model SLES-00200]"
[FR] "Resident Evil [Model SLES-00227]"
[DE] "Resident Evil [Model SLES-00228]"

- STAFF -

Planner
System Plan / Camera Works: Hideki Kamiya, Hiroki Kato, Kazunori Kadoi, Kouji Oda, Satoshi Murata
Scenario: Kenichi Iwao
Event Designer: Kazuhiro Aoyama, Takashi Nakaya, Masaaki Yamada
Background Story: Yasuyuki Saga

CG Team
Background Model: Ippei Masuda, Satoru Nishikawa, Junko Yasuda, Tetsuya Shiraishi, Yasuyuki Matsunami, Keiichi Nabetani, Motoji Fujita, Atsuko Hamada
Character Model / Motion: Jun Takeuchi, Satomi Hayashi
Character Texture: Yuji Ishihara, Ryoji Shimogama, Hideaki Katagiri

Graphic
BG-Object Texture: Chie Nishida, Hideyuki Koitarashi, Nobuaki Yamazaki, Junichirou Ogawa, Yasushi Hiraoka, Hidesato Sueyoshi, Manabu Takeda, Ippei Yamamoto, Yoshihiro Nakamoto, Naomi Takemoto
Icon Design: Shizuyo Ukai
Lettering: Aya Nishio
Effect: Yoshiaki Teshima, Satomi Tsubota

Software Engineer
System: Yasuhiro Anpo
Cockpit: Takayuki Inoue
Sound System / Effect: Tomohito Ishimara
Player / Enemy: Katsutoshi Karatsuma, Hiroyuki Kobayashi, Yuji Hagiyama, Shigeki Niiko
Event: Shuichiro Chiboshi, Kiyohiko Sakata, Noriyuki Otani, Takeshi Enomoto
Room Editor: Hidekazu Shingaki, Michinori Kataoka, Hideaki Motozuka
Movie: Hiroaki Watanabe
Authoring System: Atsushi Manobe, Takashi Hashimoto, Mitsunori Sakano
Base Program: Kazushi Sano, Takahiro Yamada

Design
Plot: Takahiro Arimitsu
Rooms: Yuko Nakadai, Mitsuru Kuwahata, Kazuki Nakayama
Characters: Isao Oishi
Enemies: Toru Nakayama, Kazunori Shimizu, Yorinao Matsuura
Publicity: Masako Honma

Sound
Composition / Arrangement: Makoto Tomozawa, Akari Kaida, Masami Ueda
Design: Ippo Yamada, Hideaki Utsumi
Supervisor
Supervisor: Masahiko Kurokawa
Special Thanks
Thanks To: Tsuyoshi Wakuta, Takuya Shiraiwa, Shigechi Okamura

Film Crew
Producer: Nobihiro Nishitani
Production Manager: Masanari Takano
Director: Misumisa Hosoko
CG Movie: Seiji Nanba
Director of Photography: Iwao Hara
Lighting: Takahisa Aida

Make-Up: Shoko Kato
Styling: Wakana Hara
Casting: Toru Tateishi
Narrator: Ward E. Sexton

Production
General Producer: Tokuro Fujiwara
Producer: Masayuki Akahori
Director: Shinji Mikami

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84956&o=2

$end


$bbca_cass,bbcb_cass=biology,
$bio

Biology (c) 1983 Ivan Berg

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51553&o=2

$end


$info=biomtoy,biomtoya,
$bio

Biomechanical Toy (c) 1995 Zeus.

Biomechanical Toy is a colourful eightway-scrolling platform game set in a world of magically animated toys. The magical pendulum that animates the toys has been stolen by the evil 'Scrubby' - a criminal once imprisoned for trying to steal the pendulum who has managed to escape and take his revenge.

Evil toys now patrol the kingdom and must be destroyed or avoided. Good toys have been trapped throughout the levels and if freed by Inguz, will give help by providing additional firepower for a short time.

Inguz carries a basic, single-firing gun, although additional ammo clips can be found throughout the game that upgrade the gun with either extra shot power, automatic firing or exploding bullets. When the gun's current ammo clip is empty, Inguz will take a moment to reload, leaving him vulnerable to attack.

Inguz begins each stage (and each new life) with a full health meter of eighty units, but food can be found that will boost the health meter. The player can lose a life either by running out of health, falling off the bottom of the screen, or running out of time. Clearing each stage awards bonus points based on both remaining time and health units.

Checkpoints - indicated by red flags - are located at certain points throughout the stages. In the event of losing a life, the player will restart at the last checkpoint reached. Objects with Inguz's face on them (such as wooden chests and balloons) release bonus items when shot.

An abstract, oriental-looking face occasionally forms part of a level's platform which, when shot, releases balloons which can in turn be shot for bonus items. A giant flying hat also occasionally appears and will drop bonus items when shot. Smart Bombs can also be found at certain points that, when run into by Inguz, will damage or destroy all enemy toys on screen.

- TECHNICAL -

Game ID : 922804/2

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound Chips : OKI6295 (@ 8 Khz)

Control per player: 8-way joystick
Buttons per player: 2

- TRIVIA -

This is the first and only Coin Op produced by Zeus. In 1992 Zeus Software developed the Amiga game 'Risky Woods' (published by Dinamic, a spanish software house, very famous in the eighties on the computer market). Ricardo Puerto and Raul Lopez (see Staff section for more info) made some games (not always together) on the Amstrad CPC for Dinamic software in the eighties.

Some of the game's music is sampled from various films such as 1985's Subway starring Christopher Lambert, 1992's Passenger 57 starring Wesley Snipes, and 1985's To Live and Die in LA starring Willem Dafoe and William Petersen.

- STAFF -

Main design : Raul Lopez, Ricardo Puerto
Program : Ricardo Puerto
Computer Graphics : Raul Lopez
Art & Animation : Raul Lopez, Maite R. Otxotorena, Juanma Ripalda, Andreito Lobero
Development system : Ricardo Puerto, Juan Mari Gorrotxategi, Asier Zubillaga

Thanks to : Rafael Arroyo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=253&o=2

$end


$ngpc=biomotorj,
$bio

BioMotor Unitron (c) 1999 Yumekobo.

- TECHNICAL -

Cartridge ID: NEOP00100

- TRIVIA -

Released on April 15, 1990 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82515&o=2

$end


$ngpc=biomotor,
$bio

BioMotor Unitron (c) 1999 Yumekobo.

- TECHNICAL -

Cartridge ID: NEOP00530

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82514&o=2

$end


$gameboy=bionicbt,
$bio

Bionic Battler [Model DMG-VS-USA] (c) 1992 Electro Brain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65662&o=2

$end


$a2600=bionicbr,bionicbr1,
$bio

Bionic Breakthrough (c) 1984 Atari, Incorporated.

- TECHNICAL -

This prototype is unplayable without the Mindlink controller.

- STAFF -

Programmer: Paul Donaldson

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50263&o=2

$end


$info=bionicc,bionicc2,bionicc1,
$bio

Bionic Commando (c) 1987 Capcom.

Export version. For more information about the game itself, please see the original Japanese version entry; "Top Secret".

- TRIVIA -

Bionic Commando was released in March 1987. It is known in Japan as "Top Secret".

In addition to the different title, Bionic Commando adds:
- The bonus life information that was not present on the original Japanese version.
- Player number information (not present in Japan)
- Weapon's icon below the player information.
- A new color palette for the second player character.
Also:
- The player keeps whatever gun they had in the previous stage (not in Japan)
- The Clear Bonus and Time Bonus are faster to display.
- Scoring changed.
- Many bug and graphics fixes.

- SERIES -

1. Bionic Commando (1987) 
2. Bionic Commando - Elite Forces (2000, Nintendo Game Boy Color) 
3. Bionic Commando Rearmed (2008, Microsoft XBOX 360 [XBLA], Sony PlayStation 3 [PSN])
4. Bionic Commando (2009, XBOX 360, Sony PlayStation 3, PC DVD-ROM) 
5. Bionic Commando Rearmed 2 (2011, Sony PlayStation 3 [PSN], Microsoft XBOX 360 [XBLA])

- PORTS -

Here is a list of ports released outside Japan. For Japanese ports, please see the original Japanese version entry; "Top Secret".

* Consoles : 
Nintendo NES [AU] (1988) "Bionic Commando [Model NES-CM-AUS]" 
Nintendo NES [US] (December 1988) "Bionic Commando [Model NES-CM-USA]" 
Nintendo NES [EU] (October 26, 1990) "Bionic Commando [Model NES-CM-EEC]" 
Microsoft XBOX [US] (September 27, 2005) "Capcom Classics Collection" 
Sony PlayStation 2 [US] (September 27, 2005) "Capcom Classics Collection [Model SLUS-21316]" 
Microsoft XBOX [EU] (November 18, 2005) "Capcom Classics Collection"
Sony PlayStation 2 [EU] (November 18, 2005) "Capcom Classics Collection [Model SLES-53661]" 

* Handhelds : 
Nintendo Game Boy [EU] (1992) "Bionic Commando [Model DMG-BO]" 
Nintendo Game Boy [US] (October 1992) "Bionic Commando[Model DMG-BO-USA]" 
Sony PSP [US] (March 22, 2006) "Capcom Classics Collection Remixed [Model ULUS-10097]" 
Sony PSP [EU] (July 21, 2006) "Capcom Classics Collection Remixed [Model ULES-00347]" 

* Computers : 
Atari ST [EU] (1988) 
Commodore Amiga [US] (1988) 
Commodore C64 [US] [EU] (1988) 
Sinclair ZX Spectrum [EU] (1988) by Go! 
PC [MS-DOS, 5.25"] [US] (1988) 
Commodore Amiga [EU] (1988) "Amiga Gold Hits 1" 
Amstrad CPC [EU] (1988) 
Amstrad CPC [EU] (1989) by Kixx 
Amstrad CPC [EU] (1989) "Coin-Op Hits" 
Atari ST [EU] (1989) KlassiX 
Commodore Amiga [EU] (1989) Kixx Collection 3 
PC [MS-DOS] [EU] (1989) Kixx Collection 3

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=254&o=2

$end


$c64_cart,c64_flop=bionicco,
$bio

Bionic Commando (c) 1988 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53519&o=2

$end


$amigaocs_flop=bionicc,bionicca,
$bio

Bionic Commando (c) 1988 US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73556&o=2

$end


$cpc_cass=bionicco,bionicco01,
$bio

Bionic Commando (c) 1988 GO! Media Holdings, Ltd. [US Gold Division]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82818&o=2

$end


$gbcolor=bionicc,
$bio

Bionic Commando - Elite Forces [Model CGB-AV4E-USA] (c) 2000 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67576&o=2

$end


$gameboy=bioniccu,
$bio

Bionic Commando (c) 1992 Capcom USA, Incorporated.

- TECHNICAL -

Model DMG-BO-USA

- TRIVIA -

Bionic Commando was released in October 1992 in North America.

- PORTS -

* Handhelds : 
Nintendo 3DS [Virtual Console] [US] (December 29, 2011)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65665&o=2

$end


$gameboy=bioniccj,
$bio

Bionic Commando (c) 1992 Capcom Company, Limited.

- TECHNICAL -

Model DMG-BOJ

- TRIVIA -

Bionic Commando for Game Boy was released on July 24, 1992 in Japan. It was then re-released as a Nintendo Power edition on March 1, 2000.

- PORTS -

* Handhelds : 
Nintendo 3DS [Virtual Console] [JP] (November 16, 2011) [Model RBDJ]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65664&o=2

$end


$gameboy=bionicc,
$bio

Bionic Commando (c) 1992 Capcom Company, Limited.

- TECHNICAL -

Model DMG-BO

- TRIVIA -

Bionic Commando for Game Boy was released in 1992 (exact date unknown) in Europe.

- PORTS -

* Handhelds : 
Nintendo 3DS [Virtual Console] [EU] [AU] (December 29, 2011)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65663&o=2

$end


$nes=bionicc,
$bio

Bionic Commando (c) 1988 Capcom Company, Limited.

European release.

- TECHNICAL -

Cartridge ID: NES-CM-EEC

- TRIVIA -

Bionic Commando for NES was released in December 1988 in Europe.

In Japan, the game was titled "Hitler no Fukkatsu - Top Secret" which translates to 'The Resurrection of Hitler - Top Secret'. The western release was drastically altered to not feature any mention of Nazism with the enemy changed to the 'Badds'. The leader of the enemy's name was changed from Weizmann to Killt and the final boss who was Hitler revived was named Master-D, however his appearance still remains the same.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83980&o=2

$end


$nes=bioniccu,
$bio

Bionic Commando (c) 1988 Capcom USA, Incorporated.

North American release. Game developed in Japan. For more information please see the original Japanese release entry; "Hitler no Fukkatsu - Top Secret [Model CAP-HF]".

Text from the American version:
For two tears, your people have struggled against the relentless onslaught of invading forces. With your army reduced to a handful and your artillery depleted, further resistance seems impossible. But in a hidden underground laboratory, a team of scientists has at least perfected a new kind of fighting machinery: a bionic arm that extends and contracts, providing unheard-of-strength and maneuverability. Combined with an arsenal of rapid-fire, armor-piercing, and heat-seeking weaponry, this will put the power of an entire army in the hands of one man... one carefully-chosen soldier, who has what it takes to become a new breed of unstoppable commando... a Bionic Commando. And you are that soldier! Your mission will take you through the heavily-patrolled wilderness surrounding the enemy headquarters, and into the very heart of the fortress itself. Even ot the most courageous soldier, it would seem an impossible challenge. But there has never been a solider like the Bionic Commando!

- TECHNICAL -

Cartridge ID: NES-CM-USA

- TRIVIA -

Bionic Commando for NES was released in December 1988 in North America.

The original Japanese version name translates as 'Hitler's Resurrection - Top Secret', and obviously, the game was heavily edited for its western release and all the Nazi references were removed (thanks to Nintendo's strict censorship policies back in the day). In this version. Hitler was renamed 'Master-D', the Nazis renamed the Badds (although the instruction manual calls them the Nazz in some places) and all the Swastikas were replaced with different and less controversial emblems. Although Hitler was renamed Master-D, his portrait in the game is still the one of Hitler, which must have confused many players back in the days. Additionally, Capcom kept the violence intact and the scene where the head of Hitler graphically explodes at the end of the game (blood and gore included) was left in the western release! Capcom also changed some of the character's names - the enemy's main commander is called 'Wiseman' in the Japanese version but was renamed 'Generalissimo Killt' in the western release. Additionally, a secondary character appears later in the game and helps the player - he is amusingly called Schwarzenegger in the Japanese version, but was renamed Destroyer-3 in the western release. Finally, numerous gameplay elements were changed throughout the game, some enemies were moved around, various placed edited, and the game feels, overall, easier to play than the original Japanese version.

- PORTS -

* Handhelds : 
Nintendo Game Boy Advance [US] (September 19, 2006) "Capcom Classics Mini Mix [Model AGB-BC6E-USA]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54952&o=2

$end


$info=bioniccbl,
$bio

Bionic Commandos (c) 1987 Unknown.

Pirate version.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95542&o=2

$end


$cpc_cass=bionicni,
$bio

Bionic Ninja [Model A092] (c) 1989 Zeppelin Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82820&o=2

$end


$gba=bionicma,
$bio

Bionicle - Matoran Adventures [Model AGB-A5AE-USA] (c) 2002 EA Games [Electronic Arts, Incorporated.]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69898&o=2

$end


$gba=bionicmsu,
$bio

Bionicle - Maze of Shadows [Model AGB-BILE-USA] (c) 2005 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69901&o=2

$end


$gba=bionicms,
$bio

Bionicle - Maze of Shadows [Model AGB-BILP] (c) 2005 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69900&o=2

$end


$gba=bionichru,
$bio

Bionicle Heroes [Model AGB-BIHE-USA] (c) 2006 Amaze Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69903&o=2

$end


$gba=bionichr,
$bio

Bionicle Heroes [Model AGB-BIHP] (c) 2006 Amaze Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69902&o=2

$end


$gba=bionicleu,
$bio

Bionicle [Model AGB-BIOE-USA] (c) 2003 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69897&o=2

$end


$gba=bionicle,
$bio

Bionicle [Model AGB-BIOP-EUR] (c) 2003 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69896&o=2

$end


$m5_cass=biorhyth,
$bio

Biorhythm Diagnosis (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95314&o=2

$end


$astrocde=biorhy,
$bio

BioRhythm (c) 1981 Astrovision, Inc.

- TECHNICAL -

Game ID: 4004

- TRIVIA -

Released as part of the "Educational Series".

- STAFF -

Written by: Curt Rostenbach

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86776&o=2

$end


$aquarius=biorhtms,
$bio

Biorhythms (c) 1983 Mattel, Incorporated.

- TECHNICAL -

Model 4673

- TRIVIA -

Retail price: $29.99

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49809&o=2

$end


$cpc_cass=biospher,
$bio

Biospheres (c) 1987 Silverbird Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82817&o=2

$end


$info=biplane4,
$bio

Biplane 4 (c) 1976 Fun Games.

A four-player version of "Biplane". Play consists of a black and a white BiPlane that is steered like a tank. The object is to shoot the other players without crashing into either the ground or the anti-aircraft fire at the top of the screen.

- SERIES -

1. Biplane (1975)
2. Biplane 4 (1976)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4277&o=2

$end


$bbca_cass,bbcb_cass=birdwatc,
$bio

Bird Watch (c) 19?? Macdonald

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51554&o=2

$end


$nes=birdweekh,
$bio

Bird Week (c) 1987 FMG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69223&o=2

$end


$nes=birdweek,birdweekp,
$bio

Bird Week (c) 1986 Toemiland

- TECHNICAL -

[Model TFS-BK]

- TRIVIA -

Bird Week was released on June 03, 1986 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53879&o=2

$end


$bbca_cass,bbcb_cass=birdiecd,
$bio

Birdie Barrage (c) 1984 CDS

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51555&o=2

$end


$bbca_cass,bbcb_cass=birdieco,
$bio

Birdie Barrage (c) 19?? Computasolve

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51556&o=2

$end


$info=bking,
$bio

Birdie King (c) 1982 Taito.

An early golf game.

- TECHNICAL -

Board Number : M4300018A
Prom Stickers : A24

Main CPU : Zilog Z80 (@ 4 Mhz)
Sound CPU : Zilog Z80 (@ 3 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 2 Mhz), DAC

Players : 2
Control : trackball

- TRIVIA -

Released in June 1982.

- SERIES -

1. Birdie King (1982)
2. Birdie King 2 (1983)
3. Birdie King 3 (1984)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=255&o=2

$end


$info=bking2,
$bio

Birdie King 2 (c) 1983 Taito.

An early golf game.

- TECHNICAL -

Upright cabinet dimensions : 68,5'' high, 25,75'' wide, 28'' deep.
Cocktail table dimensions : 31'' high, 35,5 wide, 26,75'' deep.

Board Number : M43000010
Prom Stickers : AD6 / DM

Main CPU : Zilog Z80 (@ 4 Mhz)
Sound CPU : Zilog Z80 (@ 3 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 2 Mhz), DAC

Players : 2
Control : trackball

- TRIVIA -

Released in April 1983.

- SERIES -

1. Birdie King (1982)
2. Birdie King 2 (1983)
3. Birdie King 3 (1984)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=256&o=2

$end


$info=bking3,
$bio

Birdie King 3 (c) 1984 Taito.

An early golf game featuring 36 different holes.

- TECHNICAL -

Upright cabinet dimensions : 72'' high, 25,5'' wide, 28,75'' deep.
Cocktail table dimensions : 31'' high, 35,5 wide, 26,75'' deep.

Main CPU: Zilog Z80 (@ 4 Mhz)
Sound CPU: Zilog Z80 (@ 3 Mhz)
Sound Chips: (2x) General Instrument AY8910 (@ 2 Mhz), DAC (@ 2 Mhz)

Players: 2
Control: trackball

- TRIVIA -

Birdie King 3 was released in June 1984 in Japan.

- SERIES -

1. Birdie King (1982)
2. Birdie King 2 (1983)
3. Birdie King 3 (1984)

- STAFF -

Programed by: Jun

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=257&o=2

$end


$info=birdtry,
$bio

Birdie Try (c) 1988 Data East.

An overhead golf game.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 10 Mhz)
Sound CPU : MOS Technology M6502 (@ 1.5 Mhz)
Sound Chips : YM2203 (@ 1.5 Mhz), YM3812 (@ 3 Mhz), OKI6295 (@ 7.757 Khz)

Players : 2
Control : dial
Buttons : 2

- TRIVIA -

Released in June 1988.

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

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=258&o=2

$end


$cpc_cass=birdieuk,
$bio

Birdie [Model 60130401] (c) 1987 Zafiro Software Division [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82821&o=2

$end


$info=birdiy,
$bio

Birdiy (c) 1983 Mama Top Corporation.

You control a mama bird that attempts to catch a caterpillars on the tree leafs and a worms under the ground taking caution not to be attacked by a skunk, to later feed her little chick on the nest and protect from stealthy predators.

- TECHNICAL -

Main CPU :Z80 (@ 3.072000 Mhz) 
Sound : Speaker Namco (@ 96.000 khz)

Screen orientation : Horizontal
Video resolution : 224 x 288 pixels
Screen refresh : 60.00 Hz
Palette colors : 512

Players : 2
Control : 4-way joystick
Buttons : 1

- TRIVIA -

Mama Top Corp. has an amusement space called "Game Apple" in Japan. They developed only one arcade game, Birdiy. It was a flop and Mama Top Corp. never developed any other game for the arcade market.

- PORTS -

* Computers :
MSX (1984) "Birdie"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31466&o=2

$end


$bbca_cass,bbcb_cass=birdspre,
$bio

Birds of Prey (c) 1983 Romik

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51557&o=2

$end


$amigaocs_flop=birdprey,
$bio

Birds of Prey (c) 1991 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73557&o=2

$end


$pc98=birdywld,
$bio

Birdy World (c) 1991 Birdy Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89009&o=2

$end


$x68k_flop=birdywld,
$bio

Birdy World (c) 1992 Birdy Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87113&o=2

$end


$msx2_flop=birdywld,
$bio

Birdy World (c) 1992 Birdy Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101497&o=2

$end


$pc98=birthda,
$bio

Birth Days (c) 1994 Silky's [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89010&o=2

$end


$info=bishi,
$bio

Bishi Bashi Championship Mini Game Senshuken (c) 1996 Konami.

A puzzle game with various mini games.

- TECHNICAL -

Game ID : GX575

Main CPU : Motorola 68000 (@ 16 Mhz)
Sound Chips : Yamaha YMZ280B (@ 16.9344 Mhz)

Players : 3
Buttons : 3

- TRIVIA -

Bishi Bashi Championship Mini Game Senshuken was released in June 1996 in Japan.

The title of this game translates from Japanese as 'Bish Bash Championship Mini Game Champion'.

- SERIES -

1. Bishi Bashi Championship Mini Game Senshuken (1996)
2. Super Bishi Bashi Champ (1998)
3. Handle Champ (1998)
4. Hyper Bishi Bashi (1999)
5. Gachaga Champ (1999)
6. Step Champ (1999)
7. Hyper Bishi Bashi Champ (1999)
8. Anime Champ (2000)
9. Salaryman Champ (2001)
10. Great Bishi Bashi Champ (2002)
11. Bishi Bashi Champ Online (2005)
12. The Bishi Bashi (2009)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=259&o=2

$end


$psx=bishiba2,
$bio

Bishi Bashi Special 2 (c) 1999 Konami Corp. [Osaka, Japan]

- TECHNICAL -

[Model SLPM-86267]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84959&o=2

$end


$psx=bishiba3,
$bio

Bishi Bashi Special 3 - Step Champ (c) 2000 Konami Corp. [Osaka, Japan]

- TECHNICAL -

[Model SLPM-86539]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84960&o=2

$end


$psx=bishibas,
$bio

Bishi Bashi Special (c) 2001 Konami Corp. [Osaka, Japan]

- TECHNICAL -

[Model SLPM-86825]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84958&o=2

$end


$snes=bishinzk,
$bio

????ZOKU (c) 1993 Magifact
(Bishin Densetsu Zoku)

Bishin Densetsu Zoku is an unusual mix of beat'em up and racing game by Magifact. In the near future, Tokyo is devastated by blood thirsty gangs. The worst of them has kidnaped the hero's beloved friend and there is only one way to get her back. Before the game starts, the player must pick a character and either go with Koji or his colleague Risa. The first part of Bishin Densetsu Zoku features a traditional racing game heavily relying on the Super Famicom's System 7. However, it is not exactly a race, and the goal of each mission is to actually drive to the villain's hideout. A map shows in real time the position of the car and it is the player's task to find the best way to get to his final destination. The road is also far from linear and features countless T junctions and dead-ends. Speed boosters and other special items can also be used to get there faster - Speed is at the heart of the gameplay and a time lime prevents the players wondering around the map forever. The game switches to a side scrolling beat'em up mode when the destination is finally reached, or, in later stages, when our hero happens to be kicked-out of his car. There, he must fight the boss bodyguards and then teach him a lesson. Traditional beat'em up moves are available such as punches, kicks and grabs. Interestingly, Magifact included a one-on-one fighting game available from the game's menu.

- TECHNICAL -

[Model SHVC-ZK]

- TRIVIA -

Released on December 25, 1993 in Japan for 9800 Yen.

Katsuya Terada illustrated the box art of Bishin Densetsu Zoku. This very talented Japanese artists is also famous for the work he did, as a designer, for the anime Blood The Last Vampire.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61088&o=2

$end


$pc8801_cass=bishohip,
$bio

Bishojo Hippagashi Game (c) 1983 Tsukumo Denki [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91200&o=2

$end


$saturn,sat_cart=rapyulus,
$bio

Bishojo Variety Game - Rapyulus Panic [Model T-21503G] (c) 1996 Shoeisha Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58945&o=2

$end


$info=bishjan,
$bio

Bishou Jan (c) 1999 Subsino.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=18765&o=2

$end


$pc98=idolsaga,
$bio

Bishoujo Audition - Idol o Sagase! (c) 1993 Santa Fe [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89011&o=2

$end


$pc8801_flop=bishojbg,
$bio

Bishoujo Baseball Gakuen (c) 1989 Pasoket

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91442&o=2

$end


$x68k_flop=cgdai1,
$bio

Bishoujo CG Daihyakka Vol. 1 (c) 1992 Effat

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87114&o=2

$end


$x68k_flop=cgdai2,
$bio

Bishoujo CG Daihyakka Vol. 2 (c) 1992 Effat

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87115&o=2

$end


$msx2_flop=bishocon,bishocona,
$bio

Bishoujo Control (c) 1989 Hard [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101498&o=2

$end


$famicom_flop=bishocon,
$bio

Bishoujo Control (c) 198? Wild Turtle.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65248&o=2

$end


$msx2_flop=bishodz,
$bio

Bishoujo Daizukan (c) 1992 Fairytale [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101499&o=2

$end


$pc98=bishogal,
$bio

Bishoujo Gallery (c) 1991 Studio Milk [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89012&o=2

$end


$x68k_flop=bgfxd1,
$bio

Bishoujo Graphic Data Shuu Vol. 1 (c) 199? Effat

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87116&o=2

$end


$x68k_flop=bgfxd2,
$bio

Bishoujo Graphic Data Shuu Vol. 2 (c) 199? Effat

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87117&o=2

$end


$x68k_flop=bgfxd3,
$bio

Bishoujo Graphic Data Shuu Vol. 3 (c) 199? Effat

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87118&o=2

$end


$x68k_flop=bgfxd4,
$bio

Bishoujo Graphic Data Shuu Vol. 4 (c) 199? Effat

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87119&o=2

$end


$x68k_flop=bgfxd5,
$bio

Bishoujo Graphic Data Shuu Vol. 5 (c) 199? Effat

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87120&o=2

$end


$x68k_flop=bgfxd6,
$bio

Bishoujo Graphic Data Shuu Vol. 6 (c) 199? Effat

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87121&o=2

$end


$famicom_flop=bishohc1,
$bio

Bishoujo Hanafuda Club Vol.1 - Oichokabu Hen (c) 1989 Super PIG [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65249&o=2

$end


$famicom_flop=bishohc2,
$bio

Bishoujo Hanafuda Club Vol.2 - Koikoi Bakappana Hen (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65250&o=2

$end


$saturn,sat_cart=bishana,
$bio

Bishoujo Hanafuda Kikou Michinoku Hitou Koi Monogatari Special [Model T-36701G] (c) 1997 FOG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58946&o=2

$end


$pc98=bishohzx,
$bio

Bishoujo Hunter ZX (c) 1993 Bonbee Bonbon! [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89013&o=2

$end


$pc8801_flop=bishojoj,
$bio

Bishoujo Jackal 2 - Ore no Shima (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91443&o=2

$end


$pcecd=idolpai,
$bio

Bishoujo Janshi Idol Pai (c) 1995 Game Express

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58116&o=2

$end


$info=psailor1,
$bio

Bishoujo Janshi Pretty Sailor 18-Kin (c) 1994 Sphinx.

The Sailor Senshi battle each other in mahjong matches. Loser strips!

- TECHNICAL -

Main CPU : Zilog Z80 (@ 6 Mhz)
Sound CPU : Zilog Z80 (@ 8 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC

Screen orientation : Horizontal
Video resolution : 640 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256

Players : 2
Control : mahjong keyboard

- TRIVIA -

Released in August 1994.

The title of this game translates from Japanese as 'Pretty Mahjong Warrior Pretty Sailor'. The expression '18-kin' means that the game was not meant for players under the age of 18.

The title (and the whole game) is a knock off of 'Bishoujo Senshi Sailor Moon' ('Pretty Girl Warrior Sailor Moon'), a popular Japanese animation known in the rest of the world as just 'Sailor Moon'. 'Janshi' is the combination of the root of two words : 'Jan' (Japanese rendition of the Chinese 'Jong', from 'Mahjong') + 'Senshi' ('Warrior').

- SERIES -

1. Bishoujo Janshi Pretty Sailor 18-Kin (1994)
2. Bishoujo Janshi Pretty Sailor 2 - H na Sasayaki (1994)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=260&o=2

$end


$info=psailor2,
$bio

Bishoujo Janshi Pretty Sailor 2 - H na Sasayaki (c) 1994 Sphinx.

A winged, lustful demon battles the Sailor Senshi in mahjong matches (note : He gropes them and does sexual things with them if the player wins, hence I called him 'lustful').

- TECHNICAL -

Main CPU : Zilog Z80 (@ 6 Mhz)
Sound CPU : Zilog Z80 (@ 8 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC (@ 4 Mhz)

Screen orientation : Horizontal
Video resolution : 640 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256

Players : 2
Control : mahjong keyboard

- TRIVIA -

Released in October 1994.

The title of this game translates from Japanese as 'Pretty Mahjong Warrior Pretty Sailor 2 - Perverted Whisper'.

- SERIES -

1. Bishoujo Janshi Pretty Sailor 18-Kin (1994)
2. Bishoujo Janshi Pretty Sailor 2 - H na Sasayaki (1994)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=261&o=2

$end


$snes=suchipai,suchipai1,
$bio

Bishoujo Janshi Suchie-Pai (c) 1993 Jaleco Company, Limited.

- TECHNICAL -

Game ID: SHVC-JS

- SERIES -

1. Bishoujo Janshi Suchie-Pai [Model SHVC-JS] (1993, SFC)
2. Idol Janshi Suchie-Pai Special (1993, ARC)
3. Idol Janshi Suchie-Pai II (1994, ARC) 
4. Idol Janshi Suchie-Pai Special [Model IMP-SF0301] (1995, 3DO)
5. Idol Janshi Suchie-Pai Special [Model T-5701G] (1995, SAT)
6. Idol Janshi Suchie-Pai Limited [Model SLPS-00029] (1995, PSX)
7. Idol Janshi Suchie-Pai Remix [Model T-5704G] (1995, SAT)
8. Idol Janshi Suchie-Pai Special (1996, WIN3.1) 
9. Idol Janshi Suchie-Pai II [Model T-5705G] (1996, SAT)
10. Idol Janshi Suchie-Pai II Limited (1996, PSX)
11. Idol Janshi Suchie-Pai II Limited Special Pack (1996, PSX)
12. Idol Janshi Suchie-Pai Special (1997, WIN95)
13. Suchie-Pai Adventure - Doki Doki Nightmare [Model T-5713G] (1998, SAT)
14. Suchie-Pai Adventure Doki Doki Nightmare (1998, PSX)
15. Suchie-Pai Adventure Doki Doki Nightmare Special Package (1998, SAT)
16. Idol Janshi Suchie-Pai Mecha Genteiban - Hatsubai 5 Shuunen Toku Package [Model T-5716G] (1998, SAT)
17. Idol Janshi Suchie-Pai Secret Album [Model T-5717G] (1999, SAT)
18. Idol Janshi Wo Tsukuttyaou (1999, DREAM)
19. Idol Janshi Suchie-Pai III (1999, ARC)
20. Idol Janshi Suchie-Pai Collection Koushiki Digital Gengashuu (1999, WIN95)
21. Idol Janshi Suchie-Pai Desktop De Asonjyaou (2001, WIN95)
22. Idol Janshi Suchie-Pai III Shokai Gentei ban (2002, WIN95) 
23. Idol Janshi Suchie-Pai III Tsujou ban(2002, WIN95) 
24. Idol Janshi Suchie-Pai Fandisk Shokai Gentei ban (2002, WIN98) 
25. Idol Janshi Suchie-Pai Double Pack (2002, WIN98) 
26. JALECO The Best Idol Janshi Suchie-Pai Limited (2002, PSX) 
27. JALECO The Best Idol Janshi Suchie-Pai II Limited (2002, PSX)
28. Idol Janshi Suchie-Pai DVDPG Shokai Gentei ban (2003, DVD) 
29. Ultra Series Idol Janshi Suchie-Pai Special (2003, WIN98) 
30. YuYu Idol Janshi Suchie-Pai Special (2004, WIN98) 
31. Idol Janshi Suchie-Pai PC Memorial BOX (2005, WIN98) 
32. Idol Janshi Suchie-Pai III Remix (2007, DS/PSP)
33. Idol Janshi Suchie-Pai IV (2007, PS2)
34. Idol Janshi Suchie-Pai IV Portable (2010, PSP)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61089&o=2

$end


$famicom_flop=bishorgm,
$bio

Bishoujo Kachinuki Renju - Gomoku Narabe (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65251&o=2

$end


$famicom_flop=bishomjc,
$bio

Bishoujo Mahjong Club (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65252&o=2

$end


$x68k_flop=bslfght000,bslfghtbsmnfght210,bsmnfght,
$bio

Bishoujo Senshi Lady Fighter (c) 1993 Sprite [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87122&o=2

$end


$x68k_flop=sailrv3p,sailrv5p,
$bio

Bishoujo Senshi Sailor V (c) 199? DK Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87125&o=2

$end


$x68k_flop=sailrvf3,
$bio

Bishoujo Senshi Sailor V Final v3 (c) 1995 DK Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87126&o=2

$end


$x68k_flop=sailrv2,
$bio

Bishoujo Senshi Sailor V v2 (c) 1994 DK Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87127&o=2

$end


$megadriv=sailormn,
$bio

Bishoujo Senshi Sailormoon (c) 1994 Ma-Ba

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56360&o=2

$end


$snes=sailoras,
$bio

Bishoujo Senshi Sailormoon - Another Story [Model SHVC-AASJ-JPN] (c) 1995 Angel [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61091&o=2

$end


$pcecd=sailormc,
$bio

Bishoujo Senshi Sailormoon Collection (c) 1994 Banpresto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58118&o=2

$end


$x68k_flop=slrmnkdk,
$bio

Bishoujo Senshi Sailormoon Kessen Dark Kingdom (c) 1993 Black HCS [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87123&o=2

$end


$x68k_flop=slrmntia,
$bio

Bishoujo Senshi Sailormoon Moon Tiara Question (c) 1992 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87124&o=2

$end


$gameboy=sailormr,
$bio

Bishoujo Senshi Sailormoon R [Model DMG-QAJ] (c) 1994 Angel Studios

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65667&o=2

$end


$snes=sailormr,
$bio

Bishoujo Senshi Sailormoon R (c) 1993 Bandai

- TECHNICAL -

Cartridge ID: SHVC-2Q

- TRIVIA -

Reviews:
[FR] May 1995 - Consoles + N.32: 84%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61092&o=2

$end


$snes=sailorsj,
$bio

Bishoujo Senshi Sailormoon S - Jougai Rantou! Shuyaku Soudatsusen [Model SHVC-AQSJ-JPN] (c) 1994 Angel [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61093&o=2

$end


$snes=sailorsp,
$bio

Bishoujo Senshi Sailormoon S - Kondo wa Puzzle de Oshioki yo! [Model SHVC-3Q] (c) 1994 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61094&o=2

$end


$snes=sailorsk,
$bio

Bishoujo Senshi Sailormoon S - Kurukkurin [Model SHVC-AILJ-JPN] (c) 1995 Bandai

- TRIVIA -

Reviews:
[FR] March 1995, Consoles + N.41: 81/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61095&o=2

$end


$gamegear=sailorms,
$bio

Bishoujo Senshi Sailormoon S (c) 1995 Bandai

- TECHNICAL -

Model T-133017

- TRIVIA -

This game is based on the Anime Sailormoon, aired in 1992-1997, in turn based on Naoko Takeuchi's manga with the same title.

- TIPS AND TRICKS -

* Sound Test: Enter 9999 as password.

* Ending Sequence: Enter 8888 as password to watch the ending sequence for Sailor Moon and 7777 to watch the ending sequence for Sailor Chibi Moon.

* Level Passwords: Enter these passwords to start from the specified level

1-1 : 2521 (Sailor Moon), 4004 (Sailor Chibi Moon)
2-1 : 3633 (Sailor Moon), 6502 (Sailor Chibi Moon)
3-1 : 4141 (Sailor Moon), 0486 (Sailor Chibi Moon)
4-1 : 5151 (Sailor Moon), 8087 (Sailor Chibi Moon)
5-1 : 6060 (Sailor Moon), 9100 (Sailor Chibi Moon)

* Reset Game: Enter 9876 as password.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64490&o=2

$end


$pico=sailors,
$bio

Bishoujo Senshi Sailormoon S (c) 199? Bandai

- TECHNICAL -

Model T-133040

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75631&o=2

$end


$snes=sailrfp2,
$bio

Bishoujo Senshi Sailormoon Sailorstars - Fuwafuwa Panic 2 [Model SFT-0112] (c) 1996 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61096&o=2

$end


$snes=sailorfp,
$bio

Bishoujo Senshi Sailormoon Super S - Fuwafuwa Panic [Model SHVC-A9PJ-JPN] (c) 1995 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61097&o=2

$end


$psx=bishoujo,
$bio

Bishoujo Senshi Sailormoon Super S - Shin Shuyaku Soudatsusen (c) 1996 Angel [Japan]

- TECHNICAL -

Model SLPS-00260

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84961&o=2

$end


$saturn,sat_cart=sailormn,
$bio

Bishoujo Senshi Sailormoon Super S - Various Emotion [Model T-15701G] (c) 1996 Angel

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58947&o=2

$end


$snes=sailorss,
$bio

Bishoujo Senshi Sailormoon Super S - Zenin Sanka!! Shuyaku Soudatsusen [Model SHVC-AJQJ-JPN] (c) 1996 Angel [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61098&o=2

$end


$pico=sailorss,
$bio

Bishoujo Senshi Sailormoon SuperS (c) 1995 Bandai Co., Ltd.

- TECHNICAL -

Game ID: T-133130

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96324&o=2

$end


$psx=kidsmoon,
$bio

Bishoujo Senshi Sailormoon World - Chibi-Usa to Tanoshii Mainichi (c) 2001 Bandai Co., Ltd.

- TECHNICAL -

Model SLPS-03318

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85341&o=2

$end


$pcecd=sailormn,
$bio

Bishoujo Senshi Sailormoon (c) 1994 Banpresto

Bishojo Senshi Sailormoon is a digital comic by Banpresto based on the famous Japanese animation series and manga. It tells the story of Tsukino Usagi, a young girl, who is given magic powers. She becomes the magic girl Sailor moon, and her new mission is to fight evil demons. Being not really good at it, she will be helped by five other warriors (called Sailor Senshi). As usual with japanese digital comics, you need to read and understand japanese language to play.

- TECHNICAL -

Game ID: BACD4002

- TRIVIA -

Released on August 05, 1994 in Japan for 8800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58117&o=2

$end


$gameboy=sailormn,
$bio

Bishoujo Senshi Sailormoon [Model DMG-AQJ] (c) 1992 Angel Studios

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65666&o=2

$end


$snes=sailormn,
$bio

Bishoujo Senshi Sailormoon [Model SHVC-AE] (c) 1993 Angel [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61090&o=2

$end


$x68k_flop=bssmnfgt,
$bio

Bishoujo Senshi Super Moon Fighter (c) 1994 Sprite [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87128&o=2

$end


$x68k_flop=bssmnfgx,
$bio

Bishoujo Senshi Super Moon Fighter X (c) 1995 Sprite [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87129&o=2

$end


$famicom_flop=bishosd,
$bio

Bishoujo Sexy Derby (c) 1988 Super PIG [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65254&o=2

$end


$famicom_flop=bishosp,
$bio

Bishoujo Sexy Puzzle (c) 1989 Super PIG [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65255&o=2

$end


$famicom_flop=bishoss,
$bio

Bishoujo Sexy Slot (c) 1988 Super PIG [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65256&o=2

$end


$famicom_flop=bishosfa,
$bio

Bishoujo SF Alien Battle (c) 19?? Hacker International

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65253&o=2

$end


$pc8801_flop=bshashbh,
$bio

Bishoujo Shashinkan - Bangaihen (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91444&o=2

$end


$pc8801_flop=bshashk,
$bio

Bishoujo Shashinkan - Kyofu (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91445&o=2

$end


$pc8801_flop=bshashms,bshashms1,
$bio

Bishoujo Shashinkan - Moving School (c) 1987 Hard [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91446&o=2

$end


$fm7_disk=bshashms,
$bio

Bishoujo Shashinkan - Moving School (c) 1987 Hard [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93600&o=2

$end


$x68k_flop=bshashms,
$bio

Bishoujo Shashinkan - Moving School (c) 1988 Hard [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87130&o=2

$end


$famicom_flop=bshashms,
$bio

Bishoujo Shashinkan - Moving School (c) 19?? Phoenix [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65257&o=2

$end


$msx2_flop=bshash2,
$bio

Bishoujo Shashinkan - Moving School + Studio Cut (c) 1987 Hard [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101500&o=2

$end


$pc8801_flop=bshashos,
$bio

Bishoujo Shashinkan - Outside Story (c) 1990 Hard [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91447&o=2

$end


$x1_flop=bshashsc,
$bio

Bishoujo Shashinkan - Studio Cut (c) 1987 Hard [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85937&o=2

$end


$pc98=bshashsc,bshashsca,
$bio

Bishoujo Shashinkan - Studio Cut (c) 1987 Hard [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89014&o=2

$end


$pc8801_flop=bshashsc,bshashsc1,
$bio

Bishoujo Shashinkan - Studio Cut (c) 1987 Hard [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91448&o=2

$end


$famicom_flop=bshashsc,
$bio

Bishoujo Shashinkan - Studio Cut (c) 19?? Phoenix [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65258&o=2

$end


$msx2_cart=doublvis,
$bio

Bishoujo Shashinkan - The Double Vision (c) 1988 Hard

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51271&o=2

$end


$pc98=bshashos,
$bio

Bishoujo Shashinkan Bangaihen - Outside Story (c) 1990 Hard [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89015&o=2

$end


$pc8801_flop=bshash3,
$bio

Bishoujo Shashinkan III - Photo Club Kyofu no Yakata hen (c) 1988 Hard [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91449&o=2

$end


$pc98=bshash3,bshash3a,
$bio

Bishoujo Shashinkan III - Photo Club Kyofu no Yakata hen (c) 1989 Hard [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89016&o=2

$end


$x68k_flop=skirt1,
$bio

Bishoujo Skirt Mekuri Shinkei Suijaki Vol. 1 (c) 19?? Onoe Network

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87131&o=2

$end


$x68k_flop=skirt2,
$bio

Bishoujo Skirt Mekuri Shinkei Suijaki Vol. 2 (c) 19?? Onoe Network

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87132&o=2

$end


$x68k_flop=skirt3,
$bio

Bishoujo Skirt Mekuri Shinkei Suijaki Vol. 3 (c) 19?? Onoe Network

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87133&o=2

$end


$pc98=bishoten,
$bio

Bishoujo Tengoku (c) 1994 Gourd Production [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89017&o=2

$end


$pc98=bishotsu,
$bio

Bishoujo Tsuushin - Chat no Susume (c) 1992 Cocktail Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89018&o=2

$end


$pc98=bishouj2,
$bio

Bishoujo wa Check ga Osuki (c) 1988 Pascal2 [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89019&o=2

$end


$pc8801_flop=bishoco,
$bio

Bishoujo wa Check ga Osuki (c) 1988 Pascal2 [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91450&o=2

$end


$snes=blizyuki,
$bio

Bishoujo Wrestler Retsuden - Blizzard Yuki Rannyuu!! [Model SHVC-A3QJ-JPN] (c) 1996 KSS [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61099&o=2

$end


$pico=sailortp,
$bio

Bishoujou Senshi Sailormoon - Sailor Stars Tokimeki Party (c) 199? Bandai

- TECHNICAL -

Model T-133190

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75632&o=2

$end


$amigaocs_flop=bismarck,bismarckf,
$bio

Bismarck (c) 1991 PSS

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73558&o=2

$end


$msx1_cass=bitbyter,
$bio

Bit Byter (c) 198? Spectravideo, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94477&o=2

$end


$info=bitgrpha,bitgrphb,
$bio

BitGraph (c) 1981 BBN Computer Corporation.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84464&o=2

$end


$cpc_cass=bivouacf,
$bio

Bivouac (c) 1987 Infogrames Interactive, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82822&o=2

$end


$x68k_flop=biyoyonc,
$bio

Biyoyon Car Game (c) 199? Eins-Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87134&o=2

$end


$pc98=bkturb,
$bio

BK Turb (c) 199? Bio 100% [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88975&o=2

$end


$info=m4blkwhd,m4casot,
$bio

Black & White (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41251&o=2

$end


$info=m5blkwht,m5blkwht01,m5blkwht11,
$bio

Black & White (c) 200? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41543&o=2

$end


$info=smih1409,smih1410,smih1411,smih1412,smih1413,smih1414,
$bio

Black & White - 5 Times Pay (c) 2009 Bally Gaming, Incorporated.

- TECHNICAL -

[Bally Signature Series]
Software Part Number: 300304

Game Kit #169627 ALPHA S9000 
Game Kit #169623 ALPHA Elite S9E
Game Kit #169631 ALPHA Elite JUMBO Reels
Game Kit #169629 CineReels

Topper Part Number: C765-212353
Topper Description: BLACK & WHITE 5 TIMES PAY WIN UP TO 25X LINE PAY

- UPDATES -

SMI #H1409
Min/Max %: 88.74%/88.74%
Odds to JP (Max BET played): 8,388,608

SMI #H1410
Min/Max %: 90.67%/90.68%
Odds to JP (Max BET played): 8,388,608

SMI #H1411
Min/Max %: 92.43%/92.44%
Odds to JP (Max BET played): 5,592,405

SMI #H1412
Min/Max %: 94.72%/94.73%
Odds to JP (Max BET played): 5,592,405

SMI #H1413
Min/Max %: 96.02%/96.03%
Odds to JP (Max BET played): 4,194,304

SMI #H1414
Min/Max %: 97.48%/97.50%
Odds to JP (Max BET played): 2,796,203

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46035&o=2

$end


$info=smih0631,smih0632,smih0633,
$bio

Black & White - Wild Jackpot (c) 2007 Bally Gaming.

5 Reels, 20 Lines, 100 Credits Max Bet.

- TECHNICAL -

Game Kit #126685 ALPHA Elite S9E - IE

- UPDATES -

SMI #H0631
Min/Max%: 90.58%/90.58%
Odds to JP (20 lines played): 405,287

SMI #H0632
Min/Max%: 92.31%/92.31%
Odds to JP (20 lines played): 253,304

SMI #H0633
Min/Max%: 94.82%/94.82%
Odds to JP (20 lines played): 253,304

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32135&o=2

$end


$info=smih0247,smih0248,smih0249,smih0250,smih0251,
$bio

Black & White - Wild Jackpot [5 Quick Hit Jackpots] (c) 2007 Bally Gaming, Incorporated.

5 Reels, 30 Lines, 300 Credits Max Bet.

- TECHNICAL -

[Bally Innovation Series]

Software Part Number: ASGQHBW01001-01

Game Kit #104381 ALPHA S9000
Game Kit #117394 ALPHA Elite S9E
Game Kit #126786 ALPHA Elite S9E Chop Top
Game Kit #133302 CineReel

-----------
New Jersey:
Software Part Number: ASGQHBWNJ001-00

Game Kit #144770 ALPHA S9000
Game Kit #144769 ALPHA Elite S9E
Game Kit #151216 ALPHA Elite S9E Chop Top
Game Kit #144771 CineReel

- UPDATES -

SMI #H0247
Min/Max %: 85.96%

SMI #H0248
Min/Max %: 88.02%

SMI #H0249
Min/Max %: 90.13%

SMI #H0250
Min/Max %: 92.27%

SMI #H0251
Min/Max %: 94.05%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46240&o=2

$end


$info=smih1397,smih1398,smih1334,smih1399,smih1335,smih1400,
$bio

Black & White Double Jackpot - Quick Hit Feature (c) 2009 Bally Gaming, Incorporated.

3 Reels, 1 Line, 2 Credits Buy-A-Pay slot.

- TECHNICAL -

[Bally Signature Series]
Artform: QD7-500
Software Part Number: 300215

Game Kit #168247 ALPHA S9000 
Game Kit #168243 ALPHA Elite S9E
Game Kit #168251 ALPHA Elite JUMBO Reels
Game Kit #168249 CineReels

Topper part Number: C765-211468_061509
Topper Description: Black and White DOUBLE JACKPOT WITH Quick Hit Feature

- UPDATES -

SMI #H1397
Min/Max %: 77.42%/88.09%

SMI #H1398
Min/Max %: 81.26%/90.02%

SMI #H1334
Min/Max %: 86.32%/92.55%

SMI #H1399
Min/Max %: 89.16%/93.97%

SMI #H1335
Min/Max %: 91.09%/94.93%

SMI #H1400
Min/Max %: 93.20%/95.99%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46134&o=2

$end


$info=smiy0411,smiy0412,smiy0413,smiy0414,smiy0415,smiy0470,smiy0471,smiy0472,smiy0473,smiy0474,
$bio

Black & White Sevens (c) 200? Bally Gaming

5 Reels, 20 Lines, 60 Credits Max Bet video slot.

- TECHNICAL -

Game Kit # C3V B&W7

- UPDATES -

SMI #Y0411
Min/Max %: 86.28/93.02
Volatility: 40.63

SMI #Y0412
Min/Max %: 83.26/89.09
Volatility: 40.50

SMI #Y0413
Min/Max %: 86.32/90.97
Volatility: 40.54

SMI #Y0414
Min/Max %: 81.83/87.01
Volatility: 40.44

SMI #Y0415
Min/Max %: 88.56/95.05
Volatility: 40.67

SMI #Y0470
Min/Max %: 83.15/87.13
Volatility: 40.56

SMI #Y0471
Min/Max %: 85.39/89.20
Volatility: 40.49

SMI #Y0472
Min/Max %: 87.02/90.97
Volatility: 40.55

SMI #Y0473
Min/Max %: 89.09/92.99
Volatility: 40.74

SMI #Y0474
Min/Max %: 91.14/94.94
Volatility: 40.56

- SCORING -

Top Award (x line bet): 20,000

- TIPS AND TRICKS -

Odds to Jackpot (20 lines played): 81,920

- PORTS -

* Computers :
PC [MS-Windows] (2006, "101 Bally Slots" - Masque Publishing)
Macintosh (2006, "101 Bally Slots" - Masque Publishing)
PC [MS-Windows] (2007, "Slots Triple Play" - Masque Publishing)
Macintosh (2007, "Slots Triple Play" - Masque Publishing)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32069&o=2

$end


$info=smih0237,smih0238,smih0239,smih0240,smih0241,
$bio

Black & White Sevens [Progressive] (c) 200? Bally Gaming.

5 reels, 25 lines adjustables, 75 credits max bet adjustable.

- TECHNICAL -

Game Kit #103302 3L
Game Kit #103310 5L
Game Kit #103311 9L
Game Kit #103312 15L
Game Kit #103313 20L
Game Kit #103314 25L

Ontario Game Kit #111011 3L
Ontario Game Kit #111013 5L
Ontario Game Kit #111014 9L
Ontario Game Kit #111015 15L
Ontario Game Kit #111016 20L
Ontario Game Kit #111017 25L

- UPDATES -

SMI #H0237
Min/Max %: 84.64/87.09
Hit Freq: 6.55
Volatility: 66.11

SMI #H0238
Min/Max %: 85.44/88.87
Hit Freq: 6.18
Volatility: 66.14

SMI #H0239
Min/Max %: 87.41/90.98
Hit Freq: 6.48
Volatility: 66.13

SMI #H0240
Min/Max %: 90.26/93.00
Hit Freq: 6.93
Volatility: 66.12

SMI #H0241
Min/Max %: 91.56/95.01
Hit Freq: 7.04
Volatility: 66.23

- TIPS AND TRICKS -

3-Level progressive:
- 100,000 credits occurs on average every 32,000 plays with 25 lines played. Every 800,000 plays with one line played.
- 10,000 credits occurs on average every 3,555 plays with 25 lines played. Every 88,889 plays with one line played.
- 2,000 credits occurs on average every 355 plays with 25 lines played. Every 8,889 plays with one line played.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=10449&o=2

$end


$info=smiy0917,smiy0918,smiy0919,smiy0920,smiy0921,
$bio

Black & White Sevens [Quick Hit Platinum] (c) 2007 Bally Tech.

- TECHNICAL -

Houseable in the following cabinet.
"Alpha Elite V32": Game Kit # 131984
"Alpha 2 Pro V32"

- UPDATES -

SMI #Y0917
Min/Max%: 88.05%/88.05%

SMI #Y0918
Min/Max%: 90.06%/90.06%

SMI #Y0919
Min/Max%: 92.09%/92.09%

SMI #Y0920
Min/Max%: 94.06%/94.06%

SMI #Y0921
Min/Max%: 95.91%/95.91%

- TIPS AND TRICKS -

* Top Award
Any nine QH symbols pays 2,000 × total bet. Occurs every 2,073,600 games.
Any eight QH symbols pays 650 × total bet. Occurs every 87,617 games.
Any seven QH symbols pays100 × total bet. Occurs every 9,327 games.
Any six QH symbols pays 50 × total bet. Occurs every 1,329 games.
Any five QH symbols pays 10 × total bet . Occurs every 230 games.
Any four QH symbols pays 5 × total bet.
Any three QH symbols pays 1 × total bet.
Any progressive occurs every 191.62 games.
Three QH symbol appears every 19 games.

* Free Games Bonus Feature occurs every 96 plays.

* Overall Hit Frequency: 50.19%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32113&o=2

$end


$info=smih0739,smih0754,smih0731,smih0732,smih0733,smih0755,
$bio

Black & White [Instant Spin!] (c) 2008 Bally Gaming, Incorporated.

- TECHNICAL -

Software Part Number: ASGBAWMW1001-01

Game Kit #146601 ALPHA Elite S9E

- UPDATES -

SMI #H0739
Min/Max %: 83.21%/85.13%

SMI #H0754
Min/Max %: 85.71%/88.00%

SMI #H0731
Min/Max %: 85.71%/90.00%

SMI #H0732
Min/Max %: 85.71%/92.00%

SMI #H0733
Min/Max %: 85.71%/94.00%

SMI #H0755
Min/Max %: 91.31%/96.00%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46036&o=2

$end


$gbcolor=blackbas,
$bio

Black Bass - Lure Fishing [Model DMG-ALFE-USA] (c) 1999 Majesco Ent. Co.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67578&o=2

$end


$cpc_cass=blackbea01,
$bio

Black Beard (c) 1988 Kixx

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82824&o=2

$end


$info=blackbd,blackbda,blackbdb,
$bio

Black Beard (c) 2005 Astro Corp.

A 5-reel 9-line video slot.

- SCORING -

SYMBOL NAME: 5-Line - 4-Line - 3-Line paying.
Black Beard: 10000 - 500 - 50
Cutlass: 1000 - 100 - 20
Telescope: 500 - 70 - 10
Anchor: 300 - 50 - 7
Hourglass: 150 - 30 - 5
Coin Pile: 100 - 20 - 4
Teapot: 50 - 10 - 3
Barrel: 20 - 5 - 2
Pirate Ship: Jackpot 1 - 1/2 Jackpot 1 - 1/4 Jackpot 1
Jolly Roger: Jackpot 2 - 1/2 Jackpot 2 - 1/4 Jackpot 2
Hoard: Jackpot 3 - 1/2 Jackpot 3 - 1/4 Jackpot 3

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11943&o=2

$end


$cpc_cass=blackbea,
$bio

Black Beard [Model AM438] (c) 1988 Erbe Software [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82823&o=2

$end


$info=blbeauty,
$bio

Black Beauty (c) 1984 Stern Electronics.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=7600&o=2

$end


$a5200=blckbelt,
$bio

Black Belt (c) 1983 Atari, Incorporated.

- TRIVIA -

Unreleased prototype. It was originally called 'Martial Arts'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50025&o=2

$end


$info=bbeltzac,
$bio

Black Belt (c) 1986 Zaccaria.

- TRIVIA -

Released in March 1986.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5220&o=2

$end


$gba=blackblt,
$bio

Black Belt Challenge [Model AGB-AB6P] (c) 2002 Xicat Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69904&o=2

$end


$sms=blackblt,
$bio

Black Belt (c) 1986 Sega Enterprises, Limited.

This international version of Hokuto No Ken is titled Black Belt and features altered graphics and characters due to the removal of the Hokuto license.

- TECHNICAL -

Model 5054

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55948&o=2

$end


$info=blackblt,blackblt2,
$bio

Black Belt (c) 1986 Bally Midway Mfg. Co.

- TECHNICAL -

Bally/Midway 6803 (Turbo Cheap Squeak)
Model Number : 0E52

Main CPU : Motorola M6803 (@ 895 KHz)
Sound CPU : Motorola M6809(@ 8 MHz)
Sound Chip : DAC

- TRIVIA -

600 units were produced.

- STAFF -

Game Designer : Dan Langlois
Graphics : Greg Freres
Programmers : Howard Shere, Tom DiDomenico (TGD)
Sounds : Michael Bartlow

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5219&o=2

$end


$gba=blackblk,
$bio

Black Black - Bura Bura [Model AGB-AWEJ-JPN] (c) 2002 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69905&o=2

$end


$bbca_cass,bbcb_cass=bboxgamb,
$bio

Black Box and Gambit (c) 1984 Acornsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51558&o=2

$end


$info=m4blkbul,m4blkbuld,
$bio

Black Bull (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41249&o=2

$end


$info=m4blkcat,
$bio

Black Cat (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41250&o=2

$end


$info=j2blkchy,
$bio

Black Cherry (c) 198? JPM International.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40926&o=2

$end


$info=ss7213,ss6165,ss6166,ss0225,ss6167,ss7264,ss0226,ss6168,ss6169,ss6170,
$bio

Black Cherry (c) 1995 IGT (International Game Technologies).

2-Coin multiplier slot.

- TECHNICAL -

[Model 235A]

- UPDATES -

SS7213
SS6165
SS6166
SS0225
SS6167
SS7264
SS0226
SS6168
SS6169
SS6170

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11225&o=2

$end


$info=ss6171,ss6172,ss6193,ss6173,ss7294,ss0190,ss6174,ss6175,ss7109,ss6176,
$bio

Black Cherry (c) 1995 IGT [International Game Technologies].

3-coin multiplier.

- TECHNICAL -

Model 235B

- UPDATES -

# SS6171
Max %: 97.429
Hit Freq.: 19.568
Win Freq.: 5.11

# SS6172
Max %: 95.028
Hit Freq.: 19.198
Win Freq.: 5.21

# SS0193
Max %: 92.59
Hit Freq.: 18.829
Win Freq.: 5.31

# SS6173
Max %: 92.59
Hit Freq.: 18.829
Win Freq.: 5.31

# SS7294
Max %: 91.044
Hit Freq.: 18.459
Win Freq.: 5.42

# SS0190
Max %: 90.04
Hit Freq.: 18.459
Win Freq.: 5.42

# SS6174
Max %: 90.04
Hit Freq.: 18.459
Win Freq.: 5.42

# SS6175
Max %: 87.586
Hit Freq.: 18.089
Win Freq.: 5.53

# SS7109
Max %: 85.491
Hit Freq.: 17.187
Win Freq.: 5.82

# SS6176
Max %: 85.047
Hit Freq.: 17.886
Win Freq.: 5.59

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=44004&o=2

$end


$amigaocs_flop=bcrypt,
$bio

Black Crypt (c) 1992 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73559&o=2

$end


$msx2_flop=blckcycl,blckcyclb,blckcyclc,blckcycla,
$bio

Black Cyclon (c) 1993 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101501&o=2

$end


$saturn,sat_cart=blckdawnj,
$bio

Black Dawn (c) 1997 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58948&o=2

$end


$saturn,sat_cart=blckdawn,
$bio

Black Dawn [Model T-7027H-50] (c) 1997 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60240&o=2

$end


$saturn,sat_cart=blckdawnu,
$bio

Black Dawn [Model T-7027H] (c) 1997 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59981&o=2

$end


$info=blkdrgon,blkdrgonb,
$bio

Black Dragon (c) 1987 Capcom Company, Limited.

Black Dragon is a scrolling platform shoot-em-up set in a fantasy world and is the spiritual successor to the Capcom classic, "Makaimura" ("Ghosts'n' Goblins" outside Japan).

The player takes on the role of a barbarian hero who must jump and fight his way through a variety of colourful, enemy-packed levels, collecting treasure and weapon power-ups and rescuing the trapped 'wise old men' that litter the levels. 

Rescuing the wise men sees the player awarded 'Zeny coins'; these are the game's currency and allow the player to buy such items as weapon and armour upgrades, keys for treasure chests, anti-poisoning potions and health potions from the shops that appear on each level. Occasionally, a rescued wise man will also offer to sell the player weapon and armour power-ups. 

The barbarian hero is armed with a spiked mace on the end of a long chain, as well as unlimited throwing daggers. Both these and the armour worn by the barbarian (which offers limited protection from enemy attacks) can be upgraded by finding or buying the relevant power-ups.

The sprawling, eight-way scrolling levels are packed with hidden bonuses to encourage and reward exploration. These bonuses are in the form of weapon and armour power-ups, as well as valuable treasure items. Many levels also include a hidden dungeon and each dungeon is filled with both bonus items and trapped wise men.

Special items that reveal coins, upgraded armour, or simply bonus points can be found by attacking certain walls.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 4 Mhz)
Sound CPU : Zilog Z80 (@ 3 Mhz)
Sound Chips : (2x) Yamaha YM2203 (@ 3.579545 Mhz)

Players : 2
Control : 8-Way Joystick
Buttons : 2
=> [1] Attack, [2] Jump

- TRIVIA -

Black Dragon was released in August 1987 in Japan. It is known outside Japan as "Black Tiger".

The game features several hidden bonuses. Some of them are cameos from other Capcom games : The barrel from "Pirate Ship Higemaru", the robot hero from "Side Arms - Hyper Dyne", the dragonfly and the bamboo shoot from "Son Son".

- SCORING -

* Monsters : 
Blob (blue) : 150 Points 
Blob (red) : 300 Points 
Fighter (blue) : 200 Points and 10 Zenny 
Fighter (red) : 500 Points and 10 Zenny 
Flytrap (green) : 500 Points and 100 Zenny 
Flytrap (purple) : 1000 Points and 500 Zenny 
Minotaur : 1000 Points and 100 Zenny 
Mummy : 200 Points and 5 Zenny 
Ninja : 1000 Points and 1000 Zenny 
Reaper : 100 Points and 1000 Zenny 
Skeleton : 150 Points and 1 Zenny 
Snake : 50 Points and 10 Zenny 

* Bosses : 
Stone Bluck : 1250 Points 
Dragon (blue) : 1000 Points 
Devil : 8000 Points 
Demon Warrior (blue) : 50000 Points 
Dragon (red) : 100000 Points 10000 Points 
Demon Warrior (red) : 200000 Points
Dragon (black) : 1000000 Points

You also will receive a Zenny bonus after completing a round, the bonuses are : 
Round 1 : 300 Zenny 
Round 2 : 500 Zenny 
Round 3 : 800 Zenny 
Round 4 : 1200 Zenny 
Round 5 : 1600 Zenny 
Round 6 : 2400 Zenny 
Round 7 : 4800 Zenny 
Round 8 : NONE

- TIPS AND TRICKS -

* Bosses strategy : 
STONE BLOCK - Vitality : 2 or 4. After completion of Round 1, you will see two blocks stacked up. After the completion of Round 2, you will see four blocks stacked up. 
1) The blocks will attack in a staggered formation. In a sense, it will look like they are walking toward your character. 
2) When they are in the air, they will attempt to land on your character. It's best to either move back or jump forward. Don't let yourself get caught in the corner. 
3) As you hit them, cracks will appear in them. This means that your hits are connecting. Again, don't stay in one place too long or they will jump onto your character. 
4) Use the same type of tactics for both the two and four block bosses. Just move under them when they jump and take shots when you can. This will be especially important on the four block round. 
5) Just keep moving around and hitting them and you shouldn't have any problems of turning these blocks back to dust. 

DRAGONS (ALL COLORS) - Vitality : 3, 6, or 8. You get the Blue Dragon on Round 3, Red Dragon on Round 6, and the Black Dragon on Round 8. 
1) These are by far the roughest bosses you will have to deal with. They fly and breathe fire which makes maneuvering a bit tricky. In addition, you must hit them in the top part of their body. 
2) When the battle sets up, the dragon will be on the right side of the screen, wings folded up. When you approach, the dragon will take off and fly up and to the left. If you can, jump and shoot at the moment of takeoff to get in a hit. 
3) The dragon will flash when you successfully connect a shot. The number of hits to make the vitality meter go down will depend on the weapon you have. 
4) When the dragon flies toward your character, it will use its breath weapon to torch the floor in front of it. Jump to the opposite side the dragon is flying toward. 
5) You can't hit the dragon high in the air. The dragon will come back down and go under your character. This is a great time to get in as many shots as possible. Again, watch out for the breath weapon. 
6) If you get too close, the dragon will claw and bite at your character. Again, keep your distance since this would be suicide going toe-to-toe with the dragon. 
7) Continue to move/jump around the room and you will eventually send the dragon back to where it belongs. 

DEMOM WARRIOR (ALL COLORS) - Vitality : 5 or 6. You get the Blue Demon Warrior on Round 5 and the Red one on Round 7. 
1) When you approach the Demon Warrior, it will unfurl its wings and display two nasty looking swords in each hand. In addition, the Demon Warrior has limited flight/jump capabilities. 
2) Since the Demon Warrior stays on the ground, you can jump and attack as long as you keep your distance. The Demon Warrior has two major attacks : 
a) It will hit its swords onto the ground creating a wave of fire or ice which can knock some chunks out of your armor. 
b) It will jump close to your character and use its swords to deadly effect. 
3) For both of these attacks, you can leap higher then the Demon Warrior so when it gets too close, jump over it and attack from the other direction. Also, use the raised platforms to further home your attacks in. 
4) Continue to jump back and forth. Watch out for residual fire or ice before you jump to a spot. When all is clear, go to it to pound on the Demon Warrior some more. 
5) Keep up this pattern to send him packing. 

DEVIL - Vitality : 3. You only encounter this boss on Round 4. 
1) This little flying menace packs a major wallop. Its main attack is flight and throwing purple fire at your character. 
2) You will either need a weapon that can shoot in the air or find platforms/ledges to stand on to fire on this boss since it rarely comes down to ground level. 
3) Use the jump button liberally on this round. You will not only need to jump out of the way of the flames the devil throws, but you will also need to keep sharp for any attacks you can get in. 
4) The Devil tends to swoop in and make an attack before you can react and counterattack. 
5) This boss will require patience and a lot of maneuvering room so you don't get yourself cornered. Fortunately, it doesn't take that many hits (even with a weak weapon) to bring this boss down. 

* Walkthrough : You will start the game at Round 1 (unless you are continuing). You will be given 200 Zenny, two-hit armor, and a basic weapon. In addition, each round is timed so you will not only have to beat your enemies, you will also have to beat the clock. You will have 1:59 to complete each round. If you fail, then you lose a man and the clock resets again. All dungeons exit at the same exact point you entered them from. There are also secrets buried in the walls. Some give money, others give weapon or armor bonuses. 

ROUND 1 : This is your introduction to this world. The monsters are relatively easy to defeat and the round is pretty straightforward. 
1) The wall immediately to your left on level 1 can be shot several times to reveal a bonus giving an extra 30 seconds time. 
2) Follow the bottom path all the way to the right. Note where the spines are since you will be backtracking to them. 
3) At the end of the path and up the stairs is a dungeon entrance. 
4) Go up to the first sage and he will give you a minute more in time. 
5) Continue along the path and the second sage will give you 200 Zenny. 
6) Watch out for all the Skeletons that roam around this area. 
7) Backtrack to the spine you passed and hop on it to climb to the next level. Go up to the next level and follow the path to a sage who will give you 100 Zenny. SECRET : Break the wall for 500 Zenny. 
8) Get on the next spine and head up. Jump off to the left to get to the sage running a shop. Go to the right and follow the path. 
9) Jump down off the wall to fight the first boss. 

ROUND 2 : 
1) You will cross over several pits with spikes in them. Follow the path to the end. Talk to sage then climb up the spine. SECRET : Break wall on your climb to claim 800 Zenny. 
2) On the next platform to the left, go to the end talk to the sage operating a shop. Head back to the spine and go to the next level. 
3) Go left and the sage will give you a minute on your time. Head back to the spine again. 
4) At the top, jump left and the sage will give you 100 Zenny. Enter the dungeon. 
5) Climb up the spine and go left. Talk to the sage and get 100 Zenny. 
6) Go up and right to exit the dungeon. 
7) Head back right and follow the path. A sage will be there to give you a 
8) Potion of Vitality. SECRET : At end, break wall for Weapon +1. 
9) Keep following the path up and climb the spine. Jump left. SECRET : Break wall for Armor +1. 
10) Go back to the right and follow the path. 
11) Jump off the cliff and you will fight the second boss. 

ROUND 3 : 
1) The sage on the left operates a shop. Go if you need stuff then head right. 
2) Follow the path until you reach an area of multiple platforms on the right. Go up to the first platform and a sage will give you 100 Zenny. SECRET : Break wall for Armor +1. 
3) Go up to the next platform and you will be at the dungeon entrance. 
4) Head up the platforms. On the third platform to the left is a sage. He will give you the advice that the Spinning Sculls are indestructible. 
5) On the next platform is the exit. 
6) Go up to the next platform and talk to the sage for 100 Zenny. Then go up and follow the steps to the right. 
7) Continue to follow the path around until you get to another sage who gives you 100 Zenny. Continue on the path and you will come to a sage operating a shop. 
8) As you continue to follow the path, you will encounter two more sages. One gives you a minute of time. SECRET : Break the wall for Armor +1. 
9) The other sage, farther down the path, will give you 200 Zenny. 
10) At the end of the path is the third boss. 

ROUND 4 : 
1) There is a sage operating a shop to your left. Again, after shopping, head across the bridge to the right. Go up to the next platform on the right for another sage and a shop. 
2) Then follow the path left and then up to the right. Go down and then to the left to get to another sage operating a shop. 
3) Head up and to the left to the dungeon entrance. 
4) You will first encounter a sage on the path who will give you 100 Zenny. 
5) Go up to the next level and go to the left to get the Potion of Vitality from the sage. 
6) Go right and exit the dungeon. 
7) Go up and then head to the left to the sage operating his shop. Follow the path around to the right and a sage will tell you to look for hidden symbols. 
8) Continue on the path for the fourth boss. 

ROUND 5 : 
1) Again, another sage to the left, another shop. Then head right. 
2) This Round is a little tricky because you will have to jump on small platforms. The gaps in between are pits with spikes in them so time your jumps carefully. 
3) At the top of this area is a sage with a shop. Go up to the next platform to right. SECRET : Break wall for 3, 000 Zenny. 
4) Go up. Continue going to the right along the columns and you will reach a dungeon entrance, to the right, on the next platform. 
5) Go to the right to collect the 100 Zenny from the sage. Keep heading right and you will get a Potion of Vitality from another sage. 
6) Head out the exit. 
7) Head out and go left. Go up the columns and then go right on the platform. SECRET : Break wall for Armor +1. 
8) Then head up and to the right to the end of the path. The fifth boss awaits. 

ROUND 6 : 
1) Go to the sage with the shop on the left if you have to, then head right. The action takes place outdoors. 
2) Go all the way to the right and you will be given 100 Zenny by the sage at the bottom of the cliff. 
3) Go up to the next cliff and head right. A sage has set up shop in front of the dungeon entrance. 
4) Follow the path and go up to the next platform. Head right and get 100 Zenny from the sage. 
5) Continue to follow the path around to exit the dungeon. 
6) Go up to the next platform on the right. SECRET : Break wall for Weapon +1. 
7) Go up to the top and go left. Follow the columns around. Then go up and to the right. 
8) Go back left up the platforms and go up. The first platform has a sage with a shop. 
9) Continue to go up to the next platform. There, a sage will destroy all the enemies on the screen for you. SECRET : Break wall for Weapon +1. 
10) The next platform has a sage waiting to give you a Potion of Vitality. 
11) Follow the path to the right and before the sixth boss battle, a sage with a shop waits to serve your needs. 

ROUND 7 : 
1) One of the harder rounds since you will have to go back and forth a few times. Plus the jumps can be a real pain. 
2) Go shopping on your left then head right. You will be jumping to several platforms across big pits with spikes. When you get all the way to the right, climb the column. SECRET : Break wall for Weapon +1. 
3) Head left on the next platform. Go shopping with the first sage and get a minute from the second sage along the path. Follow the path around to the end. 
4) Go up the column and shoot the wall on your left. SECRET : Break wall for Armor +1. 
5) Go up and onto the next platform on the right. The first sage will destroy all the enemies on screen while the second sage has a shop. After this, continue to follow the path around. 
6) At the end, go to the next platform on the left. Follow the columns to the end then climb up. 
7) At the top, head to the right on the next platform. Go to the sage for your shopping needs. 
8) Jump onto the next higher platform to your right and follow it to the end. You will notice a big gap. A regular jump won't clear the gap. What you have to do is push the joystick right, diagonal up while pressing the jump button to clear this gap and get onto the next higher platform. 
9) Jump the gap and you will have a close encounter with the seventh boss. 

ROUND 8 : 
1) As always, go to the shop on your left if you need to. Then head to the right. As you climb the column, shoot right. SECRET : Break wall for Weapon +1 and Armor +4. 
2) Go straight up and go to the platform on your left. SECRET : Break wall for Weapon +1. 
3) Head down and go left along the columns. 
4) Go up the column to the next level and go left. The sage will give you a minute. 
5) Go up all the way to the top, then head right. You will encounter a sage, with a shop, before the eighth boss battle.

- STAFF -

Programmer : Imo (Akapa) 
Character Designers : Kuramoyan, Satochin, Kawamoyan, Miyaji, Fukumoyan, Nono, Rattchan 
Sound Designer & Music Composer : Tamayo Kawamoto 
Hardware : Panchi Kubozoo (Crazy Kubozoo)

- PORTS -

This is a list of Japanese ports. To see non-Japanese ports, please see the export version entry; "Black Tiger".

* Consoles : 
Nintendo Wii [Virtual Console Arcade] [JP] (December 7, 2010)
Sony PlayStation 3 [PSN] [JP] (February 19, 2013) "Capcom Arcade Cabinet [Model NPJB-00210]"  
Microsoft XBOX 360 [XBLA] [JP] (February 20, 2013) "Capcom Arcade Cabinet"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=262&o=2

$end


$info=blkfever,
$bio

Black Fever (c) 1980 Playmatic.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=10003&o=2

$end


$saturn,sat_cart=blckfirej,
$bio

Black Fire (c) 1995 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58949&o=2

$end


$saturn,sat_cart=blckfireu,
$bio

Black Fire [Model 81003] (c) 1995 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59982&o=2

$end


$saturn,sat_cart=blckfire,
$bio

Black Fire [Model T-7011H-50] (c) 1995 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60241&o=2

$end


$amigaocs_flop=blackgld,
$bio

Black Gold (c) 1991 Starbyte

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73560&o=2

$end


$info=m4blkgd,m4blkgda,
$bio

Black Gold (c) 199? Gemini.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40620&o=2

$end


$info=sc4bgold,sc4bgolda,
$bio

Black Gold (c) 200? Nova.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42439&o=2

$end


$info=smi6047,smi6048,smi6049,
$bio

Black Gold 10 Grand (c) 200? Bally Gaming, Incorporated.

3-Coin Multiplier slot.

- TECHNICAL -

Art form: DMB-5025

- UPDATES -

SMI # 6047
Part Number: E634211X-05
Max Hit Frequency: 11,14
Max-Coin Percentage: 91,12%

SMI # 6048
Part Number: E616811X-05
Max Hit Frequency: 11,46
Max-Coin Percentage: 93,09%

SMI # 6049
Part Number: E616911X-05
Max Hit Frequency: 11,8
Max-Coin Percentage: 95,08%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=45343&o=2

$end


$info=smi6030,smi6031,
$bio

Black Gold 5 Grand (c) 200? Bally Gaming, Incorporated.

2-Coin Multiplier slot.

- UPDATES -

SMI # 6030
Part Number: E616611X-05
Art Form: ????
Max Hit Frequency: 11,8
Max-Coin Percentage: 92,99%

SMI # 6031
Part Number: E616711X-05
Art Form: ????
Max Hit Frequency: 11,8
Max-Coin Percentage: 95,13%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=45342&o=2

$end


$info=smi6052,smi6495,
$bio

Black Gold 50 Grand (c) 200? Bally Gaming, Incorporated.

3-Coin Multiplier slot.

- UPDATES -

SMI # 6052
Max Hit Frequency: 11,8
Max-Coin Percentage: 95,02%

SMI # 6495
Max Hit Frequency: 11,8
Max-Coin Percentage: 93,00%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=45344&o=2

$end


$info=smih0261,smih0260,smih0259,smih0258,smih0257,
$bio

Black Gold Wild (c) 200? Bally Gaming, Incorporated.

- TECHNICAL -

Game Kit #104280-30L (Oval Top)
Game Kit #104341-25L (Oval Top)
Game Kit #104343-20L
Game Kit #104345-15L
Game Kit #104347-5L
Game Kit #104348-3L
Game Kit #108149-9L

- UPDATES -

SMI #H0261
SMI #H0260
SMI #H0259
SMI #H0258
SMI #H0257

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46217&o=2

$end


$info=smiy0870,smiy0871,smiy0872,smiy0873,smiy0874,
$bio

Black Gold Wild [Quick Hit Platinum] (c) 2007 Bally Tech., Incorporated.

5 Reels, 30 Lines, 150 Credits Max Bet.

- TECHNICAL -

Houseable in the following cabinet.
"Alpha Elite V32": Game Kit # 132037
"Alpha 2 Pro V32"

- UPDATES -

SMI #Y0870
88.03%/88.03%

SMI #Y0871
90.09%/90.09%

SMI #Y0872
91.96%/91.96%

SMI #Y0873
94.07%/94.07%

SMI #Y0874
95.94%/95.94%

- TIPS AND TRICKS -

* Top Award
Any nine QH symbols pays 2,000 x total bet. Occurs every 2,073,600 games.
Any eight QH symbols pays 650 x total bet. Occurs every 87,617 games.
Any seven QH symbols pays100 x total bet. Occurs every 9,327 games.
Any six QH symbols pays 50 x total bet. Occurs every 1,329 games.
Any five QH symbols pays 10 x total bet . Occurs every 230 games.
Any four QH symbols pays 5 x total bet.
Any three QH symbols pays 1 x total bet.
Any progressive occurs every 191.62 games.
Three QH symbol appears every 19 games.

* Free Games Bonus Feature occurs every 96 plays.

* Overall Hit Frequency: 39.87%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=45272&o=2

$end


$amigaocs_flop=blackglda,
$bio

Black Gold [World of Business] (c) 1991 Starbyte

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73561&o=2

$end


$info=blkheart,blkheartj,
$bio

Black Heart (c) 1991 UPL.

A horizontally scrolling shoot'em up.

- TECHNICAL -

Game ID : UPL-91069

Main CPU : Motorola 68000 (@ 10 Mhz)
Sound Chips : YM2203 (@ 1.5 Mhz), (2x) OKI6295 (@ 4 mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in May 1991.

Developed by NMK (Nihon Maicom Kaihatsu) for UPL.

'Black Heart' is not only the title of this game, but also boses' names in Razing's Famous shooter "Battle Garega" and "Armed Police Batrider.". Many staff from UPL joined Raizing later and apparently, they like this name.

Gamest (Japanese game magazine) April 2011, a gamer called 'KDK-takeyuki' recorded a high score of 3,713,700 points on this game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=263&o=2

$end


$info=blkhole,
$bio

Black Hole (c) 1981 TDS (Tokyo Denshi Sekkei).

A space-themed shoot'em up.

- TECHNICAL -

Upright cabinet dimensions : 25,5'' wide x 67'' high x 28'' deep.
Cocktail table dimensions : 22'' wide x 24,5'' high x 34'' deep.

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : Tone generator and discrete circuits

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette colors : 98

Players : 2
Control : 2-way joystick
Buttons : 1

- TRIVIA -

Released in April 1981.

- SCORING -

Flying saucers : 6000 points.
Neutron mines : 2001 points.
Neutron mine layers : 9999 points.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=264&o=2

$end


$info=bhol_ltd,
$bio

Black Hole (c) 1981 LTD.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=10318&o=2

$end


$a2600=blackhol,
$bio

Black Hole (c) 1983 Quelle

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50264&o=2

$end


$ti99_cart=blackhl,
$bio

Black Hole (c) 1983 DaTaBioTics

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84518&o=2

$end


$info=m3blkhle,
$bio

Black Hole (c) 198? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41172&o=2

$end


$pcecd=blackh,
$bio

Black Hole Assault (c) 1993 Micronet

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58119&o=2

$end


$megacd,megacdj=blckhole,
$bio

ブラック・ホール・アサルト (c) 1992 Micronet.
(Black Hole Assault)

- TECHNICAL -

Game ID: T-22024

- TRIVIA -

Released on October 23, 1992 in Japan.

Reviews:
[FR] November 1992 - Consoles+ No. 14: 46/100

- STAFF -

Director: Shaka
Programming: Azy, Foma, Skeleton
Design: Nao, Nishii, Man Chan, You
Music: Studio River Kids, Fandango Co. Ltd., Shaka
Voices: Terence McGovern, Peter Scott, Penny Jacob, Francine Scott, Mike Babbit, Jeff Ray, Robin Yeager
Sound Design: Peter Scott
Engineered & Mixed: Robin Yeager
Digitally Mastered: Soundcat on the Waveframe 1000 Daws
Sound Produced: Tacey Miller
U.S. Script Adaptation: Stewart Perkins, Tacey Miller
Special Thanks: Bignet Staff, Kaoru Ogi, Tatsurou Toshirou, Page‑Boy, Tetsuo Togano, T. Matsunaga, Fujita Hiroyuki, SNM
Producer: Akihiko Murakami

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60494&o=2

$end


$info=blckhole,blkhole2,blkhols,
$bio

Black Hole (c) 1981 Gottlieb.

- TECHNICAL -

Gottlieb System 80
Model Number : 668

Main CPU : MOS Technology M6502 (@ 850 KHz)
Sound CPU : MOS Technology M6502 (@ 1 MHz)
Sound Chips : DAC
Speech generated by a Votrax SC-01.

- TRIVIA -

Released in October 1981.

This was the first table to feature the revolutionary lower-reversed playing surface. However, its biggest claim to fame is that it was the first accepted table to cost 50 cents to play, which quickly made it the highest earning pin game in the history of the industry. With its fast paced gameplay and unique feature set, this table is considered a classic that was ahead of its time.

8,774 units were produced.

The original concept for Black Hole did NOT originate at Gottlieb! Black Hole was designed and built by two pinball novices from Harrisburg, PA and presented in a working concept prototype to Gottlieb.

- SCORING -

Lower playfield scoring :

* Rollunder :
100 points.
Advances multiplier.

* Pop bumpers :
100 points.

* Left return rollover :
100 points.

* Ten-point switches :
10 points.

* Left drop target bank :
3,000 points (3-ball) when lit.
1,000 points (5-ball) when lit.
300 points (3-ball) when unlit.
100 points (5-ball) when unlit.
Completing sequence reset bank and opens gate.
Completing sequence with all targets lit lights hole (upper playfield) for extra ball.

* Right drop target :
500 points.
Completing sequence resets bank, opens gate, advances rollunder (upper playfield) value and awards special when lit.

* Capture hole :
3,000 points.
Captures ball when flashing.

Upper playfield scoring :

* Drop targets :
5,000 points (3-ball) when lit or flashing.
3,000 points (5-ball) when lit or flashing.
500 points when unlit.
Hitting drop target with flashing lamp will advance lamp sequence.
Completing drop target lamp sequence resets bank and lights spinner (5-bank) or light right side rollover (4-bank)
Completing either lamp sequence (B-L-A-C-K or H-O-L-E) gives 2X scoring on lower playfield.
Completing both lamp sequences (B-L-A-C-K or H-O-L-E) light 3-bank (lower playfield) for special and gives 3X scoring on lower playfield.

* Right side rollover :
10,000 points when lit.
500 points when unlit.

* Rollunder :
10,000 points when lit (white)
5,000 points when unlit
Awards extra ball when purple lamp is lit
Awards special when red lamp is lit.

* Capture hole :
5,000 points
Awards extra ball when purple lamp is lit.
Captures ball when blue lamp is flashing.

* Right return rollover :
5,000 points and opens gate when flashing.
500 points when unlit.

* Top rollovers :
3,000 points when lit.
500 points when unlit.
Completing sequence advances multiplier and resets sequence.

* Ten-point switches :
10 points.
Closes gate except during multi-ball.

* Spin target :
1,000 points when lit.
100 points when unlit.

* Right side spot targets :
3,000 points when lit.
500 points when unlit.
Corresponding lamp for drop target bank (lower playfield, 4-bank) will illuminate.
Completing sequence lights right return rollover and blue hole, wich enables capture hole.

* Pop bumpers :
1,000 points (3-ball).
100 points (5-ball).
Closes gate except during multi-ball.

- TIPS AND TRICKS -

To succeed at Black Hole, you'll need to learn how to maximize your points on the lower surface, which you get to through the gravity tunnel. By clearing all the letters 'B-L-A-C-K' in sequence, you activate a g-force accelerator. The flashing arrow shows which letter you need to get next. One g-force accelerator doubles the points you earn. Clearing the letters 'H-O-L-E' in sequence also earns a g-force accelerator. When both g-force accelerators are lit you earn triple points as well as lighting a special. Clearing the bank of three drop-targets below advance the roll-under lit specials. Complete all three rollovers up top to advance the bonus multiplier from 2x up to 5x.

- STAFF -

Design by : John Buras, Adolf Seitz Jr.
Art by : Terry Doerzaph

- PORTS -

* Consoles :
Sony PS2 (2006, "Gottlieb Pinball Classics")
Sony PSP (2006, "Gottlieb Pinball Classics")
Xbox 360 [Xbox Live] (Apr. 04 2012, "The Pinball Arcade")
Sony PS3  [Sony PSN] (Apr. 10, 2012; "The Pinball Arcade")

* Computers :
MAC OS [Mac App Store] (2012)

* Others :
Apple Store (Feb. 09, 2012, "The Pinball Arcade")
Android (Feb. 10, 2012, "The Pinball Arcade")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5221&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=blakhole,blakholep,
$bio

Black Hole (c) 1982 Creative Software

- TECHNICAL -

Game ID: VI-BH-C

- TRIVIA -

This is a 4k game internally, although it requires 8k to run.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83783&o=2

$end


$info=m21,
$bio

Black Jack (c) 1976 Mirco.

A blackjack game. The goal is to get closest to 21 without going over. If your score is higher than the dealer or he busts, then you win. To hit a blackjack, you must score 21 in 2 cards.

- TECHNICAL -

Main CPU : Intel 8080 (@ 559.062 Khz)
Sound Chips : Discrete circuitry

Players : 4
Buttons : 3

- TRIVIA -

Released in June 1976.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=265&o=2

$end


$info=blckjack,
$bio

Black Jack (c) 1984 Interflip.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=27662&o=2

$end


$info=statusbj,
$bio

Black Jack (c) 1985 Status Games Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=24281&o=2

$end


$mc10=blackjac,
$bio

Black Jack (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87612&o=2

$end


$fm7_cass=bjbonus,
$bio

Black Jack & Bonus (c) 1981 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93696&o=2

$end


$astrocde=blckjack,
$bio

Black Jack + Acey Deucey + Poker (c) 1979 Bally Mfg. Co.

- TECHNICAL -

Game ID: 5002

- TRIVIA -

Released as part of the "Strategy Series".

- STAFF -

Written by: Mason
Finished by: Rickey Spiece

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86777&o=2

$end


$x68k_flop=bljack2,
$bio

Black Jack 68K II Animation Version (c) 19?? KZO

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87135&o=2

$end


$info=ss6130,ss6529,ss6528,ss6129,
$bio

Black Jack (c) 1993 IGT [International Game Technologies].

1-Coin slot.

- UPDATES -

SS6130
SS6529
SS6528
SS6129

- PORTS -

* Computers :
Microsoft Windows (2010, "IGT Slots - Wolf Run")
Mac OS X (2010, "IGT Slots - Wolf Run")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=38525&o=2

$end


$info=ss4091,ss3919,ss4626,ss011595,ss3654,ss7758,ss3655,ss4581,ss4157,ss4350,ss3656,ss4582,ss3782,ss8100,ss8101,
$bio

Black Jack (c) 199? IGT [International Game Technologies].

2-Coin multiplier slot.

- TECHNICAL -

Game ID: 139A]

- UPDATES -

SS4091
SS3919
SS4626
SS011595
SS3654
SS7758
SS3655
SS4581
SS4157
SS4350
SS3656
SS4582
SS3782
SS8100
SS8101

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46052&o=2

$end


$info=ss4092,ss3918,ss4637,ss3668,ss3669,ss6438,ss7285,ss3670,ss6437,ss0253,ss6506,ss6436,ss0328,ss6558,ss3671,ss3931,ss4575,ss8106,ss8107,
$bio

Black Jack (c) 1993 IGT.

3-coin multiplier.

- TECHNICAL -

[Model 139A]

- UPDATES -

# SS4092
Max %: 98.079
Hit Freq.: 19.860
Win Freq.: 5.04

# SS3918
Max %: 97.404
Hit Freq.: 19.863
Win Freq.: 5.04

# SS4637
Max %: 96.248
Hit Freq.: 19.714
Win Freq.: 5.07

# SS3668
Max %: 95.131
Hit Freq.: 19.801
Win Freq.: 5.05

# SS3669
Max %: 92.62
Hit Freq.: 19.965
Win Freq.: 5.01

# SS6438
Max %: 92.001
Hit Freq.: 18.551
Win Freq.: 5.39

# SS7285
Max %: 91.009
Hit Freq.: 20.292
Win Freq.: 4.93

# SS3670
Max %: 90.094
Hit Freq.: 20.273
Win Freq.: 4.93

# SS6437
Max %: 90.034
Hit Freq.: 18.820
Win Freq.: 5.31

# SS0253
Max %: 89.845
Hit Freq.: 18.889
Win Freq.: 5.29

# SS6506
Max %: 88.905
Hit Freq.: 17.735
Win Freq.: 5.64

# SS6436
Max %: 87.556
Hit Freq.: 18.899
Win Freq.: 5.29

# SS0328
Max %: 87.549
Hit Freq.: 18.094
Win Freq.: 5.53

# SS6558
Max %: 87.253
Hit Freq.: 17.761
Win Freq.: 5.63

# SS3671
Max %: 87.227
Hit Freq.: 20.604
Win Freq.: 4.85

# SS3931
Max %: 85.244
Hit Freq.: 20.616
Win Freq.: 4.85

# SS4575
Max %: 83.124
Hit Freq.: 20.790
Win Freq.: 4.81

# SS8106
Max %: 80.511
Hit Freq.: 21.597
Win Freq.: 4.63

# SS8107
Max %: 75.531
Hit Freq.: 22.374
Win Freq.: 4.47

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=10451&o=2

$end


$info=blackjck,
$bio

Black Jack (c) 1977 Bally.

- TECHNICAL -

Bally MPU AS-2518-17 (Chime)
Model Number : 1092-E

Main CPU : M6800 (@ 475 KHz)

- TRIVIA -

Black Jack was released in April 1977. The development of the game took 1 year (started in May 76).

4,883 units were produced.

- STAFF -

Design by : Jim Patla
Art by : Dick White

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5222&o=2

$end


$info=pebe0014,pebe0014a,
$bio

Black Jack (c) 1994 IGT [International Game Technologies].

- TECHNICAL -

[Player's Edge Plus]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73327&o=2

$end


$info=bk_l4,bk_f4,bk_l3,
$bio

Black Knight (c) 1980 Williams.

- TECHNICAL -

Williams System 7
Model Number : 500

Main CPU : M6808 (@ 895 KHz)
Sound CPU : M6808 (@ 894.750 KHz)
Sound chips : DAC, HC55516

- TRIVIA -

Released in November 1980.

Black Knight introduced 'Magna-Save' and the Bonus Ball concept where the player with the highest score won additional seconds of free play. BK was also the first game ever that had a split level or 'two level' playfield. Magna-Save was a feature where a user could press a button on either side and magnets would prevent the ball from draining via that outlane. It would stop and hold the ball and drop it into the inlane. The user had to perform some task to re-enable Magna-Save.

Comments from the designer : Black Knight was the first game ever to employ faceted inserts (the transparent inlaid plastic windows) in the playfield. My design was a simple eight-sided 'Jewel Look', but insert texturing progressed from there to many different designs, finally settling on refracting radial lines originating at the center of round and rectangular inserts and from points of arrows and lightning bolts, etc.

13,075 units were produced.

A Black Knight unit appears in the 1987 movie, 'Superman IV - The Quest for Peace'.

- TIPS AND TRICKS -

* Multiball : Multiball play on Black Knight involves 2 or 3 balls. Balls are locked on the upper playfield, behind the left drop target bank. Balls are released for Multiball play by locking three balls on upper playfield, or by locking one or two balls on upper playfield, and another ball in the kickout hole on the lower playfield (behind the right drop target bank).
There is no time limit for locking balls for Multiball play. The game can be adjusted to allow lit 'LOCK' lights to remain lit from ball to ball, or will reset with each new ball played (default). The latter is the more difficult setting, and requires the player to lock 2 or 3 balls on the upper playfield during the course of one ball-in-play, in order to achieve Multiball play. See the game's adjustments in the Instruction Booklet for more details.
During Multiball, all scoring is multiplied by the number of balls on the playfield (2X, or 3X).

* Drop Targets : There are 2 banks of drop targets on each playfield level. Targets on the left side of the playfield are denoted by blue lights in front of them, and targets on the right side are denoted by orange lights.
The drop target banks are timed, so after hitting one or more targets in a bank, you have only a limited amount of time to hit the rest of the targets in that bank, before the bank is reset.
Completing a bank of drop targets activates a Magna-Save on the lower playfield, if one or both are not lit (See Magna-Save below).
Completing a bank of drop targets also lights one of the three arrow lights in front of the bank. Completing each bank of drop targets on either playfield level three times each, lights the Extra Ball on the upper playfield (see Extra Ball below).
The amount of time allowed to the player to complete a bank of drop targets before they reset, is adjustable. See the Instruction Manual for more information.

* Extra Ball : There are 2 possible ways to achieve an Extra Ball : one on the upper playfield, and one on the lower.
To light the first Extra Ball light (upper playfield), the player must complete the upper or lower playfield drop target banks three time each. Then shoot the ball through the left ramp u-turn on the upper playfield to score the Extra Ball.
The second Extra Ball is lit by completing all four drop target banks (upper and lower playfields) three times each. This lights the Extra Ball in the turn-around on the lower playfield.
One arrow in front of a drop target bank is lit each time the bank is completed.

* Mystery Score : When the ball goes through the left flipper return lane (which may be assisted by Magna-Save), the center ramp is lit for a short time for Mystery Score. The Mystery Score is awarded upon completion of the center ramp when lit, and awards a random value of 20,000 to 99,000 points (Contrary to today's hyper-inflated-score games, this is a significant award).

* Spinner : When the ball goes through the right flipper return lane (which may also be assisted by Magna-Save), the spinner is lit for a short time for 5,000 points per spin. A well-placed shot through the spinner can award as much as 100,000 points!

* Bonus Multipliers : The turn-around on the lower playfield awards bonus multipliers. When all bonus multipliers have been attained (2X, 3X, 4X, 5X), and bonus value is at maximum, the bonus lights in the 'sword' on the lower playfield will animate and 'scroll'. The bell will ring each time additional bonus-awarding targets are made after this point (flipper return lanes, outlanes, and drop target bank completion).

* Magna-Save : Magna-Save features are activated by completing a bank of three drop targets. The right Magna-Save will always become activated before the left. Pressing the red button above the white flipper button will activate the Magna-Save feature for the corresponding side of the playfield. The Magna-Save feature is used to attempt to 'grab' the ball, and drop it down the flipper return lane, to allow it to continue in play. Magna-Save features must be re-activated after being used by completing a drop target bank again.
The amount of time that the Magna-Save feature is on, when activated by the player, is adjustable. See game adjustments in the Instruction Manual.

* Bonus Ball : If 2 or more players are in the game, the player with the higher score at the end of the game gets a 30 second Bonus Ball (this feature, and it's time limit are adjustable- see Instruction Manual). 'Bonus Ball' is actually an unlimited number of balls available to the player, but only for the 30-second period. So you can lose the ball as often as you wish during Bonus Ball, and it will be replenished, until the 30 seconds has expired.
The goal during Bonus Ball is to complete all 4 drop target banks in the 30-second Bonus Ball time, in order to light the turn-around for Special. The turn-around must be completed to obtain the Special.

* Strategies :
1. Go for the Extra Ball. It is easiest to complete the drop target banks on the upper playfield to light the first Extra Ball (upper playfield). And drop targets can be completed much faster during Multiball.
2. If center ramp is lit for Mystery Score, and you miss the shot from the lower left flipper, but manage to get the ball up to the upper playfield anyway, allow it to drain back down the center ramp, if possible. This will award the Mystery Score if you can do it before the Mystery Score light goes out.
3. During Multiball, focus your concentration on the playfield level that has the most balls on it. That is, if more balls (2 or more) are in play on the upper playfield, focus your attention on the flippers there. Or if more balls are on the lower playfield, focus your attention there. The playfield with more balls on it will be the source of more scored points during Multiball.
4. During Multiball, concentrate on making the Mystery Score and Spinner shots when lit, as described above. This is where the big points come in, especially with the Multiball playfield score multipliers lit.
5. Biggest points are awarded during Multiball. To get bigger scores, focus on locking balls for Multiball play, and on personal strategies and skills for keeping balls in play longer during Multiball.

- SERIES -

1. Black Knight (1980)
2. Black Knight 2000 (1989)

- STAFF -

Design by : Steve Ritchie
Art by : Tony Ramunni
Software by : Larry DeMar

- PORTS -

* Consoles :
Nintendo Wii (2008, Pinball Hall of Fame: The Williams Collection)
Sony PlayStation 2 (2008, Pinball Hall of Fame: The Williams Collection)
Sony PlayStation Portable (2008, Pinball Hall of Fame: The Williams Collection)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5223&o=2

$end


$info=bk2k_l4,bk2k_lg1,bk2k_lg3,bk2k_pu1,
$bio

Black Knight 2000 (c) 1989 Williams Electronics Games, Incorporated.

He rides again!

- TECHNICAL -

Williams System 11B
Model Number : 563

Main CPU : M6808 (@ 1 MHz)
Sound CPU : Motorola M6809 (@ 2 MHz), OKI M6808 (@ 1 MHz)
Sound chips : Yamaha YM2151 (@ 3.579545 MHz), (2x) DAC, (2x) HC55516

- TRIVIA -

Released in April 1989. This game was the first game to implement two features that would become common in modern pinballs : the 'Hurry Up' mode, and the 'Wizard Mode' (a special high scoring mode).

Approximately 5,700 units were produced.

Game has two different plastic artwork versions for the upper play-field : 'futuristic-style' and 'stone castle-style'. These differing plastics appear around the lock assembly, near the 'W.A.R' lanes, as the upper ramp cover, and as the 'Magna-save ready' sign. Reportedly, the futuristic artwork may be the earlier design.

- SCORING -

UPPER PLAYFIELD

* W-I-N Lanes : Increases the bonus multiplier and lights 'Ransom' at the drawbridge.

* W-A-R Lanes : Starts 'Hurry Up' (countdown timer) when completed; shoot the ball up the Skyway ramp to collect it. Also, during Double Knights Challenge, scores a million points if completed.

* Drawbridge : Hit the three-bank stand-ups to lower the drawbridge, and then shoot the ball up the bridge to lock a ball. If the 'Ransom' light is lit, shoot the ball up the bridge to spot a letter for 'RANSOM' (shown on the backglass). Also collects the Jackpot during multiball.

* Upper Loop : Shoot the ball around the loop to increase the loop bonus; consecutive shots earn different awards (extra ball, hold bonus, etc.).


LOWER PLAYFIELD

* Skyway Ramp : Scores the 'Hurry Up' and the Skyway Bonus, as well as an Extra Ball, if any of them is lit.

* K-N-I-G-H-T Targets : If all the targets are hit within a set amount of time, a letter in B-L-A-C-K is spotted and the kickback and the Magna-Save is re-lit. Lighting all the letters in B-L-A-C-K lights the 1 million-point Skyway Bonus (which is collected at the ramp).

* U-Turn Loop : Scores 25,000 points for the first loop, and increases for each consecutive loop, maxing out at 250,000 points. Also lights the Challenge Lane for 'Double Knights Challenge'.

* Lightning Lane : Spins the Lightning Wheel for a random award (when lit); the ball is kicked to the upper playfield.

* Challenge Lane : When lit, it starts the two-ball 'Double Knights Challenge', in which completing the W-A-R Lanes score 1 million points, and lasts until you lose one ball.

* Magna-Save : Prevents right outlane drains; activated with a separate button.


SPECIAL SCORING MODES

* Multiball : After locking the third ball in the Drawbridge, Multiball starts. During this mode, hitting the K-N-I-G-H-T targets increases the Jackpot. Shooting a ball in the Drawbridge awards the Jackpot. If you lose two balls, a countdown begins to lock the remaining ball in the Drawbridge to collect the Jackpot.

* The King's Ransom : The game's 'Wizard Mode'. It starts after all six letters of R-A-N-S-O-M is collected (as shown on the backglass). In this mode, EVERYTHING is lit for a limited amount of time : Unlimited balls, 3-ball Multiball, the Bonus Multiplier is maxed out and held, Jackpot is lit at the drawbridge, 'Double Knights Challenge' is lit, Extra Ball and Skyway Bonus are lit at the ramp, and the U-Turn Loops are maxed out at 250,000 points!

- TIPS AND TRICKS -

The simplest strategy for BK2K can be summed up in 4 words : avoid the lower playfield. Most of the big points are on the upper playfield, and while the ball is on the upper playfield, you can't lose it!

The most important shot to learn is the Skyway. You should practice it to the point where you can nearly always one-touch a ball draining off the upper playfield right back up into the Skyway off the right flipper, preferably without trapping it first. This one shot will make your score skyrocket, since it prevents draining and sets you up for big points from Hurry-Up and extra balls galore from the Loop.

On the upper playfield, learn to make Loop shots; they're the key to extra balls, and with practice you can also learn to drop the ball into the WIN lanes to light Ransom. When Hurry-Up or Extra Ball lights on the Skyway, don't be afraid to let the ball drain to the lower playfield to collect it; once you've practiced the Skyway shot sufficiently, the reward is well worth the minor risk.  Also, it's vital to learn the art of nudging the ball around the WAR lanes; a good player can nearly always make the ball dribble its way across the tops of the lanes to the upper flipper, keeping it on the upper playfield, and probably getting credit for at least one of the lanes in the process, even on a machine with pretty tight tilt settings.

During Multiballs, you pretty well have no choice but to learn to deal with the lower playfield. The Challenge Lane will hold onto a ball going into it for about ten seconds before letting it go, which is a good way of getting a ball out of the way. Also, don't forget the Lightning Lane; even if it's not lit, it still gets the ball back to the upper playfield. Multiballs are also a good time to shoot for the KNIGHT targets, if you need to relight the Kickback or Magna-Save; with all the balls bouncing around, you'll hit your share of drop targets anyway. It's recommended to NOT shooting at the drop targets unless you need to relight something; every time you clear them, the timer accelerates, so it gets that much harder to clear them when you actually need them. And the
bonus for completing BLACK is pretty paltry; you can get much greater rewards by concentrating on the upper playfield and making your Hurry-Ups.

During King's Ransom, concentrate on making the Skyway and Drawbridge shots at least once each, since that's where the big points are. Don't mess up your shots with the balls already on the playfield just to plunge a new ball in (unless you're going to use the new ball to shoot for the Jackpot); in particular, if a ball pops into the plunger lane with less than 5 seconds left in King's Ransom, and you're confident that you're not going to lose one of the balls in play in the next few seconds, leave it there! It's effectively an extra ball; when King's Ransom ends, just leave the other ball in the plunger lane, and plunge it out when you finally lose the last ball in play.

- SERIES -

1. Black Knight (1980)
2. Black Knight 2000 (1989)

- STAFF -

Design, Concept, & Direction : Steve Ritchie (SSR)
Software, Effects, & Magic : Ed Boon (EJB)
Mechanical Excellence : Joe Joos (JJJ)
Artiste Extraordinaire : Doug Watson (DTW)
Music, Speech, & Sounds : Brian Schmidt (BLS), Dan Forden, Steve Ritchie
Supertechs : Butch Ortega, Zofia Bil, Jose Delgado, Tony Kraemer, Dick Valosek, Mark Johnson, Elaine Johnson, Paul Johnson, Al Cardenas, Manu Jayswal, Greg Freres, Art Clafford

VOICES :
Black Knight : Steve Ritchie
Chori of Angels : Stephanie Rogers, Glo Van Vlack

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5227&o=2

$end


$amigaocs_flop=blacklmp,
$bio

Black Lamp (c) 1988 Firebird

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73562&o=2

$end


$cpc_cass=blackmag,
$bio

Black Magic (c) 1987 Erbe Software [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82825&o=2

$end


$info=m4blkmgc,m4blkmgc_1,m4blkmgc_u1,m4blkmgc_u2,m4blkmgc_u3,m4blkmgc_u4,m4blkmgc_u5,m4blkmgc_u6,
$bio

Black Magic (c) 199? BDD.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42957&o=2

$end


$info=j7bmagic,
$bio

Black Magic (c) 2004 JPM.

Black Magic is a 6-reel, multi-stake and award card game, with a magical theme. It offers a standard five winline top game with the capacity to activate 27-way winlines via the reel based wand symbols.

- TRIVIA -

Released in January 2004 by Czech Republic and Slovakia.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11733&o=2

$end


$psx=blackmx,
$bio

Black Matrix Cross [Model SLPS-02962/63] (c) 2000 Nec InterChannel, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84963&o=2

$end


$gba=blackmt0,
$bio

Black Matrix Zero [Model AGB-AXBJ-JPN] (c) 2002 Nec InterChannel, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69906&o=2

$end


$info=blkpnthr,
$bio

Black Panther (c) 1987 Konami.

A beat'em up / platform game. You play a black panther cat who has to claw or jump on enemies to kill them. You collect power-ups and defeat bosses to advance levels.

- TECHNICAL -

Konami Game Number: GX604

Main CPU : Motorola 68000 (@ 9.216 Mhz)
Sound CPU : Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : K007232 (@ 3.579545 Mhz), YM2151 (@ 3.579545 Mhz)

Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.61 Hz
Palette colors : 2048

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Black Panther was released in June 1987 in Japan.

This game appears in the PS3 game "Akiba's Trip" as a "side quest tribute" where Black Panther is called "legendary arcade board" and "priceless piece of gaming history".

- STAFF -

Developed by: Coreland

Programmer: Nobutake Nakamura

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=266&o=2

$end


$info=blpearl,
$bio

Black Pearl (c) 2003 Extrema-Ukraine.

A 5-reel 34-winline video slot.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=12014&o=2

$end


$info=blakpyra,
$bio

Black Pyramid (c) 1984 Bally Midway Mfg. Co.

- TECHNICAL -

Bally/Midway MPU AS-2518-35 (Cheap Squeak)
Model Number : 0A44

Main CPU : M6800 (@ 475 KHz)
Sound CPU : Motorola M6803 (@ 895 KHz)
Sound Chips : DAC

- TRIVIA -

2,500 units were produced.

- STAFF -

Designer : George Christian
Artwork : Greg Freres

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5228&o=2

$end


$pc98=blckrain,
$bio

Black Rainbow (c) 1990 Hobby Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89020&o=2

$end


$pc98=brainbw2,
$bio

Black Rainbow 2 (c) 1992 Hobby Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89021&o=2

$end


$info=blkrhino,
$bio

Black Rhino (c) 1995 Aristocrat.

A 5-reel video slot machine with an African theme.

- TECHNICAL -

Aristocrat MKVI hardware. Released in MKV Series 1 hardware (1995) and Series 2 hardware (2000).

540/MVP cabinet (14 button) layout :

Top row buttons :
Collect
Bet 1 Credit
Bet 2 Credits
Bet 3 Credits
Bet 5 Credits
Bet 10 Credits

Bottom row buttons :
Service
Play 1 Line / Red
Play 3 Lines
Play 5 Lines
Play 7 Lines
Play 9 Lines / Black
Gamble
Take Win

The MKV Series 2 version has both 9 and 20 line options. The 20 line version has a max bet of 500 credits (1,2,5,10,25) and also a suit gamble option.

- TRIVIA -

This game is mostly found as a "5 cent" machine (1 coin = 20 credits).

- SCORING -

Black Rhino substitutes for all symbols. Scattered Trees pay any.

Black Rhino: 2 = 5, 3 = 100, 4 = 1000, 5 = 5000
Lion: 3 = 50, 4 = 250, 5 = 2500
Zebra: 3 = 20, 4 = 50, 5 = 250
Giraffe: 3 = 20, 4 = 50, 5 = 250
King: 3 = 10, 4 = 20, 5 = 200
Queen: 3 = 10, 4 = 20, 5 = 200
Jack: 3 = 10, 4 = 20, 5 = 100
Ten: 3 = 5, 4 = 20, 5 = 100
Nine: 2 = 2, 3 = 5, 4 = 20, 5 = 100
Tree: 3 = 2, 4 = 20, 5 = 50

- SERIES -

1) Black Rhino (1994)
2) Wild Cougar (1996)
3) African Dusk [Mr. Cashman] (2001)
4) Jailbird [Mr. Cashman] (2001)
5) Black Rhino [Power Pay] (2006)
6) Wild Cougar [Power Pay] (2006)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4966&o=2

$end


$info=V0000601,V0000602,V0000603,V0000604,V0000605,
$bio

Black Rhino (c) 1996 IGT [International Game Technologies].

5-Reel, 9-Line slot.

- TRIVIA -

Released in August 1996.

- UPDATES -

V0000601
V0000602
V0000603
V0000604
V0000605

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=26998&o=2

$end


$info=br_l4,br_l1,br_l3,br_p17,
$bio

Black Rose (c) 1992 Midway Mfg. Co.

The basic idea of this pinball is to sink ships. The game features a rotating cannon situated underneath the playfield used to aim the ball at targets to award letters in the word SINK SHIP. During multiball you also get letters for shooting flashing ramps. Once SINK SHIP is spelled, you load the cannon to light the center shot (the 'Broadside') to get big points.

- TECHNICAL -

Midway WPC (Fliptronics II)
Model Number : 20013

Main CPU : Motorola M6809 (@ 2 MHz)
Sound CPU : Motorola M6809 (@ 2 MHz)
Sound Chips : Yamaha YM2151 (@ 3.579545 MHz), DAC, HC55516

- TRIVIA -

Black Rose was released in July 1992. 3,746 units were produced.

Sometimes when the ball is in the jet bumpers, you can spot cows fencing on the display.
Sometimes when the Unlimited Millions round is started, you see many small cows. 
Sometimes when you manage to achieve a Combo Shot, cows walk across the screen, moo'ing.

The artist Pat McMahon created X-rated artwork for a version of backglass intended for an interested European market. The glass was never produced.

- STAFF -

Designer : John Trudeau (Dr. Flash) (J T)
Artwork : Pat McMahon
Software : Brian Eddy (BRE)
Dots/Animation : Scott Slomiany
Mechanics : Ernie Pizarro (E P), John Krutsch
Music & Sounds : Paul Heitsch (P H)
Voice of Black Rose : Sam Bennett
Supporters : Lou Isbitz, Betty Purcell, Nina Clemente

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5229&o=2

$end


$amigaocs_flop=blacksec,
$bio

Black Sect (c) 1994 Lankhor

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73563&o=2

$end


$amigaocs_flop=bshadow,
$bio

Black Shadow (c) 1988 CRL Group PLC [London, England]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73564&o=2

$end


$amigaocs_flop=bshadow1,
$bio

Black Shadow [Computer Hits Volume Two] (c) 1988 CRL Group PLC [London, England]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73565&o=2

$end


$info=blkshpsq,
$bio

Black Sheep Squadron (c) 1979 Astro Games.

- TECHNICAL -

Model Number : 314

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5230&o=2

$end


$info=ss6130,ss6529,ss6528,ss6129,
$bio

Black Tie (c) 199? IGT [International Game Technologies].

1-Coin slot.

- UPDATES -

SS6130
SS6529
SS6528
SS6129

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46004&o=2

$end


$info=ss4091,ss3919,ss4626,ss011595,ss3654,ss7758,ss3655,ss4581,ss4157,ss4350,ss3656,ss4582,ss3782,ss8100,ss8101,
$bio

Black Tie (c) 1994 IGT (International Game Technologies).

2-Coin Multiplier slot.

- TECHNICAL -

Game ID: 139A

- TRIVIA -

Released in May 1994.

- UPDATES -

SS4091
SS3919
SS4626
SS011595
SS3654
SS7758
SS3655
SS4581
SS4157
SS4350
SS3656
SS4582
SS3782
SS8100
SS8101

- SERIES -

1. Black Tie (1994)
2. Double Black Tie (199?)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=10541&o=2

$end


$info=ss4092,ss3918,ss4637,ss3668,ss3669,ss6438,ss7285,ss3670,ss6437,ss0253,ss6506,ss6436,ss0328,ss6558,ss3671,ss3931,ss4575,ss8106,ss8107,
$bio

Black Tie (c) 1994 IGT [International Game Technologies]. 

3-Coin multiplier slot.

- TECHNICAL -

[Model 139A]

- UPDATES -

# SS4092
Max %: 98.079
Hit Freq.: 19.860
Win Freq.: 5.04

# SS3918
Max %: 97.40
Hit Freq.: 19.863
Win Freq.: 5.04

# SS4637
Max %: 96.248
Hit Freq.: 19.714
Win Freq.: 5.07

# SS3668
Max %: 95.131
Hit Freq.: 19.801
Win Freq.: 5.05

# SS3669
Max %: 92.62
Hit Freq.: 19.965
Win Freq.: 5.01

# SS6438
Max %: 92.001
Hit Freq.: 18.551
Win Freq.: 5.39

# SS7285
Max %: 91.009
Hit Freq.: 20.292
Win Freq.: 4.93

# SS3670
Max %: 90.094
Hit Freq.: 20.273
Win Freq.: 4.93

# SS6437
Max %: 90.034
Hit Freq.: 18.820
Win Freq.: 5.31

# SS0253
Max %: 89.845
Hit Freq.: 18.889
Win Freq.: 5.29

# SS6506
Max %: 88.905
Hit Freq.: 17.735
Win Freq.: 5.64

# SS6436
Max %: 87.556
Hit Freq.: 18.899
Win Freq.: 5.29

# SS0328
Max %: 87.549
Hit Freq.: 18.094
Win Freq.: 5.53

# SS6558
Max %: 87.253
Hit Freq.: 17.761
Win Freq.: 5.63

# SS3671
Max %: 87.227
Hit Freq.: 20.604
Win Freq.: 4.85

# SS3931
Max %: 85.244
Hit Freq.: 20.616
Win Freq.: 4.85

# SS4575
Max %: 83.124
Hit Freq.: 20.790
Win Freq.: 4.81

# SS8106
Max %: 80.511
Hit Freq.: 21.597
Win Freq.: 4.63

# SS8107
Max %: 75.531
Hit Freq.: 22.374
Win Freq.: 4.47

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=45377&o=2

$end


$info=blktiger,blktigerb1,blktigerb2,blktigera,blktigerb3,
$bio

Black Tiger (c) 1987 Capcom.

Export release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Black Dragon".

- TRIVIA -

Black Tiger was released in August 1987 outside Japan. It is known in Japan as "Black Dragon".

Although they are similar in nature, there are also significant differences between the export version, Black Tiger, and the original version, Black Dragon. Globally, the export version is an easier game. Below are some of the more apparent differences found in these Export versions: 
* Items less expensive.
* Less pitfalls (rocks).
* Less and easiest enemies.
* Bosses easiest.
* Points given by the Red Dragon, Red Demon Warrior, and Black Dragon are differents (see scoring section).
* The bonuses are changed (different value and position).
* The secret item locations are the same but the symbols for them are different.

A bootleg of this game was released by Dragon with the same name. 

Isiah Johnson holds the official record for this game with 2344150 points on May 31, 2008.

- SCORING -

Scoring is exactly the same as in the original Japanese version except for the following bosses : 
Dragon (red): 10,000 points 
Demon Warrior (red): 150,000 points 
Dragon (black): 10,000 points.

- PORTS -

This is a list of ports released outside Japan. To see Japanese ports, please see the original Japanese version entry; "Black Dragon".

* Consoles : 
Nintendo NES [Unreleased Prototype] 
Microsoft XBOX [US] (November 24, 2006) "Capcom Classics Collection Vol. 2"
Sony PlayStation 2 [US] (November 24, 2006) "Capcom Classics Collection Vol. 2 [Model SLUS-21473]" 
Sony PlayStation 2 [AU] (April 11, 2007) "Capcom Classics Collection Vol. 2 [Model SLES-54561]" 
Sony PlayStation 2 [EU] (April 13, 2007) "Capcom Classics Collection Vol. 2 [Model SLES-54561]" 
Nintendo Wii [Virtual Console Arcade] [EU] [AU] (January 21, 2011) 
Nintendo Wii [Virtual Console Arcade] [US] (January 24, 2011) 
Sony PlayStation 3 [PSN] [US] (February 19, 2013) "Capcom Arcade Cabinet: Game Pack 1 [DLC]" 
Sony PlayStation 3 [PSN] [EU] (February 20, 2013) "Capcom Arcade Cabinet" 
Microsoft XBOX 360 [XBLA] [US] (February 20, 2013) "Capcom Arcade Cabinet: Game Pack 1 [DLC]" 
Microsoft XBOX 360 [XBLA] [EU] (February 20, 2013) "Capcom Arcade Cabinet" 
Microsoft XBOX 360 [XBLA] [AU] (February 21, 2013) "Capcom Arcade Cabinet" 
Sony PlayStation 3 [PSN] [US] (May 21, 2013) "Capcom Arcade Cabinet: All-In-One Pack [DLC]" 
Microsoft XBOX 360 [XBLA] [US] (May 22, 2013) "Capcom Arcade Cabinet: All-In-One Pack [DLC]" 

* Handhelds : 
Sony PSP [US] (March 22, 2006) "Capcom Classics Collection Remixed [Model ULUS-10097]" 
Sony PSP [EU] (July 21, 2006) "Capcom Classics Collection Remixed [Model ULES-00347]" 

* Computers : 
Commodore C64 [US] [EU] (1988) 
Amstrad CPC [EU] (1989) 
Atari ST [EU] (1989) 
Commodore Amiga [US] (1990) 
Sinclair ZX Spectrum [EU] (1990)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=267&o=2

$end


$cpc_cass=blacktig,blacktig01,
$bio

Black Tiger (c) 1989 US Gold, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82826&o=2

$end


$amigaocs_flop=blktiger,
$bio

Black Tiger (c) 1990 US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73566&o=2

$end


$info=blktouch,
$bio

Black Touch (c) 1993 Seo Gang.

A rip off "Dragon Punch". All Mahjong graphics were replaced to Korea traffic-signs, Korea pro baseball team mark, musicscore, sports marks, fruits and Korea map.

- TRIVIA -

Released in March 1993.

Black Touch is Korean teen-age comics. Byungitong (translates from Korean as 'Urinal') always seeks to a beautiful girlfriend, but he always find the worst-personality women. Finally he returns to his childhood girl friend Jangmi (translates from Korean as 'Rose').

- SERIES -

1. Black Touch (1993)
2. Black Touch 2 (199?)
3. Black Touch '96 (1996)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=26067&o=2

$end


$info=blackt96,
$bio

Black Touch '96 (c) 1996 DGRM.

- SERIES -

1. Black Touch (1993)
2. Black Touch 2 (199?)
3. Black Touch '96 (1996)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=26068&o=2

$end


$info=smih0516,smih0517,smih0518,smih0519,smih0520,
$bio

Black Velvet Sevens (c) 2008 Bally Gaming, Incorporated.

Stepper slot, 5 Reel, 25 Lines, 75 Credit Max Bet.

- TECHNICAL -

[Bally Signature Series]
Software Part Number: ASGBV7S017IE-00

Game Kit #155229 ALPHA S9000
Game Kit #155225 ALPHA Elite S9E
Game Kit #155231 CineReels

- UPDATES -

SMI #H0516
Min/Max %: 84.08%/88.00%

SMI #H0517
Min/Max %: 85.87%/89.82%

SMI #H0518
Min/Max %: 91.08%/92.00%

SMI #H0519
Min/Max %: 92.84%/93.85%

SMI #H0520
Min/Max %: 93.43%/95.99%

- SCORING -

Progressive Options:
– 100,000 Credits x Denomination.
– 10,000 Credits x Denomination.
– 2,000 Credits x Denomination.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32118&o=2

$end


$info=blvelvet,
$bio

Black Velvet (c) 1978 Game Plan.

- TECHNICAL -

Model Number : 110

- TRIVIA -

Released in May 1978.

- STAFF -

Design by : Ed Cebula
Art by : Jim Sullivan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5231&o=2

$end


$info=bwidow,bwidowp,
$bio

Black Widow (c) 1982 Atari.

In Black Widow you have to move around a web using two joysticks to control the action. The left joystick moves, while the right joystick fires. "Robotron - 2084" players will feel right at home playing this game, as the controls are identical. You have to defend your little vector spider around her vector web in order to keep out all the deadly bugs. Shoot down bugs and they turn into bonuses. Watch out for eggs, if you see any eggs, then you should quickly push them off the web before they hatch. Other enemies include mosquitoes, beetles, and hornets.

- TECHNICAL -

Game ID : 136017

Main CPU : MOS Technology M6502 (@ 1.512 Mhz)
Sound Chips : (2x) POKEY (@ 1.512 Mhz)

Screen orientation : Horizontal

Players : 2
Control : Double 8-way joysticks

- TRIVIA -

Even if the titlescreen says 1982, Black Widow was released in February 1983.

James Vollandt holds the official record for this game with 930,100 points on May 1, 1984.

1,550 units were produced. All Black Widow games were conversions of other Atari vector titles and were sold $995. Even the brand new ones were actually "Gravitar" games that Atari converted at the factory. In general this title shared a lot of common components with "Gravitar" and "Space Duel", and Black Widow machines are often used to repair those titles.

- SCORING -

Mosquito - If shot, becomes '$'.
Beetle - Eats '$', but if shot, becomes '$'.
Hornet - Lays an egg on '$', but if shot, becomes '$'.
Egg - Grows to become hornet or spoiler. Must be pushed off the web to score 500, 1,000, 1,500, 2,000, or even 2,500 points.
Grub Steak - Tag for 500, 250, 100, or 50 points -- the sooner the better.
Spoiler - Invulnerable. Can only be destroyed by a grenade bug, bug slayer or rocket bug.
Grenade Bug - Explodes if shot. Bugs and eggs within the kill zone score 500 points each.
Rocket Bug - Invulnerable. Launches "rockettes" at black widow from the other bugs it tags. Shoot rockettes to score 100 points each.
Thunderbug - If shot, it breaks formation and attacks. If shot again, it explodes all other T-bugs for 5000 points. Keep away from all T-bugs to earn 10,000 points. The resulting chain reaction from multiple thunderbugs is very dangerous and can encompass over 80% of the level at some times, depending on how many T-bugs are involved.
Bug Slayer - Harmless to the player and invulnerable. The Bug Slayer competes with the Black Widow for food. Beat it to its flashing prey for points

- STAFF -

Designed and programmed by : Bruce Merritt

- PORTS -

* Consoles :
Sony PlayStation [US] (2001) "Atari Anniversary Edition Redux [Model SLUS-01427]" 
Sony PlayStation [EU] (March 1, 2002) "Atari Anniversary Edition Redux [Model SLES-03808]" 
Microsoft XBOX [US] (November 16, 2004) "Atari Anthology [Model 26084]" 
Sony PlayStation 2 [US] (November 22, 2004) "Atari Anthology [Model SLUS-21076]" 
Microsoft XBOX [EU] (November 26, 2004) "Atari Anthology" 
Sony PlayStation 2 [EU] (February 18, 2005) "Atari Anthology [Model SLES-53061]" 
Microsoft XBOX [JP] (August 4, 2005) "Atari Anthology [Model B7X-00001]" 

Handhelds : 
Nintendo DS [US] (March 8, 2011) "Atari Greatest Hits Vol.2 [Model NTR-PR7E-USA]" 

* Computers :
PC [MS Windows, CD-ROM] [US] (November 11, 2003) "Atari - 80 Classic Games in One! [Model 25069J]" 
PC [MS Windows, CD-ROM] [EU] (June 10, 2005) "Atari - 80 Classic Games in One! [Replay]" 

* Others : 
Mobile Phones [US] (July 16, 2003) 
Nokia N-Gage [US] (2005) "Atari Masterpieces Vol. I" 
Nokia N-Gage [EU] (October 13, 2005) "Atari Masterpieces Vol. I" 
Apple Store [US] (2012) "Atari Greatest Hits" 
Google Play [US] (2012) "Atari Greatest Hits"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=268&o=2

$end


$info=ss7191,ss6198,ss7807,ss6721,ss6722,ss7808,ss7878,ss7057,ss6199,ss7879,ss7809,ss6723,ss0218,ss7755,ss0219,ss6200,ss0258,ss6724,ss7265,ss0243,ss6725,ss6201,ss0220,ss0242,ss6202,ss6726,ss7141,ss6727,
$bio

Black Widow (c) 1995 IGT [International Game Technologies].

2-Coin multiplier slot.

- TECHNICAL -

[Model 237A]

- UPDATES -

SS7191
Max %: 98.059 (97.297)
Hit Freq.: 14.762
(Stops): (64)AAA
Top Award (Hits/Cycle): 1500/4000 (4)
Win freq.: 6.77

SS6198
Max %: 97.445 (96.682)
Hit Freq.: 14.610
(Stops): (64)AAA
Top Award (Hits/Cycle): 1500/4000 (4)
Win freq.: 6.84

SS7807
Max %: 97.411 (97.22)
Hit Freq.: 20.385
(Stops): (64)AAA
Top Award (Hits/Cycle): 1500/4000 (1)
Win freq.: 4.91

SS6721
Max %: 97.409 (97.218)
Hit Freq.: 15.491
(Stops): (64)AAA
Top Award (Hits/Cycle): 1500/4000 (1)
Win freq.: 6.45

SS6722
Max %: 96.261 (96.07)
Hit Freq.: 15.254
(Stops): (64)AAA
Top Award (Hits/Cycle): 1500/4000 (1)
Win freq.: 6.55

SS7808
Max %: 96.209 (96.018)
Hit Freq.: 20.197
(Stops): (64)AAA
Top Award (Hits/Cycle): 1500/4000 (1)
Win freq.: 4.95

SS7878
Max %: 96.186 (95.424)
Hit Freq.: 14.610
(Stops): (64) AAA
Top Award (Hits/Cycle): 1500/4000 (4)
Win freq.: 6.84

SS7057
Max %: 96.186 (95.424)
Hit Freq.: 14.610
(Stops): (64)AAA
Top Award (Hits/Cycle): 1500/4000 (4)
Win freq.: 6.84

SS6199
Max %: 95.046 ()
Hit Freq.: 14.457
(Stops): (64)AAA
Top Award (Hits/Cycle): 1500/4000 (4)
Win freq.: 6.86

SS7879
Max %: 95.046 (94.283)
Hit Freq.: 14.457
(Stops): (64)AAA
Top Award (Hits/Cycle): 1500/4000 (4)
Win freq.: 6.86

SS7809
Max %: 95.019 (94.828)
Hit Freq.: 20.044
(Stops): (64)AAA
Top Award (Hits/Cycle): 1500/4000 (1)
Win freq.: 4.99

SS6723
Max %: 95.01 (94.819)
Hit Freq.: 15.213
(Stops): (64)AAA
Top Award (Hits/Cycle): 1500/4000 (1)
Win freq.: 6.57

SS0218
Max %: 94.977 (94.214)
Hit Freq.: 14.457
(Stops): (64) AAA
Top Award (Hits/Cycle): 1500/4000 (4)
Win freq.: 6.92

SS7755
Max %: 94.001 (93.81)
Hit Freq.: 15.213
(Stops): (64)AAA
Top Award (Hits/Cycle): 1500/4000 (1)
Win freq.: 6.57

SS0219
Max %: 92.553 (91.79)
Hit Freq.: 14.335
(Stops): (64) AAA
Top Award (Hits/Cycle): 1500/4000 (4)
Win freq.: 6.98

SS6200
Max %: 92.553 (91.79)
Hit Freq.: 14.335
(Stops): (64)AAA
Top Award (Hits/Cycle): 1500/4000 (4)
Win freq.: 6.98

SS0258
Max %: 92.553 (91.79)
Hit Freq.: 14.335
(Stops): (64) AAA
1500/4000 (4)
Win freq.: 6.98

SS6724
Max %: 92.465 (92.274)
Hit Freq.: 14.986
(Stops): (64)AAA
Top Award (Hits/Cycle): 1500/4000 (1)
Win freq.: 6.67

SS7265
Max %: 90.974 (90.211)
Hit Freq.: 14.219
(Stops): (64) AAA
Top Award (Hits/Cycle): 1500/4000 (4)
Win freq.: 7.03

SS0243
Max %: 90.098 (89.907)
Hit Freq.: 14.768
(Stops): (64) AAA
Top Award (Hits/Cycle): 1500/4000 (1)
Win freq.: 6.77

SS6725
Max %: 90.098 (89.907)
Hit Freq.: 14.768
(Stops): (64)AAA
Top Award (Hits/Cycle): 1500/4000 (1)
Win freq.: 6.77

SS6201
Max %: 90.041 (89.278)
Hit Freq.: 14.219
(Stops): (64)AAA
Top Award (Hits/Cycle): 1500/4000 (4)
Win freq.: 7.03

SS0220
Max %: 90.041 (89.278)
Hit Freq.: 14.219
(Stops): (64) AAA
Top Award (Hits/Cycle): 1500/4000 (4)
Win freq.: 7.03

SS0242
Max %: 87.598 (86.835)
Hit Freq.: 13.993
(Stops): (64) AAA
Top Award (Hits/Cycle): 1500/4000 (4)
Win freq.: 7.15

SS6202
Max %: 87.598 (86.835)
Hit Freq.: 13.993
(Stops): (64)AAA
Top Award (Hits/Cycle): 1500/4000 (4)
Win freq.: 7.15

SS6726
Max %: 87.535 (87.344)
Hit Freq.: 14.550
(Stops): (64)AAA
Top Award (Hits/Cycle): 1500/4000 (1)
Win freq.: 6.87

SS7141
Max %: 85.894 (85.727)
Hit Freq.: 13.501
(Stops): (128)AAA
Top Award (Hits/Cycle): 1500/10000 (1)
Win freq.: 7.41

SS6727
Max %: 85.061 (84.87)
Hit Freq.: 14.302
(Stops): (64)AAA
Top Award (Hits/Cycle): 1500/4000 (1)
Win freq.: 6.99

SS6203
Max %: 84.962 (84.199)
Hit Freq.: 13.869
(Stops): (64) AAA
Top Award (Hits/Cycle): 1500/4000 (4)
Win freq.: 7.21

SS8138
Max %: 80.402 (80.021)
Hit Freq.: 14.571
(Stops): (64)AAA
Top Award (Hits/Cycle): 1500/4000 (2)
Win freq.: 6.86

SS8139
Max %: 75.407 (75.025)
Hit Freq.: 11.918
(Stops): (64)AAA
Top Award (Hits/Cycle): 1500/4000 (2)
Win freq.: 8.39

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=27961&o=2

$end


$info=ss7211,ss6728,ss6204,ss6729,ss7058,ss6205,ss6730,ss0315,ss6206,ss0296,ss0231,ss6731,ss7295,ss0232,ss0266,ss6207,ss6732,ss6733,ss6208,ss0241,ss6734,ss6209,ss8140,ss7108,ss8141,
$bio

Black Widow (c) 1995 IGT [International Game Technologies].

3-Coin Multiplier slot.

- TECHNICAL -

[Model 237B]

- UPDATES -

# SS7211
Max %: 98.054
Hit Freq.: 14.610
Win Freq.: 6.84

# SS6728
Max %: 97.446
Hit Freq.: 15.491
Win Freq.: 6.46

# SS6204
Max %: 97.44
Hit Freq.: 14.610
Win Freq.: 6.84

# SS6729
Max %: 96.246
Hit Freq.: 15.254
Win Freq.: 6.56

# SS7058
Max %: 96.193
Hit Freq.: 14.480
Win Freq.: 6.91

# SS6205
Max %: 95.102
Hit Freq.: 14.357
Win Freq.: 6.96

# SS6730
Max %: 95.077
Hit Freq.: 15.026
Win Freq.: 6.66

# SS0315
Max %: 95.077
Hit Freq.: 15.026
Win Freq.: 6.66

# SS6206
Max %: 92.546
Hit Freq.: 14.219
Win Freq.: 7.03

# SS0296
Max %: 92.546
Hit Freq.: 14.219
Win Freq.: 7.03

# SS0231
Max %: 92.546
Hit Freq.: 14.219
Win Freq.: 7.03

# SS6731
Max %: 92.544
Hit Freq.: 14.798
Win Freq.: 6.76

# SS7295
Max %: 90.974
Hit Freq.: 14.117
Win Freq.: 7.08

# SS0232
Max %: 90.055
Hit Freq.: 13.993
Win Freq.: 7.15

# SS0266
Max %: 90.055
Hit Freq.: 13.993
Win Freq.: 7.15

# SS6207
Max %: 90.055
Hit Freq.: 13.993
Win Freq.: 7.15

# SS6732
Max %: 89.975
Hit Freq.: 14.550
Win Freq.: 6.87

# SS6733
Max %: 87.551
Hit Freq.: 14.340
Win Freq.: 6.97

# SS6208
Max %: 87.516
Hit Freq.: 13.869
Win Freq.: 7.21

# SS0241
Max %: 87.516
Hit Freq.: 13.869
Win Freq.: 7.21

# SS6734
Max %: 85.021
Hit Freq.: 14.102
Win Freq.: 7.09

# SS6209
Max %: 84.949
Hit Freq.: 13.746
Win Freq.: 7.27

# SS8140
Max %: 80.911
Hit Freq.: 14.571
Win Freq.: 6.86

# SS7108
Max %: 80.507
Hit Freq.: 13.416
Win Freq.: 7.45

# SS8141
Max %: 75.915
Hit Freq.: 11.918
Win Freq.: 8.39

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=45378&o=2

$end


$saturn,sat_cart=blckmtx,blckmtxa,
$bio

Black/Matrix (c) 1998 Nec InterChannel, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58950&o=2

$end


$psx=blackmat,
$bio

Black/Matrix 00 (c) 2004 Nec InterChannel, Ltd.

Limited Edition. For more information about the game itself, please see the standard version; "Black/Matrix 00 [Model SLPS-03573~74]"

- TECHNICAL -

CD1 ID: SLPS-03571
CD2 ID: SLPS-03572

- TRIVIA -

Released on May 13, 2004 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84962&o=2

$end


$msx1_cass=blackbrd,
$bio

Blackbeard (c) 1988 Topo Soft [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94478&o=2

$end


$snes=blackhwk,
$bio

Blackhawk [Model SNSP-6Z-NOE] (c) 1994 Interplay

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62787&o=2

$end


$megacd,megacdj=blackh,
$bio

Blackhole Assault [Model 4405] (c) 1993 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60593&o=2

$end


$segacd=blackh,blackha,blackhp,
$bio

Blackhole Assault [Model T-6400] (c) 1993 Bignet

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60699&o=2

$end


$msx1_cass=bjack,
$bio

Blackjack (c) 1985 DIMensionNEW [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94479&o=2

$end


$m5_cass=blackjac,
$bio

Blackjack (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95315&o=2

$end


$info=m4bj,m4bjack,m4bjacka,
$bio

Blackjack (c) 1990 Barcrest.

- TRIVIA -

Blackjack was released in February 1990 in UK.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15234&o=2

$end


$nes=blckjack,
$bio

Blackjack (c) 1992 American Video Entertainment

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54953&o=2

$end


$arcadia=blckjack,
$bio

Blackjack & Poker (c) 198? Emerson Radio Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49238&o=2

$end


$amigaocs_flop=bjacadmy,
$bio

Blackjack Academy (c) 1987 MicroIllusions

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73567&o=2

$end


$ti99_cart=bljpoker,
$bio

Blackjack and Poker [Model PHM 3033] (c) 1980 Milton Bradley Co. [East Longmeadow, MA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84519&o=2

$end


$info=m4bjac,m4bjaca,m4bjc,
$bio

Blackjack Club (c) 1988 Barcrest.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15233&o=2

$end


$info=m4bjsm,m4bjsma,
$bio

Blackjack Super Multi (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41247&o=2

$end


$psx=blackjac,
$bio

Blackjack vs. Matsuda Jun [Model SLPS-01983] (c) 2000 Pony Canyon, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84964&o=2

$end


$apfm1000=blckjack,
$bio

Blackjack (c) 1979 APF Electronics, Incorporated.

- TECHNICAL -

[Cart. No. MG1007]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49734&o=2

$end


$vc4000=blckjack,
$bio

Blackjack (c) 1978 Interton Electronic.

- TECHNICAL -

[Cassette No. 2]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49193&o=2

$end


$odyssey2,g7400=blackjck,
$bio

Blackjack (c) 1980 Radiola La Radiotechnique.

- TECHNICAL -

[Model 5]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95568&o=2

$end


$a2600=blckjacke,blckjacke1,
$bio

Blackjack (c) 1977 Atari, Incorporated.

PAL release. Game developed in USA. For more information, please see the NTSC release's entry; "Blackjack [Model CX2651]".

- TECHNICAL -

Model CX2651P

- PORTS -

* Consoles : 
Microsoft XBOX [EU] (November 26, 2004) "Atari Anthology" 
Sony PlayStation 2 [EU] (February 18, 2005) "Atari Anthology [Model SLES-53061]" 

* Computers : 
PC [MS Windows, CD-ROM] [EU] (June 10, 2005) "Atari - 80 Classic Games in One! [Replay]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82990&o=2

$end


$a2600=blckjack,
$bio

Blackjack (c) 1977 Atari, Incorporated.

Place your bets, casino gamblers! And you're ready to play Black Jack. One, 2 or 3 players compete against the computer dealer. The computer deals each player two cards face-up. The computer also deals two card to itself - one face-up and the other face-down. After that, Lady Luck and your sharp skill determines the winner.

- TECHNICAL -

Model CX2651

- TRIVIA -

Export releases:
PAL "Blackjack [Model CX2651P]"

- STAFF -

Programmer: Bob Whitehead

- PORTS -

* Consoles : 
Microsoft XBOX [US] (November 16, 2004) "Atari Anthology [Model 26084]" 
Sony PlayStation 2 [US] (November 22, 2004) "Atari Anthology [Model SLUS-21076]" 
Microsoft XBOX [JP] (August 4, 2005) "Atari Anthology [Model B7X-00001]" 

* Computers : 
PC [MS Windows, CD-ROM] [US] (November 11, 2003) "Atari - 80 Classic Games in One! [Model 25069J]" 

* Others : 
Atari Flashback 4 [US] (November 13, 2012) by AtGames 
Atari Flashback 5 [US] (October 1, 2014) by AtGames

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50265&o=2

$end


$info=blkou_l1,blkou_t1,blkou_f1,
$bio

Blackout (c) 1980 Williams Mfg. Co.

- TECHNICAL -

Model Number : 495

- TRIVIA -

Blackout was released in June 1990.

7,050 units were produced.

- STAFF -

Designer : Claude Fernandez
Artwork : Constantino Mitchell

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5232&o=2

$end


$snes=blackthrj,
$bio

Blackthorne - Fukushuu no Kuroki Toge [Model SHVC-6Z] (c) 1995 Kemco

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61101&o=2

$end


$32x=blackthr,
$bio

Blackthorne [Model 84519] (c) 1994 Sega Enterprises, Ltd. [Tokyo, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84395&o=2

$end


$gba=blackthru,
$bio

Blackthorne [Model AGB-AQXE-USA] (c) 2003 Blizzard Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69908&o=2

$end


$gba=blackthr,
$bio

Blackthorne [Model AGB-AQXP] (c) 2003 Blizzard Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69907&o=2

$end


$snes=blackthr,blackthrp,
$bio

Blackthorne (c) 1994 Interplay.

Blackthorne for the SNES set the standard for smooth animation in action games. Combining the mazes and movement of Prince of Persia with the graphics and theme of Flashback, this game was a must play for the die-hard action fan.

- TECHNICAL -

Game ID: SNS-6Z-USA

- TRIVIA -

Released in September 23, 1994 in USA.

- TIPS AND TRICKS -

Spotlight: To make a spotlight appear pause game play and wait for two minutes.

- STAFF -

Game Design: Ronald Millar Sr.
Programming: Frank Pearce Jr., Patrick Wyatt
Additional Programming: James Edward Anhalt III
Producers: Ronald Millar Sr., Matthew Findley
Executive Producers: Ayman Adham, Alan Pavlish
Artwork: Roman Kenney, Stuart Rose, Jason Magness, Ronald Millar Sr., Sam Didier
Art Technician: Joeyray Hall
Sound & Music: Glenn Stafford
Text / Dialog: Micky Neilson, Ronald Millar Sr., Frank Pearce Jr.
Cover artwork by: Jim Lee

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62788&o=2

$end


$info=black100,black10s,
$bio

Blackwater 100 (c) 1988 Bally Midway Mfg. Co.

- TECHNICAL -

Bally/Midway 6803 (Sounds Deluxe)
Model Number : 0H07

Main CPU : Motorola M6803 (@ 895 KHz)
Sound CPU : Motorola 68000 (@ 8 MHz)
Sound Chip : DAC

- TRIVIA -

Blackwater 100 was released in March 1988.

It was the last game introduced by Bally Midway before it was purchased by WMS Industries. 3,000 units were produced.

- STAFF -

Game Designer : Dennis Nordman (DN)
Illustration : Tony Ramunni (TR)
Programmer : Gary Oglesby (GEO)
Sounds : Neil Falconer
Special Thanks : Dave Coombs, Rita Coombs

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5233&o=2

$end


$amigaocs_flop=blade,
$bio

Blade (c) 1997 Alive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73568&o=2

$end


$psx=bladeart,
$bio

Blade Arts [Model SLPM-86602] (c) 2000 Enix, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84965&o=2

$end


$sms=bladeag,bladeag1,
$bio

Blade Eagle (c) 1988 Sega Enterprises, Limited.

- TECHNICAL -

[Model G-1351]

- TRIVIA -

Blade Eagle was released on March 26, 1988 in Japan.

Released outside Japan as "Blade Eagle [Model 8005]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55949&o=2

$end


$msx2_flop=bladelrd,bladelrda,
$bio

Blade Lords (c) 1997 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101502&o=2

$end


$info=bmaster,
$bio

Blade Master (c) 1991 Irem.

A beat'em up where 2 selectable heroes, Roy and Arnold, try to save their land from hordes of monsters.

- TECHNICAL -

Irem M-92 system hardware

Main CPU : V33 (@ 9 Mhz)
Sound CPU : V30 (@ 7.15909 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), GA20 (@ 3.579545 Mhz)

Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048

Players : 2
Control : 8-way joystick
Buttons : 2
=> [A] Attack, [B] Jump

- TRIVIA -

This game is known in Japan as "Cross Blades!".

- PORTS -

* Computers : 
PC [MS Windows, Online] [EU] (December 9, 2011) "IREM Arcade Hits" by DotEmu
Apple MacIntosh [Online] [US] (August 21, 2011) "Irem Arcade Hits" by DotEmu
PC [Desura] [US] (November 2, 2013) "IREM Arcade Hits" by Plug In Digital

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=269&o=2

$end


$cpc_cass=bladerun01,
$bio

Blade Runner (c) 1986 CRL Group PLC [London, England]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82829&o=2

$end


$cpc_cass=bladerun,
$bio

Blade Runner [Model 61731677] (c) 1986 Zafiro Software Division [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82828&o=2

$end


$amigaocs_flop=bladewar,
$bio

Blade Warrior (c) 1991 Image Works

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73569&o=2

$end


$amigaocs_flop=bladewar1,
$bio

Blade Warrior [Budget] (c) 1991 Zeppelin Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73570&o=2

$end


$cpc_cass=bladewar,
$bio

Blade Warrior [Model 3139] (c) 1989 Codemasters Software Co., Ltd., The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82830&o=2

$end


$gbcolor=blade,
$bio

Blade [Model CGB-BLEE-USA] (c) 2000 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67580&o=2

$end


$psx=blademak,
$bio

Blademaker - Arms Shop [Model SLPS-01795] (c) 1999 Shoeisha Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84966&o=2

$end


$nes=bladestl,bladestlu,
$bio

Blades of Steel (c) 1988 Konami Industry Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54954&o=2

$end


$info=bladestl,bladestle,bladestll,
$bio

Blades of Steel - The Supreme Hockey Challenge (c) 1987 Konami Industry Company, Limited.

An ice hockey game with hand-to-hand fighting and physical violence. Features close-up action scenes where two players (one from each team) throw off their gloves and punch each other.

- TECHNICAL -

Game ID : GX797

Main CPU : HD6309 (@ 3 Mhz)
Sound CPU : Motorola M6809 (@ 2 Mhz)
Sound Chips : UPD7759 (@ 640 Khz), Yamaha YM2203 (@ 3.579545 Mhz)

Players : 2
Control : Trackball
Buttons : 3
=> [A] Face Off/Pass, [B] Shoot, [C] Fight

- TRIVIA -

Blades of Steel was released in October 1987.

- STAFF -

Sound Editor: Kazuki Muraoka

Cabinet Graphic Design: Don Marshall

- PORTS -

* Consoles :
Nintendo Famicom Disk [JP] (July 22, 1988) "Konamic Ice Hockey [Model KDS-HOC]" 
Nintendo NES [US] (December 1988) "Blades of Steel [Model NES-VS]" : Re-released in 1990 as part of Konami Classic Series
Nintendo NES [AU] (1990) "Blades of Steel [Model NES-VS]" 
Nintendo NES [EU] (November 23, 1990) "Blades of Steel [Model NES-VS]"
Nintendo Game Boy [EU] (1991) "Blades of Steel [Model DMG-UB]" 
Nintendo Game Boy [US] (August 1991) "Blades of Steel [Model DMG-UB]" 
Nintendo Game Boy [JP] (November 27, 1992) "Konamic Ice Hockey [Model DMG-UBJ]" 
Nintendo Wii [Virtual Console] [EU] (December 21, 2007) NES version
Nintendo Wii [Virtual Console] [US] (December 24, 2007) NES version

* Computers :
Commodore C64 [US] (1990)
Commodore Amiga [EU] (1990)
PC [MS-DOS, 5.25"] [US] (1990)

* Others :
LCD handheld game

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=270&o=2

$end


$gameboy=bladestl,
$bio

Blades of Steel [Model DMG-UB-UKV] (c) 1991 Palcom

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65668&o=2

$end


$gameboy=bladestlu,
$bio

Blades of Steel [Model DMG-UB-USA-1] (c) 1991 Ultra Games [Ultra Software Corp.]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65670&o=2

$end


$gba=bladthnd,
$bio

Blades of Thunder [Model AGB-BBHE-USA] (c) 2004 Summitsoft Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69909&o=2

$end


$bbca_cass,bbcb_cass=blagger,
$bio

Blagger (c) 1984 Alligata

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51559&o=2

$end


$msx1_cass=blagger,
$bio

Blagger (c) 1984 Alligata Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94480&o=2

$end


$msx1_cart=blagger,
$bio

Blagger MSX (c) 1984 Micro Cabin Co. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76598&o=2

$end


$cpc_cass=blaggeru01,
$bio

Blagger [Model S-506] (c) 1985 Indescomp

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82832&o=2

$end


$cpc_cass=blaggeru,
$bio

Blagger [Model SOFT 926] (c) 1984 Alligata Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82831&o=2

$end


$psx=blammach,
$bio

Blam! Machinehead (c) 1997 Virgin Interactive Entertainment, Ltd.

Japanese release. Game developed in Europe.

- TECHNICAL -

Game ID: SLPS-00798

- TRIVIA -

Released on May 23, 1997 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84967&o=2

$end


$saturn,sat_cart=blamf,
$bio

Blam! Machinehead (c) 1997 Core Design

- TECHNICAL -

Game ID: T-11505H-09

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60242&o=2

$end


$saturn,sat_cart=blamg,
$bio

Blam! Machinehead (c) 1997 Core Design

- TECHNICAL -

Game ID: T-11505H-18

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60243&o=2

$end


$saturn,sat_cart=blam,
$bio

Blam! Machinehead (c) 1997 Core Design

- TECHNICAL -

Game ID: T-11505H-50

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60244&o=2

$end


$saturn,sat_cart=blamj,blamja,
$bio

Blam! MachineHead (c) 1997 Virgin Interactive

- TECHNICAL -

Game ID: T-7015G

- TRIVIA -

Released on May, 23. 1997 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58951&o=2

$end


$info=blandia,blandiap,
$bio

ブランディア (c) 1992 Allumer, Limited.
(Blandia)

Weapon-based fighting game featuring visible damage to each of the 10 fighter's armor.

- TECHNICAL -

Runs on the Seta 1st Generation System Hardware.

Main CPU : Motorola 68000 (@ 16 Mhz)
Sound Chips : X1-010 (@ 16 Mhz)

Screen Orientation : Horizontal
Video Resolution : 384 x 240 Pixels
Screen Refresh : 60.00 Hz
Palette Colors : 17408

Players : 2
Control : 8-Way Joystick
Buttons : 3
=> High Attack, Medium Attack, Low Attack

- TRIVIA -

Blandia was released in October 1992 in Japan.

Gurianos and Irriana appear in Taito's "Gladiator" / "Ougon no Shiro" / "Great Gurianos" as Guaranos and Irene.

- UPDATES -

There is no armor bonus on the prototype version.

- STAFF -

Planning : Ken Kaneda
Graphic Chief : Tadahiro Negome
Graphic Designers : Makoto Kobayashi, Kenji Inoue
Character Designers : Ken Kaneda, Tadahiro Negome
Main Programmer : Kazuyoshi Ishihara
Sub Programmers : Sou Kajiwara, Masafumi Kaneko, Makoto Hijiya
System Designers : Kazuyoshi Ishihara, Sou Kajiwara
Sound & Music : Hisao Shiomi
Music : Akira Inoue, Manabu Namiki (as Manabu 'Gon' Namiki)
Hard : Noboru Kohno
Voices : Noriaki Yamaguchi, Mariko Suzuki, Katsuko, Reiko Nagashima, Yohko Ogawa
Special Thanks : SF Amuseument, Mr. Ichikawa, Mr. Shikano

- PORTS -

* Computers :
NEC PC-9801 (June 22, 1995, "Blandia 98")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=271&o=2

$end


$info=smi1251,smi1338,smi1339,smi1340,
$bio

Blank Check (c) 199? Bally Gaming, Incorporated.

- TECHNICAL -

Bally 5000 Plus Series

- UPDATES -

* SMI # 1251
Hit Frequency: 13,70%
Percentage: 94,96%

* SMI # 1338
Hit Frequency: 13,70%
Percentage: 96,20%

* SMI # 1339
Hit Frequency: 13,30%
Percentage: 92,13%

* SMI # 1340
Hit Frequency: 13,70%
Percentage: 90,05%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=45350&o=2

$end


$adam_cart=ddpblank,
$bio

Blank DDP Restorer (c) 198? Coleco Industries, Inc. [Amsterdam, NY, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82688&o=2

$end


$x68k_flop=blanka,
$bio

Blanka in Shura no Kuni (c) 1997 Haiteidoradorazu

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87136&o=2

$end


$info=j80blbnk,
$bio

Blankity Bank (c) 198? PCP.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49345&o=2

$end


$info=m4blstbk,
$bio

Blast A Bank (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41252&o=2

$end


$saturn,sat_cart=blastchm,
$bio

Blast Chamber [Model T-13003H-50] (c) 1996 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60245&o=2

$end


$saturn,sat_cart=blastchmu,
$bio

Blast Chamber [Model T-131003] (c) 1996 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59983&o=2

$end


$n64=blastcrp,blastcrpu1,blastcrpu,
$bio

Blast Corps (c) 1997 Nintendo of America.

The game geniuses at Rare Ltd. who brought you GoldenEye 007 and Diddy Kong Racing made a gutsy move with their very first N64 game. Blast Corps deftly combines explosive action with elaborate puzzles and some of the most innovative play control to appear on any system. The variety of missions, the plethora of vehicles and the relentless search for hidden secrets all add plenty of depth to this one-of-a-kind pak.

Blast Corp's story could have come from a made-for-TV disaster movie. A runaway carrier loaded with nuclear nitroglycerine is on an auto-piloted course through some of the most densely populated parts of the world. The slightest jolt will set off a thermonuclear explosion. It's up to the elite combat construction team, the Blast Corps, to use its arsenal of heavy machinery to clear a path for the deadly payload. It's a race against time as the carrier plows relentlessly through the wasteland you've just created out of steel, brick and concrete buildings.

You'll know when you've slipped up: a great, billowing explosion will light up the sky! Despite the focus on mass destruction, there are plenty of times you must use your vehicle for tasks other than knocking stuff down. Blast Corps is packed with tons of hidden secrets, some of which are very difficult to find. Finding the secrets will open off-beat bonus levels in which you can do all kinds of strange things, such as demolishing giant pool cues on a huge billiard table in space. Some of the bonus levels will also challenge your handling of the vehicles on a variety of twisted courses.

And what game would be complete without the ever popular test of clearing the missions in as short a time as possible? Do so and you'll win a platinum medal. In Blast Corps, your goal is to win a Platinum medal in every mission, a challenge that should keep even the best game players busy leveling buildings for a long, long time. (The platinum times in the U.S. version are insanely difficult!). Blast Corps can save a single player's progress on the game pak, or it can save multiple games on a Controller Pak.

Blast Corp's 3D graphics are stunning. The explosions are big and colorful and the handsome vehicles take great advantage of the N64's built-in effects such as environment mapping for reflections. The designers wisely opted for a clean, simple design for the background graphics and avoided the use of fog like the plague. As a result, it's easy to stay focused on the task at hand as the seconds tick down. You can adjust your view by rotating it around your vehicle, and there are a few degrees of zoom.

Each of the vehicles has a completely different control scheme. This can make it difficult to master any one vehicle, although there are several training levels in which you'll be able to put each machine through its paces before you take it out into the real world. Even with a lot of practice, though, the handling of some vehicles still seems a little touchy. You'll have to know just when to let some vehicles -- notably the colossal Backlash dump truck -- slide out of control. This can be frustrating when the nuclear carrier is bearing down on you like there's no tomorrow. Of course, the play control also adds to the challenge, and in the hands of a master, a difficult-to-control vehicle like the Backlash can be one of the best in the game.

Blast Corps's strongest point is the variety of levels and number of vehicles in the game. Counting bonus missions, there are more than 50 unique levels in all. The challenge of getting platinum medals in every course will keep the average game player busy for well over a hundred hours. Along with the many levels, there are eight different wrecking vehicles, four different cars (for zipping quickly across the landscape) and a train, barge and crane to play with. Even if you don't count the relatively short bonus levels, Blast Corps easily has more levels than any game yet released for the Nintendo 64!

Overall, Blast Corps offers something for both novice and expert players. Although some of the vehicles are a bit tough to control, even a beginner can have fun playing around with them. Advanced players will love the variety and challenge of the game. Some of the later missions are extremely tense, with little room for a misstep. Best of all, the game is about knocking down buildings, which turns out to be, well, a blast!

- TECHNICAL -

Cartridge ID: NUS-NBCE-USA

- TRIVIA -

Released on February 28, 1997 in USA.

Known export releases:
[JP] "Blast Dozer [Model NUS-NBCJ-JPN]"
[EU] "Blast Corps [Model NUS-NBCP-EUR]"

- STAFF -

Music & sound: Graeme Norgate
Lead Design: Martin Wakeley
Programming: Graham Smith
Executive Producer: Hiroshi Yamauchi
Nintendo Producers: Mike Fukuda, Kenji Miki
Lead Programmer: Richard Wilson
Lead Artist: Richard Berwick
Additional Artists: Paul Cunningham, Keith Rabbette
Story and Text: Leigh Loveday
Project Manager: Simon Farmer
Product Test: George Andreas, Gavin Hood, Gareth Jones, Martin Penny, Gary Richards, Huw Ward, Jamie Williams, David Wong
Additional Design: George Andreas, Gavin Hood, Gareth Jones, Martin Penny, Gary Richards, Huw Ward, Jamie Williams, David Wong
Original Concept: Chris Stamper
Emulator Programming: Robert Harrison
Additional Compression: Michael Currington
Additional Artwork: Kevin Bayliss, Don Murphy
NOA Staff: Ken Lobb, Isaac Marshall, Richard S. Richardson, Henry C. Sterchi, Erich Waas, Armond Williams Jr.
Voices: Helen Coombs, Michael Kelbaugh, Robin Krouse, Isaac Marshall, Lee Ray, Erich Waas
Live Guitar: Grant Kirkhope
NOA Product Testing: Tim Bechtel, David C. Bridgham, Thomas Hertzog, Robert Johnson, Michael Kelbaugh, Chris Needham, Benjamin Smith
Rare US Staff: Matthew Berger, Eileen Hochberg, Scott Hochberg, Jerry Rogowski
NCL Staff: Masashi Goto, Kimiko Nakamichi, Eiji Aonuma, Keisuke Terasaki
Special Thanks To: Minoru Arakawa, Joel Hochberg, Howard Lincoln

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57608&o=2

$end


$astrocde=bstdroid,
$bio

Blast Droids (c) 1983 Esoterica

- TRIVIA -

The cartridge reads:
Spectrecade (tm) Presents: Blast Droids
but Spectrecade had nothing to do with this game. Esoterica, Inc. previously manufactured "Treasure Cove" (a Spectrecade game). Somehow that name ended up on this cartridge's label. It's a mistake.

- STAFF -

Written by: Dan Drescher, J.P. Curran

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86778&o=2

$end


$info=blastoff,
$bio

Blast Off (c) 1989 Namco.

A vertically scrolling shoot'em up. Despite the drastically different gameplay, Blast Off is the sequel to Bosconian which was released eight years earlier.

As in many other vertical scrolling shooters (including Namco's own Xevious), the player controls a ship, facing the top of the screen, that can move freely while the background scrolls down, bringing enemies in to view; the player may destroy enemies for points. The game uses two buttons - one is used to make the ship fire circular lasers, while the other is used to cycle through its four firing patterns. The red pattern is two lasers in a spiral pattern, while the blue one is one laser straight ahead and one behind, the yellow one is one laser straight ahead, one left, and one right and the green one is two lasers diagonally forward (one to the left and one to the right), and one straight behind; by holding down the button, the ship fires more powerful, spherical lasers.

- TECHNICAL -

Namco System 1 hardware
Game ID : BO

Main CPU : 6809 (@ 1.536 Mhz)
Sub CPU : 6809 (@ 1.536 Mhz)
Sound CPU : 6809 (@ 1.536 Mhz)
MCU : HD63701 (@ 1.536 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.57958 Mhz), Namco advanced 8-channel stereo WSG, stereo DAC

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Blast Off was released in March 1989 in Japan.

Even though the game is the sequel to Bosconian (which used a synthesized, DAC-generated voice saying "Blast off!" at the beginning of every round), Blast Off had more in common gameplay-wise with Namco's own Dragon Spirit than with Bosconian; this is especially noticeable in the third area of every world, where the player's ship undergoes an increase in size, and must destroy a boss. Despite several gameplay differences, the connection with Bosconian was emphasized in the marketing of the game, with the hexagonal space stations from Bosconian appearing in Namco's press literature, the game's title screen, and in the game itself.

The game is also worth noting for its usages of various "Engrish" phrases, such as "To push start only 1 player button" (on title screen), "Go next" (at end of world), "Congraturations" (at end of game) and "Entry your name" (on high score table). There are a total of six worlds in this game, and each one has three areas (so there are a total of eighteen "stages" to play through).

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

- SERIES -

1. Bosconian (1981)
2. Blast Off (1989)

- STAFF -

Game design : Nak, Tak
Program : Nak
Graphics : Tak
Character : Arg, M.G
Music : Kob, Tog
Sound : Nob

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=272&o=2

$end


$info=sc4blast,sc4blasta,sc4blastb,sc4blastc,sc4blastd,sc4blaste,
$bio

Blast Off (c) 200? QPS Interactive.

- TECHNICAL -

[Model PR2539]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42444&o=2

$end


$saturn,sat_cart=blastwnd,
$bio

Blast Wind (c) 1997 Tecno Soft.

- TECHNICAL -

Game ID: T-1810G

- TRIVIA -

Released on January 17, 1997 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58952&o=2

$end


$bbca_cass,bbcb_cass=blast,
$bio

Blast! (c) 1989 Audiogenic

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51560&o=2

$end


$info=ar_blast,
$bio

Blastaball (c) 1988 Arcadia Systems.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4684&o=2

$end


$amigaocs_flop=blastbal,
$bio

Blastaball (c) 1988 Arcadia Software, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73571&o=2

$end


$amigaocs_flop=blastar,
$bio

Blastar (c) 1993 Core Design

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73572&o=2

$end


$n64=blastdoz,
$bio

Blastdozer (c) 1997 Nintendo.

Japanese release. Game developed in USA. See the original "Blast Corps [Model NUS-NBCE-USA]" for more information about the game itself.

- TECHNICAL -

Game ID: NUS-NBCJ-JPN

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57609&o=2

$end


$info=blasted,
$bio

Blasted (c) 1988 Bally Midway.

Using your high-powered scope rifle, blast aliens and other bad guys who have invaded an apartment complex, but be careful not to shoot the tenants or get hit by return fire. In 2-player mode, you shoot at your opponent's building and he shoots at yours.

- TECHNICAL -

Bally Midway MCR 3 hardware
Game No. 0F09

Main CPU : Motorola 68000 (@ 7.7238 Mhz)
Sound CPU : Motorola 68000 (@ 8 Mhz)
Sound Chips : DAC

Screen orientation : Horizontal
Video resolution : 512 x 480 pixels
Screen refresh : 30.00 Hz
Palette colors : 64

Players : 2
Control : 8-way joystick
Buttons : 1

- STAFF -

Game design : Brian Colin, Jeff Nauman
Software : Jeff Nauman
Graphics : Brian Colin
Sound : Neil Falconer
Cabinet : John Kubik, Hank Siska, Walt Gosluski
Hardware : Dan Stern, Cary Mednick, Trun9 Van Trunong
Support : Meredith Soper, Mike Bartlow, Greg Freres, Sue Lohse, Tom Leon, Jim Belt

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=273&o=2

$end


$info=blaster,blasterkit,blastero,
$bio

Blaster (c) 1983 Williams.

The player takes control of a spaceship and must fight against wave after wave of enemy fighters, while trying to rescue the stranded astronauts that represent the last surviving remnants of the human race. Enemies attack the player both with weapons, and by making 'suicide runs' at the player's ship. The game consists of eleven different levels, nine of which are repeated, bringing the total number of levels to 20. 

The levels are : Planetoid Waves, Robot Grid Waves, Saucerland Waves, Vampire Waves, Time Tunnel Waves, Outer Space Waves, Enduro Waves, Cat World Waves, and Mastermind Waves (there are two of each of these). 

There are also two unique waves that occur only once, they are Armageddon and Paradise. 

Players can select their starting wave at the start of the game; choosing from Planetoids, Robot Grid, Saucerland, and Vampires. During the game, players must be careful to NOT shoot the human astronauts that drift through the levels. These must be rescued by 'running' into them. 

Despite the presence of an energy meter, the player can take exactly three hits before he or she dies. Upon death, the window of the player's virtual cockpit breaks and one of the player's lives is lost. Blaster has a 'Continue' option but this can only be used once.

- TECHNICAL -

[1] [DuraMold model]

The DuraMold model was a large circular arcade cabinet made entirely out of thick plastic. These cabs were very attractive and almost impossible to damage. They were, however, expensive to produce and had a fatal design flaw : they shrank slightly in the first few months after they were made. In some cases the shrinking machine would eject its monitor, and send it flying across the room. Williams quickly developed a fix for this, but no one wanted DuraMolds after hearing about them shooting monitors across arcades. The DuraMold Blaster was all black and had yellow graphics on the control panel and marquee. 

Dimensions : 72" (182.9cm) High x 29" (73.7cm) Wide x 31" (78.7cm) Deep 

[2] [Upright model] 
Dimensions : 70" (177.8cm) High x 24.5" (62.2cm) Wide x 26.5" (67.3cm) Deep 
Weight : 270 lbs (122.5 kg) 

[3] [Cockpit model] 
Dimensions : 58.5" (148.6cm) High x 30" (70cm) Wide x 77.5"(198.9cm) Deep
Weight (uncrated) : 342 lbs (155kg)
Weight (crated) : 402 lbs (182.5kg)

[4] [Conversion Kit] 

Monitor (all models): 19" color raster non-interlaced. 

CPU : 6809E 
ROM : 232 Kilobytes 
Video & Scratch RAM : 50 Kilobytes 
CMOS RAM : 1kx4 

Sound system : 2 Channel Stereo, 2 6808 Microprocessors 
ROM : 8 Kilobytes (2 Systems) 

Players : 2 (alternating) 
Control : 49-Way optical joystick (6 separate speeds in 8 directions plus center off position) 
Buttons : 2 (BLAST, THRUST)

- TRIVIA -

Blaster was released internationally in November 1983. 

Blaster was the official sequel to "Robotron: 2084", its attract mode went : The Robotrons have destroyed the last human family. 

Dwayne Richard holds the record for this game with 92,346,500(!) points. 

Originally known as 'Master Blaster', but they changed the name to avoid confusion with a pinball simulator called 'Bill Budges Raster Blaster' for the Apple computer. The 3-D effects of this game were all hand rendered which required thousands of hours of design work. Due to the expense of the pseudo-3D generating hardware, Blaster was released in very limited numbers.

Various copyright messages are hidden in the game's programming. They start off normal, then the weirdness starts. LED and EPJ are Larry DeMar and Eugene Jarvis respectively, the co-designers of this fine game.

At 0x18FB0:
COPYRIGHT 1983 VID KIDZ - ALL RIGHTS RESERVED.

At 0x29409:
COPYRIGHT 1983 VID KIDZ - ALL RIGHTS RESERVED. 
LED - EPJ

At 0x2B282:
KEEPA YOU HANS OFFA MY PROAGRAMA

At 0x3046A:
BLASTER(TM)
BLASTER IS A TRADE MARK OF VID KIDZ
COPYRIGHT 1983 VID KIDZ - ALL RIGHTS RESERVED.
LED - EPJ
YOU TOUCHA MY PROGRAM - I BREAKA YOU FACE!

At 0x38A5F:
BLASTER(TM)
BLASTER IS A TRADE MARK OF VID KIDZ
COPYRIGHT 1983 VID KIDZ - ALL RIGHTS RESERVED.
SO THERE!
LED - EPJ

- UPDATES -

When Blaster was first put out at a test location in early 1983, it had 30 waves and allowed you to continue a game by spending another credit. By the time the game went into production in late 1983, the program had been modified to have 20 waves, and no buy-ins allowed.

- SERIES -

1. Robotron: 2084 (1982, ARC) 
2. Blaster (1983, ARC) 
3. Robotron X [Model SLUS-00252] (1996, PSX)
4. Robotron 64 [Model NUS-NRXE-USA] (1998, N64)

- STAFF -

Developed by: Vid Kidz

Staff : Eugene Jarvis (DRJ), Larry DeMar (LED), (JRS), (KLR), (DJW), Paul Dussault (PGD), (JER), (ALI), (MLG), (NHD)

- PORTS -

* Consoles : 
Sony PlayStation [US] (November 30, 1997) "Arcade's Greatest Hits - The Midway Collection 2 [Model SLUS-00450]" 
Sony PlayStation [EU] (March 1998) "Arcade's Greatest Hits - The Midway Collection 2 [Model SLES-00739]"
Sony PlayStation 2 [US] (November 18, 2003) "Midway Arcade Treasures [Model SLUS-20801]" 
Microsoft XBOX [US] (November 24, 2003) "Midway Arcade Treasures" 
Nintendo GameCube [US] (December 18, 2003) "Midway Arcade Treasures [Model DOL-GAKE-USA]" 
Microsoft XBOX [EU] (February 6, 2004) "Midway Arcade Treasures" 
Sony PlayStation 2 [EU] (February 6, 2004) "Midway Arcade Treasures [Model SLES-51927]" 

* Computers : 
PC [MS Windows 95, CD-ROM] [US] (1997) "Arcade's Greatest Hits - The Midway Collection 2" 
PC [MS Windows, CD-ROM] [US] (August 27, 2004) "Midway Arcade Treasures" 
PC [MS Windows, CD-ROM] [EU] (November 23, 2004) "Midway Arcade Treasures"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=274&o=2

$end


$a800=blaster,
$bio

Blaster (c) 1984 Williams Electronics, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49305&o=2

$end


$a5200=blaster,
$bio

Blaster (c) 1984 Atari, Incorporated.

- STAFF -

Programmer: Eugene Jarvis, Larry DeMar

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50026&o=2

$end


$gbcolor=bmaster,
$bio

Blaster Master - Enemy Below [Model DMG-AEHE-USA] (c) 2000 Sunsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67582&o=2

$end


$megadriv=bmaster2,bmaster2p,
$bio

Blaster Master 2 (c) 1993 Sunsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57128&o=2

$end


$gameboy=bmastboy,
$bio

Blaster Master Boy [Model DMG-BI-USA] (c) 1992 Sunsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65671&o=2

$end


$gameboy=bmastjr,
$bio

Blaster Master Jr. [Model DMG-115-CHN] (c) 1991 Sunsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65672&o=2

$end


$nes=bmaster,bmasteru,bmasterup,
$bio

Blaster Master (c) 1988 SUNSOFT.

North American release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Chou Wakusei Senki - Metafight [Model STEC-MF]".

Text from this version:
Mega Graphics! Mega Action!
The New York sewers were never like this! You've fallen down a hideen manhole into a world of creatures so terrifying they'd scare the rats away. You can panic and perish, or blast your way through an endless maze of tunnels, searching for the secret passages to your escape. And that's the easy part. Because the Masters of the Cavers lay waiting - prehistoric creatures so powerful, so gigantic, they literally fill your screen! So load your arsenal and get ready for Blaster Master.

- TECHNICAL -

Cartridge ID: NES-VM-USA

- TRIVIA -

Reviews:
[FR] March 1992 - Consoles + N.8 (Page 132-134): 91/100
[FR] June 1992 - Joypad N.9: 86/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54955&o=2

$end


$info=blstroid,blstroid3,blstroid2,blstroidh,blstroidg,
$bio

Blasteroids (c) 1987 Atari Games Corp.

Blasteroids is a 1 or 2-player update of Atari's seminal "Asteroids", where the object of the game is to clear all sectors of the asteroids and enemy ships. Once this task is completed, the player goes on to battle Mukor - the "boss" asteroid who rules all galaxies - and destroy him.

The player's ship appears first in the center of four vortices, he or she must chose which vortex they wish to enter, which then transports them to a sector of their chosen star system.

Unlike in "Asteroids", the player ship has a finite amount of fuel which must be replenished as often as possible. This is achieved by destroying specifically-colored asteroids which turn into collectible crystals. Not all sectors contain the crystal-bearing asteroids, however, and if the player runs out of fuel, a ship is lost. The game contains three different ship configurations and the player can switch between them at any time during a level. The three configurations are : Speeder (small and fast, but weak), Fighter (medium speed and strength) and Warrior (large and strong but very slow). 

Additional power-ups can be collected to improve the player's chances, some of the items available are : additional guns, larger fuel tanks, crystal magnets and impervious shields. Some of these add-ons are time-limited while others last until the player's current ship is destroyed. In the asteroid field, there are also 'popcorn' asteroids; small blue rock formations that grow larger and travel faster with each hit they take until they become large, non-moving objects on the screen. These obstacles must be avoided since hitting them will drain all of the ship's fuel, costing the player a life. A popcorn asteroid can not be destroyed. Hitting anything other than bonus power-ups and energy crystals costs precious fuel. Clearing a sector of all of its asteroids takes the player back to a screen and shows a preview of all of the cleared and uncleared sectors in this star system. Some sectors are marked as "unknown" and no preview is offered for these levels. From here, the player can choose which system they wish to tackle next. All systems need to be cleared before the player is given the chance to battle against Mukor himself. To kill Mukor, the player must eliminate each of the volcanoes with multiple blaster hits. Destroying a volcano causes Mukor to release bonus power-up items, and destroying all of the volcanoes causes Mukor to flee, returning the player to the selection vortices.

Later, after all other sectors have been cleared, the player will eventually have to face Mukor again and this time, the enemy boss will have to be destroyed. After Mukor has been destroyed, the game ends.

In the simultaneous two-player game, the first person to fly their ship into a vortex chooses the star system to which the players go. A unique feature of two-person play is the docking of ships : to dock, one player must transform their ship to the largest size while the other transforms to the smallest. By touching the two ships together, they dock and form one large ship. The player originally with the larger ship now controls the speed and direction of the docked ship and can fire straight forward. The player with the smaller ship controls a turret that can rotate and fire independently of the main ship. The dock is broken when the player with the small ship hits their 'thrust' button.

- TECHNICAL -

Cabinet dimensions : 
70 in. (178 cm) high
26.75 in. (70 cm) wide
34.38 in. (87 cm) deep

Cabinet weight : 302 lbs (137 kg).

Game ID : 136057

Main CPU : Motorola 68000 (@ 7.15909 Mhz), MOS Technology 6502 (@ 1.7895 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579 Mhz)

Players : 2
Control : dial
Buttons : 4

- TRIVIA -

Blasteroids was released in February 1988.

2,000 units were produced in the USA. The selling price was $2,345.

The game was originally to have areas in which a certain ship form was required to get through them, but the game's production was pushed forward, and it didn't receive the fine-tuning that was originally planned.

Background space-scapes, pictures of space ships, asteroids and other obstacles are actually digitized pictures of real-life objects. The asteroids were digitized by non other than ILM (Industrial Light and Magic), Lucasart's industry-leading special effects company.

Mark Twitty holds the official record for this game with 2,773,840 points on April 20, 1988.

- UPDATES -

The prototype version of Blasteroids has the programmer's head (Ed Rotberg) hidden in it.

- TIPS AND TRICKS -

* Ed Rotberg (Prototype version only) : To find his head, start a game on medium difficulty... complete the first wave, then pick the upper right hand wave next. Shoot the blue crystal rocks until they turn into spinning heads.

- SERIES -

1. Asteroids (1979)
2. Asteroids Deluxe (1981)
3. Space Duel (1982)
4. Blasteroids (1987)
5. Asteroids (1998, PC, PS; 1999, GBC; 2000, Mac)  
6. Asteroids Hyper 64 (1999, N64)
7. Asteroids Gunner (2011, App Store)

- STAFF -

Staff : Ed Rotberg, Peter Lipson, Gary Stempler, Sam Comstock, Rob Rowe, Mike Hally, Brad Fuller, Mike Albaugh, Chris Downend

- PORTS -

* Computers :
Commodore C64 [US] [EU] (1988)
Amstrad CPC [EU] (1989)
Atari ST [EU] (1989)
Commodore Amiga [EU] (1989) 
MSX [EU] (1989) 
Sinclair ZX Spectrum [EU] (1989)

* Others : 
Apple iPhone/iPod [US] (August 5, 2009) [Model 326573077]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=275&o=2

$end


$msx1_cass=blstroid,
$bio

Blasteroids (c) 1987 Image Works

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94481&o=2

$end


$amigaocs_flop=blstroid,
$bio

Blasteroids (c) 1989 Image Works

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73573&o=2

$end


$cpc_cass=blastero,
$bio

Blasteroids (c) 1989 Image Works

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82833&o=2

$end


$info=blasto,
$bio

Blasto (c) 1978 Gremlin.

Your are in control of your spaceship as you maneuver it through a mine field. Beat the clock to explode all the mines. With two players, Blasto gets even more challenging, more exciting, as each one battles for the most mines and ultimately-for each other!

- TECHNICAL -

Upright cabinet dimensions : 26'' Wide x 67'' High x 28'' Deep. Weight : 290 Lbs.
Cocktail dimensions : 36,75'' Wide x 36'' High. Weight : 185 Lbs.

Prom stickers : 95-100

Main CPU : Intel 8080 (@ 2.079 Mhz)
Sound Chips : Discrete circuitry.

Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 2

Players : 2
Control : 4-way joystick
Buttons : 1

- TRIVIA -

Released in June 1978.

Bert Ankrom holds the official record for this game with 8,730 points on September 8, 2002.

- PORTS -

* Computers :
TI99

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=276&o=2

$end


$ti99_cart=blasto,
$bio

Blasto [Model PHM 3032] (c) 1980 Milton Bradley Co. [East Longmeadow, MA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84520&o=2

$end


$psx=blazebeq,
$bio

Blaze & Blade - Eternal Quest (c) 1998 T&E Soft

Blaze & Blade is a role playing game where you and three other players can quest together or you can play with CPU-controlled characters. Battle the forces of evil in a fantastic 3-D world where you can exchange weapons and even characters between the CPU and yourself.

Explore the lush surroundings of your environment in this non-linear adventure. Blaze and Blade, the first four-player RPG on PlayStation.

- TECHNICAL -

Game ID: SLPS-01209

- TRIVIA -

Released on January 29, 1998 in Japan.

Export releases:
[EU] "Blaze & Blade - Eternal Quest [Model SLES-00845]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84968&o=2

$end


$psx=blazebla,
$bio

Blaze & Blade Busters [Model SLPS-01576] (c) 1998 T&E Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84969&o=2

$end


$snes=blazeon,
$bio

BlaZeon - The Bio-Cyborg Challenge (c) 1992 Atlus Company, Limited.

- TRIVIA -

Reviews:
[FR] Consoles+ No. 13 (October 1992): 62/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62786&o=2

$end


$info=blazeon,
$bio

BlaZeon (c) 1992 Atlus Company, Limited.

The player is set in control of The Garland TFF-01, a sub-standard space fighter ship that is only armed with a semi-auto or rapid fire laser gun known as the Beam Vulcan and the Tranquilander. Some enemy units can be captured and used in play; certain enemy robots, when shot by the player's Tranquilander, will morph into an outline of themselves. The player can then fly into the outline, and take on the form of the enemy robot, taking control of its weapons, abilities and special attacks.

There is also addition to the boss battle scoring: similar to some shooters, players have the opportunity to increase their scores by beating the end level bosses within a certain time limit. Every time a boss battle is initiated, a timer will count down and once the boss is destroyed/killed before the timer reaches zero, then the time left will add to the player's end-level score; if the timer runs out, then the score at the end of the level will remain unaffected.

- TECHNICAL -

Game ID: ATL-67140

Main CPU : Motorola 68000 (@ 12 Mhz), Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2151 (@ 4 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- STAFF -

Star programmer : Hiroyuki Arai (Dandy Arai)
Sound : Tsukasa Masuko (Macco)
Japanese planners : Ethiopian Taro, Toshiya Matsuyama, BIRD
Object engineers : Shinji Tago, Hikaru Takeyasu, Masahiro Kuroda
Screen designers : Shinji Tago, Hakase100%, Magnam.K
Opening animators : Kenji Teraoka, Yasuhito Kikuchi, Motoaki Satoh, Naoki Kobayashi, Yusuke Satoh, Kazuyo Nakamura
Opening CG : Youtai Isseki, Hikaru Takeyasu, Sin
Opening makers : T. Mansell, Hakase100%, Annenyama-Z, Sin

- PORTS -

* Consoles :
Nintendo Super Famicom (1992)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=277&o=2

$end


$snes=blazeonj,
$bio

BlaZeon (c) 1992 Atlus Company, Limited.

Blazeon is a horizontal scrolling shooter by Atlus and conversion of an arcade game. The Imperial Earth Army has cast a dark shadow over the universe, and its bio-cyborg machines keep any rebel movement under control. In a last attempt to wipe out the evil empire, a group of resistance sends the Garland TFF-01 spaceship to battle the bio-cyborgs, and restore peace to the universe. The ship comes equipped with a basic Vulcan Beam - however, it can also fire Tranqui-Lander torpedoes that allow the player to freeze any bio-cyborg, and to take possession of it. This particular technique is at the core of the gameplay, and each captured bio-cyborg enemy has drastically different weapons and combat behavior - some shoot in three directions whereas others fire laser-beams, homing-missiles or drop bombs. Most bio-cyborgs come with extra special attacks (or fighting techniques), some in limited quantities (such as the powerful fire shield) whereas others are unlimited and can be used at will (homing missiles or bombs). However, bio-cyborgs are vulnerable to enemy fire and they progressively lose firing capabilities as they get hit, and eventually revert back to the Garland ship. Blazeon consists of five long stages (it often features end of level bosses as well as mid-bosses) and is single player only.

- TECHNICAL -

Cartridge ID: SHVC-BL

- TRIVIA -

Released on July 24, 1992 in Japan for 8500 Yen.

The arcade game BlaZeon was originally released in 1992. This Super Famicom port shows several noticeable differences - the original arcade game featured an incredible introduction sequence which was completely removed from the Super Famicom port. A couple of stages were also cut down in size - for instance, the large spaceship (second stage) features less segments and doesn't release the end of level boss, then the third level was heavily edited and was curiously switched around with the fourth stage. Finally, the Super Famicom port includes an autofire option, but the two-simultaneous player mode from the arcade was completely omitted.

- STAFF -

Game Designer: Harumagedon In
Programmer: Hacyan, A!! Kumada, Ogacyan
Graphic Designer: Harumagedon Nori, Janet Hattage
Music Composer: Macco
Special Thanks: Annen, Ma. Lika Sueyoshi, Aino, S. Fujiki, Angila, Oh! Kubo, Tom, Juncyan, Babala
Directer: Harumagedon In
Original Writer: Ethiopan Taro
Assistant Writer: Matu
Original Graphic: Ta~Go, Hakase

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61100&o=2

$end


$info=blazer,
$bio

Blazer (c) 1987 Namco.

An isometric scrolling shoot 'em up featuring a tank and occasionally a helicopter battling multiple land and air based enemies.

- TECHNICAL -

Namco System 1 hardware
Game ID : BZ

Main CPU : 6809 (@ 1.536 Mhz)
Sub CPU : 6809 (@ 1.536 Mhz)
Sound CPU : 6809 (@ 1.536 Mhz)
MCU : HD63701 (@ 1.536 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.57958 Mhz), Namco advanced 8-channel stereo WSG, stereo DAC

Screen orientation : Vertical
Palette colors : 24-bit RGB palette

Control per player: 4-way joystick
Buttons per player: 2

- TRIVIA -

Blazer was released in July 1987.

This game was dedicated to Shoko Tamako Sumie.

Victor Entertainment released a limited-edition soundtrack album for this game (Namco Video Game Graffiti Vol.2 - VDR-5222) on 21/10/1987.

- STAFF -

Executive producer : Masaya Nakamura (M. Nakamura)
Supervisor : K. Sawano
Director : Fukutaro
Programmer : Sexy Akina
Graphic designers : Skeleton Ono, Nectar Satoru, Mizuki Kotaro, Osugi, Yarinage, Sato
Sound : Rainbow Cherry, Takoshi, Shinji

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=278&o=2

$end


$info=smiy0536,smiy0537,smiy0538,smiy0539,smiy0540,
$bio

Blazing 7's Grand (c) 200? Bally Gaming.

5 Reels, 50 Lines, 150 Credits Max Bet

- TECHNICAL -

Game Kit #108546: "M9000" (Oval top)
Game Kit #108547: "CineVision"

- UPDATES -

SMI #Y0536
Max/Min%: 87.09/84.64
Hit Freq.: 6.55
Volatility: 66.11

SMI #Y0537
Max/Min%: 88.87/85.44
Hit Freq.: 6.18
Volatility: 66.15

SMI #Y0538
Max/Min%: 90.98/87.41
Hit Freq.: 6.48
Volatility: 66.14

SMI #Y0539
Max/Min%: 93/90.26
Hit Freq.: 6.93
Volatility: 66.16

SMI #Y0540
Max/Min%: 95.01/91.56
Hit Freq.: 7.04
Volatility: 66.24

- SCORING -

Top Award: 100,000

- TIPS AND TRICKS -

Odds to Jackpot (all lines played): 16,000

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32038&o=2

$end


$info=smih1314,smih1315,smih1316,smih1317,smih1318,smih1319,smih1320,smih1321,smih1322,smih1323,smih1324,smih1325,smih1326,smih1327,smih1328,smih1329,smih1330,smih1331,
$bio

Blazing 7's Multi-Slot (c) 2010 Bally Tech.

- TECHNICAL -

[Bally Innovation Series]
Sofware Part #300237

Game Kit #170816 CineReels
Game Kit #184359 Alpha Elite S9E

- UPDATES -

Blazing 7's Wild:
SMI #H1314, min/max%: 85.24%
SMI #H1315, min/max%: 88.04%
SMI #H1316, min/max%: 90.07%
SMI #H1317, min/max%: 91.94%
SMI #H1318, min/max%: 93.86%
SMI #H1319, min/max%: 95.97%

Blazing 7's Money Bars:
SMI #H1320, min/max%: 85.26%
SMI #H1321, min/max%: 88.13%
SMI #H1322, min/max%: 90.01%
SMI #H1323, min/max%: 91.90%
SMI #H1324, min/max%: 93.95%
SMI #H1325, min/max%: 95.91%

Blazing 7's Free Games:
SMI #H1326, min/max%: 85.40%
SMI #H1327, min/max%: 88.22%
SMI #H1328, min/max%: 89.83%
SMI #H1329, min/max%: 91.84%
SMI #H1330, min/max%: 93.85%
SMI #H1331, min/max%: 95.87%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46130&o=2

$end


$info=smi6890,smi6891,smi6892,smi6893,smi6894,
$bio

Blazing 7's Progressive (c) 2003 Bally Gaming, Incorporated.

Blazing 7's progressive with top box speakers (Pro Sound II). The standard top pay (progressive is based on) would be 1500 coins.

- TRIVIA -

Very popular slot due to the small cycle that would net the jackpot frequently (approx. every 4096 plays).

- UPDATES -

SMI#6890 87.68%
SMI#6891 89.57%
SMI#6892 90.85%
SMI#6893 94.60%
SMI#6894 97.18%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=45807&o=2

$end


$info=smih0658,smih0659,smih0660,smih0661,smih0612,smih0613,
$bio

Blazing 7's [Bally Signature Series] (c) 2008 Bally Gaming, Incorporated.

- TECHNICAL -

Game Kit #146019 CineReels
Game Kit #146011 ALPHA Elite S9E
Game Kit #146017 ALPHA Elite S9E Chop
Game Kit #146015 ALPHA S900

- UPDATES -

SMI #H0658
Min/Max %: 85.57%/88.98%

SMI #H0659
Min/Max %: 85.15%/91.14%

SMI #H0660
Min/Max %: 87.17%/92.83%

SMI #H0661
Min/Max %: 85.29%/95.13%

SMI #H0662
Min/Max %: 85.31%/96.98%

SMI #H0663
Min/Max %: 83.07%/85.19%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46120&o=2

$end


$info=smih1120,smih1121,smih1122,smih1123,smih1124,
$bio

Blazing 7's (c) 2009 Bally Gaming, Incorporated.

3-Coin Buy-A-Pay slot.

- TECHNICAL -

[Bally Signature Series]
Software Part Number: ASGBL73317UI-00

Game Kit #164407 ALPHA S9000 
Game Kit #164399 ALPHA Elite S9E
Game Kit #164410 CineReels
Game Kit #165744 ALPHA Elite JUMBO Reel

- UPDATES -

SMI #H1120
Min/Max %: 83.90%/89.37%
Odds to JP (Max Bet played): 4,913

SMI #H1121
Min/Max %: 87.17%/92.83%
Odds to JP (Max Bet played): 4,913

SMI #H1122
Min/Max %: 85.63%/94.46%
Odds to JP (Max Bet played): 4,096

SMI #H1123
Min/Max %: 88.59%/95.45%
Odds to JP (Max Bet played): 4,096

SMI #H1124
Min/Max %: 94.76%/97.50%
Odds to JP (Max Bet played): 4,096

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46037&o=2

$end


$info=smih0300,smih0301,smih0302,smih0303,smih0304,
$bio

Blazing 7's [Hot Shot Progressive] [Stepper slot] (c) 2008 Bally Gaming, Incorporated.

- TECHNICAL -

Software Part Number: ASGB7HS01001-00
Game Kit #111976 ALPHA S9000
Game Kit #117441 ALPHA Elite S9E
Game Kit #131706 ALPHA Elite S9E Chop Top
Game Kit #133399 CineReels

Special for NJ, PA:
Software Part Number: ASGB7HS01001-01
Game Kit #116422 ALPHA S9000
Game Kit #116413 ALPHA Elite S9E
Game Kit #131724 ALPHA Elite S9E Chop Top
Game Kit #133464 CineReels

- UPDATES -

SMI #H0300
Min/Max %: 86.26%

SMI #H0301
Min/Max %: 88.03%

SMI #H0302
Min/Max %: 90.01%

SMI #H0303
Min/Max %: 92.07%

SMI #H0304
Min/Max %: 94.03%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46206&o=2

$end


$info=smih1342,smih1343,smih1344,smih1345,smih1346,smih1347,
$bio

Blazing 7's [Special Scatter Bonus Pays!] (c) 2009 Bally Gaming, Incorporated.

- TECHNICAL -

[Bally Signature Series]
Software Part Number: ASGB7SC017UI-01

Game Kit #166941 ALPHA S9000 
Game Kit #166935 ALPHA Elite S9E
Game Kit #166947 ALPHA Elite Jumbo
Game Kit #166944 CineReels

Topper Part Number: C765-211541
Topper Description: SPECIAL SCATTER BONUS PAYS

- UPDATES -

SMI #H1342
Min/Max %: 87.38%/87.87%

SMI #H1343
Min/Max %: 87.33%/90.00%

SMI #H1344
Min/Max %: 90.96%/91.68%

SMI #H1345
Min/Max %: 89.87%/93.93%

SMI #H1346
Min/Max %: 87.78%/95.86%

SMI #H1347
Min/Max %: 91.16%/97.45%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46121&o=2

$end


$info=smih1382,smih1383,smih1384,smih1385,smih1386,smih1387,
$bio

Blazing Dollars (c) 2009 Bally Gaming, Incorporated.

- TECHNICAL -

[Bally Signature Series]
[Artform BDO-5001]
Software Part Number: 300274

Game Kit #168548 ALPHA S9000 
Game Kit #168544 ALPHA Elite S9E
Game Kit #168553 ALPHA Elite JUMBO Reels
Game Kit #168550 CineReels

Topper Part Number: C765-211870_071309
Topper Description: BLAZING $ 7 $

- UPDATES -

SMI #H1382
Min/Max %: 83.07%/87.81%

SMI #H1383
Min/Max %: 83.07%/89.65%

SMI #H1384
Min/Max %: 83.07%/91.64%

SMI #H1385
Min/Max %: 83.07%/93.61%

SMI #H1386
Min/Max %: 83.07%/95.68%

SMI #H1387
Min/Max %: 84.91%/97.48%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46126&o=2

$end


$info=smih1388,smih1389,smih1390,smih1391,smih1392,
$bio

Blazing Dollars (c) 2009 Bally Gaming, Incorporated.

- TECHNICAL -

[Bally Signature Series]
[Artform BDO-5002]

Software Part Number: 300289
169062 ALPHA S9000
169060 ALPHA Elite S9E
169064 ALPHA Elite JUMBO Reels
169063 CineReels

Topper Part Number: C765-211870_071309
Topper Description: BLAZING $ 7 $

- UPDATES -

SMI #H1388
Min/Max%: 83.51%/89.61%

SMI #H1389
Min/Max%: 83.51%/91.54%

SMI #H1390
Min/Max%: 83.09%/93.42%

SMI #H1391
Min/Max%: 83.51%/95.49%

SMI #H1392
Min/Max%: 87.71%/97.21%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46129&o=2

$end


$saturn,sat_cart=blazdragu,
$bio

Blazing Dragons (c) 1996 Crystal Dynamics

- TECHNICAL -

Game ID: T-15907H

- STAFF -

Based on Characters Created By: Terry Jones
Featuring the Voices of: Terry Jones, Cheech Marin, Harry Shearer
Introducing the Voice of: Joseph Rye

ILLUSION GAMING CO.
Creative Direction: Darren Bartlett
Design: Matthew Seymour, Frederick J. Schiller, Russel Lingo
Programming: Matt Gilbert, Chuck Woo
Technical Direction: James Coliz
Producer: Matthew Seymour
Writer: Frederick J. Schiller
Lead Background Artist: Yoriko Ito
Lead Animator: Russel Lingo
Animators: Emile Duronslet, Michael D. Mattesi
Ink & Painters: Aaron Grbich, R. Dean McCreary, Sean Ecklos, Jolene Mate, Andrea Creber, Eli Remus
Production Artist: Jim Eral
Original Scripting System: Matt Gilbert
Additional Programming: Maria Leveriza
Additional Writing: Paul Jenkins, Michael Humes, Jonathan Aibel, Glenn Berger, Robert Arnold
Additional Backgrounds: Michelle Chang
Motion Capture Models: Sammy the Cat, Tony the Cat
Special thanks: Adrian Longland, Judy Jette, David Kirk, Chuck's fold & friends, Liz Stephanie & Hannah, Valerie & Dakota, Lorraine & MSG
For Nelvana: Kim Cleary, Lara Stein, Toper Taylor

CRYSTAL DYNAMICS
Producer: David Sze, Tim Roberts
Assistant Producer: Rosaura Sandoval
Design: E. Daniel Arey
Additional Programming: Dan Su, Samuel Dicker, Raymond E. Tobey
Additional Art: Steve M. Suhy
Marketing Manager: Katie Bolich
Marketing Coordinator: Steve Groll
Public Relations & Talent Licensing: Jennifer Abbott-Bulka, Sandra Yee
Audio Visual Team: Mark Miller, Dan Brazelton, Katy Weathers, Leland Susser
Manual: Carol Ann Hanshaw, Neil Hanshaw
Lead Testers: Billy Mitchell, Joseph M. Damon
Assistant Lead Testers: Matthew Young, Randy Smaha
Testers: Ron Allen, Sako Bezdjian, Anthony Borba, Mike Borg, Mike Brown, Edward Chennault, Scott Crisostomo, Scott Hill, Rich Krinock, Kevin Kwan, John Lencioni, Mark Lerma, Doug Leslie, Chad Lowe, Raphael Pepi, Eddie Ramirez, Sheatiel Sarao, Serguei Savtchenko, Kevin Seiter, Jeff Todd, Chris Walker
Special thanks: Susan Bowman, Jean Burrell, Madeline Canepa, Alan Chaplin, Kathleen Donohue, Dan Dorosin, Robert K. Dyer, Chris Espinosa, Amy Hennig, Jon Horsley, Dawn Jordan, David Kirk, Adrian Longland, Kevin Norr, Kenny Reeves, Gavin Scott, Amy Smith, Michelle Smith, Scott A. Steinberg, Victor Wang, Richard Lemarchand (& all the voiceover placeholder guinea pigs), Randy Komisar, Mark Wallace, IS Department
Additional Voices: Charles Adler, Michael Bell, Jeff Glenn Bennett, Gregg Berger, Jim Cummings, Brian George, Jess Harnell, Rob Paulsen, Robert Ridgeley, Roger Rose, Kath E. Soucie, B. J. Ward
Voice-Over Direction & Casting: Gordon Hunt, Kris Zimmerman Salter
Additional Casting: Kalmenson & Kalmenson
Voice-Over Recorded at: Cheshire MultiMedia Sound, West Lake Studios, Saunders & Gordon
Music: Power of Two Music
Sound Effects: Tom Corwin
Additional Sound Effects: John March
Audio Processing: Brian Schmidt
Closeup Lip Synching: Six Foot Two

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59984&o=2

$end


$saturn,sat_cart=blazfr,
$bio

Blazing Dragons (c) 1996 Crystal Dynamics

- TECHNICAL -

Game ID: T-15913H-09

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60246&o=2

$end


$saturn,sat_cart=blazdragg,
$bio

Blazing Dragons (c) 1996 Crystal Dynamics.

- TECHNICAL -

Game ID: T-15913H-18 (670-8797-18)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60247&o=2

$end


$saturn,sat_cart=blazdrag,
$bio

Blazing Dragons (c) 1996 Crystal Dynamics

- TECHNICAL -

Game ID: T-15913H-50

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60248&o=2

$end


$saturn,sat_cart=blazhero,
$bio

Blazing Heroes [Model 81303] (c) 1996 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59985&o=2

$end


$tg16=blazlazr
$bio

Blazing Lazers (c) 1989 NEC Avenue, Ltd.

- TECHNICAL -

Game ID: TGX030010

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84289&o=2

$end


$info=blazlaz,
$bio

Blazing Lazers (c) 1989 Hudson Soft.

- TECHNICAL -

United Amusement PC-Engine based hardware

- TRIVIA -

In 1989, United Amusement (a large operator of arcades in the US at that time) developed a JAMMA interface for the PC-Engine with NEC's blessing. NEC pulled funding for the project before mass production began, and it never took off.

- STAFF -

Programmer : Jemini Jirono, Pochi Nakamori
Designer : Janus Teramoto, Zash.Pri.Pri, Nakashima Puppy
Composer : Miyamo J.T.S, Mats Sydon, Ozono Takeuchi
Director : Mikio Ueyama, Tadayuki Kawada, Moo Niitani
Producer : Hidethoshi Endo, Eiji Aoyama
Special Thanks : John A. Greiner, Rice Grounds, Mizutan, Healthy Toyama

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=21472&o=2

$end


$snes=blazsky,
$bio

Blazing Skies (c) 1992 Namco, Limited.

- TIPS AND TRICKS -

Radar
-----
Hold L + R + Up and press Start at the title screen. A radar display will appear on the lower left corner of a screen during dogfights. 

Fully powered Marcel LeBlanc
----------------------------
Select the Continue Game option at the continue screen. Select the End option at the password screen.

Level codes
-----------
1 = FGYHML!nG!xF!
2 = r5xKDJC2pf!V
3 = HCcMJ6R!brG!v!
4 = VrBPWPBHvW!2
5 = T!LRLRIwBBF!B!
6 = jD1TXGdtGB!r
7 = sB7Q0wWYGBD
8 = CG!YPDM413!Zh
9 = hBW0JGJ4BH!Q
10 = !7zG!LR6xwWw2
11 = b!!s!TWM4!NPG!Gv
12 = G!!dNNG1BQKD6

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62789&o=2

$end


$info=blazstar,
$bio

Blazing Star (c) 1998 Yumekobo.

A beautiful horizontally scrolling shoot'em up.

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID: NGM-239

Players: 2
Control: 8-way joystick
Buttons: 2
=> Ship name (pilot) > [A] Normal/Rapid/Charge attack, [B] Break attack
=> Hell Hound (Caster) > [A] 4 way shot/6 way shot/Deathflame, [B] Hell burst
=> Windina (Leefa) > [A] Wave/Tidal wave/3 way spread, [B] Homing
=> Aryustailm (JB) > [A] Laser/Lightning bolt/Sword, [B] Sword field
=> Peplos (Asayuki) > [A] 3 way shot/3 way fire/Holy flare, [B] Devil breath
=> Dino 135 (Naomi Y.) > [A] Shot/Rapidshot/Spreadshot, [B] Special scatter
=> Dino 246 (Kaoru Y.) > [A] Shot/Rapidshot/Chargeshot, [B] Bomber

- TRIVIA -

Blazing Star was released in January 1998. It is Yumekobo's first game developed and released for the Neo-Geo MVS.

KAORU.Y (The last ship at the character selection screen) is the lead character from "Pulstar".

Part of the "Pulstar" / "R*Type" team also worked on Blazing Star (see Staff section for more information).

Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Blazing Star - PCCB-00306) on March 18, 1998.

- TIPS AND TRICKS -

* Stage Select : At the ship select screen, hold RIGHT and D on both 1 and 2-player sides, then select your ship. The next screen will be a stage select menu.

* While choosing a ship in the select screen, press C+D for an extra color ship.

* Asayuki and its Peplos ship can't power-up with any items.

- STAFF -

Executive producers : Akio Inove, Nobuyuki Okude
Producer : Takaya ida
Sub. producer : Isamu yutani
Director : Michio Sato
Main programmer : Minoru Yoshida
Sub. programmer : Taka / M. Sakae
Chief designer : Tomonori Nagakubo
Designers : Kyou Yamanaka, Izumi Senou, Saki, Shotabira, Yumetard, Tatsuo Shioda
Character designer : Daikichi
Design helpers : Mayumi Takeuchi, Itsuo Iton, Mitsuo Takano, Masakazu Ishizaki
Sound designer : Yasuaki Fujita
Music composer : Harumi Fujita

- PORTS -

* Consoles :
SNK Neo-Geo AES [JP] (1998) "Blazing Star [Model NGH-239]"

* Others :
Google Play (July 2012) Blazing Star
Apple App Store (July 2012) Blazing Star (Published by SNK Playmore)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=279&o=2

$end


$amigaocs_flop=blzthndr,
$bio

Blazing Thunder (c) 1991 HiTec Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73574&o=2

$end


$cpc_cass=blazingt,
$bio

Blazing Thunder [Model HT069] (c) 1990 HiTec Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82836&o=2

$end


$info=blzntrnd,
$bio

Blazing Tornado (c) 1994 Human.

8 wrestlers from different countries take part in a wrestling tournament in single or tag team match.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 16 Mhz)
Sound CPU : Zilog Z80 (@ 8 Mhz)
Sound Chips : Yamaha YM2610 (@ 8 Mhz)

Players : 4
Control : 8-way joystick
Buttons : 4

- TRIVIA -

Blazing Tornado was released in September 1994.

The wrestlers featured appeared in the 1995 Super Famicom game "Super Fire Pro Wrestling X". The boss of the game was also featured as an hidden unlockable wrestler in the game.

- STAFF -

Directed by : Masato Masuda
Planned by : Tako Fiorei, Kazuhito Kimura
Program : Seiji Manda, Hideki Katagiri, Yasuhiko Kanda, Toshimaro Adachi, Hiroyuki Okuna, Shinichi Kasahara, Keizo Suzuki
Graphic design : Kenji Kimura, Kazuo Komuro
Ending graphic design : Kazuo Komuro
Graphics : Takeshi Kadoma (Girls), Takashi Tadokoro (Referee), Shigeki Sugimoto (Ring doctor), Osamu Yasui (Background), Kazuyuki Ogawa (Information), Atushi Ohtani, Ryuji Kakegawa, Hiroya Tamura, Masanori Yamazaki (Opening & Ending)
Sound design : Hironori Tanaka, Hiroyuki Naka, Chiyomaru Shikura
Sound system program : Tomoyuki Takano
SE design : Masamichi Yamazaki, Masahiko Hagio
Translation adviser : Michael Hosey, Shinya Nishina, Ryoko Maruyama, Yumiko Ichikawa

* Characters design :
Eric graphic : Kazuo Komuro
Zama graphic : Toshiyuki Ohhashi, Kazuhisa Watarigawa
Firebird graphic : Kenji Kimura
Wolf graphic : Koichi Tawara
Saigo graphic : Satoru Ito
Hayate graphic : Kenji Kimura
Ho graphic : Shigeru Yaguchi
Bullnoi graphic : Hisashi Sato
Ludwig graphic : Akihiko Ishizaka

- PORTS -

* Consoles :
Sega Saturn (1995)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=280&o=2

$end


$info=m4blztrl,m4blztrla,
$bio

Blazing Trails (c) 199? MDM Leisure.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15583&o=2

$end


$gba=bleach,
$bio

Bleach Advance - Kurenai ni Somaru Soul Society [Model AGB-BLEJ-JPN] (c) 2005 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69910&o=2

$end


$x68k_flop=bleedout,
$bio

Bleed Out Sakuretsu (c) 1996 Gold Cats Project

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87137&o=2

$end


$psx=blendxbr,
$bio

Blend X Brand [Model SLPS-01818] (c) 2000 Tonkin House

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84970&o=2

$end


$gba=blender,
$bio

Blender Bros. [Model AGB-ABRE-USA] (c) 2001 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69911&o=2

$end


$x68k_flop=blindspt,
$bio

Blind Spot (c) 1991 Dolphin Game Studio

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87138&o=2

$end


$info=m5bling,
$bio

Bling King Crazy (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40079&o=2

$end


$amigaocs_flop=blinkyss,
$bio

Blinky's Scary School (c) 1990 Zeppelin Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73575&o=2

$end


$info=bloto,
$bio

Blits Loto (c) 200? Extrema Intersystems.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43635&o=2

$end


$amigaocs_flop=blitzten,
$bio

Blitz Tennis (c) 1997 Acid

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73576&o=2

$end


$vectrex=blitz,blitza,
$bio

Blitz! (c) 1982 GCE [General Consumer Electric]

Will you have a championship season or just be an also-ran? You're in control as head coach of this championship caliber squad.  Run, pass, punt, kick field goals -- all the excitement of a real game. Play against the computer's tough defense or invite a visiting coach to join in a real showdown!

You have the choice of 3 game options. Each game operates the same way, but they vary in speed and difficulty. Game 1 is the slowest and easiest while Game 3 is the fastest and most difficult.

- TECHNICAL -

Model HS-4120

Controls: 
Joystick: On offense, moves the ball carrier around the field. On defense,
controls one of your men.
Button 1: Strong left or Field Goal Select. Moves your man into a strong
left formation. Also used to select field goal formation.
Button 2: Power Middle or Punt Select. Moves your man into a power middle
formation. Also used to select punt formation.
Button 3: Spread or Pass or Kick.  Moves your men into a spread formation.
Also used to release a pass or kick.
Button 4: Strong Right or Snap. Moves your men into a strong right
formation. Also used to snap the ball.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82212&o=2

$end


$bbca_cass,bbcb_cass=blitzkri,blitzkric,
$bio

Blitzkrieg (c) 1984 Software Invasion

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51561&o=2

$end


$amigaocs_flop=blitzkrg,
$bio

Blitzkrieg - Battle at the Ardennes (c) 1988 CDS

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73577&o=2

$end


$pc98=blitzkrg,
$bio

Blitzkrieg Toubu Sensen 1941-45 (c) 1990 Systemsoft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89022&o=2

$end


$x68k_flop=blitzkrg,
$bio

Blitzkrieg Toubu Sensen 1941-45 (c) 1991 System Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87139&o=2

$end


$amigaocs_flop=blob,
$bio

Blob (c) 1993 Core Design

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73578&o=2

$end


$vboy=blobbers,
$bio

Blobbers (c) 1983 Philips Corp.

- TECHNICAL -

Game ID: 56

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95569&o=2

$end


$info=arkblock,arkbloc2,arkbloc3,
$bio

Block (c) 1986 Game Corporation.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 6 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.5 Mhz)

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 512

Players : 2
Control : dial
Buttons : 1

- TRIVIA -

In this bootleg/hack of "Arkanoid", it is possible to choose the start level.

Jason Dowling of Dublin, Ireland holds the official record for this game with 228,980 points on February 19, 1987.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=281&o=2

$end


$spc1000_cass=block,
$bio

Block (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83488&o=2

$end


$info=block,blockbl,blockj,blockr1,blockr2,
$bio

Block Block (c) 1991 Capcom.

A blue paddle rebounds a ball into the colorful bricks.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 8 Mhz)
Sound Chips : OKI6295 (@ 7.5 Khz), YM2413 (@ 4 Mhz)

Screen orientation : Vertical
Video resolution : 240 x 384 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048

Players : 2
Control : Paddle
Buttons : 1

- TRIVIA -

Block Block was released in September 1991 in Japan.

A bootleg of this game was released by Koa the same year.

- UPDATES -

The Japanese version has a little storyline before the titlescreen.

- STAFF -

Planner: Futoshi Kuwahara, Udatoshi
Designers : Shinji Sakashita, H.K, M. Miyao
Programmers : T. Ohta, Kohei Akiyama, N. Sakoda
Sound designers : P-Chan, T. Yomage

- PORTS -

* Consoles : 
Microsoft XBOX [US] (November 24, 2006) "Capcom Classics Collection Vol. 2" 
Sony PlayStation 2 [US] (November 24, 2006) "Capcom Classics Collection Vol. 2 [Model SLUS-21473]" 
Sony PlayStation 2 [AU] (April 11, 2007) "Capcom Classics Collection Vol. 2 [Model SLES-54561]" 
Sony PlayStation 2 [EU] (April 13, 2007) "Capcom Classics Collection Vol. 2 [Model SLES-54561]" 

* Handhelds : 
Sony PSP [US] (March 22, 2006) "Capcom Classics Collection Remixed [Model ULUS-10097]" 
Sony PSP [EU] (July 21, 2006) "Capcom Classics Collection Remixed [Model ULES-00347]" 
Sony PSP [US] (February 6, 2007) "Capcom Puzzle World [Model ULUS-10217]" 
Sony PSP [AU] (July 11, 2007) "Capcom Puzzle World" 
Sony PSP [EU] (July 13, 2007) "Capcom Puzzle World [Model ULES-00647]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=282&o=2

$end


$bbca_cass,bbcb_cass=blockbus,
$bio

Block Buster (c) 19?? Micro Power

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51562&o=2

$end


$svision=blockbus,
$bio

Block Buster [Model SV10001] (c) 199? Watara

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95421&o=2

$end


$info=blockcar,blockcarb,
$bio

Block Carnival (c) 1992 Visco Corp.

A funny ball and paddle game.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 8 Mhz)
Sound Chips : X1-010 (@ 16 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Block Carnival was released in October 1992.

This game is also known as "Thunder & Lightning 2".

- SERIES -

1. Thunder & lightning (1990)
2. Block Carnival (1992)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=283&o=2

$end


$mc10=blockdrp,blockdrpj,
$bio

Block Drop (c) 2004 Charles Perosi

- TECHNICAL -

Controls:
1 to move LEFT.
- to move RIGHT.
 to zap.

- TRIVIA -

Released in April 2004.

- STAFF -

By: Charles Perosi

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87613&o=2

$end


$nes=blockfrc,
$bio

Block Force (c) 1990 RCM Group

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83833&o=2

$end


$info=blockgal,blockgalb,
$bio

Block Gal (c) 1987 Sega.

A ball and paddle game.

- TECHNICAL -

Game ID : 834-6303

Runs on the Sega "System 1" hardware.

Players: 2
Control: dial
Buttons: 1

- TRIVIA -

Released in March 1987 in Japan.

Developed by Vic Tokai.

- STAFF -

Producer : Yakuza Sebiro
Designers : Sary Chan Papa, Abunai Kun!!
Programmers : Dynamic Ran, Gofukusen
Music : Shoochi Gun

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=284&o=2

$end


$spc1000_cass=blockgam,blockgamb,blockgama,
$bio

Block Game (c) 198? Samsung Software [Korea]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83489&o=2

$end


$info=blockhl,
$bio

Block Hole (c) 1989 Konami.

Export release. Game developed in Japan. For more information about the game itself please see the original Japanese release entry; "Quarth [Model GX063]"

- TECHNICAL -

Game ID : GX063

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=285&o=2

$end


$sms=blockhol,
$bio

Block Hole (c) 1990 Zemina

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55950&o=2

$end


$msx1_cart=blockhol,
$bio

Block Hole [Model 0226] (c) 1990 Zemina [Korea]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76599&o=2

$end


$c64_cart,c64_flop=blockhop,
$bio

Block Hopper (c) 1983 Fantasy Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53520&o=2

$end


$info=block2,
$bio

Block II (c) 1986 SPA Co.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32448&o=2

$end


$psx=blockku2,
$bio

Block Kuzushi 2 [Model SLPS-02578] (c) 2000 Marvelous Ent., Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84971&o=2

$end


$gameboy=blockkuz,
$bio

Block Kuzushi GB [Model DMG-ABKJ-JPN] (c) 1995 POW [Planning Office WADA] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65673&o=2

$end


$psx=blockkuz,
$bio

Block Kuzushi Kowashite Help! [Model SLPS-03042] (c) 2000 Media Gallop [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84972&o=2

$end


$snes=blockkuz,
$bio

Block Kuzushi [Model SHVC-AB8J-JPN] (c) 1995 Planning Office WADA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61102&o=2

$end


$info=blockout,blockout2,blockoutj,
$bio

Block Out (c) 1989 Technos Japan Corp.

Block Out is a 1-player or a simultaneous 2 players competitive game of unique dimensional action and strategy.
As the blocks drop one-by-one into the three-dimensional pit, rotate them by using the three buttons and joystick. Once the player has decided on the the rotation of the block, use the button to drop the block into place. The objective is to place the blocks into the pit without leaving any empty spaces. Once this is achieved, the layers without empty spaces, will disappear.

The player begins the game by selecting a starting stage. Game start level select can be chosen from stages 1, 5, 10, 15, or 20. There is a total of 100 stages in the game and as the players progress through the game, the stages get more and more difficult.
Each stage has a certain number of layers (faces) that must be erased. Once these faces are erased, the player will move on to the next stage. The less blocks the players has left in the pit at the end of the stage, the more points are awarded.

In addition to the one player mode, Block Out offers a competitive simultaneous two player mode. The split screen effect gives each player their own pit with which to play in. They compete against each other in the race to erase the faces. As one player erases a face, that face will be added to the opponent's pit, making their pit rise. This allows less room to work. There are two ways to win in the 2-player mode :
1) Force the opponent to the top of their pit and out of the game
or
2) Erase 21 faces first.

- TECHNICAL -

Game ID : TA-0029

Main CPU : Motorola 68000 (@ 10 Mhz)
Sound CPU : Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), OKI6295 (@ 8 Khz)

Players : 2
Control : 8-way joystick
Buttons : 4

- TRIVIA -

Developed by California Dreams.

Released in October 1989.

The name 'Block Out' is actually a trademark of Kadon Enterprises.

- TIPS AND TRICKS -

If the player can erase all of the blocks in the pit, this will make a 'block out'. The player will get additional points for the 'block out' and the difficulty within that stage will decrease.

- STAFF -

Producer: Yoshihisa Kishimoto

- PORTS -

* Consoles :
Atari Lynx (1990)
Nintendo Famicom (1990, "3D Block")
Sega Mega Drive (1991)
Sony Playstation (1995, "Geom Cube")

* Computers :
Commodore C64 (1989)
Atari ST (1989)
Commodore Amiga (1989)
PC [MS-DOS] (1989)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=286&o=2

$end


$megadriv=blockout,
$bio

Block Out (c) 1991 Electronic Arts.

- TRIVIA -

Reviews:
September 1991 - Consoles + N.1 [FR]: 91/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56361&o=2

$end


$pc98=blockout,blockouta,
$bio

Block Out (c) 1991 Acclaim Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89023&o=2

$end


$lynx=blockout,
$bio

Block Out (c) 1991 Atari Corp.

- TECHNICAL -

Model PA2056

- STAFF -

Programmer: Mirek Zablocki

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58801&o=2

$end


$info=brickppl,
$bio

Block People (c) 2009 Sega Enterprises, Limited.

The players have to stack up physical blocks against a screen in order to guide little orange 'Block People' characters around a stage. The main part of the game is set up as a series of small challenges, requiring that you make the Block People gather fruit or touch numbered icons in a certain order, all under constraint of time.

- TRIVIA -

Block People was released on July 15, 2009.

Known as "Brick People" outside Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31204&o=2

$end


$pc98=bquestv,
$bio

Block Quest V (c) 1993 Wiz.

- TRIVIA -

Released on March 03, 1993 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48525&o=2

$end


$nes=blockset,
$bio

Block Set - Stack Up (c) 1985 Nintendo.

- TECHNICAL -

Game ID: HVC-BL

- TRIVIA -

Stack Up was released on July 26, 1985 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53880&o=2

$end


$x68k_flop=blocksto,
$bio

Block Stocker (c) 1989 X-Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87140&o=2

$end


$msx2_flop=blckterm,
$bio

Block Terminator (c) 1988 Dott Plan [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101503&o=2

$end


$info=blockade,
$bio

Blockade (c) 1976 Gremlin.

This game was two player only, you must have a live human opponent to play against, or else the other players character will go straight into a wall, making for a very quick and boring game. Each player moves their character around leaving a solid line behind them. All moves are made on an invisible grid, so you can only turn at 90 degree angles. To win you must last longer than your opponent before hitting something (first person to hit something loses). The game ended after one player chalked up six wins, but this was operator adjustable down to as low as three.

- TECHNICAL -

This game came in an upright dedicated cabinet. The machine was decorated with only a marquee, which showed the game title. It did not have any other graphics or sideart. The sides were of a dark woodgrain, which probably went nicely in the average pool hall or bowling alley (where most early games were located). The game featured a control panel that was devoid of joysticks, instead you controlled the game using a button for each direction.

Upright cabinet dimensions :  67'' (170cm) High x 28'' (71cm) Deep x 26'' (66cm) Wide. Weight : 290 lbs.

Prom stickers : 1-4

Main CPU : Intel 8080 (@ 2.079 Mhz)
Sound Chips : Samples, Discrete

Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 2

Players : 2
Buttons : 4

- TRIVIA -

Released in October 1976.

This was Gremlin's first video game and was very widely copied. It provided Gremlin with a big hit, winning the 'Best of Show' award at the 1976 MOA convention.

- SCORING -

One good strategy is to try and box your opponent in to a small section of the screen, and then just move carefully until they crash.

- SERIES -

1. Blockade (1976)
2. Comotion (1976)
3. Hustle (1977)

- STAFF -

Designed by : Lane Hauck, Ago Kiss, Bob Pecarero

- PORTS -

* Computers:
Noval 760 (1977)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=287&o=2

$end


$coleco=blockrun,
$bio

Blockade Runner (c) 1984 Interphase

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53247&o=2

$end


$intv=blockrun,
$bio

Blockade Runner (c) 1983 Interphase.

Blockade Runner is a great visual concept in video games - play by yourself or team with a friend to bring home to earth four ships loaded with vital supplies. Enemy aliens have blockaded your route, so you must flash through a mine-filled asteroid belt to avoid destruction. You steer and shoot from your ship's nose-cone command post as the universe rushes past your eyes!

- TECHNICAL -

Model 8010001

- STAFF -

Design/Program: Stephen Willey

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60860&o=2

$end


$msx1_cart=blockrun,
$bio

Blockade Runner [Model PS-2010G] (c) 1985 Toshiba EMI [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76600&o=2

$end


$info=blkbustr,
$bio

BlockBuster (c) 1983 Kiwako.

A puzzle game.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 2.578 Mhz)
Sound Chips : (2x) Texas Instruments SN76496 (@ 2.578 Mhz)

Players : 2
Control : 4-way joystick
Buttons : 1

- TRIVIA -

Released in March 1983.

Licensed to Kiwako by ECI.

This game is also known as "Crazy Blocks" and is known in Japan as "Mr. Jong".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=288&o=2

$end


$amigaocs_flop=blockbus,
$bio

Blockbuster (c) 1988 Mindscape, Incorporated. [Northbrook, IL, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73579&o=2

$end


$info=sc4bbust,
$bio

Blockbuster (c) 200? Mazooma Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42216&o=2

$end


$megadriv=blockb,
$bio

Blockbuster World Video Game Championship II (c) 1995 Acclaim Entertainment, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57129&o=2

$end


$info=sc4blokq,sc4blokqa,sc4blokqb,sc4blokqc,sc4blokqd,sc4blokqe,
$bio

Blockbuster (c) 200? QPS Interactive.

- TECHNICAL -

[Model PR2025]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42445&o=2

$end


$cpc_cass=blockbus,
$bio

Blockbusters (c) 1984 Macsen Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82840&o=2

$end


$cpc_cass=blockbus01,blockbus02,
$bio

Blockbusters (c) 1986 Domark Group, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82838&o=2

$end


$bbca_cass,bbcb_cass=bbusters,
$bio

Blockbusters (c) 19?? Macsen Software.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51563&o=2

$end


$bbca_cass,bbcb_cass=bbgoldru,
$bio

Blockbusters Goldrun (c) 19?? Macsen Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51564&o=2

$end


$info=blocken,
$bio

Blocken (c) 1994 Visco Corp.

A ball and paddle game.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 8 Mhz), Zilog Z80 (@ 6 Mhz)
Sound Chips : YM3438 (@ 8 Mhz), OKI6295 (@ 8 Khz)

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Developed by KID.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=289&o=2

$end


$pc98=blockens,
$bio

Blockens Specter (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89024&o=2

$end


$bbca_cass,bbcb_cass=blocker,
$bio

Blocker (c) 19?? Thor

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51565&o=2

$end


$msx1_cass=blocker,
$bio

Blocker (c) 198? Grupo de Trabajo Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94482&o=2

$end


$amigaocs_flop=blockout,
$bio

Blockout (c) 1990 Rainbow Arts

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73580&o=2

$end


$x68k_flop=blockout,
$bio

Blockout Modori (c) 199? Bee [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87141&o=2

$end


$odyssey2=2blckbrk,
$bio

Blockout! + Breakdown! (c) 1980 Philips Corp.

- TECHNICAL -

Game ID: AA9427

- STAFF -

Programmer: Ed Averett

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95590&o=2

$end


$pc8801_flop=blocraz,
$bio

Blocraz (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91451&o=2

$end


$x68k_flop=blodia,
$bio

Blodia (c) 1990 Broderbund Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87142&o=2

$end


$nes=blodia,
$bio

Blodia Land - Puzzle Quest (c) 1990 Tonkin House

- TECHNICAL -

[Model TKS-XF]

- TRIVIA -

Released on August 11, 1990 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53881&o=2

$end


$gameboy=blodia,
$bio

Blodia [Model DMG-BLA] (c) 1990 Tonkin House

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65674&o=2

$end


$pce=blodia,
$bio

Blodia (c) 1990 Hudson Soft.

Blodia is a puzzle game by Hudson Soft and based on an original idea by Brøderbund. The game features a tiny crystal marble that slowly rolls through a maze of pipes. The goal of the game is to slide these tiles so that the ball keeps rolling and doesn't run out of track. Once the marble rolls passed a pipe it disappears and leaves space to more pipes to clear up. Later in the game, the playfield gets surrounded by exit pipes that connect with one another, this way the marble can exit at the bottom of the screen and reappear at the top of the field. A Turbo option is also available to speed up the ball. The first fifteen stages can be selected from the beginning and the game features a grand total of hundred different puzzles.

- TECHNICAL -

Game ID: HC90027

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58537&o=2

$end


$c64_cart,c64_flop=blokcopy,
$bio

Blok Copy (c) 2011 Cosine

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53521&o=2

$end


$info=blmbycar,blmbycaru,
$bio

Blomby Car (c) 1994 ABM & Gecas.

A 2-D rally driving game.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 10 Mhz)
Sound Chips : OKI6295 (@ 8 Khz)

Screen orientation : Horizontal
Video resolution : 384 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 768

Players : 2
Control : stick
Buttons : 2

- TRIVIA -

According to a Gaelco employee, Blomby Car is a bootleg/hack based on "World Rally" with only graphics changed. But, according to Game developer this was not true. The game only take inspiration from "Word Rally" and source code was totally original.

Blomby Car was only released as a conversion kit and it seems to have had a limited production run. It was ABM & Gecas' only arcade release.

This game, which is Italian, shows a scan of an Italian newspaper about Chiappucci at the Paris-Roubaix cycle race in the highscore table.

Francesco Zaia, son of a development team member, supplied the Peugeot 406 model, used to create the frames of the player's car.

About ABM & GECAS : Two manufacturers in Milan with technical labs in Chioggia (province of Venice) and Massa Matelica (Ravenna). The lab located in Massa Matelica closed down after the unfortunate loss of the head technician due to a car crash. ABM now is located in Chioggia and is still in business.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=290&o=2

$end


$info=bloodbro,bloodbroa,bloodbrob,
$bio

Blood Bros. (c) 1990 TAD.

In the far west, ruthless bandits terrorized the good people and is up to you to stop them and their vast weapon arsenal in order to bring peace to this troubled land. Features destructible background objects and lots of weapons! Despite the western concept, this game features almost identical mechanics to TAD's previous shooter "Cabal".

- TECHNICAL -

Main CPU : Motorola 68000 (@ 10 Mhz)
Sound CPU : Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : YM3812 (@ 3.579545 Mhz), OKI6295 (@ 8 Khz)

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Even if titlescreen says 1990, Blood Bros. was released in January 1991 in Japan.

According to dead code buried in Sky Smasher, it appears that the working title for Blood Bros. was 'Cabal II In West'.

A bootleg of this game is known as "West Story".

- TIPS AND TRICKS -

* Here's A Way To Play Blood Bros. For As Long As You Want :
1) Get to the second screen (preferably without dying on the first screen).
2) Shoot the building on the right side of the screen and start shooting the trees in the background on the right. 20,000 points fly out from each bunch of trees. Continue.
3) That is basically it. A few problems occur and here is how to counter them :
3a) 5 men run across the back from the left and throw grenades : Just shoot the grenades before they get to you. Eventually they come out less often, and will stop altogether.
3b) The men on the right come out from the edge to shoot you : Same as above. They stop eventually.
3c) A plane flies over and drops bombs : Same as above. It stops after some time.
3d) After a certain amount of time a bird comes out to kill you : Let it. Only 2 birds ever come out (sometimes only 1) and then they also stop coming. This is why it pays not to die on the first screen.
4) Hold your finger on the button to keep shooting the trees (sticky-tape works well here) and prepare to get 'really' bored. Play the neighboring game so that you can keep an eye on it.

* Extra Live : On the 1-1 and 4-1 stages, the tin can be shot eight times to give you a free man. If you miss it, don't bother trying again - you only get one chance.

- SERIES -

1. Cabal (1988)
2. Blood Bros. (1990)

- STAFF -

Program : Dai. Kohama
Direction : Hiro. Kakiuchi
Graphic : Jun. Matsubara, Tetsu. Shiraishi, Jun. Fujisaku, Nao. Shishino
Sound : Yus. Aoki, Yuj. Tezuka

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=291&o=2

$end


$cpc_cass=bloodbro,
$bio

Blood Brothers [Model AM 442] (c) 1988 Erbe Software [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82841&o=2

$end


$saturn,sat_cart=bloodfac,
$bio

Blood Factory (c) 1996 Electronic Arts Victor [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58953&o=2

$end


$psx=bloodfac,
$bio

Blood Factory [Model SLPS-00235] (c) 1996 Interplay

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84973&o=2

$end


$pcecd=blodgear,
$bio

Blood Gear (c) 1994 Hudson Soft.

Blood Gear is a futuristic mecha action/RPG by Westone/Red, and published by Hudson Soft. The Deguna empire is taking over the world and sends its troops across the galaxy. This epic science-fiction adventure features large battle mechs called PGs (Powered Gears) and Aref, a young pilot whose destiny is to affront the emerging menace. The really elaborate story starts within the walls of a laboratory where two scientists contemplate a new and powerful Powered Gear. But things quickly turn bad an other human driven robots break into the facility. One of the scientist, deadly wounded, manages to escape and saves a control device that he hands over to Aref. This curious device allows him to pilot Powered Gears an he now embarks on a journey to unlock the secrets of the Empire. Most of Blood Gear is played as a typical overhead Role Playing Game where the player explores futuristic cities or travel around the country and, later in the game, through the Solar System. During this phase, the player can upgrade his mech or purchase new weapons, ammo or protection. This is also where the game's progress can be saved or our hero's precious life bar refilled. Once outside, the player can only move along predefined paths. However, when specific locations are reached the game switches to side-scrolling action phases where our hero in his PG fights his way through waves of various enemy robots and war machines. Experience points are earned by defeating such enemies and can be later spent to upgrade and customize parts of the mech. The first mech the player happen to control is rather slow but new and more powerful PGs are available throughout the game. Different kind of weaponry can also be equipped at once which provides a balance of strategy and head-on action.

- TECHNICAL -

Game ID: HCD4048

- TRIVIA -

Blood Gear was released on October 28, 1994 in Japan for 6800 Yen.

- STAFF -

Developed by Westone/Red Entertainment.

AURAIL 2 - SCENARION BLOOD GEAR

Unit Production Director: K. Kikuchi
Main Programmer: T. Watanabe
Sub Programmer: K. Tozaku
Art Director: H. Nakazima
SP Designers: H. Nakazima, S. Sakurai, R. Sumi
Map Designers: H. Nakazima, R. Sumi
Map Decorator: Y. Hirata
Action Scene Designers: H. Nakazime, R. Sumi, S. Ssakurai
Action Scene Decorator: Y. Hirata
Sound Designer: Jin. W.
Acting Coachers: T. Watanabe, Y. Hirata, H. Nakazima

SECOND UNIT

Visual Effects Coordinators: T. Watanabe, Y. Hirata
Visual Effects Designer: K. Tozaki
Storyboard Artists: M. Ohzora, Y. Hirata
Original: Mora Okamora, Boku Kubo, M. Ohzora
Music Composer: Jin W., S. Sakamoto
Sound Effects: Jin W.
Guiter: S. Suzuki
Visual Scenes Supervisor: T. Watanabe
Visual Scenes Graphics: M. Ohzora, H. Nakazima, K. Saito
Title Designer: S. Sakurai

CAST

Naration: I. Nagai
Aref Rolen Gray: M. Ohkura
Rakuh E. Bower: K. Shiozawa
Bey Eurct Degner: B. Ginga
J.G. Carniham: I. Nagai
Shato Rolen Gray: K. Tanaka
May Eurct Far: R. Kasahara
Yan Myroad: H. Ishikawa
Shell Vianne: W. Yamazaki
Cash Randy: T. Kobayashi
Shege Senpha: H. Sato
Marru Gartnet: E. Ogata
Marl Bgatty: T. Kobayashi
Ill Marshal: K. Tanaka
Khiese Bray: H. Sato

SPECIAL THANKS

Adviser: E. Aoyama, Yuzawa Kappa, R. Nishizawa, M. Kadowaki
Supervisor: T. Matsunaga, A. Yamazaki, M. Ishizuka, Y. Jurihara
Design Supporters: M. Yoshihara, M. Morioka, K. Saito
Catering: Shumei, Mukuni, Maruka

The Producers With to thank: CSP Tokyo

- PORTS -

* Consoles :
Nintendo Wii (July 29, 2008) (Virtual Console)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58120&o=2

$end


$amigaocs_flop=bloodmon,
$bio

Blood Money (c) 1989 Psygnosis, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73581&o=2

$end


$bbca_cass,bbcb_cass=bloodmut,
$bio

Blood of the Mutineers (c) 1988 Robico

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51566&o=2

$end


$pc98=bloodsed,
$bio

Blood Seed (c) 1991 Great [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89025&o=2

$end


$info=bloodstm,bloodstm10,bloodstm11,bloodstm21,bloodstm22,
$bio

Blood Storm (c) 1994 Strata.

Blood Storm is considered by many as a quasi-'sequel' to Time Killers. The game had a rather dark storyline as there were few ambiguously good characters as the other ranged from being sociopathically insane or deceptive folk.

BloodStorm was dubbed as a possible “MK-killer” in an attempt to surpass rival Midway's success with Mortal Kombat, though it did not prevail. It was the last game Strata produced before the company went out of business.

As with its predecessor Time Killers, BloodStorm features many of the aspects carried down from it, such as the removal of an opponent’s arms and an ‘instant kill’ attack, as well as a Special Death Move. The button layout is virtually the same. They are labeled as "back leg", "front leg", "back arm" and "front arm" respectively. A button in the center is used to make the character block. As one would suspect, if a particular limb is lost in combat, its corresponding button is rendered useless.

BloodStorm is also a weapons-based fighter, though it differs from Time Killers in that the characters use weapons called "Gauntlets" that also allow them to use particular powers and attacks with them. Other than being able to bash off an opponent’s arms, a technique called a ‘Sunder’ is also in the game. If executed when an opponent is stunned, it will destroy their lower body. The character will not be able to jump or use kicks, but can still move back and forth a little with the leg buttons.

Even after a successful Sunder attack, the fight can still go on, if the character’s life bar is not totally drained yet. However, if both limbs are lost afterwards (if they weren't already torn off prior to the Sunder attack) then s/he is almost completely helpless. (There are a few special moves that don't require arms or legs, and those can still be performed). Characters are restored back to normal form after a round is over much like Time Killers as well.

A notable feature in the game is that when an opponent is defeated, the player gains a ‘passable power’ much like in a style akin to the Mega Man series. These powers or weapons can be used at any time to give the player a further advantage. Also, players can save their progress in a game with a password feature by pressing buttons during the player select screen. However, since the data was saved only until the machine was turned off, it was less than beneficial unless used to pick the game back up where it ended.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 12 Mhz), M6809 (@ 2 Mhz)
Sound Chips : ES5506 (@ 16 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 5
=> Back Arm, Front Arm, Block, Back Leg, Front Leg

- TRIVIA -

Developed by Incredible Technologies, Inc.

Daniel Pesina of "Mortal Kombat" fame was fired from Midway in 1994 after appearing in an ad for Blood Storm dressed as Johnny Cage. The ad first appeared in the debut issue of the now-defunct EGM2 magazine.

Senator Joe Lieberman, a long-time opponent of violent video games, appears in one of several of the game's 'big head' codes as a way to poke fun at him for his stance on video game censorship. One of the taunt codes clearly addresses him as well ('Hello, Senator').

The game, along with "Mortal Kombat", was parodied on The Simpsons episode 'Marge Be Not Proud', which aired on December 17, 1995.

- UPDATES -

Revision 1 :
* First release.
* Software version : 1.04.

Revision 2 :
* Software version : 1.10.

Revision 3 :
* Software version : 2.10.
* Added ability to perform 'Trash Talk codes' (see 'Tips And Tricks' section).

Revision 4 :
* Software version : 2.20.
* Added ability to perform codes to select 'Blood', 'Gargoyle' and 'Nekron'.

Revision 5 :
* Software version : 2.22.

- TIPS AND TRICKS -

* Play as Secret Characters : At the character select screen, choose any character and enter these codes...
Dementia - Hold Up and press Back Leg(x3), [Back Arm+Back Leg].
Golem - Hold Up and press Back Arm(x3), [Back Arm+Back Leg].
Wraith - Hold Up and press Back Leg(x3), [Back Leg+Front Arm].
Sin - Hold Up and press Front Arm(x3), [Front Arm+Front Leg].
Craniac - Hold Up and press Front Leg(x3), [Front Leg+Front Arm].
Ratchet - Hold Up and press Back Arm(x3), Front Leg.
Blood (rev 2.20) - Hold Left and press Front Arm, Back Arm, Back Leg, Front Leg.
Gargoyle (rev 2.20) - Hold Right and press Back Arm, Back Leg, Front Leg, Front Arm.
Nekron (rev 2.20) - [Back Arm+Front Arm], [Back Arm+Back Leg], [Front Arm+Front Leg], [Back Leg+Front Leg], [Back Arm+Front Arm], [Back Arm+Back Leg], [Front Arm+Front Leg], [Back Leg+Front Leg].

* BIG HEAD Codes :
Benjamin Ditton - Select Talon and press quickly Down(x5), block(Hold), Front Arm(Hold).
Don't release 'Block and Front Arm' until the big head of Benjamin appear.
Christopher Ditton - Select Talon and press quickly Up, Down, Block(Hold), Back Leg, Back Arm, release Block.
Elaine Ditton - Select Tempest and press quickly Up(x3), Back Arm, Up(x3), Front Arm.
Richard A. Ditton - Select Talon and press quickly Right(x4), Back Leg, Front Leg.
Scott Morisson - Select Heelhound and press quickly Block(Hold), Back Leg(x2), Up(Hold).
Don't release 'Block and Up' until the big head of Scoot appear.
Scott Morrison Jr - Select Talon and press quickly Up, Down, Up, Down, Block, Up, Down.
Jeff Morrison - Select Fallout and press quickly Up, Down, Right, Left, Right, Left, Block.
Dale Kerkman - Select Razor and press quickly Block, Right, Left, Block, Up, Down, Block.
Ralph Melgosa - Select Freon and press quickly Up, Down, Block, Front Arm, Front Leg, Back Leg, Back Arm.
Kyle Johnson - Select Fallout and press quickly Block(x6), Front Arm(x2).
Kelley Marwede - Select Mirage and press quickly Down(x4), Block, [Back Arm+Front Arm](Hold).
Don't release 'Back Arm and Front Arm' until the big head of Kelley appear.
Leif Pran Marwede - Select Tremor and press quickly Back Arm, Front Arm, Back Leg, Back Arm(Hold), Front Arm(Hold), release all and press and hold [Back Leg+Front Leg].
Don't release 'Back Leg and Front Leg' until the big head of Leif Pran appear.
Alan Noon - Select Talon and press quickly Block(Hold), Up(x4).
Bob Nagel - Select Fallout and press quickly [Front Arm+Front Leg], [Back Arm+Back Leg], Up, Down, Up, Down, Block.
Orion Derose - Select Razor and press quiclky Back Arm, Back Leg(Hold), Back Arm(Hold), release all, Front Arm, Front Leg(Hold), Front Arm(Hold), release all, Block(x2).
Senator Lieberman - Select Hellhound and press quickly Left(x7), Block.

* All Power Granted : At the end of any battle press quickly Up, Right, Down, Left, Down, Right, Up, Block. If done correctly, 'ALL POWER GRANTED' appears.

* The Famous TRASH TALK Codes : At the 'Final Round / end' of any battle, when the fighter dies, make quickly these codes to release these sentences...

-- 2 Buttons + Block :
Up(x2), Block - BLOODSTORM HANDBOOK SEND $2.00 AND SASE TO STRATA HANDBOOK 4010 WINNETKA AVENUE, ROLLING MEADOWS IL 60008
Down(x2), Block - PUT TRASH IN ITS PLACE
Left(x2), Block - WHO CONTROLS NEKRON
Right(x2), Block - PUCKER UP YOUR CHEEKS AND BLOW
Front Leg(x2), Block - RADEAD WILL GET YOU
Front Arm(x2), Block - PRESS YOUR LIPS HERE
Back Leg(x2), Block - I AM THE GREATEST BLOODSTORM CHAMPION THAT EVER LIVED
Back Arm(x2), Block - EAT IT RAW

-- 3 Buttons + Block :
Back Leg(x2), Front Arm, Block - IS THAT ALL YOU HAVE FOR ME?
Back Leg(x2), Back Arm, Block - NEXT TIME TRY OPENING YOUR EYES
Back Leg(x3), Block - YOU AINT NOTHING BUT A PUNK!
Back Leg(x2), Front Leg, Block - SORRY BUDDY THIS IS A REAL FIGHTING GAME
Front Leg(x2), Front Arm, Block - OH BY THE WAY YOU JUST LOST...BAD
Front Leg(x2), Back Arm, Block - YOU REALLY GEORGED THAT ROUND
Front Leg(x2), Back Leg, Block - WAS YOUR JOYSTICK WORKING... I COULDNT TELL

-- 4 Buttons + Block :
Front Arm, Back Leg, Back Arm, Front Leg, Block - SUSHI-X RULES THIS GAME!
Front Leg(x2), Front Arm, Back Arm, Block - I AM GOING TO CRUMPLE YOU LIKE A PIECE OF PAPER
Front Leg(x2), Front Arm, Back Leg, Block - GET WITH IT, STRATA IS THE NEW KING OF FIGHTING GAMES
Front Leg(x2), Front Arm, Front Leg, Block - YOU ROT LIKE TEN YEARS OF TRASH
Front Leg(x2), Front Arm(x2), Block - I WILL GIVE YOU A HINT... THE BLOCK BUTTON IS THE ONE IN THE CENTER
Front Leg(x2), Back Arm(x2), Block - GO CRY SOMEWHERE ELSE... THIS IS A GAME FOR A MAN
Front Leg(x2), Back Arm, Back Leg, Block - I WOULD TRASH TALK YOU BUT YOU CANT HEAR ME SINCE YOU ARE DEAD
Front Leg(x2), Back Arm, Front Leg, Block - MOST PATHETIC
Front Leg(x2), Back Arm, Front Arm, Block - IT TAKES A BIG MAN TO RUN LIKE A LITTLE GIRL
Front Leg, Front Arm, Back Arm, Back Leg, Block - I WILL BURY YOU EVERY TIME
Right, Down, Left, Up, Block - YOU BARF BAG
Front Arm(x2), Front Leg(x2), Block - CHOKE CITY
Back Arm, Right(x2), Back Arm, Block - I AM A LION YOU ARE A MONKEY
Back Left, Back Arm, Front Arm, Front Leg, Block - YOUR TECHNIQUE IS WEAK
Front Arm, Back Leg, Front Leg, Front Arm, Block - EAT FIST
Front Leg, Back Arm, Front Arm, Back Leg, Block - YOU ARE TOAST
Left, Right, Back Arm, Front Arm, Block - ANDREW S. IS THE TKBSC PREZ
Back Leg(x2), Front Arm, Back Arm, Block - GET OFF ME!
Back Leg(x2), Front Arm, Back Leg, Block - ALL TOO EASY
Back Leg(x2), Front Arm, Front Leg, Block - STEP OFF PUNK
Back Leg(x2), Front Arm(x2), Block - MOST IMPRESSIVE ... NOT
Back Leg(x2), Back Arm(x2), Block - IT IS USELESS TO RESIST ME
Back Leg(x2), Back Arm(x2), Back Leg, Block - GET BENT!
Back Leg(x2), Back Arm(x2), Front Leg, Block - WHILE YOURE DOWN THERE LICK MY SHOES DOG-BOY
Back Leg(x2), Back Arm, Front Arm, Block - FIRST TIME ON A FIGHTING GAME?
Back Leg(x2), Front Leg(x2), Block - NEXT TIME TRY LOOKING AT THE SCREEN AND NOT YOUR HANDS
Back Leg(x2), Front Leg, Front Arm, Block - YEAH RIGHT...NEXT
Back Leg(x2), Front Leg, Back Arm, Block - MAN, I BET THAT HURT!
Back Leg(x2), Front Leg, Back Leg, Block - WE HAVE A WORD FOR DEFEAT AROUND HERE....HA!
Front Leg(x4), Block - OH...WAIT...LET ME REATTACH YOUR BRAIN
Front Leg(x3), Front Arm, Block - LEIF DID THIS
Front Leg(x3), Back Arm, Block - JUST DIE!
Front Leg(x3), Back Leg, Block - YOU ROT!
Left(x2), Up, Back Leg, Block - BLOODSTORM RULES
Left(x2), Down, Front Arm, Block - NEKRON AWAITS
Left, Right, Left, Back Leg, Block - BLOOD CAN BE ANYWHERE
Right(x3), Front Arm, Block - ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR
Down(x3), Back Arm, Block - WHO CARES WHERE GORO IS?
Down(x3), Front Leg, Block - BEATING YOU BLOODY IS COOL
Left(x3), Front Arm, Block - I AM WAY COOL AND YOU SUCK
Down(x2), Up, Front Arm, Block - DONT TELL ANYONE THAT YOU SAW THIS MESSAGE
Down(x3), Front Arm, Block - FIND THE CHAINSAW FAMILY
Left, Down, Left, Front Leg, Block - DRUGS SUCK
Left, Down, Left, Front Arm, Block - EAT MY SHORTS

-- 5 Buttons + Block :
Left, Down, Left(x2), Back Arm, Block - FIND THE BIGHEADS
Left(x3), Down, Up, Block - EVIL HIDES IN THE CATWALKS
Down, Left, Right(x2), Front Arm, Block - DONT FEED THE GONION
Back Arm(x4) Back Leg, Block - HI TRACEY
Right, Left, Down, Left, Back Leg, Block - KISS MY BUTT CHEEKS
Left(x4), Back Arm, Block - YOU ARE SUCH A TOTAL WUSS
Down, Right, Left, Down, Front Arm, Block - DONT WIZZ ON THE ELECTRIC FENCE
Right(x3), Left, Front Arm, Block - I LIKE IT WHEN YOU PLAY WITH MY BUTTONS
Right(x2), Up(x2), Front Leg, Block - ASSMUNCH
Back Arm, Back Leg(x3), Back Arm, Block - STOP CRYING AND FIGHT ME AGAIN
Front Leg(x3), Back Arm, Block - YOU DONT KNOW SHIT ABOUT THIS GAME...GO BUY EGM

-- 6 Buttons + Block :
Up, Down, Up, Down, Front Arm, Front Leg, Block - ALAN BOB DALE RALPH SCOTT KYLE LEIF RICHARD
Front Leg(x3), Back Arm(x3), Block - FLICK YOU

-- 8 Buttons + Block :
Up, Left, Down, Right, Up, Left, Down, Right, Block - I TRASHED YOU DILWEED
Up, Right, Down, Left, Up, Right, Down, Left, Block - WHAT A BUTTWIPE
Up, Back Leg, Up, Back Leg, Up, Back Leg, Up, Back Leg, Block - HELLO SENATOR
Up, Back Leg, Up, Back Leg, Down, Back Leg, Down, Back Leg, Block - I AM ONE BAD ASS MUTHUH
Up, Back Leg, Up, Back Leg, Right, Back Leg, Right, Back Leg, Block - I LOVE IT WHEN YOU DIE
Up, Back Leg, Up, Back Leg, Left, Back Leg, Left, Back Leg, Block - THIS IS A SECRET MESSAGE
Down, Back Leg, Down, Back Leg, Down, Back Leg, Down, Back Leg, Block - THE JET PACK IS MISSING
Down, Back Leg, Down, Back Leg, Up, Back Leg, Up, Back Leg, Block - FIND THE MACHINE GUN
Left, Back Leg, Left, Back Leg, Left, Back Leg, Left, Back Leg, Block - I SPIT DOWN YOUR WINDPIPE
Left, Back Leg, Left, Back Leg, Right, Back Leg, Right, Back Leg, Block - USE THE GAUNTLET OF NEKRON
Left, Back Leg, Left, Back Leg, Up, Back Leg, Up, Back Leg, Block - FIND THE VULGARITIES
Left, Back Leg, Left, Back Leg, Down, Back Leg, Down, Back Leg, Block - PLAY ALL NIGHT
Right, Back Leg, Right, Back Leg, Right, Back Leg, Right, Back Leg, Block - I KICKED YOUR ASS
Right, Back Leg, Right, Back Leg, Left, Back Leg, Left, Back Leg, Block - IF YOU CAN READ THIS YOU ARE TOO CLOSE
Right, Back Leg, Right, Back Leg, Up, Back Leg, Up, Back Leg, Block - IS THAT A ROLL OF COINS IN YOUR POCKET OR ARE YOU JUST HAPPY TO SEE ME
Right, Back Leg, Right, Back Leg, Down, Back Leg, Down, Back Leg, Block - YOU BEAT THE CRAP OUT OF HIM
Up(x4), Back Leg(x4), Block - HE DESERVED IT
Back Leg(x4), Up(x4), Block - JOHN CASSIDAY IS A SPAZZ
Back Leg(x4), Back Arm(x4), Block - JERKWEED
Back Leg, Front Leg, Back Leg, Front Leg, Back Leg, Front Leg, Back Leg, Front Leg, Block - BOOT LICKER
Back Leg, Front Arm, Back Leg, Front Arm, Back Leg, Front Arm, Back Leg, Front Arm, Block - I FART IN YOUR GENERAL DIRECTION
Back Leg, Back Arm, Back Leg, Back Arm, Back Leg, Back Arm, Back Leg, Back Arm, Block - GO PLAY POCKET POOL
Back Arm(x4), Back Leg(x4), Block - TRY IT AGAIN LOSER
Back Leg(x4), Front Arm(x4), Block - I SMELL A WUSS
Back Leg(x4), Front Leg(x4), Block - FLONQ YOU
Front Leg(x4), Back Leg(x4), Block - ROTFLMAO
Back Arm, Front Arm, Back Arm, Front Arm, Back Arm, Front Arm, Back Arm, Front Arm, Block - HEY ZIT FOR BRAINS
Back Arm, Front Leg, Back Arm, Front Leg, Back Arm, Front Leg, Back Arm, Front Leg, Block - WHAT A PUSS WAD
Front Arm, Back Arm, Front Arm, Back Arm, Front Arm, Back Arm, Front Arm, Back Arm, Block - LICK MY WHIP
Front Arm, Back Leg, Front Arm, Back Leg, Front Arm, Back Leg, Front Arm, Back Leg, Block - DO THE NASTY
Front Arm, Front Leg, Front Arm, Front Leg, Front Arm, Front Leg, Front Arm, Front Leg, Block - STUPID PUNK
Front Leg, Back Leg, Front Leg, Back Leg, Front Leg, Back Leg, Front Leg, Back Leg, Block - I AINT GOT TIME TO BLEED
Front Leg, Back Arm, Front Leg, Back Arm, Front Leg, Back Arm, Front Leg, Back Arm, Block - UP YOURS
Front Leg, Front Arm, Front Leg, Front Arm, Front Leg, Front Arm, Front Leg, Front Arm, Block - GRONK YOU
Front Leg(x8), Block - I AM THE UNDISPUTED RULER OF THE UNIVERSE
Front Arm(x8), Block - JUST CHOP IT
Back Arm(x8), Block - LEIF STINKS AND THEN YOU DIE
Back Leg(x8), Block - PRACTICE MAKES PERFECT
Back Arm(x2), Back Leg(x2), Front Arm(x2), Front Leg(x2), Block - DIAL 911
Front Leg, Front Arm(x7), Block - YOU WILL NEVER CHALLENGE ME AGAIN
Back Leg, Back Arm(x7), Block - NO STYLE NO CLASS
Front Arm, Front Leg(x7), Block - YOU SHOW LITTLE PROMISE
Back Arm, Back Leg(x7), Block - I AM STILL BETTER THAN YOU
Back Arm, Front Arm(x7), Block - I WILL KNOCK YOU BACK INTO YOUR MOTHER
Back Arm, Front Leg(x7), Block - MESS WITH THE BEST DIE LIKE THE REST
Back Arm, Front Arm(x7), Block - YOU WILL ALWAYS LOSE AND I WILL ALWAYS WIN
Back Leg, Front Leg(x7), Block - MY GRANDMA COULD BEAT YOU
Front Arm, Back Arm(x7), Block - IF YOU LIVE IN FEAR YOU WILL DIE IN PAIN
Front Arm, Down(x7), Block - ONLY FOOLS MAKE WRONG DECISIONS
Front Arm, Back Leg(x7), Block - BEWARE THE STORM MY POWER REIGNS
Front Leg, Back Arm(x7), Block - USE YOUR HEAD OR YOU WILL BE DEAD
Up, Down, Up, Down, Up, Down, Up, Down, Block - BLOODSTORM VERSION X.XX

* Fight Against Hidden Agents :
1) GOLEM : In Subterra (the background with the cliffs on either side), there is a spike hanging down from the ceiling, suspended over the cliff. If you can knock down the spike, it falls into the pit. Then you just jump into the pit and you will not get spiked, you will stand on top of the fallen spike and enter through the door! To knock down the spike, you need to hit it twice with either your gauntlet or a projectile. Simply jump into the air and do the normal gauntlet throw move or whatever your projectile move is.
2) DIMENTHIA : In the Obsel desert, on the ground, amidst all those symbols, there is a circular figure with five lines in it, like dividing a pie into five even wedges. Once the round begins, throw your gauntlet. You can jump and ditch it away, even. You won't need it. Move to the circular figure and do the move to pick up the gauntlet. The character will bend down and touch the ground. When the character touches the circular figure, a portal is activated and the character is transported to Triax, to fight Dimentia.
3) CRANIAC : You get to him from the Black Armada background (This background is the one with a catwalk in the distance). Getting to the back platform is the key. Hold Block and move Up 2 or 3 times to jump back to the far away platform. Moving left or right makes you switch sides, down keeps you still and up or center makes you come right back to the front. To get to Craniac, jump back to the platform 3 times and hold down each time you get back there, in order to get as much time back there as possible. 5 seconds after returning from the third trip, a small Craniac will fly onto the platform. While he is there, jump back there again to be with him, holding down to wait there. The game will freeze and a message will come up stating that you will fight Craniac!
4) WRAITH : he is found from the Scorch HQ background. You get to Wraith by entering a 'trash talk' password after you win a match on this background. The password is UP(x3), Block. If it done correctly, 'WRAITH SUMMONED' appears on the screen.
5) RATCHET : On Nimbus, note the far left side of the platform... there is a line that separates the small edge part from the rest of the platform. This is the key. On the winning round, you must defeat the opponent so that either you or your opponent stays fully to the left of the line, in the edge part. Then, you enter a 'trash-talk' code : Hold Left, then Front Leg(x4), Block.
6) SHADOW : Beat your opponent 2-0 from any background (no round 3 allowed, folks....without using the Block button in any match and do the fatality on BOTH rounds).
7) BLOOD : Blood, like Shadow, can be found from any background. To fight Blood, you need to have a perfect round and then win the match. Note that if you get a Perfect in the first round, Blood will not appear until the match (win 2 out of 3) is over. If you do this, the dead opponent explodes and Blood comes alive!
8) SIN : Beat all of the 8 regular fighters.

* SPECIAL Ending : When you have beaten all of the regular fighters and all of the hidden agents, you will get to see the credits and at the end of the credits, a code and a telephone number is given to you :).

- SERIES -

1. Time Killers (1992)
2. Blood Storm (1994)

- STAFF -

Staff : Chris Oberth

- PORTS -

* Consoles :
Sega 32X [unreleased prototype]

* Notes :
Sony PlayStation and Sega Saturn ports were planned, but they were canceled within a few weeks, so prototypes of either do not likely exist.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=292&o=2

$end


$cpc_cass=bloodval,
$bio

Blood Valley (c) 1987 Erbe Software [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82843&o=2

$end


$info=bloodwar,
$bio

Blood Warrior (c) 1994 Kaneko Company, Limited.

Export version. For more information about the game itself, please see the original Japanese version entry; "Oo-edo Fight".

- SERIES -

1. Shogun Warriors (1992)
2. Blood Warrior (1994)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=293&o=2

$end


$amigaocs_flop=bloodnet,
$bio

BloodNet - A Cyberpunk Gothic (c) 1995 GameTek, Incorporated. [Miami Beach, FL, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73582&o=2

$end


$megadriv=bloodsht,
$bio

Bloodshot (c) 1994 Acclaim Entertainment, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56362&o=2

$end


$megacd,megacdj=bloodsht,
$bio

Bloodshot [Model T-88045-50] (c) 1994 Domark Group, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60594&o=2

$end


$amigaocs_flop=bloodwyc,bloodwyca,
$bio

Bloodwych (c) 1989 Image Works

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73583&o=2

$end


$cpc_cass=bloodwyc,
$bio

Bloodwych (c) 1989 Image Works

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82845&o=2

$end


$amigaocs_flop=bloodwycdd,
$bio

Bloodwych - The Extended Levels (c) 1990 Image Works

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73585&o=2

$end


$amigaocs_flop=bloodwycb,
$bio

Bloodwych [The Power Pack] (c) 1989 Image Works

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73584&o=2

$end


$msx1_cass=bloody,
$bio

Bloody (c) 1987 PJ Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94483&o=2

$end


$a2600=bloodyhf,
$bio

Bloody Human Freeway (c) 19?? Activision.

- STAFF -

Programmed by: David Crane

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50267&o=2

$end


$info=bldyroar,
$bio

Bloody Roar (c) 1997 Eighting / Raizing.

Unleash the beast within! Take your pick from 8 unique fighters with the ability to morph into powerful werebeasts (wolf, lion, rabbit, tiger, mole, fox, gorilla & boar) and battle your way to reach the sinister Tylon Corporation's secret bioweapon : the deadly weredemon Uriko! Features solid 3-D graphics with awesome character designs, great sound effects & cool music, and a simple control scheme geared towards fast, aggressive gameplay.

- TECHNICAL -

Main CPU : SPU (@ 16.9344 Mhz)
Sound CPU : Motorola 68000 (@ 12 Mhz)
Sound Chips : SPU (@ 12 Mhz), YMF271 (@ 12 Mhz)

Players: 2
Control per player: 8-way joystick
Buttons per player: 3
=> Punch, Kick, Beast

- TRIVIA -

Released in July 1997.

The game was known in North America as "Bloody Roar".

- SERIES -

1. Bloody Roar (1997)
1. Beastorizer (1997)
2. Bloody Roar 2 - Bringer of The New Age (1998)
3. Bloody Roar 3 (2001) 
4. Bloody Roar Primal Fury (2002, Nintendo GameCube)
5. Bloody Roar Extreme (2003, Microsoft Xbox)
6. Bloody Roar 4 (2003, Sony Playstation 2)

- STAFF -

Chief producer : Masato Toyoshima
Producer : Kenji Kawase
Director : Susumu Hibi
Main programmer : Yuichi Ochiai
Programmers : Yasunari Watanabe, Takeshi Dodo, Kenji Shibayama
Planner : Seiya Yamanaka
Main graphic designer : Shinichi Ohnishi
Graphic designers : Mitsuakira Tatsuta, Shinsuke Yamakawa
Motion designers : Shinji Ohtomo, Koji Mandai, Kumi Sasaki, Tetsu Ozaki
Character designer : Mitsuakira Tatsuta
Sound composers : Atsuhiro Motoyama, Manabu Namiki (Santaruru), Ken-ichi Koyano, Hitoshi Sakimoto, Masaharu Iwata, Tomoko Miyagi
Sound effects : Gen
Sound programmer : Yuichi Ochiai
Voice actors : Nobutoshi Hayashi, Fumihiko Tachiki, Ryo Horikawa, Mika Kanai, Scott McCulloch, Barry Gjerde, Samantha Vega
General producer : Tomonori Fujisawa
Test players : Takeshi Yamane, Masahiro Kitano, Satoru Tanikawa, Kazuyuki Yamamoto, Yuji Ishige, Joe Kitsukawa, Ryoji Sano, Shigeyuki Saitoh, Shinsiku Gotoh

* Hudson staff :
Executive producer : Naoyuki Tsuji
Chief producer : Kunji Katsuki
Producer : Atsushi Ikeda
Director : Kenji Fukuya

- PORTS -

* Consoles :
Sony PlayStation (1997)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32057&o=2

$end


$info=bldyror2,bldyror2a,bldyror2j,bldyror2u,
$bio

Bloody Roar 2 - Bringer of The New Age (c) 1998 Eighting / Raizing.

A 1-on-1 fighting game where the players can transform into powerful beasts.

- TECHNICAL -

Main CPU : SPU (@ 16.9344 Mhz)
Sound CPU : Motorola 68000 (@ 12 Mhz)
Sound Chips : SPU (@ 12 Mhz), YMF271 (@ 12 Mhz)

Players: 2
Control per player: 8-way joystick
Buttons per player: 4
=> Punch, Kick, Beast, Guard

- TRIVIA -

Released in September 1998.

- SERIES -

1. Bloody Roar (1997)
1. Beastorizer (1997)
2. Bloody Roar 2 - Bringer of The New Age (1998)
3. Bloody Roar 3 (2001) 
4. Bloody Roar Primal Fury (2002, Nintendo GameCube)
5. Bloody Roar Extreme (2003, Microsoft Xbox)
6. Bloody Roar 4 (2003, Sony Playstation 2)

- STAFF -

Main Programmer : Yasunari Watanabe
Programmer : Takeshi Dodo, Kenji Shibayama, Ryuji Ikeda
Technical Advisor : Yuichi Ochiai
Chief Designer : Shinichi Ohnishi
Graphic Designer : Kazuyuki Nakashima, Tetsu Ozaki, Masaharu Tokutake, Koji Mandai, Shinji Ohtomo, Kumi Sasaki, Yukiko Sugiyama, Shinsuke Yamakawa, Mitsuakira Tatsuta, Yuki Yonei
Motion Designer : Tetsu Ozaki, Koji Mandai, Shinji Ohtomo, Kumi Sasaki, Takahashi Hamamura, Nobuyuki Irie
Composer : Manabu Namiki, Ken-Ichi Koyano, Masaharu Iwata, Jin Watanabe, 
Sound Effect : Atsuhiro Motoyama, Yun Watanabe (Gen), Yoshihiro Tsukahara (Satelight)
Game Design : Tetsu Ozaki
Illustration : Naochika Morishita (Caramel Mama)
Director : Kenji Fukuya, Susumu Hibi
Movie Unit Executive Producer : Takahisa Ando (MTV Japan)
Movie Unit Producer : Shunji Yahiro (MTV Japan)
Movie Unit Director : Takashi Banzai (MTV Japan)
Movie Unit Artist Management : Yasunori Goushi (Spiral Arts), Shinichiro Hirano (Spiral Arts)
Vocal : Kenji Otsuki
Bass : Yuichiro Uchida
Drums : Akira Ohta
Guitar : Toshiaki Honjo, Fumihiko Kitsutaka
Playing Advisor : Shoji Fukuda, Tsuyoshi Nakagawa, Tatsuru Tozaki, Naoto Naruse, Takahito Nakagawa, Takatsugu Nagayama

- PORTS -

* Consoles :
Sony PlayStation (1999)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3445&o=2

$end


$info=bldyr3b,
$bio

Bloody Roar 3 (c) 2001 Eighting.

The 3rd release in the Bloody Roar series.

- TECHNICAL -

Namco System 246 hardware

- TRIVIA -

Released in December 2000.

Developed by Hudson Soft.

Scitron & Art released a limited-edition soundtrack album for this game (Bloody Roar 3 Sound Track - SCDC-00082) on 25/04/2001.

- SERIES -

1. Bloody Roar (1997)
1. Beastorizer (1997)
2. Bloody Roar 2 - Bringer of The New Age (1998)
3. Bloody Roar 3 (2001) 
4. Bloody Roar Primal Fury (2002, Nintendo GameCube)
5. Bloody Roar Extreme (2003, Microsoft Xbox)
6. Bloody Roar 4 (2003, Sony Playstation 2)

- PORTS -

* Consoles :
Sony PlayStation 2 (2001)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4157&o=2

$end


$nes=bloodwar,
$bio

ブラッディウァリアーズ シャンゴーの逆襲 (c) 1990 Toei Animation.
(Bloody Warriors - Shan-Go no Gyakushuu)

- TECHNICAL -

Game ID: TDF-94

- TRIVIA -

Bloody Warriors was released on October 19, 1990 in Japan.

The subtitle of this game, 'Shan-Go no Gyakushuu', translates from Japanese as 'Shan-Go Troop Strikes Back!'.

The game was never exported outside Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53882&o=2

$end


$info=bldwolf,
$bio

Bloody Wolf (c) 1988 Data East USA

In this shoot'em up, 2 lone commandos take on an entire army with guns, knives, fists and whatever else might be lying around.

- TECHNICAL -

Main CPU : Hudson Soft HuC6280 (@ 7.159066 Mhz)
Sound CPU : Hudson Soft HuC6280 (@ 7.159066 Mhz)
Sound Chips : YM2203 (@ 1.5 Mhz), OKI MSM5205 (@ 384 Khz), HuC6280 (@ 3.579545 Mhz)

Screen orientation : Horizontal
Video resolution : 256 x 232 pixels
Screen refresh : 60.00 Hz
Palette Colors : 512

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Even if the titlescreen of the game show a 1988 copyright, Bloody Wolf was released to the public in February 1989.

Bloody Wolf was licensed to Romstar, INC for US distribution and in fact, went through all the name changes during the testing cycle before release.

This game is known outside US as "Battle Rangers" and in Japan as "Narazumo Sentou Butai - Bloody Wolf" (translates from Japanese as 'Ruffian Combat Force - Bloody Wolf').

- UPDATES -

The USA and European versions each have different dialogues. The European version has dialogue before each boss fight and the endings are different.

- STAFF -

Game designer : Yoshiaki Honda
Game programmers : Takaaki Ioue, Souichi Akiyama
Graphic designers : Shinji Noda, Masanori Tokoro, Takahide Koizumi, Mix Man, Dot Man
Sound Team : Azusa Hara (AZUSA), Hiroaki Yoshida (MARO), Tatsuya, Shuji Segawa
Hardware : Tomotaka Osada

- PORTS -

* Consoles :
NEC TurboGrafx-16 [US] (1990) "Bloody Wolf [Model TGX0400037]" 
Nintendo Wii [Virtual Console] (June 18, 2007) [Model PA6E] TurboGrafx-16 version

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=294&o=2

$end


$tg16=blodwolf,
$bio

Bloody Wolf [Model TGX040037] (c) 1990 Turbo Technologies, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84290&o=2

$end


$pc8801_flop=blooger7,
$bio

Blooger7 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91452&o=2

$end


$msx1_cass=blowup,blowupa,
$bio

Blow Up (c) 1988 Eurosoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94484&o=2

$end


$info=v4blox,v4bloxd,
$bio

Blox (c) 199? BWB.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=34042&o=2

$end


$info=bloxeedc,bloxeedu,
$bio

Bloxeed (c) 1989 Sega.

A puzzle game. Gameplay is quite similar to "Tetris" but with some added twists.

- TECHNICAL -

Runs Sega "System C-2" hardware.

- TRIVIA -

Even if the titlescreen says '1989', the game was released in January 1990 in Japan.

Mark Speath holds the official record for this game with 104,370 points on June 2, 2002.

- UPDATES -

The US version is slightly different, it has the "Winners Don't Use Drugs" screen.

The Sega System 18 version (released in 1990) has :
* Special effects on the title screen.
* An extra button to rotate counter-clockwise.
* Bug fixes (Level 2's background).

- PORTS -

* Consoles :
Sony PlayStation 2 (2006, "Sega Ages 2500 Series Vol.28 : Tetris Collection")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=295&o=2

$end


$info=bloxeed,bloxeedd,
$bio

Bloxeed (c) 1990 Sega Enterprises, Ltd.

System 18 re-release. For more information about the game itself, please see the original System C release entry; "Bloxeed".

- TECHNICAL -

Game ID: 317-0139

Runs on the Sega "System 18" hardware.

- TRIVIA -

This Sega System 18 version has :
* Special effects on the title screen.
* An extra button to rotate counter-clockwise.
* Bug fixes (Level 2's background).

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48306&o=2

$end


$pc98=blue,
$bio

Blue - Will to Power (c) 1992 Kinpukurin [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89026&o=2

$end


$megadriv=bluealma,
$bio

Blue Almanac (c) 1991 Hot-B

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56363&o=2

$end


$amigaocs_flop=bluean69,
$bio

Blue Angel 69 (c) 1989 Euro Gold Starline

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73586&o=2

$end


$cpc_cass=blueange,
$bio

Blue Angel 69 (c) 2010 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82847&o=2

$end


$amigaocs_flop=blueangl,
$bio

Blue Angels (c) 1989 Accolade, Incorporated. [San Jose, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73587&o=2

$end


$pc8801_flop=gradiusm,
$bio

Blue Blood Music Disk Vol. 7 - Gradius Special (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91453&o=2

$end


$saturn,sat_cart=bluebrkr,bluebrkra,
$bio

Blue Breaker - Ken Yori mo Hohoemi wo (c) 1997 Human Entertainment

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58954&o=2

$end


$psx=bluebrea,
$bio

Blue Breaker Burst - Egao no Asuni [Model SLPS-01580] (c) 1998 Human Ent. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84974&o=2

$end


$info=ac1bluecb,
$bio

Blue Chip (c) 199? PCP.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42272&o=2

$end


$info=m4bluedm,
$bio

Blue Diamond (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41253&o=2

$end


$bbca_cass,bbcb_cass=bluedrag,bluedrage,
$bio

Blue Dragon (c) 1983 MP Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51567&o=2

$end


$info=m4blflsh,m4blflsha,m4blflshb,m4blflshc,m4blflshd,m4blflshe,
$bio

Blue Flash (c) 199? BWB.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41248&o=2

$end


$pc98=bluegarn,
$bio

Blue Garnet (c) 1994 Trush [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89027&o=2

$end


$info=bluehawk,
$bio

Blue Hawk (c) 1993 Dooyong.

A vertically scrolling shoot'em up.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 8 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), OKI6295 (@ 7.575 Khz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in June 1993.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=296&o=2

$end


$info=bluehawkn,
$bio

Blue Hawk (c) 1993 NTC.

- TRIVIA -

Released in June 1993.

Licensed from Dooyong to NTC for manufacture and distribution. For more information about the game, please see the original Dooyong entry.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=34233&o=2

$end


$psx=blueknig,
$bio

Blue Knight Bersaga Story - Soukou Kihei Votoms Gaiden [Model SLPS-00982] (c) 1997 Takara Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84975&o=2

$end


$lynx=bluelght,
$bio

Blue Lightning (c) 1989 Atari Corp.

The top secret Blue Lightning combat jet has never been tested. The jet was still in the early stages of development when this war broke out. Now the allies are losing and the Pentagon is desperate.

The President ordered the Air Force to prepare Blue Lightning for action. Flight Command chose you to man the first combat flight. You weren't chosen because you are the best pilot in the Air Force. You were chosen because you are the class clown and frankly, you're expendable.

You look around you as you approach enemy territory. A trail of smoke warns you of an oncoming missile.  You make a quick barrel roll and the missile misses your plane by inches. Now here come the jets! Hundreds of them. With guns blazing you fly into the thick of the enemy formation.

Can you penetrate enemy territory and successfully complete nine crucial missions? If you can, the Allies will win the war and you'll be a hero. If you fail, the enemy will win and no one will ever remember your name.

- TECHNICAL -

Model PA2020

- SCORING -

You receive points for everything you blow away. The targets vary from mission to mission. The list below contains the most frequently seen targets and their point values.
Missile: 200 points
Artillery: 350 points
Plane: 500 points
Tan: 750 points
Ships and subs: 750 points
Radar bases: 900 points

- TIPS AND TRICKS -

* Use the first mission to become familiar with Blue Lightning's controls. Learning to fly and shoot with split-second timing is essenhal to survival. Spend some time flying around and between ground obstacles. You will need these skills to complete certain missions.

* Fire missiles as soon as the computer locks on to a target. The computer may actually lock on to several targets at once. In that case, fire as many missiles as necessary. Obviously, this is not necessarily the best plan of action in some missions.

* Don't waste missiles on targets you can shoot with the cannon. Running out of missiles may cause you to miss an important target.

* Fire your cannon when enemy jets appear from behind you. Try to blast as many jets as possible out of the sky before they have a chance to attack.

* Learn to use your afterburners to catch up with enemy planes or get away from enemy missiles.

* Pay attention to the movement patterns of enemy jets. Learn to predict the direction an enemy jet will fly so you can quickly blow it out of the sky and concentrate on your next target.

* Level Passwords: Enter these passwords to start from the corresponding level...
Level 1: AAAA
Level 2: PLAN
Level 3: ALFA
Level 4: BELL
Level 5: NINE
Level 6: LOCK
Level 7: HAND
Level 8: FLEA
Level 9: LIFE

* Landing Upside-Down: In Level 6, do a barrel-roll (OPTION 2 and Left or Right), and then hold the plane upside-down, while pressing Up over an airstrip (to land). You will land upside-down, the cockpit opens from the fuel tank, and you take off backwards!

* Bonus Points - For bonus points, hit your afterburners as you enter the canyons on level 4. When you're in the canyons fire your afterburners for 65,000 points.

- STAFF -

Programmer: Stephen Landrum

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58802&o=2

$end


$lynx=bluelghtd,
$bio

Blue Lightning (c) 1989 Atari Corp. [Sunnyvale, CA, USA]

This is a Demo version. For more information about the game itself, please see the official release version entry; "Blue Lightning [Model PA2020]".

- TECHNICAL -

Model PA2054

- STAFF -

Programmer: Stephen Landrum

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58803&o=2

$end


$info=m1bluemx,m1bluemxp,
$bio

Blue Max (c) 1992 Maygay.

- TECHNICAL -

M1A/B

- TRIVIA -

Blue Max was released in June 1992.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41965&o=2

$end


$amigaocs_flop=bluemax,
$bio

Blue Max - Aces of the Great War (c) 1991 Mindscape, Incorporated. [Northbrook, IL, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73588&o=2

$end


$xegs=bluemax,
$bio

Blue Max [Model RX8081] (c) 1987 Atari Corp. [Sunnyvale, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51224&o=2

$end


$pc8801_flop=bluemint,
$bio

Blue Mint (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91454&o=2

$end


$info=m4bluemn,m4bluemna,m4bluemnb,
$bio

Blue Moon (c) 199? Barcrest.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15232&o=2

$end


$pc8801_flop=bluemoon,
$bio

Blue Moon Story (c) 1989 Dot Kikaku

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91455&o=2

$end


$info=blueprntj,
$bio

Blue Print (c) 1982 Jaleco.

Japanese release. Game developed in USA. For more information about the game itself please see the original USA release entry; "Blue Print [Upright] [No. 300]".

- TRIVIA -

Released in September 1982.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=26903&o=2

$end


$info=blueprnt,
$bio

Blue Print (c) 1982 Bally Midway Mfg. Co.

The player controls a character that must search houses to find pieces of a machine. There are a variety of antagonists that impede progress, including monsters and bombs. Once the machine has been assembled in accordance with the blueprint, the player must use it to shoot the monster that is chasing the player character's girlfriend.

- TECHNICAL -

[Upright] [No. 300]

Dimensions : 35in. Deep x 25in. Wide x 68in. High.

Main CPU : Zilog Z80 (@ 3.5 Mhz), Zilog Z80 (@ 1.25 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.25 Mhz), AY8910 (@ 625 Khz)

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 16

Players : 2
Control : 8-way joystick
Buttons : 1

- TRIVIA -

Blue Print was released in September 1982.

Ashby Computers and Graphics Ltd, the game's programming team, would go on to become 'Ultimate Play the Game', who created a large number of classic and seminal games for both eight-bit home computers, such as the ZX Spectrum and Commodore C64; and, eventually, 'Rare'.

Under the ownership of Nintendo, the Rare team would be responsible for some of the finest games to grace both the SNES and N64 game consoles; as well as creating a small number of arcade titles, such as "Killer Instinct" and "Battletoads"; both of which were released in 1994. Rare is now owned by Microsoft.

David Nelson holds the official record for this game with 146,300 points on June 4, 2006.

Others releases:
"Blue Print [Mini Upright] [No. 301]"
"Blue Print [Cocktail Table] [No. 302]"

Export releases:
Blue Print (Jaleco)

- SCORING -

Dropping a bomb in the monster pit : 50 points.
Returning a monster to the monster pit : 100 points.
Finding a piece of the blueprint in the maze : 1,000 points.
Killing the monster with the constructed weapon : 500, 1,000, 1,500 or 2,000 points, depending on how close the monster is to the girl.

- TIPS AND TRICKS -

* Use your speedup ability to negotiate the maze faster, but save some of your energy in case you collect a bomb. You do not have enough time to dispose of a bomb running at normal speed.

* If a monster is sitting on the weapon start button, only return it to the monster pit when it is convenient to you, as the monster does no harm except drop the pieces of the weapon to the floor. Once the monster is removed the pieces are easy to replace on the blueprint.

* There is never more than one piece of the blueprint in a house, so do not return if you have already collected a weapon piece. There will only be a bomb located there.

* The firing pattern of the weapon is random, and only a few shots will actually reach the top of the screen. It will therefore be mainly luck when you kill the monster.

- STAFF -

Staff : Christopher Stamper, John Lathbury, Timothy Stamper

- PORTS -

* Consoles :
Atari 5200 (1983)

* Computers :
Commodore C64 (1983)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=297&o=2

$end


$astrocde=brb10,brb10p,brb11,
$bio

Blue RAM BASIC (c) 1980 Perkins Engineering

- TRIVIA -

This cartridge requires at least 4K of expanded memory, such as Blue Ram, Viper or the 64K RAM board.

- STAFF -

Written by: Jay Fenton, John Perkins

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86779&o=2

$end


$astrocde=blueutil,
$bio

Blue RAM Utility (c) 1986 Perkins Engineering

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86780&o=2

$end


$info=sc4blue,sc4bluea,sc4blueb,sc4bluec,sc4blued,sc4bluee,
$bio

Blue Rinse (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR7011]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42446&o=2

$end


$saturn,sat_cart=blueseed,
$bio

Blue Seed - Kushinada Hirokuden (c) 1995 Sega Enterprises, Limited.

- TRIVIA -

The game was presented at the 1994 Tokyo Omocha Show in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58955&o=2

$end


$nes=blueshad,
$bio

Blue Shadow (c) 1991 Taito Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54956&o=2

$end


$info=blueshrk,
$bio

Blue Shark (c) 1978 Midway Mfg. Co.

Insert coin(s), and underwater creatures appear randomly on the screen. By pulling the trigger on the speargun, the player fires spears at the sea creatures. Features a three dimensional color background scenery depicting an underwater scene.

- TECHNICAL -

Game No. 742

Cabinet dimensions : 68,5'' (174,5 cm) High x 25,5'' (65 cm) Wide x 35,5'' (90 cm) Deep. Weight : 223 Lbs (101 Kg).


Main CPU : Intel 8080 (@ 1.9968 Mhz)
Sound Chips : Discrete circuitry

Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 2

Players : 1
Control : paddle
Buttons : 1

- TRIVIA -

Released in September 1978.

- SCORING -

Shark (long range) : 500 points.
Octopus : 400 points.
Shark (short range) : 300 points.
Swordfish : 200 points.
Skindiver : -500 points.

- TIPS AND TRICKS -

* Don't Shoot The Skindiver! : If player hits the skindiver, he is penalized 500 points.

* When the player's score reaches 7000 points, movement of the targets speeds up.

* By default, one free play is awarded for a score of 18,000 points (operator adjustable).

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=298&o=2

$end


$info=j2blustr,
$bio

Blue Streak (c) 198? PCP.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40927&o=2

$end


$x68k_flop=bluwaver,
$bio

Blue Waver Special (c) 1989 Simokouchi M.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87143&o=2

$end


$wscolor=bluewing,
$bio

Blue Wing Blitz [Model SWJ-SQRC05] (c) 2001 Square Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86417&o=2

$end


$x68k_flop=bluwing2,
$bio

Blue Wings 2 - Blue Knights (c) 1993 OS Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87144&o=2

$end


$gbcolor=blueclue,
$bio

Blue's Clues - Blue's Alphabet Book [Model CGB-BALE-USA] (c) 2001 Mattel Interactive [Mattel, Incorporated.]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67584&o=2

$end


$c64_cart,c64_flop=blueprnt,
$bio

Blue-Print (c) 1983 Commodore

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53522&o=2

$end


$a5200=blueprnt,
$bio

Blue-Print (c) 1982 CBS, Inc.

That nasty old troll, Ollie Ogre, is at it again. He's chasing poor Daisy Damsel all across the neighborhood! So what are you waiting for, hero? Get out there and stop him! You have the blueprint (plans) for the only contraption that can knock him off. All you need now are the parts with which to build it and they're hidden in the houses of the neighborhood. What you don't need are the bombs you may pick up and encounters with fiendish Fuzzy Wuzzy! But if you complete your contraption in time you'll be able to stop Ollie and save Daisy! So get a move on already! Daisy's counting on you!

The object of BLUEPRINT is to accumulate points by finding the parts of your contraption hidden within each neighborhood and successfully placing them in their proper positions on the blueprint for the contraption. Once the contraption is built, you can score bonus points by using it to stop the pursuit of Daisy Damsel by Ollie Ogre.

- TECHNICAL -

Model 4L 2714

- TIPS AND TRICKS -

* Save your speed supply for times when you'll really need it like maneuvering through the houses on the upper blocks of the neighborhood or when you unexpectedly pick up a bomb.

* Once you pick up a part, you'll be able to avoid Fuzzy Wuzzy by ducking into any nearby house. As long as you have the part you won't be able to pick up anything else.

* BLUEPRINT is, most of all, a memory game. Younger players (as well as absent-minded ones) might find it easier to play as a team. One member moves through the houses while the other member keeps track of where they've already been.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50027&o=2

$end


$pc8801_flop=bluena,
$bio

Bluena (c) 1990 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91456&o=2

$end


$a2600=blueprnt,blueprnte,blueprntp,
$bio

Blueprint (c) 1983 CBS, Incorporated.

The object of BLUEPRINT is to accumulate points by finding the parts of your contraption hidden within each neighborhood and successfully placing them in their propper positions on the blueprint for the contraption. Once the contraption is rebuilt, players must use it to stop the persuit of Daisy Damsel by Ollie Ogre. By doing so they will score bonus points and uncover clues to the hidden Password.

In BLUEPRINT, you play the part of our gallant hero. You begin each game with three lives. The solid squares on the bottom of your screen indicate how many of your lives are left.

Use your Joystick Controller to enter each neighborhood you encounter and to move from house to house. Hold the Joystick with the red button to your upper left toward the screen. As you search for the parts to fit the blueprint, the red button acts as your speed control. Once your completed contraption is activated, however, the red button becomes your triggering device, enabling you to fire off a shot at meen old Ollie Ogre.

After having saved Daisy for the third time you will be awarded one extra life for being a true hero!

- TECHNICAL -

Model 80030

- TIPS AND TRICKS -

Save your speed supply for times when you'll really need it like maneuvering through the houses on the upper blocks of the neighborhood or when you unexpectedly pick up a bomb with a short fuse.

Once you pick up a part, you'll be able to avoid Fuzzy Wuzzy by ducking into any nearby house. As long as you have the part you won't be able to pick up anything else.

BLUEPRINT is, most of all, a memory game. Younger players (as well as absent-minded ones) might find it easier to play as a team. One member moves through the houses while the other member keeps track of where they've already been.

- STAFF -

Develped by Bally/Midway.

Programmed by: Tom DiDomenico

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50268&o=2

$end


$info=m4bluesn,
$bio

Blues Boys (c) 199? Nova.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42360&o=2

$end


$gameboy=bluesbja,
$bio

Blues Brothers - Jukebox Adventure [Model DMG-J6-UKV] (c) 1994 Titus

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65675&o=2

$end


$n64=bluesb2k,bluesb2ku,
$bio

Blues Brothers 2000 (c) 2000 Titus

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57610&o=2

$end


$x68k_flop=bm68,
$bio

BM68 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87080&o=2

$end


$info=bmcbowl,
$bio

BMC Bowling (c) 1994 BMC.

As the title says : A bowling game from BMC :-)

- TECHNICAL -

Main CPU : Motorola 68000 (@ 10.738635 Mhz)
Sound Chips : Winbond WF19054 [same as AY8910] (@ 1.789772 Mhz), MK28 [same as OKI6295] (@ 8.5 Khz)
RAM :(3x) Goldstar GM76C28A, (6x) HM62256LP-12

Screen orientation : Horizontal
Video resolution : 280 x 232 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256

Players : 1
Buttons : 1

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3478&o=2

$end


$a2600=bmxet,
$bio

BMX Air Master (c) 1989 TNT Games

- STAFF -

Developed by Sculptured Software.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50236&o=2

$end


$a2600=bmx,bmxe,
$bio

BMX Air Master (c) 1990 Atari, Incorporated.

- TECHNICAL -

Model CX26190

- TRIVIA -

Atari purchased the rights to this game from TNT and released a small quantity under their own label.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50235&o=2

$end


$cpc_cass=freestyl,
$bio

BMX Freestyle [Model 3124] (c) 1989 Codemasters Soft. Co., Ltd., The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96381&o=2

$end


$cpc_cass=bmxkidzu,
$bio

BMX Kidz (c) 1988 Firebird

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64367&o=2

$end


$cpc_cass=bmxninja,
$bio

BMX Ninja (c) 1989 Alternative Software, Limited.

- TECHNICAL -

Game ID: AS098

- STAFF -

Program: Richard Stevenson
Graphics: Paul Bellamy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64368&o=2

$end


$bbca_cass,bbcb_cass=bmxmoon,
$bio

BMX on the Moon (c) 1984 Superior Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51516&o=2

$end


$bbca_cass,bbcb_cass=bmxmoonsc,
$bio

BMX on the Moon [The Superior Collection Vol.1] (c) 198? Superior Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51517&o=2

$end


$msx1_cass=bmxsim,
$bio

BMX Simulator (c) 1987 Codemasters Software Co., Ltd., The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94462&o=2

$end


$amigaocs_flop=bmx,
$bio

BMX Simulator (c) 1988 Codemasters Software Company, Limited., The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73476&o=2

$end


$nes=bmx,
$bio

BMX Simulator (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54906&o=2

$end


$cpc_cass=bmxsimul01,
$bio

BMX Simulator 2 (c) 1988 Codemasters Software

- TECHNICAL -

[Model 3141]

- STAFF -

Original: Richard Darling
Conversion: The Oliver Twins
Music: David Whittaker

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64370&o=2

$end


$cpc_cass=bmxsimul,
$bio

Bmx Simulator [Model 3036] (c) 1987 Codemasters Software Co., Ltd., The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82848&o=2

$end


$gba=bmxtrick,
$bio

BMX Trick Racer [Model AGB-AT9E-USA] (c) 2002 Simon & Schuster Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69820&o=2

$end


$info=bmx,
$bio

BMX (c) 1982 Bally.

- TECHNICAL -

Bally/Midway MPU AS-2518-35 (Squawk and Talk)
Model Number : 1276

Main CPU : M6800 (@ 475 KHz)
Sound CPU : M6802 (@ 895 KHz)
Sound chips : General Instrument AY8910 (@ 895 KHz), DAC, Texas Instruments TMS5220 (@ 640 KHz)

- TRIVIA -

Released in November 1982. Only 406 units were produced.

- STAFF -

Design by : Ward Pemberton
Art by : Greg Freres

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5234&o=2

$end


$info=bballoon,
$bio

BnB Arcade (c) 2003 Eolith.

Players control cute cartoon characters in eight different settings on a small island. Environments include a glacier, a walled village with windmill, an underground train tunnel, a forest, a bomb factory, a desert oasis, and a small castle with its own mini-moat. The different environments are represented on the screen as various checkerboard settings for players to use as battlegrounds. Players begin their watery battle on foot, but they progress to using roller-skates, to riding on owls, turtles, octopi, or train cars, and piloting different types of flying saucers.

Power-up items include bigger and wetter water balloons, strength-building candy canes, needles that allow characters to burst an enemy balloon and escape from being trapped inside it, and many, many more. “Boss” characters pop up from time to time to increase the challenge by throwing their own balloons, stealing the players’ balloons, and causing the players to become slower or weaker. As players move through successive rounds, new strategies are required and new obstacles appear such as falling icicles that burst the player’s arsenal of balloons.

One player may compete against computer-controlled bosses or against other computer-controlled characters. Two players may simultaneously play in either cooperative or competitive mode. Each player uses a joystick and two buttons, one to attack and the second to deploy power-ups. The simple yet fun 2-D graphics show a top-down angle on each battlefield and are presented in a horizontal scrolling environment. Operators can select the number of rounds that players are required to stay in each environment and what feats must be accomplished to continue to the next level of play.

- TRIVIA -

The 'BnB' stands for 'Balloon and Balloon'.

BnB Arcade is based on the South Korean online game of the same name developed by Nexon.

BnB Arcade was criticized by Korean gamers. Because the game was too similar to Hudson's Bomberman.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11622&o=2

$end


$gameboy=bojack2,
$bio

Bo Jackson 2 Games in 1 - Hit and Run! [model DMG-BJ-USA] (c) 1991 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65676&o=2

$end


$nes=bojacksn,
$bio

Bo Jackson Baseball (c) 1991 Data East Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54957&o=2

$end


$gba=boardgamu,
$bio

Board Game Classics [Model AGB-B6EE-USA] (c) 2005 DSI Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69913&o=2

$end


$gba=boardgam,
$bio

Board Game Classics [Model AGB-B6EP] (c) 2005 DSI Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69912&o=2

$end


$msx1_cass=boardell,boardella,
$bio

Boardello (c) 1985 Bubble Bus Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94485&o=2

$end


$gbcolor=boarderz,
$bio

Boarder Zone [Model CGB-AXWE-USA] (c) 1999 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67585&o=2

$end


$info=bwcasino,
$bio

Boardwalk Casino (c) 1984 Epos.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : Namco 3-channel WSG (@ 96 Khz)

Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.61 Hz
Palette colors : 16

Players : 2
Buttons : 6

- TRIVIA -

This game is also known as "Atlantic City Action".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=300&o=2

$end


$spc1000_cass=boat,
$bio

Boat (c) 2006 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83490&o=2

$end


$spc1000_cass=boatexp,
$bio

Boat Exploration (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83491&o=2

$end


$coco_cart=micropnt,
$bio

Bob Bishop's Micro Painter (c) 1982 Tandy Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53410&o=2

$end


$cpc_cass=bobenelp,
$bio

Bob en el Polo (c) 1986 Monser [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82849&o=2

$end


$gbcolor=bobbobet,
$bio

Bob et Bobette - Les Dompteurs du Temps [Model CGB-BBQP-FAH] (c) 2001 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67586&o=2

$end


$a2600=bobhomej,
$bio

Bob Is Going Home (c) 19?? JVP

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50269&o=2

$end


$cpc_cass=bobmoran01,bobmoran,
$bio

Bob Morane - Science Fiction (c) 1987 Infogrames Interactive, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82850&o=2

$end


$cpc_cass=bobmoran02,
$bio

Bob Morane Espacio (c) 1987 System 4 de Espana, S.A.

- TECHNICAL -

Model 4STI-210

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82851&o=2

$end


$gbcolor=bobbuildu,
$bio

Bob the Builder - Fix it Fun! [Model CGB-BOBE-USA] (c) 2001 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67590&o=2

$end


$gbcolor=bobbuild,
$bio

Bob the Builder - Fix it Fun! [Model CGB-BOBP-UKV] (c) 2001 BBC Worldwide, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67587&o=2

$end


$gbcolor=bobbuildb,
$bio

Bob the Builder - Fix it Fun! (c) 2001 BBC Worldwide, Limited.

Scandinavian release.

- TECHNICAL -

[Model CGB-BOBX-SCN]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67589&o=2

$end


$gbcolor=bobbuilda,
$bio

Bob the Builder - Fix it Fun! [Model CGB-BOBY-EUR] (c) 2001 BBC Worldwide, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67588&o=2

$end


$apple2gs=4thinchs,
$bio

Bob Whitehead's 4th & Inches (c) 1988 Accolade, Incorporated.

- STAFF -

Apple IIGS version Programmed by: Tony Manso
Musics by: Ed Bogas
Graphics by: Les Pardew

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49759&o=2

$end


$cpc_cass=bobwinne,
$bio

Bob Winner (c) 1987 Loriciels [France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82852&o=2

$end


$amigaocs_flop=bobsbadd,
$bio

Bob's Bad Day (c) 1993 Psygnosis, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73589&o=2

$end


$cpc_cass=bobsfull,
$bio

Bob's Full House (c) 1988 TV Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82853&o=2

$end


$info=boblbobl,
$bio

Bobble Bobble (c) 1986.

This game is a bootleg of "Bubble bobble". Unlike the original game: 
* The left player ('Bub') can have only a total of two extends. 
* This bootleg has a new feature in Dip switch where you may control the speed of monsters. 
* The monsters 'Mighta', 'Hidegonsu', and 'Drunk' do not throw their projectile weapons (i.e. 'Mighta' does not throw his slow-moving stone balls, 'Hidegonsu' does not throw his fast-moving fireballs, and 'Drunk' does not throw his boomerang bottles). However, the 'Invader' monster, who appears in 'Normal' mode only, does throw his laser projectile.

- TECHNICAL -

Main CPU : (2x) Zilog Z80 (@ 6 Mhz)
Sound CPU : Zilog Z80 (@ 3 Mhz)
Sound Chips : YM2203 (@ 3 Mhz), YM3526 (@ 3 Mhz)

Players : 2
Control : 2-way joystick
Buttons : 2
= > [1] Bubble, [2] Jump

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=301&o=2

$end


$cpc_cass=bobbybea,
$bio

Bobby Bearing [Model EDG 6AM] (c) 1986 Edge, The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82854&o=2

$end


$bbca_cass,bbcb_cass=bobbycha,
$bio

Bobby Charlton Soccer (c) 1985 Dacc

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51568&o=2

$end


$info=sc4bobcl,sc4bobcla,
$bio

Bobby Dazzler Club (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR2298]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42448&o=2

$end


$info=sc4bob,sc4boba,sc4bobb,sc4bobc,sc4bobd,sc4bobe,sc4bobf,sc4bobg,sc4bobh,sc4bobi,
$bio

Bobby Dazzler (c) 2004 Mazooma Games.

3-Reel

- TECHNICAL -

[Model PR2170]

[Scorpion 4]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=24211&o=2

$end


$info=sc5bob,sc5boba,sc5bobb,sc5bobc,
$bio

Bobby Dazzler (c) 200? Mazooma Games.

- TECHNICAL -

[Scorpion 5]
[Model PR2170]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42447&o=2

$end


$a2600=bobhomeq,
$bio

Bobby geht nach Hause (c) 1983 Quelle

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50273&o=2

$end


$a2600=bobhomer,
$bio

Bobby Is Going Home (c) 19?? Rentacom

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50270&o=2

$end


$a2600=bobhomec,bobhomeec,
$bio

Bobby Is Going Home - Bobby Vai Para Casa (c) 1983 CCE

- TECHNICAL -

Model C-803

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50271&o=2

$end


$a2600=bobhome,bobhomee,bobhomeed,
$bio

Bobby Is Going Home (c) 1983 Bit Corp.

- TECHNICAL -

Model PG206

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50272&o=2

$end


$snes=bobbywld,
$bio

Bobby's World (c) 1995 Hi Tech Expressions

- TECHNICAL -

Game ID: SNS-ABWE-USA

- TIPS AND TRICKS -

Level - Password 
End - Roger, Webbly, Kelly, Dad

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62790&o=2

$end


$amigaocs_flop=bobo,
$bio

Bobo [European Dreams] (c) 1988 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73590&o=2

$end


$gba=box7_9ks,
$bio

Boboboubo Boubobo - 9 Kyoku Senshi Gag Yuugou [Model AGB-BB9J-JPN] (c) 2004 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69914&o=2

$end


$gba=box7_bht,
$bio

Boboboubo Boubobo - Bakutou Hajike Taisen [Model AGB-BOSJ-JPN] (c) 2004 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69915&o=2

$end


$gba=box7_mds,
$bio

Boboboubo Boubobo - Maji de!!? Shinken Battle [Model AGB-BOBJ-JPN] (c) 2003 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69916&o=2

$end


$gba=box7_obh,
$bio

Boboboubo Boubobo - Ougi 87.5 Bakuretsu Hanage Shinken [Model AGB-A8VJ-JPN] (c) 2002 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69917&o=2

$end


$cpc_cass=bobsleig,
$bio

Bobsleigh (c) 1987 Digital Integration

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82855&o=2

$end


$x68k_flop=bodhidha030,
$bio

Bodhidharma (c) 1994 Take Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87145&o=2

$end


$x68k_flop=bodhidha,
$bio

Bodhidharma Hehebereke (c) 1995 Take Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87146&o=2

$end


$x68k_flop=bodhidh2,
$bio

Bodhidharma Mark 2 (c) 1996 Take Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87147&o=2

$end


$amigaocs_flop=bblow,
$bio

Body Blows (c) 1993 Team 17

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73591&o=2

$end


$amigaocs_flop=bblowg,
$bio

Body Blows Galactic (c) 1994 Team 17

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73592&o=2

$end


$famicom_flop=bodyconq,
$bio

Body Conquest I - Abakareshi Musume Tachi (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65259&o=2

$end


$pce=bodycon2,
$bio

Body Conquest II (c) 1993 Game Express

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58538&o=2

$end


$megadriv=bodyco,bodycop,
$bio

Body Count (c) 1994 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56364&o=2

$end


$megadriv=bodycop5,bodycop4,bodycop3,bodycop2,bodycop1,
$bio

Body Count (c) 1994 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57130&o=2

$end


$n64=bodyharv,bodyharvu,
$bio

Body Harvest (c) 1998 Gremlin Interactive.

Blast alien bugs and take a 1920's buggy on a joy ride in Body Harvest, a genre-splitting title from Midway. This game offers an abundance of the elusive quality which many games lack: originality. 

In this time-warping Pak, an alien species of bug-like invaders have come to Earth. They don't want to take over the planet. They don't want to speak to our leader. They simply want to feed on our flesh in an all-you-can-eat smorgasbord. In fact, the aliens actually introduced humans to the planet Earth, intending to raise us like cattle. The alien bugs warp between different time periods and it is up to you, a genetically enhanced soldier named Adam Drake, to put a stop to the fast food binging. 

Body Harvest focuses heavily on action, because the bugs don't have the mental capacity to spar with words. You have to shoot or run over them. The alien insects are big, they're mean, and they're organized. Specific duties are assigned to each different type of soldier. Flying aliens scout the landscape for human settlements and radio the ground patrols when they find a potential meal. There are three different types of baddies which work on the ground: battering bugs to knock down houses, bloodthirsty drones, and quivering gelatinous molds to harvest the helpless humans. 

The gameplay uses a third person over-the-shoulder camera position. Drake cannot walk and fire his gun at the same time, but a cross-hair appears on the screen when you are ready to fire. This gives the game an arcade-like shoot 'em up feel.

Between action sequences, the game feels more like an RPG-style adventure. There are five massive worlds to explore, each covering 1,000 virtual square miles. Scattered throughout these worlds are towns and villages, filled with people to talk to and items to collect. The game requires you to solve puzzles along the way, which requires speaking to different people to gather information and clues. For example, in the first area, you have to find TNT to destroy a boulder that is blocking a path. You also have to find a fire truck to extinguish a blaze that the aliens started in an unprepared town.

Even though the worlds are monstrous, the game play progresses in a linear manner. You cannot progress in the game unless specific tasks are completed, and you have a trusty friend who is forever willing to remind you of your current objective. 

To add another twist to the game's unusual content, the developers have included more than 60 vehicles for you to control. As you travel between time periods, you will encounter different types of machinery. Driving these vehicles can dramatically alter the gameplay, as when you get in the cockpit of a WWI biplane. Whether you hop in a car or on a motorcycle, the vehicle absorbs all of the damage that you would normally take. Eventually, though, even the hardiest tank will go ka-boom, leaving you a pedestrian target. It can be tricky to aim while driving, but the extra armor the vehicles provide makes them worthwhile. 

Hit detection can be spotty, but you don't run any real risk unless you're trying to jump into a vehicle or enter a building. Faulty polygon clipping means you're often staring through a building. However, Body Harvest's huge environments and unique gameplay more than make up for any visual shortcomings. Eat a bug, baby!

- TECHNICAL -

Game ID: NUS-NBHE-USA

- TRIVIA -

Released on October 20, 1998 in USA.

This game was originally supposed to be published by Nintendo, as part of DMA originally supposed to be a second-party developer for Nintendo 64. However after Nintendo forced them to change their content in order to appeal to Japanese gamers, eventually Nintendo withdrew their offer to publish the game, and Gremlin picked up the option.

The first four bosses (Leviathan, Cerberus, Moloch and Beelzebub) are all named after mythological creatures. The last boss, Tomegatherion, is a reference to the Beast in the Book of Revelations in the bible, as To Mega Therion is Greek for The Great Beast.

In the first time period, one of the settlements is called Trumptonas Town. It has a fire-station with two fire-engines parked outside. This is a reference to classic British kids' TV show, Trumpton (1967) and its iconic fire brigade.

- STAFF -

Project Leader: John Whyte
Development Manager: Jim Woods
Creative Manager: Gary Penn
Game Programmers: Adam Fowler, Alan Campbell, Frank Arnot, Grant Clarke, Douglas E. Smith, Andrew West, Andrew Innes
Game and Editor Programmer: John Gurney
Lead Artist: Stacey Jamieson
Alien Artist : Alan Davidson
Artwork: Craig Moore, Ian McQue, Patrick McGovern, Paul Reeves
Audio Programmers: Ciaran Rooney, Raymond Usher
Music: Stuart Ross, Allan Walker
Sound Effects: Stuart Ross, Allan Walker
Editor Programming: Graeme Anderson
Level Design: Richard Ralfe, Lorne Campbell, Michael Stirling
Game Design: John Whyte, Alan Davidson, Richard Ralfe, Lorne Campbell, Stacey Jamieson, Adam Fowler, EAD Japan
DMA Quality Assurance: Craig Arbuthnott, Steven Taylor, Allen Shiels, Sean Taylor, Alan Dobson, William Mills, Sean Brown
Gremlin Quality Assurance: Carl Cavers, Jonathan Watson, Julia Sturman, Travis Ryan, Matt Tuckett, Les Dungate, Daniel Webster, Andrew Wilson, Stephen Woodward, Martin Berridge, Matthew Fu
Alien Propaganda: Brian Baglow
Manual: Martin Calpin, Chantal Beaumont, Richard Cartwright, Lesley Firth
Packaging: Martin Calpin, Chantal Beaumont, Richard Cartwright, Lesley Firth
Localisation: Sarah Bennett
Boss and General Nuisance: David Jones
Thanks to:: John Harrison, Martin Good, Robert Jeffrey, Darren Baines, Jeff Cairns, Aaron Garbut, Gary Thomson, Kenneth Fee, Craig Conner, Andrew Strachan, Andy Hay, Liam O'Neill, Mark Ettle, Julian Glendinning, Kevin Kelly, Gary Penn, Shoya Tanaka, EAD Nintendo Japan, Ian Thomson

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57611&o=2

$end


$pc98=bellonch,
$bio

Body Inspection in Belloncho - Belloncho Shintai Kensa (c) 1990 Hard [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89028&o=2

$end


$info=j2bodym,
$bio

Body Match (c) 198? JPM International.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41897&o=2

$end


$info=m4bodymt,
$bio

Body Match (c) 199? MDM Leisure.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15582&o=2

$end


$intv=wrestlng,
$bio

Body Slam Super Pro Wrestling (c) 1988 INTV

Object of the game is to defeat your opponent in the ring using strength, strategy, and a hint of sneakiness. Each match consists of a series of four-minute rounds. The first wrestler to pin his opponent to the mat for a count of three seconds is the winner.

You control a wrestler selected from 12 different characters. Your opponent is a wrestler controlled by a friend or by the computer. If you choose a TAG-TEAM MATCH, you and your opponent each control TWO wrestlers who take turns in the ring.

There are 26 possible moves in SUPER PRO WRESTLING -- drops, kicks, punches, etc. Before each match, you choose 4 to 9 moves (depending upon your selected skill level) that you will use in that match. During the match, YOU control when you use your moves against your opponent.

SKILL LEVEL
How many moves you can make during the match is determined by your selected skill level: the lower the skill level, the fewer the moves.
1. Beginner: 4 moves
2. Amateur: 5 moves
3. Rookie: 6 moves
4. Veteran: 7 moves
5. Professional: 8 moves
6. Super Pro: 9 moves

Each player presses the key, 1 to 6, to select skill level. Players may select different skill levels to handicap the match.

- TECHNICAL -

Model 9009

- TRIVIA -

This was a game where Steve Ettinger and Dave Warhol were able to go crazy -- no idea was too wild. They were helped in that the deadline was extremely tight, necessitating many all-night design and programming marathons. They later admitted that many of the wackier names and moves were the result of sleep deprivation.

- TIPS AND TRICKS -

* When selecting your moves, choose a good cross section of different types so you're covered no matter what situation you find yourself in. When assigning them to numbers, group moves by type. When playing at the Super Pro level, for example, you might assign running moves to the top row (1, 2, 3), grappling moves to the middle row (4, 5,6), and defensive moves to the bottom row (7, 8, 9). If there is a move you consistently choose, such as the defensive Possum Roll, you might want to always assign it to the same number so its use becomes reflex.

* Easter egg 1: To display the credits, press 0 (zero) on either hand controller while the title screen is displayed.

* Easter egg 2: Press 23 (two and three simultaneously) on the left hand controller, 26 on the right and press reset to see programmer Steve Ettinger's message to his family.

- STAFF -

Design/Program: Steve Ettinger
Graphics: Connie Goldman
Sound: David Warhol

Package illustration: Steve Huston

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60861&o=2

$end


$info=bodyslam,
$bio

Body Slam (c) 1986 Sega.

Export release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Dump Matsumoto".

- TECHNICAL -

Runs on the Sega "System 16A" hardware.
Game ID: 317-0015

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=302&o=2

$end


$saturn,sat_cart=girlpuz2,
$bio

Body Special 264 - Girls in Motion Puzzle Vol. 2 (c) 1996 Yanoman Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58956&o=2

$end


$a2600=bogeybla,
$bio

Bogey Blaster (c) 1989 Telegames.

The object of the game is to blast enemy aircraft out of the sky... and dodge ground missiles!!! Zero in on enemy planes! Bank left, bank right, dive, climb out! Watch your elevation! Keep track of the fuel! Run out of ammo... land and refuel... take off again!!!

It's a dogfight... you against your enemy! You're the pilot, gunner and navigator all in one!!! Enemy planes are buzzing you. Anti-aircraft ground forces are shelling you!

Get an enemy plane in your sight and FIRE! Try to shoot down as many as you can! If ground fire (flak) explodes in your sight... you're hit... you quickly lose altitude. Climb back up! Stay clear of the flak!

You must shoot down at least 10 planes before you can land to refuel then take off again! The game ends when you run out of ammo completly or when you crash! Press RESET and start again. Try to get a better score each time. Challenge a friend!

- TECHNICAL -

Model 5861 A030

- TIPS AND TRICKS -

Shoot down as many planes as you can the first time in the air. Don't refuel until you absolutely need to. The more hits you make, the more ammo you get the next time up!

When you see flak near your sight, pull back the JOYSTICK so you are climbing when you get hit. This way you won't dive as much you actually get hit.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50274&o=2

$end


$info=bogeyman,
$bio

Bogey Manor (c) 1985 Technos.

A great platform game.

You play as a young ghost hunter boy who runs around a haunted house. Your objective is to destroy with your sword all the crystal balls that are in the house, you must go through all the floors and go through the doors guided by the map at the top of the screen in a time limit without getting caught by the ghosts, frankenstein, witches and other creepy creatures. With the help of your magic glove can freeze ghosts for a short period of time to later hit them with the sword.

Once you've destroyed all the crystal balls, the haunted house starts falling apart, and you must run for your life towards the exit to win the stage. You can transform into a super hero, entering through the flashing door to grab special items.

- TECHNICAL -

Main CPU : MOS Technology M6502 (@ 2 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.5 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Bogey Manor was released in June 1985.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=303&o=2

$end


$a2600=boggle,
$bio

Boggle (c) 1978 Atari, Incorporated.

- STAFF -

Programmer: David Crane

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50275&o=2

$end


$msx2_flop=boggle,bogglea,
$bio

Boggle (c) 1992 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101504&o=2

$end


$gameboy=bogglep,
$bio

Boggle Plus [Model DMG-B8J] (c) 1992 Parker Bros.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65677&o=2

$end


$info=boggy84b,
$bio

Boggy '84 (c) 1983 Eddie's Games.

Bootleg of the Kaneko original.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.536 Mhz)

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 256

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Luca Mogni of Pavia, Italy holds the official record for this game with 435,350 points on September 8, 1984.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=304&o=2

$end


$info=boggy84,
$bio

Boggy '84 (c) 1983 Kaneko Company, Limited.

- PORTS -

* Computers :
MSX (1984)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=34700&o=2

$end


$msx1_cart=boggy84,boggy84b,boggy84a,
$bio

Boggy '84 (c) 1984 Nippon Columbia

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76601&o=2

$end


$msx1_cart=boing2,
$bio

Boing Boing [Model HBS-IDE03] (c) 1985 Idealogic [Barcelona, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76602&o=2

$end


$a2600=boing,boinge,
$bio

Boing! (c) 1983 First Star Software, Incorporated.

You bounce the BUBBLE around a playfield of 36 STEPS (6 rows of 6). The BUBBLE must land on each step and turn it "on", sometimes in a particular order. The BUBBLE EATER or the PIN will pop the BUBBLE if either comes in contact with it. The BUBBLE EATER chases the BUBBLE, while the PIN descends the steps from the top row down. The PIN will pop the BUBBLE or the BUBBLE EATER if they are in its path.

The object of the game is to jump the BUBBLE around and turn each step on. When you first begin the game a short tune will play before you can start. Int the first 3 levels, jumping on a step will turn it on and leave it on; but in the last 3 levels, each time you jump on a stepit will reverse: if it's "off", it turns "on" - if it's "on" it turns "off! On some levels you must turn on a particular row or rows of steps before you can turn on steps in any other row (see LEVELS).

The BUBBLE EATER always start out in the lower right corner, waits a couple of seconds and the tries to catch you (the BUBBLE). If he lands on you or you lands on him, you lose a BUBBLE. The PIN starts out at the top, randomly choosing one of the 6 columns. Avoid the PIN as it is a fatal to the BUBBLE! You can tomporarily zap the BUBBLE EATER by luring him under the oncoming PIN. The BUBBLE EATER disintegrates and starts glowing. After a few seconds the BUBBLE EATER reappears and continues the chase. Make good use of this time! The glowing time (when you are safe) decreases as the waves advance (see LEVELS). You can turn on steps while the BUBBLE EATER is out of commission. When the BUBBLE EATER is stunned and glowing, the BUBBLE can jump on him without popping.

You start the game with 5 BUBBLES. 3 of which are displayed at the bottom of the screen. Every time you are popped you lose a BUBBLE. For every 10,000 points you score, you are awarded a bonus BUBBLE. If you are popped while on the lower right hand step, you will automatically be moved one step to the left to avoid being popped repeatedly.

Upon losing the last BUBBLE, the game will end, thus activating the demo mode. Your score will remain at the top of the screen.

There are 6 game levels, numbered 1 through 6. In each level of plaqy there are 5 waves. With each wave, the BUBBLE EATER becomes faster and more intelligent than in the last wave. The glowing time of the BUBBLE EATER, when he is popped, will decrease with each higher wave. If you complete all 5 waves you will advance to the next level. The new level number will be displayed briefly at the bottom of the screen and a short tune will be played. The player has the option to select levels on through 3 with the Game Select Switch. Levels 4 through 6 must be earned by winning the previous level.

Level 1: If the BUBBLE jumps on any step is off, the step turns on. Landing on a step more than once has no effect.

Level 2: Jumping on a step turns it on. However you must turn on all the steps of the indicated row before going to the next row. The indicated row is clearly marked by the white edges. You start with the bottom row and turn on all 6 steps across. Once the bottom row is complete, you must then turn on the 6 steps of the next row up. This continues all the way up to the top row.

Level 3: Jumping on a step turns it on. However you must turn on the steps of all three even rows before you can turn on the steps of the 3 odd rows. The rows to turn on are clearly indicated with white.

Level 4: Jumping on a step always reverses its current condition. For example: land on a turned off step, it turns on. Land on a turned on step, it turns off.

Level 5: Jumping on a step always reverses its current condition. Howerver, like level 2, you must turn on the six steps of the indicated row before going up to the next row.

Level 6: Jumping on a step always reverses its current condition. However, like level 3, you must turn on the steps of all the 3 even rows, indicated with white, before you can turn on the steps of the 3 odd rows.

- SCORING -

There are 4 ways to score points:

You score points every time you turn on a step. In level 4, 5 and 6, where a step turns on and off, you score points every time you turn it on again.

You receive 300 points the first time the BUBBLE EATER is popped in each wave.

Hundreds of points are awarded for each wave you finish. The amount of points depends on the wave and level number you have completed. In addition, when you complete a level you also score additional points.

- TIPS AND TRICKS -

The BUBBLE will move quickly around the screen, so don't be afraid to "go for it". One important feature to realize is that you may jump through the BUBBLE EATER or the PIN. If the BUBBLE is in the air the same time that the attacker is, the BUBBLE will remain intact.

Watch out when you are on the top row, because the PIN starts on this row. The PIN starts randomly at any of the top 6 steps and proceed down. If you are popped on the top row, it is wise to jump off to the next row down immediatly with your next BUBBLE to avoid being popped again. The PIN will reappear at the top row if anyone is popped. Therefore, if the BUBBLE EATER is popped, and you are near the top row, watch for the PIN to suddenly appear.

The PIN will pop either the BUBBLE or the BUBBLE EATER if they are in its path. Therefore, you may lure the BUBBLE EATER in front of an oncoming PIN and purposefully pop it. The BUBBLE EATER is chasing the BUBBLE, so you move the BUBBLE and watch the decending PIN, timing your actions so that the BUBBLE EATER becomes disabled. You receive 300 points the first time the BUBBLE EATER is popped in each wave (see SCORING).

Be careful, the glowing BUBBLE EATER comes back to life without warning.

You can jump on the BUBBLE EATER or the PIN if one of them is on the last step needed to complete a wave, without losing a BUBBLE.

At the beginning of a level the PIN will be frozen at the top of the steps, above the column it will descend.

- STAFF -

Programmer: Shirley Russell, Alex Leavens

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50276&o=2

$end


$cpc_cass=boingggu,
$bio

Boinggg! [Model AT 412] (c) 1988 Atlantis Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82857&o=2

$end


$x1_flop=bokensha,
$bio

冒険者達 賢者の遺言 (c) 1987 ASCII Corp.
(Bokensha-tachi - Kenja no Yuigon)

- TRIVIA -

Released in January 1987 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85938&o=2

$end


$fm7_disk=kenja,
$bio

Bokensha-tachi Kenja no Yuigon (c) 1987 ASCII Corp.

- TECHNICAL -

Game ID: 2018604

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93601&o=2

$end


$pc8801_cass=bokosuka,
$bio

Bokosuka Wars (c) 1984 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91201&o=2

$end


$pc8801_flop=bokosuka,
$bio

Bokosuka Wars (c) 1984 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91457&o=2

$end


$x1_cass=bokosuka,
$bio

Bokosuka Wars (c) 1985 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86201&o=2

$end


$pc98=bokosuka,
$bio

Bokosuka Wars (c) 1985 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89029&o=2

$end


$nes=bokosukah,
$bio

Bokosuka Wars (c) 1987 FMG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69224&o=2

$end


$msx1_cart=bokosuka,bokosukaa,
$bio

Bokosuka Wars [Model 20116] (c) 1984 ASCII Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76603&o=2

$end


$fm7_cass=bokosuka,
$bio

Bokosuka Wars (c) 1985 ASCII Corp.

- TECHNICAL -

Game ID: 2014307

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93697&o=2

$end


$nes=bokosuka,
$bio

Bokosuka Wars (c) 1985 ASCII Corporation.

- TECHNICAL -

[Model HSP-04]

- TRIVIA -

Bokosuka Wars was released on December 14, 1985 in Japan.

- PORTS -

* Consoles :
[JP] Nintendo Wii [Virtual Console] (2008)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53883&o=2

$end


$gba=boktaiu,
$bio

Boktai - The Sun is in Your Hand [Model AGB-U3IE-USA] (c) 2003 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69956&o=2

$end


$gba=boktai,
$bio

Boktai - The Sun is in Your Hand [Model AGB-U3IP] (c) 2004 Konami Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69955&o=2

$end


$gba=boktai2u,
$bio

Boktai 2 - Solar Boy Django [Model AGB-U32E-USA] (c) 2004 Konami Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69958&o=2

$end


$gba=boktai2,
$bio

Boktai 2 - Solar Boy Django [Model AGB-U32P] (c) 2005 Konami Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69957&o=2

$end


$psx=bokuhako,
$bio

Boku ha Koukuu Kanseikan (c) 1999 Syscom Ent. [Japan]

- TECHNICAL -

[Model SLPS-02514]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84976&o=2

$end


$nes=bokuksk,bokukska,bokukskb,
$bio

Boku Koku Shuu Kin [Model TC-012] (c) 1990 Sachen [Taiwan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76491&o=2

$end


$gbcolor=bokucamp,
$bio

Boku no Camp-jou [Model CGB-BDPJ-JPN] (c) 2000 Naxat Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67591&o=2

$end


$psx=bokunoch,
$bio

Boku no Choro-Q (c) 2002 Takara Co., Ltd. [Japan]

- TECHNICAL -

[Model SLPM-87024]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84977&o=2

$end


$gba=bokuwako,
$bio

Boku wa Koukuu Kanseikan [Model AGB-ABCJ-JPN] (c) 2001 TechnoBrain Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69959&o=2

$end


$gba=bokujomg,
$bio

Bokujou Monogatari - Mineral Town no Nakama-tachi for Girl [Model AGB-BFGJ-JPN] (c) 2003 Marvelous Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69961&o=2

$end


$gba=bokujom,
$bio

Bokujou Monogatari - Mineral Town no Nakama-tachi [Model AGB-A4NJ-JPN] (c) 2003 Victor Interactive Software, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69960&o=2

$end


$n64=bokujom2b,bokujom2a,bokujom2,
$bio

Bokujou Monogatari 2 [Model NUS-NYWJ] (c) 1999 Pack In Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57612&o=2

$end


$gameboy=bokujoma,bokujom,
$bio

Bokujou Monogatari GB [Model DMG-AYWJ-JPN] (c) 1997 Victor Interactive Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65678&o=2

$end


$gbcolor=bokujom2,
$bio

Bokujou Monogatari GB2 [Model DMG-A37J-JPN] (c) 1999 Victor Interactive Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67592&o=2

$end


$gbcolor=bokujom3,
$bio

Bokujou Monogatari GB3 - Boy Meets Girl [Model CGB-BWAJ-JPN] (c) 2000 Victor Interactive Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67593&o=2

$end


$snes=bokujom1,
$bio

牧場物語 (c) 1996 Pack-In-Video Company, Limited.
(Bokujou Monogatari)

- TECHNICAL -

Model SHVC-AYWJ-JPN

- TRIVIA -

Bokujou Monogatari was released on August 09, 1996 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61103&o=2

$end


$psx=bokujyou,
$bio

Bokujyou Keieiteki Board Game Umapoly (c) 1999 Konami Corp. [Osaka, Japan]

- TECHNICAL -

[Model SLPM-86403]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84988&o=2

$end


$gba=boktaijd,
$bio

Bokura no Taiyou - Taiyou Action RPG - Kabunushi Go-Yuutai Ban (c) 2003 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69963&o=2

$end


$gba=boktaij,
$bio

Bokura no Taiyou - Taiyou Action RPG [Model AGB-U3IJ-JPN] (c) 2003 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69962&o=2

$end


$pc8801_flop=bokuwama,
$bio

Bokuwa Manken (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91458&o=2

$end


$info=m4boltbl,m4boltbla,m4boltblb,m4boltblc,
$bio

Bolt from the Blue (c) 199? DJE.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41256&o=2

$end


$info=bombbee,
$bio

Bomb Bee (c) 1979 Namco.

In this old ball and paddle game, you control a paddle that must rebound a ball into the colorized bricks and pop-bumpers.

- TECHNICAL -

Main CPU : Intel 8080 (@ 2.048 Mhz)
Sound Chips : Custom (@ 2.048 Mhz)

Players : 2
Control : paddle
Buttons : 1

- TRIVIA -

Bomb Bee was released in June 1979 in Japan.

Upon joining Namco, Mr. Iwatani wanted to design pinball games. Gee Bee, Cutie Q and Bomb Bee were his early video game/pinball hybrids. Toru Iwatani would achieve later, greater fame by designing "Pac-Man".

- SCORING -

Pop Bumpers : 10 or 100 points
Spinner : 10 or 100 points
Green Drops : 10 points
Blue drops : 20, 40, 60 or 80 points
1st row of drops : 10 points
NAMCO lights : 50 points
Big Pop : 1,000 points

Adjustments to scoring :
Finishing red-yellow side drop targets bank puts in barrier to the side drain and increases the pop bumper points on the side cleared.
Finishing blue top drop targets gives you a big 1,000 pop bumper which you have a limited number of hits you can give it before it explodes and gets replaced by another bank of blue drop targets.
Lighting all NAMCO lights increases bonus multiplier to 2X.

- TIPS AND TRICKS -

* Occasionally the ball will get stuck in a very long loop (this usually happens with the pop bumpers). Just sit back and relax while the points rack up, but eventually the game will figure out the ball is stuck and shoot it out in some other direction.

- SERIES -

1. Gee Bee (1978)
2. Bomb Bee (1979)
3. Cutie Q (1979)

- STAFF -

Designed by: Toru Iwatani

- PORTS -

* Consoles : 
Sony PlayStation [JP] (February 9, 1996) "Namco Museum Vol.2 [Model SLPS-00210]" : as a hidden game. 
Sony PlayStation [JP] (February 9, 1996) "Namco Museum Vol.2 [Model SLPS-00209]" : Limited Deluxe Box edition with additional Volume Controller.

* Computers :
PC-9801 [JP] Bomb Bee / Cutie Q (unreleased prototype) (Mindware)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=305&o=2

$end


$cpc_cass=bombfusi,
$bio

Bomb Fusion (c) 1989 Mastertronic, Ltd. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82858&o=2

$end


$info=bombjack,bombjack2,
$bio

Bomb Jack (c) 1984 Tehkan.

Bomb Jack is a fast-moving platform game in which the aim is to collect all of the bombs on each level before progressing to the next. A variety of constantly spawning mechanical enemies patrol the platforms and airspace so the longer a player takes to collect all of the bombs, the more difficult progress becomes. 

Extra point bonuses are awarded for collecting bombs with their fuses lit. Only one bomb at any time has a lit fuse, and collecting twenty or more of these lit bombs on any given level will earn the player points bonus (see TIPS AND TRICKS for details). Jack is pursued around each level by the spawning enemies and when he gets killed, he drops down to the nearest platform, always landing on his head. 

A 'Powerball' appears at semi-regular intervals and moves diagonally around the screen. If the player manages to grab this, all of the level's monsters are frozen for several seconds and can then be killed by having Jack fly into them (similar to the 'Powerpill' feature in "Pac-Man"). Collecting the Bonus 'B' symbols will increase the amount of points awarded for collecting bombs with their fuses lit. Picking up an 'Extra' symbol awards the player with an additional life, while catching the 'Special' symbol will give the player an extra credit. 

Each of Bomb Jack's levels feature one of five different background pictures, some of which represent famous historical landmarks. They are: the Sphinx in Egypt, the Acropolis in Greece, Castle Neuschwanstein in Bavaria, skyscrapers and a cityscape by night. While the backgrounds themselves are repeated as the game progresses, the platform layouts for each level are completely different. At least until level 18, after which the levels are repeated. 

The basic play mechanic of collecting objects to clear a level, as well as the powerball feature, is hugely reminiscent of Namco's seminal "Pac-Man".

- TECHNICAL -

Main CPU : Zilog Z80 (@ 4 Mhz)
Sound CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : (3x) General Instrument AY8910 (@ 1.5 Mhz)

Control : 8-way joystick
Buttons : 1 (JUMP)

- TRIVIA -

Bomb Jack was released in October 1984.

The original idea for Bomb Jack was conceived by Michitaka Tsuruta, lead designer for Guzzler and Solomon's Key, under the supervision of Kazutoshi Ueda, the genius behind Mr. Do, Lady Bug and other Universal coin-ops.

Curiously enough, the infamous Sphinx in the opening round was not rendered by the graphic designer of the game, but by Tsukasa Masuko, the sound designer. Tsuruta-san recalls how roles in Japanese development teams were quite interchangeable, in those early years.

Round 1 music is the ending song from the Japanese animated cartoon series 'Spoon Oba-san', sung by the ultra-popular Mari Ijima (Lynn Minmay's voice in Macross). The anime was aired in 1983... at that time, Bomb Jack development was just starting : something more than a coincidence, then.
Round 2 features the music of 'Lady Madonna', by The Beatles. Tsuruta-san,  recalls that rights were paid for the licensed music at the time; still, later ports (PS2 and Xbox) come with a replaced soundtrack (mostly the Vs. Mighty Bomb Jack score).

"Bomb Jack II" has nothing really to do with Tekhan or Tecmo : it was developed by British Elite Systems for European home computers only, in an attempt to follow the huge success of the Bomb Jack coin-op conversion. They basically bought the license for the name, and then proceeded to create a mediocre maze game.

Giauco Bondavalli holds the official record for this game with 20,010,960 points on November 3, 1984.

Alfa Records released a limited-edition soundtrack album for this game (Tecmo Game Music - 28XA-95) on 25/09/1986.

- UPDATES -

The older version (set 2) says 'YOU ARE LUCY' instead of 'YOU ARE LUCKY'.

- SCORING -

Jumping, hitting a wall or falling from a platform : 10 points x bonus multiplier value.
Normal bomb : 100 points x bonus multiplier value.
Firebomb : 200 points x bonus multiplier value.

(P) Power : 100 when blue, 200 when red, 300 when purple, 500 when green, 800 when cyan, 1,200 when yellow and 2,000 points when grey x bonus multiplier value.

(B) Bonus Multiplier: 1,000 points x bonus multiplier value.
(E) Extra Life : 1,000 points x bonus multiplier value plus an extra life.
(S) Special : 1,000 points x bonus multiplier value plus a free credit.

Killing monsters while (P) is active : 100, 200, 300, 500, 800, 1,200 and 2,000 points. These are all multiplied by the current bonus multiplier value.

End of level bonus :
23 firebombs defused : 50,000 points.
22 firebombs : 30,000 points.
21 firebombs : 20,000 points.
20 firebombs : 10,000 points.

- TIPS AND TRICKS -

* A little information about the appearance of the powerball : the rule is very simple and you just have to look at the colour at the left and right of the multiplicator number, its size grows as you collect bombs.

1) Take a 'lit bomb' and you get 1 point ahead for the next Powerball. Take a non-lit bomb and you'll get 0.5 point for the next Powerball. When you achieve 10 points, the powerball appears. Your powerball points don't grow if either the powerball is there or if the 'power music' is playing, so avoid collecting bombs when it's not necessary.

2) The powerball can have different score values when taking it. When it appears, jump or hit a wall and its colour will change. The colours and score values are blue (100 points), red (200 points), purple (300 points), green (500 points), turquoize (800 points), yellow (1000 points) and grey (2000 points).

3) The 'B' bonus coin adds 1 to the multiplicator value and appears each 5,000 points, but only if you 'pass' these 5,000 points when not taking a 'B' coin. For example, your multiplicator is 2x, your score is 9,000 and you take a 'B' coin; giving you 1,000x2 = 2,000 points which makes a total of 11,000 points. A 'B' coin should then appear because you have passed the 10,000 points, but doesn't because you took a 'B' coin to achieve this score so you'll have to wait for 15,000 points to get a new 'B' coin. The multiplicator limit is X5.

* An important piece of information to remember is that you can pick up the bombs in a certain order to earn maximum points. If you pick up most of the bombs while their fuses are lit, you get the following bonuses :
20 - 10,000 pts.
21 - 20,000 pts.
22 - 30,000 pts.
23 - 50,000 pts.
So of course, you'll want to try to get 23 each time (This is of course, VERY difficult!). The P (Power) coin appears after every ninth bomb is collected. The points value of the P coin ranges from 100 (Blue) to 2,000 (Silver). Since the color changes each time BJ jumps, you can control the bonus level by making small jumps until the coin turns silver.

* The B (Bonus) coin appears every 5,000 points, and advances the bonus multiplier by 1. There is a maximum of 5 B coins per level.

* Picking up the S (Special) coin awards one free credit. It will also take you to the next level automatically.

* You can control where the mechanical bird appears by holding the joystick in the opposite direction. Example : Hold the joystick to the Right as soon as the round starts and the mechanical bird appears on the left of the screen. If the stick is held diagonally, the bird appears in the opposite corner.

* When you start a level, and directly go to left or right, bird(s) will appear on the other side : it's useful to put them where you want in order to make this level easier, levels 7, 8 & 9 are good examples for that.

- SERIES -

1. Bomb Jack (1984, Arcade)
2. Bomb Jack II (1986, C64)
3. Mighty Bomb Jack [Model TCF-MB] (1986, Famicom)
4. Bomb Jack Twin (1993, Arcade)

- STAFF -

Director : Michitaka Tsuruta
Programmer : Michishito Ishizuka
Music & Sound Design : Tsukasa Masuko
Graphic & Character Design : Rie Ishizuka (aka Rie Yatomi)
Producer : Kazutoshi Ueda

- PORTS -

* Consoles :
Sega SG-1000 [JP] (1985)
Sega SG-1000 [CN] (198?) "Chaoren"
Nintendo Game Boy (1992)
Nintendo Game Boy Advance (2002, "Bomb Jack World") [Prototype]
Sony PlayStation 2 (2004, "Tecmo Hit Parade")
Microsoft XBOX (2005, "Tecmo Classic Arcade")

* Computers :
NEC PC8801 (1985)
Commodore 16 (1986)
Commodore C64 (1986)
Sinclair ZX Spectrum (1986)
Amstrad CPC (1986)
Atari ST (1988)
Commodore Amiga (1988)
Amstrad CPC (1989, "12 Top Amstrad Hits")

* Others :
Mobiles phone [Nokia 3410] (2002)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=306&o=2

$end


$info=bombjackt,
$bio

Bomb Jack (c) 1984 Tecfri.

Spanish release. For more information about the game itself, please see the originla release entry.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72296&o=2

$end


$pc8801_flop=bombjack,
$bio

Bomb Jack (c) 1985 Nihon Soft Bank [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91459&o=2

$end


$cpc_cass=bombjack,
$bio

Bomb Jack (c) 1986 Elite Systems, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82860&o=2

$end


$amigaocs_flop=bombjack,
$bio

Bomb Jack (c) 1988 Elite

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73593&o=2

$end


$msx2_flop=bombjack,bombjackd,
$bio

Bomb Jack (c) 2004 Unknown [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101505&o=2

$end


$amigaocs_flop=bjtcat,
$bio

Bomb Jack + ThunderCats [Thrill Time Platinum 2] (c) 199? Elite

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73594&o=2

$end


$cpc_cass=bombjack01,
$bio

Bomb Jack II (c) 1987 Elite Systems, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82862&o=2

$end


$info=bjtwin,bjtwina,bjtwinp,
$bio

Bomb Jack Twin (c) 1993 NMK.

Bomb Jack Twin is a direct sequel to the 1984 original, and retains the same platform-based collect-the-bombs gameplay of its predecessor.

Changes over the original include a slightly faster playing tempo, and the option for simultaneous two-player gameplay. As with the original game, extra points and bonuses can be earned by collecting bonus coins and bombs with their fuses still lit.

Bomb Jack Twin also retains the 'Powerball' feature of its predecessor which, when collected, freezes the level's enemies for several seconds, allowing them to be destroyed.

- TECHNICAL -

Game ID : UPL-93087

Main CPU : Motorola 68000 (@ 10 Mhz)
Sound Chips : (2x) OKI6295 (@ 4 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Bomb Jack Twin was released in December 1993 in Japan.

- TIPS AND TRICKS -

* Secret Message : Reset Game and hold down Player 2 buttons 1 and 2. If you did it fast enough, you will see the message 'Ready?'. If not try again. Press the following Player 1 buttons : 2(x3) 1(x3) 2(x3), 1(x3). If you did this correctly, you should see another message '9th Mar. 1992'. And you are in the test mode.

- SERIES -

1. Bomb Jack (1984, Arcade)
2. Bomb Jack II (1986, C64)
3. Mighty Bomb Jack [Model TCF-MB] (1986, Famicom)
4. Bomb Jack Twin (1993, Arcade)

- STAFF -

Sound : Manabu Namiki

- PORTS -

* Consoles :
Nintendo Game Boy Advance (2002) included in "Bomb Jack World" [Prototype]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=307&o=2

$end


$sg1000=bombjack,bombjackk1,bombjackt1,
$bio

ボンジャック (c) 1985 Sega Enterprises, Limited.
(Bomb Jack)

- TECHNICAL -

Model # C-61

- TRIVIA -

Original price: 4,300 Yens.

- TIPS AND TRICKS -

Stage Select : At the title screen and then press Right (X3), Down (X2).

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49002&o=2

$end


$gameboy=bombjack,
$bio

Bomb Jack (c) 1992 Infogrames Interactive, Incorporated.

Scandinavian release.

- TECHNICAL -

Model DMG-B9-SCN

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65679&o=2

$end


$cpc_cass=bombjack02,
$bio

Bomb Jack [Model LM-034] (c) 1988 MCM Software [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82859&o=2

$end


$a800=bombjake,
$bio

Bomb Jake (c) 2009 GR8 Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82781&o=2

$end


$info=bombkick,bombkicka,
$bio

Bomb Kick (c) 1998 Yun Sung.

A platform game where you use bombs to get rid of enemies.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 16 Mhz)
Sound Chips : OKI6295 (@ 7.575 Khz)

Players: 2
Control: 8-way Joystick
Buttons: 3

- TRIVIA -

Bomb Kick is heavily based on "Bomber Through GoGo! Jump Hero Gaiden 2", which is included in the 1996 Japanese PC game collection Disc Station 12 by Compile.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5089&o=2

$end


$cpc_cass=bombscar,
$bio

Bomb Scare (c) 1986 Firebird

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82865&o=2

$end


$intv=bombsqd,
$bio

Bomb Squad (c) 1982 Mattel Electronics

Don't look now, but your Time Bomb is ticking! It was planted by BORIS, the evil terrorist. You will have less than half an hour (simulated time) to disarm it before the bomb destroys your city! Since this is an INTELLIVOICE Voice Synthesis Module, voices will be talking to you. FRANK, the demolition expert, will give instructions on what to try next. And BORIS himself will needle you now and then, reminding you, It won't be easy!.

The object of the game is to score points by disarming a Time Bomb before it goes off! Points are won for rewiring electrical circuits with cutters, pliers and soldering iron. 2000 point bonus for solving the explosive riddle, saving the city! As the game starts, a simulated Time Clock will be activated, and the time you have left will be displayed.  To disarm the bomb you must decipher the CODE NUMBER. After enough circuits have been repaired, the CODE NUMBER can be guessed with certainty. Or, after you have repaired two circuits, you can go for broke. Guess right and you win 1000 bonus points... guess wrong and you lose! The Time Bomb will explode! The game is over!

- TECHNICAL -

Model 3883

GAME CONTROLS

KEYPAD 1, 2, 3: Select digits, banks, skill levels
KEYPAD 4: Cutters
KEYPAD 5: Pliers
KEYPAD 6: Soldering Iron
KEYPAD 7: Fire Extinguisher
KEYPAD 8: Exit
KEYPAD 9: Work Sequence (repeat)

UPPER SIDE ACTION BUTTONS: Bring up circuit selected/Speed up 
tool moves
LOWER LEFT SIDE ACTION BUTTON: Work tools
LOWER RIGHT SIDE ACTION BUTTON: Drop

DISC: Bring up City Scene/Move cursor over CODE NUMBER 
DISPLAY/Select circuit to be repaired/Move tool

- TRIVIA -

At the beginning of the development of this game, it was called 'Voice Bomb' and 'Juggernaut'. The working title Juggernaut came from the 1974 Richard Harris movie of the same name that was used for inspiration.

- SCORING -

Cut out component : 20 points

Replace component :
Skill level 1: 30 points
Skill level 2: 40 points
Skill level 3: 50 points

Complete circuit repair: bonus points equal to total points earned by working on circuit
Guess correct code number digit: 1000 bonus points
Disarm bomb/win game: 2000 bonus points

- STAFF -

Design/Program: Gene Smith, Shatao Lin
Graphics: Kai Tran
Sound: Russ Lieblich
Voice of Frank: Phil Proctor
Voice of Boris: Peter Bergman

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60862&o=2

$end


$msx2_flop=bombaexa,
$bio

Bombaman - Extra Ammo (c) 2008 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101506&o=2

$end


$odyssey2=2bmbalvo,
$bio

Bombardeio Submarino! + Tiro ao Alvo! (c) 1980 Philips Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95570&o=2

$end


$cpc_cass=bombarde,
$bio

Bombardero (c) 1984 Unknown [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82866&o=2

$end


$info=bomber,
$bio

Bomber (c) 198? Alca Electronics, Limited.

bootleg of Scramble.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61499&o=2

$end


$megadriv=bomber,
$bio

Bomber (c) 2005 Tec Toy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56365&o=2

$end


$bbca_cass,bbcb_cass=bombbaro,
$bio

Bomber Baron (c) 19?? Optyx

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51569&o=2

$end


$amigaocs_flop=bombrbob,
$bio

Bomber Bob (c) 1990 Idea Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73595&o=2

$end


$gameboy=bombboy,
$bio

Bomber Boy [Model DMG-HBA] (c) 1990 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65680&o=2

$end


$gameboy=bombking,
$bio

Bomber King - Scenario 2 [Model DMG-BIA] (c) 1991 Sunsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65682&o=2

$end


$nes=bombking,
$bio

Bomber King (c) 1987 Hudson Soft.

Bomber King is an action/puzzle game by Hudson Soft that can be best described as a conceptual spin-off of the venerable Bomberman. The prosperous planet Altile (aka 'Altair') has remained at peace for centuries, but in 2036 AD, a mysterious and extra-dimensional entity invaded the peaceful world and turned it into a barren wasteland. The player takes control of Naito (aka 'Night', 'Z-type Earth Defence' or 'ZED'), an android sent to stop the invasion and keep aliens from taking over the planet. Naito must explore eight large areas on Altile, all subdivided into several zones called 'Periods'. Each period only requires the player to find a key and an exit door in order to successfully complete it. However, they are conveniently hidden from view and this is where the weapon system comes into play. The robot is equipped with bombs and a blaster gun - although the latter is rather limited and mainly used to take down enemies, the powerful bombs explode after a short period of time and are designed to clear parts of the playfield (such as bushes or pillars), thus revealing hidden items (such as the key). But, of course, there is a catch and Night instantly receives extensive damage if he gets caught within a bomb's blast radius. Bombs also come in limited quantities and the player needs to constantly refill his bomb bag by either killing enemies or by revealing special icons hidden within the playfield. Additionally, the android comes with a limited amount of batteries - each battery provides a small amount of energy which gradually, and inexorably, depletes. Thankfully, Naito can use or store a myriad of items - Standard items (such as Bombs, Extra Energy, Score Items or Keys) are instantly activated, whereas Select Items (such as Energy Tanks, Missiles, Super Speed, Candles/Lamps, Super Bombs) must be manually activated in the inventory screen (available by pressing select). Although the goal of each Period is to locate a key and the exit door, some levels feature different challenges, item shops, treasure rooms and a multitude of other secrets.

- TECHNICAL -

Cartridge ID: HFC-BX

- TRIVIA -

Bomber King was released on August 07, 1987 in Japan. It was sold 5500 Yen.

This game can be considered as a spin-off of the Bomberman series.

Export releases:
[US] "Robo Warrior [Model NES-RR-USA]"

- STAFF -

Original Story: Hiroshi Ohta
Produced by Hudson Soft and: M9 Team
Director: Hiroshi Ohta
Game Designer: Tokuhiro Takemori
Programmer: Toshiyuki Sasagawa, Hiroyuki Okada
Character Designer: T. Yamamoto, Kouji Matsuura, Tomomi Wajima, Mio Kuwabara		
Music Composer: Uhei Inoh, Kinoko Kunimoto
Sound Designer: Toshiaki Takimoto
Development Adviser: Kenji Nakashima, Toshiharu Ura
Special Thanks for: Motchi, Kinnoji, Lu Iwabuchi, Happy Matsunaga

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53884&o=2

$end


$msx1_cart=bombking,
$bio

Bomber King [Model XR-1043] (c) 1988 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76604&o=2

$end


$info=bomblord,
$bio

Bomber Lord (c) 1993.

Bootleg of 1992 game "Bomber Man World".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3853&o=2

$end


$msx1_cart=bombman,
$bio

Bomber Man (c) 1983 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76605&o=2

$end


$x1_cass=bombermn,
$bio

Bomber Man (c) 1983 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86202&o=2

$end


$msx1_cart=bombmank1,bombmank2,
$bio

Bomber Man (c) 1986 Korea Soft Bank

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76606&o=2

$end


$x68k_flop=bombmand,
$bio

Bomber Man (c) 1990 System Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87149&o=2

$end


$info=bombrman,
$bio

Bomber Man (c) 1991 Irem Corp.

In the future, fight competitions among robots are the most popular event. Bomber Man & King Bomber are the supreme champions, however King Bomber turns evil and attacks mankind with his loyal minions. Bomber Man & his brother Bomber Man 2 must defeat these henchmen and show King Bomber that crime just doesn't pay! Features cute graphics & music and insanely addictive gameplay. Have a blast, but don't get blasted yourself!

- TECHNICAL -

Irem M-90 system hardware

Main CPU : V30 (@ 8 Mhz)
Sound CPU : Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), DAC

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Licensed from Hudson Soft.

This game is known in the US as "Atomic Punk", and in Europe as "Dynablaster".

- SERIES -

1. Bomber Man (1984, MSX)
2. Bomber Man (1985, Famicom)
3. Bomber Man Special (1986, MSX)
4. Bomber Man (1990, Famicom Disk System)
5. Bomber Man (1991, Arcade)
6. Bomber Man II [Model HFC-2X] (1991, Famicom)
7. Bomber Man World (1992, Arcade)
8. Bomber Man '93 [Model HC92061] (1992, PC-Engine)
9. Hi-Ten Bomberman (1993, Custom Hardware - High Definition System)
10. Super Bomber Man [Model SHVC-H6] (1993, Super Famicom)
11. Bomber Man '94 [Model HC93065] (1993, PC-Engine)
12. Super Bomber Man 2 [Model SHVC-M4] (1994, Super Famicom)
13. Super Bomber Man 3 [Model SNSP-AS6P] (1995, Super Famicom)
14. Super Bomber Man 4 [Model SHVC-A4BJ] (1996, Super Famicom)
15. Neo Bomber Man (1997, MVS) 
16. Super Bomber Man 5 [Model SHVC-A5SJ] (1997, Super Famicom) 
17. Bomber Man Online (2002, PC)
18. Bomber Man DS [Model NTR-P-ABMJ] (2005, DS)
19. Bomber Man Live (2007, XBLA)
20. Bomber Man Portable [Model ULJM-05034]  (2006, PSP)
21. Custom Battler Bomber Man [Model NTR-P-YBAJ] (2008, DS)

- PORTS -

* Consoles : 
Nintendo Game Boy [JP] (August 31, 1990) "Bomber Boy [Model DMG-HBA]" 

* Computers :
Sharp X68000 [JP] (April 19, 1991)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=308&o=2

$end


$x68k_flop=bombermn,
$bio

Bomber Man (c) 1991 System Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87148&o=2

$end


$pce=bombmn93,
$bio

Bomber Man '93 (c) 1992 Hudson Soft.

The Bombermen are back in this wacky sequel to the first Bomberman smash hit originally released in 1990 by Hudson Soft. In this episode, the evil Kurobon, the black Bomberman, has stolen vital components from the Galaxy's power station and has scattered them throughout seven different and hostile planets across the universe. The courageous white Bomberman embarks on a mission to retrieve the stolen components and to finally capture the culprit. As expected, the gameplay uses the same ingredients that made the series so popular - players have to complete a myriad of levels by strategically dropping time-bombs and blasting away every single critters that haunt them, before exiting through a warp door to the next level. Special items are hidden inside destructible blocks and grant players with additional powers, such as speed-ups, extra bombs, greater blast range, bomb kick, remote bombs and so forth. Of course, Bomberman'93 adds several new gameplay twists not found in previous episodes, as well as tons of new traps and odd devices, such as warps, rotating-tiles and conveyor belts to only name a few. Boss battles have also been revamped and the various creatures the player encounters are now larger and unquestionably meaner. Finally, and in the Bomberman tradition, the game also includes an intense multi-player battle mode where up to five player can blast each other up at the same time!

- TECHNICAL -

[Model HC92061]

- TRIVIA -

Bomber Man '93 was released on December 11, 1992 in Japan.

- SERIES -

1. Bomber Man (1984, MSX)
2. Bomber Man (1985, Famicom)
3. Bomber Man Special (1986, MSX)
4. Bomber Man (1990, Famicom Disk System)
5. Bomber Man (1991, Arcade)
6. Bomber Man II [Model HFC-2X] (1991, Famicom)
7. Bomber Man World (1992, Arcade)
8. Bomber Man '93 [Model HC92061] (1992, PC-Engine)
9. Hi-Ten Bomberman (1993, Custom Hardware - High Definition System)
10. Super Bomber Man [Model SHVC-H6] (1993, Super Famicom)
11. Bomber Man '94 [Model HC93065] (1993, PC-Engine)
12. Super Bomber Man 2 [Model SHVC-M4] (1994, Super Famicom)
13. Super Bomber Man 3 [Model SNSP-AS6P] (1995, Super Famicom)
14. Super Bomber Man 4 [Model SHVC-A4BJ] (1996, Super Famicom)
15. Neo Bomber Man (1997, MVS) 
16. Super Bomber Man 5 [Model SHVC-A5SJ] (1997, Super Famicom) 
17. Bomber Man Online (2002, PC)
18. Bomber Man DS [Model NTR-P-ABMJ] (2005, DS)
19. Bomber Man Live (2007, XBLA)
20. Bomber Man Portable [Model ULJM-05034]  (2006, PSP)
21. Custom Battler Bomber Man [Model NTR-P-YBAJ] (2008, DS)

- STAFF -

BOMBERMAN'93 STAFF
Game Designer: Tsukasa Kuwahara
Programmer: Tetsuya Wakabatashi
Graphic Designer: Fumie Takaoka, MC Col Iwata, Misuzu Kaboyashi (Eyecatch Voice)
Music Composer: Jun Chiki Chikuma
Sound Programmer: Keita Hoshi, Akihiro Sat, Makiko Tanifuji, Kaso-Re Honma
Sound Director: Toshiaki Takimoto
Special Thanks: K?ji Matsuura, Satoshi Mikami, Kenji Kikuchi, Atsuo Nagata, Hikaru Aoyama, Koji Arai, Rururira Hidebo
Game Director: Shigeki Fujiwara
Basic Game Design: Shinichi Nakamoto

BOMBERMAN'93 Idea Staff: Tokio Shimada, Akira Ono, Satoshi Aoki, Akinobu Yuneyama, Akitaka T?ry, Ayumu Yamaguchi, Daisaku Noda, Hajime Takeda, Haruki ?kawa, Hayato Kasahara, Kenji Fukui, Houji Tamura, Makoto Nihira, Manabu Nakakita, Masafumi Kawazoe, Nasanori Kawaguchi, Masaru ?kouchi, Masashi Nomoto, Masaya Sugimoto, Minato Takahashi, Naoki Kat, Nabuo Kuraki, Shinji Tokuda, Sy?ji Nagamiya, Sy?ji Sumida, Tadahiro Takimoto, Takajiraten, Takanori Ayabe, Takashi Tsuzuki, Tomohisa Nakayasu, Tomoya Yanashita, Tomoyuki End, Tomoyuki Ide, T?ru Nishida, Toshihiro Watanabe, Yukihiro Hanada, Y?suke Shibahara, Yasutaka Akazawa, Yasuyuki Nakajy, Y?ki Kondate

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49162&o=2

$end


$pce=bombmn93s,
$bio

Bomber Man '93 [Special Version] (c) 1992 Hudson Soft.

Bomberman'93 Special Version is a A non-commercial and very limited edition of Bomberman'93 and comes as a single HuCard. The game only features the multi-player mode (no com players though) and eight different maze themes to choose from. It is difficult to know for sure how this promotional game was officially distributed. Some sources indicate that it was released through the Hudson Soft Fan Club to commemorate the release of Bomberman'93 for the PC Engine. This card is, of course, really sought-after by collectors and rumored to have been produced in no more than a couple of thousand units.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49163&o=2

$end


$pce=bombmn94,
$bio

Bomber Man '94 (c) 1993 Hudson Soft.

Bomberman'94 is the third (and last) episode of Hudson soft's flagship and popular series released for the PC Engine system. Everyone on Planet Bomber was at peace, thanks to the protective work of ancient and benevolent spirits. But one day, an evil army of robots led by the malevolent Bagur? (aka 'Burglar') appears and breaks the large sacred stone tablets, source of the spirits' mystical powers. The very fabric of the Bomberman universe is now at stake and Planet Bomber, under the enormous pressure, splits into five different worlds. A team of Bombermen is assembled to restore order to the universe and to retrieve all the sacred stone fragments. However, they all fail miserably... except for Shirobon, the white Bomberman, who must now save the Bomber World all by himself. Once again, players come equipped with the trademark bombs, and these bombs must be strategically dropped and only explode after a short amount of time, roasting anything within their blast radius (including players if they linger for too long). Bomberman'94 is drastically more complex than its predecessors and the game features six different worlds (each made out of several sub-stages) and several new gameplay twists. Here, the game doesn't require players to kill all the enemies to complete a level. Instead, each sub-stage comes with a piece of fragment enclosed within an impenetrable force-field that must be deactivated, and in order to do so, all the energy poles scattered around each maze must be blasted up (some even open doors later in the game). Once all the fragments for a given world are reunited, they serve as a key and activate an intense boss battle. As expected, Bomberman'94 comes loaded with new features, such as a fleet of colored kangaroos (called R?i) that players can ride. They hatch from colored eggs and can use special powers, such as the ability to jump over obstacles or to kick bombs. They also double as shields and take damage in place of the player (at the cost of their own lives though). Additionally, nine different Bombermen are available to choose from in this version, from the cute Bombergirl, to the Old-Bomberman or the Punk-Bomberman. Finally, Bomberman'94 includes a multi-player battle mode where up to five players can battle each other, and a password system gives the player the opportunity to save a game in progress.

- TECHNICAL -

Model HC93065

- TRIVIA -

Bomber Man '94 was released on December 10, 1993 in Japan for 6800 Yen.

- TIPS AND TRICKS -

* Sound Room:
At the title screen, first press Right, then press Left, Left & Down, Down, Down & Right and then II (it is technically a half-circle). This is rather tricky to achieve, but this will activate the Sound Room where you can play all the music tracks and sound effects from the game. 

* Secret stage select and boss room:
Text hidden inside the code (ROM) indicates that a Stage Select and a Boss Room were one day available. But these options were probably removed from the retail version... The text for the Boss Room is rather interesting because it lists the names for all the bosses - namely, Saru and Bananacher, Pyramid Gan, Grub Robs, Komori Count, Queen Oyobee and Buglear. You can actually drop the game's ROM in your favorite text editor to see the original hidden text!

- SERIES -

1. Bomber Man (1984, MSX)
2. Bomber Man (1985, Famicom)
3. Bomber Man Special (1986, MSX)
4. Bomber Man (1990, Famicom Disk System)
5. Bomber Man (1991, Arcade)
6. Bomber Man II [Model HFC-2X] (1991, Famicom)
7. Bomber Man World (1992, Arcade)
8. Bomber Man '93 [Model HC92061] (1992, PC-Engine)
9. Hi-Ten Bomberman (1993, Custom Hardware - High Definition System)
10. Super Bomber Man [Model SHVC-H6] (1993, Super Famicom)
11. Bomber Man '94 [Model HC93065] (1993, PC-Engine)
12. Super Bomber Man 2 [Model SHVC-M4] (1994, Super Famicom)
13. Super Bomber Man 3 [Model SNSP-AS6P] (1995, Super Famicom)
14. Super Bomber Man 4 [Model SHVC-A4BJ] (1996, Super Famicom)
15. Neo Bomber Man (1997, MVS) 
16. Super Bomber Man 5 [Model SHVC-A5SJ] (1997, Super Famicom) 
17. Bomber Man Online (2002, PC)
18. Bomber Man DS [Model NTR-P-ABMJ] (2005, DS)
19. Bomber Man Live (2007, XBLA)
20. Bomber Man Portable [Model ULJM-05034]  (2006, PSP)
21. Custom Battler Bomber Man [Model NTR-P-YBAJ] (2008, DS)

- STAFF -

Programer: Yuichi Ito, Hideo Iwakawa, Kazuyuki Kimura
Graphic Designer: Yakuyo Aoyama, Yuji Iwahara, Tomomi Tada
Sound Programer: Hajime Ohara, Takashi Morio
Special Thanks: Denki-Mirai Co.Ltd
Music Composer: Jun Chiki Chikuma
Art Director: Shoji Mizuno
Producer: Hiroki Shimada, Supervisor, Toshiki Fujiwara
Director: Yoshiyuki Kawaguchi
Basic Game Designer: Shinichi Nakamoto

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [JP] (December 2, 2006) [Model PAGJ] 
Nintendo Wii [Virtual Console] [US] (March 23, 2009) [Model PAGE] 
Nintendo Wii [Virtual Console] [EU] [AU] (July 10, 2009) [Model PAGP] 
Nintendo Wii U [Virtual Console] [JP] (November 19, 2014) [Model PNWJ] 

It was then released to the PlayStation Store as a PC-Engine Classic on July 15, 2009 in Japan, and on April 26, 2011 in North America.
[JP] PSN release ID: NPJJ-30001
[US] PSN release ID: NPUF-30007

* Others : 
Apple iPhone/iPad [US] (December 20, 2010) "TurboGrafx-16 GameBox [Model 406585960]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49164&o=2

$end


$pcecd=bombmn94,
$bio

Bomber Man '94 [Special Version] (c) 1993 Hudson Soft.

Bomber Man '94 Special Version is a limited edition game that was distributed to promote the soon-to-be released Bomber Man '94 (released on Hucard in December 1993). In a nutshell, Bomber Man '94 Special Version only offers the multi-player Battle Mode from Bomber Man '94, the multi-player Tag Mode and no single-play capability. However, these multi-player modes are really limited - only one battle arena to chose from, multi-player only (there is no option to play against the computer) and it doesn't include any of the character variations found in Bomber Man '94.

- TECHNICAL -

Game ID: HCD3054

- TRIVIA -

Bomber Man '94 Special Version was available before the retail release of Bomber Man '94 and shows some interesting differences. Although the official release date is unknown, Bomber Man '94 Special Version 's opening sequence clearly displays a Bomber Man '94 Coming Soon message. Additionally, some of the ingame graphics are still temporary and in progress - the most obvious are the Victory and Draw Game screens which are a lot less elaborate (they feature a stage with curtains in the final version, and solid grey walls in the special version), as well as the trophy screen which uses gold coins instead of trophy cups ! It is not really clear as to where this promotional version actually originated from (most likely from Hudson Soft's exclusive fan club or given away at one of their popular tournaments) and only 10,000 copies are believed to exist.

- TIPS AND TRICKS -

Secret code:
At the CD-ROM boot up screen (before the game starts), press and hold Left and then Run. The 'Push Run Button' English text on the title screen should change to Japanese (it indicates that the code was successfully entered). Although this code unlocks new battle arenas in Tengai Makyou Deden no Den, it doesn't seem to do anything here...

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49165&o=2

$end


$msx1_cart=bombmnsp,
$bio

Bomber Man Special [Model BC-M7] (c) 1986 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76607&o=2

$end


$info=bbmanw,bbmanwj,bbmanwja,
$bio

Bomber Man World (c) 1992 Irem.

After King Bomber was defeated in the last game, he tried to reform himself but being a bad guy seems to be more fun, so he now has taken over the United Nations' building as the first step to take over the world. Only Bomber Man and company can save us from this world threat! Features cute graphics & sound, as well as the same addicting control that made the first a classic. A party game if there ever was one, grab four friends and have a blast!

- TECHNICAL -

Irem M-97 system hardware

Main CPU : V30 (@ 8 Mhz)
Sound CPU : Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), DAC

Players : 4
Control : 8-way joystick
Buttons : 2

- TRIVIA -

This game is known in US as "New Atomic Punk - Global Quest", and in Europe as "New Dynablaster - Global Quest".

A bootleg of this game is known as "Bomber Lord".

- SERIES -

1. Bomber Man (1984, MSX)
2. Bomber Man (1985, Famicom)
3. Bomber Man Special (1986, MSX)
4. Bomber Man (1990, Famicom Disk System)
5. Bomber Man (1991, Arcade)
6. Bomber Man II [Model HFC-2X] (1991, Famicom)
7. Bomber Man World (1992, Arcade)
8. Bomber Man '93 [Model HC92061] (1992, PC-Engine)
9. Hi-Ten Bomberman (1993, Custom Hardware - High Definition System)
10. Super Bomber Man [Model SHVC-H6] (1993, Super Famicom)
11. Bomber Man '94 [Model HC93065] (1993, PC-Engine)
12. Super Bomber Man 2 [Model SHVC-M4] (1994, Super Famicom)
13. Super Bomber Man 3 [Model SNSP-AS6P] (1995, Super Famicom)
14. Super Bomber Man 4 [Model SHVC-A4BJ] (1996, Super Famicom)
15. Neo Bomber Man (1997, MVS) 
16. Super Bomber Man 5 [Model SHVC-A5SJ] (1997, Super Famicom) 
17. Bomber Man Online (2002, PC)
18. Bomber Man DS [Model NTR-P-ABMJ] (2005, DS)
19. Bomber Man Live (2007, XBLA)
20. Bomber Man Portable [Model ULJM-05034]  (2006, PSP)
21. Custom Battler Bomber Man [Model NTR-P-YBAJ] (2008, DS)

- STAFF -

Sound composer : Miyako Omori

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=309&o=2

$end


$pce=bombman,
$bio

Bomber Man (c) 1990 Hudson Soft.

Bomberman is an action game by Hudson Soft and the first episode of the iconic series to be released for the PC Engine system. The villainous black Bomberman is on a diabolical mission to control the world, and he has kidnapped Lisa, Dr Mimori's daughter. The genius doctor, inventor and creator of the Bombermen, sends Shirobon, the cute protagonist of the game with his odd looking helmet and tight uniform, to rescue Lisa and traverse the numerous floors of black Bomberman's heavily guarded castle. The goal of the game is rather simple - the player must complete each level by eliminating all the roaming critters that populate them, find the exit door and move up to the next level. But the meat of the game lies elsewhere... Bomberman comes equipped with bombs, and these bombs come with a bit of a twist - they don't explode when dropped or on contact. Instead, they only ignite when their time fuse run out, or if hit by the blast from another bomb. Additionally, bombs create lethal walls of fire in four directions and players must imperatively stay away from their blasting range. That's it, just pepper a power-up icon hidden in each level (such as the ability to drop more bombs, increase their destructive range, walk through walls or remote control bombs), and here you have one of the simplest and yet most addictive concept in video game history. Of course, any Bomberman game wouldn't be complete without a multi-player option, and this version includes such treat and gives up to five players the chance to battle one another in frantic dead matches. As a side note, this version of Bomberman is also compatible with the 'com' link that allows two PC Engine GT owners to fight one another in intense versus battles. Bomberman consists of eight worlds made our of eight levels each and also features a password system to resume play on specific levels.

- TECHNICAL -

Game ID: HC90036

- STAFF -

Game Designer: Tsukasa Kuwahara
Main Programmer: Atsuo Nagata
Sub Programmer: Wrecker Muroya
Graphics Designer: Hideyuki Ogura, Mika Sasaki
Music Composer: Atsushi Chikuma
Sound Programmer: Keita Hoshi

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58539&o=2

$end


$pc98=bomberq,
$bio

Bomber Quest (c) 1994 Mink [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89030&o=2

$end


$sms=bombraid,
$bio

Bomber Raid (c) 1989 Sega Enterprises, Limited.

- TECHNICAL -

Game ID: G-1373

- TRIVIA -

Released on February 04, 1989 in Japan.

- STAFF -

Game planning: Hide Itoen
Visual design: Norio Ookubo (Nannorio), Hide Itoen
Game programming: Chicken Jun, Kimuron, Y. Koba (Board Koba), Atsubanba
Sound and music: Ohtorii
Special thanks to: R. Nakamura, Haruchan, Cup Ozeki, Hirokun, Noboru Machida (Noborunrun)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55951&o=2

$end


$bbca_cass,bbcb_cass=bombersc,
$bio

Bomber Scramble (c) 19?? Kansas

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51570&o=2

$end


$nes=bombmanh,
$bio

Bomberman (c) 1987 FMG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69225&o=2

$end


$nes=bombman,
$bio

Bomberman (c) 1989 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54958&o=2

$end


$info=tvbomber,
$bio

Bomberman [TourVision PC-Engine] (c) 1991 Unknown.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101130&o=2

$end


$msx2_flop=bombman,
$bio

Bomberman (c) 1996 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101507&o=2

$end


$tg16=bombmn93,
$bio

Bomberman '93 [Model TGX040093] (c) 1990 Turbo Technologies, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84292&o=2

$end


$pc98=panicbom,
$bio

Bomberman - Panic Bomber (c) 1995 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89031&o=2

$end


$msx2_flop=bombman2,
$bio

Bomberman 2 (c) 1997 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101508&o=2

$end


$n64=bombmnae,
$bio

Bomberman 64 - Arcade Edition [Model NUS-NHAJ] (c) 2001 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57614&o=2

$end


$n64=bombm2nd,
$bio

Bomberman 64 - The Second Attack! (c) 2000 Vatical Entertainment

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57615&o=2

$end


$n64=bombmn64,bombmn64u,
$bio

Bomberman 64 (c) 1997 Nintendo.

Export releases. Game developed in Japan. See the original Japanese release entry for more information about the game itself; "Baku Bomberman [Model NUS-NBMJ-JPN]".

- TECHNICAL -

Game ID: NUS-NBME-USA

- TRIVIA -

Released on December 01, 1997 in North America.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57613&o=2

$end


$snes=bombbdam,
$bio

Bomberman B-Daman (c) 1996 Hudson Soft.

- TECHNICAL -

Game ID: SHVC-AH9J-JPN

- TIPS AND TRICKS -

Ending bonuses: Successfully complete the 100 normal mode levels. After the ending credits, the game will display an alternate title screen with new music. The Special and Survival options will now be unlocked. 
Note: Get 100 points in all 100 normal mode levels to turn Bomberman gold at the title screen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61104&o=2

$end


$gameboy=bombcoll,
$bio

Bomberman Collection [Model DMG-ABCJ-JPN] (c) 1996 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65683&o=2

$end


$gameboy=bombman2,
$bio

Bomberman GB 2 [Model DMG-AB2J-JPN] (c) 1995 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65687&o=2

$end


$gameboy=bombman3,
$bio

Bomberman GB 3 [Model DMG-AB3J-JPN] (c) 1996 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65688&o=2

$end


$gameboy=bombman,
$bio

Bomberman GB [Model DMG-AB2E-USA] (c) 1998 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65684&o=2

$end


$gameboy=bombmanj,
$bio

Bomberman GB [Model DMG-EEJ] (c) 1994 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65686&o=2

$end


$n64=bombhero,bombherou,
$bio

Bomberman Hero (c) 1998 Nintendo [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57616&o=2

$end


$n64=bombheroj,
$bio

ボンバーマンヒーロー　～ミリアン王女を救え!～ (c) 1998 Hudson Soft.
(Bomberman Hero - Mirian Oujo wo Sukue!)

Developer Hudson Soft drops a 96-megabit payload on Bomberman's legions of fans with this - we gotta say it - explosive new action title. It what has to be a record for a console game, Bomberman Hero comes crammed with a whopping 71 levels. There literally are five worlds, too, since Bomberman's journey takes him to that many planets -- plus a bonus planet, if he's particularly potent with the payloads! 

A peaceable bloke at heart, Bomberman is caught in the crossfire between two warring worlds. While exploring the wreckage of a mysterious craft that has crashed on Planet Bomber, the B-man comes helmet-to-helmet with Nitros, a hard-bitten warrior from the distant Garaden Empire. Nitros will stop at nothing in his quest to recover a computer disk, last reported in the possession of Princess Millian's robotic sidekick, Pibot. It's up to Bomberman to prevent Nitros from turning Planet Bomber into a smoldering ruin! 

Bomberman Hero has plenty of puzzle and exploration elements. The B-man doesn't carry an infinite payload, so you'll have to conserve your explosive resources while searching for 21 different items. Along with the familiar 1-Ups and life-meter extenders, unusual treasures include force field deactivators, the distance-enhancing Power Glove and even slugicidal Salt Bombs! 

Bomberman's aquatic adventures require him to take the helm of the Bomber Marine, which comes loaded with torpedoes. He also takes to the air in the Bomber Jet and Bomber Copter and shreds the slopes in the snowboardesque Bomber Slider. Bomberman also gets help from the affable Pibot and Louie, a green rabbit who likes to thump troublemakers. 

After fighting his way to a bitter battle with Garaden minions in the wilderness of Planet Bomber's Peace Mountains, Bomberman must lay assault to the forbidding fortresses of Planet Primus. On Planet Kanatia, he must navigate lava tubes and baffling labyrinths en route to the fearsome Dark Maze. 

In the lush jungles and ice-capped peaks of Planet Mazone, Bomberman gets some help from Louie. Then it's on to the heavily armored home planet of the Garaden Empire. There's a bonus planet, too, if you can collect all the well-hidden Special Bombs and earn a Clear Points rating of five on every stage the game.

- TECHNICAL -

Game ID: NUS-NBDJ-JPN

- TRIVIA -

Released on April 30, 1998 in Japan.

- STAFF -

Director: Naruhiro Matsumoto
Programming: Tetsuma Yoshida, Hidekazu Matsunouchi, Yukie Abe, Yasuhiro Nakano
Graphics: Akira Katagi, Masaki Moriwaki, Yasunori Araki, Shinichiro Akiyama, Shuji Kato, Naoyuki Kadoi
Game Design: Hideyuki Kubota, Katsumi Miyashita, Norio Ookubo
Character Design: Shoji Mizuno, Kozue Sato
Setting : Hiroyuki Kaneda
Sound Manager: Keisuke Mitsui
Music: Jun Chikuma
Music Operator: Hajime Ohara
Sound Effects Coordinator: Michiko Hayashi
Sound Effects: Hiroshi Uemura
Technical Support: Katsuhiro Nozawa, Satoru Sugimoto, Takahiro Haga
Publicity: Yoichi Nakazawa
Manual: Yukiko Handa
Mastering: Hiroyuki Ota, Jun Kanda, Riko Asuwa
Special Thanks: Daiju Niikura, Naoko Nomura, Yoshinori Yamagishi, Katsutoshi Sato, Tomohiko Shiraishi, Naoki Hirasawa, Teiji Nagaoka, Kei Tatsu, Masami Yasuraoka, Jinichi Fuyuki, Jin Akabane, Tadayuki Kato, Norihisa Takabatake, Junko Aihara, Hironobu Hatta, Sachiko Umoto, Hiroyuki Arai, Denki Miraisha, Kirin Company, Shuichiro Nishiya, Masato Shibata, Takeshi Ikenouchi, Katsunori Takahashi, Ichiro Shimakura, Bomberman Team
Product Manager: Kazunori Yasui, Haruhiko Ikeda, Yoshinori Inoue
Supervisor: Shigeki Fujiwara
Producer: Hidetoshi Endo
Executive Producer: Yuji Kudo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57617&o=2

$end


$nes=bombman2j,
$bio

Bomberman II (c) 1991 Hudson Soft [Hudson Group].

- TECHNICAL -

[Model HFC-2X]

- TRIVIA -

Bomberman II was released on June 28, 1991 in Japan.

Known export releases:
[US] "Bomberman II [Model-BW-USA]"
[SP] "Dynablaster [Model NES-49-ESP]"
[FR] "Dynablaster [Model NES-49-FRA]"
[DE] "Dynablaster [Model NES-49-FRG]"
[DE] "Dynablaster [Model NES-49-NOE]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53886&o=2

$end


$nes=bombman2,
$bio

Bomberman II (c) 1993 Hudson Soft [Hudson Group].

North American version. For more information about the game itself, please see the original Japanese version entry; "Bomberman II [Model HFC-2X]".

- TECHNICAL -

[Model-BW-USA]

- TRIVIA -

Bomberman II was released in February 1993 in North America.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54959&o=2

$end


$gba=bombjet,
$bio

Bomberman Jetters - Densetsu no Bomberman [Model AGB-AJZJ-JPN] (c) 2002 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69964&o=2

$end


$gba=bombjetc,
$bio

Bomberman Jetters - Game Collection [Model AGB-BOMJ-JPN] (c) 2003 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69965&o=2

$end


$gbcolor=bombmmxa,
$bio

Bomberman Max - Ain Version (c) 1999 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67594&o=2

$end


$gbcolor=bombmmxb,
$bio

Bomberman Max - Blue Champion [Model CGB-A8BE-USA] (c) 2000 Vatical Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67595&o=2

$end


$gbcolor=bombmmxh,
$bio

Bomberman Max - Hikari no Yuusha [Model CGB-A8BJ-JPN] (c) 1999 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67596&o=2

$end


$gbcolor=bombmmxr,
$bio

Bomberman Max - Red Challenger [Model CGB-A7BE-USA] (c) 2000 Vatical Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67597&o=2

$end


$gbcolor=bombmmxy,
$bio

Bomberman Max - Yami no Senshi [Model CGB-A7BJ-JPN] (c) 1999 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67598&o=2

$end


$gba=bombmx2bu,
$bio

Bomberman Max 2 - Blue Advance [Model AGB-AMHE-USA] (c) 2002 Majesco Sales, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69967&o=2

$end


$gba=bombmx2b,
$bio

Bomberman Max 2 - Blue Advance [Model AGB-AMHP] (c) 2002 Vivendi Universal Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69966&o=2

$end


$gba=bombmx2bj,
$bio

Bomberman Max 2 - Bomberman Version [Model AGB-AMHJ-JPN] (c) 2002 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69968&o=2

$end


$gba=bombmx2rj,
$bio

Bomberman Max 2 - Max Version [Model AGB-AMYJ-JPN] (c) 2002 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69969&o=2

$end


$gba=bombmx2ru,
$bio

Bomberman Max 2 - Red Advance [Model AGB-AMVE-USA] (c) 2002 Majesco Sales, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69971&o=2

$end


$gba=bombmx2r,
$bio

Bomberman Max 2 - Red Advance [Model AGB-AMVP] (c) 2002 Vivendi Universal Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69970&o=2

$end


$gbcolor=bombmqstj,
$bio

Bomberman Quest [Model DMG-AB5J-JPN] (c) 1998 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67600&o=2

$end


$gbcolor=bombmqst,
$bio

Bomberman Quest [Model DMG-AQVP-EUR] (c) 1999 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67599&o=2

$end


$gbcolor=bombmqstu,
$bio

Bomberman Quest [Model DMG-AVQE-USA] (c) 1999 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67601&o=2

$end


$gbcolor=bombmsel,
$bio

Bomberman Selection [Model CGB-B2CK-KOR] (c) 1996 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67602&o=2

$end


$gba=bombstry,
$bio

Bomberman Story [Model AGB-ABSJ-JPN] (c) 2001 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69972&o=2

$end


$gba=bombtour,
$bio

Bomberman Tournament [Model AGB-ABSE-USA] (c) 2001 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69973&o=2

$end


$gba=bombtour,
$bio

Bomberman Tournament [Model AGB-ABSP] (c) 2001 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69974&o=2

$end


$saturn,sat_cart=bombwars,
$bio

Bomberman Wars (c) 1998 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58957&o=2

$end


$gba=n_bombmn,
$bio

Bomberman [Classic NES Series] [Model AGB-FBME-USA] (c) 2004 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70175&o=2

$end


$gba=f_bombmn,
$bio

Bomberman [Famicom Mini] [Model AGB-FBMJ-JPN] (c) 2004 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70623&o=2

$end


$famicom_flop=bombermn,
$bio

Bomberman [Model HFC-BMD] (c) 1990 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65260&o=2

$end


$nes=bombmanj,
$bio

Bomberman (c) 1985 Hudson Soft [Hudson Group].

- TECHNICAL -

Model HFC-BM

- TRIVIA -

Bomberman was released on December 19, 1985 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53885&o=2

$end


$tg16=bombman,
$bio

Bomberman [Model TGX020053] (c) 1991 Turbo Technologies, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84291&o=2

$end


$pyuuta=bombman,
$bio

Bombman [Model 001E] (c) 1982 Tomy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101343&o=2

$end


$megadriv=bomboy,
$bio

Bomboy (c) 1993 Gamtec

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56366&o=2

$end


$info=bombaway,
$bio

Bombs Away (c) 1976 Meadows Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4324&o=2

$end


$info=bombsa,
$bio

Bombs Away (c) 1988 Jaleco.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 5 Mhz), Zilog Z80 (@ 6 Mhz)
Sound Chips : (2x) Yamaha YM2203 (@ 1.5 Mhz)

Players : 2
Control : 8-way Joystick
Buttons : 2

- TRIVIA -

Released in January 1988 in Japan.

This game is known in Japan as "Block Buster (Jaleco [Japan Leisure Co. Ltd.] [Japan])".

- STAFF -

Produced by : Inoue
Game Designer : Nakajima
Charater Designer : Kohda Komatsu
Sound Composed : Yokoyama Ando
Progerammer : Oda

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5165&o=2

$end


$mc10=bombaway,
$bio

Bombs Away (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87614&o=2

$end


$pc8801_flop=bombuste,
$bio

Bombuster (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91460&o=2

$end


$amigaocs_flop=bombuzal,bombuzalc,
$bio

Bombuzal (c) 1988 Image Works

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73596&o=2

$end


$snes=bombuzal,
$bio

Bombuzal (c) 1990 Kemco

Bombuzal is a puzzle/action game by Mirrorsoft. The hero is a blue potato-like character with arms and legs. His given task is to blow up all the bombs on each level within a time limit. Each stage is made up of tiles and some of them have special abilities - they can break as our hero steps on them, be slippery because made of ice, teleport and so on... The goal of the game is to clean up all the bombs dotted around each level - but the task is not simple and they often have to be strategically detonated to set off a majestic chain reaction. However, our hero must stay away from the massive explosions without blocking himself up or jumping off a tile - which in both cases means instant death. Bombs come in different sizes and flavors - standard bombs detonate and blow up nearby bombs but others will light up all the same size bombs on the stage. Bombs can also be moved around when placed on special striped tiles. Later in the game, a pair of remote controlled robots can even be used to detonate bombs while hiding in a safe place. Bombuzal is viewed in a classic 3D isometric view, but it can also be played in a easier to see overhead mode. The game is supposed to have over hundred levels and a password system helps the player to save his progress.

- TECHNICAL -

Cartridge ID: SHVC-BB

- TRIVIA -

Bombuzal was released on December 01, 1990 in Japan. Retail price: 6500 Yen.

- TIPS AND TRICKS -

Level Password
--------------
1 BPMB  BOMB 
2 TFST  TEST 
3 SPBP  SOAP 
4 RBCG  RACE 
5 RPSS  ROSS 
6 FBJR  FAIR 
7 QVJZ  QUIZ 
8 RFFD  REED 
9 RBTT  RATT 
10 RBFT  RAFT 
11 PVFN  OVEN 
12 NFWS  NEWS 
13 LJSB  LISA 
14 MVLF  MULE 
15 MVFF  MUFF 
16 DJMF  DIME 
17 DBVG  DAVE 
18 DPLL  DOLL 
19 DJSK  DISK 
20 GBTF  GATE 
21 JRPN  IRON 
22 GBMF  GAME 
23 PBSS  PASS 
24 WPRG  WORD 
25 LFBG  LEAD 
26 CVFF  CUFF 
27 LPJC  EPIC 
28 DBTG  DATE 
29 WGGD  WEED 
30 TJMG  TIME 
31 PBJL  PAIL 
32 SHJP  SHIP 
33 RJNG  RING 
34 SHPR  SHOP 
35 SJZF  SIZE 
36 TBLK  TALK 
37 GJRL  GIRL 
38 ZPPM  ZOOM 
39 ZPNG  ZONE 
40 ZJNC  ZINC 
41 GPLD  GOLD 
42 ZGRP  ZERO 
43 YPLK  YOLK 
44 YGLL  YELL 
45 PPBL  OPAL 
46 YBRD  YARD 
47 WPPL  WOOL 
48 WJRG  WINE 
49 SPNG  SONG 
50 WJND  WIND 
51 WGST  WEST 
52 WBVF  WAVE 
53 FJRF  FIRE 
54 WBSP  WASP 
55 VJSB  VISA 
56 VFST  VEST 
57 LBMP  LAMP 
58 VNBT  UNIT 
59 TYRF  TYRE 
60 TYPF  TYPE 
61 TRGG  TREE 
62 TWJN  TWIN 
63 TVSK  TUSK 
64 TVNF  TUNE 
65 TPNY  TONY 
66 SWBN  SWAN 
67 STBR  STAR 
68 SPLP  SOLO 
69 LPVG  LOVE 
70 SPVP  SOUP 
71 RPSF  ROSE 
72 RPPF  ROOF 
73 RFST  BIRD 
74 RPPT  ROOT 
75 RFST  REST 
76 RFBD  READ 
77 TBPF  TAPE 
78 RBJN  RAIN 
79 NPTF  NOTE 
80 NFST  NEST 
81 VBSF  VASE 
82 NBMF  NAME 
83 NBJL  NAIL 
84 MJND  MIND 
85 PJLL  PILL 
86 MBJL  MAIL 
87 LJLY  LILY 
88 LFNS  LENS 
89 SPQT  SPOT 
90 LBRK  LARK 
91 KNQB  KNOB 
92 KNFF  KNEE 
93 PBLM  PALM 
94 KBNG  KING 
95 KBND  KIND 
96 KBLT  KILT 
97 LQCK  LOCK 
98 JVNF  JUNE 
99 JFBN  JEAN 
100 JBZZ  JAZZ 
101 SBFG  SAFE 
102 JTGM  ITEM 
103 JSLG  ISLE 
104 HQST  HOST 
105 WQRM  WORM 
106 HQLD  HOLD 
107 HJLL  HILL 
108 HGRB  HERB 
109 NQSF  NOSE 
110 HFLP  HELP 
111 GVST  GUST 
112 GQWN  GOWN 
113 FYGS  EYES 
114 GLQW  GLOW 
115 GJFT  GIFT 
116 FWSG  FUSE 
117 HBJR  HAIR 
118 FJVF  FIVE 
119 FBCG  FACE 
120 GXJT  EXIT 
121 SKGN  SIGN 
122 GBSG  EASE 
123 DQXR  DOOR 
124 CRZB  CRAB 
125 MYTH  MYTH 
126 CXPY  COPY 
127 MBKV  MAKE 
128 BVTP  AUTO 
129 FNDS  ENDS 
130 DFMQ  DEMO

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61105&o=2

$end


$info=j2bonanz,
$bio

Bonanza (c) 198? Eurocoin.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40928&o=2

$end


$info=bonanza,bonanzar2,
$bio

Bonanza (c) 1993 New Image Technologies.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31509&o=2

$end


$info=j6bnza,j6bnzaa,j6bnzab,j6bnzac,j6bnzad,j6bnzae,j6bnzaf,j6bnzag,j6bnzah,j6bnzai,j6bnzaj,j6bnzak,
$bio

Bonanza (c) 199? JPM International.

- TECHNICAL -

Impact

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40220&o=2

$end


$cpc_cass=bonanzab,bonanzab01,
$bio

Bonanza Bros [Model AM-1178] (c) 1991 Erbe Software [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82867&o=2

$end


$info=bnzabros,bnzabrosj,
$bio

Bonanza Bros. (c) 1990 Sega.

Bonanza Bros. is a strategic platform shoot-em-up with one or two players taking on the roles of Robo and Mobo, two cat-burgling brothers who must negotiate scrolling platform-based levels and steal a set number of valuable items, before making their way to the roof to escape in a waiting airship. The location of the items is highlighted on a cut-away map displayed in the middle of the screen and each stage must be completed within a set time limit.

The game's 2D platforms are displayed using forced-perspective 3D, this allows both the players and enemies to move between the front and back of the platforms. The game's enemies have a limited field of vision, making it possible for players to hide from them by ducking into alcoves, stairwells and other background scenery. Players can walk, jump and shoot and enemies can be neutralized either by being shot, or by slamming doors against them. They will only remain stunned for a few seconds, however. 

"Bonanza Bros." promotes the use of stealth, with enemies alerted by sounds or by players entering their field of vision. Once alerted, enemies will either hide, call for help or fire at the players. On some stages, hazardous items litter the ground that should either be avoided or jumped over. These include discarded Coke cans, banana skins and garden rakes and if players walk into them, they will slip and fall, creating a noise and alerting nearby guards to their presence. Some guards carry a riot shield and can only be hit when they are walking away from the player. If players get shot too many times, or if they fail to steal all treasure items and reach the escape point within the time limit, the brothers end up in jail and it's game over.

The game has a total of twelve stages, with extra bonus stages appearing after every second level. These bonus rounds take place on a single screen and the aim is to collect treasure items from a number of ledges within a set time limit. Search lights constantly move around the screen and if one touches the player, the bonus round ends. Each bonus screen has alcoves that players can hide in to evade the search lights.

Each of the game's twelve stages is set in a different building. The stages are: 
* BANK
* MILLIONAIRE'S MANSION
* CASINO
* MINT
* DEPARTMENT STORE
* GOLD MINE
* JEWELLERY STORE
* LABORATORY
* DELUXE LINER (YACHT)
* ANTIQUE SHOP
* ART MUSEUM
* PYRAMID

- TECHNICAL -

Runs on the Sega "System 24" hardware.

Players: 2
Control: 8-way joystick
Buttons: 3

- TRIVIA -

Bonanza Bros. was released in June 1990.

- UPDATES -

The US version differs from other territories with the addition of the "Winners Don't Use Drugs" screen displayed at the start of a game.

- PORTS -

* Consoles :
Sega Master System [EU] (1990) "Bonanza Bros. [Model 7073]" 
Sega Master System [BR] (1991) by Tec Toy 
Sega Mega Drive [EU] (1991) "Bonanza Bros. [Model 1124-50]" 
Sega Mega Drive [KO] (1991) "Bonanza Bros. [Model GM 4045 JT]" by Samsung 
Sega Mega Drive [BR] (1991) by Tec Toy 
Sega Genesis [US] (May 16, 1991) "Bonanza Bros. [Model 1124]" 
Sega Mega Drive [JP] (May 17, 1991) "Bonanza Bros. [Model G-4046]" 
NEC PC-Engine Super CD-ROM² [JP] (July 31, 1992) "Bonanza Bros. [Model NAPR-2028]"
Sony PlayStation 2 [JP] (January 15, 2004) "Sega Ages 2500 Vol. 6 : Bonanza Brothers [Model SLPM-62433]" 

* Computers :
Amstrad CPC [EU] (1992)
Atari ST [EU] (1991)
Commodore Amiga [EU] (1991)
Sinclair ZX Spectrum [EU] (1991)
Sharp X68000 [JP] (September 10, 1991)
Commodore C64 [US] [EU] (1992)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=310&o=2

$end


$amigaocs_flop=bnzabros,
$bio

Bonanza Bros. (c) 1991 US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73597&o=2

$end


$x68k_flop=bnzabros,
$bio

Bonanza Bros. (c) 1991 Sharp [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87150&o=2

$end


$info=mt_bbros,
$bio

Bonanza Bros. (c) 1991 Sega.

Taking the roll of one of the 2 brothers, Robo and Mobo (or both, in 2-player mode), players must make their way through a variety of scrolling platform levels and steal any loot they find, before making their way to the roof and escape in a waiting airship.

- TECHNICAL -

Runs on the "Mega-Tech System" hardware.
Cartridge ID: 610-0239-49

- TRIVIA -

Released in May 1991.

- PORTS -

* Consoles :
Nintendo Wii (2006, "Virtual Console")
Sony PlayStation 2 (2006; as part of the Sega Genesis/Mega Drive Collection)
Sony PlayStation Portable (2006; as part of the Sega Genesis/Mega Drive Collection)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2351&o=2

$end


$megadriv=bnzabros,
$bio

Bonanza Bros. (c) 1991 Sega Enterprises, Limited.

North American release.

- TECHNICAL -

Game ID: 1124

- TRIVIA -

Bonanza Bros. for Genesis was released on May 16, 1991 in North America.

- PORTS -

* Consoles : 
Sony PlayStation 2 [US] (November 7, 2006) "Sega Genesis Collection [Model SLUS-21542]" 
Nintendo Wii [Virtual Console] [US] (January 29, 2007) [Model MALE] 
Sony PlayStation 3 [US] (February 10, 2009) "Sonic's Ultimate Genesis Collection [Model BLUS-30259]" 
Microsoft XBOX 360 [US] (February 10, 2009) "Sonic's Ultimate Genesis Collection [Model 68034]" 

* Handhelds : 
Sony PSP [US] (November 16, 2006) "Sega Genesis Collection [Model ULUS-10192]" 

* Computers : 
PC [Steam] [US] (September 13, 2010) "Bonanza Bros. [Model 34284]" : both stand-alone and as part of "SEGA Genesis Classics Pack 2" 
PC [MS Windows, DVD-ROM] [US] (March 15, 2011) "Sega Genesis Classic Collection - Gold Edition"
PC [Steam] [US] (March 25, 2011) "SEGA Genesis Classics Collection"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57131&o=2

$end


$sms=bnzabros,
$bio

Bonanza Bros. (c) 1991 Sega Enterprises, Limited.

- TECHNICAL -

Cartridge ID: 7073

- TRIVIA -

Reviews:
June 1992 - Consoles + N.10 (Pages 126-127): 50/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55952&o=2

$end


$megadriv=bnzabros1,
$bio

Bonanza Bros. (c) 1991 Sega Enterprises, Limited.

- TECHNICAL -

Game ID: G-4046
Cartridge ID: 670-1395
Package ID: 670-1396

- TRIVIA -

Bonanza Bros. for Mega Drive was released on May 17, 1991 in Japan.

Known export releases : 
[US] "Bonanza Bros. [Model 1124]" 
[EU] "Bonanza Bros. [Model 1124-50]" 
[KO] "Bonanza Bros. [Model GM 4045 JT]" by Samsung

- PORTS -

* Consoles : 
Nintendo GameCube [JP] (August 11, 2005) "Sonic Gems Collection [Model DOL-G2XJ-JPN]"
Sony PlayStation 2 [JP] (August 11, 2005) "Sonic Gems Collection [Model SLPM-66074]" 
Nintendo Wii [Virtual Console] [JP] (January 30, 2007) [Model MALJ]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56367&o=2

$end


$pcecd=bnzabros,
$bio

Bonanza Bros. (c) 1992 NEC Avenue, Limited.

- TECHNICAL -

[Model NAPR-2028]

- TRIVIA -

Bonanza Bros. for PC-Engine CD was released on July 31, 1992 in Japan.

Reviews:
[FR] October 1992 - Consoles+ No. 13: 60/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49173&o=2

$end


$info=sc1boncl,
$bio

Bonanza Club (c) 199? Bell-Fruit Mfg. Company, Limited. [B.F.M.].

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42114&o=2

$end


$info=m1bondi,m1bondi1,m1bondi1p,m1bondi2,m1bondi2p,m1bondi2po,m1bondi3,m1bondi4,m1bondi4p,m1bondip,
$bio

Bondi Beach (c) 1996 Maygay.

- TECHNICAL -

M1A/B

- TRIVIA -

Bondi Beach was released in July 1996.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41966&o=2

$end


$info=bw2,
$bio

Bondwell Model 2 (c) 1985 Bondwell International, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61513&o=2

$end


$info=bonebstr,bonebstrf,
$bio

Bone Busters Inc. (c) 1989 Premier Technology.

- TECHNICAL -

Model Number : 719

- TRIVIA -

Released in August 1989.

2,000 units were produced.

- STAFF -

Design by : Ray Tanzer
Art by : Constantino Mitchell
Music by : Dave Zabriskie, Craig Beierwaltes
Software by : Allen Edwall

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5235&o=2

$end


$bbca_cass,bbcb_cass=bonecrun,
$bio

Bone Cruncher (c) 1987 Superior Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51571&o=2

$end


$bbca_cass,bbcb_cass=bonecrunpias,
$bio

Bone Cruncher [Play It Again Sam] (c) 1987 Superior Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51572&o=2

$end


$info=bcrusher,
$bio

Bone Crusher (c) 1985 Japan.

This game is a bootleg of "Knuckle Joe".

- TECHNICAL -

Main CPU: Zilog Z80 (@ 5.5 Mhz)
Sound CPU: Motorola M6803 (@ 894.886 Khz)
Sound Chips: (2x) General Instrument AY8910 (@ 894.886 Khz), (2x) MSM5205 (@ 384 Khz)

Players: 2
Control: 8-way joystick
Buttons: 2

- TRIVIA -

Bone Crusher was released in April 1985.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=311&o=2

$end


$info=bongo,
$bio

Bongo (c) 1983 Jetsoft.

An early platform game.

You play on the role of a hilarious tourist trapped in a cave and chased by a red dinosaur, you have to jump through different rock platforms and elude the lava, falling objects and the animals to pick six bonus objects without losing a life, as you advance in level you get to higher difficult areas where find and follow the caveman path to exit the cave alive, but before you must use an old cage to trap the annoying dinosaur.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.78975 Mhz)

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette colors : 98

Players : 2
Control : 8-way joystick

- PORTS -

* Consoles :
Commodore C64 (1984)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=312&o=2

$end


$tg16=bonk3,
$bio

Bonk III - Bonk's Big Adventure (c) 1993 Turbo Technologies, Inc.

Export release. Game developed in Japan. For information on the game itself, please see the original Japanese release entry; "PC Genjin 3 [Model HC93063]"

- TECHNICAL -

Game ID: TGX080097

- TRIVIA -

Reviews:
[FR] May 1993 - Consoles + No. 20: 91/100

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [EU] [AU] (August 31, 2007) [Model PBIP] 
Nintendo Wii [Virtual Console] [US] (September 3, 2007) [Model PBIE] 

* Others : 
Apple iPhone/iPad [US] (December 20, 2010) "TurboGrafx-16 GameBox [Model 406585960]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84293&o=2

$end


$pcecd=bonk3,
$bio

Bonk III - Bonk's Big Adventure (c) 1993 Hudson Soft [Hudson Group].

- TECHNICAL -

[Model TGXCD1052]

- TRIVIA -

Bonk III was released in December 1994 in USA (even if the titlescreen says 1993).

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49174&o=2

$end


$gameboy=bonk,
$bio

Bonk's Adventure [Model DMG-GK-USA] (c) 1992 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65689&o=2

$end


$nes=bonk,
$bio

Bonk's Adventure (c) 1994 Hudson Soft.

North American release. Game developed in Japan. For more information, please see the original Japanese release entry; "FC Genjin - Freakthoropus Computerus [Model HFC-F3]".

Text from this version:
Just say Boogalooga!
That cave boy with the head of stone is back! Join Bonk on his all new adventure as he travels through the savage Dinosaur Land in search of the beautiful Moon Princess! His old enemy, the slimy King Drool, has kidnapped her! Now Bonk has to use his head (literally), to save the princess and the kingdom! Use powerful head-butts to blast King Drool's fools off of the map! Spring off the local wild flowers to gain altitude on your enemies. Knock heads with nasty beasts and strange critters to prove who's king of the jungle! Explore an incredible realm filled with monsters, traps and the toughest kid from prehistoric times! BONK!

- TECHNICAL -

Cartridge ID: NES-K8-USA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54960&o=2

$end


$tg16=bonk,
$bio

Bonk's Adventure (c) 1990 NEC Home Electronics, Ltd.

Export release. Game developed in Japan. For more information on the game itself, please see the Japanese release entry; "PC Genjin [Model HC89024]".

- TECHNICAL -

Game ID: TGX030028

- TRIVIA -

Bonk's Adventure for TurboGrafx-16 was released in 1990 (exact date unknown) in North America.

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [US] (November 21, 2006) [Model PABE] 
Nintendo Wii [Virtual Console] [EU] (December 8, 2006) [Model PABP] 
Nintendo Wii [Virtual Console] [AU] (July 6, 2007) [Model PABP] 

It was released on the PlayStation Store as a PC-Engine Classic on June 2, 2011.
PSN release ID: NPUF-30012

* Others : 
Apple iPhone/iPad [US] (December 20, 2010) "TurboGrafx-16 GameBox [Model 406585960]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84294&o=2

$end


$gameboy=bonk2,
$bio

Bonk's Revenge [Model DMG-RJ-USA] (c) 1994 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65690&o=2

$end


$tg16=bonk2,
$bio

Bonk's Revenge (c) 1991 NEC Home Electronics, Ltd.

Export release. Game developed in Japan. For more information on the game itself, please see the original Japanese release entry; "PC Genjin 2 [Model HC91043]".

- TECHNICAL -

Game ID: TGX040058

- TRIVIA -

Reviews:
[FR] September 1991 - Consoles + N.1: 91/100
[FR] October 1991 - Joypad N.1: 97/100

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [EU] (April 13, 2007) [Model PBHP] 
Nintendo Wii [Virtual Console] [US] (April 16, 2007) [Model PBHE] 
Nintendo Wii [Virtual Console] [AU] (July 27, 2007) [Model PBHP] 

* Others : 
Apple iPhone/iPad [US] (December 20, 2010) "TurboGrafx-16 GameBox [Model 406585960]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84295&o=2

$end


$megadriv=bonkersp5,bonkersp4,bonkersp3,bonkersp2,bonkersp1,
$bio

Bonkers (c) 1994 Sega Enterprises, Limited.

- TRIVIA -

Reviews:
[FR] April 1995, Consoles + N.42: 85/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57132&o=2

$end


$info=m5bnkrs,
$bio

Bonkers (c) 200? Red Gaming.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15642&o=2

$end


$gamegear=bonkersp13,bonkersp12,bonkersp11,bonkersp10,bonkersp09,bonkersp08,
$bio

Bonkers Wax Up! (c) 1994 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64491&o=2

$end


$snes=bonkers,
$bio

Bonkers (c) 1994 Capcom USA, Inc.

Bonkers is a side scrolling platformer by Capcom based on Disney's TV show featuring a bobcat police officer who lives in a wacky toon town. Three of Hollywood most famous treasures have been stolen by a mysterious thief - the sorcerer's hat from Phantasia, the mermaid's voice from The Little Mermaid and the magic lamp from Aladdin - and Bonkers is the only cat in town who can solve the mystery of the robbery. The game starts in a creepy mansion, there Bonkers gets a map to where the precious items are kept. Bonker can run, jump but also dash - this special move allows our hero to repel attacks from his enemies or to destroy some obstacles. Bonker also comes equipped with bombs. He can carry nine of them around at the same time and they deal a fair amount of damage. Finally, our cat-hero has another line of defense and can jump on his enemies to defeat them. Various items scattered throughout the stages help Bonkers in his important mission. Floating balloons often hide precious prizes such as Badges (collect ten to get an extra bomb), Hyper Juice (temporary super dash), extra life, food and the almighty Heart container that extends the player maximum health by one heart. The game counts six stages and a password system allows the player to save his progress.

- TECHNICAL -

Cartridge ID: SNS-ABNE-USA

- TRIVIA -

Released in October 1994 in USA.

Export releases:
[JP] "Disney's Bonkers - Hollywood Daisakusen! [Model SHVC-ABNJ-JPN]"

- TIPS AND TRICKS -

Hit attack other side of final Boss' head
-----------------------------------------
Roll under the grandfather clock Boss, then come back up on the other side of his face. 

Make Bonkers roll
-----------------
Hold Duck and press Run.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62791&o=2

$end


$info=bchance,bchanceq,
$bio

Bonne Chance! (c) 198? Unknown.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69773&o=2

$end


$x68k_flop=bonnou2,
$bio

Bonnou 2 (c) 19?? Midy House

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87151&o=2

$end


$x68k_flop=bonnou2d,
$bio

Bonnou 2 Das (c) 19?? Midy House

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87152&o=2

$end


$x68k_flop=bonnoumu,
$bio

Bonnou Muyou (c) 1991 Team Phantom

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87153&o=2

$end


$pc98=bonnoyob,
$bio

Bonnou Yobikou (c) 1990 Software House Parsley [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89032&o=2

$end


$x68k_flop=bonnoyob,
$bio

Bonnou Yobikou (c) 1991 Software House Parsley [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87154&o=2

$end


$x68k_flop=bonnoyo2,
$bio

Bonnou Yobikou 2 (c) 1991 Software House Parsley [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87155&o=2

$end


$pc98=bonnoyo3,
$bio

Bonnou Yobikou 3 (c) 1992 Software House Parsley [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89033&o=2

$end


$x68k_flop=bonnoyo3,
$bio

Bonnou Yobikou 3 (c) 1993 Software House Parsley [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87156&o=2

$end


$psx=bonogura,
$bio

Bonogurashi - Kore de Kanpeki Disu (c) 1996 Amuse [Japan]

- TECHNICAL -

[Model SLPS-00333]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84989&o=2

$end


$info=sc4bonbx,sc4bonbxa,sc4bonbxb,sc4bonbxc,sc4bonbxd,sc4bonbxe,sc4bonbxf,sc4bonbxg,sc4bonbxh,sc4bonbxi,sc4bonbxj,sc4bonbxk,sc4bonbxl,
$bio

Bonus Bar X (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR7036]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42449&o=2

$end


$info=bonuscrd,bonuscrda,
$bio

Bonus Card (c) 1986 Fun World.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49640&o=2

$end


$info=bonusch,
$bio

Bonus Chance (c) 1990 Wing.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50926&o=2

$end


$info=smiy0211,smiy0212,smiy0213,smiy0214,smiy0215,
$bio

Bonus Frenzy (c) 200? Bally Gaming, Incorporated.

- UPDATES -

SMI #Y0211
SMI #Y0212
SMI #Y0213
SMI #Y0214
SMI #Y0215

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32095&o=2

$end


$info=smi2145,smi2146,smi2147,smi2148,smi2149,smi2150,
$bio

Bonus Frenzy II(c) 200? Bally Gaming, Incorporated.

- UPDATES -

SMI: 2145
Part Number: E868511X-05
Art Form: FFR-5001
Max-Coin Percentage: 88%

SMI: 2146
Part Number: E887411X-05
Art Form: FFR-5001
Max-Coin Percentage: 90%

SMI: 2147
Part Number: E887511X-05
Art Form: FFR-5001
Max-Coin Percentage: 92%

SMI: 2148
Part Number: E887611X-05
Art Form: FFR-5001
Max-Coin Percentage: 94%

SMI: 2149
Part Number: E887711X-05
Art Form: FFR-5001
Max-Coin Percentage: 96%

SMI: 2150
Part Number: E886811X-05
Art Form: FFR-5001
Max-Coin Percentage: 97.5%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=45313&o=2

$end


$info=pepp0158,pepp0178,pepp0203,pepp0203a,pepp0235,pepp0265,pepp0409,pepp0410,pepp0763,PP0092,pex0158p,X000203P,PP0590,X000265P,PP0403,PP0764,X000764P,X000763P,X002159P,PP0443,X000443P,PP0444,X000444P,
$bio

Bonus Poker (c) 1990 IGT [International Game Technologies].

- TECHNICAL -

B1065X; CLASSIC UPRIGHT CABINET
1A65X; IMBEDDED BILL ACCEPTOR CABINET
2965X; SLANT CABINET WITH TOP BOX
3665X; DROP IN BAR CABINET WITH FLAT SCREEN
3765X; DROP IN BAR CABINET WITH SLANT SCREEN
GD65X; SLANT CABINET WITH IBA TOP BOX
GK65X; SLANT CABINET WITHOUT IBA TOP BOX
GR65X; SLANT w/TWIN TOP BOX
QA65X; FLAT BAR WITH IMBEDDED BILL ACCEPTOR
VO65X; 17" MONITOR w/12" TOP BOX

- UPDATES -

PP0158 / PP0092 / X000158P
PP0203 / X000203P / PP0590 / PP0409 NON DOUBLE-UP ONLY
PP0265 / X000265P / PP0403 / PP0410 NON DOUBLE-UP
PP0764 / X000764P
PP0763 / X000763P
X002159P
PP0443 / X000443P
PP0444 / X000444P
PP0471 / X000471P
PP0537 / X000537P
X002160P
X000581P / PP0581 NON DOUBLE-UP ONLY
X002409P
X002410P

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=27000&o=2

$end


$info=pepp0434,X000434P,PP0451,X000451P,pepp0454,X000454P,X002302P,
$bio

Bonus Poker Deluxe (c) 199? IGT [International Game Technologies].

- TECHNICAL -

B1065X; CLASSIC UPRIGHT CABINET
1A65X; IMBEDDED BILL ACCEPTOR CABINET
2965X; SLANT CABINET WITH TOP BOX
3665X; DROP IN BAR CABINET WITH FLAT SCREEN
3765X; DROP IN BAR CABINET WITH SLANT SCREEN
GD65X; SLANT CABINET WITH IBA TOP BOX
GK65X; SLANT CABINET WITHOUT IBA TOP BOX
VO65X; 17" MONITOR w/12" TOP BOX

- UPDATES -

PP0434 / X000434P
PP0451 / X000451P
PP0454 / X000454P
X002302P

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46360&o=2

$end


$info=smih0284,smih0285,smih0286,smih0287,smih0288,
$bio

Bonus Sevens (c) 200? Bally Gaming, Incorporated.

- TECHNICAL -

Software Part Number: ASGBN7501001-00

- UPDATES -

H0288
H0287
H0286
H0285
H0284

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46241&o=2

$end


$info=smi2023,
$bio

Bonus Times Pay (c) 200? Bally Gaming, Incorporated.

- TECHNICAL -

SMI: 2023

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=45312&o=2

$end


$nes=bonzab,bonzaa,bonza,
$bio

Bonza (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54961&o=2

$end


$info=bonzeadv,bonzeadvu,bonzeadvo,bonzeadvp,
$bio

Bonze Adventure (c) 1988 Taito.

Export version. For more information about the game itself, please see the original Japanese version entry; "Jigoku Meguri".

- TRIVIA -

Bonze Adventure was released in June 1988.

- PORTS -

These are ports released outside Japan. For Japanese ports, please see the original Japanese version entry; "Jigoku Meguri".

* Consoles : 
Sony PlayStation 2 [AU] (March 30, 2006) "Taito Legends 2 [Model SLES-53852]" 
Microsoft XBOX [EU] (March 31, 2006) "Taito Legends 2" 
Sony PlayStation 2 [EU] (March 31, 2006) "Taito Legends 2 [Model SLES-53852]" 
Sony PlayStation 2 [US] (May 16, 2007) "Taito Legends 2 [Model SLUS-21349]" 

* Computers : 
PC [MS Windows, CD-ROM] [EU] (March 31, 2006) "Taito Legends 2" 
PC [MS Windows, CD-ROM] [US] (July 10, 2007) "Taito Legends 2"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=314&o=2

$end


$cpc_cass=bonzomed,
$bio

Bonzo Meddler (c) 1986 Nemesis

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82868&o=2

$end


$gameboy=boobyboy,
$bio

Booby Boys [Model DMG-B8J] (c) 1993 Nichibutsu [Nihon Bussan Company, Limited.] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65691&o=2

$end


$info=boobhack,
$bio

Booby Kids (c) 1987 Unknown Italian bootlegger.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 8 Mhz), Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM3526 (@ 4 Mhz), (2x) DAC (@ 4 Mhz)

Palette colors : 256

Players : 2
Buttons : 3

- TRIVIA -

Released in April 1987.

Booby Kids was a prototype / early release version of "Kid no Hore Hore Daisakusen".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=9898&o=2

$end


$nes=boobkids,
$bio

Booby Kids (c) 1987 Nihon Bussan Company, Limited. [Nichibutsu].

- TECHNICAL -

Cartridge ID: Model NBF-BB

- TRIVIA -

Booby Kids was released on July 10, 1987 in Japan. It was known there as the 5th video game made by Nichibutsu on the Famicom (Nichibutsu 05).

This is a Famicom conversion of a Japanese arcade video games named "Kid no Hore Hore Daisakusen".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53887&o=2

$end


$msx1_cass=boogaboo,boogabooa,
$bio

Booga-Boo the Flea (c) 1986 Quicksilva

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94486&o=2

$end


$nes=booger,boogerp,boogera,
$bio

Boogerman (c) 19?? Sugar Softec

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54962&o=2

$end


$megadriv=booger,
$bio

Boogerman - A Pick and Flick Adventure (c) 1994 Interplay

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56368&o=2

$end


$megadriv=boogeru,
$bio

Boogerman - A Pick and Flick Adventure (c) 1994 Interplay

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57133&o=2

$end


$snes=boogeru,boogerup,
$bio

Boogerman - A Pick and Flick Adventure (c) 1995 Interplay.

- TECHNICAL -

Game ID: SNS-AB4E-USA

- TIPS AND TRICKS -

Level - Password 
-----------------------
Swamps 1 - RD WG SC  
Swamps 2 - WG SC DK  
Swamps 3 - SG BM SG  
Swamps 4 - FD RD SC  
Hick Boy - FD SG FD 
Pits 1 - SC RD FD 
Pits 2 - YG SG DK 
Pits 3 - BM SG RD 
Pits 4 - WG BM SG 
Revolta - RG SG SG 
Boogerville 1 - RD FD WG  
Boogerville 2 - RG YG WG  
Boogerville 3 - YG DK BM  
Boogerville 4 - WG BM RD  
Flyboy - BM SC DK 
Mucous 1 - SG RD FD  
Mucous 2 - SG RD RG 
Nasal 1 - SG SC YG 
Nasal 2 - RD BM SG 
Deodor Ant - FD RD RG  
Palace 1 - SC BM FD 
Palace 2 - BM DK RG 
Palace 3 - RD YG SC 
Palace 4 - DK BM YG 
Booger Meister - SC WG BM  

Keys:
BM = Boogerman
DK = Goggled duck creature
FD = Flying dark creature
RD = Red drop
RG = Red giant
SG = Strutting Yellow-green creature
SC = Scabby creature
WG = White giant
YG = Yellow giant 

Control credits sequence:
-------------------------
While the credits are displayed after you defeat Boogermieser, you can do what ever you want, such as fly, fart, burp, and even change back into the millionaire. You can vacuum by pressing Up or Down. You can also dust by pressing A.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62793&o=2

$end


$snes=booger,
$bio

Boogerman - A Pick and Flick Adventure [Model SNSP-AB4P-EUR] (c) 1995 Interplay

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62792&o=2

$end


$nes=booger2,
$bio

Boogerman II (c) 19?? Rex Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54963&o=2

$end


$a5200=boogie,
$bio

Boogie (c) 1982 Atari, Incorporated.

- TRIVIA -

Unreleased prototype.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50028&o=2

$end


$info=boogwing,boogwinga,boogwingu,
$bio

Boogie Wings (c) 1992 Data East Corp.

A superbly playable, humourous and utterly unique shoot-em-up from the Date East stable. The player begins each life in control of a bi-plane with a huge metal hook attached to its rear. This hook can be used to pick up enemies, objects, bombs and vehicles which can then be thrown both at other enemies, and at any walls and doorways that may be barring the player's route.

If the bi-plane takes two hits from enemy forces, it will explode and the player is forced to continue on foot. The on-foot sections play in a vaguely similar fashion to SNK's legendary "Metal Slug" series, but while on foot, the player has no protection from enemy hits and is very vulnerable to attack. As such, a replacement vehicle (which appear in the form of tanks, motorbikes, giant robots, elephants etc.) must be found quickly.

Boogie Wings features highly detailed and completely destructible scenery, with a multitude of background animations making the game feel 'alive' and giving it much of its distinctive character. The game's settings are as original as its gameplay; with museums, fairgrounds, the inside of skyscrapers etc. all making an appearance. Boogie Wings soundtrack is also unique to the genre, with a mixture of well-known jazz and blues tunes accompanying the frenetic on-screen action.

- TECHNICAL -

PCB # : DE-0379-1

Main CPU : Motorola 68000 (@ 14 Mhz)
Sound : Hudson Soft HuC6280A, YM2151, YM3012, (2x) OKI6295
RAM: (2x) 62256, (5x) 6264
Dipswitch : (2x) 8 position

Players : 1

- TRIVIA -

Released in December 1992 in US.

This game is also known as "The Great Ragtime Show".

The 'Blues Brothers' appear in the 'Merry Merry Christmas' stage.

- TIPS AND TRICKS -

* Secret Character 'Santa Claus' : on the 'Merry Merry Christmas' stage, pick up the stage boss's head parts with the skyhook and throw it after you have destroyed the boss. Santa Claus will appear on the screen.

- STAFF -

Special Programmer : Cholesterol Haga, Power Baller Hirao, Ace Iida
Ultra Hardware : Kazuhiro Takayama, Talking Mitsui 900RR, Guts Tohua
Super Special Graphic Designer : God Hand Kaihou, Magic Finger Koizumi, Beauty Arakawa, Dancing Inagaki, Hillkincho Minagawa, Monster Nozu, Spanish Onishi, Smoking Tada, Slow Hand Kurata, Uzzy, Shintoku
Dynamite Sound : Tatsuya Kiuchi ('MR*K'), Tomoyoshi Satoh (TOM), Seilah
Administrator : Naomi Susa
Strong Game Designer : Kazuyuki Kurata

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3479&o=2

$end


$msx1_cart=boogie,boogie2,boogie1,
$bio

Boogie Woogi Jungle (c) 1983 Ample Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76608&o=2

$end


$megadriv=boogie,
$bio

Boogie Woogie Bowling (c) 1993 Visco Corp. [Kyoto, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56369&o=2

$end


$info=bookra,
$bio

Book of Ra (c) 2005 AGI (Austrian Gaming Industries).

Awaken the ancient mysteries and majesties of Egypt with Book of Ra. This 9-line 5-reel video slot will take you on an adventure through ancient Egypt. Discover the Book of Ra to enter the action packed feature and unveil the long lost treasures of the pharaohs.

Book of Ra substitutes for all symbols. 3 or more Book of Ra triggers 10 free games, and opens to reveal a special expanding symbol. Free games can be re-triggered.

- TECHNICAL -

Cool Fire I

- TRIVIA -

Release date : March 07, 2005

Updated in 2008 as "Book of Ra Deluxe"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11443&o=2

$end


$cpc_cass=bookofth,
$bio

Book of the Dead (c) 1987 CRL Group PLC [London, England]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82869&o=2

$end


$info=bookthr,
$bio

Book Theatre (c) 200? Unknown.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=34253&o=2

$end


$gba=bookworm,
$bio

Bookworm [Model AGB-BKWE-USA] (c) 2003 Majesco Sales, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69975&o=2

$end


$amigaocs_flop=booly,
$bio

Booly (c) 1991 Loriciels [France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73598&o=2

$end


$msx1_cass=booma,
$bio

Boom (c) 1986 Aackosoft [Netherlands]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94487&o=2

$end


$msx1_cass=boome,
$bio

Boom (c) 1988 Eurosoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94488&o=2

$end


$a2600=boombange,boombange1,
$bio

Boom Bang (c) 19?? HES [Human Engineered Software].

European release.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50278&o=2

$end


$a2600=boombanges,
$bio

Boom Bang (c) 19?? Suntek

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50279&o=2

$end


$a2600=boombang,boombang1,
$bio

Boom Bang (c) 1983 CCE.

South American release.

- TECHNICAL -

Model C-849

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50277&o=2

$end


$cpc_cass=boomuk19,
$bio

Boom! (c) 1989 Mega Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82870&o=2

$end


$info=wmsboom,
$bio

Boom! (c) 1997 WMS Gaming.

- TRIVIA -

Released in April 1998.

WMS Gaming released merchandise based on the BOOM! design like T-Shirts, Mugs and Hard Hat.

- STAFF -

Glass Art by: Shawn Smith

- PORTS -

* Computers :
Microsoft Windows (2009, "Slots WMS Double Pack")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=7830&o=2

$end


$info=boomrang,
$bio

Boomer Rang'r (c) 1983 Data East Corp.

The player controls Whirley, a caveman armed with a boomerang whose quest it is to find a lost treasure in that prehistoric land. As he searches for the lost treasure, he must fight off enemy cavemen armed with clubs, dinosaurs and other prehistoric monsters. He must also look out for vultures who drop rocks. Whirley can also mount a dinosaur and ride it after he kills the caveman who is riding it, and whenever he is riding a dinosaur, he can have the dinosaur breathe fire for a weapon.

- TECHNICAL -

Runs on the "DECO Cassette System" hardware

Model DT-136

- TRIVIA -

Even if titlescreen says 1983, Boomer Rang'r was released in April 1984 in Japan.

It was known to be the 36th video game made for this system (Cassette No. 36).

- STAFF -

Planning by R&D Sec.1
Software by R&D Sec.2

Staff : Yu Suzuki, D. Kohama, Y. Sakakura, M. Sano

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=315&o=2

$end


$gameboy=asmikwld,
$bio

Boomer's Adventure in ASMIK World [Model DMG-AS-USA] (c) 1990 Asmik Corp. of America [USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65692&o=2

$end


$msx1_cart=boomrang,boomranga,
$bio

Boomerang [Model 20114] (c) 1984 ASCII Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76609&o=2

$end


$info=boonggab,
$bio

Boong-Ga Boong-Ga (c) 2000 Taff System.

This is a fun game of spanking the people that make your life miserable. When you spank the character that you choose to punish, the face expression of the character will change as they scream and twitch in pain. The funny face expressions will make people laugh and relieve stress. Characters include: Ex Girlfriend, Ex Boyfriend, Gangster, Mother-In-Law, Gold Digger, Prostitute, Child Molester, Con Artist.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4384&o=2

$end


$info=bootcamp,bootcampa,
$bio

Boot Camp (c) 1987 Konami.

American version. For more information about the game, please see the original version entry; "Combat School [Model GX611]".

- TECHNICAL -

Game ID : GX611

Main CPU : HD6309 (@ 3 Mhz)
Sound CPU : Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : YM2203 (@ 3 Mhz), UPD7759 (@ 640 Khz)

Players : 2
Control : Trackball
Buttons : 2
=> [A] Attack, [B] Jump/Shoot

- TRIVIA -

Boot Camp was released in August 1987 in US.

This game is known outside US as "Combat School".

- STAFF -

Cabinet Graphic Design: Don Marshall

- PORTS -

* Computers : 
Commodore C64 [US] (1987)
PC DOS (1989)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=316&o=2

$end


$info=boothill,
$bio

Boot Hill (c) 1977 Midway.

A classic 1 or 2-player western gunfight game, featuring a monochrome display overlaid via mirror onto back-lit plastic background. Each player uses a small joystick to move their cowboy up and down the play area, while a second, much larger joystick is used to aim the pistol and shoot - this larger stick also has a trigger button. The game's single goal is simply to shoot the other player, who is situated on the opposite side of the game area. Wagons and cacti litter the middle of the play area, providing temporary cover from the opponent's gunfire (while, of course, providing the opponent with cover from the PLAYER'S shots). These obstacles slowly disintegrate as they are shot; much like the shields in Taito's "Space Invaders".

Boot Hill is time-based NOT life based, with the factory default set at ninety seconds. This is, of course, operator adjustable via the dip settings. The computer opponent is quite easy to beat with a little practice, but a human opponent provides a much stronger challenge.

- TECHNICAL -

Game No. 612

This game was released in an upright dedicated cabinet, mostly yellow, but it was covered with stencil style painted cowboy sideart that showed two different cowboys on each side. The front of the machine had a few more cowboys painted on it (one with a black hat and one with a white hat). There was no marquee at all, the game had its title printed on the monitor bezel, which also showed a detailed cartoon scene of a few cowboys shooting it out in a graveyard on top of a hill. The game used a 23'' monochrome open frame monitor that was buried deep within the machine.

Cabinet dimensions : 26'' (66cm) Wide x 24'' (61cm) Deep x 67'' (170cm) High.

Main CPU : Intel 8080 (@ 1.9968 Mhz)
Sound Chips : Discrete

Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 2

Players : 2
Control : 2-way joystick, 8-way joystick

- TRIVIA -

Boot Hill was released in March 1977.

On the surface, Boot Hill seemed to represent quite a leap forward in technological terms. The highly detailed and colourful backdrop was very striking for the time. It was, of course, achieved with something far simpler than a technological leap forward; the wholly unscientific method of having a drawn, printed backdrop over which the in-game monochrome graphics were projected, via a large mirror.

This game was one of several early video and non-video arcade games to feature, albeit briefly, in George Romero's horror movie classic 'Dawn of the Dead' (1977) - the sequel to 1968's 'Night of the Living Dead'. The scene, occurring roughly halfway through the film, features four survivors of a zombie holocaust who are seeking refuge from hordes of the walking dead in a giant shopping mall; which, of course, just happens to have an arcade. The version of Boot Hill played in the movie seems to be without the backdrop.

- SERIES -

1. Gun Fight (1975)
2. Boot Hill [No. 612] (1977)

- STAFF -

Designed and programmed by : Dave Nutting, Alan McNeil

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=317&o=2

$end


$adam_flop=bootpix,bootpixa,
$bio

Boot Pix Deluxe (c) 1989 Metro Orlando Adam User's Group.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82622&o=2

$end


$info=bootsctn,
$bio

Boot Scootin' (c) 1999 Aristocrat Leisure Industries Pty, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=28268&o=2

$end


$cpc_cass=bootyuk1,
$bio

Booty (c) 1986 Firebird

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82871&o=2

$end


$msx1_cass=booty,
$bio

Booty (c) 1988 Eurosoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94489&o=2

$end


$info=m4booze,
$bio

Booze Cruise (c) 199? Extreme Gaming.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42034&o=2

$end


$msx1_cass=bop,
$bio

Bop! (c) 1986 Bug Byte

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94490&o=2

$end


$info=bdrdown,
$bio

Border Down (c) 2003 G.Rev.

- TECHNICAL -

Runs on the "NAOMI GD-ROM System" hardware.

Players: 1
Control: 8-way joystick
Buttons: 3
=> [A] Shoot, [B] Break laser, [C] Speed

- TRIVIA -

Released in September 2003.

Super Sweep Records released a limited-edition soundtrack album for this game (Border Down - Soundtracks - SRIN-1009) on 25/09/2003.

- TIPS AND TRICKS -

* Border Down mechanics : This game is named 'Border Down' because it has a new approach to level design : you can choose, at the beginning, your border to start the game on. Every stage has 3 borders : green, yellow and red ('easy', 'middle class', 'maniac' difficulty).
Every time you get hit, you will move one border down, and thus go from green to yellow border, then from yellow to red, then it's game over if you get hit on red border.

* Border Down weapons :
1) Forward laser : it is shot by holding down the 'A' button and it's a frontal (left to right) stream. Now, one thing you will surely notice is that your power level seems not to be 'homogeneous' : the level 1 forward laser is narrow, but pretty powerful, almost like a piercing attack, even more than the wider level 2 attack. Don't be fooled : the level 2 attack is better, you just need to aim all the bullet streams on the enemy. The same discourse is valid for the level 3, level 4 and level 5 shots, bearing in mind that that they're even wider, so point-blanking the enemy becomes the best option in some cases, in order to place all hits on said enemy. Also, the closer you are to the right side, the higher the fire rate is. This means that if you're close to the right side (or an enemy), you will shoot more lasers. Point-blank or close-to-right-border positions will grant you a rate close to auto-fire... the inverse phenomenon will appear if you're close-to-left or very distant from enemies,of course.

2) Homing laser : it is shot by tapping the 'A' button, and is pretty useful when dealing with enemies from all angles, but its lower fire rate renders it almost useless when dealing with tougher (and larger enemies). A wise mix of both attacks can be pretty devastating, though. Damage is actually the same, if you compare the two different attacks. One interesting thing is that, if you destroy an enemy one of your homing lasers was going to hit, the laser will change target : if it can't hit targets, it will go outside the screen. The point-blank discourse is valid for this attack too, you still have to tap when shooting, of course. Once we have explained what are the basic attacks controlled by the 'A' button.

3) Break laser (BL) : it is your smart bomb and the key to access higher scores (more on this in the score section). It's simple to use it : press 'B' button and hold it if you need to. It's usage is limited by the amount of energy you have in stock. When triggering the laser, you will immediately consume half a bar of energy, and after a second the energy will start going down at the rate of 1 bar every ~2.5 seconds (not absolutely sure). This actually means that you can you can shoot a continuous BL for ~12.5 seconds, provided that you don't get killed or you trigger a Break Laser Sphere. The damage the laser does can be considered as roughly about twice the damage dealt by a full level 5 forward shot at point blank.
The BL has also a far more important purpose: it cancels all bullets on its path (but see below for some notes). Aside increasing your score, it also helps 'cleaning up' the screen from unpleasant messes of bullets. Actually, the are two attacks that can't be canceled by the BL : the floating mines (they will explode if hit, though) and one attack from the 6A/6B final boss.

- PORTS -

* Consoles :
Sega Dreamcast (2003)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4080&o=2

$end


$info=brdrline,brdrlinet,
$bio

Borderline (c) 1981 Sega.

Borderline is a 1 or 2-player game in which players attempt to destroy enemy refineries and energy plants. The player moves through four different sectors, constantly under attack by enemy tanks, missiles, interceptors and drones.

Sector 1 : The player is deep behind enemy lines, rolling his jeep down a corridor. He must dodge fire from interceptors, tanks and missiles. Drones will attack unexpectedly. The object is to reach and destroy the energy plants at the end of the corridor.

Sector 2 : Once through the corridor, the player enters a field that contains two sections of dense underbrush patrolled by drones. The drones will only enter the underbrush in one place, then follow in the path the player's jeep makes. The player must make a maze through the underbrush and proceed to the top and destroy the energy plants.

Sector 3 : In this sector, enemy tanks come down from the top, near the refineries, and drones enter from the side. The player must outmaneuver the enemy and destroy the refineries at the top.

Sector 4 : Again, there are two sections of underbrush, this time separated by walls. Drones enter from the sides. They will break the wall once, but not twice and will follow in the path made by the player's jeep. In the upper section of underbrush is the energy plant. This time protected by revolving armament, in addition to tanks. The object is to destroy the energy base. Players alternate at the destruction of each jeep. The game ends when all jeeps are destroyed.

- TECHNICAL -

Main CPU : Zilog Z80
Sound CPU : I8039
Sound Chips : General Instrument AY8910

Players : 2
Control : 4-way joystick
Buttons : 1

- TRIVIA -

Released in April 1981 in Japan.

Was licensed to Karateco.

A bootleg of this game was made by Sidam.

- PORTS -

* Consoles :
Sega SC-1000/SG-3000 (1983, "Borderline [Model G-1001]")
Sony PlayStation 2 [JP] (Dec. 22, 2005) "Sega Memorial Selection [Sega Ages 2500 Vol.23] [Model SLPM-62709]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=318&o=2

$end


$info=brdrlinb,
$bio

Borderline (c) 1981 Karateco.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31731&o=2

$end


$info=brdrlins,
$bio

Borderline (c) 1981 Sidam.

- TECHNICAL -

CPU Lower board (label BLC200681):
1x MK3880-Z80CPU (main)
1x oscillator 10.000MHz  
ROMs Lower board (label BLC200681):
16x F2708
3x PROM 5610
 
Upper board (label BLC300681 MADE IN ITALY):
1x F2708
1x PROM 82S123
2x PROM 93427
   
Note Lower board (label BLC200681):
1x 22x2 edge connector
1x 8 switches dip
 
Upper board (label BLC300681 MADE IN ITALY):
7x trimmer

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31732&o=2

$end


$sg1000=bordrlin,
$bio

ボーダーライン (c) 1983 Sega Enterprises, Limited.
(Borderline)

- TECHNICAL -

Model # G-1001

- TRIVIA -

This was the first sega's video game for home.

Original price: 3,800 Yens.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47557&o=2

$end


$cpc_cass=boredoft,
$bio

Bored of the Rings (c) 1985 Silversoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82872&o=2

$end


$bbca_cass,bbcb_cass=boredrin,
$bio

Bored of the Rings (c) 19?? Silversoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51573&o=2

$end


$info=borench,borencha,
$bio

Borench (c) 1990 Sega.

A puzzle game similar to "Marble Madness". The player must guide a ball to the goal of a certain level. You must do this by adding blocks to the squares to influence the ball's movement. You must avoid the edges to prevent the ball falling off.

- TECHNICAL -

Runs Sega "System C-2" hardware.

Players: 2
Control: 8-way joystick
Buttons: 2

- TRIVIA -

Released in November 1990 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=319&o=2

$end


$msx2_cart=borfes,
$bio

Borfes to 5-nin no Akuma - An Adventure Story (c) 1987 Xtal Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51272&o=2

$end


$msx1_cart=borfes,
$bio

Borfes to 5-nin no Akuma - An Adventure Story (c) 1987 Xtal Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76610&o=2

$end


$info=borisdpl,
$bio

Boris Diplomat (c) 1979 Applied Concepts, Inc.

Chess game.

- STAFF -

Programmed by: David Lindsey

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103300&o=2

$end


$bbca_cass,bbcb_cass=borisund,
$bio

Boris in the Underworld (c) 1984 Superior Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51574&o=2

$end


$info=j6btbw,j6btbwa,j6btbwb,j6btbwc,j6btbwd,
$bio

Born to be Wild Club (c) 199? Crystal Leisure.

- TECHNICAL -

SYSTEM 5

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41931&o=2

$end


$info=borntofi,
$bio

Born To Fight (c) 199? International Games.

A first-person shooter game.

- TECHNICAL -

Main CPU : V20 (@ 8 Mhz), I8088 (@ 6.144 Mhz)
Sound Chips : (4x) MSM5205 (@ 384 Khz)

Screen orientation : Horizontal
Video resolution : 352 x 256 pixels
Screen refresh : 54.00 Hz
Palette colors : 256

Players : 2
Control : Trackball
Buttons : 2

- TRIVIA -

Many of the game's sounds are taken from Taito's "Operation Wolf".

- STAFF -

Plan : Paolo Di Nunno
Hardware : Ben Boux, Vincenzo Fabio
Paint : Luigi Corteggi
Software : Paolo Buccella, Fabio Minotti, Giorgio Pettinari
Music : Matteo Manzoni

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3692&o=2

$end


$amigaocs_flop=borobodr,
$bio

Borobodur - The Planet of Doom (c) 1992 Thalamus

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73599&o=2

$end


$amigaocs_flop=borodino,
$bio

Borodino (c) 1990 ARC

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73600&o=2

$end


$amigaocs_flop=bortime,
$bio

Borrowed Time (c) 1986 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73601&o=2

$end


$x1_flop=bosco,
$bio

Bosconian (c) 1987 Dempa Shinbunsha [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85939&o=2

$end


$x68k_flop=bosco,
$bio

Bosconian (c) 1988 Dempa Shinbunsha [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87157&o=2

$end


$pc8801_flop=bosco,
$bio

Bosconian (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91461&o=2

$end


$cpc_cass=bosconia,
$bio

Bosconian '87 [Model IA 0209] (c) 1987 Mastertronic, Ltd. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82873&o=2

$end


$info=bosco,boscoo,boscoo2,
$bio

Bosconian - Star Destroyer (c) 1981 Namco. 

Bosconian is a multi-directional space shooter where the player must destroy several enemy bases on each round while evading enemy ships, asteroids and mines. Enemy bases are destroyed either with a shot to the center or by shooting out all six base cannons. The player's ship is always positioned in the center of the screen with everything else scrolling around it as the player flies. A radar map to the right shows the position of the player, enemy bases, and occasional formation attack groups.

- TECHNICAL -

[Upright model] 

Main CPU : Zilog Z80 (x3), MB88xx 
Sound Chips : Namco 3-channel WSG, custom DAC (for speech), discrete circuitry (for the shot and explosions sounds)

Players : 2 
Control : 8-way joystick 
Buttons : 1 (FIRE)

- TRIVIA -

Bosconian was released in November 1981 in Japan.

The subtitle 'Star Destroyer' appears exclusively on the game's title screen.

Bosconian was famous for being the first game to have a continue feature. 

The 'Spy Ship' in this game also makes a cameo appearance in "Galaga" as one of the three "transform" ships. 

In the game "Ridge Racer", a car has this game as a sponsor. It is a white and red car named 'RT Bosconian'. Its sister car, from another Namco game is a white and blue car named 'RT Nebulasray'. They were used in "Ridge Racer", "Ridge Racer 2", "Ridge Racer 64", and "Ridge Racer DS". 

The origin of the keywords in Bosconian (as in the 'Zwilniks of Boskone') is the Lensman space-opera saga, which in Japan always enjoyed high popularity. 
Bosconian : Boskonian 
I-Type missile : Eich 
P-Type missile : Ploor 
E-Type misslle : Eddore 

Ken McLeod holds the official record for this game with 2,913,150 points on February 24, 1983.

Other releases:
"Bosconian - Star Destroyer [Cocktail Table model]" (Namco)

Export releases:
"Bosconian - Star Destroyer [Upright model] [No. 550]" (Midway)
"Bosconian - Star Destroyer [Mini-Myte model] [No. 555]" (Midway)
"Bosconian - Star Destroyer [Cocktail Table model] [No. 557]" (Midway)

- UPDATES -

In the NEW Namco version, the Enemy Base setup is different. Both versions have the same Enemy Base setups, but they are in different order as the rounds go up. This is also true regarding where your fighter starts at. For example, the setup for Round 4 on the other versions is the same as the setup for Round 6 on the new Namco version.

- SCORING -

Asteroid : 10 points
Cosmo Mine : 20 points
I-Type Missile (Looks like fighter) : 50 points
P-Type Missile (Looks like boomerang) : 60 points
E-Type Missile (Looks like Enemy Base Missile) : 70 points
Spy Ship : 200 or 400 points
Enemy Station Cannon : 200 points
Enemy Station : 1,500 points
Enemy Formation : 500, 1,000 or 1,500 points depending on missile type
Control Fighter in Formation (The off-colored fighter) : 100, 120 or 140 points (twice the normal missile value)

Bonus for no-miss clear (completing a round without dying) - this bonus is given only when the game is set to auto difficulty : multiplier x number of bases, the multiplier starts at 100 points and increases by 100 points each time you get the bonus up to 1,000 points.

- TIPS AND TRICKS -

* Easter Egg :
1) Enter service mode.
2) Keep B1 pressed and enter the following sequence : Up(x5), Right(x6), Down, Left(x4). '(c) 1981 NAMCO LTD.' will be added at the bottom of the screen.

* The action starts immediately as soon as you start your game (the synthesized voice will state "Blast Off!" at the start of each new stage and each new life). Your fighter will be put on the screen. Your radar display will show how many space stations need to be taken out. The radar doesn't show, though, all the space debris all over the place and the enemy fighters (unless they are in formation). Your fighter stays in the middle of the screen.

* Be aware that the enemy missiles are faster then your ship. This means you will have to learn to use the joystick proficiently so that you can maneuver away from these enemy missiles attempting to commit suicide on your ship.

* At the beginning of the round, quickly look at your radar to determine where the Enemy Stations are. Then quickly figure out a systematic way of destroying them since time is one's enemy in this game. Just because they are lined up in a row doesn't mean that the missile bays are facing the same direction.

* By that same token, your ship fires lasers from both the front and back. This means if anything is trying to 'sneak' up on you, they won't stand a chance.

* Use the space debris to your advantage. You score points regardless of whether you hit the enemy, or if you use other means to assist, such as the mines or rocks.  Just keep in mind that the space debris doesn't return until the next round.

* The Enemy Stations can be destroyed two ways :
1) The first way is to fire a shot directly into their missile bay. This is easy to do on the first two rounds.  By round three, the missile bay has a door which opens and closes to make it more of a challenge. After round three, the station will fire a missile if your fighter is in the missiles path. You can easily destroy this missile with your ship.
2) The other way is to destroy all six cannons around the space station. This method also enables you to get more points in the long run. To do this, though, means you will have to deal with more enemy missiles since you have to constantly loop around to hit the cannons. In addition, the pods fire back on your ship.

* Enemy Stations can be oriented with the missile bay facing left/right or up/down. Keep this in mind if you are taking on multiple stations in one area. While you are pounding on one Enemy Station, three more may be firing at your ship to prevent you from destroying your target.

* The warning conditions tell you how safe it is for the moment :
1) GREEN means no enemies within view.
2) YELLOW means enemies present.
3) RED means that either you have taken too long or you failed to destroy the Spy Ship while it was within range, and the enemy is now moving twice as fast to ram you. 

* You will also hear synthesized voice prompts stating "Blast Off!" at the start of each new round, "Alarm! Alarm!" when enemies attack, "Battle Stations!" when an enemy formation approaches, "Spy Ship Sighted!" when the Spy Ship appears, and "Condition Red!" when you enter the red condition.

* At regular intervals, a formation of enemy missiles will head toward your ship. You can see what the formation of these enemy missiles are in by looking at the area above the top, left corner of the radar. This will show you if they are in a line, checkerboard pattern, etc. You will also see this formation (represented by a red dot) on your radar screen. Some quick tips for tangling with formations :
1) Enemy formations always appear as a control missile with four missiles.
2) If you destroy the control missile, the other missiles will spread out. You can still destroy them but it is much harder to get the points for taking out the entire formation.
3) Try to maneuver in such a way as to be able to rapidly hit all the missiles. This is of course barring the fact there is no other things (rocks and mines) in the way that can destroy these missiles. This works well when they are in a line. If they are in a checkerboard pattern, you will have to move back and forth so you can hit everything but the control missile.
4) A synthesized voice stating 'Battle Stations' will announce when a formation is present.

* As mentioned before, if you take too long to take out the Enemy Stations, the condition will go to RED and enemy missiles will pour into the area with the only intent of ramming your ship.  You will know this also by the sound the machine makes. 

* Continue to fly erratic patterns (unless you are going after Enemy Stations or formations) because the enemy missiles do move quicker then you do plus you will probably be able to take them out more effectively.

* Just as in "Time Pilot", there is a way you can stay on a level for as long as you want (This works best on level 2) : Stay away from all the bases, and fly horizontally from left to right. Just fire continuously at all the formations that come at you. The other ships will never be able to come after you. There is no time limit in the game, and it never gets any harder. You can stay on this level for as long as you want. It takes a VERY LONG TIME, though, to get a LARGE score.

- SERIES -

1. Bosconian (1981)
2. Blast Off (1989)

- STAFF -

Designed and programmed by : Akira Takundai, Hurashi Nagumo
Music by : Nobuyuki Ohnagi

- PORTS -

* Consoles : 
Sony PlayStation [JP] (November 22, 1995) "Namco Museum Vol.1 [Model SLPS-00107]" 
Sony PlayStation [AU] (1996) "Namco Museum Vol.1 [Model SCES-00243]" 
Sony PlayStation [EU] (August 1996) "Namco Museum Vol.1 [Model SCES-00243]" 
Sony PlayStation 2 [JP] (January 26, 2006) "Namco Museum Arcade Hits! [Model SLPS-25590]" 
Microsoft XBOX [EU] (March 24, 2006) "Namco Museum - 50th Anniversary" 
Sony PlayStation 2 [EU] (March 31, 2006) "Namco Museum - 50th Anniversary [Model SLES-53957]" 
Nintendo GameCube [EU] (May 5, 2006) "Namco Museum - 50th Anniversary [Model DOL-G5NP-EUR]" 
Microsoft XBOX 360 [EU] (May 15, 2009) "Namco Museum - Virtual Arcade" 
Microsoft XBOX 360 [AU] (June 4, 2009) "Namco Museum - Virtual Arcade" 
Microsoft XBOX 360 [JP] (November 5, 2009) "Namco Museum - Virtual Arcade [Model 2RD-00001]" 
Nintendo Wii [Virtual Console Arcade] [JP] (November 17, 2009) 

* Handhelds : 
Sony PSP [EU] (December 9, 2005) "Namco Museum Battle Collection [Model UCES-00116]" 
Sony PSP [JP] (February 23, 2006) "Namco Museum Vol.2 [Model ULJS-00047]" 
Sony PSP [KO] (November 8, 2007) "Namco Museum Vol.2" 

* Computers : 
MSX [JP] (1984) 
Amstrad CPC [EU] (1987) "Bosconian '87" 
Commodore C64 [EU] (1987) "Bosconian '87" 
Sinclair ZX Spectrum [EU] (1987) "Bosconian '87" 
Sharp X68000 [JP] (December 1988) by Dempa Shinbunsha 
PC 6001 [JP] 
PC [MS Windows, CD-ROM] [JP] (December 24, 1998) "Namco History Vol.4" 
PC [MS Windows, CD-ROM] [EU] (March 27, 2006) "Namco Museum - 50th Anniversary" 
PC [MS Windows, CD-ROM] [AU] (May 19, 2006) "Namco Museum - 50th Anniversary" 
Sord M5 [JP]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=320&o=2

$end


$info=boscomd,boscomdo,
$bio

Bosconian - Star Destroyer (c) 1981 Midway Mfg. Co.

Export version by Midway for North America. Game developed in Japan by Namco. For more information about the game itself, please see the original Japanese release entry; "Bosconian - Star Destroyer [Upright model]".

- TECHNICAL -

[Upright model]
[No. 550]

Dimensions : 68inch (173cm) High x 25inch (64cm) Wide x 28inch (71cm) Deep.

- TRIVIA -

Even if the title screen says 1981, Bosconian was released in February 1982 in North America by Midway, under license from Namco. 

When Bosconian first arrived in North America, Midway gave out strategy booklets to the game from a display attached to the machine.

- PORTS -

* Consoles : 
Sony PlayStation [US] (July 31, 1996) "Namco Museum Vol.1 [Model SLUS-00215]" 
Microsoft XBOX [US] (August 30, 2005) "Namco Museum - 50th Anniversary [Model NMO-2201A-NM]" 
Nintendo GameCube [US] (August 30, 2005) "Namco Museum - 50th Anniversary [Model DOL-G5NE-USA]" 
Sony PlayStation 2 [US] (August 30, 2005) "Namco Museum - 50th Anniversary [Model SLUS-21164]" 
Microsoft XBOX 360 [US] (November 4, 2008) "Namco Museum - Virtual Arcade [Model 21022]" 
Nintendo Wii [US] (November 16, 2010) "Namco Museum Megamix" 

* Handhelds : 
Sony PSP [US] (August 23, 2005) "Namco Museum Battle Collection [Model ULUS-10035]" 

* Computers : 
Commodore C64 [US] (1987) "Bosconian '87" 
PC [MS Windows, CD-ROM] [US] (October 25, 2005) "Namco Museum - 50th Anniversary" 

* Others : 
Namco Classics TV Game [US] (2003) by Jakks Pacific 
Ms. Pac-Man TV Game Wireless Version [US] (2005) by Jakks Pacific 
Arcade Gold featuring Pac-Man [US] (2007) by Jakks Pacific 
Retro Arcade featuring Pac-Man [US] (2008) by Jakks Pacific 
Arcade [US] (2010) "Pac-Man's Arcade Party" 
Pac-Man Connect and Play [US] (2012) by Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=37013&o=2

$end


$amigaocs_flop=bostonbc,
$bio

Boston Bomb Club (c) 1991 Silmarils

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73602&o=2

$end


$info=botanic,botanicf,
$bio

Botanic (c) 1983 Valadon Automation.

A maze game.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.5 Mhz)
RAM : 6116, (4x) 2114, (6x) 27ls00

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 64

Players : 2
Control : 8-way joystick
Buttons : 1

- TRIVIA -

Licensed by Itisa Electronics to Valadon Automation for French manufacture and distribution.

- STAFF -

Staff : Henk Spits, Josep M. Petit, Josep Morillas

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=321&o=2

$end


$info=bottle10,bottl10b,
$bio

Bottle 10 (c) 1996 C.M.C.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=30693&o=2

$end


$info=m5btlbnk,
$bio

Bottle Bank (c) 200? Vivid Gaming.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41544&o=2

$end


$n64=bottom9,
$bio

Bottom of the 9th (c) 1999 Konami Company, Limited.

- TECHNICAL -

Game ID: NUS-NBOE-USA

- TRIVIA -

Released on April 14, 1999 in USA.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57618&o=2

$end


$saturn,sat_cart=bottom9,
$bio

Bottom of the 9th [Model T-9505H] (c) 1996 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59986&o=2

$end


$info=bottom9,bottom9n,
$bio

Bottom of the Ninth (c) 1989 Konami Industry Company, Limited.

1 or 2 players choose a ballclub from cities like New York, Chicago, Los Angeles, Atlanta, or Boston and compete either against the computer or each other in this baseball game. A wide variety of pitches can be thrown and batters can change their stance and angle of swing.

- TECHNICAL -

Game ID : GX891

Main CPU : Motorola M6809 (@ 2 Mhz)
Sound CPU : Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : (2x) K007232 (@ 3.579545 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Bottom of the Ninth was released in February 1989 outside Japan. It is known in Japan as "Main Stadium".

- STAFF -

Cabinet Graphic Design: Don Marshall

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=322&o=2

$end


$x68k_flop=bottoro2,
$bio

Bottoro 2 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87158&o=2

$end


$pce=lostsunh,
$bio

冒険男爵ドン The Lost Sunheart (c) 1992 I'Max.
(Bouken Danshaku Don - The Lost Sunheart)

Bouken Danshaku Don is an unusual horizontal shooter by I'Max. The five crystals which give the Sunheart its strength have been stolen by some mystical and evil eye forces, and the goal of the game is to bring them back. The main protagonist fights his way through five huge levels, from large cities at night to the great wall of China. The game features two play modes, 'arcade' and 'story', built around the same stage layout and play mechanics. Both modes are fairly identical and the story option simply introduces the game's plot through basic cut-scenes at the end of each stage. The player starts off the game at the controls of the Raiden U-T, a fast flying machine. Later stages reveal three other ships - the Sinden STT, the Kaiden Dig submarine and the Ice Jet. Power ups can be collected along the way by defeating special spinning enemies (F for more life, C to increase the ship's firepower, H for high beams etc...). Other special weapons can also be picked up and activated during the game (by pressing Run) - Rotating Shields, Homing Missiles, Side Guns, Wave Lasers and so forth.

- TECHNICAL -

[Model IM92001]

- TRIVIA -

Bouken Danshaku Don was released on January 04, 1992 in Japan for 6800 Yen.

Reviews:
March 1992 - Joypad N.6 [FR]: 67/100

- STAFF -

Produced by: Nazuya Tobita
Directed by: Ittetsu Zuzuki
Programmed by: Teruaki Kawaguchi
Music Driver by: Ryoichi Ohkubo
Story by: Tetsunosuke
All Designed by: Tetsunosuke
Sub Designed by: Takao Yoshiba
Art Designed by: Takao Yoshiba
Music Composed by: Takane Ohkubo
Edited by: Toshiaki Kanauchi, Takane Ohkubo, Teruaki Kawaguchi

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49175&o=2

$end


$saturn,sat_cart=monomono,
$bio

Bouken Katsugeki Mono Mono (c) 1997 Shoeisha Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58958&o=2

$end


$msx1_cart=dota,dotaa,
$bio

Bouken Roman - Dota (c) 1986 System Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76611&o=2

$end


$msx1_cass=dota,
$bio

Bouken Roman - Dota (c) 1986 Eaglesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94491&o=2

$end


$gba=plustwex,
$bio

Bouken Yuuki Pluster World - Densetsu no Plust Gate EX [Model AGB-BPDJ-JPN] (c) 2003 Takara Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69977&o=2

$end


$gba=plustw,
$bio

Bouken Yuuki Pluster World - Densetsu no Plust Gate [Model AGB-APJJ-JPN] (c) 2003 Takara Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69976&o=2

$end


$gba=plustwgp,
$bio

Bouken Yuuki Pluster World - Pluston GP [Model AGB-A2PJ-JPN] (c) 2003 Takara Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69978&o=2

$end


$gbcolor=bouken,
$bio

Bouken! Dondoko-tou [Model CGB-BDVJ-JPN] (c) 2002 Global A Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67603&o=2

$end


$gameboy=bokenpzl,
$bio

Bouken! Puzzle Road [Model DMG-PUJ] (c) 1990 Vic Tokai [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65693&o=2

$end


$gba=beet,
$bio

Bouken-ou Beet - Busters Road [Model AGB-BOVJ] (c) 2004 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69979&o=2

$end


$pc8801_flop=bokensha,bokenshaa,
$bio

Boukensha-tachi - Kenja no Yuigon (c) 1986 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91462&o=2

$end


$gba=bokusenr,
$bio

Boukyaku no Senritsu - The Melody of Oblivion [Model AGB-BBSJ-JPN] (c) 2004 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69980&o=2

$end


$cpc_cass=boulderd,
$bio

Boulder Dash (c) 1984 Mirrorsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82874&o=2

$end


$info=mf_bdash,
$bio

Boulder Dash (c) 1984 Exidy / First Star Software.

Rockford digs feverishly, as boulders crash down all around him, through 16 mystical caves and five levels of difficulty.

- TECHNICAL -

Max-A-Flex hardware

Main CPU : MOS Technology M6502 (@ 1.78979 Mhz), Motorola M68705 (@ 3.579545 Mhz)
Sound Chips : POKEY (@ 1.78979 Mhz), Speaker

Players : 4
Control : 8-way joystick
Buttons : 2

- SERIES -

1. Boulder Dash (1984)
2. Boulder Dash 2 – Rockford's Revenge (1986)
3. Super Boulder Dash (1986)
4. Boulder Dash III (1986)
5. Boulder Dash Construction Kit (1987)
6. Rockford (1988)
7. Boulder Dash EX (2002, Nintendo Gameboy Advance) 
8. Boulder Dash - M.E.
9. Boulder Dash - M.E. 2
10. Boulder Dash XL (2011, Xbox Live Arcade)

- STAFF -

By : Peter Liepa
With : Chris Gray

- PORTS -

* Consoles :
Atari 2600
Atari XEGS
Colecovision [US] (1984) [Model TC-203] 
Super Cassette Vision (1984)
Nintendo NES [EU] (1990) [Model NES-XB] 
Nintendo Famicom [JP] (March 23, 1990) [Model DFC-XB] 
Nintendo NES [US] (June 1990) [Model NES-XB] 
Nintendo Game Boy [EU] (1990)
Nintendo Game Boy [JP] (September 21, 1990) [Model DMG-BDA] 
Nintendo Wii [EU] (September 19, 2008, "Virtual Console" - C64 version)
Nintendo Wii [US] (June 1, 2009, "Virtual Console" - C64 version)

* Computers :
PC [MS-DOS] [US] (1984)
FM-7 [JP] (November 1984)
Acorn Electron [EU]
Sinclair ZX Spectrum [EU] (1984)
Commodore C64 [US] [EU] (1984)
Amstrad CPC [EU] (1984)
Atari 400/800 [US] (1984)
Apple II E [US] (1984)
Epoch Cassette Vision [JP] (1985) [Model 11 NO.09160] 
MSX [EU] (1985) 
Sinclair ZX Spectrum [EU] (1985, Budget edition)
BBC Micro [EU] (1988)
Commodure Amiga [EU] (1989)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3745&o=2

$end


$a800=bdash,
$bio

Boulder Dash (c) 1984 First Star Software, Incorporated.

- TIPS AND TRICKS -

There's no ending in the game. If you complete all the caves on level 5, you’ll keep repeating that level.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49306&o=2

$end


$coleco=bdash,bdashp,
$bio

Boulder Dash (c) 1984 Micro Lab.

- STAFF -

BY: PETER LIEPA, CHRIS GRAY
PROGRAM BY: CHRIS OBERTH

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53248&o=2

$end


$c64_cart,c64_flop=bldrdash,
$bio

Boulder Dash (c) 1984 First Star Software, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53523&o=2

$end


$pc8801_flop=bdash,
$bio

Boulder Dash (c) 1984 Comptiq [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91463&o=2

$end


$fm7_cass=bdash,
$bio

Boulder Dash (c) 1984 Comptiq [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93698&o=2

$end


$msx1_cass=bdash,bdasha,
$bio

Boulder Dash (c) 1985 Databyte

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94492&o=2

$end


$bbca_cass,bbcb_cass=bdash,
$bio

Boulder Dash (c) 1988 Tynesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51575&o=2

$end


$info=bouldash,bouldashj,
$bio

Boulder Dash (c) 1990 Data East.

An updated version of the classic rocks-and-gems game. Same gameplay applies, collects gems while pushing rocks and avoiding enemies.

- TECHNICAL -

Game ID: DE-0322-3

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound CPU : Hudson Soft HuC6280 (@ 3 Mhz)
Sound Chips : YM2203 (@ 1.5 Mhz), YM3812 (@ 3 Mhz), OKI6295 (@ 7.757 Khz)

Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 57.41 Hz
Palette colors : 1024

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in May 1990.

This game is a port from an original game designed at First Star Software by Peter Liepa and Chris Gray for the Apple II computer.

- TIPS AND TRICKS -

* Escape Trick : There is an escape mode that allows you to go through the stones and any moving walls. To activate it, press the A and B buttons at the same time while moving. There is a cost involved, though - it deducts 20 seconds for each stone or wall passed through.

* Boulder Dash Part 2 : There is a way to access Boulder Dash Part 2 from the attract mode (Part 2 has the same levels, but increased difficulty). To access it, press the following key sequence while the player list is onscreen : A+Up, A+Down, Left, Right.

- STAFF -

Planner (First Star Software) : Peter Liepa, Chris Gray
Arrange : Mr. Inaba
Graphic designers : Miss Yamaguchi, Miss Shiraiwa, Mr. Yokoi
Sound : Miss Hara, Mr. Fuse
Hard : Mr. Mitsui
Programmers : Mr. Ishiguri, Mr. Sakai, Mr. Ohta

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=323&o=2

$end


$nes=bdash,bdashu,
$bio

Boulder Dash (c) 1990 Nintendo.

- TRIVIA -

Reviews:
November 1991 - Consoles + N.3 (Page 130-131) [FR]: 96/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54964&o=2

$end


$info=m4bdash,m4bdash__0,m4bdash__1,m4bdash__2,m4bdash__3,m4bdash__4,m4bdash__5,m4bdash__6,m4bdash__7,m4bdash__8,m4bdash__9,m4bdash__a,m4bdash__b,m4bdash__c,m4bdash__d,m4bdash__e,m4bdash__f,m4bdash__g,
$bio

Boulder Dash (c) 199? Barcrest.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15231&o=2

$end


$amigaocs_flop=bdashck,
$bio

Boulder Dash Construction Kit (c) 1989 Wicked

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73603&o=2

$end


$cpc_cass=boulderd02,
$bio

Boulder Dash Construction Kit [Model HT010] (c) 1986 HiTec Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82877&o=2

$end


$gba=bdashexu,
$bio

Boulder Dash EX [Model AGB-ABDE-USA] (c) 2002 First Star Software, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69983&o=2

$end


$gba=bdashexj,
$bio

Boulder Dash EX [Model AGB-ABDJ-JPN] (c) 2002 First Star Software, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69982&o=2

$end


$gba=bdashex,
$bio

Boulder Dash EX [Model AGB-ABDP] (c) 2002 First Star Software, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69981&o=2

$end


$msx1_cass=bdash2,bdash2a,
$bio

Boulder Dash II - Rockford's Riot (c) 1986 Databyte

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94493&o=2

$end


$cpc_cass=boulderd01,
$bio

Boulder Dash III (c) 1986 American Action AB

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82876&o=2

$end


$scv=bdash,
$bio

Boulder Dash (c) 1984 Comptiq.

- TECHNICAL -

[Model 11 NO.09160]

- TRIVIA -

Boulder Dash for the Super Cassette Vision was released in 1985 in Japan (even if the title screen says 1984).

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49076&o=2

$end


$nes=bdashj,
$bio

Boulder Dash (c) 1990 Data East Corp.

- TECHNICAL -

Model DFC-XB

- TRIVIA -

Boulder Dash for Famicom was released on March 23, 1990 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53888&o=2

$end


$gameboy=bdash,
$bio

Boulder Dash (c) 1990 Nintendo Company, Limited.

- TECHNICAL -

Cartridge ID: DMG-BD-UKV

- TRIVIA -

Reviews:
September 1991 - Consoles + N.1 [FR]: 90/100
April 1992 - Consoles + N.8 (Page 55) [FR]: 95/100
April 1992 - Joypad N.7 (Page 142) [FR]: 71/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65694&o=2

$end


$gameboy=bdashj,
$bio

Boulder Dash [Model DMG-BDA] (c) 1990 Victor Interactive Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65695&o=2

$end


$info=cbdash,
$bio

Boulder Dash (c) 1985 Data East.

Rockford digs feverishly, as boulders crash down all around him, throughout 16 mystical caves and five levels of difficulty.

- TECHNICAL -

Runs on the "DECO Cassette System" hardware

Cartridge ID: Model DT-144

- TRIVIA -

Boulder Dash was released in August 1985. It was known as the 44th video game made for the DECO Cassette System (Cassette no. 44).

- STAFF -

Designed and programmed by : Peter Liepa, Chris Gray

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=397&o=2

$end


$msx1_cart=bdash,
$bio

Boulder Dash [Model S149191-700] (c) 1985 Comptiq

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76612&o=2

$end


$ibm5150,ibm5150_cass=bdash,bdasha,
$bio

Boulderdash I & II (c) 1985 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83588&o=2

$end


$a800=bldrbmbs,
$bio

Boulders and Bombs (c) 1982 CBS Software

- TECHNICAL -

Model 4L-2540

- TIPS AND TRICKS -

The maximum number of bombs you can have is 99.

For some reason, the score counter resets at approximately 655,000.

If you complete quadrant 99, the next quadrant will be 00.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82782&o=2

$end


$msx1_cart=boullata,
$bio

Boullata [Model G002] (c) 1986 al Alamiah

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76613&o=2

$end


$msx1_cass=bounce,
$bio

Bounce (c) 1987 Methodic Solutions

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94494&o=2

$end


$bbca_cass,bbcb_cass=bouncer,
$bio

Bouncer (c) 1984 Acornsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51576&o=2

$end


$info=j80bounc,
$bio

Bouncer (c) 198? JPM International.

- TECHNICAL -

System 80

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41157&o=2

$end


$segacd=bouncers,
$bio

Bouncers [Model T-4908] (c) 1994 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60700&o=2

$end


$info=bballs,bballsa,
$bio

Bouncing Balls (c) 1991 Comad Industry Company, Limited.

A puzzle game where you drop balls in a certain order to create a sum of numbers.

- TECHNICAL -

PCB # : COMAD-01

Main CPU : MC68000P10 (68000 @ 8 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : (2x) Yamaha YM2203 (@ 2 Mhz)
RAM : 6264 (x2), 6116 (x15)
Dipsw : 8 position (x2)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

5,000 pieces produced.

This game features Daffy Duck and Marvin the Martian.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=324&o=2

$end


$msx1_cart=bblock,bblocka,
$bio

Bouncing Block (c) 1985 Idealogic [Barcelona, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76614&o=2

$end


$apple2gs=bblstr,
$bio

Bouncing Bluster (c) 1990 Association Toolbox.

- STAFF -

Design by: Jean-Francois Doué, Jean-Michel Vallat

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49765&o=2

$end


$vboy=boundh,
$bio

Bound High! (c) 1996 Nintendo Co., Ltd.

- TECHNICAL -

Model VUE-VBHE-JPN

- TRIVIA -

This game was never completed and never released to the public. The planned release date was set to February 23, 1996 in Japan.

- TIPS AND TRICKS -

* Export mode: Finish the game in Hard Mode to get access to an even harder Expert Mode.

* Passwords list:
Easy:
World 1, Level 7: DBX
World 2, Level 1: KBC
World 2, Level 7: R5X
World 3, Level 1: P5C
World 3, Level 7: ZBG
World 4, Level 1: BGK
World 4, Level 7: N5G
Final Boss: Q5K

Normal:
World 1, Level 7: BDX
World 2, Level 1: CDC
World 2, Level 7: HZX
World 3, Level 1: AZC
World 3, Level 7: 5DG
World 4, Level 1: QDK
World 4, Level 7: 6ZG
Final Boss: 3ZK

Hard:
World 1, Level 7: DF3
World 2, Level 1: KF8
World 2, Level 7: R13
World 3, Level 1: P18
World 3, Level 7: ZFQ
World 4, Level 1: GFP
World 4, Level 7: N1Q
Final Boss: Q1P

Expert:
World 1, Level 1: B76
World 1, Level 7: C7H
World 2, Level 1: HT6
World 2, Level 7: 8TH
World 3, Level 1: 57N
World 3, Level 7: X7R
World 4, Level 1: 6TN
World 4, Level 7: 3TR
Final Boss: BJ9

Pocket and Cushion:
Stages 1-16 Clear: HQFJF
Stages 1-20 Clear: 7JSJ0

Score Attack:
Stages 1-16 Clear: XPJCZ
Stages 1-20 Clear: XDJHZ

- STAFF -

Developer: Japan System Supply

Executive Producer: Katsumi Kawamura
Producer: Taeko Nagata
Director: Makoto Tanaka
Game Design: Hideyuki Nakanishi
Map Design: Hideyuki Nakanishi, Makoto Tanaka, Mitsuyasu Nomoto
Graphic: Mitsuyasu Nomoto
Program: Yasunobu Matsumura, Hideyuki Nakanishi, Chikara Yoshida
Music Studio: Teco Studio
Music Composer: Takaaki Oka
Sound Design: Chikara Yoshida

Special Thanks to: Gumpei Yokoi, Jim Wornell, Mary Cocoma, Kayomi McDonald, Masao Yamamoto, Fujiko Nomura, Hiroji Kiyotake, Mario Club

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82360&o=2

$end


$psx=boundary,
$bio

Boundary Gate - Daughter of Kingdom (c) 1997 Pack In Soft [Japan]

- TECHNICAL -

[Model SLPS-00907]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84990&o=2

$end


$cpc_cass=bounderu,
$bio

Bounder (c) 1986 Gremlin Graphics Software, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82878&o=2

$end


$msx1_cass=bounder,boundera,
$bio

Bounder (c) 1987 Gremlin Graphics Software, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94495&o=2

$end


$gba=boundish,
$bio

Boundish [bit Generations] [Model AGB-BVDJ-JPN] (c) 2006 Nintendo Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76391&o=2

$end


$psx=bountyar,
$bio

Bounty Arms Demo (c) 1995 Data West Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84991&o=2

$end


$cpc_cass=bountybo,
$bio

Bounty Bob Strikes Back (c) 1985 Americana Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82879&o=2

$end


$bbca_cass,bbcb_cass=bbsb,
$bio

Bounty Bob Strikes Back (c) 1986 US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51577&o=2

$end


$a5200=bbsb,
$bio

Bounty Bob Strikes Back! (c) 1984 Big Five Software

Bob's main goal in the mine is to claim every section of the framework in each mine cavern. He does this by simply walking over each framework piece. As he walks over a piece, it will turn solid. To get around the mine there are many slides and ladders placed throughout. When all framework sections have been claimed, Bob advances to the next cavern. Make sure that he claims all the sections as the pieces where a slide begins are sometimes overlooked.

- STAFF -

Programmed by: Bill Hogue
Computer graphics designed by: Curtis Mikolyski, Bill Hogue
Music by: Jeff Zinn

Poster and box graphic designed by:  Curtis Mikolyski
Poster and box paintings by: Kathy Swain
Mine History compiled by: Bill Hogue, Curtis Mikolyski
Project supervision by: Dos Cartwright
Travel arrangements courtesy of ZinnAir Ltd.
Champagne supplied by: Bob Travis
Corks launched by: Jeff Konyu
Corks retrieved by Nugget and Pokey.
Conversion licenses available from International Computer Group.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50029&o=2

$end


$a800=bbsb,bbsba,
$bio

Bounty Bob Strikes Back! (c) 1984 Big Five Software

- TIPS AND TRICKS -

* Hidden messages: On the game adjustment screen, there is an option labeled Special Codes where you can enter a number from 0 to 65,535. Enter one of the following numbers and press OPTION for some secret messages:
5 - YOU REALLY DIDN'T THINK THAT WOULD DO ANYTHING DID YOU?
6 - TAKE BACK 1 KADAM TO HONOR THE HEBREW GOD WHOSE CARTRIDGE THIS IS!
40 – Takes you to the high score screen (as if you pressed SELECT).
49 - HEY! HOW DID YOU KNOW THE NUMBER OF THE FIRE STATION NEAR MY HOUSE?
69 - GEEZ! WE KNOW WHERE YOUR MIND IS!
100 - BARBER NED SAYS THAT WILL BE TWENTY DOLLARS, PLEASE!
213 - WRONG AREA CODE!
666 - HOW DARE YOU INPUT THAT NUMBER INTO THIS GAME!
818 - TRY HARDER.
782 - HA HA!"
1000 – ROM VERSION 1.000
1961 – THE MAKERS OF THIS GAME THINK IT WAS A VERY GOOD YEAR!
2049 - C'MON!! TRY HARDER
2827 – CLEVER! BUT STILL WRONG!
5495 – A STEAL AT ANY PRICE!
6861 - YOU ACTUALLY TRIED THAT?
9161 – BILL HOGUE’S BIRTHDAY! DON’T FORGET TO SEND PRESENTS
16309 – RELIANT’S PREFIX CODE! HERE IT COMES, KHAN!

* After entering code 100, start a game and you'll notice that Bob is missing his hat and is bald. More special codes likely exist.

* Set the code in the option menu on 61,800 and then press F+OPTION. Now you can press the following keys while playing: B - Back to the place where you were standing last; Q - Next level; A - Previous level; Z - Restart level; F - Bounty Bob can move freely and can not die. To go to a certain level type the level number.

* To die while playing type: 8187826861

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82783&o=2

$end


$c64_cart,c64_flop=bbsb,
$bio

Bounty Bob Strikes Back! (c) 1985 Big Five Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53524&o=2

$end


$info=bntyhunt,
$bio

Bounty Hunter (c) 2002 GCTech Company, Limited.

A fighting game.

- TRIVIA -

Released in June 2002.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=29399&o=2

$end


$pc98=akemi,
$bio

Bounty Hunter Akemi (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89034&o=2

$end


$info=m1bountc,m1bountcp,
$bio

Bounty Hunter Club (c) 199? Maygay.

- TECHNICAL -

M1A/B

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41967&o=2

$end


$cpc_cass=bountyhu,
$bio

Bounty Hunter [Model 3193] (c) 1989 Codemasters Software Co., Ltd., The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82881&o=2

$end


$info=bountyh,
$bio

Bounty Hunter (c) 1985 Premier Technology Co.

- TECHNICAL -

Gottlieb System 80B
Model Number : 694

- TRIVIA -

Bounty Hunter was released in July 1985.

1,220 units were produced.

- STAFF -

Designer : John Buras
Artwork : Larry Day

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5236&o=2

$end


$snes=bountysw,bountyswp,
$bio

Bounty Sword (c) 1995 Pioneer LDC, Incorporated.

- TECHNICAL -

Model SHVC-A2LJ-JPN

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61107&o=2

$end


$msx1_cart=btsos,
$bio

Bousou Tokkyuu SOS (c) 1983 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76615&o=2

$end


$info=bowarrow,
$bio

Bow and Arrow (c) 1974 Bally Mfg. Co.

- TECHNICAL -

[No. 1033-E]

- TRIVIA -

17 units were produced.

- STAFF -

Design by: Greg Kmiec
Art by: Christian Marche

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43188&o=2

$end


$info=bowlrama,
$bio

Bowl-O-Rama (c) 1991 P&P Marketing, Incorporated..

This game has 3 different bowling variations to choose from 'Regulation Bowling', 'Flash-O-Matic', and 'BlackJack' :

* In 'Regulation Bowling' the rules and scoring are just like real bowling, following the regulations of the American Bowling Congress (ABC). In all three games players can join in at any time during the first frame.

* 'Flash-O-Matic' is a variation on the bowling theme. In this game a flashing score value moves back and forth across the alley. The player bowls, and the score value stops when the ball first hits a pin. If the player throws a strike he receives that score value. If he gets a spare he gets half the original value. If he fails to convert the spare then he gets 1 point for each pin that he did knock down. Scores can go up to nearly 10,000 points!

* In 'BlackJack' each player gets up to 3 throws to attempt to knock down 21 pins. Each time the full rack of ten pins is set. All pins knocked down by all players in one frame are added to the pot. The player who gets closest to 21 without going over gets all the points in the pot, and the pot is cleared to zero for the next frame. If a player gets 21 exactly then he gets twice the value in the pot. If 2 or more players tie in a frame they each get the points from the pot (or twice the points if they each have 21). Players who do not get closest to 21 or who bust (go over 21) get no points for the frame. Knocking down one pin scores as an ace, and is worth one or eleven, depending on what the player needs. his game is best played by several players together. The more players, the more points each frame is worth!

- TECHNICAL -

Main CPU : Motorola M6809E (@ 2 Mhz)
Sound CPU : Motorola M6809E (@ 2 Mhz)
Sound Chips : YM2203 (@ 4 Mhz), DAC (@ 4 Mhz)

Screen orientation : Vertical
Video resolution : 240 x 360 pixels
Screen refresh : 57.00 Hz
Palette colors : 4096

Players : 2
Control : trackball
Buttons : 2

- TRIVIA -

This is a ROM and daughterboard upgrade for "Capcom Bowling" boards.

- STAFF -

Game Designer: Andrew Pines

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=326&o=2

$end


$channelf=bowling,
$bio

Bowling (c) 1978 Fairchild

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53203&o=2

$end


$c64_cart,c64_flop=bowling,
$bio

Bowling (c) 1983 HAL Laboratory

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53525&o=2

$end


$a2600=bowlingm,
$bio

Bowling (c) 19?? Milmar

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50281&o=2

$end


$apfm1000=bowling,
$bio

Bowling / Micro Match (c) 1979 APF Electronics, Incorporated.

- TECHNICAL -

[Cart. No. MG1004]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49735&o=2

$end


$vc4000=bowling,
$bio

Bowling Kegeln (c) 1978 Interton Electronic.

- TECHNICAL -

[Cassette No. 25]

- TRIVIA -

Also called Bowling Ninepins outside Germany, and Yeux Quilles in France.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49194&o=2

$end


$info=bowltry,
$bio

Bowling Try (c) 200? Atlus Company, Limited.

- TECHNICAL -

ATLUS PCB BT-208001

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61752&o=2

$end


$astrocde=bowling,
$bio

Bowling [Model 3006] (c) 1985 Astrocade, Inc.

- TRIVIA -

Released as part of the "Sport Series".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86781&o=2

$end


$a2600=bowlinge,
$bio

Bowling (c) 1979 Atari, Incorporated.

PAL release. Game developed in USA. For more information, please see the NTSC release's entry; "Bowling [Model CX2628]".

- TECHNICAL -

Model CX2628P

- PORTS -

* Consoles : 
Microsoft XBOX [EU] (November 26, 2004) "Atari Anthology" 
Sony PlayStation 2 [EU] (February 18, 2005) "Atari Anthology [Model SLES-53061]" 

* Handhelds : 
Nintendo DS [EU] (February 24, 2011) "Atari Greatest Hits Vol.1 [Model NTR-BR6P-EUR]"

* Computers : 
PC [MS Windows, CD-ROM] [EU] (June 10, 2005) "Atari - 80 Classic Games in One! [Replay]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82991&o=2

$end


$a2600=bowling,
$bio

Bowling (c) 1979 Atari, Incorporated.

- TECHNICAL -

Model CX2628

- TRIVIA -

Export releases:
PAL "Bowling [Model CX2628P]"

- STAFF -

Programmer: Larry Kaplan

- PORTS -

* Consoles : 
Microsoft XBOX [US] (November 16, 2004) "Atari Anthology [Model 26084]" 
Sony PlayStation 2 [US] (November 22, 2004) "Atari Anthology [Model SLUS-21076]" 
Microsoft XBOX [JP] (August 4, 2005) "Atari Anthology [Model B7X-00001]" 

* Handhelds : 
Nintendo DS [US] (November 2, 2010) "Atari Greatest Hits Vol.1 [Model NTR-BR6E-USA]" 

* Computers : 
PC [MS Windows, CD-ROM] [US] (November 11, 2003) "Atari - 80 Classic Games in One! [Model 25069J]" 

* Others : 
Atari Flashback 3 [US] (September 16, 2011) by AtGames 
Atari Flashback 4 [US] (November 13, 2012) by AtGames 
Atari Flashback 5 [US] (October 1, 2014) by AtGames

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50280&o=2

$end


$nes=bowling,
$bio

Bowling! (c) 1989 Coconuts Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54965&o=2

$end


$odyssey2=2bwlbskt,
$bio

Bowling! + Basketball! (c) 1978 Philips Corp.

- TECHNICAL -

Game ID: AJ9404

- STAFF -

Programmer: Sam Overton

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95691&o=2

$end


$a2600=boxen,
$bio

Boxen (c) 19?? Ariola.

European release.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50282&o=2

$end


$info=boxer,
$bio

Boxer (c) 1978 Atari.

An old black and white overhead 1-on-1 boxing game.

- TECHNICAL -

Game ID : A007203

Main CPU : MOS Technology M6502 (@ 756 Khz)

Screen orientation : Horizontal
Video resolution : 240 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 2

Players : 2
Control : paddle

- TRIVIA -

The controls were a big pain. The players gripped handles that could be swiveled left and right to simulate punching. The problem was, they kept being broken by players. More and more was done to strengthen these controls until they were capable of finally being able to withstand public abuse. Unfortunately after all this the game didn't test well enough to be released.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=327&o=2

$end


$bbca_cass,bbcb_cass=boxer,
$bio

Boxer (c) 1984 Acornsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51578&o=2

$end


$ti99_cart=boxer,
$bio

Boxer (c) 1987 DaTaBioTics

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84521&o=2

$end


$pc98=boxermak,
$bio

Boxer Maker (c) 1991 Heart Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89035&o=2

$end


$arcadia=boxing,
$bio

Boxing (c) 198? Emerson Radio Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49239&o=2

$end


$a2600=boxingm,
$bio

Boxing (c) 19?? Milmar

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50284&o=2

$end


$info=boxingb,
$bio

Boxing Bugs (c) 1981 Cinematronics.

This is kind of like a reverse of "Star Castle". In the center of the screen is a player-controlled rotating cannon, enclosed within an octagon. The cannon shoots fireballs from one end and has a boxing glove on an extension arm on the other end. The octagon is a protective wall for the cannon. Fireballs and the boxing glove pass over the wall to targets outside.
Bombs are randomly located outside the wall. Each bomb has a lite fuse. Three bugs are also randomly scattered outside the wall. The player's score, the number of cannons remaining, and the number of bugs that must be knocked out to complete the round are shown at the top of the screen.

- TECHNICAL -

Boxing Bugs ran on expanded version of the basic Cinematronics hardware platform. It added a ROM board and a color conversion board which allowed a color game to run on the otherwise monochrome Cinematronics vector platform. It used a Wells Gardner color X-Y monitor, and shipped in a rather unremarkable yellow cabinet that had plain 'Cinematronics' sideart painted on. The cabinet was similar to the one used for "Speed Freak", but not exactly the same.

Main CPU : CCPU (@ 5 Mhz)
Sound Chips : Discrete circuitry

Screen orientation : Horizontal
Video resolution : 224 x 256 pixels
Screen refresh : 38.00 Hz
Palette colors : 32768

Players : 2
Control : Optical spinner
Buttons : 3

- TRIVIA -

Released in March 1981.

One of the last vector games Cinematronics made; very few numbers were produced and Cinematronics' days were numbered. They would make a brief comeback with "Dragon's Lair", but shortly afterwards be swallowed up by Leland Corporation and disappear into oblivion.

A prototype version of this game is known as "Outpost".

Richard Lewis holds the official record for this game with 2,026,022 points on April 15, 1983.

- SCORING -

Bugs or bombs struck by fireballs score 20 points.
Each bug knocked out with the glove scores 200 points.
Each flying bug scores 400 points per punch.

In addition to the above, during a bonus round, sleeping bugs that are blown up score 3000 points each.

- TIPS AND TRICKS -

A rapid fire for the fireballs is activated by holding down the Fire button.

- STAFF -

Designed and programmed by: Jack Ritter
Additional program by: Scott Boden
Additional staff: Earl Stratton

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=328&o=2

$end


$gba=boxfever,
$bio

Boxing Fever [Model AGB-ABOE-USA] (c) 2001 Majesco Sales, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69984&o=2

$end


$info=bmboxing,
$bio

Boxing Knock-em Out (c) 1979 Bambino.

2-Player VFD boxing game.

- TECHNICAL -

This game was released in two versions (brown or white case and green or blue dislay).

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83170&o=2

$end


$megadriv=boxinglg,
$bio

Boxing Legends of the Ring (c) 1993 Electro Brain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57134&o=2

$end


$snes=boxinglgu,
$bio

Boxing Legends of the Ring (c) 1993 Electro Brain.

- TECHNICAL -

Game ID: SNS-LL-USA

- TIPS AND TRICKS -

Status - Password:
One opponent defeated as Rocky Marciano - HLDBDBJJDDIPWLGD

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62795&o=2

$end


$snes=boxinglg,
$bio

Boxing Legends of the Ring [Model SNSP-LL-EUR] (c) 1993 Electro Brain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62794&o=2

$end


$cpc_cass=boxingma,
$bio

Boxing Manager (c) 1988 D & H Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82882&o=2

$end


$info=boxingm,
$bio

Boxing Mania - Ashita no Joe (c) 2001 Konami Corp.

Based on the 1970's anime Ashita no Joe, players take on the role of Joe Yabuki in the ring against his toughest rivals. Players jab, swing, and punch at the four targets that swing out from the left and right side of the cabinet in order to land blows against their opponent.  Taking cues from the onscreen action players dodge attacks by ducking away from the cabinet.  When knocked to the mat players must hit the bar near the bottom of the screen repeatedly to get back up.  And when the opportunity arises, players are prompted to deliver an uppercut to the flashing face-shaped target at the top of the cabinet, often delivering a knock-out punch to finish the match.

- TECHNICAL -

Konami Viper Hardware

CPU : Motorola Power PC XPC8420
Graphics System : 3DFX 355-0024-020 
Sound : Yamaha YMZ280B

- TRIVIA -

Released in August 2001 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4106&o=2

$end


$apfm1000=boxing,
$bio

Boxing (c) 1979 APF Electronics, Incorporated.

- TECHNICAL -

[Cart. No. MG1012]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49736&o=2

$end


$intv=boxing,
$bio

Boxing (c) 1980 Mattel Electronics

It's the Battle of the Century! Both players select and go with their contender for 15 grueling rounds to a decision. Or one boxer wins by a knockout and this fight is history! The computer is the referee. Body punches, feints, hard shots to the head! You can even pull your punches. Rounds, time remaining, seconds count for a knockdown and running point totals automatically displayed! Here's supercharged excitement - the ring strategy and action of Big Time Boxing! Will your fighter be Champion?

- TECHNICAL -

Model 1819

CONTROLS
[1] High Left Feint
[2] Pull Punch
[3] High Right Feint
[4] High Left Punch
[5] Duck
[6] High Right Punch
[7] Middle Left Punch
[8] Duck
[9] Middle Right Punch
[CLEAR] Low Left Punch
[0] Pull Punch
[ENTER] Low Right Punch

SIDE BUTTONS ARE NOT USED

- TIPS AND TRICKS -

* STRATEGY should be a mix of Offense and Defense, plus common sense. It takes skill to win, not merely throwing punches.

* KNOW THE OPPOSITION! Think and then fight. Feel out the other fighter! Decide whether to go for the knockout or pile up points and win by Decision. (Computer is the referee.) Pace your fighter.

* KNOW YOUR FIGHTER. Keep track of how much punishment he's taking. If it's too much use the Disc. Back him away. Try blocking more punches. Use strategy, think ahead. Use his strengths - Power, Defense, etc.

* COUNTER-PUNCH! Develop your reactions. Watch for openings and exploit them. Get your boxer off the ropes and turn the tables! Build combinations of ducks or feints.

* REMEMBER: When you move in close, Computer will automatically hold you in there throwing punches. This means you can work the keys to punch, feint or duck without worrying about the Direction Disc. (If either fighter uses the Disc, this is no longer true.)

- STAFF -

Program: Tom Loughry

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60863&o=2

$end


$a2600=boxing,boxingbo,
$bio

Boxing (c) 1980 Activision.

- TECHNICAL -

Model AG-002

- SCORING -

Long jabs = 1 point each.
Close power punches = 2 points each.

100 points is K.O.

- TIPS AND TRICKS -

Tips from Bob Whitehead, designer of Boxing

"I wanted Boxing to be fun to play the first time you try it, but I designed some little tricks into the game that will make it more challenging the more you play."

"You'll find that the way to win at Boxing it to hit and dance, hit and dance (just like the pros). Draw off your opponent's jabs by making him punch while you're dancing quickly out of his reach. And watch out! When he gets behind, he gets better. But hang in there is you get behind; after the first minute (of each two-minute bout), the computer gets a little tired, and his reactions slow down. Come on strong at the end of the round and you might still catch him. By the way, I shortened the rounds to 2 minutes because... well, you'll see why when you've gone a couple rounds."

"Your best strategy for winning is to jab your opponent until you move him to the ropes, then charge in, mit it up in close, and keep your red button pressed down. You may be able to repeat a punching combination that builds up your point score fast."

"But--please--be fair to newcomers. Give yourself a handicap when you're showing them Boxing. We don't want you to lose your friends."

- STAFF -

Programmer: Bob Whitehead

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50286&o=2

$end


$a2600=boxingc,boxinge1,
$bio

Boxing (c) 1983 CCE

- TECHNICAL -

Model C-861

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50283&o=2

$end


$gameboy=boxing,
$bio

Boxing [Model DMG-BXA] (c) 1990 Tonkin House

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65696&o=2

$end


$vc4000=boxing,
$bio

Boxkampf (c) 1978 Interton Electronic.

- TECHNICAL -

[Cassette No. 18]

- TRIVIA -

Also called Boxing Match outside Germany, and Match de Boxe in France.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49195&o=2

$end


$gameboy=boxxle2,
$bio

Boxxle II [Model DMG-SQ-USA] (c) 1992 FCI

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65699&o=2

$end


$gameboy=boxxle,
$bio

Boxxle [Model DMG-SO-USA] (c) 1990 FCI

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65697&o=2

$end


$info=boxyboy,
$bio

Boxy Boy. (c) 1990 Namco.

A puzzle game where you control a boy who tries to push the boxes onto the blue circles.

- TECHNICAL -

Namco System 1 hardware
Game ID : SB

Main CPU : Motorola M6809 (@ 1.536 Mhz)
Sub CPU : Motorola M6809 (@ 1.536 Mhz)
Sound CPU : Motorola M6809 (@ 1.536 Mhz)
MCU : HD63701 (@ 1.536 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.57958 Mhz), Namco advanced 8-channel stereo WSG, stereo DAC

Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.61 Hz
Palette Colors : 24-bit RGB palette

Players : 2
Control : 4-way joystick
Buttons : 2

- TRIVIA -

Developed by Thinking Rabbit, Ltd.

Released in November 1990.

This game is known in Japan as "Souko Ban Deluxe".

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

- STAFF -

Music composed by : Ayako Saso

- PORTS -

* Consoles :
NEC PC-Engine (1990)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=329&o=2

$end


$tg16=boxyboy,
$bio

Boxyboy [Model TGX010031] (c) 1990 NEC Home Electronics, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84296&o=2

$end


$cpc_cass=boyracer,
$bio

Boy Racer (c) 1987 Alligata Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82883&o=2

$end


$megadriv=bsteam3,
$bio

Boy Soccer Team III (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56370&o=2

$end


$x68k_flop=boynboyn,
$bio

Boyon Boyon (c) 1990 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87159&o=2

$end


$x68k_flop=boyoyon,
$bio

Boyoyon (c) 1996 Noz [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87160&o=2

$end


$bbca_cass,bbcb_cass=bozobrav,
$bio

Bozo the Brave (c) 19?? Tynesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51579&o=2

$end


$msx2_flop=bozoadv,
$bio

Bozo's Big Adventure (c) 1992 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101509&o=2

$end


$info=ice_bozo,
$bio

Bozo's Pail Toss (c) 1997 Innovative Creations in Entertainment.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101118&o=2

$end


$amigaocs_flop=bozuma,
$bio

Bozuma (c) 1988 Rainbow Arts

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73604&o=2

$end


$info=bradley,
$bio

Bradley Trainer (c) 1981 Atari.

The gameplay is very much a simulation. The other tanks do not fire at you, and the only way to end the game is to run out of ammo or shoot a 'friendly' tank or helicopter.

- TECHNICAL -

Main CPU : MOS Technology M6502 (@ 1.512 Mhz)
Sound Chips : POKEY (@ 1.512 Mhz), Custom (@ 1.512 Mhz)

Players : 1
Control : stick
Buttons : 10

- TRIVIA -

In December of 1980, a group of consultants from the US Army approached Atari with the idea that the game "Battlezone" could be made into a simulator for the then-new 'IFV' Infantry Fighting Vehicle (or the Bradley Fighting Vehicle, as it is known now).

Many physical and gameplay changes were made to the original game, such as a new control yoke (a similar control was used for Star Wars), friendly and hostile vehicles and helicopters, more weapons (7.62 mm machine gun, a cannon with armor piercing or high-explosive shells; and a tube-launched optically-guided missile launcher, or TOW), and view selection (normal or magnified). The key was to guess the size of the target, use the on-screen gauge to align it, and dial in the distance to the object, to hit it with the first shot.

A prototype of the simulator was rushed out in March 1981, and was introduced at the worldwide TRADOC conference that year. It was a hit at the conference.

Ed Rotberg, the project programmer, was very opposed to doing the project, mainly due to the principles of such a project. He felt that technology used to produce Battlezone and video games in general shouldn't be used for bad purposes, such as weapons research, and cited the conversion of automobile factories into tank and airplane factories in World War II. Rotberg spent two months on the project, and resented it the entire time.

- STAFF -

Project leader : Rick Moncrief
Programmed by : Ed Rotberg
Engineer : Jed Margolin
Mechanical engineer : Otto De Runtz
Technician : Erik Durfey

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=330&o=2

$end


$pc98=brahcho,
$bio

Brah Choushinden (c) 1996 Comrade System [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89036&o=2

$end


$info=brain,
$bio

Brain (c) 1986 Sega.

A side scrolling shooter in deep space with tough gameplay and eerie music and sounds. The game has alternate play modes where you must first fly a space craft and land on the planet surface at the end. After landing, you take control of the space ranger and must negotiate your way through caves and tunnels while obtaining computer disks. Each disk you collect brings you closer to discovering a hidden enemy. There are certain UFO's and aliens you can obtain them from, just watch the game demo's to see them.

- TECHNICAL -

Runs on the Sega "System 2" hardware.

Players: 2
Control: 8-way joystick
Buttons: 2

- TRIVIA -

Released in March 1986.

- STAFF -

Developed by: Coreland

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=331&o=2

$end


$x68k_flop=brain31,
$bio

Brain 68 Vol. 31 (c) 1993 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87161&o=2

$end


$x68k_flop=brain32,
$bio

Brain 68 Vol. 32 (c) 1993 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87162&o=2

$end


$x68k_flop=brain33,
$bio

Brain 68 Vol. 33 (c) 1993 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87163&o=2

$end


$x68k_flop=brain34,
$bio

Brain 68 Vol. 34 (c) 1993 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87164&o=2

$end


$x68k_flop=brain35,
$bio

Brain 68 Vol. 35 (c) 1993 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87165&o=2

$end


$bbca_cass,bbcb_cass=brainaer,
$bio

Brain Aerobics (c) 19?? Minic

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51580&o=2

$end


$saturn,sat_cart=bbq,
$bio

Brain Battle Q (c) 1996 Clef

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58959&o=2

$end


$amigaocs_flop=brainbls,
$bio

Brain Blasters (c) 1991 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73605&o=2

$end


$info=m4bbox,m4bbox__a,m4bbox__b,m4bbox__c,m4bbox__d,m4bbox__e,m4bbox__f,m4bbox__g,m4bbox__h,m4bbox__i,
$bio

Brain Box (c) 19?? BDD.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42955&o=2

$end


$x1_flop=bbreaker,
$bio

Brain Breaker (c) 1986 Enix, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85940&o=2

$end


$cdi=bdead13,
$bio

Brain Dead 13 (c) 1997 Philips Interactive Media, Incorporated.

You will play the role of ‘Lance’ and you must try to survive in a world full of danger.

Your enemy 'Fritz' will follow you throughout the whole game. Your purpose is to beat the 'Brain' and to make the whole place safe again.

- TECHNICAL -

Model 810 0309

- TIPS AND TRICKS -

* Official Solution:
Following the below description will bring you to the end of the game. This is not the only path that is available to reach the end.
L: Stands for left
R: Stands for right
U: Stands for up
D: Stands for down
F: Stands for fire

L U (go upstairs) L (enter ‘Poppy’ room) L R F U L U R (enter
'Moose' place) F U R R L R U F (Lance jumps on Moose) L
D U U D D R L U L R U L (Moose falls on Fritz) R R R R L R (enter
'Ghost' room) D F F F R (enter Cellar, downstairs) D U R U R (enter
'Labyrinth') R U L L L L D D R U U (out Labyrinth, moving floor) L L L L
(first little dragon statue) F R F D (second little dragon statue) F F R
R (feet of great statue) R L R F (Lance in the air) F F R F F R D L R R
R (enter 'Caterpillar' room) F F U (enter 'Vivi's' room) F R
(Vivi's manicure) U L U R L U L L (Vivi's shave) F R R L
(Vivi's facial) F F L U R (enter 'Red witch' room) U L F L D D
(Lance takes eye of red witch) L U F U L L F (Red witch flies
against the wall) L L U R (enter 'Blue witch' room) F R D D
(Lance takes eye of blue witch) R U F U R R F U U
(Lance enters the elevator) L (first fight with Fritz) F R L R
(second fight with Fritz) L F (third fight with Fritz)
R F L F R (fourth fight with Fritz) F L R L (fifth fight with Fritz)
R F (Lance enters the 'Brain' room) L R (first attack of Fritz follows)
R D L (second attack of Fritz follows) R D F R U (third attack of Fritz
follows) D F D (fourth attack of Fritz follows) F F F R -> THE END

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52791&o=2

$end


$saturn,sat_cart=bdead13,
$bio

Brain Dead 13 [Model T-12103H] (c) 1996 ReadySoft, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59987&o=2

$end


$saturn,sat_cart=bdead13j,
$bio

Brain Dead 13 (c) 1996 Coconuts Japan

- TECHNICAL -

Game ID: T-7305G

- TRIVIA -

Released on October 10, 1996 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58960&o=2

$end


$gameboy=braindrnu,
$bio

Brain Drain [Model DMG-ABRE-USA] (c) 1998 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65702&o=2

$end


$gameboy=braindrnj,
$bio

Brain Drain [Model DMG-ABRJ-JPN] (c) 1998 Acclaim Japan [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65701&o=2

$end


$gameboy=braindrn,
$bio

Brain Drain [Model DMG-ABRP-EUR] (c) 1998 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65700&o=2

$end


$msx2_flop=braindrv,
$bio

Brain Drive (c) 1997 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101510&o=2

$end


$a2600=braingam,braingame,
$bio

Brain Games (c) 1978 Atari, Incorporated.

- TECHNICAL -

Model CX2664

- STAFF -

Programmer: Larry Kaplan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50287&o=2

$end


$snes=brainlrd,
$bio

Brain Lord (c) 1994 Enix, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62796&o=2

$end


$snes=brainlrdj,
$bio

Brain Lord (c) 1994 Enix, Limited.

- TECHNICAL -

Game ID: SHVC-3B

- TIPS AND TRICKS -

Unlimited fairy experience
--------------------------
Use the Light Fairy to see, when in the ruins under the city. After getting the fairy, return to the first save location, then go right. Enter the first door from the save location. Go through the little room and go to the next door. Look out for the robots in this room, as the shield will not block their attacks, which do a lot of damage. Go after them at an angle. Use the fairy in the room after the robots. You should now be able to see a small blue square on the floor. Use the square to turn on the lights, then get on the small flying square. It allows you to travel over the electric floor without harm. There will be a few enemies in the room that will always have a ball that increases your fairy's experience by 50. This may be repeated as many times as needed.

Gate key
--------
You need the Fire Sword. Near the beginning is a room with a red pig. In that room is a door with a ice block. Melt it to get the flood gate key. Then, go to the room with big skeletons and unlock that door. Though there is the key that you are looking for.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61108&o=2

$end


$svision=brainpow,
$bio

Brain Power [Model SV10023] (c) 199? Watara

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95422&o=2

$end


$arcadia=brainqz,
$bio

Brain Quiz (c) 1982 UA, Limited.

- TECHNICAL -

[Cartridge No. 6]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49240&o=2

$end


$coleco=brainstr,
$bio

Brain Strainers (c) 1984 Coleco Industries, Incorporated. [Amsterdam, NY, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53249&o=2

$end


$info=m5bwaves,m5bwaves07,
$bio

Brain Waves (c) 199? Barcrest.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=14883&o=2

$end


$cpc_cass=brainach,
$bio

Brainache [Model 3038] (c) 1987 Codemasters Software Co., Ltd., The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82884&o=2

$end


$gameboy=brainben,
$bio

Brainbender (c) 1991 Gremlin Graphics

- TECHNICAL -

Cartridge ID: DMG-BW-NOE

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65703&o=2

$end


$gameboy=brainbenu,
$bio

Brainbender [Model DMG-BW-USA] (c) 1991 Electro Brain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65704&o=2

$end


$amigaocs_flop=bblaster,
$bio

Brainblaster - Bombuzal + Xenon 2 (c) 1988 Image Works

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73606&o=2

$end


$cpc_cass=brainsto,
$bio

Brainstorm (c) 1986 Firebird

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82885&o=2

$end


$bbca_cass,bbcb_cass=brainsto,
$bio

Brainstorm (c) 19?? Virgin Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51581&o=2

$end


$info=drac_l1,drac_p11,
$bio

Bram Stoker's Dracula (c) 1993 Williams Electronics Games, Incorporated.

- TECHNICAL -

Williams WPC (Fliptronics II)
Model Number : 50001

CPU : Motorola M6809 @ 2 MHz
Sound CPU : Motorola M6809 @ 2 MHz
Sound chips: Yamaha YM2151 @ 3.579545 MHz, DAC, HC55516

- TRIVIA -

Released in April 1993.

Based on the 1992 movie, starring Gary Oldman, Winona Ryder, and Anthony Hopkins, and directed by Francis Ford Coppola.

6,801 units were produced.

Here is the full list of quotes :
'Welcome to my home.' (start game)
'Welcome to the Carpathians.' (start game)
'Do you believe in destiny?' (start game)
'Everlasting love.' (Love Never Dies)
'Our love is stronger than death.' (Love Never Dies)
'You are safe with me.' (Love Never Dies)
'I give you life eternal.' (Love Never Dies)
'I am Dracula.' (random)
'I never drink... wine.' (random)
'I hear you are a man of good... taste.' (random)
'There is no life in this body.' (random)
'I am the monster that breathing men would kill.' (random)
'I am the last of my kind.' (random)
'Do not fear me.' (random)
'See me now.' (random)
'There are no limits to science.' (random)
'How few days go by to make up a century.'" (random)
'Get the Extra Ball.' (Extra Ball lit by Loops)
'Extra Ball!'
'Winds, Winds, Winds!' (beginning of Mist Multiball)
'Ten Million' (Mist Multiball)
'Twennnty Million' (Double Mist Multiball)
'Thirrrrrrrrrrrty Million' (Triple Mist Multiball)
'Vampires DO exist.' (Coffin Ramp 500K)
'It is a beast, a monster!' (Coffin Ramp 1M)
'Dracula fears us.' (Coffin Ramp 1.5M)
'A moment's courage, and it is done!' (Coffin Ramp 2M)
'It is here that we must find him and destroy him utterly!' (opening Coffin)
'Do not fail here tonight!' (starting Coffin Multiball)
'I've seen many strange things already!' (light Castle Lock)
'I know now that I am a prisoner.' (light Castle Lock)
'I just want to cut off her head and take out her heart.' (light Castle Jackpot)
'We may yet save her precious soul!' (light Double Castle Jackpot)
'She is the Devil's Concubine!' (Castle Jackpot)
'I cast you out, Prince of Darkness, into Hell!' (Double Castle Jackpot)
'Lives, I need lives for the Master!' (Asylum in Multiball)
'Would you care for an hors d'oeuvres, Dr. Seward?' (Asylum in Multiball)
'Ha ha ha!' (end of Multiball)
'You think you can destroy me with your idols?' (start Rats)
'Your puny efforts amuse me.' (fail Rats)
'My revenge has just begun.' (start Bats)
'Your struggles are futile.' (fail Bats)
'Listen to them, the Children of the Night.' (starting Video Mode)
'You are the love of my life, alive again.' (Replay)
'I have crossed oceans of time to be with you.' (Special)
'Oh, this is too easy...' (quick side drain)
'You are but mortal, after all.' (side drain)
'I feel like a blundering novice!' (end of extremely poor game)
'Blood is too precious a thing in these times.' (end of game)
'We shall do battle once more.' (Match)
'I condemn you to living death.' (Match)
'"You are a worthy opponent.' (high score)
'Behave yourself.' (Tilt, only on newer ROMs)
'Aren't you forgetting something?' (press START, no Credits)

- TIPS AND TRICKS -

During the game, a close-up of Dracula's eyes appears on the display at random intervals. When his eyes are crossed (typically during idle periods early in a game), press the START button for a picture of Fluffy the Vampire (he looks suspiciously like one of the Doctors from Dr. Who!) and 20 points. This may or may not work if you have credits in the machine (the Start button may start another game instead).

- STAFF -

Game Design : Barry Oursler (BSO), Mark Sprenger
Software : Bill Pfutzenreuter (Pfutz)
Music & Sounds : Paul Heitsch (P H)
Mechanical Design : Zofia Bil (BIL)
Graphics : Mark Sprenger
Video FX : Scott Slomiany (Scott Matrix)

Engineering : Manu Jayswal, Mark Coldebella
Marketing : Roger Sharpe
Model Makers : Jerry Pinsler, Al Cardenas, Art Clafford, Frank Reyes, Mark Johnson
Technical Support : Lou Isbitz, Jose Delgado, Bill Thomson, Butch Ortega, Kent Pemberton, Wally Roeder, Dick Valosek, Debbie Stevens, Herb Uher
M.E.L. Laboratory : Nick Miku, Joe Pratt, Fred Flores, Loriene Livingston, Rose Chaham
Service : Tom Cahill, Greg McKay, Steve Trybula, Pat Riley
Manual Department : Karen Trybula

Special Thanks : Kip Calderara, Liz Klippel, Tim Kitzrow

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5238&o=2

$end


$nes=dracula,draculau,
$bio

Bram Stoker's Dracula (c) 1993 Sony Imagesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54966&o=2

$end


$megadriv=dracula,
$bio

Bram Stoker's Dracula (c) 1993 Sony Imagesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56371&o=2

$end


$megadriv=draculau,
$bio

Bram Stoker's Dracula (c) 1993 Sony Imagesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57135&o=2

$end


$amigaocs_flop=dracula,
$bio

Bram Stoker's Dracula (c) 1994 Psygnosis, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73607&o=2

$end


$gameboy=dracula,
$bio

Bram Stoker's Dracula [Model DMG-D4-USA] (c) 1993 Sony Imagesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65705&o=2

$end


$sms=dracula,
$bio

Bram Stoker's Dracula (c) 1993 Sony Imagesoft

- TECHNICAL -

[Model MK-27065-50]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55953&o=2

$end


$snes=draculau,draculaup,
$bio

Bram Stoker's Dracula (c) 1993 Sony Imagesoft

- TECHNICAL -

Game ID: SNS-5D-USA

- TIPS AND TRICKS -

Level skip: Complete level one, then quickly and repeatedly press X + Y to advance to a later level.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62798&o=2

$end


$snes=dracula,
$bio

Bram Stoker's Dracula [Model SNSP-5D-EUR] (c) 1993 Sony Imagesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62797&o=2

$end


$gamegear=dracula,
$bio

Bram Stoker's Dracula [Model T-93018-50] (c) 1994 Sony Imagesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64492&o=2

$end


$gamegear=draculau,
$bio

Bram Stoker's Dracula (c) 1992 Sony Imagesoft

- TECHNICAL -

[Model T-93018]

- TRIVIA -

This game is based on the 1992 movie with the same title.

- TIPS AND TRICKS -

* Stage Select and Invincibility: As the Sega logo fades out, hold 2. When the screen is black, quickly press Up,Down,Left,Right, Left, Right, Up, Down. If the text appears before you finish then you were too slow. When you start, a stage select will appear. Press 2 in this menu to enable invincibility.

- STAFF -

By: Dominic Wood

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64493&o=2

$end


$segacd=dracula,draculaa,draculab,
$bio

Bram Stoker's Dracula [Model T-93065] (c) 1992 Sony Imagesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60701&o=2

$end


$pc98=brandish,
$bio

Brandish (c) 1991 Nihon Falcom [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89037&o=2

$end


$snes=brandish,
$bio

Brandish (c) 1995 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62799&o=2

$end


$snes=brand2ex,
$bio

Brandish 2 - Expert [Model SHVC-AQIJ-JPN] (c) 1996 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61110&o=2

$end


$pc98=brand2pb,brand2pba,
$bio

Brandish 2 - The Planet Buster (c) 1993 Nihon Falcom [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89038&o=2

$end


$snes=brand2pb,
$bio

Brandish 2 - The Planet Buster [Model SHVC-AQGJ-JPN] (c) 1995 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61111&o=2

$end


$pc98=bran2new,
$bio

Brandish 2 Renewal (c) 1995 Nihon Falcom [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89039&o=2

$end


$pc98=brand3sb,
$bio

Brandish 3 - Spirit of Balcan (c) 1994 Nihon Falcom [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89040&o=2

$end


$pc98=brandnew,brandnewa,
$bio

Brandish Renewal (c) 1995 Nihon Falcom.

- TRIVIA -

Released on March 10, 1995 in Japan.

- STAFF -

Renewal Staff
Programming: Takayuki Kusano
Director: Daisuke Fujii
Graphics: Brandish Team
Music: Falcom Sound Team J.D.K.
PreStory: Tadashi Hayakawa
Editor: Hiroaki Saito
Promoter: Yoshinobu Nakahara, Toshikuni Matsumae, Kaoru Ono
Technical Supports: Noriyoshi Akiba
Coordinater: Shinji Yamazaki
Producer: Masayuki Kato

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89041&o=2

$end


$pc98=brandvt,
$bio

Brandish VT (c) 1996 Nihon Falcom [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89042&o=2

$end


$pcecd=brandish,
$bio

Brandish (c) 1994 NEC Home Electronics, Limited.

- TECHNICAL -

Game ID: HECD4007

- TRIVIA -

Released on June 17, 1994 in Japan.

- STAFF -

Cast
Dora Dolon: Sakiko Tamagawa
Cast: Miki Ito, Koji Yada, Daisuke Gouri, Yayoi Jinguji
Narration: Banjo Ginga
Original Work: Falcom
Music: Falcom Sound Team J.D.K.

PC Staff
Program: Mitsuo Nakamura, Junpeh
Graphics: Kenji Kobayashi, Mitsuhiro Miura, Kazuhiro Koizumi, Hiroyasu Yamazaki, Sayoko Kingoji (Kingoji), Yuko Tamane
Assistance: Kazuhiro Sasaki
Music Arrangement: Jun Hasebe
Music & SFX: Vaincre Co. Ltd., USP
Recording: Studio Tavac
Publicity: Hideo Kuwabara, Nobuyuki Kondo
Special Thanks: Naoko Asano, Yasunobu Kasuya, Toru Sugiyama, Nobuhiro Takagaki, Goro Fukagawa, Fumihiko Matsubara
NEC Personal Systems: Atsushi Iisaka, Shinji Toshioka, Yoshiko Kaneko, Yuji Masuko, Takeshi Kudo, Ichiro Matsue, Hidekazu Kobayashi, Yuki Matsuo, Nobuhiro Sasaki, Shiro Nakai, Takeshi Saze, Mitsuhiko Nakata, Yoshimitsu Shana, Keizo Hosoi, Koji Suganuma, Takaya Mikami, Takashi Takano, Toru Yanagida, Masato Takahashi, Joji Wakazono, Yoshiteru Takenouchi, Kazuhiro Sone
Director: Hirotada Hashimoto
Supervisor: Shinji Yamazaki (Falcom), Masao Takeuchi
Executive Producer: Masay

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58121&o=2

$end


$snes=brandishj,
$bio

Brandish (c) 1994 Koei.

- TECHNICAL -

Game ID: SHVC-QF-JPN

- TRIVIA -

Released on June 25, 1994 in Japan.

- TIPS AND TRICKS -

Alternate Ending
----------------
Fight, instead of help, Alexis for an alternate ending.

Restore energy
--------------
Press L + R during game play. The screen will flash to black to confirm correct code entry.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61109&o=2

$end


$x68k_flop=branmrkr,
$bio

Branmarker (c) 1991 DO [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87166&o=2

$end


$pc98=branmark,
$bio

Branmarker (c) 1991 DO [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89043&o=2

$end


$pc8801_flop=brashpoi,
$bio

Brash Point II (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91464&o=2

$end


$info=brasil,
$bio

Bra$il (c) 2000 High Video.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=29138&o=2

$end


$info=brasil86,
$bio

Brasil 86 (c) 1986 Unknown.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=39417&o=2

$end


$info=brasil89,brasil89a,
$bio

Brasil 89 (c) 1989 Unknown.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=29140&o=2

$end


$info=brasil93,
$bio

Brasil 93 (c) 1993 Unknown.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=39419&o=2

$end


$pc8801_flop=brassgua,
$bio

Brass Guard (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91465&o=2

$end


$amigaocs_flop=bratacca,
$bio

Brataccas (c) 1986 Mindscape, Incorporated. [Northbrook, IL, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73608&o=2

$end


$gba=bratzbabu,
$bio

Bratz - Babyz [Model AGB-BBZE-USA] (c) 2006 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69989&o=2

$end


$gba=bratzbab,
$bio

Bratz - Babyz [Model AGB-BBZP] (c) 2006 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69988&o=2

$end


$gba=bratzfdu,
$bio

Bratz - Forever Diamondz [Model AGB-BXFE-USA] (c) 2006 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69991&o=2

$end


$gba=bratzfd,bratzfdg,
$bio

Bratz - Forever Diamondz [Model AGB-BXFP] (c) 2006 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69990&o=2

$end


$gba=bratzra,
$bio

Bratz - Rock Angelz [Model AGB-BRRE-USA] (c) 2005 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69992&o=2

$end


$gba=bratzraf,bratzrag,bratzras,
$bio

Bratz - Rock Angelz [Model AGB-BRRP] (c) 2005 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69993&o=2

$end


$gba=bratzmovu,bratzmov,bratzmova,bratzmovg,
$bio

Bratz - The Movie [Model AGB-BBUE-USA] (c) 2007 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69994&o=2

$end


$gba=bratzu,
$bio

Bratz [Model AGB-A2RE-USA] (c) 2003 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69987&o=2

$end


$gba=bratz,
$bio

Bratz [Model AGB-A2RP] (c) 2003 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69986&o=2

$end


$info=brvblade,brvbladea,brvbladej,brvbladeu,
$bio

Brave Blade (c) 2000 Eighting / Raizing.

A 3-D vertically scrolling shoot'em up.

- TECHNICAL -

Main CPU : SPU (@ 16.9344 Mhz)
Sound CPU : Motorola 68000 (@ 12 Mhz)
Sound Chips : SPU (@ 12 Mhz), YMF271 (@ 12 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Brave Blade was released in May 2000.

Brave Blade is the last Eighting/Raizing's arcade video game.

The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to '???'.

- STAFF -

Planning & Design : Mitsuakira Tatsuta
Planning & Program : Kenji Shibayama
Staff : Masaharu Tokutake, Syouji Mizumoto, Yuki Yonei, Tomotaka Takeuchi, Hiroshi Sato, Kenichi Sato, Kenichi Yokoh, Manabu Namiki, Hiroshi Tahara
Advance : Susumu Hibi
Supervision : Yuichi Toyama, Yuichi Ochiai
Producer : Masato Toyoshima

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=332&o=2

$end


$nes=braveboy,
$bio

Brave Boy - Kung Fu Pikachu (c) 19?? Unknown.

A pirate hack of "Jackie Chan's Action Kung-Fu" featuring a Pikachu sprite (from Pokemon) as main character.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65153&o=2

$end


$info=braveff,
$bio

Brave Fire Fighters (c) 1999 Sega Enterprises, Limited.

Brave Firefighters is a forward moving 3-D simulator that delivers a game of unbelievable realism. Players are confronted with a number of exciting obstacles including realistic smoke, unexpected explosions, failling objects and of course, unpredictable conflagrations!

- TECHNICAL -

Runs on the Sega "Hikaru" hardware.

- TRIVIA -

Brave Fire Fighters was released in June 1999, it was the first video game produced for the Sega Hikaru hardware.

Players use a fire hose that replicates the weight, grip and controls of a real fire hose The nozzle vibrates when the spray switch is depressed adding greatly to the illusion of reality. The tip of the nozzle twists allowing players to the control the shape of the spray from a light mist to a strong stream.

Brave Fire Fighters is a part of the Sega's 'Real Life Career Series', others are "Emergency Call Ambulance", "18 Wheeler - American Pro Trucker", "Jambo! 
Safari", "Airline Pilots" and "Crazy Taxi".

Soundtrack releases :
Airline Pilots & Brave Fire Fighters [Marvelous Entertainment (MMV) - MJCA-00061 - Sep 17, 1999]

- STAFF -

Music : Makito Nomiya

- PORTS -

* Consoles :
Sega Dreamcast (A collection including "Brave Firefighters", "Jambo! Safari", and "Emergency Call Ambulance" was planned but not released.)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3409&o=2

$end


$psx=bravepro,
$bio

Brave Prove (c) 1998 Data West Corp.

- TECHNICAL -

[Model SLPS-01316]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84992&o=2

$end


$gbcolor=bravesag,
$bio

Brave Saga - Shinshou Astaria [Model CGB-BBSJ-JPN] (c) 2001 Takara Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67604&o=2

$end


$psx=bravesa2,
$bio

Brave Saga 2 (c) 2000 Takara Co., Ltd. [Japan]

- TECHNICAL -

[Model SLPS-02580/81]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84993&o=2

$end


$psx=braveswo,
$bio

Brave Sword (c) 2000 Sammy Corp. [Japan]

- TECHNICAL -

[Model SLPS-02889]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84994&o=2

$end


$info=brvteam,
$bio

Brave Team (c) 1985 Inder.

A Spanish pinball.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5239&o=2

$end


$cpc_cass=bravesta,
$bio

Bravestarr (c) 1987 GO! Media Holdings, Ltd. [US Gold Division]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82886&o=2

$end


$pc8801_flop=bravojam,
$bio

Bravo Jambo (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91466&o=2

$end


$tg16=bravoman,
$bio

Bravoman [Model TGX040047] (c) 1990 Turbo Technologies, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84297&o=2

$end


$snes=brawlbro,
$bio

Brawl Brothers - Rival Turf! 2 (c) 1993 Jaleco Company, Limited. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62801&o=2

$end


$snes=brawlbrou,
$bio

Brawl Brothers (c) 1993 Jaleco Company, Limited.

North American release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Rushing Beat Ran - Fukusei Toshi [Model SHVC-RE]".

- TECHNICAL -

Cartridge ID: SNS-RE-USA

- TRIVIA -

This American version of the game was slightly modified - 'maze-like' stages were inserted here and there. Actually, these stages exist in the Japanese version but without the 'find the right doorway' concept. This makes some of the areas a lot more difficult than they initially were as most of the passageways lead the player back to the beginning of the stage. All the character names were also changed.

- TIPS AND TRICKS -

Unlock the Japanese version: The Japanese version of the game can be unlocked from the American version. At the title sequence, when the Jaleco logo appears, press B, A, X and Y. A chime should sound to indicate that the Japanese version was unlocked. At the option screen, the Japanese title will appear in the background and a menu should now allow you to select the Japanese game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62800&o=2

$end


$cpc_cass=brawnfre,
$bio

Brawn Free - The Adventure of Johnny Backwater (c) 1985 Nemesis

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82888&o=2

$end


$cpc_cass=braxxblu,
$bio

Braxx Bluff [Model SOFT 955] (c) 1985 Amsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82889&o=2

$end


$amigaocs_flop=breach,
$bio

Breach (c) 1987 Omnitrend

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73609&o=2

$end


$amigaocs_flop=breach2,
$bio

Breach 2 (c) 1990 Impressions

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73610&o=2

$end


$info=break86,
$bio

Break (c) 1986 Videodens.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=38476&o=2

$end


$info=m4brktak,
$bio

Break & Take (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41259&o=2

$end


$x68k_flop=breakdwn,
$bio

Break Down (c) 1989 Slime Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87167&o=2

$end


$msx1_cass=breakin,breakina,
$bio

Break In (c) 1987 Eaglesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94496&o=2

$end


$msx1_cart=breakinj,
$bio

Break In [Model JX-14] (c) 1987 Jaleco Co., Ltd. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76616&o=2

$end


$pce=breakin,
$bio

Break In (c) 1989 Naxat Soft.

- TECHNICAL -

Game ID: NX89002

- TRIVIA -

Break In for the PC-Engine was released on August 10, 1989 in Japan.

- STAFF -

Producer: Satoru Urawa, Erika Kanō, Tomoyuki Yamagishi
Game Design: Masato Nagai
Program: Masato Nagai
Physical Direction: Masato Nagai
Art Director: Toshirō Okamoto
Chief Art Designer: Mika Sasaki
Art Designer: Fumie Takaoka (Koara Takaoka)
Music Composer: Takeaki Kunimoto (Kinoko Kunimoto)
Sound Direction: Toshiyuki Sasagawa
Sound Program: Toshiaki Takimoto
Sound Design: Keita Hoshi
Story Writer: Megumi Okumura
Special Advice: WHO
Planning: AI
Executive Producers: Yoshitaka Fukagawa, WHO

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [EU] [AU] (May 9, 2008) [Model PCRP] 
Nintendo Wii [Virtual Console] [JP] (May 29, 2008) [Model PCRJ] 
Nintendo Wii [Virtual Console] [US] (August 11, 2008) [Model PCRE] 
Nintendo Wii U [Virtual Console] [JP] (January 21, 2015) [Model PNZJ] 

* Others : 
Apple iPhone/iPad [US] (December 20, 2010) "TurboGrafx-16 GameBox [Model 406585960]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58540&o=2

$end


$msx1_cart=breakout,
$bio

Break Out [Model 00070] (c) 1983 ASCII Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76617&o=2

$end


$saturn,sat_cart=bptennisj,
$bio

Break Point (c) 1997 Pack-In-Video Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58961&o=2

$end


$saturn,sat_cart=bptennisu,
$bio

Break Point Tennis [Model T-8145H] (c) 1997 Ocean

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59988&o=2

$end


$saturn,sat_cart=bptennis,
$bio

Break Point [Model T-16408H-50] (c) 1997 Ocean

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60249&o=2

$end


$info=sp_brkbk,sp_brkbka,sp_brkbkb,sp_brkbkc,sp_brkbkd,
$bio

Break the Bank (c) 199? Ace Coin Equipment.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=14865&o=2

$end


$info=m5bbank,m5bbank13,
$bio

Break the Bank (c) 199? Red Gaming.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15641&o=2

$end


$info=sc4brksp,sc4brkspa,
$bio

Break the Spell (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR2033]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42453&o=2

$end


$info=brkthru,
$bio

Break Thru (c) 1986 Data East.

Export version. For more information about the game itself, please see the original Japanese version entry; "Kyohkoh-Toppa".

- TRIVIA -

Break Thru was released in February 1986. It was known in Japan as "Kyohkoh-Toppa".

- PORTS -

* Consoles :
Nintendo NES (1987)

* Computers :
Commodore C64 [EU] (1986)
Amstrad CPC [EU] (1986)
Sinclair ZX Spectrum [EU]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=334&o=2

$end


$cpc_cass=breakthr,
$bio

Break Thru (c) 1986 US Gold, Ltd. [Birmingham, UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82891&o=2

$end


$ti99_cart=breakth,
$bio

Break Thru (c) 1989 DaTaBioTics

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84522&o=2

$end


$nes=breaktim,
$bio

Break Time - The National Pool Tour (c) 1993 FCI

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54967&o=2

$end


$info=tbreakup,
$bio

Break Up (c) 1979 Tomy.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95302&o=2

$end


$psx=breakvol,
$bio

Break Volley (c) 1999 Aqua Rouge

- TECHNICAL -

[Model SLPS-02375]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84995&o=2

$end


$arcadia=breakawy,
$bio

Breakaway (c) 1982 Emerson Radio Corp.

- TECHNICAL -

[Cartridge No. 17]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49241&o=2

$end


$msx2_flop=breakerbreakera,
$bio

Breaker (c) 1987 Philips Interactive Media, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101511&o=2

$end


$msx1_cass=breaker,breakera,
$bio

Breaker Breaker (c) 1988 Eurosoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94497&o=2

$end


$info=breakers,
$bio

Breaker's (c) 1996 Visco Corp.

Fast-paced and combo-friendly fighting game with 8 selectable characters and 1 end boss.

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : 0230

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2610 (@ 8 Mhz)

[SNK MVS Neo-Geo Control Picture]
2 players - 4 buttons per player.
=> [A] Punch [B] Kick [C] Hard punch [D] Hard kick

- TRIVIA -

Breaker's was released in March 1996 in Japan.

In 1994, a prototype of this game was presented at an AM Show under the name of "Tenrin no Syo Chicago".

- SERIES -

1. Breaker's (1996)
2. Breaker's Revenge (1998)

- STAFF -

Executive producer : Tetsuo Akiyama
Producer : Don Gabacho
Programmers : T. Miyazawa, Hagi. Saito, Sin Suzuki
'Revenge' Program staffs : Katsunari Ishida, Satoshi Shiina, Kenichi Tanuma, Katsuya Ikuta (Digital Ware)
Character designers : Yasuhiro Sawamura, J. Nakazawa, S. Soeda, H.M, A, Miyazaki, E. Tamura, A. Shibata, Yumi Togo
Object designer : Tomohiro Ohno
Art designers : Water Valley, E-Ayasu (E-Ayasu Beam!!)
'Revenge' Design staffs : Hiroshi Mizuno, Masaaki Ichikawa, Takaaki Kato, Tomohiro Saito, Tatsuya Miyawaki (Digital Ware)
Music composer : Kenichi Kamio
Sound effecters : Yoshikazu Egawa, Hiroshi Nishikawa (Light Link Music)
Voice actors : GUY YOUKI, Kimito Daimon, Naoki Kurihara, Yoshikazu Hirota, Yasuhiro Sawamura, Minako Arakawa (Office Ohsawa)

- PORTS -

* Consoles :
SNK Neo-Geo (March 21, 1996)
SNK Neo-Geo CD

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=335&o=2

$end


$info=breakrev,
$bio

Breaker's Revenge (c) 1998 Visco Corp.

A small update to "Breaker's" containing one of new selectable character, Saizo and different colored backgrounds.

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : 0245

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2610 (@ 8 Mhz)

[SNK MVS Neo-Geo Control Picture]
2 players - 4 buttons per player.
=>[JOYSTICK] 8-way, [A] Punch [B] Kick [C] Hard punch [D] Hard kick

- TRIVIA -

Breaker's Revenge was released on July 03, 1998. It runs on the Neo-Geo MVS and was never released on the Neo-Geo AES home console.

A serious bug: Using a USA bios rom if you insert a coin on the 'winners don't use drugs' screen on a single slot the games will use the neogeo bios s1 tileset rather than the game tiles, this causes most of the graphics to be hidden and the games to be unplayable, it will also end up using the mainboard z80 bios so sound will be broken, the games should fix themselves if you let them run another attract loop after gameover, on a multi-slot the games will reset. This is one of the first 4 'gigapower' games, the bug was fixed after that.

- TIPS AND TRICKS -

* Unlock Bai-Hu : At the character selection screen, press Up at the same time on both 1P&2P joystick.

- SERIES -

1. Breaker's (1996)
2. Breaker's Revenge (1998)

- STAFF -

Executive producer : Tetsuo Akiyama
Producer : Don Gabacho
Programmers : T. Miyazawa, Hagi. Saito, Sin Suzuki
'Revenge' Program staffs : Katsunari Ishida, Satoshi Shiina, Kenichi Tanuma, Katsuya Ikuta (Digital Ware)
Character designers : Yasuhiro Sawamura, J. Nakazawa, S. Soeda, H.M, A, Miyazaki, E. Tamura, A. Shibata, Yumi Togo
Object designer : Tomohiro Ohno
Art designers : Water Valley, E-Ayasu (E-Ayasu Beam!!)
'Revenge' Design staffs : Hiroshi Mizuno, Masaaki Ichikawa, Takaaki Kato, Tomohiro Saito, Tatsuya Miyawaki (Digital Ware)
Music composers : Kenichi Kamio
Sound effecters : Yoshikazu Egawa, Hiroshi Nishikawa (Light Link Music)
Voice actors : GUY YOUKI, Kimito Daimon, Naoki Kurihara, Yoshikazu Hirota, Yasuhiro Sawamura, Minako Arakawa (Office Ohsawa)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=336&o=2

$end


$neocd=breakers,
$bio

Breaker's [Model NGCD-2300] (c) 1997 SNK [Shin Nihon Kikaku] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68131&o=2

$end


$msx2_flop=breakerj,
$bio

Breaker. (c) 1989 Jast [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101512&o=2

$end


$psx=breaknek,
$bio

Breakneck [Prototype] (c) 199? Radical Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84996&o=2

$end


$info=breakout,
$bio

Breakout (c) 1976 Atari, Incorporated.

Breakout sets up with eight rows of bricks; each two rows are different colors. The color order from the bottom up is yellow, green, orange, and red. Players get three balls to try to knock down as many bricks as possible by ricocheting the ball against the wall off of a video sledge hammer. The higher the row, the more points the bricks are worth. To add to the challenge, the hammer decreases to half its size after the ball breaks through the red row and hits the upper wall. Ball speed increases after four hits, increased again after twelve, to highest speed in the orange and red rows.

- TRIVIA -

Breakout was released in April 1976.

Nolan Bushnell put out the word at Atari that he would pay anyone who could design the game and reduce the number of ICs that it used, $100 per IC removed from the design. Steve Jobs, at the time a low-paid technician at Atari, accepted the challenge. He originally attempted to work on the design himself, but soon found himself in way over his head. He then brought in his friend Steve Wozniak, who liked to hang out at Atari and playtest the new games as they rolled off the assembly lines.

Woz and Jobs stayed up for four days working on the design. Woz would work on the game at night, take a small catnap, go to work at his day job at Hewlett-Packard, and then return home at night to resume work on the design. In the end, Woz reduced the design down to 42 ICs, and both he and Jobs contracted mono from staying up for four days straight working on it. Jobs received a $5,000 bonus and told Woz it was only $700 and gave Steve Wozniak his '50%'... $350.

Years later this truth would come out and it would add to the already increasing friction between the two which eventually lead to Steve Wozniak quitting Apple. Meanwhile at Atari, the Breakout design was ingenious, however no one could figure it out so production could not begin. Al Alcorn says about Woz's design, "It was remarkable... a tour de force. It was so minimized, though, that nobody else could build it. Nobody could understand what Woz did but Woz. It was this brilliant piece of engineering, but it was just unproduceable. So the game sat around and languished in the lab".

In the end, Alcorn assigned another engineer to redesign the game so that it was more easily replicated. The final game had about 100 ICs.

Approximately 11,000 units were produced. There was an upright dedicated cabinet with sideart of the word 'Breakout' in red letters, being smashed in by a ball. There was also a unique looking round cocktail version, the cocktail is easier to find today because people rarely did conversions on cocktail tables.

Zachary Hample of New York holds the official record for this game with 896 points on June 25, 2002.

- SCORING -

Red brick : 7 points.
Orange brick : 5 points.
Green brick : 3 points.
Yellow brick : 1 point.

- SERIES -

1. Breakout (1976)
2. Breakout Deluxe (1976)
3. Super Breakout (1978)
4. Breakout 2000 [Model J9093E] (1997, Atari Jaguar)
5. Breakout (2000, Sony PlayStation, PC CD-ROM; 2001, Macintosh)
6. Breakout Boost (2011, App Store)

- STAFF -

Designed by : Nolan Bushnell
Original hardware engineering by : Steve Wozniak, Steve Jobs
Final engineering by : ???

- PORTS -

* Consoles :
Atari 2600 [US] (1978) "Breakout [Model CX2622]"
Atari 2600 [EU] (1978) "Breakout [Model CX2622P]"
DynaVision [BR] (198?)
Sega Master System [EU] (1992) "Arcade Smash Hits [Model MK-27032]" 

* Handhelds : 
Nintendo Game Boy Advance [US] (August 21, 2005) "3 Games in One! Breakout - Centipede - Warlords [Model AGB-B6ZE-USA]"
Nintendo Game Boy Advance [EU] (September 9, 2005) "3 Games in One! Breakout - Centipede - Warlords [Model AGB-B6ZP]"
Nintendo DS [UK] (March 11, 2005) "Retro Atari Classics [Model NTR-ATAE-UKV]" 
Nintendo DS [EU] (March 11, 2005) "Retro Atari Classics [Model NTR-ATAE-EUR]" 
Nintendo DS [US] (March 16, 2005) "Retro Atari Classics [Model NTR-ATAE-USA]" 
Nintendo DS [JP] (June 30, 2005) "Atarimix Happy 10 Games [Model NTR-ATAJ-JPN]" 
Nintendo DS [AU] (November 2007) "Retro Atari Classics [Model NTR-ATAE-AUS]" 

* Computers :
Sinclair ZX Spectrum [US] (1982) 
Mattel Aquarius [US] (1983) 
PC [Booter] [US] (1983) "Brick Breaker", a part of the "Friendlyware PC Arcade" suite

* Others :
BlackBerry [US] (June 16, 2009) [Model 2198]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3397&o=2

$end


$info=j6brkout,j6brkouta,
$bio

Breakout (c) 2002 JPM International.

- TECHNICAL -

Impact

- TRIVIA -

Breakout was released in January 2002 in the UK.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15859&o=2

$end


$a2600=breakout,
$bio

Breakout - Breakaway IV (c) 1978 Atari, Incorporated. [Sunnyvale, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50289&o=2

$end


$jaguar=breakout,breakoutp,
$bio

Breakout 2000 (c) 1996 Telegames

Breakout 2000 was a 3-D version of the arcade classic. Designed for one or two players. The object of the game remained the same but in a 3-D playfield. There were a total of ten different phases to survive, each consisting of five playfields. Each playfield was more difficult to clear than prior one, and each Phase added even more difficulty and features.

- TECHNICAL -

Model J9093E

- TIPS AND TRICKS -

* Cheats (enter after brick formation before your ball is released):
Breakthrough ball: 7+8+9+1
Lightning ball: 7+8+9+2
Attract ball: 7+8+9+3
Catch mode on: 7+8+9+4
99 balls: 1+3+5
Skip current level: 1+6+7
Skip levels set: 1+5+7

* Banish Robots: When robots appear during gameplay, press '*' + '#'.

- STAFF -

Programmer: Mario Perdue

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76409&o=2

$end


$a2600=breakoute,
$bio

Breakout (c) 1978 Atari, Incorporated.

PAL release. Game developed in USA. For more information, please see the NTSC release's entry, "Breakout [Model CX2622]".

- TECHNICAL -

Model CX2622P

- PORTS -

* Consoles :
Microsoft XBOX [EU] (November 26, 2004) "Atari Anthology" 
Sony PlayStation 2 [EU] (February 18, 2005) "Atari Anthology [Model SLES-53061]" 

* Computers :
PC [MS Windows, CD-ROM] [EU] (June 10, 2005) "Atari - 80 Classic Games in One! [Replay]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82973&o=2

$end


$a2600=breakout,
$bio

Breakout (c) 1978 Atari, Incorporated.

Breakout features 12 game variations.

BREAKOUT GAMES

GAME 1
Using a controller, players attempt to smash their way through the wall and score points.

GAME 2
This game features Steerable Balls so you can make every hit count.

GAME 3
Take a breather.  This game features Catch, which gives you time to play your strategy and aim.

GAME 4
Don't blink.  The only time you'll see your Breakout wall is when the ball hits a brick.  The rest of the time you're playing Breakout in the dark.

GAME 5
The pressure's on.  The Time at the top of the playfield will record the time it takes you to complete a Breakout.

GAME 6
The Timer provides the suspense.  The Steerable Balls provide some of the strategy moves you'll make during this game.

GAME 7
How long does it take?  The Time in this game will tick away the seconds as you aim your balls with Catch.

GAME 8
The wall lights up only when you hit a brick.  Then you're playing in the dark again as the Timer records your game time.


BREAKTHRU GAMES

Breakthru is played the same way as Breakout games.  The only difference is the ball action.  Once the ball hits a brick, the ball continues to penetrate the wall, hitting more bricks and scoring more points. Breakthru is plenty of fast ball and paddle action.

GAME 9
POW!  POW!  POW!  Make a direct hit on a brick and the ball continues traveling through the wall in this basic Breakthru.

GAME 10
Steerable missiles increase your control over the ball during this fast game of Breakthru.

GAME 11 Slow the action down with Catch in this Breakthru game.

GAME 12
The Breakthru wall only appears when you hit a brick. During any other game play it's invisible.

- TECHNICAL -

Model CX2622

- TRIVIA -

Export releases:
PAL "Breakout [Model CX2622P]"

- STAFF -

Programmer: Brad Stewart
Designer: Steve Jobs

- PORTS -

* Consoles :
Tapwave Zodiac [US] (2004) "Atari Retro" 
Microsoft XBOX [US] (November 16, 2004) "Atari Anthology [Model 26084]" 
Sony PlayStation 2 [US] (November 22, 2004) "Atari Anthology [Model SLUS-21076]" 
Sony PlayStation 2 [EU] (February 18, 2005) "Atari Anthology [Model SLES-53061]" 

* Handhelds : 
Nintendo DS [US] (March 8, 2011) "Atari Greatest Hits Volume 2 [Model NTR-BR7E-USA]" 

* Computers :
PC [MS Windows, CD-ROM] [US] (January 1, 2003) "Atari Retro" 
PC [MS Windows, CD-ROM] [US] (November 11, 2003) "Atari - 80 Classic Games in One! [Model 25069J]" 
PC [MS Windows, CD-ROM] [EU] (June 10, 2005) "Atari - 80 Classic Games in One! [Replay]" 

* Others :
Atari 10 in 1 TV Game [US] (2002) by Jakk's Pacific 
Atari Paddle TV Game [US] (2004) by Jakk's Pacific 
Atari Flashback [US] (2004) 
Atari Flashback 4 [US] (November 13, 2012)
Atari Flashback 5 [US] (October 1, 2014)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50288&o=2

$end


$info=bsv103,bsb105,bsv100r,bsv102r,
$bio

Breakshot (c) 1996 Capcom Coin-Op, Incorporated.

- TECHNICAL -

Model Number : 3584

- TRIVIA -

1,000 units were produced.

The playfield ball rack lights intermittently spell out T O N Y (the first name of one of the engineers). TONY also flashes during attract mode.

- TIPS AND TRICKS -

Capcombo : Shoot around the Mini-loop, and then backwards around the right orbit to the rollover-lanes. You will now see a moose kick a cow in the behind.

At the end of a game, hold both flippers before and during the moose animation for a fun sound effect.

- STAFF -

Design : Greg Kmiec
Artwork : Stan Fukuoka, Paul Mazur, Hugh Van Zanten
Software : Tony DeFeo (TON), Bill Pfutzenreuter (Pfutz) (PFZ), Samuel Zehr (SAM), Danman (DAN)
Dots/Animation : Denise Wallner (DMW)
Mechanics : Chuck Biddlecom, Dale Lentz, Chris Shipman
Electrical Engineers : John Boydston, Steve Milewski, Greg Topel
Music & Sounds : Jeff Powell (JRP)
Speech : Chris Granner, Jeff Powell, Elizabeth Stroll
Assembly : Tim Stone, Wally Welch, Frank Lowney
Special Appearance : The Moose

Special Thanks : Mark Ritchie, Python Anghelo, Chuck Johnson, Mark Coldebella, Bill Ziegler, Steve Ritschdorf

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5240&o=2

$end


$bbca_cass,bbcb_cass=breakthr,
$bio

Breakthrough (c) 19?? Audiogenic

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51582&o=2

$end


$nes=breaktru,
$bio

BreakThru (c) 1987 Data East Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54968&o=2

$end


$cpc_cass=breakthr01,
$bio

Breakthru (c) 1990 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82893&o=2

$end


$gameboy=breaktru,
$bio

BreakThru! [Model DMG-ABXE-USA] (c) 1995 Spectrum HoloByte

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65708&o=2

$end


$snes=breaktru,
$bio

BreakThru! (c) 1995 Spectrum Holobyte

- TECHNICAL -

Game ID: SNS-ABXE-USA

- STAFF -

Artech Digital Entertainments
Programming: Mike Harley, Michel deBreyne
Art: Cory Humes
Creative Consultants: Rick Banks, Paul Butler
Music Orchestration: Realtime Associates

Spectrum HoloByte
Producer: Harvey Lee
Music Composition: Paul Mogg, J. White, Andrew Edlen
QA Director: Marjorie DeWilde
QA Lead: Glen Hendrickson, Randy Lee
Quality Assurance: Sergio Vuskovic, Justin Van Den Berg, James Green, Duc Huu Le, Garth Gurley
Manual Writing: Victor Cross, Robert Giedt
Manual Design: Carrie Galbraith
Product Marketing: Tom Byron
Marketing Services: Kathryn Lynch

Art Contribution by: Presage Software
Art Director: Steve Snyder
Artist: Brad Decaussin, Nina Chen-Gentile
Additional Art: Karen Ffinch, Carolly Hauksdottir, Harvey Lee

ZOO Corporation (Original Version)
Design: Steve Fry
Programming: Steve Fry
Music Composition: Shuusuke Fujii

Special Thanks to: Pat Feely, Holly Hartz, Daniel Irish, Gilman Louie, Daniel Lucas, Jinichi Miyajima, Alexey L. Pajitnov, Hiro Taguchi, David Warhol, Steven Weinstein

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62802&o=2

$end


$saturn,sat_cart=brkthru,
$bio

BreakThru! (c) 1995 Shoeisha.

- TECHNICAL -

Game ID: T-21501G

- TRIVIA -

Released on September 22, 1995 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58962&o=2

$end


$cdi=breastsa,
$bio

Breast Self-Examination - Auto-examen Del Seno (c) 1994 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52792&o=2

$end


$gba=bofj,
$bio

Breath of Fire - Ryuu no Senshi (c) 2001 Capcom Company, Limited.

Thanks to Game Boy Advance, there has never been a better time to be an RPG fan. From brand new adventures like Golden Sun to converted classics like Breath of Fire, Role Playing Games are making a huge splash on GBA.

Breath of Fire debuted on the Super NES in August of 1994, and die-hard fans of the series have never let it drift too far out of mind. Now that Breath of Fire is available in a portable version, it's sure to win over whole new legions of fans.

Breath of Fire is the epic saga of a world ravished by the warring forces of the Light Dragons and the Dark Dragons. A boy hero named Ryu embarks on a quest to save the land, and discovers an unlikely cast of companions to help him along the way.

Seven characters will eventually join Ryu's party, each with unique talents and abilities. Gobi, a fish-like merchant, has the ability to move around in the water. Ox, a hulking beast from a weapon-forging clan, can smash through rocks and walls. The secret to success is to take advantage of the strengths of all party members.

Classic RPG-style battles will test your strategic planning, and creative puzzles will keep you guessing throughout the entire journey. Capcom even spruced up the quest with enhanced graphics and the ability to trade items with your friends by using the Game Boy Advance Game Link Cable.

- TECHNICAL -

Game ID: AGB-ABFJ-JPN

- TRIVIA -

Released on July 06, 2001 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69997&o=2

$end


$snes=bofj,bofja,
$bio

ブレスオブファイア ～竜の戦士～ (c) 1993 Capcom Company, Limited.
(Breath of Fire - Ryuu no Senshi)

Breath of Fire is a deep role-playing game designed to test the adventuring skills of even the most experienced gamer. Breath of Fire has an automatic battle command fighting system and some of the best spells effects ever seen on a 16-bit system. For example, the Hero can learn to transform into nine different types of dragons, and the Thief can create super-characters by fusing different party members together.

Like any great RPG, Breath of Fire has an intriguing storyline. An evil sorceress brings two competing dragon clans under her diabolical spell. Capable of transforming themselves into savage monsters with awesome powers of destruction, the clan members are bent on destroying the world. A young adventurer and seven warriors are awakened from an eternal slumber to wage war against the shape-changing enemies and save the world.

- TECHNICAL -

Game ID: SHVC-BF-JPN

- TRIVIA -

Released on April 03, 1993 in Japan.

Chun-Li, from the Street Fighter series, makes a cameo appearance in the game. In Bleak, speak to the magician who says that he can make 100g disappear. Answer YES  twice, NO twice, and then YES. You'll see Chun-Li in a small room performing her famous Lightning Kick.

- STAFF -

Planner: Yoshinori Takenaka (Bamboo), Yoshinori Kawano (Botunori), Pukchi, Makoto Ikehara (Yasumikuru Mako)
Scroll Staff: Miki Kijima (Don), Eriko Bando (Banndy), Ayatomo Tanimoto (Scr Spirit), U-King, Naomi Takemoto (Tuck-K)
Object Staff: Keiji Inafune (Inafking), Hironori Matsumura (Fishman), Simiz, Zura Zura, Mats
Music Composer: Yasuaki Fujita (Bun Bun), Mari Yamaguchi (Mari), Minae Fujii (Ojalin), Yoko Shimomura (Pii)
Sound Effects : Tatsuya Nishimura (Annie), Tadashi Joukagi (Elf)
Sound Programmer: Yoshihiro Sakaguchi (Oyabun), Yasushi Ikeda (Ikebomb)
Game Programmer: Kiyomi Kaneko (Kanekon), Noriko Kojima, Tadashi Sanzen (Sanchan), Sleeper, Shu

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61112&o=2

$end


$gba=bof2j,
$bio

Breath of Fire II - Shimei no Ko [Model AGB-AB2J-JPN] (c) 2001 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70000&o=2

$end


$snes=bof2j,bof2jnp,
$bio

Breath of Fire II - Shimei no Ko (c) 1994 Capcom Company, Limited.

- TECHNICAL -

Model SHVC-AF2J-JPN

- TRIVIA -

Released on December 02, 1994 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61113&o=2

$end


$gba=bof2u,
$bio

Breath of Fire II [Model AGB-AB2E-USA] (c) 2001 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69999&o=2

$end


$gba=bof2,
$bio

Breath of Fire II [Model AGB-AB2P] (c) 2001 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69998&o=2

$end


$snes=bof2u,bof2up,
$bio

Breath of Fire II [Model SNS-AF2E-USA] (c) 1995 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62805&o=2

$end


$snes=bof2,
$bio

Breath of Fire II [Model SNSP-AF2P-EUR] (c) 1995 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62804&o=2

$end


$psx=breathof,
$bio

Breath of Fire III (c) 1997 Capcom Co., Ltd.

The dragon legend continues...!

Ancient legend tells of a powerful Dragon Clan, a clan that mysteriously vanished, having sacrificed themselves to destroy the Goddess of Darkness and bring peace to their land. The legend of the clan spans only up to the point at which they were powerful enough to destroy the whole world. No subsequent record of their existence can be found...

The remains of this clan, these 'Dragon People' appear in the form of chrysmore - a tremendously beneficial form of energy which is mined for its raw power.

Centuries after the original legend is supposed to take place, a group of miners discover a dragon youth down an abandoned chrysmore mine. Their minds are filled with wonder and curiosity. What is this new treasure? Where did he come from and how did he survive inside this mine?

Ryu, the Dragon Boy, becomes an outcast and starts to get into trouble. He befriends two renegades, Rei and Teepo, and all three live a life of thievery, living life on a knife edge, but rarely getting caught.

Until one day a mysterious villager leads them right into the hands of the authorities. The boys are dealt with swiftly and separated. At this time Ryu begins to examine his life and feels a burning desire to learn the history of his ancestors...

As the last survivor of his race, Ryu matures to become a mighty warrior in search of his past and his destiny, but what he uncovers is a revisiting of the evil of which the legends tell.

- TECHNICAL -

Game ID: SLPS-00990

- TRIVIA -

Released on September 11, 1997 in Japan.

Re-Editions:
[JP] "Breath of Fire III [Model SLPM-86720]"

Export releases:
[US] "Breath of Fire III [Model SLUS-00422]"
[EU] "Breath of Fire III [Model SLES-01304]"

- STAFF -

Director : Makoto Ikehara
Main Programmer : Tatsuya Kitabayashi
Main Graphics Designer: Toru Yamashita
Main BG Graphics: Eriko Bando
Character Design: Tatsuya Yoshikawa
System Planner : Yukio Ando, Yugo Togawa
Assistant Director : Junko Nonda
System Program : Yoshiharu Nakao, Tatsuya Kitabayashi
Sound Program : Atsushi Manobe
Shop & Menu Program : Moyoko
Battle Planner: Yukio Ando
Battle Program : Tatsuya Kitabayashi
Magic Effects : Tadashi Sanzen, Tatsuya Kitabayashi, Hisanori Otsuki
Map Planner: Yugo Togawa, Makoto Ikehara, Ichiro Tanaka
Field Program : Hisanori Otsuki
Model Program : Toshimitsu Aoki
Scenario & Event Planner: Makoto Ikehara
Event Program: Toshimitsu Aoki, Atsushi Manobe
Event Effect : Moyoko, Hisanori Otsuki
Extra Games Planner : Yukio Ando
Fishing Planner : Yugo Togawa
Extra Games Program : Yoshiharu Nakao
Player Graphics: Toru Yamashita, Tatsuya Yoshikawa, Hirokazu Hikita, Yasuyo Kondo, Masaya Suzuki, Mieko Kuwayama
Event Character Graphics : Akira Hirai, Rika Yamada
Monster Graphics: Tetsuya Enomoto, Makoto Fukui, Hidetoshi Kai, Hiroshi Terada, Keiji Ueda
Map & Model Creator : Ayatomo Tanimoto (Scroll Spirit)
Map Texture Design: Eriko Bando, Ayatomo Tanimoto (Scroll Spirit), Yuko Nakadai, Yukiko Noritake, Naomi Goto, Yoshimi Murata, Takanori Arai, Mitsuru Kuwahata
World Map Design : Takanori Arai
Package & Manuals: Masako Honma, Junko Nonda, Mizuho, Jiwa
Title Design : Satoshi Ukai
Music Composition : Akari Kaida, Yoshino Aoki
Sound Design : Nariyuki Nobuyama
Ending Theme: Pure Again
All Instruments & Words : Akari Kaida
Background Vocals : Yoshino Aoki, Akari Kaida
Additional Guitar: Keiichi Takahashi
Voices: Tomoko Takai, Kappei Yamaguchi, Kyoko Hikami, Yoko Matsui, Syuusuke Sada, Kaori Saito, Ai Kamimura, Yukihiro Fujimoto, Toshimitsu Aoki
Localization Staff - Bowne Global Solutions: J. Patrick Riley, Ron Foster, Martin Herlihy, Brian Watson, Kiyomi Itakura, David Lowy
Technical Support : Akira Kazaoka, Jun Matsumoto, Keisuke Okamoto, Hiroyasu Ando, Takashi Hashimoto
Publicity: Yokohama Carp, Yoshihiro Sudou, Devy-Chu
Sales : Kunio Funahara, Kouhei Kubota, Tatsuro Nakamura
Marketing: Shinichi Sato, Toshiaki Matsuda, Kobaboo, Terimotipei, Kuwanyan
Cooperate : Character Land, Ezaki Production, Gekidan 21Seiki Fox
Bug Checker: Hiroyasu Ando, Tatsuji Yataka, Masakazu Mochizuki, Masayuki Harada
Helper: K. Iwao, S. Murata, M. Suzuki, C. Kajihara, T. Fujikawa
Breath Of Fire Series Director: Yoshinori Kawano
General Producer : Noritaka Funamizu
Executive Producer : Yoshiki Okamoto
Producer: Yoshinori Takenaka (Bamboo), Petcha

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84997&o=2

$end


$gba=bofu,
$bio

Breath of Fire [Model AGB-ABFE-USA] (c) 2001 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69996&o=2

$end


$gba=bof,bofa,
$bio

Breath of Fire [Model AGB-ABFP] (c) 2001 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69995&o=2

$end


$snes=bof,
$bio

Breath of Fire [Model SNS-BF-USA] (c) 1994 Square Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62803&o=2

$end


$x68k_flop=breed,
$bio

Breed (c) 1989 Imai Takashi

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87168&o=2

$end


$famicom_flop=breeder,
$bio

Breeder (c) 1986 Soft Pro International.

Breeder is a sort of fighting game featuring automated fighting robots designed by the player. The action takes place in the distant future and to improve the quality of their war-robots, a star civilization decides to organize special tournaments. Those "metal combats" are held in arenas where two robots fight against each other in a death match. A vast list of components can be edited and customized from the start and the game counts seven different types of robots ( 2 legs, 4 legs, snake, hover, 3 tires, 6 tires and Belt). 1000 points are given to the player and they need to be strategically spent over fifteen abilities - from speed, dexterity to luck and IQ. When the player robot is ready, it can be activated and fight in a special arena. However, the fight is totally controlled by the CPU - so the player just sits down and watch the action until his robot wins, or loses. Up to eight robots can be saved on the Disk Card.

- TECHNICAL -

Game ID: SFC-BRE

- TRIVIA -

Breeder was released on December 15, 1986 in Japan for 2980 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65261&o=2

$end


$cdi=brerrabb,
$bio

Brer Rabbit and the Wonderful Tar Baby (c) 1991 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52793&o=2

$end


$x68k_flop=bretonne,
$bio

Bretonne Lais (c) 1990 System Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87169&o=2

$end


$x68k_flop=bretscen,
$bio

Bretonne Lais Scenario Editor (c) 1991 System Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87170&o=2

$end


$x68k_flop=bretsce1,
$bio

Bretonne Lais Scenario Shuu Vol. 1 (c) 1990 System Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87171&o=2

$end


$x68k_flop=bretsce2,
$bio

Bretonne Lais Scenario Shuu Vol. 2 (c) 1990 System Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87172&o=2

$end


$x68k_flop=bretsce3,
$bio

Bretonne Lais Scenario Shuu Vol. 3 (c) 1991 System Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87173&o=2

$end


$pc98=bretlays,
$bio

Bretonne Lays (c) 1989 Systemsoft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89044&o=2

$end


$pc98=bretlaysed,
$bio

Bretonne Lays Scenario Editor (c) 1990 Systemsoft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89045&o=2

$end


$pc98=bretlayss2,
$bio

Bretonne Lays Scenario Shuu 2 (c) 1990 Systemsoft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89046&o=2

$end


$pc98=bretlayss3,
$bio

Bretonne Lays Scenario Shuu 3 (c) 1990 Systemsoft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89047&o=2

$end


$megadriv=bretth,
$bio

Brett Hull Hockey '95 (c) 1994 Accolade, Incorporated. [San Jose, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57136&o=2

$end


$snes=bretth95,
$bio

Brett Hull Hockey '95 (c) 1995 Accolade, Incorporated.

- TECHNICAL -

Game ID: SNS-ABHE-USA

- STAFF -

Design: Radical Entertainment
Producer: Kevin Wilkinson
Programmers: Brian Carpenter, Chris Robertson, Dave Roberts
Artists: Mike Jackson, Arthur We
Musician: Paul Wilkinson
Executive Producer: Pam Levins
Testers: Michael Person, Tomi Quintana, Randall Hauser
Game Announcer: Al Michaels
Product Marketing Mgr: Daniel Jeung
Manual Writers: Philip Stromer, Pam Levins
Technical Assistance: Chip Level Designs
Special thanks to: Susie Mathieu (St. Louis Blues), Michael Pithey (Jack Nicklaus Productions Inc.), Michael Barnett (IMG), Doug Reid (NHLPA), John Cramer (Easton), Kathleen Bertolani (Easton)

- PORTS -

* Cancelled:
Both a Jaguar cartridge and CD version was to be released, but ultimately never made it. More than likely due to the declining sales of the Jaguar at the time.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62806&o=2

$end


$snes=bretthu,
$bio

Brett Hull Hockey [Model SNS-5Y-USA] (c) 1994 Accolade, Incorporated. [San Jose, CA, USA]

- TIPS AND TRICKS -

Remove CPU goalie: Pause game play and select the Goalie option. Press Right on controller two, then use controller one to resume game play. To return the goalie, pause game play and select the Goalie option. Press Left on controller two, then use controller one to resume game play.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62808&o=2

$end


$snes=bretth,
$bio

Brett Hull Hockey [Model SNSP-5Y-EUR] (c) 1994 Accolade, Incorporated. [San Jose, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62807&o=2

$end


$jaguar=bretth,bretthp,
$bio

Brett Hull NHL Hockey [Model J9021E] (c) 2004 B&C Computervision

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76410&o=2

$end


$info=breywood,
$bio

Breywood (c) 1986 Data East Corporation.

Move your player through a maze-like level in this shoot'em up. Shoot enemies and collect treasures and keys.

- TECHNICAL -

Main CPU : (2x) M6809 (@ 2 Mhz)
Sound CPU : MOS Technology M6502 (@ 1.5 Mhz)
Sound Chips : YM2203 (@ 1.5 Mhz), YM3526 (@ 3 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Breywood was released in December 1986 in Japan.

This game is known in US as "Shackled" (the attract mode is different in US version).

This game represents the Data East answer to Atari's "Gauntlet".

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

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=337&o=2

$end


$cpc_cass=brianblo,
$bio

Brian Bloodaxe [Model EDG2 AM] (c) 1985 Edge, The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82894&o=2

$end


$bbca_cass,bbcb_cass=brianclo,
$bio

Brian Clough's Football Fortunes (c) 1987 CDS

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51583&o=2

$end


$cpc_cass=brianjac,
$bio

Brian Jack Superstar Challenge [Model RA 004] (c) 1985 Ricochet [Mastertronic Group] [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82895&o=2

$end


$bbca_cass,bbcb_cass=brianjac,
$bio

Brian Jack's Superstar Challenge (c) 1985 Martech

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51584&o=2

$end


$msx1_cass=brijacks,brijacksa,
$bio

Brian Jacks Superstar Challenge (c) 1985 Martech

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94498&o=2

$end


$megadriv=brianlar1,brianlar,
$bio

Brian Lara Cricket (c) 1995 Codemasters Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56372&o=2

$end


$megadriv=brianl96a,brianl96,
$bio

Brian Lara Cricket 96 (c) 1996 Codemasters Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56373&o=2

$end


$amigaocs_flop=brianlar,
$bio

Brian Lara's Cricket (c) 1995 Audiogenic

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73611&o=2

$end


$amigaocs_flop=brian,briand,
$bio

Brian the Lion (c) 1994 Psygnosis, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73612&o=2

$end


$cpc_cass=brickbre,
$bio

Brick breaker [Model 3MT070] (c) 1987 Dro Soft [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82898&o=2

$end


$info=brickzn,brickzn4,brickzn11,brickznv5,
$bio

Brick Zone (c) 1992 SunA Electronics Ind. Company, Limited.

A ball and paddle game.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 6 Mhz)
Sound CPU : (2x) Zilog Z80 (@ 6 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), AY8910 (@ 1.5 Mhz), (4x) DAC (@ 1.5 Mhz)

Players : 2
Control : trackball
Buttons : 2

- TRIVIA -

Brick Zone was released on January 13, 1992.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=338&o=2

$end


$apfm1000=brickdwn,
$bio

Brickdown / Shooting Gallery (c) 1979 APF Electronics, Incorporated.

- TECHNICAL -

[Cart. No. MG1005]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49737&o=2

$end


$intv=brickout,
$bio

Brickout! (c) 1981 Mattel Electronics

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60864&o=2

$end


$info=brickyrd,
$bio

Brickyard (c) 1976 RamTek.

A four-player game where players move their cursors across the screen to create walls to try and surround their opponents and force them to crash.

- TECHNICAL -

Main CPU : Intel 8080 (@ 559.062 Khz)
Sound Chips : Discrete circuitry.

Players : 4
Control : 8-way joystick

- TRIVIA -

Released in February 1977.

Originally known as "Barricade", the game was a clone of Gremlin's popular "Blockade". After Gremlin took Ramtek to court, they agreed to rename the game Brickyard, which was a lot less similar to "Blockade".

- SERIES -

1. Brickyard (1976)
2. Barricade II

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=339&o=2

$end


$astrocde=brckyard,
$bio

Brickyard + Clowns (c) 1978 Bally Mfg. Co.

- TECHNICAL -

Game ID: 2004

- STAFF -

Written by: Bob Ogden

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86782&o=2

$end


$amigaocs_flop=briddrac,
$bio

Brides of Dracula (c) 1992 Gonzo Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73613&o=2

$end


$c64_cart,c64_flop=bridge,
$bio

Bridge (c) 1983 Handic Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53526&o=2

$end


$cpc_cass=bridgeuk,
$bio

Bridge (c) 1986 Infogrames Interactive, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82899&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=bridge20,
$bio

Bridge 20 [Model VIC-7302] (c) 1983 Handic Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83784&o=2

$end


$amigaocs_flop=bridge5,
$bio

Bridge 5.0 (c) 1988 Artworx

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73614&o=2

$end


$amigaocs_flop=bridge6,
$bio

Bridge 6.0 (c) 1990 Artworx

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73615&o=2

$end


$bbca_cass,bbcb_cass=bridgema,
$bio

Bridge Master (c) 19?? J Keyne

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51585&o=2

$end


$cpc_cass=bridgepl,
$bio

Bridge player (c) 1984 CP Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82902&o=2

$end


$cpc_cass=bridgepl01,
$bio

Bridge Player 3 (c) 1985 CP Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82901&o=2

$end


$amigaocs_flop=bridgepg,
$bio

Bridge Player Galactica (c) 1989 Oxford Softworks

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73616&o=2

$end


$bbca_cass,bbcb_cass=bridgeto,
$bio

Bridge to the East (c) 19?? Ixion

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51586&o=2

$end


$coco_cart=bridge,
$bio

Bridge Tutor I (c) 1982 Tandy Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53411&o=2

$end


$a2600=bridge,bridgef,
$bio

Bridge (c) 1980 Activision.

- TECHNICAL -

Model AX-006

- TRIVIA -

Larry Kaplan, designer of Bridge for Atari 2600, has been playing bridge since high school.

- TIPS AND TRICKS -

Tips from Larry Kaplan, designer of Bridge.

"Our game, like bridge with cards, has millions of possible hands. I calculate that our computer can deal over five hundred million different hands. None of us in the design group has yet seen the same hand twice, and we play almost every day."

"I can't give you tips on how to beat the game, because the point isn't to beat it. Its purpose is to let you have fun running through a wide variety of Bidding and playing situations, with your choice of minimum partnership point counts, playing and replaying as many hands as you want without having to gather up other players to practice."

"Many people who have tried Bridge by ACTIVISION say that it can help partners better understand each other's bidding and interpretation of the point count system. Some of you may quarrel with some of my computer playing rules, but I tried to adjust the computer bidding and playing to reflect the way a vast majority of players would react. Bridge is a wonderfully flexible game, and most players develop their own sytle of bidding and playing. That's part of the fun of it."

"I hope you enjoy our game of Bridge.  I'd love to hear from you with your comments. Good luck!"

"P.S. I would like to thank a good friend and great bridge player, Jack Verson, for his invaluable assistance on Bridge by ACTIVISION."

- STAFF -

Programmer: Larry Kaplan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50290&o=2

$end


$cpc_cass=bridgeit,bridgeita,
$bio

Bridge-It [Model SOFT 913] (c) 1984 Amsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82900&o=2

$end


$pc98=bringup,
$bio

Bring Up (c) 1991 Heart Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89048&o=2

$end


$msx2_flop=briskbriska,
$bio

Brisk (c) 1994 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101513&o=2

$end


$info=mf_brist,
$bio

Bristles (c) 1983 Exidy / First Star Software.

A carpenter named Peter tries to paint a house in this platform game.

- TECHNICAL -

Main CPU : MOS Technology M6502 (@ 1.78979 Mhz), Motorola M68705 (@ 3.579545 Mhz)
Sound Chips : POKEY (@ 1.78979 Mhz), Speaker

Players : 4
Control : 8-way joystick
Buttons : 2

- STAFF -

Designed by : Fernando Herrera

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3746&o=2

$end


$a800=bristles,
$bio

Bristles (c) 1983 First Star Software, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82784&o=2

$end


$cpc_cass=britishs,
$bio

British Super League (c) 19?? Cult

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82903&o=2

$end


$gba=britney,britneyf,britneyg,
$bio

Britney's Dance Beat [Model AGB-ABYP] (c) 2002 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70001&o=2

$end


$gba=britneyu,
$bio

Britney's Dance Beat [Model AGB-ABYTE-USA] (c) 2002 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70002&o=2

$end


$info=brix,
$bio

Brix (c) 1982 Cinematronics.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3 Mhz)
Sound CPU : Zilog Z80 (@ 1.5 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.5 Mhz)

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 32

Players : 2
Control : 2-way joystick (vertical)
Buttons : 1

- TRIVIA -

Developed by Advanced Microcomputer Systems.

Brix is the prototype version of "ZZYZZYXX" (it was renamed to ZZYZZYXX before release).

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=340&o=2

$end


$info=sc4brix,sc4brixa,sc4brixb,
$bio

Brix (c) 200? Nova.

- TECHNICAL -

[Model PR2023]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42452&o=2

$end


$info=brixian,
$bio

BriXian (c) 1993 Cheil Computer System.

- TRIVIA -

BriXian was released in June 1993.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=36866&o=2

$end


$info=m4brdway,
$bio

Broadway (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41258&o=2

$end


$bbca_cass,bbcb_cass=boogiecl,
$bio

Broadway Boogie and Classics (c) 19?? Broadway Electronics

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51587&o=2

$end


$pc98=broadway,
$bio

Broadway Legend Ellena (c) 1994 Compile

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89049&o=2

$end


$pc98=brocken,
$bio

Brocken (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89050&o=2

$end


$info=brod,
$bio

Brodjaga (c) 198? Unknown.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32415&o=2

$end


$gba=brokenc,
$bio

Broken Circle (c) 2009 7 Raven Studios.

Broken Circle is a turn based RPG, with a new combat system, isometric graphics and high quality battle animations.

- TRIVIA -

In 2004 Elvis Morelli, an artist entered a competition and gained a development contract from an important publisher to create and publish his game. It was fortunate that although he was great at artwork he lacked the programming skills needed for the project. The development was hard and complex but when it was completed the publisher unfortunately declined the game for publishing due to a change in policy "we have changed our policy and we do not accept any more 3rd party software we know you won the competition but we can't take it now."

Even though a contract was in place any further actions were futile so it was decided to look for another publisher. Being a very large and complex game it was decided to amend the cartridge size. A file system and advanced compression method was used to reduce the size, all sprites was reduced and a special routine was added to the tools to create some special table taht skip equal or flipped animation frames. The size of the cartridge was reduced to 64mbits.

In 2009, 7Raven Studios decided to release a rom of the game on its website, but now the download link is broken. The rom can be easily found with a google search, though.

- STAFF -

Programmer: Francesco Marra
Artist: Alberto Bontempi, Alberto Dolci, Elvis Morelli, Riccardo Pieruccini
Game Design: Alberto Dolci	 
Lead Artist: Michele Bertilorenzi
Musics and Sfx: Simone Cicconi

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70072&o=2

$end


$gba=brokenswu,
$bio

Broken Sword - The Shadow of the Templars [Model AGB-ABJE-USA] (c) 2002 BAM! Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70074&o=2

$end


$gba=brokensw,
$bio

Broken Sword - The Shadow of the Templars [Model AGB-ABJP] (c) 2002 BAM! Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70073&o=2

$end


$snes=bronkie,
$bio

Bronkie the Bronchiasaurus (c) 1995 Raya Systems

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62809&o=2

$end


$info=bronx,
$bio

Bronx (c) 1986 Unknown.

- TECHNICAL -

Main CPU : (2x) Zilog Z80 (@ 4 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 2 Mhz), MSM5232 (@ 2 Mhz)

Players : 1
Control : lightgun
Buttons : 1

- TRIVIA -

Released in July 1986.

Bronx is a bootleg/hack of "Cycle Shooting". The game is much harder and Lives settings are different than in Cycle Shooting:
You start with less lives with default settings (2 instead of 3).
You can't get any extra life.
You start the game as if you had already sustained 8 'steps' of damage.
Furthermore, the game starts as if you had completed the 6 stages 8 times.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3875&o=2

$end


$msx1_cass=bronx,
$bio

Bronx (c) 1989 Animagic [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94499&o=2

$end


$cpc_cass=bronxstr,
$bio

Bronx Street Cop (c) 1989 Virgin Mastertronic

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82905&o=2

$end


$cpc_cass=bronxs19,
$bio

Bronx [Model AMC 728] (c) 1989 MCM Software [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82904&o=2

$end


$info=m4brnze,m4brnzea,m4brnzeb,
$bio

Bronze Voyage (c) 199? Unknown.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41260&o=2

$end


$info=brooklyn,brooklyna,
$bio

Brooklyn (c) 1996 Sirmo.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=7634&o=2

$end


$info=m4brook,
$bio

Brooklyn (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41261&o=2

$end


$info=brooks,
$bio

Brooks & Dunn [Model 749] (c) 1996 Gottlieb.

- TECHNICAL -

Gottlieb System 3
Model Number : 749

- TRIVIA -

This game was never produced, only 2 prototype machines supposedly exist.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=10319&o=2

$end


$msx1_cart=brosadv,brosadva,
$bio

Brother Adventure 형제의 모험 (c) 1987 Zemina.
(Brother Adventure - Hyeongje Moheom)

- TRIVIA -

Original price in Korea: 10000 Won.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76618&o=2

$end


$gba=brobearu,
$bio

Brother Bear [Model AGB-ALEP-EUR] (c) 2003 Disney Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70075&o=2

$end


$pc98=brownrun,
$bio

Brown's Run (c) 1984 Alu Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48543&o=2

$end


$pcecd=browning,
$bio

Browning (c) 1991 Riot.

Browning is a side-scrolling action game developed by Telenet Japan and published by Riot. A mysterious army is threatening to take over the world and, from their secret hideout, they are building a supreme weapon capable of wiping out the entire planet. Breed Schuyler and his heavy mechanical armor, codenamed 'X-BR Browning' (BROWN INnovation Gunner), are deployed to counter the impending threat. The operation 'Running Saber' is a go - the machine and its pilot must both infiltrate the Sea-Square island, a man-made fortress that sits somewhere in the Atlantic Ocean, and destroy the enemy's secret weapon. The game consists of five long stages which have to be completed within a time limit, from the island surface to the enemy's underground military and research facility. The Browning comes equipped with a Vulcan gun and the mecha-suit can hover for a short period of time. A force field also protects the armor against enemy attacks and the device automatically recharges itself whenever the energy balance is low and as long as it hasn't reach zero. The game features infinite continues and the player is sent back to the beginning of a stage when the Browning receives a deadly blow. Browning is as English friendly as it gets and even features full English cutscenes.

- TECHNICAL -

Game ID: TJCD1020

- TRIVIA -

Even if the titlescreen says 1991, Browning was released on January 07, 1992 in Japan for 6980 Yen.

Reviews:
[FR] April 1992 - Consoles + N.8 (Page 88-89): 52/100
[FR] April 1992 - Joypad N.7 (Page 130-131): 40/100

- TIPS AND TRICKS -

Arcade screen mode:
At any time during the game, press Run to pause and press Select to toggle between arcade/normal mode (in arcade mode, the screen shrinks horizontally).

- STAFF -

Developed by Telenet Japan.

Game Program: M. Yamamoto
Visual Program: M. Tsuji
Game Graphic: Y. Shimizu, J. Nagao
Sound Produce: T. Umezu
Graphic Support: S. Ohnishi
Visual Graphic: M. Ohtomo
Game Design: K. Ohta
Direction: S. Ogawa

Mech designed by: Kazumi Fujita

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49176&o=2

$end


$nes=bruceleo,
$bio

Bruce & Leo (c) 19?? Unknown.

A pirate hack of "Tom & Jerry" featuring different sprites.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65154&o=2

$end


$xegs=brucelee,
$bio

Bruce Lee (c) 1984 Datasoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51225&o=2

$end


$cpc_cass=brucelee,
$bio

Bruce Lee (c) 1984 US Gold, Ltd. [Birmingham, UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82907&o=2

$end


$pc8801_flop=brucelee,
$bio

Bruce Lee (c) 1984 Comptiq [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91467&o=2

$end


$bbca_cass,bbcb_cass=brucelee,
$bio

Bruce Lee (c) 1985 US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51588&o=2

$end


$msx1_cart=brucelee,
$bio

Bruce Lee (c) 1985 Comptiq

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76619&o=2

$end


$gba=bruceleeu,
$bio

Bruce Lee - Return of the Legend [Model AGB-ALEE-USA] (c) 2002 Universal Interactive Studios, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70077&o=2

$end


$gba=brucelee,
$bio

Bruce Lee - Return of the Legend [Model AGB-ALEP-EUR] (c) 2002 Universal Interactive Studios, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70076&o=2

$end


$cpc_cass=brucelee01,
$bio

Bruce Lee [Model AA 0006] (c) 198? Americana Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82906&o=2

$end


$pc8801_flop=brunette,brunettea,
$bio

Brunette (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91468&o=2

$end


$n64=brunswik,
$bio

Brunswick Circuit Pro Bowling (c) 1999 THQ.

THQ, the publisher of BASSMASTERS 2000, has corralled a plum license from Brunswick Corp., the world's leading maker of ten-pin gear. 

Brunswick Bowl offers six modes: Exhibition, Skins Game, Tournament, Career, Practice and Cosmic Bowl. In Skins Game, you face three other human- or CPU-controlled bowlers, with a pot of money going to the high scorer in each frame. When there is a tie, the money rolls over to the next frame. 

The nine tournaments follow official Brunswick rules. In Career Mode, you play through the tournaments. Cosmic Bowl is just like Exhibition, except that it takes place in a particularly garish Las Vegas alley. In all, there are 14 alleys from around the world, but bland background graphics and generic music put the damper on any genuine international flavor. 

Brunswick Bowl features seven authentic pros: Mike Aulby, Chris Barnes, Parker Bohn III, Steve Jaros, Johnny Petraglia, Ricky Ward and Walter Ray Williams Jr., who leads this alley Pak with lifetime earnings topping $2 million. Must be nice work, if you can get it. 

The virtual pros bowl with their signature styles. If you want to be your own man, though (there aren't any women in this game), you can create your own bowler with the modest Create Bowler feature. There are three difficulty levels. 

In terms of play mechanics, Brunswick Bowling is much like golf games. After positioning yourself and setting your left- or right-hook, you press the A Button to launch a Power Meter, then press A again to mark how much power you want and launch an Accuracy Meter. You press A again to mark your accuracy. Ball and pin physics feel realistic. 

However, while golf games offer many choices in clubs, Brunswick Bowling only offers a choice of four bowling balls per player. And while golfers must cope with constantly changing terrain and weather conditions, Brunswick Bowling only makes you adapt to oil patterns that vary from lane to lane. The result is very simple gameplay that makes for casual multiplayer fun, but limited solo appeal.

- TECHNICAL -

Game ID: NUS-NOWE-USA

- TRIVIA -

Released on September 30, 1998 in USA.

- STAFF -

Developed by: Point of View
Programmed for the Nintendo 64 by: Tim Page, Michael Terlecki, Bob Koon, Richard Buck
Artists: Kelly Frizzell, Christopher M. Seher, Joey Elardy
Special Thanks to: Professional Bowlers Association

Published by THQ
Vice President of Product Development: Michael Rubinelli
Executive Producer: Scott Krager
Producer: Jon Osborn
Assistant Producer: Edward J. Ramiro
Product Marketing Manager: Mike Murray
Associate Product Marketing Manager: David Pava
Director of Q.A.: Donn W. Nauert
Lead Tester: Gregg Nakawatase
Game Testers: Christian Lee, Ryan Bergstrom, William Kus, Jason Pislaan, Christopher Strobel, Nick Rita, Piero Hartonian, Saro Daghlian, Duane Martin, Michael Sparks
Special Thanks to the Brunswick Prostaff: Mike Aulby, Chris Barnes, Parker Bohn III, Steve Jaros, Johnny Petraglia, Ricky Ward, Walter Ray Williams Jr.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57619&o=2

$end


$snes=brunswck,
$bio

Brunswick World Tournament of Champions (c) 1997 THQ

- TIPS AND TRICKS -

Brunswick Tournament: Enter TWCO as a password.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62810&o=2

$end


$nes=brushrol,
$bio

Brush Roller (c) 1990 RCM Group

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83834&o=2

$end


$megadriv=brutal,
$bio

Brutal - Paws of Fury (c) 1994 GameTek

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56374&o=2

$end


$megadriv=brutalu,
$bio

Brutal - Paws of Fury (c) 1994 GameTek

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57137&o=2

$end


$amigaocs_flop=brutal,
$bio

Brutal - Paws of Fury (c) 1995 GameTek, Incorporated. [Miami Beach, FL, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73617&o=2

$end


$snes=brutalu,brutalup,
$bio

Brutal - Paws of Fury (c) 1994 CyberSoft

- TECHNICAL -

Game ID: SNS-ABLE-USA

- TIPS AND TRICKS -

Play as Dali Llama
------------------
Press X, A, B, A, Left, A after the title screen appears. A sound will confirm correct code entry. Dali Llama will now be selectable. 

Level Passwords 
--------------- 
91 DQVHKW  
92 5XSTS7  
99 VXRSLL

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62812&o=2

$end


$snes=brutal,
$bio

Brutal - Paws of Fury [Model SNSP-ABLP-EUR] (c) 1994 GameTek

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62811&o=2

$end


$megacd,megacdj=brutal,
$bio

Brutal - Paws of Fury [Model T-83015-50] (c) 1994 GameTek

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60595&o=2

$end


$segacd=brutal,
$bio

Brutal - Paws of Fury [Model T-93015] (c) 1994 GameTek

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60702&o=2

$end


$amigaocs_flop=brutalfb,
$bio

Brutal Football (c) 1993 Millennium Game Products

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73618&o=2

$end


$jaguar=brutalsp,
$bio

Brutal Sports Football (c) 1994 Telegames.

The idea for a Brutal Football League was originated in 2034 when the Universal Football League dwindled due to audience boredom. In addition to its entertainment value, Brutal Football was initially conceived as a crude population control operation.

The first Brutal Football matches, played by humans, were extremely popular. However, interest began to die as quickly as the players. Crowds grew restless as the games rarely lasted for more than a minute. Two teams dominated this period: the Brain Dead Bazookas and the high-flying National Nukers.

The final confrontation between these teams drew an enormous crowd to the Bad Lands Arena where the game was to be fought. An explosive match was predicted. Unfortunately, no one had predicted quite how explosive it would be. Within thirty seconds the Nukers lived up to their name as they declared nuclear war. The entire land mass of Utopia was obliterated. The result was deemed a no score draw.

This set-back might have been the end of the game except for the vision of Professor I.M. Looney. His genetically engineered bi-peds proved ideal players of the game. Once production had been taken over by Acme Bi-peds, Inc., the new league was up and running - WILDLY!

- TECHNICAL -

Model JA100

- TIPS AND TRICKS -

* Correct the League Mode Bug (at password screen):
RMVVKL343 333VZ6387

* Start at the 2nd league w/ Mad Dogs (at password screen):
05CWLXSSR W1W08YVWX
then enter a different teams name for the last 9 spaces for that name.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76411&o=2

$end


$32x=brutal,
$bio

Brutal Unleashed - Above the Claw [Model T-8301B] (c) 1995 GameTek, Inc. [Miami Beach, FL, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84396&o=2

$end


$info=brutforc,
$bio

Brute Force (c) 1991 Leland.

A 3-player melee in the city streets against various gangs. Lots of weapons and items to pick up and lots of things in the background to break with them.

- TECHNICAL -

Main CPU : (2x) Zilog Z80 (@ 6 Mhz)
Sound CPU : I80186 (@ 8 Mhz)
Sound Chips : Custom (@ 8 Mhz), YM2151 (@ 4 Mhz)

Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024

Players : 3
Control : 8-way joystick
Buttons : 2

- STAFF -

Designed by : Bob Skinner, Kevin Lydy
Directed by : John Rowe
Executive producers : Medo Moreno, Dan Viescas
Graphics : Kevin Lydy
Software : Bob Skinner, Hwan Kim
Soundware : Sam Powell, Michelle Simon
Music : Sam Powell
Hardware : Alex Mckay, Eric Henderson
Additional software : Phil Sorger, Earl Stratton, Bruce Moore
Vocals : 'Slater Bros.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=341&o=2

$end


$cdi=bryanada,
$bio

Bryan Adams - Waking up the Neighbours (c) 1992 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52794&o=2

$end


$megadriv=bubbau,
$bio

Bubba'n'Stix (c) 1993 Core Design

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57138&o=2

$end


$megadriv=bubba,bubbap,
$bio

Bubba'n'Stix (c) 1994 Core Design

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56375&o=2

$end


$amigaocs_flop=bubba,
$bio

Bubba'n'Stix (c) 1994 Core Design

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73619&o=2

$end


$info=ep_bubsq,ep_bubsqa,ep_bubsqb,ep_bubsqc,ep_bubsqd,
$bio

Bubble & Squeak (c) 199? Extreme Gaming.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40805&o=2

$end


$amigaocs_flop=bubblep,
$bio

Bubble + (c) 1990 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73620&o=2

$end


$info=bubl2000,
$bio

Bubble 2000 (c) 1998 Tuning.

A "Puzzle Bobble"-like game where you get nude pictures of women with every level you complete.

- TECHNICAL -

Main CPU : TMP68HC000P-10 (68000 @ 12 Mhz)
Sound CPU : Z840006 (Z80 @ 4 Mhz)
Sound Chips : Yamaha YM2151 (@ 4 Mhz), OKI6295 (@ 7.575 Khz)
RAM : (7x) 6116, (4x) 64256, (2x) 62256, (2x) 6264
DIPSW : (2x) 8 position

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in July 1998.

Caveman characters are taken from the PC game "Prehistorik 2" (Titus, 1993). These appear to be unlicensed reproductions of registered characters.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=342&o=2

$end


$megadriv=bubblesq,
$bio

Bubble and Squeak (c) 1994 Sunsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56376&o=2

$end


$megadriv=bubblesqu,
$bio

Bubble and Squeak (c) 1994 Sunsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57139&o=2

$end


$amigaocs_flop=bubblesq,
$bio

Bubble and Squeak (c) 1994 Audiogenic

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73627&o=2

$end


$nes=bublbath,
$bio

Bubble Bath Babes (c) 1991 Panesian

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54969&o=2

$end


$info=bublbobl,bublbobl1,bub68705,
$bio

Bubble Bobble (c) 1986 Taito Corp.

One or two players take on the role of Bub and Bob, two cute dinosaurs who must battle through 100 platform-packed single screen levels to rescue their girlfriends. Bub and Bob are armed only with the ability to blow bubbles, in which the game's many enemies can be trapped and killed. The bubbles can also be used as temporary platforms, to help the dinosaurs reach previously inaccessible areas of a level. 

Any trapped enemies who are not killed quickly enough will turn red and escape their bubble prison. These angry enemies are much faster than before, making them harder to kill. Enemies also become angry if players are taking too long to complete a level. Defeated enemies are turned into bonus fruit items that can be collected for points. 

On many levels, bubbles containing fire, water or a lightning bolt appear. These can be burst by players to release their contents and destroy enemies. The fire bubble drops flames down onto the nearest platform, killing any enemies it hits. The lightning bubble sends a lightning bolt horizontally across the screen, its direction dictated by whichever side of the bubble the player hits to burst it. The water bubble releases a torrent of water that will quickly flow down the platforms to the bottom of the screen. Any enemies caught in the flow are killed. 

Bubbles containing letters also appear. The aim is to collect the letters needed to speel the word E.X.T.E.N.D. which earns players an extra life. 

The game's simple-yet-involving game-play saw Bubble Bobble become an instant classic. Its two-player co-operative mode, coupled with the incredible amount of hidden secrets and potential for strategic play - unheard of in the platform genre - would set the standard by which all other platform games were judged.

- TECHNICAL -

Main CPU : (2x) Zilog Z80 (@ 6 Mhz), Zilog Z80 (@ 3 Mhz), M6801 (@ 1 Mhz)
Sound Chips : YM2203 (@ 3 Mhz), YM3526 (@ 3 Mhz)

Players : 2
Control : 2-Way Joystick
Buttons : 2
=> [1] Bubble, [2] Jump

- TRIVIA -

Bubble Bobble was released in August 1986. 

This was one of the first games to feature multiple endings. 

The title of this game, Bubble Bobble, is a cross between the words 'bubble' and the name of the heroes : Bub and Bob. 

The enemies are named (Round number of initial appearance applies to 'Normal' mode. For information on 'Super' mode, please see the Romstar (US version) entry, Updates section : 
'Zen-Chan' [aka 'Bubble Buster', 'Benzo'] - First appears in Round 1 
'Mighta' [aka 'Stoner', 'Boris'] - First appears in Round 6 
'Monsta' [aka 'Beluga', 'Blubba'] - First appears in Round 10 
'PulPul' [aka 'Hullaballoon', 'Boaboa'] - First appears in Round 20 
'Banebou' [aka 'Coiley', 'Bonnie-bo'] - First appears in Round 30 
'Hidegonsu' [aka 'Incendo'] - First appears in round 40 
'Drunk' [aka 'Willy Whistle', 'Bonner'] - First appears in Round 50 
'Invader' [aka 'Super Socket'] - First appears in Round 60 
'Super Drunk' [aka 'Grumple Gromit'] - the boss character whom Bub and Bob fight in the final round 
'Skel-Monsta' [aka 'Baron Von Blubba'] - Appears when you take too much time in a round 
'Rascal' [aka 'Rubblen'] - Appears when you linger too long in a secret room 

The data code contains unused graphics of a full set of slot machine icons. These aren't used anywhere, there's no palette that fits them, and they wouldn't really fit anywhere either. 

In 1996, Taito announced that they lost the original source code program to Bubble Bobble following a reorganization - when it came to the recent ports and sequels, they had to work from program disassembly, playing the game and (mainly) the various home computer ports. 

The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to 'H.!', but go to the Tips and Tricks section for more information about 'SEX' :-) 

Olly Cotton holds the official record for this game with 6,060,730 points on February 23, 2011. 

Some bootlegs of this game are known as "Bobble Bobble" and "Super Bobble Bobble". 

Alfa Records released a limited-edition soundtrack album for this game (Taito Game Music - 28XA-110) on January 25, 1987. 

NES cover band The Advantage cover two songs from Bubble Bobble on their self-titled debut album released on April 6, 2004.

- SCORING -

Bursting a bubble : 10 points. 
Killing one monster : 1,000 points. 
Killing two monsters at once : 2,000 points. 
Killing three monsters at once : 4,000 points. 
Points double for each extra monster killed at any one time. 
Normal Fruit : 700 points. 
Bonus Score Items (popcorn, burger etc) : 500 - 4,000 points.

- TIPS AND TRICKS -

* Bubble Bobble is a game heavily relying on game-play and precise technique rather than graphics, and it features a series of special techniques and tricks a player can perform to maximize his or her score, make some rounds of the game easier or faster to finish or just to be able to survive or even finish a round. Some of these techniques have special nicknames, which may differ from player to player and from country to country. 

'Kissing monsters' or just kissing means killing a monster by blowing a bubble at almost contact distance : the monster will be instantly bubbled and the bubble will be instantly popped, giving the visual effect of the player killing a monster with a 'kiss'. Some players flip their joysticks in the opposite direction after pressing the bubble buttons, giving more chances of an 'instant pop' and changing flight direction for the dead monster. This technique is useful in stages where monsters move too fast, bubbles last for too short of a time or it's otherwise hard to bubble them normally. Of course good timing is required for this technique to work. 

'Riding bubbles' means keeping the jump button pressed when dropping on a bubble: if done correctly, instead of popping the bubble, your dragon will instead jump on it, possibly continuously, enabling him to 'ride' bubbles in order to reach otherwise unreachable areas. Some stages can't be finished without this technique. 

'Climbing' is a step up from riding bubbles. It means standing at half a bubble distance from a wall, jumping and blowing a bubble almost simultaneously, jumping up from that bubble and blowing another bubble and so on. This is necessary if the air current pushes down bubbles but you need to climb up. Having the rapid-bubbling power-up (the yellow candy) makes climbing a lot easier, especially if you got the running shoes already. 

'Bubbling oneself through' means 'riding a bubble' through the opening at the top of a stage or even just through the ceiling of a stage in order to appear at the lower part, like some flying monsters can do. This technique is required to finish some stages or to get unstuck from some places, or just to save time. 

'Blowing against the wall' means blowing bubbles against wall at contact distance : the bubbles will pop immediately thus giving the player 10 points per bubble pop. This can be used to either increase a player's score, or to set a player's score to a specific amount, in order to do other tricks. 

'Two equal digits' means using the 'blowing against the wall' technique or other score-adjusting techniques in order to make the two penultimate (100s and 10s places) digits of at least one player equal, e.g., 456770, before the last enemy bubble is burst. If done correctly and the score is not modified when this occurs, then all remaining non-special bubbles on screen will be turned to 700-point bonuses, whose appearance depends on the digit picked. E.g., 7 gives Chocolate Ice Creams, 3 gives Hamburgers, and so on. 
Note : This trick is easier to do with two players (one player adjusts his score and the other bursts the bubbles), but it can also be done with only one player, although calculating exactly how much (and if) one's score will be modified when bursting the last enemy bubbles can be extremely complex, if not unpredictable, especially if there are very large and clustered bubble bunches. 
Note : Rounds with numbers ending with 5 and 0 up to and including level 50 generate bonuses from bubbles automatically, though, and some rounds (including round 1) do it by default. 

Internal Counters : An interesting (and exploitable) part of bubble bobble is that powerups are not entirely random. As with the two-digit trick, many internal counters in this game decide which special powers are available for collection. For example, rapid bubble shooting (a sweet in yellow wrapping), fast moving bubbles (a blue sweet), or fast moving bubbles (a blue sweet) appear shortly after either Bub or Bob jumps 51 times, pops 51 bubbles, or blows 51 bubbles. Also, running around a lot causes the speed powerup (red shoe) to appear. Keeping this is mind, it is possible to gain all power-ups with relative ease. Although there are many more counters that control various aspects of the game, one of particular interest is the letters forming the word EXTEND. Getting all 7 letters will end the current level and award the player with an extra life 'NICE 1P!' - these letters have a greater chance of appearing when more enemies are defeated simultaneously. Also, gathering three of the same letter causes candy canes to appear which in turn lead to a special big item at the end of the level! 

* Unlimited Run And Rapid Fire : At the main title screen, press Left, Jump, Left, 1P, Left, Fire, Left, 1P. If this is done correctly there will be a message in the bottom left corner of the title screen a red POWER UP!. 

* Original Bubble Bobble : At the title screen, press Shoot, Jump, Shoot, Jump, Shoot, Jump, Right, 1P. It will say at the bottom of screen ORIGINAL GAME. The game will give the PORTALS in some screens, if you can get in them you will get LOADS of diamonds. 

* The 'Super Bubble Bobble' Code : this will change the Bubble Bobble logo in 'Super Bubble Bobble' and the game will change under several points of view : different platform colors, different order for monster appearances... The code that must be entered at the title screen to access Super Bubble Bobble is displayed at the end of the credits after you beat the game in 2 players, normal mode. The message is coded, but it hints you to enter the secret room in level 20 to get the key for decoding. If you do so, you enter the secret room, on the base of which there is an inscription. The first line is the coding of the alphabet, the other lines are coded advices to beat the final boss. The decoded 'secret message' is : SJBLRJSR (Start - Jump - Bubble - Left - Right - Jump - Start - Right) 

The decoded advices in the secret rooms are : 
Room in level 20 : IF YOU WANT TO BECOME THE OLD FIGURE, USE THE POWER OF YOUR FRIENDSHIP, AND FIGHT WITH ME! (hint to play in two player mode to defeat the final boss and see the real ending) 
Room in level 30 : I ENCLOSE THESE MAGICAL MEDICINE HERE, BECAUSE THOSE ARE MY WORST FEARS... (hint to use the lighting bubble to beat the boss) 
Room in level 40 : IF YOU WANT TO GET BACK YOUR LOVE OF TRUTH, YOU MUST HELP EACH OTHER UNTILL THE LAST... (hint to end the game in two player mode to see the real endings) 

A little more trivia on Super Bubble Bobble : If you beat the game in Super mode, two players, you will discover that the final boss is your mother and father that were controlled by some unknown evil. By defeating the boss you free them and your girlfriends, and are reverted back to your original human form (the one you play "Rainbow Island" with). 

* Secret Tombs : Make it to level 20 without dying and a door appears -- it leads to a 'secret tomb', a level full of diamonds. There are secret tombs at levels 20 and 30, also. Make it to level 50 without dying and a strange, bee-hive-shaped door appears; enter it and you warp to level 70. DON'T kill the Drunks on level 50, or the door disappears; bubble them and wait! Btw, with two players, only one of the players must survive unharmed to get the secret door. 

* Paffing A Skel : Skel, also known as 'Baron Von Blubba', is that nasty white monster that comes after you when you've taken too long; with two players, two Skels will appear. If one player is killed by HIS Skel, then he can collide with his partner's Skel 'WHILE HE IS STILL FLICKERING'. If the player's icon is still flickering, the other player's Skel will disappear (poof!), with no harm to the once-slain character. 

* Full Ending Sequence : Beat the game with two players in Super mode and you'll get the full end sequence. 

* High Score Codes : after getting a high score, enter your initials as : 
'SEX' - Pitch fork-flying cakes/vegetables/etc across the screen, turn enemies into 6k diamonds. 
'TAK' - Octopus-turns bubbles into X's at end of level. 
'STR' - Flamingo-turns bubbles into smiling turds at end of level. 
'KTT' - Beer-turns bubbles into pizzas at end of level, what a perfect match !!! 
'...' - Knife-flying cakes/vegetables/etc across the screen, turn enemies into 6k diamonds. 
'I.F', 'MTJ', 'NSO', 'KIM', 'YSH' - Coke can-flying sunflowers across the screen, turn enemies into 6k diamonds. 

* A full map is viewable here: www.arcade-history.com/index.php?page=articles&num=14

- SERIES -

1. Bubble Bobble (1986, Arcade) 
2. Rainbow Islands - The Story of Bubble Bobble 2 (1987, Arcade) 
3. Parasol Stars - The Story of Bubble Bobble III [Model TP03017] (1991, PC-Engine) 
4. Bubble Bobble Part 2 (1993, Famicom) 
5. Bubble Bobble II (1994, Arcade) 
6. Bubble Memories - The Story of Bubble Bobble III (1995, Arcade) 
7. Rainbow Islands - Putty's Party (2000, Wonderswan) 
8. Bubble Bobble Revolution (2005, DS) 
9. New Rainbow Islands (2005, DS) 
10. Bubble Bobble Evolution (2006, PSP) 
11. Bubble Bobble Double Shot (2007, DS) 
12. Rainbow Islands Towering Adventure! (2009, WiiWare) 
13. Bubble Bobble Plus! (2009, WiiWare) 
14. Bubble Bobble Neo! (2009, XBLA)

- STAFF -

Game design & Character : Fukio Mitsuji (MTJ)
Software programmers : Ichiro Fujisue (ICH), Nishiyori (NSO)
Sound creator : Tadashi Kimijima (KIM)
Instruction : Yoshida (YSH)
Hardware : Fujimoto (KTU), Seigo Sakamoto (SAK)

- PORTS -

NOTE: These are only non-US ports. For a list ports released in the US, please see the Romstar (US version) entry. 

* Consoles : 
Nintendo Famicom Disk System [JP] (October 30, 1987) "Bubble Bobble [Model TFD-BUB]" 
Sega Mark III/Master System [JP] (July 2, 1988) "Final Bubble Bobble [Model G-1362]" 
Nintendo NES [EU] [AU] (1990) "Bubble Bobble [Model NES-B2]" 
Sega Master System [EU] (1992) "Bubble Bobble [Model 7077]" 
Sega Master System [BR] (1994) "Dragon Maze" 
Sega Saturn [EU] (1996) "Bubble Bobble also featuring Rainbow Islands [Model T-8131H-50]" 
Sony PlayStation [EU] (1996) "Bubble Bobble also featuring Rainbow Islands [Model SLES-00448]" 
Sony PlayStation 2 [JP] (July 28, 2005) "Taito Memories Joukan [Model SLPM-66057]" 
Microsoft XBOX [EU] (October 14, 2005) "Taito Legends" 
Sony PlayStation 2 [EU] (October 14, 2005) "Taito Legends [Model SLES-53438]" 
Sony PlayStation 2 [KO] (July 18, 2006) "Taito Legends [Model SLKA-15056]" 

* Handhelds : 
Nintendo Game Boy [EU] (1991) "Bubble Bobble [Model DMG-B2-NOE]" 
Nintendo Game Boy [JP] (December 7, 1990) "Bubble Bobble [Model DMG-B2A]" 
Nintendo Game Boy Advance [JP] (July 25, 2002) "Bubble Bobble Old & New" [Model AGB-A2BJ-JPN] 
Nintendo Game Boy Advance [EU] (March 14, 2003) "Bubble Bobble Old & New" [Model AGB-AONP-EUR] 

* Computers : 
Commodore C64 [EU] (1987) 
Sinclair ZX Spectrum [EU] (1987) 
Atari ST [EU] (1987) 
Commodore Amiga [EU] (1987) 
Amstrad CPC [EU] (1987) : released by Firebird; re-released by Ocean in 1988. 
Amstrad CPC [EU] (1988) "Les DÃƒÂ©fis de Taito" 
Anstrad CPC [EU] (1988) "Taito Coin-Op Hits" 
MSX [Tape] [JP] (1988) 
MSX2 [Disk] [JP]
Sharp X68000 [JP] (1989) 
Amstrad CPC [EU] (199?) "Les Monuments D'Arcade" 
Amstrad CPC [EU] (1990) "Le Monde des Merveilles" 
Amstrad CPC [JP] (1991) "Addicted To Fun - Rainbow Collection" 
FM Towns PC [JP] (1993) 
PC [MS-DOS, CD-ROM] [EU] (September 30, 1996) "Bubble Bobble featuring Rainbow Islands" 
PC [MS Windows, CD-ROM] [EU] (October 14, 2005) "Taito Legends"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=343&o=2

$end


$info=bublboblr,bublboblr1,
$bio

Bubble Bobble (c) 1986 Romstar, Incorporated.

- TRIVIA -

Bubble Bobble was released in October 1986 in North America by Romstar, Inc. under license by Taito America Corp.

For more information about the game itself, please see the original Taito Corp. entry.

- UPDATES -

Revision 2 (October 1986 in USA):
* Software version : 1.0

Revision 3 (November 1986 in USA): 
* Software version 5.1
* Added mode selection at the beginning of the game (Normal or Super mode).

In Super mode : 
The rooms are all in different colors.
All 'Zen-Chan' are replaced by 'Hidegonsu' and vice-versa.
All 'Mighta' are replaced by 'Drunk' and vice-versa.
All 'Monsta' are replaced by 'PulPul' and vice-versa.
The only monster that remains unchanged is 'Banebou'.
'Invader' does not appear at all in Super mode ('Hidegonsu' takes its place).

- PORTS -

NOTE: Only home versions released in North America are listed here. For non-US ports, please see the original Taito Corp. entry. 

* Consoles : 
Nintendo NES [US] (1988) "Bubble Bobble [Model NES-B2]" 
Sega Saturn [US] (1996) "Bubble Bobble also featuring Rainbow Islands [Model T-8131H]" 
Sony PlayStation [US] (1996) "Bubble Bobble also featuring Rainbow Islands [Model SLUS-00370]" 
Sony PlayStation 2 [US] (October 25, 2005) "Taito Legends [Model SLUS-21122]" 
Microsoft XBOX [US] (October 25, 2005) "Taito Legends" 

* Handhelds : 
Nintendo Game Boy [US] (March 1991) "Bubble Bobble [Model DMG-B2-USA]" 
Sega Game Gear [US] (1994) 
Nintendo Game Boy Advance [US] (2003) "Bubble Bobble Old & New [Model AGB-AONE-USA]" 

* Computers : 
Commodore C64 [US] (1987) 
Apple II [US] (1987) 
PC [MS-DOS, 5.25''] [US] (1989) 
PC [MS-DOS, CD-ROM] [US] (September 30, 1996) "Bubble Bobble featuring Rainbow Islands" 
PC [MS Windows, CD-ROM] [US] (November 10, 2005) "Taito Legends" 

* Others : 
Nokia N-Gage [US] "Taito Memories" : Release cancelled

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=44157&o=2

$end


$cpc_cass=bubblebo,
$bio

Bubble Bobble (c) 1987 Firebird

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82909&o=2

$end


$amigaocs_flop=bublbobl,bublboblu,
$bio

Bubble Bobble (c) 1989 Firebird

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73621&o=2

$end


$msx2_flop=bublbobl,bublbobla,
$bio

Bubble Bobble (c) 198? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101514&o=2

$end


$sms=bublbokc,
$bio

Bubble Bobble (c) 1990 Clover

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55955&o=2

$end


$sms=bublboky,
$bio

Bubble Bobble (c) 1990 YM Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55956&o=2

$end


$x68k_flop=bublbobl,
$bio

Bubble Bobble (c) 1990 Dempa Shinbunsha [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87174&o=2

$end


$gamegear=bublbobl,
$bio

Bubble Bobble (c) 1994 Taito Corp.

- TIPS AND TRICKS -

* Stage select:  Enter 9S5CLNN3 as password and then select the Continue option.

- STAFF -

Conversion By NGM Productions.

Producter: Steve Hutchins
Q/A: Ken George, Frank, Wi-Kian, Randy
Special Thanks To: Nicolas Speed Racer

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64494&o=2

$end


$nes=bublbfds,bublbfdsb,bublbfdsa,
$bio

Bubble Bobble (c) 19?? Kaiser Corp. [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83835&o=2

$end


$gba=bublboblj,
$bio

Bubble Bobble - Old & New (c) 2002 MediaKite.

- TECHNICAL -

Game ID: AGB-A2BJ-JPN

- TRIVIA -

Bubble Bobble - Old & New for Game Boy Advance was released on July 25, 2002 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70079&o=2

$end


$gba=bublboblu,
$bio

Bubble Bobble - Old & New (c) 2003 Empire Interactive Europe, Limited.

- TECHNICAL -

Game ID: AGB-AONE-USA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70080&o=2

$end


$gba=bublbobl,
$bio

Bubble Bobble - Old & New (c) 2003 Empire Interactive Europe, Limited.

- TECHNICAL -

Game ID: AGB-AONP-EUR

- TRIVIA -

Bubble Bobble - Old & New for Game Boy Advance was released on March 14, 2003 in Europe.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70078&o=2

$end


$nes=bublbob2,
$bio

Bubble Bobble - Part 2 (c) 1993 Taito Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54971&o=2

$end


$nes=bublbob2j,
$bio

Bubble Bobble 2 (c) 1993 Taito Corp.

- TECHNICAL -

[Model TFC-BB-5900]

- TRIVIA -

Bubble Bobble 2 for Famicom was released on March 05, 1993 in Japan. It was known there as the 47th title made by Taito for the Famicom.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53889&o=2

$end


$saturn,sat_cart=bublbobl,
$bio

Bubble Bobble also featuring Rainbow Islands (c) 1996 Acclaim Entertainment, Incorporated.

European version.

- TECHNICAL -

[Model T-8131H-50]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49111&o=2

$end


$saturn,sat_cart=bublboblu,
$bio

Bubble Bobble also featuring Rainbow Islands (c) 1996 Acclaim Entertainment, Incorporated.

2 classic arcade games in 1.

- TECHNICAL -

Game ID: T-8131H

- TRIVIA -

Export releases:
[EU] "Bubble Bobble also featuring Rainbow Islands [Model T-8131H-50]"

- STAFF -

PROBE
Executive Producer: Tony Beckwith
Associate Producer: James Stewart
Programmers: David J. Broadhurst, Mark Fisher
FMV Artwork & Design: Jason McDonald, Gary Noden, Charles Jackson, Paul Brierly, Frances Castle, Alex Lawrence
Artists: Mathew Cooling, Mark Frazer
Musicians: Andrew Brock, Stuart McDonald
FMV Soundtrack: Stephen Root
QA Manager: Clifford Ramsey
QA Testing: Mitchell Slater, Nick McGee, James Brown, Craig Kerrison, Tom Geddes

ACCLAIM
QA Senior Manager: Mike Weiner
QA Supervisors: Carol Caracciolo, Thomas Falzone
Lead Analyst: Eric Hendrickson
Technical Support Supervisor: Harry Reimer
Senior Technical Analysts: John F. Gonzales, Howard Perlman
Technical Support Technicians: Greg McGovern, Andrew Fullaytor
Project Lead: Kristian Telschow
Testers: Christian Moy, Mike Sterzel, Martin Glantz
Tester Training: Christopher Shanley

THE RAINBOW PROJECT
Converted by Graftgold: Steve Turner, Julie Turner, Andrew Braybrook, Kevin Holloway
Programmers: Charles Knight, Jose Doran, Iain Wallington, Dan Leslie, Simon Clay
Artists: Colin Seaman, Jeffrey Miranda, Steve Wilkins, Mike McGregor
Musician: Lee Banyard

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59989&o=2

$end


$info=bublbob2,bublbob2p,bublbob2o,
$bio

Bubble Bobble II (c) 1994 Taito.

Bubble Bobble II, also known as Bubble Symphony, is the first direct sequel to Taito's 1986 platform classic, "Bubble Bobble" ('Rainbow Islands' was the first official sequel, but played very differently) in which one or two players take on the role of the infamous bubble-blowing dinosaurs who must once again fight their way through a large number of single-screen platform-based levels, trapping monsters with their bubbles before bursting them to destroy the trapped enemies. 

While the game plays identically to its predecessor, several new changes and additions have been made to breathe new life into the classic gameplay. As well as new bonuses, weapons, enemies and characters, players can now create 'Multiple Bubbles'; if the player holds the button down for a few seconds before releasing, up to three bubbles are produced at once. 

Other gameplay changes include Boss encounters that occur every five to ten levels. These boss screens are part of a new 'branching level' structure; once a boss is defeated, players chose to enter one of two doors to determine what level set they tackle next. 

In addition to the Bubble Bobble's original heroes, Bub and Bob, two new selectable female characters have been added, called Kululun and Cororon. Each of the four dinosaurs possess different gameplay attributes, which are as follows : 
* Bubblun - Average 
* Bobblun - Faster speed 
* Kululun - Bubbles float the furthest 
* Cororon - Bubbles float the fastest 

The game's graphics are, inevitably, a vast improvement over the original game; with lush, colourfully rendered backgrounds and detailed, smoothly animated sprites doing full justice to Bubble Bobble's legendary characters. The game also features cameo appearances by a number of characters from many other Taito classics. 

The game features multiple endings.

- TECHNICAL -

Runs on the "Taito F3 System" Hardware.

Game ID : D90

Players : 2 
Control : 8-way joystick 
Buttons : 2 
= > [1] Bubble, [2] Jump

- TRIVIA -

Released in October 1994 in Europe. 

This game is known in Japan and North America as "Bubble Symphony" (both names for the game have been used in Europe) and is unofficially Bubble Bobble 4, since three earlier arcade games featuring the same characters exist (more if the 'Puzzle Bobble' series is included). It could even be called 'Bubble Bobble V', since a cartridge for the NES/Famicom exists as 'Bubble Bobble 2' in Japan and as 'Bubble Bobble Part 2' in the US. 

In the attract mode title sequence, Bubblun appears in front of a closed red curtain (which will turn blue if the 'Game Mode Select' code is entered) announcing, 'Ladies and Gentlemen, this is... Bubble Bobble II!' The curtain then opens on the cast of enemies as follows : 
* Bottom row (left to right) : Flhoop, Uni Bo, Drunk, Banebou, Invader, Zen-Chan, Mighta, Rappappa, Catch Maru, Roboj, Hattonton 
* 2nd row from bottom (left to right) : Monsta, Komso, Kabukky, Mya-Ta, Heita-Kun, Warurin, Hidegonsu, No-No, Upper, Ame Da-Ma, PulPul 
* 2nd row from top (left to right) : Robol, Rocketl, Yuki-Bombo, Mummy, Chu-Chu Man, Jiji Poppo, Kiri Kabu Kun, Bolt Man, Strong Shell 
* Top row (left to right) : Dorabo, Ouji Sama, Knightron, Dranko, Magician, Denkyu-Kun, Ankororin 
* Not pictured : Puka Puka, Bake Couchin, Killer Hijia, Ti Ta Ma, Kasabe, Kon-Chan, Mimic, Skel-Monsta, Nyororin, Rascal, Yu Bo, Unicoron, Cerberorin, Kabu-Chan, YZK-Takami, Golem 

In the closing credits, PulPul's name is listed as 'Puru Puru'. 

The enemy known as 'Catch Maru' can be seen in two different color schemes : one with a blue robe and purple shoes (as seen in the attract mode title sequence), and one with a green robe and blue shoes. 

The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to 'H !'. 

There are a grand total of 164 rooms in the game, including 18 boss rooms.

A prorotype version is known to exists: it have many differences from the final version, it’s almost an entirely different game, lacking even a title screen at the point in development it comes from. Levels, graphics, enemies, sound and music are different, gameplay is different, stage names are different, stage selection is different, no story sequence, no high score sequence, no game logo during attract, it’s really more of a proof of concept sequel than anything close to a finished game at this point and that's what makes it fascinating. The build date is close to a year before the final game, a lot changes in one year of development.

- UPDATES -

In 'Super' mode, accessible after entering the 'Game mode select' code (see 'Tips and Tricks' below), enemies are switched around, as follows (Legend : 'Normal' mode monster --> 'Super' mode monster) :
Zen-Chan --> Warurin (and vice-versa)
Mighta --> Dranko (and vice-versa)
Monsta --> Yu Bo
PulPul --> Strong Shell (and vice-versa)
Banebou --> Kasabe (and vice-versa)
Hidegonsu --> Hattonton
Drunk --> Chu-Chu Man
Invader --> Flhoop
Flhoop --> Bolt Man
Yuki-Bombo --> Drunk
Mya-Ta --> Yuki Bombo
Chu-Chu Man --> Hidegonsu
Magician --> Knightron (and vice-versa)
Komso --> Cerberorin (and vice-versa)
Catch Maru (in blue robe and purple shoes) --> No-No
Catch Maru (in green robe and blue shoes) --> Kabu-Chan
Mummy --> Unicoron
Puka Puka --> Bake Couchin
Ame Da-Ma --> Nyororin
Upper --> Kiri Kabu Kun (and vice-versa)
Bake Couchin --> Ame Da-Ma
Hattonton --> Roboj
Ti Ta Ma --> Robol (and vice-versa) 
Heita-Kun --> Jiji Poppo
Kabukky --> Uni Bo (and vice-versa)
Nyororin --> Puka Puka
Ouji Sama --> Mummy
Yu Bo --> Golem
Rappappa --> Ouji Sama
Golem --> Monsta
Roboj --> Mya-Ta
Unicoron --> Rappappa
Kabu-Chan --> Heita-Kun
Bolt Man --> Invader
Jiji Poppo --> Catch Maru (in blue robe and purple shoes)
No-No --> Catch Maru (in green robe and blue shoes)
Monsters not listed remain the same.

- TIPS AND TRICKS -

* Always Access Secret Rooms : Before inserting your coin, at the intro screen with the curtain, press Jump, Bubble, Jump, Bubble, Jump, Bubble, Left, Start. A tone will sound.

* Black Background And Classic Music : Before inserting your coin, at the intro screen with the curtain, press Bubble, Jump, Bubble, Jump, Bubble, Jump, Right, Start. A tone will sound. The background of each room will be black and the original Bubble Bobble theme will play instead of the usual music.
Alternative Codes :
1. Left, Jump, Left, Start, Left, Bubble, Left, Start.
2. Start, Jump, Bubble, Left, Right, Jump, Start, Right.

* Game mode select : before inserting your coin, at the intro screen with the curtain, press Up, Start, Right, Jump, Bubble, Left, Start, Down. The curtain will turn blue. You can now choose between 'normal game' and 'super game'. In 'Super' mode, platforms appear in different colors, and most of the monsters are switched around (see 'Updates' above).

* Unlock Human Characters : Before inserting your coin, at the intro screen with the curtain, press Left, Down, Up, Jump, Right, Start, Bubble, Right. A tone will sound. You can now choose from 4 human characters.

* Fastest and Max Bubble : Down, Bubble, Jump, Start, Left, Right, Left, Start.

- SERIES -

1. Bubble Bobble (1986, Arcade) 
2. Rainbow Islands - The Story of Bubble Bobble 2 (1987, Arcade) 
3. Parasol Stars - The Story of Bubble Bobble III [Model TP03017] (1991, PC-Engine) 
4. Bubble Bobble Part 2 (1993, Famicom) 
5. Bubble Bobble II (1994, Arcade) 
6. Bubble Memories - The Story of Bubble Bobble III (1995, Arcade) 
7. Rainbow Islands - Putty's Party (2000, Wonderswan) 
8. Bubble Bobble Revolution (2005, DS) 
9. New Rainbow Islands (2005, DS) 
10. Bubble Bobble Evolution (2006, PSP) 
11. Bubble Bobble Double Shot (2007, DS) 
12. Rainbow Islands Towering Adventure! (2009, WiiWare) 
13. Bubble Bobble Plus! (2009, WiiWare) 
14. Bubble Bobble Neo! (2009, XBLA)

- STAFF -

Project leader : Keppel Maekawa
Game planners : Yoshitake Shirei, Keppel Maekawa
Software designers : Harumi. K, Meltycat!, Kunio Kuzukawa, Takahiro Natani (Helper Natani)
Map creators : Taka. Furukawa, Yoshitake Shirei
Character designers : Turtle Mizukami, T. Ozaki, Koji?!, Yourychan
Dot design works : Akiyoshi Takada, Mari Fukusaki, Mochi Mochi Natsuko, Shigeki Yamamoto, Ken, Yourychan, Lin Chinkai (Indy Chinkai)
All music & sound composed by : Yasuko Yamada (Zuntata)
Sound effects : Ishikawa Babio (BABI) (Zuntata)
Music adviser : Tamayo Kawamoto (Zuntata)
Instruction designers : Mihoko Sudoh, Rintaroh Doi
Hardware Works : Katsumi Kaneoka, Hironobu Suzuki, Jun Sawaki

- PORTS -

Please see the "Bubble Symphony" entry for the list of home versions, as they were released under that name.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=344&o=2

$end


$psx=bublbob2,
$bio

Bubble Bobble II [Prototype] (c) 1995 Taito Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84998&o=2

$end


$gameboy=bubbobjr,
$bio

Bubble Bobble Junior [Model DMG-LXA] (c) 1993 Taito Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65712&o=2

$end


$info=boblcave,bublcave,bublcave10,bublcave11,
$bio

Bubble Bobble Lost Cave (c) 2012 Bisboch and Aladar.

Recent pirate version.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98310&o=2

$end


$gameboy=bublbob2,
$bio

Bubble Bobble Part 2 [Model SMG-LX-USA] (c) 1993 Taito Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65713&o=2

$end


$info=bbredux,
$bio

Bubble Bobble Redux (c) 2013 Punji.

Recent pirate version.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98309&o=2

$end


$amigaocs_flop=bublbobl1,
$bio

Bubble Bobble [Budget] (c) 1989 Hit Squad, The [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73622&o=2

$end


$amigaocs_flop=bublbobljh,
$bio

Bubble Bobble [Jatte Hits] (c) 1989 Firebird

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73623&o=2

$end


$sms=bublbobl,
$bio

Bubble Bobble (c) 1988 Sega Enterprises, Limited.

- TECHNICAL -

[Model 7077]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55954&o=2

$end


$gameboy=bublbobl,
$bio

Bubble Bobble (c) 1991 Taito Corp.

- TECHNICAL -

Cartridge ID: DMG-B2-USA

- TRIVIA -

Bubble Bobble for Game Boy was released in March 1991 in North America.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65709&o=2

$end


$gameboy=bublboblj,
$bio

Bubble Bobble (c) 1990 Taito Corp.

- TECHNICAL -

Cartridge ID: DMG-B2A

- TRIVIA -

Bubble Bobble for Game Boy was released on December 7, 1990 in Japan.

It was then re-released on February 28, 1997 as part of "Taito Variety Pack [Model DMG-AVPJ-JPN]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65711&o=2

$end


$cpc_cass=bubblebo01,
$bio

Bubble Bobble [Model M1J045] (c) 1987 Erbe Software [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82908&o=2

$end


$nes=bublbobl,bublboblu,
$bio

Bubble Bobble (c) 1988 Taito Corp.

- TECHNICAL -

Cartridge ID: NES-B2

- TRIVIA -

Bubble Bobble for NES was released in November 1988 in North America.

It was also released on October 26, 1990 in Europe, and that same year (date unknown) in Australia.

Reviews:
[FR] Player One (Nov. 1990): 60/100

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [EU] [AU] (November 23, 2007) [Model FC3P]
Nintendo Wii [Virtual Console] [US] (December 31, 2007) [Model FC3E]
Nintendo Wii [Virtual Console] [JP] (May 13, 2008) [Model FC3J]
Nintendo Wii [Virtual Console] [KO] (June 10, 2008) [Model FC3K]
Nintendo Wii U [Virtual Console] [JP] (January 29, 2014) [Model FBWJ]

* Handhelds : 
Nintendo 3DS [Virtual Console] [JP] (October 16, 2013) [Model TDTJ]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54970&o=2

$end


$famicom_flop=bublbobl,bublbobl1,
$bio

Bubble Bobble (c) 1987 Taito Corp.

- TECHNICAL -

Game ID: TFD-BUB

- TRIVIA -

Released on October 30, 1987 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65262&o=2

$end


$msx2_cart=bublbobl,bublbobla,
$bio

バブルボブル (c) 1987 Taito Corp.
(Bubble Bobble)

- TECHNICAL -

Model TMS-02

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51273&o=2

$end


$c64_cart,c64_flop=bblburst,
$bio

Bubble Burst (c) 1984 Spinnaker Software Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53527&o=2

$end


$amigaocs_flop=bubldiz,
$bio

Bubble Dizzy (c) 1992 Codemasters Software Company, Limited., The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73624&o=2

$end


$cpc_cass=bubbledi,
$bio

Bubble Dizzy [Model 3588] (c) 1991 Codemasters Software Co., Ltd., The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82911&o=2

$end


$msx2_flop=bubldrem,
$bio

Bubble Dream (c) 2012 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101515&o=2

$end


$apple2gs=bghost,
$bio

Bubble Ghost (c) 1988 Accolade, Incorporated.

- TRIVIA -

Bubble Ghost was designed and programmed by Infogrames (French dev.).

- SCORING -

Points are awarded after completing a level as described below:
 
Completing the  level: 500 points if completed with 1 bubble.
 
Time  left on  bonus  counter: At the  bottom of the  screen  is  a long horizontal bar that keeps getting shorter. This is the Bonus Bar. The  faster  you  get  through  the  room,  the  higher  your bonus. If  you  pop  a bubble, the  bonus  counter does  not  reset for the next bubble. It continues from where it was when the first bubble  popped. 

Effective  breathing  techniques: When Bubble  Ghost  runs out of air, he turns red.  He starts at a pale pink and progresses to fire  engine red. If you complete the  level without turning Bubble Ghost red, you  earn  an  extra 100 points. If you hear  Bubble Ghost wail, you  are being warned to  ease up or your 100 pOints will be gone.
 
Discovering  castle  secrets: Bubble  Ghost must blow on objects in the castle to  clear the way for the bubble. Solving one of  these  puzzles  earns  you  500  points.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49747&o=2

$end


$amigaocs_flop=bubblegh,
$bio

Bubble Ghost (c) 1988 Accolade, Incorporated. [San Jose, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73625&o=2

$end


$cpc_cass=bubblegh,
$bio

Bubble Ghost (c) 1988 Ere Informatique [Paris, France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82912&o=2

$end


$gameboy=bubbleg,
$bio

Bubble Ghost [Model DMG-BG-USA] (c) 1990 FCI

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65715&o=2

$end


$gameboy=bubblegj,
$bio

Bubble Ghost [Model DMG-BGJ] (c) 1990 Pony Canyon, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65717&o=2

$end


$amigaocs_flop=bubblegh1,
$bio

Bubble Ghost [Super Quintet] (c) 1988 Accolade, Incorporated. [San Jose, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73626&o=2

$end


$info=bubblem,bubblemj,
$bio

Bubble Memories - The Story of Bubble Bobble III (c) 1995 Taito.

The third and final arcade outing for Bub and Bob (not counting the 'Puzzle Bobble' series), Bubble Memories returns once more to the classic, single-screen gameplay of the series' legendary first outing. Graphically, the game is very similar to 'Bobble Bobble II', released a year earlier; the only real visual difference between the two is the latter game's use of some rather charmless digitized animal photographs that form the game's backdrops.

One new gameplay addition, however, is the introduction of 'Super Bubbles'; There are now two sizes of bubble. Hold down the bubble button for about 1 second until you glow to produce a giant bubble. This giant bubble can trap either a single large enemy, or several smaller enemies. This replaces the 'Multiple Bubble' facility of the previous game in the series; 'Bubble Bobble II'.

- TECHNICAL -

Runs on the "Taito F3 System" Hardware.

Prom Stickers : E21

Players : 2
Control : 8-way joystick
Buttons : 2
= > [1] Bubble, [2] Jump

- TRIVIA -

Even if title screen says 1995, Bubble Memories was released in February 1996.

In the Taito logo sequence, a 'Zen-Chan' monster chases Bub from the right side of the screen to the left. When Bub reaches the left of the screen, he stops, turns around and traps Zen-Chan in a bubble. The bubble then pops, Zen-Chan is killed, and the Taito logo appears on screen.

The entire cast of basic enemies from the original "Bubble Bobble" (including 'Skel', aka "Baron Von Blubba", so continue to watch out for him if you take too much time in a room; 'Rascal' also returns if you take too much time in a secret room) returns once again (however, the original game's end boss, 'Super Drunk' does not appear in this game), along with many of the characters first introduced in "Bubble Bobble II". There is also a new version of 'Monsta' with a teal body and yellow eyes, who moves horizontally and vertically, as opposed to the regular 'Monsta' who moves diagonally.

Chack'n from "Chack'n Pop" joins Zen-Chan and company in the pursuit of Bub and Bob. In this game, he dons a blue helmet. There is also a large version of him requiring a giant bubble to trap and kill. There are also giant versions of Zen-Chan, PulPul, and Puka Puka.

- TIPS AND TRICKS -

* Power Up Mode : Press Up, Right, Down, Left, Up, Right, Down, Left at the title screen. Rotate the Joystick clockwise in two circles to give Bub and Bob permanent shoes, blue gum and yellow gum.

* Super Mode : Press Left, Start, Fire, Jump, Up, Down, Start, Right at the title screen to unlock another set of levels.

* Original Mode : Press Start, Left, Fire, Jump, Fire, Jump, Fire, Jump. Secret rooms will always appear in levels 7 and 37.

- SERIES -

1. Bubble Bobble (1986, Arcade) 
2. Rainbow Islands - The Story of Bubble Bobble 2 (1987, Arcade) 
3. Parasol Stars - The Story of Bubble Bobble III [Model TP03017] (1991, PC-Engine) 
4. Bubble Bobble Part 2 (1993, Famicom) 
5. Bubble Bobble II (1994, Arcade) 
6. Bubble Memories - The Story of Bubble Bobble III (1995, Arcade) 
7. Rainbow Islands - Putty's Party (2000, Wonderswan) 
8. Bubble Bobble Revolution (2005, DS) 
9. New Rainbow Islands (2005, DS) 
10. Bubble Bobble Evolution (2006, PSP) 
11. Bubble Bobble Double Shot (2007, DS) 
12. Rainbow Islands Towering Adventure! (2009, WiiWare) 
13. Bubble Bobble Plus! (2009, WiiWare) 
14. Bubble Bobble Neo! (2009, XBLA)

- STAFF -

Software design : Harumi. K, Meltycat!
Character design : Voosy Marler, Aki, Mari Chan, Miwa Kamiya
Map design : Taka. Furukawa, FJT
Music by : Yasuko Yamada (Zuntata)
Sound Effects by : Ishikawa Babio (BABI) (Zuntata)
Design works : Kumi Mizore, Jun Iwata
Hardware design : Takeshi Kinugasa, Katsumi Kaneoka, Tomio Takeda, Kazuhiko Bando

- PORTS -

* Consoles : 
Sony PlayStation 2 [JP] (January 25, 2007) "Taito Memories II Joukan [Model SLPM-66649]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=345&o=2

$end


$info=bublpong,
$bio

Bubble Pong Pong (c) 1996 Top, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=39398&o=2

$end


$msx2_flop=bublrain,
$bio

Bubble Rain (c) 2001 Unknown [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101516&o=2

$end


$info=bubsymphe,bubsymphj,bubsymphu,bubsymphb,
$bio

Bubble Symphony (c) 1994 Taito.

Eight years since the introduction of the renowned puzzle maze game "Bubble Bobble" comes its upgraded reincarnation with more excitement. Players select their characters from Bubblun, Bobblun, Cururun, or Cororon. Each dragon has its own characteristics. Beat the enemies, collect hidden items and reveal the secrets!

- TECHNICAL -

Runs on the "Taito F3 System" Hardware.

Prom Stickers : D90

Players : 2
Control : 8-way joystick
Buttons : 2
= > [1] Bubble, [2] Jump

- TRIVIA -

Bubble Symphony was released in October 1994 in Europe, North America, and Japan. 

This game is also known in Europe as "Bubble Bobble II". For more information about the game, please see the "Bubble Bobble II" entry. 

In these versions with the Bubble Symphony name, Bubblun's voiced announcement before the curtain opens is changed accordingly: 'Ladies and Gentlemen, this is... Bubble Symphony!'

- UPDATES -

The US version has the 'Recycle It, Don't Trash It!' screen.

In 'Super' mode, accessible after entering the 'Game mode select' code (see 'Tips and Tricks' below), enemies are switched around, as follows (Legend : 'Normal' mode monster --> 'Super' mode monster) :
Zen-Chan --> Warurin (and vice-versa)
Mighta --> Dranko (and vice-versa)
Monsta --> Yu Bo
PulPul --> Strong Shell (and vice-versa)
Banebou --> Kasabe (and vice-versa)
Hidegonsu --> Hattonton
Drunk --> Chu-Chu Man
Invader --> Flhoop
Flhoop --> Bolt Man
Yuki-Bombo --> Drunk
Mya-Ta --> Yuki Bombo
Chu-Chu Man --> Hidegonsu
Magician --> Knightron (and vice-versa)
Komso --> Cerberorin (and vice-versa)
Catch Maru (in blue robe and purple shoes) --> No-No
Catch Maru (in green robe and blue shoes) --> Kabu-Chan
Mummy --> Unicoron
Puka Puka --> Bake Couchin
Ame Da-Ma --> Nyororin
Upper --> Kiri Kabu Kun (and vice-versa)
Bake Couchin --> Ame Da-Ma
Hattonton --> Roboj
Ti Ta Ma --> Robol (and vice-versa) 
Heita-Kun --> Jiji Poppo
Kabukky --> Uni Bo (and vice-versa)
Nyororin --> Puka Puka
Ouji Sama --> Mummy
Yu Bo --> Golem
Rappappa --> Ouji Sama
Golem --> Monsta
Roboj --> Mya-Ta
Unicoron --> Rappappa
Kabu-Chan --> Heita-Kun
Bolt Man --> Invader
Jiji Poppo --> Catch Maru (in blue robe and purple shoes)
No-No --> Catch Maru (in green robe and blue shoes)
Monsters not listed remain the same.

- TIPS AND TRICKS -

* Always access secret rooms : Before inserting your coin, at the intro screen with the curtain, press Jump, Bubble, Jump, Bubble, Jump, Bubble, Left, Start. A tone will sound.

* Black Background And Classic Music : Before inserting your coin, at the intro screen with the curtain, press Bubble, Jump, Bubble, Jump, Bubble, Jump, Right, Start. A tone will sound. The background of each room will be black and the original Bubble Bobble theme will play instead of the usual music.
Alternative Codes :
1. Left, Jump, Left, Start, Left, Bubble, Left, Start.
2. Start, Jump, Bubble, Left, Right, Jump, Start, Right.

* Game mode select : before inserting your coin, at the intro screen with the curtain, press Up, Start, Right, Jump, Bubble, Left, Start, Down. The curtain will turn blue. You can now choose between 'normal game' and 'super game'. In 'Super' mode, platforms appear in different colors, and most of the monsters are switched around (see 'Updates' above).

* Unlock Human characters : before inserting your coin, at the intro screen with the curtain, press Left, Down, Up, Jump, Right, Start, Bubble, Right. A tone will sound. You can now choose from four human characters.

* Power-up : Down, Bubble, Jump, Start, Left, Right, Left, Start. Gives running shoes, multiple bubbles, fast bubbles.

- SERIES -

1. Bubble Bobble (1986)
2. Rainbow Islands - The Story of Bubble Bobble 2 (1987)
3. Final Bubble Bobble (1988, Sega Master System)
4. Parasol Stars - The Story of Bubble Bobble III (1991, NEC PC-Engine)
5. Bubble Bobble Part 2 (1993, Nintendo Famicom)
6. Bubble Symphony (1994)
7. Bubble Memories - The Story of Bubble Bobble III (1996)
8. Rainbow Islands - Putty's Party (2000, Bandai Wonderswan)

- STAFF -

Project leader : Keppel Maekawa
Game planners : Yoshitake Shirei, Keppel Maekawa
Software designers : Harumi. K, Meltycat!, Kunio Kuzukawa, Takahiro Natani (Helper Natani)
Map creators : Taka. Furukawa, Yoshitake Shirei
Character designers : Turtle Mizukami, T. Ozaki, Koji?!, Yourychan
Dot design works : Akiyoshi Takada, Mari Fukusaki, Mochi Mochi Natsuko, Shigeki Yamamoto, Ken, Yourychan, Lin Chinkai (Indy Chinkai)
All music & sound composed by : Yasuko Yamada (Zuntata)
Sound effects : Ishikawa Babio (BABI) (Zuntata)
Music adviser : Tamayo Kawamoto (Zuntata)
Instruction designers : Mihoko Sudoh, Rintaroh Doi
Hardware Works : Katsumi Kaneoka, Hironobu Suzuki, Jun Sawaki

- PORTS -

* Consoles : 
Sega Saturn [JP] (November 27, 1997) "Bubble Symphony [Model T-19905G]" 
Sony PlayStation [EU] : by Virgin, not marketed. 
Microsoft XBOX [EU] (March 31, 2006) "Taito Legends 2" 
Sony PlayStation 2 [JP] (March 29, 2007) "Taito Memories II Gekan [Model SLPM-66713]" 

* Computers : 
PC [MS Windows, CD-ROM] [EU] (March 31, 2006) "Taito Legends 2" 
PC [MS Windows, CD-ROM] [US] (July 10, 2007) "Taito Legends 2"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=346&o=2

$end


$saturn,sat_cart=bublsymp,
$bio

Bubble Symphony (c) 1997 Ving.

- TECHNICAL -

Game ID: T-19905G

- TRIVIA -

Bubble Symphony for Saturn was released on November 27, 1997 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58963&o=2

$end


$info=bubbletr,
$bio

Bubble Trouble : Golly! Ghost! 2 (c) 1992 Namco, Limited.

Use your gun to shoot fish, crabs and other sea creatures at the bottom of the ocean. This is a sequel to "Golly! Ghost!" that is themed around sunken treasure. It cleverly projects several scenes of video animation onto a real 3-D diorama backdrop.

- TECHNICAL -

Namco System 2 hardware
Game ID : BT

Main CPU : (2x) Motorola 68000 (@ 12.288 Mhz), M6809 (@ 3.072 Mhz), HD63705 (@ 2.048 Mhz)
Sound Chips : C140 (@ 21.39 Khz), YM2151 (@ 3.57958 Mhz)

Players : 2
Control : lightgun
Buttons : 1

- TRIVIA -

Golly Ghost 2 was released in August 1992.

- SERIES -

1. Golly! Ghost! (1990)
2. Bubble Trouble : Golly! Ghost! 2 (1992)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4335&o=2

$end


$lynx=bubtroub,
$bio

Bubble Trouble (c) 1994 Telegames.

The game is centered around a research scientist called Travis who works at a high energy institute experimenting with dense matter and the theoretical creation of black holes for interstellar travel.

You are Travis, arriving in a huge world built of bubbles. Travis is luckily rescued by a friendly denizen of this bubble world, one of the rare free floating air bubbles. The bubble is able to help him in a variety of ways. He can use it to negotiate the world, and to protect him from the hostile environment.

The only hope of survival is to find the right radioactive deposits that will allow Travis to use the projector to go home again. Meanwhile, he can use his equipment to help defend the bubble,by causing it to manipulate the surface of the bubble, and send shots streaking across the void.

Travis can wander around a level freely to search for the deposits that will send him home. There are five sections to the world where radioactive deposits of the sort needed can be found, starting in the core of the bubble world where Travis arrives. Travis must traverse each level, looking for all the deposits that exist there before he can afford to waste the engery for the short jump to the next section.

When all of the radioactive deposits on a level have been collected,the level fades away as Travis teleports into the unknown.

- TECHNICAL -

Model LX216

- STAFF -

Programmer: Andrew Harris

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58804&o=2

$end


$msx2_flop=bublutil,
$bio

Bubble Utilize (c) 1992 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101517&o=2

$end


$svision=bubbwrld,
$bio

Bubble World (c) 1992 Bon Treasure

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95423&o=2

$end


$pce=bubblegm,
$bio

Bubblegum Crash! Knight Sabers 2034 (c) 1991 Naxat Soft.

- TECHNICAL -

Game ID: NX91005

- TRIVIA -

Released on Dec 6, 1991

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58541&o=2

$end


$pc8801_flop=bublcris,bublcrisa,
$bio

Bubblegum Crisis (c) 1989 Cross Media Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91469&o=2

$end


$pc98=bublcris,
$bio

Bubblegum Crisis - Crime Wave (c) 1989 Cross Media Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89051&o=2

$end


$cpc_cass=bubbleru,
$bio

Bubbler (c) 1987 Ultimate Play The Game

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82913&o=2

$end


$msx1_cass=bubbler,
$bio

Bubbler (c) 1987 Ultimate Play The Game

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94500&o=2

$end


$info=bubbles,bubblesr,bubblesp,
$bio

Bubbles (c) 1982 Williams.

In Bubbles you control a cartoon soap bubble inside a large sink. The object of the game is clean out the sink. You can safely scrub away ants, grease, and crumbs all the time. But sponges, roaches, brushes, and razor blades are deadly to a small bubble. Don't worry too much though, because your bubble grows in size as it swallows up the dirt in the sink. When it gets big enough it will be able to hit brushes and sponges (but still not razors).

- TECHNICAL -

Bubbles was available in four different cabinets - A standard wooden upright cabinet, a plastic DuraMold cabinet, a mini (or cabaret) cabinet, and a cocktail. All four different varieties are pretty rare. On top of there being four different cabinets, there were also two different ROM revisions (the 'Red' and 'Blue' revisions), making a grand total of eight different Bubbles machines. 
* The standard upright is in a dark blue cabinet (which is identical to one of the alternate "Robotron - 2084" cabinets). It is decorated with painted sideart of a bunch of bubbles coming up from a drain. The marquee matches the design of the sideart perfectly (a 'Bubbles' logo on a dark blue background, some of them also showed the main character, but many of them did not). The control panel features an 8-Way optical joystick that has an incredible feel, but is prone to breakage. 
* The DuraMold cabinet was a round cabinet made completely out of thick plastic. This was an experiment in making an indestructible arcade cabinet that would last forever. There were a few other DuraMold games made, but Bubbles was the most common one by far. The DuraMold Bubbles was a big blue plastic cylinder with no sideart. It had a curved marquee on top that had the same graphics as the standard upright. The control panel had the same joystick that the upright model used, but the graphics on it were more detailed (cartoon images of characters from the game, as opposed to a simple design). 
* The cabaret and cocktail models were identical in design to their "Robotron - 2084" counterparts. Both of these had very limited production runs. 

Main CPU : Motorola M6809 (@ 1 Mhz) 
Sound CPU : M6808 (@ 894.75 Khz) 
Sound Chips : DAC 

Screen orientation : Horizontal
Video resolution : 292 x 240 pixels
Screen refresh : 60.1 Hz
Palette colors : 256

Players : 2 
Control : 8-way joystick

- TRIVIA -

By 1983 it seemed every possible idea had been used in a video game except the kitchen sink. Then came Bubbles. 

'What I was trying to do with Bubbles was come up with a non-violent, clean game (no pun intended)' says John Kotlarik. The game was intended to be a "Pac-Man" inspired take-off with a free form play field instead of walls. Kotlarik came up with the initial concept and Python Anghelo created all the artwork and wrote the game scenario. 

Python had previously worked on many other Williams games, including much of the art for "Joust". Kotlarik had helped out on the sounds for "Joust" and "Defender", as well as creating the voice for Williams' first voice synthesized pinball game, "Gorgar". Together they brought the kitchen sink to life. 

The early '80s were an era populated with off the wall video game characters like Q*Bert, Dig Dug, and Mr. Do. Even then, the cast of Bubbles stood out from the crowd. The game had crumbs, ants, greasies, sponges, brushes and the Cleaning Lady. It was certainly the only game ever to create a character out of something as sinister and bizarre as a razor blade. Piloting your scrubbing bubble, the goal was to scour sink after sink of scurrying scum. 

The big challenge of programming the game was creating the drift movement of the free floating player bubble, which was a lot more complex than meets the eye. They wanted to program the bubble to move like it was on ice, or water, and not a hard surface track. To do this, Kotlarik had to do what he calls the damping of the velocity profile. The longer you held the joystick down, the faster you would go and experience a slight decrease in velocity once you started to coast. It was an attempt to make an analog control out of an eight way digital joystick. The game had different movement than any other immediate response game of its kind. 

Bubbles also had innovative cabinet design. The wood cabinet graphics, created by Anghelo, were some of the best of all the Williams classic games. Anghelo also came up with the concept for a unique all plastic cabinet for Bubbles. Mechanical engineer Gary Berge developed it by using a special rotational molding process. The shape was cylindrical with a domed top. The Bubbles cabinets were in blue plastic. Black plastic ones were created for "Blaster" and a handful of "Sinistar" test machines. The plastic cabinets were almost indestructible. When crushed, they would spring back to shape like an accordion. When blemished, they could easily be fixed by heating and smoothing the plastic. 'If we'd made kits for those things we could have easily sold a couple hundred thousand', says Tom Cahill of the Williams service department. 

Bubbles created a play environment like no other game of its time. The humorous animated action was a nice complement to Williams' cadre of famous sci-fi pulse racers. 

Yashiro Oda holds the official record for this game with 1,566,960 points on August 1, 1984.

- UPDATES -

A little known strategy of the game is available once your bubble becomes large enough to have a face. The sponges and brush can no longer destroy it. Working from the right angle, a player can rack up extra points by shoving the sponges and brushes down the drain. The only drawback is that every time you throw your weight around in this manner you lose a little in size, until eventually you become vulnerable again.

- SCORING -

Crumb: 100 points.
Ants: 150 points.
Greasie: 200 points (can be conquered if you collect the Cleaning Lady and gain her sweeping skill to bump it into the drain).
Cleaning Lady: 500 points (will increase as she collects items).
Roach: 1,000 points (can be conquered if you collect the Cleaning Lady and gain her sweeping skill to bump it into the drain). 
Dive Ahead Bonus: x 1,000 points per bubble enlargement.
Around the Drain: x 2 points (if you get the above items around the drain).

- TIPS AND TRICKS -

* Keep moving...you won't attract dirt if you just stand there. Also, Roaches are like heat-seeking missiles...they won't aimlessly wander because they WANT you.

* Go around the circumference/perimeter of the sink first, since they are the easiest to collect. Then work your way inwards.

* Dirt and crumbs will slowly head for thee drain so you could spin around the drain, collecting them as they come.

* If the drain is flashing RED, back off! A Giant Ant/Roach is coming your way! Seek and capture the Cleaning Lady's broom (if there is one) to counter this threat.

* Do not try to out-run Roaches, because they are actually faster than your poor, slow-poke Bubble. Instead, out-maneuver them. Go in circles around them and pick up materials in the process. Once you have a smile, bid the ugly duckling farewell and head for the drain before you get bitten!

* If there is a low supply of materials abroad and you're not even close to getting a smile on your face...don't get the materials because it would speed your death up. Instead, use the remaining time to wait for the green light and go in! It might take a while. Hell, maybe the light will never come...

* DON'T BE SELFISH! You might want to try to collect more materials when you have a big, big smile on your face...it's not worth it. Take the safe road and go into the drain before someone kicks your head in.

* Try to collect the items around the drain, you get double points that way.

* Once you have a smile on your face, you can make the brushes/sponges bounce off without getting blown up. Try to aim them to the drain to add injury to the insilt!

* Not really a tip... but the number of the level you are currently playing is on the top left corner. Once it goes past 99, it comes back to 01.

- STAFF -

Program, design and sounds by : John Kotlarik (JJK), Tim Murphy (TIM)
Art and design by : Python Anghelo (ANG)
Support software by : Dave Rzepka
Hardware by : Chuck Bleich, Greg Wepner
Mechanical by : Leo Ludzia, Gary Berge.
Video manager : Ken Lantz

- PORTS -

* Consoles : 
Sega Saturn [US] (1996) "Arcade's Greatest Hits [Model T-9703H]" 
Sony PlayStation [US] (April 10, 1996) "Williams Arcade's Greatest Hits [Model SLUS-00201]" 
Sony PlayStation [EU] (September 1, 1996) "Williams Arcade's Greatest Hits [Model SLES-00323]" 
Sega Dreamcast [US] (June 27, 2000) "Midway's Greatest Arcade Hits Vol. 1 [Model T-9713N]" 
Sega Dreamcast [EU] (July 28, 2000) "Midway's Greatest Arcade Hits Vol. 1 [Model T-9710D-50]" 
Sony PlayStation 2 [US] (November 18, 2003) "Midway Arcade Treasures [Model SLUS-20801]" 
Microsoft XBOX [US] (November 24, 2003) "Midway Arcade Treasures" 
Nintendo GameCube [US] (December 18, 2003) "Midway Arcade Treasures [Model DOL-GAKE-USA]" 
Microsoft XBOX [EU] (February 6, 2004) "Midway Arcade Treasures" 
Sony PlayStation 2 [EU] (February 6, 2004) "Midway Arcade Treasures [Model SLES-51927]" 
Microsoft XBOX 360 [US] (November 6, 2012) "Midway Arcade Origins" 
Sony PlayStation 3 [US] (November 6, 2012) "Midway Arcade Origins [Model BLUS-31083]"
Microsoft XBOX 360 [EU] (November 15, 2012) "Midway Arcade Origins" 
Sony PlayStation 3 [EU] (November 15, 2012) "Midway Arcade Origins [Model BLES-01768]"

* Computers : 
PC [MS Windows 3.1/DOS, CD-ROM] [US] (1995) "Williams Arcade Classics" 
PC [MS Windows 95/DOS, CD-ROM] [US] (1996) "Williams Arcade Classics" 
PC [MS Windows, CD-ROM] [US] (August 27, 2004) "Midway Arcade Treasures" 
PC [MS Windows, CD-ROM] [EU] (November 23, 2004) "Midway Arcade Treasures"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=347&o=2

$end


$mc10=bubsort,
$bio

BubbleSort (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87615&o=2

$end


$info=v4bubbnk,
$bio

Bubbly Bonk (c) 199? BWB.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42279&o=2

$end


$gameboy=bubsy2u,
$bio

Bubsy II [Model DMG-ABBE-USA] (c) 1998 Accolade, Incorporated. [San Jose, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65719&o=2

$end


$gameboy=bubsy2,
$bio

Bubsy II [Model DMG-ABBP-EUR] (c) 1994 Telstar Fun & Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65718&o=2

$end


$snes=bubsy2u,
$bio

Bubsy II [Model SNS-ABBE-USA] (c) 1994 Accolade, Incorporated. [San Jose, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62814&o=2

$end


$snes=bubsy2,
$bio

Bubsy II [Model SNSP-ABBP-EUR] (c) 1994 Accolade, Incorporated. [San Jose, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62813&o=2

$end


$megadriv=bubsy,
$bio

Bubsy in Claws Encounters of the Furred Kind (c) 1993 Accolade, Incorporated.

- TRIVIA -

Reviews:
[FR] September 1993- Consoles + N.23: 90%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71046&o=2

$end


$snes=bubsyu,bubsyup1,bubsyup2,
$bio

Bubsy in Claws Encounters of the Furred Kind (c) 1993 Accolade, Incorporated.

- TECHNICAL -

Game ID: SNS-UY-USA

- TRIVIA -

Released in May 1993 in USA.

- TIPS AND TRICKS -

Stage Select and Debug Mode
---------------------------
At the title screen, enter the following button sequence on controller 1 or 2, B, Down, Down, Left, A, Right, Up, B, Right, Right, A, Right, Down, B, A, Down. A long fanfare will confirm you entered correctly.
Now enter the following button sequences on controller 1 or 2 (controller 1 is recommended):
Stage select: Down, A, Y, B, Up, B, Down, Y
Debug mode: Down, Right, A, Down

The music will restart after each sequence if entered correctly. If you mess up or press any button on the other controller, you will have to restart from the very first sequence.

Return to title screen
----------------------
Press Start + Select during game play.

Level Password  
--------------
1 JSSCTS  
2 CKBGMM  
3 SCTWMN  
4 MKBRLN  
5 LBLNRD  
6 JMDKRK  
7 STGRTN  
8 SBBSHC  
9 DBKRRB  
10 MSFCTS  
11 KMGRBS  
12 SLJMBG  
13 TGRTVN  
14 CCLDSL  
15 BTCLMB  
16 STCJDH

- STAFF -

Developed by Basement Boys Software. They were a group famous for making hacking tools on the Commodore 64 in the late 80s, who had some members go on to Chip Level Designs, a company that used to provide sound programming for a number of SNES titles. The same credit appears in Cool Spot.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62816&o=2

$end


$snes=bubsy,bubsya,
$bio

Bubsy in Claws Encounters of the Furred Kind (c) 1993 Accolade, Incorporated.

European release. game developed in USA. See "Bubsy in Claws Encounters of the Furred Kind [Model SNS-UY-USA]" for more information about the game itself.

- TECHNICAL -

Model SNSP-UY-EUR

- TRIVIA -

Released in Europe on October 28, 1993.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62815&o=2

$end


$jaguar=bubsy,
$bio

Bubsy in Fractured Fury Tales (c) 1995 Atari Corporation.

What's happened to the fairy tales ? They're all messed up! Only our brave bobcat, Bubsy, can protect the world's kids from these silly stories and tangled-up tales.

Help Bubsy leap and bound his way through 15 frantic chapters of furry fun. During his adventure through Fairytaleland, Bubsy attends a twisted tea party, climbs a giant beanstalk, goes 20,000 leagues under the sea, heads to Ali Baba's home desert and even meets Hansel and Gretel, all with plenty of hidden rooms and platform puzzles for you to solve.

Watch out for sneaky cactuses, the bell-bottom clad giant, pesky 5 ton weight-carrying vultures and pie throwing machines.

Will kids go to bed every night with warped visions of sugarplums dancing in their heads, or can Bubsy save the day by setting the fairy tales straight?

- TECHNICAL -

Game ID: J9020E

- TRIVIA -

Bubsy in Fractured Fury Tales was released in December 1994.

It was the third of four games in the Bubsy series, and the only one released exclusively for the Atari Jaguar video game console.

Reviews:
[FR] March 1995, Consoles + N.41: 60/100

- TIPS AND TRICKS -

* Hints:
- When you see an enemy, jump on him before he gets you!
- Bubsy hates showers, so try to get out of the Mad Hatter's!
- When a Giant isn't really a giant, jump on his dome.
- Avoid the color red - green meens go where spiked doors are concerned.
- Some girls can throw better than boys - watch out for Gretel's wicked curveball!

* Level Codes:
1. (none)
2. 392652
3. 458227
4. 958936
5. 739294
6. 184792
7. 812615
8. 781367
9. 126712
10. 236721
11. 673167
12. 792323
13. 672328
14. 782389
15. 672345

- STAFF -

Developed by Imagitec Design.

Programming: Andrew Seed
Artwork: David Severn, Steve Slick Noake, Colin Jackson,  Rick Lodge
Game Design: Jody Cobb
Additional Game Design: Steve Slick Noake, David Severn, Andrew Seed
Music and Sound FX: Alastair Lindsey, Kevin Saville
Map Design: Mark Hooley, Jody Cobb
Support Programming: Karl West, Nigel Conroy, Martin Randell, Trevor Raynsford
Lead Testers: Jody Cobb, Scott Hunter
Game Testers: Hank Cappa, Roger Coe, Daniel Dunn, Tal Funke-Bilu, James Hagedorn, Mark Hooley, Lance J. Lewis, Andrew Keim, Harry Kinney, Dan McNamee, Martin Mueller, Jason D. Sinclair, Pony Sparks, Joe Sousa, Faran Thomason
Producer: Faran Thomason
Product Support: Rick Scott, Tina Scholefield-Nicholson

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72317&o=2

$end


$info=bucaner,
$bio

Buccaneer (c) 198? Bucco.

- TRIVIA -

This is a hack of Pac-Man.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31516&o=2

$end


$info=m4buc,m4buc__0,m4buc__1,m4buc__2,m4buc__3,m4buc__4,m4buc__5,m4buc__6,m4buc__7,m4buc__8,m4buc__9,m4buc__a,m4buc__b,m4buc__c,m4buc__d,m4buc__e,m4buc__f,m4buc__g,m4buc__h,m4buc__i,m4buc__j,m4buc__k,
$bio

Buccaneer (c) 199? Barcrest.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15230&o=2

$end


$info=j5buc,
$bio

Buccaneer (c) 199? JPM International.

- TECHNICAL -

System 5

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41027&o=2

$end


$info=m4bucclb,m4bucclba,m4bucclbb,m4bucclbc,
$bio

Buccaneer Club (c) 199? Crystal Leisure.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42035&o=2

$end


$info=buccanrs,buccanrsa,buccanrsb,
$bio

Buccaneers (c) 1989 Duintronic.

A horizontal-scrolling fighting/adventure game where the player controls a swashbuckling sailor who fights pirates through the town, the castle and the castle dungeons to rescue his fellow sailors from a mad pirate captain.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.579645 Mhz)
Sound CPU : Zilog Z80 (@ 3.579645 Mhz)
Sound Chips : (2x) Yamaha YM2203 (@ 3.579545 Mhz), DAC

Players : 2
Control : 8-Way Joystick
Buttons : 2

- TRIVIA -

The game looks like a hack of Irem's "Vigilante", the sounds are identical and also the gameplay.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3840&o=2

$end


$info=sc5bucc,sc5bucca,sc5buccb,sc5buccc,sc5buccd,sc5bucce,
$bio

Buccaneers (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR3216]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42457&o=2

$end


$n64=buckbumb,buckbumbu,
$bio

Buck Bumble (c) 1998 Ubi Soft.

"Right about now, it's time to rock with da biggety Buck Bumble!" As the reggae intro music lets you know, Ubi Soft's cyborg bee Buck Bumble is strapped and ready for action. 

Buck Bumble is a 3D action/shooter with 19 levels and over 15 original weapons which Buck uses to blast away mutated enemies from the insect world. The game play takes place in London, after a toxic chemical spill has transformed normal insects and arachnids into an Evil Herd intent on enslaving the world's native insects.

Buck's goal is to destroy the Herd's military installments and annihilate every last mutant bug. The concept is typical good vs. evil, but the action is chaotic and fun. Buck can either walk along the ground or fly through the air, but most of the game takes place in the sky. The game play feels like a WWII dog fight, and Buck's play control is excellent. The B Button serves as a hover function, which allows Buck to turn on a dime and furiously fire at enemies from a stationary position. 

Buck Bumble is heavily focused on blasting away hoards of enemies, but mission directives vary from level to level. On some levels Buck must locate keys and destroy barriers to progress, and on others he has to find and capture living specimens of the Evil Herd. All of the missions are closely related to the story line, which will have you thinking like a desperate cybernetic bee. 

With pulsating techno music in the background, Buck goes head to head with more types of bugs than you'd find in an entomologist's laboratory. Wasps, beetles, ants, and dragonflies are all on Buck's hit list, but there are also weird creatures like Killa Pillas who appear to be pure mutations with no similarity to our insect world. Big bugs like Transporters and Giz Beetles are heavily armored, so Buck has to pull out the really big guns to wipe them out. 

The developers have taken advantage of this epic battle on a miniature scale by including recognizable props from every day life in the environments. You can fly by tennis balls the size of Volkswagens, take a break on a mammoth pop can, or explore the vast open space of a human's kitchen. Most missions take place in outdoor environments, either in a garden, the forest, or the inside of a sewage drain. Some areas are a bit heavy with fog, but isn't that natural for a game set in London? 

The adventure quest in Buck Bumble is fun, but the game's two player capabilities steal the show. There is a Buck-to-Buck battle mode, of course, but the real gem is the game's soccer mode. You and a friend each control a cyborg bee, and you have to bump, shoot, and bounce a huge soccer ball into your opponent's goal. It's hard to control a huge soccer ball when you're just a little bee, and the resulting frantic action is surprisingly fun. Four player soccer would be supreme, but it's unlikely that it will be available. 

Buck is a cool character who's anything but cute. The future of the insect world is in Buck's hands, and if you know anything about biology then you're aware that human existence is on the line as well. Tie all six of your shoes, clean your antennae, and get ready to rock with Buck Bumble.

- TECHNICAL -

Game ID: NUS-NBLE-USA

- TRIVIA -

Released on November 20, 1998 in USA.

- STAFF -

Developed by: Argonaut Software

Concept: Carl Graham
Lead Programming: Carl Graham
Programming: Tom Nettleship, Keith Weatherly
Audio Programming: Richard Griffiths
Tools Programming: Carl Graham, Keith Weatherly
Art: Giles Ford-Crush, Juan Garcia, Adam Hill, Simon Keating, Jean-Philippe Parmentier, Oliver Shaw, Jason Smith, John Steels
Lead Designer: Simon Keating
Design: Anna Larke
Characters: Adam Hill, Oliver Shaw, John Steels
Additional Support: Lynsey Bradshaw, Chris Blundell, Jan Van Hanegem, Paul Leask, Shen Osman
Lead Musician: Justin Scharvona
Sound Effects: Adam Fothergill, Karen Griffin, M. C. Cisco
Quality Assurance: Clive Burdon, Omar Mian
Producer: Nick Clarke
Development Managers: Keith Robinson, Jeremy Sands
Special Thanks: Damian Green, Colin Jackson, Stuart Linsell, Sam Littlewood, SN Systems

Published by: Ubi Soft

Head of Third Party Development: Vincent Minoué
Third Party Development: Zigor Hernandorena
Marketing Manager: Jennifer Miller
United States Marketing Manager: Shawn Roberts
United States Public Relations: Sandra Yee
Game: Metro
Game Design: Lionel Rico
Scriptwriter: Stéphane Beauverger
Logo Design: Christophe Pouchot, Sylvie Doulon
3-D Artist: Olivier Conorton
Packaging: Ubi Pictures
U.S. Manual/Packaging Production: Mari Sakai, Ronald Zaragoza

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57620&o=2

$end


$n64=buckbumbj,
$bio

Buck Bumble (c) 1998 Ubi Soft.

Japanese release. Game developed in USA. See the original North American release for more information about the game itself; "Buck Bumble [Model NUS-NBLE-USA]".

- TRIVIA -

Released on December 18, 1998 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57621&o=2

$end


$megadriv=buckrog,
$bio

Buck Rogers - Countdown to Doomsday (c) 1992 Electronic Arts

- TRIVIA -

Reviews:
April 1992 - Joypad N.7 (Page 86-88) [FR]: 85/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70726&o=2

$end


$amigaocs_flop=buckrogg,buckrog,
$bio

Buck Rogers - Countdown to Doomsday (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73628&o=2

$end


$adam_cass=buckrog,
$bio

Buck Rogers - Planet of Doom (c) 1983 Coleco Industries, Inc.

- TECHNICAL -

Game ID: 2615

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82695&o=2

$end


$adam_flop=buckrogr,
$bio

Buck Rogers - Planet of Zoom (c) 1983 Coleco Industries, Inc. [Amsterdam, NY, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82623&o=2

$end


$coleco=buckrog,
$bio

Buck Rogers - Planet of Zoom (c) 1983 Coleco Industries, Incorporated. [Amsterdam, NY, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53250&o=2

$end


$c64_cart,c64_flop=buckrog,
$bio

Buck Rogers - Planet of Zoom (c) 1983 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53528&o=2

$end


$ibm5150,ibm5150_cass=buckrog,
$bio

Buck Rogers - Planet of Zoom (c) 1984 Sega Enterprises, Ltd. [Tokyo, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83589&o=2

$end


$info=buckrog,buckrogn,buckrogn2,
$bio

Buck Rogers - Planet of Zoom  (c) 1982 Sega.

Buck Rogers: Planet of Zoom is a forward-scrolling rail shooter where the user controls a spaceship in a behind-the-back third-person perspective that must destroy enemy ships and avoid obstacles. The game was notable for its fast pseudo 3-D scaling and detailed sprites. The game would later go on to influence the 1985 Sega hit Space Harrier. Buck is never seen in the game, except presumably in the illustration on the side of the arcade cabinet, and its only real connections to Buck Rogers are the use of the name and the outer space setting. In Japan, the game was known as Zoom 909.

- TECHNICAL -

Cockpit model

- TRIVIA -

Buck Rogers was released in December 1982.

Also released as "Buck Rogers - Planet of Zoom [Upright model]"

- SERIES -

1. Buck Rogers - Planet of Zoom [Cockpit model] (1982)
1. Buck Rogers - Planet of Zoom [Upright model] (1982)
2. Buck Rogers - Countdown To Doomsday (1990 - MS-DOS)
3. Buck Rogers - Matrix Cubed (1992 - MS-DOS)

- PORTS -

* Consoles :
Atari 2600 (1983)
Atari 5200 (1983)
Colecovision (1983)
Atari XEGS

* Computers :
Mattel Aquarius (1982)
Atari 800 (1983)
Commodore VIC-20 (1983)
Commodore C64 (1983)
Texas Instruments TI-99/4A (1983)
PC [Booter] (1984)
PC [MS-DOS] (1984)
Amstrad CPC (1985) "3D Fight"
Sinclair ZX Spectrum (1985)
Apple II

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=348&o=2

$end


$a2600=buckrog,buckroge,
$bio

Buck Rogers - Planet of Zoom (c) 1983 Sega Enterprises, Limited.

- TECHNICAL -

Model 005-01

- SCORING -

ALIEN SAUCER: 300 points
SPACE HOPPER: 300 points
ELECTRON POST: 500 points
MOTHER SHIP: 20,000 points

Every 50,000 points you receive an additional fightership plus a full time line.

- TIPS AND TRICKS -

* Fly as fast as you can without crashing.  You receive added points for added speed.

* Saucers are more easy to hit as they fly past from behind.

* Enemies appear in waves in your battle with the MOTHER SHIP. Try to determine the rhythm of the waves.

* Don't be reckless - your fightership steers with super-sensitive response.

* Over-steering will cause you to collide with ELECTRON POSTS, ALIEN SAUCERS or SPACE HOPPERS.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50291&o=2

$end


$a5200=buckrog,
$bio

Buck Rogers - Planet of Zoom (c) 1983 Sega Enterprises, Limited.

It's the 25th century. You are Buck Rogers fighting the battle of Planet Zoom. This is a race against death! Your Ultimate and most powerful enemy is the deadly MOTHER SHIP!

There are five levels of increasing difficulty--each with four rounds of challenging space combat. Before you meet the MOTHER SHIP, your pilot skills and nerve are tested against zapping ELECTRON POSTS, ALIEN SAUCERS and smashing SPACE HOPPERS. This is a battle of speed, accuracy and endurance. Your fuel consumption is crucial to your survival. If you deplete your fuel you crash into the surface of Planet Zoom, destroying any one of your three battle ships. The faster you fly, the less fuel you burn. You receive a full tank of fuel if you destroy the MOTHER SHIP. Be aggressive but don't be reckless. This is "do or die" cosmic combat and it's the MOTHER SHIP or YOU!

- TECHNICAL -

Model 005-02

- SCORING -

Alien Saucers: 200 points
Space Hopper: 300 points
Electron Posts: 500 points
The MOTHER SHIPS: 20,000 points plus full load of fuel Every 20,000 points you receive an additional fightership.

- TIPS AND TRICKS -

* Fly as fast as you can without crashing. The faster you fly, the less fuel you consume. You receive added points for added speed. 
* If you fly outside the Electron Posts after level 1, you are likely to be hit by Electron Pulsars. 
* You are more vulnerable to attack by Alien Saucers when flying low. 
* Saucers are more vulnerable as they fly past from behind. 
* Enemies appear in waves. Try to determine the rhythm of the waves. 
* Be aggressive--if you're not, you'll use your fuel before you encounter with the MOTHER SHIP. 
* Don't be reckless--your fightership steers with super-sensitive response. 
* Over-steering may cause you to collide with Electron Posts, Alien Saucers or Space Hoppers.

- STAFF -

Programmer: Ken Jordan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50030&o=2

$end


$a800=buckrog,
$bio

Buck Rogers - Planet of Zoom (c) 1983 Sega Enterprises, Ltd.

- TECHNICAL -

Game ID: 005-03

- TRIVIA -

HIDDEN MESSAGE: Near the end of the code is the message KEN JORDAN =213-766-6513, which is the programmer's name and his phone number (at his aunt's house, where he was staying at the time).

- STAFF -

Programmed by: Ken Jordan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82785&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=buckrog,
$bio

Buck Rogers - Planet of Zoom [Model 005-04] (c) 1983 Sega Enterprises, Ltd. [Tokyo, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83785&o=2

$end


$ti99_cart=buckrog,
$bio

Buck Rogers - Planet of Zoom [Model PHM 3226] (c) 1983 Sega Enterprises, Ltd. [Tokyo, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84523&o=2

$end


$adam_cart=ddpbuck,
$bio

Buck Rogers DDP Restorer (c) 198? Coleco Industries, Inc. [Amsterdam, NY, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82689&o=2

$end


$info=buckrgrs,
$bio

Buck Rogers [Model 437] (c) 1980 Gottlieb.

- TECHNICAL -

Gottlieb System 1
Model Number : 437

- TRIVIA -

7,410 units were produced.

- STAFF -

Design by : John Buras
Art by : Gordon Morison

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5633&o=2

$end


$info=m5bukroo,
$bio

Buckaroo (c) 200? Empire Games, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=19951&o=2

$end


$psx=buckleup,
$bio

Buckle Up! (c) 1998 Shangri-La

- TECHNICAL -

[Model SLPS-01105]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84999&o=2

$end


$info=j6bucks,
$bio

Bucks Fizz (c) 199? Ace.

- TECHNICAL -

Impact

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41069&o=2

$end


$info=m4bucks,
$bio

Bucks Fizz Club (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41263&o=2

$end


$nes=bucky,buckyu,
$bio

Bucky O'Hare (c) 1992 Palcom

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54972&o=2

$end


$info=bucky,buckyuab,buckyaab,buckyea,
$bio

Bucky O'Hare (c) 1992 Konami Company, Limited.

This beat'em up game is the story of a green rabbit named Bucky O'Hare and his crew fighting to save the 'Aniverse' (Like our universe, just in another dimension with different planets) from the invading Toads ruled by a computer system known as KOMPLEX.

- TECHNICAL -

Game ID : GX173

Main CPU : Motorola 68000
Sound CPU : Zilog Z80
Sound Chips : Yamaha YM2151, K054539

Players : 2 or 4
Control : 8-Way Joystick
Buttons : 3
=> Shoot, Jump, Super Bomb

- TRIVIA -

Bucky O'Hare was released in September 1992, it is based on the short-lived cartoon aired in 1991. Originally based upon the comic book created by Larry Hama in 1978, this was the first serious competitor to the TMNT because it wasn't completely children-oriented and the comic book wasn't a TMNT wannabe. However, due to poor distribution of the TV show and financial problems with the producers the show couldn't see a second season.

Several of the staff members went on to form the developer Treasure the following year. 'Escape Iuchi5' is Hiroshi Iuchi, the director of "Ikaruga" and "Radiant Silvergun". 'Gammer Kikuchi' is Tetsuhiko Kikuchi, the character director of "Guardian Heroes", and 'Star Hanzawa' is Norio Hanzawa, the composer for most of Treasure's games.

Soundtrack Releases (for limited-edition) :
Konami All-Stars 1993 ~ Music Station of Dreams (KICA-9016~8) December 24, 1992

- UPDATES -

In the U.S. version :
* "Winners Don't Use Drugs" screen added.
* Extra lives are impossible to obtain. In the world version, you could obtain an extra life by collecting a heart if you had enough health (the unused health is carried over to the new life).
* The Gimmick Weapon is mapped to button 3 (mapped to buttons 1 and 2 in the world version).
* You must press all three buttons to use a super bomb (mapped to button 3 in the world version).

- STAFF -

Main Programmer : Wada 92618
Software Designers : Momohei Koyama, MZ80K Ando
Main Character Designer : Hiroshi Iuchi (as 'Escape Iuchi5')
Character Designer : Drunker Yokoki
Enemy Character Designer : Tetsuhiko Kikuchi (as 'Gammer Kikuchi')
Sound Program and Effects by : Hideaki Kashima, Kouji Kazaoka, Kazuhito
Music by : Norio Hanzawa (as 'Star Hanzawa')
Screen Play by : K. Kinugasa
Hardware Designer : Dendou Konishi
Package Designer : Shogo Kumasaka
Supervisor : K. Wada
Management by : S. Kido
Special Thanks : A. Gentile, J. Gentile, T. Wills, W. Burr, S. Kaufman, F. Pellegrini, M. Hermanson, M. Sameyan, K. Totsuka, J. Narita, Y. Hatano, E. Ueda

- PORTS -

* Others :
LCD handheld game (1992)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=349&o=2

$end


$nes=buckyj,
$bio

Bucky O'Hare (c) 1992 Konami Co., Ltd. [Osaka, Japan]

- TECHNICAL -

[Model KDS-1V]

- TRIVIA -

Bucky O'Hare for Famicom was released on January 31, 1992 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53890&o=2

$end


$alice32=budget,
$bio

Budget Familial (c) 1985 Matra Datasysteme [Paris, France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87570&o=2

$end


$alice90=budget,
$bio

Budget Familial (c) 1985 Matra Datasysteme.

- TECHNICAL -

Game ID: 0000273

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87562&o=2

$end


$cpc_cass=budgetg1,
$bio

Budget [Model 013-01255] (c) 1985 No Man's Land [France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82915&o=2

$end


$msx1_cass=budokan,
$bio

Budokan (c) 1991 Dro Soft [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94501&o=2

$end


$megadriv=budokan,
$bio

Budokan - The Martial Spirit (c) 1990 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56377&o=2

$end


$megadriv=budokanu,
$bio

Budokan - The Martial Spirit (c) 1990 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57140&o=2

$end


$amigaocs_flop=budokan,
$bio

Budokan - The Martial Spirit (c) 1990 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73629&o=2

$end


$cpc_cass=budokant,
$bio

Budokan - The Martial Spirit [Model 3 EA 308] (c) 1991 Dro Soft [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82916&o=2

$end


$info=bsuerte,bsuertea,bsuerteb,bsuertec,bsuerted,bsuertee,bsuertef,bsuerteg,bsuerteh,bsuertei,bsuertej,bsuertek,bsuertel,bsuertem,bsuerten,bsuerteo,bsuertep,bsuerteq,bsuerter,bsuertes,bsuertet,bsuerteu,
$bio

Buena Suerte (c) 1991 Unknown.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=28399&o=2

$end


$info=bs94,
$bio

Buena Suerte 94 (c) 1994 Entretenimientos Geminis.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=28901&o=2

$end


$bbca_cass,bbcb_cass=rodeogam,
$bio

Buffalo Bill's Rodeo Games (c) 1989 Tynesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51589&o=2

$end


$cpc_cass=buffalob01,buffalob,
$bio

Buffalo Bill's Wild West Show (c) 1989 Tynesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82917&o=2

$end


$wswan=buffers,
$bio

Buffers Evolution [Model SWJ-BAN01B] (c) 1999 Bandai Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86308&o=2

$end


$gba=buffyg,
$bio

Buffy - Im Bann der Dämonen (c) 2003 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70081&o=2

$end


$gba=buffyf,
$bio

Buffy contre les Vampires (c) 2003 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70082&o=2

$end


$gba=buffy,
$bio

Buffy the Vampire Slayer [Model AGB-AVYE-USA] (c) 2003 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70083&o=2

$end


$gbcolor=buffy,
$bio

Buffy the Vampire Slayer [Model CGB-BVSE-USA] (c) 2000 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67605&o=2

$end


$pc8801_flop=bugattac,
$bio

Bug Attack (c) 1984 Comptiq [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91470&o=2

$end


$amigaocs_flop=bbashnuc,
$bio

Bug Bash + Nucleus (c) 1990 Microtec

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73630&o=2

$end


$bbca_cass,bbcb_cass=bugblast,
$bio

Bug Blaster (c) 1983 Alligata

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51590&o=2

$end


$bbca_cass,bbcb_cass=bugblastbr,
$bio

Bug Blaster (c) 198? Blue Ribbon

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51591&o=2

$end


$bbca_cass,bbcb_cass=bugblastpias,
$bio

Bug Blaster [Play It Again Sam] (c) 198? Superior Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51592&o=2

$end


$segacd=bugblast,
$bio

Bug Blasters (c) 2003 Good Deal Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60703&o=2

$end


$bbca_cass,bbcb_cass=bugbomb,
$bio

Bug Bomb (c) 1983 Virgin Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51593&o=2

$end


$amigaocs_flop=bugbombr,
$bio

Bug Bomber (c) 1992 Kingsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73631&o=2

$end


$c64_cart,c64_flop=bugcrush,
$bio

Bug Crusher (c) 1983 Mr. Computer

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53529&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=bugcrush,
$bio

Bug Crusher (c) 1983 OEM

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83786&o=2

$end


$xegs=bughunt,
$bio

Bug Hunt [Model RX8087] (c) 1987 Atari Corp. [Sunnyvale, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51226&o=2

$end


$saturn,sat_cart=bug2j,
$bio

Bug Too! Motto Motto Jump Shite, Fundzukechatte, Pecchanko (c) 1997 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58964&o=2

$end


$saturn,sat_cart=bug2u,
$bio

Bug Too! [Model 81040] (c) 1996 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59990&o=2

$end


$saturn,sat_cart=bug2,
$bio

Bug Too! [Model MK81040-50] (c) 1997 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60250&o=2

$end


$saturn,sat_cart=bugj,
$bio

Bug! Jump Shite, Fundzukechatte, Pecchanko (c) 1995 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58965&o=2

$end


$saturn,sat_cart=bugu,bugud,
$bio

Bug! [Model 81004] (c) 1995 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59991&o=2

$end


$saturn,sat_cart=bug,
$bio

Bug! [Model MK81004-50] (c) 1995 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60251&o=2

$end


$info=buggyboy,buggyboyjr,
$bio

Buggy Boy (c) 1985 Tatsumi Electronics Company, Limited.

A colorful buggy racing game with 5 different racetracks : Circuit Off-Road, North Monte Carlo, East Safari, West Paris Dakar and South Southern Cross. Drive through different terrains avoiding other vehicles and picking up bonus items. Gates provide bonus points.

- TECHNICAL -

Main CPU : (2x) I8086 (@ 5 Mhz)
Sound CPU : Zilog Z80 (@ 3.75 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.875 Mhz)

Players : 2
Control : dial
Buttons : 1

- TRIVIA -

Buggy Boy was released in July 1985.

This game was licensed to Data East for US distribution (as "Speed Buggy").

Peter Huesken of the Netherlands holds the official record for this game with 103,200 points on October 4, 1986.

- PORTS -

* Computers :
Amstrad CPC (1987)
Atari ST/E (1987)
Commodore C64 (1987)
Commodore Amiga (1987)
Sinclair ZX Spectrum (1988)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2576&o=2

$end


$cpc_cass=buggyboy,
$bio

Buggy Boy (c) 1987 Elite Systems, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82919&o=2

$end


$amigaocs_flop=buggyboy,
$bio

Buggy Boy (c) 1988 Elite

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73632&o=2

$end


$amigaocs_flop=buggyboy1,
$bio

Buggy Boy [Les Fous du Volant] (c) 1988 Elite

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73633&o=2

$end


$amigaocs_flop=buggyboy2,
$bio

Buggy Boy [Tenstar Pack] (c) 1988 Elite

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73634&o=2

$end


$info=buggychl,buggychlt,
$bio

Buggy Challenge (c) 1984 Taito.

A chase-view driving game.

- TECHNICAL -

Board Number : M43000011
Prom Stickers : A22

Main CPU : Zilog Z80, Motorola M68705
Sound CPU : Zilog Z80
Sound Chips : (2x) General Instrument AY8910, MSM5232

Players : 1
Control : dial
Buttons : 2

- TRIVIA -

Buggy Challenge was released in August 1984.

Also licensed to Tecfri for distribution.

This was the first driving game to introduce the concept of offroad.

- PORTS -

* Consoles : 
Sony PlayStation 2 [JP] (March 29, 2007) "Taito Memories II Gekan [Model SLPM-66713]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=350&o=2

$end


$nes=buggypoph,
$bio

Buggy Popper (c) 1987 FMG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69226&o=2

$end


$nes=buggypop,
$bio

Buggy Popper (c) 1986 Data East Corp.

- TECHNICAL -

Model DFC-BP

- TRIVIA -

Buggy Popper was released on October 08, 1986 in Japan at a retail price of 4900 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53891&o=2

$end


$ibm5150,ibm5150_cass=bugrangr,
$bio

Buggy Ranger (c) 1989 Iron Byte

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83590&o=2

$end


$cpc_cass=buggyran,
$bio

Buggy Ranger (c) 1990 Dinamic Software [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82921&o=2

$end


$msx1_cass=buggyrng,
$bio

Buggy Ranger (c) 1990 Dinamic Software [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94502&o=2

$end


$sms=buggyrun,
$bio

Buggy Run (c) 1993 Sega Enterprises, Limited.

- TECHNICAL -

[Model 9025]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55957&o=2

$end


$psx=bugijapa,
$bio

Bugi (c) 1998 Konami Co., Ltd.

- TECHNICAL -

[Model SLPM-86133]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85000&o=2

$end


$a2600=bugse,
$bio

Bugs (c) 1983 Gameworld

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50293&o=2

$end


$a2600=bbunnyp1,bbunnyp2,
$bio

Bugs Bunny (c) 1983 Atari, Incorporated.

- STAFF -

Programmer: Bob Polaro

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50294&o=2

$end


$gbcolor=bugsblol,
$bio

Bugs Bunny & Lola Bunny - Operation Carrots [Model DMG-ABLP-FRA] (c) 1998 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67607&o=2

$end


$gbcolor=bugsbcc3,
$bio

Bugs Bunny - Crazy Castle 3 [Model DMG-AB6E-USA] (c) 1999 Kemco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67608&o=2

$end


$gbcolor=bugsbcc3j,
$bio

Bugs Bunny - Crazy Castle 3 [Model DMG-AB6J-JPN] (c) 1999 Kemco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67610&o=2

$end


$snes=bugsbhac,
$bio

Bugs Bunny - Hachamecha Daibouken [Model SHVC-R7] (c) 1994 Sunsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61114&o=2

$end


$snes=bugsbrabu,
$bio

Bugs Bunny - Rabbit Rampage (c) 1994 Sunsoft

- TECHNICAL -

Game ID: SNS-R7-USA

- TIPS AND TRICKS -

Get 10 Lives:
------------
At the Controls screen hit Select, a new menu should appear. Go into that menu, highlight Lives. To change your amount keep pressing X.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62818&o=2

$end


$snes=bugsbrab,
$bio

Bugs Bunny - Rabbit Rampage (c) 1994 Sunsoft

- TECHNICAL -

Cartridge ID: SNSP-R7-NOE

- TRIVIA -

Reviews:
[FR] May 1995 - Consoles + N.32: 89%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62817&o=2

$end


$nes=bugsbbup,
$bio

Bugs Bunny Birthday Bash (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54973&o=2

$end


$gameboy=bugsbcola,bugsbcol,
$bio

Bugs Bunny Collection [Model DMG-AWBJ-JPN] (c) 1997 Kemco

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65720&o=2

$end


$gbcolor=bugsbcc4f,
$bio

Bugs Bunny et le Château des Catastrophes [Model CGB-AO4F-FRA] (c) 2000 Kemco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67611&o=2

$end


$nes=bugsfunh,
$bio

Bugs Bunny Fun House (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54974&o=2

$end


$gbcolor=bugsbcc4u,
$bio

Bugs Bunny in Crazy Castle 4 [Model CGB-AO4E-USA] (c) 2000 Kemco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67614&o=2

$end


$gbcolor=bugsbcc4j,
$bio

Bugs Bunny in Crazy Castle 4 [Model CGB-AO4J-JPN] (c) 2000 Kemco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67613&o=2

$end


$gbcolor=bugsbcc4,
$bio

Bugs Bunny in Crazy Castle 4 [Model CGB-AO4P-EUU-1] (c) 2000 Kemco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67612&o=2

$end


$megadriv=bugsbun,
$bio

Bugs Bunny in Double Trouble (c) 1996 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56378&o=2

$end


$megadriv=bugsbunu,
$bio

Bugs Bunny in Double Trouble (c) 1996 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57141&o=2

$end


$gamegear=bugsbun,
$bio

Bugs Bunny in Double Trouble [Model 2569] (c) 1996 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64495&o=2

$end


$info=bbnny_l2,bbnny_lu,
$bio

Bugs Bunny's Birthday Ball (c) 1991 Midway Mfg. Co.

- TECHNICAL -

Midway System 11C
Model Number : 20009

Main CPU : M6808 (@ 1 MHz)
Sound CPU : Motorola M6809 (@ 2 MHz)
Sound Chips : Yamaha YM2151 (@ 3.579545 MHz), DAC, HC55516

- TRIVIA -

Released in January 1991.

Approximately 2,500 units were produced.

- STAFF -

Concepts : John Trudeau (JT), Python Anghelo (PA)
Designer : John Trudeau
Artworks : Python Anghelo, John Youssi
Software : Dan Lee (DL), Dwight Sullivan
Mechanics : Jack Skalon
Music and Sounds : Paul Heitsch (PH)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5241&o=2

$end


$info=bugfever,bugfeverd,bugfeverv,bugfeverv2,bugfevero,
$bio

Bugs Fever (c) 2006 Amcoe, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31444&o=2

$end


$info=sc4bugs,sc4bugsa,sc4bugsb,sc4bugsc,
$bio

Bugs Money (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR7109]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42458&o=2

$end


$a2600=bugs,
$bio

Bugs (c) 1982 Data Age, Incorporated.

You must destroy the swarms of invading bugs, out to immobilize your space craft, before they completely leave their nests. At the same time, you must be on constant guard against the Phylax oozing through the hull of your craft and bent on destroying your only weapon.

- TECHNICAL -

Model DA1005

- SCORING -

Each bug destroyed scores one point.
Destroying a Phylax scores five points.

After you score thirty points you advance automatically to a new skill level (indicated by a new Cosmic Barrier), scoring a bonus of eight additional points.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50292&o=2

$end


$cpc_cass=bugsyuk2,
$bio

Bugsy (c) 1986 CRL Group PLC [London, England]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82922&o=2

$end


$pcecd=buildlnd,
$bio

Builder Land - The Story of Melba (c) 1992 Micro World.

Builder Land is a cute puzzle/action game by the now defunct french company Loriciel. The player must help Melba and get him to rescue his beloved girlfriend captured on an island by an evil dude. However, the player doesn't directly control Melba. Instead, in a way similar to Psygnosis's Lemmings, he has to make sure the path in front of our hero is safe to walk through. To do so, elements of the scenery (such as stairs and blocks) can be moved around to prevent Melba to fall into lava pits, or to be stalled against walls. If Melba happens to be hit by anything, or if the horizontal scrolling gets him out of the screen's area, it is game over. Thankfully for Melba, the action can be frozen, giving the player some time to analyze the situation. Items can also be collected, such as weapons, and be used to strike Melba's various crawling and flying enemies when appropriate. Bosses are also hidden inside houses along the way. However, the only way to defeat them is to collect magic fire scattered around their den. This is probably the only part of the game where the players directly controls Melba.

- TECHNICAL -

Game ID: MWCD-2003

- TRIVIA -

Builder Land for PC-Engine CD was released on April 01, 1992 in Japan for 6800 yen.

Reviews:
[FR] June 1992 - Consoles + N.10 (Pages 72-73): 68/100
[FR] June 1992 - Joypad N.9: 45/100

- STAFF -

Developed by Loriciel.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49177&o=2

$end


$amigaocs_flop=buildlnd,
$bio

Builderland (c) 1991 Loriciels [France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73635&o=2

$end


$cpc_cass=buitreem,
$bio

Buitre - Emilio Butragueno Futbol [Model AM 463] (c) 1988 Erbe Software [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82923&o=2

$end


$saturn,sat_cart=bulkslas,
$bio

Bulk Slash (c) 1997 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58966&o=2

$end


$pce=bullfght,
$bio

Bull Fight - Ring no Haja (c) 1989 Cream Company, Limited.

- TECHNICAL -

[Model CC-01001]

- TRIVIA -

Bull Fight Ring no Haja was released on December 08, 1989 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49178&o=2

$end


$info=bullfgtr,bullfgtrs,
$bio

Bull Fighter (c) 1984 Alpha Denshi Company, Limited.

An early ice hockey game.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 6 Mhz)
Sound CPU : 8085A (@ 5 Mhz)
Sound Chips : MSM5232 (@ 2.5 Mhz), AY8910 (@ 1.536111 Mhz), (2x) DAC

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Bull Fighter was released in September 1984.

Licensed to Sega.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=351&o=2

$end


$msx1_cart=bullmigt,
$bio

Bull to Mighty Kiki Ippatsu [Model HM-024] (c) 1986 HAL Laboratory, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76620&o=2

$end


$info=bullet,bulletd,
$bio

Bullet (c) 1987 Sega.

- TECHNICAL -

Runs on the Sega "System 16B" hardware.
Game ID: 317-0041

Players: 2
Control: 8-way joystick
Buttons: 3

- TRIVIA -

Released in June 1987 in Japan.

Bullet was very unpopular, because of the Tetris success. Most bullet boards were replaced by Tetris ones.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3707&o=2

$end


$info=bullfgt,
$bio

Bullfight (c) 1984 Bally Midway.

Export version. For more information about the game itself, please see the original Japanese version entry; "The Tougyuu".

- TECHNICAL -

[No. 0C13]
[Conversion Kit]

Runs on the Sega "System 1" hardware.

- TRIVIA -

Bullfight was released in December 1984 by Bally Midway under license from Sega.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=352&o=2

$end


$info=as_bbr,as_bbra,as_bbrb,as_bbrc,as_bbrd,as_bbre,as_bbrf,
$bio

Bullion Bars (c) 200? Astra Games, Limited. [Novomatic Group].

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41819&o=2

$end


$info=v4bulblx,
$bio

Bullion Blox (c) 199? BWB.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42280&o=2

$end


$info=m4bullio,m4bullioa,m4bulliob,
$bio

Bullion Club (c) 199? Crystal Leisure.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42036&o=2

$end


$info=j7bullio,
$bio

Bullionaire (c) 200? Ace Coin Equipment, Ltd

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42335&o=2

$end


$info=bullsdrt,bullsdrtg,
$bio

Bulls Eye Darts (c) 1985 Magic Electronics.

Three basic dart games in one: 'High Score', '301', and 'Round the Clock'. The player rolls the trackball to move the player's arm, rolls forward and then presses the fire button to release the dart. Players take turns as in a standard dart game. Winning a free game by getting a good score is possible.

- TECHNICAL -

This game runs on a modified "Centipede" PCB. The original ROMs and processor are removed from the PCB and a daughter card is installed in their place. The game uses the same wiring and monitor orientation, so the board can be swapped directly into a "Centipede" cabinet.

Main CPU : S2650 (@ 1.512 Mhz)
Sound Chips : SN76496 (@ 1.512 Mhz)

Players : 1
Control : trackball
Buttons : 1

- TRIVIA -

Developed by Shinkai, Inc.

Released in July 1985.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=353&o=2

$end


$snes=bullvsblu1,bullvsblu,
$bio

Bulls vs Blazers and the NBA Playoffs [Model SNS-BU-USA] (c) 1992 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62820&o=2

$end


$snes=bullvsbl1,bullvsbl,
$bio

Bulls vs Blazers and the NBA Playoffs (c) 1992 Electronic Arts.

- TECHNICAL -

Cartridge ID: SNSP-BU-EUR

- TRIVIA -

Reviews:
[FR] March 1993 - Consoles + No. 18: 90/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62819&o=2

$end


$info=ss4511,ss4162,ss4163,ss4164,ss4165,ss4364,ss4167,
$bio

Bulls-Eye (c) 1993 IGT [International Game Technologies].

3-Coin multiplier slot.

- TECHNICAL -

[Model 176C]

- TRIVIA -

Bulls-Eye has the same program numbers as "4th of July [3-Coin]".

- UPDATES -

# SS4511
Max %: 97.944
Hit Freq.: 19.733
Win Freq.: 5.07

# SS4162
Max %: 97.402
Hit Freq.: 19.733
Win Freq.: 5.07

# SS4163
Max %: 95.024
Hit Freq.: 19.357
Win Freq.: 5.17

# SS4164
Max %: 92.599
Hit Freq.: 18.560
Win Freq.: 5.39

# SS4165
Max %: 90.046
Hit Freq.: 17.676
Win Freq.: 5.66

# SS4364
Max %: 87.592
Hit Freq.: 17.212
Win Freq.: 5.81

# SS4167
Max %: 85.093
Hit Freq.: 17.035
Win Freq.: 5.87

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=37609&o=2

$end


$info=ss4512,ss4169,ss4168,ss4170,ss4171,ss4172,
$bio

Bulls-Eye (c) 1992 IGT [International Game Technologies].

2-Coin Multiplier slot.

- TECHNICAL -

Game ID: 176D

- UPDATES -

SS4512
SS4169
SS4168
SS4170
SS4171
SS4172

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46072&o=2

$end


$bbca_cass,bbcb_cass=bullseye,
$bio

Bullseye (c) 19?? Domark

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51594&o=2

$end


$info=pr_bulls,pr_bullsa,pr_bullsb,
$bio

Bullseye (c) 199? Project Coin Machines, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40225&o=2

$end


$info=sc4bulcs,sc4bulcsa,sc4bulcsb,sc4bulcsc,
$bio

Bullseye Classic (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR1740]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42986&o=2

$end


$info=sc4bulcl,sc4bulcla,sc4bulclb,sc4bulclc,sc4bulcld,sc4bulcle,sc4bulclf,sc4bulclg,sc4bulclh,sc4bulcli,
$bio

Bullseye Club (c) 200? Bell-Fruit Games.

- TECHNICAL -

[Model PR1753]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=19963&o=2

$end


$info=ad5bpfpm,ad5bpfpma,ad5bpfpmb,ad5bpfpmc,ad5bpfpmd,
$bio

Bullseye Pounds for Points (c) 200? Mazooma Games.

- TECHNICAL -

Adder 5

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42451&o=2

$end


$info=sc5bpfpb,sc5bpfpba,
$bio

Bullseye Pounds for Points (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR3205]

Scorpion 5

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42450&o=2

$end


$info=sc5btiab,
$bio

Bullseye Three in a Bed (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR1914]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42455&o=2

$end


$info=ad5btc,ad5btca,ad5btcb,
$bio

Bullseye Triple Club (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

Adder 5

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42454&o=2

$end


$info=sc5btripb,sc5btripc,
$bio

Bullseye Triple (c) 200? Bell-Fruit Games, Limited. [B.F.G.]

- TECHNICAL -

[Model PR1743]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62074&o=2

$end


$info=sc5btrip,sc5btripa,
$bio

Bullseye Triple (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR1744]

Scorpion 5

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42456&o=2

$end


$info=ad5btcb,
$bio

Bullseye (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Adder 5]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43076&o=2

$end


$info=sc5bull,sc5bulla,sc5bullb,sc5bullc,
$bio

Bullseye (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Scorpion 5]
 [Model PR1702]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43077&o=2

$end


$info=sc4bull,sc4bulla,sc4bullb,sc4bullc,
$bio

Bullseye (c) 200? Bell-Fruit Games.

- TECHNICAL -

[Model PR1722]

Scorpion 4

- TRIVIA -

Based on the classic TV game show.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11521&o=2

$end


$info=sc5bull5,sc5bull5a,sc5bull5b,sc5bull5c,
$bio

Bullseye (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Scorpion 5]
[Model PR3318]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43078&o=2

$end


$info=pr_bulbn,pr_bulbna,pr_bulbnb,
$bio

Bully's Big Night (c) 199? Project Coin Machines, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42076&o=2

$end


$info=pr_buljp,pr_buljpa,
$bio

Bully's Jackpot (c) 199? Project Coin Machines, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42077&o=2

$end


$info=sc4bpb,sc4bpba,sc4bpbb,sc4bpbc,sc4bpbd,sc4bpbe,
$bio

Bully's Prize Board (c) 200? Bell-Fruit Games.

- TECHNICAL -

[Scorpion 4]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11516&o=2

$end


$info=sc5bpb,sc5bpba,sc5bpbb,sc5bpbc,sc5bpbd,sc5bpbe,sc5bpbf,sc5bpbg,
$bio

Bully's Prize Board (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Scorpion 5]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43075&o=2

$end


$amigaocs_flop=bullysd,
$bio

Bully's Sporting Darts (c) 1993 Alternative Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73636&o=2

$end


$cpc_cass=bullyssp,
$bio

Bully's Sporting Darts (c) 1993 Alternative Software, Ltd.

- TECHNICAL -

Game ID: AS842

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82924&o=2

$end


$info=sc4bsp,sc4bspa,sc4bspb,sc4bspc,sc4bspd,sc4bspg,
$bio

Bully's Star Prize (c) 2008 Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR3040]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=30349&o=2

$end


$info=sc4bspe,sc4bspf,
$bio

Bully's Star Prize (c) 200? Bell-Fruit Games, Limited. [B.F.G.]

- TECHNICAL -

[Model PR3042]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62044&o=2

$end


$info=sc5bsp,sc5bspa,sc5bspb,sc5bspc,sc5bspd,sc5bspe,sc5bspf,sc5bspg,sc5bsph,sc5bspi,sc5bspj,sc5bspk,sc5bspl,sc5bspm,sc5bspn,sc5bspo,sc5bspp,sc5bspq,
$bio

Bully's Star Prize (c) 2008 Bell-Fruit Games, Limited.

- TECHNICAL -

[Scoprion 5]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43726&o=2

$end


$info=bumblbug,
$bio

Bumble Bugs (c) 1995 Aristocrat.

- TECHNICAL -

Runs on the Aristocrat 540 MKIV hardware.

- SERIES -

1. Bumble Bugs (1995)
2. Oscar (1996)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5004&o=2

$end


$bbca_cass,bbcb_cass=bumblbee,
$bio

Bumble-Bee (c) 1983 Micro Power

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51595&o=2

$end


$amigaocs_flop=bumpburn,
$bio

Bump 'n' Burn (c) 1994 Grandslam

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73637&o=2

$end


$coleco=bnj,
$bio

Bump 'n' Jump (c) 1984 Coleco Industries, Incorporated. [Amsterdam, NY, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53251&o=2

$end


$nes=bnj,
$bio

Bump 'n' Jump (c) 1988 Vic Tokai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54975&o=2

$end


$intv=bnj,
$bio

Bump 'n' Jump (c) 1983 Mattel Electronics

Bump 'em and jump 'em! Blast 'em and crash 'em. Send cars screeching off the road! Watch out for obstacles and tricky turns. Peel down the road but don't total your car. Bump and jump your way to tougher and tougher roadways. Go for a high score!

- TECHNICAL -

Model 4688

- TRIVIA -

One day, Mattel Electronics was contacted by a couple of guys from New Jersey, Joe Jacobs and Dennis Clark, with startling information: they had hooked up a PlayCable unit to a personal computer and made their own Intellivision development system. They demonstrated that they had figured out how to program Intellivision games quite well, and they wanted to offer their services to Mattel before going to some other company. Ah, blackmail is such an ugly word...

To keep them away from the competition, Mattel contracted with them to program the Intellivision version of the arcade game Bump 'N' Jump. They, under the name Technology Associates, were paid $24,000 for the conversion.

David Warhol (Mind Strike) served as liaison, giving technical assistance as needed. Except for the title screen graphics by Daisy Nguyen, all the work was done in New Jersey, in one of the programmers' basements; they weren't invited to Mattel headquarters.

- SCORING -

You accumulate points as you drive through each roadway. The further you drive, the more points you get. You also get points for each car that crashes. Cars are worth different points. Get 1000 bonus points if you land on an island in the water. Your score shows on the screen at the end of each roadway, or when you crash.
Make it to the end of a roadway and you get bonus points too:

* Get bonus points for each car you crash:
1st roadway: 300 points times the number of cars crashed.
2nd roadway: 400 points times the number of cars crashed.
3rd through infinity: 500 points times the number of cars crashed.

* Get 50,000 points if you don't crash another car during an entire roadway.

- TIPS AND TRICKS -

* Keep your speed over 100 m.p.h. so you can jump at any time!

* Steer your car toward the center of the roadway. If you're near the side you could get bumped off the road and crash!

* Drive between two cars so you can bump back and forth!

* Watch out on the causeways, they can be tricky. Another car can speed ahead and block your way. If you bump into it, you'll likely crash into the side.

- STAFF -

Program/Graphics/Sound Effects/Music: Joe Jacobs, Dennis Clark
Title screen graphics: Daisy Nguyen

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60865&o=2

$end


$a2600=bnje,
$bio

Bump 'n' Jump (c) 1989 Telegames

- TECHNICAL -

Model 7045 A015

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50296&o=2

$end


$info=cbnj,
$bio

Bump 'n' Jump (c) 1983 Data East USA.

DECO cassette release. See the original PCb version entry for more information about the game itself.

- TECHNICAL -

Runs on the "DECO Cassette System" hardware

Model DT-127

- TRIVIA -

Released in April 1983.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=398&o=2

$end


$a2600=bnj,
$bio

Bump 'n' Jump (c) 1983 M Network.

You're at the wheel of the red car, cruising along at 20 mph. Step on it and speed down the roadway. Come up on the other cars and bump them off the road. Crash as many of them as you can.

Keep your eyes peeled for bends in the road and be ready to maneuver  when the road narrows! Swerve to miss center islands and debris... jump to clear water. Quick reflexes are crucial.

Make it to the end of one roadway and you get bonus points. Then the game automatically begins at the next roadway.

Whenever you crash, your next car takes its place on the road. The game ends when all your cars crash. Start a new game and go get'em!

- TECHNICAL -

Model MT7045

- TIPS AND TRICKS -

* Keep your speed over 100 mph so you can jump at any time!

* Steer your car toward the center of the roadway. If you're near the side, you could get bumped off the road and crash!

* If you are about to crash... jump!

- STAFF -

Designed by Data East USA, Inc.

Programmers: Jeff Ratcliff, Dave Akers
Graphics: Joe King (Joe Ferreira)
Sound: Patricia Lewis Du Long
Project Coordinator: Ron Surratt

A list of credits is hidden in the ROM at 0x27C3...
"Copyright 1983 Mattel Dave Akers Jeff Ratcliff Pat Dulong"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50295&o=2

$end


$info=bnj,bnjm,
$bio

Bump 'n' Jump (c) 1982 Bally Midway Mfg. Co.

Manufactured by Bally/Midway under license from Data East. For more information about the game itself, please see the original "Burnin' Rubber" entry.

- TECHNICAL -

[Upright model]
[No. 349]

- TRIVIA -

Bump 'n' Jump was released in December 1982.

- PORTS -

* Consoles : 
Atari 2600 [US] (1983) [Model MT7045] 
Mattel Intellivision [US] (1983) 
Colecovision [US] (1984) [Model 2440] 
Nintendo NES [US] (December 1988) [Model NES-BP] 
Nintendo Wii [US] (February 19, 2010) "Data East Arcade Classics [Model RVL-P-R26E]" 
Sony PSP [US] (2010) "Playstation minis [Model NPUZ-00083]", as "Burnin' Rubber" 

* Computers : 
Commodore C64 [EU] (1983) 
Commodore C64 [US] (1983) as "Burnin' Rubber" by Colosoftware

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=354&o=2

$end


$cpc_cass=bumpsets,
$bio

Bump Set Spike [Model IA 0110] (c) 1986 Mastertronic, Ltd. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82925&o=2

$end


$a2600=bumpbash,bumpbashe,
$bio

Bumper Bash (c) 1983 Spectravideo.

Great news for pinball fans! Now you may possess your own pinball machine and enjoy your game leisurely at any time! Although you might lose the thrill of cheating the machine by shaking it, you can have a fair play. It is a genuine test of your response, your eyesight and your judgement through manipulating a pair of Flippers.

- TECHNICAL -

Model SA-218

- STAFF -

Developed by Sirius Software.

Programmer: David Lubar

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50297&o=2

$end


$cpc_cass=bumpyf19,
$bio

Bumpy (c) 1989 Loriciels [France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82926&o=2

$end


$msx1_cass=bumpygts,
$bio

Bumpy (c) 198? Grupo de Trabajo Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94503&o=2

$end


$amigaocs_flop=bumpyarc,
$bio

Bumpy's Arcade Fantasy (c) 1992 Loriciels [France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73638&o=2

$end


$amigaocs_flop=bund3000,
$bio

Bundesliga 3000 (c) 1993 Schatztruhe

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73639&o=2

$end


$amigaocs_flop=bmhattrk,
$bio

Bundesliga Manager Hattrick (c) 1994 Software 2000

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73640&o=2

$end


$gbcolor=bundl2k1,
$bio

Bundesliga Stars 2001 (c) 2001 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67615&o=2

$end


$info=bungeem,bungeema,
$bio

Bungee Monkey (c) 2004 AGI (Austrian Gaming Industries).

Enjoy the riches of the jungle and experience the thrill of bungee jumping as you play this 9-line 5-reel video slot. The fun, action packed feature will have your players leaping for joy whenever a MONKEY appears. Feel the excitement level rise as the MONKEY bungee jumps into the jungle below to collect prizes while avoiding the tiger. Take a jump on the wild side with Bungee Monkey.

CLIFF, MONKEY and VINE substitute for all other symbols. Scattered CLIFF, MONKEY and VINE trigger 10 free games. When the MONKEY appears the Bungee Jump sub feature is played to win bonus credits or additional free games. All line wins are tripled during the free games.

- TECHNICAL -

Cool Fire I

- TRIVIA -

Release date : March 03, 2004

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11444&o=2

$end


$pcecd=bunilla,
$bio

Bunilla Syndrome Mahjong (c) 1991 Nichibutsu [Nihon Bussan Company, Limited.] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58122&o=2

$end


$pc98=bunkasai,
$bio

Bunkasai (c) 1996 Ucom [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89052&o=2

$end


$amigaocs_flop=bunnybrc,
$bio

Bunny Bricks (c) 1992 Silmarils

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73641&o=2

$end


$pc8801_flop=bunnyclu,
$bio

Bunny Club (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91471&o=2

$end


$pc8801_flop=bunnycl1,
$bio

Bunny Club II (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91472&o=2

$end


$info=sc5bunny,sc5bunnya,
$bio

Bunny Money (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR2197]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42468&o=2

$end


$pc8801_flop=bunnhimi,
$bio

Bunny-chan no Himitsu (c) 1988 Adult Inn [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91473&o=2

$end


$gba=dkkswingj,
$bio

Bura Bura Donkey [Model AGB-BBKJ-JPN] (c) 2005 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70085&o=2

$end


$odyssey2=buraco,
$bio

Buraco Negro! (c) 1984 Philips Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95571&o=2

$end


$pcecd=burai,
$bio

Burai - Hachigyoku no Yuushi Densetsu (c) 1991 Riverhill Software

- TRIVIA -

Released on August 06, 1991 in Japan.

- STAFF -

Cast: Daisuke Gouri, Naoko Watanabe, Kaneto Shiozawa, Kohei Miyauchi, Yuko Minaguchi, Michie Tomizawa, Takeshi Kusao, Koji Yada, Kazuyuki Sogabe, Toshiko Fujita, Ichiro Nagai

Story by: Takeo Iijima
Characters Design: Shingo Araki, Michi Himeno
Original Drawings: Shingo Araki, Michi Himeno
Music by: Hiromi Imakyurei
Directed by: Yoshihiko Miyazaki
Main Program: Kazuyuki Yamamoto
Visual Scene Program: Kinya Yokoyama
Director of Visual Scene CG: Koji Ikemoto
Coloring: Yuichiro Yano
Assistant of CG: Satoshi Goto, Takeharu Watanabe, Mona Yamada
Rewriting: Norikazu Yasunaga
Production Managing: Shinichi Minato (Dappy)
Manualcover & Package Design: Planning Rockets
Manual Edit: Takahiro Eguchi (100%)
Special Thanks to: Toshio Furuichi (Aoni Pro), Miyoko Aoba (Aoni Pro), Toshio Omagari (Yamaha DMR8), Mitsuhiro Arai (Yamaha DMR8), Tomonori Matsunaga, Ryutaro Kajino, Masayuki Oishi, Takuya Miyagawa, Akihiro Hino, Yasutaka Shinoda, Kenichiro Hayashi, Junji Shigematsu, Atsushi Fukuda
R-MACS / MMCE / R-SCAN: A & V Systems
Produced by: Kazuhiro Okazaki

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58123&o=2

$end


$megacd,megacdj=burai,
$bio

ブライ ～八玉の勇士伝説～ (c) 1992 Sega Enterprises, Limited.
(Burai - Hachigyoku no Yuushi Densetsu)

- TECHNICAL -

Game ID: G-6004
Sega ID: 670-2179
Barcode: 4 974365 560041

- TRIVIA -

Released on September 11, 1992 in Japan.

The subtitle of this game translates from Japanese as 'The Legend of the Heroes of the Eight Pearls'.

- STAFF -

Cast: Takeshi Kusao, Kaneto Shiozawa, Daisuke Gōri, Naoko Watanabe, Michie Tomizawa, Kōji Yada, Yūko Minaguchi, Kōhei Miyauchi, Kazuyuki Sogabe (Kazukiyo Sogabe), Toshiko Fujita, Ichirō Nagai

Story by: Takeo Iijima
Characters Design & Original Drawings: Shingo Araki, Michi Himeno
Music by: Hiromi Imakyurei
Original Staff: Kazuhiro Okazaki, Yoshihiko Miyazaki, Kazuyuki Yamamoto, Kinya Yokoyama, Kōji Ikemoto, Yuichiro Yano
Manual Edit: Takahiro Eguchi (100%)
Copyright 1989: Riverhill Soft, Pandrabox, Araki Production
Reprogrammed Game Copyright 1992: SEGA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60495&o=2

$end


$snes=burai,
$bio

BURAI 八玉の勇士伝説 (c) 1993 IGS Corp.
(Burai - Hachigyoku no Yuushi Densetsu)

- TECHNICAL -

Game ID: SHVC-BI-JPN

- TRIVIA -

Released on January 14, 1993 in Japan.

The subtitle of this game transates from Japanese as 'The Legend of the Heroes of the Eight Pearls'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61115&o=2

$end


$gameboy=buraidx,
$bio

Burai Fighter Deluxe [Model DMG-BU-USA] (c) 1991 Taxan USA Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65721&o=2

$end


$nes=buraij,
$bio

Burai Fighter (c) 1990 Taito Corporation.

Burai Fighter is a multi-scrolling shooter by Taito. In a far corner of the galaxy, an alien race of super-brain creatures, known as the Burai, rules over multiple worlds in an attempt to overrun the universe. Their army of mutant cyborgs, half-machine and half-beast, is now deploying in force to all corners of the galaxy. The player is sent off to destroy the enemy invasion. Equipped with a jet-pack and a laser-cannon, he must infiltrate the Burai's facility and neutralize the threat. Our hero can move and fire in eight different directions - pressing and holding the fire button allows him to fire in that direction until it is released again. There are three different weapons available in the game - the Laser (L), the missiles (M) and the power-rings (R). Although each weapon has three power levels, five power-icons must be collected to upgrade them. However, should the player die, the active weapon will start back at the lowest power level. Smart-bombs can also deliver their destructive payloads in critical situations and are available in limited quantities. A special bar located at the bottom of the screen displays the current bomb power-level, and red pods scattered throughout the game must be gathered to slowly increase this energy. Interestingly, filling up the bar entirely awards the player an extra life. More power-ups are available for the taking such as speed-ups (S), defense satellites and extra lives. The game also features top-down perspective levels - a map displayed at the beginning of such levels shows the location of a large enemy base. Bases are massive eyed monsters surrounded by turrets that have to be destroyed in order to advance to the next level. Burai Fighter features seven levels (some areas branch out and sometimes reveal hidden rooms), as well as three difficulty levels which lead to different endings.

- TECHNICAL -

Cartridge ID: DTF-5F

- TRIVIA -

Burai Fighter was released on July 20, 1990 in Japan for 5900 Yen. It was known there as the 32th title made by Taito for the Famicom.

- PORTS -

* Consoles :
Nintendo Game Boy (1990) "Burai Senshi Deluxe [Model DMG-BUA]"
Nintendi Game Boy Color (1999) "Burai Senshi Color [Model CGB-AZYJ-JPN]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53892&o=2

$end


$nes=burai,buraiu,
$bio

Burai Fighter (c) 1990 Nintendo.

North American release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Burai Fighter [Model DTF-5F]".

Text from this version:
In a remote corner of the galaxy, there lives a race of super-brains known as the Burai. For thousands of years, their vast mental capabilities have been focused upon one goal: the conquest of the universe! To accomplish this, they are creating huge armies of robo-mutants - bizarre creatures, half robot and half living flesh. With their seven manufacturing bases producing thousands of robo-mutants each day, the Burai armies will soon overrun the galaxy - unless you can stop them! Strap on your proton pack, charge up your laser cannon, and prepare to do battle with the deadliest army of mutant rogues in the universe. You must somehow penetrate the seven bases of the Burai, where you will confront a super-mutant guarding each base - monstrous creatures like the Giganticrab, Jawsipede, and Fangskull - until finally, you face the t errifying Slimedragon! But with the awesome arsenal of weapons at your command, victory may still be within your reach. It's up to you to rid the universe of the evil Burai once and for all!

- TECHNICAL -

Cartridge ID: NES-UF-USA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54976&o=2

$end


$pc98=burai2,
$bio

Burai Gekan - Kanketsu Hen (c) 1990 Riverhill Software [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89053&o=2

$end


$msx2_flop=burai2,burai2a,
$bio

Burai Gekan - Kanketsu Hen (c) 1992 Brother Kougyou [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101518&o=2

$end


$pcecd=burai2,
$bio

Burai II - Yami Koutei no Gyakushuu (c) 1992 Riverhill Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58124&o=2

$end


$pc98=burai,
$bio

Burai Joukan (c) 1989 Riverhill Software [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89054&o=2

$end


$pc8801_flop=burai,buraia,
$bio

Burai Joukan (c) 1989 Riverhill Software [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91474&o=2

$end


$msx2_flop=burai,buraia,
$bio

Burai Joukan (c) 1989 Riverhill Soft. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101519&o=2

$end


$gbcolor=buraicol,
$bio

Burai Senshi Color [Model CGB-AZYJ-JPN] (c) 1999 KID [Kindle Imagine Develop]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67616&o=2

$end


$gameboy=buraidxj,
$bio

Burai Senshi Deluxe [Model DMG-BUA] (c) 1990 Taxan USA Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65726&o=2

$end


$cpc_cass=burans19,
$bio

Buran (c) 1990 OMK Software [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82927&o=2

$end


$msx1_cass=buran,
$bio

Buran (c) 1990 OMK Software [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94504&o=2

$end


$cpc_cass=burbujos,
$bio

Burbujo [Model 1] (c) 1986 PPP Ediciones

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82928&o=2

$end


$amigaocs_flop=bureaucr,
$bio

Bureaucracy (c) 1987 Infocom

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73642&o=2

$end


$ti99_cart=burgerbd,
$bio

Burger Builder (c) 1983 DaTaBioTics

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84524&o=2

$end


$gbcolor=burgerb,
$bio

Burger Burger Pocket [Model DMG-ABNJ-JPN] (c) 1999 GAPS, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67617&o=2

$end


$gbcolor=burgerpi,
$bio

Burger Paradise International [Model CGB-AEYJ-JPN] (c) 2000 GAPS, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67618&o=2

$end


$info=btime,btime2,btime3,
$bio

Burger Time (c) 1982 Data East.

Stand-alone release of "Hamburger [Model DT-126]". For more information on the game itself, please see the original release entry.

- TECHNICAL -

Main CPU : MOS Technology M6502 (@ 1.5 Mhz)
Sound CPU : MOS Technology M6502 (@ 500 Khz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.5 Mhz)

Players : 2
Control : 4-way joystick
Buttons : 1 (PEPPER)

- TRIVIA -

Burger Time was released in November 1982. The game was originally titled "Hamburger" in Japan, but was renamed "Burger Time" before being exported internationally. 

The game was originally made for the DECO Cassette System, an early arcade format that pulled the game data from audio cassettes. The cassette system enjoyed a brief bit of popularity, until it was discovered that the cassettes quickly wore out, rendering the game useless. Bally/Midway licensed this title soon after its original release (October 1982), and redesigned the hardware to drop the cassette altogether. The Bally/Midway version of the game sold vast quantities when compared to the original.

This stand-alone version, manufactured without Bally/Midway's involvement, features a different attract mode.

When starting a new game (and a new life after getting caught), the game start display says 'Game Ready'. This was corrected to 'Get Ready' in the Bally/Midway version. It originally said 'Game Start' in "Hamburger".

When the chef runs out of pepper, the 'Pepper' display blinks, but there is no warning sound.

In the Data East USA version : 
* Gameplay is noticeably much faster than the other versions.
* 'Lives' dip switch can be set to 30,000, 50,000, 80,000, or None.
* The attract mode is exactly the same as the Bally/Midway version except for the different copyright information on the title screen.

Bryan Wagner holds the official record for this game with 11,512,500 points on September 19, 2008.

- TIPS AND TRICKS -

Stage 1

The introductory stage is very spacious and balanced, and you will only have to contend with three copies of Mr. Hot Dog and one copy of Mr. Egg. No one section of the stage presents any danger since ample escape routes can be found. At most, the burger layers only need to drop through five floors, so this stage won't take you as long as some of the other stages. Use this stage to understand the nature of the enemies' movement. Note how they tend to alternate between walking across a floor and using a ladder whenever they encounter one or the other that brings them closer to your position. Setting up the layers to allow enemies to drop with them is fairly easy to do.

Stage 2

While this stage features the same number of enemies as the previous stage, the layout of the floors makes the top portion of the screen much safer than the bottom portion. With the limited space and choices in the lower half of the stage, it is best to save it for last when you have no choice but to clear it. Focus on getting to the top as quickly as possible, but watch out for where the enemies are appearing. Staying on a ladder for a little while is a great way to lure enemies to a lower floor than the one you intend to visit. Once the two side burgers are complete, you must venture down the center of the stage. Before you do, draw the enemies as high as possible before heading down the center. Once you're ready to clear the stage, try to lure an enemy on to a top bun before dropping it. If you time it well, the enemies can clear the stage for you faster than you could. Note that the lower floors where the burgers wait are dead ends.

Stage 3

Even though you must build six burgers with only three layers each, this stage is a lot tougher than it looks. This time, six enemies will pursue you, including the never-before-seen Mr. Pickle. First and foremost, you need to get out of the bottom portion of the stage as quickly as possible. And the left is not a good choice for escape routes. If the copy of Mr. Pickle that enters from that side doesn't get you, another enemy is almost sure to come down that left ladder and trap you. Instead, head immediately for the right. If you're an expert player, you may choose to complete that lower right hamburger before continuing on to the top, but the more time you spend there, the bigger opportunity you give the enemies to trap you. Beginners should climb the right side of the stage all the way to the top in order to gain a little control over the enemies' movements. Like the previous stage, focus on completing the burgers at the top before tackling the lower burgers on either side.

Stage 4

You may feel a little daunted by the task at hand when you first see this stage: four hamburgers composed of eight layers. That's a lot of walking. But if you remember to focus your efforts on the top buns as much as possible, you won't waste a lot of time. The ladders are arranged in such a way that continuous climbing is difficult to accomplish. Instead, you and the enemies are more likely to staircase your way through the stage in order to get around. This can be a blessing and a curse. It's good because the enemies have few direct paths or multiple options to attack you from. It's bad because you need to become very skilled at controlling Peter in order not to slow down as you progress up or down the screen. Peter can feel very sluggish on ladders, and it can be difficult at first to properly time his transitions from ladder to floor and back to ladder again. By the time you complete this stage however, you'll have plenty of practice.

Stage 5

If you think that this stage is easier than the last stage because there's only half as many burgers to make, you're wrong. The layout of the stage is such that you have very few options to get from one section to another. Fewer options to move means fewer chances to escape so you must plot your course through this stage very carefully in order to avoid the six enemies that will be occupying the stage with you. There are two strategies to take. One involves luring the enemies to the lower right hand portion of the stage to keep them occupied for a while. This can be risky however, since you might become trapped from above and below. The other strategy is to employ pepper more liberally, provided you have a good supply by this stage. If you intend to use pepper, and wish to make the most use out of it, be sure to freeze enemies while they are standing on top of a layer so that you can walk across the layer and send it falling several stories with the enemy on board.

Stage 6


This is the last new stage that you will see before the game repeats the cycle of stages over again. In the heat of the moment, it's very easy to assume that certain paths on this stage connect when in fact they don't. Total comprehension of your available escape routes will decrease your chances of getting trapped and increase your chances of survival. The burgers on the side are especially dangerous since every layer is perched on a dead end. If an enemy is following you, it's relatively easy to drop a burger layer with the enemy standing on it, but getting out of the area can be tricky if you are too slow and allow another enemy to pursue you. You'll need to employ every trick that you've learned in the previous five stages to make it out of this one. The most important thing is not to panic.

Beyond Stage 28

The game will continue normally until stage 28. Starting on stage 28 the enemies move about 2 1/2 times faster than they did before. After 90 seconds (if you can survive that long on one chef), they slow down to a crawl, moving one step every 5 seconds. You can still die if you run into the enemies. The chefs speed never changes. If you can make it to the top of the board (28), you can find the "safe" spot. You can hide out here until they slow down. You will need new patterns for each board to group the enemies, and wait each time for each drop. It can take 1-1 1/2 hour per board at this level.

- PORTS -

NOTE: Only ports released outside Japan and North America are listed here. For Japanese ports, please see the original Japanese release entry, "Hamburger [Model DT-126]". For ports released in North America, please see the Midway entry. 

* Consoles : 
Sony PlayStation [EU] (March 1998) "Arcade's Greatest Hits - The Midway Collection 2 [Model SLES-00739]" 

* Handhelds : 
Nintendo Game Boy [EU] (1991) "BurgerTime Deluxe [Model DMG-GM-NOE]" 
Nintendo Game Boy [UK] (1991) "BurgerTime Deluxe [Model DMG-GM-UKV]" 

* Computers :
Commodore C64 [EU] (1984) 
BBC B [EU] (1984) "Mr. Wimpy" by Ocean 
Acorn Electron [EU] (1984) "Mr. Wimpy" by Ocean 
Oric [EU] (1984) "Mr. Wimpy" by Ocean 
Sinclair ZX Spectrum [EU] (1984) "Mr. Wimpy" by Ocean 
MSX [EU] (1986) "Mac Attack" 
VTech Laser-VZ [AU] "Hamburger Sam" 
Amstrad CPC [EU]
PC Booter [US] 1982

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=355&o=2

$end


$famicom_flop=btime,btime1,
$bio

Burger Time (c) 1988 Data East Corp.

- TECHNICAL -

Model DFC-BGT
Disk Writer only

- TRIVIA -

BurgerTime for Famicom Disk System was released on September 23, 1988 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65263&o=2

$end


$info=cbtime,
$bio

Burger Time (c) 1982 Data East.

Export release. For more information about the game itself, see the original Japanese release entry; "Hamburger [Model DT-126]".

- TECHNICAL -

Runs on the "DECO Cassette System" hardware

Cartridge ID: Model DT-126

- TRIVIA -

This revised DECO Cassette System version of Burger Time was released internationally in November 1982. The original version, titled "Hamburger", was seen exclusively in Japan.

Changes from "Hamburger" : 
* The enemies now enter the screen from the corners of the actual visible playfield.
* The remaining lives indicator has been moved to the lower left corner of the screen; the remaining lives are now stacked vertically.
* The chef no longer freezes his position when he sprays pepper.
* There is now a warning signal and a blinking 'Pepper' display when the chef runs out of pepper.
* The levels now appear in their more familiar order. 
* The start display now says 'Get Ready' instead of 'Game Start' at the start of a new game and a new life (after getting caught).

- SERIES -

1. Burger Time (1982)
2. Peter Pepper's Ice Cream Factory [Cassette No.39] (1984) 
3. Super Burger Time (1990) 
4. Burger Time Deluxe (2009, iPhone, Macintosh, PC)
5. Burger Time: World Tour (2011, PSN, XBLA; 2012, Nintendo Wii)

- PORTS -

* Others :
Arcade (1982) "Burger Time" : Stand-alone version.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=399&o=2

$end


$info=btimem,
$bio

Burger Time (c) 1982 Bally Midway Mfg. Co.

Stand-alone version by Bally/Midway for the USA. Game originally developed by Data East for the DECO Cassette System and known as "Hamburger [Model DT-126]" in Japan. For more information about the game itself, please see the original Japanese version entry.

- TECHNICAL -

[Upright model] [No. 333]

- TRIVIA -

Burger Time was released in November 1982 in the USA by Bally/Midway, under license from Data East.

Both this stand-alone version and the revised cassette version ("Burger Time [Model DT-126]") have been known to appear in the United States. The only way to visually differentiate between the two are by the different cabinet designs and artworks.

This stand-alone version plays identical to the later revision of the cassette version. The only electronic differences are : 
* Now that the original cassette format has been dropped entirely, the 2-minute load time when the game is powered on has been eliminated.
* 'MFGD BY BALLY MIDWAY MFG. CO.' has been added to the copyright information on the title screen.
* When entering initials, the selected letter now turns invisible as the chef carries it to the front of the player's score. The letter reappears as soon as it reaches its destination and the chef returns to the grid.

- PORTS -

NOTE: Only ports released in North America are listed here. For ports released outside North America and Japan, please see the Data East stand-alone version entry. For Japanese releases, please see the original Japanese release entry, "Hamburger [Model DT-126]". 

* Consoles : 
Atari 2600 [US] (1982) "BurgerTime [Model MT4518]" 
Mattel Intellivision [US] (1982) "BurgerTime [Model 4549]" 
Colecovision [US] (1984) "BurgerTime [Model 2430]" 
Nintendo NES [US] (May 1987) "BurgerTime [Model NES-BR]" 
Sony PlayStation [US] (November 30, 1997) "Arcade's Greatest Hits - The Midway Collection 2 [Model SLUS-00450]" 
Atari 5200 [US] (2004) "Beef Drop" 
Atari 7800 [US] (2005) "Beef Drop" 
Nintendo Wii [US] (February 19, 2010) "Data East Arcade Classics [Model RVL-R26E-USA]" 

* Handhelds : 
Nintendo Game Boy [US] (March 1991) "BurgerTime Deluxe [Model DMG-GM-USA]" 

* Computers : 
Mattel Aquarius [US] (1982) "Burgertime [Model 4653]" 
PC [Booter] [US] (1982) 
PC [MS-DOS] [US] (1982) 
Apple II [US] (1983) 
Texas Instruments TI-99/4A [US] (1984) "BurgerTime [Model PHM 3233]" 
Commodore C64 [US] (1984) 
PC [MS Windows 95, CD-ROM] [US] (1997) "Arcade's Greatest Hits - The Midway Collection 2" 
Atari 800 [US] (2005) 

* Others : 
LCD handheld game [US] (1982) by Mattel 
LCD Handheld Game [US] (1982) by Bandai 
VFD Portable Game [US] (1983) by Bandai 
Mobile Phones [US] (July 17, 2003)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=37018&o=2

$end


$msx1_cart=btime,
$bio

Burgertime (c) 1986 Dempa [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76621&o=2

$end


$nes=btimeh,
$bio

BurgerTime (c) 1987 FMG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69227&o=2

$end


$gameboy=btimedx,
$bio

BurgerTime Deluxe (c) 1991 Data East Corp.

- TECHNICAL -

Model DMG-GMA

- TRIVIA -

BurgerTime Deluxe for Game Boy was released on February 15, 1991 in Japan.

- PORTS -

* Consoles :
Nintendo 3DS [Virtual Console] [JP] (September 14, 2011)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65727&o=2

$end


$info=bbtime,
$bio

BurgerTime (c) 1982 Bandai Co., Ltd.

- TECHNICAL -

Model # 0200012

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83295&o=2

$end


$coleco=btime,btimem,
$bio

Burgertime (c) 1984 Coleco Industries, Incorporated.

- TECHNICAL -

Cartridge ID: 2430

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53252&o=2

$end


$intv=btime,
$bio

BurgerTime (c) 1982 Mattel Electronics

Your chef, Peter Pepper, is surrounded! Pickles and hot dogs are everywhere! Dodge down a ladder, pepper a pickle and you've escaped. They all chase after you. Run for your life to the next bun. Gobble some fries along the way and you've got some pepper -- just in case. Lead them on a chase and the nasties get stuck together. Tiptoe onto a bun and they follow you in a bunch. Pepper 'em, step off, and drop 'em. WAY TO MOVE! You've got 8,000 points and are one step closer to BURGERTIME.

- TECHNICAL -

Model 4549

- TRIVIA -

Returning from vacation in August 1982 thinking he was going to start the Loco-Motion conversion, Ray Kaestner discovered he was going to do the BurgerTime conversion, instead. Scheduled to get married in December, Ray was determined to finish the job within three months so he wouldn't have to worry about deadlines and debugging during wedding preparations.
Three months was a tight schedule; Ray did it in two, a record for an Intellivision game in the Hawthorne office. The extra month gave him a chance to tinker with the timing of the game to get it just the way he wanted. (He didn't escape the game on his wedding day, though -- the groomsmen were playing it while waiting for the ceremony to begin.)

Once you get 1,000,000 points, the scoring begins at zero again. At the end of each game you will see a number under the center score. This tells you how many times you have reached 1,000,000. You may reach 1,000,000 a total of 255 times... for a possible score of 255,999,950.

- TIPS AND TRICKS -

Knocking a hamburger part from a horizontal plank: 50 points
Squashing a nasty with a falling hamburger part: 100 points
Giving one nasty a ride on a falling hamburger part: 500 points
Giving two nasties a ride on a falling hamburger part: 1,000 points
Giving three nasties a ride on a falling hamburger part: 2,000 points
Giving four nasties a ride on a falling hamburger part: 4,000 points
Giving five nasties a ride on a falling hamburger part: 8,000 points
Gobbling one of the pinch of pepper prizes (ice cream, coffee, ketchup, or french fries): 500 points

- STAFF -

Program: Ray Kaestner
Graphics: Karen Nugent
Music/Sound Effects: Bill Goodrich

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60866&o=2

$end


$aquarius=btime,
$bio

Burgertime (c) 1982 Data East USA, Incorporated.

- TECHNICAL -

[Model 4653]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49810&o=2

$end


$a2600=btime,
$bio

BurgerTime (c) 1983 M Network

You move your chef around the maze in a frantic attempt to build hamburgers before the nasties converge on you. Move across the top of the burger ingredients and they will drop a level. Work all the ingredients to the bottom and you'll move on to the next maze.  Score points by dropping an ingredient, squashing nasties, or giving them a ride down on a falling ingredient.  Dust a nasty with some pepper and he'll stop in his tracks. If a nasty toches him, your chef is cooked. So watch out!  Play alone or challenge a friend. Highest score wins.

- TECHNICAL -

Model MT4518

- TIPS AND TRICKS -

SAVE PEPPER for the times you need it most. Don't waste it on nasties that are easily avoided.

Try to get the HIGHEST point value for EACH hamburger part that you drop. Try SQUASHING a nasty!  Better yet give him a fast ride down on a falling bun!

REMEMBER, your chef STOPS while he peppers a nasty. Don't get blind sided by a marauding bread stick while you're busy peppering a hot dog.

Keep away from the corners after squashing a nasty or giving him a ride. The same nasty could return in that corner and could run right smack into your chef.

- STAFF -

Programmer: Ron Surratt
Sound: Patricia Lewis Du Long

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50298&o=2

$end


$nes=btimej,
$bio

BurgerTime (c) 1985 Namco, Limited.

- TECHNICAL -

Cartridge ID: NAM-NBT-4500

- TRIVIA -

BurgerTime was released on November 27, 1985 in Japan. It was known there as the 11th title made by Namco for the Famicom.

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [JP] (July 12, 2011)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53893&o=2

$end


$nes=btime,
$bio

BurgerTime (c) 1987 Data East USA.

- TECHNICAL -

Game ID: NES-BR

- TRIVIA -

BurgerTime for NES was released in May 1987 in North America.

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [US] (December 6, 2012)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54977&o=2

$end


$ti99_cart=burgertm,burgertb,
$bio

BurgerTime (c) 1984 Data East USA.

- TECHNICAL -

Model PHM 3233

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83342&o=2

$end


$info=burglarx,
$bio

Burglar X (c) 1997 Unico Electronics.

A maze game.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 16 Mhz)
Sound Chips : YM3812 (@ 3.579545 Mhz), OKI6295 (@ 8 Khz)

Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 8192

Players : 2
Control : 8-way joystick
Buttons : 3

- STAFF -

Game planners : Koo Eun Joong, Kim Yang Su
Graphic designers : Kim Yang Su, Na Jong Yong
BGM composers : G.D.Hwang, Park Hyo Jin
Sound effects : Kim Yang Su
Programmers : Koo Eun Joong, Lee Chang Gyu
H/W designer : Jun Jung Ok
Assistants : Choi Gyu Keun, Lee Gi Seon, Moon Sung Ok
Director : Koo Eun Joong

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=356&o=2

$end


$info=buriki,
$bio

Buriki One in Tokyo - World Grapple Tournament '99 (c) 1999 SNK [Shin Nihon Kikaku].

A 3-D fighting game. Choose one of 11 different fighters from around the world, each with their own unique fighting style, and compete in the world grappling tournament. Use throws, or various punches and kicks to knock your opponent out, or win by decision.

The Control system is of special interest as the buttons are used for movement and the joystick is used to attack.

- TECHNICAL -

SNK Hyper Neo-Geo 64 hardware
Game ID : HNG64 No. 07

Main CPU : R4600 (@ 50 Mhz), V30 (@ 8 Mhz), Zilog Z80 (@ 12.5 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 4

- TRIVIA -

Buriki One in Tokyo was released in May 1999, this is the last game released on Hyper Neo-Geo 64 hardware.

This game features Ryo Sakazaki from the Art of Fighting series.

Gai Tendo and Silber appear as mid bosses in The King of Fighters XI. Gai is also an alternate striker in The King of Fighters 2000.

Soundtracks:
[JP] June 17, 1999; Buriki One in Tokyo [PCCB-00379] - Pony Canyon

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=357&o=2

$end


$psx=burnoutj,
$bio

Burn Out (c) 2000 Success [Japan]

- TECHNICAL -

[SuperLite 1500 Series] [Model SLPM-86598]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85001&o=2

$end


$cdi=burncycl,burncycld,burncyclg,burncycli,burncycls,
$bio

BURN:CYCLE (c) 1994 Philips Interactive Media, Incorporated.

Sol Cutter's latest data theft has gone straight to his head, along with the deadly virus BURN:CYCLE. Even now, the virus is eating his brain from the inside out.

As Sol Cutter you have two hours to deactivate the virus by using your brain - while you still have one.

BURN:CYCLE features state of the art fully digitized live action sequences, magically surreal 3-D environments, and interactive game-play of mind-blowing speed and sophistication.

- TECHNICAL -

Model 810 0114

- TRIVIA -

Export releases:
[US] "BURN:CYCLE [Model 310690145-2]"

- STAFF -

From Trip Media and Philips Media

Actors In Order of Appearance:
Cutter: Aaron Swartz
Kris: Viva Duce
Gala: Abigail Clinton
Doc: William Marsh
Zip: Richard Hanson
Dealey: David Stern
Bhudda: Indra Sinha
Rage: Robert Whitson
Vielli: Sam Cox
Female Cutter: Tanya Pohlkotte
Hotel Agent: Peter Leckie
Taiwanese Pirates: Minh Ngo
Barwoman: Ryo Inou Claudia Frutiger
Psychic Roulette Players: Eitan Arrusi
Orange Man: Rob Le Quesne Nick Clark
Additional Voice: Buffy Davis

Televerse Adverts: Miho Tambo, Rupert Burdett, David Jones, Joe Stephenson, Ruth Gibson, Bruno Martelli, Joe Mattey, Michael Wynter, Jeremy Quinn, Rachel Sanders, James Stevens

Guards: Tomas Roope, Dani Arrusi, Danny Earl, Chris Oades, Liam Corner, Patrick Tichy

Extras: Conrad Allen, M.C.Reddings, David Jones, Ben Reddings, Andy Polaine, Rachel Meyrick, Jonny Raven, Sophie Peacock, David Collier, Dominic Green, Flo Lowenthal, Kumi Akiyoshi, James Chercoff, Matt Laniado, Jacob Algreen-Ussing

Shoot Crew:
Production Manager: Eitan Arrusi
Line Producer: Michael Tomkins
Camera / Lighting: Conner Connoly
First Assistant Director: Sadu Fisher
Production Assistant: Robert Le Quesne
Sound Recordist: Nick Walker
Sparks: Gary Owen
Make-Up: Kim Menzies
Costume Design and styling: Gavin Fernandez, Ryo Inoue
Additional Costumes: Boom Cortina, Anella Takach, Whittaker-Malem, Pael Cooper, Suzanna Lee, The Original, Fif Lambshtrumph, P.I.L.
Prop Master: Patrick Bill
Model Maker: Mike Fairbrass
Set Photographer: Patrick Tichy
Studio Manager: Peter Patching
Production Assistants: David Jones, Sophie Pendrell, Rupert Bedette, Nick Clark, Christina, Liam Corner, Ashley Hampton
Digital Matching: Jeremy Quinn
Publicity Video: Flo Lownethal
Carpenter: Ted Chamberlaine
Casting Director: Jeremy Zimmerman
Casting Assistant: Andrea Clark
Catering: Dog Boy Productions
Studio: PCL
Camera Equipment: PCL, MIR
Lighting Equipment: AFM
Grip Equipment: British Turntables
Post Production Beta SP: REW

Second Unit:
Director: Rob Le Quesne
Assistant Director: Tomas Roope
Sound: Paul James
Camera: David Jones
Storyboards: Luke Pendrell

Production Team:
Project Managers: Eitan Arrusi, David Collier
Multimedia Designer, Special Effects, Graphics 2D/3D: Jeremy Wuinn
Designer, Special FX, Graphics: Tomas Roope
Production Assistant: Rob Le Quesne
Trainee Operator: Ashley Hampton
Line Manager: Dana Hanna
Interface Design: David Collier
Editing: Eitan Arrusi
Additional Special FX Animation: Joe Stephenson
Script Consultant: Mike Jay
Storyboards: Graham Humphries
Accountant: Andrew Riddington
Early Interface Development: Ian Martin

3-D:
Production, Design Production Management: Olaf Wendt
Design, Modelling Animation: Russel Tickner
Modelling, Live action Matching: Evan Davies
Additional Modelling: Steve Hubbard

Programming:
Runtime and Production Software: Graham Deane
Script language design and programming: David Collier
Video Production Software: Ian Horne
Disc Building Software: Mark Wilson
Video Sequencing software: Rupert Henry
Sequence Builder: Rob Le Quesne
CD-I Build: Tomas Roope

Music:
Original Music: Simon Boswell
Trip Sting, Spot Effects: Andy Polaine
Sound Assistant: Haris Charalambis
Sound Mixer, Spot Effects: Alex Boyesen
Spot Effects: Jeremy Quinn, Tomas Roope

For Philips: Julian Lynn-Evans, Eric Lux, Neil Jones-Cubley

Game Director and Producer Original Prototype: David Collier
Visual Director: Olaf Wendt
Technical Director: Graham Deane
Writer, Director, Original Story structure: Eitan Arrusi

Thanks to: The Premises, London Video Access, John Piesing (Philip Research Labs, Redhill), Paul Clarke (Philip Research Labs, Redhill), International Interactive Media, Howard Soroka, Chris Dudas

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52786&o=2

$end


$info=brubber,
$bio

Burnin' Rubber (c) 1982 Data East Corporation. 

An overhead driving game where you jump or bump enemy cars for points.

- TECHNICAL -

Main CPU : MOS Technology M6502 (@ 750 Khz) 
Sound CPU : MOS Technology M6502 (@ 500 Khz) 
Sound Chips : (2x) General Instrument AY8910 (@ 1.5 Mhz) 

Players : 2 
Control : 8-way joystick 
Buttons : 1 (JUMP)

- TRIVIA -

Burnin' Rubber was released in November 1982. 

Marco Donadio holds the official record for this game with 2429540 points on October 5, 1984.

Export releases:
"Bump 'n' Jump [Upright model] [No. 349]" (Bally Midway)
"Bump 'n' Jump [Cocktail model] [No. 350]" (Bally Midway)

- SCORING -

Destroying a car : 200, 300 or 500 points, depending on car. 
End of stage bonus : 200 + 100 points/level x number of cars destroyed. 
Special Bonus : 50000 points for destroying no cars.

- TIPS AND TRICKS -

* Bonus Points : if you make it through an entire board without smashing any cars, you'll get a 50000 point bonus. 

* You can jump off the edge of the screen and land on the other side. Use this tactic to escape from a tight spot, but only when the track is widest. 

* Try not to get caught between three cars, as when you bump one into a wall, chances are the impact will bounce you back into the wall.

- PORTS -

* Consoles : 
Nintendo Famicom [JP] (October 8, 1986) "Buggy Popper [Model DFC-BP]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=358&o=2

$end


$info=cburnrub,cburnrub2,
$bio

Burnin' Rubber (c) 1982 Data East.

DECO Cassette release. See the original PCB version entry for more information about the game itself; "Burnin' Rubber".

- TECHNICAL -

Runs on the "DECO Cassette System" hardware

Cartridge ID: Model DT-127

- TRIVIA -

Burnin' Rubber for DECO Cassette System was released in November 1982 in the Japan arcades. It was known there as the 27th video game made for this hardware.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=400&o=2

$end


$pce=burnangl,
$bio

バーニングエンジェル (c) 1990 Naxat Soft.
(Burning Angels)

Burning Angels is a vertical shooter by Naxat Soft. The cute Dr Kaga, the 'Burning' project leader, has been kidnaped by some evil forces and two girl pilots, onboard their prototype fighters (Dragon and Phoenix), join forces in a desperate rescue mission. Each player can either choose to fly Dragon or Phoenix - or both at the same time during intense two-player simultaneous plays. Each fighter comes equipped with an unique arsenal of lethal firepower - Dragon is equipped with wide lasers, missiles and side guns, and Phoenix comes with Bubble lasers, explosive missiles and rotating side guns. Special red spaceships also drop power-up icons when destroyed - they come in various flavors such as Side Guns (B), missiles (M), extra life (L), power-up (P) and special star icons. The latter must be collected to charge up the burning bar located at the bottom of the screen. When full, the power can be used to launch a powerful attack and get the two fighters to temporary merge into a destructive bird of fire.

- TECHNICAL -

Game ID: NX90008

- TRIVIA -

Burning Angels was released on December 07, 1990 in Japan for 6700 Yen.

- STAFF -

Programmer: K. Matsuda, K. Miyoshi, N. Nakamura, H. Miyakushi
Music Sounds: M. Ito, H. Nishkawa
Designer: O. Kiyasu, K. Mori, M. Kitsuta, M. Wada, K. Kawahata

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58542&o=2

$end


$a2600=burndesi,
$bio

Burning Desire (c) 1982 PlayAround

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50299&o=2

$end


$a2600=burndesie,
$bio

Burning Desire (c) 1982 American Multiple Industries

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50300&o=2

$end


$pc98=burndrag,
$bio

Burning Dragon (c) 1993 Wiz [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89055&o=2

$end


$pc98=burndrap,
$bio

Burning Dragon Plus (c) 1994 Wiz [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89056&o=2

$end


$neocd=burningf,
$bio

Burning Fight (c) 1994 SNK [Shin Nihon Kikaku].

- TECHNICAL -

[Model NGCD-018]

- TRIVIA -

Burning Fight for Neo-Geo CD was released on September 9, 1994 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47628&o=2

$end


$neogeo=burningfh,
$bio

Burning Fight (c) 1991 SNK [Shin Nihon Kikaku].

- TECHNICAL -

[Model NGH-018]
54 Mega

- TRIVIA -

This AES version was released 4 months after the MVS release, on August 9, 1991 in Japan and in the United States of America.

For more information about this game, please refer to the original MVS entry : "Burning Fight [Model NGM-018]".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47627&o=2

$end


$info=burningf,burningfp,
$bio

Burning Fight (c) 1991 SNK.

New York detectives battle organized crime in this fighter. Duke and Billy, 2 popular and renowned New York City Police detectives, are hot on the trail of a dangerous Japanese crime syndicate. Their investigation has led them to the mean streets of Japan where they meet a police officer and martial arts expert named Ryu. Ryu agrees to join the NYPD detectives as they track down the crime syndicate bosses and end their reign of terror once and for all.

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID: NGM-018

[SNK MVS Neo-Geo Controls]
2 players - 4 buttons per player.
[JOYSTICK] 8-way [A] Attack [B] Jump attack [C] Middle attack [D] Hard kick

- TRIVIA -

Released in April 1991.

Duke, one of the player characters, appears as a striker in "The King of Fighters 2000".

- UPDATES -

The prototype version doens't have any character presentation during the attract mode. Billy is called Bully and has different graphics. On the characters selection screen, they doesn't have their portrait.

- STAFF -

Front character designers : Franky Sezabon, Abepapa, Gagamaru, Dom, Yamapee
Back character designers : Manoru, Masabon, Meguchirin
Music composer & Sound effect : Yamapy-1
Programmers : ....& Eye Love, MA2
Planning : Woo Woo, Moo
Producer : Eikichi Kawasaki
Special thanks : Futatsu!!, Y-Tick

- PORTS -

* Consoles :
SNK Neo-Geo [JP] (Aug. 9, 1991; "Burning Fight [Model NGH-018]")
SNK Neo-Geo CD [JP] (Sep. 9, 1994; "Burning Fight [Model NGCD-018]")
Sony PlayStation 2 [US] May 05, 2008 "SNK Arcade Classics Vol.1 [Model SLUS-21724]"
Sony PSP [US] May 05, 2008 "SNK Arcade Classics Vol.1 [Model ULUS-10338]"
Sony PlayStation 2 [KO] May 29, 2008 "SNK Arcade Classics Vol.1 [Model SLKA-25424]"
Nintendo Wii [US] July 29, 2008 "SNK Arcade Classics Vol.1 [Model RVL-P-RNCE]"
Sony PSP [EU] Oct. 17, 2008 "SNK Arcade Classics Vol.1 [Model ULES-01105]"
Nintendo Wii [EU] Oct. 31, 2008 "SNK Arcade Classics Vol.1 [Model RVL-P-RJZP]"
Sony PlayStation 2 [EU] Nov. 21, 2008 "SNK Arcade Classics Vol.1 [Model SLES-55232]"
Sony PSP [JP] May. 21, 2009 "SNK Arcade Classics Vol.1 [Model ULJS-193]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=359&o=2

$end


$info=burnforc,burnforco,
$bio

Burning Force (c) 1989 Namco.

A chase-view shoot'em up where you battle high-tech enemies on a futuristic motor scooter.

The gameplay is similar to that of Sega's Space Harrier, but the worlds are divided into four areas and there is no vertical mobility. In the first two sections the player controls Hiromi on the airbike, which can move to the left and right, as well as braking and accelerating. The airbike can also fire bullets and missiles at the enemies. The third area of every world is a boss area. The airbike will be transformed into a flying ship which can move in all directions. The fourth area of each world is a bonus stage and the player has to collect as many spheres as possible for bonus points.

- TECHNICAL -

Namco System 2 hardware
Game ID: BU

Main CPU : (2x) Motorola 68000 (@ 12.288 Mhz), M6809 (@ 3.072 Mhz), HD63705 (@ 2.048 Mhz)
Sound Chips : C140 (@ 21.39 Khz), YM2151 (@ 3.57958 Mhz)

Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.61 Hz
Palette colors : 8192

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Released in November 1989.

Hiromi Tengenji, who is the protagonist in Burning Force, makes several more appearances in video games.  She went on to reappear in an advertisement on an airship in Mach Breakers. She also appeared in the Namco System 12-era World Stadium games as the Nikotama Gals' defensive half. She was also a playable character in the Japan-only SRPG Namco X Capcom where she is partnered with Toby "Kissy" Masuyo, the main character of the Baraduke games. Additionally, she made an appearance in ShiftyLook's Namco dating sim, Namco High, as one of eighteen dateable characters.

Victor Entertainment released a limited-edition soundtrack album for this game (Burning Force : Namco Game Sound Express Vol.2 - VICL-15001) on 07/02/1990.

- STAFF -

Executive producer : Devil Nakamura
Game programmers : Devil Nakamura, Yoshichin
Test program : Komo, Yama
Sound programmer : Koba
Story by : Makotomas
Production designers : Indori2, Daihadan13, Kimuko, Panzer Abe
Sound designer : Yoshinori Kawamoto (Kawagen)
Naming production manager : Nat.
Title design : takinoue
Constructive manager : Setoland
Directed by : Makotomas

- PORTS -

* Consoles :
Sega Mega Drive (1990)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=360&o=2

$end


$megadriv=burnforcu,
$bio

Burning Force (c) 1990 Namco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57142&o=2

$end


$megadriv=burnforc,
$bio

Burning Force (c) 1991 Sega Enterprises, Limited.

- TRIVIA -

Reviews:
April 1992 - Joypad N.7 (Page 138-139) [FR]: 71/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56379&o=2

$end


$megadriv=burnforcj,
$bio

Burning Force (c) 1990 Namco, Limited.

- TECHNICAL -

Model T-14023

- TRIVIA -

Released on October 19, 1990 in Japan.

- STAFF -

Game Program: Ogawann
Sub Program: Kobakun
Sound Program: Kaeru Taniguchi (Kwaeru)
Story by: Makotomas
Charactor Designers: Kuma, Koji Naya (7852)
Sound Designers: Norihiko Togashi (Noririn)
Constructive Manager: Koh
Total Coordinate: Gen
Special Thanks: Big Gan, Kero, Udauda
Directed by: Makotomas

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56380&o=2

$end


$gameboy=burnpapr,
$bio

Burning Paper [Model DMG-GVA] (c) 1993 LOZC

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65730&o=2

$end


$pc8801_flop=burningp,burningpb,burningpa,
$bio

Burning Point (c) 1989 Enix, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91475&o=2

$end


$saturn,sat_cart=burningrj,burningrja,
$bio

Burning Rangers (c) 1998 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58967&o=2

$end


$saturn,sat_cart=burningrtai,
$bio

Burning Rangers Taikenban (c) 1998 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58968&o=2

$end


$saturn,sat_cart=burningru,
$bio

Burning Rangers [Model 81803] (c) 1998 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59992&o=2

$end


$saturn,sat_cart=burningr,
$bio

Burning Rangers [Model MK81803-50] (c) 1998 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60252&o=2

$end


$info=brival,brivalj,
$bio

Burning Rival (c) 1993 Sega.

A cartoon-like fighting game with pleasing animation and a sense of humor. 8 selectable characters.

- TECHNICAL -

Runs on the Sega "System 32" hardware.

Players: 2
Control: 8-way joystick
Buttons: 6
=> Weak Punch, Medium Punch, Strong Punch, Weak Kick, Medium Kick, Strong Kick

- TRIVIA -

Released in July 1993.

- STAFF -

Chief programmer : Yasushi Nakajima
Planner : Issei Tokuda
Programmers : Hiroaki Shouji, Mika Aizawa, Satoshi Hosoda
Effect designer : Masataka Aochi
Sound effects and sound programmer : Tohru Nakabayashi
B.G.M. : Hideaki Miyamoto
Animation : Zero-One, Ltd.
Ending illustration : Katsuhiko Nishijima
Ending color coordinate : Noriyuki Yoshino

* Voice Cast (Recording at Power House Studio) :
Arnold : Francis Silva
Bill : Takenobu Mitsuyoshi
Craze : Susumu imura
Jackson : Toshihiro Nagoshi
Mr.Chin : Takehito Tsumagari
Santana : Greg Irwin
Shingen : Yasuhiro Takagi
Aska : Haruka Itoh

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=361&o=2

$end


$psx=burningr,
$bio

Burning Road (c) 1997 Vic Tokai.

Japanese release. Game developed in Europe.

- TECHNICAL -

Game ID: SLPS-00518

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85002&o=2

$end


$info=b3rinsya,
$bio

Burning Tricycle (c) 1997 Sigma Enterprises, Inc

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94327&o=2

$end


$amigaocs_flop=burntime,burntimeg,
$bio

Burntime (c) 1993 Max Design.

- STAFF -

Coder: Albert Lasser, Wilfried Reiter
Graphics: Martin Lasser
Musician: Hannes Seifert, Clemens Welbock

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73643&o=2

$end


$snes=bushisei,
$bio

Bushi Seiryuuden - Futari no Yuusha (c) 1997 T&E Soft

Japan-only turn-based RPG.

- TECHNICAL -

Game ID: SHVC-AYUJ-JPN

- TRIVIA -

The title of this game translates from Japanese as Warriors of the Blue Dragon Legend - The Two Heroes.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61116&o=2

$end


$info=bushido,bushidoa,
$bio

Bushido (c) 1993 Inder.

- TRIVIA -

Although Bushido is the last machine commercially produced by Inder, they had designed a game called "MACH 2" that was later produced by Spinball in 1995.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5242&o=2

$end


$info=busicom,
$bio

Busicom 141-PF (c) 1974 BUSICOM [Business Computer Corp.]

- TRIVIA -

First calculator with a microprocessor.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102942&o=2

$end


$bbca_cass,bbcb_cass=busgames,
$bio

Business Games (c) 198? Acornsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51408&o=2

$end


$x68k_flop=business,
$bio

Business Pro-68K Popular (c) 199? Sharp [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87175&o=2

$end


$nes=business,
$bio

Business Wars (c) 1991 Hector

- TECHNICAL -

Cartridge ID: HCT-078/013

- TRIVIA -

Business Wars was released on January 24, 1991 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53894&o=2

$end


$pce=cyberx,
$bio

武装刑事 サイバークロス (c) 1989 Face Company, Limited.
(Busou Keiji - Cyber Cross)

Cyber Cross is a side-scrolling action game and was the second game released by Face for the PC engine system. It features armies of insectoid creatures and robots trying to take over the World. The player sets out to teach the invaders a lesson - he takes control of a super-hero who can turn into the powerful 'Cyber Cross'. Colored floating pods can help him in his task - any of them turns him into his combat-mode (charge power by pressing the fire button and release it for special attacks!). Three weapons are available throughout the game - special sword (red), laser gun (blue) and the Boomerang (green). But be aware that weapons are limited to a maximum of three, and our hero loses one each time he gets hit.

- TECHNICAL -

Game ID: FA01-002

- TRIVIA -

Released on June 23, 1989 in Japan for 6300 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58543&o=2

$end


$info=bam2,
$bio

Bust-A-Groove 2 - Dance Tengoku Mix (c) 1999 Metro.

- TRIVIA -

Released in July 1999 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=27324&o=2

$end


$gamegear=bam,
$bio

Bust-A-Move (c) 1995 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64497&o=2

$end


$n64=bam99,
$bio

Bust-A-Move '99 (c) 1999 Acclaim Entertainment, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57622&o=2

$end


$gameboy=bam2,
$bio

Bust-A-Move 2 - Arcade Edition (c) 1998 Acclaim Ent., Incorporated.

North American release.

- TECHNICAL -

Cartridge ID: DMG-ABUE-USA

- TRIVIA -

Bust-A-Move 2 Arcade Edition for Game Boy was released in February 1998 in North America.

This game is known in Japan as "Puzzle Bobble GB [Model DMG-AGPJ-JPN]".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65731&o=2

$end


$n64=bam2u,
$bio

Bust-A-Move 2 - Arcade Edition (c) 1998 Acclaim Entertainment, Incorporated.

North American release.

- TECHNICAL -

Cartridge ID: NUS-NBUE-USA

- TRIVIA -

Bust-A-Move 2 - Arcade Edition for Nintendo 64 was released on April 30, 1998 in North America.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85173&o=2

$end


$n64=bam2,
$bio

Bust-A-Move 2 - Arcade Edition (c) 1998 Acclaim Entertainment, Incorporated.

European release.

- TECHNICAL -

Cartridge ID: NUS-NBUP-EUR

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57623&o=2

$end


$saturn,sat_cart=bam2,
$bio

Bust-A-Move 2 - Arcade Edition [Model T-8132H-50] (c) 1996 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60253&o=2

$end


$saturn,sat_cart=bam2u,
$bio

Bust-A-Move 2 - Arcade Edition [Model T-8132H] (c) 1996 Acclaim Entertainment, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59993&o=2

$end


$n64=bam3dx,
$bio

Bust-A-Move 3 DX (c) 1999 Acclaim Entertainment, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57624&o=2

$end


$gameboy=bam3dx,
$bio

Bust-A-Move 3 DX [Model DMG-A3Vp-EUR] (c) 1998 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65733&o=2

$end


$saturn,sat_cart=bam3u,
$bio

Bust-A-Move 3 [Model T-31103H] (c) 1997 Natsume

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59994&o=2

$end


$saturn,sat_cart=bam3,
$bio

Bust-A-Move 3 [Model T-8155H-50] (c) 1997 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60254&o=2

$end


$gbcolor=bam4,
$bio

Bust-A-Move 4 [Model DMG-AA4E-USA] (c) 1999 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67619&o=2

$end


$info=pbobble2u,
$bio

Bust-A-Move Again (c) 1995 Taito.

North American version. For more information about the game, please see the non-US version entry; "Puzzle Bobble 2".

- TECHNICAL -

Runs on the "Taito F3 System" Hardware.

- TRIVIA -

Bust-A-Move Again was released in July 1995 in North America.

This game is known outside US as "Puzzle Bobble 2".

This US version has an additionnal 'Recycle It, Don't Trash It!' screen and has no froggies.

- SERIES -

1. Puzzle Bobble (1994)
2. Bust-A-Move Again (1995)
3. Puzzle Bobble 2X (1995)
4. Puzzle Bobble 3 (1996)
5. Puzzle Bobble 4 (1997)
6. Super Puzzle Bobble (1999)
7. Super Puzzle Bobble 2 (2002, Sony PlayStation 2)
8. Super Puzzle Bobble All-Stars (2003, Nintendo Game Cube)
9. Ultra Bust-a-Move (2004, Microsoft X-BOX)

- PORTS -

NOTE: These are North American ports only. To see ports released outside North America, see "Puzzle Bobble 2".

* Consoles : 
Sony PlayStation [US] (March 29, 1996) "Bust-A-Move 2 Arcade Edtion [Model SLUS-00233]" 
Nintendo 64 [US] (April 30, 1998) "Bust-A-Move 2 - Arcade Edition [Model NUS-NBUE-USA]" 
Microsoft XBOX [US] (October 25, 2005) "Taito Legends" 
Sony PlayStation 2 [US] (October 25, 2005) "Taito Legends [Model SLUS-21122]" 

* Handhelds : 
Nintendo Game Boy [US] (February 1998) "Bust-A-Move 2 - Arcade Edition [Model DMG-ABUE-USA]" 

* Computers :
PC [MS Windows 95/MS-DOS, CD-ROM] [US] (1998) "Bust-A-Move 2 Arcade Edition" 
PC [MS Windows, CD-ROM] [US] (November 10, 2005) "Taito Legends" 

* Others : 
SNK Neo-Geo MVS [US] (1995) "Bust-A-Move Again [Model NGM-248]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=362&o=2

$end


$gbcolor=bammill,
$bio

Bust-A-Move Millennium [Model CGB-BANE-USA] (c) 2000 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67621&o=2

$end


$ngpc=bam,bamp,
$bio

Bust-A-Move Pocket [Model NEOP00310] (c) 1999 SNK Corp. [Shin Nihon Kikaku] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82516&o=2

$end


$snes=bam,
$bio

Bust-A-Move (c) 1995 Taito Corp.

North American release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Puzzle Bobble [Model SHVC-AYKJ-JPN]".

- TECHNICAL -

Cartridge ID: SNS-AYKE-USA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62822&o=2

$end


$info=buster,
$bio

Buster (c) 1987 Marian Electronics, Limited.

Video Fruit Machine.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=30232&o=2

$end


$gamegear=busterb,
$bio

Buster Ball [Model T-53027] (c) 1992 Riverhill Software

- TRIVIA -

Reviews:
[FR] June 1992 - Joypad N.9: 82/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64498&o=2

$end


$msx1_cass=bblock,
$bio

Buster Block (c) 1985 Kuma Computers, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94505&o=2

$end


$info=bbros,
$bio

Buster Bros. (c) 1989 Capcom USA.

1 or 2 players cooperatively destroy bouncing balls with a variety of weapons. The players may only fire up, but may move right and left, or up and down ladders. The large balls that have been shot split in two, creating smaller balls.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 8 Mhz)
Sound Chips : OKI6295 (@ 7.5 Khz), YM2413 (@ 4 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Developed by Mitchell, Buster Bros was released in December 1989 in North America by Capcom USA.

This game is known outside North America as "Pang" and in Japan as "Pomping World". 

Jarred Endres holds the official record for this game with 2403280 points on October 20, 2008. 

A Buster Bros. unit appears in the 1995 movie 'Welcome to the Dollhouse'.

- SERIES -

1. Buster Bros. (1989)
2. Super Buster Bros. (1990)
3. Buster Buddies (1995)
4. Mighty! Pang (2000)

- STAFF -

Planning : NDA
Programmers : Hospitel Masa, Mamichan Otona
Music compose : Tamayo Kawamoto
Character designers : Hiramattyo, Oyuu
Direction : Yoshiki Okamoto (Kihaji Okamoto)

- PORTS -

* Consoles : 
NES [Unreleased Prototype] 
NEC TurboGrafx-CD [US] (1993) "Buster Bros. [Model TXCD1031]" 
Sony PlayStation [US] (March 31, 1997) "Buster Bros. Collection [Model SLUS-00208]" 

* Handhelds : 
Nintendo Game Boy [US] (October 1993) "Buster Bros. [Model DMG-AG-USA]" 
Sony PSP [US] (February 6, 2007) "Capcom Puzzle World [Model ULUS-10217]" 

* Computers : 
Commodore C64 [US] (1991) "Pang" 

* Others : 
iPhone/iPod [US] (March 4, 2010) "Pang [Model 359106962]" 
Mobile Phones [US] (May 28, 2005) "Pang"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=363&o=2

$end


$pcecd=bbros,
$bio

Buster Bros. (c) 1993 Hudson Soft

North American version. Game developed in Japan. For more information on the game itself, please see the original Japanese release entry; "Pomping World [Model NCD1019]".

- TECHNICAL -

Game ID: TXCD1031

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58482&o=2

$end


$gameboy=bbros,
$bio

Buster Brothers [Model DMG-AG-USA] (c) 1993 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65734&o=2

$end


$gamegear=busterf,
$bio

Buster Fight (c) 1994 Sega Enterprises, Limited.

- TECHNICAL -

[Model G-3341]

- TIPS AND TRICKS -

* Additional Difficulty Levels and Characters: At the title screen, enter the sequence Up,Down,Left,Right,Down,Up to unlock the Extra Level (harder than Hard Level) and the boss The Alien. Enter the sequence Up,Up,Down,Down,Left,Right to unlock the Zero Level (easier than Easy Level) and the boss The Alien. In both cases, a sound will confirm if the code has been entered correctly.

Alternatively, Zero Level and the boss The Alien can be unlocked by getting an high score and entering KEY as initials.

- STAFF -

Program : Chaos Brain
Design : 00M, Ted, K.N
Sound : Nasu-B, Sheed
Special thanks : A-Rank S.Kawa, Yamax, A-Rank Ninja, K-Suke

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64499&o=2

$end


$a2600=busypol,
$bio

Busy Police (c) 19?? Zellers

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50301&o=2

$end


$msx1_cart=butampan,butampanb,butampana,
$bio

Butam Pants [Model HM-007] (c) 1983 HAL Laboratory, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76622&o=2

$end


$x68k_flop=butarian,
$bio

Butarian (c) 1994 68 Bank

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87176&o=2

$end


$info=butasan,butasanj,
$bio

Butasan (c) 1987 Jaleco.

Control a pig and blow up other pigs. The simple gameplay is as tasty as a bacon sandwich! Vegetarians beware! :)

- TECHNICAL -

Main CPU : Zilog Z80 (@ 5 Mhz)
Sound CPU : Zilog Z80 (@ 5 Mhz)
Sound Chips : (2x) Yamaha YM2203 (@ 1.5 Mhz)

Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 54.00 Hz
Palette colors : 768

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Releases in August 1987. Produced by Jaleco under license from NMK.

The title of this game translates from Japanese as 'Mister Pig'.

Soundtrack releases :
Game Sound Jaleco -G.S.M. Jaleco 1- [Pony Canyon / Scitron  D28B0003 - Aug 21, 1988]

- STAFF -

Hardware : Yousuke Maki
Software : Tamio Makasato
Sound : Taeko Suzuki
Design & Planning : Maoko Magamime

- PORTS -

* Computers :
Commodore C64 (1988, "Psycho Pigs UXB")
Amstrad CPC (1988, "Psycho Pigs UXB")
Sinclair ZX Spectrum (1988, "Psycho Pigs UXB")
Sharp X68000 (1993, "Psycho Pigs UXB")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=364&o=2

$end


$x68k_flop=butasan,
$bio

Butasan (c) 1993 Dempa Shinbunsha [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87177&o=2

$end


$x68k_flop=butasanq,
$bio

Butasan Quest (c) 1994 Tehehe-Net

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87178&o=2

$end


$info=sc5butch,sc5butcha,sc5butchb,sc5butchc,sc5butchd,sc5butche,
$bio

Butch Cashidy & The Sundance Quid (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Scorpion 5]
[Model PR1910]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43079&o=2

$end


$info=sc4butch,sc4butcha,sc4butchb,sc4butchc,sc4butchd,sc4butche,sc4butchf,sc4butchg,
$bio

Butch Cashidy & The Sundance Quid (c) 200? Bell-Fruit Games.

- TECHNICAL -

[Model PR1930]

Scorpion 4

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11510&o=2

$end


$cpc_cass=butcherh,butcherh01,
$bio

Butcher Hill (c) 1988 Gremlin Graphics Software, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82929&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=buti,
$bio

BUTI - Basic UTIlity (c) 198? UMI

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83777&o=2

$end


$gba=buttuglyu,
$bio

Butt-Ugly Martians - B.K.M. Battles [Model AGB-ABWE-USA] (c) 2002 Vivendi Universal Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70087&o=2

$end


$gba=buttugly,
$bio

Butt-Ugly Martians - B.K.M. Battles [Model AGB-ABWP] (c) 2002 Vivendi Universal Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70086&o=2

$end


$info=bdream97,
$bio

Butterfly Dream 97 (c) 1997 Unknown.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103569&o=2

$end


$info=butrfly,
$bio

Butterfly Video Game (c) 1995 Bordun International.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=29365&o=2

$end


$psx=buttsubu,
$bio

Buttsubushi (c) 2001 Selen

- TECHNICAL -

[Model SLPS-03162]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85003&o=2

$end


$x1_cass=buuma,
$bio

Buuma (c) 1985 Pax Softonica [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86203&o=2

$end


$pc8801_flop=buuma,buumaa,
$bio

Buuma (c) 1986 Pax Electronica

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91476&o=2

$end


$nes=buzzwald,
$bio

Buzz & Waldog (c) 199? Innovation Tech

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54978&o=2

$end


$intv=buzbombr,
$bio

Buzz Bombers (c) 1982 Mattel Electronics.

Little Buzz Bombers keep barreling down towards your spray can. Blast one with a spray that sends him into a tailspin. Now you've got a honeycomb and 100 points, but KEEP MOVING. Moment by moment your spray can is being hemmed in by flowers. Make every shot count. You hit two bees with one shot...but the Buzz Bombers have other tricks up their little beesleeves. Here come the worst bees of them all -- the Buzz Bomber KILLER BEES. Spray them all and watch the points pile up.

OBJECT OF THE GAME
Spray bees as quickly as you can with your spray can before they fly down and pollinate the flowers. Flower can surround and trap your can. A sprayed bee creates a honeycomb which your friendly Hummingbird will eat. Points are scored for spraying bees and allowing the Hummingbird to eat the honeycombs. Additional points may be scored at the end of a level for any beehive on the screen. A beehive is created by a trapped worker bee. Score enough points and you win an extra spray can. Be thankful because you're going to need that can at the higher levels. The game gets tougher as you play.

- TECHNICAL -

Model 4436

- TRIVIA -

Buzz Bombers was put into production as Intellivision's answer to Centipede.

Once you get 1,000,000 points, the scoring begins at zero again. At the end of each game you will see a number over the flower bed. This tells you how many times you have reached 1,000,000. You may reach 1,000,000 a total of 255 times... for a possible score of 255,999,900.

- TIPS AND TRICKS -

HITTING A WORKER BEE: 100 points

HUMMINGBIRD EATS YELLOW HONEYCOMB    
Top two screen tiers: 1000 points
Third, fourth and fifth tiers: 800 points
All remaining tiers: 500 points

HITTING A KILLER BEE: 1000 points

HUMMINGBIRD EATS RED HONEYCOMB 
Top two screen tiers: 2000 points
Third, fourth and fifth tiers: 1800 points
All remaining tiers: 1500 points

BEEHIVES (When you complete a level)
Hive on the top two tiers: 2000 points
Third, fourth and fifth tiers: 1600 points
All remaining tiers: 1000 points

BONUS CANS RECEIVED AT:
20,000 points
40,000 points
80,000 points
Every 80,000 POINTS thereafter.

- STAFF -

Design/Program: Mike Breen
Graphics: Monique Lujan-Bakerink, Peggi Decarli
Sound/Music: Bill Goodrich

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60867&o=2

$end


$gbcolor=buzzlght,
$bio

Buzz Lightyear of Star Command [Model CGB-BUZE-USA] (c) 2000 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67623&o=2

$end


$msx1_cass=buzzoff,buzzoffb,buzzoffa,
$bio

Buzz Off! (c) 1984 Electric Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94506&o=2

$end


$info=buzzard,
$bio

Buzzard (c) 1984 Crux.

A vertically scrolling shoot 'em up.

- TECHNICAL -

Main CPU : (2x) Zilog Z80 (@ 4.608 Mhz)
Sound Chips : (2x) AY-3-8910A (@ 1.5 Mhz)

Players : 2
Buttons : 2

- TRIVIA -

Released in July 1984.

Also known as "Gyrodine".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=14307&o=2

$end


$info=buzzundr,
$bio

Buzzundrum (c) 199? Ace.

- TECHNICAL -

Impact

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41070&o=2

$end


$x68k_flop=byakuya,
$bio

Byakuya Monogatari - Winchester ke no Matsuei (c) 1989 East Cube [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87179&o=2

$end


$x1_flop=byaku,
$bio

白夜物語 ウィンチェスター家の末裔 (c) 1988 East Cube.
(Byakuya Monogatari - Winchester-ke no Matsuei)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85941&o=2

$end


$pc98=byakuya,
$bio

Byakuya Monogatari - Winchester-ke no Matsuei (c) 1988 East Cube [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89057&o=2

$end


$pc8801_flop=byaku,
$bio

Byakuya Monogatari - Winchester-ke no Matsuei (c) 1988 East Cube [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91477&o=2

$end


$info=bygone,
$bio

Bygone (c) 1985 Taito Corp.

An innovative and fun platform game.

The player controls a small blue Slinky robot, jumping while adhering and moving through a series of natural platforms levels and must eliminate different kinds of enemy creatures and catch special robotics parts to become different types of robot, always with the possibility once transformed of returning it to its bygone form and try different combinations of transformation, to reach higher zones and defeat the boss, a stone monster that must be shoot several times in his eye without touch it, to go to next levels.

- TECHNICAL -

Main CPU: Zilog Z80 (@ 6 Mhz), Motorola M68705 (@ 2 Mhz)
Sound CPU: Zilog Z80 (@ 6 Mhz)
Sound Chips: (2x) Yamaha YM2203 (@ 4 Mhz)

Screen orientation: Horizontal
Video resolution: 240 x 224 pixels
Screen refresh: 60.00 Hz
Palette colors: 1024

Players: 2
Control: 8-way joystick

- TRIVIA -

It seems this game was never released.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=29216&o=2

$end


$gbcolor=bwarr5,
$bio

Bynasty Warriors Advance 5 (c) 200? Sintax.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67625&o=2

$end


$msx1_cass=bytebust,
$bio

Bytebusters (c) 1984 Aackosoft [Netherlands]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94507&o=2

$end


$x68k_flop=ccompilr200,ccompilr210,ccompilr,
$bio

C Compiler Pro 68k (c) 1990 Sharp [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87180&o=2

$end


$x68k_flop=cryokua,cryoku,cryokud,
$bio

C Ryokukensa V3 (c) 1992 Hayabusa Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87181&o=2

$end


$x68k_flop=conz,
$bio

C-Onz (c) 19?? YY [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87182&o=2

$end


$x68k_flop=ctrace,
$bio

C-Trace 68 (c) 1991 Cast [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87183&o=2

$end


$pc98=cgesc,
$bio

C.G. Gallery 7 - Escort (c) 1992 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89058&o=2

$end


$pc98=cgmast98,
$bio

C.G. Gallery Master_98 (c) 1991 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89059&o=2

$end


$psx=c1circui,
$bio

C1 Circuit (c) 1996 Invex

- TECHNICAL -

[Model SLPS-00279]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85004&o=2

$end


$info=c64dtv,
$bio

C64 Direct-to-TV (c) 2005 The Toy Lobster Co.

The C64 Direct-to-TV, called C64DTV for short, is a single-chip implementation of the "Commodore 64" computer, contained in a joystick (modeled after the mid 1980s Competition Pro joystick) with 30 built-in games:
Summer Games
Winter Games
Pitstop
Pitstop II
Super Cycle
Jumpman Jr.
Impossible Mission
Impossible Mission II
Championship Wrestling
Gateway to Apshai
Sword of Fargoal
World Karate Champion/International Karate
California Games
Silicon Warrior
Alleykat
Nebulus/Tower Toppler
Paradroid
Eliminator
Cyberdyne Warrior
Cybernoid I
Cybernoid II - The Revenge
Ranarama
Marauder
Head the Ball
Mission Impossibubble
Firelord
Exolon
Netherworld
Uridium
Zynaps
Speedball
Bull Riding
Flying Disk
Sumo
Surfing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61705&o=2

$end


$info=c64gs,
$bio

C64 Games System (c) 1990 Commodore, Limited.

- TRIVIA -

The C64 Games System (or C64GSfor short) was released in December 1990. Basically it was a re-boxed C64, without a keyboard or any other interfaces, except for the cartridge slot on top. It didn't have much success as you could buy a C64 for not much extra, and the C64GS games would still work on the C64.

It came with one game cartridge containing International Soccer, Klax, Flimbo's Questand Fiendish Freddy's Big Top O'Fun. The carts had a memory of 4 megabits (512k).

The C64GS was not Commodore's first gaming system based on the C64 hardware. However, unlike the 1982 MAX Machine (a game-oriented computer based on a very cut-down version of the same hardware family), the C64GS was internally very similar to the proper C64 with which it was compatible.

Prior to the console's release, Commodore had generated a great deal of marketing hype to generate interest in an already crowded market. Zzap! 64, a C64 magazine of the era, reported that Commodore had promised 'up to 100 titles before December', even though December was two months from the time of writing. In reality 28 games were produced for the console during its shelf life - most of which were compilations of older titles, and a majority of which were from Ocean. Of those 28 titles, only 9 were cartridge exclusive titles, the remainder being ports of older cassette-based games.
While most of the titles that Ocean announced did appear for the GS (with the notable exception of Operation Thunderbolt), a number of promises from other publishers failed to materialise. Although Thalamus, The Sales Curve, Mirrorsoft and Hewson had expressed an interest, nothing ever materialised from these firms. Similar problems plagued rival company Amstrad when they released their GX4000 console the same year.

There were other reasons attributed to the failure of the C64GS, the major ones being the following:
- Poor software support: Most existing software on cartridge did not function well with the C64GS, and enthusiasm from publishers was low. Ocean Software, Codemasters, System 3, Microprose and Domark developed titles for the system, but probably only because the games were compatible with the original C64, providing the titles with a commercial safety net in case the C64GS failed. And failure to reprogram the games for use with the cut-back system was another blame for the fault.
- The C64 computer: The C64GS was essentially a cut-back version of the original Commodore 64, and the games developed for it could also be run on the original computer. The C64 was already at an affordable price, and the C64GS was sold for the same. People preferred to keep with the original C64, particularly since the cassette versions of games could often be picked up for a fraction of the cost of the cartridge versions, and did not seem to mind the much longer loading times as much as Commodore had perhaps banked on.
- Obsolete technology: The C64 was introduced in 1982; by 1990 the technology was way past its prime.
- An already saturated console market: The 8-bit C64GS entered the market in 1990 parallel to newer 16-bit consoles such as the "Mega Drive" and the "Super Nintendo". The "Nintendo Entertainment System" and Sega "Master System" were already dominating the market with more popular titles, and did so until around 1992.
- TV hookup, joystick support and cartridge slots were already found on regular C64 machines. Hence normal C64s were already recognized as game consoles despite looking more like a home computer with an integrated keyboard.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61706&o=2

$end


$c64_cart,c64_flop=anabalt,anabaltg,
$bio

C64anabalt (c) 2011 RGCD

- STAFF -

Concept: Adam Saltsman
C64 Conversion: Paul Koller
Music: Mikkel Hastrup, Andreas Slotte

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53530&o=2

$end


$info=m5cbw,m5cbwa,
$bio

Cash Bang Wallop (c) 2003 Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40019&o=2

$end


$info=smiy0719,smiy0720,smiy0721,smiy0722,smiy0723,smiy0724,
$bio

Cashed Up (c) 2007 Bally Gaming, Incorporated.

- TECHNICAL -

Game Kit #117009 M9K (Paytable)
Game Kit #117017 M9K (Theme)
Game Kit #117010 M9K
Game Kit #117011 V87
Game Kit #117012 C9K
Game Kit #117874 ALPHA Elite V20
Game Kit #117890 V20 (UK Theme)

- UPDATES -

SMI #Y0719
Min/Max%: 86.15
Odds to JP: 3,587,816

SMI #Y0720
Min/Max%: 88.14
Odds to JP: 3,587,816

SMI #Y0721
Min/Max%: 90.04
Odds to JP: 2,391,877

SMI #Y0722
Min/Max%: 92.13
Odds to JP: 2,391,877

SMI #Y0723
Min/Max%: 94.20
Odds to JP: 2,391,877

SMI #Y0724
Min/Max%: 96.25 
Odds to JP: 2,391,877

- SCORING -

Top Award: 30,000 credits

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=45965&o=2

$end


$info=cabal,cabala,cabalbl2,
$bio

Cabal (c) 1988 TAD Corporation.

Cabal is a war themed shoot-em-up with one or simultaneous two-player gameplay in which two unnamed commandos must battle through five different stages - each containing four screens of play - to reach and defeat an evil dictator.

The game is an into-the-screen shooter with the action viewed from an over-the-shoulder perspective. The commandos can move left and right to avoid incoming fire while the enemies themselves are targeted by moving an on-screen cross-hair over them and pressing fire. If the fire button is held down, the commando remains static, allowing for more accurate targeting of the cross-hair. While static, the commandos are vulnerable to incoming enemy fire.

Initially, the commandos are armed with only a standard single-shot gun (albeit with unlimited-ammunition) and a limited number of grenades, but additional grenades and weapon power-ups can be earned as play progresses.

As well as enemy troops, vehicles such as tanks, armoured cars and helicopters also appear and take numerous shots to destroy. When destroyed or killed, some on-screen targets release points bonuses and weapon power-ups that drop to the bottom of the screen and can be picked up by the commandos. Weapon power-ups include additional grenades, a rapid-fire machine and an automatic shotgun, which has a slightly lower firing rate but has a larger targeting cross-hair, allowing it to strike a wider area with each shot.

Each of the game's screens is littered with buildings and barricades that can also be destroyed. This removes enemy cover as well as earning players bonus points.

- TECHNICAL -

Main CPU: Motorola 68000 (@ 12 Mhz)
Sound CPU: Zilog Z80 (@ 4 Mhz)
Sound Chips: Yamaha YM2151 (@ 3.57958 Mhz), (2x) Custom (@ 8 Khz)

Screen Orientation: Horizontal 
Video Resolution: 256 x 224 Pixels 
Screen Refresh: 60.00 Hz 
Palette Colors: 1024 

Control per player: Trackball
Buttons per player: 2
=> Shoot, Grenade

- TRIVIA -

Cabal was released in September 1988. It was the first video game developed by TAD.

According the a programmer at TAD, the source code of Cabal was not clean and not optimized.

A bootleg of this game was made by 'RED Corporation'.

- UPDATES -

The US version is slightly different, it has the "Winners Don't Use Drugs" screen.

In the bootleg version, you may roll up with the third button.

- SCORING -

* Enemies:
SOLDIER: 210 points
'GRAY MAN': 410 points
SWIMMER: 410 points
MOTORCYCLE: 1,000 points
TRUCK: 3,000 points
TANK (2 types): 5,000 points
CHOPPER: 7,000 points
AIRPLANE: 10,000 points

* Bosses :
CHOPPER: 60,000 points
SUB: 70,000 points
LONG-TRUCK: 5,000 points each part
BOXES-CANNON: 40,000 points each part
GROUNG-CANNON: 500,000 points if 1-credit-completion. 10 points each other part.

- TIPS AND TRICKS -

* The game have a 'anti-leeching' tool. If you delay a lot of minutes (between 4 and 5 minutes) on the same stage/screen, you will receive a hard 'rain of bombs', like that bombs the airplanes shoot on you. Try to do it on the stage 1-1, the easiest. And if you delay a lot of time in the same position of the 'enemy' bar, without progress, you will receive this rain of bombs easily. Yeah, if you are expert, you will can survive to these bombs, without die, using your skill on the 'rolling' move. You will receive a lot of items (bombs, weapons) if you destroy bombs or if you shoot at the bush.

* General Tips:
1) Killing people and motorcycles (and rocks) won't get you many points -- don't bother unless they get in your way.
2) A well-placed grenade will destroy two choppers.
3) If you are in a corner and a chopper is firing at you, run farther into the corner. Even if you're already IN the corner, if it sees you trying to move toward the corner, you won't die.
4) If you find yourself trapped by incoming bullets, spin the trackball down and to one side (but mostly down). This will cause your character to 'duck and roll'. If you are rolling, you can't be hit.
5) Kill the snipers (the guys in gray bullet-proof suits). Half the time you'll get a grenade for killing him. If you don't, two medics will come running out to reclaim the body. Shoot these medics as much as possible! Each shot they will drop 1 grenade. But the limit is 4 grenades on the screen at the same time. Pick up these grenades as quickly as possible and shoot the medics again for more grenades. Sometimes they will drop new weapons too.
6) On the level one screen with the sliding doors : shoot out the doors immediately upon starting the level. This will stop the guys from lobbing grenades at you.
7) Airplanes are hard to kill. The best method is by using machine gun or bazooka gun on it. In the absence of a super-gun, you can lead a grenade ABOVE where it is on the screen. If you don't get it, and the three bombs are being dropped right on you, it IS possible to stand BETWEEN where two bombs are coming down. You WON'T die!
8) When there's nothing good to shoot on the screen, fire at a bush. This is the way to get extra gunnery! Sometimes you'll only get more grenades, but you'll eventually get a super-gun!

* Tips For Specific Enemies:
1) The giant chopper that shows up at the end of screen 4 on level one doesn't give you any points until you destroy it. Shooting the orange bullets won't knock off any points toward killing the chopper. Only shoot the orange bullets if they're in your way. Otherwise, spend all your time shooting the chopper. Don't waste any grenades on the chopper--it doesn't do as much damage as your gun (and you have unlimited bullets).
2) The semi-truck that shows up at the end of screen 4 on level three will self-destruct if you destroy the CAB (the blue section in the front of it). On this screen you actually get the point for it as well. It is easiest to kill it with the machine gun and/or bazooka gun, but in the absence of either of these, throw grenades at the cab (leading the throw by about four inches). It is MUCH easier to destroy the cab rather than destroying all the attack sections that it drops off.
3) The three CPUs that show up at the end of screen 4 on level four can actually be destroyed with only 2 grenades (I had to do this once when my grenade supply got low), but the best strategy is to lob five grenades at one of the outside CPUs (note that you can only have four grenades per player in the air at any given time, so space them out a bit), then go for the CENTER one (with another five grenades). The final CPU can simply be shot with the standard rifle, and if you're standing on the opposite side of the screen from it, it won't be able to hit you. Don't waste any more grenades.
4) Once you learn how to defeat the final menace (at the end of screen 4 on level five -- the final level) you can get by it (rather) painlessly. Go all the way to one side. Use your gun to shoot out the two surrounding machines that are shooting at you. As soon as they are both gone, lob three grenades at the center machine. By this time, the two outer machines that you shot out have regenerated and are firing at you. Shoot them out again, followed by another volley of three grenades to the center machine. Repeat until the center machine is gone. This requires 20 to 40 grenades, so stock up on the last level (5-4). That is what that final level was for.

- SERIES -

1. Cabal (1988)
2. Blood Bros. (1990)

- PORTS -

* Consoles :
Nintendo Famicom (1989)
Atari Lynx [Unreleased Prototype]

* Computers :
Commodore Amiga (1989)
Sinclair ZX Spectrum (1989)
Commodore C64 (1989)
Amstrad CPC (1989)
Atari ST (1989)
PC [MS-DOS, 5.25''] (19??)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=365&o=2

$end


$info=cabalbl,
$bio

Cabal (c) 1988 Red Corp.

The RED Corp. bootleg version.

- TRIVIA -

Released in September 1988.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=34392&o=2

$end


$info=cabalus,cabalus2,
$bio

Cabal (c) 1988 Fabtek, Incorporated.

North American release. Game developed in Japan by TAD. See the original Japanese release entry for more information about the game itself.

- TRIVIA -

Licensed to Fabtek for US manufacture and distribution (September 1988).

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40711&o=2

$end


$amigaocs_flop=cabal,
$bio

Cabal (c) 1989 Ocean Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73646&o=2

$end


$cpc_cass=cabaluk1,cabaluk101,
$bio

Cabal (c) 1989 Ocean Software, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83912&o=2

$end


$info=cabaluk,
$bio

Cabal (c) 1989 Electrocoin Automatics, Ltd.

U.K. release. Game developed in Japan by TAD. See the original Japanese release entry for more information about the game itself.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103570&o=2

$end


$nes=cabal,
$bio

Cabal (c) 1990 Milton Bradley Co.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54979&o=2

$end


$info=m3cabret,m3cabreta,
$bio

Cabaret (c) 198? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41173&o=2

$end


$info=cabaret,
$bio

Cabaret (c) 1992 AMT Company, Limited.

An adult video poker game.

- TECHNICAL -

Main CPU : Z180 (@ 6 Mhz)
Sound Chips : YM2413 (@ 3.579545 Mhz)

Screen orientation : Horizontal
Video resolution : 512 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 1024

Players : 2
Control : 8-way joystick
Buttons : 4

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=366&o=2

$end


$msx1_cart=cabbagepk,
$bio

Cabbage Patch Kids (c) 198? Zemina.

Korean release.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95223&o=2

$end


$coleco=cabbage,cabbagep1,cabbagep2,
$bio

Cabbage Patch Kids - Adventure in the Park (c) 1984 Coleco Industries, Incorporated. [Amsterdam, NY, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53254&o=2

$end


$adam_flop=cabbage,cabbagea,cabbageb,cabbagec,
$bio

Cabbage Patch Kids - Adventures in the Park (c) 1984 Coleco Industries, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82625&o=2

$end


$a2600=cabbagep9,cabbagep8,cabbagep7,cabbagep6,cabbagep5,cabbagep4,cabbagep3,cabbagep2,cabbagep1,cabbagep,
$bio

Cabbage Patch Kids - Adventures in the Park (c) 1984 Coleco Industries, Incorporated.

- TRIVIA -

Unreleased prototype.

- STAFF -

Programmer: Ed Temple

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50302&o=2

$end


$gba=cabbagepu,
$bio

Cabbage Patch Kids - The Patch Puppy Rescue [Model AGB-BCGE-USA] (c) 2006 D3 Publisher, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70095&o=2

$end


$gba=cabbagep,
$bio

Cabbage Patch Kids - The Patch Puppy Rescue [Model AGB-BCGP] (c) 2006 D3 Publisher, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70094&o=2

$end


$coleco=cabbshow,
$bio

Cabbage Patch Kids Picture Show (c) 1984 Coleco Industries, Incorporated. [Amsterdam, NY, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53253&o=2

$end


$sg1000=cabkids,
$bio

Cabbage Patch Kids (c) 198? Aaronix.

- TECHNICAL -

[Model R-104]

- TRIVIA -

This game was not originally programmed for the Sega SG-1000, it is a pirate port of the MSX game with the same name.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65030&o=2

$end


$msx1_cart=cabbagep,cabbagepa,
$bio

Cabbage Patch Kids (c) 1984 Konami Industry Co., Ltd.

- TECHNICAL -

Game ID: RC716

- TRIVIA -

Original price: 4800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76624&o=2

$end


$gba=cabel2k5,
$bio

Cabela's Big Game Hunter - 2005 Adventures [Model AGB-BG5E-USA] (c) 2004 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70097&o=2

$end


$gba=cabela,
$bio

Cabela's Big Game Hunter [Model AGB-A8HE-USA] (c) 2002 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70096&o=2

$end


$info=sc4cabin,sc4cabina,sc4cabinb,sc4cabinc,sc4cabind,sc4cabine,sc4cabinf,sc4cabing,sc4cabinh,sc4cabini,sc4cabinj,sc4cabink,sc4cabinl,sc4cabinm,
$bio

Cabin Fever (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR2209]

Scorpion 4

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42469&o=2

$end


$info=sc5cabin,sc5cabina,sc5cabinb,sc5cabinc,
$bio

Cabin Fever (c) 200? Mazooma Games.

- TECHNICAL -

[Scorpion 5]
[Model PR2209]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43080&o=2

$end


$info=cachat,
$bio

Cachat (c) 1993 Taito Corp.

Cachat is a very challenging puzzle game where you must complete a line from one electrode along the sides to another, same side or other side. Blocks fall from the top of the screen, but if they reach the top of the playing area, the game is over. This mind-blowing fast game is very highly addictive. The gameplay is quite easy but requires a lot of attention.

- TECHNICAL -

Taito L System hardware

Main CPU : Zilog Z80 (@ 6 Mhz)
Sound Chips : YM2203 (@ 3 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2 (ROTATE LEFT, ROTATE RIGHT)

- TRIVIA -

This game is known outside Japan as "Tube-It".

- TIPS AND TRICKS -

If you want the blocks at the same slow speed make sure to create a few larger chains, instead of making smaller chains which increases the the speed of boxes falling down.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=367&o=2

$end


$snes=cacoma,
$bio

Cacoma Knight in Bizyland (c) 1993 Seta Company, Limited.

North American release. Game developed in Japan. See the original Japanese release entry for more info; "Cacoma Knight [Model SHVC-CC]".

- TECHNICAL -

Cartridge ID: SNS-CC-USA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62823&o=2

$end


$snes=cacomaj,
$bio

Cacoma Knight (c) 1992 Datam Polystar

Cacoma Knight is a puzzle/action game by DataM Polystar. The rich and peaceful Field-land kingdom is at stake and the evil queen Wagamama, queen of Lazyland, has ravaged the land with the help of her malefic mirror. The country is now cursed and the prosperity that once existed has been replaced by desolation and misery. The princess Ohime-sama (aka Ophelia) has also been taken away and she is now trapped inside the mirror world. The king decides to look for someone who can save the princess and the kingdom, and he eventually finds three heroes who seem unaffected by Wagamama's curse - the cute Jin Tori, the courageous Hi Patta and the humanoid-robot Kakomaru.

Cacoma Knight is largely based on Qix, the classic arcade game released by Taito in 1981. Each stage must be cleared (or 'purified') by surrounding and closing off potions of the playfield, and the percentage of screen area to clear up starts low and increases as the game progresses. Hordes of enemies of all kinds also chase our heroes throughout the game - some walk along the line the player leaves behind and can't be killed, others freely move inside areas that haven't been cleared and can be destroyed (for a short amount of time) by closing off the surface they're standing on. Cleared section also provides power-ups, special items and points hidden inside pink treasure chests - some of them give the player invincibility for a short amount of time whereas others give him extra lives or speed boots. Cacoma Knight also features a cooperative and versus two-player mode.

- TECHNICAL -

Cartridge ID: SHVC-CC

- TRIVIA -

Released on November 21, 1992 in Japan for 7800 Yen.

Reviews:
[FR] March 1993 - Consoles + No. 18: 80/100

Export releases:
[US] "Cacoma Knight in Bizyland [Model SNS-CC-USA]"

- TIPS AND TRICKS -

Cheat mode: Press Up(x2), Down(x2), Right, Left, Right, Left, B, A at the 1P VS COM player selection screen. A sound will confirm correct code entry.

- STAFF -

Executive Producer: Yukio Kakehi
Assistant Producer: A. Tomikawa
Director: T. Yoshikawa
Programmer: Crazy Tom
Character Design: Ani Shimizu
Graphic Editor: S. W, A. Kumura
Sound Composer: T. Wakuta
Desk: M. Takada
Sales Promotion: H. Monma
Assistant: T. Kusakabe
Special Thanks to: T. Ishizashi, Y. Kikuchi, Y. Saitou, Tsunja

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61118&o=2

$end


$info=cactus,
$bio

Cactus (c) 1992 Unknown.

Bootleg/hack of "Saboten Bombers".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32259&o=2

$end


$info=cc_13,cc_12,cc_10,cc_104,
$bio

Cactus Canyon (c) 1998 Midway Mfg. Co.

- TECHNICAL -

Height : 76in. (193cm)
Width : 29in. (74cm)
Depth : 55in. (140cm)
Weight : 300lb (136kg)

Midway WPC-95
Model Number : 50066

Main CPU : Motorola M6809 (@ 2 Mhz)
Sound CPU : ADSP2105 (@ 10 Mhz)
Sound Chip : DMA-driven DAC

- TRIVIA -

Released in October 1998. 903 units were produced. Production stopped short to begin "Pinball 2000" production.

- UPDATES -

Version 1.2 (changes from Version 1.1)
Date : February 6, 1999
- Fixed a problem in Drop Target Test.
- Fixed game logic on Right Loop Rollover switch.
- Tweaked default replay value and fixed replay level reflexing.

Version 1.3
Date : April 24, 1999
- Fixed problem were right loop shots were falsely credited to the player.
- Fixed a condition on the Mine where the motor would run if the player was playing Gold Mine Multiball, with Motherlode Lit, and tilted on his last ball.
- Fixed a condition on the Train where the motor would run if the player was playing Polly Peril, with the train running, and tilted on his last ball.

- STAFF -

Design by : Tom Kopera (TOM), Matt Coriale (MAT)
Art by : John Youssi (JY)
Software by : Matt Coriale
Dots/Animation by : Adam Rhine, Jim Raff
Mechanics by : Louis Toy (TOY)
Music & Sound by : Rob Berry (ROB)

- PORTS -

* Others :
Google Play (2013) The Pinball Arcade

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5243&o=2

$end


$info=cactjack,
$bio

Cactus Jack's (c) 1991 Premier Technology Co.

- TECHNICAL -

Gottlieb System 3 (Alphanumeric)
Model Number : 729

Main CPU : M65C02 (@ 2 MHz), M65C02 (@ 1.7895 MHz)
Sound CPU : (2x) M6502 (@ 2 MHz)
Sound Chips : (2x) DAC, YM2151 (@ 4 MHz), OKI6295 (@ 8 KHz)

- TRIVIA -

Cactus Jack's was released in April 1991.

1,900 units were produced.

- STAFF -

Designers : Reinhard Bangerter, Jon Norris
Artworks : David Moore, Constantino Mitchell
Sound : Dave Zabriskie
Software : Allen Edwall

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5244&o=2

$end


$info=cadash,cadashu,cadashj,cadashi,cadashf,cadashg,cadashp,cadashj1,cadashjo,
$bio

Cadash (c) 1989 Taito Corp.

Four great heroes: a fighter, a wizard, a cleric and a ninja go on a quest to rescue the captured princess. This Taito adventure game feature all the ingredients of a traditional role-playing game (stats, exp, buy upgrade in store...).

- TECHNICAL -

Prom Stickers : C21

Main CPU : Motorola 68000 (@ 12 Mhz), Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2151 (@ 4 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Even if titlescreen says 1989, Cadash was released in March 1990 in Japan.

Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Cameltry, Cadash - PCCB-00043) on October 21, 1990.

- UPDATES -

The US version has the 'Winners Don't Use Drugs' screen.

The Japanese and US versions are harder. Here are the main differences from the other revisions:

* Medical herbs cost 200 gold each instead of 20.
* Each character can carry only 4 herbs instead of 8. This also applies to antidotes.
* Some of the priestess' magic are toned down. The shield spell can take less hits before disappearing, and the time spell gives 30 seconds instead of 60.
* Inns get more expensive after a few uses. Their progressive price is 50, 200, 1,000, 6,000, 30,000 and 60,000 instead of 50, 200, 1,000, 2,000 and 5,000.
* The Amulet of Dragon gives 10,000 gold instead of 60,000.

There are many spelling and syntax errors in the French version texts.

- TIPS AND TRICKS -

* Characters list:
- Fighter: Best offensive and defensive power. Cannot use magic. 
- Mage: Weak physical strength but strong attack magic. 
- Priest: Uses defensive magic and has great endurance, but has weak offensive powers. 
- Ninja: Uses thrown weapons and has excellent agility. Cannot use magic. 

* Debug Mode (in Debug Mode, you will be able to select starting scene, gold, EXP and several items) :
1) Hold Service Switch and reset the game.
2) Wait until 'Service Switch Error Message' is displayed, then push 'Start(x3), Service, Start'.
3) The game boots up then insert a credit and select a character.
4) Enter Debug Mode instead of starting the game.

* Your character jumps backwards when hit by an enemy. When you're trying to quickly cross some areas where you're likely to take damage, this can be a bad thing; it can cause you to stay in the dangerous area much longer. So, to reduce the damage, turn back just before you get hit. This will cause the impact to push you -forward-, getting you out of danger more quickly.

* The maximum amount of money you can have is 60,000 Golds.

- STAFF -

Produced by : Keisuke Hasegawa
Directed by : Onijust
Director of Software : Toru Sugawara (SGW)
Main Programmer : Tarabar Hori (TAK)
Monster Programmer: Yuichi Kohyama
Trap Programer : Masaki Yagi (YMOT) (MYG)
Scenario Programmer : Seiichi Taikoishi
Production Designer : Onijust (ONJ)
Graphic Designers : Onijust (ONJ), Takatsuna Senba, Hisakazu Katoh, Kozo Igarashi, Yoshihiro Iwata, Tetsuya Shinoda, Takayuki Ogawa, Kenichi Imaeda
Assistant Graphic Design : Visual Arts Production
Supervising Editor : Masaki Yagi (YMOT)
Map Editor : Onijust
Hardware Engineer : Tadashi Kushiro
Electrician : Tomio Takeda
Sound Producer : Pochi (Zuntata)
Music Composer : Pinch Punch
Sound Effects : Pinch Punch
Mechanician : Yasunori Hatsuta
Publicity Supervisor : Kazuo Nakagawa
Software Analyzers : Hidehiro Fujiwara, Yuji Hiroshige
Data Entry : Mari Iwano
Game Designer : Onijust

- PORTS -

* Consoles :
NEC PC-Engine [JP] (January 18, 1991) "Cadash [Model TP02015]"
NES TurboGrafx-16 [US] (1991) "Cadash [Model WTG040501]" 
Sega Genesis [US] (1992) "Cadash [Model T-11086]" 
Sega Mega Drive [KO] (1992) "Cadash" by Samsung 
Sony PlayStation 2 [JP] (August 25, 2005) "Taito Memories Gekan [Model SLPM-66092]" 
Microsoft XBOX [EU] (March 31, 2006) "Taito Legends 2" 

* Computers : 
PC [MS Windows, CD-ROM] [EU] (March 31, 2006) "Taito Legends 2" 
PC [MS Windows, CD-ROM] [US] (July 10, 2007) "Taito Legends 2" 

* Others :
Nokia N-Gage [US] "Taito Memories" : release cancelled

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=368&o=2

$end


$megadriv=cadash,
$bio

Cadash (c) 1992 Taito Corp.

- TECHNICAL -

Cartridge ID: T-11086

- TRIVIA -

Reviews:
[FR] August 1992 - Joypad N.11: 73/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57143&o=2

$end


$pce=cadash,
$bio

Cadash (c) 1991 Taito Corp.

Cadash is an adventure/action game by Taito, conversion of their own arcade game originally released in 1989. The evil demon Balrog from the underground world has returned to the country and has kidnaped princess Salasa. The desperate king decides to send his best men in a last attempt to bring his daughter back, and to return peace to the kingdom of Dilsarl. The player can incarnate a character among one of the four types offered by the game - a fierce Fighter, a mystical Mage, a young Priestess and an agile Ninja. Each character comes with his own set of strengths and weaknesses - the Fighter is strong but can't use magic, the Mage is physically the weakest but can use powerful spells, the Priestess has a good strength/magic balance and the Ninja is fast and can only use long range weapons. Cadash features various role playing elements - for instance players can rest in small villages where they can purchase new weapons, armors and other magic items and they level up using traditional experience points.

- TECHNICAL -

Game ID: TP02015

- TRIVIA -

Cadash for PCE was released on January 18, 1991 in Japan for 6500 Yen.

The original arcade game was developed and manufactured by Taito in 1989. Each area in the original game had a time limit and a powerful Demon head would appear and kill the player if he/she happened to stay in the same location for too long. This feature was obviously removed from the PC-Engine version.

Export release : 
[US] "Cadash [Model WTG040501]"

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [JP] (November 11, 2008)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58544&o=2

$end


$tg16=cadash,
$bio

Cadash (c) 1991 Working Designs

North American release. For more information on the game itself, please see the Japanese version entry; "Cadash [Model TP02015]".

- TECHNICAL -

Game ID: WTG040501

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84298&o=2

$end


$amigaocs_flop=cadaver,
$bio

Cadaver (c) 1990 Image Works

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73647&o=2

$end


$amigaocs_flop=cadaverc,
$bio

Cadaver + Cadaver The Pay Off [Budget] (c) 1991 Kixx

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73649&o=2

$end


$amigaocs_flop=cadaverpo,
$bio

Cadaver - The Pay Off (c) 1990 Renegade Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73650&o=2

$end


$amigaocs_flop=cadavera,
$bio

Cadaver [The Bitmap Brothers Volume 1] (c) 1990 Image Works

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73648&o=2

$end


$nes=cadillac,
$bio

Cadillac (c) 1990 Hector

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53895&o=2

$end


$gameboy=cadillc2,
$bio

Cadillac II [Model DMG-CAJ] (c) 1990 Hect [Hector] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65735&o=2

$end


$segacd=dino2b,
$bio

Cadillacs and Dinosaurs - The Second Cataclysm (c) 1994 Tec Toy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60704&o=2

$end


$segacd=dino2,
$bio

Cadillacs and Dinosaurs - The Second Cataclysm [Model T-153035] (c) 1994 Rocket Science Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60705&o=2

$end


$info=dino,dinou,dinopic,dinopic2,
$bio

Cadillacs and Dinosaurs (c) 1993 Capcom.

Export release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Cadillacs Kyouryuu Shin Seiki [B-Board 91634B]".

- TECHNICAL -

Capcom Play System hardware (CP-S)
B-Board #: 91635B-2

- TRIVIA -

Cadillacs and Dinosaurs was released in February 1993 outside Japan. It is known in Japan as "Cadillacs Kyouryuu Shin Seiki" (translated from Japanese as 'Cadillacs New Dinosaur Century').

During the storyline on the original Japanese release, there is a scrolling effect on the text. All the Export versions have no such effect.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=369&o=2

$end


$info=dinoj,
$bio

Cadillacs Kyouryuu Shin Seiki (c) 1993 Capcom.

In this 2-D side-scrolling beat'em up, four earth-minded heroes attempt to stop poachers from harming the dinosaur population. Each character has his or her special strengths and abilities.

- TECHNICAL -

Runs on the "CP System" hardware.
B-Board #: 91634B

# of Players: Up to 3 simultaneous.
Type of controls (per player): 8-way joystick
# of Buttons (per player): 2
=> [1] Attack, [2] Jump

- TRIVIA -

Cadillacs Kyouryuu Shin Seiki was released in February 1993 in the Japanese arcades. It was known there as the 25th video game made for the CP-S system.

The title of this game translates from Japanese as 'Cadillacs New Dinosaur Century'.

This game is very famous by the name "Mustapha's game" (the main character of the game) in Asia.

Characters based upon the comic 'Xenozoic Tales' created in the late eighties by Mark Schultz.

Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Tenchi Wo Kurau II : G.S.M. Capcom 7 - PCCB-00133) on August 20, 1993.

Exported as "Cadillacs and Dinosaurs [B-Board 91635B-2]".

There is also an unofficial Chinese version known as "Dinosaur Hunter".
There is a modified version of this game (hack?), in which certain gun(s) have unlimited ammo.

- TIPS AND TRICKS -

On the 2nd and 5th stages, there appears a large dinosaur called a Shivat that's sleeping when first encountered. Try to keep the human enemies from whacking them to wake them up. While the Shivats do attack the enemies, they can also cause trouble (and injuries) for the players.

There are also some pterodactyl-like flying creatures that need to be struck by jumping to reach them. Whenever you drain the energy from any menacing dinosaurs, they slightly change color, then become harmless.

On the 3rd stage, where you're driving Jack's Cadillac, try to dodge the grenades thrown by the stage's motorcycle-riding boss, Hogg, while crashing into him with the car. If you're good at this, you should be able to at least reduce his energy to the yellow level, the lowest for the enemies.

On the 6th stage, there's 2 points at where you need to be careful not to be stomped on by the legs of a brontosaurus. But, try to lure some of the other enemies underneath them instead!

- STAFF -

Planning : DA., Hattari, JRA
Object GFX : Kurisan, Jun Matsumura (Jun), Matano, Ss, Shisui, Kinmon, The Who
Scroll GFX : Nissui, Konomi, Ohnicchan, Bentobucho
Programmers : Yuki Saiko, Cky Gi-u, T. Uragoro, Some-P
Music : Isao Abe (Piro2 Oyaji), Syun Nishigaki (Syun), Kiyo
Sound : Toshio Kajino (Toshi Bull), Nobuhiro Oouchi (Nobu. Oouchi)
Assists : Kitasan, Yokozo, Daniel, Inukichi, Ban, Jirou, Kurata-N, Hanisawa
AD-Design : Sho, Tom, Sensei
USA Support : James Goddard (DJames.)
Many Thanks : Noritaka Funamizu (Poo), Akira Nishitani (Nin), Hore Hore, Alex Jimenez, Super Joe

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=370&o=2

$end


$amigaocs_flop=caesar,
$bio

Caesar (c) 1992 Impressions

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73651&o=2

$end


$megadriv=caesar,
$bio

Caesar no Yabou (c) 1991 Micronet

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56381&o=2

$end


$megadriv=caesar2,
$bio

Caesar no Yabou II (c) 1992 Micronet

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56382&o=2

$end


$bbca_cass,bbcb_cass=cesarcat,
$bio

Caesar the Cat (c) 19?? Mirrorsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51596&o=2

$end


$info=j6cpclb,
$bio

Caesar's Palace Club (c) 199? JPM International.

- TECHNICAL -

Impact

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41080&o=2

$end


$info=mv1cpc,mv1cpca,mv1cpcb,
$bio

Caesar's Palace Club (c) 199? Maygay.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41658&o=2

$end


$info=m5caesc,
$bio

Caesars Cash (c) 200? Vivid.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15653&o=2

$end


$nes=caesars,caesarsp,
$bio

Caesars Palace (c) 1992 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54980&o=2

$end


$megadriv=caesars,
$bio

Caesars Palace (c) 1993 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57144&o=2

$end


$info=j6cpalb,
$bio

Caesars Palace (c) 1998 Ace Coin Equipment.

- TECHNICAL -

ELECTRA Cabinet
Height : 176 cm.
Width : 68,2 cm.
Depth : 66 cm.
Weight : 120 Kg.

- TRIVIA -

Released in May 1998.

- TIPS AND TRICKS -

GAME PLAY HINTS :
* When considering swapping back to the nudge ladder check the reel positions first to see what win will be available.
* Nudging in Bar Code allows the player to input a button code to select a feature.
* Consider nudging in pairs for Hold After Nudge if the Hi-Lo number is risky.
* Gambling on a 7 wih the lucky 7 bonus options active will guarantee the win.
* Look out for Hold Above or Hold Below wins that will be randomly announced and indicated on the Alpha Numeric display.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15287&o=2

$end


$info=j6cpal,j6cpala,j6cpalb,j6cpalc,j6cpald,j6cpale,j6cpalf,j6cpalg,
$bio

Caesars Palace (c) 1999 Crystal Leisure.

- TECHNICAL -

IMPACT

- TRIVIA -

Caesars Palace was released in May 1999 in the UK.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=29074&o=2

$end


$gba=caesars,caesarsp,
$bio

Caesars Palace Advance - Millennium Gold Edition [Model AGB-ACPE-USA] (c) 2001 Majesco Sales, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70099&o=2

$end


$info=j6cpclb,j6cpclba,j6cpclbb,
$bio

Caesars Palace Club (c) 199? JPM International.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61484&o=2

$end


$gbcolor=caesars2,
$bio

Caesars Palace II [Model CGB-AI2E-USA] (c) 1999 Interplay

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67626&o=2

$end


$gameboy=caesars,
$bio

Caesars Palace (c) 1991 Ocean Software, Limited.

- TECHNICAL -

Cartridge ID: DMG-CE-NOE

- TRIVIA -

Reviews:
November 1991 - Consoles + N.3 [FR]: 91/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65736&o=2

$end


$gameboy=caesarsua,caesarsu,
$bio

Caesars Palace [Model DMG-CE-USA] (c) 1991 Arcadia Systems, Incorporated. [Mastertronic Group] [Costa Mesa, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65738&o=2

$end


$gameboy=caesarsj,
$bio

Caesars Palace [Model DMG-CEJ] (c) 1992 Coconuts Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65737&o=2

$end


$gamegear=caesars,
$bio

Caesars Palace [Model T-70098] (c) 1993 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64501&o=2

$end


$cdi=cboxing,cboxingu,cboxingua,
$bio

Caesars World of Boxing (c) 1993 Philips Interactive Media, Incorporated.

Your sports fantasy comes true in the boxing arcade/strategy game that puts you in the ring at fabulous Caesars Palace, Las Vegas.

Behind the scenes, the managers, trainers, reporters, highrollers, and groupies who make up your entourage offer advice, encouragement, and temptation.

Under the lights, the world is watching as you tape on the gloves, climb through the ropes, and fight for the heavyweight crown.

You're always in the middle of the action (surrounded by the colour and glamour of Las Vegas nightlife) in Caesars World of Boxing.

- TECHNICAL -

Model 810 0143

- STAFF -

Director: David Riordan
Producer: David White
Boxing Simulation Programmer: Gary Brian Smith
World Simulation Programmer: Mike Berro
Director of Technology: David Todd
Executive Producer: Sarina Simon
Executives for Caesars World Inc: Rich Rose, Michael Wilkins
Boxing Consultant: Gil Clancy
Design Team: Mike Berro, Paul Hoffmeier, David Riordan, Gary Brian Smith, David Todd, David White
Writers: Steven Weiss, Paul Dell, Lena Marie Pousette, David Riordan
Art Director: Courtney Lane
Artist: Lana Yu
3D Title Graphics: Leslie Doughty
Original IBM Artwork: Paul fgjfgkjdsfk
Statistics/Fighter Design: Paul Hoffmeier
Software Tools: Mike Berro, Greg Hemsath, Ken Jordan, Brandie Lynn, Dan Pinal, Gary Brian Smith, David Todd
Sound Designer: Robert Weaver
Post Production Supervision: Robert Weaver Enterprises
Sound Editors: Robert Weaver, Tom Parker
Q A: Paul Hoffmeier, Janice Bechenbach, Greg Hemsath
Caesars Gym Owner: Phillip Simms
Managers: J. Bryan Bourg, Jose Rey, Robert Clotworthy, Sam Scarber, Lena Marie Pousette
Trainers: Sam Vincent, Jim Maniaci, Elizabeth Sandifer, Kevin Richardson
Press: Tom Jackman, John LaMotta, Michael Fox, Nancy Kane, Ralph Monaco, Mark Hoffmeier
Promoters: Lee Ryan, Alan Wolf, Lou Bonacki, Kingston Ducoeur
Women: Sharron Lee Jones, Lysa Regina, Sonia Satra, Rosie Tenison, Zane Hunter, Paris Houghton, Monica Coles, Michelle Schaffer
Men: Jim Pirri, Jim Christensen
Ring Girls: Linda Walling, Laurie Gordon, Lyndsee Douquette, Adrain Andreoni, Tonya Poole
Line Producer: Johnathan Weidemann
Director of Photography: Mackenzie Waggaman
1st A.D: Fred Kennamer
2nd A.D: Steve Strachan
Production Coordinator: Beth Shiffman
Ultimatte: Bob Kertesz
Tape Operator: Greg Noyes
Video Engineer: Mike Berro
Gaffer: Mark Whitney
Best Boy: Kurt Wolf
Key Grip: John Brunhold
Grip: John Shultz
Sound: John Cevetello
Sound Assistant: Tom Parker
Makeup/Hair: Wendy Demmerle
Wardrobe: Winifred Clements
Assistant Wardrobe: Hala Bahmet
Props: Tom Cortese
Telepromter: Lee Green Electric
Script: Lia Sargent
Craft Services: Pamela Ludwig
Production Assistant: Steve Rosegrant

Las Vegas 2nd Unit
Associate Producer: Carrie Daccardi
Director of Photography: Mackenzie Waggaman
1st A.D: Fred Kennamer
Talent Coordinator: Lena Marie Pousette
Gaffer: Mark Whitney
Best Boy Electrician: Kurt Wolf
Key Grip: John Brunhold
Best Boy Grip: Tony Giordano
Driver/Swing: John Shultz
Production Assistants: Jerry Kaman, Steve Rosegrant
Extra Casting Provided by The Baskow Agency: Jackie Baskow, Franckie Picone, Tim Arie
MPEG Digital Encoding: Laser Pacific, Randy Blim
On-Line Video Editing Provided by Pacific Ocean Post: Scott Burrows
Off-Line Video Editing Provided by Eric Blum Video Productions: Rick Pratt
Voice Over Casting Provided by Off The Walla
Aerial Service Provided by Cine Exec: Jim Deeth
Boxing Footage Provided by Showtime Championship Boxing Showtime Networks Inc.
Additional Locations Provided by La Aztecka Boxing, Conejo Valley Karate Academy, K.O. Boxing
Special Thanks Caesars Palace, Las Vegas Nevada: Phil Cooper, Deborah Munch, Margret Kurtz
Philips Interactive Media: Dave McElhatten
POV Entertainment: Charlene Bonnhoff, Jackie Becker, Carrie Buse

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52796&o=2

$end


$cdi=cgambl,
$bio

Caesars World of Gambling (c) 1992 Philips Interactive Media, Incorporated.

Experience the real sights and sounds of the Caesar's Palace casinos. Hear the jingle of coins and the gasp of the crowd as you challenge the house. Motion picture quality graphics and high fidelity, stereo sound effects make you feel as if you're right in Las Vegas.

Caesars World Of Gambling gives you the thrill of high stakes gaming in your own living room. This fully interactive disc tracks the wins and losses of up to 12 players at a time and accurately duplicates the games of the famous Caesars Palace in Las Vegas.

Learn to play the most popular casino games with easy-to-follow interactive directions. It's like having your own gaming instructor.

Includes CRAPS, BLACKJACK, VIDEO POKER, SLOTS, ROULETTE

- TECHNICAL -

Model 699 027-2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52797&o=2

$end


$info=m4cwalk,
$bio

Cake Walk (c) 199? Union Games, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41297&o=2

$end


$a2600=cakewalke,
$bio

Cakewalk - Alarm in der Backstube (c) 1983 CommaVid

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50304&o=2

$end


$a2600=cakewalk,
$bio

Cakewalk (c) 1983 CommaVid

The conveyers are spinning out of control! A torrent of cakes and pies pour from the ovens. The besieged Baker must snatch the pastries before they fall off the end, but avoid the deadly silverware. If that's not enough, there's a dancing gingerbread man that tries to out-fox the Baker and a surly janitor to sweep up the mistakes.

You must maneuver the Baker among the six conveyers. You can stop one, but neglect it or try to stop another conveyor and it's on the move again. When you catch enough pastries, you'll earn a coffee break. Rest, enjoy your coffee, and get ready for a new onslaught of runaway goodies.

Good reflexes alone aren't enough to avoid disaster. As the pace increases, planning time and margin of error vanish until the bad-tempered janitor won't clean up another spill. Can you catch all the pastries and keep the Bakery going until the next coffee break? Test your speed, skill, and decisiveness in Cakewalk, the  latest video challenge from Commavid.

- TECHNICAL -

Model CM008

- TIPS AND TRICKS -

* More experienced players can start with the left difficulty switch in the A (or EXPERT position to begin play at the difficulty level normally encountered after the fourth coffee break.

* The right difficulty switch and the TV type (Color / BW) switch have no function in Cakewalk.

* Game #11 is probably the hardest, and game #6 is the easiest.

* If you want the fastest action possible action, play games with the "belt speedup" feature.

* Study the Gingerbread men, they are more predicatable than they seem. They do act somewhat differently in the "all gingerbread men" game versions.

* In a fast and crowded situation, if a pastry is dropped, use the time taken by the janitor to clean up. Stop a belt and position your baker to salvage the situation.

- STAFF -

Programmer: Irwin Gaines

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50303&o=2

$end


$pc98=cal,
$bio

Cal (c) 1990 Birdy Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89064&o=2

$end


$x68k_flop=cal,
$bio

Cal (c) 1991 Birdy Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87185&o=2

$end


$msx2_flop=cal,
$bio

Cal (c) 1991 Birdy Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101520&o=2

$end


$msx2_flop=cal2,
$bio

Cal 2 (c) 1992 Birdy Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101521&o=2

$end


$x68k_flop=cal2,
$bio

Cal II (c) 1991 Birdy Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87186&o=2

$end


$pc98=cal2,
$bio

Cal II (c) 1991 Birdy Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89065&o=2

$end


$pcecd=cal2,
$bio

Cal II (c) 1993 NEC Avenue, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58131&o=2

$end


$pc98=cal3,
$bio

Cal III (c) 1991 Birdy Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89066&o=2

$end


$pcecd=cal3,
$bio

Cal III (c) 1994 NEC Avenue, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58132&o=2

$end


$pc98=cpw,
$bio

Cal Piss Water - Ayashii CG Shuu (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89067&o=2

$end


$megadriv=calripkn,
$bio

Cal Ripken Jr. Baseball (c) 1992 Mindscape, Incorporated. [Northbrook, IL, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57145&o=2

$end


$snes=calripknu,calripknup,
$bio

Cal Ripken Jr. Baseball (c) 1992 Mindscape, Incorporated.

- TECHNICAL -

Game ID: SNS-CJ-USA

- TIPS AND TRICKS -

All Ripken team
---------------
Select an exhibition game and press Start. Hold L + R and press Start at the team selection screen. The ALCAL'S Team will now be selectable.

Championship game (as Atlanta)
------------------------------
Vs. Password  
Baltimore RGGJKJBDSPKDGGGFFRC  
Chicago RHHJKJBDSPKDGGGFFRC  
Atlanta RCCJKJBDSPKDGGGFFRC  
San Francisco RFFJKJBDSPKDGGGFFRC  
Boston SLCJKJBDSPLDGGGFFRC  
St. Louis SLSJKJBDSPLDGGGFFRC  
Oakland VNDJKJBDSPLDGGGFFRC  
Minnesota WPDJKJBDSPLDGGGFFRC  
Los Angeles XQDJKJBDSPLDGGGFFRC  
Detroit XQDJKJBDSPLDGGGFFRC

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62825&o=2

$end


$snes=calripkn,
$bio

Cal Ripken Jr. Baseball [Model SNSP-CJ-NOE] (c) 1992 Mindscape, Incorporated. [Northbrook, IL, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62824&o=2

$end


$info=calibr50,
$bio

Cal. 50 - Caliber Fifty (c) 1989 Taito America Corp.

An overhead shoot'em up. Soldiers must destroy a variety of attacking enemies using their guns and hand grenades.

- TECHNICAL -

Game ID : UH

Main CPU : Motorola 68000 (@ 8 Mhz), M65C02 (@ 2 Mhz)
Sound Chips : X1-010 (@ 16 Mhz)

Screen orientation : Vertical
Video resolution : 240 x 384 pixels
Screen refresh : 60.00 Hz
Palette colors : 512

Players : 2
Control : dial
Buttons : 2

- TRIVIA -

Released in September 1989. Licensed to Taito America Corp. by Seta USA.

All the speech in the game are the voice of Jun Aida.

- STAFF -

Produced by : Jun Fujimoto
Directed by : Noboru Miyamari
Screen play by : Noboru Miyamari
Based on the Novels by Viet Nam 1972.
Art direction : Mitsuhiro Takeda
Music direction : Tak Suzuki (Goblin Sound)
Original music composers (Goblin Sound) : Hiroshi Taguchi, Tak Suzuki, Zero Yotsumoto
Sound effects editor : Noboru Miyanari
Sound mixer / editor : Tak Suzuki (Goblin Sound)
Sound programmer : Noboru Miyanari
Titles : Mitsuhiro Takeda
Hardware designer : Nobuyuki Nonaka
Custom chip designed by Digital Magic Lab.
Programmer : Noboru Miyanari
Character designers : Mitsuhiro Takeda, Asako Kumura, Miyuki Kasajima
Background designer : Tomokazu Sunaga
Special effects : KII System
Controller designers : Yoshikazu Ikegai
Assemblers : Akihiro Aranaga, Toshio Sasho and many others
Marketing : Tohru Ishikawa, Yasuhiro Ota
Parts department : Mikio Harada, Masayuki Iwata
Graphic tools designed by : Hiroyuki Watanabe
Development system designed by : Keiji Ishikawa

- PORTS -

* Consoles :
Sega Mega Drive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=371&o=2

$end


$megadriv=cal50,
$bio

Cal.50 - Caliber Fifty (c) 1991 Mentrix Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57146&o=2

$end


$info=m4calama,m4calama__i,m4calama_a,m4calama_b,m4calama_c,m4calama_d,m4calama_e,m4calama_f,m4calama_g,m4calama_h,m4calama_j,
$bio

Calamari Club (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41266&o=2

$end


$c64_cart,c64_flop=calcres,
$bio

Calc Result (c) 1983 Handic Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53532&o=2

$end


$alice32=calc,
$bio

Calc (c) 1985 Powersoft

- TECHNICAL -

Game ID: 0000182

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87571&o=2

$end


$gba=calciobt,
$bio

Calciobit [Model AGB-BIXJ-JPN] (c) 2006 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70101&o=2

$end


$psx=calcoloj,
$bio

Calcolo!(c) 1997 Clef Inventor

- TECHNICAL -

[Model SLPS-01071] 

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85006&o=2

$end


$cpc_cass=calculme,
$bio

Calcul Mental (c) 1985 Logys

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83916&o=2

$end


$cpc_cass=calculf2,
$bio

Calcul [Model HA 7529] (c) 1985 Hatier

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83915&o=2

$end


$amigaocs_flop=calculat,
$bio

Calculation (c) 1989 Computermate

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73652&o=2

$end


$msx1_cass=calcnew,
$bio

Calculator New (c) 1985 DIMensionNEW [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94508&o=2

$end


$cpc_cass=calculat,
$bio

Calculator New (c) 1986 DiMemsionNEW

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83917&o=2

$end


$amigaocs_flop=calephar,
$bio

Calephar (c) 199? Future

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73653&o=2

$end


$info=calchase,
$bio

California Chase (c) 1999 The Game Room.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31489&o=2

$end


$info=m4calicl,m4calicla,m4calicb,m4caliclc,m4calicld,
$bio

California Club (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41267&o=2

$end


$cpc_cass=californ,californ01,
$bio

California Games (c) 1987 Epyx, Inc. [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83918&o=2

$end


$msx1_cass=calgames,
$bio

California Games (c) 1987 US Gold, Ltd. [Birmingham, UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94509&o=2

$end


$apple2gs=calgames,
$bio

California Games (c) 1988 Epyx.

- TRIVIA -

In the surfing game, there's a very rare chance that, after the player falls off their board, a shark will appear and the Jaws theme will play.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49748&o=2

$end


$amigaocs_flop=calgame,calgamea,
$bio

California Games (c) 1988 Epyx, Incorporated. [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73654&o=2

$end


$nes=calgames,calgamesu,
$bio

California Games (c) 1989 Milton Bradley Co.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54981&o=2

$end


$amigaocs_flop=calgame2,
$bio

California Games II (c) 1992 Epyx, Incorporated. [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73655&o=2

$end


$sms=calgame2b,calgame2,
$bio

California Games II (c) 1993 Sega Enterprises, Limited.

- TECHNICAL -

[Model 7105]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55960&o=2

$end


$snes=calgame2j,
$bio

California Games II [Model SHVC-H9] (c) 1993 Hect [Hector] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61119&o=2

$end


$snes=calgame2u,
$bio

California Games II [Model SNS-C2-USA] (c) 1993 DTMC

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62827&o=2

$end


$snes=calgame2,
$bio

California Games II [Model SNSP-C2-EUR] (c) 1992 DTMC

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62826&o=2

$end


$info=mt_calga,
$bio

California Games (c) 1991 Sega Enterprises, Limited.

- TECHNICAL -

Runs on the "Mega-Tech System" hardware.
Cartridge ID: 610-0239-55

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=39157&o=2

$end


$a2600=calgames,calgamese,
$bio

California Games (c) 1988 Epyx, Incorporated.

California Games is a challenge of skills for 1 to 8 players. The object of the games is to win ribbons in each individual event. Players can also compete for the top score in overall competition.

California Games includes 4 exciting events:  Foot Bag, Half Pipe Skateboard, BMX Bike Racing, and Surfing.

Each player chooses a sponsor for the competition. You are judged on each event and a record is kept of your score. Ribbons are awarded to the scoring competitors. Improve your skills in each event, compete with your family and friends and become a California Champion.

- TECHNICAL -

Model 19319R

- STAFF -

Programmer: Peter Engelbrite, Steve Baker

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50305&o=2

$end


$sms=calgames,
$bio

California Games (c) 1989 Sega Enterprises, Limited.

- TECHNICAL -

[Model 7014]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55959&o=2

$end


$lynx=calgames,
$bio

California Games (c) 1989 Atari Corp.

California Games is a sports simulation for one or two players.

Welcome to California, dude. Home of, like, the most radical sports in the Milky Way.  Rad, bad, and totally aggro. You are about to hit the sand, turf, and asphalt of the Golden State to go for trophies in everything from surfing to bike racing. California Games is the ultimate in athletic competition. You compete in the hottest sports around for the gnarliest sponsors west of the Sierras.

So bleach your hair, slide into that wetsuit, and load your stick in the back of the van. You are about to have the most fun you've had since Mom ran over your skateboard.  California Games takes you from the surf to the turf. Are you, like, gonna love it, or what?

Begin your quest for an endless summer in Hollywood, where you will catch air skateboarding on the totally tubular Half Pipe. Then cruise to San Francisco for some killer footwork on the high-flyin' Foot Bag. After that, hit the beach for the most radical sport in California, the crown jewel of coastal competition, Surfing. You will shoot the tube and carve the biggest breakers of any hot-dogger around.

Over the dirt track, you'll hit top speed on your BMX Racing Bike. Your moves had, like better be bad.  That's four massive, totally rad events. You're gonna have your hands full.  Not to mention your feet.

Take part in the wildest games of the all--California Games. You will really get into it. It's only, like, the most totally awesome game in the world. For sure.

- TECHNICAL -

Model PA2025

- TIPS AND TRICKS -

* Ride a Pelican: In the last few seconds of the surfing challenge, position your surfer at the bottom of the screen. A pelican will fly past and the surfer will jump on it's back until gameplay ends.

* Faster Spinning: In the footbag game, if you spin right after jumping, you spin faster than normal. Thus, jump and hit the bag with your head, then spin away.

* Avoid Obstacles: In the BMX game, if you stay just a little (about one pixel) above the place where the grass meets the dirt there won't be anything in your way. Anyway, you can crash the game by hitting the bale of hay on the bottom of the track just before the finish line: in this case, the game will freeze and the only thing you can do it turn it off.

* Zoom In: In the Half Pipe game, press OPTION 2 to zoom into your skater.

- STAFF -

Programmers: James Donald, Pete Wierzbicki, Larry Abel, Stephen Jungels

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58805&o=2

$end


$nes=calraisna,calraisn,
$bio

California Raisins - The Grape Escape (c) 1992 Milton Bradley Co.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54982&o=2

$end


$info=calspeed,calspeeda,calspeedb,
$bio

California Speed (c) 1998 Atari Games Corp.

A driving game that takes place in various courses throughout the state of California, USA and includes a stage where you race on a rollercoaster!

- TECHNICAL -

Atari Seattle hardware

Main CPU : R5000 (@ 150 Mhz)
Sound CPU : ADSP2115 (@ 16 Mhz)
Sound Chips : (2x) DMA-driven (@ 16 Mhz)

Players : 2
Control : steering wheel with force feedback, four position shift lever, two pedals

- TRIVIA -

California Speed was Released in March 1998 in USA.

There are 2 types of California Speed, one of which does not utilise the 4 position shift lever. This was the factory kit that converted "Hyperdrive" to California Speed.

On the Laguna Seca raceway, adverts for some other Atari games can be seen in the background : "Mace - The Dark Age", "Maximum Force", "Primal Rage" and "Area 51".

- UPDATES -

Release 1 :
* version 1.0r7a (3/4/98)

Release 2 :
* version 2.1a (4/17/98)

- TIPS AND TRICKS -

* Bonus Cars :  Set your transmission number to 1, then press RADIO in the car selection screen to change one car from each row into a different vehicle. 

* Fruit Attack : If you get ahead of someone tap your gas pedal and the START button simultaneously to throw fruit at the driver behind you. This is pointless but fun. 

* Mirrored tracks : hold down all 3 view buttons during track select for mirrored tracks.

* Backrow vehicles : press Tailgate Cam button during car select to choose backrow vehicles.

* During attract mode, press View 1+View 3+Radio to see the version/revision of your machine.

* Here are the cars list with all information you need :

Cresta Convertible
Top Speed : 203 MPH/325 HPH
Traction : Medium
Acceleration : 4.65 Secs
Weight : 2940 Lbs.
Horsepower : 492@9200 RPM

C.H.P.
Top Speed : 206 MPH/330 HPH
Traction : Medium
Acceleration : 4.71 Secs
Weight : 3220 Lbs.
Horsepower : 545@6700 RPM

Dakar
Top Speed : 200 MPH/320 HPH
Traction : High
Acceleration : 5.01 Secs
Weight : 5140 Lbs.
Horsepower : 577@5200 RPM

Predator
Top Speed : 206 MPH/330 HPH
Traction : Medium
Acceleration : 4.73 Secs
Weight : 3140 Lbs.
Horsepower : 545@6700 RPM

Fairchild
Top Speed : 206 MPH/330 HPH
Traction : Medium
Acceleration : 4.71 Secs
Weight : 3220 Lbs.
Horsepower : 545@6700 RPM

Street Fighter
Top Speed : 202 MPH/323 HPH
Traction : Medium/High
Acceleration : 4.87 Secs
Weight : 3140 Lbs.
Horsepower : 504@6700 RPM

Wide Hog
Top Speed : 201 MPH/322 HPH
Traction : High
Acceleration : 5.01 Secs
Weight : 7213 Lbs.
Horsepower : 712@1700 RPM

M2
Top Speed : 206 MPH/330 HPH
Traction : Medium
Acceleration : 4.71 Secs
Weight : 3220 Lbs.
Horsepower : 545@6700 RPM

Road Burner
Top Speed : 205 MPH/328 HPH
Traction : Medium/High
Acceleration : 4.85 Secs
Weight : 4819 Lbs.
Horsepower : 560@8200 RPM

SUV
Top Speed : 205 MPH/328 HPH
Traction : High
Acceleration : 4.65 Secs
Weight : 4840 Lbs.
Horsepower : 540@6700 RPM

Sledster
Top Speed : 206 MPH/330 HPH
Traction : Medium
Acceleration : 4.71 Secs
Weight : 3220 Lbs.
Horsepower : 545@6700 RPM

F1
Top Speed : 207 MPH/331 HPH
Traction : Medium/Low
Acceleration : 4.63 Secs
Weight : 2240 Lbs.
Horsepower : 420@8400 RPM

Kart
Top Speed : 202 MPH/323 HPH
Traction : High
Acceleration : 4.97 Secs
Weight : 1140 Lbs.
Horsepower : 345@11000 RPM

Velocity 6000
Top Speed : 206 MPH/330 HPH
Traction : Medium
Acceleration : 4.76 Secs
Weight : 3140 Lbs.
Horsepower : 545@6700 RPM

Rodster
Top Speed : 205 MPH/328 HPH
Traction : Medium/High
Acceleration : 4.85 Secs
Weight : 4819 Lbs.
Horsepower : 560@8200 RPM

- STAFF -

Producer : Steve Ritchie
Associate Producer & Art Direction : Philip Swett
Lead Programmer: Carl Ferreira
Game Programmers: Dave Akers, Frank Kuan
Lead 3D and Concept Artist: Kevin Page
3D and Concept Artist: Manuel Laguatan
3D Vehicles and Movie Art: Barry Focha
3D Animation and Texture Artist: Gene Higashi
Music, Sounds, and Speech : Kevin Quinn, Dave Zabriske, Chris Granner, John Paul, Joe Lyford, Gunnar Madsen, Rich Carle, Todd Modjesky

Executive Producer: Mark Stephen Pierce

Hardware Technician: Paul Shepard
Hardware Engineering: Pete Mokris, Cary Mednick, Steve Correll, Andy Eloff
Technical Assistance: Pete Takaichi, Rick Meyette
Video Movies and Models: Greg Allen, Brent Englund

Marketing Assistance: Ray Bersabe, Mary Fujihara, Roger Sharpe, Derryl DePriest, Jackie Sherman, Ann Denton, Alexandra Donnelly, Randall Ng
Sales: Mike Taylor, Elaine Shirley, Tom Keil, Masato Ohata, Hiroko Koike
Customer Service: Al Vernon, Holly Lamontagne

Cabinet Art: Nik Ehrilch, Dan Bigelow
Systems Support: Dave Sheppard, Forrest Miller, Randy Davis, Felix Robinos, Jeff Bell, Glenn McNamara, Tox Gunn, Mike Albaugh
Logistical Sanity: Karen Jefferson, Evelyn Perez, George Millington, Rick McDowell, Sally Garza, John McKillip

Good Advice: Mark Pierce, Neil Nicastro, Dan Van Elderen, Ken Fedesna, Eugene Jarvis, Paul Dussault, Eric Prybl, Larry DeMar, Victor Sarkan, Todd Erickson, John Ray, Robert Daly, Charlie Grisafi, Don Diekneite, Bill Hindorff, Wallace Poulter, Takeshi Hasegawa, Dennis Harper, Josh Nicholson, Darren Walker, Chris Ritchie

Atari Gametesters Test Manager: Mike Kruse
Product Analysts: David J. Ortiz, Jose Amparan
Testers: Cecil "Bizahr" Wayne Carthen Jr., Pablo Buitrago, Joseph Magome, Rich Reed, Donald Gavino, Charles Ybarra, Jerry Cruz, T. Lewis, Kevin Dines
 
Sr. Engineering Tech. : Patrick Hubbell

- PORTS -

* Consoles :
Nintendo 64 (1999)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=372&o=2

$end


$n64=calspeedp,calspeed,
$bio

California Speed (c) 1999 Midway Home Entertainment.

No surprise here: Dodging freeway traffic is your biggest challenge in Midway's Golden State go-go Pak. 

"Why mess with success?" must be the mantra at Midway Entertainment, which has ported yet another arcade racer to the N64. 

Like San Francisco Rush and Rush 2, the action in California Speed swerves far into fantasy land. The Mount Shasta course spends more time in lava tubes than above ground and the Central Valley track concludes with a full-tilt dash through a (thankfully) vacant shopping mall. Most ludicrous of all, the Silicon Valley file terminates with your nanovehicle negotiating a jungle of diodes, chips and printed circuits. 

Longtime N64 players will recognize the whimsical handiwork of developer Atari Games, whose previous high-speed flights of fancy include the two Rushes. But while the earlier games challenged players to discover shortcuts and execute airborne stunts, California Speed is a point-to-point speed demon par excellence. 

While speeding through La-La Land, you won't find spectacular crashes nor the cheap thrill of turning around and ramming the competition head-on. Compared to the demented detours of the two earlier games, California Speed's shortcuts seem tacked-on. And there are no turbo boosts, no nitro boxes a la Beetle Adventure Racing, and none of the weapons that make S.C.A.R.S. and Penny Racers nonstop fragfests. 

Instead, your main challenge is to avoid errors at all costs. The field thins out soon after the start, so there's little of the high-speed weaving through traffic that makes Cruis'n World so exciting. Instead, you must elude oncoming traffic, which has a nasty way of appearing just as you're taking the inside line on a curve. 

You can also lose valuable split-seconds if you rear-end a slowpoke in your lane. Scraping a guard rail in the home stretch -- something the drone cars never do -- often means the difference between first and fourth. 

California comes with an impressive 11 point-to-point tracks, plus five hidden ones in such exotic locales as Fiji. The point-to-point tracks are long, easily lasting more than two minutes each, with checkpoints. The hidden tracks play much more like real-life race tracks with multiple laps, but have their fair share of split routes. 

In both one- and two-player modes, California Speed offers you a choice of a single race in a field of eight vehicles or a practice run, in which player-controlled vehicles get a free run on an open track. Both modes offer a choice of five circuits: 
Light - Default vehicles include a cool convertible and a golf cart that's zippier than you'd think 
Sport - Muscle-car city, plus your granddaddy's open-cockpit roadster 
Heavy - A big ol' Caddy ragtop, a low rider and a cherried-out pickup. Do good and you'll access the cleverly named Oval track and the busted-up San Andreas course 
State - Do the state with any of 10 cars, from light to heavy 
California Cup - The same 10 vehicles available in the State circuit, but if you fail to win, place or show it's adios 

The 12-vehicle menu has something for everyone, from a quaint but quick British roadster to a snazzy ragtop. The nine hidden vehicles include what looks like a New Beetle (all the cars are given fictional names) and a 40-foot camper.

As with the two Rushes, California Speed's graphics are wisely tuned for speed, not detail. The game drops nary a frame, even with eight vehicles on screen. The vehicles lack the detail of those found in Cruis'n World (yet another Midway racer, albeit one published by Nintendo). 

Fog is practically nonexistent when you're the human on the asphalt, but the developers had to cram in a bit more in two-player mode. There is no reflection-mapping on vehicle windows. Except for some pixilated trees, the landscape art looks sharp, if a bit on the simple side. 

Midway may have made one too many stops in the pits before rolling this one out. But if you're in the market for a racer with plenty of tracks and not much in the way of strategy, California Speed just might be your box of bolts.

- TECHNICAL -

Game ID: NUS-NCLE-USA

- TRIVIA -

Released on March 16, 1999 in USA.

- STAFF -

Programmers: Halldor Fannar, Scott Reeser, Brian Lee
Artists: Glenn Wippich, Morgan Godat, Will Kerslake
Producer: Robert V. Daly
Associate Producer: Mike Kruse
Executive Producer: Bill Hindorff
Music : Barry Leitch, Pablo Buitrago
Product Manager: Wallace Poulter
Test Manager: David Ortiz
Product Analysts: Larry Cadelina, Mario Guevara, Jose Amparan
Drone Pathing: Fredric Mora
Lead Testers: Richard Magsayo, Brian Benson
Testers: Mohammad Ahmed, Alexander Beran, Jason Cole, Kevin Dines, Steve Foge, Pele Gaoteote, T. Lewis, Richard Pascual, Clinton Perez, Rob Reininger, Alfredo Sanchez, Joffrey Suarez, Christoper Thornton, Charles Ybarra
Print Design & Production: Debra Austin, Gary Gonzales, Andy Lycke, Jon Mongelluzzo, Chris Mowry, Erin Shems, Chris Vine, Dave Young
Special Thanks: Randy Davis, Dan Van Elderen, Deborah K. Fulton, Tox Gunn, Debra Heinz, Michael A. Kelly, Ed Logg, David O'Riva, Steve Ritchie, Maribel Santa Cruz, Todd Papy, Andy Karn, Michael Alexander

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57625&o=2

$end


$pc8801_flop=caligrap,
$bio

Caligraph Construction (c) 1986 System Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91482&o=2

$end


$info=calipso,
$bio

Calipso (c) 1982 Tago Electronics.

You play a diver who is trying to get a treasure. Hold Fire and push in the direction you want to shoot, but you will be unable to move while doing this. Shoot the sea animals and the other player. Try to get the treasure at the bottom and return it to the boat at the top without getting attacked by sea creatures -- all before your air runs out.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound CPU : Zilog Z80 (@ 1.78975 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.78975 Mhz)

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette Colors : 99

Players : 2
Control : 8-way joystick
Buttons : 1

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=373&o=2

$end


$info=calorie,calorieb,
$bio

Calorie Kun vs Moguranian (c) 1986 Sega.

A traditional platforms and ladders game in which the player controls an abstract, mole-like creature that must make its way around a number of underground tunnels, avoiding enemies and collecting the items placed around the screen; before quickly making its way to the exit. The player is armed with a limited number of bombs that can be used to destroy or disable enemies.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 4 Mhz), Zilog Z80 (@ 3 Mhz)
Sound Chips : (3x) General Instrument AY8910 (@ 1.5 Mhz)

Players : 2
Control : 4-way Joystick
Buttons : 2

- TRIVIA -

Released in August 1986.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3912&o=2

$end


$info=ep_calyp,ep_calypa,
$bio

Calypso (c) 1998 Maygay.

- TRIVIA -

Calypso was released in May 1998.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40807&o=2

$end


$info=m1calyps,m1calypsa,m1calypsb,
$bio

Calypso (c) 199? Maygay Machines, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48945&o=2

$end


$info=sc1calyp,
$bio

Calypso (c) 1992 ELAM.

- TECHNICAL -

Model 6043

- TRIVIA -

Calypso was released in December 1992.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=19906&o=2

$end


$info=camlight,
$bio

Camel Lights (c) 1978 Game Plan.

- TRIVIA -

Only produced as a prototype.

- STAFF -

Design : Ed Cebula
Art : Mark Raneses

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5245&o=2

$end


$pc98=camelzoo,
$bio

Camel-Zoo (c) 19?? Bio 100% [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89068&o=2

$end


$bbca_cass,bbcb_cass=camelot,
$bio

Camelot (c) 1989 Superior Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51597&o=2

$end


$info=j6camelt,j6camelta,j6cameltb,j6cameltc,j6cameltd,
$bio

Camelot (c) 1998 JPM International.

- TECHNICAL -

Impact

- TRIVIA -

Camelot was released in December 1998 in the UK.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15856&o=2

$end


$info=sp_camel,sp_camela,sp_camelb,sp_camelc,sp_cameld,sp_camele,sp_camelf,sp_camelg,sp_camelh,sp_cameli,sp_camelj,sp_camelk,sp_camell,sp_camelm,sp_cameln,sp_camelo,
$bio

Camelot (c) 199? Ace Coin Equipment, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42223&o=2

$end


$cpc_cass=camelotw01,
$bio

Camelot Warriors (c) 1986 Dinamic Software [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83920&o=2

$end


$msx1_cass=camelot,
$bio

Camelot Warriors (c) 1986 Dinamic Software [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94510&o=2

$end


$cpc_cass=camelotw02,
$bio

Camelot Warriors [Model AS 32056] (c) 1986 Ariolasoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83921&o=2

$end


$cpc_cass=camelotw,
$bio

Camelot Warriors [Model ISA 0274] (c) 198? Mastertronic, Ltd. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83919&o=2

$end


$info=cameltry,cameltryj,cameltryau,cameltrya,
$bio

Cameltry (c) 1989 Taito Corp.

The player must guide a ball through a number of mazes, rotating the maze through 180 degrees to get the ball to move in the desired direction - much like the bonus levels in the Sega Genesis/Mega Drive console title, "Sonic the Hedgehog". Each maze must be completed within a tight time limit and a number of traps and obstacles litter the mazes to slow players down.

There are, however, a number of positive targets to be hit, and bonuses - such as additional time - can be found hidden away within the mazes. When the ball is stuck or the player would like to speed up, the JUMP button can be used. If the player runs out of time before reaching the goal, a random matching game is run to allow the player more time to complete the maze. This challenge, however is very difficult to win.

- TECHNICAL -

Runs on the "Taito F2 System" hardware. It used a graphics extension on the board, the so called Taito F2 Expanded System.

Prom Stickers : C38

Players : 2
Control : Spinner
Buttons : 1

An alternate US version uses a YM2203 @ 3 Mhz instead of the YM2610 @ 8 Mhz.

- TRIVIA -

Even if the titlescreen says 1989, Cameltry was released in April 1990.

This game uses inertia and gravity to simulate how an actual ball in a maze would roll, under real-life conditions. This is what makes this game fun to play.

Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Cameltry, Cadash - PCCB-00043) on October 21, 1990.

Zuntata Records released a limited-edition soundtrack album for this game (Zuntata History L'ab-normal 1st - ZTTL-0038) on April 1, 1999.

- UPDATES -

The US version has the "Winners Don't Use Drugs" screen.

- TIPS AND TRICKS -

* Obtain a very high time and you can gain 1000 points, featuring Tiki (the Kiwi Bird of "The New Zealand Story" game) or another character of Taito.

* If you complete a stage with less than 10 seconds remaining, a slot machine appears. The numbers on all 3 reels will be added as a bonus time. This does not happen on the special courses. 

* Round Select : Hold Service Switch at boot.
Input : Start(x3), Service Switch, Start on Service Switch Error message screen. This code (Taito Command) is used in many Taito games, G-Darius, Rastan Saga II, Gunlock/Ray Force etc.

* Ball Selection : If you hold down the START button while selecting a course (except the training course) you can change the appearance of the ball.

* Secret Bonus : If the 3 digits on the timer is the same at goal (eg 11.1, 22.2, 33.3, etc), secret bonus is added.

* Staff Credits : When seeing the ending, hold the JUMP button. NOTE : It's disabled when you select Training course.

- SERIES -

1) Cameltry (1990)
2) Mawashite Koron (2006, Nintendo DS JAP) / Labyrinth (2007, Nintendo DS EUR/USA)

- STAFF -

Produce & Game Designer: PPR Kaito
Software Programming: Magician Kaz, Teddy Koike, Tack Karube
Bit Graphics: Zak Munn, Zenzy Miya, PPR Kaito
Hardware: K. Fujimoto, M. Yamaguchi
Sound (Zuntata): Hisayoshi Ogura, Yasuhisa Watanabe
Cabinet Decoration: Hiroyasu Nagai (Super Star Nagai)

- PORTS -

* Consoles :
Nintendo Super Famicom [JP] (1992) "Cameltry [Model SHVC-CT]" 
Nintendo SNES [US] (November 1992) "On the Ball [Model SNS-CT-USA]" 
Nintendo SNES [EU] (1993) "On the Ball [Model SNSP-CT-EUR]" 
Sony PlayStation 2 [JP] (July 28, 2005) "Taito Memories Joukan [Model SLPM-66057]" 
Sony PlayStation 2 [AU] (March 30, 2006) "Taito Legends 2 [Model SLES-53852]" 
Microsoft XBOX [EU] (March 31, 2006) "Taito Legends 2"
Sony PlayStation 2 [EU] (March 31, 2006) "Taito Legends 2 [Model SLES-53852]"
Sony PlayStation 2 [US] (May 16, 2007) "Taito Legends 2 [Model SLUS-21349]"

* Handhelds : 
Sony PSP [AS] (January 3, 2006) "Taito Memories Pocket [Model UCAS-40040]" 
Sony PSP [JP] (January 5, 2006) "Taito Memories Pocket [Model ULJM-50706]" 
Sony PSP [KO] (February 10, 2006) "Taito Memories Pocket" 
Sony PSP [EU] (October 6, 2006) "Taito Legends Power-Up [Model ULES-00473]" 
Sony PSP [AU] (November 9, 2006) "Taito Legends Power-Up [Model ULES-00473]" 
Sony PSP [US] (May 17, 2007) "Taito Legends Power-Up [Model ULUS-10208]"

* Computers :
Sharp X68000 [JP] (September 25, 1991)
FM Towns PC [JP] (1993) 
PC [MS Windows, CD-ROM] [EU] (March 31, 2006) "Taito Legends 2"
PC [MS Windows, CD-ROM] [US] (July 10, 2007) "Taito Legends 2"

* Others : 
Nokia N-Gage [US] "Taito Memories" : Release cancelled 
Apple iPhone/iPod [US] (June 8, 2009) [Model 306654093]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=374&o=2

$end


$x68k_flop=cameltry,
$bio

Cameltry (c) 1991 Dempa Shinbunsha [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87187&o=2

$end


$snes=cameltry,
$bio

Cameltry (c) 1992 Taito Corp.

- TECHNICAL -

Cartridge ID: SHVC-CT

- TRIVIA -

Cameltry for Super Famicom was released on June 26, 1992 in Japan. It was then re-released on December 1, 1997 as a Nintendo Power edition.

Reviews:
June 1992 - Consoles + N.10 (Pages 84-85): 72/100

The 'CT' in the official cartridge ID stands for 'Camel Try'.

This game is known outside Japan as "On the Ball". Here are some known export releases : 
"On the Ball [Model SNS-CT-USA]"
"On the Ball [Model SNSP-CT-EUR]"

- TIPS AND TRICKS -

Sound test
----------
Enter ZTT as a password. 

Change ball
-----------
Enter TYPE as a password. A menu that allows the ball to be changed into several different types will be displayed.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61120&o=2

$end


$pc98=camisole,
$bio

Camisole (c) 1992 Flat [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89069&o=2

$end


$pcecd=campcali,
$bio

Camp California (c) 1993 ICOM Simulations

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58483&o=2

$end


$gba=camplazl,
$bio

Camp Lazlo - Leaky Lake Games (c) 2006 505 Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70102&o=2

$end


$gba=camplazlu,
$bio

Camp Lazlo - Leaky Lake Games [Model AGB-BLCE-USA] (c) 2006 Crave Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70103&o=2

$end


$amigaocs_flop=campaign,
$bio

Campaign (c) 1992 Empire Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73656&o=2

$end


$adam_flop=campaign,
$bio

Campaign '84 (c) 1983 Sunrise Software, Inc. [Dallas, TX, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82626&o=2

$end


$coleco=campaign,
$bio

Campaign '84 (c) 1983 Sunrise Software, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53255&o=2

$end


$amigaocs_flop=campagn2,
$bio

Campaign II (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73657&o=2

$end


$pc98=cdaisen2,
$bio

Campaign Version Daisenryaku II (c) 1989 Systemsoft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89070&o=2

$end


$pc98=cdaisen2mc,
$bio

Campaign Version Daisenryaku II - Map Collection (c) 1990 Systemsoft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89071&o=2

$end


$pc98=cdaisen2uk,
$bio

Campaign Version Daisenryaku II - Unit Kaizou Pack (c) 1991 ABA [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89072&o=2

$end


$pc8801_flop=cdaisen2,
$bio

Campaign-ban Daisenryaku 2 (c) 1989 System Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91483&o=2

$end


$cpc_cass=campeone,
$bio

Campeones [Model AMC 175] (c) 1985 Indescomp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83922&o=2

$end


$info=jantouki,
$bio

Campus Hunting Jong Tou Ki (c) 1990 Dynax.

A Mahjong game.

- TECHNICAL -

Main CPU : (2x) Zilog Z80 (@ 5.5 Mhz)
Sound Chips : General Instrument AY8910 (@ 2.75 Mhz), Yamaha YM2203 (@ 2.75 Mhz), OKI MSM5205 (@ 384 Khz)

Screen orientation : Horizontal
Video resolution : 512 x 480 pixels
Screen refresh : 60.00 Hz
Palette colors : 512

Players : 1

- TRIVIA -

Released in January 1990.

The title of this game translates from Japanese as 'Campus Hunting Mahjong Fight Chronicle'

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1224&o=2

$end


$pc98=cancanb,
$bio

Can Can Bunny (c) 1989 Cocktail Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89073&o=2

$end


$pc8801_flop=cancanb,cancanba,
$bio

Can Can Bunny (c) 1989 Cocktail Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91484&o=2

$end


$x68k_flop=cancanb,
$bio

Can Can Bunny (c) 1990 Ides [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87188&o=2

$end


$pc98=cancanb2,
$bio

Can Can Bunny 2 - Superior (c) 1990 Cocktail Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89074&o=2

$end


$pc98=cancanb3,
$bio

Can Can Bunny 3 - Spirits (c) 1991 Cocktail Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89075&o=2

$end


$pc98=cancanb4,cancanb4a,
$bio

Can Can Bunny 4 - Premiere (c) 1992 Cocktail Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89076&o=2

$end


$pc98=cancanb5,
$bio

Can Can Bunny 5 - Extra (c) 1993 Cocktail Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89077&o=2

$end


$pc98=cancan55,
$bio

Can Can Bunny 5½ - Limited (c) 1994 Cocktail Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89078&o=2

$end


$x68k_flop=cancanbe,
$bio

Can Can Bunny Extra (c) 1993 Ides [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87189&o=2

$end


$saturn,sat_cart=cancanex,
$bio

Can Can Bunny Extra (c) 1997 KID

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58969&o=2

$end


$x68k_flop=cancanbp,
$bio

Can Can Bunny Premiere (c) 1992 Ides [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87190&o=2

$end


$saturn,sat_cart=cancanp,cancanpt,
$bio

Can Can Bunny Premiere (c) 1996 KID

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58970&o=2

$end


$saturn,sat_cart=cancanp2,
$bio

Can Can Bunny Premiere 2 (c) 1996 KID

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58971&o=2

$end


$msx2_flop=cancanb4,
$bio

Can Can Bunny Spirits (c) 1991 Cocktail Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101522&o=2

$end


$x68k_flop=cancanbs,
$bio

Can Can Bunny Superior (c) 1990 Ides [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87191&o=2

$end


$pc98=cancanbs,
$bio

Can Can Bunny Superior (c) 1990 Cocktail Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89079&o=2

$end


$pc8801_flop=cancanbs,cancanbsb,cancanbsa,
$bio

Can Can Bunny Superior (c) 1990 Fairytale [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91485&o=2

$end


$msx2_flop=cancanbs,
$bio

Can Can Bunny Superior (c) 1990 Cocktail Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101523&o=2

$end


$info=sc4canca,sc4cancaa,sc4cancab,sc4cancac,
$bio

Can Can Cash Casino (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR1017]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42470&o=2

$end


$msx1_cass=canworms,
$bio

Can of Worms (c) 1986 LiveWire Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94511&o=2

$end


$astrocde=buylove,
$bio

Can't Buy Me Love (c) 1986 Degler [Richard Degler]

- TRIVIA -

This music was originally released on tape format by George Moses. Richard 
Degler converted it to cartridge format and made the notes play along to the 
music on a musical staff.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86783&o=2

$end


$pc98=canaan,
$bio

Canaan - Yakusoku no Chi (c) 1997 Fournine [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89080&o=2

$end


$cpc_cass=canadair,canadair01,
$bio

Canadair (c) 1987 FIL [France Image Logiciel]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83923&o=2

$end


$info=canasta,
$bio

Canasta 86 (c) 1986 Inder.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5246&o=2

$end


$msx1_cart=candoon,candoona,
$bio

Candoo Ninja [Model 00220] (c) 1984 ASCII Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76625&o=2

$end


$info=candory,
$bio

Candory (c) 1982 Unknown.

A Ponpoko bootleg with Mario!

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83034&o=2

$end


$pc98=candy3,
$bio

Candy 3 (c) 19?? ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89081&o=2

$end


$info=ss4695,ss4245,ss4638,ss4246,ss4247,ss011158,ss7287,ss4248,ss4249,ss8766,ss4250,ss8115,ss8114,
$bio

Candy Bars (c) 1994 IGT.

3-Coin Multiplier slot.

- TECHNICAL -

[Model 186A]

- UPDATES -

# SS4245
Max %: 97.405
Hit Freq.: 14.785
Win Freq.: 6.76

# SS4246
Max %: 95.084
Hit Freq.: 14.546
Win Freq.: 6.87

# SS4247
Max %: 92.584
Hit Freq.: 14.271
Win Freq.: 7.01

# SS4248
Max %: 90.103
Hit Freq.: 13.945
Win Freq.: 7.17

# SS4249
Max %: 87.557
Hit Freq.: 13.572
Win Freq.: 7.37

# SS4250
Max %: 85.096
Hit Freq.: 13.294
Win Freq.: 7.52

# SS4638
Max %: 96.208
Hit Freq.: 14.821
Win Freq.: 6.75

# SS4695
Max %: 98.036
Hit Freq.: 17.739
Win Freq.: 6.78

# SS7287
Max %: 91.022
Hit Freq.: 13.945
Win Freq.: 7.17

# SS8114
Max %: 75.078
Hit Freq.: 12.186
Win Freq.: 8.21

# SS8115
Max %: 80.051
Hit Freq.: 11.873
Win Freq.: 8.42

# SS8766
Max %: 87.557
Hit Freq.: 13.572
Win Freq.: 7.37

# SS011158
Max %: 92.562
Hit Freq.: 17.543
Win Freq.: 5.70

- PORTS -

* Computers :
Microsoft Windows (2008, "IGT Slots - Little Green Men")
Mac Os X (2008, "IGT Slots - Little Green Men")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=10452&o=2

$end


$info=ss7224,ss4251,ss4627,ss4252,ss8756,ss7963,ss4253,ss7255,ss4254,ss4255,ss8113,ss8112,
$bio

Candy Bars (c) 1994 IGT [International Game Technologies]

2-Coin Multiplier slot.

- TECHNICAL -

Game ID: 186B

- UPDATES -

SS7224
SS4251
SS4627
SS4252
SS8756
SS7963
SS4253
SS7255
SS4254
SS4255
SS8113
SS8112

- PORTS -

* Computers :
Microsoft Windows (2011, "IGT Slots - Lucky Larry's Lobstermania")
Mac OS X (2011, "IGT Slots - Lucky Larry's Lobstermania")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=26613&o=2

$end


$info=candy,
$bio

Candy Candy (c) 1999 Eolith.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32275&o=2

$end


$info=age_cand,
$bio

Candy Crane (c) 199? Advanced Game Engineering.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101114&o=2

$end


$info=cndypuzl,
$bio

Candy Puzzle (c) 1995 CD Express.

A Puzzle Bubble clone.

- TECHNICAL -

Cubo CD32 hardware (Amiga 68020, AGA based games system)

Main CPU:  Motorola 68EC020 at 14.3 MHz
Memory : 2 MB Chip RAM, 1 MB ROM with Kickstart ROM 3.1 and integrated cdfs.filesystem, 1KB of FlashROM for game saves
Graphics/Chipset : AGA Chipset
Akiko chip, which handles CD-ROM and can do Chunky to Planar conversion
Proprietary (MKE) CD-ROM drive at 2x speed
Expansion socket for MPEG cartridge, as well as 3rd party devices such as the SX-1 and SX32 expansion packs.
4 8-bit audio channels (2 for left, 2 for right)
Gamepad, Serial port, 2 Gameports, Interfaces for keyboard

- TRIVIA -

All CD Express games were released only in Italy.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11287&o=2

$end


$bbca_cass,bbcb_cass=candyflo,
$bio

Candyfloss (c) 1982 IJK

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51409&o=2

$end


$astrocde=candyman,
$bio

Candyman (c) 1986 L&M Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86784&o=2

$end


$nes=cksjdnj,
$bio

Cang Ku Shi Jia Dong Nao Jin (c) 19?? Subor [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76492&o=2

$end


$pc8801_flop=cannonbl,
$bio

Cannon Ball (c) 1983 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91486&o=2

$end


$info=cannonb,cannonb3,
$bio

Cannon Ball (c) 1985 Soft.

Bootleg release made by Soft that runs on Crazy Kong hardware. For more info about the game itself, please see the original game's entry.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.536 Mhz), Custom (@ 1.536 Mhz)

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 96

Players : 2
Control : 4-way joystick
Buttons : 1

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=376&o=2

$end


$info=cannonb2,
$bio

Cannon Ball (c) 1985 TV Game Gruenberg.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=34398&o=2

$end


$info=cannonbp,
$bio

Cannon Ball (c) 1985 Novomatic.

Cannon Ball is a game similar to Breakout except with a twist. Instead of having to clear all of the bricks, you have to destroy a "bat" being protected by all of the bricks. The "bat" tries to kill you by throwing monsters at you which, if hit by one, your paddle shrinks. Once your paddle is invisible, you get a game over. You can also eat the monsters by ramming into one once they are on your playing field.

- TECHNICAL -

Runs on the Pac-Man hardware.

- TRIVIA -

Released in June 1985.

There are two bootlegs of this game. One made by Soft in the same year running on Crazy Kong's hardware, and another made by TV Game Gruenberg that also runs on Crazy Kong hardware. The only difference between Soft's and TV Game Gruenberg's bootlegs is that they have different color palettes.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=34399&o=2

$end


$info=cannball,
$bio

Cannon Ball [Horizontal Screen version] (c) 1995 Yun Sung.

This game is like a crossover between "Arkanoid" and "Puzzle Bobble". You have a paddle and must shoot the ball trying to match with the same color balls on the descending balls. If you connect three or more balls in the same color they will disappear. After the balls disappear, any balls that become detached from the descending structure also disappear. Balls can be shot in three directions: 45 degrees to the left, 45 degrees to the right, or strait up. If you are in difficult situation, you can shoot a bomb. 

Once you clear a set number of disappearances, the stage is cleared and the player is rewarded with a digitized photo image of an Asian girl in her underwear.  Each stage features a different picture with a different girl.

If the descending balls reach the players paddle, then the game is over. If you continue you restart at previous stage.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 8 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), OKI MSM5205 (@ 384 Khz)

Screen orientation : Horizontal
Video resolution : 384 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Developed by Soft Vision.

Also released as "Cannon Ball [Vertical Screen version]" (developed by J&K Production). Unlike the vertical edition, balls can be matched and cleared in irregular shapes instead of just in strait lines.

A curious bug : when you finish a stage, your score restarts with zero points! It is impossible to get a good score!

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=375&o=2

$end


$msx1_cart=cannonbl,cannonbla,
$bio

Cannon Ball [Model MXHI 11003] (c) 1983 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76626&o=2

$end


$info=cannballv,
$bio

Cannon Ball [Vertical Screen version] (c) 1995 Yun Sung.

This game is like a crossover between "Arkanoid" and "Puzzle Bobble". You have a paddle and must shoot the ball trying to match with the same color balls on the descending balls. If you connect three or more balls vertically, horizontally, or diagonally that are the same color they will disappear. After the balls disappear, any balls that become detached from the descending structure also disappear. Balls can be shot in three directions: 45 degrees to the left, 45 degrees to the right, or strait up. If you are in difficult situation, you can shoot a bomb. 

Once you clear a set number of disappearances, the stage is cleared and the player is rewarded with a digitized photo image of a nude model. Each stage features a different picture with a different girl.

If the descending balls reach the player's paddle, then the game is over.

- TRIVIA -

Developed by J&K Production.

Also released as "Cannon Ball [Horizontal Screen version]" (developed by Soft Vision).
Differences between the two version:
- Vertical edition has a deeper well.
-Vertical edition only matches colored balls in strait lines, while horizontal version matches all touching balls.
- Vertical edition does not reset the score after every stage.
- Vertical edition features western nude models while the horizontal version features Asian underwear models.
- Vertical edition rewards the player after every stage with a photo image while the horizontal version only rewards the player on even numbered stages.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31535&o=2

$end


$info=candance,
$bio

Cannon Dancer (c) 1996 Atlus.

You control Cannon Dancer Kirrin : a overall badass and crusher of evil organizations, highly acrobatic and knows a little Shinobi-syle magic to boot. He works with a small group of pirates also looking to topple villainous empires.

- TECHNICAL -

Main CPU : ARM (@ 28 Mhz)
Sound Chips : (2x) OKI6295 (@ 7.627 Khz)

Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 58.00 Hz
Palette colors : 4096

Players : 2
Control : 8-way Joystick
Buttons : 3

- TRIVIA -

Released in February 1996.

Developed by Mitchell Corp.

This game is known outside Japan as "OSman".

This game is often compared to "Strider", and the main reason for that being because in the early 90's several Capcom employees went to Mitchell including Isuke, the original Game Planner for Capcom's "Strider". He is credited as the sole designer for Cannon Dancer which is why the two games are so similar.

- TIPS AND TRICKS -

* Cannon Dancer's movements :
Sliding - Down + B Button.
Dash - Hold Left or Right after Sliding.
Throwing - B Button in Jump or Sliding.
Kizami-Mai - Shake the joystick during Attack.

- STAFF -

Stage Design : Milk Tea, K.Nozawa, Stily-Stilie, Q.B.B.
Object Design : Utata Kiyoshi, Ava, N.N, K.Tatsu, Otasuke-P, Tsukahira
Ryu, Mazin, Ojiji, Kuro
Sound Music : Tago Saku
Voice : Fujii Masayo, Mr.Matsushita
Program : Namcho, Br.Coin
Game Design : Isuke

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4432&o=2

$end


$msx1_cart=cannonfg,
$bio

Cannon Fighter (c) 1984 Policy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76627&o=2

$end


$amigaocs_flop=cfodder,cfodderf,
$bio

Cannon Fodder (c) 1993 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73658&o=2

$end


$megadriv=cfodder,
$bio

Cannon Fodder (c) 1994 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56383&o=2

$end


$snes=cfodder,
$bio

Cannon Fodder (c) 1994 Virgin Interactive

- TIPS AND TRICKS -

Level skip
----------
Enter QNFJR as a password and ignore the error message. Begin game play and press Select to jump to the next level.

- STAFF -

Coding: Andy Onions, John Rocke, Steven Caslin
Program Design: Jools Jameson
Graphic Design: Stoo Cambridge
Music & Sound: Allister Brimble
Original Sound Effects: Richard Joseph
Original Soundtrack: Jon Hare
Mr Virgin: Peter Hickman
Graphics: Doug Townsley
Programmed by: Panel Comp
Graphics Conversion by: Silicon Sketches

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62828&o=2

$end


$jaguar=cfodder,
$bio

Cannon Fodder (c) 1995 Virgin Games.

- TRIVIA -

Reviews:
[FR] April 1995, Consoles + N.42: 90/100

- TIPS AND TRICKS -

* Hints:
- Don't wait until you see the whites of their eyes - shoot them before they shoot you.
- Look out for secret hidden zones where special equipment may be found.
- Please don't leave the screaming wounded to die. Bite the bullet, so to speak, and do the decent thing: finish them off.
- Wise men say that fools rush in where angels fear to tread, so look before you leap, so to speak, because the grass is not always greener on the other side of the hill.
- Watch out for mines and man-traps - they make a terrible mess.
- This one'll kill ya ... When you have shot a man and he's lying there, dead, shoot him some more to make him jump around like a bunny.
- Remember: troopers cannot use their weapons when swimming through deep water. Note that troopers also move slower through water, so make sure there are no enemy troopers in range before getting wet.
- Troopers always walk in a straight line, so remember to steer them around any obstructions such as trees.
- Only when a building is destroyed will the enemy troopers stop piling out of it.
- Shooting explosives is not wise - try to pick them up instead.
- You may think the mission is over, but it isn't until you are told it's complete, so scour the area for hidden enemy troopers (try strafing suspicious looking bushes!).
- And on a more serious note: don't try this at home, kids, because real war is not a game; real war, as Cannon Fodder demonstrates in its own quirky little way, is a senseless waste of human resources and lives. We hope that you never have to find out the hard way.

* Regain Weapons (must have at least two men left): Split off another troop with no grenades or bazookas. (new troop will have dead troop's weapons).

* Display Map (during game play): '#' or 0 or '*'.

* Switch groups (during game play): 1, 2, or 3.

* More Options (during 'Boot Hill'): Press Option to change volume, button config, screen resolution.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72355&o=2

$end


$amigaocs_flop=cfodder2,cfodder2f,cfodder2g,
$bio

Cannon Fodder 2 (c) 1994 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73659&o=2

$end


$amigaocs_flop=cfoddpls,
$bio

Cannon Fodder Plus (c) 1993 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73660&o=2

$end


$gbcolor=cfodderu,
$bio

Cannon Fodder (c) 2000 Codemasters Software.

Is war really supposed to be this much fun?

Coming at you courtesy of Codemasters, Cannon Fodder mixes casualties and comedy in an innovate game that delivers solid play control and challenging action.

After watching a shockingly sweet opening animation sequence - one of the best we've ever seen on Game Boy Color - it's immediately obvious that despite its light-hearted approach, this game is no joke.

Viewing the well rendered battlefields from an overhead perspective, Cannon Fodder has the look of a real-time strategy game. This Pak is all about action, though, so don't expect to have to farm cotton to keep your troops equipped with fresh underwear. You control two soldiers simultaneously, guiding them around the screen by moving a cross-hair cursor. Press the A Button to make your troops move, and press the B Button to make them fire at an enemy.

This control system may sound unusual, but it works extremely well and gives Cannon Fodder a unique feel. On top of regular machine gun fire, your soldiers can also toss grenades and fire rocket launchers. Occasionally, you can direct your troops to enter a tank and start wreaking serious havoc on enemy troops.

What's the best aspect of Cannon Fodder? The screams. The yells. The ear-piercing cries of agony. Each time a soldier falls, you're treated to awesome digital audio voice samples of obnoxious screams. Obviously, someone at Codemasters had a good time in a sound booth somewhere. Other voice samples from excited soldiers add a welcomed bit of humor to the military missions.

When not exploring dense jungles or arctic tundra, you can chill at the base and pay your respects to your fallen comrades at the War Memorial. After reflecting on the bravery of your buddies, you can also check out which soldiers have recorded the most kills on the Top Five Heroes list.

After a grueling tour of duty, we'd have to say that Cannon Fodder lives up to its claim that "War has never been so much fun." Some of the stages may be a bit too tough for novice gamers, but it's T (Teen) rating should ensure that only seasoned vets enlist for this war.

- TECHNICAL -

Game ID: CGB-BCFE-USA

- TRIVIA -

Released on December 01, 2000 in USA.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67629&o=2

$end


$gbcolor=cfodder,
$bio

Cannon Fodder [Model CGB-BCFP-EUR] (c) 2000 Codemasters Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67628&o=2

$end


$amigaocs_flop=csoccer,
$bio

Cannon Soccer (c) 1993 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73661&o=2

$end


$info=cspike,
$bio

Cannon Spike (c) 2000 Capcom Company, Limited.

- TECHNICAL -

Runs on the Runs on the Sega "NAOMI" hardware.

- TRIVIA -

Cannon Spike was released in October 2000 by Capcom.

This game is also known in Japan as "Gunspike".

- STAFF -

Developed by Psikyo.

- PORTS -

* Consoles : 
Sega Dreamcast [US] (November 14, 2000) [Model T-1215N] 
Sega Dreamcast [EU] (May 3, 2002) [Model T-46601D-50]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4118&o=2

$end


$msx1_cart=cannont,
$bio

Cannon Turbo (c) 1987 Brother Kougyou

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76628&o=2

$end


$info=cball,
$bio

Cannonball (c) 1976 Atari.

- TECHNICAL -

Main CPU : M6800 (@ 756 Khz)

Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 6

Players : 1
Buttons : 2

- TRIVIA -

Cannonball was Owen Rubin's first game at Atari. It is not known for sure if this game was ever produced, as there is no documentation or flyers of the game that have surfaced. Owen Rubin seems to think that maybe it WAS produced; however, he is unsure.

Owen wrote Cannonball while sitting in his small office at a Model 33 teletype connected to a Motorola MicBug 6800 processor, both of which were connected to simple videogame hardware. He hand-assembled the entire program--it was only 2K, but still took several months--including self-test, saving the code on punched paper tape. When his boss reviewed the game and asked for code listings, Owen said, 'What listings?' It turns out that Owen didn't know about the two computer operators, who took the listings that the designers/programmers wrote up, typed them into the PDP-1 computers, ran them to make sure they were error-free, then return a paper tape to the designer.

- STAFF -

Designed & Programmed by : Owen Rubin

- PORTS -

* Consoles :
Atari 2600 (Human Cannonball)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3468&o=2

$end


$ti99_cart=canballb,
$bio

Cannonball Blitz (c) 1982 Jlando

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84525&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=cannonbb,
$bio

Cannonball Blitz [Model CBL-401] (c) 1982 Sierra On-Line, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83788&o=2

$end


$info=ep_cbrun,ep_cbruna,ep_cbrunb,ep_cbrunc,ep_cbrund,ep_cbrune,
$bio

Cannonball Run (c) 199? Global Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40811&o=2

$end


$info=m5cbrun,
$bio

Cannonball Run (c) 200? Empire Games, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=19939&o=2

$end


$info=sc5cbrun,sc5cbruna,
$bio

Cannonball Run (c) 200? BFG.

- TECHNICAL -

[Model Z054]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42480&o=2

$end


$snes=cdalecup,
$bio

Cannondale Cup (c) 1994 American Softworks

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62829&o=2

$end


$pc98=canvas98,
$bio

Canvas 98 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89082&o=2

$end


$info=canvas,
$bio

Canvas Croquis (c) 1985 SNK.

An adult maze game.

We play as painter while painting his great canvas of beautiful females, but his task will not be easy, because it is constantly attacked by annoying enemies, you must eliminate or dodge all enemies of the maze to complete the canvas and go to the next stage.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.36 Mhz), Zilog Z80 (@ 4 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 2 Mhz), Namco (@ 24 Khz)

Players : 1
Control : 8-way Joystick
Buttons : 2

- TRIVIA -

Released in March 1985 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4623&o=2

$end


$x68k_flop=canvasgl1,
$bio

Canvas Draw Grapic Library Vol. 1 (c) 19?? Sharp [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87192&o=2

$end


$x68k_flop=canvasgl2,
$bio

Canvas Draw Grapic Library Vol. 2 (c) 19?? Sharp [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87193&o=2

$end


$x68k_flop=canvas,
$bio

Canvas Pro-68K (c) 1990 Sharp [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87194&o=2

$end


$bbca_cass,bbcb_cass=canyon,
$bio

Canyon (c) 19?? BBC Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51598&o=2

$end


$info=canyon,canyonp,
$bio

Canyon Bomber (c) 1977 Atari.

Canyon Bomber is a 2-D shooter. You control either the blimp or the plane while dropping bombs on the rocks below. Your goal is to get the highest amount of points (either against the computer or another player). You are allowed so many misses before your game ends. Misses are counted as the times you do not hit any rocks. The scores for the rocks are directly proportional to the difficulty in hitting those rocks. This game boils down to precision bombing and thinking ahead as to where the next bomb will fall. Good luck in taking out all of the rocks in the canyon.

- TECHNICAL -

Game ID : 009493-009504

Main CPU : MOS Technology M6502 (@ 756 Khz)
Sound Chips : Discrete circuitry.

Players : 2
Buttons : 1 (DROP)

- TRIVIA -

Canyon Bomber was released in November 1977.

Atari was at the top of the arcade battle in 1977. Releasing no fewer then nine arcade games, Atari was the dominating force and standard that videogames were based on. Many of Atari's games were simple games of skill and hand-eye coordination.

Canyon Bomber is Howie's second Atari project ("Super Bug" was his first). The author describes his game as 'upside-down Breakout' and says it was a far superior two-player competitive game than when played one person versus the computer. He modified the "Sprint 2"'s circuitry, then programmed it.

David Nelson of Manchester, New Hampshire holds the official record for this game with 1399 points on November 17, 2007.

- SCORING -

Scoring in this game is pretty simple, you get the points that are displayed on the rocks as you destroy them :
1 : One point
2 : Two points
3 : Three points
4 : Four points

- TIPS AND TRICKS -

* When you start the game, you will be on the left side of your screen in a blimp. If two players are playing, then player 1 controls the black blimp while player 2 controls the white blimp. If you are playing one player, then you control the black blimp. The goal is to get as many points as you can while avoiding misses. There are two types of aircraft in this game : Blimps and airplanes. You need to know the differences between them since your bombing accuracy is directly related to their movements.
1) Blimps tend to stay at higher altitudes and move slowly. This gives you more time to plan your bomb run.
2) Planes tend to stay at the middle and lower altitudes and move fast. This gives you very little time to plan your bomb run.

* In order to effectively drop bombs, there are a couple of things you should take into account :
1) Your forward speed will have a direct impact as to where the bomb lands. For example, you need to drop your bomb earlier to hit a specific target instead of dropping it when you are directly over the target. The reason is because the bomb will drift in the direction you are flying when it is dropped.
2) Your altitude has a lot to do with where your bombs will fall. The higher you are, the harder it will be to hit ground targets since the bomb will only drift so much from point one. Higher altitudes also tend to make the perspective harder when trying for rocks in valleys and on ledges.

* You can only take out the rocks you are headed toward. This may seem like common sense but sometimes people attempt to 'lob' a bomb over a hill on the valley floor hoping to hit the rocks just on the other side of the hill. Unfortunately, it doesn't work.

* Bombs don't 'wrap' around the screen. Your aircraft will go back and forth at random altitudes. Right when your aircraft turns for another pass, start planning on where you want to drop your next bomb.

* When the game first starts, you can take out four to five numbered rocks. As the game progresses, though, these numbers go down sharply.

* If you are fortunate enough to eliminate all the rocks in the canyon, the canyon will fill back up again. This will happen a maximum of three times (counting the first wave). After that, the game is over.

* The game is based on misses. If your opponent uses up all their misses, you can still continue until you use up all of your misses. The same is true if you use up all of your misses.

* Whenever you hit rocks under other rocks, those top rocks will settle to the next rock. In other words, you can blast the middle out of the rockpiles but they will still settle to the bottom of the canyon.

* Try to clear lanes to the three and four pointers for a higher score (The three and four points rocks are usually located on ledges or in narrow valleys).

* When you clear out half the rocks in the canyon, you will change over from the blimp to the airplane.

- STAFF -

Designed and programmed by : Howard Delman (Howie)
Howard also designed the hardware for this game.

- PORTS -

* Consoles :
Atari 2600 [US] (1978) "Canyon Bomber [Model CX2607]"
Atari 2600 [EU] (1978) "Canyon Bomber [Model CX2607P]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=377&o=2

$end


$a2600=canyonbe,
$bio

Canyon Bomber (c) 1979 Atari, Incorporated.

PAL release. Game developed in USA. For more information, please see the NTSC release's entry; "Canyon Bomber [Model CX2607]".

- TECHNICAL -

Model CX2607P

- PORTS -

* Consoles : 
Microsoft XBOX [EU] (November 26, 2004) "Atari Anthology" 
Sony PlayStation 2 [EU] (February 18, 2005) "Atari Anthology [Model SLES-53061]" 

* Computers : 
PC [MS Windows, CD-ROM] [EU] (June 10, 2005) "Atari - 80 Classic Games in One! [Replay]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82994&o=2

$end


$a2600=canyonb,
$bio

Canyon Bomber (c) 1979 Atari, Incorporated.

Home conversion of an original Arcade video game release two years before as "Canyon Bomber". This version for Atari 2600 features 8 game variations.

CANYON BOMBER GAMES

GAME 1
Canyon Bomber (One-Player)
Test your skill against the computer. It's not an easy task. You've got six misses in which to match wits eith the computer for a higher score. Each time the bricks in the canyon are hit, the remaining bricks FALL to a lower level (rather than remaining stationary in their original position). Bricks that fall to a lower level are worth the points designated for that level. Keep an eye on the solid bar beneath your score on the upper right side of the screen. It is a "miss indicator" and gradually decreases in length each time you miss until six misses are recorded and the game ends. The bar is also color-coordinated with your planes and your score. Set your sights for 1,000 points.  Although the game will not end if you reach the 1,000 point mark, it's an excellent goal to set for yourself since it will be very difficult to obtain.

GAME 2
Canyon Bomber (Two-Player)
This game differs from Game 1 only in that you are competing against another player rather than the computer.  Play ends when six misses are recorded against both players. the player with the highest score wins. Don't forget to keep an eye on your opponent's "miss indicator" as well as your own.  Bombs away!

GAME 3
Canyon Bomber (One-Player)
This one's the same as Game 1 with one exception. Rather than falling to a lower level, the bricks in the canyon stay suspended in their original position when the surrounding bricks are hit.

GAME 4
Canyon Bomber (Two-Player)
You compete with another player the same as in Game 2.  This time however, the brick remain suspended instead of falling to a lower level.

GAME 5
Canyon Bomber (Two-Player)
Get set for a test of your endurance and concentration.  The first player to score 1000 points wins.  No time limit and no limit to the number of bombs or misses.  Falling, rather than suspended bricks are programed into this game.
No "miss indicator" will appear on the screen in games with unlimited bombs.

GAME 6
Canyon Bomber (Two-Player)
This game program is identical to Game 5, except that the bricks stay suspended.

SEA BOMBER GAMES

GAME 7
Sea Bomber (One-Player)
You're playing against the computer. Set the level, release the bomb, and boom, you're ready for action.  Sounds easy, but the computer's a real steady competitor.  If you score 1,000 points before the computer does, you're a winner!

GAME 8
Sea Bomber (Two-Player)
This time you're competing against another player in a race to the 1,000 point mark.

- TECHNICAL -

Model CX2607

- TRIVIA -

Export releases:
PAL "Canyon Bomber [Model CX2607P]"

- SCORING -

CANYON BOMBER SCORING
In one-player Canyon Bomber games you compete against the computer for a higher score.  A miss is recorded each time you fail to hit a target in the canyon. A miss is also recorded if your plan travels across the canyon without dropping a bomb.

There are eight bars of bricks which extend across the canyon. Each brick in the first two bars is worth one point each.  The bricks in the third and fourth bars are worth two points each. In the fifth and sixth bars the bricks are worth three points each, and the bricks in the last or bottom two bars are worth four points each.

In one-player games, play continues until:
* Six misses are recorded against you, or -
* You or the computer score 1,000 points in a game with unlimited bombs.

In two-player Canyon Bomber games, play continues until:
* Both players miss six times in games with limited bombs.
* One player scores 1,000 points in games with unlimited bombs.

If all of the bricks in the canyon are eliminated, a new canyon appears on the screen and play continues.


SEA BOMBER SCORING
In both Sea Bomber games play ends when you, another player, or the computer score 1,000 points.  There are five levels at which you score points when blowing up ships.  The lower the ship on the screen, the more points you score.  Point values for the five levels are 20, 30, 40, 50, and 60 points.

IN ALL GAMES IN THE GAME PROGRAM, THE OBJECT IS TO SCORE 1000 POINTS, OR TO HAVE THE HIGHEST SCORE WHEN THE GAME ENDS (AFTER SIX MISSES ARE RECORDED).

- PORTS -

* Consoles : 
Microsoft XBOX [US] (November 16, 2004) "Atari Anthology [Model 26084]" 
Sony PlayStation 2 [US] (November 22, 2004) "Atari Anthology [Model SLUS-21076]" 
Microsoft XBOX [JP] (August 4, 2005) "Atari Anthology [Model B7X-00001]" 

* Handhelds : 
Nintendo DS [US] (March 8, 2011) "Atari Greatest Hits Vol.2 [Model NTR-BR7E-USA]" 

* Computers : 
PC [MS Windows, CD-ROM] [US] (November 11, 2003) "Atari - 80 Classic Games in One! [Model 25069J]" 

* Others : 
Atari Paddle TV Game [US] (2004) by Jakk's Pacific 
Atari Flashback [US] (2004) 
Atari Flashback 3 [US] (September 16, 2011) by AtGames 
Atari Flashback 4 [US] (November 13, 2012) by AtGames 
Atari Flashback 5 [US] (October 1, 2014) by AtGames

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50306&o=2

$end


$coco_cart=cclimber,
$bio

Canyon Climber (c) 1982 Tandy Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53412&o=2

$end


$amigaocs_flop=capncarn,
$bio

Cap'n Carnage (c) 1991 Energize

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73662&o=2

$end


$nes=barcel92,
$bio

Capcom Barcelona '92 (c) 1992 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53896&o=2

$end


$info=cbasebal,
$bio

Capcom Baseball - Suketto Gaijin Oo-Abare (c) 1989 Capcom.

A baseball game.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 6 Mhz)
Sound Chips : OKI6295 (@ 8 Khz), YM2413 (@ 3.579545 Mhz)

Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Released in October 1989.

The subtitle translates from Japanese as 'The Big Attack of the Foreign Supporter'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=378&o=2

$end


$info=capbowl,capbowl2,capbowl3,capbowl4,
$bio

Capcom Bowling (c) 1988 Capcom USA, Incorporated.

An overhead-view bowling game.

- TECHNICAL -

Main CPU : Motorola M6809E (@ 2 Mhz)
Sound CPU : Motorola M6809E (@ 2 Mhz)
Sound Chips : YM2203 (@ 4 Mhz), DAC

Screen orientation : Vertical
Video resolution : 245 x 360 pixels
Screen refresh : 57.00 Hz
Palette colors : 4096

Players : 2
Control : trackball
Buttons : 2

- TRIVIA -

Released in August 1988, Capcom Bowling was developed by Incredible Technologies, Inc.

This game was originally supposed to be titled 'Beer Frame Bowling'.

Scott Spencer holds the official record for this game with a perfect score of 300 points on November 18, 2008.

- TIPS AND TRICKS -

* Hint 1 : To get a strike most of the time, position the ball between the 3rd and 4th dot behind the foul line. Also, move the ball closer to the foul line, but do NOT cross it. The closer you move the ball to the foul line, the more you may need to nudge your ball a little to the left. This is because when the ball travels slow enough on the lane, it will hook to the right.

* Hint 2 : If the ball is over the line when you position your ball, and you have not thrown it, you can move it back behind the line with no foul (which is necessary if over half of the ball is across the line...a foul will be called if you try throwing it from that position).

- SERIES -

1. Capcom Bowling (1988)
2. Coors Light Bowling (1989)

- STAFF -

Programmer : Richard Ditton
Audio Programming : David D. Thiel
Game Audio : David D. Thiel
Exciter Audio : David D. Thiel, Kyle Johnson, Neil Falconer

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=379&o=2

$end


$gba=capcomcl,
$bio

Capcom Classics Mini Mix (c) 2006 Capcom USA, Incorporated.

Complilation of 3 Capcom classics (all NES versions)
- "Bionic Commando [Model NES-CM-USA]"
- "Mighty Final Fight [NES-MF-USA]"
- "Strider [Model NES-HX-USA]"

- TECHNICAL -

Cartridge ID: AGB-BC6E-USA

- TRIVIA -

Capcom Classics Mini Mix for Game Boy Advance was released on September 19, 2006 in North America.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70104&o=2

$end


$cpc_cass=capcomco,
$bio

Capcom Collection (c) 1991 US Gold, Ltd.

Features 8 Capcom classics.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83924&o=2

$end


$gbcolor=capf2k3,
$bio

Capcom Fight 2003 (c) 2003 Unknown [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67630&o=2

$end


$info=fghtjam,
$bio

Capcom Fighting Jam (c) 2004 Capcom.

This game is a mixup from various Capcom series : "Street Fighter II", "Street Fighter Zero (otherwise known as Street Fighter Alpha)", "Street Fighter III", "Warzard (otherwise known as Red Earth)", "Darkstalkers". The game features 4 (and sometimes 5 for boss characters) characters from each of the series :

From Street Fighter II :
* Ryu
* Guile
* M. Bison (Vega in Japan)
* Zangief

From Street Fighter Alpha :
* Guy
* Karin
* Rose
* Sakura
* Shin Akuma (Shin Gouki in Japan)

From Street Fighter III :
* Alex
* Chun-Li (she is originally from SFII, but she uses her SFIII sprites)
* Urien
* Yun

From Darkstalkers :
* Anakaris 
* Demitri 
* Felicia 
* Jedah 
* Pyron

From Red Earth :
* Leo 
* Hauzer 
* Hydron (Nool in Japan) 
* Kenji (Mukuro in Japan)

Capcom Fighting Jam also features a new original character named Ingrid. She was originally supposed to debut in the canceled Capcom Fighting All-Stars project.

Each fighter uses the fighting system from which game they came from. Examples include the parry system for SFIII characters, the custom combo for Alpha characters, and the EX moves for Darkstalker characters.

- TECHNICAL -

System 246 hardware

- TRIVIA -

Released in October 2004.

This game is known in the US as "Capcom Fighting Evolution".

Many other Capcom characters can be seen in the stage backgrounds.

Suleputer released a 2 CD limited-edition soundtrack album for this game (Capcom Fighting Jam Original Sound Track - CPCA-10101) on 22/12/2004.

- TIPS AND TRICKS -

* Play as Alternate Character for Round 1 of a Match : Usually when a match starts, you will be fighting with the character that you selected first. To start a match with the character you selected second, simply hold any two kick buttons during the Vs. match screen. You will then start round one of that match with the character you selected last.

- PORTS -

* Consoles :
Sony PlayStation 2 [JP] (Dec.2004) [Model SLPM-65794]
Microsoft XBOX [JP] (Jun.2005) [Model A9B-00001]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4038&o=2

$end


$saturn,sat_cart=capgen1,
$bio

カプコンジェネレーション 第1集 撃墜王の時代 (c) 1998 Capcom Company, Limited.
(Capcom Generation Dai 1 Shou Gekkitsui Oh no Jidai)

Features:
- "1942" (1984)
- "1943 - Midway Kaisen" (1987)
- "1943 Kai - Midway Kaisen" (1988)

- TECHNICAL -

Game ID: T-1232G

- TRIVIA -

Capcom Generation Dai 1 Shou Gekkitsui Oh no Jidai for Sega Saturn was released on August 27, 1998 in Japan.

The subtitle translates from Japanese as "Wings of Destiny".

- SERIES -

1. Capcom Generation Dai 1 Shou Gekkitsui Oh no Jidai [Model T-1232G] (1998)
2. Capcom Generation Dai 2 Shou Makai to Kishi [Model T-1233G] (1998)
3. Capcom Generation Dai 3 Shou Koko ni Rekkishi Hajimaru [Model T-1234G] (1998)
4. Capcom Generation Dai 4 Shou Kokou no Eiyuu [Model T-1235G] (1998)
5. Capcom Generation Dai 5 Shou Kakkutouka Tachi [Model T-1236G] (1998)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48411&o=2

$end


$saturn,sat_cart=capgen2,capgen2a,
$bio

カプコンジェネレーション 第2集 魔界と騎士 (c) 1998 Capcom Company, Limited.
(Capcom Generation Dai 2 Shou Makai to Kishi)

Features:
- "Makaimura" (1985)
- "Daimakaimura" (1988)
- "Chou Makaimura" (1991) : originally a Super Famicom title.

- TECHNICAL -

[Model T-1233G]

- TRIVIA -

Capcom Generation Dai 2 Shou for Sega Saturn was released on October 15, 1998 in Japan.

The subtitle translates from Japanese as "Chronicles of Arthur".

- SERIES -

1. Capcom Generation Dai 1 Shou Gekkitsui Oh no Jidai [Model T-1232G] (1998)
2. Capcom Generation Dai 2 Shou Makai to Kishi [Model T-1233G] (1998)
3. Capcom Generation Dai 3 Shou Koko ni Rekkishi Hajimaru [Model T-1234G] (1998)
4. Capcom Generation Dai 4 Shou Kokou no Eiyuu [Model T-1235G] (1998)
5. Capcom Generation Dai 5 Shou Kakkutouka Tachi [Model T-1236G] (1998)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48413&o=2

$end


$saturn,sat_cart=capgen3,
$bio

Capcom Generation Dai 3 Shou Koko ni Rekkishi Hajimaru (c) 1998 Capcom Company, Limited.

This is the 3rd volume of the Capcom Generation series. It includes:
- "Vulgus" (1984)
- "Son Son" (1984)
- "Pirate Ship Higemaru" (1984)
- "Exed Exes" (1985)

- TECHNICAL -

[Model T-1234G]

- TRIVIA -

Capcom Generation Dai 3 Shou for Sega Saturn was released on October 15, 1998 in Japan.

The subtitle translates from Japanese as "The First Generation".

- SERIES -

1. Capcom Generation Dai 1 Shou Gekkitsui Oh no Jidai [Model T-1232G] (1998)
2. Capcom Generation Dai 2 Shou Makai to Kishi [Model T-1233G] (1998)
3. Capcom Generation Dai 3 Shou Koko ni Rekkishi Hajimaru [Model T-1234G] (1998)
4. Capcom Generation Dai 4 Shou Kokou no Eiyuu [Model T-1235G] (1998)
5. Capcom Generation Dai 5 Shou Kakkutouka Tachi [Model T-1236G] (1998)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47483&o=2

$end


$saturn,sat_cart=capgen4,
$bio

カプコンジェネレーション 第4集 孤高の英雄 (c) 1998 Capcom Company, Limited.
(Capcom Generation Dai 4 Shou Kokou no Eiyuu)

Features:
- "Senjou no Ookami" (1985)
- "Senjou no Ookami II" (1990)
- "Gun.Smoke" (1985)

- TECHNICAL -

Game ID: T-1235G

- TRIVIA -

Capcom Generation Dai 4 Shou for Sega Saturn was released on November 12, 1998 in Japan.

The subtitle translates from Japanese as "Blazing Guns".

- SERIES -

1. Capcom Generation Dai 1 Shou Gekkitsui Oh no Jidai [Model T-1232G] (1998)
2. Capcom Generation Dai 2 Shou Makai to Kishi [Model T-1233G] (1998)
3. Capcom Generation Dai 3 Shou Koko ni Rekkishi Hajimaru [Model T-1234G] (1998)
4. Capcom Generation Dai 4 Shou Kokou no Eiyuu [Model T-1235G] (1998)
5. Capcom Generation Dai 5 Shou Kakkutouka Tachi [Model T-1236G] (1998)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48415&o=2

$end


$saturn,sat_cart=capgen5,
$bio

Capcom Generation Dai 5 Shou Kakkutouka Tachi (c) 1998 Capcom Company, Limited.

Features:
- Street Fighter II (1991)
- Street Fighter II Dash (1992)
- Street Fighter II Turbo (1992)

- TECHNICAL -

[Model T-1236G]

- TRIVIA -

Capcom Generation Dai 5 Shou was released on December 3, 1998 in Japan.

The subtitle translates from Japanese as "Street Fighter Collection 2".

- SERIES -

1. Capcom Generation Dai 1 Shou Gekkitsui Oh no Jidai [Model T-1232G] (1998)
2. Capcom Generation Dai 2 Shou Makai to Kishi [Model T-1233G] (1998)
3. Capcom Generation Dai 3 Shou Koko ni Rekkishi Hajimaru [Model T-1234G] (1998)
4. Capcom Generation Dai 4 Shou Kokou no Eiyuu [Model T-1235G] (1998)
5. Capcom Generation Dai 5 Shou Kakkutouka Tachi [Model T-1236G] (1998)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48417&o=2

$end


$megacd,megacdj=quiztono,
$bio

Capcom no Quiz - Tonosama no Yabou [Model T-44024] (c) 1992 SIMS [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60496&o=2

$end


$gameboy=capcomqz,
$bio

Capcom Quiz - Hatena? no Daibouken [Model DMG-HHJ] (c) 1990 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65739&o=2

$end


$info=csclub,csclub1,csclub1d,
$bio

Capcom Sports Club (c) 1997 Capcom Company, Limited.

European release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Capcom Sports Club [Green Board]".

- TECHNICAL -

Runs on the "CP System II" hardware.
Blue Board [Europe]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69630&o=2

$end


$info=csclubj,csclubjy,
$bio

Capcom Sports Club (c) 1997 Capcom Company, Limited.

Capcom Sports Club is a multi-event sports game for one or two players who can choose to play any one of three different sports games: Tennis (Smash Stars), Football (Kick Stars) and Basketball (Dunk Stars).

The game's look and feel is typical of Capcom's output of the time and is skewed heavily towards fast, cartoon-like arcade action.

Of the three games on offer, "Smash Stars" Tennis is by far the most accomplished and would easily stand up as an arcade machine in its own right.

- TECHNICAL -

Runs on the "CP System II" hardware.
Green Board [Japan]

Players: Up to 2.
Control: 8-way joystick per player.
Buttons: 3 per player.

- TRIVIA -

Capcom Sports Club was released in July 1997 in Japan. It was known as the 24th CPS-II game.

Known export release:
"Capcom Sports Club [Blue Board]"
"Capcom Sports Club [Grey Board]"
"Capcom Sports Club [Orange Board]"

In the Smash Stars tennis game, the Chinese tennis player bares more than a passing resemblance to one of Capcom's most famous characters, 'Street Fighter's Chun Li, here known as 'Li-li'.

- TIPS AND TRICKS -

* Select New Teams/Player : After 1997 credits have been entered into the machine, the title page changes by adding a girl with a dog on the left side of the screen. This also unlocks 3 new teams (one for each game) as follows...
Dunk Stars - Golden USA
Smash Stars - Melody Love
Kick Stars - All Stars

* Play against secret teams : To play against the secret teams (Smash Stars - Melody, Kick Stars - Star Team and Dunk Stars - Golden USA) you must reach 200.000 points before winning the finals.

- STAFF -

Planner : Yoshifumi Fukuda
Programmers : Yoshinobu Inada, Masahito Oh!Ya! (as 'Masahito Ohya'), Kazuhiko Komori
CG-Works : Eiji Kuratani, Naoki Fujisawa, Naoki Fukushima, Shinya Kitamura
Object Designers : Shinji Sakashita, Kazuo Yorikane, Koichi Kikutani, Masao Ueda, Motohiro Shigeyama, Tsunenori Shirahama, Tomohiko Ohsumi, Tadashi Noyama
Scroll designers : Kazumi Teramoto, Maeno Megumi, Hirokazu Yoneduka, Chie Nakayama, Yoichi Tanoue, Atsushi Kanno
Sound : Hideki Okugawa, Ryoji Yamamoto
Designers : Daigo Ikeno, Masae Okano, Satoshi Ukai, Shinchiro Komizu
Voice Actors : Tomoyuki Morikawa, Jin Yamanoi, Miyuki Yamamoto (Arts Vision)
Producer : Yoshimi Ohnishi
General Producer : Noritaka Funamizu
Supervisor : Yoshiki Okamoto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=380&o=2

$end


$info=cscluba,
$bio

Capcom Sports Club (c) 1997 Capcom Company, Limited.

Asian release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Capcom Sports Club [Green Board]".

- TECHNICAL -

Runs on the "CP System II" hardware.
Grey Board [Asia]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69631&o=2

$end


$info=csclubh,
$bio

Capcom Sports Club (c) 1997 Capcom Company, Limited..

South American release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Capcom Sports Club [Green Board]".

- TECHNICAL -

Runs on the "CP System II" hardware.
Orange Board [South America]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71515&o=2

$end


$info=capsnk,capsnka,capsnkb,
$bio

Capcom Vs. SNK - Millennium Fight 2000 (c) 2000 Capcom Company, Limited.

Fighting Game Fans Rejoice! 14 characters from Capcom's street fighter face off against 14 characters from SNK's king of Fighters.

- TECHNICAL -

Runs on the Runs on the Sega "NAOMI" hardware.

- TRIVIA -

Capcom Vs. SNK Millennium Fight 2000 was released in August 2000.

The story between Capcom and SNK, or to be more specific, Ansatsu-Shotokan (the style of Ryu, Ken, Gouki and to a lesser extent, Sean and Sakura), Kyokugen-ryuu (the style of Ryo, Robert, Yuri, Takuma and Marco) and Saikyou-ryuu (the style of Dan and to a lesser extent, Blanka and Sakura), has been well-documented. Essentially, Saikyou-ryuu claims to be a parody of Ansatsu-Shotokan, but was really a shot at Kyokugen-ryuu, which some people say was ripped-off of Ansatsu-Shotokan.

Capcom actually created the conflict that started the infamous real-life Capcom Vs. SNK battle, when they claimed "Art of Fighting" ripped off "Street Fighter"... then ripped off "Art of Fighting" with their "Street Fighter Alpha" games (Ryu - Ryo, Ken - Robert, Akuma - Takuma, Sakura - Yuri...). Note that SNK changed the cast for "Art of Fighting 3", and Capcom kept updating "Street Fighter Alpha 3".

You can choose two grooves. One represents Capcom and the other SNK. The grooves came from one of the company's games. Capcom's groove came from the "Street Fighter Alpha" series, which let's you power up your meter up to three levels. You can vary the strength of your super based on what buttons you press. The SNK groove came from "The King of Fighters 94" to 96, in "The King of Fighters 97" & 98 it was under the Extra system. The meter increases as you are attacked or you can charge it yourself by pressing HP/HK. When your health is low, your supers become more powerful.

One stage is called 'Stage of Final Fight', which is based on the Slums from "Final Fight".

The theme for Geese Howard's stage (Vigor Force) contains a voice sample from the original Star Trek series; Season 1, Episode 10 ("The Corbomite Maneuver"). The sample says "you are being taken under our power to your destination".

M. Bison's taunt, in which he removes his hat and slicks back his hair, is based on an illustration by Capcom artist Bengus for "Super Street Fighter II".

Akuma uses the EXACT same button combination for the Shungokusatsu as Yuri uses in "The King of Fighters 2001" for her parody move, the Yuri Chou Enbu. Notably, the latter move is not available in "Capcom Vs. SNK.".

Suleputer released a limited-edition soundtrack album for this game (Capcom VS. SNK Millenium Fight 2000 Original Soundtrack - CPCA-1045) on 20/09/2000.

- TIPS AND TRICKS -

* EX Characters : While selecting a character, hold the START button, and the normal above the character's name should change to EX. This does not work for all players such as characters with a 4-person evil equivalent, and 3-person characters.

* Turn All Ratios to Two : At the Title Screen, Hold down Light Punch and Hard Punch (Buttons A and B), then press START without releasing the 2 buttons.
Keep holding down all the 3 buttons. At the character select screen, you'll notice that their is now only one line. All character ratios are equal. You will now have the ability to use 2 Boss Character or even 2 Evil Ryus or Ioris.

* Unlock hidden characters : This code requires access to the NAOMI Game Configuration (operators only). Enter the NAOMI setup using the test button, and then select the Game Test Mode option (scroll down the list with the Service Credit button, select with the Test button). Select the Password option (scroll with the 1P joystick, select with the 1P SHOT1 button).
Password - Effect
SNIBD6IO - Disables all EX character modes
0H2DK0EI - Disables all hidden stages and bosses; disables all Ratio-4 playable characters
OIASHCBR - Enables all EX character modes; enables Evil Ryu & Evil Iori; enables hidden stages (Morrigan after stg. 3 w/ >70gps; Akuma after stg.4 w/ >85gps)
OGSDOROG - Enables Ratio-4 playable character Akuma (must have Ratio-4 characters enabled)
KNOIRGON - Enables some EX character modes
MTOMHMNA - Enables some EX character modes (different characters)
ASTUERUP - Enables some EX character modes (different characters)

- SERIES -

1. SNK Vs. Capcom - The Match of the Millennium (1999, Neo Geo Pocket Color)
2. Capcom Vs. SNK - Millennium Fight 2000 (2000)
3. Capcom Vs. SNK - Millennium Fight 2000 Pro (2001)
4. Capcom Vs. SNK 2 - Millionaire Fighting 2001 (2001)
5. SVC Chaos - SNK Vs. Capcom [Model NGM-269] (2003)

- PORTS -

* Consoles :
Sega Dreamcast [JP] (September 6, 2000) "Capcom vs. SNK Millennium Fight 2000 [Model T-1217M]"
Sega Dreamcast [US] (November 9, 2000) "Capcom vs. SNK [Model T-1218N]" 
Sega Dreamcast [EU] (December 15, 2000) "Capcom vs. SNK [Model T-7017D-50]" by Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=381&o=2

$end


$info=cvsgd,
$bio

Capcom Vs. SNK - Millennium Fight 2000 Pro (c) 2001 Capcom Company, Limited.

An updated version of "Capcom Vs. SNK - Millennium Fight 2000", with 2 new fighters (Dan Hibiki from Capcom and Joe Higashi from SNK).

- TECHNICAL -

Runs on the Sega "NAOMI GD-ROM System" hardware.

- TRIVIA -

Capcom Vs. SNK Millennium Fight 2000 Pro was released in May 2001.

You can choose 2 grooves. One represents Capcom and the other SNK. The grooves came from one of the company's games. Capcom's groove came from the Street Fighter Alpha series, which let's you power up your meter up to three levels. You can vary the strength of your super based on what buttons you press. The SNK groove came from King of Fighters 94 to 96, in King of Fighters 97 & 98 it was under the Extra system. The meter increases as you are attacked or you can charge it yourself by pressing HP/HK. When your health is low, your supers become more powerful.

The theme for Geese Howard's stage (Vigor Force) contains a voice sample from the original Star Trek series; Season 1, Episode 10 (The Corbomite Maneuver). The sample says "you are being taken under our power to your destination".

- TIPS AND TRICKS -

* EX Characters : While selecting a character, hold the START button, and the normal above the character's name should change to EX. This does not work for all players such as characters with a 4-person evil equivalent, and 3-person characters.

* Turn All Ratios to Two : At the Title Screen, Hold down Light Punch and Hard Punch (Buttons A and B), then press START without releasing the 2 buttons.
Keep holding down all the 3 buttons. At the character select screen, you'll notice that their is now only one line. All character ratios are equal. You will now have the ability to use 2 Boss Character or even 2 Evil Ryus or Ioris.

* Unlock hidden characters : This code requires access to the NAOMI Game Configuration (operators only). Enter the NAOMI setup using the test button, and then select the Game Test Mode option (scroll down the list with the Service Credit button, select with the Test button). Select the Password option (scroll with the 1P joystick, select with the 1P SHOT1 button).
Password - Effect
SNIBD6IO - Disables all EX character modes
0H2DK0EI - Disables all hidden stages and bosses; disables all Ratio-4 playable characters
OIASHCBR - Enables all EX character modes; enables Evil Ryu & Evil Iori; enables hidden stages (Morrigan after stg. 3 w/ >70gps; Akuma after stg.4 w/ >85gps)
OGSDOROG - Enables Ratio-4 playable character Akuma (must have Ratio-4 characters enabled)
KNOIRGON - Enables some EX character modes
MTOMHMNA - Enables some EX character modes (different characters)
ASTUERUP - Enables some EX character modes (different characters)

- SERIES -

1. SNK Vs. Capcom - The Match of the Millennium (1999, Neo Geo Pocket Color)
2. Capcom Vs. SNK - Millennium Fight 2000 (2000)
3. Capcom Vs. SNK - Millennium Fight 2000 Pro (2001)
4. Capcom Vs. SNK 2 - Millionaire Fighting 2001 (2001)
5. SVC Chaos - SNK Vs. Capcom [Model NGM-269] (2003)

- PORTS -

* Consoles :
Sega Dreamcast [JP] (June 14, 2001) "Capcom vs. SNK - Millennium Fight 2000 Pro [Model T-1247M]" 
Sony PlayStation [JP] (April 18, 2002) "Capcom vs. SNK - Millenium Fight 2000 Pro [Model SLPM-87053]" 
Sony PlayStation [EU] (July 12, 2002) "Capcom vs. SNK Millennium Fight 2000 Pro [Model SLES-03889]" 
Sony PlayStation [US] (August 14, 2002) "Capcom vs. SNK Pro [Model SLUS-01476]" 
Sega Dreamcast [JP] (September 25, 2003) "Capcom vs. SNK - Millennium Fight 2000 Pro [DreKore]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4037&o=2

$end


$info=cvs2gd,
$bio

Capcom Vs. SNK 2 - Millionaire Fighting 2001 (c) 2001 Capcom Company, Limited.

2 of the best fighting games come together... again! Experience the ultimate 2-D fighting game with 44 characters and 6 grooves.

- TECHNICAL -

Runs on the Sega "NAOMI GD-ROM System" hardware.

- TRIVIA -

"Capcom Vs. SNK 2 - Millionaire Fighting 2001" was released in December 2001.

The game is known outside Japan as "Capcom Vs. SNK 2 - Mark of the Millennium 2001".

* Here are the debut games of the 24 SNK characters :
Athena Asamiya - "Athena"
Benimaru Nikaido - "The King of Fighters '94"
Chang Koehan (accompanied by Choi Bounge) - "The King of Fighters '94"
Geese Howard - "Fatal Fury - King of Fighters" ("Garou Densetsu - Shukumei no Tatakai" in Japan)
God Rugal - New character based on Omega Rugal from "The King of Fighters '94"
Haohmaru - "Samurai Shodown" ("Samurai Spirits" in Japan)
Hibiki Takane - "The Last Blade 2"
Iori Yagami - "The King of Fighters '95"
Joe Higashi - "Fatal Fury - King of Fighters" ("Garou Densetsu - Shukumei no Tatakai" in Japan)
Kim Kaphwan - "Fatal Fury 2" ("Garou Densetsu 2 - Arata-Naru Tatakai" in Japan)
King - "Art of Fighting" ("Ryuuko no Ken" in Japan)
Kyo Kusanagi - "The King of Fighters '94"
Mai Shiranui - "Fatal Fury 2" ("Garou Densetsu 2 - Arata-Naru Tatakai" in Japan)
Nakoruru - "Samurai Shodown" ("Samurai Spirits" in Japan)
Orochi Iori - "The King of Fighters '97"
Raiden - "Fatal Fury - King of Fighters" ("Garou Densetsu - Shukumei no Tatakai" in Japan)
Rock Howard - "Garou - Mark of the Wolves"
Rugal Bernstein - "The King of Fighters '94"
Ryo Sakazaki - "Art of Fighting" ("Ryuuko no Ken" in Japan)
Ryuhaku Todo - "Art of Fighting" ("Ryuuko no Ken" in Japan)
Ryuji Yamazaki - "Fatal Fury 3 - Road to the Final Victory" ("Garou Densetsu 3 - Haruka-Naru Tatakai" in Japan)
Terry Bogard - "Fatal Fury - King of Fighters" ("Garou Densetsu - Shukumei no Tatakai" in Japan)
Vice - "The King of Fighters '96"
Yuri Sakazaki - "Art of Fighting 2" ("Ryuuko no Ken 2" in Japan)

* And the 24 from Capcom :
Akuma (Gouki in Japan) - "Super Street Fighter II Turbo" ("Super Street Fighter II X" in Japan)
Balrog (M. Bison in Japan) - "Street Fighter II - The World Warrior"
Blanka - "Street Fighter II - The World Warrior"
Cammy - "Super Street Fighter II - The New Challengers"
Chun-Li - "Street Fighter II - The World Warrior"
Dan Hibiki - "Street Fighter Alpha - Warriors' dreams" ("Street Fighter Zero" in Japan)
Dhalsim - "Street Fighter II - The World Warrior"
Eagle - "Street Fighter"
Edmund Honda - "Street Fighter II - The World Warrior"
Guile - "Street Fighter II - The World Warrior"
Ken Masters - "Street Fighter"
Kyosuke Kagami - "Rival Schools - United by Fate"
M. Bison (Vega in Japan) - "Street Fighter II - The World Warrior"
Maki - "Final Fight 2"
Morrigan Aensland - "Darkstalkers - The Night Warriors" ("Vampire - The Night Warriors" in Japan)
Rolento Schugerg - "Final Fight"
Ryu - "Street Fighter"
Sakura Kasugano - "Street Fighter Alpha 2" ("Street Fighter Zero 2" in Japan)
Sagat - "Street Fighter"
Satsui no Hadou ni Mezameta Ryu - "Street Fighter Alpha 2" ("Street Fighter Zero 2" in Japan)
Shin Akuma - (New Character based on Shin Akuma from "Street Fighter Alpha 2")
Vega (Balrog in Japan) - "Street Fighter II - The World Warrior"
Yun Lee - "Street Fighter III - New Generation"
Zangief - "Street Fighter II - The World Warrior"

Before the match begins, if Sakura and Yuri are about to fight, Yuri does a parody of Felicia's intro from "Vampire Savior" where she raises her hand in a surprised position and says 'Osu' (karate greeting). Sakura bows responding 'Pleased To Meet You'.

The game contains six grooves that you can select. There are three from Capcom and three from SNK. Interesting enough the Capcom grooves put together spell out CAP and SNK spells out SNK. Each groove came from a specific game in each company's series...
* C Groove : From "Street Fighter Alpha 3"'s A-ism. Powers up to three level and you can variate the strength of your super depending if you hit LP/LK (Weak), MP/MP (Middle), and HP/HK (Strong).
* A Groove : A combination of "Street Fighter Alpha 3"'s V-ism and "Super Street Fighter II Turbo"'s system. The main draw of this groove is the custom combos.
* P Groove : From "Street Fighter III - Third Strike"'s engine. The main feature of the groove is the parry technique.
* S Groove : From "The King of Fighters 94" to 96, in KOF97 & 98 it's under the Extra system. You can either charge up the super meter by being attacked or by using HP & HK to charge it. When your life is low you can perform more powerful supers.
* N Groove : From "The King of Fighters 97" & 98 under the Advanced system. This groove allows you to initiate a MAX status at a cost of one charged meter. During the MAX status your offense and defense strength increase and at a cost of one charged meter you can perform the strongest super.
* K Groove : From "Samurai Showdown". This groove allows you to go into a 'rage' mode once your meter fills up. The meter can only fill when you are hit or block an opponent's attack. Also, the groove has a 'Just Defended' action where you block just as the attack hits you. This is most likely from "Garou - Mark of the Wolves".

The Osaka stadium stage is based on the real life Nagai Stadium in Osaka, Japan.

The floats in the background of the Aomori stage resemble E.Honda (on the left), Haohmaru (on the right), and Kyoshiro (from the Samurai Shodown series)

Cameo Apperances :
* Aomori : Goro Daimon (from The King of Fighters) can be seen banging drums
* London : Dudley (along with his butler), Elena (from Street Fighter III), Carman Cole (from Art of Fighting 3), Billy & Lilly Kane (from Fatal Fury),  Mei-Ling (from Red Earth), and Rose (from Street Fighter Alpha) can be seen in the background.
* Nairobi : Rouge (from the Power Stone) & Leona (from The King of Fighters) are on top of a car. Alex (from Street Fighter III), Fokker (from Power Stone), Ralf Jones, Clark Steel, and Heidern (from The King of Fighters) can be seen behind the car. Goro Daimon also appears to watch the battle when Kyo fights Benimaru in-game.
* Shanghai : Hsien-Ko (from Darkstalkers), June (from Star Gladiator), Xiang Fei (from Fatal Fury), Shermie, Chin Gentsai, and Bao (from The King of Fighters) can be seen throughout the rotating arena. Goro Daimon also appears to watch the battle when Kyo fights Benimaru in-game.

- UPDATES -

Capcom vs SNK 2 may have been one of those games that were unwilling victims of terror-related censorship in the US. Then again, it could have been planned all along for the US version. Whatever it is, here's an interesting tidbit : For the US versions, all references to gods or genocide is removed. What does that mean? God Rugal was referred to as Ultimate Rugal in the English version. Rugal's Genocide Cutter and Sagat's Tiger Genocide also had minor name changes (Although the Tiger Destroyer sounds the same as before, calling a move the Destroyer Cutter is rather stupid IMO).

- TIPS AND TRICKS -

* Fight Mini-Bosses : Satisfy all of the following conditions...
1. Get at least 800 points.
2. Never get hit by more than 5 first hits in any match.
3. Have at least 2 CC finish or Super finish.
Geese/Vega will appear after the 4th match (the match before the final round).

* Finest KO : To obtain a finest KO, satisfy one of the following...
1. Counter a super move with a special move.
2. Counter a special move with a level 3 super.
3. Counter a super move with a super move.
4. Finish an opponent with a level 3 super who is taunting.
For 2. & 3., one can start with any normal/special move that counter the special/super move, as long as the finishing hit is the level 3 super, Finest KO will appear.

- SERIES -

1. SNK Vs. Capcom - The Match of the Millennium (1999, Neo Geo Pocket Color)
2. Capcom Vs. SNK - Millennium Fight 2000 (2000)
3. Capcom Vs. SNK - Millennium Fight 2000 Pro (2001)
4. Capcom Vs. SNK 2 - Millionaire Fighting 2001 (2001)
5. SVC Chaos - SNK Vs. Capcom [Model NGM-269] (2003)

- STAFF -

Akuma : Tomomichi Nishimura  	
Balrog : Koichi Yamadera 	
Blanka : Yuji Ueda 	
Cammy : Miki Nagasawa 	
Chun-Li : Michiko Neya
Dan Hibiki : Osamu Hosoi
Dhalsim : Yoshiharu Yamada
E. Honda : Masashi Sugahara
Eagle : Jin Yamanoi
Evil Ryu : Toshiyuki Morikawa 	
Guile : Koichi Yamadera
Ken Masters : Yuji Kishi
Kyosuke Kagami : Isshin Chiba
M. Bison : Norio Wakamoto
Maki : Miki Nagasawa
Morrigan Aensland : Yayoi Jingusi 	
Rolento Schugerg : Jin Yamanoi
Ryu : Toshiyuki Morikawa
Shin Akuma : Tomomichi Nishimura
Vega : Yuji Ueda

- PORTS -

NOTE: To see ports released outside Japan, please see the export version entry, "Capcom vs. SNK 2 - Mark of the Millennium 2001". 

* Consoles :
Sega Dreamcast [JP] (September 13, 2001) "Capcom vs. SNK 2 - Millionaire Fighting 2001 [Model T-1249M]" : re-released as DreKore edition (January 22, 2004) 
Sony PlayStation 2 [JP] (September 13, 2001) "Capcom vs. SNK 2 - Millionaire Fighting 2001 [Modem Pack] [Model SLPM-65047]" 
Sony PlayStation 2 [JP] (September 13, 2001) "Capcom vs. SNK 2 - Millionaire Fighting 2001 [Model SLPM-65047]" 
Sony PlayStation 2 [JP] (Sep.2001, "Capcom vs SNK 2 Modem Pack") [Model CPCS-01001]
Nintendo GameCube [JP] (July 4, 2002) "Capcom Vs. SNK 2 EO - Millennium Fighting 2001 [Model DOL-GEOJ-JPN]" 
Microsoft XBOX [JP] (January 16, 2003) "Capcom Vs. SNK 2 EO [Model EI5-00001]" 
Sony PlayStation 2 [JP] (July 10, 2003) "Capcom vs SNK 2 [The Best] [Model SLPM-74402]" 
Sony PlayStation 2 [JP] (August 2, 2007) "Capcom vs SNK 2 [The Best Reprint] [Model SLPM-74246]" 
Sony PlayStation 2 [JP] (September 18, 2008) "Capcom vs SNK 2 - Millionaire Fighting 2001/Street Fighter III - 3rd Strike: Fight for the Future Value Pack [Model CPCS-01040]" 
Sony PlayStation 3 [PSN] [JP] (July 16, 2013) "Capcom vs. SNK 2 - Millionaire Fighting 2001 [PS2 Classics] [Model NPJD-00015]" 
Sony PSP [PSN] [JP] (July 16, 2013) "Capcom vs. SNK 2 - Millionaire Fighting 2001 [PS2 Classics] [Model NPJD-00015]" 
Sony PlayStation Vita [PSN] [JP] (July 16, 2013) "Capcom vs. SNK 2 - Millionaire Fighting 2001 [PS2 Classics] [Model NPJD-00015]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=382&o=2

$end


$info=cworld,
$bio

Capcom World - Adventure Quiz (c) 1989 Capcom.

A quiz game.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 8 Mhz)
Sound Chips : OKI6295 (@ 7.5 Khz), YM2413 (@ 4 Mhz)

Players : 2
Buttons : 4

- TRIVIA -

Capcom World was released in November 1989 in Japan.

This game features a few characters from other Capcom games : Red Arremer King from "Ghouls'n Ghost", Dr. Wily from the Megaman series, Unknown Soldier from "Forgotten Worlds" and Mobi Chan who appears in several Capcom games as a bonus item (he originally appeared in "Side Arms - Hyper Dyne").

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

- SERIES -

1. Capcom World - Adventure Quiz (1989)
2. Capcom World 2 - Adventure Quiz [B-Board 89625B-1] (1992)

- PORTS -

* Consoles : 
NEC PC-Engine CD-ROM² [JP] (June 19, 1992; "Adventure Quiz Capcom World - Hatena no Daibouken [Model HCD2028]")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=383&o=2

$end


$info=cworld2j,
$bio

Capcom World 2 - Adventure Quiz (c) 1992 Capcom.

A Japanese quiz game.

- TECHNICAL -

Runs on the "CP System" hardware.
B-Board # 89625B-1

# of Players: Up to 2
# of Buttons (per player): 4

- TRIVIA -

Capcom World 2 was released in June 1992 in the Japanese arcades. It was known there as the 20th video game made for the CP-S system. The game was never exported outside Japan.

This game features a multitude of characters from several Capcom games! Here they are listed by source game title :
* Captain Commando: Captain Commando, Baby Head (Baby Commando), Mack the Knife (Mummy Commando), Ginzu the Ninja (Ninja Commando), Carol, Doppel, Dr.T.W. (with the Monster), Marbin, Scumocide and Wooky (with a Robot).
* Final Fight: Cody, Guy, Haggar, Abigail, Edi E., Poison, Rolento and Sodom.
* Forgotten Worlds: Unknown Soldier, Dust Dragon and the girl from the shop.
* The King of Dragons: Cleric, Dwarf, Elf, Fighter, Wizard and Gildiss (the final boss).
* Knights of the Round: Arthur, Lancelot, Perceval, Garibaldi (or Arlon?) and Scorn.
* Magic Sword: Lizardman, Theif, Drokmar, Quimyra and several unnamed characters (player one, the cloak and dagger baddie, the skull wizard baddie and the dragon).
* Mega Man III: Megaman, Dr. Light, Dr. Wily, Protoman, Geminiman, Hardman, Shadowman, Snakeman, Hammer Joe and Mon King.
* Street Fighter II: Blanka, Chun Li, Dhalsim, E. Honda, Guile, Ken, Ryu and Zangief.
* Strider Hiryu: Itself
* Three Wonders: Gaia, Laru (the one with the sword) and an unnamed rabbit (player one from the 'Don't Pull' segment).

Two of the game's characters (Pure & Fur) appear as assist characters in "Marvel vs. Capcom - Clash of Super Heroes".

- SERIES -

1. Capcom World - Adventure Quiz (1989)
2. Capcom World 2 - Adventure Quiz [B-Board 89625B-1] (1992)

- STAFF -

Character designers : Yamachan, Okame, Kitasan, M. Okazaki, Nakatsuka, Ban, Hkn, E. Shida
Programmers : M. Kobayashi, Pon, Hero Hero, H.M.D.
Music & sound : Syun Nishigaki (SYUN)
Planners : C. Kanemitsu, Hiratou K-Suke, K. Nishikawa, E. Shida

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=384&o=2

$end


$info=cworld2ja,
$bio

Capcom World 2 - Adventure Quiz (c) 1992 Capcom Co., Ltd.

Re-edition on updated hardware. For more information about the game itself, please see the original release entry; "Capcom World 2 - Adventure Quiz [B-Board 89625B-1]".

- TECHNICAL -

Runs on the "CP System" hardware.
B-Board # 90629B-3

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85241&o=2

$end


$info=cworld2jb,
$bio

Capcom World 2 - Adventure Quiz (c) 1992 Capcom Co., Ltd.

- TECHNICAL -

B-Board 91634B-2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93955&o=2

$end


$nes=goldmedl,goldmedlu,
$bio

Capcom's Gold Medal Challenge '92 (c) 1992 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54983&o=2

$end


$snes=mvpfoot,
$bio

Capcom's MVP Football [Model SNS-NL-USA] (c) 1993 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62830&o=2

$end


$snes=capcomss,capcomssp,
$bio

Capcom's Soccer Shootout (c) 1994 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62831&o=2

$end


$cpc_cass=caperuza,
$bio

Caperuza (c) 1986 Monser [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93372&o=2

$end


$msx1_cass=sevilla,
$bio

Capitan Sevilla (c) 1988 Winner Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94512&o=2

$end


$msx1_cass=sevillas,
$bio

Capitan Sevilla (c) 1988 Dinamic Software [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94513&o=2

$end


$cpc_cass=capitans,
$bio

Capitan Sevilla [Model AMS 880018] (c) 1988 Dinamic Software [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93373&o=2

$end


$info=capunc,
$bio

Capitan Uncino (c) 2000 Nazionale Elettronica Giochi.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=26065&o=2

$end


$info=capcor,
$bio

Capitani Coraggiosi (c) 2001 Nazionale Elettronica Giochi.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=26066&o=2

$end


$msx1_cass=trueno,
$bio

Capitán Trueno (c) 1989 Dinamic Software [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94514&o=2

$end


$info=capitol,
$bio

Capitol (c) 1981 Universal Video Spiel.

An old German shoot'em up.

- TECHNICAL -

Main CPU : 8085A (@ 2.75 Mhz)
Sound Chips : TMS36XX (@ 0.372 Khz), Discrete

Players : 2
Control : 2-way joystick
Buttons : 2

- TRIVIA -

Released in June 1981.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=385&o=2

$end


$amigaocs_flop=capone,
$bio

Capone (c) 1988 Actionware

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73663&o=2

$end


$info=caprcyc,
$bio

Capriccio Cyclone (c) 1998 Taito Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=29579&o=2

$end


$info=cspin2,
$bio

Capriccio Spin 2 (c) 1996 Taito Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=30010&o=2

$end


$megadriv=havoc,
$bio

Capt'n Havoc (c) 1994 Codemasters Software

- TRIVIA -

Reviews:
[FR] September 1994, Consoles + N.35: 89%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56384&o=2

$end


$cpc_cass=captaina01,captaina,
$bio

Captain America - Defies The Doom Tube (c) 1987 GO! Media Holdings, Ltd. [US Gold Division]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93375&o=2

$end


$info=captaven,captavene,captavenu,captavenj,captavena,captavenuu,captavenua,
$bio

Captain America and the Avengers (c) 1991 Data East Corp.

A side-scrolling beat'em up (punctuated with occasional shoot'em up sections) in which one or more players take on the role of either Captain America, Iron Man, Vision, or Hawkeye as they prepare to do battle with Red Skull and his henchmen. Each player character has a different weapon or power that can be used throughout the game to assist them in combat. Captain America uses his shield, Iron Man uses his repulsor rays, Vision uses his solar beam and Hawkeye uses his bow and arrows. There are also additional superheroes such as Quicksilver, Sub-Mariner, Wonder Man, and The Wasp who appear at certain points in the game to assist the player characters. Some of the super-villain foes that await the heroes are Klaw, The Living Laser, Whirlwind, The Grim Reaper, The Wizard, The Controllers, The Mandarin, The Juggernaut (from X-Men), Ultron and Crossbones. The game consists of all five stages.

- TECHNICAL -

Runs on the Data East ARM6 (32-Bit) System Hardware.

Game ID : MAN

Main CPU : ARM (@ 7 Mhz), HuC6280 (@ 4.0275 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.58 Mhz), OKI6295 (@ 7.757 Khz), OKI6295 (@ 15.514 Khz)

Screen Orientation: Horizontal
Video Resolution : 320 x 240 Pixels
Screen Refresh : 60.00 Hz 
Palette Colors : 2048

Players : 2 or 4 (selectable by dipswitch)
Control: 8-Way Joystick
Buttons: 2
=> [1] Start/Attack [2] Jump

- TRIVIA -

Captain America and the Avengers was released in October 1991.

Josh Bycer holds the official record for this game with 496,801 points on April 20, 1997.

A Captain America and the Avengers unit appears in the 1994 movie 'Airheads'.
A Captain America and the Avengers unit appears in the music video for "Kid Candy" by the grunge rock group Seaweed.

- UPDATES -

The US version is slightly different, it has the "Winners Don't Use Drugs" and has text and voice-over "America still needs your help!" on the continue screen.

- STAFF -

Executive Producer : Koji Jinbo (K. Jimbo)
Project Leader : Iwao Horita (Horitan)
Marketing : Makoto Nagao, Hitoshi Kitazume
Hardware Designers : Mad Scientist Dr.Yaj Mahal
Hardware Assistant : Toshio Kawamoto
Sound Designers: Tomoyoshi Sato (Tom Sato), Tatsuya Kiuchi (Mr. K)
Graphic Master : Masanori Tokoro
Graphics Cooperaters : Sonomi Kiyota, Oguri, Atsushi Takahashi, Hiroshi Koga, Touma Arakawa
Translators : Yoshiya Nishi, Steve Miller, Etsuko Kobata
Back Up : Jeff Brown, Naomi Susa
Graphic Producer : Tomoji Kodama
Graphic A.P. : Yaeko Kodama
Key Animator : Takashi Sokabe
In Between : Akihiko Mamashita
Background : Fumie Nuibe
Color Director : Noriyuki Yoshino
Graphic Designers : Hanaita, Ayumi Hanimaru, Yasuyuki Sato, Surupi
Game Designer : Hidenobu Ito
Software Designers : Tac. H, Hiroshi Ohnuki, Tesa Amusement Service, MI Computer, KM
Special Thanks : H. Fukuda, Deco all planners, Kappa-Kun, Tomoo Adachi, Yoshiyuki Ishibiki, Shinichi Sato, Kenichi Fujimoto, Yuichi Shiono, Eiichi Nishiyama

- PORTS -

* Consoles : 
Nintendo NES [US] (December 1991) "Captain America and the Avengers [Model NES-6E]" 
Nintendo NES [EU] (1992) "Captain America and the Avengers [Model NES-6E]"  
Sega Genesis [US] (1992) "Captain America and the Avengers [Model T-13056]" 
Sega Mega Drive [EU] (1992) "Captain America and the Avengers [Model 3206-50]" 
Sega Mega Drive [BR] (1992) by Tec Toy 
Nintendo Super NES [US] (September 1993) "Captain America and the Avengers [Model SNS-6A]" 
Nintendo Super NES [EU] (1993) "Captain America and the Avengers [Model SNSP-6A-UKV]" 

* Handhelds : 
Sega Game Gear [US] (1993) 
Nintendo Game Boy [US] (February 1994) "Captain America and the Avengers [Model DMG-VP]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=386&o=2

$end


$nes=captaven,captavenu,
$bio

Captain America and the Avengers (c) 1991 Data East Corp.

- TRIVIA -

Released in December 1991.

- STAFF -

Program By: Hisatada Ohta, Shuji Ishimaki

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54984&o=2

$end


$megadriv=captaven,
$bio

Captain America and the Avengers (c) 1992 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56385&o=2

$end


$megadriv=captavenu,captavenup,
$bio

Captain America and the Avengers (c) 1992 Data East Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57147&o=2

$end


$gamegear=captaven,
$bio

Captain America and the Avengers (c) 1993 Mindscape, Incorporated. [Northbrook, IL, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64503&o=2

$end


$gameboy=captaven,
$bio

Captain America and the Avengers [Model DMG-VP-USA] (c) 1994 Mindscape, Incorporated. [Northbrook, IL, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65740&o=2

$end


$snes=captavenu,
$bio

Captain America and the Avengers (c) 1993 Mindscape, Incorporated.

- TECHNICAL -

Model SNS-6A-USA

- STAFF -

Conversion programmer: Lennard Feddersen (LEN FEDD)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62833&o=2

$end


$snes=captaven,
$bio

Captain America and the Avengers [Model SNSP-6A-NOE] (c) 1994 Mindscape, Incorporated. [Northbrook, IL, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62832&o=2

$end


$info=m4captb,
$bio

Captain Bear (c) 199? Coin World.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42362&o=2

$end


$a800=cptnbebl,
$bio

Captain Beeble [Model CR1002] (c) 1983 Inhome Software, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82789&o=2

$end


$amigaocs_flop=capblood,
$bio

Captain Blood (c) 1988 Exxos

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73664&o=2

$end


$amigaocs_flop=capbloodu,
$bio

Captain Blood (c) 1988 Mindscape, Incorporated. [Northbrook, IL, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73665&o=2

$end


$gbcolor=buzzlghtg,
$bio

Captain Buzz Lightyear - Star Command [Model CGB-BUZD-NOE] (c) 2000 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67631&o=2

$end


$info=m5cpcash,
$bio

Captain Cash (c) 200? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41555&o=2

$end


$info=sc4captn,sc4captnb,sc4captnc,
$bio

Captain Cash (c) 200? QPS Interactive.

- TECHNICAL -

[Model PR2013]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42471&o=2

$end


$info=sc4captna,sc4captnd,sc4captne,sc4captnf,
$bio

Captain Cash (c) 200? QPS Interactive.

- TECHNICAL -

[Model PR9999]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61750&o=2

$end


$msx1_cart=captchef,
$bio

Captain Chef [Model 48C99-1005] (c) 1984 Nippon Columbia

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76629&o=2

$end


$x68k_flop=captcolr,
$bio

Captain Color (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87195&o=2

$end


$nes=captcom,
$bio

Captain Comic - The Adventure (c) 1989 Color Dreams

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54985&o=2

$end


$info=ccaptcommj,captcommjr1,
$bio

Captain Commando (c) 1991 Capcom Company, Limited. 

In this beat'em up, Captain Commando and his three faithful companions travel through various locales on their way to confront the evil Scumocide!

- TECHNICAL -

Runs on the "CP System" hardware.
B-Board #: 91634B-2

Players: Up to 4 simultaneously
Control per player: 8-way joystick
Buttons per player: 2
=> [1] Attack, [2] Jump

- TRIVIA -

Captain Commando was released in November 1991 in the Japanese arcades. It was known there as the 17th video game made for the CP-S system.

CAPtain COMmando = CAPCOM 

The stages of the game takes place in "Final Fight"'s Metro City, but in the year 2026. 

Captain Commando is Capcom's own homage to classic American sci-fi shows and magazines and the work of artists like Frank R. Paul. It was not the only game, though; "Battle Circuit" is even a better example of Capcom's enthusiasm for this stuff. 

Each of the player's button on the dedicated 4-player cabinet uses a unique two-in-one play action button design : two large half circle buttons (red & blue) placed straight side by straight side to form one big circle, thus making two buttons look like one big button cut in half vertically. 

Mack the Knife's name is based on a song made popular in the mid 1950's by Louis Armstrong, and later by Bobby Darin. 

Ginzu the ninja's name comes from the ginzu kitchen knives which were introduced in the 1970's which were made famous by its TV advertising campaign. 

Sho (Ginzu the ninja's Japanese name) is probably based on Sho Kosugi who is a Japanese actor who is known for his portrayals of ninjas in various movies in the 1980's. 

Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Captain Commando : G.S.M. Capcom 5 - PCCB-00083) on March 21, 1992.

- STAFF -

Planners : Akira Yasuda (Akiman), Junichi Ohno (Ohno)
Character Designers : Kurisan, Ouji, Eripyon. N, Mattian, Q, Mayo, Ykaru M.
Scroll Designers : Koi, Konomi (Powerful Konomi), Sui, Buppo, Go
Programmers : Y. Egawa, Yokoyama, T. Ueno, Yoshizumi
Sound : Masaki Izutani (T. Yomage)
Sound-Sub : Syun Nishigaki (Syun)
Special Thanks : James Goddard (DJames), Scott, Tetsu, Akira Nishitani (Nin)

- PORTS -

Here is a list of ports released in Japan only. To see non-Japanese ports, please see the Export version entry; "Captain Commando [B-Board 91635B-2]".

* Consoles : 
Nintendo Super Famicom [JP] (March 17, 1995) "Captain Commando [Model SHVC-QM]"
Sony PlayStation [JP] (September 17, 1998) "Captain Commando [Model SLPS-01567]" by New, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=387&o=2

$end


$info=captcomm,captcommu,captcommb,captcommr1,
$bio

Captain Commando (c) 1991 Capcom Company, Limited.

Export release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Captain Commando [B-Board 91634B-2]".

- TECHNICAL -

B-Board #: 91635B-2

- TRIVIA -

In this Export release : 
* Sho is called 'Ginzu'.
* Jennety is called 'Mack the Knife'.
* Hoover is called 'Baby Head'.

- PORTS -

Here is a list of non-Japanese ports. To see Japanese ports, please see the original Japanese version entry; "Captain Commando [B-Board 91634B-2]".

* Consoles : 
Nintendo SNES [EU] (1995) "Captain Commando [Model SNSP-QM-EUR]" 
Nintendo SNES [US] (August 1, 1995) "Captain Commando [Model SNS-QM-USA]" 
Microsoft XBOX [US] (November 24, 2006) "Capcom Classics Collection Vol. 2" 
Sony PlayStation 2 [US] (November 24, 2006) "Capcom Classics Collection Vol. 2 [Model SLUS-21473]" 
Sony PlayStation 2 [AU] (April 11, 2007) "Capcom Classics Collection Vol. 2 [Model SLES-54561]" 
Sony PlayStation 2 [EU] (April 13, 2007) "Capcom Classics Collection Vol. 2 [Model SLES-54561]" 

* Handhelds : 
Sony PSP [US] (March 22, 2006) "Capcom Classics Collection Remixed [Model ULUS-10097]" 
Sony PSP [EU] (July 21, 2006) "Capcom Classics Collection Remixed [Model ULES-00347]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69764&o=2

$end


$snes=captcommj,
$bio

Captain Commando (c) 1995 Capcom Company, Limited.

The Commando Team is on the run! A corrupt mutant group headed by GENOCIDE plots to control the universe, and now the battle has come to Earth. CAPTAIN COMMANDO has assembled a team of 3 motley renegades to stop the crimewave and bring GENOCIDE to his knees. It won't be easy as many common Earth institutions became infested with GENOCIDE'S minions, but strength and persistence runs the Commando Team into the crusade.

Whip the enemy with the eerie Jennety, or try Hoover, a robotic missile launcher built and controlled by a genius infant. Sho wields his sharp sword while CAPTAIN COMMANDO directs the attack with his energy glove of electricity and fire. Rid the Earth of GENOCIDE'S forces in 9 hostile stages and perform different special moves with each of 4 characters to choose from.

The universe is in trouble so attack now, ask questions later!

1 or 2 player game.

SFC port of the arcade video game; "Captain Commando [CP-S No. 17]".

- TECHNICAL -

Carridge ID: SHVC-QM

- TRIVIA -

Captain Commando for Super Famicom was released on March 17, 1995 in Japan.

Players can select the same character in this version of the game without the use of any codes.

Sho is unable to cut enemies in half with his sword in this version, while Jennety doesn't melt his enemies with his knives.

Blood effects were also deleted.

An enemy scorched by fire would be seen disappearing without a trace if finished off, but in the Super Famicom version, they are seen on the ground as they are defeated.

Enemies such as Wooky are no longer seen smoking.

Robotic walkers (mechs) have been removed.

An enemy named Dick who held firearms was removed from the game.

Enemies Carol and Brenda wear less revealing attire in the Super Famicom version.

Mardia throws bombs instead of spitting poison.

The Monster's transformation scene was deleted.

The ending sequence from the arcade version was removed. Only the scene seen after the credits remain (but there isn't a list of credits).

Famicom Tsushin scored the game 21 out of 40 on release.

- TIPS AND TRICKS -

Special running attack
----------------------
Press and hold the D-pad twice in the same direction to run. Jump and attack while running to do a special attack that does more damage without using energy.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61121&o=2

$end


$psx=captainc,
$bio

Captain Commando (c) 1998 Capcom Co., Ltd. [Japan]

- TECHNICAL -

[Model SLPS-01567]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85007&o=2

$end


$snes=captcommu,captcommup,
$bio

Captain Commando (c) 1995 Capcom Company, Limited.

North American release. Game developed in Japan. For more information on the game itself, please see the original Japanese version entry; "Captain Commando [Model SHVC-QM]".

- TECHNICAL -

Cartridge ID: SNS-QM-USA

- TRIVIA -

Captain Commando for Super NES was released in August 1995 in North America.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62835&o=2

$end


$snes=captcomm,
$bio

Captain Commando (c) 1995 Capcom Company, Limited.

European release. Game developed in Japan. For more information on the game itself, please see the original Japanese version entry; "Captain Commando [Model SHVC-QM]".

- TECHNICAL -

Game ID: SNSP-QM-EUR

- TRIVIA -

Reviews:
[FR] July 1995, Consoles + N.45: 80/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62834&o=2

$end


$amigaocs_flop=capdynam1,capdynam,
$bio

Captain Dynamo (c) 1992 Codemasters Software Company, Limited., The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73666&o=2

$end


$cpc_cass=captaind,
$bio

Captain Dynamo [Model 3703] (c) 1992 Codemasters Software Co., Ltd., The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93376&o=2

$end


$nes=capted,
$bio

Captain Ed (c) 1989 CBS [Sony Group]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53897&o=2

$end


$amigaocs_flop=capfizz,
$bio

Captain Fizz (c) 1988 Psyclapse

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73667&o=2

$end


$info=captflag,
$bio

Captain Flag (c) 1993 Jaleco.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=19569&o=2

$end


$info=cpthook,
$bio

Captain Hook [Model 780] (c) 1985 Game Plan.

- TECHNICAL -

Model Number : 780

- TRIVIA -

Released in April 1985.

450 units were produced.

- STAFF -

Design by : Ed Cebula

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5247&o=2

$end


$cpc_cass=captaink,
$bio

Captain Kidd [Model BBA013] (c) 1985 Bug Byte

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93377&o=2

$end


$megadriv=captlang,
$bio

Captain Lang (c) 1994 Data East Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56386&o=2

$end


$c64_cart,c64_flop=cmiky2,cmiky2a,
$bio

Captain Miky II (c) 1988 Datel Electronics

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53533&o=2

$end


$snes=captnovo,
$bio

Captain Novolin (c) 1992 Raya Systems

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62836&o=2

$end


$cpc_cass=captainp,
$bio

Captain Planet And The Planeteers (c) 1990 Mindscape, Inc. [Northbrook, IL, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93378&o=2

$end


$nes=captplan,captplanu,
$bio

Captain Planet and the Planeteers (c) 1991 Mindscape, Incorporated. [Northbrook, IL, USA]

- TRIVIA -

Reviews:
[FR] June 1992 - Joypad N.9: 55/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54986&o=2

$end


$amigaocs_flop=captplan,
$bio

Captain Planet and the Planeteers (c) 1991 Mindscape, Incorporated. [Northbrook, IL, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73668&o=2

$end


$megadriv=captplan,
$bio

Captain Planet and the Planeteers (c) 1993 Sega Enterprises, Limited.

- TRIVIA -

Reviews:
[FR] April 1993 - Consoles + No. 19: 53/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56387&o=2

$end


$megadriv=captplanu,
$bio

Captain Planet and the Planeteers (c) 1993 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57148&o=2

$end


$nes=captsavr,
$bio

Captain Saver (c) 1992 Taito Corp.

- TECHNICAL -

Game ID: TFC-CS-5900(46)

- TRIVIA -

Captain Saver was released on September 29, 1992 in Japan. It was the 46th title made by Taito for the Famicom.

- TIPS AND TRICKS -

Sound Test: At the title screen press and hold Left + A + B on the second controller, then press the Start button on the first controller. Press Up / Down to select music, press A to play it.

- STAFF -

By: TOSHIKAZU IWASA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53898&o=2

$end


$info=j6scarlt,
$bio

Captain Scarlet (c) 2002 Ace Coin Equipment, Limited.

- TECHNICAL -

Cabinet Dimensions :
Height : 179 cm.
Width : 71 cm.
Depth : 71,6 cm.
Weight : 120 Kg.

- TRIVIA -

Released in February 2002.

Based on the television serie of the same name.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=29075&o=2

$end


$info=csilver,csilverj,
$bio

Captain Silver (c) 1987 Data East.

A side-scrolling game where you must slice enemies with your sword to rescue your beloved.

- TECHNICAL -

Main CPU : (2x) M6809 (@ 2 Mhz)
Sound CPU : MOS Technology M6502 (@ 1.5 Mhz)
Sound Chips : YM2203 (@ 1.5 Mhz), YM3526 (@ 3 Mhz), OKI MSM5205 (@ 384 Khz)

Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 58.00 Hz
Palette colors : 1024

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in July 1987.

- PORTS -

* Consoles :
Sega Master System (1988)
Nintendo Famicom

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=388&o=2

$end


$nes=captsilv,
$bio

Captain Silver (c) 1988 Tokuma Shoten Intermedia, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53899&o=2

$end


$sms=captsilvu,
$bio

Captain Silver (c) 1988 Sega Enterprises, Limited.

Export version. For more information about the game, please see the original Japanese version entry; "Captain Silver [Model G-1356]".

- TECHNICAL -

[Model 5117]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55961&o=2

$end


$sms=captsilv,
$bio

Captain Silver (c) 1988 Sega Enterprises, Limited.

- TECHNICAL -

Game ID: G-1356

- TRIVIA -

Released on July 02, 1988 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55852&o=2

$end


$nes=captskyh,captskyhr,
$bio

Captain SkyHawk (c) 1991 Milton Bradley Co.

French version. For more information about the game itself, please see the original USA version entry; "Captain SkyHawk [Model NES-YW-USA]".

- TECHNICAL -

[Model NES-YW-FRA]

- TRIVIA -

Captain SkyHawk was released on July 04, 1991 in France.

Reviews:
October 1991 - Joypad N.1 [FR]: 82/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54987&o=2

$end


$nes=captskyhu1,captskyhu,
$bio

Captain SkyHawk (c) 1990 Nintendo of America, Incorporated.

The game player is the pilot of the plane and must both avoid the mountainous terrain while shooting aliens.

There are 9 missions in the game. Missions 1 through seven each have 3 objectives while missions 8 and 9 have 2 objectives and 1 objective, respectively.

The objectives vary across missions and include destroying an enemy base, dropping supplies, picking up a scientist, and docking with a space station.

The player can fire 4 types of weapons : Cannon, Phoenix Air Intercept Missiles, Maverick air-to-ground missiles, and Hawk bombs. The cannon is the only weapon with an unlimited supply. The rest of the weapons must be purchased between missions after docking with the space station.

The game is very reminiscent of the classic, "Zaxxon". The game features top-down scrolling overhead isometric graphics, including simulated 3-D terrain. The terrain mimics the look of flight simulators available for the PC at the time. The game player is the pilot of the plane, code-named the F-14VTS (a fictional version of the F-14), and must both avoid the mountainous terrain while annilating aliens.

- TECHNICAL -

[Model NES-YW-USA]

- TRIVIA -

Released in June 1990 in North America.

Concept by Milton Bradley and Developed by Rare.

- TIPS AND TRICKS -

* Extra Lives And All Weapons : To start with 9 lives and all the weapons, press Start and wait for the title screen to re-appear then press A+Down and press Start.

* Invincibility Code : When the letters on the screen (in the very beginning of the game) begin to fall off, press Up, Right, Down, Left, Up, Start.

* Level Skip : During the game, on the 2nd Controller, press Up, A, B to go to the next stage.

- PORTS -

* Others :
Arcade [PlayChoice-10] "Captain SkyHawk [Model PCH1-R-YW]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54988&o=2

$end


$info=pc_cshwk,
$bio

Captain SkyHawk (c) 1989 Nintendo of America, Incorporated.

PlayChoice-10 version of "Captain SkyHawk [Model NES-YW-USA]". For more information about the game, please see the original NES entry.

- TECHNICAL -

Nintendo PlayChoice-10 hardware
Game ID : YW

Main CPU : Zilog Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz)
Sound Chips : Zetex N2A03 (@ 1.789772 Mhz), DAC

Players : 2
Control : 8-way joystick
Buttons : 2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1794&o=2

$end


$info=ctomaday,
$bio

Captain Tomaday (c) 1999 Visco Corp.

A comical vertically scrolling shoot'em up starring a mutated tomato who punches the enemy and can transform to other weird characters.

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : 0249

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2610 (@ 8 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 3
=> [A] Left punch/Super blow attack [B] Right punch/Super blow attack [C] Formation change

- TRIVIA -

Captain Tomaday was released in May 1999.

This game runs on the Neo-Geo MVS and was not released on the Neo-Geo AES home console.

- STAFF -

Producer : Don Gabacho (Don Gabacyo)
Director : Ume. W
Graphic designers : Max Noda, Mi, Mo, Mocchi, Nike. Pu!, Sadaijin, Shimarisu, Takano
Programmers : Bilbo, Chi-chan, Marin, Momonga, Alice You

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=389&o=2

$end


$psx=captaint,
$bio

Captain Tsubasa - Aratanaru Densetsu Joshou (c) 2002 Konami Corp. [Osaka, Japan]

- TECHNICAL -

[Model SLPM-87060]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85008&o=2

$end


$gba=ctsuba,
$bio

Captain Tsubasa - Eikou no Kiseki [Model AGB-AKYJ-JPN] (c) 2002 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70105&o=2

$end


$nes=ctsuba2,
$bio

キャプテン翼II スーパーストライカー (c) 1990 Tecmo, Limited.
(Captain Tsubasa II - Super Striker)

- TECHNICAL -

Game ID: TCF-T6

- TRIVIA -

Captain Tsubasa II was released on July 20, 1990 in Japan.

This game was never officialy exported outside Japan. In the middle of the 90s, the game was unofficially translated and bootlegged by Extra Ordinary into Arabic as "Captain Majed" , based on the Arabic dub of the anime, since the show was extremely successful in the Arab world.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53901&o=2

$end


$snes=ctsuba3,
$bio

Captain Tsubasa III - Koutei no Chousen (c) 1992 Tecmo, Limited.

- TECHNICAL -

Game ID: SHVC-C3

- TIPS AND TRICKS -

Sound Test
----------
On the main menu, press L, R and X, all at the same time, to acess the sound test menu.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61122&o=2

$end


$snes=ctsuba4,
$bio

Captain Tsubasa IV - Pro no Rival-tachi (c) 1993 Tecmo, Limited.

- TECHNICAL -

Game ID: SHVC-T4

- TIPS AND TRICKS -

Sound Test:
-----------
Press at once; L + R. At the title screen of the game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61123&o=2

$end


$psx=captainj,
$bio

Captain Tsubasa J - Get In The Tomorrow (c) 1996 Bandai Co., Ltd.

- TECHNICAL -

[Model SLPS-00310]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85009&o=2

$end


$snes=ctsubaj,
$bio

Captain Tsubasa J - The Way to World Youth (c) 1995 Bandai

- TECHNICAL -

Game ID: SHVC-ACVJ-JPN

- TIPS AND TRICKS -

Secret Teams (World All-Star and Holland):
------------------------------------------
At the versus screen hold L and R and press start.

Performing two player shots:
----------------------------
During the game, have these players with their bar full, press X and then the following shoot will occur.

Code Effect 
---------------------
Masao + Kazuo-Skylab Hurricane 
Tsubasa + Hyuga-Tiger Drive Twin Shot 
Tsubasa + Misaki-Twin Shot 
Hyuga + Sawada-Twin Shot 

All Teams Password:
-------------------
Here are the all Matches Passwords. And +1 bonus.

Password Effect
----------------------- 
GOAL = Superb skilled players 
ANFK BLMB = When you finished Japan vs Thailand 
EMMK ALNA = When you finished Milan vs. Juventus 
GEOK ALBA = When you finished RJ 7 Matches 
EIEK ALJB = When you finished Sao Paulo FC vs Flamengo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61124&o=2

$end


$gameboy=ctsubaj,
$bio

Captain Tsubasa J - Zenkoku Seiha e no Chousen [Model DMG-ACTJ-JPN] (c) 1995 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65741&o=2

$end


$snes=ctsuba5,
$bio

Captain Tsubasa V - Hasha no Shougou Campione (c) 1994 Tecmo, Limited.

- TECHNICAL -

Game ID: SHVC-ACJ-JPN

- TIPS AND TRICKS -

Secret Shots:
-------------
During matchs, try doing this in order to get extra shots:
Have him confront Shiniori in the match vs Brazil: Hyuga's Final Tiger Shot.
Have in dribble up to the goal area in the White vs Red match: Hyuga's Lightning Shot.

Sound Test:
-----------
On the main menu press Up, Y and B (all at the same time!) to acess the sound test menu.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61125&o=2

$end


$gameboy=ctsubavs,
$bio

Captain Tsubasa VS [Model DMG-T5J] (c) 1992 Tecmo, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65742&o=2

$end


$megacd,megacdj=ctsuba,
$bio

キャプテン翼 (c) 1994 Tecmo, Limited.
(Captain Tsubasa)

- TECHNICAL -

Game ID: T-36014
Barcode: 4960677350012

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60497&o=2

$end


$nes=ctsuba,
$bio

キャプテン翼 (c) 1988 Tecmo, Limited.
(Captain Tsubasa)

- TECHNICAL -

Game ID: TCF-TP

- TRIVIA -

Captain Tsubasa was released on April 28, 1988 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53900&o=2

$end


$pc8801_flop=candyroc,
$bio

Captain-NEO Music Disk 2 - Candy Rock (c) 1991 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91487&o=2

$end


$pc8801_flop=fredyfre,
$bio

Captain-NEO Music Disk 3 - Fredy! Fredy! (c) 1991 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91488&o=2

$end


$amigaocs_flop=captivea,captiveb,captive,
$bio

Captive (c) 1990 Mindscape, Incorporated. [Northbrook, IL, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73669&o=2

$end


$c64_cart,c64_flop=capture,
$bio

Capture (c) 1985 J. Ranheim

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53534&o=2

$end


$c64_cart,c64_flop=capture2,
$bio

Capture 2 (c) 1987 J. Ranheim

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53535&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=capflag,capflag1,
$bio

Capture the Flag (c) 1983 Sirius

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83789&o=2

$end


$arcadia=capture,
$bio

Capture (c) 1982 Emerson Radio Corp.

- TECHNICAL -

[Cartridge No. 19]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49242&o=2

$end


$info=car2,
$bio

Car 2 (c) 1979 RZ Bologna.

- TRIVIA -

This game is a bootleg of "Head On 2 (Sega)".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15427&o=2

$end


$info=caractn,caractn2,
$bio

Car Action (c) 1983.

Unlicensed version of Data East's Bump 'n' Jump.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=390&o=2

$end


$gba=carbatlj,
$bio

Car Battler Joe [Model AGB-ACBE-USA] (c) 2002 Natsume, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70106&o=2

$end


$msx1_cart=carfight,
$bio

Car Fighter [Model GPM-118] (c) 1985 Casio Computer Co., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76630&o=2

$end


$info=carhop,
$bio

Car Hop (c) 1991 Premier Technology Co.

- TECHNICAL -

Model Number : 725

- TRIVIA -

1,061 units were produced.

- STAFF -

Designer : Jon Norris
Artworks : David Moore, Constantino Mitchell

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5248&o=2

$end


$info=carhntds,
$bio

Car Hunt & Deep Scan (c) 1979 Sega Enterprises, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94328&o=2

$end


$pc98=car2gp,
$bio

Car II Grand Prix (c) 1992 Bio 100% [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89083&o=2

$end


$info=carjmbre,
$bio

Car Jamboree (c) 1983 Omori Electric.

A one or two player Driving/Demolition game. 

Drive you car thru demolition tracks, you must crashing the rivals cars and go dodging their attacks, always avoiding colliding with the walls and differents obstacles in the track, while you jump by ramp on this challenge of demolition Derby!

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound CPU : Zilog Z80 (@ 1.5 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.5 Mhz)

Players : 2
Control : 4-way joystick
Buttons : 1

- TRIVIA -

Released in February 1983 in Japan.

- PORTS -

* Computers :
MSX

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=391&o=2

$end


$msx1_cart=carjamb,carjamba,
$bio

Car Jamboree [Model HBS-G004C] (c) 1984 Sony Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76631&o=2

$end


$gamegear=carlicen,
$bio

Car Licence (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64504&o=2

$end


$info=carpolo,
$bio

Car Polo (c) 1977 Exidy.

Car Polo is an 'up-to-four player' full color video game that combines the skills of driving with the intense player interaction of team sports. The object is to score by bumping or pushing the ball with a car into your team's goal. Teamwork revolves around passing and blocking strategy. Play becomes fast and furious, and excitement is enhanced by car motor noises, crash sounds, controlled grass skids and bouncing ball motions.

- TECHNICAL -

Main CPU : MOS Technology M6502 (@ 940.75 Khz)

Screen orientation : Horizontal
Video resolution : 240 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 17

Players : 4
Control : dial
Buttons : 3

- TRIVIA -

Released in March 1977.

Car polo is the first video games utilizing the micro-processor technology (controlled by a Single Logic Board) and a color display.

H.R. Pete Kauffman founded Exidy in 1973 as a manufacturer of coin-operated video games. 'Exidy' is an abbreviation of 'Excellence In Dynamics'.

- TIPS AND TRICKS -

* Bugs : If you insert a coin too fast (before the GAME OVER sign appears), the cars will chase 'away' from the ball.

- STAFF -

Designed and programmed by : Howell Ivey

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=392&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=carrace,
$bio

Car Race (c) 1981 Commodore

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83790&o=2

$end


$spc1000_cass=carrace,
$bio

Car Race (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83492&o=2

$end


$ti99_cart=carwars,
$bio

Car Wars [Model PHM 3054] (c) 1981 Texas Instruments

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84526&o=2

$end


$info=m5carwsh,m5carwsh10,
$bio

Car Wash (c) 199? BWB.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41547&o=2

$end


$tutor=crzracer,
$bio

Car-azy-racer [Model 8302] (c) 1983 Tomy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101365&o=2

$end


$msx1_cart=carrace,carraceb,carracea,
$bio

Car-Race (c) 1983 Ample Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76632&o=2

$end


$pc98=caramqst,
$bio

Caramel Quest - Meitenkyuu no Megamizou (c) 1991 Agumix [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89084&o=2

$end


$x68k_flop=carat,
$bio

Carat (c) 1993 Cybertech Custom

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87196&o=2

$end


$pc98=carat,carata,
$bio

Carat - Magical Blocks (c) 1992 Cybertech Custom

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89085&o=2

$end


$snes=caravan,
$bio

Caravan Shooting Collection (c) 1995 Hudson Soft [Hudson Group].

10th anniversary shoot'em up games retrospective for the Super Famicom featuring the first 3 titles used for the 'Caravan' high score competitions of the 80s:
- Star Force (1985)
- Star Soldier (1986)
- Hector '87 (1987)

- TECHNICAL -

[Model SHVC-AS8J-JPN]

- TRIVIA -

Caravan Shooting Collection was released on July 07, 1995 in Japan for 6800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48070&o=2

$end


$pc98=carax92,
$bio

Carax 92 (c) 1992 Bio 100% [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89086&o=2

$end


$pc8801_flop=carbo,
$bio

Carbo (c) 1987 Compaq [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91489&o=2

$end


$amigaocs_flop=carcharo,
$bio

Carcharodon - White Sharks (c) 1991 Demonware

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73671&o=2

$end


$pc98=cardbust,
$bio

Card Buster (c) 1993 F-88 [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89087&o=2

$end


$pc98=cardbus2,
$bio

Card Buster 2 - Fukkatsu no Seihishaku (c) 1994 F-88 [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89088&o=2

$end


$info=m4cardcs,
$bio

Card Cash (c) 199? Barcrest.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15229&o=2

$end


$pc98=cardforc,
$bio

Card Force (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89089&o=2

$end


$pc8801_flop=cardforc,
$bio

Card Force III (c) 1990 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91490&o=2

$end


$pc8801_flop=cardfor1,
$bio

Card Force IV (c) 1990 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91491&o=2

$end


$pc8801_flop=cardgam2,cardgam2a,
$bio

Card Game Pro-8.8K Vol.2 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91492&o=2

$end


$pc8801_flop=cardgam1,
$bio

Card Game Vol.1 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91493&o=2

$end


$gameboy=cardgame,
$bio

Card Game [Model DMG-CGA] (c) 1990 Coconuts Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65743&o=2

$end


$info=cardline,
$bio

Card Line (c) 199? Veltmeijer Automaten.

A card game.

- TECHNICAL -

Main CPU : I8051 (@ 12 Mhz)
Sound Chips : OKI6295 (@ 8 Khz)

Screen orientation : Horizontal
Video resolution : 512 x 280 pixels
Screen refresh : 60.00 Hz
Palette colors : 512

Player : 1
Buttons : 10

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4842&o=2

$end


$snes=cardmstr,
$bio

Card Master - Rimusaria no Fuuin [Model SHVC-RF] (c) 1992 HAL Laboratory, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61126&o=2

$end


$gba=cardprty,
$bio

Card Party [Model AGB-A8CJ-JPN] (c) 2002 MediaKite [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70107&o=2

$end


$x68k_flop=cardpro,
$bio

Card Pro-68K (c) 1991 Sharp [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87197&o=2

$end


$info=m5card,
$bio

Card Shark (c) 200? Vivid.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15669&o=2

$end


$info=m5cshkcb,m5cshkcb12,m5cshkcb13,
$bio

Card Shark Club (c) 2003 Vivid.

- TECHNICAL -

Cabinet Dimensions (HxWxD)  :
179cm x 68cm x 68cm

- TRIVIA -

Card Shark Club was released on January 20, 2003.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15670&o=2

$end


$gbcolor=cardshrk,
$bio

Card Sharks [Prototype] (c) 2000 Bonsai Ent. Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67632&o=2

$end


$ti99_cart=cardshp,
$bio

Card Sharp (c) 198? Milton Bradley Co. [East Longmeadow, MA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84527&o=2

$end


$pcecd=cardangl,
$bio

Cardangels (c) 1994 Fujicom

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58133&o=2

$end


$gbcolor=ccsakuitb,ccsakuita,ccsakuit,
$bio

Cardcaptor Sakura - Itsumo Sakura-chan to Issho [Model DMG-AM7J-JPN] (c) 1999 M²TO, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67633&o=2

$end


$gba=ccsakumg,
$bio

Cardcaptor Sakura - Sakura Card de Mini Game [Model AGB-BK3J-JPN] (c) 2003 TDK Core

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70109&o=2

$end


$gba=ccsakuhn,
$bio

Cardcaptor Sakura - Sakura Card Hen - Sakura to Card to Otomodachi [Model AGB-BKSJ-JPN] (c) 2004 MTO, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70108&o=2

$end


$wswan=ccsakura,
$bio

Cardcaptor Sakura - Sakura to Fushigi na Clow Card [Model SWJ-BAN01A] (c) 1999 Bandai Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86309&o=2

$end


$gbcolor=ccsakuto,
$bio

Cardcaptor Sakura - Tomoeda Shougakkou Daiundoukai [Model CGB-BS7J-JPN] (c) 2000 M²TO, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67634&o=2

$end


$amigaocs_flop=cardiaxx,
$bio

Cardiaxx (c) 1991 Electronic Zoo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73672&o=2

$end


$amigaocs_flop=cardiaxxa,
$bio

Cardiaxx [Budget] (c) 1991 Team 17

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73673&o=2

$end


$info=ep_cdspn,ep_cdspna,
$bio

Cardinal Spin (c) 199? Maygay.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40814&o=2

$end


$a2600=carebear,
$bio

Care Bears (c) 1983 Parker Bros.

- STAFF -

Programmer: Laura Nikolich

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50307&o=2

$end


$gba=carebearu,
$bio

Care Bears - The Care Quests [Model AGB-BEAE-USA] (c) 2005 Game Factory, The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70111&o=2

$end


$gba=carebear,
$bio

Care Bears - The Care Quests [Model AGB-BEAP] (c) 2005 Game Factory, The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70110&o=2

$end


$info=sc4cari,sc4caria,sc4carib,sc4caric,sc4carid,sc4carie,
$bio

Caribbean Cash (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR2326]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40056&o=2

$end


$info=sc5cari,sc5caria,sc5carib,sc5caric,sc5carid,sc5carie,sc5carif,sc5carig,
$bio

Caribbean Cash (c) 200? QPS Interactive.

- TECHNICAL -

[Scorpion 5]
[Model PR2326]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43081&o=2

$end


$info=sc4cariq,sc4cariqa,sc4cariqb,sc4cariqc,sc4cariqd,sc4cariqe,sc4cariqf,sc4cariqg,
$bio

Caribbean Cash (c) 200? QPS Interactive.

- TECHNICAL -

[Scorpion 4]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42472&o=2

$end


$info=m5carclb,
$bio

Caribbean Club (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41545&o=2

$end


$info=ccruise,
$bio

Caribbean Cruise (c) 1989 International Concepts.

- TECHNICAL -

Model Number : C102

- TRIVIA -

377 units were produced.

- STAFF -

Design by : John Trudeau
Art by : David Moore, Constantino Mitchell

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5249&o=2

$end


$info=cgold,
$bio

Caribbean Gold (c) 1986 Aristocrat.

- TECHNICAL -

Aristocrat Mark 2.5

3VXEC449

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=7686&o=2

$end


$info=cgold2,
$bio

Caribbean Gold II (c) 1995 Aristocrat.

- TECHNICAL -

MK4 hardware.

3XF5182H04

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=7695&o=2

$end


$info=carket,
$bio

Carket Ball (c) 1996 SemiCom.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32276&o=2

$end


$gbcolor=clewis2k,
$bio

Carl Lewis Athletics 2000 [Model CGB-BCLP-EUR] (c) 2000 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67635&o=2

$end


$amigaocs_flop=carlos,
$bio

Carlos (c) 1994 Microïds

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73674&o=2

$end


$cpc_cass=carlossa,
$bio

Carlos Sainz (c) 1990 Zigurat [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93379&o=2

$end


$msx1_cass=csainz,
$bio

Carlos Sainz - Campeonato del Mundo (c) 1990 Zigurat Soft [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94515&o=2

$end


$gbcolor=carmgeddg,
$bio

Carmageddon - Carpocalypse Now [Model CGB-AKWD-NOE] (c) 2000 SCI, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67638&o=2

$end


$gbcolor=carmgedd,
$bio

Carmageddon - Carpocalypse Now [Model CGB-AKWE-USA] (c) 2000 Titus

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67636&o=2

$end


$n64=carmgedd,carmgedda,carmgeddu,
$bio

Carmageddon 64 (c) 1999 Virgin Interactive.

The notorious crash-and-burn caper power-slides onto everyone's favorite home console. 

After Carmageddon PC publisher Interplay came down with an unexpected case of the willies, French publisher Titus snapped up rights to bring out the N64 version. After being in development longer than The Phantom Menace, Carmageddon finally hits the N64. 

In many ways your basic checkpoint-to-checkpoint arcade racer, Carmageddon PC raised hackles worldwide with the gratuitous featurette of having drivers run down pedestrians. For Carmageddon 64, developer Software Creations dialed back a tad on the mayhem. Now, the objects of your acceleration are swarms of lumbering zombies. Makes sense, too: What live human in his/her right mind wouldn't head for the hills at the sight of 4,000 pounds of thundering chrome? 

The wordy intro recounts how, in 2026, freakishly high solar activity zombified the vast majority of humanity. Condemned to a world without cable TV, the sentient survirors while away the postapocalyptic tedium by mowing down the undead hordes and, whenever they get a chance, T-boning rival drivers. The authorities look benignly upon such fun and games, even rewarding particularly impressive harvests with one-way tickets to off-world colonies. 

Despite the pop-eyed premise (which borrows heavily from '70s B-movie classics Death Race 2000 and Mad Max), Carmageddon plays far differently from your typical nail-the-A-Button racer. To squish as many zombies as possible, you'll find yourself backing up more often than a rookie outfielder trying to catch Mark McGwire's yard jobs.

The Pak boasts 10 characters rampaging through 37 levels in more than a score of vehicles. Power-ups include the Replusificator and Helium-Filled Zombies. 

Extremely sharp corners, narrow tunnels and cliff-face roads without guardrails all put a premium on handling. Compounding your problems are the TNT canisters that litter the tracks. Even though the controls are extremely tight, the brake button plays a bigger part here than in just about any racer we've seen since NASCAR 2000. 

Carmageddon offers three versus modes. In Eliminator, you compete to harvest a zombie quota. Obliterating your rival is the objective of Driven to Destruction, while the winner of Checkpoint Stampede is the first to clear all a course's checkpoints in any order. The 10 multiplayer arenas include a junkyard, a quarry, an amusement park and a snowy mountain. 

One of the most controversial games of its time, Carmageddon is beginning to shows its age, most notably in the murky palette. The lack of an on-screen map makes it too easy to get lost, while figuring out how to use the power-ups is just too darn complicated. On the plus side, first-rate steering controls and the sensational premise should rope in a flock of mature gamers.

- STAFF -

Interplay
VP of Development: Trish Wright
Producer: Shawn Jacoby
Director of QA: Jeremy S. Barnes
QA Manager: Michael Motoda
QA Project Supervisor: Robert Lark
Testers: Savina Greene, Rodney Smith, Sean Johnson, Henry C. Lee

Software Creations
Lead Programmer: Steven J. Batiste
Lead Artist: Steve Watson
Senior Programmer: Allan Findlay
Physics Engine: Simon Embley, Nick Watson, Andy Onions
Frontend Programmer: Mike Halsall
Frontend Concept & Art: Mike Bareham
Artwork: Mike Bareham, Neil Crosbourne, Dave Fish, Nick Kehoe-Gardner, Francis O'Brien, David Price, Christian Simcock, Martin Walker
Music: Chris Jojo
Sound Effects: Chris Jojo
Executive Producer: Paul Hibbard-Teall
Produced by: James Tripp, Trevor Bent
Project Manager: Jonathon Wild
Continuity: Lorraine Starr
Creations QA Manager: Paul Lee
Level Design: Trevor Bent, Paul Lee, Tony McColgan
Lead Tester: Colin Stone
Testers: Graeme Ankers, Jon Brown, Ajay Dadlani, Simon Hundleby, Tony McColgan
Additional Audio Scratches: DJ Daz Green
Zombie Vocals: Janet James, Chris Jojo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57626&o=2

$end


$pc98=carmnjpn,
$bio

Carmen Sandiego in Japan - Hannin Sagashite Nihon Zenkoku (c) 1989 Broderbund Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89090&o=2

$end


$pc98=carmine,
$bio

Carmine (c) 1986 Micro Cabin Co. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89091&o=2

$end


$pc8801_flop=carmine,carminea,
$bio

Carmine (c) 1987 Micro Cabin Co. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91494&o=2

$end


$x1_flop=carmine,
$bio

Carmine X1 (c) 1987 Micro Cabin Co. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85943&o=2

$end


$psx=carnageh,
$bio

Carnage Heart - Easy Zapping (c) 1997 Artdink Corp.

- TECHNICAL -

Game ID: SLPS-00919

- TRIVIA -

Released on July 24, 1997 in Japan.

Re-Editions:
[JP] "Carnage Heart - Easy Zapping [Model SLPM-87281]" (SuperLite 1500 Series, 2003)

- STAFF -

Producer: Katsushige Kasai
Director: Masaki Iizuka
Lead Programmer: Atsushi Onuma
Lead Graphic Designer: Katsutaka Tsukahara
Lead Sound Designer: Daisuke Nakakaze
Assistant Director: Kazuhiro Arai
Movie: Masashi Saitoh
Main Visual CG: Kenichi Abiko
Programmer: Yasufumi Kasagi
Graphic Designer: Akira Uruma, Masaki Kamikawa
Assistant Producer: Yasukazu Katsumata
Marketing: Keiichi Kadomasu, Mitsuyuki Kouyama
Advertising: Hiroshi Hiratsuka
Lead Analyst: Chikuma Fujita
Product Licesing Coordinator: Mika Hirano, Minoru Kousuge
Technical Advisor: Noritaka Miwa
Event Coordinator: Nobuaki Sakurai
PR Coordinator: Kaori Chiba
Project Coordinator: Shinji Miyamoto
OKE Data Participants: Mutsumi Abe, Tetsuya Akita, Terushige Fukui, Toshiya Gotoh, Yoshimasa Hatakeyama, Kouichi Hotta, Kousoh Ikemura, Yoshitomo Ikkai, Hideki Kishimoto, Haruyuki Kurachi, Takashi Matsumura, Hideaki Minakata, Hiroshi Nagai, Hiromichi Naitoh, Satoshi Nakayama, Keisuke Nishijima, Shinji Ooue, Masayuki Saito, Teruaki Satoh, Ryuichi Shimoda, Kouji Tabata, Yui Takahara, Ken Takahashi, Yasuo Takami, Hiroshi Toukai, Kunihiro Ueta, Kazumasa Yamazawa, Hiroyuki Yoshikawa, Syuuichi Tanae

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85010&o=2

$end


$info=carnevil,carnevil1,
$bio

CarnEvil (c) 1998 Midway Games, Incorporated.

CarnEvil is a rail shooter arcade game using a light gun. The game is set in the fictional town of Greeley Valley, Iowa. The main character's, Jacob (Player 1) and Lisa (Player 2), join a tractor-drawn trailer called Spooky Sam's Ghost Tour on its path through a cemetery. According to an urban legend, if a golden token is inserted into the jester's mouth on top of the tombstone of someone by the name of Ludwig Von Tökkentäkker, a haunted amusement park will rise from the earth.

Jacob leaves the tour with his friend, Lisa, and approaches the tombstone to find a golden coin sitting in a small hole on the tombstone, and surprised, Jacob inserts the coin into the jester's mouth, resulting in the legendary undead carnival rising from the ground. Jacob and Lisa take 2 [shotgun or shotguns] from the shooting gallery at the entrance and use them to fight through hordes of monsters, zombies, and insects as they escape.

First, Jacob and Lisa go to the "Rickety Town". There, they hop on the "Slay Ride" and battle several demonic elves, zombies dressed as goofy dinosaurs and flying bug like things and see Betty trapped on a ferris wheel. Finally, they battle "Krumpas", a Santa Claus like monster.

Jacob and Lisa then go to the "Haunted House" and battle through hordes of zombies, spiders, ghosts and bats. They notice that Betty is being chased by zombies. Jacob and Lisa enter the building and encounter Hambone, a large Jason Vorhees-like creature with a gatling gun for a hand. Jacob and Lisa defeat Hambone and proceed through the building. They find Betty being kidnapped by a Giant Spider upstairs and go after them. After going through "the hall of hands", Jacob and Lisa fight Hambone once again, who now has a skull launching grenade launcher for a hand, and is defeated again. Jacob and Lisa go onto the rooftop only to be pushed off by the car into a grave with a tombstone saying "Rest in Pieces". Jacob and Lisa at last fight "Evil Marie" who, after being defeated, falls on a tombstone.

The 2 then visit the "Freak Show" where they encounter Conjoined Acrobatic Men, Flies and Maggots with human heads, 8 legged monkeys, and a giant demon called "Eye-clops", a cyclops with more than one eye. They kill the monster and enter "The Chamber of Horrors", where they find Betty in a torture device. They leave to a Colosseum and fight "Junior", a Frankenstein-Like baby (or through the options menu, they can fight "Deddy", a disfigured Teddy Bear).

Then, they enter the Big Top, and fight clowns and circus animals to reach the center ring, whence they are taken to Tökkentäkker's zeppelin to face Tökkentäkker and his jester Umlaut.

After defeating Tökkentäkker and surviving the explosion of his airship, Jacob, Lisa, and Betty awaken a few hours later in a pile of leaves in the cemetery, and in front of Tökkentäkker's tombstone. Jacob then sees the token in its slot and, ignoring Betty's protests, puts it into the jester's mouth for a repeat performance.

- TECHNICAL -

Midway Seattle hardware

Main CPU : R5000 (@ 150 Mhz)
Sound CPU : ADSP2115 (@ 16 Mhz)
Sound Chips : (2x) DMA-driven (@ 16 Mhz)

Players : 2
Control : lightgun
Buttons : 2

- TRIVIA -

CarnEvil was released on October 31, 1998 in North America just in time for Halloween.

The title of the game is a pun for 'The Carnival of Evil'.

The following movies are referenced in the game in some sort of way: Carnival of Souls (1962), The Texas Chain Saw Massacre (1974), Friday the 13th Part 2 (1981), and Killer Klowns from Outer Space (1988).

The following poem appears at the start of the game:
When the moon is full and the trees are bare-
Walk through the Cemetery if you dare.
Where skeletons rot and corpses fester-
Locate to the tomb with the skull of a Jester.
Feed him a token all shiny and new-
It is then that CarnEvil will return for YOU!

Rob Zombie's 'Superbeast' is used for one of the attract sequences in the game.

The characters from "Trog" make a cameo in the Freak Show section, where the cavemen are frozen in a block of ice, the label states 'Frozen in time!'. The Dinos of Trog are enemies in the Rickety Town level.

It is said to be 'perhaps the most twisted video game ever' by the LA Weekly.

Jeff Matza holds the official record for this game with 2,083,180 points on February 19, 2000.

- TIPS AND TRICKS -

* Crazy Hats & Afro Haircuts : Choose the Haunted House stage and then shoot five times before the stage starts. You will see that the zombies and other characters will have crazy hats and even afros on their heads!

* Easy Kills : When starting the game don't go to the haunted house, either go to the freak show or the other one. After you beat the other stages go back to the haunted house and keep on shooting the mini-boss in the face mask until his mask comes off - then shoot him in the arms until you see one blow off. The next time you battle with him shoot him in the head and the missing arm that will give you a chance to survive him. After that you will encounter the main boss. Start to shoot her clothes off, that will make her weak so that you can beat her easily {you can do this on any boss or mini-boss}. 

* Defeat 'Hambone' Easily : The main weak point of Hambone, level one end-boss, is his large Gatling gun. That's right, just keep shooting as fast as you can at his gun and you will waste his energy and keep him from shooting at you. During the brief moments when he is not shooting, fire at either his head or legs but be sure to keep shooting the gun. As the screen moves from the right side of the hallway to the left, grab the shotgun that appears! Marksman lose very little energy on Hambone.

* Defeat 'Hambone the Revenge' Easily : Like his precursor, Hambone the Revenges' weak point is his Gatling gun (For this battle though, you should definitely have the machine gun). Unload on his gun, which shoots skulls instead of bullets. If you are playing alone, only three skulls should be fired; but with two players Hambone may fire six. Hambone the Revenge is probably the only end-boss that is best tackled alone. 

* Defeat 'Evil Marie' Easily : At the beginning of the battle, shoot at either Evil Marie's body or head until her clothes have fallen off or her face has been bloodied. Thereafter, focus on her weak point the hickey on her neck. Marie is a formidable foe who is best attacked with a friend. 

* Defeat 'Krampus' Easily : Krampus, the fourth level end-boss, is probably the toughest enemy that you will have to face. Shoot at his head and chest until these areas are bloodied. Then concentrate on his chest, which will open and expose the heart his main weak point. Krampus' legs and groin are also vulnerable. And in 2-player games, it's best for each character to train his firearm either above or below the torso.

* Defeat 'Eyeclops' Easily : To defeat Eyeclops, you will need to shoot every eye on his body. Although this sounds difficult, it really isn't. Rapid fire (and a decent aim) is the key. Shoot the eyes on his chest first, then go for the extremities! 

* Defeat 'Junior' Easily : Junior, the last end-boss, is the easiest to defeat. It's quite possible to beat him without getting a scratch. You will need to shoot every part of Junior's pudgy body until it turns red which means targeting the head, limbs and even his diaper! During one of his tantrums, when he rips apart the roof and vomits, make sure that you shoot the last morsel of yellow upchuck (If you don't, Junior's last meal is on you!). When he's all red, shoot the darker leg and give him his final spanking!

* Arcade operators can replace Junior with a boss called Deaddy in the game's additional adjustments menu.

- STAFF -

Based on a concept by : Jack E. Haeger

Executive producers : Neil Nicastro, Kenneth J. Fedesna
Production manager : Paul Dussault
Programming : Samuel Christian Zehr, Jason Blochowiak
Art : Scott Pikulski, Samuel Lewis Crider, Martin Murphy, Rowan Atalla, Martin Martinez, Jack E. Haeger
Lead game code programmer : Samuel Christian Zehr
Background movies (Direction and animation) : Samuel Lewis Crider, Rowan Atalla
3-D character design : Scott Pikulski
3-D character animation & Motion capture : Martin Murphy
Original score & Sound effects : Kevin Quinn, Jason Blochowiak (Special Thanks)
Opening & closing cinematics by Blur : Stephanie Taylor (CG producer), Aaron Powell (CG supervisor / animator), Kirby Miller (animator), Eric Prinkel (animator), Tim Miller (creative director)
Texture paintings : Martin Martinez
Cabinet graphics : Daniel Vincent Bigelow
Gun & cabinet design : Chris Bobrowski, Tom Kopera, Dave Link (Special Thanks)
Voice talent : Phoebe Fuller-Spichiger, Marc Falkenberg, Scott Pikulski, Stephanie Eckles, Martin Martinez, Rob Berry, Mary Lin Muscolino, Jack E. Haeger, Bethann Smukowski, Frank Welker (Enemmies voice)
Motion capture talent : Jack E. Haeger, Martin Murphy, Carlos Pesina
Hardware support : Sheridan Oursler, Rosalind Dugas, Leroy Brown, Pat Cox
Creative media : Christa Woss, Dave Paulus, Jennifer Chervenick, Patrick Fitzgerald, Bethann Smukowski (Beth Smukowski), Matt Derner, Tim Moran, Dave Grossman, Andy Lycke, Jim Tianis (as Jim Tiannis), Chris Skrundz
Game testers : Brian Lebaron, Paulo Garcia, Mike Vinokour, Eddie Ferrier, Alex Gilliam
Midway sales : Mark Struhs, Rachel Davies, Jenifer Gloria, Ron Baum, Lenore Sayers, Mark Chan, Joe Bundra, Vince Moreno, Michael Sengelmann, Marty Glazman

Special Thanks To: Greg Schwem, Stan Adams, Betsy Shepherd, JTC Advertising, Todd Ford, Dan Bransfield, Dave Tobey, Quincy Gourguechon, Bob Boulin, Linda Hansen, Casey Kundert, Michael Goss Photography, Ravenswood Studios
Game testers (Special Thanks): Darren Walker, Charmaine Pitchford, Black Sheep
Midway Sales (Special Thanks): Sasao Ohata
Many Thanks: John Root, Sheila Quinn, Ryan Quinn, Sal Divita, Yu Gu, Dr. Seuss, Jim Gentile, Princess Serenity, Mark Guidarelli, Kristin Ersland, Nellie King, Ed Keenan, Amy Atalla Hill, Kevin Day, Nik Ehrlich, Pat Goschy, Mike Lynch, Carol Decroix, Jack August H., Paul Martin, Cary Mednick, Mark Meyers, Herman Sanchez, Tom Anderson, Matt Booty, Yan, John Madeya, Rico Encarnado, Norma Rodriguez, Brian Eddy, Pfutz, Jason Skiles, Bill Dabelstein, Cindy Martinez, Steve Correll, Marshall, Don Knapp, Dio, Andy Eloff, Dewey Gosnell, Janice Becker, Dieter, The One Armed Man
The Big Bunyan Riders: Rob Berry, Vince Pontarelli, Jon Hey, Rich Carle, Kevin Quinn

- PORTS -

Despite its popularity in the arcade department, the game itself was never made compatible for home consoles or computers.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=393&o=2

$end


$a2600=carnivale,
$bio

Carnival (c) 1982 CBS, Incorporated.

European release. Game developed in USA. For more information about the gale itself, please see the original USA release entry; "Carnival [Model 2468]".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50309&o=2

$end


$coleco=carnival,
$bio

Carnival (c) 1982 Coleco Industries, Incorporated. [Amsterdam, NY, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53256&o=2

$end


$info=carnking,
$bio

Carnival King (c) 2002 Incredible Technologies.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4913&o=2

$end


$a800=carnmass,carnmassa,
$bio

Carnival Massacre [Model THB12011] (c) 1983 Thorn EMI Video

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82790&o=2

$end


$info=carnivalc,
$bio

Carnival (c) 1980 Gremlin/Sega Ind., Incorporated.

- TECHNICAL -

[Cocktail model]

There were 2 different cocktail cabinets available for this game. The 2 cocktails seem to represent 2 different generations of the Sega/Gremlin cocktail, the only differences between them are the control panel and coin mechs (Both cocktail cabinets were also used for other Sega games such as "Frogger").

The cocktail versions used small 13in. monitors and were relatively unadorned. The older ones had a larger control panel and different coin mechs. The only decoration was a set of instruction cards underneath the top glass (the cards were the same for both versions). These machines used small 2-Way joysticks for movement (instead of push buttons).

The upright and cocktail versions of this game used 2 different sets of PCBs. They both use the same wiring harness, but the cocktail version flips the display for the second player. This is a bit of an anomaly, usually games simply have a switch on the mainboard to switch between upright and cocktail mode.

- TRIVIA -

For more information about the game itself, please see the "Carnival [Upright model]" entry.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=19901&o=2

$end


$a2600=carnival,
$bio

Carnival (c) 1982 Coleco Industries, Incorporated.

Step right up and prove your skill at hitting targets in this challenging carnival shooting gallery.  Take aim to build up your score with careful choice of targets, but watch out for the bullet-eating ducks!

- TECHNICAL -

Model 2468

- TIPS AND TRICKS -

* DUCKS BITE THE BULLETS
What out! Ducks that you don't hit can fly down from the bottom row to eat ten of your bullets!
Special Strategy: Make sure you use up at least eight bullets before hitting the Extra-Bullet target.  Your bullet supply can never show more than 40 bullets.

* PIPE DREAMS
Eight on-target hits clear the pipes from the screen.  Hit the same color pipes with the two consecutive shots and you get four time the pipe score value.
Special Strategy: Knock out the pipes early in the game, while avoiding the moving targets.  If the pipes remain in view while you are hitting moving targets, ducks, ducks and more ducks start coming out!

* WIN SOME - LOSE SOME
Score extra points or bullets by hitting the plus-minus target when the plus sign shows.  But look out!  If the minus-sign is showing when the target is hit, the points or bullets are subtracted from your score or bullet supply.

* PROGRAMMER CREDIT:
Holding Fire and power on the Atari 2600. A dot will appear in the top row of targets. Shoot that dot before it turns into a duck to display the message "Programmed by S. Kitchen", in reference to Steve Kitchen.

- STAFF -

Programmer: Steve Kitchen

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50308&o=2

$end


$intv=carnival,
$bio

Carnival (c) 1982 Coleco Industries, Incorporated.

Based on the arcade game. This game captures the fun, excitement, and sounds of an old-time shooting gallery. Blaze away at clay pipes, dancing bears and sitting ducks. But watch out, those aren't ordinary sitting ducks. They come to life when they reach the end of the gallery, and avenge themselves by eating from your limited supply of ammunition. How many can you shoot down?

- TECHNICAL -

Model 2488

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60868&o=2

$end


$info=carnival,carnivalh,carnivalha,
$bio

Carnival (c) 1980 Gremlin/Sega Ind., Incorporated.

CARNIVAL is a 1 or 2 player alternate action game that simulates a carnival shooting gallery. The playfield consists of three target rows, a rotating pipe wheel, a bonus message panel, and a 'special' target block.

The player uses a left right control to position a rifle at the bottom of the screen, and a shoot control to fire the rifle. Two rows of bullets at the bottom of the screen indicate the number of shots remaining to the player. Every time the player shoots, one of the bullets disappears from the screen. More bullets are given during the first round than the others, so, the inexperienced player will have a chance to enjoy the play.

The game ends when the player runs out of bullets. This can occur on any round. A round ends when the player clears the playfield of all targets. At this point, a special 'shoot the bear' sequence appears, and when this is finished the player proceeds to the next more difficult (and higher scoring) round. This is Gremlin's Multi-Phase design concept that keeps games challenging to players of all levels.

When a player completes a round (ending with 'shoot the bear' sequence), the screen flips to the other player. When the original player resumes play, he advances to the next level of difficulty, exactly as he would have if the screen had not flipped to the other player. This method allows the players to more directly compare their scores, since they are always within one round of each other. Note that the player who ends the game first does not necessarily lose--he might still have the higher score when the game ends.

The three target rows move in a horizontal line from left to right (top row), right to left (middle row) and left to right (bottom row). There are five types of targets. The rows move as a continuous band--the targets exiting the playfield from the right side of the bottom row reappear at the left of the top row. The point value for hitting a row target is indicated along the right side of the game--maximum points for a top row target, medium points for a middle row target, and minimum points for a bottom row target. These values increase from round to round.

Rabbits and owls are simple targets, which disappear when hit.

Numbered sign targets award additional bullets to the player when hit, as well as awarding the points indicated for the row. These targets appear only on the top two rows to make them relatively difficult targets.

Five small letters, B, 0, N, U and S are randomly interspersed through the target rows. At the upper right of the playfield is the word ''bonus" spelled out is small letters. If the player manages to hit the moving bonus letters in order (b-o-n-u-s) a special bonus is awarded. The fact that the bonus is still active is shown by the bonus word in the upper right of the playfield. Every time a bonus letter in the correct order is hit, the small corresponding letter in the bonus panel enlarges to show that it has been hit. Whenever a bonus letter is hit out of order, the bonus panel disappears until the next round. The bonus panel reappears at the beginning of every round. The bonus value is determined by adding row target points into the bonus value. When the "B" letter is hit, the bonus value freezes for that round. This encourages waiting as long as possible before attempting to score the bonus.

Ducks are special targets. Whenever a duck reaches the bottom row, it is capable of leaving the row and flying down toward the player. If the duck manages to get past the player's rifle without being shot, it flies down to the bullet row and quickly eats 10 bullets. A maximum of three ducks can escape simultaneously.

The target rows move as a continuous band of targets, and no new owls, rabbits, or bonus letter targets are added once the round starts. 'More shots' targets and ducks are added during a round. The frequency of adding duck targets is tied to the round number. As the rounds get more difficult, more ducks are added as the round progresses.

A flying duck hit scores no points.

Bullets left over at the end of a round earn 50 points each.

The between rounds 'shoot the bear' sequence operates as a shooting gallery bear. Whenever the bear is hit, it rears up, roars, and continues motion in the opposite direction. Each hit speeds up the bear, and increases the point value, which is shown above the bear for each hit. When the bear leaves the screen (which it will always do eventually, since it speeds up with each hit) the between rounds sequence ends and a new round begins. As the rounds progress, more bears (a maximum of 4) appear on the screen simultaneously.

A special yellow-rimmed score panel appears in the upper left of the playfield, and stays on for random lengths of time. Four types of panels appear here, which either add or subtract points or bullets. Hitting any part of the panel border awards the score shown inside.

The bullet bonus panel is shown with a large plus sign, and a row of bullets. Immediately after appearing, the bullets begin disappearing fairly rapidly. When the bullets are depleted, the panel disappears. If hit, the player is awarded the number of bullets left in the panel when it was hit.

The score bonus is shown with the same large plus sign, and a score value. As with the bullets, the score value quickly decreases, until it hits zero and disappears.

The minus panels are similar to those above except a large minus sign indicates the number of bullets or points subtracted when hit. This discourages the practice of parking on the left margin and shooting--a miss will hit the negative target. These panels show a fixed number of bullets or points, and after a random time interval, disappear.

The pipe wheel contains 8 pipes of 4 different colors. A panel beneath the wheel restricts pipe hits to horizontally oriented pipes, and also indicates the point value for hitting a pipe. Every shot the player takes decrements the pipe value, except a shot which hits a pipe. This makes it advisable to hit pipes early in the round, when it is most difficult (since the player must shoot through heavily populated target rows). Hitting two pipes of the same color with two consecutive shots awards a bonus of four times the pipe value shown in the panel.

CARNIVAL is accompanied by background music. At the beginning of every round, the music begins at a slow rate and relatively low key. As the round progresses, the music speeds up and the melody shifts up in key. This gives the player a growing sense of urgency. As the round progresses, the playfield motion also gradually speeds up.

A small panel on the right of the playfield contains a musical note symbol. If the player wishes to turn off the music, he simply shoots the note panel. This makes the note disappear, and turns off the music. Hitting the panel again makes the note reappear and resumes the music. The note thus acts as a 'flip-flop' switch to turn the music on and off.

Every round begins with the music on.

There is a special case to consider near the end of a round: the player has cleared all of the targets except the ducks, and has plenty of bullets left so that he can simply sit and wait for the ducks. He would, in effect, prolong the game by refusing to end the round.

Theoretically, by hitting the ducks and 'more shots' signs, the round could be prolonged indefinitely. However, an internal "doomsday" timer in the game keeps track of how long a round has lasted. After a certain time limit (the same for each round), the frequency of new duck appearances increases dramatically.

The top 3 scores are shown during advertising, along with the player's initials. A player who scores in the top 3 is allowed to enter 3 initials by a special routine explained at the time of their writing. The rank is updated during the round. The player is both audibly and visually rewarded. There is a pronounced audible sound as the player's score passes that of another ranking player's score. And, they may watch their rank progress during the game.

CARNIVAL's basic play action is outlined below, as it appears in the game instructions.

Shoot all targets and pipes to advance to the next round.
Game is over when you run out of bullets.
Escaped ducks eat 10 bullets.
Hit B-O-N-U-S letters in sequence for special bonus. Bonus value stops increasing when 'B' is hit.
Hit same color pipes with 2 consecutive shots to score 4 times pipe value. Shoot number signs for more bullets.
Shoot the bear between rounds for extra points.

- TECHNICAL -

[Upright model]

There were 2 different upright cabinets available for this game. The first upright was the standard Sega/Gremlin woodgrain cabinet. The second was a white cabinet.

The upright machines were decorated in mostly orange, with a circus theme. The woodgrain ones often did not have sideart, but the white ones usually did. Both versions used buttons on the control panel for movement.

Game ID : 651-666

Main CPU : Zilog Z80 (@ 1.93356 Mhz)
Sound CPU : I8039 (@ 238.636 Khz)
Sound Chips : General Instrument AY8910 (@ 1.193181 Mhz)

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 64

Players : 1
Buttons : 5
Player-1 start, Player-2 start, Move Left, Move Right, Fire

- TRIVIA -

Released during June 1980.

Also released as "Carnival [Cocktail model]".

CARNIVAL contains the following sounds :
A clang sound every time a row target or bear is hit;
A pipe hit sound whenever a pipe is hit;
A bear roar whenever the bear is hit and rears up;
Three different duck quack sounds, to accompany up to three simultaneously escaped ducks;
A bonus sound for lighting the BONUS letters in the correct order;
A secondary bonus sound for pipe bonus and special panel bonus;
A rank sound as the player's score moves up in rank;
Background music; 
Rifle shot.

Fred Pastore holds the official record for this game with 386,750 points on June 3, 2001.

A Carnival unit appears in the 1983 movie 'Joysticks'.

- SCORING -

Shooting the bonus box at the top left: the score inside the box (+ or -).
Shooting an object in the top row scores the points at the right of the screen level with the top row (50, 60, etc).
A hit in the 2nd row scores the points at the right of the screen level with the 2nd row (30, 40, etc).
A hit in the bottom row scores the points at the right of the screen level with the bottom row (10, 20, etc).
A hit on a polar bear in the intermission screen scores 50 points.

- TIPS AND TRICKS -

* Make any ducks on the lowest level your priority at the start of a screen, as they will soon swoop down to steal some of your ammunition.

* Keep an eye out for the passing boxed '5' and '10' symbols, as these award 5 or 10 extra bullets respectively when shot. You won't have enough ammo to complete a screen without at least hitting a few of these.

* You can stay to the left of the screen, which will enable you to pick off any good bonuses in the bonus box at an early stage. Don't get too trigger happy though, or you might be dropping your score or losing a lot of ammo too quickly if you hit a negative 'bonus'.

* The key to getting a lot of hits on the polar bear(s) in the bonus stage is to concentrate on only one bear and hit it as close to dead centre as possible. If you do this keep firing rapidly and you'll rack up a few points as it won't be able to escape from a constant barrage of bullets.

* Extra bullet '5' and '10's only appear on the top two rows and don't reappear at the top after going offscreen from the middle row so make sure you pick them off whenever possible.

- STAFF -

Lead Programmer : Medo Moreno
Programmer : Helene Schlein
Programmer : Murphy Bivens

- PORTS -

* Consoles :
Colecovision (1982)
Mattel Intellivision (1982)
Atari 2600 (1982)

* Computers :
Sinclair ZX-Spectrum (1984, "Carnival", Eclipse Software)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=394&o=2

$end


$x68k_flop=caroll,
$bio

Caroll (c) 1990 System House Oh!

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87198&o=2

$end


$pc98=caroll,
$bio

Caroll (c) 1990 System House Oh!

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89092&o=2

$end


$psx=caromsho,
$bio

Carom Shot 2 (c) 1998 Argent

- TECHNICAL -

[Model SLPS-01486]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85011&o=2

$end


$bbca_cass,bbcb_cass=carousel,
$bio

Carousel (c) 1983 Acornsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51599&o=2

$end


$info=m5carou,
$bio

Carousel (c) 200? Empire Games Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15330&o=2

$end


$info=m4carou,m4caroua,m4caroub,m4carouc,
$bio

Carousel Club (c) 199? Crystal Leisure.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42037&o=2

$end


$info=carrera,
$bio

Carrera (c) 19?? BS Electronics.

A one player puzzle game, based on classic pairs memory game.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.6864 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.8432 Mhz)

Palette colors : 32

Players : 1
Buttons : 1

- TRIVIA -

The name 'Carrera' translated from the spanish as racing.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=7950&o=2

$end


$gba=carrera,
$bio

Carrera Power Slide [Model AGB-AEDP] (c) 2002 Stadlbaver Marketing-Vertieb GmbH [Germany]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70112&o=2

$end


$msx1_cass=carrcaba,
$bio

Carreras De Caballos (c) 1983 SIL [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94516&o=2

$end


$info=carb2002,
$bio

Carriage Bonus 2002 (c) 2002 Unknown.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=30696&o=2

$end


$info=carb2003,
$bio

Carriage Bonus 2003 (c) 2003 Unknown.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=30697&o=2

$end


$snes=carrierj,
$bio

Carrier Aces (c) 1995 Yumedia

- TECHNICAL -

Game ID: SHVC-ACAJ-JPN

- TIPS AND TRICKS -

Tail gunner
-----------
Fly a mission with an Avenger or Dauntless. Press R to switch to the tail gunner's view. When an enemy fighter appears, aim the gun as far down as possible, center it below the other airplane, then fire. As the enemy fighter approaches, it will fly directly into the bullets.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61127&o=2

$end


$snes=carrieru,
$bio

Carrier Aces [Model SNS-ACAE-USA] (c) 1995 CyberSoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62838&o=2

$end


$snes=carrier,
$bio

Carrier Aces [Model SNSP-ACAP-EUR] (c) 1995 CyberSoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62837&o=2

$end


$info=cawing,cawingu,cawingr1,cawingbl,cawingb2,
$bio

Carrier Airwing (c) 1990 Capcom.

Export release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "U.S. Navy [B-Board 89625B-1]".

- TECHNICAL -

Runs on the "CP System" hardware.
B-Board ID: 89624B-3

- TRIVIA -

The guy who looks like Sean Connery looks even more like Sean Connery in the Japanese release of the game than in the Export versions (graphic changed). Maybe in the hope to avoid license problems in the U.S. ?

- SERIES -

1. U.N. Squadron [CP-S No. 06] (1989) 
2. Carrier Airwing [CP-S No. 12] (1990)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=395&o=2

$end


$amigaocs_flop=carrierco,
$bio

Carrier Command (c) 1988 Firebird

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73675&o=2

$end


$amigaocs_flop=carrierca,
$bio

Carrier Command [Budget] (c) 1990 Mirror Image

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73676&o=2

$end


$amigaocs_flop=carrierc,
$bio

Carrier Command [VR Vol. 1] (c) 1990 Mirror Image

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73677&o=2

$end


$svision=carrier,
$bio

Carrier [Model SV10004] (c) 199? Travellmate

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95424&o=2

$end


$pc8801_flop=carrot,
$bio

Carrot (c) 1986 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91495&o=2

$end


$info=sc2cgc,
$bio

Carrot Gold Club (c) 1997 Bell-Fruit Mfg. Company, Limited. [B.F.M.].

- TECHNICAL -

[Model PR6833]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42182&o=2

$end


$pc98=carrothu,
$bio

Carrot Hunting (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89093&o=2

$end


$x68k_flop=carrot11,
$bio

Carrot Party Disk Magazine 11 (c) 199? Carrot Party

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87199&o=2

$end


$x68k_flop=carrot13,
$bio

Carrot Party Disk Magazine 13 (c) 199? Carrot Party

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87200&o=2

$end


$x68k_flop=carrot14,
$bio

Carrot Party Disk Magazine 14 (c) 199? Carrot Party

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87201&o=2

$end


$x68k_flop=carrot15,
$bio

Carrot Party Disk Magazine 15 (c) 199? Carrot Party

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87202&o=2

$end


$x68k_flop=carrot16,
$bio

Carrot Party Disk Magazine 16 (c) 199? Carrot Party

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87203&o=2

$end


$x68k_flop=carrot18,
$bio

Carrot Party Disk Magazine 18 (c) 199? Carrot Party

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87204&o=2

$end


$x68k_flop=carrot8,
$bio

Carrot Party Disk Magazine 8 (c) 199? Carrot Party

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87205&o=2

$end


$x68k_flop=carrot9,
$bio

Carrot Party Disk Magazine 9 (c) 199? Carrot Party

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87206&o=2

$end


$info=sc1carro,
$bio

Carrousel (c) 1996 ELAM.

- TECHNICAL -

Model 6041

- TRIVIA -

Carrousel was released in July 1996.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=19907&o=2

$end


$info=sp_carry,sp_carrya,
$bio

Carry On (c) 199? PCP.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42869&o=2

$end


$info=gl_coc,gl_coc29,gl_coc29p,gl_cocp,
$bio

Carry on Clubbin' (c) 199? Global Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15346&o=2

$end


$info=m4cojok,m4cojok__a,m4cojok__b,m4cojok__c,m4cojok__d,m4cojok__e,m4cojok__f,
$bio

Carry On Joker (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41283&o=2

$end


$info=ep_cosc,ep_cosca,
$bio

Carry on Screaming (c) 199? Maygay.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40033&o=2

$end


$info=ep_cow,ep_cowa,
$bio

Carry on Winning (c) 1998 Maygay.

- TRIVIA -

Carry on Winning was released in May 1998.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40822&o=2

$end


$info=sc4carry,sc4carrya,
$bio

Carry On Winning (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR1113]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42473&o=2

$end


$gba=carsi,
$bio

Cars - Motori Ruggenti (c) 2006 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70115&o=2

$end


$gba=cars,
$bio

Cars [Model AGB-BCAE-USA] (c) 2006 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70114&o=2

$end


$gba=carsc,carsa,carsb,carsg,
$bio

Cars [Model AGB-BCAP] (c) 2006 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70113&o=2

$end


$info=cartfury,
$bio

Cart Fury (c) 2000 Midway Games, Incorporated.

- TECHNICAL -

Midway Vegas hardware

Main CPU : RM7000 (@ 250 Mhz), ADSP2181 (@ 32 Mhz)
Sound Chips : (2x) DMA-driven (@ 32 Mhz)

Players : 4
Control : paddle
Buttons : 3

- TRIVIA -

Cart Fury was released in May 2000.

Michael Jackson used to own this game (Serial number: 43390406640). It was sold at the official Michael Jackson Auction on Apr. 24th, 2009.

- TIPS AND TRICKS -

* Enter the codes at the driver/car selection screen.
Code -- Effect 
Hold down VIEW 1 -- Extra cars 
Hold down VIEW 2 -- Extra drivers

- PORTS -

* Consoles :
Sony PlayStation 2 (2001)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3865&o=2

$end


$cpc_cass=cartedeu,
$bio

Carte D'Europe (c) 1985 VIFI-Nathan [Vifi International]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93380&o=2

$end


$amigaocs_flop=carthage,carthageu,
$bio

Carthage (c) 1990 Psygnosis, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73678&o=2

$end


$psx=cartonku,
$bio

Carton-kun (c) 2000 Irem Corp. [Japan]

- TECHNICAL -

[Model SLPS-02935]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85012&o=2

$end


$cdi=cartoonc,
$bio

Cartoon Carnival (c) 1994 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52798&o=2

$end


$cdi=cartoonjg,cartoonj,cartoonja,
$bio

Cartoon Jukebox (c) 1991 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52799&o=2

$end


$gba=cnblock,
$bio

Cartoon Network Block Party [Model AGB-AC9E-USA] (c) 2004 Majesco Sales, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70116&o=2

$end


$gba=cnspeed,
$bio

Cartoon Network Speedway [Model AGB-ANRE-USA] (c) 2003 Majesco Sales, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70117&o=2

$end


$adam_flop=cartso01,
$bio

Cartsoft #01 (c) 198? U.K. ADAM Subscribers

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82627&o=2

$end


$adam_flop=cartso04,
$bio

Cartsoft #04 (c) 198? U.K. ADAM Subscribers

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82628&o=2

$end


$adam_flop=cartso05,
$bio

Cartsoft #05 (c) 198? U.K. ADAM Subscribers

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82629&o=2

$end


$adam_flop=cartso07,
$bio

Cartsoft #07 (c) 198? U.K. ADAM Subscribers

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82630&o=2

$end


$adam_flop=cartso08,
$bio

Cartsoft #08 (c) 198? U.K. ADAM Subscribers

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82631&o=2

$end


$adam_flop=cartso14,
$bio

Cartsoft #14 (c) 198? U.K. ADAM Subscribers

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82632&o=2

$end


$adam_flop=cartso16,
$bio

Cartsoft #16 (c) 198? U.K. ADAM Subscribers

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82633&o=2

$end


$adam_flop=cartso19,
$bio

Cartsoft #19 (c) 198? U.K. ADAM Subscribers

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82634&o=2

$end


$amigaocs_flop=carvup,
$bio

CarVup (c) 1991 Core Design

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73670&o=2

$end


$x1_flop=casablan,
$bio

Casablanca (c) 1986 Thinking Rabbit [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85944&o=2

$end


$pc8801_flop=casablan,
$bio

Casablanca (c) 1986 Thinking Rabbit [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91496&o=2

$end


$msx2_flop=casablan,
$bio

Casablanca (c) 1988 Thinking Rabbit [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101524&o=2

$end


$pc98=casablan,
$bio

Casablanca ni Ai o - Satsujin-sha wa Jikuu o Koete (c) 1986 Thinking Rabbit [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89094&o=2

$end


$x68k_flop=casablan,
$bio

Casablanca ni Ai o - Satsujin-sha wa Jikuu o Koete (c) 1988 Thinking Rabbit [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87207&o=2

$end


$msx1_cass=casanova,
$bio

Casanova (c) 1989 Iber Software [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94517&o=2

$end


$info=casanova,
$bio

Casanova (c) 199? Unknown.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72870&o=2

$end


$cpc_cass=casanova,
$bio

Casanova [Model AMC-662] (c) 1989 MCM Software [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93381&o=2

$end


$info=cascade,
$bio

Cascade (c) 1978 Sidam.

Cascade is a 2-D game of skill. You control a multi-storied platform with a spinner-knob. Your goal is to prevent the falling rocks from ever reaching the ground. There are six rows of rocks to deal with. You start with a six-storied platform and you lose one platform per row of rocks cleared. You score points for those rocks you prevent from reaching the ground. Of course, the farther the row of rocks, the smaller and faster they become. Your ultimate goal is to get enough points so that you can continue your game should you lose your first one. Get your hard hat out and prepare to catch some rogue rocks.

- TECHNICAL -

Main CPU : MOS Technology M6502 (@ 756 Khz)
Sound Chips : Discrete circuitry.

Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2

Players : 1
Control : paddle
Buttons : 1

- TRIVIA -

This game is also known as "Avalanche".

- SCORING -

The score for each rock corresponds to its row number. Rows are numbered 1-6 starting from the lowest row and moving up. Therefore, the rocks values are :
Row 1 : 1 point
Row 2 : 2 points
Row 3 : 3 points
Row 4 : 4 points
Row 5 : 5 points
Row 6 : 6 points

- TIPS AND TRICKS -

* When you start the game, you will see six rows of rocks. Each row contains 32 rocks in it. At the bottom of the screen you will have your six-story platform to catch the falling rocks. Gameplay starts as soon as you press the SERVE button or after five seconds, whichever comes first. First, you must know how the game works so you can better play it :
1) You start with a six-story platform. Each time a row of 32 rocks is cleared (either by you catching it or it hits the ground), you lose one story and the remaining platform(s) become shorter.
2) Every two rows of rocks (64 rocks) become smaller then the previous two rows. In addition, they travel faster down toward your platform(s).
3) If you happen to clear out all six rows of rocks, the game will reload the top with more rocks. You will now start with a three-story platform. If you clear those rows, it will be a two-story platform. The final re-loading of rocks will give you a single platform to catch rocks with. You can only have a maximum of three rock refills (not counting the initial rocks at the beginning of the game).

* The maximum score you can get on each level is 687 points.

* When you are playing the game, only concentrate on catching the rocks with your bottom platform. If you have a multi-storied platform, you will catch a lot of the rocks before they even reach the bottom platform. Of course, in the later rows, this won't be the case.

* If you happen to get a miss, all the rocks that were falling will be placed back at the top (including the one you missed).

* Learn not to spin the control knob. This prevents you from losing control of where your platform is.  Instead, learn how to turn it gently to where you need to go. There is enough time to move from side to side.

* Speaking of placement, always try to keep near the middle. That way you can react faster to where the rocks are falling instead of going all the way left or right all the time.

* Whenever you either clear a screen or get enough points for extended play, there is a couple of seconds delay while the board sets up.

- PORTS -

* Consoles :
Atari 2600 ("Kaboom!")

* Computers :
Vic 20 ("The Sky is Falling")
Tandy Color Computer 2 ("Popcorn")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3991&o=2

$end


$bbca_cass,bbcb_cass=cascad50,
$bio

Cascade 50 (c) 19?? Cascade

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51600&o=2

$end


$info=sc4cmous,sc4cmousa,sc4cmousb,sc4cmousc,
$bio

Cash & Mouse (c) 200? QPS Interactive.

- TECHNICAL -

[Model PR2534]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42519&o=2

$end


$info=sc4cvani,sc4cvania,sc4cvanib,sc4cvanic,sc4cvanid,sc4cvanie,sc4cvanif,sc4cvanig,sc4cvanih,sc4cvanii,
$bio

Cash 'L' Vania (c) 200? QPS Interactive.

- TECHNICAL -

[Model PR2052]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15623&o=2

$end


$info=sc4cburn,sc4cburna,
$bio

Cash 'n' Burn (c) 200? QPS Interactive.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42481&o=2

$end


$info=sc4cnfrc,sc4cnfrd,sc4cnfrh,sc4cnfri,
$bio

Cash 'n' Fruit (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR4615]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61751&o=2

$end


$info=sc4cnfr,sc4cnfra,sc4cnfrb,sc4cnfre,sc4cnfrf,sc4cnfrg,
$bio

Cash 'n' Fruit (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR6815]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42520&o=2

$end


$info=sc4cad,sc4cada,sc4cadb,sc4cadc,sc4cadd,sc4cade,sc4cadf,sc4cadg,sc4cadh,sc4cadi,sc4cadj,sc4cadk,sc4cadl,sc4cadm,sc4cadn,sc4cado,sc4cadp,sc4cadq,
$bio

Cash Adder (c) 200? QPS Interactive.

- TECHNICAL -

[Model PR2528]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15625&o=2

$end


$info=as_cshah,
$bio

Cash Ahoi (c) 200? Lowen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41826&o=2

$end


$info=ep_cahoy,ep_cahoya,ep_cahoyb,
$bio

Cash Ahoy (c) 199? Maygay.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40806&o=2

$end


$info=j2cshalm,
$bio

Cash Alarm (c) 198? PCP.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40941&o=2

$end


$info=m5cashar,m5cashar04,
$bio

Cash Arena (c) 199? Barcrest.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=14882&o=2

$end


$info=m4cashat,m4cashat__0,m4cashat__1,m4cashat__2,m4cashat__3,m4cashat__4,m4cashat__5,m4cashat__6,m4cashat__7,m4cashat__8,m4cashat__9,m4cashat__a,m4cashat__b,m4cashat__c,m4cashat__d,m4cashat__e,
$bio

Cash Attack (c) 1997 Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40018&o=2

$end


$info=m5cashat,
$bio

Cash Attack (c) 200? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41549&o=2

$end


$info=sc1cshata,sc1cshatc,sc1cshatf,sc1cshatg,sc1cshath,sc1cshati,
$bio

Cash Attraction (c) 1989 Bell-Fruit Mfg.

- TECHNICAL -

[Model 5489]

- TRIVIA -

Released in July 1989 in the UK.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15138&o=2

$end


$info=sc1cshat,sc1cshatb,
$bio

Cash Attraction (c) 1990 Bell-Fruit Mfg. Company, Limited. [B.F.M.]

- TECHNICAL -

[Model 5602]

- TRIVIA -

Released in January 1990 in the UK.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61735&o=2

$end


$info=pr_cashb,
$bio

Cash Back (c) 199? Project Coin Machines, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42079&o=2

$end


$info=sc4cbaz,sc4cbaza,sc4cbazb,sc4cbazc,sc4cbazd,sc4cbaze,sc4cbazf,sc4cbazg,sc4cbazh,sc4cbazi,sc4cbazj,sc4cbazk,
$bio

Cash Bazaar Club (c) 200? BFG.

- TECHNICAL -

[Model PR1349]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42478&o=2

$end


$info=sc4cblas,sc4cblasa,
$bio

Cash Blast (c) 200? Voodoo Games.

- TECHNICAL -

[Model PR1683]
[Scorpion 4]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42479&o=2

$end


$info=sc5cblas,sc5cblasa,
$bio

Cash Blast (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Scorpion 5]
[Model PR1683]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43082&o=2

$end


$info=b85cblit,b85cblita,b85cblitb,
$bio

Cash Blitz (c) 1987 Bell-Fruit Mfg.

- TECHNICAL -

System 85

- TRIVIA -

Cash Blitz was released in August 1987.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15147&o=2

$end


$info=j2cashbn,
$bio

Cash Bonus Club (c) 198? JPM International.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40929&o=2

$end


$info=sp_cbowl,sp_cbowla,sp_cbowlb,sp_cbowlc,sp_cbowld,sp_cbowle,sp_cbowlf,sp_cbowlg,sp_cbowlh,sp_cbowli,sp_cbowlj,sp_cbowlk,sp_cbowll,sp_cbowlm,sp_cbowln,sp_cbowlo,sp_cbowlp,sp_cbowlq,sp_cbowlr,sp_cbowls,
$bio

Cash Bowl (c) 199? Ace Coin Equipment, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42224&o=2

$end


$info=j6cshbox,j6cshboxa,j6cshboxb,
$bio

Cash Box Club (c) 200? Empire Games Limited.

- TECHNICAL -

Impact

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15329&o=2

$end


$info=j6cshbst,j6cshbsta,j6cshbstb,j6cshbstc,j6cshbstd,
$bio

Cash Buster (c) 199? JPM International.

- TECHNICAL -

Impact

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41082&o=2

$end


$info=sc1cshcda,sc1cshcdb,
$bio

Cash Card (c) 1988 Bell-Fruit Mfg. Company, Limited.

- TECHNICAL -

Model 5146

- TRIVIA -

Cash Card was released in October 1988 in the UK.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15137&o=2

$end


$info=sc1cshcd,
$bio

Cash Card (c) 1992 ELAM Group.

- TECHNICAL -

Model 5514

- TRIVIA -

Cash Card was released in July 1992.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61747&o=2

$end


$info=j2cshcrd,
$bio

Cash Cards (c) 198? PCP.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40942&o=2

$end


$info=as_cshcs,
$bio

Cash Castle (c) 200? Lowen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41827&o=2

$end


$info=cashcham,
$bio

Cash Chameleon (c) 1996 Aristocrat.

A video slot machine with 5 reels and 20 lines.

- TECHNICAL -

Aristocrat MKV hardware.
CPU : ARM250 @ 12MHz
Video resolution : 640x400, 256 colours.

Button panel (14 button MVP cabinet):
Bet buttons: 1, 5, 10, 20, 25 credits
Line buttons: 1, 5, 10, 15, 20 lines
Extra buttons: Collect (yellow), Reserve (green), Gamble (purple) and Take Win (orange)

The 1, 5, 20 and 25 credit buttons are used for a Heart, Diamond, Club and Spade gamble respectively. This gamble is x4 if correct.
The 1 and 20 line buttons are also used for the standard red/black double up.

Some machines have an alternate bet setup of 1, 2, 3, 4 and 5 credits for a maximum bet of 100 credits.

- TRIVIA -

Unfortunately the Cash Chameleon feature doesn't always give you the right colours!

- SCORING -

Green Chameleons appear on reels 2, 3, 4 and 5 and change colour to substitute for Chameleons.
Red, Blue and Yellow Chameleons only appear on reel 1.
Scattered Dollar Signs pay any.

Paytable (Standard versions):
Red Chameleon : 3 = 1000 4 = 2000 5 = 15000
Blue Chameleon : 3 = 250 4 = 1000 5 = 10000
Yellow Chameleon : 3 = 200 4 = 1000 5 = 5000
Mixed Chameleon : 3 = 100 4 = 500 5 = 1000
Hat : 3 = 50 4 = 300 5 = 1000
Microphone : 3 = 30 4 = 200 5 = 1000
King : 3 = 25 4 = 100 5 = 500
Queen :  3 = 20 4 = 50 5 = 250
Jack : 3 = 10 4 = 25 5 = 200
Ten : 3 = 5 4 = 20 5 = 100
Dollar Sign : 2 = 2 3 = 5 4 = 25 5 = 1000

Paytable (New Zealand version):
Red Chameleon : 3 = 1000 4 = 2000 5 = 4000
Blue Chameleon :3 = 500 4 = 1000 5 = 2000
Yellow Chameleon : 3 = 250 4 = 1000 5 = 1500
Mixed Chameleon : 3 = 100 4 = 500 5 = 1000
Hat : 3 = 50 4 = 250 5 = 1000
Microphone : 3 = 30 4 = 200 5 = 1000
King : 3 = 25 4 = 100 5 = 500
Queen :  3 = 20 4 = 50 5 = 250
Jack : 3 = 10 4 = 25 5 = 200
Ten : 3 = 5 4 = 20 5 = 100
Dollar Signs : 2 = 2 3 = 5 4 = 25 5 = 250

- SERIES -

1) Cash Chameleon (1996)
2) Queens of Cash (1999)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4977&o=2

$end


$info=sc1cscl,sc1cscla,m1cashc,m1cashca,
$bio

Cash Classic (c) 199? Global Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42129&o=2

$end


$info=ep_ccock,ep_ccocka,ep_ccockb,ep_ccockc,
$bio

Cash Cocktail (c) 199? Maygay.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40813&o=2

$end


$info=sc1ccoin,
$bio

Cash Coin (c) 1998 ELAM

- TECHNICAL -

Model 1051

- TRIVIA -

Cash Coin was released in October 1998.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=19908&o=2

$end


$info=m4cashcn,
$bio

Cash Connect (c) 1990 Barcrest.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15227&o=2

$end


$info=sc4cconx,sc4cconxa,sc4cconxb,sc4cconxc,sc4cconxd,
$bio

Cash Connexion (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR7038]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42487&o=2

$end


$info=m4ccop,m4ccopa,m4ccopb,
$bio

Cash Cops (c) 199? Coin World.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42364&o=2

$end


$info=j6cshcnt,j6cshcnta,
$bio

Cash Countdown (c) 2001 JPM International.

- TRIVIA -

Cash Countdown was released in December 2001 in the UK.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15855&o=2

$end


$info=m4cashco,m4cashcoa,m4cashcob,m4cashcoc,m4cashcod,
$bio

Cash Counter (c) 199? Barcrest.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15226&o=2

$end


$info=hb_ccow,hb_ccowa,hb_ccowb,
$bio

Cash Cow (c) 200? QPS Interactive.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15622&o=2

$end


$info=cashcrop,
$bio

Cash Crop (c) 1999 WMS Gaming.

- TRIVIA -

Released in October 2000.

- PORTS -

* Computers :
Microsoft Windows (2009, "Slots WMS Double Pack")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=7829&o=2

$end


$info=hb_cashc,hb_cashca,hb_cashcb,
$bio

Cash Crusade (c) 200? QPS Interactive.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15621&o=2

$end


$info=sc4ccrus,sc4ccrusa,sc4ccrusb,
$bio

Cash Crusaders (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR2006]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42488&o=2

$end


$info=m3cdash,
$bio

Cash Dash (c) 198? PCP.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41174&o=2

$end


$info=j6cdivr,
$bio

Cash Diver (c) 199? Crystal Leisure.

- TECHNICAL -

IMPACT

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41933&o=2

$end


$info=m4cshenc,m4cshenc__a,m4cshenc__b,m4cshenc__c,m4cshenc__d,
$bio

Cash Encounters (c) 199? BWB.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41294&o=2

$end


$info=sc4cerup,
$bio

Cash Eruption (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR2020]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42489&o=2

$end


$info=b85cexpl,
$bio

Cash Explosion (c) 1989 B.F.M.

- TECHNICAL -

System 85

- TRIVIA -

Cash Explosion was released in March 1989 in the UK.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=19909&o=2

$end


$info=sc1cexpl,sc1cexpla,sc1cexplb,
$bio

Cash Explosion (c) 1988 BFM.

- TECHNICAL -

Model 5415

- TRIVIA -

Cash Explosion was released in November 1988 in the UK.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40234&o=2

$end


$info=sc1cexpd,
$bio

Cash Explosion (c) 1989 ELAM Group.

- TECHNICAL -

Model 5512

- TRIVIA -

Cash Explosion was released in September 1989.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61748&o=2

$end


$info=sc2cexpld,sc2cexpla,
$bio

Cash Explosion (c) 1996 Bell-Fruit Mfg. Company, Limited. [B.F.M.].

- TECHNICAL -

Scorpion 2
[Model 6518]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61496&o=2

$end


$info=sc2cexpl,sc2cexplb,sc2cexplc,sc2cexple,
$bio

Cash Explosion (c) 1996 Bell-Fruit Mfg. Company, Limited. [B.F.M.]

- TECHNICAL -

[Model 6776]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61730&o=2

$end


$info=sc4cexpl,sc4cexpla,sc4cexplb,sc4cexplc,sc4cexplf,sc4cexplg,
$bio

Cash Explosion (c) 200? Mazooma Games.

Cash Explosion is a board game with hi-lo gamble. Cash explosion has numbers overlayed on 3 reels. These numbers add into an 11 position trail with position 8 or above starting the feature. Position 4 awards a trail bonus to help start the feature. Feature entry can also be achieved from a reel win.

Once in the feature, players use the start button to move around the board, collecting CASH, NUDGES, PICKS, LIGHTERS and DYNAMITES as they land on them. Players can be awarded the same item again by hi-lo gambling.

Collecting 3 LIGHTERS allows PICKS to be used to get WIN SPINS, CASH KNOCKOUTS, CASH, FEATURES or more DYNAMITE.

Collecting 5 DYNAMITES starts the Big Money feature.

- TECHNICAL -

[Model PR2076]

Technology : Scorpion 4
Cabinet : Eclipse Front-Opening
Jackpot : £25
Stakes : 30p play

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11895&o=2

$end


$info=sc4cexpld,sc4cexple,
$bio

Cash Explosion (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR2120]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42823&o=2

$end


$info=sc5cfact,sc5cfacta,
$bio

Cash Factor (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR1681]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42490&o=2

$end


$info=j2cashfl,
$bio

Cash Falls (c) 198? JPM International.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40930&o=2

$end


$info=ep_cfall,ep_cfalla,ep_cfallb,ep_cfallc,ep_cfalld,ep_cfalle,ep_cfallf,
$bio

Cash Falls (c) 1998 Maygay.

- TRIVIA -

Cash Falls was released in July 1998.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40815&o=2

$end


$info=j2cshfil,
$bio

Cash Filla (c) 198? PCP.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40943&o=2

$end


$info=ep_cflow,ep_cflowa,ep_cflowc,ep_cflowd,
$bio

Cash Flow (c) 1998 Maygay.

- TRIVIA -

Cash Flow was released in August 1998.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=18197&o=2

$end


$info=ep_cgord,ep_cgorda,ep_cgordb,ep_cgordc,
$bio

Cash Gordon (c) 199? Maygay.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40091&o=2

$end


$info=sc4chand,sc4chanda,sc4chandb,sc4chandc,
$bio

Cash in Hand (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR7108]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42497&o=2

$end


$info=ep_cshpn,ep_cshpna,
$bio

Cash in the Pan (c) 200? Maygay.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40824&o=2

$end


$info=v4cshinf,
$bio

Cash Inferno (c) 199? BWB.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42281&o=2

$end


$info=sc4cinv,sc4cinva,sc4cinvb,sc4cinvc,sc4cinvd,sc4cinve,sc4cinvf,sc4cinvg,sc4cinvh,sc4cinvi,
$bio

Cash Invaders (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR6809]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42502&o=2

$end


$info=m1cik,m1cik11,m1cik11n,m1cik11np,m1cik11p,m1cik12,m1cik21,m1cik21p,m1cik31,m1cik31p,m1cik41,m1cik41p,m1cik51,m1cik51o,m1cik51p,m1cikh,m1cikp,
$bio

Cash Is King (c) 1997 Maygay.

- TECHNICAL -

M1A/B

- TRIVIA -

Cash Is King was released in July 1997.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40221&o=2

$end


$info=m4clab,m4clab__a,m4clab__b,m4clab__c,m4clab__d,m4clab__e,m4clab__f,m4clab__g,m4clab__h,m4clab__i,m4clab__j,
$bio

Cash Lab (c) 199? QPS Interactive.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15620&o=2

$end


$info=m4cashln,m4cashln__0,m4cashln__1,m4cashln__2,m4cashln__3,m4cashln__4,m4cashln__5,m4cashln__6,m4cashln__7,m4cashln__8,m4cashln__9,m4cashln__a,m4cashln__b,m4cashln__c,m4cashln__d,m4cashln__e,
$bio

Cash Lines (c) 199? Barcrest.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15224&o=2

$end


$info=m1cashln,
$bio

Cash Lines (c) 199? Maygay.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42341&o=2

$end


$info=m5cashln,
$bio

Cash Lines (c) 200? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41550&o=2

$end


$info=sc1clinsb,sc1clinsc,sc1clinsd,sc1clinse,
$bio

Cash Lines (c) 1988 Bell-Fruit Mfg.

- TECHNICAL -

Model 5159

- TRIVIA -

Cash Lines was released in March 1988.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15154&o=2

$end


$info=sc1clins,sc1clinsa,
$bio

Cash Lines (c) 1990 Bell-Fruit Mfg. Company, Limited..

- TECHNICAL -

Model 5774

- TRIVIA -

Cash Lines was released in March 1990 in the UK.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61746&o=2

$end


$info=m4cashmn,m4cashmn__0,m4cashmn__1,m4cashmn__2,m4cashmn__3,m4cashmn__4,m4cashmn__5,m4cashmn__6,m4cashmn__7,m4cashmn__8,m4cashmn__9,m4cashmn__a,m4cashmn__b,m4cashmn__c,m4cashmn__d,m4cashmn__e,
$bio

Cash Machine (c) 199? Barcrest.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15223&o=2

$end


$info=m4cashmx,m4cashmxa,
$bio

Cash Matrix (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41268&o=2

$end


$info=j2cshnud,
$bio

Cash Nudger (c) 198? MDM Leisure.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40944&o=2

$end


$info=ep_ctit,ep_ctita,
$bio

Cash of the Titans (c) 199? Maygay.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40827&o=2

$end


$info=sc5ctit,sc5ctita,
$bio

Cash of the Titans (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR3204]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42537&o=2

$end


$info=sc4clash,sc4clasha,sc4clashb,sc4clashc,sc4clashd,sc4clashe,sc4clashf,sc4clashg,
$bio

Cash on the Lash (c) 200? Mazooma Games.

Cash on the Lash has overlaid numbers on the reels which add to the trail. Trail position 4 awards a bonus. Feature entry is achieved by reaching position 8 or higher. The main feature is a lapper which increments Cash, Nudges, Picks, Beer and Champagne. Mystery squares can be taken or the player can collect one of the available pots. Successful Hi-Lo gambles whilst on a square awards that position again. The Super Feature is activated when 3 beers are collected from the board or from super start on the number trail. In Super Feature PICKS can be used to select or eliminate Features, Win Spins, Knockouts or Cash Awards. 5 Champagne symbols collected from the Super Feature or board game awards BIG MONEY! 3 Red Box symbols on the WinLine awards 1 of 5 hidden features.

- TECHNICAL -

[Model PR2118]

Technology : Scorpion 4
Cabinet : Eclipse Front-Opening

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11889&o=2

$end


$info=sc2cnile,sc2cnile1,sc2cnile2,sc2cnile2p,sc2cnilep,
$bio

Cash on the Nile Club (c) 1993 Bell-Fruit Mfg. Company, Limited. [B.F.M.].

- TECHNICAL -

[Model 6060]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42184&o=2

$end


$coco_cart=cashplan,
$bio

Cash Planner (c) 1983 FarmFax

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53413&o=2

$end


$info=cashquiz,
$bio

Cash Quiz (c) 1986 Zilec-Zenitone.

A quiz game. Test your knowledge from a wide range of categories.

- TECHNICAL -

Main CPU : Zilog Z80
Sound Chips : SN76496

Players : 2
Buttons : 5

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11065&o=2

$end


$info=j6cshrd,j6cshrda,j6cshrdb,j6cshrdc,j6cshrdd,
$bio

Cash Raider (c) 1998 Ace Coin Equipment.

- TECHNICAL -

ELECTRA Cabinet
Height : 176 cm.
Width : 68,2 cm.
Depth : 66 cm.
Weight : 120 Kg.

- TRIVIA -

Cash Raider was released in December 1998 in the UK.

- TIPS AND TRICKS -

HOT TIPS
* Use the Reel Skill bonus option wisely. The player should look at the state of the progressives, name fill or feature matrix before deciding what to aim for.
* When using the trail nudges to fill the feature trail players should aim for bonus position 4.
* The Horn Of Plenty feature is well worth playing for and offers plenty of riches for the player.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=14862&o=2

$end


$info=sc5craid,sc5craida,
$bio

Cash Raider (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR2343]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42528&o=2

$end


$info=j2cashrl,
$bio

Cash Reels (c) 198? JPM International.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40931&o=2

$end


$info=j2cashrv,
$bio

Cash Reserve (c) 198? JPM International.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40933&o=2

$end


$info=j2cashro,
$bio

Cash Rolls (c) 198? JPM International.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40932&o=2

$end


$info=sp_crun,sp_cruna,sp_crunb,
$bio

Cash Run (c) 199? Crystal Leisure.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15286&o=2

$end


$info=m5cashrn,m5cashrn01,m5cashrn02,m5cashrn04,
$bio

Cash Run (c) 2001 Barcrest.

- TRIVIA -

Released in January 2001.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15222&o=2

$end


$info=j2cshsmh,
$bio

Cash Smash (c) 198? PCP.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40945&o=2

$end


$info=smih1619,smih1620,
$bio

Cash Spin (c) 2010 Bally Tech., Incorporated.

- TECHNICAL -

Software Part Number: 300513B
Game Kit #174580
Cabinet: ALPHA Elite V32 with iReels.

Topper Part Number: C765-213902
Topper Description: U-SPIN TO WIN!

- UPDATES -

SMI #H1619
Min/Max%: 85.72%/88.14%

SMI #H1620
Min/Max%: 88.38%/90.00%

- PORTS -

* Others :
Apple App Store (2010)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=34148&o=2

$end


$info=m5cshstx,
$bio

Cash Stax (c) 200? BWB.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41559&o=2

$end


$info=m4cstrik,m4cstrika,m4cstrikb,m4cstrikc,
$bio

Cash Strike (c) 200? Empire Games Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15328&o=2

$end


$info=ac1cshtw,
$bio

Cash Towers (c) 199? Ace Coin Equipment.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=14863&o=2

$end


$info=j6cshtwr,
$bio

Cash Towers (c) 199? JPM International.

- TECHNICAL -

Impact

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41083&o=2

$end


$info=j2cashtk,
$bio

Cash Track (c) 198? JPM International.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40935&o=2

$end


$info=j2cashtd,
$bio

Cash Track Deluxe (c) 198? JPM International.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40934&o=2

$end


$info=cashtrn,
$bio

Cash Train (c) 2005 Kupidon.

- TRIVIA -

Cash Train was released in January 2006.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=12075&o=2

$end


$info=j2cvault,
$bio

Cash Vault (c) 1987 JPM International.

- TRIVIA -

Released in December 1987.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15857&o=2

$end


$info=j6cshvgs,j6cshvgsa,j6cshvgsb,j6cshvgsc,j6cshvgsd,j6cshvgse,j6cshvgsf,j6cshvgsg,j6cshvgsh,j6cshvgsi,j6cshvgsj,j6cshvgsk,j6cshvgsl,j6cshvgsm,j6cshvgsn,j6cshvgso,j6cshvgsp,j6cshvgsq,j6cshvgsr,
$bio

Cash Vegas Strip (c) 199? JPM International.

- TECHNICAL -

Impact

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41084&o=2

$end


$info=sc2cvega,sc2cvega1,sc2cvega1p,sc2cvega2,sc2cvega2p,sc2cvega3,sc2cvega3p,sc2cvega4p,
$bio

Cash Vegas (c) 1996 Bell-Fruit Mfg. Company, Limited. [B.F.M.].

- TECHNICAL -

[Model 6714]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42424&o=2

$end


$info=sc5cvega,sc5cvegaa,
$bio

Cash Vegas (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR1610]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42538&o=2

$end


$info=smim000385a,smim000388a,smim000390a,smim000392a,smim000394a,smim000396a,
$bio

Cash Wave (c) 2011 Bally Tech., Incorporated.

- TRIVIA -

Released in December 2011.

- UPDATES -

SMI #M000385A
Min/Max%: 85.49/85.49
Odds to JP (50 lines played): 807

SMI #M000388A
Min/Max%: 88.14/88.14
Odds to JP (50 lines played): 719

SMI #M000390A
Min/Max%: 90.04/90.04
Odds to JP (50 lines played): 680

SMI #M000392A
Min/Max%: 91.91/91.91
Odds to JP (50 lines played): 604

SMI #M000394A
Min/Max%: 93.85/93.85
Odds to JP (50 lines played): 640

SMI #M000396A
Min/Max%: 95.96/95.96
Odds to JP (50 lines played): 572

- SCORING -

Top Award (x line bet): 500

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=45640&o=2

$end


$info=sc1cshwz,sc1cshwza,sc1cshwzb,sc1cshwzc,sc1cshwzd,sc1cshwze,sc1cshwzf,
$bio

Cash Wise (c) 1989 Bell-Fruit Mfg.

- TECHNICAL -

Model 5423

- TRIVIA -

Cash Wise was released in May 1989 in the UK.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15136&o=2

$end


$info=hb_cashx,hb_cashxa,
$bio

Cash X (c) 200? Fair Games UK, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40176&o=2

$end


$info=j7cexprs,
$bio

Cash Xpress (c) 200? JPM International.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=34910&o=2

$end


$info=m4cashzn,m4cashzna,
$bio

Cash Zone (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40213&o=2

$end


$info=m4czne,
$bio

Cash Zone (c) 199? BWB.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41298&o=2

$end


$info=sc4cashm,sc4cashma,sc4cashmb,sc4cashmc,sc4cashmd,sc4cashme,
$bio

Cashanova (c) 200? Mazooma Games.

Collect 3 Hearts on the winline for access to the Cashanova feature. Travel around the board using the Hi Lo reel and collect Cash Repeaters, Features and Reel Blasts. Collect 3 Heart symbols to unlock the Cashanova Hi Lo trail, and Hi Lo your way to the super WIN SERIES where BIG MONEY is guaranteed, or collect the Super Knockouts and a big prize could be a press away.

Cashanova is a new style of AWP from Mazooma, and has proved popular with a spectrum of players, and therefore has performed above all expectations on industry test.

- TECHNICAL -

[Model PR2008]
Technology : Scorpion 4
Cabinet : Eclipse with Note Acceptor facility.
Jackpot : £15 / £5
Stakes : 20p, 25p, 30p

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11908&o=2

$end


$info=sc4cashg,
$bio

Cashanova (c) 200? Nova.

- TECHNICAL -

[Model PR2022]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62073&o=2

$end


$info=sc4cashn,
$bio

Cashanova (c) 200? Eurocoin.

- TECHNICAL -

[Model PR2038E]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42474&o=2

$end


$info=cashcade,
$bio

Cashcade (c) 199? JPM International.

- TECHNICAL -

System 5 Video

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=39526&o=2

$end


$info=ep_cashn,ep_cashna,
$bio

Cashino (c) 200? Extreme Gaming.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15343&o=2

$end


$info=sc2cshcl,sc2cshcl1,sc2cshcl1p,sc2cshclp,
$bio

Cashino Club (c) 1994 Bell-Fruit Mfg. Company, Limited. [B.F.M.].

- TECHNICAL -

[Model 6232]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42185&o=2

$end


$info=m4cshino,
$bio

Cashino Deluxe (c) 199? PCP.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41295&o=2

$end


$info=j2cashry,
$bio

Cashino Royale (c) 198? PCP.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41899&o=2

$end


$info=sc1cshin,
$bio

Cashino (c) 1992 ELAM.

- TECHNICAL -

Model 5725

- TRIVIA -

Cashino was released in June 1992.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15144&o=2

$end


$info=sc4cr,sc4cra,sc4crb,sc4crc,sc4crd,sc4cre,sc4crf,
$bio

Cashraker (c) 200? QPS Interactive.

- TECHNICAL -

[Model PR2061]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15624&o=2

$end


$info=j6cas5,
$bio

Casino 5 Liner (c) 199? JPM International.

- TECHNICAL -

Impact

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41071&o=2

$end


$info=j6cas5,j6cas5a,j6cas5b,j6cas5c,j6cas5d,j6cas5e,j6cas5f,j6cas5g,j6cas5h,j6cas5i,j6cas5j,j6cas5k,j6cas5l,
$bio

Casino 5ive Liner (c) 1999 JPM International.

- TRIVIA -

Casino 5ive Liner was released in June 1999 in the UK.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15868&o=2

$end


$info=sc2cb7,sc2cb71,sc2cb72,sc2cb72p,sc2cb7p,
$bio

Casino Bar 7's (c) 1996 Bell-Fruit MFG.

- TECHNICAL -

[Model 6625]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15134&o=2

$end


$info=ec_casbx,ec_casbxo,ec_casbxcon,ec_casbx__a,ec_casbx__b,
$bio

Casino Bar-X (c) 199? Electrocoin Automatics, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41878&o=2

$end


$info=m1bargnc,m1bargncp,
$bio

Casino Bargain (c) 1990 Maygay.

- TECHNICAL -

M1A/B

- TRIVIA -

Casino Bargain was released in August 1990.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43656&o=2

$end


$info=ep_beavr,ep_beavra,ep_beavrb,ep_beavrc,ep_beavrd,ep_beavre,ep_beavrf,ep_beavrg,ep_beavrh,ep_beavri,ep_beavrj,ep_beavrk,ep_beavrl,ep_beavrm,ep_beavrn,ep_beavro,ep_beavr3,ep_beavr3a,ep_beavr3b,
$bio

Casino Beaver Las Vegas! (c) 2001 Global Games.

- TRIVIA -

Casino Beaver Las Vegas! was released in July 2001.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15369&o=2

$end


$info=casbjack,
$bio

Casino Black Jack [Lounge model] (c) 1980 Meyco Games.

- TRIVIA -

Originaly designed for Gametronics, Inc. in 1978/1979.

- STAFF -

Designed by : Darrell H. Smith

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=18612&o=2

$end


$info=j2casino,
$bio

Casino Classic (c) 198? PCP.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41900&o=2

$end


$info=ep_cclas,ep_cclasa,
$bio

Casino Classic (c) 199? Global Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40812&o=2

$end


$info=m1casclb,m1casclb1,m1casclbp,
$bio

Casino Club (c) 1990 Maygay.

- TECHNICAL -

M1A/B

- TRIVIA -

Casino Club was released in May 1990.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41969&o=2

$end


$info=sc2copsc,sc2copsc1,sc2copscp,sc2copsc1p,sc2copsc1pa,
$bio

Casino Cops 'n' Robbers (c) 1996 Bell-Fruit Mfg. Company, Limited. [B.F.M.].

- TECHNICAL -

[Model 6622]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46706&o=2

$end


$info=ep_cascz,ep_cascza,
$bio

Casino Crazy (c) 199? Global Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40054&o=2

$end


$info=j6cascz,j6cascza,j6casczb,j6casczc,j6casczd,j6cascze,j6casczf,j6casczg,j6casczh,j6casczi,j6casczj,j6casczk,j6casczl,j6casczm,
$bio

Casino Crazy (c) 199? JPM International.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40203&o=2

$end


$info=sc4cclim,sc4cclima,sc4cclimb,sc4cclimc,sc4cclimd,sc4cclime,sc4cclimf,sc4cclimg,sc4cclimh,sc4cclimi,sc4cclimj,sc4cclimk,sc4ccliml,sc4cclimm,sc4cclimn,sc4cclimo,sc4cclimp,sc4cclimq,sc4cclimr,sc4cclims,
$bio

Casino Crazy Climber (c) 200? Bell-Fruit Games.

- TECHNICAL -

[Model PR1129]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42485&o=2

$end


$info=j6casclb,j6casclba,
$bio

Casino Crazy Club (c) 199? JPM International.

- TECHNICAL -

Impact

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41072&o=2

$end


$info=j6ccc,j6ccca,j6cccb,j6cccc,
$bio

Casino Crazy Club (c) 199? Crystal Leisure.

- TECHNICAL -

IMPACT

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41932&o=2

$end


$info=sc4cckey,sc4cckeya,sc4cckeyb,sc4cckeyc,sc4cckeyd,sc4cckeye,sc4cckeyf,sc4cckeyg,sc4cckeyh,sc4cckeyi,sc4cckeyj,sc4cckeyk,sc4cckeyl,sc4cckeym,sc4cckeyn,sc4cckeyo,
$bio

Casino Crazy Fruits Gold (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR1426]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43662&o=2

$end


$info=sc4cfcas,sc4cfcasa,sc4cfcasb,sc4cfcasc,sc4cfcasd,sc4cfcase,sc4cfcasf,sc4cfcasg,sc4cfcash,sc4cfcasi,sc4cfcasj,sc4cfcask,sc4cfcasl,sc4cfcasm,sc4cfcasn,sc4cfcaso,sc4cfcasp,sc4cfcasq,sc4cfcasr,
$bio

Casino Crazy Fruits (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR6923]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43663&o=2

$end


$info=sc4crzkyi,sc4crzkyj,sc4crzkyk,sc4crzkyo,sc4crzkyp,sc4crzkyq,sc4crzkyr,sc4crzkys,sc4crzkyv,sc4crzkyw,
$bio

Casino Crazy Keys Arcade (c) 200? Bell-Fruit Games, Limited. [B.F.G.]

- TECHNICAL -

[Model PR1128]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43666&o=2

$end


$info=sc4crzky,sc4crzkya,sc4crzkyb,sc4crzkyc,sc4crzkyd,sc4crzkye,sc4crzkyf,sc4crzkyg,sc4crzkyh,sc4crzkyl,sc4crzkym,sc4crzkyn,sc4crzkyt,sc4crzkyu,
$bio

Casino Crazy Keys (c) 200? Bell-Fruit Games.

- TECHNICAL -

[Model PR1128]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15141&o=2

$end


$famicom_flop=casipink,
$bio

Casino de Pink (c) 19?? Wild Turtle [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65264&o=2

$end


$nes=casinod,
$bio

Casino Derby (c) 1993 Yonezawa

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53902&o=2

$end


$pc98=casinodr,
$bio

Casino Dream (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89095&o=2

$end


$info=m5casfev,m5casfev12,
$bio

Casino Fever (c) 199? Red Gaming, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41548&o=2

$end


$info=cfever1k,cfever40,cfever50,cfever51,cfever61,
$bio

Casino Fever (c) 2000 High Video.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=30233&o=2

$end


$info=casino5,
$bio

Casino Five (c) 1983 Merit.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 2.5 Mhz)
Sound Chips : General Instrument AY8910 (@ 2.5 Mhz)

Palette colors : 256

Players : 1
Buttons : 9

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=6224&o=2

$end


$info=sc4frsu,sc4frsua,sc4frsub,sc4frsuc,sc4frsud,sc4frsue,sc4frsuf,sc4frsug,
$bio

Casino Fruits 'n' Suits (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR6928]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42604&o=2

$end


$gameboy=casinofn,
$bio

Casino Funpak [Model DMG-ACFE-USA] (c) 1995 Interplay

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65744&o=2

$end


$gamegear=casinofn,
$bio

Casino Funpak [Model T-125048] (c) 1995 Interplay

- STAFF -

Programming : Brian Post
Artwork : Simon Hart, Grant Arthur, Greg Holland, Ken Newman, Joe Rimmer, Brian Post
Music & SFX : Marshall Parker
Producers : Steve French (Beam), Adam Lancman (Beam), Wes Yanagi (Interplay)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64505&o=2

$end


$info=m1casgcl,m1casgclp,
$bio

Casino Gambler Club (c) 1990 Maygay.

- TECHNICAL -

M1A/B

- TRIVIA -

Casino Gambler Club was released in July 1990.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41970&o=2

$end


$sms=casino,
$bio

Casino Games (c) 1989 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55962&o=2

$end


$info=ep_cgrc,ep_cgrca,
$bio

Casino Grand Classic (c) 199? Global Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40816&o=2

$end


$info=ep_casgc,ep_casgca,ep_casgcb,ep_casgcc,
$bio

Casino Grand Club (c) 199? Maygay.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40808&o=2

$end


$info=sc4hntcs,sc4hntcsa,sc4hntcsb,sc4hntcsc,sc4hntcsd,sc4hntcse,sc4hntcsf,sc4hntcsg,sc4hntcsh,sc4hntcsi,sc4hntcsj,sc4hntcsk,sc4hntcsl,sc4hntcsm,sc4hntcsn,sc4hntcso,sc4hntcsp,sc4hntcsq,sc4hntcsr,
$bio

Casino Happy Notes (c) 200? Bell-Fruit Games.

- TECHNICAL -

[Model PR1327]

Scorpion 4

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15128&o=2

$end


$info=m4hstrcs,m4hstrcsa,m4hstrcsb,m4hstrcsc,m4hstrcsd,
$bio

Casino Happy Streak (c) 199? Coin World.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42052&o=2

$end


$apfm1000=casino,
$bio

Casino I - Slots / Roulette / Keno (c) 1979 APF Electronics, Incorporated.

- TECHNICAL -

[Cart. No. MG1009]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49738&o=2

$end


$info=pr_cas7,
$bio

Casino Jackpot 7s (c) 199? Project Coin Machines, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42078&o=2

$end


$nes=casinok2,
$bio

Casino Kid II (c) 1993 Sofel

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54990&o=2

$end


$nes=casinok,
$bio

Casino Kid (c) 1989 Sofel.

North American release. Game developed in Japan. Please see the original Japanese release entry for more information about the game itself, "$1,000,000 Kid - Maboroshi no Teiou Hen [Model SFL-KP]".

- TECHNICAL -

Game ID: NES-KP-USA

- TRIVIA -

Released in October 1989 in USA.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54989&o=2

$end


$info=sc4ckx,sc4ckxa,sc4ckxb,sc4ckxc,sc4ckxd,sc4ckxe,sc4ckxf,sc4ckxg,
$bio

Casino King X (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR2360]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42505&o=2

$end


$info=j6caslas,j6caslasa,j6caslasb,j6caslasc,
$bio

Casino Las Vegas (c) 199? JPM International.

- TECHNICAL -

Impact

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41074&o=2

$end


$info=sc4cmon,sc4cmona,sc4cmonb,sc4cmonc,sc4cmond,sc4cmone,sc4monf,sc4cmong,sc4cmong,sc4cmoni,
$bio

Casino Monopoly (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR2133]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62064&o=2

$end


$info=m4cmont,m4cmont_1,m4cmont_10,m4cmont_11,m4cmont_12,m4cmont_13,m4cmont_2,m4cmont_3,m4cmont_4,m4cmont_5,m4cmont_6,m4cmont_7,m4cmont_8,m4cmont_9,m4cmont_gt1,m4cmont_gt2,m4cmont_gt3,m4cmont_l1,m4cmont_l2,
$bio

Casino Monte Carlo (c) 19?? BDD.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42958&o=2

$end


$info=ec_casmb,
$bio

Casino Multi Bar (c) 19?? Electrocoin Automatics, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42939&o=2

$end


$info=m4casmul,
$bio

Casino Multiplay (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41269&o=2

$end


$info=ss4358,ss4359,ss4360,ss4361,ss4362,ss4363,
$bio

Casino Night! (c) 1994 IGT.

3-Coin Multiplier slot.

- TECHNICAL -

[Model 197A]

- UPDATES -

# SS4358
Max %: 97.421
Hit Freq.: 15.203
Win Freq.: 6.57

# SS4359
Max %: 95.02
Hit Freq.: 14.935
Win Freq.: 6.70

# SS4360
Max %: 92.427
Hit Freq.: 14.502
Win Freq.: 6.90

# SS4361
Max %: 90.009
Hit Freq.: 14.255
Win Freq.: 7.02

# SS4362
Max %: 87.472
Hit Freq.: 13.834
Win Freq.: 7.23

# SS4363
Max %: 85.031
Hit Freq.: 13.651
Win Freq.: 7.33

- PORTS -

* Computers :
Microsoft Windows (2010, "IGT Slots - Wolf Run")
Mac OS X (2010, "IGT Slots - Wolf Run")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=10454&o=2

$end


$info=ss4420,ss4421,ss4422,ss4423,ss4424,
$bio

Casino Night! (c) 1993 IGT [International Game Technologies].

2-Coin Multiplier slot.

- TECHNICAL -

[Model 197B]

- UPDATES -

SS4420
SS4421
SS4422
SS4423
SS4424

- PORTS -

* Computers :
MS-Windows (2012, "IGT Slots - Diamond Galaxy")
Mac OS X (2012, "IGT Slots - Diamond Galaxy")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46073&o=2

$end


$info=m4casot,
$bio

Casino Old Timer (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41397&o=2

$end


$channelf=casinop,
$bio

Casino Poker (c) 1980 Zircon

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53204&o=2

$end


$info=comg5108,
$bio

Casino Poker (c) 1985 CEI [Casino Electronics, Incorporated.].

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=25033&o=2

$end


$info=caspoker,
$bio

Casino Poker (c) 1987 PM.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46435&o=2

$end


$info=m1casroy,m1casroy1,m1casroyp,
$bio

Casino Royale Club (c) 1990 Maygay.

- TECHNICAL -

M1A/B

- TRIVIA -

Casino Royale Club was released in July 1990.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41971&o=2

$end


$info=m5casroc,
$bio

Casino Royale Club (c) 200? Empire Games, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=19946&o=2

$end


$info=ep_casrd,ep_casrda,
$bio

Casino Royale Deluxe Club (c) 199? Maygay.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40810&o=2

$end


$info=sc2casr2,sc2casr2p,sc2casr3,sc2casr3p,sc2casr4,sc2casr4p,
$bio

Casino Royale (c) 1996 Bell-Fruit Mfg. Company, Limited. [B.F.M.].

- TECHNICAL -

[Model 6603]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42180&o=2

$end


$info=sc2casr,sc2casr1,sc2casr1p,sc2casrp,
$bio

Casino Royale (c) 1996 Bell-Fruit Mfg. Company, Limited. [B.F.M.].

- TECHNICAL -

[Model 6690]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61722&o=2

$end


$info=sc4casry,sc4casryc,
$bio

Casino Royale (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR2062]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42475&o=2

$end


$info=sc4casrya,sc4casryb,
$bio

Casino Royale (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR2073]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62058&o=2

$end


$info=sc4casryd,sc4casrye,
$bio

Casino Royale (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR2075]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62057&o=2

$end


$odyssey2=casino,
$bio

Casino Slot Machine! (c) 1980 The Magnavox Co.

Lady Luck is alive and well and living inside this authentic computerized simulation of the latest nine window one armed bandits. Enter your bets into the computer and pull handle. Free wheeling melons, bells, plums, cherries and the other traditional symbols spin by and fall into place one real at a tome. You can win (or lose) in five different directions on each turn. Fantastic party action! One to four people can play at a tome. Full sync sound action and the computer keeps track of the money!

- TECHNICAL -

Game ID: AA9426

- SCORING -

Cherry + Anything + Anything = 3 coins
Cherry + Cherry + Anything = 8 coins
Orange + Orange + Bar = 10 coins
Orange + Orange + Orange = 10 coins
Plum + Plum + Bar = 14 coins
Plum + Plum + Plum = 14 coins
Bell + Bell + Bar = 18 coins
Bell + Bell + Bell = 18 coins
Melon + Melon + Bar = 100 coins
Melon + Melon + Melon = 100 coins
Seven + Seven + Seven = 200 coins
Bar + Bar + Bar = 100 coins

- STAFF -

Programming: Ed Averett

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95625&o=2

$end


$info=cstripxi,
$bio

Casino Strip XI (c) 1990 Status Games Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31763&o=2

$end


$info=ec_sumnc,
$bio

Casino Super Multi Nudger (c) 19?? Electrocoin Automatics, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42948&o=2

$end


$info=caswin,
$bio

Casino Winner (c) 1985 Aristocrat.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=29366&o=2

$end


$info=sc4casxt,sc4casxta,sc4casxtb,sc4casxtc,sc4casxtd,sc4casxte,
$bio

Casino Xtravaganza (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR2338]
[Scorpion 4]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42476&o=2

$end


$info=sc5casxt,sc5casxta,
$bio

Casino Xtravaganza (c) 200? Mazooma Games.

- TECHNICAL -

[Scorpion 5]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43727&o=2

$end


$vc4000=casino,
$bio

Casino (c) 1978 Interton Electronic.

- TECHNICAL -

[Cassette No. 31]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49196&o=2

$end


$a2600=casinoe,
$bio

Casino (c) 1979 Atari, Incorporated.

PAL release. Game developed in USA. For more information, please see the NTSC release's entry.

- TECHNICAL -

Model CX2652P

- PORTS -

* Consoles : 
Microsoft XBOX [EU] (November 26, 2004) "Atari Anthology" 
Sony PlayStation 2 [EU] (February 18, 2005) "Atari Anthology [Model SLES-53061]" 

* Computers : 
PC [MS Windows, CD-ROM] [EU] (June 10, 2005) "Atari - 80 Classic Games in One! [Replay]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82995&o=2

$end


$a2600=casino,
$bio

Casino (c) 1979 Atari, Incorporated.

This Game Program has three casino games:
* Game 1 -- One or two players with card splitting.
* Game 2 -- Up to four players with no card splitting.
* Game 3 -- Stud Poker for one to four players.
* Game 4 -- Poker Solitaire.

- TECHNICAL -

Model CX2652

- TRIVIA -

Export releases:
PAL "Casino [Model CX2652P]"

- STAFF -

Programmer: Bob Whitehead

- PORTS -

* Consoles : 
Microsoft XBOX [US] (November 16, 2004) "Atari Anthology [Model 26084]" 
Sony PlayStation 2 [US] (November 22, 2004) "Atari Anthology [Model SLUS-21076]" 
Microsoft XBOX [JP] (August 4, 2005) "Atari Anthology [Model B7X-00001]" 

* Handhelds : 
Nintendo DS [US] (March 8, 2011) "Atari Greatest Hits Vol.2 [Model NTR-BR7E-USA]" 

* Computers : 
PC [MS Windows, CD-ROM] [US] (November 11, 2003) "Atari - 80 Classic Games in One! [Model 25069J]" 

* Others : 
Atari Paddle TV Game [US] (2004) by Jakk's Pacific

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50310&o=2

$end


$pc98=exjack,
$bio

Casinopolis - Exceed Jack (c) 1995 Misty.

- TRIVIA -

Released on August 11, 1995 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48504&o=2

$end


$msx1_cart=wrldopenk,
$bio

Casio Worldopen (c) 1986 Boram Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76634&o=2

$end


$msx1_cart=wrldopen,
$bio

Casio Worldopen [Model GPM-114] (c) 1985 Casio Computer Co., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76633&o=2

$end


$saturn,sat_cart=casperj,
$bio

Casper (c) 1997 Electronic Arts Victor [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58972&o=2

$end


$gba=casperu,
$bio

Casper [Model AGB-ACSE-USA] (c) 2002 Microïds

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70119&o=2

$end


$gba=casper,
$bio

Casper [Model AGB-ACSP] (c) 2002 Microïds

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70118&o=2

$end


$gbcolor=casperu,
$bio

Casper [Model CGB-AF9E-USA] (c) 2000 Interplay

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67641&o=2

$end


$gbcolor=caspera,
$bio

Casper [Model CGB-AF9P-EUR] (c) 2000 Interplay

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67639&o=2

$end


$gbcolor=casper,
$bio

Casper [Model CGB-AF9X-EUU] (c) 2000 Interplay

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67640&o=2

$end


$gameboy=casperu,
$bio

Casper [Model DMG-ACEE-USA] (c) 1996 Natsume, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65747&o=2

$end


$gameboy=casper,
$bio

Casper [Model DMG-ACEP-EUR] (c) 1996 Natsume, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65746&o=2

$end


$snes=casperj,
$bio

Casper [Model SHVC-AC4J-JPN] (c) 1997 KSS [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61128&o=2

$end


$snes=casperu,
$bio

Casper [Model SNS-AXCE-USA] (c) 1996 Natsume [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62840&o=2

$end


$snes=casper,
$bio

Casper [Model SNSP-AXCP-EUR] (c) 1997 Natsume [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62839&o=2

$end


$saturn,sat_cart=casperu,
$bio

Casper [Model T-12512H] (c) 1996 Interplay

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59995&o=2

$end


$saturn,sat_cart=casper,
$bio

Casper [Model T-12512H] (c) 1997 Interplay

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60255&o=2

$end


$alice32=cassmetr,
$bio

Casse-Tete dans le Metro (c) 1984 Ediciel.

- TECHNICAL -

Game ID: 77.0078.7

- STAFF -

By: Eric Von Ascheberg

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87572&o=2

$end


$cpc_cass=cassette,
$bio

Cassette 50 (c) 1986 Cascade Games, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93382&o=2

$end


$cpc_cass=cassette01,
$bio

Cassette CPC HS 1er Anniversaire (c) 1986 Editions SORACOM

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93383&o=2

$end


$x1_flop=casgame1,
$bio

Cassette Games Pack 1 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85945&o=2

$end


$x1_flop=casgame2,
$bio

Cassette Games Pack 2 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85946&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=casturbo,
$bio

Cassette Turbo (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83791&o=2

$end


$spc1000_cass=casvoice,
$bio

Cassette Voice (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83493&o=2

$end


$info=castaway,castawaya,
$bio

Castaway (c) 2002 Atronic.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43636&o=2

$end


$nes=castelnu,
$bio

Castelian (c) 1991 Triffix

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54992&o=2

$end


$nes=casteln,
$bio

Castelian (c) 1992 Storm

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54991&o=2

$end


$gameboy=casteln,
$bio

Castelian (c) 1991 Sales Curve Interactive

- TECHNICAL -

Cartridge ID: DMG-CJ-NOE

- TRIVIA -

Reviews:
October 1991 - Joypad N.1 [FR]: 94/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65748&o=2

$end


$gameboy=castelnu,
$bio

Castelian [Model DMG-CJ-USA] (c) 1991 Triffix

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65750&o=2

$end


$coleco=castelo,
$bio

Castelo (c) 1985 Splice Vision

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53257&o=2

$end


$sms=castelo,
$bio

Castelo Rá-Tim-Bum (c) 1997 Tec Toy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55963&o=2

$end


$bbca_cass,bbcb_cass=castlass,
$bio

Castle Assault (c) 1984 MRM Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51601&o=2

$end


$bbca_cass,bbcb_cass=castlassbr,
$bio

Castle Assault (c) 1985 Blue Ribbon

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51602&o=2

$end


$cpc_cass=castleas,
$bio

Castle Assault [Model XXX 8903] (c) 1985 Blue Ribbon Software, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93384&o=2

$end


$bbca_cass,bbcb_cass=castblac,
$bio

Castle Blackstar (c) 1984 SCR Adventures

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51603&o=2

$end


$a5200=cblast,
$bio

Castle Blast (c) 2002 Ronen Habot.

Homebrew game.

- TRIVIA -

Castle Blast is Ronen Habot's first foray into programming the Atari 5200.

- STAFF -

Programmer: Ronen Habot

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50031&o=2

$end


$msx1_cass=castlecm,
$bio

Castle Combat (c) 1985 Spectravideo, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94518&o=2

$end


$xegs=ccrisis,
$bio

Castle Crisis (c) 2003 Atari Age

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51227&o=2

$end


$a5200=ccrisis,
$bio

Castle Crisis (c) 2004 Bryan Edewaard.

Homebrew game.

- STAFF -

Programmer: Bryan Edewaard

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50032&o=2

$end


$bbca_cass,bbcb_cass=castdrac,
$bio

Castle Dracula (c) 1984 Duckworth

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51604&o=2

$end


$pc8801_flop=castlex,castlexa,
$bio

Castle Excellent (c) 1985 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91497&o=2

$end


$fm7_disk=castlex,
$bio

Castle Excellent (c) 1985 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93602&o=2

$end


$nes=castlex,
$bio

Castle Excellent (c) 1986 ASCII

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53903&o=2

$end


$msx1_cart=castlex,castlexa,
$bio

Castle Excellent (c) 1986 ASCII Corp.

- TRIVIA -

Original price: 5800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76635&o=2

$end


$x1_cass=castlee,
$bio

Castle Excellent (c) 198? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86204&o=2

$end


$bbca_cass,bbcb_cass=castfran,
$bio

Castle Frankenstein (c) 1983 Epic

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51605&o=2

$end


$coco_cart=castlgrd,
$bio

Castle Guard (c) 1981 Tandy Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53414&o=2

$end


$c64_cart,c64_flop=castlhas,
$bio

Castle Hassle (c) 1983 Roklan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53536&o=2

$end


$a800=castlhas,
$bio

Castle Hassle [Model 09-01123] (c) 1983 Roklan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82791&o=2

$end


$amigaocs_flop=cmaster,
$bio

Castle Master (c) 1990 Domark Group, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73679&o=2

$end


$amigaocs_flop=cmastr12,
$bio

Castle Master + Castle Master II - The Crypt (c) 1990 Incentive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73681&o=2

$end


$amigaocs_flop=cmaster1,
$bio

Castle Master [Budget] (c) 1990 Hit Squad, The [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73680&o=2

$end


$cpc_cass=castlema,castlema01,
$bio

Castle Master [Model AM 601] (c) 1990 Erbe Software [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93385&o=2

$end


$nes=castldec,
$bio

Castle of Deceit (c) 1990 Bunch Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54993&o=2

$end


$pc98=drbrain,
$bio

Castle of Dr. Brain (c) 1992 Sierra On-Line, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89096&o=2

$end


$amigaocs_flop=drbrain,drbrainu,
$bio

Castle of Dr. Brain (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73682&o=2

$end


$info=cdracula,
$bio

Castle of Dracula (c) 1994 Yun Sung.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=44383&o=2

$end


$nes=castldrg,
$bio

Castle of Dragon (c) 1990 Seta Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54994&o=2

$end


$bbca_cass,bbcb_cass=castlgem,
$bio

Castle of Gems (c) 1984 MRM Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51607&o=2

$end


$megadriv=castlillj,
$bio

Castle of Illusion - Fushigi no Oshiro Daibouken (c) 1990 Sega Enterprises, Limited.

- TRIVIA -

Reviews:
1990 - Consoles + HS 2 [FR]: 95/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56388&o=2

$end


$sms=castlill,castlillu,castlills,
$bio

Castle of Illusion Starring Mickey Mouse (c) 1990 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55964&o=2

$end


$gamegear=castlill,
$bio

Castle of Illusion Starring Mickey Mouse (c) 1991 Sega Enterprises, Limited.

- TECHNICAL -

[Model 2401]

- TRIVIA -

Reviews:
1990 - Consoles + HS N.2 [FR]: 89/100

- STAFF -

Character Design : Cyouko, Kyuuzou. F
Game design : Yoshio. Y, Tomozou Endo, Michel Koba, Emirin
Sound Director : B. O
Sound Programmer : Milpo
Sound Composer : Kamiya Studio
Programmer : Taku. S
Assistant Programmers : Shin. F, Kumakura. T
Walt Disney Producer : Stephan Left. Butler
Planner : Yoshio. Y
Special thanks to : Tam

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64506&o=2

$end


$bbca_cass,bbcb_cass=cofriddl1,cofriddl,
$bio

Castle of Riddles (c) 1982 Acornsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51608&o=2

$end


$coco_cart=tharogad,
$bio

Castle of Tharoggad (c) 1988 Tandy Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53415&o=2

$end


$cpc_cass=castleof,
$bio

Castle of the Skull Lord (c) 1984 Samurai Software.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93386&o=2

$end


$bbca_cass,bbcb_cass=castleq,
$bio

Castle Quest (c) 1985 Micro Power

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51606&o=2

$end


$gameboy=castleq,
$bio

Castle Quest [Model DMG-QH-UKV] (c) 1993 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65751&o=2

$end


$nes=castleq,
$bio

Castle Quest (c) 1990 Hudson Soft.

Castle Quest is a strategy game loosely based on chess by Hudson Soft. It is an interesting mix of heroic fantasy and classical chess - the player must use his pieces, a move at the time, to capture the opponent's king while protecting his own. However, Castle Quest features a lot more pieces than traditional chess such as Wizards, Ninjas, Orcs, Mummies and even Dragons. Each piece comes with a set of attributes such as Health, Magic, Defense and Attack and these lie at the center of the gameplay - unlike chess, when one piece attempts to take another they have to fight to determine who takes the square. Each fight is round based and driven by the roll of a dice (symbolized by playing cards going from 1 to 10). Some pieces can also use magic spells or special attacks - some pieces use healing powers whereas others throw fireballs or even resurrect lost pieces. The game features a lot more surprises such as treasure chests, day/night cycles or the ability for all pieces (except for the King and Queen) to be enhanced by moving them to the opponent's magic star square. A boss awaits for the player between each stage and the option menu even features a level editor.

- TECHNICAL -

Cartridge ID: HFC-V4

- TRIVIA -

Castle Quest was released on May 18, 1990 in Japan. It was sold 5800 Yen.

The game was never released outside Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53904&o=2

$end


$nes=castlqst,
$bio

Castlequest (c) 1989 Nexoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54995&o=2

$end


$amigaocs_flop=castles,castlesg,
$bio

Castles (c) 1992 Interplay

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73683&o=2

$end


$x68k_flop=castles,
$bio

Castles (c) 1992 Victor Musical Industries, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87208&o=2

$end


$pc98=castles,
$bio

Castles (c) 1992 Cross Media Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89097&o=2

$end


$bbca_cass,bbcb_cass=castlclo,
$bio

Castles and Clowns (c) 19?? Macmillian

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51609&o=2

$end


$a800=cstlkeys,
$bio

Castles and Keys [Model ECPC-13023] (c) 1983 Romox

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82792&o=2

$end


$pc98=castles2,
$bio

Castles II - Bretagne Touitsu Sensou (c) 1993 Victor Musical Industries, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89098&o=2

$end


$n64=cvania,cvaniau1,cvaniau,
$bio

Castlevania (c) 1999 Konami Company, Limited.

- TRIVIA -

Originally, there were going to be four main characters: Schneider Belmont, Carrie Fernandez, Cornell and Corler. Eventually, Schneider Belmont was renamed Reinhart Belmont. Corler, a shotgun and chainsaw wielding monster, was dropped from the game, and Cornell was moved to Castlevania - Legacy of Darkness.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57627&o=2

$end


$gba=cvaniaasj,
$bio

Castlevania - Akatsuki no Minuet [Model AGB-A2CJ-JPN] (c) 2003 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70121&o=2

$end


$gba=cvaniaasu,
$bio

Castlevania - Aria of Sorrow [Model AGB-A2CE-USA] (c) 2003 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70123&o=2

$end


$gba=cvaniaas,
$bio

Castlevania - Aria of Sorrow [Model AGB-A2CP] (c) 2003 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70122&o=2

$end


$megadriv=cvaniau,
$bio

Castlevania - Bloodlines (c) 1994 Konami Company, Limited.

North American release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Vampire Killer [Model T-95043]".

- TRIVIA -

Castlevania Bloodlines was released on October, 1994 in the USA.

Rated GA (General Audiences) by V.R.C.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57149&o=2

$end


$gba=cvaniahdj,
$bio

Castlevania - Byakuya no Concerto [Model AGB-ACHJ-JPN] (c) 2002 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70124&o=2

$end


$gba=circlmonu,
$bio

Castlevania - Circle of the Moon [Model AGB-AAME-USA] (c) 2001 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70125&o=2

$end


$snes=cvaniadx,cvaniadxp,
$bio

Castlevania - Dracula X (c) 1995 Konami Company, Limited.

North American release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Akumajou Dracula XX [Model SHVC-ADZJ]".

- TECHNICAL -

Cartridge ID: SNS-ADZE-USA

- TRIVIA -

The American release of the game wasd edited. The first obvious difference is the name change - it was renamed Castlevania - Dracula X. The US version also appear to be censored and the blood was re-colored white, especially when Richter dies. Another interesting difference is the Cross secondary weapon - although it definitively looks like a crucifix in the original Japanese version, it was changed to a cross in the American release. Finally, Death's final death was changed - although he cuts off his head with his own scythe in the Japanese version, it just disappears in a burst of flames in the American version. All the other differences are relatively minor, such as extra copyright information when the American version boot up.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62841&o=2

$end


$gba=cvaniahdu,
$bio

Castlevania - Harmony of Dissonance [Model AGB-ACHE-USA] (c) 2002 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70127&o=2

$end


$gba=cvaniahd,
$bio

Castlevania - Harmony of Dissonance [Model AGB-ACHP] (c) 2002 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70126&o=2

$end


$n64=cvaniald,cvanialdu,
$bio

Castlevania - Legacy of Darkness (c) 2000 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57628&o=2

$end


$psx=sotne3,
$bio

Castlevania - Symphony of the Night [Demo] (c) 1997 Konami Co., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85013&o=2

$end


$megadriv=cvania,cvaniap,
$bio

Castlevania - The New Generation (c) 1994 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56389&o=2

$end


$snes=cvaniavk,
$bio

Castlevania - Vampire's Kiss (c) 1995 Konami Company, Limited.

European release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Akumajou Dracula XX [Model SHVC-ADZJ]".

- TECHNICAL -

Cartridge ID: SNSP-ADZP-EUR

- TRIVIA -

The European release of the game was edited. The first obvious difference is the name change - it was renamed Castlevania - Vampire's Kiss. This European version also appear to be censored and the blood was re-colored white, especially when Richter dies. Another interesting difference is the Cross secondary weapon - although it definitively looks like a crucifix in the original Japanese version, it was changed to a cross in the European release. Finally, Death's final death was changed - although he cuts off his head with his own scythe in the Japanese version, it just disappears in a burst of flames in the European version. All the other differences are relatively minor, such as extra copyright information when the European version boot up.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62842&o=2

$end


$gba=2cvaniau,
$bio

Castlevania Double Pack: Castlevania - Harmony of Dissonance + Castlevania - Aria of Sorrow (c) 2006 Konami Digital Ent.

Battle evil in two legendary Castlevania Adventures.

- TECHNICAL -

Cartridge ID: AGB-BXKE-USA
Package ID: AGB-P-BXKE

- TRIVIA -

Released on January 11, 2006 in USA.

The game was Rated T (Teen) by the ESRB (Entertainment Software Rating Board).

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70129&o=2

$end


$gba=2cvania,
$bio

Castlevania Double Pack: Castlevania - Harmony of Dissonance + Castlevania - Aria of Sorrow (c) 2006 Konami Europe.

- TECHNICAL -

Cartridge ID: AGB-BXKP
Package ID: AGB-P-BXKP

- TRIVIA -

Released on June 02, 2006 in Euripe.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70128&o=2

$end


$gameboy=cvania2,
$bio

Castlevania II - Belmont's Revenge [Model DMG-CW-USA] (c) 1991 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65752&o=2

$end


$nes=cvania2u,
$bio

Castlevania II - Simon's Quest (c) 1988 Konami Industry Company, Limited.

North American release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Dracula II - Noroi no Fuuin [Model KDS-DRK]".

- TECHNICAL -

Game ID: NES-QU-USA

- TRIVIA -

Castlevania II - Simon's Quest for NES was released in December 1988 in North America.

This game is known in Japan as "Dracula II - Noroi no Fuuin". 

There are slight differences between the original Famicom Disk and NES versions of the game. The obvious difference is the quality of the soundtrack which fully uses the advantages of the Famicom Disk sound chip. Then the Famicom version allows the player to same his progress onto the disk itself whereas the NES uses passwords. On another hand, the Famicom Disk version has loading times which sometimes affect the gameplay.

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [US] (October 29, 2007) [Model FC8E]
Nintendo Wii U [Virtual Console] [US] (January 16, 2014) [Model FB8E] 

* Handhelds : 
Nintendo 3DS [Virtual Console] [US] (January 16, 2014) [Model TCBE] 

* Computers : 
PC [MS Windows, CD-ROM] [US] (November 16, 2002) "Konami Collector's Series - Castlevania & Contra"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100204&o=2

$end


$nes=cvania2,
$bio

Castlevania II - Simon's Quest (c) 1988 Konami Industry Company, Limited.

PAL release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Dracula II - Noroi no Fuuin [Model KDS-DRK]".

- TECHNICAL -

Game ID: NES-QU

- TRIVIA -

Castlevania II - Simon's Quest for NES was released on April 27, 1990 in Europe. It was also released that same year in Australia; the exact date of the Australian release is unknown.

This game is known in Japan as "Dracula II - Noroi no Fuuin". 

European reviews:
[FR] Player One (Sept. 1990): 72/100

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [EU] [AU] (October 19, 2007) [Model FC8P]
Nintendo Wii U [Virtual Console] [EU] [AU] (May 1, 2014) [Model FB8P] 

* Handhelds : 
Nintendo 3DS [Virtual Console] [EU] [AU] (January 16, 2014) [Model TCBP]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54997&o=2

$end


$nes=cvania3u,
$bio

Castlevania III - Dracula's Curse (c) 1990 Konami Industry Company, Limited.

North American release. This game is known in Japan as "Akumajou Densetsu [Model KON-RC845]".

- TECHNICAL -

Game ID: NES-VN-USA

- TRIVIA -

Castlevania III - Dracula's Curse for NES was released in September 1990 in North America.

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [US] (January 12, 2009) [Model FEQE] 
Nintendo Wii U [Virtual Console] [US] (June 26, 2014) [Model FCHE] 

* Handhelds : 
Nintendo 3DS [Virtual Console] [US] (June 24, 2014) 

* Computers : 
PC [MS Windows, CD-ROM] [US] (November 16, 2002) "Konami Collector's Series - Castlevania & Contra"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54999&o=2

$end


$nes=cvania3,
$bio

Castlevania III - Dracula's Curse (c) 1992 Palcom

PAL release. This game is known in Japan as "Akumajou Densetsu [Model KON-RC845]".

- TECHNICAL -

Game ID: NES-VN

- TRIVIA -

Castlevania III - Dracula's Curse for NES was released on December 10, 1992 in Europe.

Reviews:
[FR] March 1993 - Consoles + No. 18: 96/100

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [EU] [AU] (October 30, 2008) [Model FEQP] 
Nintendo Wii U [Virtual Console] [EU] [AU] (September 4, 2014) [Model FCHP] 

* Handhelds : 
Nintendo 3DS [Virtual Console] [EU] [AU] (April 17, 2014)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54998&o=2

$end


$gameboy=cvanialg,
$bio

Castlevania Legends [Model DMG-ADNE-USA] (c) 1998 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65754&o=2

$end


$gba=n_cvania,
$bio

Castlevania [Classic NES Series] (c) 2004 Nintendo Company, Limited.

- TECHNICAL -

Game ID: AGB-FADE-USA

- TRIVIA -

Released on October 25, 2004 in North America, this is "Castlevania" for the NES ported to the Game Boy Advance.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70177&o=2

$end


$gba=circlmon,
$bio

Castlevania [Model AGB-AAMP] (c) 2001 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70120&o=2

$end


$nes=cvania,
$bio

Castlevania (c) 1988 Nintendo Company, Limited.

European release.

- TECHNICAL -

[Model NES-CV-EEC]

- TRIVIA -

Castlevania for NES was released on December 19, 1988 in Europe by Nintendo under license from Konami Industry.

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [EU] [AU] (March 23, 2007) [Model FBHP] 
Nintendo Wii U [Virtual Console] [EU] [AU] (March 20, 2014) [Model FB3P] 

* Handhelds : 
Nintendo Game Boy Advance [EU] (January 7, 2005) "Castlevania [NES Classic + 12] [Model AGB-FADP-EUR]" 
Nintendo 3DS [Virtual Console] [EU] [AU] (February 14, 2013) 

* Computers : 
Commodore C64 [EU] (1990)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61740&o=2

$end


$nes=cvaniau1,cvaniau,
$bio

Castlevania (c) 1987 Nintendo of America, Incorporated.

Castlevania is a side-scrolling platform action game. The player, taking the role of Simon Belmont, is able to jump and crack his whip directly in front of him.

Power-ups can be obtained by defeating enemies or by whipping candles that appear in the castle. One such power-up increases the power and length of Simon's whip. Different weapons can be gathered which consume hearts when used; these hearts can also be collected from monsters and candles.

Additionally, some walls will hide secrets such as the health-restorative turkey or the Double and Triple shot abilities for the weapons Simon has collected. At the end of each section of the castle is a boss, which must be defeated.

Progression through the castle eventually leads to a confrontation with Count Dracula himself.

- TECHNICAL -

Model NES-CV-USA

- TRIVIA -

Castlevania for NES was released in May 1987 in North America by Nintendo of America under license from Konami Industry.

The game was originally released in 1986 on the Famicom Disk System and known as "Akumajou Dracula [Model KDS-AKM]" in Japan.

- TIPS AND TRICKS -

* Hint, Location of money bags and treasure :  

Level 1 : In the section with the water, break the far right block and kneel on the one below it. A money bag will appear.  
When you first enter the game, walk left until you reach the door. Normally the door pulls you in. If you jump the door a money bag will appear on the other side. Remember to jump over the door again.  

Level 2 : On the first screen, climb the stairs, break the wall on the right, and enter the space that is created. A crown will appear.  

Level 2 (Second part, just after the Medusa heads disappear) : Stand on the pair of blocks that are slightly above the rest for a few seconds without kneeling.  
A treasure chest will appear.  

Level 3 (First part) :
After climbing the stairs, go to the right edge of the lowest level of blocks and kneel. A money bag will appear.

Level 3 (Second part) :
After climbing the stairs, kneel above the pair of blocks that are not reachable for a money bag.

* Hint, Passing the bats on level 6 : To get past the bats, walk past the first two, freeze the third with the clock in the nearby candle, jump over the fourth, and run quickly past the last candle. Note: This only works if you do not stop to whip any candles other than the one with the clock in it. Simple run as fast as possible.

- SERIES -

1. Castlevania [Model NES-CV-USA] (1987, NES)
2. Vampire Killer (1986, MSX)
3. Castlevania II - Simon's Quest (1988, NES)
4. Haunted Castle (1988)
5. Castlevania - The Adventure (1989, Game Boy)
6. Castlevania III - Dracula's Curse (1990, NES)
7. Castlevania II - Belmont's Revenge (1991, Game Boy)
8. Super Castlevania IV (1991, SNES)
9. Akumajou Dracula (1993, X68000)
10. Castlevania - Rondo of Blood (1993, TurboGrafx CD)
11. Castlevania - Bloodlines (1994, Genesis)
12. Castlevania - Dracula X (1995, SNES)
13. Castlevania - Symphony of the Night (1997, PlayStation, Saturn)
14. Castlevania Legends (1997, Game Boy)
15. Castlevania (1998, Nintendo 64)
16. Castlevania - Legacy of Darkness (1999, Nintendo 64)
17. Castlevania Chronicles (2001, PlayStation)
18. Castlevania - Circle of the Moon (2001, GBA)
19. Castlevania - Harmony of Dissonance (2002, GBA)
20. Castlevania - Lament of Innocence (2003, PS2)
21. Castlevania - Aria of Sorrow (2003, GBA)
22. Castlevania - Curse of Darkness (2005, XBOX, PS2)
23. Castlevania - Dawn of Sorrow (2005, DS)
24. Castlevania - Portrait of Ruin (2006, DS)
25. Castlevania - The Dracula X Chronicles (2007, PSP)
26. Castlevania - Order of Shadows (2007, Mobile)
27. Castlevania - Order of Ecclesia (2008, DS)
28. Castlevania - Judgment (2008, Wii)

- STAFF -

Designed by: Akihiko Nagata
Music by: Kinuyo Yamashita

- PORTS -

* Consoles :
Nintendo Wii [Virtual Console] [US] (April 30, 2007) [Model FBHE] 
Nintendo Wii U [Virtual Console] [US] (December 19, 2013) [Model FB3E] 

* Handhelds : 
Nintendo Game Boy Advance [US] (October 25, 2004) "Castlevania [Classic NES Series] [Model AGB-FADE-USA]" 
Nintendo 3DS [Virtual Console] [US] (April 4, 2013) 

* Computers :
Commodore C64 [US] (1990)
Commodore Amiga [US] (1990) 
PC [MS-DOS, 5.25"] [US] (1990) 
PC [MS Windows, CD-ROM] [US] (November 16, 2002) "Konami Collector's Series - Castlevania & Contra" 

* Others :
Arcade [PlayChoice-10] [US] "Castlevania [Model PCH1-R-CV]"
Mobile Phones [US] (July 7, 2004, Whit Remade Graphics)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54996&o=2

$end


$info=pc_cvnia,
$bio

Castlevania (c) 1987 Nintendo of America, Incorporated.

PlayChoice-10 version of "Castlevania [Model NES-CV-USA]" (for more information about the game, please see this original version entry).

- TECHNICAL -

Nintendo PlayChoice-10 hardware
Game ID : CV

Main CPU : Zilog Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz)
Sound Chips : Zetex N2A03 (@ 1.789772 Mhz), DAC

Players : 2
Control : 8-way joystick
Buttons : 2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1795&o=2

$end


$gba=castlewn,
$bio

Castleween [Model AGB-AWNP] (c) 2002 Wanadoo Edition

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70130&o=2

$end


$info=b83catms,
$bio

Cat & Mouse (c) 198? Bell-Fruit Mfg. Company, Limited. [B.F.M.].

- TECHNICAL -

System 83

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42306&o=2

$end


$info=sc2cmbt,sc2cmbtp,
$bio

Cat & Mouse & Bonzo Too (c) 1996 Bell-Fruit Mfg. Company, Limited. [B.F.M.].

- TECHNICAL -

[Model 6772]

- TRIVIA -

Released in July 1996 in the UK.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42183&o=2

$end


$info=sc2catms3,sc2ctms2,sc2ctms25,
$bio

Cat & Mouse (c) 1994 Bell-Fruit Mfg. Company, Limited. [B.F.M.].

- TECHNICAL -

[Model 6306]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42181&o=2

$end


$info=sc2catms,
$bio

Cat & Mouse (c) 1995 Bell-Fruit Mfg. Company, Limited. [B.F.M.].

- TECHNICAL -

[Model 6426]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61725&o=2

$end


$info=sc2ctms21,sc2ctms21p,sc2ctms22,sc2ctms22p,sc2ctms23,sc2ctms23p,sc2ctms24p,sc2catms1,sc2catms1p,sc2catms2,sc2catms2p,
$bio

Cat & Mouse (c) 1995 Bell-Fruit Mfg. Company, Limited. [B.F.M.].

- TECHNICAL -

[Model 6524]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46707&o=2

$end


$msx2_flop=catnmous,
$bio

Cat 'n' Mouse (c) 2002 Unknown [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101525&o=2

$end


$info=catnmous,catnmousa,
$bio

Cat and Mouse (c) 1982 Zaccaria.

- TECHNICAL -

Main CPU : S2650 (@ 3.5795 Mhz), M6802 (@ 895 Khz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.79 Mhz)

Screen orientation : Vertical
Video resolution : 240 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024

Players : 1
Control : 2-way Joystick
Buttons : 1

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4330&o=2

$end


$bbca_cass,bbcb_cass=catmouse,
$bio

Cat and Mouse (c) 19?? Micro Power

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51610&o=2

$end


$saturn,sat_cart=catrip,catripa,
$bio

Cat the Ripper - 13-ninme no Tanteishi (c) 1997 Tonkin House

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58973&o=2

$end


$a2600=cattrax,cattrax1,
$bio

Cat Trax (c) 1983 UA, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50312&o=2

$end


$arcadia=cattrax,
$bio

Cat Trax (c) 1982 Emerson Radio Corp.

- TECHNICAL -

[Cartridge No. 1]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49243&o=2

$end


$x68k_flop=catsp1,
$bio

Cat's Part-1 (c) 1993 Cat's Pro

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87209&o=2

$end


$pc98=catsp1,
$bio

Cat's Part-1 (c) 1993 Cat's Pro [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89099&o=2

$end


$info=catacomp,
$bio

Catacomb (c) 1981 Stern Electronics.

- TECHNICAL -

Model Number : 147

- TRIVIA -

Released in October 1981.

- STAFF -

Design by : Joe Joos Jr.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5250&o=2

$end


$info=catacomb,
$bio

Catacomb (c) 1982 MTM Games.

An early vertical shooter.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : Discrete circuitry

Palette colors : 98

Players : 2
Buttons : 1

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=6223&o=2

$end


$adam_flop=catalog,
$bio

Catalog Program (c) 198? Coleco Industries, Inc. [Amsterdam, NY, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82635&o=2

$end


$info=catapult,
$bio

Catapult (c) 1982 Epos.

The player controls a dog named Bruno who must catapult cats and mice out of his owner's house before the cats destroy all the furniture.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 2.75 Mhz)
Sound Chips : General Instrument AY8910 (@ 2.75 Mhz)

Screen orientation : Vertical
Video resolution : 236 x 272 pixels
Screen refresh : 60.00 Hz
Palette Colors : 32

Players : 1
Control : 8-way joystick
Buttons : 2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=423&o=2

$end


$cpc_cass=catastro,
$bio

Catastrophes - Ile Infernale [Model SOFT 934] (c) 1985 Andromeda Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93387&o=2

$end


$info=catchp,
$bio

Catch (c) 1978 Atari, Incorporated.

- TRIVIA -

Prototype cabinet version of "Avalanche", which was released in 1978.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=30166&o=2

$end


$mc10=catch,
$bio

Catch (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87617&o=2

$end


$cpc_cass=catch23u,
$bio

Catch 23 [Model M116] (c) 1987 Martech

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93389&o=2

$end


$odyssey2,g7400=2bllcrss,
$bio

Catch the Ball + Noughts and Crosses (c) 1979 Philips Corp.

- TECHNICAL -

Game ID: 19

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95572&o=2

$end


$a2600=ctime,
$bio

Catch Time (c) 19?? Suntek

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50313&o=2

$end


$info=catch22,
$bio

Catch-22 (c) 1985 Exidy.

A shooting game with a military motif. The player uses a gun, mounted to the cabinet, to protect allies from a variety of dangers while attempting to break through and conquer enemy lines and get promoted to a higher rank (from Private to General Of The Army) and be awarded a campaign medal.

- TECHNICAL -

Exidy 440 hardware

Main CPU : Motorola M6809 (@ 1.6224 Mhz)
Sound CPU : Motorola M6809 (@ 811.2 Khz)
Sound Chips : Custom (@ 50.7 Khz)

Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256

Players : 1
Control : lightgun
Buttons : 1

- TRIVIA -

This game is also known as "Combat".

Travis Stewart holds the official record for this game with 9,315,350 points on June 27, 1987.

- STAFF -

Software : Larry Hutcherson, Vic Tolomei, Ken Micholson
Hardware : Howell Ivy, Mark Von Striver
Graphics : Lynn Pointer, Ken Nicholson
Audio : Ken Nicholson
Art : Rey Maninang
Support : Pam Banegas

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=424&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=ctchsnch,
$bio

Catch-a-Snatch (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83792&o=2

$end


$apfm1000=catena,catenaa,
$bio

Catena (c) 1979 APF Electronics, Incorporated.

- TECHNICAL -

[Cart. No. MG1001]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49739&o=2

$end


$x68k_flop=caterpi,
$bio

Caterpi (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87210&o=2

$end


$info=ctrpllrp,
$bio

Caterpillar (c) 1981 Phi.

You are a little caterpillar, trying to eat enough to grow into a butterfly. Four spiders are crawling around, trying to catch you to eat. Keep running, and even you may live to eat spiders (thanks to energizers).

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : Namco (@ 96 Khz)

Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.61 Hz
Palettesize : 32

Players : 2
Control : Joystick 4-way
Buttons : 1

- TRIVIA -

This game is a hack of "Hangly Man", itself a "Pac-Man" hack. The four spiders are named Harry (red), Sabina (pink), Charlotte (cyan), and Webster (orange).

The second part of the first intermission shows the caterpillar having grown into a large butterfly as it chases a scared Harry off the screen.

- SCORING -

Dots : 20 points.
Energizers : 50 points.
Spiders : 225, 450, 900, 1800 points.
Cherry : 300 points.
Strawberry : 600 points.
Orange : 800 points.
Apple : 900 points.
Pineapple : 2000 points.
Galaxian : 4000 points.
Bell : 6000 points.
Key : 9000 points.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3858&o=2

$end


$info=caterplr,
$bio

Caterpillar (c) 1982 Olympia.

Italian bootleg of "Centipede".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3514&o=2

$end


$bbca_cass,bbcb_cass=caterpil,
$bio

Caterpillar (c) 1983 Gemini

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51611&o=2

$end


$gbcolor=caterpil,
$bio

Caterpillar Construction Zone [Model DMG-AR4E-USA] (c) 2000 Mattel Media [Mattel, Incorporated.]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67642&o=2

$end


$a2600=cathouse,
$bio

Cathouse Blues (c) 1982 PlayAround

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50314&o=2

$end


$gameboy=catrap,
$bio

Catrap [Model DMG-PM-USA] (c) 1990 Asmik Ace Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65756&o=2

$end


$info=ss7779,ss7780,
$bio

Cats 'n' Dogs (c) 199? IGT [International Game Technologies].

- UPDATES -

SS7779
SS7780

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46348&o=2

$end


$info=ss7207,ss4926,ss4927,ss4928,ss7263,ss4929,ss4930,ss4931,
$bio

Cats 'n' Dogs (c) 1995 IGT.

3-reel, 1-line, 2-coin slot.

- TECHNICAL -

[Model 229A]

- UPDATES -

SS7207
SS4926
SS4927
SS4928
SS7263
SS4929
SS4930
SS4931

- PORTS -

* Computers :
Microsoft Windows (2011, "IGT Slots - Lucky Larry's Lobstermania")
Mac OS X (2011, "IGT Slots - Lucky Larry's Lobstermania")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=10455&o=2

$end


$info=ss7208,ss4934,ss4935,ss4936,ss7293,ss4937,ss4938,ss4939,
$bio

Cats 'n' Dogs (c) 1995 IGT [International Game Technologies].

3-coin multiplier slot.

- TECHNICAL -

Model 229B

- UPDATES -

# SS4934
Max %: 97.412
Hit Freq.: 14.787
Win Freq.: 6.76

# SS4935
Max %: 95.005
Hit Freq.: 14.550
Win Freq.: 6.87

# SS4936
Max %: 92.5
Hit Freq.: 14.312
Win Freq.: 6.99

# SS4937
Max %: 89.997
Hit Freq.: 14.102
Win Freq.: 7.09

# SS4938
Max %: 87.532
Hit Freq.: 13.880
Win Freq.: 7.20

# SS4939
Max %: 85.015
Hit Freq.: 13.467
Win Freq.: 7.43

# SS7208
Max %: 98.02
Hit Freq.: 14.816
Win Freq.: 6.75

# SS7293
Max %: 90.982
Hit Freq.: 14.384
Win Freq.: 6.95

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=45379&o=2

$end


$info=catt,
$bio

Catt (c) 1993 Wintechno.

In this game you play as a magical cat wandering around a forest. This game features some very nice/appealing graphics. The cat has many strange weapons.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 16 Mhz), Zilog Z80 (@ 7 Mhz)
Sound Chips : Yamaha YM2610 (@ 8 Mhz)

Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096

Players : 2
Control : 8-way Joystick
Buttons : 3

- TRIVIA -

Released in December 1993 in Japan. Known outside Japan as "Magical Cat Adventure".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3994&o=2

$end


$amigaocs_flop=cattivik,
$bio

Cattivik - The Videogame (c) 1992 Idea Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73684&o=2

$end


$pc98=cattlemu,
$bio

Cattle Mutilation (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89100&o=2

$end


$gba=catwoman,
$bio

Catwoman [Model AGB-BCWE-USA] (c) 2004 EA Games [Electronic Arts, Incorporated.]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70142&o=2

$end


$gbcolor=catwomanu,
$bio

Catwoman [Model CGB-A3CE-USA] (c) 2000 Kemco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67644&o=2

$end


$gbcolor=catwoman,
$bio

Catwoman [Model CGB-A3CP-EUR] (c) 2000 Kemco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67643&o=2

$end


$gbcolor=catzu,
$bio

Catz - Your Virtual Petz Palz [Model CGB-AZCE-USA] (c) 1999 Mindscape, Incorporated. [Northbrook, IL, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67646&o=2

$end


$gbcolor=catz,
$bio

Catz - Your Virtual Petz Palz [Model CGB-AZCP-EUR] (c) 1999 Mindscape, Incorporated. [Northbrook, IL, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67645&o=2

$end


$gba=catzu,
$bio

Catz [Model AGB-AN3E-USA] (c) 2006 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70145&o=2

$end


$gba=catz,
$bio

Catz [Model AGB-AN3P] (c) 2006 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70144&o=2

$end


$cpc_cass=cauldron02,
$bio

Cauldron II - La Calabaza Contraataca (c) 1986 Erbe Software [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93394&o=2

$end


$cpc_cass=cauldron01,
$bio

Cauldron II - La Citrouille Contre-Attaque [Model PAD 1022] (c) 1986 Palace Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93393&o=2

$end


$cpc_cass=cauldron03,
$bio

Cauldron II - The Pumpkin Strikes Back (c) 1988 Silverbird Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93395&o=2

$end


$cpc_cass=cauldron,
$bio

Cauldron [Model PAD 1010] (c) 1985 Palace Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93391&o=2

$end


$pc8801_flop=cauliflo,
$bio

Cauliflower (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91498&o=2

$end


$info=cavnegro,cavnegr1,cavnegr2,
$bio

Cavaleiro Negro (c) 1981 Taito.

A Brazilian pinball similar to Williams "Black Knight".

- TRIVIA -

The title of the game translates from Brazilian as 'Black Knight'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5251&o=2

$end


$ti99_cart=cavecrt,
$bio

Cave Creatures (c) 1983 Funware

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84528&o=2

$end


$x68k_flop=cavecrwd,
$bio

Cave Crowds (c) 1991 Brings Onion Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87211&o=2

$end


$coco_cart=cavehntr,
$bio

Cave Hunter (c) 1982 Dragon Data

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53416&o=2

$end


$svision=cavewond,
$bio

Cave Wonders (c) 1992 Bon Treasure

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95425&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=cavein,caveinp,
$bio

Cave-In [Model SC-207] (c) 1982 Spectravideo, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83793&o=2

$end


$info=cavelon,
$bio

Cavelon (c) 1983 Jetsoft.

In this horizontally-scrolling maze game, You the heroic knight must reach the top floor of Castle Cavelon, rescue a fair maiden and do battle with the Black Wizard!  Armed with bow and arrow and a magic sword, you must avoid or kill the castle security guards while collecting the 8 pieces of the exit door that are scattered around the corridors, in order to proceed to the next floor.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound CPU : Zilog Z80 (@ 1.78975 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.78975 Mhz)

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette colors : 98

Players : 2
Control : 8-way joystick
Buttons : 2

- TIPS AND TRICKS -

If you find yourself in a tight spot, use the magic sword to make the guards disappear for a short while. If you have less than three uses left, a new magic sword will randomly appear in the maze for you to pick up.

The Guards can shoot each other! Use this to your advantage.

- PORTS -

* Computers :
Commodore C64 (1984)
Sinclair ZX Spectrum (1984)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=425&o=2

$end


$info=caveman,cavemana,
$bio

Caveman (c) 1982 Gottlieb.

- TECHNICAL -

Model Number : PV810

- TRIVIA -

Released in September 1982.

The world's first Pinball-Video game. Video game time is won while playing pinball. The Extra Ball is earned via the video game. 1,800 units were produced.

- STAFF -

Design by : John Buras
Art by : Richard Tracy, David Moore, Terry Doerzaph
Video Programming by : Joel Krieger
Video Hardware by : Jim Weisz

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5252&o=2

$end


$bbca_cass,bbcb_cass=cavemadv,
$bio

Caveman Adventure (c) 19?? Micro Power

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51612&o=2

$end


$bbca_cass,bbcb_cass=cavemanc,
$bio

Caveman Capers (c) 1985 Icon

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51613&o=2

$end


$nes=cavegame,
$bio

Caveman Games (c) 1990 Data East Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55000&o=2

$end


$info=cninja,cninjau,cninja1,cninjabl,cninjabl2,
$bio

Caveman Ninja (c) 1991 Data East Corporation.

A bunch of Neanderthals nerds have raided your village and have kidnapped all the babes! As the Caveman Ninja duo, Joe & Mac must face all kinds of prehistoric perils in order to rescue all the girls. Features awesome graphics & fun filled gameplay.

- TECHNICAL -

Game ID : MAG

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound CPU : Hudson Soft HuC6280 (@ 4.0275 Mhz)
Sound Chips : YM2203 (@ 4.0275 Mhz), YM2151 (@ 3.58 Mhz), OKI6295 (@ 7.627 Khz), OKI6295 (@ 15.255 Khz)

Players : 2
Control : 8-Way Joystick
Buttons : 2
=> [A] Throw Weapon, [B] Jump

- TRIVIA -

Caveman Ninja was released in February 1991.

This game is known in Japan as "Tatakae Genshijin - Joe & Mac" (translates from Japanese as 'Fighting Cavemen - Joe & Mac').

A bootleg of this game is known as "Stone Age".

The Caveman Ninja title seems to be a parody of Data East's previous arcade hit "Bad Dudes" title in Japan : "Dragonninja" :)

Michael Jackson used to own this game. It was sold at the official Michael Jackson Auction on April 24th, 2009.

- UPDATES -

The US version is slightly different, it has the "Winners Don't Use Drugs" screen.

- SERIES -

1. Caveman Ninja (1991)
2. Congo's Caper (1993, Nintendo Super Famicom)
3. Joe & Mac 2 - Lost in the Tropics (1993, Nintendo Super Famicom)
4. Joe & Mac Returns (1994)

- STAFF -

Planner : Makoto Kikuchi
Soft : Chiinke, Mitsutoshi Satoh, Mya, Osapan
Graphic Designers : Kawamura Makoto, Enomoto, Mitsutoshi Satoh, Etsuko T., Atsushi Kaneko, Shamo
Sound Composers : Hiroaki Yoshida (Maro) (Gamadelic), Seiichi Hamada (Atomic Hanada), Takashi Miura, Yuusuke Takahama
Hard : Nervous K.K., Hiroshi Ohnuki
Special Thanks : Joe Kaminkow, Mario Watanabe, Sonomi Kiyota, Chie Kitahara, Hitomi Fujiwara, Shouji Meari

- PORTS -

* Consoles : 
Sega Genesis [US] (1991) "Joe & Mac" by Takara 
Sega Mega Drive [BR] (1991) "Joe & Mac" by Tec Toy 
Nintendo NES [EU] (1992) "Joe & Mac: Caveman Ninja [Model NES-CJ]" 
Nintendo SNES [US] (January 1992) "Joe & Mac [Model SHVC-JT]" 
Nintendo NES [US] (December 1992) "Joe & Mac [Model NES-CJ]" 
Nintendo Game Boy [EU] (1993) "Joe & Mac: Caveman Ninja"
Nintendo Game Boy [US] (June 1993) "Joe & Mac" 
Nintendo Wii [US] (February 19, 2010) "Data East Arcade Classics [Model RVL-P-R26E]" 
Zeebo [BR] (April 15, 2010) 
Zeebo [MX] (March 30, 2010) 

* Computers :
PC [MS-DOS] [EU] (1991) by Elite 
PC [MS-DOS] [US] (1991) 
Commodore Amiga [EU] (1992) 
Commodore Amiga [US] (1992) by Elite

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=426&o=2

$end


$info=tcaveman,
$bio

Caveman (c) 1982 Tomy.

Tabletop VFD game.

- TECHNICAL -

Model 9229

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94379&o=2

$end


$amigaocs_flop=cavemani,
$bio

CaveMania (c) 1992 Atlantis

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73685&o=2

$end


$cpc_cass=cavemani,
$bio

Cavemania [Model AT 424] (c) 1991 Atlantis Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93397&o=2

$end


$gameboy=cavenoir,
$bio

Cavenoire (c) 1991 Konami Company, Limited.

- TECHNICAL -

Game ID: DMG-KNJ

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65757&o=2

$end


$apple2gs=cavcobra,
$bio

Cavern Cobra (c) 1987 PBI Software, Incorporated.

Cavern Cobra is a fast-action arcade game for the Apple IIGS with digitized sounds.

- SCORING -

Bonus Ammunition: 100 Points.
Bonus Armor: 200 Points.
Bonus Fuel: 40 Points.

Bunkers: 800 Points.
Gun Balloons: 100 Points.
Gunners: 40 Points.
Mines Hovering: 20 Points.
Mines MagnetiC: 80 Points.
Missiles Guided: 500 Points (5 Points If Destroyed On Ground).
Missiles: 20 Points (5 Points If Destroyed On Ground).
Radars: 150 Points.

- STAFF -

Concept and Program: Greg Hale
Technical support and programming: Richard L. Seaborne
Sound: Jeff A. Lefferts, Richard L. Seaborne, Greg Hale
Manual: Richard L. Seaborne
Graphics: Mei-Ymg Dell'Aquila (Mei Designs)
Cover Art: Ken Toyama (Graphiken)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49749&o=2

$end


$msx1_cass=cavdeath,
$bio

Cavern of Death (c) 1987 Dro Soft [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94519&o=2

$end


$a800=cvrnmars,
$bio

Caverns of Mars [Model RX8021] (c) 1982 Atari, Inc. [Sunnyvale, CA, USA]

- TIPS AND TRICKS -

On higher levels, press TAB+CONTROL+SHIFT to skip sections.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82793&o=2

$end


$cpc_cass=cavernso,
$bio

Caverns of the Death (c) 1987 Juliet Software [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93398&o=2

$end


$cpc_cass=cavesofd,
$bio

Caves of Doom [Model IA 0084] (c) 1985 Mastertronic, Ltd. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93399&o=2

$end


$bbca_cass,bbcb_cass=cavey,
$bio

Cavey (c) 1986 Players

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51614&o=2

$end


$amigaocs_flop=cavitas,
$bio

Cavitas (c) 1992 Nite Time

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73686&o=2

$end


$msx1_cass=caza,
$bio

Caza (c) 1986 Load and Run

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94520&o=2

$end


$snes=cbchara,
$bio

CB Chara Wars - Ushinawareta Gag [Model SHVC-CV] (c) 1992 Banpresto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61117&o=2

$end


$info=cb308,
$bio

CB-308 (c) 1977 Cromemco.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103263&o=2

$end


$c64_cart,c64_flop=c64stat,c64statg,
$bio

CBM 64 Stat (c) 1982 Handic Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53531&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=basic4,basic5,
$bio

CBM BASIC (c) 198? Commodore

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83787&o=2

$end


$info=cbm3008,
$bio

cbm (c) 1979 Commodore, Ltd.

- TECHNICAL -

Model 3008

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103301&o=2

$end


$info=cbm3016,
$bio

cbm (c) 1979 Commodore, Ltd.

- TECHNICAL -

Model 3016

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103302&o=2

$end


$info=cbm3032,cbm3032b,
$bio

cbm (c) 1979 Commodore, Ltd.

- TECHNICAL -

Model 3032

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103303&o=2

$end


$info=cbm4016,
$bio

CBM (c) 1980 Commodore, Ltd.

- TECHNICAL -

Model 4016

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103379&o=2

$end


$info=cd2650,
$bio

CD 2650 (c) 1977 Central Data.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103264&o=2

$end


$pcecd=cdbattle,
$bio

CD Battle Hikari no Yuushatachi (c) 1993 King Records

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58125&o=2

$end


$pcecd=pachinko,
$bio

CD Bishoujo Pachinko Kyuuma Yon Shimai (c) 1995 Game Express

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58126&o=2

$end


$pcecd=cddenjin,
$bio

CD電人 ロカビリー天国 (c) 1993 Hudson Soft.
(CD Denjin Rockabilly Tengoku)

CD Denjin Rockabilly Tengoku is a side scrolling shooter by Red and published by Hudson Soft, sequel to PC Denjin - Punkic Cyborgs originally released on HuCard in 1992. The futuristic version of King Droll has once again decided to take over the world and Genhead, our beloved robotic and big-headed super hero, seems to be the only one courageous enough to dethrone him and his gang. The game offers an even greater amount of wacky levels and a vast array of hilarious enemies all portrayed in a comedic and unique Rockabilly & Karaoke twist. CD Denjin features a grand total of seven stages and the game allows players to choose the order in which they want to tackle the first four levels. Our bold friend comes equipped with a modest laser blaster that can be powered up to five levels which ultimately turns him into a mean and vile war machine. But the most feared weapons in his arsenal are his blaster-boots (the ultimate technique to dispose of enemies sitting right behind him) and the poo-poo smart bombs that he can charge up and release at will. Although they now look different, Genhead's wacky and sunglass-wearing friends are still around and they all gladly help him to achieve victory - there is a total of seven friends from a tiny fish, an helicopter to a curious flying satellite or a weird looking microphone. This time around, however, they are closely related to the visited areas and eventually join forces with our bald hero when rescued. Genhead has the incredibly ability to merge with them as well and gain rather unusual special abilities - he can turn into a Sushi-chef and fire powerful waves of deadly sushis at his enemies or melt down their brains with evil songs and sound waves.

- TECHNICAL -

Game ID: HCD3049

- TRIVIA -

Released on July 30, 1993 in Japan for 6800 Yen.

Reviews:
[FR] November 1993 - Consoles + N.25: 84%

- SERIES -

1. PC Denjin - Punkic Cyborgs [Model HC92053] (1992)
2. CD Denjin Rockabilly Tengoku [Model HCD3049] (1993)

- STAFF -

Producers: Eiji Aoyama, Masaki Kobayashi
Wonderful Director: Tomonori Matunaga
Director: Hito II
Superviser: Takafumi Horio
Sukisukisu: Keisuke Mitsui
Macho Man: Eddy Chiu
Character Designers: Kubo Boku, Kobuta Aoki, Jun Nakamura, Keisuke Abe, Moraokamora, Hiroshi Adachi
Program: Tsutomu Takano
Graphic Designers: Yuko Tanisako, Hiroshi Nakamura, Norio Makino
Sound Producers: Satou Shinichirou, Noritada Hiraki
Special Thanks: Kappa Yuzawa, Hiroshi Iizuka, Kazumi Kobayashi, Saburou Matsuoka, Shigeru Nakahara, Bill Ritch

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58127&o=2

$end


$pcecd=hanafuda,
$bio

CD Hanafuda Bishoujo Fan Club (c) 1994 Game Express

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58128&o=2

$end


$pcecd=mahjong,
$bio

CD Mahjong Bishoujo Chuushinha (c) 1993 Game Express

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58129&o=2

$end


$pcecd=pachislt,
$bio

CD Pachisuro Bishoujo Gambler (c) 1994 Game Express

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58130&o=2

$end


$cdi=cdshoot,cdshootu,
$bio

CD Shoot (c) 1992 Philips Interactive Media, Incorporated.

Trapshoot in your own living room, and no permit required! CD Shoot is just like the real thing, with four exciting levels - from basic Sporting right up to Engish Skeet, where you select your own movement and reaction speeds. Take aim. Shoot!

- TECHNICAL -

Model 810 0034

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52795&o=2

$end


$x68k_flop=cdrom,
$bio

CD-ROM Driver v2.00 (c) 1994 First Class Technology

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87184&o=2

$end


$pc8801_flop=cecile,
$bio

Cecile (c) 1987 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91499&o=2

$end


$pc8801_flop=cecile88,
$bio

Cecile88 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91500&o=2

$end


$x68k_flop=celcion,
$bio

Celcion 68000 (c) 1992 SPC Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87212&o=2

$end


$info=as_celeb,as_celeba,as_celebb,
$bio

Celebration (c) 200? Astra Games, Limited. [Novomatic Group].

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41824&o=2

$end


$info=m4celcb,
$bio

Celebration Club (c) 199? Barcrest.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15221&o=2

$end


$pc98=celery,
$bio

Celery (c) 1989 Software House Parsley.

- TRIVIA -

Released on July 07, 1989 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48542&o=2

$end


$pc8801_flop=celia,
$bio

Celia (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91501&o=2

$end


$x68k_flop=celia,celiad,
$bio

Celia (c) 1993 B-Cat Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87213&o=2

$end


$msx2_flop=cell4,
$bio

Cell 4 (c) 2004 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101526&o=2

$end


$bbca_cass,bbcb_cass=cellserp,
$bio

Cells and Serpents (c) 19?? ASP Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51615&o=2

$end


$amigaocs_flop=celticlg,
$bio

Celtic Legends (c) 1991 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73687&o=2

$end


$info=centaur,
$bio

Centaur (c) 1981 Bally.

- TECHNICAL -

Bally MPU AS-2518-35 (Squawk and Talk + Say it Again)
Model Number : 1239

Main CPU : M6800 (@ 475 KHz)
Sound CPU : M6802 (@ 895 KHz)
Sound chips : General Instrument AY8910 (@ 895 KHz), DAC, Texas Instruments TMS5220 (@ 640 KHz), SAD4096

This game also used a 'Say it Again' reverb board (hooked up to the Squawk and Talk board) which added echo effects to the sound.

- TRIVIA -

Released in October 1981. 3,700 units were produced.

The development of this game took 9 months.

Centaur was inspired by the classic Bally's 1956 "Balls-A-Poppin".

The names PATLA (Jim Patla) and GOLEN (Emil S. Golen) appear on the playfield below the flippers near the figure of a woman.

Centaur was re-released by Bally/Midway in 1983 as "Centaur II".

- STAFF -

Designer : Jim Patla
Artwork : Paul Faris
Software : Emil S. Golen

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5253&o=2

$end


$info=cencourt,
$bio

Center Court (c) 1988 Sega Enterprises, Limited.

- TRIVIA -

Released in July 1988 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32409&o=2

$end


$saturn,sat_cart=crboxing,
$bio

Center Ring Boxing [Model T-6005H] (c) 1995 JVC

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59996&o=2

$end


$amigaocs_flop=centerbs,
$bio

Centerbase - Science-Fiction Simulation (c) 1992 reLINE

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73688&o=2

$end


$bbca_cass,bbcb_cass=centibug,
$bio

Centibug (c) 19?? Superior Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51616&o=2

$end


$bbca_cass,bbcb_cass=centiped,
$bio

Centipede (c) 1982 Superior Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51617&o=2

$end


$coleco=centiped,
$bio

Centipede (c) 1983 Atarisoft.

- STAFF -

PROGRAMMED BY: Larry CLAGUE
GRAPHICS AND ANIMATION BY: Larry CLAGUE
SOUND DATA SUPPLIED BY: A. FUCHS

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53258&o=2

$end


$c64_cart,c64_flop=centiped,
$bio

Centipede (c) 1983 Atari, Incorporated. [Sunnyvale, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53537&o=2

$end


$ibm5150,ibm5150_cass=centiped,
$bio

Centipede (c) 1983 Atarisoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83592&o=2

$end


$ti99_cart=centipd,
$bio

Centipede (c) 1983 Atarisoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84529&o=2

$end


$lynx=centiped,
$bio

Centipede (c) 199? Shadowsoft.

- TRIVIA -

Unreleased prototype.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58806&o=2

$end


$info=centipdd,
$bio

Centipede Dux (c) 1989 Two-Bits Score.

Character swap for Centipede. Turns the characters into ducks, mushrooms, etc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=30053&o=2

$end


$intv=centiped,
$bio

Centipede (c) 1983 Atari, Incorporated.

Based on the Atari arcade game.

An insidious invasion of multiplying insects (Centipedes, Jumping Spiders, Poisonous Scorpions and Frenzied Fleas) pose different perils to the mushroom patch. Get out your Bug Blaster and save that Fungus!

- TECHNICAL -

Model 70254

- STAFF -

Programmed by: Mark Kennedy
Graphics by: Eric Wels
Sounds by: Russ Haft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60869&o=2

$end


$a2600=centipede,centipedep,
$bio

Centipede (c) 1982 Atari, Incorporated.

PAL release. Game developed in USA. For more information, please see the NTSC release's entry; "Centipede [Model CX2676]".

- TECHNICAL -

Model CX2676P

- PORTS -

* Consoles : 
Microsoft XBOX [EU] (November 26, 2004) "Atari Anthology" 
Sony PlayStation 2 [EU] (February 18, 2005) "Atari Anthology [Model SLES-53061]" 

* Handhelds : 
Nintendo DS [EU] (February 24, 2011) "Atari Greatest Hits Vol.1 [Model NTR-BR6P-EUR]"

* Computers : 
PC [MS Windows, CD-ROM] [EU] (June 10, 2005) "Atari - 80 Classic Games in One! [Replay]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83029&o=2

$end


$a2600=centiped,
$bio

Centipede (c) 1982 Atari, Incorporated.

CENTIPEDE offers 2 game variations: EASY PLAY for beginners and children, and STANDARD PLAY for skilled players.

In EASY games, you do not lose a magic wand when the flea or spider touches you, and the Centipede always starts the attack in a single formation, never with detached heads.

You start the game with three magic wands. Every time you score 10,000 points, you win a bonus wand. You can have a total of 7 magic wands at one time. Any wands won after that are not held in reserve. When you lose your last magic wand, the game ends.

If the Centipede, spider, or flea bites you, your wand is snatched away and you become temporarily paralyzed. The game will stop momentarily and all the mushrooms are counted for bonus points. Your points are added to your running score, and the rejuvenated Centipede attacks again from the top. You must replay the previous wave until the Centipede is totally destroyed.

Objective: Use your magic wands to score as many points as possible (see scoring). Use strategy and quick thinking to avoid the paralyzing insect bites. The Enchanted Forest is a challenging, but danderous region. By learning about the dangers that lurk behind every mushroom, you can become a skilled and heroic wand wielder.

Inhabitants of the Enchanted Forest:
Centipede: Consisting of nine body segments, the Centipede attacks from the top of the screen and winds down toward you. Each time you hit a segment, it becomes a powerless mushroom and the body segment behind that mushroom becomes the head of a new Centipede. When you shoot every segment of a Centipede, the Centipede disappears breifly, then reappears at the top in a new and fiercer attack formation.

The Centipede attacks in 8 distinct waves.  In Wave 1, the Centipede is composed of a head attached to 8 body parts. In Wave 2, it has a head attacked to 7 body parts, plus a detached head. The Wave 3 Centipede is composed of 6 body segments with 1 head attached and 2 detached heads. The Centipede continues to transform a body segment into a head until Wave 8, at which time it has 9 independently moving heads. You must eliminate the Wave 1 centipede only once.  Then, until you score passes 40,000 points, you must destroy each subsequent Centipede wave twice--first as the Centipede moves slowly towards you, then as it moves fast. After you score over 40,000 points, each Centipede will only need to be destroyed once.

Mushrooms: Dotting the forest floor are mushrooms. The Centipede slides along horizontally in one direction.  When it touches a mushroom or the edge of the screen, it drops down to the next row of mushrooms and reverses direction. It takes 3 consecutive hits to eliminate an entire mushroom.

Spider: In its attempt to distract you from shooting the Centipede, the spider jumps all over the battlefield, eliminating some of the mushrooms it touches. You score 300, 600, or 900 points when you zap the spider. The closer the spider is to your wand, the greater the score. When you hit it, the spider's score lights up on the screen.

Flea: The flea start bugging you after you shoot away most of the mushrooms near you. It drops straight down, creating mushrooms as it falls.  You must hit the flea twice to make it disappear. Warning: After the first shot, the flea drops twice as fast!

Scorpion: Sometime after you clear 3 Centipede screens, the scorpion screens, the scorpion will scurry across the battlefield, poisoning every mushroom it touches. But, if you zap the scorpion before it runs across an entire row of mushrooms, the spell of poison is broken and the mushrooms remain normal.

Poisoned Mushrooms: Poisoned mushrooms are created by the scorpion. These are a deadly white color. When the Centipede bumps into a poisoned mushroom, it goes wild and plunges straight through the field of mushrooms toward you. As with normal mushrooms, you must hit a poisoned mushroom 3 times in succession to destroy it. Each time you lose a wand, poisoned mushrooms transform back into normal mushrooms.

- TECHNICAL -

Model CX2676

- TRIVIA -

Export releases:
[PAL] "Centipede [Model CX2676P]"

- SCORING -

In the standard CENTIPEDE game, you can score a total of 999,999 points before the score rolls back to zero.  In the easy game variation, you can score a total of 99,999 points.

Centipede Body Segment: 10 points.
Centipede Head: 100 points.
Spider (distant range): 300 points.
Spider (medium range): 600 points.
Spider (close range--look out!): 900 points.
Flea: 200 points.
Scorpion: 1,000 points.
Mushroom (totally eliminated): 1 point.
Mushroom (wounded or intact at end of turn): 5 for every 2 points.
Poisoned Mushroom (totally eliminated): 1 point.
Poisoned Mushroom (wounded or intact at end of turn): 5 for every 2 points.
Bonus Wand: Every 10,000 points.

- TIPS AND TRICKS -

* Shoot away mushrooms in a straight line up the screen to create a corridor. When the Centipede reaches this "gap," it will fall straight down the battlefield and can be easilty picked off.

* Since the flea doesn't appear until you have eliminated most of the mushrooms near you, you can set up a shield to prevent this lightening-fast pest from striking. Simply leave at least 5 mushrooms on the lower third of the screen.  After you score 120,000 points, you'll need to leave 10 mushrooms.

* Shoot Centipede heads to create new heads out of the body segments left behind.  Since heads are worth 10 times the point value of body segments, you'll score lots of points.

* Each creature makes a distinct sound. By becoming familiar with these sounds, you will know without looking, what is attacking and where it is on the screen.

- PORTS -

* Consoles : 
Tapwave Zodiac [US] (2004) "Atari Retro" 
Microsoft XBOX [US] (November 16, 2004) "Atari Anthology [Model 26084]" 
Sony PlayStation 2 [US] (November 22, 2004) "Atari Anthology [Model SLUS-21076]" 
Microsoft XBOX [JP] (August 4, 2005) "Atari Anthology [Model B7X-00001]" 

* Handhelds : 
Nintendo DS [US] (November 2, 2010) "Atari Greatest Hits Vol.1 [Model NTR-BR6E-USA]" 

* Computers : 
PC [MS Windows, CD-ROM] [US] (November 11, 2003) "Atari - 80 Classic Games in One! [Model 25069J]" 
PC [MS Windows, CD-ROM] [US] (January 1, 2003) "Atari Retro" 

* Others : 
Atari 10 in 1 TV Game [US] (2002) by Jakk's Pacific 
Atari Flashback 2 [US] (2005) 
Atari Flashback 2+ [US] (February 22, 2010) 
Atari Flashback 3 [US] (September 16, 2011) by AtGames 
Atari Flashback 4 [US] (November 13, 2012) by AtGames 
Atari Flashback 5 [US] (October 1, 2014) by AtGames

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50315&o=2

$end


$a5200=centiped,
$bio

Centipede (c) 1982 Atari, Incorporated.

You start the game with three magic wands. Every time you score 12,000 points, you win a bonus wand and musical fanfare exalts your bravery. You can have a total of six magic wands at one time. When you lose your last magic wand, the game ends.

If the centipede, spider, or flea bites you, your wand is snatched away and you become temporarily paralyzed. The game will stop momentarily and all the mushrooms you partially destroyed during the battle are restored. Your points are added to your running score, and the rejuvenated centipede attacks again from the top. You must replay the previous wave until the centipede is totally destroyed.

CENTIPEDE offers three game variations: EASY PLAY for beginners and children, STANDARD PLAY for intermediate players, and HARD PLAY for advanced players.

- TECHNICAL -

Model CX5215

- SCORING -

You can score a total of 99,999,999 points before the score rolls back to zero. Point values are listed below.

Centipede body segment: 10 points.
Centipede head: 100 points.
Spider (distant range): 300 points.
Spider (medium range)..: 600 points.
Spider (close-range--look out!): 900 points.
Flea: 200 points.
Scorpion: 1000 points.
Magic Mushroom (totally eliminated): 1 point.
Magic Mushroom (shot 1 to 3 times): 5 points.
Poison Mushroom (totally eliminated): 1 point.
Poison Mushroom (shot 1 to 3 times): 5 points.
Poison Mushroom (not shot at all): 5 points.
Bonus Wand every 12,000 points.

- TIPS AND TRICKS -

* Shoot away mushrooms in a straight line up the screen to create a "corridor." When the centipede reaches this "gap," it will fall straight down the battlefield and can be easily picked off.

* Since the flea doesn't appear until you have eliminated most of the mushrooms near you, you can set up a shield to prevent this lightening-fast pest from striking. Simply refrain from shooting away mushrooms near your magic wand.

* Shoot centipede heads to create new heads out of the body segment left behind. Since heads are worth 10 times the point value of body segments, you'll score lots of points.

* Each creature makes a distinctive sound. By becoming familiar with these sounds, you will know without looking, what is attacking and where it is on the screen.

- STAFF -

Programmer: W. Sean Hennessy
Programmer: Frank Hausman

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50033&o=2

$end


$a7800=centiped,centipedu,
$bio

Centipede (c) 1986 Atari Corporation.

You start the game with three magic wands. Use these to spark the enemy and score points, if the enemy bites you, you become temporarily paralyzed and lose a wand. Plan your strategy and think fast to avoid the paralyzing insect bites.

The Centipede attacks in 12 distinct waves, in Wave 1, it has a head attached to 11 body segments. in Wave 2, it has a head attached to ten segments plus a detached head. The Centipede in Wave 3 has an attached head, nine segments, and two detached heads. The segments continue to transform into heads until in Wave 12 the Centipede has 12 independently attacking heads.

The Centipede attacks from the top of the screen and winds down towards you. When you spark any part of it with your wand, that segment becomes a powerless mushroom. The segment behind it becomes the head of a new Centipede. When you hit every segment of a Centipede, it disappears briefly, then reappears at the top of the screen in a new and fiercer attack wave.

Dotting the forest floor are Magic Mushrooms. These act like shields for you but can also speed the Centipede in its attack. The Centipede slithers along horizontally in one direction. When it gets to a mushroom or the edge of the screen, it turns down to the next row of mushrooms and slides in the opposite direction. Each time you spark a mushroom you destroy part of it. It takes four hits to eliminate a mushroom entirely. if you lose a wand, all partially destroyed mushrooms are magically restored.

Trying to distract you from sparking the Centipede, the Spider jumps all over the Enchanted Forest, eliminating every mushroom it touches. The closer the Spider comes to you, the more points you score when you zap it.

The Flea starts bugging you after you shoot away most of the mushrooms near you. It drops straight down, creating mushrooms as it falls. You must hit the Flea twice to make it disappear. But be warned: after the first shot, the Flea drops twice as fast!

Beginning with the third wave, the Scorpion scurries across the middle of the Enchanted Forest, poisoning every mushroom it touches. At first it moves slowly, but as the battle goes on it moves faster and faster and appears more often.

Poison mushrooms are a different color from the other mushrooms. When the Centipede bumps into a poison mushroom, it goes crazy and plunges straight through the field of mushrooms towards you. if you lose a wand, all whole and partially destroyed poison mushrooms are transformed back into Magic Mushrooms.

If the Centipede, Spider, or Flea bites you, you become temporarily paralyzed and your wand is snatched away. Your points are added to your running score, and the rejuvenated Centipede attacks again. You must replay the wave until the Centipede is totally destroyed.

The Enchanted Forest is a challenging but dangerous region. By learning what dangers might lurk behind every mushroom, you’ll become a skilled and victorious wand-wielder.

- TECHNICAL -

Model CX7801

- SCORING -

Each time you score 12,000 points, you win a bonus wand and musical fanfare exalts your bravery. You can have a total of six magic wands at one time. When you lose your last wand, the game ends.

Point values are listed below:

Centipede:
head: 100 points
body segment: 10 points

Spider:
close range (look out!): 900 points
medium range: 600 points
distant range: 300 points

Flea: 200 points
Scorpion:  1000 points


Magic Mushroom:
shot 1 to 3 times: 5 points when restored
totally eliminated: 1 point

Poison Mushroom:
not shot at all: 5 points when restored
shot 1 to 3 times: 5 points when restored
totally eliminated: 1 point

- TIPS AND TRICKS -

Shoot away mushrooms in a straight line upwards to create a corridor. When the Centipede reaches this gap it will fall straight down and can be easily picked off.

Shoot Centipede heads to create new heads from the body segments left behind. Since heads are worth ten times more than body segments, you'll score lots of points.

Since the Flea doesn't appear until you destroy most of the mushrooms near you, set up a mushroom shield to prevent this lightning-fast pest from striking. To do that, don’t shoot away mushrooms closest to your magic wand.

Each creature makes a distinct sound. Learn these sounds so you’ll know without looking what is attacking and where it is.

- PORTS -

* Others : 
Atari Flashback [US] (2004)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50124&o=2

$end


$a800=centiped,centpedp,
$bio

Centipede (c) 1982 Atari, Inc.

- TECHNICAL -

Game ID: CXL4020

- UPDATES -

2 versions exist. One is copyright dated 1981 (prototype) and the other 1982.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82794&o=2

$end


$gameboy=centipedm,
$bio

Centipede [Model DMG-AC4E-USA] (c) 1998 Majesco Ent. Co.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65760&o=2

$end


$gbcolor=centipedu,
$bio

Centipede [Model DMG-AC5E-USA] (c) 1998 Majesco Ent. Co.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67648&o=2

$end


$gbcolor=centiped,
$bio

Centipede (c) 1998 Majesco Ent. Co.

- TECHNICAL -

Game ID: DMG-AC5P-EUR

- TRIVIA -

Centipede for Game Boy Color was released on November 30, 1998 in Europe.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67647&o=2

$end


$gameboy=centiped,
$bio

Centipede (c) 1992 Accolade, Incorporated.

- TECHNICAL -

Game ID: DMG-CZ-USA

- TRIVIA -

Centipede for Game Boy was released in December 1992 in North America.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65758&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=centiped,
$bio

Centipede [Model RX8504] (c) 1983 Atarisoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83794&o=2

$end


$info=centiped,centiped1,centiped2,centiped3,centipdb,
$bio

Centipede (c) 1980 Atari.

Centipede is a 1- or 2-player game with a color raster-scan monitor. The fast-moving game action takes place on a magical mushroom patch and includes a variety of insects that drop down from the top of the screen or enter from the sides of the screen, most of them to attack the Bug Blaster, controlled by the player. The Bug Blaster is represented on the screen by a somewhat humanoid head. The object of the game is to shoot at and destroy as many of these insects and mushrooms as possible for a high point score, before the player's lives are all used up. 

Player control consists of a Mini-Trak Ball control and a FIRE button. The Bug Blaster is moved by rotating the Midi-Trak Ball control. The Bug Blaster can be moved in all directions, but only within the bottom 5th of the screen. However, the Bug Blaster must move around mushrooms, since these are fixed, not 'transparent', objects. Pressing the button causes the Bug Blaster to fire individual shots upward, either singly or in rapid-fire mode, if held down constantly. (Only one shot appears on the screen at a time.) 

Game play begins with a playfield of randomly-placed mushrooms in a mushroom patch. A Centipede starts snaking its way across from the center top of the screen. The Centipede changes direction when it runs into a mushroom or either the left or right boundaries of the playfield. 

When a segment of the Centipede is shot, it is destroyed and a mushroom appears where that segment was shot. When a body segment is shot, the Centipede breaks into two smaller Centipedes, each with its own head. When a Centipede reaches the bottom of the screen, it starts back up, but remains within the area of the Bug Blaster (the bottom fifth of the screen). 

If a Centipede reaches the bottom of the screen without being shot, it releases its tail. This tail changes into a new head. Also to provide the player a challenge, if a Centipede is still alive when it reaches the bottom, new heads will enter the screen almost at the bottom of the sides. More of these heads will appear as time progresses. 

A round of play ends when all Centipede segments are destroyed. 

The randomly moving Spiders also appear in the first wave. The Spiders can destroy any mushrooms they move over. This eliminates many mushroom targets for a player. Depending on a special option switch setting, the Spider moves slowly until the player reaches a specific score, and then it speeds up. If the Bug Blaster and a Spider collide, both are destroyed. 

Whan a Centipede with fewer than eleven body segments appears, a bombardment of Fleas starts. As a Flea descends, it leaves a trail of new mushrooms behind it. Fleas appear when a certain number of mushrooms remains at the bottom of the screen. This number increases as the game progresses, meaning Fleas appear more often later on in the game. The Bug Blaster must hit a Flea twice to destroy it; the first shot just speeds it up. 

When a Centipede with fewer than ten body segments appears, a Scorpion enters from either side, moving at a relatively slow speed. As the player earns more points, the Scorpion's speed increases. 

As the Scorpion travels across the screen, it 'poisons' the mushrooms that it moves over and changes their colors. These mushrooms cause any Centipedes that would collide with them to head straight towards the bottom of the screen, rather than continue snaking around. The Bug Blaster can stop a poisoned Centipede by shooting its head. 

In addition, these poisoned mushrooms as well as any partially shot mushrooms add 5 points to the player's score as the mushroom patch resets after a player loses a life. 

If the players are very skilled and earn at least 60,000 points, two things happen to increase player challenge : the Fleas descend at a faster speed and the Spiders restrict their movement to a smaller area at the bottom of the screen. 

An important new feature of this game is the operator option for easy/hard game difficulty. At Easy, the Spider moves slowly up to a 5,000-point score, and then bounces at a higher speed. It also changes direction less often throughout the game than at the hard setting. At Hard, the Spider moves slowly only for the first 1,000 points, and then speeds up. It also changes direction more often throughout the game. In either setting, the Spider always moves at a 45-degree angle or straight up and down.

- TECHNICAL -

Game ID : 136001 

The upright models were by far the most common. All of them can be converted to "Millipede" with only minor effort. They all have control panels with a trackball, although the upright version uses a larger ball than the other ones do. All of the trackballs are prone to wear and tear, but replacement parts are readily available. The upright was in a white cabinet that was similar in construction to the Asteroids cabinet. The game featured ornate painted side-art of a truly evil looking green bug, while the monitor bezel and marquee basically copied the same picture, but from a different angle. 

Height: 71 in. (180.34 cm) 
Width: 26.75 in. (67.95 cm) 
Depth: 25.25 in. (64.14 cm) 

Main CPU : MOS Technology M6502 (@ 1.512 Mhz) 
Sound Chips : POKEY (@ 1.512 Mhz) 

Players : 2 
Control : trackball 
Buttons : 1 (FIRE)

- TRIVIA -

The original Upright model of Centipede was released in June 1981, and was sold $1,995 at its release. 46,062 units were produced. It's Atari's second bestselling coin-op game. 

It was an Atari coin-operated game that swiftly won a wide following in the arcades. Apart from its smooth game play, Centipede was praised for its refreshing approach to screen colors and for its whimsical mushroom world. 

Centipede was the first coin-op game to be designed by a woman - Dona Bailey. But Ed Logg did the majority of the work on Centipede; Dona only came up with the prototype idea, where the mushrooms were indestructible and it was more like "Space Invaders". Like "Pac-Man", this game has special appeal to women. 

* The Creation of Centipede : Centipede was written by veteran Atari designer Ed Logg, who has become something of a legend in the world of video games, and a young game programmer who was credited with bringing a gentler touch to the world of video games with the enchanted mushroom patch. 

Steve Calfee : 'Ed Logg is the world's greatest games designer. He's done the most, the best games. His line up starts with "Asteroids", which probably still is the biggest run we ever did. He's in [a long line of games]. He's kind of like Pete Rose; he has the most hits and he's also probably got the most strike outs. He just goes up to bat.' 

* Remembrances from the Video Game Masters : The mushroom patch with its tenacious, never-say-die centipedes, bouncing spiders, mushroom-laying fleas and transforming scorpions provided an imaginative leap for players, just as did the hoards of aliens in "Tempest", the outer space adventures of "Asteroids", the eerie battlefields of "Battlezone" and even the frightful scenarios of "Missile Command". Of these times, and the games that emerged from Atari, Rich Adam said : 'We were a young group of fun people who were sort of treading on untrodden territory. We were out exploring what technology could do to entertain adolescent minds, and we were adolescent minds.' 

In the early days of personal computers, before they became commonplace, and before sophisticated gaming programs were available for them, the arcades (and wherever else the coin-operated games were located) were the portals into these new fantasy worlds. And a river of quarters carried players into the electronic realms. Dan Pliskin described the coin-operated video game business as follows : "It was a wacky, extremely competitive business. I was there when coin-operated games were earning $8 billion in quarters a year. These games were out-grossing the record industry and the movie industry combined, in quarters! And when you looked at who was manufacturing these games, it was just a couple of Japanese companies and a few American companies.... There was incredible competition, all for kids' lunch and church money!" 

The quarters are still rolling in. Dan Plishkin continued : "People say that video games have already seen their heyday and business has definitely gone downhill. Maybe it has gone downhill. Maybe it's only $4 billion worth of quarters now. It's still one heck of an industry." 

* Popular from the Start : The prototype games were hand-built, wire-wrapped, one-of-a kinds that were created by the development team prior to ordering the circuit boards for the mass-produced versions. With just a single machine, people would come in at all hours of the night to play a new game. 

Dan Plishkin : 'One of the things that kind of allowed everybody at Atari to have kind of a loose and enjoyable relationship was that management was kind of loose, too. An example of that happened with one of Howard Delman's games. I can't remember which one it was, but we sent the one and only prototype wire-wrapped version of Howie's game off to the AMOA (Amusement and Music Operators Association) show with strict orders not to sell it.' 

Of course the game was sold anyway, and a new prototype had to be assembled back at the labs. Dan Plishkin continued : 'Several months later Howie gets a call from the person who bought this game. It had stopped collecting money and he wanted to know how to change the settings to make it play longer, or something, to see if it would earn more money. Howie had to tell the guy that if it ever collected any money at all, it was a miracle because it didn't have any coin routines at all. It had none, because we had wired it for free-play when we sent it to the AMOA show!' 

* The Great 25-Cent Escape : Especially in the early 1980s a great many newspaper and magazine articles were written about the meaning of and possible consequences of the wave of video games that seemed to allure so many kids, and adults, to the arcades. But at the heart of it might have been the promise of a quick escape into another world. 

Rich Adam : "I kind of figured out, maybe years after the fact, what I think the lure of video games is. It's because people have so little control over their lives. This is especially true with kids, but even adults often have little control over the day-to-day part of their lives. You have to go to work. You don't get to control that much of your life. But for a quarter you can control this very complex machine. You can command it. For a quarter that's quite a bargain, to be able to do that for five minutes... When you're good at a game it gives you an incredible sense of power over the whole environment.". 

Centipede was the 1st UL (Underwriter's Laboratories) approved game. 

Jim Schneider holds the official record for this game on 'Marathon' settings with 16,389,547 points on August 1, 1984. 

Donald Hayes holds the official record for this game on 'Tournament' settings with 7,111,111 points on November 5, 2000. 

Note 1 : The upright side artwork features a grasshopper, while it is not present during game-play. In test mode you can cycle through the different graphical objects used in the game (the player, a mushroom, a spider, a scorpion, a flea and a grasshopper). Grasshopper?! Yes, the game was to originally have had grasshoppers but they were taken out. You can still see them in the test however. 

Note 2 : 'Centipede' is also the name of a terrifying, man-eating monster of the size of a mountain. This Japanese legend say that the dragon king of that particular lake asked the famous hero Hidesato to kill it for him. The hero slew it by shooting an arrow, dipped in his own saliva, into the brain of the monster. The dragon king rewarded Hidesato by giving him a rice-bag; a bag of rice which could not be emptied and it fed his family for centuries. 

Centipede inspired a catchy hit song by Buckner and Garcia called 'Ode To A Centipede' released on the 'Pac-Man Fever' album. 

The default high score screen of "Cyberball 2072" features names of many Atari arcade games, including CENTIPED. 

A Centipede unit appears in the 1982 movie "Fast Times at Ridgemont High", in the 1983 movie "WarGames", in the 1983 movie "James Bond 007 - Never Say Never Again", in the 1983 movie "Joysticks", in the 1984 movie "Body Double", in the 1985 movie "Teen Wolf", in the 1986 movie "Running Scared", in the 1987 movie "Death Wish 4 - The Crackdown", in the 1995 movie "Species" and in the 1996 movie 'House Arrest'. 

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

MB (Milton Bradley) released a boardgame based on Atari's Centipede. 

A Reimagined version of the Centipede franchise, was launched for the Nintendo 3DS and Nintendo Wii under name of "Centipede Infestation".

- SCORING -

Mushrooms & Poisoned Mushrooms : 1 point (Takes four hits to destroy) 
Centipede (Body) : 10 points 
Centipede (Head) : 100 points 
Flea : 200 points (Takes two hits. First hit speeds it up, second hit destroys it) 
Spider : 300, 600, 900 points (Points increase the closer the Spider is to the Bug Blaster when hit) 
Scorpion : 1,000 points 

When the mushroom patch is reset after a player loses a life, each partially destroyed/poisoned mushroom that is restored awards the player 5 bonus points.

- TIPS AND TRICKS -

* When you start the game, you will be put in the middle at the bottom of the screen. You have an area five mushrooms high (about 20% of the playing area) to maneuver your Bug Blaster in. The game will start when the enemies enter the screen. Know your enemies! This is the single most important aspect of this game. If you don't know how each of the enemies behave, you won't last long. The enemies are : 

1) Centipede (Body and Head) : Goes back and forth across the screen. Will drop to the next level when it encounters a mushroom or the side of the game field. It will go all the way to the bottom when it hits a poisoned mushroom. 

2) Spider : These appear from the top left or right of the player area. They will either bounce across the player's area at 45-degree angles or bounce in at a 45-degree angle, bounce up and down a couple of times, go to the middle at a 45-degree angle, bounce up and down a couple of times, then finally go to the right side (at a 45-degree angle), bounce up and down, then exit the area. They destroy mushrooms they cross over. 

3) Flea : These appear in Wave 2. They will appear when you have cleared out most of the mushrooms in the player area.

4) Scorpion : These appear in Wave 3. They go across the screen and poison all the mushrooms in their path. 

* The Centipede will start out as a head and eleven body segments on Wave 1. Wave 2 will be a head with ten body segments and a head that enters from the opposite side. Wave 3 will be a head with nine body segments and two heads that enter from opposite sides. This progression keeps going until Wave 12 when all that enter the screen are heads. The progression then starts back up again in a never ending cycle. 

* You must eliminate the Wave 1 Centipede only once. Then, until you score reaches 40,000 points, you must destroy each subsequent Centipede wave twice--first as the Centipede moves slowly towards you, then as it moves fast. After your score reaches 40,000 points, each Centipede will only need to be destroyed once. 

* Shooting the Centipede can have two effects : 

1) If you shoot the head, that part turns into a mushroom and the next segment becomes the new head and the Centipede will travel in the opposite direction (since it hit the newly-created mushroom). 

2) If you shoot the middle of the body, then the segment hit will become a mushroom. The old Centipede will continue in the same direction. The new Centipede will develop a head at the next segment after the break and head off in the opposite direction. 

* A good strategy to ensure you destroy the Centipedes in one stroke and to keep the Fleas at bay is to create 'mushroom corridors'. Mushroom corridors are basically corridors between two rows of mushrooms where you can funnel the Centipede down and destroy it when it is moving head-first at your Bug Blaster. 

* A good defense against the Flea is to keep a certain amount of mushrooms on the screen. There is no hard set value but when the Fleas don't come down, you have enough. This number gets higher as your score increases. 

* Speaking of score, Fleas start traveling faster after 60,000 points. 

* Watch out for the Spiders. They enter at either the top or bottom corners. Your Bug Blaster may be in the way if this happens. In addition to collisions, the Spiders wipe out all mushrooms that are in its path. This can create problems when you are creating mushroom corridors. It can also cause the Fleas to appear since you won't have many mushrooms in the player area. 

* Spiders are unpredictable, so be careful. Sometimes they pounce using long, high leaps and sometimes it bounces in a series of short jumps. Aim your shots and plan your moves based on where the Spider is, and not where you think it is going.

* Remember that Spiders never turn back. Once one passes your Bug Blaster on its journey from one side of the mushroom patch to the next, you can ignore it. If the Spider emerges from the right side of the screen, it will work its way toward the left side of the screen, and vice versa. It may pause along its way to bounce straight up and down, but it will never reverse direction.

* Blast the Fleas! They are relatively easy to pick off, especially once you get good at moving your Bug Blaster smoothly across the bottom of the screen. Be careful, though! It takes two shots to kill a Flea and after the first hit the falling speed increases.

* Blast the Fleas as soon as you can. Stop them from laying mushrooms because you'll just have to blast them out of the way later. The more mushroom on the screen (especially in the player area), the more quickly the Centipedes work their way to the bottom. 

* If you don't like Fleas, always leave five mushrooms in your area (out of your line of fire). Fleas stop falling when there are five or more mushrooms in the player area. But be on the lookout for Spiders. They destroy mushrooms and if the count drops below five, the Fleas start falling again.

* Keep track of where the Scorpions move across the screen. As soon as the Centipede hits a poisoned mushroom, it will immediately head for the bottom of the screen. The only way to stop this headlong plunge is to shoot it in the head. In the later waves, it is not uncommon to have multiple Scorpions going across the screen. They also provide the most points in the game, but they are hard to get. Often rows of mushrooms protect them. 

* Play the cycles. As the waves progress and more Centipede segments are entering the mushroom patch as independent heads, put more effort into blasting the heads than into chasing Fleas and Spiders. If your area gets too crowded with Centipede heads, you'll have to move your Bug Blaster with exceptional speed and smoothness to stay alive.

* If you get unlucky and let the Centipede into your area, you need to destroy it before it gets to the bottom of the player area. Once it reaches the bottom, it will ascend (it will never leave the player area, though). If it does reach the bottom of the player area, another head will come out from the opposite side to start its back and forth march across the screen. This will continue until you destroy all the Centipede parts in the player area or until your Bug Blaster is destroyed.

* If your Bug Blaster gets destroyed, all partially shot up mushrooms are regenerated, all poisoned mushrooms are restored to normal, and you start at the beginning of the wave you got killed on. 

* Depending on machine set up, all enemies (except the Centipede and Flea) speed up at the 1,000 or 5,000 point mark. 

* Bottom Side Tunnels : To perform this trick, you must do the following... 

1) When the Centipede is one row over the player's area (fifth mushroom up), go to the opposite side that the Centipede is on. 

2) When the Centipede turns around, it will be in the player's area. It then will make it to the side you are on. Right when it hits the side of the screen and turns around, shoot it. This creates a mushroom and forces the Centipede to turn around and go down one level. 

3) Again, after the Centipede hits the wall, shoot it, create a mushroom, and force it down another level. 

4) Continue to do this until you have only the bottom part left. There are two ways to do this : 
a) If you get killed by the Centipede, this will also create a mushroom and you will have a vertical line of mushrooms along one of the side. 
b) If you are quick, you can pick off the Centipede and create this last mushroom. 

5) Repeat this for the other side. 

6) Regardless of how you create this 'Side Tunnel', you will now have a trapped Centipede since the only thing it can do is go up and down within the player's area. New heads that come out will also be trapped. 

7) Now you can pick off enemies at your leisure. The only enemy you need to make sure you take out is the Spider since it can wipe out part of your 'Side Tunnel'. 

8) Good players consider this 'cheating' since it basically lets the player have free reign over the game. 

* Central Tunnel : This trick works along the same line as the 'Bottom Side Tunnel' trick. The difference is that you create a tunnel down the center of the screen... 

1) When the Centipede starts its descent, hit it. This will cause it to reverse direction after hitting the new mushroom. 

2) After going one or two mushroom lengths, hit it. Again, this will cause it to reverse direction. 

3) Continue to do this until you have built a 'tunnel' that touches the player's area. 

4) Also make sure you build up mushrooms to the left and right of the tunnel to prevent the Fleas from coming down and depositing their random mushrooms. 

5) From this point on, when the Centipede approaches your tunnel, all it will take is one hit to force it to descend. In a sense, you are causing the same effect that a Scorpion causes, but on your terms. 

6) Since you are keeping the top left and right areas clear, it should take a longer time for the individual heads to make it to the player's area. 

7) It will take a few waves to build up your areas. Once built up, you should be the master of the game. 

8) As for the other tunnel, make sure you take care of the Spiders when they first enter so they don't do any damage to your 'Central Tunnel'. 

9) Also make sure that you keep your tunnel cleared out by destroying any stray mushrooms within it. 

* Fortress : If you are patient, you could build a mushroom fortress around your Bug Blaster. Then all you would do is shoot Spiders for the rest of the game.

- SERIES -

1. Centipede (1981) 
2. Millipede (1982) 
3. Centipede (1998, PC CD-ROM; 1999, PlayStation/Dreamcast; 2001, Apple Macintosh)
4. Centipede Infestation (2011, Wii/3DS) 
5. Centipede Origins (2012, App Store/Android)

- STAFF -

Designed & Programmed By : Dona Bailey (DCB), Ed Logg (ED )

From High Score table: Eric Durfey (EJD), Dave Theurer (DFT), Cris Drobny (CAD), (DEW), (DFW), Greg Rivera (GJR)

- PORTS -

* Consoles : 
Atari 2600 [US] (1982) "Centipede [Model CX2676]"
Atari 2600 [EU] (1982) "Centipede [Model CX2676P]"
Atari 2600 [JP] (October 1983) 
Atari 5200 [US] (1982) "Centipede [Model CX5215]"
Atari XEGS 
Colecovision [US] (1983) "Centipede [Model 70004]" 
Mattel Intellivision [US] (1983) "Centipede [Model 70254]"
Atari 7800 [US] (1987) "Centipede [Model CX7801]" 
Sega Master System [EU] (1992) "Arcade Smash Hits [Model MK-27032]" 
Sega Genesis [US] (1996) "Arcade Classics [Model 1715]" 
Sega Mega Drive [EU] (1996) "Arcade Classics [Model 1715-50]" 
Sony PlayStation [US] (December 31, 1996) "Arcade's Greatest Hits - The Atari Collection 1 [Model SLUS-00339]" 
Sega Saturn [EU] (1997) "Arcade's Greatest Hits - The Atari Collection 1 [Model T-25413H-50]" 
Sega Saturn [US] (June 30, 1997) "Arcade's Greatest Hits - The Atari Collection 1 [Model T-9706H]" 
Sony PlayStation [EU] (December 1997) "Arcade's Greatest Hits - The Atari Collection 1 [Model SLES-00466]" 
Nintendo SNES [US] (August 1997) "Arcade's Greatest Hits - The Atari Collection 1 [Model SNS-AW7E-USA]" 
Nintendo SNES [EU] (February 26, 1998) "Arcade's Greatest Hits - The Atari Collection 1 [Model SNSP-AW7P-EUR]" 
Sony PlayStation [US] (2001) "Atari Anniversary Edition Redux [Model SLUS-01427]" 
Sega Dreamcast [US] (July 2, 2001) "Atari Anniversary Edition [Model T-15130N]" 
Sony PlayStation [EU] (March 1, 2002) "Atari Anniversary Edition Redux [Model SLES-03808]" 
Microsoft XBOX [US] (November 16, 2004) "Atari Anthology [Model 26084]" 
Sony PlayStation 2 [US] (November 22, 2004) "Atari Anthology [Model SLUS-21076]" 
Microsoft XBOX [EU] (November 26, 2004) "Atari Anthology" 
Sony PlayStation 2 [EU] (February 18, 2005) "Atari Anthology [Model SLES-53061]" 
Microsoft XBOX [JP] (August 4, 2005) "Atari Anthology [Model B7X-00001]"
Microsoft XBOX 360 [XBLA] [US] [EU] (May 2, 2007) "Centipede / Millipede" 

* Handhelds : 
Atari Lynx [US] [prototype only]
Nintendo Game Boy [EU] (1992) "Centipede [Model DMG-CZ-FRG]" 
Nintendo Game Boy [US] (December 1992) "Centipede [Model DMG-CZ-USA]"  
Nintendo Game Boy [US] (August 1995) "Arcade Classic No. 2 - Centipede & Millipede [Model DMG-ACPE-USA]"
Nintendo Game Boy [UK] (August 1995) "Arcade Classic No. 2 - Centipede & Millipede [Model DMG-ACPP-UKV]"
Sega Game Gear [US] (1996) "Arcade Classics" 
Nintendo Game Boy [US] (1998) "Centipede [Model DMG-AC4E-USA]" 
Nintendo Game Boy Color [US] (1998) "Centipede [Model DMG-AC5E-USA]" 
Nintendo Game Boy Color [EU] (November 30, 1998) "Centipede [Model DMG-AC5P-EUR]" 
Nintendo Game Boy Advance [US] (March 25, 2002) "Atari Anniversary Advance [Model AGB-AAVE-USA]" 
Nintendo Game Boy Advance [EU] (February 14, 2003) "Atari Anniversary Advance [Model AGB-AAVP]" 
Nintendo DS [UK] (March 11, 2005) "Retro Atari Classics [Model NTR-ATAE-UKV]" 
Nintendo DS [EU] (March 11, 2005) "Retro Atari Classics [Model NTR-ATAE-EUR]" 
Nintendo DS [US] (March 16, 2005) "Retro Atari Classics [Model NTR-ATAE-USA]" 
Nintendo DS [JP] (June 30, 2005) "Atarimix Happy 10 Games [Model NTR-ATAJ-JPN]" 
Nintendo Game Boy Advance [US] (August 21, 2005) "3 Games in One! Breakout - Centipede - Warlords! [Model AGB-B6ZE-USA]" 
Nintendo Game Boy Advance [EU] (September 9, 2005) "3 Games in One! Breakout - Centipede - Warlords [Model AGB-B6ZP]" 
Nintendo DS [AU] (November 2007) "Retro Atari Classics [Model NTR-ATAE-AUS]" 
Sony PSP [US] (December 19, 2007) "Atari Classics Evolved [Model ULUS-10325]" 
Sony PSP [AU] (March 7, 2008) "Atari Classics Evolved" 
Nintendo DS [US] (November 2, 2010) "Atari Greatest Hits Vol.1 [Model NTR-BR6E-USA]" 
Nintendo DS [EU] (February 24, 2011) "Atari Greatest Hits Vol.1 [Model NTR-BR6P-EUR]" 

* Computers : 
Atari 800 [US] (1982) "Centipede [Model CXL4020]" 
BBC Micro [EU] (1982) 
Tandy Color Computer [US] (1982) "Katerpillar Attack" 
Tandy Color Computer [US] (1982) "Caterpillar" 
Tandy Color Computer [US] (1982) "Colorpede" 
Tandy Color Computer [US] (1983) "Megapede" 
Tandy Color Computer [US] (1983) "Color Caterpillar" 
Apple II [US] (1983) 
PC [Booter] [US] (1983) "Bug Blaster", a part of the "Friendlyware PC Arcade" suite 
PC [MS-DOS, 5.25"] [US] (1983) "Centipede" 
PC [MS-DOS] [US] (1983) "Centipede" by R. J. Grafe 
Commodore VIC-20 [US] (1983) 
Commodore C64 [EU] (1983) 
Commodore C64 [US] (1983) "Centipede [Model RX8505]" 
Memotech MTX 512 [EU] (1983) "Kilopede" 
BBC B [EU] (1983) "Bug Blaster" by Alligata 
TI99/4A [US] (1983) "Centipede [Model RX8503]" 
Sinclair ZX-Spectrum [EU] (1983) Vectis Software 
Sinclair ZX-Spectrum [EU] (1983) "Spectipede" by R&R Software Ltd 
Sinclair ZX Spectrum [EU] (1983), "Centi-Bug" by Dk'tronics 
Amstrad CPC [EU] (1986) "Killapede" by Players 
Atari ST [EU] (1992) 
PC [MS Windows 3.1x, 3.5"] [US] (1993) "Microsoft Arcade" 
PC [MS-DOS] (1997) "ChampCentiped-em" by CHAMProgramming 
PC [MS Windows, CD-ROM] [EU] (1999) "Atari Arcade Hits 1" 
PC [MS Windows, CD-ROM] [US] (July 13, 1999) "Atari Arcade Hits 1" 
PC [MS Windows, CD-ROM] [US] (July 9, 2001) "Atari Anniversary Edition" 
PC [MS Windows, CD-ROM] [EU] (December 14, 2001) "Atari Anniversary Edition" 
PC [MS Windows, CD-ROM] [US] (2003) "Centipede & Battlezone" 
PC [MS Windows, CD-ROM] [US] (November 11, 2003) "Atari - 80 Classic Games in One! [Model 25069J]" 
PC [MS Windows, CD-ROM] [EU] (June 10, 2005) "Atari - 80 Classic Games in One! [Replay]" 

* Others : 
Tiger Game.Com [US] (1999) [Model 71-755] 
Mobile phone [Motorola T720] (2002) 
Mobile phone [US] (June 13, 2003) by iFone Limited 
Mobile Phones [US] (January 1, 2005) "Atari Legends Vol 1" 
Nokia N-Gage [US] (February 2006) "Atari Masterpieces Vol. II" 
Nokia N-Gage [EU] (March 30, 2006) "Atari Masterpieces Vol. II" 
Mobile phones [US] (2006) 
Apple iPhone/iPod [US] (December 5, 2008) "Centipede [Model 298862196]" 
Apple iPhone/iPod [US] (July 27, 2010) "Centipede 3GS [Model 382292863]" 
Apple iPhone/iPod [US] (February 9, 2011) "Centipede Ultra [Model 416011864]" 
Apple Store [US] (2012) "Atari Greatest Hits" 
Google Play [US] (2012) "Atari Greatest Hits"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=427&o=2

$end


$n64=ccourt,
$bio

Centre Court Tennis (c) 1999 BigBen Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57629&o=2

$end


$cpc_cass=centreco,centreco01,
$bio

Centre Court [Model SOFT 921] (c) 1985 Amsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93400&o=2

$end


$amigaocs_flop=centresq,
$bio

Centrefold Squares (c) 1988 CDS

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73689&o=2

$end


$info=m4centpt,m4centpta,
$bio

Centrepoint (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41270&o=2

$end


$cdi=centrion,
$bio

Centurion (c) 1995 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52800&o=2

$end


$megadriv=centur,
$bio

Centurion - Defender of Rome (c) 1991 Electronic Arts.

- TRIVIA -

Reviews:
September 1991 - Consoles + N.1 [FR]: 88/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70206&o=2

$end


$amigaocs_flop=centur,
$bio

Centurion - Defender of Rome (c) 1991 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73690&o=2

$end


$info=m5centcl,m5centcl20,m5centcl21,m5centcl21a,m5centcla,
$bio

Centurion Club (c) 200? Empire Games Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15327&o=2

$end


$amigaocs_flop=century,
$bio

Century (c) 1990 Software 2000

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73691&o=2

$end


$x1_cass=cepton,
$bio

Cepton (c) 1983 Formal Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86205&o=2

$end


$info=cerberup,
$bio

Cerberus (c) 1982 Playmatic.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=10007&o=2

$end


$info=cerberus,
$bio

Cerberus (c) 1985 Cinematronics.

An early shoot'em up game.

- TECHNICAL -

Main CPU : (2x) Zilog Z80 (@ 6 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.666 Mhz), Custom (@ 1.666 Mhz)

Players : 2
Control : dial
Buttons : 2

- TRIVIA -

Robert Haukup holds the official record for this game with 101,500 points on June 27, 1985.

- STAFF -

Designed and programmed by: Steve Hostetler, Phil Sorger, David Dentt
Graphics by: Dan Viescas, Dana Christianson, Tom Carroll
Sound: Dave Cartt
Dev.: Ken Hull
Hardware: Alex McKay

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=428&o=2

$end


$cpc_cass=cerberus,
$bio

Cerberus (c) 1986 Players Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93401&o=2

$end


$cpc_cass=cessnaov,
$bio

Cessna Over Moscow [Model 60130352] (c) 1987 Zafiro Software Division [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93402&o=2

$end


$pc98=btbsoft,
$bio

CG Gallery 1 (c) 19?? BTB Software [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89060&o=2

$end


$pc98=erika,
$bio

CG Story - Fuumashi Erika (c) 1991 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89061&o=2

$end


$pc98=cgtsuku,
$bio

CG Tsukuruu 3D (c) 19?? ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89062&o=2

$end


$pc8801_flop=cgq,
$bio

CGQ (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91478&o=2

$end


$x68k_flop=chachafv100,chachafv,
$bio

Cha Cha Fighter V (c) 1995 TMK

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87214&o=2

$end


$gameboy=chacham3,
$bio

Chachamaru Boukenki 3 - Abyss no Tou [Model DMG-A3J] (c) 1991 Human Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65761&o=2

$end


$gameboy=chachamp,
$bio

Chachamaru Panic [Model DMG-CCJ] (c) 1991 Human Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65762&o=2

$end


$nes=chacknh,
$bio

Chack 'n Pop (c) 1987 FMG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69228&o=2

$end


$info=chaknpop,
$bio

Chack'n Pop (c) 1983 Taito.

Chack'n Pop is considered by many to be the precursor to the venerable game Bubble Bobble. The cast consists of two enemies that would later be seen in Bubble Bobble. Many fans of the Bubble Bobble series may find Chack'n Pop less fun to play due to its high degree of difficulty.

The game puts the player in the role of Mr. Chack'n, who must rescue all of the hearts that were stolen during a romantic interlude between him and Miss Chack'n. Chack is an interesting character with interesting abilities. He can toss two bombs, only one in each direction at a time. He can also effortlessly go from walking on the floor to walking on the ceiling. If the ceiling is low enough, Chack can extend his legs until his head touches the ceiling to immediately begin walking on it.

Chack must use his bombs to release the captured hearts from their cages. Once all of the hearts are freed, he can escape through the top right corner of the maze. Along the way, purple Monstas will be trying to stop Chack simply by colliding with him. Chack can use his bombs to defeat the Monstas, but the limited use he has over them makes the bombs an unreliable attack method. Once Chack spends enough time in a maze, it is not uncommon for Chack to become completely overwhelmed by the presence of the Monstas.

- TECHNICAL -

Prom Stickers : A04

Main CPU : Zilog Z80 (@ 2.35 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.536 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Even if titlescreen says MCMLXXXIII (1983), Chack'n Pop was released in April 1984 in Japan.

The graphics roms contain unused sprites for a character that looks identical to the mechanical wind-up 'Zen-Chan' that later appeared in "Bubble Bobble".

Even though Chack'n battles Monstas and Mightas in this game, he would fight on their side 13 years later in "Bubble Memories - The Story of Bubble Bobble III".

A copyright string is hidden in the ROM a04-05 at 0x1EC6:
83 TAITO CORPORATION
PROGRAMMED BY JUN.

- TIPS AND TRICKS -

Maze 1
The first maze is a purely introductory maze. It teaches you the basics of the game. If you're new to the game, get to know the way that Chack can move through the maze. The first two Monstas make and easy multiple kill target, as do the two Monstas on the bottom if you're will to wait for both of them to hatch. If you happen to die on this level, you will not lose a life, but you will automatically be sent to Maze 2.

Maze 2
This is the first real stage. There are multiple paths that you can take to reach the single heart in the lower right corner. If you are concerned with the number of Monstas that may appear, be preemptive and bomb some of the eggs. Once you free the heart, you must come back to the center of the lowest level in order to progress to the top of the stage where the exit is.

Maze 3
There are two hearts in this stage. It makes the most sense to free the heart on the left first, and the heart on the second last. Eliminate as many eggs as you can unless you want to earn a completion bonus. Since you have many choices as to how you can get from the left heart to the first heart, proceed cautiously, and take the paths that are least occupied. Send bombs ahead of you in case any Monstas decide to hunt you down.

Maze 4

This maze contains easily identifiable walls that can be broken by your bombs. Use your bombs to open up pathways that give Chack access to the hearts. Free the higher heart first, then drop down to free the lower left heart. Try to clear out Monstas and their eggs in advance of your arrival. Once you free the left heart, you can take the lower path that crosses the boundaries of the screen, allowing you to move from the left side of the screen to the right side. Traveling back up the right side can be risky since you can't bomb up, only down. Travel back to the opposite side of the screen if you need to return to safety, but remember, the Monstas can follow you.

Maze 5
Maze 5 is the first maze that features water vials. They are essential to your escape from this maze. Free the heart closest to your starting point. In the process, you should break the water vial nearby, and water will begin to fill the bottom of the screen. Free the vial below it, and cross the screen boundary at the bottom of the screen. Carefully climb back up the right side, and free the right heart as well as one more water vial by throwing a bomb as last as possible while you are hanging from the ceiling to the left of the heart. By the time you do this, there should be enough water in the maze to allow you to swim to the L shaped platform in the center of the lower level. From here, you can climb up through the middle of the screen and reach the exit. Breaking more vials doesn't help you, but it won't really hurt you either. Just remember that bombs don't work underwater.

Maze 6
This maze introduces a moving platform that can (infrequently) kill Monstas for you. The platform in this stage isn't vital to your escape, but it can come in handy. Work your way towards the bottom of the maze. Free the right heart as soon as you like, but approach the left heart carefully, as you're an easy target in the narrow tunnel. Once you reach the gap beneath the left heart, push up so that Chack extends his legs into the gap. He will never be able to rise above it, but when he is at his highest, drop a bomb on both sides so that the bomb comes to rest above the gap. When they explode, they will each break a corner of the cage, freeing the heart and opening the way out.

Maze 7
This maze looks deceptively simple, but the position of the hearts puts Chack in danger of getting attacked by Monstas, as a lot of backtracking is necessary. Either proceed cautiously by bombing as many eggs as possible, or move quickly through the maze before the eggs have a chance to hatch and overwhelm you. This maze can be particularly tricky to escape from once you're on the bottom.

Maze 8
Just after you start this maze, some of the decision making is taken off your hands as you are forced down the left alley. Move quickly to reach the lower heart and use the same technique that you used in Maze 6 to free the hearts by rising up and throwing bombs just as Chack's head clears the gap. Make your way back up to the top and free the higher heart. Once you do that, you are forced to fall to the bottom of the right side of the screen where you must cautiously advance to the exit at the top.

Maze 9
Maze 9 features another moving platform. Unlike the one before, this one is vital to your escape from the maze. In order to free the left heart, you must toss a bomb to the left as late as possible as you hang from the ceiling to the right of the cage and move to the left. If you release the bomb too early, it will fall to the floor below. The lower heart is easier, but you must travel towards the center of the lower level to begin your escape. Once you reach the moving platform, let it drop you off on the ledge to the left. Get back on top of it, hop over the obstacle along the platform's path, and ride the platform to the right side of the maze.

Maze 10
This is the last water vial maze and it can be particularly challenging. Start by dropping to the bottom and crossing the screen boundary to reach the right side. Climb up to the top and break the three water vials. Return to the middle of the screen and cross to the left. Free the right heart and break the vial in the center. There should now be enough water for you to swim to the gap on the left side of the screen that would allow you to climb up to the heart on the left. Once the heart is freed, the exit is clear, but the path to it can be quite deadly, especially if the water is full of Monstas. Only careful removal of the Monstas can ensure you with a safe path to the exit.

Maze 11
Maze 11 features a moving platformt that is both a friend and a foe. It moves slightly more erratically (although predictably) and is necessary to go from the left heart to the right heart. Both hearts must be freed by tossing a bomb from far away while hanging upside down. Once the left heart is freed, hang from the moving platform and exit to the left. Climb up over the to the first block above the platform. Cross over to the second block when the platform passes beneath both blocks. Then ride the platform over to the right where you can free the second heart and make your escape.

Maze 12
This maze features breakable blocks that must be destroyed to create the path to each heart and the exit. From the start, you will be forced to break blocks that cross the screen boundary not once, but twice. Once you're back on the left side, you can free the lower heart, and work your way to the higher heart. As a general rule, try not to destroy more walls than you need to, as they provide Chack with a defense against too many Monstas, as well as making it easier for him to navigate the maze.

Maze 13
The platform that moves back and forth in this maze blocks one pathway to one heart or the other. It doesn't matter which one you go after first, although it's a little faster to take the right path first. To get the right heart, you must pass above the heart first and fall down to the right of it in order to pitch a bomb over by the cage. Once you collect it, you must climb up the alley to the right of the platform. The left heart is a little more straightforward. Once you free both hearts, you must cross the screen boundary to reach the small tunnel that leads to the exit. Beware of any Monstas that might be remaining on that side.

Maze 14
As the last level, this maze can be particularly challenging to navigate. Certain regions of the maze can only be reach by cross the screen boundary. There are a lot of breakable walls in this stage, but the color difference is slight enough to be deceptive. Keep an eye out of all of them, and pay attention the avenues that are made available by destroying them. The exit can only be reached by crossing the screen boundary at the highest point on the left, and that can only be reached by falling through the breakable wall to the right of the higher heart. Finish this maze to view an ending before you start back over on maze 2.

- STAFF -

Programmed by: JUN.
Music by: Yoshino Imamura

- PORTS -

* Consoles : 
Sega SG-1000 [JP] (1985) "Chack'n Pop [Model C-52]"
Nintendo Famicom [JP] (May 24, 1985) "Chack'n Pop [Model 02 TF-4500]" 
Sega SG-1000 [TW] (198?) "Da Yu"
Sony PlayStation 2 [JP] (August 25, 2005) "Taito Memories Gekan [Model SLPM-66092]" 
Sony PlayStation 2 [AU] (March 30, 2006) "Taito Legends 2 [Model SLES-53852]" 
Microsoft XBOX [EU] (March 31, 2006) "Taito Legends 2" 
Sony PlayStation 2 [EU] (March 31, 2006) "Taito Legends 2 [Model SLES-53852]" 
Sony PlayStation 2 [US] (May 16, 2007) "Taito Legends 2 [Model SLUS-21349]" 

* Handhelds : 
Sony PSP [AS] (January 3, 2006) "Taito Memories Pocket [Model UCAS-40040]" 
Sony PSP [JP] (January 5, 2006) "Taito Memories Pocket [Model ULJM-05076]" 
Sony PSP [KO] (February 10, 2006) "Taito Memories Pocket" 
Sony PSP [EU] (October 6, 2006) "Taito Legends Power-Up [Model ULES-00473]" 
Sony PSP [AU] (November 9, 2006) "Taito Legends Power-Up [Model ULES-00473]" 
Sony PSP [US] (May 17, 2007) "Taito Legends Power-Up [Model ULUS-10208]" 

* Computers : 
Sharp X1 [JP] (1984) 
MSX [JP] (1985) 
NEC PC-6001 Mk2 [JP] (1984) 
NEC PC-88 [JP] (1985) 
PC [MS Windows, CD-ROM] [EU] (March 31, 2006) "Taito Legends 2" 
PC [MS Windows, CD-ROM] [US] (July 10, 2007) "Taito Legends 2"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=429&o=2

$end


$pc8801_flop=chackn,chackna,
$bio

Chack'n Pop (c) 1984 Nidecom [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91502&o=2

$end


$x1_flop=chackn,
$bio

Chack'n Pop (c) 1985 Nidecom [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85947&o=2

$end


$sg1000=chackn,
$bio

Chack'n Pop (c) 1985 Sega Enterprises, Limited.

- TECHNICAL -

[Model C-52]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49004&o=2

$end


$msx1_cart=chackn,chackna,
$bio

ちゃっくんぽっぷ (c) 1984 Nidecom.
(Chack'n Pop)

- TECHNICAL -

Game ID: NH-MSX02

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76636&o=2

$end


$fm7_cass=chackn,chackna,
$bio

Chack'n Pop (c) 1984 Nidecom.

- TECHNICAL -

Game ID: NH-S49

- TRIVIA -

Released in September 1984 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93699&o=2

$end


$nes=chackn,
$bio

Chack'n Pop (c) 1985 Taito Corporation.

Chack'n Pop is a single-screen platform/action game by Taito and conversion of the arcade game of the same name originally released in 1983. The game stars Mr. Chack'n, a roundish and cute bird-like creature with tiny wings and long legs. While on a romantic night out with his beloved girlfriend, evil purple Monstas appear and steal the couple's hearts, defining symbol of their everlasting love. The little hearts are now confined in small cages and Chack'n must act quickly to rescue them. The objective of each level is to free the hearts and to reach the exit within a time limit (symbolized by a ghost-looking Mighta pushing a large green stone in an attempt to seal the stage's exit). But the task at hand is far from being an easy one. Chack'n is equipped with little time-fused bombs - well, they look and behave more like hand grenades really, and roll on the ground for a few seconds before exploding in a thick (and lethal) cloud of smoke. Curiously, although two bombs can be dropped at the same time, one action button throws bombs to the right and the other to the left, and the player can't throw two bombs on the same side at once. This weapon is mainly used to destroy the cages holding each heart prisoner or against the hordes of Monstas wondering around each level. Talking about Monstas - at the beginning of each level, a dozen of little eggs simply hang from the ceilings, and vicious Monstas hatch out of them if Chack'n fails to send the critters to oblivion in a timely manner. Finally, even though Chack'n possesses incredibly long legs, he actually can't jump! He can however stretch them to reach higher grounds, or walk on the ceiling, upside down, at ease. Chack'n Pop consists of nine screens that endlessly loop and also includes an alternating two-player option.

- TECHNICAL -

Cartridge ID: TF-4500

- TRIVIA -

This game is the second title released by Taito on the Famicom. It was released on May 24, 1985 and was sold 4500 Yen.

The game was never released outside Japan.

- PORTS -

* Console : 
Nintendo Wii [Virtual Console] [JP] (July 8, 2008) [Model FC4J] 

* Handhelds : 
Nintendo 3DS [Virtual Console] [JP] (November 20, 2013) [Model TD2J]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53905&o=2

$end


$info=chainrec,
$bio

Chain Reaction (c) 1995 Data East Corp.

Export released. Game developed in Japan. See the original Japanese version for more information about the game itself; "Magical Drop"

- TECHNICAL -

PCB # 510-0013-00

- TRIVIA -

Chain Reaction was released in September 1995 in the USA.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3480&o=2

$end


$info=m1chain,
$bio

Chain Reaction (c) 1996 Maygay.

- TECHNICAL -

M1A/B

- TRIVIA -

Chain Reaction was released in May 1996.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41972&o=2

$end


$info=sc1chain,sc1chainp,
$bio

Chain Reaction (c) 1989 BFM.

- TECHNICAL -

Model 5422

- TRIVIA -

Chain Reaction was released in March 1989 in the UK.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15139&o=2

$end


$cpc_cass=chainrea,
$bio

Chain Reaction [Model 60130352] (c) 1988 Zafiro Software Division [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93403&o=2

$end


$info=sc4chain,sc4chaina,sc4chainb,sc4chainc,
$bio

Chain Reaction (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR1316]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42496&o=2

$end


$info=sc5chain,sc5chaina,sc5chainb,sc5chainc,sc5chaind,sc5chaine,
$bio

Chain Reaction (c) 200? Bell-Fruit Games, Limited. [B.F.G.]

- TECHNICAL -

[Scorpion 5]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43729&o=2

$end


$gamegear=chakan,
$bio

Chakan [Model 2414] (c) 1992 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64507&o=2

$end


$pc98=chakra,
$bio

Chakra (c) 1993 Discovery Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89101&o=2

$end


$a2600=challenge,challeng,
$bio

Challenge (c) 19?? HES [Human Engineered Software].

European release.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50316&o=2

$end


$a2600=challengz,
$bio

Challenge (c) 19?? Zellers.

You as a duck must work your way through the maze from the bottom righthand corner of the screen to the top left hand corner in order to get the next level.

You have 6 lives displayed at the bottom lefthand corner of the screen. You time limit is 6 minutes per level. Use joystick to move up, down, left or right. Remember you cannot walk through the flashing walls. Avoid the rodents to survive. Game ends when you run out of lives or the time runs out.

- SCORING -

First wall: 200 points.
Each wall after: 100 points.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50317&o=2

$end


$sg1000=chaldrby,chaldrbya,chaldrbyb,
$bio

Challenge Derby [Model OM-G005] (c) 1984 Tsukuda Original [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65031&o=2

$end


$msx1_cart=chaldrby,
$bio

Challenge Derby [Model R49X5092] (c) 1985 Pony Canyon, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76637&o=2

$end


$amigaocs_flop=chalgolf,
$bio

Challenge Golf (c) 1991 On-line

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73692&o=2

$end


$nes=chaldrgn,
$bio

Challenge of the Dragon (c) 1990 Color Dreams

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55001&o=2

$end


$nes=chaldrgna,
$bio

Challenge of the Dragon (c) 1990 Sachen [Taiwan].

- TECHNICAL -

Game ID: TC-011

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76470&o=2

$end


$cpc_cass=challeng,challeng01,
$bio

Challenge of the GoBots [Model AS 54718] (c) 1987 Reaktor

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93404&o=2

$end


$pc98=chaltt2,
$bio

Challenge the Touch-Type 2 (c) 19?? ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89102&o=2

$end


$info=challeng,
$bio

Challenger (c) 1981 Centuri.

CHALLENGER is the newest video game to be introduced by Centuri. With its vivid colors and lively setting, it is sure to lure the most ardent player into game action.

The game consists of 16 sectors (rounds) of play. Sector 1 begins with Large Energy Rings floating randomly across the screen. The Spaceship must avoid colliding with the Rings, or it will explode into a starburst of brilliant colors. The Spaceship dodges the Energy Rings by moving right or left across the playfield, while bursting them with the Spaceship's 3-directional guns. Bursting the Large Rings (100 points) breaks them into Medium Rings. Bursting the Medium Rings (200 points) breaks them into Small Rings. Bursting the Small Rings (400 points) causes them to disintegrate.

The Spaceship is further protected by a feature called a 'Warp' button. By depressing this button, the Spaceship will relocate from the top or bottom of the screen to the opposite side.

If the Spaceship is in ultimate danger of being destroyed, releasing its Super Bomb will wipe out all the objects on the playfield, and add the point value of the objects to your score. Use of the Super Bomb is lost, if the ship is destroyed first. Only one Super Bomb is awarded per Spaceship.

At any time, a colorful Space Bogey resembling a Worm may appear on screen and proceed to chase the Spaceship. If the Worm is destroyed by Spaceship fire, or dodged successfully for several seconds, a 'clang' is heard and the Worm (500 points) wriggles off the screen in a bright red hue of embarrassment. If the Spaceship is caught by the Worm, a bell is sounded, and the astronaut is chased out of his ship in pursuit of safety.

At random time intervals a Bonus Bug will walk across the playfield, stop, and count down a Bonus Number. This number is equal to 100 times its value. To receive this Bonus, the Spaceship must link with the nose of the Bonus Bug.

When the Spaceship has survived 50 Seconds of playing time, it now enters the challenges of the next sector.

The remaining 15 sectors are played in the same manner as Sector one. The differences include that each succeeding sector increases in difficulty. The Energy Rings increase in number and move faster across the screen making them harder to dodge. Also there are several Space Bogeys introduced in the first 8 sectors. They also increase in number with advancement through each sector. Some of the Space Bogeys resemble Comets whizzing through space. Others resemble Spaceships from other worlds. Each Space Bogey (500 points), is an assemblage of bright colors, and when destroyed, burst with a "clang" into a spray of bright light.

Sectors 4, 8, 12, and 16, are alike as follows. A few seconds after the Energy Rings are broken into smaller pieces, they are pulled into a Black Hole in the center of the screen. While swirling across the game area, the condensed Rings expand and shatter into fragments which must be destroyed before they absorb the Spaceship.

When Sector 16 has been accomplished, it will return to Sector 9.

When Bonus levels are achieved, an additional Ship will be added to your game.

CHALLENGER INSTRUCTIONS
1. Burst energy rings to score and increase bonus levels.
Large rings - 100 points
Medium rings - 200 points
Small rings - 400 points
2. After all the small rings are hit, advance to the next sector.
3. In each sector, space bogeys appear and score 500 points when hit.
4. When the bonus bug walks across the playfield and stops, bonus points are counted down. To collect the bonus, link the ship with nose of the bug.
5. Pressing the warp button immediately relocates the ship from the top or bottom of the playfield to the opposite side.
6. The Super Bomb button destroys all objects on the playfield screen and awards total point value to your score.
7. One Super Bomb is awarded per ship.  Use of it will be lost if the ship is destroyed first.	
8. Game is over when all the ships have been destroyed.

- TECHNICAL -

Main CPU : MOS Technology M6502 (@ 894.75 Khz)
Sound CPU : MOS Technology M6502 (@ 894.75 Khz)
Sound Chips : General Instrument AY8910 (@ 1.7895 Mhz)

Screen orientation : Horizontal
Video resolution : 256 x 256 pixels
Screen refresh : 57.00 Hz
Palette colors : 8

Players : 2
Buttons : 5

- TRIVIA -

Released in December 1981.

Jason Cram holds the official record for this game with 644,900 points on August 30, 2006.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=430&o=2

$end


$bbca_cass,bbcb_cass=challngr,
$bio

Challenger (c) 1984 Mastertronic, Limited. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51618&o=2

$end


$bbca_cass,bbcb_cass=challngro,
$bio

Challenger (c) 1984 Joe the Lion

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51619&o=2

$end


$cpc_cass=challeng02,
$bio

Challenger (c) 1985 Cobra Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93406&o=2

$end


$nes=challngrh,
$bio

Challenger (c) 1987 FMG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69229&o=2

$end


$amigaocs_flop=challngr,
$bio

Challenger (c) 1987 Anco

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73693&o=2

$end


$info=c1p,c1pmf,
$bio

Challenger 1P Series 2 (c) 1980 Ohio Scientific.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103378&o=2

$end


$info=vpoker,
$bio

Challenger Draw Poker (c) 198? Videotronics, Incorporated.

- TECHNICAL -

Cabinet dimensions : 62'' High x 23'' Deep x 21'' Wide.
Cabinet weight : 165 lbs.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4540&o=2

$end


$svision=challtnk,
$bio

Challenger Tank [Model SV10017] (c) 199? Watara

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95426&o=2

$end


$nes=challngr,
$bio

??????? (c) 1985 Hudson Soft.
(Challenger)

Challenger is an action game by Hudson Soft that combines side-scrolling and overhead action with a pinch of exploration. The player assumes the role of an archaeologist (and adventurer) named Challenger as he attempts to rescue princess Maria kidnapped by an enigmatic villain known as Don Warudorado. The game mixes three different gameplay phases, all divided into four scenes. The first scene takes Challenger on the roof of an express train traveling at full speed. Don Warudorado keeps Maria captive in the front car and Challenger must get to it, fighting all kind of enemies with his throwing knives along the way. But when he finally gets to her, Don Warudorado disconnects the front car from the rest of the train and escapes with the damsel. Challenger is now trapped on Don Warudorado's island, who is now hiding in his highly protected Pyramid lair. But before he can reach his antagonist, Challenger must explore the island and find three key items in order to enter Don Warudorado's hiding place - a crown, a ring and a key. The items are hidden inside caves scattered throughout the island - there, Challenger has to jump from geyser to geyser in order to reach the precious artifacts. But things never come easy, and the island is infested by all kind of enemies and traps - Tama flames, M?rin rabbit-like creatures, Kara skeletons, Oj?zu mercenaries, Okkusub?n skulls, Pirarobo robots, Kebara carnivorous plants, sand pits and so forth. These enemies also sometimes drop special items when defeated - they come in two flavors; power-knives (super-speed and more powerful knives) and magic orbs (kills all enemies on screen). Although most of the enemies can be terminated by throwing knives at them, some are immune to them (for instance, Tamas and Karas can only be killed by collecting power-up items). Once Challenger collects the three key artifacts, he can then enter the pyramid, fight Don Warudorado and deliver the princess. Interestingly, Challenger features sixteen difficulty levels (adjustable at the beginning of the game) which increase the number and type of enemies the player encounter throughout the game.

- TECHNICAL -

Cartridge ID: HFC-CH

- TRIVIA -

Challenger was released on October 15, 1985 in Japan for 4900 Yen.

The game was never released outside Japan.

- TIPS AND TRICKS -

Immortal Challenger: Standing at the start of the train and when there's 87 seconds left, when one hears a kankan noise, throw the knife 4 times, and you get an immortal Challenger. Plus, the time freezes while you'll get an extra 10000 bonus points.

Whale: If 16 of the same enemy are defeated, the whale appears. If defeated with a knife, one gets a 1-up (and 10000 bonus points). However, power items cannot be used during that time.

- PORTS -

* Handled :
GBA (2005) "Hudson Best Collection Vol. 3"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53906&o=2

$end


$gameboy=chalvo55,
$bio

Chalvo 55 - Super Puzzle Action [Model DMG-A2SJ-JPN] (c) 1997 Japan System Supply

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65763&o=2

$end


$amigaocs_flop=shaolin,
$bio

Chambers of Shaolin (c) 1989 Grandslam

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73694&o=2

$end


$amigaocs_flop=shaolin1,
$bio

Chambers of Shaolin [The First Year] (c) 1989 Grandslam

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73695&o=2

$end


$info=chameleo,
$bio

Chameleon (c) 1983 Jaleco.

A colourful platform game in which the player controls a long-tongued chameleon that must make around a series of single-screen, platform-strewn levels; stealing chicken eggs from their nests and being careful to avoid contact with angry chickens.

As well as walking along the platforms and poles, the chameleon can use its tongue to pull itself up to higher platforms; and to escape from any nearby chickens. Each level also has a number of bombs placed at various points; the chameleon can hit these with its tongue to send them crashing towards nearby chickens. The player must keep an eye out for projectiles thrown by the chickens, such as flashing eggs.

If the nesting eggs are left for too long, they will hatch into a baby chick. The player can eat the chick for bonus points, but if the chick is left alone for too long, it will grow into an adult chicken and start attacking the player.

A level is over once all of the eggs have been collected and all of the chickens killed.

- TECHNICAL -

Main CPU : MOS Technology M6502 (@ 2 Mhz)
Sound CPU : MOS Technology M6502 (@ 600 Khz)
Sound Chips : (2x) Texas Instruments SN76496 (@ 2 Mhz)

Players : 2
Control : 4-way joystick
Buttons : 1

- TRIVIA -

Released in June 1983.

Developed by Donga-Seiko (After the development of this game, some of the staff established 'Tose').

After publishing this video game, Japan Leisure changed their name to 'Jaleco'.

- PORTS -

* Consoles :
Casio PV-1000 (Dirty Chameleon) (1983)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=431&o=2

$end


$info=cham24,
$bio

Chameleon 24 (c) 2002 Amusement Game.

- TECHNICAL -

Main CPU : Zetex N2A03
Sound Chips : Zetex N2A03, DAC

Players : 2
Buttons : 3

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=14136&o=2

$end


$megadriv=kidchamj,
$bio

Chameleon Kid (c) 1992 Sega Enterprises, Limited.

Japanese release. Game developed in USA. For more information about the game, please see the original U.S. release entry; "Kid Chameleon [Model 1010]".

- TECHNICAL -

Game ID: G-4070
Cartridge ID: 670-2234
Package ID: 670-2235

- TRIVIA -

Chameleon Kid for Mega Drive was released on May 29, 1992 in Japan.

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [JP] (May 22, 2007) [Model MBCJ]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56390&o=2

$end


$n64=chtwist,chtwistu,
$bio

Chameleon Twist (c) 1997 Sunsoft.

Export releases. Game developed in Japan. See the original Japanese release entry for more information about the game itself; "Chameleon Twist [Model NUS-NCTJ-JPN]".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57630&o=2

$end


$n64=chtwist2,chtwist2u,
$bio

Chameleon Twist 2 (c) 1998 Sunsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57632&o=2

$end


$n64=chtwist2j,
$bio

Chameleon Twist 2 [Model NUS-NV2J] (c) 1998 Japan System Supply

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57633&o=2

$end


$n64=chtwistj,
$bio

Chameleon Twist  (c) 1997 Japan System Supply.

Follow a rabbit through a magical pot to the Day-Glo underworlds of Chameleon Twist. Above ground, Davy is a typical chameleon, lolling in the sun and occasionally lapping up some lunch. Down below, he's a fleet-footed man/child whose tongue has taken on some truly miraculous powers. Shishkebab Attack, anyone? 

This colorful pak from Japan System Supply offers both a one-player adventure mode and a battle mode for one to four players. In adventure mode, the top-hatted rabbit leads Davy on a merry chase through six baffling worlds filled with more puzzles and beasties than you can shake a ten-foot tongue at! 

Because Chameleon Twist emphasizes exploration, you're not forced to complete the six worlds in a predetermined sequence. Indeed, it will take quite a bit of poking around to collect 20 Crowns in each world. Once you've done that, you'll be able to enter a seventh world, in which you get to fight the six bosses you've encountered throughout the game. 

In your quest for the rabbit and the Crowns, you'll find yourself riding rickety trolleys, diving into waterfalls, spearing swarms of spiders, smashing rocks, dodging giant billiard balls and skipping over quicksand. 

Each world is entirely different from the others. In Jungle Land, there's no endangered species -- except, perhaps, for Davy himself. To survive, he'll have to spear his lock-stepping enemies by shooting forth his tongue in the Shishkebab Attack. In Ant Land, the six-legged soldiers come marching one by one. Grab 'n' toss Rocket Bombs at the breakable blocks of Bomb Land. Davy risks vanishing forever beneath the shifting sands surrounding Desert Castle. Kids' Land abounds with not-so-sweet cakes and cookies. Fierce fireballs and other spirits haunt the gloomy halls of Ghost Castle.

- TECHNICAL -

Game ID: NUS-NCTJ-JPN

- TRIVIA -

Released on December 12, 1997 in Japan.

- STAFF -

Executive Producer: Katsumi Kawamura
Producer: Taeko Nagata
Original Game Design: Hideyuki Nakanishi
Director: Masaki Kimura
Computer Arts: Takashi Makino, Yuki Tamura, Hiroyuki Morioka
Program: Hideyuki Nakanishi, Masataka Imura, Takashi Sugioka, Masaki Kimura, Masaomi Ishimoto
Graphic Arts: Mitsuyasu Nomoto, Hideki Shibagaki
Music: Takashi Sugioka, Takashi Makino, Yuuji Nakao, Nobutoshi Ichimiya, Koki Tochio, Tsutomu Washijima, Hiroshi Takami, Fumihiko Yamada
Sound: Takashi Sugioka, Takashi Makino, Yuuji Nakao, Nobutoshi Ichimiya, Koki Tochio, Tsutomu Washijima, Hiroshi Takami, Fumihiko Yamada
Debugging Team: Yuusuke Tabata, Shingo Matsumura, Makoto Maehira
Original Chameleon Design: Tadashi Ohya
Game Design: Hideyuki Nakanishi, Takashi Makino, Yuki Tamura, Hiroyuki Morioka, Makoto Tanaka, Ai Nadatani, Akirot
Assistant Producer: Syoji Ogawa
Public Information: Yukako Okada, Sachiyo Nogami
Special Thanks To: Super Mario Club, Famimaga64

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57631&o=2

$end


$x68k_flop=chami,
$bio

Chami 68K (c) 1990 M.HIJK

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87215&o=2

$end


$cpc_cass=chamonix,
$bio

Chamonix Challenge (c) 1987 Infogrames Interactive, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93407&o=2

$end


$msx1_cass=champ,
$bio

Champ (c) 1984 PSS

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94521&o=2

$end


$bbca_cass,bbcb_cass=champ,
$bio

Champ (c) 19?? PSS

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51620&o=2

$end


$info=unichamp,
$bio

Champion 2711 (c) 1977 Unisonic.

Cartridge-bases system.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103265&o=2

$end


$info=champbasj,champbasja,
$bio

Champion Baseball (c) 1983 Alpha Denshi.

An early baseball game for champion :-)

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.536 Mhz), DAC

Players : 2
Control : 8-way joystick
Buttons : 4

- TRIVIA -

Released in July 1983.

Gus Pappas holds the official record for this game with 1,130,560 points on November 8, 1983.

- SERIES -

1. Champion Baseball (1983)
2. Champion Baseball Part-2 - Pair Play (1983)
3. Super Champion Baseball (1989)

- PORTS -

* Consoles :
Sega SG-1000 [JP] (1983) Champion Baseball

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=432&o=2

$end


$info=champbas,
$bio

Champion Baseball (c) 1983 Sega Enterprises, Limited.

- TRIVIA -

Released in March 1983. Licensed to Sega by Alpha Denshi. For more information about the game itself, please see the original Alpha Denshi entry.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=44420&o=2

$end


$info=champbb2,champbb2a,champbb2j,
$bio

Champion Baseball Part-2 - Pair Play (c) 1983 Sega

An early baseball game for champion :-)

- TECHNICAL -

Main CPU : (2x) Zilog Z80 (@ 3.072 Mhz), ALPHA-8201 (@ 384 Khz)
Sound Chips : General Instrument AY8910 (@ 1.536 Mhz), DAC (@ 1.536 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 4

- TRIVIA -

Released in August 1983 in Japan.

Licensed to Sega by Alpha Denshi.

- SERIES -

1. Champion Baseball (1983)
2. Champion Baseball Part-2 - Pair Play (1983)
3. Super Champion Baseball (1989)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=433&o=2

$end


$sg1000=champbas,champbasa,champbast,
$bio

チャンピオン ベースボール (c) 1983 Sega Enterprises, Limited.
(Champion Baseball)

- TECHNICAL -

Game ID: G-1011

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49005&o=2

$end


$sg1000=champbil,
$bio

チャンピオンビリヤード (c) 1986 Sega Enterprises, Limited.
(Champion Billiards)

- TECHNICAL -

Game ID: C-71

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65032&o=2

$end


$pc8801_cass=cbdash,
$bio

Champion Boulderdash (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91202&o=2

$end


$info=chboxing,
$bio

Champion Boxing (c) 1984 Sega.

An early boxing game for champion.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : SN76496 (@ 3.579545 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Champion Boxing was released in November 1984. It is the first game created by Yu Suzuki.

- STAFF -

Designed by : Yu Suzuki

- PORTS -

* Consoles :
Sega SG-1000 [JP] (1984) Champion Boxing

* Computers :
MSX [JP] (1984)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=434&o=2

$end


$sg1000=champboxt,
$bio

Champion Boxing [Model B-033] (c) 1984 Aaronix [Taiwan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65034&o=2

$end


$sg1000=champbox1,
$bio

Champion Boxing [Model C-33] (c) 1984 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65033&o=2

$end


$sg1000=champbox,
$bio

Champion Boxing (c) 1984 Sega Enterprises, Limited.

- TECHNICAL -

[Model G-1033]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49006&o=2

$end


$msx1_cart=champbox,
$bio

Champion Boxing (c) 1985 Pony Canyon, Inc.

- TECHNICAL -

Game ID: R55X5080

- TRIVIA -

Original price: 5500 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76638&o=2

$end


$amigaocs_flop=champdrv,
$bio

Champion Driver (c) 1991 Idea Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73696&o=2

$end


$info=crgolfc,crgolfbt,
$bio

Champion Golf (c) 1984 Nasco.

A golf game.

- TECHNICAL -

Main CPU : (2x) Zilog Z80 (@ 3.072 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.536 Mhz)

Players : 2
Control : stick
Buttons : 6

- TRIVIA -

This game is a also known as "Crowns Golf".

- SERIES -

1. Champion Golf (1984)
2. Super Crowns Golf (19??)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=435&o=2

$end


$sg1000=champglf1,
$bio

チャンピオン ゴルフ (c) 1983 Sega Enterprises, Limited.
(Champion Golf)

- TECHNICAL -

SEGA MY CARD
Game ID: C-05

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65036&o=2

$end


$sg1000=champglf,
$bio

チャンピオン ゴルフ (c) 1983 Sega Enterprises, Limited.
(Champion Golf)

- TECHNICAL -

Game ID: G-1005

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49007&o=2

$end


$sg1000=champglfk,
$bio

Champion Golf [Model G-35] (c) 198? Samsung

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65035&o=2

$end


$sg1000=champicek,
$bio

Champion Ice Hockey (c) 198? Samsung

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65037&o=2

$end


$sg1000=champice,
$bio

チャンピオン アイスホッケー (c) 1985 Sega Enterprises, Limited.
(Champion Ice Hockey)

- TECHNICAL -

Game ID: C-59

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49008&o=2

$end


$msx1_cart=champice,
$bio

チャンピオンアイスホッケー (c) 1986 Pony Canyon, Inc.
(Champion Ice Hockey)

- TECHNICAL -

Game ID: R49x5811

- TRIVIA -

Original price: 4900 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76639&o=2

$end


$info=citalcup,
$bio

Champion Italian Cup (c) 199? SGS.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32143&o=2

$end


$info=cpokerpk,cpokerpkg,
$bio

Champion Italian PK (c) 199? SGS.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31445&o=2

$end


$sg1000=champken,
$bio

チャンピオン剣道 (c) 1986 Sega Enterprises, Limited.
(Champion Kendo)

- TECHNICAL -

Game ID: C-67

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49009&o=2

$end


$msx1_cart=champken,champkena,
$bio

チャンピオン剣道 (c) 1986 Pony Canyon, Inc.
(Champion Kendo)

- TECHNICAL -

Game ID: R49x5809

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76640&o=2

$end


$info=chleague,chleagul,
$bio

Champion League (c) 2000 IGS.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31127&o=2

$end


$info=chmpnum,
$bio

Champion Number (c) 1999 Unknown.

- TRIVIA -

Released in October 1999.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=33612&o=2

$end


$amigaocs_flop=champraj,
$bio

Champion of the Raj (c) 1991 PSS

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73697&o=2

$end


$info=cpoker,cpokerx,
$bio

Champion Poker (c) 1993 IGS [International Game System].

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32142&o=2

$end


$info=cpokert,
$bio

Champion Poker (c) 199? Tuning.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32141&o=2

$end


$info=chwrestl,
$bio

Champion Pro Wrestling (c) 1985 Sega.

Early colorfully cartoonish wrestling game with only two teams and strange gameplay.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : SN76496 (@ 3.579545 Mhz)

Players : 2
Control : Joystick 2-way
Buttons : 2

- TRIVIA -

Champion Pro Wrestling was released in May 1985 in Japan.

- PORTS -

* Consoles :
Sega SG-1000 (JP] (1985) Champion Pro Wrestling

* Computers :
MSX [JP] (1985)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=436&o=2

$end


$sg1000=champpwr,
$bio

Champion Pro Wrestling (c) 1985 Sega Enterprises, Limited.

- TECHNICAL -

[Model G-1039]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49010&o=2

$end


$msx1_cart=champpwr,champpwrb,champpwra,
$bio

Champion Pro Wrestling (c) 1985 Pony Canyon, Inc.

- TECHNICAL -

Game ID: R55X5801

- TRIVIA -

Original price: 5500 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76641&o=2

$end


$x1_flop=cprowsp,
$bio

Champion ProWres Special (c) 1985 Micronet [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85948&o=2

$end


$x1_cass=cprowsp,cprowspb,cprowspa,
$bio

Champion PROWRES Special (c) 1985 Micronet.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86206&o=2

$end


$pc8801_flop=cprowsp,cprowspb,cprowspa,
$bio

Champion ProWres Special (c) 1985 Micronet [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91503&o=2

$end


$fm7_disk=cprowsp,
$bio

Champion ProWres Special (c) 1986 Micronet [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93603&o=2

$end


$info=cscfr,cscg,cscsp,
$bio

Champion Sensory Chess Challenger (c) 1981 Fidelity Electronics.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103441&o=2

$end


$info=csk234it,csk227it,
$bio

Champion Skill (c) 198? IGS.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.579545 Mhz)

Screen orientation : Horizontal
Video resolution : 512 x 256 pixels
Screen refresh : 57.00 Hz
Palette colors : 2048

Players : 1
Buttons : 5

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4521&o=2

$end


$sg1000=champscr,
$bio

Champion Soccer (c) 1984 Sega Enterprises, Limited.

- TECHNICAL -

[Model G-1034]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49011&o=2

$end


$msx1_cart=champscr,
$bio

Champion Soccer [Model R48X5077] (c) 1985 Pony Canyon, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76642&o=2

$end


$sg1000=champscrt,
$bio

Champion Soccer [Model W-034] (c) 1984 Aaronix [Taiwan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65038&o=2

$end


$info=chsuper3,
$bio

Champion Super 3 (c) 1999 Unknown.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31511&o=2

$end


$info=chsuper2,
$bio

Champion Super II (c) 1999 Unknown.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31510&o=2

$end


$sg1000=champtns,
$bio

チャンピオン テニス (c) 1983 Sega Enterprises, Limited.
(Champion Tennis)

- TECHNICAL -

Game ID: G-1009

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49012&o=2

$end


$info=champwr,champwru,champwrj,
$bio

Champion Wrestler (c) 1989 Taito Corporation.

Eight original wrestlers fight for glory, money and win the title belt of TWF circuit in a single or tag-team match.

- TECHNICAL -

Taito L System Hardware
Prom Stickers: C01

Main CPU: (2x) Zilog Z80 (@ 6 Mhz)
Sound CPU: Zilog Z80 (@ 4 Mhz)
Sound Chips: YM2203 (@ 3 Mhz), OKI MSM5205

Screen Orientation: Horizontal
Video Resolution: 320 x 224 Pixels.
Screen Refresh: 60.00 Hz
Palette Colors: 256

Players: 2
Control: 8-Way Joystick
Buttons: 2
=> Punch, Kick

- TRIVIA -

Champion Wrestler was released in August 1989.

Rastan, the "Rastan Saga" hero appears in this game as Miracle Rastan.

Don't miss the funny pictures in win/lose screen :).

- UPDATES -

The US version is slightly different, it has the "Winners Don't Use Drugs" screen.

- SERIES -

1. Champion Wrestler (1989, Arcade)
2. Champion Wrestler - Jikkyou Raibu [Model SLPS-00237] (1996, PlayStation)

- STAFF -

Director: Takeshi Murata
Progammers: Takeshi Murata, Tsui Kato, Creamy Tetsu, Takahisa Horimoto
Game Designers: Kenji Kaito, Hiroyuki Maekawa
Character Designers: Kenji Kaito, Minori Ishino, Makoto Fujita, Oolong Yamada, Noritaka Kawamoto, Kenji Hazama, Seiji Kawagishi, Kazumasa Fuseya, Minako Morimoto
Sound (Zuntata): Pochi, Hidehito Kitamura
Hardware Designer: Katsumi Kaneoka
Designer: Atsushi Iwaoka
Thanks: Junji Yarita, Toshio Kono, Tadashi Kushiro, Shinya Okuda

- PORTS -

* Consoles : 
NEC PC-Engine [JP] (December 14, 1990) "Champion Wrestler [Model TP02014]" 
Sony PlayStation 2 [JP] (January 25, 2007) "Taito Memories II Joukan [Model SLPM-66649]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=437&o=2

$end


$pce=champwrs,
$bio

Champion Wrestler (c) 1990 Taito Corp.

Be tough and knock them down!

Two players can compete against each other and four players can have tag matches!!

Test your fighting skills with eight direction pad and buttons I & II

Fighters are chosen from among 8 wrestlers.

The player who wins all eight rounds becomes the champion.

When a player loses or there is a draw, the game ends.

- TECHNICAL -

Game ID: TP02014

Players: 4
Control: 8Way Joystick
Buttons: 2
=> [I] Punch, [II] Kick

- TRIVIA -

Champion Wrestler for PCE was released on December 14, 1990 in Japan.

Home release of the arcade game Champion Wrestler that supports up to four players simultaneously.

M. Rastan is the protagonist of the Rastan Saga series, also by Taito. All wrestlers in the game, including Rastan, are based on the following real life professional wrestlers listed below:

R. Garner = Stan Hansen
M. Rastan = Kerry Von Erich
M. Decker = Andre The Giant
G. Samurai = Ricky Steamboat
N. Punks = Road Warrior Animal
B. Machine = Tiger Mask
J. Carbon = Jimmy Snuka
Cobra B. Joe = Tiger Jeet Singh

- TIPS AND TRICKS -

At the title screen, press Left, Button I, Right, Button II, Select to access a hidden sound test menu.

Win the championship belt in 1P VS COM mode, then successfully defend the title in the DEFENSE MATCH that follows. You'll head to the DREAM MATCH, where you face wrestler King The Brute, exclusive to this version of Champion Wrestler and based on Bruiser Brody.

- SERIES -

1. Champion Wrestler (1989, Arcade)
2. Champion Wrestler - Jikkyou Raibu [Model SLPS-00237] (1996, PlayStation)

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [JP] (January 20, 2009)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58545&o=2

$end


$bbca_cass,bbcb_cass=champion,
$bio

Champions (c) 19?? Peaksoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51621&o=2

$end


$megadriv=champwcs,
$bio

Champions - World Class Soccer (c) 1993 Flying Edge

- STAFF -

Champions Design Team
Programming: Altair S. Lane
Technical Support: Mark Lyons, Jonathan Miller
Producer: Tenzing Kernan
Assistant Producer: Frank Simon
Graphic Design: Alesia Smith, Steve Quinn, Emmanuel Valdez
Animation: Karen Dole, Ray Swanlund, Chris Meland, Amy Washburn, Scott Rogers, Joe Brisbois
Video Capture Team: Brian O'Hara, Mike Lewis
Sound Effects: Mark Miller
Music: Mark Miller

Acclaim Development - The Grey Team
Producer: Robert Leingang
Associate Producer: Billy Pidgeon
Analysts: Joe Libertella, James Johnson
Administrative Assistant: Diane Cambria
Special Thanks: Stacy Allyn Hendrickson, Eric Kuby, Alex Delucia, Eric Samulski, Brett Gow, Alison Cressey, Mike Archer, Joe Allocco, Christopher Hadley, Morgan Jones

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56391&o=2

$end


$snes=champwcsj,
$bio

Champions - World Class Soccer [Model SHVC-8W] (c) 1994 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61129&o=2

$end


$snes=champwcsu,
$bio

Champions - World Class Soccer (c) 1994 Acclaim Ent., Incorporated.

- TECHNICAL -

Game ID: SNS-8W-USA

- TIPS AND TRICKS -

Final cup match
---------------
Enter N7D77C56C as a password to play as Ireland against 
Germany or SK0Y5BK6F to play as Australia vs. Uruguay.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62844&o=2

$end


$snes=champwcs,
$bio

Champions - World Class Soccer (c) 1994 Acclaim Ent., Incorporated.

- TECHNICAL -

Cartridge ID: SNSP-8W-FAH

- TRIVIA -

Reviews:
[FR] August 1994 - Consoles + N.34: 39%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62843&o=2

$end


$tg16=forevbox,
$bio

Champions Forever Boxing [Model TGX040077] (c) 1991 Turbo Technologies, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84299&o=2

$end


$sms=champeur,
$bio

Champions of Europe (c) 1992 TecMagik.

- TRIVIA -

Reviews:
[FR] June 1992 - Consoles + N.10 (Pages 119): 70/100
[FR] July 1992 - Joypad N.10: 88/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55965&o=2

$end


$amigaocs_flop=ckrynn,
$bio

Champions of Krynn (c) 1990 US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73698&o=2

$end


$pc98=ckrynn,
$bio

Champions of Krynn (c) 1992 Pony Canyon, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89103&o=2

$end


$info=9ballshtc,
$bio

Championship 9-Ball Shootout! (c) 1993 Bundra Games Corp.

So, you think you can play pool, huh?
Then challenge 9 BALL SHOOTOUT'S Dirty Dozen.

Eightbull
Tex Shooter
Cut Throat
Trixie Shotz
Sumo Sa Me
Rosa Stripes
Jack Hammer
Fix Pocket
Jumpin' Johnny Joe
Confidence Man
Suzy Cue
Major Domo

9 BALL SHOOTOUT, billiards so real you can almost feel the felt.

Finally, a pool hall that fits almost anywhere.

You control the break
Shoot from any angle
Beat the pros
Keyboard programmable moving sign

Features: 
* 3D animation * Great sounds * Fast Game play * Easy to understand - Joystick and buttons * Controlled bank shots, jump shots, cueball spin * Continuation feature.

* Player vs. player or player vs. computer
* Three popular games: 9Ball, 8Ball, Straight Pool.
* Two player kit - JAMMA compatible.
*Also available in countertop & mini upright.

- TECHNICAL -

Main CPU : TMS34010 (@ 5 Mhz), TMS32026 (@ 40 Mhz)
Sound Chips : DAC

Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60Hz
Palette colors : 256

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Developed by E-Scape EnterMedia.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=33099&o=2

$end


$amigaocs_flop=champbb,
$bio

Championship Baseball (c) 1987 Game Star

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73699&o=2

$end


$amigaocs_flop=champbba,
$bio

Championship Baseball [Budget] (c) 1987 Prism Leisure

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73700&o=2

$end


$ti99_cart=baseball,
$bio

Championship Baseball [Model PHM 3148] (c) 1983 Milton Bradley Co. [East Longmeadow, MA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84530&o=2

$end


$info=champbwl,
$bio

Championship Bowling (c) 1989 Seta.

A ten-pin bowling game.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : X1-010 (@ 16 Mhz)

Screen orientation : Vertical
Video resolution : 240 x 384 pixels
Screen refresh : 57.50 Hz
Palette colors : 512

Players : 1
Control : Trackball
Buttons : 3

- TRIVIA -

This game had a limited release, and apparently only about 200 units were made.

- PORTS -

* Consoles :
Nintendo Famicom / NES (1989)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3874&o=2

$end


$nes=champbwl,
$bio

Championship Bowling (c) 1989 Romstar, Incorporated. [USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55002&o=2

$end


$nes=champbwlj,
$bio

Championship Bowling (c) 1991 Athena Co. Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53907&o=2

$end


$megadriv=champbwl,
$bio

Championship Bowling (c) 1993 Mentrix Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57150&o=2

$end


$amigaocs_flop=champcrk,
$bio

Championship Cricket (c) 1988 Crysys

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73701&o=2

$end


$cpc_cass=champion,
$bio

Championship Golf (c) 1989 D & H Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93409&o=2

$end


$gamegear=champhck,
$bio

Championship Hockey (c) 1992 US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64508&o=2

$end


$sms=champhck,
$bio

Championship Hockey (c) 1994 US Gold

- TRIVIA -

Reviews:
[FR] April 1995, Consoles + N.42: 80/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55966&o=2

$end


$cpc_cass=champion01,
$bio

Championship Jet Ski Simulator [Model 3220] (c) 1989 Codemasters Software Co., Ltd., The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93410&o=2

$end


$msx2_flop=ckinoko,
$bio

Championship Kinoko Firing Game (c) 2001 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101527&o=2

$end


$pc8801_flop=cloderun,cloderuna,
$bio

Championship Lode Runner (c) 1985 System Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91504&o=2

$end


$nes=cloderunh,
$bio

Championship Lode Runner (c) 1987 FMG.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69345&o=2

$end


$msx1_cart=cloderunk2,cloderunk1,
$bio

Championship Lode Runner (c) 198? ProSoft.

Korean version.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65499&o=2

$end


$sg1000=cloderun,
$bio

チャンピオンシップ ロードランナー (c) 1985 Sega Enterprises, Limited.
(Championship Lode Runner)

- TECHNICAL -

[Sega My Card]
Game ID: C-57

- SERIES -

1. Lode Runner (1983)
2. Lode Runner - The Bungeling Strikes Back (1984)
3. Championship Lode Runner [Model HFC-CR] (1985, Nintendo Famicom)
3. Championship Lode Runner [Model HBS-G047C] (1985, MSX)
3. Championship Lode Runner [Sega My Card] [Model C-57] (1985, SG-1000)
3. Championship Lode Runner (1985, FM-7)
4. Lode Runner - Majin No Fukkatsu (1985)
5. Lode Runner II [Model HBS-G039C] (1985, MSX)
6. Lode Runner's Rescue (1985, Commodore C64)
7. Lode Runner - Teikoku Kara no Dasshutsu (1986)
8. Super Lode Runner [Model IFD-SLR] (1987, Nintendo Famicom Disk System)
8. Super Lode Runner [Model IM-03] (1987, MSX 2)
9. Hyper Lode Runner [Model DMG-HLA] (1989, Nintendo Game Boy)
10. Lode Runner - Lost Labyrinth [Model PV1004] (1990, NEC PC-Engine)
11. Battle Lode Runner [Model HC93054] (1993, NEC PC Engine)
12. Lode Runner Twin - Justy to Liberty no Daibouken [Model SHVC-7Z] (1994, Super Famicom)
13. Lode Runner - The Legend Returns (1994, Windows)
14. Lode Runner On-Line - The Mad Monks' Revenge (1995, PC [MS Windows 95])
15. Lode Runner - The Legend Returns [Model T-25101G] (1996, Sega Saturn)
16. Lode Runner 2 (1998, PC [Windows 95])
17. Power Lode Runner [Model SHVC-BPLJ-JPN] (1999, Super Famicom)
18. Lode Runner 3-D [Model NUS-NLRJ-JPN] (1999, Nintendo 64)
19. Lode Runner for WonderSwan [Model SWJ-BPR004] (2000, Bandai WonderSwan)
20. Lode Runner - Domdom Dan no Yabou [Model DMG-BXLJ-JPN] (2000, Nintendo Game Boy Colors)
21. Lode Runner 2 [SuperLite 1500 Series] [Model SLPM-86460] (2000, Sony PlayStation)
22. Lode Runner - The Dig Fight (2000)
23. Lode Runner [Model AGB-A39J-JPN] (2003, Nintendo Game Boy Advance)
24. Cubic Lode Runner [Hudson Selection Vol.1] [Model DOL-GQRJ-JPN] (2003, Nintendo GameCube)
24. Cubic Lode Runner [Hudson Selection Vol.1] [Model SLPM-62404] (2003, Sony PlayStation 2)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47367&o=2

$end


$msx1_cart=cloderun,
$bio

Championship Lode Runner (c) 1985 Sony.

- TECHNICAL -

Game ID: HBS-G047C

- SERIES -

1. Lode Runner (1983)
2. Lode Runner - The Bungeling Strikes Back (1984)
3. Championship Lode Runner [Model HFC-CR] (1985, Nintendo Famicom)
3. Championship Lode Runner [Model HBS-G047C] (1985, MSX)
3. Championship Lode Runner [Sega My Card] [Model C-57] (1985, SG-1000)
3. Championship Lode Runner (1985, FM-7)
4. Lode Runner - Majin No Fukkatsu (1985)
5. Lode Runner II [Model HBS-G039C] (1985, MSX)
6. Lode Runner's Rescue (1985, Commodore C64)
7. Lode Runner - Teikoku Kara no Dasshutsu (1986)
8. Super Lode Runner [Model IFD-SLR] (1987, Nintendo Famicom Disk System)
8. Super Lode Runner [Model IM-03] (1987, MSX 2)
9. Hyper Lode Runner [Model DMG-HLA] (1989, Nintendo Game Boy)
10. Lode Runner - Lost Labyrinth [Model PV1004] (1990, NEC PC-Engine)
11. Battle Lode Runner [Model HC93054] (1993, NEC PC Engine)
12. Lode Runner Twin - Justy to Liberty no Daibouken [Model SHVC-7Z] (1994, Super Famicom)
13. Lode Runner - The Legend Returns (1994, Windows)
14. Lode Runner On-Line - The Mad Monks' Revenge (1995, PC [MS Windows 95])
15. Lode Runner - The Legend Returns [Model T-25101G] (1996, Sega Saturn)
16. Lode Runner 2 (1998, PC [Windows 95])
17. Power Lode Runner [Model SHVC-BPLJ-JPN] (1999, Super Famicom)
18. Lode Runner 3-D [Model NUS-NLRJ-JPN] (1999, Nintendo 64)
19. Lode Runner for WonderSwan [Model SWJ-BPR004] (2000, Bandai WonderSwan)
20. Lode Runner - Domdom Dan no Yabou [Model DMG-BXLJ-JPN] (2000, Nintendo Game Boy Colors)
21. Lode Runner 2 [SuperLite 1500 Series] [Model SLPM-86460] (2000, Sony PlayStation)
22. Lode Runner - The Dig Fight (2000)
23. Lode Runner [Model AGB-A39J-JPN] (2003, Nintendo Game Boy Advance)
24. Cubic Lode Runner [Hudson Selection Vol.1] [Model DOL-GQRJ-JPN] (2003, Nintendo GameCube)
24. Cubic Lode Runner [Hudson Selection Vol.1] [Model SLPM-62404] (2003, Sony PlayStation 2)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47366&o=2

$end


$nes=cloderun,
$bio

Championship Lode Runner (c) 1985 Hudson Soft.

- TECHNICAL -

Game ID: HFC-CR

- TRIVIA -

Championship Lode Runner for Famicom was released on April 17, 1985 in Japan.

- SERIES -

1. Lode Runner (1983)
2. Lode Runner - The Bungeling Strikes Back (1984)
3. Championship Lode Runner [Model HFC-CR] (1985, Nintendo Famicom)
3. Championship Lode Runner [Model HBS-G047C] (1985, MSX)
3. Championship Lode Runner [Sega My Card] [Model C-57] (1985, SG-1000)
3. Championship Lode Runner (1985, FM-7)
4. Lode Runner - Majin No Fukkatsu (1985)
5. Lode Runner II [Model HBS-G039C] (1985, MSX)
6. Lode Runner's Rescue (1985, Commodore C64)
7. Lode Runner - Teikoku Kara no Dasshutsu (1986)
8. Super Lode Runner [Model IFD-SLR] (1987, Nintendo Famicom Disk System)
8. Super Lode Runner [Model IM-03] (1987, MSX 2)
9. Hyper Lode Runner [Model DMG-HLA] (1989, Nintendo Game Boy)
10. Lode Runner - Lost Labyrinth [Model PV1004] (1990, NEC PC-Engine)
11. Battle Lode Runner [Model HC93054] (1993, NEC PC Engine)
12. Lode Runner Twin - Justy to Liberty no Daibouken [Model SHVC-7Z] (1994, Super Famicom)
13. Lode Runner - The Legend Returns (1994, Windows)
14. Lode Runner On-Line - The Mad Monks' Revenge (1995, PC [MS Windows 95])
15. Lode Runner - The Legend Returns [Model T-25101G] (1996, Sega Saturn)
16. Lode Runner 2 (1998, PC [Windows 95])
17. Power Lode Runner [Model SHVC-BPLJ-JPN] (1999, Super Famicom)
18. Lode Runner 3-D [Model NUS-NLRJ-JPN] (1999, Nintendo 64)
19. Lode Runner for WonderSwan [Model SWJ-BPR004] (2000, Bandai WonderSwan)
20. Lode Runner - Domdom Dan no Yabou [Model DMG-BXLJ-JPN] (2000, Nintendo Game Boy Colors)
21. Lode Runner 2 [SuperLite 1500 Series] [Model SLPM-86460] (2000, Sony PlayStation)
22. Lode Runner - The Dig Fight (2000)
23. Lode Runner [Model AGB-A39J-JPN] (2003, Nintendo Game Boy Advance)
24. Cubic Lode Runner [Hudson Selection Vol.1] [Model DOL-GQRJ-JPN] (2003, Nintendo GameCube)
24. Cubic Lode Runner [Hudson Selection Vol.1] [Model SLPM-62404] (2003, Sony PlayStation 2)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47365&o=2

$end


$ibm5150,ibm5150_cass=cloderun,
$bio

Championship Loderunner (c) 1984 Broderbund Software, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83593&o=2

$end


$amigaocs_flop=cmang93,
$bio

Championship Manager '93 (c) 1993 Domark Group, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73702&o=2

$end


$amigaocs_flop=cmang94,
$bio

Championship Manager '94 Season Data Disk (c) 1994 Domark Group, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73703&o=2

$end


$amigaocs_flop=cmang94e,
$bio

Championship Manager End of 1994 Season Data Update Disk (c) 1994 Domark Group, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73704&o=2

$end


$amigaocs_flop=cmangit,
$bio

Championship Manager Italia (c) 1993 Domark Group, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73705&o=2

$end


$gbcolor=motox2k1,
$bio

Championship Motocross 2001 featuring Ricky Carmichael [Model CGB-BCME-USA] (c) 2000 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67649&o=2

$end


$megadriv=champool,
$bio

Championship Pool (c) 1993 Mindscape, Incorporated.

- STAFF -

Game Design: Franz Lanzinger, David O'Riva
Graphics & Animation: Greg Hancock, Merlin
Programming: Franz Lanzinger, David O'Riva
Music Composition: Jerry Gerber, David O'Riva
Sound Effects: David O'Riva, Alex Rudis
Producer: Jim Molitor
Testing: Marty LaFleur, Scot Lane, Randy Lee, Hugh Mason, Frank Coles, Dave Polcyn, Jon Howe, Kevin, Phil Handy, Robert Vance
Special Thanks: John Lewis, Glen Hendrickson, Bruce Maurer

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57151&o=2

$end


$gameboy=champool,
$bio

Championship Pool (c) 1993 Mindscape, Incorporated.

- TECHNICAL -

Game ID: DMG-H4-USA

- TRIVIA -

Released in November 1993 in USA.

Reviews:
[FR] January 1994 - Consoles + N.28: 85%

- STAFF -

Design & Programming: David O'Riva, Franz Lanzinger
Graphics: Merlin, Greg Hancock
Music: Jerry Gerber, David O'Riva
Sound FX: David O'Riva
Producer: Jim Molitor
Testing: Jon Howe, Scot Lane, Randy Lee, Wi Kian Tang, James Thornton III, Marty LaFleur, Kevin
Special Thanks: Victor Mercieca, Brian O'Riva

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65764&o=2

$end


$nes=champool,
$bio

Championship Pool (c) 1993 Mindscape, Incorporated.

- TECHNICAL -

Game ID: NES-P3-USA

- TRIVIA -

Released in November 1993 in USA.

- STAFF -

Design & Programming: David O'Riva, Franz Lanzinger
Graphics: Greg Hancock, Merlin
Music: Jerry Gerber, David O'Riva
Sound FX: David O'Riva
Producer: Jim Molitor
Testing: Jon Howe, Scot Lane, Randy Lee, Phil Handy, Marty LaFleur, Kevin
Special Thanks: Victor Mercieca, Brian O'Riva

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55003&o=2

$end


$snes=champoolu,
$bio

Championship Pool (c) 1993 Mindscape, Incorporated.

- TECHNICAL -

Game ID: SNS-5P-USA

- TRIVIA -

Released in November 1993 in USA.

- STAFF -

Game Design: Franz Lanzinger, David O'Riva
Graphics & Animation: Greg Hancock, Merlin
Programming: Franz Lanzinger, David O'Riva
Music Composition: Jerry Gerber
Sound Effects: Alex Rudis
Producer: Jim Molitor
Testing: Marty LaFleur, Scot Lane, Randy Lee, Hugh Mason, Frank Coles, Dave Polcyn, Jon Howe, Kevin, Phil Handy, Robert Vance
Special Thanks: John Lewis, Victor Mercieca, Glen Hendrickson, Bruce Maurer

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62846&o=2

$end


$snes=champool,
$bio

Championship Pool (c) 1993 Mindscape, Incorporated.

- TECHNICAL -

Cartridge ID: SNSP-5P-EUR

- TRIVIA -

Reviews:
[FR] November 1993 - Consoles + N.25: 84%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62845&o=2

$end


$megadriv=cproam,
$bio

Championship Pro-Am (c) 1992 Tradewest, Incorporated. [Corsicana, TX, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57152&o=2

$end


$nes=chrally,
$bio

Championship Rally (c) 1991 HAL Laboratory

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55004&o=2

$end


$pcecd=chrally,
$bio

Championship Rally (c) 1993 Intec

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58134&o=2

$end


$amigaocs_flop=champrun,
$bio

Championship Run (c) 1991 Impulze

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73706&o=2

$end


$info=m4csoc,m4csoc__a,m4csoc__b,m4csoc__c,m4csoc__d,m4csoc__e,m4csoc__f,m4csoc__g,m4csoc__h,m4csoc__i,m4csoc__j,
$bio

Championship Soccer (c) 199? BWB.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41296&o=2

$end


$snes=champs94,
$bio

Championship Soccer '94 (c) 1994 Sony Imagesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62847&o=2

$end


$segacd=champs94,
$bio

Championship Soccer '94 [Model T-93185] (c) 1994 Sony Imagesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60706&o=2

$end


$a2600=chmpsocre,
$bio

Championship Soccer (c) 1980 Atari, Incorporated.

PAL release. Game developed in USA. For more information, please see the NTSC release's entry; "Championship Soccer [Model CX2616]".

- TECHNICAL -

Model CX2616P

- PORTS -

* Handhelds : 
Nintendo DS [EU] (February 24, 2011) "Atari Greatest Hits Vol.1 [Model NTR-BR6P-EUR]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83011&o=2

$end


$a2600=chmpsocr,
$bio

Championship Soccer (c) 1980 Atari, Incorporated.

- TECHNICAL -

Model CX2616

- TRIVIA -

Export releases:
PAL "Championship Soccer [Model CX2616P]"

- STAFF -

Programmer: Steve Wright

- PORTS -

* Consoles : 
Microsoft XBOX [US] (November 16, 2004) "Atari Anthology [Model 26084]" 
Sony PlayStation 2 [US] (November 22, 2004) "Atari Anthology [Model SLUS-21076]" 
Microsoft XBOX [JP] (August 4, 2005) "Atari Anthology [Model B7X-00001]" 

* Handhelds : 
Nintendo DS [US] (November 2, 2010) "Atari Greatest Hits Vol.1 [Model NTR-BR6E-USA]" 

* Computers : 
PC [MS Windows, CD-ROM] [US] (November 11, 2003) "Atari - 80 Classic Games in One! [Model 25069J]" 

* Others : 
Atari Flashback 3 [US] (September 16, 2011) by AtGames 
Atari Flashback 4 [US] (November 13, 2012) by AtGames 
Atari Flashback 5 [US] (October 1, 2014) by AtGames

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50318&o=2

$end


$info=csprint,csprint2,csprint1,csprintg,csprintf,csprints,csprints1,
$bio

Championship Sprint (c) 1986 Atari Games Corp.

Championship Sprint is an updated version of the old Atari Sprint series, with the added ability for players to upgrade their vehicles as the game progresses. Upgrades are won by collecting the bonus wrenches that appear once during each race, and once players have collected four wrenches, they will be presented with an upgrade screen; allowing them to choose better traction, top speed, acceleration, or a faster helicopter.

Collisions with barriers should, of course, be avoided, as they invariably cost the player valuable time. Also; a direct, head-on collision can cause the players' vehicles to explode - particularly if the player is moving at speed when this happens. In the event of a car exploding, a helicopter will automatically airlift a replacement vehicle to the track; this replacement will retain any previous upgrades made by the player. Waiting for the replacement car takes precious time and allows rival drivers to gain a distinct advantage. Car replacement time can be shortened upgrading the helicopter.

The tracks themselves are all variations on the basic 'oval', with gates, jumps, ramps and crossroads ensuring a demanding, yet incredibly playable game.

- TECHNICAL -

Game ID : 136045

Runs on the "Atari System 2" hardware.

Players : 2 
Control : Steering wheel with gas pedal

- TRIVIA -

Championship Sprint was released in September 1986 in the memory of George Opperman (1935-1985). Mr. Opperman was the first artist hired by Atari and the creator of the Atari logo.

2,599 dedicated units were produced in the USA. The selling price was $2,795.
Also, 996 conversion kits were produced. Selling price: $995.

- SERIES -

1. Sprint 2 (1976)
2. Sprint 8 (1977)
3. Sprint 4 (1977)
4. Sprint One (1978)
5. Super Sprint (1986)
6. Championship Sprint (1986)
7. Bad Lands (1989)

- STAFF -

Designers and programmers : Robert Weatherby, Kelly Turner
Animators : Will Noble, Kris Moser, Sam Comstock
Technicians : Dave Wiebenson, Minh Nguyen
Audio : Hal Canon

- PORTS -

* Consoles : 
Sony PlayStation 2 [AU] (2004) "Midway Arcade Treasures 2" 
Microsoft XBOX [US] (October 11, 2004) "Midway Arcade Treasures 2 [Model MWO-3201W]" 
Nintendo GameCube [US] (October 11, 2004) "Midway Arcade Treasures 2 [Model DOL-GAYE-USA]" 
Sony PlayStation 2 [US] (October 11, 2004) "Midway Arcade Treasures 2 [Model SLUS-20997]" 
Microsoft XBOX [EU] (October 29, 2004) "Midway Arcade Treasures 2" 
Sony PlayStation 2 [EU] (October 29, 2004) "Midway Arcade Treasures 2 [Model SLES-52844]"
Sony PlayStation 3 [PSN] [US] (May 31, 2007) 
Sony PlayStation 3 [PSN] [EU] (June 29, 2007)
Microsoft XBOX 360 [US] (November 6, 2012) "Midway Arcade Origins" 
Sony PlayStation 3 [US] (November 6, 2012) "Midway Arcade Origins [Model BLUS-31083]"
Microsoft XBOX 360 [EU] (November 15, 2012) "Midway Arcade Origins" 
Sony PlayStation 3 [EU] (November 15, 2012) "Midway Arcade Origins [Model BLES-01768]"

* Handhelds : 
Sony PSP [US] (December 13, 2005) "Midway Arcade Treasures Extended Play [Model ULUS-10059]"
Sony PSP [EU] (February 24, 2006) "Midway Arcade Treasures Extended Play [Model ULES-00180]" 

* Computers : 
Sinclair ZX Spectrum [EU] (1988) "Championship Sprint [Model URK 627]"
Amstrad CPC [EU] (1988) 
Commodore C64 [US] [EU] (1988) 
PC [MS Windows, CD-ROM] [US] (February 17, 2006) "Midway Arcade Treasures Deluxe Edition"
PC [MS Windows, CD-ROM] [EU] (March 17, 2006) "Midway Arcade Treasures Deluxe Edition" by Zoo Digital Publishing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=438&o=2

$end


$cpc_cass=champion02,
$bio

Championship Sprint [Model UQK 627] (c) 1988 Electric Dreams Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93412&o=2

$end


$intv=ctennis,
$bio

Championship Tennis (c) 1985 INTV.

You can play alone, against your Intellivision unit or with another player either in singles or in doubles. You can even let your Intellivision take both sides and just watch. Maybe you'll see some weakness.

Go ahead conquer Paris, New York, and Wimbledon if you can. You will need both great concentration and strong legs to win at Championship Tennis. Play locations such as Flushing Meadows, Roland Garros, Wimbledon. In Championship Tennis you are in charge. See if you have what it takes to win the "grand slam"!

Championship Tennis is an advanced version of the original, successful Intellivision Tennis. You will feel the tension and excitement of some of the great courts in the world, as you serve deep to your opponent's backhand and return a lob with a smashing overhead, just out of reach of your opponent's outstretched racquet. It will require skill, dexterity, cunning and wits along with plenty of practice to master Championship Tennis.

- TECHNICAL -

Model 8200

- TRIVIA -

A very preliminary version of the cartridge was shown at the January 1984 Consumer Electronics Show.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60870&o=2

$end


$cpc_cass=champion03,
$bio

Championship Water-Ski Challenge (c) 1990 Players Premier

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93414&o=2

$end


$cpc_cass=champion04,
$bio

Championship Waterskiing [Model 60130350] (c) 1987 Zafiro Software Division [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93415&o=2

$end


$info=chanbara,
$bio

Chan Bara (c) 1985 Data East.

Set in feudal japan, you play as a student samurai, and breakthrough to defend the dojo temple with his katana, waging battles to death against their enemies brandishing harmoniously his sharp sword katana and jumping while avoid being cut by the enemy weapon some enemies hooded attacking from above dodge his attacks to win and move forward through levels to keep the Bushido code and protect the dojo.

- TECHNICAL -

Main CPU : Motorola M6809 (@ 1.500000 Mhz)
Sound Chips : Speaker YM2203 WSG (@ 1.500000 Mhz)

Screen orientation : Horizontal
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 256

Players : 2
Control : Double 8-way joysticks

- TRIVIA -

Chan Bara was released in June 1985 in Japan. Its a very rare game.

Chan Bara popularly known as 'chambara' (contraction of 'chanchan'; onomatopoeic sound of two swords collide, and 'barabara', the meat being cut up), is the specific name with which is known to this genre. In fact, the chanbara is a subgenre within jidaigeki or Japanese period drama. The term refers to jidaigeki film that tells a story that happens in a historical period, while chambara exclusively used to define action movie with samurais. It is also a sport since 1973 in japan and is called by it's nickname 'Spochan' and now practiced over the world.

Some deaths in the game are censored and represented with humoristic animations.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=24236&o=2

$end


$info=chance,
$bio

Chance (c) 1978 Playmatic.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=10008&o=2

$end


$info=chkun,
$bio

Chance Kun (c) 1982 Unknown.

A one player game of gambling bet based on a baseball game, starring by fun cats.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3 Mhz)
Sound CPU : Zilog Z80 (@ 1.7 Mhz)
Sound Chips : 2x AY-3-8910A, @ 1.7 Mhz) 

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 384

Players : 1
Buttons : 6
Buttons : 2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=34230&o=2

$end


$info=chance32,
$bio

Chance Thirty Two (c) 199? PAL Co.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47734&o=2

$end


$info=m3cunlim,
$bio

Chances Unlimited (c) 198? Barcrest.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=21203&o=2

$end


$info=cairblad,
$bio

Change Air Blade (c) 1999 Sammy Corp.

A vertically scrolling shoot'em up.

- TECHNICAL -

PCB # : P1-112C

Main CPU : V60 (@ 16 Mhz)
Sound Chips : ES5506 (@ 16 Mhz)
RAM : 6262

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Change Air Blade was released in December 1999, only in Japan.

- TIPS AND TRICKS -

* Ship Selection : During the countdown before a new match begins, you can select a ship type. Each ship selection has 
its own colour scheme.
1) To select a ship with increased speed but a weaker shot, select with button 2 (bomb).
2) To select a ship with increased shot power but is slower, select with Button 3 (option).
3) To revert back to the default ship type, press button 1 (shoot) before the timer reaches 3.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=439&o=2

$end


$info=changela,
$bio

Change Lanes (c) 1983 Taito America Corp.

Change Lanes it is an exciting and challenging driving game in 3D sprite-scaling, where the player leads a amphibian car of red color on the highway and rivers, and your mission is to avoid obstacles and vehicles and to earn maximum points by traveling and finish the race before of running out of fuel.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 5 Mhz), Motorola M68705 (@ 2 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.25 Mhz)

Control : joystick, Steering wheel
Players : 2
Pedals : 1 (Accelerator)
Gear shift : 2 (Forward / reverse)

- TRIVIA -

Change Lanes was released in October 1983.

Needle originally offered this game to Bally/Midway after completing his work on "Space Encounters" but they turned him down.

Stephen Beall of Santa Monica, California holds the official record for this game with 3208112 points on December 26, 1983.

- STAFF -

Designed by : Dave Needle

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3270&o=2

$end


$pc8801_flop=changevo,
$bio

Change Vol.1 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91505&o=2

$end


$info=changes,
$bio

Changes (c) 1982 Orca.

This maze game is quite similar to "Pac-Man". The player controls a caterpillar that crawls along the branches of a maze-like tree eating nuts and strawberries while avoiding deadly bugs and a hungry bird. The caterpillar changes into a butterfly after everything has been eaten.

The caterpillar must eat all the strawberries and nuts on each level to become a butterfly. Eating a strawberry temporarily makes the caterpillar invincible allowing it to kill the deadly bugs and score 400 bonus points ber bug. If the caterpillar remains still for too long, an invincible owl (replaced by an invincible bat in later levels) will appear. If your catepillar moves, the owl or bat will disappear.  If your catepillar remains still, the invincible owl or bat will chase the caterpillar, albiet not very effrctively.  

When the caterpillar crosses over a pivot branch, all the branches will rotate at once, and any bugs that are on those branches will fall off and score 400, 800, 1600 and 3200 points, depending on the amount of bugs killed. Keep an eye out for the flowers that will appear below the house - they will reward you between 400 and 3200 points, depending on the level.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.5 Mhz)

Players : 2
Control : 8-way joystick

- TRIVIA -

Released in January 1983.

This game is also known as "Looper".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=440&o=2

$end


$info=changesa,
$bio

Changes (c) 1982 Eastern Micro Electronics, Incorporated.

- TRIVIA -

Published by EME, Inc. under license from Orca Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=36479&o=2

$end


$pc98=chankonb,
$bio

Chanko Nabe (c) 19?? WestSide [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89104&o=2

$end


$info=channelf,
$bio

Channel F (c) 1976 Fairchild.

A home video game console.

- TRIVIA -

Released in November 1976 in the USA at the retail price of $169.95. It was launched as the Video Entertainment System, or VES, but when Atari released their VCS the next year, Fairchild renamed its machine.

The Channel F has the distinction of being the first programmable ROM cartridge–based video game console, and the first console to use a microprocessor.

- STAFF -

Designed by: Jerry Lawson

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43196&o=2

$end


$info=channlf2,
$bio

Channel F System II (c) 1978 Zircon International.

- STAFF -

Designed by: Nick Talesfore

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103273&o=2

$end


$megadriv=cjfuweng,
$bio

Chao Ji Da Fu Weng (c) 199? Gametech

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56392&o=2

$end


$nes=dafuweng,dafuweng1,
$bio

超级大富翁 Super Rich (c) 1997 Waixing.
(Chao Ji Da Fu Weng - Super Rich)

- TECHNICAL -

[Model ES-1004]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76493&o=2

$end


$info=cjdh2,cjdh2a,cjdh2b,cjdh2c,
$bio

Chao Ji Da Heng (c) 200? IGS Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69775&o=2

$end


$gbcolor=cjjqx,cjjqx1,
$bio

Chao Ji Ji Qi Ren Da Zhan X (c) 200? Sintax.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67651&o=2

$end


$nes=cjwq,
$bio

Chao Ji Liu Yan Shan Bei Wei Qi (c) 19?? Yanshan RuanJian [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76494&o=2

$end


$nes=scontra7,
$bio

Chao Ji Zhan Hun - Super Contra 7 (c) 1996 ESC

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83836&o=2

$end


$nes=chaojidz,
$bio

?? ??? (c) 19?? Waixing.
(Chaoji Da Zhan Lue)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76495&o=2

$end


$nes=cjjq,
$bio

超级机器人大战A (c) 200? Nanjing.
(Chaoji Ji Qi Ren Da Zhan A)

Chinese pirate backport of Banpresto's 2001 GBA Super Robot Wars A.

- TECHNICAL -

Game ID: NJ012

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76496&o=2

$end


$gba=chaomal2,
$bio

Chaoji Maliou 2 (c) 2004 iQue [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70146&o=2

$end


$gba=chaomali,
$bio

Chaoji Maliou Shijie (c) 2006 iQue [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70147&o=2

$end


$sg1000=supertnkt,
$bio

Chaoji Tanke (c) 198? Unknown [Taiwan].

Taiwanese version of Super Tank.

- TECHNICAL -

[Model R-066]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49013&o=2

$end


$sg1000=bombjackt2,
$bio

Chaoren (c) 198? Unknown [China].

Chinese version of Bomb Jack.

- TECHNICAL -

[Model R-059]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49014&o=2

$end


$pc8801_flop=chaosang,chaosanga,
$bio

Chaos Angels (c) 1988 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91506&o=2

$end


$pc98=chaosang,
$bio

Chaos Angels (c) 1989 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89105&o=2

$end


$msx2_flop=chaosang,chaosangb,chaosanga,
$bio

Chaos Angels (c) 1989 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101528&o=2

$end


$x68k_flop=chaosang,
$bio

Chaos Angels (c) 1996 Little Sound [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87216&o=2

$end


$info=chaosbrk,
$bio

Chaos Breaker (c) 2005 Taito.

Chaos Breaker is a 2-D fighting game where a player selects three characters to form the team they will use while they are playing the game.

Players also collect items, and can swap characters and items as they advance through each level. Characters can be selected from a choice of 6 different races including human, dark elf, elf, orc, dwarf and undead. Items that a player collects range from healing potions, hammers, spikes, power bracelets, demon clubs, magical scrolls, spears, protection rings, ice blades, magical and holy defense shields, blessing staffs, blessing bows, invisible cloaks, runic axes, wind boots, death staffs, lucky coins, protective talismans, life absorption swords and hellfire swords.

- TECHNICAL -

Runs on the "Taito Type X" hardware.

- TRIVIA -

Chaos Breaker was released in December 2004 in Japan.

Developed in cooperation with the South Korean based company Eolith.

It was known in its pre-production as 'Dark Awake'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3967&o=2

$end


$saturn,sat_cart=chaoscrm,
$bio

Chaos Control Remix (c) 1996 Virgin Interactive

- TECHNICAL -

Game ID: T-7006G

- TRIVIA -

Released on November 22, 1996 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58975&o=2

$end


$cdi=chaosc,chaoscf,chaoscg,chaoscu,
$bio

Chaos Control (c) 1995 Philips Interactive Media, Incorporated.

You have been chosen to repel the attacks of the Kesh Rhan extra-terrestrials who are threatening Earth. In command of a spacefighter you will travel through universes in full screen synthesized images, going from the island of Manhattan to the heart of a virtual reality computer, reaching ultimately the pitfalls of outer space. Quick, take the controls, there is not a minute to be wasted.

- TECHNICAL -

Model 810 0200

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52801&o=2

$end


$psx=chaoscon,
$bio

Chaos Control (c) 1996 Virgin Interactive Ent., Ltd.

- TECHNICAL -

Game ID: SLPS-00168

- TRIVIA -

Released on October 04, 1996 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85014&o=2

$end


$saturn,sat_cart=chaoscon,
$bio

Chaos Control [Model T-15102H-50] (c) 1995 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60256&o=2

$end


$saturn,sat_cart=chaosconj,chaosconja,
$bio

Chaos Control (c) 1995 Virgin Interactive

- TECHNICAL -

Game ID: T-7002G

- TRIVIA -

Released on December 29, 1995 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58974&o=2

$end


$info=cfield,
$bio

Chaos Field (c) 2004 Able Corporation, Limited.

Do you love battling the boss ships that appear at the end of each level of your favorite shmup? How about a game where you battle nothing BUT bosses? Your wish is granted with Chaos Field!!

The game draws on elements from other shooters to create its own unique hybrid style of play. You'll have a lock-on feature to take enemies and certain bullets out, as well as a "Radiant Silvergun"-style short-range energy field that will absorb certain bullets.

The action plays out in top-down fashion in the time-honored traditions of the shooting genre. Enemies and bullets will swarm like bees to honey, and it will be up to you to destroy everything, while avoiding getting blown up.

- TECHNICAL -

Model No : GDL-0025

Runs on the Sega "NAOMI GD-ROM System" hardware.

Players: 1
Control: 8-way joystick
Buttons: 3
=> [A] Shoot, [B] Sword, [C] Change field

- TRIVIA -

Chaos Field was released in June 2004 in Japan only.

Milestone released a limited-edition soundtrack album for this game (Chaos Field Sound Track - STVR-001) on 28/10/2004.

- TIPS AND TRICKS -

* Chaos field weapons :
1. Main attack : straightforward shot.
2. Sword : it can cancel bullets and deal damage to enemies. It can't cancel all bullets, though : homing laser s and purple, arrow-shaped bullets can't be canceled. If you tap three times, the ship will use the left sword, then the right, then both swords: then, it will need half a second to recover. Be careful,then, as this means that you must dodge what you can't cancel..
3. Change field : you basically can switch between order and chaos field, this meaning that you can choose between a more sedate variant of a stage (less attacks), where you get more meta-cubes and thus also more golden cubes by destroying stuff. Your attacks are however weaker... if you switch to chaos field, your attacks will be stronger, you will get less meta-cubes by blowing up enemies, which also are more aggressive (extra attacks and parts). You will be immune to all bullets during the change, and they will also disappear...but you need at least 5 seconds to do a change.
4. Special attacks : are used by pressing together A+B or B+C: the former combination releases a shield, the latter a salvo of homing lasers (your ship will scan an arc in front of it to lock-on enemies and bullets). Both special attacks will start a combo, based on the amount of canceled bullets (you have up to 5 seconds to continue the combo, as shown as the time on the right: it's important to lock-on bullets, and not actually hit them, if you use the homing lasers attack, regarding the combo).

* Meta cubes : you have a special attack stock on your left, made of 10 bars : every special attack uses one bar. If you don't shoot and move, they will automatically be siphoned to your ship. If you max out the bars, every extra meta-cube (golden in appearance) will be worth 10k.

- STAFF -

Developed by Milestone.

- PORTS -

* Consoles :
Sony PlayStation 2 (Dec.2004)
Sega Dreamcast (Dec.2004)
Nintendo GameCube (Feb.2005, "Chaos Field Expanded")
Nintendo Wii (2008; as part of the "Ultimate Shooting Collection")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3916&o=2

$end


$wswan=chaosgea,
$bio

Chaos Gear - Michibikareshi Mono [Model SWJ-BAN00B] (c) 1999 Bandai Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86310&o=2

$end


$info=chaoshea,chaosheaj,
$bio

Chaos Heat (c) 1998 Taito.

Chaos Heat is a a third-person shooting 3D game with some elements of survival horror, include three selectables characters: Mitsuki, Rick and VOGT, all them armed with modern weapons like flamethrowers, machineguns, and grenades, they are part of an investigatory and cleansing force sent to find out the cause of an 'anomalous thermal reaction'. Players have to battle against bio-monsters like zombies and mutant insects or another creepy creatures in a abandoned biotech lab on an isolated island.

- TECHNICAL -

Runs on the "Taito G-Net" hardware.

- TRIVIA -

Chaos Heat was released in September 1998.

This is the first game for the Taito G-NET hardware.

Zuntata Records released a limited-edition soundtrack album for this game (Chaos Heat - ZTTL-0036) on 21/12/1998.

- TIPS AND TRICKS -

* Each Sub-Weapon has a specific effect:
1) Search : chase the enemy. 
2) Luncher : more damage to enemies near you. 
3) Gas : slowdown enemies near you.
4) Spank : continual damage to enemies near you. 

* Good Ending : finish the game at 100%.

- STAFF -

Direction: Yosuke Tsuda, Osamu Inoue
Program: Uncle Tom (Team-A), Ishizashi (Team-A)
Character Design: Ko-Ji Terada, Masato Shinchi, Tazrow Murayama (Team-A), H-Suzuki  (Team-A), Hidewo Nakazima, Takao Yoshiba, Kazushi Okamoto, Daisuke Kobayashi
Co-Program: M-Numashita (Team-A), Fujita-Ka, MT
Character Support: Hiroshi Nishida, Tsutomu Matsuda, Orie Tsunoda, Y01 Yamada (Team-A), Daisaku 8246 (Team-A), Masato Sudo (Team-A)
Enemy Design: Takao Yoshiba
Illustration: Yoshihiko Magoshi
Hardware: Masahiko Yokoo, Takeshi Makishima, Tshiyuki Tachimoto
BGM Composer: Nakayama Joutouhei (Zuntata)
Sound Effect: T. Wakuta (Team-A), Hironori Tanaka
Design Work: EK Papa Ogino
Voice: Rumiko Warnes, Jeff Manning, Gordon Ludt
Producer: Yoshihisa Nagata
Co-Producer: Takeshi Kamimura
General Producer: Kouichi Nakamura

- PORTS -

* Consoles :
Sony PlayStation (2000, "Chaos Break: Episode From Chaos Heat")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3797&o=2

$end


$snes=chaoseed,
$bio

CHAOSSEED 風水回廊記 (c) 1996 Taito Corp.
(Chaos Seed - Feng Shui Kairouki)

- TECHNICAL -

Game ID: SHVC-AAHJ-JPN

- TRIVIA -

Released on March 15, 1996 in Japan.

- STAFF -

Game Designer: Junichi Kashiwagi
Scenario Assist: Masahide Miyata
Main Programmer: Tadakatsu Ogura
Dungeon Supervisor: Akihiro Suzuki
Nautral Arts Programmer: Kiyochika Watanabe
Map Desiginer: Masaki Kurosawa
Character Graphic Designer: Kame Erika
Nautral Arts Designer: Shinichi Shibazaki
Sound Composers: Yasunori Shiono, Katsuhiro Hayashi, Yukio Nakajima
Character Design: Akari Funato
Voice: Kyouko Tomita, Mikiko Kanezawa, Atsunori Hirata
Producer: Makoto Takada
ACE: Naoyuki Ukeda
Illustrations: Akari Funato

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61130&o=2

$end


$x68k_flop=chaossb,
$bio

Chaos Strikes Back (c) 1990 Victor Musical Industries, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87217&o=2

$end


$nes=chaoswld,
$bio

Chaos World (c) 1991 Natsume

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53908&o=2

$end


$info=ss7689,ss7579,ss7580,ss7581,ss7582,ss7583,ss7584,
$bio

Chaos (c) 199? IGT [International Game Technologies].

2-Coin multiplier slot.

- TECHNICAL -

[Model 223C]

- UPDATES -

SS7689
SS7579
SS7580
SS7581
SS7582
SS7583
SS7584

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46074&o=2

$end


$info=ss7692,ss7573,ss7574,ss7575,ss7290,ss7576,ss7577,ss7578,ss8381,
$bio

Chaos (c) 1995 IGT (International Game Technologies).

3-reel, 1-payline, 3-coin multiplier slot.

- TECHNICAL -

Game ID: 223D

- UPDATES -

# SS7290
Max %: 90.999
Hit Freq.: 24.568
Win Freq.: 4.07

# SS7573
Max %: 97.465
Hit Freq.: 25.528
Win Freq.: 3.92

# SS7574
Max %: 94.906
Hit Freq.: 25.481
Win Freq.: 3.92

# SS7575
Max %: 92.556
Hit Freq.: 24.596
Win Freq.: 4.07

# SS7576
Max %: 90.076
Hit Freq.: 24.609
Win Freq.: 4.06

# SS7577
Max %: 87.571
Hit Freq.: 24.570
Win Freq.: 4.07

# SS7578
Max %: 85.073
Hit Freq.: 27.234
Win Freq.: 3.67

# SS7692
Max %: 98.048
Hit Freq.: 24.862
Win Freq.: 4.02

# SS8381
Max %: 80.358
Hit Freq.: 26.565
Win Freq.: 3.76

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=14002&o=2

$end


$info=peps0615,
$bio

Chaos [Video Slot] (c) 1996 IGT [International Game Technologies].

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=26145&o=2

$end


$32x=chaotix,
$bio

Chaotix (c) 1995 Sega Enterprises, Limited.

European release.

- TECHNICAL -

Model # 84503-50

- TRIVIA -

Reviews:
[FR] June 1995, Consoles + N.44: 75/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72395&o=2

$end


$32x=chaotixju,chaotixjup,chaotixjup1,chaotixjup2,chaotixjup3,chaotixjup4,chaotixjup5,chaotixjup6,chaotixjup7,chaotixjup8,chaotixjup9,chaotixjup10,chaotixjup11,
$bio

Chaotix (c) 1995 SEGA Enterprises, Ltd.

- TECHNICAL -

Game ID: 84503

- TRIVIA -

Released on April 20, 1995 in USA.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96287&o=2

$end


$sms=chapolim,
$bio

Chapolim x Dracula - Um Duelo Assustador (c) 1990 Tec Toy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55967&o=2

$end


$pc98=charaedt,
$bio

Character Editor 98 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89106&o=2

$end


$pc98=chartsuk,
$bio

Character Tsukuru (c) 19?? ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89107&o=2

$end


$pc98=charade,
$bio

Charade (c) 1995 Apple Pie [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89108&o=2

$end


$pc98=charadem,
$bio

Charade Magic (c) 1992 Heart Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89109&o=2

$end


$pc8801_flop=charieg3,
$bio

Charie Music Gallery Vol. 3 (c) 1989 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91507&o=2

$end


$pc8801_flop=charieg3p,
$bio

Charie Music Gallery Vol. 3 Plus (c) 1989 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91508&o=2

$end


$pc8801_flop=charieg2,
$bio

Charie Music Gallery Vol.2 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91509&o=2

$end


$pc8801_flop=chariem1,
$bio

Charie Soft & Video Game Music vol. 1.0 - Music Show!! (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91510&o=2

$end


$pc8801_flop=chariem2,
$bio

Charie Soft Music Show vol. 2 (c) 1989 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91511&o=2

$end


$info=chariotc,
$bio

Chariot Challenge (c) 1998 Aristocrat.

A 5-reel video slot machine.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=19148&o=2

$end


$amigaocs_flop=chariots,
$bio

Chariots of Wrath (c) 1989 Impressions

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73707&o=2

$end


$bbca_cass,bbcb_cass=chark,
$bio

Chark (c) 19?? Delta4

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51622&o=2

$end


$gba=charlieu,
$bio

Charlie and the Chocolate Factory [Model GB-BCFE-USA] (c) 2005 Take-Two Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70149&o=2

$end


$gba=charlie,
$bio

Charlie and the Chocolate Factory [Model GB-BCFP] (c) 2005 Take-Two Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70148&o=2

$end


$n64=charlieb,charliebu,
$bio

Charlie Blast's Territory (c) 1999 Kemco

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57634&o=2

$end


$cpc_cass=charliec,
$bio

Charlie Chaplin (c) 1987 US Gold, Ltd. [Birmingham, UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93417&o=2

$end


$pc8801_flop=charlie5,
$bio

Charlie Music Disk 5.0 (c) 1991 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91512&o=2

$end


$info=charlien,
$bio

Charlie Ninja (c) 1994 Mitchell Corporation.

A colourful, 1 or 2-player platform shoot-em-up consisting of 5 stages, in which the player controls a Ninja who must jump and shoot his way through each of the game's stages, before taking on the archetypal end-of-level 'Boss'.

Bonuses can be picked up to increase the firepower, and barrels can either be smashed to reveal bonuses, or picked up and thrown at the enemies. In addition; the Ninja can perform high jump by pressing the JUMP button, then pressing it again while the Ninja is in the air. This is useful for avoiding enemies and essential for reaching high platforms.

- TECHNICAL -

Main CPU : ARM (@ 28 Mhz)
Sound Chips : (2x) OKI6295 (@ 7.627 Khz)

Players : 2
Control : 8-way Joystick
Buttons : 3

- TRIVIA -

Charlie Ninja was released in October 1994.

The 2 main Characters are called Roy and Lon.

- STAFF -

Game Design : Noarick. Y
Character Design : Charlie Arai
Composer : Baggio Aoki
Main Program : Namcha
Assistant Program : Br. C0in
Bonus Game Program : Viva! Romario
Name Entry Program : Enoshin Plus
Sound Effect : Robert Aoki
Character Graphic : Poco-Lins, Utata. K, Nozomu, Tatsu. Kei, Ken, Kyo
Background Graphic : Utata. K, M. Natsuki, Y. 1Gou, 96-28?, Ryu, Toda. Go
Special Thanks : Steve, R&N&E, C. N. All Staff

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3483&o=2

$end


$pc8801_flop=charlie4,
$bio

Charlie Soft Music Disk vol. 4.0 (c) 1990 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91513&o=2

$end


$info=charlies,
$bio

Charlie's Angels [Model 425] (c) 1978 Gottlieb.

- TECHNICAL -

Gottlieb System 1
Model Number : 425

- TRIVIA -

Charlie's Angels was produced in both 7,600 electronic and 350 electromechanical versions. It featured the likenesses of Jaclyn Smith, Kate Jackson, and Cheryl Ladd, from the 1970's T.V. show.

- STAFF -

Design by : Allen Edwall
Art by : Gordon Morison

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5637&o=2

$end


$gba=charlwebu,
$bio

Charlotte's Web [Model AGB-BCJE-USA] (c) 2006 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70151&o=2

$end


$gba=charlweb,
$bio

Charlotte's Web [Model AGB-BCJP] (c) 2006 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70150&o=2

$end


$cpc_cass=charlydi,
$bio

Charly Diams [Model 22278] (c) 1987 Proein Soft Line [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93419&o=2

$end


$pc98=charm,
$bio

Charm (c) 1992 Acid Plan [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89110&o=2

$end


$pc98=charm2,
$bio

Charm 2 - Nijiiro no Kaze (c) 1994 Acid Plan [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89111&o=2

$end


$pc8801_flop=charmcop,
$bio

Charm Copy (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91514&o=2

$end


$amigaocs_flop=charon5,
$bio

Charon 5 (c) 1988 Mindware

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73708&o=2

$end


$cpc_cass=chartatt,
$bio

Chart Attack (c) 1991 Gremlin Graphics Software, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93420&o=2

$end


$bbca_cass,bbcb_cass=chartbus,
$bio

Chart Buster (c) 19?? Alligata

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51623&o=2

$end


$info=cbombers,cbombersj,cbombersp,
$bio

Chase Bombers (c) 1994 Taito.

A chase-view crazy racing game.

WELCOME TO THE CUSTOMIZED CAR CARNIVAL!

Choose your Vehicle and one of the challenging race courses. Rev your engine and get ready to roll. Be carefull there are mines and steel poles as obstacles to slow you down. Rival racers attack and obstruct you must avoid the traps and to use your advantage and pick on the Item Gate to use your specialized arsenal to crash the enemy drivers and race for the checkered flag!

There are five customized vehicles to choose from, including a Formula-One machine and a custom truck.

- TECHNICAL -

Main CPU :M68EC020 (@ 20.000000 Mhz)  
Sound CPU: (2x) M68000(@ 16.000000 Mhz) and(@ 15.238050 Mhz)
Sound Chips : 2XSpeaker Ensoniq ES5505 (@ 15.238050 Mhz)

Screen orientation : Horizontal
Video resolution : 320 x 232 pixels
Screen refresh : 60.00 Hz
Palette colors : 16384


Players : 2
Control : Steering wheel + 2 Pedal
Buttons : 2

- TRIVIA -

Chase Bombers was eeleased in September 1994 in Japan.

The drivers in the police car looks like to Tony Gibson and Nancy from Chase HQ series, in the sequal "Super Chase - Criminal Termination"

- STAFF -

Producer : Seiji Kawakami
Director : Nobuhiro Hiramatsu
Character Designer : Hiroyo Kujirai, Minoru Masuyama, Visual Arts Production, Peacock
Modeling Designer : Atsushi Iwata, Mr. Fukui
Software Engineer : Akira Bokotsuki, Kouji Tsunekiyo, Tabby, Takeshi Higuchi
Special Effects Adviser : Hirotaka Fukakawa (Venus M.)
Hardware Engineer : Yasuhiro Shibuya, Hajime Aga, Mr. Hamauchi
Mechanical Engineer : Mr. Arisawa, Mr. Harada
Sound Director : Shuichiro Nakazawa, Naoto Yagishita
Decoration Designer : Mr. Tsuruya, Mr. Takenami

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4617&o=2

$end


$pc8801_flop=mankun,
$bio

Chase for Mankun (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91515&o=2

$end


$info=chasehq,chasehqj,chasehqju,
$bio

Chase H.Q. (c) 1988 Taito Corp.

"Chase H.Q." is a checkpoint-based racing game in which the player takes on the role on an undercover cop called Tony Gibson in this 'Miami Vice' inspired game from Taito. Gibson drives a powerful unmarked police car (resembling a Porsche 911) along with his partner, 'Raymond Broady' and must chase down and apprehend various criminals.

The player has between fifty-five and seventy seconds (depending on the game's 'Dip' settings) to catch up with the fleeing criminal, then the same time period again to repeatedly ram into the criminal's car until it is too damaged to drive. The criminal's car is constantly moving away, so if the player repeatedly crashes or drives too slowly, the criminal will escape and the game ends.

As with Sega's seminal "Out Run", "Chase H.Q." features forked junctions offering players a choice of routes. In this game, however, the route selected is only a temporary diversion and dictates how quickly the criminal is caught up with. The player's Porsche is equipped with a limited number of turbo boosts, when used a turbo boost pushes the car to incredible speeds, at the expense of control. The turbos must be used wisely if the player is to have a chance of capturing the criminal before the time limit expires.

The game consists of five levels, each with its own villain to capture.

The game's villains and the cars they drive are:
1. Ralph, the Idaho Slasher (White Lotus Esprit)
2. Carlos, the New York armed robber (Yellow Lamborghini Countach)
3. Chicago pushers (Grey Porsche 959)
4. L.A kidnapper (Blue Ferrari 288 GTO)
5. Eastern Bloc Spy (Red Porsche 928)

- TECHNICAL -

Taito Z System hardware
Prom Stickers : B52

Main CPU : (2x) Motorola 68000
Sound CPU : Zilog Z80
Sound Chips : Yamaha YM2610

Players : 1
Control : Steering wheel + 2 Pedal
Buttons : 2

- TRIVIA -

Chase H.Q. was released in November 1988. It was arguably the first sprite-scaled racer since Sega's legendary "Out Run" - released 2 years' earlier - to truly capture the gaming public's imagination.

The names main characters of chase H.Q. are as follows... 
The Caucasian cop : Tony Gibson 
The African-American cop (A.K.A. Mr. Driver) : Raymond Broady 
Chase H.Q.'s Dispatcher : Nancy (she doesn't have a last name) 

The main player's car (the black Porsche) makes an appearance in the spin-off to the Chase H.Q. series : "Crime City". 

Brian Kuh holds the official record for this game with 3,596,680 points on June 1, 2006. 

Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Syvalion : G.S.M. Taito 3 - D28B0014) on March 21, 1989.

- UPDATES -

The Japanese version has different voices.

- SERIES -

1. Chase H.Q. (1988)
2. S.C.I. - Special Criminal Investigation (1989)
3. Super Chase - Criminal Termination (1992)
4. Ray Tracers (1997, Sony PlayStation)
5. Chase H.Q. 2 (2007)

- STAFF -

Game Designer : Hiroguki Sakou
Game Programmers : Takeshi Ishizashi, Takeshi Murata, Kyoji Shimamoto
P.C.B Designer : Masahiro Yamaguchi
Sound Designers : Yoshio Imamura, Naoto Yagishita, Eikichi Takahashi, Fumiaki Imaoka
Music Composer : Takami Asano
Cabinet Designer : Nobuyuki Iwasaki
Proposer : Yoshiharu Suzuki
Special Thanks : Junji Yarita, Kazuya Mikata, Atsushi Iwata

- PORTS -

* Consoles : 
Nintendo Famicom [JP] (December 8, 1989) "Taito Chase H.Q. [Model DTF-H9]" 
NEC PC-Engine [JP] (January 26, 1990) "Taito Chase H.Q. [Model TP02006]" 
Sega Master System [EU] (1990) "Chase H.Q. [Model 7038]" 
Sega Saturn [JP] (August 9, 1996) "Chase H.Q. + S.C.I. [Model T-1105G]" 
Sony PlayStation 2 [JP] (March 29, 2007) "Taito Memories II Gekan [Model SLPM-66713]" 

* Handhelds : 
Nintendo Game Boy [EU] (1991) "Chase H.Q. [Model DMG-HQ-NOE]" 
Nintendo Game Boy [JP] (January 11, 1991) "Taito Chase H.Q. [Model DMG-HQJ]" 
Sega Game Gear [JP] (March 8, 1991) "Taito Chase H.Q. [Model T-11017]" 
Nintendo Game Boy Color [EU] (August 1999) "Chase H.Q. - Secret Police [Model DMG-AH9P-EUR]" 
Nintendo Game Boy Color [JP] (May 26, 2000) "Taito Memorial - Chase HQ - Secret Police [Model DMG-AH9J-JPN]" 

* Computers : 
Sinclair ZX Spectrum [EU] (1988) 
Amstrad CPC [EU] (1989) 
Commodore Amiga [EU] (1989) 
Atari ST [EU] (1989) 
Commodore C64 [EU] (1990) 
Sharp X68000 [JP] (October 1992) 
FM Towns PC [JP] (1993)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=441&o=2

$end


$info=chasehqu,
$bio

Chase H.Q. (c) 1988 Taito America Corp.

- TRIVIA -

Chase H.Q. was released in the USA by Taito America Corporation. For more information about the game itself, please see the Taito Corporation entry.

- PORTS -

* Consoles : 
NEC TurboGrafx-16 [US] (1992) "Chase H.Q. [Model TGX030096]" 

* Handhelds : 
Nintendo Game Boy [US] (December 1990) "Chase H.Q. [Model DMG-HQ-USA]" 
Sega Game Gear [US] (1991) 
Nintendo Game Boy Color [US] (May 30, 2000) "Chase H.Q. - Secret Police [Model DMG-AH9E-USA]" 

* Computers : 
Commodore C64 [US] (1990) 

* Others : 
Mobile Phones [US] (2004)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=44159&o=2

$end


$msx1_cass=chasehq,chasehqa,
$bio

Chase H.Q. (c) 1988 Ocean Software, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94522&o=2

$end


$amigaocs_flop=chasehq,
$bio

Chase H.Q. (c) 1989 Ocean Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73709&o=2

$end


$cpc_cass=chasehqu,chasehqu01,
$bio

Chase H.Q. (c) 1989 Ocean Software, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93421&o=2

$end


$x68k_flop=chasehq,
$bio

Chase H.Q. (c) 1992 Brother Kougyou [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87218&o=2

$end


$amigaocs_flop=wof1,
$bio

Chase H.Q. + Hard Drivin' [Wheels of Fire] (c) 1991 Domark Group, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73711&o=2

$end


$gbcolor=chasehqu,
$bio

Chase H.Q. - Secret Police (c) 2000 Metro3D, Incorporated.

- TECHNICAL -

Game ID: DMG-AH9E-USA

- TRIVIA -

Chase H.Q. - Secret Police for Game Boy Color was released on May 30, 2000 in North America.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67653&o=2

$end


$gbcolor=chasehq,
$bio

Chase H.Q. - Secret Police (c) 1999 GAGA Communications, Incorporated.

- TECHNICAL -

Game ID: DMG-AH9P-EUR

- TRIVIA -

Chase H.Q. - Secret Police for Game Boy Color was released in August 1999 in Europe.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67652&o=2

$end


$info=chasehq2,
$bio

Chase H.Q. 2 (c) 2007 Taito Corporation.

An upgraded version of the original classic 80's arcade racing game "Chase H.Q.". Like previous installments, the gameplay of Chase H.Q. 2 involves the player assuming the role of a police officer, with the sole purpose of chasing down criminals and stopping them in their tracks. Chase H.Q. 2 will also include several new features, such as the ability to pick up nitrous which gives you an extra advantage, and the inclusion of a lifelike Nancy character who offers guidance in English to help the player catch the bad guys.

- TECHNICAL -

Runs on the "Taito Type X²" Hardware.

- TRIVIA -

Chase H.Q. 2 was shown at the 2007 AOU show in Japan. It was released on December 19, 2007.

The side art contains a symbol of the Chase Headquarters logo which contains an invader from Taito's 1978 classic: Space Invaders.

- SERIES -

1. Chase H.Q. (1988)
2. S.C.I. - Special Criminal Investigation (1989)
3. Super Chase - Criminal Termination (1992)
4. Ray Tracers (1997, Sony PlayStation)
5. Chase H.Q. 2 (2007)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=13902&o=2

$end


$c64_cart,c64_flop=chasehq2,
$bio

Chase H.Q. 2 - Special Criminal Investigation (c) 1990 Ocean

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53538&o=2

$end


$amigaocs_flop=sci,
$bio

Chase H.Q. II - Special Criminal Investigation (c) 1990 Ocean Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73712&o=2

$end


$megadriv=chasehq2,
$bio

Chase H.Q. II (c) 1992 Taito Corp.

- TECHNICAL -

Cartridge ID: T-11106

- TRIVIA -

Chase H.Q. II for Genesis was released on October 22, 1992 in North America.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57153&o=2

$end


$amigaocs_flop=chasehqa,
$bio

Chase H.Q. [Budget] (c) 1989 Hit Squad, The [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73710&o=2

$end


$gameboy=chasehq,
$bio

Chase H.Q. (c) 1990 Taito Corp.

- TECHNICAL -

Game ID: DMG-HQ-USA

- STAFF -

Programming: Richard Chappells
Artwork: Rosie
Music: David Whittaker
Sound Effects: David Whittaker

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65765&o=2

$end


$tg16=chasehq,
$bio

Chase H.Q. [Model TGX030096] (c) 1992 Turbo Technologies, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84360&o=2

$end


$info=m4chasei,m4chaseia,m4chaseib,m4chaseic,m4chaseid,m4chaseie,m4chaseif,
$bio

Chase Invaders (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41272&o=2

$end


$info=m3chase,
$bio

Chase It (c) 198? BWB.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41175&o=2

$end


$info=m4chacec,m4chaceca,m4chacef,m4chacefa,m4chacefb,m4chacefc,
$bio

Chase the Ace (c) 200? Empire Games Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15333&o=2

$end


$a2600=chaschuk,
$bio

Chase the Chuckwagon (c) 1983 Spectravideo.

The object of the first maze screen is to move chuckie, the  dog, through the maze and escape through the opening at the top of the screen directly below the chuckwagon.

If you successfully escape from the maze, you will enter the reward screen.

The reward screen requires you wait until the dog dish is even with chuckie and then press the joystick fire button to allow chuckie to move to the dish and eat.  this will score an additional 100 points.

If you miss, no points will be awarded and you will simply go ahead to the next maze screen.

In each maze screen, there will be objects appearing on the screen and bouncing from side to side. These should be avoided. If they hit chuckie, he will be frozen temporarily which will decrease your score.

Also, in each maze, there is a dogcatcher who is chasing chuckie. If he catches chuckie, you will lose a life. You only have three to start with so be careful.

When the game is over, your score will be displayed on the screen. It will be the total of each maze screen score and the total of each reward screen score.

- TRIVIA -

Chase the Chuckwagon is a very rare game. This game was only available via mail order from Ralston-Purina.

- TIPS AND TRICKS -

For a real challenge, start the game with the switch on the video game set at expert. This will only allow you thirty seconds per maze and the speed will be increased. Also, as the game progresses, the speed will increase.

- STAFF -

Programmer: Mike Schwartz

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50319&o=2

$end


$odyssey2,g7400=chat,
$bio

Chat et Souris (c) 1983 Radiola La Radiotechnique.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95573&o=2

$end


$info=karatour,karatourj,
$bio

Chatan Yarakuu Shanku - The Karate Tournament (c) 1992 Mitchell.

Karate Tournament is a one-on-one fighting game for one or two players, based on the ancient and most well known of martial arts, Karate.

Players enter a karate tournament - having first selected their preferred skill level, from either White, Brown or Black belt - and fight against a number of progressively tougher opponents. Each victory awards the player with a higher belt grade within their current belt colour - white grade six to white grade five, for example - and if the player wins the tournament, he or she is awarded a higher belt colour and the game ends. If players chooses to play the game on the 'Black Belt' skill level, defeating opponents is awarded with a higher grade, or 'dan' of Black Belt.

Karate Tournament uses a distinctive graphical technique in that it 'morphs' some of the combatants' movement graphics to simulate speed and motion blur. The game was also unique upon its release in that, in a world of "Street Fighters" and "Mortal Kombats" - replete with fantastical special moves - Karate Tournament was a genuine simulation of a recognized martial art; something not really seen since the first appearance of Data East's legendary genre-defining fighter, "Karate Champ", released eight years' earlier in 1984.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound CPU : uPD7810 (@ 12 Mhz)
Sound Chips : OKI6295 (@ 9.375 Khz), YM2413 (@ 3.579545 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

The Karate Tournament was released in December 1992 in Japan.

- STAFF -

Object chief : Utata Kiyoshi
Object assistants : Super Guruken, Poco.P, Dr. Miyajima, Tetuhiro Kuroda, Ikuko, Fujishima.G
Back chief : Oyuusan
Back assistants : Akiko Kosaka, Rikachan
Sound composer : Yoshi Sasaki
Sound data : Yos.S, Kouichi Saito, Mitsuko Seto, Ad Make Up, Guruken
Soft sub : Namcho
Data input : Kinchan
Main programmer : David Bo0wy
Planner : The Fourth Sally

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=442&o=2

$end


$pc8801_flop=chatty,
$bio

Chatty (c) 1988 System Sacom Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91516&o=2

$end


$info=sc4chavi,sc4chavia,sc4chavib,sc4chavic,sc4chavid,sc4chavie,sc4chavif,sc4chavig,
$bio

Chav It! (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR1731]

[Scorpion 4]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42987&o=2

$end


$info=sc5chavi,sc5chavia,sc5chavib,sc5chavic,sc5chavid,sc5chavie,
$bio

Chav It! (c) 200? Bell-Fruit Games.

- TECHNICAL -

Scorpion 5
[Model PR1731]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11514&o=2

$end


$snes=chavez,chavezp,
$bio

Chavez (c) 1994 ASC Games

- TIPS AND TRICKS -

View champion screen
--------------------
Hold A + B + X + Y + L + R + Select when the referee raises 
your fighter's hand after winning a match. Then, press Start 
while those buttons are held.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62848&o=2

$end


$megadriv=chavez2,
$bio

Chavez II (c) 1993 American Softworks

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57154&o=2

$end


$snes=chavez2,
$bio

Chavez II (c) 1994 American Softworks

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62849&o=2

$end


$info=sc4chavy,sc4chavya,sc4chavyb,sc4chavyc,sc4chavyd,sc4chavye,sc4chavyf,sc4chavyg,
$bio

Chavy Chase (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR2305]

[Scorpion 4]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42988&o=2

$end


$info=sc5chavy,sc5chavya,sc5chavyb,sc5chavyc,
$bio

Chavy Chase (c) 200? Mazooma Games.

- TECHNICAL -

[Scorpion 5]
Model PR2305

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42498&o=2

$end


$snes=bscheap,
$bio

Cheap de Gorgeous Vol. 1 (c) 199? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61131&o=2

$end


$bbca_cass,bbcb_cass=cheatj1,
$bio

Cheat It Again Joe Vol.1 (c) 1988 Impact

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51624&o=2

$end


$bbca_cass,bbcb_cass=cheatj2,
$bio

Cheat It Again Joe Vol.2 (c) 1988 Impact

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51625&o=2

$end


$bbca_cass,bbcb_cass=cheatj3,
$bio

Cheat It Again Joe Vol.3 (c) 1988 Impact

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51626&o=2

$end


$cpc_cass=cheatmod,
$bio

Cheat Mode II The Revenge! (c) 1990 Amstrad Action

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93423&o=2

$end


$mc10=checkfor,
$bio

Check for Printer (c) 198? Furr [Gary Furr]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87618&o=2

$end


$info=checkman,
$bio

Check Man (c) 1982 Zilec-Zenitone.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz), Zilog Z80 (@ 1.62 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.78975 Mhz), Tone generator and discrete circuits

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette Colors : 98

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Commercial remakes on home computer : Danger UXB by Micropower on the BBC Micro/Acorn Electron.

Released by JALECO in Japan.

- SCORING -

Clearing a square by walking over it : 10 points.
Collecting flags : 500, 1,000, 1,500, 2,000 points etc.
Defusing a bomb with 50-60 seconds remaining : 3,000 points.
Defusing a bomb with 40-49 seconds remaining : 2,500 points.
Defusing a bomb with 30-39 seconds remaining : 2,000 points.
Defusing a bomb with 20-29 seconds remaining : 1,500 points.
Defusing a bomb with 10-19 seconds remaining : 1,000 points.
Defusing a bomb with 1-9 seconds remaining : 500 points.

- TIPS AND TRICKS -

* Collect all of the flags on the early levels as there is no great threat from the boots.

* Scroll bombs to the opposite edge of the screen so you can easily collect them and move back to your starting side.

* At the start of each level you get a few seconds where the boots can not move. Make use of this time to get to the first bomb.

* If two bombs are ticking down, get the closest one first unless the other is much closer to exploding.

* Move the floor away from boots to trap them.

* If you trap a boot on a single square, you can move the square away from underneath it, trapping it on empty space.

- STAFF -

Designed and programmed by: Peter Hughes, Duncan Shortland, Malcolm Mailer
Music by: Robin Cartwright

- PORTS -

* Computers :
Commodore C64 (1983, "Grid Trap")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=443&o=2

$end


$info=checkmanj,
$bio

Check Man (c) 1982 Jaleco Company, Limited. [Japan Leisure].

- TRIVIA -

Commercial remakes on home computer : Danger UXB by Micropower on the BBC Micro/Acorn Electron.

Also released by Zilec-Zenitone outside Japan.

- SCORING -

Clearing a square by walking over it: 10 points.
Collecting flags: 500, 1,000, 1,500, 2,000 points etc.
Defusing a bomb with 50-60 seconds remaining: 3,000 points.
Defusing a bomb with 40-49 seconds remaining: 2,500 points.
Defusing a bomb with 30-39 seconds remaining: 2,000 points.
Defusing a bomb with 20-29 seconds remaining: 1,500 points.
Defusing a bomb with 10-19 seconds remaining: 1,000 points.
Defusing a bomb with 1-9 seconds remaining: 500 points.

- TIPS AND TRICKS -

* Collect all of the flags on the early levels as there is no great threat from the boots.

* Scroll bombs to the opposite edge of the screen so you can easily collect them and move back to your starting side.

* At the start of each level you get a few seconds where the boots can not move. Make use of this time to get to the first bomb.

* If two bombs are ticking down, get the closest one first unless the other is much closer to exploding.

* Move the floor away from boots to trap them.

* If you trap a boot on a single square, you can move the square away from underneath it, trapping it on empty space.

- STAFF -

Designed and programmed by: Peter Hughes, Duncan Shortland, Malcolm Mailer
Music by: Robin Cartwright

- PORTS -

* Computers :
Commodore C64 (1983, "Grid Trap")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=34719&o=2

$end


$pc98=check6,check6d,
$bio

Check Six (c) 1993 Pegasus Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89112&o=2

$end


$pc98=check6_2,
$bio

Check Six 2 - Hekikuu no Ookami (c) 1994 Pegasus Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89113&o=2

$end


$pc98=check6_2ss,
$bio

Check Six 2 - Scenario Shuu Vol. 1 (c) 1994 Pegasus Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89114&o=2

$end


$pc98=chk6_2sp,
$bio

Check Six 2 Special (c) 1994 Pegasus Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89115&o=2

$end


$a800=checkbk,
$bio

Checkbook [Model CXL8001] (c) 1980 Atari, Inc. [Sunnyvale, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82795&o=2

$end


$coco_cart=checkerk,
$bio

Checker King (c) 1980 Tandy Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53417&o=2

$end


$jaguar=chekflag,
$bio

Checkered Flag (c) 1994 Atari Corp.

Race for the Checkered Flag behind the wheel of a turbo-powered speedway racer in real-time, 3D-action. Choose from 10 high-performance tracks and see the speedway from 6 distinct views. Alter features and attributes on your racer to improve your times or even change the weather conditions. You'll swear you feel the wind in your hair as your tires screech around the curves. Just keep your sweaty palms on the controller!

- TECHNICAL -

Model J9007E

Controls:
A Button: Accelerate
B Button: Brake
C Button: Cruise Control (while held down)
Button 1: Driver View 1
Button 2: Driver View 2
Button 3: Driver View 3
Button 4: Driver View 4
Button 5: Driver View 5
Button 6: Driver View 6
Button 0: Music ON/OFF
JOYPAD UP: Manual Transmission Shift Up
JOYPAD LEFT: Steer Left
JOYPAD RIGHT: Steer Right
JOYPAD DOWN: Manual Transmission Shift Down
* and #: Resets Game

- TIPS AND TRICKS -

* Hints:
- Use wet tires in rain or fog.
- Choosing manual transmission gives you a higher top speed.
- A low airfoil gives your car less drag but it will have less downforce. You'll want to use it on fast tracks.
- High airfoils are especially good on curvy tracks.
- Avoid the roadsides and pit areas. They will slow you down and cost you time.
- You have less traction in the fog.

* Night-time Racing (at 'Weather option') = 8,4,7,3

- STAFF -

Developer: Rebellion
Producer: John Skruch
Coordinator: Jason Kingsley
Programmer: Robert Dibley
Graphics: Justin Rae
Music: Will Davis, Alex Quarmby, Nate Brenholdt, James Grunke
Lead Tester: Andrew Keim
Testers: Lance J. Lewis, Dan McNamee, Scott Hunter, Martin Mueller, Tom Gillen, Joe Sousa, Hank Cappa, Stewart Wilson, Toby Harrison-Banfield, Tal Funke-Bilu

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76412&o=2

$end


$lynx=chekflag,
$bio

Checkered Flag (c) 1991 Atari Corp.

Gentlemen, Start Your Engines!

This is big time racing. Strapped into your lightning-fast machine, you await the green light. The announcer calls out the traditional four words and the engines rev up. The sound of Indy-style race cars-half roar, half  whine-is deafening. The grandstand crowd is on its feet. You focus your attention on the starting light. It's red. Now yellow. Green! The race is on!

- TECHNICAL -

Cartridge ID: PA2053

- TRIVIA -

Reviews:
November 1991 - Consoles + N.3 [FR]: 45/100

- STAFF -

Programmers: Eric Ginner, Jerome Strach

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58807&o=2

$end


$channelf=checkers,
$bio

Checkers (c) 1978 Zircon

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53205&o=2

$end


$c64_cart,c64_flop=checkers,
$bio

Checkers (c) 1984 Micro-Distributors

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53539&o=2

$end


$astrocde=checkers,
$bio

Checkers (c) 19?? Bally Mfg. Co.

- TRIVIA -

A few copies were sold by New Image.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86785&o=2

$end


$msx1_cart=tantan,
$bio

Checkers in Tan Tan Tanuki [Model R48X5078] (c) 1985 Pony Canyon, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76643&o=2

$end


$intv=checkers,
$bio

Checkers (c) 1979 Mattel Electronics.

New tricks to the old game! Beat a friend, electronically. Or take on the canny computer in the time-honored contest of strategy, patience, and skill. Think you've played checkers? You've never played it like this! INTELLIVISION checkers is a game with all the moves!

OBJECT OF THE GAME
To sweep the board of your opponent's men (checkers) by jumping them, or to trap them so that your opponent is unable to make a move.

- TECHNICAL -

Model 1120

- TIPS AND TRICKS -

* Think before you move! Try to stay one jump ahead of your opponent.

* Sacrifice a man if his loss puts you in a position to jump 2 of your opponent's men.

* Keep your men in tight formation. The more they are strung out, the more vulnerable they are.

* Keep your opponent from getting crowned. The first player to be crowned has a decided advantage.

* Use kings wisely. Remember: Kings can move both forward AND BACKWARD.

- STAFF -

Program: David Rolfe

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60871&o=2

$end


$a2600=checkers,
$bio

Checkers (c) 1980 Activision.

Checkers features 4 game variations:
Game 1: You against the novice Activision computer.
Game 2: You against the intermediate Activision computer.
Game 3: You against the expert Activision computer.
Game 4: You against another human opponet.

- TECHNICAL -

Model AG-003

- TIPS AND TRICKS -

Tips from Alan Miller, designer of Checkers

"I can't be very much help with tips on how to beat the computer at Checkers. When I discovered any weakness in his play, I worked to improve it. The darn machine frequently beats me."

"The computer will take the time allowed him by the difficulty level and examine all moves available for the next several plays. He will add up total pieces remaining for himself and his opponent and decide which move works best. You'll want to do the same, looking ahead as many moves as you can."

"One weakness the computer still has is that he lacks a killer instinct at the end of a game. Even when he has greater firepower than you do, he seems content to diddle about in the center of the board, not willing to risk an attack, content with a draw. This is your chance to take over the attack - but carefully!"

"If you want to become a really good Checkers player, I suggest you go to the library and read up on the game, as I did before designing Checkers by ACTIVISION. Ther's a lot of strategy to learn. In many ways, Checkers is more difficult to play well than Chess."

"I want to acknowledge A. L. Samuels, whose pioneering work in the field of computer artificial intelligence has been a source of inspiration to me and to an entire generation of computer programmers and game players."

- STAFF -

Programmer: Alan Miller

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50320&o=2

$end


$info=checkmat,
$bio

Checkmate (c) 1977 Midway.

Up to four players control a block which leaves a trail behind it. The object is to force the other player(s) to run into either the boundary or your trail.

- TECHNICAL -

Game ID : 615

Main CPU : Intel 8080
Sound Chips : Discrete circuitry

Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 2

Players : 4
Control : 8-way joystick

- TRIVIA -

Released in January 1977.

- STAFF -

Designed and programmed by : Jay Fenton, Dave Nutting

- PORTS -

* Consoles :
Bally Astrocade (1978)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=444&o=2

$end


$info=ss4695,ss4245,ss4638,ss4246,ss4247,ss011158,ss7287,ss4248,ss4249,ss8766,ss4250,ss8115,ss8114,
$bio

CheckMate (c) 1994 IGT [International Game Technologies].

3-Coin Multiplier

- TECHNICAL -

[Model 186A]

- UPDATES -

# SS4245
Max %: 97.405
Hit Freq.: 14.785
Win Freq.: 6.76

# SS4246
Max %: 95.084
Hit Freq.: 14.546
Win Freq.: 6.87

# SS4247
Max %: 92.584
Hit Freq.: 14.271
Win Freq.: 7.01

# SS4248
Max %: 90.103
Hit Freq.: 13.945
Win Freq.: 7.17

# SS4249
Max %: 87.557
Hit Freq.: 13.572
Win Freq.: 7.37

# SS4250
Max %: 85.096
Hit Freq.: 13.294
Win Freq.: 7.52

# SS4638
Max %: 96.208
Hit Freq.: 14.821
Win Freq.: 6.75

# SS4695
Max %: 98.036
Hit Freq.: 17.739
Win Freq.: 6.78

# SS7287
Max %: 91.022
Hit Freq.: 13.945
Win Freq.: 7.17

# SS8766
Max %: 87.557
Hit Freq.: 13.572
Win Freq.: 7.37

# SS8114
Max %: 75.078
Hit Freq.: 12.186
Win Freq.: 8.21

# SS8115
Max %: 80.051
Hit Freq.: 11.873
Win Freq.: 8.42

# SS011158
Max %: 92.562
Hit Freq.: 17.543
Win Freq.: 5.70

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=37624&o=2

$end


$info=ss7224,ss4251,ss4627,ss4252,ss8756,ss7963,ss4253,ss7255,ss4254,ss4255,ss8113,ss8112,
$bio

CheckMate (c) 199? IGT [International Game Technologies].

2-Coin Multiplier slot.

- TECHNICAL -

[Model 186B]

- UPDATES -

SS7224
SS4251
SS4627
SS4252
SS8756
SS7963
SS4253
SS7255
SS4254
SS4255
SS8113
SS8112

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46075&o=2

$end


$gbcolor=checkmat,
$bio

Checkmate [Model DMG-ACZJ-JPN] (c) 1999 Altron Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67654&o=2

$end


$bbca_cass,bbcb_cass=checkout,
$bio

Checkout (c) 1984 Virgin Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51627&o=2

$end


$info=ckpt_a17,
$bio

Checkpoint (c) 1991 Data East Pinball.

- TECHNICAL -

Game ID: 500-5510-01

Data East Version 3 (FM + ADPCM & 128 x 16 display)

Main CPU : M6808 (@ 1 MHz)
Sound CPU : Motorola M6809 (@ 2 MHz)
Display CPU : Zilog Z80 (@ 4 Mhz)
Sound chips : Yamaha YM2151 (@ 3.579545 MHz), OKI MSM5205 (@ 384 KHz)

- TRIVIA -

Checkpoint had the first Dot Matrix Display (DMD) ever used on a pinball game! It used a 'half-height' DMD as compared to the standard DMD used by Williams Mfg.

First pinball machine to feature a choice of alternate soundtracks (selected by the player).

- STAFF -

Driver: Joe Kaminkow (JEK)
Pit Chief: Ed Cebula
Mechanix: Sarah Bagnola
Harness: Nick Wade (NBW)
Timer: John Lund
Sponsor: Tetsuo Fukuda
Spare Tires: Nancy Haas, Jim Gorman, Tim Seckel, John Borg, Joe Balcer
Jack Mgr: Pete Gustafson (P G), Arnie Aarstad
Graphics: Todd Faris, Paul Faris
Software: Rehman Merchant (RAY), Kristina Donofrio (KVD)
Sound: Brian Schmidt (BLS)
In Memory Of: Amina Merchant

Special Thanks: H. Horiguchi, Bob Gale

Display Art: Jack Liddon

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5256&o=2

$end


$gbcolor=cheechai,
$bio

Chee-Chai Alien [Model CGB-VCAJ-JPN] (c) 2001 Creatures, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67655&o=2

$end


$info=cheekyms,
$bio

Cheeky Mouse (c) 1980 Universal.

Try to hit the mouse with a hammer when it comes out from one of many holes in the wall. The mouse is trying to get from its hole to the cheese on the other side of the house.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 2.5 Mhz)
Sound Chips : DAC (@ 2.5 Mhz)

Screen orientation : Vertical
Video resolution : 192 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 192

Players : 2
Control : 2-way joystick
Buttons : 1

- TRIVIA -

Released in June 1980.

Justin Wong of Brooklyn, New York holds the official record for this game with 79,280 points on June 1, 2008.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=445&o=2

$end


$a2600=cheese,
$bio

Cheese (c) 1982 Imagic

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50321&o=2

$end


$msx1_cart=cheese,
$bio

Cheese (c) 1984 Nippon Electronics

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76644&o=2

$end


$msx2_cart=cheese2,
$bio

Cheese 2 (c) 1985 Neos

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51274&o=2

$end


$msx2_flop=cheese2,
$bio

Cheese 2 (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101529&o=2

$end


$sms=cheese,
$bio

Cheese Cat-astrophe Starring Speedy Gonzales (c) 1995 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55968&o=2

$end


$megadriv=cheese,
$bio

Cheese Cat-Astrophe Starring Speedy Gonzales (c) 1995 Sega Enterprises, Limited.

- TRIVIA -

Reviews:
[FR] April 1995, Consoles + N.42: 84/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56393&o=2

$end


$gamegear=cheese,
$bio

Cheese Cat-astrophe Starring Speedy Gonzales [Model 2523-50] (c) 1995 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64509&o=2

$end


$info=cheesech,
$bio

Cheese Chase (c) 1994 Art & Magic.

Fantasy is a little mouse looking for delicious cheeses. But it has to kill its enemies (rats and beetles) with mines exploding after a few seconds. Fantasy uses rotating wood doors and activated metal doors to follow its way escaping from sparks or ice. Really funny, "Cheese Chase" is a mix of reflex and strategy.

- TECHNICAL -

Main CPU : Texas Instrument TMS34010FNL-40 (@ 5 Mhz)
Sound CPU : Motorola 68000P (@ 12.5 Mhz)
Sound Chips : OKI6295 (@ 8.08 Khz)
Video : Texas Instrument TPC1020AFN-084C
Key : Xilinx XCZ236A-25
Ram : (4x) Toshiba TC544256BZ-80, UMC UM70C178

Screen orientation : Horizontal
Video resolution : 320 x 256 pixels
Screen refresh : 50.27 Hz
Palette colors : 256

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Each Round has a Code (the Codes form the names of other Art & Magic Games, e.g. "Ultimate Tennis" = Round 6 and Round 7), these are :
Round 1 : NO
Round 2 : IRON
Round 3 : LORD
Round 4 : UNREAL
Round 5 : AGONY
Round 6 : ULTIMATE
Round 7 : TENNIS
Round 8 : WESTERN
Round 9 : SHOOTING
Round 10 : FANTASY
Round 11 : STONE
Round 12 : BALL
Round 13 : SPELL
Round 14 : SINGER
Round 15 : EROES 
Round 16 : METEOR
Round 17 : PROJECT
Round 18 : BRAVE
Round 19 : LITTLE
Round 20 : FISH
Round 21 : EVILSON

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=446&o=2

$end


$info=cheetah,
$bio

Cheetah (c) 1980 Stern Electronics, Incorporated.

- TECHNICAL -

Model Number : 116

- TRIVIA -

1,223 units were produced.

- STAFF -

Designed by : Harry Williams

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5257&o=2

$end


$nes=cheeta2,
$bio

Cheetahmen II (c) 1992 Active Enterprises

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55005&o=2

$end


$megadriv=chelnov,
$bio

Chelnov (c) 1992 Data East Corp.

- TECHNICAL -

[Model T-13073]

- TRIVIA -

Chelnov for Mega Drive was released on October 16, 1992 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47913&o=2

$end


$bbca_cass,bbcb_cass=chemanal,
$bio

Chemical Analysis (c) 198? Acornsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51628&o=2

$end


$bbca_cass,bbcb_cass=chemsimu,
$bio

Chemical Simulations (c) 198? Acornsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51629&o=2

$end


$bbca_cass,bbcb_cass=chemstru,
$bio

Chemical Structures (c) 198? Acornsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51630&o=2

$end


$bbca_cass,bbcb_cass=chemstry,
$bio

Chemistry (c) 19?? Micro Power

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51631&o=2

$end


$nes=chengji,
$bio

???? (c) 19?? Waixing [China]
(Cheng Ji Si Han)

- TECHNICAL -

[Model ES-1110]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76497&o=2

$end


$cpc_cass=cheopsf1,
$bio

Cheops [Model 013-01222] (c) 1985 No Man's Land [France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93424&o=2

$end


$cpc_cass=cheopsuk,cheopsuk01,
$bio

Cheops [Model 013-01282] (c) 1985 No Man's Land [France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93425&o=2

$end


$info=j6cheque,
$bio

Cheque Mate (c) 199? JPM International.

- TECHNICAL -

Impact

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41075&o=2

$end


$info=sc1chqfl,
$bio

Chequered Flag (c) 198? Global Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42118&o=2

$end


$info=chqflag,chqflagj,
$bio

Chequered Flag (c) 1988 Konami.

Chequered Flag is an overhead-view racing game featuring rotational sprite scaling. The player races over a series of twisting courses, trying to reach the finish line before the timer expires.

The game includes a Pit-stop facility, a feature that had appeared a year earlier in Taito's "Continental Circus". Should the player's car sustain too much damage, a pit-stop must be made to implement repairs. A 'damage meter' at the bottom of the screen shows the severity of the damage; highlighting what car components are in need of repair; Engine, Front Tires, Rear Tires and Brakes.

- TECHNICAL -

Game ID : GX717

Main CPU : KONAMI (@ 3 Mhz)
Sound CPU : Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : Yamaha YM2151 (@ 1.789772 Mhz), (2x) K007232 (@ 3.579545 Mhz)

Players : 1
Control : paddle
Buttons : 3

- TRIVIA -

Chequered Flag was released in May 1988.

Another title is accessible via dipswitches: Checkered Flag.

King Records released a limited-edition soundtrack album for this game (Konami Game Music Collection Vol.1 - K30X7705) on August 5, 1988. This album was reprinted (KCIA-2309) on May 21, 1993.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=447&o=2

$end


$cpc_cass=cherilof,
$bio

Cheril of the Bosque (c) 2010 Mojon Twins, The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93426&o=2

$end


$info=chry10,
$bio

Cherry 10 (c) 199? Unknown.

- TRIVIA -

bootleg/hack of "Golden Star".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=29146&o=2

$end


$info=chryangl,chryangla,
$bio

Cherry Angel (c) 1994 CGI.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=38479&o=2

$end


$info=m4cbing,
$bio

Cherry Bingo (c) 199? Redpoint Systems.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42038&o=2

$end


$pc98=cherryb,
$bio

Cherry Bomb - Chou Ojousama Sayaka-chan Nanpa Daisakusen (c) 1994 Peppermint Kids [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89116&o=2

$end


$info=cb2001,
$bio

Cherry Bonus 2001 (c) 2001 Dyna.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=29141&o=2

$end


$info=cb3,ncb3,cb3a,cb3b,cb3c,cb3d,cb3e,
$bio

Cherry Bonus III (c) 199? Dyna.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=29145&o=2

$end


$info=cchance,
$bio

Cherry Chance (c) 198? Unknown.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=30052&o=2

$end


$info=chryglda,
$bio

Cherry Gold I (c) 199? Unknown.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103451&o=2

$end


$info=chrygld,
$bio

Cherry I Gold (c) 199? Unknown.

- TRIVIA -

Bootleg of "Golden Star".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=29147&o=2

$end


$info=cmv801,cmv4,cmv4a,cmwm,
$bio

Cherry Master (c) 1989 Dyna.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.536 Mhz)

Screen orientation : Horizontal
Video resolution : 512 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 256

Players : 1
Buttons : 5

- SERIES -

1. Cherry Master (1989)
2. Cherry Master II (199?)
3. Super Cherry Master (2001)
4. Cherry Master V (2004)
5. Cherry Master 2005 (2005)

- PORTS -

* Consoles :
Neo Cherry Master Color - Neo Geo Pocket Color

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4519&o=2

$end


$info=cmfun,
$bio

Cherry Master (c) 1995 Fun USA.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=36264&o=2

$end


$info=cmast92
$bio

Cherry Master '92 (c) 1992 Dyna Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32535&o=2

$end


$info=cmast97,
$bio

Cherry Master '97 (c) 1996 Dyna Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43659&o=2

$end


$info=cmast99,cmast99b,
$bio

Cherry Master '99 (c) 1998 Unknown.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100207&o=2

$end


$info=cmast91,
$bio

Cherry Master 91 (c) 1991 Dyna.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=29142&o=2

$end


$info=cmaster,cmasterbv,cmasterd,cmastere,cmasterf,cmasterg,cmasterh,
$bio

Cherry Master I (c) 1991 Dyna.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=29367&o=2

$end


$info=cmasterc,cmasterb,
$bio

Cherry Master II (c) 199? Dyna Electronics.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.536 Mhz)

Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 256

Players : 1

- SERIES -

1. Cherry Master (1989)
2. Cherry Master II (199?)
3. Super Cherry Master (2001)
4. Cherry Master V (2004)
5. Cherry Master 2005 (2005)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4520&o=2

$end


$pc98=cherrymo,cherrymod,
$bio

Cherry Moderate (c) 1996 Ucom [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89117&o=2

$end


$info=smis0502506,smis0502507,smis0502508,smis0502509,smis0502510,smis0502511,
$bio

Cherry Red [50s Series] (c) 2010 Bally Tech., Incorporated.

5 Reels, 40 Lines, 400 Credits Max Bet.

- TECHNICAL -

Software Part # 20615F

Compatible with the following cabinet.
"Alpha Elite Jumbo Video": Game Kit #161551
"Alpha 2 Pro V22/26 Slant": Game Kit #161551
"Alpha 2 Pro V22/22": Game Kit #161551

14-Button deck.

- UPDATES -

SMI #S0502506
Min/Max%: 85.00%/85.00%

SMI #S0502507
Min/Max%: 88.16%/88.16%

SMI #S0502508
Min/Max%: 90.18%/90.18%

SMI #S0502509
Min/Max%: 92.13%/92.13%

SMI #S0502510
Min/Max%: 94.19%/94.19%

SMI #S0502511
Min/Max%: 96.21%/96.21%

- TIPS AND TRICKS -

Odds to jackpot (40 lines played): 405,677

Overall Hit Frequency: 65.25%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=36936&o=2

$end


$info=chewheel,
$bio

Cherry Wheel (c) 200? Assogiochi Assago.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48282&o=2

$end


$info=hb_cwf,hb_cwfa,
$bio

Cherry Win Falls (c) 200? Fair Games UK, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40177&o=2

$end


$info=m4cheryo,
$bio

Cherryo (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41273&o=2

$end


$bbca_cass,bbcb_cass=chessa21,chessa,
$bio

Chess (c) 1982 Acornsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51636&o=2

$end


$bbca_cass,bbcb_cass=chessb,
$bio

Chess (c) 19?? Bug Byte

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51632&o=2

$end


$bbca_cass,bbcb_cass=chessc,chess232,
$bio

Chess (c) 19?? Computer Concepts

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51633&o=2

$end


$bbca_cass,bbcb_cass=chessmp,
$bio

Chess (c) 19?? Micro Power

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51634&o=2

$end


$bbca_cass,bbcb_cass=chesss,
$bio

Chess (c) 19?? Superior Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51635&o=2

$end


$megadriv=chess,chessa,chessb,
$bio

Chess (c) 1998 BSComp

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56394&o=2

$end


$nes=chessac,
$bio

Chess Academy [Model SA-015] (c) 1991 Sachen [Taiwan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76498&o=2

$end


$info=chessc2,
$bio

Chess Challenge 2 (c) 2002 IGS Company, Limited. [International Game System].

- TRIVIA -

Chess Challenge 2 was released in June 2002.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=45944&o=2

$end


$info=cc10,
$bio

Chess Challenger 10 (c) 1978 Fidelity Electronics.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103272&o=2

$end


$info=cc7,
$bio

Chess Challenger 7 (c) 1979 Fidelity Electronics.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103304&o=2

$end


$adam_flop=chschamp,
$bio

Chess Champ (c) 1988 Digital Express

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82636&o=2

$end


$info=ccmk1,
$bio

Chess Champion MK I (c) 1979 NOVAG.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103305&o=2

$end


$info=ccmk2,
$bio

Chess Champion MK II (c) 1979 Quelle.

German chess game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103306&o=2

$end


$info=ssystem3,
$bio

Chess Champion Super System III (c) 1979 NOVAG.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103355&o=2

$end


$pc8801_flop=chess4,
$bio

Chess IV (c) 1987 Compaq [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91517&o=2

$end


$msx1_cass=chesspl,
$bio

Chess Player (c) 1988 Eurosoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94523&o=2

$end


$amigaocs_flop=chsp2150,
$bio

Chess Player 2150 (c) 1989 Oxford Softworks

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73713&o=2

$end


$amigaocs_flop=chsp2150g,
$bio

Chess Player 2150 (c) 1989 Oxford Softworks

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73715&o=2

$end


$amigaocs_flop=chsp2150aa,
$bio

Chess Player 2150 [Arcade Action] (c) 1989 Oxford Softworks

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73714&o=2

$end


$amigaocs_flop=chesssim,
$bio

Chess Simulator (c) 1990 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73716&o=2

$end


$a800=chess,
$bio

Chess [Model 1100] (c) 1983 Parker Bros. [Beverly, MA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82796&o=2

$end


$odyssey2=chess,
$bio

Chess [Model G7010] (c) 198? Philips Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95574&o=2

$end


$msx1_cart=chess,
$bio

Chess [Model HBS-G015C] (c) 1984 Sony Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76645&o=2

$end


$aquarius=chess,
$bio

Chess (c) 1983 Mattel Electronics.

- TECHNICAL -

[Model IB-2363-1]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49821&o=2

$end


$amigaocs_flop=cm2100,
$bio

Chessmaster 2100 (c) 1990 Software Toolworks, The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73717&o=2

$end


$gba=chessmstu,
$bio

Chessmaster [Model AGB-ACYE-USA] (c) 2002 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70153&o=2

$end


$gba=chessmst,chessmstf,chessmstg,
$bio

Chessmaster [Model AGB-ACYP] (c) 2002 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70152&o=2

$end


$gbcolor=chessmst,
$bio

Chessmaster [Model DMG-AC9E-USA] (c) 1999 Mindscape, Incorporated. [Northbrook, IL, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67656&o=2

$end


$megadriv=chester,
$bio

Chester Cheetah - Too Cool to Fool (c) 1992 Kaneko Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57155&o=2

$end


$snes=chester,
$bio

Chester Cheetah - Too Cool to Fool (c) 1992 Kaneko Company, Limited.

- TRIVIA -

Reviews:
[FR] March 1993 - Consoles + No. 18: 77/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62850&o=2

$end


$megadriv=chesterw,
$bio

Chester Cheetah - Wild Wild Quest (c) 1992 Kaneko Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57156&o=2

$end


$snes=chesterw,chesterwp,
$bio

Chester Cheetah - Wild Wild Quest (c) 1994 Kaneko Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62851&o=2

$end


$nes=chestfld,chestfldp,
$bio

チェスター・フィールド 箱・説明書無し (c) 1987 Vic Tokai
(Chester Field - Ankoku Shin e no Chousen)

- TECHNICAL -

Game ID: VIC-CF

- TRIVIA -

Chester Field was released on July 30, 1987 in Japan.

The subtitle translates from Japanese as 'Challenge of the Dark'.

Export releases:
A NES version was scheduled for release in North America but was canceled.

- STAFF -

Programmer: Mikio Saitou (Montaro), Kinchan, Tomohiko Kawamura (Tomoyan)
Game Story & Chara Designer: K. Umehara (Explode 'Ume')
Map Editer & Chara Designer: Dark Side Toshi
Assistant Programmer: Tomiko Narusawa (Naruchans), Mayumi Sano (Sanoyan)
Boss Chara Taken From The Works Of: Atsushi Shimoda (S. Shimoda), Hideo Minaba (H. Minaba), H. Togashi, Y. Syoji, N. Oka
Music Composer: Mikio Saitou
Sound Driver: Yoshiaki Inose

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53909&o=2

$end


$cpc_cass=chevycha,
$bio

Chevy Chase [Model HT145] (c) 1991 Hi-Tec Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93427&o=2

$end


$tg16=chewman,
$bio

Chew-Man-Fu [Model TGX020035] (c) 1990 NEC Home Electronics, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84300&o=2

$end


$info=chewing,
$bio

Chewing Gum (c) 198? Unknown.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette colors : 98

Players : 1
Control : 2-way Joystick
Buttons : 1

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4518&o=2

$end


$info=chexx83,
$bio

Chexx (c) 1983 ICE (Innovative Concepts in Entertainment).

- SERIES -

1. Chexx (1983)
2. Kixx (1984)
3. Super Chexx (1993)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=14310&o=2

$end


$info=cheyenne,
$bio

Cheyenne (c) 1984 Exidy.

A first-person shoot'em up game, with a western motif. The player uses a gun (mounted to the cabinet) to escort the sheriff through a variety of dangers, gathering bounty for capturing criminals. There are 7 levels or scenes plus the bonus level :

1) SALOON SCENE - Protect yourself from outlaws, armed with guns and knives, flying chairs and bottles, rolling barrels and raging bulls. Buster this is no time for a drink!

2) GRAVEYARD SCENE - Beware of ghosts, ghouls, killer cats, demons and armed outlaws.

3) GHOST TOWN - Defend buster against skeletons, undertaker throwing pitch forks, the headless horseman, ghosts, skeletal bird, etc...

4) CANYON SCENE - Poor buster is trapped by cannon fire, bombs, flying arrow and hatchets, can you possibly saves him and defeat the outlaws?

5) STAGECOACH SCENE - Ride through the desert looking out for outlaws, flaming arrows, egg dropping bird vultures, wild indians, etc...

6) FOREST SCENE - Poor buster is really in a fix. Torrential waterfalls, wild animals, tumbling boulders. Is the gold really worth it ?

7) MINESHAFT - Hunt down outlaws while looking out for runaway ore cars, fluttering vampire bats, falling rocks, hungry rats, don't let the lanterns dim busters chances for survival.

8) BONUS ROUND : you've protected buster through a grueling sequence of danger filled episodes, before you dare go on to even more perilous encounters (with even greater bounties) practice shooting is a must. Good luck to you buster!

- TECHNICAL -

Exidy 440 hardware

Main CPU : Motorola M6809 (@ 1.6224 Mhz)
Sound CPU : Motorola M6809 (@ 811.2 Khz)
Sound Chips : Custom (@ 50.7 Khz)

Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 256

Players : 1
Control : lightgun
Buttons : 1

- TRIVIA -

Released in January 1984.

Donn Nauert holds the official record for this game with 319,209,350(!) points on January 27, 1985.

- TIPS AND TRICKS -

* Configuration screen : Holding down the Start button at power-up will bring up configuration screen.

- STAFF -

Designed and programmed by : Larry Hutcherson, Vic Tolomei, Ken Nicholson

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=448&o=2

$end


$odyssey2,g7400=chezmxme,
$bio

Chez Maxime (c) 1983 TO TEK Editions.

- TECHNICAL -

Game ID: VXT A08

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95575&o=2

$end


$megadriv=chichi,
$bio

Chi Chi's Pro Challenge Golf (c) 1993 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57157&o=2

$end


$gbcolor=chitoase,
$bio

Chi to Ase to Namida no Koukou Yakyuu [Model CGB-BBJJ-JPN] (c) 2000 Mindscape, Incorporated. [Northbrook, IL, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67658&o=2

$end


$gba=whowanti,
$bio

Chi Vuol Essere Milionario (c) 2002 Zoo Digital Publishing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70154&o=2

$end


$info=7toitsu,
$bio

Chi-Toitsu - Ichiman Satte Mata Ichiman (c) 1988 Yuga.

Mahjong game played against various girls. This must be the extra-curricular activities of the Mahjong Academy students.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 6 Mhz)
Sound Chips : OKI6295 (@ 7.5 Khz), YM2413 (@ 4 Mhz)

Player : 2
Control : mahjong keyboard

- TRIVIA -

Released in February 1988.

The title of this game translates roughly from Japanese as 'Seven Pairs - 10,000 Yen Goes, Another 10,000 Yen Comes'.

The subtitle is a play on a Japanese proverb 'Ichinan satte, mata ichinan', which means 'One misfortune goes, another one comes'. An 'Ichiman' is a 10,000 yen note, the highest note of Japanese currency.

In mahjong, a 'toitsu' is a pair of like tiles waiting for a third like tile to create a three-of-a-kind. However, 'chi-toitsu' also denotes a special winning mahjong hand made of seven pairs of tiles. Winning with a chi-toitsu guarantees a good score!

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=449&o=2

$end


$gbcolor=chibim,
$bio

Chibi Maruko-chan - Go Chounai Minna de Game dayo! (c) 2001 Epoch Company, Limited.

- TECHNICAL -

Model CGB-BCNJ-JPN

- TRIVIA -

Released on August 10, 2001 in Japan.

- STAFF -

Programmer: P.MARUKO

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67659&o=2

$end


$snes=chibimha,
$bio

Chibi Maruko-chan - Harikiri 365-nichi no Maki [Model SHVC-GO] (c) 1991 Epoch Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61132&o=2

$end


$pico=chibim,
$bio

Chibi Maruko-chan - Issho ni Asobou yo [Model T-103010] (c) 1995 Takara Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75633&o=2

$end


$gameboy=chibimdx,
$bio

Chibi Maruko-chan - Maruko Deluxe Gekijou [Model DMG-ACMJ-JPN] (c) 1995 Takara Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65769&o=2

$end


$info=marukodq,
$bio

ちびまる子ちゃん まる子 デラックスクイズ (c) 1995 Takara.
(Chibi Maruko-chan - Maruko Deluxe Quiz)

A Japanese quiz game.

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID: NGM-0206

Players: 2
Control: 8-way joystick
Buttons: 4

- TRIVIA -

Released in November 1995 in Japan.

The title of this game translates from Japanese as 'Little Maruko'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=450&o=2

$end


$snes=chibimme,
$bio

Chibi Maruko-chan - Mezase! Minami no Island!! [Model SHVC-AT8J-JPN] (c) 1995 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61133&o=2

$end


$gameboy=chibim,
$bio

Chibi Maruko-chan - Okozukai Daisakusen! [Model DMG-CMJ] (c) 1990 Takara Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65770&o=2

$end


$pce=chibim,
$bio

ちびまる子ちゃん クイズでピーヒャラ (c) 1992 Namco, Limited.
(Chibi Maruko-chan - Quiz de Piihyara)

Chibi Maruko-chan Quiz De Piihyara is a platform/quiz game by Namco. The game is based on a popular Japanese TV series for young children, and stars a cute little girl nicknamed Maruko. She lives together with her elder sister, parents and grandparents and the game starts when one of her friend is abducted by a race of weird robotic aliens. Chibi Maruko-chan decides to launch her own rescue mission to save her. Stages are built around a traditional side-scrolling action gameplay - Maruko walks around each level and defeats enemies by jumping over their heads, or by hitting them with magic stars hidden inside her hat. But the game has a major twist - quiz questions appear on top of the screen with four possible answers. Each answer has a letter and a color associated with it and Maruko must destroy the colored robot corresponding to the right answer in order to carry on her mission. Each sub-stage features eight questions, and Maruko can take all the damage in the world as long as she doesn't fail to answer three questions within a time limit. A white rabbit appears from time to time and helps our friend in her rescue mission by releasing bonus icons.

- TECHNICAL -

Game ID: NC92001

- TRIVIA -

Released on January 10, 1992 in Japan for 6800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58546&o=2

$end


$nes=chibishp,
$bio

Chibi Maruko-chan - Uki Uki Shopping (c) 1991 Namco, Limited.

- TECHNICAL -

Game ID: NAM-FCM-5800

- TRIVIA -

Chibi Maruko-chan was released on October 4, 1991 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53910&o=2

$end


$megadriv=chibim,
$bio

ちびまる子ちゃん わくわくショッピング (c) 1992 Namco, Limited.
(Chibi Maruko-chan - Wakuwaku Shopping)

- TRIVIA -

Released on January 14, 1992 in Japan.

- STAFF -

Program: Knightmare
Sound: Katsuro Tajima (Chopin), Hiroyuki Kawada (Seafield)
Visual: Shigenori Kanai (Crystal K), Shalong, Rita Nekomoto (Nyanko)
Game Design: Roki.-
Director: Mio
Special Thanks: Y. Tanaka

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56395&o=2

$end


$gameboy=chibim2,
$bio

Chibi Maruko-chan 2 - Deluxe Maruko World [Model DMG-C2J] (c) 1991 Takara Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65771&o=2

$end


$gameboy=chibim3,
$bio

Chibi Maruko-chan 3 - Mezase! Game Taishou no Maki [Model DMG-M3J] (c) 1992 Takara Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65772&o=2

$end


$gameboy=chibim4,
$bio

Chibi Maruko-chan 4 - Kore ga Nihon dayo! Ouji-sama [Model DMG-C4J] (c) 1992 Takara Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65773&o=2

$end


$saturn,sat_cart=cpuzldama,cpuzldam,
$bio

Chibi Maruko-Chan no Taisen Puzzledama (c) 1995 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58976&o=2

$end


$cpc_cass=chicago3,coliseum,
$bio

Chicago '30 + Coliseum (c) 1988 Erbe Software [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93428&o=2

$end


$msx1_cass=chicago,
$bio

Chicago 30's (c) 1988 Topo Soft [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94524&o=2

$end


$amigaocs_flop=chicag90,
$bio

Chicago 90 (c) 1989 Microïds

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73718&o=2

$end


$info=triplay,
$bio

Chicago Cubs Triple Play (c) 1985 Premier Technology Co.

- TECHNICAL -

Gottlieb System 80B
Model Number : 696

- TRIVIA -

First game to use alpha-numeric displays; used to spell out words and messages in addition to scores.

1,365 units were produced.

- STAFF -

Designer : John Trudeau
Artwork : Larry Day

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5611&o=2

$end


$gamegear=chicago,chicagop24,chicagop23,chicagop22,chicagop21,chicagop20,chicagop19,chicagop18,chicagop17,chicagop16,chicagop15,chicagop14,chicagop13,chicagop11,chicagop12,chicagop10,chicagop09,chicagop08,
$bio

Chicago Syndicate (c) 1995 Sega Enterprises, Limited.

- TECHNICAL -

[Model 2535]

- STAFF -

Designers : Mark Eyles, John Hollis, Andy Pang, Mike Baxter
Programmers : Tony Mack, Steve Lamb
Artists : Thor Hayton, Mike Baxter
Musician : Matt Simmonds
Technical Support : Michael Archer
Lead Testers : Arnold Feener, Mark Griffin, Mike Wu, Gerrey Langford, Scott Sanders
Testers : Chris Lucich, Dave Dodge, Matthew Ironside, John Amirkhan, Janine Cook, Scott Snyder, Shari Shanklin, Dana Waller, Tim Turner, Art Datangel, David Mefford, Steve Chan, Joshua Johnson, Bart Larrenga, Jeff Junio, Richard Cummings, Chris Debol, Eugene Valenzuela, Mark Fabela, Amine Khoury, Tony Lynch, John Jansen, Ron Allen, Craig Drummond, Jay Vo, Ty Johnson, Janis Gragasin, Jay Mijres, Nelson Chiu, Ben Bronies
Assistant Producers : Dante Anderson, Erik Wahlberg
Producer : Jason Lihou
Executive Producer : Max Taylor
Product Manager : Lisa Wilson

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64511&o=2

$end


$bbca_cass,bbcb_cass=chickaro,
$bio

Chickaroo (c) 19?? Screenplay

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51637&o=2

$end


$a800=chicken,
$bio

Chicken (c) 1982 Synapse Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82797&o=2

$end


$astrocde=chicken,
$bio

Chicken (c) 1986 Bit Fiddlers, The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86786&o=2

$end


$info=chickena,
$bio

Chicken (c) 1996 Aristocrat.

A 5-Reel video slot machine.

- TECHNICAL -

Aristocrat MKV hardware.

CPU : ARM250
Video resolution : 640x400

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5011&o=2

$end


$info=chicken,
$bio

Chicken (c) 2002 Atronic.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43639&o=2

$end


$msx1_cass=chicken,
$bio

Chicken Chase (c) 1986 Bug Byte

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94525&o=2

$end


$ti99_cart=chickenc,
$bio

Chicken Coop (c) 1986 Navarone

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84531&o=2

$end


$info=chkndraw,
$bio

Chicken Draw (c) 1984 Merit.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4336&o=2

$end


$info=cfarm,
$bio

Chicken Farm (c) 1999 LAI Games.

A simple and easy to understand video redemption game. Incorporates cute characters, great music and sound effects.

- TECHNICAL -

Dimensions :
Height : 1580 mm (62.5inch)
Width : 560 mm (22inch)
Depth : 950 mm (37.5inch)
Weight : 90 kg (198lb)

Main CPU : TMS34010 (@ 5 Mhz)
Sound Chips : (3x) OKI6295 (@ 15.151 Khz)

Palette colors : 32768

Players : 2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=6059&o=2

$end


$gba=chickenl,
$bio

Chicken Little [Model AGB-BCHE-USA] (c) 2005 Buena Vista Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70155&o=2

$end


$gba=chickenlj,
$bio

Chicken Little [Model AGB-BCHJ-JPN] (c) 2005 D3 Publisher, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70157&o=2

$end


$gbcolor=chickrun,
$bio

Chicken Run [Model CGB-BCKE-USA] (c) 2000 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67660&o=2

$end


$info=cshift,
$bio

Chicken Shift (c) 1984 Bally Sente.

An addictive puzzle game in which the object is to guide eggs through a maze of egg-runs and guide them safely to the basket at the bottom of the screen.

This is achieved by switching red and blue pipes to face the left or right-hand side at exactly the right moment. Players must manipulate different pipes on BOTH halves of the screen at the same time, making for demanding and rewarding gameplay.

- TECHNICAL -

[No. 0B93]

Bally / Sente SAC-I hardware

Main CPU : Motorola M6809 (@ 1.25 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : (6x) CEM3394 (@ 4 Mhz)

Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024

Players : 2
Buttons : 2

- STAFF -

Original concept and programming : Jon Kinsting
Screen graphics : Mark Mcphee
Direction : Victor Penman
Music and sounds : Jeff Gusman, Richard Green, Gary Levenberg, Jesse Osborne

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=451&o=2

$end


$gba=chickst2u,
$bio

Chicken Shoot 2 [Model AGB-B6GE-USA] (c) 2005 DSI Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70161&o=2

$end


$gba=chickst2,
$bio

Chicken Shoot 2 [Model AGB-B6GP] (c) 2005 Zoo Digital Publishing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70160&o=2

$end


$gba=chickshtu,
$bio

Chicken Shoot [Model AGB-B6FE-USA] (c) 2005 DSI Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70159&o=2

$end


$gba=chicksht,
$bio

Chicken Shoot [Model AGB-B6FP] (c) 2005 Zoo Digital Publishing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70158&o=2

$end


$info=sc4chick,
$bio

Chickendales (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR7060]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42499&o=2

$end


$cpc_cass=chickinc,
$bio

Chickin Chase (c) 1985 Firebird

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93429&o=2

$end


$pc98=chicktal,
$bio

Chicks' Tale (c) 1995 Riruhi's Party [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89118&o=2

$end


$info=pr_chico,pr_chicoa,pr_chicob,
$bio

Chico the Bandit (c) 199? Project Coin Machines, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42080&o=2

$end


$bbca_cass,bbcb_cass=chieftan,
$bio

Chieftain (c) 1983 Virgin Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51638&o=2

$end


$info=chihiro,
$bio

Chihiro (c) 2003 Sega Enterprises, Limited.

- TECHNICAL -

System: XBOX based configuration. 
CPU: Intel Pentium III 733MHz (133MHz FSB). 
Graphics: nVidia XChip 200MHz (based on the nVidia GeForce 3). 
Sound Hardware: 
1. Cirrus Logic CS4630 Stream Processor (20-bit DAC, programmable to handle 3D sound streams, 2D sound (including DLS-compatible MIDI), MP3 acceleration, Sensaura environmental effects, and other functions). 
2. Other sounds may be generated by the CPU via software engines. 
3. nVidia nForce (Real time Dolby Digital 5.1 encoding). 
RAM: Upgradable Module, from 64MB upwards. 
Media: Sega GD-Rom. 
Polygons: 125M Polys/sec (Theoretical Maximum). 
Rendering Speed: 4.0 G pixel/sec. 
Features: Programmable vertex and pixel shading, hardware Transform & Lighting engine, Quincunx FSAA, Anisotropic filtering, bump mapping, hardware lighting, particle effects, other standard 3D features).
Video Resolution: 640 x 480 Pixels.
Screen Refresh: 60.00 Hz.
Palette Colors: 65536.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48262&o=2

$end


$psx=chiisana,
$bio

Chiisana Kyojin Microman (c) 1999 Takara Co., Ltd. [Japan]

- TECHNICAL -

[Model SLPS-01926]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85015&o=2

$end


$nes=chiisana,
$bio

Chiisana Obake - Acchi Socchi Kocchi (c) 1992 VAP Game [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53911&o=2

$end


$psx=chiisaer,
$bio

Chiisana Oukoku Erutoria (c) 2000 KSS Media Ent. Co. [Japan]

- TECHNICAL -

[Model SLPS-02750]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85016&o=2

$end


$x68k_flop=chijou,
$bio

Chijou Ikusa (c) 1991 Yamaco

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87219&o=2

$end


$nes=chikbik,
$bio

Chik Bik Ji Jin - Saam Gwok Ji [Model CN-20] (c) 19?? NTDEC [Taiwan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83837&o=2

$end


$pc98=chikaike,chikaikea,
$bio

Chikashitsu no Ikenie (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89119&o=2

$end


$info=chikij,
$bio

Chiki Chiki Boys (c) 1990 Capcom Company, Limited.

A cute platform game.

- TECHNICAL -

Runs on the "CP System" hardware.
B-Board ID: 89625B-1

Players: Up to 2 simultaneously.
Control per player: 8-Way Joystick
Buttons per player: 3
=> [1] Attack, [2] Jump, [3] Bomb

- TRIVIA -

Chiki Chiki Boys was released on June 19, 1990 in Japanese arcades. It was known there as the 10th video game made for the CP System.

The game was known outside Japan as "Mega Twins [B-Board 89624B-3]".

- STAFF -

Game Designer : Bully Duck
Directors : Noritaka Funamizu (Poo), Yoshiki Okamoto (Kihaji Okamoto)
Object Designers : Manbou, Ikusan Z, Unicorn Mayumi
Scroll Designers : Zummy, Ziggy (Zummy & Ziggy)
Hard Designer : Kuccan
Programmers : Blbon, Meijin, Yuki Saiko
Spacial Thanks : Ozzy, Kame, Satochin, Genie

- PORTS -

* Consoles : 
Sega Mega Drive [JP] (1993) "Chiki Chiki Boys [Model G-4083]" 
PC-Engine CD-ROM² [JP] (July 15, 1994) "Chiki Chiki Boys [Model NAPR-1033]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=452&o=2

$end


$megadriv=chikij,
$bio

Chiki Chiki Boys (c) 1992 Sega Enterprises, Limited.

- TECHNICAL -

Game ID: G-4083
Cartridge ID: 670-2549
Package ID: 670-2550

- TRIVIA -

Chiki Chiki Boys for Mega Drive was released on October 16, 1992 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56396&o=2

$end


$pcecd=chiki,
$bio

Chiki Chiki Boys (c) 1994 NEC Avenue, Limited.

Chiki Chiki Boys is a cute side scrolling action game by Nec Avenue and is the conversion of Capcom's coin op. The kingdom of Alurea is at stake. An evil clown and his army of blue goblins, mean bean pods and two headed giant turtles have invaded the land and two courageous twin brothers appear to be the country's only hope. Their duty is to retrieve the legendary Dragon Blue Eye, a magic stone which is said to hold the power to save the world. But to do so, they first need to earn the powers of the gods and meet three of them in their shrines - the Earth, the Heavens and the Ocean. Consequently, the first three stages of the game can be played in any order and completing them unlocks the last six levels leading to the clown's lair. Each boy is armed with a sword and a small shield. Countless treasure chests are also hidden throughout the game and contain coins and various special items - some of them are pills that replenishes the player's health, other grants him a temporary invincibility. But the boy's greatest assets are the powers from the gods that can be found inside large clam shells. They come in different flavors - walls of fire, bouncing balls of energy, typhoon and so forth - and cause damage to most of the enemies on screen when used. A two simultaneous player mode is available.

- TECHNICAL -

Game ID: NAPR-1033

- TRIVIA -

Chiki Chiki Boys for SUPER CD-ROM² System was released on July 15, 1994 in Japan for 4800 Yen.

Chiki Chiki Boys was first released in the arcades in 1990. The PC-Engine version shows a couple of differences with the original arcade game. For instance, there don't seem to be any upgrades for the sword and some other power-ups, like the Double Power up that creates a mirror image of the player, have been omitted. The 2-player co-operative mode is also missing.

- STAFF -

Game Design: Bully Dick
Director: Noritaka Funamizu (Poo), Yoshiki Okamoto (Kihaji Okamoto)
Object Design: Mambow, Ikasan Z, Unicorn Mayumi
Scroll Design: Zummy, Ziggy (Zummy & Ziggy)
Sound Design: Hifumi
Hard Design: Kuccan
Special Thanks: Ozzy, Kame, Satochan, Genie
Programming: Blbon, Meijin, Shikou Yuki

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58135&o=2

$end


$nes=chikirac,
$bio

Chiki Chiki Machine Mou Race (c) 1991 Atlus Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53912&o=2

$end


$psx=chikichi,
$bio

Chiki Chiki Machine Mou Race - Wacky Races (c) 2001 Hudson Soft [Hudson Group] [Japan]

- TECHNICAL -

[Model SLPM-86845]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85017&o=2

$end


$gbcolor=chikirac,
$bio

Chiki Chiki Machine Mou Race [Model CGB-AW9J-JPN] (c) 2001 Syscom Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67662&o=2

$end


$gameboy=chikirac,
$bio

Chiki Chiki Machine Mou Race [Model DMG-CXJ] (c) 1992 Atlus Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65774&o=2

$end


$gameboy=chikiten,
$bio

Chiki Chiki Tengoku [Model DMG-AJCJ-JPN] (c) 1995 J-Wing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65775&o=2

$end


$pc98=ctoubee,
$bio

Chikudenya Toubee - Hiroku Chigyaku no Yakata (c) 1995 Wendy Magazine

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89120&o=2

$end


$pce=chikuden,chikuden1,
$bio

Chikudenya Toubei - Kubikiri Yakata Yori (c) 1990 Naxat Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58547&o=2

$end


$pc8801_flop=chikyubo,
$bio

Chikyu Boeigun (c) 1986 Artdink Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91518&o=2

$end


$pc8801_flop=chikyuba,
$bio

Chikyu Boeigun Arbeit Butai (c) 1990 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91519&o=2

$end


$pc8801_flop=chikyuso,
$bio

Chikyu SOS! (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91520&o=2

$end


$pc98=fsmoon,
$bio

Chikyuu Bouei Gun II - The Earth Self Defense Force - Far Side Moon (c) 1989 Artdink Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89121&o=2

$end


$pc8801_flop=raizer,raizera,
$bio

Chikyuu Senshi Raizer (c) 1985 Enix, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91521&o=2

$end


$fm7_cass=raizer,
$bio

Chikyuu Senshi Raizer (c) 1985 Enix, Ltd.

- TECHNICAL -

Game ID: E-G153
Cassette x4

- TRIVIA -

Released in October 1985 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93700&o=2

$end


$x68k_flop=chikyugi,
$bio

Chikyuugi (c) 1989 Yamama

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87220&o=2

$end


$cdi=cmt,cmta,children,
$bio

Children's Musical Theatre (c) 1992 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52802&o=2

$end


$pc8801_flop=chilitom,
$bio

Chili Tomato (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91522&o=2

$end


$saturn,sat_cart=chill,
$bio

Chill [Model T-7616H-50] (c) 1998 Eidos

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60257&o=2

$end


$msx1_cass=chiller,chillerb,chillerc,chillerd,chillere,chillera,
$bio

Chiller (c) 1985 Mastertronic, Ltd. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94526&o=2

$end


$info=chiller,
$bio

Chiller (c) 1986 Exidy.

This is a gun game, and there are four different screens (plus two different bonus screens). The object is simply to shoot everything in sight (and to try and locate any hidden targets on the screen). The game is based on time, and the timer moves faster when you are shooting poorly.
* The first screen is a torture chamber. There are four (still living) human targets on this screen. From left to right they are; a man chained to the wall, a person in a guillotine (shoot the top of the guillotine to decapitate them), a woman strapped in a strange machine, and a man in a head vise (shoot the vise to crush his head). The rest of the room is strewn with blood and loose body parts. You don't simply shoot each target once, instead you shoot each part of the target, which reduces that part to a mess of blood and bones. This is thankfully the most disturbing level in the game.
* The second room is another torture chamber with a river of blood flowing through the middle. This one has five human targets; a man strapped to a board, a man chained to the floor, two people on stretching racks (shoot the wheels to pull them apart), and a woman hung from rope over the river (shoot a pulley to slowly lower her into the river to be eaten by crocodiles). Body parts will flow down the river randomly, and a man will pop out of a door from time to time to toss a blade into one of the helpless victims.
* The third level is a haunted house hallway. There is only one human victim on this level. It is a woman who runs from one doorway to another, shoot out the trapdoor to cause her to fall inside (and then shoot the beast that was chasing her). Your other targets are mostly assorted ghosts, and a few random body parts that will fall from the ceiling.
* The final level is a graveyard. Your only human victim on this level is a woman who is half buried in the ground, shooting her torso multiple times strips off her clothing until she is topless, and the last shot kills her. You other targets are bats, hands that pop up from the ground, and a man who pulls a cart full of body parts (you can't kill him, shooting him just makes him run away, only to return later).

The game repeats the levels over and over again until you manage to find every secret target on each screen (it gives you hints between the levels). Finding all the targets on a single screen earns you a bonus game (a slot machine), while finding all the hidden targets in the game gives you the second bonus game (a shooting gallery), and a free game.

- TECHNICAL -

Exidy 440 hardware

Main CPU : Motorola M6809 (@ 1.6224 Mhz)
Sound CPU : Motorola M6809 (@ 811.2 Khz)
Sound Chips : Custom (@ 50.7 Khz)

Players : 1
Control : lightgun
Buttons : 1

- TRIVIA -

So you think blood and guts in video games is a phenomenon of the 90's? The main point of this game is to shoot helpless humans in the most gory manner possible. It is amazing that this game somehow slipped past the watchdogs back in 1986.

This game was available as either a dedicated cabinet or a a conversion kit for other Exidy gun games (which used the same cabinet anyway). The marquee had a green 'Chiller' logo on a purple nighttime background (it looks like the title screen to a cheap horror movie). The control panel overlay has similar graphics (and game instructions), along with pictures of various body parts. The game is controlled by a large optical gun that is fixed to the control panel where it can only fire into the machine. The monitor itself was hidden deep inside the machine, the gameplay was displayed on a mirror.

- STAFF -

Software / Graphics : Larry Hutcherson, Vic Tolomei, Ken Nicholson
Hardware : Howell Ivy
Audio : Ken Nicholson

- PORTS -

* Consoles : 
Nintendo NES [AU] (1990) 
Nintendo NES [US] (1990) [Model 700142]

* Computers : 
Commodore C64 [US] [EU] (1985) 
MSX [EU] (1985)
Amstrad CPC [EU] (1986) 
Sinclair ZX Spectrum [EU] (1986)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=453&o=2

$end


$nes=chiller,chilleru,
$bio

Chiller (c) 1990 AGCI

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55006&o=2

$end


$cpc_cass=chilleru,
$bio

Chiller [Model IA 0036] (c) 1986 Mastertronic, Ltd. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93430&o=2

$end


$info=chillicc,
$bio

Chilli Con Cash (c) 2003 AGI (Austrian Gaming Industries).

Got the taste for something hot? Get into the swing of the party and experience the excitement of the FIESTA Feature. The reels heat up as each swing at the PIÑATA delivers an explosion of burning hot CHILLIS across the screen increasing your winnings. Let your players party with this 9-line 5-reel video slot. There's no siesta while Chilli Con Cash is around.

CHILLI substitutes for all symbols except PIÑATA and MAN. Scattered MAN and PIÑATA trigger the FIESTA Feature. MAN hits PIÑATA for CHILLIS to fly out as the reels respin. The Free Game Fiesta ends when no more CHILLIS come out of the PIÑATA.

- TRIVIA -

Release date : April 22, 2003

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11446&o=2

$end


$pc98=chimesq,
$bio

Chime's Quest (c) 1992 Login Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89122&o=2

$end


$cpc_cass=chimerau,
$bio

Chimera (c) 1985 Firebird

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93431&o=2

$end


$info=chimerab,
$bio

Chimera Beast (c) 1993 Jaleco.

A horizontally scrolling shoot'em up where 1 or 2 players control creatures known as 'eaters' which are capable of eating other creatures and taking their DNA, thus acquiring their abilities or characteristics.

Chimera Beast takes place on a planet which is described as distant and Earth-like. The planet is overrun by animals known as eaters, capable of eating other creatures and acquiring their abilities or characteristics. The player controls one of these eaters and progresses through the game by means of evolution, consuming microscopic organisms in the first stage, fish in the second, and so on. When the player's creature gets big enough to take on humanity, the goal of the game is revealed. The planet's humans have developed space travel, which the player must thwart, so as not to give the eaters a means of escaping the planet. There are two possible endings: one in which the player is able to stop the eaters from escaping the planet, and one in which the eaters do escape and, we are told, will eventually make their way to Earth.

The chief innovation of Chimera Beast is its power-up system. Instead of collecting gun upgrades as in most games of this genre, the player's eater enhances itself by eating other creatures and assuming their abilities and defenses. Instead of simply having various types of projectile weaponry, the game attempts to make these new abilities as varied as possible. Consuming a crustacean might give the player's eater a hard protective shell, for example, while an insectoid creature might offer a poisonous tail instead. The game even includes the ability to use cancer as a weapon.

Another difference from typical shooter mechanics is that the player's eater does not die after being hit. It has a life bar, which can be charged by consuming enemies. It is even possible to eat enough charge the life bar past its starting position, creating a larger eater which is not only more powerful but can take more damage as well.

- TECHNICAL -

Jaleco Mega System 1-C hardware

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound CPU : Motorola 68000 (@ 7 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.5 Mhz), (2x) OKI6295 (@ 30.303 Khz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Developed by C.P. Brain. Jaleco never officially released this game to the market. A rare advanced prototype version (fully complete) was available in March 1993.

The enemies in Chimera Beast are mostly animals, some with equivalent Earth versions and some without. Some of the enemy creatures include jellyfish, an eel-like agnathan, clown fish, clams, flying squirrels, and moles. Once the player reaches the human stage, they will face war vehicles such as tanks and jets.

In Stage 6, destroying the jeeps that are on the ground makes a pair of humans appear. They are Allen and Rick, from Jaleco's 1991 release, "64th Street - A Detective Story".

- TIPS AND TRICKS -

Chimera Beast features both a Good and Bad endings.

- STAFF -

Executive produced by : Tokuhiro Takemori
Directed by : Shigeru Hashimoto
Game designed by : Y. Hiroyama
Programmed by : Manbow
Bg designers : Helluder, Toukaidou Nozomi, Reiko Takano, Tutomu Rukada
Obj. designers : Sigeru, Toukaidou Nozomi, Nanae
Creatures designed by : Y. Hiroyama
Sounds & Music composed by : Kiyoshi Yokoyama

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=454&o=2

$end


$svision=chimera,
$bio

Chimera [Model SV10016] (c) 199? Watara

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95427&o=2

$end


$pc8801_cass=chinsnmj,
$bio

Chin-san Mahjong (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91203&o=2

$end


$pc8801_flop=mjhana,
$bio

Chin-san Mahjong + Hanafuda Koi Koi (c) 1984 Compaq [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91523&o=2

$end


$info=chinagat,
$bio

China Gate (c) 1988 Technos.

A beat'em up / platform game.

- TECHNICAL -

Game ID : TA-0023

Main CPU : (2x) HD6309 (@ 1.5 Mhz), Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), OKI6295 (@ 11 Khz)

Screen orientation : Horizontal
Video resolution : 240 x 224 pixels
Screen refresh : 56.00 Hz
Palette colors : 384

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Released in September 1988.

Licensed to Taito for US manufacture and to Romstar for distribution. This game is known in Japan as "Sai Yu Gou Ma Roku - Ryuu Bou You Gi No Shou".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=456&o=2

$end


$nes=chinarb,
$bio

China Rabbit Baby (c) 199? JY Co.

- TECHNICAL -

Game ID: JY-076

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83838&o=2

$end


$a2600=chinasyn,chinasyne,
$bio

China Syndrome (c) 1982 Spectravideo.

- TECHNICAL -

Model SA-205

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50322&o=2

$end


$info=chinatwn,
$bio

China Town (c) 1991 Data East Corp.

A very refreshing combination of Tetris and mahjong; the object is to complete a mahjong hand by getting correct tiles next to each other.

- TECHNICAL -

Game ID : MAK

Main CPU : Motorola 68000 (@ 14 Mhz)
Sound CPU : Hudson Soft HuC6280 (@ 4.0275 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.58 Mhz), OKI6295 (@ 7.757 Khz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

China Town was released in April 1991.

- STAFF -

Sound composer : Tatsuya Kiuchi

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=457&o=2

$end


$info=chinatow,
$bio

China Town (c) 1998 Unknown.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48283&o=2

$end


$info=sc1china,sc1chinaa,sc1chinaap,sc1chinab,sc1chinabp,sc1chinap,
$bio

China Town Club (c) 1993 Bell-Fruit Mfg. Company, Limited.

- TECHNICAL -

Model PR6121

- TRIVIA -

China Town Club was released in March 1992 in the UK.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42117&o=2

$end


$tg16=chinawar,
$bio

China Warrior (c) 1989 NEC Home Electronics, Ltd.

Export release. Game developed in Japan. For more information on the game itself, please see the Japanese version entry; "The Kung Fu [Model HC62001]".

- TECHNICAL -

Game ID: TGX020008

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [EU] (June 22, 2007) [Model PBTP]
Nintendo Wii [Virtual Console] [US] (June 25, 2007) [Model PBTE] 
Nintendo Wii [Virtual Console] [AU] (August 10, 2007) [Model PBTP]

* Others : 
Apple iPhone/iPad [US] (December 20, 2010) "TurboGrafx-16 GameBox [Model 406585960]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84301&o=2

$end


$info=ccasino,
$bio

Chinese Casino (c) 1987 Video System.

A mahjong game.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 6 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.5 Mhz), OKI MSM5205 (@ 384 Khz)

Players : 1
Control : mahjong keyboard

- TRIVIA -

Released in September 1987.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=458&o=2

$end


$svision=chinesch,
$bio

Chinese Checkers [Model SV10038] (c) 1992 Sachen [Taiwan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95428&o=2

$end


$nes=chinchkra,
$bio

Chinese Checkers (c) 1991 Sachen.

NES version of Chinese Checkers (Famicom).

- TECHNICAL -

Game ID: TC-019

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76471&o=2

$end


$nes=chinchkr,
$bio

Chinese Checkers [Model TC-019] (c) 1991 Sachen [Taiwan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76499&o=2

$end


$info=chinhero,chinhero2,chinherot,chinhero3,
$bio

Chinese Hero (c) 1984 Taiyo System Company, Limited.

Chinese Hero is a cute kung-fu action game with an overhead view. Lee and Loo must save the princess from 24 evil villains (only 12 in an 1-player game).

- TECHNICAL -

Main CPU : (2x) Zilog Z80 (@ 3 Mhz)
Sound CPU : Zilog Z80 (@ 3 Mhz)
Sound Chips : DAC, AY8910 (@ 2 Mhz)

Players: 2
Control: 4-way joystick
Buttons: 4

- TRIVIA -

Chinese Hero was released in October 1984.

This is the first game in the Super Chinese (Ninja Boy in the United States) series of console video games. The series evolved into an RPG/beat 'em up hybrid.

Alberto Zanetti holds the official record for this game with 2,828,000 points on July 5, 1985.

- SERIES -

1. Chinese Hero (1984)
2. Super Chinese (1986, Nintendo Famicom)
3. Super Chinese 2 (1989, Nintendo Famicom)
4. Super Chinese Land (1990, Nintendo Game Boy)
5. Super Chinese 3 (1991, Nintendo Famicom)
6. Super Chinese Land 2 (1991, Nintendo Game Boy)
7. Super Chinese World (1991, Nintendo Super Famicom)
8. Super Chinese World 2 (1993, Nintendo Super Famicom)
9. Super Chinese Fighter (1995, Nintendo Super Famicom)
10. Super Chinese Land 3 (1995, Nintendo Game Boy)
11. Super Chinese World 3 (1995, Nintendo Super Famicom)
12. Super Chinese Land 1-2-3 (1996, Nintendo Game Boy)
13. Super Chinese Fighter GB (1996, Nintendo Game Boy)
14. Super Chinese Fighter EX (1999, Nintendo Game Boy Color)
15. Super Chinese I+II Advance (2004, Nintendo Game Boy Advance)
16. Twin Series Vol. 3 - Konchuu Monster/Super Chinese Labyrinth (2004, Nintendo Game Boy Advance)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=459&o=2

$end


$nes=chinkngf,
$bio

Chinese KungFu (c) 19?? Sachen [Taiwan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76500&o=2

$end


$odyssey2,g7400=chinese,
$bio

Chinese Logic (c) 1980 Philips Corp.

- TECHNICAL -

Game ID: 17

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95576&o=2

$end


$pc98=chinghai,chinghaia,
$bio

ChingHai (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89123&o=2

$end


$snes=chinhai,
$bio

Chinhai [Model SHVC-APEJ-JPN] (c) 1995 Banpresto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61134&o=2

$end


$gba=estpolis,
$bio

Chinmoku no Iseki - Estpolis Gaiden [Model AGB-AGDJ-JPN] (c) 2001 Taito Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70162&o=2

$end


$x68k_flop=chinmoku,
$bio

Chinmoku no Kantai - The Silent Service (c) 1993 GAM [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87221&o=2

$end


$nes=chipndl3,
$bio

Chip & Dale 3 (c) 1995 Unknown.

A pirate hack of "Heavy Barrel" featuring Chip 'n Dale sprites as main characters.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65155&o=2

$end


$bbca_cass,bbcb_cass=chipbust,
$bio

Chip Buster (c) 19?? Software Invasion

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51639&o=2

$end


$intv=csspgolf,
$bio

Chip Shot - Super Pro Golf (c) 1987 INTV.

- TECHNICAL -

Model 8900

- TRIVIA -

Two years in development by a team of golfers and programmers!

- TIPS AND TRICKS -

* Easter egg 1: Press 0 (zero) while title screen is displayed to display the credits.

* Easter egg 2: Press 23 (two and three simultaneously) on the left hand controller, 26 on the right and press reset to see Steve's hidden message to his family.

- STAFF -

Design/Program: Steve Ettinger
Graphics: Connie Goldman
Sound: David Warhol

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60872&o=2

$end


$nes=chipndl2j,
$bio

Chip to Dale no Daisakusen 2 (c) 1993 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53914&o=2

$end


$nes=chipndalj,
$bio

Chip to Dale no Daisakusen (c) 1990 Capcom Company, Limited.

- TECHNICAL -

[Model CAP-JD]

- TRIVIA -

Chip to Dale no Daisakusen was released on June 08, 1990 in Japan.

Developed in Japan, it was then exported the same month in North America as "Disney's Chip 'n Dale - Rescue Rangers [Model NES-RU-USA]".

- TIPS AND TRICKS -

* Regain a lost life: Immediately enter the inventory screen after losing a life. Press A & B at the same time. The phrase 'Start Again' will confirm correct code entry. Select your character and resume game play with no lives lost.

* Walk like a Mummy/Zombie: Leave the screen holding a box and hold the D-pad. When you get to the next screen, your character will not be holding the box, but he will continue to walk with his hands in the air above his head.

- STAFF -

Producer: Tokuro Fujiwara
Character Designer: Keiji Inafune

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53913&o=2

$end


$amigaocs_flop=chipchal,
$bio

Chip's Challenge (c) 1990 US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73719&o=2

$end


$amigaocs_flop=chipchalu,
$bio

Chip's Challenge (c) 1990 Epyx, Incorporated. [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73720&o=2

$end


$cpc_cass=chipscha01,
$bio

Chip's Challenge (c) 1990 US Gold, Ltd. [Birmingham, UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93433&o=2

$end


$cpc_cass=chipscha,
$bio

Chip's Challenge (c) 1991 Erbe Software [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93432&o=2

$end


$lynx=chipchal,
$bio

Chip's Challenge (c) 1989 Atari Corp.

Chip will do anything for Melinda the Mental Marvel. More than anything, he wants to join Melinda's exclusive computer club, the Bit Busters. Chip is ecstatic when Melinda sits down next to him in the cafeteria and offers him membership!

But not so fast, Chip! Keep your sweaty digits off that Bit Busters T-shirt. Before you can become a card-carrying Bit Buster, your'll have to do some heavy interfacing with a few interesting puzzles. Melinda will monitor your progress as you enter and work your way through 144 levels of challenging maze-like paths and puzzles. And once you accept the challenge, you can't escape. Monsters, traps, and the ticking of the clock all conspire to delete you before you complete each level.

You must ram blocks of soil together to create bridges over water traps, or use them as buffers against cherry bombs. Invisible partitions will impede your progress. Colored keys will open doors that lead to other keys that will open still more doors! To make it through, you must keep puzzle sequences stored in your memory.

Most levels have a specific number of... chips that you must collect before you can progress to the next level. And sometimes you must snatch those chips from under the very noses of deadly bugs who are just aching to take a byte out of you!

Well, Chip, are you still up for the challenge? You just can't get that Bit Busters T-shirt out of your system, can you? OK buddy, make tracks for level one of Chip's Challenge!

- TECHNICAL -

Model PA2028

- SCORING -

You can earn points two different ways in Chip's Challenge. On each level, time bonus points and level bonus points combine to give you your level score. During each play session, your level scores add together and display as your total score.

The number of level bonus points you earn depends on how many times you have to repeat the level before successfully completing the level. If you complete the level on the first try, you receive 500 points multiplied by the level number. Each time you die or have to restart,the number of points you receive decreases by 20%. The minimum level bonus is 500 points or 20% of the level number x 500, whichever is greater.

You receive 10 time bonus points for every second remaining on the timer when you complete a level. On levels that are not timed, the time bonus is always zero.

- TIPS AND TRICKS -

* Take notes and draw maps of difficult levels.

* Leave yourself an escape route whenever possible.

* Timing is crucial on some levels. Use PAUSE to give you time to think.

* If the obvious solution doesn't work, try a bizarre solution. The bizarre will usually pull you through!

* Monsters often move in predictable patterns.

* Many objects affect monsters the same way they affect Chip.

* If you get stuck in an impossible situation, use OPTION 1 to restart the level.

* Final Level Password: Enter GVXQ as password to play level 144 (Fireflies).

* Extra Levels: On level 34 (Cypher) you can read: JHEN which is the password for level 146. The game has indeed 4 extra level labeled 146, 147, 148 and 149 whose passwords are the following...
Level 146 (Cake Walk) : JHEN
Level 147 (Force Field) : COZA
Level 148 (Mind Block): RGSK
Level 149 (Special): DIGW

* Fractal Generator: If you enter MAND as password, you will access the hidden fractal generator called Mandlebrot Explorer. The program will take a few minutes to complete the display of the fractal (during which you should not press any button), then you can explore the image by zooming in with A and zooming out with B. By pressing PAUSE you enter a menu where you can change the fractal generator parameters: when you unpause the program, press OPTION 1+OPTION 2 to generate the new fractal. You can also switch between Mandlebrot's fractal to Julia set, by pressing PAUSE and then pressing OPTION 2

- STAFF -

Programmer: Chuck Sommerville

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58808&o=2

$end


$psx=chippoke,
$bio

Chippoke Ralph no Daibouken - The Adventure of Little Ralph (c) 1999 New Corp.

- TECHNICAL -

[Model SLPS-01853]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85018&o=2

$end


$cpc_cass=chirolog,
$bio

Chirologie (c) 1985 Ere Informatique [Paris, France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93434&o=2

$end


$saturn,sat_cart=chisatom,
$bio

Chisato Moritaka - Watarasebashi / La La Sunshine (c) 1997 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58977&o=2

$end


$ti99_cart=chisholm,
$bio

Chisholm Trail [Model PHM 3110] (c) 1982 Texas Instruments

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84532&o=2

$end


$nes=vazolder,
$bio

Chitei Senkuu Vazolder (c) 1991 Sofel

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53915&o=2

$end


$famicom_flop=orudora,
$bio

Chitei Tairiku Orudoora (c) 1987 Sunsoft

- TECHNICAL -

Game ID: SSD-ORD

- TRIVIA -

Released on March 27, 1987 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65265&o=2

$end


$pc8801_flop=chiteita,
$bio

Chitei Tanken (c) 1982 Koei Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91524&o=2

$end


$pc98=chittyt,
$bio

Chitty Chitty Train (c) 1993 Bit2 [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89124&o=2

$end


$nes=chiyonof,
$bio

千代の富士の大銀杏 (c) 1990 Face Company, Limited.
(Chiyonofuji no Ooichou)

- TECHNICAL -

Game ID: FAC-EJ

- TRIVIA -

Released on December 7, 1990 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53916&o=2

$end


$gba=chobits,
$bio

Chobits for Game Boy Advance - Atashi Dake no Hito [Model AGB-AOCJ-JPN] (c) 2002 Marvelous Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70163&o=2

$end


$info=ep_chock,ep_chocka,ep_chockb,
$bio

Chocks Away (c) 199? Maygay.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40817&o=2

$end


$gba=chocolnd,
$bio

Chocobo Land - A Game of Dice [Model AGB-A5BJ-JPN] (c) 2002 Square Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70164&o=2

$end


$wswan=chocodng,
$bio

Chocobo no Fushigi na Dungeon for WonderSwan [Model SWJ-BAN002] (c) 1999 Bandai Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86311&o=2

$end


$psx=chocolat,
$bio

Chocolate Kiss (c) 2002 DigiCube

- TECHNICAL -

[Model SLPS-03400]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85019&o=2

$end


$info=chokchok,
$bio

Choky! Choky! (c) 1995 SemiCom.

Yet another clone of Buster Brothers / Pang! / Pomping World - this one featuring low-budget music and sound effects, and split-screen competitive two-player action, somewhat reminiscent of Twinkle Star Sprites.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 15 Mhz), Zilog Z80 (@ 3.42719 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.42719 Mhz), OKI6295 (@ 7.757 Khz)

Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024

Players : 2
Control : 8-way Joystick
Buttons : 3

- STAFF -

Producer : Jeon Jae Yun
Game Design : Han Seung Hun 
Program : Kim Jin Woo
Music/Sound : Jeon Seok Gee
Graphic : Kim Eun Ae, Hong Young Joo, Whang O-Sik, Hong Dae Hyun

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3999&o=2

$end


$cpc_cass=cholouk1,
$bio

Cholo (c) 1986 Firebird

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93435&o=2

$end


$nes=chongwu,
$bio

?? ?? (c) 19?? Waixing.
(Chong Wu - Fei Cui Ban)

- TECHNICAL -

[Model ES-1093]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76501&o=2

$end


$nes=cwdjz,
$bio

宠物大家族-部落纷争 (c) 19?? Waixing.
(Chong Wu Da Jia Zu - Bu Lou Fen Zheng)

- TECHNICAL -

Cartridge ID: ES-1081

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76502&o=2

$end


$nes=cwgdzj,
$bio

宠物高达战记 (c) 200? Nanjing.
(Chong Wu Gao Da Zhan Ji)

- TECHNICAL -

Game ID: NJ088

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76503&o=2

$end


$nes=cwjhs,
$bio

宠物进化史 (c) 19?? Waixing.
(Chong Wu Jin Hua Shi)

- TECHNICAL -

Cartridge ID: ES-1085

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76504&o=2

$end


$gbcolor=chongwu,
$bio

Chong Wu Xiao Jing Ling - Jie Jin Ta Zhi Wang (c) 200? Unknown.

Chinse game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67663&o=2

$end


$pc8801_flop=choonsok,
$bio

Choonsokusenshi Bunny-chan (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91525&o=2

$end


$info=sc5chopc,sc5chopca,
$bio

Chop 'n' Change (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR2210]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42500&o=2

$end


$pc8801_flop=choplift,
$bio

Choplifter (c) 1984 System Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91526&o=2

$end


$fm7_cass=choplift,
$bio

Choplifter (c) 1984 Soft Pro International [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93701&o=2

$end


$info=choplift,chopliftu,chopliftbl,
$bio

Choplifter (c) 1985 Sega.

The player assumes the role of a combat helicopter pilot. The player attempts to save hostages being held in prisoner of war camps in an unnamed enemy country. The player must collect the P.O.W.s, transport them safely to the nearby friendly base, all the while fighting off hostile tanks and other enemy combatants. There are a total of 32 hostages per level. To rescue more than 20 will advance the player to the next level.

- TECHNICAL -

Game ID : 834-5795

Runs on the Sega "System 1" hardware.

Players: 2
Control: 8-way joystick
Buttons: 2

- TRIVIA -

Choplifter was released in October 1985 in Japan.

This game is a port from an original programmed by Dan Gorlin in 1982 for the Apple II. Choplifter was one of the few games to take the reverse route : first appearing on a home system and being ported to the arcade.

Charles Collins holds the official record for this game with 1,781,000 points on June 27, 1986.

- TIPS AND TRICKS -

* In the early stages, try to fly as low as possible - this way the fighters will not shoot you, and you are low enough to shoot the ground targets without being shot. Since this only works when you're in the air, and not when you're on the ground, it only works well on levels 1 and 3.

* To ensure that the tank won't arrive when you're picking up hostages, barely tap the joystick up between each hostage. This will cause the helicopter to lift off a little and reset the timer that causes the tanks to arrive.

* On level 2, you can land on the water under the boat when dropping off your men and they will climb up the side of the boat. This stops the planes from coming down and shooting you.

- SERIES -

1. Choplifter (1982, Apple II)
2. Choplifter II (1991, Nintendo Game Boy)
3. Choplifter III - Rescue & Survive [Model SHVC-3C] (1993, Super Famicom)

- PORTS -

* Consoles :
Atari 5200 (1984)
Atari 7800 (1987)
ColecoVision (1984)
Sega SG-1000 [JP] (1985)
Sega SG-1000 [TW] (198?) "Fei Lang"
Nintendo Famicom (1986)
Atari XEGS
Sega Master System (1986)

* Computers :
Apple II (1982)
Commodore C64 (1982)
Commodore VIC-20 (1982)
FM-7 (1984)
MSX (1985)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=461&o=2

$end


$sg1000=chopliftk,
$bio

Choplifter (c) 1985 Unknown [Korea]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65039&o=2

$end


$sms=chopliftj,
$bio

Choplifter (c) 1986 Sega Enterprises, Limited.

- STAFF -

Main programming: Drunkard Kagi
Program assistance: Dumb Muro
Graphic design: Funny Fuku
Sound effects: Tokuhiko Uwabo (Hairy Uwa)
Coordinator: Prince Yama
Special thanks to: R N K

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55853&o=2

$end


$sms=choplift,chopliftp,
$bio

Choplifter (c) 1986 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55969&o=2

$end


$x1_cass=choplift,
$bio

Choplifter (c) 198? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86207&o=2

$end


$gameboy=choplft2,
$bio

Choplifter II - Rescue & Survive (c) 1991 Victor Musical Industries, Incorporated.

- TECHNICAL -

Cartridge ID: DMG-V4-ESP

- TRIVIA -

Reviews:
May 1992 - Joypad N.8 (Page 161) [FR]: 80/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65777&o=2

$end


$gameboy=choplft2u,
$bio

Choplifter II - Rescue & Survive [Model DMG-V4-USA] (c) 1991 JVC Musical Industries, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65779&o=2

$end


$gameboy=choplft2j,
$bio

Choplifter II [Model DMG-V4A] (c) 1991 Victor Musical Industries, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65776&o=2

$end


$gamegear=choplft3,
$bio

Choplifter III (c) 1993 Extreme Ent. Group

- TIPS AND TRICKS -

* Level Passwords: Enter these passwords to start from the specified level

2-1 : YLDNXJS	
3-1 : DSNVSDK
4-1 : HSDNJND
5-1 : ZLPJRGN	

* Extra Lives: Enter ZZZZZZB as password to start with 6 lives; enter RTDFKLN to start with 8 lives.

* Infinite Bombs: Enter LTSFBMB as password.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64513&o=2

$end


$snes=choplft3j,
$bio

Choplifter III - Rescue & Survive (c) 1994 Victor Ent.

- TECHNICAL -

[Model SHVC-3C]

- SERIES -

1. Choplifter (1982, Apple II)
2. Choplifter II (1991, Nintendo Game Boy)
3. Choplifter III - Rescue & Survive [Model SHVC-3C] (1993, Super Famicom)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61135&o=2

$end


$snes=choplft3u,choplft3up,
$bio

Choplifter III - Rescue & Survive (c) 1994 Extreme Ent. Group

- TECHNICAL -

Game ID: SNS-3C-USA

- TIPS AND TRICKS -

Unlimited repairs
-----------------
Leave a repair station before the energy bar fully refills. 
You may return to that station again to repeat this trick.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62853&o=2

$end


$snes=choplft3,
$bio

Choplifter III - Rescue & Survive [Model SNSP-3C-EUR] (c) 1994 Extreme Ent. Group

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62852&o=2

$end


$gameboy=choplft3,
$bio

Choplifter III [Model DMG-AC3E-EUR] (c) 1994 Ocean Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65780&o=2

$end


$sg1000=choplift,chopliftp,
$bio

Choplifter (c) 1985 Sega Enterprises, Limited.

- TECHNICAL -

Model C-48

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49015&o=2

$end


$msx1_cart=choplift,chopliftb,choplifta,
$bio

Choplifter [Model HBS-G019C] (c) 1985 Sony Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76646&o=2

$end


$nes=choplift,choplifta,
$bio

Choplifter (c) 1986 Jaleco Company, Limited.

- TECHNICAL -

Game ID: JF-08

- TRIVIA -

Released on June 26, 1986 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53917&o=2

$end


$sg1000=chopliftt,
$bio

Choplifter [Model R-048] (c) 1985 Aaronix [Taiwan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65040&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=choplift,
$bio

Choplifter (c) 1982 Creative Software.

- TECHNICAL -

Game ID: VI-CL-C

- STAFF -

Program by: Tom Griner
cover art Illustrator: Marc William Ericksen

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83795&o=2

$end


$c64_cart,c64_flop=choplift,
$bio

Choplifter! (c) 1982 Broderbund Software, Incorporated.

Most of us would like to be heroes. Trouble is, we're often not properly prepared when the chance to do something heroic comes along. This is your chance.

In the area which lies a few miles east of Patagonia and to the south of Kurdistan lies the Bungeling Empire. This nation of militaristic ideologues has kidnapped the 64 delegates to the United Nations Conference on Peace and Child Rearing.

An ancient treaty between the United States and the Bungelings allows the U.S. to maintain a mail distribution center near where the hostages are being kept. You have smuggled an entire helicopter into the post office by disguising it as a mail sorting machine.

Suddenly you hear the sound of explosives. Looking out on the plain you see one of the Bungeling's barracks aflame. The hostages are running about frantically, desperate for a chance to escape. Bungeling planes and tanks are fast approaching and lives may be lost. Your chopper is ready to go and fully armed - there is no time to waste.

Please purchase this package immediately. Read the instructions for operating your helicopter, and lay out your plans for rescuing these innocent people. Then get to it. Don't blow it. Being a hero isn't easy or everybody would be one.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53540&o=2

$end


$intv=choplift,
$bio

Choplifter! (c) 1983 Mattel Electronics

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60873&o=2

$end


$coleco=choplift,
$bio

Choplifter! (c) 1984 Coleco Industries, Incorporated.

- STAFF -

Created by: Dan Gorlin

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53259&o=2

$end


$a800=choplift,
$bio

Choplifter! [Model ATCART191] (c) 1982 Broderbund Software, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82798&o=2

$end


$a5200=choplift,
$bio

Choplifter! (c) 1984 Atari, Incorporated.

Get ready for the most heroic adventure imaginable! Sixty-four frightened United Nations diplomats are being held hostage behind enemy lines, and it's up to you to rescue them. In the dead of night, you pilot your smuggled helicopter from the isolated post office serving as rescue-mission headquarters, past defending tanks, jets, and guided missiles. You pick up as many people as your chopper will hold and carry them to freedom. Keep a sharp eye out, though -- the enemy, a nation of lunatics called Bungelings, will be there at every turn to thwart you!

The hostages are being held in barraks inside enemy territory. Use your joystick to pilot your chopper. Press either top fire button to blast at oncoming enemy targets. Press either bottom fire button to turn your helicopter forward to shoot tanks, or to turn your chopper completely around.

Some of the barracks have been blown open by enemy fire -- you can see the hostages scrambling to be saved, waving frantically for your attention. Use your joystick to set down your chopper and pick them up. Once aboard, it's your job to pilot them safely back to rescue- mission headquarters and drop them off.

Your mission consists of a total of three sorties to save as many hostages as you can. Of course, the people of the world are depending on you to rescue them all. The game ends when you lose your third helicopter, or the 64 hostages are saved or lost to the enemy.

- TECHNICAL -

Model CX5253

- TIPS AND TRICKS -

* Don't land on the hostages -- it's a deadly maneuver.

* Guided enemy missiles can attack you on your side of the barrier; tanks and jets can't.

* You can only pick up those hostages that have been freed from the locked barracks. One way to help them escape, is to position your chopper in front of a barrack and wait for a tank to fire a shot towards you. In many instances the tank will blow a hole in the side of the barrack and the hostages will come running out.

* The hostages are extremely frightened and need assistance in getting out of the helicopter. Make sure you land directly on the cement landing pad next to the post office, or they'll refuse to get out.

- STAFF -

Designer: Dan Gorlin

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50034&o=2

$end


$a7800=choplift,chopliftu,
$bio

Choplifter! (c) 1987 Atari Corporation.

The 64 hostages are locked in four Bungeling prison barracks, 16 hostages per barracks. You must rescue them in your helicopter and fly them to safety. Your mission is divided into three Sorties, with one chopper per Sortie.

When a Sortie begins, your helicopter is revving up on the pad. When the music ends, move the controller handle forward to lift off. Then move the handle left, right, or diagonally to fly in that direction. Release the handle to land.

While flying, press the right controller button to change the direction you're facing. As you press the button, you'll alternately face right, forward, or left.

Press the left controller button to fire your chopper's machine gun or drop bombs. When the chopper is facing sideways, the machine gun will fire. Use this on airborne targets and to shoot open the barracks. To drop bombs on the ground attackers, face forward, then press the left button.

Once in the air, you'll have to fight off Bungeling ground and air forces to get close to a barracks. Shoot open the barracks to free the hostages, then land your helicopter so they can scramble in. You can fit up to 16 hostages at once inside the chopper. Retreat to the post office and descend. You must land on the pad in order for the hostages to climb out. Then return to the battlezone for more action.

If your chopper is shot down, another appears at the post office until all your choppers are lost. Choplifter! ends when you lose your third helicopter or when all hostages are rescued or lost.

- TECHNICAL -

Model CX7821

- STAFF -

Atari 7800 version programmed for Atari by Ibid Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50125&o=2

$end


$xegs=choplift,
$bio

Choplifter! [Model RX8096] (c) 1987 Atari Corp. [Sunnyvale, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51228&o=2

$end


$msx1_cass=chopper,choppera,
$bio

Chopper (c) 1986 Eaglesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94527&o=2

$end


$n64=chopatck,chopatcku,
$bio

Chopper Attack (c) 1998 Midway Home Entertainment

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57635&o=2

$end


$a2600=chopcommd,
$bio

Chopper Command (c) 1983 Digitel

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50325&o=2

$end


$a2600=chopcommes,
$bio

Chopper Command (c) 19?? SuperVision

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50326&o=2

$end


$a2600=chopcomm,chopcomme,
$bio

Chopper Command (c) 1982 Activision.

The object of the game is to accumulate as many points as possible by knocking out enemy aircraft, while protecting yourself and your truck convoys at the same time.

- TECHNICAL -

Model AX-015

- TRIVIA -

back in the 80s, if you reached a score of 10,000 points (or more) on the Cadet level, you could be eligible to join this prestigious organization. By sending to Actision a picture of your TV screen, they send you with a special 'Commandos' emblem.

- SCORING -

Each time you shoot down an enemy helicopter, you earn 100 points.
For every enemy jet you shoot down, you will be credited with 200 points.
Should you wipe out an entire wave of hostile aircraft, you will receive a bonus calculated by multiplying the number of trucks remaining in the convoy times the wave number achieved (one through ten) times 100.

- TIPS AND TRICKS -

Tips from Bob Whitehead, designer of Chopper Command.

"As you'll soon discover, Chopper Command takes quick reflexes and keen coordination. However, there is a strategic side to the game as well."

"For example, your truck convoys will always travel from the right to the left. And so will the enemy formations. Knowing this, you can position yourself at the left side of the screen and start firing as soon as the enemy aircraft appear. This is important because your helicopter's chances of being hit by a multi-warhead missile increase the closer the enemy aircraft get. The enemy pilots are real kamikazes, too, and they'll collide with you if they can't shoot you down."

"Good luck! I hope you have as much fun playing Chopper Command as I had designing it. God Bless."

- STAFF -

Programmer: Bob Whitehead

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50323&o=2

$end


$a2600=chopcommc,chopcommc1,
$bio

Chopper Command (c) 1983 CCE

South American release.

- TECHNICAL -

Model C-827

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50324&o=2

$end


$info=chopper,choppera,chopperb,
$bio

Chopper I (c) 1988 SNK.

A vertically scrolling helicopter shoot'em up.

- TECHNICAL -

Game ID : A7003 'KK'

Main CPU : (2x) Zilog Z80 (@ 4 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), Y8950 (@ 4 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in June 1988.

This game is known in Japan as "Koukuu Kihei Monogatari - The Legend of Air Cavalry".

- STAFF -

Supervisor : Eikichi Kawasaki
Producer : Tamadachi
Programmer : SNK Jr.
Designers : Okitaka, Madaka, Warasan
Sound creater : Kanata
Adviser : Tosikita

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=462&o=2

$end


$msx2_flop=chopper2,chopper2a,
$bio

Chopper II (c) 1986 Eaglesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101530&o=2

$end


$msx1_cass=chopper1,
$bio

Chopper One (c) 1988 Eurosoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94528&o=2

$end


$crvision=chopper,
$bio

Chopper Rescue (c) 1983 Video Technology, Limited.

- TECHNICAL -

No. 8021

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53773&o=2

$end


$cpc_cass=choppers,
$bio

Chopper Squad [Model IS-601] (c) 1984 Interceptor Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93436&o=2

$end


$msx1_cart=choroq,choroqa,
$bio

チョロQ (c) 1984 Taito Corp.
(Choro Q)

- TRIVIA -

Original price: 4800 Yen.

Export releases:
[EU] "Choro Q [Model 5012/1]" (Cassette)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76647&o=2

$end


$msx1_cart=choroqk,
$bio

Choro Q (c) 1987 ProSoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76648&o=2

$end


$gbcolor=choroq,
$bio

Choro Q - Hyper Customable GB [Model DMG-ACQJ-JPN] (c) 1999 Takara Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67664&o=2

$end


$n64=choroq2,
$bio

Choro Q 64 II - Hacha Mecha Grand Prix Race [Model NUS-NCGJ] (c) 1999 Takara Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57637&o=2

$end


$n64=choroq,
$bio

Choro Q 64 [Model NUS-NCRJ] (c) 1998 Takara Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57636&o=2

$end


$gba=choroqa2,
$bio

Choro Q Advance 2 [Model AGB-AQ2J-JPN] (c) 2002 Takara Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70166&o=2

$end


$gba=choroqa,
$bio

Choro Q Advance [Model AGB-AQAJ-JPN] (c) 2001 Takara Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70165&o=2

$end


$pc8801_flop=choroqhp,
$bio

Choro Q Holiday Puzzle (c) 1984 Takara Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91527&o=2

$end


$saturn,sat_cart=choroq,
$bio

Choro Q Park (c) 1998 Takara Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58978&o=2

$end


$psx=choroqwo,
$bio

Choro-Q Wonderful! (c) 1999 Takara Co., Ltd. [Japan]

- TECHNICAL -

[Model SLPS-02205]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85021&o=2

$end


$psx=choroqja,
$bio

Choro-Q (c) 1996 Takara Co., Ltd. [Japan]

- TECHNICAL -

[Model SLPS-00242]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85020&o=2

$end


$x68k_flop=chottohn,
$bio

Chotto H-na Daihinmin (c) 1991 Kauda Project

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87222&o=2

$end


$pc8801_flop=chottohn,
$bio

Chotto H-na Graphic (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91528&o=2

$end


$x68k_flop=chotmswp,
$bio

Chotto Local Rule na Mine Sweeper Hun de Oshimai!! (c) 199? MPU [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87223&o=2

$end


$snes=choaniki,
$bio

超兄貴 爆烈乱闘篇 (c) 1995 Masaya.
(Chou Aniki - Bakuretsu Rantou Hen)

Chou Aniki Bakuretsu Rantou Hen is a fighting game by Masaya and is the third episode in the unique Chou Aniki series. All the main characters from the first two games battle here on 1-On-1 fights, from the bald and muscly Samson and Adon, to Idaten, Benten and even the emperor Botei Bill himself. All the classic Chou Aniki ingredients are reunited here - men showing off their prominent and well-developed muscles with little clothing on, and odd but truly unique mechanical designs. A grand total of eigth characters from the original game are playable here. Each character naturally comes with their own sets of moves and each one of them can fire a large laser-blast to momentarily stun their opponents. Yet, Chou Aniki Bakuretsu Rantou Hen is not your typical fighting game - the game actually stands out from its peers by the way how the fighters fly around the arena and are completely airborne.

- TECHNICAL -

Cartridge ID: SHVC-AANJ-JPN

- TRIVIA -

Released on September 22, 1995 in Japan for 11800 Yen. The game came with a mini CD with remixes of the game soundtrack by Koji Hayama.

- STAFF -

Public Relations: Hiroaki Sato
Program: Yuichi Komatsuda
Graphics: Koji Matsuda, Tomomi Seki, Nobuyuki Kuramochi, Yasunobu Satou
Game Design: Koji Matsuda
Motion Design: Yukihiro Yoshida
Balance Direct: Yukihiro Yoshida
Sound Producer: Isao Mizoguchi
Music: Sanae Kasahara, Taku Iwasaki, Isao Mizoguchi (Don Macco)
Sound Effects: Enzan Shibuya
Sound Driver: Dogen Shibuya
Animation: Yoshiharu Shimizu, Masahiro Oba
Animation Work: Artmic
Illustration: Mitsuhiro Matsuno
Special Thanks: Satoru Miyazaki, Yasunori Takahara, Emi Miwa
Emi 19 Godmother: Mami Kaneko
Direction: Hiroaki Hori
Producer: Akira Ishizuka
Direction Assist: Akira Ishizuka

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61136&o=2

$end


$psx=chouanik,
$bio

Chou Aniki - Kyuukyoku Muteki Ginga Saikyou Otoko (c) 1995 NCS Corp.

- TECHNICAL -

Game ID: SLPS-00183

- TRIVIA -

Released on December 29, 1995 in Japan.

- STAFF -

Fairly Important Builders: Hisaya Yabusaki, Yoshihisa Kishimoto
Game Idea Builders: Taiji Hida, Setsuno Imura), Wada 2000
Construction Builders: Toyofumi Kunihiro, Masato Toda, Fair Exchange, Mitsuo Nakamura, Masayoshi Ueki
Artistic Builders: Mandai, Chorimatsu, Takaki Shinohara, IKE CHAN, Takashi Toshima
Photograph Builders: Riho Komura, Yasushi Inui, Chihaya Tsuchiya, Keiji Sugawara, Michiko Watanabe, Satoru Handa
Thankful Builders: Hiroshi Fujimoto, Fumiaki Miura, Tadashi Ono

Good Sense Builders
Music: Kōji Hayama, Taku Iwasaki (Animegeddon), Isao Mizoguchi (Don McCow - Animegeddon), Sanae Kasahara
Sound Effect: Kōji Yoshimura
Sound Producer: Isao Mizoguchi

Cast of Builders
Idaten (Photos): Ryūji Kasahara
Idaten (Voice): Ryoutarou Okiayu
Benten (Photos): Madoka Kiryū
Benten (Voice): Michie Tomizawa
Adon & Baron (Photos): Yoshio Konuma
Adon & Baron (Voice): Tesshō Genda
Samson (Photos): Yoshio Konuma
Samson (Voice): Daisuke Gouri
Mich & Ael (Photos): Mirai
Mich & Ael (Voice): Keiko Yamamoto
Ultimate Man (Photos): Kō Ōta
Ultimate Man (Voice): Hidekatsu Shibata

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85023&o=2

$end


$saturn,sat_cart=choaniki,
$bio

Chou Aniki - Kyuukyoku... Otoko no Gyakushuu (c) 1996 NCS [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58979&o=2

$end


$wswan=choaniki,
$bio

Chou Aniki - Otoko no Tamafuda [Model SWJ-BAN023] (c) 2000 Bandai Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86312&o=2

$end


$pcecd=choaniki,
$bio

??? (c) 1992 NCS.
(Chou Aniki)

Chou Aniki is a horizontal shooter developed by Masaya and it is the first opus of a long series of very unique games. When the evil Bo Emperor Bill of a neighboring star-system orders his minions to steal all the protein from the universe, the Heaven sends two of its best warriors to repel the coming invasion. The strong Idaten and the cute Benten ability to fly enables them to bore through withering enemy fire and lethal war machines. But their ultimate weapon is something much more powerful and unique. Samson and Adon, two 'beefy' twin brothers freshly freed from jail, also join the party and help our heroes to fulfill their duty. The unlikely couple acts as 'options' and deploy by Idaten and Benten sides when called. They simply engage enemies within range and inflict severe damage - their life is however finite and they will ultimately die... Idaten and Benten use the same primary weapon - it can be powered-up (build-up) by collecting orange 'protein' pods scattered throughout the levels. This weapon is their main form of attack and bombs are also available to obliterate everything on the screen when the pace gets too hectic. Most levels are made of three or four sub-stages with elaborate mini-bosses at the end of each one of them. Consequently, the loss of a credit gets the player to start the whole area from the beginning.

- TECHNICAL -

Game ID: NSCD 2013

- TRIVIA -

Chou Aniki was released on December 25, 1992 in Japan for 7200 Yen.

- STAFF -

Developed by Masaya.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58136&o=2

$end


$x68k_flop=choubaku,
$bio

Chou Bakudan Otoko Densetsu (c) 1994 Ferrow

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87224&o=2

$end


$pc8801_flop=croquis,
$bio

Chou Bishoujo Densetsu Croquis (c) 1990 Pinkysoft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91529&o=2

$end


$wswan=youfumak,
$bio

Chou Denki Card Game - Youfu Makai - Kikuchi Shuukou [Model SWJ-KBS002] (c) 1999 Kobunsha [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86313&o=2

$end


$pcecd=dynheroj,
$bio

超英雄伝説ダイナスティックヒーロー (c) 1994 Hudson Soft.
(Chou Eiyuu Densetsu - Dynastic Hero)

Dynastic Hero is a side scrolling action/adventure game by Hudson Soft and is the PC-Engine port of Wonder Boy V Monster World III. The player character and protagonist of the game, Dyna, is a young boy who embarks on a long journey to save the world from the monsters that seek to destroy it. No one in the country knows where they come from and who controls them. Dyna starts his journey with a short sword and his first task is to expand his arsenal of weapons and fighting techniques. The sword is good for close combat and allows him to hold a shield at the same time whereas the spear comes with a greater range but prevents him to use the shield. Our hero can also find magic spells scattered all over the visited worlds. There is a grand total of six magic spells including the powerful Earthquake or the Thunder Fireballs. Spells, and also items, can be assigned to the directional pad and activated by pressing the Run button. Wonder Boy 5 offers a fair deal of adventure and discussions with villagers often give Dyna precious clues and help him take his next step - such information can help him enter nearby dungeons and to defeat the fierce bosses within their walls. The game's progress can be saved inside the numerous Inns that adorn each town.

- TECHNICAL -

Game ID: HCD4032

- TRIVIA -

Dynastic Hero was released on May 20, 1994 in Japan for 6800 Yen.

Wonder Boy V Monster World III was originally released for the Sega Mega Drive in 1991 and known in both Europe and North America as "Wonder Boy in Monster World". Hudson Soft finally completed the PC-Engine port three years later and felt free to modify some of the game's original character design. Hudson Soft slightly redesigned the main characters and made them live in an insectoid world. The game's protagonist now wears a beetle shaped armor and the various bosses are now batrachians and lizards. The game's soundtracks is also completely different and offers CD quality audio. Finally, and sadly, the PC-Engine version lost the nice parallax scrolling.

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [JP] (November 6, 2007) [Model QAFJ]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58137&o=2

$end


$psx=chouhats,
$bio

Chou Hatsumei Boy Kanipan - Hirameki Wonderland (c) 1999 Taito Corp. [Japan]

- TECHNICAL -

[Model SLPM-86299]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85022&o=2

$end


$nes=chouhen,chouhena,
$bio

Chou Hen (c) 1989 Sachen [Taiwan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76505&o=2

$end


$nes=warwolf,
$bio

超人狼戦記ウォーウルフ (c) 1991 Takara Company, Limited.
(Chou Jinrou Senki - Warwolf)

- TECHNICAL -

Game ID: TFC-W8

- TRIVIA -

Warwolf was released on June 28, 1991 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53918&o=2

$end


$n64=cknight2,
$bio

Chou Kuukan Nighter Pro Yakyuu King 2 [Model NUS-NP2J] (c) 1999 Imagineer [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57639&o=2

$end


$n64=cknight,
$bio

Chou Kuukan Nighter Pro Yakyuu King (c) 1996 Imaginee.

- TECHNICAL -

Game ID: NUS-NPKJ

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57638&o=2

$end


$megadriv=miracle9,
$bio

Chou Kyuukai Miracle Nine (c) 1995 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56397&o=2

$end


$snes=wozz,
$bio

超魔法大陸WOZZ (c) 1995 BPS [Bullet-Proof Software]
(Chou Mahou Tairiku WOZZ)

Chou Mahou Tairiku Wozz is a game produced in 1995 by Bullet Proof Software and developed by RED. Balaam, an evil demon, has arrived in the world of Wozz and a poison rain has turned its inhabitants into monsters. The king ask his wizard to use his magic to summon three fighters from the human world to help them. The three humans are from different nationalities, the first one is the Japanese girl (Reona Kitazato), the second the blond American (Shot Phoenix) and the last one a Chinese boy (Chun Chingtao). Each one of them also receives special skills, weapons and some money. They are now ready to start their long journey and free the world of Wozz. The game is a traditional Japanese Role Playing Game, our heroes move around on a world map which zooms in when they enter a village or an important location. Fights happen most of the time at random and are round based. The best feature of the game is certainly the option to create new vehicles and items. A good knowledge of the Japanese language is necessary, the game can still be playable but players will miss most of the story line for sure.

- TECHNICAL -

Cartridge ID: SHVC-AWOJ-JPN

- TRIVIA -

Released on August 04, 1995 in Japan for 10800 Yen.

The title translates from Japanese as 'Super Magic Continent Wozz'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61137&o=2

$end


$snes=chodora,chodorap,
$bio

超魔界大戦! どらぼっちゃん (c) 1993 Naxat Soft.
(Chou Makai Taisen! Dorabocchan)

Chou Makai Taisen - Dorabocchan is a cute and unique Role Playing/Adventure game by Red and Naxat Soft. It is the sequel of another cute action game originally released for the tiny PC-Engine. It features Dorabo, a young vampire, who's on a mission to save his world from a dastardly invasion at the hands of an unscrupulous zombie army. Several kingdoms located on a group of islands have been ruled for centuries by their powerful kings. They all lived in harmony with each other until one of the king, Dorakiraya, became greedy and sent his army of zombies to conquer the rest of the world. Kamira, the cute daughter of queen Banparera, managed to escape and began to look for Dorab?, son of king Oowarusa. But our heroes will quickly realize that something evil controls Von Hesler... Dorab?'s main weapons are his cape and his hat. Those can be upgraded during the game, from simple throwing and spinning attacks, to spectacular bolts of lightning. And, unlike the first episode of the series, he can now also use magic cards and collect experience points and gold from downed enemies. Those cards can be purchased in shops (or found on defeated enemies) and come in various forms, such as Healing Cards, Fire Cards, Teleport Cards or invisibility Cards. Interestingly, Dorabo's life is symbolized by Tomatoes and a large tomato is awarded for each new experience level gained. During the game, our friend will often be followed by a partner. This second player can attack enemies but can't be injured, and will often be stopped by parts of the scenery.

- TECHNICAL -

Cartridge ID: SHVC-DO

- TRIVIA -

Released on March 18, 1993 in Japan for 8800 Yen.

Export releases:
[US] "The Twisted Tales of Spike McFang [Model SNS-83-USA]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61138&o=2

$end


$gba=chomakai,
$bio

Chou Makaimura R (c) 2002 Capcom Company, Limited.

Are ya scared yet?

Capcom resurrects the classic zombie-slaying adventure Super Ghouls 'N Ghosts for the Game Boy Advance.

The Original Survival Horror Game
Originally released for the Super Famicom, this side-scrolling action title follows the fearless knight Arthur on his quest to save the beloved Princess Prin Prin. Players must jump, shoot and slash their way through eight merciless levels of old-school platforming for the privilege of facing the evil lord Sardius.

Anyone who's played a Makaimura title before should be instantly at home with the control setup. Arthur begins his adventure with a set of basic armor and his trusty jousting spear. His main task is to dispatch the myriad of zombies, wolves and brigands lurking along the way. Each level also features its own unique end boss to defeat.

Along your journey, you can find different types of weapons, each with its own fire and strength attributes. Armor upgrades allow Arthur to perform screen-clearing spell attacks.

Not content with a simple port, Capcom has also included an expansive Remix Mode that adds plenty of replay value. This new mode of play alters the level designs and includes areas from the arcade version of Chou Makaimura. 

Not only are the quests more difficult, but they will also branch off into new levels, depending on which armor you were wearing at the end of the previous level. Fortunately, there's a handy battery save feature that allows weary adventurers to take a break.

If Looks Could Kill
Players of the original version will be hard pressed to find graphical differences in the Game Boy Advance revision. All the original music and sound effects have also made the transition without missing a beat.

Any Last Words?
Fans of classic side-scrolling adventure games should definitely give Chou Makaimura a go. Just be sure to pack plenty of patience because this game will push your skills to the limit.

- TECHNICAL -

Game ID: AGB-ACJJ-JPN

- TRIVIA -

Chou Makaimura R for Game Boy Advance was released on July 19, 2002 in Japan.

- STAFF -

Director: Yoshinori Takenaka (Banboo)
Planner: Yuji Tsuchida
Actor Designer: Kimio Yamazoe
Background Designers: Akiko Nagashima (Ryutarou's Mama), Miho Kobayashi (Buppo), Ripuji
Programmers: Tom-Boy, Numacchi, Junichi Nishiyama
Music Composers: Tomohiro Masuda, Nobuhiko Isa
Sound Composer: Kenkichi Oda
Designers: Shoei Okano (Shoei), Toshiaki Mori (Shinkiro), Tsutomu Yoshikawa, Shinichirou Sakomizu (Sakomizu)
Publicity: Takeshi Kamano
Producers: Tatsuya Minami, Kouji Nakajima
Executive Producer: Yoshiki Okamoto
Special Thanks: Hisakin, Onokou, Kemuii, Hama-Sow, Tanaken, Fukuda-T, Matu-MP, Kuro-K, Take-Chan, Ogawacchi, Tazro, Daisak, Y. Tamura, S. Honda, Yuji Konishi

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70167&o=2

$end


$snes=chomakai,
$bio

超魔界村 (c) 1991 Capcom Company, Limited.
(Chou Makaimura)

Chou Makaimura is a platform game by Capcom and is a Super Famicom exclusive episode of the popular Makaimura series. Fearless King Arthur is back and proves why he's the best at doing what he does! The beautiful princess Prin Prin has once again been captured by grim demons. Arthur's journey takes him deep into the demon realm where bloodthirsty monsters, ghastly ghouls and their lord, Emperor Samael, are all waiting to rip him to shreds. Arthur unsurprisingly starts his adventures in a dark and haunted cemetery but stages rapidly take him to magnificent and unique locations - from a dismounted sea throwing huge waves at him to evil ghost ships infested with ephemeral spirits. New weapons can be collected by cracking chests open and each one of them upgrades Arthur in different ways. The game features a lengthy list of weapons such as the Lance, daggers, the Crossbow, the Axe and so forth... Arthur's only defense is his armor and it only offers a thin protection. However, new ones can be collected such as the copper armor (green) or the gold armor allowing him to charge up and unleash devastating magic attacks. Another interesting feature introduced here by Capcom is the double jump - Yes, King Arthur can jump twice in mid-air. This may sounds weird and unusual at first but it quickly becomes a unique move that lies at the core of the gameplay.

- TECHNICAL -

Cartridge ID: SHVC-CM

- TRIVIA -

Chou Makaimura was released on October 4, 1991 in Japan for 8500 Yen.

Export releases: The game is known outside Japan as Super Ghouls'n Ghosts.
[US] "Super Ghouls'n Ghosts [Model SNS-CM-USA]"
[EU] "Super Ghouls'n Ghosts [Model SNSP-CM-NOE]"
[FR] "Super Ghouls'n Ghosts [Model SNSP-CM-FAH]"

- SERIES -

1. Makaimura (1985, Arcade)
2. Daimakaimura [B-Board 88622B-2] (1988, Arcade)
3. Chou Makaimura [Model SHVC-CM] (1991, Super Famicom)
4. Arthur to Astaroth - Nazo-Makaimura - Incredible Toons (1996, PlayStation)
5. Maximo (2001, PS2)
6. Makai Eiyuuki Maximo - Machine Monster no Yabou (2003, PS2)
7. Goku Makaimura (2006, PSP)

- STAFF -

Planners: Tatsuya Minami (Hyper Mickey), Kimio Yamazoe (Patriot Yamazou)
Actor Designers: Kimio Yamazoe (Patriot Yamazou), Tall Nob, Hyper Bengie
Background Designers: Jun Takeuchi (Junchan), Natsue Ueda (Natsuchan), Chieko Ryuugo (Chiechan), Akiko Nagashima (Ryutaro's Mama), Katsukun
Programmers: Masatsugu Shinohara (M30), Yoshihiro Matsui (Machan), Yamadacchi
Music Composer : Mari Yamaguchi (Mari)
Sound Composers: Toshio Kajino (Bull), Yasushi Ikeda (Ike-Bomb)
Special Thanks: Cho-Suke, Take-Pon
Producer: Tokuro Fujiwara (Professor F)

- PORTS -

* Consoles : 
[JP] Sega Saturn (October 15, 1998) "Capcom Generation Dai 2 Shou Makai to Kishi [Model T-1233G]" 
[JP] Sony PlayStation (September 23, 1998) "Capcom Generation Dai 2 Shou Makai to Kishi [Model SLPS-01585]" 
[JP] Sony PlayStation 2 (October 11, 2007) "Capcom Classics Collection [Model SLPM-66317]" 
[JP] Nintendo Wii U [Virtual Console] (April 27, 2013) [Model JATJ] 

* Handhelds : 
[JP] Nintendo Game Boy Advance (July 19, 2002) "Chou Makaimura R [Model AGB-ACJJ-JPN]" 
[JP] Sony PSP (September 7, 2006) "Capcom Classics Collection [Model ULJM-05104]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61139&o=2

$end


$gameboy=mazemon2,
$bio

Chou Mashin Eiyuu Den Wataru - Mazekko Monster 2 [Model DMG-AWMJ-JPN] (c) 1998 Banpresto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65782&o=2

$end


$gameboy=mazemon,mazemonp,
$bio

Chou Mashin Eiyuu Den Wataru - Mazekko Monster [Model DMG-AWAJ-JPN] (c) 1997 Banpresto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65781&o=2

$end


$pc8801_flop=hoehoe,
$bio

Chou Senshi Hoehoe - Baragon no Yabou (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91530&o=2

$end


$pc8801_flop=hoehoe2,hoehoe2a,
$bio

Chou Senshi Hoehoe 2 - Sangoku-ichi Daibukai (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91531&o=2

$end


$pc8801_flop=hoehoe3,
$bio

Chou Senshi Hoehoe 3 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91532&o=2

$end


$pc8801_flop=zaider,zaidera,
$bio

Chou Senshi Zaider (c) 1987 Cosmos Computer [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91533&o=2

$end


$msx1_cart=zaider,zaidera,
$bio

Chou Senshi Zaider - Battle of Peguss (c) 1986 Cosmos Computer

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76649&o=2

$end


$pc98=samadhi,
$bio

Chou Shinri Samâdhi (c) 1994 MMS [Mighty Mycom System] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89125&o=2

$end


$n64=snobokd2j,
$bio

Chou Snobo Kids [Model NUS-NK2J] (c) 1999 Atlus Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57640&o=2

$end


$megadriv=dinolandj,
$bio

Chou Touryuu Retsuden - Dino Land (c) 1991 Wolf Team

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56398&o=2

$end


$nes=metafght,
$bio

超惑星戦記メタファイト (c) 1988 Sunsoft.
(Chou Wakusei Senki - Metafight)

Chou Wakusei Senki Metafight is a side scrolling action game developed by Tokai Engineering and Sunsoft. In the year 2052, the evil and powerful emperor Goez is on a path to global domination. In the Epsilon Galaxy, on planet Sophia the 3rd, a group of scientists manages to flee to safety on Nora, a nearby satellite. There, they quickly design and build the Metal Attacker, a versatile and heavily armed combat vehicle which, they believe, will be capable of countering the invasion. Furthermore, the ace pilot Kane Gardner is assigned to take control of the mobile battle tank and to defeat the invading forces of Goez. The base gameplay mechanics is what distinguishes Meta Fight from most other action games released at the time. It features two modes of play intimately intertwined with the game flow - at first, Kane pilots the Metal Attacker tank and works his way through underground tunnels, taking down enemies and collecting items such as Life capsules. The tank is equipped with a laser canon that can fire forwards or upwards, and the armored vehicle can also jump from platforms to platforms, or fire a sweeping barrage of missiles. But, at anytime during the game, the player can leave the tank behind and carry on his journey on foot. This feature is at the core of the gameplay and maze-like chambers that only Kane can access (and which use an overhead view) are scattered throughout the game and hide special bonuses as well as the game's vicious bosses. Kane is obviously really weak when outside the tank, and the player should only release him when close to a chamber - although Kabe can swim, he however takes a lot of damage, dies if he falls from too great a height and his firepower is ridiculously underpowered. Once a boss is defeated, the player receives an upgrade to the tank ranging from a more powerful Crusher Beam that can pierce blocks, to a powerful hovering function allowing him to fly over short distances. Meta Fight consists of eight large levels, and although the game starts off quite linear, later levels require backtracking through areas already played through.

- TECHNICAL -

Cartridge ID: TEC-MF

- TRIVIA -

Chou Wakusei Senki Metafight was released on June 17, 1988 in Japan for 5300 Yen.

Export releases:
[US] "Blaster Master [Model NES-VM-USA]" (November 1988).

- STAFF -

Director: H. Higasiya, K. Kitazumi
Manager: K. Yoshida
Game Design: Fanky. (And Others)
Character Design: Fanky.
Art Design: PGM-F1
Music Composer: Naoki Kodaka
Sound Program: Marumo
Program: Senta, Kanz
Special thanks to: Moriken, Chiao

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53919&o=2

$end


$pc98=choubaku,
$bio

Chou-Baku (c) 1993 Apple Pie.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89130&o=2

$end


$psx=choukous,
$bio

Chou-Kousoku Grandoll (c) 1997 Bandai Co., Ltd.

- TECHNICAL -

[Model SLPS-00935]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85024&o=2

$end


$x68k_flop=choubang,
$bio

Choubangai Seifuku Zukan + (c) 1989 System House Oh!

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87225&o=2

$end


$arcadia=macross,
$bio

ChouJikuu Yousai Macross (c) 1983 Bandai.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49248&o=2

$end


$nes=macrossh,
$bio

Choujikuu Yousai Macross (c) 1987 FMG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69230&o=2

$end


$x1_cass=macross,macrossa,
$bio

Choujikuu Yousai Macross (c) 198? Bothtec, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86208&o=2

$end


$saturn,sat_cart=cmacross,cmacrossb,cmacrossa,
$bio

超時空要塞 マクロス 愛・おぼえていますか (c) 1997 Bandai Visual
(ChouJikuu Yousai Macross - Ai Oboete Imasu ka)

- TRIVIA -

Released on Jun 06, 1997 in Japan.

- STAFF -

CAST
Lynn Minmay: Mari Iijima
Hikaru Ichijyo: Arihiro Hase
Misa Hayase: Mika Doi
Roy Focker: Akira Kamiya
Claudia LaSalla: Noriko Ohara
Maximillian Jenius: Sho Hayami
Hayao Kakizaki: Katsumi Suzuki
Milia 639: Eri Takeda
Quamzin 03350: Yuichi Meguro
Shammy Milliome: Sanae Miyuki
Brisai 7018: Eiji Kanie
Exsedol 4970: Ryusuke Obayashi (Ryunosuke Obayashi)
Lynn Kaifun: Hirotaka Suzuoki
Gorg Boddole Zer: Osamu Ichikawa
Operator A: Haruka Shimazaki
Narrator: Mika Doi

BANDAI VISUAL
Produced by: Takashi Mogi
Planning: Shigeru Watanabe
Producers: Minoru Takanashi, Kazuhiko Ikeguchi, Tsunetoshi Koike
Game Supervisor: Yutaka Tama
Marketing Producer: Norihisa Oki
Marketing Design: Mizuno Production, Hiroshi Tamura, Koji Shigehara, Tomio Ishiwatari

Produced by: SEGA
Producer: Makoto Oshitani
Chief Director: Katsuhiro Hasegawa
Director: Ryushin Hamada
Technical Support: Kenei Unoki, Keizo Kitamura
Image Processing: Yuji Sawairi, Ikuo Ishizaka
Marketing: Yasushi Yamashita

Game Development: SCARAB
Producer: Tsutomu Fuzisawa
Game Planner: Masanao Kita
Main Program: Noboru Yanagisawa
Program: Jun Odaira, Toshio Arai, Koichi Matsumoto, Yasuhide Sakakura
Graphics: Junji Tsuda, Koichi Okada, Jun Takaoka, Tomohiro Hasebe, Hiroshi Kawasaki, Ryuichi Noguchi, Naohiro Yamamoto, Seiko Takanashi
3-D Modeling: Yoshiyuki Miyazawa, Hiroyuki Suwahara, Takashi Noguchi, Michiyoshi Hosoe
Sound: Kenji Nishi, Takafumi Nishimura
Game Mecha Design: Kazutaka Miyatake, Shoji Kawamori
Digital Face Character Art: Haruhiko Mikimoto
Digital Face Character Finish Work: Denki Gonzo
Status Panel Design: Yoshinori Sayama

ORIGINAL MOVIE
Produced by: Yoshimasa Onishi, Kenji Yoshida
Original Work: Studio Nue
Story Arrangement: Shoji Kawamori
Script: Sukehiro Tomita
Character Design: Haruhiko Mikimoto
Production Design: Kazutaka Miyatake
Animation Directors: Haruhiko Mikimoto, Ichiro Itano, Toshihiro Hirano
Art Director: Mitsuharu Miyamae
Photography Director: Kazunori Hashimoto
Audio Director: Yasunori Honda
Music: Kentaro Haneda

THEME SONG "Ai Oboete Imasu ka"
Lyrics: Kazumi Yasui
Music: Kazuhiko Kato
Arrangement: Nobuyuki Shimizu
Vocals: Mari Iijima

SONGS "Xiao Bai Long" & "Sunset Beach"
Lyrics: Akane Asa
Music & Arrangement: Kentaro Haneda
Vocals: Mari Iijima

CREDITS
Production Support: Anime Friend
Producers: Akira Inoue, Hiroshi Iwata, Tsuneyuki Enomoto
Directors: Noboru Ishiguro, Shoji Kawamori
Planning & Production: Big West, Mainichi Broadcasting, Tatsunoko Pro, Shogakukan

ENDING MOVIE
Arrangement: Shoji Kawamori
Character Design: Haruhiko Mikimoto
Director: Yusaku Saotome
Animation Director: Haruhiko Mikimoto
Art Director: Mitsuharu Miyamae
Photography Director: Kazunori Hashimoto
Audio Director: Yasunori Honda

ENDING THEME "Tenshi no Enogu"
Lyrics & Music: Mari Iijima
Arrangement: Nobuyuki Shimizu
Vocals: Mari Iijima

CREDITS
Producer: Hiroshi Iwata
Production Support: Tatsunoko Production, Yu Entertainment, Anime Friend
Director: Shoji Kawamori

DIGITAL MOVIE
Storyboards: Shoji Kawamori
Directors: Ichiro Itano, Keiichi Sugiyama
Animation Directors: Haruhiko Mikimoto, Ichiro Itano
Key Animation: Shoichi Masuo, Toshiaki Tetsura, Ken Otsuka, Fumihide Sai, Tsutomu Miyazawa, Yasushi Shingo, Isamu Imakake, Ryuichi Murakami, Tomohiro Kawahara, Hiroyuki Kanbe, Yasunari Nitta
In-between Animation: Takao Annen, Daisaku Hirao, Manabu Katabami, Zero-G-Room, Studio Junio, Ashi Production, Denki Gonzo
Color Design: Yayoi Yamashita
Finish Work: Kanetake Ebikawa, Kenji Matsui, Okinori Daino, Tomoko Takahashi, Mami Aida, Kimiko Okura, Takahashi Pro, T2 Studio, Denki Gonzo
3D CG: Akira Suzuki
Digital Image Process: Toru Fukushi, Nahoko Seki
Editing: Kengo Shigemura
Art Director: Masanori Kikuchi
Audio Director: Yasunori Honda
Sound Effects: Akihiko Matsuda (Fizz Sound)
Recording: Yukio Abe
Audio Producer: Yoshimi Sugiyama (Arts Pro)
Recording Studio: Avaco Creative Studios
Production Coordinators: Keiichi Kitada, Kazuki Tsunoda
Production Manager: Koji Nakano
Animation Producer: Shoji Murahama
Digital Animation Production: Gonzo
Director: Shoji Kawamori

MOVIE & STILL PART POSTPROD.
Arrangement & Direction: Shoji Kawamori
Telecine: Makoto Imazuka (Qtec)
EED	Takashi Kubota (Qtec)
Digital Still Capturing: Norio Akiyama (Qtec)

CREDITS
Support: Big West, Studio Nue, Victor Entertainment, Tatsunoko Music Publishing, Nichion, Kyodo Promotion, ZRO Limit Productions
Project Supervisor: Shoji Kawamori

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58980&o=2

$end


$pc98=macroscp,
$bio

Choujikuu Yousai Macross - Complete Pack HD Senyou (c) 1995 Family Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89126&o=2

$end


$pc8801_flop=macross,
$bio

Choujikuu Yousai Macross - Countdown (c) 1985 Bothtec, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91534&o=2

$end


$pc98=macross3,
$bio

Choujikuu Yousai Macross - Love Stories (c) 1994 Family Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89127&o=2

$end


$pc98=macross,
$bio

Choujikuu Yousai Macross - Remember Me (c) 1993 Family Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89128&o=2

$end


$snes=macross,
$bio

Choujikuu Yousai Macross - Scrambled Valkyrie (c) 1993 Zamuse

Choujikuu Yousai Macross Scrambled Valkyrie is a horizontal shooter by Winky Soft/Zamuse based on the popular animation series of the same name. In the future, humanity is engaged in a war against giant humanoid aliens called the Zentraedi after one of their spaceship accidentally crashes on Earth. The game follows the popular Macross formula and features giant transformable fighter-jets. Each one of the three selectable characters (Hikaru, Max and Milia) comes with his own tactical fighter capable of changing into three attack modes :Fighter, Gerwalk and Battroid. Each Veritech comes equipped with a specific weapon system ranging from standard Vulcan guns to homing shots, laser-shields or wave-beams. These weapons are upgraded by collecting multiple "P" pods that float throughout the game. Each attack form upgrades separately up to a maximum of three times and a direct hit automatically downgrades the current active weapons. Although the player can switch from one attack form to another at will, they feature different speeds and maneuverability characteristics. They also all share a special weapon called the Mingmei cannon - a special force field wraps around the Veritech when weapons are idle a fews seconds. When in this mode, the fighter can capture standard enemies ships and use them as shields or as secondary weapon/ally.

- TECHNICAL -

Cartridge ID: SHVC-M9

- TRIVIA -

Released on October 29, 1993 in Japan for 8800 Yen.

- STAFF -

Producer: Junichi Moriya, Toshihiko Yamada
Original Valkyrie Design: Syouji Kawamori
Director: Konan Morita
Main Programmer: Yas Ohnishi
Sub Programmer: Takeshi Watanabe
Object Design: Tadahiro Wada
Graphics: Atsuki Toda, Tohru Honda, Keiko Ohra, Emu Fujii, Hideki Nishimura
Music Compose: Nobo Yamane
Special Thanks to; Masahiko Sakata, Kazumi Sakaki, Kenichirou Matsumoto

Programmed by Winky Soft
Produced by Zamuse

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61140&o=2

$end


$pc98=macross2,
$bio

Choujikuu Yousai Macross - Skull Leader (c) 1994 Family Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89129&o=2

$end


$pcecd=macr2036,
$bio

超時空要塞マクロス2036 (c) 1992 NCS
(Choujikuu Yousai Macross 2036)

Choujikuu Yousai Macross 2036 is an horizontal shooter by Masaya and published by NCS. The game is based on the popular and long-running Japanese animation series of the same name and first aired in 1982. In the future, humanity is engaged in a war against giant humanoid aliens called the Zentraedi. The game seems to chronologically takes place after the events of the original Macross movie. Macross 2036 features seven stages, from devastated cities on Earth to strikes in space, deep into enemy territory. The story is told through a series of fully voiced animated cutscenes very similar in style to the anime. The player takes control of Mylene Jenius, a Veritech fighter pilot. Her mecha, in the Macross tradition, can transform into three attack mode - the fighter jet, the intermediate Gerwalk and the humanoid Battroid. However the player can't transform at will and the game decides of which mode to use for a particular situation. For that reason, each level is split into two distinct sections - the first one is a traditional side scrolling shooter where only the fighter jet configuration is available, then the Veritech switches to its Battroid mode during boss encounters. In that mode, the player continuously fires at the enemy and controls are simply used to change the firing direction. The fighter is equipped with a front Vulcan gun and side missiles. Fourteen secondary weapons are also available and can only be purchased from the second level on. Experience points are awarded to the player throughout the game and used between stages to obtain such weapons - however they can only be equipped once and are discarded after use.

- TECHNICAL -

Game ID: NSCD2007

- TRIVIA -

Choujikuu Yousai Macross 2036 was released on April 03, 1992 in Japan for 7200 Yen.

Reviews:
[FR] August 1992 - Joypad N.11: 84/100

- STAFF -

Producer: Toshiro Tsuchida
Marketing: Masaki Uchida, Jun Mimura, Yasuaki Yokoe, Takashi Kikuchi, Kyoko Katagiri
Sales: Akio Matsuda, Norihiko Iwamoto (B-saku Iwamoto), Hideo Iwasaki, Keiko Kimura
Executive Producer: Yasumasa Shirakura
Production Support: AIC
Visual Producer: Hiroshi Kakoi
Director: Akira Nishimori
Character Design: Haruhiko Mikimoto
Mechanical Design: Koichi Ohata
Art Director: Noboru Sugimitsu
Production Support: Oniro, Hiroaki Inoue
Visual Production Coordinator: Yasusuke Sonoyama
Production Support: Big West
Development: Klon
Director: Hiroshi Nakamura
Planning & Scenario: Norio Makino
Chief Programmer: Tsutomu Takano
Programmers: Saburo Matsuoka, Hiroshi Harada
Graphic Designers: Norio Makino, Yuko Tanisako, Takahide Saito (NCS), Hisako Takizawa (NCS)
Audio: Atsuhiro Motoyama, Hiroshi Iizuka
Music: Taku Iwasaki, Atsushi Yamaji
Technical Advisors: Kureaki Takahashi, Kazumi Kobayashi
Special Thanks: Takehiko Kubokawa, Shigeru Suzuki, Miyuki Takagi
Production Support: Tenky
Visual Production Coordinator: Mitsuhiro Shimano
Visual Scene Program: Toshiyuki Hashitani
Visual Scene Design: Hanjiro Honma
Production Support: Winds
Visual Scene Graphics: Seiichiro Hino, Masanori Sakurai, Naoko Suzuki

CAST
Komilia Maria Jenius: Yumi Takada
Vrlitwhai Kridanik: Akio Otsuka
Lott Cien: Hirotaka Suzuoki
Quamzin Kravshera: Yuichi Meguro
Grimzol Gelhinov: Shinpachi Tsuji
Nelde Glowe Vizer: Ryusuke Obayashi
Navalt Zin: Yuji Mikimoto
Soldier: Isshin Chiba

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58138&o=2

$end


$pcecd=macrosls,
$bio

Choujikuu Yousai Macross Eien no Love Song (c) 1992 NCS

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58139&o=2

$end


$msx1_cart=macross,macrossa,
$bio

Choujikuu Yousai Macross [Model MK-5511] (c) 1985 Bothtec

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76650&o=2

$end


$nes=macross,
$bio

超時空要塞マクロス (c) 1985 Namco, Limited.
(Choujikuu Yousai Macross)

Choujikuu Yousai Macross is a side scrolling shooter by Namco and published by Bandai. The game is based on the popular anime series of the same name and known in the west as The Super Dimension Fortress Macross. The player takes controls of a VF-1 Valkyrie fighter and must destroy a series of Zentradi star destroyers. Each level is made of a series of three specific attack phases. The actions stars in outer space where the player blasts through endless waves of enemy ships, then a large Zentradi ship fills up the screen as more enemies and gun turrets flood the playfield with bullets. Finally, the VF-1 Valkyrie enters the starship and destroys its shielded reactor core within a time limit. Once the ship is blown to oblivion, a new mission starts and a more difficult Zentradi star destroyer must be destroyed. Like in the anime, the VF-1 Valkyrie fighter can change into three attack modes - the fighter mode features the fastest scroll speed but it is hard to maneuver and it lacks rapid fire, the balanced Gerwalk mode is fast and comes equipped with rapid fire, and the Battroid mode is the fastest on screen and can fire backward. The VF-1 Valkyrie can also use a limited amount of special attacks and unleash barrages of homing missiles. Finally, special items randomly appear on screen and give the fighter more life (F), extra shields (P), bonus points (B) or more homing missiles (M).

- TECHNICAL -

NMR-4500

- TRIVIA -

Choujikuu Yousai Macross was released on December 10, 1985 in Japan for 4500 Yen.

It was never released outside Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53920&o=2

$end


$x68k_flop=choujin,choujind,
$bio

Choujin (c) 1992 Brother Kougyou [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87226&o=2

$end


$nes=ultrabb,
$bio

?? ?????????? (c) 1989 Culture Brain
(Choujin - Ultra Baseball)

- TECHNICAL -

Game ID: CBF-UB

- TRIVIA -

Released on October 27, 1989 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53921&o=2

$end


$info=gowcaizr,
$bio

Choujin Gakuen Gowcaizer (c) 1995 Technos.

An anime style fighting game that takes place in the Year 2010 in Tron City. In this city, there is a school for special students called the Belnar Institute. Isato Kaiza, the hero of the story, is a student at this school. He also possesses a stone called a Caizer stone which transforms him into a super human fighter named Gowcaizer. The story begins as a new student named Kyosuke Shigure arrives at the school seeking revenge against its president, a mysterious man named Olga, who seems to be bent on destroying the world. So it's up to Gowcaizer, Kyosuke, and their allies to stop him.

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : 094

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2610 (@ 8 Mhz)

[SNK MVS Neo-Geo Controls]
2 players - 4 buttons per player.
=> [Joystick] 8-way, [A] Quick punch, [B] Quick kick, [C] Strong punch, [D] Strong kick

- TRIVIA -

literally : Superman School Gowcaizer.

Choujin Gakuen Gowcaizer was released in September 1995 in Japan.

This game is known outside Japan as Voltage Fighter Gowcaizer.

A two part OAV anime based on the game was released in 1996. It was released on DVD in 1999 as a movie.

- STAFF -

Starring The Voice Talents Of : Hikaru Midorikawa, Nobuyuki Hiyama, Hiderou Isikawa, Tomo Sakurai, Ryoutarou Okiayu, Yara Yuusaku, Yuuko Nagasima, Masami Oobari, Yumi Touma, Yoshiyuki Kouno, Syou Hayami
Project Leader : Teruo Ichimura
Director And Writer : Kengo Asai
Character Designer : Masami Oobari (Studio G-1)
Character Art Director : Hideki Nakazawa
Title Designer : Seiji Tanda
Assistant Director : Junichi Arai, Norihiro Sawada
Character Action Designers and Arranges : Hiroyuki Katou, Masanori Mori, Sadayoshi Kurokawa, Syuji Wada
Enemy Algorithm Staff : Hiroyuki Katou, Masanori Mori, Nobuyuki Nakane, Tatumi Saitou, Hiroshi Satou, Sadayoshi Kurokawa
Programming Director : Nobuyuki Nakane
Programming Crew : Toshiaki Tugane, Hiroshi Satou, Masahiro Izumi, Masanori Mori
Music Composers : Chiaki Iizuka, Reiko Uehara, Kiyomi Kataoka, Kennosuke Suemura
Music Data Entry And Sound Effects : Kennosuke Suemura
Graphic Artwork Crew : Koji Ogata, Masamichi Katagiri, Tutomu Nakazawa, Hiroyuki Katou, Kunihiro Hirabayashi, Takuto Mori, Syouji Miyagi, Miyuki Yakushiji, Eiitirou Nakatu, Tuyoshi Namiki, Yaki Imagawa, Kensuke Nishi, Hideki Hoshiya, Koji Yamada, Satoshi Kazato, Kazumi Minagawa, Fujimi Oonishi, Karaage Kenzen, Chihiro Kushibe, Akiko Maruyama, Seiichirou Ishiguro, Big Bridge, Katuhiro Nakamura, Takahide Koizumi, Atushi Ikeda, JC Staff, Winz, Y.Y,B
Special Thanks To : Studio G-1, Kengo Asai, Yukinori Umetu, Tukasa Kotobuki, Ikegami Tatuya, Kazuyuki Kurata

- PORTS -

* Consoles :
SNK Neo-Geo [JP] (October 20, 1995) [Model NGH-094]
SNK Neo-Geo [US] (October 20, 1995) [Model NGH-094]
SNK Neo-Geo CD [JP] (November 24, 1995) [Model NGCD-094]
Sony PlayStation [JP] (July 17, 1997) [Model SLPS-00527]
Sony PlayStation [JP] (September 14, 2011, "PSOne Classics")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3087&o=2

$end


$neocd=gowcaizr,
$bio

Choujin Gakuen Gowcaizer [Model NGCD-094] (c) 1995 SNK [Shin Nihon Kikaku] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68164&o=2

$end


$psx=choujing,
$bio

Choujin Gakuen Gowcaizer (c) 1997 Urban Plant

- TECHNICAL -

[Model SLPS-00527]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85025&o=2

$end


$pc8801_flop=locke,
$bio

Choujin Locke (c) 1984 Pony Canyon, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91535&o=2

$end


$nes=jetman,
$bio

Choujin Sentai - Jetman (c) 1991 Angel

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53922&o=2

$end


$ngpc=svc,
$bio

Choujou Kessen Saikyou Fighters - SNK vs Capcom [Model NEOP00690] (c) 1999 SNK Corp. [Shin Nihon Kikaku] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82590&o=2

$end


$snes=xardionj,
$bio

超攻合神 サーディオン (c) 1992 Asmik
(Choukou Gasshin Xardion)

Xardion is a futuristic platform/action shooter by Asmik. The player takes control of a team of futuristic humanoid robots in a world at war. The battle takes place in a distant solar system and the player must explore three different planets (Oceansphere, Hollowsphere and Fiera ) that span over nine different levels. One of the originality of the game is to offer three different robots, each one with their own special abilities and weapons : Salamander can fire in several directions and activate a shield, Alcedes can use a powerful spinning and freezing attack, and Leopard is short and can reach enemies that none of the others forms can hit (later in the game, Xardion, a powerful and mysterious robot, replaces Panthera). The game also offers an experience-based upgrading system, the more experience points the player collects, the more powerful and strong the characters become. Special items are also scattered around the game to help them out, such as life containers, special weapons and so forth.

- TECHNICAL -

Cartridge ID: SHVC-XA

- TRIVIA -

Choukou Gasshin Xardion was released on March 20, 1992 in Japan for 8800 Yen.

Reviews:
[FR] May 1992 - Joypad N.8 (Page 156-157): 52/100

As a side note, the original Japanese version of the game also includes a gorgeous post card illustrated by Yasihiro Moriki.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61141&o=2

$end


$info=kikaioh,
$bio

Choukou Senki Kikaioh (c) 1998 Capcom.

A futuristic robotic fighting game from Capcom.

- TECHNICAL -

Sony ZN-2 hardware

Main CPU : PSX (@ 16.9344 Mhz)
Sound CPU : Zilog Z80 (@ 8 Mhz)
Sound Chips : SPU (@ 8 Mhz), Q-Sound (@ 4 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 6

- TRIVIA -

Choukou Senki Kikaioh was released in September 1998.

The title of this game translates from Japanese as 'Super Steel Knights Kikaioh', and is known outside Japan as "Tech Romancer".

- TIPS AND TRICKS -

* Time-release bypass : You must have access to the machine's test mode to use these codes (note : There may be 2 test modes available on the machine. It's not the Service Mode dip switch).

Enable Gourai Early : It normally takes 200 hours for Gourai to become available. If you have access to the machine's test mode, you can enable Gourai in less than 5 minutes.
1. Enter the Sound & Voice menu in test mode.
2. Input this code with the Player 2 controls : Left, Left, Right, Right, Guard, A, B (a sound will indicate that the code was correctly entered).
3. Exit test mode without any other modifications.
Gourai will now be the middle character on the character select screen.

Enable Dark Pulsion, Dixen EX, and Wise Duck Olrosso early. It normally takes 600 hours for Dark Pulsion, Dixen EX, and Wise Duck Olrosso to become available.
If you have access to the machine's test mode, you can enable Dark Pulsion, Dixen EX, and Wise Duck Olrosso in less than 10 minutes.
1. Follow the steps in the 'Enable Gourai Early' code if you haven't already done so.
2. Enter the Color menu in test mode.
3. Input this code with the Player 2 controls : Down, Down, Up, Up, B, A, Guard (a sound will indicate that the code was correctly entered).
4. Exit test mode without any other modifications.
Dark Pulsion, Dixen EX, and Wise Duck Olrosso will be available to the right of Rafaga, but will only be usable in Hero Challenge mode.

- STAFF -

Original concept by : Shoji Kawamori
Mechanical design : Shoji Kawamori, Kazutaka Miyatake
Design director : Shida Eiji
Initial character design : Naoki Fukuda
Motion & Modeling design : Katsuhiro Nakano, Shinji Sakashita, Sayuri Shintani, Toshikazu Matsumoto
Background design : Daisuke Nakagawa, Yoshio Nishimura, Kazumi Teramoto, Yoko Fukumoto
CG Movie : Koichi Takeda
Programmer : Kohei Akiyama, Ryoma Ikeda, Katsuo, Kenji Yamaguchi, Kazuo Yamawaki
Music : Yuki Iwai
Sound effect : Takeshi Kitamura, Hiroshi Ohno
Planner : Eiichiro Sasaki, Ryozo Tsujimoto
In cooperation with Studio Nue.
Producer : Takashi Shono

- PORTS -

* Consoles : 
Sega Dreamcast [JP] (January 13, 2000) [Model T-1206M] 
Sega Dreamcast [JP] (January 18, 2001, "Choukousenki Kikaioh for Matching Service")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1276&o=2

$end


$pico=csshanze,
$bio

Choukou Senshi Shanzerion (c) 1996 Sega Enterprises, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95304&o=2

$end


$pc98=ccrisis,
$bio

Choukousou Crisis (c) 1994 Altacia.

- TRIVIA -

Released on April 13, 1994 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48526&o=2

$end


$sms=borgman,borgmanp,
$bio

超音戦士ボーグマン (c) 1988 Sega Enterprises, Limited.
(Chouon Senshi Borgman)

- TECHNICAL -

Game ID: G-1371

- TRIVIA -

Released on December 01, 1988 in Japan.

- STAFF -

Programmed by: Lee Ho-Gang, Mako Nitta
Designed by: Yonesan, MVX 203, Koki Sadamori (Sad), Yasushi Yamaguchi (Judy Totoya), Ichiemon, Kamereon Aki
Music composed by: Keisuke Tsukahara (Key), Kazuhiko Nagai (Nav)
Directed by: Kazuoh
Special thanks: Musekinin Yamada

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55854&o=2

$end


$x68k_flop=chorensa010,chorensa035,chorensa045,chorensa,
$bio

Chourensha 68k (c) 1995 Famibe no Yosshin

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87227&o=2

$end


$gameboy=spinner,
$bio

Chousoku Spinner [Model DMG-AYYJ-JPN] (c) 1998 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65783&o=2

$end


$neocd=ironclad,
$bio

Choutetsu Brikin'ger [Model NGCD-220] (c) 1996 SNK [Shin Nihon Kikaku] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68134&o=2

$end


$info=legionjb,legionj,
$bio

Choutoki Meikyuu Legion (c) 1987 Nichibutsu.

Pick up allies to form a powerful Legion against 'The Dark Empire'.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 8 Mhz)
Sound CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC

Players : 2
Control : 8-way joystick
Buttons : 2
=> [A] Shoot, [B] Bomb

- TRIVIA -

Choutoki Meikyuu Legion Released in May 1987 in Japan.

The title of this game translates from Japanese as 'Time Dimension Mystery Legion'.

Export releases:
[US] "Legion - Spinner-87"

- UPDATES -

* 1.05
* 2.03

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1374&o=2

$end


$info=berabohm,berabohmb,
$bio

Chouzetsu Rinjin - Bravoman (c) 1988 Namco.

- TECHNICAL -

Namco System 1 hardware
Game ID : BM

Main CPU : 6809 (@ 1.536 Mhz)
Sub CPU : 6809 (@ 1.536 Mhz)
Sound CPU : 6809 (@ 1.536 Mhz)
MCU : HD63701 (@ 1.536 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.57958 Mhz), Namco advanced 8-channel stereo WSG, stereo DAC

Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.61 Hz
Palette colors : 24-bit RGB palette

Players : 2
Control : 4-way joystick
Buttons : 2 pressure sensitive buttons

- TRIVIA -

Bravoman was released in May 1988 in Japan.

The subtitle of this game translates from Japanese as 'Unequaled Man'.

This game is called 'Berabow Man' by Namco though this is likely a mistranslation as the later NEC PC-Engine port is called 'Bravoman'. The name 'BERABOW' appears in the default high score list.

In Stage 8, the main character from "Pistol-Shogun - Pistol Daimyo no Bouken" (which was released 2 years later) must be fought.

Bravoman did a cameo appearance in Namco x Capcom released for the Sony PS2 in 2005.

- STAFF -

Music by : Norio Nakagata
Staff : Ryouihi Okubo, Yukio Takahashi, Takao Yoshiba, Takane Okubo, Masato Nagashima, Toshiaki Sugiura, Hideaki Iwami, Tosihisa Kubota, Mariko Nakagata, Kazunari Mimura

- PORTS -

* Consoles :
[JP] NEC PC-Engine (1990) "Chouzetsu Rinjin - Bravoman [Model NC90005]"
[JP] Nintendo Wii [Virtual Console] (2007) PC-Engine ver.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=333&o=2

$end


$info=tvbrabho,
$bio

Chouzetsu Rinjin - Bravoman (c) 1991 TOURVision.

Unlicensed Spanish game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101131&o=2

$end


$pce=bravoman,
$bio

???? ?????? (c) 1990 Namco, Limited.
(Chouzetsu Rinjin - Bravoman)

Chouzetsu Rinjin Bravoman is a platform/action game by Namco, conversion the arcade game of the same name originally released in 1988. Dr. Bomb, a mad scientist with hair shaped like a purple nuclear mushroom cloud, plans for world domination and an alien from the planet Alpha decides to stop this sinister scheme from becoming a reality. To do so, he transforms an ordinary man called Nakamura (aka Arnold) into the most powerful (and unique) super hero the Earth has ever seen - thus is born Bravoman! The player takes control of the weird and hilarious super-hero whose main power lays in his mind boggling distance attacks. He has the incredible ability to stretch his limbs to impossible lengths, and attack by either extending his arms, legs and neck. The reach of Berab? Man's attacks is determined by how long the player holds the action button, and this technique also applies to jumps. Foes come in various shapes and sizes, from odd looking robots to large aquatic monsters. Some of them drop red icons when defeated, and these bonuses can be collected in order to call Fukubiki Man (aka Lottery Man), Berab? Man's friend - a weird looking robot that gives aways power-ups enclosed in floating bubbles (such as Extra Energy, Energy Bolts, Extra Life, Invincibility and so forth). Bravoman has another supernatural power - he can turn into a small robot-fish and some stages feature this rather unique and advanced aquatic ability. Chouzetsu Rinjin Bravoman consists of twenty two levels and is single-player only.

- TECHNICAL -

Game ID: NC90005

- TRIVIA -

Released on July 13, 1990 in Japan for 6800 Yen.

The original arcade game was released by Namco in 1988. The PC Engine conversion is quite faithful to the original game. Controls are different though and the arcade game had three different power levels (low, medium and high) for attacks and jumps, whereas the PC Engine version uses a system where action buttons need to be hold down to increase the range of the attacks. The stage layout is also slightly different - for instance the wooden house from the third stage was omitted and the arcade game features more enemies such as a black and evil Bravoman who battles our hero at the beginning of the game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58548&o=2

$end


$cpc_cass=choyleef,
$bio

Choy Lee Fut Kung-Fu Warrior [Model 32.006] (c) 1990 Positive [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93438&o=2

$end


$info=choysun,
$bio

Choy Sun Doa (c) 2002 Aristocrat.

- TECHNICAL -

Runs on the Aristocrat MKVI hardware.

- TRIVIA -

Choy Sun Doa was released in January 2003.

This game is also known as "King of Asia".

- TIPS AND TRICKS -

3 Golden Nugget will trigger free games feature. Player can choose number of free games with different multipliers.

- SERIES -

1) Choy Sun Doa (2002)
2) 5 Dragons (2004)

- PORTS -

* Others :
Online slot (2012) Choy Sun Doa

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=12399&o=2

$end


$msx1_cass=choylee,choyleea,
$bio

Choy-Lee-Fut Kung-Fu Warrior (c) 1990 Positive [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94529&o=2

$end


$nes=evertlen,
$bio

Chris Evert & Ivan Lendl in Top Players' Tennis (c) 1990 Asmik

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55007&o=2

$end


$pc98=christin,
$bio

Christine (c) 1986 PSK [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89131&o=2

$end


$pc8801_flop=christin,
$bio

Christine (c) 1986 PSK [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91536&o=2

$end


$fm7_disk=christin,
$bio

Christine (c) 1986 PSK [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93604&o=2

$end


$cpc_cass=christma,
$bio

Christmas Collection (c) 1989 Hewson Consultants

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93439&o=2

$end


$cdi=xmasctry,
$bio

Christmas Country (c) 1996 Creative Media.

Finally, a platform game for CD-i with lots of enemies. Play and explore the exciting, long lasting, fun filled, 16 levels of Christmas Country.

- TECHNICAL -

Model CM 962512

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52803&o=2

$end


$cpc_cass=christma01,
$bio

Christmas Crackers (c) 1986 Database Publications

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93440&o=2

$end


$bbca_cass,bbcb_cass=ccracker,
$bio

Christmas Crackers (c) 19?? Database

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51640&o=2

$end


$cdi=xmascris,
$bio

Christmas Crisis (c) 1995 Philips Interactive Media, Incorporated.

Do you qualify to help Santa work his way through 24 levels, recover the lost reindeer, find the dangerous presents and defeat the evil toys? Surviving is not enough

- TECHNICAL -

Model 810 0313

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52804&o=2

$end


$saturn,sat_cart=xmasnighj,xmasnighja,
$bio

Christmas NiGHTS Into Dreams... (c) 1996 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58981&o=2

$end


$saturn,sat_cart=xmasnighu,
$bio

Christmas NiGHTS Into Dreams... Sampler [Model 81067] (c) 1997 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59997&o=2

$end


$saturn,sat_cart=xmasnigh,
$bio

Christmas NiGHTS Into Dreams... [Model 610-6438-50] (c) 1997 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60258&o=2

$end


$amigaocs_flop=columbus,
$bio

Christoph Kolumbus (c) 1994 Software 2000

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73721&o=2

$end


$pc98=chromep,chromepa,
$bio

Chrome Paradise - Ginpaku-iro no Rakuen (c) 1996 Acid Plan [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89132&o=2

$end


$pc98=chromeps,
$bio

Chrome Paradise - Ginpaku-iro no Rakuen - Special (c) 1996 Acid Plan [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89133&o=2

$end


$amigaocs_flop=cquest,
$bio

Chrono Quest (c) 1988 Psygnosis, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73722&o=2

$end


$amigaocs_flop=cquestg,
$bio

Chrono Quest (c) 1988 Psygnosis, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73723&o=2

$end


$amigaocs_flop=cquest2,
$bio

Chrono Quest II (c) 1990 Psygnosis, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73724&o=2

$end


$snes=bsctrigc,
$bio

Chrono Trigger - Character Zukan (c) 1995 Square.

- TRIVIA -

Character Zukan was later added to the PlayStation release of Chrono Trigger as part of Final Fantasy Chronicles.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61143&o=2

$end


$snes=bsctrigj,
$bio

Chrono Trigger - Jet Bike Special (c) 1995 Square.

Jet Bike Special was a special addition to Chrono Trigger released on the Satellaview in 1995. It was simply the Jetbike mini-game as a stand-alone game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61144&o=2

$end


$snes=bsctrigm,
$bio

Chrono Trigger - Music Library (c) 1995 Square.

- TRIVIA -

The Music Library was later added to the PlayStation release of Chrono Trigger as part of Final Fantasy Chronicles.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61145&o=2

$end


$nes=skzl,
$bio

Chrono Trigger 时空之轮 (c) 200? Nanjing.
(Chrono Trigger - Shi Kong Zhi Lun)

Chinese pirate game loosely based off the original Super Famicom's Chrono Trigger.

- TECHNICAL -

Game ID: NJ038

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76937&o=2

$end


$snes=ctriggerj,ctriggerja,ctriggerjs,
$bio

Chrono Trigger (c) 1995 Square Company, Limited.

The 32-meg Chrono Trigger utilizes time travel, science-fiction, and fantasy adventure to create one of the best role-playing games ever. The game's hero, Chrono, is transported into the past and ends up altering the course of history, and with it the future as well. 

The integral time travel element of the game enables players to alter the game by changing the past, give players multiple endings and excellent repeat game play value. There are mini-quests, a huge cast of characters, realistic time travel, non-linear game play, and more active and interactive battle scenes than Squaresoft's 1994, highly acclaimed, role-playing game Final Fantasy 6.

- TECHNICAL -

Model SHVC-ACTJ-JPN

- TRIVIA -

Released on March 11, 1995 in Japan.

There are six unused enemies, five unused items and two unused areas hidden away in the game's code.

- STAFF -

Producer: Kazuhiko Aoki
Director: Yoshinori Kitase, Akihiko Matsui, Takashi Tokita
Character Design: Akira Toriyama
Supervisor: Yuji Horii, Hironobu Sakaguchi
Music: Yasunori Mitsuda, Nobuo Uematsu
Main Program: Katsuhisa Higuchi, Keizo Kokubo
Sound Program: Minoru Akao
Sound Engineer: Eiji Nakamura
Graphic Director: Masanori Hoshino, Yasuhiko Kamata, Tetsuya Takahashi
Story Plan: Masato Kato
Event Plan: Hiroki Chiba, Hiroyuki Itou, Keisuke Matsuhara
Field Plan: Keita Eto, Kenichi Nishi
Battle Plan: Haruyuki Nishida, Makoto Shimamoto, Toshiaki Suzuki
Battle Program: Toshio Endo, Kiyoshi Yoshii
Field Program: Kazumi Kobayashi
Visual Program: Ken Narita, Koji Sugimoto
Effect Graphic: Yukio Nakatani, Hirokatsu Sasaki
Field Graphic: Shinichiro Hamasaka, Yasuyuki Honne, Matsuzo Itakura, Akiyoshi Masuda, Yusuke Naora, Tetsuya Nomura, Yoshinori Ogura, Shinichiro Okaniwa, Kazuhiro Ookawa, Takamichi Shibuya, Manabu Daishima, Toshiya Hasui, Masaaki Hayashi, Takayuki Ohdachi
Character Graphic: Taizo Inukai, Fumi Nakashima, Hiroshi Uchiyama
Monster Graphic: Tsutomu Terada, Kouichi Ebe, Tadahiro Usuda
Map Design: Mami Kawai, Hidetoshi Kezuka, Akane Haruki, Hiroto Yamamoto, Kaname Tanaka
Executive Producer: Tetsuo Mizuno, Hisashi Suzuki, Hitoshi Takemura
Sound Effect: Yoshitaka Hirota, Chiharu Minekawa, Yasuaki Yabuta, Tadakazu Okano
Advertisement: Kyoko Yamashita, Yusuke Hirata, Tetsuya Nomura, Kiyotaka Sousui, Tetsuhisa Tsuruzono, Michio Okamiya, Noriyuki Watanabe, Kiyoko Maeda, M. Mizushima
System Engineer: Masahiro Nakajima, Mitsuo Ogura, Yasunori Orikasa, Yutaka Ohdaira
Test Coordinator: Shinichirou Kajitani, Ryuko Kouda, Kimie Inagi, Norimasa Hanada, Hiromi Masuda, N. Kanai, H. Sakurai
Remake Staff: Weimin Li, Aiko Ito, Rika Maruya, Noriko Wada, Rich Silveira, Junichi Yanagihara, Toshiyuki Horii, Douglas E. Smith, Ted Woolsey, C. Chamberlain, E. Gregory, Dalen Abraham, Chris Budd, Mirko Freguia
Special Thanks: Kazuhiko Torishima, Shinji Hashimoto, Keitarou Adachi, Yasuo Kuwahara, H. Okawa, Yoshinori Uenishi

Jet Bike Race
Bike Object: Mami Kawai
Jonny Object: Taizo Inukai
Mode7 Road: Kaname Tanaka
Back Ground: Akane Haruki
Panel & Font: Hiroto Yamamoto

- PORTS -

* Consoles :
[JP] Sony PlayStation (1999) "Chrono Trigger [Model SLPS-02430]"
[JP] Nintendo DS (2008)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61142&o=2

$end


$snes=ctrigger,
$bio

Chrono Trigger (c) 1995 Square Company, Limited.

North American release. Game developed in Japan. See the original Japanese release for more information about the game itself; "Chrono Trigger [Model SHVC-ACTJ-JPN]".

Description from the US back cover:

The 32-Meg quest begins. The millennium. A portal is opened. The chain of time is broken. A young man is transported into the past, altering the course of history and the outcome of the future. He has to find his way home, but first he must travel to the outer edges of time to repair the world's chronology. On the way, he encounters strange friends and foes, utilizes incredible devices, and penetrates and neutralizes the fortresses of the past. A paradox has been created. If he does not restore the order of time, nothing will ever be the same. He is the one who will become a hero. He is Crono.

- TECHNICAL -

Game ID: SNS-ACTE-USA

- TRIVIA -

Released 5 months after the Japanese release, on August 11, 1995, in USA.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62854&o=2

$end


$cpc_cass=chronosu,
$bio

Chronos [Model IA 0174] (c) 1987 Mastertronic, Ltd. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93441&o=2

$end


$bbca_cass,bbcb_cass=chrysal,
$bio

Chrysalis (c) 19?? Icon

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51641&o=2

$end


$nes=chudad,
$bio

Chu Da D (c) 19?? Unknown [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76506&o=2

$end


$nes=chuhanzb,
$bio

Chu Han Zheng Ba - The War Between Chu & Han (c) 1996 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83839&o=2

$end


$nes=chuliux,
$bio

Chu Liu Xiang (c) 19?? Unknown [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76507&o=2

$end


$nes=csjyx,
$bio

创世纪英雄 (c) 199? Waixing.
(Chuang Shi Ji Ying Xiong)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76508&o=2

$end


$nes=ccherub,
$bio

Chubby Cherub (c) 1986 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55008&o=2

$end


$info=sc4chub,sc4chuba,sc4chubb,
$bio

Chubby Does Vegas (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR7008]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42501&o=2

$end


$cpc_cass=chubbygr,
$bio

Chubby Gristle (c) 1988 Bug Byte

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93442&o=2

$end


$gba=chuchuu,
$bio

ChuChu Rocket! [Model AGB-ACRE-USA] (c) 2001 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70170&o=2

$end


$gba=chuchuj,
$bio

ChuChu Rocket! [Model AGB-ACRJ-JPN] (c) 2001 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70169&o=2

$end


$gba=chuchu,
$bio

ChuChu Rocket! [Model AGB-ACRP] (c) 2001 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70168&o=2

$end


$coleco=chucknor,
$bio

Chuck Norris Superkicks (c) 1983 Xonox, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53260&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=chucknor,
$bio

Chuck Norris Superkicks  (c) 1983 Xonox, Inc.

- TECHNICAL -

Game ID: 6235-B

- TIPS AND TRICKS -

There's no ending. Once you're inside the monastery, you face an endless onslaught of ninjas.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83796&o=2

$end


$a2600=chucknor,
$bio

Chuck Norris Superkicks (c) 1983 Xonox.

You are Chuck Norris trying to reach an ancient monastery to rescue a famous leader that is being held hostage. BEWARE! Dangerous warriors lie in waiting to spoil your efforts to reach your goal. You begin your journey as a White Belt, the first belt in the sport of Karate. By defeating the attackers, scoring points, and learning new martial skills, you will earn each of the colored belts associated with the Tang Soo Do style of karate. You must achieve the highest rank of all, the Black Belt, in order to reach and enter the monastery which is guarded by the fearsome NINJA assassins.

- TECHNICAL -

Model 99003

- TIPS AND TRICKS -

* You must practice in order to learn the timing of karate.

* When using the THRUST KICK, stand with your head slightly higher than the enemy, then pull down on the joystick and press the fire button.

* When using the PUNCH, stand with your head slightly lower than the enemy's shoulders, then push up on the joystick and press the fire button. It is easier to punch the enemies in the mid-section than in the head.

* When using the SOMERSAULT SUPERKICK, be sure to time your jump. You cannot defeat an enemy while in the middle of your SUPERKICK. You must complete the SUPERKICK, then kick the warrior.

* Use the SUPERKICK to jump over STARS which are thrown at you in the harder fight screens.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50328&o=2

$end


$amigaocs_flop=chuckrck,
$bio

Chuck Rock (c) 1991 Core Design

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73725&o=2

$end


$sms=chuckrck,
$bio

Chuck Rock (c) 1992 Virgin Interactive

- TRIVIA -

Reviews:
[FR] July/August 1992 - Consoles + N.11: 90/100
[FR] August 1992 - Joypad N.11: 91/100

Average note: 90.5/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55970&o=2

$end


$megadriv=chuckrck,
$bio

Chuck Rock (c) 1992 Virgin Games

- TRIVIA -

Reviews:
[FR] July/August 1992 - Consoles + N.11 [FR]: 90/100
[FR] August 1992 - Joypad N.11: 92/100

Average note: 91/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56399&o=2

$end


$megadriv=chuckrcku,
$bio

Chuck Rock (c) 1992 Virgin Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57158&o=2

$end


$amigaocs_flop=chukrck2,
$bio

Chuck Rock 2 - Son of Chuck (c) 1993 Core Design

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73726&o=2

$end


$megadriv=chukrck2j,
$bio

Chuck Rock II (c) 1994 Virgin Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56400&o=2

$end


$sms=chukrck2b,
$bio

Chuck Rock II - Son of Chuck (c) 1993 Tec Toy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55971&o=2

$end


$sms=chukrck2,
$bio

Chuck Rock II - Son of Chuck (c) 1993 Core Design

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55972&o=2

$end


$megadriv=chukrck2,
$bio

Chuck Rock II - Son of Chuck (c) 1993 Core Design

- TRIVIA -

Reviews:
[FR] September 1993- Consoles + N.23: 87%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56401&o=2

$end


$megadriv=chukrck2u,chukrck2up,
$bio

Chuck Rock II - Son of Chuck (c) 1993 Virgin Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57159&o=2

$end


$gamegear=chukrck2,chukrck2u,
$bio

Chuck Rock II - Son of Chuck (c) 1994 Virgin Interactive

- TRIVIA -

Reviews:
[FR] Oct. 1993 - Consoles + N.24: 83%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64517&o=2

$end


$megacd,megacdj=chukrck2,
$bio

Chuck Rock II - Son of Chuck [Model T-115025-50] (c) 1993 Core Design

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60597&o=2

$end


$segacd=chukrck2,
$bio

Chuck Rock II - Son of Chuck [Model T-70045] (c) 1993 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60708&o=2

$end


$gameboy=chuckrck,
$bio

Chuck Rock (c) 1993 Sony Imagesoft

- TECHNICAL -

Game ID: DMG-QC-USA

- STAFF -

Spidersoft
Executive producer: Steve Marsden
Programming by: Darren Clayton
Tester: Kevin Howe

Core Design limited
Executive producer: Jeremy Heath-Smith

Sony Imagesoft
Executive producer: Richard Robinson
Producer: Allan Becker
Assistant producer: Brian J. Wiklem
Tester: Jose Cruz, Mike Giam

Sony Electronic Publishing
Staff: Olaf Olafsson, Lester Greenman, Peter Dille, Jeff Benjamin

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65784&o=2

$end


$gamegear=chuckrck,chuckrckp,
$bio

Chuck Rock (c) 1992 Sega Enterprises, Limited.

- TECHNICAL -

[Model G-2430]

- TRIVIA -

Reviews:
[FR] December 1992 - Consoles + N.15: 82%

- TIPS AND TRICKS -

* Infinite Health: Enter 2FLAF as password.

* Level Passwords: Enter these passwords to start from the specified level

Level 2 : 7G09M
Level 3 : NN6E3
Level 4 : 84AKC

- STAFF -

Converted by : Gary Priest
Designed by : The Chuck Rock Team, Core Design Ltd
Music and SFX by : Krisalis Software
The Team : Gary Priest, Chris Long, Bob Churchill, Mark Price, Jeremy Smith, Shaun Hollingworth, Matt Furniss

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64514&o=2

$end


$snes=chuckrcku,chuckrckup,
$bio

Chuck Rock (c) 1992 Sony Imagesoft.

- TECHNICAL -

Game ID: SNS-CK-USA

- STAFF -

Designed and Developed by: Core Design
Executive producer: Olaf Olafsson
Chief Development Executive: Jeff Benjamin, Richard Robinson
Produced by: Allan Becker
Directed by: Jeremy Heath-Smith
Programming by: Alex Davis
Characters Designed by: Lee Pullen
Graphics Designed by: Simon Phipps
Music by: Steve Collett
Sound Effects by: Steve Collett
Special Thanks to: Sony Imagesoft, Diane Coleman, John Koronaios, Elsa Nunez, Tom Taylor, Sony Electronic Publishing, Coli Anand, Marina Connolly, Peter Dille, Olive Egan, Dara Eisenhauer, Lester Greenman, Jeanne Hurst, Len Israel, Lesly Reinish, Susan Spateri, Gil Victorio, Robert Churchill, Chris Long, Martin Iveson, Daniel Scott, Rene Møllnitz, Stuart Atkinson, David Pridmore, Kevin Norburn, John Kirkland, Ged Keaveney, Billy Allison, Darren Price
Audio by: Probe Software
Audio Driver by: Carl Muller, Stefan Walker, Sean Dunlevy, Jason Gee

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62856&o=2

$end


$snes=chuckrck,
$bio

Chuck Rock (c) 1993 Sony Imagesoft

- TECHNICAL -

Cartridge ID: SNSP-CK-EUR

- TRIVIA -

Reviews:
[FR] November 1993 - Consoles + N.25: 89%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62855&o=2

$end


$segacd=chuckrck,
$bio

Chuck Rock (c) 1992 Sony Imagesoft

- TECHNICAL -

Game ID: T-6204

- TRIVIA -

The part of the intro sequence where Ophelia bows down was changed in the SEGA CD version: she simply keeps standing. In all console versions a sexual reference in the outro text was removed.

- STAFF -

Programming & Design: Chris Long, Lee Pullen, Robert Churchill, Jeremy Heath-Smith
Music & Sound: Martin Iveson

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60707&o=2

$end


$megacd,megacdj=chuckrck,
$bio

Chuck Rock [Model T-93045-50] (c) 1993 Sony Imagesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60596&o=2

$end


$cpc_cass=chuckyea,
$bio

Chuck Yeager's Advanced Flight Trainer (c) 1988 Dro Soft [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93444&o=2

$end


$msx1_cass=yeagraft,
$bio

Chuck Yeager's Advanced Flight Trainer (c) 1989 Dro Soft [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94530&o=2

$end


$amigaocs_flop=aft2,
$bio

Chuck Yeager's Advanced Flight Trainer 2.0 (c) 1991 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73727&o=2

$end


$megadriv=excelart,
$bio

Chuck's Excellent Art Tool Animator (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57160&o=2

$end


$info=chucklck,
$bio

Chuck-A-Luck (c) 1978 Game Plan, Incorporated.

- TRIVIA -

The playfields for this game are actually playfields from Game Plan's 1978 "Real" but with factory-applied stickers overlaying the original artwork. Reportedly, the licenser killed the deal on 'Real' due to poor test marketing results.

- STAFF -

Designer : Ed Cebula
Artwork : Paul Loreli

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5258&o=2

$end


$info=cecmatch,
$bio

ChuckECheese's Match Game (c) 1993 Coastal Amusements.

- TRIVIA -

Manufactured by Coastal Amusements exclusively for ShowBiz Pizza Time, Inc.

This game is also known as "Chuck E Cheese's Memory Match" (printed on marquee).

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=25972&o=2

$end


$bbca_cass,bbcb_cass=chuckieg,
$bio

Chuckie Egg (c) 1983 A&F Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51642&o=2

$end


$msx1_cass=chuckie,chuckieb,chuckiec,chuckiea,
$bio

Chuckie Egg (c) 1984 A&F Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94531&o=2

$end


$cpc_cass=chuckiee,
$bio

Chuckie Egg (c) 1985 A&F Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93445&o=2

$end


$msx1_cass=chuckieack,
$bio

Chuckie Egg (c) 1985 Aackosoft [Netherlands]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94532&o=2

$end


$amigaocs_flop=chuckie,
$bio

Chuckie Egg (c) 1988 Pick & Choose

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73728&o=2

$end


$cpc_cass=chuckiee01,
$bio

Chuckie Egg II (c) 1986 Pick & Choose

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93447&o=2

$end


$amigaocs_flop=chuckie2,
$bio

Chuckie Egg II (c) 1989 Pick & Choose

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73729&o=2

$end


$info=chukatai,chukataij,chukataiu,
$bio

Chuka Taisen (c) 1988 Taito Corp.

A horizontally scrolling shoot'em up.

- TECHNICAL -

Board Number : K1100332A
Prom Stickers : B44

Main CPU : (2x) Zilog Z80, I8X41
Sound Chips : YM2203

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Developed by Hot-B, Chuka Taisen was released in July 1988 only in Japan by Taito.

The title of this game translates from Japanese as 'Great Chinese Wizard'.

- STAFF -

From the High Score Table: Yukio Abe, Hidehiro Fujiwara

- PORTS -

* Consoles : 
Nintendo Famicom [JP] (September 22, 1989) "Chuka Taisen [Model DTF-CW]"
Sega Master System [US] [EU] (1989) "Cloud Master [Model 7027]" 
NEC PC-Engine [JP] (March 13, 1992) "Gokuraku! Chuuka Taisen [Model TP03021]" 
Sony PlayStation 2 [JP] (January 25, 2007) "Taito Memories II Joukan [Model SLPM-66649]" 

* Computers : 
MSX2 [JP] (1988) by Hot-B
Sharp X68000 [JP] (January 25, 1991)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=463&o=2

$end


$msx2_flop=chukatai,chukataib,chukataia,
$bio

Chuka Taisen (c) 1988 Hot-B [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101531&o=2

$end


$x68k_flop=chukatai,
$bio

Chuka Taisen (c) 1991 Sharp [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87228&o=2

$end


$info=tvtaisen,
$bio

Chuka Taisen (c) 1991 TOURVision.

Unlicensed Spanish game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101165&o=2

$end


$nes=chukatai,
$bio

中華大仙 (c) 1989 Taito Corporation.
(Chuka Taisen)

Chuka Taisen is a side scrolling shooter by Disco, conversion of Taito's arcade game originally released in 1988. The game takes place in ancient China and features a young red-haired character on a floating cloud. The boy is on a journey throughout the world to become the greatest wizard and the game's theme is unmistakably inspired by the classical Chinese novel Monkey King (known in China as Xi You Ji or Journey to the West). Our hero starts his journey with piddly and weak energy-balls (probably coming from his inner Ki energy). He will however find various upgrades and other weapons along the way to fight back the increasingly stronger foes and reinforcements coming his way. Some enemies release red jars when destroyed - these can upgrade his primary weapon or make him fly faster. Mid round bosses give access to special shops where secondary weapons can be equipped - they are free for the picking but only one can be used at the same time. These include Dragon Fire, three way fireballs, Bombs and so forth. Ch?ka Taisen features six long stages to play in total.

- TECHNICAL -

Cartridge ID: DTF-CW

- TRIVIA -

Chuka Taisen for Famicom was released on September 22, 1989 in Japan.

This game is the 27th title published by Taito on the Famicom.

The game was never released outside Japan.

- STAFF -

Planning: Kujira Man, Kobuhei Japan
Program: Funky George, Soul Duke
Graphic: Nekoto Jr
Sound: Planet2, Soul Duke
Produced By: Ojyamamushi

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53923&o=2

$end


$bbca_cass,bbcb_cass=chukee,
$bio

Chukee The Upgrade (c) 1984 Bit Twiddlers

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51643&o=2

$end


$info=ddaydoo,
$bio

Chulgyeok D-Day (c) 1990 Dooyong.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84451&o=2

$end


$pc8801_flop=chunli,
$bio

Chun Li CG Library (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91537&o=2

$end


$pc8801_flop=chunli2,
$bio

Chun Li CG Library 2 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91538&o=2

$end


$msx1_cart=chuheib1,
$bio

Chuugaku Hisshuu Eibunpou 1 (c) 1984 Stratford Computer Center

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76651&o=2

$end


$sg1000=chueib1n,
$bio

Chuugaku Hisshuu Eibunpou ~ Chuugaku 1-Nen [Model E-105] (c) 1983 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65041&o=2

$end


$sg1000=chueib2n,
$bio

Chuugaku Hisshuu Eibunpou ~ Chuugaku 2-Nen [Model E-112] (c) 1983 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65042&o=2

$end


$sg1000=chueis1n,chueis1na,
$bio

Chuugaku Hisshuu Eisakubun ~ Chuugaku 1-Nen [Model E-104] (c) 1983 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65043&o=2

$end


$sg1000=chueis2n,chueis2na,
$bio

Chuugaku Hisshuu Eisakubun ~ Chuugaku 2-Nen [Model E-111] (c) 1983 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65044&o=2

$end


$sg1000=chueit1n,
$bio

Chuugaku Hisshuu Eitango ~ Chuugaku 1-Nen [Model E-103] (c) 1983 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65045&o=2

$end


$sg1000=chueit2n,chueit2na,
$bio

Chuugaku Hisshuu Eitango ~ Chuugaku 2-Nen [Model E-110] (c) 1983 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65046&o=2

$end


$nes=tonpuu,
$bio

????????? ?? (c) 1989 Natsume
(Chuugoku Janshi Story - TONPUU)

- TECHNICAL -

Game ID: NAT-T8

- TRIVIA -

Tonpuu was released on December 23, 1989 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53924&o=2

$end


$nes=chuugoks,
$bio

Chuugoku Senseijutsu (c) 1988 Jaleco Company, Limited. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53925&o=2

$end


$nes=chuugokt,
$bio

Chuugoku Taitei [Model TC-032] (c) 19?? Sachen [Taiwan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76509&o=2

$end


$info=drgw2j,
$bio

Chuugokuryuu II (c) 1997 IGS.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 20 Mhz), Zilog Z80 (@ 8.468 Mhz)
Sound Chips : ICS2115 (@ 8.468 Mhz)

Players : 4
Control : 8-way Joystick
Buttons : 4

- TRIVIA -

Released in May 1997.

This game is known outside China as "Dragon World II" and in in China as "Zhong Guo Long 2"

- SERIES -

1. Chuugokuryuu (1994)
2. Chuugokuryuu II (1997)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4557&o=2

$end


$pc98=chushaki,
$bio

Chuushaki - Hirasawa Nurse School (c) 1996 Aypio [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89134&o=2

$end


$msx1_cass=ciuthan1,ciuthan1a,
$bio

Ci-U-Than Trilogy I - La Diosa de Cozumel (c) 1990 Aventuras AD [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94533&o=2

$end


$msx1_cass=ciuthan2,
$bio

Ci-U-Than Trilogy II - Los Templos Sagrados (c) 1991 Aventuras AD [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94534&o=2

$end


$msx1_cass=ciuthan3,
$bio

Ci-U-Than Trilogy III - Chichen Itza (c) 1992 Aventuras AD [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94535&o=2

$end


$info=ciclone,
$bio

Ciclone (c) 2000 High Video.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31128&o=2

$end


$cpc_cass=ciencias,
$bio

Ciencias Naturales - 6. E. G. B. (c) 1986 Discos Azahar [Malaga]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93448&o=2

$end


$cpc_cass=ciencias01,
$bio

Ciencias Naturales - 7.° E. G. B. (c) 1986 Centro Pedagogico De Informatica.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93449&o=2

$end


$cpc_cass=ciencias02,
$bio

Ciencias Naturales - 8. E. G. B. (c) 1986 Discos Azahar [Malaga]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93450&o=2

$end


$cpc_cass=ciencias03,
$bio

Ciencias Sociales - 7.° E. G. B. (c) 1986 Centro Pedagogico De Informatica.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93451&o=2

$end


$gba=cima,
$bio

CIMA - The Enemy [Model AGB-BCME-USA] (c) 2003 Natsume, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70088&o=2

$end


$gba=cinderlau,
$bio

Cinderella - Magical Dreams [Model AGB-BCDE-USA] (c) 2005 Disney Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70171&o=2

$end


$pc8801_flop=cinderel,
$bio

Cinderella Perudue (c) 1986 Zenryutsu [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91539&o=2

$end


$x68k_flop=cinderel,
$bio

Cinderella Perudue (c) 1988 Zenryutsu

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87229&o=2

$end


$gba=cinnamn2,
$bio

Cinnamon Game Series 2 - Cinnamon Yume no Daibouken [Model AGB-B2SJ-JPN] (c) 2004 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70172&o=2

$end


$gba=cinnamn3,
$bio

Cinnamon Game Series 3 - Cinnamon Fuwafuwa Daibouken [Model AGB-B43J-JPN] (c) 2005 Rocket Co.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70173&o=2

$end


$gba=cinnamor,
$bio

Cinnamoroll - Koko ni Iru yo [Model AGB-BPSJ-JPN] (c) 2003 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70174&o=2

$end


$info=circa33,
$bio

Circa 1933 (c) 1979 Fascination Int., Incorporated.

- TRIVIA -

Released in February 1979.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=25769&o=2

$end


$pc98=circmate,
$bio

Circle Mate (c) 1994 Bonbee Bonbon! [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89135&o=2

$end


$msx2_flop=circlep2,
$bio

Circle Pamphlet #2 (c) 1994 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101532&o=2

$end


$info=m3cskill,
$bio

Circle Skill (c) 198? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41178&o=2

$end


$psx=circuitb,
$bio

Circuit Beat (c) 1995 Prism Arts

- TECHNICAL -

[Model SLPS-00311]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85026&o=2

$end


$snes=circuit,
$bio

Circuit USA [Model SHVC-AKPJ-JPN] (c) 1995 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61146&o=2

$end


$info=circus,
$bio

Circus (c) 1977 Exidy.

POP! POP! POP! Pop the balloons and score points. A wall of yellow, green and blue balloons will appear at the top of the screen. You must pop balloons by catching a clown on the teeter-totter and bouncing him up to the balloons.

- TECHNICAL -

Circus came in an upright dedicated cabinet, and may have also been available in a cocktail configuration as well. Circus machines had white sides with red painted sideart of several balloons in flight. The front of the machine was decorated with a large ornate monitor bezel that also doubled as a marquee (or nameplate), this bezel showed several clowns in a circus scene and had the game title spelled out with multicolored balloons. The control panel was unadorned, save for an analog spinner and a start button. The whole machine was finished off in black t-molding. Once inside the machine, you can see that it uses a black and white monitor with a colored overlay (to make the balloons have color).

Main CPU : MOS Technology M6502 (@ 705.562 Khz)
Sound Chips : Discrete circuitry

Screen orientation : Horizontal
Video resolution : 248 x 256 pixels
Screen refresh : 57.00 Hz
Palette colors : 2

Players : 2
Control : paddle

- TRIVIA -

Released in January 1977, Circus was one of the first games produced by Exidy that used a CPU (6502) to control the game logic instead of hand-crafted hard-coded logic circuits.

At least 13,000 units, possibly as many as 20,000, were produced.

A bootleg was made by Sub-Electro.

- SCORING -

Successful jump : 10 points
Popping Yellow Balloon : 20 points
Popping Green Balloon : 50 points
Popping Blue Balloon : 100 points
Bonus for Clearing Yellow Balloon Row : 200 points
Bonus for Clearing Green Balloon Row : 500 points
Bonus for Clearing Blue Balloon Row : 1,000 points plus free jump

- STAFF -

Designed and programmed by : Edward Valeau, Howell Ivy

- PORTS -

* Consoles :
Atari 2600 (1978)

* Computers :
VTech Laser-VZ
Tandy Color Computer (1982, "Clowns & Balloons")
Commodore C64
Vic-20

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=464&o=2

$end


$arcadia=circus,
$bio

Circus (c) 1983 UA, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49722&o=2

$end


$info=j5cir,j5cira,j5cirb,j5circ,j5cird,j5cire,
$bio

Circus (c) 199? JPM International.

- TECHNICAL -

System 5

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41028&o=2

$end


$a2600=circus,
$bio

Circus (c) 19?? Zellers

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50329&o=2

$end


$info=m5circus,m5circus0a,m5circus0b,m5circus11,m5circus20,m5circus21,
$bio

Circus (c) 200? BWB.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41552&o=2

$end


$a2600=circusae,circusae1,
$bio

Circus Atari (c) 1980 Atari, Incorporated.

PAL release. Game developed in USA. For more information, please see the NTSC release's entry; "Circus Atari [Model CX2630]".

- TECHNICAL -

Model CX2630P

- PORTS -

* Consoles : 
Microsoft XBOX [EU] (November 26, 2004) "Atari Anthology" 
Sony PlayStation 2 [EU] (February 18, 2005) "Atari Anthology [Model SLES-53061]" 

* Computers : 
PC [MS Windows, CD-ROM] [EU] (June 10, 2005) "Atari - 80 Classic Games in One! [Replay]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82996&o=2

$end


$a2600=circusa1,circusa,
$bio

Circus Atari (c) 1980 Atari, Incorporated.

POP! POP! POP! Pop the balloons and score points. A wall of red, blue, and white balloons will appear at the top of the screen.  You must pop balloons by catching a clown on the teeter-totter and bouncing him up to the balloons.  Use the controller to move the teeter-totter across the screen to catch the clowns.  Each time a clown pops a balloon, the balloon will disappear and you score points.

Each player receives five clowns or turns.  If you fail to catch a clown on the teeter-totter he will crash and disappear from the playfield. Press the red controller button and another clown will bounce off the trampoline from the right or left corner of the playfield.  After five clowns have crashed the game is over.  The clowns may land on any point of the teeter-totter except where the other clown is sitting, which causes them to crash.

GAME VARIATIONS (GAMES 1 through 6 may be played by one or two players, but GAMES 7 and 8 are two-player games only.)

GAME 1 is called Breakout Circus.  As the clown pops balloons he rebounds from balloon to balloon both horizontally and vertically.  Each time a full row of balloons is popped a new row appears and you receive bonus points.  When the top row of red balloons are all popped you receive and extra clown.

GAME 2 is like GAME 1, except the playfield has an additional wall of barriers added below the balloons, which makes the game more difficult.

GAME 3 is called Breakthru Circus.  In Breakthru Circus the clown does not rebound off the balloons.  He continues to move in a horizontal direction off the balloons.  This version is somewhat easier for the beginning player.  Scoring is the same as GAME 1.

GAME 4 is Breakthru Circus with a row of barriers added to the playfield below the balloons.

GAME 5 is similar to Breakout Circus, except the balloons do not "restore" after the full row is popped.  All balloons on the screen must be popped before you receive three new rows of balloons.  At this time you receive 170 bonus points and an extra clown.

GAME 6 is the same as GAME 5, but with the additional row of barriers added below the balloons.

GAME 7 is for two players.  Both players share the same wall of balloons.  The computer tracks each players' score individually.

GAME 8 is the same as GAME 7 but has the addition of barriers below the balloons to make the game more challenging.

- TECHNICAL -

Model CX2630

- TRIVIA -

Export releases:
PAL "Circus Atari [Model CX2630P]"

- STAFF -

Programmer: Mike Lorenzen

- PORTS -

* Consoles : 
Microsoft XBOX [US] (November 16, 2004) "Atari Anthology [Model 26084]" 
Sony PlayStation 2 [US] (November 22, 2004) "Atari Anthology [Model SLUS-21076]" 
Microsoft XBOX [JP] (August 4, 2005) "Atari Anthology [Model B7X-00001]" 

* Handhelds : 
Nintendo DS [US] (March 8, 2011) "Atari Greatest Hits Vol.2 [Model NTR-BR7E-USA]" 

* Computers : 
PC [MS Windows, CD-ROM] [US] (November 11, 2003) "Atari - 80 Classic Games in One! [Model 25069J]" 

* Others : 
Atari 10 in 1 TV Game [US] (2002) by Jakk's Pacific 
Atari Paddle TV Game [US] (2004) by Jakk's Pacific 
Atari Flashback 2+ [US] (February 22, 2010) : as a hidden game.
Atari Flashback 3 [US] (September 16, 2011) by AtGames 
Atari Flashback 4 [US] (November 13, 2012) by AtGames 
Atari Flashback 5 [US] (October 1, 2014) by AtGames

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50330&o=2

$end


$amigaocs_flop=circusat,
$bio

Circus Attractions (c) 1989 Golden Goblins

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73730&o=2

$end


$amigaocs_flop=circusatm,
$bio

Circus Attractions [Milestones] (c) 1990 reLINE

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73731&o=2

$end


$nes=circuscp,
$bio

Circus Caper (c) 1990 Toho Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55009&o=2

$end


$nes=circusc,
$bio

Circus Charlie (c) 1986 Soft Pro International

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53926&o=2

$end


$nes=circusch,
$bio

Circus Charlie (c) 1987 FMG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69231&o=2

$end


$sg1000=circusck,
$bio

Circus Charlie (c) 198? Unknown [Korea].

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49016&o=2

$end


$info=circusc,circuscc,circusce,circusc2,circusc3,circusc4,
$bio

Circus Charlie (c) 1984 Konami Industry Company, Limited.

Circus Charlie is a single-player abstract platform game in which the player must guide the eponymous Charlie through six different circus events. Bonus points can be won by finishing a level as quickly as possible, with further points awarded for collecting any of the money bags that occasionally appear.

Finally, additional bonus points are awarded for completing a level without losing a life. The game is over when all Circus Charlies are lost.

The six different events are:
1. Ride a lion and jump through fiery hoops and over blazing pots. 
2. Jump over monkeys while walking a tightrope. 
3. Bounce on trampolines, avoid fire breathers and sword jugglers. 
4. Jump on giant, rolling beach balls. 
5. Ride a horse while avoiding obstacles. 
6. Trapeze.

- TECHNICAL -

Game ID : GX380

Main CPU : Motorola M6809 (@ 2.048 Mhz)
Sound CPU : Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : (2x) Texas Instruments SN76496 (@ 1.789772 Mhz), DAC, (3x) RC (@ 1.789772 Mhz)

Players : 2
Control : 2-Way Joystick
Buttons : 1 (JUMP)

- TRIVIA -

Circus Charlie was released in April 1984.

Also licensed to Centuri for US manufacture and distribution (February 1984).

Alessandro Laini, Giuseppe Strangio, Lorenzo Grande, Maurilio Pintus, and Neil Chapman all hold the record for this game with 999990 points on December 4, 1984; April 12, 1985; March 25, 1985; November 6, 1984; and June 5, 2000, respectively.

Alfa Records released a limited-edition soundtrack album for this game (Konami Game Music Vol.2 - ALC-22904) on September 25, 1986.

- TIPS AND TRICKS -

* Master the jump : Learning how Charlie can jump is the first step to mastering this game.

* Move forward and backward to adjust your position : If you just keep moving forward, there could be an obstacle at where you land after your jump. In such cases, move back a bit to adjust your position.

* Tons of secrets : There are a bunch of secrets bonuses hidden in this game.

1) Fire rings : Jump through a ring from your back first or jump 3 times at the starting point. Then a Charlie doll will appear from the front hanging. Catch it and get an extra player!

2) Fire rings : Jump over a pot from your back first and a coin may appear from the pot. Catch it to obtain bonus points. However, it happens only once per level. From which pot the coin may appear is determined randomly.

3) Fire rings : If you get to the goal after getting all dollar bags, a hawk brings a dollar bag and you obtain bonus points. This happens only if you have made no misses in that level.

4) Tightrope : If you jump over the brown and purple monkeys at once, you get a 1000-point bonus.

5) Tightrope : If you perform perpendicular jumps over all monkeys and complete the level, a hawk will bring a Charlie doll and you get an extra player.

6) Tightrope : Jump over the purple monkey from your back first and you get a 5000-point bonus.

7) Tightrope : Touch the hook beyond the goal and a dollar back appears. Reach the goal and you get a 5000-points bonus.

8) Trampoline : Get all dollar bags and reach the goal. A hawk will bring a dollar bag and you earn bonus points.

9) Acrobatic jump : Use the spring only once after jumping off the horse and get to the goal. A hawk will bring a Charlie doll and you get an extra player.

10) Trapeze : Grab onto a trapeze by skipping one and get bonus points.

11) Trapeze : Bounce off a trampoline and then grab onto a trapeze to get bonus points.

- PORTS -

* Consoles :
Nintendo Famicom [JP] (March 4, 1986) [Model SFC-CC]
Sega SG-1000 [KO] (198?)
Sony PlayStation [JP] (May 13, 1999; "Konami Arcade Classics [Model SLPM-86228]") 
Sony PlayStation [US] (November 30, 1999; "Konami Arcade Classics [Model SLUS-00945]")
Nintendo DS [JP] (March 15, 2007; "Konami Arcade Collection [Model NTR-P-ASKJ (RY039-J1)"]
Nintendo DS [US] (March 30, 2007; "Konami Classics Series: Arcade Hits [Model NTR-ACXE-USA]") 
Nintendo DS [EU] (October 26, 2007) "Konami Arcade Classics [Model NTR-P-ACXP]" 
Nintendo DS [AU] (October 29, 2007) "Konami Arcade Classics" 
Nintendo DS [JP] (October 29, 2009) "Konami Arcade Collection [Konami Dendou Selection] [Model NTR-ASKJ-JPN-1 (RY039-J4)"] 

* Computers :
MSX [EU] [JP] (1984) "Circus Charlie [Model RC712]" 
Commodore C64 [US] [EU] (1987) 

* Others : 
Arcade [US] [EU] [AU] [KO] (November 1998) "Konami 80's AC Special" 
Arcade [JP] (November 1998) "Konami 80's Arcade Gallery"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=465&o=2

$end


$sg1000=circusc,
$bio

Circus Charlie (c) 198? Aaronix.

- TECHNICAL -

[Model R-112]

- TRIVIA -

This game was not originally programmed for the Sega SG-1000, it is a pirate port of the MSX game with the same name.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65072&o=2

$end


$msx1_cart=circusc,
$bio

Circus Charlie (c) 1984 Konami.

- TECHNICAL -

[Model RC712]

- TRIVIA -

Circus Charlie for MSX was released in July 1984 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48146&o=2

$end


$x68k_flop=circusx2,
$bio

Circus Circus (c) 19?? IT [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87230&o=2

$end


$info=m4c2,
$bio

Circus Circus 2 (c) 199? Nova.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42361&o=2

$end


$info=m5circlb,m5circlb00,m5circlb15,m5circlb33,
$bio

Circus Club (c) 200? BWB.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41551&o=2

$end


$bbca_cass,bbcb_cass=circusga,
$bio

Circus Games (c) 1988 Tynesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51644&o=2

$end


$cpc_cass=circusga01,circusga,
$bio

Circus Games (c) 1989 Tynesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93452&o=2

$end


$amigaocs_flop=circgame,
$bio

Circus Games [Mega Pack II] (c) 1988 Tynesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73732&o=2

$end


$pce=circusld,
$bio

??????? (c) 1991 Uni Post Company.
(Circus Lido)

Circus Lido is a quirky puzzle/action game by Uni Post Company and Planning System. Like most action/puzzle games, the goal of Circus Lido is both deceptively simple and dauntingly complex. The star of the show is a green and cute chameleon-like creature called "Leon" who must progress through devilish levels, killing all the crawling (or flying) insects that populate them in order to reach the exit. The levels are not timed though, and the core gameplay has an unique and challenging twist - although the Chameleon can shoot his tongue to capture enemies, he can't actually eat them... instead, he must carry the captured foes in his mouth and spit them out into carnivorous plants scattered around each level. This particular technique has also many other useful applications, and the chameleon can spit an enemy at another in order to stun them, or use a stunned bug as a temporary platform... Additionally, the green lizard comes with another serious limitation - he can't jump. So the only way for Leon to reach higher grounds is to use his retractable tail and to shoot it upwards in an attempt to wrap it around special logs/legdes. Once all the enemies are defeated, the exit door unlocks and the chameleon can proceed to the next stage. Circus Lido consists of forty levels and a password system allows the player to save his progress.

- TECHNICAL -

Game ID: JP91001

- TRIVIA -

Released on April 06, 1991 in Japan for 5400 Yen. Circus Lido is notoriously known among classic game enthusiasts, not for its qualities as a puzzle game, but for the unusual circumstances of its release. Although the game was (quietly) advertised in several Japanese video game magazines at the time, it was nowhere to be found in stores and went completely unnoticed. Because of this, Circus Lido was considered as one of the rarest PC Engine HuCard in the late 1990s, and the few rare copies that surfaced on the collectors' market snapped up for thousands of dollars (some even argued that the game was never commercially released).

However, in 2000, this situation was about to change dramatically. For what seemed like obscure reasons, an increasing number of Circus Lido began to appear and the game's inflated value started to melt away... And the truth, being finally revealed in 2001, is one of the most memorable moment (and most painful for some) of PC Engine collecting history. Although Circus Lido was virtually impossible to find in the wild, several Japanese forums started to leak out that the game was available for its original retail price (5400 Yen) on Amazon Japan! To fully understand and explain this unexpected twist, we have to go back to 1991 - in reality, Circus Lido did see a commercial release, yes, not in toy/game stores but in libraries. It is not really clear as to why Uni Post company decided to only release this game in libraries, but this certainly explains why it went completely unnoticed and was nowhere to be found... until 2000, when someone discovered that Amazon Japan still had a large stock available at the original retail price. Circus Lido shows how incredibly volatile the collectibles market can be, and how speculation can cause the mighty to fall.

Interestingly, a special medal/key chain was made to commemorate the release of Circus Lido. 500 were made and given away to the first players (as long as they ordered it) who cleared the forty levels. It is however hard to tell how many were actually given away, considering how badly the game sold...

- TIPS AND TRICKS -

Level Passwords:
Level 01 - AAAA
Level 02 - DRMH
Level 03 - NEOT
Level 04 - ESCR
Level 05 - EETE
Level 06 - HRSY
Level 07 - TSOA
Level 08 - STPL
Level 09 - RHIP
Level 10 - EGND
Level 11 - HIUO
Level 12 - TRTO
Level 13 - OLHG
Level 14 - ELGY
Level 15 - HAIR
Level 16 - TMLE
Level 17 - DEYV
Level 18 - NTPA
Level 19 - ASOE
Level 20 - AYCR
Level 21 - SSGA
Level 22 - UGNU
Level 23 - GNIO
Level 24 - IIYY
Level 25 - ANA!
Level 26 - SNLS
Level 27 - AAPN
Level 28 - MLRO
Level 29 - IPUI
Level 30 - JDOT
Level 31 - AEYA
Level 32 - TTRL
Level 33 - FIOU
Level 34 - FMFT
Level 35 - AIUA
Level 36 - TLOR
Level 37 - SYYG
Level 38 - DNDK
Level 39 - EANO
Level 40 - VPAC
Boss - ZYMA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58549&o=2

$end


$vc4000=circus,
$bio

Circus (c) 1978 Interton Electronic.

- TECHNICAL -

[Cassette No. 17]

- TRIVIA -

Also called Cirque in France.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49197&o=2

$end


$info=circusp,
$bio

Circus [Model 654] (c) 1980 Gottlieb.

- TECHNICAL -

Gottlieb System 80
Model Number : 654

Main CPU : MOS Technology M6502 (@ 850 KHz)
Sound CPU : MOS Technology M6502 (@ 894.886 Khz)
Sound Chips : DAC

- TRIVIA -

1,700 units were produced.

- STAFF -

Design by : Ed Krynski
Art by : Gordon Morison

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5259&o=2

$end


$info=cv_14,cv_10,cv_11,cv_13,cv_20h,
$bio

Cirqus Voltaire (c) 1997 Midway Mfg. Co.

- TECHNICAL -

Midway WPC-95
Model Number : 50062

Main CPU : Motorola M6809 (@ 2 Mhz)
Sound CPU : ADSP2105 (@ 10 Mhz)
Sound Chips : DMA-driven DAC

- TRIVIA -

Released in November 1997. 2,704 units were produced.

This is the first Solid-State pinball to have a disappearing pop bumper.

Watch the Video mode, as Ronnie jumps over a bunch of cows.
One of the judges in the bonus sequence is a cow.
Sometimes when you hit the Ringmaster, a moo is heard.
There's a cow on the backglass, above the acrobat to the right.
Sometimes the 1's digit on the display flips to a skull, a cow or a Tommy Ticket (from Ticket Tac Toe).
In the Attract mode's history of the circus, a cow is mentioned in 2 places. 

John Popadiuk can be seen as the Fabio-looking acrobat on the backglass.


Sample (Pre-productio)n version differences:
1. Misprint on Instruction Card (3rd line).
2. Changed CRANK marvel to SPIN, also 'Defeat all RINGMASTERS' in sample version is a decal, as opposed to printed on playfield.
3. Changed 'Acrobat' and 'Juggler' playfield lamp inserts to 'Acrobat Ready' and 'Juggler Ready'. These inserts where also changed from yellow to white.
4. Added into the production version the words 'Bally Hoo' in front of the yellow targets as well as changed 'Tickle The' to 'Defeat The' in front of the Ringmaster.
5. Small Ringmaster heads were changed from decals in the sample version to being printed on the playfield. The word Multiball is printed in black underneath each of the RingMaster Marvels.
6. The most obvious of them all. The Ringmaster was changed before production from a normal shaped head to a more cylinderical fat head to help prevent the ball from getting stuck behind him.
7. Added the letters S-P-I-N to the 4 blue lamp inserts in front of the spinner.

- UPDATES -

Version 1.1
Date : November 19, 1997
- When the game is set for Tournament mode, the same judges will always be selected.
- Lamp effect when Join the Cirqus is ready does not dim the GI as much.
- Added a TOTAL screen at the end of Cannon Ball Run.
- Cannon Ball Run no longer gives Jackpots from the Cirqus Luck switch during Tournament mode.
- Software for raising the Jet Bumper has been modified to put less stress on the Solenoid fuse (F103).
- Added User Test for the ramp lockup. It is possible to release 1 or all balls, and watch the switches.
- Improved choreography when the Ringmaster Magnet does not catch the ball.
- Fixed a bug where tilting during Side-Show would not kick the ball out of the popper.
- Fixed a bug that could rarely cause players scores in a multiplayer.

Version 1.3
Date : April 17, 1998
- Tilt now ends the side-show.                                       
- If the Ringmaster Magnet fails to catch the ball, the short ball-saver is started as soon as the miss is detected (Only if the adjustment is set).                                                
- Added adjustment (A.2 33) to lower the scoring during the Ringmaster Battle mode. Setting the game in Tournament mode causes reduced scoring as well.                                           
- Added adjustment (A.2 34) to set how locked balls are kicked out after a game.                   NEVER - Balls never kick out.                                
INSTANT - Balls kickout after MATCH (German/French default).
DELAYED - Balls kickout 1 minute after MATCH (Default).   
- Ringmaster Battle now correctly handles tilt.                      
- BOOM marvel is NOT spotted if BOOM is already running.             
- If Juggler and Neon multiballs start together, the Juggler marvel is now correctly awarded.      - Added Improved ball search and missing ball compensation. game to dissapear.

Version 1.4
Date : October 14, 1998
- Fixed a bug that could cause the machine to reset after the 200th Menagerie award.
- Updated system to fix a bug that could cause extra balls to be served if the plunger lane switch is broken.
- The Ringmaster award lights would sometimes be left blinking after playing Ringmaster Battle.

- TIPS AND TRICKS -

In Attract mode, press one of these codes : 
B, 3L, 10R, 19R, 1L (CJS) 
B, 16L, 1R, 2L, 1R (PAB)

- STAFF -

Concept : John Popadiuk (POP)
Designers : John Popadiuk, Cameron Silver (CJS)
Artwork : Linda Deal (LTD)
Software : Cameron Silver
Dots/Animation : Adam Rhine, Brian Morris
Mechanical Engineer: Jack Skalon
Mechanical Designer: Louis Toy
Music : Rob Berry (ROB), Dave Zabriskie (ZAB)
Sounds : Rob Berry

Dot Concept : John Trudeau (Dr. Flash)
B/W Neon : Jim Meehan
Effects : Buzz Neon
Voices : Cathy Schenkelberg, Mark Maclean, Rob Berry, Jon Hey, Cameron Silver
Special Thanks : Terry Pratchett, Mark Weyna, Mike Patla
P.C.B Design : Butch Ortega
Publications : Karen Trybula, Nina Clemente, Norma Rodriguez
Regulatory : Herb Foss
WMS Service : Tom Cahill, Jim Kline, Greg McKay
Model Shop : Al Cardenas, Mark Johnson, Ted Chmiola, Mike Laporte, Larry Peters, Dwen Larcen, Dennis Saunders, One Arm Joe
Manufacturing : Jerry Bartol, Laura Polonco, Bob Rapata, Dave Ryon, Emmanuel Kurian
Sculptures : John Balogh
Electrical Wizards : Chuck Bleich, Brian Magruder
Prototype Lab : Jim Shird, Jose Delgado
Cables : Bill Thompson
C.N.C Models : Wally Roeder
Software Support : Larry DeMar, Ted Estes, Bill Grupp, Lyman F. Sheats, Dwight Sullivan, Louis Koziarz, Tom Uban, Matt Coriale
Sound Support : Andy Eloff
Engineering Support : John McCaffer, Elaine Johnson
Purchasing Support : Ron Summers, Dale Prasse, Thomas Murphy, Randy Melind
Prototype Testing : Mike Mendes, Cameron 'Dawn' Silver
Cirqus Kings : Ken Fedesna, Neil Nicastro, Larry DeMar, Jim Patla, Joe Dillon, Rachel Davies
Testing Support : Darren Walker
Cirqus Legends : Joe Joos Jr., John Popadiuk Sr., Jerry Pinsler
Translations : Global Languages and Cultures, Inc.
Translators : Karin Bauchrowitz, Maryl Eubanks, Alan Murillo

- PORTS -

* Consoles :
Xbox Live (Apr. 04 2012, "The Pinball Arcade")
Sony PSN (Apr. 10, 2012; "The Pinball Arcade")

* Computers :
MAC OS [Mac App Store] (2012)

* Others :
Apple Store (Feb. 09, 2012, "The Pinball Arcade")
Android (Feb. 10, 2012, "The Pinball Arcade")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5260&o=2

$end


$cpc_cass=ciscohea01,ciscohea,
$bio

Cisco Heat (c) 1991 Image Works

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93453&o=2

$end


$amigaocs_flop=cischeat,
$bio

Cisco Heat (c) 1992 Image Works

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73733&o=2

$end


$info=cischeat,
$bio

Cisco Heat [Simulator model] (c) 1990 Jaleco.

A colourful racing game in which the player takes on the role of a police officer who must race his squad car (from a choice of 2; offering either improved 'Speed' or 'Cornering' respectively) through the undulating, winding streets of San Francisco', in an attempt to win the first ever 'National Championship Police Car Steeplechase'.

Each stage is packed with rival squad cars, as well as civilian traffic such as taxis, trams and fire-engines. Ninety-degree turns must also be negotiated in this tricky driving game. Cisco Heat features five different stages.

- TECHNICAL -

Main CPU : (3x) 68000 (@ 10 Mhz)
Sound CPU : Motorola 68000 (@ 6 Mhz)
Sound Chips : Yamaha YM2151 (@ 3 Mhz), (2x) OKI6295 (@ 12 Khz)

Screen orientation : Horizontal
Video resolution : 256 x 216 pixels

Players : 1
Control : paddle
Buttons : 5

- TRIVIA -

Released in November 1990.

Also released as :
"Cisco Heat [Upright model]"
"Cisco Heat [2-Seater model]"

Cisco Heat's distinctive graphical approach proved to be a little too ambitious for its host hardware, with flickering and occasionally unpredictable sprites making an appearance.

- PORTS -

* Computers :
Commodore C64 (1991)
Sinclair ZX Spectrum (1991)
Amstrad CPC (1991)
Commodore Amiga (1991)
Atari ST (1991)
PC [MS-DOS, 5.25''] (1991)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=466&o=2

$end


$cdi=cisterci,
$bio

Cistercian Architecture (c) 1994 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52805&o=2

$end


$bbca_cass,bbcb_cass=citadel,
$bio

Citadel (c) 1985 Superior Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51645&o=2

$end


$bbca_cass,bbcb_cass=citadelpias,
$bio

Citadel [Play It Again Sam] (c) 198? Superior Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51646&o=2

$end


$segacd=citizenx,
$bio

Citizen X (c) 2002 Good Deal Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60709&o=2

$end


$nes=touch,
$bio

City Adventure Touch - Mystery of Triangle (c) 1987 Toho Cinephile-Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53927&o=2

$end


$nes=touchh,
$bio

City Adventure Touch - Mystery of Triangle (c) 1987 FMG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69232&o=2

$end


$info=citybomb,citybombj,
$bio

City Bomber (c) 1987 Konami.

City Bomber is a high speed overhead-view vertically scrolling driving game where you attempt to catch criminals.

- TECHNICAL -

Game ID : GX787

Main CPU : Motorola 68000 (@ 9.216 Mhz)
Sound CPU : Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : K007232 (@ 3.579545 Mhz), YM3812 (@ 3.579545 Mhz), K051649 (@ 1.789772 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

City Bomber was released in November 1987.

King Records released a limited-edition soundtrack album for this game (Konami Game Music Collection Vol.0 - 276A-7708) on July 21, 1989.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=467&o=2

$end


$info=citycon,citycona,
$bio

City Connection (c) 1985 Jaleco Company, Limited. [Japan Leisure].

The player controls a small red car and must jump between platforms to colour them in as it drives over them. Oil cans can be collected and shot at the police, taxis, ambulances etc. that roam the levels. Flag waving cats must also be avoided.

- TECHNICAL -

Main CPU: Motorola M6809 (@ 2.048 Mhz)
Sound CPU: Motorola M6809 (@ 640 Khz)
Sound Chips: General Instrument AY8910 (@ 1.25 Mhz), Yamaha YM2203 (@ 1.25 Mhz)

Players: 2
Control: 8-way joystick
Buttons: 2

- TRIVIA -

City Connection was released in July 1985.

The main sprite resembles a Honda City hatchback, which may explain the game's title.

The main character is a 15 year old girl named Clarice (Kurarisu) drives around the world in her love car (Clarice's car - Kurarisuka) looking for the ideal man. This explains the hearts after losing a life and the girl that appears every time you beat a level. Clarice's name appears at the bottom of the High score rankings.

Approximately 1,000 units were produced (based on serial number). Kitcorp licensed this title and sold it as "Cruisin'".

- PORTS -

* Consoles :
Nintendo Famicom [JP] (September 27, 1985) "City Connection [Model JF-05]"
Nintendo NES [EU] (1988) [Model NES-CI]
Nintendo NES [US] (May 1988) [Model NES-CI]

* Computers :
MSX [JP] (1986)

While there were only 2 official ports of City Connection, UK-based software house 'Core Design' released their own interpretation of the game called 'Car-Vup' in 1991, for the Commodore Amiga and Atari ST home computers.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=468&o=2

$end


$msx1_cart=citycon,citycona,
$bio

City Connection (c) 1986 Jaleco Co., Ltd. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76652&o=2

$end


$nes=cityconh,
$bio

City Connection (c) 1987 FMG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69233&o=2

$end


$msx1_cass=citycon,
$bio

City Connection (c) 1987 Eaglesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94536&o=2

$end


$nes=citycon,cityconu,
$bio

City Connection (c) 1988 Jaleco Company, Limited. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55010&o=2

$end


$famicom_flop=citycon,
$bio

City Connection (c) 1989 Hangsing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65266&o=2

$end


$x68k_flop=citycon,
$bio

City Connection (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87231&o=2

$end


$nes=cityconj,
$bio

City Connection (c) 1985 Jaleco Company, Limited.

- TECHNICAL -

Cartridge ID: JF-05

- TRIVIA -

Released on September 27, 1985 in Japan.

- PORTS -

* Consoles :
Sony PlayStation [JP] (October 23, 2003; "Jaleco Collection Vol.1 [Model SLPS-03562]")
Nintendo Wii [Virtual Console] [JP] (March 11, 2008) [Model FEIJ]
Nintendo Wii [Virtual Console] [US] (May 27, 2008) [Model FEIE]
Nintendo Wii [Virtual Console] [AU] (July 25, 2008)
Nintendo Wii [Virtual Console] [EU] (July 25, 2008) [Model FEIP]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53928&o=2

$end


$bbca_cass,bbcb_cass=citydefe,
$bio

City Defence (c) 1982 Bug Byte

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51647&o=2

$end


$amigaocs_flop=citydef,
$bio

City Defence + Karate King [Sextett] (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73734&o=2

$end


$pc8801_flop=cityfigh,
$bio

City Fight (c) 1986 Pony Canyon, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91540&o=2

$end


$msx2_flop=cityfght,cityfghta,
$bio

City Fight (c) 1986 Pony Canyon, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101533&o=2

$end


$nes=cityfgt4,
$bio

City Fighter IV (c) 1993 Towa Soft.

Hack of Master Fighter II (a pirate game itself). It add sound samples for the fighters.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83840&o=2

$end


$pce=cityhunt,
$bio

City Hunter (c) 1990 Sunsoft

- TECHNICAL -

Game ID: SS90001

- TRIVIA -

Released on March 02, 1990 in Japan for 6900 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58550&o=2

$end


$pc98=cityknig,
$bio

City Knights (c) 1993 Dott Plan [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89136&o=2

$end


$info=citylove,mcitylov,
$bio

City Love (c) 09/1986 Nichibutsu.

Mahjong game with a rock-paper-scissors bonus game to get those girls to strip!

- TECHNICAL -

Main CPU : Zilog Z80 (@ 5 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.25 Mhz), DAC

Screen orientation : Horizontal
Video resolution : 512 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096

Player : 2
Control : mahjong keyboard

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=469&o=2

$end


$cpc_cass=cityslic,
$bio

City Slicker (c) 1986 Hewson Consultants

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93454&o=2

$end


$info=cityslck,
$bio

City Slicker (c) 1987 Bally Midway Mfg. Co.

- TECHNICAL -

Bally/Midway 6803 (Turbo Cheap Squeak)
Model Number : 0E79

Main CPU : Motorola M6803 (@ 895 KHz)
Sound CPU : Motorola M6809 (@ 2 MHz)
Sound Chip : DAC

- TRIVIA -

City Slicker was released in March 1987.

300 units were produced.

- STAFF -

Designer : Greg Kmiec
Artwork : Pat McMahon
Software : Rehman Merchant
Sounds : Mike Bartlow

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5261&o=2

$end


$n64=citytour,
$bio

City-Tour GP - Zennihon GT Senshuken [Model NUS-NGTJ] (c) 1998 Imagineer [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57641&o=2

$end


$amigaocs_flop=civiliza,civilizga,civilizg,
$bio

Civilization (c) 1992 Microprose Software, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73735&o=2

$end


$snes=civiliz,civilizp,
$bio

Civilization (c) 1995 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62857&o=2

$end


$snes=civilizj,
$bio

Civilization - Sekai Shichi Daibunmei [Model SHVC-EQ] (c) 1994 Asmik

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61147&o=2

$end


$saturn,sat_cart=civ,
$bio

Civilization - Shin Sekai Shichi Dai Bunmei (c) 1997 Asmik

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58982&o=2

$end


$amigaocs_flop=civiliz,
$bio

Civilization [Award Winners Platinum Edition] (c) 1992 Microprose Software, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73736&o=2

$end


$gamegear=cj,
$bio

CJ Elephant Fugitive (c) 1991 Codemasters Software

- TIPS AND TRICKS -

* Level Select: At the title screen, hold the combination of buttons listed below and press START to start from the corresponding level.

Level 2 : Up+Left+1+2
Level 3 : Down+Left+1+2
Level 4 : Down+Right+1+2
Level 5 : Up+Right+1+2
Level 6 : Right+2

- STAFF -

Code : Jon The Pro
GFX : Peter Ranson
Maps : Brian Hartley
Music : Lyndon Sharpe
Testing : Dave and Steve at Codies
Squinky Tennis : Jon The Pro
Thanks : Dr Aplin for the Eddie., Lyndon.H for the editor, R-Fred-W for the grabber, Mark.N for the font.
Hello : Heidi In Portland, Eliz. In Puyallup
Big Red Software : Jon The Pro BSc Hons., Fred Williams, Peter Ranson, Mark Neesam, Lyndon Homewood, Mark Hale, Graham Mason, Keith Stuart, Big Gaz Ranson, Paul Ranson
Also from Big Red Software : Micro Machines on the PC, Game Genie for Sega Game Gear, Game Genie for Sega Master System

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64500&o=2

$end


$amigaocs_flop=cjusa,
$bio

CJ in the USA (c) 1992 Codemasters Software Company, Limited., The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73644&o=2

$end


$amigaocs_flop=cjantics,
$bio

CJ's Elephant Antics (c) 1991 Codemasters Software Company, Limited., The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73645&o=2

$end


$info=ckidzo,
$bio

Ckidzo (c) 1976 Meadows Games.

- TRIVIA -

Pronounced 'SKID-ZO'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4325&o=2

$end


$a800=clamjmpr,
$bio

Claim Jumper (c) 1982 Synapse Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82799&o=2

$end


$astrocde=claim,
$bio

Claim Jumper (c) 1986 L&M Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86787&o=2

$end


$nes=clashdmn,
$bio

Clash At Demonhead (c) 1990 Vic Tokai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55011&o=2

$end


$info=clshroad,
$bio

Clash-Road (c) 1986 Woodplace, Incorporated.

A horizontally scrolling bicycle racing game.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : Custom (@ 3.072 Mhz)

Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 256

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in December 1986.

- STAFF -

Staff : M. Yasusi, T. Hidemi, N. Akina

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=470&o=2

$end


$info=clshroads,
$bio

Clash-Road (c) 1986 Status Games Corp.

- TRIVIA -

Originally released by Woodplace, Inc.

Available as dedicated Uprights, countertops, cocktails, and kits.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31759&o=2

$end


$info=clshroadd,
$bio

Clash-Road (c) 1986 Data East Corp.

- TRIVIA -

Manufactured by Data East Corp. under license from Wood Place, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=36560&o=2

$end


$ti99_cart=cldata,
$bio

Class Data Recorder (c) 1981 Foresman [Scott Foresman]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84533&o=2

$end


$info=clas1812,
$bio

Class of 1812 (c) 1991 Premier Technology Co.

- TECHNICAL -

Model Number : 730

- TRIVIA -

1,668 units were produced.

- STAFF -

Designers : Ray Tanzer, Joe Kaminkow
Artworks : David Moore, Constantino Mitchell

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5262&o=2

$end


$bbca_cass,bbcb_cass=c50fleet,
$bio

Class50 Fleet Manager (c) 1986 DeeKay

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51648&o=2

$end


$info=sc4cla7,sc4cla7a,sc4cla7b,sc4cla7c,
$bio

Classic 7s (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR2111]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42506&o=2

$end


$bbca_cass,bbcb_cass=classadv,
$bio

Classic Adventure (c) 1984 Melbourne House [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51649&o=2

$end


$cpc_cass=classica,
$bio

Classic Adventure [Model Soft 187] (c) 1984 Abersoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93455&o=2

$end


$amigaocs_flop=classarc,
$bio

Classic Arcadia (c) 1994 Alternative Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73737&o=2

$end


$cpc_cass=classica01,
$bio

Classic Arcadia 1 (c) 1988 Alternative Software, Ltd.

- TECHNICAL -

Game ID: AS221

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93459&o=2

$end


$cpc_cass=classica02,
$bio

Classic Arcadia Collection (c) 1992 Alternative Software, Ltd.

A compilation of six all time greats.

- TECHNICAL -

Game ID: AS083

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93460&o=2

$end


$cpc_cass=classica03,
$bio

Classic Arcadia (c) 1988 System 4 de Espana, S.A.

Spanish release.

- TECHNICAL -

Game ID 4 STA 335

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93457&o=2

$end


$cpc_cass=classica04,
$bio

Classic Axiens (c) 1988 Bubble Bus Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93461&o=2

$end


$info=sc5cbar7,sc5cbar7a,
$bio

Classic Bar 7 (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR2422]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42477&o=2

$end


$amigaocs_flop=classbrd,
$bio

Classic Board Games (c) 1990 Merit Industries, Incorporated. [Bensalem, PA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73738&o=2

$end


$gbcolor=bublboblu,
$bio

Classic Bubble Bobble [Model DMG-AVWE-USA] (c) 2000 Metro3D, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67666&o=2

$end


$gbcolor=bublbobl,
$bio

Classic Bubble Bobble [Model DMG-AVWP-EUR-1] (c) 2000 Taito Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67665&o=2

$end


$svision=classcas,
$bio

Classic Casino (c) 1993 Bon Treasure

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95429&o=2

$end


$info=j6cccla,j6ccclaa,j6ccclab,j6ccclac,j6ccclad,j6ccclae,j6ccclaf,j6ccclag,j6ccclah,j6ccclai,j6ccclaj,j6ccclak,
$bio

Classic Casino Crazy (c) 199? JPM International.

- TECHNICAL -

Impact

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=18208&o=2

$end


$megadriv=classicc,
$bio

Classic Collection (c) 1994 Sega Enterprises, Limited.

Four Mega Drive titles bundled together : 
"Alex Kidd in the Enchanted Castle [Model 1005-50]" 
"Altered Beast [Model 1100-50]" 
"Flicky"
"Gunstar Heroes [Model 1077-50]"

- TECHNICAL -

Game ID: 1199-50
Cartridge ID: 670-9513-50

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56402&o=2

$end


$nes=concentr,
$bio

Classic Concentration (c) 1990 GameTek

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55012&o=2

$end


$info=sc4cfcla,sc4cfclab,sc4cfclac,sc4cfclad,sc4cfclae,sc4cfclaf,
$bio

Classic Crazy Fruits (c) 200? Bell-Fruit Games.

- TECHNICAL -

[Model PR1396]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15127&o=2

$end


$cpc_cass=classicg,
$bio

Classic Games 4 (c) 1989 CP Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93521&o=2

$end


$cpc_cass=classicg01,
$bio

Classic Games On The Amstrad Vol. 1 (c) 1985 Database Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93522&o=2

$end


$cpc_cass=classici,
$bio

Classic Invaders (c) 1986 Bubble Bus Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93523&o=2

$end


$info=m4nnwwc,m4nnwwc__0,m4nnwwc__1,m4nnwwc__2,m4nnwwc__3,m4nnwwc__4,m4nnwwc__5,m4nnwwc__6,m4nnwwc__7,m4nnwwc__8,m4nnwwc__9,m4nnwwc__a,m4nnwwc__b,m4nnwwc__c,m4nnwwc__d,m4nnwwc__e,m4nnwwc__f,m4nnwwc__g,
$bio

Classic Nudge Nudge Wink Wink (c) 199? Barcrest.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15218&o=2

$end


$info=j6pogcls,j6pogclsa,j6pogclsb,
$bio

Classic Pot of Gold (c) 200? Ace Coin Equipment.

- TECHNICAL -

Impact

- SERIES -

1. Pot of Gold (199?)
2. Classic Pot of Gold (????)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=14860&o=2

$end


$cpc_cass=classicp,
$bio

Classic Punter (c) 1989 GTI Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93524&o=2

$end


$cpc_cass=classicr,
$bio

Classic Racing (c) 1985 Amsoft

- TECHNICAL -

Model SOFT 928

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93525&o=2

$end


$info=m4rhrc,m4rhrc__0,m4rhrc__1,m4rhrc__2,m4rhrc__3,m4rhrc__4,m4rhrc__5,m4rhrc__6,m4rhrc__7,m4rhrc__8,m4rhrc__a,m4rhrc__b,m4rhrc__c,m4rhrc__d,m4rhrc__e,m4rhrc__f,m4rhrc__g,m4rhrc__h,m4rhrc__i,m4rhrc__j,
$bio

Classic Red Hot Roll (c) 199? Barcrest.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15219&o=2

$end


$info=j6reelb,j6reelba,
$bio

Classic Reel Bingo Club (c) 199? Crystal Leisure.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41947&o=2

$end


$pc98=classrod,
$bio

Classic Road (c) 1992 Victor Musical Industries, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89137&o=2

$end


$pc98=classro2,
$bio

Classic Road 2 (c) 1992 Victor Ent. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89138&o=2

$end


$pc98=classro3,
$bio

Classic Road 3 (c) 1994 Victor Ent. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89139&o=2

$end


$pc98=classro3pg,
$bio

Classic Road 3 - Perfect Guide (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89140&o=2

$end


$snes=classro2,
$bio

Classic Road II [Model SHVC-AV5J-JPN] (c) 1995 Victor Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61149&o=2

$end


$snes=classrod,
$bio

Classic Road [Model SHVC-V7] (c) 1993 Victor Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61148&o=2

$end


$info=j6rccls,j6rcclsa,j6rcclsb,
$bio

Classic Roller Coaster (c) 199? JPM International.

- TECHNICAL -

Impact

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15853&o=2

$end


$info=ep_sdcla,ep_sdclaa,ep_sdclab,ep_sdclac,ep_sdclad,ep_sdclae,ep_sdclaf,ep_sdclag,
$bio

Classic Spotted Dick (c) 199? Global Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15365&o=2

$end


$cpc_cass=classict,
$bio

Classic Trainer (c) 1989 GTI Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93526&o=2

$end


$info=sc1class,
$bio

Classic (c) 1992 ELAM.

- TECHNICAL -

Model 5729

- TRIVIA -

Classic was released in June 1992.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42119&o=2

$end


$info=39in1,
$bio

Classical Game Collection [39 in 1] (c) 2004 Unknown.

Bootleg release. The games found in this release were made by several different companies, mostly from Japan.

- TECHNICAL -

Main CPU : PXA255 (@ 200 Mhz)
Audio: 2x DMA-driven DAC.

Screen orientation : Vertical
Video resolution : 296 x 480 pixels
Screen refresh : 60Hz
Palette colours: 256

- TRIVIA -

The title Classical Game Collection comes from the manual.

Includes the following games :
1. "Ms. Pac-Man"
2. "Galaga"
3. "Frogger"
4. "Donkey Kong"
5. "Donkey Kong Jr."
6. "Donkey Kong 3"
7. "Galaxian"
8. "Dig Dug"
9. "Crush Roller"
10. "Mr. Do!"
11. "Space Invaders"
12. "Pac-Man"
13. "Galaga 3"
14. "Gyruss"
15. "Tank Battalion"
16. "1942"
17. "Lady Bug"
18. "Burger Time"
19. "Mappy"
20. "Centipede"
21. "Millipede"
22. "Jr. Pac-Man"
23. "Pengo"
24. "Phoenix"
25. "Time Pilot"
26. "Super Cobra"
27. "Hustler"
28. "Space Panic"
29. "Super Breakout"
30. "New Rally-X"
31. "Arkanoid"
32. "Qix"
33. "Juno First"
34. "Xevious"
35. "Mr. Do's Castle"
36. "Moon Cresta"
37. "Pinball Action"
38. "Scramble"
39. "Super Pac-Man"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15675&o=2

$end


$cdi=classicj,
$bio

Classical Jukebox (c) 1991 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52806&o=2

$end


$megadriv=clayfght,
$bio

Clay Fighter (c) 1994 Interplay

- TRIVIA -

Reviews:
[FR] April 1995, Consoles + N.42: 79/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56403&o=2

$end


$megadriv=clayfghtu,
$bio

Clay Fighter (c) 1994 Interplay

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57161&o=2

$end


$n64=clayfght,
$bio

Clay Fighter - Sculptor's Cut (c) 1998 Interplay

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57642&o=2

$end


$snes=clayfgte,
$bio

Clay Fighter - Tournament Edition (c) 1994 Interplay

- TIPS AND TRICKS -

Small fighters
--------------
Select Four-player tournament mode. Choose and name the following fighters in this order, with _ indicating a space:
Frosty, with POSSE as a name. 
Frosty with JASON_A as a name. 
Blob with STEVE_C as a name. 
Taffy with JOHN_S as a name. 
All four players will be smaller with game play begins. 

Hidden options
--------------
Select a fighter and quickly hold Select + L at the character selection screen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62860&o=2

$end


$snes=clayfgt2u,clayfgt2up,
$bio

Clay Fighter 2 - Judgment Clay (c) 1995 Interplay

- TECHNICAL -

Game ID: SNS-ACZE-USA

- TIPS AND TRICKS -

Hidden characters
-----------------
Enter the following codes on the game selection screen: 

Butch
Hold L and press X, R, A, X, R(2). 
Peelgood
Hold Down/Left, then press B, Y(2), A, Y. 
Sarge
Hold X, then press L(2), Up, Down, Left, Down. 
Jack
Hold Up, and press A(2), R(2), Y, A. 
Ice
Hold B, and press Up, L(3), Right. 
Thunder
Hold Up/Left, and press Y, B, X, B(2), X, A. 
Slyck
Hold Y, and press L(2), Up, L, Left, R. 
Spike
Hold R, and press X, B(2), A, Y, Left, A. 
Enable all hidden characters:
Hold L + X, and press Up(2), Select, Up(2), Right. 

Top speed
---------
Hold Y, and press L(2), R, Down, Left, R at the game start screen. The speed may now be set to ten in the options screen. 

Random character
----------------
Press R + L at the character selection screen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62862&o=2

$end


$snes=clayfgt2,
$bio

Clay Fighter 2 - Judgment Clay [Model SNSP-ACZP-EUR] (c) 1995 Interplay

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62861&o=2

$end


$n64=clayfg63,clayfg63u,clayfg63ub,
$bio

Clay Fighter 63 1/3 (c) 1997 Interplay

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57643&o=2

$end


$snes=clayfghtu,
$bio

Clay Fighter (c) 1993 Interplay

- TECHNICAL -

Game ID: SNS-8C-USA

- TIPS AND TRICKS -

Fight as Boss
-------------
Start a one-player game and play until N. Boss is reached. 
Lose both rounds, then do not press any buttons until the option screen appears. Select the Vs. battle option. 
Use controller two to fight as N. Boss.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62859&o=2

$end


$snes=clayfght,
$bio

Clay Fighter [Model SNSP-8C-EUR] (c) 1993 Interplay

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62858&o=2

$end


$info=claypign,
$bio

Clay Pigeon (c) 1986 Exidy.

The object of Clay Pigeon was to shoot as many clay targets as you can, using an arcade light gun that was shaped like a shotgun. At the start of the game you are given the choice of selecting either Trap Shooting or Skeet Shooting. Trap shooting is where the clay target is thrown directly away from the shooter, while in skeet shooting the target is launched across the shooter's field of vision. The graphics are done in Exidy's realistic style, each round is played against a decent looking outdoor background, and an extremely repetitive announcer yells 'pull' to warn you of each and every target being launched. After several rounds of targets, you finally get to go after some real live animals! The real live animals are of course, ducks! The ducks are small and fly onto the screen in small groups of up to around a half dozen or so, and unlike the earlier title "Vs. Duck Hunt", you cannot miss any of these. Missing any ducks in this round ends the game instantly, and will more than likely have you fumbling for another quarter in an attempt to do it right this time.

- TECHNICAL -

Exidy 440 hardware

Main CPU : Motorola M6809 (@ 1.6224 Mhz)
Sound CPU : Motorola M6809 (@ 811.2 Khz)
Sound Chips : Custom (@ 50.7 Khz)

Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 256

Players : 2
Control : lightgun
Buttons : 1

- TRIVIA -

This title was available as either a conversion kit for Exidy's earlier gun titles, or as a dedicated cabinet. The game came in a big heavy black cabinet with the gun mounted on a huge control panel, all of the Exidy gun games used this cabinet, the only differences were the artwork, and the kind of gun. There were at least two different marquees on this title, the first one had a large 'Clay Pigeon' logo on a blue background, while the other had a small logo and a picture of a fence in a grassy field.

- STAFF -

Designed and programmed by : Larry Hutcherson, Vic Tolomei, Ken Nicholson

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=471&o=2

$end


$odyssey2=claypig,
$bio

Clay Pigeon! (c) 198? Philips Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95577&o=2

$end


$info=clayshoo,
$bio

Clay Shoot (c) 1979 Allied Leisure.

A clay shooting game.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 1.267 Mhz)

Screen orientation : Horizontal
Video resolution : 240 x 176 pixels
Screen refresh : 60.00 Hz
Palette colors : 2

Players : 2
Control : stick
Buttons : 4

- TRIVIA -

Released in November 1979.

Clay shoot was probably the last game produced under the Allied Leisure label.

- SCORING -

Amateur : 75 points per clay.
Expert : 100 points per clay.
Pro : 150 points per clay.

Remember! If two clays are hit in a round, the points are doubled; if three clays are hit, point value is tripled. So, is an Amateur hits two clays in a round, he gets 300 points, and is a Pro hits 3, he gets a whopping 1350 points!

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=472&o=2

$end


$x68k_flop=clayshot,
$bio

Clay Shooting (c) 1988 X-Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87232&o=2

$end


$info=claybust,
$bio

Claybuster (c) 1978 Model Racing.

An early shooting game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4662&o=2

$end


$snes=claymateu,claymateus,
$bio

Claymates (c) 1994 Interplay

- TECHNICAL -

Game ID: SNS-Y5-USA

- TIPS AND TRICKS -

Cape Claynaveral warp
---------------------
Start Clayton's Yard and jump over the first tunnel. Jump on the first flower four times. 

Japan warp
----------
Jump on the magnet in Cape Claynaveral four times. 

Africa warp
-----------
Jump four times on the monster maker in Lily Pods. 

Cannon warp
-----------
Jump on the third flower on the first world two times.

- STAFF -

Designed By: Gregory A. Thomas, Colin Silverman, Jeremy Airey, Michael Quarles, Jim Gardner, Jeffrey J. Thomas
Programming: Brian Greenstone, Scott L. Patterson
Artwork: Colin Silverman
Clay Models and Animation: A-OK Animation, Angie Glocka, Owen Klatte
Additional Clay Models: Brian Giberson
Music: Brian Luzietti, Charles Deenen
Sound Effects & Audio Production: Charles Deenen
Additional Artwork: David A. Mosher, Robert Nesler, Spencer Kipe
World Editor: Scott L. Patterson
Music and Sound Engine (A.R.D.I.): Jim Sproul, John Philip Britt
Technical Assistance: Jason G. Andersen, Tim Meekins, Jonah Stich, John Schappert
Producer: Michael Quarles
Executive Producer: Brian Fargo
Director of QA: Kerry Garrison
Asst. Director of QA: Rodney N. Relosa
Lead QA Tester: William Church
QA Testers: Dean Schulte, Christoper A. Tremmel
Modem Technician: Christopher Taylor

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62865&o=2

$end


$snes=claymate,
$bio

Claymates (c) 1993 Interplay

- TECHNICAL -

Game ID: SNSP-Y5-EUR

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62864&o=2

$end


$vectrex=cleanswp,
$bio

Clean Sweep (c) 1982 GCE [General Consumer Electric]

Evil bank robbers have just blown your bank to smithereens. As bank president, you only have a vacuum available to recover the money strewn among the rubble, before the thieves destroy you! The thieves get increasingly anxious, but for added challenge, turn off the lights of the bank's corridors and gather the money through a blind maze.

You have the choice of two game play options. They are:

GAME 1: The bank's corridors are shown, creating a maze. You will have a clear picture of the passageways.

GAME 2: The bank's corridors are not shown, creating a blind maze. In effect, you are fighting the robbers without any lights on in the bank.

- TECHNICAL -

Model HS-4030

Controls
Joystick: Moves your vacuum throughout the bank.

- TRIVIA -

Export releases:
[EU] [UK] "Clean Sweep [Model 8122]"

- SCORING -

Vacuuming a bill: 10 points.
Depositing a bill: 20 points.
Supercharging: 50 points.
Sucking up robbers: 100, 200, 400, 800 points (in succession).
Extra life: 10,000 points.

- TIPS AND TRICKS -

At the beginning of each game, you will have 5 vacuums. A bonus vacuum is awarded after earning 10,000 points.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82213&o=2

$end


$info=cleanswp,
$bio

Cleansweep (c) 1976 RamTek.

The screen was filled with dots that you had to cleen off with a bouncing ball and a paddle at the bottom of the screen that you controled from left to right.

- STAFF -

Designed by : Howell Ivy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3775&o=2

$end


$x68k_flop=clearlap,
$bio

Clear Lap (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87233&o=2

$end


$info=cleopatr,
$bio

Cleopatra Fortune (c) 1996 Taito.

A falling bricks puzzle game with an ancient Egyptian atmosphere. Features great music!

- TECHNICAL -

Runs on the "Taito F3 System" Hardware.

Prom Stickers : E28

Players : 4
Control : 8-way joystick
Buttons : 4

- TRIVIA -

Cleopatra Fortune was released in September 1996.

The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to 'AAA'.

Zuntata Records released a limited-edition soundtrack album for this game (Zuntata Rare Collection Vol.3 - ZTTL-0022) on May 21, 1998.

- SERIES -

1. Cleopatra Fortune (1996)
2. Cleopatra Fortune Plus (2001)

- STAFF -

Game Design: FJT, S.N, Takaoka (Natsume)
Software Design: Moriyuki Kanaya (Natsume)
Character Design: Y. Kousokabe, I. Inoue (Natsume), Kana Hirano (Natsume), Kazuhiko Kawai (Natsume)
Sound: Shuichiro Nakazawa (Zuntata), C. Haggy (Zuntata)
Voice: Rimmy (Zuntata), AMI
Narration: Mika Twining
Design: Mihoko Sudoh
Producer: Masaki Ogata, Yoshihisa Nagata, Yoshio Imamura

- PORTS -

* Consoles :
Sega Saturn [JP] (February 14, 1997) "Cleopatra Fortune [Model T-1108G]" 
Sony PlayStation [JP] (May 17, 2001) "Cleopatra Fortune [Model SLPS-03187]" 
Sega Dreamcast [JP] (June 21, 2001) "Cleopatra Fortune [Model T-16603M]" 
Sony PlayStation [US] (2003) "Cleopatra's Fortune [Model SLUS-01491]" 
Sony PlayStation [EU] (February 7, 2003) "Cleopatra Fortune [Model SLES-03935]" 
Sony PlayStation 2 [JP] (July 28, 2005) "Taito Memories Joukan [Model SLPM-66057]" 
Sony PlayStation 2 [AU] (March 30, 2006) "Taito Legends 2 [Model SLES-53852]" 
Microsoft XBOX [EU] (March 31, 2006) "Taito Legends 2" 
Sony PlayStation 2 [EU] (March 31, 2006) "Taito Legends 2 [Model SLES-53852]" 
Sony PlayStation 2 [US] (May 16, 2007) "Taito Legends 2 [Model SLUS-21349]" 

* Computers : 
PC [MS Windows, CD-ROM] [EU] (March 31, 2006) "Taito Legends 2" 
PC [MS Windows, CD-ROM] [US] (July 10, 2007) "Taito Legends 2" 

* Others :
Mobile Phone [US] (September 5, 2003)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=473&o=2

$end


$info=cleoftp,
$bio

Cleopatra Fortune Plus (c) 2001 Taito.

- TECHNICAL -

[GDL-0012]

Runs on the Sega "NAOMI GD-ROM System" hardware.

- TRIVIA -

Released in May 2002.

- SERIES -

1. Cleopatra Fortune (1996)
2. Cleopatra Fortune Plus (2001)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4141&o=2

$end


$saturn,sat_cart=cleopatr,cleopatra,
$bio

Cleopatra Fortune (c) 1997 Taito Corp.

- TECHNICAL -

Game ID: T-1108G

- TRIVIA -

Cleopatra Fortune for Saturn was released on February 14, 1997 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58983&o=2

$end


$famicom_flop=cleopatr,
$bio

????????? (c) 1987 Square Company, Limited.
(Cleopatra no Mahou)

- TECHNICAL -

Disk ID: SQF-CLO

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65267&o=2

$end


$info=cleoptra,
$bio

Cleopatra [SS Model 409] (c) 1977 Gottlieb.

- TECHNICAL -

Gottlieb System 1
Model Number : 409

- TRIVIA -

This game was first released as a electro-mechanical game (as "Cleopatra [EM Model 409]") and shortly after changed to solid state. About 1,600 were made in the EM version and close to 9,000 were made in the SS version.

- STAFF -

Design by : Ed Krynski
Art by : Gordon Morison

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5638&o=2

$end


$psx=cleopatr,
$bio

Cleopatra's Fortune (c) 2001 Altron Corp.

- TECHNICAL -

Game ID: SLPS-03187

- TRIVIA -

Released on May 17, 2001 in Japan.

Export releases:
[US] "Cleopatra's Fortune [Model SLUS-01491]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85027&o=2

$end


$cpc_cass=cleversm,
$bio

Clever & Smart (c) 1987 Magic Bytes [Germany]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93527&o=2

$end


$info=sc4ccogs,
$bio

Clever Cogs (c) 200? QPS Interactive.

- TECHNICAL -

[Model PR2522]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42486&o=2

$end


$psx=clickman,
$bio

Click Manga - Click Nohi [Model SLPS-02354] (c) 1998 Tokuma Shoten Intermedia, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85028&o=2

$end


$psx=clickdr1,
$bio

Click Manga - Dynamic Robot Taisen 1 [Model SLPS-02131] (c) 1999 Tokuma Shoten Intermedia, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85029&o=2

$end


$psx=clickdr2,
$bio

Click Manga - Dynamic Robot Taisen 2 [Model SLPS-02407] (c) 1999 Tokuma Shoten Intermedia, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85030&o=2

$end


$info=m4click,
$bio

Clickety Click (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41282&o=2

$end


$info=cliffhgr,cliffhgra,cliffhgra2,
$bio

Cliff Hanger (c) 1983 Stern Electronics.

You are Cliff and your girlfriend Clarissa has been taken away by the evil Count Draco and will be forced to marry him unless Cliff can save her.

- TECHNICAL -

Main CPU : Zilog Z80
Sound Chips : Custom, Discrete circuitry

Players : 2
Buttons : 2

- TRIVIA -

Cliff Hanger was released in December 1983. This was Stern's first laser disk game.

Cliff Hanger uses animation from the Japanese manga series, Lupin III. Most of the animation came from 'Lupin III - Castle of Cagliostro' and a couple of scenes, including the helicopter chase and the hanging scene came from 'Lupin III - Mystery of Mamo'.

Even though Cliff Hanger is adapted from Lupin the 3rd, it does change the names of the main characters:
Lupin is renamed Cliff.
Daisuke Jigen is renamed Jeff.
Goemon Ishikawa is simply renamed Samurai.

Chip Sbronga holds the official record for this game with 1,310,000 points on August 11, 2003.

- STAFF -

Designed & Programmed By: Paul M. Rubenstein, Bob Kowalski, Jon Michael Hogan, Edward J. March Jr.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=474&o=2

$end


$nes=cliffh,
$bio

Cliffhanger (c) 1993 Sony Imagesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55013&o=2

$end


$megadriv=cliffh,cliffhp,
$bio

Cliffhanger (c) 1993 Sony Imagesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56404&o=2

$end


$megadriv=cliffhu,
$bio

Cliffhanger (c) 1993 Sony Imagesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57162&o=2

$end


$gamegear=cliffh,
$bio

Cliffhanger (c) 1993 Sony Imagesoft

- TRIVIA -

This game is based on the 1993 movie with the same title.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64518&o=2

$end


$amigaocs_flop=cliffh,
$bio

Cliffhanger (c) 1994 Psygnosis, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73739&o=2

$end


$info=m5clifhn,
$bio

Cliffhanger (c) 200? Vivid.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15667&o=2

$end


$gameboy=cliffh,
$bio

Cliffhanger [Model DMG-Q5-USA] (c) 1993 Sony Imagesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65786&o=2

$end


$snes=cliffhu,
$bio

Cliffhanger [Model SNS-6C-USA] (c) 1993 Sony Imagesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62867&o=2

$end


$snes=cliffh,
$bio

Cliffhanger [Model SNSP-6C-EUR] (c) 1993 Sony Imagesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62866&o=2

$end


$segacd=cliffh,
$bio

Cliffhanger [Model T-93075] (c) 1993 Sony Imagesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60710&o=2

$end


$cpc_cass=climbitu,
$bio

Climb-It (c) 1984 Tynesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93529&o=2

$end


$svision=climber,
$bio

Climber (c) 1992 Bon Treasure

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95430&o=2

$end


$info=cloak,cloakfr,cloakgr,cloaksp,
$bio

Cloak & Dagger (c) 1983 Atari.

Agent X, complete with trenchcoat, Bogie hat, and briefcase, hurries through a series of adventures and misadventures to retrieve stolen plans and destroy dastardly Dr. Boom's subterranean bomb factory. Our masked hero descends to the depths of Dr. Boom's laboratory in a special elevator. On each floor he encounters a series of conveyor belts that are moving explosives. A giant bomb ticks down the game seconds while devices of Dr. Boom's plotting, such as bomb converters, forklifts deflecting shots back at Agent X, robot guards, acid pits, and crawling eyes shooting death rays, challenge the player(s).

CLOAK & DAGGER is a 1- or 2-player game with a color raster video display. You control Agent X as he descends underground floor by floor in an elevator to Dr. Boom's lab, located on the 33rd floor. Your main goal is to retrieve Top Secret plans that are surrounded by an electrical arc. To stop the electrical current, Agent X must shoot all the fiery nodes as he fights off robot guards.

As Agent X leaves the elevator on each floor, he must make his way carefully and quickly across the screen to another exit. Each floor displays a configuration of conveyor belts moving green unarmed and red armed explosives.  Agent X can pick up the green explosives. The red explosives will explode on contact. Some floors have marauding robot guards, death-ray shooting crawling eyes, and acid pits.

Once Agent X has the top secret plans in hand, he must make his way back to the surface. If he exits on a floor that was bombed on the way down, he will find a massive crater protected by node monsters and the previously mentioned attackers. If he exits on a floor that was not bombed, a superguard will join the other attackers to challenge Agent X. On the final level, rumors are that he will meet the notorious Dr. Boom himself.

At the center of the display, a double-coiled fuse to a giant bomb is ticking down the game seconds for each level. Agent X can light the fuse in a rush for bonus points, but must be able to escape that level before the bomb explodes. If the fuse has shortened on its own to one coil, it lights automatically and prompts Agent X to make a mad dash to the waiting elevator. The doors close just as a burst of light from the explosion is seen. The game's perspective now changes to a full view inside the elevator. Messages flash across the elevator to give helpful hints on the next level.

Dr. Boom has placed explosive mines on every 4th floor. On each of the preceding 3 floors Agent X can pick up a secret map box that will show him part of the safe path across the minefield on the next 4th floor.

Agent X's first goal is to travel successfully from one elevator to the other; his second goal is to pick up a secret box to get a map of the minefield on levels 4, 8, 12, 16, 20, 24, 28, and 32; the third goal is to light the bomb fuse and escape before the explosion.

As game play progresses, Agent X may find an extra-life box and a mystery box that give bonus points, double speed, half speed, and occasionally, an extra life. Extra bonus points are earned for picking up green unarmed explosives or for skipping floors.

If Agent X succeeds in capturing the top secret plans, he must fight his way back up to the top level. The appearance of box compressors, crawling eyes, and other enemies are more random on the way up than on the way down. If Agent X makes it back to the surface, a free game will be awarded (depending on the settings of the option switches).

The game ends when you use up your last life or successfully make it to the surface.

- TECHNICAL -

Game ID : 136023

Main CPU : MOS Technology M6502 (@ 1 Mhz), MOS Technology 6502 (@ 1.25 Mhz)
Sound Chips : (2x) POKEY (@ 1.5 Mhz)

Screen orientation : Horizontal
Video resolution : 256 x 232 pixels
Screen refresh : 60.00 Hz
Palette colors : 64

Players : 1
Control : Double 8-way joystick
Buttons : 1

- TRIVIA -

Released in December 1983.

A Cloak & Dagger unit appears in the 1984 movie 'Cloak and Dagger'.

This game was in development independently from the movie of the same name under the title "Agent X". When the game was about 70% completed and the movie was about 40% done, the movie producers and editors came to Atari to see if Atari had a game they could film as backdrop to the movie scenes which needed a 'Cloak & Dagger like spy game'. Atari agreed to change the name of its game to 'Cloak & Dagger' and they put a couple of tid-bits into their script which referred to 'Agent X' (Dabny Colman's character). The game actually arrived on the scene about 2 months before the movie was released. It was tested under the name 'Agent X' in it's initial field test (about 5 months before the movie was released), but was never produced as anything but 'Cloak & Dagger'. There were about 5000 games produced which made it into the market place.

John McAllister holds the official record for this game with 1,497,744 points on April 1, 2009.

- SCORING -

Shooting cave walls : 1 point
Shooting unarmed explosives : 10 points
Shooting armed explosives : 50 points, 100 bonus points
Shooting sleeping guard : 50 points, 100 bonus points
Picking up unarmed explosive : 100 points, 100 bonus points
Shooting alert guard : 200 points, 100 bonus points
Shooting lab arc-node : 200 points
Picking up mystery box : 200-1800 points, 100 bonus points
Shooting node monster : 1000 points, 100 bonus points
Shooting crawling eye : 1000 points, 200 bonus points
Shooting super-guard : 2000 points, 200 bonus points
Shooting Dr. Boom : 50,000 points
Picking up secret plans : 100,000 points
Lighting fuse : 2000-9000 bonus points (the shorter the fuse the more points awarded)

Note : Once fuse is lit, all points awarded are doubled!

- TIPS AND TRICKS -

* Hints for Game Play :
Develop skill for controlling the 8-position joysticks.
Memorize the mine fields.
Destroy the crawling eyes by spreading out shots.
Judge timing through the box compressors that first appear on level 17.
Learn levels where it is best NOT to shoot everything.

* Level Skip : Pull both joysticks down when you are in the lift. You'll descend far more rapidly, skipping several levels at a time.

- STAFF -

Team Leader : John Ray
Designed and programmed by : Russel Dawe (RBD)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=476&o=2

$end


$mc10=clock,
$bio

Clock (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87619&o=2

$end


$psx=clocktow,
$bio

Clock Tower - Ghost Head [Model SLPS-01290] (c) 1998 Human Ent. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85031&o=2

$end


$psx=clockto2,
$bio

Clock Tower 2 (c) 1996 Human Ent.

A genuinely spooky adventure which tells the chilling story of a serial killer who uses a giant pair of scissors for his murders. You play an investigator sent to reveal the truth about Scissorman and thwart his murderous trail. Although there are some gruesome sequences, it's the silence and the gloomy graphics which creates a sense of dread - what you DON'T see rather than what you DO see. The choice of five playable characters and ten different endings also ensures its replay value. It's shear terror!

- TECHNICAL -

Game ID: SLPS-00657

- TRIVIA -

Released on December 13, 1996 in Japan.

Re-Editions:
[JP] "Clock Tower 2 [Model SLPS-91056]" (1998)

Export releases:
[US] "Clock Tower [Model SLUS-00539]"
[EU] "Clock Tower [Model SLES-00870]"

- STAFF -

Main Program: Masaki Higuchi
Program: Mitsuhisa Ueda, Akabo, Hajime Ohara, Toshiharu Sugii
System Program: Hiroyuki Kaneko, Kenichi Matsuda
Visual Director: Yoichiro Shimazaki
Total 3D Animation Chief: Masakazu Nobuta
Total Design Chief: Akiyoshi Iijima
Total Texture Design Chief: Masafumi Kimura
3D Technical Engineer: Kazuyuki Ogawa
Chief Animator: Hiroya Tamura
Chief Ending Movie Designer: Kunio Takeichi
3D Animation: Masaharu Omi, Akihiko Ishizaka, Shin Kabeya, Guuryu Lee
Character Design: Masaharu Omi, Ayumi Yokota
Ending Movie Design: Hiroaki Tanaka, Toshiharu Kimura, Yukiko Yamaki
Texture Design: Kengo Shibuya, Junko Wakou, Hiroki Takahashi, Mika Kawaguchi, Yukiko Fujiwara, Miwako Nakata
3D Technical Assist: Mariko Komagi, Keisuke Sasaki
Actor: Megumi Kori (Female Character), Akira Murota (Male Character & Monster), Akihito Ichihara (Male Character)
Character Voice: Rumiko Barnes (Jennifer), Risa Shiraishi (Helen), Peter Stone (Gotts), Jeffrey Manning (Nolan), Robert Spencer (Barton), Terry Osada (Edward), Jojo Otani (Harris), Maya Moore (Kay), Sayoko Kamei (Beth), Barry Gjerde (Rick)
Motion Capture Producer: Shogo Yabuuchi (Imagica)
Motion Capture Director: Tetsue Kawano (Imagica)
Openning CG Designer: Takeo Ihara (Create)
Publicity Staff: Kazuyuki Kumagai, Kosuke Tamura, Yasukuni Nakahara, Noriko Kobayashi, Yasumasa Katayose, Satoru Endou, Junichi Aratake, Daisuke Kawaguchi
Debugger: Tsutomu Hiramine, Toshikazu Tozawa, Kouji Hiraki, Nozomu Ueno, Shingo Okazaki, Satoshi Kurihara, Shohei Kondo, Masaki Saito, Aki Takahashi, Takashi Takezawa, Mitsuharu Takechi, Hirohito Tateishi
Sound Produce: Kaori Takazoe
Sound Effect: Kaori Takazoe
Sound Compose: Koji Niikura
Sound Effect Program: Chiharu Sugiyama, Yoshitaka Abe
Production Assistance: Imagica, Create
Directed by: Hifumi Kouno

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85032&o=2

$end


$wswan=clocktow,
$bio

Clock Tower for WonderSwan [Model SWJ-KGT002] (c) 1999 Human Ent. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86314&o=2

$end


$snes=clocktow,clocktowp,
$bio

Clock Tower [Model SHVC-AJEJ-JPN] (c) 1995 Human Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61150&o=2

$end


$snes=clockwer,
$bio

クロックワークス (c) 1995 Tokuma Shoten Intermedia, Incorporated.
(Clockwerx)

Clockwerx is a puzzle game by Callisto and Takuma Shoten. The game field is composed of gray dots and the player's avatar is a small walking character going clockwise around one of them, like the hands of a clock. The goal of the game is to maneuver our spinning hero and reach the level's exit, symbolized by a small flashing dot, the 'goal dot'. Our character is however 'glued' to the starting dot and never stops moving, or rotating, around it. Pressing one of the action button changes the rotation direction, and one button gets our character to jump to the nearest dot. Obstacles, such as colored rotating arrows and other hazards, are scattered around every stage and some can instantly kill the player.

- TECHNICAL -

Cartridge ID: SHVC-AQWJ-JPN

- TRIVIA -

Originally called Clock Works, it was initially released in 1992 under the name Spin Doctor and was available for PC and Mac computers. In 1995, the game was enhanced and published by Spectrum Holobyte as 'Clockwerx'. Interestingly, Alexey Pajitnov, the creator of the immensely popular Tetris, is mentioned on the title screen but it is hard to know how involved he was with the game.

Clockwerx was released for the SFC on December 08, 1995 in Japan for 7800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61151&o=2

$end


$info=clkwise,
$bio

Clockwise (c) 1986 Ainsworth Nominees P.L.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=39521&o=2

$end


$info=sc1cwcl,
$bio

Clockwise Club (c) 1989 Bell-Fruit Mfg. Company, Limited.

- TECHNICAL -

Model 5216

- TRIVIA -

Clockwise Club was released in February 1989 in the UK.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42130&o=2

$end


$amigaocs_flop=clockwis,
$bio

Clockwiser (c) 1994 Rasputin

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73740&o=2

$end


$saturn,sat_cart=cknight2j,
$bio

Clockwork Knight - Pepperouchau no Daibouken Gekan (c) 1995 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58984&o=2

$end


$saturn,sat_cart=cknightj,cknightja,
$bio

Clockwork Knight - Pepperouchau no Daibouken Joukan (c) 1994 Sega Enterprises, Limited.

- TECHNICAL -

Game ID: GS-9004

- TRIVIA -

The game was presented at the 1994 Tokyo Omocha Show. It was then released on December 09, 1994 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58985&o=2

$end


$saturn,sat_cart=cknightf,
$bio

Clockwork Knight - Pepperouchau no Fukubukuro (c) 1995 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58986&o=2

$end


$saturn,sat_cart=cknight2u,
$bio

Clockwork Knight 2 [Model 81036] (c) 1995 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59999&o=2

$end


$saturn,sat_cart=cknight2,
$bio

Clockwork Knight 2 [Model MK81021-50] (c) 1996 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60260&o=2

$end


$saturn,sat_cart=cknightu,
$bio

Clockwork Knight (c) 1995 Sega Enterprises, Limited.

North American release. Game developed in Japan. See the original Japanese version for more information about the game itself; "Clockwork Knight - Pepperouchau no Daibouken Joukan [Model GS-9004]".

- TECHNICAL -

Game ID: 81007

- TRIVIA -

Released on May 11, 1995 in the USA.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59998&o=2

$end


$saturn,sat_cart=cknight,
$bio

Clockwork Knight (c) 1995 Sega Enterprises, Limited.

European release. Game developed in Japan. See the original Japanese version for more information about the game itself; "Clockwork Knight - Pepperouchau no Daibouken Joukan [Model GS-9004]".

- TECHNICAL -

Game ID: MK81007-50

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60259&o=2

$end


$info=m5cworan,m5cworan12,
$bio

Clockwork Oranges (c) 200? Empire Games, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=19940&o=2

$end


$saturn,sat_cart=clockwrk,clockwrka,
$bio

Clockworks (c) 1996 Tokuma Shoten Intermedia, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58987&o=2

$end


$bbca_cass,bbcb_cass=clogger,
$bio

Clogger (c) 1988 Impact

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51650&o=2

$end


$pc98=clonedol,
$bio

Clone Doll - Kagai Juugyou (c) 1995 Space Project [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89141&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=encountr,
$bio

Close Encounters (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83797&o=2

$end


$info=closeenc,
$bio

Close Encounters of the Third Kind (c) 1978 Gottlieb.

- TECHNICAL -

Gottlieb System 1
Model Number : 424

- TRIVIA -

Released in October 1978.

9,950 units were produced.

Also released as "Close Encounters of the Third Kind [EM Model 424]".

- STAFF -

Design by : Ed Krynski
Art by : Gordon Morison

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5639&o=2

$end


$c64_cart,c64_flop=clsenctr,
$bio

Close Encounters of the Worst Kind (c) 1994 Mr. Computer

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53541&o=2

$end


$info=cloud9,
$bio

Cloud 9 (c) 1983 Atari.

Shoot clouds in the sky. Avoid rain drops and other enemies. Try to destroy all clouds before your chamber is flooded.

- TECHNICAL -

Main CPU : MOS Technology M6502 (@ 1.512 Mhz)
Sound Chips : (2x) POKEY (@ 1.5 Mhz)

Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 64

Players : 2
Control : trackball
Buttons : 2

- TRIVIA -

Cloud 9 was originally supposed to be written by Dona Bailey (the coder for "Centipede"), but she left and Paul inherited it. Originally called 'Weather War' the original game concept had a plug in the bottom of the screen that the character had to pull to let the water out. This game unfortunately only received one weekend of play testing at one location before being cancelled.

- STAFF -

Designed and programmed by : Paul M. Resch

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=477&o=2

$end


$info=m4c999,m4c999a,m4c999b,m4c999c,
$bio

Cloud 999 (c) 199? Barcrest.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=14895&o=2

$end


$amigaocs_flop=cloudkng,
$bio

Cloud Kingdoms (c) 1990 Millennium Game Products

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73741&o=2

$end


$sms=cloudmst,
$bio

Cloud Master (c) 1989 Sega Enterprises, Limited.

- TECHNICAL -

Cartridge ID: 7027

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55973&o=2

$end


$info=m4c9,m4c9__0,m4c9__1,m4c9__2,m4c9__3,m4c9__4,m4c9__5,m4c9__6,m4c9__7,m4c9__8,m4c9__9,m4c9__a,m4c9__b,m4c9__c,m4c9__d,m4c9__e,m4c9__f,m4c9__g,m4c9__h,m4c9__i,m4c9__j,m4c9__k,m4c9__l,m4c9__m,m4c9__n,
$bio

Cloud Nine (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41264&o=2

$end


$info=m4c9c,
$bio

Cloud Nine Club (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41265&o=2

$end


$a800=cloudbst,
$bio

Cloudburst (c) 1982 DANA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82800&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=cloudbst,cloudbstp,
$bio

Cloudburst  (c) 1982 UMI

- TECHNICAL -

[Model 1632]

- TRIVIA -

This is a 4k game internally, although it requires 8k to run.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83798&o=2

$end


$info=clown,
$bio

Clown (c) 07/1985 Zaccaria.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5263&o=2

$end


$info=pinclown,
$bio

Clown (c) 1988 Inder.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5264&o=2

$end


$info=sc1clown,
$bio

Clown Around (c) 1996 ELAM.

- TECHNICAL -

Model 6046

- TRIVIA -

Clown Around was released in June 1996.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42124&o=2

$end


$info=sc4clown,sc4clowna,sc4clownb,sc4clownc,sc4clownd,sc4clowne,sc4clownf,sc4clowng,
$bio

Clown Around (c) 200? Bell-Fruit Games.

- TECHNICAL -

[Model PR1727]

[Scorpion 4]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42989&o=2

$end


$info=sc5clown,sc5clowna,sc5clownb,sc5clownc,sc5clownd,sc5clowne,
$bio

Clown Around (c) 200? Bell-Fruit Games.

- TECHNICAL -

[Scorpion 5]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11515&o=2

$end


$info=m5clown,m5clown13,m5clown11,
$bio

Clown in' Around (c) 200? BWB.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15180&o=2

$end


$amigaocs_flop=clownman,
$bio

Clown-O-Mania [Budget] (c) 1989 Softgold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73742&o=2

$end


$c64_cart,c64_flop=clowns,clownsa,
$bio

Clowns (c) 1982 Commodore

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53542&o=2

$end


$coco_cart=clowns,
$bio

Clowns & Balloons (c) 1982 Tandy Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53418&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=clowns,clownspd,
$bio

Clowns (c) 1982 Commodore

- TECHNICAL -

Game ID: VIC-1931

- TRIVIA -

2 versions exist! One uses paddle controllers while the other uses joysticks.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83799&o=2

$end


$info=clowns,clowns1,
$bio

Clowns (c) 1978 Midway.

Players bounce clowns off 'see-saw' to break rows of balloons for high score and bonus jumps.

- TECHNICAL -

Upright cabinet
Midway No. 630

Main CPU : Intel 8080 (@ 1.9968 Mhz)
Sound Chips : Discrete circuitry

Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 2

Players : 2
Control : paddle

- TRIVIA -

Clowns was released in January 1978.

Also released as "Clowns [Cocktail Table model]".

This game is known in UK as "Springboard" (licensed to Subelectro).

David Nelson holds the official record for this game with 61,390 points on June 1, 2004.

- SCORING -

Successful jump : 10 points
Popping Balloon in bottom row: 20 points
Popping Balloon in middle row : 50 points
Popping Balloon in top row : 100 points
Bonus for Clearing Bottom Balloon Row : 200 points
Bonus for Clearing Middle Balloon Row : 500 points
Bonus for Clearing Top Balloon Row : 1,000 points

- PORTS -

* Computers :
Commodore C64 (1983)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=478&o=2

$end


$nes=clucluh,
$bio

Clu Clu Land (c) 1987 FMG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69234&o=2

$end


$nes=cluclugc,
$bio

Clu Clu Land (c) 2002 Nintendo [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53929&o=2

$end


$nes=cluclud,
$bio

Clu Clu Land D (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83841&o=2

$end


$gba=f_cluclu,
$bio

Clu Clu Land [Famicom Mini] [Model AGB-FCLJ-JPN] (c) 2004 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70625&o=2

$end


$famicom_flop=cluclu,
$bio

Clu Clu Land [Model FMC-CLD] (c) 1992 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65268&o=2

$end


$nes=cluclu,
$bio

Clu Clu Land (c) 1984 Nintendo.

Clu Clu Land is a single screen puzzle/action game by Nintendo. The aquatic kingdom of Clu Clu Land is at stake - a group of sea urchins, the Uniras, have stolen all the treasures of the country. Gorupp? (aka Gloopy) the bubble fish (known as Bubbles in the rest of the world) ventures out to retrieve all the gold they have taken along with them and hidden inside their underground lair. Each stage simply consists of a grid of turn posts. Gloopy is very fast but can't stop nor turn by himself, and therein lies the very core of the gameplay - she must hang onto these posts to turn around, or bounce off walls to change direction. All the gold is also hidden from view - Gloopy must uncover they all within a time limit by running over key locations on the maze (the gold bars usually form a recognizable shape on the playfield, helping the player to figure out where they are). Each maze is also riddled with traps and other hazards, such as black holes (this is where the Uniras come from, but then can swallow up Gloopy as well) and rubber bands (Gloopy bounces off them). Special items also appear from time to time on the playfield, they include Timers (freezes time), fruits and sacks (bonus points) and Flags (extra life). Finally, Gloopy can shoot electric shock waves to stun the urchins - but they eventually recover unless she crushes them against the outside walls. The mazes come in five different colors, and each color features four different pattern shapes (for a total of twenty). A bonus round awaits the player every six levels, in which Gloopy has to find and collect as many gold bars as possible within a time limit. Finally, Clu Clu Land features a two simultaneous player mode.

- TECHNICAL -

Cartridge ID: HVC-CL

- TRIVIA -

Clu Clu Land was released on Nov 22, 1984 in Japan.

Export releases:
[US] "Clu Clu Land [Model NES-CL-USA]"

- STAFF -

Music Composer: Akito Nakatsuka
Music Programmer: Hirokazu Tanaka

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55014&o=2

$end


$info=sc1cl2k,
$bio

Club 2000 Special Edition (c) 1997 ELAM.

- TECHNICAL -

Model 6641

- TRIVIA -

Club 2000 Special Editio was released in January 1997.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=19913&o=2

$end


$info=sc1cl2k1,
$bio

Club 2001 (c) 1993 ELAM.

- TECHNICAL -

Model 6050

- TRIVIA -

Club 2001 was released in April 1993.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=19914&o=2

$end


$info=sc1clb3,
$bio

Club 3000 (c) 1997 ELAM.

- TECHNICAL -

Model 6763

- TRIVIA -

Club 3000 was released in February 1997.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=19915&o=2

$end


$info=sc1cl65,sc1cl65c,sc1cl65d,sc1cl65dp,sc1cl65cp,
$bio

Club 65 Special (c) 1990 B.F.M.

- TECHNICAL -

Model 5732

- TRIVIA -

Club 65 Special was released in September 1990 in the UK.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=19911&o=2

$end


$info=sc1cl65a,sc1cl65ap,sc1cl65b,sc1cl65bp,
$bio

Club 65 Special (c) 1993 Bell-Fruit Mfg. Company, Limited.

- TECHNICAL -

[Model 6124]

- TRIVIA -

Released in April 1993 in the UK.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61737&o=2

$end


$info=j2club77,
$bio

Club 77 (c) 198? Unknown.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41901&o=2

$end


$info=j5ar80cl,j5ar80cla,j5ar80clb,j5ar80clc,
$bio

Club Around the World (c) 200? JPM.

The player must hi-lo gamble up to that point in order to exchange into the feature. Each time the player lands on an 'around the world' feature position a random number of letters are filled into the â€˜around the worldâ€™ name fill. If the name is completed, an extra life is awarded. As the player progresses along the feature board, each move on the hi-lo reel is represented by a suitcase being illuminated. When all odd numbers or all even numbers are complete this results in a bonus whereby each feature pot square is awarded twice for each completed odd or even suitcase column.

- TECHNICAL -

Club Around The World is a club product that features a 'pre-gamble' on the base game. This offers the player the option to complete the feature trail in various ways. There are three game options : 'economy', 'business' and 'first class'. All are depicted by a passport on the bottom glass. The player can exchange into the feature game at the indicated point on the award card.

- TRIVIA -

Released in UK.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11747&o=2

$end


$info=sc1clatt,sc1clatta,
$bio

Club Attraction (c) 1990 B.F.M..

- TECHNICAL -

Model 5527

- TRIVIA -

Club Attraction was released in April 1990 in the UK.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=19916&o=2

$end


$info=j6bnkrcl,j6bnkrcla,j6bnkrclb,j6bnkrclc,
$bio

Club Banker (c) 1998 JPM International.

- TECHNICAL -

Impact

- TRIVIA -

Club Banker was released in March 1998 in the UK.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15852&o=2

$end


$info=sc4bbclb,sc4bbclba,sc4bbclbb,sc4bbclbc,
$bio

Club Bankety Bank (c) 200? QPS Interactive.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40242&o=2

$end


$info=ep_bvrcl,ep_bvrcla,ep_bvrclb,ep_bvrclc,ep_bvrcld,ep_bvrcle,ep_bvrclf,ep_bvrclg,ep_bvrclh,ep_bvrcli,ep_bvrclj,ep_bvrclk,
$bio

Club Beaver Las Vegas (c) 199? Global Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40081&o=2

$end


$info=j6bmc,j6bmca,
$bio

Club Big Money (c) 2001 Crystal Leisure.

- TRIVIA -

Club Big Money was released in December 2001 in the UK.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15288&o=2

$end


$info=m5bnzclb,m5bnzclb11,
$bio

Club Bonanza (c) 200? Empire Games, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=19949&o=2

$end


$info=ep_cbrcl,ep_cbrcla,ep_cbrclb,ep_cbrclc,ep_cbrcld,ep_cbrcle,ep_cbrclf,ep_cbrclg,ep_cbrclh,ep_cbrcli,ep_cbrclj,ep_cbrclk,
$bio

Club Cannonball Run (c) 199? Global Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15370&o=2

$end


$info=sc4cvclb,sc4cvclba,sc4cvclbb,sc4cvclbc,sc4cvclbd,sc4cvclbe,sc4cvclbf,sc4cvclbg,
$bio

Club Cash 'L' Vania (c) 200? QPS Interactive.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15617&o=2

$end


$info=sc4cadcl,sc4cadcla,
$bio

Club Cash Adder (c) 200? QPS Interactive.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40055&o=2

$end


$info=sc4crcl,sc4crcla,sc4crclb,sc4crclc,sc4crcld,sc4crcle,sc4crclf,
$bio

Club Cashraker (c) 200? QPS Interactive.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15616&o=2

$end


$info=sc4cclas,sc4cclasa,sc4cclasb,sc4cclasc,sc4cclasd,sc4cclase,sc4cclasf,sc4cclasg,sc4cclash,sc4cclasi,sc4cclasj,sc4cclask,sc4cclasl,sc4cclasm,sc4cclasn,sc4cclaso,sc4cclasp,sc4cclasq,sc4cclasr,sc4cclass,
$bio

Club Class (c) 200? Bell-Fruit Games

- TECHNICAL -

[Model PR7148]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42484&o=2

$end


$info=m4clbcls,
$bio

Club Classic (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41276&o=2

$end


$info=j6cascla,j6casclaa,j6casclab,j6casclac,j6casclad,j6casclae,j6casclaf,j6casclag,j6casclah,j6casclai,j6casclaj,j6casclak,j6casclal,j6casclam,j6casclan,j6casclao,j6casclap,j6casclaq,j6casclar,j6casclas,
$bio

Club Classic Casino Crazy (c) 199? JPM International.

- TECHNICAL -

Impact

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41073&o=2

$end


$info=m4clbclm,m4clbclma,
$bio

Club Climber (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41275&o=2

$end


$info=sc4clclo,
$bio

Club Clouseau (c) 200? QPS.

- TECHNICAL -

[Model PR2383]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42509&o=2

$end


$info=m5coloss,
$bio

Club Colossus (c) 200? Empire Games Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15291&o=2

$end


$info=m4clbcnt,m4clbcnta,m4clbcnb,m4clbcntc,m4clbcntd,
$bio

Club Connect (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41277&o=2

$end


$info=sc4cjcl,sc4cjcla,sc4cjclb,sc4cjclc,sc4cjcld,sc4cjcle,sc4cjclf,
$bio

Club Cool Jewels (c) 200? Bell-Fruit Games.

- TECHNICAL -

[Model PR1621]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=18237&o=2

$end


$info=sc4crcc,sc4crcca,sc4crccb,sc4crccc,
$bio

Club Cops 'n' Robbers Classic (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR6837]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42529&o=2

$end


$info=sc2copdc5,sc2copdc5p,
$bio

Club Cops 'n' Robbers Deluxe (c) 1995 Bell-Fruit Mfg. Company, Limited. [B.F.M.].

- TECHNICAL -

[Model PR6332]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42423&o=2

$end


$info=sc2copdc,sc2copdc1,sc2copdc1p,sc2copdc2,sc2copdc2p,sc2copdc3,sc2copdc3p,sc2copdc4,sc2copdc4p,sc2copdc6,sc2copdcp,
$bio

Club Cops 'n' Robbers Deluxe (c) 1995 Bell-Fruit Mfg. Company, Limited. [B.F.M.]

- TECHNICAL -

[Model PR6588]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61733&o=2

$end


$info=sc4srgc,sc4crgca,sc4crgcb,sc4crgcc,sc4crgcd,sc4crgce,sc4crgcf,sc4crgcg,sc4crgch,sc4crgci,sc4crgcj,sc4crgck,sc4crgcl,sc4crgcm,sc4crgcn,sc4crgco,sc4crgcp,sc4crgcq,sc4crgcr,sc4crgcs,sc4crgct,sc4crgcu,
$bio

Club Cops 'n' Robbers Gold (c) 2003 Bell-Fruit Games.

- TECHNICAL -

[Model PR1348]

- TRIVIA -

Released in May 2003.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15125&o=2

$end


$info=sc4crcp,sc4crcpa,sc4crcpc,sc4crcpd,sc4crcpe,sc4crcpf,sc4crcpg,sc4crcph,sc4crcpi,sc4crcpj,
$bio

Club Cops 'n' Robbers Platinum (c) 2008 Bell-Fruit Games, Limited.

- TECHNICAL -

[Model PR3241]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=30371&o=2

$end


$info=sc2copcl,sc2copcl1,sc2copcl1p,sc2copcl10,sc2copcl11,sc2copcl11p,sc2copcl2,sc2copcl3,sc2copcl3p,sc2copcl4,sc2copcl5,sc2copcl6,sc2copcl6p,sc2copcl7,sc2copcl8,sc2copcl8p,sc2copcl9,sc2copcl9p,
$bio

Club Cops 'n' Robbers (c) 1993 Bell-Fruit Mfg.

- TECHNICAL -

[Model PR6231]

- TRIVIA -

Released on July 20, 1993 in the UK.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15126&o=2

$end


$info=sc4cfclb,sc4cfclba,sc4cfclbb,
$bio

Club Crazy Fruits (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42491&o=2

$end


$info=sc4cfgcl,sc4cfgcla,sc4cfgclb,sc4cfgclc,
$bio

Club Crazy Fruits Gold (c) 200? Bell-Fruit Games.

- TECHNICAL -

[Model PR1620]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15124&o=2

$end


$info=sc5dndbl,sc5dndbla,sc5dndblb,sc5dndblc,sc5dndbld,sc5dndble,sc5dndblf,sc5dndblg,sc5dndblh,sc5dndbli,sc5dndblj,sc5dndblk,sc5dndbll,sc5dndblm,sc5dndbln,sc5dndblo,sc5dndblp,sc5dndblq,sc5dndblr,sc5dndbls,
$bio

Club Deal or No Deal - Can You Beat The Banker (c) 2008 Bell-Fruit Games, Limited.

- TECHNICAL -

[Model PR3068]

Scorpion 5

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=30370&o=2

$end


$info=ad5dndcl,ad5dndcla,ad5dndclb,ad5dndclc,ad5dndcld,ad5dndcle,ad5dndclf,ad5dndclg,
$bio

Club Deal or No Deal (c) 200? Bell-Fruit Games, Limited.

- TECHNICAL -

[Adder 5]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42016&o=2

$end


$info=sc4dndcl,sc4dndcla,sc4dndclb,sc4dndclc,sc4dndcld,sc4dndcle,sc4dndclf,sc4dndclg,
$bio

Club Deal or No Deal (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR1949]
[Scorpion 4]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43005&o=2

$end


$info=sc5dndcl,sc5dndcla,
$bio

Club Deal or No Deal (c) 200? Bell-Fruit Games.

- TECHNICAL -

[Scorpion 5]

- TRIVIA -

Based on the UK version of the worldwide smash-hit game show Deal or No Deal hosted by Noel Edmonds. In this version, the cases found in the US version are replaced with boxes.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=19964&o=2

$end


$info=sc1cdm,sc1cdmp,
$bio

Club Diamond (c) 199? Crystal Leisure.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42418&o=2

$end


$info=sc1clbdm,
$bio

Club Diamond (c) 1992 ELAM.

- TECHNICAL -

Model 5724

- TRIVIA -

Club Diamond was released in July 1992.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=19917&o=2

$end


$info=m4clbdbl,
$bio

Club Double (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41278&o=2

$end


$info=hb_dac,hb_daca,hb_dacb,hb_dacc,hb_dacd,hb_dace,hb_dacf,hb_dacg,hb_dacz,
$bio

Club Dough & Arrow (c) 200? QPS Interactive.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15619&o=2

$end


$jaguar=clubdriv,
$bio

Club Drive (c) 1994 Atari Corp.

In the year 2098, where do you go on vacation? Club Drive, of course - the most exciting theme park of the 21st century.

Club Drive was opened just after driving was once again legalized. Driving had been illegal for safety reasons for more than 50 years, until Doctor Lawrence Phosphorus' breakthrough discovery.

In his distributive processing study involving safety and smart materials, the doctor developed algorithms that could be mathematically proven to be safe. Thus, the driving ban was lifted for these indestructible vehicles, and Club Drive was born.

Take Old West Exit and chase down your opponent in a fast-paced game of tag through the main streets of a real ghost town. Get off on Hairpin Drive and test your wheels in a skateboard park - for cars! Turn on 2010 Century Court and race through San Francisco. Then take Ho Scale Lane and experience what it's like to be a toy car and race through your neighbor's house.

It's your chance to do stuff with a car you've never dreamed of!

- TECHNICAL -

Model J9003E

- TIPS AND TRICKS -

* Planet Todd (during World Selection): 4+2, firebutton.

* Drop & Fixed Camera views / Debug (during game play): 8+6

* Atari Building: Enter the pulsating wall inside the mine shaft of Wild-West World during a single player race.

* The Castle: Enter the first floor fireplace of Jerome's World during a single player race. Must have fast car option turned on.

- STAFF -

Lead Programmer: Todd Powers
Programmers: Eric Smith, Eric Ginner
Producers: Craig Suko, James Hampton (Purple)
Lead Artist: Ed Pearson
Artists: Ken Saunders, Jeffrey Gatrall, B.J. West
Music Director:	James Grunke
Music and Sound: M. Stevens, Wiley Evans, James Grunke, Jerry Gerber
Lead Testers: Lance Lewis, Dan McNamee
Testers: Hank Cappa, Scott Hunter, Andrew Keim, Joe Sousa

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76413&o=2

$end


$info=ep_ddqcl,ep_ddqcla,ep_ddqclb,ep_ddqclc,ep_ddqcld,ep_ddqcle,ep_ddqclf,ep_ddqclg,
$bio

Club Dungeons & Drag Queens (c) 199? Global Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40830&o=2

$end


$info=sc1clbdy,sc1clbdya,
$bio

Club Dynamite (c) 198? Global Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42120&o=2

$end


$info=sc1clbxp,sc1clbxpa,
$bio

Club Explosion (c) 1989 Bell-Fruit Mfg. Company, Limited.

- TECHNICAL -

Model 5523

- TRIVIA -

Club Explosion was released in November 1989 in the UK.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42123&o=2

$end


$info=m1clbfvr,m1clbfvrp,
$bio

Club Fever (c) 199? Maygay.

- TECHNICAL -

M1A/B

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41973&o=2

$end


$info=j6firclb,j6firclba,j6firclbb,j6firclbc,
$bio

Club Firecracker (c) 200? JPM International.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=18212&o=2

$end


$amigaocs_flop=clubfoot,
$bio

Club Football - The Manager (c) 1994 BOMS

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73743&o=2

$end


$info=hb_frtcl,hb_frtcla,hb_frtclb,hb_frtclc,hb_frtcld,hb_frtcle,hb_frtclf,hb_frtclg,hb_frtclh,hb_frtcli,hb_frtclj,hb_frtclk,hb_frtcll,hb_frtclm,hb_frtcln,
$bio

Club Fruitopia (c) 200? QPS Interactive.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15618&o=2

$end


$info=sc5gdclbj,sc5gdclbk,
$bio

Club Gold Digger (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR3429]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69347&o=2

$end


$info=sc4gdclb,sc4gdclba,sc4gdclbb,sc4gdclbc,sc4gdclbd,sc4gdclbe,sc4gdclbf,sc4gdclbg,sc4gdclbh,sc4gdclbi,sc4gdclbj,sc4gdclbk,
$bio

Club Gold Digger (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR1137]

[Scorpion 4]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43026&o=2

$end


$info=sc5gdclb,sc5gdclba,sc5gdclbb,sc5gdclbc,sc5gdclbd,sc5gdclbe,sc5gdclbf,sc5gdclbg,
$bio

Club Gold Digger (c) 200? Bell-Fruit Games.

- TECHNICAL -

[Scorpion 5]
[Model PR1137]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=19956&o=2

$end


$info=sc4ggcl,sc4ggcla,sc4ggclb,sc4ggclc,sc4ggcld,
$bio

Club Golden Grid (c) 200? QPS Interactive.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15615&o=2

$end


$info=sc2cgcas,sc2cgcas1,sc2cgcas1p,sc2cgcasp,
$bio

Club Grand Casino (c) 1997 Bell-Fruit Mfg. Company, Limited. [B.F.M.].

- TECHNICAL -

[Model PR6547]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42422&o=2

$end


$info=sc4gcclbo,sc4gcclbq,
$bio

Club Grand Casino (c) 200? Bell-Fruit Games, Limited. [B.F.G.]

- TECHNICAL -

[Model PR7149]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61749&o=2

$end


$info=sc4gcclb,sc4gcclba,sc4gcclbb,sc4gcclbc,sc4gcclbd,sc4gcclbe,sc4gcclbf,sc4gcclbg,sc4gcclbh,sc4gcclbi,sc4gcclbj,sc4gcclbk,sc4gcclbl,sc4gcclbm,sc4gcclbn,sc4gcclbp,
$bio

Club Grand Casino (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR7194]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42613&o=2

$end


$info=sc2gslam,sc2gslam1,sc2gslam1p,sc2gslamp,
$bio

Club Grandslam (c) 1996 Bell-Fruit Mfg. Company, Limited. [B.F.M.].

- TECHNICAL -

SCORPION 2

- TRIVIA -

[Model PR6591]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31138&o=2

$end


$info=sc4gslam,sc4gslama,sc4gslamb,sc4gslamc,sc4gslamd,sc4gslame,sc4gslamf,
$bio

Club Grandslam (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

SCORPION 4
[Model PR6934]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42218&o=2

$end


$info=ep_cgred,ep_cgreda,
$bio

Club Greed (c) 199? Global Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40149&o=2

$end


$info=ep_grncl,ep_grncla,ep_grnclb,ep_grnclc,gl_grncl,gl_grncla,
$bio

Club Grid Runner (c) 200? Global Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15378&o=2

$end


$info=sc4hfcl,sc4hfcla,
$bio

Club Happy Fruits (c) 2000 Bell-Fruit Games.

The juciest club machine around.

- TECHNICAL -

[Model PR1021]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=19929&o=2

$end


$info=sc4jjucl,sc4jjucla,sc4jjuclb,sc4jjuclc,sc4jjucld,sc4jjucle,
$bio

Club Jackpot Junction (c) 200? Bell-Fruit Games.

- TECHNICAL -

[Model 1422]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=18243&o=2

$end


$info=sc4juicya,sc4juicyc,
$bio

Club Juicy Jackpots (c) 200? Bell-Fruit Games, Limited. [B.F.G.]

- TECHNICAL -

[Model PR1123]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42667&o=2

$end


$info=sc4juicy,sc4juicyb,sc4juicyd,sc4juicye,sc4juicyf,sc4juicyg,sc4juicyi,sc4juicyj,
$bio

Club Juicy Jackpots (c) 200? Bell-Fruit Games.

- TECHNICAL -

[Model PR1136]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=18244&o=2

$end


$info=m5kaleid,
$bio

Club Kaleidoscope (c) 200? Empire Games, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=19945&o=2

$end


$info=clubkcyc,
$bio

Club Kart (c) 2001 Sega Enterprises, Limited.

Can you cut it as a Race Ace when you are travelling at 100km per hour skidding around the bends with your backside just 10cm off the track. Race a high performance kart around the streets of Piazza Laziale, Cote d Azur or Andalucia where only the fast and strong fear to tread.
Choice of normal race mode or Championship race with the revolutionary club kart card system. The power of the Naomi 2 board creates unparalleled graphics and sound to bring the ultimate kart video simulator.
- Link up to 8 players
- Practice, battle or Championship modes

If they go 100 miles per hour in the straight-away, they aren't go-karts, they're club-karts!

- TECHNICAL -

Runs on the Sega "NAOMI 2" hardware.

- TRIVIA -

Club Kart was released in June 2001.

- SERIES -

1. Club Kart (2001)
2. Club Kart - European Session (2002)
3. Club Kart Prize (2003)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4031&o=2

$end


$info=clubkrt,clubkrtc,clubkrto,
$bio

Club Kart - European Session (c) 2002 Sega.

Tis European version of "Club Kart" including different courses.

- TECHNICAL -

Runs on the Sega "NAOMI 2" hardware.

- TRIVIA -

European Session was released in June 2002.

- SERIES -

1. Club Kart (2001)
2. Club Kart - European Session (2002)
3. Club Kart Prize (2003)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4032&o=2

$end


$info=clubkprz,clubkpzb,
$bio

Club Kart Prize (c) 2003 Sega.

- TECHNICAL -

Runs on the Sega "NAOMI 2" hardware.

- SERIES -

1. Club Kart (2001)
2. Club Kart - European Session (2002)
3. Club Kart Prize (2003)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4033&o=2

$end


$info=sc4lkbcl,sc4lkbcla,sc4lkbclb,sc4lkbclc,sc4lkbcld,sc4lkbcle,sc4lkbclf,sc4lkbclg,sc4lkbclh,sc4lkbcli,
$bio

Club Lock Buster (c) 200? Bell-Fruit Games.

- TECHNICAL -

[Model PR1321]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=18245&o=2

$end


$info=j7clbmag,
$bio

Club Magic (c) 200? JPM.

Club Magic is a 6-reel multi-stake game, with five features being offered on the base game. A unique shuffle feature is also included. On the base reels are dedicated overprinted star symbols. When three of these appear in a line on one of the five winlines then the corresponding feature will be activated.

On the top reels are dedicated symbols, which if one appears in the window, will cause all wins within the window to be paid 27 ways.

There is a chance that this feature may hold over to the next game.

If the wild symbol(s) cannot be held, this feature is cancelled until the next time it appears in the window.

- TRIVIA -

Released in UK. Club Magic is designed for the club market.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11749&o=2

$end


$info=sc2mamcl,sc2mamcl1,sc2mamcl1p,sc2mamcl2,sc2mamcl2p,sc2mamcl3,sc2mamclp,
$bio

Club Make a Million (c) 1996 Bell-Fruit Mfg.

- TECHNICAL -

SCORPION 2
[Model 6546]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=18246&o=2

$end


$info=sc4maxcc,sc4maxcca,sc4maxccb,sc4maxccc,
$bio

Club Maximus Cash (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR2130]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40044&o=2

$end


$info=ac1clbmn,
$bio

Club Money (c) 199? Ace Coin Equipment, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41815&o=2

$end


$info=sc4clbmn,sc4clbmna,sc4clbmnb,sc4clbmnc,
$bio

Club Money Bags (c) 200? Bell-Fruit Games, Limited..

- TECHNICAL -

[Model PR1955]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47741&o=2

$end


$info=sc4mtbcl,sc4mtbcla,sc4mtbclb,sc4mtbclc,sc4mtbcld,sc4mtbcle,sc4mtbclf,sc4mtbclg,sc4mtbclh,sc4mtbcli,sc4mtbclj,sc4mtbclk,sc4mtbcll,sc4mtbclm,sc4mtbcln,sc4mtbclo,
$bio

Club Money to Burn (c) 200? Bell-Fruit Games.

- TECHNICAL -

[Model PR6932]

Hardware: SCORPION 4
Cabinet: SMILEY 2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=18249&o=2

$end


$info=m1monclb,m1monclba,m1monclbb,m1monclbc,m1monclbd,m1monclbe,m1monclbf,m1monclbg,m1monclbh,m1monclbi,m1monclbj,m1monclbk,m1monclbl,m1monclbm,
$bio

Club Monopoly (c) 199? Maygay.

- TECHNICAL -

M1A/B

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42001&o=2

$end


$info=ep_cormn,ep_cormna,
$bio

Club Monopoly - Coronation St. (c) 199? Maygay.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40821&o=2

$end


$info=j6monst,j6monsta,j6monstb,j6monstc,j6monstd,
$bio

Club Monster Cash! (c) 200? Crystal Leisure.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40613&o=2

$end


$info=sp_clbna,sp_clbnaa,
$bio

Club National (c) 199? Ace Coin Equipment, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42225&o=2

$end


$info=j5clbnud,j5clbnuda,
$bio

Club Nudger (c) 199? JPM International.

- TECHNICAL -

System 5

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41029&o=2

$end


$info=clubpacm,clubpacmb,
$bio

Club Pacman / Lambada (c) 1991 Miky S.r.l.

Club Pacman is a Ms.Pac-Man-like game with the same object as Pac-Man except, Club Pacman has some new features including: Music when you eat a Power Pellet, Turbo speed when eating a Power Pellet, Fast fruit, faster ghosts when you get good, and speed options.

- TECHNICAL -

Club Pacman is a Pac-Man kit.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83473&o=2

$end


$info=sc4ppclb,sc4ppclba,sc4ppclbb,sc4ppclbc,
$bio

Club Pink Panther (c) 2007 QPS Interactive.

- TECHNICAL -

[Model PR2236]

- TRIVIA -

Released in June 2007.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=34916&o=2

$end


$info=sc4pogbl,sc4pogbla,sc4pogblb,sc4pogblc,sc4pogbld,sc4pogble,
$bio

Pots of Gold (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR3083]

[Scorpion 4]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43049&o=2

$end


$info=sc5pogcl,
$bio

Club Pots of Gold (c) 2008 Bell-Fruit Games, Limited.

- TECHNICAL -

[Scorpion 5]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=30369&o=2

$end


$info=b85clbpm,
$bio

Club Premier (c) 1985 Bell-Fruit Mfg. Company, Limited.

- TECHNICAL -

System 85

- TRIVIA -

Club Premier was released in February 1989 in the UK.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41867&o=2

$end


$info=sc5cpen1,sc5cpen1a,sc5cpen1b,sc5cpen1c,
$bio

Club Public Enemy No.1 (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR3528]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42527&o=2

$end


$info=sc2cpe3,sc2cpe3p,sc2cpe4,sc2cpe4p,
$bio

Club Public Enemy No.1 (c) 1994 Bell-Fruit Mfg. Company, Limited. [B.F.M.].

- TECHNICAL -

Model PR6331

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31141&o=2

$end


$info=sc2cpe,sc2cpe1,sc2cpe1p,sc2cpe2,sc2cpe2p,sc2cpep,
$bio

Club Public Enemy No.1 (c) 1996 Bell-Fruit Mfg. Company, Limited. [B.F.M.]

- TECHNICAL -

[Model PR6574]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61731&o=2

$end


$info=ep_rags,ep_ragsa,
$bio

Club Rags To Riches (c) 199? Maygay.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40618&o=2

$end


$info=j6raclb,j6raclba,j6raclbb,j6raclbc,j6raclbd,
$bio

Club Red Alert (c) 199? JPM International.

- TECHNICAL -

Impact

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=18217&o=2

$end


$info=sc4rdrcl,sc4rdrcla,sc4rdrclb,
$bio

Club Red Dragon (c) 2005 QPS Interactive.

- TECHNICAL -

[Model QPS160]

- TRIVIA -

Released in May 2005.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=26080&o=2

$end


$info=m4rhrcl,m4rhrcl__a,m4rhrcl__b,m4rhrcl__c,
$bio

Club Red Hot Roll (c) 199? Barcrest.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=14926&o=2

$end


$info=m4clbrpl,
$bio

Club Replay (c) 199? PCP.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41279&o=2

$end


$info=j6rcclub,j6rccluba,j6rcclubb,
$bio

Club Roller Coaster (c) 199? JPM International.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=18219&o=2

$end


$info=j6royfls,j6royflsa,j6royflsb,j6royflsc,j6royflsd,j6royflse,
$bio

Club Royal Flush (c) 1998 JPM International.

- TECHNICAL -

Impact

- TRIVIA -

Club Royal Flush was released in August 1998 in the UK.

Distributed in UK by :
Crown Leisure Sales
Deith Leisure Sales
Direct Machine Distributors
MDM Leisure Limited
Rank Leisure Machine Service

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15792&o=2

$end


$info=sc1clbrn,
$bio

Club Runner (c) 198? B.F.M. [Bell-Fruit Manufacturing Company, Limited.].

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=19918&o=2

$end


$info=m5clubsn,m5clubsn11,m5clubsn14,m5clubsn16,
$bio

Club Sandwich (c) 200? BWB.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15200&o=2

$end


$info=m4clbshf,
$bio

Club Shuffle (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41280&o=2

$end


$info=sc4slc,sc4slca,sc4slcb,sc4slcc,sc4slcd,sc4slce,sc4slcf,sc4slcg,sc4slch,sc4slci,sc4slcj,sc4slck,sc4slcl,sc4slcm,sc4slcn,
$bio

Club Snakes & Ladders (c) 2003 Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR1423]

- TRIVIA -

Released in June 2003.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40009&o=2

$end


$info=ac1clbsv,
$bio

Club Sovereign (c) 199? Ace Coin Equipment, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42297&o=2

$end


$info=sc1clbsp,
$bio

Club Spinner (c) 198? B.F.M. [Bell-Fruit Manufacturing Company, Limited.].

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=19919&o=2

$end


$info=ep_sdclb,ep_sdclba,
$bio

Club Spotted Dick (c) 199? Maygay.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40889&o=2

$end


$info=m5starcl,
$bio

Club Stars & Stripes (c) 2002 Vivid Gaming.

- TECHNICAL -

Cabinet Dimensions (HxWxD) :
203cm x 74cm x 61cm

- TRIVIA -

Released the 1st June 2002.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15701&o=2

$end


$info=ep_stmcl,ep_stmcla,
$bio

Club Storm Force (c) 199? Global Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15364&o=2

$end


$info=sc4suscl,sc4suscla,sc4susclb,sc4susclc,
$bio

Club Suits U Sir! (c) 200? QPS Interactive.

- TECHNICAL -

[Model PR2357]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40008&o=2

$end


$info=sc4takcl,sc4takcla,sc4takclb,sc4takclc,sc4takcld,sc4takcle,sc4takclf,sc4takclg,sc4takclh,sc4takcli,sc4takclj,
$bio

Club Take Note (c) 200? Bell-Fruit Games.

- TECHNICAL -

[Model PR1323]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15123&o=2

$end


$info=sc1clbtm,sc1clbtma,
$bio

Club Temptation (c) 1991 BFM.

- TECHNICAL -

Model 5491

- TRIVIA -

Club Temptation was released in May 1991 in the UK.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42121&o=2

$end


$info=sc4clbtm,sc4clbtma,sc4clbtmb,sc4clbtmc,sc4clbtmd,sc4clbtme,
$bio

Club Temptation (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR7131]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42507&o=2

$end


$info=m4tropclc,m4tropclb,m4tropcla,m4tropcl,m4tropcld,
$bio

Club Tropicana (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41281&o=2

$end


$info=m5clbtro,m5clbtro24,m5clbtro25,
$bio

Club Tropicana (c) 200? Empire Games Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15332&o=2

$end


$info=ep_21clb,ep_21clba,
$bio

Club Twenty One (c) 199? Maygay.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=18198&o=2

$end


$info=m4clbveg,
$bio

Club Vegas (c) 199? Barcrest.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15085&o=2

$end


$info=sc4vrgcl,sc4vrgcla,sc4vrgclb,sc4vrgclc,sc4vrgcld,sc4vrgcle,sc4vrgclf,sc4vrgclg,sc4vrgclh,sc4vrgcli,
$bio

Club Very Rich Geezer (c) 200? Bell-Fruit Games.

- TECHNICAL -

[Model PR1037]
Scorpion 4

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=18255&o=2

$end


$info=sc4legcb,sc4legcba,sc4legcbb,sc4legcbc,sc4legcbd,sc4legcbe,
$bio

Club Who Wants to be a Legionnaire? (c) 200? Bell-Fruit Games.

- TECHNICAL -

[Model PR1038]

Scorpion 4

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=19954&o=2

$end


$info=sc1clbw,sc1clbwa,
$bio

Club Wise (c) 1990 B.F.M.

- TECHNICAL -

Model 5731

- TRIVIA -

Club Wise was released in June 1990 in the UK.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=19920&o=2

$end


$info=m4clbx,m4clbxa,m4clbxb,
$bio

Club X (c) 199? Barcrest.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15084&o=2

$end


$info=ac1clbxt,ac1clbxta,
$bio

Club Xtra (c) 199? Ace Coin Equipment.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=14841&o=2

$end


$amigaocs_flop=cluemdu,
$bio

Clue - Master Detective (c) 1990 Leisure Genius

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73744&o=2

$end


$cdi=clue,
$bio

Clue (c) 1994 Philips Interactive Media, Incorporated.

- TECHNICAL -

Model 819 1002

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52807&o=2

$end


$snes=clue,
$bio

Clue (c) 1992 Parker Bros.

- TECHNICAL -

Model SNS-CL

- TRIVIA -

Released in July 1992 in North America only.

- STAFF -

Developed by: Sculptured Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62868&o=2

$end


$megadriv=clue,
$bio

Clue (c) 1992 Parker Bros.

Parker Brothers' classic detective game.

- TECHNICAL -

Model T-89016

- TRIVIA -

Released in North America only.

- STAFF -

Developed by: Sculptured Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57163&o=2

$end


$bbca_cass,bbcb_cass=cluedo,
$bio

Cluedo (c) 1986 Leisure Genius

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51651&o=2

$end


$cdi=cluedo,
$bio

Cluedo (c) 1994 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52808&o=2

$end


$amigaocs_flop=cluemd,
$bio

Cluedo - Master Detective (c) 1990 Leisure Genius

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73745&o=2

$end


$cdi=cluedo2,
$bio

Cluedo - The Mysteries Continue (c) 1995 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52809&o=2

$end


$info=sc5clu70,sc5clu70a,
$bio

Cluedo 70 (c) 200? QPS Interactive.

- TECHNICAL -

[Model PR2495]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42511&o=2

$end


$info=sc5clcas,sc5clcasa,
$bio

Cluedo Casino (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR2339]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42508&o=2

$end


$info=j6cluclb,j6cluclba,j6cluclbb,j6cluclbc,j6cluclbd,j6cluclbe,j6cluclbf,j6cluclbg,j6cluclbh,j6cluclbi,j6cluclbj,j6cluclbk,j6cluclbl,
$bio

Cluedo Club (c) 2002 JPM International.

- TECHNICAL -

Impact

- TRIVIA -

Cluedo Club was released in June 2002 in the UK.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41076&o=2

$end


$info=sc4clucl,sc4clucla,
$bio

Cluedo Club (c) 200? Mazooma Games.

- TECHNICAL -

Model PR2237]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42512&o=2

$end


$info=sc5clnot,sc5clnota,sc5clnotb,sc5clnotc,sc5clnotd,sc5clnote,sc5clnotf,sc5clnotg,
$bio

Cluedo Notorious (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR3320]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42510&o=2

$end


$info=sc5clus,sc5clusa,sc5clusb,sc5clusc,sc5clusd,sc5cluse,sc5clusf,sc5clusg,sc5clush,sc5clusi,sc5clusj,sc5clusk,
$bio

Cluedo The Usual Suspects (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR2332]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42514&o=2

$end


$cpc_cass=cluedouk,
$bio

Cluedo [Model LG150] (c) 1986 Leisure Genius

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93530&o=2

$end


$info=sc4clue,sc4cluea,sc4clueb,sc4cluec,sc4clued,sc4cluee,sc4cluef,sc4clueg,
$bio

Cluedo (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR2230]

[Scorpion 4]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42513&o=2

$end


$info=sc5clue,sc5cluea,sc5clueb,sc5cluec,
$bio

Cluedo (c) 200? Mazooma Games.

- TECHNICAL -

[Scorpion 5]
 [Model PR2230]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43083&o=2

$end


$info=m1cluedo,m1cluedo1,m1cluedo1h,m1cluedo1p,m1cluedo3,m1cluedo3h,m1cluedo3p,m1cluedo4,m1cluedo4p,m1cluedo5,m1cluedo5p,m1cluedob1,m1cluedob1h,m1cluedob1p,m1cluedob2,m1cluedob2h,m1cluedob2p,m1cluedoi,
$bio

Cluedo? (c) 1995 Maygay.

- TRIVIA -

Cluedo? was released in May 1995.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40215&o=2

$end


$info=m1cluecb,m1cluecb1,m1cluecb1p,m1cluecb2,m1cluecb2p,m1cluecbp,
$bio

Clued? Club (c) 1993 Maygay.

- TECHNICAL -

M1A/B

- TRIVIA -

Clued? Club was released in July 1993.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41974&o=2

$end


$info=cluedo,cluedo2c,cluedo2,cluedod,
$bio

Cluedo? Murder Mystery Quiz Game (c) 1995 JPM.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 8 Mhz), TMS34010 (@ 5 Mhz)
Sound Chips : UPD7759 (@ 640 Khz)

Players : 1
Buttons : 1

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=14144&o=2

$end


$info=m1cluess,m1cluessa,m1cluessap,m1cluessb,m1cluessbp,m1cluessc,m1cluesscp,m1cluessd,m1cluessdp,m1cluesse,m1cluessep,m1cluessf,m1cluessfp,m1cluessg,m1cluessh,m1cluessi,m1cluessj,m1cluessk,m1cluessl,
$bio

Cluedo? Super Sleuth (c) 1996 Maygay.

- TRIVIA -

Cluedo? Super Sleuth was released in May 1996.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15502&o=2

$end


$pc98=cluju,
$bio

Cluju (c) 1988 Xain Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89142&o=2

$end


$info=cgraplop,
$bio

Cluster Buster (c) 1983 Data East.

- TECHNICAL -

Runs on the "DECO Cassette System" hardware

Cartridge ID: Model DT-128

- TRIVIA -

Cluster Buster was released in November 1983. It was known as the 28th video game (Cassette no. 28) made for the Deco Cassette System.

This game is known in North America as "Graplop [Model DT-128]".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=401&o=2

$end


$info=cltchitr,cltchitrj,cltchitrd,cltchitrjd,
$bio

Clutch Hitter (c) 1991 Sega.

A baseball game featuring all the Major League Baseball players from the 1991 season (but only 3 different ballparks).

- TECHNICAL -

Game ID : 317-0175 / 317-0176

Runs on the Sega "System 18" hardware.

Players: 2
Control: 8-way joystick
Buttons: 3

- TRIVIA -

Clutch Hitter was released in April 1991. This game was only available as a conversion kit (no dedicated cabinets were made). The marquee, sideart, bezel, and control panel overlay are all green, while the joysticks are red ball top units. The one thing that really stands out about this games cabinet is the joysticks. The game board itself is a Sega System 18 board, and is JAMMA compatible. The mainboard of this game contains a Sega 68000 style suicide chip.

- UPDATES -

FD1094 317-0175:
* Original Japanese version

FD1094 317-0176:
* Export (US) version

- PORTS -

* Consoles :
Sega Game Gear (1991)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=479&o=2

$end


$gamegear=clutchit,
$bio

Clutch Hitter [Model 2311] (c) 1991 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64519&o=2

$end


$pc8801_flop=cmdpuzz1,
$bio

CMD Puzzle (c) 1986 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91479&o=2

$end


$pc8801_flop=cmdpuzzl,
$bio

CMD Puzzle - Color Version (c) 1986 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91480&o=2

$end


$megadriv=coachk,
$bio

Coach K College Basketball (c) 1995 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57164&o=2

$end


$msx1_cart=coastrac,coastracb,coastraca,
$bio

Coaster Race [Model HBS-G050C] (c) 1986 Sony Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76653&o=2

$end


$info=cobrap,
$bio

Cobra (c) 1987 Nuova Bell Games.

- STAFF -

Art by : Adriano Nardi

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=9621&o=2

$end


$pcecd=cobra,
$bio

Cobra - Kokuryuuou no Densetsu (c) 1989 Hudson Soft.

Cobra is a digital comic based on the Japanese space adventure series by Buichi Terasawa. The main character, the yellow haired and charismatic Cobra, is the most famous space pirate in the whole universe and he is always accompanied by his robotic and sexy robotic lady friend Andromeda- in short, he's a sort of space James Bond, but a bit on the dumb side, or at least this is what he wants the space pirates to believe. The secret of Cobra is a powerful psycho-gun hidden in his left arm which makes him unstoppable and indestructible. This digital comic needs a heavy knowledge of Japanese to be fully appreciated and the player will have to know its Japanese by the book in order to defeat the Galactic Guild. The game starts in a large cruise space ship and Cobra wanders around it and gathers information. Simple actions, like 'look' or 'talk' are listed on the right side of the screen and allow the player to interact with the environments and characters. Some parts of the game are more 'interactive' but in very limited ways. As a side note, the game can be saved at any time by pressing 'Select'.

- TECHNICAL -

Game ID: HCD8004

- TRIVIA -

Cobra was released on March 31, 1989 in Japan for 5980 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58140&o=2

$end


$info=cobra,cobram3,cobraseg,cobraa,
$bio

Cobra Command (c) 1984 Data East USA.

Mission... You have been ordered to get rid of a terrorist group which is committing crimes all over the world. Piloting your ultra-modern Jet Helicopter you have to confront your enemies. Carry out your mission!

You command a fully armed helicopter and must take on enemy helicopters, planes, tanks, and ships in order to destroy their stronghold on an area. Your missions take you though the forest, in the canyons, through the desert ruins, out to the pacific ocean, and right though New York City.

- TECHNICAL -

Main CPU : I8086 (@ 5 Mhz), (2x) M6502 (@ 1 Mhz)
Sound Chips : (2x) DAC, (2x) AY8910 (@ 2 Mhz), SP0250 (@ 3.12 Mhz)

Players : 1
Buttons : 2

- TRIVIA -

Cobra Command was released in May 1984.

Known in Japan as "Thunder Storm". Data East later released an unrelated shoot-em-up titled "Cobra Command" in 1988.

Film Produced by Toei Animation Co., Ltd.

It was the second arcade game to incorporate the Laserdisc technology featuring cartoon animation.

The player's helicopter makes a cameo in "Double Dragon II - The Revenge" as soon as the hangar's door opens in the beginning of the game.

Alfredo Garcia of Spain holds the official record for this game with 100030 points on August 2, 1984.

- STAFF -

Game Staff
Created by : Sabu, Yoshihisa Kishimoto (Yoshi), Rie
Programmers : Tsuyo, Shin, Tomo
Sound Programmer : Masa
Engineers : Taka, Jun

Picture Staff
Producer : Miki Hirao
Director : Hideki Takayama
Animator : Hajime Kamegaki
Designer : Toshiyuki Yamamoto
Cinematographer : Masao Shimizu
Ink & Painter : Tsutomu Tsukasa
Sound Patterns : Yasuyki Konno
Composer : Hidenori Tao

- PORTS -

* Consoles :
Sega CD [EU] (1992) "Cobra Command [Model 4130]" 
Sega Mega CD [JP] (August 28, 1992) "Thunder Storm FX [Model T-32064]" 
Sega CD [US] (November 1992) "Cobra Command [Model 4402]" 
Sega Saturn [JP] (1995) "Interactive Movie Action - Thunder Storm & Road Blaster" 
Sony PlayStation [JP] (October 20, 1995) "Interactive Movie Action - Thunder Storm & Road Blaster [Model SLPS-00094~5]" 

* Others : 
Apple iPhone/iPod [US] (December 2, 2009) [Model 333243662]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=480&o=2

$end


$nes=cobracomj,
$bio

Cobra Command (c) 1988 Data East Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53930&o=2

$end


$nes=cobracom,
$bio

Cobra Command (c) 1988 Data East Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55015&o=2

$end


$segacd=cobracom,
$bio

Cobra Command [Model 4402] (c) 1992 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60711&o=2

$end


$megacd,megacdj=cobracom,cobracoma,cobracomb,
$bio

Cobra Command [Model 4402] (c) 1993 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60598&o=2

$end


$cpc_cass=cobrafor,
$bio

Cobra Force (c) 1989 Players Premier

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93531&o=2

$end


$info=cgunship,
$bio

Cobra Gunship (c) 1976 Meadows Games.

- STAFF -

Designed by: Ted Dabney (Atari co-founder)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4288&o=2

$end


$pcecd=cobra2,
$bio

Cobra II - Densetsu no Otoko (c) 1991 Hudson Soft.

Cobra 2 is a Digital Comic by Hudson Soft, sequel of Cobra released in 1989. The game is based on the comic books and television series by Buichi Terasawa. Like its predecessor, this game needs a heavy knowledge of Japanese language to be fully appreciated. The game follows a traditional Digital-Comic structure with menus and choices to pick. Consequently, no need to type any text here, just pick the right choice at the right time which, with some practice, can help the player go though the game without much Japanese skills. The game can also be saved at anytime by pressing 'Select'. The cool Cobra and his powerful Psycho-Gun hidden within his arm are here for the party, without forgetting the legion of cute girls surrounding our hero and which gave the series its hype. Other famous characters from the television series, and especially from the manga, as also here for the player's delight - such as the beautiful Jane Flower and the evil and mysterious Crystal Boy.

- TECHNICAL -

Game ID: HCD1014

- TRIVIA -

Cobra 2 was released on June 07, 1991 in japan for 6500 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58141&o=2

$end


$nes=cobramis,
$bio

Cobra Mission (c) 19?? NTDEC [Taiwan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83842&o=2

$end


$pc98=cobramis,
$bio

Cobra Mission - Panic in Cobra City (c) 1991 Inos [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89143&o=2

$end


$cpc_cass=cobrapin,cobrapin01,
$bio

Cobra Pinball (c) 1985 Cobra Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93532&o=2

$end


$cpc_cass=cobrasta,
$bio

Cobra Stallone (c) 1987 Ocean Software, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93534&o=2

$end


$info=cobrata,
$bio

Cobra The Arcade (c) 2006 Namco.

A light gun shooting game based around the popular anime title Space Adventure Cobra.

- TECHNICAL -

Namco System 246 hardware

Main CPU : PS2 128 Bit 'Emotion Engine' (@ 300 MHz)
GPU Graphics :'Graphics Synthesizer' (@ 150 MHz)

Screen orientation : Horizontal

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5095&o=2

$end


$nes=cobratr,
$bio

Cobra Triangle (c) 1989 Nintendo Co., Ltd.

European release. Game developed in USA. For more information about the game itself, please see the original USA release entry; "Cobra Triangle [Model NES-CU-USA]".

Description from the European box:

You're in the hot seat and it's full speed ahead into a river of danger.
Cobra Triangle! The Challenge
Logs jam the river, whirlpools spin madly. You're under enemy fire, and it's a race against time!
And this is just the start!
Advance in skill and work your way up through the seven stages of Cobra Triangle. Collect pods in mid-air as you rocket over jumps. Outmaneuver the enemy as you frantically speed exploding mines to the safety areas.
You thought you'd seen it all.
And then! Speeding boats actually drag helpless swimmers away! You're the protector. It's up to you to outwit the enemy and sink their rotten boats... before it's too late!
Finally, you meet the monsters. Can you discover the secret of getting past them?
And if you can, what dangers await you then?
Are you the one? Can you survive the Cobra Triangle?

- TECHNICAL -

Game ID: NES-CU-EEC
Box ID: NESE-P-CU

- TRIVIA -

Cobra Triangle was released on october 25, 1989 in Europe.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77638&o=2

$end


$nes=cobratru,
$bio

Cobra Triangle (c) 1989 Nintendo of America.

- TECHNICAL -

Game ID: NES-CU-USA

- TRIVIA -

Cobra Triangle was released in July 1989 in USA.

Known export releases:
[EU] "Cobra Triangle [Model NES-CU-EEC]"
[SP] "Cobra Triangle [Model NES-CU-ESP]"
[FR] "Cobra Triangle [Model NES-CU-FRA]"

- STAFF -

Developed by Rare.

Designer: Mark Betteridge, Chris Stamper, Tim Stamper
Programmer: Mark Betteridge

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55016&o=2

$end


$msx1_cass=cobraarc,
$bio

Cobra's Arc (c) 1986 Dinamic Software [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94537&o=2

$end


$cpc_cass=cobrasar,
$bio

Cobra's Arc [Model DAMS87006] (c) 1986 Dinamic Software [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93536&o=2

$end


$info=cobracom,cobracomj,
$bio

Cobra-Command (c) 1988 Data East.

A horizontally scrolling helicopter battle game.

- TECHNICAL -

Main CPU : Motorola M6809 (@ 2 Mhz)
Sound CPU : MOS Technology M6502 (@ 1.5 Mhz)
Sound Chips : YM2203 (@ 1.5 Mhz), YM3812 (@ 3 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Cobra-CommanD was released in September 1988.

Based on the original 1984 animated laserdisc game of the same name.

Pony Canyon / Scitron released a limited-edition soundtrack album for this game (G.S.M. Data East 1 - D25B1002) on June 6, 1989.

- UPDATES -

The Japanese and World versions feature the same levels, but in different order.

- STAFF -

Produce & program : K. Sasamoto
Graphic & design : A. Ontani
Graphic : M. Narita, T. Konishi
Graphic advice : S. Furukawa
Hardware : T. Takayama
Sound : A. Hare
Original plan : T. Seki
Management : T. Kato

- PORTS -

* Computers :
Nintendo Famicom [JP] (October 21, 1988) [Model DFC-CN]
Nintendo NES [US] (November 1988) [Model NES-NC]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=481&o=2

$end


$gamegear=cocakid,
$bio

Coca Cola Kid [Model G-3350] (c) 1994 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64520&o=2

$end


$c64_cart,c64_flop=coccinel,
$bio

Coccinelle cherche dessinateur (c) 1984 Ediciel Matra-Hachette.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53543&o=2

$end


$info=ep_cock,ep_cocka,ep_cockb,ep_cockc,ep_cockd,ep_cocke,
$bio

Cock A Doodle Dosh (c) 199? Maygay.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40818&o=2

$end


$info=m5cockdd,m5cockdd05,
$bio

Cock a Doodle Dough! (c) 200? Empire Games Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15331&o=2

$end


$pc8801_flop=cockpit,cockpits,
$bio

Cockpit (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91541&o=2

$end


$vc4000=cockpit,
$bio

Cockpit (c) 1978 Interton Electronic.

- TECHNICAL -

[Cassette No. 28]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49198&o=2

$end


$pc98=cocktail,
$bio

Cocktail Soft - Zoukan-gou (c) 1992 Cocktail Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89144&o=2

$end


$msx1_cass=coco,
$bio

Coco Castle (c) 1984 Kuma Computers, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94538&o=2

$end


$info=cocoloco,cocolocoa,cocolocob,
$bio

Coco Loco (c) 198? PETACO.

A Spanish Pac-Man clone that actually gives you 2 credits for the price of one and adds a turbo boost button.

- TRIVIA -

The title can be transliterated as 'Crazy Ghost'. In Spain, Pac-Man clones are usually reffered to as 'Come Cocos' or 'Ghost Eater', Coco is a colloquial form to call a ghost or the boogey man in Spanish. In a similar fashion, Space Invaders and its clones are reffered as 'Mata Marcianos"' or 'Martian Killers'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50986&o=2

$end


$a2600=coconuts,
$bio

Coco Nuts (c) 1982 Telesys

- TECHNICAL -

Model 1001

- STAFF -

Programmer: Jim Rupp

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50331&o=2

$end


$c64_cart,c64_flop=coconots,
$bio

Coco-Notes featuring... the Jazz Scats! (c) 1984 Dovetail Group, Incorporated., The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53544&o=2

$end


$famicom_flop=cocona,
$bio

ココナワールド (c) 1987 Sofel
(Cocona World)

Cocona World is a cute action/adventure game by Sofel. The player takes control a young witch on a magical training. Her journey starts in a magical forest where trees have eyes and red monkeys are ferocious beasts. Her first task is to find a fairy hidden nearby to fill up her magic wand. With her powers back, she can now transform various animals into objects and smiling stars. But beware not to hit a friendly animal or her health bar will dramatically drop. Other important locations are also hidden inside the forest, like her house allowing the player to save the game's progress, the hospital giving her back some precious health, a Bingo or the cave from which she can access the rest of the world. Other tiny places can trigger interesting actions such as hot springs where our heroine takes off her magic hat and share a warm bath time... with a cute and friendly looking bear.

- TECHNICAL -

Game ID: SFL-CCN

- TRIVIA -

Cocona World was released on April 10, 1987 in Japan for 2980 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65269&o=2

$end


$a800=coconots,
$bio

CocoNotes [Model 4L-9847] (c) 1984 CBS Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82801&o=2

$end


$nes=cocoron,
$bio

Cocoron (c) 1991 Takeru.

Cocoron is a side scrolling platform game developed by Takeru. Tapir, an enigmatic blue wizard in spotted pajamas from the Dream World, sends the player on a quest to rescue princess Rua. But things quickly become more complicated and the player soon has to rescue other characters along the way, such as Santa Claus, the king of Trump castle and the blue fairy Cocoron. Tapir can manipulate people's dreams and this ability gives Cocoron an unique twist - the player can assemble his own character by combining one of the eight available heads to one of the eight available bodies (which both include several designs to choose from, resulting in literally hundreds of combinations! ). More than a mere physical appearance, each part also defines the character's attributes, such as his health, speed, how high he can jump and so forth. As a rule of thumb, heavier characters are slower than light ones, but have more health and resistance. There is also a list of eight different weapons to choose from (from boomerang to shurikens, umbrellas and music notes). They all come with different attack patterns and strength - some shoot straight whereas others fire along an arc or explode on contact. They can also be powered up, and collecting five power icons (symbolized by the weapon in use) upgrades the weapon to the next level (up to a maximum of five times). Colored eggs are scattered around each stage or left behind by defeated enemies - cracking them open release all kind of items, such as health, extra lives, weapon power-ups and colored orbs. The latter trigger special events - some power up the active weapon for a short amount of time, whereas others allow the player to control slides, grant him invincibility or refill his health bar. Cocoron features a world map and is divided into five different areas - the player is free to play them in any order and, interestingly, stages change in function of the sections he travels through. Finally, up to six different characters can be created and stored, and returning to the house at the center of the map allows to switch between them.

- TECHNICAL -

Cartridge ID: TKR-8C

- TRIVIA -

Cocoron was released on May 03, 1991 in Japan. It was sold 6500 Yen. It was never released outside Japan.

A sequel/remake of Cocoron was announced for the PC Engine Super CD Rom system in 1993. The game, called 'PC Cocoron', was apparently completed and previews appeared in several Japanese video game magazines at the time. It also included the character customization featured in the original game - eight heads and eight bodies to choose from, as well as eight different weapons (some of them are different than the Famicom version though). However, and for inexplicable reasons, it was never officially released (maybe because of Takeru's demise). Several prototypes of the game seem to exist in Japan, but as of today, they were never released to the public. For this reason, PC Cocoron is still one of the most sought after PC Engine unreleased game. 

But the Cocoron story certainly didn't end there, read on. Another sequel/remake was announced for the Sega CD around 1993. The game, known as Pop'n Land, was also developed by Takeru and was supposed to be published by Sur Dé Wave (Takeru's publishing label). Like with the original Cocoron, players could customize their characters, but this time they could do it from a list of sixteen different heads, bodies and weapons (for a total of 4096 different combinations!). The game was announced in Electronic Gaming Monthly (issue 51, Decembre 1993) and in the French magazine Joypad (issue 27, January 1994). However, and for reasons maybe due to Takeru's demise in 1994, it followed the same fate than PC Cocoron and was never officially released, and, as of today, no prototypes have ever surfaced.

- STAFF -

Character Designer: Utata Kiyoshi, Yossan Part2, Yuka Kumagai, Takehiko Tamada
Music Composer: Yoshiji Yokoyama, Takashi Tateishi
Programmer: Akihijo Ohta, Tsukasa Chibana
Directer: Akira Kitamura
Produced by: K2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53931&o=2

$end


$gba=cocotokr,
$bio

Cocoto - Kart Racer [Model AGB-BC5P] (c) 2005 BigBen Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70199&o=2

$end


$gba=cocotopj,
$bio

Cocoto - Platform Jumper [Model AGB-BC8P-EUR] (c) 2007 BigBen Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70200&o=2

$end


$cpc_cass=codedela,
$bio

Code de la Route (c) 1985 Core [Evry, France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93537&o=2

$end


$amigaocs_flop=iceman,
$bio

Code Name - Iceman (c) 1990 Sierra On-Line, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73746&o=2

$end


$nes=cnviper,
$bio

Code Name - Viper (c) 1990 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55017&o=2

$end


$x68k_flop=sailorq,
$bio

Code Name Sailor Q (c) 19?? Dark Kingdom Himitsu Kenkyuusho

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87234&o=2

$end


$info=cnsector,
$bio

Code Name: Sector (c) 1977 Parker Bros.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84465&o=2

$end


$info=code1d,code1db,
$bio

Code One Dispatch (c) 2000 Konami Corp.

- TECHNICAL -

Konami Viper Hardware

CPU : Motorola Power PC XPC8420 @ 200-250MHz
Graphics System : 3DFX 355-0024-020 
Sound : Yamaha YMZ280B

- TRIVIA -

Released in December 2000.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4107&o=2

$end


$saturn,sat_cart=coder,
$bio

Code R (c) 1998 ESP [Entertainment Software Publishing]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58988&o=2

$end


$info=sp_coder,sp_codera,sp_coderb,sp_coderc,sp_coderd,sp_codere,sp_coderf,sp_coderg,
$bio

Code Red (c) 199? Ace Coin Equipment, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42226&o=2

$end


$info=smiy1865,smiy1866,smiy1867,smiy1868,smiy1869,smiy1870,smiy1871,smiy1872,smiy1873,smiy1874,smiy1875,smiy1876,
$bio

Code Red (c) 2011 Bally Tech., Incorporated.

5 Reels, 30 Lines, 150 or 300 Credit Max Bet.

- TECHNICAL -

Denominations Available: 1¢, 2¢, 3¢, 5¢, 10¢, 15¢, 20¢, 25¢, 50¢, $1, $2, $5, $10, $25, $5

Housed in the "Alpha 2 Pro V22/22 with Curve" cabinet.
Software Part Number: 301045
Game Kit Number: 190775

- UPDATES -

SMI #Y1865
Min/Max%: 85.41%/85.46%
Max Bet: 150
Odds to JP (30 Lines played): 90,777
Top Awards (x Denom.): 100,000

SMI #Y1866
Min/Max%: 88.02%/88.07%
Max Bet: 150
Odds to JP (30 Lines played): 90,777
Top Awards (x Denom.): 100,000

SMI #Y1867
Min/Max%: 90.05%/90.10%
Max Bet: 150
Odds to JP (30 Lines played): 90,777
Top Awards (x Denom.): 100,000

SMI #Y1868
Min/Max%: 91.92%/91.97%
Max Bet: 150
Odds to JP (30 Lines played): 90,777
Top Awards (x Denom.): 100,000

SMI #Y1869
Min/Max%: 93.96%/94.01%
Max Bet: 150
Odds to JP (30 Lines played): 90,777
Top Awards (x Denom.): 100,000

SMI #Y1870
Min/Max%: 95.93%/95.98%
Max Bet: 150
Odds to JP (30 Lines played): 90,777
Top Awards (x Denom.): 100,000

SMI #Y1871
Min/Max%: 85.47%/85.52%
Max Bet: 300
Odds to JP (30 Lines played): 385,802
Top Awards (x Denom.): 200,000

SMI #Y1872
Min/Max%: 88.08%/88.12%
Max Bet: 300
Odds to JP (30 Lines played): 385,802
Top Awards (x Denom.): 200,000

SMI #Y1873
Min/Max%: 90.11%/90.16%
Max Bet: 300
Odds to JP (30 Lines played): 385,802
Top Awards (x Denom.): 200,000

SMI #Y1874
Min/Max%: 91.98%/92.03%
Max Bet: 300
Odds to JP (30 Lines played): 385,802
Top Awards (x Denom.): 200,000

SMI #Y1875
Min/Max%: 94.02%/94.07%
Max Bet: 300
Odds to JP (30 Lines played): 385,802
Top Awards (x Denom.): 200,000

SMI #Y1876
Min/Max%: 95.99%/96.04%
Max Bet: 300
Odds to JP (30 Lines played): 385,802
Top Awards (x Denom.): 200,000

- TIPS AND TRICKS -

Overall Hit Frequency: 37.50%

Wheel Bonus: Player's can win Credits, Free Games, or a Progressive. Occurs 
on average every 77 plays and pays on average 20 times total bet.

Wild Bonus: One to three additional wild symbols are randomly awarded on non-stacked reels! Occurs on average every 32 plays and pays on average 9 times total bet.

Free Games Top Screen: Can award credits, Holding Wild, or Wild Reel options for increasing levels of excitement! Occurs on average every 317 plays and pays on average 51 times total bet.

Free Games Second Screen: Holding Wilds - Change Code Red symbols to Wilds. Wild Reel - Turns the entire reel wild.

- PORTS -

* Others :
Apple App Store (2012)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=45203&o=2

$end


$info=m1coderd,m1coderdp,
$bio

Code Red Club (c) 199? Maygay.

- TECHNICAL -

M1A/B

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41976&o=2

$end


$x68k_flop=codezero,
$bio

Code-Zero (c) 1991 Enix, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87235&o=2

$end


$gba=codebrkr,
$bio

CodeBreaker (c) 200? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70212&o=2

$end


$a2600=codebreke,
$bio

Codebreaker (c) 1978 Atari, Incorporated.

PAL release. Game developed in USA. For more information, please see the NTSC release's entry; "Codebreaker [Model CX2643]".

- TECHNICAL -

Model CX2643P

- PORTS -

* Computers : 
PC [MS Windows, CD-ROM] [EU] (June 10, 2005) "Atari - 80 Classic Games in One! [Replay]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82997&o=2

$end


$a2600=codebrek,
$bio

Codebreaker (c) 1978 Atari, Incorporated.

Variations on Mastermind for the Atari 2600.

- TECHNICAL -

Model CX2643

- TRIVIA -

Export releases:
PAL "Codebreaker [Model CX2643P]"

- PORTS -

* Handhelds : 
Nintendo DS [US] (March 8, 2011) "Atari Greatest Hits Vol.2 [Model NTR-BR7E-USA]" 

* Computers : 
PC [MS Windows, CD-ROM] [US] (November 11, 2003) "Atari - 80 Classic Games in One! [Model 25069J]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50332&o=2

$end


$gba=kndsoda,
$bio

Codename - Kids Next Door - Operation S.O.D.A. [Model AGB-BNDE-USA] (c) 2004 Take-Two Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70213&o=2

$end


$cpc_cass=codename01,
$bio

Codename Mat II (c) 1985 Domark Group, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93540&o=2

$end


$cpc_cass=codename,
$bio

Codename Mat [Model Soft 129] (c) 1985 Amsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93538&o=2

$end


$bbca_cass,bbcb_cass=codedro,
$bio

Codename: Droid (c) 1987 Superior Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51652&o=2

$end


$amigaocs_flop=cogans,
$bio

Cogans Run (c) 1987 Softgang

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73747&o=2

$end


$amigaocs_flop=cohort2,
$bio

Cohort II - Fighting for Rome (c) 1993 Impressions

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73748&o=2

$end


$pc98=coin,
$bio

Coin (c) 1996 Ange [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89145&o=2

$end


$info=j2coinct,
$bio

Coin Count (c) 198? JPM International.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41902&o=2

$end


$info=j2coinsh,
$bio

Coin Shoot (c) 198? BWB.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40936&o=2

$end


$cpc_cass=coinophi,
$bio

Coin-Op Hits (c) 1989 US Gold, Ltd. [Birmingham, UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93541&o=2

$end


$cpc_cass=coinophi01,
$bio

Coin-Op Hits II (c) 1991 US Gold, Ltd. [Birmingham, UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93542&o=2

$end


$info=cmkenosp,cmkenospa,
$bio

Coinmaster Keno (c) 2000 Coinmaster.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32388&o=2

$end


$info=cmrltv75,
$bio

Coinmaster Roulette (c) 2001 Coinmaster.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32389&o=2

$end


$bbca_cass,bbcb_cass=colditz,
$bio

Colditz (c) 19?? LVL

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51653&o=2

$end


$bbca_cass,bbcb_cass=colditza,
$bio

Colditz Adventure (c) 1983 Superior Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51654&o=2

$end


$cpc_cass=coleccio,
$bio

Coleccion de Exitos DINAMIC 1985 - 1988 (c) 1988 Dinamic Software [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93543&o=2

$end


$adam_flop=inhtest2,
$bio

Coleco In-House Test Cart 2 (c) 1984 Coleco Industries, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82615&o=2

$end


$gba=mcrae20u,
$bio

Colin McRae Rally 2.0 [Model AGB-ACME-USA] (c) 2002 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70215&o=2

$end


$gba=mcrae20,
$bio

Colin McRae Rally 2.0 [Model AGB-ACMP] (c) 2002 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70214&o=2

$end


$gbcolor=mcrae,
$bio

Colin McRae Rally [Model CGB-BCOP-EUR] (c) 2001 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67667&o=2

$end


$msx1_cass=coliseum,
$bio

Coliseum (c) 1988 Topo Soft [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94539&o=2

$end


$info=j6col,j6cola,j6colb,j6colc,j6cold,j6cole,j6colf,
$bio

Coliseum (c) 199? MDM Leisure.

- TECHNICAL -

Impact

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41077&o=2

$end


$info=j6colic,j6colica,j6colicb,j6colicc,j6colicd,
$bio

Coliseum (c) 199? Crystal Leisure.

- TECHNICAL -

IMPACT

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41934&o=2

$end


$info=j6colcsh,j6colcsha,j6colcshb,j6colcshc,j6colcshd,
$bio

Coliseum Cash (c) 2001 JPM International.

- TRIVIA -

Coliseum Cash was released in July 2001 in the UK.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15866&o=2

$end


$cpc_cass=collapse,
$bio

Collapse (c) 1985 Firebird

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93544&o=2

$end


$gameboy=collpock,
$bio

Collection Pocket [Model DMG-ACOJ-JPN] (c) 1997 Naxat Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65788&o=2

$end


$pc98=colld,
$bio

Collector D (c) 1993 DO [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89146&o=2

$end


$x68k_flop=collectd,
$bio

Collector D Bangai-hen (c) 1993 DO [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87236&o=2

$end


$pc98=colldban,
$bio

Collector D Bangaihen - Gokuraku Dainishi Chiku Sales Daisakusen (c) 1993 DO [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89147&o=2

$end


$snes=collfoot,
$bio

College Football USA '97 - The Road to New Orleans (c) 1996 Electronic Arts.

- TECHNICAL -

Game ID: SNS-AC7E-USA

- STAFF -

Developed by: Ceris Software

Programming by: John Siegesmund
Art by: Victoria Rozek
Music and Sound by: Matthew Scott (Matt Scott)
VP of Production Development: Steve Ryno
Executive Producer: Donn W. Nauert (Donn Nauert)
Senior Producer: Greg Gibson
Producer: Jon Osborn
Production Assistants: James Killy, Sanders Keel, Gabriel Jones
Testing Department: James Noyes, Erick Fernandez, Jason Lewis, Erik van Rooy, Skot Travis, Dan Garland

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62869&o=2

$end


$megadriv=colleg96,
$bio

College Football USA 96 (c) 1995 Electronic Arts.

- TECHNICAL -

Cartridge ID: 7491

- STAFF -

Programming by: Jim Simmons
Art Direction: George Simmons
Music & Sound by: Joel Simmons, Jim Simmons
Executive Producer: Scott Orr
Supervising Producer: Rob Martyn
Line Producer: Kevin Hogan
Associate Producer: Ted Fitzgerald
Lead Tester: Greg Kawamura
Testing: John Melchior, Sean House, Ken Spalasso
Technical Director: David Walker
Product Manager: H. Erik Whiteford
Team and Player Ratings: Bob Waldstein, Ted Fitzgerald
Mastering: John Williams
Special Thanks: Kyra Pehrson, Maria Bahamondes, Brian Jackson, Robert Jones, Jennifer Blackmon

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57165&o=2

$end


$megadriv=colleg97,
$bio

College Football USA 97 - The Road to New Orleans (c) 1996 Electronic Arts.

- TECHNICAL -

Cartridge ID: 7716

- STAFF -

Programming: Marek Telgarsky
Graphics: Joe Vance
Sound & Music: Joel Simmons
Executive Producer: Scott Orr
Line Producer: Ted Fitzgerald
Assistant Producer: A. Marsh Gardiner
Lead Tester: Greg Zesinger
Testing: Randy Beverly, Richard Brown, Ed Frame, Marc Gilliland, John Morrison
Product Manager: H. Erik Whiteford
Technical Director: Ken Zarifes
Original Programming: Jim Simmons
Special Thanks: Randy Delucchi, Jennifer Blackmon, Shannon Battle, Charlie Miller, Siobhan Grady

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57166&o=2

$end


$megadriv=collncp19,collncp18,collncp17,collncp16,collncp15,collncp14,collncp13,collncp12,collncp11,collncp10,collncp09,collncp08,collncp07,collncp06,collncp05,collncp04,collncp03,collncp02,collncp01,
$bio

College Football's National Championship (c) 1994 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56405&o=2

$end


$megadriv=collnc,
$bio

College Football's National Championship (c) 1994 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57167&o=2

$end


$megadriv=collnc2,
$bio

College Football's National Championship II (c) 1995 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57168&o=2

$end


$megadriv=collslam,
$bio

College Slam (c) 1996 Acclaim Entertainment, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57169&o=2

$end


$snes=collslam,
$bio

College Slam (c) 1996 Acclaim Ent., Incorporated.

- TIPS AND TRICKS -

Easier 3-Points
---------------
Press Y, Y, Y, A, A, A at the 'Tonights Match-up Screen.'

Maximum Power
-------------
Press A, Down, A, Right while at the matchup screen.

Quick Hands
-----------
Press Left, A, B, B, Y at the Tonight's Match up screen

Secret Teams
-------------
At the Title Screen, press Up, Down, Left, Right, Up, Down, Left, Right

Shot Percentage
---------------
At the 'Tonight's Matchup' screen, press A, A, A, B, B, B

Slippery Floors
---------------
On the Matchup screen, press the A button 7 times

Super Dunks
-----------
At the vs screen, enter Down, Up, Down, Up, Down, Up

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62870&o=2

$end


$gameboy=collslam,
$bio

College Slam [Model DMG-ANYE-USA] (c) 1996 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65789&o=2

$end


$saturn,sat_cart=collslam,
$bio

College Slam [Model T-8111H] (c) 1996 Acclaim Entertainment, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60000&o=2

$end


$astrocde=collwack,
$bio

Collision Course + Wack-A-Mole (c) 1986 WaveMakers

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86788&o=2

$end


$pc98=collonc2,
$bio

Collon Club 2 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89148&o=2

$end


$pc98=collonc3,
$bio

Collon Club 3 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89149&o=2

$end


$pc98=colconq,
$bio

Colonial Conquest (c) 1989 Victor Musical Industries, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89150&o=2

$end


$amigaocs_flop=coloniz,
$bio

Colonization (c) 1995 Microprose Software, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73749&o=2

$end


$msx1_cass=colony,
$bio

Colony (c) 1987 Bulldog Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94540&o=2

$end


$info=colony7,colony7a,
$bio

Colony 7 (c) 1981 Taito.

The player must defend Colony 7 from alien attack by either using the main weapons that fire shots, a Mega-Blaster which knocks out targets near the detonation zone, or with the Eradicator that acts as a smartbomb which clears the entire screen. There is an ion shield which provides temporary safety for the colony below, but can be blasted away by alien fire.

Colony 7 is in many ways a combination of two of the most popular shoot 'em up games of the time, containing elements of both Tehkan's Pleiads and Atari's Missile Command. The main innovation of Colony 7 was the extended weaponry arsenal. This gave the player the choice to change between several different weapons, with the the Eradicator needing to be purchased separately as "extended weaponry".

- TECHNICAL -

Prom Stickers : CS01-CS11

Main CPU : Motorola M6809 (@ 1 Mhz)
Sound CPU : M6808 (@ 894.75 Khz)
Sound Chips : DAC

Players : 2
Control : 8-way joystick
Buttons : 3
=> [1] FIRE, [2] MEGABLASTER, [3] ERADICATOR

- TRIVIA -

Colony 7 was released in May 1981.

- SCORING -

Fighter : 25-250 points
Scout : 100 points
Bummer : 100-1000 points
Advisor : 500-5000 points

- TIPS AND TRICKS -

* The Megablaster destroys enemies in a wide area. It consumes powercells. Used powercells turn blue. Enemies can destroy powercells.

* The Eradicator destroys all enemies and bombs on screen.

* Scouts call in more fighters until they are destroyed.

* Bonus points are given for buildings left when the last enemy in each squadron is destroyed.

- PORTS -

* Consoles : 
Microsoft XBOX [EU] (October 14, 2005) "Taito Legends" 
Sony PlayStation 2 [EU] (October 14, 2005) "Taito Legends [Model SLES-53438]" 
Microsoft XBOX [US] (October 25, 2005) "Taito Legends" 
Sony PlayStation 2 [US] (October 25, 2005) "Taito Legends [Model SLUS-21122]" 
Sony PlayStation 2 [KO] (July 18, 2006) "Taito Legends [Model SLKA-15056]" 
Atari 2600 [US] (2007) "Homebrew" 

* Computers : 
PC [MS Windows, CD-ROM] [EU] (October 14, 2005) "Taito Legends" 
PC [MS Windows, CD-ROM] [US] (November 10, 2005) "Taito Legends"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=482&o=2

$end


$cpc_cass=colonyuk,colonyzi,
$bio

Colony [Model BA0166] (c) 1987 Mastertronic, Ltd. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93545&o=2

$end


$nes=colordin,colordinp,
$bio

Color A Dinosaur (c) 1993 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55018&o=2

$end


$msx1_cart=colball,colballb,colballa,
$bio

Color Ball (c) 1984 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76654&o=2

$end


$a2600=colorbar,
$bio

Color Bar Generator (c) 1984 Video Soft.

The test pattern cartridge contains 15 displays that can be used to check or align most adjustments for a black and white or color television. One pattern is also included to check the alignment of the color generation circuitry on the Atari VCS console circuit board. A 1kHz and 3kHz tone can be selected with the DIFFICULTY SWITCHES, and the patterns can be selected by scrolling forward or backwards through the list via the GAME SELECT or GAME RESET console switches.

* Title page and VCS color adjustment pattern
* Color bar pattern
* Grey scale pattern
* Cross hatch pattern
* Dot pattern
* Vertical lines
* Horizontal lines
* Center cross
* Circle pattern
* Wide vertical bars
* Window pattern
* White screen
* Red screen
* Green screen
* Blue screen

- TRIVIA -

Released on February 01, 1984.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50334&o=2

$end


$coco_cart=baseball,
$bio

Color Baseball (c) 1980 Tandy Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53419&o=2

$end


$coco_cart=cubes,
$bio

Color Cubes (c) 1981 Tandy Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53420&o=2

$end


$info=efootb4,
$bio

Color Football 4 (c) 1980 Entex Industries, Inc.

- TECHNICAL -

Model 6009

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95289&o=2

$end


$channelf=clrorgan,
$bio

Color Organ (c) 19?? Zircon

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53206&o=2

$end


$coco_cart=clrrobot,
$bio

Color Robot Battle (c) 1981 Tandy Corp.

- TECHNICAL -

Game ID: 26-3070

- STAFF -

Developed by: The Image Producers

Author: Del Ogren

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95155&o=2

$end


$pcecd=colorwar,
$bio

Color Wars (c) 1992 Coconuts Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58142&o=2

$end


$alice32=colorm,
$bio

Color-Mind (c) 1984 Ediciel

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87573&o=2

$end


$amigaocs_flop=colorado,coloradoa,
$bio

Colorado (c) 1990 Silmarils

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73750&o=2

$end


$info=colorama,coloramas,
$bio

Colorama (c) 2001 Coinmaster.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32390&o=2

$end


$info=ss3047,ss1355,
$bio

Colored Sevens (c) 199? IGT [International Game Technologies].

3-Coin multiplier.

- UPDATES -

* SS3047
Max %: 96.108

* SS1355
Max %: 96.1

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=45933&o=2

$end


$info=smis0502308,smis0502309,smis0502310,smis0502311,smis0502312,
$bio

Colored Sevens Jackpot (c) 2009 Bally Gaming, Incorporated.

- TECHNICAL -

[Digital Tower Series]
Software Part Number:300520
Game Kit #175050
Cabinet: Digital Tower Topbox w/ S9E

- UPDATES -

SMI #S0502308
Min/Max %: 88.00%

SMI #S0502309
Min/Max %: 90.04%

SMI #S0502310
Min/Max %: 92.03%

SMI #S0502311
Min/Max %: 94.10%

SMI #S0502312
Min/Max %: 96.06%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46239&o=2

$end


$nes=colorful,
$bio

Colorful Dragon (c) 1989 Sachen.

- TECHNICAL -

Game ID: SA-005

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76472&o=2

$end


$psx=colorful,
$bio

Colorful Logic 3 [Model SLPS-03239] (c) 2001 Altron Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85033&o=2

$end


$alice32=coloric,marelle,
$bio

Coloric/La Marelle (c) 1984 Matra Datasysteme.

- TECHNICAL -

Game ID: 0000323

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87574&o=2

$end


$astrocde=colbook,
$bio

Coloring Book (c) 198? Astrocade, Inc.

- TECHNICAL -

Game ID: 4005

- TRIVIA -

Name was to be changed to 'Creative Crayon' and enhanced with 23 menu selections, 1K RAM, and even an animate mode. Richard Degler reported seeing a version with the SNAP and COPY functions implemented.

It was to be sold as both 4005 and 4005P (with and without lite pen). It's not known how early this cartridge was worked on, but it is being attributed to Astrocade Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86789&o=2

$end


$gba=coloris,
$bio

Coloris [bit Generations] [Model AGB-BVAJ-JPN] (c) 2006 Nintendo Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76392&o=2

$end


$a2600=colors,
$bio

Colors (c) 1980 Atari, Incorporated. [Sunnyvale, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50335&o=2

$end


$bbca_cass,bbcb_cass=colossal,
$bio

Colossal Adventure (c) 1983 Level 9 Computing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51655&o=2

$end


$cpc_cass=colossal,
$bio

Colossal Adventure (c) 1984 Level 9 Computing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93546&o=2

$end


$cpc_cass=colossal01,
$bio

Colossal Cave Adventure (c) 1985 Ducksoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93547&o=2

$end


$cpc_cass=colosseu,
$bio

Colosseus (c) 1988 Unknown [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93548&o=2

$end


$info=m4coloss,m4colossa,m4colossb,m4colossc,m4colossd,m4colosse,m4colossf,m4colossg,
$bio

Colossus (c) 199? MDM Leisure.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=18192&o=2

$end


$bbca_cass,bbcb_cass=colos4br,
$bio

Colossus 4 Bridge (c) 1988 CDS

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51656&o=2

$end


$cpc_cass=colossus,
$bio

Colossus 4 Bridge [Model XXX 8006] (c) 1986 CDS Software, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93549&o=2

$end


$msx1_cass=colos4ch,
$bio

Colossus 4 Chess (c) 1986 CDS Software, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94541&o=2

$end


$bbca_cass,bbcb_cass=colos4ch,
$bio

Colossus 4 Chess (c) 1988 CDS

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51657&o=2

$end


$cpc_cass=colossus01,
$bio

Colossus Chess 4 [Model XXX 8004] (c) 1986 CDS Software, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93550&o=2

$end


$amigaocs_flop=colosxch,
$bio

Colossus Chess X - The Ultimate Chess Program (c) 1989 CDS

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73751&o=2

$end


$amigaocs_flop=colosxbr,
$bio

Colossus X Bridge (c) 1992 CDS

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73752&o=2

$end


$info=sc4colos,
$bio

Colossus (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR1208]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42521&o=2

$end


$info=sc4cmani,sc4cmania,
$bio

Colour Mania (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR1308]

[Scorpion 4]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42990&o=2

$end


$info=sc5cmani,sc5cmania,sc5cmanib,sc5cmanic,
$bio

Colour Mania (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Scorpion 5]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42515&o=2

$end


$info=j6colmon,j6colmona,j6colmonb,j6colmonc,j6colmond,j6colmone,j6colmonf,j6colmong,j6colmonh,j6colmoni,j6colmonj,
$bio

Colour of Money (c) 199? JPM International.

- TECHNICAL -

Impact

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41078&o=2

$end


$info=as_colmn,as_colmna,as_colmnb,as_colmnc,as_colmnd,
$bio

Colour of Money (c) 200? Astra Games, Limited. [Novomatic Group].

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41825&o=2

$end


$info=sc5cmony,sc5cmonya,sc5cmonyb,sc5cmonyc,
$bio

Colour of Money (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42518&o=2

$end


$info=sc5colmo,sc5colmoa,sc5colmob,sc5colmoc,
$bio

Colour of Money (c) 200? Bell-Fruit Games, Limited. [B.F.G.]

- TECHNICAL -

[Model PR3317]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62075&o=2

$end


$info=colt,
$bio

Colt (c) 1986 Unknown.

- TECHNICAL -

Main CPU : (2x) Zilog Z80 (@ 4 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 2 Mhz), MSM5232 (@ 2 Mhz)

Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 512

Players : 1
Control : lightgun
Buttons : 1

- TRIVIA -

This game is a bootleg/hack of "N.Y. Captor".

The game is much harder and lives settings are different than in N.Y. Captor:
You can't get any extra life.
You lose a life as soon as you get hit by an enemy or when you shoot at an innocent.
Shooting birds kills you instead of recovering 3 'steps' of damage !
The game hangs after bonus stage (level 4) instead of looping back to level 1 with higher difficulty.
The game also frezees sometimes for some unknown reasons.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3890&o=2

$end


$msx1_cass=colt36,
$bio

Colt 36 (c) 1987 Topo Soft [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94542&o=2

$end


$info=columbia,
$bio

Columbia (c) 1988 LTD.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=10320&o=2

$end


$info=columbus,columbusa,columbusb,columbusc,columbusd,columbuse,columbusf,
$bio

Columbus (c) 2002 AGI (Austrian Gaming Industries).

Columbus captures the excitement of exploring the high seas and discovering new lands. The adventure-packed video slot game takes the player back to Columbus's epic voyage to the riches of the Americas.

In the fun free game feature, Columbus's 3 ships turn into extra substitutes to increase the player's winnings. Scattered NINA, PINTA and SANTA MARIA on reels 1, 3 and 5 trigger 10 free games. During free games NINA, PINTA and SANTA MARIA substitute for all symbols. Free games can be re-triggered.

- TECHNICAL -

Cool Fire I

- TRIVIA -

Release date : September 12, 2002

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11447&o=2

$end


$nes=columbus,
$bio

Columbus - Ougon no Yoake (c) 1992 Tomy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53932&o=2

$end


$nes=columbusc,columbusca,
$bio

???? (c) 19?? Waixing.
(Columbus Chuan)

- TECHNICAL -

[Model ES-1103]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76510&o=2

$end


$snes=bscolum1,
$bio

Columbus no Tamagoyaki - Dai-1-kai (c) 199? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61152&o=2

$end


$snes=bscolum2,
$bio

Columbus no Tamagoyaki - Dai-2-kai (c) 199? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61153&o=2

$end


$snes=bscolum3,
$bio

Columbus no Tamagoyaki - Dai-3-kai (c) 199? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61154&o=2

$end


$info=columns,columnsj,columnsu,
$bio

Columns (c) 1990 Sega Enterprises, Limited. 

Sega's answer to the legendary "Tetris", the rules of Columns are simple : a column of 3 square pieces - stacked one on top of the other - drops from the top of the screen into the play area. As with Tetris, the column puzzle pieces can be moved left and right as they fall, but unlike Tetris, they cannot be rotated. Instead, pressing a button will cause the order of the colored blocks in a column to shift by one position.

The object of the game is to place columns at the bottom of the pit in such a way that lines of 3 or more like-colored blocks are created (either horizontally, vertically or diagonally). When this happens, these blocks disappear, and any blocks resting upon them immediately fall onto the recently vacated space. This will often cause additional lines to be arranged, producing a 'cascade' effect. The key to a long game (and, ultimately, a high score) is to set up these cascades wherever possible.

While not achieving the same legendary status as the mighty "Tetris" (something that no puzzle game can realistically hope to achieve), the 'Columns' series has managed to garner a dedicated following of its own and is a respected example of the genre.

- TECHNICAL -

Runs Sega "System C-2" hardware.

Players: 2
Control: 4-Way Joystick
Buttons: 1 (Rotate)

- TRIVIA -

Columns was released in March 1990.

April Simmonds of Winnipeg, Manitoba, Canada holds the official record for this game with 267,360 points on November 13, 2006.

- UPDATES -

The US version is slightly different :
* 'Winners Don't Use Drugs' screen added.
* Sega logo screen during the attract mode added.
* Cocktail mode dip-switch.
* Different music.

- SERIES -

1. Columns (1990, Arcade)
2. Columns II - The Voyage Through Time (1990, Arcade)
3. Columns III - Revenge of Columns (1993, Arcade)
4. Stack Columns (1994, Arcade)
5. Super Columns [Model G-3226] (1995, Game Gear)
6. Columns '97 [Model 610-0373-20] (1997, Arcade)
7. Hanagumi Taisen Columns - Sakura Wars (1998, Arcade)
8. Hanagumi Taisen Columns 2 (2000, Dreamcast)
9. Columns Crown (2002, GBA)

- STAFF -

BY: TAKOSUKEZOU

- PORTS -

* Consoles :
Sega Mega Drive [EU] (1990) "Columns [Model 1701-50]" 
Sega Mega Drive [AU] (1990) 
Sega Genesis [US] (June 29, 1990) "Columns [Model 1701]" 
Sega Mega Drive [JP] (June 30, 1990) "Columns [Model G-4035]" 
Sega Master System [US] [EU] (1990) "Columns [Model 5120]" 
NEC PC-Engine [JP] (March 29, 1991) "Columns [Model TJ03002]" 
Sega Mega Drive [BR] (1994) "Shapes and Columns" by Tec Toy 
Sega Saturn [JP] (October 30, 1997) "Columns Arcade Collection [Model GS-9161]" 
Nintendo Super Famicom [JP] (August 1, 1999) "Columns [Model SHVC-BCLJ]" 
Sony PlayStation 2 [JP] (December 18, 2003) "Columns [Sega Ages 2500 Series Vol.7] [Model SLPM-62425]" 

* Handhelds : 
Sega Game Gear [EU] (1990) "Columns [Model 2201]" 
Sega Game Gear [US] (1991)
Sega Game Gear [JP] (October 6, 1990) "Columns [Model G-3101]" 

* Computers : 
Apple Macintosh [US] (1989) 
FM Towns PC [JP] (1990)
MSX2 [JP] (December 1990) "Columns" 
Sharp X68000 [JP] (October 16, 1991) "Columns" 
FM-7 [JP] (June 1991)

* Others : 
Apple iPhone/iPod [US] (February 24, 2010) [Model 332507687]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=483&o=2

$end


$msx2_flop=columns,columnsb,columnsc,columnsa,
$bio

Columns (c) 1990 Telenet Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101534&o=2

$end


$x68k_flop=columns,
$bio

Columns (c) 1991 Systemsoft.

- TRIVIA -

Columns for X68000 was released on October 16, 1991 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47623&o=2

$end


$info=tvcolumn,
$bio

Columns (c) 1991 TOURVision.

Unlicensed Spanish game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84987&o=2

$end


$pc8801_flop=columns,
$bio

Columns (c) 1992 System Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91542&o=2

$end


$x68k_flop=columnsg,
$bio

Columns (c) 199? Gyagon

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87237&o=2

$end


$x68k_flop=columnsm,
$bio

Columns (c) 199? Mapi

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87238&o=2

$end


$info=colmns97,
$bio

Columns '97 (c) 1996 Sega.

Sets of colored jewels fall in random order. The object of the game is to arrange the jewels vertically, horizontally or diagonally in rows of three or more to make them disappear.

- TECHNICAL -

Runs on the "ST-V [Sega Titan Video Game System]" hardware.
Cartridge ID: [Model 610-0373-20]

Players: 2
Control: 8-way joystick
Buttons: 6

- TRIVIA -

Columns '97 was released on December 9, 1996.

- SERIES -

1. Columns (1990, Arcade)
2. Columns II - The Voyage Through Time (1990, Arcade)
3. Columns III - Revenge of Columns (1993, Arcade)
4. Stack Columns (1994, Arcade)
5. Super Columns [Model G-3226] (1995, Game Gear)
6. Columns '97 [Model 610-0373-20] (1997, Arcade)
7. Hanagumi Taisen Columns - Sakura Wars (1998, Arcade)
8. Hanagumi Taisen Columns 2 (2000, Dreamcast)
9. Columns Crown (2002, GBA)

- PORTS -

* Consoles :
Sega Saturn (1997, "Columns Arcade Collection")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=484&o=2

$end


$pc98=columns,columnsa,
$bio

Columns - Taisen Mode-tsuki (c) 1991 Systemsoft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89151&o=2

$end


$saturn,sat_cart=columns,
$bio

Columns Arcade Collection (c) 1997 Sega Enterprises, Limited.

Includes all the series:
- "Columns" (1990)
- "Columns II" (1990)
- "Stack Columns" (1994)
- "Columns '97" (1996)

- TECHNICAL -

[Model GS-9161]
[Sega Ages]

- TRIVIA -

Columns Arcade Collection was released on October 20, 1997 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47621&o=2

$end


$gba=columnscu,
$bio

Columns Crown [Model AGB-ACGE-USA] (c) 2001 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70218&o=2

$end


$gba=columnscj,
$bio

Columns Crown [Model AGB-ACGJ-JPN] (c) 2001 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70217&o=2

$end


$gba=columnsc,
$bio

Columns Crown [Model AGB-ACGP] (c) 2001 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70216&o=2

$end


$gbcolor=columns,
$bio

Columns GB - Tezuka Osamu Characters [Model DMG-AOYJ-JPN] (c) 1999 Media Factory [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67668&o=2

$end


$info=columns2,column2j,
$bio

Columns II - The Voyage Through Time (c) 1990 Sega Enterprises, Limited.

Align 3 or more items of the same color vertically, horizontally or diagonally.

Columns II: The Voyage Through Time was the sequel to Columns. It featured the normal puzzle game play, but was only released in Japan in the arcades. It is not clear as to why it was subtitled "The Voyage Through Time", other than the minor tile differences which seem to  attempt to indicate future and past ages: they are labeled as Machine Theme, Pale Green Theme, and Classic Theme.

- TECHNICAL -

Runs Sega "System C-2" Hardware.

Screen Orientation: Horizontal

Players: 2
Control: 4-Way Joystick
Buttons: 1
=> Rotate

- TRIVIA -

Columns II was released in August 1990 in Japan.

- SERIES -

1. Columns (1990, Arcade)
2. Columns II - The Voyage Through Time (1990, Arcade)
3. Columns III - Revenge of Columns (1993, Arcade)
4. Stack Columns (1994, Arcade)
5. Super Columns [Model G-3226] (1995, Game Gear)
6. Columns '97 [Model 610-0373-20] (1997, Arcade)
7. Hanagumi Taisen Columns - Sakura Wars (1998, Arcade)
8. Hanagumi Taisen Columns 2 (2000, Dreamcast)
9. Columns Crown (2002, GBA)

- PORTS -

* Consoles :
Sega Saturn (1997, "Columns Arcade Collection")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=485&o=2

$end


$info=mp_col3,
$bio

Columns III - Revenge of Columns [Mega Play] (c) 1993 Sega.

Align 3 or more items of the same colour vertically, horizontally or diagonally.

- TECHNICAL -

Runs on the Sega "Mega Play" hardware.

Players: 2
Control: 8-way Joystick
Buttons: 3
=> [A] Rotate, [B] Crush Bar Attack, [C] Rotate

- TRIVIA -

This game is known in Japan as 'Columns III - Taiketsu! Columns World' (translates from Japanese as 'Columns III - Showdown! Columns World').

- UPDATES -

The US version is completely different :
* "Winners Don't Use Drugs" screen added.
* "Recycle It, Don't Trash It!" screen added.
* Sega Logo screen is shown during attract mode.
* More dip-switches.

- SCORING -

Your score will increase every time you clear a set of jewels.

- SERIES -

1. Columns (1990, Arcade)
2. Columns II - The Voyage Through Time (1990, Arcade)
3. Columns III - Revenge of Columns (1993, Arcade)
4. Stack Columns (1994, Arcade)
5. Super Columns [Model G-3226] (1995, Game Gear)
6. Columns '97 [Model 610-0373-20] (1997, Arcade)
7. Hanagumi Taisen Columns - Sakura Wars (1998, Arcade)
8. Hanagumi Taisen Columns 2 (2000, Dreamcast)
9. Columns Crown (2002, GBA)

- PORTS -

* Consoles :
Sega Mega Drive (1994)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4573&o=2

$end


$megadriv=columns3,
$bio

Columns III - Revenge of Columns (c) 1993 Vic Tokai.

- TECHNICAL -

Game ID: T-23056

- TRIVIA -

Columns III for Genesis was released on December 17, 1993 in North America.

This game was never released in Europe in cartridge format on the console itself. See the Ports section below for the game's appearances in Europe.

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [US] (February 4, 2008) [Model MBWE] 
Nintendo Wii [Virtual Console] [EU] (May 2, 2008) [Model MBWP] 

* Computers : 
PC [MS Windows, CD-ROM] [US] (1999) "Sega Puzzle Pack" 
PC [MS Windows, CD-ROM] [JP] (July 14, 2000) "Sega Archives from USA Vol. 2" 
PC [Steam] [EU] (October 26, 2010) both stand-alone and as part of "SEGA Mega Drive Classics Pack 3" 
PC [Steam] [US] (October 26, 2010) "Columns III - Revenge of Columns [Model 34317]" : both stand-alone and as part of "SEGA Genesis Classics Pack 3" 
PC [MS Windows, CD-ROM] [EU] (November 26, 2010) "Sega Mega Drive Classics Collection Vol. 3" 
PC [MS Windows, DVD-ROM] [US] (March 15, 2011) "Sega Genesis Classic Collection - Gold Edition" 
PC [MS Windows, DVD-ROM] [EU] (March 18, 2011) "Sega Mega Drive Classic Collection - Gold Edition" 
PC [Steam] [US] (March 25, 2011) "SEGA Genesis Classics Collection" 
PC [Steam] [EU] (March 25, 2011) "SEGA Mega Drive Classics Collection"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57170&o=2

$end


$megadriv=columns3j,
$bio

Columns III - Taiketsu! Columns World (c) 1993 Sega Enterprises, Limited.

- TECHNICAL -

Game ID: G-4108
Cartridge ID: 670-3463
Package ID: 670-3464

- TRIVIA -

Columns III - Taiketsu! Columns World for Mega Drive was released on October 15, 1993 in Japan. It is known outside Japan as "Columns III - Revenge of Columns", or as just "Columns III".

- PORTS -

* Consoles :
Nintendo Wii [Virtual Console] [JP] (December 11, 2007) [Model MBWJ]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56406&o=2

$end


$info=mt_cols,
$bio

Columns (c) 1990 Sega.

The rules are simple. A column of 3 square pieces stacked one on top of the other is dropped into the play area. The player can move this piece left and right as it falls (as in "Tetris"), but cannot rotate it. Instead, pressing a button will cause the order of the blocks to shift by one position.

The object of the game is to place columns at the bottom of the pit in such a way that lines of 3 or more same-coloured blocks are created (either horizontally, vertically or diagonally). When this happens, these blocks disappear, and any blocks resting upon them immediately fall in accordance to gravity. Often this will cause additional lines to be arranged, producing a cascade effect. The key to a long game (and therefore a high score) is to set up these cascades.

- TECHNICAL -

Runs on the "Mega-Tech System" hardware.
Cartridge ID: 610-0239-36

- PORTS -

* Consoles :
Nintendo Wii (2006, "Virtual Console")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3434&o=2

$end


$gamegear=columnsj,
$bio

Columns (c) 1993 Sega Enterprises, Limited.

- TECHNICAL -

[Meisaku Collection]
[Model G-3104]

- TRIVIA -

The Meisaku Collection edition of Columns for Game Gear was released on July 23, 1993 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47619&o=2

$end


$gamegear=columns,
$bio

Columns (c) 1990 Sega Enterprises, Limited.

European release.

- TECHNICAL -

[Model 2201]

- PORTS -

* Handhelds : 
Nintendo 3DS [Virtual Console] [EU] [AU] (June 13, 2013) [Model GAEP]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64521&o=2

$end


$sms=columns,columnsp,
$bio

Columns (c) 1990 Sega Enterprises, Limited.

- TECHNICAL -

[Model 5120]

- PORTS -

* Consoles :
Sega Master System [EU] (1993) "Master Games 1 [Model 9020]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55974&o=2

$end


$gamegear=columnsj1,
$bio

Columns (c) 1990 Sega Enterprises, Limited.

- TECHNICAL -

[Model G-3101]

- TRIVIA -

Columns for Game Gear was released on October 6, 1990 in Japan.

It was then re-released as a Meisaku Collection edition [Model G-3104] on July 23, 1993.

- PORTS -

* Consoles :
Nintendo 3DS [Virtual Console] [JP] (August 8, 2012) [Model GAEJ]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47615&o=2

$end


$megadriv=columns,columns1,
$bio

Columns (c) 1990 Sega Enterprises, Limited.

Home conversion of the cult arcade puzzle game for your Sega Mega Drive.

- TECHNICAL -

Game ID: G-4035
Cartridge ID: 670-0730
Package ID: 670-0731

- TRIVIA -

Columns for Mega Drive was released on June 30, 1990 in Japan. It was also re-released in 1991 for online distribution.

- PORTS -

* Consoles : 
Sega Mega-CD [JP] (April 23, 1993) "Sega Classics Arcade Collection [Limited Edition] [Model G-6012]" 
Nintendo Wii [Virtual Console] [JP] (December 2, 2006) [Model MABJ]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47614&o=2

$end


$snes=columns,
$bio

Columns (c) 1999 Media Factory.

- TECHNICAL -

[Model SHVC-BCLJ]

- TRIVIA -

Columns for Super Famicom was released on August 1, 1999 in Japan.

- STAFF -

Music Composer : Hikoshi Hashimoto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47624&o=2

$end


$pce=columns,
$bio

Columns (c) 1991 Telenet.

- TECHNICAL -

[Model TJ03002]

- TRIVIA -

Columns for PC-Engine was released on March 29, 1991 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47617&o=2

$end


$odyssey2=comando,
$bio

Comando Noturno! (c) 1983 Philips Corp.

- TRIVIA -

The title translates as Night Commando.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95578&o=2

$end


$msx1_cass=comando4,
$bio

Comando Quatro (c) 1989 Zigurat Soft [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94543&o=2

$end


$cpc_cass=comandoq,
$bio

Comando Quatro [Model CQ-009-AMS] (c) 1989 Zigurat Soft [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93551&o=2

$end


$a2600=comandos,
$bio

Comando Suicida (c) 19?? Dismac

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50336&o=2

$end


$msx1_cass=comtrace,comtracea,
$bio

Comando Tracer (c) 1989 Dinamic Software [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94544&o=2

$end


$cpc_cass=comandot,
$bio

Comando Tracer [Model AMS 890027] (c) 1988 Dinamic Software [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93552&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=combasic,
$bio

ComBASIC (c) 1982 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83800&o=2

$end


$info=combat,
$bio

Combat (c) 1985 Exidy.

A shooting game with a military motif. The player uses a gun, mounted to the cabinet, to protect allies from a variety of dangers while attempting to break through and conquer enemy lines and get promoted to a higher rank (from Private to General Of The Army) and be awarded a campaign medal.

- TECHNICAL -

Exidy 440 hardware

Main CPU : Motorola M6809 (@ 1.6224 Mhz)
Sound CPU : Motorola M6809 (@ 811.2 Khz)
Sound Chips : Custom (@ 50.7 Khz)

Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256

Players : 1
Control : lightgun
Buttons : 1

- TRIVIA -

This game is also known as "Catch-22".

- STAFF -

Software : Larry Hutcherson, Vic Tolomei, Ken Micholson
Hardware : Howell Ivy, Mark Von Striver
Graphics : Lynn Pointer, Ken Nicholson
Audio : Ken Nicholson
Art : Rey Maninang
Support : Pam Banegas

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=486&o=2

$end


$arcadia=combat,
$bio

Combat (c) 198? Emerson Radio Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49249&o=2

$end


$pc8801_cass=combat,
$bio

Combat (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91204&o=2

$end


$pc8801_flop=combat,
$bio

Combat (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91543&o=2

$end


$megadriv=combat,
$bio

Combat Aces (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56407&o=2

$end


$amigaocs_flop=cairpatr,
$bio

Combat Air Patrol (c) 1993 Psygnosis, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73753&o=2

$end


$megadriv=combatcau,
$bio

Combat Cars (c) 1994 Accolade, Incorporated.

- TECHNICAL -

Game ID: 3408
Package ID: 6010-00211
Cartridge ID: 3020-00487

- TRIVIA -

Combat Cars was released in 1994 in North America.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93974&o=2

$end


$megadriv=combatca,
$bio

Combat Cars (c) 1994 Accolade, Incorporated.

- TECHNICAL -

Game ID: T-119106-50

- TRIVIA -

Combat Cars was released in 1994 in Europe. It was then released in Australia in 1995, bundled with "World Cup Italia '90".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93975&o=2

$end


$gba=combatcq,
$bio

Combat Choro Q - Advance Daisakusen [Model AGB-AQCJ-JPN] (c) 2002 Takara Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70219&o=2

$end


$info=combh,
$bio

Combat Hawk (c) 1987 Sega.

A reaction-based shoot-em-up in which the player takes on the role of an army soldier.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 2.578 Mhz)
Sound Chips : (3x) Texas Instruments SN76496 (@ 2.578 Mhz)

Players : 1
Control : 8-way joystick
Buttons : 3
=> [A] Left fire, [B] Center fire, [C] Right fire

- TRIVIA -

Released in June 1987.

Developed by Sanritsu.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=12491&o=2

$end


$bbca_cass,bbcb_cass=comblynx,
$bio

Combat Lynx (c) 1984 Durell

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51658&o=2

$end


$cpc_cass=combatly,
$bio

Combat Lynx (c) 1984 Durell Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93553&o=2

$end


$cpc_cass=combatsc,
$bio

Combat School (c) 1987 Ocean Software, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93555&o=2

$end


$info=combatsc,combatsct,combatscb,combatscj,
$bio

Combat School (c) 1987 Konami.

Combat School is a one or two player multi-event combat game, similar in gameplay style to Konami's "Track and Field" series. 
* In the obstacle course, you must repeatedly press the fire button to run as fast as possible. Press the jump button in order to clear or mount hurdles of various heights. Complete the course within a specific amount of time to continue the game.
* In the Iron Man race, the controls are the same but you will jump puddles and boulders and swim across a stream. 
* In the firing ranges, aim with the joystick or trackball and shoot using the fire button. There will be various firing range sessions beginning with stationary targets, proceeding to moving targets, and finishing with having to avoid hitting the targets that represent comrades. The comrade targets resemble your drill instructor but you must still avoid hitting them (the wrong targets and the drill instructors) as it will cost you the game. The activities get progressively more difficult as you proceed.

- TECHNICAL -

Game ID : GX611

Main CPU : HD6309 (@ 3 Mhz)
Sound CPU : Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : YM2203 (@ 3 Mhz), UPD7759 (@ 640 Khz)

Players : 2
Control : trackball
Buttons : 2
=> [A] Attack, [B] Jump/Shoot

- TRIVIA -

Combat School was released in May 1987.

This game is known in US as "Boot Camp".

A bootleg of this game was released in 1988 by Datsu.

- PORTS -

* Computers : 
Commodore C64 [EU] (1987) 
Sinclair ZX Spectrum [EU] (1987) 
Amstrad CPC [EU] (1987)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=487&o=2

$end


$a2600=combat2,
$bio

Combat Two (c) 1982 Atari, Incorporated.

- TECHNICAL -

Model CX26156

- TRIVIA -

This game was never officially released, but it did appear decades later on a few compilation packs (see Ports below).

- PORTS -

* Handhelds : 
Nintendo DS [US] (March 8, 2011) "Atari Greatest Hits Vol.2 [Model NTR-BR7E-USA]"

* Others : 
Atari Flashback 2 [US] (2005)
Atari Flashback 3 [US] (September 16, 2011) by AtGames
Atari Flashback 4 [US] (November 13, 2012) by AtGames
Atari Flashback 5 [US] (October 1, 2014) by AtGames

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50339&o=2

$end


$cpc_cass=combatzo,
$bio

Combat Zone Mentor [Model AS166] (c) 1987 Alternative Software, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93557&o=2

$end


$a2600=combate,
$bio

Combat (c) 1977 Atari, Incorporated.

PAL release. Game developed in USA. For more information, please see the NTSC release's entry; "Combat [Model CX2601]".

- TECHNICAL -

Model CX2601P

- PORTS -

* Consoles : 
Microsoft XBOX [EU] (November 26, 2004) "Atari Anthology" 
Sony PlayStation 2 [EU] (February 18, 2005) "Atari Anthology [Model SLES-53061]" 

* Computers : 
PC [MS Windows, CD-ROM] [EU] (June 10, 2005) "Atari - 80 Classic Games in One! [Replay]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82999&o=2

$end


$a2600=combat,
$bio

Combat (c) 1977 Atari, Incorporated.

A 2-player tank game where the object is simple - shoot your opponent's tank before they shoot yours. There are 27 game variations, some of which let you play with airplanes instead of tanks.

- TECHNICAL -

Model CX2601

- TRIVIA -

Export releases:
PAL "Combat [Model CX2601P]"

- STAFF -

Programmer: Larry Wagner, Joe Decuir

- PORTS -

* Consoles : 
Microsoft XBOX [US] (November 16, 2004) "Atari Anthology [Model 26084]" 
Sony PlayStation 2 [US] (November 22, 2004) "Atari Anthology [Model SLUS-21076]" 
Microsoft XBOX [JP] (August 4, 2005) "Atari Anthology [Model B7X-00001]" 

* Handhelds : 
Nintendo DS [US] (March 8, 2011) "Atari Greatest Hits Vol.2 [Model NTR-BR7E-USA]" 

* Computers : 
PC [MS Windows, CD-ROM] [US] (November 11, 2003) "Atari - 80 Classic Games in One! [Model 25069J]" 

* Others : 
Atari Flashback 2 [US] (2005) 
Atari Flashback 3 [US] (September 16, 2011) by AtGames 
Atari Flashback 4 [US] (November 13, 2012) by AtGames 
Atari Flashback 5 [US] (October 1, 2014) by AtGames

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50337&o=2

$end


$odyssey2,g7400=liberte,
$bio

Combattants de la Liberté (c) 198? Radiola La Radiotechnique.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95757&o=2

$end


$gba=2sadvpinu,
$bio

Combo Pack - Sonic Advance + Sonic Pinball Party [Model AGB-BW5E-USA] (c) 2005 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70220&o=2

$end


$info=toto,
$bio

Come Back Toto (c) 1996 SoftClub.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85243&o=2

$end


$info=pacmanpe,
$bio

Come Come (c) 1980 PETACO.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103577&o=2

$end


$info=comebaby,
$bio

Come on Baby! (c) 2000 Expotato Company, Limited.

Come on Baby is a sports game with a difference, all the competitors are babies. Players select their character and compete in many different events. Events include dancing, driving, sumo wrestling, running races, water races and more.

- TECHNICAL -

PC based hardware

Screen Orientation: Horizaontal
Video Resolution: 512 x 256 Pixels
Screen Refresh: 60.00 Hz

- TRIVIA -

Released in July 2000.

- SERIES -

1. Come On Baby! (2000)
2. Come On Baby! Jr. (2000)
3. Come On Baby - Ballympic Heroes! (2001)
4. Come On Baby! 2 (2003)
5. Come On Baby! 2 Jr. (2003)

- PORTS -

* Consoles :
Sony PlayStation 2 (2005)

* Computers :
PC [MS Windows 9X]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4473&o=2

$end


$msx1_cart=picot,
$bio

Come On! Picot [Model R49X5100] (c) 1986 Pony Canyon, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76655&o=2

$end


$info=mspacmanbcc,mspacmanblt,mspacmanbhe,
$bio

Come-Cocos (c) 1991 Tecnausa.

Greek pirate version of Ms. Pac-Man.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82195&o=2

$end


$msx1_cart=comecoco,
$bio

Comecocos (c) 198? Idealogic [Barcelona, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76656&o=2

$end


$msx1_cass=comecoco,
$bio

Comecocos (c) 198? Idealogic [Barcelona, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94545&o=2

$end


$info=comet_l4,comet_l5,
$bio

Comet (c) 1985 Williams Electronics Games, Incorporated.

- TECHNICAL -

Williams System 9
Model Number : 540

Main CPU : M6808 (@ 1 MHz)
Sound CPU : M6808 (@ 1 MHz)
Sound chips : DAC, HC55516

- TRIVIA -

Released in June 1985.

'Comet' was named after a popular ride at Chicago's now-closed Riverview Amusement Park.

8,100 units were produced.

It was the first solid-state machine to feature a one million point shot, using Steve Kordek's voice to announce 'One Million!'. An example of an electro-mechanical game with a million point shot is Williams' 1957 "Arrow Head".

- SERIES -

1. Comet (1985)
2. Cyclone (1988)
3. Hurricane (1991)

- STAFF -

Design by : Barry Oursler
Art by : Python Anghelo
Software by : Bill Pfutzenreuter

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5265&o=2

$end


$msx1_cart=cometail,
$bio

Comet Tail (c) 1983 ASCII Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76657&o=2

$end


$msx1_cass=halley,
$bio

Cometa Halley (c) 1985 Sony Spain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94546&o=2

$end


$sms=comicbak,
$bio

Comic Bakery (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55975&o=2

$end


$msx1_cart=comicbak,comicbakb,comicbaka,
$bio

Comic Bakery [Model RC714] (c) 1984 Konami Industry Co., Ltd. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76658&o=2

$end


$scv=comicirc,
$bio

Comic Circus (c) 1985 Epoch Company, Limited.

- TECHNICAL -

[Model 14 NO.09170]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49077&o=2

$end


$famicom_flop=comics1,
$bio

Comic Sakka Series Touma Senki #1 - Mashoujo Gakuen Evil (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65270&o=2

$end


$famicom_flop=comics2,
$bio

Comic Sakka Series Touma Senki #2 - Mermaid no Gyakushuu (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65271&o=2

$end


$famicom_flop=comics3,
$bio

Comic Sakka Series Touma Senki #3 - Ryuujin Sensei Kikiippatsu (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65272&o=2

$end


$famicom_flop=comics4,
$bio

Comic Sakka Series Touma Senki #4 - Tenkuu Ryuumaou Fukkatsu (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65273&o=2

$end


$famicom_flop=comics5,
$bio

Comic Sakka Series Touma Senki #5 - Youjuu Rudo no Chousen (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65274&o=2

$end


$sms=comicalk,
$bio

Comical Machine Gun Joe (c) 198? Samsung

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55976&o=2

$end


$sms=comical,
$bio

コミカルマシンガンジョー (c) 1986 Sega Enterprises, Limited.
(Comical Machine Gun Joe)

- TECHNICAL -

Game ID: C-511

- TRIVIA -

Released on April 21, 1986 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55855&o=2

$end


$sms=comicaltw,
$bio

Comical Machine Gun Joe (c) 1986 Aaronix.

- TECHNICAL -

Game ID: K317
Cart color: Yellow/Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55977&o=2

$end


$pc98=cominhrt,
$bio

Coming Heart (c) 1995 May-Be Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89152&o=2

$end


$megadriv=comix,comixp,comixup01,comixkp,comixup10,comixup09,comixsc,
$bio

Comix Zone (c) 1995 Sega Enterprises, Limited.

- TECHNICAL -

[EU] Model 1569-50

- TRIVIA -

Comix Zone for Mega Drive was released on October 27, 1995 in Europe. It was also released that same year in Australia, although the exact date of the Australian release is unknown.

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [EU] [AU] (February 2, 2007)
Sony PlayStation 2 [EU] (February 2, 2007) "Sega Mega Drive Collection [Model SLES-54333]" 
Sony PlayStation 2 [AU] (February 8, 2007) "Sega Mega Drive Collection" 
Microsoft XBOX 360 [EU] (February 20, 2009) "SEGA Mega Drive Ultimate Collection [Model 384-40210]" 
Sony PlayStation 3 [EU] [AU] (February 20, 2009) "SEGA Mega Drive Ultimate Collection [Model BLES-00475]" 
Microsoft XBOX 360 [AU] (February 26, 2009) "Sega Mega Drive Ultimate Collection" 

* Handhelds : 
Sony PSP [EU] (February 2, 2007) "Sega Mega Drive Collection [Model ULES-00556]" 
Sony PSP [AU] (February 8, 2007) "Sega Mega Drive Collection [Model ULES-00556]" 

* Computers : 
PC [MS Windows, CD-ROM] [EU] (March 31, 2006) "Sonic Mega Collection Plus" 
PC [Steam] [EU] (June 1, 2010) both stand-alone and as part of "Sega Mega Drive Classics Pack 1" 
PC [MS Windows, CD-ROM] [EU] (September 3, 2010) "Sega Mega Drive Classics Collection Vol. 1" 
PC [MS Windows, DVD-ROM] [EU] (March 18, 2011) "Sega Mega Drive Classic Collection - Gold Edition" 
PC [Steam] [EU] (March 25, 2011) "SEGA Mega Drive Classics Collection"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56408&o=2

$end


$megadriv=comixu,comixup,comixup05,comixup08,comixup07,comixup06,comixup03,comixup04,comixup02,
$bio

Comix Zone (c) 1995 Sega Enterprises, Limited.

- TECHNICAL -

Model 1569

- TRIVIA -

Comix Zone for Genesis was released on January 1, 1995 in North America. It was also released in a Limited Edition that same year.

- PORTS -

* Consoles : 
Sony PlayStation 2 [US] (November 7, 2006) "Sega Genesis Collection [Model SLUS-21542]" 
Nintendo Wii [Virtual Console] [US] (January 29, 2007) [Model MAPE]
Microsoft XBOX 360 [US] (February 10, 2009) "Sonic's Ultimate Genesis Collection [Model 68034]" 
Sony PlayStation 3 [US] (February 10, 2009) "Sonic's Ultimate Genesis Collection [Model BLUS-30259]" 

* Handhelds : 
Sony PSP [US] (November 16, 2006) "Sega Genesis Collection [Model ULUS-10192]" 

* Computers : 
PC [MS Windows, CD-ROM] [JP] (September 22, 2000) "Sega Archives from USA Vol. 3" 
PC [MS Windows, CD-ROM] [US] (2000) "Sega Smash Pack 2" 
PC [MS Windows, CD-ROM] [US] (March 9, 2007) "Sonic Mega Collection Plus" 
PC [Steam] [US] (June 1, 2010) "Comix Zone [Model 34272]" : both stand-alone and as part of "Sega Genesis Classics Pack 1" 
PC [MS Windows, DVD-ROM] [US] (March 15, 2011) "Sega Genesis Classic Collection - Gold Edition" 
PC [Steam] [US] (March 25, 2011) "SEGA Genesis Classics Collection"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57171&o=2

$end


$gba=comix,
$bio

Comix Zone [Model AGB-ACZP] (c) 2002 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70221&o=2

$end


$megadriv=comixj,
$bio

Comix Zone (c) 1995 Sega Enterprises, Limited.

- TECHNICAL -

Model G-4132

- TRIVIA -

Comix Zone for Mega Drive was released on September 1, 1995 in Japan.

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Machine] [JP] (January 30, 2007) [Model MAPJ]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88461&o=2

$end


$saturn,sat_cart=commconqj,
$bio

Command & Conquer (c) 1997 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58989&o=2

$end


$megadriv=commconq,
$bio

Command & Conquer (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56409&o=2

$end


$saturn,sat_cart=commconqg,
$bio

Command & Conquer - Teil 1 - Der Tiberiumkonflikt [Model T-7028H-18] (c) 1997 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60263&o=2

$end


$n64=commconq,commconqg,commconqu,
$bio

Command & Conquer (c) 1999 Nintendo.

- TECHNICAL -

Game ID: NUS-NCCE-USA

- TRIVIA -

Command & Conquer was released on June 29, 1999 in the USA.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57644&o=2

$end


$saturn,sat_cart=commconqf,
$bio

Command & Conquer [Model T-7028H-09] (c) 1997 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60261&o=2

$end


$saturn,sat_cart=commconq,
$bio

Command & Conquer [Model T-7028H-50] (c) 1997 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60262&o=2

$end


$saturn,sat_cart=commconqu,
$bio

Command & Conquer [Model T-7028H] (c) 1996 Westwood

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60001&o=2

$end


$pc98=commhq,
$bio

Command H.Q. (c) 1992 MicroProse Japan K.K.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89153&o=2

$end


$gbcolor=commandm,
$bio

Command Master [Model CGB-KCEJ-JPN] (c) 2000 Enix, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67669&o=2

$end


$info=commandw,
$bio

Command War - Super Special Battle & War Game (c) 1992 Taito.

A futuristic wargame.

- TECHNICAL -

Runs on the "Taito F3 System" Hardware.

Players : 4
Control : 8-way joystick
Buttons : 4

- TRIVIA -

The game data was re-used for "Riding Fight" (the Round Selection Mode is the same).

- TIPS AND TRICKS -

Like other Taito games, this one has a stage select screen:
1) During the boot screen, push the 'service' button.
2) 'Service Switch Error' appears, push the 'start' button three times.
3) You can now select stage.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3575&o=2

$end


$x68k_flop=cmdxray,
$bio

Command X Ray (c) 1990 Blast Off

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87239&o=2

$end


$gbcolor=commandk,
$bio

Commander Keen [Model CGB-BCBE-USA] (c) 2001 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67670&o=2

$end


$info=commsega,
$bio

Commando (c) 1983 Sega.

An early shoot'em up.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound CPU : Zilog Z80 (@ 1.789772 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.789772 Mhz), (6x) RC (@ 1.789772 Mhz)

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 96

Players : 2
Control : 4-way joystick
Buttons : 2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=489&o=2

$end


$info=commando,commandou,commandob,commandob2,commandou2,
$bio

Commando (c) 1985 Capcom.

Commando is a vertically scrolling shoot'em up in which the player takes on the role of a highly trained commando soldier called "Super Joe", who starts the game by being dropped off in a jungle by a helicopter. 

Joe's mission is to rescue captives and destroy the enemy bases and strongholds that appear at the end of each level, killing as many enemy soldiers as possible in the process. 

The end-of-level strongholds see waves of enemy soldiers ordered to attack by a cowardly officer, who immediately runs away. Shooting the fleeing officer earns the player bonus points. Along the way, players can attempt to free prisoners-of-war by shooting their enemy guard escorts as they are transported across the screen.

Super Joe carries only two weapons: a limited-range machine gun with unlimited shots, and a limited supply of hand grenades. Extra grenades can be picked up as the player progresses through the levels.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 4 Mhz)
Sound CPU : Zilog Z80 (@ 3 Mhz)
Sound Chips : (2x) Yamaha YM2203 (@ 1.5 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Commando was released in May 1985. 

It was then licensed to Data East for US manufacture and distribution in July 1985. Commando was the first (and and only) game that Capcom licensed to Data East. 

This game is known in Japan as "Senjou no Ookami" (translates as 'Wolf of the Battlefield') and is known as "Space Invasion" for the West German marketplace. 

The main character is Super Joe from "Bionic Commando" and "The Speed Rumbler". 

Tim Balderramos holds the official record for this game with 10051200 points on July 5, 1986. 

Bandai released a boardgame based on this video game (same name) : A simple roll-and-move type game, with symbols on the board indicating what happens when you land on that spot. There are multiple choices on which direction to go, but not too much in the way of required thinking. There are many different boards that you progress through, each 'board' representing one 'stage' of the game. 

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

- TIPS AND TRICKS -

* The arch bridge is a dangerous spot so watch for grenade attacks from above. Be careful of trucks and jeeps that may try to run over you. Do not fall into rivers or ponds. Trees, walls and other obstacles may be used for cover.

* Here's a good way to kill enemy soldiers without going anywhere near them : at the end of each area, when the enemy soldiers are pouring out of the gate from their compound, move your commando to the bottom of the screen and shoot down. Your shots will come down from the top of the screen, killing the soldiers as they come out of the gate.

* This tip will let you rack up big points and all the extra men you can : on the first stage, there is a cliff on the right-hand side of the screen. The enemy troops will jump off the end of this cliff and attack you. If you walk until the enemy troops START jumping off, and then stop, you can just stand there and keep killing them until you either get sick of playing or reach the maximum amount of extra men the game allows. If you plan on playing through the rest of the game you should stop as soon as you reach the maximum amount of extra men, as the longer you just sit there, the harder and faster the enemies become, making the rest of the game substantially more difficult.

- SERIES -

1. Commando (1985) 
2. Mercs [CP-S No. 09] (1990) 
3. Wolf of the Battlefield - Commando 3 (2007, XBLA, PSN)

- STAFF -

Designed by : Tokuro Fujiwara
Music by : Tamayo Kawamoto

- PORTS -

Here is a list of ports released outside Japan. To see Japanese ports, please see the original Japanese version entry, "Senjou no Ookami".

* Consoles : 
Nintendo NES [US] (November 1986) "Commando [Model NES-CO-USA]" 
Mattel Intellivision [US] (1987) "Commando [Model 9000]" 
Atari 2600 [US] (1988) "Commando [Model AK-043]" 
Atari 7800 [US] (1990) "Commando [Model CX7838]" 
Sony PlayStation [EU] (September 3, 1999) "Capcom Generations 4 - Blazing Guns [Capcom Generations Disc 4] [Model SLES-31881]" 
Microsoft XBOX [US] (September 27, 2005) "Capcom Classics Collection" 
Sony PlayStation 2 [US] (September 27, 2005) "Capcom Classics Collection [Model SLUS-21316]" 
Microsoft XBOX [EU] (November 18, 2005) "Capcom Classics Collection" 
Sony PlayStation 2 [EU] (November 18, 2005) "Capcom Classics Collection [Model SLES-53661]" 
Nintendo Wii [Virtual Console Arcade] [US] (December 6, 2010) : as "Wolf of the Battlefield: COMMANDO" 
Nintendo Wii [Virtual Console Arcade] [EU] [AU] (December 17, 2010) : as "Wolf of the Battlefield: COMMANDO" 
Sony PlayStation 3 [PSN] [EU] (February 20, 2013, "Capcom Arcade Cabinet" 
Microsoft XBOX 360 [XBLA] [EU] (February 20, 2013, "Capcom Arcade Cabinet" 
Microsoft XBOX 360 [XBLA] [AU] (February 21, 2013, "Capcom Arcade Cabinet" 
Sony PlayStation 3 [PSN] [US] (April 2, 2013) "Capcom Arcade Cabinet: Game Pack 4 [DLC]" 
Microsoft XBOX 360 [XBLA] [US] (April 3, 2013) "Capcom Arcade Cabinet: Game Pack 4 [DLC]" 
Sony PlayStation 3 [PSN] [US] (May 21, 2013) "Capcom Arcade Cabinet: All-In-One Pack [DLC]" 
Microsoft XBOX 360 [XBLA] [US] (May 22, 2013) "Capcom Arcade Cabinet: All-In-One Pack [DLC]" 

* Handhelds : 
Sony PSP [US] (October 24, 2006) "Capcom Classics Collection Reloaded [Model ULUS-10134]" 
Sony PSP [EU] (November 10, 2006) "Capcom Classics Collection Reloaded [Model ULES-00377]" 
Sony PSP [AU] (November 16, 2006) "Capcom Classics Collection Reloaded" 

* Computers : 
Commodore C64 [US] [EU] (1985) 
BBC Micro [EU] (1985) 
Amstrad CPC [EU] (1985) 
Amstrad CPC [EU] (1986, "Budget Edition") 
PC [Booter] [US] (1986) 
Sinclair ZX Spectrum [EU] (1986) 
Commodore 16 [US] (1986) 
Commodore Plus/4 [EU] (1986) 
Apple II [US] (1987) 
Commodore Amiga [US] (1989) 
Atari ST [EU] (1989) 
PC [MS Windows, CD-ROM] [US] (2003) "Capcom Arcade Hits 3" 
PC [MS-Windows, CD-ROM] [US] (December 21, 2004) "Capcom Coin-Op Collection Volume 1" 

* Others : 
Mobile Phones [US] (September 1, 2004)
Apple iPhone/iPad [US] (November 4, 2010) "Capcom Arcade [Model 397347348]" 
Apple iPhone/iPod [US] (January 13, 2011) "Commando [Model 414168660]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=490&o=2

$end


$c64_cart,c64_flop=commando,
$bio

Commando (c) 1985 Elite

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53545&o=2

$end


$cpc_cass=commando,
$bio

Commando (c) 1985 Elite Systems, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93558&o=2

$end


$ibm5150,ibm5150_cass=commando,
$bio

Commando (c) 1986 Data East Corp. [Tokyo, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83594&o=2

$end


$xegs=commando,
$bio

Commando (c) 1988 Atari Corp. [Sunnyvale, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51229&o=2

$end


$amigaocs_flop=commando,
$bio

Commando (c) 1989 Elite

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73754&o=2

$end


$bbca_cass,bbcb_cass=commando,
$bio

Commando (c) 19?? Elite

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51659&o=2

$end


$a2600=commraid,commraide,
$bio

Commando Raid (c) 1982 US Games Corp.

Commando Raid is a single player, full color game simulating Arcade Action.

You are in defense of your buildings which have come under attack by android commando raiders. Without warning they appear, intent on capturing your buildings and destroying your gun emplacement.

First the troop carrying helicopters fly in dropping android paratroopers to test your defenses. Soon the sky is filled with fluttering helicopters and wave after wave of android paratroopers. They must be destroyed! Each paratrooper allowed to land on a building destroys a portion of that building. If three paratroopers land on a building. It will be totally destroyed and must be considered under commando control.

Worse still, the androids can now tunnel towards your gun emplacement. Each paratrooper who lands on that building expands the tunnel. If they are not stopped, they will plant an explosive charge under the gun.

In the midst of the battle, an aircraft may appear. It will drop a devastating bomb which can destroy all buildings and the gun emplacement. You must shoot it down or at least shoot the bomb it drops. If you miss, its back to basic training!

- TECHNICAL -

Model VC1004

- SCORING -

Shooting down a helicopter or bomber is equal to 200 points.
Shooting down a commando paratrooper or a bomb is equal to 115 points.

- STAFF -

Developed by Wickstead Design.

Programmer: Wes Trager, Henry Will IV

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50341&o=2

$end


$intv=commando,
$bio

Commando (c) 1987 INTV.

You begin each mission at the bottom of the screen and advance toward the top, into enemy territory. Run in the direction you press the hand controller DISC; release the DISC to stop. As you advance, more of the battlefield moves onto screen from the top. You can only advance -- your movements left, right, and down are limited to the area currently on screen. 

Armed only with a machine gun and hand grenades, you will face wave after wave of enemy soldiers -- attacking on foot, from behind barricades, or from trenches. Learn their different weapons and patterns -- you'll need both strategy and dexterity to defeat them! 

Your goal each mission is the gates to the enemy stronghold that will appear at the top of the screen -- if you get that far. The doors open as you approach -- enter to complete the mission. Be careful! The doors are well guarded! 

Successfully complete the mission and take a well deserved break, Then you're off on a new mission -- harder than before!

- TECHNICAL -

Model 9000

- TRIVIA -

Producer Dave Warhol hired former Mattel Electronics programmer John Tomlinson (Mission X) to do the conversion of Commando to the Intellivision. John did some brilliant programming (the bullets are not moving objects, they are animated on the fly in the background), but he wasn't big on discipline. As the deadline loomed with the game far behind schedule, Dave had to take drastic measures.

We'd like to avoid the word 'kidnapping' since it implies a capital crime, but Dave did drive to John's apartment, grab him, and drive him back to Dave's home office where John remained, living and working, until Commando was finished.

- SCORING -

Your score is shown on the screen between turns and at the end of missions. You receive points for each enemy soldier hit: 
Foot Soldiers: 300 pts. 
Aggressive Foot Soldiers: 400 pts. 
Rifle Troops: 500 pts. 
Bazooka Teams: 600 pts. 
Artillery Soldiers: 700 pts. 
Trench Soldiers: 800 pts. 
P.O.W. Guards: 1000 pts. 
Generals: 2000 pts. 
Picking Up Stockpile of Grenades: 1000 pts.
Successfully Completing Mission: 5000 pts.

- TIPS AND TRICKS -

* Easter Egg : Press 0 (zero) while title screen is displayed to view credits.

- STAFF -

Program: John Tomlinson
Graphics: Connie Goldman
Sound: David Warhol

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60874&o=2

$end


$a2600=commando,commando1,commandoe,
$bio

Commando (c) 1988 Activision.

Your assignment? Simple. Annihilate the enemy. Diminish their manpower. Destroy their vehicles. And detonate their mega-fortress. 

Sounds tough? Well, just wait. It gets worse. Because you have to carry out the entire mission SINGLE-HANDED!

- TECHNICAL -

Model AK-043

- SCORING -

Enemy (shot with machine gun): 200 points
Enemy (knocked out with grenade): 500 points
Blowing up a tree: 500 points
Crossing over grenade boxes: 1,000 points

- STAFF -

Programmed by: Mike Reidel (Imagineering Inc.)
Produced by: Sam Nelson, Keith Orr
Product management by: Mike Suarez
Product testing by: Kelly Zmak

Codebook by: Paula Polley
Graphic production by: Micki Cunningham
Production coordination by: Nancy Waisanen
Editorial management by: Steven Young

- PORTS -

* Consoles : 
Sony PlayStation 2 [US] (November 19, 2002) "Activision Anthology [Model SLUS-20588]" 
Sony PlayStation 2 [EU] (2003) "Activision Anthology [Model SLES-51313]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50340&o=2

$end


$a7800=commando,commandou,
$bio

Commando (c) 1989 Atari Corp.

You are the crack shot Commando, battling overwhelming odds to defeat advancing rebel forces! You carry out your lone crusade through hostile territory, armed with only a rifle and a few hand grenades.

Enemy fire flies past you from every direction. Rebel forces leap from caves, trenches, and strongholds to block your progress.

You need to break through the enemy lines to reach the fortress at the end that serves as enemy headquarters. If you're clever, you can replenish your supplies along the way from defeated outposts.

Once you begin your mission, there is no retreat. The fate of the free world rests in your hands!

- TECHNICAL -

Model CX7838

- SCORING -

Destroying an enemy: 300 points
Destroying a vehicle: 500 points
Blowing up a pillbox: 500 points
Picking up a grenade box: 1000 points
Rescuing a prisoner: 2000 points
Destroying an enemy officer: 2000 points

You receive 5000 bonus points each time you successfully complete an area and 10,000 points for a mission.

- TIPS AND TRICKS -

* You receive a new life at every 60,000 points.

* It is important to keep moving forward at all times. Do not remain in one place for too long to fight the enemy.

* Be on the lookout for underground enemy camps. Grenade explosions will reveal their locations.

* Acquire as many grenades as possible.

* Watch for weapons. Any weapon you find could help you through an area.

- STAFF -

Programmer: Dwain Skinner

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50126&o=2

$end


$nes=commando,
$bio

Commando (c) 1986 Capcom Company, Limited.

North American release. Game developed in Japan. For more information about the game, please see the original Japanese release entry; "Senjou no Ookami [Model CAP-SJ]".

Text from this version:
Commando - Super Joe and your skill on a highly secret mission... challenging the Evil Empire Army in fierce guerrilla warfare. Super Joe and your skill - armed only with Super Joe's rifle and unlimited ammunition, plus a hand grenade that requires replenishing. Your assignment... find and destroy;... stopping attempts to dominate the world's population and resources. You must skillfully control Super Joe's venture into a deep, unexplored jungle region. Surprisingly, you and Super Joe find the enemy behind iron walls, on bridges to cross, in trucks and Jeeps that try to ram Super Joe. Can Super Joe and you carry out this reckless, almost impossible mission?

- TECHNICAL -

Cartridge ID: NES-CO-USA

- TRIVIA -

Commando for NES was released in November 1986 in North America.

An hidden message in Japanese is found only on the US version at 1CBFC:
NO.16 TAKAI MAMIKO KAISYA NO HIKKOSHI DE 86/7/6 AKUSYUKAI NI IKENAKKATTA NOGA KUYASII MAMIKO FAN YORI

Translations:
Because my company moved on Jul. 06 1986, it was not possible to go to Mamiko Takai's handshake party. From a pitiable Mamiko fan.

Another hidden message foundable only on this US version can be visible at 1F410:
THIS GAME OF KEYWORD IS 3/24... ITS MY BIRTHDAY. 
IF 4-4 ROUND PLAY  3=PLAYER 24=HAND BOMB  THEN YOU WILL BE CLEAR THIS GAME.  
MY NEXT MAKE GAME IS -CAPTAIN HIGEMARU-  PLEASE PLAY IT. YOU KNOW ??

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55019&o=2

$end


$megadriv=commands,
$bio

Commandos (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56410&o=2

$end


$nes=commands,
$bio

Commandos [Model ES-1092] (c) 19?? Waixing [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76511&o=2

$end


$bbca_cass,bbcb_cass=commacco,
$bio

Commercial Accounts (c) 19?? Gemini

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51660&o=2

$end


$info=c116,
$bio

Commodore 116 (c) 1984 Commodore, Limited.

- TRIVIA -

The Commodore 116 (or C116 for short) was an earlier version of the "Commodore 16" and had a rubber keyboard.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61700&o=2

$end


$info=c128,c128p,c128_de,c128_se,
$bio

Commodore 128 (c) 1985 Commodore.

- TRIVIA -

The Commodore 128 was launched at the Las-Vegas Consumer Electronic Show 1985. It was presented then as a competitor for the Apple Macintosh and IBM PC (The famous advertisement said 'Bad news for Apple and IBM'). In fact, the only star of this show was the Atari 130 ST!

It was the successor of the Commodore 64 and could use all the software and a lot of the hardware of the C64 (the 8502 could be slowed down 1 MHz for compatibility).

One of the main specialties of this machine was the additional Z80 CPU and Video chip, which means that you could attach two monitors. Thanks to the Z80, the Commodore 128 could run under CP/M +: lots of software were adapted for this computer and Osborne or Kaypro programs could run directly.

- TIPS AND TRICKS -

At the BASIC prompt, type: SYS 32800,123,45,6

- STAFF -

Software: Fred Bowen, Terry Ryan, Von Ertwine
Herdware: Bil Herd, Dave Haynie, Frank Palaia

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61696&o=2

$end


$info=c128d,c128dp,c128d81,
$bio

Commodore 128D (c) 1985 Commodore.

- TRIVIA -

Late in 1985, Commodore released to the European market a new version of the C128 with a redesigned chassis resembling the Amiga 1000. Called the Commodore 128D, this new European model featured a plastic chassis with a carrying handle on the side, incorporated a 1571 disk drive into the main chassis, replaced the built-in keyboard with a detachable one, and added a cooling fan. The keyboard featured two folding legs for changing the typing angle.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61697&o=2

$end


$info=c128dcr,c128dcrp,c128dcr_de,c128dcr_se,
$bio

Commodore 128DCR (c) 1986 Commodore.

- TRIVIA -

In the latter part of 1986, Commodore released a version of the "Commodore 128D" in North America and Europe referred to as the Commodore 128DCR (Cost Reduced). The DCR model featured a stamped steel chassis in place of the plastic version of the C128D (with no carrying handle), a modular switched-mode power supply similar to that of the C128D, as well as a removable keyboard and internal 1571 floppy drive. On the mainboard, Commodore consolidated some of the components to save production costs and replaced the 8563 video controller with the more technically advanced MOS Technology 8568 (which was also fitted to a few D-models). As a cost-saving measure, the cooling fan that was fitted to the D model was removed, although the mounting provisions on the power supply subchassis were retained.

Inside, the C128DCR ROMs, the 1986 ROMs, so-named from the copyright date displayed on the startup screen, contained fixes for several bugs including an infamous one where the 'Q' character would remain lowercase when CAPS LOCK was active—and the 8568 VDC was equipped with 64 KB of video RAM—the maximum amount addressable by the chip, equal to four times that of the original C128. The increase in video RAM made it possible, among other things, to generate higher-resolution graphics with a more flexible color palette, although little commercial software took advantage of this capability.

Despite the improvement in the RGB video capabilities, Commodore did not enhance BASIC 7.0 with the ability to manipulate RGB graphics. Driving the VDC in graphics mode continued to require the use of calls to screen editor ROM primitives (or their assembly language equivalents), or by using third-party BASIC language extensions. The most popular such toolkit was Free Spirit Software's BASIC 8, which added high-resolution VDC graphics commands to BASIC 7.0. BASIC 8 was available on two disks (editor disk and runtime disk) and with a ROM chip for installation in the C128's internal Function ROM socket.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61698&o=2

$end


$info=c16,c16p,c16_hu,
$bio

Commodore 16 (c) 1984 Commodore.

- TRIVIA -

The Commodore 16 (or C16 for short) was designed to replace the Commodore VIC-20, but was not compatible with it, nor with the C64. It had the same characteristics as the Commodore Plus/4: same graphic resolution, same sound system, same CPU and speed, just less memory. It has a powerful basic language (contrary to the VIC-20 or the C64) which makes graphics and sounds easy to program. The C16, like the Commodore Plus/4, was a commercial failure.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61699&o=2

$end


$info=c232,
$bio

Commodore 232 (c) 1984 Commodore.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61701&o=2

$end


$info=c264,
$bio

Commodore 264 (c) 1984 Commodore.

- TRIVIA -

When the first Commodore 264 (or C264 for short) prototype unofficially debuted at the Winter Consumer Electronics Show (CES) in January 1984, the developers had obviously not yet agreed about the keyboard layout; some keys are unlabeled, the right shift key was missing, instead having a key which seems to be meant as a line feed key.

It was planned that when buying a C264, you could have chosen between these programs: 
- 3 plus 1 (word processor, data base, spread sheet, windowing) 
- Superscript (professional word processor) 
- Magic Desk (word processor, data base, spread sheet, calculator) 
- Logo 
- Pilot 
- Easycalc 264 (spread sheet) 
- COM 264 
- Financial Advisor 

The C264 should then be delivered with the selected program built in. The remaining programs could only be used with cartridges for the expansion port.

The official presentation of the C264 series took place on the Hannover fair in 1984. Luckily, the developers didn't eliminate the right shift key in the final keyboard layout. The formerly unlabeled keys bear a label now: the key that used to be the left arrow key on the C64 and the VC20 says 'Esc', the key between '@' and '*' bears the English pound sign, and the key that was labelled 'SHIFT LOCK' on all 8-bit computers Commodore ever produced now says - guess what - 'SHIFT LOCK' :-) (must have been a hard decision between SHIFT and CAPS lock).

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61702&o=2

$end


$info=c386sx16,
$bio

Commodore 386SX-16 (c) 1990 Commodore.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61703&o=2

$end


$info=c64,c64p,c64_jp,c64_se,
$bio

Commodore 64 (c) 1982 Commodore.

- TRIVIA -

Designed similar to the VIC-20, the Commodore 64 (or C64 for short) featured a better video chip supporting sprites, as well as the famous sid6581 sound chip, two Atari-compatible joystick ports, and 64 kilobytes of RAM.

The Commodore 64 is, along with the Apple II and the Atari 8-Bit computers, one of the most famous home computers of it's era. During its production from 1982 to 1993, 17 to 22 millions, of these computer would sell, to put in perspective, that's more than all the Macintoshes in the world. It was one of the first to offer a high quality sound chip and graphic resolution with many colors and sprites. A great range of peripherals was developed for this computer and can use several of the VIC-20 peripherals. 

Commodore produced the first generation of C64s from August 1982 to May 1986, then it was discontinued and they introduced the "Commodore 64C".

- UPDATES -

Several versions of the Commodore 64 were launched : The first one (C64-1) uses the VIC 20 case, it will be quickly replaced with the C64-2 which uses the famous brown case and by the C64-3 with small cosmetic changes in the keyboard. A special version called Educator 64 or PET64 or CBM 4064 was proposed for schools and uses the PET case.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61704&o=2

$end


$info=c64c,c64cp,c64c_se,
$bio

Commodore 64C (c) 1986 Commodore.

- TRIVIA -

Commodore produced the first generation of "Commodore 64" until May 1986, then it was discontinued and they introduced the Commodore 64C (C64C for short). According to the 64'er magazine, this version has been planned since the Hannover mass in 1985, but as the old version sold so well during Christmas '85, its release date was pushed back.

The new model does not differ much from its predecessor, the only innovation is the flatter case, which makes the keyboard (which has off-white keys now) more ergonomic (it looks like the "Commodore 128" case), as it is less higher than the old one. But the new case did not only have advantages: due to its low profile and additional metal screening, some of the numerous hardware expansions did not fit anymore. This was changed with the "Commodore 64G". The 64'er staff noticed that VIC-II as well as the two CIAs have new version numbers; they didn't write which, though (these are probably just bugfixed chips).

The official name for this model was C=64C, but nevertheless the German 64'er magazine decided to call it C64-II (because the first units didn't have the new name on the label at the bottom), the badges on all the 64 C's just says Commodore 64. They pointed out that this name was only valid for the 64'er magazine, but since the 64'er was the magazine for the C64 for a long time, the name was widely accepted and so this model is mostly known as C64-II in Germany.

The C64C appeared again after (or concurrently with?) the C64G, this time with the new, short board. So, although the case might look the same and the label says Commodore 64, the boards may be completely different.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61707&o=2

$end


$info=c64dx,c65,
$bio

Commodore 64DX / Commodore 65 (c) 1991 Commodore.

- TRIVIA -

In the end of 1990, Commodore decided to create a successor for the famous "Commodore 64". They worked on a prototype called the "Commodore 64DX" (C64DX) then Commodore 65 (C65).

The C65 had new great features: a very special version of the 7510 with lot of new opcodes, great graphic modes (better than the Atari ST or the Amiga!) and a great new processor: the DMA / Blitter. This chip can be programmed with a list of instructions to copy or set blocks of memory.

The machine was meant to be fully compatible with the C64, but it wasn't. A special key was added on the keyboard to switch between the two modes (C64/C65).

The development of this machine was stopped (apparently because of problems with the VIC III controller and because of the cost of this computer), and because of the success of the Amiga (Notice that the C65 case looks like the Amiga one!).

Commodore produced about 50 C65's, the first ones display C64DX at boot, the latest display Commodore 65.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61708&o=2

$end


$info=c64g,
$bio

Commodore 64G (c) 1986 Commodore.

- TRIVIA -

The last model of the "Commodore 64" to be sold was the C64G. It had the original breadbin case, but the color was much lighter, pretty much the same as on the "Commodore 64C" model. 

The keyboard could either be the original black model with graphical symbols on the front side of the keys or the cream colored c-model type with the symbols on top of the keys. It seems that Commodore just tried to use up all the parts that they had in stock which resulted in all kinds of weird color combinations. 

The motherboard was always the new small one with integrated SID-chip resulting in quiet and bad sound and MOS 8500 processor which caused some compatibility problems. 

Some of these machines were made from C64GS game console parts when the console bombed. Most were sold with a game pack (some magazine adds show the same game module as with the GS) and was marketed almost as a pure game console which just happened to have a computer in the same package. The G-model kind of replaced the horrible GS. 

Build quality was not very good, especially the case feels quite brittle. The model sticker says 'Made in W. Germany', but the motherboards were probably made in Hong Kong in the same factory as the c-model machines and only final assembly was made in Germany. The machine was probably only aimed at the European market. 

The G-model was clearly a final cheap gaming computer that Commodore made to get rid of the huge stocks of C64 spares and GS-parts. It was sometimes also named C64-III or C64 BN/E.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61709&o=2

$end


$info=c900,
$bio

Commodore 900 (c) 1985 Commodore.

- TECHNICAL -

The C900 was a 16-bit computer based on the segmented version of the Zilog Z8000 CPU. It ran Coherent, a UNIX-like operating system.

- TRIVIA -

The Commodore 900 (also known as the Z-8000) was a prototype microcomputer intended for business computing and CAD purposes, and created by German Division of Commodore in 1985. The project was cancelled when Commodore bought Amiga. All of the prototypes were sold as scrap to 3rd party distributors. Only very few of these units may have survived.

- UPDATES -

Two versions of the machine were developed: a workstation with 1024x800 pixels graphics, and a server with text only display.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61710&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=artist,
$bio

Commodore Artist (c) 1982 Commodore

- TECHNICAL -

Game ID: VIC-1935

- TRIVIA -

The program is only 4K but the cart used an 8K chip; the other half was filled with what appears to be part of a C-64 utility program.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83801&o=2

$end


$info=compc1,
$bio

Commodore PC-1 (c) 1987 Commodore.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61711&o=2

$end


$info=pc10iii,
$bio

Commodore PC-10 III (c) 1987 Commodore.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61712&o=2

$end


$info=v364,
$bio

Commodore V364 (c) 1984 Commodore.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61713&o=2

$end


$bbca_cass,bbcb_cass=cwealthg,
$bio

Commonwealth Games (c) 1986 Tynesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51661&o=2

$end


$x68k_flop=communic,
$bio

Communication Pro-68K (c) 199? Sharp [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87240&o=2

$end


$a2600=commumute,commumutepv,
$bio

Communist Mutants from Space (c) 1982 Starpath Corp.

European release.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50343&o=2

$end


$a2600=commumut,commumutpv,
$bio

Communist Mutants from Space (c) 1982 Arcadia Corp.

Your mission: Vaporize the mutant warriors before they overrun your home planet.

- TECHNICAL -

Model AR4101

- SCORING -

Mother Creature: 500 Points.
Diving Mutant Attackers: 60 Points.
Mutant Eggs: 10 Points.
Clearing the screen of Mutant Attackers (earns a flag): 100 Points.

- TIPS AND TRICKS -

Programmer credits: Hold Fire and power on the Atari 2600. The HI on the high score screen will change to SHL, the initials of programmer Steven H. Landrum.

- STAFF -

Programmer: Stephen Landrum

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50342&o=2

$end


$psx=cpomowd,
$bio

Community Pom - Omoide o Dakishimete [Model SLPS-02116] (c) 1999 Family Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85035&o=2

$end


$psx=cpom,
$bio

Community Pom [Model SLPS-00817] (c) 1997 Fill-In Café Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85034&o=2

$end


$info=comotion,
$bio

CoMotion (c) 1976 Gremlin.

This game was for two or four players only, you must have a live human opponent to play against, or else the other players character will go straight into a wall, making for a very quick and boring game. Each player moves their character around leaving a solid line behind them. All moves are made on an invisible grid, so you can only turn at 90 degree angles. To win you must last longer than your opponents before hitting something. Each player is eliminated when they crash, taking their lines with them. One good strategy is to turn around and head for the outer area of the screen (in four player mode), because everyone starts out headed for the center. Skirt around the edges until you only have one opponent left, then box them in. Pushing backwards on the stick will cause you to crash into your own line, so avoid that at all cost.

- TECHNICAL -

Prom stickers : 5-10

Main CPU : Intel 8080 (@ 2.079 Mhz)
Sound Chips : Samples (@ 2.079 Mhz), Discrete (@ 2.079 Mhz)

Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 2

Players : 4
Control : 4-way joystick

- TRIVIA -

Released in October 1976.

This game came in only one form factor, that of the standup cocktail (a format that was really only used in the 70s). The machine was a round table about 4 feet tall. The table top was wood grained, and it had four sets of player controls spaced evenly around the table. The monitor was located inside the table facing upwards. This game had simple sideart that consisted of a few stripes and a 'Comotion' logo (the logo snaked around much like the games characters did). The game featured control panels that were devoid of joysticks, instead you controlled the game using a button for each direction. Two people could play for twenty five cents, or four people could play for fifty cents. The prices were hard coded into the games romset, so operators really couldn't mess with them (the games title screen clearly said "'25 cents for two players, 50 cents for four players').

- SERIES -

1. Blockade (1976)
2. Comotion (1976)
3. Hustle (1977)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=491&o=2

$end


$info=comp4,
$bio

Comp IV (c) 1977 Milton Bradley Co.

- TECHNICAL -

Model 4751

- TRIVIA -

Known in UK as Logic 5.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101011&o=2

$end


$pc98=company,
$bio

Company (c) 1993 GAM [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89154&o=2

$end


$pc98=comparga,
$bio

Compargar (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89155&o=2

$end


$cpc_cass=compendi,
$bio

Compendium (c) 1987 Gremlin Graphics Software, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93562&o=2

$end


$info=compgolf,compgolfo,
$bio

Competition Golf - Final Round (c) 1985 Data East.

A competition golf game.

- TECHNICAL -

Main CPU : Motorola M6809 (@ 2 Mhz)
Sound Chips : YM2203 (@ 1.5 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in November 1985 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=492&o=2

$end


$info=compis,
$bio

Compis (c) 1985 TeleNova.

- TECHNICAL -

The computer was based on the Intel 80186 CPU and with CP/M-86 as the operating system in ROM (although it could also run MS-DOS from disk). The computer had a wide selection of ports, including one for a light pen.

- TRIVIA -

The Compis was a computer system designed and sold to schools beginning 1984. Since it was intended for educational use, it received the name Compis, which is short for COMPuter In School. The name can also be interpreted as a pun on the Scandinavian word kompis, meaning Friend or Pal.

The development was started by Svenska Datorer in 1982 and was overtaken by TeleNova when the former went bankrupt. The computer was distributed by Esselte and mostly marketed towards, and sold to, Swedish, Norwegian and Finnish gymnasium-level schools.

The Compis project was criticized from the start, and as the move to IBM PC compatibility came it was left behind and finally cancelled in 1988 although it was in use well into the 1990s.

- STAFF -

Designed by: Svenska Datorer

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61714&o=2

$end


$info=compis2,
$bio

Compis II (c) 1986 TeleNova.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61715&o=2

$end


$bbca_cass,bbcb_cass=chec,
$bio

Complete Home Entertainment Centre (c) 19?? CDS

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51662&o=2

$end


$info=ep_commd,ep_commda,ep_commdb,ep_commdc,ep_commdd,
$bio

Complete Madness (c) 199? Maygay.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40819&o=2

$end


$x68k_flop=physicn,
$bio

Complete Physician (c) 1991 DSP

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87241&o=2

$end


$info=complexx,
$bio

Complex X (c) 1984 Taito America Corp.

An early platform game.

- TECHNICAL -

Main CPU : (2x) M6809 (@ 1.25 Mhz)
Sound CPU : M6802 (@ 921.6 Khz)
Sound Chips : Discrete circuitry

Players : 2
Control : Double 8-way joysticks
Buttons : 1

- TRIVIA -

Released in December 1984 in Japan.

- STAFF -

Designed and programmed by : Scott Boden

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=493&o=2

$end


$msx1_cass=compor,
$bio

Compor - Procesador de Textos (c) 198? Philips Spain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94547&o=2

$end


$msx1_cass=comprave,
$bio

Compra y Vende (c) 1985 Idealogic [Barcelona, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94548&o=2

$end


$segacd=comptonsa,comptons,
$bio

Compton's Interactive Encyclopedia [Model T-118025] (c) 1994 Compton's NewMedia

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60712&o=2

$end


$a800=cprompt,
$bio

Compu=Prompt [Model 25078] (c) 1987 Compu=Prompt, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82802&o=2

$end


$info=compclr2,
$bio

Compucolor II (c) 1977 Intelligent Systems Corp.

- TECHNICAL -

It was a lower-cost version of the Compucolor. Unlike its predecessor, it was an all-in-one computer, meaning that mainboard, monitor and floppy disk drive were integrated into one case.

To lower costs, the original Compucolor's custom monitor and housing was re-packaged into a standard GE 13" color television set, from which the TV-tuner controls section was removed. The machine was based on the Intel 8080 and used an SMC-supplied graphics chip (CRT5027) that provided 128 by 128 in 8 colors. The system was sold with as little as 8 KB of RAM, expandable up to 32 KB, and offered with one of three keyboards, which attached to the computer with a ribbon cable. A ROM-based BASIC was also included.

- TRIVIA -

Most software for this computer was written by hobbyists, with some software written by third parties. Intelligent Systems created a few software titles of their own. The most important title for the Compucolor II was probably a game called 'Startrek'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103266&o=2

$end


$a2600=compumat,
$bio

CompuMate (c) 1983 Spectravideo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50344&o=2

$end


$msx1_cass=adivina,
$bio

Computadora Adivina (c) 1985 Sony Spain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94549&o=2

$end


$msx1_cart=computat,
$bio

Computation (c) 1988 Methali

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76659&o=2

$end


$pc98=compecon,
$bio

Computer Aided Economics (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89156&o=2

$end


$msx1_cart=cbilliar,
$bio

Computer Billiards [Model HBS-G008C] (c) 1983 Sony Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76660&o=2

$end


$a2600=comchess,
$bio

Computer Chess (c) 1978 Atari, Incorporated.

- STAFF -

Programmer: Bob Whitehead, Larry Wagner

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50345&o=2

$end


$a800=compchss,
$bio

Computer Chess [Model CXL4009] (c) 1979 Atari, Inc. [Sunnyvale, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82803&o=2

$end


$info=mcompgin,
$bio

Computer Gin (c) 1979 Mattel Electronics.

- TECHNICAL -

Model 1669

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101068&o=2

$end


$odyssey2=compgolf,
$bio

Computer Golf! (c) 1978 Magnavox.

A nine hole, par 36, electronic golf course for one to four players. Realistic electronic golfers hit long drives and fairways shots! They pitch and chip up to the green! Suddenly the screen changes automatically to show a close up of the green itself. Putt out then go on to a new hole with a different layout and challenge! This is a remarkably complete electronic simulation. You really walk the course and have true control over backswing, distance and direction. Hit into the trees and your electronic golfer will pound the ground with a club and spout some extremely colorful electronic language! Digital scoring! Sync sound action!

- TECHNICAL -

Game ID: AJ9410

- STAFF -

Programmer: Sam Overton

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95579&o=2

$end


$odyssey2=compintr,
$bio

Computer Intro (c) 1980 Magnavox.

- TECHNICAL -

Game ID: AC9406

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95580&o=2

$end


$cpc_cass=computer,
$bio

Computer Maniacs 1989 Diary (c) 1988 LED [Leisure Electronic Designs, Ltd.]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93563&o=2

$end


$bbca_cass,bbcb_cass=cm1989di,
$bio

Computer Maniacs 1989 Diary (c) 1989 Domark

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51663&o=2

$end


$ti99_cart=mathgm1,
$bio

Computer Math Games I [Model PHM 3084] (c) 1983 Addison-Wesley

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84534&o=2

$end


$ti99_cart=mathgm2,
$bio

Computer Math Games II [Model PHM 3083] (c) 1982 Addison-Wesley

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84535&o=2

$end


$ti99_cart=mathgm3,
$bio

Computer Math Games III [Model PHM 3085] (c) 1983 Addison-Wesley

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84536&o=2

$end


$ti99_cart=mathgm4,
$bio

Computer Math Games IV [Model PHM 3086] (c) 1983 Addison-Wesley

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84537&o=2

$end


$ti99_cart=mathgm6,
$bio

Computer Math Games VI [Model PHM 3088] (c) 1982 Addison-Wesley

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84538&o=2

$end


$pc98=cmus20,
$bio

Computer Music Vol. 20 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89157&o=2

$end


$pc98=comptama,
$bio

Computer no Tamago (c) 1991 Heart Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89158&o=2

$end


$snes=computer,
$bio

Computer Nouryoku Kaiseki - Ultra Baken [Model SHVC-AUBJ-JPN] (c) 1995 Culture Brain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61155&o=2

$end


$msx1_cart=cnyumon,
$bio

Computer Nyuumon [Model GPM-506] (c) 1985 Casio Computer Co., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76661&o=2

$end


$spc1000_cass=cmporgan,
$bio

Computer Organ (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83494&o=2

$end


$msx1_cart=cpachi,
$bio

Computer Pachinko (c) 1984 Sony Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76662&o=2

$end


$odyssey2,g7400=compprog,
$bio

Computer Programmer (c) 1980 Philips Corp.

- TECHNICAL -

Game ID: 9

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95581&o=2

$end


$info=atamanot,
$bio

Computer Quiz Atama no Taisou (c) 1983 Yachiyo Electronics.

- TRIVIA -

Computer Quiz Atama no Taisou was released in April 1983.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32634&o=2

$end


$cpc_cass=computer01,
$bio

Computer Scrabble [Model LG210] (c) 1985 Leisure Genius

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93564&o=2

$end


$amigaocs_flop=comp3r,
$bio

Computer Third Reich (c) 1992 Avalon Hill

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73755&o=2

$end


$ti99_cart=compwar,
$bio

Computer War (c) 1983 Thorn EMI Video

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84539&o=2

$end


$a800=compwar,
$bio

Computer War [Model THA12010] (c) 1983 Thorn EMI Video

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82804&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=compwar,compwar1,
$bio

Computer War [Model THC22006] (c) 1983 Thorn EMI Video

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83802&o=2

$end


$cpc_cass=computin,
$bio

Computing Experimental - Baukasten Construction Kit [Model 32379] (c) 1987 Fischertechnik Computing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93565&o=2

$end


$a800=comptrac,
$bio

Computrac 4000-8000 (c) 1983 Computrac

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82805&o=2

$end


$info=comquest,
$bio

ComQuest Plus (c) 1995 Data Concepts.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61716&o=2

$end


$pc98=comroid,
$bio

Comroid (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89159&o=2

$end


$pc8801_flop=comsight,
$bio

Comsight (c) 1987 Tecno Soft [TechnoSoft] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91544&o=2

$end


$info=comx35n,comx35p,
$bio

COMX 35 (c) 1983 Comx World Operations, Limited.

- TECHNICAL -

The COMX 35 was one of the very few systems to use the RCA 1802 microprocessor, the same microprocessor that is also used in some space probes.

- TRIVIA -

The COMX 35 was manufactured in Hong Kong by COMX.

- TIPS AND TRICKS -

The most famous bug in the COMX basic ROM was when you typed in the line number 65535 this resulted in the COMX hanging and the screen getting all messed up which could be very frustrating if the user had spent hours typing in a BASIC program.

A similar thing as when using line number 65535 was typing in 'READY', after this the COMX was not 'READY' anymore. F&M discovered this one when they designed the F&M screen editor and pressed 'CR' (return) on the 'READY' prompt. As such they decided to change the prompt into 'OK' to avoid too many accidental hangings when using a screen editor. This fault was actually caused by the basic READ command, when a READ Y (or any other READ) instruction is given when there is no DATA statement in the loaded basic program the COMX hangs.

Another bug in the standard character set was the '!' which displayed a red dot just above the black dot.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61717&o=2

$end


$msx1_cart=condori,condorib,condoria,
$bio

Con-Dori (c) 1983 Cross Talk

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76663&o=2

$end


$cpc_cass=conquest,
$bio

Con-Quest [Model MAD 21] (c) 1986 Mastertronic, Ltd. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93566&o=2

$end


$info=rollston,
$bio

Conan (c) 1983 Rowamet.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5940&o=2

$end


$nes=conan,
$bio

Conan (c) 1991 Mindscape, Incorporated. [Northbrook, IL, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55020&o=2

$end


$astrocde=conan,conanp,
$bio

Conan The Barbarian! (c) 1985 Astrocade, Inc.

- TECHNICAL -

Game ID: 5005

- TRIVIA -

AKA "Quest For The Orb." This cartridge is not finished, but did see a limited release through Dave Carson Software in 1985 (about forty were made).

Hyped up to be one of the greatest games Astrocade players would ever see, and the first video game to spin off from a movie. hey failed to secure the rights, however, and the game continued development as 'Quest For The Orb.'

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86790&o=2

$end


$bbca_cass,bbcb_cass=concentr,
$bio

Concentration (c) 19?? ASP Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51664&o=2

$end


$studio2=conmatch,
$bio

Concentration Match (c) 1978 Hanimex.

- TECHNICAL -

Model MG-202

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82063&o=2

$end


$info=concept,
$bio

Concept (c) 1982 Corvus Systems.

- TECHNICAL -

This computer uses a state-of-art (at the time) MC68000 CPU. Its CCOS
operating system is a variant of the Merlin operating system by Silicon Valley
Software: it is a mono-tasking OS, with source-level compatibility with the
UCSD p-system, and vague reminiscences of UNIX. The Concept has a bitmapped screen, which enables to mix text in any style and size with graphics, and some programs were reportedly WYSIWYG (which was uncommon at the time).

The system includes a primitive window manager. The most original feature is probably the rotatable screen that can be used either in horizontal or vertical position: however you need to reboot the computer after flipping the screen. Another feature of interest is the integrated network support: the Concept can be used either as a disk-less network computer or as a full-featured personal computer, and you could connect Concepts, Apple IIs and IBM PCs in an heterogeneous Omninet LAN.

- TRIVIA -

The Concept was announced in the spring of 1982.

The price was about $4000 for a 256-kbytes system in 1984 ($1000 for extra 256-kbytes, $750 for floppy, from $2000 to $4000 for hard disk according to size).

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61718&o=2

$end


$bbca_cass,bbcb_cass=condred,
$bio

Condition Red (c) 19?? Blue Ribbon

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51665&o=2

$end


$info=condor,
$bio

Condor (c) 1981 Sidam.

Hack of Amstar's "Phoenix". It adds a timer for each round in the form of a fuel gauge.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=494&o=2

$end


$a2600=condorateg,
$bio

Condor Attack (c) 1983 Goliath

European release. See Ultravision's "Condor Attack [Model 1043]" for more information.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50347&o=2

$end


$a2600=condorat,condorate,condorate1,
$bio

Condor Attack (c) 1982 Ultravision.

The object of this pre-historic cosmic battle is to defend Earth and mankind from being taken over by these deadly enemies and to allow the few remaining scientists to develope a way to reverse the time warp and return mankind 1000 milleniums into the future to resume normal life.

To defend Earth use your joystick controller. Push controller forward to materialize the firebase.

The enemy will begin attacking and bombing firebase. With controller you can move firebase to avoid being destroyed by attackers. Press the red button on your joystick to return fire and disintegrate the enemy.

- TECHNICAL -

Model 1043

- TRIVIA -

Condor Attack is an extremely rare video game.

- SCORING -

There are 6 galactic disintegrator firebases at your disposal. Points are scored by destroying the enemy as they soar above or swoop in to attack you. Different points are given for size of enemy destroyed and the level of difficulty which you have obtained in your defense of the firebase. As your progress to each level, Condors, Spiders and Bats will appear with varying frequency, but will increase the rate of descent and greatly vary the pattern of attack, even disappearing on one side of the screen and reappearing on the other side.

Points are scored in values as follows:
Upper Steady Attacker (small) 3
1. Level of Difficulty (large) 10
2. Level of Difficulty (large) 20
3. Level of Difficulty (large) 40
4. Level of Difficulty (large) 50
5. Level of Difficulty (large) 60
6. Level of Difficulty (large) 70
7. Level of Difficulty (large) 80
8. Level of Difficulty (large) 90
9. Level of Difficulty (large) 99

Extra firebases can be earned by achieving consercutive 1000 points levels (1000, 2000, 3000, 4000, etc.) up to a maximum of 9 additional firebases.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50346&o=2

$end


$pc8801_flop=conepvd1,
$bio

Cone Paper Vibration Data Shuu Dai-1-kan (c) 1991 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91545&o=2

$end


$pc8801_flop=conepvd2,
$bio

Cone Paper Vibration Data Shuu Dai-2-kan (c) 1992 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91546&o=2

$end


$pc8801_flop=conepvd3,
$bio

Cone Paper Vibration Data Shuu Dai-3-kan (c) 1993 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91547&o=2

$end


$pc8801_flop=conepvd4,
$bio

Cone Paper Vibration Data Shuu Dai-4-kan (c) 1993 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91548&o=2

$end


$pc8801_flop=conepvd5,
$bio

Cone Paper Vibration Data Shuu Dai-5-kan (c) 1994 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91549&o=2

$end


$info=m4coney,
$bio

Coney Island (c) 199? QPS Interactive.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42366&o=2

$end


$info=confmiss,
$bio

Confidential Mission (c) 2000 Sega.

Confidential Mission players can take the role of Howard Gibson or Jean Clifford. The game can be played by either 1 or 2 players.

An exciting feature is that within the game is that it is not just a straight shooting game. The game also involves martial arts, diving and parachuting. The player must also rescue damsels in distress from the side of a speeding train, or use a variety of high tech gadgets when exploring ancient tombs.

Features:
- Real spy action: infiltration, secret gadgets and camouflage.
- Mini games that affect the progression of the story.
- World ranking mode.

- TECHNICAL -

Runs on the Sega "NAOMI GD-ROM System" hardware.

The game was available in the arcades in 4 configurations: Cabinet Deluxe, Sitdown, Normal and Upright.

- TRIVIA -

Confidential Mission was released in October 2000 in Japan.

The game is in the same style as the "Virtua Cop" series, but its story is in the same vein as the "James Bond" and "Mission: Impossible" film series.

- STAFF -

Developed by the: Hitmaker Team

- PORTS -

* Consoles :
Sega Dreamcast [US] (May 14, 2001)
Sega Dreamcast [EU] (May 25, 2001)
Sega Dreamcast [JP] (June 14, 2001)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4079&o=2

$end


$nes=conflictj,
$bio

Conflict (c) 1989 Vic Tokai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53933&o=2

$end


$nes=conflict,
$bio

Conflict (c) 1990 Vic Tokai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55021&o=2

$end


$amigaocs_flop=conflict,conflictf,
$bio

Conflict - Europe (c) 1989 PSS

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73756&o=2

$end


$ibm5150,ibm5150_cass=conflict,
$bio

Conflict in Vietnam (c) 1986 Microprose Software, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83595&o=2

$end


$odyssey2,g7400=conflit,
$bio

Conflit Cosmique (c) 1980 Philips Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95582&o=2

$end


$cpc_cass=conflite,
$bio

Conflit de l'an 2000 (c) 1985 Powersoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93567&o=2

$end


$a2600=confront,
$bio

Confrontation (c) 1983 TY Associates

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50348&o=2

$end


$bbca_cass,bbcb_cass=confront,
$bio

Confrontation (c) 19?? Lothlorien

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51666&o=2

$end


$bbca_cass,bbcb_cass=confscn1,
$bio

Confrontation Scenarios Vol.1 (c) 19?? Lothlorien

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51667&o=2

$end


$msx1_cart=confused,
$bio

Confused (c) 198? Eaglesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76664&o=2

$end


$msx1_cass=confused,confuseda,
$bio

Confused? (c) 1986 Eaglesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94550&o=2

$end


$bbca_cass,bbcb_cass=confuzio,
$bio

Confuzion (c) 1985 Incentive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51668&o=2

$end


$cpc_cass=confuzio,confuzio01,confuzio02,
$bio

Confuzion [Model A15] (c) 1985 Incentive Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93568&o=2

$end


$msx1_cass=congo,
$bio

Congo (c) 1986 LiveWire Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94551&o=2

$end


$info=congo_21,congo_20,congo_13,congo_11,
$bio

Congo (c) 1995 Williams Electronics Games, Incorporated.

- TECHNICAL -

Williams WPC-95
Model Number : 50050

Main CPU : Motorola M6809 (@ 2 Mhz)
Sound CPU : ADSP2105 (@ 10 MHz)
Sound chip : DMA-driven (@ 10 MHz)

'Congo' was produced both as a complete game and as a conversion kit for narrow body WPC Security games.

- TRIVIA -

Released in December 1995. 2,129 units were produced.

Based on the 1995 movie released by Paramount Pictures.

- UPDATES -

Version: 0.2
Date : December 11, 1995
- This is the first release of software for production of sample games.

Version: 1.0 (changes from revision 0.3)
Date : December 11, 1995
- This is the release of software for production.
- Added lamp, display and sound effects.
- Changed coin meter test time to 64ms.
- Changed loop gates to make them raise faster.
- Fixed a player 1/player 2 score overlap.
- Changed plunger to prevent extraneous firing at power up.
- Fixed an incorrect report of gorilla standup switch errors.
- Added Novice Mode. DEFAULT : OFF
- Fixed buy-in adjustment so it does not get turned on when pricing is changed.

Version: 1.1
Date : December 12, 1995
- Fixed a test mode display glitch.

Version: 1.3
Date : January 4, 1996
- Update to apple version 3.54 to provide serial interface support on WPC-95.
- Revised Paramount logo with the words 'A Viacom Company'.

Version 2.0
Date : February 8, 1996
- This release of software facilitates the development of the kit version of the Congo playfield.
- This ROM automatically detects the WPC or WPC-95 hardware and will work with either system.
- Added some sounds to match.
- Added more French adjustment and audit translations.

Version 2.1
Date : October 7, 1996
- Fixed a bug in the ball save adjustment so you can now turn ball saves off.
- Fixed a bug in the attract mode display for multiple replay levels.
- Fixed skill fire display effect.
- Improved plunger initilization at powerup.
- Changed buy-in to allow for more time if money is inserted.
- Improved printer support.

- STAFF -

Design : John Trudeau (Doctor Flash) (JT)
Program : Bill Grupp (WAG), Dean Grover
Art : Kevin O'Connor (KO)
Music & Sounds : Vince Pontarelli (VJP)
Mechanical : Eddy Hicks
Sculpture : Jerry Pinsler
Dots by : Brian Morris, Adam Rhine
Special Thanx 2 : Stan Winston, Paul Barker, Margaret Hudson

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5267&o=2

$end


$megadriv=congo,
$bio

Congo (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56411&o=2

$end


$snes=congo,
$bio

Congo - The Movie - The Secret of Zinj [Prototype] (c) 1995 Viacom International, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62871&o=2

$end


$info=congo,congoa,
$bio

Congo Bongo (c) 1983 Sega.

Congo Bongo is an isometric platform game and is Sega's take on Nintendo's legendary "Donkey Kong". The game begins with an animated cut-scene showing Bongo the gorilla as approaches the campsite of a sleeping safari hunter and sets fire to his tent. The player takes on the role of the hunter who has vowed revenge on Bongo for this cruel prank. 

The game consists of four different scenes. Each is timed by a bonus counter in the upper left corner of the screen. As time passes, the bonus decreases. If the bonus counter reaches zero, a player life is lost. 

Congo Bongo's four scenes are as follows: 
* Primate Peak. Climb to the top to reach Bongo the gorilla, avoiding the rolling coconuts he throws at the hunter. Don't let the monkeys jump on the hunter's back, because if three manage to take hold, they will throw the hunter over the cliff. Pressing the jump button repeatedly will dislodge them. Once Bongo is reached, he will retreat and the hunter will follow him to the next scene. 

* Snake Lake. Avoid the scorpions that crawl onto the grassy area on which the hunter starts the scene and jump onto the maze-like paths, while jumping over or avoiding snakes. Jump onto the back of the submerging hippo without touching the water - this must be carefully timed as the hippo dives and surfaces - to reach Bongo. 

* Rhino Ridge. Avoid the deadly puddles and dodge the charging rhinos by jumping over them or hiding down in the mole holes. Do not wait too long in any of the holes because a man in a headdress randomly appears in the various pits and fills them in. Once the hunter is safely past the rhino herd, climb the rock where Bongo stands to proceed to the fourth and final scene. 

* Lazy Lagoon. Cross the water by leaping onto floating lily pads and standing rocks, as well as riding on the backs of submerging hippos and swimming giant fish. Once dry land is reached, a couple of rhinos will be charging back and forth, once these have been safely passed, the hunter will find Bongo sleeping on his chair next to a fire. The hunter will finally have his revenge and give Bongo the hotfoot, after which the game begins again with an increased level of difficulty.

- TECHNICAL -

Game ID : 605-5167 

Main CPU : Zilog Z80 (@ 3.04125 Mhz) 
Sound CPU : Zilog Z80 (@ 4 Mhz) 
Sound Chips : Discrete circuitry, SN76496 (@ 4 Mhz) 

Players : 2 
Control : 4-way joystick 
Buttons : 1 (JUMP)

- TRIVIA -

Congo Bongo was released in February 1983. 

Also known as "Tip Top" in Europe. All boards are screen printed SEGA and the sound board actually has the name Tip Top on it.

Jason Cram holds the official record for this game with 1,506,300 points on July 21, 2003.

- SCORING -

Each step taken : 10 points
Jumping onto hippo, fish or lily pad (increases by 50 each round) : 100 points
Jumping into a mole hole : 1,000 points
Jumping across a chasm : 500 points

At the successful completion of each round, the player is awarded the number of points remaining in the bonus box.

- PORTS -

* Consoles : 
Mattel Intellivision [US] (1983) "Congo Bongo [Model 006-06]" 
Atari 2600 [US] (1983) "Congo Bongo [Model 006-01]" 
Atari 5200 [US] (1983) "Congo Bongo [Model 006-02]" 
Sega SG-1000 [JP] (1983) "Congo Bongo [Model G-1007]"
Sega SG-1000 [EU] [AU] (1983)
Colecovision [US] (1984) "Congo Bongo [Model 2669]" 
Atari XEGS 
Sony PlayStation 2 [JP] (December 22, 2005) as an unlockable extra in "Sega Memorial Selection [Sega Ages 2500 Vol.23] [Model SLPM-62709]"
Microsoft XBOX 360 [US] (February 10, 2009) as an unlockable extra in "Sonic's Ultimate Genesis Collection [Model 68034]" 
Sony PlayStation 3 [KO] (February 10, 2009) as an unlockable extra in "Sonic's Ultimate Genesis Collection" by SCEI
Sony PlayStation 3 [US] (February 10, 2009) as an unlockable extra in "Sonic's Ultimate Genesis Collection [Model BLUS-30259]" 
Microsoft XBOX 360 [EU] (February 20, 2009) as an unlockable extra in "SEGA Mega Drive Ultimate Collection [Model 384-40210]" 
Sony PlayStation 3 [EU] [AU] (February 20, 2009) as an unlockable extra in "SEGA Mega Drive Ultimate Collection [Model BLES-00475]" 
Microsoft XBOX 360 [AU] (February 26, 2009) as an unlockable extra in "Sega Mega Drive Ultimate Collection" 

* Handhelds : 
Sony PSP [US] (November 16, 2006) as an unlockable extra in "Sega Genesis Collection [Model ULUS-10192]" 
Sony PSP [EU] (February 2, 2007) as an unlockable extra in "Sega Mega Drive Collection [Model ULES-00556]" 
Sony PSP [AU] (February 8, 2007) as an unlockable extra in "Sega Mega Drive Collection [Model ULES-00556]" 

* Computers : 
Atari 800 [US] (1983) "Congo Bongo [Model 006-03]" 
Commodore VIC-20 [US] (1983) "Congo Bongo [Model T006-04]"
Commodore C64 [EU] (1983) 
Commodore C64 [US] (1983) "Congo Bongo [Model 006-05]" 
Apple II (1983) 
Texas Instruments TI-99/4A [US] (1983) "Congo Bongo [Model PHM-3227]" 
PC [Booter] [US] (1984)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=495&o=2

$end


$c64_cart,c64_flop=congo,
$bio

Congo Bongo (c) 1983 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53546&o=2

$end


$ibm5150,ibm5150_cass=congo,
$bio

Congo Bongo (c) 1984 Sega Enterprises, Ltd. [Tokyo, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83596&o=2

$end


$a2600=congo,congo1,congoe,
$bio

Congo Bongo (c) 1983 Sega Enterprises, Limited.

You're a hunter on a jungle safari. The jungle is full of creatures determined to give you a run for your life but none of them can match the mischief of CONGO BONGO, the jungle gorilla.

On the first screen you'll have to climb Jungle Mountain to get the gorilla. Climb the cliffs and leap across the chasm. Don't get a monkey on your back or you won't get anywhere.  Watch out for the coconuts CONGO will throw your way.  They're deadly!

The second screen takes you to the Great Jungle River in your search for CONGO BONGO. You'll have to cross the river by hopping on hippos, floating lily pads and man-eating fish. Once you cross you'll have to deal with charging rhinos and they're no fun. One slip and it's safari heaven!

- TECHNICAL -

Model 006-01

- SCORING -

You begin each screen of play level #1 with 5000 bonus points. The number of bonus points steadily decreases by 100 points until you reach zero and have run out of time. As you advance play levels the beginning number of bonus points is higher:
PLAY LEVEL 2: 6000 points
PLAY LEVEL 3: 7000 points
PLAY LEVEL 4: 8000 points
PLAY LEVEL 5 or more: 9000 points
EACH STEP TAKEN: 10 points
JUMPING ACROSS THE CHASM: 500 points

When you earn 10,000 points you receive an additional life. You will play that life immediately after your current life is over.

- TIPS AND TRICKS -

* At the beginning of the first screen, there are some safe spots on the far left where you can avoid coconuts.

* To cross the bridge, notice that the coconuts come in waves.

* On Monkey Plateau, there are a few safe spots near the river's edge.

* On screen number one you can safely jump over the river any place along its bank. The further away from the white water edge the safer it is to jump.

* On screen number two jump very carefully from place to place.

- STAFF -

Developed by Beck-Tech.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50349&o=2

$end


$a5200=congo,
$bio

Congo Bongo (c) 1983 Sega Enterprises, Limited.

You're a hunter on a jungle safari. The jungle is full of creatures determined to give you a run for your life, but none of them can match the mischief of CONGO BONGO, the gorilla.

The object of the game is to get even with CONGO while collecting as many points as possible. But watch your step... one slip and it's safari heaven!

- TECHNICAL -

Model 006-02

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50035&o=2

$end


$a800=congo,
$bio

Congo Bongo (c) 1983 Sega Enterprises, Limited.

- TECHNICAL -

Model 006-03

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82806&o=2

$end


$intv=congo,
$bio

Congo Bongo (c) 1983 Sega Enterprises, Limited.

A funny thing happens when you play Congo Bongo, the new home game from Sega. In fact, a lot of funny things happen.

You have to get to Congo, the mighty ape, before the jungle beasts get to you. Dodge falling coconuts as you scale Monkey Mountain. Shake the monkey from your back and chase Congo onto the lagoon screen. Then cross the water on the backs of hippos, lily pads and hunter-eating fish. And do it all before Congo makes a monkey out of you.

But watch your step - one slip and it's off to hunter heaven.

Congo Bongo. Straight from the arcade and into your home. It's more fun than a barrel of, well, monkeys.

- TECHNICAL -

Model 006-06

- TRIVIA -

There are two hidden messages in the ROM. The first starts at 0x1253:
HELLO FROM SEGA
AND
BECK-TECH

The second is located at 0x3F11:
COPYRIGHT 1983 SEGA ENTERPRISES INC. BECK-TECH MIKE N

- STAFF -

By: Mike N.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60875&o=2

$end


$coleco=congo,
$bio

Congo Bongo (c) 1984 Coleco Industries, Incorporated.

- TECHNICAL -

Cartridge ID: 2669

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53261&o=2

$end


$sg1000=congot,
$bio

Congo Bongo [Model A103] (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65047&o=2

$end


$sg1000=congo,congoa,congob,
$bio

コンゴ･ボンゴ (c) 1983 Sega Enterprises, Limited.
(Congo Bongo)

- TECHNICAL -

Game ID: G-1007

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49017&o=2

$end


$ti99_cart=congobng,
$bio

Congo Bongo [Model PHM 3227] (c) 1983 Sega Enterprises, Ltd. [Tokyo, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84540&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=congo,
$bio

Congo Bongo [Model T006-04] (c) 1983 Sega Enterprises, Ltd. [Tokyo, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83803&o=2

$end


$saturn,sat_cart=congo,
$bio

Congo The Movie - The Lost City of Zinj [Model 81010] (c) 1996 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60002&o=2

$end


$snes=congocapu,
$bio

Congo's Caper (c) 1993 Data East Corp.

- TECHNICAL -

Game ID: SNS-J2-USA

- TIPS AND TRICKS -

Level Passwords
---------------
Final Stage 
Fuzzy, Crown, Star, Monkey 

Stage Select 
Monkey, Star, Crown, Congo 

Valley World completed 
Blank, Blank, Blank, Blank 

Water World completed 
Crown, Monkey, Fuzzy, Monkey 

Unlimited Lives
---------------
In the Haunted Stages, find Joe's statue and repeatadily hit it with your club to get extra lives. Repeat until you are satisfied.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62873&o=2

$end


$snes=congocap,
$bio

Congo's Caper [Model SNSP-J2-EUR] (c) 1993 Data East Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62872&o=2

$end


$n64=conker,conkeru,
$bio

Conker's Bad Fur Day (c) 2001 THQ.

The day after his 21st birthday bash, Conker's sporting the worst hangover ever, and he just can't seem to find his way home. Prepare to stagger through randy, raunchy, raucous scenarios crammed full of bad manners, twisted humor, and graphic bodily functions. Unless you're a fan of violence, foul language, and racy innuendo, you'd best steer clear of this one.

* Warped characters... Meet slow-witted farm implements, a well-endowed sunflower, and a mysterious beast known only as the Great Mighty Poo.

* Bizarre behaviors... Transform into a vampires guano-dropping lackey, battle a caveman whose bone is worse than his bite, and storm the beach in an amphibious assault on an army of sinister stuffed bears.

* Frenetic multiplayer modes... Team up with friends or go it alone in seven different multiplayer games or five different free-for-all arenas.

- TECHNICAL -

Model NUS-NFUE-USA

- TRIVIA -

Conker's Bad Fur Day was released on March 05, 2001 in the USA.

The voices of Conker, Birdy, Gargoyle, Batula, Panther King, Beetles, Wasps, King Bee, Franky, Ron, Reg, Boss, Professor, Ugas, Bugga, Rock Creatures, Male Villagers, Monk, Squirrel Army, Weasels, Rodent, Carl, Quentin, Imps, Sarge, Tediz, Male Boxes and Mr Barrel were done by only one man; Chris Seavor.

The voices of Berrie, Queen Bee, Jugga, Rock Solid Creatures, The Female Cogs, The Sunflower, Catfish, Female Villagers, Puppet Girl, Cow and Female Box were done by only one woman; Louise Ridgeway.

- STAFF -

Project Leader & Game Design: Chris Seavor
Gameplay Software Engineer: Mark Betteridge
Music composed and performed by: Robin Beanland
Lead Artist & Character Design: Don Murphy
Technical Software Engineers: Chris Marlow, Tony Wong
Audio Software Engineer: Michael Currington
Task and Camera Software Engineer: Shawn Pile
Visual Effects Software Engineer: Andrew Davies
Multiplayer and Front End Software: Robert Harrison
Background and Layout Artists: David Rose, Chris Seavor, Edward Sludden, Carl Tilley
Cutscene Artists: Andrew Betts, Declan Doyle, Aisling Duddy, Louise Ridgeway
3‑D Animators: Declan Doyle, Aisling Duddy, Louise Ridgeway
Sound Design & Sound Recording: Robin Beanland
Additional Game Design: Mark Betteridge, Gregg Mayles, Don Murphy, David Rose, Tim Stamper
Additional Graphics: Andrew Betts, Don Murphy, Chris Seavor
Additional Tasking Software: Michael Currington, Chris Marlow, Tony Wong
Cutscene Screenplay: Robin Beanland, Chris Seavor
Character Voices: Chris Seavor, Louise Ridgeway
Rare Support: Pete Cox, Doug Crouch, Simon Farmer, Mark Green, Leigh Loveday, Paul Mikell, Andrew Wilson
Quality Assurance: Ross Bullimore, Matthew Carter, Justin Cook, Richard Cousins, Andrew Kimberley, Luke Munton, Dale Murchie, David Parkinson, Gary Phelps, Gavin Price, John Silke, Roger Smith, Gareth Stevenson, Huw Ward, David Wong
NOA Thanks To: Tim Casey, Mike Fukuda, Don James, Michael Kelbaugh, Ken Lobb, Gail Tilden,  Treehouse
NCL Thanks To: Masashi Goto, Keisuke Terasaki
NOE Thanks To: Y. Edasawa, Hiroyuki Uesugi
Special Thanks To: Hiroshi Yamauchi
Additional Thanks: Minoru Arakawa, Ben Cullum, Joel Hochberg, Chris Stamper,  Wombat, Hiroyuki Yamada

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57645&o=2

$end


$gbcolor=conker,
$bio

Conker's Pocket Tales [Model DMG-ACRE-USA] (c) 1999 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67672&o=2

$end


$pc8801_flop=connect,
$bio

Connect (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91550&o=2

$end


$info=m4conn4,
$bio

Connect 4 (c) 198? Dolbeck Systems.

Try to beat the machine to 4 in a row for a chance to win cash!

- TECHNICAL -

Designed around Barcrest's MPU4 hardware platform, the game itself is played out on a large light grid on the front of the machine.

Main CPU : Motorola M6809 (@ 1.72 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.72 Mhz)

Palette colors : 16

Players : 1
Buttons : 2

- TRIVIA -

One of the tunes played by the machine is 'We'll Meet Again', by Dame Vera Lynn.

- SCORING -

After winning, you must play the skill stop to actually win the prizes, this can be tricky, and often cheats.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=7955&o=2

$end


$info=m5cnct4,m5cnct415,m5cnct420,
$bio

Connect 4 (c) 2001 Vivid Gaming.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=21205&o=2

$end


$astrocde=c4simon,
$bio

Connect 4 + Simon (c) 1986 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86791&o=2

$end


$cdi=connect4,
$bio

Connect Four (c) 1991 Philips Interactive Media, Incorporated.

- TECHNICAL -

Model 813 0004

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52810&o=2

$end


$ti99_cart=connect4,
$bio

Connect Four [Model PHM 3038] (c) 1980 Milton Bradley Co. [East Longmeadow, MA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84541&o=2

$end


$info=conquer,
$bio

Conquer (c) 1982 Unknown.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound CPU : Zilog Z80 (@ 1.78975 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.78975 Mhz)

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette Colors : 98

Players : 1
Control : 8-way joystick
Buttons : 1

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3504&o=2

$end


$bbca_cass,bbcb_cass=conquere,
$bio

Conquering Everest (c) 19?? ASP Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51669&o=2

$end


$amigaocs_flop=conquer,
$bio

Conqueror (c) 1990 Rainbow Arts

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73757&o=2

$end


$msx2_flop=conquer,
$bio

Conqueror (c) 1992 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101535&o=2

$end


$amigaocs_flop=conquer2,
$bio

Conqueror [Budget] (c) 1990 Kixx

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73758&o=2

$end


$amigaocs_flop=conquer1,
$bio

Conqueror [Mega Box] (c) 1990 Rainbow Arts

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73759&o=2

$end


$ibm5150,ibm5150_cass=conquest,
$bio

Conquest (c) 1983 Windmill Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83597&o=2

$end


$a800=conquest,
$bio

Conquest of the Crown (c) 1994 Lindasoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82807&o=2

$end


$nes=crystalp,
$bio

Conquest of the Crystal Palace (c) 1990 Asmik

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55022&o=2

$end


$odyssey2=conquest,
$bio

Conquest of the World (c) 1981 Philips Corp.

- TECHNICAL -

Game ID: AB9431

- STAFF -

Designer: Ronald Bradford, Stephen S. Lehner
Programmer: Ed Averett
Package design: Ronald Bradford

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95583&o=2

$end


$amigaocs_flop=camelot,
$bio

Conquests of Camelot (c) 1990 Sierra On-Line, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73760&o=2

$end


$ti99_cart=conswr1,conswr2,
$bio

Console Writer (c) 1984 Navarone

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84542&o=2

$end


$bbca_cass,bbcb_cass=constell,
$bio

Constellation (c) 198? Micro Power

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51670&o=2

$end


$msx2_flop=constrcr,constrcra,
$bio

Construction Craze (c) 1994 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101536&o=2

$end


$pc8801_flop=mazekun,mazekunp,
$bio

Construction Tsuru - Maze-kun (c) 1989 Telenet Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91551&o=2

$end


$pc98=constgp,
$bio

Constructors Grand Prix (c) 1992 Soft Studio Wing [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89160&o=2

$end


$msx1_cass=contabil,
$bio

Contabilidad (c) 1985 Sony Spain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94552&o=2

$end


$msx1_cass=contab1,contab1a,
$bio

Contabilidad 1 (c) 1988 Mind Games Espana, S.A.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94553&o=2

$end


$msx1_cass=contab2,contab2a,
$bio

Contabilidad 2 (c) 1988 Mind Games Espana, S.A.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94554&o=2

$end


$msx1_cass=contabdm,
$bio

Contabilidad Domestica (c) 1985 DIMensionNEW [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94555&o=2

$end


$cpc_cass=contabil,contabil01,
$bio

Contabilidad Domestica [Model AMC-500] (c) 1984 Indescomp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93569&o=2

$end


$info=cntct_l1,
$bio

Contact (c) 1978 Williams.

- TECHNICAL -

Model Number : 482

- TRIVIA -

William's first wide-body pinball with dual action flippers.

2,502 units were produced.

- STAFF -

Design by : Steve Kordek
Art by : Christian Marche

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5268&o=2

$end


$cpc_cass=contamin,
$bio

Contamination (c) 1985 Ere Informatique [Paris, France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93570&o=2

$end


$cpc_cass=contamin01,
$bio

Contamination (c) 1985 PSS

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93571&o=2

$end


$x68k_flop=cntinent,
$bio

Continental (c) 1992 Game Technopolis

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87242&o=2

$end


$pc98=continen,
$bio

Continental (c) 1992 Game Technopolis [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89161&o=2

$end


$info=cntine31,
$bio

Continental 3 in 1 (c) 19?? Sirmo [Belgium, EUR].

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41877&o=2

$end


$info=contcirc,contcircu,contcircua,contcircj,
$bio

Continental Circus (c) 1987 Taito.

Continental Circus is a Formula One racing game in which the player races over a number of International Grand Prix circuits, trying to complete each lap before the time limit expires. The game features Pit-stops and dynamic weather; the latter in the form of rain.

If the player's car is hit by either a rival car or strikes a trackside barrier, the car will be damaged and begin to smoke. The player must 'pit' at the earliest opportunity to get the car repaired, otherwise the fire will spread and the car will eventually explode. Should the player's car have a second collision before the Pit-stop is reached, the car to explode, wasting precious time before a replacement car appears.

Continental Circus' Grand Prix tracks are as follows :
BRAZIL / Brazil GP - Qualified Rank 80
AMERICA / U.S.A GP - Qualified Rank 60
FRANCE / French GP - Qualified Rank 50
MONACO / Monaco GP - Qualified Rank 40
GERMANY / Germany GP - Qualified Rank 30
SPAIN / Spain GP - Qualified Rank 20
MEXICO / Mexico GP - Qualified Rank 10
JAPAN / Japan GP - Qualified Rank 3

- TECHNICAL -

Taito Z System hardware
Board Number : K1100351A
Prom Stickers : B33

Main CPU : (2x) Motorola 68000 (@ 12 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2610 (@ 8 Mhz)

Players : 1
Control : Steering wheel
Buttons : 8

- TRIVIA -

Even if titlescreen says 1987, Continental Circus was released in March 1988 in Japan.

Like Nintendo's 1981 classic, "Donkey Kong", Continental Circus was the victim of a mistake during the translation from Japanese to English. The game was originally to be called 'Continental Circuits'. All the artwork on the US games was later corrected to say 'Continental Circuit' but the original Taito PCBs are clearly labeled with the epithet, 'Circus'. Note : F1 is often called the 'F1 circus' because it is like a big circus that travels to different cities across different continents.

Continental Circus was unique at the time in that certain cabinets came supplied with a '3D visor', through which the player viewed the action. The visor, similar in outward appearance to the one used in Atari's "Battlezone", produced a simple but effective 3D effect. This effect could be disabled by the arcade operator via the dip switch settings.

This game was released outside US 2 years later (in 1989).

The race car driven by the player is the 1987 Camel-sponsored Honda/Lotus 99T Formula 1 car as driven by Ayrton Senna (1960-1994) and Satoru Nakajima. Sponsor names such as 'Camel' and 'DeLonghi' are misspelled deliberately to prevent copyright infringement under Japanese law.

Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Kyukyoku Tiger : G.S.M. Taito 2 - D28B0008) on November 21, 1988.

- TIPS AND TRICKS -

Fast Start : Hold Speed Low+Accelerator, tires will smoke.

- STAFF -

Produce : Junji Yarita, Yoshimitsu Kasahra
Software : Tohru Sugawara, Hidenori Sasatani, Kenzo Nomura, Eiichi Sato
Character : Junji Yarita, Yoshimitsu Kasahara, Seiji Kawakami, Shinobu Iwabuchi, TOshiyuki Nishimura
Hardware : Seigo Sakamoto, Masahiro Yamaguchi, Takashi Ohhara
Mechanic : Akira Takahashi, Itsuji Yamada, Tohru Hirata, Yukihiro Akiyama, Masaharu Hori
Design : Maoko Yoshida, Shibonu Sekiguchi, Kazuo Nakagawa, Takeo Shiraishi, Atsushi Iwaoka
Sound - All Direction & Music Arranged : Mar. (Ztt)
Sound - Sub Direction : Yack (Ztt)
Sound - Software : Naoto Yagishita, Hisayoshi Ogura, Shiro Imaoka, Kazuyuki Ohnui
sound - Hardware : Eikichi Takahashi, Tsukasa Nakamura
Sound - Electric : Fumio Takeda, Satoru Shimomura, Masatoki Sasaki

- PORTS -

* Consoles :
Microsoft XBOX [EU] (October 14, 2005) "Taito Legends" 
Sony PlayStation 2 [EU] (October 14, 2005) "Taito Legends [Model SLES-53438]" 
Microsoft XBOX [US] (October 25, 2005) "Taito Legends" 
Sony PlayStation 2 [US] (October 25, 2005) "Taito Legends [Model SLUS-21122]" 
Sony PlayStation 2 [KO] (July 18, 2006) "Taito Legends [Model SLKA-15056]" 
Sony PlayStation 2 [JP] (January 25, 2007) "Taito Memories II Joukan [Model SLPM-66649]" 

* Computers :
Sinclair ZX Spectrum [EU] (1989)
Amstrad CPC [EU] (1989)
Atari ST [EU] (1989)
Commodore C64 [US] [EU] (1989)
Commodore Amiga [EU] (1989)
MSX [EU] (1989)
PC [MS Windows, CD-ROM] [EU] (October 14, 2005) "Taito Legends" 
PC [MS Windows, CD-ROM] [US] (November 10, 2005) "Taito Legends"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=496&o=2

$end


$amigaocs_flop=contcirc,
$bio

Continental Circus (c) 1989 Mastertronic, Limited. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73761&o=2

$end


$msx1_cass=contcirc,
$bio

Continental Circus (c) 1989 Virgin Mastertronic.

- STAFF -

Programmed by: Pete Hickinson, Bill Caunt
Graphics by: Mark Edwards

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85377&o=2

$end


$cpc_cass=continen02,
$bio

Continental Circus (c) 1989 Virgin Games, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93573&o=2

$end


$cpc_cass=continen01,
$bio

Continental Circus [Model 299] (c) 1989 Mastertronic, Ltd. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93574&o=2

$end


$cpc_cass=continen,
$bio

Continental Circus [Model 3 VG-216] (c) 1989 Dro Soft [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93572&o=2

$end


$info=cntinntl,
$bio

Continental (c) 1980 Bally.

A bingo machine.

- TECHNICAL -

Model number : 1195

- TRIVIA -

Released in December 1980. 1,000 units were produced. Entire production run was shipped to Belgium.

Continental is the only Solid State Bingo made by Bally.

- STAFF -

Design by : Don Hooker

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=7094&o=2

$end


$info=SS1918,SS1919,SS1920,SS1921,
$bio

Continental [Super Jackpot] (c) 199? IGT.

- TECHNICAL -

[Model 58A]

- UPDATES -

SS1918
SS1919
SS1920
SS1921

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=97955&o=2

$end


$pc8801_flop=mogurofu,
$bio

Continuing Story of Moguro Fukuzou (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91552&o=2

$end


$cpc_cass=continuo,
$bio

Continuous Demonstration (c) 1984 Amsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93575&o=2

$end


$info=j2contnd,
$bio

Continuous Nudger (c) 198? MDM Leisure.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41903&o=2

$end


$msx2_flop=contra,contrab,contraa,
$bio

Contra (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101537&o=2

$end


$megadriv=contra,
$bio

Contra - Hard Corps (c) 1994 Konami Company, Limited.

- TRIVIA -

Rated MA-13 (Mature Audiences) by V.R.C.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57172&o=2

$end


$saturn,sat_cart=contralw,
$bio

Contra - Legacy of War [Model T-9507H] (c) 1997 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60003&o=2

$end


$gameboy=contraaw,
$bio

Contra - The Alien Wars [Model DMG-ACSE-USA] (c) 1994 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65790&o=2

$end


$megadriv=contraj,
$bio

Contra - The Hard Corps (c) 1994 Konami Company, Limited.

- TRIVIA -

The game was presented at the 1994 Tokyo Omocha Show in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56412&o=2

$end


$gba=contradvu,
$bio

Contra Advance - The Alien Wars EX [Model AGB-AAWE-USA] (c) 2002 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70223&o=2

$end


$gba=contradv,
$bio

Contra Advance - The Alien Wars EX [Model AGB-AAWP] (c) 2003 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70222&o=2

$end


$nes=contrafg,
$bio

Contra Fighter (c) 1993 Sakano, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83843&o=2

$end


$nes=contrafc,
$bio

Contra Force (c) 1992 Konami Co., Ltd.

A side-scrolling run and gun shooting game. It was the third game in the Contra series released for the Nintendo Entertainment System.

The story is set in 1992 AD in Neo City and is centered around a counter-terrorist task force called  "C-Force". The leader of the group, Burns, receives a phone call from an informant named Fox saying that the Intelligence Team Leader is in danger. When Burns arrives at a port to find Fox, finds him murdered and is attacked by an unknown armed group. With the help of his fellow C-Force agents,  Iron, Beans and Smith, Burns must neutralize terrorists and solve the disappearance of Chief of Intelligence.

Contra Force differs from previous installments in the series due to its emphasis on playing as multiple characters. The player can switch between any of the four operatives at any time via a sub-screen. Each character his unique weapons, walking speed and jumping height. The game can be played not only with a second player, but also with an A.I. partner that can momentarily assist the player with a given instruction.

The power-up system also differs from other games. Instead of instant power-ups, the game employs a power-up selection meter similar to the one used in the Gradius series. The player pick up briefcases by destroying the environment around him to the move cursor by one level until the cursor has reached the power-up desired by the player. There are three power-ups shared by all four characters (including the standard issue pistol) and two character-specific weapons.

- TRIVIA -

This game was originally scheduled to be released under the title Arc Hound in Japan. Arc Hound was announced in various Japanese publications and promotional brochures included in other Konami games released in 1991, but was ultimately canceled.

Despite the game's cancellation in Japan, Konami localized the game in North America as a Contra spin-off. While the plot has no ties to the rest of the Contra series, Konami's localization team attempted to imply a connection by renaming the first stage of Contra III: The Alien Wars "The Streets of Neo City".

A bug in the game, makes the character leap spin through the air indefinitely while the player keeps the jump button and press Start simultaneously.

The melody of the characters selection screen is reused again in the game Contra ReBirth.

- SERIES -

1. Contra [Model GX633] (1987, Arcade) 
2. Super Contra (1988, Arcade)
3. Operation C (1991, Game Boy)
4. Contra Force (1992, NES)
5. Contra Spirits [Model SHVC-CS] (1992, Super Famicom)
6. Contra - Hard Corps (1994, Mega Drive)
7. Contra - Legacy of War (1996, PlayStation)
8. C - The Contra Adventure (1998, PlayStation)
9. Contra - Shattered Soldier (2002, PlayStation 2)
10. Neo Contra (2004, PlayStation 2)
11. Contra 4 (2007, DS)
12. Contra ReBirth (2009, WiiWare)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55024&o=2

$end


$gba=contradvj,
$bio

Contra Hard Spirits [Model AGB-AAWJ-JPN] (c) 2002 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70224&o=2

$end


$info=nss_con3,
$bio

Contra III - The Alien Wars (c) 1992 Nintendo.

The year is 2636. The aliens that lost in battle to the Contras have once again regained their full strength and have begun a large-scale invasion. Humans are nothing but mere rag dolls in the face of their overwhelming resources, scientific capability and powerful life force.

Half a year later, 2 men, Bill and Lance of the Contra team, history's greatest mercenaries, arrive to the devastated city controlled by the aliens.
A heated battle begins once more.

- TECHNICAL -

Nintendo Super System hardware

Main CPU : G65C816 (@ 3.58 Mhz)
Sound CPU : SPC700 (@ 1.024 Mhz)
Sound Chips : Custom (@ 1.024 Mhz)

Players : 4
Control : 8-way joystick
Buttons : 6

- TRIVIA -

Since the instruction manuals for the American versions of Contra and Super C for the NES established those games to be set in present times, yet Contra III featured an obvious futuristic setting, Konami explained this discrepancy by claiming that the main characters of Contra III were Jimbo and Sully, the descendants of Bill and Lance.

- TIPS AND TRICKS -

* All Weapons Code : At the player selection screen, press Right, Down, Downright, Right and Start. A scream will confirm the code.

* Level Select : At the player selection screen, press Left, Down, Downleft, Left and Start. A Hum will be heard if you've entered the code correctly.

- SERIES -

1. Contra [Model GX633] (1987, Arcade) 
2. Super Contra (1988, Arcade)
3. Operation C (1991, Game Boy)
4. Contra Force (1992, NES)
5. Contra Spirits [Model SHVC-CS] (1992, Super Famicom)
6. Contra - Hard Corps (1994, Mega Drive)
7. Contra - Legacy of War (1996, PlayStation)
8. C - The Contra Adventure (1998, PlayStation)
9. Contra - Shattered Soldier (2002, PlayStation 2)
10. Neo Contra (2004, PlayStation 2)
11. Contra 4 (2007, DS)
12. Contra ReBirth (2009, WiiWare)

- STAFF -

* Visual Designers :
Main and directed : Nobuya Nakazato
Players character : Masayuki Saruta
Assist : Noritoshi Sasaki

* Programmers :
Main & top-view : Yoshiyuki Matsumoto (Yaipon)
Side-view : 1991/Nami
Help-man : K. Horio

* Sound Designers :
Program and effect : Atsushi Fujio
Sound effect : Masanori Oouchi, Hiroshi Kobayashi, Hirofumi Taniguchi
Music compose : Miki Yanagisawa, Masanori Adachi, Tappi Iwase

Technical adviced : Jun Furano
Package designers : Kenji Shimoide, Hiromi Sumida
Produced by : Kazumi Kitaue

- PORTS -

* Consoles :
Nintendo Super Famicom (1992)
Nintendo Game Boy (1994)
Nintendo Game Boy Advance (2002, "Contra Advance - The Alien Wars EX")
Nintendo Wii (2007, "Virtual Console" - SNES version)

* Others :
Mobile Phones [CN] "Contra III"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1843&o=2

$end


$snes=contra3,
$bio

Contra III - The Alien Wars (c) 1992 Konami Company, Limited.

North American release. Game developed in Japan. For more information see "Contra Spirits [Model SHVC-CS]".

- TECHNICAL -

Cartridge ID: SNS-CS-USA

- TRIVIA -

In this American release of the game, the protagonists' names were changed to Jimbo and Sully (descendants of Bill and Lance). This change was most probably made to ensure continuity with the first Contra, where the time line between each version diverged - although the original Japanese game was set in 2631, the American version was inexplicably set in 1987. Interestingly, Konami America decided to finally reconnect with the original futuristic setting, and to set Contra III Alien Wars in 2636. But, in order to remain consistent with the first game, the two protagonists had to become (very) far descendants of Bill and Lance, hence the change.

There are a couple of other notable differences between the original Japanese version and the other releases that are worth noting. First off, Contra Spirits gives players infinite continues, whereas the other releases award the player with a limited amount at the beginning of the game. Then, the Japanese version surprisingly features a couple of cheat codes that were completely omitted from the other releases (such as 'stage select' and 'sound test').

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62874&o=2

$end


$gameboy=contrasp,
$bio

Contra Spirits (c) 1994 Konami Company, Limited.

- TECHNICAL -

Game ID: DMG-ACSJ-JPN

- TIPS AND TRICKS -

PASSWORDS:
B32R: Stage 1 with infinite lives
3KNT: Stage 2
MDWH: Stage 3
2S3W: Stage 4
1Z5C: Stage 5
F5F5: Stage 5 with Flamethrower, extra lives and bombs
H2F2: Stage skip
BIER: Secret stage

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65791&o=2

$end


$nes=contraspb,contraspd,contraspc,
$bio

Contra Spirits (c) 1995 Hosenkan Electronics.

- TECHNICAL -

Game ID: H-C1

- TIPS AND TRICKS -

By pushing up X4, down X4, left X2 and right X2 you can access the JY Company logo.

- STAFF -

Developed by: Ei-How Yang

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83844&o=2

$end


$snes=contrasp,
$bio

魂斗羅スピリッツ (c) 1992 Konami Company, Limited.
(Contra Spirits)

Contra Spirits is a side-scrolling and fast-paced action game by Konami, and sequel of the arcade game Super Contra originally released in 1988. In the year 2636 AD, a race of marauding aliens (recurring antagonists throughout the Contra series) have returned to attack and dominate the Earth, and this time, they have decided to launch a devastative full scale offensive against humanity. Six months after the invasion, two fearsome commando men emerge from the smoldering ruins - Bill and Lance are back and ready to take on the alien invaders once again. In the standard 'Contra' fashion (and which serves as the foundation of the series), the game features an expansive arsenal of firearms, from a standard Machine Gun to a Spread Gun (S), Flame-thrower (F), Laser (L), Crusher mini-missiles (C), Homing Missiles (C) and Barrier Shields (B). Unlike other games in the series though, players can carry two weapons at once, and switch from one to the other at any time during the game. Additionally, shoulder buttons lock the characters in place and allow players to fire in any direction without moving, and pressing both shoulder buttons as well as the attack button makes them jump and fire both weapons simultaneously. Bill and Lance can also use a limited amount of devastative bombs that wipe out everything on the screen in a massive glowing ball of energy. Although Contra Spirits consists of six stages, they are not as straightforward as one might tend to believe. For instance, the second and fifth levels are played from an overhead perspective where players must destroy enemy checkpoints (as well as confront bosses), and use the controller's shoulder buttons to rotate the screen. A two simultaneous player mode is available.

- TECHNICAL -

Cartridge ID: SHVC-CS

- TRIVIA -

Released on February 28, 1992 in Japan for 8500 Yen.

Reviews:
[FR] May 1992 - Joypad N.8 (Page 132-135): 95/100

Export releases:
[US] "Contra III - The Alien Wars [Model SNS-CS-USA]"
[EU] "Super Probotector - Alien Rebels [Model SNSP-CS-NOE]"

- TIPS AND TRICKS -

* Stage Select:
On the title screen, quickly press Down, Down-Left, Left and Start. This quart-circle is tricky to achieve, move the cursor onto 'Option' before you start. You should hear a scream if done successfully and the stage select menu screen will appear. 

* Thirty Lives:
On the title screen, quickly press Down, Down-Right, Right and Start. This quart-circle is tricky to achieve, move the cursor onto 'Option' before you start. You should hear a scream if done successfully (and 30 lives should appear in the options). 

* Sound Check:
On the title screen, quickly press Right, Right-Down, Right and X. This quart-circle is tricky to achieve, move the cursor onto 'Option' before you start. You should hear a sound if done successfully and the Sound Check menu screen will appear.

- SERIES -

1. Contra [Model GX633] (1987, Arcade) 
2. Super Contra (1988, Arcade)
3. Operation C (1991, Game Boy)
4. Contra Force (1992, NES)
5. Contra Spirits [Model SHVC-CS] (1992, Super Famicom)
6. Contra - Hard Corps (1994, Mega Drive)
7. Contra - Legacy of War (1996, PlayStation)
8. C - The Contra Adventure (1998, PlayStation)
9. Contra - Shattered Soldier (2002, PlayStation 2)
10. Neo Contra (2004, PlayStation 2)
11. Contra 4 (2007, DS)
12. Contra ReBirth (2009, WiiWare)

- STAFF -

TEAM-SFX

Visual Designers
Main and Directed: Nobuya Nakazato
Players Character: Masayuki Saruta
Assist: Noritoshi Sasaki

Programmers
Main and Top View: Mitsuru Yaida (Yaipon)
Side View: Hideyuki Suganami (1991/NAMI)
Help-Man: Kenichiro Horio

Sound Designers
Program and Effect: Atsushi Fujio
Sound Effect: Masandri Douchi, Hiroshi Kobayashi, Hirofumi Taniguchi
Music Compose: Miki Yanagisawa, Masanori Adachi, Tappi Iwase

Special Thanks
Technical Adviced: Jun Furano
Package Design: Kenji Shimoide, Hiromi Sumida
Special Thanks: AC Contra Team, FC Contra Team, DMG Contra Team
Produced: Kazumi Kitaue

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61156&o=2

$end


$nes=contrasp,contraspa,
$bio

Contra Spirits (c) 1996 Hosenkan Electronics.

Newer version featuring a different selection of starting lives, up to 30.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83845&o=2

$end


$gameboy=contra,
$bio

Contra (c) 1991 Konami Industry Company, Limited.

Following the triumph of Bill Rizer and Lance Bean against Red Falcon's second attempt to conquer Earth, another extraterrestrial threat known as Black Viper who has seized a secret naval laboratory to develop a new breed of supreme alien being.

As a result of this, Lance Bean (a.k.a. Scorpion) is on his own in a mission to wage war against Black Viper and his subordinates.

- TECHNICAL -

Cartridge ID: DMG-CNJ

- TRIVIA -

Contra for Game Boy was released on January 08, 1991 in Japan.

The primary villain, Black Viper was reused as the primary villain in Contra 4 which was released on the Nintendo DS in 2007.

Known Export releases:
"Operation C [Model DMG-CN-USA]"
"Probotector [Model DMG-CN-NOE]"
"Probotector [Model DMG-CN-ESP]"
"Probotector [Model DMG-CN-UKV]"

- STAFF -

Graphic Designer: K. Kimura 
Programmer: T. Hagihara, Y. Hayano 
Sound Creator: H. Funauchi 
Special Thanks: H. Matsuda, Kurokotai, FC Contra Team

- PORTS -

* Consoles :
Nintendo Game Boy (1997) (as part of the Konami GB Collection Volume 1 compilation, which features palette and border support with the Super Game Boy accessory on the Super Famicom)
Nintendo Game Boy (2000) (as part of the European version of the Konami GB Collection Volume 1 compilation, which features color support on the Game Boy Color)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48209&o=2

$end


$info=contra,contrab,contraj,contraj1,contra1,contrabj,contrabj1,contrae,
$bio

??? (c) 1987 Konami.
(Contra)

In 2631, a meteorite strikes the Galuga archipelago near New Zealand, carrying with it a dormant alien being. Two years later, a terrorist organization calling themselves Red Falcon takes over the island as part of their plot to invade the Earth. Bill Rizer and Lance Bean, of the Contra unit, are sent to the Oceania island to stop the evil threat.

'Contra' is a hectic one or two player platform shoot-em-up featuring 10 stages. In addition to the standard side-view levels, there are also "3D maze" stages in which the player must proceed through a series of corridors inside an enemy base, destroying various sensors, in order to reach the core of the base.

Each player's character is equipped with a semi-automatic machine gun with an unlimited amount of ammunition and can jump, move and fire in all eight cardinal directions. Players can also move and jump simultaneously while firing. Co-ordination of the character's movement is essential as a single hit from any enemy, bullet, or other hazard will instantly kill the player's character and also eliminate the current weapon from the player's inventory.

As players fight their way through the enemy-packed levels, additional weapons can be collected. If the player loses a life, they will also lose any weapon power-up they were carrying. Available weapons are:
Machine Gun: Auto-fire.
Spread gun [S]: Allows the player to fire 5 shots in an arc.
Laser: Will shoot a long laser that can take out many enemies in a row.
Fire Ball [F]: A gun which fires small fireballs in a corkscrew pattern.
Rapid Bullets [R]: Increases the firing rate of the player's currently equipped weapon. Works with the Machine Gun and Fire Ball.
Barrier [B]: Will make the player invincible for a few seconds.

The game consists of ten stages:
Stage 01: Jungle (horizontal scroll)
Stage 02: Inside Base 1 (3D maze)
Stage 03: Core of Base 1 (3D fixed)
Stage 04: Waterfall (vertical scroll)
Stage 05: Inside Base 2 (3D maze)
Stage 06: Core of Base 2 (3D fixed)
Stage 07: Snow Field (horizontal scroll)
Stage 08: Energy Zone (horizontal scroll)
Stage 09: Hangar (horizontal scroll)
Stage 10: Alien Lair (horizontal scroll)

- TECHNICAL -

Game ID : GX633

Main CPU: Motorola M6809 (@ 1.5 Mhz)
Sound CPU: Motorola M6809 (@ 2 Mhz)
Sound Chips: Yamaha YM2151 (@ 3.582071 Mhz)

Players: 2
Control: 8-way joystick
Buttons: 2 [SHOOT, JUMP]

- TRIVIA -

Contra was released in February 1987.

This game is known in Europe as "Gryzor".

Note: The Japanese version uses kanji (Chinese characters) to phonetically spell out 'Kon-to-ra', the Japanese transliteration of the name "Contra". This is an example of ateji, in which an artist uses kanji for their phonetic value rather than any meaning they may have.

Here are the official names of the characters: Bill Rizer (player 1) and Lance Bean (player 2). They were named after the following actors, all of which appeared in the 1986 movie, Aliens; Bill Rizer is named after the actors Bill Paxton and Paul Reiser, while Lance Bean is named after Lance Henriksen and Michael Biehn.

Bill Rizer makes an appearance as a supporting character in the 1992 Family Computer game "Wai Wai World 2 SOS!! - Paseri Jou".

The music from the final stage is also used for the final boss confrontation in "Wai Wai World" for the Family Computer.

Chad Johnson holds the official record for this game with 1, 546, 600 points on July 15, 2002.

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

Literatures:
[JP] June 05, 1998; Contra [Konami Game Books Series 4]

- UPDATES -

The game's backstory differs between sources. The storyline written above is the one used by Japanese sources and later mentioned in canon in Contra: Shattered Soldier for the PlayStation 2. In the North American manual for the NES version, the time was changed from the 27th century to the present day, with the location moved from Galuga to an unnamed South American island. Bill and Lance were given the codenames 'Mad Dog' and 'Scorpion', names which were later used for 2 unrelated characters in the American-produced Contra 4 for the Nintendo DS.

- TIPS AND TRICKS -

* Weapons
1) Shotgun: Your default weapon, can fire suprisingly fast.
2) Spread Gun: Shoots waves of expanding blobs. Outstanding.
3) Laser: Hold down fire for a longer beam. Powerful.
4) Fireball: Fires spinning red blobs.
5) Machine Gun: Rapid fire bullets. Sounds like a drum machine.
6) Rapid: Speeds up shotgun, fireball & machine gun bullets. Handy.
7) Barrier: Complete invulnerability for a limited time. Nice.

* Use shots wisely: Jump shots and crouch shots allow you to attack while avoiding enemy attacks. Do not hesitate. Keep those shots going!

* Kill before being killed: if you see an enemy, shoot right away. Defeat them before they fire at you. Be the first one to attack!

* Tip for taking down the fortress: At the end of Stage 1 (the Jungle) and Stage 4 (the Waterfall), you will find yourself at the heavily fortified entrance of the next base. To gain access to the base, you will need to destroy the large sensor. The sensor in Stage 1 is guarded by a sniper and two mortar cannons, while the sensor in Stage 4 is guarded by a large five-way cannon at middle, with two rotating guns around it (one on each side).

* Tips for 3-D mazes: Destroy the orb-shaped sensors in each wall to stop the high voltage electric currents. Taking out the weak points quickly is key to conquering the 3-D levels before time runs out. 

If you press the joystick upward and touch the electricity, you will be stunned and won't be able to move for a while. Don't move forward until you take out the sensor and stop the electricity. 

After you take out the weak point, look at the map while proceeding. You'll know whether to go left or right. 

You can dodge enemy bullets by lying down! Destroy rolling mines by using crouch shots.

As you proceed, there are weak points that are positioned so that you can't reach them. Utilize jump shots and crouch shots.

* Beware of falling off at Stage 4: In the waterfall, missing a platform and falling down will count as a miss.

* Barrier: The Barrier power-up can only be found at the beginning of Stage 4 (the Waterfall) or halfway through Stage 9 (the Hangar) if the player has only their normal gun equipped

* Rapid Bullets: The Rapid Bullets power-up will only appear in the beginning of the Waterfall stage and halfway through Snow Field stage (before fighting the first tank) if the player has only the normal gun equipped. Because of this, the only weapons the Rapid Bullets upgrade can be used with are the normal gun, the Fire Ball gun, and the Machine Gun.

- SERIES -

1. Contra [Model GX633] (1987, Arcade) 
2. Super Contra (1988, Arcade)
3. Operation C (1991, Game Boy)
4. Contra Force (1992, NES)
5. Contra Spirits [Model SHVC-CS] (1992, Super Famicom)
6. Contra - Hard Corps (1994, Mega Drive)
7. Contra - Legacy of War (1996, PlayStation)
8. C - The Contra Adventure (1998, PlayStation)
9. Contra - Shattered Soldier (2002, PlayStation 2)
10. Neo Contra (2004, PlayStation 2)
11. Contra 4 (2007, DS)
12. Contra ReBirth (2009, WiiWare)

- STAFF -

Game programmers: Satoru, Hideyuki Falco, Koichi Cobra
Video graphics: Kengo
Special designers: Ishiwari Jinbo, Passionate Norio
Sound editor: Kazuki Muraoka (Kazuki Jah)
Engineer: Rom Yamamoto
Directed by: Koji

Cabinet Graphic Design: Don Marshall

- PORTS -

* Consoles : 
Nintendo NES [US] (February 1988) "Contra [Model NES-CT]" 
Nintendo Famicom [JP] (February 9, 1988) "Contra [Model RC826]" 
Sony Playstation 2 [JP] (May 25, 2006) "Contra [Oretachi Gasen Zoku] [Model SLPM-62730]" 
Microsoft XBOX 360 [XBLA] [US] [JP] (November 8, 2006) 
Nintendo DS [JP] (March 15, 2007) "Konami Arcade Collection [Model NTR-P-ASKJ (RY039-J1)"] 
Nintendo DS [US] (March 30, 2007) "Konami Classics Series: Arcade Hits [Model NTR-ACXE-USA]" 
Nintendo DS [US] (November 13, 2007) "Contra 4 [Model NTR-YCTE-USA]" 
Nintendo DS [JP] (March 13, 2008) "Contra: Dual Spirits [Model NTR-P-YCTJ (RY079-J1)]" 
Nintendo DS [JP] (March 12, 2009) "Contra: Dual Spirits [Konami the Best] [Model NTR-YCTJ-JPN-1]" 
Nintendo DS [JP] (October 29, 2009) "Konami Arcade Collection [Konami Dendou Selection] [Model NTR-ASKJ-JPN-1 (RY039-J4)]" 
Microsoft XBOX 360 [US] (December 15, 2009) "Konami Classics Vol.2 [Model 30086]" : XBLA version
Nintendo Wii [Virtual Console] [JP] (February 2, 2010) MSX 2 version

* Computers :
Commodore C64 [US] (1987)
PC [MS-DOS] [US] (1988)
MSX 2 [JP] (May 26, 1989) "Contra [Model RC762]" 
PC [MS Windows, CD-ROM] [US] (November 16, 2002) "Konami Collector's Series - Castlevania & Contra" : NES version

* Others :
LCD handheld game (1989) C
Mobile Phones [CN] [US] (2006) Contra
Windows Mobile [US] (November 8, 2007) 
Mobile Phones [CN] (2010) Contra - Evolution Revolution
Arcade [CN] (2011) Contra - Evolution Revolution

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=497&o=2

$end


$nes=contra,contrar,
$bio

Contra (c) 1988 Nintendo of America, Incorporated.

North American version. For more information about the game itself please see the original Japanese version entry; "Contra [Model RC826]".

Text from this version:
Pitted against the galaxy's fiercest foe, you either win or the whole world loses. The universe teeters on the brink of total annihilation at the hands of the vile alien war monger, Red Falcon. Earth's only hope rests with you, a courageous member of the Special Forces elite commando squad. Your mission: Battle deep into the deadly Amazon Jungle, where the Red Falcon and his galactic henchmen have transformed ancient Mayan temples into awesome monuments dedicated to mass destruction. A multitude of weapons, from rapid-fire machine guns to high-tech lasers, are at your disposal as you sweat blood, fighting past 3-D mazes, underground security systems and tropical forests surrounded by giant waterfalls and alien cannons. This is the ultimate test for the ultimate guerrilla warrior. And if you survive, Earth survives.

- TECHNICAL -

Cartridge ID: NES-CT-USA

- TRIVIA -

Contra for NES was released in February 1988 in North America by Nintendo under license from Konami.

The original Japanese Famicom version features an opening intro that explains the game's plot and the meaning of the Contra codename, as well as cut-scenes after each stage and additional graphical effects such as animated palm trees in Area 1 and a snowfall in Area 5. These added features were not in the overseas versions due to the conversion from Konami's custom VRC-2 chip to a standard UNROM.

The American instruction manual features a different backstory than the ones established in the Famicom's intro. The time is changed from the distant future to the present day, with the setting moved to an unnamed South American island. The main characters are given the nicknames of Mad Dog and Scorpion, names which were later used for 2 different characters in the American-produced Contra 4 for the Nintendo DS.

- PORTS -

* Others :
Arcade [PlayChoice-10] "Contra [Model PCH1-R-CT]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55023&o=2

$end


$info=pc_cntra,
$bio

Contra (c) 1988 Nintendo of America, Incorporated.

PlayChoice-10 version of "Contra [Model NES-CT-USA]".

- TECHNICAL -

Nintendo PlayChoice-10 hardware
Game ID : CT

Main CPU : Zilog Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz)
Sound Chips : Zetex N2A03 (@ 1.789772 Mhz), DAC

Players : 2
Control : 8-way joystick
Buttons : 2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1796&o=2

$end


$msx2_cart=contra,
$bio

Contra (c) 1989 Konami Industry Company, Limited.

- TECHNICAL -

[Model RC762]

- TRIVIA -

Contra for MSX2 was released on May 26, 1989 in Japan.

The MSX2 version of Contra greatly differs from the arcade and NES versions. Due to hardware limitations of the MSX2, the game does not scroll but instead uses flip-screens like Konami's other MSX2 games such as the original Metal Gear and Vampire Killer. The player is given a life gauge, allowing their character sustain more than one shot before losing a life. There are two main power-ups in the MSX2 version, a Falcon-shaped power-up that increases the player's walking and shooting speed, as well as a gun-shaped power-up which allows the player to change their current weapon. After picking up the weapon power-up, the player can choose between the default Normal Gun or four other weapons. The Spread Gun is not featured in this version, replaced by Rear Gun similar to the tailgun in certain Gradius games, which fires at two directions at the same time. The MSX2 Contra is composed of 19 stages. The first nine stages are based on the arcade version (which excludes the Hangar stage), while the final ten stages are new to this version. Unlike the arcade and NES versions, the MSX2 version is single-player only.

- PORTS -

* Consoles :
The MSX2 version of Contra was released for the Wii Virtual Console in Japan on February 2, 2010.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48177&o=2

$end


$nes=contraj,
$bio

??? (c) 1988 Konami Industry Company, Limited.
(Contra)

Contra is a side scrolling action game by Konami and based on the arcade game of the same name originally released in 1987. In 2631, a mysterious meteoroid containing extraterrestrial life crashed through Earth's atmosphere and landed in New Zealand, near a group of islands. Two years later, a terrorist group organization known as the Red Falcon appears near the impact site and threatens to plunge humanity into destruction and chaos. The evil military group is believed to be helped by a malevolent alien race whose only purpose is to conquer the universe, and two elite commando marines (Bill Rizer and Lance Bean) are dispatched on a life-or-death mission to save the world. The fighters have the ability to jump, crouch, fire in eight directions and also move while using a weapon. They however have no shield energy nor life bar, and die in one hit. But the meat of the game lies elsewhere. Contra is popularly known for its serious fire-power on display, and although players start their mission equipped with a basic and ordinary rifle gun, more sophisticated and destructive weapons can be obtained throughout the game. Various large containers stamped with Red Falcon insignias on them release all kind of weapons with limitless ammo - Flamethrower (F), Laser Gun (L), Machine Gun (M) and 5-way Spread Gun (S). Special icons also give the players additional abilities, such as Rapid Fire (R) which increases the weapon's rate of fire, and the Barrier (B) which turns the player invincible for a short amount of time. Interestingly, although most of the game is played in a traditional 2D side-scrolling style of gameplay, the second and fourth levels switch to a 3D over-the-shoulder corridor perspective, and ask the players to fight their way through heavily defended rooms and corridors. Contra includes a two-player cooperative mode.

- TECHNICAL -

Cartridge ID: RC826

- TRIVIA -

Contra for Famicom was released on February 09, 1988 in Japan.

There are a few differences between the original arcade game and the Famicom conversion. The first obvious change is the screen aspect ratio - the original arcade game features a vertical screen and the horizontal screen of the Famicom port arguably suits the gameplay better. Thinking about it, it is rather surprising that the original arcade game used such ratio in the first place, this feature is typically reserved for vertical shooters. The 3D over-the-shoulder corridor levels are also a bit more complicated and ask the player to turn left or right at the end of each room. Weapons are scattered differently throughout the maps, and there seems to more emphasis on the Laser. There's only six levels (but the game's content is the same), and their layouts are also different - for instance the large two-headed statue at the end of the waterfall stage was replaced by a one headed Alien-inspired monster. The last stages are also completely different - in the arcade version, the last three levels are played in one breath (which explains why there's only six stages), and the bosses have been shuffled around (the robot-shuttle appears at the beginning of the snow field, the armored colossus appears twice and the defense system found at the end of the Famicom's Stage 7 doesn't appear in the arcade game). As a side note, the snow field also doesn't feature a blizzard and snowflake animation in the arcade game, unlike the Famicom conversion. Although the arcade game has more features in store (better graphics, more objects on screen, players can fire in sixteen directions), the Famicom port is often regarded as superior, with a much more responsive and intense gameplay.

This game is known in Europe as "Probotector". For the European version, both the game's human heroes and all human enemies were replaced with robot sprites. This is to make the game less overtly violent than its US counterpart.

Export releases:
[US] "Contra [Model NES-CT-USA]"
[EU] "Probotector [Model NES-77-EEC]"
[DE] "Probotector [Model NES-77-FRG]"
[DE] "Probotector [Model NES-77-NOE]"
[UK] "Probotector [Model NES-77-UKV]"

Related literatures:
[JP] March 05, 1988; Contra Hisshou Hou Manual
[JP] April 10, 1998; Contra Hisshou Kanpeki Hon

- TIPS AND TRICKS -

* Classic Konami Code (30 Lives) : Press Up(x2), Down(x2), Left, Right, Left, Right, B, A, before the demonstration begins at the title screen. Then, press Start to begin the game in single player mode or Select + Start to begin in two player mode.

* 3 extra lives :Press Up(x2), Down(x2), Left, Right, Left, Right, B, A at the title screen. Then, press Start to begin the game in single player mode or Select+Start to begin in two player mode.
  
* Unlimited lives : Press Up, Down, Up, Down, Left, Right, Left, Right, A, B, A, B, Select, Start when 'Jungle' appears on the demonstration screen.
  
* Transfer lives : Begin game play in two player mode. Press A+B when losing a life to use a life from the other player.
  
* All weapons : Press Down(x2), Up(x2), Right, Left, Right, Left, A+B before the demonstration begins at the title screen.
  
* Level select : Press Up(x2), Down(x2), Left, Right, Left, Right, B, A, Start(x2) at the main menu. 
  
* Expert mode : Successfully complete the game and start another game. The new game will feature the same amount of lives at the end of the last game and more difficult opponents.

* Level Password :
2 - 1227  
3 - 0501  
4 - 0948  
5 - 2168  
6 - 0666  
7 - 1192

* Secret Ending : During the ending, before the closing credits starts rolling, press and hold Select+Start and keep on holding until the credits are over. If done correctly, you will receive a message from Red Falcon, vowing his revenge.

- STAFF -

Programmers : S. Umezaki, S. Kishiwada, K. Yamashita, T. Danjyo, M. Ogawa
Graphic designers : T. Ueyama, S. Muraki, M. Fujiwara, T. Nishikawa, C. Ozawa
Sound creators : H. Maezawa, K. Sada
Directed by : Umechan, S. Kitamoto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48178&o=2

$end


$bbca_cass,bbcb_cass=cbridge,
$bio

Contract Bridge (c) 1983 Alligata

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51671&o=2

$end


$msx1_cass=cbridge,
$bio

Contract Bridge (c) 1984 Alligata Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94556&o=2

$end


$bbca_cass,bbcb_cass=contrapt,
$bio

Contraption (c) 19?? Icon

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51672&o=2

$end


$cpc_cass=contrapt,
$bio

Contraption [Model 61731212] (c) 1985 Zafiro Software Division [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93576&o=2

$end


$cpc_cass=controld,
$bio

Control de Stocks (c) 1985 RPA Systems, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93577&o=2

$end


$snes=ctrltest,
$bio

Controller Test Cassette (c) 199? Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61157&o=2

$end


$pico=conveni,
$bio

Conveni de Okaimono! (c) 2001 SEGA Toys.

- TECHNICAL -

Game ID: HPC-6094

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96308&o=2

$end


$snes=conveni,
$bio

Conveni Wars Barcode Battler Senki - Super Senshi Shutsugeki seyo! [Model SHVC-B5] (c) 1993 Epoch Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61158&o=2

$end


$mc10=convert,
$bio

Convert (c) 1985 Haines [Larry Haines]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87620&o=2

$end


$cpc_cass=convoyra,
$bio

Convoy Raider (c) 1987 Erbe Software [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93578&o=2

$end


$cpc_cass=convoyra01,
$bio

Convoy Raider (c) 1987 Gremlin Graphics Software, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93579&o=2

$end


$info=cookrace,
$bio

Cook Race (c) 1982.

This pirate hack/bootleg of "Burger Time" plays identical to the original Japanese release, "Hamburger [Model DT-126]" : 
* The enemies always enter the screen from the bottom left and bottom right corners.
* The levels appear in the same order as the original Japanese release: 1, 5, 2, 3, 4, 6.

- TRIVIA -

In this hack, the names on the high score table are different from the original.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=498&o=2

$end


$info=cookbib,cookbiba,
$bio

Cookie & Bibi (c) 1995 SemiCom.

A "Puzzle Bobble" ripoff.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 15 Mhz)
Sound CPU : Zilog Z80 (@ 3.42719 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.42719 Mhz), OKI6295 (@ 7.757 Khz)

Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024

Players : 2
Control : 8-way Joystick
Buttons : 2

- SERIES -

1. Cookie & Bibi (1995)
2. Cookie & Bibi 2 (1996)
3. Cookie & Bibi 3 (1997)

- STAFF -

Executive Producer : Jeon Jae Yeon
Programmer : Baek Seung Ki 
Graphic : Kim Eu Nae
Sound : Jeong Seok Gee

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3952&o=2

$end


$info=cookbib2,
$bio

Cookie & Bibi 2 (c) 1996 SemiCom.

A "Puzzle Bobble" rip-off.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 16 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2151 (@ 4 Mhz), OKI6295 (@ 7.575 Khz)

Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 57.50 Hz
Palette colors : 256

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

The game was released in December 1995.

- SERIES -

1. Cookie & Bibi (1995)
2. Cookie & Bibi 2 (1996)
3. Cookie & Bibi 3 (1997)

- STAFF -

Executive producer : Jeon Jae Yeon
Game designer : Han Seung Hoon
Game programmer : Mm Hyun Ho
System programmer : Kim Jin Woo
Graphic designers : Kim Sung Hawan, Kim Kyung Hee, Hong Young Joo
Sound composer / S.E : Jeon Seok Gee

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=499&o=2

$end


$info=cookbib3,
$bio

Cookie & Bibi 3 (c) 1997 SemiCom.

A "Puzzle Bobble" Ripoff.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 16 Mhz), Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2151 (@ 4 Mhz), OKI6295 (@ 7.575 Khz)

Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 57.50 Hz
Palette colors : 256

Players : 2
Control : 8-way Joystick
Buttons : 3

- SERIES -

1. Cookie & Bibi (1995)
2. Cookie & Bibi 2 (1996)
3. Cookie & Bibi 3 (1997)

- STAFF -

Executive Producer : Jeon Jae Yeon
Programmed by : Kim Hyun Ho
Reprogrammed by : Strider X
Graphic Designer : Kim Sung Hawan
Graphic Assist : Cho Young Kook, Kim Kyung Hee, Cho Oh Hyun, Kim Seung Hwan, Lee Shea Ho
Music and Sound : Jeon Seok Gee
Poster Artist : Sim Seng Bo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4552&o=2

$end


$a2600=cookiemo,cookiemoe,cookiemoe1,
$bio

Cookie Monster Munch (c) 1983 Atari, Incorporated.

- TECHNICAL -

Model CX26102

- STAFF -

Programmer: Gary Stark

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50350&o=2

$end


$pc8801_flop=cooky,
$bio

Cooky (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91553&o=2

$end


$pc8801_flop=cooky3,
$bio

Cooky 3 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91554&o=2

$end


$gameboy=coolball,
$bio

Cool Ball [Model DMG-OP-USA] (c) 1994 Takara Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65792&o=2

$end


$info=cbaj,
$bio

Cool Boarder - Arcade Jam (c) 1998 Tecmo.

A snowboarding game.

- TECHNICAL -

Main CPU : SPU (@ 16.9344 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : SPU (@ 4 Mhz), YMZ280B (@ 16.9344 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 6

- TRIVIA -

Released in January 1998.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=500&o=2

$end


$ngpc=coolboar,
$bio

Cool Boarders Pocket [Model NEOP00750] (c) 2000 UEP Systems, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82517&o=2

$end


$gbcolor=coolbric,
$bio

Cool Bricks [Model CGB-BOGP-EUR] (c) 1999 SCI, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67674&o=2

$end


$ngpc=coolcoolj,coolcool,
$bio

Cool Cool Jam [Model NEOP01000] (c) 2000 SNK Corp. [Shin Nihon Kikaku] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82518&o=2

$end


$amigaocs_flop=coolcroc,
$bio

Cool Croc Twins (c) 1992 Arcade Masters

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73762&o=2

$end


$gameboy=coolhand,
$bio

Cool Hand [Model DMG-ACDP-EUU] (c) 1998 Take-Two Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65793&o=2

$end


$gameboy=coolhanda,
$bio

Cool Hand [Model DMG-ACDX-EUR] (c) 1998 Take-Two Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65794&o=2

$end


$gbcolor=coolhand,
$bio

Cool Hand [Model DMG-ACWP-EUU] (c) 1998 Take-Two Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67675&o=2

$end


$info=sc4cj,sc4cja,sc4cjb,sc4cjc,sc4cjd,
$bio

Cool Jewels (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR1416]

[Scorpion 4]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42503&o=2

$end


$info=sc5cj,sc5cja,sc5cjb,sc5cjc,sc5cjd,sc5cje,
$bio

Cool Jewels (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Scorpion 5]
[Model PR1416]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43730&o=2

$end


$info=pr_coolm,pr_coolma,pr_coolmb,
$bio

Cool Million (c) 199? Project Coin Machines.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=39990&o=2

$end


$info=coolmini,
$bio

Cool Minigame Collection (c) 1999 SemiCom.

Exactly as the title states, a collection of cool minigames.

- TECHNICAL -

Main CPU : E1-16T (@ 50 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), OKI6295 (@ 13.558 Khz)

Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768

Players : 2
Control : 8-way joystick
Buttons : 4

- TRIVIA -

This game contain 36 (6x6) MiniGames :

* Page 1 :
TNT
SWAT
Ambulance
Coffee
Pierrot
Fencer

* Page 2 :
Safety zone
Find it!
Thrump!
Funny Fac.
Quest
Minicar

* Page 3 :
Doll
How much?
Hamburger
Two cops
X-file
Childhood

* Page 4 :
Drinker
Confront!
Photo
Pizza
Ghost
Classroom

* Page 5 :
Snowball
Jump Jump
F-18
Penguin
Bugs
Stop Thief !

* Page 6 :
Open Page
Runaway
Pong Pong
Frog
Ball Box
Ben Hur

- STAFF -

Executive Producer : Jeon Jae Yeon
Graphic Designer : Kang Hyun Woo, Kim Eun Ho, Lee Dong Ho, Lee Suk Nam, Lee Won Young, Ryu Young Hwan, Um Yong Un
Programmer : Chung Il Bong, Jeon Seok Gi, Jeon Seong Gu
Sound Composer & Sound Effects : Shin Bong Koo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3534&o=2

$end


$cdi=coololdj,
$bio

Cool Oldies Jukebox (c) 1991 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52811&o=2

$end


$info=coolpool,
$bio

Cool Pool (c) 1992 Catalina Games.

The game has 4 different selectable types of pool : 'Straight Pool', 'Eight Ball', 'Nine Ball' and 'Strip Pool'. The Strip Pool game contains adult-related material and is not intended to be suitable for younger players. There are also 3 different selectable girl characters and acts featured in this game.

- TECHNICAL -

Main CPU : TMS34010 (@ 5 Mhz), TMS32026 (@ 40 Mhz)
Sound Chips : DAC (@ 40 Mhz)

Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 256

Players : 2
Control : Trackball
Buttons : 1

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=501&o=2

$end


$info=coolridr,
$bio

Cool Riders (c) 1994 Sega.

A funny motorcycle racing game.

- TECHNICAL -

Sega H1 System hardware. This is a unique system that was developed to drive multiple monitors from the same board (2ea at Medium res and 4ea at Standard Res).

Main CPU : SH-2 (@ 28 Mhz), 68000 (@ 16 Mhz), SH-1 (@ 16 Mhz)

- TRIVIA -

Even if titlescreen says 1994, Cool Riders was released in April 1995 in Japan.

The one and only game produced on Sega H1 System.

Soundtrack releases :
Sega Motorcycle Music History [Wave Master - WM-0634~5 - Aug 14, 2009]

During attract mode, the song playing is 'Born to be Wild' by Steppenwolf. It was not contained in the 'Sega Motorcycle Music History' soundtrack, probably due to licensing issues.

- STAFF -

Composer: Hiroshi Miyauchi

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3535&o=2

$end


$info=ar_spot,
$bio

Cool Spot (c) 1993 Arcadia Systems.

- TECHNICAL -

Arcadia System hardware

Main CPU : Motorola 68000 (@ 7.15909 Mhz)
Sound Chips : Custom (@ 3.579545 Mhz)

Players : 2
Control : 8-way Joystick
Buttons : 2

- TRIVIA -

A very rare game. Maybe never officially released to the market.

The game's main character is known as Spot, who was the mascot for 7-Up from the late '80s to the early '90s.

- PORTS -

* Consoles :
Nintendo NES (1992, "Spot - The Game")
Nintendo Game Boy (1992)

* Computers :
PC [MS-DOS] (1990)
Atari ST (1991)
Amiga (1991)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3826&o=2

$end


$sms=coolspot,
$bio

Cool Spot (c) 1993 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55978&o=2

$end


$amigaocs_flop=coolspot,
$bio

Cool Spot (c) 1993 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73763&o=2

$end


$megadriv=coolspot,coolspotj,
$bio

Cool Spot (c) 1994 Virgin Games

- TRIVIA -

Reviews:
[FR] June 1993 - Consoles + N.21: 92/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56413&o=2

$end


$megadriv=coolspotu,coolspotup,
$bio

Cool Spot (c) 1994 Virgin Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57173&o=2

$end


$gameboy=coolspot,
$bio

Cool Spot [Model DMG-QP-UKV] (c) 1994 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65795&o=2

$end


$gameboy=coolspotu,
$bio

Cool Spot [Model DMG-QP-USA] (c) 1994 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65796&o=2

$end


$snes=coolspotj,
$bio

Cool Spot [Model SHVC-C8] (c) 1993 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61159&o=2

$end


$snes=coolspotu,coolspotup,
$bio

Cool Spot (c) 1993 Virgin Interactive

- TECHNICAL -

Model SNS-C8-USA

- TRIVIA -

Released in USA on December 10, 1993.

- TIPS AND TRICKS -

Level select
------------
Hold L + R and power on the SNES. Continue to hold those buttons and press Select(30) at the Virgin logo. 

View ending sequence and credits
--------------------------------
Press L(2), R at the title screen. 

Control logo
------------
Press various buttons to change the size and position of the Virgin Interactive logo. 

View best ending
----------------
Complete the game on the hard difficulty level.

- STAFF -

Developed by Basement Boys Software.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62876&o=2

$end


$snes=coolspot,
$bio

Cool Spot (c) 1993 Virgin Interactive

- TECHNICAL -

Cartridge ID: SNSP-C8-FAH

- TRIVIA -

Reviews:
[FR] November 1993 - Consoles + N.25: 85%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62875&o=2

$end


$gamegear=coolspot,
$bio

Cool Spot [Model T-70108-50] (c) 1993 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64523&o=2

$end


$gamegear=coolspotu,
$bio

Cool Spot (c) 1993 Virgin Interactive

- TECHNICAL -

[Model T-70108]

- TIPS AND TRICKS -

* Cheat menu: Go to the option screen, move the cursor to Music and press Rightx3, Leftx3, Right, Left, Right, Left.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64524&o=2

$end


$amigaocs_flop=coolwrld,
$bio

Cool World (c) 1992 Ocean Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73764&o=2

$end


$nes=coolwrld,
$bio

Cool World (c) 1993 Ocean

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55025&o=2

$end


$gameboy=coolwrld,
$bio

Cool World [Model DMG-WL-USA] (c) 1993 Ocean Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65797&o=2

$end


$snes=coolwrld,
$bio

Cool World (c) 1993 Ocean

- TECHNICAL -

Cartridge ID: SNS-CD-USA

- TRIVIA -

Reviews:
[FR] April 1993 - Consoles + No. 19: 57/100

- TIPS AND TRICKS -

View credits
------------
Press L, Left, R, Right, Up, X, Down, B on the title screen. Press A to change images. 

Control logo
------------
Press L, R, or the other D-pad buttons to control the Virgin Games logo during the opening sequence.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62878&o=2

$end


$snes=coolwrlds,
$bio

Cool World [Model SNSP-CD] (c) 1993 Ocean

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62877&o=2

$end


$info=clbowl,
$bio

Coors Light Bowling (c) 1989 Capcom USA, Incorporated.

An up-to-4-player overhead-view bowling game.

- TECHNICAL -

Main CPU : Motorola M6809E (@ 2 Mhz)
Sound CPU : Motorola M6809E (@ 2 Mhz)
Sound Chips : YM2203 (@ 4 Mhz), DAC

Screen orientation : Vertical
Video resolution : 245 x 360 pixels
Screen refresh : 57.00 Hz
Palette colors : 4096

Players : 2
Control : trackball
Buttons : 2

- TRIVIA -

Coors Light Bowling was developed by Incredible Technologies, Inc.

- SERIES -

1. Capcom Bowling (1988)
2. Coors Light Bowling (1989)

- STAFF -

Game designers: Andrew Pines

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=502&o=2

$end


$info=cop01,cop01a,
$bio

Cop 01 (c) 1985 Nichibutsu [Nihon Bussan Company, Ltd].

A shoot'em up / platform game where you are a futuristic cop trying to save your girlfriend.

- TECHNICAL -

Main CPU: Zilog Z80 (@ 4 Mhz)
Sound CPU: Zilog Z80 (@ 3 Mhz)
Sound Chips: (3x) General Instrument AY8910 (@ 1.5 Mhz)

Players: Up to two alternatively.
Control: One 8-way joystick per player.
Buttons: 2 per player.

- TRIVIA -

Cop 01 was released in September 1985 in Japan. The game was developed on a PC-8801.

- STAFF -

Sound composer: Kenji Yoshida

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=503&o=2

$end


$info=ad4ctl,ad4ctla,
$bio

Cop The Lot Club (c) 200? Bell-Fruit Games, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43630&o=2

$end


$info=sc4ctlcl,sc4ctlcla,sc4ctlclb,sc4ctlclc,
$bio

Cop the Lot Club (c) 200? Bell-Fruit Games.

- TECHNICAL -

[Model PR1036]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=19955&o=2

$end


$info=sc4ctl,sc4ctla,sc4ctlb,sc4ctlc,sc4ctld,sc4ctle,
$bio

Cop the Lot (c) 2002 Bell-Fruit Games.

- TECHNICAL -

[Model PR1109]

[Scorpion 4]

- TRIVIA -

Cop the Lot was released in June 2002 in the UK.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11543&o=2

$end


$info=sc5ctl,sc5ctla,sc5ctlb,sc5ctlc,
$bio

Cop the Lot (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Scorpion 5]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42999&o=2

$end


$cpc_cass=copoutuk,
$bio

Cop-Out (c) 1986 Mikro-Gen [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93580&o=2

$end


$cpc_cass=copionam,
$bio

Copion Amscanner (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93581&o=2

$end


$cpc_cass=copioniv,
$bio

Copion IV (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93582&o=2

$end


$info=m4copcsh,
$bio

Coppa Cash (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41284&o=2

$end


$info=j2coppot,
$bio

Copper Pot (c) 198? JPM International.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40937&o=2

$end


$info=j2coprun,
$bio

Copper Run (c) 198? JPM International.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40938&o=2

$end


$info=j2cprndx,
$bio

Copper Run Deluxe (c) 198? JPM International.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48761&o=2

$end


$info=cops,
$bio

COPS (c) 1994 Atari Games Corporation.

You are a cop that must work your way across the city, catching the criminals and avoid killing innocent by-standers. You can choose between driving or shooting gameplays.

- TRIVIA -

The game is based on the long-running reality TV series 'Cops', which features cameramen riding along with and filming real-life police officers in the line of duty.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4486&o=2

$end


$info=j6coprob,j6coproba,j6coprobb,j6coprobc,j6coprobd,j6coprobe,
$bio

Cops 'n' Robbers (c) 199? QPS Interactive.

- TECHNICAL -

Impact

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41079&o=2

$end


$info=ad5copsr,ad5copsra,ad5copsrb,ad5copsrc,ad5copsrd,ad5copsre,ad5copsrf,ad5copsrg,ad5copsrk,ad5copsrl,ad5copsrm,ad5copsrn,ad5copsro,ad5copsrp,ad5copsrq,ad5copsrr,ad5copsrv,ad5copsrw,ad5copsrx,ad5copsry,
$bio

Cops 'n' Robbers (c) 2003 Bell-Fruit Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11531&o=2

$end


$info=ad5crsc,ad5crsca,ad5crscb,ad5crscc,ad5crscd,ad5crsce,ad5crscf,ad5crscg,ad5crsch,ad5crscr0,ad5crscr1,ad5crscr2,ad5crscr3,ad5crscr4,ad5crscr5,ad5crscr6,ad5crscr7,ad5crscrh,ad5crscri,ad5crscrj,ad5crscrs,
$bio

Cops 'n' Robbers (c) 200? Mazooma Games.

- TECHNICAL -

Adder 5

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=34794&o=2

$end


$info=ad5crcpt,ad5crcpta,
$bio

Cops 'n' Robbers Community Party (c) 200? Bell-Fruit Games, Limited.

- TECHNICAL -

[Adder 5]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15281&o=2

$end


$info=sc4crcpt,
$bio

Cops 'n' Robbers Community Party (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

Scorpion 4

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42530&o=2

$end


$info=sc5crcpt,sc5crcpta,sc5crcptb,
$bio

Cops 'n' Robbers Community Party (c) 200? Mazooma Games.

- TECHNICAL -

[Scorpion 5]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43085&o=2

$end


$info=sc1copdd,
$bio

Cops 'n' Robbers Deluxe (c) 1996 ELAM.

- TECHNICAL -

Model 6250

- TRIVIA -

Cops 'n' Robbers Deluxe was released in August 1996.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42125&o=2

$end


$info=sc5crotr,sc5crotra,
$bio

Cops 'n' Robbers On the Run (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR3506]

Scorpion 5

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42531&o=2

$end


$info=sc5crsc,sc5crsca,sc5crscb,sc5crscc,sc5crscd,sc5crsce,sc5crscf,sc5crscg,sc5crsch,sc5crsci,sc5crscj,sc5crsck,sc5crscl,sc5crscm,sc5crscn,sc5crsco,sc5crscp,sc5crscq,sc5crscr,sc5crscs,sc5crsct,sc5crscu,
$bio

Cops 'n' Robbers Safe Cracker (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Scorpion 5]
[Model PR3005]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42997&o=2

$end


$info=sc4crsc,sc4crsca,sc4crscb,sc4crscc,sc4crscd,sc4crsce,sc4crscf,sc4crscg,
$bio

Cops 'n' Robbers Safe Cracker (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR3035]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42532&o=2

$end


$info=sc5crsgcb,sc5crsgcc,
$bio

Cops 'n' Robbers Smash 'n' Grab Club (c) 200? Bell-Fruit Games, Limited. [B.F.G.]

- TECHNICAL -

[Model PR3421]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62076&o=2

$end


$info=sc5crsgc,sc5crsgca,
$bio

Cops 'n' Robbers Smash 'n' Grab Club (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR3427]

Scorpion 5

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42533&o=2

$end


$info=sc5crsgr,sc5crsgra,sc5crsgrb,sc5crsgrc,sc5crsgrd,sc5crsgre,sc5crsgrf,sc5crsgrg,
$bio

Cops 'n' Robbers Smash 'n' Grab (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR3421]

Scorpion 5

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42534&o=2

$end


$info=sc2cops2,sc2cops5,
$bio

Cops 'n' Robbers (c) 1992 Bell-Fruit Mfg. Company, Limited. [B.F.M.].

- TECHNICAL -

[Model 6012]

- TRIVIA -

Released in December 1992 in the UK.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46705&o=2

$end


$info=sc1cops,sc1copsa,sc1copdx,
$bio

Cops 'n' Robbers (c) 1993 Bell-Fruit Mfg. Company, Limited.

- TECHNICAL -

Model 6218

- TRIVIA -

Cops 'n' Robbers was released in August 1993 in the UK.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42307&o=2

$end


$info=sc2cops,sc2cops1p,sc2cops3,sc2cops3p,sc2cops4,sc2copsp,
$bio

Cops 'n' Robbers (c) 1995 Bell-Fruit Mfg. Company, Limited. [B.F.M.]

- TECHNICAL -

[Model 6589]

- TRIVIA -

Released in December 1995 in the UK.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61732&o=2

$end


$info=sc4copsr,sc4copsra,sc4copsrb,sc4copsrc,sc4copsrd,sc4copsre,sc4copsrf,sc4copsrg,sc4copsrh,sc4copsri,
$bio

Cops 'n' Robbers (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR1412]
[Scorpion 4]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42991&o=2

$end


$info=sc5copsr,sc5copsra,sc5copsrb,sc5copsrc,sc5copsrd,sc5copsre,sc5copsrf,sc5copsrg,sc5copsrh,sc5copsri,
$bio

Cops 'n' Robbers (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Scorpion 5]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42522&o=2

$end


$info=b85cops,
$bio

Cops n Robbers (c) 1986 Bell-Fruit Mfg. Company, Limited.

- TECHNICAL -

System 85

- TRIVIA -

Cops n Robbers was released in December 1986 in the UK.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40205&o=2

$end


$bbca_cass,bbcb_cass=copsnrob,
$bio

Cops n Robbers (c) 1987 Atlantis

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51673&o=2

$end


$info=copsnrob,
$bio

Cops n' Robbers (c) 1976 Atari.

From 1 to 4 people can play at once, with the computer adding in a player as needed to keep the number of players at either 2 or 4. Players number 1 and 2 play the part of the cops, while players 3 and 4 are the robbers.

The screen is an overhead view of a city street, with the cops on one side, and the robbers on the other. Each car is in it's own lane, and an extra wide lane marks the area between the cop and robber side. Each player can move up and down in their own lane, the object is to shoot down the cars of the opposite side. A beer truck moves randomly up and down the center lane, generally getting in the way.

- TECHNICAL -

This game was sold in an upright format only. The machine was rather unique looking as it was about twice the width of a standard arcade game, but all the other dimensions were normal (kind of like they just stuck two machines together). Later four player games would instead use a control panel that was wider than the screen. The bulk of the machine was white, with the front being painted black for durability. Classic 'Gangster' cars from the 30's filled out the sideart. There were 2 distinct monitor bezels, each with its own art. The outer one was decorated with several of the 'Gangster' cars, and a design that looks similar to a stylized Japanese sunset. The inner monitor bezel had a street scene that was meant to extend the scene that appeared on the monitor itself (and to help fill in that 4 foot wide playing area). The monitor also had a color overlay to give different colors to the different sides of the game (it used a black and white monitor). The joystick was a special design. It only has an up down axis, but has seven different positions on that axis, which makes for pseudo-analog action.

Game ID : 005625

Main CPU : MOS Technology M6502 (@ 894.886 Khz)

Screen orientation : Horizontal
Video resolution : 256 x 208 pixels
Screen refresh : 60.00 Hz
Palette Colors : 2

Players : 4
Control : 2-way joystick (vertical)
Buttons : 2

- TRIVIA -

Released in July 1976.

Cops'n Robbers was one of the first 4-Player upright arcade games ever made. All 4 players played side by side on a single cabinet (most previous four player titles were done on cocktail tables).

- STAFF -

Designed and programmed by: Tom Hogg, Dave Storie

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=504&o=2

$end


$bbca_cass,bbcb_cass=copterca,
$bio

Copter Capers (c) 1984 A&F Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51674&o=2

$end


$pc8801_flop=copyaid9,copyaid1,
$bio

Copy Aid (c) 1991 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91555&o=2

$end


$pc98=copyaid,
$bio

Copy AID98II v2.20 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89162&o=2

$end


$info=m4cpycat,m4cpycat__0,m4cpycat__1,m4cpycat__2,m4cpycat__3,m4cpycat__4,m4cpycat__5,m4cpycat__6,m4cpycat__7,m4cpycat__8,m4cpycat__a,m4cpycat__b,m4cpycat__c,m4cpycat__d,m4cpycat__e,m4cpycat__f,
$bio

Copy Cat (c) 199? BWB.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41287&o=2

$end


$cpc_cass=copymast,
$bio

Copy-Master (c) 1986 RSE Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93583&o=2

$end


$x68k_flop=copyaid,
$bio

Copyaid First Back Up Pro 68k Vol 2 (c) 1988 Expert Staff

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87243&o=2

$end


$adam_cass=copycart,
$bio

CopyCart+ (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82696&o=2

$end


$adam_flop=cpycrt01,
$bio

Copycart+ 01 (c) 1985 MMSG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82637&o=2

$end


$adam_flop=cpycrt02,cpycrt02a,
$bio

Copycart+ 02 (c) 1985 MMSG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82638&o=2

$end


$adam_flop=cpycrt03,
$bio

Copycart+ 03 (c) 1985 MMSG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82639&o=2

$end


$adam_flop=cpycrt04,
$bio

Copycart+ 04 (c) 1985 MMSG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82640&o=2

$end


$adam_flop=cpycrt05,
$bio

Copycart+ 05 (c) 1985 MMSG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82641&o=2

$end


$adam_flop=cpycrt06,
$bio

Copycart+ 06 (c) 1985 MMSG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82642&o=2

$end


$bbca_cass,bbcb_cass=cpfileii,
$bio

CopyFileII (c) 19?? Vision

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51675&o=2

$end


$x1_cass=perseus,
$bio

Corageous Perseus (c) 1984 Cosmos Computer [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86209&o=2

$end


$pc8801_flop=perseus,
$bio

Corageous Perseus (c) 1984 Cosmos Computer [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91556&o=2

$end


$fm7_cass=perseus,
$bio

Corageous Perseus (c) 1984 Cosmos Computer [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93702&o=2

$end


$msx2_flop=coral2,
$bio

Coral 2 (c) 2004 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101538&o=2

$end


$info=SS4513,SS4237,SS4238,SS4239,spss4240,SS4241,SS4242,
$bio

Coral Reef (c) 1993 IGT (International Game Technologies).

3-reel, 2-coin, 1-payline mechanical slot machine.

- TECHNICAL -

Game ID: 185A

- UPDATES -

SS4513
SS4237
SS4238
SS4239
SS4240
SS4241
SS4242

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=14001&o=2

$end


$info=ss4277,ss4278,ss4279,ss4280,ss4281,ss4282,
$bio

Coral Reef (c) 1993 IGT (International Game Technologies).

3-Coin Multiplier slot.

- UPDATES -

# SS4277
Max %: 97.413
Hit Freq.: 16.023
Win Freq.: 6.24

# SS4278
Max %: 95.083
Hit Freq.: 15.810
Win Freq.: 6.32

# SS4279
Max %: 92.395
Hit Freq.: 15.602
Win Freq.: 6.41

# SS4280
Max %: 90.039
Hit Freq.: 15.213
Win Freq.: 6.57

# SS4281
Max %: 87.374
Hit Freq.: 15.018
Win Freq.: 6.66

# SS4282
Max %: 85.022
Hit Freq.: 14.687
Win Freq.: 6.81

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=10543&o=2

$end


$info=coralr2,
$bio

Coral Riches II (c) 1999 Aristocrat.

A video slot machine with 5 reels and 9 lines. This game is an update of "Sweet Hearts II" which includes the x4 gamble feature.

- TECHNICAL -

Runs on the Aristocrat MKV Series 2 hardware.

Game has 14 buttons.
Bet buttons: 1, 2, 3, 5, 10 credits
Line buttons: 1, 3, 5, 7, 9 lines
Extra buttons: Collect (yellow), Service (green), Gamble (purple) and Take Win (orange)

1, 2, 5, and 10 credit buttons are also used for Heart, Diamond, Club and Spade gamble respectively. This gamble is x4 if correct.
1 and 9 line buttons are also used for red/black double up.

- SERIES -

1. Sweet Hearts II (1994)
2. Desert Bloom (1996)
3. Coral Riches II (1999)
4. Diamonds & Hearts (2000)
5. Sweethearts II [Lucky Devil] (2002)
6. Diamonds & Hearts [Power Pay] (2007)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5067&o=2

$end


$msx2_flop=coredump,
$bio

Core Dump (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101539&o=2

$end


$msx2_flop=corefght,
$bio

Core Fighter (c) 2007 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101540&o=2

$end


$cpc_cass=coreuk19,
$bio

Core [Model AFA 003] (c) 1986 A&F Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93584&o=2

$end


$pico=magiccrab,
$bio

Cores Mágicas (c) 1994 Sega Enterprises, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88788&o=2

$end


$snes=cornbust,
$bio

Corn Buster [Prototype] (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62879&o=2

$end


$bbca_cass,bbcb_cass=corncrop,
$bio

Corn Cropper (c) 1983 CCS

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51410&o=2

$end


$bbca_cass,bbcb_cass=cornishr,
$bio

Cornish Riviera (c) 1984 DeeKay

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51676&o=2

$end


$pc8801_flop=coron,corona,
$bio

Coron (c) 1984 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91557&o=2

$end


$fm7_cass=coron,
$bio

Coron (c) 1985 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93703&o=2

$end


$x1_cass=coron,
$bio

Coron (c) 198? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86210&o=2

$end


$snes=coronlnd,
$bio

Coron Land [Model SHVC-ACLJ-JPN] (c) 1995 Yumedia

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61160&o=2

$end


$info=m1coro,m1coro10h1,m1coro10h2,m1coro10h3,m1coro11n,m1coro11np,m1coro12a,m1coro12g,m1coro12gp,m1coro12n,m1coro12np,m1coro21n,m1coro21np,m1coro21v,m1coro21vp,m1coro22n,m1coro30h,m1coro31,m1coro31p,
$bio

Coronation St. (c) 1993 Maygay.

- TRIVIA -

Coronation St. was released in August 1993.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15500&o=2

$end


$info=coronatn,coronatnd,
$bio

Coronation St. - Quiz Game (c) 1999 JPM International.

Test your Corrie knowledge in this challenging quiz.

- TRIVIA -

Released in June 1999.

Coronation Street is one of the UK's longest running soaps. It was first broadcast on April 9, 1960 with over 7,000 episodes being shown. The show has won four British Soap Awards for 'Best Soap', four National Television Awards for 'Most Popular Serial Drama', and four TV Quick and Choice Awards for 'Best Soap'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=26147&o=2

$end


$info=m1cororr,m1cororrb,m1cororrc,m1cororrd,m1cororre,m1cororrg,m1cororrh,m1cororri,m1cororrj,m1cororrk,m1cororrl,
$bio

Coronation St. - Rovers Return (c) 1995 Maygay.

- TECHNICAL -

M1A/B

- TRIVIA -

Coronation St. Rovers Return was released in June 1995.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41978&o=2

$end


$info=ep_cor2,ep_cor2a,ep_cor2b,ep_cor2c,
$bio

Coronation St. 2 (c) 199? Maygay.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40820&o=2

$end


$info=sc4coroc,sc4coroh,
$bio

Coronation St. Arcade (c) 200? Mazooma Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42992&o=2

$end


$info=m1corocb,m1corocb1,m1corocb1p,m1corocbp,
$bio

Coronation St. Club (c) 1994 Maygay.

- TECHNICAL -

M1A/B

- TRIVIA -

Coronation St. Club was released in May 1994.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41977&o=2

$end


$info=sc4corcl,sc4corcla,
$bio

Coronation St. Club (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR2383]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42523&o=2

$end


$info=m1corosh,m1coroshp,
$bio

Coronation St. Showcase (c) 1993 Maygay.

- TECHNICAL -

M1A/B

- TRIVIA -

Coronation St. Showcase was released in August 1993.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41979&o=2

$end


$info=sc5coroe,sc5corof,sc5corog,sc5coroh,sc5coroq,sc5coror,sc5coros,sc5corot,
$bio

Coronation St. Single (c) 200? Mazooma Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43734&o=2

$end


$info=sc5corob,sc5coroj,sc5coron,sc5corov,
$bio

Coronation St. Triple Arcade (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR2249]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43733&o=2

$end


$info=sc5coro1,sc5coroc,sc5corod,sc5coroi,sc5coroo,sc5corop,sc5corou,sc5coroz,
$bio

Coronation St. Triple Bingo (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR2249]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43732&o=2

$end


$info=sc4corotb,sc4corotba,
$bio

Coronation St. Triple Top Box (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR2526]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42994&o=2

$end


$info=sc4corod,sc4coroi,
$bio

Coronation St. Triple (c) 200? Mazooma Games.

- TECHNICAL -

[Scorpion 4]
[Model PR2249]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42993&o=2

$end


$info=sc5coroa,sc5corok,sc5corol,sc5corow,sc5corox,
$bio

Coronation St. Triple (c) 200? Mazooma Games.

- TECHNICAL -

[Scorpion 5]
[Model PR2249]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43731&o=2

$end


$info=sc4coro,sc4corof,sc4corog,sc4coroj,sc4corok,sc4corol,sc4corom,
$bio

Coronation St. (c) 200? Mazooma Games.

Get on the feature board by reaching position eight on the trail or achieving a reel win. Position four on the trail awards a bonus.  Nudges may be awarded, as well as a Nudge Bonus, such as Stoppa, Nudge, Magic Nudges and Mystery Nudge.

The feature board is a lapper, awarding such things as Cash, Nudges, Super Shots, Name Fill, Face icons and bonuses. Each corner square of the board has four different possibilities; for example, the first corner has Stoppa, Taxi, Coronation St., and Mystery. Only one of these will be active at any one time.  Mystery squares are only found on corners. This means that the player could be playing on a 'No-Lose Board', one where no mysteries are lit. Landing on a Shuffle square or the Start Square, shuffles the corners.

Steps are used to step the hi-lo reel to a new number. The player is then moved round the board by this new number, and awarded the new square. Gaining three Face icons activates the Super Shots. Super Shots are taken on the Super Shot Matrix, starting on Level 1. Extra Levels are gained by shooting the Extra Level shot or from the board. Completing the Name Fill turns the Super Shot Matrix extra super. Filling the Name Fill a second time awards Invincibility. Gaining three under-layed Red Boxes on the reels awards one of the five Barcode features.

- TECHNICAL -

[Model PR2252]

Technology : Scorpion 4
Cabinet : Eclipse Front-Opening

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11883&o=2

$end


$info=sc5coro,sc5coro0,sc5corom,sc5coroy,
$bio

Coronation St. (c) 200? Mazooma Games.

- TECHNICAL -

[Scorpion 5]
 [Model PR2252]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43084&o=2

$end


$info=sc5corst,sc5corsta,sc5corstb,sc5corstc,
$bio

Coronation St. (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR3521]

Scorpion 5

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42524&o=2

$end


$amigaocs_flop=corporat,corporat1,
$bio

Corporation (c) 1990 Core Design

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73765&o=2

$end


$megadriv=corporat,
$bio

Corporation (c) 1992 Virgin Games

- TRIVIA -

Reviews:
June 1992 - Consoles + N.10 (Pages 76-78): 70/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56414&o=2

$end


$amigaocs_flop=corporatmd,
$bio

Corporation - Mission Disk (c) 1990 Core Design

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73766&o=2

$end


$megacd,megacdj=corpse,
$bio

Corpse Killer (c) 1994 Digital Pictures

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60599&o=2

$end


$saturn,sat_cart=corpsek,
$bio

Corpse Killer - Graveyard Edition [Model T-16201H] (c) 1995 Digital Pictures

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60004&o=2

$end


$segacd=corpse,corpse32,
$bio

Corpse Killer [Model T-162055] (c) 1994 Digital Pictures

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60713&o=2

$end


$bbca_cass,bbcb_cass=corpuscl,
$bio

Corpuscle (c) 19?? Micrograf

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51677&o=2

$end


$a2600=corrida,
$bio

Corrida da Matematica (c) 19?? CCE

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50351&o=2

$end


$pc8801_flop=corridor,
$bio

Corridor (c) 1984 Koei Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91558&o=2

$end


$cpc_cass=corridor,
$bio

Corridor Conflict [Model A-021] (c) 1987 Power House, The [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93585&o=2

$end


$amigaocs_flop=corruptn,
$bio

Corruption (c) 1988 Rainbird

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73767&o=2

$end


$cpc_cass=corrupti,
$bio

Corruption (c) 1988 Rainbird Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93586&o=2

$end


$info=corsario,
$bio

Corsario (c) 1989 Inder.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5269&o=2

$end


$cpc_cass=corsario,
$bio

Corsarios (c) 1988 Opera Soft [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95770&o=2

$end


$msx1_cass=corsario,
$bio

Corsarios (c) 1989 Opera Soft [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94557&o=2

$end


$amigaocs_flop=cortex,
$bio

Cortex (c) 1988 ECP

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73768&o=2

$end


$nes=corvetz1,
$bio

Corvette ZR-1 Challenge (c) 1990 Milton Bradley Co.

- TRIVIA -

Reviews:
[FR] June 1992 - Consoles + N.10 (Pages 131): 65/100
[FR] June 1992 - Joypad N.9: 76/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55026&o=2

$end


$gba=corvette,
$bio

Corvette [Model AGB-AVCE-USA] (c) 2003 TDK Mediactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70225&o=2

$end


$info=corv_21,corv_lx1,corv_px4,corv_la1,corv_lx2,
$bio

Corvette (c) 1994 Bally Midway.

- TECHNICAL -

Midway WPC-Security
Model Number : 50036

Main CPU : Motorola M6809 (@ 2 Mhz)
Sound CPU : ADSP2105 (@ 10 Mhz)
Sound Chip : DMA-driven DAC

- TRIVIA -

Released in September 1994. 5,001 units were produced.

One of the tracks is the Holstein Track, and Holstein is a breed of cow.

When you start the 'Catch me if you can'-sequence a car with one of 4 women drives up on the screen, but at rare occasions a cow drives the car instead, with the text 'Moo' at the bottom of the screen.

- UPDATES -

Version L-1
Date : September 12, 1994
- Initial release to production.

Version L-2
Date : October 4, 1994
- Added a difficulty setting for relighting kickback.
- LT5 LOCK can no longer time out during REV mode.
- Enhanced logic on lower rev gate to better catch the ball.

Version 2.1 (Changes from version L-2)
Date : January 24, 1996
- Fixed Super Charger lamp. It was not blinking when it was the next available speed part.
- Fixed ball save during buy-in.

- TIPS AND TRICKS -

Before you plunge the ball into play, hit a flipper button to make the motor shake with a reving sound.

- STAFF -

Concept : George Gomez (GG)
Design : George Gomez, Tom Uban (TWU), Thomas M. Kopera (TMK)
Art : Dan Hughes
Software : Tom Uban, Bill Grupp (WAG)
Dots/Animation : Scott Slomiany, Eugene Geer (EG)
Mechanics : Thomas M. Kopera
Music & Sounds : Paul Heitsch (PH)
Guitars : Vince Pontarelli

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5272&o=2

$end


$amigaocs_flop=corx,
$bio

Corx [Rebel Racer] (c) 1988 Starbyte

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73769&o=2

$end


$info=tvcoryon,
$bio

Coryoon (c) 1991 TOURVision.

Unlicensed Spanish game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101132&o=2

$end


$pce=coryoon,coryoon1,
$bio

????? (c) 1991 Naxat Soft.
(Coryoon)

Coryoon is a cute side-scrolling shooter by Naxat Soft. The player takes control of a small flying dragon whose best friend, a beautiful young princess, has been transformed into a little girl and captured by an evil demon named A-D?ru. But the mysterious and demonic villain has also doomed the world and left behind his legions of terrible monsters. Coryoon, our pet dragon, has only one thing left to do; he must face a near impossible quest, defeat the advancing foes and eventually overpower their master. Coryoon has an arsenal of three fire-blowing techniques to help him in his fight. These power orbs are carried around by pink storks and range from red flames (powerful but with a limited range), blue waves (fast, wide and long range) and yellow lightnings (small but can be fired in many directions at once). Each weapon can be powered up a maximum of three times and the player can release the fire button for a short amount of time to charge up more powerful fireballs. Although most of the enemies drop fruits when defeated, some drop special items in the shape of playing card suits (such as small dragon (diamond), protective fairies (heart) and smart bomb (spade)) and rare giant chickens even drop dragon-option

- TECHNICAL -

Game ID: NX91004

- TRIVIA -

Released on November 29, 1991 in Japan for 6800 Yen.

- TIPS AND TRICKS -

A set of cheat-codes can be entered in the sound menu. To activate them, press Select (or up and down) on the title screen to enter the sound menu. There, just highlight the listed tracks, one at the time, and press II between each entry. A chime (Coryoon's voice) will play indicating that the code was successfully entered.
No fruits mode - 00 03 05 10 00 03 05 10
Select level - 08 08 01 01 08 02 04 07
20 lives - 03 07 03 05 01 08 08 01 01 04
Weapon max power - 08 04 01 03 07 05 06 04
4 screens mode - 06 04 08 06 04 08 06 04 08
Black & White 4 screens mode - 01 04 05 06 05 06 05 06 05 06 05 06
Ending - 02 04 05 02 09 04

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58551&o=2

$end


$msx1_cass=cosanost,
$bio

Cosa Nostra (c) 1986 Opera Soft [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94558&o=2

$end


$cpc_cass=cosanost,
$bio

Cosa Nostra (c) 1986 Loriciels [France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95771&o=2

$end


$cpc_cass=cosanost01,
$bio

Cosa Nostra (c) 1986 Opera Soft [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95772&o=2

$end


$info=microkit,
$bio

COSMAC Microkit (c) 1975 RCA.

The 1975 RCA COSMAC Microkit was the first commercial microcomputer from RCA to contain the two-chip COSMAC microprocessor (TC 1084 / TC 1085 version).

- TRIVIA -

The processor was developed in New Jersey, but the kit itself came out of the RCA Palm Beach Division.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=39516&o=2

$end


$info=vip,vp111,
$bio

COSMAC VIP (c) 1977 RCA.

An early microcomputer that was aimed at video games.

- STAFF -

Created by: Joseph Weisbecker

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103267&o=2

$end


$info=cosmic,
$bio

Cosmic (c) 1980 Taito do Brazil.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5273&o=2

$end


$info=cosmica,cosmica1,cosmica2,
$bio

Cosmic Alien (c) 1980 Universal.

An early vertical space shoot'em up game.

- TECHNICAL -

Game ID : 7910

Main CPU : Zilog Z80 (@ 1.802666 Mhz)

Screen orientation : Vertical
Video resolution : 192 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 8

Players : 2
Control : 2-way joystick
Buttons : 1

- TRIVIA -

Cosmic Alien was released in January 1980.

Justin Baxter holds the official record for this game with 502,950 points on April 1, 2012.

- SERIES -

Cosmic Series

1. Cosmic Monsters [Upright model] (1979)
2. Cosmic Monsters 2 (1979)
3. Cosmic Guerilla (1979)
4. Cosmic Alien (1980)
5. Devil Zone (1980)
6. Zero Hour (1980)
7. Space Panic (1980)
8. Cosmic Avenger (1981)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=505&o=2

$end


$a2600=cosmarkc,cosmarkc1,
$bio

Cosmic Ark (c) 1983 CCE.

South american release.

- TECHNICAL -

Model C-831

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50352&o=2

$end


$a2600=cosmark,cosmark1,cosmarke,cosmarke1,cosmarke2,
$bio

Cosmic Ark (c) 1982 Imagic.

Pilot the Cosmic Ark through dangerous territory. Destroy meteors that come too close. You score each time you eliminate a meteor. If you survive the meteor shower, launch a shuttleship to the surface of each planet. Try to capture 2 skittish beasties in your tractor beam in order to gain fuel and points. Be quick about it! Return to the Ark before it undergoes another meteor barrage. But be careful - automatic planetary defense systems attempt to disable the shuttleship, releasing your precious cargo before you can safely transport them to the Ark. Reach as many planets as your fuel reserves allow. Game ends when you've exhausted your store of fuel.

Features six game variations:
1-Player Games: 
Game 1: Regular Cosmic Ark Mission
Game 2: Meteor Shower
Game 4: Advanced Cosmic Ark Mission
Game 5: Advanced Meteor Shower

2-Player Games: 
Game 3: Regular Ark Mission
Game 6: Advanced Ark Mission
In 2-player games, one player battles meteor showers while the other controls the shuttleship.

- TECHNICAL -

Model IA3204

- UPDATES -

There are two versions of Cosmic Ark. One version allows you to turn the starfield on and off by changing the 'TV Type' switch on the 2600. The other version has a permanent starfield that cannot be disabled.

- SCORING -

Your score appears to the right in the box at the bottom centre of screen.
* Destroy a meteor: 10 points.
* Destroy a special wavering meteor: 30 points.
* Reach planet, capture both beasties and return to Cosmic Ark: 1000 points.
* Cosmic Ark will return to a planet's surface as long as a beastie remains.

- STAFF -

Programmer: Rob Fulop

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50353&o=2

$end


$info=cavenger,
$bio

Cosmic Avenger (c) 1981 Universal.

An early space shoot'em up game.

How to Play:
1. Your Avenger can be moved in 8 directions. The speed increases as it advances, while it decreases as it retreats.
2. Destroy the front enemy by pressing the Fire Button, and destroy the target below by pressing the Bomb Button.
3. The enemy UFO will assault you flying either from in front of you or from behind you.  You can locate it by using the radar.
4. A tough chase missile will pursue your Avenger persistently. Dodge it successfully, and you can cause the enemy to fight among themselves.
5. When you pass the enemy radar site, an ant-aircraft gun will fire at your according to the altitude of your Avenger.
6. When the screen advances further, the X station will appear. When you destroy it in good time, you can destroy all the targets appearing on the screen at once. You are then awarded a high score.
7. Your Avenger will be destroyed when it is affected by any explosion.
8. The 1st – 5th highest scores for the day can enter their names on the screen.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : (2x) Texas Instruments SN76496 (@ 4 Mhz)

Screen orientation : Horizontal
Video resolution : 240 x 192 pixels
Screen refresh : 60.00 Hz
Palette colors : 32

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in July 1981.

This game is the first continuous X-axis (Left-Right) scrolling video game.

Wes Hupp holds the official record for this game with 117,290 points on November 17, 1982.

- SCORING -

UFO : 100 points.
Chase Missile Station (loaded) : 80 points.
Chase Missile Station (empty) : 50 points.
Counter Missile Station (loaded) : 80 points.
Counter Missile Station (empty) : 50 points.
Station : 100 points.
Anti-Aircraft Gun : 50 points.
Tank (armed) : 130 points.
Tank (empty) : 100 points.
Submarine : 100 points.
Mine : 50 points.
Depth Bomb : 50 points.
X Station : 300 points.
Missile: 30 points.
Smart Bomb (Large Box with Flashing 'X') awards points for all enemies destroyed.

- TIPS AND TRICKS -

* Alien UFO's can be destroyed by missiles or by contact with another UFO.

* Maximise your score on the tank stage by moving as slowly as possible. Tanks will appear as fast as you can fire. Remember to destroy any missiles fired by the tanks.

* Bomb diagonal missile launchers when they are below you, before they have a chance to launch.

* Vertical missiles are fired before you reach them. Slow down and allow them to fire, then destroy the launcher before it reloads.

* Destroy launchers situated on towers by firing missiles at them. This will clear the way for you well in advance.

* Watch the scanner for any UFO's coming from behind to see if they are coming in low or high. This will enable you to avoid them, but watch out for bullets.

* On the underwater stage destroy the mines so that alien subs are blown up in the subsequent explosion.

* You can move above enemy subs and bomb them safely as they only fire horizontally. Watch out for depth charges falling from above though.

o Don't miss the alien smart bombs as these clear a good few buildings in advance as well as awarding points.

- SERIES -

Cosmic Series

1. Cosmic Monsters [Upright model] (1979)
2. Cosmic Monsters 2 (1979)
3. Cosmic Guerilla (1979)
4. Cosmic Alien (1980)
5. Devil Zone (1980)
6. Zero Hour (1980)
7. Space Panic (1980)
8. Cosmic Avenger (1981)

- PORTS -

* Consoles :
Colecovision (1982)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=506&o=2

$end


$coleco=cavenger,cavengera,
$bio

Cosmic Avenger (c) 1982 Coleco Industries, Incorporated. [Amsterdam, NY, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53262&o=2

$end


$a2600=cosmicav,
$bio

Cosmic Avenger (c) 1983 Bit Corp.

- TECHNICAL -

Model PG214

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50354&o=2

$end


$amigaocs_flop=cosmcbnc,
$bio

Cosmic Bouncer (c) 1988 ReadySoft, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73770&o=2

$end


$bbca_cass,bbcb_cass=cosmicca,
$bio

Cosmic Camouflage (c) 1988 Superior Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51678&o=2

$end


$32x=cosmicc,
$bio

Cosmic Carnage (c) 1994 SEGA Enterprises, Ltd.

European release.

- TECHNICAL -

Game ID: 84700-50

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96288&o=2

$end


$32x=cosmiccp,cosmiccp1,cosmiccp2,cosmiccp3,cosmiccp4,cosmiccp5,cosmiccp6,cosmiccp7,
$bio

Cosmic Carnage (c) 1994 SEGA Enterprises, Ltd.

- TECHNICAL -

Game ID: 84700

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96290&o=2

$end


$info=m4coscas,m4coscas__a,m4coscas__b,m4coscas__c,m4coscas__d,m4coscas__e,m4coscas__f,m4coscas__g,m4coscas__h,m4coscas__i,m4coscas__j,m4coscas__k,m4coscas__l,m4coscas__m,m4coscas__n,m4coscas__o,m4coscas_p,
$bio

Cosmic Casino (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41285&o=2

$end


$info=cchasm,cchasm1,
$bio

Cosmic Chasm (c) 1983 Cinematronics.

Strap on your vector spacesuit, and hop into your vector spaceship. It is a good old ship, and it has seen a lot of action. From navigating the asteroid belt and blasting aliens around the sun, to attacking evil space cannons, your little vector ship has done it all, and this time it has been upgraded with twin blasters. You see the ship in Cosmic Chasm seems to be the same spaceship that is in every vector game. You control it using rotation buttons and a thruster button, with a laser and a shield button thrown in for good measure, just like almost every other vector game around.

Now here is what you have to do. You guide your ship through a space fortress room by room. Each room contains a center section that slowly grows and will eventually trap you if you are not fast enough. You can shoot the center section to slow its growth. Each room also contains several exits. One of the exits will always spew forth a bunch of bad guys, shoot them, then exit to go to a different room. Between rooms you get to see an excellent tunnel animation. The idea is to make your way to the center of the fortress, blast the power core, and then leave. There is a map at the top of the screen to keep you from getting lost. This is a pretty decent game. It has a lot more to offer than the one screen of bad guys that most vector games have.

- TECHNICAL -

Main CPU : Motorola 68000, Zilog Z80
Sound Chips : General Instrument AY8910 (x2), DAC

Screen orientation : Vertical

Players : 2
Controls : dial
Buttons : 3
=> [1] FIRE, [2] THRUST, [3] SHIELD

- TRIVIA -

This title was first available in 1982 on the CGE Vectrex home vector console, licensed by Cinematronics from GCE. It was only available in the arcades later, in February 1983. That is quite a reverse from the norm, usually games hit the arcades a year or two before they make it to the consoles.

It was the last color vector game released by Cinematronics. Approximately 400 units were produced (based on serial numbers). This title used a 68000 processor and a color X-Y monitor, which allowed for some very nice graphical effects that most early 80s hardware was simply not capable of.

People often mistake Cosmic Chasm machines for converted "Dragon's Lair" machines. That is because they shipped in almost the exact same cabinet. They both have the same side panels, overall design, and three-section marquee. But Cosmic Chasm differs in the angle of the control panel, and in the placement of the monitor. The artwork on this machine is mostly purple. The sideart is done with two large stickers, and it shows a huge logo, and a scene of some giant girders out in space.

Dwayne Richard holds the official record for this game with 124,500 points on December 1, 2005.

- STAFF -

Arcade port programmed by: Mike Gomez, Bob Skinner, David Dentt, Brooke Jarrett

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=507&o=2

$end


$vectrex=cchasm,
$bio

Cosmic Chasm (c) 1982 GCE [General Consumer Electric]

Can you save the galaxy by blowing up the alien-inhabited planet... and get off the planet before you explode? You must burrow deep inside, finding your way through the underground maze while battling the Planet Protectors. If you can get to the center, plant your one bomb and try to find your way out. It's only a matter of seconds before the planet goes BOOM!

- TECHNICAL -

Model HS-4050

Controls
Joystick: Rotates your ship. Pulling back releases bomb in center chamber.
Button 1: Drill.
Button 2: Shield.
Button 3: Thrust.
Button 4: Fire.

- TRIVIA -

This was the first home game ever to be ported from the home to the arcade.

- SCORING -

Destroying Planet Protector: 80 points
Destroying Planet Protector after first cavern: 80 points + 10 for each additional cavern
Drilling to next cavern: 25 points
Getting to next cavern while escaping planet: 100 points
Completion of successful mission: 1000 points

- TIPS AND TRICKS -

Hidden message: A developer credit can be accessed by holding 1 + 2 + 4 on the title screen until the music ends.

- STAFF -

Programmed by: William Havkins

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82214&o=2

$end


$bbca_cass,bbcb_cass=cosmicco,
$bio

Cosmic Combat (c) 19?? Micro Power

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51679&o=2

$end


$info=tccombat,
$bio

Cosmic Combat (c) 1980 Tomy.

- TECHNICAL -

Model 7602

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94380&o=2

$end


$a2600=cosmiccoc,
$bio

Cosmic Commuter (c) 19?? CCE

South american release.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50356&o=2

$end


$a2600=cosmicco,
$bio

Cosmic Commuter (c) 1984 Activision

- TECHNICAL -

Model AG-038

- TIPS AND TRICKS -

Tips for Trainees
Jou Muldooner, Local 472, said,
"The best way to stay on schedule is to fly close to the surface. You'll lose time if you fly all over the place, trying to shoot everything."

Maude Spinetti, Local 12, added,
"I aim to get all eight commuters. That's when those bonus fares realy pour in."

Amron Smert, dispatcher, said,
"Learn to use the Scanner to choose direction. Remember that it represents an orbit, not a straight line. So sometimes the quickest way to either end of the display is to fly in what appears to be the opposite direction."

Finally, an anonymous voice whispered a secret:
"If there are no fuel pods around, one will often appear if you fly to the top of the screen and shoot three times. But even this won't work once all the commuters are gone."

- STAFF -

Programmer: John Van Ryzin

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50355&o=2

$end


$odyssey2,g7400=cosmic,cosmica,
$bio

Cosmic Conflict (c) 1980 Philips Corp.

- TECHNICAL -

Game ID: 11

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95585&o=2

$end


$odyssey2=cosmicu,
$bio

Cosmic Conflict! (c) 1978 Magnavox.

- TECHNICAL -

Game ID: AJ9411

- STAFF -

Programmer: Sam Overton

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95586&o=2

$end


$info=cosmccop,
$bio

Cosmic Cop (c) 1991 Irem.

For more information about the game itself, please see the original Japanese version entry; "Armed Police Unit Gallop".

- TRIVIA -

Cosmic Cop was released in September 1991. It is known in Japan as "Armed Police Unit Gallop".

- PORTS -

* Computers : 
PC [MS Windows, Online] [EU] (December 9, 2011) "IREM Arcade Hits" by DotEmu
Apple MacIntosh [Online] [US] (August 21, 2011) "Irem Arcade Hits" by DotEmu
PC [Desura] [US] (November 2, 2013) "IREM Arcade Hits" by Plug In Digital

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=508&o=2

$end


$a2600=cosmcorr,
$bio

Cosmic Corridor (c) 1983 ZiMAG.

The expression 'Lost in Space' takes on new meaning when it happens to you.  You're suspended in time - caught in hostile space between the edges of the galaxy where only your best star cruiser navigational skills can bring you home. And as if that's not bad enough, you are under constant attack from all sorts of space vermin from alien monsters to rogue fighters. Keep your wits about you and your turbo lasers blasting and maybe you'll have a chance.

Your laser cannon moves in the same direction that you move the joystick - up, down, left or right. Firing is a little bit different.  Move the joystick in the direction you'd like to fire, but you don't have to hold it there because the target computer will aim in that direction until you change it. For rapid fire, hold the action button down.

Features 4 game variations:
GAME 1: The easiest of the four variations.
GAME 2: The second most difficult variation.
GAME 3: The third most difficult variation.
GAME 4: The hardest of the four variations. Don't start on this variation unless you're an arcade ace!

- SCORING -

Depending on which aliens you destroy, they're worth 30 or 40 points.

- TIPS AND TRICKS -

Some strategical advice: keep that Fire Button down all the time, and when nothing is on the screen, aim up. This way you won't be caught by surprise. And when everything looks hopeless and a slew of bullets is heading toward you, change directions from up or down or vice versa. Sure, it's a last resort, but sometimes the bullets will take a slightly different curve and miss you.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50357&o=2

$end


$a2600=cosmcrep,cosmcreepe,cosmcreepe1,
$bio

Cosmic Creeps (c) 1982 Telesys.

Save the Cosmic Kids from certain destruction and score as many points as possible before the planet falls out of orbit. When it disappears from the screen your time is up.

- TECHNICAL -

Model 1002

- SCORING -

You earn 1,500 points for each Kid who escapes safely.
You earn 100 points for every Creep you bop.

- STAFF -

Programmer: Don Ruffcorn

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50358&o=2

$end


$coleco=ccrisis,
$bio

Cosmic Crisis (c) 1983 Telegames

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53263&o=2

$end


$bbca_cass,bbcb_cass=cosmiccr,
$bio

Cosmic Cruiser (c) 1984 Imagine

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51680&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=cosmic,cosmic1,
$bio

Cosmic Cruncher [Model VIC-1922] (c) 1982 Commodore

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83804&o=2

$end


$ibm5150,ibm5150_cass=cosmic,
$bio

Cosmic Crusader (c) 1982 Funtastic

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83598&o=2

$end


$nes=cepsilon,
$bio

Cosmic Epsilon (c) 1989 Asmik

Cosmic Epsilon is a forward/3-D shooter developed by Home Data and published by Asmik. An army of alien invaders from the Epsilon Empire is headed towards Earth and threatens to destroy it. An enemy transport battleship has already landed and waves of alien ships pour out of it. The player takes control of a transformable humanoid robot, the Cosmic Epsilon, and the object of the game is to fly through eight levels, from the surface of the Earth to deep into space and enemy occupied territory. The player comes equipped with two different weapons - a standard Vulcan beam (which can also be charged up by holding the fire button) and a set of limited homing missiles. Cosmic Epsilon doesn't feature any power ups, however power capsules can be collected throughout the game (extra missiles, lives or temporary shield) and are carried around by snake-like enemies (usually hidden within the scenery). Although the mech has the ability to transform into a space-fighter, this option is not directly available to the player and the game alternates between robot and spaceship levels (which both feature a similar gameplay). Finally, the game is compatible with the Famicom 3-D/stereo glasses and the 3D mode can be activated at anytime by pressing Select.

- TECHNICAL -

Cartridge ID: ASM-EO

- TRIVIA -

Cosmic Epsilon was released on November 24, 1989 in Japan. It was sold 6500 Yen.

The game was never released outside Japan.

- TIPS AND TRICKS -

* Continue: Wait until the Game Over message appears on screen, then hold Select and press Start. At the title screen, press Start again to start at the beginning of the stage where you died.

* Level select: At the title screen, press A, B, Right, Left, Right, Left, Down, Down, Up and Up. A Stage Select message should appear under the Asmik logo allowing you to pick a level.

* Another World mode: At the title screen, press Up, Down, Left, Right, A, Down, Up, Left, Right and B. A Another World! message should appear under the Asmik logo and allow you to play the game with a different color palette. 

* Konami code: At the title screen, enter the Konami code (up, up, down, down, left, right, left, right, B and A). A 'I am not Konani' message should appear under the Asmik logo.

- STAFF -

Developed by Home Data.

Main Programmer: Kazenoofuu
Sub Programmer: Alice
Main Designer: Wozl
Sub Designer: Gell Gee
Sound And Music: Endooo
Special Thanks: Rzv Dna

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53934&o=2

$end


$pcecd=cosmfnt,
$bio

Cosmic Fantasy - Bouken Shounen Yuu (c) 1990 Telenet [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58143&o=2

$end


$pcecd=cosmfnt2,
$bio

Cosmic Fantasy II (c) 1992 Telenet Japan [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58484&o=2

$end


$pcecd=cosmfnt2j,
$bio

Cosmic Fantasy II - Bouken Shounen Ban (c) 1991 Telenet [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58144&o=2

$end


$pcecd=cosmfnt3,
$bio

Cosmic Fantasy III - Bouken Shounen Rei (c) 1992 Telenet [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58145&o=2

$end


$pcecd=cosmfn4g,
$bio

Cosmic Fantasy IV - Ginga Shounen Densetsu Gekitou Hen (c) 1994 Telenet [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58146&o=2

$end


$pcecd=cosmfn4t,
$bio

Cosmic Fantasy IV - Ginga Shounen Densetsu Totsunyuu Hen (c) 1994 Telenet [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58147&o=2

$end


$megacd,megacdj=cfstory,
$bio

コズミック・ファンタジー・ストーリーズ (c) 1992 Telenet Japan.
(Cosmic Fantasy Stories)

Cosmic Fantasy Stories is a re-release of two PC-Engine CD games: Cosmic Fantasy: Bouken Shonen Yu and Cosmic Fantasy 2.

- TECHNICAL -

Game ID: T-49014

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60498&o=2

$end


$bbca_cass,bbcb_cass=cosmicfi,
$bio

Cosmic Fighter (c) 19?? Kansas

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51681&o=2

$end


$info=cosflash,
$bio

Cosmic Flash (c) 1985 Bell Games.

- STAFF -

Art by : Michele Martinelli ('Mike')

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=9629&o=2

$end


$cpc_cass=cosmicga,
$bio

Cosmic Galactica (c) 1987 Unknown [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95773&o=2

$end


$info=cosmicg,
$bio

Cosmic Guerilla (c) 1979 Universal.

For some reason you have 2 of your ships placed in the middle of the playing field and aliens all around them. Luckily, they're protected by 5 rows of barriers and you're on the bottom, doing your job to protect them.

- TECHNICAL -

This game had great cabinet artwork, a white base, with purple, yellow and black overlaid artwork. It shows a horned demon and lots of swirls. Most interestingly, this has to be the only game to have a politically incorrect slogan plastered on the side -- SUPER VIOLENCE!. The artwork on the sides (and front) was varnished or lacquered, which gives it a shiny and incredibly strong coat, protecting it from scratches and any kind of fading! The control panel had backlit 1- and 2-player info panels. Insert one coin, '1 player' lit up; insert two and '2 player' lit up. This looks real nice on the brushed chrome control panel.

Game ID : 7907

Main CPU : TMS9980A/TMS9981 (@ 1.2285 Mhz)
Sound Chips : Samples, DAC

Screen orientation : Vertical
Video resolution : 192 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 16

Players : 2
Control : 2-way joystick
Buttons : 1

- TRIVIA -

Released in November 1979.

According to Replay Magazine, Cosmic Guerilla brings that unique world of Japanese cartoonists onto a TV game via a deal with the famous cartoonist Shotaro Ishimori. Ishimori was a pioneering manga/anime artist. It is not know if his art was used in the game itself, on the cabinet, or both.

- SCORING -

Enemy on sides : 20 points
Bonus ships : 50-200 points

- SERIES -

Cosmic Series

1. Cosmic Monsters [Upright model] (1979)
2. Cosmic Monsters 2 (1979)
3. Cosmic Guerilla (1979)
4. Cosmic Alien (1980)
5. Devil Zone (1980)
6. Zero Hour (1980)
7. Space Panic (1980)
8. Cosmic Avenger (1981)

- PORTS -

* Computers :
Sinclair ZX Spectrum (1983, "Cosmic Guerilla", Crystal Computing)
BBC B (1983, "Cosmic Kidnap", Superior Software)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=509&o=2

$end


$info=cosmicgi,
$bio

Cosmic Guerilla (c) 1979 Inder.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72871&o=2

$end


$info=csmic_l1,
$bio

Cosmic Gunfight (c) 1982 Williams Electronics, Incorporated.

- TECHNICAL -

Model Number : 502

- TRIVIA -

1,008 units were produced.

- UPDATES -

Originally named `Dragon Fly'.

- STAFF -

Designed by : Barry Oursler
Art by : Doug Watson, Larry Day

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5274&o=2

$end


$coco_cart=cosmcinv,
$bio

Cosmic Invaders (c) 1982 Dragon Data

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53421&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=jailbrk,
$bio

Cosmic Jailbreak [Model VIC-1927] (c) 1982 Commodore

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83805&o=2

$end


$bbca_cass,bbcb_cass=cosmicki,
$bio

Cosmic Kidnap (c) 1983 Superior Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51682&o=2

$end


$c64_cart,c64_flop=cosmiclf,
$bio

Cosmic Life (c) 1983 Spinnaker Software Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53547&o=2

$end


$a800=cosmiclf,
$bio

Cosmic Life [Model COS-AT] (c) 1983 Spinnaker Software Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82808&o=2

$end


$info=cosmicm2,
$bio

Cosmic Monsters 2 (c) 1979 Universal.

Space Inavder's clone.

- TECHNICAL -

Main CPU : Intel 8080 (@ 1.9968 Mhz)
Sound Chips : SN76477 (@ 1.9968 Mhz)

Screen orientation : Vertical
Video resolution : 224 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2

Players : 2
Control : 2-way Joystick
Buttons : 1

- SCORING -

Large Invader : 10 points
Medium Invader : 20 points
Small Invader : 30 points
UFOs : 50-300 points

- SERIES -

Cosmic Series

1. Cosmic Monsters [Upright model] (1979)
2. Cosmic Monsters 2 (1979)
3. Cosmic Guerilla (1979)
4. Cosmic Alien (1980)
5. Devil Zone (1980)
6. Zero Hour (1980)
7. Space Panic (1980)
8. Cosmic Avenger (1981)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4306&o=2

$end


$info=cosmicmo,
$bio

Cosmic Monsters (c) 1979 Universal.

Space Invader's clone.

- TECHNICAL -

[Upright model]

Main CPU : Intel 8080 (@ 1.9968 Mhz)
Sound Chips : SN76477 (@ 1.9968 Mhz)

Screen orientation : Vertical
Video resolution : 224 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2

Players : 2
Control : 2-way joystick
Buttons : 1

- TRIVIA -

This is the first game manufactured by Universal and the first game of the 'Cosmic' series (See 'Series' section for more info).

- SCORING -

Large Invader : 10 points
Medium Invader : 20 points
Small Invader : 30 points
Saucers : Bonus number of points before touching other saucer, 100 points after touching other saucer

- TIPS AND TRICKS -

If you don't destroy the saucer that flies on top of the screen, it lowers itself and drops a new layer of invaders for you to shoot. This layer covers the whole space (instead of what's left over), so you're forced to shoot across the whole screen again.

- SERIES -

Cosmic Series

1. Cosmic Monsters [Upright model] (1979)
2. Cosmic Monsters 2 (1979)
3. Cosmic Guerilla (1979)
4. Cosmic Alien (1980)
5. Devil Zone (1980)
6. Zero Hour (1980)
7. Space Panic (1980)
8. Cosmic Avenger (1981)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=510&o=2

$end


$info=princess,
$bio

Cosmic Princess (c) 1979 Stern Electronics.

- TRIVIA -

336 units were produced.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5275&o=2

$end


$x68k_flop=cospsyco,
$bio

Cosmic Psycho (c) 1991 Cocktail Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87244&o=2

$end


$pc98=cospsyco,
$bio

Cosmic Psycho (c) 1991 Cocktail Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89163&o=2

$end


$pc8801_flop=cosmicps,
$bio

Cosmic Psycho (c) 1991 Cocktail Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91559&o=2

$end


$psx=cosmicra,
$bio

Cosmic Race (c) 1995 Neorex.

- TECHNICAL -

Game ID: SLPS-00009

- TRIVIA -

Released on January 20, 1995 in Japan. Retail price: 6800 Yen.

Reviews:
[FR] March 1995, Consoles + N.41: 71/100

- STAFF -

Executive Producer: Toshiyuki Komai
Producer: Keiko Komai
Director: Masato Furuta
Publisher: Keiko Komai, Masato Furuta
Planning: Kenji Nakamura
Script Writer: Kenji Nakamura
Program Director: Yuuki Nakamura
Main Programmer: Kenji Nakamura
3Dimensional Calc.: Muhtar Mahsut, Kenji Nakamura, Yuuki Nakamura
Programmers: Masaki Nishibu, Shiro Shamoto, Yūji Koyama, Eiji Kamiya
Object Programmer: Kazunari Hasegawa
3-D Effect: Kenji Nakamura, Yuuki Nakamura
Character Designer: Eijirou Kitou
Machin Designer: Eijirou Kitou
Object Designers: Masato Furuta, Eijirou Kitou, Kazunari Hasegawa
Animation Designer: Eijirou Kitou
Object Editors: Eijirou Kitou, Kazunari Hasegawa
3-D World Designer: Eijirou Kitou
3-D World Editor: Yoshimasa Mizuno, Yasuko Marita, Takayuki Ichihara, Yoshiaki Ishibashi, Shigehisa Okada
Graphics: Eijirou Kitou, Muneyuki Ichihara, Shigehisa Okada, Yuuki Nakamura, Kazunari Hasegawa
Illustration: Masato Furuta
Course Designers: Masato Furuta, Eijirou Kitou
Course Editors: Kazunari Hasegawa
Music Composer: Hurry Mind
Music Coordinator: Yuuki Nakamura
Sound Composer: Hurry Mind
Sound Coordinator: Yuuki Nakamura
Manual Editors: Masato Furuta, Kazunari Hasegawa
Quintet Staff: Jun Otani, Ami Koyama, Yoshio Ishiguro, Takeshi Amano, Norio Tomita
Tea Server: Cocacola's Vending Machine
Kata Momi's: Yuuki & Kenji [Each Others]
Kata Tataki's: Kazunari Hasegawa (Service)
Morning Call: Keiko Komai (Osewa Kakemashita)
Bangohan: Chinese Hakkai, Udon's Maruyama, Tonkatsu Matsusima
Yashoku: Nicomart, Yoshigyuu
Special Thanks: Mitsuido Co., Kyoikusangyo Co.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72316&o=2

$end


$astrocde=cosmicrd,cosmicrd35,cosmicrd36,cosmicrdb,cosmicrda,
$bio

Cosmic Raiders (c) 1983 Astrocade, Inc.

- TECHNICAL -

Game ID: 2019

- TRIVIA -

Released as part of the "Action/Skill Series".

- STAFF -

Written by: Bob Ogden, Scot L. Norris, Julie Malan, Lisa Natting

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86792&o=2

$end


$amigaocs_flop=cosmcrel,
$bio

Cosmic Relief (c) 1988 Datasoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73771&o=2

$end


$msx1_cass=csheriff,
$bio

Cosmic Sheriff (c) 1989 Dinamic Software [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94559&o=2

$end


$cpc_cass=cosmicsh,
$bio

Cosmic Sheriff [Model AMS 2890039] (c) 1989 Dinamic Soft. [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95774&o=2

$end


$msx1_cass=shockabs,
$bio

Cosmic Shock Absorber (c) 1986 Martech

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94560&o=2

$end


$cpc_cass=cosmicsh01,
$bio

Cosmic Shock Absorber (c) 1987 Martech

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95776&o=2

$end


$info=csmash,csmasho,
$bio

Cosmic Smash (c) 2001 Sega Enterprises, Limited.
 
Become a funky gymnastic back flipping, somersaulting, wall climbing virtual reality squash player. Travel by a virtual express train to an interstellar cosmic recreation room and smash the blocks.

Break all the blocks in the stage within the time limit, then the player can run to the next stage. There are 50 stages in this game, with many different routes to the final stage. Using a trick smash (there are 28 patterns) increases the destructive power of the ball, allowing the player to complete the stage faster. The penalty for using trick smash is a faster decrease in remaining time. There are normal blocks, unbreakable blocks, bonus blocks and various sizes of blocks moving in various patterns. The ball will also rebound differently from different blocks.

Features:
- Super stylised graphics.
- 50 stages.
- 28 trick shots.

- TECHNICAL -

Runs on the Sega "NAOMI" Hardware.

Screen Orientation: Horizontal

- TRIVIA -

Cosmic Smash was released in January 2001 in Japan.

- PORTS -

* Consoles :
Sega Dreamcast (2001)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3405&o=2

$end


$x1_flop=csoldier,
$bio

Cosmic Soldier (c) 1985 Kogado Studio [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85949&o=2

$end


$pc98=csoldier,
$bio

Cosmic Soldier (c) 1985 Kogado Studio [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89164&o=2

$end


$pc8801_flop=csoldier,csoldiera,
$bio

Cosmic Soldier (c) 1985 Kogado Studio [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91560&o=2

$end


$pc8801_flop=csoldierd,
$bio

Cosmic Soldier Demo (c) 1985 Kogado Studio [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91561&o=2

$end


$sms=cosmic,
$bio

Cosmic Spacehead (c) 1993 Codemasters Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55979&o=2

$end


$megadriv=cosmic,
$bio

Cosmic Spacehead (c) 1993 The Codemasters Software Company, Limited.

- TRIVIA -

Reviews:
[FR] November 1993 - Consoles + N.25: 70%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71182&o=2

$end


$amigaocs_flop=cosmic,
$bio

Cosmic Spacehead (c) 1993 Codemasters Software Company, Limited., The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73772&o=2

$end


$nes=cosmic,
$bio

Cosmic Spacehead (c) 19?? Codemasters Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55027&o=2

$end


$gamegear=cosmic,
$bio

Cosmic Spacehead [Model T-120028-50] (c) 1993 Codemasters Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64525&o=2

$end


$a2600=cosmswrm,cosmswrme,
$bio

Cosmic Swarm (c) 1982 CommaVid

- TECHNICAL -

Model CM003

- TRIVIA -

Known as "Angriff der Termiten" in Germany.

- SCORING -

Hitting a termite that is NOT carrying a block: 1 point.
Hitting a termite that is carrying a block:
--if the bottom of the block is NOT hit: 2 points.
--if the bottom of the block is hit: 3 points.
Hitting an energized (red) block: 1 point.
  
By scoring properly, an observant and skillful player can earn bonus points 100 or 200 at a time. These bonus points do not, however, count toward earning extra probe ships.

- STAFF -

Programmer: John Bronstein

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50359&o=2

$end


$a2600=cosmtown,
$bio

Cosmic Town (c) 1983 ITT Family Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50361&o=2

$end


$a800=cosmtnls,
$bio

Cosmic Tunnels (c) 1983 Datamost, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82809&o=2

$end


$a2600=cosmwar,
$bio

Cosmic War (c) 1983 HomeVision.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50362&o=2

$end


$nes=cosmwars,
$bio

Cosmic Wars (c) 1989 Konami Industry Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53935&o=2

$end


$info=cosmicos,
$bio

COSMICOS (c) 1979 Radio Bulletin.

System loosely based on the Cosmac ELF design.

- TRIVIA -

COSMICOS stands for COSMAC MINI COMPUTERSYSTEM.

Published in the dutch magazine Radio Bulletin, developed by the editor (later editor in chief) Bob Stuurman. The goal of the development of the Cosmicos system was a simple microcomputer, selfbuilt and fit for expansion and experiments.

- STAFF -

Developed by: Bob Stuurman

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103307&o=2

$end


$info=cosmo,
$bio

Cosmo (c) 1979 TDS.

An old shoot'em up.

- TECHNICAL -

Main CPU : Intel 8080 (@ 1.9968 Mhz)
Sound Chips : SN76477 (@ 1.9968 Mhz), discrete circuitry

Players : 2
Control : 2-way joystick
Buttons : 1

- TRIVIA -

Developed by Mints

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=511&o=2

$end


$msx1_cart=cosmo,cosmoa,
$bio

Cosmo (c) 1984 ASCII Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76665&o=2

$end


$gba=fopshadwg,
$bio

Cosmo & Wanda - Wenn Elfen Helfen! Das Schattenduell (c) 2004 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70226&o=2

$end


$pc8801_flop=cosmoang,
$bio

Cosmo Angel (c) 1986 PSK [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91562&o=2

$end


$pc8801_cass=cosmox,
$bio

Cosmo Cross (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91205&o=2

$end


$info=cgangpzl,cgangpzlj,
$bio

Cosmo Gang - The Puzzle (c) 1992 Namco.

In this puzzle game, different combinations of blocks mixed with Cosmo Gang members fall from the top to the bottom of the screen. The object is to stack up the blocks to form a complete row causing that row to disappear. To accomplish this a ball must be used to eliminate the Cosmo Gang that stacked up to block your progress.

- TECHNICAL -

Namco System NA-1 hardware
Game ID : CP

Main CPU : Motorola 68000 (@ 12.52825 Mhz), M37710 (@ 12.52825 Mhz)
Sound Chips : C140 (@ 42.667 Khz)

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Released in December 1992, Cosmo Gang The Puzzle was the first puzzle game produced by Namco. The concept created by Namco for Cosmo Gang the Puzzle was later reused by the company for Pac-Attack, a puzzle game featuring Pac-Man.

- PORTS -

* Consoles :
Nintendo Super Famicom (1993) "Cosmo Gang - The Puzzle [Model SHVC-CI]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=512&o=2

$end


$snes=cosmopzl,
$bio

Cosmo Gang - The Puzzle (c) 1993 Namco, Limited.

Cosmo Gang the Puzzle is a cute Tetris-like puzzle game by Namco, sequel of Cosmo Gang and Cosmo Gang the Video. The cute pink frog aliens are back and they once again try to invade the Earth. Nearly, as this time around they want to blow it up. Rows of various and colorful aliens fall down from the top of the screen. The player must arrange them, and various other blocks, so they can be destroyed before they become a threat. An added twist to the gameplay is how these aliens need to be crushed with a blue ball as they randomly appear on the playfield. A red arrow shows the direction in which it will roll and this way help trigger spectacular avalanches of awesome destructive power. This certainly reminds the original Cosmo Gang game where aliens had to be shot with a light gun. Like with any Tetris game out there, the game will only end with a well deserved Game Over when blocks, and aliens in this case, reach the top of the screen. Other options are of course available, such as a two players mode and a fun puzzle mode. This last mode gets the player to resolve simple puzzles where pre-arranged stacks of blocks and aliens need to be cleaned up in order to get to the next stage.

- TECHNICAL -

Cartridge ID: SHVC-CI

- TRIVIA -

Released on February 26, 1993 in Japan for 7900 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61161&o=2

$end


$info=cosmogng,cosmogngj,
$bio

Cosmo Gang - The Video (c) 1991 Namco.

Defend against the Cosmo Gang baddies which enter in patterns and join an attack formation. Keep the baddies from stealing energy in the challenging stages.

- TECHNICAL -

Namco System 2 hardware
Game ID : CO

Main CPU : (2x) Motorola 68000 (@ 12.288 Mhz), M6809 (@ 3.072 Mhz), HD63705 (@ 2.048 Mhz)
Sound Chips : C140 (@ 21.39 Khz), YM2151 (@ 3.57958 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Released in March 1992 in Japan (even if the titlescreen says 1991).

This is the video version of a popular novelty redemption game of the same name.

Victor Entertainment released a limited-edition soundtrack album for this game (Cosmo Gang - The Video : Namco Game Sound Express Vol.8 - VICL-15018) on 24/03/1993.

- UPDATES -

The US version is slightly different :
* 'Winners Don't Use Drugs' screen added.

- STAFF -

Game designer : Kohji Kenjoh
Programmer : Shiohigaler Itoh
Original character designer : Fanchan
Visual : Tatsuya
Sound : Yoshie Arakawa

- PORTS -

* Consoles :
Nintendo Super Famicom (1992) "Cosmo Gang - The Video [Model SHVC-CA]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=513&o=2

$end


$snes=cosmogng,
$bio

Cosmo Gang - The Video (c) 1992 Namco, Limited.

Cosmo Gang the Video is the conversion of Namco's arcade game. The game is highly inspired by Galaga, ultra famous shooter released by the same company in 1981. This version, however, features cute colorful graphics and froggy like characters instead of the traditional alien flying saucers. Formations of flying pink frogs and other weird aliens fill-up the screen and the player's task is to clean the whole thing up. Power-ups have also been added to the mix : shields, a jack-in-the-box that freezes everything on the screen for a limited amount of time, mine fields and giant-webs to slow down all enemies on the screen. The game counts five worlds and each of them features five sub-stages - the player simply needs to clean up all the baddies in each of them to jump to the next stage. A Challenge Stage awaits at the end of each world - in there, the player has to prevent the froggy like characters from stealing precious items, from mysterious crates to bags of gold. The only real boss of the game, Boss Cosmo, awaits at the end of the game after completing the fifth world. A two simultaneous player mode is available.

- TECHNICAL -

[Model SHVC-CA]

- TRIVIA -

Released on Octover 29, 1992 in Japan for 7900 Yen.

Cosmo gang the Video is an arcade game released by Namco in 1991 and was converted the next year for the Super Famicom system.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61162&o=2

$end


$msx2_flop=cosmogng,
$bio

Cosmo Gang de Puzzle (c) 1999 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101541&o=2

$end


$x68k_flop=cosmopzl,
$bio

Cosmo Gang the Puzzle (c) 1994 Kukan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87245&o=2

$end


$x68k_flop=cosmopzlm,
$bio

Cosmo Gang the Puzzle Modori (c) 19?? Kukan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87246&o=2

$end


$nes=cosmogen,
$bio

Cosmo Genesis (c) 1986 ASCII

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53936&o=2

$end


$pc8801_cass=cosmomut,
$bio

Cosmo Mutar (c) 1984 T&E Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91206&o=2

$end


$nes=galivan,
$bio

Cosmo Police Galivan (c) 1988 Nichibutsu [Nihon Bussan Company, Limited.] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53937&o=2

$end


$snes=galivan2,
$bio

Cosmo Police Galivan II - Arrow of Justice (c) 1993 Nichibutsu [Nihon Bussan Company, Limited.] [Osaka, Japan]

- TECHNICAL -

[Model SHVC-GI]

- SERIES -

1. Galivan - Cosmo Police (1985, Arcade)
2. Cosmo Police Galivan II - Arrow of Justice [Model SHVC-GI] (1993, Super Famicom)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61163&o=2

$end


$pc8801_flop=leaza,leazaa,
$bio

Cosmo Seishi Leaza (c) 1987 Takeru [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91563&o=2

$end


$gameboy=cosmotnk,
$bio

Cosmo Tank [Model DMG-CT-USA] (c) 1990 Atlus Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65800&o=2

$end


$gameboy=cosmotnkj,
$bio

Cosmo Tank [Model DMG-CTJ] (c) 1990 Atlus Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65799&o=2

$end


$msx1_cart=cosmoexp,cosmoexpa,
$bio

Cosmo-Explorer [Model HBS-G037C] (c) 1985 Sony Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76666&o=2

$end


$apple2gs=cosmocde,
$bio

Cosmocade - The Arcade of Tomorrow (c) 1990 Pangea Software.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49750&o=2

$end


$cdi=cosmopol,
$bio

Cosmopolitan Interactive - Tonetics (c) 1995 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52812&o=2

$end


$info=cosmos,
$bio

Cosmos (c) 1981 Century Electronics.

An early shoot'em up game. Destroy swarms of aliens and asteroids. If there are too many enemies on the screen, use the time warp to slow all your foes down.

This is one of the top candidates for Century's most blatant ripoff. Century copied everything from the laser temperature and fuel gauge to the docking to the mothership.

- TECHNICAL -

Main CPU : S2650 (@ 894.886 Khz)
Sound CPU : S2650 (@ 894.886 Khz)
Sound Chips : (2x) DAC, TMS5110 (@ 640 Khz)

Players : 2
Control : 2-way joystick
Buttons : 2

- TRIVIA -

Cosmos was released in October 1982.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=514&o=2

$end


$msx1_cass=cosmos,
$bio

Cosmos (c) 1985 Sony Spain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94561&o=2

$end


$pc98=cosmoclb,
$bio

Cosmos Club (c) 1988 Jast [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89165&o=2

$end


$pc8801_flop=cosmoclb,
$bio

Cosmos Club (c) 1989 Jast [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91564&o=2

$end


$msx2_flop=cosmoclb,
$bio

Cosmos Club (c) 1989 Jast [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101542&o=2

$end


$nes=cosmocop,
$bio

Cosmos Cop (c) 19?? Mega Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83846&o=2

$end


$amigaocs_flop=cosmostr,
$bio

Cosmostruction (c) 1991 Empire Graphics

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73773&o=2

$end


$info=cswat,
$bio

Cosmoswat (c) 1984 Namco.

- TRIVIA -

Released in August 1984.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=35895&o=2

$end


$psx=cosmowar,
$bio

Cosmowarrior Zero [Model SLPM-86484] (c) 2000 Taito Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85037&o=2

$end


$info=csplayh7,
$bio

Cosplay Tengoku 7 - Super Co-gal Grandprix (c) 2000 Nichibutsu [Nihon Bussan Company, Limited.].

- TRIVIA -

Cosplay Tengoku 7 was released in January 2000.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=29207&o=2

$end


$cpc_cass=costacap,
$bio

Costa Capers (c) 1985 Firebird

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95777&o=2

$end


$info=m5costa,
$bio

Costa del Cash (c) 1998 Barcrest.

- TRIVIA -

Released in July 1998.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15082&o=2

$end


$info=m5cos,
$bio

Costa Del Cash Casino (c) 200? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41553&o=2

$end


$info=m5cosclb,
$bio

Costa Del Cash Club (c) 200? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41554&o=2

$end


$info=cottong,
$bio

Cotocoto Cottong (c) 1982.

A puzzle game where players control a train on railroad tracks.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound CPU : Zilog Z80 (@ 1.789772 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.789772 Mhz), (6x) RC (@ 1.789772 Mhz)

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 96

Players : 2
Control : 4-way joystick
Buttons : 1

- TRIVIA -

This game is a bootleg of "Guttang Gottong".

- UPDATES -

This bootleg uses different graphics for the passengers, track, and lettering than the original.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=515&o=2

$end


$pcecd=cotton,
$bio

Cotton - Fantastic Night Dreams (c) 1993 Success

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58485&o=2

$end


$x68k_flop=cotton,
$bio

Cotton - Fantastic Night Dreams (c) 1993 Electronic Arts Victor [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87247&o=2

$end


$info=cottonj,cottonja,cottonjad,cottonjd,
$bio

Cotton - Fantastic Night Dreams (c) 1991 SEGA.

A great horizontally scrolling shoot'em up game.

You play as a cute young witch named Cotton riding on a broom with an appetite for a magical type of candy called 'Willow'. She has a inseparable companion a fairy called silk and will embark on the journey through the stages of a magical haunted kingdoms fending and destroying enemies with the hope that she will be rewarded with a Willow candy at the end.

- TECHNICAL -

Runs on the Sega "System 16B" hardware
Game ID: 317-0179

Players: 2
Control: 8-way joystick
Buttons: 2

- TRIVIA -

Cotton was released in March 1991 in Japan.

The Japanese subtitle on the titlescreen has a typo : 'Fantasic Night Dreams'.

Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Cotton - PCCB-00069) on 21/08/1991.

Export releases:
[US] "Cotton - Fantastic Night Dreams [Model 317-0180]"
"Cotton - Fantastic Night Dreams [Model 317-0181]"

- UPDATES -

317-0179 REV. A
317-0179 REV. B

- SERIES -

1. Cotton - Fantastic Night Dreams [Model 317-0179] (1991)
2. Märchen Adventure Cotton 100% [Model SHVC-C9] (1994, Super Famicom)
3. Panorama Cotton (1994, Sega Mega Drive)
4. Cotton 2 - Magical Night Dreams (1997)
5. Cotton Boomerang - Magical Night Dreams [Model 610-0374-121] (1998)
6. Rainbow Cotton (2000, Sega Dreamcast)
7. Magical Pachinko Cotton (2003, Sony PlayStation 2)

- STAFF -

Developed by SUCCESS.

- PORTS -

* Consoles :
NEC PC-Engine Super CD-ROM2 (1993)
Sony PlayStation (1999, "Cotton Original")
SNK Neo Geo Pocket Color (2000)

* Computers :
Sharp X68000 (1993)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=516&o=2

$end


$info=cottonu,cottonud,
$bio

Cotton - Fantastic Night Dreams (c) 1991 SEGA Enterprises, Ltd.

North American release. Game developed in Japan. See the original Japanese release entry for more information about the game itself; "Cotton - Fantastic Night Dreams [Model 317-0179]".

- TECHNICAL -

Game ID: 317-0180

- TRIVIA -

The US version is slightly different, it has the 'Winners Don't Use Drugs' screen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=97888&o=2

$end


$info=cotton,cottond,
$bio

Cotton - Fantastic Night Dreams (c) 1991 SEGA Enterprises, Ltd.

Export releases. Game developed in Japan. See the original Japanese release entry for more information about the game itself; "Cotton - Fantastic Night Dreams [Model 317-0179]".

- TECHNICAL -

Game ID: 317-0181

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=97889&o=2

$end


$pcecd=cottonj,
$bio

Cotton - Fantastic Night Dreams (c) 1993 Hudson Soft.

Cotton is a cute horizontal shooter by Success and conversion of the arcade game of the same name originally released in 1991. The player takes control of Cotton, a young witch riding a broom stick and accompanied by a cute little fairy called Silk. Her mission is to help the fairies restore the powers of the Prism of Light, and to save the world from being plunged into eternal darkness. Cotton must collect special gems called Willows, but her insatiable sweet tooth makes her readily believe that she is on a quest to recover stolen candies... Consequently, Silk uses Cotton's obsession to her advantage, and is able to outwit the cute witch, tricking her into saving the world. Cotton has two forms of attacks - she can shoot magic blast-beams to enemies directly facing her, or drop bombs at foes on the ground. The player can also charge up and release powerful magic attacks by holding the fire button for a few seconds. These spells come in two flavors - the Red Dragon Fire awakens a dragon made out of fire, and the Blue Electrobolt fires a devastating bolt of lightning. Unlike most other shooters, Cotton relies on experience based upgrades and her powers slowly increase as she collects orange crystals left behind by defeated enemies. Finally, more fairies can join Cotton in her dogged quest, as long as the young witch can free them from their stone prisons. Cotton consists of seven stages and is single player only.

- TECHNICAL -

Game ID: HCD3043

- TRIVIA -

Cotton for Super CD Rom² System was released on February 12, 1993 in Japan for 6800 Yen.

Reviews:
[FR] April 1993 - Consoles + No. 19: 88/100

This PC Engine conversion of Fantastic Night Dreams Cotton is incredibly close to the original arcade game. The most obvious difference is the remixed and CD quality soundtrack, exclusive to this version (which arguably sounds much better than the original arcade game). As regards to the gameplay, there are a couple of subtle differences - Cotton is invincible for a short moment when she uses magic (which wasn't the case in the original arcade game) and, at the end of each level, the player receives extra bonus points if he avoids all the tea cups instead of collecting them. All the other differences are really minor, such as the second stage skeleton boss who only features one segmented head instead of two, or the screaming sound from the third boss.

- TIPS AND TRICKS -

* Stage select:
At the title screen, press Select to access the option screen. There, highlight Exit and press Down, II, Left, I, Right and Select. Two new lines should appear; Stage and Credit. 

* Second ending:
When you finish the game, a message asks if you want to 'go extra'. If you do, then you will go on a more difficult second loop with a different ending.

- STAFF -

Programmer: M. Hatsuyama, T. Kuwabara
Designer: H. Tamura, S. Itoh, T. Kashima
Music Composer: K. Hirata
Producer: Y. Yoshinari
The Voice Talents: Tarako, N. Yamazaki, R. Kasahara, M. Ogada
Music Compose: T's Music, Bang Heads Prj., T. Satoh
Producer: E. Aoyama
Assistant: E. Yamamoto
Director: Y. Kawaguchi
Technical Support: Kenneth, Sutherland
Program: Sun Chi Wah (Ricky), Chow Yeuk (Eric), Chow Wai For
Graphic: Yau H.m (Mattew), Siu Wai (Adam), Wong K.T (Carlton), Cheung K.S (Franky)
Message: Hideko Harimoto, Kenneth, Sutherland
Music Director: T. Takimoto
Music Program: M. Inoue
Special Thanks: K. Matsuura, Y. Ichizawa

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58148&o=2

$end


$psx=cotton10,
$bio

Cotton 100% [Superlite 1500 Series] [Model SLPM-87211] (c) 2003 Success [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85038&o=2

$end


$info=cotton2,
$bio

Cotton 2 - Magical Night Dreams (c) 1997 Success.

Once again, the player controls a cute witch riding on a broomstick in this horizontally scrolling shoot'em up game.

A sequal to Cotton and the plot turns in the Kingdom of Pumpkin has lost the magic "Bluewater Willow" from the Kingdom's treasury which was stolen by Appli, another rival witch that resided in the kingdom. She wanted to use its magical power for her own use. However, mysteriously, a tornado flung Appli into the neighboring forest and she loses the Bluewater Willow. Shortly after Appli comes to, Cotton happens to run into her. Appli tells Cotton about the Bluewater Willow she is searching for, bad idea because Cotton is always thinking about one thing candies and her favorite candies are the Willows! The search begins.

The players controls one of two witches, first player controls Cotton and her sidekick a fairy called Silk and the second player controls Appli and her sidekick, a talking hat called Needle, both characters play the part of the protagonist and must destroy every enemies through different levels to reaching the end and recover the magic candy.

- TECHNICAL -

Runs on the "ST-V [Sega Titan Video Game System]" hardware.

Screen orientation : Horizontal

Players: 2
Control: 8-way joystick
Buttons: 6

- TRIVIA -

Released in September 1997.

Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Cotton 2 - PCCB-00278) on 19/09/1997.

- SERIES -

1. Cotton - Fantastic Night Dreams [Model 317-0179] (1991)
2. Märchen Adventure Cotton 100% [Model SHVC-C9] (1994, Super Famicom)
3. Panorama Cotton (1994, Sega Mega Drive)
4. Cotton 2 - Magical Night Dreams (1997)
5. Cotton Boomerang - Magical Night Dreams [Model 610-0374-121] (1998)
6. Rainbow Cotton (2000, Sega Dreamcast)
7. Magical Pachinko Cotton (2003, Sony PlayStation 2)

- PORTS -

* Consoles :
Sega Saturn (1997)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=517&o=2

$end


$info=cottonbm,
$bio

Cotton Boomerang - Magical Night Dreams (c) 1998 Success.

A followup game to Cotton 2, Cotton Boomerang uses the same graphics, sound and enemies, but slightly different gameplay.
Gone are the lifebars, now you have one-hit kills (similar to the very first episode).
Gone are the extra lives, instead you have 3 chosen characters, tag-team style.
Gone is the experience-based level system, leveling up now depends on bonus items during the game.
Gone are the special, full-screen Magic attacks, instead you have an instant smart-bomb when you change into a different character in-game.
Gone are the powerup-dependant magic attacks, now each character has his/her own magic attack by default.
The characters are also equipped with secondary attacks to make their shooting style more distinctive from each other. And to top that, you have plenty of new moves, counterattacks, powerups, and key combinations to use.

Whereas Cotton 2 was more of a tactical shooter (whenever that is applicable to the game) with its chain combo and life/experience system, Cotton Boomerang is an all-out shooter due to the added moves, different level layout, and generally faster and crazier gameplay.

- TECHNICAL -

Runs on the "ST-V [Sega Titan Video Game System]" hardware.
Cartridge ID: Model 610-0374-121

Players: 2
Control: 8-way joystick
Buttons: 6

- TRIVIA -

Cotton Boomerang was released in July 1998.

The game uses the same music as Cotton 2, for which Pony Canyon / Scitron released a limited-edition soundtrack album (Cotton 2 - PCCB-00278) on 19/09/1997.

- SERIES -

1. Cotton - Fantastic Night Dreams [Model 317-0179] (1991)
2. Märchen Adventure Cotton 100% [Model SHVC-C9] (1994, Super Famicom)
3. Panorama Cotton (1994, Sega Mega Drive)
4. Cotton 2 - Magical Night Dreams (1997)
5. Cotton Boomerang - Magical Night Dreams [Model 610-0374-121] (1998)
6. Rainbow Cotton (2000, Sega Dreamcast)
7. Magical Pachinko Cotton (2003, Sony PlayStation 2)

- STAFF -

Programmer: Masaru Hatsuyama, Takashi Egawano
Designer: Masahiro Pukuda, Toshihisa Katsuki

- PORTS -

* Consoles :
Sega Saturn (1998)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=518&o=2

$end


$info=sc1counta,sc1countap,
$bio

Count Cash Club (c) 1992 Bell-Fruit Mfg. Company, Limited.

- TECHNICAL -

Model 6031

- TRIVIA -

Count Cash Club was released in September 1992 in the UK.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42126&o=2

$end


$info=sc1count,sc1countp,
$bio

Count Cash Club (c) 1993 Bell-Fruit Mfg. Company, Limited.

- TECHNICAL -

Model 6120

- TRIVIA -

Count Cash Club was released in April 1993 in the UK.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=19910&o=2

$end


$amigaocs_flop=duckula,
$bio

Count Duckula (c) 1992 Alternative Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73774&o=2

$end


$amigaocs_flop=duckula2,
$bio

Count Duckula II (c) 1992 Alternative Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73775&o=2

$end


$cpc_cass=countduc,
$bio

Count Duckula  (c) 1989 Alternative Soft., Ltd.

- TECHNICAL -

Game ID: AS749

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95778&o=2

$end


$bbca_cass,bbcb_cass=countoli,
$bio

Count with Oliver (c) 1985 Mirrorsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51683&o=2

$end


$info=sc4cyccl,sc4cyccla,sc4cycclb,sc4cycclc,
$bio

Count Yer Cash Club (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR2092]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42539&o=2

$end


$info=sc4cyc,sc4cyca,sc4cycb,sc4cycc,sc4cycd,
$bio

Count Yer Cash (c) 200? Mazooma Games.

This scarilily themed AWP has proved to be a top performer since its release, popular with both operators and players alike.

Players must get 3 bat symbols in view to enter the main feature board. In the feature board further bat symbols can be collected as well as cash, shots, features and nudges. Collecting 3 more bat symbols opens the trap door into the Super Feature.

- TECHNICAL -

[Model PR2058]

Technology : Scorpion 4
Cabinet : Eclipse with Note Acceptor facility.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11898&o=2

$end


$info=countdwn,
$bio

Count-Down [Model 422] (c) 1979 Gottlieb.

An up-to-4 players Solid State Electronic pinball machine.

- TECHNICAL -

Gottlieb System 1
Model Number : 422

- TRIVIA -

9,899 units were produced.

The 2-player Electro-Mechanical version of this game is known as Gottlieb's 1979 "Space Walk".

- STAFF -

Design by : Ed Krynski
Art by : Gordon Morison

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5640&o=2

$end


$cpc_cass=countdow,
$bio

Countdown (c) 1987 Macsen Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95779&o=2

$end


$bbca_cass,bbcb_cass=countdwn,
$bio

Countdown (c) 19?? Macsen Software.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51684&o=2

$end


$bbca_cass,bbcb_cass=ctodoom,
$bio

Countdown To Doom (c) 1982 Acornsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51685&o=2

$end


$info=sc5count,sc5counta,
$bio

Countdown (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Scorpion 5]
[Model PR1909]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42525&o=2

$end


$info=sc4count,sc4counta,
$bio

Countdown (c) 200? BFG.

- TECHNICAL -

[Model PR1929]

[Scorpion 4]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42995&o=2

$end


$info=countrun,countrunb,countrun2,
$bio

Counter Run (c) 1988 Sega.

In this maze game, You are a car in a labyrinth that must eat all the dots while evading the other cars who pursue you.

- TECHNICAL -

[Model NS6201-A]

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : (4x) Texas Instruments SN76496 (@ 3 Mhz)

Players : 2
Control : dial
Buttons : 2

- TRIVIA -

Counter Run was released in March 1988 by Sega under license from Nihon System.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=519&o=2

$end


$info=cntsteer,
$bio

Counter Steer (c) 1985 Data East.

A motocross game.

- TECHNICAL -

Main CPU : (2x) M6809 (@ 2 Mhz)

Screen orientation : Vertical
Video resolution : 256 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256

Players : 2
Control : 8-way joystick
Buttons : 5

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3271&o=2

$end


$megadriv=cstrike,
$bio

Counter Strike (c) 199? Glorysun

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56415&o=2

$end


$info=cntforce,
$bio

Counterforce [Model 656] (c) 1980 Gottlieb.

- TECHNICAL -

Gottlieb System 80
Model Number : 656

Main CPU : MOS Technology M6502 (@ 850 KHz)
Sound CPU : MOS Technology M6502 (@ 1 MHz)
Sound Chips : DAC

- TRIVIA -

3,870 units were produced.

- STAFF -

Design by : Ed Krynski
Art by : Gordon Morison

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5276&o=2

$end


$a5200=cntrmsre,
$bio

Countermeasure (c) 1982 Atari, Incorporated.

- TECHNICAL -

Model CX5210

- SCORING -

Reaching Depot: 50 Points.
Pillbox: 100 Points.
Jeep: 200 Points.
Tank: 300 Points.
Silo: 500 Points.
Cruise Missile : 1000 Points.
Destroying Silos in Time: 10,000 Points.
Guessing Fail-Safe Code: 10,000 Points.
Bonus life every 10,000 points.

- TIPS AND TRICKS -

* KEEP MOVING. As everyone knows, a moving target is harder to hit. For that reason, you may prefer the AUTO-TANK option to STOP-TANK at higher skill levels.

* REMEMBER YOUR GOAL. Your primary objective is to destroy all the silos before the timer runs out. You'll never make it if you go for every pillbox and supply depot. Concentrate on the pillboxes that are in your way. Pass up a supply depot if you have enough fuel to make it to the next depot.

* PACE THE PILLBOXES. At the start of a game, pillboxes will rotate twice before they start firing at you. Take advantage of this to zap one or two. You can also draw their fire and then go for them while their guns are rotating away from you. But watch out for crossfire from other pillboxes. They don't all rotate in sync.

* SHOOT DIAGONALLY. Your turret gun shoots further when it's line of fire is diagonal to the target.

* DON'T BE AN EASY TARGET. When cruise missiles start looking for you, trees and buildings are your best defense. So stick to the forests and towns and cross open country as fast as possible. (This tip won't help you at skill level 9.)

- STAFF -

Graphics: Alan Murphy
Programmers: John Seghers, Leo Salinas

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50036&o=2

$end


$info=countryc,
$bio

Country Club (c) 1988 SNK.

A golf game.

- TECHNICAL -

Sticker labels : 'CC'

TOP PCB (Sound board) :
PCB # : A7004
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : (2x) YM3526 (@ 4 Mhz)
RAM : 6116
DIPSW : (2x) 8 position

2NS PCB (CPU board) :
PCB # : A5001UP02-01
Main CPU : (2x) Zilog Z80 (@ 4 Mhz)
RAM : (4x) 6116, (4x) 2148

3RD PCB (Video board) :
PCB # : A5001UP01-01
RAM : 6116, (2x) 6264

Players : 1
Control : Trackball
Buttons : 2

- TRIVIA -

Released in May 1988.

This game is also known as "Lee Trevino's Fighting Golf".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=520&o=2

$end


$info=ccclass,
$bio

Country Club Classic (c) 1996 CES (Creative Electronics and Software).

True golf action comes to life via 2 large dot matrix displays and nearly 100 motion lamps.

- TECHNICAL -

Operator adjustable skill levels.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=14115&o=2

$end


$cpc_cass=countryc,
$bio

Country Cottages (c) 1984 Sterling Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95780&o=2

$end


$info=cntrygrl,cntrygrla,
$bio

Country Girl (c) 1984 Royal Denshi.

A medal-type game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=29317&o=2

$end


$cpc_cass=countycr,
$bio

County Cricket (c) 1990 D & H Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95781&o=2

$end


$msx1_cart=perseus,perseusa,
$bio

Courageous Perseus (c) 1985 Cosmos Computer

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76667&o=2

$end


$saturn,sat_cart=ccrisisj,
$bio

Courier Crisis (c) 1998 BMG Interactive Entertainment [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58990&o=2

$end


$saturn,sat_cart=ccrisis,
$bio

Courier Crisis [Model MK81099-50] (c) 1998 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60264&o=2

$end


$saturn,sat_cart=ccrisisu,
$bio

Courier Crisis [Model T-25415H] (c) 1997 GT Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60005&o=2

$end


$odyssey2,g7400=3csaucpt,
$bio

Course de Voitures + Autodrome + Cryptogramme (c) 1978 Radiola La Radiotechnique.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95587&o=2

$end


$ti99_cart=coursem,
$bio

Course Manager (c) 1981 Foresman [Scott Foresman]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84543&o=2

$end


$bbca_cass,bbcb_cass=crsewin3,
$bio

Course Winner 3 (c) 19?? Selec

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51686&o=2

$end


$cpc_cass=coursewi,
$bio

Course Winner v3+ (c) 1987 Unknown [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95782&o=2

$end


$amigaocs_flop=coveract,coveractg,
$bio

Covert Action (c) 1992 Microprose Software, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73776&o=2

$end


$nes=cowboy,
$bio

Cow Boy (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83847&o=2

$end


$info=cowrace,
$bio

Cow Race (c) 2000 Gate In Co.

- TECHNICAL -

Main CPU : (2x) Zilog Z80 (@ 4 Mhz)
Sound Chips : OKI6295 (@ 8 Khz), Yamaha YM2203 (@ 3 Mhz)

Palette colors : 4096

- TRIVIA -

Hacked version of "King Derby".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=9913&o=2

$end


$m5_cass=cowboy,
$bio

Cowboy (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95316&o=2

$end


$info=cowboy,
$bio

Cowboy Eight Ball (c) 1981 LTD.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=10321&o=2

$end


$nes=cowboykd,
$bio

Cowboy Kid (c) 1992 Romstar, Incorporated..

North American release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Western Kids [Model VIS-5K]".

Text from this version:
Sheriff Sam and Little Chief are coming to town in thie delightful western adventure. COBOY KID is a two player simultaneous action adventure for the entire family. COWBOY KID has 4 MEGS of action packed into this NES cartridge. Players must learn to be appointed sheriff so they can rid the West of the scourge of evil. Can you bring these dudes to justice? Billy Morgan * The Mad Brothers Coyote Jim * The Scorpion Master Wild Wolf Chief * Slash Joe * Keith COBOY KID rounds up arcade and adventure action for the wildest showdown in the West. Beware rustlers, There's a new sheriff in town!

- TECHNICAL -

Cartridge ID: NES-9C-USA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55028&o=2

$end


$cpc_cass=cowboyki,
$bio

Cowboy Kidz (c) 1990 Byte Back

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95783&o=2

$end


$bbca_cass,bbcb_cass=cowboysh,
$bio

Cowboy Shootout (c) 1983 Micro Power

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51687&o=2

$end


$adam_flop=cpm22,cpm22a,
$bio

CP/M 2.2 (c) 1984 Digital Research

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82624&o=2

$end


$pc8801_flop=cpm22a,cpm22,
$bio

CP/M for PC-8001 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91481&o=2

$end


$x1_flop=cpm22,
$bio

CP/M v2.2 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85942&o=2

$end


$ibm5150,ibm5150_cass=cpm8610,cpm8611,
$bio

CP/M-86 for the IBM Personal Computer (c) 1982 Digital Research

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83591&o=2

$end


$cpc_cass=cpgraphf,
$bio

Cpgraph (c) 1985 Core [Evry, France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95784&o=2

$end


$a800=sprsalt,
$bio

CPS Super SALT 400/800/XL Diagnostic [Model FD100335] (c) 1983 Atari, Inc. [Sunnyvale, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82788&o=2

$end


$info=cps3boot,cps3boota,cps3booto,cps3bootoa,
$bio

CPS3 Multi-game (c) 1999 Unknown.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73318&o=2

$end


$amigaocs_flop=crack,
$bio

Crack (c) 1988 Linel

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73777&o=2

$end


$info=crkdown,crkdownj,crkdownu,
$bio

Crack Down (c) 1989 Sega.

A futuristic city has been over-taken by a powerful, bio-mechanical army; created by an evil scientist in a bid to take over the world. 2 elite agents must plant a series of time bombs to destroy their base and crush the rebellion.

The 1- or 2-player shoot-em-up action is displayed via an innovative split screen that allows 2 players to work either individually or as a team. A timer countdown timers adds to the tension. Time bombs must be set by running over areas marked with an 'X'; while machine guns and cannons can be reloaded by finding the ammo caches that appear on each level. If ammo runs out, players must result to punching and kicking to defeat opponents.

- TECHNICAL -

Game ID : 317-0058-04d

Runs on the Sega "System 24" hardware.

Players: 2
Control: 8-way joystick
Buttons: 3

- TRIVIA -

Released in April 1989.

There is a reference to the arcade game "Shinobi" : the 'Hiyaaa' sound that Ben and Andy exclaim after detonating a superbomb is the same sound as the Shinobi ninja magic sound. Also, 2 of the 4 superbombs also appear in Shinobi. Look closely, the electricity bomb and the whirlwind with homing sickles bomb are here too.

At the end of scene 2 act. 2. There is a machine that produces electrical sparks. On top of the machine can be read : 's-4635 system24'. This is a reference to the arcade board this game runs on.

- UPDATES -

The US version is slightly different, it has the "Winners Don't Use Drugs" screen.

- TIPS AND TRICKS -

* Luring an enemy in a line of fire causing it to die by its own sort will earn you double this enemy score.

* Shooting more enemies in a row will give you additional points (4x) per enemy.

* Secret Bonus ("Shinobi" Bonus) : finish the stage without using a weapon (punch or kick only). Shinobi bonus will earn you 10,001 extra points.

- PORTS -

* Consoles :
Sega Mega Drive [JP] (December 20, 1990) "Crack Down [Model G-4024]" 
Sega Mega Drive [EU] (1991) "Crack Down [Model 1111-50]" 
Sega Genesis [US] "Crack Down [Model T-47046]" by Sage's Creation
Sega Mega Drive [AU] (1991)
Sega Mega Drive [BR] (1991) by Tec Toy

* Computers :
Amstrad CPC [EU] (1990) by U.S. Gold
Commodore C64 [US] [EU] (1990)
Sinclair ZX Spectrum [EU] (1990)
Commodore Amiga [EU] (1990)
Atari ST [EU] (1990)
PC [MS-DOS, 5.25"] [US] (1990)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=521&o=2

$end


$amigaocs_flop=crkdown,
$bio

Crack Down (c) 1990 US Gold

- TRIVIA -

A mastering error on most copies of the Amiga version causes the final level to crash.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73778&o=2

$end


$cpc_cass=crackdow01,crackdow,
$bio

Crack Down (c) 1990 Kixx

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95785&o=2

$end


$info=mt_crack,
$bio

Crack Down (c) 1990 Sega.

A futuristic city has been over-taken by a powerful force of mechanical men. 2 elite agents must plant a series of time bombs to destroy their base and crush the rebellion.

- TECHNICAL -

Runs on the "Mega-Tech System" hardware.
Cartridge ID: 610-0239-41

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3435&o=2

$end


$megadriv=crkdown1,crkdown,
$bio

Crack Down (c) 1990 Sega Enterprises, Limited.

European/Australian release.

- TECHNICAL -

[EU] Package ID: 1111-50

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [EU] (September 7, 2007) [Model MBKP] 

* Computers : 
PC [MS Windows, CD-ROM] [EU] (September 3, 2010) "Sega Mega Drive Classics Collection Vol. 1" 
PC [Steam] [EU] (June 1, 2010) both stand-alone and as part of "Sega Mega Drive Classics Pack 1" 
PC [MS Windows, DVD-ROM] [EU] (March 18, 2011) "Sega Mega Drive Classic Collection - Gold Edition" 
PC [Steam] [EU] (March 25, 2011) "SEGA Mega Drive Classics Collection" 

* Other
Arcade [Mega-Tech] [EU] (1990) Crack Down [Model 610-0239-41]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56416&o=2

$end


$megadriv=crkdownj,
$bio

Crack Down (c) 1990 Sega Enterprises, Limited.

- TECHNICAL -

Game ID: G-4024
Cartridge ID: 670-0810
Package ID: 670-0811

- TRIVIA -

Crack Down for Mega Drive was released on December 20, 1990 in Japan.

This version wasn't very successful for several reasons. It was actually a poor arcade translation and suffered from severe slowdowns causing it a cruel joke to play. Here are the most remarkable differences summarized.
1) The whole introduction and subscreens are altered. There are no more graphical intro screens, just plain text in a sky. Subscreens are very different.
2) Level 3-3 is missing and has been replaced by a stage that was not in the arcade.
3) The signs 'danger' on the roof stage are still in Japanese language, even in the Euro versions. The board that you have to shoot down in order to make a way to the exit shows a picture of Playdoc, while the arcade had Prayboy. They also take more hits to fall down than in the arcade.
Censorship perhaps?
4) Ben and Andy carry the bazooka once collected. In the Mega Drive version this can't be seen. 
5) The map was done horribly bad, just a very blocky maze with the marked spots and the player in it, making this map look worse than an average 8-bit game.
6) The enemy details are no longer shown after completing the game, but are now shown on the right side when player 2 is not joining.
7) There is only one type of superbomb.

- STAFF -

Planning: Kobupan
Screenplay: 2468drive, Kanazawa
Programming: SA.160A, Kimihiro Endoh (EC.NA.DF.OE), EBUC, Soft MA
Graphic Design: Kanazawa, Nagasaki, Gunma
Music Arranged by: Mecanoize
Sound Design: Masaru Suzuki (YMOIMO by MS)
Special Thanks to: Hokkaido, Chiba, Kanagawa, Help 1, Help 2, Help 3
Director: SA.160A
Producer: 2468drive
Cover Illustration by: Hidefumi Kimura

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [JP] (August 7, 2007) [Model MBKJ]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93503&o=2

$end


$megadriv=crkdownu,
$bio

Crack Down (c) 1991 Sage's Creation

North American release.

- TECHNICAL -

Game ID: T-47046

- TRIVIA -

Crack Down for Genesis was released on May 11, 1991 in North America by Sage's Creation.

- PORTS -

* Computers : 
PC [Steam] [US] (June 1, 2010) "Crack Down [Model 34273]" : both stand-alone and as part of "Sega Genesis Classics Pack 1" 
PC [MS Windows, DVD-ROM] [US] (March 15, 2011) "Sega Genesis Classic Collection - Gold Edition" 
PC [Steam] [US] (March 25, 2011) "SEGA Genesis Classics Collection"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57174&o=2

$end


$info=j2crkbnk,
$bio

Crack the Bank (c) 198? JPM International.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40940&o=2

$end


$a2600=cracked,
$bio

Crack'ed (c) 1988 Atari, Incorporated.

- TRIVIA -

Never released. This game was developed concurrently for the Atari 2600 and 7800, but only the 7800 version was released. The 2600 version only has three levels as opposed to six on the 7800, but those three levels are well utilized considering the limitations of the 2600.

- STAFF -

Developed by Zip Technologies.

Programmers: Robert Neve, Randy Bowker

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50363&o=2

$end


$a7800=cracked,crackedu,
$bio

Crack'ed (c) 1988 Atari Corp.

As a professional ornithologist, you're thrilled to find out that some rare South American hornbills have nested in your "old yolk tree." But while the hornbills are out feeding, a group of mischievous bluebirds, owls, and snakes begin raiding their nests and stealing eggs.

Horrified, you get out your slingshot and begin hitting the marauding creatures. But you have to be careful. If you hit an egg-carrying bird, it drops the egg and you have to act fast to catch it before it hits the ground and return it to a nest. At the same time, you have to watch for snakes that may be sneaking up to nests and gobbling eggs. If you can protect the eggs long enough, you can take them to another nesting site. But watch out, egg-stealing creatures are everywhere!

- TECHNICAL -

Model CX7836

- SCORING -

During an Egg Raid:
Finished a raid with a dozen or more eggs: 500 points per dozen
Returning an egg to a nest: 300 points
Catching an egg: 200 points
Shooting a creature: 100 points
Each egg remaining at the end of a raid: 100 points

The remaining eggs are displayed at the end of each raid. Each dozen appears in an egg carton.

At the Rooster Ranch:
Pelting a rooster: 200 points
Getting pelted by a rooster's egg: -100 points
Failing to throw an egg at a rooster:  -100 points

The total at the end of the rooster ranch bonus round is added to your total score.

- TIPS AND TRICKS -

* Try to hit creatures before they get an egg. You can score more points by catching falling eggs and replacing them in a nest, but while you do so other eggs may be carried away.

* Shoot egg-carrying creatures as high as possible. If you hit them too close to the ground, you won't have time to catch the egg.

* Try to shoot egg-carrying creatures over a nest so the egg drops into the nest.

* Concentrate on defending the eggs in one nest.

* While defending the old yolk tree, concentrate on shooting birds rather than snakes.

- STAFF -

Designer: Rovert Neve

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50127&o=2

$end


$bbca_cass,bbcb_cass=crackup,
$bio

Crack-Up (c) 1989 Atlantis

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51688&o=2

$end


$cpc_cass=crackupu,
$bio

Crack-Up [Model AT 416] (c) 1989 Atlantis Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95787&o=2

$end


$pc8801_flop=cracker,
$bio

Cracker (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91565&o=2

$end


$info=j6crakr,j6crakra,j6crakrb,
$bio

Cracker (c) 199? Crystal Leisure.

- TECHNICAL -

IMPACT

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41936&o=2

$end


$info=j6crack,j6cracka,j6crackb,j6crackc,j6crackd,j6cracke,j6crackf,j6crackg,j6crackh,j6cracki,j6crackj,
$bio

Cracker (c) 2001 JPM International.

- TECHNICAL -

Impact

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15865&o=2

$end


$info=crackndj,
$bio

Crackin' DJ (c) 2000 Sega/Hitmaker.

This is a specialist cabinet that has 2 turntable decks and some faders, and you have to make your own music.

- TECHNICAL -

Runs on the Runs on the Sega "NAOMI" hardware.

- TRIVIA -

Released in October 2000.

- SERIES -

1. Crackin' DJ (2000)
2. Crackin' DJ Part 2 (2001)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3917&o=2

$end


$info=crakndj2,
$bio

Crackin' DJ Part 2 (c) 2001 Sega/Hitmaker.

This is a specialist cabinet that has 2 turntable decks and some faders, and you have to make your own music.

- TECHNICAL -

Runs on the Runs on the Sega "NAOMI" hardware.
Another version runs on the Sega "NAOMI GD-ROM System" hardware.

- TRIVIA -

Crackin' DJ Part 2 was released in June 2001.

- SERIES -

1. Crackin' DJ (2000)
2. Crackin' DJ Part 2 (2001)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3918&o=2

$end


$nes=crackout,
$bio

CrackOut (c) 1991 Palcom

- TRIVIA -

Reviews:
[FR] July/August 1992 - Consoles + N.11: 82/100
[FR] July 1992 - Joypad N.10: 80/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55029&o=2

$end


$nes=crackoutup,
$bio

CrackOut (c) 1991 Konami Industry Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55030&o=2

$end


$info=m4crkpot,m4crkpota,m4crkpotb,
$bio

Crackpot Club (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41290&o=2

$end


$a2600=crackpotdv,
$bio

Crackpots (c) 19?? Digivision

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50366&o=2

$end


$a2600=crackpot,crackpote,
$bio

Crackpots (c) 1983 Activision

We're infested! A bug barrage is swarming out of the sewer, chomping away at every building in town. Entire neighborhoods are now crumb piles! Over in Brooklyn, Potsy, the rooftop gardener, is defeating his beloved building with his only weapon - potted petunias. Be a good neighbor. Help him take potshots at the insect invaders... Quick! When too many bugs crawl into the windows, they'll start eating you out of house and home!

- TECHNICAL -

Model AX-029

- TRIVIA -

Back in the 80s, if you helped Potsy pitch pots at pests for points totaling 75,000 or more, you could consider yourself an official Activision Crackpot by sending to Activision a photo of the TV screen showing your qualifying
score, along with your name and address. They send you in return the official
Crackpot emblem.

- TIPS AND TRICKS -

Tips from Dan Kitchen, designer of Crackpots
Dan Kitchen grew up in a family of game designers and computer pros (Garry and Steve are his brother designers). It's no wonder that he was designing games right out of high school - in 1979! In his spare time, he plays folk guitar, tinkers with electronics and jogs.

"Crackpots is a game that requires balance, advanced planning, good aim and the ability to remain calm when things appear hopeless. Follow these tips and you'll soon be a smashing success."

"Play the sidewalk - that is, try to hit the bugs while they're crawling along the sidewalk or when they're just coming out of the sewer. The closer they get to the windows, the less time you'll have to react."

"When you're up in the higher levels, the bugs will crawl too fast for you to get them all. You're better off playing, say, three selected windows in the middle. It's OK if a few crawlers get in on the extreme right or left. You only have to get seven out of twelve bugs to go to the next level."

"Notice that the red bugs end up 2 windows away from where they began their diagonal climb. And, while the building is still pretty high, the green bugs will end up at the window over the spot they started from below. Keep this in mind and you'll soon be dropping the right pot at the right time."

"Then, if you still can't stamp out bugs, you can always buy the original, inner-city bug killer - a pair of shoes with pointed toes. Know what I mean? Drop me a line if you do. God bless!"

- STAFF -

Programmer: Dan Kitchen

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50364&o=2

$end


$a2600=crackpotc,crackpotc1,
$bio

Crackpots (c) 1983 CCE

South American release. See Activision's "Crackpots [Model AX-029]" for more information about the gale itself.

- TECHNICAL -

Model C-862

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50365&o=2

$end


$info=cracksht,
$bio

Crackshot (c) 1985 Exidy.

A First-person shoot'em up gallery style game. A player must use his skill to shoot a number of 'good' targets, while not shooting the 'bad' ones, before time runs out. The game has several levels including a bar, Varmit Alley, Bank Robbers, Robots, Birds, outer space, Bank robbers again and a Bonus 'Slot machine' level.

- TECHNICAL -

Exidy 440 hardware

Main CPU : Motorola M6809 (@ 1.6224 Mhz)
Sound CPU : Motorola M6809 (@ 811.2 Khz)
Sound Chips : Custom (@ 50.7 Khz)

Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 256

Players : 1
Control : lightgun
Buttons : 1

- TRIVIA -

The music in the city stage (where you shoot at criminals) is the actual opening guitar riff from the song 'Secret Agent Man'.

Pat Harman holds the official record for this game with 4,885,140 points on June 28, 1986.

- TIPS AND TRICKS -

* If the Start button is held down at power-up, you will be allowed access to the configuration menu where you can put your name on the mirror in the bar scene.

- STAFF -

Software : Larry Hutcherson, Vic Tolomei, Ken Nicholson
Hardware : Howell Ivy
Graphics : Lynn Pointer
Audio : Ken Nicholson

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=522&o=2

$end


$cpc_cass=craftonx01,
$bio

Crafton & Xunk [Model AMST 014] (c) 1986 Ere Informatique [Paris, France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95789&o=2

$end


$cpc_cass=craftonx,
$bio

Crafton & Xunk [Model WG-001T] (c) 1986 War Games [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95788&o=2

$end


$mc10=cram,
$bio

Cram (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87621&o=2

$end


$x68k_flop=crarrow,
$bio

Cranked Arrow (c) 1989 Fukuda Naoto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87248&o=2

$end


$bbca_cass,bbcb_cass=cranky,
$bio

Cranky (c) 1984 Acornsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51689&o=2

$end


$pc8801_flop=cranston,cranstonb,cranstona,
$bio

Cranston Manor (c) 1983 Starcraft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91566&o=2

$end


$fm7_disk=cranston,
$bio

Cranston Manor (c) 1983 Starcraft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93605&o=2

$end


$pc8801_flop=cranstpf,
$bio

Cranston Manor PF (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91567&o=2

$end


$amigaocs_flop=crapsaca,
$bio

Craps Academy (c) 1988 MicroIllusions

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73779&o=2

$end


$info=crash,
$bio

Crash (c) 1979 Exidy.

Crash is a 2-D maze racing game. You control your car through the maze to pick up the dots while at the same time avoiding the car, or cars, that are constantly trying to ram you. Successfully get through one maze and many more await you. This is good practice for freeway driving in the big city.

- TECHNICAL -

Main CPU : MOS Technology M6502 (@ 705.562 Khz)
Sound Chips : Discrete

Screen orientation : Horizontal
Video resolution : 248 x 256 pixels
Screen refresh : 57.00 Hz
Palette colors : 2

Players : 1
Control : 4-way joystick
Buttons : 1

- TRIVIA -

Released in July 1979.

- SCORING -

Dots : 10 pts X number of cars on field.

- TIPS AND TRICKS -

* Always be aware of where the Jam Car(s) is/are located. They can make up to two lane changes at a time, and that lane change may be into your lane.

* The faster you go, the fewer lanes you can cross. At full acceleration, you will only be able to change one lane at a time. Decelerate (take your finger off the accelerate button) to go across multiple lanes.

* The Jam Car(s) always travel in a clockwise motion while you travel in a counterclockwise motion. Remember that so that you don't get confused when there are multiple cars in the maze.

* Don't try to get all the dots on one of the lanes. You need to anticipate where your next move is well before you enter the lane change area since you cannot change lanes at any other time.  Sometimes, on the earlier levels, it is best to do a staggered type dot pickup where you do lane one, change to lane two, to lane three, lane four, lane five, then back to lane one. If you time it right, the Jam Car or Cars will still be in the maze.

* Don't let the speed of the Jam Car(s) throw you. Just plan to be out of your lane and in the lane change area before them. If both cars enter at the same time, you run a big risk of a collision.

- STAFF -

Designed and programmed by : Edward Valeau

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=523&o=2

$end


$info=hocrash,
$bio

Crash (c) 198? Fraber.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43916&o=2

$end


$nes=crashn,
$bio

Crash 'n' The Boys - Street Challenge (c) 1992 American Technos.

Street Challenge is a localization of "Bikkuri Nekketsu Shin Kiroku! Harukanaru Kin Medal [Model TJC-NK]", originally part of the Kunio-kun series. It the 8th game in the series released for the Famicom and 5th to be localized for the North American market. Like previous localizations of the series (see Renegade, Super Dodge Ball, River City Ransom and Nintendo World Cup), the game's graphics and plot were altered to make the game marketable outside Japan.

- TECHNICAL -

Game ID: NES-S8
Barcode: 095303284035

- TRIVIA -

Released in October 1992 in North America.

The actual scenery for the sports events were changed. While the original Japanese version represented the events as part a legit Olympic tournament, the backgrounds were changed in Street Challenge to go along with the urban setting.

The four main teams in the Japanese version, Nekketsu, Hanazono, Reiho, and Rengo, were composed of established Kunio-kun characters (such as the Double Dragon twins, Ryuichi and Ryuji) and were all returning characters from Koshinkyoku. Of the four main teams, only Reng? (the Union) did not represent a specific school, being composed of students from several schools. The CPU-controlled Team Thornley was originally the Oklahoma High School team, the sole American school in Shin Kiroku.

The character roster was changed, to make the Southside High team (Nekketsu High School) more ethnically diverse. T?d? and Yamada (Todd and Skip respectively in Street Challenge) were not playable characters in the Japanese version, T?d? was simply the sponsor of the tournament. In Street Challenge, Todd was made into the captain of the Hanazono High School team (which became the Washington High team in Street Challenge), replacing established hero Riki. Riki's sprite is used in Street Challenge as a member of Team Thornley named "Crush", who replaces a black character named Raphael. Artie and Skip replace the Double Dragon twins, Ryuichi and Ryuji, as the captains of Reiho (Lincoln High in Street Challenge). The Rengo team (known as Jefferson High in Street Challenge) was the only team that had its roster unchanged during the transition from Shin Kiroku to Street Challenge.

Street Challenge was planned to be the first in a series of Kunio-kun games to be localized under the Crash 'n' the Boys moniker. The ending to Street Challenge features a teaser for the next game in the Crash 'n' the Boys series, Ice Challenge, a localization of the earlier Ike Ike! Nekketsu Hockey Bu (the original final image for Street Challenge showed Momozono on a swing in the sunset, with the message "That's All" written in hiragana characters). A promotional poster packaged with the SNES game The Combatribes featured the cover artwork of the game. However, Ice Challenge was never officially released outside of Japan. Other Crash 'n' the Boys games announced by American Technos include Soccer Challenge (Nekketsu Soccer League), Diamond Challenge (Downtown Nekketsu Baseball Monogatari) for the SNES, and the Game Boy version of Street Challenge; all went unreleased.

Crash and the Boys is the name of a band in the comic book Scott Pilgrim. The band appears in the film adaption as well as the game based on it.

- PORTS -

Crash 'n' the Boys - Street Challenge was released on the Virtual Console service in North America on September 14, 2009 for the Wii, on December 19, 2013 for the Nintendo 3DS and on December 11, 2014 for the Wii U. When it was never released for the NES in PAL regions, it was also released on the Virtual Console for that country on the Nintendo 3DS and Wii U on November 28, 2013 and December 4, 2014 respectively.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55031&o=2

$end


$megadriv=crash,
$bio

Crash Bandicoot (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56417&o=2

$end


$gba=crashu,
$bio

Crash Bandicoot - The Huge Adventure [Model AGB-ACQE-USA] (c) 2002 Universal Interactive Studios, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70227&o=2

$end


$gba=crash2u,
$bio

Crash Bandicoot 2 - N-Tranced [Model AGB-AC8E-USA] (c) 2003 Universal Interactive Studios, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70229&o=2

$end


$gba=crash2,
$bio

Crash Bandicoot 2 - N-Tranced [Model AGB-AC8P] (c) 2003 Universal Interactive Studios, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70228&o=2

$end


$gba=crashfsnj,
$bio

Crash Bandicoot Advance - Wakuwaku Tomodachi Daisakusen! [Model AGB-BKDJ-JPN] (c) 2004 Vivendi Universal Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70231&o=2

$end


$gba=crash2j,
$bio

Crash Bandicoot Advance 2 - Guruguru Saimin Dai-panic!? [Model AGB-AC8J-JPN] (c) 2003 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70232&o=2

$end


$gba=crashj,
$bio

Crash Bandicoot Advance [Model AGB-ACUJ-JPN] (c) 2002 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70230&o=2

$end


$gba=crashncj,
$bio

Crash Bandicoot Bakusou Nitro Cart [Model AGB-BCNJ-JPN] (c) 2004 Konami Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70233&o=2

$end


$gba=crashfsn,
$bio

Crash Bandicoot Fusion [Model AGB-BD4P] (c) 2004 Vivendi Universal Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70234&o=2

$end


$gba=crashfsnu,
$bio

Crash Bandicoot Purple - Ripto's Rampage [Model AGB-BD4E-USA] (c) 2004 Vivendi Universal Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70235&o=2

$end


$gba=crash,
$bio

Crash Bandicoot XS [Model AGB-ACQP] (c) 2002 Universal Interactive Studios, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70236&o=2

$end


$psx=crashp,
$bio

Crash Bandicoot (c) 1996 Sony Computer Ent., Inc.

Now established as a firm favourite, and one of PlayStation's first star characters Crash Bandicoot exploded onto the screens in this revolutionary multi-perspective 3D action-arcade platform game. Set across an island chain off the South East coast of Australia, the game takes the form of an odyssey as our eponymous hero searches for his kidnapped girlfriend. The atmospheric settings and characters draw on antipodean conditions and wildlife to bring the game to life. With matchless graphics and sound, and some superbly crafted gameplay, this game turned Crash Bandicoot into a massive super-star.

The 3 beautifully rendered 3-D environments give you total freedom of movement and allow you to interact with some hilarious cartoon characters complete with real personalities and digitised speech. The puzzles are fiendish, the nasties thoroughly nasty and the gameplay as addictive as heck. Avoid yawning chasms and dropping bridges with conveyor belts and trampolines. Wipe out enemies with a frenetic spin attack or a jump on the head. Crash literally brings a new dimension to platform gaming and sets new standards with matchless sound, graphics and gameplay.

- TECHNICAL -

Game ID: SCUS-94900

- TRIVIA -

Released on September 03, 1996 in the USA.

Export releases:
[EU] "Crash Bandicoot [Model SCES-00344]"
[JP] "Crash Bandicoot [Model SCPS-10031]"

- STAFF -

Lead Design: David Baggett, Andrew M. Gavin, Dan Kollmorgen, Taylor Kurosaki, Justin Monast, Charlotte Francis Morgan, Bob Rafei, Jason Rubin
Character / Art Design: Joe Pearson, Charles Zembillas
Music: Josh Mancell, Mark Mothersbaugh, Mutato Muzika
Sound: Michael Gollom, Ron Horwitz, Kevin Spears
Special Thanks To: Peter Dille, Andrew House, Howard Liebeskind, Skip Paul, Bernard Stolar

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85039&o=2

$end


$a2600=crashdiv,crashdive,
$bio

Crash Dive (c) 1983 20th Century Fox.

Your mission, should you choose to accept it, is to score as many points as possible by destroying enemy ships, helicopters, planes, giant sharks, sting rays, squids, angler fish and lobsters before running out of fuel or crashing the flying sub. You may also acquire points by picking up the treasures that lie on the bottom of the sea.

- TECHNICAL -

Model 11031

- SCORING -

Plane - 300 Points.
Helicopter - 100 Points.
Bird - 0 Points.
Boat - 50 Points.
Sting Ray - 20 Points.
Shark - 100 Points.
Angler Fish - 200 Points.
Squid - 100 Points.
Lobster - 25 Points.
Sea Monster - 1 Points. (for stunning)
Mines - Indestructible

Treasures:
Sword - 200 Points.
Wine Bottle - 400 Points.
Sunken Boat - 500 Points.
Crown - 1000 Points.
Chalis [sic] - 2000 Points.
Pot of Gold - 3000 Points.
Key - 5000 Points.

- TIPS AND TRICKS -

HINTS FROM THE DESIGNER
So you'd like to search for sunken treasure with me. Well, it's going to take a keen eye, a good ear and quick reflexes to grab these treasures from the creatures of the deep. Before you hop aboard the Sea Hunter, let me give you a few navigational pointers.
Obstacles always travel in groups: one in the sky, one on the sea, two in the water and one on the sea floor. Always approach these groups from the sky.

During sky travel, you can hear the bird, helicopter and plane before you see them. (The refueling ship can be heard in any position.) If it's the bird, skip it. If it's the plane, boat or helicopter, disable it before traveling underwater. Then you'll be safe from missiles when you enter the sea.

The seventh group of obstacles is always the mine field. If you survive, there is always an opportunity to refuel before advancing for the next treasure.

Now that you have the knowledge of a fine sea captain, it will only take time and practice to become the finest sea hunter that ever lived. Good luck and happy treasure hunting.

- STAFF -

Programmer: Bill Aspromonte

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50367&o=2

$end


$gba=crashncu,
$bio

Crash Nitro Kart [Model AGB-BCNE-USA] (c) 2003 Vivendi Universal Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70238&o=2

$end


$gba=crashnc,
$bio

Crash Nitro Kart [Model AGB-BCNP] (c) 2003 Vivendi Universal Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70237&o=2

$end


$gba=crashttnu,
$bio

Crash of the Titans [Model AGB-BQCE-USA] (c) 2007 Sierra Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70241&o=2

$end


$gba=crashttn,
$bio

Crash of the Titans [Model AGB-BQCP] (c) 2007 Sierra Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70240&o=2

$end


$gba=2crash,
$bio

Crash Superpack: Crash Bandicoot 2 - N-Tranced + Crash Nitro Kart [Model AGB-B8AE-USA] (c) 2005 Vivendi Universal Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70239&o=2

$end


$info=crashnsc,
$bio

Crash'n Score (c) 1975 Atari.

Demolition Derby! With each player trying to hit numbered pylons that pop onto the screen at random, player action is frantic.

- TRIVIA -

Crash'n Score was released in October 1975.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3390&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=cratrrdr,
$bio

Crater Raider [Model 20001] (c) 1983 Boone

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83806&o=2

$end


$info=crater,
$bio

Crater Raider (c) 1984 Bally Midway.

The player is a tank trying to rescue hostages on worlds with lots of craters (that the player can descend into). Rescuing all hostages, while avoiding (or destroying) other tanks and UFOs advances the player to the next level.

- TECHNICAL -

Bally Midway MCR 3 hardware
[No. 0A57]

Main CPU : Zilog Z80 (@ 5 Mhz)
Sound CPU : Zilog Z80 (@ 2 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 2 Mhz)

Screen orientation : Horizontal
Video resolution : 480 x 480 pixels
Screen refresh : 30.00 Hz
Palette colors : 68

Players : 2
Control : Dial
Buttons : 3

- STAFF -

PROGRAMMED BY: TOM DIDOMENICO
GRAPHICS BY: SHARON PERRY
SOUNDS BY: MARK BARTLOW

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=524&o=2

$end


$tg16=cratermz,
$bio

Cratermaze [Model TGX020027] (c) 1990 NEC Home Electronics, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84302&o=2

$end


$cpc_cass=cray5s19,
$bio

Cray 5 (c) 1987 Topo Soft [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95791&o=2

$end


$pc98=crayshot,
$bio

Cray Shoot (c) 19?? Bio 100% [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89167&o=2

$end


$pico=crayola,
$bio

Crayola - Create a World [Model 49027-00] (c) 199? Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75634&o=2

$end


$cpc_cass=crayonop,
$bio

Crayon Optique LP-1 (c) 1985 Trojan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95792&o=2

$end


$nes=crayon2,
$bio

Crayon Shin-Chan (c) 1995 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83848&o=2

$end


$gba=crayonay,
$bio

Crayon Shin-chan - Arashi o Yobu Cinemaland no Daibouken! [Model AGB-BKCJ-JPN] (c) 2004 Banpresto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70242&o=2

$end


$megadriv=crayon,
$bio

Crayon Shin-chan - Arashi o Yobu Enji (c) 1994 Ma-Ba

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56418&o=2

$end


$snes=crayon,
$bio

Crayon Shin-chan - Arashi o Yobu Enji [Model SHVC-KU] (c) 1993 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61164&o=2

$end


$gba=crayondy,
$bio

Crayon Shin-chan - Densetsu o Yobu Omake no Miyako Shockgaan! [Model AGB-BC2J-JPN] (c) 2006 Banpresto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70243&o=2

$end


$snes=stcrayon,
$bio

Crayon Shin-chan - Nagagutsu Dobon!! [Model SFT-0113] (c) 1996 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61165&o=2

$end


$gameboy=crayoncl,
$bio

Crayon Shin-chan - Ora no Gokigen Collection [Model DMG-AK5J-JPN] (c) 1996 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65801&o=2

$end


$info=qcrayon2,
$bio

クレヨンしんちゃん オラと遊ぼ (c) 1993 Taito.
(Crayon Shin-chan - Ora To Asobo)

A fun collection of mini-games including Quiz, Tug of War and many more.

- TECHNICAL -

Runs on the "Taito F2 System" hardware.

Prom Stickers : D63

Players : 2
Control : 8-way joystick
Buttons : 4

- TRIVIA -

Released in December 1993.

The title of this game translates from Japanese as 'I Want To Play Crayon Shin-chan'.

- SERIES -

1. Quiz Crayon Shin-chan (1993)
2. Crayon Shin-chan - Ora To Asobo (1993)

- STAFF -

All sound produced by : Yasuko Yamada (Zuntata)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=525&o=2

$end


$nes=crayon,
$bio

????????? ??????? (c) 1993 Bandai
(Crayon Shin-chan - Ora to Poi Poi)

- TRIVIA -

Released on August 27, 1993 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53938&o=2

$end


$gameboy=crayon1,
$bio

Crayon Shin-chan - Ora to Shiro wa Otomodachi dayo [Model DMG-K4J] (c) 1993 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65802&o=2

$end


$gamegear=crayon,
$bio

Crayon Shin-chan - Taiketsu! Kantamu Panic!! [Model T-133047] (c) 1995 Bandai

- TIPS AND TRICKS -

* 1 Additional Mini Game: During the title screen, press 1 x4, 2 x3, 1 x4, START. A new title screen will appear and a mini game will be available in the main menu. 

* 2 Additional Mini Games: During the title screen, press 1 x7, 2x7, 1 x7, START. A new title screen will appear and two mini games will be available in the main menu.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64526&o=2

$end


$snes=crayon2,
$bio

Crayon Shin-chan 2 - Daimaou no Gyakushuu [Model SHVC-UE] (c) 1994 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61166&o=2

$end


$gameboy=crayon2,
$bio

Crayon Shin-chan 2 - Ora to Wanpaku Gokko Dazo [Model DMG-COJ] (c) 1993 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65803&o=2

$end


$gameboy=crayon3,
$bio

Crayon Shin-chan 3 - Ora no Gokigen Athletic [Model DMG-HJJ] (c) 1994 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65804&o=2

$end


$gameboy=crayon4,
$bio

Crayon Shin-chan 4 - Ora no Itazura Daihenshin [Model DMG-H9J] (c) 1994 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65805&o=2

$end


$pico=crayon,
$bio

Crayon Shin-chan no Ora to Issho ni Asobou yo! [Model T-133020] (c) 199? Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75636&o=2

$end


$pico=crayonon,crayononp2,
$bio

Crayon Shin-chan Oekaki Note (c) 1995 Bandai.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75635&o=2

$end


$pico=magiccraf,
$bio

Crayons Magiques [Model 49026-09] (c) 1994 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75637&o=2

$end


$pc8801_flop=craze,
$bio

Craze (c) 1988 Heart Denshi [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91568&o=2

$end


$msx1_cart=craze,
$bio

Craze [Model HRK-22] (c) 1988 Heart Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76668&o=2

$end


$bbca_cass,bbcb_cass=crazeeri,
$bio

Crazee Rider (c) 1987 Superior Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51690&o=2

$end


$info=pr_crz77,
$bio

Crazy 777s (c) 199? Project Coin Machines, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42082&o=2

$end


$info=crbaloon,crbaloon2,
$bio

Crazy Balloon (c) 1980 Taito.

A game of strategy and skill! The object of Crazy Balloon is to guide a delicate swaying balloon through a maze of pin wheel obstacles.

You have 4 control buttons and you have the ability to move your balloon in any direction. Don't take too long, because if you are too slow, a bogey man erupts on the screen and forces you to move. Just when you think you have the maze all figured out, pin wheels attack your balloon forcing you to take evasive action.

- TECHNICAL -

Prom Stickers : CL

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : SN76477 (@ 3.072 Mhz), Discrete circuitry.

Players : 2
Buttons : 4

- TRIVIA -

Crazy Balloon was released in April 1980. 

Also released as a cocktail model. In Japan, the cocktail version is known as "T.T Crazy Balloon".

- SCORING -

When the balloon passes through an obstacle, the following points are scored:
- Yellow obstacles: 500 points
- Pink obstacles: 300 points
- Green obstacles: 200 points
- Blue obstacles: 10 points

The bonus points you get for completing the level start at 1000. After a while, they will start decreasing rapidly.

- PORTS -

* Consoles : 
Sony PlayStation 2 [JP] (August 25, 2005) "Taito Memories Gekan [Model SLPM-66092]" 
Sony PlayStation 2 [AU] (March 30, 2006) "Taito Legends 2 [Model SLES-53852]" 
Microsoft XBOX [EU] (March 31, 2006) "Taito Legends 2" 
Sony PlayStation 2 [EU] (March 31, 2006) "Taito Legends 2 [Model SLES-53852]" 
Sony PlayStation 2 [US] (May 16, 2007) "Taito Legends 2 [Model SLUS-21349]" 

* Handhelds : 
Sony PSP [AS] (January 3, 2006) "Taito Memories Pocket [Model UCAS-40040]" 
Sony PSP [JP] (January 5, 2006) "Taito Memories Pocket [Model ULJM-05076]" 
Sony PSP [KO] (February 10, 2006) "Taito Memories Pocket" 
Sony PSP [EU] (October 6, 2006) "Taito Legends Power-Up [Model ULES-00473]" 
Sony PSP [AU] (November 9, 2006) "Taito Legends Power-Up [Model ULES-00473]" 
Sony PSP [US] (May 17, 2007) "Taito Legends Power-Up [Model ULUS-10208]" 

* Computers : 
Commodore C64 [EU] [US] (1983) 
PC [MS Windows, CD-ROM] [EU] (March 31, 2006) "Taito Legends 2" 
PC [MS Windows, CD-ROM] [US] (July 10, 2007) "Taito Legends 2"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=526&o=2

$end


$info=pr_crzbr,
$bio

Crazy Bars (c) 199? Project Coin Machines, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42083&o=2

$end


$gbcolor=crazybik,
$bio

Crazy Bikers [Model CGB-AMHP-EUR] (c) 1999 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67676&o=2

$end


$info=ep_crzbn,ep_crzbna,ep_crzbnb,ep_crzbnc,
$bio

Crazy Bingo (c) 199? Maygay.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42315&o=2

$end


$info=m4crzbn,
$bio

Crazy Bingo (c) 199? Union Games, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42367&o=2

$end


$info=crazyblk,
$bio

Crazy Blocks (c) 1983 Kiwako.

A puzzle game.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 2.578 Mhz)
Sound Chips : (2x) Texas Instruments SN76496 (@ 2.578 Mhz)

Players : 2
Control : 4-way joystick
Buttons : 1

- TRIVIA -

Released in March 1983.

Licensed to ECI.

This game is also known as "BlockBuster" and is known in Japan as "Mr. Jong".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=527&o=2

$end


$info=crazybon,
$bio

Crazy Bonus 2000 (c) 1997 Sang Ho Software.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50987&o=2

$end


$info=sc1czbrk,
$bio

Crazy Break (c) 199? Bell-Fruit Mfg. Company, Limited. [B.F.M.].

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42131&o=2

$end


$msx1_cart=crazybul,crazybula,
$bio

Crazy Bullet (c) 1983 ASCII Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76669&o=2

$end


$info=m4crzcap,m4crzcapa,m4crzcapb,m4crzcapc,
$bio

Crazy Capers (c) 199? Empire Games Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15339&o=2

$end


$msx1_cart=crazycar,
$bio

Crazy Cars (c) 1988 Titus

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76670&o=2

$end


$cpc_cass=crazycar01,
$bio

Crazy Cars (c) 1988 Titus [Gagny, France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95794&o=2

$end


$amigaocs_flop=crazycr2,
$bio

Crazy Cars II (c) 1989 Titus

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73780&o=2

$end


$cpc_cass=crazycar02,
$bio

Crazy Cars II (c) 1989 Titus [Gagny, France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95795&o=2

$end


$amigaocs_flop=crazycr3,
$bio

Crazy Cars III (c) 1992 Titus

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73781&o=2

$end


$cpc_cass=crazycarhs,
$bio

Crazy Cars [Model 03] (c) 1989 Hit Squad, The [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99066&o=2

$end


$cpc_cass=crazycar,
$bio

Crazy Cars [Model 22389] (c) 1988 Proein Soft Line [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95793&o=2

$end


$info=sc1crzyc,sc1crzyca,
$bio

Crazy Cash (c) 199? Global Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42128&o=2

$end


$info=m4crzcsn,
$bio

Crazy Casino (c) 199? Nova.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41292&o=2

$end


$info=sc4crzcs,sc4crzcsa,sc4crzcsb,sc4crzcsc,
$bio

Crazy Casino (c) 200? Bell-Fruit Games.

- TECHNICAL -

[Model PR6906]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15121&o=2

$end


$info=m4crzcav,
$bio

Crazy Cavern (c) 199? Nova.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41291&o=2

$end


$gba=crzychseu,
$bio

Crazy Chase [Model AGB-ACCE-USA] (c) 2002 Kemco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70245&o=2

$end


$gba=crzychse,crzychsepa,crzychsep,
$bio

Crazy Chase [Model AGB-ACCP] (c) 2002 Kemco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70244&o=2

$end


$crvision=crazych,
$bio

Crazy Chicky (c) 1981 Video Technology, Limited.

32 game variations.

- TECHNICAL -

CAT NO. Y-2640

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53774&o=2

$end


$info=ccbootmr,
$bio

Crazy Climber (c) 1980 Model Racing S.p.a.

Italian bootleg.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72297&o=2

$end


$info=cclimbroper,
$bio

Crazy Climber (c) 1980 Operamatic.

Spanish bootleg.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72499&o=2

$end


$info=cclimbrrod,
$bio

Crazy Climber (c) 1980 Rodmar Elec.

Unlicensed Spanish release.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103571&o=2

$end


$arcadia=cclimber,
$bio

Crazy Climber (c) 1982 Emerson Radio Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49250&o=2

$end


$nes=cclimber,
$bio

Crazy Climber (c) 1986 Nichibutsu [Nihon Bussan Company, Limited.] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53939&o=2

$end


$info=m4cclimb,m4cclimba,
$bio

Crazy Climber (c) 199? Crystal Leisure.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42039&o=2

$end


$astrocde=cclimber,
$bio

Crazy Climber (c) 2011 Riff Raff Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86793&o=2

$end


$info=cclimbr2,cclimbr2a,
$bio

Crazy Climber 2 (c) 1988 Nichibutsu.

Using 2 joysticks, the player climbs up the face of high-rise buildings, avoiding closing windows, falling objects, cranes, birds, laundry, gorillas, etc. Reach the top of the building and catch a ride on a helicopter over to next building.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 8 Mhz)
Sound CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC

Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048

Players : 2
Control : Double 8-way joysticks

- TRIVIA -

Released in December 1988. This game was released in Japan only.

This game wasn't as good as the first Crazy Climber and Nihon Bussan didn't got the success they expected.

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

- SERIES -

1. Crazy Climber (1980)
2. Crazy Climber 2 (1988)
3. Hyper Crazy Climber (1996, Sony PlayStation)
4. Crazy Climber 2000 (2000, Sony PlayStation)

- STAFF -

Sound composer : Takeshi Yoshida

- PORTS -

* Computers :
Sharp X68000

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=529&o=2

$end


$psx=crazycli,
$bio

Crazy Climber 2000 [Model SLPS-02582] (c) 2000 Nichibutsu [Nihon Bussan Co., Ltd.] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85040&o=2

$end


$info=m4crzcl,m4crzcla,m4crzclb,m4crzclc,m4crzcld,
$bio

Crazy Climber Club (c) 199? Crystal Leisure.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42040&o=2

$end


$x68k_flop=cclimber,
$bio

Crazy Climber I & II (c) 1993 Dempa Shinbunsha [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87249&o=2

$end


$info=cclimber,ccboot,ccboot2,cclimberj,
$bio

Crazy Climber (c) 1980 Nichibutsu [Nihon Bussan Company, Limited.].

Crazy Climber is a 2-D, strategy style game. The game is strategic in the fact that you must plan your moves as you climb up the building and anticipate the hazards that await you. You start out the game at the bottom of a building to be scaled. As you climb up the building, you will be assailed by bald people throwing flowerpots, signs with loose electrical wires, very large apes, falling signs, trash and barbells, and a bird that likes to drop bad things on your character. Your goal is to make it to the top of the building and catch the helicopter, which will transport you to the next building to be scaled. Of course, you will be rewarded for quickly making it up the building by getting a bonus (that is as long as you can catch the helicopter). The things one does for publicity.

- TECHNICAL -

Upright model # CCA-7001

Prom Stickers : CC

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.536 Mhz), Discrete circuitry

Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 96

Players : 2
Control : Double 8-way joysticks

- TRIVIA -

Crazy Climber was released in October 1980. It was Fujiwara's first game.

The names of each building to climb in the game are 'Nichibutsu', 'Nichibutsu Leisure', 'Nichibutsu U.K. Ltd.' and 'Nichibutsu U.S.A Corp.'.

Some of the musical themes used in the game are 'Baby Elephant Walk', 'The Pink Panther Theme' and 'The Entertainer'.

Jim Wright holds the official record for this game with 487,150 points on July 5, 1982 with three starting lives.
Jason Cram holds the official record for this game with 301, 950 points on November 21, 2003 with four starting lives.

A Crazy Climber unit appears in the 1982 movie 'Rocky III'.

Bandai released a board game based on this video game (same name) : This game has you playing cards to move to the top of a building. Like in the arcade, there is the peril that people seem to drop just about anything out their windows at random times. Each card allows you to move to a particular position relative to where you currently are (for example, a choice of straight up two squares or up two squares and left or right one). However, there must be an open window that is not occupied by another player for it to be a legal move. Whenever a player passes certain checkpoints, the spinner is spun to see if anything falls from the windows. If you're hit on the head, you drop down to the next open window. There is also a gorilla that knocks you all the way down if you're unfortunate enough to be hit by him. First one to get to the top of the building and escape on the helicopter wins.

- SCORING -

Each building has a STEP POINT heading. This indicates how many points you get for each window you successfully climb to. You also start out with a certain amount of bonus points per building. On buildings one and two, they decrease by 100 about every 2 seconds while on buildings three and four they decrease by 200 points about every 2 seconds. Below are listed the STEP POINT and BONUS
RATE points :
Building 1 - Step Point : 100 - Bonus Rate : 10000
Building 2 - Step Point : 150 - Bonus Rate : 20000
Building 3 - Step Point : 200 - Bonus Rate : 30000
Building 4 - Step Point : 250 - Bonus Rate : 40000

NOTE : You will only collect the remaining BONUS RATE if you successfully grab the helicopter at the top of the building. If you fail to grab the helicopter after it has made two passes, you get a consolation bonus of 3000 points regardless of what the BONUS RATE remaining is.

The balloon shows up during buildings two and three. You don't get points, perse, for grabbing the balloon. Instead, your character will get lifted up approximately ten stories and avoiding any hazards they may contain. You will get STEP POINTS for these bypassed stories as if you had actually climbed them. In addition, it will give you a bigger bonus since it is quicker going up the building like this.

- TIPS AND TRICKS -

* When you start the game, your climber will climb a couple of steps. Then it will be up to you to guide him to the top of the building. The hardest aspect of this game is developing a rhythm with the controls to enable your climber to climb smoothly. This is something that takes practice. Fortunately, once you've developed this rhythm, the game is much easier to play. The basic rhythm is :
1) From the bottom ledge, reach up to the next ledge (left or right joystick).
2) Once you've got a hold on the next ledge, pull back on the joystick to bring your climber to the next ledge.
3) Use the opposite joystick to reach for the next ledge. Then pull yourself up.
4) Continue this rhythm for fast, straight climbs.
5) This also works for climbing diagonally. Instead of reaching for the ledge above, reach for the upper right or left ledge diagonal from your climber.

* You can move your climber from side to side just by pushing both joysticks to the right or left. As long as windows are open along your path, you can execute this move. Good for avoiding objects dropping on you such as signs and garbage.

* All the buildings have the following hazards :
1) Windows opening and closing : You cannot climb on a ledge if the window is closed. On building 1, they open and close slowly while on building 4, they open and close quickly.
2) Bald people throwing flowerpots out the windows : You cannot climb on a ledge if a person is in the window. Also, if a flowerpot hits your climber, you will get one hand knocked off the ledge. If you were only holding on by one hand, your climber falls.
3) A pesky bird flies over dropping nifty things on your climber (only building 3 doesn't have this bird) : Again, not much trouble if you are holding onto a ledge with both hands.

* If you are holding onto a ledge with both hands and the window closes, your climber will fall. This is why you need to either quickly move up the building or learn how to move diagonally to avoid the window hazards. In addition, you will have to move diagonally when the building configuration is 4-2.

* BUILDING 1 : Besides the above hazards, there is only one other hazard to deal with...
1) The bird shows up when the building configuration goes from a 6-2-2 to a 6 for the second time.
2) People will drop flowerpots on you when the building goes from 6-2-2 for the first time to 6-2-2 the second time.
3) King Kong will be at the point where the building goes to 6-2 the second time. To get by Kong, just go up the windows on the opposite side Kong is on.

* BUILDING 2 : The usual hazards exist along with another new one.
1) The bird shows up when the building configuration goes from 6-4 the second time to the middle of the 4 configuration.
2) People drop flowerpots when the building goes to 2 until it goes to 2-4.
3) When the building goes 6-2-2, there is a Nichibutsu sign with wires coming out of either side sparking away. The best path is the right one under the sign.
4) Try to get the balloon which appears midway on the final 4 wide configuration.

* BUILDING 3 : There is yet another new hazard along with a couple of old ones.
1) People drop flowerpots from the first 6-2-2 configuration to the second 6-2-2 configuration.
2) Right after the 6-4 configuration, Crazy Climber signs will bounce toward your character. There are a couple of methods of dealing with them :
a) First, just slide left or right to avoid them.
b) If they can't be avoided, get both hands on one ledge and pull the joysticks back. This will bring your climber for a hanging position to one where he is resting on his palms. This sometimes works and sometimes doesn't. Also, right when the sign is about to hit him, pull back on the joysticks.
3) Another King Kong awaits where the building goes from 4 to 2. Use the Building 1 method to scoot by him.
4) Again, try to get the balloon which appears midway on the final 2 wide configuration.

* BUILDING 4 : There is another hazard in addition to the above. Plus, things happen quickly on this building.
1) In the middle of the first 6-2-2 configuration, is another sign with electrical wires. Use the method from Building 2.
2) The bird appears at the 6-2 configuration and leaves in the middle of the first 2 configuration.
3) From the 2-6 configuration to the middle of the 6 configuration, people are dropping flowerpots on your head.
4) When you come to the final 4-2 configuration, it is usually better to go to the left. This is because the Crazy Climber signs usually come down the right side. Of course, this isn't always true. Use the methods in Building 3 to deal with them.
5) Throughout your climb up this building, various manners of barbells, trash. There is no real defense against these except hold on tightly.
6) Once you complete this building, you are transported back to Building 1 to start again.

* Secret Password : Enter the name 'jordan.ltd' in the high score table and you get two free credits. This only works on the Japanese and bootleg versions of the game (although the password code is still present in the US version, the high score table entry has been crippled to only allow 3 letters, so you can't enter the code).

- SERIES -

1. Crazy Climber (1980)
2. Crazy Climber 2 (1988)
3. Hyper Crazy Climber (1996, Sony PlayStation)
4. Crazy Climber 2000 (2000, Sony PlayStation)

- STAFF -

Designed and programmed by : Shigeki Fujiwara

- PORTS -

* Consoles :
Atari 2600 (1982)
Arcadia 2001 (1982)
Nintendo Famicom (1986)
Nintendo Super Famicom (1995, "Nichibutsu Arcade Classics")
Sony Playstation (1995, "Nichibutsu Arcade Classics") includes the original game and a updated version named "Crazy Climber '85".
Bandai WonderSwan (1999)
Sony PlayStation 2 (2005, "Oretachi Geasen Zoku Sono 2 - Crazy Climber") 

* Computers :
Sharp X68000 (1993)

* Others :
VFD handheld game (1989, "Crazy Climbing") released by Bandai.
VFD handheld game (1982) released by Entex.
LCD Keychains handheld game (1997) released by Bandai.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=528&o=2

$end


$a2600=cclimber,
$bio

Crazy Climber (c) 1982 Atari, Incorporated.

- TECHNICAL -

Model CX2683

- TRIVIA -

One of four Atari Club exclusive games, although this one did show up in limited quantities in toy clearances. This is a highly sought after game, both because it is hard to find, and because it is conversion of a popular coin-op.

- TIPS AND TRICKS -

* Climb as fast as possible to score maximum bonus points.

* Climb past closing windows quickly. Rmember that you can safely climb past any window as longs as it doesn't close completely on your hands. Don't wait for a window to close - clmb past it.

* Foil the Mad Doctor by clibing between two rows of windows. His missiles will whiz harmlessly past your head.

* Try to predict where the helicopter will dip down to pick you up. Then move to the best place - fast!

- STAFF -

Programmer: Alex Leavens

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50368&o=2

$end


$wswan=cclimber,
$bio

Crazy Climber [Model SWJ-NHB001] (c) 1999 Nichibutsu [Nihon Bussan Co., Ltd.] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86315&o=2

$end


$info=j6crzclb,j6crzclba,j6crzclbb,j6crzclbc,
$bio

Crazy Club (c) 199? JPM International.

- TECHNICAL -

Impact

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41081&o=2

$end


$vectrex=ccoaster,
$bio

Crazy Coaster (c) 1983 GCE [General Consumer Electric]

Climb aboard the Crazy Coaster and get ready for a roller coaster ride more dangerous and exciting than any you've experienced before! The magic of Vectrex 3-D makes your ride so real... you'll feel yourself leaning with the G-force!

You control the movements of the passenger in the lead car as he plummets down the spectacularly steep hills and careens around the gravity-defying curves of the Crazy Coaster. Will you be able to keep his arms raised throughout the ride without sending him flying off into space?!

- TECHNICAL -

Controls
Joystick: Push forward to make the coaster go faster, backward to make it go slower. Push to left or right to lean passenger in left or right direction.
Button 1: Unused.
Button 2: DUCK. Causes passenger to duck his head (and lower arms if raised) to avoid low-flying birds and other objects.
Button 3: RAISE ARMS. Causes passenger to raise his arms and earn bonus points.
Button 4: GRAB. Causes passenger to grab restrainer bar.

- SCORING -

Your score is based on how FAST your coaster travels as well as the total DISTANCE it travels with the four passengers. The faster the average speed and the further the coaster goes, the higher your score. Your speed points will be doubles while your arms are raised.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82215&o=2

$end


$info=m1crzco,m1crzcoa,m1crzcob,m1crzcoc,m1crzcod,m1crzcoe,
$bio

Crazy Cobra's (c) 199? Gemini.

- TECHNICAL -

M1A/B

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41981&o=2

$end


$info=crazycop,
$bio

Crazy Cop (c) 08/1988 Konami.

An overhead shoot'em up where you play as a green-haired dude.

- TECHNICAL -

Main CPU : KONAMI (@ 3 Mhz)
Sound CPU : Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), Konami K007232 (@ 3.579545 Mhz)

Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

This game is known outside Japan as "Gang Busters".

King Records released a limited-edition soundtrack album for this game (Konami Game Music Collection Vol.0 - 276A-7708) on 21/07/1989.

- STAFF -

Written and directed by : S. Okamoto
Assistant director : Y. Satoh, Macha*
Charactor designer : Dr. Hide
Graphic designer : N. Ishii
Production sound mixer : K. Matsubara
Music editors : Shinji Tasaka, Motoaki Furukawa, S. Fukami, Shigemasa Matsuo
Electoronics designers : T. Matsuura, M. Hiraoka
Publicity supervisor : F. Shibuya
Translator : Yuichi Kobayashi
General manager : Koji Hiroshita

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=530&o=2

$end


$info=pr_coyot,pr_coyota,
$bio

Crazy Coyote (c) 199? PCP.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42081&o=2

$end


$info=m5crzkni,m5crzkni03,
$bio

Crazy Crazy Knights (c) 200? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41558&o=2

$end


$info=sc1ccroc,sc1ccroca,sc1ccrocb,sc1ccrocc,
$bio

Crazy Crocs (c) 199? MDM Leisure.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42116&o=2

$end


$info=lacrazyc,crzcross,
$bio

Crazy Cross (c) 1996 Konami Company, Limited.

- STAFF -

Director: Einoshin
Software: Bonny, Y.K 98, Tak
Graphics: XXX, Toymen, Tera
Musics: Ary, Kage
Title Design: Osomatsu-Sun
Hardware: USA 138, Nanbashot Tom
Special Thanks: God, Aiveo
Producer: Masa 33

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71843&o=2

$end


$info=crzyddz,
$bio

Crazy Dou Di Zhu (c) 2004 Sealy Electronic Technology Co., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95287&o=2

$end


$bbca_cass,bbcb_cass=czerbert,
$bio

Crazy Er*bert (c) 1987 Alternative

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51691&o=2

$end


$gamegear=crazyfac,
$bio

Crazy Faces (c) 1993 Domark Group, Limited.

- TIPS AND TRICKS -

* Level Codes: Enter these codes to start from the specified level 

Stage 1 - AAAAAAA
Stage 2 - BBBBBBB
Stage 3 - CCCCCCC
Stage 4 - DDDDDDD
Stage 5 - EEEEEEE
Stage 6 - FFFFFFF
Stage 7 - GGGGGGG
Stage 8 - HHHHHHH
Stage 9 - IIIIIII
Stage 10 - JJJJJJJ
Stage 11 - KKKKKKK
Stage 12 - LLLLLLL

* Beginning Demo: The game recognizes also MAGI as a valid code, but it does not seem to do anything.

- STAFF -

Programmed by : Michael A. Carr
Graphics by : Mike Adams, Jolyon Myers, Tony West
Music by : A N Other
Produced by : The Kremlin

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64527&o=2

$end


$info=crazyfgt,
$bio

Crazy Fight (c) 1998 Subsino.

Players shoot at on-screen enemies while trying not to hit the hostages throughout 6 different stages of action.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 16 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), OKI6295 (@ 7.575 Khz)

Players : 1

- TRIVIA -

Crazy Fight was released in February 1998.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5100&o=2

$end


$gba=crzyfrog,
$bio

Crazy Frog Racer [Model AGB-BCRP-EUR] (c) 2005 dtp Ent. AG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70246&o=2

$end


$info=sc5cfnc,sc5cfnca,
$bio

Crazy Fruit & Nutcase (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR3417]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42494&o=2

$end


$info=cfblue,cfbluea,
$bio

Crazy Fruits Blue (c) 2002 Atronic.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43637&o=2

$end


$info=sc5cfpt,sc5cfpta,sc5cfptb,sc5cfptc,sc5cfptd,sc5cfpte,sc5cfptf,sc5cfptg,sc5cfpth,sc5cfpti,sc5cfptj,sc5cfptk,sc5cfptl,sc5cfptm,
$bio

Crazy Fruits Casino Party Time (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR1359]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42495&o=2

$end


$info=sc5cfptn,sc5cfpto,sc5cfptp,sc5cfptq,sc5cfptr,sc5cfpts,
$bio

Crazy Fruits Casino Party Time (c) 200? Bell-Fruit Games, Limited. [B.F.G.]

- TECHNICAL -

[Model PR1430]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62077&o=2

$end


$info=sc5cfcp,sc5cfcpa,sc5cfcpb,sc5cfcpc,sc5cfcpd,sc5cfcpe,sc5cfcpf,sc5cfcpg,sc5cfcph,sc5cfcpi,sc5cfcpj,sc5cfcpk,sc5cfcpl,sc5cfcpm,sc5cfcpn,sc5cfcpo,sc5cfcpp,sc5cfcpq,sc5cfcpr,sc5cfcps,sc5cfcpt,sc5cfcpu,
$bio

Crazy Fruits Community Party (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR3436]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42492&o=2

$end


$info=sc4cfdu,sc4cfdua,sc4cfdub,sc4cfduc,
$bio

Crazy Fruits Down Under (c) 2001 Bell-Fruit Games.

- TECHNICAL -

[Model PR1107]

- TRIVIA -

Released in November 2001.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11549&o=2

$end


$info=cfgreen,
$bio

Crazy Fruits Green (c) 2002 Atronic.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43638&o=2

$end


$info=sc4czfra,
$bio

Crazy Fruits (c) 200? Bell-Fruit Games, Limited. [B.F.G.]

- TECHNICAL -

[Model PR1212]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62055&o=2

$end


$info=sc4cfqpsc,sc4cfqpse,sc4cfqpsf,sc4cfqpsg,sc4cfqpsh,sc4cfqpsi,
$bio

Crazy Fruits (c) 200? QPS Interactive.

- TECHNICAL -

[Model PR2521]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61755&o=2

$end


$info=sc4cfqpsj,sc4cfqpsl,sc4cfqpsn,sc4cfqpsp,sc4cfqpsm,sc4cfqpso,
$bio

Crazy Fruits (c) 200? Bell-Fruit Games, Limited. [B.F.G.]

- TECHNICAL -

[Model PR4613]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61754&o=2

$end


$info=sc4cfqps,sc4cfqpsb,sc4cfqpsd,sc4cfqpsk,sc4cfqpsa,
$bio

Crazy Fruits (c) 200? QPS Interactive.

- TECHNICAL -

[Model PR6813]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15614&o=2

$end


$info=sc4czfr,sc4czfrb,sc4czfrc,sc4czfrd,
$bio

Crazy Fruits (c) 200? Bell-Fruit Games.

- TECHNICAL -

[Model PR6982]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=18238&o=2

$end


$info=sc4crzgn3,sc4crzgn4,sc4crzgn5,sc4crzgn6,sc4crzgn7,sc4crzgn8,sc4crzgnr,sc4crzgns,sc4crzgnt,sc4crzgnu,sc4crzgnv,sc4crzgnw,
$bio

Crazy Gang Arcade (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR7141]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43665&o=2

$end


$info=sc4crzgn,sc4crzgn0,sc4crzgn1,sc4crzgn2,sc4crzgna,sc4crzgnb,sc4crzgnc,sc4crzgnd,sc4crzgne,sc4crzgnf,sc4crzgng,sc4crzgnh,sc4crzgni,sc4crzgnj,sc4crzgnk,sc4crzgnl,sc4crzgnm,sc4crzgnn,sc4crzgno,sc4crzgnp,
$bio

Crazy Gang (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR7141]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42998&o=2

$end


$info=sc5crzgn,
$bio

Crazy Gang (c) 200? Bell-Fruit Games.

- TECHNICAL -

[Scorpion 5]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=18239&o=2

$end


$arcadia=crzygblr,
$bio

Crazy Gobbler (c) 1982 Emerson Radio Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49251&o=2

$end


$msx1_cass=crazgolf,
$bio

Crazy Golf (c) 1984 Mr. Micro

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94562&o=2

$end


$cpc_cass=crazygol,
$bio

Crazy Golf [Model SOFT 149] (c) 1984 Amsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95797&o=2

$end


$pcecd=crazyhos,
$bio

Crazy Hospital - Fushigi no Kuni no Tenshi (c) 1997 Asia Soft Lab

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58149&o=2

$end


$info=m3cjoker,
$bio

Crazy Joker (c) 198? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41177&o=2

$end


$info=m4crzjk,
$bio

Crazy Jokers (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41293&o=2

$end


$info=sc_crzky,
$bio

Crazy Keys (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42535&o=2

$end


$info=sc5cknig,sc5ckniga,sc5cknigb,sc5cknigc,
$bio

Crazy Knights (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR3418]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42504&o=2

$end


$info=ckong,
$bio

Crazy Kong (c) 1981 Kyoei.

Japanese clone of Donkey Kong.

- TRIVIA -

Known alternate version:
Crazy Kong - Part II (Falcon), the most popular version.
Crazy Kong (Orca)
Crazy Kong (Alca)
Crazy Kong [Galaxian hardware]
Crazy Kong [Scramble hardware]
Crazy Kong [Moon Cresta hardware]
Crazy Kong - Part II(Jeutel)
Monkey Donkey
BiG KONG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47283&o=2

$end


$info=ckongo,
$bio

Crazy Kong (c) 1981 Orca.

Bootleg version of Falcon's "Crazy Kong - Part II".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32565&o=2

$end


$info=ckongalc,
$bio

Crazy Kong (c) 1981 Alca Electronics, Limited.

Bootleg version of Falcon's "Crazy Kong - Part II".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32567&o=2

$end


$info=ckongcv,
$bio

Crazy Kong (c) 1982 Competitive Video.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32555&o=2

$end


$info=gckong,
$bio

Crazy Kong (c) 1982 Gakken.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94356&o=2

$end


$info=ckongpt2a,ckongpt2b,ckongpt2,ckongpt2j,
$bio

Crazy Kong - Part II (c) 1981 Falcon.

A "Donkey Kong" clone.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.536 Mhz)

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 96

Players : 2
Control : 4-way joystick
Buttons : 1 (JUMP)

- TRIVIA -

Released in February 1981.

Crazy Kong - Part II is not a bootleg of "Donkey Kong"!! Falcon DID have a license from Nintendo, but it was NOT for the US. Crazy Kong - Part II was supposed to be for sale outside the US (South America, Europe, etc.), but the lag in production of arcade DK's by Nintendo for a 3 month period during 1981-82 made demand for any DK type game go through the roof. At this time, Nintendo of America was moving from NY-NJ to Redmond WA and there was a 4 month backlog on orders. This opened the door for the illegal Crazy Kongs to fill the demand. Approximately 20,000 Crazy Kong were distributed illegally in the U.S.

The main difference between Crazy Kong and "Donkey Kong" is the sound, and color capabilities. Crazy Kong ran on hardware that had the same processor as "Donkey Kong", but its video capabilities were lacking, and it had a totally different sound chip. Basically what all this means is that Crazy Kong had terrible sound, and some definite strangeness in the color area. The background music is missing entirely, and most of the sound effects have been changed. For example, in Crazy Kong, Mario makes a 'Hiya!' sound when he jumps, instead of the 'Boing!' that he makes in "Donkey Kong". The graphics use slightly different colors, which change from level to level. The Kong animations are also different, and often do not match up with the in game action. There are also mild changes in gameplay. Kong doesn't toss out nearly as many barrels, and there are other mild changes such as gaps in platforms that were not in the original, and the manner in which the elevators work has changed as well.

There were lots of different Crazy Kong cabinets. The most common one was similar in design to the "Donkey Kong" cabinet, but the artwork was more realistic, and the monitor bezel had a circular clear area, as opposed to the rectangle that most games had. Crazy Kong could also be found in cocktail format. These were usually conversions, and were only decorated with an instruction card.

- TIPS AND TRICKS -

* Warp To Level 2 (doesn't work on the "Scramble" hardware bootleg version) : Climb up to the second beam (the one with the hammer right by it). Walk to the right so that Mario is still facing away from you (you can see his back) and is suspended off the side of end of the beam, then jump to the right. He'll 'fall thru' the bottom of the screen and clear it, as if he had climbed all the way to the top.

* A Trick : On the conveyor belt level, Grab the bottom hammer (the one on the row with the full length conveyor belt) and go all the way to the right side of the screen. Push the joystick Right and he'll drop the hammer. Sometimes it'll be in the up position and sometimes it'll be sitting toward the left of Mario. If it's in the up position, jump up and grab it and keep repeating until he drops it on the left position. After this, you can walk away and anything that comes into contact with it will be splatted (Good way of getting extra points). After a few seconds, the hammer will disappear, but the stuff will still splat when it hits where the hammer should be. NOTE : This trick only works on the second level or higher!

* Depending on what PCB the game cabinet had, you could run behind Kong on the rivet screen. This made clearing the rivets much easier. 

* On the versions that did not allow you to run behind Kong on the rivet screen, you could stand next to Kong and jump backwards being awarded 100 points.

- PORTS -

* Consoles :
Commodore C64 (1983)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=531&o=2

$end


$info=ckongpt2jeu,
$bio

Crazy Kong - Part II (c) 1981 Jeutel.

Bootleg version of Falcon's "Crazy Kong - Part II".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32569&o=2

$end


$info=ckongmc,ckonggx,ckongis,
$bio

Crazy Kong [Galaxian hardware] (c) 1981 Unknown.

Bootleg version of Falcon's "Crazy Kong - Part II".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32568&o=2

$end


$info=ckongg,
$bio

Crazy Kong [Moon Cresta hardware] (c) 1981 Unknown.

Bootleg version of Falcon's "Crazy Kong - Part II".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32641&o=2

$end


$info=ckongs,
$bio

Crazy Kong [Scramble hardware] (c) 1981 Unknown.

This Bootleg version of Falcon's "Crazy Kong - Part II" has additional ingame music, also the original 'Warp to level 2' trick doesn't work.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32566&o=2

$end


$pc98=crazylab,
$bio

Crazy Labyrinth (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89168&o=2

$end


$pc8801_flop=crazylnd,
$bio

Crazy Land (c) 1985 Pax Softonica [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91569&o=2

$end


$info=ad5cmons,ad5cmonsa,
$bio

Crazy Money (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

Adder 5

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42517&o=2

$end


$info=czmon_7,czmon_7a,czmon_7b,czmon_8,czmon_8a,czmon_5,czmon_8b,czmon_8c,czmon_8d,czmon_8e,czmon_8f,czmon_9,czmon_9a,czmon_9b,czmon_9c,czmon13,czmon_15,crmon_16,
$bio

Crazy Monkey (c) 2003 Igrosoft.

Crazy Monkey is a 5-reel video slot machine game with bonus and super-bonus games, with an additional possibility of increasing the reward during a risk-game.

- TRIVIA -

Crazy Monkey was released in April 2003.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=12045&o=2

$end


$info=crzmon2,crzmon2_2,crzmon2_3,
$bio

Crazy Monkey 2 (c) 2010 Igrosoft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70911&o=2

$end


$bbca_cass,bbcb_cass=crazypai,
$bio

Crazy Painter (c) 1983 Superior Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51692&o=2

$end


$bbca_cass,bbcb_cass=crazypaisc,
$bio

Crazy Painter [The Superior Collection Vol.?] (c) 198? Superior Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51693&o=2

$end


$info=pr_crzpy,
$bio

Crazy Pays (c) 199? Project Coin Machines, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42084&o=2

$end


$info=sc5cpays,sc5cpaysa,
$bio

Crazy Pays (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR1741]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42526&o=2

$end


$crvision=crazypuc,
$bio

Crazy Pucker (c) 1981 Video Technology, Limited.

A Pac-Man clone.

- TECHNICAL -

Model 8001

- TRIVIA -

Very first released game for CreatiVision. The game was soon retired from market, and re-issued as Crazy Chewy and Crazy Moonie. Then again retired from market and re-issued as Crazy Chicky (with changed graphics and gameplay).

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53775&o=2

$end


$cpc_cass=crazyrac,
$bio

Crazy Race (c) 1992 Mega Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95801&o=2

$end


$info=crzrally,crzrallya,crzrallyg,
$bio

Crazy Rally (c) 1985 Tecfri.

A vertically scrolling driving game.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 5 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.25 Mhz)

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 59.00 Hz
Palette colors : 256

Players : 2
Control : 2-way Joystick
Buttons : 2

- TRIVIA -

Stefano Muffolini holds the official record for this game with 280,250 points on April 20, 1985.

- STAFF -

Staff: Javier Valero, Josep Quingles, Luis Jonama

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=532&o=2

$end


$gbcolor=crzyric2,crzyric2a,
$bio

Crazy Richman 2 - Bai Wang Da Fu Weng (c) 200? Unknown [China]

- STAFF -

By: Georgy.C

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67677&o=2

$end


$bbca_cass,bbcb_cass=crazyrid,
$bio

Crazy Rider (c) 1987 Superior Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51694&o=2

$end


$amigaocs_flop=crazysht,
$bio

Crazy Shot (c) 1989 Loriciels [France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73782&o=2

$end


$cpc_cass=crazysho,
$bio

Crazy Shot [Model 22658] (c) 1989 Proein Soft Line [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95802&o=2

$end


$x1_cass=crazyspy,crazyspya,
$bio

Crazy Spy (c) 198? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86211&o=2

$end


$info=ep_cstrk,ep_cstrka,ep_cstrkb,ep_cstrkc,ep_cstrkd,ep_cstrke,ep_cstrkf,ep_cstrkg,
$bio

Crazy Streak Club (c) 199? Global Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40825&o=2

$end


$amigaocs_flop=crazsue2,
$bio

Crazy Sue... Goes On (c) 1992 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73783&o=2

$end


$info=crzytaxi,
$bio

Crazy Taxi (c) 1999 Sega Enterprises, Limited.

An open world racing video game.

The main objective of the game is to pick up customers and take them to their chosen destination as quickly as possible. Along the way, money can be earned by performing stunts such as near misses with other vehicles. The player is directed to a destination by a large green arrow at the top of the screen. The arrow does not adjust based on obstacles, but rather points in the general direction of the destination. Once the player arrives near the destination, they must stop within a specified zone. When the destination is reached, that customer's fare is added to the player's total money earned. Ratings are then awarded depending on how long the player took to complete the journey. If the customer's timer runs out before the player reaches the destination the customer jumps from the taxi.

- TECHNICAL -

Runs on the Sega "NAOMI" Hardware.

Screen Orientation: Horizontal

- TRIVIA -

Crazy Taxi was released in February 1999.

The soundtrack was done by 'The Offspring' and 'Bad Religion', here is the list:
* All I Want (Offspring) 
* Ten in 2010 (Bad Religion) 
* Them and Us (Bad Religion) 
* Way Down the Line (Offspring) 
* Change the World (Offspring) 
* Inner Logic (Bad Religion) 

Crazy Taxi is a part of Sega's 'Real Life Career Series', others are "Emergency Call Ambulance", "Brave Firefighters", "Jambo! Safari", "18 Wheeler - American Pro Trucker" and "Airline Pilots". 

JC Padilla of Orlando, Florida holds the official record for this game with a score of $106,184.94 on June 11, 2004.

Michael Jackson used to own this game. It was sold at the official Michael Jackson Auction on Apr. 24th, 2009.

- TIPS AND TRICKS -

* Reverse The Game Play : Normally when you begin playing the game, your taxi is already headed forward, and your first available fairs generally want to go to the Street Car stop. If you hold the gear selector in REVERSE while holding the BRAKE and ACCELERATOR before you press Start to begin the game, when you start, your taxi will be facing the opposite direction, and a whole new route of fairs begins.

* The Bicycle : Insert your tokens and then step on both pedals. Press Start and then select your driver (Note : You MUST hold on both pedals as you press Start and while you are selecting your driver). Press Up on the shifter and release both pedals. Press Down on the shifter and then press Start. The bicycle accelerates faster and brakes quicker but gets bumped around more often.

* See the End Credits : Finish playing Crazy Taxi with a score of $5,000.00 or more.

* More Difficult Track : Insert the amount of tokens required to play the game and then pull back the lever in Reverse. Press the start button. While still holding the handle, choose your driver with the Start Button.

* Pickup Swimmer at Beach : Snorkeling near the reefs outlying the west beach is a customer... But to pick her up, you'll have to drive into the ocean! 

Here are the cabby's directions to the beach : At the beginning of the game, grab the person who's nearest to you. (She will want to be taken to the cable car stop). After arriving at her destination, let her out and make a sharp left. Snatch the customer with the outrageously large hat. (She will ask to be taken to the West Side Beach.) When you have arrived at the beach, drop her off and head straight into the water! 

* $700 First Fare : At the beginning of the game, instead of driving forward, drive in reverse. Pick up the customer. She will pay $700 for a ride to the bottom of the hill! 

* $975 fare : Make your way up to the roof of the parking garage by driving up the ramp at one of its corners. To the left, standing on a giant umbrella is an old lady. Let her hop aboard. She will ask you to take her to the police station and pay you a whopping $975!

* Crazy Dash : While moving forward, release both pedals. Put the car in 'Reverse'. Then put it in 'Drive' and press the accelerator (If done correctly, the taxi will instantly reach its top speed). Crazy Dashes are best used after accidents or after collecting fares.

* Power Slides : Like reckless driving (i.e., 'Crazy Throughs'), power-slides can increase your fare. To power-slide, suddenly throw the car into reverse then back into drive again while sharply turning the steering wheel.

* Start Game from Lookout Tower : To begin at the lookout tower, hold the gearshift in reverse while selecting a driver. Push Start. Then release the lever.

- SERIES -

1. Crazy Taxi (1999)
2. Crazy Taxi 2 (2001)
3. Crazy Taxi 3 - High Roller (2003)

- STAFF -

Developed by Hitmaker (Sega AM3).

- PORTS -

* Consoles :
Sega Dreamcast (2000)
Sony PlayStation 2 [SLPM 62102] (November 2001)
Nintendo GameCube [DOL-GCTJ-JPN] (May 2002)
Nintendo Game Boy Advance (2003, "Crazy Taxi - Catch a Ride")
Microsoft Xbox 360 (2011; as part of the Dreamcast Collection compilation)

* Computers :
PC [Windows 9x] [HCJ-0327] (Sep.2002)

* Others :
AppStore (October 2012)
Android [Google Play] (March 2013)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3406&o=2

$end


$gba=crzytaxiu,
$bio

Crazy Taxi - Catch a Ride [Model A3CE-USA] (c) 2002 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70248&o=2

$end


$gba=crzytaxi,
$bio

Crazy Taxi - Catch a Ride [Model AGB-A3CP] (c) 2002 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70247&o=2

$end


$info=crtaxihr,
$bio

Crazy Taxi 3 - High Roller (c) 2003 Sega.

- TECHNICAL -

Runs on the Sega "Chihiro" hardware.

- TRIVIA -

Crazy Taxi 3 was released in March 2003.

Michael Jackson used to own two units of this game (Serial numbers: U0120022 & U0120304). They were sold at the official Michael Jackson Auction on Apr. 24th, 2009.

- SERIES -

1. Crazy Taxi (1999)
2. Crazy Taxi 2 (2001)
3. Crazy Taxi 3 - High Roller (2003)

- PORTS -

* Consoles :
Microsoft XBOX [L48 00001] (July 2002)

* Computers :
PC [Ms Windows] [HCJ-0353] (February 2004)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3941&o=2

$end


$bbca_cass,bbcb_cass=crtracer,
$bio

Crazy Tracer (c) 1983 Acornsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51695&o=2

$end


$info=j7crztrl,
$bio

Crazy Trails (c) 200? JPM International.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=18209&o=2

$end


$msx1_cart=crazytrn,crazytrna,
$bio

Crazy Train [Model HBS-G006C] (c) 1983 Sony Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76671&o=2

$end


$info=crazywar,
$bio

Crazy War (c) 2002 Eolith.

'Crazy War' is a video game revolving around an epic battle between the Coalition of Planets, and the evil Devilion Empire.

In the year 544 the Devilion Empire has invaded the calm galaxy to expand its territory. The Coalition of Planets has selected seven special personnel to fight the Devilion Empire, and the player takes on the role of one of these seven, embarking on a mission to destroy the Devilion Empire's Evil Stone. The mission is completed over 13 levels.

Crazy War is a video game for 1 or 2 players. In 1-player mode, become one of the 7 special personnel and perform your role to destroy the Evil Stone. In 2-player mode, both players fight against each other.

- TECHNICAL -

Eolith V.E.G.A 1.3 hardware

Main CPU : Hyperstone E1-32N @ 55 MHz

Players : 2
Controls : 8-way joystick
Buttons : 2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11292&o=2

$end


$info=smi5353,
$bio

Crazy Winners (c) 200? Bally Gaming, Incorporated.

3-Coin buy-a-pay slot.

- TECHNICAL -

SMI: 5353
Part Number: E627111X-05

- TIPS AND TRICKS -

Max Hit Frequency: 38,65%
Max-Coin Percentage: 94,23%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=45287&o=2

$end


$info=sc4crzwl,sc4crzwla,sc4crzwlb,sc4crzwlc,sc4crzwld,sc4crzwle,sc4crzwlf,sc4crzwlg,
$bio

Crazy World (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR7001]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42536&o=2

$end


$info=cclownz,
$bio

Crazzy Clownz (c) 1999 LAI Games.

The game features a 'crazy' clown character who shoots himself out of a canon and then bounces as high as hecan on a moving trampoline to pop balloons which fill the top of the circus tent.

As the player, you must move the trampoline from side to side, using the steering wheel control, so that your clown character can continue to bounce up and down popping more and more balloons. Balloons are marked with different points values which add to the player's score when each balloon is popped.

- TECHNICAL -

Dimensions
Height : 1900mm (76inch) 
Width : 680mm (27inch) 
Depth : 900mm (35.5inch)
Weight : 125kg (275lb)

Main CPU : TMS34010 (@ 5 Mhz)
Sound Chips : (3x) OKI6295 (@ 15.151 Khz)

Palette colors : 32768

Players : 2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=6060&o=2

$end


$x1_flop=startrap,
$bio

Cream Lemon - Star Trap (c) 1987 Jast [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85950&o=2

$end


$pc8801_flop=startrap,startrapb,startrapa,
$bio

Cream Lemon - Star Trap (c) 1987 Jast [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91570&o=2

$end


$fm7_disk=chojigen,
$bio

Cream Lemon SF Choujigen Densetsu Rall (c) 1988 Pony Canyon, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93606&o=2

$end


$pc98=creastar,
$bio

CrEastar - Planets in Legend (c) 1989 Bothtec, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89166&o=2

$end


$cdi=creatcar,creatcara,
$bio

Create your own Caricature with Spitting Image (c) 1992 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52813&o=2

$end


$bbca_cass,bbcb_cass=crgraph,
$bio

Creative Graphics (c) 198? Acornsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51696&o=2

$end


$nes=creatom,
$bio

Creatom [Model MGC-003] (c) 199? TXC Corp. [Taiwan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76512&o=2

$end


$amigaocs_flop=creature,
$bio

Creature (c) 1989 Actionware

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73784&o=2

$end


$info=cftbl_l4,cftbl_l3,
$bio

Creature from the Black Lagoon (c) 1992 Bally Midway.

- TECHNICAL -

Midway WPC (Fliptronics II)
Model Number : 20018

Main CPU : Motorola M6809 (@ 2 MHz)
Sound CPU : Motorola M6809 (@ 2 MHz)
Sound chips : Yamaha YM2151 (@ 3.579545 MHz), DAC, HC55516

- TRIVIA -

Released in December 1992. 7,841 units were produced.

Based on the 1954 sci-fi movie, produced by Universal Pictures.

Here are the following classic songs what are played during main play :
Get a Job (Silhouettes)
Summertime Blues (Eddie Cochran)
Rock Around the Clock (Bill Haley and the Comets)
Hand Jive (Johnny Otis)
Red River Rock (Johnny and the Hurricanes)

When you shoot F in FILM (you get the picture with 2 people kissing), DOHO can be seen in the lower right corner of the display.

- UPDATES -

Version L-1 (changes from revision P-3)
Date : December 30, 1992
- Initial release to production.
- Added French translations.
- Implemented new default US coinage (4 cred/$1.50, 6 cred/$2.00)

Version L-2
Date : January 8, 1993
- Updated some French translations.
- Fixed some logic with timestamps.

Version L-3
Date : January 27, 1993
- Fixed coinage logic for dollar bill validator. It used to only give 5 credits instead of 6 if 2 dollars were inserted.

Version L-4
Date : February 17, 1993
- Fixed condition where Status Report could be invoked during Tilt.
- Changed Match percentage for France to 8% (was 7%).

- TIPS AND TRICKS -

All of the secret awards which involve flipping at some point or another can generally be obtained by holding both flippers up at the appropriate moment. Flipping vigorously may or may not work. Doing this at several points in the game will lead to Secret Awards, which probably aren't worth many (or any) points, but are extremely amusing and tend to impress crowds even long after you've grown tired of them.

Holding the flippers as the Snackbar opens awards 'NO MORE BAD FOOD' and blows up the Snackbar. It is rumoured that this tends to make the awards from the Snackbar more pleasant (less likely to be food). Note that you have to hold the flippers before the lights come on in the animation and the sign says OPEN.

Holding the flippers as the Snackbar attendant gives you a menu item will earn the quote 'Come here, punk', while a hand reaches out and chokes the attendant, labeled 'Choking Fatality'. This choking goes on for quite a while after the animation ends - listen closely.

Flipping at the end of Video Mode, when your opponent is dazed and the display says KNOCKOUT, will knock his head completely from his body (which is rather gruesome), and is labeled 'FATALITY'. 'There's more where that came from!'.

A ball which goes around the Back Orbit of the game when it has not been shot from the plunger awards the Sneak-In Bonus, which is 1M the first time, 2M the second, and so on. A very fast shot up the Center Shot is the best way to try to get this. It's easy on some machines. The ball then comes screaming down the Left Saucer Lane. Unfortunately, it's usually preferable to have the ball stay in the P-A-I-D Lanes instead.

When you reach 35M in Super Creature Feature, the game stops awarding points, and the display says DON'T BE GREEDY. Presumably this is to stop 'Diner'-style play from keeping the ball going in the Whirlpool forever. It's actually quite hilarious.

- STAFF -

Designer : John Trudeau (Dr. Flash) (DRF)
Artwork : Kevin O'Connor
Software : Jeff Johnson (JBJ)
Dots/Animation : Scott Slomiany (Scott Matrix)
Mechanics : Ernie Pizarro
Music and Sounds : Paul Heitsch (PDH)
Marketing : Roger Sharpe, Rebecca Ellis

Support : Betty Purcell, Paul Johnson (P.J.), Jerry Pinsler, M.E. Lab, Debbie Stevens, Michael Malone, John Hornick, Temple Ray, Bob Rafferty, Bill Pfutzenreuter (Pfutz), Brian Eddy, Allison Quant, Tracy Nunnery, Carl Biagi, Manu Jayswal, Paul Barker, Nina Clemente, Bill Molteni, Vince Lupori, Steve Hanson

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5277&o=2

$end


$saturn,sat_cart=crshockj,
$bio

Creature Shock (c) 1996 Data East Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58991&o=2

$end


$saturn,sat_cart=crshock,
$bio

Creature Shock - Special Edition [Model T-1304H] (c) 1996 Data East Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60006&o=2

$end


$cdi=crtshock,
$bio

Creature Shock (c) 1996 Philips Interactive Media, Incorporated.

We have no idea what's out there but whatever it is, it isn't friendly. Take no chances: shoot anything that moves. It took Argonaut 3 years to cram this double CD full of stunningly rendered 3D environments. Play this eerie, creepie game at night with the lights out and your headphones on, if you dare!!!

- TECHNICAL -

Model 810 0201

- STAFF -

Argonaut Software
Artists: Peter Day, Marcus Punter, Scott Butler, Marcus Morgan, Adrian King, Matthew Risley
Coders: Martin Piper, Lewis Gordon
Sound and Music: Martin Gwynn Jones
Producer: Darren Drabwell, Mark Washbrook
Management: Jez San, Neil Jackson, Jon Dean
Support: Jim Mummery, Martin Simpson, Ian Crowther
QA: Stephen Robertson, Clive Burdon, Rex el Stapla

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52814&o=2

$end


$psx=creature,
$bio

Creature Shock (c) 1996 Data East Corp.

- TECHNICAL -

CD1 ID: SLPS-00120
CD2 ID: SLPS-00121

- TRIVIA -

Released on August 23, 1996 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85041&o=2

$end


$amigaocs_flop=creaturs,
$bio

Creatures (c) 1993 Thalamus

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73785&o=2

$end


$gba=creaturs,creatursa,
$bio

Creatures (c) 2001 Swing! Ent. Media AG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70249&o=2

$end


$info=cgip30cs,
$bio

Credit Poker (c) 1999 CGI.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32534&o=2

$end


$bbca_cass,bbcb_cass=creepyca,
$bio

Creepy Cave (c) 1987 Atlantis

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51697&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=creepy,
$bio

Creepy Corridors [Model CCL-401] (c) 1983 Sierra On-Line, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83807&o=2

$end


$x68k_flop=crescent,
$bio

Crescent (c) 1993 Silky's [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87250&o=2

$end


$pc98=crescent,
$bio

Crescent (c) 1993 Silky's [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89169&o=2

$end


$msx2_flop=cresmoon,
$bio

Crescent Moon (c) 1990 Alicesoft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101543&o=2

$end


$x68k_flop=cresmoon,
$bio

Crescent Moon Girl (c) 1989 Alicesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87251&o=2

$end


$pc98=cresmoon,cresmoona,
$bio

Crescent Moon Girl (c) 1989 Alicesoft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89170&o=2

$end


$pcecd=crestwlf,
$bio

Crest of Wolf (c) 1993 Hudson Soft.

Crest of wolf is a side-scrolling beat them up by Hudson Soft and based on of Westone's arcade game Riot City which was obviously inspired by other popular brawlers of the time such as Capcom's Final Fight. Before jumping into action, the player can select the fast and light-weight Hawk or the strong but slow Tony. The evil organization Jadoh has kidnaped Hawk's girlfriend and both heroes go on a mission to look for her through five long levels in the streets of New York. The game offers a limited range of moves, mainly punches, jump kicks and throws. There is also a special attack that drains some of our heroes life bar but cleans up most of the enemies on screen. The player can also collect items throughout the game such as Jewels or cameras which will increase the final score - others like Sushi or Chicken give our heroes some health back.

- TECHNICAL -

Game ID: HCD3044

- TRIVIA -

Crest of Wolf was released on February 26, 1993 in Japan for 6800 Yen.

Reviews:
[FR] March 1993 - Consoles + No. 18: 65/100

Crest Of Wolf is based on Sega's beat'em up called Riot City and released in 1991. The PC Engine version is however different. First of all, the main characters are called Hawk and Tony, their arcade counterparts are called Paul and Bobby - Tony is a punk-looking fighter and Bobby is a strong bloke with dark hair. The stage's layout was also rearranged - for instance the first stage from the arcade is actually the second level from the PC Engine version. The music soundtrack is also completely different and the PC Engine version sounds a lot better.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58150&o=2

$end


$info=mooncrsl,
$bio

Cresta Mundo (c) 1980 Laguna S.A.

Spanish Moon Cresta bootleg

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72501&o=2

$end


$cpc_cass=crete194,
$bio

Crete 1941 (c) 1990 Cases Computer Simulations, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95803&o=2

$end


$bbca_cass,bbcb_cass=cribbage,
$bio

Cribbage (c) 198? Superior Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51698&o=2

$end


$amigaocs_flop=cribbage,
$bio

Cribbage King & Gin King (c) 1990 Software Toolworks, The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73786&o=2

$end


$cpc_cass=cricketc,
$bio

Cricket Captain (c) 1985 Allanson Computing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95805&o=2

$end


$amigaocs_flop=cricketc,
$bio

Cricket Captain (c) 1989 D & H Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73787&o=2

$end


$cpc_cass=cricketc01,
$bio

Cricket Captain [Model HT003] (c) 1990 Hi-Tec Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95804&o=2

$end


$cpc_cass=cricketc02,
$bio

Cricket Crazy [Model AS176] (c) 1988 Alternative Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95806&o=2

$end


$cpc_cass=cricketi,
$bio

Cricket International [Model AS016] (c) 1987 Alternative Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95807&o=2

$end


$pc8801_flop=crimver2,
$bio

Crim ver.2 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91571&o=2

$end


$bbca_cass,bbcb_cass=crimedet,
$bio

Crime & Detection Quiz (c) 1983 Ivan Berg

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51699&o=2

$end


$xegs=crimbstr,
$bio

Crime Buster [Model RX8104] (c) 1988 Atari Corp. [Sunnyvale, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51230&o=2

$end


$nes=crimebst,
$bio

Crime Busters (c) 1989 Bit Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55032&o=2

$end


$info=crimec,crimecu,crimecj,
$bio

Crime City (c) 1989 Taito Corporation.

A one or two player sideways scrolling platform shoot-em-up in which two cops, by the name of Tony Gibson and Raymond Brody, fight gangs of criminals over six platform-strewn stages. Each stage centres around a specific criminal activity, such as bank robbery or smuggling. The ultimate goal in Crime City is to find the King-pin 'boss' characters that await the players at the end of each level, and arrest them.

The game's heroes start each level armed with a pistol, and extra weapons become available as players progress through a level. Both the pistol and additional weapons have only a limited amount of ammunition, and if players runs out of ammo, they will only be able to punch or "somersault attack" into attacking enemies. Each stage features numerous background items that can be used to attack enemies, such as wooden barrels, boxes and hanging lights. When shot, some criminals drop packets of illegal drugs, which can be picked up for bonus points.

Crime City's gameplay takes its inspiration from both Namco's "Rolling Thunder" and Sega's "Shinobi".

- TECHNICAL -

Taito B System Hardware
Board Number: K1100470A
Prom Stickers: B99

Main CPU: Motorola 68000 (@ 12 Mhz), Zilog Z80 (@ 4 Mhz)
Sound Chips: Yamaha YM2610 (@ 8 Mhz)

Players: 2
Control: 8-Way Joystick
Buttons: 2
=> Shoot/Punch, Jump

- TRIVIA -

Crime City was released in September 1989.

The two heroes of Crime City are inspired from Mel Gibson and Danny Glover of 'Lethal Weapon' series.

Crime City is an official Spin-off of the Chase H.Q series (you can see the black Porsche from "Chase H.Q.").

- UPDATES -

The US version has the "Winners Don't Use Drugs" screen.

- TIPS AND TRICKS -

* Level Select: Boot machine with service switch pressed.
Message appears: Service Switch Error, press 1p Start(x3), service switch, 1p Start.
Message appears: Select by down SW, select level with joystick Down/Up and push Start button.

* Different Level: The level 2 design depends of your stock and health.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=533&o=2

$end


$psx=crimecra,
$bio

Crime Crackers 2 [Model SCPS-10037] (c) 1997 Sony Computer Ent., Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85042&o=2

$end


$amigaocs_flop=crimenop,
$bio

Crime Does Not Pay (c) 1991 Titus

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73788&o=2

$end


$info=vendettaj,
$bio

Crime Fighters 2 (c) 1991 Konami.

Evil is lurking in Dead End City. In a turf war, the Dead End Gang has kidnapped Kute Kate from the rivals, the Cobras. The Cobras set out to save her and stop the expansion of the Dead End Gang in Vendetta.

The Dead End Gang is looking to expand their territory, so the Cobras must infiltrate every area around the city. First, they must gain entrance to Dead End City. Relying on their fighting skills, the Cobras face a multitude of enemies. However, each member is up for any challenge from the Dead End Gang. The Cobras are a powerful team consisting of: Blood, an ex-prize fighter; Hawk, a former professional wrestler; Boomer, trained in the martial arts; and Sledge, an ex-military convict. Together they must destroy members of the Dead End Gang to get to the leader, Faust, who knows where Kute Kate is being held.

With fists of fury, the Cobras make their way through various areas of Dead End City. They search the construction site for Kate, battling the humanoid weapon The Missing Link to gain information. From there, they are sent on futile chases through other sections of the city, including downtown, the waterfront, and the slums, where the final confrontation with Faust takes place. Throughout the game, the Cobras can pick up special weapons and food for more energy. Each player also has his own 'special attack' method to help defeat the toughest enemies.

Once Kute Kate is rescued and Dead End City is liberated, the Cobras victoriously start back to their home turf. However, much to their surprise, the entrance to their town is blocked by Dead End Gang bosses. The Cobras must gear up once more for the ultimate showdown to restore peace to Dead End City.

- TECHNICAL -

Game ID : GX081

Main CPU : Konami (@ 6 Mhz)
Sound CPU : Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), K053260 (@ 3.579545 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2
=> Attack, Jump

- TRIVIA -

Crime Fighters 2 was released in July 1991 in Japan. It is known outside Japan as "Vendetta [Model GX081]".

Each player character resembles a real-life personality. Hawk looks like 'Hulk Hogan', Sledge looks like 'Mr. T', Boomer looks like 'Jean-Claude Van Damme' and Blood looks like 'Mike Tyson'.

On one of the boxes there is the word 'Kilroy' spray-painted on it, this is probably a reference to the quote, 'Kilroy was here'.

King Records released a limited-edition soundtrack album for this game (Konami Game Music Collection Vol.4 - KICA-7505) on 05/10/1991.

- SERIES -

1. Crime Fighters [Model GX821] (1989)
2. Crime Fighters 2 [Model GX081] (1991)
3. Violent Storm [Model GX168] (1993)

- STAFF -

Game Designers : S. Okamoto, K. Ozaki, Yuichi Kobayashi
Character Designers : M. Yoshida, Kazuaki Nakanishi, T. Nakazama
Sound Designers : Hideaki Kashima, Michiru Yamane
Hardware Designer : K. Itoh
Director : S. Okamoto
Management : S. Kido
Special Thanks : Masahiro Inoue, A. Narita, K. Kinugasa, S. Mizuno, K. Sugano, Koji Hiroshita

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=535&o=2

$end


$info=crimfght,crimfghtu,
$bio

Crime Fighters (c) 1989 Konami.

Export release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Crime Fighters [Model GX821]".

- TECHNICAL -

[4-Player model]

- TRIVIA -

In this version:
* Reverse kick removed. This is now a 2-button game (punch & kick) instead of 3 in the original version.
* Character's energy is represented by a numerical hit point value which is always on countdown to zero. Additional hit points may be added by inserting more coins into each player's corresponding coin slot.
* Characters can use a reversal kick which is automatically activated if an opponent is behind you as you press the kick button. This kick knocks down enemies (except bosses) with a single hit!
* The gun has limited ammo, however it is possible to pick it up again if an enemy knocks it off your hand. Also each gunshot is as strong as 3 punches or kicks and knocks down most enemies in one shot.
* You can play the extra stage (enemy boss revenge) more than once.
* Original Timer and Credit Counter removed.

- STAFF -

Cabinet Graphic Design: Don Marshall

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=534&o=2

$end


$info=crimfghtj,
$bio

Crime Fighters (c) 1989 Konami.

Plenty of young & beautiful women are missing and the city's local kingpin is the main suspect. As a group of street vigilantes you must venture into the most dangerous zones of your city and destroy all street punks & criminals that are dumb enough to get in your way in order to rescue the girls! Features colorful graphics, a catchy soundtrack, some cool moves (such as striking downed enemies) and a good challenge. Like the idea of fighting to rescue a beautiful damsel in distress? Why not a huge bunch of 'em so its worth your time!

- TECHNICAL -

Game ID: GX821

Main CPU: Konami (@ 3 Mhz)
Sound CPU: Zilog Z80 (@ 3.579545 Mhz)
Sound Chips: Yamaha YM2151 (@ 3.579545 Mhz), Konami K007232 (@ 3.579545 Mhz)

Players: Up to 2
Control: 8-way joystick
Buttons: 3
=> Punch, Kick, Reversal Attack

- TRIVIA -

Crime Fighters was released on April 26, 1989 in Japan as a dedicated upright. It was then released as a 4-Player conversion kit outside Japan as "Crime Fighters [4-Player Conversion Kit]".

Some bosses' character design in this game seem to have been inspired by popular horror movies, this seems true for three bosses in particular :
Stage 2 Boss : A parody of Jason Voorhees from 'Friday the 13th movie' series.
Stage 4 Boss : A distant parody of Leatherface from 'Texas Chainsaw Massacre' movie series.
Stage 5 Boss : A parody of Freddy Krueger from 'A Nightmare on Elm Street' movie series.

The dying pose that the Stage 7 boss does seems to have been inspired by the movie poster from the 1986 film Platoon.

King Records released a limited-edition soundtrack album for this game (Konami Game Music Collection Vol.2 - KICA-1016) on August 21, 1990.

- TIPS AND TRICKS -

* When completing the game + BOSS stage, the game starts from the beginning; but you can take a weapon (eg. gun) from one level to the next (you don't lose it when completing one stage)! which means all bosses are really easy to finish.

* Unlimited Credits: Successfully complete the entire game two consecutive times.

- SERIES -

1. Crime Fighters [Model GX821] (1989)
2. Crime Fighters 2 [Model GX081] (1991)
3. Violent Storm [Model GX168] (1993)

- STAFF -

Software Designers: M. Oshawa, Masahiro Inoue, C. Lee
Graphics Designers: M. Kukino, C. Hanano, Shuzilow.HA (Ooboke Hamakawa)
Sound Designers: K. Matsubara, Mutsuhiko Izumi
Hardware Designer: S. Yasuda

Cabinet Graphic Design: Don Marshall

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=21236&o=2

$end


$info=crimepat,crimepat_12,crimepat_14,
$bio

Crime Patrol (c) 1993 American Laser Games, Incorporated.

In Crime Patrol, you team up with different departments in law enforcement. You start off as a 'Rookie' walking the beat. After successfully getting through that area, you then move on to 'Undercover'. After Undercover, you move up to 'SWAT'. Then once SWAT is completed, you move to 'Delta Force' and take on the toughest criminals in the country.

- TECHNICAL -

Main CPU : Motorola 68000
Sound Chips : (2x) Custom

Colors palette : 4097

Players : 2
Buttons : 2

- TRIVIA -

Crime Patrol was released in May 1993.

- SERIES -

1. Crime Patrol (1993)
2. Crime Patrol 2 - Drug Wars (1993)

- PORTS -

* Consoles :
Panasonic 3DO (1993)
Sega Saturn [Unreleased Prototype]
Sega CD (1994)
Phillips CD-I

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4487&o=2

$end


$info=crimep2,crimep2_11,
$bio

Crime Patrol 2 - Drug Wars (c) 1993 American Laser Games, Incorporated.

Your mission is to apprehend Lopez the drug lord, take down his drug cartel, and destroy the lab where his drugs are processed. Your mission will take you through Sierra County, Chicago, down to the Border, and then into South America. Throughout your journey, you will come in contact with some of the most violent criminals in America.

- TECHNICAL -

Main CPU : Motorola 68000
Sound Chips : (2x) Custom

Colors palette : 4097

Players : 2
Buttons : 2

- TRIVIA -

Crime Patrol 2 was released in December 1993.

- SERIES -

1. Crime Patrol (1993)
2. Crime Patrol 2 - Drug Wars (1993)

- PORTS -

* Consoles :
Panasonic 3DO (1994)
Sega Mega-CD [Unreleased Prototype]
Phillips CD-I
Sony PlayStation 2
Microsoft X-BOX

* Computers :
PC

* Others :
DVD-Video (Home DVD Player, 2002)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4489&o=2

$end


$segacd=cpatrol,
$bio

Crime Patrol [Model T-111055] (c) 1994 American Laser Games, Incorporated. [Albuquerque, NM, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60714&o=2

$end


$info=sp_crime,sp_crimea,sp_crimeb,sp_crimec,sp_crimed,sp_crimee,sp_crimef,sp_crimeg,sp_crimeh,
$bio

Crime Watch (c) 199? Ace Coin Equipment, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42227&o=2

$end


$saturn,sat_cart=crimewavj,
$bio

CrimeWave (c) 1997 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58992&o=2

$end


$saturn,sat_cart=crimewav,crimewavd,
$bio

CrimeWave [Model T-8807H-50] (c) 1997 Eidos

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60265&o=2

$end


$saturn,sat_cart=crimewavu,
$bio

CrimeWave [Model T-8807H] (c) 1997 Eidos

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60007&o=2

$end


$a2600=criminal,
$bio

Criminal Persuit (c) 19?? Suntek

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50369&o=2

$end


$msx2_cart=crimson,
$bio

Crimson (c) 1987 Xtal Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51275&o=2

$end


$pc8801_flop=crimson,
$bio

Crimson (c) 1987 Xtal Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91572&o=2

$end


$msx2_flop=crimson,crimsona,
$bio

Crimson (c) 1987 ScapTrust [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101544&o=2

$end


$x1_flop=crimson,crimsona,
$bio

Crimson (c) 1988 Brother Kougyou [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85951&o=2

$end


$pc98=crimson3,
$bio

Crimson 3 (c) 1990 Xtal Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89171&o=2

$end


$pc8801_flop=crimson3,crimson3a,
$bio

Crimson 3 (c) 1990 Xtal Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91573&o=2

$end


$pc8801_flop=crimson2,crimson2a,
$bio

Crimson II (c) 1989 Xtal Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91574&o=2

$end


$msx2_flop=crimson2crimson2a,
$bio

Crimson II (c) 1989 Xtal Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101545&o=2

$end


$msx2_flop=crimson3,crimson3a,
$bio

Crimson III (c) 1990 Xtal Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101546&o=2

$end


$pc8801_flop=crisis,
$bio

Crisis - Ginga Renpou no Kiki (c) 1989 Jast [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91575&o=2

$end


$nes=crisisf,crisisfp,
$bio

Crisis Force (c) 1991 Konami Industry Company, Limited.

Crisis Force is a vertical shooter by Konami. In the year 19XX, an army of mysterious robots descend from the sky and trample Tokyo city, destroying everything in their wake. Humanity's survival lies in the hands of two skilled pilots - a boy and a girl. On board their shape-changing Aura Wing fighter, they rush to the Japanese capital, ready to take on the invader's running attack led by a powerful humanoid flying machine. Each fighter can switch to three ship configurations at anytime during the game - the first one only fires straight forward, the second shots forwards and backwards, and the third configuration shoots forwards and sideways. Power-ups come in two main flavors - red power-pods upgrade the laser capability of the ship whereas blue ones increase its firing power. However, they are mutually exclusive and the ship can only use one weapon configuration, or the other. Furthermore, an array of extra power-ups are also there for the taking - blue 'S' pods speed up the ship (or slow it down if they are red), 'B' pods add a bomb to the ship's arsenal (which can be activated by pressing the two action buttons together) and special Ring pods accumulate energy. The latter are a central part of the gameplay and collecting five of them (usually dropped by enemy formations) transform the fighter into a highly destructive and invincible large ship for a short amount of time (interestingly, both players control this ship in two-player mode). Crisis Force consists of seven stages and features a two simultaneous player mode.

- TECHNICAL -

Cartridge ID: RC856

- TRIVIA -

Crisis Force was released on August 27, 1991 in Japan. It was sold 6000 Yen.

The game was never released outside Japan and was never ported to any other platform.

- TIPS AND TRICKS -

Konami code: If you enter the Konami code (up, up, down, down, left, right, left, right, B and A) on the title/menu screen, the game rewards you with 15 ships!

- STAFF -

Program: Tom*Cat, W. Tocoma
Design: M. Kishimoto, F. Katakami
Sound: K. Matsubara, Y. Manno, J. Chuuma
P Design: Funa-B
Super Special Thanks: S. Kusaka, K. Aoyama, I. Mano, Dog and Ueko, Eigyo-Bu

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53940&o=2

$end


$c64_cart,c64_flop=crisismt,
$bio

Crisis Mountain (c) 1983 Creative Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53548&o=2

$end


$pc8801_flop=crisismt,
$bio

Crisis Mountain (c) 1984 Comptiq [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91576&o=2

$end


$fm7_disk=crisismt,
$bio

Crisis Mountain (c) 1984 Comptiq [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93607&o=2

$end


$info=crszone,crszonev3b,crszonev3a,crszonev2a,crszonev3b2,crszonev4a,
$bio

Crisis Zone (c) 1999 Namco.

As a member of the S.T.F. anti-terrorist unit, your mission is to stop the U.R.D.A. terrorist group who's taken over the Garland Square complex.

- TECHNICAL -

Namco System Super 23 hardware

- TRIVIA -

Crisis Zone was released in December 1999 in Europe, North America, and Japan. 

Adam Uppahad holds the official record for the fastest completion of this game with a time of 16:15.000 on April 1, 2000.

- TIPS AND TRICKS -

* High Score Tips : Here's some tips for racking in the points.
1) Basic Combos - an obvious one, shoot as many guys on the screen at the same time as you can and reload quick enough to continue popping guys on screen 
2) Headshots - Like Time Crisis 2, more points will be awarded for head shots. 
3) Item combos - In Crisis Zone, pretty much everything can be shot at, so when you're not popping some bad guys, take a shot as the scenery. Try not to just fill the screen with bullets, concentrate on certain objects in the background, such as barrels or flowerpots, because it requires more items to be broken in order for it to count towards a combo.

* Boss 1 Tips : The tank in the mall can give you some extreme points IF you know what to shoot at and create combo's out of : 
- 6 side guns (3 on each side of the tank) 
- 1 Gatling gun (the Gatling gun on top of the tanks primary gun)
- 1 primary gun (it's obviously the big gun on the tank)
- 2 rocket launchers (on either side of the tank) 
These parts of the tank you can start shooting at right away, but there are 4 other places of interest that only open up once certain parts of the tank are destroyed : 
- 2 back rocket launchers (when you thought they were done, there's more, located on the back part of the tank) 
- 2 more Gatling guns (inside the tank, last part of tank to destroy)

Note : that the rockets that are being fired at you can be destroyed : 
- Large rocket (that come from the side launcher's of the tank) These take more than one bullet to destroy. 
- Groups of orange rockets (come from the back launchers of the tank) These can be taken out with one bullet, but be careful and fast. 

* Boss 2 Tips : Here are some things to note about the Tiger Helicopter...
- The Helicopter's machine gun accuracy: this little gun seems to target you better when it's very close to you, so be on guard 
- The orange rockets: this guy loves those rockets! But be careful, as tempting as it is to try and shoot every one you've got to be extremely quick (and lucky) at certain parts when the Helicopter is close. 
- Dropping bombs : they require a few more bullets but it's actually a smart idea to shoot them, so you can destroy this boss. 

The Helicopter will bring his friends in from time to time so keep on the lookout for other 'things' shooting at you.

* Boss 3 Tips : The 3 bosses are 2 henchmen; One of these guys is more deadly than the other, mostly the fast moving, boomerang/knife chucking guy. He'll be your problem for the most part. Things to note when fighting these guys are : 
- They bring their friends: several times the fat guy will call his friends to try to get several shots on you. Be careful! 
- Some stuff to combo off of, there are paint cans and other stuff to combo more hits off these guys so if you really want that high score, this can help you. 
- The boomerang/knives that the fast guy throws can be shot at. One bullet will drop 'em to the ground but I'll stress this again: don't throw away a life just to shoot a projectile. It's not worth it. 
- Know when to duck: the fat henchman will try to swing a bunch of things at you. Don't be fooled, yet don't sit too long. Get a feel for when he swings and get ready to duck. Note : The game doesn't say DANGER! this time.

* Final Boss Tips : This guy wields a shotgun-esque weapon and throws grenades. This guy has got really good aim (most of the time) and he'll bring all of his friends into the fight : Ninjas, Blue Guards, Red Guards, White Guards, you name it.

- SERIES -

1. Time Crisis (1995)
2. Time Crisis II (1997)
3. Crisis Zone (1999)
4. Time Crisis - Project Titan (2001, Sony Playstation)
5. Time Crisis 3 (2003)
6. Time Crisis 4 (2006)

- PORTS -

* Consoles :
Sony PlayStation 2 (2004)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4906&o=2

$end


$info=crisscrs,
$bio

Criss Cross (c) 1986 JPM International.

- TRIVIA -

Criss Cross was released in August 1986.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32457&o=2

$end


$info=sp_criss,sp_crissa,sp_crissb,sp_crissc,sp_crissd,sp_crisse,sp_crissf,sp_crissg,
$bio

Criss Cross Cash (c) 199? Ace Coin Equipment, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42228&o=2

$end


$info=sc4cccsh,sc4cccsha,sc4cccshb,sc4cccshc,sc4cccshd,sc4cccshe,
$bio

Criss Cross Cash (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR7023]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42483&o=2

$end


$info=m1criss,
$bio

Criss Cross Club (c) 199? Maygay.

- TECHNICAL -

M1A/B

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41980&o=2

$end


$info=m4ccc,
$bio

Criss Cross Crazy (c) 199? Coin World.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42363&o=2

$end


$info=sc4ccc,
$bio

Criss Cross Crazy (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR1221]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42482&o=2

$end


$cpc_cass=critical,
$bio

Critical Mass (c) 1990 Elite Systems, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95809&o=2

$end


$info=m5cmass,
$bio

Critical Mass (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42972&o=2

$end


$saturn,sat_cart=criticomj,
$bio

Criticom - The Critical Combat (c) 1997 Vic Tokai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58993&o=2

$end


$saturn,sat_cart=criticom,
$bio

Criticom (c) 1997 Vic Tokai, Inc.

- TECHNICAL -

Game ID: T-2302H

- TRIVIA -

Released on February 28, 1997 in USA.

- STAFF -

POINT OF VIEW Saturn Conversion
Producer: Mark Nausha
Programmers: Chris Warner, Mike Tarlecki

KRONOS
Programmers: Matthew Arrington, Mohammad Asaduzzaman, Pravin Wagh, Feng Hu, Joseph Lee
Developed by: Kronos Digital Entertainment Inc.
Executive Producer: Stanley Liu
Producer: Albert Co
Lead Programmer: Matthew Arrington
Art Director: Albert Co
Lead Animator: Andy Koo, Stanley Liu, Darrek Rosen, Darrin Krumweide
Original Concept: Stanley Liu
Game Design: Albert Co, Francis Co, Stanley Liu
Visual Design: Frazad Varahramyan
Music Composition and Performance: Carlton Liu
Sound Effects: Carlton Liu, Mind Warp Production
Modeling and Texture Mapping: Albert Co, Francis Co
Cinematic Sequences Production Manager: Larry Paolicelli
CG Modeling, Animation, and Rendering: Kevin Lee, Joan Igawa, Larry Paolicelli, Francis Co, Stanley Liu, Albert Co
Animation Modeling: Haemi Yi, Hak Soo Ha, Mind Warp Production
Voice Actors: Joan Igawa, Andy Koo, Frazad Varahramyan, Patricia Winters, Stanley Liu, Anthony Lagunzad
Cover Art: Albert Co
Manual Design and Layout: Albert Co, Frazad Varahramyan
Special Thanks: Robert Yasui, Vic Tokai Inc., Soga‑San, Leonard Garcia, Masumi Matsunaga, Jim Daluisio, Sandy Abe, Michael Arrington, Max Chapman, David Sears, Anthony Lagunzad, Patricia Winters, John Park, Louie Flores, Chi

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60008&o=2

$end


$info=critcrsh,
$bio

Critter Crusher (c) 1995 Sega.

- TECHNICAL -

Runs on the "ST-V [Sega Titan Video Game System]" hardware.

Screen orientation : Horizontal

Players: 2
Control: lightgun
Buttons: 6

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4730&o=2

$end


$bbca_cass,bbcb_cass=croaker,
$bio

Croaker (c) 1983 Micro Power

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51701&o=2

$end


$bbca_cass,bbcb_cass=croakit,
$bio

CroakIt (c) 19?? Kerian

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51700&o=2

$end


$saturn,sat_cart=crocu,
$bio

Croc - Legend of the Gobbos [Model T-16105H] (c) 1997 Fox Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60009&o=2

$end


$saturn,sat_cart=croc,
$bio

Croc - Legend of the Gobbos [Model T-5029H-50] (c) 1997 Fox Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60266&o=2

$end


$saturn,sat_cart=crocj,
$bio

Croc - Pau-Pau Island (c) 1998 Media Quest

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58994&o=2

$end


$gbcolor=croc2,
$bio

Croc 2 [Model CGB-BK2E-USA] (c) 2001 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67680&o=2

$end


$psx=crocadve,
$bio

Croc Adventure (c) 1999 Koei Co., Ltd.

- TECHNICAL -

Game ID: SLPM-86310

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85043&o=2

$end


$info=sc1crocr,
$bio

Croc and Roll (c) 199? MDM Leisure.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42127&o=2

$end


$gbcolor=croc,
$bio

Croc [Model CGB-BRCE-USA] (c) 2000 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67678&o=2

$end


$info=crockman,
$bio

Crock-Man (c) 1980 René Pierre.

French bootleg of Pac-Man.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=29807&o=2

$end


$alice32=crocky,
$bio

Crocky (c) 1984 Loriciels.

A pac-man clone for your Alice 32 / 90 computer.

- TRIVIA -

Crocky was released in October 1984 in France.

- STAFF -

Programed by: Alain Kérautret

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49726&o=2

$end


$info=m5crocrk,m5crocrk10,
$bio

Crocodile Rock (c) 200? Empire Games Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15292&o=2

$end


$info=m5croclb,
$bio

Crocodile Rock Club (c) 200? Empire Games, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41556&o=2

$end


$amigaocs_flop=cruisecrf,
$bio

Croisiere pour un Cadavre (c) 1991 Delphine Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73789&o=2

$end


$gba=croket2,
$bio

Croket! 2 - Yami no Bank to Banqueen [Model AGB-BK2J-JPN] (c) 2003 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70251&o=2

$end


$gba=croket3,
$bio

Croket! 3 - Granu Oukoku no Nazo [Model AGB-B3KJ-JPN] (c) 2003 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70252&o=2

$end


$gba=croket4,
$bio

Croket! 4 - Bank no Mori no Mamorigami [Model AGB-BK4J-JPN] (c) 2004 Konami Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70253&o=2

$end


$gba=croketg,
$bio

Croket! Great - Toki no Boukensha [Model AGB-BK5J-JPN] (c) 2004 Konami Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70254&o=2

$end


$gba=croket,
$bio

Croket! Yume no Banker Survival! (c) 2002 Konami Company, Limited.

- TECHNICAL -

Game ID: AGB-A6CJ-JPN

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70250&o=2

$end


$info=croquis,
$bio

Croquis (c) 1996 Deniam.

A puzzle game.

- TECHNICAL -

Deniam-16b hardware

Main CPU : Motorola 68000 (@ 12.5 Mhz), Zilog Z80 (@ 6.25 Mhz)
Sound Chips : YM3812 (@ 3.125 Mhz), OKI6295 (@ 8 Khz)

Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048

Players : 2
Control : 4-way joystick
Buttons : 3

- TRIVIA -

This game is known outside Germany as "Logic Pro".

- SERIES -

1. Croquis (1996)
2. Logic Pro 2 (1997)

- STAFF -

Programmers : Jun-Young Kim, Kwanny
Graphic designers : Sang-Won Lee, Bong-Gun Shin
H/W Manager : Min-Hong Park
Musician : Coo-Hee Kwon
Radio performers : Jin-Phil Kim, Hyun-Jung Um, Min-Sung Kim
Planner : Jun-Young Kim
Director : Sang-Chul Lee

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=536&o=2

$end


$info=crossbld,
$bio

Cross Blades! (c) 1991 Irem.

A beat'em up where 2 selectable heroes try to save their land from hordes of monsters.

- TRIVIA -

This game is known outside Japan as "Blade Master".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=17699&o=2

$end


$msx1_cart=crossblm,
$bio

Cross Blaim [Model MS1-G2113-L1] (c) 1986 db-Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76672&o=2

$end


$pc98=xchanger,
$bio

Cross Changer (c) 1994 Ucom [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89172&o=2

$end


$gbcolor=xcountry,
$bio

Cross Country Racing [Model DMG-ARLP-EUR] (c) 2000 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67682&o=2

$end


$nes=xfirej,
$bio

Cross Fire (c) 1990 Kyugo Boueki.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53941&o=2

$end


$nes=xfire,
$bio

Cross Fire (c) 1990 Kyugo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55033&o=2

$end


$megadriv=xfire,xfirep,
$bio

Cross Fire (c) 1991 Kyugo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57175&o=2

$end


$x68k_flop=xfireex,
$bio

Cross Fire EX (c) 1994 OS Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87252&o=2

$end


$a2600=xforcee,
$bio

Cross Force - Kreuzfeuer (c) 1982 Spectravideo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50371&o=2

$end


$a2600=xforce,xforcee1,
$bio

Cross Force (c) 1982 Spectravideo.

- TECHNICAL -

Model SA203

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50370&o=2

$end


$gbcolor=xhunterm,
$bio

Cross Hunter - Monster Hunter [Model CGB-BC8J-JPN] (c) 2001 NetVillage [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67683&o=2

$end


$gbcolor=xhuntert,
$bio

Cross Hunter - Treasure Hunter[Model CGB-BC7J-JPN] (c) 2001 NetVillage [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67684&o=2

$end


$gbcolor=xhunterx,
$bio

Cross Hunter - X Hunter [Model CGB-BC9J-JPN] (c) 2001 NetVillage [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67685&o=2

$end


$amigaocs_flop=crossout,
$bio

Cross Out the Intruder (c) 1989 Carraz

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73790&o=2

$end


$info=crospang,
$bio

Cross Pang (c) 1998 F2 System.

A puzzle game.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 7.15909 Mhz)
Sound CPU : Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : YM3812 (@ 3.579545 Mhz), OKI6295 (@ 8 Khz)

Players : 2
Control : 4-way joystick
Buttons : 2

- TRIVIA -

Released in April 1998.

- SERIES -

1. Cross Pang (1998)
2. New Cross Pang (1999)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=537&o=2

$end


$saturn,sat_cart=crossrom,
$bio

Cross Romance - Ai to Mahjong to Hanafuda to (c) 1997 Nichibutsu [Nihon Bussan Company, Limited.] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58995&o=2

$end


$info=cshooter,cshootere,
$bio

Cross Shooter (c) 1987 Seibu Kaihatsu.

A vertically scrolling shoot'em up game.

- TECHNICAL -

Main CPU : (2x) Zilog Z80 (@ 6 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in August 1987.

This game is also known as "Air Raid".

This game was licensed to J.K.H. and to Taito (Proms Stickers : R).

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=538&o=2

$end


$saturn,sat_cart=crtantei,
$bio

Cross Tantei Monogatari - Motsureta 7tsu no Labyrinth (c) 1998 WorkJam

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58996&o=2

$end


$psx=crosstan,
$bio

Cross Tantei Monogatari 1 - Kouhen [Major Wave Series] [Model SLPM-86639] (c) 2000 WorkJam

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85044&o=2

$end


$saturn,sat_cart=crtanteitai,
$bio

Cross Tantei Monogatari Taikenban (c) 1998 WorkJam

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58997&o=2

$end


$pce=xwiber,
$bio

??????? Cyber Combat Police (c) 1990 Face Company, Limited.
(Cross Wiber - Cyber Combat Police)

Cross Wiber is a side scrolling action/beat'm up game by Face. The diabolical Dr. Nozumi is trying to conquer the earth and the armed Doma, his army, is now attacking planet Earth. The galaxy police force has uncovered Doma's evil plans and has decided to send Cross Wiber to destroy their hideout. "Charge, destroy the doma !!" shouts the game's title screen. Cyber Combat Police is a classic beat them up and the player takes control of a human fighter wearing civilian clothes who can later transform into a more powerful super-hero with a metal armor. Three weapons can also be used: blue (laser beam), green (boomerang) and red (sword).

- TECHNICAL -

Game ID: FA02-008

- TRIVIA -

Cross Wiber was released on December 21, 1990 in Japan for 6700 Yen.

This game follows Japanese's Tokusatsu series, popular TV shows where the main character, or main characters in many cases, could turn into super heroes (Ultraman, LiveMan etc...). The game is definitively inspired by great series such as Space Sheriff Gavan (Uchuu Keiji Gavan), Sharivan, Choujinki Metalder or Kamen Riders where the main heroes wear metal armors similar to the ones seen in Cyber Combat Police.

- TIPS AND TRICKS -

* Level Select: At the title screen, press Down, Up, Up, Down, I, II, I, II, Right, Left, Down, Right, Up and Run to activate the Stage Select screen

* Invincibility: At the title screen, press Left, I, Up, Up, II, Select, I, II, Down, Up, Right, II, Up, II, II, II, I, Select, I and Run to start the game in invincibility mode (this is technically an infinite energy mode, and you will still die if you fall into a pit).

* Controls Screen: This is an odd one - at the title screen, press Select four times and then Run to see the game's controls...

- STAFF -

Planner: K.S. First
Programmer: Nak
Graphic Designer: Torba Special, Kusakabe, Sony, Sting
Music Programmer: Kawasaki
Music Composer: Dandy Hiroto
Translation: Kazuro
Assistant: Tamaki
Support: Darkun Katori

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58552&o=2

$end


$msx1_cart=xword,
$bio

Cross Word [Model F034] (c) 1985 al Alamiah

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76673&o=2

$end


$info=crossbow,
$bio

Crossbow (c) 1983 Exidy.

Early first-person shoot'em up game with a dungeons and dragons feel about it. Features good speech and screams.

- TECHNICAL -

Exidy 440 hardware

Main CPU : Motorola M6809 (@ 1.6224 Mhz)
Sound CPU : Motorola M6809 (@ 811.2 Khz)
Sound Chips : Custom (@ 50.7 Khz)

Players : 1
Control : lightgun
Buttons : 1

- TRIVIA -

Released in October 1983, Crossbow is the first of Exidy's classic shoot'em up. It was also the first video game in history to completely use digitized sound and music.

Fadi Baroody holds the official record for this game with 21654300 points on August 1994 in Myrtle Beach, SC  Wild-Rapids Water Park.

This message is in the sound CPU at E3B0:
DMA.A69
COPYRIGHT (C) 1983
EXIDY INC.
MARK VON STRIVER
LA PLUME DE MA TANTE EST SUR LE BUREAU

The last sentence is derived from a useless but ubiquitous phrase used to demonstrate grammatically correct French. The full sentence would be "La plume de ma tante est sur le bureau de mon oncle".

- STAFF -

Software: Nick Ilyin, Larry Hutcherson, Vic Tolomei
Hardware: Howell Ivy, Mark Von Striver
Graphics: Mike Craven, Leland Mar, Hector Galindo
Audio: Ken Nicholson
Art: Rey Maninang
Support: Joe Stieber, Pam Banegas, Lynn Leigh, Al Petretto

- PORTS -

* Consoles :
Atari 2600 [US] (1987) [Model CX26139]
Atari 7800 [US] (1988) [Model CX7844] 
Atari XEGS [US] (1988) [Model RX8088] 
Nintendo Famicom [JP] (prototype)

* Computers :
Commodore C64 [US] (1988 - Absolute Entertainment)
PC [MS-DOS] [US] (1989 - Absolute Entertainment)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=539&o=2

$end


$a2600=crossbow,crossbowe,
$bio

Crossbow (c) 1987 Atari Corporation.

Over scorching deserts, through dark, icy caverns, around a fiery volcano, and under the leafy cover of a steamy jungle, you and five brave friends set out to retrieve the treasures stolen by the Evil Master.  Your goal is his castle, far, far away.

Your friends are unarmed, but you carry your trusty crossbow.  By shooting swift arrows you can save your companions from the dangerous attacks of the Master's Evil Creatures - scorpions, ants, vultures, man-eating plants, bats, monkeys, and other horrible beings.

When you reach the castle, the Evil Master's expert archers await you, ready to test their aim with deadly swords and arrows.  Inside the castle a fierce dragon also waits, guarding the treasure with his fiery breath.

Few adventurers have dared to make this trek.  No one yet has come back alive.

Which Way to the Castle?

- TECHNICAL -

Model CX26139

- TIPS AND TRICKS -

Shoot the Master's Evil Creatures and score points.  Scores appear at the bottom of the screen.  Player 1's score is on the right and Player 2's score is on the left.

Across the Desert
Snake: 200 points
Vulture: 100 points
Scorpion: 50 points
Ant: 50 points

Through the Caverns
Bat: 100 points
Falling stalactite: 50 points
Hanging stalactitie: 50 points

At the Volcano
Burning lava: 100 points
Falling rock: 50 points
Resting rock: 50 points

In the Jungle
Monkey: 100 points
Coconut: 100 points
Voracious plant: 50 points

Outside the Drawbridge
Vulture: 200 points
Archer: 100 points
Arrow: 50 points

Inside the Castle Hall
Statue's staff: 200 points
Dagger: 100 points
Arrow: 100 points
Dragon's fire: 100 points
Torch: 50 points

In Every Danger Zone
Evil Master's Eye: 1000 points


When you get all your friends through the trap door in the Castle Hall, you earn 10,000 bonus points and gain another friend (unless you already have four friends).  Then you return to the Paths screen to start again.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50372&o=2

$end


$a7800=crossbow,crossbowu,
$bio

Crossbow (c) 1988 Atari Corp.

Over scorching deserts, through dark icy caverns, around a fiery volcano, and under the leafy cover of a steamy jungle, you set out with three brave friends to retrieve the treasures stolen by the Evil Master.  Your goal is his castle far, far, away.

Your friends are lightly armed, but you carry your trusty crossbow. By shooting its swift arrows, you can save yourself and your companions from the dangerous attacks of the Evil Master's creatures -- scorpions, ants, pterodactyls, voracious plants, bats, snakes, and other horrible beings.

When you reach the castle, the Evil Master's expert archers await you, ready to test their aim with deadly arrows.  Inside the castle, a fierce dragon also waits, gurading the treasure with its fiery breath.

Few adventurers have dared to make thie trek.  No one yet has come back alive.

- TECHNICAL -

Model CX7844

- SCORING -

Score points by shooting the Evil Master's creatures. Scores appear on the Danger Zone screens in place of the creatures you shoot.

Across the Desert
Snake: 2000 points
Rabbit: 1500 points
Vulture: 1000 points
Scorpion: 500 points
Ant: 500 points

Through the Caverns
Bat: 1000 points
Ghost: 1000 points
Falling Stalactite: 500 points
Hanging Stalactite: 500 points

At the Volcano
Burning Lava: 1000 points
Falling Rock: 500 points
Resting Rock: 500 points

In the Jungle
Coconut: 1500 points
Voracious Plant: 1500 points
Toucan: 1500 points
Monkey: 1000 points

In the Village
Lightning Bolt: 2000 points
Fireball: 2000 points
Wolf: 1500 points
Ghost: 1000 points
Witch: 1000 points
Agents in Windows.: 1000 points
Street light: 500 points

At the River
Alligator: 2500 points
Fro: 2000 points
Fish: 2000 points
Bird: 2000 points
Slime Monster: 1500 points
Boulder: 1000 points
Pterodactyl: 1000 points

Outside the Drawbridge
Pterodactyl: 2000 points
Alligator.: 1500 points
Archer: 1000 points
Arrow: 1000 points

Inside the Castle Hall
Statue's Staff: 2000 points
Dagger.: 1500 points
Arrow: 1500 points
Face in the Wall: 1500 points
Dragon's Fire: 1500 points
Torch: 500 points

The Evil Master
Red Eye: 5000 points
White Eye: 5000 points

In Every Danger Zone
The Evil Master's Eye: 5000 points

When you get all your friends past the Evil Master, you earn 250,000 bonus points.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50128&o=2

$end


$xegs=crossbow,
$bio

Crossbow [Model RX8088] (c) 1988 Atari Corp. [Sunnyvale, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51231&o=2

$end


$neocd=crsword2,
$bio

Crossed Swords II [Model ADCD-102] (c) 1995 SNK [Shin Nihon Kikaku] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68135&o=2

$end


$neocd=crsword,
$bio

Crossed Swords (c) 1994 ADK Corp.

- TECHNICAL -

[Model ADCD-002]

- TRIVIA -

Crossed Swords for Neo-Geo CD was released on October 31, 1994 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47470&o=2

$end


$info=crsword,
$bio

Crossed Swords (c) 1991 Alpha Denshi.

A rather unique 3rd-person fantasy action game, as a traveling knight you must help those in need of a hero by slashing the evil monsters & demons that disrupt peace. It will be a tough battle but your skill with your sword, some spells and some special weapons that you can purchase along the way will see you through this nightmare. Godspeed brave knight!

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID: NGM-037

[SNK MVS Neo-Geo Control Picture]
2 players - 4 buttons per player (2 usables)
[JOYSTICK] 8-way, [A] Slash enemy, [B] Thrust enemy/Use sword magical power

- TRIVIA -

Released in July 1991.

Crossed Swords was the Neo-Geo's second attempt at the action-RPG ("Riding Hero" was the first).

- SERIES -

1. Crossed Swords (1991)
2. Crossed Swords 2 (1995 - SNK Neo-Geo CD)

- PORTS -

* Consoles :
SNK Neo-Geo [JP] (Oct. 01, 1991) "Crossed Swords [Model NGH-037]"
SNK Neo-Geo CD (JP] (Oct. 31, 1994) "Crossed Swords [Model ADCD-002]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=540&o=2

$end


$info=m4crfire,m4crfirea,
$bio

Crossfire (c) 199? Empire Games Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15326&o=2

$end


$info=j6crsfir,j6crsfira,
$bio

Crossfire (c) 2001 JPM International.

- TECHNICAL -

Impact

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15851&o=2

$end


$info=m5crsfir,
$bio

Crossfire (c) 200? Empire Games, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41557&o=2

$end


$cpc_cass=crossfir,crossfir01,
$bio

Crossfire [Model AT 415] (c) 1989 Atlantis Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95810&o=2

$end


$a800=xfire,
$bio

CrossFire [Model CFL-202] (c) 1981 Sierra On-Line, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82810&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=xfire,xfirep,
$bio

Crossfire [Model CFL-401] (c) 1981 Sierra On-Line, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83808&o=2

$end


$ti99_cart=crossfr,
$bio

Crossfire [Model PHM 3207] (c) 1983 Sierra On-Line, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84544&o=2

$end


$info=mv1cwq,mv1cwqa,
$bio

Crossword Quiz (c) 199? Maygay.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41659&o=2

$end


$coco_cart=crosswrd,
$bio

Crosswords (c) 1981 Tandy Corp.

- TECHNICAL -

Game ID: 26-3082

- STAFF -

Developed by: The Image Producers

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95156&o=2

$end


$info=cthd2003,
$bio

Crouching Tiger Hidden Dragon 2003 (c) 2003 PhenixSoft.

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.

Main CPU : Motorola 68000 (@ 12 Mhz), Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2610 (@ 8 Mhz)

Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096

Players : 2
Control : 8-way Joystick
Buttons : 4
=> [A] Weak Punch, [B] Weak Kick, [C] Strong Punch, [D] Strong Kick

- TRIVIA -

Released in March 2003. This game is a very rare Chinese hack of "The King of Fighters 2001".

Crouching Tiger, Hidden Dragon is the translation of the name of a Chinese book 'Wohu Canglong', which was made into an Oscar-winning movie in the past few years. Like many books at the time, this was a volume in a series of books.

What is the difference between CTHD2003 and KOF2001?
* The attract mode sequence contains art from previous KOFs (too many to count, but it looks like art from every previous KOF was included).
* The 'K' in KOF is altered to look like a 'P'. This shows in the 'POF' logo (taken from the KOF logo in '96) and the 'How to Play' screen (taken from KOF '99). 'POF' could stand for 'Plain Old Fighter' ;)
* The layout of the character selection screen is different - although on the character screen layout, the teams are arranged differently, the same 2001 teams battle you in single player mode (for example, Kyo on the character selection screen layout is with Iori, Terry and Takuma, while if you were fighting against Kyo in single-player, his teammates would be Benimaru, Daimon and Shingo).
* Home console mode was removed entirely, instead of being semifunctional.
* No cutscenes, winquotes or endings (The winquote screen only has a portrait of the character used to win the match and the score in single play and the endings and credits are replaced with the logo of the hack).
* Igniz is replaced by a ball of fire.
* Zero is engulfed in flame.
* Each character does not have their trademark colors (they're closer to the C/D 'color rejects' you'd find in KOF 98 or 2002, but they're not those, either). Strange costume colors which were never seen in the official KOF releases appear.
* Most moves are augmented with special effects (e.g. Terry's Crack Shoot flames the opponent and it never does in any other game), but they're only for show. Otherwise, each character has its repertoire of moves from 2001.
* According to the 'How to Play' screen, six stocks are the maximum, no matter how many strikers you have (but that's a lie - the 2001 rules apply).
* The font of the text, as well as some of the 'interstitial' graphics (background art in the team order screen, etc.), is different. Some say it's a good thing.
* Except for the final boss stage, the stages are all ripped from other games :
China : "Street Fighter Alpha - Warriors' Dreams" (Chun-Li's stage)
Japan : "Street Fighter Alpha 2" (Ryu's stage)
Brazil : "The King of Fighters '94" (Ikari Team stage)
Italy : "The Last Blade 2" (Fire at the Wadamoya)
Mexico : "Art of Fighting 3 - The Path of the Warrior"
USA : "Street Fighter Alpha 2" (Ken's stage)
Korea : (unknown)
Zero : (unknown)
Igniz : (unknown)

- TIPS AND TRICKS -

* Tiny Characters : to minimise your fighter, press and hold START at the characters selection screen.

- SERIES -

1. Crouching Tiger Hidden Dragon 2003 (2003)
2. Crouching Tiger Hidden Dragon 2003 Super Plus (2003)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=541&o=2

$end


$info=ct2k3sp,ct2k3sa,
$bio

Crouching Tiger Hidden Dragon 2003 Super Plus (c) 2003 Unknown.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 12 Mhz), Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2610 (@ 8 Mhz)

Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096

Players : 2
Control : 8-way Joystick
Buttons : 4

- TRIVIA -

This game is a hack of "The King of Fighters 2001".

This is almost the same as CTHD2003 except the bosses can be selected.

- SERIES -

1. Crouching Tiger Hidden Dragon 2003 (2003)
2. Crouching Tiger Hidden Dragon 2003 Super Plus (2003)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4845&o=2

$end


$gba=cthdu,cthdup,
$bio

Crouching Tiger, Hidden Dragon [Model AGB-AQDE-USA] (c) 2001 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70256&o=2

$end


$gba=cthd,
$bio

Crouching Tiger, Hidden Dragon [Model AGB-AQDP] (c) 2001 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70255&o=2

$end


$info=croupier,croupiera,
$bio

Croupier (c) 1997 Playmark.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound Chips : OKI6295 (@ 8 Khz)

Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096

Players : 1
Control : 8-way Joystick
Buttons : 2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4531&o=2

$end


$amigaocs_flop=crown,
$bio

Crown (c) 1990 Starbyte

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73791&o=2

$end


$info=j2crown,
$bio

Crown Dealer (c) 198? Unknown.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41904&o=2

$end


$info=m4crjwl,m4crjwla,m4crjwlb,m4crjwlc,m4crjwld,m4crjwle,m4crjwlf,m4crjwlg,m4crjwlh,
$bio

Crown Jewels (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41288&o=2

$end


$info=m4crjwl2,m4crjwl2a,m4crjwl2b,
$bio

Crown Jewels Mk II Club (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41289&o=2

$end


$info=sc5crnjw,sc5crnjwa,sc5crnjwb,
$bio

Crown Jewels (c) 2004 Bell-Fruit Games, Limited.

- TECHNICAL -

[Scorpion 5]
[Model PR1608]

- TRIVIA -

Crown Jewels was released in May 2004 in the UK.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42996&o=2

$end


$info=sc4crnjw,sc4crnjwa,
$bio

Crown Jewels (c) 2004 Bell-Fruit Games.

- TECHNICAL -

[Model PR1638]

[Scorpion 4]

- TRIVIA -

Released in May 2004.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11526&o=2

$end


$info=sc5cjqps,sc5cjqpsa,sc5cjqpsb,sc5cjqpsc,
$bio

Crown Jewels (c) 200? QPS Interactive.

- TECHNICAL -

[Model Z055]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43735&o=2

$end


$info=crgolf,crgolfa,crgolfb,
$bio

Crowns Golf (c) 1984 Nasco.

A golf game by Nasco.

- TECHNICAL -

Main CPU : (2x) Zilog Z80 (@ 3.072 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.536 Mhz)

Players : 2
Control : stick
Buttons : 6

- TRIVIA -

Released in June 1984.

Licensed to Sega.

Licensed to Kitkorp for US distribution, and to Atari Games for European distribution.

This game is also known as "Champion Golf".

The music used IMMEDIATELY after inserting a coin is known as the Old Comrades' March and is better known as one of the playout pieces on the BBC Radio programme 'The Goon Show'.

- SERIES -

1. Crowns Golf (1984)
2. Crowns Golf In Hawaii (1985)
3. Super Crowns Golf (1989)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=542&o=2

$end


$info=crgolfhi,
$bio

Crowns Golf In Hawaii (c) 1985 Nasco.

A golf game by Nasco.

- TECHNICAL -

Main CPU : (2x) Zilog Z80 (@ 3.072 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.536 Mhz), OKI MSM5205 (@ 384 Khz)

Players: 2
Control: stick
Buttons: 6

- TRIVIA -

Crowns Golf In Hawaii was released in April 1985.

Licensed to Sega.

Licensed to Kitkorp for US distribution, and to Esco Trading for Japanese distribution.

- SERIES -

1. Crowns Golf (1984)
2. Crowns Golf In Hawaii (1985)
3. Super Crowns Golf (1989)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4247&o=2

$end


$saturn,sat_cart=crows,
$bio

Crows The Battle Action for Sega Saturn (c) 1997 Athena Co. Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58998&o=2

$end


$info=cbuster,cbusterw,cbusterj,
$bio

Crude Buster (c) 1990 Data East.

In the near future, ruthless gangs are the new rulers of the streets. Only a brave duo of seasoned street brawlers can end this terror and return peace to the streets. Don't forget to grab and use anything you can find as a weapon (pipes, stones, signs, cars, even enemies!) to survive this onslaught. Features solid graphics & sound and very fun gameplay mechanics!

- TECHNICAL -

Game ID : MAB

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound CPU : Hudson Soft HuC6280 (@ 8.055 Mhz)
Sound Chips : YM2203 (@ 4.0275 Mhz), YM2151 (@ 3.58 Mhz), (2x) OKI6295 (@ 15.255 Khz)

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Crude Buster was released in March 1990.

This game is known in US as "Two Crude".

Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Crude Buster, Midnight Resistance - PCCB-00039) on August 21, 1990.

- STAFF -

Game designer : Akira Ohtami
Programmers : Takaaki Inowe, Souichi Akiyama
Character designers : Kazumi Minagawa, Sonomi Nagao, Yoshinari Kaihou, Eiko Kurihara, Shintoku Ohe, Shinji Noda, Chie Kitahara, Hitomi Fujiwara, Chika Shamoto, Kazumi Enomoto
Background designers : Masanori Tokoro, Kazunori Hashimoto, Atsushi Kaneko, Shuichi Togashi, Masayuki Inoshita, Inochi Kawamura, Mika Yamaguchi, Tomoo Adachi
Ex. designers : Masayuki Kawaguchi, Hiroshi Kadode, Uzzy, Seiji Koyanagi, Masahiko Tezuka
Sound : Azusa Hara (Asha), Hiroaki Yoshida (MARO), Tatsuya Kinouchi (Kiwch)
Hard : Masami Ohki
Voices : Fred Young
Advicer : Joe Kaminkow
Project leader : Iwao Horita

Special thanks : Kazuyuki Kurata (Kazuyuki Kurasan), Sapporo Satellite, Sendai Satellite

- PORTS -

* Consoles :
Sega Mega Drive [JP] (February 28, 1992) "Crude Buster [Model T-13063]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=543&o=2

$end


$megadriv=crudeb,
$bio

Crude Buster (c) 1992 Data East Corp.

- TECHNICAL -

[Model T-13063]

- TRIVIA -

Crude Buster for Mega Drive was released on February 28, 1992 in Japan.

Reviews:
April 1992 - Consoles + N.8 (Page 62-63) [FR]: 60/100
May 1992 - Joypad N.8 (Page 92-93) [FR]: 85/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47918&o=2

$end


$megadriv=crueballj,
$bio

Crue Ball (c) 1993 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56419&o=2

$end


$info=crusnexo,crusnexoa,crusnexob,crusnexoc,crusnexod,
$bio

Cruis'n Exotica (c) 1999 Midway Games, Incorporated..

A great driving game and a direct sequel to "Cruis'n World", and is again a point-to-point racing game with a more twist of fun, with each race having the player racing against nine rival drivers.

Featuring good graphics and new exotic tracks in a variety of global locations, such as Las Vegas, Hong Kong and India also into fantasy worlds (Atlantis, Amazon, Mars). The Cars range from sportcars to more unusual vehicles such as trucks, minis, and police vehicles also more strange vehicles such an clown, a cowboy and an alien.

- TECHNICAL -

Midway Zeus 2 hardware

Main CPU : TMS32031 (@ 50 Mhz)
Sound CPU : ADSP2104 (@ 16 Mhz)
Sound Chips : (2x) DMA-driven (@ 16 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 6

- TRIVIA -

Cruis'n Exotica was released in February 2000 (according to the Version 1.3).

In the Las Vegas race, when you pass under the Elvis impersonator, he looks a bit like Nintendo's 1981 cash cow Donkey Kong in an Elvis suit. And you can also hear an Elvis Guitar Style rendition of the Donkey Kong theme for a few seconds.

Michael Jackson used to own this game (Serial number 44372405623). It was sold at the official Michael Jackson Auction on Apr. 24th, 2009.

- UPDATES -

* Version 1.3
* Version 1.6
* Version 2.4

- TIPS AND TRICKS -

* Car Selection Cheat : by pressing the view buttons you can select between the available six cars and an additional twelve cars (low view), the color of the car (chase view), and the person in the car (high view). If you cycle through this once you will see all the characters, on the second cycle their heads will be oversized (Clown, Baby, Blonde Lady, Guy with crew cut, etc.).

- SERIES -

1. Cruis'n USA (1994)
2. Cruis'n World (1996)
3. Cruis'n Exotica (1999)
4. Cruis'n Velocity (2001, Nintendo GameBoy Advance)
5. Cruis'n (2007, Nintendo Wii)

- STAFF -

Director : Eugene Jarvis
Programmer : Eric Pribyl
Artists : Shawn Cooper, Ted Barber

- PORTS -

* Consoles :
Nintendo 64 (2000)
Nintendo Game Boy Color (2000)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3477&o=2

$end


$n64=crusnexo,
$bio

Cruis'n Exotica (c) 2000 Midway Home Entertainment

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57646&o=2

$end


$gbcolor=crusnexo,
$bio

Cruis'n Exotica [Model CGB-BXOE-USA] (c) 2000 Midway Home Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67686&o=2

$end


$info=crusnusa,crusnusa40,crusnusa21,
$bio

Cruis'n USA (c) 1994 Midway.

Designed by the legendary Eugene Jarvis (creator of, among other things, "Robotron" and "Defender"), Cruis'n USA is a point-to-point racing game featuring fourteen separate courses set in a number of different US locations.

Each race takes place against nine other rival cars. In addition to the player's opponents, the roads are packed with civilian traffic that must be avoided. Any collision with either other vehicles or with trackside objects will result in lost time as the player races against both the clock and the nine rival racers. On many tracks, collisions can be avoided by driving off-road, although this has as inverse effect on both handling and speed.

The in-game physics are skewed entirely toward arcade-style handling. The aforementioned collisions have vehicles bouncing and spinning as though made of rubber, before righting themselves back on the track.

- TECHNICAL -

Midway V Unit hardware

Main CPU : TMS32031 (@ 50 Mhz)
Sound CPU : ADSP2105 (@ 10 Mhz)
Sound Chips : DMA-driven (@ 10 Mhz)

Screen orientation : Horizontal
Video resolution : 512 x 400 pixels
Screen refresh : 57.00 Hz
Palette colors : 32768

Players : 2
Control : paddle
Buttons : 6

- TRIVIA -

Released in November 1994. Cruis'n USA was the first game to be released on the Midway V Unit. Cruis'n USA is also the first driving game to feature digitized (taken from actual footage) textures.

Cruis'n USA and "Killer Instinct" were both released as public previews of the upcoming Nintendo Ultra 64 console (later renamed the Nintendo 64).

The Nintendo 64's hardware is totally different from both of the games' hardware (in fact, both games' hardware are also different from each other) and in many ways inferior, so neither game actually represented the Nintendo 64 console system that the games claim to.

The game was released in upright, sit-down, and full motion cabinets. The upright and sit-down machines support linked play, up to a two game maximum.

A Cruis'n USA unit appears in the 2002 movie 'Van Wilder'.

- UPDATES -

REVISION 1 :
* Software version : 2.1.
* Build date : WED NOV 09 16 :28 :10 1994

Revision 2 :
* Software version : 4.0.
* Build date : WED FEB 08 10 :45 :14 1995

Revision 3 :
* Software version : 4.1.
* Build date : MON FEB 13 16 :53 :40 1995

- TIPS AND TRICKS -

* Hidden Cars : Hold View 2 at the car selection screen to unlock the school bus, ATV and police car.

* Golden Gate Park Track : Hold View 1 + View 2 at the track selection screen to turn the U.S. 101 track into the Golden Gate Park track.

* Indiana Track : Hold View 1 + View 3 at the track selection screen to turn the Beverly Hills track into the Indiana track.

* San Francisco Track : Hold View 2 + View 3 at the track selection screen to turn the Grand Canyon track into the San Francisco track.

* Free Game : Win two races, then press Accelerate+Start after losing the third race.

* View Credits : Press View 1 + View 2 while the game is not in play.

* Alternate Ferrari : Highlight the first car at the car selection screen. Hold View 1 and rotate the steering wheel fully to the Right, fully to the Left, fully to the Right, fully to the Left, fully to the Right, fully to the Left, then press Accelerate. If done correctly, the Ferrari will turn from red to green-blue. The new Ferrari is faster and easier to control than the red Ferrari.

* Wheelie and Turbo Boost : To pop a wheelie and gain some acceleration, double-tap the gas while driving.

- SERIES -

1. Cruis'n USA (1994)
2. Cruis'n World (1996)
3. Cruis'n Exotica (1999)
4. Cruis'n Velocity (2001, Nintendo GameBoy Advance)
5. Cruis'n (2007, Nintendo Wii)

- STAFF -

Director : Eugene Jarvis (EPJ)
Software : Eric Pribyl (ELP)
Hardware designers : Mark Loffredo (ML ), Glen Shipp (Gleen Shipp) (GWS)
3D Graphics : Xion Cooper (SXC), Ted Barber (TED)
Music : Vince Pontarelli
Sound FX : Matt Booty
Additional code : Carl Mey (MEY)
Cabinet art : John Youssi, Linda Deal, Nik Ehrlich, Greg Freres
Additional art : John Watson, Ana Vitek
Mechanical design and motion : Ted Valavanis, Matt Davis, Jim Krol, Tom Sedor, Ray Czajka
Sound system : Ed Keenan
DCS guru : Rich Karstens
Hardware : Ken Williams, Sheridan Oursler, Pat Cox, Al Lasko
PCB designers : Steve Norris, Ray Gay
Art tools : Eric Pribyl (ELP), Warren Davis
Software tools : Eric Pribyl (ELP), Todd Allen, Edwin Reich
Management : Paul Dussault, Cary Mednick, Wally Smolucha
Communications : Monique Jagielnik, Cecilia Rockett, Darlene Crawford, Kathy Kline
Promotional videos : Jim Greene, Art Tianis, Joan Faux, Tal Lekberg
Sales and marketing : Joe Dillon, Roger Sharpe, Barb Rosenthal, Michal Lynn Fuller, Christa Woss, Lenore Sayers, Rachel Davis, Bob Lentz
Ferrets : Kato, Sophi, George Bernstein, Tanzi, Gizmo
Executive producers : Minoru Arakawa, Howard Lincoln, Neil Nicastro, Ken Fedesna, Jel Hochberg, Ken Lobb, Don James
Assistant producer : Debbie Silkwood
Testers : Mike Gottlieb, Darren Walker
Legal : Nate Dardick, Barbara Norman, Katie Czerwinski

* CAST :
Starting girl : Kathryn Garrison
Trophy girl : Anutza Herling
Beefcake boy : Sal Divita
Race anouncer : Gingi Lahera
Cruisn vocals : Jeff Morrow
Prez voice : Paul Heitsch
Saturation agent walker : John Colt
Hot tub babe : Michael Lynn Fuller

- PORTS -

* Consoles :
Nintendo 64 (1997)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=544&o=2

$end


$n64=crusnusa,crusnusau2,crusnusau1,crusnusau,
$bio

Cruis'n USA (c) 1998 Nintendo [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57647&o=2

$end


$gba=cruisnvp,
$bio

Cruis'n Velocity [Model AGB-ACFE-USA] (c) 2001 Midway Home Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70258&o=2

$end


$gba=cruisnv,
$bio

Cruis'n Velocity [Model AGB-ACFP] (c) 2001 Midway Home Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70257&o=2

$end


$info=crusnwld,crusnwld13,crusnwld17,crusnwld20,crusnwld19,crusnwld24,
$bio

Cruis'n World (c) 1996 Midway Mfg. Co.

Cruis'n World is a direct sequel to "Cruis'n USA", and is again a point-to-point racing game, with each race having the player racing against nine rival drivers.

Unlike its USA-set prequel, Cruis'n World's races take place in a variety of global locations, such as the Egypt, London and France. Players can race in any one of twelve countries ranked by difficulty, or drive the entire world through fourteen tracks.

While the core gameplay remains the same, new time-saving stunt moves have been introduced in the form of wheelies and jumps, and many tracks now feature short-cuts.

- TECHNICAL -

Midway V Unit hardware

Main CPU : TMS32031 (@ 50 Mhz)
Sound CPU : ADSP2105 (@ 10 Mhz)
Sound Chips : DMA-driven (@ 10 Mhz)

Players : 2
Control : paddle
Buttons : 6

- TRIVIA -

Released in November 1996.

- UPDATES -

Revision 1 :
* Software version : 1.3.
* Build date : ???

Revision 2 :
* Software version : 1.7.
* Build date : ???

Revision 3 :
* Software version : 1.9.
* Build date : ???

Revision 4 :
* Software version : 2.0.
* Build date : TUE MAR 18 12 :32 :57 1997

Revision 5 :
* Software version : 2.3.
* Build date : FRI JAN 09 10 :25 :49 1998

Revision 6 :
* Software version : 2.4.
* Build date : ???

Revision 7 :
* Software version : 2.5.
* Build date : ???

- TIPS AND TRICKS -

* Hidden Cars : Hold View 1 or View 2 at the car selection screen to access two sets of hidden cars. Hold View 1 + View 3 to access a third set of hidden cars.

* Alternate Car Color : Press View 3 at the car selection screen.

* Hidden Tracks : Hold View 1, View 2, or View 3 at the race selection screen to access the Hawaii, Africa and Australia tracks.

* View Credits : Press View 1 + View 3.

* Jump over Cars : To jump over a slower moving car or one coming at you, pull a wheelie right before you hit it. If you do it right you should still be pulling a wheelie when you hit the car you are jumping over and will not crash. 

* Wheelie and Turbo Boost : To pop a wheelie and gain some acceleration, double-tap the gas while driving. NOTE : If you're playing in Manual mode, you can also do this by switching from fourth gear to neutral and back.

* Ride on 2 Wheels : To race on 2 wheels, double-tap the gas while turning a corner.

* Back Flip : When you are going up a hill, do a wheelie at the top. 

* Side Flip : Do a wheelie while turning, then press in the opposite direction of your turn to flip on your side.

* Honk your Horn : While racing, press Start to honk your horn. The Humvee will fire it's machine gun if you do this.

* Short Cut in Hawaii : Before the tunnel you'll see construction cones. Go through them on the forest side and it'll take you up a 2-track and off a cliff.

* Shortcut in China : When racing in China, you will find a break in the sides of the wall. Hit the gas and cut your wheel. It will take you through the break in the wall and across a country road before rejoining the game ahead of your competition.

* Shortcut in New York : The shortcut through the Big Apple is on the third exit through a construction zone!

- SERIES -

1. Cruis'n USA (1994)
2. Cruis'n World (1996)
3. Cruis'n Exotica (1999)
4. Cruis'n Velocity (2001, Nintendo GameBoy Advance)
5. Cruis'n (2007, Nintendo Wii)

- STAFF -

Director : Eugene Jarvis (DRJ)
Lead software : Eric Pribyl (ELP)
Software : Scott Posh (SRP)
3D Graphics : Ted Barber (TED), Matt Davis (MAT), Xion Cooper (SXC)
Music : Vince Pontarelli
Cabinet art : John Youssi, Nik Ehrlich (NIK), Herman Sanchez
Mechanical designers : Ray Czajka (RAY), Matt Davis (MAT), Tom Sedor, Chris Bobrowski
Hardware : Mark Loffredo, Glenn Shipp, Ken Williams, Al Lasko, John Lowes, Sheridan Oursler, Pat Cox, Scott Parrish, Bob Kay, John Mleczko, Leroy Brown
Sound programmers : Matt Booty, Ed Keenan
PCB designers : Steve Norris, Ray Gay
Additional code : Eugene Jarvis (DRJ)
Art tools : Eric Pribyl (ELP), Scott Posh (SRP), Warren Davis
Software Tools : Eric Pribyl (ELP), Scott Posh (SRP)
Game testers : Eddie Ferrier, Mike Vinikour, Alex Gilliam, Mike Lesage, Kevin Day, Rosalind Dugas
PC support : Kevin Day
Management : Paul Dussault, Cary Mednick, Ted Valavanis
Promotional videos : Jim Greene, Joan Faux, Art and Mike Tianis
Sales and marketing : Joe Dillon, Rachel Davies, Mark Chan, Lenore Sayers, Roger Sharpe, Michal Lynn Jakala, Christa Woss, Pat Fitzgerald
Executive producers : Neil Nicastro, Ken Fedesna, Howard Lincoln
Test : Darren Norman
Legal : Barbara Norman, Debbie Fulton
Game consultant : Ken Lobb

* CAST :
Cruisn world theme vocals : Josie Falbo
Starting girl : Kathryn Garrison
Race announcer : Gingi Lahera
Saturation agent walker : John Colt
Hot tub honey : Michal Lynn Jakala
Trophy babe : Diana Lee
Boy toy : Scott Posh (SRP)
The president : Paul Heitsch

- PORTS -

* Consoles :
Nintendo 64 (1997)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=545&o=2

$end


$n64=crusnwld,crusnwldu,
$bio

Cruis'n World (c) 1998 Nintendo [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57648&o=2

$end


$x1_flop=blassty,
$bio

Cruise Chaser - Blassty (c) 1986 Square Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85952&o=2

$end


$pc8801_flop=blassty,
$bio

Cruise Chaser - Blassty (c) 1986 Square Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91577&o=2

$end


$pc98=blassty,
$bio

Cruise Chaser Blassty (c) 1986 Square Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89173&o=2

$end


$cdi=cruised,
$bio

Cruise Directory (c) 1994 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52815&o=2

$end


$amigaocs_flop=cruisecr,
$bio

Cruise for a Corpse (c) 1991 US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73792&o=2

$end


$amigaocs_flop=cruisecrg,
$bio

Cruise for a Corpse (c) 1991 US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73794&o=2

$end


$amigaocs_flop=cruisecr1,
$bio

Cruise for a Corpse [The Delphine Collection] (c) 1995 US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73793&o=2

$end


$a2600=cruisemi,
$bio

Cruise Missile (c) 1987 Froggo Games Corp.

You control your own Starship in this space battle which takes place in the galaxy of Interwand. Your Interwand Starship is equipped to do battle with  the enemy guard towers and spaceships of the planet Antiwand.

Your mission is to destroy the guard towers that protect the underground enemy settlement and enter the secret tunnel that leads to Antiwand. You must constantly be on the alert and attack the guard towers before they collide with and destroy your Starship. When you have destroyed 10 towers, you will go to Level 2 where you can enter the underground world of the Antiwands.  It is here that you will do battle with Antiwand spaceships and underground missile command towers which will try to destroy your Starship.

The more Antiwand towers you destroy, the more the attack speed of the towers increases and the tunnel itself grows more and more narrow making your journey more perilous than ever.

- TECHNICAL -

Model FG1007

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50373&o=2

$end


$info=cruisin,
$bio

Cruisin (c) 1985 Jaleco.

A little red car does wheelies and jumps between platforms and colours them in as it drives on them. Collect and shoot oil cans at the cops, taxis, ambulances, etc... Watch out for the cat! Neat theme music and background pictures.

- TECHNICAL -

Main CPU : Motorola M6809 (@ 2.048 Mhz)
Sound CPU : Motorola M6809 (@ 640 Khz)
Sound Chips : General Instrument AY8910 (@ 1.25 Mhz), Yamaha YM2203 (@ 1.25 Mhz)

Screen orientation : Horizontal
Video resolution : 240 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 1664

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in December 1985.

Licensed to Kitkorp (Midway later released "Cruis'n USA", which was an unrelated driving game, but had to be spelled differently due to Kitcorps prior release).

Also known as "City Connection".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=546&o=2

$end


$bbca_cass,bbcb_cass=cruncher,
$bio

Cruncher (c) 1983 Virgin Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51702&o=2

$end


$ibm5150,ibm5150_cass=crusade,
$bio

Crusade in Europe (c) 1985 Microprose Software, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83599&o=2

$end


$msx1_cart=crusaderk,
$bio

Crusader (c) 1987 Clover.

Korean release.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95224&o=2

$end


$msx1_cass=crusader,crusadera,
$bio

Crusader (c) 1987 Eaglesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94563&o=2

$end


$saturn,sat_cart=crusaderf,
$bio

Crusader - No Remorse [Model T-5014H-09] (c) 1998 Origin

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60267&o=2

$end


$saturn,sat_cart=crusader,
$bio

Crusader - No Remorse [Model T-5014H-50] (c) 1998 Origin

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60268&o=2

$end


$saturn,sat_cart=crusaderu,
$bio

Crusader - No Remorse [Model T-5014H] (c) 1996 Origin

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60010&o=2

$end


$msx1_cart=crusader,crusaderb,crusadera,
$bio

Crusader (c) 1985 Pony Canyon, Inc.

- TECHNICAL -

Game ID: R49X5083

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76674&o=2

$end


$spc1000_cass=crshcirc,
$bio

Crush Circles (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83495&o=2

$end


$info=crush,crush2,crush3,crush4,crushbl,crushbl2,crushbl3,crushrlf,
$bio

Crush Roller (c) 1981 Kural Electric, Limited.

Crush Roller is a maze game in which the player controls a paintbrush and must paint the entire layout in order to advance to the next stage. Two fish — one yellow, the other light blue — emerge from separate aquariums to pursue the paintbrush around the board, and if either of the fish succeeds in making contact with the paintbrush, the player loses a life.

The player may use two "rollers" to attack the fish. The rollers are located on two overpasses, one vertical in its orientation, the other horizontal. To use a roller, the player positions the paintbrush on the forward end of the roller, waits for either or both of the fish to approach, then pushes the paintbrush along the roller, attacking the fish. The fish is removed from the maze for a few seconds, then returns to one of the aquariums and resumes its pursuit of the paintbrush. Killing fish in this manner scores bonus points.

A third character, appearing to be an animal or human figure depending on the level, may enter the maze and leave tracks that must be painted over in order for the board to be completed. The player can limit the damage by running over the figure, which not only stops further tracks from being left but also awards the player a score, which progressively increases as more boards are cleared.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : Namco (@ 96 Khz)

Players : 2
Control : 4-way joystick

- TRIVIA -

Released in October 1981. 

This game is known in the U.S. as "Make Trax".

Another version of this game is known as "Korosuke Roller". 

2 bootlegs are known as "Paint Roller" and "Magic Brush". Another bootleg was made by Sidam as "Crush Roller (Sidam [Torino, Italy, EUR])". 

Giuseppe Fiorido of Italy holds the official record for this game with 2514100 points on June 27, 1984.

- UPDATES -

"Make Trax" has a protection chip, Crush Roller doesn't. The code between the two is nearly identical, except that everywhere the protection code is located, code has been replaced with a couple of bytes to return the correct value and several NOP instructions (which do absolutely nothing).

- SCORING -

Painting floor : 10 points per unpainted or footprint/tiretrack/dropping messed segment. 
Killing Fish : 50, 100, 200, 400, 800, 1600, 3200, 6400 and the maximum 9000. 
Each level starts with the lowest point scoring fish being increased by one. E.g. Level one starts at 50 points, level two with 100 points, and so on up to 9000 
Capturing the creature/object messing up your paintwork : 1000 points.

- SERIES -

1. Crush Roller (1981)
2. Crush Roller [Model NEOP00380] (1999, Neo Geo Pocket Color)

- PORTS -

* Consoles : 
Nintendo Famicon [AS] (1990, "Brush Roller")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=547&o=2

$end


$info=crushs,
$bio

Crush Roller (c) 1982 Sidam.

An Italian bootleg of Crush Roller that completely skips the title screen, and has a different sound card.

- TECHNICAL -

Main CPU: (Zilog Z80 3.072 Mhz)
Sound Chips: Namco (@ 96 kHz)
General instrument AY-3-8910-A

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31725&o=2

$end


$ngpc=crushrol,
$bio

Crush Roller (c) 1999 SNK.

- TECHNICAL -

Cartridge ID: NEOP00380

- TRIVIA -

Released on April 15, 1999 in Japan.

- SERIES -

1. Crush Roller (1981)
2. Crush Roller [Model NEOP00380] (1999, Neo Geo Pocket Color)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47465&o=2

$end


$gba=crushbas,
$bio

Crushed Baseball [Model AGB-BCBE-USA] (c) 2004 Summitsoft Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70259&o=2

$end


$pc98=crusherj,
$bio

Crusher Joe - Kanraku Wakusei no Inbou (c) 1994 Family Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89174&o=2

$end


$info=crusherm,
$bio

Crusher Makochan (c) 1999 Takumi.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=33668&o=2

$end


$pc8801_flop=crux,
$bio

Crux (c) 1987 Compaq [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91578&o=2

$end


$psx=crwcount,
$bio

CRW - Counter Revolution War (c) 1996 Acclaim Japan [Japan]

- TECHNICAL -

[Model SLPS-00220]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85005&o=2

$end


$pc98=crw2,
$bio

CRW 2 (c) 1995 Wiz [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89063&o=2

$end


$megadriv=crying,
$bio

Crying - Aseimei Sensou (c) 1992 Sega Enterprises, Limited.

- TECHNICAL -

Game ID: G-4087
Cartridge ID: 670-2593
Package ID: 670-2594
Barcode: 4 974365 540876

- TRIVIA -

Crying - Aseimei Sensou for Mega Drive was released on October 30, 1992 in Japan.

It is known outside Japan and Asia as Bio-Hazard Battle. Export releases:
[US] "Bio Hazard Battle [Model 1060]"
[EU] "Bio Hazard Battle [Model 1060-50]"

The subtitle translates from Japanese as 'A Life of War'.

- STAFF -

Scenario by: Hiroshi Mikatabara
Programmed by: TONBE, Shigeharu Isoda (Kazumi Nasu)
Sprite Designed by: Matsu G., Co Tani, Shirō Kinemura (Rauly S. Kine), Senoko
Scroll designed by: Matsu G., Co Tani, Shirō Kinemura (Rauly S. Kine)
Ray tracing by: Matsu G.
Meta ball designed by: Senoko
Sound directed by: Kenichiro Isoda (K.N.U.)
Schedule management: marsh
Package designed by: Jordan, Naisho
Package CG designed by: Matsu G., Shirō Kinemura (Rauly S. Kine)
Manual edited by: MONGOOSE
Package and manual directed by: LibidoCHAN, JANJAKAJAN
Special thanks to: Lee Ho-Gang (Lee), Junichi Tsuchiya (J. Yatsuchi), Wiwi Jumbo, Tokuhiko Uwabo (BO)
Also thanks to: Shigeru Okada (Shige D.O.R.), Usagi, CegawaHD, Kamikawa, Eriko, SUNSET, Atsuhiko Nakamura (Kyamura), monkey, Kazuma Fujii (FUZZY), SiFi TZK, Kazuo Ikeda (Ikepon), Tetsuo Shinyu (Shinyuu), SIM BANCHO, DEVI and PEA, ATSU, DAICHAN, MENME
Directed by: Shigeharu Isoda (Kazumi Nasu)

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [JP] (January 30, 2007) [Model MAOJ]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56420&o=2

$end


$bbca_cass,bbcb_cass=cryptcap,
$bio

Crypt Capers (c) 1984 Software Projects

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51703&o=2

$end


$info=cryptklr,
$bio

Crypt Killer (c) 1995 Konami.

Export version. For more information about the game itself, please see the original Japanese version entry; Henry Explorers [Model GQ420].

- TECHNICAL -

Konami GQ System hardware
Game ID : GQ420

Main CPU: CXD8530BQ/PSX (@67.7376 Mhz), 68000 (@ 8 Mhz)
Sound CPU: 2xK054539 (@ 48 Khz)

Players : 3
Control : lightgun
Buttons : 2

- TRIVIA -

Crypt Killer was released in August 1995.

- PORTS -

* Consoles :
Sony PlayStation [US] (February 28, 1997) [Model SLUS-00335] 
Sony PlayStation [EU] (May 1997) [Model SLES-00292] 
Sega Saturn [EU] (1997) [Model T-9509H-50]
Sega Saturn [US] (1997) [Model T-9509H]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=548&o=2

$end


$saturn,sat_cart=cryptklr,
$bio

Crypt Killer [Model T-9509H-50] (c) 1997 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60269&o=2

$end


$saturn,sat_cart=cryptklru,cryptklrp,
$bio

Crypt Killer [Model T-9509H] (c) 1997 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60011&o=2

$end


$ibm5150,ibm5150_cass=crypto,
$bio

Crypto Cube (c) 1983 DesignWare

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83600&o=2

$end


$a2600=cryptsch,
$bio

Crypts of Chaos (c) 1982 20th Century Fox.

Your objective is to descend as far into the Crypts as possible, stealing every treasure and killing every Monster you can get your hands on. You must try to keep your Hit Count high enough to escape the Crypts alive.

The Crypts of Chaos are a series of complicated mazes. In order not to get discouraged, please read the instruction manual carefully and draw maps of the Crypts as you travel them.

- TECHNICAL -

Model 11009

- SCORING -

Points are added to your score for slaying Monsters and stealing their Treasures. The tougher the Monster is, the more points it is worth and the more Treasure is in its lair. Bonus points are awarded for leaving the Crypts alive (except in the easy practice game).

Points are deducted from the Hit Count when Monsters get too close to you. The game ends when all your Hit Counts are used up or when you leave the Crypt.

SCORE RATINGS:
0 - 1000 = Serf
1000 - 2000 = Page
2000 - 3000 = Courtier
3000 - 4000 = Knight
over 4000 = Noble

- TIPS AND TRICKS -

HINTS FROM JOHN W. S. MARVIN...
Remember to take the Treasure from all eight Lairs on each level to get bonus charges for your Ring and Wand. Avoid combat with wandering Monsters that might waste Hits and weapon Charges. Don't waste time in the Corridors, but seek out the Lairs and take all the treasure you can. Keep the joystick pressed forward if you want to use the Sword, for it will close the distance between you and the Monster. When you're running low on Hits and Charges, try to make it out of the Crypts by ascending the Up Staircases to the surface. Be brave, be quick and trust in your luck. Good Hunting!

- STAFF -

Programmer: John Marvin

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50374&o=2

$end


$snes=crystalb,
$bio

Crystal Beans From Dungeon Explorer [Model SHVC-AC3J-JPN] (c) 1995 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61167&o=2

$end


$pc8801_flop=crysblad,
$bio

Crystal Blade (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91579&o=2

$end


$info=ccastles,ccastles1,ccastles2,ccastles3,ccastlesg,ccastlesp,ccastlesf,ccastlesj,
$bio

Crystal Castles (c) 1983 Atari.

Crystal Castles is an inventive variation on the maze-driven collect-the-dots gameplay first seen in Namco's legendary "Pac-Man". The player takes on the role of 'Bentley Bear', who must run around a number of "castles" - each presented in the form of an isometric forced 3D maze - picking up the gemstones that litter its walkways and platforms, before moving onto the next castle. 

Each level is populated by a variety of enemies, including sentient trees, gem eaters, a swarm of bees and Berthilda the Witch. Some enemy types move around the levels randomly, while others will actively chase Bentley. Gem Eaters will devour any gems they reach before the player. 

In addition to four-directional walking, Bentley can also jump to avoid pursuing enemies and obstacles. Many levels have platforms that can only be reached via an elevator and some screens also contain hidden secret passages and ramps, as well as 'warps' that move players forward several levels. 

Jumping over the trees will shrink and temporarily disable them, while wearing Berthilda's red hat grants the player temporary invincibility, allowing them to kill the witch should they manage to catch her. If Bentley Bear touches a Gem Eater while it's in the process of eating a gem, the Gem Eater dies and 500 points are awarded to the player. However, if the Gem Eater is not eating a gem when touched, Bentley Bear dies. 

Some levels contain a large pot of honey. A swarm of bees appears near the honey approximately every five seconds but collecting the honey pot earns the player 1,000 bonus points and causes the bees to appear less frequently. Other enemies, such as the balls, skeletons and ghosts must be avoided. 

If Bentley collects all of the gems on a castle, the player receives bonus points. A bonus is also awarded in the event of the player picking up the last gem on the level. 

Crystal Castles consists of ten different stages broken down into 37 castle mazes (with four castles making up each stage, apart from 10th, which has only one castle).

- TECHNICAL -

There were two different Crystal Castles cabinets, an upright and a cocktail. Both of these were highly detailed and covered with decorations. The upright cabinet had a production run of 4,880, and the cocktail cabinet had a production run of 500, for a total production run of 5,380 units.

* The Crystal Castles upright was one of the best looking cabinets ever made. It is sort of colored white, and has huge painted sideart of Bentley Bear gathering gems in the castle. The marquee has a futuristic looking logo flanked with two in game scenes on a black background. There is a second mini-marquee over the speaker are that has a large Atari logo. For some reason that logo ends up going missing on many machines, and don't believe sellers when they say it is a cheap or easy part to find, because it isn't. The control panel continues the same graphical scheme as the rest of the machine. It has a standard trackball mounted centrally with fire/start buttons on either side. These trackballs eventually become worn out or damaged, and are mildly expensive to replace. 

* The cocktail version has no sideart, very few cocktail machines do. But the top glass is nicely decorated and the control panel art matches the upright version. The players sit across from each other on this version, and the on screen image flips over to face whichever player is currently controlling Bentley Bear. 

Game ID : 136022 

Main CPU : MOS Technology M6502 (@ 1.5 Mhz) 
Sound Chips : (2x) POKEY (@ 1.25 Mhz) 

Players : 2 
Control : trackball 
Buttons : 1 (JUMP)

- TRIVIA -

When it first appeared in arcades in July 1983, Crystal Castles amazed players with its sharp graphics and pseudo 3-D mazes. 

The game was originally supposed to be a variation on the mega-hit "Asteroids" and the working title was 'Toporoids' (from TOPOgraphics and asteROIDS). It featured a one-legged robot and/or a spaceship placed in 3-D mazes lined with asteroids and the goal was (of course) to shoot them. The mazes were similar to those in Crystal Castles. 

The character 'Bentley Bear' was originally named 'Braveheart Bear' in the released prototypes. But, Atari ran into trouble over that name from the American Indians and so had to change it. Whenever Bentley is killed, he shrinks, and says something in a cartoon-type balloon above his head. The four possible sayings are: OUCH; OH NO; BYE; and #?!. 

Originally, FXL designed the game so that Bentley could jump while in a tunnel. But he decided to take that ability away when he saw Bentley's head popping through the roof! 

The game was programmed in 6502, and Fortran was used as tool for programming. 

All of the musical themes in the game are from works of classical music. The tune when you first start the game and the bonus life music, are both from The Mephisto Waltz by Liszt. The last gem bonus music is from one of the scenes in Tchaikovsky's Nutcracker Suite. And, the triumphant theme played when you complete Level 10 is of course from The 1812 Overture, again from Tchaikovsky. 

If you hadn't noticed, the color schemes of the castles change during the game, and from one game to the next. The colors in the first level are always the same. From level 2 thru 6, they appear in a set order, but every 100 paid games, this set order changes. Finally, in levels 7 and up, the color scheme is picked randomly. A most odd arrangement! There are 17 possible maze color schemes, and four different color possibilities on every board: gem, floor, front wall, and side wall colors. But, each one is not randomly picked and mixed with the other; they are pre-determined as a group, and then the whole group is chosen randomly. The possible gem colors are red, blue, white, and yellow. The floor can be white, black, or pea-green. And, there are 12 possibilities for wall colors, including pink, maroon, and peach! 

On two of the mazes in the game, FXL has built into the structure initials of friends of his. On Hidden Spiral, the DES stands for Desiree McCrorey, who holds a contest record on "Mr. Do!". SSM is Sam Mehta, who came in 2nd in a "Centipede" contest held by Atari. And BBM stands for Brian McGhee, a former Atari game designer. On Berthilda's Palace, the initials are harder to make out, as they are cutouts in the floor. EDG is the initials of Eric Ginner, while MAR stands for Mark Robichek. Both of these were famous video game players at the time Crystal was made and are still known by many. Other initials appear in the game, on the above-mentioned scoreboard. While many are made up, some stand for real people. FXL appears in the top 3 spots on a new, or newly reset, game scoreboard and he also appears at other places in the top 250 initials. MEC appears more than once also. This stands for Mark Cerny, a fellow designer at Atari. He is responsible for "Marble Madness". 

Note : The formula for calculating the points given for the last gem bonus on a particular level and board number is 1,000 + ((((level x 4) - 1) - (4 - board)) x 100). 

Frank Seay holds the official record for this game with 910,722 points. 

A Crystal Castles units appears in the 1984 movie 'Gremlins'. 

Michael Jackson used to own this game. It was sold at the official Michael Jackson Auction on April 24, 2009.

- SCORING -

Points awarded for collecting gems.
Killing Gem Eaters : 500 or 1,000 points.
Collecting the honeypot : 1,000 points.
Collecting the witch's hat : 2,000 points.
Killing Berthilda : bonus points.

- TIPS AND TRICKS -

* Warps: There's a 'continue option' warp on the first board. It won't take you any higher than Level 8, though.
1) The first warp is behind the palace on the upper-right hand corner of the first board. Go there then jump. It'll take you to Level 3.
2) The second warp : get the hat, run to an elevator, and at the back corner of the hidden ramp, jump before the hat expires. The warp always gives you four lives (not including the one you're on) and takes you to Level 5.
3) The third warp is on the third screen of Level 5, titled 'Crossroads'. It is extremely easy to trigger; just move to the very upper left corner and jump. You will be transported to the first screen of Level 7, again with four lives to spare. There are no other warps.

* A Trick: If you jump at least 128 times in the front right corner of any maze, the next maze that is fully drawn from the beginning will have a string of the words ATARI stretched across the middle of the screen. It disappears on the next maze, unless you are playing a two-player game, in which case it can appear on two screens.

* Another Trick: On Level 5, Berthilda's Palace grab the hat and enter the large door where Berthilda is. Run over her for 3,000 points, then head to the corner of the room (where Berthilda was) and jump. The initials FXL will appear in the lower-right hand corner of the screen, which stands for Franz Lanziger, one of the designers of Crystal Castles!

* This Trick Is Free: When the machine is in its demo mode, wait until the first stage appears. When Bentley gets killed, hold down BOTH jump buttons and the accounting screen, which shows customer play information, will appear.

* Secret Message: When you complete level 10, a special screen appears that says, I GIVE UP : YOU WIN  YOU MUST BE _______________.
What goes in the blank depends on the number of lives you have left.
For 1 life, fill in AMAZINGLY GOOD;
For 2, RIDICULOUSLY GOOD;
For 3, FANTASTICALLY GOOD;
For 4, VERY GOOD;
For 5, AN EXPERT;
and for 6, A VIDEO WIZ.

* Time Bonus: For every four seconds of game play, you lose 1,000 points. The amount of time bonus starts at 200,000, so you can figure that a 5 minute game will have a time bonus of 125,000. Also, for every life you lose, you lose at least 1,000 time bonus points, so even though you can make up for your life as far as the life bonus, you still lose in time bonus.

- STAFF -

Program : Franz Lanzinger (FXL)
Hardware : Sam Ly
Project leader : Scott Fuller
Team leader : John Ray (RAY)
Graphics : Barbara Singh (BAS), Dave Ralston
Techs : Paul Mancuso, Gardner Crosby

- PORTS -

* Consoles : 
Atari 2600 [US] (1984) "Crystal Castles [Model CX26110]"
Atari 2600 [EU] (1984) "Crystal Castles [Model CX26110P]"
Atari 2600 [EU] (1987) 
Atari 7800 [US] (unreleased prototype) 
Atari XEGS 
Sony PlayStation [US] (December 31, 1997) "Arcade's Greatest Hits - The Atari Collection 2 [Model SLUS-00449]" 
Sony PlayStation [EU] (June 1998) "Arcade's Greatest Hits - The Atari Collection 2 [Model SLES-00712]" 
Sega Dreamcast [US] (July 2, 2001) "Atari Anniversary Edtion [Model T-15130N]" 
Microsoft XBOX [US] (November 16, 2004) "Atari Anthology [Model 26084]" 
Sony PlayStation 2 [US] (November 22, 2004) "Atari Anthology [Model SLUS-21076]" 
Microsoft XBOX [EU] (November 26, 2004) "Atari Anthology" 
Sony PlayStation 2 [EU] (February 18, 2005) "Atari Anthology [Model SLES-53061]" 
Microsoft XBOX [JP] (August 4, 2005) "Atari Anthology [Model B7X-00001]" 

* Handhelds : 
Nintendo DS [US] (March 8, 2011) "Atari Greatest Hits Vol.2 [Model NTR-P-PR7E-USA]" 

* Computers : 
BBC Micro [EU] (1983) 
Apple II [US] (1983) 
Tandy Color Computer [US] (1984) 
Commodore C64 [US] [EU] (1984) 
Atari ST [EU] (1986) 
Amstrad CPC [EU] (1986) 
Sinclair ZX Spectrum [EU] (1986) 
Sinclair QL (1986) (3D Slime) (unofficial port)
Atari 800 [US] (1988) [Model RX8102] 
PC [MS Windows, CD-ROM] [US] (April 4, 1998) "Atari Arcade Hits Vol. 2" 
PC [MS Windows, CD-ROM] [EU] (2000) "Atari Arcade Hits 2" 
PC [MS Windows, CD-ROM] [US] (July 9, 2001) "Atari Anniversary Edition" 
PC [MS Windows, CD-ROM] [EU] (December 14, 2001) "Atari Anniversary Edition" 
PC [MS Windows, CD-ROM] [US] (November 11, 2003) "Atari - 80 Classic Games in One! [Model 25069J]" - Arcade and Atari 2600 versions 
PC [MS Windows, CD-ROM] [EU] (June 10, 2005) "Atari - 80 Classic Games in One! [Replay]" - Arcade and Atari 2600 versions 

* Others : 
Nokia N-Gage [US] (February 2006) "Atari Masterpieces Vol. II" 
Nokia N-Gage [EU] (March 30, 2006) "Atari Masterpieces Vol. II" 
Apple Store [US] (2012) "Atari Greatest Hits" 
Google Play [US] (2012) "Atari Greatest Hits"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=549&o=2

$end


$bbca_cass,bbcb_cass=ccastles,
$bio

Crystal Castles (c) 1983 Atarisoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51704&o=2

$end


$c64_cart,c64_flop=ccastles,
$bio

Crystal Castles (c) 1984 Atari, Incorporated. [Sunnyvale, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53549&o=2

$end


$a800=ccastles,
$bio

Crystal Castles (c) 1984 Atari, Inc. [Sunnyvale, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82811&o=2

$end


$cpc_cass=crystalc,
$bio

Crystal Castles (c) 1986 Kixx

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95811&o=2

$end


$a2600=ccastlese,
$bio

Crystal Castles (c) 1984 Atari, Incorporated.

PAL release. Game developed in USA. For more information, please see the NTSC release's entry; "Crystal Castles [Model CX26110]".

- TECHNICAL -

Model CX26110P

- PORTS -

* Consoles : 
Microsoft XBOX [EU] (November 26, 2004) "Atari Anthology" 
Sony PlayStation 2 [EU] (February 18, 2005) "Atari Anthology [Model SLES-53061]" 

* Computers : 
PC [MS Windows, CD-ROM] [EU] (June 10, 2005) "Atari - 80 Classic Games in One! [Replay]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83038&o=2

$end


$a2600=ccastles,ccastlese,ccastlesp,
$bio

Crystal Castles (c) 1984 Atari, Incorporated.

The A-maze-ing Adventures of Bentley Bear

Once upon a time, Bentley Bear was rambling through the woods, daydreaming about poached salmon.  He stopped to take a nap in his favorite hollow tree trunk.  But when he awoke, he found himself inside a huge castle glittering with diamonds, emeralds, and pearls.

Though Bentley didn't know it at the time, he was trapped in Crystal Castles, home of Berthilda the Witch and her evil cronies. To escape their spell, he must harvest the gems in the castles before Berthilda and her malicious gang send him into permanent hibernation.

- TECHNICAL -

Model CX26110

- TRIVIA -

Export releases:
[PAL] "Crystal Castles [Model CX26110P]"

- SCORING -

Harvest a Gem: 1 point for the first gem, 2 points for the second gem, and so on up to 99 points per gem
Harvest the Last Gem in the Castle: 1,000 points for the first castle, increasing 100 points in every castle thereafter.
Don the Magic Hat: 500 points
Eat the honey: 1,000 points
Crush a Gem Eater: 500 points
Smash Berthilda the Witch: 3,000 points

BONUS LIFE: At every 20,000 points, Bentley wins an extra life.

- TIPS AND TRICKS -

* If Bentley harvests the last gem in the castles, he wins extra points.

* Elevators make perfect escape routes.  However, they only operate one at a time.

* Bentley is invincible while he's jumping.

* Bentley can temporarily stun Nasty Trees and Gem Eaters by jumping over them.  But this maneuver won't work if he's wearing the magic hat, or while the Gem Eaters are swallowing gems.

* When floating scores appear on the scene, creatures can't move through them; nor can the creatures move through each other.

- STAFF -

Graphic Designer: Michael Kosaka
Programmer: Peter C. Niday
Sound: Robert Vieira

- PORTS -

* Consoles : 
Microsoft XBOX [US] (November 16, 2004) "Atari Anthology [Model 26084]" 
Sony PlayStation 2 [US] (November 22, 2004) "Atari Anthology [Model SLUS-21076]" 
Microsoft XBOX [JP] (August 4, 2005) "Atari Anthology [Model B7X-00001]" 

* Handhelds : 
Nintendo DS [US] (March 8, 2011) "Atari Greatest Hits Vol.2 [Model NTR-BR7E-USA]" 

* Computers : 
PC [MS Windows, CD-ROM] [US] (November 11, 2003) "Atari - 80 Classic Games in One! [Model 25069J]" 

* Others : 
Atari Flashback [US] (2004) 
Atari Flashback 4 [US] (November 13, 2012) by AtGames 
Atari Flashback 5 [US] (October 1, 2014) by AtGames

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50375&o=2

$end


$xegs=ccastles,
$bio

Crystal Castles [Model RX8102] (c) 1988 Atari Corp. [Sunnyvale, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51232&o=2

$end


$pc98=cryschas,
$bio

Crystal Chaser - Tenkuu no Mashoukyuu (c) 1991 Telenet Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89175&o=2

$end


$info=crystal,
$bio

Crystal Colours (c) 1998 JCD Srl.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48284&o=2

$end


$amigaocs_flop=crystdrg,
$bio

Crystal Dragon (c) 1994 Black Legend

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73795&o=2

$end


$pc98=crystdrm,
$bio

Crystal Dream (c) 1989 Striker [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89176&o=2

$end


$pc8801_flop=crystdrm,crystdrma,
$bio

Crystal Dream (c) 1989 Striker [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91580&o=2

$end


$pc8801_flop=crystdr2,crystdr2a,
$bio

Crystal Dream II - Maou no Gen'ei (c) 1990 Striker [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91581&o=2

$end


$pc98=crystdr2,
$bio

Crystal Dream II - Maou no Genei (c) 1990 Striker [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89177&o=2

$end


$info=ss7200,ss7810,ss6246,ss7816,ss7811,ss011597,ss7874,ss6247,ss0312,ss8014,ss7812,ss0212,ss7754,ss6248,ss8622,ss7271,ss6249,ss0245,ss7459,ss7458,ss7457,ss6250,ss0239,ss6251,ss8142,ss8143,
$bio

Crystal Fives (c) 199? IGT [International Game Technologies].

2-Coin Multiplier slot.

- UPDATES -

SS7200
SS7810
SS6246
SS7816
SS7811
SS011597
SS7874
SS6247
SS0312
SS8014
SS7812
SS0212
SS7754
SS6248
SS8622
SS7271
SS6249
SS0245
SS7459
SS7458
SS7457
SS6250
SS0239
SS6251
SS8142
SS8143

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46076&o=2

$end


$info=ss7205,ss6271,ss6272,ss0313,ss0229,ss6273,ss7298,ss8018,ss6274,ss0210,ss7462,ss7461,ss7460,ss0251,ss7873,ss6275,ss6276,ss8746,ss8144,ss8145,
$bio

Crystal Fives (c) 199? IGT [International Game Technologies]

3-coin multiplier slot.

- UPDATES -

# SS0210
Max %: 90.045
Hit Freq.: 15.432
Win Freq.: 6.48

# SS0229
Max %: 92.513
Hit Freq.: 15.580
Win Freq.: 6.42

# SS0251
Max %: 88.517
Hit Freq.: 15.668
Win Freq.: 6.38

# SS0313
Max %: 95.102
Hit Freq.: 15.883
Win Freq.: 6.30

# SS6271
Max %: 97.426
Hit Freq.: 16.181
Win Freq.: 6.18

# SS6272
Max %: 95.102
Hit Freq.: 15.883
Win Freq.: 6.30

# SS6273
Max %: 92.513
Hit Freq.: 15.580
Win Freq.: 6.42

# SS6274
Max %: 90.045
Hit Freq.: 15.432
Win Freq.: 6.48

# SS6275
Max %: 87.571
Hit Freq.: 15.147
Win Freq.: 6.60

# SS6276
Max %: 85.024
Hit Freq.: 14.991
Win Freq.: 6.67

# SS7205
Max %: 98.076
Hit Freq.: 16.334
Win Freq.: 6.12

# SS7298
Max %: 91.016
Hit Freq.: 15.432
Win Freq.: 6.48

# SS7460
Max %: 88.517
Hit Freq.: 15.668
Win Freq.: 6.38

# SS7461
Max %: 88.519
Hit Freq.: 15.479
Win Freq.: 6.46

# SS7462
Max %: 88.562
Hit Freq.: 16.344
Win Freq.: 6.12

# SS7873
Max %: 87.571
Hit Freq.: 15.147
Win Freq.: 6.60

# SS8018
Max %: 90.997
Hit Freq.: 16.889
Win Freq.: 5.92

# SS8144
Max %: 80.426
Hit Freq.: 13.437
Win Freq.: 7.44

# SS8145
Max %: 75.437
Hit Freq.: 13.152
Win Freq.: 7.60

# SS8746
Max %: 82.088
Hit Freq.: 14.824
Win Freq.: 6.75

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=45380&o=2

$end


$info=crystal2,
$bio

Crystal Gal II Mahjong (c) 1986 Nichibutsu.

A mahjong game.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 5 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.25 Mhz), DAC

Screen orientation : Horizontal
Video resolution : 512 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 256

Player : 2

- TRIVIA -

Crystal Gal II Mahjong was released in June 1986 in Japan.

- SERIES -

1. Crystal Gal Mahjong (1986)
2. Crystal Gal II Mahjong (1986)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=550&o=2

$end


$info=crystalg,
$bio

Crystal Gal Mahjong (c) 1986 Nichibutsu.

A mahjong game.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 5 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.25 Mhz), DAC

Screen orientation : Horizontal
Video resolution : 512 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 256

Player : 2

- TRIVIA -

Crystal Gal Mahjong was released in May 1986 in Japan.

- SERIES -

1. Crystal Gal Mahjong (1986)
2. Crystal Gal II Mahjong (1986)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=551&o=2

$end


$cpc_cass=crystalk,
$bio

Crystal Kingdom Dizzy (c) 1992 Codemasters Soft. Co., Ltd., The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95812&o=2

$end


$amigaocs_flop=ckdizzy,
$bio

Crystal Kingdom Dizzy (c) 1993 Codemasters Software Company, Limited., The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73796&o=2

$end


$info=m4crmaze,m4crmaze__c,m4crmaze__d,m4crmaze__e,m4crmaze__f,m4crmaze__g,m4crmaze__h,m4crmaze__i,m4crmaze__j,m4crmaze__k,m4crmaze__l,m4crmaze__m,
$bio

Crystal Maze (c) 1993 Barcrest Games.

- TRIVIA -

Released in January 1993.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48947&o=2

$end


$info=m4crmaze__n,m4crmaze__o,m4crmaze__p,m4crmaze__q,m4crmaze__r,m4crmaze__s,
$bio

Crystal Maze (c) 199? BWB.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48948&o=2

$end


$nes=cmines,
$bio

Crystal Mines (c) 1989 Color Dreams

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55034&o=2

$end


$lynx=cmines2,
$bio

Crystal Mines II (c) 1992 Atari Corp.

The Crystal Mines once brought riches and prominence to the surrounding towns. Then the miners went too deep--into the lair of dangerous demons who live deep within the earth. These deadly monsters made mining impossible. Worse yet, they began to leave the mines and terrorize the community. The mines were closed and the community deteriorated.

That was years ago. Now, a local scientist has developed a robot capable of destroying the demons once and for all. Shortly before his mysterious disappearance, he showed you how his creation works. Now it is up to you to use his Lynx Robot Controller to lead the robot through the mines, destroying the demons and recovering the precious crystals. For your reward, you can keep everything the robot picks up. Also, you will have saved the community.

The object of Crystal Mines II is to move through each level, picking up crystals as you go. To successfully complete a level, the robot must pick up crystals with a value at or above the number shown at the bottom right of the screen. And he must do it within the time limit shown at the upper right.

To successfully complete this goal, you must dig through dirt and destroy rocks that block your way. But this robot does not settle for a wimpy little shovel. He blasts everything with powerful energy bursts. If the dirt is hard, the robot must keep blasting until it isblown away. Hard dirt is very dark, while soft dirt is light.

Of course, these energy bursts also come in handy when demons lurk about! To fire an energy burst, press A.

Scattered throughout some of the mines are packets of TNT. The robot can use TNT to blast certain rocks and demons that are too hard for energy bursts. Press B to drop TNT, then get away fast!

The robot can push boulders, crystals, and certain rocks. This is handy for blocking a demon's path. This also comes in handy for destroying certain demons. Push a boulder so it will drop on a demon's head and the demon will be cn~shed before it knows what hit him.

Be extra careful around boulders. They can do serious damage to the robot, too. Also, boulders are not always what they seem. Sometimes dormant demons look just like boulders. Push or fire energy at a dormant demon and the demon will wake up very angry!

Pay attention to gravity. Crystals, boulders, and heavy rocks will fall if left unsupported. Some mines contain gravity switches which actually change the direction of gravity. Be careful around these switches. (A gravity indicator is in the lower-left corner of the screen.)

Yes, the Crystal Mines are dangerous. But they can also be very rewarding. They are packed with precious crystals. These crystals were the life blood of the surrounding communities before the demons moved in. Now the robot must collect the crystals.

Different types of crystals have different values. The least valuable are the yellow crystals. The most valuable are the beautiful white crystals. Pay attention to the value of each crystal you pick up. You will quickly learn which crystals to collect first.

When you meet your crystal quota in a mine, you will hear a musical cue. When you hear this cue, look for an exit circle. When you find the exit circle, step into it. You will immediately leave the mine and collect your reward.

There are special tools hidden in the mines that you may need to complete the current level. Also hidden are bags of precious metals. Pick up as much copper, silver and gold as possible. Metals are worth thousands of points at the end of each level (Screen 8).

There are 150 different mine levels, plus 31 bonus levels. You will discover many objects and encounter mind-boggling puzzles and terrifying demons as you go deeper into the mines.

The old miners tell stories of other dangers, too. For example, they laid pipes which the demons have learned to use for their own heinous purposes. Items can be pushed into any pipe that is at a right angle to the gravitational force. The objects will slide through the pipe. Some pipes will actually change boulders into crystals (or vice versa).

You will have to learn about other hazards as you gain experience. For now, it's time to unseal the mines and let the robot in. The rest is up to you. Remember, the future of the community depends on you!

- TECHNICAL -

Model PA2105

- TRIVIA -

Reviews:
[FR] June 1992 - Joypad N.9: 79/100

- TIPS AND TRICKS -

* Level Select: Enter KIMI as password but don't press A to start the game. Instead, hold down OPTION 1+OPTION 2 and press B. You will hear a sound like a machine gun and you'll see the first level (Down in the Dirt) appear on the screen. Now you can press A to skip ahead to the next level or press B to move back through the list, and press any direction on the control pad to start the game.

* Bonus Level: Enter ZERO as password to access the bonus level 0 (Secret Vault).

* Bonus Points: If you complete level 28, you get 1,000,000 points as a bonus.

- STAFF -

Programmer: Ken Beckett

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58809&o=2

$end


$pc8801_flop=crystalp,crystalpa,
$bio

Crystal Prison (c) 1986 Bothtec, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91582&o=2

$end


$apple2gs=crstlqst,
$bio

Crystal Quest (c) 1989 Casady & Greene, Incorporated.

- STAFF -

Original game by: Patrick Buckland

Apple IIgs version by: Bill Heineman
Graphics by: Mike Patrick (Jed), Scott Everts

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49751&o=2

$end


$pc98=crystqst,
$bio

Crystal Quest (c) 1992 Pixy Bell [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89178&o=2

$end


$gameboy=crystalq,
$bio

Crystal Quest [Model DMG-CQ-USA] (c) 1991 Data East Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65806&o=2

$end


$pc98=crystalr,
$bio

Crystal Rinal - Ouma no Meikyuu (c) 1994 DO [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89179&o=2

$end


$info=crystals,
$bio

Crystal Springs (c) 2003 Aristocrat.

A video slot machine with 5 reels and 25 lines.

- TECHNICAL -

Runs on the Aristocrat MKVI hardware.

- TRIVIA -

Crystal Springs was released in May 2003.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5124&o=2

$end


$cpc_cass=crystalt,
$bio

Crystal Theft (c) 1984 Wicca Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95813&o=2

$end


$x68k_flop=crystwr,
$bio

Crystal Tower (c) 1990 Master Piece

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87253&o=2

$end


$gamegear=crystalw,
$bio

Crystal Warriors (c) 1992 Sega Enterprises, Limited.

- TECHNICAL -

Cartridge ID: 2502

- TRIVIA -

Reviews:
[FR] July/August 1992 - Consoles + N.11: 89/100
[FR] July 1992 - Joypad N.10: 85/100

Average note: 87/100

- TIPS AND TRICKS -

* Sound test: Turn on the console with 1+2+START held. Then, during the title screen press Up+START.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64528&o=2

$end


$megadriv=crystlpt,crystlptp15,crystlptp14,crystlptp13,crystlptp12,crystlptp11,crystlptp10,crystlptp09,crystlptp08,crystlptp07,crystlptp06,crystlptp05,crystlptp04,crystlptp02,crystlptp03,crystlptp01,
$bio

Crystal's Pony Tale (c) 1994 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57176&o=2

$end


$nes=crystal,crystalb,crystala,
$bio

Crystalis (c) 1990 SNK [Shin Nihon Kikaku] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55035&o=2

$end


$gbcolor=crystal,
$bio

Crystalis [Model CGB-AYJE-USA] (c) 2000 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67687&o=2

$end


$info=crystalc,
$bio

Crystals Colours (c) 1998 JCD Srl.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72298&o=2

$end


$amigaocs_flop=arborea,
$bio

Crystals of Arborea [Magic Worlds] (c) 1990 Silmarils

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73797&o=2

$end


$pc98=crystani,crystan,
$bio

Crystania - Shinou Densetsu (c) 1995 Systemsoft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89180&o=2

$end


$svision=crystbal,
$bio

Crystball (c) 1991 Travellmate

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95431&o=2

$end


$mc10=csavem,
$bio

CSAVEM (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87616&o=2

$end


$info=csi_240,csi_102,csi_103,csi_104,csi_200,csi_210,csi_230,
$bio

CSI: Crime Scene Investigation (c) 2008 Stern Pinball.

- TRIVIA -

Based around the popular television franchise. This pinball is licensed from CBS Consumer Products; and features original speech from characters from the franchise and music from the television show. CSI series creator Anthony E. Zuiker assisted in the design of the machine.

- STAFF -

Artwork : John Youssi, Margaret Hudson
Sound Effects : David D. Thiel
Interactive Music Editing : David D. Thiel
Custom Speech Direction : David D. Thiel
Custom Speech : Robert David Hall

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=29078&o=2

$end


$gba=ctspecf2,
$bio

CT Special Forces - Back to Hell [Model AGB-A9CP] (c) 2003 LSP [Light & Shadow Production]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70091&o=2

$end


$gba=ctspecf3,
$bio

CT Special Forces - Bioterror [Model AGB-BC3P] (c) 200? LSP [Light & Shadow Production]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70092&o=2

$end


$gba=ctspecf2u,
$bio

CT Special Forces 2 - Back in the Trenches [Model AGB-A9CE-USA] (c) 2004 HIP Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70093&o=2

$end


$gba=ctspecfu,
$bio

CT Special Forces [Model AGB-AC7E-USA] (c) 2002 HIP Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70090&o=2

$end


$gba=ctspecf,ctspecfp,
$bio

CT Special Forces [Model AGB-AC7P] (c) 2002 LSP [Light & Shadow Production]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70089&o=2

$end


$snes=cuonpa,
$bio

Cu-On-Pa SFC [Model SHVC-AC6J-JPN] (c) 1996 T&E Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61168&o=2

$end


$psx=cuonpaja,
$bio

Cu-On-Pa [Model SLPS-01026] (c) 1997 T&E Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85045&o=2

$end


$x68k_flop=cuarto,
$bio

Cuarto (c) 1991 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87254&o=2

$end


$info=4enlinea,
$bio

Cuatro en Linea (c) 1991 Compumatic.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87020&o=2

$end


$cpc_cass=cuatrogr,
$bio

Cuatro Grandes Juegos Vol. II (c) 19?? System 4 de Espana, S.A. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95814&o=2

$end


$cpc_cass=cuatropo,
$bio

Cuatro Por Uno [Model AMS 880020] (c) 1988 Dinamic Soft. [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95815&o=2

$end


$saturn,sat_cart=cubeanna,cubeshou,cubeshoua,
$bio

Cube Battler - Story of Anna (c) 1997 Yanoman Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58999&o=2

$end


$bbca_cass,bbcb_cass=cubemast,
$bio

Cube Master (c) 1982 Acornsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51705&o=2

$end


$info=cubeqst,cubeqsta,
$bio

Cube Quest (c) 1983 Simutrek.

In Cube Quest, you must maneuver your space ship through a series of corridors in the Cube. You start off with a radar display of the cube, deciding which of the 54 corridors you want to start in. Each corridor has several enemy fighters that are determined to defeat you. Once you defeat the enemies you zoom back to the radar display of the Cubic World to chose another corridor to travel in. Once you complete all the corridors, you are rewarded with the Treasure of Mytha, Master of the Cube Quest.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 8MHz), I8748 (@ 6MHz), I8049 (@ 4.41MHz).
Rotate CPU :  68000 (@ 5MHz)
Line CPU : Motorola 68000 (@ 5MHz)
Sound CPU : Motorola 68000 (@ 5MHz)
Sound Chips : Laserdisc Analog, DAC.

Screen Orientation : Horizontal
Video Resoltion : 256 x 240
Screen Refresh : 59.940052Hz

Players : 1
Control : Trackball
Buttons : 3

- TRIVIA -

Released in December 1983.

This is the second video arcade game to use 3-D Polygon Graphics  and was developed after Atari's I, Robot arcade game. 

The concept of finding a mysterious cube at the end of the galaxy was borrowed by the new incarnation of the latest Transformers Movie (2008).

The laserdisc backgrounds were produced by Robert Abel and Associates. Robert Abel and Associates (RA&A) was a pioneering production company specializing in TV commercials made with computer graphics. Robert Abel's company, RA&A was especially known for their art direction and won many Clio Awards. Abel and his team created some of the most advanced and impressive computer-animated works of their time, including full ray-traced renders and fluid character animation at a time when such things were largely unknown.

Default high-score (Cubic History) :
LKS 9123
DFL 8254
CMS 6773
LDK 4583
PMM 3674
TKM 3434
RMB 2585
REW 1229
JCC 498
DLG 64

- STAFF -

Game Design / Programmer : Paul Allen Newell
Assistant Ladder Holder : Duncan Muirhead
Hardware Engineer : Joe Corkery
Real-Time Audio System : David Kipping
Real Time Audio : New Age Sound Labs
Cabinet Design : Ainsworth-Bardsley Design
Mechanical Design : Stan Hludzinski, Michael Crew
Laser Disc Graphics : Robert Abel & Associates, Bill Kovacs
Laser Disc Audio : Jerry Kaywell
Additional Engineers : Jay Duncanson, Mike Gomez, Rich Kindon, Chris King, Kevin Mobley, Dave Needle, Stan Shepard, Steve Turner

- PORTS -

* Consoles :
Vectrex [Prototype] [CGE] (2002)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4490&o=2

$end


$saturn,sat_cart=cubicgal,
$bio

Cubic Gallery - Edy & Disy (c) 1996 We Net

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59000&o=2

$end


$a2600=cubicolo,
$bio

Cubicolor (c) 1982 Imagic

- TRIVIA -

Cubicolor was written by Rob Fulop while he was working Imagic, but the company refused to publish it. Nevertheless, he proceeded to sell it himself in a very limited amount of cartridges. He first sold these in the 80’s for $100 each, and then released the remainder in the mid-90's when there was renewed interest. Most copies have a simple white label and are signed and numbered by Rob Fulop. It is unknown exactly how many copies exist, although it is believed to be less than 100.

- STAFF -

Programmer: Rob Fulop

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50376&o=2

$end


$msx1_cass=cubik,
$bio

Cubik - Cubo de Rubik (c) 1985 Monser [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94564&o=2

$end


$msx1_cass=cubit,cubita,
$bio

Cubit (c) 1986 Mr. Micro

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94565&o=2

$end


$cpc_cass=cubituk1,
$bio

Cubit [Model SOFT 166] (c) 1985 Amsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95816&o=2

$end


$gba=cubix,
$bio

Cubix - Robots for Everyone - Clash 'N Bash [Model AGB-ACXE-USA] (c) 2002 3DO Company, The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70260&o=2

$end


$gbcolor=cubix,
$bio

Cubix - Robots for Everyone - Race 'n Robots [Model CGB-BCXE-USA] (c) 2001 3DO Company, The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67688&o=2

$end


$a2600=cubomagi,
$bio

Cubo Magico (c) 19?? CCE

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50377&o=2

$end


$amigaocs_flop=cubulus,
$bio

Cubulus (c) 1991 Software 2000

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73798&o=2

$end


$info=cubybop,
$bio

Cuby Bop (c) 1990 Hot-B.

A ball and paddle game.

- TECHNICAL -

Taito L System hardware

Main CPU : Zilog Z80 (@ 6 Mhz)
Sound Chips : YM2203 (@ 3 Mhz)

Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

This game is a prototype, was in Location Test, and was never released.

- TIPS AND TRICKS -

* Skip Stages : Press Start (1 player side) while in the game to skip stages.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=552&o=2

$end


$pc8801_flop=cubypan,
$bio

Cuby Panic (c) 1985 Game Arts Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91583&o=2

$end


$info=cuckoo,
$bio

Cuckoo (c) 200? Aristocrat Leisure Industries Pty, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=44924&o=2

$end


$pc8801_flop=cucumber,
$bio

Cucumber (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91584&o=2

$end


$info=cue,
$bio

Cue (c) 1982 Stern Electronics.

- TRIVIA -

6 units only were produced.

- STAFF -

Design by : Harry Williams, Brian Poklacki

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5641&o=2

$end


$info=cueball,
$bio

Cue Ball Wizard (c) 1992 Premier Technology Co.

- TECHNICAL -

Model Number : 734

- TRIVIA -

Cue Ball Wizard was released in October 1992.

5,700 units were produced.

A weak ramp shot will get the quote, 'What kind of cow pie shot was that?'.

- TIPS AND TRICKS -

When in Curtain Video mode you can either find a moose/antilope worth 10M or a cow pie worth nothing. You can also find the head of Elvis Presley worth 20M, 'You found the King, darlin'.

- STAFF -

Designer : Jon Norris
Artworks : David Moore, Constantino Mitchell

- PORTS -

* Computers : 
PC [Windows] [CD-ROM] (1998) "Microsoft Pinball Arcade"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5278&o=2

$end


$info=cuebrick,cuebrickj,
$bio

Cue Brick (c) 1989 Konami Industry Company, Limited.

A puzzle game where you shift blocks so that a ball rolling along a path can roll across every block that has a path drawn on it.

- TECHNICAL -

Game ID : GX903

Main CPU : (2x) Motorola 68000 (@ 10 Mhz)
Sound CPU : Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.57958 Mhz), Konami K007232 (@ 3.579545 Mhz), UPD7759 (@ 640 Khz)

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Cue Brick was released in August 1989.

The game contains some Moai and other Easter Island references.

- UPDATES -

* In the Japanese version, Stop is a counter you can trigger anytime, starting at 200, so basically 20 seconds.
* In the World version, you start with 3 stop bonus, and each of them can stop the game 4 seconds. The World version has a practice mode too.

- STAFF -

Game planners : N. Toshiaki, K. Kunihiko
Game programmers : T. Tokusan, T. Koji
Sound programmer : K. Satoru
Graphic designers : M. Saruchan, Maruyakikun, Y. Oyajin, K. Caro
Sound designers : N. Kazuo, O. Masanori

- PORTS -

* Computers : 
Sharp X68000 (February 24, 1990, "Cube Runner" by SPS)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=553&o=2

$end


$x68k_flop=cuberunr,
$bio

Cueb Runner (c) 1990 SPS [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87255&o=2

$end


$saturn,sat_cart=culdcept,culdcepta,
$bio

Culdcept (c) 1997 Omiya Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59001&o=2

$end


$saturn,sat_cart=culdceptsa,
$bio

Culdcept [Satakore] (c) 1998 Omiya Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59002&o=2

$end


$gameboy=cultjump,
$bio

Cult Jump [Model DMG-C7J] (c) 1993 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65807&o=2

$end


$gameboy=cultmstr,
$bio

Cult Master - Ultraman ni Miserarete [Model DMG-C5J] (c) 1993 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65808&o=2

$end


$bbca_cass,bbcb_cass=cumsketc,
$bio

Cumana Sketchpad (c) 19?? Cumana

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51706&o=2

$end


$info=cuoreuno,
$bio

Cuore 1 (c) 1997 C.M.C.

A video poker game with a difference. Instead of cards of clubs, spades, hearts or diamonds, you aim to make the best hand with hearts of different numbers and colours. It also has a higher/lower to add to your winnings.

- TECHNICAL -

Main CPU : M65C02 (@ 2 Mhz)
Sound Chips : General Instrument AY8910 (@ 2 Mhz)

Players : 1
Buttons : 7

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4554&o=2

$end


$info=m4cpfinl,m4cpfinl__a,m4cpfinl__b,m4cpfinl__c,m4cpfinl__d,m4cpfinl__e,m4cpfinl__f,m4cpfinl__g,m4cpfinl__h,m4cpfinl__i,m4cpfinl__j,m4cpfinl__k,
$bio

Cup Final (c) 199? BWB.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41286&o=2

$end


$info=m4cfinln,m4cfinln__a,
$bio

Cup Final (c) 199? Nova.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42365&o=2

$end


$cpc_cass=cupfootb,cupfootb01,
$bio

Cup Football (c) 1990 Cult

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95819&o=2

$end


$gba=curiousgu,
$bio

Curious George [Model AGB-B3JE-USA] (c) 2006 Namco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70262&o=2

$end


$gba=curiousg,
$bio

Curious George [Model AGB-B3JP] (c) 2006 Namco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70261&o=2

$end


$msx1_cass=currojim,
$bio

Curro Jimenez (c) 1989 Zigurat Soft [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94566&o=2

$end


$cpc_cass=currojim,
$bio

Curro Jimenez (c) 1989 Zigurat Soft [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95820&o=2

$end


$megadriv=curse,
$bio

Curse (c) 1989 Micronet

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56421&o=2

$end


$pc98=curse,
$bio

Curse (c) 1994 Queensoft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89181&o=2

$end


$pc98=cursecst,
$bio

Curse of Castle (c) 19?? Elf [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89182&o=2

$end


$amigaocs_flop=enchant,
$bio

Curse of Enchantia (c) 1992 Core Design

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73799&o=2

$end


$amigaocs_flop=azurebnd,
$bio

Curse of the Azure Bonds (c) 1990 US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73800&o=2

$end


$pc98=azurebnd,azurebnda,
$bio

Curse of the Azure Bonds (c) 1991 Pony Canyon, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89183&o=2

$end


$cpc_cass=cursoaut,
$bio

Curso Autodidactico de Basic I (c) 1984 Amsoft

- TECHNICAL -

[Model AML-100]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95821&o=2

$end


$msx1_cass=cursobas,
$bio

Curso de BASIC (c) 1985 Sony Spain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94567&o=2

$end


$msx1_cass=curshx10,
$bio

Curso de MSX Basic Toshiba Home computer HX-10 (c) 198? EMSA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94568&o=2

$end


$cpc_cass=cursosed,
$bio

Cursos Educativos - Matematicas (c) 1985 Monser [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95822&o=2

$end


$a2600=curtiss,
$bio

Curtiss (c) 19?? Suntek

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50378&o=2

$end


$info=curvebal,
$bio

Curve Ball (c) 1984 Mylstar Electronics.

An early baseball game.

- TECHNICAL -

Game ID : GV-134

Main CPU : I8086 (@ 5 Mhz)
Sound CPU : MOS Technology M6502 (@ 894.886 Khz)
Sound Chips : DAC

Screen orientation : Vertical
Video resolution : 240 x 256 pixels
Screen refresh : 61.00 Hz
Palette colors : 16

Players : 2
Buttons : 2

- STAFF -

Designed by : Bill Adams
Programmed by : Bill Adams, Jim Love
Video graphics by : Jeff Lee
Music by : Dave Zabriskie
Special sound effects by : Judi Clingman, Graig Beierwaltes

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=554&o=2

$end


$a2600=custer,custere,
$bio

Custer's Revenge (c) 1982 Mystique.

The object of the game is to use your joystick control to advance Custer across the TV screen and score as many times as you can with the beautiful maiden, all the time trying to avoid the arrows, and in game numbers 3 and 4 the prickly cactus as well.

When the game starts, Custer has three lives. Every time he is hit by an  arrow, he goes into his little dance and loses one life. In games 3 and 4, if he runs into a cactus, he'll go into a different dance, but he still loses a life. When all the lives are lost the game is over. Small cactuses on the black stripe at the bottom of the screen show how many lives are remaining in addition to the one then in play.

- TECHNICAL -

Model 1001

- TIPS AND TRICKS -

If the kids catch you and should ask, tell them Custer and the maiden are just dancing.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50379&o=2

$end


$amigaocs_flop=custodn,
$bio

Custodian (c) 1989 Hewson Consultants

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73801&o=2

$end


$pc98=customat,
$bio

Custom Mate (c) 1993 Cocktail Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89184&o=2

$end


$pc98=customt2,customt2a,
$bio

Custom Mate 2 (c) 1994 Cocktail Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89185&o=2

$end


$pc98=customt3,
$bio

Custom Mate 3 (c) 1995 Cocktail Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89186&o=2

$end


$gba=custrobo,
$bio

Custom Robo GX [Model AGB-ARJJ-JPN] (c) 2002 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70263&o=2

$end


$n64=custrob2,
$bio

Custom Robo V2 [Model NUS-NCZJ] (c) 2000 Nintendo [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57650&o=2

$end


$n64=custrobo,
$bio

Custom Robo [Model NUS-NCXJ] (c) 1999 Nintendo [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57649&o=2

$end


$bbca_cass,bbcb_cass=cutnval,
$bio

Cut N Val (c) 19?? MP Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51707&o=2

$end


$info=ctcheese,
$bio

Cut the Cheese (c) 1996 Sega Enterprises, Limited.

- TECHNICAL -

Runs on Sega Pinball Hardware.

- STAFF -

Production Art also by: Jason J. Dominiak

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=14067&o=2

$end


$info=ctchzdlx,
$bio

Cut the Cheese Deluxe (c) 1998 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=39420&o=2

$end


$info=ep_ctc,ep_ctca,
$bio

Cut Throat Cash (c) 199? Global Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40826&o=2

$end


$info=cutefght,
$bio

Cute Fighters (c) 1998 SemiCom.

- STAFF -

Executive Producer: Jeon Jae Yeon
Game Designer: Han Seung Hoon
Programmer: Kim Hyun Ho, Kim Cheol Soo
Graphic Designer: Kim Sung Whan, Lee Won Young, Lee Suk Nam, Park Ji Wone, Joe Ou Hyun, Um Yong Wun, Oh Se Woo, Kim Kyung Hee, Ji Sung Il, Sim Seung Bo
Music / Sound: Jeon Seok Gee
Hardware: Jee Deok Kyoo, Park Hoon Yong, Kim In Seok, Kim Myung Seok

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83474&o=2

$end


$pico=cuteyhon,
$bio

Cutey Honey [Model T-133230] (c) 1997 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75638&o=2

$end


$pc98=cutiecop,
$bio

Cutie Cop Quiz - Nusumareta File no Nazo (c) 1994 Ice [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89187&o=2

$end


$info=cutieq,
$bio

Cutie Q (c) 1979 Namco.

An old ball and paddle / pinball game with a ghost theme.

- TECHNICAL -

Main CPU : Intel 8080 (@ 2.048 Mhz)
Sound Chips : Custom (@ 2.048 Mhz)

Players : 2
Control : paddle
Buttons : 1

- TRIVIA -

Cutie Q was released in November 1979 in Japan.

Upon joining Namco, Mr. Iwatani wanted to design pinball games. Gee Bee, Cutie Q and Bomb Bee were his early video game/pinball hybrids. Toru Iwatani would achieve later, greater fame by designing "Pac-Man".

- SCORING -

EXTRA rollovers : 100 points.
Drop Targets : 10 points.
Faces : 50 points.
Spinner : 10 points.
Side Traps : X amount of points, in 100 point increments.
Ghosts in middle roll-through : number of points listed above targets.

Adjustments to scoring :
Finishing all drop targets in an area brings up a ghost. Hit it, and you get a certain number of points (shown near the ghost) multiplied by a number which changes quickly. If the ghost is hit (or if it makes it to the edge of the area), the drop targets return with an extra row of two drops to work on each time.
Make all faces into smiley faces increases bonus multiplier up to 3X
Light up 'EXTRA' on either side will give you a shot in one of the side drains for an extra ball. Once gotten, the 'Extra' rollovers will disappear.

- SERIES -

1. Gee Bee (1978)
2. Bomb Bee (1979)
3. Cutie Q (1979)

- STAFF -

Designed by : Toru Iwatani

- PORTS -

* Consoles : 
Sony PlayStation [JP] (February 9, 1996) "Namco Museum Vol.2 [Model SLPS-00210]" 
Nintendo Wii [US] (October 23, 2007) "Namco Museum Remix [Model RVL-R2NE-USA]" 
Nintendo Wii [JP] (December 6, 2007) "Minna de Asobou! Namco Carnival" [Model RVL-RNWJ-JPN]" 
Nintendo Wii [EU] (April 18, 2008) "Namco Museum Remix [Model RVL-RN2P-EUR]" 
Nintendo Wii [KO] (April 26, 2008) "Namco Museum Remix [Model RVL-RNWK-KOR]" 
Nintendo Wii [AU] (May 1, 2008) "Namco Museum Remix [Model RVL-RN2P]"

* Computers :
PC-9801 [JP] Bomb Bee / Cutie Q (unreleased prototype) (Mindware)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=555&o=2

$end


$megadriv=cutiesuz,
$bio

Cutie Suzuki no Ringside Angel (c) 1990 Asmik

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56423&o=2

$end


$bbca_cass,bbcb_cass=cutter,
$bio

Cutter (c) 19?? Voyager

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51708&o=2

$end


$megadriv=cutthrp,
$bio

CutThroat Island (c) 1995 Acclaim Entertainment, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56422&o=2

$end


$gamegear=cutthr,
$bio

Cutthroat Island (c) 1995 Acclaim Ent., Incorporated.

- TRIVIA -

This game is based on the 1995 movie with the same title.

- STAFF -

Acclaim Entertainment
Produced by : The Grey Team
Producer : Rob Leingang
Associate Producer : Gregg Giles
Analysts : Mark Mermelstein, Steffan Levine

Software Creations
Programming : Chris Shay
Main Artist : Gavin Eagleton
Project Artist : Phil Bretherton
Main Animator : Steve Thomas
Animation : Clinton J. Priest, Scott Pleydell Pearce, Alan Moult
Music and Sound FX Conversion : Martin Walker
Original Music and Sound FX : James Hannigan, Martin Goodall
Original Title Music : Chris Jojo
Game Testers : Chris Brookes, Craig Dobson, Paul Essue, Adrian Copsey
Technical Support : Paul Lee
Producer : Lorraine Starr
Production Assistant : Annie Lee
Art Director : Ste Pickford
Creative Director : John Pickford
Executive Producers : Richard Kay, Mike Webb

Acclaim Quality Assurance
Senior Manager : Michael Weiner
Supervisors : Carol Caracciolo, Adam Ingerman Esq.
Lead Tester : Mike Hong
Game Analyst : Damon Tabb
Technical Support Supervisor : Harry Reimer
Technical Support : John F. Gonzales
Testers : Christian Moy, Jeff Zentil, Jackie A. Williams, Russ Tucker
Special Thanks : Mark Wilkinson, Rebecca Spikings, The Entire Cutthroat Island Film Crew, Crew of the S.V. Kaskelot, Elmo Grey
Extra Special Thanks : Renny Harlin

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64529&o=2

$end


$gameboy=cutthr,
$bio

Cutthroat Island [Model DMG-AC8E-USA] (c) 1996 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65809&o=2

$end


$snes=cutthru,
$bio

Cutthroat Island (c) 1996 Acclaim Ent., Incorporated.

- TECHNICAL -

Game ID: SNS-AC8E-USA

- TIPS AND TRICKS -

Advance to level 4
------------------
Begin game play in two-player mode. Reach level 2 and have player one enter the first wooden door at the same time that the player two enters the dark door that is next to the wooden door. Press Up simultaneously on controllers one and two to advance to level 4. 

Morgan uncle's tavern
---------------------
When you first arrive In the level 3fight off all the pirates on the first street. After you fight them all, go to the right to find Morgan's uncle's tavern.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62881&o=2

$end


$snes=cutthr,
$bio

Cutthroat Island [Model SNSP-AC8P-EUR] (c) 1996 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62880&o=2

$end


$ibm5150,ibm5150_cass=cutthrot,
$bio

Cutthroats (c) 1984 Infocom

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83601&o=2

$end


$amigaocs_flop=cutthr,
$bio

Cutthroats (c) 1986 Infocom

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73802&o=2

$end


$nes=cvetni,
$bio

Cvetnie Linii (c) 19?? BBG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55036&o=2

$end


$info=cx3000tc,
$bio

CX 3000 (c) 1979 Palson.

Spanish cartridge-based system.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103321&o=2

$end


$x68k_flop=cylips,
$bio

Cy-Lips (c) 1992 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87256&o=2

$end


$info=cybattlr,
$bio

Cybattler (c) 1993 Jaleco Company, Limited. [Japan Leisure].

Aliens are invading and the only hope is a robot warrior fitted with laser cannons and an ultra cool laser sword. So get ready to blast & slash lots of enemies in this exciting action game! Features excellent graphics & sound and fast gameplay that will put blisters on those trigger fingers!

- TECHNICAL -

Jaleco Mega System 1-C hardware

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound CPU : Motorola 68000 (@ 7 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.5 Mhz), (2x) OKI6295 (@ 30.303 Khz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Cybattler was released in April 1993.

- SCORING -

Special Bonus : 50,000 points (99,990 if life bar is full)

- TIPS AND TRICKS -

To get the Special Bonus in Mission 1, destroy the seven green mechs after defeating the boss.

To get the Special Bonus in Mission 3, you must defeat the boss without losing the cannon.

- STAFF -

Director : Team m.word
Character designers : Nao, Takasan, Jun
Programmers : Kuma, Kikki, King
Composers : Pro, Masaaki.U, Tsugumi.Y
Sound effects : Pao
Sound programmer : Kikki

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=556&o=2

$end


$pc98=metalor,
$bio

Cyber Block Metal Orange (c) 1991 Unknown.

- TRIVIA -

Released on December 27, 1981 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48528&o=2

$end


$32x=cyberb,
$bio

Cyber Brawl (c) 1994 SEGA Enterprises, Ltd.

Japanese release.

- TECHNICAL -

Game ID: GM-4004

- TRIVIA -

Released on January 27, 1995 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96289&o=2

$end


$info=v4cybcas,
$bio

Cyber Casino (c) 199? Nova.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41664&o=2

$end


$pcecd=cyber808,
$bio

Cyber City OEDO 808 (c) 1991 NCS

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58151&o=2

$end


$info=cybrcomm,
$bio

Cyber Commando (c) 1994 Namco.

The player pilots a futuristic tank that glides smoothly over the surface like a 'sled', searching for enemies to destroy.

- TECHNICAL -

Namco System 22 hardware
Game ID : CY

Main CPU : 68020 (@ 24.576 Mhz), (2x) TMS32025 (@ 49.152 Mhz), M37702 (@ 16.384 Mhz)
Sound Chips : C352 (@ 16.384 Mhz)

Players : 2
Control : stick
Buttons : 3

This game was released in 2 different cabinet styles. One used a 29-inch monitor and the seat and controls were connected to the monitor section of the cabinet. The second style used a 50-inch monitor and a separate seating area similar to the large 'Showcase' cabinets made by Atari.

- TRIVIA -

Released in October 1994 in Japan.

- SERIES -

1. Cyber Sled (1993)
2. Cyber Commando (1994)

- STAFF -

Programmed by: N. Aoshima, K. Watanabe
Music composed by: Shinji Hosoe

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=557&o=2

$end


$x68k_flop=cybrcore,
$bio

Cyber Core (c) 1991 SPS [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87257&o=2

$end


$pce=cybrcore,
$bio

Cyber Core (c) 1990 IGS Corp.

Cyber Core is a vertical shooter developed by Alpha System and published by IGS. In the year A.D 2269, the Earth is overrun by unknown and fierce insect-looking invaders. In a last ditch effort, humanity sends an alien ship called the Chimera and its pilot Mellange Kato (aka Rad Ralph) to counter the inevitable invasion. The player takes control of the insectoid combat aircraft and fights waves of odd-looking enemies such as bugs, beetles, slugs, giant flies and other hard to describe creatures. In a way similar to the classic Xevious, the ship combines two kinds of weaponry: air-to-air weapons against air-based enemies and air-to-ground bombs used against ground-based units. Additionally, large flying bugs occasionally appear and release transparent and colored pods when hit - they upgrade the ship's active weapon to Ring Lasers (red), Spread Gun (blue), Wave lasers (green) or Laser Beams (yellow). However, more than upgrading the ship's main weapon, these pods also literally morph the craft into a larger entity with a larger hit-box. Finally, a built-in shield allows the Chimera to take up to three hits before it goes to oblivion (the ship however loses a weapon level each time it absorbs damage). Cyber Core consists of eight long levels, from desolate cities and forests, all the way through to the heart of enemy territory.

- TECHNICAL -

Game ID: AI-02001

- TRIVIA -

Released on March 09, 1990 in Japan for 6700 Yen.

- STAFF -

Programmer: Mio. H
Co-Programmer: Bokegi!
Scenario Writer: Syuichi Kouyama
Game Designer: Kiyofumi Kato, Satoru Kubota
Illustrator: Masashige Yumoto
Graphic Designer: Alexander*MiKawa, Paris>Dakar Miko, Ore, Mak, Ayumi Nishizawa
Demonstrasion Player: Bush
Composer: Toshio Murai, Masahiro Teramoto (Terra)
Music/Sound Effects: Masahiro Teramoto (Terra)
Manager: Tomofumi Matsumoto
Planning Staff: Satoshi Masunaga, Shozou Tomitaka, Izumi Tomitaka, Shigemi Kondou, Satoru Kubota, Masayasu Sato, Ryousuke Kitamura, Akiko Imai
Adviser: Hiroshi Nagatsuka
Technical Adviser: Hahi
Supervisor: Toshihiko Horiguchi, Tetsuya Sasaki
Director: Kenji Hisatomi
Assistant Director: Satoshi Suzuki, Masato Umezu
Producer: Kotoshi Yokoyama

- PORTS -

* Computers :
[JP] Sharp X6800 (1991)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58553&o=2

$end


$tg16=cybrcore,
$bio

Cyber Core [Model TGX030030] (c) 1990 NEC Home Electronics, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84303&o=2

$end


$info=cybrcycc,
$bio

Cyber Cycles (c) 1995 Namco.

A motorbike racing game featuring 2 courses; Greenhill : A high-speed track along the coastline and Neo Yokahoma : A futuristic technical course in an urban area at night.

- TECHNICAL -

Namco Super System 22 hardware
Game ID : CB

Main CPU : Motorola 68EC020 (@ 24.576 Mhz), (2x) TMS32025 (@ 49.152 Mhz), M37710 (@ 16.384 Mhz)
Sound Chips : C352 (@ 16.384 Mhz)

Players : 1
Control : paddle
Buttons : 1

- TRIVIA -

Released in April 1995 in Europe, North America, and Japan.

Victor Entertainment released a limited-edition soundtrack album for this game (Cyber Cycles : Namco Game Sound Express Vol.23 - VICL-15048) on 21/10/1995.

- TIPS AND TRICKS -

* Drive The NVR 150 RR SP : Push the 'Change View' button while selecting a circuit (Continue holding the button until the race begins). Meanwhile, at the vehicle selection screen highlight these motorcycles in order, pressing the brake pedal after each : Wild Hog, NVR 150 RR, Anthais, Wild Hog. Now highlight NVR 150 RR, pressing the brake pedal twice. The NVR 150 RR will be upgraded to the NVR 150 RR SP!

* Penguin Scooter : Enter one of these codes... If the bike is Black or Green : Hold 'Change View' button. At bike select, go to NK brake once, go to GP brake once, go to SP break x5, go to GP brake Once. If the bike is Red or Yellow : Hold 'Change View' button. At bike select, go to NK brake x3, go to NK = WildHog, GP = NVR, SF = Anthias

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=558&o=2

$end


$psx=cyberdai,
$bio

Cyber Daisenryaku [Superlite 1500 Series] [Model SLPM-86580] (c) 2000 Success [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85046&o=2

$end


$pce=cyberdod,
$bio

Cyber Dodge (c) 1992 Tonkin House

- TRIVIA -

Reviews:
April 1992 - Joypad N.7 (Page 128-129) [FR]: 62/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58554&o=2

$end


$saturn,sat_cart=cyberdol,
$bio

Cyber Doll (c) 1996 I'Max [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59003&o=2

$end


$x68k_flop=cybrfld,
$bio

Cyber Field (c) 1993 Saijou Satoshi

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87258&o=2

$end


$jaguar=cybrgolfa,cybrgolfb,
$bio

Cyber Golf [Prototype] (c) 199? Atari Corp. [Sunnyvale, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76414&o=2

$end


$pc98=cyberill,
$bio

Cyber Illusion (c) 1995 Pearl Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89188&o=2

$end


$snes=cyknigh2,
$bio

Cyber Knight II 地球帝国の野望 (c) 1994 Tonkin House
(Cyber Knight II - Chikyuu Teikoku no Yabou)

Cyber Knight 2 is a futuristic role playing game by Tonkin House, sequel of Cyber Knight released for the Super Famicon and PC-Engine systems. The story takes off where the first episode left it. Four years after the first game, the crew on board the Swordfish spaceship finally reaches the Earth, their final destination. But things have dramatically changed there and the prosperous planet they left is now in ruin. The Earth Federation is in control and they soon capture the crew and the Swordfish. The federation is at war and the general of a powerful military organization plans to take over the galaxy. The game starts on GL4420 and the player's first task is to find Doctor Dennet and retrieve the Swordfish before it gets transferred to another solar system by the Federation. The game closely follows the gameplay from the original game with obvious enhancements in both functionality and appearance. Once again, the player and his crew can travel through the Galaxy at light speed and visit various alien worlds. Each crew member can control a mechanized robot suit which can be upgraded using neo-part collected along the way. The fighting system was also greatly improved with detailed sprites and an auto-combat mode.

- TECHNICAL -

[Model SHVC-CZ]

- TRIVIA -

Released on August 26, 1994 in Japan for 9900 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61170&o=2

$end


$snes=cyknight,
$bio

Cyber Knight (c) 1992 Tonkin House

SFC conversion of a PC-Engine game; "Cyber Knight [Model TON90003]".

- TECHNICAL -

Game ID: SHVC-CX

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61169&o=2

$end


$pce=cyknight,
$bio

Cyber Knight (c) 1990 Tonkin House

Cyber Knight is a futuristic role playing game by Tonkin House. The story takes place in 2352, as the S.S. Swordfish space ship miraculously escapes a vicious attack by space pirates. The ship sustains enormous damage and is on the blink of destruction. The crew has no choice but to do a panic jump in hyper-space, and this is where the game starts. The ship is lost somewhere in space, most of the crew has perished (including the captain) and most of the equipment on board is destroyed. The goal of the game is to control the surviving crew and to return to Earth, and their first task is to find a replacement for the hyper-space drive. The crew certainly reminds of the one seen in the popular TV series featuring the beloved Captain and his fellow Vulcan friend, but it also comes with a commander, a doctor, a mechanic and several soldiers. Additionally, powerful mechas are available and play an important part in the game, especially during fights and outdoor exploration. The game gets our heroes to visit many alien worlds and to also resolve many sub-quests. Another important component of the game is Mica, the Swordfish's main computer, and it often gives the player helpful (or sometimes useless) information about planets or enemies. The game is vast with numerous systems and planets to explore, but a heavy knowledge of Japanese is needed to enjoy Cyber Knight in full.

- TECHNICAL -

Game ID: TON90003

- TRIVIA -

Released on October 12, 1990 in Japan for 6800 Yen.

- PORTS -

* Consoles :
[JP] Super Famicom (1992) "Cyber Knight [Model SHVC-CX]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58555&o=2

$end


$pc8801_flop=cybermag,
$bio

Cyber Magic (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91585&o=2

$end


$info=mt_eswat,
$bio

Cyber Police E-SWAT - Enhanced Special Weapons and Tactics (c) 1990 Sega.

A powerful crime syndicate is creating chaos in your city. As a rookie cop, you must prove your worth by capturing dangerous criminals in order to get promoted to an E-Swat agent, the meanest crime-fighting machine ever to walk the streets! Many perils await you, but it's all part of a cop's job! Features nice graphics & sound, as well as a nice variety of enemies & challenges to beat!

- TECHNICAL -

Runs on the "Mega-Tech System" hardware.
Cartridge ID: 610-0239-38

- TRIVIA -

Released in July 1990.

SWAT is an acronym for 'Special Weapons And Tactics'.

The police cruiser that appears in the ending of E-SWAT makes a cameo appearance in the 1991 Sega Genesis game "Streets of Rage". The car's main purpose on Streets of Rage was to assist Axel, Blaze and Adam (the heroes in Streets of Rage) by firing either rocket grenades, or napalm at the bad guys whenever it was needed (ironically, some of the people who worked on E-SWAT's such as Tinon, and Dolphin ended up working on Streets of Rage).

- TIPS AND TRICKS -

* Level select : start a game, the Hero and Mission screen appears. Now hold A+B+C and press Left, Right, Up, Down. You are now able to select the level by pressing Left/Right.

* Sound test : to enable the sound test, first beat the game. Then during the ending sequence, press and hold buttons A+B+C+Downleft. Keep holding these and press Start until the sound test screen appears.

- STAFF -

Game designed by : Tinon
Programmed by : Momonga Momo, Little Sun
Designers : Nandemo, Macco Chan, Seishi Atsumiya, Mikarin
Music by : Dolphin, Middle Village
Sound coordinator : Bo
Original concept by : Saki

- PORTS -

* Consoles :
Sega Megadrive (1995)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2352&o=2

$end


$info=eswatj,eswatbl,eswatjd,
$bio

Cyber Police E-SWAT - The Ultimate Factor in the Battle Against Crime (c) 1989 Sega.

The player takes on the role of a rookie cop in this sideways scrolling platform shoot-em-up from Sega. A powerful crime syndicate is creating chaos in the cop's home city and he must prove his ability as a police officer by capturing a number of crime bosses, killing as many of their henchmen as possible in the process. The policeman carries a standard issue pistol which only has a limited amount of ammunition. In the event of the ammunition running out, players will only be able to kick their enemies. Extra Ammo can be picked up at various points in the levels.

As the player progresses through the game and makes more and more arrests, their on-screen character will be promoted through the ranks. First to Captain, then Assistant Chief, Chief and finally, once three crime bosses have been arrested, to a full E-SWAT agent. Adorning full, robot-style body armour that bears more than a passing resemblance to the "Robocop" character from the games and movies of the same name. In armoured mode, the cop has vastly increased firepower, including a limited number of bombs that are ejected by a mechanical device on the policeman's back.

As the armoured cop is shot, his armour will gradually disappear until he is finally killed.

E-Swat plays very much like a cross between Sega's own 1987 classic "Shinobi", as well as Namco's superb "Rolling Thunder".

- TECHNICAL -

Runs on the Sega "System 16B" hardware.
Game ID: 317-0128

Players: 2
Control: 8-way joystick
Buttons: 3

- TRIVIA -

E-SWAT was released in September 1989 in Japan and in December 1989 in the US.

SWAT is an acronym for 'Special Weapons And Tactics'.

Export releases:
[US] "Cyber Police E-SWAT - The Ultimate Factor in the Battle Against Crime [Model 317-0129]"
"Cyber Police E-SWAT - The Ultimate Factor in the Battle Against Crime [Model 317-0130]"

Re-Editions:
[JP] "Cyber Police E-SWAT - The Ultimate Factor in the Battle Against Crime [Model 317-0131]"

- TIPS AND TRICKS -

* Second Boss Easy Win : when facing the second boss (the tall, boomerang-throwing thug) simply shoot repeatedly until you run out of bullets, then get in really close and 'kick' him for a one-hit win.

- PORTS -

* Consoles :
Sega Mega Drive (1990)
Sega Master System (1990)

* Computers :
Commodore C64 (1990)
Sinclair ZX Spectrum (1990)
Amstrad CPC (1990)
Commodore Amiga (1990)
Atari ST (1990)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=733&o=2

$end


$info=eswatu,eswatud,
$bio

Cyber Police E-SWAT - The Ultimate Factor in the Battle Against Crime (c) 1989 SEGA Enterprises, Ltd.

North American release. Game developed in Japan. See the original Japanese release entry for more information about the game itself; "Cyber Police E-SWAT - The Ultimate Factor in the Battle Against Crime [Model 317-0128]".

- TECHNICAL -

Game ID: 317-0129

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=97892&o=2

$end


$info=eswat,eswatd,
$bio

Cyber Police E-SWAT - The Ultimate Factor in the Battle Against Crime (c) 1989 SEGA Enterprises, Ltd.

EXPORT release. Game developed in Japan. See the original Japanese release entry for more information about the game itself; "Cyber Police E-SWAT - The Ultimate Factor in the Battle Against Crime [Model 317-0128]".

- TECHNICAL -

Game ID: 317-0130

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=97893&o=2

$end


$info=eswatj1,eswatj1d,
$bio

Cyber Police E-SWAT - The Ultimate Factor in the Battle Against Crime (c) 1989 SEGA Enterprises, Ltd.

RE-EDITION. See the original release for more information about the game itself: "Cyber Police E-SWAT - The Ultimate Factor in the Battle Against Crime [Model 317-0128]".

- TECHNICAL -

Game ID: 317-0131

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=97894&o=2

$end


$megadriv=eswatj,
$bio

Cyber Police ESWAT (c) 1990 Sega Enterprises, Limited.

- TECHNICAL -

Game ID: G-4029
Cartride ID: 670-0705
Cover ID: 670-0706
Barcode: 4 974365 540296

- TRIVIA -

ESWAT - Cyber Police for Mega Drive was released on July 14, 1990 in Japan.

- STAFF -

Game Design: Hiroaki Chino (Tinon)
Programmer: Hiroshi Momota (Momonga Momo), Little Sun
Designer: andemo, Macco Chan, Atsushi Seimiya (Seishi Atsumiya), Mikarin
Music: Yō Takada (Dolphin), Takayuki Nakamura (Middle Village)
Sound Coordinator: Tokuhiko Uwabo (Bo)
Special Thanks: Matsuhide Mizoguchi (Mizoran), Ore , Sat Man, Tarō Shizuoka (Shizuoka Taro), Mt. Maya, Thunder, Design's Maid, Takashi Yuda (Takashi Thomas Yuda), Keiichi Yamamoto (Yamaichi), Tatsuo Matsuda (Good Luck Matsuda)
Original Concept: Hisaki Nimiya (Saki)
Cover Illustration by: Yūji Kaida
Story Illustration by: Hidefumi Kimura

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [JP] (August 28, 2007) [Model MBLJ]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56424&o=2

$end


$x68k_flop=cybrrpg,
$bio

Cyber RPG Pemo Pemo Pro-68k (c) 1991 Kashiya

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87259&o=2

$end


$pc98=cybsch98,
$bio

Cyber School 98 (c) 1992 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89189&o=2

$end


$info=cybsled,cybsledj,
$bio

Cyber Sled (c) 1993 Namco.

Piloting a colorful tank that slides over the surface like a 'Sled' in an arena of the future, the pilots fight for prestige and glory. Ending the game (either by winning or being eliminated) gives the player a rank and a letter grade to show how good you really are.

- TECHNICAL -

Namco System 21 hardware

Main CPU : (2x) Motorola 68000 (@ 12.288 Mhz), M6809 (@ 3.072 Mhz), HD63705 (@ 2.048 Mhz), (2x) TMS32025 (@ 24 Mhz)
Sound Chips : C140 (@ 21.39 Khz), YM2151 (@ 3.57958 Mhz)

Control : 2 Sticks per Player
Buttons : 5 Buttons per Player. 2 Fire, 2 Rocket, 1 View.

- TRIVIA -

Released in September 1993. 

Cyber Sled was only available as a dedicated 2-player sit-down cabinet. The plastic mouldings around the screens and the twin joysticks give the illusion of piloting a futuristic tank. The player-one position is all blue, and the player-two position is all red. Unlike later sit-down style 'driving' cabinets, the seats are not adjustable.

Victor Entertainment released a limited-edition soundtrack album for this game (Cyber Sled : Namco Game Sound Express Vol.10 - VICL-15024) on 21/01/1994.

- SERIES -

1. Cyber Sled (1993)
2. Cyber Commando (1994)

- STAFF -

Music composed by : Shinji Hosoe

- PORTS -

* Consoles :
Sony PlayStation (1995)
Sega Saturn [Unreleased Prototype]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=559&o=2

$end


$saturn,sat_cart=cyberspdu,
$bio

Cyber Speedway [Model 81205] (c) 1995 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60012&o=2

$end


$saturn,sat_cart=cyberspd,
$bio

Cyber Speedway [Model MK81205-50] (c) 1996 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60270&o=2

$end


$snes=cybrspin,
$bio

Cyber Spin (c) 1992 Takara Company, Limited.

- TIPS AND TRICKS -

Level Password
-------------- 
Peru MBC27-44111 11111-3P121  
Kenya GYP74-MGD11 2121K-4R161  
Spain NZR78-MRH11 21211-1K179  
America V?X8K-MTH11 21211-2C189

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62882&o=2

$end


$nes=basewars,
$bio

Cyber Stadium Series - Base Wars (c) 1991 Ultra Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55037&o=2

$end


$info=cybertnk,
$bio

Cyber Tank (c) 1988 Coreland Technology, Incorporated.

The game can be played by 2 players at the same time, and the 2nd player can join the game during playing by the  1st player.

The 1st player uses the horizontal control and the 2nd player uses the gun unit to destroy the attacking enemies.

- TECHNICAL -

Cabinet dimensions:
Width: 780 mm.
Depth: 1300 mm.
Height: 1750 mm.
Weight: 158 kg.

2-monitor game.

T-8008 T-Type board

- TRIVIA -

Cyber Tank was never released but had a location test around August 1988, which failed... As of this writing (July 2012), there is only one known cabinet in existance at this time.

After this game, Coreland Technology, Inc. had many loans and Bandai accquired them. They changed many things at Coreland including the name to Banpresto, and the managing of toys business.

Apollon Music released a limited-edition soundtrack album for this game (Original Sound of Cyber Tank - KHY-1027) in cassette format on 30/03/1988. Also released the soundtrack album in CD format (Original Sound of Cyber Tank - BY12-5029) on 16/12/1988.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4406&o=2

$end


$saturn,sat_cart=vonunl,
$bio

Cyber Troopers Virtual On - Netlink Edition [Model 81072] (c) 1998 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60014&o=2

$end


$info=von2,von254g,vonot,
$bio

Cyber Troopers VIRTUAL ON - Oratorio Tangram (c) 1998 Sega.

- TECHNICAL -

Runs on the Sega "Model 3 Step 2.0" hardware.

Players : 1
Control : 8-way joystick
Buttons : 4

- TRIVIA -

Cyber Troopers Virtual On Oratorio Tangram was released in March 1998 in Japan.

The Version 5.4 was released in May 1999, and 5.6 (released on Naomi) was released in June 2000.

- UPDATES -

Ver. 5.2
Ver. 5.4
Ver. 5.66

- SERIES -

1. Virtual On - Cyber Troopers (1995, Arcade)
2. Cyber Troopers Virtual On - Oratorio Tangram (1998, Arcade)
3. Virtual On - Oratorio Tangram -M.S.B.S.Ver.5.66- (2000, Arcade)
4. Cyber Troopers Virtual-On 4 'Force' (2001, Arcade)
5. Dennou Senki Virtual-On Marz (2003, PS2)

- PORTS -

* Consoles :
Sega Dreamcast [JP] (Dec.1999)
Sega Dreamcast [NA] (Jun.2000)
Xbox Live Arcade (Apr.2009)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3759&o=2

$end


$saturn,sat_cart=vonu,
$bio

Cyber Troopers Virtual On [Model 81042] (c) 1996 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60013&o=2

$end


$saturn,sat_cart=von,
$bio

Cyber Troopers Virtual On [Model MK81042-50] (c) 1996 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60271&o=2

$end


$pc98=cybervac,
$bio

Cyber Vaccine Itekomashi (c) 19?? Nichikon [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89190&o=2

$end


$psx=cyberwar,
$bio

Cyber War (c) 1995 Coconuts Japan.

- TECHNICAL -

CD1 ID: SLPS-00055
CD2 ID: SLPS-00056
CD3 ID: SLPS-00057

- TRIVIA -

Released on July 21, 1995 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85047&o=2

$end


$amigaocs_flop=cyberwrl,
$bio

Cyber World (c) 1990 Magic Bytes

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73803&o=2

$end


$pc98=cyberwri,
$bio

Cyber Writer DX (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89191&o=2

$end


$megadriv=cybercop,
$bio

Cyber-Cop (c) 1992 Virgin Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57177&o=2

$end


$neocd=cyberlip,
$bio

Cyber-Lip (c) 1995 SNK [Shin Nihon Kikaku].

- TECHNICAL -

[Model NGCD-010]

- TRIVIA -

Cyber-Lip for Neo-Geo CD was released on April 21, 1995 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47587&o=2

$end


$info=cyberlip,
$bio

Cyber-Lip (c) 1990 SNK [Shin Nihon Kikaku].

Cyber-Lip is a platform shoot-em-up for one or two players that borrows heavily from Konami's "Contra" series. Players must battle through sideways-scrolling levels, to defeat armies of cyborgs and androids and restore order and peace to the world.

Cyber-Lip has two shooting modes, one for standard weapon use and one for rocket launchers and grenade throwing. Players can switch between the two modes at any time, but only carry a limited amount of grenades or rockets. Weapon power-ups and additional grenades and rockets can be picked up throughout the levels.

At the end of certain levels, the game's heroes will enter an elevator and players can then choose whether to go 'up' or 'down', depending on which route through the game they wish to take. Each level has a large end-of-level boss that must be defeated.

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID: Model NGM-010

[SNK MVS Neo-Geo Control Picture]
2 players - 4 buttons per player (3 usables)
=> [Joystick] 8-way, [A] Shoot, [B] Jump, [C] Arms select

- TRIVIA -

Cyber-Lip was released in November 1990.

- STAFF -

Producer : Eikichi Kawasaki
Directors : Deru-Deru, Ousama
Programmer : Shochan
Sound : Tate Norio
Front Designers : Higashi Pon, Miss.Jra
Back Designers : Ok Goo!, Crazy Love
Specail Thanks : Hi-Side, Yao- Yao, Oirabero, Poppyusan, Moriyan, Shibayan, Kaneshiro!, Kumasan, Nishidon, Dimajin, John Guso

- PORTS -

* Consoles :
SNK Neo-Geo [JP] (July 1, 1991; "Cyber-Lip [Model NGH-010]")
SNK Neo-Geo [US] (July 1, 1991; "Cyber-Lip [Model NGH-010]")
SNK Neo-Geo CD [JP] (April 21, 1995; "Cyber-Lip [Model NGCD-010]")
SNK Neo-Geo CD [US] (April 21, 1995; "Cyber-Lip [Model NGCD-010E]")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=560&o=2

$end


$megadriv=cyberbal,
$bio

CyberBall (c) 1990 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56425&o=2

$end


$amigaocs_flop=cyberbal,
$bio

Cyberball (c) 1990 Domark Group, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73804&o=2

$end


$nes=cyberbal,
$bio

Cyberball (c) 1991 Jaleco Company, Limited. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55038&o=2

$end


$info=cyberbal,cyberbal2,cyberbalp,
$bio

Cyberball - Football in the 21st Century (c) 1988 Atari Games.

Head to Head... Metal on Metal... It's a Fight to the Finish!! Cyberball is an extremely violent futuristic football game full of colliding metal and exploding shrapnel. Players select from over 100 offensive and defensive plays.

- TECHNICAL -

Game ID : 136064

Main CPU : (3x) 68000 (@ 7.15909 Mhz), MOS Technology 6502 (@ 1.789772 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), (2x) DAC

Players : 4
Control : 8-way joystick
Buttons : 1

- TRIVIA -

Cyberball was released in September 1988.

1250 units were produced in the USA. The selling price was $2995.

- SERIES -

1. Cyberball - Football in the 21st Century (1988)
2. Cyberball 2072 (1989)
3. Tournament Cyberball 2072 (1989)

- STAFF -

Programmer / Designer : John Salwitz
Artist / Designer : Davis A. Ralston
Physicist / Programmer : Paul kwinn
Hardware designer : Doug Snyder
Technician : Rob Rowe
Animators : Mark West, Will Noble, Deborah Short
Audio group : Brad Fuller, Hal Canon, Don Diekneite
Product manager : Jerry Momoda
Cabinet designer : Dave Coox
Cabinet graphics by Atari Visual Communications.

- PORTS -

* Consoles : 
Sega Genesis [US] (1990) "Cyberball [Model 1109]" 
Sega Mega Drive [BR] (1990) by Tec Toy 
Sega Mega Drive [EU] (1990) "Cyberball [Model 1109-50]" 
Sega Mega Drive [AU] (1990) 
Sega Mega Drive [JP] (July 28, 1990) "Cyberball [Model G-4027]" 
Nintendo NES [US] (1992) "Cyberball [Model NES-4Y]" 

* Computers : 
Amstrad CPC [EU] (1990) 
Commodore Amiga [EU] (1990) 
Atari ST [EU] (1990) 
Sinclair ZX Spectrum [EU] (1990) 
Commodore C64 [US] [EU] (1995)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=561&o=2

$end


$c64_cart,c64_flop=cyberbal,
$bio

Cyberball - Football in the 21st Century (c) 1990 Domark

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53550&o=2

$end


$info=cyberbal2p,cyberbal2p3,cyberbal2p1,cyberbal2p2,
$bio

Cyberball 2072 (c) 1989 Atari Games Corporation.

Cyberball has a new look this year, including : simplified play for beginners, new special challenge game, improved robot buy feature, new robot, new teams and 150 new plays (for a total of 250).

- TECHNICAL -

Owners of the original "Cyberball" cabinets could upgrade to Cyberball 2072 via an Atari Games-produced piggyback board which updated the old Cyberball units to 2072 version.

Main CPU : Motorola 68000 (@ 7.15909 Mhz), MOS Technology 6502 (@ 1.7895 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579 Mhz), OKI6295 (@ 9.037 Khz)

Players : 2
Control : 8-way joystick
Buttons : 1

- TRIVIA -

Cyberball 2072 was released in November 1989.

Default highscore contains nicknames in homage for other Atari games including :
* PAPERBOY for "Paperboy"
* ASTEROID for "Asteroids"
* GAUNTLET for "Gauntlet"
* GRAVITAR for "Gravitar"
* TEMPEST for "Tempest"
* CENTIPED for "Centipede"
* STARWARS for "Star Wars"
* AKKAARRH for "Akka Arrh"
* TOOBIN for "Toobin'"
* ESCAPE for "Escape From The Planet of the Robot Monsters".

- UPDATES -

REVISION 1 :
* Build date : OP SYS 22AUG1989 17 :15 :27 / MAIN 23AUG1989 09 :55 :00

REVISION 2 :
* Build date : OP SYS 22AUG1989 17 :15 :27 / MAIN 01SEP1989 15 :00 :16

REVISION 3 :
* Build date : OP SYS 22AUG1989 17 :15 :27 / MAIN 12SEP1989 20 :31 :11

REVISION 4 :
* Build date : OP SYS 13OCT1989 14 :18 :50 / MAIN 13OCT1989 15 :34 :05

- SERIES -

1. Cyberball - Football in the 21st Century (1988)
2. Cyberball 2072 (1989)
3. Tournament Cyberball 2072 (1989)

- STAFF -

Programmer / Designer : John Salwitz
Artist / Designer : Davis A. Ralston
Physicist / Programmer : Paul kwinn
Hardware designer : Doug Snyder
Technician : Rob Rowe
Animators : Mark West, Will Noble, Deborah Short
Audio group : Brad Fuller, Hal Canon, Don Diekneite
Product manager : Jerry Momoda
Cabinet designer : Dave Coox
Cabinet graphics by Atari Visual Communications.

- PORTS -

* Consoles : 
Sony PlayStation 2 [AU] (2004) "Midway Arcade Treasures 2" 
Microsoft XBOX [US] (October 11, 2004) "Midway Arcade Treasures 2 [Model MWO-3201W]" 
Nintendo GameCube [US] (October 11, 2004) "Midway Arcade Treasures 2 [Model DOL-GAYE-USA]" 
Sony PlayStation 2 [US] (October 11, 2004) "Midway Arcade Treasure 2 [Model SLUS-20997]" 
Microsoft XBOX [EU] (October 29, 2004) "Midway Arcadee Treasures 2" 
Sony PlayStation 2 [EU] (October 29, 2004) "Midway Arcade Treasure 2 [Model SLES-52844]"
Sony PSP [US] (December 13, 2005) "Midway Arcade Treasures: Extended Play [Model ULUS-10059]"
Sony PSP [EU] (February 24, 2006) "Midway Arcade Treasures: Extended Play [Model ULES-00180]" 
Sony PSP [PSN] [US] (June 28, 2010) "Midway Arcade Treasures: Extended Play" 
Microsoft XBOX 360 [XBLA] [US] [EU] (September 5, 2007) [retired in 2010] 

* Computers : 
PC [MS Windows, CD-ROM] [US] (February 17, 2006) "Midway Arcade Treasures Deluxe Edition" 
PC [MS Windows, CD-ROM] [EU] (March 17, 2006) "Midway Arcade Treasures Deluxe Edition" by Zoo Digital Publishing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=562&o=2

$end


$cpc_cass=cyberbal,
$bio

Cyberball [Model AM 598] (c) 1990 Erbe Soft. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95823&o=2

$end


$amigaocs_flop=cyberbala,
$bio

Cyberball [Winning Team] (c) 1991 Domark Group, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73805&o=2

$end


$msx1_cass=cyberbig,
$bio

Cyberbig (c) 1989 Animagic [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94569&o=2

$end


$cpc_cass=cyberbig,
$bio

Cyberbig [Model AMC 729] (c) 1990 MCM Soft. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95824&o=2

$end


$amigaocs_flop=cyberbla,
$bio

Cyberblast (c) 1992 Innerprise

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73806&o=2

$end


$x68k_flop=cybrbloc,
$bio

Cyberblock Metal Orange EX (c) 1993 Cybertech Custom

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87260&o=2

$end


$info=cybots,cybotsu,cybotsud,
$bio

Cyberbots - Fullmetal Madness (c) 1995 Capcom Company, Limited.

North American & European release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Cyberbots - Fullmetal Madness [Green Board]".

- TECHNICAL -

Runs on the "CP System II" hardware.
Blue Board [USA & Europe]

- TRIVIA -

In the original Japanese version's Vs. screen, a chapter title is displayed as well as the model number of each players' VA. The titles and model numbers are missing from these Export versions.

After a 1P vs 2P match in the original Japanese version, the winning character speaks his (or her) victory quote and it is written on screen as well. In the export versions, the victory quote is just written on screen (without the voice sample).

There is a POWEREDGEAR HIGHSCORE CAMPAIGN sequence after the staff credits missing on the export versions.

Devilotte's servants, Dr. Shutain and Jigoku Daishi, are renamed Xavier and Gary.

Gawaine's sword is called 'Magnablade' in the Japanese version. It is not referred to by name in the Export versions.

- UPDATES -

The USA version has the Winners Don't Use Drugs screen.

- PORTS -

(Non-Japanese ports only)

* Consoles :
Sony PlayStation [US] (September 13, 2011, "PSOne Classics")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69632&o=2

$end


$info=cybotsj,cybotsjd,
$bio

Cyberbots - Fullmetal Madness (c) 1995 Capcom.

A mecha-based fighting game featuring six selectable pilots and twelve selectable mechs with intertwining storylines.

- TECHNICAL -

Runs on the "CP System II" hardware.
Green Board [Japan]

Players: Up to 2.
Control: 8-way joystick per player.
Buttons: 4 per player.
=> [1] Attack 1, [2] Attack 2, [3] Weapon, [4] Boost

- TRIVIA -

Cyberbots was released in April 1995 in Japan. It was known as the 10th CPS-II game.

All of the mechs in this game appeared originally in "Armored Warriors".

Devilot (on the S-008 Super-8) appear as a secret character in "Super Puzzle Fighter 2 Turbo" and as a striker character in "Marvel vs. Capcom - Clash of Super Heroes".

Jin also appears as a selectable fighter in "Marvel vs. Capcom - Clash of Super Heroes", accompanied by the Blodia mech.

Sony Music Entertainment released a limited-edition soundtrack album for this game (Cyberbots Arcade Game Track - SRCL-3274, 3275) on August 2, 1995.

- TIPS AND TRICKS -

* Play As S-008 Super-8 : After you choose your V.A. before the Vs screen do the following quickly Up, Right, Down, Left, Up, Right, Attack 1, Up, Left, Down, Right, Attack 2.

* Play As P-10033 gaits : After you choose your V.A. before the Vs screen do the following quickly Attack 1, Attack 2, Boost, Weapon, Attack 1, Boost.

* Play As UVA-02 Helion : After you choose your V.A. before the Vs screen do the following quickly Up, Up, Down, Down, Left, Right, Boost, Weapon.

* Play As X-0 Warlock : After you choose your V.A. before the Vs screen do the following quickly Left, Attack 1, Up, Attack 2, Right, Boost, Down, Weapon.

- SERIES -

1. Armored Warriors [CP-S II No. 07] (1994)
2. Cyberbots - Fullmetal Madness [CP-S II No. 10] (1995)

- STAFF -

Game Designers : Shochan, Tobanjan, Tequila Saddy, Jun Keiba, Haruo Murata (Mucchi), Tatsuya Nakae (Daichan), 12BW1B
Programmers : Kid, Stefano Komorini with T, Shaver, Hiroshi Nakagawa, Dress, Garamon, Mr. Kato
Object Designers : Atta Kutta, Eiji, Naoki Fujisawa, Vanira, Yutaka Maruno, Yoshino, K. Tokunaga, You-Tenkozow, Urabe Yakkyoku 8, Naoki Fukuda, H. Shibaki, Hiroshi Shibata, Shisui, Yorio, Takep, Gappa, Eizi Murabayashi, Heno Heno, Yuki
Scroll Designers : Fukumoyan, Nissui, Kisabon, Iwai, Go, May, Hiroko N., Kichinosuke, Kazu, Akiko O., Saru, Kuwatch, Sm, Tabu, Mago, Mr. Holland
Sound Designers : Tomuyuki Kawakami (T.K NY), Takeshi Kitamura (Moe. T)
Sound Composers : Takayuki Iwai (Anarchy Takapon), Akari Kaida (Akari. K -Lemon-), Masato Koda (Kda Mto), Naoaki Iwami (Super 8 Iwami)
Producer : Iyono Pon

* CAST :
Jin Saotome : Furuya Tooru
Mary Miyabi : Takano Urara
Santana Laurence : Yanada Kiyoyuki
Gawaine Murdock : Genda Tesshou
Bao : Kappei Yamaguchi
Mao : Araki Kae
Arieta : Kanai Mika

Hagane Tessan : Ginga Banjou
Kagura Chiyomaru : Ryo Horikawa
Shade : Shozo Iizuka
Dr. Shutain (Xaiver in the US version) : Ginga Banjou
Jigoku Daishi (Gary in the US version) : Yanami Jouji
Princess Devilotte Do Deathsatan IX : Kozakura Etsuko

Special Thanks : Noritaka Funamizu (Poo)

- PORTS -

(Japanese ports only)

* Consoles :
Sega Saturn [JP] (March 28, 1997) "Cyberbots - Fullmetal Madness [Limited Edition] [Model T-1216G]"
Sega Saturn [JP] (March 28, 1997) "Cyberbots - Fullmetal Madness [Model T-1217G]"
Sony PlayStation [JP] (December 25, 1997) "Cyberbots - Fullmetal Madness  [Model SLPS-01011]"
Sony PlayStation [JP] (February 9, 2011, "PSOne Classics")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=563&o=2

$end


$saturn,sat_cart=cybots,
$bio

Cyberbots - Fullmetal Madness (c) 1997 Capcom Company, Limited.

- TECHNICAL -

[Model T-1217G]

- TRIVIA -

Cyberbots for Saturn was released on March 28, 1997 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59004&o=2

$end


$amigaocs_flop=cybercn3,
$bio

Cybercon III (c) 1991 US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73807&o=2

$end


$amigaocs_flop=cybercn3a,
$bio

Cybercon III [Budget] (c) 1991 Kixx

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73808&o=2

$end


$gba=cybzoids,
$bio

Cyberdrive Zoids - Kijuu no Senshi Hyuu [Model AGB-AZ3J-JPN] (c) 2003 Tomy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70264&o=2

$end


$saturn,sat_cart=cyberiaj,
$bio

Cyberia (c) 1996 Electronic Arts Victor [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59005&o=2

$end


$saturn,sat_cart=cyberia,
$bio

Cyberia [Model T-12508H-50] (c) 1996 Interplay

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60272&o=2

$end


$saturn,sat_cart=cyberiau,
$bio

Cyberia [Model T-12508H] (c) 1995 Interplay

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60015&o=2

$end


$x68k_flop=cybrmiss,
$bio

Cybermission (c) 1989 Login Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87261&o=2

$end


$jaguar=cybermorp,cybermor1,cybermor,
$bio

Cybermorph (c) 1993 Atari Corp.

The Galactic War has begun, and the ultimate weapon has been created: robotic technologies that can rebuild themselves. As the evil Pernitia Empire adds planet after planet to its growing empire, their regenerative technology becomes permanently entrenched.

Fortunately, your forces had new weapons designed ... unfortunately, they were seized by the enemy. The weapons, along with supplies and information, were sealed into pods. Some of the key designers were cryogenically suspended and put into the pods as well.

You have been assigned to pilot the only prototype fighter craft in existence: the Cybermorph Transmogriffon, or T-Griffon, a morphing attack craft. Although usable only in planetary atmospheres, it can be transported between worlds by intersolar cruisers, and has it's own re-entry and retrieval systems.

The T-Griffon can follow terrain extremely close at high speeds. It can also hover and fly backwards by altering its shape. It can withstand extreme damage by regenerating parts, using technology similar to that used by the Pernitia Empire. The T-Griffon also features a holographic intelligence agent named Skylar, who will give you crucial battle information.

You must recover the pods so the resistance fighters will have the weapons, equipment and expertise necessary to stop the spread of the Pernitia Empire. Skylar will keep you informed of newly downloaded intelligence about the planet's surface. When you recover the number of pods known to be in the sector, Skylar activates the retrieval code and the beam portal opens which will take you to another sector.

- TECHNICAL -

Model J9000E

- SCORING -

ENEMY HIT: 50 points
ENEMY DESTROYED: 150 points
BUILDING DESTROYED: 200 points
VORTEX TOWER HIT: 100 points
POD PICKED UP: 200 points
1K COIN: 1000 points
2K COIN: 2000 points
EXTRA PODS RECOVERED: 5000 points each, awarded on the debriefing screen.

- TIPS AND TRICKS -

* An EXTRA SHIP is awarded every 50,000 points, when a level is completed.

* HINTS:
- Learn your way around the levels. Practice levels that you are having trouble with by entering the sector code and trying the world right away. The order in which you conquer worlds may affect how easy they are to complete. Keep your eyes open for special buildings and items - they may be critical to the liberation of a world!
- ENEMIES: Most enemies can be avoided with some fast flying. Some enemies will stay in one area, others rove around. Watch your scanner for hostile enemies. You can kill enemies that are chasing you by flying backwards and firing. If a hostile enemy is not near something you need, it is generally best to avoid them. Keep your eyes open for Pod Carriers that move pods (often near a Vortex Tower), and Cargo Carriers towing powerups. 
- CRASHING: Don't try to fly over mountains that are too high - go around them or try to find teleporters that will get you past them. Some buildings are quite sturdy. The T-Griffon's terrain-following will not avoid buildings, so be careful about crashing into them - especially whem flying backwards. Watch out for enemies that try to ram into you.
- PODS: When picking up pods, try to stay low to the ground. Remember that pods may be hidden inside prisons. Watch your scanner for the location of nearby pods. Remember that if a Vortex Tower destroys too many of your pods you will have to do the planet over again, so quickly collect pods that are in danger.
- WEAPONS: If you are having trouble aiming, try turning on the cross-hairs or flying in cockpit mode. Mines are a good way to kill enemies that are chasing you. Cruise bombs are good weapons against ground enemies and buildings. Incinerators will actually go up a slope if they hit it, and are good for killing ground-based enemies. Remember that most weapons need ammo, so use them wisely and watch for weapon powerup coins if you are running low. Some worlds have more of one weapon type than others. Use superweapons wisely - they can be very effective if used in the right way.

* Unlimited Ammo (at Control Options): 1+3+5+7+8+9, firebutton.

* Play the Demo: press 1, 2, or 3 to use its Super Weapon

* Boss Rampage: Enter 1328 in a new game and play sectors 2 through 4. Then enter 1008 and play & finish Sector 1. You'll now fight the sector 1,2,3, and 4 bosses consecutively.

* Level Codes:
Sector 1 = 1008
Sector 2 = 1328
Sector 3 = 9325
Sector 4 = 9226
Sector 5 = 3444
Unknown = 6009 (found on planet Codex)

note: '6009' reads the same upside down, important because designers didn't know which way a player would be flying when he found it.

- STAFF -

Code: Fred Gill, Brian Pollock
Graphics: Chris Gibbs, Ian Harling, BJ west
Sound: Andrew Holtom, Dave Lowe, Ted Tahquechi
Level Designs/Game Testing: Shimmy Brandes, Tom Gillen, Hans Jacobsen, Andrew Keim, Sean Patten, Joe Sousa, Ted Tahquechi, Faran Thomason
Produced by: John Skruch, Sean Patten
Documentation: Sean Patten, Hans Jacobsen

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76415&o=2

$end


$snes=cybernatu,cybernatup,
$bio

Cybernator (c) 1993 Konami Company, Limited.

North American release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Assault Suits Valken [Model SHVC-AV]".

- TECHNICAL -

Cartridge ID: SNS-AV-USA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62884&o=2

$end


$snes=cybernat,
$bio

Cybernator (c) 1993 Konami Company, Limited.

European release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Assault Suits Valken [Model SHVC-AV]".

- TECHNICAL -

Cartridge ID: SNSP-AV-NOE

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62883&o=2

$end


$info=cybrnaut,
$bio

Cybernaut (c) 1985 Bally Midway Mfg. Co.

- TECHNICAL -

Bally/Midway MPU AS-2518-35 (Cheap Squeak)
Model Number : 0B42

Main CPU : M6800 (@ 475 KHz)
Sound CPU : Motorola M6803 (@ 895 KHz)
Sound Chips : DAC

- TRIVIA -

900 units were produced.

- STAFF -

Designer : Greg Kmiec
Artwork : Doug Watson

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5279&o=2

$end


$psx=cybernet,
$bio

Cybernetic Empire [Model SLPS-01912/13] (c) 1999 Telenet Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85048&o=2

$end


$cpc_cass=cybernoi,
$bio

Cybernoid (c) 1988 Hewson Consultants

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95825&o=2

$end


$nes=cybernod,
$bio

Cybernoid - The Fighting Machine (c) 1989 Acclaim Entertainment, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55039&o=2

$end


$amigaocs_flop=cybernod,
$bio

Cybernoid - The Fighting Machine [Action] (c) 1988 Hewson Consultants

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73809&o=2

$end


$cpc_cass=cybernoi01,
$bio

Cybernoid II (c) 1988 Hewson Consultants

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95827&o=2

$end


$amigaocs_flop=cybernd2,
$bio

Cybernoid II - The Revenge (c) 1989 Hewson Consultants

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73810&o=2

$end


$x68k_flop=cybrnote,
$bio

Cybernote Pro-68K (c) 1989 Sharp [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87262&o=2

$end


$amigaocs_flop=cybpunks,
$bio

Cyberpunks (c) 1993 Core Design

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73811&o=2

$end


$n64=cybertgr,cybertgru,
$bio

CyberTiger (c) 2000 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57651&o=2

$end


$gbcolor=cybertgr,
$bio

CyberTiger [Model CGB-BCTE-USA] (c) 2000 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67689&o=2

$end


$bbca_cass,bbcb_cass=cybermis,
$bio

Cybertron Mission (c) 1984 Micro Power

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51709&o=2

$end


$msx1_cass=cyberun,
$bio

Cyberun (c) 1985 Ultimate Play The Game

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94570&o=2

$end


$cpc_cass=cyborf19,
$bio

Cybor [Model 60130411] (c) 1987 Zafiro Soft. Division [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95829&o=2

$end


$ibm5150,ibm5150_cass=cyborg,
$bio

Cyborg (c) 1982 Softsmith Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83602&o=2

$end


$snes=cyborg9,cyborg9p,
$bio

Cyborg 009 (c) 1994 BEC

- TECHNICAL -

Game ID: SHVC-S9

- TRIVIA -

Released in February 1994 in Japan.

- STAFF -

Based on the Novel: Shotaro Ishinomori
Superviser: Akira Kosano, Satoshi Shinohara
Graphic Director: Kunio Wada, Satoshi Hatsuya (Hatsu Riot)
Programmer: Teruyuki Teshima, Yuichi Ohyama
Assistant Graphic: Masahiro Setoguchi, Mari Yoshimura
Debugger: Hironatsu Yamada, Kadotsuji Osada
Director: Hidemitsu Okinaka, Satoshi Hatsuya (Hatsu Riot)
Producer: Dai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61171&o=2

$end


$megacd,megacdj=cyborg9,
$bio

Cyborg 009 [Model T-49054] (c) 1993 Telenet Japan [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60499&o=2

$end


$sms=cyborgh,
$bio

Cyborg Hunter (c) 1988 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55980&o=2

$end


$megadriv=cyborgjp,
$bio

Cyborg Justice (c) 1993 Sega Enterprises, Limited.

A side-scrolling beat 'em up game.

The plot begins around a spaceship that crashing into a mining colony. The ship's occupant dies shortly after the crash. The space-traveler's brain is saved and it is transplanted into cyborg body. His memory is erased so that he can be put to work. The memory wipe fails and the player, as the unwilling cyborg, must escape.

Featuring a customized characters from a combination of these three types of cyborg parts like hand, body, and legs. The first player has a combination of metallic gray and yellow, while the second player has a combination of metallic green and purple.

- TRIVIA -

Reviews:
[FR] April 1993 - Consoles + No. 19: 80/100

The yellow cyborg character appear, on the 2012 animation movie "Wreck-It Ralph" from Walt Disney Animation Studios.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56426&o=2

$end


$gbcolor=cyborgku,
$bio

Cyborg Kuro-chan - Devil Fukkatsu [Model CGB-BSKJ-JPN] (c) 2000 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67691&o=2

$end


$gbcolor=cyborgk2,
$bio

Cyborg Kuro-chan 2 - White Woods no Gyakushuu [Model CGB-BSBJ-JPN] (c) 2000 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67692&o=2

$end


$bbca_cass,bbcb_cass=cyborgwa,
$bio

Cyborg Warriors (c) 1991 Superior Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51710&o=2

$end


$sms=cyborgz,
$bio

Cyborg Z (c) 1991 Zemina

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55981&o=2

$end


$msx1_cart=cyborgz,
$bio

Cyborg Z (c) 1991 Zemina [Korea]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76675&o=2

$end


$info=cyclemb,
$bio

Cycle Mahbou (c) 1984 Taito Corp.

It's a rather unique game of skill and different test. You play the role of a guy on a unicycle he advance through the track, and must performed timed jumps to land on various items to collect points, holding the button longer does longer jumps or short jumps. At the same time you need to balance your character using the paddle / spinner control so things can get quite tricky. Each stage gives you a target score and a bonnus stage.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 6 Mhz)
Sound CPU : Zilog Z80 (@ 3 Mhz)
Sound Chips : (2x) Yamaha YM2203 (@ 1.5 Mhz) 

Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 256

Players : 2
Control : 2-way paddle
Buttons : 1 jump

- TRIVIA -

Cycle Mahbou was released in December 1984 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=29878&o=2

$end


$nes=cyclerc,
$bio

サイクルレース ロードマン - 激走!! 日本一周4000km (c) 1988 Tonkin House
(Cycle Race Roadman - Gekisou!! Nihon Isshuu 4000km)

- TECHNICAL -

Game ID: TKS-G7

- TRIVIA -

Released on December 17, 1988 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53942&o=2

$end


$info=cyclshtg,
$bio

Cycle Shooting (c) 1986 Taito.

- TECHNICAL -

Prom Stickers : A97

Main CPU : (2x) Zilog Z80 (@ 4 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 2 Mhz), MSM5232 (@ 2 Mhz)

Players : 1
Buttons : 1

- TRIVIA -

Cycle Shooting was released in July 1986.

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

- PORTS -

* Consoles :
NES [Unreleased Prototype]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=564&o=2

$end


$info=cyclwarr,cyclwarra,
$bio

Cycle Warriors (c) 1991 Tatsumi Electronics Company, Limited.

You control a bike rider that must punch enemy bikers, destroy gyrocopters dropping bombs on you and road-blocking end-of-level nasties. While you're riding into the screen you can ride further forward and decelerate back to add an extra dimension of movement. When you pull back you practically get your sprite to fill the whole screen. You can jump over cars backwards and forwards as well as landing on their roofs, as they receive more damage large chunks of bodywork fly off until they finally explode.

- TECHNICAL -

Main CPU : (2x) Motorola 68000 (@ 10 Mhz), Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2151 (@ 4 Mhz), OKI6295 (@ 18.939 Khz)

Players : 4
Control : 8-way joystick
Buttons : 4

- TRIVIA -

Cycle Warriors was released in March 1991.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3598&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=cyclon,
$bio

Cyclon [Model 20003] (c) 1983 Boone

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83809&o=2

$end


$info=cycln_l5,cycln_l4,
$bio

Cyclone (c) 1988 Williams Electronics Games, Incorporated.

- TECHNICAL -

Williams System 11B
Model Number : 564

Main CPU : M6808 (@ 1 MHz)
Sound CPU : Motorola M6809 (@ 2 MHz), OKI M6808 (@ 1 MHz)
Sound chips : Yamaha YM2151 (@ 3.579545 MHz), (2x) DAC, (2x) HC55516

- TRIVIA -

9,400 units were produced.

A duck can be seen on the backglass.

- SERIES -

1. Comet (1985)
2. Cyclone (1988)
3. Hurricane (1991)

- STAFF -

Designers : Barry Oursler (BSO), Python Anghelo (PVA)
Artwork : Python Anghelo
Software : Bill Pfutzenreuter (PFZ)
Mechanics : Joe Joos Jr.
Music and Sounds : Chris Granner (CPG)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5280&o=2

$end


$info=ep_cyc,ep_cyca,ep_cycb,ep_cycc,ep_cycd,ep_cyce,
$bio

Cyclone (c) 199? Extreme Gaming.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40828&o=2

$end


$info=ep_cycl,ep_cycla,ep_cyclb,
$bio

Cyclone Club (c) 199? Maygay.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40829&o=2

$end


$x68k_flop=cyclone,
$bio

Cyclone Express 68K (c) 1989 ANS Consultants

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87263&o=2

$end


$x68k_flop=cyclonea,
$bio

Cyclone Express Alpha (c) 1990 ANS Consultants

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87264&o=2

$end


$info=cyclopes,
$bio

Cyclopes (c) 1985 Game Plan, Incorporated.

- TECHNICAL -

Model Number : 800

- TRIVIA -

Cyclopes was released in November 1985.

400 units were produced.

- STAFF -

Designer : Roger Sharpe
Artwork : Seamus McLaughlin

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5281&o=2

$end


$pc8801_cass=cyclwman,
$bio

Cyclops Crusher + Waterman (c) 1983 Pony Canyon, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91207&o=2

$end


$bbca_cass,bbcb_cass=cylonatt,
$bio

Cylon Attack (c) 1985 A&F Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51711&o=2

$end


$bbca_cass,bbcb_cass=cylnattb,
$bio

Cylon Attack (c) 19?? Beebug

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51712&o=2

$end


$bbca_cass,bbcb_cass=cyloninv,
$bio

Cylon Invasion (c) 19?? Tynesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51713&o=2

$end


$cpc_cass=cyluuk19,
$bio

Cylu (c) 1985 Firebird

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95830&o=2

$end


$x68k_flop=cynthia,
$bio

Cynthia (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87265&o=2

$end


$x68k_flop=cynthi2,
$bio

Cynthia V2 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87266&o=2

$end


$gameboy=cyraid,
$bio

Cyraid [Model DMG-WR-USA] (c) 1991 Nexoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65811&o=2

$end


$coco_cart=cyrus,
$bio

Cyrus Chess (c) 1982 Dragon Data

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53422&o=2

$end


$coco_cart=cyrus1,
$bio

Cyrus Chess (c) 1983 Tandy Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53423&o=2

$end


$cpc_cass=cyrusiic,
$bio

Cyrus II Chess [Model SOFT 06026] (c) 1985 Amsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95831&o=2

$end


$cpc_cass=cyrusiis,
$bio

Cyrus II Schach [Model SOFT 26026] (c) 1985 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95834&o=2

$end


$amigaocs_flop=cytron,
$bio

Cytron (c) 1992 Psygnosis, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73812&o=2

$end


$msx2_flop=cytron,cytrona,
$bio

Cytron (c) 1994 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101547&o=2

$end


$info=cyvern,cyvernj,
$bio

Cyvern - The Dragon Weapons (c) 1998 Kaneko Company, Limited.

Take control of 3 artificially enhanced elemental dragons and battle against tons of enemy airships and hulking bosses in this excellent overhead shooter. Features awesome graphics & sound effects as well as responsive controls and a high level of challenge.

- TECHNICAL -

Kaneko Super Nova System Hardware

Main CPU : SH-2 (@ 28.638 Mhz)
Sound Chips : Yamaha YMZ280B (@ 16.66 Mhz)

Players : 2
Control : 8-Way Joystick
Buttons : 2
=> [A] Shoot / Banish, [B] Bomb

- TRIVIA -

This game was shown at the 1998 AOU Amusement Expo show, in Japan. It was then released in April 1998 in Japan.

There is a 'Plus' upgrade for this game :
* You can modify each dragon with special abilities.
* There is a gauge during boss fights showing how much energy the boss has left now.
* Multiple endings
* If you have certain items, some bosses will change into their 'true boss form'.

- STAFF -

Planners : Atsushi Kaneko, Tony
Soft : K. Minegishi, Hiyorinn.S, Sho-Chan, Osapan
Designers : U-Zool, Hiroki Narisawa, Endo Chang, Kazuto=Lee, Ryo.Kimura, Ishi-Ryu, Gomez, Maruken!
Sound : Katsuya Yoneda
Special Thanks : Iwao Horita

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=565&o=2

$end


$info=black,
$bio

Czernyj Korabl (c) 198? Unknown.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32414&o=2

$end


$ibm5150,ibm5150_cass=czorian,
$bio

Czorian Siege (c) 1983 Sams

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83603&o=2

$end


$sms=cso,
$bio

C_So! (c) 198? Joy Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55958&o=2

$end


$msx1_cart=csok,
$bio

C_So! (c) 198? Zemina.

Korean release.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95225&o=2

$end


$sg1000=cso,
$bio

シーソー (c) 1985 Sega Enterprises, Limited.
(C_So!)

C_So! is a port of an MSX game from the same year, which was published by Pony Canyon.

- TECHNICAL -

Model # C-64

- TRIVIA -

Officially, this game was released only in Japan. But a South Korean company called Joy Soft produced their own unlicensed port of the MSX version.

- STAFF -

Developed by: Compile

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49003&o=2

$end


$msx1_cart=cso,
$bio

C_So! (c) 1985 Pony Canyon, Inc.

- TECHNICAL -

Game ID: R48X5082

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76623&o=2

$end


$info=sc_db,
$bio

D & B (c) 200? Mazooma Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42541&o=2

$end


$pc98=doushu,
$bio

D - Oushuu Shinkirou (c) 1990 Wolf Team [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89193&o=2

$end


$saturn,sat_cart=dj,djb,dja,
$bio

D no Shokutaku (c) 1995 Acclaim Japan [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59006&o=2

$end


$x68k_flop=dofmoria,
$bio

D of Moria Data Shuu (c) 1992 Moria data

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87267&o=2

$end


$saturn,sat_cart=d,
$bio

D [Model T-8106H-50E] (c) 1995 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60275&o=2

$end


$saturn,sat_cart=df,
$bio

D [Model T-8106H-50F] (c) 1995 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60273&o=2

$end


$saturn,sat_cart=dg,
$bio

D [Model T-8106H-50G] (c) 1995 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60274&o=2

$end


$saturn,sat_cart=du,
$bio

D [Model T-8106H] (c) 1996 Acclaim Entertainment, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60016&o=2

$end


$pc8801_flop=ddash,
$bio

D' (c) 1988 Tecno Soft [TechnoSoft] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91586&o=2

$end


$msx2_flop=ddash,ddashb,ddasha,
$bio

D' (c) 1988 Tecno Soft [TechnoSoft] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101548&o=2

$end


$info=m4dcrls__d,
$bio

D' Crazy Reels (c) 199? QPS Interactive.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42368&o=2

$end


$pc98=dark,
$bio

D'ark (c) 1992 Himeya Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89195&o=2

$end


$pc98=darkgai,
$bio

D'ark Gaiden (c) 1993 Himeya Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89196&o=2

$end


$pc98=dbabos,
$bio

D'BaBOS [D'ark/Bacta/PHOBOS ad.disk] (c) 1993 Himeya Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89194&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=dfuse,
$bio

D'Fuse [Model V2CDF] (c) 1984 Tymac

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84406&o=2

$end


$x68k_flop=dagain,
$bio

D-Again - The 4th Unit 5 (c) 1990 Data West, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87268&o=2

$end


$pc98=dagain,
$bio

D-Again - The 4th Unit 5 (c) 1990 Data West, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89197&o=2

$end


$info=dcon,
$bio

D-Con (c) 1992 Success.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 10 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), OKI6295 (@ 8 Khz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in August 1992.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=566&o=2

$end


$info=dday,
$bio

D-Day (c) 1982 Olympia.

You control a gun that shoots at tanks and other enemies.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 2 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1 Mhz)

Players : 2
Control : paddle
Buttons : 1 (JUMP)

- TRIVIA -

Released in April 1982.

The technical director of Olympia, Livio Leante, had the biggest arcade in Milan, the 'Astragames'. It was situated in the centre of the city near the Dome. Astragames closed around mid 90s, while Olympia stopped cloning games mid 80s.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=567&o=2

$end


$info=ddayc,
$bio

D-Day (c) 1982 Centuri, Incorporated.

- TRIVIA -

Released in April 1982. Manufactured by Centuri, Inc. under license from Olympia [Italy].

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=36476&o=2

$end


$info=ddayjlc,ddayjlca,
$bio

D-Day (c) 1984 Jaleco.

A vertical shooter from Jaleco where you control a battleship that moves on the ocean.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 4 Mhz), Zilog Z80 (@ 3 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 2 Mhz)

Player : 1
Control : 8-way Joystick
Buttons : 4

- TRIVIA -

Released in January 1984 in Japan.

- TIPS AND TRICKS -

* Bonus Damage with Pistol : When the game is starting, switch to the shotgun BEFORE the game screen comes up. You will hear the gun-changing sound. However, when the screen loads, you will be armed with the pistol. If you do not change guns for the remainder of the game, you will deal the same damage as a shotgun, but get the higher amount of points since you are 'officially' using a pistol.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3293&o=2

$end


$msx1_cart=ddayk,
$bio

D-Day (c) 1988 San Ho.

Korean release.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77336&o=2

$end


$amigaocs_flop=dday,
$bio

D-Day - The Beginning of the End (c) 1994 Impressions

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73813&o=2

$end


$msx1_cart=dday,ddayb,ddayc,ddaya,
$bio

D-Day [Model HX-S117] (c) 1984 Jaleco Co., Ltd. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76676&o=2

$end


$snes=dforce,
$bio

D-Force (c) 1991 Asmik

North American release. Game developed in Japan. For more information about the game, please see the original Japanese release entry; "Dimension-Force [Model SHVC-DF]".

Teaser text from this American version:
High Tech Warfare
You've got the fastest bord to be had, but we're not sure you can handle it. If you're quick enough, you'll command the latest Nuclear Apache Helicopter, D-Force, through 7 bone-crushing levels. You'll roam six countries on your seemingly endless search for a powerful oil-rich Mid-Eastern Dictator. If you fail, we'll all be learning a new language soon! Comprende ?
We've created the most intense, physically demanding game aroung! With selectable weapons, quick zoom, 16 bit graphics, and a massive 8 MEG game pak, we don't want to hear any whining. D-Force utilizes thousands of colors and special effects, giving you the ultimate test on the Super NES. D-Force is nearly impossible & downright unforgettable!

- TECHNICAL -

Cartridge ID: SNS-DF-USA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62885&o=2

$end


$x68k_flop=dreturn,
$bio

D-Return (c) 1989 Nihon Computer Club Renmei Kikaku

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87269&o=2

$end


$x1_flop=dside,
$bio

D-Side - Lagrange L-2 Part II (c) 1986 Compaq [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85953&o=2

$end


$pc8801_flop=dside,
$bio

D-Side - Lagrange L-2 Part II (c) 1987 Compaq [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91587&o=2

$end


$ti99_cart=dstatn1,
$bio

D-Station I (c) 1988 DaTaBioTics

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84545&o=2

$end


$ti99_cart=dstatn2,
$bio

D-Station II - The Conflict Continues! (c) 1988 DaTaBioTics

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84546&o=2

$end


$pc98=dtencg5,
$bio

D-Ten CG Library vol.5 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89198&o=2

$end


$saturn,sat_cart=dxhird,
$bio

D-Xhird (c) 1997 Takara Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59007&o=2

$end


$info=ddcrew,ddcrew1,ddcrew2,ddcrewu,ddcrewj,ddcrewj2,ddcrew1d,ddcrew2d,ddcrewd,ddcrewj2d,ddcrewjd,ddcrewud,ddcrewbl,
$bio

D.D. Crew (c) 1991 Sega.

A multi-player side-scrolling beat'em up.

- TECHNICAL -

Game ID : 317-0182 / 317-0183 / 317-0184 / 317-0185 / 317-0186 / 317-0187 / 317-0188 / 317-0189 / 317-0190

Runs on the Sega "System 18" hardware.

Players : 4
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Released in June 1991 in Japan.

The stage 2 boss is an homage to Bruce Lee.

The skyline of New York in the game's ending features a very subtle Spider-Man cameo at the top of the Empire State.

- UPDATES -

FD1094 317-0182

FD1094 317-0183

FD1094 317-0184
* World version (up to 2 players)

FD1094 317-0185

FD1094 317-0186
* US version (up to 4 players)
* has the 'Winners Don't Use Drugs' screen

FD1094 317-0187
* World version (up to 3 players)

FD1094 317-0188

FD1094 317-0189

FD1094 317-0190

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=603&o=2

$end


$msx1_cart=devilhvn,
$bio

D.H. - Devil's Heaven (c) 1984 General [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76677&o=2

$end


$nes=djboy,
$bio

D.J. Boy (c) 1991 Unknown.

A pirate hack of "Rollergames" with modified title screen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65158&o=2

$end


$pc98=dobchara,
$bio

D.O. Best Characters (c) 199? DO.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89199&o=2

$end


$pc98=dodokid1,
$bio

D.O. Doki Doki Disk Vol. 01 (c) 1991 DO [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89200&o=2

$end


$pc98=dodokid2,
$bio

D.O. Doki Doki Disk Vol. 02 (c) 1991 DO [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89201&o=2

$end


$pc98=dodokid3,
$bio

D.O. Doki Doki Disk Vol. 03 (c) 1992 DO [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89202&o=2

$end


$pc98=dodokid4,
$bio

D.O. Doki Doki Disk Vol. 04 (c) 1993 DO [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89203&o=2

$end


$pc98=dodokid5,
$bio

D.O. Doki Doki Disk Vol. 05 (c) 1993 DO [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89204&o=2

$end


$pc98=dodokid6,
$bio

D.O. Doki Doki Disk Vol. 06 (c) 1994 DO [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89205&o=2

$end


$pc98=dodokid7,
$bio

D.O. Doki Doki Disk Vol. 07 (c) 1994 DO [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89206&o=2

$end


$pc98=dodokid9,
$bio

D.O. Doki Doki Disk Vol. 09 (c) 199? DO.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89207&o=2

$end


$x68k_flop=dodokid1,
$bio

D.O. Doki Doki Disk Vol.1 (c) 1991 DO [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87270&o=2

$end


$x68k_flop=dodokid2,
$bio

D.O. Doki Doki Disk Vol.2 (c) 1991 DO [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87271&o=2

$end


$x68k_flop=dodokid3,
$bio

D.O. Doki Doki Disk Vol.3 (c) 1992 DO [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87272&o=2

$end


$x68k_flop=dodokid4,
$bio

D.O. Doki Doki Disk Vol.4 (c) 1993 DO [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87273&o=2

$end


$x68k_flop=dodokid5,
$bio

D.O. Doki Doki Disk Vol.5 (c) 1993 DO [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87274&o=2

$end


$pc98=dokaizo,
$bio

D.O. Kaizokuban (c) 1993 DO [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89208&o=2

$end


$x68k_flop=dps,
$bio

D.P.S - Dream Program System (c) 1989 Alicesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87275&o=2

$end


$pc8801_flop=dps,dpsa,
$bio

D.P.S - Dream Program System (c) 1990 Alicesoft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91588&o=2

$end


$pc98=dps,dpsa,dpsb,
$bio

D.P.S. - Dream Program System (c) 1989 Alicesoft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89209&o=2

$end


$msx2_flop=dps,dpsb,dpsa,
$bio

D.P.S. - Dream Program System (c) 1989 Alicesoft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101549&o=2

$end


$x68k_flop=dpssg,
$bio

D.P.S. SG - Dream Program System SG (c) 1990 Alicesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87276&o=2

$end


$pc98=dpssg,dpssga,
$bio

D.P.S. SG - Dream Program System SG (c) 1990 Alicesoft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89210&o=2

$end


$msx2_flop=dpssg,dpssga,
$bio

D.P.S. SG - Dream Program System SG (c) 1990 Alicesoft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101550&o=2

$end


$msx2_flop=dpssg2,
$bio

D.P.S. SG 2 - Dream Program System SG Set 2 (c) 1990 Alicesoft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101551&o=2

$end


$x68k_flop=dpssg2,
$bio

D.P.S. SG 2 - Dream Program System SG Set 2 (c) 1991 Alicesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87277&o=2

$end


$pc98=dpssg2,
$bio

D.P.S. SG 2 - Dream Program System SG Set 2 (c) 1991 Alicesoft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89211&o=2

$end


$msx2_flop=dpssg3,dpssg3b,dpssg3a,
$bio

D.P.S. SG 3 - Dream Program System SG Set 3 (c) 1990 Alicesoft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101552&o=2

$end


$x68k_flop=dpssg3,
$bio

D.P.S. SG 3 - Dream Program System SG Set 3 (c) 1991 Alicesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87278&o=2

$end


$pc98=dpssg3,
$bio

D.P.S. SG 3 - Dream Program System SG Set 3 (c) 1991 Alicesoft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95231&o=2

$end


$pc98=dwars,
$bio

D.Wars (c) 1989 Soft Plan [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89212&o=2

$end


$amigaocs_flop=dgen,
$bio

D/Generation (c) 1992 Mindscape, Incorporated. [Northbrook, IL, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73814&o=2

$end


$info=dbc,
$bio

Da Ban Cheng (c) 1995 IGS.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=14149&o=2

$end


$nes=dafuwen2,
$bio

???2 ???? (c) 19?? Waixing.
(Da Fu Weng 2 - Shanghai Da Heng)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76514&o=2

$end


$nes=dahuash,
$bio

大话水浒 (c) 200? Nanjing.
(Da Hua Shui Hu)

- TECHNICAL -

Game ID: NJ100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76515&o=2

$end


$nes=dahuaxyu,
$bio

大话西游  (c) 19?? Union Bond.
(Da Hua Xi You)

- TECHNICAL -

Game ID: G-004

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76517&o=2

$end


$nes=dahuaxyn,
$bio

大话西游 (c) 200? Nanjing
(Da Hua Xi You)

- TECHNICAL -

Game ID: NJ021

- TRIVIA -

The title translates from Chinese as A Chinese Oddysey.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76516&o=2

$end


$nes=datangf6,
$bio

Da Tang Feng Yun VI Dai (c) 199? HengGedianzi.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95501&o=2

$end


$msx2_flop=davinci,
$bio

Da Vinci (c) 1989 Popcom Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101555&o=2

$end


$x1_flop=davinci,
$bio

Da Vinci (c) 198? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85954&o=2

$end


$pc8801_flop=davinci2,davinci1,davinci3,
$bio

Da Vinci (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91593&o=2

$end


$sg1000=dayu,
$bio

Da Yu (c) 198? Unknown [Taiwan].

Taiwanese version of Chack'n Pop.

- TECHNICAL -

[Model R-060]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49018&o=2

$end


$a800=dafuzz,
$bio

Da' Fuzz (c) 1983 Roklan

- TRIVIA -

Released as a limited release.

- STAFF -

Created by: Ron Borta

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86507&o=2

$end


$cpc_cass=dungeons,
$bio

DAA [Dungeons, Amethysts, Alchemists] [Model AT 4089] (c) 1987 Atlantis Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96043&o=2

$end


$gbcolor=daadaada,
$bio

Daa! Daa! Daa! Totsuzen Card de Battle de Uranai de! (c) 2000 Video System Company, Limited.

- TECHNICAL -

Game ID: CGB-BDOJ-JPN

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67697&o=2

$end


$info=dacholer,
$bio

Dacholer (c) 1983 Nichibutsu.

A shooter type maze game, where you play a role of an Ostrich and will have to avoid and destroy all the opponents kicking a turtle shell in a shape of soccer ball for hit them  and come to the bonnus stage or next level.

- TECHNICAL -

Main CPU : (2x) Zilog Z80 (@ 4 Mhz)

Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 16

Players : 2
Control : 8-way Joystick
Buttons : 2

- TRIVIA -

Released in October 1983 in Japan.

Also known as "Kick Boy".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3860&o=2

$end


$spc1000_cass=daebeom,
$bio

Dae Beom Lam (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83498&o=2

$end


$gameboy=daedal,
$bio

Daedalian Opus [Model DMG-PU-USA] (c) 1990 Vic Tokai [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65813&o=2

$end


$info=sanjeon,
$bio

DaeJeon! SanJeon SuJeon (c) 1999 Deniam.

- TRIVIA -

PATENTS :
U.S.A : 4,442,486 - 4,454,594 - 4,462,076
Europe : 80244
Canada : 1,183,276
Honk Kong : 88-4302
Singapore : 88-155

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=21367&o=2

$end


$lynx=daemongt,
$bio

Daemonsgate (c) 1991 Atari Corp.

- TRIVIA -

Unreleased prototype.

- STAFF -

Developed by Imagitec Design.

Coding by: Chris Urquhart
Graphics by: Kristi-Louise Herd
Designed by: Martin Cowan
Produced by: Juli Wade

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58810&o=2

$end


$msx2_flop=cpc400,
$bio

Daewoo CPC-400/CPC-400S (c) 1988 Daewoo Electronics Co., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101556&o=2

$end


$gbcolor=daffyfow,
$bio

Daffy Duck - Fowl Play [Model DMG-AD7E-USA] (c) 1999 Sunsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67698&o=2

$end


$gbcolor=daffysub,
$bio

Daffy Duck - Subette Koron de Taikin Mochi [Model DMG-AD7J-JPN] (c) 2000 Sunsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67700&o=2

$end


$gameboy=daffy,
$bio

Daffy Duck - The Marvin Missions [Model DMG-YS-NOE-1] (c) 1995 Sunsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65814&o=2

$end


$gameboy=daffya,
$bio

Daffy Duck - The Marvin Missions [Model DMG-YS-USA] (c) 1995 Sunsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65816&o=2

$end


$gameboy=daffyj,
$bio

Daffy Duck - The Marvin Missions [Model DMG-YSA] (c) 1994 Sunsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65815&o=2

$end


$snes=daffyu,
$bio

Daffy Duck - The Marvin Missions (c) 1993 Sunsoft

- TECHNICAL -

Game ID: SNS-YF-USA

- TIPS AND TRICKS -

50 Lives: Start a new game and then at the 'Where there's duck, there's fire' screen, press Left,Left,Right,Right,Up,Down,Y,A,B,X.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62887&o=2

$end


$snes=daffy,
$bio

Daffy Duck - The Marvin Missions (c) 1993 Sunsoft

- TECHNICAL -

Cartridge ID: SNSP-YF-NOE

- TRIVIA -

Reviews:
[FR] January 1994 - Consoles + N.28: 81%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62886&o=2

$end


$sms=daffy,
$bio

Daffy Duck in Hollywood (c) 1994 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55982&o=2

$end


$megadriv=daffy,daffyp,
$bio

Daffy Duck in Hollywood (c) 1994 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56428&o=2

$end


$gamegear=daffy,
$bio

Daffy Duck in Hollywood (c) 1994 Sega Enterprises, Limited.

- TECHNICAL -

[Model 2550]

- TIPS AND TRICKS -

* Invincibility: At the main menu, enter Left,Right,Right,Left,Right,Left, Left. 

* Stage Skip: At the main menu, enter Left, Left, Right, Right, Left, Left, Right. At the normal stage select screen, press 2 to move to the next set of levels.

* Ending Sequences:  At the main menu, enter Left&nbsp;x4, Right, Right to see the sequence corresponding to the Easy / Medium difficulty level. Enter Left, Left, Right&nbsp;x3 to see the sequence corresponding to the bad ending in Hard level (not all statues collected). Finally, enter Left&nbsp;x6, Right to see the sequence corresponding to the good ending in Hard level (all statues collected). 

* Fergus Head mode: First enable Invincibility and Stage Skip as above (to enter multiple cheats, you can select the difficulty selection or sound test instead of starting a game). Then, at the main menu enter Left, Right, Left&nbsp;x3. The main sprite will become the "Fergus Head".

- STAFF -

Software Engineer : Balor Knight
Senior Director : Tony Beckwith
Game Design : Tony Beckwith, Balor Knight
Backgrounds And Enemy Animation : Philip Williams
Daffy Animation : Emil Sergiev
Mapping : Adam ?, Andrew McCarthy, Simon Bland, AJ
Audio Engineer : Fatt Murniss
QA Manager : Barg
QA Technicians : Barg, Simon Bland
Data Compression : Chris Pile
PA To Software Engineer : Jade Lucas
Sega Producers : Mike Brown, Gary Foreman
Special Thanx 2 : Carl 4 Crisp2, Haydn Dalton, Clay Knight, Gaz and Linda
Dedicated to : Asha Mariah

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64530&o=2

$end


$n64=duckdodg,
$bio

Daffy Duck Starring as Duck Dodgers (c) 2000 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57652&o=2

$end


$info=sc1dago,
$bio

Dagobert's Vault (c) 198? ELAM Group.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=21274&o=2

$end


$msx2_flop=dahkuddahkuda,
$bio

Dahku (c) 2005 Unknown [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101557&o=2

$end


$megadriv=dahnak,
$bio

Dahna (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56429&o=2

$end


$megadriv=dahna,
$bio

Dahna Megami Tanjou (c) 1991 IGS Corp.

- TECHNICAL -

Game ID: T-64013

- TRIVIA -

Dahna Megami Tanjou was released on December 20, 1991 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56430&o=2

$end


$pc98=dai3tei,
$bio

Dai 3 Teikoku (c) 1988 Soft Plan [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89219&o=2

$end


$pc8801_flop=daidasso,daidassoa,
$bio

Dai Dassou (c) 1985 Carry Lab. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91594&o=2

$end


$fm7_cass=daidasso,
$bio

Dai Dassou (c) 1985 Carry Lab. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93704&o=2

$end


$x1_cass=daidasso,
$bio

Dai Dassou (c) 198? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86212&o=2

$end


$msx1_cart=daidasso,
$bio

Dai Dassou [Model GA-117] (c) 1985 Carry Lab. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76678&o=2

$end


$x68k_flop=daifugou,
$bio

Dai Fugou Gakuen (c) 1993 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87281&o=2

$end


$pc98=daihinm,
$bio

Dai Hinmin - Taiketsu Seifuku Musume (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89220&o=2

$end


$pc8801_flop=daihussl,
$bio

Dai Hustle! SF Harehare Sanjuushi (c) 19?? TKO Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91595&o=2

$end


$nes=deburas,
$bio

??? ???? (c) 1990 Data East Corp.
(Dai Kaijuu DEBURAS)

- TECHNICAL -

Game ID: DFC-24

- TRIVIA -

Released on December 21, 1990 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53943&o=2

$end


$info=dai,
$bio

DAI Personal Computer (c) 1978 Data Applications International.

- TECHNICAL -

CPU: Intel 8080A at 2 MHz
Memory: a maximum of 48 kB dynamic RAM, 24 kB ROM and 256 Bytes of static RAM (stack RAM)
Keyboard: 56 Keys

Video interface: PAL compatible UHF CH 36 color-TV (antenna) output signal with audio
- Text mode: 60 characters × 24 lines (66 characters per line supported)
- Graphics modes: Low - 88 x 65 pixels; Medium - 176 x 130 pixels; High - 352 x 260 pixels; Very high - 528 x 240 pixels (non-square)
- Available colors: 4 or 16 colors (16 color mode was actually 4 color palette)

Sound generation: 3 frequency generators + 1 noise generator
Game controllers: 2 input interfaces for paddles or joysticks (DIY). Each can control three 0-5V inputs and a switch.
Storage: 2 separate audio-cassette interfaces, using a cable for data INPUT/OUTPUT and START/STOP switch, (600 Baud)

Alternative main storage systems:
- Memocom MDCR-D, Mini Digital Cassette Recorder (which used Philips minicassettes)
- Two 5.25 inch floppy disk drives, 2 x 180K (which enabled the use of CP/M).
Compatible with optional card rack, the ("DAI Real World Card System"), control system.

I/O Connectors:
Serial port RS-232, DB-25 female.
2 audio-cassette ports, 2 x 6 pin DIN female.
Parallel port DCE-Bus, DAI proprietary 3 x 8 bit parallel port, 36 pin DIL male.
2 Paddle interfaces, 2 x 6 pin DIN female.
Stereo audio output, 6 pin DIN female.
UHF video and audio output, RCA (cinch) female.
AC power input, with voltage selector 220-110 volt, figure 8 shape AC power 2 pins male.

System software:
a machine code monitor with the following commands:
LOOK
DISPLAY
GO
FILL
SUBSTITUTE
MOVE
EXAMINE
EXAMINE REGISTERS
VECTOR EXAMINE
VECTOR EXAMINE BYTES
READ
WRITE
a built in DAI BASIC interpreter.

The system was also supported with an 8080-Assembler.
Miscellaneous: a true random number generator implemented in hardware.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103276&o=2

$end


$info=dairesya,
$bio

Dai Ressya Goutou (c) 1987 Kawakusu, Limited.

A side scrolling platform cowboy train-robber game.

- TECHNICAL -

Game ID : GX560

Main CPU : Motorola M6809 (@ 3.072 Mhz)
Sound CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : YM2203 (@ 3.072 Mhz), (3x) RC (@ 3.072 Mhz)

Screen orientation : Horizontal
Video resolution : 240 x 224 pixels
Screen refresh : 30.00 Hz
Palette colors : 256

Players : 2
Control : 4-way joystick
Buttons : 3

- TRIVIA -

Released in April 1987.

The title of this game translates from Japanese as 'Great Train Robbery'.

Developed by Konami. This game is known outside Japan as "Iron Horse".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=569&o=2

$end


$pc8801_flop=daisante,
$bio

Dai San Teikoku (c) 1988 Soft Plan [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91596&o=2

$end


$info=dai3wksi,
$bio

Dai San Wakusei Meteor (c) 1979 Sun Electronics.

- TRIVIA -

Released in September 1979.

The title translates from Japanese as "The Third Planet Meteor".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4260&o=2

$end


$info=daisenpu,
$bio

Dai Sen Puu (c) 1989 Taito.

A vertically scrolling shoot'em up.

- TECHNICAL -

Taito X System hardware
Game ID : B87

Main CPU : Motorola 68000 (@ 8 Mhz), Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2151 (@ 4 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Released in June 1989 in Japan.

Developed by Toaplan. Even if developed by this famous shoot'em up company, Twin Hawk was not good game and it was a flop. 

The title of this game translate from Japanese 'Great Whirlwind'.

This game is known outside Japan as "Twin Hawk".

- UPDATES -

There are several differences between "Twin Hawk" and Dai Senpuu :
* Twin Hawk supports 2 simultaneous players.
* Dai Senpuu supports 2 players, but only one at a time. Because of this, it also supports Cocktail cabinets.
* In Twin Hawk, both planes are purple and pink for player 1 and 2 respectively.
* In Dai Senpuu, the planes are green for both players.
* In Twin Hawk, when you die, you continue the game at current position.
* In Dai Senpuu, when you die, you continue the game at predefined positions. This makes the game much more difficult to complete.

- STAFF -

Sound composer : Osamu Oota

- PORTS -

* Consoles :
Sega Mega Drive (1990, "Dai Sen Puu [Model G-4034]")
NEC PC-Engine (1990, "Dai Sen Puu [Model NAPH-1014]")
NEC PC-Engine CD-ROM² (1991, "Dai Sen Puu Custom [Model NAPR-1019]")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=570&o=2

$end


$pcecd=daisenpu,
$bio

Dai Sen Puu Custom (c) 1991 NEC Avenue, Limited.

The players takes control of a World War II plane and fights his way through a vast array of enemy air defenses such as tanks, submarines and battle ships (curiously, there aren't any enemy planes in the game). Our fighter plane can use a classic Vulcan gun and a special, but limited, bomb attack. The latter calls a formation of friendly planes that will shoot at will until they eventually get hit. Pressing the bomb button twice triggers a powerful smart-bomb and wipes out most of the enemies on screen. A standard power-up system upgrades the plane throughout the game - destroying tiny truck usually frees up power-icons. Some, stamped with a large character P on them, upgrade the plane's main gun up to four times. Others give away extra bombs or rare extra lives.

- TECHNICAL -

Game ID: NAPR-1019

- TRIVIA -

Dai Sen Puu Custom for PC-Engine CD was released on July 26, 1991 in Japan for 6800 Yen.

This game can be described as a remixed version of the HuCard game released in 1989. Dai Sen Puu Custom obviously shows some differences when compared to its HuCard counterpart. Background variations can be seen throughout the game. Because of the way the game is divided into stages (rather than a continuous and uninterrupted battlefield), enemies sometimes appear in different order and formations. Only a couple of new bosses and an 'extra' stage are featured in this 'custom' version. Some sprites have also been changed, like the small explosions.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47437&o=2

$end


$pce=daisenpu,
$bio

??? (c) 1990 NEC Avenue, Limited.
(Dai Sen Puu)

Dai Sen Puu is a vertical shooter, conversion of Toaplan/Taito's arcade game originally released back in 1989. The player controls a World War II fighter plane and must fly deep into enemy lines and destroy formations of tanks and other warships. Small trucks sometimes appear and release bonuses when shot: P (power ups), H (extra bomb) or flashing planes (extra life). A group of six planes can also be called to fly next to our fighter and shoot anything in sight. Pressing the bomb button twice drop a powerful bomb that cleans up a fair amount of the screen. Finally, Dai Sen Puu offers an unusual feature : levels do not pause between them and uncover instead a continuous flow of undisturbed shooting action.

- TECHNICAL -

Game ID: NAPH-1014

- TRIVIA -

Dai Sen Puu for PC-Engine was released on December 19, 1990 in Japan for 7200 Yen.

The original arcade game "Dai Sen Puu" came out in Japan in 1989. The original arcade game had a long vertically oriented display and an option for a two-player mode in which both players take turns playing the single-player game. The difficulty level was also way too high and was certainly designed to eat up all your cherished pocket money...

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47436&o=2

$end


$msx1_cart=dskeiba,
$bio

Dai Shougai Keiba [Model GPM-101] (c) 1984 Casio Computer Co., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76679&o=2

$end


$nes=dzl,
$bio

Dai Zhan Lue (c) 19?? Waixing [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76518&o=2

$end


$pc98=smajokko,
$bio

Dai-2-Ji Super Majokko Taisen (c) 1995 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89221&o=2

$end


$gameboy=srobot2,
$bio

Dai-2-ji Super Robot Taisen G [Model DMG-AG2J-JPN] (c) 1995 Banpresto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65817&o=2

$end


$gba=f_srobo2,
$bio

Dai-2-ji Super Robot Taisen [Famicom Mini] (c) 200? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70614&o=2

$end


$nes=srobot2,
$bio

?2? ?????????? (c) 1991 Banpresto.
(Dai-2-ji Super Robot Taisen)

- TECHNICAL -

Game ID: BAP-N9

- TRIVIA -

Released on December 19, 1991 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53945&o=2

$end


$snes=srobot3,srobot3a,srobot3b,
$bio

Dai-3-ji Super Robot Taisen (c) 1993 Banpresto

- TECHNICAL -

Model SHVC-RT

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61172&o=2

$end


$snes=srobot4a,
$bio

Dai-4-ji Super Robot Taisen (c) 1995 Banpresto

- TECHNICAL -

Model SHVC-AR4J-JPN

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61173&o=2

$end


$info=dai2kaku,
$bio

Dai-Dai-Kakumei (c) 2004 SystemBit.

- TRIVIA -

Released in June 2004.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15429&o=2

$end


$gba=daimahj,
$bio

Dai-mahjong. [Model AGB-AHMJ-JPN] (c) 2001 Hori

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70267&o=2

$end


$x1_flop=4thunit,
$bio

第4のユニット ~Dai 4 no Unit~ (c) 1988 Data West, Inc.
(Dai4 no Unit - The 4th Unit)

- TRIVIA -

Released in February 1988 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85955&o=2

$end


$pc98=4thunit,
$bio

Dai4 no Unit - The 4th Unit (c) 1988 Data West, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89222&o=2

$end


$msx2_flop=4thunit,
$bio

Dai4 no Unit - The 4th Unit (c) 1988 Data West, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101558&o=2

$end


$snes=daibakjd,
$bio

Daibakushou Jinsei Gekijou - Dokidoki Seishun Hen [Model SHVC-G8] (c) 1993 Taito Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61175&o=2

$end


$snes=daibakjo,
$bio

Daibakushou Jinsei Gekijou - Ooedo Nikki [Model SHVC-AKKJ-JPN] (c) 1994 Taito Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61176&o=2

$end


$snes=daibakjz,
$bio

Daibakushou Jinsei Gekijou - Zukkoke Salaryman Hen [Model SHVC-AZSJ-JPN] (c) 1995 Taito Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61177&o=2

$end


$snes=daibakjg,
$bio

Daibakushou Jinsei Gekijou [Model SHVC-GH] (c) 1992 Taito Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61174&o=2

$end


$saturn,sat_cart=daistelm,
$bio

Daibouken - Saint Elmos no Kiseki (c) 1996 Pai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59014&o=2

$end


$psx=daibouke,
$bio

Daibouken Deluxe - Harukanaru Umi [Model SLPS-00813] (c) 1997 Soft Office

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85054&o=2

$end


$pce=donaturl,
$bio

Daichi Kun Crisis - Do Natural (c) 1989 Salio

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58556&o=2

$end


$pc98=daishogi,
$bio

Daidou Tsume Shougi (c) 1989 Shoudai Sangyou [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89223&o=2

$end


$pc8801_cass=daifugo,
$bio

Daifugo (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91208&o=2

$end


$pc98=daifugog,
$bio

Daifugo Gakuen (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89224&o=2

$end


$pc98=daigekic,
$bio

Daigekichin - Nichibei Kaitei no Taiketsu (c) 1991 Quota [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89225&o=2

$end


$megacd,megacdj=daihoush,
$bio

Daihoushinden [Model T-60024] (c) 1995 Victor Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60500&o=2

$end


$info=daikaiju,
$bio

Daikaiju no Gyakushu (c) 1986 Taito.

You control a Godzilla like monster and has to destroy planes, tanks, buildings.

- TECHNICAL -

Main CPU : (2x) Zilog Z80
Sound Chips : General Instrument AY8910, Yamaha YM2203

Players : 2
Control : 8-way Joystick
Buttons : 2

- TRIVIA -

Released in June 1986.

The title of this game translates from Japanese as 'Great Monster Counterattack'.

This game was released only in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5804&o=2

$end


$gbcolor=miraclz2,
$bio

Daikaijuu Monogatari - The Miracle of the Zone II [Model DMG-AM6J-JPN] (c) 1999 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67701&o=2

$end


$gameboy=miraclzn,
$bio

Daikaijuu Monogatari - The Miracle of the Zone [Model DMG-AMZJ-JPN] (c) 1998 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65818&o=2

$end


$snes=daimono2,
$bio

Daikaijuu Monogatari II [Model SHVC-AE6J-JPN] (c) 1996 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61179&o=2

$end


$snes=daimonog,daimonoga,
$bio

Daikaijuu Monogatari [Model SHVC-ADKJ-JPN] (c) 1994 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61178&o=2

$end


$x68k_flop=daikaint,
$bio

Daikairei - Dai Nihon Teikoku Kaigun no Kiseki (c) 1989 Artdink Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87282&o=2

$end


$pc98=daikaire,
$bio

Daikairei - Dainippon Teikoku Kaigun no Kiseki (c) 1988 Artdink Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89226&o=2

$end


$x68k_flop=daikains,
$bio

Daikairei - Nankai no Shitou (c) 1989 Artdink Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87283&o=2

$end


$pc98=nankaish,nankaisha,
$bio

Daikairei - Nankai no Shitou (c) 1989 Artdink Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89227&o=2

$end


$pc98=nankaishsc,
$bio

Daikairei - Nankai no Shitou - Scenario C: Philippines Oki Kaisen (c) 1990 Artdink Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89228&o=2

$end


$pc98=nankaishsd,
$bio

Daikairei - Nankai no Shitou - Scenario D: Java Tou Kessen (c) 1990 Artdink Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89229&o=2

$end


$pc98=daisolom,
$bio

Daikaisen Solomon 1942-1943 (c) 1995 Systemsoft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95228&o=2

$end


$gbcolor=daikatanj,
$bio

Daikatana GB [Model CGB-A22J-JPN] (c) 2001 Kemco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67704&o=2

$end


$gbcolor=daikatan,
$bio

Daikatana [Model CGB-A22X-EUR] (c) 2000 Kemco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67702&o=2

$end


$gbcolor=daikatana,
$bio

Daikatana [Model CGB-A22Y-EUU] (c) 2000 Kemco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67703&o=2

$end


$x68k_flop=daikon,
$bio

Daikon Oroshi Pro Uso-68k (c) 1990 Hazama Kuroo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87284&o=2

$end


$msx2_cart=daikokai,
$bio

Daikoukai Jidai (c) 1990 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51276&o=2

$end


$x68k_flop=daikokai,
$bio

Daikoukai Jidai (c) 1990 Koei Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87285&o=2

$end


$pc98=daikokai,
$bio

Daikoukai Jidai (c) 1990 Koei Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89230&o=2

$end


$pc8801_flop=daikokai,daikokaia,
$bio

Daikoukai Jidai (c) 1990 Koei Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91597&o=2

$end


$msx2_flop=daikokai,
$bio

Daikoukai Jidai (c) 1990 Koei Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101559&o=2

$end


$megadriv=daikokai,
$bio

Daikoukai Jidai (c) 1992 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56432&o=2

$end


$saturn,sat_cart=daikogdn,
$bio

Daikoukai Jidai Gaiden (c) 1998 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59015&o=2

$end


$psx=daikouka,
$bio

Daikoukai Jidai Gaiden [Model SLPS-01021] (c) 1997 Koei Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85055&o=2

$end


$pc98=daikok2,
$bio

Daikoukai Jidai II (c) 1993 Koei Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89231&o=2

$end


$saturn,sat_cart=daikok2,
$bio

Daikoukai Jidai II (c) 1997 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59016&o=2

$end


$snes=daikok2,
$bio

Daikoukai Jidai II [Model SHVC-QL] (c) 1994 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61180&o=2

$end


$psx=daikouk2,
$bio

Daikoukai Jidai II (c) 1996 Koei Co., Ltd.

- TECHNICAL -

Game ID: SLPS-00656

- TRIVIA -

Released on December 27, 1996 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85056&o=2

$end


$megadriv=daikok2,
$bio

大航海時代II (c) 1994 Koei.
(Daikoukai Jidai II)

- TECHNICAL -

Game ID: T-76163

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56433&o=2

$end


$nes=daikokai,
$bio

????? (c) 1991 Koei
(Daikoukai Jidai)

- TECHNICAL -

Game ID: KOE-QK

- TRIVIA -

Released on March 15, 1991 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53946&o=2

$end


$info=dkgensan,dkgensanm72,
$bio

Daiku no Gen-san - Beranmee Machi Soudouki (c) 1990 Irem.

A platform game where you control a worker with a big hammer who smashes his way through obstacles and a variety of enemies.

- TECHNICAL -

Irem M-84 system hardware (There is also an earlier version on the M-72).

Main CPU : V30 (@ 8 Mhz)
Sound CPU : Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), DAC

Players : 2
Control : 8-way joystick
Buttons : 4

- TRIVIA -

Daiku no Gen-san was released in December 1990.

The title of this game translates from Japanese as 'Mr. Gen The Carpenter - Bloody Fool Town Riot Chronicle'.

This game is known outside Japan as "Hammerin' Harry".

- SERIES -

1. Daiku no Gen-san - Beranmee Machi Soudouki (1990, Arcade)
2. Daiku no Gen-san - Ghost Building Company (1992, Game Boy)
3. Ganbare! Daiku no Gen-san [Model SHVC-EZ] (1993, Super Famicom)
4. Daiku no Gen-san 2 - Akage no Dan no Gyakushuu (1992, Famicom)
5. Ganbare! Daiku no Gen-san (1993, Super Famicom)
6. Daiku no Gen-san: Robot Teikoku no Yabou (1994, Game Boy)
7. Daiku no Gen-San: Kachikachi no Tonkachi ga Kachi (2000, Game Boy Color)
8. Ikuze! Gen-San: Yuuyake Daiku Monogatari (2008, PSP)

- STAFF -

Sound composer : Hiyamuta (Gangy Hiya)

- PORTS -

* Consoles :
Nintendo Famicom [JP] (November 15, 1991) "Daiku no Gen-san [Model IF-24]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=571&o=2

$end


$gameboy=daigensn,
$bio

Daiku no Gen-san - Ghost Building Company [Model DMG-DIJ] (c) 1992 Irem Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65819&o=2

$end


$gbcolor=daikugen,
$bio

Daiku no Gen-san - Kachikachi no Tonkachi ga Kachi [Model DMG-BGNJ-JPN] (c) 2000 GAPS, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67705&o=2

$end


$gameboy=daigens2,
$bio

Daiku no Gen-san - Robot Teikoku no Yabou [Model DMG-D9J] (c) 1994 Irem Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65820&o=2

$end


$nes=daigens2,
$bio

??????2 ???????? (c) 1993 Irem Corp.
(Daiku no Gen-San 2 - Akage no Dan no Gyakushuu)

- TECHNICAL -

Game ID: IF-29

- TRIVIA -

Released on October 22, 1993 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53947&o=2

$end


$nes=daigensn,
$bio

大工の源さん (c) 1991 Irem Corp.
(Daiku no Gen-san)

- TECHNICAL -

Game ID: IF-24

- TRIVIA -

Daiku no Gen-san for Famicom was released on November 15, 1991 in Japan.

This game was not really a port of the original arcade game; it was an entirely new game released on the Famicom. The first level started off the same, but once you reached the first boss it was an entirely different game. In addition to replacing most of the levels from the 1990 arcade game, this 1991 Famicom game also included mini games between rounds.

Known export release : 
"Hammerin' Harry [Model NES-59-FRA]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47453&o=2

$end


$amigaocs_flop=dailydhh,
$bio

Daily Double Horse Racing (c) 1989 CDS

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73815&o=2

$end


$x68k_flop=daimakai,
$bio

大魔界村 (c) 1994 Capcom Co., Ltd.
(Daimakaimura)

- TRIVIA -

Released on March 12, 1993 in Japan.

Retail price: 9800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76743&o=2

$end


$info=daimakai,
$bio

大魔界村 (c) 1988 Capcom.
(Daimakaimura)

Three years have passed since the events of "Makaimura" and Arthur the knight once again finds himself battling against the hideous creatures of Demon World. The demons have now seized the kingdom and Arthur returns home to witness the castle's lone survivor, his beloved Gunievere, murdered by the king of the demons, Lucifer. Arthur once again embarks on a one-man quest to destroy the demonic invaders and save Gunievere's mortal soul. 

Game-play is of a very similar vein to that of "Makaimura" - the classic run, jump and shoot action remains intact. Daimakaimura is, however, even more difficult than its already demanding predecessor. Arthur now has access to several new power-ups to aid him on his daunting quest, such as 'Golden Armour' which gives Arthur greater protection from the demons. Additionally, unlike "Makaimura", Arthur can now fire his weapons upwards instead of just left or right and, while jumping, can fire beneath him as well. 

The graphics in Daimakaimura are predictably far superior to those of its 1985 prequel, with highly imaginative level design and superbly-drawn, smoothly animated enemies all adding to the game's superb Gothic feel.

- TECHNICAL -

Runs on the "CP System" hardware
B-Board #: 88622B-2
B-Board PALs: DM22A | LWIO
C-Board #: 88622-C-1 (no PALs)
CPS-B #: CPS-B-01 DL-0411-10001

Players: 2 (Alternatively)
Control: 8-way joystick
Buttons: 2
=> [1] Fire, [2] Jump

- TRIVIA -

Daimakaimura was originally released in December 1988 in the Japanese arcades. The game was known as the second video game made for the CPS1 system. It was then released outside Japan as "Ghouls'n Ghosts [B-Board 88620B-2]".

The title of this game translates from Japanese as 'Great Demon World village'.

A re-edition was released as "Daimakaimura [B-Board 91634B-2]" in Japan only.

Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Daimakaimura : G.S.M. Capcom 1 - D28B-0011) on January 11, 1989.
Suleputer released a limited-edition soundtrack album for this game (Makaimura Music Collection - CPCA-10128~34) on December 28, 2005 containing music from the original arcade and Sega Mega Drive series.

- SCORING -

Skeleton Murderer : 100 points 
The Magician : 100 points 
Vulture : 200 points 
Skull Flower : 100 points 
Skull : 100 points 
Tornado Weasel : 200 points 
Giant Earthworm : 200 points 
Pig Ogre : 500 points 
Shielder (Level 1 boss) : 5,000 points 
Rock Turtle : 200 points 
Insect Goblin : 100 points 
Red Arremer King : 500 points 
Fire Bat : 100 points 
Eyeball Plant : 500 points 
Cerberus (Level 2 boss) : 5,000 points 
Flying Goblin : 100 points 
Mud Armor : 500 points 
Blowfish Ghoul : 100 points 
Gassuto (Level 3 boss) : 5,000 points 
Tree Golem : 500 points 
Armored Worm : 300 points 
Goblin Hand : 300 points 
Water Worm : 200 points 
Hurricane Eye (small) : 500 points 
Ghoul Snake : 500 points 
Ohme (Level 4 boss) : 5,000 points 
Heart of Ohme : 100 points 
Ohme Larva : 100 points 
Dragon Skeleton : 200 points 
Satan : 1,000 points 
Headless Golem : 1,000 points 
Beelzebub (Level 5 boss) : 5,000 points 
Lucifer (Final boss) : 10,000 points 

Citizen Doll : this item gives you 200 extra points. 
Knight Doll : this item gives you 500 extra points.

- SERIES -

1. Makaimura (1985, Arcade)
2. Daimakaimura [B-Board 88622B-2] (1988, Arcade)
3. Chou Makaimura [Model SHVC-CM] (1991, Super Famicom)
4. Arthur to Astaroth - Nazo-Makaimura - Incredible Toons (1996, PlayStation)
5. Maximo (2001, PS2)
6. Makai Eiyuuki Maximo - Machine Monster no Yabou (2003, PS2)
7. Goku Makaimura (2006, PSP)

- STAFF -

Game designers : Tokuro Fujiwara, S. Yoshimoto, H. Yamamoto
Programmers : Hiroshi Koike, Masatsugu Shinoara, Shinichi Ueyama
Music by : Tamayo Kawamoto

- PORTS -

Here is a list of ports release in Japan only. To see ports released in other regions, please see the export version entry; "Ghouls'n Ghosts [B-Board 88620B-2]"

* Consoles : 
Sega Mega Drive [JP] (August 3, 1989) "Daimakaimura [Model G-4013]" 
NEC SuperGrafx [JP] (July 27, 1990) "Daimakaimura [Model NAPH-1008]" 
Sega Saturn [JP] (September 23, 1998) "Capcom Generation Dai 2 Shou Makai to Kishi [Model T-1233G]" 
Sony PlayStation [JP] (September 23, 1998) "Capcom Generation Dai 2 Shou Makai to Kishi [Model SLPS-01585]" 
Sony PlayStation 2 [JP] (March 2, 2006) "Capcom Classics Collection [Model SLPM-66317]" 
Sony PlayStation 3 [PSN] [JP] (February 19, 2013) "Capcom Arcade Cabinet [Model NPJB-00210]"

* Handhelds : 
Sony PSP [JP] (September 7, 2006) "Capcom Classics Collection [Model ULJM-05104]" 

* Computers : 
Sharp X68000 [JP] (1994)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=572&o=2

$end


$info=daimakair,
$bio

Daimakaimura (c) 1991 Capcom Company, Limited.

Re-release of the original classic. For more information about the game itself, please see the original Release entry; "Daimakaimura [B-Board 88622B-2]".

- TECHNICAL -

Runs on the "CP System" hardware.
B-Board #: 91634B-2
B-Board PALs: DAM63B | BPRG1 | IOB1
C-Board #: 92631C-6
C-Board PALs: C632 | IOC1
CPS-B #: CPS-B-21 DL-0921-10014

- TRIVIA -

This re-edition was released in 1991 in the Japanese arcades (even if the title screen still says 1988 as the original version).

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69738&o=2

$end


$megadriv=daimakai,
$bio

大魔界村 (c) 1989 Sega Enterprises, Limited.
(Daimakaimura)

- TECHNICAL -

Game ID: G-4013

- TRIVIA -

Daimakaimura for Mega Drive was released on August 3, 1989 in Japan.

- STAFF -

Cover Illustration by: Yūji Kaida

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [JP] (July 31, 2007) [Model MBJE]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56431&o=2

$end


$sgx=daimakai,
$bio

大魔界村 (c) 1990 NEC Avenue, Ltd.
(Daimakaimura)

Daimakaimura is a platform game by Capcom and is the SuperGrafx port of the classic arcade game known outside of Japan as Ghouls'n Ghosts. The brave Arthur, infamous for wearing red hearted boxers under his piece of armor, is back. His beloved princess Prin-Prin has been captured by the great demon king Loki and he has now, once again, the daunting task of rescuing her. His journey gets him through six long stages from a creepy cemetery infested with Grim Reapers and Vultures, to a abandoned windmills full of deadly stone turtles. Arthur starts the game equipped with a short joust spear that he can throw at his enemies. Treasure chests appear from time to time (usually triggered by jumping over specific spots of the scenery) and Arthur can crack them open to reveal new weapons, brand new piece of armors or, if already equipped with one, the almighty Golden Armor. But treasure chests can also reveal mean sorcerers who won't hesitate to turn our hero into an elderly man with a walking stick, or a cute but particularly vulnerable duck. Finally, the Golden Armor can be charged up and unleash powerful attacks from the equipped weapon. For instance, the spear can trigger a lighting spell and daggers a mirror-image of Arthur. The game is vast and mean guardians keep the gates leading to Loki's lair.

- TECHNICAL -

Game ID: NAPH-1008

- TRIVIA -

Daimakaimura for Supergraphx was released on July 27, 1990 in Japan for 10800 Yen.

Reviews:
[FR] Player One (Oct. 1990): 90/100

- STAFF -

Design: Yasuhiro Ichizawa (Ichizawa), Genji Kuwabara (Kuwahara), Taiichi Matsuda (Matsuda), Toshio Okada (Okada)
Sound: Toshiaki Takimoto (Takimoto), Keita Hoshi (Hoshi)
Program: YAV, F.K, HaHi

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76741&o=2

$end


$saturn,sat_cart=dinoisl,dinoisla,
$bio

Daina Airan (c) 1997 Game Arts Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59017&o=2

$end


$saturn,sat_cart=dinoislyoko,dinoislyokoa,
$bio

Daina Airan - Yokoku-hen (c) 1996 Game Arts Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59018&o=2

$end


$info=daioh,daioha,daiohp,daiohc,
$bio

Daioh (c) 1993 Sammy.

An excellent vertically scrolling space shoot'em up. Excellent graphics, multi-layer scrolling, big sprites (especially bosses), and an extreme difficulty that continued to increase from easy to insane the farther along you went without getting killed.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 16 Mhz)
Sound Chips : X1-010 (@ 16 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 6
=> Ion Shot, Laser Shot, Missile Shot, Fire Bomb, Mega Beam, Atomic Bomb

- TRIVIA -

Developed by Athena, Daioh was released in July 1993.

The title of this game translates from Japanese as 'Great King'.

In 1997, Daioh's staff established a new company, called 'Warashi', their first game was "Shienryu". The game is remarkably similar, and feature an identical power-up system, and the first level is a remake of the first stage of Daioh.

A pseudo-sequel to the game entitled "Daioh Gale" appears as the sample level in Athena's 1994 title, Dezaemon - Kaite Tsukutte Asoberu.
A follow up to 'Daioh Gale', 'Daioh Gale ver.2' appears as the sample level in Athena's 1996 title, Dezaemon Plus.
A parody of the game entitled 'Daioh-P' appears as a sample level in Athena's 1997 Sega Saturn release, Dezaemon 2.

Mark Carmichael holds the official record for this game with 144,900 points on July 15, 2006.

- STAFF -

Programmer : Tsutomu Tabata
Graphic designers : Undead Tama, Kata Chumuri, Numa
Composer : Sho
Sound driver : K. Zikil-Hide Ishibashi
Producer : Noriyuki Takasaki
Exective producer : Sakae Nakamura

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=573&o=2

$end


$coco_cart=dairy,
$bio

Dairy Prediction (c) 1984 FarmFax

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53424&o=2

$end


$pc8801_flop=daisekiy,
$bio

Daisekiyuo (c) 1983 Brain Media [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91598&o=2

$end


$info=tvdsenpu,
$bio

Daisenpu (c) 1991 TOURVision.

Unlicensed Spanish game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101139&o=2

$end


$megadriv=twinhawk,
$bio

大旋風 (c) 1990 Sega Enterprises, Limited.
(Daisenpuu)

- TECHNICAL -

Game ID: G-4034
Cartridge ID: 670-0717
Cover ID: 670-0718

- TRIVIA -

Daisenpuu for Mega Drive was released on June 23, 1990 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47435&o=2

$end


$saturn,sat_cart=daisenss,
$bio

Daisenriyaku Strong Style (c) 1997 OZ Club

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59019&o=2

$end


$msx2_flop=daisenr,daisenrbdaisenrc,daisenra,
$bio

Daisenryaku (c) 1987 Micro Cabin Co. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101560&o=2

$end


$nes=daisenr,
$bio

Daisenryaku (c) 1988 Bothtec

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53948&o=2

$end


$pc8801_flop=daisenr,
$bio

Daisenryaku 88 (c) 1986 System Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91599&o=2

$end


$snes=daisenx2,
$bio

Daisenryaku Expert WWII - War in Europe [Model SHVC-AEVJ-JPN] (c) 1997 ASCII Ent. Software, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61182&o=2

$end


$snes=daisenx,
$bio

Daisenryaku Expert [Model SHVC-GS] (c) 1992 ASCII Ent. Software, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61181&o=2

$end


$fm7_disk=daisenr,
$bio

Daisenryaku FM (c) 1987 System Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93609&o=2

$end


$gba=daisenr,
$bio

Daisenryaku for Game Boy Advance [Model AGB-ADSJ-JPN] (c) 2001 MediaKite [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70268&o=2

$end


$pc98=daisenr2,
$bio

Daisenryaku II (c) 1987 Systemsoft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89232&o=2

$end


$x68k_flop=daisenr2,
$bio

Daisenryaku II - Campaign Version (c) 1991 System Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87286&o=2

$end


$pcecd=daisenr2,
$bio

Daisenryaku II - Campaign Version (c) 1992 Micro Cabin Co.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58152&o=2

$end


$msx2_flop=daisenr2daisenr2a,
$bio

Daisenryaku II - Campaign Version (c) 1992 Micro Cabin Co. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101561&o=2

$end


$pc98=daisenr2ed,
$bio

Daisenryaku II - Editor Set (c) 1987 Systemsoft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89233&o=2

$end


$pc98=daisn2sp,
$bio

Daisenryaku II SP (c) 1988 Systemsoft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89234&o=2

$end


$x68k_flop=daisn2ue,
$bio

Daisenryaku II Unit Editor (c) 1991 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87287&o=2

$end


$pc98=daisn390,daisn390a,
$bio

Daisenryaku III '90 (c) 1990 Systemsoft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89235&o=2

$end


$x68k_flop=daisenr3,daisenr3d,
$bio

Daisenryaku III '90 (c) 1991 System Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87288&o=2

$end


$pc98=daisn390ed,
$bio

Daisenryaku III '90 - Kakuchou Editor Disk (c) 1991 Takeru [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89236&o=2

$end


$pc98=daisn390m1,
$bio

Daisenryaku III '90 - Map Collection (c) 1990 Systemsoft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89237&o=2

$end


$pc98=daisn390m2,
$bio

Daisenryaku III '90 - Map Collection 2 (c) 1991 Systemsoft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89238&o=2

$end


$x68k_flop=daisenr3mc1,
$bio

Daisenryaku III '90 Map Collection Vol.1 (c) 1991 System Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87289&o=2

$end


$x68k_flop=daisenr3mc2,
$bio

Daisenryaku III '90 Map Collection Vol.2 (c) 1991 System Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87290&o=2

$end


$pc98=daisenr3,daisenr3a,
$bio

Daisenryaku III - Great Commander (c) 1989 Systemsoft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89239&o=2

$end


$pc98=daisenr3ed,
$bio

Daisenryaku III - Kakuchou Editor Disk (c) 1990 Takeru [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89240&o=2

$end


$pc98=daisenr4,
$bio

Daisenryaku IV (c) 1992 Systemsoft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89241&o=2

$end


$pc98=daisenr4td,
$bio

Daisenryaku IV - Tsuika Data Shuu (c) 1992 Systemsoft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89242&o=2

$end


$msx2_cart=daisenr,
$bio

Daisenryaku MSX2 (c) 1986 Micro Cabin

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51277&o=2

$end


$pc98=daisnmed,
$bio

Daisenryaku Multi-Editor (c) 1992 Systemsoft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89243&o=2

$end


$x1_flop=daisenr,daisenra,
$bio

大戦略X1 (c) 1987 System Soft.
(Daisenryaku X1)

- TRIVIA -

Released in February 1987 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85956&o=2

$end


$gameboy=daisenr,
$bio

Daisenryaku [Model DMG-HDJ] (c) 1991 Hiro Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65821&o=2

$end


$info=daiskiss,
$bio

Daisu-Kiss (c) 1996 Konami Company, Limited.

A mini-game collection similar to Ichidant-R and the Bishi Bashi Series.

- TECHNICAL -

Konami GX hardware
Game ID : GX535

Main CPU : Motorola 68EC020 (@ 24 Mhz)
Sound CPU : Motorola 68000 (@ 9.2 Mhz)
Sound Chips : (2x) K054539 (@ 48 Khz)

Players : 4
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Daisu-Kiss was released in March 1996.

The title of this game is a play of word between 'Daisuki' and 'Kisu' and means 'I'm crazy about Kisses' (the object of the game). The Japanese phonetics of Daisu : 'Da i su' means 'Dice' for the random concept of the game.

This game is one of the rare Japanese multi-mini games where you can find some questions based on the 'pokeberu quiz'. The 'pokeberu' is a way of speaking only with the pronunciation of the numbers and while playing with the various readings of the Japanese numbers. Example : 5963 reads as 'go kyu roku san' - Gokurousan is an expression employed by the Japanese police officers to appreciate the accomplished labour.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=574&o=2

$end


$saturn,sat_cart=daisuki,daisukia,
$bio

Daisuki (c) 1997 GAGA Communications

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59020&o=2

$end


$gba=daisuktd,
$bio

Daisuki Teddy [Model AGB-ATDJ-JPN] (c) 2002 MTO, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70269&o=2

$end


$info=daisyari,
$bio

Daisyarin (c) 1989 Best System.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31433&o=2

$end


$info=daitorid,daitorida,
$bio

Daitoride (c) 1996 Metro.

Solitaire mahjong game.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 16 Mhz)
Sound CPU : uPD7810 (@ 12 Mhz)
Sound Chips : Yamaha YM2151 (@ 4 Mhz), OKI6295 (@ 9.375 Khz)

Players : 2
Control : 8-way joystick
Buttons : 1

- TRIVIA -

Daitoride was released in January 1996 in Japan.

The title of this game translates from Japanese as 'Great Tile Fortress'.

- SERIES -

1. Last Fortress - Paitoride (1994)
2. Paitoride II (1994)
3. Paitoride II - Adauchi Gaiden (1994)
4. Daitoride (1996)

- PORTS -

* Consoles :
Sega Saturn (1996)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=568&o=2

$end


$saturn,sat_cart=daitorid,
$bio

Daitoride (c) 1996 Metro

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59021&o=2

$end


$pc98=goh,
$bio

Daitoua Mokushiroku - Goh (c) 1991 Telenet Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89244&o=2

$end


$pc8801_flop=daiva,daivab,daivaa,
$bio

Daiva (c) 1986 T&E Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91600&o=2

$end


$x1_flop=daiva,daivaa,
$bio

Daiva (c) 1987 T&E Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85957&o=2

$end


$fm77av=daiva,
$bio

Daiva - Active Simulation War [Model TEM-74] (c) 1987 T&E Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93833&o=2

$end


$nes=daiva,
$bio

Daiva - Imperial of Nirsartia (c) 1986 Toemiland

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53949&o=2

$end


$nes=daivah,
$bio

Daiva - Imperial of Nirsartia (c) 1987 FMG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69235&o=2

$end


$pc98=daiva,daivaa,
$bio

Daiva - Kari-Yuga no Kouki (c) 1987 T&E Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89245&o=2

$end


$pc8801_flop=daivacal,
$bio

Daiva Cali-Yuga no Mitsuteru (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91601&o=2

$end


$pc8801_flop=daivad,
$bio

Daiva Demo (c) 1986 T&E Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91602&o=2

$end


$msx1_cart=daiva4,
$bio

Daiva Story 4 - Asura's Bloodfeud (c) 1987 T&E Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52698&o=2

$end


$msx2_flop=daiva5,daiva5b,daiva5a,
$bio

Daiva Story V - The Cup of Soma (c) 1987 T&E Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101562&o=2

$end


$pc98=daiyugen,
$bio

Daiyuugen (c) 1991 Office Koukan [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89246&o=2

$end


$info=dakar,
$bio

Dakar (c) 1988 Mr. Game.

- TRIVIA -

First pinball machine with a video monitor scoring display.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5642&o=2

$end


$psx=dakar97j,
$bio

Dakar '97 [Model SLPS-00634] (c) 1997 Virgin Interactive Ent., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85057&o=2

$end


$info=dakkochn,
$bio

DakkoChan Jansoh (c) 1987 Whiteboard.

A mahjong game.

- TECHNICAL -

Runs on the Sega "System 2" hardware.

Players: 2
Control: 8-way joystick
Buttons: 2

- TRIVIA -

Released in November 1987 in Japan.

The title of this game translates from Japanese as 'Dakko-Chan's Mahjong Club'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=575&o=2

$end


$amigaocs_flop=dalekat,
$bio

Dalek Attack (c) 1993 Admiral

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73816&o=2

$end


$amigaocs_flop=dalekat1,
$bio

Dalek Attack [The Sci-Fi Collecion] (c) 1993 Admiral

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73817&o=2

$end


$cpc_cass=daleksuk,
$bio

Daleks (c) 1989 Amstrad Action

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95839&o=2

$end


$cpc_cass=daleytho,
$bio

Daley Thompson's Decathlon (c) 1984 Ocean Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95840&o=2

$end


$amigaocs_flop=daleyoc,
$bio

Daley Thompson's Olympic Challenge (c) 1988 Ocean Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73818&o=2

$end


$cpc_cass=daleytho02,daleytho03,
$bio

Daley Thompson's Olympic Challenge (c) 1988 Ocean Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95842&o=2

$end


$cpc_cass=daleytho01,
$bio

Daley Thompson's Olympic Challenge (c) 1988 Erbe Soft. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95843&o=2

$end


$amigaocs_flop=daleyoca,
$bio

Daley Thompson's Olympic Challenge [Budget] (c) 1988 Hit Squad, The [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73819&o=2

$end


$cpc_cass=daleytho04,
$bio

Daley Thompson's Super-Test (c) 1985 Ocean Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95844&o=2

$end


$bbca_cass,bbcb_cass=daleysup,
$bio

Daley Thompson's Supertest (c) 19?? Ocean

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51714&o=2

$end


$pc98=dalk,
$bio

Dalk (c) 1992 Alicesoft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89247&o=2

$end


$x68k_flop=dalk,
$bio

Dalk (c) 1993 Alicesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87291&o=2

$end


$pc98=dalkhint,
$bio

Dalk Hint-Disk. (c) 1992 Alicesoft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89248&o=2

$end


$bbca_cass,bbcb_cass=dallas,
$bio

Dallas (c) 1983 CCS

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51715&o=2

$end


$cpc_cass=dallasf1,
$bio

Dallas (c) 1986 Cahiers d'Amstrad Magazine, Les

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95846&o=2

$end


$sms=dallye,
$bio

Dallyeora Pigu-Wang (c) 1995 Game Line

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55983&o=2

$end


$bbca_cass,bbcb_cass=dambuste,
$bio

Dam Busters (c) 1983 Alligata

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51716&o=2

$end


$x68k_flop=dmgfgh2p,
$bio

Damage Fight II+ (c) 1991 Kazz [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87292&o=2

$end


$pc8801_flop=damagesd,
$bio

Damages & Dice (c) 1988 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91603&o=2

$end


$msx1_cass=damas,
$bio

Damas (c) 1985 DIMensionNEW [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94571&o=2

$end


$cpc_cass=damass19,
$bio

Damas (c) 1988 Idealogic [Barcelona, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95847&o=2

$end


$info=dambustr,dambustruk,dambustra,
$bio

Dambusters (c) 1981 SWR [South West Research].

A great horizontally scrolling shooter game.

You are the pilot of a bomber aircraft of the 617 Squadron RAF in a risky mission. Each mission involves flying the bomber over the English Channel, over Germany, dropping the bouncing bomb on the Dam in the Rhur valley, you must increase or decrease speed while avoiding enemy fire and destroy with your weapons a variety of enemies and artillery like aircraft, navy destroyer and barrrage ballons. Keep Go ahead dodging rugged mountain and avoid land crashing to keep the mission and flying back over Germany and the English Channel, and finally landing safely in England. As you approach the target, the enemy planes attack more frequently and accurately. As well as the threat of being shot down, the player could also run out of fuel during the mission, ending the game. 

The Lights under bomber warn of dam approaching. The dam must be destroyed by a well-timed strike descend until beams touch water. Judge distance to dam before bombing. Climb fast after launch the bouncing bomb to dam for a succes mission.

The weather report:

Severe icing conditions. Flying through storm clouds reduces remaining lives. Your mission is to destroy the enemy dams GOOD LUCK!

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : Samples

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 106

Players : 1
Buttons : 3

- TRIVIA -

This game was inspired and based on an actual raid by the heroic No. 617 Squadron of the British royal air force and known as the "Dambusters" the 16th of may of 1943 for its actions during "Operation Chastise" against German dams, during the World War II.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3876&o=2

$end


$info=ep_dmbus,ep_dmbusa,ep_dmbusb,ep_dmbusc,ep_dmbusd,ep_dmbuse,ep_dmbusf,
$bio

Dambusters (c) 199? Impulse Gaming.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40831&o=2

$end


$vc4000=draughts,
$bio

Dame (c) 1978 Interton Electronic.

- TECHNICAL -

[Cassette No. 26]

- TRIVIA -

Also called Draughts outside Germany, and Dames in France.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49199&o=2

$end


$amigaocs_flop=mercenr2,mercenr2u,
$bio

Damocles - Mercenary II (c) 1990 Novagen

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73820&o=2

$end


$amigaocs_flop=mercenr2md1,
$bio

Damocles Mission Disk 1 (c) 1990 Novagen

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73821&o=2

$end


$amigaocs_flop=mercenr2md2,
$bio

Damocles Mission Disk 2 (c) 1990 Novagen

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73822&o=2

$end


$cpc_cass=dandarep,
$bio

Dan Dare - Pilot Of The Future [Model AS-105] (c) 1986 Discovery Informatic [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95848&o=2

$end


$cpc_cass=dandarep01,
$bio

Dan Dare - Pilot Of The Future [Model VGE 9007] (c) 1986 Virgin Games, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95849&o=2

$end


$cpc_cass=dandarei,
$bio

Dan Dare II - Mekons Revenge (c) 1987 Ricochet [Mastertronic Group] [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95852&o=2

$end


$amigaocs_flop=dandare3,
$bio

Dan Dare III - The Escape (c) 1990 Mastertronic, Limited. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73823&o=2

$end


$cpc_cass=dandarei01,
$bio

Dan Dare III - The Escape (c) 1990 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95853&o=2

$end


$gba=dandoh,
$bio

Dan Doh!! Tobase Shouri no Smile Shot [Model AGB-BDNJ-JPN] (c) 2004 Takara Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70270&o=2

$end


$gba=dandohxi,
$bio

Dan Doh!! Xi [Model AGB-AXHJ-JPN] (c) 2002 NetVillage [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70271&o=2

$end


$info=dankuga,
$bio

Dan-Ku-Ga (c) 1994 Taito Corporation.

A one on one fighting game.

- TECHNICAL -

Runs on the "Taito F3 System" Hardware.

Screen Orientation: Horizontal

Players: 2
Control: Dial
Buttons: 6 
=> Weak Punch, Medium Punch, Strong Punch, Weak Kick, Medium Kick, Strong Kick

- TRIVIA -

Made on December 13, 1994 but never released to the public. Dan-Ku-Ga is an updated prototype version of "Kaiser Knuckle".

Here are the known differences:
* Before your game, you choose the difficulty level Normal, Professional, or Training.
* At the character selection screen : Kazuya, Lihua and Liza have been redesigned, all others have different costume colors.
* Gonzales and Azteca are playable.
* The 5th opponent is Gonzales, the 9th opponent is Azteca and the 10th opponent is your Doppelganger.
* The CPU AI has been altered somewhat.
* You can backdash with all characters.
* You can't select the first opponent in 1P vs. CPU mode, except training.
* A medic comes out to check on the defeated opponent after the final round.

- STAFF -

Image Illustrator: Nobuteru Yuki
Project Leader: Takeshi Kobori
Planners: Takeshi Kobori, Hiromi Mikami, Yuji Sakamoto, Hiroshi Aoki
Main Character Designers: Yuji Sakamoto, Takeshi Kobori
Character Designers: Hiroto Nizato, Hiromi Mikami, Atsushi Iwata, Shinichi Arai, Makoto Fujita, Horitaka Kawamoto, Takayuki Isobe, Shin Tanaka, Shinjiro Sugitani, Seiji Kawakami, Kazuhiro Numata, Yukiwo Ishikawa (Yukio Abe), Nobuhiro Hiramatsu, Hiroyo Kujirai, Tomohisa Yamashita, Tsuyoshi Tanigawa, Hideyuki Kato, Keisuke Nishioka, Tatsuya Ushiroda, Hiroshi Nishida
Assistants: Peacock, Production IG, Vap
Main Programmer: Hiroshi Aoki
Programmers: Kosuke Usami, Kumi Tsuchiya, Tatsuo Nakamura, Isao Oyama
Music Composer: Yasuhisa Watanabe (Zuntata)
Sound Effect Designer: Katsuhisa Ishikawa (Zuntata)
Recording Engineer: Munehiro Nakanishi (Zuntata)
System Engineers: Katsumi Kaneoka, Hironobu Suzuki
Designers: Kumi Mizobe, Takeshi Kobori
Mechanic Engineer: Koichi Otsu

* CAST:
Kazuya: Kazuki Yao
Barts: Ryutaro Okiayu
Lihua: Saeko Shimazu
Liza: Aya Hisakawa
Gekkou: Hideo Ishikawa
J-McCoy: Kazunari Tanaka
Wulong: Yasushi Horibata
Marco: Ichiro Otowa
Boggy: Andrew Holms
Gonzales: Hisao Egawa
Azteca: Ryu Kuzu
General: Steve Yamashita
Narrator: Randy Sexton

Special Thanks: Yoshihisa Nagata, Yuji Iwasaki, Minoru Masuyama, Yasuo Tsumori, Tsukasa Oshima, Akira Kurayabashi, Tatsuhiko Abe, Kenji Nakatsuka, Makoto Tanaka, Takao Kawashima, Koichi Morita, S.Yamakata, VG Kumagaya R&D, VG Tokyo R&D, VG Osaka R&D, Taito America, Taito Europe, Ebina Factory

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=576&o=2

$end


$sms=danan,
$bio

Danan - The Jungle Fighter (c) 1990 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55984&o=2

$end


$pc8801_flop=dance,
$bio

Dance (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91604&o=2

$end


$pc98=dance,
$bio

Dance (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89249&o=2

$end


$nes=dancaero,
$bio

Dance Aerobics (c) 1989 Nintendo [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55040&o=2

$end


$nes=dancekar,
$bio

Dance and Karaoke (c) 19?? Unknown [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76519&o=2

$end


$info=ddru,ddrj,ddra,ddrja,ddrjb,
$bio

Dance Dance Revolution (c) 1998 Konami Company, Limited.

In Dance Dance Revolution, a player must move his or her feet to a set pattern, stepping in time to the general rhythm or beat of a song. During normal gameplay, arrows scroll upwards from the bottom of the screen and pass over stationary, transparent arrows near the top (referred to as the 'guide arrows' or 'arrow casting'). When the scrolling arrows overlap the stationary ones, the player must step on the corresponding arrows on the dance platform. Successfully hitting the arrows in time with the music fills the 'Dance Gauge', or life bar, while failure to do so drains it. If the Dance Gauge is fully depleted during gameplay, the player fails the song, usually resulting in a game over. Otherwise, the player is taken to the Results Screen, which rates the player's performance with a letter grade and a numerical score, among other statistics. The player may then be given a chance to play again, depending on the settings of the particular machine (the limit is usually 3-5 songs per game).

DDR is often criticized as being rigid and bearing little resemblance to actual dancing. Many players, in order to better focus on timing and pattern reading, will minimize any extraneous body movement during gameplay. These players are commonly referred to as 'technical', 'tech' or 'perfect attack' (PA) players. However, there are those who prefer style over accuracy, and may incorporate complex or flashy techniques into their play movements. Some dedicated 'freestyle' players will even develop intricate dance routines to perform during a song. Technical players will often practice the most difficult songs for extended periods of time, while freestyle players will choose songs on lower difficulty levels, as to accommodate their desires for easier movement.

- TECHNICAL -

Konami Bemani System 573 Analog Hardware

Main CPU : R3000A 32 bit RISC processor, Clock - 33.8688MHz, Operating performance - 30 MIPS, Instruction Cache - 4KB
BUS : 132 MB/sec.
OS ROM : 512 Kilobytes
Additional Sound Chips : Playstation SPU, 24 Channels, 44.1KHz sample rate, PCM audio source, Digital effects include: Envelope, Looping, Digital Reverb, Load up to 512K of sampled waveforms, Supports MIDI Instruments.
Main RAM: 2 Megabytes
Video RAM: 2 Megabyte
Sound RAM : 512 Kilobytes
Graphical Processor : 360,000 polygons/sec, Sprite/BG drawing, Adjustable frame buffer, No line restriction, 4,000 8x8 pixel sprites with individual scaling and rotation, Simultaneous backgrounds (Parallax scrolling)
Sprite Effects : Rotation, Scaling up/down, Warping, Transparency, Fading, Priority, Vertical and horizontal line scroll
Resolution : 256x224 - 740x480
Colours : 16.7 million colors, Unlimited CLUTs (Color Look-Up Tables)
Other Features : custom geometry engine, custom polygon engine, MJPEG decoder

- TRIVIA -

Released in September 1998.

Many players would tell you that playing at home is an excellent way to practice, and it saves money in the long run compared to playing in the arcade. However, many would also say that a large part of DDR is the experience of dancing in public, and becoming part of a local community. Two players can dance together side-by-side in friendship, the better player offering encouragement to the lesser, or in competition. Crowds may gather while the dance is in progress and become involved. Some players enjoy showing off by looking away from the screen, and dropping to the floor to press arrows with their hands, among other performance techniques.

DDR is a phenomenon around which subcultures of fans and enthusiasts have gathered. Tournaments are held worldwide, with participants usually competing for higher scores or number of Perfects (referred to as 'Perfect Attack' tournaments). Less common are 'freestyle' tournaments, where players develop actual dance routines to perform while following the steps in the game.

Many news outlets are beginning to report how playing DDR can be good aerobic exercise; some regular players have reported weight loss of 10-50 pounds (5-20 kg). One player reports that including DDR in her day-to-day life resulted in a loss of 95 pounds. It is argued however that the cases of significant weight loss have all been stories where a significantly overweight player loses a few pounds, and then becomes motivated to take action to lose weight, including dieting, and regular gym attendance. Although reports of weight loss have not been scientifically measured, a handful of schools use DDR as a physical education activity, and in Norway, DDR has even been registered as an official sport.

The main character the dancing girl 'Yuni Verse' appear, on the 2012 animation movie "Wreck-It Ralph" from Walt Disney Animation Studios.

Michael Jackson used to own this game (Serial number: 845202229). It was sold at the official Michael Jackson Auction on Apr. 24th, 2009.

- TIPS AND TRICKS -

* Shuffle mode : Press Up, Down, Left, Right, Down, Up, Right, Left at the song selection screen (The word 'Shuffle' confirms correct entry). In Shuffle mode, there are new dance steps.

* Little difficulty : Press Left, Down, Right, Down, Left, Down, Right, Down, Up at the song selection screen (The word 'Little' confirms correct entry). In Little mode, dancing is easier.

* Easy mode : Press Down, Left, Down, Right, Down, Left, Down, Right, Down, Up at the song selection screen (The word "Easy" confirms correct entry). Note : Some songs do not have an Easy difficulty.

* Expert mode : Push Up, Down, Up, Down, Up, Down at the song selection screen (The word 'Expert' confirms correct entry). At Expert difficulty, half of the dance arrows disappear.

* Maniac difficulty : Press Down (x2), Left (x3), Right (x3), Left, Right prior to selecting a skill level (The word 'Maniac' confirms correct entry). Note : To disable Maniac mode, press Up (x8) at the song selection screen.

* Dancers face right : Press Right (x8) at the song selection screen (The word 'Right' confirms correct entry). In Right mode, dancers face right.

* Dancers face left : Press Left (x8) at the song selection screen (The word 'Left' confirms correct entry). In Left mode, dancers face left.

* Mirror mode : Press Left and Right (x8) at the song selection screen (The word 'Mirror' confirms correct entry). Mirror mode will turn dance arrows in opposite directions.

- SERIES -

1. Dance Dance Revolution (1998)
2. Dance Dance Revolution 1.5 (1999)
3. Dance Dance Revolution 2ndMix (1999)
4. Dance Dance Revolution Best of Cool Dancers (1999)
5. Dance Dance Revolution 2ndMix with beatmania IIDX club version (1999)
6. Dance Dance Revolution 2ndMix Link Version (1999)
7. Dance Dance Revolution 2ndMix with beatmania IIDX substream club version 2 (1999)
8. Dance Dance Revolution 3rdMix (1999)
9. Dance Dance Revolution Karaoke Mix (1999)
10. Dance Dance Revolution 3rdMix Plus (2000)
11. Dance Dance Revolution Karaoke Mix 2nd (2000)
12. Dance Dance Revolution 4thMix (2000)
13. Dance Dance Revolution USA (2000)
14. Dance Dance Revolution Kids (2000)
15. Dance Dance Revolution 4thMix Plus (2000)
16. Dance Dance Revolution 5thMix (2001)
17. DDRMAX Dance Dance Revolution 6thMix (2001)
18. DDRMAX2 Dance Dance Revolution 7thMix (2002)
19. Dance Dance Revolution Extreme (2002)
20. Dance Dance Revolution SuperNOVA (2006)
21. Dance Dance Revolution SuperNOVA 2 (2007)
22. Dance Dance Revolution X (2008)
23. Dance Dance Revolution X2 (2010)
24. Dance Dance Revolution X3 VS 2ndMIX (2011)
25. Dance Dance Revolution (2013)

- PORTS -

* Consoles :
Sony PlayStation (2001)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4433&o=2

$end


$psx=ddr2rac,
$bio

Dance Dance Revolution - 2nd Remix Append Club Version Vol. 2 [Model SLPM-86399] (c) 1999 Konami Corp. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85058&o=2

$end


$psx=ddr5,
$bio

Dance Dance Revolution - 5th Mix [Model SLPM-86897] (c) 2001 Konami Corp. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85059&o=2

$end


$psx=ddrbest,
$bio

Dance Dance Revolution - Best Hits [Model SLPM-86693] (c) 2000 Konami Corp. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85060&o=2

$end


$n64=ddrdisny,
$bio

Dance Dance Revolution - Disney Dancing Museum [Model NUS-NDFJ] (c) 2000 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57653&o=2

$end


$psx=ddrdmp,
$bio

Dance Dance Revolution - Disney Mix (c) 2001 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85061&o=2

$end


$psx=ddrextra,
$bio

Dance Dance Revolution - Extra Mix [Model SLPM-86831] (c) 2001 Konami Corp. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85062&o=2

$end


$info=ddr2m,ddr2ml,ddr2mla,
$bio

Dance Dance Revolution 2ndMix (c) 1999 Konami Company, Limited.

- TECHNICAL -

Konami Bemani System 573 Analog Hardware

Main CPU : R3000A 32 bit RISC processor, Clock - 33.8688MHz, Operating performance - 30 MIPS, Instruction Cache - 4KB
BUS : 132 MB/sec.
OS ROM : 512 Kilobytes
Additional Sound Chips : Playstation SPU, 24 Channels, 44.1KHz sample rate, PCM audio source, Digital effects include: Envelope, Looping, Digital Reverb, Load up to 512K of sampled waveforms, Supports MIDI Instruments.
Main RAM: 2 Megabytes
Video RAM: 2 Megabyte
Sound RAM : 512 Kilobytes
Graphical Processor : 360,000 polygons/sec, Sprite/BG drawing, Adjustable frame buffer, No line restriction, 4,000 8x8 pixel sprites with individual scaling and rotation, Simultaneous backgrounds (Parallax scrolling)
Sprite Effects : Rotation, Scaling up/down, Warping, Transparency, Fading, Priority, Vertical and horizontal line scroll
Resolution : 256x224 - 740x480
Colours : 16.7 million colors, Unlimited CLUTs (Color Look-Up Tables)
Other Features : custom geometry engine, custom polygon engine, MJPEG decoder

- TRIVIA -

Released in January 1999.

- SCORING -

Grades : SS - S - A - B - C - D - E
The formula for calculating the score for a combo is a bit complicated, the point value for any step in a combo depends on two factors :
* Perfects are worth 3 times as much as Greats.
* The point value for a step increases every time the combo increases by 4. 

The exact formula for the score of a combo is...
let [x] denote the greatest integer function (i.e., where [x] is the greatest integer less than or equal to x). Then, the point value for the nth step in a combo is :
S(n) = G(n) if the nth step is a Great, or P(n) if the nth step is a Perfect;
G(n) = 100 ([n/4]^2 + 1);
P(n) = 3G(n);

- TIPS AND TRICKS -

* Hidden Mode : To activate Hidden mode, push the joystick UP, DOWN, UP, DOWN, UP, DOWN prior to selecting a skill level (Hidden mode will make half of the arrows disappear).

* Another Mode : At the song select screen, press : DOWN, DOWN, DOWN, LEFT, LEFT, RIGHT, RIGHT

* Little difficulty : Press LEFT, DOWN, RIGHT, DOWN, LEFT, DOWN, RIGHT, DOWN, UP at the song selection screen (The word 'Little' confirms correct entry). In Little mode, dancing is easier.

* Maniac difficulty : Press DOWN, DOWN, DOWN, RIGHT, UP, UP, LEFT or DOWN, DOWN, LEFT, LEFT, LEFT, RIGHT, RIGHT, RIGHT, LEFT, RIGHT prior to selecting a skill level (The word 'Maniac' confirms correct entry). Note : To disable Maniac mode, press UP(x8) at the song selection screen.

* Play as Socket Man : Hold left Select and press Start.

* Shuffle mode : Press UP, DOWN, LEFT, RIGHT, DOWN, UP, RIGHT, LEFT at the song selection screen (The word 'Shuffle' confirms correct entry). In Shuffle mode, there are new dance steps.

* Unlock 2P Modes : To unlock 2-Player modes, push 1P Start button. Then hold 2P's right and left Select buttons while pushing 2P Start (This code unlocks Couple, VS, and Double modes).

* Dancers face right : Press Right (x8) at the song selection screen (The word 'Right' confirms correct entry). In Right mode, dancers face right.

* Dancers face left : Press Left (x8) at the song selection screen (The word 'Left' confirms correct entry). In Left mode, dancers face left.

* All songs : Highlight Hard mode and press Right Select button (x4).

- SERIES -

1. Dance Dance Revolution (1998)
2. Dance Dance Revolution 1.5 (1999)
3. Dance Dance Revolution 2ndMix (1999)
4. Dance Dance Revolution Best of Cool Dancers (1999)
5. Dance Dance Revolution 2ndMix with beatmania IIDX club version (1999)
6. Dance Dance Revolution 2ndMix Link Version (1999)
7. Dance Dance Revolution 2ndMix with beatmania IIDX substream club version 2 (1999)
8. Dance Dance Revolution 3rdMix (1999)
9. Dance Dance Revolution Karaoke Mix (1999)
10. Dance Dance Revolution 3rdMix Plus (2000)
11. Dance Dance Revolution Karaoke Mix 2nd (2000)
12. Dance Dance Revolution 4thMix (2000)
13. Dance Dance Revolution USA (2000)
14. Dance Dance Revolution Kids (2000)
15. Dance Dance Revolution 4thMix Plus (2000)
16. Dance Dance Revolution 5thMix (2001)
17. DDRMAX Dance Dance Revolution 6thMix (2001)
18. DDRMAX2 Dance Dance Revolution 7thMix (2002)
19. Dance Dance Revolution Extreme (2002)
20. Dance Dance Revolution SuperNOVA (2006)
21. Dance Dance Revolution SuperNOVA 2 (2007)
22. Dance Dance Revolution X (2008)
23. Dance Dance Revolution X2 (2010)
24. Dance Dance Revolution X3 VS 2ndMIX (2011)
25. Dance Dance Revolution (2013)

- PORTS -

* Consoles :
Sony PlayStation (1999)
Sega Dreamcast (2000)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4864&o=2

$end


$info=ddr2ml,ddr2mla
$bio

Dance Dance Revolution 2ndMix Link Version (c) 1999 Konami Corp. [Osaka, Japan] 


"Dance Dance Revolution 2ndMix Link Version" introduced the ability for players to save high scores and play custom step edits using their PlayStation memory cards. A player would first need to format the memory card with "Link Data" using the home version of 2ndMix, and then insert the card into one of two slots on the front of the arcade cabinet. Link Version includes 5 new songs, in addition to the full 2ndMix song list.

- TECHNICAL -

Konami Bemani System 573 Analog Hardware

Main CPU : R3000A 32 bit RISC processor, Clock - 33.8688MHz, Operating performance - 30 MIPS, Instruction Cache - 4KB
BUS : 132 MB/sec.
OS ROM : 512 Kilobytes
Additional Sound Chips : Playstation SPU, 24 Channels, 44.1KHz sample rate, PCM audio source, Digital effects include: Envelope, Looping, Digital Reverb, Load up to 512K of sampled waveforms, Supports MIDI Instruments.
Main RAM: 2 Megabytes
Video RAM: 2 Megabyte
Sound RAM : 512 Kilobytes
Graphical Processor : 360,000 polygons/sec, Sprite/BG drawing, Adjustable frame buffer, No line restriction, 4,000 8x8 pixel sprites with individual scaling and rotation, Simultaneous backgrounds (Parallax scrolling)
Sprite Effects : Rotation, Scaling up/down, Warping, Transparency, Fading, Priority, Vertical and horizontal line scroll
Resolution : 256x224 - 740x480
Colours : 16.7 million colors, Unlimited CLUTs (Color Look-Up Tables)
Other Features : custom geometry engine, custom polygon engine, MJPEG decoder

- TRIVIA -

Released on April 21, 1999.

- SERIES -

1. Dance Dance Revolution (1998)
2. Dance Dance Revolution 1.5 (1999)
3. Dance Dance Revolution 2ndMix (1999)
4. Dance Dance Revolution Best of Cool Dancers (1999)
5. Dance Dance Revolution 2ndMix with beatmania IIDX club version (1999)
6. Dance Dance Revolution 2ndMix Link Version (1999)
7. Dance Dance Revolution 2ndMix with beatmania IIDX substream club version 2 (1999)
8. Dance Dance Revolution 3rdMix (1999)
9. Dance Dance Revolution Karaoke Mix (1999)
10. Dance Dance Revolution 3rdMix Plus (2000)
11. Dance Dance Revolution Karaoke Mix 2nd (2000)
12. Dance Dance Revolution 4thMix (2000)
13. Dance Dance Revolution USA (2000)
14. Dance Dance Revolution Kids (2000)
15. Dance Dance Revolution 4thMix Plus (2000)
16. Dance Dance Revolution 5thMix (2001)
17. DDRMAX Dance Dance Revolution 6thMix (2001)
18. DDRMAX2 Dance Dance Revolution 7thMix (2002)
19. Dance Dance Revolution Extreme (2002)
20. Dance Dance Revolution SuperNOVA (2006)
21. Dance Dance Revolution SuperNOVA 2 (2007)
22. Dance Dance Revolution X (2008)
23. Dance Dance Revolution X2 (2010)
24. Dance Dance Revolution X3 VS 2ndMIX (2011)
25. Dance Dance Revolution (2013)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64260&o=2

$end


$info=ddr2mc,
$bio

Dance Dance Revolution 2ndMix with beatmania IIDX club version (c) 1999 Konami Company, Limited.

"DDR 2ndMix with beatmania IIDX club version" has a completely different song list from 2nd Mix, instead featuring all 13 songs from "beatmania IIDX club version". The two arcade machines are designed to be linked to each other, allowing simultaneous play by two to four players (up to two on each machine). One song is selected by the IIDX player(s), and is then played on both machines. For the DDR player(s), only one difficulty is available for each song, although there is a different step set for Doubles mode. If a player on either machine fails the song, play continues as long as at least one player is passing.

"club version" also introduced Vivid mode, which changes the color-cycling for arrows based on their placement within each bar of music. This allows players to better time their steps based on visual information, and has been enabled by default in most subsequent DDR games.

- TECHNICAL -

Main CPU : PSX (@ 16.9344 Mhz)
Sound Chips : SPU (@ 16.9344 Mhz), CD/DA

Palette colors : 65536

Players : 2
Buttons : 6

- TRIVIA -

Exact release date : April 21, 1999

- SERIES -

1. Dance Dance Revolution (1998)
2. Dance Dance Revolution 1.5 (1999)
3. Dance Dance Revolution 2ndMix (1999)
4. Dance Dance Revolution Best of Cool Dancers (1999)
5. Dance Dance Revolution 2ndMix with beatmania IIDX club version (1999)
6. Dance Dance Revolution 2ndMix Link Version (1999)
7. Dance Dance Revolution 2ndMix with beatmania IIDX substream club version 2 (1999)
8. Dance Dance Revolution 3rdMix (1999)
9. Dance Dance Revolution Karaoke Mix (1999)
10. Dance Dance Revolution 3rdMix Plus (2000)
11. Dance Dance Revolution Karaoke Mix 2nd (2000)
12. Dance Dance Revolution 4thMix (2000)
13. Dance Dance Revolution USA (2000)
14. Dance Dance Revolution Kids (2000)
15. Dance Dance Revolution 4thMix Plus (2000)
16. Dance Dance Revolution 5thMix (2001)
17. DDRMAX Dance Dance Revolution 6thMix (2001)
18. DDRMAX2 Dance Dance Revolution 7thMix (2002)
19. Dance Dance Revolution Extreme (2002)
20. Dance Dance Revolution SuperNOVA (2006)
21. Dance Dance Revolution SuperNOVA 2 (2007)
22. Dance Dance Revolution X (2008)
23. Dance Dance Revolution X2 (2010)
24. Dance Dance Revolution X3 VS 2ndMIX (2011)
25. Dance Dance Revolution (2013)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11624&o=2

$end


$info=ddr2mc2,bmiidxca,
$bio

Dance Dance Revolution 2ndMix with beatmania IIDX substream club version 2 (c) 1999 Konami Company, Limited.

"Dance Dance Revolution 2ndMix with beatmania IIDX substream club version 2" is able to link with "beatmania IIDX substream". Both machines contain 42 songs, including the 13 from DDR club version. "club version 2" allows the DDR player(s) to change the step pattern difficulty before each song, between Basic, Another, and Maniac (or just Basic and Another for Doubles mode). Song selection can be done on either machine, but the game now ends if any one of the players fails the song.

"club version 2" also introduces the Catastrophic level of difficulty for 9-foot songs.

- TECHNICAL -

Main CPU : PSX (@ 16.9344 Mhz)
Sound Chips : SPU (@ 16.9344 Mhz), CD/DA

Palette colors : 65536

Players : 2
Buttons : 6

- TRIVIA -

Exact release date : July 27, 1999

- SERIES -

1. Dance Dance Revolution (1998)
2. Dance Dance Revolution 1.5 (1999)
3. Dance Dance Revolution 2ndMix (1999)
4. Dance Dance Revolution Best of Cool Dancers (1999)
5. Dance Dance Revolution 2ndMix with beatmania IIDX club version (1999)
6. Dance Dance Revolution 2ndMix Link Version (1999)
7. Dance Dance Revolution 2ndMix with beatmania IIDX substream club version 2 (1999)
8. Dance Dance Revolution 3rdMix (1999)
9. Dance Dance Revolution Karaoke Mix (1999)
10. Dance Dance Revolution 3rdMix Plus (2000)
11. Dance Dance Revolution Karaoke Mix 2nd (2000)
12. Dance Dance Revolution 4thMix (2000)
13. Dance Dance Revolution USA (2000)
14. Dance Dance Revolution Kids (2000)
15. Dance Dance Revolution 4thMix Plus (2000)
16. Dance Dance Revolution 5thMix (2001)
17. DDRMAX Dance Dance Revolution 6thMix (2001)
18. DDRMAX2 Dance Dance Revolution 7thMix (2002)
19. Dance Dance Revolution Extreme (2002)
20. Dance Dance Revolution SuperNOVA (2006)
21. Dance Dance Revolution SuperNOVA 2 (2007)
22. Dance Dance Revolution X (2008)
23. Dance Dance Revolution X2 (2010)
24. Dance Dance Revolution X3 VS 2ndMIX (2011)
25. Dance Dance Revolution (2013)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11625&o=2

$end


$info=ddr3ma,ddr3mj,ddr3mk,ddr3mka,
$bio

Dance Dance Revolution 3rdMix (c) 1999 Konami Company, Limited.

- TECHNICAL -

Konami Bemani System 573 Digital Hardware

Main CPU : R3000A 32 bit RISC processor, Clock - 33.8688MHz, Operating performance - 30 MIPS, Instruction Cache - 4KB
BUS : 132 MB/sec.
OS ROM : 512 Kilobytes
Additional Sound Chips : Playstation SPU, 24 Channels, 44.1KHz sample rate, PCM audio source, Digital effects include: Envelope, Looping, Digital Reverb, Load up to 512K of sampled waveforms, Supports MIDI Instruments.
Main RAM: 2 Megabytes
Video RAM: 2 Megabyte
Sound RAM : 512 Kilobytes
Graphical Processor : 360,000 polygons/sec, Sprite/BG drawing, Adjustable frame buffer, No line restriction, 4,000 8x8 pixel sprites with individual scaling and rotation, Simultaneous backgrounds (Parallax scrolling)
Sprite Effects : Rotation, Scaling up/down, Warping, Transparency, Fading, Priority, Vertical and horizontal line scroll
Resolution : 256x224 - 740x480
Colours : 16.7 million colors, Unlimited CLUTs (Color Look-Up Tables)
Other Features : custom geometry engine, custom polygon engine, MJPEG decoder

- TRIVIA -

Released in October 1999.

- SCORING -

Grades : SSS - SS - S - A - B - C - D - E
Every song has a maximum of score of 10,000,000 which can only be attained by getting all Perfects. The point value for any step in a combo depends on three factors :
* The length of your combo does not matter.
* Perfects are worth twice as much as Greats.
* The last step in every song is a little bit more important in terms of score. Try to get a Perfect on the last step. 

The exact formula for the score of a combo is...
Let N be the number of steps in the song you are playing. Let [x] be the greatest integer function (i.e., [x] = the greatest integer less than or equal to x). Then define b, the point value on which the point value for every step in the song is based, to be :
b = [1,000,000/(N(N+1)/2)]

Then, the point value for the ith step in a combo is :
S(i) = P(i), if the ith step is a Perfect; G(i) if the ith step is a Great;
P(i) = 10bi;
G(i) = 5bi;

The only step that deviates from this formula is the last step, or Nth step, of the song. If you get a Perfect on the Nth step, you get the appropriate points for that Perfect, plus a bonus B :
B(N) = 10,000,000 - (summation of P(i) as i goes from 1 to N)

- SERIES -

1. Dance Dance Revolution (1998)
2. Dance Dance Revolution 1.5 (1999)
3. Dance Dance Revolution 2ndMix (1999)
4. Dance Dance Revolution Best of Cool Dancers (1999)
5. Dance Dance Revolution 2ndMix with beatmania IIDX club version (1999)
6. Dance Dance Revolution 2ndMix Link Version (1999)
7. Dance Dance Revolution 2ndMix with beatmania IIDX substream club version 2 (1999)
8. Dance Dance Revolution 3rdMix (1999)
9. Dance Dance Revolution Karaoke Mix (1999)
10. Dance Dance Revolution 3rdMix Plus (2000)
11. Dance Dance Revolution Karaoke Mix 2nd (2000)
12. Dance Dance Revolution 4thMix (2000)
13. Dance Dance Revolution USA (2000)
14. Dance Dance Revolution Kids (2000)
15. Dance Dance Revolution 4thMix Plus (2000)
16. Dance Dance Revolution 5thMix (2001)
17. DDRMAX Dance Dance Revolution 6thMix (2001)
18. DDRMAX2 Dance Dance Revolution 7thMix (2002)
19. Dance Dance Revolution Extreme (2002)
20. Dance Dance Revolution SuperNOVA (2006)
21. Dance Dance Revolution SuperNOVA 2 (2007)
22. Dance Dance Revolution X (2008)
23. Dance Dance Revolution X2 (2010)
24. Dance Dance Revolution X3 VS 2ndMIX (2011)
25. Dance Dance Revolution (2013)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4865&o=2

$end


$info=ddr3mp,
$bio

Dance Dance Revolution 3rdMix Plus (c) 2000 Konami Company, Limited.

- TECHNICAL -

Konami Bemani System 573 Digital Hardware

Main CPU : R3000A 32 bit RISC processor, Clock - 33.8688MHz, Operating performance - 30 MIPS, Instruction Cache - 4KB
BUS : 132 MB/sec.
OS ROM : 512 Kilobytes
Additional Sound Chips : Playstation SPU, 24 Channels, 44.1KHz sample rate, PCM audio source, Digital effects include: Envelope, Looping, Digital Reverb, Load up to 512K of sampled waveforms, Supports MIDI Instruments.
Main RAM: 2 Megabytes
Video RAM: 2 Megabyte
Sound RAM : 512 Kilobytes
Graphical Processor : 360,000 polygons/sec, Sprite/BG drawing, Adjustable frame buffer, No line restriction, 4,000 8x8 pixel sprites with individual scaling and rotation, Simultaneous backgrounds (Parallax scrolling)
Sprite Effects : Rotation, Scaling up/down, Warping, Transparency, Fading, Priority, Vertical and horizontal line scroll
Resolution : 256x224 - 740x480
Colours : 16.7 million colors, Unlimited CLUTs (Color Look-Up Tables)
Other Features : custom geometry engine, custom polygon engine, MJPEG decoder

- TRIVIA -

Released in June 2000.

- SCORING -

Grades : SSS - SS - S - A - B - C - D - E
Every song has a maximum of score of 10,000,000 which can only be attained by getting all Perfects. The point value for any step in a combo depends on three factors :
* The length of your combo does not matter.
* Perfects are worth twice as much as Greats.
* The last step in every song is a little bit more important in terms of score. Try to get a Perfect on the last step. 

The exact formula for the score of a combo is...
Let N be the number of steps in the song you are playing. Let [x] be the greatest integer function (i.e., [x] = the greatest integer less than or equal to x). Then define b, the point value on which the point value for every step in the song is based, to be :
b = [1,000,000/(N(N+1)/2)]

Then, the point value for the ith step in a combo is :
S(i) = P(i), if the ith step is a Perfect; G(i) if the ith step is a Great;
P(i) = 10bi;
G(i) = 5bi;

The only step that deviates from this formula is the last step, or Nth step, of the song. If you get a Perfect on the Nth step, you get the appropriate points for that Perfect, plus a bonus B :
B(N) = 10,000,000 - (summation of P(i) as i goes from 1 to N)

- SERIES -

1. Dance Dance Revolution (1998)
2. Dance Dance Revolution 1.5 (1999)
3. Dance Dance Revolution 2ndMix (1999)
4. Dance Dance Revolution Best of Cool Dancers (1999)
5. Dance Dance Revolution 2ndMix with beatmania IIDX club version (1999)
6. Dance Dance Revolution 2ndMix Link Version (1999)
7. Dance Dance Revolution 2ndMix with beatmania IIDX substream club version 2 (1999)
8. Dance Dance Revolution 3rdMix (1999)
9. Dance Dance Revolution Karaoke Mix (1999)
10. Dance Dance Revolution 3rdMix Plus (2000)
11. Dance Dance Revolution Karaoke Mix 2nd (2000)
12. Dance Dance Revolution 4thMix (2000)
13. Dance Dance Revolution USA (2000)
14. Dance Dance Revolution Kids (2000)
15. Dance Dance Revolution 4thMix Plus (2000)
16. Dance Dance Revolution 5thMix (2001)
17. DDRMAX Dance Dance Revolution 6thMix (2001)
18. DDRMAX2 Dance Dance Revolution 7thMix (2002)
19. Dance Dance Revolution Extreme (2002)
20. Dance Dance Revolution SuperNOVA (2006)
21. Dance Dance Revolution SuperNOVA 2 (2007)
22. Dance Dance Revolution X (2008)
23. Dance Dance Revolution X2 (2010)
24. Dance Dance Revolution X3 VS 2ndMIX (2011)
25. Dance Dance Revolution (2013)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4866&o=2

$end


$info=ddr4m,ddr4mj,
$bio

Dance Dance Revolution 4thMix (c) 2000 Konami Corp.

- TECHNICAL -

Konami Bemani System 573 Digital Hardware

Main CPU : R3000A 32 bit RISC processor, Clock - 33.8688MHz, Operating performance - 30 MIPS, Instruction Cache - 4KB
BUS : 132 MB/sec.
OS ROM : 512 Kilobytes
Additional Sound Chips : Playstation SPU, 24 Channels, 44.1KHz sample rate, PCM audio source, Digital effects include: Envelope, Looping, Digital Reverb, Load up to 512K of sampled waveforms, Supports MIDI Instruments.
Main RAM: 2 Megabytes
Video RAM: 2 Megabyte
Sound RAM : 512 Kilobytes
Graphical Processor : 360,000 polygons/sec, Sprite/BG drawing, Adjustable frame buffer, No line restriction, 4,000 8x8 pixel sprites with individual scaling and rotation, Simultaneous backgrounds (Parallax scrolling)
Sprite Effects : Rotation, Scaling up/down, Warping, Transparency, Fading, Priority, Vertical and horizontal line scroll
Resolution : 256x224 - 740x480
Colours : 16.7 million colors, Unlimited CLUTs (Color Look-Up Tables)
Other Features : custom geometry engine, custom polygon engine, MJPEG decoder

- TRIVIA -

Released in August 2000.

- SCORING -

Grades : AA - A - B - C - D

Let n be the number of the step in the combo. Then, the point value for the nth step is :
S(n) = G(n) if the step is a Great step, and P(n) is the step is a Perfect step;
G(n) = 555 + 333n;
P(n) = 777 + 333n;

Therefore, the total point value for a combo of n steps is the summation of S(n) from 1 to n.

- SERIES -

1. Dance Dance Revolution (1998)
2. Dance Dance Revolution 1.5 (1999)
3. Dance Dance Revolution 2ndMix (1999)
4. Dance Dance Revolution Best of Cool Dancers (1999)
5. Dance Dance Revolution 2ndMix with beatmania IIDX club version (1999)
6. Dance Dance Revolution 2ndMix Link Version (1999)
7. Dance Dance Revolution 2ndMix with beatmania IIDX substream club version 2 (1999)
8. Dance Dance Revolution 3rdMix (1999)
9. Dance Dance Revolution Karaoke Mix (1999)
10. Dance Dance Revolution 3rdMix Plus (2000)
11. Dance Dance Revolution Karaoke Mix 2nd (2000)
12. Dance Dance Revolution 4thMix (2000)
13. Dance Dance Revolution USA (2000)
14. Dance Dance Revolution Kids (2000)
15. Dance Dance Revolution 4thMix Plus (2000)
16. Dance Dance Revolution 5thMix (2001)
17. DDRMAX Dance Dance Revolution 6thMix (2001)
18. DDRMAX2 Dance Dance Revolution 7thMix (2002)
19. Dance Dance Revolution Extreme (2002)
20. Dance Dance Revolution SuperNOVA (2006)
21. Dance Dance Revolution SuperNOVA 2 (2007)
22. Dance Dance Revolution X (2008)
23. Dance Dance Revolution X2 (2010)
24. Dance Dance Revolution X3 VS 2ndMIX (2011)
25. Dance Dance Revolution (2013)

- PORTS -

* Consoles :
Sony PlayStation (2001)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4867&o=2

$end


$info=ddr5m,
$bio

Dance Dance Revolution 5thMix (c) 2001 Konami Corp.

- TECHNICAL -

Konami Bemani System 573 Digital Hardware

Main CPU : R3000A 32 bit RISC processor, Clock - 33.8688MHz, Operating performance - 30 MIPS, Instruction Cache - 4KB
BUS : 132 MB/sec.
OS ROM : 512 Kilobytes
Additional Sound Chips : Playstation SPU, 24 Channels, 44.1KHz sample rate, PCM audio source, Digital effects include: Envelope, Looping, Digital Reverb, Load up to 512K of sampled waveforms, Supports MIDI Instruments.
Main RAM: 2 Megabytes
Video RAM: 2 Megabyte
Sound RAM : 512 Kilobytes
Graphical Processor : 360,000 polygons/sec, Sprite/BG drawing, Adjustable frame buffer, No line restriction, 4,000 8x8 pixel sprites with individual scaling and rotation, Simultaneous backgrounds (Parallax scrolling)
Sprite Effects : Rotation, Scaling up/down, Warping, Transparency, Fading, Priority, Vertical and horizontal line scroll
Resolution : 256x224 - 740x480
Colours : 16.7 million colors, Unlimited CLUTs (Color Look-Up Tables)
Other Features : custom geometry engine, custom polygon engine, MJPEG decoder

- TRIVIA -

Released in March 2001.

Was presented at the February 2001 AOU (Arcade Operators Union) in Japan.

This mix of DDR featured long version songs, which lasted nearly 3 minutes each, double the amount of regular songs.

- SERIES -

1. Dance Dance Revolution (1998)
2. Dance Dance Revolution 1.5 (1999)
3. Dance Dance Revolution 2ndMix (1999)
4. Dance Dance Revolution Best of Cool Dancers (1999)
5. Dance Dance Revolution 2ndMix with beatmania IIDX club version (1999)
6. Dance Dance Revolution 2ndMix Link Version (1999)
7. Dance Dance Revolution 2ndMix with beatmania IIDX substream club version 2 (1999)
8. Dance Dance Revolution 3rdMix (1999)
9. Dance Dance Revolution Karaoke Mix (1999)
10. Dance Dance Revolution 3rdMix Plus (2000)
11. Dance Dance Revolution Karaoke Mix 2nd (2000)
12. Dance Dance Revolution 4thMix (2000)
13. Dance Dance Revolution USA (2000)
14. Dance Dance Revolution Kids (2000)
15. Dance Dance Revolution 4thMix Plus (2000)
16. Dance Dance Revolution 5thMix (2001)
17. DDRMAX Dance Dance Revolution 6thMix (2001)
18. DDRMAX2 Dance Dance Revolution 7thMix (2002)
19. Dance Dance Revolution Extreme (2002)
20. Dance Dance Revolution SuperNOVA (2006)
21. Dance Dance Revolution SuperNOVA 2 (2007)
22. Dance Dance Revolution X (2008)
23. Dance Dance Revolution X2 (2010)
24. Dance Dance Revolution X3 VS 2ndMIX (2011)
25. Dance Dance Revolution (2013)

- PORTS -

* Consoles :
Sony PlayStation (2001)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4869&o=2

$end


$info=ddrbocd,
$bio

Dance Dance Revolution Best of Cool Dancers (c) 1999 Konami Company, Limited.

A tournament version of DDR that only has 4 songs. The CD has no audio, you need a DDR/DDR 2nd Mix CD to play it.

- TECHNICAL -

Konami Bemani System 573 Analog Hardware

Main CPU : R3000A 32 bit RISC processor, Clock - 33.8688MHz, Operating performance - 30 MIPS, Instruction Cache - 4KB
BUS : 132 MB/sec.
OS ROM : 512 Kilobytes
Additional Sound Chips : Playstation SPU, 24 Channels, 44.1KHz sample rate, PCM audio source, Digital effects include: Envelope, Looping, Digital Reverb, Load up to 512K of sampled waveforms, Supports MIDI Instruments.
Main RAM: 2 Megabytes
Video RAM: 2 Megabyte
Sound RAM : 512 Kilobytes
Graphical Processor : 360,000 polygons/sec, Sprite/BG drawing, Adjustable frame buffer, No line restriction, 4,000 8x8 pixel sprites with individual scaling and rotation, Simultaneous backgrounds (Parallax scrolling)
Sprite Effects : Rotation, Scaling up/down, Warping, Transparency, Fading, Priority, Vertical and horizontal line scroll
Resolution : 256x224 - 740x480
Colours : 16.7 million colors, Unlimited CLUTs (Color Look-Up Tables)
Other Features : custom geometry engine, custom polygon engine, MJPEG decoder

- SERIES -

1. Dance Dance Revolution (1998)
2. Dance Dance Revolution 1.5 (1999)
3. Dance Dance Revolution 2ndMix (1999)
4. Dance Dance Revolution Best of Cool Dancers (1999)
5. Dance Dance Revolution 2ndMix with beatmania IIDX club version (1999)
6. Dance Dance Revolution 2ndMix Link Version (1999)
7. Dance Dance Revolution 2ndMix with beatmania IIDX substream club version 2 (1999)
8. Dance Dance Revolution 3rdMix (1999)
9. Dance Dance Revolution Karaoke Mix (1999)
10. Dance Dance Revolution 3rdMix Plus (2000)
11. Dance Dance Revolution Karaoke Mix 2nd (2000)
12. Dance Dance Revolution 4thMix (2000)
13. Dance Dance Revolution USA (2000)
14. Dance Dance Revolution Kids (2000)
15. Dance Dance Revolution 4thMix Plus (2000)
16. Dance Dance Revolution 5thMix (2001)
17. DDRMAX Dance Dance Revolution 6thMix (2001)
18. DDRMAX2 Dance Dance Revolution 7thMix (2002)
19. Dance Dance Revolution Extreme (2002)
20. Dance Dance Revolution SuperNOVA (2006)
21. Dance Dance Revolution SuperNOVA 2 (2007)
22. Dance Dance Revolution X (2008)
23. Dance Dance Revolution X2 (2010)
24. Dance Dance Revolution X3 VS 2ndMIX (2011)
25. Dance Dance Revolution (2013)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=14595&o=2

$end


$info=ddrextrm,
$bio

Dance Dance Revolution Extreme (c) 2002 Konami Corp.

- TECHNICAL -

Konami Bemani System 573 Digital Hardware

Main CPU : R3000A 32 bit RISC processor, Clock - 33.8688MHz, Operating performance - 30 MIPS, Instruction Cache - 4KB
BUS : 132 MB/sec.
OS ROM : 512 Kilobytes
Additional Sound Chips : Playstation SPU, 24 Channels, 44.1KHz sample rate, PCM audio source, Digital effects include: Envelope, Looping, Digital Reverb, Load up to 512K of sampled waveforms, Supports MIDI Instruments.
Main RAM: 2 Megabytes
Video RAM: 2 Megabyte
Sound RAM : 512 Kilobytes
Graphical Processor : 360,000 polygons/sec, Sprite/BG drawing, Adjustable frame buffer, No line restriction, 4,000 8x8 pixel sprites with individual scaling and rotation, Simultaneous backgrounds (Parallax scrolling)
Sprite Effects : Rotation, Scaling up/down, Warping, Transparency, Fading, Priority, Vertical and horizontal line scroll
Resolution : 256x224 - 740x480
Colours : 16.7 million colors, Unlimited CLUTs (Color Look-Up Tables)
Other Features : custom geometry engine, custom polygon engine, MJPEG decoder

- TRIVIA -

DDR Extreme was released in December 2002.

This game was originally intended to be the last of the DDR franchise. The song 'MAX. (period)' reflects this, as the video is a tribute to the first boss song 'Paranoia', and the final lyrics are 'Thank you for playing.'

Several bootleg versions of DDR Extreme were produced, most of which had only cosmetic changes from the original game, but retained the original songlist. These bootlegs include "Dance Dance Revolution MegaMix", which has some minor graphics changes, and "Dance Dance Revolution EXTREME Plus!", which has a poorly implemented speed hack available, allowing players to optionally speed up the songs by 10% or 20%. Some enterprising players have also modified the normal DDR Extreme to add several disabled modifiers to the game, including Brake and Wave.

- SERIES -

1. Dance Dance Revolution (1998)
2. Dance Dance Revolution 1.5 (1999)
3. Dance Dance Revolution 2ndMix (1999)
4. Dance Dance Revolution Best of Cool Dancers (1999)
5. Dance Dance Revolution 2ndMix with beatmania IIDX club version (1999)
6. Dance Dance Revolution 2ndMix Link Version (1999)
7. Dance Dance Revolution 2ndMix with beatmania IIDX substream club version 2 (1999)
8. Dance Dance Revolution 3rdMix (1999)
9. Dance Dance Revolution Karaoke Mix (1999)
10. Dance Dance Revolution 3rdMix Plus (2000)
11. Dance Dance Revolution Karaoke Mix 2nd (2000)
12. Dance Dance Revolution 4thMix (2000)
13. Dance Dance Revolution USA (2000)
14. Dance Dance Revolution Kids (2000)
15. Dance Dance Revolution 4thMix Plus (2000)
16. Dance Dance Revolution 5thMix (2001)
17. DDRMAX Dance Dance Revolution 6thMix (2001)
18. DDRMAX2 Dance Dance Revolution 7thMix (2002)
19. Dance Dance Revolution Extreme (2002)
20. Dance Dance Revolution SuperNOVA (2006)
21. Dance Dance Revolution SuperNOVA 2 (2007)
22. Dance Dance Revolution X (2008)
23. Dance Dance Revolution X2 (2010)
24. Dance Dance Revolution X3 VS 2ndMIX (2011)
25. Dance Dance Revolution (2013)

- PORTS -

* Consoles :
Sony PlayStation 2 (2003)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4872&o=2

$end


$gbcolor=ddrdisny,
$bio

Dance Dance Revolution GB - Disney Mix [Model CGB-BD7J-JPN] (c) 2001 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67707&o=2

$end


$gbcolor=ddr,
$bio

Dance Dance Revolution GB [Model CGB-BDGJ-JPN] (c) 2000 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67706&o=2

$end


$gbcolor=ddr2,
$bio

Dance Dance Revolution GB2 [Model CGB-BD2J-JPN] (c) 2000 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67708&o=2

$end


$gbcolor=ddr3,
$bio

Dance Dance Revolution GB3 [Model DMG-BD6J-JPN] (c) 2001 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67709&o=2

$end


$info=ddrs2k,ddrs2kj,
$bio

Dance Dance Revolution Solo 2000 (c) 1999 Konami Company, Limited.

- TECHNICAL -

Konami Bemani System 573 Digital Hardware

Main CPU : R3000A 32 bit RISC processor, Clock - 33.8688MHz, Operating performance - 30 MIPS, Instruction Cache - 4KB
BUS : 132 MB/sec.
OS ROM : 512 Kilobytes
Additional Sound Chips : Playstation SPU, 24 Channels, 44.1KHz sample rate, PCM audio source, Digital effects include: Envelope, Looping, Digital Reverb, Load up to 512K of sampled waveforms, Supports MIDI Instruments.
Main RAM: 2 Megabytes
Video RAM: 2 Megabyte
Sound RAM : 512 Kilobytes
Graphical Processor : 360,000 polygons/sec, Sprite/BG drawing, Adjustable frame buffer, No line restriction, 4,000 8x8 pixel sprites with individual scaling and rotation, Simultaneous backgrounds (Parallax scrolling)
Sprite Effects : Rotation, Scaling up/down, Warping, Transparency, Fading, Priority, Vertical and horizontal line scroll
Resolution : 256x224 - 740x480
Colours : 16.7 million colors, Unlimited CLUTs (Color Look-Up Tables)
Other Features : custom geometry engine, custom polygon engine, MJPEG decoder

- TRIVIA -

Released in December 1999.

The original soundtrack for Dance Dance Revolution Solo 2000 was produced by Toshiba-EMI under the Dancemania music label. It contains 35 songs from the game, including 15 from Solo BASS MIX, and all nine Nonstop Megamixes.

- UPDATES -

The Asian version of DDR Solo 2000 is mostly identical, but is missing four songs and one Nonstop Megamix.

- SERIES -

1. Dance Dance Revolution Solo BASS MIX (1999)
2. Dance Dance Revolution Solo 2000 (1999)
3. Dance Dance Revolution Solo 4thMIX (2000)
4. Dance Dance Revolution Solo 4thMIX PLUS (2000)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4874&o=2

$end


$info=ddr4ms,ddr4msj,
$bio

Dance Dance Revolution Solo 4thMIX (c) 2000 Konami Corp.

- TECHNICAL -

Konami Bemani System 573 Digital Hardware

Main CPU : R3000A 32 bit RISC processor, Clock - 33.8688MHz, Operating performance - 30 MIPS, Instruction Cache - 4KB
BUS : 132 MB/sec.
OS ROM : 512 Kilobytes
Additional Sound Chips : Playstation SPU, 24 Channels, 44.1KHz sample rate, PCM audio source, Digital effects include: Envelope, Looping, Digital Reverb, Load up to 512K of sampled waveforms, Supports MIDI Instruments.
Main RAM: 2 Megabytes
Video RAM: 2 Megabyte
Sound RAM : 512 Kilobytes
Graphical Processor : 360,000 polygons/sec, Sprite/BG drawing, Adjustable frame buffer, No line restriction, 4,000 8x8 pixel sprites with individual scaling and rotation, Simultaneous backgrounds (Parallax scrolling)
Sprite Effects : Rotation, Scaling up/down, Warping, Transparency, Fading, Priority, Vertical and horizontal line scroll
Resolution : 256x224 - 740x480
Colours : 16.7 million colors, Unlimited CLUTs (Color Look-Up Tables)
Other Features : custom geometry engine, custom polygon engine, MJPEG decoder

- TRIVIA -

Released in August 2000.

- SERIES -

1. Dance Dance Revolution Solo BASS MIX (1999)
2. Dance Dance Revolution Solo 2000 (1999)
3. Dance Dance Revolution Solo 4thMIX (2000)
4. Dance Dance Revolution Solo 4thMIX PLUS (2000)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4875&o=2

$end


$info=ddrsbm,
$bio

Dance Dance Revolution Solo BASS MIX (c) 1999 Konami Company, Limited.

- TECHNICAL -

Konami Bemani System 573 Digital Hardware

Main CPU : R3000A 32 bit RISC processor, Clock - 33.8688MHz, Operating performance - 30 MIPS, Instruction Cache - 4KB
BUS : 132 MB/sec.
OS ROM : 512 Kilobytes
Additional Sound Chips : Playstation SPU, 24 Channels, 44.1KHz sample rate, PCM audio source, Digital effects include: Envelope, Looping, Digital Reverb, Load up to 512K of sampled waveforms, Supports MIDI Instruments.
Main RAM: 2 Megabytes
Video RAM: 2 Megabyte
Sound RAM : 512 Kilobytes
Graphical Processor : 360,000 polygons/sec, Sprite/BG drawing, Adjustable frame buffer, No line restriction, 4,000 8x8 pixel sprites with individual scaling and rotation, Simultaneous backgrounds (Parallax scrolling)
Sprite Effects : Rotation, Scaling up/down, Warping, Transparency, Fading, Priority, Vertical and horizontal line scroll
Resolution : 256x224 - 740x480
Colours : 16.7 million colors, Unlimited CLUTs (Color Look-Up Tables)
Other Features : custom geometry engine, custom polygon engine, MJPEG decoder

- TRIVIA -

Released in August 1999.

- SERIES -

1. Dance Dance Revolution Solo BASS MIX (1999)
2. Dance Dance Revolution Solo 2000 (1999)
3. Dance Dance Revolution Solo 4thMIX (2000)
4. Dance Dance Revolution Solo 4thMIX PLUS (2000)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4873&o=2

$end


$info=ddrusa,
$bio

Dance Dance Revolution USA (c) 2000 Konami Corp.

- TECHNICAL -

Konami Bemani System 573 Digital Hardware

Main CPU : R3000A 32 bit RISC processor, Clock - 33.8688MHz, Operating performance - 30 MIPS, Instruction Cache - 4KB
BUS : 132 MB/sec.
OS ROM : 512 Kilobytes
Additional Sound Chips : Playstation SPU, 24 Channels, 44.1KHz sample rate, PCM audio source, Digital effects include: Envelope, Looping, Digital Reverb, Load up to 512K of sampled waveforms, Supports MIDI Instruments.
Main RAM: 2 Megabytes
Video RAM: 2 Megabyte
Sound RAM : 512 Kilobytes
Graphical Processor : 360,000 polygons/sec, Sprite/BG drawing, Adjustable frame buffer, No line restriction, 4,000 8x8 pixel sprites with individual scaling and rotation, Simultaneous backgrounds (Parallax scrolling)
Sprite Effects : Rotation, Scaling up/down, Warping, Transparency, Fading, Priority, Vertical and horizontal line scroll
Resolution : 256x224 - 740x480
Colours : 16.7 million colors, Unlimited CLUTs (Color Look-Up Tables)
Other Features : custom geometry engine, custom polygon engine, MJPEG decoder

- TRIVIA -

Released in October 2000.

- SERIES -

1. Dance Dance Revolution (1998)
2. Dance Dance Revolution 1.5 (1999)
3. Dance Dance Revolution 2ndMix (1999)
4. Dance Dance Revolution Best of Cool Dancers (1999)
5. Dance Dance Revolution 2ndMix with beatmania IIDX club version (1999)
6. Dance Dance Revolution 2ndMix Link Version (1999)
7. Dance Dance Revolution 2ndMix with beatmania IIDX substream club version 2 (1999)
8. Dance Dance Revolution 3rdMix (1999)
9. Dance Dance Revolution Karaoke Mix (1999)
10. Dance Dance Revolution 3rdMix Plus (2000)
11. Dance Dance Revolution Karaoke Mix 2nd (2000)
12. Dance Dance Revolution 4thMix (2000)
13. Dance Dance Revolution USA (2000)
14. Dance Dance Revolution Kids (2000)
15. Dance Dance Revolution 4thMix Plus (2000)
16. Dance Dance Revolution 5thMix (2001)
17. DDRMAX Dance Dance Revolution 6thMix (2001)
18. DDRMAX2 Dance Dance Revolution 7thMix (2002)
19. Dance Dance Revolution Extreme (2002)
20. Dance Dance Revolution SuperNOVA (2006)
21. Dance Dance Revolution SuperNOVA 2 (2007)
22. Dance Dance Revolution X (2008)
23. Dance Dance Revolution X2 (2010)
24. Dance Dance Revolution X3 VS 2ndMIX (2011)
25. Dance Dance Revolution (2013)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=29077&o=2

$end


$coleco=dncfntsy,
$bio

Dance Fantasy (c) 1984 SSC

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53264&o=2

$end


$c64_cart,c64_flop=dncfntsy,
$bio

Dance Fantasy (c) 1984 SSC

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53551&o=2

$end


$a800=dncfntsy,
$bio

Dance Fantasy (c) 1984 Fisher-Price

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86508&o=2

$end


$info=dncfrks,
$bio

Dance Freaks (c) 2000 Konami Corp.

- TECHNICAL -

Konami Bemani System 573 Digital Hardware

Main CPU : R3000A 32 bit RISC processor, Clock - 33.8688MHz, Operating performance - 30 MIPS, Instruction Cache - 4KB
BUS : 132 MB/sec.
OS ROM : 512 Kilobytes
Additional Sound Chips : Playstation SPU, 24 Channels, 44.1KHz sample rate, PCM audio source, Digital effects include: Envelope, Looping, Digital Reverb, Load up to 512K of sampled waveforms, Supports MIDI Instruments.
Main RAM: 2 Megabytes
Video RAM: 2 Megabyte
Sound RAM : 512 Kilobytes
Graphical Processor : 360,000 polygons/sec, Sprite/BG drawing, Adjustable frame buffer, No line restriction, 4,000 8x8 pixel sprites with individual scaling and rotation, Simultaneous backgrounds (Parallax scrolling)
Sprite Effects : Rotation, Scaling up/down, Warping, Transparency, Fading, Priority, Vertical and horizontal line scroll
Resolution : 256x224 - 740x480
Colours : 16.7 million colors, Unlimited CLUTs (Color Look-Up Tables)
Other Features : custom geometry engine, custom polygon engine, MJPEG decoder

- TRIVIA -

This game is know in Japan as "Dance Maniax".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11285&o=2

$end


$info=dmx,
$bio

Dance Maniax (c) 2000 Konami Corp.

How well can you dance? Show your stuff in this game by Konami. Move your arms and legs to break the infrared beams to register in tune to the notes on-screen.

- TECHNICAL -

Konami Bemani System 573 Digital Hardware

Main CPU : R3000A 32 bit RISC processor, Clock - 33.8688MHz, Operating performance - 30 MIPS, Instruction Cache - 4KB
BUS : 132 MB/sec.
OS ROM : 512 Kilobytes
Additional Sound Chips : Playstation SPU, 24 Channels, 44.1KHz sample rate, PCM audio source, Digital effects include: Envelope, Looping, Digital Reverb, Load up to 512K of sampled waveforms, Supports MIDI Instruments.
Main RAM: 2 Megabytes
Video RAM: 2 Megabyte
Sound RAM : 512 Kilobytes
Graphical Processor : 360,000 polygons/sec, Sprite/BG drawing, Adjustable frame buffer, No line restriction, 4,000 8x8 pixel sprites with individual scaling and rotation, Simultaneous backgrounds (Parallax scrolling)
Sprite Effects : Rotation, Scaling up/down, Warping, Transparency, Fading, Priority, Vertical and horizontal line scroll
Resolution : 256x224 - 740x480
Colours : 16.7 million colors, Unlimited CLUTs (Color Look-Up Tables)
Other Features : custom geometry engine, custom polygon engine, MJPEG decoder

- TRIVIA -

This game is known outside Japan as "Dance Freaks".

- SERIES -

1. Dance Maniax (2000)
2. Dance Maniax 2nd Mix (2001)
3. Dance Maniax 2nd Mix Append J-paradise (2001)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4877&o=2

$end


$info=dmx2majp,
$bio

Dance Maniax 2nd Mix Append J-paradise (c) 2001 Konami Corp.

Do you still have the rhythm? Just as in the original, move your arms and legs to break the infrared beams to register in tune to the notes on-screen.

- TECHNICAL -

Konami Bemani System 573 Digital Hardware

Main CPU : R3000A 32 bit RISC processor, Clock - 33.8688MHz, Operating performance - 30 MIPS, Instruction Cache - 4KB
BUS : 132 MB/sec.
OS ROM : 512 Kilobytes
Additional Sound Chips : Playstation SPU, 24 Channels, 44.1KHz sample rate, PCM audio source, Digital effects include: Envelope, Looping, Digital Reverb, Load up to 512K of sampled waveforms, Supports MIDI Instruments.
Main RAM: 2 Megabytes
Video RAM: 2 Megabyte
Sound RAM : 512 Kilobytes
Graphical Processor : 360,000 polygons/sec, Sprite/BG drawing, Adjustable frame buffer, No line restriction, 4,000 8x8 pixel sprites with individual scaling and rotation, Simultaneous backgrounds (Parallax scrolling)
Sprite Effects : Rotation, Scaling up/down, Warping, Transparency, Fading, Priority, Vertical and horizontal line scroll
Resolution : 256x224 - 740x480
Colours : 16.7 million colors, Unlimited CLUTs (Color Look-Up Tables)
Other Features : custom geometry engine, custom polygon engine, MJPEG decoder

- TRIVIA -

This version features new music.

- SERIES -

1. Dance Maniax (2000)
2. Dance Maniax 2nd Mix (2001)
3. Dance Maniax 2nd Mix Append J-paradise (2001)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4879&o=2

$end


$pico=dancehoc,
$bio

Dance Pico with Hashitte Odotte Chou Happy! [Model HPC-6118] (c) 2003 Sega Toys

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75639&o=2

$end


$nes=dancex,
$bio

Dance Xtreme - Prima (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83849&o=2

$end


$info=danchih,
$bio

Danchi de Hanafuda - Okusan Komeya Desuyo! (c) 1999 Altron.

A Japanese hanafuda card game.

- TECHNICAL -

Sega Titan Video hardware (STV)

Main CPU : (2x) SH-2 (@ 28.6364 Mhz), 68000 (@ 11.45456 Mhz)
Sound Chips : SCSP (@ 11.45456 Mhz)

Screen orientation : Horizontal
Video resolution : 704 x 513 pixels
Screen refresh : 60.00 Hz
Palette colors : 6144

Players : 2
Control : 8-way joystick
Buttons : 6

- TRIVIA -

Released in June 1999.

Licensed to Tecmo for distribution.

The title of this game translates from Japanese as 'Hanafuda Apartments - At The Wife's Rice Shop!'.

PATENTS :
U.S.A : 4,442,486 - 4,454,594 - 4,462,076
Europe : 80244
Canada : 1,183,276
Honk Kong : 88-4302
Singapore : 88-155

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=577&o=2

$end


$info=danchiq,
$bio

Danchi de Quiz Okusan Yontaku Desuyo! (c) 2000 Altron.

- TECHNICAL -

Sega Titan Video (ST-V) hardware.

Main CPU : (2x) SH-2 (@ 28.6364 Mhz), 68000 (@ 11.45456 Mhz) 
Sound Chips : SCSP (@ 11.45456 Mhz) 

Screen orientation : Horizontal 
Video resolution : 704 x 513 pixels 
Screen refresh : 60.00 Hz 
Palette colors : 6144 

Players : 2 
Control : 8-way joystick 
Buttons : 6

- TRIVIA -

Released in November 2000

PATENTS : 
U.S.A : 4, 442, 486 - 4, 454, 594 - 4, 462, 076 
Europe : 80244 
Canada : 1, 183, 276 
Honk Kong : 88-4302 
Singapore : 88-155

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32459&o=2

$end


$pc98=danchits,
$bio

Danchi Tsuma no Yuwaku (c) 1983 Koei Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89250&o=2

$end


$pc8801_flop=danchits,danchitsa,
$bio

Danchi Tsuma no Yuwaku (c) 1983 Koei Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91605&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=dncgbear,
$bio

Dancing Bear (c) 1983 Koala

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84407&o=2

$end


$psx=dancingb,
$bio

Dancing Blade かってに桃天使! (c) 1998 Konami Co., Ltd.
(Dancing Blade - Katteni Momotenshi!)

- TECHNICAL -

CD1 ID: SLPM-86100
CD2 ID: SLPM-86101
CD3 ID: SLPM-86102

- TRIVIA -

Released on August 27, 1998 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85063&o=2

$end


$psx=dancing2,
$bio

Dancing Blade 2 - Katteni Momotenshi II - Tears of Eden [Model SLPM-86210/211/212] (c) 1999 Konami Corp. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85064&o=2

$end


$nes=danceblk,
$bio

Dancing Block (c) 1990 Sachen.

- TECHNICAL -

Game ID: SA-013

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76513&o=2

$end


$svision=danceblk,
$bio

Dancing Block [Model SV10030] (c) 1992 Thin Chen Enterprise

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95432&o=2

$end


$info=m4danced,m4danced__a,m4danced__b,m4danced__c,m4danced__d,m4danced__e,m4danced__f,m4danced__g,m4danced__h,m4danced__i,m4danced__j,m4danced__k,m4danced__l,m4danced__m,m4danced__n,m4danced__o,
$bio

Dancing Diamonds (c) 199? BWB.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41299&o=2

$end


$x68k_flop=dancexp,
$bio

Dancing Express (c) 1992 Moai [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87293&o=2

$end


$info=danceyes,danceyesj,
$bio

Dancing Eyes (c) 1996 Namco.

A typically Japanese flavoured puzzle game in which the idea is to 'colour in' areas of women's clothing in order to strip them to their underwear. Gameplay is a variation on Konami's popular and much-copied 1981 classic, "Amidar". Once a level is completed, the player can watch their on-screen female counterpart 'dance', during which the player can use the joystick to move the in-game camera.

- TECHNICAL -

Namco System 11 hardware
Game ID : DC

Main CPU : PSX (@ 16.9344 Mhz), M37702 (@ 16.384 Mhz)
Sound Chips : C352 (@ 16.384 Mhz)

Screen orientation : Horizontal
Video resolution : 640 x 480 pixels
Screen refresh : 60.00 Hz
Palette colors : 65536

Players : 4
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Dancing Eyes was released in August 1996.

One of the girls in the game wears a "Soul Edge" t-shirt from Namco's 1995 game.

- UPDATES -

DC1/VER.A : Japan release, 15:44:41, AUG 27 1996
DC3/Ver.C : US release

The collection (or maybe just the order) of 'girls' differs hugely between the US and Japan versions of the Game.

- TIPS AND TRICKS -

* See Through Mode : at the stage select screen press Up(x2), Down(x2), Left(x2), Right(x2), Up(x2), Down(x2), Left(x2), Right(x2).

* Kansai-ben Mode : hold Left and Button1 then press START after inserting a credit. If this code is accepted correctly, a voice is changed.

Another View Change : in Show Time, press Player-2's UP or DOWN to enjoy another view.

- STAFF -

Concept and game designer : Masateru Umeda
Game coordinate : Kohji Kenjoh
Game programmer : Kyota Tanaka
Visual programmer : Kohji Yamaguchi
System programmer : Kiyoshi Minami
Art directors : Youichiro Komoriya, Satoshi Yamaguchi
Stage designers : Miki Maemori, Kanako Doi, Masanori Kimura, Satoshi Mori, Hisaharu Takahashi, Kohji Mitsunaga, Takashi Imaizumi, Mitsuru Fukuoka, Shigeo Sasaki, Junko Sasaki, Taro Okamoto, Akira Nakajima, Yukiko Yokoo, Kaname Takai, Nobuo Takahashi, Kohji Yamaguchi
Logo designer : Hideaki Ito
Graphic designer : Kiyotaka Tamiya
Music and Sound Effects : Masahiro Fukuzawa, Minamo Takahashi, Hiroyuki Kawada, Yoshie Arakawa, Nobuyoshi Sano, Takayuki Ishikawa, Takanori Ootsuka, Hiroto Sasaki, Kazuhiro Nakamura, Akihiko Ishikawa, Keiichi Okabe, Yuri Misumi
Voices : Kae Araki, Kumiko Watanabe, Michie Tomizawa, Shiho Niiyama, Rei Sakuma, Emiko Honma, Yayoi Gotoh, Hiroshi Kuwabara
Chief director : Hajime Nakatani
Producer : Shukuo Ishikawa

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=578&o=2

$end


$c64_cart,c64_flop=dncfeats,
$bio

Dancing Feats (c) 1983 Romox

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53552&o=2

$end


$gbcolor=dancefrb,
$bio

Dancing Furby [Model DMG-BFBJ-JPN] (c) 1999 Tomy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67710&o=2

$end


$msx2_flop=dancnmai,
$bio

Dancing Mai (c) 1991 Fairytale [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101563&o=2

$end


$a2600=dancingpp,dancingp2,
$bio

Dancing Plate (c) 1982 Puzzy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50380&o=2

$end


$a2600=dancingp,
$bio

Dancing Plate (c) 1982 Bit Corporation.

- TECHNICAL -

Model PG205

- TRIVIA -

Known in Germany as 'Tanzende Teller'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50381&o=2

$end


$info=dncsprt,
$bio

Dancing Spirit (c) 2002 Atronic.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43640&o=2

$end


$info=dstage,dstagea,
$bio

Dancing Stage (c) 1999 Konami Company, Limited.

- TECHNICAL -

Konami Bemani System 573 Analog Hardware

Main CPU : R3000A 32 bit RISC processor, Clock - 33.8688MHz, Operating performance - 30 MIPS, Instruction Cache - 4KB
BUS : 132 MB/sec.
OS ROM : 512 Kilobytes
Additional Sound Chips : Playstation SPU, 24 Channels, 44.1KHz sample rate, PCM audio source, Digital effects include: Envelope, Looping, Digital Reverb, Load up to 512K of sampled waveforms, Supports MIDI Instruments.
Main RAM: 2 Megabytes
Video RAM: 2 Megabyte
Sound RAM : 512 Kilobytes
Graphical Processor : 360,000 polygons/sec, Sprite/BG drawing, Adjustable frame buffer, No line restriction, 4,000 8x8 pixel sprites with individual scaling and rotation, Simultaneous backgrounds (Parallax scrolling)
Sprite Effects : Rotation, Scaling up/down, Warping, Transparency, Fading, Priority, Vertical and horizontal line scroll
Resolution : 256x224 - 740x480
Colours : 16.7 million colors, Unlimited CLUTs (Color Look-Up Tables)
Other Features : custom geometry engine, custom polygon engine, MJPEG decoder

- SERIES -

1. Dancing Stage featuring True Kiss Destination (1999)
2. Dancing Stage featuring Dreams Come True (1999)
3. Dancing Stage EuroMIX (2000)
4. Dancing Stage featuring Disney's Rave (2000)
5. Dancing Stage EuroMIX 2 (2002)
6. Dancing Stage Fusion (2005)
7. Dancing Stage SuperNOVA (2006)
8. Dancing Stage SuperNOVA 2 (2007)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=8458&o=2

$end


$info=dsem,
$bio

Dancing Stage EuroMIX (c) 1999 Konami Company, Limited.

A European only version of the Dance Dance Revolution series. It uses the 3rd DDR mix interface  and incorporates songs from the 2nd and 3rd plus 8 European-exclusive songs.

- TECHNICAL -

Konami Bemani System 573 Digital Hardware

Main CPU : R3000A 32 bit RISC processor, Clock - 33.8688MHz, Operating performance - 30 MIPS, Instruction Cache - 4KB
BUS : 132 MB/sec.
OS ROM : 512 Kilobytes
Additional Sound Chips : Playstation SPU, 24 Channels, 44.1KHz sample rate, PCM audio source, Digital effects include: Envelope, Looping, Digital Reverb, Load up to 512K of sampled waveforms, Supports MIDI Instruments.
Main RAM: 2 Megabytes
Video RAM: 2 Megabyte
Sound RAM : 512 Kilobytes
Graphical Processor : 360,000 polygons/sec, Sprite/BG drawing, Adjustable frame buffer, No line restriction, 4,000 8x8 pixel sprites with individual scaling and rotation, Simultaneous backgrounds (Parallax scrolling)
Sprite Effects : Rotation, Scaling up/down, Warping, Transparency, Fading, Priority, Vertical and horizontal line scroll
Resolution : 256x224 - 740x480
Colours : 16.7 million colors, Unlimited CLUTs (Color Look-Up Tables)
Other Features : custom geometry engine, custom polygon engine, MJPEG decoder

- TRIVIA -

Released in July 1999.

- UPDATES -

Konami provided an 'Internet Ranking Version' upgrade that adds an extra option to the song selection wheel which had similar functionality to the built-in nonstop mode, except the player must play a selection of songs which have already been chosen. The selection of songs on an Internet Ranking machine changes depending on the current month. Upon completing an Internet Ranking nonstop course, the machine would display the player's final score along with a code consisting of numbers and letters, which could be submitted to Konami's website as part of a Europe-wide ranking chart. The overall highest ranking players were awarded prizes by Konami for their achievements.

6 additional songs were also added to the upgrade.

- SERIES -

1. Dancing Stage featuring True Kiss Destination (1999)
2. Dancing Stage featuring Dreams Come True (1999)
3. Dancing Stage EuroMIX (2000)
4. Dancing Stage featuring Disney's Rave (2000)
5. Dancing Stage EuroMIX 2 (2002)
6. Dancing Stage Fusion (2005)
7. Dancing Stage SuperNOVA (2006)
8. Dancing Stage SuperNOVA 2 (2007)

- PORTS -

* Consoles :
Sony PlayStation (2001)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15708&o=2

$end


$info=dsem2,
$bio

Dancing Stage EuroMIX 2 (c) 2002 Konami Corporation.

- TECHNICAL -

Konami Bemani System 573 Digital Hardware

Main CPU : R3000A 32 bit RISC processor, Clock - 33.8688MHz, Operating performance - 30 MIPS, Instruction Cache - 4KB
BUS : 132 MB/sec.
OS ROM : 512 Kilobytes
Additional Sound Chips : Playstation SPU, 24 Channels, 44.1KHz sample rate, PCM audio source, Digital effects include: Envelope, Looping, Digital Reverb, Load up to 512K of sampled waveforms, Supports MIDI Instruments.
Main RAM: 2 Megabytes
Video RAM: 2 Megabyte
Sound RAM : 512 Kilobytes
Graphical Processor : 360,000 polygons/sec, Sprite/BG drawing, Adjustable frame buffer, No line restriction, 4,000 8x8 pixel sprites with individual scaling and rotation, Simultaneous backgrounds (Parallax scrolling)
Sprite Effects : Rotation, Scaling up/down, Warping, Transparency, Fading, Priority, Vertical and horizontal line scroll
Resolution : 256x224 - 740x480
Colours : 16.7 million colors, Unlimited CLUTs (Color Look-Up Tables)
Other Features : custom geometry engine, custom polygon engine, MJPEG decoder

- TRIVIA -

Released in August 2002.

- SERIES -

1. Dancing Stage featuring True Kiss Destination (1999)
2. Dancing Stage featuring Dreams Come True (1999)
3. Dancing Stage EuroMIX (2000)
4. Dancing Stage featuring Disney's Rave (2000)
5. Dancing Stage EuroMIX 2 (2002)
6. Dancing Stage Fusion (2005)
7. Dancing Stage SuperNOVA (2006)
8. Dancing Stage SuperNOVA 2 (2007)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=17742&o=2

$end


$info=dsfdr,
$bio

Dancing Stage Featuring Disney's Rave (c) 2000 Konami Corp.

- TECHNICAL -

Konami Bemani System 573 Digital Hardware

Main CPU : R3000A 32 bit RISC processor, Clock - 33.8688MHz, Operating performance - 30 MIPS, Instruction Cache - 4KB
BUS : 132 MB/sec.
OS ROM : 512 Kilobytes
Additional Sound Chips : Playstation SPU, 24 Channels, 44.1KHz sample rate, PCM audio source, Digital effects include: Envelope, Looping, Digital Reverb, Load up to 512K of sampled waveforms, Supports MIDI Instruments.
Main RAM: 2 Megabytes
Video RAM: 2 Megabyte
Sound RAM : 512 Kilobytes
Graphical Processor : 360,000 polygons/sec, Sprite/BG drawing, Adjustable frame buffer, No line restriction, 4,000 8x8 pixel sprites with individual scaling and rotation, Simultaneous backgrounds (Parallax scrolling)
Sprite Effects : Rotation, Scaling up/down, Warping, Transparency, Fading, Priority, Vertical and horizontal line scroll
Resolution : 256x224 - 740x480
Colours : 16.7 million colors, Unlimited CLUTs (Color Look-Up Tables)
Other Features : custom geometry engine, custom polygon engine, MJPEG decoder

- TRIVIA -

Released in November 2000.

This game is also known as "Dance Dance Revolution Disney Mix".

- SERIES -

1. Dancing Stage featuring True Kiss Destination (1999)
2. Dancing Stage featuring Dreams Come True (1999)
3. Dancing Stage EuroMIX (2000)
4. Dancing Stage featuring Disney's Rave (2000)
5. Dancing Stage EuroMIX 2 (2002)
6. Dancing Stage Fusion (2005)
7. Dancing Stage SuperNOVA (2006)
8. Dancing Stage SuperNOVA 2 (2007)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31835&o=2

$end


$info=dsfdct,dsfdcta,
$bio

Dancing Stage Featuring Dreams Come True (c) 1999 Konami Company, Limited.

- TECHNICAL -

Konami Bemani System 573 Digital Hardware

Main CPU : R3000A 32 bit RISC processor, Clock - 33.8688MHz, Operating performance - 30 MIPS, Instruction Cache - 4KB
BUS : 132 MB/sec.
OS ROM : 512 Kilobytes
Additional Sound Chips : Playstation SPU, 24 Channels, 44.1KHz sample rate, PCM audio source, Digital effects include: Envelope, Looping, Digital Reverb, Load up to 512K of sampled waveforms, Supports MIDI Instruments.
Main RAM: 2 Megabytes
Video RAM: 2 Megabyte
Sound RAM : 512 Kilobytes
Graphical Processor : 360,000 polygons/sec, Sprite/BG drawing, Adjustable frame buffer, No line restriction, 4,000 8x8 pixel sprites with individual scaling and rotation, Simultaneous backgrounds (Parallax scrolling)
Sprite Effects : Rotation, Scaling up/down, Warping, Transparency, Fading, Priority, Vertical and horizontal line scroll
Resolution : 256x224 - 740x480
Colours : 16.7 million colors, Unlimited CLUTs (Color Look-Up Tables)
Other Features : custom geometry engine, custom polygon engine, MJPEG decoder

- TRIVIA -

Released in December 1999.

- SERIES -

1. Dancing Stage featuring True Kiss Destination (1999)
2. Dancing Stage featuring Dreams Come True (1999)
3. Dancing Stage EuroMIX (2000)
4. Dancing Stage featuring Disney's Rave (2000)
5. Dancing Stage EuroMIX 2 (2002)
6. Dancing Stage Fusion (2005)
7. Dancing Stage SuperNOVA (2006)
8. Dancing Stage SuperNOVA 2 (2007)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=18768&o=2

$end


$psx=dsdct,
$bio

Dancing Stage featuring Dreams Come True [Model SLPM-86505] (c) 2000 Konami Corp. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85065&o=2

$end


$info=dsftkd,
$bio

Dancing Stage featuring True Kiss Destination (c) 1999 Konami Company, Limited.

- TECHNICAL -

Konami Bemani System 573 Analog Hardware

Main CPU : R3000A 32 bit RISC processor, Clock - 33.8688MHz, Operating performance - 30 MIPS, Instruction Cache - 4KB
BUS : 132 MB/sec.
OS ROM : 512 Kilobytes
Additional Sound Chips : Playstation SPU, 24 Channels, 44.1KHz sample rate, PCM audio source, Digital effects include: Envelope, Looping, Digital Reverb, Load up to 512K of sampled waveforms, Supports MIDI Instruments.
Main RAM: 2 Megabytes
Video RAM: 2 Megabyte
Sound RAM : 512 Kilobytes
Graphical Processor : 360,000 polygons/sec, Sprite/BG drawing, Adjustable frame buffer, No line restriction, 4,000 8x8 pixel sprites with individual scaling and rotation, Simultaneous backgrounds (Parallax scrolling)
Sprite Effects : Rotation, Scaling up/down, Warping, Transparency, Fading, Priority, Vertical and horizontal line scroll
Resolution : 256x224 - 740x480
Colours : 16.7 million colors, Unlimited CLUTs (Color Look-Up Tables)
Other Features : custom geometry engine, custom polygon engine, MJPEG decoder

- TRIVIA -

Released in July 1999.

- SERIES -

1. Dancing Stage featuring True Kiss Destination (1999)
2. Dancing Stage featuring Dreams Come True (1999)
3. Dancing Stage EuroMIX (2000)
4. Dancing Stage featuring Disney's Rave (2000)
5. Dancing Stage EuroMIX 2 (2002)
6. Dancing Stage Fusion (2005)
7. Dancing Stage SuperNOVA (2006)
8. Dancing Stage SuperNOVA 2 (2007)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11284&o=2

$end


$psx=dstkd,
$bio

Dancing Stage featuring True Kiss Destination [Model SLPM-86411] (c) 1999 Konami Corp. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85066&o=2

$end


$gba=dancswrd,
$bio

Dancing Sword - Senkou [Model AGB-A9SJ-JPN] (c) 2003 MTO, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70272&o=2

$end


$snes=bsdandng,
$bio

Dandan Belt Conveyor - Gyuunyuu no Maki (c) 199? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61183&o=2

$end


$snes=bsdandnu,
$bio

Dandan Belt Conveyor - Ukulele no Maki (c) 199? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61184&o=2

$end


$famicom_flop=dandy,
$bio

Dandy ??????? (c) 1988 Pony Canyon, Incorporated.
(Dandy - Zeuon no Fukkatsu)

Dandy is an action/adventure game by Activision and Pony Canyon. The legendary beast Zeuon has been forgotten by humanity for centuries and no one is aware of the struggle ahead. Time passes and the evil is about to return and Earth must be saved once again. The player takes control of a courageous warrior armed with a sword and a bow. His journey starts in a small house but it is only when he leaves this heaven that his journey really begins. A top-down view displays the surrounding world and the monsters haunting the area. The warrior can either use his sword for close combat or his bows and arrows (available in limited quantities) to defeat these threats. Some enemies also drop gems and other health potions to help the player in his quest. Soon our hero realizes that the world he is exploring is vast and numerous dungeons, towns and other dark places must be visited to complete the game.

- TECHNICAL -

Game ID: PNF-DAN

- TRIVIA -

Dandy was released on October 21, 1988 in Japan for 3000 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65275&o=2

$end


$cpc_cass=dandyuk1,
$bio

Dandy [Model UQK 613] (c) 1986 Electric Dreams Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95854&o=2

$end


$spc1000_cass=danggoo,
$bio

Dang Goo (c) 198? SMC [Sammi Computer] [Korea]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83499&o=2

$end


$psx=danganja,
$bio

Dangan [Model SLPS-02609] (c) 2000 KSS Media Ent. Co. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85067&o=2

$end


$info=dangar,dangar2,dangarb,
$bio

Dangar - UFO Robo (c) 1986 Nichibutsu.

You fly a spaceship in a vertically scrolling game while fighting off enemy ships and collecting ship parts that combine to form an enormous, fist-launching robot. If the player can keep the robot in one piece (a difficult task considering the number of enemies the game throws at you), they'll eventually be able to arm it with a gun and even transform it into one of several devastatingly powerful smaller ships.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 6 MHz)
Sound CPU : Zilog Z80 (@ 4MHz)
Soundchips : Yamaha YM3526 (@ 4MHz), 2x DAC

Screen orientation : Vertical
Video resolution : 256 x 224
Screen refresh : 60 Hz

Players : 1
Control : 8-way joystick
Buttons : 2
=> [A] Shoot, [B] Transform

- TRIVIA -

Released in September 1986.

Pronounced 'dang-gar'. The game is inspired by Japanese cartoons 'DANGARD' and 'UFO ROBO GRENDIZER' from which takes also the design of the main character.

UFO stands for 'Unidentified Flying Object'.

Dangar - Ufo Robo is a sequel to "Terra Cresta" and a prequel to "Terra Force". Notice the same bosses and mini-bosses returning from "Terra Cresta" with minor changes, the formation and ship parts system returns again, the same enemies from "Terra Cresta" return, but now in a more robotic form. Some elements that will dominate in "Terra Force" are also here. Notice the underground warp holes and the mounted lasers that extend their length in the underground area.

Pony Canyon / Scitron released a limited-edition soundtrack album for this game (G.S.M. Nichibutsu 1 - D28B0004) on 21/09/1988.

- UPDATES -

REVISION 1 :
* Build date : SEP. 26 1986

REVISION 2 :
* Build date : DEC. 1 1986

- SERIES -

1. Moon Cresta (1980)
2. Terra Cresta (1985)
3. Dangar - Ufo Robo (1986)
4. Terra Force (1987)
5. Terra Cresta II - Mandoraa no Gyakushuu (1992, NEC PC Engine)

- STAFF -

Directed by : Shigeki Fujiwara
Software by : Vabi Vube
Hardware by : Isao Shiki
Designed by : K. Nakagawa
Music & Sound by : Kenji Yoshida

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=579&o=2

$end


$pc98=dangel,
$bio

Dangel (c) 1995 Mink [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89251&o=2

$end


$x68k_flop=dangarea,
$bio

Danger Area (c) 1989 Art Spec [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87294&o=2

$end


$amigaocs_flop=dangerfr,
$bio

Danger Freak (c) 1989 Rainbow Arts

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73824&o=2

$end


$cpc_cass=dangermo,
$bio

Danger Mouse In Double Trouble [Model AS121] (c) 1985 Alternative Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95857&o=2

$end


$cpc_cass=dangermo01,
$bio

Danger Mouse In Makin' Whoopee [Model AS118] (c) 1985 Alternative Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95859&o=2

$end


$msx1_cass=dmouse,
$bio

Danger Mouse in the Black Forest Chateau (c) 1986 Alternative Software, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94572&o=2

$end


$a800=dngrrngr,
$bio

Danger Ranger (c) 1984 Microdeal

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86509&o=2

$end


$bbca_cass,bbcb_cass=dangruxb,
$bio

Danger UXB (c) 1983 Micro Power

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51717&o=2

$end


$msx1_cart=dangerx4,dangerx4b,dangerx4a,
$bio

Danger X4 (c) 1984 ASCII Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76680&o=2

$end


$info=dangerz,
$bio

Danger Zone (c) 1986 Cinematronics.

A war combat game that is set in a desert. Helicopters, fighters and bombers enter the area swooping down over the mountains. Watch your radar screen and protect your base.

- TECHNICAL -

Main CPU : (2x) Zilog Z80 (@ 6 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.666 Mhz), Custom (@ 1.666 Mhz)

Players: 2
Control: trackball
Buttons: 2

- TRIVIA -

Danger Zone was released around December of 1986.

It won 'Video Game Cabinet Design of the Year' in Replay magazine.

Donn Nauert holds the official record for this game with 4,525,800 points on March 5, 1987.

Michael Jackson used to own this game. It was sold at the official Michael Jackson Auction on Apr. 24th, 2009.

- SERIES -

1. Danger Zone (1986)
2. Viper (1988)

- STAFF -

Art/Graphics: Jerry Huber, Dana Christianson
Programmer: Bob Loney, Steve Hostetler
Support programming: Medo Moreno
Sound: Dave Cartt
Dev.: Ken Hull
Hardware: Alex McKay
Cabinet design by: Dan Viescas

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=580&o=2

$end


$info=m4dz,
$bio

Danger Zone (c) 199? Crystal Leisure.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40204&o=2

$end


$info=dangcurv,
$bio

Dangerous Curves (c) 1995 Taito.

- TRIVIA -

Dangerous Curves was released in July 1995.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4618&o=2

$end


$info=ddungeon,ddungeone,
$bio

Dangerous Dungeons (c) 1992 The Game Room.

A digging / maze game.

- TECHNICAL -

Main CPU : HD6309 (@ 3.579545 Mhz), Hitachi HD63701 (@ 1.193181 Mhz), Motorola M68705 (@ 4 Mhz)
Sound CPU : HD6309 (@ 3.579545 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), (2x) MSM5205 (@ 384 Khz)

Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 57.44 Hz
Palette colors : 512

Players : 2
Control : 4-way joystick
Buttons : 2

- TRIVIA -

Dangerous Dungeons was originally sold as a conversion kit for "Double Dragon", approximately 1,200 kits were made.

Later, the game was licensed to East Coast Coin Co. for manufacturer & distribution in Melbourne. The game sounds & musics in this version are taken directly from Double Dragon.

- STAFF -

Designed and programmed by : Kyle Hodgetts (K H)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=581&o=2

$end


$info=dangseed,
$bio

Dangerous Seed (c) 1989 Namco.

The player assumes control of three separate ships. Each ship has a different firing pattern. When the three ships are combined together, they form the Moon Diver. Their mission is to quell an alien invasion which is spanning all of the Milky Way and destroy the alien headquarters: the Danger-Seed.

The player starts the game with three separate fighters and has to make it through four tubes using the fighters separately. If one gets destroyed, then the next, more powerful ship makes an attempt to get through. If the player makes it to the fifth stage, the three ships combine into a singular composite ship called the "Moon Diver", which has a massive amount of firepower.

- TECHNICAL -

Namco System 1 hardware
Game ID : DR

Main CPU : Motorola M6809 (@ 1.536 Mhz)
Sub CPU : Motorola M6809 (@ 1.536 Mhz)
Sound CPU : Motorola M6809 (@ 1.536 Mhz)
MCU : HD63701 (@ 1.536 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.57958 Mhz), Namco advanced 8-channel stereo WSG, stereo DAC

Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.61 Hz
Palette colors : 24-bit RGB palette

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Dangerous Seed was released in December 1989.

Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Final Lap 2 : G.S.M. Namco 3 - PCCB-00040) on 21/09/1990.

- STAFF -

Game designers : S. Shimizu, Y. Shinozaki
Character designers : Y. Shinozaki, S. Sasaki, Mitsuru Fukuoka (M. Fukuoka)
Graphic designers : Y. Shinozaki, A. Usukura
Visual designers : Y. Shinozaki, S. Sasaki, Mitsuru Fukuoka (M. Fukuoka), M. Ishida
Programmers : A. Sam, S. Shimizu
Music composer : Y. Nagumo
Director : H. Shima
Assistant director : S. Shimizu

- PORTS -

* Consoles :
Sega Mega Drive (1990)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=582&o=2

$end


$megadriv=dangseed,
$bio

Dangerous Seed (c) 1990 Namco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56434&o=2

$end


$amigaocs_flop=dangstrt,
$bio

Dangerous Streets (c) 1993 Flair Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73825&o=2

$end


$info=dfeveron,
$bio

Dangun Feveron (c) 1998 Cave.

A vertically scrolling shoot-em-up from the undisputed masters of the genre, 'Cave', Dangun Feveron features the usual Cave trademarks of intuitive, power-up driven gameplay backed-up with superb graphics and sound.

Dangun Feveron features a very high level of player customisation. At the start of a new game, players are prompted to select 3 different ship attributes; the speed of ship they wish to pilot (from a choice of four), which of the 3 rapid-fire weapons they prefer, and their preferred choice of sustained-fire weapons (activated by holding down the FIRE button). This allows players to tailor the ship to suit their individual needs and gameplay styles, be it a fast-flying speeder with widespread shots to handle enemy squadrons, or a ship with a lower speed that makes it easier to negotiate the swathes of enemy bullets that often fill the screen.

Another of the game's selling points is the capture-and-score system. Initially, every enemy destroyed is worth only one point. However, whenever an enemy is destroyed, coloured spheres appear in its wake, each containing a trapped, human prisoner. The spheres can then be collected by the player to earn additional points. For each prisoner saved, the total points gained from each enemy killed increases by one. For example, saving 56 prisoners means every subsequent defeated enemy is worth fifty-seven points. When the spheres appear, they drift slowly towards the bottom of the screen, before moving back up towards the top where, if they are not collected in time, they drift out of the screen and beyond the player's reach. This resets enemy-destroyed score back to a single point per enemy. If the player loses all of their lives and chooses to 'Continue' the game, the rescue count is reset to zero.

Dangun Feveron's final distinction was in its use of music and sound effects, with the game's creators drawing heavily on the disco sound of the 1970s.

- TECHNICAL -

Game ID : CV01

Cave 1st Generation Hardware

Main CPU : MC68000 (@ 16 Mhz)
Sound CPU : Zilog Z80 [Optional]
Sound Chips : Yamaha YMZ280B (@ 16.9344 Mhz) or OKIM6295 x (1 or 2) + YM2203 / YM2151 [Optional]
Other : 93C46 EEPROM

Screen orientation : Vertical
Video resolution : 240 x 320 pixels
Screen refresh : 57.55 Hz
Palette colors : 2048

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Released in September 1998.

The title of this game translates from Japanese as 'Bullet Gun Feveron'.

Licensed to Nihon System for distribution.

This game is known outside Japan as "Fever SOS".

Dangun Feveron / Cave [Scitron / Gamest - SGCD-0004 - Dec 4, 1998]

- TIPS AND TRICKS -

* Secret Guest Character (from "Uo Poko") : insert a coin and press quickly Down, Up, Right, Left, Up, Down, Left, Right, Start. 1P cat's name is Uotaro and 2P cat's is Poko (81). Note : At the continue (when you loose), you need to enter this code a second time, just after inserting a new credit, to continue to play with this guest character.

* Time Attack Mode : insert a coin, hold A+B and press Start simultaneously.

* You can kill enemies offscreen to the left and right, but not the top and bottom. This can be very useful for getting to later patterns. DM will still appear.

* If you have your side-guns powered up, a quick change in direction can be used to 'whip' their spread to kill popcorn enemies. Useful for killing offscreen enemies as well.

* There are specific triggers, sometimes apart from killing things fast that cause new formations to appear. Many yet to be deciphered.

* At ~2200 DM a 1UP will appear at the center of the screen. Usually triggered late in stage 3 or early in stage 4.

* Seems it is best to use Ship B with bomb or roll. Bomb appears to be higher scoring (due to chaining explosions) and require more planning, while roll is more frantic but kills many large enemies quickly.

* There is a maximum saturation of DM that can be onscreen at one time ~80. After which no DM will spawn, this can be detrimental to score especially in Stage 3.

* If the sphere boss at the end of stage 5 is beaten having not died, you will get a level bonus, then face the true boss. You will be invincible unless you use bombs and will get another level bonus when you kill it.

* Bonus for clearing the game is 100,000 per bomb and 500,000 per life left. These are doubled if you finish by defeating the true last boss.

- STAFF -

Music composed by : Ryuichi Yabuki, Nanpei Misawa

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=583&o=2

$end


$pc8801_flop=dankakuj,
$bio

Dankakuji 3kai seme (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91606&o=2

$end


$x68k_flop=elfgraf,
$bio

Dannosuke Kyouju no Bishoujo Seminar - elf Tokusen Bishoujo Graffiti POPCOM (c) 1990 Elf [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87295&o=2

$end


$gba=danphnujg,
$bio

Danny Phantom - Dschungelstadt (c) 2006 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70273&o=2

$end


$gba=danphntm,danphntma,
$bio

Danny Phantom - The Ultimate Enemy (c) 2005 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70274&o=2

$end


$gba=danphntmu,
$bio

Danny Phantom - The Ultimate Enemy [Model AGB-BUEE-USA] (c) 2005 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70275&o=2

$end


$gba=danphnuj,
$bio

Danny Phantom - Urban Jungle [Model AGB-BOYE-USA] (c) 2006 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70276&o=2

$end


$info=indyheat,
$bio

Danny Sullivan's Indy Heat (c) 1991 Leland.

A 3-player, Indy style racing game with 5 cars that each race around 15 of Danny Sullivan's favorite tracks. Players can turbo, crash, catch fire, and lose fuel, but they may pit stop for repair. Danny himself always races (yellow car) and players can earn money for more turbo, faster pit crew, acceleration, brakes, and tires.

- TECHNICAL -

Main CPU : (2x) Zilog Z80 (@ 6 Mhz)
Sound CPU : I80186 (@ 8 Mhz)
Sound Chips : Custom (@ 8 Mhz), YM2151 (@ 4 Mhz)

Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024

Players : 3
Control : dial
Buttons : 2

- TRIVIA -

Danny Sullivan was one of IndyCar Racing's most recognizable personalities.

- STAFF -

Consultant : Danny Sullivan
Concept : John Rowe
Team leader : John Morgan
Managers : Medo Moreno, Dan Viescas
Software & Graphics : John Morgan, Dave Sullivan, Steve High
Sounds : Sam Powell, Michelle Simon
Diagnostics : Joe Kosic
Hardware : Alex McKay, Eric Henderson, George Fiock
Additional helps : Earl Stratton, Bruce Moore, Dave Scoot, Ellis Goodson

- PORTS -

* Consoles :
Nintendo Famicom (1991)

* Computers :
Atari ST (1992, "Indy Heat")
Commodore Amiga (1992)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=584&o=2

$end


$nes=indyheat,indyheatu,
$bio

Danny Sullivan's Indy Heat (c) 1992 Tradewest, Incorporated. [Corsicana, TX, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55041&o=2

$end


$cdi=dansen,
$bio

Dansen! (c) 1996 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52816&o=2

$end


$msx2_flop=dante,dantea,
$bio

Dante (c) 1990 MSX Magazine

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101564&o=2

$end


$msx2_flop=dante2,dante2a,
$bio

Dante 2 (c) 1992 MSX Magazine

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101565&o=2

$end


$nes=daoshuai,
$bio

Dao Shuai (c) 19?? Sachen [Taiwan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83850&o=2

$end


$nes=ddtank,
$bio

DaoDan TanKe (c) 1994 Yanshan RuanJian [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76520&o=2

$end


$pc98=darakuni,
$bio

Daraku no Kuni no Angie - Kyoukai no Mesu Dorei-tachi (c) 1996 PIL [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89252&o=2

$end


$pc98=dkuniomk,
$bio

Daraku no Kuni no Angie - Kyoukai no Mesu Dorei-tachi SP Disk - Ayashii Omake Disk (c) 1996 PIL [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89253&o=2

$end


$pc98=daremo,
$bio

Dare mo Shiranai... Ushinawareta Kioku no Tobira (c) 1994 XYZ [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89254&o=2

$end


$bbca_cass,bbcb_cass=dddenis,
$bio

Daredevil Denis (c) 1984 Visions

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51718&o=2

$end


$gba=daredvilu,
$bio

Daredevil [Model AGB-AVLE-USA] (c) 2003 Amaze Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70278&o=2

$end


$gba=daredvil,daredvilg,
$bio

Daredevil [Model AGB-AVLP] (c) 2003 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70277&o=2

$end


$pc98=darekasp,
$bio

Dareka... Special (c) 1993 Wendy Magazine

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89255&o=2

$end


$x68k_flop=dariball,
$bio

Dariball (c) 1989 Empty [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87296&o=2

$end


$info=darius,dariusj,dariuso,dariuse,dariusu,
$bio

Darius (c) 1986 Taito Corp.

A horizontally scrolling shoot-em-up that was unique at the time for featuring a game screen that was three times wider than the conventional size, with the arcade cabinet utilizing three CRT screens to accommodate it.

In the game, the player flies an ornate fighter craft called a Silver Hawk. The craft is equipped with two attack weapons : Missile (forward-firing standard gun) and Bomb (drops from the bottom of the ship). The Silver Hawk is also equipped with the 'Arm' (armor); a green energy shield that can absorb enemy attacks without harm to the ship.

During the course of the levels the player must navigate the terrain and battle a variety of fighter craft, ground vehicles, turrets, and other obstacles. At the end of every level, players are greeted with the obligatory end-of-level boss. The bosses in Darius are often in the form of mechanical aquatic animals, such as fish or squid. If the player defeats the boss, the tunnel splits into two and the player must decide whether to take the upper or lower tunnel, both of which lead to a different stage. This allows many different paths to be taken through the game.

Power-ups can be obtained by shooting enemies of a certain color, with the power-ups appearing in the form of colored bubbles. Each color corresponds to one of the ship's three weapons :
* Red - Missile
* Green - Bomb
* Blue - Arm

If the player powers up a weapon more than seven times, the weapon changes to a new, more powerful version. This then becomes the player's default weapon, and can be powered up further. There are also two other colors of power-up bubble, white and orange; which can be obtained by shooting at certain sections of the terrain; unfortunately, there are no visual clues as to where these may be on any given level. These hidden power-ups offer the following :
* White - Gives a score bonus.
* Orange - Smart bomb that kills all on-screen enemies.

- TECHNICAL -

Prom Stickers : A96

Main CPU : (2x) Motorola 68000 (@ 8 Mhz)
Sound CPU : (2x) Zilog Z80 (@ 4 Mhz)
Sound Chips : (2x) Yamaha YM2203 (@ 4 Mhz), OKI MSM5205 (@ 384 Khz), (18x) Volume (@ 384 Khz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Even if titlescreen says 1986, Darius was released in February 1987 in Japan.

Darius was unique in the fledgling genre for having a game screen three times longer than the usual size, and thus requiring three screens to be arranged side-by-side in order to play.

The player flies a small spacecraft called a Silver Hawk, which is also distinctive in being highly detailed in design - indeed, Taito devised mock blueprints for it. The Silver Hawks are a trademark of the series.

Another trademark of the series is the unique branching level structure. The levels are arranged in a large binary tree, and at the end of each level, the player must choose one of two paths to follow. This means that there are many different paths that can be taken through the game.

The heroes' names in Darius series 'PROCO' and 'TIAT' backwards spell 'TAITO CORP'.

The first stage music is a remix of the "Metal Soldier Isaac II" intro music (1985).

Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Darius - PCCB-00093) on August 21, 1992.

Zuntata Records released a limited-edition soundtrack album for this game (Zuntata History L'ab-normal 1st - ZTTL-0038) on April 1, 1999.

- TIPS AND TRICKS -

* Progression of the bubbles :
Weapons (red) : Bullets --> Lasers --> Wave
Shields (blue) : Green --> Silver --> Gold
Bombs (green) : Single --> Dual --> Quad

* Miscellaneous bubbles :
Points (grey): Points
Extra-ship : Bomb certain key spots on the terrain.

* Power levels : There are eight power levels (0-7) within each armament category. Your weapons, shields, and bombs improve as you go from 0-7 :
Weapons : The shots move faster and therefore recharge more quickly.
Bullets increase in number and waves increase in height, thus destroying more enemies at once. Waves, once fired, will go through anything until leaving the screen to the right.
Shields : They just recharge, but the better classes of shields absorb more hits. Gold shields will also protect your ship from collisions with objects as well as shots, but on certain screens that have lots of little squeezeways, gold shields can actually kill you by ricocheting your ship back and forth until you die.
Bombs : They get 'smarter' in seeking out targets.

* How to complete the game : Completing the game is easiest with triple bullets.
Explore the different paths this way, and when you're ready for a challenge, try to get wave.
Lasers are not weapons so much as a handicap you have to endure while building to wave.

* Recommended paths (easiest) : A-C-E-H-M-R-X

- SERIES -

1. Darius (1987, Arcade)
2. Darius II (1989, Arcade)
3. Darius Twin [Model SHVC-DT] (1991, Super Famicom)
4. Darius Force [Model SHVC-DH] (1993, Super Famicom)
5. Darius Gaiden - Silver Hawk (1994, Arcade)
6. G-Darius (1997, Arcade)
7. G-Darius ver.2 (1997, Arcade)
8. Darius Burst (2009, Sony PSP)
9. Darius Burst - Another Chronicle (2010, Arcade)
10. Darius Burst - Another Chronicle EX (2011, Arcade)

- STAFF -

Directed and produced by : Toshio Kohno
Game designers : Toshio Konho, Akira Fujita, Kazuya Mikata
Programmers : Ken Hasegama, Takashi Kuriyama, Hideaki Tomioka, Tohru Sugawara, Hidenori Sasatani, Hideki Hashimoto
Art designers : Tetsuroh Kitagawa, Yoshihiro Wakita, Junji Yarita, Yukio Ishikawa, Kohzoh Igarashi, Genya Kuriki, Taira Sanuki, Masami Kikuchi, Mitsuru Ogama
Mechanical engineers : Takeki Nakamura, Eiji Kubota
Cabinet designers : Takeo Shiraishi, Hisayoshi Nakane, Natuki Hirosawa
Hardware designers : Takashi Ohhada, Syuji Kubota, Seigo Sakamoto
Music composers : Yasuhiko Tanaka, Hisayoshi Ogura, Naoto Yagishita, Tsukasa Nakamura, Eikichi Takahashi, Masahiko Takaki

- PORTS -

* Consoles :
NEC PC-Engine [JP] (1990, "Darius Alpha")
NEC PC-Engine [JP] (September 21, 1990; "Darius Plus [Model NAPH-1009]") 
NEC PC-Engine CD [JP] (March 16, 1990; "Super Darius [Model HACD0003]") 
Nintendo Game Boy [AS] (1991, "Sagaia [Model DMG-116 CHN]")
Nintendo Game Boy [JP] (December 13, 1991; "Sagaia [DMG-S8A]") 
Nintendo Game Boy Advance [JP] (December 13, 2002; "Darius R [Model AGB-P-A2DJ]") 
Nintendo Wii [Virtual Console] [JP] (October 7, 2008) PC-Engine CD version

* Computers :
Atari ST [EU] (1989, "Darius Plus") 
Commodore Amiga [EU] (1989, "Darius Plus") 
Sinclair ZX Spectrum [EU] (1990, "Darius Plus")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=585&o=2

$end


$x68k_flop=darius,
$bio

Darius (c) 19?? Hasamichi

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87297&o=2

$end


$pce=dariusa,
$bio

Darius Alpha (c) 1990 NEC Avenue, Limited.

Darius Alpha is a bare bone boss rush, and the goal of the game is to face all sixteen bosses from Darius Plus in a row (can be played either in Normal or in a 4 minutes Time Attack mode).

- TRIVIA -

This Darius game was a promotional release. Owners of both "Darius Plus" (HuCard) and "Super Darius" (CD-Rom) could mail a proof of purchase to Taito, and be entered into a drawing for the chance to receive one of the eight hundred copies of Darius Alpha (two hundred extra copies are believed to have been given away by Japanese magazines at the time). A letter enclosed with the game indicates that NEC received a total of 9762 entries!

Darius Alpha is one of the rarest game available for the PC Engine system.

- STAFF -

Executive Producer: Makoto Sakio
Producer: Toshio Tabeta
Director: Kōji Matsuda
Programmer: Masashi Shimizu, Masatoshi Kanemitsu, Hideki Mesuda (Hacker), Masashi Inde
Hi‑speed Mathpack: Junichi Ten Takao
Graphic Composer: Toshio Tabeta (Hyper), Kōji Matsuda (Gu-gu-), Yasunori Takahara (Bear)
Music Driver: Shigeharu Isoda, Kenichiro Isoda
Map Convert: Takashi Ozama, Waruiko Ishibashi
Special Thanks to: Naoto Yamamoto, Tsuyoshi Matumoto, Yutaka Kubouchi, Shigenobu Nanbu, Noriaki Ohtsuka, Nobuhiro Takagaki (Meg), Noriyuki Watanabe, Kaoru Murohoshi, Fumiko Suzuki, Kenichi Yamashita, T. Hayashi, Chieko Ochiai (Charmy), Chisato Yanagi, Fumio Kurosawa, Turbo C Compiler, AS.EXE

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49104&o=2

$end


$x68k_flop=dariusdt,
$bio

Darius Dokomade Tatakaemasuka (c) 1991 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87298&o=2

$end


$x68k_flop=dariuse,
$bio

Darius Extra Version (c) 198? Fukuiinchou

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87299&o=2

$end


$snes=dariusfc,
$bio

Darius Force (c) 1993 Taito Corp.

Darius Force is a side scrolling shooter by Taito, and another episode of the long-running and popular Darius series. This installment is however exclusive to the Super Famicom system (as was 'Darius Twin') and was not ported from an arcade game. Eons have passed since the war against the Belser empire and its sinister army of fish-shaped and crustacean war machines. But history is about to repeat itself, as it often does, and large enemy battleships have started to appear all across the galaxy. The Silver Hawk space fighters are deployed to counter the emerging threat and put an end to this new invasion. Darius Force is the first game in the series to offer a selection of three different ships to choose from, namely the Green Hawk (codename 229X-0001 from Darius), the Purple Hawk (codename FFSA-0019 from Darius II) and the Red Hawk (codename FRSA-6351 and exclusive to Darius Force). Although all ships look fairly similar (albeit a color variant), they however feature different weapons systems which range from average (but balanced) wave shots to powerful (but limited) piercing lasers. In the Darius tradition, each fighter comes equipped with three different weapon systems - a primary gun (wave shot, napalm shot or laser shot), a side weapon (bombs and 6way/round lasers), and a protective shield. Each weapon can be upgraded by collecting colored orbs left behind by certain enemies (or enemy formations) - red for the main and side weapons (red orbs upgrade both weapons at once in this version) and blue for the shield. Interestingly, the side weapon can be switched from bombs to lasers at any time during the game (by pressing the right shoulder button), and, curiously, both primary and side weapons can be fired simultaneously but at the cost of one power level. Additionally, a special red capsule can be collected to unleash a powerful laser beam that swiftly wipes out enemies directly facing the Silver Hawk. Levels also follow another Darius long tradition - each visited zone branches out into two distinct stages. However, Taito dropped the classic pyramidal structure for a flatter layout - put simply, the player can now complete the game by either visiting five, six or seven levels (depending on what path he decides to take). In reality though, the game features no less that fifteen different stages and eleven bosses exclusive to this version - and some levels even include mid-stage branching paths! Darius Force is single player only.

- TECHNICAL -

[Model SHVC-DH]

- TRIVIA -

Released on September 24, 1993 in Japan for 8800 Yen.

Export releases:
[US] "Super Nova [Model SNS-DH-USA]"

- TIPS AND TRICKS -

* Konami code: The popular Konami code can be used in this game. Pause the game and press up, up, down, down, left-shoulder, right-shoulder, left-shoulder, right-shoulder, B and A, then unpause the game. However, Darius is obviously a Taito franchise, and the Silver Hawk self destructs when the player enters the code. Sneaky.

* Zone X - Boss endurance mode:
An option exist to access a secret Zone X which consists of a boss rush mode where eight bosses come at the player in a row. When the Taito logo appears (right before the title screen), press Down, X, Up, B, Left-shoulder, Right-shoulder, Left and A on the second controller. This code has to be fully entered before the Taito logo disappears, and a chime sound should signal that it was successfully executed. When you start the game, the message Wow!! You discovered the Boss endurance mode! will appear.

- SERIES -

1. Darius (1987, Arcade)
2. Darius II (1989, Arcade)
3. Darius Twin [Model SHVC-DT] (1991, Super Famicom)
4. Darius Force [Model SHVC-DH] (1993, Super Famicom)
5. Darius Gaiden - Silver Hawk (1994, Arcade)
6. G-Darius (1997, Arcade)
7. G-Darius ver.2 (1997, Arcade)
8. Darius Burst (2009, Sony PSP)
9. Darius Burst - Another Chronicle (2010, Arcade)
10. Darius Burst - Another Chronicle EX (2011, Arcade)

- STAFF -

Planning: Nobuaki Kuroki
Software: Masaru Mizuno, Hazutaka Itoh, Takashi Mayuzumi
Character: Takeshi Narita, Tiger Kato, T. Kawaishi, Shi Saitoh, Mitsuhiro Uehara
Sound: Kiyoshi Kusatsu, Yoshio Watanabe, Yukihiko Tanabe
Design & Artwork: Yasuo Tanizawa, Tomoaki Okada, H. Okamoto
Special thanks: Keishi Itoh, Yuji Koga, CB-1, Yamasan
Producer: Shouji Takahashi
Executive Producer: Seizoh Matsutaka
Director: Nobuaki Kuroki

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61185&o=2

$end


$info=dariusg,dariusgu,dariusgj,dariusgx,
$bio

Darius Gaiden - Silver Hawk (c) 1994 Taito Corporation.

In the game, the third in the sequel of Darius series; the player flies an ornate fighter craft called a Silver Hawk. The craft is equipped with two attack weapons: Missile (forward-firing standard gun) and Bomb (drops from the bottom of the ship). The Silver Hawk is also equipped with the 'Arm' (armor); a green energy shield that can absorb enemy attacks without harm to the ship. Some enemies leave panels behind that can be collected to power-up your shots, missiles or shield.

The graphics and sound are superior to those of the previous Darius games, and the game employs a lot of impressive visual effects; for example, the Silver Hawk warps into a stage dramatically in the fourth-tier stages, and begins to burn on re-entry at the start of the sixth-tier stages.

The bosses are huge and far more complex than those of the previous games, each employing several attack patterns and explode with powerful warping and twisting effects upon their defeat.

- TECHNICAL -

Runs on the "Taito F3 System" Hardware.

Prom Stickers: D87

Screen Orientation: Horizontal

Players: 2
Control: 8-Way Joystick
Buttons: 2
=> Missile, Bomb

- TRIVIA -

Darius Gaiden was released on September 19, 1994. 

The title of this game translates from Japanese as 'Darius Side Story - Silver Hawk'. 

The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to 'AAA'. 

Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Darius Gaiden - PCCB-00166) on November 18, 1994.

- UPDATES -

The US version has the "Recycle It, Don't Trash It!" screen. 

There was an EXTRA version (on March 6, 1995) in this game and it was their official hack with increased rapid fire, and swapped bosses. In this EXTRA version, in a 1-player game, if you press 2P Start, you won't be able to select your path at the end of a level, and you'll have to complete the 28 levels to end the game. The same "trick" is available in a 2-player game if you press 2P Start first, then let Player 1 join in.

- TIPS AND TRICKS -

* Items list:
- Red Shield: Appears when a red enemy is destroyed. Your shots are powered up by one level. 
- Green Shield: Appears when a green enemy is destroyed. When three have been obtained, your surface bombs are powered up by one level. 
- Blue Shield: Appears when a blue enemy is destroyed. When five have been obtained, your barrier is upgraded by one level. 
- Violet Shield: This is hidden in the landscape and appears when it is hit by a bomb. Your Black Hole bomb supply is increased by one. 
- Silver Shield: This is hidden in the landscape and appears when it is hit by a bomb. Awards a bonus score. 
- Gold Shield: This is hidden in the landscape and appears when it is hit by a bomb. It will destroy all enemies on the screen. 
- Extend Medallion: This is hidden in the landscape and appears when it is hit by a bomb. It will award you one extra life.

* Shoot the control ball to detach it from the mid-level boss. Then collect the ball to use the mid-level boss as a weapon.

- SERIES -

1. Darius (1987, Arcade)
2. Darius II (1989, Arcade)
3. Darius Twin [Model SHVC-DT] (1991, Super Famicom)
4. Darius Force [Model SHVC-DH] (1993, Super Famicom)
5. Darius Gaiden - Silver Hawk (1994, Arcade)
6. G-Darius (1997, Arcade)
7. G-Darius ver.2 (1997, Arcade)
8. Darius Burst (2009, Sony PSP)
9. Darius Burst - Another Chronicle (2010, Arcade)
10. Darius Burst - Another Chronicle EX (2011, Arcade)

- STAFF -

Producer: Hidehiro Fujihara
Game Designers: Hisakazu Kato, Akira Kurabayashi, Masami Kikuchi, Yutaka Nagayama, Naoto Omura, Hidetaka Harada, Rintaro Doi, Katsumi Kaneoka, Hisayoshi Ogura, Katsuhisa Ishikawa
Thanks: Kentaro Matsumura
Art Directors: Kat, Masami Kikuchi, Baw-Baw
Programmers: Kurabar, Yutaka Nagayama, Naoto Dmura, Hidetaka Harada
Hardware Engineer: Katsumi Kaneoka
Decorator: Rintaro Doi
Sound (Zuntata): Hisayoshi Ogura (OGR.), Katsuhisa Ishikawa
Bit Pattern: Makoto Fujita, Ucky Maeda, Tohru Kawaishi, Yuko Kajihara, Miwa Kamiya, Vap, A-Wave

Special Thanks: Hisao Shimizu, Ichiro Fujisue, Rie Amino, Takako Akitsu, Masahiro Tashito, Nakayama Jotohei, Nobuyuki Hayashi, Ryota Komai, Yasunobu Kosokabe, Mitsuru Fukumoto, Saori Hiratsuka, Ryota Sasaki, Naoto Yagishita, Takao Yoshiba,  Nobuaki Kuroki, Yuichi Onogi, Makoto Osaka, Yoshihiro Mori, Naomitsu Abe, Masatoshi Tsuneoka, Yosuke Tsuda,  Papara Kaito, Yoshinari Mitani, I,G Tatsunoko

- PORTS -

* Consoles : 
Sega Saturn [JP] (December 15, 1995) "Darius Gaiden [Model T-1102G]" 
Sega Saturn [EU] (1996) "Darius Gaiden [Model T-8123H-50]" 
Sega Saturn [US] (1996) "Darius Gaiden [Model T-8123H]" 
Sony PlayStation [JP] (December 13, 1996) "Darius Gaiden [Model SLPS-00574]" 
Sony PlayStation 2 [JP] (July 28, 2005) "Taito Memories Joukan [Model SLPM-66057]" 
Sony PlayStation 2 [AU] (March 30, 2006) "Taito Legends 2 [Model SLES-53852]" 
Microsoft XBOX [EU] (March 31, 2006) "Taito Legends 2" 
Sony PlayStation 2 [EU] (March 31, 2006) "Taito Legends 2 [Model SLES-53852]" 
Sony PlayStation 2 [US] (May 16, 2007) "Taito Legends 2 [Model SLUS-21349]" 

* Computers : 
PC [MS Windows, CD-ROM] [US] (1998) 
PC [MS Windows, CD-ROM] [EU] (March 31, 2006) "Taito Legends 2" 
PC [MS Windows, CD-ROM] [US] (July 10, 2007) "Taito Legends 2"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=586&o=2

$end


$saturn,sat_cart=dariusgja,dariusgj,
$bio

Darius Gaiden (c) 1995 Taito Corp.

- TECHNICAL -

Game ID: T-1102G

- TRIVIA -

Darius Gaiden for Saturn was released on December 15, 1995 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59022&o=2

$end


$saturn,sat_cart=dariusg,
$bio

Darius Gaiden (c) 1996 Acclaim Ent., Incorporated.

- TECHNICAL -

Game ID: T-8123H-50

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60276&o=2

$end


$saturn,sat_cart=dariusgu,
$bio

Darius Gaiden (c) 1996 Acclaim Entertainment, Incorporated.

- TECHNICAL -

Game ID: T-8123H

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60017&o=2

$end


$info=darius2,darius2d,darius2do,
$bio

Darius II (c) 1989 Taito.

The direct sequel to the 1986 original, Darius II retained the distinctive 3-screen format of the first game.

The power-up system of Darius II was changed from that of its parent game, with players having to destroy complete waves of a particular enemy to earn a power-up. 2 new power-ups were also added; the 1st was a new weapon power-up that gave the player green, vertical lasers, the 2nd power-up was a rainbow-colored item that powered up all of the players weapons.

Another new feature of Darius II is the appearance of mini-bosses - large enemies that appear at the mid point of a level, possessing similar strength and abilities to those of the game's normal bosses (such as extravagant weapons, or the inability to be damaged without first exposing a vulnerable area). The mini-bosses in Darius II are in fact smaller versions of the bosses from Darius.

The game is set in the inner regions of the Solar system, and has the same branching level structure as Darius, allowing players to select their own route through the game.

- TECHNICAL -

Prom Stickers : C07

Main CPU : (2x) Motorola 68000
Sound CPU : Zilog Z80
Sound Chips : Yamaha YM2610, (4x) Volume

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Darius II was released in September 1989.

This game is known in US as "Sagaia" (licensed to Romstar for distribution).

Two versions of this game were made : The more common three-screen version (like the original "Darius"), and a harder to find two-screen version (aspect ratio : 8/3)

Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Darius II : G.S.M. Taito 4 - PCCB-00010-12) on November 21, 1989.

Zuntata Records released a limited-edition soundtrack album for this game (Zuntata History L'ab-normal 1st - ZTTL-0038) on April 1, 1999.

- SERIES -

1. Darius (1987, Arcade)
2. Darius II (1989, Arcade)
3. Darius Twin [Model SHVC-DT] (1991, Super Famicom)
4. Darius Force [Model SHVC-DH] (1993, Super Famicom)
5. Darius Gaiden - Silver Hawk (1994, Arcade)
6. G-Darius (1997, Arcade)
7. G-Darius ver.2 (1997, Arcade)
8. Darius Burst (2009, Sony PSP)
9. Darius Burst - Another Chronicle (2010, Arcade)
10. Darius Burst - Another Chronicle EX (2011, Arcade)

- STAFF -

Directed and produced by : Hidehiro Fujiwara
Game designed by : Hidehiro Fujiwara, Senba Takatsuna
Programmed by : Akira Ohtsuki, Tatsuo Nakamura, Masashi Tsuzura, Shinji Soyano
Art designed by : Masami Kikuchi, Senba Takatsuna, Hisakazu Kato
Cabinet designer : Yoshinori Aiura
Hardware designed by : Toshiyuki Sanada
All music composed and arranged by : Hisayoshi Ogura (Team Zuntata)
Sound editors : Yasuhisa Watanabe, Norihiro Furukawa
Sound software : Naoto Yagishita

- PORTS -

* Consoles : 
Sega Mega Drive [JP] (December 20, 1990) "Darius II [Model T-11083]" 
NEC PC-Engine CD [JP] (December 24, 1993) "Super Darius II [Model NAPR-1031]" 
Sega Saturn [JP] (June 7, 1996) "Darius II [Model T-1104G]" 
Sony PlayStation 2 [JP] (January 25, 2007) "Taito Memories II Joukan [Model SLPM-66649]" 

* Handhelds : 
Nintendo Game Boy [AS] (1991) "Sagaia [Model DMG-116 CHN]" 
Nintendo Game Boy [JP] (December 13, 1991) "Sagaia [DMG-S8A]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=587&o=2

$end


$saturn,sat_cart=darius2,
$bio

Darius II (c) 1996 Sega Enterprises, Limited.

European release. For more information on the game itself, please see the original Japanese release entry; "Darius II [Model T-1104G]".

- TECHNICAL -

Game ID: MK81085-50

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60277&o=2

$end


$saturn,sat_cart=darius2j,
$bio

Darius II (c) 1996 Taito Corp.

- TECHNICAL -

Game ID: T-1104G

- TRIVIA -

Darius II for Saturn was released on June 7, 1996 in Japan.

Known export releases:
[EU] "Darius II [Model MK81085-50]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59023&o=2

$end


$megadriv=darius2,
$bio

Darius II (c) 1990 Taito Corp.

- TECHNICAL -

Cartridge ID: T-11083

- TRIVIA -

Darius II for Mega Drive was released on December 12, 1990 in Japan.

Known export release:
[US] "Sagaia [Model TS-0039-40]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56435&o=2

$end


$pce=dariusp,
$bio

Darius Plus (c) 1990 NEC Avenue, Limited.

Darius Plus is a horizontal shooter and is the conversion of the arcade game Darius originally released by Taito in 1986. Massive and aquatic looking mechanical entities are heading towards planet Darius, and they are clear warning signs of an imminent attack. A courageous pilot, Proco Jr., on-board his Silver Hawk space fighter, is given the perilous mission of stopping the upcoming war. The ship is equipped with two attack weapons - a forward facing laser and ground bombs. A third feature is a powerful force field shield that the player can activate to protect a small perimeter around the ship. As aforementioned, although the game only features two weapons and one shield option, they can be incrementally upgraded by collecting orbs left behind by colored enemy ships - Red orbs upgrade the main weapon (from Missiles to Lasers and Waves), Green orbs upgrade the bombs (from Simple to Twin and Multi) and Blue Orbs upgrade the shield (Arm, Super and Hyper). Additionally, other orbs are available for the picking - some destroy all enemies on screen whereas others award the player with Extra Lives or Points. But the upgrade system in Darius is unlike any others - although each collected orb gradually enhances a weapon, a total of eight much be stored to finally upgrade it to the next level (and losing a life takes the ship back to the lowest level). Finally, Darius features an unique branching level progression in which the player can choose an alternate path to take at the end of each stage. Although only seven levels can be accessed in one single play, the whole game boasts a total of twenty six different stages. Unlike the original arcade game, Darius Plus is single player only.

- TECHNICAL -

[Model NAPH-1009]

- TRIVIA -

Darius Plus was released on September 21, 1990 in Japan for 9800 Yen.

The original Darius arcade game was released by Taito in 1986, and used an impressive large display made out of three color monitors aligned left to right, giving the player an unique and incredible panoramic view of the action. It was ported to the PC Engine in 1990 - however, two versions were available; a CD-Rom version called "Super Darius" and a Hucard version called 'Darius Plus'.

This PC Engine Hucard version has a couple of interesting differences with the original arcade game. Obviously, the screen is not as wide as the original display (the PC Engine could only run on a 4:3 standard-definition TV screen after all), so developers had to crop the image and compress the action into a much smaller space - but it actually works pretty well. Additionally, the conversion has lost the two-player option and is single-player only. However, Darius Plus is somehow easier and it resurrects the player on the spot rather than taking him back to the beginning of the stage (unlike the original arcade game). But the game is called 'Darius Plus', and the reason behind this suffix is that it features more bosses than the original arcade game. Darius had a total of eleven different bosses whereas Darius Plus featured sixteen. Additionally, four bosses from Darius were cut from Darius Plus (Fatty Glutton, Iron Hammer, Strong Shell and Great Thing), so the game in reality features nine new bosses - all borrowed from the arcade game Darius II released in 1989 - Big Rajarnn (Zone D), Little Stripes (Zone E), Guard Savage (Zone G & I), Red Crab (Zone H & J), Hard Mollusk (Zone K & N), Tough Spring (Zones L & O), My Home Daddy (Zones P & T), Mystic Power (Zones Q & S) and Fire Star (Zones R & U).

As a side note, Darius Plus is the only HuCard ever produced to also be compatible with the SuperGrafx system (hence the PC-SG logo that can be found on the game's cover). Or to put it correctly, the only HuCard game that can take advantage of the Supergrafx system if present, and enhance its sprite engine and cause less flickering on screen (especially during boss battles).

A promotional release of Darius game was created in 1990 and called Darius Alpha. Owners of both Darius Plus (HuCard) and Super Darius (CD-Rom) could mail a proof of purchase to Taito, and be entered into a drawing for the chance to receive one of the eight hundred copies of Darius Alpha.

- TIPS AND TRICKS -

* Select Difficulty Level: On the title screen press SELECT while holding I and II.

- STAFF -

PROGRAMMED BY BITS LAB.
LICENSED BY TAITO CORP.

Executive Producer: Makoto Sakio
Producer: Toshio Tabeta
Directer: Kohji Matsuda
Programmer: Masashi Shimizu (Masas), Masatoshi Kanemitsu, Hideki Hacker Mesuda, Max Inde (Max)
Hi-Speed Mathpack: Junichi Ten Takao
Graphics Composer: Toshio Hyper Tabeta, Kohji Gu-Gu- Matsuda, Yasunori Bear Takahara
Recording Supervisor: Yukihiro Free Too, Kimitoshi Hashizume
Music Driver: Shigeharu Isoda, Kenichiroh Isoda
Map Convert: Takashi Ozama, Waruiko Ishibashi

Special Thanks To: Naoto Yamamoto, Tsuyoshi Matumoto, Yutaka Kubouchi, Shigenobu Nanbu, Noriaki Ohtsuka, Nobuhiro Meg Takagaki, Noriuki Watanabe, Kaoru Murohoshi, Fumiko Cuty Suzuki, Metal Yamashita, T. Hayashi, Chieko Charmy Ochiai, Chisato Yanagi, Fumio Kurosawa

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49105&o=2

$end


$gba=dariusr,
$bio

Darius R [Model AGB-A2DJ-JPN] (c) 2002 PCCW Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70279&o=2

$end


$snes=dariustwj,
$bio

ダライアスツイン (c) 1991 Taito Corp.
(Darius Twin)

Darius Twin is a side scrolling shooter by Taito, and the first episode in the company's flagship Darius series to be released for the Super Famicom system. This installment is however exclusive to Nintendo's 16-bit console (as was 'Darius Force'), and was not ported from an arcade game. Darius Twin takes place thousands of years after the original battle of Darius. But this long period of peace and stability is about to come to an end - the evil Belser empire and its army of fish-looking and monstrous battleships have suddenly reappeared from their hiding place. Once again, the planet Darius faces a certain irredeemable doom and two elite pilots (descendants of Proco and Tiat), on board their Silver hawk space fighters, are summoned to save the day. In the Darius tradition, each ship comes equipped with a two-weapon system (front laser and side bombs) and a shield. Each weapon can be separately upgraded by collecting colored orbs left behind by small formations of power cubes, the same cubes that hassled the player in the first Darius games if they lingered around a boss for too long. Power ups include Red pods (upgrade the main weapon), green pods (upgrade the side weapon), blue pods (upgrade the shield) as well as Yellow pods (wipes out all enemies on screen) and Orange pods (extra life). A last power item is a red octagonal pod that switches the main weapon from laser-blasts to powerful piercing lasers, and vice versa. Additionally, and just like any other title in the Darius series, although one play consists of seven stages, the game features a grand total of twelve levels (called 'Rounds') and branching routes give the player the ability to pick a path between two choices. However, Darius Twin differs greatly from previous installments in the series and the branching paths are extremely limited - six zones don't branch out at all, and there is only one final level (Zone L). Finally, and as the game's title aptly implies, a two simultaneous player mode is available.

- TECHNICAL -

Cartridge ID: SHVC-DT

- TRIVIA -

Darius Twin was released on March 29, 1991 in Japan for 8500 Yen.

It was the first title published by Taito on the Super Famicom.

Reviews:
[FR] 1990 - Consoles + HS N.2: 89/100

Export releases:
[US] "Darius Twin [Model SNS-DT-USA]"

- TIPS AND TRICKS -

* Extra lives: On the title screen, hold the Left-shoulder and Right-shoulder buttons on the second controller. Then hold Select on the first controller and press Start. This will allow you to start the game with 49 lives !

* Safe location: Place your ship above the last three digits of the score 
in the first level. No enemies will hit the ship until 
the Boss appears.

- SERIES -

1. Darius (1987, Arcade)
2. Darius II (1989, Arcade)
3. Darius Twin [Model SHVC-DT] (1991, Super Famicom)
4. Darius Force [Model SHVC-DH] (1993, Super Famicom)
5. Darius Gaiden - Silver Hawk (1994, Arcade)
6. G-Darius (1997, Arcade)
7. G-Darius ver.2 (1997, Arcade)
8. Darius Burst (2009, Sony PSP)
9. Darius Burst - Another Chronicle (2010, Arcade)
10. Darius Burst - Another Chronicle EX (2011, Arcade)

- STAFF -

Executive Producer: Takao Ueno, T. Kou
Producer: Tomohiro Nishikado, Shouji Takahashi
Programmers: Yasutaka Minami, Mituo Ogura, Junichiro Noguchi
Character Designers: Keisuke Miyanaga, T. Kawaishi, Shin Saitoh, Y. Wakita
Sound Editor: Wiz. Master (Zuntata), Pochi (Zuntata)
Sound Software: Nao. Neko
Game Checker: Kiyoshi Bandou, Y. Nakamura
Technical Adviser: Yuji Koga, Haruo Suzuki
Special Thanks To: Akira Fujita, Yasutaka Ougou, Takayuki Shinma, Daigoro
Game Design And Directed By: Kouji Yamazaki

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61186&o=2

$end


$snes=dariustwu,
$bio

Darius Twin [Model SNS-DT-USA] (c) 1991 Taito Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62889&o=2

$end


$snes=dariustw,
$bio

Darius Twin [Model SNSP-DT-EUR] (c) 1991 Taito Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62888&o=2

$end


$info=darkadv,
$bio

Dark Adventure (c) 1987 Konami.

Pre-version of "Majuu no Ohkoku [Model GX687]" For more information about the game itself, please see the original version entry.

Dark Adventure has:
* Different intro sequences.
* More difficult: The energy live decrease faster and each scene has more than one exit (and more than one key).
* There are three player characters instead of two (Zorlock has been added).
* The rectangle that contains the options (weapons and speed) that you can activate doesn't exist.
* The scenes with the dragon don't exist.
* The weapons and the process to catch them are different.

- TECHNICAL -

Game ID : GX687

Players : 3
Control : 8-way joystick
Buttons : 4

- TRIVIA -

Dark Adventure was released in September 1987. Due to the complexity and difficulty of Dark Adventure, it never faired well in the arcades. The title would have been much better suited for the home game market. So, Konami updated the game on month later as "Majuu no Ohkoku [Model GX687]"

Kelly Flewin holds the official record for this game with 123,300 points on June 4, 2006.

- STAFF -

Cabinet Graphic Design: Don Marshall

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=588&o=2

$end


$gba=darkaren,
$bio

Dark Arena [Model AGB-ADAE-USA] (c) 2001 Majesco Sales, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70280&o=2

$end


$amigaocs_flop=darkcstl,
$bio

Dark Castle (c) 1988 Mirrorsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73826&o=2

$end


$apple2gs=darkcstl,
$bio

Dark Castle (c) 1989 Three Sixty.

- TRIVIA -

Originally released as a Black and White game on the Macintosh in 1986. For more information about the game itself, please see the original Macintosh version.

- STAFF -

Programmed by: Lane Roath

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49766&o=2

$end


$x68k_flop=darkcstl,
$bio

Dark Castle (c) 1991 Biwahosi Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87300&o=2

$end


$cdi=darkcstl,
$bio

Dark Castle (c) 1992 Philips Interactive Media, Incorporated.

Dark Castle looms over the landscape like a plague. It's evil ruler, the Black Knight, must be defeated. And you're the only candidate to do it... First you'll have to make your way through chambers of nasty hazards. The castle guards are hunting you, plague-infested rats and bats attack, the Dragon breathes scorching fire, Torturer wants to get you, and the Wizard may or may not aid you with a spell. Award-winning Dark Castle is a fast-paced action game with full digital sound, amazing rich resolution and well-crafted animation. As the hero, you will bound throughout the castle, surmounting hair-raising obstacles, eluding death and ultimately becoming the victor!

- TECHNICAL -

Model 813 0005

- STAFF -

Designer/Producer: Larry Lowe
Engineer/Producer: Robert Patton
Art Director: Lisa Bolstad
Engineer/Producer: Douglas Corarito
Audio: Howard Soroka
Engineering Consultant: Alty Van Luijt, Charlie Golvin, Drew Topel, Rod Wood
Producer: Carol Rudisil
Art Director: Michael Gallelli
Producer: Mike Willis

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52817&o=2

$end


$a2600=darkcave,
$bio

Dark Cavern (c) 1982 M Network

The object of the game is to avoid the blobs, spiders and robots... and destroy as many of them as you can!!!  Your man is trapped in the cavern, there's nowhere to hide.  Escape the creatures' bites and keep away from robot fire.  Shoot to destroy... rack up points!  It's a bitter fight to the end!

- TECHNICAL -

Model MT5667

- STAFF -

Programmer: Hal Finney

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50382&o=2

$end


$amigaocs_flop=darkcent,
$bio

Dark Century (c) 1990 Titus

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73827&o=2

$end


$a2600=darkcham,darkchame,darkchamep,
$bio

Dark Chambers (c) 1988 Atari, Incorporated.

- TECHNICAL -

Model CX26151

- SCORING -

Slay the ghouls and pick up treasures and potions to score points. Scores appear at the bottom of the screen, next to your strength bar.

GHOULS AND CURSES
Spawner: slaying: 100 points
Grim reaper:
slaying: 100 points
touching: -5 energy units
Wizard:
slaying: 50 points            
touching: -4 energy units
Skeleton:
slaying: 30 points
touching: -3 energy units
Wraith:
slaying: 20 points            
touching: -1 energy unit
Trap: touching: -6 energy units
Poison: touching: -4 energy units


TREASURES AND POTIONS
Gold chalice: 3000 points
Amulet: 1000 points
Silver chalice: 500 points
Strongbox: 100 points
Potion: +3 energy dabs

- STAFF -

Programmer: John Palevich

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50383&o=2

$end


$a7800=darkcham,darkchamu,
$bio

Dark Chambers (c) 1988 Atari Corp.

You're on a dangerous treasure hunt, deep in the underground world of Dark Chambers. Wraiths, wizards, and moldering skeletons surround you. As you move through this meandering maze, you are stalked by the grim reaper.

The exits you see only take you deeper into the maze. If you find the strategically placed weapons, you can fend off your enemies while you search for the hidden treasure. The secret potions you find along the way will renew your strength. But watch out for hidden traps and deadly poisons.

Your strength will help you outlast the weaker ghouls, but are you a match for the strongest? Enter the underground world of Dark Chambers and find out.

- TECHNICAL -

Model CX7837

- SCORING -

Scores appear at the top of the screen, next to your strength bar.

Ghouls and Curses
You earn points for each ghoul and ghoul spawner you slay:
Grim reaper: 100 points
Grim reaper spawner: 100 points
Wizard: 60 points
Wizard spawner: 60 points
Wraith: 40 points
Wraith spawner: 40 points
Skeleton: 20 points
Skeleton spawner: 20 points
Zombie: 10 points
Zombie spawner: 10 points

You lose valuable energy each time a trap, poison, or ghoul touches you.

NOTE: You lose only half the number of energy units if you have a shield when you are touched.
Glowing trap: -96 energy units
Trap: -64 energy units
Poison: -32 energy units
Grim reaper: -16 energy units
Wizard: -8 energy units
Wraith: -6 energy units
Skeleton: -4 energy units
Zombie: -2 energy units

You also lose 1 energy unit every 8 seconds as you walk around the maze.

Treasures and Potions
You earn points for each treasure you collect and gain energy for each potion you drink and food you eat:
Gold chalice: 3000 points
Amulet: 1000 points
Silver chalice: 500 points
Strongbox: 100 points
Potion: +32 energy units
Food: +32 energy units

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50129&o=2

$end


$xegs=darkcham,
$bio

Dark Chambers [Model RX8101] (c) 1988 Atari Corp. [Sunnyvale, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51233&o=2

$end


$pc8801_flop=darkcrys,
$bio

Dark Crystal (c) 1984 Starcraft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91607&o=2

$end


$fm7_disk=darkcrys,
$bio

Dark Crystal (c) 1984 Starcraft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93610&o=2

$end


$pc8801_flop=darkdung,
$bio

Dark Dungeon (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91608&o=2

$end


$info=darkedge,darkedgej,
$bio

Dark Edge (c) 1992 Sega.

A futuristic 3-D fighting game. While the game does not use polygons, sprite and environment scaling is used to give the game a depth of 3-D movement, as the characters circle around each other on the playfield.

- TECHNICAL -

Runs on the Sega "System 32" hardware.

Players: 2
Control: 8-way joystick
Buttons: 5 (WEAK PUNCH, STRONG PUNCH, JUMP, WEAK KICK, STRONG KICK)

- TRIVIA -

Even if titlescreen says 1992, Dark Edge was released in January 1993 in Japan.

Sega's first 3-D one-on-one fighting game.

- STAFF -

Game Design : Tamichi Ohtsu
Program : Hiromasa Kaneko, Manabu Ishihara, Kenji Tohma
Graphics Design : Masayuki Hasegawa, Shinichi Nakagawa, Kenji Arai, Hiroyuki Izuno
Sound Design : Tomoyuki Kawamura
Sound Adviser : Koichi Namiki
English Text : Hisaki Nimiya

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=589&o=2

$end


$wscolor=darkeyes,
$bio

Dark Eyes - Battle Gate [Model SWj-BANC08] (c) 2001 Bandai Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86418&o=2

$end


$cpc_cass=darkfusi,
$bio

Dark Fusion (c) 1988 Gremlin Graphics Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95860&o=2

$end


$amigaocs_flop=darkfusn,
$bio

Dark Fusion (c) 1989 Gremlin Graphics Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73828&o=2

$end


$amigaocs_flop=tp1,
$bio

Dark Fusion + Steel + Turbo Trax [Turbo Pack] (c) 1993 Golden Classics

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73829&o=2

$end


$cpc_cass=darkfusi,
$bio

Dark Fusion [Model AM 496] (c) 1988 Erbe Soft. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95861&o=2

$end


$snes=darkhalf,
$bio

Dark Half [Model SHVC-AHLJ-JPN] (c) 1996 Enix, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61187&o=2

$end


$info=darkhors,
$bio

Dark Horse (c) 2001 Taiwan Arcadegame System.

Pirate version of Seta's 1997 game "Jockey Club II".

- TECHNICAL -

Main CPU : Motorola 68EC020 (@ 12 Mhz)
Sound Chips : OKI6295 (@ 4 Khz)

Screen orientation : Horizontal
Video resolution : 400 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 65536

Players : 1

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4717&o=2

$end


$info=darkhleg,
$bio

Dark Horse Legend (c) 1998 Konami Company, Limited.

- TECHNICAL -

Konami System 573 Hardware

Main CPU : PSX (@ 16.9344 Mhz)
Sound Chips : SPU (@ 16.9344 Mhz), CD/DA (@ 16.9344 Mhz)

Palette colors : 65536

Players : 2
Buttons : 6

- TRIVIA -

Released in March 1998.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4202&o=2

$end


$saturn,sat_cart=dhuntge,
$bio

Dark Hunter - Ge Youma no Mori (c) 1997 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59024&o=2

$end


$psx=darkhunt,
$bio

Dark Hunter - Ge Youma No Mori [Model SLPS-00789] (c) 1997 Koei Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85068&o=2

$end


$saturn,sat_cart=dhuntjou,
$bio

Dark Hunter - Jou Ijigen Gakuen (c) 1997 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59025&o=2

$end


$snes=darkking,darkkingp,
$bio

Dark Kingdom [Model SHVC-QA] (c) 1994 Telenet Japan [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61188&o=2

$end


$snes=darklaw,
$bio

Dark Law - Meaning of Death [Model SHVC-ADUJ-JPN] (c) 1997 ASCII Ent. Software, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61189&o=2

$end


$saturn,sat_cart=darkleg,
$bio

Dark Legend (c) 1995 Data East Corp.

China. Sometime in the 11th Century A.D. The Time when warlords lived as kings... Here in the shadow of the Liang Shan Mountains, the 11 strongest outcasts, out of 108, gathered on the marsh to test their battle skills while the Gods of War watched from above.

Surely, there is one among the 11 outlaws, led by Song Jiang, who is strong enough to challenge the evil regime in the Forbidden Palace! Let the search for that hero begin here and now!

Dark Legend is the U.S. Sega Saturn conversion of Data East's arcade fighting game Suiko Enbu (Outlaws of the Lost Dynasty). The Japanese version gave players a choice between "Arcade" or "Special" modes. Special speeds up gameplay by making moves much easier to perform in addition to adding Desperation Moves to each character and making the final boss a playable character in 2P Battle. The U.S. version defaults to "Special Mode" and cannot be changed to "Arcade Mode".

- TECHNICAL -

ID: T-1305H

- TRIVIA -

Dark Legend was released on October 1, 1995.

- TIPS AND TRICKS -

To change the skin tone of a character, press and hold any Punch or Kick button or Start, then while holding down the button, press and hold in a direction to select the skin color, then release the button to confirm.

An extra gold color scheme can be selected for each character in two player matches against the same character. One player selects the character with Weak Kick, then the other player selects the exact same character with the same button. Gong and Chao Gai are the only exceptions to this rule, Gong must be selected with Weak Punch, and Chao Gai with Start.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60018&o=2

$end


$nes=darklord,
$bio

Dark Lord (c) 1991 Data East Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53950&o=2

$end


$pc98=darkodys,
$bio

Dark Odyssey - The legend of Wind (c) 1993 Soft Plan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95229&o=2

$end


$info=darkplnt,
$bio

Dark Planet (c) 1982 Stern Electronics.

A 3-D space shoot'em up game that takes place on a mysterious planet. Prevent enemies from building bases.

- TECHNICAL -

Main CPU: Zilog Z80 (@ 3.072 Mhz)
Sound CPU: Zilog Z80 (@ 1.78975 Mhz)
Sound Chips: (2x) General Instrument AY8910 (@ 1.78975 Mhz)

Screen orientation: Horizontal
Video resolution: 256 x 224 pixels
Screen refresh: 60.61 Hz
Palette colors: 98

Players: 2
Control: dial
Buttons: 3
=> FIRE, THRUST, LASER

The cabinet features richly detailed 50's sci-fi style artwork.

- TRIVIA -

Dark Planet was shown at the 1982 AMOA show and released in January of 1983 but only in limited numbers.

The game was programmed by Jurich (see 'Staff' section for more information) and was one of two video games he ever made. The other was a pool game for the IBM PC Jr.

Scott Young holds the official record for this game with 9,954,900 points on March 1, 1983.

- SCORING -

Points are scored when the starship demolishes the enemy:
Rail rovers: 100 points.
Fighters: 100 points.
Laser trains: 10000 points.
Burning one bunker yields: 10000 points.
Burning all three at once: 50000 points.

- STAFF -

Designed by: Erick Erickson, Dan Langlois
Software by: Dale Jurich, Bill Jahnke

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=590&o=2

$end


$n64=darkrift,darkriftu,
$bio

Dark Rift (c) 1997 Vic Tokai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57654&o=2

$end


$saturn,sat_cart=darksavj,darksavjb,darksavjc,darksavja,
$bio

Dark Savior (c) 1996 Climax

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59026&o=2

$end


$saturn,sat_cart=darksavu,
$bio

Dark Savior [Model 81304] (c) 1996 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60019&o=2

$end


$saturn,sat_cart=darksav,
$bio

Dark Savior [Model MK81304-50] (c) 1996 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60278&o=2

$end


$cpc_cass=darkscep,darkscep01,
$bio

Dark Sceptre (c) 1988 Firebird

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95862&o=2

$end


$info=darkseal,darksealj,darkseal1,
$bio

Dark Seal (c) 1990 Data East Corporation.

Fantasy hack and slash game in which up to four people can play at the same time, choosing from three stock fantasy characters (Knight, Wizard and Bard) and, for some reason, a Ninja. Players must then fight their way through enemy-packed levels, plundering treasure and avoiding the game's many traps. Gameplay is highly reminiscent of Atari's legendary 1985 classic, "Gauntlet".

- TECHNICAL -

Game ID : MAC

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound CPU : Hudson Soft HuC6280 (@ 8.055 Mhz)
Sound Chips : YM2203 (@ 4.0275 Mhz), YM2151 (@ 3.58 Mhz), (2x) OKI6295 (@ 15.255 Khz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Dark Seal was released in July 1990 in Japan.

This game is known in US as "Gate of Doom".

Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Dark Seal - PCCB-00048) on December 15, 1990.

- SERIES -

1. Dark Seal (1990)
2. Dark Seal II (1992)

- STAFF -

Game master : Yoshiyuki Urushibara
Main programmer : Naomi Susa
Main draphic designers : Shinji Noda, Jun Matsuda, Yoshiyuki Ishibiki
Programmers : Mentaiko, Tac. H, K. Miyazawa
Graphic designers : Masanori Tokoro, Eiko Kurihara, Ooe Marchan, Sonomi Nagao, Kazumi Minagawa, Kazunori Hashimoto, Masayuki Inoshita, H. Fuziwara, Chie Kitahara
Music composers : Hiroaki Yoshida (Maro), Tatsuya Kiuchi, Kenji Mori
Sound effects : Azusa Hara (Azusa)
Hardware : Shingo Mitsui

Special Thanks : Kazuyuki Kurata, Koji Akibayashi, Yoshi Honda, Joe Kaminkow, Yasuhiko Nomura, Shinichi Suzuki, M. Ishikawa, Iwabe Hiroyuki

Project leader : Mentaiko

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=591&o=2

$end


$info=darkseal2,
$bio

Dark Seal II (c) 1992 Data East Corporation.
 
Five legendary heroes must fight through the evil monsters in order to eradicate the evil presence from their kingdom, in this colourful, isometric scrolling multi-player beat-em-up.

Dark Seal II is another in a long line of derivative but playable fantasy-themed beat-em-ups that came to typify the arcade scene of the early nineties.

- TECHNICAL -

Game ID : MAS

Main CPU : Motorola 68000 (@ 14 Mhz)
Sound CPU : Hudson Soft HuC6280 (@ 8.055 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.58 Mhz), OKI6295 (@ 7.627 Khz), OKI6295 (@ 15.255 Khz)

Players : 2
Control : 8-Way Joystick
Buttons : 2
=> Attack, Magic

- TRIVIA -

Dark Seal II was released in May 1992 in Japan. Only 100 PCBs were manufactured.

Export releases:
[US] "Wizard Fire".

Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Dark Seal II : Data East Gamadelic - PCCB-00129) on September 17, 1993.

- SERIES -

1. Dark Seal (1990)
2. Dark Seal II (1992)

- STAFF -

Game master : Yoshiyuki Urushibara
Project leader : Naomi Susa
Soft leader : Souichi Akiyama
Object graphic leader : Yohiyuki Ishibiki
Back graphic leader : Masanori Tokoro
Music leader : Mr. K
Soft : Haruyuki Kobayashi, Shinichi Suzuki
Character designer : Tomoki Matoba
Object designers : Kazumi Minagawa, Sonomi Kiyota, Chie Kitahara, Hitomi Fujiwara, Asami Kaneko, Yasuko Kurohiji, Hiroshi Koga
Back designers : Ryohei Harakata, Kazuhi Imoto
Music composers : Tom Sato, Mihoko Ando, Gamadelic
Hard : Shingo Mitsui, Masao

* CAST :
Knight : Greg Sullivan
Wizard : Susan Barger
Bard : Bill O'Neill
Dwarf : William Rooney
Elf : Chiwe Gordon

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=592&o=2

$end


$saturn,sat_cart=darkseed,
$bio

Dark Seed (c) 1995 GAGA Communications

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59027&o=2

$end


$saturn,sat_cart=darksee2,darksee2a,
$bio

Dark Seed II (c) 1997 B-Factory

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59028&o=2

$end


$info=darkshad,
$bio

Dark Shadow (c) 1986 Nuova Bell Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=9622&o=2

$end


$pc8801_flop=darkshrn,
$bio

Dark Shrine - Troubadour (c) 1990 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91609&o=2

$end


$amigaocs_flop=darkside,
$bio

Dark Side (c) 1989 MicroStatus

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73830&o=2

$end


$amigaocs_flop=darksideu,
$bio

Dark Side (c) 1989 Spotlight Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73831&o=2

$end


$cpc_cass=darkside,
$bio

Dark Side [Model 4STN-257] (c) 1988 System 4 de Espana, S.A. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95864&o=2

$end


$cpc_cass=darkside,
$bio

Dark Side [Model Z35] (c) 1988 Incentive Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95863&o=2

$end


$info=sscope2,
$bio

Dark Silhouette - Silent Scope 2 (c) 2000 Konami Company, Limited.

When terrorists threaten Europe with a VX gas missile, it's up to Falcon (the hero of Silent Scope) to stop the terrorists at all costs, however he's not alone because Falcon's teamed up with another sniper known as Jackal. will they succeed by working together to foil the terrorist plot?

- TECHNICAL -

Konami Hornet Hardware

CPU : PowerPC 403GA 32-bit RISC @ 64 MHz
Sound CPU : Motorola 68000 @ 16 MHz
Sound Chip : Ricoh RF5C400 PCM 32Ch, 44.1 kHz Stereo, 3D Effect Spatializer
3D DSP : Analog Devices ADSP-21062 (SHARC) 32-bit floating point DSP @ 36 MHz
Graphics Chips : 3DFX Voodoo 2 Pixel processor with 16meg RAM, 3DFX Voodoo 2 Texture processor with 32meg RAM
Interface : Jamma +

- TRIVIA -

Silent Scope 2 was released in February 2000 in USA.

This game is known as "Fatal Judgement - Silent Scope 2" in some parts of Europe and as "Innocent Sweeper - Silent Scope 2" in some parts of Japan.

- SERIES -

1. Silent Scope (1999)
2. Dark Silhouette - Silent Scope 2 (2000)
3. Silent Scope EX (2001)
4. Silent Scope 3 (2002, Sony PlayStation 2)
5. Silent Scope - Fortune Hunter (2002 - Gambling game also featuring Silent Scope EX)
6. Silent Scope - Bone Eater (2014)

- PORTS -

* Consoles :
Sony PlayStation 2 (2001)
Microsoft XBOX (2004, "Silent Scope Complete")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3543&o=2

$end


$cpc_cass=darkstar,
$bio

Dark Star - A Time Of Changes (c) 1984 Firebird

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95865&o=2

$end


$cpc_cass=darkstar01,
$bio

Dark Star 3 - Forbidden Planet (c) 1985 Design Design Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95868&o=2

$end


$psx=darktale,
$bio

Dark Tales from the Lost Soul [Model SLPS-02316] (c) 199? Sammy Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85069&o=2

$end


$info=mbdtower,
$bio

Dark Tower (c) 1981 Milton Bradley Co.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94368&o=2

$end


$vectrex=darktowr,
$bio

Dark Tower (c) 1983 GCE [General Consumer Electric]

Enter the fantastic world of the Dark Tower -- a world filled with adventure, danger and all the mysteries of ancient times.

You control a squadron of warriors as you search an adventure-filled forest for the magical keys that will unlock the entrance to the Dark Tower. Guide your warriors to the enchanted chests scattered throughout the forest -- each will contain a new puzzle, adventure, terror or treasure. Use your warriors wisely and beware the evils of the forest!

Dark Tower is a one player game. You can begin Dark Tower at any of four different skill levels. The skill level determines how many keys you are given before starting your journey.  Game 1 is the most difficult; Game 4 is the least difficult.

The games are as follows:
Game 1: NONE
Game 2: Silver
Game 3: Silver and bronze
Game 4:  Silver, bronze and brass

To select the skill level, press Button 2. (Note: You will not receive and points for the keys initially given in Games 2, 3 or 4.)

- TECHNICAL -

Controls
Joystick: Moves warrior.
Button 1: Possessions. Press and hold to view listing of all your possessions, remaining number of warriors and current score. Release to return to game.
Button 2: Fire Left/Arrow.  Press to select game option.  Press to fire left in Brigand Sequence.  Press to move arrow in the Riddle of the Keys.
Button 3: Fire Straight/Key Select.  Press to fire straight in Brigand
Sequence. Press to select key type in Riddle of the Keys.
Button 4: Fire Right/Test. Press to fire right in Brigand Sequence. Press to open the chests in the forest. Press to test your solution in the Riddle of the Keys.

- TRIVIA -

Dark Tower was based on the electronic board game of the same name.

- SCORING -

Points are awarded for each treasure you pick up after the start of the game (ie, you do not receive points for the keys, gold, or warriors you are given at the beginning of the game.) Points are also earned for destroying brigands and for solving the Riddle of the Keys.

Gold Key: 1,000 points.
Silver Key: 900 points.
Bronze Key: 800 points.
Brass Key: 700 points.
Bag of Gold: 100 points.
Warrior: 100 points.
Crystal Crown: 1,500 points.
Healer: 300 points + a bonus warrior.
Scout: 300 points + a bonus warrior.
Destroying each Brigand: 125 points.
Solving the Riddle of the Keys: 3,000 points.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82216&o=2

$end


$info=darktowr,
$bio

Dark Tower (c) 1992 The Game Room.

A simple yet playable platform game which is somewhat unique in that while the game itself is original (i.e. not a direct clone of another game) many of the game's component parts are NOT. See 'Trivia' for further details.

- TECHNICAL -

Main CPU : HD6309 (@ 3.579545 Mhz), Hitachi HD63701 (@ 1.193181 Mhz), Motorola M68705 (@ 4 Mhz)
Sound CPU : HD6309 (@ 3.579545 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), (2x) MSM5205 (@ 384 Khz)

Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 57.44 Hz
Palette colors : 512

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Some sprite characters are ripped directly from Capcom's 1985 classic, "Ghosts 'n' Goblins" while the mummies are taken from another Capcom game, "Black Tiger".  Most of the music and sfx are taken from Tecmo's "Double Dragon".

- STAFF -

Designed and programmed by : Kyle Hodgetts (K H)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=593&o=2

$end


$info=darkwar,
$bio

Dark Warrior (c) 1981 Century Electronics.

An old shoot'em up that features voice simulation.

- TECHNICAL -

Main CPU : S2650 (@ 894.886 Khz)
Sound CPU : S2650 (@ 894.886 Khz)
Sound Chips : (2x) DAC, TMS5110 (@ 640 Khz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in October 1981.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=594&o=2

$end


$megacd,megacdj=darkwiz,
$bio

ダーク・ウィザード　～蘇りし闇の魔導士～ (c) 1993 Sega Enterprises, Limited.
(Dark Wizard - Yomigaeri Shiyami no Madoushi)

- TECHNICAL -

Game ID: G-6005
Sega ID: 670-2361

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60501&o=2

$end


$segacd=darkwiz,
$bio

Dark Wizard [Model 4651] (c) 1994 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60715&o=2

$end


$pc98=dwraith,
$bio

Dark Wraith (c) 1989 Artec [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89256&o=2

$end


$saturn,sat_cart=darkligt,
$bio

Darklight Conflict [Model T-5022H-50] (c) 1996 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60279&o=2

$end


$saturn,sat_cart=darkligtu,
$bio

Darklight Conflict [Model T-5022H] (c) 1997 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60020&o=2

$end


$nes=darkman,darkmanu
$bio

Darkman (c) 1991 Ocean.

- TIPS AND TRICKS -

Stage Select: At the title menu, select the HI SCORE option, hold Right and press A or B on first controller. Instead of the RECREATION SYSTEM V1.00 screen, the DARKMAN CONTROL ROOM login screen appears. In this screen, enter DERMA as password. Now you can select any of the sublevels or boss shooting events as well as ending sequence.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55042&o=2

$end


$amigaocs_flop=darkman,
$bio

Darkman (c) 1991 Ocean Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73833&o=2

$end


$cpc_cass=darkmanu01,darkmanu,
$bio

Darkman (c) 1991 Erbe Soft. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95869&o=2

$end


$gameboy=darkman,
$bio

Darkman [Model DMG-DN-USA] (c) 1992 Ocean Software, Limited.

- STAFF -

Program: Michael Lamb
Graphics: Dawn Drake
Music: Jonathan Dunn
FX: Jonathan Dunn
Additional Graphics: Simon Butler

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65822&o=2

$end


$amigaocs_flop=darkmere,
$bio

Darkmere - The Nightmare's Begun (c) 1994 Core Design

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73834&o=2

$end


$amigaocs_flop=darkseed,
$bio

Darkseed (c) 1993 Cyberdreams

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73835&o=2

$end


$nes=darkseed,darkseeda,
$bio

Darkseed (c) 19?? Union Bond [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83851&o=2

$end


$psx=darkseed,
$bio

Darkseed II [Model SLPS-00938] (c) 1997 B-Factory Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85070&o=2

$end


$amigaocs_flop=darkspyr,
$bio

DarkSpyre (c) 1991 Electronic Zoo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73832&o=2

$end


$info=dstlk,dstlku,dstlkur1,dstlku1d,
$bio

Darkstalkers - The Night Warriors (c) 1994 Capcom.

North American & European release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Vampire - The Night Warriors [Green Board]".

- TECHNICAL -

Runs on the "CP System II" hardware.
Blue Board [USA & Europe]

- TRIVIA -

Darkstalkers - The Night Warriors was released in July 1994 outside Japan. It is known in Japan as "Vampire - The Night Warriors".

In these export versions:
- Gallon is named Jon Talbain.
- Zabel Zarock is named Lord Raptor.
- Aulbath is named Rikuo.
- Phobos is named Huitzil.

Huitzil is the diminutive of 'Huitzilopochtli' (which means 'Blue Hummingbird on the Left'). He was the chief god of the great Aztec city Tenochtitlan and after his death became the Aztec god of the Sun and War.

Justin Wong holds the official record for this game with 687800 points on May 30, 2008.

A Darkstalkers unit appears in the 1995 movie 'The Net'.

Michael Jackson used to own this game (Serial number: 305260). It was sold at the official Michael Jackson Auction on Apr. 24th, 2009.

- UPDATES -

Blue Board releases : 

REVISION 1
* Build date: 940705
* US and EUROPE releases.

REVISION 2
* Build date: 940818
* US release.

- SERIES -

1. Darkstalkers - The Night Warriors [Blue Board] (1994)
2. Night Warriors - Darkstalkers' Revenge [Blue Board] (1995)
3. Vampire Savior - The Lord of Vampire [CP-S II No. 22] (1997)
4. Vampire Savior 2 - The Lord of Vampire [CP-S II No. 26] (1997)
5. Vampire Hunter 2 - Darkstalkers' Revenge [CP-S II No. 27] (1997)
6. Darkstalkers 3 - Vampire Savior (1999, Sony PlayStation)
7. Darkstalkers Chronicles - The Chaos Tower (2005, Sony PSP)

- PORTS -

Here is a list of ports released in North America and Europe.

* Consoles : 
Sega 32X [Unreleased Prototype] 
Sony PlayStation [US] (March 28, 1996) "Darkstalkers - The Night Warriors [Model SLUS-00036]" 
Sony PlayStation [EU] (November 1996) "Darkstalkers - The Night Warriors [Model SLES-00251]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=595&o=2

$end


$info=dstlka,
$bio

Darkstalkers - The Night Warriors (c) 1994 Capcom Company, Limited.

Asian release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Vampire - The Night Warriors [Green Board]".

- TECHNICAL -

Runs on the "CP System II" hardware.
Grey Board [Asia]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69633&o=2

$end


$info=dstlkh,
$bio

Darkstalkers - The Night Warriors (c) 1994 Capcom Company, Limited.

South American release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Vampire - The Night Warriors [Green Board]".

- TECHNICAL -

Runs on the "CP System II" hardware.
Orange Board [South America]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71637&o=2

$end


$x1_flop=darkstrm,
$bio

Darkstorm - Demon Crystal III (c) 1988 Dempa Shinbunsha [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85958&o=2

$end


$nes=darkwin2,darkwin2a,
$bio

Darkwing Duck 2 (c) 19?? Unknown.

A pirate hack of "Probotector II - Return of the Evil Forces" featuring a Darkwing Duck sprite as main character.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65156&o=2

$end


$tg16=darkwing,
$bio

Darkwing Duck [Model TGX040066] (c) 1992 Turbo Technologies, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84304&o=2

$end


$msx1_cass=darkwood,darkwooda,
$bio

Darkwood Manor (c) 198? Kuma Computers, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94573&o=2

$end


$cpc_cass=darkwurl,
$bio

Darkwurlde [Model TAT E05] (c) 1986 Top Ten Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95870&o=2

$end


$bbca_cass,bbcb_cass=dart,
$bio

Dart (c) 19?? AUCBE

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51719&o=2

$end


$info=darthvdr,
$bio

Darth Vader (c) 198? Unknown.

Pirate release of Taito's Space Invaders.

- TECHNICAL -

Main CPU : Intel 8080 (@ 2 Mhz)

Palette colors : 2

Players : 2
Buttons : 1

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=9899&o=2

$end


$bbca_cass,bbcb_cass=darts,
$bio

Darts (c) 1984 Superior Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51722&o=2

$end


$bbca_cass,bbcb_cass=dartsbr,
$bio

Darts (c) 1985 Blue Ribbon

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51720&o=2

$end


$msx1_cass=darts,
$bio

Darts (c) 1987 Blue Ribbon Software, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94574&o=2

$end


$bbca_cass,bbcb_cass=dartsmrm,
$bio

Darts (c) 19?? MRM Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51721&o=2

$end


$cpc_flop=darts180,darts180b,darts180a,
$bio

Darts 180 (c) 1986 Mastertronic, Limited.

- TECHNICAL -

[Floppy Disk] launch with RUN"DARTS180

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64087&o=2

$end


$cpc_flop=darts180_c1,
$bio

Darts 180 (c) 1986 Section Jaguar.

Cracked by Section Jaguar. For more information about the game itself, please see the original version entry.

- TECHNICAL -

[Floppy Disk]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64088&o=2

$end


$cpc_cass=darts180,darts180o,
$bio

Darts 180 (c) 1986 Mastertronic, Limited.

- TECHNICAL -

Cassette MADC 8

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48713&o=2

$end


$cpc_cass=dartsuk1,
$bio

Darts [Model XXX 8902] (c) 1985 Blue Ribbon Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95871&o=2

$end


$info=dharma,dharmak,
$bio

Daruma Dojo - Mezase, Tachimaro Ou (c) 1994 Metro.

A puzzle game.

- TECHNICAL -

Main CPU : Motorola 68000, uPD7810
Sound Chips : OKI6295, YM2413

Players: 2
Control: 8-way joystick
Buttons: 1

- TRIVIA -

Daruma Dojo was released in April 1994 in Japan. It was the 7th arcade video game made by Metro.

The title of this game translates from Japanese as 'Daruma Dojo - I'll Be The King!'.

- PORTS -

* Consoles :
Nintendo Super Famicom (1994)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=596&o=2

$end


$info=darwin,
$bio

Darwin 4078 (c) 1986 Data East Corp.

The game takes place within a gigantic spaceship which has virtually infinite capacity because of its ability to manipulate time and space. The player must deal with enigmatic creatures called EVOL, which consist only of pure energy and need to keep themselves in capsules in order to maintain their existence in the world.

All of the characters in the game are designed to resemble microscopic organisms, both in their appearance and their quick, tricky movements. The player's ship undergoes over 10 types of transformations throughout the game, each with offensive and defensive maneuvers specific to their design. The sound effects used are minimal, but different types of sounds are used according to the type of shots or their speed. A sound resembling a long scream results when the player's ship is hit and returns to its weakest evolutionary state.

The player must progress through 16 different levels, defeating the boss at the end of each level. The player controls their ship using an 8-way joystick and 2 buttons (one button targets enemies in the air, and the other targets the enemies on the ground). The power of the player's ship increases as it evolves.

There are two broad categories that define how enemies attack. The first type only shoots in the forward direction at a constant speed, but the second type shoots bullets that travel at different speeds depending on its distance with the player's ship (the bullets travel quicker if the player is farther away, and slower if the player is close by). This makes it so that staying away from enemies will not necessarily make it easier to avoid attacks. The game's difficulty also does not change over time, and enemies do not become stronger as the player's ship evolves.

- TECHNICAL -

Main CPU : Motorola M6809 (@ 1.5 Mhz)
Sound CPU : Motorola M6809 (@ 1.5 Mhz)
Sound Chips : YM2203 (@ 1.5 Mhz), YM3526 (@ 3 Mhz)

Players : 1 
Control : 8-way joystick 
Buttons : 2
=> [A]= Shot, [B]= Bomb

- TRIVIA -

Darwin 4078 was released in March 1986.

The game's designer, graphic designer, and music composer, Tomo Furukawa, would go on to become the vocalist of the band Guniw Tools.

Soundtracks:
Data East Retro Game Music Collection - TEAM Entertainment [KDSD-00366] (July 21, 2010)

- TIPS AND TRICKS -

Evolution system:

The biggest characteristic of the game is the evolution of the player's ship. The ship starts out in a form called BEAS, and evolves when the player collects EVOL capsules, which appear when certain enemies are killed. The player's ship grows in size and strength as it evolves, but certain forms may be difficult to use effectively, so the player must pace the evolution properly in order to succeed. There are 19 different evolutionary forms in total.

The ship's attacks that target airborne enemies gradually increase in strength as the ship evolves, but the attacks against enemies on the ground cannot be improved in the same way. Hitting the airborne Nyoiarei and Zanz? enemies with a certain amount of shots causes them to get knocked out, and the player's ship can dock into these enemies for a short period of time while they are knocked out. The ship's attacks against enemies on the ground increase in strength during this period. However, some ground enemies cannot be killed during this power-up. No further power-ups exist for attacks against enemies on the ground. The giant version of Zanz? cannot be knocked out, so the player cannot use it to improve their ground attack.

Devolution:

Players must collect EVOL capsules frequently in order to advance to the strongest evolutionary forms. Failing to collect a capsules during a certain period of time causes the ship to gradually "devolve" one level at a time. However, the devolution timer is stopped while the ship is docked with an enemy character as explained above.

The player's ship devolves into the weakest form, PISTER (one rank below BEAS), if it is hit by an enemy attack (this does not apply if the ship is in the BLACK DEAME or SUPPURATE forms). The farther up the ship is on the evolutionary chain when it gets hit, the longer the animation is for the ship to devolve. Though coming into contact with any of the enemies normally results in an instant loss, the ship is invincible while the devolution animation lasts, and the player may kill enemies by ramming into them. The player loses their ship only if they are hit by an enemy attack while they are in the weakest evolutionary form (PISTER), or if they crash into an enemy while the ship is not devolving.

Mutation:

Several evolutionary forms cannot be achieved just by gathering capsules. Mutation occurs if the player is hit by an enemy attack while in a certain evolutionary stage (or if they devolve over time from a certain evolutionary stage), and the ship's attacks become highly stylized and powerful if used effectively.
Reverse evolution

Reverse evolution is another special form that occurs if the player is hit by an enemy attack after a specific set of normal evolutions. The reverse evolutionary form, BLACK DEAME, is bat-like, and bears a completely different appearance from any of the other forms. The ship is unaffected by enemy attacks, and packs an extraordinary amount of firepower as it shoots numerous smaller versions of itself as its main attack. However, if the player fails to collect an EVOL capsule during the allotted period of time, the ship immediately devolves into the weakest form, making the transformation a double-edged sword. It is impossible to maintain the BLACK DEAME form throughout the game by docking with enemies, since its attack power is so powerful that enemies die instantly rather than being knocked out.

* General sequence :
1) When you are not invincible -> (get hit by a bullet) -> PISTER
2) All states -> (fixed time without collecting power-up) -> degenerate
3) PISTER -> (get hit by a bullet) -> die
4) All states -> (get hit by an enemy) -> die

* Evolution sequence (when you collect a power-up) :
PISTER -> BEAS (your starting level) -> BASUM -> SHARRU -> MISEAVE -> TWIPET -> DODOK -> ZUGAU -> KUES -> SHASUEM -> ZUGOGA -> GYASHARRU

* Degeneration sequence (at fixed time without collecting power-up) :
1) GYASHARRU -> ZUGOGA -> SHASUEM -> KUES -> ZUGAU -> DODOK -> TWIPET -> MISEAVE -> SHARRU -> BASUM -> BEAS
2) LAYSPER -> BASUM
3) SUPPURATE -> PISTER
4) BLACK DEAME -> PISTER
5) DEAME -> SEAS -> MALTO -> MEASA -> ZUGAU

* Mutation sequence :
1) All states -> (hit the orange smoke released by the 'bird' alien that flies from the screen bottom) -> SUPPURATE (bullet invincible) 
2) SHARRU -> (degeneration) -> BASUM -> (collect power-up) -> LAYSPER (you front shot is invisible)
3) KUES -> (degeneration) -> ZUGAU -> (collect power-up) -> MEASA -> MALTO -> SEAS -> DEAME

* Opposite evolution :
DEAME -> (get hit by a bullet) -> BLACK DEAME (bullet invincible)

* Bomb upgrade :
1) Shoot horizontal stick aliens the right number of times and they will drift slowly down the screen. Dock with this to get extra firepower. This also works with the aliens that have extendible poles that spring out from their sides : just shoot them until they flash and dock with them.
2) You can also dock with the rectangular aliens (after you have shot them a few times). These appear close to the start of the game. It seems anything you shoot that then drifts slowly down, you can dock with (which increases the bomb power).

- SERIES -

1. Darwin 4078 (1986)
2. SRD - Super Real Darwin (1987)
3. Act-Fancer - Cybernetick Hyper Weapon (1989)

- PORTS -

* Computers :
MSX 2 [EU] (1987) "Darwin 4078 [Model PANA-6]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=597&o=2

$end


$msx2_flop=drwn4078,drwn4078bdrwn4078a,
$bio

Darwin 4078 (c) 1988 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101566&o=2

$end


$msx2_cart=drwn4078,drwn4078b,drwn4078a,
$bio

Darwin 4078 (c) 1987 Hudson Soft [Hudson Group].

- TECHNICAL -

[Model PANA-6]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47893&o=2

$end


$megadriv=darwin,
$bio

Darwin 4081 (c) 1990 Sega Enterprises, Limited.

- TECHNICAL -

Game ID: G-4033
Cartridge ID: 670-0654
Cover ID: 670-0655

- TRIVIA -

Darwin 4081 for Mega Drive was released on April 07, 1990 in Japan.

- STAFF -

Game Plan: S. Furukawa
Game Arrange: M. Watanabe
Game Program: Kohji Sasamoto, Yoshinori Sasaki (Y. Sasaki), O. Nakayama
Game Sound: Seiichi Hamada, H. Matumoto
Game Graphic: R. Maeda, O. Kuroda
Special Thanks: Hiromichi Nakamoto (H. Nakamoto), P. Nakamura
Game Produce: S. Hawai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47912&o=2

$end


$x68k_flop=ddilemma,
$bio

Darwin's Dilemma (c) 1990 Starcraft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87301&o=2

$end


$pc98=darwin,
$bio

Darwin's Dilemma - The Solution is Evolution (c) 1991 Starcraft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89257&o=2

$end


$32x=darxide,
$bio

DarXide (c) 1995 SEGA Enterprises, Ltd.

- TECHNICAL -

Game ID: 84580-50

- TRIVIA -

Released in December 1995 in Europe.

- STAFF -

Developed by: Frontier Developments

Designed by: Peter J. M. Irvin, David Braben
Programmed by: Peter J. M. Irvin
Assisted by: Chris Mullender
Produced by: Duncan Scott Kershaw
Music and Sound Effects by: Adam Salkeld
3-D Shapes by: Aggy Finn
2-D Graphics by: Aggy Finn, Chris Mullender, Reece Millidge
Additional Thanks to: James Dixon, Jonathan Roach

- PORTS -

* Others :
An updated version of the game was released as Darxide EMP in 2003 for mobile platforms, with the original development team involved.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96291&o=2

$end


$amigaocs_flop=boot,
$bio

Das Boot (c) 1991 Mindscape, Incorporated. [Northbrook, IL, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73836&o=2

$end


$amigaocs_flop=erbe,
$bio

Das Erbe (c) 1991 Comad

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73837&o=2

$end


$gbcolor=happyhip,
$bio

Das Geheimnis der Happy Hippo-Insel [Model CGB-BHOD-NOE] (c) 2000 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67711&o=2

$end


$amigaocs_flop=schwraug,
$bio

Das Schwarze Auge - Die Schicksalsklinge (c) 1992 attic

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73838&o=2

$end


$a800=theramed,
$bio

Das Thera-Med Zahnschutz-Spiel (c) 1984 Henkel Cosmetics

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86510&o=2

$end


$nes=dashgalx,
$bio

Dash Galaxy in the Alien Asylum (c) 1990 Data East Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55043&o=2

$end


$x68k_flop=dashyar,
$bio

Dash Yarou (c) 1991 Sharp [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87302&o=2

$end


$nes=dashyar,
$bio

?????? (c) 1990 Visco Corporation.
(Dash Yarou)

- TECHNICAL -

Cartridge ID: VIS-5D
Cartridge color: Black

- TRIVIA -

Dash Yarou was released on June 15, 1990 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53951&o=2

$end


$megadriv=dashdesp1,
$bio

Dashin' Desperadoes (c) 1993 Data East Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56436&o=2

$end


$megadriv=dashdes,dashdesp2,
$bio

Dashin' Desperadoes (c) 1993 Data East Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57179&o=2

$end


$spc1000_cass=dasmrlct,
$bio

DASM & RLCT (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83496&o=2

$end


$msx2_flop=dass,
$bio

DASS (c) 1992 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101553&o=2

$end


$pc8801_flop=dasshuyj,
$bio

Dasshutsu Youki no Jukai (c) 1984 CSK Software Products [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91610&o=2

$end


$x68k_flop=dastard,
$bio

Dastard!! Ankoku no Hakai Kami (c) 19?? M Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87303&o=2

$end


$ti99_cart=dmbsys,
$bio

Data Base Management System (c) 1984 Navarone

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84547&o=2

$end


$adam_cart=burnddp,
$bio

Data Drive Burn-In DDP Test (c) 198? Coleco Industries, Inc. [Amsterdam, NY, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82690&o=2

$end


$gbcolor=dnyakyu2,
$bio

Data-Navi Pro Yakyuu 2 [Model CGB-B8QJ-JPN] (c) 2001 Now Production

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67713&o=2

$end


$gbcolor=dnyakyu,
$bio

Data-Navi Pro Yakyuu [Model CGB-A89J-JPN] (c) 2000 Now Production

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67712&o=2

$end


$cpc_cass=database,
$bio

Database (c) 1985 Gemini Marketing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95872&o=2

$end


$info=database,
$bio

Database Games-Computer (c) 1979 Voltmace.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103323&o=2

$end


$info=vmdtbase,
$bio

Database Games-Computer (c) 1980 Videomaster.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103366&o=2

$end


$pc8801_flop=databox,
$bio

Databox (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91611&o=2

$end


$cpc_cass=databox0,
$bio

Databox 01-86 (c) 1986 CPC Schneider International

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95873&o=2

$end


$cpc_cass=databox001,
$bio

Databox 02-90 (c) 1990 PC Amstrad International [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95874&o=2

$end


$cpc_cass=databox002,
$bio

Databox 03-86 (c) 1986 CPC Schneider International

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95875&o=2

$end


$cpc_cass=databox003,
$bio

Databox 03-90 (c) 1990 PC Amstrad International [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95876&o=2

$end


$cpc_cass=databox004,
$bio

Databox 04-86 (c) 1986 CPC Schneider International

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95877&o=2

$end


$cpc_cass=databox005,
$bio

Databox 04-90 (c) 1990 PC Amstrad International [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95878&o=2

$end


$cpc_cass=databox006,
$bio

Databox 05-90 (c) 1990 PC Amstrad International [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95879&o=2

$end


$cpc_cass=databox007,
$bio

Databox 06-07-90 (c) 1990 PC Amstrad International [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95880&o=2

$end


$cpc_cass=databox008,
$bio

Databox 06-86 (c) 1986 CPC Schneider International

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95881&o=2

$end


$cpc_cass=databox009,
$bio

Databox 06-88 (c) 1988 PC Amstrad International [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95882&o=2

$end


$cpc_cass=databox00a,
$bio

Databox 07-86 (c) 1986 CPC Schneider International

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95883&o=2

$end


$cpc_cass=databox00b,
$bio

Databox 07-88 (c) 1988 PC Amstrad International [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95884&o=2

$end


$cpc_cass=databox00c,
$bio

Databox 08-09-90 (c) 1990 PC Amstrad International [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95885&o=2

$end


$cpc_cass=databox00d,
$bio

Databox 08-85 (c) 1985 CPC Schneider International

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95886&o=2

$end


$cpc_cass=databox00e,
$bio

Databox 09-85 (c) 1985 CPC Schneider International

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95887&o=2

$end


$cpc_cass=databox1,
$bio

Databox 10-11-90 (c) 1990 PC Amstrad International [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95888&o=2

$end


$cpc_cass=databox101,
$bio

Databox 10-85 (c) 1985 CPC Schneider International

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95889&o=2

$end


$cpc_cass=databox102,
$bio

Databox 10-86 (c) 1986 CPC Schneider International

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95890&o=2

$end


$cpc_cass=databox103,
$bio

Databox 11-85 (c) 1985 CPC Schneider International

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95891&o=2

$end


$cpc_cass=databox104,
$bio

Databox 11-86 (c) 1986 CPC Schneider International

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95892&o=2

$end


$cpc_cass=databox105,
$bio

Databox 11-88 (c) 1988 PC Amstrad International [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95893&o=2

$end


$cpc_cass=databox106,
$bio

Databox 12-85 (c) 1985 CPC Schneider International

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95894&o=2

$end


$cpc_cass=databox107,
$bio

Databox 12-86 (c) 1986 CPC Schneider International

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95895&o=2

$end


$nes=dtc_brsh,
$bio

Datach - Battle Rush - Build Up Robot Tournament (c) 1993 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53952&o=2

$end


$nes=dtc_cray,
$bio

Datach - Crayon Shin-Chan - Ora to Poi Poi (c) 1993 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53953&o=2

$end


$nes=dtc_dbz,
$bio

Datach - Dragon Ball Z - Gekitou Tenkaichi Budou Kai (c) 1992 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53954&o=2

$end


$nes=dtc_jltp,
$bio

Datach - J League Super Top Players (c) 1994 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53955&o=2

$end


$nes=dtc_sdgn,
$bio

Datach - SD Gundam - Gundam Wars (c) 1993 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53956&o=2

$end


$nes=dtc_ultr,
$bio

Datach - Ultraman Club - Supokon Fight! (c) 1993 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53957&o=2

$end


$nes=dtc_yuyu,
$bio

Datach - Yu Yu Hakusho - Bakutou Ankoku Bujutsu Kai (c) 1993 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53958&o=2

$end


$info=ghostlop,
$bio

Dataeast's Ghostlop (c) 1996 Data East Corp.

Bruce and McCoy are 2 ghost hunters who have to eradicate all the Great King of Terror's minions to save the world from his threat.

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : 0228

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2610 (@ 8 Mhz)

[SNK MVS Neo-Geo Controls]
2 players - 4 buttons per player (2 usables).
[JOYSTICK] 8-way, [A] Release red ball/Change ball color to red, [B] Release blue ball/Change ball color to blue

- TRIVIA -

This game is known in Japan as "Ghostlop".

This is a very rare prototype, never officially released.

- TIPS AND TRICKS -

Here are the list of all the enemies you will have to fight...
1 : Mc Coy, your associate
2 : Friday, a ghost dog
3A : Under the Bed, a monster. It unlocks the two following missions...
-4A : The Eater, a ferocious thrash
-4B : Roaming Horses, as the name says
3B : Poltergeist, a spirit. It unlocks the two following missions...
-4A : Tin Tank, a toy.
-4B : Dancing Doll, a possessed doll.
5 : Lulu, the Exorcist.
6A : Cursed Guitar, the rock'n roll demon.
6B : Depends on what you've done on the fourth level. If you haven't already fight nor the Tin Tank nor The Eater, you will encounter the Roaming Horses. Else, you will fight the one you haven't already fight between the Tin Tank and The Eater. 
7 : Pumpkin Head, a Jack'o Lantern.
8 : Great King of Terror, the final boss.

Sometimes, a secret level appears when reaching a certain score. In this secret level, you fight Gray, a Roswell's Alien!

- STAFF -

Producer : Koji Jinbo (Jinbo)
Planner : Yuzuru Tsukahara
Soft : Sho-chang, Osapan, Sandy Hirokun, K. Minegishi
Graphic : Ukkari Tony, Kazuto Lee, Endo Chang, Ryo Kimura, Kenichi Maruyama, Gomes?, Ryuji Ishizaki
Sound : Masaaki Iwasaki (Koremasa), Hiroaki Yoshida (Maro) (Gamadelic), Sin
Voice : Word E. Sexton, Lynn M. Harris
Special Thanks : Mistutoshi Sato, Hiroki Narisawa

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=598&o=2

$end


$info=hoops96,hoops95,
$bio

Dataeast's Hoops (c) 1996 Data East.

A basketball game featuring teams from around the world. Similar to regular basketball games, with one major exception - the players have super powers which allow them to perform incredible feats.

- TECHNICAL -

Main CPU : ARM (@ 7 Mhz)
Sound Chips : Yamaha YMZ280B (@ 14 Mhz)

Players : 2
Control : 8-way Joystick
Buttons : 4

- TRIVIA -

Released in September 1995.

This game is also known as "Dunk Dream '95".

- STAFF -

Producer : Jinbo
Director : Osapan
Game Design : A. Kaneko
Soft : K. Minegishi, Mitsutoshi Satoh, Mya
Graphic : Yuzuru Tsukahara, Hiroki Narisawa, Kazurin Sugar, Endo Chang, Tony T., Kim, Hashimoto, Eno
Hard : Shingo Mitsui, Masao, T. Hasumi
Music : Mr*K
DJ Voice : Steve Miller
Rap : Clay Lawrey (MRG Enterprise Inc.)
Sound Driver : Furukawa

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4016&o=2

$end


$info=stadhr96,stadhr96j,stadhr96u,
$bio

Dataeast's Stadium Hero '96 (c) 1996 Data East Corp.

A baseball game from Data East.

- TECHNICAL -

Data East MLC System hardware

Main CPU : ARM (@ 7 Mhz)
Sound Chips : Yamaha YMZ280B (@ 14 Mhz)

Players : 2
Control : 8-way Joystick
Buttons : 4

- SERIES -

1. Stadium Hero (1988)
2. Dataeast's Stadium Hero '96 (1996)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2606&o=2

$end


$info=dataman,
$bio

DataMan (c) 1977 Texas Instruments.

Vintage calculator-shaped game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=97863&o=2

$end


$amigaocs_flop=datastrm,
$bio

Datastorm (c) 1989 Visionary

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73839&o=2

$end


$amigaocs_flop=datastrma,
$bio

Datastorm [Astra Pack] (c) 1991 Silica

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73840&o=2

$end


$famicom_flop=datebj,
$bio

Date de Blackjack (c) 19?? Hacker International

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65276&o=2

$end


$snes=vtennis,
$bio

Date Kimiko no Virtual Tennis [Model SHVC-VI] (c) 1994 B-AI

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61190&o=2

$end


$info=dquizgo,
$bio

Date Quiz Go Go (c) 1998 SemiCom.

- TECHNICAL -

Main CPU : Motorola 68000, Zilog Z80
Sound Chips : Yamaha YM2151, OKI6295

Palette colors : 1024

Players : 2
Buttons : 2

- SERIES -

1. Date Quiz Go Go (1998)
2. Date Quiz Go Go Episode 2 (2000)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=10587&o=2

$end


$info=dquizgo2,
$bio

Date Quiz Go Go Episode 2 (c) 2000 SemiCom.

- SERIES -

1. Date Quiz Go Go (1998)
2. Date Quiz Go Go Episode 2 (2000)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=18767&o=2

$end


$pc8801_flop=kyoko,
$bio

Datenshi Kyouko - Part I (c) 1988 System House Oh!

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91612&o=2

$end


$x68k_flop=kyoko,
$bio

Datenshi Kyouko - Part I (c) 1989 System House Oh!

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87304&o=2

$end


$info=powj,
$bio

Datsugoku - Prisoners of War (c) 1988 SNK.

After breaking free from your cell in the POW camp, you must fight your way through the entire enemy army using your fists and whatever weapons you can find on dead soldiers.

- TECHNICAL -

Game ID : A7008 'DG'

Main CPU : Motorola 68000 (@ 10 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), UPD7759 (@ 640 Khz)

Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Released in August 1988.

The title of this game translates from Japanese as 'Escaped Prisoners'.

This game is known outside Japan as "P.O.W. - Prisoners of War".

- STAFF -

Boss : Eikichi Kawasaki
Programmers : Konny, Regulus, Shoot Yamashita, Shochan
Designers : F. Kiyoshi, Suka Michi, Motti, Maeda, Tetsu, Wara2, Buri, Madaka
Sound : Tarkun, Yoko Osaka, Kenny

- PORTS -

* Consoles :
Nintendo Famicom (1989, "Datsugoku - Prisoners of War [Model KAC-P7]")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=599&o=2

$end


$nes=powj,
$bio

?? - Prisoners of War (c) 1989 KAC [K.Amusement Lising Co.].
(Datsugoku - Prisoners of War)

- TECHNICAL -

Game ID: KAC-P7
Cart color: Blue

- TRIVIA -

Datsugoku for Famicom was released on June 30, 1989 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47510&o=2

$end


$x68k_flop=datsugok,
$bio

Datsugoku Game (c) 19?? Deshita Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87305&o=2

$end


$pc98=datsumj,
$bio

Datsui Mahjong Margarita (c) 19?? Splush Wave.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89258&o=2

$end


$info=280zzzap,
$bio

Datsun 280 Zzzap (c) 1976 Midway.

Thrilling action matches skills against tight bends...
fast straights... S-curves & more for real driving excitement!

* Realistic Engine, Crash & Accelerator Sound Effects
* 3-Dimensional Driving Game with HIgh & Low Gear Shift
* Constantly Changing Race Course
* High Score of the Day Feature
* Adjustable Extended PLay
* Adjustable Time Control
* Proven Midway Micro Processor Logic Cards

- TECHNICAL -

Midway Game ID : 610

Main CPU : Intel 8080 (@ 1.9968 Mhz)

Screen Orientation: Horizontal
Video Resolution: 260 x 224 pixels.
Refresh rate: 59.541985Hz.
Palette colours: 2

Cabinet Dimensions 26.5" Wide, 31.5" Deep & 64.7/8" High
23" Solid State TV Monitor

This game came in an upright format. The cabinet was painted blue with simple striped sideart. The marquee was integrated into the monitor bezel and may bear one of three different titles (with four distinct marquees/bezels). The most common one showed a picture of a yellow Datsun 280Z and said '280 Zzzap', the other three versions had stripes that matched the side of the machine, and were labeled either 'Midnight Racer', '280 Zzzap', or 'Datsun 280 Zzzap'. This game uses a 23'' black and white television as a monitor.

Controls: 
Steering wheel, Gear shift (low & high), Gas pedal

- TRIVIA -

Datsun 280 Zzzap was released in November 1976.

Originally called 'Midnite Racer' when Midway acquired the right from Digital Games to create the game (January 1976). Midway released their final version 10 months after at the AMOA as 'Datsun 280 Zzzap'. Here is the reason for the game's name change : Midway came up with a marketing promotion where winners in various categories would win a Datsun 280Z. Realizing that their driving game would be a perfect tie-in, they renamed it Datsun 280 Zzzap.

- TIPS AND TRICKS -

You control a car through a night time scene, and the road is represented by simple posts at the edges. The top of the screen will display information about upcoming curves (like the maximum safe speed to take them at), while the bottom of the screen has a speedometer, timer, scoreboard, and may also display a few tips as well. Just drive, and don't crash. Pay attention to your speed on the corners to avoid crashing.

- STAFF -

Designed and programmed by : Jay Fenton, Dave Nutting

- PORTS -

* Consoles :
Bally Astrocade (1977)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=600&o=2

$end


$info=dauphin,
$bio

Dauphin (c) 1979 LCD-EPFL Stoppani, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103324&o=2

$end


$cdi=davegrus,
$bio

Dave Grusin - The Gershwin Connection (c) 1993 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52818&o=2

$end


$gba=mirrabm2u,
$bio

Dave Mirra Freestyle BMX 2 [Model AGB-AX2E-USA] (c) 2001 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70283&o=2

$end


$gba=mirrabm2a,mirrabm2,
$bio

Dave Mirra Freestyle BMX 2 [Model AGB-AX2P] (c) 2001 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70282&o=2

$end


$gba=mirrabm3,
$bio

Dave Mirra Freestyle BMX 3 [Model AGB-AB3E-USA] (c) 2002 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70284&o=2

$end


$gbcolor=mirrabmx,
$bio

Dave Mirra Freestyle BMX [Model CGB-BMXE-USA] (c) 2000 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67714&o=2

$end


$gba=beckhamu,
$bio

David Beckham Soccer [Model AGB-ABQE-USA] (c) 2001 Majesco Sales, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70287&o=2

$end


$gba=beckham,
$bio

David Beckham Soccer [Model AGB-ABQP] (c) 2001 Rage

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70286&o=2

$end


$gbcolor=beckham,
$bio

David Beckham Soccer [Model CGB-BJ2P-EUR] (c) 2002 Majesco Ent. Co.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67716&o=2

$end


$nes=boynbloba,boynblob,
$bio

David Crane's A Boy and His Blob - Trouble on Blobolonia (c) 1991 Nintendo.

- TRIVIA -

Imagineering developed the entire game in a mere 6 weeks.

Blobert's design was influenced by Gloop and Gleep from The Herculoids.

Reviews:
September 1991 - Consoles + N.1 [FR]: 91/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55044&o=2

$end


$nes=boynblobu,
$bio

David Crane's A Boy and His Blob - Trouble on Blobolonia (c) 1990 Absolute Entertainment, Incorporated.

Text from the USA Manual: Look! He likes them!

Likes them? The boy's Blob loves them! Jellybeans, that is. In every flavor under the subway. Like Vanilla. Apple. Tangerine. Cinnamon. Cola. Coconut. And more.

Like many boys in the twenty-first century, the boy has a buddy from outer space. This one's from Blobolonia - a place where an evil emperor makes everyone eat only marshmallows and chocolate. In fact, for the emperor, healthy things like vitamins are poisonous.

Blob (his full name is Blobert) came to Earth looking for someone to help him defeat the evil emperor. That's how he met the boy.

To defeat the evil emperor they boy and Blob will need a goodly supply of vitamins. And to get the vitamins, they'll need money. To get money, they'll search the underground caverns for hidden treasures and diamond stones.

So what's a boy to do? Just whistle! (That'll call Blob.) Then feed him jellybeans.

You see, the boy miraculously discovered that not only does Blob love jellybeans - but that different jellybeans turn Blob into different shapes. And that those shapes can be used to get through many otherwise impossible situations!

With his repertoire of shapes, Blob can help the boy overcome even the most outrageous obstacles - as long as Blob gets the right flavored bean. In fact, with enough jellybeans in enough flavors, anything is possible.

- TECHNICAL -

Cartridge ID: NES-B5-USA

- TIPS AND TRICKS -

* Tempting tips (from the USA manual):
- To put a little distance on a tossed jellybean, take a step while tossing it.
- Be careful where you carve your holes. It could be a long way down!
- Whistling is one way to bring blob closer to you. But if you're trying to position him in a critically precise spot, change him into a blow torch so he can easily be picked up and moved.
- Never go too far without letting Blob catch up. If you lose him, you're out of luck. Unless, of course, you can make him ketchup.
- To increase the height of a jump on your trampoline, press the Up arrow. To decrease the height, press the Down arrow. To jump off, move to the side at the pinnacle of your jump.
- Remember: after you've collected all the treasure, you'll still have to return to the street, get to the health food store and purchase the vitamins.
- There's more than one way to stop a candy machine.
- Experiment! Experiment! Experiment!

- STAFF -

Designer: David Crane

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55045&o=2

$end


$gameboy=prinblob,
$bio

David Crane's A Boy and His Blob in: The Rescue of Princess Blobette (c) 1991 Nintendo Company, Limited.

European release. Game developed in Japan. For more information about the game itself, please see the original Japanese release; "Fushigi na Blobby - Princess Blob o Sukue! [Model DMG-PSJ]".

- TECHNICAL -

Model DMG-RP-UKV

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65824&o=2

$end


$gameboy=prinblobu,
$bio

David Crane's A Boy and His Blob in: The Rescue of Princess Blobette (c) 1991 Absolute Ent., Incorporated.

North American release. Game developed in Japan. For more information about the game itself, please see the original Japanese release; "Fushigi na Blobby - Princess Blob o Sukue! [Model DMG-PSJ]".

- TECHNICAL -

Model DMG-RP-USA

- TRIVIA -

Released in May 1991 in North America.

In this export release, the boy's design was changed to match that of the original NES game. The blob's outline was also made lighter.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65825&o=2

$end


$info=nss_aten,
$bio

David Crane's Amazing Tennis (c) 1992 Absolute Entertainment.

A tennis game.

- TECHNICAL -

Nintendo Super System hardware

Main CPU : G65C816 (@ 3.58 Mhz)
Sound CPU : SPC700 (@ 1.024 Mhz)
Sound Chips : Custom (@ 1.024 Mhz)

Screen orientation : Horizontal
Video resolution : 512 x 480 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768

Players : 4
Control : 8-way joystick
Buttons : 6

- TRIVIA -

Licensed by Nintendo.

David Crane was the founder of Activision in 1979.

- STAFF -

Design and programming by : David Crane
Graphics and animation by : Franck Lam
Music and sound effects by : Mark Van Hecke
Audio engineering and technical support by : Alex Demeo
Audio drivers by : Bitmasters
Voice : Frank Hammond

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1844&o=2

$end


$megadriv=amaznten,
$bio

David Crane's Amazing Tennis (c) 1992 Absolute Entertainment, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57180&o=2

$end


$snes=amazntenj,
$bio

David Crane's Amazing Tennis [Model SHVC-ZT] (c) 1992 Pack-In-Video Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61191&o=2

$end


$snes=amazntenu,
$bio

David Crane's Amazing Tennis (c) 1992 Absolute Ent., Incorporated.

- TECHNICAL -

Game ID: SNS-ZT-USA

- TIPS AND TRICKS -

Cheat mode
----------
Select a low ranked player as an opponent. Press A or B to move through the list, then enter _CRANE_DUDE_ as your name. Players of all ranks will play less aggressively. 

Bonus sequence
--------------
Hit an official when serving.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62891&o=2

$end


$snes=amaznten,
$bio

David Crane's Amazing Tennis [Model SNSP-ZT-EUR] (c) 1992 Absolute Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62890&o=2

$end


$a5200=pitfall2,
$bio

David Crane's Pitfall II - Lost Caverns (c) 1983 Activision

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50037&o=2

$end


$msx1_cart=david2,
$bio

David II (c) 1984 ASCII Corp.

- TRIVIA -

Original Price: 4800 Yen

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76681&o=2

$end


$msx1_cart=david2k,
$bio

David II (c) 198? Zemina.

Korean release.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69170&o=2

$end


$megadriv=drscj,
$bio

David Robinson Basketball (c) 1992 Sega Enterprises, Limited.

- TRIVIA -

Reviews:
[FR] August 1992 - Joypad N.11: 87/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56437&o=2

$end


$pc8801_cass=midmagic,
$bio

David's Midnight Magic (c) 1984 System Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91209&o=2

$end


$pc8801_flop=midmagic,
$bio

David's Midnight Magic (c) 1984 System Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91613&o=2

$end


$xegs=midmagic,
$bio

David's Midnight Magic [Model RX8083] (c) 1987 Atari Corp. [Sunnyvale, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51234&o=2

$end


$megadriv=daviscp2a,
$bio

Davis Cup II (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57181&o=2

$end


$tg16=daviscup,
$bio

Davis Cup Tennis [Model TGX040061] (c) 1991 NEC Home Electronics, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84305&o=2

$end


$megadriv=daviscup,daviscupa,daviscupj,
$bio

Davis Cup World Tour (c) 1993 Tengen, Incorporated.

- TRIVIA -

Reviews:
[FR] September 1993- Consoles + N.23: 90%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71047&o=2

$end


$megadriv=daviscp2,
$bio

Davis Cup World Tour Tennis 2 (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56438&o=2

$end


$gba=daviscupu,
$bio

Davis Cup [Model AGB-AD6E-USA] (c) 2002 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70289&o=2

$end


$gba=daviscup,
$bio

Davis Cup [Model AGB-AD6P] (c) 2002 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70288&o=2

$end


$msx1_cass=dawnpatr,
$bio

Dawn Patrol (c) 1987 Eaglesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94575&o=2

$end


$amigaocs_flop=dawnpatr,dawnpatrg,
$bio

Dawn Patrol (c) 1995 Empire Interactive Europe, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73841&o=2

$end


$msx1_cart=dawnpatr,
$bio

Dawn Patrol [Model R49X5403] (c) 1986 Pony Canyon, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76682&o=2

$end


$cpc_cass=dawnssle,
$bio

Dawnssley [Model TATE01] (c) 1986 Top Ten Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95896&o=2

$end


$pc8801_flop=daydream,
$bio

Day Dream (c) 1986 Cross Media Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91614&o=2

$end


$nes=daydream,
$bio

Day Dreamin' Davey (c) 1992 HAL Laboratory

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55046&o=2

$end


$amigaocs_flop=dayphara,daypharag,
$bio

Day of the Pharaoh (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73842&o=2

$end


$amigaocs_flop=dayviper,
$bio

Day of the Viper (c) 1989 Accolade, Incorporated. [San Jose, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73843&o=2

$end


$info=sc4dayltd,sc4daylte,sc4dayltf,sc4dayltk,sc4dayltl,sc4dayltm,
$bio

Daylight Robbery (c) 200? Bell-Fruit Games, Limited. [B.F.G.]

- TECHNICAL -

[Model PR4601]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61756&o=2

$end


$info=sc4daylt,sc4daylta,sc4dayltb,sc4dayltc,sc4dayltg,sc4daylth,sc4daylti,sc4dayltj,
$bio

Daylight Robbery (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR6801]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42540&o=2

$end


$pc98=daysduel,daysduela,
$bio

Days in Duel (c) 1994 Swat [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89259&o=2

$end


$nes=daysthnd,daysthndu,
$bio

Days of Thunder (c) 1990 Mindscape, Incorporated. [Northbrook, IL, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55047&o=2

$end


$amigaocs_flop=daysthnd,
$bio

Days of Thunder (c) 1990 Mindscape, Incorporated. [Northbrook, IL, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73844&o=2

$end


$gameboy=daysthnd,
$bio

Days of Thunder (c) 1992 Mindscape, Incorporated.

- TECHNICAL -

Game ID: DMG-TH-USA

- STAFF -

Programming: Steven Dunn
Artwork: Steven Dunn
Additional Artwork: Tom Ashton
Music: David Whittaker
SFX: David Whittaker
Clink 2+ and Trax: Dylan Cuthbert
Playtesting: Darren Drabwell, R. Hupfauwer, Ken George

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65826&o=2

$end


$info=j5daytn,j5daytna,
$bio

Daytona (c) 199? JPM International.

- TECHNICAL -

System 5

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41030&o=2

$end


$info=m4daytn,m4daytn__a,m4daytn__b,m4daytn__c,m4daytn__d,m4daytn__e,m4daytn__f,m4daytn__g,m4daytn__h,m4daytn__i,m4daytn__j,m4daytn__k,m4daytn__l,m4daytn__m,m4daytn__n,
$bio

Daytona (c) 199? BWB.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41300&o=2

$end


$info=j5daycls,j5dayclsa,
$bio

Daytona Classic (c) 200? JPM.

Daytona Classic is a traditional 3-reel, multi-stake and award card game. All stakes are played on 5 winlines with prizes awarded for three of a kind fruits. The jackpot joker symbols may be wild depending on which stake or game is being played.

- TRIVIA -

Released in Czech Republic.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11734&o=2

$end


$info=j6daygld,j6dayglda,j6daygldb,j6daygldc,j6daygldd,j6dayglde,
$bio

Daytona Gold (c) 2002 JPM.

Daytona Gold is a three-reel, multi-stake and award card game, introducing a highly original representation of the stake multiplier.

In line with the motor-sport theme, a large central 'rev counter' indicates the multiplier status via the position of the needle. Top reel game wins are shown on the top award card and are multiplied by the value shown on the rev counter. This multiplier increases with the top game stake. Top reel game wins of up to the jackpot value are automatically saved to the multiwin. Top reel game wins of more than the jackpot are saved to the bonus display.

- TECHNICAL -

The game is housed in an Electra cabinet.

- TRIVIA -

Released in Poland, Ukraine, Czech Republic, Latvia, Lithuania and Slovakia.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11735&o=2

$end


$info=j6dayml,j6daymla,j6daymlb,
$bio

Daytona Millenium (c) 199? JPM International.

- TECHNICAL -

Impact

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15848&o=2

$end


$info=daytona,daytonas,daytona93,daytonase,
$bio

Daytona USA (c) 1993 Sega.

An excellent checkpoint-style racing game.

- TECHNICAL -

Runs on the Sega "Model 2" hardware.

Players: 2
Control: paddle
Buttons: 7

- TRIVIA -

Even if titlescreen says 1993, Daytona USA was released in March 1994.

The first game to come out on Sega Model 2 hardware, worth mentioning above and beyond anything else due to the fact that it is the number one grossing game of all time.

Daytona also caused and still causes a problem in the arcade industry, Sega had come up with such a 'killer app' that no other game from them or any other company since has matched it in terms of profitability, leading to the phrase heard from most site operators, 'It's no Daytona'.

This game contains statues of Sonic the Hedgehog and Jeffrey from "Virtua Fighter".

Toshiba EMI released a limited-edition soundtrack album for this game (Daytona USA / B-Univ - TYCY-5392) on September 7, 1994.

- UPDATES -

The US version has the "Recycle It, Don't Trash It!" screen.

- TIPS AND TRICKS -

* Time Attack Mode : At the Transmission Selection screen, hold the Start button and press the Accelerator. In Time Attack Mode, only the cars controlled by players are shown in action. If you score high enough to rank in this mode, the letters 'T.A.' (For Time Attack) are shown next to your record in the ranking table.

* Hidden Musics : If you play well enough to make the high score table. You can enter special initials at the Name Entry Screen to hear music of some of SEGA's classic games. Here is the list (Game name - Initials to enter) :
"Hang-On" - H.O
"After Burner" - A.B
"Virtua Fighter" - V.F
"Galaxy Force" - G.F
"F1 Exhaust Note" - EXN
"Turbo Out Run" - TOR
"Fantasy Zone" - F.Z
"Quartet" - QTT
"Space Harrier" - S.H
"Power Drift" - P.D
"Super Hang-On" - SHO
"Rad Mobile" - R.M
"Strike Fighter" - S.F
"Out Runners" - ORS
"Enduro Racer" - E.R
"Sword of Vermillion" - VMO
"Out Run" - O.R
"V.R. - Virtua Racing" - V.R
"Super Monaco GP" - SMG
"Stadium Cross" - S.C
"G-Loc - Air Battle" - GLC
"GP Rider" - GPR
"SDI - Strategic Defense Initiative"  - SDI
"Thunder Blade" - T.B

* Special Ending : You must finish in third place or better in every course.

* Secret View : To get an overall view of the race condition during gameplay, hold the Start button and simultaneously press view change buttons 2+3+4.

* Extra Time : On the beginner track there is a slot machine on the top of the stone arch. To play the slot machine, press Start to stop the movement of the wheels. If you get a 777 you'll get 7 seconds of extra time. If you get three Bars you'll get 5 seconds of time.

* Fast Start : In the transmission selection screen hold the 'Start' button down, you will notice that it says 'Real Players Only'. Keep holding the 'Start' button down, until the transmission selection time runs out (You have to choose manual). From my knowledge this only works on the beginner track. Continue holding the start button down through the whole first lap. If you notice you reach 210 mph just before the Jackpot machine. This will give you at least 2 car lengths lead over other racers that don't do the cheat (if you do it right and don't bump any other cars). This will give you time to get away from the rest of the field and keep on truckin'.

* Intermediate Course Easter Egg : If you drive onto the elevated path just before the Pit Road, a billboard will appear stating that you just lost your sponsor.

* Expert Course Easter Eggs : If you stop on the last corner the seagulls will get closer to your car. If you drive the second lap in reverse the Statue will be standing on it's hands. If you stop completely near the statue you can make it spin by pressing the Start button repeatedly. When the game starts press the start button repeatedly to make the seagulls get larger.

- SERIES -

1. Daytona USA (1993)
2. Daytona USA 2 - Battle On The Edge (1998)
3. Daytona USA 2 - Power Edition (1998)
4. SR - Sega Racing Classic (2009)

- STAFF -

Sound composer : Takenobu Mitsuyoshi
Planner : Yokinobu Arikawa, Makaoto Osaki
Programmers : Kouki Koiwa, Daichi Katagiri, Hideomi Miyauchi, Masahiko Kobayashi
Designers : Yasuo Kawagoshi, Yasuko Suzuki, Takafumi Kagaya, Hiroyuki Nakagomi
Chief Programmer : Takuji Masuda
Chief Designer : Toshihiro Nagoshi
Special thanks to : Yu Suzuki
Special thanks to all staffs of Sega R&D Dept. #4 and #2

- PORTS -

* Consoles :
Sega Mega Drive [Unreleased Prototype]
Sega Saturn (1995)
Sega Saturn (1996, "Daytona USA Championship Circuit Edition")
Sega Saturn (1998, "Daytona USA Championship Circuit Netlink Edition")
Sega Dreamcast (2001, "Daytona USA 2001")
Microsoft Xbox 360 (2011; released as downloadable content on Xbox Live)
Sony PlayStation 3 (2011; released as downloadable content on PlayStation Network)

* Computers :
PC (Microsoft Windows 95) [HCJ-0121] (Dec 1996)
PC (Microsoft Windows 95) [HCJ-0129] (Nov 1997, "Daytona USA Evolution")
PC (Microsoft Windows 95) (Nov 1997, "Daytona USA Deluxe")

* Others :
Tiger R-Zone (1995)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=601&o=2

$end


$saturn,sat_cart=daytonaj,
$bio

Daytona USA (c) 1995 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59029&o=2

$end


$saturn,sat_cart=daytonceun,
$bio

Daytona USA - Championship Circuit Edition - Netlink Edition [Model 81218] (c) 1996 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60023&o=2

$end


$saturn,sat_cart=daytonceu,
$bio

Daytona USA - Championship Circuit Edition [Model 81213] (c) 1996 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60022&o=2

$end


$saturn,sat_cart=daytonce,
$bio

Daytona USA - Championship Circuit Edition [Model MK81213-50] (c) 1997 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60281&o=2

$end


$saturn,sat_cart=daytoncej,daytonceja,
$bio

Daytona USA - Circuit Edition (c) 1997 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59030&o=2

$end


$info=daytonam,
$bio

Daytona USA - To The Maxx [2001 Edition] (c) 2001 The Game Room.

- TECHNICAL -

Runs on the Sega "Model 2" hardware.

Players: 2
Control: paddle
Buttons: 7

- TRIVIA -

Daytona USA To The Maxx is an unofficial hack of "Daytona USA" that adds a turbo button and several more playing modes, a ghost car for your fastest lap, a rear view and about 4 more viewing modes, and its surprisingly playable... Adds a bar across the middle at the bottom, this is your turbo fuel, and the red bars at the side are your extra views, also, the digital speedo has been changed.

- STAFF -

Hacked by : Kyle Hodgetts

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3340&o=2

$end


$info=daytona2,
$bio

Daytona USA 2 - Battle On The Edge (c) 1998 Sega.

The wild and hot run is back. 16 people can run together. Not only the body of the machine and the road surface, but also smoke and the flames for the crash scenes are reproduced beautifully. The game also uses the real engines' sounds from the real cars.

- TECHNICAL -

Runs on the Sega "Model 3 Step 2.1" hardware.

Players : 1
Control : Paddle
Buttons : 8

- TRIVIA -

Released in May 1998 in Japan.

A cameo of this game is seen in the 2000 movie, 'Dude, Where's My Car?'. Two "Daytona USA 2" cabinets running the 'Power Edition' upgrade can be briefly shown in that movie.

Soundtrack releases :
Daytona USA 2 Battle on the Edge Sound Tracks [Pony Canyon / Marvelous Entertainment inc. - MJCA-00025 - Jul 17, 1998]

- TIPS AND TRICKS -

* Bumper Camera : To access the awesome bumper cam, press view buttons 1 and 2 during a game.

* Helicopter Camera : To access the awesome sky cam, press all view buttons during the game!

* Time Lap Mode : During transmission select, hold down START and press the accelerator to pick your transmission. If done correctly, the words 'Time Lap Mode' will appear and you will race the track alone without interference from other drivers.

* Mirror Mode : On the circuit select screen, hold down Start and choose a track. Choose car and transmission as normal. You should now have Mirror Mode.

- SERIES -

1. Daytona USA (1993)
2. Daytona USA 2 - Battle On The Edge (1998)
3. Daytona USA 2 - Power Edition (1998)
4. SR - Sega Racing Classic (2009)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3678&o=2

$end


$info=dayto2pe,
$bio

Daytona USA 2 - Power Edition (c) 1998 Sega.

Daytona USA 2 grades up! Experience the force and the excitement of the stock cars. This time, the player can use the Hornet Classic, the car from "Daytona USA". There are new features such as the Mix Course, the combination of Medium, Expert, and Beginners, and the player can drive the reverse direction.

- TECHNICAL -

Runs on the Sega "Model 3 Step 2.1" hardware.

Players : 1
Control : Paddle
Buttons : 4

- TRIVIA -

Released in December 1998 in Japan.

The Power Edition includes the courses from the original "Daytona USA".

- TIPS AND TRICKS -

* Bumper Camera: To access the awesome bumper cam, press view buttons 1 and 2 during a game.

* Helicopter Camera: To access the awesome sky cam, press all view buttons during the game.

* Time Lap Mode: During transmission select, hold down Start and press the accelerator to pick your transmission. If done correctly, the words 'Time Lap Mode' will appear and you will race the track alone without interference from other drivers.

* Mirror Mode: On the circuit select screen, hold down Start and choose a track. Choose car and transmission as normal. You should now have Mirror Mode.

* Rocket Start: At the start of the Advanced and Expert courses, hold down the brake and rev constantly to around 7,000 RPM (the yellow area on the speedometer). When "GO!" appears, release the brake and if timed right, your car should lean back and you pick up reasonable speed. This is critical for impressive times.

* Reverse Mode: At the car selection screen, hold down the Brake. You should see the word "REVERSE", and choose your car.

- SERIES -

1. Daytona USA (1993)
2. Daytona USA 2 - Battle On The Edge (1998)
3. Daytona USA 2 - Power Edition (1998)
4. SR - Sega Racing Classic (2009)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3677&o=2

$end


$saturn,sat_cart=daytonajhib,
$bio

Daytona USA Hibaihin Mihonban (c) 1995 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59031&o=2

$end


$info=daytonat,daytonata,
$bio

Daytona USA Turbo (c) 199? Unknown.

- TECHNICAL -

Runs on the Sega "Model 2" hardware.

Players: 2
Control: paddle

- TRIVIA -

Daytona USA Turbo is an unofficial hack of "Daytona USA" that's slightly faster than the original and also features optional monster trucks!

- STAFF -

Hacked by : Kyle Hodgetts

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3339&o=2

$end


$saturn,sat_cart=daytonau,
$bio

Daytona USA [Model 81200] (c) 1995 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60021&o=2

$end


$saturn,sat_cart=daytona,
$bio

Daytona USA [Model MK81200-50] (c) 1995 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60280&o=2

$end


$info=sp_daytr,sp_daytra,sp_daytrb,sp_daytrc,
$bio

Daytripper (c) 199? Ace Coin Equipment, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42229&o=2

$end


$megadriv=dazexmas,dazexmasp,
$bio

Daze Before Christmas (c) 1994 Sunsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56439&o=2

$end


$snes=dazexmas,
$bio

Daze Before Christmas (c) 1994 Sunsoft

- TIPS AND TRICKS -

Level Password  
--------------
2 TNFRN  
3 SLJFT  
4 SNJLB  
5 KRLHG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62892&o=2

$end


$info=dazzler,
$bio

Dazzler (c) 1982 Century Electronics.

An early maze game that features voice simulation. The game is pretty much a cross between "Pac-Man" and "Donkey Kong Junior".

- TECHNICAL -

CVS [Convertable Video System] Hardware.

Main CPU : S2650 (@ 894.886 Khz)
Sound CPU : S2650 (@ 894.886 Khz)
Sound Chips : (2x) DAC, TMS5110 (@ 640 Khz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in February 1982.

Richard Crawford holds the official record for this game with 69,000 points on March 12, 1983.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=602&o=2

$end


$info=downhill,
$bio

DB - Downhill Bikers (c) 1997 Namco.

A mountain bike simulator.

Enjoy a competitive fast downhill racing, in the most varied and challenging mountain courses, pedaling fast into most dangerous curves and jump over different obstacles to  do stunt tricks, earn adrenaline and make the opponents bite the dust, to win this  extreme race.

- TECHNICAL -

Namco System 23 hardware
Game ID : DH

Main CPU : IDT (@ 133.3289 Mhz), H8/3002 (@ 14.7456 Mhz), H8/3334 (@ 14.7456 Mhz)
Sound Chips : C352 (@ 24.576 Mhz)

- TRIVIA -

Downhill Bikers was shown at the 1998 AOU Amusement Expo show, in Japan. It was released the same month, in March 1998, in Japan (even if abstract mode says NAMCO 1997).

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4286&o=2

$end


$x1_flop=dbbasic,
$bio

db-BASIC (c) 198? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86191&o=2

$end


$x68k_flop=dccard,
$bio

DC Card (c) 1990 Studio Undo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87279&o=2

$end


$info=ddrmax,
$bio

DDRMAX Dance Dance Revolution 6thMix (c) 2001 Konami Corp.

- TECHNICAL -

Konami Bemani System 573 Digital Hardware

Main CPU : R3000A 32 bit RISC processor, Clock - 33.8688MHz, Operating performance - 30 MIPS, Instruction Cache - 4KB
BUS : 132 MB/sec.
OS ROM : 512 Kilobytes
Additional Sound Chips : Playstation SPU, 24 Channels, 44.1KHz sample rate, PCM audio source, Digital effects include: Envelope, Looping, Digital Reverb, Load up to 512K of sampled waveforms, Supports MIDI Instruments.
Main RAM: 2 Megabytes
Video RAM: 2 Megabyte
Sound RAM : 512 Kilobytes
Graphical Processor : 360,000 polygons/sec, Sprite/BG drawing, Adjustable frame buffer, No line restriction, 4,000 8x8 pixel sprites with individual scaling and rotation, Simultaneous backgrounds (Parallax scrolling)
Sprite Effects : Rotation, Scaling up/down, Warping, Transparency, Fading, Priority, Vertical and horizontal line scroll
Resolution : 256x224 - 740x480
Colours : 16.7 million colors, Unlimited CLUTs (Color Look-Up Tables)
Other Features : custom geometry engine, custom polygon engine, MJPEG decoder

- TRIVIA -

Released in October 2001.

This is the first of the series to feature the 'extra' and 'encore extra' stages.

- TIPS AND TRICKS -

To unlock the extra stage, you must achieve a rank of 'AA' or higher on the final stage on heavy difficuly. You will have to play with 'reverse' and '1.5x speed' and a full life gauge that will not refill. The song is 'MAX 300'. In it's time, it was the fastest song of all, timing in at 300bpms. If by some magic you get an AA rank on MAX 300, you will unlock 'candy(insert star here)'. To pass this stage you need a full combo, but dont worry, the song is only an 8 foot difficulty. On top of that, there are no modifiers! Good luck.

- SERIES -

1. Dance Dance Revolution (1998)
2. Dance Dance Revolution 1.5 (1999)
3. Dance Dance Revolution 2ndMix (1999)
4. Dance Dance Revolution Best of Cool Dancers (1999)
5. Dance Dance Revolution 2ndMix with beatmania IIDX club version (1999)
6. Dance Dance Revolution 2ndMix Link Version (1999)
7. Dance Dance Revolution 2ndMix with beatmania IIDX substream club version 2 (1999)
8. Dance Dance Revolution 3rdMix (1999)
9. Dance Dance Revolution Karaoke Mix (1999)
10. Dance Dance Revolution 3rdMix Plus (2000)
11. Dance Dance Revolution Karaoke Mix 2nd (2000)
12. Dance Dance Revolution 4thMix (2000)
13. Dance Dance Revolution USA (2000)
14. Dance Dance Revolution Kids (2000)
15. Dance Dance Revolution 4thMix Plus (2000)
16. Dance Dance Revolution 5thMix (2001)
17. DDRMAX Dance Dance Revolution 6thMix (2001)
18. DDRMAX2 Dance Dance Revolution 7thMix (2002)
19. Dance Dance Revolution Extreme (2002)
20. Dance Dance Revolution SuperNOVA (2006)
21. Dance Dance Revolution SuperNOVA 2 (2007)
22. Dance Dance Revolution X (2008)
23. Dance Dance Revolution X2 (2010)
24. Dance Dance Revolution X3 VS 2ndMIX (2011)
25. Dance Dance Revolution (2013)

- PORTS -

* Consoles :
Sony PlayStation 2 (2002, DDR MAX - Dance Dance Revolution)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4870&o=2

$end


$info=ddrmax2,
$bio

DDRMAX2 Dance Dance Revolution 7thMix (c) 2002 Konami Corp.

- TECHNICAL -

Konami Bemani System 573 Digital Hardware

Main CPU : R3000A 32 bit RISC processor, Clock - 33.8688MHz, Operating performance - 30 MIPS, Instruction Cache - 4KB
BUS : 132 MB/sec.
OS ROM : 512 Kilobytes
Additional Sound Chips : Playstation SPU, 24 Channels, 44.1KHz sample rate, PCM audio source, Digital effects include: Envelope, Looping, Digital Reverb, Load up to 512K of sampled waveforms, Supports MIDI Instruments.
Main RAM: 2 Megabytes
Video RAM: 2 Megabyte
Sound RAM : 512 Kilobytes
Graphical Processor : 360,000 polygons/sec, Sprite/BG drawing, Adjustable frame buffer, No line restriction, 4,000 8x8 pixel sprites with individual scaling and rotation, Simultaneous backgrounds (Parallax scrolling)
Sprite Effects : Rotation, Scaling up/down, Warping, Transparency, Fading, Priority, Vertical and horizontal line scroll
Resolution : 256x224 - 740x480
Colours : 16.7 million colors, Unlimited CLUTs (Color Look-Up Tables)
Other Features : custom geometry engine, custom polygon engine, MJPEG decoder

- TRIVIA -

Released in March 2002.

- SERIES -

1. Dance Dance Revolution (1998)
2. Dance Dance Revolution 1.5 (1999)
3. Dance Dance Revolution 2ndMix (1999)
4. Dance Dance Revolution Best of Cool Dancers (1999)
5. Dance Dance Revolution 2ndMix with beatmania IIDX club version (1999)
6. Dance Dance Revolution 2ndMix Link Version (1999)
7. Dance Dance Revolution 2ndMix with beatmania IIDX substream club version 2 (1999)
8. Dance Dance Revolution 3rdMix (1999)
9. Dance Dance Revolution Karaoke Mix (1999)
10. Dance Dance Revolution 3rdMix Plus (2000)
11. Dance Dance Revolution Karaoke Mix 2nd (2000)
12. Dance Dance Revolution 4thMix (2000)
13. Dance Dance Revolution USA (2000)
14. Dance Dance Revolution Kids (2000)
15. Dance Dance Revolution 4thMix Plus (2000)
16. Dance Dance Revolution 5thMix (2001)
17. DDRMAX Dance Dance Revolution 6thMix (2001)
18. DDRMAX2 Dance Dance Revolution 7thMix (2002)
19. Dance Dance Revolution Extreme (2002)
20. Dance Dance Revolution SuperNOVA (2006)
21. Dance Dance Revolution SuperNOVA 2 (2007)
22. Dance Dance Revolution X (2008)
23. Dance Dance Revolution X2 (2010)
24. Dance Dance Revolution X3 VS 2ndMIX (2011)
25. Dance Dance Revolution (2013)

- PORTS -

* Consoles :
Sony PlayStation 2 (2003)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4871&o=2

$end


$cdi=amstrdam,
$bio

De Amsterdamse Effectenbeurs Interactief (c) 1996 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52819&o=2

$end


$cdi=filmmaan,filmmaana,
$bio

De Filmmaand - Highlights-Previews-Filmclips (c) 1995 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52820&o=2

$end


$cdi=frenchimd,
$bio

De Franse Impressionisten (c) 1991 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52821&o=2

$end


$msx2_flop=oberon,oberona,
$bio

De Grotten van Oberon (c) 1986 Philips Interactive Media, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101567&o=2

$end


$msx2_flop=deja,
$bio

De Ja (c) 1990 Elf [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101568&o=2

$end


$cdi=kinderd,kinderda,
$bio

De Kinderdisc met het complete verhaal ijsbeer in de tropen (c) 1995 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52822&o=2

$end


$cdi=kunstscd,
$bio

De Kunstschatten Van Rusluand - St. Petersburg en de Collectie van de Hermitage (c) 1993 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52823&o=2

$end


$cdi=renflord,
$bio

De Renaissance van Florence (c) 1991 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52824&o=2

$end


$msx2_flop=sekte,sekteb,sektea,
$bio

De Sekte (c) 1986 Philips Interactive Media, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101569&o=2

$end


$cdi=vliegend,
$bio

De Vliegende Hollander (c) 1994 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52825&o=2

$end


$pc8801_flop=devotion,
$bio

De Votion (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91615&o=2

$end


$cdi=intdetec,
$bio

De Zaak van Sam - Interactieve Detective (c) 1997 NOB-Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52826&o=2

$end


$nes=deblock,
$bio

De-Block (c) 1991 Athena Co. Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53959&o=2

$end


$cpc_cass=dedonguk,
$bio

De-Dong (c) 1984 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95897&o=2

$end


$pc8801_flop=deja,dejaa,
$bio

De-Ja (c) 1990 Elf [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91635&o=2

$end


$pcecd=deja,
$bio

De-Ja (c) 1996 Nec InterChannel, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58153&o=2

$end


$pc98=defana,
$bio

De.Fana - Full Animation A.V.G. Series: 2 (c) 1995 Himeya Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89260&o=2

$end


$x68k_flop=deja,
$bio

De・Ja (c) 1990 Elf [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87424&o=2

$end


$pc98=deja,
$bio

De・Ja (c) 1990 Elf [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89291&o=2

$end


$pc98=deja2,
$bio

De・Ja 2 (c) 1992 Elf [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89292&o=2

$end


$cpc_cass=deactiva,
$bio

Deactivators [Model 3AS007] (c) 1986 Dro Soft [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95898&o=2

$end


$cpc_cass=deactiva01,
$bio

Deactivators [Model AS 32054] (c) 1986 Reaktor

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95899&o=2

$end


$info=deadang,
$bio

Dead Angle (c) 1988 Seibu Kaihatsu.

Armed only with your trusty Tommy gun, you must exterminate all the main gangster families in order to reach the main kingpin so you can save your girl. Beware, they are waiting for you and will not go down without putting up a fight in this challenging shoot'em up.

- TECHNICAL -

Main CPU : (2x) V20 (@ 8 Mhz)
Sound CPU : Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : (2x) Yamaha YM2203 (@ 3.579545 Mhz), (2x) Custom (@ 8 Khz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in July 1988.

This game is known in Spain as "Gang Hunter" and in Japan as "Lead Angle" (Very Few board released in Japan)

- SERIES -

1. Empire City 1931 (1986)
2. Dead Angle (1988)

- STAFF -

Producer : Hitoshi Hamada
Director : T.Wada
Hard Wear : ???
Programmers : T. Takano, Kengo Kondo, S. Mori, H. Tomita
Music : ???
Art : M. Matsuzawa, S. Nagasaki, T. Komazawa

- PORTS -

* Consoles :
Sega Master System (1989)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=604&o=2

$end


$sms=deadang,
$bio

Dead Angle (c) 1989 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55985&o=2

$end


$info=deadconx,deadconxj,
$bio

Dead Connection (c) 1992 Taito Corporation.

Mobsters & criminals own the streets. Law enforcement has taken a backseat against the criminal empire that overwhelms the city and innocent people turn up dead with each passing moment. Take control of 4 brave vigilantes and exterminate the criminals using their rules! Features excellent sound effects as well as fast & furious action with plenty of weapons & stuff to find!

- TECHNICAL -

Runs on the "Taito F2 System" Hardware. It used a graphics extension on the board, the so called Taito F2 Expanded System.

Board Number: K11E0714A
Prom Stickers: D28

Screen Orientation: Horizontal

Players: 2
Control: 8-Way Joystick
Buttons: 2
=> Fire Weapon, Dive Roll

- TRIVIA -

Dead Connection was released in July 1992.

This game was unpopular in Japan because the Mafia theme was not proper to Japanese gamers. A very few boards were released in Japan.

This game seems to take specific inspiration from the the 1987 mobster film 'The Untouchables'. Two of the main characters bear an uncanny resemblance to Kevin Costner and Andy Garcia who both starred in that film.

- TIPS AND TRICKS -

* Bonus points: In Stage 1, 5000 points are hidden in the safe. Hit it to get the bonus points.

* Emeny's bullets can be stopped by the machine gun and the shotgun.

- STAFF -

Planners: Papara Kaito, Jiro Tonegawa
Programmers: Okazu Taiyaki, Yuichi Kohyama, Junichiro Noguchi
Character Designers: Zenchan Ishii, Ukkari Jiro, K A T, Masami Kikuchi, Masahiro Kato, Atsushi Ishikawa, Ryuichi Matsuse, Haruo Tomita, Yukio Ishikawa, A-Wave, V A P, Peacock
Project Manager: Masaki Yagi (Ymot)
Hardware Engineer: Jun Sawaki
Graphic Designers: Rintaro Doi, Kyoko Umezu
Sound Soft (Zuntata): Yagisita
Sound Composed (Zuntata): Sousukun

Special Thanks: Sigenobu Shimizu, Satoyuki Shintaku, Takatsuka Senba (Takatuka Senba), Masahiro Terakoshi, Yosuke Tsuda, Keijiro Tomokawa, Kazunori Takahashi, Naoto Omura, Hayashi Nobuyuki, Masatoshi Tsuneoka, Seiichi Nakakuki, Tatsuya Ushiroda, Naomitsu Abe, Akira Saito, Fumio Shogaki

Directors: Masaki Ogata, Ichiro Fujisue, Fujiwaran X

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=605&o=2

$end


$snes=deaddanc,
$bio

Dead Dance (c) 1993 Jaleco Company, Limited. [Japan Leisure].

- TECHNICAL -

Cartridge ID: SHVC-TE

- TRIVIA -

Reviews:
[FR] March 1993 - Consoles + No. 18: 68/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61192&o=2

$end


$info=deadeye,
$bio

Dead Eye (c) 1978 Meadows Games.

An old and challenging shoot'em up where the player controls a cowboy named 'Dead Eye' to shoots at coins tossed into the air and the birds, you must keep shooting your gun to the flip coin and only hitting the top and both sides of the borders with he coin and without crashing, to earn points.

- TECHNICAL -

Main CPU : S2650 (@ 625 Khz)
Sound CPU : S2650 (@ 625 Khz)
Sound Chips : DAC, Samples

Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 2

Players : 1
Control : stick
Buttons : 1

- TRIVIA -

Dead Eye was released in October 1978.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=606&o=2

$end


$info=kdeadeye,
$bio

Dead Eye (c) 1996 Konami.

- TECHNICAL -

Konami GV System hardware
Game ID : GV054

Main CPU : PSX (@ 16.9344 Mhz)
Sound Chips : SPU (@ 16.9344 Mhz), CD/DA

Players : 2
Control : Lightgun
Buttons : 1

- TRIVIA -

Even if title screen says 1996, Dead Eye was released in February 1997 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3776&o=2

$end


$gameboy=deadheat,
$bio

Dead Heat Scramble [Model DMG-DH-USA] (c) 1990 Electro Brain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65830&o=2

$end


$gameboy=deadheatj,
$bio

Dead Heat Scramble [Model DMG-DHA] (c) 1990 Copia System

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65829&o=2

$end


$info=tvdmoon,
$bio

Dead Moon (c) 1991 TOURVision.

Unlicensed Spanish game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101135&o=2

$end


$tg16=deadmoon,
$bio

Dead Moon [Model TGX040081] (c) 1992 Turbo Technologies, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84306&o=2

$end


$x68k_flop=deadbrn,
$bio

Dead of the Brain (c) 1992 Ides [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87306&o=2

$end


$pc98=deadbrn,
$bio

Dead of the Brain - Shiryou no Sakebi (c) 1992 Fairytale [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89261&o=2

$end


$msx2_flop=deadbrn,deadbrna,
$bio

Dead of the Brain - Shiryou no Sakebi (c) 1992 Fairytale [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101570&o=2

$end


$pc98=deadbrn2,
$bio

Dead of the Brain 2 (c) 1993 Fairytale [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89262&o=2

$end


$pcecd=dedbrain,
$bio

Dead of the Brain I II (c) 1999 NEC Home Electronics, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58154&o=2

$end


$bbca_cass,bbcb_cass=deadaliv,
$bio

Dead or Alive (c) 1988 Alternative

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51723&o=2

$end


$saturn,sat_cart=doab,doa,doaa,
$bio

Dead or Alive (c) 1997 Tecmo, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59032&o=2

$end


$info=doapp,
$bio

Dead or Alive ++ (c) 1998 Tecmo, Limited.

An update of the 1996 original, this game run on the ZN-1 architecture, hardware based the Sony Playstation.

Upon its initial release, the now-respected series drew attention and notoriety as much for the gravity-defying 'bouncing breasts' of its female protagonists as for its solid, inventive gameplay.

- TECHNICAL -

Main CPU : SPU (@ 16.9344 Mhz)
Sound Chips : SPU (@ 16.9344 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 6

- TRIVIA -

Dead or Alive ++ was released in October 1998.

Presented by Team Ninja (see 'Staff' section for more information).

This game runs on Sony Playstation-based hardware while the original Dead or Alive runs on the more powerful Sega Model 2 hardware. Consequently, this game uses 3-D arenas surrounded by 2D backdrops while the original Dead or Alive uses a fully 3-D environment rendered in real time. However, this game compensates with smoother, rounder character models and better lighting effects.

- TIPS AND TRICKS -

* Play as Raidou : complete a game playing as Kasumi in Tournament Mode and defeating Raidou at stage 8, then in the name entry screen input the word 'SIAWASE?'. Raidou appears now in the character select screen.

- SERIES -

1. Dead or Alive (1996, Arcade)
2. Dead or Alive ++ (1998, Arcade)
3. Dead or Alive 2 (1999, Arcade)
4. Dead or Alive 2 Millennium (2000, Arcade)
5. Dead or Alive 3 (2001, XBOX)
6. Dead or Alive 4 (2005, XBOX 360)
7. Dead or Alive - Dimensions (2011, 3DS)
8. Dead or Alive 5 (2012, PS3, XBOX 360)
9. Dead or Alive 5 Ultimate Arcade (2013)

- STAFF -

Main programmer : Hiroaki Ozawa (D)
Planning director : Katsunori Ehara
Programmers : Nuehina, T. Sawatari, Mitsuo, Yume Maboroshi, Shigeaki Ohta (VAL), Kazubou, Takashi Watanabe, Tetsuya Imamura
Planners : Motohiro Shiga, Asamin, Y. Sasaki, Mizuki Takeda
Motion manager : Makoto 50 Isomine
Motion director : Hiro Matsui
Motion designers : C. Sasaki, Tohru Mishima, Sane Kondo, Masanori Sato, Akira Izumi, Gelira Saitoh, Naruse Yuki, Hiraoka Tomoo, Leo, Shigefumi Ishizuka, Masaki Koshikawa, Ryuji Ikeda, Taro Matsushita
Animation data : Noriaki Kazama, S. Sameshima
CG director : Hideyuki Kato
Character modeler : Yasushi Nakakura
Character designers : Kubotan, Yoshiki Horiuchi, Jumbo Matumura, D. Ota, Hideaki Takahasi, Naofumi Sasaya, Buu Nakamura
Stage designers : H. Niimi, N. Sakauchi
Movie staff : Great Egawa, Yusuke Iida
Sound effect : K. Inaba
Music composer : S. Okuda, M. Hosoi
Artwork designer : N. Yamada
Characters voice (Aoni Pro) : Sakura Tange, Mami Koyama, Yumi Touma, Wakana Yamazaki, Miyako Endo, Bin Shimada, Hideyuki Hori, Toshio Furukawa, Hisao Egawa, Takeshi Aono, Daisuke Gouri, Kouji Yada
Technical director : Gussan Kawaguchi, Y. Koga
Chief director : Tomonobu Itagaki
Executive producer : Max Naka

- PORTS -

* Consoles :
Sony PlayStation (1998, "Dead or Alive")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=607&o=2

$end


$info=doa2,
$bio

Dead or Alive 2 (c) 1999 Tecmo.

A brilliant 3-D fighting game from Tecmo. The gameplay is similar to its predecessor, but now has new additions such as multi-tiered arenas and tag-team matches.

- TECHNICAL -

Runs on the Runs on the Sega "NAOMI" hardware.

- TRIVIA -

Released in October 1999.

Wake Up released a limited-edition soundtrack album for this game (Dead or Alive 2 Original Sound Trax - KWCD-1001) on 12/01/2000.
An other soundtrack album was released by Wake Up for the Playstation 2 version of the game (Dead or Alive 2 Original Sound Trax PlayStation 2 Version - KWCD-1004) on 21/05/2000.

- TIPS AND TRICKS -

* Replay Rewind: Pressing Free+Kick during the 'KO' sequence will allow you to rewind the replay sequence with the Punch button.

* High School Uniforms: Insert a coin. Hold down the Punch & Kick buttons. Press Start while holding down Punch & Kick. You can now select the Japanese High School Uniforms for Kasumi and Ayane!

* Select Win Pose : Holding Punch+Kick, Free+Punch, or Free+Kick during the replay will allow you to select your win pose.

* Controlling camera during win pose: After winning a bout in either Single or Time Attack mode, hold down Punch after the replay finishes. You will then be able to move the camera around using the stick. Keep holding down Punch while moving the stick. Free will zoom into your fighter, while Kick will zoom out. The only limitations to camera movement are that you cannot look directly above or below your fighter.

* Operator's Password - Tag Mode:
1) Choose "Password" by 1P then press 1P F button in the test menu
2) Select "Tag Battle Mode"
3) Input "LOVE?" then press 1P F button

* Operator's Password - Survival Mode:
1) Choose "Password" by 1P then press 1P F button in the test menu
2) Select "Survival Mode"
3) Input "MIRAI" then press 1P F button

- SERIES -

1. Dead or Alive (1996, Arcade)
2. Dead or Alive ++ (1998, Arcade)
3. Dead or Alive 2 (1999, Arcade)
4. Dead or Alive 2 Millennium (2000, Arcade)
5. Dead or Alive 3 (2001, XBOX)
6. Dead or Alive 4 (2005, XBOX 360)
7. Dead or Alive - Dimensions (2011, 3DS)
8. Dead or Alive 5 (2012, PS3, XBOX 360)
9. Dead or Alive 5 Ultimate Arcade (2013)

- PORTS -

* Consoles :
Sega Dreamcast (2000)
Sega Dreamcast (2000, "Dead Or Alive 2 Limited Edition)
Sony PlayStation 2 (2000, "Dead Or Alive 2 Hardcore")
Microsoft XBOX (2004, "Dead or Alive Ultimate")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3919&o=2

$end


$info=doa2m,
$bio

Dead or Alive 2 Millennium (c) 2000 Tecmo.

A brilliant 3-D fighting game from Tecmo. The gameplay is similar to its predecessor, but now has new additions such as multi-tiered arenas and tag-team matches.

- TECHNICAL -

Runs on the Runs on the Sega "NAOMI" hardware.

- TRIVIA -

Dead or Alive 2 Millennium was released in January 2000.

This game is also known as "Dead or Alive 2 '2000".

- SERIES -

1. Dead or Alive (1996, Arcade)
2. Dead or Alive ++ (1998, Arcade)
3. Dead or Alive 2 (1999, Arcade)
4. Dead or Alive 2 Millennium (2000, Arcade)
5. Dead or Alive 3 (2001, XBOX)
6. Dead or Alive 4 (2005, XBOX 360)
7. Dead or Alive - Dimensions (2011, 3DS)
8. Dead or Alive 5 (2012, PS3, XBOX 360)
9. Dead or Alive 5 Ultimate Arcade (2013)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3920&o=2

$end


$info=doaa,
$bio

Dead or Alive (c) 1996 Tecmo.

Arguably one of the best fighting games on the Sega Model 2 hardware, Dead or Alive features a solid 3-D fighting engine with smooth character models and impressive character physics (not to mention the attention to detail given to the female characters).

- TECHNICAL -

Runs on the Sega "Model 2A" hardware.

Players: 2
Control: 8-way joystick
Buttons: 4

- TRIVIA -

Released in November 1996.

The game includes Ryu Hayabusa, from "Ninja Ryukenden".

Steve O'Donnell holds the official record for the fastest completion of this game with a time of 1:58.380 on April 19, 1997.

Pony Canyon released a limited-edition soundtrack album for this game (Dead Or Alive - PCCB-00228) on 21/11/1996.
An other soundtrack album was released by Pony Canyon for the Playstation version of the game (Dead Or Alive for PlayStation - PCCB-00314) on 20/05/1998.

- TIPS AND TRICKS -

* Replay Rewind : Pressing Hold+Kick during the KO sequence will allow you to rewind the replay sequence with the Punch button.This may only be done once per game.

- SERIES -

1. Dead or Alive (1996, Arcade)
2. Dead or Alive ++ (1998, Arcade)
3. Dead or Alive 2 (1999, Arcade)
4. Dead or Alive 2 Millennium (2000, Arcade)
5. Dead or Alive 3 (2001, XBOX)
6. Dead or Alive 4 (2005, XBOX 360)
7. Dead or Alive - Dimensions (2011, 3DS)
8. Dead or Alive 5 (2012, PS3, XBOX 360)
9. Dead or Alive 5 Ultimate Arcade (2013)

- STAFF -

Chief Planner : Katsunori Ehara
Planner : Sane, Joe Toyoda, Hideki Ohta
Character's Story : Asamin
Chief Programmer : T. Kawaguchi
Programmer : Hiroaki D Ozawa, T. Sawatari, Eigo Miyazaki, Yume Maboroshi, Mitsuo
Chief Motion Designer : Great Egawa
Motion Designer : Akutoh, H. Matsui, Makoto Isomine, Guerilla Saitoh, Akira Izumi, Navy, Kiyohiko Yamashita, Kei, Sayaka Ishiyama
Animation Data : N. Kazama, T. Mishima, Masanori Sato, T. Hiraoka, Leo
Chief Graphic Manager : Hideyuki Kato
Character Design & Modelling : Shinichiro Komori
Super Dotter : Yoshiki Horiuchi
Character Texture : D. Ohta
Stage Designer : Yusuke Iida, Nobuyuki Suzuki
Stage Texture : Hideki Nimi
Sound Composer : H. Suzuki
Sound Effect : H. Takahashi, Yutaka Fujishima
Motion Actor : Japan Action Club
Motion Capture Data by : Visual Science Laboratory Inc.

* Character's Voice (Aoni Pro) :
Kasumi : Sakura Tange
Jann-Lee : Toshio Furukawa
Lei-Fang : Yumi Touma
Tina : Mami Koyama
Bayman : Hisao Egawa
Zack : Bin Shimada
Hayabusa : Hideyuki Hori
Gen-Fu : Takeshi Aono
Haddu : Kouji Yada
Systemm Voice : Miyako Endo

Gamest art contest : Tamon, Emirin, Yasukazu Tome, Seiichiro Yano
Producer & Director : Tomonobu Itagaki
Executive Producer : Max Naka

- PORTS -

* Consoles :
Sega Saturn (1997)
Sony PlayStation (1998)
Microsoft XBOX (2004, "Dead or Alive Ultimate")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3456&o=2

$end


$info=doa,
$bio

Dead or Alive (c) 1996 Tecmo, Ltd.

Model 2B re-release. For more information about the game itself, please see the original Model 2A release entry; "Dead or Alive [Model 2A]".

- TECHNICAL -

Runs on the Sega "Model 2B" hardware.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48348&o=2

$end


$cpc_cass=deadoral,
$bio

Dead or Alive [Model AS046] (c) 1987 Alternative Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95901&o=2

$end


$msx2_flop=deadlive,
$bio

Dead or Live (c) 1999 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101571&o=2

$end


$gba=dead2rgtu,
$bio

Dead to Rights [Model AGB-BDEE-USA] (c) 2004 DSI Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70291&o=2

$end


$gba=dead2rgt,
$bio

Dead to Rights [Model AGB-BDEP] (c) 2004 DSI Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70290&o=2

$end


$famicom_flop=deadzone,
$bio

Dead Zone (c) 1986 Sunsoft

Dead Zone is a futuristic digital comic and text adventure game by Sunsoft. In the space calendar 0385, the Earth suffers from overpopulation and humans started to build space colonies. Kirk, Dead Zone's protagonist, works for the Earth federation's space development office. He is a brilliant engineer in space physics and he works for Sirius' third planet colony. He also got engaged with his beloved girlfriend Marry but had to postpone their wedding because of work obligations. Five months later, Kirk accompanied by his robot Carry , decides to meet Marry at last and to prepare the ceremony. But when he finally gets to the space station, everything is strangely quiet. Suddenly, a beam of light hits him. He wakes up sometimes later inside a sort of underground graveyard, pieces of dismantled robots surrounding him. In a traditional digital comic/text adventure game fashion, the screen shows a large view of the surroundings. and the bottom displays simple action commands such as see, take or push. However all these commands and in-game text are in Japanese. One of the original feature of the game is to use real sampled sounds in places which is very unusual for the time.

- TECHNICAL -

Game ID: SSD-DZN

- TRIVIA -

Dead Zone was released on November 20, 1986 in Japan for 2980 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65277&o=2

$end


$saturn,sat_cart=deadalus,deadalusa,
$bio

Deadalus (c) 1995 Sega Enterprises, Limited.

- TRIVIA -

The game was presented at the 1994 Tokyo Omocha Show in Japan (as Deadlus).

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59033&o=2

$end


$ibm5150,ibm5150_cass=deadline,
$bio

Deadline (c) 1982 Infocom

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83604&o=2

$end


$n64=deadly,
$bio

Deadly Arts (c) 1998 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57655&o=2

$end


$a2600=deadlyd,
$bio

Deadly Discs (c) 1989 Telegames

- STAFF -

Programmers: Brett Stutz, Jeff Ronne

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50384&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=deadduck,
$bio

Deadly Duck (c) 1982 Sirius

- TRIVIA -

This is a 4k game internally, although it requires 8k to run.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84408&o=2

$end


$a2600=deadlydu,
$bio

Deadly Duck (c) 1982 20th Century Fox.

Deadly Duck's job is to score points by blasting his enemy the Crabs, their Bricks and the Dragonflies. Deadly can keep shooting as long as he avoids getting bonked by a falling Brick or hit by a Dragonfly's Bomb.

- TECHNICAL -

Model 11004

- TIPS AND TRICKS -

HINTS FROM THE DESIGNER...
Practice shooting bricks on Level 1 until you can hit them fairly easily. Be careful, since attempting to shoot a brick can be dangerous if you miss. After you've developed some confidence in your ability to shoot bricks, start a new game, but this time go through the first three levels before trying to shoot bricks. Now the bricks are worth 500 points and you should have a few more Ducks in reserve.

- STAFF -

Developed by Sirius Software.

Programmer: Ed Hodapp

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50385&o=2

$end


$cpc_cass=deadlyev,
$bio

Deadly Evil (c) 1990 Players Premier

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95902&o=2

$end


$megadriv=deadlymv,
$bio

Deadly Moves (c) 1992 Kaneko Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57182&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=deadskys,
$bio

Deadly Skies (c) 1983 Tronix

- TRIVIA -

This is a 4k game internally, although it requires 8k to run.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84409&o=2

$end


$gba=deadlysk,
$bio

Deadly Skies [Model AGB-AAKP] (c) 2002 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70292&o=2

$end


$gbcolor=deadlysk,
$bio

Deadly Skies [Model CGB-BDLP-EUR] (c) 2000 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67717&o=2

$end


$psx=deadlysk,
$bio

Deadly Skies [Model SLPS-01036] (c) 1997 Coconuts Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85071&o=2

$end


$nes=deadtow,
$bio

Deadly Towers (c) 1987 Broderbund Software, Incorporated.

North American release. Game developed in Japan. See "Mashou" for more information about the game itself.

- TRIVIA -

The list of room names was cleaned up for the American release.
(ORIGINAL JAPAN - EXPORT US)
COLD KILLERS ROOM - COLD KILLER'S ROOM
GRAT BURNS ROOM - GREAT BURN'S ROOM
BEAT PLANTS ROOM - BEAT PLANT'S ROOM
WHEELERS ROOM - WHEELER'S ROOM
CENTIPEDES ROOM - CENTIPEDE'S ROOM
GRAT WINGS ROOM - GREAT WINGS ROOM
DEATH BEARS ROOM - DEATH BEAR'S ROOM

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55048&o=2

$end


$info=deadweap,
$bio

Deadly Weapon (c) 1990 Premier Technology Co.

- TECHNICAL -

Model Number : 724

- TRIVIA -

803 units were produced.

This pinball table is heavily influenced by the Lethal Weapon films. In fact, the font in some of the artwork is similar to the font used in the films' titles. Ironically, Data East Pinball would make a Lethal Weapon pinball game based which was based on Lethal Weapon 3 (with some scenarios taken from 1989's Lethal Weapon 2)

- STAFF -

Designers : John Trudeau, Jon Norris
Artworks : David Moore, Constantino Mitchell

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5283&o=2

$end


$snes=deaetono,
$bio

Deae Tonosama - Appare Ichiban [Model SHVC-ADTJ-JPN] (c) 1995 Sunsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61193&o=2

$end


$info=v4dealem,
$bio

Deal 'Em (c) 1987 Zenitone, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31284&o=2

$end


$info=sc5dndbo,sc5dndboa,sc5dndbob,sc5dndboc,sc5dndbod,sc5dndboe,sc5dndbof,sc5dndbog,sc5dndboh,sc5dndboi,sc5dndboj,sc5dndbok,
$bio

Deal or No Deal - Banker's Bonus (c) 2010 Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR3409]

Scorpion 5

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42561&o=2

$end


$info=sc4dndbc,sc4dndbca,
$bio

Deal or No Deal - Box Clever (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR3337]
[Scorpion 4]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42560&o=2

$end


$info=sc5dndbc,sc5dndbca,sc5dndbcb,sc5dndbcc,sc5dndbcd,sc5dndbce,sc5dndbcf,sc5dndbcg,sc5dndbch,sc5dndbci,sc5dndbcj,sc5dndbck,
$bio

Deal or No Deal - Box Clever (c) 200? Bell-Fruit Games, Limited. [B.F.G.]

- TECHNICAL -

[Scorpion 5]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43001&o=2

$end


$info=sc5dndbb,sc5dndbba,sc5dndbbb,sc5dndbbc,sc5dndbbd,sc5dndbbe,sc5dndbbf,sc5dndbbg,
$bio

Deal or No Deal - Break The Bank (c) 200? Bell-Fruit Games, Limited. [B.F.G.]

- TECHNICAL -

[Scorpion 5]
[Model PR3209]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43090&o=2

$end


$info=sc4dndbb,sc4dndbba,sc4dndbbb,sc4dndbbc,sc4dndbbd,sc4dndbbe,sc4dndbbf,sc4dndbbg,sc4dndbbh,sc4dndbbi,sc4dndbbj,
$bio

Deal or No Deal - Break The Bank (c) 2008 Bell-Fruit Games, Limited.

- TECHNICAL -

[Model PR3229]

Scorpion 4

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=30342&o=2

$end


$info=sc5dndbq,sc5dndbqa,sc5dndbqb,sc5dndbqc,sc5dndbqd,sc5dndbqe,
$bio

Deal or No Deal - Can You Beat The Banker (c) 200? QPS Interactive.

- TECHNICAL -

Scorpion 5

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42562&o=2

$end


$info=sc5ddbbc,sc5ddbbca,sc5ddbbcb,sc5ddbbcc,sc5ddbbcd,sc5ddbbce,sc5ddbbcf,sc5ddbbcg,
$bio

Deal or No Deal - Can You Beat The Banker Casino (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Scorpion 5]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43086&o=2

$end


$info=sc4dndbe,sc4dndbeb,sc4dndbc,sc4dndbd,sc4dndbee,sc4dndbef,sc4dndbeg,sc4dndbeh,sc4dndbei,sc4dndbej,sc4dndbek,sc4dndbel,sc4dndbem,sc4dndben,
$bio

Deal or No Deal - Can You Beat The Banker (c) 2006 Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR1935]
[Scorpion 4]

- TRIVIA -

Released in October 2006 in the UK.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43003&o=2

$end


$info=sc5dndbe,sc5dndbea,sc5dndbeb,sc5dndbec,sc5dndbed,sc5dndbee,sc5dndbef,sc5dndbeg,sc5dndbeh,sc5dndbei,sc5dndbej,sc5dndbek,sc5dndbel,sc5dndbem,sc5dndben,
$bio

Deal or No Deal - Can You Beat The Banker (c) 200? Bell-Fruit Games.

- TECHNICAL -

Scorpion 5

- TRIVIA -

Based on the UK version of the worldwide smash-hit game show Deal or No Deal hosted by Noel Edmonds.

- SERIES -

1. Deal or No Deal (????)
2. Deal or No Deal - Can You Beat The Banker (????)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11508&o=2

$end


$info=sc5dndcr,sc5dndcra,sc5dndcrb,sc5dndcrc,sc5dndcrd,sc5dndcre,
$bio

Deal or No Deal - Cops and Robbers (c) 2011 Bell-Fruit Games.

- TECHNICAL -

[Model PR3503]

Scorpion 5

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42563&o=2

$end


$info=sc5dndde,sc5dnddea,sc5dnddeb,sc5dnddec,sc5dndded,sc5dnddee,sc5dnddef,sc5dnddeg,
$bio

Deal or No Deal - Desert Island Deal (c) 2011 Bell-Fruit Games.

- TECHNICAL -

[Model PR3545]

Scorpion 5

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42565&o=2

$end


$info=sc5dnddi,sc5dnddia,sc5dnddib,sc5dnddic,
$bio

Deal or No Deal - Diamond (c) 200? Bell-Fruit Games.

- TECHNICAL -

[Model PR3420]

Scorpion 5

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42564&o=2

$end


$info=sc5dnddt,sc5dnddta,sc5dnddtb,sc5dnddtc,sc5dnddtd,sc5dnddte,sc5dnddtf,
$bio

Deal or No Deal - Double Take (c) 2010 Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR3313]

Scorpion 5

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=34864&o=2

$end


$info=sc5dnddo,sc5dnddoa,sc5dnddob,sc5dnddoc,
$bio

Deal or No Deal - Dream Offer (c) 200? Bell-Fruit Games.

- TECHNICAL -

[Model PR3316]

Scorpion 5

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42566&o=2

$end


$info=sc5dndflb,sc5dndflc,sc5dndfld,sc5dndfle
$bio

Deal or No Deal - Feeling Lucky (c) 200? Bell-Fruit Games, Limited. [B.F.G.]

- TECHNICAL -

[Model PR3309]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62078&o=2

$end


$info=sc5dndfl,sc5dndfla,
$bio

Deal or No Deal - Feeling Lucky (c) 200? Bell-Fruit Games.

- TECHNICAL -

[Model PR3432]

Scorpion 5

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42567&o=2

$end


$info=sc5dndgo,sc5dndgoa,
$bio

Deal or No Deal - Game On (c) 200? Bell-Fruit Games.

- TECHNICAL -

Scorpion 5

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42568&o=2

$end


$info=sc5dndgl,sc5dndgla,sc5dndglb,sc5dndglc,sc5dndgld,sc5dndgle,sc5dndglf,sc5dndglg,sc5dndglh,sc5dndgli,sc5dndglj,sc5dndglk,
$bio

Deal or No Deal - Gold (c) 2009 Bell-Fruit Games, Limited.

- TECHNICAL -

[Model PR3310]

Scorpion 5

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=34866&o=2

$end


$info=sc5dndhf,sc5dndhfa,sc5dndhfb,sc5dndhfc,sc5dndhfd,sc5dndhfe,sc5dndhff,sc5dndhfg,sc5dndhfh,sc5dndhfi,sc5dndhfj,sc5dndhfk,sc5dndhfl,sc5dndhfm,sc5dndhfn,sc5dndhfo,sc5dndhfp,sc5dndhfq,sc5dndhfr,sc5dndhfs,
$bio

Deal or No Deal - Hall of Fame (c) 2007 Bell-Fruit Games.

- TECHNICAL -

[Scorpion 5]
 [Model PR3008]

- TRIVIA -

Based on the UK version of the worldwide smash-hit game show Deal or No Deal hosted by Noel Edmonds.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=19923&o=2

$end


$info=sc4dndhf,sc4dndhfa,sc4dndhfb,sc4dndhfc,sc4dndhfd,sc4dndhfe,sc4dndhff,sc4dndhfg,sc4dndhfh,sc4dndhfi,sc4dndhfj,sc4dndhfk,sc4dndhfl,
$bio

Deal or No Deal - The Deal Wheel (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR3038]

[Scorpion 4]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43010&o=2

$end


$info=sc5dndys,sc5dndysa,sc5dndysb,sc5dndysc,sc5dndysd,sc5dndyse,sc5dndysf,sc5dndysg,sc5dndysh,
$bio

Deal or No Deal - It's Your Show (c) 2008 Bell-Fruit Games, Limited.

- TECHNICAL -

[Scorpion 5]
[Model PR3207]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=30343&o=2

$end


$info=sc4dndys,sc4dndysa,sc4dndysb,sc4dndysc,
$bio

Deal or No Deal - It's Your Show (c) 200? Bell-Fruit Games, Limited. [B.F.G.]

- TECHNICAL -

[Model PR3227]
[Scorpion 4]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43015&o=2

$end


$info=sc4dndlp,sc4dndlpa,sc4dndlpb,sc4dndlpc,sc4dndlpd,sc4dndlpe,
$bio

Deal or No Deal - Let's Play Deal or No Deal (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR3212]
[Scorpion 4]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43011&o=2

$end


$info=sc5dndlp,sc5dndlpa,sc5dndlpb,sc5dndlpc,sc5dndlpd,sc5dndlpe,sc5dndlpf,sc5dndlpg,sc5dndlph,sc5dndlpi,sc5dndlpj,sc5dndlpk,sc5dndlpl,sc5dndlpm,sc5dndlpo,sc5dndlpp,sc5dndlpq,sc5dndlpr,sc5dndlps,sc5dndlpt,
$bio

Deal or No Deal - Let's Play Deal or No Deal (c) 200? Bell-Fruit Games.

- TECHNICAL -

Scorpion 5
 [Model PR3232]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42570&o=2

$end


$info=sc5dndld,sc5dndlda,sc5dndldb,sc5dndldc,
$bio

Deal or No Deal - Live the Dream (c) 2010 Bell-Fruit Games.

- TECHNICAL -

[Model PR3415]

Scorpion 5

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42569&o=2

$end


$info=sc5dndmb,sc5dndmba,sc5dndmbb,sc5dndmbc,sc5dndmbd,sc5dndmbe,sc5dndmbf,sc5dndmbg,sc5dndmbh,sc5dndmbi,sc5dndmbj,sc5dndmbk,
$bio

Deal or No Deal - Make or Break (c) 2010 Bell-Fruit Games.

- TECHNICAL -

[Model PR3407]

Scorpion 5

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42571&o=2

$end


$info=sc5dndpa,sc5dndpaa,sc5dndpab,sc5dndpac,
$bio

Deal or No Deal - Play it Again (c) 2010 Bell-Fruit Games, Limited.

- TECHNICAL -

[Model PR3404]

Scorpion 5

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=34862&o=2

$end


$info=sc5ddptg,sc5ddptga,sc5ddptgb,sc5ddptgc,
$bio

Deal or no Deal - Play The Game (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR3505]

Scorpion 5

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42543&o=2

$end


$info=sc5ddply,sc5ddplya,sc5dndpc,sc5dndpca,
$bio

Deal or no Deal - Player's Choice (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR3303]

Scorpion 5

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42542&o=2

$end


$info=sc5dndra,sc5dndraa,sc5dndrab,sc5dndrac,sc5dndrad,sc5dndrae,sc5dndraf,sc5dndrag,sc5dndrah,sc5dndrai,sc5dndraj,sc5dndrak,
$bio

Deal or No Deal - Red Alert (c) 200? Bell-Fruit Games, Limited. [B.F.G.]

- TECHNICAL -

Scorpion 5
 [Model PR3201]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43096&o=2

$end


$info=sc4dndra,sc4dndraa,sc4dndrab,sc4dndrac,sc4dndrad,sc4dndrae,
$bio

Deal or No Deal - Red Alert (c) 2008 Bell-Fruit Games, Limited.

- TECHNICAL -

[Model PR3221]
Scorpion 4

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=30344&o=2

$end


$info=sc5dndrr,sc5dndrra,sc5dndrrb,sc5dndrrc,sc5dndrrd,sc5dndrre,
$bio

Deal or No Deal - Road To Riches (c) 200? Bell-Fruit Games.

- TECHNICAL -

[Model PR3419]

Scorpion 5

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42575&o=2

$end


$info=sc5dndsi,sc5dndsia,sc5dndsib,sc5dndsic,sc5dndsid,
$bio

Deal or No Deal - Simply Deal or No Deal (c) 200? Bell-Fruit Games.

- TECHNICAL -

[Model PR3239]

Scorpion 5

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42576&o=2

$end


$info=sc5dndrt,sc5dndrta,sc5dndrtb,sc5dndrtc,sc5dndrtd,sc5dndrte,
$bio

Deal or No Deal - The Banker Rings Twice (c) 2010 Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR3405]

Scorpion 5

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=34863&o=2

$end


$info=sc5dndbd,sc5dndbda,sc5dndbdb,sc5dndbdc,sc5dndbdd,sc5dndbde,sc5dndbdf,sc5dndbdg,sc5dndbdh,sc5dndbdi,
$bio

Deal or No Deal - The Big Deal (c) 2008 Bell-Fruit Games, Limited.

- TECHNICAL -

[Scorpion 5]
[Model PR3210]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=30339&o=2

$end


$info=sc4dndbd,sc4dndbda,sc4dndbdb,sc4dndbdc,sc4dndbdd,sc4dndbde,
$bio

Deal or No Deal - The Big Deal (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR3230]

[Scorpion 4]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43002&o=2

$end


$info=sc5dndbr,sc5dndbra,sc5dndbrd,sc5dndbrf,sc5dndbrg,sc5dndbrj,sc5dndbrl,sc5dndbrm,sc5dndbrn,sc5dndbro,sc5dndbrp,sc5dndbrq,sc5dndbrr,sc5dndbrs,sc5dndbrt,sc5dndbru,sc5dndbrv,sc5dndbrw,
$bio

Deal or No Deal - The Big Reds (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Scorpion 5]
[Model PR3011]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43091&o=2

$end


$info=sc5dndbrb,sc5dndbrc,sc5dndbre,sc5dndbrh,sc5dndbri,sc5dndbrk,
$bio

Deal or no Deal - The Big Reds (c) 200? Bell-Fruit Games, Limited. [B.F.G.]

- TECHNICAL -

[Model PR3018]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67775&o=2

$end


$info=sc4dndbr,sc4dndbra,sc4dndbrb,sc4dndbrc,sc4dndbrd,sc4dndbre,sc4dndbrf,sc4dndbrg,
$bio

Deal or No Deal - The Big Reds (c) 2008 Bell-Fruit Games, Limited.

- TECHNICAL -

[Model PR3041]
Scorpion 4

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=30352&o=2

$end


$info=sc5dndca,sc5dndcaa,sc5dndcab,sc5dndcac,
$bio

Deal or No Deal - The Crazy Chair Arcade (c) 200? Bell-Fruit Games, Limited. [B.F.G.]

- TECHNICAL -

[Model PR3250]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67776&o=2

$end


$info=sc5dndcad,sc5dndcae,
$bio

Deal or No Deal - The Crazy Chair Arcade (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Scorpion 5]
[Model PR3362]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43093&o=2

$end


$info=sc5dndcc,sc5dndcca,sc5dndccb,sc5dndccc,sc5dndccd,sc5dndcce,sc5dndccf,sc5dndccg,sc5dndcch,sc5dndcci,sc5dndccj,sc5dndcck,sc5dndccl,sc5dndccm,sc5dndccn,sc5dndcco,sc5dndccp,sc5dndccq,sc5dndccr,
$bio

Deal or No Deal - The Crazy Chair (c) 2008 Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Scorpion 5]
[Model PR3017]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=30347&o=2

$end


$info=sc4dndcc,sc4dndcca,sc4dndccb,sc4dndccc,sc4dndccd,sc4dndcce,sc4dndccf,
$bio

Deal or No Deal - The Crazy Chair (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR3047]

[Scorpion 4]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43004&o=2

$end


$info=sc5dnddw,sc5dnddwa,sc5dnddwb,sc5dnddwc,sc5dnddwd,sc5dnddwe,sc5dnddwf,sc5dnddwg,sc5dnddwi,sc5dnddwj,
$bio

Deal or No Deal - The Deal Wheel (c) 2008 Bell-Fruit Games, Limited.

- TECHNICAL -

[Scorpion 5]
[Model PR3013]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=30345&o=2

$end


$info=sc4dnddw,sc4dnddwa,sc4dnddwb,sc4dnddwc,sc4dnddwd,sc4dnddwe,sc4dnddwf,sc4dnddwg,
$bio

Deal or No Deal - The Deal Wheel (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR3043]

[Scorpion 4]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43009&o=2

$end


$info=sc5dnddf,sc5dnddfa,sc5dnddfb,sc5dnddfc,sc5dnddfd,sc5dnddfe,sc5dnddff,sc5dnddfg,sc5dnddfh,sc5dnddfi,sc5dnddfj,sc5dnddfk,sc5dnddfl,sc5dnddfm,sc5dnddfn,
$bio

Deal or No Deal - The Dream Factory (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Scorpion 5]
[Model PR3014]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43094&o=2

$end


$info=sc4dnddf,sc4dnddfa,sc4dnddfb,sc4dnddfc,sc4dnddfd,sc4dnddfe,
$bio

Deal or No Deal - The Dream Factory (c) 2008 Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR3044]

Scorpion 4

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=30350&o=2

$end


$info=sc5dndpd,sc5dndpda,sc5dndpdb,sc5dndpdc,sc5dndpdd,sc5dndpde,
$bio

Deal or No Deal - The Perfect Deal (c) 2010 Bell-Fruit Games.

- TECHNICAL -

[Model PR3412]

Scorpion 5

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42573&o=2

$end


$info=sc5dndpl,sc5dndpla,sc5dndplb,sc5dndplc,
$bio

Deal or No Deal - The Perfect Game Classic (c) 200? Bell-Fruit Games, Limited. [B.F.G.]

- TECHNICAL -

Scorpion 5
[Model PR3403]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43095&o=2

$end


$info=ad5dndpg,ad5dndpga,ad5dndpgb,ad5dndpgc,
$bio

Deal or No Deal - The Perfect Game (c) 200? Bell-Fruit Games, Limited.

- TECHNICAL -

[Adder 5]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42192&o=2

$end


$info=sc5dndpg,sc5dndpga,sc5dndpgb,sc5dndpgc,sc5dndpgd,sc5dndpge,sc5dndpgf,sc5dndpgg,sc5dndpgh,sc5dndpgi,sc5dndpgj,sc5dndpgk,sc5dndpgl,sc5dndpgm,sc5dndpgn,sc5dndpgo,sc5dndpgp,sc5dndpgq,sc5dndpgr,sc5dndpgs,
$bio

Deal or No Deal - The Perfect Game (c) 2009 Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Scorpion 5]
 [Model PR3220]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=34871&o=2

$end


$info=sc4dndpg,sc4dndpga,sc4dndpgb,sc4dndpgc,sc4dndpgd,sc4dndpge,
$bio

Deal or No Deal - The Perfect Game (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR3240]
[Scorpion 4]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43012&o=2

$end


$info=sc5dndtp,sc5dndtpa,sc5dndtpb,sc5dndtpc,sc5dndtpd,sc5dndtpe,sc5dndtpf,sc5dndtpg,sc5dndtph,sc5dndtpi,sc5dndtpj,sc5dndtpk,sc5dndtpm,sc5dndtpn,sc5dndtpo,sc5dndtpp,sc5dndtpq,sc5dndtpr,sc5dndtps,sc5dndtpt,
$bio

Deal or No Deal - The Power Five (c) 2007 Bell-Fruit Games.

- TECHNICAL -

Scorpion 5
[Model PR3003]

- TRIVIA -

Based on the UK version of the worldwide smash-hit game show Deal or No Deal hosted by veteran TV personality Noel Edmonds.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=19927&o=2

$end


$info=sc4dndtp,sc4dndtpa,sc4dndtpb,sc4dndtpc,sc4dndtpd,sc4dndtpe,sc4dndtpf,sc4dndtpg,sc4dndtph,sc4dndtpi,sc4dndtpj,sc4dndtpk,sc4dndtpl,sc4dndtpm,
$bio

Deal or No Deal - The Power Five (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR3033]
[Scorpion 4]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43013&o=2

$end


$info=sc5dndwc,sc5dndwca,sc5dndwcb,sc5dndwcc,sc5dndwcd,sc5dndwce,sc5dndwcf,sc5dndwcg,
$bio

Deal or no Deal - The Walk of Wealth Classic (c) 200? Bell-Fruit Games, Limited. [B.F.G.]

- TECHNICAL -

[Scorpion 5]
[Model PR3026]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43098&o=2

$end


$info=sc4dndcw,sc4dndcwa,sc4dndcwb,sc4dndcwc,
$bio

Deal or no Deal - The Walk of Wealth Classic (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR3037]
[Scorpion 4]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43007&o=2

$end


$info=sc4dndww,sc4dndwwa,sc4dndwwb,sc4dndwwc,sc4dndwwd,sc4dndwwe,
$bio

Deal or no Deal - The Walk of Wealth (c) 2007 Bell-Fruit Games.

- TECHNICAL -

[Model PR3006]

Scorpion 4

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=19925&o=2

$end


$info=sc5dndww,sc5dndwwa,sc5dndwwb,sc5dndwwc,sc5dndwwd,sc5dndwwe,sc5dndwwf,sc5dndwwg,sc5dndwwh,sc5dndwwi,sc5dndwwj,sc5dndwwk,sc5dndwwl,sc5dndwwm,sc5dndwwn,sc5dndwwo,sc5dndwwp,sc5dndwwq,
$bio

Deal or no Deal - The Walk of Wealth (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Scorpion 5]
[Model PR3036]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43100&o=2

$end


$info=sc5dndtb,sc5dndtba,
$bio

Deal or No Deal - Think Big (c) 200? B.F.G.

- TECHNICAL -

[Model PR3416]

Scorpion 5

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42577&o=2

$end


$info=sc5dndtr,sc5dndtra,sc5dndtrb,sc5dndtrc,sc5dndtrd,sc5dndtre,sc5dndtrf,sc5dndtrg,sc5dndtrh,sc5dndtri,sc5dndtrj,sc5dndtrk,
$bio

Deal or No Deal - Think Red (c) 200? Bell-Fruit Games, Limited. [B.F.G.]

- TECHNICAL -

[Scorpion 5]
[Model PR3304]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43097&o=2

$end


$info=sc4dndtr,sc4dndtra,
$bio

Deal or No Deal - Think Red (c) 2009 Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR3329]
Scorpion 4

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=34869&o=2

$end


$info=sc5dndwi,sc5dndwia,sc5dndwib,sc5dndwic,sc5dndwid,sc5dndwie,sc5dndwif,sc5dndwig,
$bio

Deal or No Deal - What's In Your Box? Casino (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Scorpion 5]
[Model PR3071]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43099&o=2

$end


$info=sc5dndwb,sc5dndwba,sc5dndwbb,sc5dndwbc,sc5dndwbd,sc5dndwbe,sc5dndwbf,sc5dndwbg,sc5dndwbh,sc5dndwbi,sc5dndwbj,sc5dndwbk,sc5dndwbl,sc5dndwbm,sc5dndwbn,sc5dndwbo,sc5dndwbp,sc5dndwbq,sc5dndwbr,sc5dndwbs,
$bio

Deal or No Deal - What's In Your Box? (c) 2007 Bell-Fruit Games.

- TECHNICAL -

[Scorpion 5]
[Model PR1962]

- TRIVIA -

Based on the British version of the worldwide smash-hit game show Deal or No Deal hosted by Noel Edmonds.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=19928&o=2

$end


$info=sc4dndwb,sc4dndwba,sc4dndwbb,sc4dndwbc,sc4dndwbd,sc4dndwbe,sc4dndwbf,sc4dndwbg,
$bio

Deal or No Deal - What's In Your Box? (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR1982]

[Scorpion 4]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43014&o=2

$end


$info=sc5dndcs,sc5dndcsa,sc5dndcsb,sc5dndcsc,sc5dndcsd,sc5dndcse,sc5dndcsf,sc5dndcsg,sc5dndcsh,sc5dndcsi,sc5dndcsj,sc5dndcsk,sc5dndcsl,sc5dndcsm,
$bio

Deal or no Deal Casino (c) 200? Bell-Fruit Games, Limited. [B.F.G.]

- TECHNICAL -

[Model PR1954]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67773&o=2

$end


$info=sc5dndc2,sc5dndc2a,sc5dndc2b,sc5dndc2c,sc5dndc2d,sc5dndc2e,sc5dndc2f,sc5dndc2g,sc5dndc2h,sc5dndc2i,sc5dndc2j,sc5dndc2k,sc5dndc2l,sc5dndc2m,sc5dndc2n,sc5dndc2o,sc5dndc2p,sc5dndc2q,sc5dndc2r,sc5dndc2s,
$bio

Deal or No Deal Casino (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Scorpion 5]
[Model PR1964]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43092&o=2

$end


$info=sc5dndc3,sc5dndc3a,sc5dndc3b,sc5dndc3c,
$bio

Deal or nN Deal Casino (c) 200? Bell-Fruit Games, Limited. [B.F.G.]

- TECHNICAL -

[Model PR1965]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67774&o=2

$end


$info=sc4dndcs,sc4dndcsa,sc4dndcsb,sc4dndcsc,sc4dndcsd,sc4dndcse,
$bio

Deal or No Deal Classic (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR1967]
[Scorpion 4]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43006&o=2

$end


$info=ad5dndpl,ad5dndpla,ad5dndplb,ad5dndplc,
$bio

Deal or No Deal Platinum (c) 200? Bell-Fruit Games.

- TECHNICAL -

ADDER 5

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42574&o=2

$end


$info=ad5dnd,ad5dnda,ad5dndb,ad5dndc,ad5dndd,ad5dnde,ad5dndf,ad5dndg,ad5dndh,ad5dndi,ad5dndk,ad5dndl,ad5dndm,ad5dndn,ad5dndo,ad5dndp,ad5dndq,ad5dndr,ad5dndu,ad5dndv,
$bio

Deal or No Deal (c) 200? Bell-Fruit Games, Limited.

- TECHNICAL -

[Adder 5]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41989&o=2

$end


$gba=dealorno,
$bio

Deal or No Deal [Model AGB-BZNE-USA] (c) 2007 DSI Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70293&o=2

$end


$info=sc5dnd,sc5dnda,sc5dndb,sc5dndc,sc5dndd,sc5dnde,sc5dndf,sc5dndg,sc5dndh,sc5dndi,sc5dndj,sc5dndk,sc5dndl,sc5dndm,sc5dndn,sc5dndo,sc5dndp,sc5dndq,sc5dndr,sc5dnds,sc5dndt,
$bio

Deal or No Deal (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Scorpion 5]
[Model PR1907]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43000&o=2

$end


$info=sc4dnd,sc4dnda,sc4dndb,sc4dndc,sc4dndd,sc4dnde,sc4dndf,sc4dndg,sc4dndh,sc4dndi,sc4dndj,sc4dndk,sc4dndl,sc4dndm,sc4dndn,sc4dndo,
$bio

Deal or No Deal (c) 200? Bell-Fruit Games.

- TECHNICAL -

[Model PR1927]

- TRIVIA -

Based on the UK version of the worldwide smash-hit game show Deal or No Deal hosted by Noel Edmonds.

- SERIES -

1. Deal or No Deal (????)
2. Deal or No Deal - Can You Beat The Banker (????)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11509&o=2

$end


$astrocde=dealdemo,
$bio

Dealer Demo (c) 1978 Bally Mfg. Co.

- TECHNICAL -

Game ID: 6001

- TRIVIA -

This cartridge was not sold to the general public and was only produced in limited quantities. The only public sales began in 1983 and came from ABC Hobbycraft (who acquired Astrocade's remaining inventory). The cartridge runs about four minutes (continuous loop) and features the 'built in' software of the Bally console.

- STAFF -

Written by: Dick Ainsworth

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86794&o=2

$end


$info=gl_dow,gl_dowp,
$bio

Deals On Wheels (c) 199? Global Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42318&o=2

$end


$info=gl_dowcl,gl_dowclp,
$bio

Deals On Wheels Club (c) 199? Global Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42319&o=2

$end


$snes=dearboys,
$bio

Dear Boys [Model SHVC-9Y] (c) 1994 Yutaka

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61194&o=2

$end


$gbcolor=deardani,
$bio

Dear Daniel no Sweet Adventure - Kitty-chan o Sagashite [Model DMG-BSAJ-JPN] (c) 2000 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67718&o=2

$end


$info=deathbrd,
$bio

Death Brade (c) 1991 Data East.

8 mythical creatures battle each other in this wrestling-style fighting game.

- TECHNICAL -

Game ID : MAF

Main CPU : Motorola 68000 (@ 14 Mhz)
Sound CPU : Hudson Soft HuC6280 (@ 4.0275 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.58 Mhz), OKI6295 (@ 7.627 Khz), OKI6295 (@ 15.255 Khz)

Players : 2
Control : 8-way joystick
Buttons : 2
=> [A] Punch, [B] Kick

- TRIVIA -

Death Brade was released in July 1991 in Japan. It is known outside Japan as "Mutant Fighter".

The voices were recorded at the Orio Sound Studio in San Jose, CA.

Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Death Brade : Data East Gamadelic - PCCB-00078) on December 15, 1991.

- STAFF -

Game designer : Wizard Solomon
Graphic designers : Noriyuki Morita, Matoba Tomomi, Kitapin Chie, Oguri, H. Fuziwara, Yoshiyuki Ishibiki (Dragon Ishibiki), Sonomi Kiyota, Ooe Marchan, Kazunori Hashimoto
Game programmers : Min5 (Project Leader), Wataru Iida, Yasuhiro Matsumoto
Sound creators : Hiroaki Yoshida (Maro), Akira Takemoto (Raika)
Hard designer : Shingo Mitsui
Special thanks : Executive Hon, Makorin, Kazuyuki Kurata

- PORTS -

* Consoles :
FM Towns Marty [JP] (1992)
Nintendo Super Famicom [JP] (July 16, 1993) "Death Brade [Model SHVC-DZ]"

* Computers :
Sharp X68000 [JP] (October 30, 1992)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=609&o=2

$end


$x68k_flop=deathbra,
$bio

Death Brade (c) 1992 SPS [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87307&o=2

$end


$snes=deathbra,
$bio

Death Brade [Model SHVC-DZ] (c) 1993 I'Max [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61195&o=2

$end


$pc98=dbringer,
$bio

Death Bringer (c) 1988 Telenet Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89263&o=2

$end


$amigaocs_flop=dbringsp,
$bio

Death Bringer (c) 1989 Spotlight Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73845&o=2

$end


$x68k_flop=dbringer,
$bio

Death Bringer (c) 1989 Telenet Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87308&o=2

$end


$megacd,megacdj=deathbrn,
$bio

Death Bringer - Himerata Monshou - The Knight of Darkness [Model T-49034] (c) 1992 Telenet Japan [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60502&o=2

$end


$pcecd=deathbrn,
$bio

Death Bringer - The Knight of Darkness (c) 1990 Telenet [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58155&o=2

$end


$megadriv=deathcal,
$bio

Death Caliber (c) 199? Tomsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56440&o=2

$end


$saturn,sat_cart=deathcri,
$bio

Death Crimson (c) 1996 Ecole Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59034&o=2

$end


$info=deathcox,
$bio

Death Crimson Ox (c) 2000 Ecole.

A lightgun-shooter, very similar to the "The House of the Dead" series.

- TECHNICAL -

Runs on the Runs on the Sega "NAOMI" hardware.

- TRIVIA -

Death Crimson Ox was released in October 2000.

Ecole was established by CAD Software in 1995. Their first release was 'Death Crimson' in 1998 on Sega Saturn. This game was a flop, many Japanese gamer blamed Ecole. Without taking consideration of this bad reputation, they produced a new game called 'Melty Blood', a video game based on the dojin game and Bijokko game of the same name.

- SERIES -

1. Death Crimson (1996, Sega Saturn)
2. Death Crimson 2 (1999, Sega Dreamcast)
3. Death Crimson Ox (2000)

- PORTS -

* Consoles :
Sega Dreamcast (2001)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4056&o=2

$end


$megadriv=deathdl,
$bio

Death Duel (c) 1992 Razorsoft

- TRIVIA -

Reviews:
[FR] December 1992 - Consoles + N.15: 85%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57183&o=2

$end


$x68k_flop=deathf2,
$bio

Death Fighter v2 (c) 1992 Battle Arts

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87309&o=2

$end


$fm77av=dforce,
$bio

Death Force (c) 1987 Riverhill Software [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93834&o=2

$end


$amigaocs_flop=dkkrynn,
$bio

Death Knights of Krynn (c) 1991 SSI

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73846&o=2

$end


$pc98=dkkrynn,
$bio

Death Knights of Krynn (c) 1993 Pony Canyon, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89264&o=2

$end


$amigaocs_flop=deathmsk,
$bio

Death Mask (c) 1995 Alternative Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73847&o=2

$end


$saturn,sat_cart=deathmsk,
$bio

Death Mask (c) 1996 Vantan International

- TECHNICAL -

Game ID: T-22701G

- TRIVIA -

Released on February 16, 1996 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59035&o=2

$end


$amigaocs_flop=dogem,
$bio

Death or Glory - Das Erbe von Morgan (c) 1994 Software 2000

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73849&o=2

$end


$amigaocs_flop=dogdk,
$bio

Death or Glory - Der dunkle Kaiser (c) 1994 Software 2000

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73850&o=2

$end


$cpc_cass=deathorg,
$bio

Death or Glory [Model 3Rl003] (c) 1987 Dro Soft [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95903&o=2

$end


$cpc_cass=deathpit,
$bio

Death Pit (c) 1985 Durell Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95904&o=2

$end


$info=deathrac,
$bio

Death Race (c) 1976 Exidy, Incorporated.

Drive a car around the field chasing down as many zombies as possible and run them over, turning them into instant tombstones, before the timer expires. Play with a friend to see who can make more tombstones quicker. After you run someone over, the game designers were nice enough to include a reverse gear to finish the victim off.

- TRIVIA -

Released in January 1976.

In 1975, Exidy created the game "Destruction Derby". Chicago Coin licensed the game and called it "Demolition Derby". Exidy sold the PC boards to Chicago Coin. Chicago Coin had a large distribution network and did not sell as many games as Exidy had anticipated. In addition, Chicago Coin did not pay Exidy as quickly as Exidy desired. In effect, the market was destroyed for Exidy's Destruction Derby. 

Due to these issues, Exidy decided to come up with another product, and the easiest way to do this was to modify an existing product. Howell Ivy took their existing game, Destruction Derby (1975), and changed the image proms of the drone cars in Destruction Derby to 'simple stick figures'. In addition, he made wiring modifications to give the stick figures animation, as if running. Also, he modified the crashed drone proms to the image s of graveyard crosses. Therefore, by making somewhat minor changes to Destruction Derby's existing logic board system, he created a completely different perception of game play and consequently created a new game called Death Race. The game was not inspired by Death Race 2000. The idea was to make minimum changes to an existing product to get something new into the marketplace. He did not anticipate that these minor changes would generate worldwide controversies.

Death Race was one of the first controversial video games. The game was nearly banned for explict content. The controversy over the game's violent theme reached the pages of Midnight and National Enquirer as well as NBC's Weekend, Today, and The Tonight Show. The National Safety Council and Newsweek both referred to the game as 'sick'. The controversy had reportedly started when a AP reporter in Seattle saw children playing the game and thought that the sound effects the pedestrians made when hit sounded like 'shrieking children'. Before the controversy, the game sold only 200 copies - afterwards, Exidy produced about 3,000 (including PCB sales).

When the car crashes into an object (wall or grave stone) AND the gas pedal isn't let go, after about 3 to 4 seconds the car will go right through it. This is normal behavior, and probably isn't seen often in gameplay because normally the player would switch into reverse gear after hitting something.

- SERIES -

1. Death Race (1976)
2. Super Death Chase (1977)

- STAFF -

Designer : Howell Ivy
Cabinet Art by : Pat Peak (Sleepy)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3386&o=2

$end


$nes=deathrac,
$bio

Death Race (c) 1990 AGCI

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55049&o=2

$end


$cpc_cass=deathsta,
$bio

Death Stalker [Model 2122] (c) 1988 Codemasters Soft. Co., Ltd., The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95905&o=2

$end


$bbca_cass,bbcb_cass=deathsta,
$bio

Death Star (c) 1985 Superior Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51725&o=2

$end


$bbca_cass,bbcb_cass=deathstabr,
$bio

Death Star (c) 198? Blue Ribbon

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51724&o=2

$end


$bbca_cass,bbcb_cass=deathstasc,
$bio

Death Star [The Superior Collection Vol.?] (c) 198? Superior Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51726&o=2

$end


$saturn,sat_cart=deaththr,
$bio

Death Throttle (c) 1996 Media Quest

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59036&o=2

$end


$pc8801_flop=deathtrp,
$bio

Death Trap (c) 1984 Square Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91616&o=2

$end


$amigaocs_flop=deathtrp,
$bio

Death Trap (c) 1990 Anco

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73848&o=2

$end


$a2600=deathtrp,
$bio

Death Trap (c) 1983 Avalon Hill.

You have just graduated with honors from Cadet training. Your first mission is especially important. You must deliver a TOP SECRET diplomatic message to the Emperor of the Glaxiau Empire - immediately! You proceed to cross the galaxy via the latest Black Hole acceleration techniques when your trips is interrupted by a gigantic space ship which intends on ensuring that the message you carry never reaches the Emperor. You heard of rumors in school of IT being out there - the reason for so many missing ships. Your only hope for survival and success in your mission is to destroy ITs power generators before IT kills you with intelligent plasma fireballs or disintegrates you with high energy defensive shields.

- TECHNICAL -

Model 50010

- SCORING -

You start the game with zero points.  Points may be added or subtracted but your score will not be allowed to go negative.  Points are added for your condition of readiness, damage you inflict on IT, and bonus points for destroying each of the 3 power stations.

Readiness - Every few seconds, up to 6 points are added based on your level of readiness.  Readiness points are determined by the number of small ships beneath your score.

Damage - Ten times the total number of hits on ITs power stations are added. (First hit = + 10 points, Fifteenth hit = + 150 points).

Bonus points - Totally destroying left or right power stations= + 2000 points. Center station= + 5000 points.

Penalty - You lose 90 points every time IT is able to lower SHIELD C.

- TIPS AND TRICKS -

GAME DESIGNER NOTE:
The moving block in the defensive shields are generated directly below the left and right red guns. Careful timing will allow you to create new blocks on top of existing blocks. This will reduced the amount of interference between you and the guns, and is especially helpful in destroying the central power station when time is limited.

- STAFF -

Programmer: Jim Jacob
Cover art; Jim Talbot
Rules Paste-Up and Graphics: Jean Baer
Typesetting: Colonial Composition
Prep Dept. Coordinator: Elaine Adkins 
Printing: Monarch Services

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50386&o=2

$end


$msx1_cass=deathval,
$bio

Death Valley Gold Rush (c) 1985 Kuma Computers, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94576&o=2

$end


$cpc_cass=deathwak,
$bio

Death Wake [Model QSA 115] (c) 1985 Quicksilva

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95906&o=2

$end


$psx=deathwin,
$bio

Death Wing [Model SLPS-00489] (c) 1996 Cybertech Designs

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85072&o=2

$end


$msx1_cass=deathws3,
$bio

Death Wish 3 (c) 1987 Gremlin Graphics Software, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94577&o=2

$end


$cpc_cass=deathwis,
$bio

Death Wish 3 (c) 1987 Gremlin Graphics Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95909&o=2

$end


$nes=deathbot1,deathbot,
$bio

Deathbots (c) 1990 American Video Entertainment

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55050&o=2

$end


$amigaocs_flop=dbringer,
$bio

Deathbringer (c) 1991 Empire Interactive Europe, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73851&o=2

$end


$cpc_cass=deathkic,
$bio

Deathkick (c) 1984 Blaby Computer Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95911&o=2

$end


$bbca_cass,bbcb_cass=deathhea,
$bio

Deaths Head Hole (c) 19?? Peaksoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51727&o=2

$end


$cpc_cass=deathsca,
$bio

Deathscape [Model AS 54717] (c) 1987 Starlight Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95912&o=2

$end


$info=deathsml,
$bio

Deathsmiles (c) 2007 Cave Company, Limited.

Windia, a young girl living in London, mysteriously vanishes after being drawn into a flash of light.
Awakening in the Otherworld, Windia arrives in a Western city reminiscent of the early 20th century, and is cared for by Dior, an elderly lord. Discovering there is no way home, Dior reveals to Windia that she is one of the 'lost children', those with magical powers chosen to protect the kingdom...

- TECHNICAL -

Cave CV1000B Hardware

CPU : Hitachi SH-3 CPU, 133 Mhz Clock
Sound Chip : Yamaha YMZ770C-F
Other Chips (Based on Ibara) : Altera Cyclone EP1C12F324C8 FPGA (i think used as Video-DSP and SD-RAM Controller), K9F1G08U0A 128M x 8 Bit NAND Flash Memory, 1x MX29LV160BBTC-90 Flash Memory and, 2x MX29LV320ABTC-90 Flash ICs (space for up to 2 more Flash ICs is not used), 1xMT48LC2M32B2-6 SDRAM, and 2x MT46V16M16. LA4708 Audio amplifier.

- TRIVIA -

The development name was "Deathlolita" and was unofficialy announced in July 2007. Then, Deathsmiles was official announced at amusement show in September 2007.

- TIPS AND TRICKS -

* Secret Character "Follett": Up(x4), B, B, A, A, Left, Left, Right, Right, C(x3), Down, C

* Secret Character, "Roza": Base sequence is the same as "Follett" but 1P code is "CBACBUARCLBDCBAAA".

* Secret Stage "Kyoukoku" (canyon): Base sequence is the same as "Follett" but 1P code is "CCCAULRDBCCCDDABCBA". You can select this stage after finished stage 6.

- SERIES -

1. Deathsmiles (2007)
2. Deathsmiles Mega Black Label (2008)
3. Deathsmiles II - Makai no Merrychristmas (2009)

- STAFF -

Producer: Kenichi Takano
Director: Junya Inoue
Chief Programmer: Takashi Ichimura 
Programmers: Yuji Inoue, Tsuneki Ikeda
Designers: Atsushi Aburano, Toshiyuki Kuroiwa, Akira Wakabayashi, Hiroyuki Tanaka

Voicer Actors:
*Windia*: Naomi Iida (AS KIKAKU)
*Casper*: Miho Hayashi (AS KIKAKU)
*Follett*: Rumi Abe (AS KIKAKU)
*Rosa*: Natuko Tauchi (AS KIKAKU)
*Sakura*: Kaori Nakamura (AS KIKAKU)
*Jitterbug*: Junya Inoue

Music Composer: Manabu Namiki (Basiscape)
Lead Guitar Player: Noriyuki Kamikura (Basiscape)
Sound Manager: Miki Ito (Basiscape)
Sound Effect: Dota Ando (Reeb), Yasuko Yamada (Reeb)
Ending Song: Takayuki Hirose
Symphony "Deathsmiles":
*Words/Music/Vocal*: Natsuko Naitou
*Recording Engineer*: Ryoji Uezu
*Sound Director*: Daisuke Matsumoto, Yukihiro Masaki
PV Director: Showgo Ookawa
Supervisor: Tsuneki Ikeda

Special Assistants : Toshiaki Tomizawa, Atsunori Aburatani, Kaori Itamura, Satoshi Kouyama, Takuro Sato, Mao Shimura, Takeo Suzuki, Takatsugu Furuhata, Shingo Hozumi, Hiroyuki Morita, Takato Yamashita, Yui Yoshii, Yui Akamatsu, Reina Fujii, Mitushiro Tachibana, Tetsuya Kusaba, Dandy

- PORTS -

* Consoles :
Microsoft XBOX 360 [JP] (Apr.23, 2009; "Deathsmiles [Model AWD-00001]")
Microsoft XBOX 360 [JP] (Apr.23, 2009; "Deathsmiles [Gentei Ban] [Model AWD-00002]")
Microsoft XBOX 360 [JP] (Apr.08, 2010; "Deathsmiles [Platinum Collection] [Model AWD-00004]")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=19366&o=2

$end


$info=deathsm2,
$bio

Deathsmiles II - Makai no Merrychristmas (c) 2009 Cave Company, Limited.

- TECHNICAL -

Cave PC Hardware

- TRIVIA -

Deathsmiles II was released on May 14, 2009 in Japan.

- SERIES -

1. Deathsmiles (2007)
2. Deathsmiles Mega Black Label (2008)
3. Deathsmiles II - Makai no Merrychristmas (2009)

- PORTS -

* Consoles :
Microsoft XBOX 360 (May 27, 2010; "Deathsmiles II - Makai no Merrychristmas [Model 2RF-00001]")
Microsoft XBOX 360 (May 27, 2010; "Deathsmiles II - Makai no Merrychristmas [Shokai Gentei Ban] [Model 2RF-00002]")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=30775&o=2

$end


$info=dsmbl,
$bio

Deathsmiles Mega Black label (c) 2008 Cave Company, Limited.

- TECHNICAL -

Cave CV1000D Hardware

CPU : Hitachi SH-3 CPU, 133 Mhz Clock
Sound Chip : Yamaha YMZ770C-F
Chip U1 : IS42S32400D 128Mb SDRAM @ 166mhz (standard SH3 has MT48LC2M32 64Mb SDRAM)
Chip U4 : 32Mbit Spansion S29JL032H (standard SH3 has a 16Mbit Spansion S29AL016D.

- TRIVIA -

Deathsmiles Mega Black label was released in October 2008 in Japan only. It is a limited (150 copies total) edition of the game. It added Sakura as playable character, as well as the Crystal Shrine stage, and Level 999 difficulty level.

- SERIES -

1. Deathsmiles (2007)
2. Deathsmiles Mega Black Label (2008)
3. Deathsmiles II - Makai no Merrychristmas (2009)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=38938&o=2

$end


$cpc_cass=deathsvi,
$bio

Deathsville (c) 1986 Bubble Bus Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95913&o=2

$end


$nes=debarb,
$bio

Debar Bomb (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83852&o=2

$end


$pc98=debut,
$bio

Debut (c) 1994 Data West, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89265&o=2

$end


$megadriv=decapatt,
$bio

DecapAttack (c) 1991 Sega Enterprises, Limited.

European release. This game is known in Japan as "Magical Hat no Buttobi Tabo! Daibouken [Model G-4041]"

- TECHNICAL -

Game ID: 1027-50
Cartridge ID: 670-1620-50
Package ID: 670-1621-50

- TRIVIA -

Even though the title screen says 1991, DecapAttack for Mega Drive was released in January 1992 in Europe.

Reviews:
[FR] November 1991 - Consoles + N.3: 92/100

- PORTS -

* Consoles : 
Sony PlayStation 2 [EU] (February 2, 2007) "Sega Mega Drive Collection [Model SLES-54333]" 
Sony PlayStation 2 [AU] (February 8, 2007) "Sega Mega Drive Collection" 
Microsoft XBOX 360 [EU] (February 20, 2009) "SEGA Mega Drive Ultimate Collection [Model 384-40210]" 
Sony PlayStation 3 [EU] [AU] (February 20, 2009) "SEGA Mega Drive Ultimate Collection [Model BLES-00475]" 
Microsoft XBOX 360 [AU] (February 26, 2009) "Sega Mega Drive Ultimate Collection" 

* Handhelds : 
Sony PSP [EU] (February 2, 2007) "Sega Mega Drive Collection [Model ULES-00556]" 
Sony PSP [AU] (February 8, 2007) "Sega Mega Drive Collection [Model ULES-00556]" 

* Computers : 
PC [Steam] [EU] (October 26, 2010) both stand-alone and as part of "SEGA Mega Drive Classics Pack 3"
PC [MS Windows, CD-ROM] [EU] (November 26, 2010) "Sega Mega Drive Classics Collection Vol. 3" 
PC [MS Windows, DVD-ROM] [EU] (March 18, 2011) "Sega Mega Drive Classic Collection - Gold Edition" 
PC [Steam] [EU] (March 25, 2011) "SEGA Mega Drive Classics Collection"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70580&o=2

$end


$saturn,sat_cart=decathltj,decathltja,decathltjb,
$bio

DecAthlete (c) 1996 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59037&o=2

$end


$saturn,sat_cart=decathltjsn,
$bio

DecAthlete for SegaNet (c) 1997 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59039&o=2

$end


$info=decathlt,decathlto,
$bio

Decathlete (c) 1996 Sega.

A 3-D sports simulator.

- TECHNICAL -

Runs on the "ST-V [Sega Titan Video Game System]" hardware.
Cartridge ID: 610-0373-15

Screen orientation : Horizontal

Players: 2
Control: 8-way joystick
Buttons: 6

- TRIVIA -

Released in April 1996.

- TIPS AND TRICKS -

* Shot-put and Discus Throw : By pushing the START button you can choose the direction of the wind. The wind blows to where the air-balloon is pointing.

* 100-Meters Dash : When the players are introduced press Right, Left and the button you use in other sports for selecting the angle. In this way the player will roll and go faster.

- PORTS -

* Consoles :
Sega Saturn
Sony PlayStation 2 (2004, "Sega Ages 2500 Vol. 15 : Decathlete Collection")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=610&o=2

$end


$saturn,sat_cart=decathlt,
$bio

Decathlete [Model 81115] (c) 1996 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60024&o=2

$end


$saturn,sat_cart=decathltjsa,
$bio

DecAthlete [Satakore] (c) 1997 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59038&o=2

$end


$a800=decathln,
$bio

Decathlon (c) 1983 Activision, Inc. [Santa Clara, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86511&o=2

$end


$coleco=decathln,
$bio

Decathlon (c) 1984 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53265&o=2

$end


$msx1_cass=decathln,
$bio

Decathlon (c) 1984 Activision, Inc. [Santa Clara, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94578&o=2

$end


$a2600=decathln2,
$bio

Decathlon (c) 19?? HES [Human Engineered Software]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50387&o=2

$end


$nes=decathln,
$bio

Decathlon [Model G-3010] (c) 1992 Computer & Ent. [Taiwan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76521&o=2

$end


$msx1_cart=decathln,decathlna,
$bio

Decathlon [Model R48X5506] (c) 1984 Pony Canyon, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76683&o=2

$end


$ti99_cart=windec,
$bio

Decimals 1 (c) 1983 Foresman [Scott Foresman]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84548&o=2

$end


$ti99_cart=decdeli2,
$bio

Decimals 2 (c) 1983 Foresman [Scott Foresman]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84549&o=2

$end


$info=decocass,
$bio

DECO Cassette System (c) 1980 Data East Corp.

- TECHNICAL -

The arcade owner would insert the cassette and a security dongle (This was an early form of copy protection, to ensure the tapes would not be copied) into the cabinet.

When the cabinet was powered up, the program from the tape would be copied into the cabinet's RAMchips. This process took about two minutes. After this, the game could be played.

Main CPU: DECO 222 (@ 750 Khz)
CPU: I8041 (@ 600 Khz)
Audio CPU: MOS Technology M6502 (@ 500 Khz)
Sound Chips: (2x) AY-3-8910A (@ 1.5 Mhz)
Speaker: mono

- TRIVIA -

The DECO Cassette System was introduced in 1980 by Data East and was the first standardised arcade system that allowed arcade owners to change games. The arcade owner would buy a cabinet, while the games were stored on standard audio cassettes.

It was revolutionary for its time, but arcade owners complained about the poor reliability of the cassettes, which could be demagnetized easily, corrupting the game data, and the poor quality of the games offered, as well as long load times...

47 different games were released on this system from 1980 to 1985.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4078&o=2

$end


$mc10=decode,
$bio

Decode (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87622&o=2

$end


$alice32=decouva,
$bio

Decouvrez Alice (c) 1984 Matra Datasysteme [Paris, France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87575&o=2

$end


$info=la120,
$bio

DECwriter III [LA120-DA] (c) 1978 Digital Equipment Corp.

The DECwriter III is a serial, dot-matrix, pedestal-mounted printers that combine bidirectional printing and a 1K character buffer to achieve 180 character-per-second throughput.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103284&o=2

$end


$pc98=deep,
$bio

Deep (c) 1994 Jast [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89266&o=2

$end


$pce=deepblue,
$bio

??????? ???? (c) 1989 Pack-In-Video Company, Limited.
(Deep Blue - Kaitei Shinwa)

Deep blue Katei Shinwa is an horizontal shooter by Pack In Video. The action takes place deep under the ocean and the player takes control of a fish-shaped robotic submarine. Its mission is to rid the oceans of all the evil fishy monsters that invaded it, and this through four long and perilous levels. Innumerable schools of fish and other sea creatures appear at random and relentlessly attack the robot-fish. Its first line of defense is a cannon that can fire small bursts of energy. More weapons are available for the sub's destructive whim though - blue moon fish are scattered around each stage and drop special items such as extra health, speed boost and new weapons (Light Bullet, Swirl Cutter or Bubble Beam). Each weapon can be upgraded up to three times, but getting hit will lower their power by one level (as well as the speed of the sub). Although the sub comes with only one life, his energy level is always displayed through his glowing eyes - if they glow blue then he is in good health, red and things can soon turn bad. The sub also automatically (and slowly) refills its energy as long as it doesn't fire its weapon. Meaner and larger creatures await for the player at the end of each level, and range from large hungry fish, giant jellyfish and mean nautilus.

- TECHNICAL -

Game ID: PV1002

- TRIVIA -

Deep Blue was released on March 31, 1989 in Japan for 5300 Yen.

The subtitle translates from Japanese as 'The myth of the undersea'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58558&o=2

$end


$tg16=deepblue,
$bio

Deep Blue [Model TGX020012] (c) 1989 NEC Home Electronics, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84307&o=2

$end


$sms=deepduck,
$bio

Deep Duck Trouble Starring Donald Duck (c) 1993 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55986&o=2

$end


$gamegear=deepduck,
$bio

Deep Duck Trouble Starring Donald Duck [Model 2514] (c) 1994 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64531&o=2

$end


$msx1_cart=deepdng,
$bio

Deep Dungeon (c) 1988 ScapTrust

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76684&o=2

$end


$famicom_flop=deepdng,
$bio

魔洞戦記 ディープダンジョン (c) 1986 DOG Soft.
(Deep Dungeon - Madou Senki)

Deep Dungeon is a role Playing Game by HummingBird Soft. Humanity and forces of evil have been fighting for centuries. One day, a courageous and strong swordsman went to confront, alone, this evil spirit. The devil, nearly defeated, had to run away and hide underground with his army. Time passed, and most people simply forgot about their existence. Then one day, they slowly came out of their hideout and kidnapped the king's daughter. A swordsman is sent by the king to rescue the princess, armed with the legendary sword and shield that defeated evil once.. yet, he hasn't returned. And you are one of the young adventurers who are now going on the journey to the depths of hell and rescue the king's daughter. Mad? Senki is a role playing game featuring a simple first person-view through the hero's eyes. He can equip a sword, a shield and a bracelet. Shops are located near the Dungeon entrance and new weapons, shields and items can be purchased there.

- TECHNICAL -

Game ID: SSD-DPD

- TRIVIA -

Deep Dungeon was released on November 19, 1986 in Japan for 3400 Yen.

- SERIES -

1. Deep Dungeon - Madou Senki [Model SSD-DPD] (1986)
2. Deep Dungeon II - Yuushi no Monshou [Model SQF-YSM] (1987)
3. Deep Dungeon III - Yuushi e no Tabi [Model SQF-UT] (1988)
4. Deep Dungeon IV - Kuro no Youjutsushi [Model ASM-4D] (1990)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65278&o=2

$end


$msx1_cart=deepdng2,
$bio

Deep Dungeon II - Yuushi no Monshou (c) 1988 ScapTrust

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76685&o=2

$end


$famicom_flop=deepdng2a,deepdng2,
$bio

?????????II ????? (c) 1987 Square Company, Limited.
(Deep Dungeon II - Yuushi no Monshou)

- TECHNICAL -

Game ID: SQF-YSM

- TRIVIA -

Released on May 30, 1987 in Japan.

- SERIES -

1. Deep Dungeon - Madou Senki [Model SSD-DPD] (1986)
2. Deep Dungeon II - Yuushi no Monshou [Model SQF-YSM] (1987)
3. Deep Dungeon III - Yuushi e no Tabi [Model SQF-UT] (1988)
4. Deep Dungeon IV - Kuro no Youjutsushi [Model ASM-4D] (1990)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65279&o=2

$end


$nes=deepdng3,
$bio

?????????III ????? (c) 1988 Square Company, Limited.
(Deep Dungeon III - Yuushi e no Tabi)

- TECHNICAL -

Game ID: SQF-UT
Cart color: White

- TRIVIA -

Released on May 13, 1988 in Japan.

- SERIES -

1. Deep Dungeon - Madou Senki [Model SSD-DPD] (1986)
2. Deep Dungeon II - Yuushi no Monshou [Model SQF-YSM] (1987)
3. Deep Dungeon III - Yuushi e no Tabi [Model SQF-UT] (1988)
4. Deep Dungeon IV - Kuro no Youjutsushi [Model ASM-4D] (1990)

- STAFF -

Developed by Humming Bird Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53960&o=2

$end


$nes=deepdng4,
$bio

?????????IV ????? (c) 1990 Asmik
(Deep Dungeon IV - Kuro no Youjutsushi)

- TECHNICAL -

Game ID: ASM-4D
Cart color: Black

- TRIVIA -

Released on April 6, 1990 in Japan.

- SERIES -

1. Deep Dungeon - Madou Senki [Model SSD-DPD] (1986)
2. Deep Dungeon II - Yuushi no Monshou [Model SQF-YSM] (1987)
3. Deep Dungeon III - Yuushi e no Tabi [Model SQF-UT] (1988)
4. Deep Dungeon IV - Kuro no Youjutsushi [Model ASM-4D] (1990)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53961&o=2

$end


$saturn,sat_cart=deepfearu,
$bio

Deep Fear (c) 1998 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60025&o=2

$end


$saturn,sat_cart=deepfearj,deepfearja,
$bio

Deep Fear (c) 1998 Sega Enterprises, Limited.

- TECHNICAL -

Model GS-9189

- TRIVIA -

Deep Fear was released on July 16, 1998 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59040&o=2

$end


$saturn,sat_cart=deepfear,
$bio

Deep Fear [Model MK81804-50] (c) 1998 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60282&o=2

$end


$msx2_cart=dforest,dforesta,
$bio

Deep Forest (c) 1987 Xain Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51278&o=2

$end


$fm77av=dforest,
$bio

Deep Forest (c) 1987 Xain Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93835&o=2

$end


$msx2_flop=dforest,dforestb,dforestc,dforesta,
$bio

Deep Forest (c) 1987 Xain Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101572&o=2

$end


$info=sc4deepi,sc4deepia,sc4deepib,sc4deepid,
$bio

Deep Impact (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR2099]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42544&o=2

$end


$intv=pool,
$bio

Deep Pockets - Super Pro Pool and Billiards (c) 1990 Mattel Electronics.

Deep Pockets is a unique pool and billiards game - it is actually NINE games in one. You can learn many pocket billiard (pool) and carom billiard games in the privacy and comfort of your own home - and brush up on rules and strategy before venturing out to a billiard parlor.

Play against a friend, or practice "against yourself" -- in 1 player games, you control both players 1 and 2.

Player 1 will see prompts and scores in RED, and player 2 will see BLUE.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60876&o=2

$end


$x68k_flop=deepscan,
$bio

Deep Scan (c) 1989 Tiny-Tomo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87310&o=2

$end


$x68k_flop=deepscak,
$bio

Deep Scan (c) 19?? Kin-Chan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87311&o=2

$end


$crvision=deepsea,deepseaa,
$bio

Deep Sea Adventure (c) 1982 Dick Smith Electronics

- TECHNICAL -

CAT NO. Y-1625

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53776&o=2

$end


$tutor=deepsix,
$bio

Deep Six [Model 8106] (c) 1983 Tomy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101367&o=2

$end


$amigaocs_flop=deepspac,deepspacu,
$bio

Deep Space (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73852&o=2

$end


$cpc_cass=deepstri,
$bio

Deep Strike (c) 1985 Durell Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95915&o=2

$end


$megadriv=deerhunt,
$bio

Deer Hunter (c) 199? Tomsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56441&o=2

$end


$gbcolor=deerhunt,
$bio

Deer Hunter [Model CGB-AXHE-USA] (c) 1999 Vatical Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67719&o=2

$end


$info=deerhunt,deerhunta,deerhuntb,deerhuntc,deerhuntd,deerhunte,
$bio

Deer Hunting USA (c) 2000 American Sammy.

An interactive shooting game where players stalk deer in the wilderness during hunting season.

You are able to select a wilderness where you want to go hunting. Then you will choose your hunting weapon: rifle, shotgun, power bow, or muzzleloader. Next, you will select one of four destinations within the wilderness you selected as your hunting ground. From here, your objective is to shoot and/or kill the male deer (bucks) while trying not to miss or shoot and/or kill female deer (does).

Throughout the game, you will attempt to kill up to four male deer in four different areas within the selected wilderness for a total of up to 16 bucks. Each time you successfully kill a male deer, you are rated based on your scoring, timing and accuracy as well as the weight of the kill. You must try to shoot the bucks in the most vulnerable areas in order to wound and/or kill them instantly.

After you have hunted through all four areas of the wilderness, the season is over and then you are rated on how well you did throughout the game based on scoring, the number of kills, the total weight and the timing and accuracy of your shooting. Afterwards, the game ends, regardless of the results.

- TRIVIA -

Released in May 2000.

This game featured a unique lightgun controller, which was unique in that it was not a pistol/revolver like most other gun games. The controller is shaped like a shotgun, which you must pump after every shot (regardless of which weapon you select in the game).

- UPDATES -

* V4.3
* V4.2
* V4.0

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4415&o=2

$end


$amigaocs_flop=defcon5,
$bio

Def Con 5 (c) 1988 Microprose Software, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73853&o=2

$end


$msx1_cass=defcom1,
$bio

Defcom 1 (c) 1989 Iber Software [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94579&o=2

$end


$cpc_cass=defcom1s,
$bio

Defcom 1 (c) 1989 MCM Soft. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95920&o=2

$end


$cpc_cass=defcomuk,
$bio

Defcom [Model 160061] (c) 1986 Mind Games Espana, S.A.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95917&o=2

$end


$saturn,sat_cart=defcon5u,
$bio

Defcon 5 (c) 1995 Data East USA, Inc.

- TECHNICAL -

Game ID: T-1301H

- STAFF -

Producer: Toby Simpson
Design: Chris Elliot, Ian Saunter, Andrew Kennedy, Toby Simpson
Programming: Tim Closs, Ashley Thwaites, Peter Marshall, Dean Ashton, Marcus Whitlock, Toby Simpson, Julian Rex
Additional Programming: Mark Stamps, Mike Ball, James Busby, Paul Donovan
Saturn Programming Completion: Alan McCarthy
Art Direction: Andrew Kennedy, Mark Rafter
Introduction Modelling: Rob Chapman
Image Processing: Steve Loughran
Game Graphics: Steve Teague, Dave Mee
3D Design: Andrew Kennedy, Mark Whitrow
Additional Game Graphics: Steve Loughran, Alan Brand
Background text and Tyron documents: Ben Simpson
Text and Script Editor: Jim Hawkins
Casting: Chris Homer
Casting Agency: Rhubarb
Make-up: Natalie Hughes
Costumes: Angels & Bermans
Cast: Jack Cloake, Gia Milinovich, Martin Muncaster, Michael Harbour, Billy J. Mitchell, Gary Hope, Mike O'Malley, Elizebeth Uter
Title Music: Chris Homer
In Game Music: Andrew Barnabas
Audio and Video Production: Chris Homer, Peter Murphy, Tom Oswald
Sound Effects: Graeme King, Andrew Barnabas, Peter Murphy
Audio Post Production: Peter Murphy
Quality Assurance Manager: Richard Edwards
Lead Quality Assurance Tester: Ben Simpson
Quality Assurance: Tom Oswald, Stuart Saunders, Jim Archer, Dean Miller

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60026&o=2

$end


$saturn,sat_cart=defcon5j,
$bio

Defcon 5 (c) 1996 Multisoft.

Japanese release. Game developed in USA. See the original USA release entry for more information about the game itself; "Defcon 5 [Model T-1301H]".

- TECHNICAL -

Game ID: T-24101G

- TRIVIA -

Defcon 5 was released on June 07, 1996 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59041&o=2

$end


$saturn,sat_cart=defcon5f,
$bio

Defcon 5 [Model T-25401H-09] (c) 1996 GT Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60283&o=2

$end


$saturn,sat_cart=defcon5,
$bio

Defcon 5 [Model T-25401H-50] (c) 1996 GT Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60284&o=2

$end


$psx=defeatli,
$bio

Defeat Lightning [Model SLPS-00853] (c) 1997 D.Cruise

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85073&o=2

$end


$info=defence,
$bio

Defence Command (c) 1981 Outer Limits.

- TECHNICAL -

Main CPU : Motorola M6809 (@ 1 Mhz)
Sound CPU : M6808 (@ 894.75 Khz)
Sound Chips : DAC

Screen orientation : Horizontal
Video resolution : 294 x 239 pixels
Screen refresh : 60.00 Hz
Palette colors : 16

Players : 2
Control : 2-way joystick (vertical)
Buttons : 5

- TRIVIA -

This game is a bootleg of "Defender".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=612&o=2

$end


$mc10=defend,defendj,
$bio

Defend (c) 2004 Charles Perosi.

Block the object moving towards the top of the screen.
If you miss, the object will stay at the top of the screen.
If the top of the screen gets full all the way across your game
is over. Also, if you miss 3 objects in a row your game will be over.

- TECHNICAL -

Controls:
Use "1" to move left
use "-" to move right

- TRIVIA -

Released in April 2004.

- SCORING -

100 points per object blocked.
-100 points per object missed.

- STAFF -

By: Charles Perosi

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87623&o=2

$end


$cpc_cass=defendor,
$bio

Defend or Die (c) 1985 Alligata Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95921&o=2

$end


$info=redufo,redufob,
$bio

Defend the Terra Attack on the Red UFO (c) 1981 Uko.

An early shoot'em up.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : Tone generator and discrete circuits

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette colors : 98

Players : 2
Control : 2-way joystick
Buttons : 1

- TRIVIA -

Red UFO was released in March 1981. Developed and sold by Uko.

UFO stands for 'Unidentified Flying Object'.

This video game is Uko's last game. Uko went into bankruptcy in March 1979.

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

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=613&o=2

$end


$info=defender,defenderg,defndjeu,defenderb,defenderw,
$bio

Defender (c) 1980 Williams.

Defender is a legendary sideways-scrolling shoot-em-up - the very first of its genre - in which the aim is to pilot a laser-firing spaceship and protect humanoids stranded on the planet's surface from swarms of alien abductors.

A long-range scanner at the top of the screen shows the positions of both the humanoids and the attacking aliens. The ideal strategy is to shoot down the alien ships before they reach the humanoids. If a humanoid is captured, the alien abductor can still be destroyed, but the player must then catch the falling humanoid and return it to the safety of the planet's surface before it falls to its death.

If an alien is allowed to carry its victim to the very top of the screen, the humanoid will mutate, becoming a permanent part of the alien that captured it. This new and deadly mutation will then immediately join in the alien attack.

The challenge becomes more intense as action progresses. Fighter ships and their mines will soon join the abductors. There are also mother ships that must be destroyed; these are particularly difficult as a direct hit smashes the mother ship into a swarming mass of mini-ships that must also be wiped out. Throughout the entire mission, the player must act quickly or face possible destruction by the cosmic baiter, a fast and dangerous enemy.

Players have two escape options to use as a last resort. The first is the 'smart bomb', which destroys all on-screen enemies. The second option is 'hyperspace', which randomly teleports the player's ship to another part of the level. This is highly risky as it may place the player's ship in a position more dangerous than the one it left.

If all humanoids are successfully abducted, the planet will explode in a blinding flash and the waves remaining until the next planet is reached take place in outer space, and consist solely of destroying enemy waves.

- TECHNICAL -

Board Number : D75 (top), D71F (A) 
Prom Stickers : DF 

Main CPU : Motorola M6809 (@ 1 Mhz) 
Sound CPU : M6808 (@ 894.75 Khz) 
Sound Chips : DAC 

Players : 2 
Control : 2-way joystick (vertical) 
Buttons : 5 
= > THRUST, FIRE, REVERSE, SMART BOMB, HYPERSPACE

- TRIVIA -

According to Defender development lead Eugene Jarvis: The game was shown at AMOA Chicago October 31, 1980 and released a week or two later in November 1980.

Along with Namco's seminal "Pac-Man", Defender shares the title of 'Highest Grossing Video Game of All Time' and to date has earned more than one billion dollars. It's interesting to note that when the now-legendary shoot-em-up was first shown at a 1981 Chicago arcade machine trade show, it was deemed to be a flop due to its high level of difficulty. Arcade industry insiders confidently predicted that both Defender and "Pac-Man" would be commercial flops and that Namco's "Rally-X" would be the next major arcade success. 

Defender's attract mode for the game was programmed in just five hours. 

Defender was noted for both its superb sound and visual effects and, moreover, for its extremely demanding gameplay. This didn't, however, stop players from accumulating millions of points when playing the game. Just minutes after the opening of the AMOA - an arcade industry trade show - Eugene Jarvis and his team - Defender's creators - were burning new ROMs for the game's display due to the fact they plugged the first burn into the board BACKWARDS and fried them. Due to the intimidating controls, hardly anyone at the show played the game and there were even rumours circulating suggesting that both "Pac-Man" and Defender would flop and that Namco's "Rally-X" would be the next big hit. Not only did Defender have the highest number of controls (five buttons, in addition to a two-way joystick) but it was also the first video game to feature an artificial 'world', in that game events occurred OUTSIDE the on-screen viewing area presented to the player. 

Chris Hoffman holds the official record for this game on 'Marathon' settings with 79,976,975 points on January 1, 1984. 
Bill Jones holds the official record for this game on 'Tournament' settings with 543,950 points on August 15, 2008. 

Some bootlegs of this game are known as "Star Trek 1981", "Defence Command", "Defense Command", "Zero" (Jeutel), and "Tornado" (Jeutel). 

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

A Defender unit appears in the 1983 movie 'Terms of Endearment', in the 1983 movie 'Joysticks' and in the 1983 movie 'Koyaanisqatsi - Life out of Balance'. 

The official video of the 1982 pop song "Herbergsvater", by Joachim Witt, begins by featuring a Defender unit and contains long scenes of Defender gameplay.

A mini Defender unit appears in the 1983 music video 'Almost Over You' by Sheena Easton. 

MB (Milton Bradley) released a board game based on this video game (same name) in 1983: win the most points by using your Defender ships to protect Humanoids from waves of aliens. A set of chance cards will bring the different aliens (Bombers, Landers and Humanoids) into play. Movement is determined with a spinner. Players can move their defenders and aliens.

- UPDATES -

Defender ROM sets were distinguished by early and later editions. The early edition supported only upright cabinets. In 1981 Williams released a cocktail cabinet version which necessitated extra code to flip the video display and to support a second set of game controls. The editions had some minor differences in the game's attract mode : The early edition gave an erroneous point value of '100' for alien landers; this was corrected to '150' in the later edition. Also, the high score value for player PGD was '14185' in the early edition and '14285' in the later edition. 

Early edition ROM sets : 
* Defender (White Label) 
* Defender (Green Label) 
* Defender (Blue Label) 

Later edition ROM sets : 
* Defender (Red Label)

- SCORING -

Lander : 150 points.
Mutant : 150 points.
Baiter : 200 points.
Bomber : 250 points.
Pod : 1,000 points.
Swarmer : 150 points.
Completely destroying a pod with a smart bomb : 1,150, 1,300, 1,450, 1,600, 1,750, 1,900, or 2,050 points. 
* The chances that a bombed pod will score 1,150, 1,300, or 1,450 points are 1/256 each.

Getting hit by an enemy bullet : 25 points.

Saving a humanoid from a Lander : 500 points.
Depositing a humanoid into the ground : 500 points.
Humanoid landing into the ground safely on his own : 250 points.

Bonus at the end of each wave : 
Wave 1 : Humanoids Left X 100.
Wave 2 : Humanoids Left X 200.
Wave 3 : Humanoids Left X 300.
Wave 4 : Humanoids Left X 400.
Wave 5 and above : Humanoids Left X 500.

- TIPS AND TRICKS -

* The enemies that initially appear in each wave are : 
Wave 1 : 15 Landers 
Wave 2 : 20 Landers, 3 Bombers, and 1 Pod 
Wave 3 : 20 Landers, 4 Bombers, and 3 Pods 
Waves 4 and up : 20 Landers, 5 Bombers, and 4 Pods 

* Avoid using hyperspace unless you are about to die. Fighting off attacks, regardless of the number of enemies, will make you a better Defender player. 

* Baiters can usually be overcome by hitting the reverse button twice quickly. They will fly past you and be in range for your fire power. Do NOT try to outrun them as baiters are faster than your ship. 

* Swarmers are easy to defeat. You can hit reverse as soon as they fly past you and fly behind them. They cannot shoot backwards so you can blast away at will. 

* Shooting a Pod will release between 1 and 7 Swarmers. The chances that it will try to release 1, 2, or 3 Swarmers is 1/256 for each. Also, the maximum number of Swarmers allowed in the game is 20. So, for example, if there are 18 Swarmers in the game and a Pod is hit, it can only release a maximum of 2 Swarmers. 

* At higher levels, you will need to play God and even sacrifice some Humanoids (by killing them yourself) to preserve the rest of the planet's population. The planet is too large for you protect and you are sparing the Humanoids from a fate worst than death (mutation). Do not worry, these Humanoids reproduce quickly and overpopulation has always been a constant problem. The planet will be fully populated at the start of every fifth attack wave (configurable). 

* The International Date Line : there are reverse lines for Swarmers and Mutants (AKA the 'International Date Line'). If this line is between you and the type of enemy in question, they will travel the opposite direction around the planet to get you (i.e. they won't cross this line to get to you). If a Mutant, say, is following you and you cross the Mutant reverse line (to the left of the big mountain) it will suddenly reverse direction and go around the other way. The same is true for the Swarmer reverse line (located approximately where your ship starts each wave). This doesn't affect Swarmers that you are following behind. If you're on one side of the line and a Pod is on the other and you shoot it open, the Swarmers will fly away from you and you can get in behind them immediately. The best use of these lines is where there are lots of Swarmers and/or Mutants that you don't want to hassle with. You stay near the line and go back and forth over it to keep the enemy on the other side of the planet. This is especially useful in space and waves that get really hairy. 

* Freeze : you can freeze a Defender machine by picking up all ten Humanoids (on any wave, but Wave 1 is your greatest chance at success), stopping all forward motion of your ship, quieting the screen down (i.e. having no enemies moving around on it) and setting all the Humanoids straight down quickly. This seems to work better were the terrain is very close to the bottom of the screen. Everything will freeze, but you can still move your ship up and down. Thrusting will break the spell, so to speak. If you do pick a spot with shallow terrain, some Humanoids will go thru the bottom of the screen and appear suspended in mid-air near the top. This trick is good to use during marathon games when you've reached Wave 256 and need a breather. 

* Some top players begin each round by shooting all the Humanoids except for one, which they pick up. The planet is too large for you protect and you are sparing the Humanoids from mutation, a fate worse than death. This keeps Mutants from developing, but it also means that the planet explodes if you lose your last Humanoid. The planet is fully repopulated at the start of every fifth attack wave (configurable). This can be considered an advanced trick. 

* Due to a bug in the algorithm that computes extra lives, every scoring activity from 990,000 to 999,975 will earn one extra ship and one extra Smart Bomb. If the player suicides on something or gets shot, one ship is lost, but one ship and one smart bomb are awarded; the net effect on the number of ships is zero. Dying on hyperspace re-entry awards nothing, because this awards no points. For winning N ships from 990,000 to 999,975, the player will have to achieve N x 10000 points after passing 1,000,000 before the game's accounting balances, and ships are awarded properly at 10,000 point intervals again. For example, if a player earns 45 extra lives during this interval, he will have to score another 450,000 points before being awarded another extra life. The player gets to keep surplus ships and bombs and can have super long turns where he may bomb two to three times per wave to get out of dangerous situations. 
* The trick is this: If the player wins 100+ ships between 990,000 and 1,000,000, this causes the game to start awarding extra lives right away again after turning the score over to zero. If the player wins 100 ships, the machine will have to wait 1,000,000 points to begin awarding ships again. However, since 1,000,000 is equivalent to zero, it awards them immediately at 1,010,000. 

* It's possible on a real Defender machine to make the screen color inverted so that all the black space is white while you are playing. It will reset itself when you die and maybe when you use hyperspace. Smart bomb flashes are cool when it's reversed. The trick was to drop a credit in right when you die and the screen flashes white. Somehow the program gets distracted (non-masked interrupt on coin drop?) and the screen stays white. 

* Defender attack waves 'roll over' at Wave 100, which is displayed, after being completed, as Wave 0. The game keeps track of the actual number of waves, even though they are not shown properly. For example, the next wave will be counted as Wave 101, even though it shows being completed as Wave 1. The game will 'roll over' again at Wave 200, which is displayed, after being completed, as Wave 0 as well. 
The next 'roll over' occurs at Wave 256. Upon completion of Wave 255, the next wave is a 'blank' wave, in which no enemies appear, and the wave immediately ends after the player’s ship appears on screen. This level is counted and displayed as Wave 0, and the player is awarded a bonus of humanoids left X 0 points (the bonus for this wave is always 0 points). The next is Wave 1, and the game now plays just as if the player had started a new game, except the player gets to keep his score and all of his bonus ships and smart bombs.

- SERIES -

1. Defender (1980)
2. Stargate (1981)
3. Strikeforce (1991)
4. Defender 2000 (1996, Atari Jaguar)

- STAFF -

Staff : Eugene Jarvis (DRJ), Sam Dicker (SAM), Larry DeMar (LED), Paul Dussault (PGD), (CRB), Mike Stroll (MRS), Steve Ritchie (SSR), (TMH)

- PORTS -

* Consoles : 
[US] Atari 2600 (1981) "Defender [Model CX2609]" 
[US] Atari 5200 (1982) "Defender [Model CX5218]" 
[US] Entex Adventure Vision (1982) "Defender [Model 6075]" 
[EU] Emerson Arcadia (1982) "Space Squadron" 
Atari XEGS 
[JP] Atari 2600 (1983) 
[US] Colecovision (1983) "Defender [Model 70002]" 
[US] Mattel Intellivision (1983) "Defender [Model 70252]" 
[US] Sega Genesis (1996) "Williams Arcade's Greatest Hits" 
[EU] Sega Mega Drive (1996) "Arcade's Greatest Hits [Model T-97126]" 
[US] Sega Saturn (1996) "Arcade's Greatest Hits [Model T-9703H]" 
[US] Sony PlayStation (April 10, 1996) "Williams Arcade's Greatest Hits [Model SLUS-00201]" 
[EU] Sony PlayStation (September 1, 1996) "Williams Arcade's Greatest Hits [Model SLES-00323]" 
[US] Nintendo SNES (October 1996) "Williams Arcade's Greatest Hits [Model SNS-AW8E-USA]" 
[EU] Nintendo SNES (January 8, 1997) "Williams Arcade's Greatest Hits [Model SNSP-AW8P-EUR]" 
[US] Sega Dreamcast (June 27, 2000) "Midway's Greatest Arcade Hits Vol. 1 [Model T-9713N]" 
[EU] Sega Dreamcast (July 28, 2000) "Midway's Greatest Arcade Hits Vol. 1 [Model T-9710D-50]" 
[US] Nintendo 64 (November 14, 2000) "Midway's Greatest Arcade Hits Vol. 1 [Model NUS-NAIE-USA]" 
[US] Sony PlayStation 2 (November 18, 2003) "Midway Arcade Treasures [Model SLUS-20801]" 
[US] Microsoft XBOX (November 24, 2003) "Midway Arcade Treasures" 
[US] Nintendo GameCube (December 18, 2003) "Midway Arcade Treasures [Model DOL-GAKE-USA]" 
[EU] Microsoft XBOX (February 6, 2004) "Midway Arcade Treasures" 
[EU] Sony PlayStation 2 (February 6, 2004) "Midway Arcade Treasures [Model SLES-51927]" 
[US] [EU] Microsoft XBOX 360 [XBLA] (November 15, 2006) [retired in 2010]
[US] Microsoft XBOX 360 (November 6, 2012) "Midway Arcade Origins" 
[US] Sony PlayStation 3 (November 6, 2012) "Midway Arcade Origins [Model BLUS-31083]"
[EU] Microsoft XBOX 360 (November 15, 2012) "Midway Arcade Origins" 
[EU] Sony PlayStation 3 (November 15, 2012) "Midway Arcade Origins [Model BLES-01768]"

* Handhelds : 
[EU] Nintendo Game Boy (1995) "Arcade Classic No. 4 - Defender & Joust [Model DMG-ADJP-UKV]" 
[US] Nintendo Game Boy (October 1995) "Arcade Classic No. 4 - Defender & Joust [Model DMG-ADJE-USA]" 
[US] Nintendo Game Boy Color (March 1999) "Arcade Hits - Joust & Defender [Model DMG-AADE-USA]" 
[EU] Nintendo Game Boy Color (April 1999) "Arcade Hits - Joust & Defender [Model DMG-AADP-EUR]" 
[US] Nintendo Game Boy Advance (November 22, 2001) "Midway's Greatest Arcade Hits [Model AGB-AM3E-USA]" 
[EU] Nintendo Game Boy Advance (November 30, 2001) "Midway's Greatest Arcade Hits [Model AGB-AM3P-EUR]" 
[US] Sony PSP (December 13, 2005) "Midway Arcade Treasures Extended Play [Model ULUS-10059]"
[EU] Sony PSP (February 24, 2006) "Midway Arcade Treasures Extended Play [Model ULES-00180]" 

* Computers : 
[US] Tandy Color Computer (1982) "Starfire" 
[US] Tandy Color Computer (1982) "Planet Invasion" 
[US] Tandy Color Computer (1982) "Offender" 
[US] Atari 800 (1982) "Defender [Model CXL4025]" 
[EU] BBC B (1982) by Acornsoft 
Sinclair Zx-Spectrum (1982) "Orbiter [Model 1]"
[US] TI99/4a (1983) "Defender [Model RX8506]" 
[EU] Commodore C64 (1983) 
[US] Commodore C64 (1983) "Defender [Model RX8508]" 
[US] PC [Booter] (1983) 
[US] Apple II (1983) 
[EU] Oric-1 (1983) "Defence Force" by Tansoft 
[US] Commodore VIC-20 (1983) 
[EU] BBC B (1983) "Super Defender" by Acornsoft 
[EU] Acorn Electron (1984) "Guardian" by Alligata 
[EU] Acorn Electron "Gauntlet" by Micropower 
[EU] BBC B (1984) "Guardian" by Alligata 
[EU] BBC B "Gauntlet" by Micropower 
[EU] Sinclair ZX-Spectrum (1984) "Starblitz" by Softek Software 
[EU] Sinclair ZX-Spectrum (1984) "Defenda" by Interstella Software 
[EU] Commodore C64 (1984) "Guardian" by Alligata 
[EU] Commodore C64 (1985) "Guardian II" by Hi-tech Software 
[EU] Amstrad CPC (1985) "Defend or Die" by Alligata 
[EU] Amstrad CPC (1985) "Gauntlet" by Micropower 
[EU] Sinclair ZX-Spectrum (1986) "Defenda" by Interstella Software : 128k version improved sound/graphics. 
[EU] Sinclair ZX-Spectrum (1990) "Guardian II" by Hi-Tech Software Ltd 'UK' 
[EU] Atari ST (1990) "Defender II" by ARC developments, Atari UK, limited 
[EU] Commodore Amiga (1990) "Defender II" by ARC developments, Atari UK, limited 
[EU] Commodore Amiga (1991) "Zeron" by Acid software 
[EU] Commodore Amiga (1994) "Defender" - Shareware 
[US] PC [MS Windows 3.1/DOS, CD-ROM] (1995) "Williams Arcade Classics" 
[US] PC [MS Windows 95/DOS, CD-ROM] (1996) "Williams Arcade Classics" 
[EU] Sam Coupe (1998) by Persona 
[US] PC [MS Windows, CD-ROM] (August 27, 2004) "Midway Arcade Treasures" 
[EU] PC [MS Windows, CD-ROM] (November 23, 2004) "Midway Arcade Treasures" 
[EU] Tangerine Microtan 65

* Others : 
VFD handheld game (1982) by Entex 
VFD handheld game (19??) by Gakken : the screen is a little smaller than the Entex version. 
[US] Palm OS "Midway Arcade Classic" 
[US] Tiger Game.com (1997) "Williams Arcade Classics [Model 71-722]" 
[US] Mobile Phones (June 13, 2003) by THQ Wireless 
[US] Apple App Store (February 23, 2012) "Midway Arcade [Model 476467441]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=614&o=2

$end


$info=dfndr_l4,
$bio

Defender (c) 1982 Williams Electronics, Incorporated.

- TECHNICAL -

Model Number : 517

- TRIVIA -

369 units were produced.

- STAFF -

Design by : Barry Oursler, Joe Kaminkow
Art by : Constantino Mitchell

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5284&o=2

$end


$bbca_cass,bbcb_cass=defender,
$bio

Defender (c) 1982 Acornsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51728&o=2

$end


$a800=defender,
$bio

Defender (c) 1982 Atari, Inc. [Sunnyvale, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86512&o=2

$end


$c64_cart,c64_flop=defender,
$bio

Defender (c) 1983 Atari, Incorporated. [Sunnyvale, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53553&o=2

$end


$ibm5150,ibm5150_cass=defender,
$bio

Defender (c) 1983 Atarisoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83605&o=2

$end


$ti99_cart=defender,
$bio

Defender (c) 1983 Atarisoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84550&o=2

$end


$a2600=defenderc,
$bio

Defender (c) 19?? CCE

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50389&o=2

$end


$a2600=defenderdv,
$bio

Defender (c) 19?? Digivision

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50390&o=2

$end


$jaguar=defender,defenderp,
$bio

Defender 2000 (c) 1996 Atari Corp.

- TECHNICAL -

Model J9041E

- TIPS AND TRICKS -

* Enter one of the following high score names to enable the corresponding cheat function. Note: The codes will remain active until the cartridge memory is cleared.

Plazma Pong: Enter NOLAN as a high score name. The word Perfect will be spoken to confirm correct code entry. A "Plazma Pong" option can now be selected as a game option.

Flossie Defender: Enter OVINE as a high score name. The sound of a sheep will confirm correct code entry. Press any button to select a Defender Plus game, then press A to start. 

Level skip: Enter BEEST as a high score name. The sound of a sheep will confirm correct code entry. Begin a Defender 2000 game and press 3 during game play to jump to the next level. Press 6 during game play to access the warp screen.

- STAFF -

Programmer: Jeff Minter

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76416&o=2

$end


$amigaocs_flop=defendr2,
$bio

Defender II (c) 1990 ARC

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73854&o=2

$end


$a2600=defendr2,defendr2e,
$bio

Defender II (c) 1988 Atari, Corporation.

Your objective is to rescue the Humanoids and eliminate all aliens. You begin the game with three ships, three Smartbombs, about six seconds' worth of Inviso, and enough energy to hyperspace temporarily out of danger.  The number of ships and Smartbombs and the amount of Inviso you have left are shown at the top of the screen.  You have an unlimited amount of regular ammunition.

Use the left joystick's handle and fire button to maneuver your ship and fire regular ammunition.  Press the right joystick's fire button to drop Smartbombs.  Push the right joystick's handle forward to activate Inviso; pull it back to jump into hyperspace.  When you run out of Smartbombs, pressing the right joystick's fire button activates Inviso.  Once your Inviso is gone, pressing the right joystick's fire button will send you into hyperspace.

Defender II has up to 100 attack waves.  As soon as you clear the planet of aliens in one wave, the next wave begins.  You score points whenever you destron an alien.  For ever 10,000 points you score, you earn another ship, another Smartbomb, and more Inviso.

- TECHNICAL -

Model CX26120

- TRIVIA -

This game was originally released as 'Stargate'. The name was changed presumably for copyright reasons.

- SCORING -

Pods: 1000 points.
Firebombers: 250 points.
Dynamos: 200 points.
Baiters: 200 points.
Phreds: 200 points.
Yllabian Space Guppies: 200 points.
Mutants: 150 points.
Landers: 150 points.
Swarmers: 150 points.
Munchies: 50 points.

At the end of waves 1 through 5, you receive 100, 200, 300, 400, and 500 points, respectively, for every Humanoid left on the planet. Beginning with wave 6, you receive 500 points for every Humanoid remaining.

In waves 1 through 9, if you pass through the Stellar Gateway while transporting four or more Humanoids on your ship, you'll automatically advance three waves in the game.  You'll also receive 1,000 points for every Humanoid left on the planet.

- TIPS AND TRICKS -

The scanner at the top of your screen shows you areas on the planet where Humanoids are in danger.  Keep an eye on your scanner -- it will alert you to any emergencies in another part of the sky. Rush to a Stellar Gateway for immediate transport to that sector.

Your planet will be destroyed if all the Humanoids are turned into Mutants -- but you must still defend yourself! If you're a good fighter, your planet will be restored in wave 6, or in every fifth wave after that.

In wave 5 and every 10th wave following, you'll encounter the Yllabian Dog Fight. The only aliens that appear on the screen are Yllabian Space Guppies, Pods, and Dynamos. It takes skill and practice to make it through this wave.

In every tenth wave, you'll find yourself in the middle of a Firebomber showdown. Firebombers are everywhere.  Keep a sharp eye and a nimble firing finger.

Along with the powers of your super spaceship, you've been blessed with supersonic hearing. You can hear the Humanoids scream as they're being accosted by Landers.  On your side of the planet, this comes as a faint yelp.  The sound of explosions means that a Humanoid and Lander have just been transformed into a Mutant

- STAFF -

Programmers: Bill Aspromonte, Andrew Fuchs

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50391&o=2

$end


$nes=defendr2,
$bio

Defender II (c) 1988 HAL Laboratory.

North American release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Star Gate [Model HAL-SB]".

- TECHNICAL -

Model NES-SB-USA

- TRIVIA -

Defender II for NES was released in July 1988 in North America.

- STAFF -

DEBUGED BY: TOSHIO SENGOKU (Intelligent Systems)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55051&o=2

$end


$amigaocs_flop=defcrown,defcrownu,
$bio

Defender of the Crown (c) 1986 Cinemaware Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73855&o=2

$end


$c64_cart,c64_flop=dotc,
$bio

Defender of the Crown (c) 1987 Cinemaware Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53554&o=2

$end


$ibm5150,ibm5150_cass=defcrown,
$bio

Defender of the Crown (c) 1987 Mindscape, Inc. [Northbrook, IL, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83606&o=2

$end


$apple2gs=defcrown,
$bio

Defender of the Crown (c) 1989 Cinemaware.

- STAFF -

Written and Directed by: Kellyn Beeck
Computography and Mical Game System by: Robert J. Mical
Art Direction and Special Effects by: James Sachs
Executive Producers: Robert Jacob, Phyllis Jacob
Associate Producer: John Cutter
Original Music Composed by: Jim Cuomo
Orchestration by: Bill Williams
Additional Art By: Steve Quinn, Richard La Barre, Sol Masid, Doug Smith, John Cutter, Bob SWIger

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49767&o=2

$end


$cdi=defcrown,
$bio

Defender of the Crown (c) 1992 Philips Interactive Media, Incorporated.

It is a dark time in the history of England. Your liege, the King, has been assassinated, and the kingdom is in turmoil. You must defeat the Norman oppressors, as well as rival Saxons, to unite all of England under Saxon rule and be crowned the new King. The quest will take you from mighty battles in the open field, to fierce combat inside enemy castle walls.

Experience the rich sound and regal pageantry of a time when average men rose above their peers. With strength, courage, and passion, you too can join in the mighty crusade and become a Defender of the Crown.

- TECHNICAL -

Model 813 0010

- STAFF -

CD-I Programming: Ken Jordan
Original Programming: Robert J. Mical
Score Composed by: Jim Cuomo
Original Artwork: James Sachs
Additional Artwork: Bradley Parker, Robin Hart
Technical Direction: David Todd
Executive Producer: Sarina Simon
Producer: Robert Weaver
Assistant Producer: David White
CD-I Design and Direction: David Riordan
Technical Assistant: Greg A. L. Hemsath
Original Executive Producers: Robert Jacob, Phyllis Jacob
Original Design: Kellyn Beck

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52827&o=2

$end


$gba=defcrownu,
$bio

Defender of the Crown [Model AGB-ADHE-USA] (c) 2002 Metro 3D, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70297&o=2

$end


$gba=defcrown,
$bio

Defender of the Crown [Model AGB-ADHP] (c) 2004 Zoo Digital Publishing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70296&o=2

$end


$nes=defcrown,defcrownf,
$bio

Defender of the Crown (c) 1991 Palcom

European release. Game developed in USA. For more information about the game itself, please see the original USA release entry; "Defender of the Crown [Model NES-U3-USA]".

Description from the European box:

To survive this Knightmare, your mind better be as sharp as your sword!
Strategy is vital in this chivalrous charade, and smarts will protect your hide better than armor as you command the role of a brave Saxon knight destined to avenge King Richard's murder.
To reclaim the crown and conquer the heart of a beautiful maiden, you must outwit and outmaneuver hordes of medieval marauders.
Read maps, plan raids, even team with Robin Hood, then plunder enemy strongholds, dueling for gold needed to build an army of mercenary vassals. You'll also need to stash cash for catapults that launch boulders, fire and disease into formidable fortresses.
So wise up and rise up to this unique challenge where leadership is as important as swordmanship. For when you've survived this strategic adventure, complete with daring jousts and courageous castle sieges, you won't be sorry - you'll be king!
For 1 player.

- TECHNICAL -

Game ID: NES-U3-EEC

- TRIVIA -

Defender of the Crown was released on July 25, 1991 in Europe.

Reviews:
[FR] May 1992 - Joypad N.8 (Page 76-77): 65/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55052&o=2

$end


$nes=defcrownu,
$bio

Defender of the Crown (c) 1989 Ultra Games

- TECHNICAL -

Game ID: NES-U3-USA

- TRIVIA -

Released in July 1989 in North America.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55053&o=2

$end


$advision=defender,
$bio

Defender (c) 1982 Entex Industries, Incorporated.

- TECHNICAL -

[Model 6075]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49226&o=2

$end


$coleco=defender,
$bio

Defender (c) 1983 Atarisoft.

- TECHNICAL -

Cartridge ID: 70002

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53266&o=2

$end


$intv=defender,
$bio

Defender (c) 1983 Atari, Incorporated.

Based on the Williams arcade game.

Landers, Bombers, Baiters, Pods and Swarmers. The alien attack has come and defeat at the hands of crazed invaders threatens the Humanoids. The planet's only hope is your spaceship, Defender.

- TECHNICAL -

Model 70252

- STAFF -

Program: Peter Farson
Graphics: Eric Wels
Sound: Russ Haft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60877&o=2

$end


$gba=defenderu,
$bio

Defender [Model AGB-A2FE-USA] (c) 2002 Midway Home Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70295&o=2

$end


$gba=defender,
$bio

Defender [Model AGB-A2FP] (c) 2002 Midway Home Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70294&o=2

$end


$a2600=defender,defendere,defendere1,defenderp,
$bio

Defender (c) 1982 Atari, Incorporated.

As Commander of Universal Space Ship Defender, you have been assigned by Earth Security to rid Planet Earth of the Aliens and rescue Humanoids from the Landers. You score points for each Alien space ship you destroy with your laser bombs and smart bombs and for each Humanoid you save. In one-player games, your object is to top your highest score. In two-player games, the player with the highest score wins the game. A game ends when the Aliens finally destroy Defender and conquer Earth.

Take your choice of 20 different DEFENDER games. Games 1 through 10 are for one player; Games 11 through 20 are for two players; and Games 10 and 20 are for young children.

- TECHNICAL -

Model CX2609

- TRIVIA -

ATARI DEFENDER is very similar to the Williams coin-operated DEFENDER game. However, you will find some differences in the game play as well as in the graphic images and game controls. For example, in the coin-operated DEFENDER game, two or more Alien Landers can kidnap Humanoids simultaneously, whereas in the ATARI version, Landers can abduct only one Humanoid at a time. In the coin-operated game, you can accidentally kill a Humanoid with your own missile fire while attempting a rescue, and even lose a life in Hyperspace. Such tragedies cannot happen in ATARI DEFENDER. ATARI Humanoids are invulnerable to missile fire, and Universal Space Ship Defender will always emerge from Hyperspace intact.

Scoring is the same in the ATARI and coin-operated DEFENDER games, with one exception: ATARI gives you 500 points instead of 150 points for blasting a cluster of Alien Swarmers with your laser missiles. 

The game differences are mostly minor and technical. We feel sure that they will not detract from the fun you will have with this exciting and popular ATARI game.

- TIPS AND TRICKS -

LISTEN TO THE SOUNDS: DEFENDER sounds are important to you and a life-and-death matter to the Humanoids. A high-pitched 'chatter' like an excited chipmunk is a Humanoids's cry for help. When you hear it, immediately go to the rescue. If you let a Humanoid free-fall to earth and hear 'crash' or 'crunch' instead of a short happy tune, you know that you Humanoid crash-landed and you did not score 250 bonus points. You don't even have to look at the score counter.

USE THE SCANNER: Practice using the Scanner to find out where Aliens are coming from, which Humanoid is being kidnapped, and which Humanoids remain to be defended. the Scanner is an important strategic element in any game. When you learn to rely on it, it will help you improve your score. See USING THE SCANNER and RESCUING HUMANOIDS in GAME PLAY for help in reading the Scanner.

SPEED IS IMPORTANT: Keep Defender moving forward at the highest speed you can manage without losing control. Remember that a moving target is harder to hit.

SUDDEN REVERSALS: Reversing direction suddenly is a good ploy. It confuses Aliens and stops them in their tracks. In the instant it takes an Alien to recover, you can get Defender into a strategic position, reverse again, and blast the Alien with your laser missiles.

SMART BOMBS: If you don't want to let loose a lot of Swarmers at the start of a wave, use smart bombs instead of laser missiles to destroy Pods. But use the bombs sparingly. You may need one to save a Humanoid in the nick of time, or to blast enough aliens to cross a 10,000 point boundary and win another life and smart bomb.

CATCH AND CARRY: If you are in a fast wave, catch and carry a Humanoid. Remember that a Lander can't pick up another Humanoid while Defender is holding one. A good strategy in the later waves is to wait until you've destroyed all but one Alien before you set the Humanoid down.

- STAFF -

Programmer: Bob Polaro
Graphics: Alan Murphy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50388&o=2

$end


$a5200=defender,
$bio

Defender (c) 1982 Atari, Incorporated.

As Captain of the Spaceship Defender, your mission is to destroy the alien force and save the Humanoids. Your speed and skill have earned you this heroic mission. When Humanoids are abducted, you'll have to destroy the Lander and catch the falling Humanoid before safely returning him to the city below.

- TECHNICAL -

Model CX5218

- SCORING -

Aliens Destroyed
Lander: 150
Mutant: 150
Swarmer: 200
Baiter.: 200
Bomber: 250
Pod: 1000

Humanoid Rescue Mission
Points Plus 150 For Lander
Humanoid falls but lives: 250
Caught but not brought back to the city: 500
Caught and brought back to the city: 1000

- TIPS AND TRICKS -

* One of the most important strategies to remember is to keep moving and firing at the same time. Your continuous fire will build a 'wall of fire' to protect your spaceship.

* Fly low. Most good DEFENDER players seldom fly more than two inches above the cities. This helps in protecting the Humanoids.

* Destroy the Landers, but don't shoot your Humanoids.

* Listen to the game sounds. When you hear a Humanoid's cry for help, immediately go to the rescue.

* Learn to use the scanner. Try playing DEFENDER using only the scanner. When you learn to rely on it, it will help you improve your score.

* Reversing direction suddenly is good strategy. It confuses and stops aliens. By the time the alien recovers, you can reverse directions again, and blast the alien.

- STAFF -

Programmer: Steve Baker

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50038&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=defender,
$bio

Defender (c) 1983 Atarisoft

- TECHNICAL -

[Model RX8507]

- TRIVIA -

HIDDEN MESSAGE: The message 'COPR.HES, 1983 V1.1x' is hidden in the code.  Several of Atarisoft’s titles were written by other companies.

- STAFF -

Developed by: HES

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84410&o=2

$end


$nes=defdyna,
$bio

Defenders of Dynatron City (c) 1992 JVC Musical Industries, Incorporated.

- TECHNICAL -

[Model NES-DY-USA]

- TRIVIA -

Developed by Lucasfilm Games.

Defenders of Dynatron City was released in July 1992 in North America.

The game won praise in its preproduction by many video game magazines for the creation of an original superhero team. However, when the game was released it was widely panned by video game critics for, among other things, having a notoriously poor hit detection that required extremely precise aim for attacks to hit enemies.

The game was adapted into an animated pilot by DiC Entertainment. It failed to be picked up and was released on VHS. It featured the voice of Whoopi Goldberg, Tim Curry, and almost Christopher Walken. Fox Kids aired this pilot as a special on February 22, 1992.

Marvel Comics released six issues of a comic book adaptation, written by Steve Purcell. The first issue was released in February 1992.

The character Buzzsaw Girl appears on an calendar in the house of the carpenter in Monkey Island 2 - LeChuck's Revenge.

- STAFF -

Designed by: Gary Winnick
Programmed by: John Vifian, Toshiyasu Morita, Matt Hubbard
Tech Support by: Edward Kilham
Music by: George Alistair Sanger
Sound FX and arrangements by: David Warhol
Produced by: Kalani Streicher
Art by: Gary Winnick, Harrison Fong, Armand Cabrera, Jon Knoles
Animation by: Gary Winnick, Harrison Fong, Armand Cabrera, Jon Knoles
Executive producers: Akila Redmer, Howard Phillips

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55054&o=2

$end


$gamegear=defoasis,defoasisp,
$bio

Defenders of Oasis (c) 1992 Sega Enterprises, Limited.

- TECHNICAL -

[Model 2503]

- TIPS AND TRICKS -

* Sound test: During the title screen, press Up+START.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64533&o=2

$end


$amigaocs_flop=defearth,
$bio

Defenders of the Earth (c) 1990 HiTec Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73856&o=2

$end


$cpc_cass=defender01,
$bio

Defenders of the Earth  (c) 1990 Enigma Variations

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95923&o=2

$end


$cpc_cass=defender,
$bio

Defenders of the Earth [Model IB-A-016] (c) 1990 System 4 de Espana, S.A. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95924&o=2

$end


$info=defcmnd,
$bio

Defense Command (c) 1981 Artic International.

- TECHNICAL -

Main CPU : Motorola M6809 (@ 1 Mhz)
Sound CPU : M6808 (@ 894.75 Khz)
Sound Chips : DAC

Screen orientation : Horizontal
Video resolution : 294 x 239 pixels
Screen refresh : 60.00 Hz
Palette colors : 16

Players : 2
Control : 2-way joystick (vertical)
Buttons : 5

- TRIVIA -

This bootleg of "Defender" resulted in a far-reaching legal decision in US copyright law. Williams sued the distributor of the game, Artic International, for copyright infringements of 1) the game's ROM code and 2) the 'look-and-feel' of the attract and play modes.

Artic never contested that the 'Defense Command' ROM code had been lifted from the Williams "Defender" game; over 85% of the code was identical in both games. However, Artic argued that ROM chips should be considered as 'utilitarian objects', much like common knobs and gears which are beyond the scope of copyright law. Artic had used this argument unsuccessfully in a similar case against Midway Manufacturing.

The court reaffirmed the previous legal decision against Artic. Under US copyright law, intellectual property can be protected if it is made permanent in some way (known in legal terms as 'fixation'). Computer code stored in ROM chips met this requirement. Artic lost its case against Williams.

The Midway/Williams decisions against Artic set an important legal precedent : compiled computer code was protected under copyright law regardless of the medium of storage.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=615&o=2

$end


$info=defense,
$bio

Defense (c) 1987 Sega.

Export release. Game developed in Japan. See the original version; "SDI - Strategic Defense Initiative [Model 317-0027]" for more information about the game itself.

- TECHNICAL -

Runs on the Sega "System 16B" hardware
Game ID: 317-0028

Players: 2
Control: 8-way joystick with button, trackball

- PORTS -

* Consoles :
Sega Master System (1987) "Global Defense"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3906&o=2

$end


$n64=mtetriscf,
$bio

Defi au Tetris Magique (c) 1999 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57656&o=2

$end


$cpc_cass=deflekto,
$bio

Deflektor (c) 1987 Erbe Soft. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95925&o=2

$end


$xegs=deflktor,
$bio

Deflektor (c) 1988 Atari Corp. [Sunnyvale, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51235&o=2

$end


$x68k_flop=deflektr,
$bio

Deflektor (c) 1991 BPS [Bullet-Proof Software] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87312&o=2

$end


$pc98=deflektr,
$bio

Deflektor (c) 1991 BPS [Bullet-Proof Software] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89267&o=2

$end


$amigaocs_flop=deflektr,
$bio

Deflektor [Action] (c) 1988 Gremlin Graphics Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73857&o=2

$end


$x68k_flop=degon,
$bio

Deg-on (c) 1990 Pineapple

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87313&o=2

$end


$pc8801_flop=deganmas,
$bio

Degan no Maseki (c) 1988 Artec [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91617&o=2

$end


$nes=dejavu,dejavus,
$bio

Deja Vu (c) 1992 Kemco

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55055&o=2

$end


$amigaocs_flop=dejavu,
$bio

Deja Vu - A Nightmare Comes True (c) 1986 Mindscape, Incorporated. [Northbrook, IL, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73858&o=2

$end


$pc98=dejavu,
$bio

Deja Vu - A Nightmare Comes True (c) 1991 Pack-In-Video Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89268&o=2

$end


$nes=dejavuj,
$bio

????? ??????????? (c) 1988 Kemco
(Deja Vu - Akumu wa Hotouni Yatte Raita)

- TECHNICAL -

Game ID: KSC-DG
Cart color: Blue

- TRIVIA -

Released on November 22, 1988 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53962&o=2

$end


$gbcolor=dejavuu,
$bio

Deja Vu I & II - The Casebooks of Ace Harding [Model CGB-ADTE-USA] (c) 1999 Vatical Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67723&o=2

$end


$gbcolor=dejavuj,
$bio

Deja Vu I & II - The Casebooks of Ace Harding [Model CGB-ADTJ-JPN] (c) 1999 Kemco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67722&o=2

$end


$gbcolor=dejavu,
$bio

Deja Vu I & II - The Casebooks of Ace Harding [Model CGB-ADTX-EUR] (c) 1999 Kemco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67720&o=2

$end


$gbcolor=dejavua,
$bio

Deja Vu I & II - The Casebooks of Ace Harding [Model CGB-ADTY-EUU] (c) 1999 Kemco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67721&o=2

$end


$pc98=dv2994,
$bio

Deja Vu~2994. (c) 1994 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89269&o=2

$end


$saturn,sat_cart=dejigaqw,
$bio

Dejig Aqua World (c) 1997 Masudaya

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59042&o=2

$end


$saturn,sat_cart=dejigmck,
$bio

Dejig McKnight - Art Collection (c) 1997 Masudaya

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59043&o=2

$end


$saturn,sat_cart=dejigtin,
$bio

Dejig Tin Toy (c) 1997 Masudaya

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59044&o=2

$end


$gbcolor=dejikomj,
$bio

Dejiko no Mahjong Party [Model CGB-BQSJ-JPN] (c) 2000 King Records

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67724&o=2

$end


$saturn,sat_cart=toughtrk,
$bio

Deka Yonku - Tough The Truck (c) 1997 Human Entertainment

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59045&o=2

$end


$snes=dekitate,
$bio

Dekitate High School [Model SHVC-ADHJ-JPN] (c) 1995 BPS [Bullet-Proof Software]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61196&o=2

$end


$pcecd=dekoboko,
$bio

?????? ???????? (c) 1990 Telenet Japan.
(Dekoboko Densetsu - Hashire Wagamanma)

Dekoboko Densetsu is an overhead racing game published by Renovation. The object of the game is to race through a series of ten vast tracks. The player is up against four opponents (which can be CPU or human driven) and the goal of the game is to cross the winning line. In Dekoboko Densetsu there's no laps, just one long winding stretch of road with sudden sharp curves and deadly hazards. Each tracks is also filled with plenty of obstacles and all kind of monsters that need to be avoided. Consequently, cars have a very unusual feature and can jump in the air at the press of a button. This allows the player to jump over obstacles but also to avoid rockets and other bombs thrown by the other opponents. Winning races award players money used to upgrade their cars with missiles, mines, bombs, nitro-boosts, ghost-shields and so forth. Weapons can usually be fired ahead or behind the car by pressing the appropriate direction button (up or down). Only one kind of powerup can be found on the tracks though and they are in the shape of flying hear icons - they have the ability to restore the player's health bar. Up to five players can play Dekoboko Densetsu at once with the highest point total winning.

- TECHNICAL -

Game ID: TJCD0013

- TRIVIA -

Dekoboko Densetsu was released on November 02, 1990 in Japan for 6780 Yen.

There is a fun cameo appearance in the game's introduction sequence. The cute Yuko and her arch enemy Megas from Valis II can be both seen on the car's computer screen. Valis was also published by Telenet Japan at the time which explains the appearance.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58157&o=2

$end


$info=sc2dels6,sc2dels7,sc2dels3,sc2dels3p,sc2delsd,
$bio

Del's Millions (c) 1994 Bell-Fruit Mfg.

- TECHNICAL -

[Model 6304]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=21275&o=2

$end


$info=sc2dels,sc2dels1,sc2dels1p,sc2dels2,sc2dels2p,sc2dels4,sc2dels4p,sc2dels5,sc2dels8,sc2dels9,sc2delsp,
$bio

Del's Millions (c) 1995 Bell-Fruit Mfg. Company, Limited. [B.F.M.].

- TECHNICAL -

[Model 6566]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61510&o=2

$end


$info=sc2delsm,sc2delsm1,sc2delsm1p,sc2delsm2,sc2delsm2p,sc2delsm3,sc2delsm3p,sc2delsmp,
$bio

Del's Millions (c) 199? Mazooma Games.

- TECHNICAL -

[Model P7003]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46708&o=2

$end


$amigaocs_flop=deliver,
$bio

Deliverance (c) 1992 21st Century Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73859&o=2

$end


$cpc_cass=delivera01,delivera02,
$bio

Deliverance - Stormlord II (c) 1989 Hewson Consultants

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95926&o=2

$end


$cpc_cass=delivera,
$bio

Deliverance - Stormlord II (c) 1990 Erbe Soft. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95927&o=2

$end


$pc98=delphi,
$bio

Delphi no Shintaku (c) 1993 Koei Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89270&o=2

$end


$fm7_cass=delphis,
$bio

Delphis (c) 1984 Compaq [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93705&o=2

$end


$bbca_cass,bbcb_cass=delta14,
$bio

Delta 14 (c) 19?? Voltmace

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51729&o=2

$end


$x68k_flop=deltaarm,
$bio

Delta Arm (c) 1990 Login Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87314&o=2

$end


$info=ar_dlta,
$bio

Delta Command (c) 1988 Arcadia Systems, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=78732&o=2

$end


$c64_cart,c64_flop=delta323,
$bio

Delta Drawing (c) 1983 Spinnaker Software Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53555&o=2

$end


$a800=dltadraw,
$bio

Delta Drawing: Learning Program (c) 1983 Spinnaker Software Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86513&o=2

$end


$svision=dhero,
$bio

Delta Hero [Model SV10040] (c) 1992 Bon Treasure

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95433&o=2

$end


$info=deltrace,
$bio

Delta Race (c) 1981 Leisure & Allied Industries.

- TRIVIA -

Leisure and Allied Industries were a large arcade distributor in the 80s, importing many machines and making some of their own in repackaged cabinets, etc.

The only known changes are:
OMEGA changed to DELTA
OMEGAN changed to DELTAN
Copyright notice to C P LEISURE ALLIED.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=616&o=2

$end


$ngpc=deltawrp,
$bio

Delta Warp [Model NEOP01030] (c) 2000 SNK Corp. [Shin Nihon Kikaku] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82520&o=2

$end


$bbca_cass,bbcb_cass=delticfl,
$bio

Deltic Fleet Manager (c) 1986 DeeKay

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51730&o=2

$end


$info=deluxe5,deluxe5a,deluxe5b,
$bio

Deluxe 5 (c) 2000 ESD.

Five exciting games in one : Blackjack, Bingo, Search Point, Pang and Land Cutter.

- TRIVIA -

Deluxe 5 was released in January 2000.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4474&o=2

$end


$a800=dxinvadr,
$bio

Deluxe Invaders (c) 1983 Roklan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86514&o=2

$end


$info=m1dxmono,m1dxmono11,m1dxmono11m,m1dxmono11mb,m1dxmono11o,m1dxmono11p,m1dxmono12,m1dxmono12a,m1dxmono12n,m1dxmono12p,m1dxmono21p,m1dxmono30h,m1dxmono31b,m1dxmono31h,m1dxmono31h2,m1dxmono31p,m1dxmono51,
$bio

Deluxe Monopoly (c) 1992 Maygay.

- TRIVIA -

Deluxe Monopoly was released in August 1992.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40621&o=2

$end


$info=dtrvwz5,
$bio

Deluxe Trivia Whiz (c) 1987 Merit Industries, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=37104&o=2

$end


$gba=demikidd,
$bio

DemiKids - Dark Version [Model AGB-AC5E-USA] (c) 2003 Atlus Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70298&o=2

$end


$gba=demikidl,
$bio

DemiKids - Light Version [Model AGB-AL4E-USA] (c) 2003 Atlus Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70299&o=2

$end


$spc1000_cass=demo,
$bio

Demo (c) 198? Samsung Software [Korea]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83500&o=2

$end


$nes=demoboy2,
$bio

Demo Boy II (c) 198? Nintendo.

The Demo Boy II is a GB demonstration hardware used at many stores for selling GB games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55056&o=2

$end


$channelf=democrt1,
$bio

Democart 1 (c) 1977 Fairchild

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53207&o=2

$end


$channelf=democrt2,
$bio

Democart 2 (c) 197? Fairchild

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53208&o=2

$end


$bbca_cass,bbcb_cass=demolato,
$bio

Demolator (c) 19?? Visions

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51731&o=2

$end


$info=demofist,
$bio

Demolish Fist (c) 2003 Sammy Corp.

Demolish Fist is a side scrolling beat'em up where the player controls one of four characters, Enzo, Leoneer, Vanessa or Undead as you battle your way through various stages. There are many items, which are available to use as a weapons against your enemies. Each player has their own assortment of moves and specials that they can unleash at will. Also all four of these characters have the ability to use the awesome 'Vertigo' technique! Demolish Fist is a well put together fighting game that has many things to offer the beat 'em up world.

- TECHNICAL -

Sammy Atomiswave Hardware

CPU : Hitachi SH-4 32-bit RISC CPU (200 MHz 360 MIPS / 1.4 GFLOPS)
Graphic Engine : PowerVR 2 (PVR2DC)
Sound Engine : ARM7 Yamaha AICA 45 MHZ (with internal 32-bit RISC CPU, 64 channel ADPCM)
Main Ram : 32 megs
Main Memory : 16 MByte
Graphic Memory : 16 MByte
Sound Memory : 8 MByte
Media : ROM Board
Simultaneous Number of Colors : Approx. 16,770,000 (24bits)
Polygons : 2.5 Million polys/sec
Rendering Speed : 500 M pixel/sec
Additional Features : Bump Mapping, Fog, Alpha-Bending (transparency), Mip Mapping (polygon-texture auto switch), Tri-Linear Filtering, Anti-Aliasing, Environment Mapping, and Specular Effect.

- TRIVIA -

Developed by Dimps, Demolish Fist was released in June 2003 by Sammy Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4039&o=2

$end


$amigaocs_flop=demolitn,
$bio

Demolition (c) 1987 Anco

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73860&o=2

$end


$info=dmodrbcc,
$bio

Demolition Derby (c) 1977 Chicago Coin.

- TECHNICAL -

Control : Steering wheel, Gear shift level (forward and reverse), Accelerator pedal

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4395&o=2

$end


$coco_cart=demodrby,
$bio

Demolition Derby (c) 1984 Tandy Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53425&o=2

$end


$info=demoderb,
$bio

Demolition Derby (c) 1984 Bally Midway.

Drive your car in a demolition derby and avoid getting hit in the radiator. Hit other cars in the radiator several times to make them explode. Collect wrenches, screwdrivers and car keys for bonuses.

- TECHNICAL -

Bally Midway MCR 3 hardware
No. 0A59

2-Player model

Main CPU : Zilog Z80 (@ 5 Mhz), Zilog Z80 (@ 2 Mhz), M6809 (@ 2 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 2 Mhz), DAC

Screen orientation : Horizontal
Video resolution : 512 x 480 pixels
Screen refresh : 30.00 Hz
Palette colors : 64

Players : 2
Control : dial
Buttons : 2

- TRIVIA -

Also released as "Demolition Derby [4-Player model]".

- STAFF -

Concept and Programmer: Jeff Nauman
Artists / Animators: Sharon Perry, Steve Ulstad, Brian Colin
ADDITIONAL SUPPORT: MARTY BROESKE, SUSAN LOHSE
Sounds: BOB LIBBE, NEIL FALCONER
HARDWARE AND MECHANICAL SUPPORT: JOHN KUBIC, SILVIJA VITRUNGS, JOHN BOYDSTON, VITO CAPOROSSO

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=617&o=2

$end


$info=demoderbc,
$bio

Demolition Derby (c) 1984 Bally Midway.

4-Player model. See "Demolition Derby [2-Player model] [No. 0A59]" for more information about the game itself.

- TECHNICAL -

4-Player model No. 0A48

Players : 4
Control : dial
Buttons : 2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=21195&o=2

$end


$info=sc4derby,sc4derbya,sc4derbyb,sc4derbyc,sc4derbyd,sc4derbye,
$bio

Demolition Derby (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR1006]

Scorpion 4 hardware.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42545&o=2

$end


$ti99_cart=demoldiv,
$bio

Demolition Division [Model PHM 3116] (c) 1982 DLM Academics

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84551&o=2

$end


$a2600=demohrby,demohrbye,demohrbye1,
$bio

Demolition Herby (c) 1983 Telesys.

Black out all the squares on the demolition course--and score as many points as you can--before you lose your last car.

There are three game variations.

GAME 1--Children's Race
The other demolition racers are fairly slow. The speed stays the same every lap.

GAME 2--Beginner's Course
Pace stars out slow, but gets progressively faster with each lap. After 7 laps, the other racers get going so fast, they don't even erase your red lines--they don't  need to!

GAME 3--Dastardly Derby
Start out quick, and then try to keep the pace! After just two laps, your opponents don't bother to erase the red lines anymore. They're just after you!

- TECHNICAL -

Model 1006

- TIPS AND TRICKS -

*As often as possible, set yourself up to complete two squares with one line.

*After you hit a chase car, get away so you don't get hit when he ricochets.

- STAFF -

Programmer: Don Ruffcorn

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50392&o=2

$end


$info=dm_lx4,dm_h5,dm_h6,dm_la1,dm_lx3,dm_pa2,dm_px5,
$bio

Demolition Man (c) 1994 Williams Electronics Games, Incorporated.

- TECHNICAL -

Williams WPC (DCS)
Model Number : 50028

Main CPU : Motorola M6809 (@ 2 MHz)
Sound CPU : ADSP2105 (@ 10 MHz)
Sound chip : DMA-driven DAC

- TRIVIA -

Released in April 1994. 7,019 units were produced. This game was part of WMS' SuperPin series.

Based on the 1993 movie, starring Sylvester Stallone and Wesley Snipes; Stallone and Snipes provide custom speech for this game. 

Doug Watson had serious difficulty creating the backglass because the movie production team kept rejecting his designs. He eventually discovered that the rejections were coming from Wesley Snipes, who wanted to ensure he did not look like a crazed character on the backglass because he was concerned about his upcoming career in Hollywood. Because of this, the final backglass is much simpler than early designs, and all 3 characters were given 'mathematically equal' backglass coverage, with 'handsome' features.

The 8th AcMag award is an exploding cow.

A cow can be seen on the rotating icon panel for the top lock's mystery award.

When you enable any multiball there's a DO on the bottom left of the display and a HO on the bottom right.

When you shoot the Fortress multiball there's a DOHO in the display (on the right side in the hill).

- UPDATES -

Version L-1 (Changes from revision P-5)
Date : April 19, 1994
- Initial release to production.
- Fixed an error in status report that made it show the wrong number of combos to get an extra ball.
- Fixed the lamp labels for the M and L rollovers.
- Added a few more German translations.
- Added code to compensate for the gun triggers getting stuck ON.
- Enhanced the Combos a bit.
- Changed a bunch of score values
- Added a bunch of effects : sound, display, lights.
- Fixed the 5-ball multiball audit.  It was not chalking.
- Added an (adjustable) extra ball on the Retina Scan. If it's adjusted off, an Explode Hurry-up is put in its place.
- Fixed the broken claw or diverter awards so a super jackpot is possible during multiball when the claw is broken.
- Put a 'minor' car chase award on the left and right ramps. Hitting the car crash lights the lamps solid. Shooting a ramp with the light on solid gives the current car crash value.
- The game will now complain at power up if none of the trough optos are working.
- Once per game, we will ball save on the left outlane if the ball bounces out after the eject kicks.
- Made the ramps which feed the left or right return lanes do the Access Claw and Light Quick Freeze work. This is in case the rollovers are broken, or in case the ball doesn't drop correctly from the ramps.
- Added an adjustment for secret features. The default setting is ON. The secret features can be turned off only if tournament mode is ON.
- Added Demolition Jackpot. It is lit at the end of the fourth multiball for the rest of the ball. Shooting the cryoprison awards a bunch of points for each jackpot shot in each of the multiballs.

Version L-2
Date : May 6, 1994
- Added a bunch of effects : sound, display, lights.
- Added a French AIDS message (French jumpers and Language only).                   
- Added the rest of the German and French translations.    
- Fixed 2 errors in status report. It was showing the incorrect value for jackpot when multiball was ready, and it was showing only the super jackpot value when in multiball.                                            
- Changed the stuck handle switch stuff so it checks for bad switches after it puts one back in service. And made the claw work correctly when handle switches are bad.                                                 
- Changed the default replay boost to 75M. 100M for export games. Also boosted up the default replay values.                  - Changed the logic on the car crash ball saver to make it immune to players shaking the game to activate it.
- Fixed the combo accounting.  The graffiti bomb was giving 2 combos for the 'add combo' award.
- Fixed the computer award 'collect bonus'. It was not including the 'trigger combo' portion of bonus.

Version L-3
Date : May 11, 1994
- Added a US AIDS awareness message to attract mode.		 
- Fixed the Retina Scan maximum value. It would jump from 30M to 48M on the jet bumpers. It now correctly maxxes out at 35M. Made it harder to jiggle the game during the 3rd multiball wave to make the cars move and boost jackpots (And turn on ball saver).
- Added an adjustment to turn off the speech in match.
- Added an adjustment for the car crash ball saver. CRASH BALL SAVE can be set to EASY (default) to turn on the ball save with the 2nd opto, or to HARD to turn on the ball save with the standup target.	 
- Made the claw smarter about the coin door interlock switch disabling the magnet. When the coin door is closed, the game checks to see if it thinks the magnet is broken, and if so, tries to check it again.

Version L-4
Date : May 20, 1994
- Added French translations for the adjustments added in L-2 and L-3.
- The phrase 'Enhance your calm' was removed from the L-2 sound ROM. Sound test was still trying to use it. Another phrase has been substituted.
- Fixed the auto replay system. It was not adjusting.

- TIPS AND TRICKS -

When using the trigger buttons as flipper buttons, all Combos made gives an extra million to the bonus. 

Pressing both thumb buttons on the handles :
1) during Multiball awards the next Jackpot as Secret Jackpot. 
2) when getting 'Big Points/1M' at the top lock awards an 'Eat at Joe's' animation and 5M. 
3) and triggers when getting 'Big Points/1M' at the top lock awards 'WAG' and 10M. 
4) right after Simon has been captured the third time awards a 10M Capture bonus. 
5) right after hitting the second Retina Scan awards a gruesome animation and a 10M Smithers bonus. 
6) right after getting the U-Look-Gr8-2Day awards a 10M Feel Great bonus. 
7) in AcMag mode awards an exploding cow and a free AcMag award. 
8) when draining through an outlane during 'Capture Simon' mode before Simon is captured  awards a 'Simon Captured'.

Getting the ball up the left inlane and into the Retina Scan saucer awards a 10M Huxley bonus.

With a ball in the shooting lane, press the launcher button on the left handle 4-5 times. Lenina Huxley will now say 'What I wouldn't give for some action!'. This only works once per game.

- STAFF -

Designer : Dennis Nordman (DEN)
Artwork : Doug Watson (DTW), Linda Deal
Software : Ted Estes (TED), Bill Grupp (WAG)
Dots/Animation : Scott Slomiany, Eugene Geer
Mechanics : Win Schilling (WIN), Armando Zuniga
Music and Sounds : Jon Hey (HEY)

* VOICES :
John Spartan : Sylvester Stallone
Simon Phoenix : Wesley Snipes
Lenina Huxley : Sandra Bullock

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5285&o=2

$end


$megadriv=demomanp,
$bio

Demolition Man (c) 1995 Acclaim Entertainment, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57184&o=2

$end


$snes=demomanu,
$bio

Demolition Man [Model SNS-AD6E-USA] (c) 1995 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62894&o=2

$end


$snes=demoman,
$bio

Demolition Man [Model SNSP-AD6P-EUR] (c) 1995 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62893&o=2

$end


$segacd=demoman,
$bio

Demolition Man [Model T-81045] (c) 1994 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60716&o=2

$end


$info=demon,
$bio

Demon (c) 1982 Rock-ola.

An old overhead-view shoot'em up game.

- TECHNICAL -

Main CPU : CCPU (@ 5 Mhz)
Sound CPU : Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : (3x) General Instrument AY8910 (@ 3.579545 Mhz)

Screen orientation : Horizontal
Video resolution : 224 x 256 pixels
Screen refresh : 38.00 Hz
Palette colors : 32768

Players : 2
Control : 2-way joystick
Buttons : 3

- TRIVIA -

Demon was created on Cinematronics' vector hardware by Rock-Ola. The flickering is normal :)

- SCORING -

Collecting a crystal : 100 points.
Dropping a crystal in the shuttle : 100, 200, 300 etc. up to 1,000 points then back to 100 points.
Each second survived : 10 points.
Destroying large alien with tail : 1,500 points.
Off centre hit on large alien : up to 1,300 points.
Destroying a mutated crystal : 400 points.

- TIPS AND TRICKS -

* At the start of the game, concentrate on loading as many crystals as you can. Don't worry about the enemy ships yet as they are easy to avoid.

* The mutated aliens with the tails which appear later in the game are worth the most points. You get 1,500 for a direct hit destroying them, but also points for each near non-fatal hit. Get a few hits off-target if you can, as they can be worth 1,300 points each!

* Keep an eye on your shot power remaining and be ready to collect a crystal if necessary to recharge.

* If the shuttle appears on screen level with the bottom block, keep collecting crystals and don't drop any off until the shuttle is clear of the block. You can often lose a life if you are carrying a crystal and can't get to the shuttle before it explodes.

- STAFF -

Designed and programmed by: Joe Ulowetz

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=618&o=2

$end


$a800=demonatk,
$bio

Demon Attack (c) 1982 Imagic, Inc. [Los Gatos, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86515&o=2

$end


$odyssey2=demon,
$bio

Demon Attack (c) 1983 Imagic, Inc.

Pulsating creatures scream overhead. They attack in waves. Fend them off with your laser cannon. Survival gets tougher - each barrage hits harder! Some tricky demons divide and keep coming! It's a split-second test of reflexes and instinct. Blink - but only if you must! Don't let these clever creatures catch you off guard. It's either you - or them!

- STAFF -

Design: Rob Fulop
Program: David Johnson

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95592&o=2

$end


$coco_cart=demonatk,
$bio

Demon Attack (c) 1984 Tandy Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53426&o=2

$end


$a2600=demonatkr,
$bio

Demon Attack (c) 19?? Robby

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50395&o=2

$end


$a2600=demonatks,
$bio

Demon Attack (c) 19?? Supergame

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50396&o=2

$end


$mc10=demonatt,demonattj,
$bio

Demon Attack (c) 2004 Charles Perosi.

Shoot the pesky demon and get a high score!

- TECHNICAL -

Controls:
Use "1" to move left
use "-" to move right
Use "Space Bar" to shoot

- TRIVIA -

Released in May 2004.

- STAFF -

By: Charles Perosi

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87624&o=2

$end


$odyssey2,g7400=demon,
$bio

Demon Attack + (c) 198? Radiola La Radiotechnique.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95758&o=2

$end


$intv=demonatk,
$bio

Demon Attack [Model 720005] (c) 1982 Imagic

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60878&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=demonatk,demonatkp,
$bio

Demon Attack [Model 720050-1A] (c) 1983 Tronix

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84411&o=2

$end


$a2600=demonatkc,
$bio

Demon Attack (c) 1983 CCE.

South American release.

- TECHNICAL -

Model C-823

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50393&o=2

$end


$a2600=demonatk,demonatkf,demonatke,demonatke1,
$bio

Demon Attack (c) 1982 Imagic

Destroy demons and accumulate points before you and your LASER CANNON meet with oblivion. Keep RESERVE BUNKERS intact and increase their number by avoiding your foes' fire. When the last bunker disintegrates, the next enemy hit will pulverize you!

There is ten game variations:
GAME 1: Demon Attack (1-P)
GAME 2: Demon Attack (2-P)
GAME 3: Tracer Shot Demon Attack (1-P)
GAME 4: Tracer Shot Demon Attack (2-P)
GAME 5: Advanced Demon Attack (1-P)
GAME 6: Advanced Demon Attack (2-P)
GAME 7: Advanced Tracer Demon Attack (1-P)
GAME 8: Advanced Tracer Demon Attack (2-P)
GAME 9: Demon Attack Special Co-Op Version (2-P)
GAME 10: Advanced Demon Attack Special Co-Op Version (2-P)

GAMES 1,3,5 AND 7 pit you against progressively more difficult waves of alien
adversaries. Pick up the pace: the higher the game number, the greater the
challenge!
GAMES 3 AND 7 feature special TRACER SHOTS. Your Laser Cannon powers fire all over the screen.
GAMES 2,4,6 AND 8 match your wits against more than waves of winged warriors!
GAMES 4 AND 8 feature special TRACER SHOTS.
GAMES 9 AND 10 allow 2 players to take turns against the same wave of attack.
GAME 9: uses standard weaponry.
GAME 10: uses tracer shots.

- TECHNICAL -

Model IA3200

- STAFF -

Programmer: Rob Fulop

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50394&o=2

$end


$ti99_cart=demonatb,
$bio

Demon Attack [Model PHM 3219] (c) 1983 Imagic, Inc. [Los Gatos, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84552&o=2

$end


$pc98=demoncit,
$bio

Demon City (c) 1993 Cocktail Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89271&o=2

$end


$x1_cass=dcrystal,dcrystala,
$bio

Demon Crystal (c) 1985 Dempa Shinbunsha [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86213&o=2

$end


$pc8801_flop=dcrystal,
$bio

Demon Crystal (c) 1985 Dempa Shinbunsha [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91618&o=2

$end


$bbca_cass,bbcb_cass=demondec,
$bio

Demon Decorator (c) 1983 Micro Power

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51732&o=2

$end


$gba=demondrv,demondrvu,
$bio

Demon Driver - Time to Burn Rubber! [Model AGB-A9AP] (c) 2002 Ignition Ent., Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70300&o=2

$end


$info=dmnfrnt,dmnfrnta,dmnfrntpcb,dmnfrntb,
$bio

Demon Front (c) 2002 IGS Company, Limited.

A fantastic looking shooter like the well known "Metal Slug" games. This game features five stages.

- TECHNICAL -

Runs on the IGS PGM (PolyGameMaster) System Hardware.

CPU : Motorola 68000 @ 20 MHz
Sound CPU : Zilog Z80
Sound Chip : ICS2115 32 Channel PCM
Protection : ARM asic cpu with internal code (on most later games) 
Hardware Features : 1 scrolling 8x8 tiles 4bpp scrolling tilemap, 32x32 tiles 5bpp scrolling tilemap with linescroll, arbitrary size 5bpp sprites, zoom and shrink capabilities. 

Screen Orientation : Horizontal
Video Resolution : 448 x 224 Pixels
Screen Refresh : 60.00 Hz
Palette Colors : 2304

Players : 2
Control : 8-Way Joystick
Buttons : 3
=> [A] Shoot, [B] Jump, [C] Shield

- TRIVIA -

Demon Front was released in June 2002.

- STAFF -

Executive Producer: Ben
Project Leader: 9Day
Lead Programmer: Ching Nan Liu
Programmers: Chingan Young, H. Michell
BG Designers: Jeffery, Alien, Rambo
Art Designers: Leichu, L. Michael, Hugo, Adam, Seeder, Samuelc, Ling, Ricky, Hark, Chun
Game Designers: Yan, Vee, Robert, Alien Lin, Jeans, Aaron
Music Composers: Andrew Parsons, Eddie Morrison
Sound Effects: Julian
Special Thanks: Indiing, Chiasen, Thechi, Jeff, Magie, Gun, Ben Luo, Max, Nicole

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4040&o=2

$end


$info=j6dmnjkr,j6dmnjkra,j6dmnjkrb,j6dmnjkrc,
$bio

Demon Jokers (c) 199? JPM International.

- TECHNICAL -

Impact

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15847&o=2

$end


$bbca_cass,bbcb_cass=demonkni,
$bio

Demon Knight (c) 19?? ASP Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51733&o=2

$end


$x68k_flop=demslay,
$bio

Demon Slayer (c) 19?? T&H Project

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87315&o=2

$end


$x68k_flop=demslay2,
$bio

Demon Slayer 2 (c) 19?? T&H Project

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87316&o=2

$end


$x68k_flop=demslay3,
$bio

Demon Slayer 3 (c) 1991 T&H Project

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87317&o=2

$end


$info=m5dmnstr,m5dmnstra,
$bio

Demon Streak (c) 2006 Red Gaming, Limited.

- TECHNICAL -

New Genesis cabinet

- TRIVIA -

Released in June 2006 on the Polish market. Distributed by 'Slot'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=39926&o=2

$end


$nes=demnswrd,
$bio

Demon Sword - Release the Power (c) 1990 Taito Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55057&o=2

$end


$amigaocs_flop=demonwar,
$bio

Demon Wars (c) 1991 Amiga Fun

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73861&o=2

$end


$snes=demonblz,demonblzp,
$bio

Demon's Blazon 魔界村紋章編 (c) 1994 Capcom Company, Limited.
(Demon's Blazon - Makaimura Monshou Hen)

Demon's Blazon is a platform/adventure game by Capcom. Red-Arremer is a red flying demon and he most certainly looks strangely familiar to anyone acquainted with Capcom's popular Makaimura series. Our demon's mission is to collect six stolen crests (Fire, Water, Wind, Earth, Time and Heaven). Interestingly, Demon's Blazon breaks away from the linear progression laid down by previous games in the Makaimura series. After the first introduction stage, Red-Arremer is able to fly over a pseudo-3D map and is free to travel to new destinations. The levels unlock themselves as the game progresses and a couple seem to always be available for exploration. Red-Arremer's first abilities is to throw fireballs and to fly, or rather to hang in the air. He can also use magic spells and potions that are usually symbolized by scrolls or empty bottles. Each new crest gives our hero new powers and allow him to tranform into new and more powerful demons. These new abilities open up new areas for exploration and some seemingly inaccessible places become easily reachable. They are also the best reason to explore previously visited levels again, the player never knows what he may find in there. Other special items are also scattered throughout the game such as the health orbs which give Red-Arremer a precious extra health slot. Shops and special stores are also located on the world map and can be visited at any time - there, our hero can purchase new spells or magic potions. Finally, the game's progress can be saved using a sixteen character password - it comes as a cost though and all the collected money, potions and spells are lost in the process...

- TECHNICAL -

Cartridge ID: SHVC-3Z

- TRIVIA -

The game was presented at the 1994 Tokyo Omocha Show in Japan. It was then releases on October 21, 1994 in Japan for 9800 Yen.

Export releases:
[US] "Demon's Crest [Model SNS-3Z-USA]"

- TIPS AND TRICKS -

Passwords
---------
Level 2: GDBF - YLFV - HZJS - ZHCS 
Level 3: HDDM - NTKB - HQLF - XKLD 
Level 4: VWNP - XSQX - CGBH - BPJB 
Level 5: DKHH - UMHH - UMBH - CSWN 
Level 6: YZHF - MMXK - VJDR - GMWQ 
Level 7: PBGX - RVNG - KGKX - WRSB 

All Items, Can Fight Phalanx in Final Form, can Fight Dark Demon: TDGM JRMB DBWB ZWSB 
Boss Mode: RBNL XHGB VGBB LYLD 
Dragon Defeated, 1st Crest, and 1st Urn: ZVHW FBBR VKZS TVTS 
Play as Ultimate Gargoyle: FDQP QRMB FGNH GTKL
Ultimate Passcode (New Stage): QFFF KNRR DDLR XGTQ

Various Endings
---------------
Chaotic Demon Realm(Bad Ending): Defeat Phalanx after defeating Arma twice(get the Ground and Air Crests) 
Firebrand's Realization(True Ending): Defeat the Dark Demon using the Ultimate Gargoyle 
Phalanx Defeated!(Good Ending): Defeat Phalanx after getting Time Crest and all Talismans 
The Demon's Seal(Normal Ending): Defeat Phalanx after obtaining the Time Crest but before getting all Talismans

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61197&o=2

$end


$snes=demoncrtu,
$bio

Demon's Crest [Model SNS-3Z-USA] (c) 1994 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62896&o=2

$end


$snes=demoncrt,
$bio

Demon's Crest [Model SNSP-3Z-EUR] (c) 1994 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62895&o=2

$end


$ibm5150,ibm5150_cass=demonfrg,
$bio

Demon's Forge (c) 1987 Mastertronic, Ltd. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83607&o=2

$end


$cpc_cass=demonsre,
$bio

Demon's Revenge (c) 1987 Firebird

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95928&o=2

$end


$pc8801_flop=demnring,demnringa,
$bio

Demon's Ring (c) 1984 Nihon Falcom [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91619&o=2

$end


$amigaocs_flop=demnwint,
$bio

Demon's Winter (c) 1989 SSI

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73862&o=2

$end


$info=demonwld,demonwld1,demonwld2,demonwld3,
$bio

Demon's World (c) 1990 Toaplan.

A side-scrolling shoot'em up / platform game.

- TECHNICAL -

Game ID : TP-016

Main CPU : Motorola 68000 (@ 10 Mhz), Zilog Z80 (@ 3.5 Mhz), TMS32010 (@ 3.5 Mhz)
Sound Chips : YM3812 (@ 3.5 Mhz)

Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 55.16 Hz
Palette colors : 2048

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Released in January 1990.

Licensed to Taito for Japanese distribution.

Demon's World was originally known as "Hora Story" rather than horror story as listed. For US distribution, it was licensed to World Games who later became Catalina Games for the release of their only inhouse designed game "Cool Pool".

- UPDATES -

There are 2 versions of this game, which effect the order of the levels. One starts in the Far East and features Asian-style ghosts, while the other starts the game in the spooky Old West with Western-style ghosts.

- TIPS AND TRICKS -

* Hidden Functions : If the 'Invulnerability dip switch' is enabled, you are invulnerable but you may also 'Pause' the game with P2 Start and restart with P1 Start.

- STAFF -

Sound composer : Toshiaki Tomizawa, Osamu Oota

- PORTS -

* Consoles :
NEC PC-Engine Super CD-ROM (1993, "Horror Story")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=619&o=2

$end


$info=demoneye,
$bio

Demoneye-X (c) 1981 Irem Corp.

Fearsome Unknown Creatures Close In. Now, A New Terror Spreads Out Across The Universe !! The player moves his spaceship to the right and left with the control lever and fires missiles by pressing the Fire button. When the space demons are attacked they change their shapes and fire missiles. The player must avoid their attacks and retaliate with his own missiles. When all the small demons have been shot down and the super-demon is hit in the heart, the screen is cleared.

- TECHNICAL -

Irem M-27 hardware (contains 4 boards, the main M-27M-C board, the sound board, a M-27sb sub board and a M-42-S board full of 2114's).

Main CPU : MOS Technology M6502 (@ 5.865 Mhz)
Sound CPU : M6802 (@ 3.579545 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 3.579545 Mhz)

Players : 2
Control : 2-way joystick
Buttons : 1

- TRIVIA -

Released in November 1981.

- SCORING -

Demoneye-Jr : 40 Points
Octoplus : 70 Points
Neo Octoplus : 100 Points
Neo Demoneye-Jr : 100 Points
Octobomb : 100 Points
Octobomb Formation : 200, 400, 800 Points
Demoneye-X : 500 Points
Demoneye-King : 1500 Points

- TIPS AND TRICKS -

* Hint 1 - The Small Demons Change Their Shapes Three Times : The first demon shape (Demoneye-jr : 40 pts) turns into the second (Octoplus : 70 pts) and the second into the third (Octobomb : 100 pts) when they are shot. Care must be taken to prevent Octobomb ramming into the spaceship.

* Hint 2 - Bonus Chance for 3-Demon Formation : Sometimes Demoneye-jr and Octoplus change their color. If Octoplus are shot while their color is changing they will turn into a group of three Octobombs. If all these three demons are killed a bonus point is scored.

* Hint 3 - Aim At The Heart Of he Super-Demon : When all the small demons have been wiped out, a hole appears beneath the body of the Super-Demon (Demoneye-X : 500 pts). This is the Super-Demon's weak point. If the player can shoot the Super-Demon in the heart he can destroy the creature.

* Hint 4 - 3-Eyes Demon King Appears : If the player succeeds in a series of two games, a three-eyed demon king appears (Demoneye-King : 1500 pts). To destroy it, the player must hit its heart 3 times with his missiles.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=620&o=2

$end


$msx1_cart=demonia1,
$bio

Demonia I - L'Intrusion (c) 1986 Microïds

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76686&o=2

$end


$amigaocs_flop=demoniak,
$bio

Demoniak (c) 1991 Palace Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73863&o=2

$end


$info=demndrgn,
$bio

Demons & Dragons (c) 1982 Bally Midway.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 1.789773 Mhz)

Screen orientation : Horizontal
Video resolution : 320 x 204 pixels
Screen refresh : 60.00 Hz
Palette colors : 256

Players : 1
Control : trackball

- TRIVIA -

This game is a prototype.

- SCORING -

Flyer : 100 points.
Vaporous Skull : 200 Points.
Kiloflame : 250 Points.
Imp : 250 Points.
Fire Troll : 500 Points.

First key : 1000 Points.
Second key : 2500 Points.
Third key : 5000 Points.

- STAFF -

Designed by : Pat Lawlor

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3957&o=2

$end


$a2600=demodiamc,
$bio

Demons to Diamonds (c) 19?? CCE.

South American release. See Atari's "Demons to Diamonds [Model CX2615]" for more information about the game itself.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50398&o=2

$end


$a2600=demodiame,
$bio

Demons to Diamonds (c) 1982 Atari, Inc.

PAL release. Game developed in USA. For more information, please see the NTSC release's entry; "Demons to Diamonds [Model CX2615]".

- TECHNICAL -

Model CX2615P

- PORTS -

* Consoles : 
Microsoft XBOX [EU] (November 26, 2004) "Atari Anthology" 
Sony PlayStation 2 [EU] (February 18, 2005) "Atari Anthology [Model SLES-53061]" 

* Computers : 
PC [MS Windows, CD-ROM] [EU] (June 10, 2005) "Atari - 80 Classic Games in One! [Replay]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82974&o=2

$end


$a2600=demodiam,
$bio

Demons to Diamonds (c) 1982 Atari, Incorporated.

DEMONS TO DIAMONDS contains 6 game variations. Games 1 through 3 are standard versions, while Games 4 through 6 are easier versions suitable for beginners. Here is a breakdown of your game choices:

GAME 1: A one-player DEMONS TO DIAMONDS game in which the skulls fire bullets at normal speed, shoot often, and move quickly up and down the screen.

GAME 2: A two-player version of Game 1.

GAME 3: A two-player version of Game 1, except that you or your opponent lose a life each time you hit the other's laser base.

GAME 4: An easy one-player game in which the skulls fire more slowly than in standard games, don't fire as often, and take longer to move up and down the screen.

GAME 5: A two-player game exactly like Game 4.

GAME 6: A two-player easy game like Game 4, except you and your opponent can lose lives by hitting each other's laser base.

- TECHNICAL -

Model CX2615

- TRIVIA -

Export releases:
PAL "Demons to Diamonds [Model CX2615P]"

- SCORING -

Every time you hit a demon of your own color, you receive 1 to 8 points, depending upon which row the demon occupies. For example, a demonin the row nearest your laser base is worth 1 point, while a demon in the third row from your laser is worth 3 points.

Each pulsating diamond is worth 10 to 80 points, or 10 times the value of the row it occupies.

- TIPS AND TRICKS -

Create skulls as far as possible from your laser base; these are more likely to hit your opponent than you.

Aim at demons of your own color that are as far away as possible; they are worth more points than the close ones.  But beware of your opponent hitting your bonus diamond.  He gets those points, too.

Try to hit the diamonds whenever you can. They are worth a lot of points and, if you can hit them consistently, your score will rise quickly.

Spontaneous skulls usually appear at the edge of the rows. Don't spend too much time in this vicinity.  The safest position is just to the right or left of the center.

Take care when firing into the center of the screen. This is where demons first appear, and you can inadvertently hit an opponent while aiming at your own color.  The same thing can happen when you try to hit your own color at the edge of the screen. Since demons change color when they bump into the right and left sides, you can usually end up hitting an opponent and making a skull there.

- STAFF -

Programmer: Nick Turner
Graphics: Alan Murphy

- PORTS -

* Consoles : 
Microsoft XBOX [US] (November 16, 2004) "Atari Anthology [Model 26084]" 
Sony PlayStation 2 [US] (November 22, 2004) "Atari Anthology [Model SLUS-21076]" 
Microsoft XBOX [JP] (August 4, 2005) "Atari Anthology [Model B7X-00001]" 

* Handhelds : 
Nintendo DS [US] (March 8, 2011) "Atari Greatest Hits Vol.2 [Model NTR-BR7E-USA]" 

* Computers : 
PC [MS Windows, CD-ROM] [US] (November 11, 2003) "Atari - 80 Classic Games in One! [Model 25069J]" 

* Others : 
Atari Paddle TV Game [US] (2004) by Jakk's Pacific 
Atari Flashback 3 [US] (September 16, 2011) by AtGames 
Atari Flashback 4 [US] (November 13, 2012) by AtGames 
Atari Flashback 5 [US] (October 1, 2014) by AtGames

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50397&o=2

$end


$ti99_cart=demo,demode,
$bio

Demonstration [Model PHM 3001] (c) 1979 Texas Instruments

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84553&o=2

$end


$cpc_cass=dempseya,
$bio

Dempsey and Makepeace (c) 1986 Britannia Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95930&o=2

$end


$amigaocs_flop=denaris,
$bio

Denaris (c) 1989 Rainbow Arts

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73864&o=2

$end


$amigaocs_flop=denarisa,
$bio

Denaris [5th Anniversary] (c) 1991 Rainbow Arts

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73865&o=2

$end


$megacd,megacdj=illcity,
$bio

Denei Toshi - Illusion City (c) 1993 Micro Cabin Co.

- TECHNICAL -

Game ID: T-51014

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60503&o=2

$end


$nes=bigbang,
$bio

Dengeki - Big Bang! (c) 1989 Vic Tokai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53963&o=2

$end


$nes=bigbangp,
$bio

Dengeki - Big Bang! (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53964&o=2

$end


$pc98=dengediv,
$bio

Dengeki Division (c) 1993 Apple Pie [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89272&o=2

$end


$pc98=denurse,
$bio

Dengeki Nurse (c) 1992 Cocktail Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89273&o=2

$end


$pc98=denurse2,
$bio

Dengeki Nurse 2 - More Sexy (c) 1994 Cocktail Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89274&o=2

$end


$info=shangril,
$bio

Dengen Tenshi Taisen Janshi - Shangri-la - Cyber Angel Mahjong Battle (c) 1999 Marvelous.

A 3-D mahjong game.

- TECHNICAL -

Runs on the Runs on the Sega "NAOMI" hardware.

- TRIVIA -

Released in August 1999 in Japan.

- PORTS -

* Consoles :
Sega Dreamcast (1999, "Dengen Tenshi Taisen Mahjong - Shangri-La")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4132&o=2

$end


$bbca_cass,bbcb_cass=denisdri,
$bio

Denis Through the Drinking Glass (c) 19?? ASS

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51734&o=2

$end


$info=denjinmk,
$bio

Denjinmakai (c) 1994 Banpresto.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 10 Mhz)
Sound CPU : Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), OKI6295 (@ 8 Khz)

Players : 2
Control : 8-Way Joystick
Buttons : 2
=> Attack, Jump

- TRIVIA -

Developed by Winky Soft, Denjinmakai was released in February 1994 by Banpresto.

- SERIES -

1. Denjinmakai (1994)
2. Ghost Chaser Densei (1994, Nintendo Super Famicom)
3. Guardians / Denjinmakai II (1995)

- PORTS -

* Consoles :
Nintendo Super Famicon [JP] (September 23, 1994, "Ghost Chaser Densei [Model SHVC-ET]")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=621&o=2

$end


$pc8801_flop=denkencg,
$bio

Denken CG (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91620&o=2

$end


$gba=denkiblku,
$bio

Denki Blocks! [Model AGB-ADBE-USA] (c) 2001 Majesco Sales, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70303&o=2

$end


$gba=denkiblkj,
$bio

Denki Blocks! [Model AGB-ADBJ-JPN] (c) 2002 Global A Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70302&o=2

$end


$gba=denkiblk,
$bio

Denki Blocks! [Model AGB-ADBP] (c) 2001 Rage

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70301&o=2

$end


$gbcolor=denkiblk,
$bio

denki Blocks! [Model CGB-BD9P-EUR] (c) 2001 Rage

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67725&o=2

$end


$megacd,megacdj=dennin,
$bio

電忍アレスタ (c) 1992 Compile.
(Dennin Aleste)

- TECHNICAL -

Game ID: T-66014
Barcode: 4 988161 200292

- TRIVIA -

Dennin Aleste was released on November 20, 1992 in Japan.

- STAFF -

Producer: Masamitsu Niitani
Planning: Takayuki Watanabe (KEROL)
Programmers: TAKIN, Kōichi Yamashita, Takayuki Hirono (Jemini Hirono)
Character Designers: Hiroshi Ryūōin, Shinichi Ōnishi, Shunsuke Takashima (Great), Takayuki Watanabe (KEROL)
Mechanic Designers: Hiroshi Ryūōin, Hiroki Kodama
Continuity Writers: Kengo Morita, Zod Hoshijima, Takayuki Watanabe (KEROL)
Computer Graphics: Hiroki Kodama, Shinichi Ōnishi, Hiroshi Ryūōin, Kengo Morita, Gennosuke Yumi
Sound Effects: Akiyoshi Nagao (Einosuke Nagao)
Sampling: Pon Imasue
Cooperators: Yasutoshi S. Akiyama, Kasumi Hakuryūhō, Kazunari Bishamonten, Lemontea
Cast of Voices: Hikaru Midorikawa, Aya Hisakawa, Akira Kamiya, Megumi Terase, Yukimasa Kishino, Shūichirō Moriyama, Terry Ueyama, Xanthe Smith, Barry Gjerde, Geraldine Twilley, Robert B. Spenser
Cooperation: Aoni Production, Yoshie Planning, By Word, Japan Media Programming

All music produced and arranged by: Katsumi Tanaka
Original music written by: Katsumi Tanaka, Satoshi Shimazaki
Original sound recording made by: LMS Recordings
All songs published by: LMS Music
Full digital process mastered at: Hit Factory Japan
Multi Audio at Visual Sequence Produced and engineered by: Katsumi Tanaka

Explanatory leaflet Staffs: Kazuhiro Kōnoue, Yōichi Utsumi, Katsuhiko Ikeda, Zod Hoshijima, Hiroshi Ryūōin
Supervisor: Takayuki Hirono (Jemini Hirono)
Directed by: Takayuki Watanabe (KEROL)
Directed by: COMPILE

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47765&o=2

$end


$amigaocs_flop=dennis,
$bio

Dennis (c) 1993 Ocean Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73866&o=2

$end


$snes=dennis,
$bio

Dennis (c) 1994 Ocean

- TRIVIA -

Reviews:
[FR] November 1993 - Consoles + N.25: 84%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62897&o=2

$end


$info=howzat,
$bio

Dennis Lillee's Howzat! (c) 1980 Hankin.

- TRIVIA -

Dennis Lillee was a famous cricket player in the 70's.

350 units were produced.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5455&o=2

$end


$snes=dennisu,
$bio

Dennis the Menace (c) 1993 Ocean

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62898&o=2

$end


$info=m4denmen,m4denmen_h1,m4denmen_h2,m4denmen_h3,m4denmend5,m4denmend5ad,m4denmend5b,m4denmend5bd,m4denmend5d,m4denmend5k,m4denmend5kd,m4denmend5y,m4denmend5yd,m4denmend8,m4denmend8c,m4denmend8d,
$bio

Dennis the Menace (c) 199? Barcrest.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15079&o=2

$end


$gameboy=dennisu,
$bio

Dennis the Menace [Model DMG-YD-USA] (c) 1994 Ocean Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65832&o=2

$end


$gameboy=dennis,
$bio

Dennis [Model DMG-YD-NOE] (c) 1994 Ocean Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65831&o=2

$end


$pc8801_flop=dennoero,
$bio

Denno E-ro Hon Series Dai2Dan Purupuru (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91621&o=2

$end


$pc8801_flop=dennots4,dennots2,dennots3,
$bio

Denno Tsushin 91-nen 5-gatsu Go (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91622&o=2

$end


$pc8801_flop=dennotsu,
$bio

Denno Tsushin Vol. 1 (c) 1990 Denno Kagaku Kenkujo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91623&o=2

$end


$pc8801_flop=dennots1,
$bio

Denno Tsushin Vol. 7 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91624&o=2

$end


$x68k_flop=dennocbi,
$bio

Dennou Club Bessatsu Ichi Gou (c) 1993 Mankai Seisakujo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87318&o=2

$end


$x68k_flop=dennocc1,
$bio

Dennou Club Classic 1 (c) 1991 Mankai Seisakujo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87319&o=2

$end


$x68k_flop=dennocc2,
$bio

Dennou Club Classic 2 (c) 1991 Mankai Seisakujo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87320&o=2

$end


$x68k_flop=dennocc3,
$bio

Dennou Club Classic 3 (c) 1992 Mankai Seisakujo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87321&o=2

$end


$x68k_flop=dennocji,
$bio

Dennou Club Jiyuu Nanban Ichi Gou (c) 19?? Mankai Seisakujo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87322&o=2

$end


$x68k_flop=dennocjn,
$bio

Dennou Club Jiyuu Nanban Ni Gou (c) 19?? Mankai Seisakujo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87323&o=2

$end


$x68k_flop=dennoc01,
$bio

Dennou Club Vol. 01 (c) 1988 Mankai Seisakujo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87324&o=2

$end


$x68k_flop=dennoc02,
$bio

Dennou Club Vol. 02 (c) 1988 Mankai Seisakujo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87325&o=2

$end


$x68k_flop=dennoc03,
$bio

Dennou Club Vol. 03 (c) 1988 Mankai Seisakujo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87326&o=2

$end


$x68k_flop=dennoc04,
$bio

Dennou Club Vol. 04 (c) 1988 Mankai Seisakujo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87327&o=2

$end


$x68k_flop=dennoc05,
$bio

Dennou Club Vol. 05 (c) 1988 Mankai Seisakujo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87328&o=2

$end


$x68k_flop=dennoc06,
$bio

Dennou Club Vol. 06 (c) 1988 Mankai Seisakujo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87329&o=2

$end


$x68k_flop=dennoc07,
$bio

Dennou Club Vol. 07 (c) 1988 Mankai Seisakujo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87330&o=2

$end


$x68k_flop=dennoc08,
$bio

Dennou Club Vol. 08 (c) 1988 Mankai Seisakujo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87331&o=2

$end


$x68k_flop=dennoc09,
$bio

Dennou Club Vol. 09 (c) 1989 Mankai Seisakujo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87332&o=2

$end


$x68k_flop=dennoc10,
$bio

Dennou Club Vol. 10 (c) 1989 Mankai Seisakujo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87333&o=2

$end


$x68k_flop=dennoc11,
$bio

Dennou Club Vol. 11 (c) 1989 Mankai Seisakujo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87334&o=2

$end


$x68k_flop=dennoc12,
$bio

Dennou Club Vol. 12 (c) 1989 Mankai Seisakujo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87335&o=2

$end


$x68k_flop=dennoc13,
$bio

Dennou Club Vol. 13 (c) 1989 Mankai Seisakujo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87336&o=2

$end


$x68k_flop=dennoc14,
$bio

Dennou Club Vol. 14 (c) 1989 Mankai Seisakujo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87337&o=2

$end


$x68k_flop=dennoc15,
$bio

Dennou Club Vol. 15 (c) 1989 Mankai Seisakujo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87338&o=2

$end


$x68k_flop=dennoc16,
$bio

Dennou Club Vol. 16 (c) 1989 Mankai Seisakujo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87339&o=2

$end


$x68k_flop=dennoc17,
$bio

Dennou Club Vol. 17 (c) 1989 Mankai Seisakujo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87340&o=2

$end


$x68k_flop=dennoc18,
$bio

Dennou Club Vol. 18 (c) 1989 Mankai Seisakujo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87341&o=2

$end


$x68k_flop=dennoc19,
$bio

Dennou Club Vol. 19 (c) 1989 Mankai Seisakujo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87342&o=2

$end


$x68k_flop=dennoc20,
$bio

Dennou Club Vol. 20 (c) 1989 Mankai Seisakujo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87343&o=2

$end


$x68k_flop=dennoc21,
$bio

Dennou Club Vol. 21 (c) 1990 Mankai Seisakujo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87344&o=2

$end


$x68k_flop=dennoc22,
$bio

Dennou Club Vol. 22 (c) 1990 Mankai Seisakujo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87345&o=2

$end


$x68k_flop=dennoc23,
$bio

Dennou Club Vol. 23 (c) 1990 Mankai Seisakujo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87346&o=2

$end


$x68k_flop=dennoc24,
$bio

Dennou Club Vol. 24 (c) 1990 Mankai Seisakujo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87347&o=2

$end


$x68k_flop=dennoc25,
$bio

Dennou Club Vol. 25 (c) 1990 Mankai Seisakujo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87348&o=2

$end


$x68k_flop=dennoc26,
$bio

Dennou Club Vol. 26 (c) 1990 Mankai Seisakujo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87349&o=2

$end


$x68k_flop=dennoc27,
$bio

Dennou Club Vol. 27 (c) 1990 Mankai Seisakujo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87350&o=2

$end


$x68k_flop=dennoc28,
$bio

Dennou Club Vol. 28 (c) 1990 Mankai Seisakujo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87351&o=2

$end


$x68k_flop=dennoc29,
$bio

Dennou Club Vol. 29 (c) 1990 Mankai Seisakujo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87352&o=2

$end


$x68k_flop=dennoc30,
$bio

Dennou Club Vol. 30 (c) 1990 Mankai Seisakujo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87353&o=2

$end


$x68k_flop=dennoc31,
$bio

Dennou Club Vol. 31 (c) 1990 Mankai Seisakujo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87354&o=2

$end


$x68k_flop=dennoc32,
$bio

Dennou Club Vol. 32 (c) 1990 Mankai Seisakujo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87355&o=2

$end


$x68k_flop=dennoc33,
$bio

Dennou Club Vol. 33 (c) 1991 Mankai Seisakujo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87356&o=2

$end


$x68k_flop=dennoc34,
$bio

Dennou Club Vol. 34 (c) 1991 Mankai Seisakujo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87357&o=2

$end


$x68k_flop=dennoc35,
$bio

Dennou Club Vol. 35 (c) 1991 Mankai Seisakujo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87358&o=2

$end


$x68k_flop=dennoc36,
$bio

Dennou Club Vol. 36 (c) 1991 Mankai Seisakujo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87359&o=2

$end


$x68k_flop=dennoc37,
$bio

Dennou Club Vol. 37 (c) 1991 Mankai Seisakujo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87360&o=2

$end


$x68k_flop=dennoc38,
$bio

Dennou Club Vol. 38 (c) 1991 Mankai Seisakujo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87361&o=2

$end


$x68k_flop=dennoc39,
$bio

Dennou Club Vol. 39 (c) 1991 Mankai Seisakujo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87362&o=2

$end


$x68k_flop=dennoc40,
$bio

Dennou Club Vol. 40 (c) 1991 Mankai Seisakujo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87363&o=2

$end


$x68k_flop=dennoc41,
$bio

Dennou Club Vol. 41 (c) 1991 Mankai Seisakujo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87364&o=2

$end


$x68k_flop=dennoc42,
$bio

Dennou Club Vol. 42 (c) 1991 Mankai Seisakujo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87365&o=2

$end


$x68k_flop=dennoc43,
$bio

Dennou Club Vol. 43 (c) 1991 Mankai Seisakujo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87366&o=2

$end


$x68k_flop=dennoc44,
$bio

Dennou Club Vol. 44 (c) 1991 Mankai Seisakujo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87367&o=2

$end


$x68k_flop=dennoc45,
$bio

Dennou Club Vol. 45 (c) 1992 Mankai Seisakujo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87368&o=2

$end


$x68k_flop=dennoc46,
$bio

Dennou Club Vol. 46 (c) 1992 Mankai Seisakujo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87369&o=2

$end


$x68k_flop=dennoc47,
$bio

Dennou Club Vol. 47 (c) 1992 Mankai Seisakujo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87370&o=2

$end


$x68k_flop=dennoc48,
$bio

Dennou Club Vol. 48 (c) 1992 Mankai Seisakujo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87371&o=2

$end


$x68k_flop=dennoc49,
$bio

Dennou Club Vol. 49 (c) 1992 Mankai Seisakujo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87372&o=2

$end


$x68k_flop=dennoc50,
$bio

Dennou Club Vol. 50 (c) 1992 Mankai Seisakujo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87373&o=2

$end


$x68k_flop=dennoc51,
$bio

Dennou Club Vol. 51 (c) 1992 Mankai Seisakujo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87374&o=2

$end


$x68k_flop=dennoc52,
$bio

Dennou Club Vol. 52 (c) 1992 Mankai Seisakujo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87375&o=2

$end


$x68k_flop=dennoc53,
$bio

Dennou Club Vol. 53 (c) 1992 Mankai Seisakujo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87376&o=2

$end


$x68k_flop=dennoc54,
$bio

Dennou Club Vol. 54 (c) 1992 Mankai Seisakujo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87377&o=2

$end


$x68k_flop=dennoc55,
$bio

Dennou Club Vol. 55 (c) 1992 Mankai Seisakujo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87378&o=2

$end


$x68k_flop=dennoc56,
$bio

Dennou Club Vol. 56 (c) 1992 Mankai Seisakujo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87379&o=2

$end


$x68k_flop=dennoc57,
$bio

Dennou Club Vol. 57 (c) 1993 Mankai Seisakujo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87380&o=2

$end


$x68k_flop=dennoc58,
$bio

Dennou Club Vol. 58 (c) 1993 Mankai Seisakujo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87381&o=2

$end


$x68k_flop=dennoc59,
$bio

Dennou Club Vol. 59 (c) 1993 Mankai Seisakujo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87382&o=2

$end


$x68k_flop=dennoc60,
$bio

Dennou Club Vol. 60 (c) 1993 Mankai Seisakujo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87383&o=2

$end


$x68k_flop=dennoc61,
$bio

Dennou Club Vol. 61 (c) 1993 Mankai Seisakujo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87384&o=2

$end


$x68k_flop=dennoc62,
$bio

Dennou Club Vol. 62 (c) 1993 Mankai Seisakujo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87385&o=2

$end


$x68k_flop=dennoc63,
$bio

Dennou Club Vol. 63 (c) 1993 Mankai Seisakujo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87386&o=2

$end


$x68k_flop=dennoc64,
$bio

Dennou Club Vol. 64 (c) 1993 Mankai Seisakujo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87387&o=2

$end


$x68k_flop=dennoc65,
$bio

Dennou Club Vol. 65 (c) 1993 Mankai Seisakujo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87388&o=2

$end


$x68k_flop=dennoc66,
$bio

Dennou Club Vol. 66 (c) 1993 Mankai Seisakujo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87389&o=2

$end


$x68k_flop=dennoc67,
$bio

Dennou Club Vol. 67 (c) 1993 Mankai Seisakujo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87390&o=2

$end


$x68k_flop=dennoc68,
$bio

Dennou Club Vol. 68 (c) 1993 Mankai Seisakujo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87391&o=2

$end


$x68k_flop=dennoc69,
$bio

Dennou Club Vol. 69 (c) 1994 Mankai Seisakujo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87392&o=2

$end


$x68k_flop=dennoc70,
$bio

Dennou Club Vol. 70 (c) 1994 Mankai Seisakujo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87393&o=2

$end


$x68k_flop=dennoc71,
$bio

Dennou Club Vol. 71 (c) 1994 Mankai Seisakujo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87394&o=2

$end


$x68k_flop=dennoc72,
$bio

Dennou Club Vol. 72 (c) 1994 Mankai Seisakujo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87395&o=2

$end


$x68k_flop=dennoc73,
$bio

Dennou Club Vol. 73 (c) 1994 Mankai Seisakujo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87396&o=2

$end


$x68k_flop=dennoc74,
$bio

Dennou Club Vol. 74 (c) 1994 Mankai Seisakujo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87397&o=2

$end


$x68k_flop=dennoc75,
$bio

Dennou Club Vol. 75 (c) 1994 Mankai Seisakujo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87398&o=2

$end


$x68k_flop=dennoc76,
$bio

Dennou Club Vol. 76 (c) 1994 Mankai Seisakujo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87399&o=2

$end


$x68k_flop=dennoc77,
$bio

Dennou Club Vol. 77 (c) 1994 Mankai Seisakujo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87400&o=2

$end


$x68k_flop=dennoc78,
$bio

Dennou Club Vol. 78 (c) 1994 Mankai Seisakujo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87401&o=2

$end


$x68k_flop=dennoc79,
$bio

Dennou Club Vol. 79 (c) 1994 Mankai Seisakujo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87402&o=2

$end


$x68k_flop=dennoc80,
$bio

Dennou Club Vol. 80 (c) 1994 Mankai Seisakujo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87403&o=2

$end


$x68k_flop=dennoc81,
$bio

Dennou Club Vol. 81 (c) 1995 Mankai Seisakujo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87404&o=2

$end


$x68k_flop=dennoc82,
$bio

Dennou Club Vol. 82 (c) 1995 Mankai Seisakujo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87405&o=2

$end


$x68k_flop=dennoc83,
$bio

Dennou Club Vol. 83 (c) 1995 Mankai Seisakujo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87406&o=2

$end


$x68k_flop=dennoc84,
$bio

Dennou Club Vol. 84 (c) 1995 Mankai Seisakujo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87407&o=2

$end


$x68k_flop=dennoc85,
$bio

Dennou Club Vol. 85 (c) 1995 Mankai Seisakujo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87408&o=2

$end


$x68k_flop=dennoc86,
$bio

Dennou Club Vol. 86 (c) 1995 Mankai Seisakujo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87409&o=2

$end


$x68k_flop=dennoc87,
$bio

Dennou Club Vol. 87 (c) 1995 Mankai Seisakujo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87410&o=2

$end


$x68k_flop=dennoc88,
$bio

Dennou Club Vol. 88 (c) 1995 Mankai Seisakujo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87411&o=2

$end


$x68k_flop=dennoc89,
$bio

Dennou Club Vol. 89 (c) 1995 Mankai Seisakujo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87412&o=2

$end


$x68k_flop=dennoc90,
$bio

Dennou Club Vol. 90 (c) 1995 Mankai Seisakujo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87413&o=2

$end


$x68k_flop=dennoc91,
$bio

Dennou Club Vol. 91 (c) 1995 Mankai Seisakujo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87414&o=2

$end


$x68k_flop=dennoc92,
$bio

Dennou Club Vol. 92 (c) 1995 Mankai Seisakujo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87415&o=2

$end


$x68k_flop=dennoc93,
$bio

Dennou Club Vol. 93 (c) 1996 Mankai Seisakujo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87416&o=2

$end


$x68k_flop=dennoc95,
$bio

Dennou Club Vol. 95 (c) 1996 Mankai Seisakujo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87417&o=2

$end


$pc98=dennog20,
$bio

Dennou Gakuen (c) 1990 Gainax [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89192&o=2

$end


$x68k_flop=dennogak,
$bio

Dennou Gakuen (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87418&o=2

$end


$pc8801_flop=dennogak,
$bio

Dennou Gakuen - Cybernetic Hi-School (c) 1989 General Products [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91625&o=2

$end


$msx2_flop=dennogak,dennogakb,dennogaka,
$bio

Dennou Gakuen 1 - Cybernetic Hi-School (c) 1990 Gainax [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101573&o=2

$end


$pc98=dennoga2,
$bio

Dennou Gakuen 2 - Cybernetic Hi-School Part 2 - Highway Buster (c) 1989 Gainax [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89275&o=2

$end


$pc8801_flop=dennoga2,dennoga2a,
$bio

Dennou Gakuen 2 - Cybernetic Hi-School Part 2 - Highway Buster (c) 1989 General Products [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91626&o=2

$end


$msx2_flop=dennoga2,dennoga2b,dennoga2a,
$bio

Dennou Gakuen 2 - Cybernetic Hi-School Part 2 - Highway Buster (c) 1990 Gainax [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101574&o=2

$end


$pc98=dennoga3,
$bio

Dennou Gakuen 3 - Cybernetic Hi-School III - Top o Nerae! (c) 1990 Gainax [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89276&o=2

$end


$msx2_flop=dennoga3,dennoga3a,
$bio

Dennou Gakuen 3 - Cybernetic Hi-School Part III - Top wo Nerae! (c) 1990 Gainax [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101575&o=2

$end


$pc8801_flop=dennoga3,
$bio

Dennou Gakuen 3 - Top wo Nerae (c) 1990 General Products [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91627&o=2

$end


$pc98=dennoga4,
$bio

Dennou Gakuen 4 - Ape Hunter J (c) 1991 Gainax [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89277&o=2

$end


$x68k_flop=cybwrites1,
$bio

Dennou Sakka - Cyber Writer Scenario Shuu 1 (c) 1988 Nihon Computer Club Renmei Kikaku

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87419&o=2

$end


$x68k_flop=cybwrite,
$bio

Dennou Sakka - Cyber Writer ver 2.0 (c) 1988 Nihon Computer Club Renmei Kikaku

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87420&o=2

$end


$saturn,sat_cart=vonj,vonjb,vonja,
$bio

Dennou Senki Virtual-On (c) 1996 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59046&o=2

$end


$saturn,sat_cart=vonjsn,
$bio

Dennou Senki Virtual-On for SegaNet (c) 1996 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59047&o=2

$end


$pc98=vieen3,
$bio

Dennou Sentai La Vie en Three (c) 1994 Wendy Magazine

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89278&o=2

$end


$info=pairsten,
$bio

Dennou Shinkeisuijakui Pairs (c) 1989 System Ten.

Match a pair of pictures, clear the level and eventually see some animated cartoon-ish babes playing with various toys.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 5 Mhz)
Sound Chips : YM3812 (@ 2.5 Mhz), DAC (@ 2.5 Mhz)

Screen orientation : Horizontal
Video resolution : 512 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 256

Players : 2
Control : 4-way joystick
Buttons : 2

- TRIVIA -

Released in August 1989.

The title of this game translates from Japanese as "Pairs - Electronic Brain Concentration".  

Shinkeisuijaku is the Japanese name for the card-matching game popularly known as 'Concentration', 'Memory', 'Pexeso', 'Pelmanism', or simply 'Pairs' as the title screen says.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1923&o=2

$end


$pc98=dshogi2,
$bio

Dennou Shogi II - Eisei Meijin (c) 1990 Konami Industry Co., Ltd. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89279&o=2

$end


$pc98=dennosui,
$bio

Dennou Suikoden (c) 1987 Hot-B [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89280&o=2

$end


$pc8801_flop=dennosui,
$bio

Dennou Suikoden (c) 1987 Hot-B [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91628&o=2

$end


$pc98=dennoten,
$bio

Dennou Tenshi - Digital Ange (c) 1993 Game Technopolis [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89281&o=2

$end


$pcecd=dennoten,
$bio

Dennou Tenshi - Digital Angel (c) 1994 Tokuma Shoten Intermedia, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58158&o=2

$end


$saturn,sat_cart=denpasho,
$bio

Denpa Shounen Teki Game (c) 1998 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59048&o=2

$end


$psx=denpasho,
$bio

Denpa Shounenteki Game [Model SLPS-01287] (c) 1998 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85074&o=2

$end


$nes=elrond,
$bio

???? - Elrond (c) 1988 Jaleco Company, Limited.
(Densetsu no Kishi - Elrond)

- TECHNICAL -

Game ID: NMK-ER
Cart color: White

- TRIVIA -

Released on July 15, 1988 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53965&o=2

$end


$saturn,sat_cart=ogrebatl,ogrebatlb,ogrebatla,
$bio

Densetsu no Ogre Battle (c) 1996 Riverhill Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59049&o=2

$end


$snes=ogrebatlj,ogrebatljnp,
$bio

Densetsu no Ogre Battle - The March of the Black Queen (c) 1993 Quest

- TECHNICAL -

Game ID: SHVC-OB

- TRIVIA -

Released on March 12, 1993 in Japan.

Export releases:
[US] "Ogre Battle [Model SNS-OB-USA]"

- STAFF -

Character and Tarot Card Designed By: Akihiko Yoshida
Main Graphics Design and Image Effects By: Hiroshi Minagawa
Character Animation By: Satoshi Tetsuka
Battlefield Designed By: Masanori Hara
Graphics Designed By: Akihiko Yoshida, S. Teranishi, Y. Koyanagi, Kazutaka Matsuda
Battle Mode Programming By: N. Morioka
Main Field Programming By: T. Sato, M. Ogawa
Sub Programming By: Tatsuya Azeyagi
Music Composed By: Masaharu Iwata, Hitoshi Sakimoto (YmoH.S), Hayato Matsuo
Sound Manipulated By: Toshiaki Imai
Assistant Planner: Koba Kazu, Kasuyuki Ogura, T. Katoh
Radio Actors: Lily Chow, Darren Jhoner
Additional Programming: Tomohiko Satou, Tony Mizukami, Junichi Matsumoto, Infinity Co. Ltd
Development Supervisor Ogre Battle USA: Robert L. Jerauld
Enix America Staff: Tsuneo Morita, Paul Bowler, Paul Handelman, Robert L. Jerauld
Planned By: Yasumi Matsuno
Directed By: Yasumi Matsuno
Executive Producer: Takayuki Kamikura, Shouichi Iida

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61198&o=2

$end


$ngpc=ogrebatl,
$bio

Densetsu no Ogre Battle Gaiden - Zenobia no Ouji [Model NEOP00850] (c) 2000 SNK Corp. [Shin Nihon Kikaku] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82521&o=2

$end


$msx2_cart=ashguine,
$bio

Densetsu no Seisenshi Ashguine (c) 1987 Bit2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51279&o=2

$end


$gba=stafy2,
$bio

Densetsu no Stafy 2 [Model AGB-AVFJ-JPN] (c) 2003 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70305&o=2

$end


$gba=stafy3a,stafy3,
$bio

Densetsu no Stafy 3 [Model AGB-B3DJ-JPN] (c) 2004 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70306&o=2

$end


$gba=stafy,
$bio

Densetsu no Stafy [Model AGB-ASTJ-JPN] (c) 2002 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70304&o=2

$end


$pico=dendaish,
$bio

Densha Daishuugou! [Model T-193020] (c) 1997 Yonezawa [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75640&o=2

$end


$psx=denshada,
$bio

Densha Daisuki [Model SLPS-01753] (c) 1998 Tomy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85075&o=2

$end


$info=dendego,
$bio

Densha De Go! (c) 1996 Taito.

A train simulator where the player assumes the role of an engineer who must take passengers to the station within a certain time limit.

- TECHNICAL -

Taito JC System Type-C Hardware

Main CPU : 68040 @ 25Mhz
DSP : TMS320C51 @ 50 Mhz
MCU (protection) : MC68HC11
Sound CPU : 68EC000 @ 16MHz
Sound chip : Ensoniq ES5505 @ 16MHz
Sound chip DSPs : Ensoniq ES5510 (ESPR6) + Ensoniq OTISR2
Taito Chips : E07-11, TC0870HVP, TC0770CMU, TC0840GLU, TC0810
Board Layout : Main board + rom board
Hardware Features : Textured Polygons

- TRIVIA -

Coverage: San'in Main Line (Sagano Line), Keihin-Tohoku Line, Tokaido Line (JR Kyoto Line) and Yamanote Line (portions of each of these).

Released on February 1997 in Japan.

The title translates from Japanese as 'Let's go by Train!'.

Soundtrack releases :
Densha de Go! / Side By Side 2 [Zuntata / J.A.M. - Zuntata Records - ZTTL-0018 - Dec 21, 1997]

- SERIES -

1. Densha De Go! (1996)
2. Densha De Go! EX (1996)
3. Densha De Go! 2 Kosoku-hen (1997)
4. Densha De Go! 2 Kosoku-hen 3000-bandai (1998)
5. Densha De Go! 3 Tsukin-hen (1999)
6. Densha de Go! 3 Tsukin-hen Daiya Kaisei (2000)
7. Densha de Go! Ryojo-hen (2000)
8. Card de Renketsu! Densha de Go! (2012)

- STAFF -

Sound composer : Norihiro Furukawa

- PORTS -

* Consoles :
Sony PlayStation (1997)
Nintendo Game Boy (1998)
Nintendo Game Boy Color (1999)
Bandai WonderSwan (1999)

* Computers :
PC

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3303&o=2

$end


$info=dendego2,
$bio

Densha De Go! 2 Kosoku-hen (c) 1997 Taito.

A train simulator where the player assumes the role of an engineer who must take passengers to the station within a certain time limit.

- TECHNICAL -

Taito JC System Type-C Hardware

Main CPU : 68040 @ 25Mhz
DSP : TMS320C51 @ 50 Mhz
MCU (protection) : MC68HC11
Sound CPU : 68EC000 @ 16MHz
Sound chip : Ensoniq ES5505 @ 16MHz
Sound chip DSPs : Ensoniq ES5510 (ESPR6) + Ensoniq OTISR2
Taito Chips : E07-11, TC0870HVP, TC0770CMU, TC0840GLU, TC0810
Board Layout : Main board + rom board
Hardware Features : Textured Polygons

- TRIVIA -

Densha De Go! 2 was shown at the 1998 AOU Amusement Expo show, in Japan. It was then released in March 1998 in Japan (even if the titlescreen says 1997).

The title translates from Japanese as 'Let's go by Train! 2'.

Coverage: Akita Shinkansen, Hokuetsu Express Hokuhoku Line, Keihin-Tohoku Line (portions each).

Note: Hokuetsu Express Hokuhoku Line has been started in 1940 but was stopped by the World War. the line was restarted in 1968. Finally opened in 1997, Densha de GO 2 was released the same time.

- TIPS AND TRICKS -

* If you stop the train in correct postion, you get 3 point.

* If you horn to engineer or animal, you get 2 or 1 point.

* In Keihin-Tohoku Line, when you approach last station, you could use break to get secret points.

- SERIES -

1. Densha De Go! (1996)
2. Densha De Go! EX (1996)
3. Densha De Go! 2 Kosoku-hen (1997)
4. Densha De Go! 2 Kosoku-hen 3000-bandai (1998)
5. Densha De Go! 3 Tsukin-hen (1999)
6. Densha de Go! 3 Tsukin-hen Daiya Kaisei (2000)
7. Densha de Go! Ryojo-hen (2000)
8. Card de Renketsu! Densha de Go! (2012)

- PORTS -

* Consoles :
Bandai WonderSwan (1999)
SNK Neo Geo Pocket Color (1999)
Sony PlayStation (1999)
Nintendo 64 "Densha De Go! 64"
Nintendo Game Boy Color (2000)
Sega Dreamcast (2000)

* Computers :
PC

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3305&o=2

$end


$info=dendego23x,
$bio

Densha De Go! 2 Kosoku-hen 3000-bandai (c) 1998 Taito.

A train simulator where the player assumes the role of an engineer who must take passengers to the station within a certain time limit.

- TECHNICAL -

Taito JC System Type-C Hardware

Main CPU : 68040 @ 25Mhz
DSP : TMS320C51 @ 50 Mhz
MCU (protection) : MC68HC11
Sound CPU : 68EC000 @ 16MHz
Sound chip : Ensoniq ES5505 @ 16MHz
Sound chip DSPs : Ensoniq ES5510 (ESPR6) + Ensoniq OTISR2
Taito Chips : E07-11, TC0870HVP, TC0770CMU, TC0840GLU, TC0810
Board Layout : Main board + rom board
Hardware Features : Textured Polygons

- TRIVIA -

Coverage: contains the same lines as "Densha De Go! 2 Kosoku-hen", as well as Ou Main Line, Tazawako Line, Tokaido Main Line (JR Kobe Line) and Yamanote Line.

Released on July 1998 in Japan.

The title translates from Japanese as 'Let's Go By Train! 2 High Speed 3000 Conductor Episode'.

- SERIES -

1. Densha De Go! (1996)
2. Densha De Go! EX (1996)
3. Densha De Go! 2 Kosoku-hen (1997)
4. Densha De Go! 2 Kosoku-hen 3000-bandai (1998)
5. Densha De Go! 3 Tsukin-hen (1999)
6. Densha de Go! 3 Tsukin-hen Daiya Kaisei (2000)
7. Densha de Go! Ryojo-hen (2000)
8. Card de Renketsu! Densha de Go! (2012)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3306&o=2

$end


$ngpc=dendego2,dendego2p,
$bio

Densha de Go! 2 on Neo Geo Pocket [Model NEOP00600] (c) 1999 SNK Corp. [Shin Nihon Kikaku] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82522&o=2

$end


$gbcolor=dendego2,
$bio

Densha de Go! 2 [Model CGB-B82J-JPN] (c) 2000 CyberFront

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67727&o=2

$end


$wswan=dendego2,
$bio

Densha de Go! 2 [Model SWJ-CFT001] (c) 1999 CyberFront [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86317&o=2

$end


$n64=dendeg64,
$bio

Densha de Go! 64 (c) 1999 Taito Corp.

- TECHNICAL -

Game ID: NUS-ND6J

- TRIVIA -

Released on July 30, 1999 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57657&o=2

$end


$info=dendegox,
$bio

Densha De Go! EX (c) 1996 Taito.

A train simulator where the player assumes the role of an engineer who must take passengers to the station within a certain time limit.

- TECHNICAL -

Taito JC System Type-C Hardware

Main CPU : 68040 @ 25Mhz
DSP : TMS320C51 @ 50 Mhz
MCU (protection) : MC68HC11
Sound CPU : 68EC000 @ 16MHz
Sound chip : Ensoniq ES5505 @ 16MHz
Sound chip DSPs : Ensoniq ES5510 (ESPR6) + Ensoniq OTISR2
Taito Chips : E07-11, TC0870HVP, TC0770CMU, TC0840GLU, TC0810
Board Layout : Main board + rom board
Hardware Features : Textured Polygons

- TRIVIA -

Coverage: Sagano Line that was skipped in "Densha De Go!" is fully playable.

Released on April 1997 in Japan.

The title translates from Japanese as 'Let's go by Train! EX'.

- SERIES -

1. Densha De Go! (1996)
2. Densha De Go! EX (1996)
3. Densha De Go! 2 Kosoku-hen (1997)
4. Densha De Go! 2 Kosoku-hen 3000-bandai (1998)
5. Densha De Go! 3 Tsukin-hen (1999)
6. Densha de Go! 3 Tsukin-hen Daiya Kaisei (2000)
7. Densha de Go! Ryojo-hen (2000)
8. Card de Renketsu! Densha de Go! (2012)

- PORTS -

* Consoles :
Sega Saturn (1998)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3304&o=2

$end


$saturn,sat_cart=dendego,
$bio

Densha de Go! EX (c) 1998 Takara Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59050&o=2

$end


$psx=denshade,
$bio

Densha de Go! Nagoya Railroad - Let's Go By Train [Model SLPM-86424] (c) 2000 Taito Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85076&o=2

$end


$gbcolor=dendego,
$bio

Densha de Go! [Model CGB-A72J-JPN] (c) 1999 CyberFront

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67726&o=2

$end


$wswan=dendego,
$bio

Densha de Go! (c) 1999 Taito Corp.

- TECHNICAL -

Game ID: SWJ-TAT001

- TRIVIA -

Released on March 04, 1999 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86316&o=2

$end


$pc98=denwabel,
$bio

Denwa no Bell ga... - Erotic Baka Novel (c) 1993 Cocktail Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89282&o=2

$end


$pc98=denza,
$bio

Denza (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89283&o=2

$end


$bbca_cass,bbcb_cass=dmfinsbu,
$bio

Depot Master Finsbury Park (c) 19?? Ashley Greenup

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51735&o=2

$end


$bbca_cass,bbcb_cass=dmoldoak,
$bio

Depot Master Old Oak Common (c) 19?? Ashley Greenup

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51736&o=2

$end


$odyssey2,g7400=2dpthmrk,
$bio

Depth Charge + Marksman (c) 1980 Philips Corp.

- TECHNICAL -

Game ID: 16

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95593&o=2

$end


$info=depthch,depthcho,
$bio

Depthcharge (c) 1977 Gremlin.

Depthcharge is a 2-Dimensional shooter. You control your destroyer on the surface of the water while submarines patrol underneath. Your job is to drop depth charges to eliminate these submarines. The submarines aren't defenseless as they launch mines straight up toward your ship.

Depthcharge was one of the early video games. Action was simple. This game also had the ability to retain the highest score (without the initials of course). Although the game is simple in concept, just trying to get enough points was enough to keep you working at it. Good luck on your submarine hunting mission.

- TECHNICAL -

Prom stickers : 50-55

Main CPU : Intel 8080 (@ 1.93356 Mhz)
Sound Chips : Samples

Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 64

Players : 1
Buttons : 4 (LEFT, RIGHT, FIRE LEFT, FIRE RIGHT)

- TRIVIA -

Released during September 1977.

This game is also known as "Sub Hunter" (Taito).

Martin Bedard holds the official record for this game with 4,770 points on November 18, 2007.

- SCORING -

Scoring in this game is pretty simple :
* Submarines will have their score posted on their hull. The submarine scores are from 10 to 90 incrementing in 10's. For example, if you see 40 on the submarine, then that submarine is worth 40 points.
* Generally speaking, the lower in depth the submarine is, the higher the value for the submarine.
* You get 90 seconds on the timer to do as much damage as possible. If you score 500 points or greater, you will get an additional 45 seconds for overtime.
* After you are totally done, you get 30 points for each submarine killed. You do not lose points for losing your ship although it takes about 2 seconds to get a new one.

- TIPS AND TRICKS -

* When you start the game, your destroyer will be in the middle of the water. You will start seeing submarines entering the screen either from the left or right and at varying depths. You have a total of 6 depth charges that can be on the screen at any one time. This means if you fire all 6, then you have to
wait until one detonates on a submarine or the bottom of the sea before you get them back.

* Try to aim your shots to where the submarine will be at. This is, in a sense, ''leading'' the submarine. This is especially important if you are trying to get those submarines at the bottom of the sea.

* Always try to keep at least 2 depth charges in reserve. This is for those submarines that are close to the surface that like to throw mines you cannot avoid.

* Try to keep moving around in your destroyer. If you sit in one place, the submarines can put mines on either side of your ship and prevent you from escaping and adding a destroyer to their kills.

* Don't fire your depth charges too close together on one side. The reason is if a submarine is killed by one of them and the other one is too close, it will also detonate. If you were aiming at another submarine with the second one, then your shot is wasted.

* In addition to the mines themselves being dangerous, your ship can also be sunk by the effects of the mines. Don't sit too close when a mine detonates or you will be at the bottom of the sea.

* If you ''walk'' your shots you have a better chance of getting a good spread and taking out multiple submarines. Kind of like leaving a diagonal string of depth charges the submarines must pass through.  Plus, you don't lose your other depth charges to the detonation of ones around them.

* Try to get the 500 required for extra time, it isn't too hard if you play smartly.

- PORTS -

* Computers :
Noval 760 (1977)
Commodore C64 (1983)
Apple II

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=622&o=2

$end


$amigaocs_flop=clueg,
$bio

Der CLOU! (c) 1994 Max Design

- STAFF -

Developed by: NEO Software Produktions

Concept: Helmut Gaberschek
Coder: Kaweh Kazemi, Helmut Gaberschek
Graphics: Markus Hudolin

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73867&o=2

$end


$cdi=domststp,
$bio

Der Dom zu St. Stephan in Wien (c) 1995 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52828&o=2

$end


$a2600=geheimk,
$bio

Der Geheimkurier (c) 1983 Quelle

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50399&o=2

$end


$a2600=kleineb,
$bio

Der kleine Baer (c) 1983 Quelle

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50401&o=2

$end


$gbcolor=lionkingg,
$bio

Der König der Löwen - Simbas grosses Abenteuer [Model CGB-BLKD-NOE] (c) 2000 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67728&o=2

$end


$snes=langriss,langrissa,
$bio

Der Langrisser (c) 1995 Masaya

- TECHNICAL -

Game ID: SHVC-ALGJ-JPN

- TIPS AND TRICKS -

Special Shop
------------
Highlight the Buy command, then press Left, Right(x2), Down, Right, Up, A. 

For another Special Shop, highlight the Buy command, then press Left, Up, Right, Down, Right, Up, Left, Select, Down, Right, Left, Select, A, Left, Up, Right, Down, Right, Up, Left, Select, Down, Right, Left, Select, A.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61199&o=2

$end


$a2600=moderner,
$bio

Der moderne Ritter - Mr. T (c) 1983 Quelle

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50402&o=2

$end


$amigaocs_flop=patricng,
$bio

Der Patrizier (c) 1993 Ascon Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73868&o=2

$end


$c64_cart,c64_flop=addsub23,
$bio

Der Rechenlöwe - Fit in Addition und Subtraktion - 2./3. Schuljahr (c) 1984 Commodore

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53556&o=2

$end


$c64_cart,c64_flop=addsub34,
$bio

Der Rechenlöwe - Fit in Addition und Subtraktion - 3./4. Schuljahr (c) 1983 Commodore

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53557&o=2

$end


$c64_cart,c64_flop=geomet34,
$bio

Der Rechenlöwe - Fit in Geometrie - 3./4. Schuljahr (c) 1983 Commodore

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53558&o=2

$end


$c64_cart,c64_flop=math1,
$bio

Der Rechenlöwe - Fit in Mathematik - 1. Schuljahr (c) 1984 Commodore

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53559&o=2

$end


$c64_cart,c64_flop=muldiv23,
$bio

Der Rechenlöwe - Fit in Multiplikation und Division - 2./3. Schuljahr (c) 1984 Commodore

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53560&o=2

$end


$c64_cart,c64_flop=muldiv34,
$bio

Der Rechenlöwe - Fit in Multiplikation und Division - 3./4. Schuljahr (c) 1983 Commodore

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53561&o=2

$end


$c64_cart,c64_flop=recht34,
$bio

Der Rechtschreiblöwe: Fit in Rechtschreibung - 3./4. Schuljahr (c) 1983 Commodore

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53562&o=2

$end


$amigaocs_flop=reeder,
$bio

Der Reeder (c) 1995 Software 2000

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73869&o=2

$end


$amigaocs_flop=tacmanitg,
$bio

Der Trainer - Italia (c) 1994 Black Legend

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73870&o=2

$end


$a2600=vielfras,
$bio

Der Vielfrass (c) 1983 Quelle

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50400&o=2

$end


$saturn,sat_cart=derbyana,derbyanaa,
$bio

Derby Analist (c) 1997 Media Entertainment

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59051&o=2

$end


$snes=derbyjoc,derbyjoca,
$bio

Derby Jockey - Kishu Ou e no Michi [Model SHVC-JQ] (c) 1994 Asmik

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61200&o=2

$end


$snes=derbyjo2,
$bio

Derby Jockey 2 [Model SHVC-A2DJ-JPN] (c) 1995 Asmik

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61201&o=2

$end


$psx=derbyjoc,
$bio

Derby Jockey 2001 [Model SLPM-86424] (c) 2001 Asmik Ace Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85077&o=2

$end


$info=derbyoc,
$bio

Derby Owners Club (c) 1999 Sega.

This is a thoroughbred horse racing video game that allows players to own, breed, train, and ride their very own race horse. A data-storing card is dispensed with the first play, allowing each player to continuously develop their horse, offspring, and stables through repeat play. The innovative cabinet design allows up to 4 players to race simultaneously.

- TECHNICAL -

Sega Naomi Satellite Terminal

CPU : SH-4 64-bit RISC CPU (200 MHz 360 MIPS / 1.4 GFLOPS)
Graphic Engine : PowerVR (PVR2DC)
Sound Engine : ARM7 Yamaha AICA 45 MHz (with internal 32-bit RISC CPU, 64 channel ADPCM)
Main Memory : 32 MByte
Graphic Memory : 16 MByte
Sound Memory : 8 MByte
Media : ROM Board (maximum size of 168 MBytes) / GD-Rom
Simultaneous Number of Colors : Approx. 16,770,000 (24bits)
Polygons : 2.5 Million polys/sec
Rendering Speed : 500 M pixel/sec
Additional Features : Bump Mapping, Fog, Alpha-Bending (transparency), Mip Mapping (polygon-texture auto switch), Tri-Linear Filtering, Anti-Aliasing, Environment Mapping, and Specular Effect.

Notes : Each 'Game' uses 9 Naomi units, 1 for each of the 8 'Satellite's' and 1 for the main screen. These are all linked together in a network. Player's data saved on HitMaker removable card system. Cards are playable on any other HitMaker system in the same or other locations.

- TRIVIA -

Released in October 1999 in Japan.

- UPDATES -

"Derby Owners Club EX" : The 'EX' software update provides a variety of added features including a new race call from legendary Tampa Downs and Canterbury Park track announcer Richard Grunder, 30 new sires and 30 new dams, tournament software with 3 competition modes, on-screen display of your 6 prior race results, and a new classic Trumpeter Call to Post with several different versions to catch the players' attention as well as patrons in the area.

- SERIES -

1. Derby Owners Club (1999)
2. Derby Owners Club 2000 (2000)
3. Derby Owners Club II (2001)
4. Derby Owners Club World Edition (2001)
5. Derby Owners Club 2008: Feel the Rush (2008)
6. Derby Owners Club 2009: Ride for the Live (2009)

- PORTS -

* Consoles :
Sega Dreamcast ("Derby Tsuku - Let's Make a Derby Stallion!" [Prototype]

* Computers :
PC (2004)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4139&o=2

$end


$info=derbyo2k,
$bio

Derby Owners Club 2000 (c) 2000 Sega Enterprises, Limited.

- TECHNICAL -

Sega Naomi Satellite Terminal

CPU : SH-4 64-bit RISC CPU (200 MHz 360 MIPS / 1.4 GFLOPS)
Graphic Engine : PowerVR (PVR2DC)
Sound Engine : ARM7 Yamaha AICA 45 MHz (with internal 32-bit RISC CPU, 64 channel ADPCM)
Main Memory : 32 MByte
Graphic Memory : 16 MByte
Sound Memory : 8 MByte
Media : ROM Board (maximum size of 168 MBytes) / GD-Rom
Simultaneous Number of Colors : Approx. 16,770,000 (24bits)
Polygons : 2.5 Million polys/sec
Rendering Speed : 500 M pixel/sec
Additional Features : Bump Mapping, Fog, Alpha-Bending (transparency), Mip Mapping (polygon-texture auto switch), Tri-Linear Filtering, Anti-Aliasing, Environment Mapping, and Specular Effect.

Notes : Each 'Game' uses 9 Naomi units, 1 for each of the 8 'Satellite's' and 1 for the main screen. These are all linked together in a network. Player's data saved on HitMaker removable card system. Cards are playable on any other HitMaker system in the same or other locations.

- TRIVIA -

Released in May 2000 in Japan.

- SERIES -

1. Derby Owners Club (1999)
2. Derby Owners Club 2000 (2000)
3. Derby Owners Club II (2001)
4. Derby Owners Club World Edition (2001)
5. Derby Owners Club 2008: Feel the Rush (2008)
6. Derby Owners Club 2009: Ride for the Live (2009)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=37093&o=2

$end


$info=derbyoc2,
$bio

Derby Owners Club II (c) 2001 Sega Enterprises, Limited.

- TECHNICAL -

Sega Naomi Satellite Terminal

CPU : SH-4 64-bit RISC CPU (200 MHz 360 MIPS / 1.4 GFLOPS)
Graphic Engine : PowerVR (PVR2DC)
Sound Engine : ARM7 Yamaha AICA 45 MHz (with internal 32-bit RISC CPU, 64 channel ADPCM)
Main Memory : 32 MByte
Graphic Memory : 16 MByte
Sound Memory : 8 MByte
Media : ROM Board (maximum size of 168 MBytes) / GD-Rom
Simultaneous Number of Colors : Approx. 16,770,000 (24bits)
Polygons : 2.5 Million polys/sec
Rendering Speed : 500 M pixel/sec
Additional Features : Bump Mapping, Fog, Alpha-Bending (transparency), Mip Mapping (polygon-texture auto switch), Tri-Linear Filtering, Anti-Aliasing, Environment Mapping, and Specular Effect.

Notes : Each 'Game' uses 9 Naomi units, 1 for each of the 8 'Satellite's' and 1 for the main screen. These are all linked together in a network. Player's data saved on HitMaker removable card system. Cards are playable on any other HitMaker system in the same or other locations.

- TRIVIA -

Released in October 2001 in Japan.

- SERIES -

1. Derby Owners Club (1999)
2. Derby Owners Club 2000 (2000)
3. Derby Owners Club II (2001)
4. Derby Owners Club World Edition (2001)
5. Derby Owners Club 2008: Feel the Rush (2008)
6. Derby Owners Club 2009: Ride for the Live (2009)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31764&o=2

$end


$info=derbyocw,drbyocwc,
$bio

Derby Owners Club World Edition (c) 2001 Sega Enterprises, Limited.

- TECHNICAL -

Sega Naomi Satellite Terminal

CPU : SH-4 64-bit RISC CPU (200 MHz 360 MIPS / 1.4 GFLOPS)
Graphic Engine : PowerVR (PVR2DC)
Sound Engine : ARM7 Yamaha AICA 45 MHz (with internal 32-bit RISC CPU, 64 channel ADPCM)
Main Memory : 32 MByte
Graphic Memory : 16 MByte
Sound Memory : 8 MByte
Media : ROM Board (maximum size of 168 MBytes) / GD-Rom
Simultaneous Number of Colors : Approx. 16,770,000 (24bits)
Polygons : 2.5 Million polys/sec
Rendering Speed : 500 M pixel/sec
Additional Features : Bump Mapping, Fog, Alpha-Bending (transparency), Mip Mapping (polygon-texture auto switch), Tri-Linear Filtering, Anti-Aliasing, Environment Mapping, and Specular Effect.

Notes : Each 'Game' uses 9 Naomi units, 1 for each of the 8 'Satellite's' and 1 for the main screen. These are all linked together in a network. Player's data saved on HitMaker removable card system. Cards are playable on any other HitMaker system in the same or other locations.

- SERIES -

1. Derby Owners Club (1999)
2. Derby Owners Club 2000 (2000)
3. Derby Owners Club II (2001)
4. Derby Owners Club World Edition (2001)
5. Derby Owners Club 2008: Feel the Rush (2008)
6. Derby Owners Club 2009: Ride for the Live (2009)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=34170&o=2

$end


$info=mdhorse,
$bio

Derby Quiz My Dream Horse (c) 1998 Namco.

A quiz game featuring horses.

- TECHNICAL -

Namco System 12 hardware
Game ID : MDH

Main CPU : SPU (@ 16.9344 Mhz), H8/3002 (@ 14.7456 Mhz)
Sound Chips : C352 (@ 14.7456 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 6

- TRIVIA -

Derby Quiz My Dream Horse was released in November 1998 in Japan only.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=623&o=2

$end


$saturn,sat_cart=derbysta,
$bio

Derby Stallion (c) 1999 ASCII Entertainment Software, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59052&o=2

$end


$nes=dstallz,
$bio

Derby Stallion - ??? (c) 1992 ASCII Corporation.
(Derby Stallion - Zenkokuban)

- TECHNICAL -

Game ID: HSP-47

- TRIVIA -

Released on August 29, 1992 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53966&o=2

$end


$n64=dstall64,dstall64p,
$bio

Derby Stallion 64 [Model NUS-NDAJ] (c) 2001 Media Factory [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57658&o=2

$end


$snes=dstall96,
$bio

Derby Stallion 96 [Model SHVC-ZDBJ-JPN] (c) 1996 ASCII Ent. Software, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61202&o=2

$end


$pc98=dstall,dstalla,
$bio

Derby Stallion 98 (c) 1993 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89284&o=2

$end


$snes=dstall98,
$bio

Derby Stallion 98 [Model SHVC-BDBJ-JPN] (c) 1998 ASCII Ent. Software, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61203&o=2

$end


$gba=dstall,
$bio

Derby Stallion Advance [Model AGB-A8PJ-JPN] (c) 2002 Enterbrain, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70307&o=2

$end


$pc98=dstallex,dstallexk,
$bio

Derby Stallion Expert (c) 1994 ASCII Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89285&o=2

$end


$snes=dstall2,
$bio

Derby Stallion II [Model SHVC-A7] (c) 1994 ASCII Ent. Software, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61204&o=2

$end


$snes=dstall3,dstall3a,dstall3b,dstall3c,dstall3ca,
$bio

Derby Stallion III [Model SHVC-AD3J-JPN] (c) 1995 ASCII Ent. Software, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61205&o=2

$end


$cpc_cass=dernierm,
$bio

Dernier Metro (c) 1985 Micro Programmes 5

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95931&o=2

$end


$saturn,sat_cart=deroon,
$bio

Deron Dero Dero (c) 1996 Tecmo, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59053&o=2

$end


$info=deroon,
$bio

Deroon DeroDero (c) 1996 Tecmo.

A cute and hilarious puzzle game.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 2 Mhz)
Sound CPU : Zilog Z80 (@ 8 Mhz)
Sound Chips : YMF262 (@ 14.31818 Mhz), OKI6295 (@ 6.991 Khz), YMZ280B (@ 16.9 Mhz)

Players : 1
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in January 1996.

- PORTS -

* Consoles :
Sony PlayStation [Japan] (1995, "Dero-N Dero Dero")
Sega Saturn (1996)
Sony PlayStation [USA] (1997, "Tecmo Stackers")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=624&o=2

$end


$pc98=derringr,
$bio

Derringer (c) 1988 Crest [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89286&o=2

$end


$pc8801_flop=derringr,derringra,
$bio

Derringer (c) 1989 Crest [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91629&o=2

$end


$cpc_cass=dervishu,
$bio

Dervish (c) 1988 Power House, The [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95932&o=2

$end


$a800=chiffres,chifresa,
$bio

Des Chiffres et des Lettres (c) 1983 Atari France

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86516&o=2

$end


$cpc_cass=deschiff,
$bio

Des Chiffres et des Lettres (c) 1987 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95933&o=2

$end


$x68k_flop=des,
$bio

DES Data Encryption Standard (c) 1993 Wakatono

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87280&o=2

$end


$odyssey2=desafio,
$bio

Desafio Chinês! (c) 1980 Philips Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95594&o=2

$end


$psx=descentj,
$bio

Descent (c) 1996 Soft Bank.

- TECHNICAL -

Game ID: SLPS-00212

- TRIVIA -

Released on January 26, 1996 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85078&o=2

$end


$info=dassault,dassault4,
$bio

Desert Assault (c) 1991 Data East Corp.

A great shoot'em up game. 

The players control one of four soldiers, in his mission must grab machine guns or other projectile weapons, throw grenades and shoot their way through the terrorist arsenal, you could make uses of some war vehicles, while you save the hostages and reach to terrorist lair and stop the leader and his evil plan of launch a missile of chemical arms containing deadly spores, stop it before it's too late the world needs you soldier.

- TECHNICAL -

Game ID : MAJ

Main CPU : (2x) Motorola 68000 (@ 14 Mhz)
Sound CPU : Hudson Soft HuC6280 (@ 4.0275 Mhz)
Sound Chips : YM2203 (@ 4.0275 Mhz), YM2151 (@ 3.58 Mhz), OKI6295 (@ 7.757 Khz), OKI6295 (@ 15.514 Khz)

Players : 4
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Desert Assault was released in March 1991.

This game is known outside US as "Thunder Zone".

Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Thunder Zone - PCCB-00068) on 21/08/1991.

- STAFF -

Project leader : Naomi Susa
Planner : Yoshiaki Honda
Programmers : Souichi Akiyama, Haruyuki Kobayashi, Nod Suzuki
Adviser : Kazuyuki Kurata
Graphic designers : Masanori Tokoro, Sonomi Kiyota, Noriyuki Morita, Kappa-Kun, Ryohei Hirakata, Mario Watanabe, Atsushi Takahashi, Takahide Koizumi, Chie Kitahara, Makoto Nozu
Composers : Hiroaki Yoshida (Maro), Akira Takemoto (Raika)
Hardware : Shingo Mitsui
Special Thanks : Data East USA Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=625&o=2

$end


$info=desertbr,desertbrj,desertbrd,desertbrjd,
$bio

Desert Breaker (c) 1992 Sega.

Select one of 3 available characters in this vertically-scrolling, futuristic, military-themed shoot'em up. A variety of power-ups can be picked up along the way to aid the player in his or her battle against the many hundreds of troops and tanks that populate the levels.

- TECHNICAL -

Game ID : 317-0196

Runs on the Sega "System 18" hardware.

Players : 3
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Desert Breakers is Sega's attempt to cash-in on the success of Capcom's "Mercs". The Sega game looks and indeed plays almost exactly like Capcom's 1990 classic - itself a sequel to the legendary "Commando", released in 1985.

This game is hard to find because Sega produced only a few boards because the game was based on the Iraqi war, and particulary focused on Japanese's military interventions. According to the Japanese constitution, the Japan can't build army or do any military intervention. This video game can be considered as a sort of opposition to the Japanese politicians.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3711&o=2

$end


$nes=desertcm,
$bio

Desert Commander (c) 1989 Kemco

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55058&o=2

$end


$info=desertdn,
$bio

Desert Dan (c) 1982 Video Optics, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72706&o=2

$end


$megadriv=desrtdemp9,desrtdemp8,desrtdemp6,desrtdemp7,desrtdemp5,desrtdemp4,desrtdemp3,desrtdemp2,desrtdemp1,
$bio

Desert Demolition (c) 1994 Sega Enterprises, Limited.

- TRIVIA -

Reviews:
[FR] March 1995, Consoles + N.41: 84/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56442&o=2

$end


$a2600=dsrtflcne,dsrtflcnep,
$bio

Desert Falcon (c) 1987 Atari Corp. 

PAL release. Game developed in USA. For more information, please see the NTSC release's entry; "Desert Falcon [Model CX26140]".

- TECHNICAL -

Model CX26140P

- PORTS -

* Consoles : 
Microsoft XBOX [EU] (November 26, 2004) "Atari Anthology" 
Sony PlayStation 2 [EU] (February 18, 2005) "Atari Anthology [Model SLES-53061]" 

* Computers : 
PC [MS Windows, CD-ROM] [EU] (June 10, 2005) "Atari - 80 Classic Games in One! [Replay]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82975&o=2

$end


$a2600=dsrtflcn,
$bio

Desert Falcon (c) 1987 Atari Corporation.

The Pharaoh's lost treasures--enormous gems, big golden eggs, and silver ingots--are scattered among the ancient pyramids and obelisks. Fly towards the treasures, then hover or hop over them to pick them up and earn points.  Use your joystick handle to maneuver.

The treasures are guarded by flying and crawling beasts.  Burrowing Uwes crawl out of the sand to charge at you, and Vultures, Warrior Phleas, Scarabs, Flying Fish, and Phantom Gliders attack from the air.  Darts fly at you, spit our by the Howling Sphinx waiting at the end of the trail.  All these enemies will destroy you if they hit you.

Protect yourself by firing darts.  A direct hit destroys enemy creatures and gains you points.  You can also maneuver around enemies.  At higher levels, watch out for flame-throwing Fire Pots and dart-shooting Mini-Sphinxes.

You begin the game with five lives. Each time you're hit or you crash into an object you lose a life, but you will recover as long as you have lives left.

The end of each desert trek brings you to the Howling Sphinx.  You must shoot this Sphinx in the middle of its face in order to get past it, all the while dodging the darts and nasty creatures it spits at you.

- TECHNICAL -

Model CX26140

- TRIVIA -

Export releases:
PAL "Desert Falcon [Model CX26140P]"

- TIPS AND TRICKS -

* Gauge the altitude of flying beasts by watching their shadows.

* Figure out what combination of hieroglyphs awards you which power.  For instance, the combination "Bird, Cane, Bowl" gives you Warp (except at Novice level) while the combination "Cane, Bird, Bowl" (the same hieroglyphs in a different order) gives you Air Bomb.  Pick up a particular combination when its power will do you the most good.

* In the bonus round, go for the treasures that have the highest value multiplier.

- STAFF -

Programmer: Bob Polaro

- PORTS -

* Consoles : 
Microsoft XBOX [US] (November 16, 2004) "Atari Anthology [Model 26084]" 
Sony PlayStation 2 [US] (November 22, 2004) "Atari Anthology [Model SLUS-21076]" 
Microsoft XBOX [JP] (August 4, 2005) "Atari Anthology [Model B7X-00001]" 

* Handhelds : 
Nintendo DS [US] (March 8, 2011) "Atari Greatest Hits Vol.2 [Model NTR-BR7E-USA]" 

* Computers : 
PC [MS Windows, CD-ROM] [US] (November 11, 2003) "Atari - 80 Classic Games in One! [Model 25069J]" 

* Others : 
Atari Flashback 3 [US] (September 16, 2011) by AtGames 
Atari Flashback 4 [US] (November 13, 2012) by AtGames 
Atari Flashback 5 [US] (October 1, 2014) by AtGames

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50403&o=2

$end


$a7800=dsrtflcn,dsrtflcna,dsrtflcnu,
$bio

Desert Falcon (c) 1987 Atari Corp.

All around you are long stretches of sand, ancient pyramids baking in the hot, dead air, and constant danger.

The legends that brought you here are 30 centuries old. The tales tell of thieves who plundered the Pharoah's tomb, loading bags of gold, silver, and precious gems onto their camels, then making off into the desert. But in the night, horrible desert beasts pursued the robbers, and the priceless treasure was scattered and lost. Not even a camel was ever seen again.

Now you search for the lost treasure, daring the beaks and claws of the desert guardians. As you scan the endless sand for the glitter of Jewels, your eye catches sight of gliding shadows. Something’s coming!

You could turn back now and be safe. Or you could go on, and dare to steal the Pharoah's Jewels.

- TECHNICAL -

Model CX7811

Controls:
Fire arrows: Press left button.
Activate super powers: Press right button.
Fly; gain altitude: Pull handle backward.
Land, hop, or swim: Push handle forward.
Maintain altitude in the air; stop on land: Release handle.
Move left: Push handle left.
Move right: Push handle right.

- TIPS AND TRICKS -

Duck behind pyramids and obelisks to save yourself and lure enemies into crashing. Gauge the altitude of flying beasts by watching their shadows. Figure out what combination of hieroglyphs awards you which super power. For instance, the combination "Bird, Cane, Bowl" gives you Warp while the combination "Cane, Bird, Bowl" (the same hieroglyphs in a different order) gives you Air Bomb. Pick up a particular combination when its power will do you the most good. in the bonus round, go for the treasures that have the highest value multiplier.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50130&o=2

$end


$xegs=dsrtflcn,
$bio

Desert Falcon [Model RX8089] (c) 1988 Atari Corp. [Sunnyvale, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51236&o=2

$end


$snes=desertf,desertfp,
$bio

Desert Fighter (c) 1994 System 3 Arcade Software.

European release. For more information about the game itself, see the original Japanese release entry; "Desert Fighter - Suna no Arashi Sakusen [Model SHVC-OS]".

- TRIVIA -

Published by System 3 Arcade Software in Europe under license from Seta.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62899&o=2

$end


$snes=desertfj,
$bio

デザートファイター 砂の嵐作戦 (c) 1993 Seta Company, Limited.
(Desert Fighter - Suna no Arashi Sakusen)

- TECHNICAL -

Game ID: SHVC-OS-JPN

- TRIVIA -

Desert Fighter was released on February 18, 1994 in Japan (even if the title screen says 1993).

- TIPS AND TRICKS -

* Extra Missles and Fuel: Pause the game with controller 1 and then enter the following code on controller 2: A - B - A - B - Select - A. Then you should get more missiles and fuel.

* Powerful A10 Tank Buster: First choose the A-10 as your plane. Wait for the Good Luck message to disappear from the screen, shoot your 30mm cannon one time, then hold down the X button. Keep it held down and the message, ''Super A-10'' will appear on the screen to confirm that the cheat worked. Now your weapon will be much more powerful.

- STAFF -

Producer: Takayuki Suzuki (T. Suzuki)
Game Design: K. Tamura, T. Kishine
Director: M. Yoshihara
Programming / Shooting: Y. Matsumoto
Programming / Simulation: Takayuki Suzuki (T. Suzuki)
Sound and Music: Jun Enoki (J. Enoki)
Game Producer: Jun Tsuda (J. Tsuda)
Art Director: K. Tamura
Art Design: K. Komiyama, Y. Nomura, P. Tavata, T. Yoshiba, N. Mishima, R. Tsuda, T. Kishine
3D Models: K. Suzuki
Masy/Casy System: M. Yoshihara
Engineering Support: Hiroyuki Watanabe (H. Watanabe), Noboru Harada (N. Harada), Tetsuo Mochizuki (T. Mochizuki)
Product Manager: Mitsuaki Ohno (M. Ohno), Toshiro Tsuboi (T. Tsuboi), Tom Shizuma (T. Shizuma), S. Fujii
Production Assistant: M. Iwatsuka
Quality Assurance: Takuji Kiribuchi (T. Kiribuchi)
Advertisement: Y. Ishiyama
Advertise CG Modeling: Yasuhiko Kikuchi (Y. Kikuchi)
Product Testing: Masazumi Chiba (M. Chiba), Yoshio Nakamura (Y. Nakamura), N. Nakamura (N. Nakamura), M. Miura, A. Mizuno
Special Thanks to: Daisuke Nakajima (D. Nakajima), Chuck Vowel (Chuck 'Packart' Vowell), Traci McCarty (Traci 'Chipmack' McCarty), Carol Harris (Carol 'Cal Kitty' Harris), Graig Lundskog (Craig 'Stretch McGee' Lundskog), Rolf Hintzke (Rolf 'Scouts Out' Hintzke), Robert Barr (Robert 'Ninja Man' Barr), Jay Zinner, John LaSalvia (John F. LaSalvia), Jay Saka (Jay 'Maple' Saka), Denny Moore (Denny 'La Bear' Moore and Associates), SETA USA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61206&o=2

$end


$cpc_cass=desertfo,
$bio

Desert Fox (c) 1986 Power House, The [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95934&o=2

$end


$channelf=dsrtfox,
$bio

Desert Fox/Shooting Gallery (c) 1976 Fairchild

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53209&o=2

$end


$info=desertgu,
$bio

Desert Gun (c) 1977 Midway.

A first-person shoot'em up.

- TECHNICAL -

[Game No. 618]

Main CPU : Intel 8080 (@ 1.9968 Mhz)
Sound Chips : Discrete circuitry

Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 2

Players : 1
Control : lightgun
Buttons : 1

- TRIVIA -

Released in July 1977.

Desert Gun was originally named "Road Runner (Midway Mfg. Co. [USA])". The name was changed when Midway merged with Bally who had a game by the same title. According to Jay Fenton, the real reason for the name change was to avoid legal problems with Warner Bros.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=626&o=2

$end


$info=dpatrol,dpatrola,
$bio

Desert Patrol (c) 1977 Project Support Engineering.

One of 3 shooting-type gun games produced by PSE using similar hardware.

Desert Patrol is a timer based, single player game. Players shoot at various aircraft targets flying on screen from left to right or right to left with a mounted machine gun on the control panel. The objective is to successfully shoot down various aircraft targets consisting of planes, jets, and a helicopter within an allotted amount of time. The time setting is operator adjustable with a pot for speeding up or slowing down of how fast the time counts down to zero.

If an aircraft is successfully hit, a figure then appears on the screen as a parachuting pilot. Players have to avoid hitting the pilot or else points are deducted from point total and also the ability to shoot gun is disabled for a few seconds. This is the penalty for shooting down a parachuting pilot.

If player shoots down the parachuting pilot, the parachute disappears and the pilot then immediately plummets to the ground at a fast rate. When that happens, a scream sound effect is played as pilot plummets to the ground. The machine gun is then disabled for a few seconds as a form of a penalty for shooting at the parchuting pilot.

- TECHNICAL -

The machine gun has a recoil action when pressing the fire button and shakes around when firing.

The game is non-cpu, but uses roms and proms to store game data, game screen images and a scream sound effect.

The scream sound effect is stored in a ROM chip and is the only audio sound effect for Desert Patrol that is stored in a rom. The audio pcb uses discrete components to generate remaining sound effects and also to control how scream sound effect is played.

Desert Patrol uses an amber plexiglass overlay to provide color to images and some status text to give meaning to the on-screen numbers. The overlay is seated inside the cab, near the bottom of cab and just above the monitor.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4264&o=2

$end


$cpc_cass=desertra,
$bio

Desert Rats (c) 1985 Cases Computer Simulations, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95936&o=2

$end


$sms=desert,
$bio

Desert Speedtrap Starring Road Runner and Wile E. Coyote (c) 1993 Sega Enterprises, Limited.

- TRIVIA -

Reviews:
[FR] Consoles + N.27: 81%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55987&o=2

$end


$gamegear=desert,desertu,
$bio

Desert Speedtrap Starring Road Runner and Wile E. Coyote [Model 2442] (c) 1994 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64534&o=2

$end


$nes=dstorm,dstorma,
$bio

Desert Storm (c) 19?? Waixing [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76522&o=2

$end


$sms=dstrike,
$bio

Desert Strike (c) 1992 Domark

- TRIVIA -

Reviews:
[FR] January 1994 - Consoles + N.28: 89%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55988&o=2

$end


$gamegear=dstrike,
$bio

Desert Strike (c) 1992 Domark Group, Limited.

- TIPS AND TRICKS -

* Level Passwords: At the main menu press 1 (to access the password screen) and enter these passwords to start from the corresponding level

Level 2 : CJKEIPD
Level 3 : GIIIGFE
Level 4 : EJLMKOH

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64535&o=2

$end


$megadriv=dstrikej,
$bio

Desert Strike (c) 1993 Electronic Arts.

- TRIVIA -

Reviews:
March 1992 - Joypad N.6 [FR]: 93/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56443&o=2

$end


$gamegear=dstrikeu,
$bio

Desert Strike - Return to the Gulf (c) 1992 Domark Group, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64536&o=2

$end


$amigaocs_flop=dstrike,
$bio

Desert Strike - Return to the Gulf (c) 1993 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73871&o=2

$end


$gameboy=dstrikeu,
$bio

Desert Strike - Return to the Gulf (c) 1995 Malibu Games.

- TECHNICAL -

Model DMG-ADSE-USA

- TRIVIA -

Released in February 1995 in USA.

- TIPS AND TRICKS -

Secret password: Enter a secret password BQQBZH, a message HELLO, LITTLE OLD LADY will appear on the screen. Now you have 10 lives at the game start instead of 3.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65834&o=2

$end


$gameboy=dstrike,
$bio

Desert Strike - Return to the Gulf [Model DMG-ADSP-UKV] (c) 1995 Ocean Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65833&o=2

$end


$lynx=dstrike,
$bio

Desert Strike - Return to the Gulf (c) 1993 Telegames

- TECHNICAL -

Model L071

- TIPS AND TRICKS -

* Level Passwords: Enter these passwords to start from the corresponding level...
Level 2 : KKAPMIGLICUG
Level 3 : PKAPMIGMIFUP
Level 4 : KKAPMIGNGJZC

- STAFF -

Lynx version by Teque London.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58811&o=2

$end


$snes=dstrikeu,
$bio

Desert Strike - Return to the Gulf (c) 1992 Electronic Arts

- TECHNICAL -

Game ID: SNS-RG-USA

- TRIVIA -

Reviews:
[FR] December 1992 - Consoles + N.15: 86%

- TIPS AND TRICKS -

Level codes
-----------
2 = 3ZLHZTN
3 = 93LHBRH
4 = W8PP9ZC
5 = W4WSP37

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62901&o=2

$end


$snes=dstrike,
$bio

Desert Strike - Return to the Gulf [Model SNSP-RG-EUR] (c) 1992 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62900&o=2

$end


$snes=dstrikej,
$bio

Desert Strike - Wangan Sakusen [Model SHVC-RG] (c) 1993 Electronic Arts Victor [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61207&o=2

$end


$gba=dstrike,
$bio

Desert Strike Advance [Model AGB-ADIE-USA] (c) 2002 EA Games [Electronic Arts, Incorporated.]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70308&o=2

$end


$info=desert,
$bio

Desert Tank (c) 1994 Sega.

A 3-D tank simulator.

- TECHNICAL -

Runs on the Sega "Model 2" hardware.

Control: paddle
Buttons: 6

- TRIVIA -

Released in July 1994 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3599&o=2

$end


$info=desertwr,
$bio

Desert War (c) 1995 Jaleco.

A vertically scrolling shoot'em up game where the mission is to rescue the prisoners of war from enemy battlefields.

- TECHNICAL -

Jaleco Mega System 32 hardware

Main CPU : V70 (@ 20 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : YMF271 (@ 4 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Desert War was released in September 1995.

Developed by Nihon Maicom Kaihatsu (NMK). Desert War is their last video game development. They went into bankruptcy in August 1999.

After developing this game, NMK was supposed to develop a new video game called 'space war'.

This game is known in Japan as "Wangan Sensou".

- TIPS AND TRICKS -

* Fast Move : When prisoners go to heliport, you can tap the 'A' button for speed up.

* Get more points : If you use 'B' button on Enemy, you will get more points and enemies (building and Tank/ship) more damages.

* Get more points 2 : If you use the 'B' button on stage's specific parts, you will get more points until 10,000 points.

* Good Ending : You should destroy the final boss without lose your armor.

- STAFF -

Sound : Manabu Namiki

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=627&o=2

$end


$bbca_cass,bbcb_cass=design,
$bio

Design (c) 19?? Beebug

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51737&o=2

$end


$saturn,sat_cart=desire,desirea,
$bio

Desire (c) 1997 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59054&o=2

$end


$bbca_cass,bbcb_cass=dskdiary,dskdiaryg,
$bio

Desk Diary (c) 198? Acornsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51738&o=2

$end


$ti99_cart=dtpub,
$bio

Desk Top Publisher (c) 1988 DaTaBioTics

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84554&o=2

$end


$msx1_cass=desolatr,desolatra,
$bio

Desolator (c) 1986 Gremlin Graphics Software, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94580&o=2

$end


$cpc_cass=desolato,
$bio

Desolator - Halls Of Kyros [Model AM 456] (c) 1988 Erbe Soft. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95938&o=2

$end


$bbca_cass,bbcb_cass=despride,
$bio

Despatch Rider (c) 1987 Audiogenic

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51739&o=2

$end


$msx1_cass=desprado,
$bio

Desperado (c) 1987 Topo Soft [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94581&o=2

$end


$cpc_cass=desperad,
$bio

Desperado (c) 1987 Topo Soft [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95939&o=2

$end


$x68k_flop=desperad011,desperad,
$bio

Desperado (c) 199? Kabosu

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87421&o=2

$end


$msx1_cass=desprad2,desprad2a,
$bio

Desperado 2 (c) 1991 Topo Soft [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94582&o=2

$end


$cpc_cass=desperad01,
$bio

Desperado 2 (c) 1991 Topo Soft [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95940&o=2

$end


$bbca_cass,bbcb_cass=despdan,
$bio

Desperate Dan (c) 19?? Thor

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51740&o=2

$end


$cpc_cass=despotik,
$bio

Despotik Design (c) 1987 Ere Informatique [Paris, France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95941&o=2

$end


$pc98=dessert,
$bio

Dessert (c) 1989 Queensoft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89287&o=2

$end


$pc8801_flop=dessert,
$bio

Dessert (c) 1989 Queensoft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91630&o=2

$end


$alice90=dessin,
$bio

Dessine Moi (c) 1985 Matra Datasysteme.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87563&o=2

$end


$alice32=dessine,
$bio

Dessine Moi (c) 1985 Matra Datasysteme [Paris, France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87576&o=2

$end


$info=desterth,
$bio

Destination Earth (c) 1979.

- TRIVIA -

In this bootleg of Taito's Lunar Rescue, the humans run to the spaceship after it lands, in "Lunar Rescue" the pace is more like a walk...

For more information about the game itself, please see the original Taito Upright entry.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=628&o=2

$end


$nes=earthstr,
$bio

Destination Earthstar (c) 1990 Acclaim Entertainment, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55059&o=2

$end


$cdi=dgbcne,
$bio

Destination Great Britain - Central and Northern England (c) 1994 World of Wonders

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52829&o=2

$end


$cdi=dgbewc,
$bio

Destination Great Britain - England's West Country (c) 1994 World of Wonders

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52830&o=2

$end


$cdi=dgblse,
$bio

Destination Great Britain - London & Southern England (c) 1995 World of Wonders

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52831&o=2

$end


$cdi=dgbw,
$bio

Destination Great Britain - Wales (c) 1994 World of Wonders

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52832&o=2

$end


$a800=destiny,
$bio

Destiny - The Cruiser (c) 198? Adventure International

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86517&o=2

$end


$nes=destempr,
$bio

Destiny of an Emperor (c) 1990 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55060&o=2

$end


$info=destiny,
$bio

Destiny The Fortuneteller (c) 1983 Data East.

Insert coin, enter today's date and your birthdate. Then, press Male or Female and press button 1, 2, 3 or 4 to select your desired subject:
[1] Love & Romance
[2] Health & Beauty
[3] Money & Luck
[4] Today's Fortune

You will see your fortune in the small windows as it is computed than a paper print out will appear.

- TECHNICAL -

Control panel: 14 buttons in total =>
[1] [2] [3] [Male]
[4] [5] [6] [Female]
[7] [8] [9] [0]
[Clear] [Enter]

- TRIVIA -

Unfortunally, the program is not 2000 compliant. The year information has only two digits.

- TIPS AND TRICKS -

* If you accidently program the wrong information, press the [Clear] button to erase program. Then star from the beginning.

* When printing stops, tear off the paper.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=21061&o=2

$end


$info=destroyr,destroyr1,
$bio

Destroyer (c) 1977 Atari.

A sea battle game where the player moves a destroyer back and forth along the surface of the water. The ship drops depth charges to destroy the submarines that are moving back and forth below.

- TECHNICAL -

Game ID : 030131-030136

Main CPU : M6800 (@ 756 Khz)

Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 8

Players : 1
Buttons : 2

- TRIVIA -

Released in October 1977.

Atari Destroyer was a unique 1 player experience. With a combination of realistic controls, sound effects and the use of 3D cardboard graphics overlaying the monitor the game gave the player a feel of playing a realistic sea battle game. With sonar and explosion sounds from the left and right speakers the game had a fully immersed experience for 1977.

Nik Meeks holds the official record for this game with 4,000 points on June 3, 2007.

- STAFF -

Designed and programmed by : Mike Albaugh

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=629&o=2

$end


$info=destryer,destryera,
$bio

Destroyer (c) 1980 Cidelsa.

A "Space Invaders" style shoot'em up.

- TECHNICAL -

Main CPU : CDP1802
Sound Chips : CDP1869

Palette colors : 8

Players : 1

- TRIVIA -

All Cidelsa games were released in Spain.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=7989&o=2

$end


$msx1_cass=destroyr,
$bio

Destroyer (c) 1986 Mind Games Espana, S.A.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94583&o=2

$end


$amigaocs_flop=destroyr,
$bio

Destroyer (c) 1988 Epyx, Incorporated. [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73872&o=2

$end


$nes=destroyr,
$bio

Destroyer (c) 1992 Gluk Video.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95250&o=2

$end


$info=destdrby,
$bio

Destruction Derby (c) 1975 Exidy.

- TRIVIA -

Released in November 1975. This game was licensed to Chicago Coin who released it as "Demolition Derby".

- PORTS -

* Consoles :
Colecovision ("Destructor")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3384&o=2

$end


$psx=destruct,
$bio

Destruction Derby 2 (c) 1997 Sony Computer Ent., Inc.

Japanese release.

- TECHNICAL -

Game ID: SIPS-60012

- TRIVIA -

Released on February 21, 1997 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85079&o=2

$end


$n64=dderby,dderbyu,
$bio

Destruction Derby 64 (c) 1999 THQ.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57659&o=2

$end


$saturn,sat_cart=dderby,
$bio

Destruction Derby (c) 1996 Psygnosis.

- TECHNICAL -

Game ID: T-11303H-50 / 670-8318-50

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60285&o=2

$end


$saturn,sat_cart=dderbyj,
$bio

Destruction Derby (c) 1996 Soft Bank

Japanese release. Game developed in Europe.

- TECHNICAL -

Game ID: T-18604G

- TRIVIA -

Released on September 20, 1996 in Japan. Retail price: 5800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59055&o=2

$end


$snes=destruct,
$bio

Destructive [Model SHVC-EA] (c) 1993 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61208&o=2

$end


$coleco=destruct,
$bio

Destructor (c) 1984 Coleco Industries, Incorporated. [Amsterdam, NY, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53267&o=2

$end


$pc98=destruct,destructa,
$bio

Destructor (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89288&o=2

$end


$pc8801_flop=desuno,
$bio

Desuno (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91631&o=2

$end


$saturn,sat_cart=tbyahhod,tbyahhoda,
$bio

Detana Twinbee Yahoo! Deluxe Pack (c) 1995 Konami Company, Limited.

- TECHNICAL -

Game ID: T-9505G

- TRIVIA -

Released on September 29, 1995 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59056&o=2

$end


$info=detatwin,
$bio

???!! Twin Bee (c) 1991 Konami.
(Detana!! Twin Bee)

The planet Meru is on the attack by the Iva forces. A plea for help has reached Twinbee and you must guide him through a perilous journey through a colorful world fighting to restore peace. This vertically scrolling shoot'em up game features colorful anime-style graphics, lots of power-ups and a fun challenge.

- TECHNICAL -

Main CPU : Motorola 68000
Sound CPU : Zilog Z80
Sound Chips : Yamaha YM2151, K053260

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

The title of this game translates from Japanese as 'It's Here!! Twin Bee'.

Export releases:
"Bells & Whistles [Model GX060]".

King Records released a limited-edition soundtrack album for this game (Detana!! Twin Bee : Konami Kukeiha Club - KICA-7503) on 05/06/1991.

- SERIES -

1. Twin Bee [Model GX412] (1985, Arcade)
2. Moero TwinBee - Cinnamon Hakase wo Sukue! [Model KDS-TIN] (1986, Famicom Disk System)
3. Twin Bee 3 - Poko Poko Dai Maou [Model KON-RC841] (1989, Famicom)
4. TwinBee da!! [Model DMG-TDJ] (1990, Game Boy)
5. Detana!! Twin Bee (1991, Arcade)
6. Pop'n TwinBee [Model SHVC-PT] (1993, Super Famicom)
7. Twin Bee Yahhoo! Fushigi no Kuni de Dai Abare!! (1995, Arcade)

- STAFF -

Director: Masato Ohsawa
Programmer: T. Shimomura
Designers: R. Shogaki, H. Ashida, K. Ishimoto
Animation: Shuzilow.HA
Sound designers: H. Maezawa, Michiru Yamane, Masae Nakashima
Engineer: H. Matsuura

- PORTS -

* Consoles :
NEC PC-Engine [JP] (1992) "Detana!! Twin Bee [Model KM92004]"
Sega Saturn
Sony PlayStation "Detana Twin Bee Yahhoo! Deluxe Pack"
Sony PSP (2007) "Twin Bee Portable"

* Computers :
Sharp X68000 [JP] (1991) Detana!! Twin Bee

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=630&o=2

$end


$x68k_flop=dtwinbee,dtwinbeed,
$bio

???!! Twin Bee (c) 1991 Konami Company, Limited.
(Detana!! Twin Bee)

- TRIVIA -

Detana!! Twin Bee for X68000 was released on December 6, 1991 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48212&o=2

$end


$pce=twinbee,
$bio

Detana!! Twin Bee (c) 1992 Konami Co., Ltd.

Here is the PC Engine port of Konami's very colorful and cute vertical shooter Detana!! Twin Bee originally released in the arcades in 1991. In a last-ditch effort, princess Melora, queen of planet Meru, sends a SOS distress signal - the Eva (aka Eve) aliens have attacked her home planet and armies of fearsome monsters have invaded the land and have wreaked chaos. Two elite pilots, the young Light and his cousin Pastel, decide to swoop to her rescue. They operate Twinbee and Winbee, two cute and equally powerful flying war machines capable of shooting everything in sight with their awesome ranged attacks. The aircrafts are also equipped with tiny arms allowing them to drop bombs and hit enemies on the ground. But these arms are not immune to enemy fire and losing them prevents the player to use ground attacks (thankfully, a repair-ship soon appears after both arms have been shot down in order to remediate the situation). Additionally, weapons can be upgraded by shooting at floating clouds - they release colored bells which, if shot again, change color and give up various special powers, such as Speed-ups, Force Fields, Wide Shots, Flying Options and so forth... Additionally, the player can also charge up a powerful fire-blast and inflict serious damage to any enemies unfortunate enough to lie in its path. Finally, Gwinbee, the green TwinBee, can help Light and Pastel on their amazing journey... well, that's as long as they can find him! Detana!! Twinbee consists of seven stages and also features a two simultaneous player mode (where both players can join forces and release special attacks!).

- TECHNICAL -

Game ID: KM92004

- TRIVIA -

Detana!! Twin Bee for the PC-Engine was released on February 28, 1992 in Japan for 6800 Yen.

Reviews:
[FR] May 1992 - Joypad N.8 (Page 128-129): 86/100

- TIPS AND TRICKS -

Note that you will need a 5 players multipad in order to enter the following codes. 

* Arcade mode:
At the title screen, press I, II, Right, Left, Right, Left, Down, Down, Up and Up on the third controller. Then go to the option menu, a new option called HMode should have appeared, switch is to VMode to activate the arcade screen format. 

* Play all between-level animations:
At the title screen, press Up, I, Right, II, Down, I, Left, II, Up and Select on the fifth controller. This should activate the Visual Test screen.

- STAFF -

Producer: K. Kitaue
Director: Y. Yamada
Sound: Metal Yuhki, Kiyoshi Mu
Special Thanks: M. Kurono, M. Saitou, S. Hayashi
Sound Designer: H. Muraoka
Producer: A. Nagata

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [JP] (September 18, 2007) [Model PARJ] 
Nintendo Wii [Virtual Console] [US] (March 23, 2009) [Model PARE] 
Nintendo Wii [Virtual Console] [EU] [AU] (July 24, 2009) [Model PARP] 
Nintendo Wii U [Virtual Console] [JP] (November 26, 2014) [Model PNXJ] 

It was then released on the Sony PlayStation Store on June 16, 2010.
PSN release ID: NPJJ-30024

* Others : 
Apple iPhone/iPad [US] (December 20, 2010) "TurboGrafx-16 GameBox [Model 406585960]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58559&o=2

$end


$cpc_cass=detectiv,
$bio

Detective [Model SOFT 902] (c) 1984 Amsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95943&o=2

$end


$megacd,megacdj=detonatr,
$bio

デトネイター・オーガン (c) 1992 Hot-B.
(Detonator Orgun)

- TECHNICAL -

Game ID: T-28014

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60504&o=2

$end


$amigaocs_flop=detroit,
$bio

Detroit (c) 1994 Impressions

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73873&o=2

$end


$psx=deuce,
$bio

Deuce [Prototype] (c) 2000 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85080&o=2

$end


$info=pepp0127,PP0430,X000430P,PP0431,PP0812,PP0813,X000225P,PP0225,
$bio

Deuces Joker Wild Poker (c) 199? IGT [International Game Technologies].

- TECHNICAL -

B1067X; CLASSIC UPRIGHT CABINET
IA67X; IMBEDDED BILL ACCEPTOR CABINET
2967X; SLANT CABINET WITH TOP BOX
3667X; DROP IN BAR CABINET WITH FLAT SCREEN
3767X; DROP IN BAR CABINET WITH SLANT SCREEN
GD67X; SLANT CABINET WITH IBA TOP BOX
GK67X; SLANT CABINET WITHOUT IBA TOP BOX

- UPDATES -

PP0127
PP0430 / X000430P
PP0431 / PP0812 / PP0813 / X000225P / PP0225 NON DOUBLE-UP ONLY

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46361&o=2

$end


$info=deucesw2,
$bio

Deuces Wild - American Heritage (c) 1997 Unknown.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=39115&o=2

$end


$info=X002025P,X002026P,X002027P,X002028P,X002029P,
$bio

Deuces Wild Bonus Poker (c) 1996 IGT [International Game Technologies].

- TECHNICAL -

B1015X; CLASSIC UPRIGHT CABINET
IA15X; IMBEDDED BILL ACCEPTOR CABINET
2915X; SLANT CABINET WITH TOP BOX
3615X; DROP IN BAR CABINET WITH FLAT SCREEN
3715X; DROP IN BAR CABINET WITH SLANT SCREEN
GD15X; SLANT CABINET WITH IBA TOP BOX
QA15X; FLAT BAR WITH IMBEDDED BILL ACCEPTOR
VO15X; 17" MONITOR w/12" TOP BOX
WA15X; 13" MONITOR w/EXTERNAL TOP BOX
VS15X; 17" MONITOR w/ROUND TOP

- TRIVIA -

Released in August 1996.

- UPDATES -

X002025P
X002026P
X002027P
X002028P
X002029P

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=37666&o=2

$end


$info=pepp0055,pex0055p,pepp0103,pepp0126,pepp0190,pepp0224,pepp0224a,pepp0290,pepp0291,pepp0417,pex2025p,pex0055pa,pex0055pb,pex0055pc,pex0055pd,pex0055pe,pex0055pf,pex0055pg,pex0055ph,pex0190p,pepp0190b,
$bio

Deuces Wild Poker (c) 1995 IGT [International Game Technologies].

- TECHNICAL -

B1079X; CLASSIC UPRIGHT CABINET
IA79X; IMBEDDED BILL ACCEPTOR CABINET
2979X; SLANT CABINET WITH TOP BOX
3679X; DROP IN BAR CABINET WITH FLAT SCREEN
3779X; DROP IN BAR CABINET WITH SLANT SCREEN
GD79X; SLANT CABINET WITH IBA TOP BOX
GK79X; SLANT CABINET WITHOUT IBA TOP BOX
VO79X; 17" MONITOR w/12" TB, EXTERNAL DROP BOX
VS79X; 17" MONITOR w/ROUND TOP

- UPDATES -

PP0057
PP0469 / X002440P
PP0126 / X000126P
PP0418 / X000291P / PP0291 NON DOUBLE-UP ONLY
PP0124 / X000124P
PP0123
PP0190 / X000417P
PP0290
PP0055 / PP0723
PP0242
PP0054
PP0787
PP0774

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=26143&o=2

$end


$spc1000_cass=deungsan,
$bio

Deungsan Peoleideu (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83501&o=2

$end


$msx1_cass=deusex,
$bio

Deus Ex Machina (c) 1985 Mind Games Espana, S.A.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94584&o=2

$end


$amigaocs_flop=deuterosa,deuteros,
$bio

Deuteros (c) 1991 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73874&o=2

$end


$gba=suprstrg,
$bio

Deutschland Sucht den Superstar (c) 2003 Codemasters Software Company, Limited., The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70309&o=2

$end


$cpc_cass=deutschs,
$bio

Deutschstunde 1 [Model 750 528.0] (c) 1986 Europa Computer Club

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95944&o=2

$end


$cpc_cass=deutschs01,
$bio

Deutschstunde 2 [Model 750 529.9] (c) 1986 Europa Computer Club

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95945&o=2

$end


$cpc_cass=deutschs02,
$bio

Deutschstunde 3 [Model 750 530.2] (c) 1986 Europa Computer Club

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95946&o=2

$end


$megacd,megacdj=devastat,
$bio

デバステイター (c) 1993 Wolf Team
(Devastator)

- TECHNICAL -

Game ID: T-32074

- TRIVIA -

Reviews:
[FR] May 1993 - Consoles + No. 20: 35/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60505&o=2

$end


$info=devstors,devstors2,devstors3,
$bio

Devastators (c) 1988 Konami.

Export version. For more information about the game itself, please see the original Japanese version entry; "Garuka [Model GX890]"

- TECHNICAL -

Game ID : GX890

Main CPU : HD6309 (@ 3 Mhz)
Sound CPU : Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), Konami K007232 (@ 3.579545 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Devastators was released in September 1988. It is known in Japan as "Garuka [Model GX890]".

- UPDATES -

REVISION 1 :
* Software version V

REVISION 2 :
* Software version X

REVISION 3 :
* Software version Z

- STAFF -

Cabinet Graphic Design: Don Marshall

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=631&o=2

$end


$saturn,sat_cart=devicere,
$bio

Device Reign (c) 1999 Media Works

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59057&o=2

$end


$psx=devicere,
$bio

Devicereign [Model SLPS-01889] (c) 1999 Media Works

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85081&o=2

$end


$x68k_flop=devilch,
$bio

Devil Chain (c) 1990 G-Limited

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87422&o=2

$end


$x68k_flop=devilch2,
$bio

Devil Chain 2 (c) 19?? Unknown.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95275&o=2

$end


$pc98=devilchn,
$bio

Devil Chain 98 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89289&o=2

$end


$info=tvdevilc,
$bio

Devil Crash (c) 1991 TOURVision.

Unlicensed Spanish game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101134&o=2

$end


$pce=devlcrsh,
$bio

Devil Crash - Naxat Pinball (c) 1990 Naxat Soft.

Devil Crash is an pinball game by Naxat Soft, and it is the sequel of the critically acclaimed Alien Crush originally released in 1988. Unlike its predecessor, Devil Crash features a theme based on medieval and demonic designs, and consists of stone walls, towers, dragons, ghosts, slimes, sorcerers, knights and so forth. The playfield is split into three connected screens that smoothly scroll up and down as the ball moves around the table. Several bonus stages are hidden throughout the game - most of them can be accessed by fulfilling certain requirements, such as sending the ball to specific locations (usually marked by green arrows), others by cracking open parts of the background. The most mysterious is the dormant woman's face located at the center of the second screen, who slowly turns into a reptilian demon. Interestingly, the ball receives power upgrades throughout the game and changes color (inflicting more damage in the process). A two players option is available and a password system (coupled with the Backup system) allows players to save their current progress and score.

- TECHNICAL -

Game ID: NX90004

- TRIVIA -

Devil Crash - Naxat Pinball for the PC-Engine was released on July 20, 1990 in Japan for 6300 Yen.

Export releases:
[US] "Devil's Crush [Model TGX030038]"
PSN release ID: NPJJ-30003

- TIPS AND TRICKS -

Special Passwords: 
THECRUSHEL - start the game and hit anything on the table to see the end sequence. 
PPPPPPPPPA - unlimited balls/lives.

- SERIES -

1. Alien Crush [Model NX63001] (1988, PC Engine) 
2. Devil Crash - Naxat Pinball [Model NX90004] (1990, PC Engine)
3. Jaki Crush (1992, Super NES)
4. Alien Crush Returns (2008, WiiWare)

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [JP] (June 19, 2007) [Model PB3J] 
Nintendo Wii U [Virtual Console] [JP] (March 18, 2015) [Model PN6J] 

It was then released on the PlayStation Network as a PC-Engine Classic on July 15, 2009

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58560&o=2

$end


$megadriv=devlcrsh,
$bio

Devil Crash MD (c) 1993 Tecno Soft.

- TECHNICAL -

Game ID: T-18053

- TRIVIA -

Released on October 10, 1991 in Japan.

Reviews:
[FR] November 1991 - Consoles + N.3: 89/100 (Japanese ver.)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56444&o=2

$end


$info=devilfsh,
$bio

Devil Fish (c) 1982 Artic Electronics.

The player controls Sea Dog, who must feed Devil Fish in order to make them trap themselves on the several passages of the maze, as they will be too fat to advance. When they are trapped, Sea Dog must touch them. Immediately after that, a little house will appear on the center of the maze. Touch it and a part of a drawing will be revealed. Repeat this procedure until the complete image is revealed and Sea Dog will move on to the next level.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound CPU : Zilog Z80 (@ 1.78975 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.78975 Mhz)

Players : 2
Control : 4-way joystick
Buttons : 1

- TRIVIA -

Devil Fish was released in June 1982.

A bootleg of this game was released in 1984 by Vision on the Galaxian hardware.

- SCORING -

Killing a type 1 small octopus : 100 points.
Killing a type 1 large octopus : 150 points.
Killing a type 2 small octopus : 150 points.
Killing a type 2 large octopus : 200 points.
Killing a type 3 small octopus : 200 points.
Killing a type 3 large octopus : 250 points.
Killing a type 4 small octopus : 250 points.
Killing a type 4 large octopus : 300 points.

- TIPS AND TRICKS -

* Try to lure more than one octopus at once into a gate to increase your score.

* Don't delay too long on any screen as the next screen will start with faster enemies.

* Wait on the other side of a gate where you know a pursuing octopus will get trapped and pick it off as soon as it gets stuck. If another octopus was close behind the dead one, move back over the gate and kill it when it gets stuck.

* Since the octopuses always pursue you, you can use this to get them to follow the path you want.

* Don't collect extra fish at the start of a screen since no more than 15 can be stored, and any extras are lost.

* Use the side tunnels to move across the screen, and the enemies don't often pursue you through them.

* When being pursued by a fast and small octopus drop two fish in front of it, taking it to its largest size and slowing it down.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=632&o=2

$end


$info=devilfsg,
$bio

Devil Fish (c) 1984 Vision.

Bootleg of the original Artic Electronics made on the Galaxian hardware.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48973&o=2

$end


$info=dvisland,dvislando,
$bio

Devil Island (c) 2006 Amcoe, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31446&o=2

$end


$nes=devilman,
$bio

????? (c) 1989 Namco, Limited.
(Devil Man)

- TECHNICAL -

Game ID: NAM-DM-5500
Cart ID: Black

- TRIVIA -

Released on April 25, 1989 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53967&o=2

$end


$info=m5devil,
$bio

Devil of a Deal (c) 200? Vivid Gaming.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40615&o=2

$end


$info=sc5devil,sc5devila,sc5devilb,sc5devilc,
$bio

Devil of a Deal (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR2323]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42546&o=2

$end


$info=dvlrider,dvlrideg,dvlridei,
$bio

Devil Riders (c) 1984 Zaccaria.

- TECHNICAL -

Zaccaria Generation 2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5314&o=2

$end


$saturn,sat_cart=dsumsoul,dsumsoulb,dsumsoula,
$bio

Devil Summoner - Soul Hackers (c) 1997 Atlus Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59059&o=2

$end


$saturn,sat_cart=dsumsould,dsumsoulda,
$bio

Devil Summoner - Soul Hackers & Ronde - Otamashi You Sample Ban (c) 1997 Atlus Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59058&o=2

$end


$saturn,sat_cart=dsumshaz,
$bio

Devil Summoner - Soul Hackers - Akuma Zensho Daini Syuu (c) 1997 Atlus Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59060&o=2

$end


$nes=devlwrldh,
$bio

Devil World (c) 1987 FMG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69236&o=2

$end


$info=devilw,
$bio

Devil World (c) 1987 Konami.

Export version. For more information about the game itself, please see the original Japanese version entry; "Majuu no Ohkoku [Model GX687]".

- TECHNICAL -

Game ID : GX687

- TRIVIA -

Devil World was released in October 1987.

This game is originally known in Japan as "Majuu no Ohkoku [Model GX687]" (translates from Japanese as 'Kingdom of Demon-beasts').

A pre-version of the game is known as "Dark Adventure [Model GX687]".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=633&o=2

$end


$nes=devlwrldj,devlwrldj1,
$bio

Devil World (c) 1984 Nintendo.

Devil World is a maze game developed and published by Nintendo. The player takes control of a little green dragon called 'Tamagon' who is on a remarkable journey into the Demon World (his name is a pun that could be translated as "Egg-Dragon"). But things are always not so simple and our hero is the target of the Devil himself (who unsurprisingly runs the Devil World) and his demonic cohorts. Interestingly, Tamagon starts each round inside an egg - in this form, he is invulnerable to enemy attacks and he must hatch from it in order to take on his mission. Each round is broken up into three phases. The object of the first one is to collect all the pellets (called Bowa-Bowa dots) scattered around the maze, in a way very similar to Pacman. However, Tamagon must first find a cross in order to collect the pullets, and the cross also allows him to breath fire at his enemies (he however can only shoot one fireball at the time). Enemies hit by Tamagon's fire turns into Fried Eggs that the green dragon can gobble up for points. Once all the pullets have been collected, the game moves to a different phase where the player has to pick up four Bibles and seal them into a special red stone localized at the center of the maze. Bibles give Tamagon the same abilities than the crosses, however, unlike them, their magic powers don't wear out. But Devil World has another unique twist - Tamagon doesn't control where the screen scrolls, instead Devil (symbolized by a blue winged character at the top of the screen) automatically steers the player in one direction or another, thus creating situation where Tamagon can easily become trapped or crushed by the screen's boundaries. Finally, each round is followed by a short bonus stage where Tamagon controls the direction in which the screen scrolls (by stepping on special tiles in the maze) in order to collect as many bonus items as possible within a time limit. A two simultaneous player mode is available and features a second red Tamagon.

- TECHNICAL -

Cartridge ID: HVC-DD

- TRIVIA -

Devil World is the only one of Shigeru Miyamoto's games to have missed out on an American release. This is due to Nintendo of America's strict policy against religious imagery. The game was released in Europe but was very rare to find.

The main character of the game, Tamagon, appeared as a trophy in the Japanese version of Super Smash Bros. Melee.

Export releases:
[EU] "Devil World [Model NES-DD]"

- STAFF -

Design: Shigeru Miyamoto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53969&o=2

$end


$nes=devlwrld,
$bio

Devil World (c) 1987 Nintendo.

European release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Devil World [Model HVC-DD]".

Text from this version:
Lost in the maze of Devil World, Tamagon the Dragon has to steer clear of the Devil, his nasty Co-Devils, and his treacherous helpers, Madaman the Fried-Eggman and Bon-Bon, and ward off their attacks by breathing fire. After each round, the maze scrolls up, down right or left. The Devil decides the direction and points with his finger. As you guide Tamagon through the maze, you also have to avoid being sandwiched between the walls.

- TECHNICAL -

Cartridge ID: NES-DD
Package ID: NESE-P-DD

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55061&o=2

$end


$info=devzone,devzone2,
$bio

Devil Zone (c) 1980 Universal.

An early shoot'em up.

- TECHNICAL -

Game ID : 8022

Main CPU : Zilog Z80 (@ 1.802666 Mhz)
Sound Chips : DAC

Screen orientation : Vertical
Video resolution : 192 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 16

Players : 2
Control : 2-way joystick
Buttons : 1

- SERIES -

Cosmic Series

1. Cosmic Monsters [Upright model] (1979)
2. Cosmic Monsters 2 (1979)
3. Cosmic Guerilla (1979)
4. Cosmic Alien (1980)
5. Devil Zone (1980)
6. Zero Hour (1980)
7. Space Panic (1980)
8. Cosmic Avenger (1981)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=634&o=2

$end


$x68k_flop=devilinv,
$bio

Devil's a Letter of Invitation (c) 1994 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87423&o=2

$end


$cpc_cass=devilsca,
$bio

Devil's Castle (c) 1986 Chip [Paris, France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95947&o=2

$end


$tg16=devlcrsh,
$bio

Devil's Crush (c) 1990 NEC Home Electronics, Ltd.

Export release. Game developed in Japan. For more information on the game itself, please see the Japanese release entry; "Devil's Crush - Naxat Pinball [Model NX90004]".

- TECHNICAL -

Game ID: TGX030038

- TRIVIA -

European reviews:
[FR] Player One (Oct. 1990): 88/100

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [US] (July 23, 2007) [Model PB3E] 
Nintendo Wii [Virtual Console] [EU] (July 27, 2007) [Model PB3P] 
Nintendo Wii [Virtual Console] [AU] (August 10, 2007) [Model PB3P] 

* Others : 
Apple iPhone/iPad [US] (December 20, 2010) "TurboGrafx-16 GameBox [Model 406585960]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84308&o=2

$end


$info=dvlsdre,dvlsdre2,
$bio

Devil's Dare (c) 1982 Gottlieb.

- TECHNICAL -

Gottlieb System 80A
[Model 670]

- TRIVIA -

Released in August 1982.

First System 80A game. 3,832 units were produced.

- SCORING -

Kicking Rubbers : 30 points.
Ten point switches : 10 points.
Pop Bumper (Lit) : 3,000 points (3-ball) or 300 points (5-ball).
Pop Bumper (Unlit) : 1,000 points (3-ball) or 100 point (5-ball).
Left outlane : 5,000 points.
Right outlane : 10,000 points.
Return lanes : 3,000 points lit or 500 point unlit.
Spinners : 2,000 points lit or 300 points unlit.
Left side spot targets : 2,000 points each.
Rollunder : 5,000 points.
Top spot target bank : 2,000 points when lit or 500 points when unlit or flashing.
Right spot target bank : 2,000 points when lit or 500 point when flashing.
Drop target banks : 2,000 points lit or 300 points unlit.
Capture cave/pit : 5,000 points.

In single ball play nothing accumulates on the bonus display. When ball drains after non-multi-ball, the player receives bonus times multiplier.

If a player achieves multi-ball, the multi-mode bonus display, starts accumulating points at the rate of 1,000 times the number of balls, on the table, if two or more balls are present. The targets that give these points are the drop targets and the two sets of four sport targets.

- STAFF -

Design by : Tom Szafransky
Art by : David Moore, Doug Watson

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5315&o=2

$end


$gamegear=devilishu,
$bio

Devilish (c) 1991 Sage's Creation.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64540&o=2

$end


$megadriv=devilish,
$bio

Devilish - The Next Possession (c) 1992 Sages Creation

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57185&o=2

$end


$gamegear=devilish,
$bio

Devilish [Model 2321] (c) 1992 Sega Enterprises, Limited.

- TRIVIA -

Reviews:
[FR] August 1992 - Joypad N.11: 72/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64537&o=2

$end


$gamegear=devilishj,
$bio

Devilish (c) 1991 Genki

- TECHNICAL -

Cartridge ID: T-28017

- TRIVIA -

Reviews:
1990 - Consoles + HS N.2 [FR]: 80/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64539&o=2

$end


$amigaocs_flop=deviousd,
$bio

Devious Designs (c) 1991 Image Works

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73875&o=2

$end


$spc1000_cass=dex,dexa,
$bio

DEX (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83497&o=2

$end


$gba=dexterccu,
$bio

Dexter's Laboratory - Chess Challenge [Model AGB-ADXE-USA] (c) 2002 BAM! Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70311&o=2

$end


$gba=dextercc,
$bio

Dexter's Laboratory - Chess Challenge [Model AGB-ADXP] (c) 2002 BAM! Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70310&o=2

$end


$gba=dexterdsua,dexterdsu,
$bio

Dexter's Laboratory - Deesaster Strikes! (c) 2001 BAM! Ent.

- TECHNICAL -

Model AGB-ADLE-USA

- TRIVIA -

Released on September 26, 2001 in USA.

Export releases:
[EU] "Dexter's Laboratory - Deesaster Strikes! [Model AGB-ADLP]"

- TIPS AND TRICKS -

Level skip: Pressing LLLR RLRR RLRL RRRL while the game is paused will skip the current level.

- STAFF -

Composer: Manfred Linzner

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70313&o=2

$end


$gba=dexterds,
$bio

Dexter's Laboratory - Deesaster Strikes! (c) 2001 BAM! Ent.

European release. Game developed in USA. See "Dexter's Laboratory - Deesaster Strikes! [Model AGB-ADLE-USA]" for more information about the game itself.

- TECHNICAL -

Model AGB-ADLP

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70312&o=2

$end


$gbcolor=dexterlb,
$bio

Dexter's Laboratory - Robot Rampage [Model CGB-BROE-USA] (c) 2000 BAM! Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67729&o=2

$end


$gameboy=dexter,
$bio

Dexterity [Model DMG-FU-USA] (c) 1990 SNK Corp. of America [Sunnyvale, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65835&o=2

$end


$saturn,sat_cart=dezaemo2,
$bio

Dezaemon 2 (c) 1997 Athena Co. Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59061&o=2

$end


$n64=dezaemon,
$bio

Dezaemon 3D [Model NUS-CDZJ] (c) 1998 Athena Co. Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57660&o=2

$end


$snes=bsdezamn,
$bio

Dezaemon BSX Version - BS-X Shooting (c) 199? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61209&o=2

$end


$psx=dezaekid,
$bio

Dezaemon Kids! (c) 1998 Athena Co., Ltd.

- TECHNICAL -

CD1 ID: SLPS-01503
CD2 ID: SLPS-01504

- TRIVIA -

Dezaemon Kids was released on October 22, 1998 in Japan.

Re-Editions:
[JP] "Dezaemon Kids! [Model SLPM-86582]" (2000)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85082&o=2

$end


$psx=dezaemon,
$bio

Dezaemon Plus [Model SLPS-00335] (c) 1996 Athena Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85083&o=2

$end


$nes=dezaemon,
$bio

Dezaemon (c) 1991 Athena Company, Limited.

Dezaemon is a vertical shooter editor developed and published by Athena. More than offering a playable shooter (curiously called E.D.I.T), Dezaemon gives players the unique opportunity to create their own vertical shooters. The game's main screen displays a plethora of options that can be edited and saved onto the over sized game cartridge's ROM - player and enemy ship sprites, attack patterns, weaponry, explosions, background elements, bosses, music, title screen and even the staff roll/end credits! A graphical editor allows the player to modify the game's existing sprites or to draw entirely new ones. However, and because of the obvious hardware limitations, Dezaemon only offers sprites made out of 16x16 pixel square tiles (which can be combined to create larger foes), and limited to a four color palette each (although black is reserved for transparency). A couple of other editors also allow the player to build or modify in-game levels (the game features three playable levels) as well as enemy and power-up placements. As previously mentioned, Dezaemon proposes a sample game comprised of three levels, in which the player fights waves of enemy ships, collects special items (Speed or Shields) or upgrades his weaponry (from Vulcan to Lasers or Missiles). All the menus from Dezaemon are in Japanese, so anyone not familiar with the language should expect a bit of trial and errors.

- TECHNICAL -

Cartridge ID: ATH-87

- TRIVIA -

Dezaemon was released on September 13, 1991 in Japan. It was sold 9800 Yen.

The game was never released outside Japan.

- TIPS AND TRICKS -

Sound and graphics debug screens: On the menu screen, move the cursor on option seven, then hold Select and press Start. This will open the Sound Test screen where you can play all the tunes from the game as well as the sound effects (picture on the right). Hold Select and press Start again to access the Block Master 2 graphics debug screen (picture on the far right).

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53970&o=2

$end


$x1_flop=dezeni,dezenia,
$bio

Dezeni Land (c) 1983 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85959&o=2

$end


$x1_cass=dezeni,
$bio

Dezeni Land (c) 1983 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86214&o=2

$end


$pc8801_flop=dezeni,
$bio

Dezeni Land (c) 1983 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91632&o=2

$end


$fm7_disk=dezeni,
$bio

Dezeni Land (c) 1983 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93611&o=2

$end


$fm7_cass=dezeni,
$bio

Dezeni Land (c) 1983 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93706&o=2

$end


$pc98=dezeni,
$bio

Dezeni Land (c) 1984 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89290&o=2

$end


$pc8801_flop=dezeniwl,
$bio

Dezeni World (c) 1985 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91633&o=2

$end


$x1_flop=dezeniwl,
$bio

Dezeni World (c) 1986 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85960&o=2

$end


$pc8801_flop=dezenisr,
$bio

Dezeni World SR (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91634&o=2

$end


$cpc_cass=dfm464uk,
$bio

DFM Database (c) 1984 Dialog Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95835&o=2

$end


$snes=dharma,
$bio

だるま道場 (c) 1995 Denz
(Dharma Doujou)

Dharma Doujou is a puzzle game by Metro and Den'Z, and conversion of an arcade game of the same name. The game stars a little monk and a cute shrine maiden who have both been specially trained by their master to battle Y?kai monsters. As a matter of fact, all kind of Oni demons and other strange apparitions have caused major mayhem and mischief throughout the valley, and the two monks decide to put a decisive stop to all of this. In story mode, the player goes through a series of single-screen puzzles (eight levels each containing three rounds), all made out of stacked up blocks. The goal of the game is a heart pounding race against the clock - in each round, a demon, located on the left of the screen, climbs up a rope and must be stopped before he reaches the ceiling and releases a large temple bell onto the player's blocks. And there is only one way to slow the dreaded foe down - the player must use his or her large mallet to hit blocks and make them fall into a separate compartment located at the bottom of the screen (this aspect of the game certainly reminds of Dharma Otoshi, a traditional Japanese children's game). If three identical blocks (or up to eight later in the game) are aligned correctly inside the compartment, they turn into a good spirit and perform a short strike attack against the demon, thus slowing him down. If not, the blocks are sent back to the main stack, and the player must quickly think of a better way to align or shift more blocks. Interestingly, the gameplay slightly changes depending on which character the player chooses - as the monk, each puzzle must be completed within a time limit, but as the maiden, they have to be completed in a set amount of moves. Dharma Doujou features a couple more play modes such as an unlimited mode (where rows of blocks just keep appearing) and a puzzle mode (where the player must align blocks so they match a pattern within a certain move count or time limit). However, although most of the modes are oriented for single-played sessions, a two-player battle mode is also available and allows two friends to fight head to head. Finally, while levels are apparently randomly generated in the story mode, a clever password system lets player save their progress.

- TECHNICAL -

Cartridge ID: SHVC-ADRJ-JPN

- TRIVIA -

Released on February 10, 1995 in Japan for 8880 Yen.

Dharma Doujou was originally released in the arcades by Metro3D in 1994. While the original version provides the same gameplay as the Super Famicom version, the game does have some noticeable differences. First of all, it has more enemies and features colorful backgrounds borrowed from traditional Japanese themes and myths. Additionally, the arcade game only contains a story mode and there is no progress map or alternate game modes like in the Super Famicom port. But, most importantly, the gameplay is slightly different - the player has to move the character around the screen in order to hit a block with the mallet. The Super Famicon version, on the contrary, automatically aligns the player with the furthest most block, and this apparently minor difference makes the gameplay of the home conversion more fast-paced and enjoyable than the original.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61210&o=2

$end


$nes=srobot2c,srobot2c2,srobot2c3,srobot2c1,
$bio

Di 2 Ci - Chaoji Ji Qi Ren Dai Zhan (c) 19?? XianFeng Katong

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76523&o=2

$end


$nes=di4cijqr,
$bio

第四次 机器人大战 (c) 19?? Waixing.
(Di 4 Ci - Ji Qi Ren Dai Zhan)

- TECHNICAL -

Game IS: ES-1012

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76524&o=2

$end


$nes=didaoz,didaoza,
$bio

??? (c) 1996 Waixing.
(Di Dao Zhan)

- TECHNICAL -

Game ID: ES-1010

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76525&o=2

$end


$gba=digichar,
$bio

Di Gi Charat - DigiCommunication [Model AGB-A3OJ-JPN] (c) 2002 Broccoli [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70314&o=2

$end


$nes=napolwar,
$bio

???? - Napoleon's War (c) 19?? Waixing.
(Di Guo Feng Bao - Napoleon's War)

- TECHNICAL -

[Model ES-1060]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76526&o=2

$end


$adam_flop=diablo,
$bio

Diablo (c) 1984 Image Microcorp.

DIABLO, which derives its name from a European game of a half century ago known as DIABLOTIN, consists of 232 sections of track, two tracks on each of 116 movable panels. Players try to arrange the convoluted track to keep a moving ball on a continuous course. After a section of track has been traversed, it is removed from the board, thus reducing the available remaining track. The game becomes increasingly more difficult as less and less track is available to support the ever-advancing ball. Excellent graphics and sound support this game which requires substantial strategy, planning and control. Finding so much activity and variety in a program is truly surprising.

- TECHNICAL -

DIABLO is a machine language game and is AUTO-LOADING (insert data-pack
or diskette and pull the RESET button).

- TRIVIA -

Diablo was one of the first 3rd Party programs released for the ADAM.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82643&o=2

$end


$x1_flop=diablo,
$bio

Diablo (c) 1988 Broderbund Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85961&o=2

$end


$pc8801_flop=diablo,
$bio

Diablo (c) 1988 Broderbund Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91636&o=2

$end


$msx2_flop=diablo,diablob,diabloc,diabloa,
$bio

Diablo (c) 1989 Broderbund Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101576&o=2

$end


$megadriv=diablo,
$bio

Diablo (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56445&o=2

$end


$nes=diablo,
$bio

暗黑破坏神 DIABLO (c) 200? Nanjing.
(An Hei Po Huai Shen Diablo)

- TECHNICAL -

Game ID: NJ037

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76527&o=2

$end


$psx=diablop,
$bio

Diablo (c) 1998 Electronic Arts Victor.

- TECHNICAL -

Model SLPS-01416

- TRIVIA -

Released on July 09, 1998 in Japan.

Re-Edition:
[JP] "Diablo [Model SLPS-91177]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85084&o=2

$end


$gameboy=diablo,
$bio

Diablo [Prototype] (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65837&o=2

$end


$gba=diadroid,
$bio

Diadroids World - Evil Teikoku no Yabou [Model AGB-ADDJ-JPN] (c) 2001 Epoch Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70315&o=2

$end


$a2600=diagnosp,diagnos,diagnose,
$bio

Diagnostic Test Cartridge (c) 1980 Atari, Incorporated. [Sunnyvale, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50404&o=2

$end


$ti99_cart=diag,diagfr,
$bio

Diagnostic [Model PHM 3000] (c) 1979 Texas Instruments

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84555&o=2

$end


$gba=dialhex,
$bio

Dialhex [bit Generations] [Model AGB-BVBJ-JPN] (c) 2006 Nintendo Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76393&o=2

$end


$x1_flop=dialide,dialidea,
$bio

Dialide (c) 1989 CATsoft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85962&o=2

$end


$alice32=dialsaut,
$bio

Dialogue avec une Sauterelle (c) 1984 VIFI International.

- TECHNICAL -

Game ID: 4M 0005

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87577&o=2

$end


$x1_cass=diamond,
$bio

Diamond (c) 198? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86215&o=2

$end


$info=dmndrbya,
$bio

Diamond Derby (c) 1986 Electrocoin.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=29921&o=2

$end


$info=dmndrby,
$bio

Diamond Derby (c) 1994 Electrocoin Automatics, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=34422&o=2

$end


$x68k_flop=diamexp,
$bio

Diamond Explorer (c) 19?? Michael Co. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87425&o=2

$end


$x68k_flop=diamexp2,
$bio

Diamond Explorer II (c) 1991 Michael Co. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87426&o=2

$end


$info=ss7644,ss010983,
$bio

Diamond Fives (c) 199? IGT [International Game Technologies].

1-Coin slot.

- UPDATES -

* SS7644
Max %: 98.044
Hit Freq.: 16.181
(Stops): (90) AAA
Top Award (Hits/Cycle): 2500 (1)
Win Freq.: 6.18

* SS010983
Max %: 80.027
Hit Freq.: 14.871
(Stops): (90) AAA
Top Award (Hits/Cycle): 2500 (1)
Win Freq.: 6.72

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=45693&o=2

$end


$info=ss7200,ss7810,ss6246,ss7816,ss7811,ss011597,ss7874,ss6247,ss0312,ss8014,ss7812,ss0212,ss7754,ss6248,ss8622,ss7271,ss6249,ss0245,ss7459,ss7458,ss7457,ss6250,ss0239,ss6251,ss8142,ss8143,
$bio

Diamond Fives (c) 199? IGT [International Game Technologies].

2-Coin Multiplier slot.

- UPDATES -

SS7200
SS7810
SS6246
SS7816
SS7811
SS011597
SS7874
SS6247
SS0312
SS8014
SS7812
SS0212
SS7754
SS6248
SS8622
SS7271
SS6249
SS0245
SS7459
SS7458
SS7457
SS6250
SS0239
SS6251
SS8142
SS8143

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46077&o=2

$end


$info=ss7205,ss6271,ss6272,ss0313,ss0229,ss6273,ss7298,ss8018,ss6274,ss0210,ss7462,ss7461,ss7460,ss0251,ss7873,ss6275,ss6276,ss8746,ss8144,ss8145,
$bio

Diamond Fives (c) 1998 IGT.

3 reels, 1 line, 3 coins multiplier slot.

- TRIVIA -

Released in May 1998.

- UPDATES -

#SS7205
Max%: 98.076
Hit Freq.: 16.334
Win Freq.: 6.12

#SS6271
Max%: 97.426
Hit Freq.: 16.181
Win Freq.: 6.18

#SS6272
Max%: 95.102
Hit Freq.: 15.883
Win Freq.: 6.30

#SS0313
Max%: 95.102
Hit Freq.: 15.883
Win Freq.: 6.30

#SS0229
Max%: 92.513
Hit Freq.: 15.580
Win Freq.: 6.42

#SS6273
Max%: 92.513
Hit Freq.: 15.580
Win Freq.: 6.42

#SS7298
Max%: 91.016
Hit Freq.: 15.432
Win Freq.: 6.48

#SS8018
Max%: 90.997
Hit Freq.: 16.889
Win Freq.: 5.92

#SS6274
Max%: 90.045
Hit Freq.: 15.432
Win Freq.: 6.48

#SS0210
Max%: 90.045
Hit Freq.: 15.432
Win Freq.: 6.48

#SS7462
Max%: 88.562
Hit Freq.: 16.344
Win Freq.: 6.12

#SS7461
Max%: 88.519
Hit Freq.: 15.479
Win Freq.: 6.46

#SS7460
Max%: 88.517
Hit Freq.: 15.668
Win Freq.: 6.38

#SS0251
Max%: 88.517
Hit Freq.: 15.668
Win Freq.: 6.38

#SS7873
Max%: 87.571
Hit Freq.: 15.147
Win Freq.: 6.60

#SS6275
Max%: 87.571
Hit Freq.: 15.147
Win Freq.: 6.60

#SS6276
Max%: 85.024
Hit Freq.: 14.991
Win Freq.: 6.67

#SS8746
Max%: 82.088
Hit Freq.: 14.824
Win Freq.: 6.75

#SS8144
Max%: 80.426
Hit Freq.: 13.437
Win Freq.: 7.44

#SS8145
Max%: 75.437
Hit Freq.: 13.152
Win Freq.: 7.60

- PORTS -

* Computers :
MS-Windows (2009, "IGT Slots - Texas Tea")
Mac OS X (2009, "IGT Slots - Texas Tea")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=10456&o=2

$end


$info=j6dmngz,
$bio

Diamond Geezer (c) 199? JPM International.

- TECHNICAL -

Impact

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15850&o=2

$end


$a800=diamond,diamonde,diamond3,
$bio

Diamond Graphic OS (c) 1989 Reeve Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86518&o=2

$end


$info=m1dmnhrt,
$bio

Diamond Hearts (c) 199? Maygay

- TECHNICAL -

M1A/B

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41983&o=2

$end


$info=smis0502637,smis0502638,smis0502639,smis0502640,smis0502641,
$bio

Diamond Heist [Femme Felone] (c) 2011 Bally Tech., Incorporated.

15 Reels, 50 Lines, 2500 Credits Max Bet.

- TECHNICAL -

Software Part Number: 20648

Houseable in the following cabinet:
Bally's "Alpha Elite V20": Game Kit # 172342
Bally's "Alpha Elite V20/20": Game Kit # 172346
Bally's "Alpha Elite V20 Chop Top": Game Kit # 172338
Bally's "CineVision": Game Kit # 172336
Bally's "Alpha Elite Jumbo Video": Game Kit # 172332
Bally's "Alpha 2 Pro V22/22": Game Kit # 178913
Bally's "Alpha 2 Pro V22/26 Slant": Game Kit # 175301

- UPDATES -

SMI #S0502637
Min/Max%: 85.25%/85.25%
Odds to Jackpot (1-credit bet): 15,057,226

SMI #S0502638
Min/Max%: 89.27%/89.27%
Odds to Jackpot (1-credit bet): 15,057,226

SMI #S0502639
Min/Max%: 91.04%/91.04%
Odds to Jackpot (1-credit bet): 13,257,531

SMI #S0502640
Min/Max%: 93.18%/93.18%
Odds to Jackpot (1-credit bet): 11,655,706

SMI #S0502641
Min/Max%: 95.04%/95.04%
Odds to Jackpot (1-credit bet): 11,655,706

- TIPS AND TRICKS -

Top Award: Triggered when the player receiving 11 or more scatter symbols   
at once.

Big Feature will merge only the highest paying symbols. Free Spins are played on alternate reels and are played at the same line and bet as the triggering game. This Feature cannot be re-triggered. Occurs every 40 pulls per hit.

Overall Hit Frequency: 49.75%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=36271&o=2

$end


$info=diamondp,
$bio

Diamond Lady (c) 1988 Premier Technology.

- TECHNICAL -

Model Number : 711

- TRIVIA -

2,700 units were produced.

- STAFF -

Design by : Jon Norris
Art by : Constantino Mitchell
Sound by : Steve Zabriski

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5347&o=2

$end


$info=smi2173,smi2174,smi2175,smi2176,smi2177,smi2179,smi2471,
$bio

Diamond Line Frenzy (c) 2003 Bally Gaming, Incorporated.

- UPDATES -

* SMI # 2173
Part Number: E868211X-05
Art Form: DLF-5001
Max-Coin Percentage: 88%

* SMI # 2174
Part Number: E879411X-05
Art Form: DLF-5001
Max-Coin Percentage: 90,01%

* SMI # 2175
Part Number: E879511X-05
Art Form: DLF-5001
Max-Coin Percentage: 92,01%

* SMI # 2176
Part Number: E879611X-05
Art Form: DLF-5001
Max-Coin Percentage: 94,01%

* SMI # 2177
Part Number: E879711X-05
Art Form: DLF-5001
Max-Coin Percentage: 96%

* SMI # 2179
Part Number: E879811X-05
Art Form: DLF-5001
Max-Coin Percentage: 97,5%

* SMI # 2471
Part Number: E884511X-05
Art Form: ???
Max-Coin Percentage: ???

- PORTS -

* Computers :
PC [MS-Windows] (2004, "101 Bally Slots" - Masque Publishing)
Macintosh (2004, "101 Bally Slots" - Masque Publishing)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=10444&o=2

$end


$bbca_cass,bbcb_cass=diamine,
$bio

Diamond Mine (c) 1983 MRM Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51741&o=2

$end


$c64_cart,c64_flop=diamondm,
$bio

Diamond Mine (c) 1983 Roklan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53563&o=2

$end


$a800=diamondm,
$bio

Diamond Mine (c) 1983 Roklan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86519&o=2

$end


$bbca_cass,bbcb_cass=diaminebr,
$bio

Diamond Mine (c) 1985 Blue Ribbon

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51742&o=2

$end


$bbca_cass,bbcb_cass=diamine2,
$bio

Diamond Mine 2 (c) 1985 Blue Ribbon

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51743&o=2

$end


$cpc_cass=diamondm,
$bio

Diamond Mine II [Model XXX 8901] (c) 1985 Blue Ribbon Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95948&o=2

$end


$info=V0000663,V0000664,V0000665,V0000666,V0000667,
$bio

Diamond Mine (c) 1996 IGT.

5-Reel 5-Line slot.

- TECHNICAL -

Game ID: 233B

- UPDATES -

V0000663
V0000664
V0000665
V0000666
V0000667

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=27935&o=2

$end


$info=sc4dmine,sc4dminea,sc4dmineb,sc4dminec,sc4dmined,sc4dminee,
$bio

Diamond Mine (c) 2002 Bell-Fruit Games.

- TECHNICAL -

[Model PR1307]
Scorpion 4

- TRIVIA -

Diamond Mine was released in July 2002 in the UK.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11540&o=2

$end


$info=sc5dmine,sc5dminea,sc5dmineb,sc5dminec,sc5dmined,sc5dminee,sc5dminef,sc5dmineg,sc5dmineh,sc5dminei,sc5dminej,sc5dminek,sc5dminel,
$bio

Diamond Mine (c) 2002 Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Scorpion 5]
[Model PR1307]

- TRIVIA -

Diamond Mine was released in July 2002 in the UK.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43089&o=2

$end


$pc98=diamondp,
$bio

Diamond Players (c) 1992 Telenet Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89293&o=2

$end


$info=diamond,
$bio

Diamond Run (c) 1989 KH Video.

An arcade puzzle game in which a single player must tunnel their way through a number of underground caves, collecting the many gems spread throughout the levels. Each cave is littered with rocks which, should they fall onto the player, will result in a loss of life. Carefully planned tunnels can be dug to manipulate the direction in which the rocks fall, however, which makes them an effective weapon against the many enemies that populate the levels. A number of red explosives can be found which can also be used to kill enemies and also to destroy any walls blocking the player's path. Again, like the rocks, these must be used carefully to prevent the explosion from killing the player.

In order to complete a level, a specified number of gems must be collected. Once a sufficient amount of gems have been collected, an exit will open which the player must enter to proceed to the next cave.

Diamond Run is heavily based on First Star's Commodore C64 classic, 'Boulder Dash'.

- TECHNICAL -

Main CPU : Motorola M6809 (@ 1.5 Mhz)
Sound CPU : Zilog Z80 (@ 3 Mhz)
Sound Chips : (2x) Yamaha YM2203 (@ 1.5 Mhz)

Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 256

Players : 2
Control : 4-way joystick
Buttons : 1

- TRIVIA -

The game uses two (or probably more) songs of the "Ghost'n Goblins" arcade game.

- STAFF -

Designed by : Kyle Hodgetts

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=635&o=2

$end


$info=ss7838,ss7840,ss011598,ss7841,ss8882,ss0264,ss7842,ss7843,ss7844,ss7845,ss8406,ss8404,
$bio

Diamond Tens (c) 199? IGT [International Game Technologies].

- UPDATES -

SS7838
SS7840
SS011598
SS7841
SS8882
SS0264
SS7842
SS7843
SS7844
SS7845
SS8406
SS8404

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=44006&o=2

$end


$info=ss7846,ss7847,ss0307,ss7848,ss8881,ss0272,ss7849,ss8908,ss0271,ss7850,ss7851,ss7852,ss8407,ss8405,
$bio

Diamond Tens (c) 199? IGT [International Game Technologies].

3-Coin Multiplier slot.

- UPDATES -

#SS0271
Max %: 90.012
Hit Freq.: 15.134
Win Freq.: 6.61

#SS0272
Max %: 92.521
Hit Freq.: 15.213
Win Freq.: 6.57

#SS0307
Max %: 94.982
Hit Freq.: 14.875
Win Freq.: 6.72

#SS7846
Max %: 97.445
Hit Freq.: 15.633
Win Freq.: 6.40

#SS7847
Max %: 96.252
Hit Freq.: 15.548
Win Freq.: 6.43

#SS7848
Max %: 94.982
Hit Freq.: 14.875
Win Freq.: 6.72

#SS7849
Max %: 92.521
Hit Freq.: 15.213
Win Freq.: 6.57

#SS7850
Max %: 90.012
Hit Freq.: 15.134
Win Freq.: 6.61

#SS7851
Max %: 87.513
Hit Freq.: 14.364
Win Freq.: 6.96

#SS7852
Max %: 85.011
Hit Freq.: 14.095
Win Freq.: 7.09

#SS8405
Max %: 75.197
Hit Freq.: 11.406
Win Freq.: 8.77

#SS8407
Max %: 80.196
Hit Freq.: 11.721
Win Freq.: 8.53

#SS8881
Max %: 94.004
Hit Freq.: 14.875
Win Freq.: 6.72

#SS8908
Max %: 91.992
Hit Freq.: 12.682
Win Freq.: 7.89

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=45439&o=2

$end


$info=dmdtouch,
$bio

Diamond Touch (c) 1997 Aristocrat.

A 5-reel video slot machine.

- TECHNICAL -

Aristocrat MKV hardware.

- TRIVIA -

Diamond Touch was released in June 1997.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=30779&o=2

$end


$info=ditrio,
$bio

Diamond Trio (c) 2005 AGI (Austrian Gaming Industries).

Become a part of the ultimate mission with DIAMOND TRIO, a 9-line 5-reel video slot. Be captivated by the three daring LADIES as they lead you through this lucrative feature, where each LADY can double your fortune. Experience the thrill of life as a secret agent as you indulge in the riches and radiance of exquisite diamonds.

LADY substitutes for all symbols. 3 scattered LADY trigger 12 free games. If only 2 LADY appear on the screen, the reel with the missing LADY is respun and all other reels are held, for a second chance to trigger the feature. Each LADY appearing during the feature doubles the win of that game. Free games can be re-triggered.

- TECHNICAL -

Cool Fire I

- TRIVIA -

Release date : October 14, 2005

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11448&o=2

$end


$info=smih1039,smih1040,smih1041,smih1042,smih1043,
$bio

Diamonds & Devils (c) 2008 Bally Gaming, Incorporated.

- TECHNICAL -

[Bally Signature Series]
Artform: DIV-5001
Software Part Number: ASGDMDV1NVUI-01

Game Kit #154043 ALPHA S9000
Game Kit #154039 ALPHA Elite S9E
Game Kit #154045 CineReels

- UPDATES -

SMI #H1039
Min/Max%: 83.28%/85.24%
Odds to JP (Max Bet played): 6,589,680

SMI #H1040
Min/Max%: 83.13%/88.54%
Odds to JP (Max Bet played): 6,016,858

SMI #H1041
Min/Max%: 85.48%/90.83%
Odds to JP (Max Bet played): 6,016,858

SMI #H1042
Min/Max%: 87.72%/93.17%
Odds to JP (Max Bet played): 3,008,444

SMI #H1043
Min/Max%: 89.99%/95.39%
Odds to JP (Max Bet played): 3,008,444

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46139&o=2

$end


$info=smiy1219,smiy1220,smiy1221,smiy1222,smiy1223,smiy1224,
$bio

Diamonds & Roses [Super Reel Jackpots] (c) 2009 Bally Tech., Incorporated.

7 Reels, 50 Lines, 150 Credits Max Bet.

- TECHNICAL -

Software Part Number: AVGSJDR017UI-00

Game Kit #154944 ALPHA Widescreen M9000
Game Kit #153022 ALPHA Elite V20
Game Kit #153030 ALPHA Elite V20&#8722;20
Game Kit #153033 CineVision

Topper Part Number: C765-00352-SRJP
Topper Description: SUPER REEL JACKPOTS

Denominations Available (Single Denomination): 1¢, 2¢, 3¢, 5¢, 10¢, 15¢, 20¢, 25¢, 50¢, $1, $2, $5, $10, $20, $50, $100

- UPDATES -

SMI #Y1219
Min/Max%: 80.47%/85.01%

SMI #Y1220
Min/Max%: 83.42%/87.97%

SMI #Y1221
Min/Max%: 85.57%/90.11%

SMI #Y1222
Min/Max%: 87.49%/92.04%

SMI #Y1223
Min/Max%: 89.51%/94.05%

SMI #Y1224
Min/Max%: 91.49%/96.04%

- SCORING -

* Super Fourth Reel Bonuses:
10x multiplier pays ten times the winning combination.
5x multiplier pays five times the winning combination.
3x multiplier pays three times the winning combination.
2x multiplier pays two times the winning combination.
Pay + 10 pays ten times the line bet plus the winning combination.

- TIPS AND TRICKS -

* Super Reel Progressive Feature:
– Eight Level Internal / External Progressive
– The Red Super Reel contains Bonus symbols that award Progressive Jackpots. When three Progressive symbols appear with one of four Progressive Awards, the corresponding Progressive is won as follows:
-- Three Progressive symbol + Bronze awards Level 1 Jackpot.
--- Level 1 is 1,000 Credits x Max Bet x Denomination.
-- Three Progressive symbol + Silver awards Level 2 Jackpot.
--- Level 2 is 5,000 Credits x Max Bet x Denomination.
-- Three Progressive symbol + Gold awards Level 3 Jackpot.
--- Level 3 is 10,000 Credits x Max Bet x Denomination.
-- Three Progressive symbol + Platinum awards Level 4 Jackpot.
--- Level 4 is 100,000 Credits x Max Bet x Denomination.
– Top Award is 100,000 Credits x Denomination x Max Bet; occurs every 40,370 plays with 50 lines played.
– Progressives are won left to right and right to left; lines 1–25 pays one of four Progressives left to right; lines 26–50 pay one of four Progressives right to left.
– Player must bet max to be eligible for the Progressive.

* Free Games Feature: Occurs on average every 75 plays.
– Free Games appearing on or within one position of the center payline on the Fourth Reel awards the Free Games Bonus Feature. To begin the Bonus Feature, select a ? from a grid of 20 tiles. Continue selecting until you have matched three outcomes.
25 Free Games at 3x pay.
15 Free Games at 2x pay.
10 Free Games at 2x pay.
11 Free Games at 2x pay.
7 Free Games at 2x pay.
5 Free Games at 2x pay.
– In addition to the above options, there is also a Free Games Wild that will count toward the match of three and award five more Free Games.
– The Free Games reels differ from the base game reels, and the Progressives are not available during the Free Games Bonus.

* Overall Hit Frequency: 40.65%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=45839&o=2

$end


$info=sc4druby,sc4drubya,sc4drubyb,sc4drubyc,sc4drubyd,
$bio

Diamonds & Rubies (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR1439]

[Scorpion 4]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43016&o=2

$end


$info=sc1druby,sc1drubya,
$bio

Diamonds & Rubys (c) 199? Bell-Fruit Mfg. Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61494&o=2

$end


$info=sc5druby,
$bio

Diamonds & Rubys (c) 200? Bell-Fruit Games.

- TECHNICAL -

[Scorpion 5]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42580&o=2

$end


$info=m5dmnf,m5dmnf10,
$bio

Diamonds Are Forever (c) 200? Empire Games, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=19952&o=2

$end


$info=m1dm4ev,m1dm4ev11,m1dm4evp,
$bio

Diamonds Are Forever Club (c) 199? Maygay.

- TECHNICAL -

M1A/B

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41982&o=2

$end


$info=m5dmnfcl,m5dmnfcl04,
$bio

Diamonds Are Forever Club (c) 200? Empire Games, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41562&o=2

$end


$nes=dianmali,dianmalia,
$bio

Dian Shi Ma Li (c) 19?? Unknown [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76744&o=2

$end


$cpc_cass=diannemi,
$bio

Dianne - Mission Rubidiums (c) 1985 Loriciels [France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95949&o=2

$end


$a2600=dicepuzle,
$bio

Dice Puzzle (c) 1983 Tang's Electronic Co.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50406&o=2

$end


$a2600=dicepuzl,
$bio

Dice Puzzle (c) 1983 Panda.

The dice puzzle has 16 squares of random numbers between 1-6. The object is to change all the numbers to 6 in the shortest amount of time, using the fewest numbers of turns.

When the power is turned on, each square will have the number 1. After pushing the reset button, all the dice change to random numbers. (The game is guaranteed to be solvable every time.) There is a small square that moves outside of the left side and over the top by using the joystick. When the fire button is pushed, all the numbers in the row next to the square increase by one. The numbers can also be changed diagonally. Every 5 minutes a warning will sound, up to a maximum time limit of 60 minutes. When all the dice are changed to 6, the game will automatically end displaying time used and number of turns taken.

The dice puzzle - sometimes mind boggling, sometimes a cinch, is always loads of fun. Come and match wits with the computer.

- TECHNICAL -

Model 106

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50405&o=2

$end


$wscolor=dicing,
$bio

Dicing Knight. (c) 2004 Qute Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86419&o=2

$end


$nes=dicktr,
$bio

Dick Tracy (c) 1990 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55062&o=2

$end


$sms=dicktr,
$bio

Dick Tracy (c) 1990 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55989&o=2

$end


$amigaocs_flop=dicktr,
$bio

Dick Tracy (c) 1990 Titus

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73877&o=2

$end


$cpc_cass=dicktrac,
$bio

Dick Tracy (c) 1990 Titus [Gagny, France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95950&o=2

$end


$megadriv=dicktr,
$bio

Dick Tracy (c) 1991 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56446&o=2

$end


$amigaocs_flop=dicktrcs,
$bio

Dick Tracy (c) 1991 Disney Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73876&o=2

$end


$gameboy=dicktr,
$bio

Dick Tracy (c) 1991 Bandai

- TECHNICAL -

Cartridge ID: DMG-DK-USA

- TRIVIA -

Reviews:
March 1992 - Joypad N.6 [FR]: 75/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65838&o=2

$end


$info=m5dick,m5dick10,
$bio

Dick Turnip (c) 200? BWB.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15199&o=2

$end


$megadriv=dickvitl,
$bio

Dick Vitale's 'Awesome, Baby!' College Hoops (c) 1994 Time Warner Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57186&o=2

$end


$bbca_cass,bbcb_cass=dictator,
$bio

Dictator (c) 19?? DK Tronics

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51744&o=2

$end


$cpc_cass=didacten,
$bio

Didact-English - College (c) 1987 Carraz

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95951&o=2

$end


$gba=dkpilot,
$bio

Diddy Kong Pilot (c) 2001 Nintendo Company, Limited.

Prototype never finished. A version was shown at Spaceworld 2000/2001.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70316&o=2

$end


$n64=dkracingu1,dkracingu,
$bio

Diddy Kong Racing (c) 1997 Nintendo of America, Incorporated.

- TECHNICAL -

Game ID: NUS-NDYE-USA
Box ID: NUS-006(USA)

- TRIVIA -

Diddy Kong Racing was released on November 14, 1997 in North America.

Developed by Rare, Diddy Kong Racing wasn't originally going to star Diddy Kong, and was originally a game called Pro AM 64 (in reference to Rare's NES hit R.C. Pro-AM, an unused logo can be found on the game's code). It wasn't until a demo of the game was presented to Shigeru Miyamoto that he suggested Diddy be the mascot of the game.

An unused character selection song suggests that Taj was going to be a playable character in the game. The track is played with sitar strings which are associated with that character. Taj would later become a playable character in "Diddy Kong Racing DS".

Diddy Kong Racing won the Console Racing Award at the 1998 Interactive Achievement Awards and also won Best Console Game of the Year 1998 by Scandinavian Game Review.

- TIPS AND TRICKS -

* Magic Codes are game cheats, always accessible in the options menu. These cheats alter mostly alter only the tracks mode rather than the Adventure mode, while some others do miscellaneous tasks such as allowing players to listen to music in the game. At the end of the game credits, a random magic code is given to players. Here is a complete list of all codes.
(MAGIC CODE: Description)
ARNOLD: Large players.
BLABBERMOUTH: Changes horn sounds into character sounds.
BODYARMOR: All balloons are yellow.
BOGUSBANANAS: Bananas slow players down.
BOMBSAWAY: All balloons are red.
BYEBYEBALLOONS: Balloons are disabled.
DODGYROMMER: Displays ROM Checksum.
DOUBLEVISION: Multiple players can be the same character.
EOLAOBFENRLONE: Free balloon.
EPC: EPC lockup display.
FREEFORALL: Fully powered-up balloons.
FREEFRUIT: Players start with ten bananas.
JOINTVENTURE: The second player joins Adventure mode.
JUKEBOX: Adds Music Test to audio menu.
NOYELLOWSTUFF: No bananas in Tracks mode.
OFFROAD: Four-wheel drive.
OPPOSITESATTRACT: All balloons are rainbows.
ROCKETFUEL: All balloons are blue.
TEENYWEENIES: Small players.
TIMETOLOSE: CPUs are harder.
TOXICOFFENDER: All balloons are green.
VITAMINB: Unlimited bananas.
WHODIDTHIS: Players can view credits.
ZAPTHEZIPPERS: Disables zippers.

* THE SECOND ADVENTURE: To play the second adventure, get to the space world and beat wiz-pig again. You will now receive the option 'ADVENTURE 2'. In here, you must collect platinum  balloons and all of the tracks will be reversed.

* GET SECRET CHARACTERS: 
- Get Drumstick: Get all of the amulets and all of the trophies. Get to the place  that you begin and find the frog with feathers. Honk to him and you'll receive Drumstick in return!
- Get T.T.: Beat his personal best time on all of the time trial tracks to get T.T. the time clock. 

* FIND THE FIFTH SECRET WORLD: Get all of the amulets and trophies. Then go in front of the light house and honk at it. It will turn into a rocket and take you to the fifth world!

- STAFF -

Software Director: Robert Harrison
Software Engineers: Paul Mountain, John Pegg, Richard Gale
Art Director: Kevin Bayliss
3D Artists: Lee Musgrave, Keith Rabbette, Dean Smith, Johnni Christensen, Brian Smyth, Paul Cunningham
Music: David Wise
Sound Effects: Graeme Norgate
Additional Design: Martin Wakeley
Documentation: Leigh Loveday
Liaison: Eileen Hochberg
Character Voices: Kevin Bayliss (Diddy Kong), Johnni Christensen, Eveline Fischer (Pipsy), Keith Rabbette, Lee Ray, Lee Schuneman (Bumper), Chris Seavor (Conker and Banjo), Dean Smith, Joe Stamper Jr., K. Stamper, Chris Sutherland
Rare Quality Assurance: Huw Ward, Gary Richards, Simon Farmer, Jamie Williams, David Wong, Gareth Jones, Martin Penny, Steven Brand, Steve Malpass (voice of Fox in Star Fox Adventures), Andrew Wilson
NOA Thanks to: Mike Fukuda, Ken Lobb, Michael Kelbaugh, Armond Williams Jr., Robert Johnson, Melvin Forrest, Phil Sandhop, Henry C. Sterchi, T. Hertzog, D. Bridgham, Greg Richardson, Benjamin Smith, NOA Tree House, NOA Tree Branch
NCL Thank You's: Keisuke Terasaki, Masashi Goto, Hriouki Hamada, Mario Club, Julien Kraft, Joel Bardakoff
Special Thanks to: Joel Hochberg, Howard Lincoln, Minoru Arakawa
Game Director: Lee Schuneman
Producer: Chris Stamper
Executive Producer: Tim Stamper

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53968&o=2

$end


$n64=dkracingj,
$bio

Diddy Kong Racing (c) 1997 Nintendo.

Japanese version. Game developed in USA. Fr more information about the game itself, please see the original North American release entry; "Diddy Kong Racing [Model NUS-NDYE-USA]".

- TECHNICAL -

Game ID: NUS-NDYJ

- TRIVIA -

This game was released on November 21, 1997 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57662&o=2

$end


$n64=dkracing1,dkracing,
$bio

Diddy Kong Racing (c) 1997 Nintendo.

European release. Game developed in USA. Fr more information about the game itself, please see the original North American release entry; "Diddy Kong Racing [Model NUS-NDYE-USA]".

- TECHNICAL -

Game ID: NUS-NDYP-EUR

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57661&o=2

$end


$pico=lionkingg,
$bio

Die Abenteuer des Löwen Königs [Model 49037-18] (c) 199? Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75641&o=2

$end


$cpc_cass=diealien,
$bio

Die Alien Slime [Model PAL AS13] (c) 1989 Mastertronic, Ltd. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95952&o=2

$end


$x68k_flop=diebahn,
$bio

Die Banhwelt (c) 1992 Glodia [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87427&o=2

$end


$cdi=berenstg,
$bio

Die Berenstain-Baren - Selbst ist der bar - mach mit - ist gar nicht schwer! (c) 1993 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52833&o=2

$end


$gba=bienemaj,
$bio

Die Biene Maja - Klatschmohnwiese in Gefahr (c) 2006 Midway Home Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70317&o=2

$end


$cdi=cdimaus,
$bio

Die CD-i mit der Maus - Auf dem Bauernhof (c) 1995 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52834&o=2

$end


$sg1000=elevatort,
$bio

Die Dui Die (c) 198? Unknown [Taiwan].

Taiwanese version of Elevator Action.

- TECHNICAL -

[Model R-055]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49019&o=2

$end


$a2600=entewolf,
$bio

Die Ente und der Wolf (c) 1983 Quelle

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50407&o=2

$end


$cpc_cass=dieerbsc,dieerbsc01,
$bio

Die Erbschaft - Panik In Las Vegas (c) 1986 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95953&o=2

$end


$pce=diehard,
$bio

Die Hard (c) 1990 Pack-In-Video Company, Limited.

Die Hard is a top view action game based, surprisingly enough, on the action-pack American movie with the same name and telling the adventures of the New York cop John McClane (aka Bruce Willis). After a short introduction and pictures from the movie, the player is dropped right into action. However, many areas will need to be cleaned up before the player gets a chance to enter the famous building featured in the movie. John McClane starts with is bare hands and can quickly pick up weapons from his defeated enemies. They include machine guns, rocket launchers and flame throwers. Some building can be investigate and often hide medicine-kits, more powerful weapons or bullet-proof vests.

- STAFF -

Game Design: Hiroaki Kawamoto
Graphic: Yuki Yasuda, Kenzo Kanzaki
Sound: Kenji Yoshida
Program: Takeo Fujii

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58561&o=2

$end


$nes=diehardj,
$bio

Die Hard (c) 1991 Pack-In-Video Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53971&o=2

$end


$nes=diehard,diehardu,
$bio

Die Hard (c) 1992 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55063&o=2

$end


$amigaocs_flop=diehard2,
$bio

Die Hard 2 - Die Harder (c) 1992 Grandslam

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73878&o=2

$end


$info=diehard,
$bio

Die Hard Arcade (c) 1996 Sega.

A 3-D, side-scrolling beat them up for 1 or 2 players in which the president's daughter has been kidnapped by a terrorist organisation. Die Hard Arcade is based on the Bruce Willis movie of the same name, although the game's storyline is very different from that of the film's.

Players take on the role of two SWAT team members who must fight their way through a terrorist-filled sky scraper to eventually reach and defeat the head of the terrorist organisation and rescue the President's daughter. Players must clear each area of all terrorists before they can progress to the next. The terrorists can be defeated by punching and kicking them until their health bars are depleted. In addition to hand-to-hand combat, players can also utilise various weapons and objects, including handguns, machine guns, missile launchers, anti-tank cannons, knives, sticks, fireaxes, spray cans, pepper shakers, steel pipes, brooms, bottles and, at one point, a grandfather clock.

Ammunition magazines can be picked up to replace depleted ammo in hand guns and machine guns, and health units can also be found to heal any damage players have suffered. At various points in the game, a pre-set sequence will start in which players must either press the PUNCH, KICK or JUMP button, or move the joystick in a specific direction in order to successfully negotiate certain enemies or obstacles. If either of the SWAT members fail on any sequences where they are supposed to punch or kick down enemies, they will have to fight them in hand-to-hand combat. Enemies can also be grabbed, allowing players to either punch or arrest them. The latter can only be achieved if the SWAT member is holding a gun, and is achieved by pressing either the PUNCH or KICK button twice.

When the SWAT members finally confront the crime boss, they will have to face him twice; first in the office and then on the rooftop. On the rooftop, he will be armed with swords and more difficult to hurt. After the boss is defeated for the second time, The President's daughter is rescued.

From here-on the game takes a nod from Technos' legendary 1987 beat-em-up, "Double Dragon". If only one player completes the game, the girl simply says 'Thank You!' and the game ends. But if 2 players complete the game, the girl will announce that she wants one of the SWAT members to become her new bodyguard. The two players will then have to fight each other until one of them is defeated, with the winner becoming the girl's new bodyguard. If the timer expires before either player wins, the fight will be declared a draw and the girl will be undecided about which SWAT member she wants for her new bodyguard.

- TECHNICAL -

Sega Titan Video hardware (ST-V)

Main CPU : (2x) SH-2 (@ 28.6364 Mhz), 68000 (@ 11.45456 Mhz)
Sound Chips : SCSP (@ 11.45456 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 6

- TRIVIA -

Released in May 1996.

This game is known in Japan as "Dynamite Deka" (translates from Japanese as 'Dynamite Detective').

PATENTS :
U.S.A : 4,442,486 - 4,454,594 - 4,462,076
Europe : 80244
Canada : 1,183,276
Honk Kong : 88-4302
Singapore : 88-155

- SERIES -

1. Die Hard Arcade (1996)
2. Dynamite Cop (1998)

- STAFF -

Chief Programmer : Ando Hiroshi
Enemy Programmer : Yamamoto Masanobu
Sub Programmer : Abe Teruji
Chief Artist : Aoki Kunitake, Kumada Tatsuto
Model Artist : Joe Stephenson, Stieg Hedlund, Andrew Mundy, Betty Cunningham
Player Model Artist : Makino Taku, Aoki Yoshiaki, Katoh Hideyuki
Animation Artist : Dean Ruggles, Tom Tobey, Makoto Uchida, Greg Hancock
Background SCR : Alan Ackerman
Art Manager : Bob Steele
Sound Director : Howard Drossin
Producer : Roger Hector, Nakagawa Rikiya, Makoto Uchida
Executive Producer : Suzuki Hisashi
Game Design & Directed by : Makoto Uchida

- PORTS -

* Consoles :
Sega Saturn (1997)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=636&o=2

$end


$saturn,sat_cart=diehardu,
$bio

Die Hard Arcade [Model 81057] (c) 1997 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60027&o=2

$end


$saturn,sat_cart=diehard,
$bio

Die Hard Arcade [Model MK81057-50] (c) 1997 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60286&o=2

$end


$saturn,sat_cart=diehardtj,
$bio

Die Hard Trilogy (c) 1997 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59062&o=2

$end


$saturn,sat_cart=diehardt,
$bio

Die Hard Trilogy [Model T-16103H-50] (c) 1997 Fox Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60287&o=2

$end


$saturn,sat_cart=diehardtu,
$bio

Die Hard Trilogy [Model T-16103H] (c) 1996 Fox Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60028&o=2

$end


$cpc_cass=dieheili,
$bio

Die Heilige Rustung des Antiriad [Model PAD1034] (c) 1986 Palace Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95954&o=2

$end


$a2600=hungrfre,
$bio

Die hungrigen Froesche (c) 1983 Quelle

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50410&o=2

$end


$amigaocs_flop=kathedrl,
$bio

Die Kathedrale (c) 1991 Software 2000

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73879&o=2

$end


$cdi=kunstscg,
$bio

Die Kunstschaetze der Russischen Zaren - St. Petersburg und die sammlungen der eremitage (c) 1993 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52835&o=2

$end


$cdi=malstift,
$bio

Die Malstiftfabrik (c) 1995 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52836&o=2

$end


$cpc_cass=mathest1,
$bio

Die Mathestunde 1 [Model 750 534.5] (c) 1986 Europa Computer Club

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98192&o=2

$end


$gbcolor=mausvo,
$bio

Die Maus - Verrückte Olympiade [Model CGB-BVOD-NOE] (c) 2001 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67731&o=2

$end


$gbcolor=maus,
$bio

Die Maus [Model CGB-ADXP-NOE] (c) 1999 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67730&o=2

$end


$gameboy=maus,
$bio

Die Maus [Model DMG-ADMP-NOE] (c) 1997 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65839&o=2

$end


$gba=monstincg,
$bio

Die Monster AG (c) 2002 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70318&o=2

$end


$gbcolor=monstincg,
$bio

Die Monster AG [Model CGB-B4QD-NOE] (c) 2001 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67732&o=2

$end


$cdi=niederla,
$bio

Die Niederlaendischen Meister - Des 17. Jahrhunderts (c) 1993 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52837&o=2

$end


$gbcolor=moorhun,
$bio

Die Original Moorhuhn Jagd [Model CGB-BOMD-NOE] (c) 199? Ravensburger Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67733&o=2

$end


$cdi=palmsprgg,
$bio

Die Palm Springs Open (c) 1992 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52838&o=2

$end


$a2600=rattekar,
$bio

Die Ratte und die Karotten (c) 1983 Quelle

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50408&o=2

$end


$cdi=renflorg,
$bio

Die Renaissance in Florenz (c) 1992 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52839&o=2

$end


$cdi=schonste,
$bio

Die Schonsten Hotels der Welt - von Burba Holiday (c) 1992 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52840&o=2

$end


$cdi=beautyg,
$bio

Die Schöne und das Tier (c) 1993 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52841&o=2

$end


$amigaocs_flop=siedler,
$bio

Die Siedler (c) 1993 Blue Byte

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73880&o=2

$end


$gba=incredibg,
$bio

Die Unglaublichen (c) 2004 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70319&o=2

$end


$a2600=unterwas,
$bio

Die Unterwasser Bestien - Mariana (c) 1983 Quelle

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50409&o=2

$end


$gba=wildfusg,
$bio

Die Wilden Fussball-Kerle - Gefahr im Wilde Kerle Land [Model AGB-BXWD-NOE] (c) 2007 Kiddinx Studios GmbH [Berlin, Germany]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70321&o=2

$end


$gba=wildfuse,
$bio

Die Wilden Fussball-Kerle [Model AGB-BWUD-NOE] (c) 2006 Kiddinx Studios GmbH [Berlin, Germany]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70320&o=2

$end


$pc98=diesirae,
$bio

Dies Irae (c) 1996 Family Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95230&o=2

$end


$info=dtfamily,
$bio

Diet Family (c) 2001 SemiCom.

A vertical shoot'em up in which you can choose 5 different incredible characters. It seems the main goal of this game is destroy all food and escape getting fat.

- TECHNICAL -

Players : 2
Control : 8-way joystick
Buttons : 2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4010&o=2

$end


$info=dietgo,dietgou,dietgoe,dietgoj,
$bio

Diet Go Go (c) 1992 Data East Corp.

Diet Go Go is a single-screen platform game for one or two players, in which the aim is to clear each screen of monsters and avoid getting fat. Monsters are defeated by throwing food at them until they inflate (get fat), then touching them to burst them, sending them flying around the screen and killing any other monsters they come into contact with. Many monsters also throw food at the players, making them increasingly fat. If players get too fat, they lose a life, although bonus diet sodas occasionally appear and can be picked up to reverse the effect. Contact with monsters who aren't fully inflated is fatal. 

When monsters are destroyed, they leave behind rings, gems, power-ups and diet tonic. Power-ups include roller-skates to move faster, compressed air to blow monsters up and increased fire power. Data East coins also appear on each level. If players collect these coins, they shoot up to the top of the screen where a fruit machine display rolls over and dispenses gems, power-ups and rings. If the fruit machine reads 777, a bonus round appears in which players jump on clouds to collect falling gems while avoiding the falling food that will make them fat.

The game starts with one player selecting an area on a world map, then progresses through two levels of play to reach a giant boss on the third round. After the boss is destroyed that world is complete and play moves onto the next. Each world has a different theme and boss.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 14 Mhz), HuC6280 (@ 8.055 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.58 Mhz), OKI6295 (@ 7.627 Khz)

Players : 2
Control : 8-way Joystick
Buttons : 3

- TRIVIA -

Released in August 1992.

- UPDATES -

The US version is slightly different, it has the "Winners Don't Use Drugs" screen.

- SCORING -

Power Up : 1000 points
Speed Up : 1000 points
Barrier : ???
Bomb : ???
Super Bomb : ???
Slot Coin : 0 points (make the slot roll)
Diet Drink : 1000 points
1UP : ???
Rainbow Crystal : 10000 points
Ruby : 500 points
Big Ruby : 1000 points
Diamond : 1000 points
Big Diamond : 2000 points
Crystal : 200 points
Ring : 100 points
Big Ring : 300 points

- STAFF -

Planner : Makoto Kikuchi
Programmer : Hidemi Hamada, Yas Nomura, Magical Kei
Designer : Masanori Tokoro, Chie Kitahara, Asami Kaneko, Hiroshi Koga, Ryohei Hirakata, Mario, Yasuko Kurohiji
Sound : Tomoyoshi Sato ('Tom Sato'), Seira, Tatsuya Kiuchi ('Mr.K')
Hardware : T. Kanayama

Special thanks : Nice Guy Sano

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3455&o=2

$end


$pc98=difrealm,
$bio

Different Realm (c) 1993 Glodia [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89294&o=2

$end


$snes=digspike,
$bio

Dig & Spike Volleyball (c) 1993 Hudson Soft.

- TIPS AND TRICKS -

Bonus teams
-----------
Select indoor volleyball mode. Highlight the Algerian flag and press Down + L + R + X + A to select the KIN team or highlight the Japanese flag and press the same buttons for the MJP team. Both teams may be used against the CPU or another player, but may not be used in world cup mode.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62902&o=2

$end


$info=digdug,digdug1,digsid,
$bio

Dig Dug (c) 1982 Namco.

Dig Dug is a 1- or 2-player game with a color raster-scan video display. The screen shows a cutaway view of the land, most of which is below ground. The player controls the Dig Dug character who travels through and digs tunnels in the dirt. The object is for Dig Dug to destroy monsters by pumping them up or dropping rocks on them and to capture vegetables. 

Gameplay takes place on a cutaway section of the land. The characters are Dig Dug and two monsters - one is a round, orange monster with goggles called Pooka, the other is a green, fire-breathing dragon named Fygar. The underground area is divided into four different colored layers of dirt. Rocks are scattered in the dirt. The sky is at the top of the screen. 

The player controls Dig Dug, the hero of the garden, clad in white. He moves through horizontal and vertical tunnels. When Dig Dug digs new tunnels he moves slowly. When he is on the surface or in an existing tunnel, he moves faster. The object of the game is for Dig Dug to destroy all the monsters and go to the next round. 

Monsters are trapped in caves. A monster may get out of a cave two ways. Dig Dug may dig him out. Then, the monster chases Dig Dug. The monster may also get out of the cave by turning into a ghost. As a ghost, he cannot be destroyed. The ghost does not travel in the tunnels. He travels through the dirt, and can travel diagonally. However, he reappears as the monster when he goes into a tunnel. 

The monsters move faster than Dig Dug in vertical tunnels and slower on the surface. They destroy Dig Dug by catching him. In addition, Fygar can destroy Dig Dug by breathing fire on him. Fygar can only breathe fire horizontally. The fire can also penetrate thin layers of dirt. 

Dig Dug destroys the monsters by pumping them up until they burst, or by causing rocks to drop on them. To pump up and destroy a monster, the player presses and holds down the Pump button. It is possible to stun a monster for a few seconds by pressing the pump button once or twice. While a monster is stunned, Dig Dug may pass over him without being destroyed. If two monsters are very close together, only one may be stunned. The other will catch and destroy Dig Dug. 

Dig Dug must dig tunnels under the rocks to get them to drop. A rock may fall in a vertical or horizontal tunnel. A rock also goes through a thin layer of dirt from one tunnel to the next. In a vertical tunnel, Dig Dug may stay directly under a rock and it will not drop. However, in a horizontal tunnel, Dig Dug must move out from under a rock right away, or he will be crushed. 

After two rocks are dropped, a vegetable (worth extra points, see Scoring below) appears in a tunnel in the center of the screen. Dig Dug has ten seconds to capture (touch) the vegetable or it will disappear. There is only one vegetable per round. 

The game progresses by rounds. Round 1 starts with four monsters (one Fygar and three Pookas) and three rocks. The vegetable is a carrot. One flower on the surface (top right of the screen) represents Round 1. Two flowers represent Round 2, etc. As the rounds progress, the monsters move a little faster, and are better at avoiding falling rocks. In each round, the last monster tries to escape. If he is not caught by Dig Dug, he exits on the surface (top left). 

The game ends when all of Dig Dug's lives are used up. A player may continue to play at the beginning of the same round (level) by following instructions on the screen. He or she has 16 seconds to insert a coin(s). Then he or she must push and hold the Pump and Start buttons at the same time.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz) 
Sub CPU : Zilog Z80 (@ 3.072 Mhz) 
Sound CPU : Zilog Z80 (@ 3.072 Mhz) 
Sound Chips : Namco 3-channel WSG 

Players : 2 
Control : 4-way joystick 
Buttons : 1 (PUMP)

- TRIVIA -

Dig Dug was released on April 19, 1982 in Japan.

Dig Dug was a shining addition to the golden age of video games. The game's charming world and innovative game play made it an instant classic. 

The main character of Dig Dug has a name in Japan, 'Taizo Hori', a pun based on the phrase 'Horitai zo', or 'I want to dig!'. He is believed to be the father of "Mr. Driller".  He makes an appearance on the 2012 animation movie 'Wreck-It Ralph' from Walt Disney Animation Studios.

* A place in video game history : "During the golden age of video games we saw a lot of novel approaches to gaming," said Chris Lindsey, director of the National Video Game and Coin-Op Museum in St. Louis. "'Tempest', for instance, required things of its players that we'd never seen in a video game before. You had to learn a whole new set of skills to further the game experience. Dig Dug is another game that provided a novel approach. The types of movement you had to learn, the skills you had to develop, were like none other up until that point. And this game play was combined with a really engaging subject matter, which was this guy, Dig Dug, who digs around underground after subterranean monsters, and who explodes them with a really bizarre weapon, an air pump! There was just this string of interesting, engaging things for the viewer to look at and experience while dealing with this new type of game. It really captured, and still captures, the imagination. The sounds in Dig Dug are also really distinctive. When people hear that music start to play here at the museum, they'll laugh with recognition. It's quite funny watching people play that game." 

* The great 25-cent escape : Lindsey enjoys seeing visitors to his museum discover a video game that rekindles memories from earlier years. 
"They'll say, 'Wow, I used to be great at this!' And then they'll adopt their old game-playing position -- which seems to vary almost randomly from person to person, " Lindsey said. "They drop a token in, start rolling, and then they will lose all sense of time and space, becoming completely immersed in the game. Often they'll start laughing. I had a guy yesterday who was so funny. He came in and had obviously played these video games quite a bit in years past, like many of us did. He wandered around the museum, going from game to game, and he just laughed hysterically as he remembered all the little details of each game that he had spent so much time on, so long ago." 

* Namco notes that after the release of Dig Dug in 1982, Namco engineers went to arcades to watch their new game being played. They noticed that "there were two completely separate groups of people. One group enjoyed blowing the enemy up with the pump. The other group enjoyed beating the enemy by dropping rocks on them". 

Donald Hayes holds the official record for this game with 5,142,500 points on March 24, 2011. 

A bootleg of this game is known as "Zig Zag". Another bootleg running on the "Galaxian" hardware was made by LAX as "Zigzag". 

Alfa Records released a limited-edition soundtrack album for this game (Video Game Music - YLC-20003) on April 25, 1984. 

Alfa Records released a limited-edition soundtrack album for this game (The Best Of Video Game Music - 32XA-66) on April 25, 1986.

- UPDATES -

The Sidam version skips the first three layouts and starts with the layout of Round 4.

- SCORING -

Scoring in this game is relatively complicated due to the dirt layer a monster is at and also how you kill said monster. In addition, you even get points for 'eating' dirt. 

* Over-inflating (bursting) monsters : 
Layer 1 : 200 Points 
Layer 2 : 300 Points 
Layer 3 : 400 Points 
Layer 4 : 500 Points 

NOTE : If you over-inflate a Fygar horizontally, you will get double the listed points. This is due to the fact that you are risking your life dealing with Fygar's flame breath. 

* Dropping rocks on monsters : 
1 Crushed : 1,000 Points 
2 Crushed : 2,500 Points 
3 Crushed : 4,000 Points 
4 Crushed : 6,000 Points 
5 Crushed : 8,000 Points 
6 Crushed : 10,000 Points 
7 Crushed : 12,000 Points 
8 Crushed : 15,000 Points 

* You get points for collecting the prizes : 
Round 1 - Carrot : 400 Points 
Round 2 - Rutabaga : 600 Points 
Round 3 - Mushroom : 800 Points 
Rounds 4 & 5 - Cucumber : 1,000 Points 
Rounds 6 & 7 - Eggplant : 2,000 Points 
Rounds 8 & 9 - Bell Pepper : 3,000 Points 
Rounds 10 & 11 - Tomato : 4,000 Points 
Rounds 12 & 13 - Onion : 5,000 Points 
Rounds 14 & 15 - Watermelon : 6,000 Points 
Rounds 16 & 17 - Galaxian : 7,000 Points 
Round 18 onward - Pineapple : 8,000 Points 

When you are digging a new tunnel, you get 10 points per 5/8 inch (app. 1.6 cm.) dug.

- TIPS AND TRICKS -

* Hints for Game Play : 
1) Get many monsters to follow you. Then dig a long vertical tunnel up to a rock. 
2) Drop the rock by digging right or left. 
3) Dig Dug may take extra time to turn. It is better to start turning early than to wait until the last second. 
4) Destroy monsters at bottom dirt level for more points. 
5)Use the Pump button to stun monsters. Then you may escape or walk through them. 
6) Don't stop next to Fygar when he is in a cave. His fire can go through a thin layer of dirt and destroy you. 
7) A prize appears after two rocks have been dropped. So be sure to drop two rocks in each round. 

* When you start the game, Dig Dug will dig a downward vertical shaft into a chamber. The floor of this chamber is the top of the third layer. It is your job to dig tunnels and keep the monsters busy. This won't be an easy task since the monsters will attempt to surround Dig Dug and permanently end his mining career. You will have a two second delay before the round starts. It shows Dig Dug digging his vertical tunnel down to his starting area. Take this time to see where all the monsters are and figure out the best course of action to take them out. 

* Knowing the behavior of the monsters is a crucial element of this game. Pookas travel a bit faster then Dig Dug and tend to run him down. Fygars don't have the speed but they make up for it with their fiery belch. 

* Dig Dug travels slower when he is busy carving tunnels. 

* Know the rules of dropping rocks : 
1) Rocks will wobble for about a second before they drop. 
2) Rocks drop immediately when you cut a horizontal tunnel under them. 
3) In vertical tunnels, the rock will stay in place as long as Dig Dug is facing it and moving. 
4) When you drop two rocks, the prize will appear. 

* Don't waste your rocks on only one monster. Try to get as many monsters crushed as possible. The best way to accomplish this is : 
1) Try to dig long, vertical tunnels under the rocks. Don't dig all the way to the rock or you will waste it. 
2) Try to get the monsters to follow you. Sort of a ''follow the leader'' type thing up that vertical tunnel. This will be especially important in the later rounds. 
3) If the monsters are spread out a little, do a couple of pumps on the monster that is close. This will only stun it and allow the others to catch up. 
4) Right before they get Dig Dug, dig the rest of the way then head off left or right. The long, vertical shaft will prevent their escape and get you big points. 

* There are a total of 15 unique layouts in the game. After Round 15, layouts 12-15 repeat over and over in waves of four. There are patterns for these levels. Also, after Round 36, all of the enemies will speed up. The game does not award extra man after 900,000 points; the score will simply flip over at 1,000,000. It is very easy to get a score of 999,990 by eating dirt for ten points per section. Round 256 begins with a Pooka on top of Dig Dug. Since there is no way to escape, the game is basically over, no matter how many lives the player may have left. 

* Avoid killing the monsters by bursting them. If you don't have a choice, try to do in the lower layers since you get more points that way. 

* The pump is better utilized as a delay mechanism. Inflating a monster with two pumps will immobilize it for about two seconds. With two monsters, you can pump one up, move back a little and pump the other one up. 

* Monsters can be released from their pens in one of two ways : 
1) You open up their pen by digging it open. 
2) They turn into 'ghosts'. While they are ghosts, Pookas appear only as goggles, and Fygars appear as a set of evil eyes and a mouth. They will rematerialize as soon as they get into a tunnel. 

* Watch out for the fiery breath of Fygar. They not only can let loose down a horizontal tunnel, they also can send their fire through thin layers of dirt. The best defense when caught in a horizontal tunnel with a Fygar is to immediately go up or down to avoid their breath. 

* The Pookas have a tendency to try to surround Dig Dug. Usually they will try to trap him from the front and behind. Watch the Pooka 'ghosts' to make sure that they are not heading toward an area that you are currently tunnelling in. 

* It is possible to find patterns for the different levels, but it also is difficult since there isn't a well-defined maze to work with (like in "Pac-Man"). 

* When there is one monster left, it will attempt to escape rather then continue to pursue Dig Dug. You can chase him to get the points or let him go. Regardless, the game will advance to the next round. 

* In the later rounds, it is much more profitable to collect the prizes, then try to drop rocks on the monsters since they move so quickly. 

* 'Eat Dirt' secret : You should try this before round 36 since everything speeds up. 
1) Get the game down to two Pookas. If you only leave one, it will escape thus ending the round. 
2) This works best in horizontal tunnels under the rocks. 
3) Get a Pooka to follow you, inflate as necessary to delay him a little. 
4) Right when you are next to the rock, inflate the Pooka once to just delay him. When he moves at your character again, move under the rock. 
5) Quickly turn around and start pumping the Pooka up. Using the delay of the rock dropping, you should be able to cause the Pooka to burst at the same time the rock drops on him. 
6) If you are successful, then the other Pooka will disappear and you can amuse yourself digging out tunnels all day long in the dirt. To return the game back to normal, drop another rock and you will go into the next round. 

* Ender's loop: To beat any round of Dig Dug, one must take advantage of the artificial intelligence. One way to do this is to dig out either left or right from the starting position, dig up a short way from your starting position, turn around and continue digging out your initial tunnel, then go up again (this time further away from your start position) until you are higher than the end of your first vertical tunnel. Continue from here in the opposite direction of the direction you went at the beginning of the level, until you have almost reached the vertical tunnel that exists before you start any given level of the game. Create a thin wall between you and the vertical tunnel, and pump the enemies up as they pass by - but watch out, as the Fygars can still burn you.

* Late game:
Score: As with most of the other early Namco 8-bit arcade games, once you have made it to 999,990 points, your score will roll over to 0. No additional extra lives will be awarded now.
Flowers: The flowers that indicate the rounds on the surface of the ground will stop updating at round 69, but the indicator at the bottom of the screen will continue updating until round 99 before rolling over to round 0. At this point there will be no flowers. Once you have made it to round 101, the flowers will update again until you reach round 256 (is the "kill screen").
Slow enemies: In the original arcade versions of the game by Namco, the Pookas and Fygars will slow down once you have made it to round 124, and again once you have made it to round 136. This reduction in speed will continue every twelve rounds, until you reach round 256 (which, as mentioned above, is the "kill screen" - and is described in full detail below).
Kill screen: In the original Namco versions of the game, the game has a "kill screen" on round 256, which is registered by the game as round 0. The round starts with a Pooka directly on top of Dig Dug, which will cause the player to lose all of his remaining lives very quickly. The Atari revisions of the game (which changed the logo on the titles) correct this problem.

* Easter Egg : 
1) Enter service mode. 
2) Keep B1 pressed and enter the following sequence : Up(x6), Right(x3), Down(x4), Left(x8). 
3) '(c) 1982 NAMCO LTD.' will appear on the screen.

- SERIES -

1. Dig Dug (1982, ARC)
2. Dig Dug II (1985, ARC)
3. Dig Dug Arrangement (1996, ARC): part of "Namco Classics Collection Vol.2"
4. Dig Dug Deeper (2001, PC)
5. Dig Dug Arrangement (2005, PSP): part of "Namco Museum Battle Collection" 
6. Dig Dug - Digging Strike (2005, DS)

- STAFF -

Music by : Yuriko Keino

- PORTS -

NOTE : For ports released in North America, please see the Atari version entry.

* Consoles : 
Atari 2600 [EU] (1983) : Re-released in 1988 
Casio PV-1000 [JP] 
Nintendo Famicom [JP] (June 4, 1985) "Dig Dug [Model NDD-4500]" 
Nintendo Famicom Disk [JP] (July 20, 1990) "Dig Dug [Model NDS-DIG]"
Sony PlayStation [JP] (June 21, 1996) "Namco Museum Vol.3 [Model SLPS-00390]" 
Sony PlayStation [AU] (1997) "Namco Museum Vol.3 [Model SCES-00268]" 
Sony PlayStation [EU] (February 1997) "Namco Museum Vol.3 [Model SLES-00268]" 
Sony PlayStation 2 [JP] (January 26, 2006) "Namco Museum Arcade Hits! [Model SLPS-25590]" 
Microsoft XBOX [EU] (March 24, 2006) "Namco Museum - 50th Anniversary" 
Sony PlayStation 2 [EU] (March 31, 2006) "Namco Museum - 50th Anniversary [Model SLES-53957]" 
Nintendo GameCube [EU] (May 5, 2006) "Namco Museum - 50th Anniversary [Model DOL-G5NP-EUR]" 
Microsoft XBOX 360 [XBLA] [EU] [JP] (October 11, 2006) 
Nintendo Wii [JP] (December 6, 2007) "Minna de Asobou! Namco Carnival" [Model RVL-RNWJ-JPN]" 
Nintendo Wii [EU] (April 18, 2008) "Namco Museum Remix [Model RVL-RN2P]" 
Nintendo Wii [KO] (April 26, 2008) "Namco Museum Remix [Model RVL-RNWK-KOR]" 
Nintendo Wii [AU] (May 1, 2008) "Namco Museum Remix [Model RVL-RN2P]" 
Sony PlayStation 3 [PSN] [JP] (January 29, 2009) "Namco Museum.comm [Model NPJB-00012]" 
Microsoft XBOX 360 [XBLA] [EU] (May 15, 2009) "Namco Museum - Virtual Arcade" 
Microsoft XBOX 360 [XBLA] [AU] (June 3, 2009) "Namco Museum - Virtual Arcade" 
Microsoft XBOX 360 [XBLA] [JP] (November 5, 2009) "Namco Museum - Virtual Arcade [Model 2RD-00001]" 
Sony PlayStation 3 [PSN] [EU] (April 1, 2010) "Namco Museum Essentials [Model NPEB-00104]" 
Sony PlayStation 3 [PSN] [AU] (April 1, 2010) "Namco Museum Essentials" 
Nintendo Wii [Virtual Console Arcade] [JP] (October 20, 2010) 

* Handhelds : 
Nintendo Game Boy [EU] (1992) "Dig Dug [Model DMG-DY-NOE]"
Nintendo Game Boy [JP] (November 29, 1996) "Namco Gallery Vol.2 [Model DMG-AN2J-JPN]" Game Boy version
Sony PSP [JP] (February 24, 2005) "Namco Museum [Model ULJS-00012]" 
Sony PSP [KO] (May 2, 2005) "Namco Museum [Model UCKS-45005]" 
Sony PSP [EU] (December 9, 2005) "Namco Museum Battle Collection [Model UCES-00116]" 
Nintendo Game Boy Advance [EU] (March 31, 2006) "Namco Museum - 50th Anniversary [Model AGB-B5NP-EUR]" 

* Computers : 
Commodore C64 [EU] (1983) 
Fujitsu FM-7 [JP] (1984) 
MSX [JP] (1984) 
NEC PC-6001 Mk2 [JP] 
PC 8801 [JP] (1985) 
Fujitsu FM-77AV [JP] (1986) 
Sharp X68000 [JP] (February 24, 1995) "Dig Dig I & II" 
PC [MS Windows, CD-ROM] [JP] (June 9, 1998) "Namco History Vol.3" 
PC [MS Windows, CD-ROM] [AU] (March 27, 2006) "Namco Museum - 50th Anniversary" 
PC [MS Windows, CD-ROM] [EU] (May 19, 2006) "Namco Museum - 50th Anniversary" 
Sord-M5 [JP] 

* Others : 
VFD handheld game [JP] (19??) by Gakken. 
Arcade [JP] (1996) "Namco Classics Collection Vol.2"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=637&o=2

$end


$info=digdugat,digdugat1,
$bio

Dig Dug (c) 1982 Atari, Incorporated.

Export version by Atari for North America. Game developed by Namco in Japan. For more information about the game itself, please see the original Namco version entry.

- TECHNICAL -

The Atari upright Dig Dug machine came in the same cabinet as several other Atari titles (such as "Kangaroo" and "Centipede"). The machine was decorated mostly with cartoon graphics showing scenes from the game, superimposed over a yellow background.

There was also a cocktail version. It had two control panels (one on each end). Each panel had a 'Pump' button on either side of the joystick, so left handed players can play equally well. This model used a 13-inch monitor (as opposed to the standard 19-inch in the upright), and the game image flipped for each players turn. The top glass is decorated with some cutesy pictures of Fygar, Pooka and Dig Dug.

- TRIVIA -

Dig Dug was released in May 1982 in North America by Atari, under license from Namco. 

20,504 upright units were produced by Atari. There were also 1,219 cocktail units and 505 cabaret units produced. 

Dig Dug was NOT the first game that Atari licensed from Namco, as is common belief. That honor goes to "F-1", the 3-D racing game from 1976 that projected a race track on a screen using a rolling film. Hardly anybody in Atari coin-op liked Dig Dug except for Brian McGhie (who later joined Starpath) and Owen Rubin. It was McGhie who added the finishing touches to Dig Dug. Rubin still owns an upright prototype cabinet of Dig Dug with hand-drawn artwork, and still considers it one of his favorite games of all time. The ROMs in his prototype are the actual production ROMs.

The background graphics are slightly different in these Atari versions; the earth is less regular than the Namco versions 

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

A Dig Dug unit appears in 1983 movie 'WarGames'. 

Michael Jackson used to own this game (Namco Upright model). It was sold at the official Michael Jackson Auction on April 24, 2009. 

The main character, as weel as a Fygar and a Pooka, appear in the 2012 animation movie "Wreck-It Ralph" from Pixar.

- PORTS -

NOTE : Only ports released in North America are listed here. For ports released in other regions, please see the original Namco version entry.

* Consoles : 
Atari XEGS 
Atari 2600 [US] (1983) "Dig Dug [Model CX2677]" 
Atari 5200 [US] (1983) "Dig Dug [Model CX5211]" 
Mattel Intellivision [US] (1987) "Dig Dug [Model 9005]" 
Atari 7800 [US] (1987) "Dig Dug [Model CX7803]" 
Sony PlayStation [US] (January 31, 1997) "Namco Museum Vol.3 [Model SLUS-00398]" 
Nintendo 64 [US] (October 31, 1999) "Namco Museum 64 [Model NUS-NNME-USA]" 
Sega Dreamcast [US] (June 25, 2000) "Namco Museum [Model T-1403N]" 
Sony PlayStation 2 [US] (December 4, 2001) "Namco Museum [Model SLUS-20273]" 
Microsoft XBOX [US] (October 9, 2002) "Namco Museum" 
Nintendo GameCube [US] (October 9, 2002) "Namco Museum [Model DOL-GNME-USA]" 
Sony PlayStation 2 [US] (August 30, 2005) "Namco Museum - 50th Anniversary [Model SLUS-21164]" 
Microsoft XBOX [US] (August 30, 2005) "Namco Museum - 50th Anniversary [Model NMO-2201A-NM]" 
Nintendo GameCube [US] (August 30, 2005) "Namco Museum - 50th Anniversary [Model DOL-G5NE-USA]" 
Microsoft XBOX 360 [XBLA] [US] (October 11, 2006) 
Nintendo Wii [US] (October 23, 2007) "Namco Museum Remix [Model RVL-R2NE-USA]" 
Microsoft XBOX 360 [XBLA] [US] (November 4, 2008) "Namco Museum - Virtual Arcade [Model 21022]" 
Sony PlayStation 3 [PSN] [US] (July 16, 2009) "Namco Museum Essentials [Model NPUB-30086]" 
Nintendo Wii [US] (November 16, 2010) "Namco Museum Megamix" 

* Handhelds : 
Nintendo Game Boy [US] (September 1992) "Dig Dug [Model DMG-DY-USA]" 
Sony PSP [US] (August 23, 2005) "Namco Museum Battle Collection [Model ULUS-10035]" 
Nintendo Game Boy Advance [US] (August 30, 2005) "Namco Museum - 50th Anniversary [Model AGB-B5NE-USA]" 

* Computers : 
Atari 800 [US] (1982) "Dig Dug [Model RX8026]" 
Commodore C64 [US] (1982) "Dig Dug [Model RX8511]" 
Commodore VIC-20 [US] (1983) "Dig Dug [Model RX8510]" 
PC [Booter] [US] (1983) 
Texas Instruments TI-99/4A [US] (1983) 
Apple II [US] (1983) 
PC [MS Windows 95, 3.5"] [US] (March 31, 1996) "Microsoft Return of Arcade" 
PC [MS Windows, CD-ROM] [US] (2000) "Microsoft Return of Arcade Anniversary Edition" 
PC [MS Windows, CD-ROM] [US] (October 25, 2005) "Namco Museum - 50th Anniversary" 
PC [MS Windows, Online] [US] (2009) "Namco All Stars - Pac-Man and Dig Dug" 
PC [MS Windows, Online] [US] (December 8, 2010) "Namco All-Stars - Dig Dug" 

* Others : 
Arcade [US] (1996) "Namco Classics Collection Volume 2" 
Namco Classics TV Game [US] (2003) by Jakk's Pacific 
Mobile Phones [US] (February 8, 2005) 
Arcade Gold featuring Pac-Man [US] (2007) by Jakks Pacific 
Retro Arcade featuring Pac-Man [US] (2008) by Jakks Pacific 
Arcade [US] (2010) "Pac-Man's Arcade Party" 
Pac-Man Connect and Play [US] (2012) by Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40627&o=2

$end


$x1_cass=digdug,
$bio

Dig Dug (c) 1982 Dempa Shinbunsha [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86216&o=2

$end


$ibm5150,ibm5150_cass=digdug,
$bio

Dig Dug (c) 1983 Atarisoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83608&o=2

$end


$ti99_cart=digdug,
$bio

Dig Dug (c) 1983 Atarisoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84556&o=2

$end


$pc8801_cass=digdug,
$bio

Dig Dug (c) 1983 Dempa Shinbunsha [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91210&o=2

$end


$pc8801_flop=digdug,
$bio

Dig Dug (c) 1983 Dempa Shinbunsha [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91637&o=2

$end


$coleco=digdug,
$bio

Dig Dug (c) 1984 Atarisoft

- TRIVIA -

Info hidden in the ROM at 0x5586:
START DATE: 12/09/83                  
COMPLETION DATE: 00/00/83

As you can see, the dev. leaves the completion date blank.

- STAFF -

PROGRAMMED BY: Larry CLAGUE                  
GRAPHICS AND ANIMATION BY: Larry CLAGUE                  
SOUND DATA SUPPLIED BY: A. FUCHS

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53268&o=2

$end


$fm7_cass=digdug,
$bio

Dig Dug (c) 1984 Dempa Shinbunsha [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93707&o=2

$end


$msx1_cass=digdug,
$bio

Dig Dug (c) 1984 Bug Byte

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94585&o=2

$end


$nes=digdugh,
$bio

Dig Dug (c) 1987 FMG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69237&o=2

$end


$x68k_flop=digdugd,
$bio

Dig Dug (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87428&o=2

$end


$pc8801_flop=pack1,
$bio

Dig Dug + Xevious + Nintendo no Golf + Nuts & Milk (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91638&o=2

$end


$x68k_flop=digdug,
$bio

Dig Dug I & II (c) 1995 Dempa Shinbunsha [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87429&o=2

$end


$info=digdug2,digdug2o,
$bio

Dig Dug II (c) 1985 Namco.

For this sequel to the 1982 classic, "Dig Dug", Namco changed the game's perspective from a sideways viewpoint, to an overhead one. Action now takes place on a series of small islands. 

The gameplay itself retains much from its predecessor, with players still armed with a pump that allows them to inflate and burst the enemies. For this sequel, however, Namco also introduced ground-based charges. Players can activate the charges in order to join them up with other charges, represented on screen by the appearance of trenches. Once a line of charges is linked to two of the island's edges, the charges will detonate and destroy a piece of the island, killing any enemies that happen to be standing on the piece when it's destroyed. Players must be careful not to be standing on a piece that is destroyed, or they themselves will be killed.

- TECHNICAL -

Game ID : D2 

Main CPU : Motorola M6809 (@ 1.536 Mhz) 
Sound CPU : Motorola M6809 (@ 1.536 Mhz) 
Sound Chips : Namco 8-channel WSG 

Players : 2 
Control : 4-way joystick 
Buttons : 2 
= > [1] Pump, [2] Drill

- TRIVIA -

Dig Dug II was released in March 1985 in Japan. 

The main character of Dig Dug has a name in Japan, 'Taizo Hori', a pun based on the phrase 'Horitai zo', or 'I want to dig!'.

- TIPS AND TRICKS -

* Learn the lay of the land: On your first visit to any island, try to take as much time to study it as possible. Concentrate on eliminating enemies with your pump, and try to leave at least two enemies until you are done studying the island. Look for ground pegs that you can take advantage of, and create landslides with. Once you have played any island at least twice, you should be familiar enough with it to execute your plan to create a landslide as soon as you start. If you miss the opportunity to do it early on, you may have to spend more time luring enemies away from the site and bring them back when you are ready.

* Landslides are easier in the beginning: The early rounds are obviously easier than the later ones, and they are designed to maximize landslide opportunities. As you are playing further in the game, you will begin to notice that it will become harder to find an obvious landslide situation and you will have to become more creative. When you are familiar with the early rounds, take advantage of the easy landslide setups to give your score a nice boost. And don't forget, three landslides earns you a bonus vegetable which helps your score out as well. As you progress through the game, switch to relying on your pump for easier kills.

* Cracks are your best defense: You should remember that unless Pookas or Fygars become ghosts, they cannot cross over the cracks. Even if you cannot necessarily use a peg to create a landslide, you can still use them to create cracks in the ground and generally make it more difficult for enemies to get around. In some cases, you can use cracks to break up a pack of Pookas that have bunched together. In other cases, you can create a "fence" of cracks, and leave one section alone as a "gate". Then you can lure all of the enemies behind the fence and close the gate by creating the last crack and watch them all drown in the sea as the point value you earned for doing so flies across the screen. Remember, however, that a determined enemy can become a ghost and begin floating over a crack very slowly. Always be on the lookout and never stay in one section for too long. Dig Dug is never totally safe.

* Later rounds: It takes more skill than strategy to win in the later rounds. Landslide opportunities are severely limited, and the multitude of enemies start coming at you very quickly. You must use the pegs to create cracks that you can use as a line of defense. The enemies will gather together, and you may need to use the pump stall technique learned in the first Dig Dug (where you had to pump up an enemy to stall them and safely pass through them) in order to get away a lot of the time. When you put some distance between you and the pack of enemies, find a crack to stand behind and pump enemies from behind the line until one becomes a ghost. If you're fast enough, you can kill one enemy, and start pumping the ghost before it reaches you. If not, or if there are too many ghosts coming at you, you should prepare to run away, and find another hiding spot. Thorough knowledge of the island layout can help you set up two safety zones if you need to run back and forth, but you should always be careful not to accidentally run into any enemies.


* Easter Egg (works on the new version only, old version doesn't have it) : 
1) Enter service mode. 
2) Select sound 1B. 
3) Press the service switch to display the grid and enter the following sequence : Down(x2), Right, Left(x2), Down(x2), Left(x3), Up(x2). 
4)Press the service switch again. Some music will play and 'DIGDUGII (c) 1985 NAMCO LTD.' will be slowly drawn on the screen. 

* Pause/Resume : When the 'freeze' dip switch is on, at the beginning of the game select starting level with joystick Up/Down, then press the Drill button. During the game, press the Start button to pause/resume.

- SERIES -

1. Dig Dug (1982, ARC)
2. Dig Dug II (1985, ARC)
3. Dig Dug Arrangement (1996, ARC): part of "Namco Classics Collection Vol.2"
4. Dig Dug Deeper (2001, PC)
5. Dig Dug Arrangement (2005, PSP): part of "Namco Museum Battle Collection" 
6. Dig Dug - Digging Strike (2005, DS)

- STAFF -

Music by : Junko Ozawa

- PORTS -

* Consoles : 
Nintendo Famicom [JP] (April 18, 1986) "Dig Dug II [Model NDDII-4500]" 
Nintendo NES [US] (December 1989) "Dig Dug II - Trouble in Paradise [Model NES-I2-USA]" 
Nintendo Famicom Disk [JP] (August 31, 1990) "Dig Dug II [Model NDS-DD2]" 
Microsoft XBOX 360 [US] (November 4, 2008) "Namco Museum - Virtual Arcade [Model 21022]" 
Microsoft XBOX 360 [EU] (May 15, 2009) "Namco Museum - Virtual Arcade" 
Microsoft XBOX 360 [AU] (June 4, 2009) "Namco Museum - Virtual Arcade" 
Microsoft XBOX 360 [JP] (November 5, 2009) "Namco Museum - Virtual Arcade [Model 2RD-00001]" 
Nintendo Wii [US] (November 16, 2010) "Namco Museum Megamix" 

* Handhelds : 
Sony PSP [US] (August 23, 2005) "Namco Museum Battle Collection [Model ULUS-10035]" 
Sony PSP [EU] (December 9, 2005) "Namco Museum Battle Collection [Model UCES-00116]" 
Sony PSP [JP] (February 23, 2006) "Namco Museum Vol.2 [Model ULJS-00047]" 
Nintendo DS [US] (September 18, 2007) "Namco Museum DS [Model NTR-YNME-USA]" 
Nintendo DS [JP] (October 11, 2007) "Namco Museum DS [Model NTR-YNMJ-JPN]" 
Sony PSP [KO] (November 8, 2007) "Namco Museum Vol.2" 
Nintendo DS [EU] (February 29, 2008) "Namco Museum DS [Model NTR-YNMP-EUR]" 

* Computers : 
Sharp X68000 [JP] (February 24, 1995) "Dig Dug I & II" 
PC [MS Windows, CD-ROM] [JP] (June 9, 1998) "Namco History Vol.3"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=638&o=2

$end


$nes=digdug2h,
$bio

Dig Dug II (c) 1987 FMG

Pirate hack of Namco's "Dig Dug [Model NDD-4500]".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69238&o=2

$end


$nes=digdug2,
$bio

Dig Dug II - Trouble in Paradise (c) 1989 Bandai

North American release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Dig Dug II [Model NDDII-4500]".

Text from this version:
Dig Dug has decided to chill out from the pressures of the real world by taking a long over-due vacation on a beautiful Caribbean island. At last, he thinks to himself, sun, sand, surf, and no more hassles from those miserable pests. Pooka and Fygar! Lying in a hammock stung between the graceful palm trees, he drifts off into a blissful dream of beautiful bikini clad native girls catering to his every wish. But just when he thinks he's got it made in the shade, along come his troublesome enemies to turn his peaceful paradise into a tropical nightmare. Help Dig Dug rid the island of these irritating intruders and bring tranquility back to his vacation by the sea.

- TECHNICAL -

Cartridge ID: NES-I2-USA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55064&o=2

$end


$nes=digdug2j,
$bio

Dig Dug II (c) 1986 Namco, Limited.

Dig Dug II is a platform game by Namco, conversion of the arcade game originally released in 1985. It is the sequel to the classic Dig Dug - however, the action doesn't take place in underground tunnels anymore, but rather on small tropical islands out in the middle of the ocean. The goal of the game is still to burst all the enemies (the red Pookas and fire breather Fygars) that wonder around the screen with the help of an air-pump. Four shots from the pump will cause any enemy to explode. But this time, the drill has a totally different use - instead of drilling endless underground tunnels, the tool's main purpose is to create cracks in the ground. Large stakes located on each island can be drilled to create small cracks in the direction Dig Dug is facing. Once a crack goes all the way across a section, the smaller portion of land collapses into the sea and sends any enemy still standing on it to their doom. Dig Dug must use the drill carefully and wisely as he might fall off himself and slip into the sea. Cracks have another function and enemies can't cross over them unless they turn into their (slower) ghostly forms. Finally, special items (such as fruits and vegetables) randomly apprear on the playfield or when Dig Dug cuts off three portions of an island.

- TECHNICAL -

Game ID: NDDII-4500

- TRIVIA -

Dig Dug II was released on June 04, 1985 in Japan at a retail price of 4500 Yen.

Export releases:
[US] "Dig Dug II - Trouble in Paradise [Model NES-I2-USA]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53973&o=2

$end


$famicom_flop=digdug2,
$bio

Dig Dug II (c) 1990 Namco, Limited.

- TECHNICAL -

Game ID: NDS-DD2

- TRIVIA -

Dig Dug II for Famicom Disk System was released on August 31, 1990 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65281&o=2

$end


$pc8801_flop=digdugsr,digdugsra,
$bio

Dig Dug SR (c) 1985 Dempa Shinbunsha [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91639&o=2

$end


$gba=f_digdug,
$bio

Dig Dug [Famicom Mini] [Model AGB-FDDJ-JPN] (c) 2004 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70629&o=2

$end


$msx1_cart=digdug,digduga,
$bio

Dig Dug [Model 07] (c) 1984 Namco, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76687&o=2

$end


$info=gdigdug,
$bio

Dig Dug (c) 1983 Gakken.

LSI game based on the famous arcade game.

- TECHNICAL -

Game ID: 81701

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94357&o=2

$end


$intv=digdug,
$bio

Dig Dug (c) 1987 INTV Corp.

Based on the Namco arcade game.

At the beginning of the game, Dig Dug burrows his way to the center of the earth. Once he's there, you control him with the hand controller Disc. Dig your own tunnels, or break into existing ones. Stun or explode monsters with your air gun, or drop rocks on them. When no monsters are left on screen, the game continues at the next level, harder than before!

- TECHNICAL -

Model 9005

- TRIVIA -

The Intellivision version of Dig Dug had been programmed at Atari by former Mattel Electronics programmer Mark Kennedy. The game had not been fully debugged, though, when Atari closed up their Intellivision division in 1984. INTV Corp. negotiated the rights three years later to release the cartridge for the first time.

The source code no longer existed, but Producer Dave Warhol uploaded the code from a prototype of the game still in Mark's possession. Working with the disassembled code, Mark fixed the game's remaining bugs and removed the Atari title screen.

- SCORING -

Your score is shown in the upper left corner. Your high score so far (since pressing RESET) is shown at the top center. You earn points in the following ways:

* Burrowing: Each chunk of dirt you dig is worth 5 points.

* Popping Monsters: How many points you earn for blowing up Pooka and Fygar depends on how deep in the earth you are. On the surface or top layer you earn 200 points. In the middle layer you earn 300 points. In the bottom layer, you earn 500 points.

* Popping Fygar from the Side: Since this is much more dangerous (Fygar breathes fire left and right!), you earn DOUBLE the points listed above.

* Dropping Rocks: The more monsters you hit with one rock, the more points you get! 1,000 for 1 monster, 2,500 for 2 monsters, 4,000 for 3 monsters, and 2,000 points for each one after that!

* Picking up Vegetables: The carrot in Round 1 is worth 400 points, the turnip in Round 2 is worth 600, and the mushroom in Round 3 is worth 800. In higher rounds, you will find zucchinis, tomatoes, and other vegetables. How much are they worth? Gobble 'em and find out!

- TIPS AND TRICKS -

Easter Egg: While debugging the cross assembler and disassembler he had written to develop the new INTV games, Dave Warhol tested the software on one of his favorite Mattel Electronics game, TRON Deadly Discs. He substituted the men in the game with the hot dogs from the Burger Time cartridge, creating a new game: Deadly Dogs! Later, while preparing Dig Dug for release, Dave found there was enough space on the cartridge to slip in his new game. To play it: Press 47 (four and seven simultaneously) on both hand controllers and press reset.

- STAFF -

Music: Yuriko Keino
Programmer: Mark Kennedy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60879&o=2

$end


$a2600=digdug,digduge,
$bio

Dig Dug (c) 1983 Atari, Incorporated.

You are Dig Dug, the underground miner. With your jet-powered shovel, you create intricate, subterranean mazes. Ever on the watch for vegetable prizes, you must also look out for the fierce Fygar and mean Pooka that lurk underground. Their touch kills| Worse, these two meanies can transform into spooky ghosts that will appear out of nowhere and haunt you to death.

Dig Dug contains two game variations: EASY play and NORMAL play.

EASY: There is only one pattern of tunnels, rocks, and meanies. Each round is identical to the previous round, with only two meanies per round. The meanies never speed up and they never turn into ghosts. The prize is always a carrot worth 400 points. A teddy bear head indicated easy game play and appears in the top score digit throughout the EASY play.

NORMAL: The pattern of tunnels, rocks, and meanies varies from round to round. Pooka and Fygar frequently turn into ghosts and the game action periodically speeds up. In higher rounds, as many as seven meanies can be on the screen at once. The prize changes and increases in value with higher rounds.

- TECHNICAL -

Model CX2677

- SCORING -

Your score is displayed at the lower right side of the screen. You can score a total of 999,990 points before the score resets. In EASY play, the top score is 99,990.

Digging: 10 points every two chunks.

Dropping rocks on meanies:
1 meanie: 1,000 points.
2 meanies at once: 2,500 points.
3 meanies at once: 4,000 points.
4 meanies at once: 6,000 points.
5 meanies at once: 8,000 points.
6 meanies at once: 10,000 points.
7 meanies at once: 12,000 points.

Inflating Pooka; Inflating Fygar from above or below:
Top soil layer: 200 points.
2nd soil layer: 300 points.
3rd soil layer: 400 points.
Bottom soil layer: 500 points.

Inflating Fygar from the side
Top soil layer: 400 points.
2nd soil layer: 600 points.
3rd soil layer: 800 points.
Bottom soil layer: 1000 points.

- TIPS AND TRICKS -

* At higher rounds your priority should be to get the bonus vegetables because they're worth more points than destroying meanies.

* The prize will not appear in a round until two boulders have fallen and there are fewer than seven meanies on the screen.

* The last meanie on a screen will always try to escape, thus ending the round. So, if just one meanie remains and the prize hasn't appeared, you may want to stun that meanie long enough to allow the prize to appear.

* Since the last meanie will always try to escape at the top left side of the screen, you can strategically position yourself above ground on the left and wait for the meanie to emerge then quickly blow him up.

* You can't pump through the soil, so back off if a ghost is approaching through the dirt toward your tunnel. Wait until the ghost gets indise the tunnel then quickly turn and pump it up.

* To crush a ghost, tunnel under a rock and wait (as long as you don't move, the rock won't fall). When a ghost covers the rock, quickly move out of the way and the ghost will be crushed.

* A good way to trap and squash several creatures at once is to tunnel straight up under a rock and wait for the meanies to follow. When they get close, quickly move out of the way to the right or left. They will be trapped in the path of the falling rock.

* If a meanie is pursuing you, try to get to a tunnel. Since you move more quickly in a tunnel than through soil, this gives you a better chance to escape.

* Try to group meanies behind you by stunning them and then running. (You can run right through a stunned meanie.) When several are in pursuit, lead them toward a boulder and drop it on them for high points.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50411&o=2

$end


$a5200=digdug,
$bio

Dig Dug (c) 1983 Atari, Incorporated.

Keep Dig Dug alive on his quest for points and vegetable treasures. You'll score points for digging as well as finding treasure. But beware of Pooka, the renegade balloon, and Fygar, the fire- breathing dragon. They'll stop you in your tracks if they catch you.

Earn points in DIG DUG four different ways: by tunneling through the dirt of the underworld, by blowing up Pooka or Fygar with your pump, by dropping rocks on top of Pooka and Fygar, or by eating the vegetables that appear in the middle of the screen.

At the start of the game you have three lives. You can also earn bonus lives; the first bonus life is earned at 10,000 points, the second bonus life at 40,000, and each following bonus life at 40,000 point intervals.

A round is completed when all monsters are killed or escape from the screen. The round is indicated by the number of flowers on the upper right of the screen. Each small flower represents one round; each large flower represents ten rounds.

- TECHNICAL -

Model CX5211

- TIPS AND TRICKS -

* Drop rocks on monsters by digging a long tunnel beneath a rock. Keep the rock from falling on you by keeping forward pressure on your joystick; when a monster runs close behind, turn away and let the rock fall.

* Use your pump to temporarily stun monsters, so you can lure more than one monster behind you. When you have a line of monsters chasing you, head for the nearest rock and drop it on them--fast!

* Bonus vegetables only will appear after two rocks have been dislodged, and will remain for only ten seconds. For maximum points, be sure to drop at least two rocks then grab the vegetable before moving to the next round.

* You'll score more points by popping a Fygar from the side, so use your pump to stun the dragon while you move to his side. Then finish pumping Fygar until he explodes.

* Fygar's deadly fire can reach you through a thin wall of dirt--so stay out of his way when he stops moving.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50039&o=2

$end


$a7800=digdug,digdugu,
$bio

Dig Dug (c) 1984 Atari, Incorporated.

Dig Dug starts each game with five lives. After he burrows on his own, use your controller to send him where you want. When he enters a tunnel where Pooka is lurking, the monster begins to chase him. Explode Pooka quickly by pressing and holding the controller button, or by pumping it repeatedly. Pumping the button just once or twice will stun the monster so Dig Dug can slip past.a Touching Pooka when he's not stunned will knock Dig Dug out.

Dig Dug can handle Fygar in almost the same way, but dragons breathe fire, so be careful if Dig Dug approaches him while he's looking. It's not enough to be just outside his tunnel when he's looking, either, because his fire is so powerful that it burns a short distance through the earth.  Still, attacking him from the side is worth more points than attacking from above or below.

Another way to handle the monsters is to drop rocks on them. To do this, make Dig Dug tunnel underneath a rock when one or more monsters are chasing him.  If he's tunneling upward, have Dig Dug make a sharp turn just before he reaches the rock so it falls on them! If Dig Dug is tunneling sideways, time him so the rock falls just as the monsters run underneath!

After two rocks have fallen in any round, a veggie or fruit appears at the center of the earth for ten seconds. If Dig Dug can gobble it up, he earns extra points.

But there's something very strange about Pooka and Fygar. Unless Dig Dug destroys them quickly, they turn into ghosts and move through the ground directly toward him.  As soon as they enter a tunnel completely they become solid again, but while they're still ghosts, Dig Dug can only drop rocks on them.

The last monster left in any round gets scared of Dig Dug and turns to the surface, turning into a ghost if necessary to make his trip as fast as possible. Once on the surface he scampers to the left of the screen. To catch him, Dig Dug has to race toward the surface himself.

- TECHNICAL -

Model CX7803

- TRIVIA -

Atari 7800 conversion of the 1982 Namco coin-op classic.

- SCORING -

The flowers at the top of the screen tell the number of the round you are playing on. Each small flower counts as one; each large flower counts as ten.

Dig Dug scores points in several ways:
Digging Up Dirt
Each chunk: 10 points

Blowing Up Pooka and Fygar from Above or Below
Surface : 200 points
Top level of earth: 200 points
Second level down: 300 points
Third level down: 400 points
Bottom level: 500 points

Blowing Up Fygar from the Side
Surface: 400 points
Top level of earth: 400 points
Second level down: 600 points
Third level down:  800 points
Bottom level: 1000 points

Dropping Rocks on Monsters (score per rock)
One monster: 1000 points
Two monsters: 2500 points
Three monsters: 4000 points
Every extra monster: 2000 points

Gobbling Fruits and Veggies
Carrot: 400 points
Turnip: 600 points
Mushroom: 800 points
Cucumber: 1000 points
Eggplant: 2000 points
Bell Pepper: 3000 points
Tomato: 4000 points
Onion : 5000 points
Watermelon: 6000 points
Galaxian: 7000 points
Pineapple: 8000 points

- TIPS AND TRICKS -

Bonus Lives: At 20,000 points, 50,000 points, and every 50,000 points following, Dig Dug earns an extra life.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50131&o=2

$end


$gameboy=digdug,
$bio

Dig Dug [Model DMG-DY-NOE] (c) 1992 Namco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65840&o=2

$end


$gameboy=digdugu,
$bio

Dig Dug [Model DMG-DY-USA] (c) 1992 Namco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65841&o=2

$end


$nes=digdug,
$bio

Dig Dug (c) 1985 Namco, Limited.

Dig Dug is a platform/action game based on Namco's classic arcade game of the same name released in 1982. The player takes control of a character in a silver suit called Dig Dug (also known as Taizo Hori). The fellow digs tunnels and hunts down two types of alien creatures (Pooka & Fygar) hidden deep underneath the Earth in small underground dwellings. The highlight of Dig Dug is the weaponry used by the main character - no lasers, no bombs but... an air pump. This unlikely tool is used to inflate the poor aliens until they blow up to pieces. The idea sounds really basic at first but things quickly ramp up. The creatures come with their own bags of tricks - they can turn into ghostly and intangible forms and fly through solid dirt and the Fygars can even blow fire. Each screen comes with a handful of creatures to defeat and a time limit encourages the player to hurry up and complete his objective. Another interesting feature of Dig Dug is the way how the music plays as long as the player keeps moving. Dig Dug features countless stages and a two players alternate mode.

- TECHNICAL -

Game ID: NDD-4500

- TRIVIA -

Dig Dug was released on June 4, 1985 in Japan at a retail price of 4500 Yen.

The game was never released in its original cartridge format outside Japan. It didn't appear in other regions until decades later when it was released through the Virtual Console service on both the Nintendo Wii and the Nintendo 3DS (see Ports below).

- PORTS -

* Consoles :
Nintendo Wii [Virtual Console] [US] (June 9, 2008) "Dig Dug [Model FEDE]" 
Nintendo Wii [Virtual Console] [JP] (July 1, 2008) "Dig Dug [Model FEDJ]" 
Nintendo Wii [Virtual Console] [EU] [AU] (August 29, 2008) "Dig Dug [Model FEDP]" 
Nintendo 3DS [Virtual Console] [JP] (October 3, 2012) "Dig Dug [Model TA9J]" 
Nintendo 3DS [Virtual Console] [US] (February 14, 2013) "Dig Dug [Model TA9E]" 
Nintendo 3DS [Virtual Console] [EU] [AU] (April 18, 2013) "Dig Dug [Model TA9P]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53972&o=2

$end


$famicom_flop=digdug,
$bio

Dig Dug [Model NDS-DIG] (c) 1990 Namco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65280&o=2

$end


$a800=digdug,digduga,
$bio

Dig Dug (c) Atari, Incorporated.

- TECHNICAL -

Game ID: RX8026

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82565&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=digdug,
$bio

Dig Dug (c) 1983 Atarisoft

- TECHNICAL -

Game ID: RX8510

- TRIVIA -

The date '27 OCT 83' can be found in the program.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84412&o=2

$end


$c64_cart,c64_flop=digdug,digduga,
$bio

Dig Dug (c) 1983 Atari, Incorporated.

- TECHNICAL -

Game ID: RX8511

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53564&o=2

$end


$m5_cart=digdug,
$bio

Dig Dug [No.1] (c) 1982 NAMCO, Ltd. [Tokyo, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95342&o=2

$end


$info=digger,
$bio

Digger (c) 1980 Gremlin Ind.

Digger is a game that requires you to dig strategically placed holes within a maze format so you can capture and fill in over the invading creatures before they can attack and destroy your man. The maze format changes with every round played.

The creatures are confined behind a wall. In the first of three rounds of game play, four creatures are let out of the holding area through a gate. You must conquer these four before advancing to the next round, where you face six creatures. Your third round has you battling eight creatures. This process is repeated and the point value increased with each three-round victory. Also, creatures' speed increases each round. Any contact at all with the creatures will be fatal to your man.

While you are busy digging holes and entrapping creatures, the rest are behind the retaining wall scurrying back and forth. After about three minutes, the gates at each end will open and all of the remaining creatures will stream into the play area at once. However, a skillful player will conquer all of the creatures of each round and the gate will not be a threat.

- TECHNICAL -

Game ID : 684-691

Main CPU : Zilog Z80 (@ 1.93356 Mhz)

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 64

Players : 2
Control : 4-way joystick
Buttons : 2
=> [A] DIG, [B] FILL

- TRIVIA -

Digger was released in June 1980.

A hidden message can be found in ROM chip 691.u20, starting at 0x19E:
WRITTEN BY DAVID L. EVANS, 4535 TAFT AVENUE, LA MESA, CALIF. 92041 
AND BEAT OUT ON THE KEYBOARD OF A NOVAL 765! 
THANK YOU TERRY, BARBARA, CRAIG AND LARRY FOR SOME DEBUGGED SUBROUTINES...
JUNE 25, 1980 GREMLIN/SEGA INC.

- SCORING -

The point value per creature increases with each three-round phase.
The first phase awards 300 points per creature, decreasing to 100 points if not filled over promptly.
The second phase awards 500 points per creature, decreasing to 300 points.
The third phase awards 700 points, decreasing to 500 points.

- TIPS AND TRICKS -

* A double score bonus is awarded if you capture and fill in over the RED creature before any of the GREEN ones. But, this must be the FIRST creature defeated, or the RED creature becomes GREEN and no bonus is awarded.

* A 1000 points bonus is given if you capture four creatures in a row at full point value during any one round.

* When a creature is captured, 8 squeaking sounds are heard before the creature escapes from the hole. 5 squeaks are required to cover a creature, so you must hurry to the hole and Fill before the 4th squeak, or the creature will emerge and devour your man.

- STAFF -

Written by : David L. Evans

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=639&o=2

$end


$info=diggerc,
$bio

Digger (c) 1982 Century Electronics.

An early maze / digging game.

- TECHNICAL -

Main CPU : S2650 (@ 894.886 Khz)
Sound CPU : S2650 (@ 894.886 Khz)
Sound Chips : (2x) DAC, TMS5110 (@ 640 Khz)

Screen orientation : Vertical
Video resolution : 248 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 16

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Mark Peterson holds the official record for this game with 17,400 points on February 13, 1983.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3508&o=2

$end


$ibm5150,ibm5150_cass=digger,
$bio

Digger (c) 1983 Windwill Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83609&o=2

$end


$bbca_cass,bbcb_cass=digger,
$bio

Digger (c) 1984 Visions

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51745&o=2

$end


$msx2_flop=digger,diggerb,diggera,
$bio

Digger (c) 1987 Data Beutner

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101577&o=2

$end


$nes=digger,
$bio

Digger - The Legend of the Lost City (c) 1990 Milton Bradley Co.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55065&o=2

$end


$cpc_cass=diggerba,
$bio

Digger Barnes (c) 1985 Cable Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95955&o=2

$end


$info=diggerma,
$bio

Digger Man (c) 1999 The Game Room.

- TRIVIA -

This game steals many sprites & sounds from Face's "Gururin".

- STAFF -

Designed by : Kyle Hodgetts

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=6055&o=2

$end


$nes=diggertr,
$bio

Digger T. Rock - The Legend of the Lost City (c) 1991 Milton Bradley Co.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55066&o=2

$end


$info=m1digdel,m1digdela,
$bio

Diggers Delight (c) 199? Global Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42342&o=2

$end


$psx=digicall,
$bio

Digical League [Model SLPM-86038] (c) 1997 Square Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85085&o=2

$end


$gba=digicomm,
$bio

DigiCommunication 2 - Datou! Black Gemagema Dan [Model AGB-BDKJ-JPN] (c) 2004 Broccoli [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70322&o=2

$end


$gba=digidriv,
$bio

Digidrive [bit Generations] [Model AGB-BVHJ-JPN] (c) 2006 Nintendo Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76394&o=2

$end


$wscolor=digianca,
$bio

Digimon - Anode Tamer & Cathode Tamer [Model SWJ-BAN001] (c) 199? Bandai Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86420&o=2

$end


$gba=digimnb2u,
$bio

Digimon - Battle Spirit 2 [Model AGB-BDSE-USA] (c) 2003 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70326&o=2

$end


$gba=digimnb2,
$bio

Digimon - Battle Spirit 2 [Model AGB-BDSP] (c) 2003 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70325&o=2

$end


$gba=digimnbsu,
$bio

Digimon - Battle Spirit [Model AGB-A8SE-USA] (c) 2003 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70324&o=2

$end


$gba=digimnbs,
$bio

Digimon - Battle Spirit [Model AGB-A8SP] (c) 2003 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70323&o=2

$end


$wswan=digimon1,
$bio

Digimon - Ver. WonderSwan [Model SWJ-BAN001] (c) 199? Bandai Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86318&o=2

$end


$gbcolor=digimn4,digimn4h,
$bio

Digimon 02 4 (c) 200? Yong Yong [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67734&o=2

$end


$gbcolor=digimn5,
$bio

Digimon 02 5 (c) 200? Yong Yong [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67735&o=2

$end


$gbcolor=digimn5c,
$bio

Digimon 02 5 Crystal (c) 200? Yong Yong [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67736&o=2

$end


$gbcolor=digijade,
$bio

Digimon 02 Jade (c) 200? Yong Yong [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67737&o=2

$end


$gbcolor=digimn2,digimn2h,
$bio

Digimon 2 (c) 200? Yong Yong [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67738&o=2

$end


$gbcolor=digimn3c,
$bio

Digimon 3 Crystal (c) 200? Yong Yong [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67739&o=2

$end


$snes=digimon,digimonh,
$bio

Digimon Adventure (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62903&o=2

$end


$wswan=digianod,
$bio

Digimon Adventure - Anode Tamer [Model SWJ-BAN01C] (c) 1999 Bandai Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86319&o=2

$end


$wswan=digicatd,
$bio

Digimon Adventure - Cathode Tamer [Model SWJ-BAN01D] (c) 2000 Bandai Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86320&o=2

$end


$wscolor=digi2d1,
$bio

Digimon Adventure 02 - D1 Tamers [Model SWJ-BANC03] (c) 2000 Bandai Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86421&o=2

$end


$wswan=digi2tag,
$bio

Digimon Adventure 02 - Tag Tamers [Model SWJ-BAN032] (c) 2000 Bandai Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86321&o=2

$end


$psx=kiddigi,
$bio

Digimon Park [Model SLPS-03248] (c) 2001 Bandai Co., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85342&o=2

$end


$gba=digimnrcu,
$bio

Digimon Racing [Model AGB-BDGE-USA] (c) 2004 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70329&o=2

$end


$gba=digimnrc,
$bio

Digimon Racing [Model AGB-BDGP] (c) 2004 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70327&o=2

$end


$gba=digimnrcj,
$bio

Digimon Racing [Model AGB-BDJJ-JPN] (c) 2004 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70328&o=2

$end


$gba=digimnrb,
$bio

Digimon Ruby (c) 2003 Unknown [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70330&o=2

$end


$gba=digimnsp,
$bio

Digimon Sapphire (c) 200? Unknown [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70331&o=2

$end


$psx=digimont,
$bio

Digimon Tamers - Battle Evolution [Model SLPS-03357] (c) 2001 Bandai Co., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85086&o=2

$end


$wscolor=digitbs,
$bio

Digimon Tamers - Battle Spirit Ver. 1.5 [Model SWJ-BANC30] (c) 2002 Bandai Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86423&o=2

$end


$wscolor=digitbs1,
$bio

Digimon Tamers - Battle Spirit [Model SWJ-BANC1A] (c) 2001 Bandai Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86422&o=2

$end


$wscolor=digitbt,
$bio

Digimon Tamers - Brave Tamer [Model SWJ-BANC1D] (c) 2001 Bandai Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86424&o=2

$end


$wscolor=digitmed,
$bio

Digimon Tamers - Digimon Medley [Model SWJ-BANC14] (c) 2001 Bandai Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86425&o=2

$end


$psx=digimonw,
$bio

Digimon World [Model SLPS-01797] (c) 1999 Bandai Co., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85087&o=2

$end


$saturn,sat_cart=digiange,digiangea,
$bio

Digital Ange - Dennou Tenshi SS (c) 1997 Tokuma Shoten Intermedia, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59063&o=2

$end


$pce=digichmp,
$bio

Digital Champ (c) 1989 Naxat Soft.

Digital Champ is a first-person view boxing game by Naxat Soft. The great originality of the title (at least back in 1989) was to show the action through the eyes of the fighter in a way somehow similar to Nintendo's Punch Out released for the Famicom system. Game controls are simple and straight forward: the directional pad is used to aim, dodge, guard or block. Each action button controls the corresponding hand. A super punch can also be triggered by holding down either of them for long enough. The game offers a short selection of boxers to defeat, from Marciano (highly inspired by Rocky) to the strong Mick (strangely looking like Mohamed Ali). Each of them has obviously different graphics, but also different attack patterns. Damages can also be seen on your opponent's face in the shape of bruises or injuries.

- TECHNICAL -

Game ID: NX89003

- TRIVIA -

Released on October 13, 1989 in Japan for 5800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58562&o=2

$end


$saturn,sat_cart=digidanca,digidanc,digidancb,
$bio

Digital Dance Mix Vol. 1 - Namie Amuro (c) 1997 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59064&o=2

$end


$msx1_cart=megamit,megamita,
$bio

Digital Devil Monogatari - Megami Tensei (c) 1987 Telenet.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52699&o=2

$end


$x1_flop=megamit,megamitb,megamita,
$bio

デジタル・デビル 物語 女神転生 (c) 1987 Telenet Japan
(Digital Devil Monogatari - Megami Tensei)

- TRIVIA -

Released in May 1987 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85963&o=2

$end


$pc8801_flop=megamit,
$bio

Digital Devil Monogatari - Megami Tensei (c) 1987 Telenet Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91640&o=2

$end


$fm77av=megamit,
$bio

Digital Devil Monogatari - Megami Tensei (c) 1987 Telenet Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93836&o=2

$end


$wscolor=digimdp,
$bio

Digital Monster - D-Project [Model SWJ-BANC2E] (c) 2002 Bandai Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86426&o=2

$end


$wswan=digimon,
$bio

Digital Monster - Ver. WonderSwan [Model SWJ-BAN005] (c) 1999 Bandai Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86322&o=2

$end


$wscolor=digicard,
$bio

Digital Monster Card Game - Ver. WonderSwan Color [Model SWJ-BANC22] (c) 2002 Bandai Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86427&o=2

$end


$saturn,sat_cart=digimons,
$bio

Digital Monster Ver. S - Digimontamers (c) 1998 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59065&o=2

$end


$wswan=digipart,
$bio

Digital Partner [Model SWJ-BAN02C] (c) 2000 Bandai Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86323&o=2

$end


$saturn,sat_cart=digipinj,digipinja,
$bio

Digital Pinball - Last Gladiators (c) 1995 Kaze

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59066&o=2

$end


$saturn,sat_cart=digipinjtai,
$bio

Digital Pinball - Last Gladiators Taikenban (c) 1995 Kaze

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59067&o=2

$end


$saturn,sat_cart=digipinj97,
$bio

Digital Pinball - Last Gladiators Ver. 9.7 (c) 1997 Kaze

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59068&o=2

$end


$saturn,sat_cart=dpnecro,
$bio

Digital Pinball - Necronomicon (c) 1996 Kaze

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59069&o=2

$end


$saturn,sat_cart=dpnecrotai,
$bio

Digital Pinball - Necronomicon Taikenban (c) 1996 Kaze

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59070&o=2

$end


$saturn,sat_cart=digipin,
$bio

Digital Pinball [Model MK81680-50] (c) 1997 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60288&o=2

$end


$msx1_cass=dimcalc,
$bio

Dim-Calc (c) 1985 DIMensionNEW [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94586&o=2

$end


$info=dimahoo,dimahoou,dimahoud,
$bio

Dimahoo (c) 2000 Capcom Company, Limited.

North American & European release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Great Mahou Daisakusen [Green Board]".

- TECHNICAL -

Runs on the "CP System II" hardware.
Blue Board [USA & Europe]

- SERIES -

1. Sorcer Striker (1993)
2. Kingdom Grandprix (1994)
3. Dimahoo [Blue Board] (2000)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=640&o=2

$end


$msx1_cass=dimomega,
$bio

Dimension Omega (c) 1989 Positive [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94587&o=2

$end


$cpc_cass=dimensio,
$bio

Dimension Omega [Model ATF 32004] (c) 1989 Positive [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95956&o=2

$end


$snes=dimensfc,
$bio

Dimension-Force (c) 1991 Asmik

Dimension Force is a vertical shooter by Asmik. The game puts the player in control of a military helicopter on a perilous mission into the heart of the enemy territory. Things get quickly out of hand and enemy's tanks and planes soon give place to prehistoric beasts and tentacle mutant monsters. Power-ups hidden inside large planes increase the amount of damage the main weapon can inflict and secondary homing-missiles can be added to the mix. But the meat of the game lies in an unusual zoom option. Stages are divided into two alternating phases.The shooting phases feature a classic vertical shooting gameplay where waves of enemy planes typically fly and come at the player arcade style. The Technical phases, however, feature a zoom option activated with the controller's shoulder buttons. During this mode, enemies are layered at two different altitudes and switching from one to the other is at the heart of the gameplay. Some stages and end of stage bosses can usually only be defeated at a very-low altitude where buildings and other towers become deadly hazards. The game offers several play modes and the shooting and attack phases can be played separately or tied together.

- TECHNICAL -

Cartridge ID: SHVC-DF

- TRIVIA -

Released on December 20, 1991 in Japan for 8500 Yen.

Export releases:
[US] "D-Force [Model SNS-DF-USA]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61211&o=2

$end


$amigaocs_flop=dimoqst,
$bio

Dimo's Quest (c) 1993 Boeder

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73881&o=2

$end


$cdi=dimos,
$bio

Dimo's Quest (c) 1994 The Vision Factory.

So you call yourself a real game freak, do you? Go ahead then, sharpen up those steel nerves, fine-tune your incredible reflexes and get to show just how cool you really are. For in this heroic game you will face countless challenges... Become Dimo and find your way through 51 levels of full action and adventure!

- TECHNICAL -

Model 810 0166

- TRIVIA -

Export releases:
[US] "Dimo's Quest [Model 310690063-2]"

- UPDATES -

* since 1.07
call to _mix_out moved from poll_music to sysproc
set aud.mode to SYSMODE while mixing

* since 1.06
readtoc moved to loader
bumper is centered
no white pixel anymore
in game button 1 and 2
catcher not included
cd-i ready disc
cheat mode removed

* since 1.05
more free memory.
now uses cdi_loader to start applications.
the vision factory leader included.
mix_muscnt now cleared in mix_start.
uses the new sysproc routines.

* since 1.04
Catcher 0.51 included.
Linked without cio.
Using 4 pcls and looping for the sound mixing.
mix_vbl is called from the event_handler.
mix_out is called in poll_music.

- STAFF -

Programming by: Arjen Wagenaar
Graphics by: Luke Verhulst
Game graphics and design by: Infernal Bytes Germany, Eclipse
Music by: Joris de Man

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52842&o=2

$end


$cpc_cass=dinamic5,
$bio

Dinamic 5 Aniversario [Model AMS 890030] (c) 1989 Dinamic Soft. [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95957&o=2

$end


$info=diner_l4,diner_l1,diner_l3,
$bio

Diner (c) 1990 Williams Electronics Games, Incorporated.

- TECHNICAL -

Williams System 11C
Model Number : 571

Main CPU : M6808 (@ 1 MHz)
Sound CPU : Motorola M6809 (@ 2 MHz)
Sound chips : Yamaha YM2151 (@ 3.579545 MHz), DAC, HC55516

- TRIVIA -

Approximately 3,552 units were sold.

Strompolis' first game (see STAFF for more information). It uses the exact same match effect routine from Midway's 1989 "Mousin' Around!",

- STAFF -

Design & Concept : Mark Ritchie
Graphic Design : Mark Weston Sprenger
Software & FX : Jim Strompolis
Megamechanicals : Jack Skalon
Music : Chris Granner
Sounds & Speech : Rich Karstens
FX : Brian Eddy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5348&o=2

$end


$intv=diner,
$bio

Diner (c) 1987 INTV

He's back! Peter Pepper, that brave chef who will face any ordeal to get the lunch done, has taken on the task of short order cook at Ray's Diner.

Unfortunately, there's some Rotten Food in the diner (probably spoiled when it was still Baby Food) -- Hot Dogs, Cherries, Bananas, and their leader Mugsy, the Mug o' Root Beer!

The Rotten Food has thrown lunch all over the diner -- Meatballs, Lettuce Heads, Rice, Mashed Potatoes, and Macaroni are everywhere! Peter Pepper has to get lunch back on the plate before the Rotten Food gets HIM!

- TECHNICAL -

Model 8800

- TIPS AND TRICKS -

Credits will roll automatically if you leave the title screen up long enough.

- STAFF -

Design/Program: Ray Kaestner
Graphics: Connie Goldman
Sound: David Warhol

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60880&o=2

$end


$info=bg_ddb,
$bio

Ding Dong Bells (c) 199? BGT [B. Gaming Technology].

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41874&o=2

$end


$info=m4ddb,m4ddba,
$bio

Ding Dong Bells (c) 199? Coin World.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42042&o=2

$end


$info=dingo,dingoe,
$bio

Dingo (c) 1983 A.C.G. [Ashby Computers & Graphics]

A maze game.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz), Zilog Z80 (@ 1.62 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.62 Mhz)

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette colors : 98

Players : 2
Control : 8-way joystick
Buttons : 1

- TRIVIA -

Manufacturers Ashby Computers and Graphics, Ltd. were better known in the 1980s as 'Ultimate Play The Game', one of the best UK software houses of the time - these days known as 'Rare', a subsidiary of Microsoft. At the time the majority of their work was for the Z80-based Sinclair Spectrum, so it's not surprising to see that Dingo is similarly Z80-based. The font used in Dingo is the same font used in their Spectrum game of the same year, Atic Atac, and the Copyright symbol displayed on screen is copied directly from the standard Spectrum font.

- UPDATES -

The encrypted version uses a AY8910 @ 1.78975 Mhz instead 1.62 Mhz.

- SCORING -

Melon: 100 pts.
Strawberry: 150 pts.
Lemon: 200 pts.
Blackberry: 250 pts.
Tomato: 300 pts.
Rasberry: 350 pts.
Black Currant: 400 pts.

- STAFF -

Staff : Christopher Stamper, John Lathbury, Timothy Stamper, Carole Ward

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=641&o=2

$end


$amigaocs_flop=dingsda,
$bio

Dingsda (c) 1991 PCSL

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73882&o=2

$end


$gameboy=dinobrd2,
$bio

Dino Breeder 2 [Model DMG-A2DJ-JPN] (c) 1998 J-Wing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65843&o=2

$end


$gbcolor=dinobrd3,
$bio

Dino Breeder 3 - Gaia Fukkatsu [Model DMG-A3DJ-JPN] (c) 1999 J-Wing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67740&o=2

$end


$gbcolor=dinobrd4,
$bio

Dino Breeder 4 [Model DMG-A4DJ-JPN] (c) 2000 J-Wing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67741&o=2

$end


$gameboy=dinobreda,dinobred,
$bio

Dino Breeder [Model DMG-AWDJ-JPN] (c) 1997 J-Wing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65842&o=2

$end


$snes=dinocityu,
$bio

Dino City (c) 1992 Irem Corp.

- TECHNICAL -

Game ID: SNS-DW-USA

- TIPS AND TRICKS -

Level Password 
-------------- 
2 8SHTKES3HNDM  
3 HF4N(NBC41KT  
4 5SKXTES9HNZ4  
5 XKC5TESWHNN4  
6 5CX6DESOHF94  
End 8SSZ9[Reversed E]S0H4H4

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62905&o=2

$end


$snes=dinocity,
$bio

Dino City [Model SNSP-DW-EUR] (c) 1992 Irem Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62904&o=2

$end


$megadriv=dinodini,
$bio

Dino Dini's Soccer (c) 1994 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56447&o=2

$end


$snes=dinodini,
$bio

Dino Dini's Soccer! (c) 1994 Virgin Interactive

- TECHNICAL -

Game ID: SNSP-ADSP-EUR

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62906&o=2

$end


$info=dinodino,
$bio

Dino Dino (c) 200? Astro Corp.

15-reel 9-line video slot.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11962&o=2

$end


$megadriv=dinoland,
$bio

Dino Land (c) 1991 Renovation

- TRIVIA -

Reviews:
November 1991 - Consoles + N.2 [FR]: 64/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57187&o=2

$end


$x68k_flop=dinoland,
$bio

Dino Land (c) 1991 Brother Kougyou [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87430&o=2

$end


$info=dinorex,dinorexu,dinorexj,
$bio

Dino Rex (c) 1992 Taito.

In this one-on-one fighting game, six selectable dinosaurs do battle for their caveman masters!

- TECHNICAL -

Runs on the "Taito F2 System" hardware.

Prom Stickers : D39

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Released in November 1992, Dino Rex was originally planned to be released exclusively to the western market, but in the end the game was released to the Japanese market, too. 

At the beginning of the game development, the original plan was to design a helicopter shoot'em up, but this changed because of the success of the famous "Street Fighter II: The World Warrior".

- UPDATES -

The US version has the "Winners Don't Use Drugs" screen.

- STAFF -

Game designer : Project D-Rex
Planners & Directors : Senba Takatsuna, Kimura Chiho
Programmers : Nakamura Yasuhito, Iromust TMR, Tarabar, KZN, NOB, Okamoto Masahiro, Takayuki Shinma
Special programmer : Ichiro Fujisue
Hard Ware : Kawamoto Toshihiko
Decorator : Takenami Toshiyuki
Sound director : Yasuko Yamada (Zuntata)
Sound composers : Hiroshige Tonomura (TONO) (Zuntata), V. Ohashi (Pinch Panchi)
Sound effects : V. Ohashi (Pinch Panchi), Yasuko Yamada (Zuntata)
Planning support : Tomita Takaaki, Abe Naomitsu, Yusuke Tsuda
Software support : Kuroki Naoya, Masaya Kinoshita, Tany, Yagi Chan
Bit pattern (Character) : Senba Takatsuna, Kimura Chiho, Abe Naomitsu, Yusuke Tsuda
Bit pattern : Masami Kikuchi, Oh!No! Tomohiro, Takayuki Miyazawa, Joney Moriyama, Angel Ushiroda, Vinus Terakoshi
Rastan 3 design by : Makoto Fujita
Title present by : Ishii Hide
Cast : Ho Lee Chan, CP-Suger, Feti Oyabin, Angelliena, Papawa 30
Producers : Masaki Ogata, Ichiro Fujisue, Senba Takatsuna

- PORTS -

* Consoles : 
Sony PlayStation 2 [JP] (January 25, 2007) "Taito Memories II Joukan [Model SLPM-66649]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=642&o=2

$end


$coco_cart=dinowar,
$bio

Dino Wars (c) 1981 Tandy Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53427&o=2

$end


$sms=dinobash,
$bio

Dinobasher Starring Bignose the Caveman (c) 19?? Codemasters Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55990&o=2

$end


$lynx=dinolymp,
$bio

Dinolympics (c) 1992 Atari Corp.

- TECHNICAL -

Cartridge ID: PA2089

- TRIVIA -

Reviews:
[FR] March 1993 - Consoles + No. 18: 92/100

- TIPS AND TRICKS -

* Level Passwords: Each four levels completed you are awarded with a password. Enter these passwords to start from the corresponding level

Level 1 : LYNX
Level 5 : KRIS
Level 9 : CAVA
Level 13 : DBBS
Level 17 : TINA
Level 21 : KITI

- STAFF -

Programmer: C.F. Urquhart

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58812&o=2

$end


$pc8801_flop=dinosaur,dinosaura,
$bio

Dinosaur (c) 1990 Nihon Falcom [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91641&o=2

$end


$pc98=dinosaur,dinosaura,
$bio

Dinosaur (c) 1991 Nihon Falcom [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89295&o=2

$end


$amigaocs_flop=dinodet,
$bio

Dinosaur Detective Agency (c) 1993 Alternative Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73883&o=2

$end


$info=dinoeggs,
$bio

Dinosaur Eggs (c) 1993 Alvin G. & Co.

- TRIVIA -

Very rare, approximate 16 units were produced.

- STAFF -

Music by: Kyle Johnson, Matt Scott
Sound by: Matt Scott, Kyle Johnson

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5349&o=2

$end


$info=dinohunt,
$bio

Dinosaur Hunter (c) 1993 Unknown.

Unofficial Chinese version of "Cadillacs and Dinosaurs".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=33663&o=2

$end


$pc8801_flop=dinosaurma,dinosaurmb,
$bio

Dinosaur Music Disk (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91642&o=2

$end


$gbcolor=dinosauru,dinosaurup,
$bio

Dinosaur [Model CGB-BDNE-USA] (c) 2000 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67743&o=2

$end


$gbcolor=dinosaur,
$bio

Dinosaur [Model CGB-BDNP-EUR] (c) 2000 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67742&o=2

$end


$nes=dinobale,
$bio

Dinosaur'Bale (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83853&o=2

$end


$gbcolor=dinosrus,
$bio

Dinosaur'us [Model CGB-BDSP-EUR] (c) 2001 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67744&o=2

$end


$gba=dinotopi,
$bio

Dinotopia - The Timestone Pirates [Model AGB-AD3E-USA] (c) 2002 TDK Mediactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70332&o=2

$end


$snes=dinowars,
$bio

Dinowars - Kyouryuu Oukoku e no Daibouken (c) 1992 Irem Corp.

- TECHNICAL -

Cartridge ID: SHVC-DW

- TRIVIA -

Reviews:
June 1992 - Consoles + N.10 (Pages 66-67): 88/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61212&o=2

$end


$x68k_flop=dion,
$bio

Dion (c) 1992 Studio Theta

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87431&o=2

$end


$x1_flop=dione,
$bio

ディオーネ (c) 1987 Hudson Soft.
(Dione)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85964&o=2

$end


$pc8801_flop=dione,dioned,
$bio

Dione (c) 1987 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91643&o=2

$end


$pc98=dios,
$bio

Dios (c) 1989 Zain Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89296&o=2

$end


$pc8801_flop=dios,
$bio

Dios (c) 1989 Zain Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91644&o=2

$end


$msx2_flop=dios,diosb,diosa,
$bio

Dios (c) 1989 Xain Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101578&o=2

$end


$x68k_flop=dios,
$bio

Dios (c) 1990 Zain Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87432&o=2

$end


$msx1_cart=dipdip,
$bio

Dip Dip (c) 1985 Indescomp [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76688&o=2

$end


$info=sc1dip,
$bio

Diplomat (c) 199? Eurocoin.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=21276&o=2

$end


$pc8801_cass=dipper,
$bio

Dipper (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91211&o=2

$end


$a800=daccess,
$bio

Direct Access (c) 1984 Citibank

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86520&o=2

$end


$x68k_flop=directx,
$bio

Direct-X (c) 199? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87433&o=2

$end


$pc8801_flop=director,
$bio

Director Monogatari (c) 1988 Cross Media Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91645&o=2

$end


$msx2_cart=dires,
$bio

Dires (c) 1988 Bothtec

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51280&o=2

$end


$msx2_flop=dires,diresa,
$bio

Dires - Giger . Loop (c) 1987 Bothtec, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102174&o=2

$end


$cpc_cass=dirks198,
$bio

Dirk (c) 1987 PPP Ediciones

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95958&o=2

$end


$info=dirtdash,
$bio

Dirt Dash (c) 1995 Namco.

A racing game from Namco.

- TECHNICAL -

Namco Super System 22

- TRIVIA -

Dirt Dash was released in December 1995 in Japan.

If you watch Big Time Rush on Nickelodeon, in some episodes, the Big Time Rush band has a Dirt Dash cabinet in their house in background.

- TIPS AND TRICKS -

* T.T.Mode: Hold the brake, accelarator and view button, then insert coin.

* Car Setting Mode: Repeat the above steps but hold all those 3 buttons and enter the T.T.Mode, then go to stage select, use the steeling wheel to choose the racing couse ( don't press any button ) and wait for the time to finish, if you success, 'car setting mode' will appear on the screen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5094&o=2

$end


$info=dirtdvls,dirtdvlsa,
$bio

Dirt Devils (c) 1998 Sega Enterprises, Limited.

A racing game from Sega with all terrain vehicles such as a Humvee, a Sand Buggy, and a Beetle Buggy. There are 3 standard stages plus 1 hidden stage inside the big arena dome.

- TECHNICAL -

Runs on the Sega "Model 3 Step 2.1" hardware.

Players : 1
Control : 8-way joystick
Buttons : 4

- TRIVIA -

Dirt Devils was released in September 1998 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3758&o=2

$end


$snes=dirtrace,
$bio

Dirt Racer (c) 1995 Elite Systems.

- TECHNICAL -

Cartridge ID: SNSP-ADIP-EUR

- TRIVIA -

Reviews:
[FR] June 1995, Consoles + N.44: 80/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62907&o=2

$end


$snes=dirttraxu,
$bio

Dirt Trax FX (c) 1995 Acclaim Ent., Incorporated.

- TECHNICAL -

Game ID: SNS-AF9E-USA

- TIPS AND TRICKS -

Track Password 
--------------
Motocross BBBB 
Radical  XFBM 
Nightmare ZDPL 
Doom NRWG 
Forbidden HTJV 
500cc-Smokin' CLRF

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62909&o=2

$end


$snes=dirttrax,
$bio

Dirt Trax FX [Model SNSP-AF9P-EUR] (c) 1995 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62908&o=2

$end


$info=dirtfoxj,
$bio

Dirtfox (c) 1989 Namco.

An overhead-view racing game.

- TECHNICAL -

Namco System 2 hardware
Game ID : DF

Main CPU : (2x) Motorola 68000 (@ 12.288 Mhz), M6809 (@ 3.072 Mhz), HD63705 (@ 2.048 Mhz)
Sound Chips : C140 (@ 21.39 Khz), YM2151 (@ 3.57958 Mhz)

Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.61 Hz
Palette colors : 8192

Players : 2
Control : steering wheel

- TRIVIA -

Released in June 1989.

Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Dirtfox - PCCB-00013) on 21/11/1989.

- STAFF -

Music composed by : Shinji Hosoe

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=643&o=2

$end


$info=j5dirty,j5dirtya,j5dirtyb,j5dirtyc,
$bio

Dirty Dozen (c) 199? JPM International.

- TECHNICAL -

System 5

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41031&o=2

$end


$nes=dirtyhar,
$bio

Dirty Harry (c) 1990 Mindscape, Incorporated. [Northbrook, IL, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55067&o=2

$end


$info=dh_lx2,
$bio

Dirty Harry (c) 1995 Williams Electronics Games, Incorporated.

- TECHNICAL -

Model Number : 50030

- TRIVIA -

Released in January 1995. 4,248 units were produced.

When having the 'Body Armor', drain the ball during 'Meet the mob'. When the ball is launched back all the mobsters will have cowheads.

- UPDATES -

Version L-1
Date : January 20, 1995
- Initial release to production.

Version L-2
Date : January 31, 1995
- Warehouse popper now kicks faster in multiball to prevent 3 balls from getting stuck in it.
- Fixed a display problem where the incorrect award value was displayed in the warehouse raid feature.
- Added a sound to slam tilt.

- TIPS AND TRICKS -

Start a game just before midnight to enable 'Midnight Multiball'.

- STAFF -

Design by : Barry Oursler
Art by : Kevin O'Connor, Pat McMahon
Dots/Animation by : Scott Slomiany, Adam Rhine, Brian Morris
Mechanics by : Zofia Bil
Music & sounds by : Vince Pontarelli
Software by : Craig Sylla

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5350&o=2

$end


$lynx=dirtylar,
$bio

Dirty Larry - Renegade Cop (c) 1992 Atari Corp.

Have a Nice Day, Punk!
Dirty Larry, the toughest cop in town, is in trouble again. Not only did he just smash up his third police car of the week, but the judge has released one of Steelburg's worst criminals because Larry failed to follow correct procedure when he arrested him. So Larry must get back on the job--this time on foot. Now that Dirty Larry is on the street without the protection of a car, the punks are out in full force. Dirty Larry doesn’t mind. As the gang members attack, he simply blows them away. But how long can he survive the onslaught

- TECHNICAL -

Model PA2077

- SCORING -

Dirty Larry must defeat many gang members. Each gang member he defeats earns the renegade cop a certain number of points, depending on that gang member's difficulty level. The list below shows how many points each bad guy is worth.
Arsonist: 200 points.
Biker Chick: 300 points.
Chopper: 400 points.
Gang Dude: 400 points.
Drug Dude: 500 points.
Bat Dude: 700 points.
Rasta Dude: 700 points.
Bad Cop: 900 points.
Dr. Current: 1800 points.
Mr. White: 2500 points.
Mr. Big: 3500 points.

- TIPS AND TRICKS -

Dirty Larry can smell scum from a mile away. Anticipate bad guys.

Dirty Larry can sometimes shoot a gang member before the bad guy appears on the screen.

Conserve your ammo. If you run out, it’s very difficult to survive.

Besides, the lead is better off in a crook than in a brick wall or a fire hydrant.

If you defeat an enemy at the edge of the screen, a health or ammo icon may appear at the very edge. These are sometimes hard to see, but you can still jump at them and pick them up. Don’t miss your chance.

Watch the street in front of you. Watch the street behind you.

Stay out of the way of speeding motorcycles. They don’t call them 'choppers' for nothing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58813&o=2

$end


$famicom_flop=dirtpair,
$bio

?????? ????????? (c) 1987 Bandai
(Dirty Pair - Project Eden)

Kei and Yuri, two cute space investigators, are the heroines of this side-scrolling action game by Bandai and based on the popular animation series Dirty Pair. A distant planet is suffering civil war and the two girls are sent to investigate the situation. The players starts by taking control of the red-haired Kei. She can jump and fire using her laser-gun and the goal of the fist part of the game is to reach the enemy's lair. Once there, Yuri joins the party on a flying-bike. If Kei can make it quickly enough, she can jump on the bike and fly through the rest of the stage. However, make sure she doesn't hit a wall or any obstacles on the way or she will have to finish it on foot. Once their destination is reached, the game switches to a more static room mode where Kei infiltrates a building and move from room to room, looking for items such as floppy discs and unlock doors. This part definitively brings in a degree of adventure element to the game. A two simultaneous player mode is also available and get Rei and Yuri into battle as the same time.

- TECHNICAL -

Game ID: BAN-DPR

- TRIVIA -

Dirty Pair was released on March 28, 1987 in Japan for 3300 Yen.

After the game has been paused for around 20 minutes, 23 seconds, a long beep will play and a telephone ring will repeat indefinitely.

- STAFF -

Programmer: Yujix Terada

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65282&o=2

$end


$info=dirtypig,
$bio

Dirty Pigskin Football (c) 2004 Sammy Corp.

This is Football with a twist. Rather than regularly suited up football players each with their own set of morals, we have got a completely unique cast of players who don't know the meaning of the word. One of the featured teams is: The prisoners, in their traditional orange jail overalls. Then we have: The Hitman group, a group of assassinsall dressed in black suits and dark glasses, pleasant right? These men are all just urging to get their hands dirty. In total there are 12 teams in this game, various venues to play at, and the game also features a cool 4-player simultaneous play mode. With a play system that is easy to use, Pigskin welcomes all level of player to join in the action.

- TECHNICAL -

Sammy Atomiswave Hardware

CPU : Hitachi SH-4 32-bit RISC CPU (200 MHz 360 MIPS / 1.4 GFLOPS)
Graphic Engine : PowerVR 2 (PVR2DC)
Sound Engine : ARM7 Yamaha AICA 45 MHZ (with internal 32-bit RISC CPU, 64 channel ADPCM)
Main Ram : 32 megs
Main Memory : 16 MByte
Graphic Memory : 16 MByte
Sound Memory : 8 MByte
Media : ROM Board
Simultaneous Number of Colors : Approx. 16,770,000 (24bits)
Polygons : 2.5 Million polys/sec
Rendering Speed : 500 M pixel/sec
Additional Features : Bump Mapping, Fog, Alpha-Bending (transparency), Mip Mapping (polygon-texture auto switch), Tri-Linear Filtering, Anti-Aliasing, Environment Mapping, and Specular Effect.

Players : 4
Control : 8-way joystick
Buttons : 3

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4046&o=2

$end


$gameboy=dirtyrac,
$bio

Dirty Racing [Model DMG-RIJ] (c) 1993 Jaleco Company, Limited. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65844&o=2

$end


$bbca_cass,bbcb_cass=disassem,
$bio

Disassembler (c) 19?? Micro Power

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51746&o=2

$end


$spc1000_cass=disasm,
$bio

Disassembler (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83502&o=2

$end


$pc98=disaster,
$bio

Disaster (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89297&o=2

$end


$amigaocs_flop=disc,
$bio

Disc (c) 1991 Loriciels [France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73884&o=2

$end


$msx2_flop=ds10,
$bio

Disc Station #10 (c) 1990 Compile

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101579&o=2

$end


$msx2_flop=ds11,
$bio

Disc Station #11 (c) 1990 Compile

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101580&o=2

$end


$msx2_flop=ds12,
$bio

Disc Station #12 (c) 1990 Compile

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101581&o=2

$end


$msx2_flop=ds13,
$bio

Disc Station #13 (c) 1990 Compile

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101582&o=2

$end


$msx2_flop=ds14,
$bio

Disc Station #14 (c) 1990 Compile

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101583&o=2

$end


$msx2_flop=ds15,
$bio

Disc Station #15 (c) 1990 Compile

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101584&o=2

$end


$msx2_flop=ds16,
$bio

Disc Station #16 (c) 1990 Compile

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101585&o=2

$end


$msx2_flop=ds17,
$bio

Disc Station #17 (c) 1990 Compile

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101586&o=2

$end


$msx2_flop=ds18,
$bio

Disc Station #18 (c) 1990 Compile

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101587&o=2

$end


$msx2_flop=ds19,
$bio

Disc Station #19 (c) 1990 Compile

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101588&o=2

$end


$msx2_flop=ds20,
$bio

Disc Station #20 (c) 1990 Compile

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101589&o=2

$end


$msx2_flop=ds21,
$bio

Disc Station #21 (c) 1990 Compile

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101590&o=2

$end


$msx2_flop=ds22,
$bio

Disc Station #22 (c) 1991 Compile

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101591&o=2

$end


$msx2_flop=ds23,
$bio

Disc Station #23 (c) 1991 Compile

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101592&o=2

$end


$msx2_flop=ds24,
$bio

Disc Station #24 (c) 1991 Compile

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101593&o=2

$end


$msx2_flop=ds25,
$bio

Disc Station #25 (c) 1991 Compile

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101594&o=2

$end


$msx2_flop=ds26,
$bio

Disc Station #26 (c) 1991 Compile

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101595&o=2

$end


$msx2_flop=ds27,
$bio

Disc Station #27 (c) 1991 Compile

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101596&o=2

$end


$msx2_flop=ds28,
$bio

Disc Station #28 (c) 1991 Compile

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101597&o=2

$end


$msx2_flop=ds29,
$bio

Disc Station #29 (c) 1991 Compile

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101598&o=2

$end


$msx2_flop=ds03,
$bio

Disc Station #3 (c) 1989 Compile

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101599&o=2

$end


$msx2_flop=ds30,
$bio

Disc Station #30 (c) 1991 Compile

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101600&o=2

$end


$msx2_flop=ds31,
$bio

Disc Station #31 (c) 1991 Compile

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101601&o=2

$end


$msx2_flop=ds32,
$bio

Disc Station #32 (c) 1992 Compile

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101602&o=2

$end


$msx2_flop=ds04,
$bio

Disc Station #4 (c) 1989 Compile

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101603&o=2

$end


$msx2_flop=ds05,
$bio

Disc Station #5 (c) 1989 Compile

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101604&o=2

$end


$msx2_flop=ds06,
$bio

Disc Station #6 (c) 1989 Compile

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101605&o=2

$end


$msx2_flop=ds07,
$bio

Disc Station #7 (c) 1989 Compile

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101606&o=2

$end


$msx2_flop=ds08,
$bio

Disc Station #8 (c) 1989 Compile

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101607&o=2

$end


$msx2_flop=ds09,
$bio

Disc Station #9 (c) 1990 Compile

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101608&o=2

$end


$msx2_flop=ds02,
$bio

Disc Station - Dai-2-Go (c) 1988 Compile

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101609&o=2

$end


$msx2_flop=ds00,
$bio

Disc Station - Soukan Junbi-0-Go (c) 1988 Compile

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101610&o=2

$end


$msx2_flop=ds01,
$bio

Disc Station - Soukan-1-Go (c) 1988 Compile

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101611&o=2

$end


$pc98=ds98_00,
$bio

Disc Station 98 #00 - Soukan Junbi-gou (c) 1990 Compile

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89298&o=2

$end


$pc98=ds98_01,
$bio

Disc Station 98 #01 - Zoukan-gou (c) 1990 Compile

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89299&o=2

$end


$pc98=ds98_02,
$bio

Disc Station 98 #02 (c) 1991 Compile

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89300&o=2

$end


$pc98=ds98_03,
$bio

Disc Station 98 #03 (c) 1991 Compile

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89301&o=2

$end


$pc98=ds98_04,
$bio

Disc Station 98 #04 (c) 1991 Compile

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89302&o=2

$end


$pc98=ds98_05,
$bio

Disc Station 98 #05 (c) 1991 Compile

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89303&o=2

$end


$pc98=ds98_06,
$bio

Disc Station 98 #06 (c) 1991 Compile

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89304&o=2

$end


$pc98=ds98_07,
$bio

Disc Station 98 #07 (c) 1991 Compile.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89329&o=2

$end


$pc98=ds98_08,
$bio

Disc Station 98 #08 (c) 1991 Compile

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89305&o=2

$end


$pc98=ds98_09,
$bio

Disc Station 98 #09 (c) 1992 Compile

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89306&o=2

$end


$pc98=ds98_10,
$bio

Disc Station 98 #10 (c) 1992 Compile

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89307&o=2

$end


$pc98=ds98_11,ds98_11a,
$bio

Disc Station 98 #11 (c) 1992 Compile

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89308&o=2

$end


$pc98=ds98_12,
$bio

Disc Station 98 #12 (c) 1992 Compile

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89310&o=2

$end


$pc98=ds98_13,
$bio

Disc Station 98 #13 (c) 1992 Compile

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89311&o=2

$end


$pc98=ds98_14,
$bio

Disc Station 98 #14 (c) 1992 Compile

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89312&o=2

$end


$pc98=ds98_15,
$bio

Disc Station 98 #15 (c) 1992 Compile

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89313&o=2

$end


$pc98=ds98_16,
$bio

Disc Station 98 #16 (c) 1992 Compile

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89314&o=2

$end


$pc98=ds98_17,
$bio

Disc Station 98 #17 (c) 1992 Compile

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89315&o=2

$end


$pc98=ds98_18,
$bio

Disc Station 98 #18 (c) 1992 Compile

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89316&o=2

$end


$pc98=ds98_19,
$bio

Disc Station 98 #19 (c) 1992 Compile.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95232&o=2

$end


$pc98=ds98_20,
$bio

Disc Station 98 #20 (c) 1992 Compile

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89317&o=2

$end


$pc98=ds98_mc,
$bio

Disc Station 98 Bessatu - Map & Construction (c) 1991 Compile

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89318&o=2

$end


$pc98=ds98_ex1,
$bio

Disc Station 98 EX #1 (c) 1991 Compile

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89319&o=2

$end


$pc98=ds98_ex2,
$bio

Disc Station 98 EX #2 (c) 1991 Compile

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89320&o=2

$end


$pc98=ds98_ex3,
$bio

Disc Station 98 EX #3 (c) 1991 Compile

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89321&o=2

$end


$msx2_flop=dsdx1,
$bio

Disc Station Deluxe 1 (c) 1990 Compile

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101612&o=2

$end


$msx2_flop=dsdx2,
$bio

Disc Station Deluxe 2 (c) 1990 Compile

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101613&o=2

$end


$msx2_flop=dsdx3,
$bio

Disc Station Deluxe 3 (c) 1990 Compile

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101614&o=2

$end


$msx2_flop=dssp2,
$bio

Disc Station Special 2 (c) 1988 Compile

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101615&o=2

$end


$msx2_flop=dssp5,
$bio

Disc Station Special 5 (c) 1988 Compile

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101616&o=2

$end


$pc98=dstat_01,
$bio

Disc Station Vol. 01 (c) 1993 Compile

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89322&o=2

$end


$pc98=dstat_02,
$bio

Disc Station Vol. 02 (c) 1994 Compile

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89323&o=2

$end


$pc98=dstat_03,
$bio

Disc Station Vol. 03 (c) 1994 Compile

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89324&o=2

$end


$pc98=dstat_04,
$bio

Disc Station Vol. 04 (c) 1994 Compile

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89325&o=2

$end


$pc98=dstat_05,
$bio

Disc Station Vol. 05 (c) 1995 Compile

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89326&o=2

$end


$pc98=dstat_06,
$bio

Disc Station Vol. 06 (c) 1995 Compile

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89327&o=2

$end


$pc98=dstat_07,dstat_07a,
$bio

Disc Station Vol. 07 (c) 1995 Compile

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89328&o=2

$end


$pc98=dstat_08,
$bio

Disc Station Vol. 08 (c) 1995 Compile

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89330&o=2

$end


$pc98=dstat_10,
$bio

Disc Station Vol. 10 (c) 1996 Compile

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89331&o=2

$end


$msx1_cass=discwarr,discwarrbdiscwarra,
$bio

Disc Warrior (c) 1984 Alligata Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94588&o=2

$end


$amigaocs_flop=disca,
$bio

Disc [Budget] (c) 1991 Action Sixteen

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73885&o=2

$end


$amigaocs_flop=discb,
$bio

Disc [Podium] (c) 1991 Loriciels [France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73886&o=2

$end


$pc8801_flop=discard,
$bio

Discard (c) 1989 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91646&o=2

$end


$info=disco79,
$bio

Disco '79 (c) 1979 Allied leisure.

- STAFF -

Design by : Bob Betor
Art by : Mike Tori

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=6653&o=2

$end


$info=discoboy,discoboyp,
$bio

Disco Boy (c) 1993 Soft Art.

Disco Boy is an excessively difficult adult shooter game for one or two players. The player controls a boy shooting and jumping from a platform. The objective is to kill the boss in each stage to progress on through the game.

Each player stands on his own platform in the two player cooperate game. The platform tilts to the left and right in the direction that the player is moving and inching up the screen as the player switches directions.  The player can press down to push the platform back down. After a while in each stage a boss will appear and at this time many bundles of TNT will fill the background. When the player touches the TNT they explode to reveal the nude image that was previously just the girl's silhouette in the background. Once the player kills the boss the stage is over. Each stage features a different background image.

Some enemies drop power-ups, fruit or letters for the player to pick up. Power-ups give thee player better firepower or temporary invincibility. Fruit give the player extra points. If the player picks up all the letters to spell D-I-S-C-O, then he is allowed to skip the current stage and play a bonus stage with no enemies and lots of fruit.

Every third stage is a boss battle where the only enemy is a boss and there is no girl in the background.

The game is over once the player loses all of his lives.

- TECHNICAL -

Main CPU : (2x) Zilog Z80
Sound Chips : MSM5205

Palette colors : 4096

Players : 2
Buttons : 2

- TRIVIA -

The Promat Licensed(?) version has different gameplay and graphics.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=10592&o=2

$end


$info=disco_l1,
$bio

Disco Fever (c) 1978 Williams.

- TECHNICAL -

Williams System 3
Model Number : 483

Height : 69-1/2 inch.
Depth : 52 inch.
Width (with backbox): 30-1/2 inch.
Weight : 260 lbs.

- TRIVIA -

Released in June 1978.

6,000 units were produced. This is the 4th Solid-State game produced by Williams and the 2nd to feature electronic sound.

The most famous feature of Disco Fever were its 'banana flippers'.  Only 2 Williams games were ever produced with these wild flippers, Disco Fever and "Time Warp".

Artworks was inspired by Saturday Night Fever the movie.

- STAFF -

Design by : Tony Kraemer
Art by : Christian Marche

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5351&o=2

$end


$info=sc4disco,sc4discoa,sc4discob,sc4discoc,sc4discod,
$bio

Disco Inferno (c) 200? Mazooma Games.

Make your way around the dance floor for Cash, Features and Bonus Nudges. Get 3 'Disco Inferno' symbols to enter the Super Feature.

Hi Lo your way to the top of the charts for the JACKPOT or stay alive and go for Winspins, Reel Blasts, Cash Shots or Cash Repeaters.

- TECHNICAL -

[Model PR7048]

Technology : Scorpion 4
Cabinet : Smiley II front-opening
Jackpot : £15 / £5
Stakes : 20p, 25p, 30p

- TRIVIA -

Disco Inferno was the first UK AWP to feature Mazooma's unique CardMech technology, enabling more options and feature to be offered then ever before.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11914&o=2

$end


$info=otatidai,
$bio

Disco Mahjong - Otachidai no Okite (c) 1995 Sphinx.

A mahjong game with a nightclub theme.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 6 Mhz)
Sound CPU : Zilog Z80 (@ 8 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC

Screen orientation : Horizontal
Video resolution : 640 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 256

Players : 2
Control : mahjong keyboard

- TRIVIA -

Released in January 1995.

The title of this game translates from Japanese as 'Disco Mahjong - Law of the Stage'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=644&o=2

$end


$info=cdiscon1,
$bio

Disco No 1 (c) 1982 Data East.

You play a 90 pound weakling kid in a roller rink who has to skate around the bad guys in order to win the love admiration of cute chicks. Earn points by completely encircling one or more tough guys and picking up various bonus items that float across the rink. Interesting gameplay mechanics, nice music and decent graphics for 1982.

- TECHNICAL -

Runs on the "DECO Cassette System" hardware

Cartridge ID: Model DT-119

- TRIVIA -

Disco No 1 was released in March 1982. It was known as the 19th video game (Cassette no. 19) made for the Deco Cassette System.

This game is also known as "Sweet Heart [Cassette No.19]".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=402&o=2

$end


$info=disco,discof,
$bio

Disco No.1 (c) 1982 Data East.

You play a 90 pound weakling kid in a roller rink who has to skate around the bad guys in order to win the love admiration of cute chicks. Earn points by completely encircling one or more girls and picking up various bonus items that float across the rink. Interesting gameplay mechanics, nice music and decent graphics for 1982.

- TECHNICAL -

Main CPU : MOS Technology M6502 (@ 750 Khz)
Sound CPU : MOS Technology M6502 (@ 500 Khz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.5 Mhz)

Players : 2
Control : 4-way joystick
Buttons : 1

- TRIVIA -

Released in March 1982.

Also released on the DECO Cassette System as "Disco No 1 [Cassette No.19]".

- PORTS -

* Consoles :
Intellivision (1986) "Thin Ice [Model 8300]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=645&o=2

$end


$x68k_flop=discoscr,
$bio

Disco Scroll (c) 1989 Mugen Kaisha Rana

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87434&o=2

$end


$cdi=dsfne,
$bio

Discover Sports Fishing - Northern Edition (c) 1995 World of Wonders

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52843&o=2

$end


$msx1_cart=discomp,
$bio

Discover the Computer [Model C045] (c) 1986 al Alamiah

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76689&o=2

$end


$msx1_cass=discover,discoverb,discovera,
$bio

Discovery (c) 1988 Eurosoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94589&o=2

$end


$amigaocs_flop=discover,
$bio

Discovery - In the Steps of Columbus (c) 1992 Impressions

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73887&o=2

$end


$cdi=discplac,
$bio

Discovery - Your Place in the World (c) 1997 Educational Management Group

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52844&o=2

$end


$cpc_cass=discover,discover01,
$bio

Discovery 1 (c) 1985 Siren Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95959&o=2

$end


$info=sc1disc,
$bio

Discovery (c) 1992 ELAM.

- TECHNICAL -

Model 5399

- TRIVIA -

Discovery was released in July 1992.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=21277&o=2

$end


$info=dotrone,
$bio

Discs of Tron (c) 1983 Bally Midway.

As Tron, you fling discs at Sark in an attempt to knock him off his platform. Knocking off Sark will advance you to the next level. Other levels vary the level and number of platforms to jump between.

- TECHNICAL -

[Environmental model] [No. 383]

The Environmental model is huge, weighing in at over 700 pounds. The game was often sawed in 2 to make it easier to move. The cabinet, though it looks like it should come apart, does not (the roof and floor boards span both halves of the cabinet).

The environmental is called such because it attempts to replicate the environment that your character on the screen is experiencing. The player stands inside the cabinet on a disc, and lights around the disc flash when your character dies (just like on screen). The surround sound replicates the sounds of discs that whiz by your character.

- TRIVIA -

Released in March 1983.

Also released as "Discs of Tron [Upright model]".

Discs of Tron was originally designed to be a part of the original "Tron" coin-op, but was cut out at the end and set aside for refinement and release as a stand-alone coin-op in its own right.

Discs of Tron is inspired by the short sequence in the movie (Tron, 1982 Disney) where the character Flynn beats another trapped program and eventually 'derezzes' him, and when Tron is introduced, beating four 'computer players' very early in the movie.

David Bagenski holds the official record for this game with 418,200 points on June 28, 1986.

- UPDATES -

This Environmental version has as additional PCB boards including sound, speech and light sequencer boards and relays, and different EPROM data for video & CPU.

- SCORING -

Smash Sark's disc : 100 points.
Smash Sark's energy disc : 200 points.
Smash Sark's chaser : 400 points.
Smash Sark's super chaser : 800 points.
Smash Sark's energy pellet : 600 points.
Graze Sark : 200 points.
Derez Sark : 1000 points.
Derez Sark's Platform : 2000 points.

- SERIES -

1. Tron (1982)
2. Discs of Tron (1983)
3. Tron 2.0 (2003, PC/MAC) 
4. TRON (2010, iPhone/iPod)

- STAFF -

Designed and Programmed by : Robert Dinnerman (Bob)
Game Art and Animation : Brian Colin
Concept art : Earl Vickers
Cabinet Design : George Gomez
Hardware : Atish Ghosh
Group Manager : Bill Adams

- PORTS -

* Consoles :
Nintendo Game Boy Advance (2004, "Tron 2.0 - Killer App")
Microsoft XBOX 360 (2007, Xbox Live Arcade)

* Computers :
Commodore C64 (19??)
Amstrad CPC (1990, "Disc")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=20044&o=2

$end


$info=dotron,dotrona,
$bio

Discs of Tron (c) 1983 Bally Midway.

As Tron, you fling discs at Sark in an attempt to knock him off his platform. Knocking off Sark will advance you to the next level. Other levels vary the level and number of platforms to jump between.

- TECHNICAL -

[Upright model] [No. 696]

The Upright model looses a lot of the bells and whistles of the Environmental model, including speech (see 'Updates' section for more information).

Bally Midway MCR 3 hardware

Main CPU : Zilog Z80 (@ 5 Mhz)
Sound CPU : Zilog Z80 (@ 2 Mhz), M6802 (@ 895 Khz)
Sound Chips : (2x) General Instrument AY8910 (@ 2 Mhz), Texas Instruments TMS5220 (@ 640 Khz)

Screen orientation : Horizontal
Video resolution : 512 x 480 pixels
Screen refresh : 30.00 Hz
Palette colors : 64

Players : 2
Control : 8-way joystick with a trigger, spinner knob, button

- TRIVIA -

Released in March 1983.

Also released as "Discs of Tron [Environmental model]".

Discs of Tron was originally designed to be a part of the original "Tron" coin-op, but was cut out at the end and set aside for refinement and release as a stand-alone coin-op in its own right.

Discs of Tron is inspired by the short sequence in the movie (Tron, 1982 Disney) where the character Flynn beats another trapped program and eventually 'derezzes' him, and when Tron is introduced, beating four 'computer players' very early in the movie.

David Bagenski holds the official record for this game with 418,200 points on June 28, 1986.

A Discs of Tron 'prototype' machine was shown at the 2003 classic arcade games show 'California Extreme' in San Jose, California.

- UPDATES -

Upright version 1 :
* First release.

Environmental version :
* Additional PCB boards including sound, speech and light sequencer boards and relays.
* Different EPROM data for video & CPU.

Upright version 2 :
* Added points displaying for 'derezing a disc 2000' on the attract mode.
* Some changes on sound and input menu in Test mode.

- SCORING -

Smash Sark's disc : 100 points.
Smash Sark's energy disc : 200 points.
Smash Sark's chaser : 400 points.
Smash Sark's super chaser : 800 points.
Smash Sark's energy pellet : 600 points.
Graze Sark : 200 points.
Derez Sark : 1000 points.
Derez Sark's Platform : 2000 points.

- SERIES -

1. Tron (1982)
2. Discs of Tron (1983)
3. Tron 2.0 (2003, PC/MAC) 
4. TRON (2010, iPhone/iPod)

- STAFF -

Designed and Programmed by : Robert Dinnerman (Bob)
Game Art and Animation : Brian Colin
Concept art : Earl Vickers
Cabinet Design : George Gomez
Hardware : Atish Ghosh
Group Manager : Bill Adams

- PORTS -

* Consoles :
Nintendo Game Boy Advance (2004, "Tron 2.0 - Killer App")
Microsoft XBOX 360 (2007, Xbox Live Arcade)

* Computers :
Commodore C64 (19??)
Amstrad CPC (1990, "Disc")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=646&o=2

$end


$saturn,sat_cart=discwrl2,
$bio

Discworld II - Missing Presumed...?! (c) 1996 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60289&o=2

$end


$saturn,sat_cart=discwrldj,
$bio

Discworld (c) 1996 Media Entertainment

Japanese release. Game developed in Europe.

- TECHNICAL -

Game ID: T-20502G

- TRIVIA -

Released on December 13, 1996 in Japan. Retail price: 5800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59071&o=2

$end


$msx1_cass=disenado,
$bio

Diseñador de Graficos (c) 1985 Advance [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94590&o=2

$end


$a2600=dishastr,
$bio

Dishaster (c) 1983 Vidco

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50412&o=2

$end


$pc98=diskbtl,
$bio

Disk Battler (c) 1992 ABA [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89332&o=2

$end


$pc98=dbd91,dbd91a,
$bio

Disk Bishoujo Daizukan 91 (c) 1991 Santa Fe [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89333&o=2

$end


$famicom_flop=diskctrl,
$bio

Disk Control Program (c) 19?? Sunsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65283&o=2

$end


$adam_flop=diskdoc,
$bio

Disk Doctor (c) 1987 AJM Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82644&o=2

$end


$ti99_cart=diskfx21,
$bio

Disk Fixer (c) 1984 Navarone

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84557&o=2

$end


$ti99_cart=diskfx20,
$bio

Disk Fixer v2.0 (c) 1984 Navarone

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84558&o=2

$end


$famicom_flop=diskhacks,
$bio

Disk Hacker (c) 19?? Sunsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65284&o=2

$end


$famicom_flop=diskhack2,diskhack1,diskhack,
$bio

Disk Hacker (c) 19?? Hacker International

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65285&o=2

$end


$famicom_flop=diskhac2,
$bio

Disk Hacker II - Copy Plus 3 (c) 19?? Hacker International

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65286&o=2

$end


$famicom_flop=diskkeep,
$bio

Disk Keeper (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65287&o=2

$end


$adam_flop=diskman,diskmana,
$bio

Disk Manager (c) 1984 Coleco Industries, Inc. [Amsterdam, NY, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82645&o=2

$end


$ti99_cart=diskman1,diskmn1i,
$bio

Disk Manager 1 [Model PHM 3019] (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84559&o=2

$end


$ti99_cart=diskman2,
$bio

Disk Manager 2 [Model PHM 3089] (c) 1982 Texas Instruments

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84560&o=2

$end


$ti99_cart=diskman3,
$bio

Disk Manager 3 (c) 1983 Texas Instruments

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84561&o=2

$end


$bbca_cass,bbcb_cass=diskmast,
$bio

Disk Master (c) 19?? RSoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51747&o=2

$end


$msx2_flop=manilove,
$bio

Disk Mystery #4 - The Man I Love (c) 1988 Thinking Rabbit [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101617&o=2

$end


$pc8801_flop=disknoah,disknoa1,
$bio

Disk Noah (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91647&o=2

$end


$pc8801_flop=diskstu1,
$bio

Disk Studio vol. 1 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91648&o=2

$end


$pc8801_flop=diskstu2,
$bio

Disk Studio vol. 2 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91649&o=2

$end


$pc8801_flop=diskstu3,
$bio

Disk Studio vol. 3 - Super Mizumashi Special (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91650&o=2

$end


$ti99_cart=diskutil,
$bio

Disk Utilities (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84562&o=2

$end


$pc8801_flop=diskbasi,
$bio

DISK-BASIC Program Library (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91589&o=2

$end


$fm7_disk=diskfm1,
$bio

DiskFM Vol.1 (c) 1983 Suzuki Giken

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93612&o=2

$end


$info=potc_600,potc_110af,potc_110ai,potc_110gf,potc_111as,potc_113af,potc_113ai,potc_113as,potc_113gf,potc_115af,potc_115ai,potc_115as,potc_115gf,potc_300af,potc_300ai,potc_300as,potc_300gf,potc_400af,
$bio

Disney Pirates of the Caribbean (c) 2006 Stern Pinball.

- TECHNICAL -

Stern S.A.M. System

Main CPU : Atmel AT91

- TRIVIA -

Based on the hit movie, starring Johnny Depp.

- UPDATES -

POTC V4.00 -  April 27, 2007
- Replaced changes 3.0 undid from 2.0
- Added small flasher effects for the JACK ramp.
SYS 1.25
- fixed the extra ball crash bug.
- fixed multiball decvice problem, trough will no longer appear dead or cause endless multiballs.

POTC V3.00 -  April 13, 2007
SYS 1.24
- changed ticket notch to be active closed.

POTC V2.00 - April 11, 2007
SYS 1.23
- Fixed the way the ticket notch switch responds.
- Added a Davy Jones Champion.
- Added the base bonus value to the end of ball bonus display effect.
- Added blow off of bonus with both flippers.
- Added new boarder for ball saved screen.
- Fixed the broadside speech and in general cleaned it up.
- Fixed the 'Cheated speech' and made it easier to hear.
- Made the base bonus scores larger and non-linear.
- Reduced the scores for Davy Jones.

POTC V1.15 -  November 15, 2006
SYS 1.17
- Fixed Tortuga lock staying lit post Tortuga Multiball.
- Fixed Port Royal compass lamp not lighting from Liars Dice.
- Added Door open Ball Save adjustment.
- Added Instant Info # of shots to sink next ship
- Added Instant Info current PARLAY letters
- Added Instant Info current jackpot value
- Added Instant Info current Heart super jackpot value
- Added Instant Info Heart letters

POTC V1.14 - October 11, 2006
SYS 1.16
- Fixed a super skill shot restarting bug.
- Beta brite support was added for the tournament system.

POTC V1.13 - September 19, 2006
SYS 1.15
- Fixed the flipper EOS coil fire timing
- Added a super skill shot and a super duper skill shot
- Tournaments will continue to run if the game is turned off. This was introduced in v1.09

POTC V1.12 -  August 24, 2006
SYS 1.14
- Fixed some tranlation misspellings.
- Fixed Time Lock lamp was staying lit after time lock ended from draing the ball.

POTC V1.11 - August 17, 2006
SYS 1.14
- Fix some foreign language misspellings.

POTC V1.10 - August 10, 2006
SYS 1.13
- Canada - English/French selection now available.
- Fix overlapping text in sound text.

POTC V1.09 - August 8, 2006
SYS 1.13
- ADDED - French translations.
- ADDED - German translations.
- ADDED - Italian translations.
- FIX - Coin switch denounce will not give extra credits at power-off.
- FIX - Ship will always sink during the game.
- FIX - Tortuga, time lock, Port Royal lamps will now be in the correct states all the time.
- Lowered the priority of the walk the plan sounds.
- Tweaked the "sink ship" boat effect
- Tweaked the "sink ship" lamp effect
- Made the game over music last longer
- Added sound to sinking ship sequence.
- Tweaked when the JACK monkey sounds occur.
- Added a Davy Jones defeated Lamp effect.
- Added more defeated Davy Jones sounds.
- Added a timer to Collect Crew BG Display effect.
- Added NORTH, SOUTH, EAST, WEST to the Four Winds BG display effect.

POTC V1.08 - Thursday July 27, 2006
SYS 1.12
- Fixed some 4 winds score initialized for the nth 4 winds past the first one.
- Made Liars Dice be deterministic if in competition mode.
- Reset Jackpot values back to 1 million at the start of each ball if needed.
- The player will be spotted a plunder lamp if a ball exits with no targets hit.
- Tweaked the start of Battle Kraken or Fight Davy Jones speech timing.
- Cleaned up the choreography for defeating Davy Jones. 
- Added Burn-in for the ship and plunder Disk.
- Improved dedicated switch scanning.
- Added HSTD feature so you don’t have to enter initials twice as a player.
- Made Four Winds pick up where you left off on 2nd plus four winds in a game.
- Fixed pop-bumper hits are no longer awarded during Four Winds.
- Gauntlet now mask out all the lamps.
- Removed the bell sound from the start of four winds.
  
POTC V1.07 - Wednesday July 26, 2006
SYS 1.12
- FIX - The Davy Jones Total was not being calculated correctly and now is.
- Fixed the appearance of the Gauntlet initials screens.
- Added new sounds for jackpot grows.
- Increased the pulse on the chest pin to help with edge cases.
- Tweaked some Kraken Speech.
- Reduced the max plunder target hits per plunder lamp movement.
- Reduced how hard Davy Jones is to defeat after you have defeated him. He was getting too hard to defeat.
- Made Big points be 500k or Jackpot-value which ever is greater.
- Rum Combo scores that were 2X or 3x were not being displayed correctly.
- Added a sound to the kick out of the top VUK.
- The correct sound plays now when the sails fall from Liars Dice.
- Attract mode tournament Messages after an update of code will now look correct.
- Added a sound to the top of the Ball Saved display effect..		
- Added 'Yo ho yo ho and a bottle...' to the flipper sounds if '15 men...' was first.
- Made the Heart MB is lit background lamps blink slower.
- Tweaked the timing of some captain speech.
- Changed the order of the rum combo ramp speech.
- Stopped PARLAY letters during multiball.
- Raised the score values and Max for hitting the ship.

POTC V1.06 - Tuesday July 25, 2006
SYS 1.12
- FIX : Some game state flags were not getting reset correctly. The singing at the beginning and the liars Dice being 2 examples.

POTC V1.05 - Tuesday July 25, 2006
SYS 1.12
- FIX : 4 winds starts correctly. This problem was created in V1.04
- Sounds, Speech, and music were tweaked for some volume level other issues.
- Made language selection toggle to English and back.
- Canada language selection factory to off.
- Lowered the max value for kraken super-pops.
- Made Parley easier the first time. Since a post now makes it harder to go in hole.
 
POTC V1.04 - Monday July 24, 2006
SYS 1.12
- FIX : Heart Multiball Super Jackpot now awards during the grace period.
- FIX : Four Winds total now displays the correct amount.
- FIX : Bonus Multiplier Held now works correctly.
- Held off the start of the 'yo ho' music till the kraken super jackpot ends.
- Held off the start of the 'Kraken Battle' and 'Fight Davy' music till the kraken super jackpot ends.
- Added some translated text.
- Increased the maximum Bonus to 30X.
- Added lane change to the top lanes.
- Changed council scoring to be higher.
- The ship will now go to the correct state after diagnostics. 
- Game over flipper speech will only play after the game over music ends.
- Increased the length of time Instant Info last per frame.
- Adjusted the order of the game audits.
- Only the first captain will delay the ball when the ship is hit.
- The HEART lights are now reset at the end of heart multiball.
- Held scores up longer at game over if there is more than 1 player.
- Balanced the Top Lanes scores some.
- Made left orbit awards not happen if ball came from Disk
- Lighting Time lock during Tortuga Multiball will no longer stop the disk or pin.
- 4 Winds and Gauntlet will now restart themselves if they add-a-ball during grace.
- Shooting Four Winds during grace will no longer start the four winds hurry up.
- The center and right top lane audits now chalk correctly.

POTC V1.03 - Tuesday July 18, 2006
Initial Release, English and Spanish

- STAFF -

Designers : Dennis Nordman, Dwight Sullivan (XAQ)
Playfield : Dennis Nordman
Artwork : Kevin O'Connor
Software : Dwight Sullivan
Dot Art : Mark Galvez
Dot Software : Lonnie D. Ropp
Mechanics : Ray Tanzer, John Rotharmel, Rob Blakeman, Oleg Korepanov, Mike Redoble
Music and Sounds : David D. Thiel
Front Man : Marc Schoenberg
Operating System : Lyman F. Sheats Jr.
Super Wizard Mode : Keith P. Johnson
Development Help : Phillis, Sheridan Oursler, Eran Marco
Testing : Joe Blackwell, Chas Siddiqi, Pat Powers
Owner : Gary Stern
Very Special Thanks : Anna Sullivan, David Sullivan, James Sullivan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=6068&o=2

$end


$gba=carschmp,carschmpu,
$bio

Disney Pixar Cars - Mater-National Championship [Model AGB-BCPE-USA] (c) 2007 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70335&o=2

$end


$gba=carsj,
$bio

Disney Pixar Cars [Model AGB-BCAJ-JPN] (c) 2006 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70334&o=2

$end


$gba=princesss,
$bio

Disney Princesas (c) 2003 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70336&o=2

$end


$gba=princsrau,
$bio

Disney Princess - Royal Adventure [Model AGB-BQNE-USA] (c) 2006 Buena Vista Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70340&o=2

$end


$gba=princsra,
$bio

Disney Princess - Royal Adventure [Model AGB-BQNP] (c) 2006 Buena Vista Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70339&o=2

$end


$pico=ariel,
$bio

Disney Princess Ariel [Model HPC-6138] (c) 2004 Sega Toys

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75642&o=2

$end


$pico=princehk,
$bio

Disney Princess Suteki ni Lesson! Hiragana-Katakana (c) 2004 Sega Toys.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88791&o=2

$end


$gba=princess,
$bio

Disney Princess [Model AGB-AQPE-USA] (c) 2003 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70337&o=2

$end


$gba=princessf,
$bio

Disney Princesse (c) 2003 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70341&o=2

$end


$pico=princess,princessa,
$bio

Disney Princesses - Princesses ni Naritai! (c) 2003 Sega Toys.

- TECHNICAL -

Game ID: HPC-6136

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75643&o=2

$end


$gba=princessi,
$bio

Disney Principesse (c) 2003 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70342&o=2

$end


$gba=dsfootblj,
$bio

Disney Sports - American Football [Model AGB-A3DJ-JPN] (c) 2002 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70343&o=2

$end


$gba=dsbasketu,
$bio

Disney Sports - Basketball [Model AGB-A2AE-USA] (c) 2002 Disney Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70346&o=2

$end


$gba=dsbasketj,
$bio

Disney Sports - Basketball [Model AGB-A2AJ-JPN] (c) 2003 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70345&o=2

$end


$gba=dsbasket,
$bio

Disney Sports - Basketball [Model AGB-A2AP] (c) 2003 Disney Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70344&o=2

$end


$gba=dsfootbl,
$bio

Disney Sports - Football [Model AGB-A3DE-USA] (c) 2002 Disney Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70348&o=2

$end


$gba=dssoccer,
$bio

Disney Sports - Football [Model AGB-A6DP] (c) 2002 Disney Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70347&o=2

$end


$gba=dsmotoxu,
$bio

Disney Sports - Motocross [Model AGB-AOME-USA] (c) 2003 Disney Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70351&o=2

$end


$gba=dsmotoxj,
$bio

Disney Sports - Motocross [Model AGB-AOMJ-JPN] (c) 2003 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70350&o=2

$end


$gba=dsmotox,
$bio

Disney Sports - Motocross [Model AGB-AOMP] (c) 2003 Disney Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70349&o=2

$end


$gba=dsskateu,
$bio

Disney Sports - Skateboarding [Model AGB-A4DE-USA] (c) 2002 Disney Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70354&o=2

$end


$gba=dsskatej,
$bio

Disney Sports - Skateboarding [Model AGB-A4DJ-JPN] (c) 2002 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70353&o=2

$end


$gba=dsskate,
$bio

Disney Sports - Skateboarding [Model AGB-A4DP] (c) 2002 Disney Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70352&o=2

$end


$gba=dssnowu,
$bio

Disney Sports - Snowboarding [Model AGB-A5DE-USA] (c) 2003 Disney Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70357&o=2

$end


$gba=dssnowj,
$bio

Disney Sports - Snowboarding [Model AGB-A5DJ-JPN] (c) 2003 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70356&o=2

$end


$gba=dssnow,
$bio

Disney Sports - Snowboarding [Model AGB-A5DP] (c) 2003 Disney Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70355&o=2

$end


$gba=dssocceru,
$bio

Disney Sports - Soccer [Model AGB-A6DE-USA] (c) 2002 Disney Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70359&o=2

$end


$gba=dssoccerj,
$bio

Disney Sports - Soccer [Model AGB-A6DJ-JPN] (c) 2002 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70358&o=2

$end


$gba=lionkingu,
$bio

Disney The Lion King 1 1/2 [Model AGB-BLKE-USA] (c) 2003 Disney Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70361&o=2

$end


$gba=lionking,
$bio

Disney The Lion King [Model AGB-BLKP] (c) 2003 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70360&o=2

$end


$gbcolor=102dalma,
$bio

Disney's 102 Dalmatians - Puppies to the Rescue [Model CGB-B99E-USA] (c) 2000 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67747&o=2

$end


$gbcolor=102dalmag,
$bio

Disney's 102 Dalmatiner [Model CGB-B99F-NOE] (c) 2000 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67749&o=2

$end


$nes=magickdmupo,magickdmup,magickdm,magickdmu,
$bio

Disney's Adventures In The Magic Kingdom (c) 1992 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55068&o=2

$end


$info=aladmdb,
$bio

Disney's Aladdin (c) 1993 Unknown.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 7.670442 Mhz), Zilog Z80 (@ 3.57954 Mhz) 
Sound Chips : YM2612 (@ 7.670442 Mhz), SN76496 (@ 3.57954 Mhz) 

Screen orientation : Horizontal 
Video resolution : 256 x 224 pixels 
Screen refresh : 60.00 Hz 
Palette colors : 512

Players : 1 
Control : 8-way joystick 
Buttons : 3

- TRIVIA -

Unofficial arcade version of the Japanese Sega Mega Drive version.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15425&o=2

$end


$megadriv=aladdin,aladdinj,
$bio

Disney's Aladdin (c) 1993 Sega Enterprises, Limited.

- TRIVIA -

Reviews:
[FR] October 1993 - Consoles + N.24: 95%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56448&o=2

$end


$megadriv=aladdinu,aladdinup,
$bio

Disney's Aladdin (c) 1993 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57188&o=2

$end


$nes=aladdin,
$bio

Disney's Aladdin (c) 1994 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55069&o=2

$end


$sms=aladdin,
$bio

Disney's Aladdin (c) 1994 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55991&o=2

$end


$gamegear=aladdin,aladdinp3,aladdinp2,aladdinp1,
$bio

Disney's Aladdin [Model 2525] (c) 1994 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64541&o=2

$end


$gba=aladdinj,
$bio

Disney's Aladdin [Model AGB-AJ6J-JPN] (c) 2003 Disney Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70363&o=2

$end


$gba=aladdinu,
$bio

Disney's Aladdin [Model AGB-BADE-USA] (c) 2003 Disney Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70364&o=2

$end


$gba=aladdin,
$bio

Disney's Aladdin [Model AGB-BADP-EUR] (c) 2003 Disney Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70362&o=2

$end


$gbcolor=aladdinu,
$bio

Disney's Aladdin [Model CGB-BADE-USA] (c) 2000 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67751&o=2

$end


$gbcolor=aladdin,
$bio

Disney's Aladdin [Model CGB-BADP-EUR] (c) 2000 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67750&o=2

$end


$gameboy=aladdinu,
$bio

Disney's Aladdin [Model DMG-ALAE-USA] (c) 1995 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65847&o=2

$end


$gameboy=aladdin,
$bio

Disney's Aladdin [Model DMG-ALAP-EUR-1] (c) 1994 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65846&o=2

$end


$gamegear=aladdinj,
$bio

Disney's Aladdin (c) 1994 Sega Enterprises, Limited.

- TECHNICAL -

[Model G-3336]

- TRIVIA -

This game is based on the 1992 movie with the same title.

- TIPS AND TRICKS -

* Test Mode : At the title screen, press Up, Right, Down, Left, 1, 2, 1, 2.

* Invincibility : Enter AIQY as password.

* Level Passwords : Enter the following passwords to start from later levels

AJGJ  -  Level 1-1
LAEA  -  Level 1-2
ASNF  -  Level 2-1
DMIA  -  Level 2-2
DIER  -  Level 2-3
INSI  -  Level 3
NEUA  -  Level 4
AALG  -  Level 5
BLTO  -  Level 6
UIAN  -  Level 7

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64543&o=2

$end


$snes=aladdinu,aladdinua,
$bio

Disney's Aladdin [Model SNS-RJ-USA] (c) 1993 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62911&o=2

$end


$snes=aladdin,aladdinf,aladding,aladdins,
$bio

Disney's Aladdin (c) 1994 Capcom Company, Limited.

- TECHNICAL -

Game ID: SNSP-RJ-EUR

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62910&o=2

$end


$gba=jakelong,
$bio

Disney's American Dragon Jake Long - Rise of the Huntsclan! [Model AGB-BAPE-USA] (c) 2006 Buena Vista Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70365&o=2

$end


$sms=ariel,
$bio

Disney's Ariel The Little Mermaid (c) 1997 Tec Toy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55992&o=2

$end


$gamegear=ariel,
$bio

Disney's Ariel the Little Mermaid (c) 1991 Sega Enterprises, Limited.

- TECHNICAL -

Cartridge ID: 2411

- TRIVIA -

This game is based on the 1989 movie with the same title.

Reviews:
[FR] April 1993 - Consoles + No. 19: 45/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64544&o=2

$end


$gba=atlantisu,
$bio

Disney's Atlantis - The Lost Empire [Model AGB-ATLE-USA] (c) 2001 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70367&o=2

$end


$gbcolor=atlantisu,
$bio

Disney's Atlantis - The Lost Empire [Model CGB-BABE-USA] (c) 2001 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67754&o=2

$end


$gbcolor=atlantis,
$bio

Disney's Atlantis - The Lost Empire [Model CGB-BABX-EUR] (c) 2001 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67752&o=2

$end


$gbcolor=atlantisa,
$bio

Disney's Atlantis - The Lost Empire [Model CGB-BABY-EUU] (c) 2001 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67753&o=2

$end


$megadriv=beauty,
$bio

Disney's Beauty and the Beast - Belle's Quest (c) 1993 Sunsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57189&o=2

$end


$megadriv=beautyrb,
$bio

Disney's Beauty and the Beast - Roar of the Beast (c) 1993 Sunsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57190&o=2

$end


$nes=beauty,
$bio

Disney's Beauty and the Beast (c) 1994 Hudson Soft.

A self-centered prince is transformed into a hideous beast by the magic of an enchantress. What's more, all his servants have been turned into household objects.

Before departing, the enchantress leaves a rose in the hands of his Prince, "This rose will bloom until your twenty-first birthday. You have until then to find the one you truly love and to earn that person's love in return. If you don't, you will be doomed to remain a beast forever."

- TECHNICAL -

Model NES-B3-NOE

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54940&o=2

$end


$snes=beautyj,
$bio

Disney's Beauty and the Beast [Model SHVC-EW] (c) 1994 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61213&o=2

$end


$snes=bonkersj,
$bio

Disney's Bonkers - Hollywood Daisakusen! (c) 1995 Capcom Company, Limited.

Japanese release. Game developed in USA. For more information, see the original USA release entry, "Bonkers [Model SNS-ABNE-USA]".

- TECHNICAL -

Cartridge ID: SHVC-ABNJ-JPN
Package ID: SHVC-P-ABNJ(JPN)

- TRIVIA -

Released on January 03, 1995 for 8500 Yen in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61106&o=2

$end


$sms=bonkers,
$bio

Disney's Bonkers Wax Up! (c) 1994 Tec Toy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55993&o=2

$end


$gamegear=bonkers,bonkersp07,bonkersp06,bonkersp05,bonkersp04,bonkersp03,bonkersp02,bonkersp01,
$bio

Disney's Bonkers Wax Up! (c) 1995 Sega Enterprises, Limited.

- TECHNICAL -

[Model 2536]

- TRIVIA -

This game is based on the cartoon TV series Bonkers, aired in 1993-1994.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64545&o=2

$end


$gba=brobear,brobeara,
$bio

Disney's Brother Bear [Model AGB-BBRP] (c) 2003 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70369&o=2

$end


$nes=chipndal,
$bio

Disney's Chip 'n Dale - Rescue Rangers (c) 1991 Capcom Company, Limited.

European release. For more information about the game itself, please see the original version entry; "Disney's Chip 'n Dale - Rescue Rangers [Model NES-RU-USA]"

- TECHNICAL -

Cartridge ID: NES-RU-NOE

- TRIVIA -

Disney's Chip 'n Dale was released on December 12, 1991 in Europe by Nintendo under license from Capcom.

Reviews:
April 1992 - Joypad N.7 (Page 62-64) [FR]: 90/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61741&o=2

$end


$nes=chipndalu,chipndalp,
$bio

Disney's Chip 'n Dale - Rescue Rangers (c) 1990 Nintendo of America, Incorporated.

North American version. For more information about the game itself, please see the original Japanese version; "Chip to Dale no Daisakusen [Model CAP-JD]".

- TECHNICAL -

[Model NES-RU-USA]

- TRIVIA -

Disney's Chip 'n Dale was released in June 1990 in North America by Nintendo under license from Capcom.

- PORTS -

* Others :
Arcade [PlayChoice-10] [US] (1990) "Disney's Chip 'n Dale - Rescue Rangers [Model PCH1-R-RU]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55070&o=2

$end


$info=pc_rrngr,
$bio

Disney's Chip 'n Dale - Rescue Rangers (c) 1990 Nintendo of America, Incorporated.

PlayChoice-10 version of "Disney's Chip 'n Dale - Rescue Rangers [Model NES-RU-USA]". For more information about the game itself, please see the original NES entry.

- TECHNICAL -

Nintendo PlayChoice-10 hardware
Game ID : RU

Main CPU : Zilog Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz)
Sound Chips : Zetex N2A03 (@ 1.789772 Mhz), DAC

Players : 2
Control : 8-way joystick
Buttons : 2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1822&o=2

$end


$nes=chipndl2,chipndl2u,chipndl2up,
$bio

Disney's Chip 'n Dale Rescue Rangers 2 (c) 1994 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55071&o=2

$end


$gba=cinderla,
$bio

Disney's Cinderella - Magical Dreams [Model AGB-BCDP] (c) 2005 Disney Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70370&o=2

$end


$nes=darkwing,darkwingg,darkwingu,darkwingup,
$bio

Disney's Darkwing Duck (c) 1992 Capcom USA, Incorporated.

A mysterious crime wave has hit St. Canard and S.H.U.S.H. requires the services of the caped crime fighter Darkwing Duck to stop it as it appears that F.O.W.L. and their valued operative Steelbeak is behind the uprising. They have hired six of Darkwing's greatest foes to wreak havok in different areas throughout St. Canard. Darkwing must go and one-by-one stop these criminals in order to find Steelbeak and save the city.

- TRIVIA -

Disney's Darkwing Duck was released in June 1992.

The NES version of Darkwing Duck supposedly runs in a similar, albeit slightly altered version of Mega Man 5's engine.

The game has been considered an example of the quality Disney games produced by Capcom. It has been noted that the game was intended for children, but became popular with older teens. Author Andy Slaven used it as an example of a game that, while made for children, appealed to teenagers more.

Reviews:
[FR] September 1993- Consoles + N.23: 88%

The boss character, Wolfduck, is the only character that was made just for the game and was not added to the show or comics.

Beta version: For the most part the beta version of this game is pretty consistent with the final version. But a few details are different, especially in later levels of the game. At the tower level boss battle, Moliarty lacks a stationary sprite, plus all three flamethrower machines are fully operational when the battle begins. The warehouse wharf level had platforms with spikes under them. At the wharf's boss battle, Megavolt moves much faster and the running spark at the bottom of the screen is not present. The woods level featured owls instead of hawks. In the final boss battle, the pulsating lights over Steelbeak's balcony window are missing. The continue screen features Darkwing standing in center with his arms crossed. He leaps off screen when the player chooses to continue instead of the Thunderquack flying by. When a boss is defeated, Darkwing will leap off screen in tradition to Mega Man teleporting off screen after a battle. In the bonus games, J. Gander states that F.O.W.L. is behind the burglaries. The designs of both bonus games is drastically different. Part one features the entrance to an underground cavern instead of a city rooftop. Part two takes place outside and shows what appears to be a Ferris wheel instead of taking place underground. After the player defeats Steelbeak, Steelbeak doesn't appear on the computer monitor having the last word. The game's final scene in which Darkwing rides into the night is depicted with darker colors.

- PORTS -

* Consoles :
Nintendo Game Boy

The game was also unofficially ported to the GameKing handheld under the title "Duck Man".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55072&o=2

$end


$gameboy=darkwingg,
$bio

Disney's Darkwing Duck (c) 1993 Sunsoft

- TECHNICAL -

Cartridge ID: DMG-DC-NOE

- TRIVIA -

Reviews:
[FR] September 1993- Consoles + N.23: 89%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65849&o=2

$end


$gameboy=darkwing,
$bio

Disney's Darkwing Duck [Model DMG-DC-UKV] (c) 1993 Sunsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65848&o=2

$end


$gameboy=darkwingu,
$bio

Disney's Darkwing Duck [Model DMG-DC-USA] (c) 1993 Sunsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65850&o=2

$end


$gbcolor=donalddu,
$bio

Disney's Donald @#Duck?*! [Model CGB-BQAE-USA] (c) 2000 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67746&o=2

$end


$gbcolor=donaldd,
$bio

Disney's Donald @#Duck?*! [Model CGB-BQAP-EUR] (c) 2000 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67745&o=2

$end


$gbcolor=donalddj,
$bio

Disney's Donald Duck - Daisy o Sukue! [Model CGB-BUDJ-JPN] (c) 2000 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67756&o=2

$end


$gba=donalddj,
$bio

Disney's Donald Duck Advance [Model AGB-AADJ-JPN] (c) 2001 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70373&o=2

$end


$gba=donalddu,
$bio

Disney's Donald Duck Advance! [Model AGB-ADKE-USA] (c) 2001 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70372&o=2

$end


$gba=donaldd,
$bio

Disney's Donald Duck Advance! [Model AGB-ADKP] (c) 2001 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70371&o=2

$end


$gbcolor=dougf,
$bio

Disney's Doug - La Grande Aventure [Model CGB-BDUF-FRA] (c) 2000 NewKidCo International, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67757&o=2

$end


$gbcolor=dougg,
$bio

Disney's Doug's Big Game [Model CGB-BDUD-NOE] (c) 2000 NewKidCo International, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67759&o=2

$end


$gbcolor=dougu,
$bio

Disney's Doug's Big Game [Model CGB-BDUE-USA] (c) 2000 NewKidCo International, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67760&o=2

$end


$gbcolor=doug,
$bio

Disney's Doug's Big Game [Model CGB-BDUP-EUR] (c) 2000 NewKidCo International, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67758&o=2

$end


$nes=ducktal2f,
$bio

Disney's DuckTales 2 - la Bande a Picsou (c) 1993 Capcom Company, Limited.

French release. Game developed in Japan. See the original Japanese release entry for more information; "Disney's DuckTales 2 [Model CAP-DW]".

Description from the French back cover:

Oh Là, Là ! Le voilà de retour !

Oncle Picsou est sur la piste de l'aventure la plus fructueuse qu'il n'ait jamais entreprise. Des morceaux de la carte du Trésor Perdu de McDuck ont été éparpillés tout autour du monde et Oncle Picsou doit les retrouver avec Gripsou, ce gredin avide au cœur de pierre. Parions que la compétition sera rude sur la ligne d'arrivée : tous deux veulent retrouver le trésor à tout prix pour devenir le plus riche canard du monde !

Rejoignez l'équipe formée par Oncle Picsou et ses neveux. Explorez avec eux les anciennes pyramides d'Égypte ou combattez les pirates dans le triangle des Bermudes. Aidez-les dans leurs recherches tout au long des couloirs hantés d'un ancestral château écossais et escaladez les rocs qui entourent les chutes vertigineuses du Niagara. Aidez Oncle Picsou dans sa poursuite du secret de l'île de Mu et vous découvrirez le dernier renseignement qui vous permettra de découvrir l'emplacement caché du trésor de McDuck !

- TECHNICAL -

Cartridge ID: NES-DL-FRA/FRA
Package ID: NES-P-Dl

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55074&o=2

$end


$nes=ducktal2j,
$bio

Disney's ダックテイルズ 2  (c) 1993 Capcom Company, Limited.
(Disney's DuckTales 2)

- TECHNICAL -

Cartridge ID: CAP-DW

- TRIVIA -

Released on April 23, 1993 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53974&o=2

$end


$gameboy=ducktal2,
$bio

Disney's DuckTales 2 (c) 1993 Capcom Company, Limited.

German release. For more information about the game itself, see the original Japanese release entry; "Disney's DuckTales 2 [Model DMG-Z2J]"

- TECHNICAL -

[Model DMG-D7-NOE]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65851&o=2

$end


$gameboy=ducktal2u,
$bio

Disney's DuckTales 2 (c) 1993 Capcom USA, Incorporated.

North American release. For more information about the game itself, see the original Japanese release entry; "Disney's DuckTales 2 [Model DMG-Z2J]" (see trivia for more info about this).

- TECHNICAL -

Cartridge ID: Model DMG-D7-USA
Package ID: Model DMG-P-D7

- TRIVIA -

The game was originally developed in Japan but was firstly released in USA in November 1993, and then in Japan next month.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65855&o=2

$end


$gameboy=ducktal2j,
$bio

Disney's DuckTales 2 (c) 1993 Capcom Company, Limited.

- TECHNICAL -

[Model DMG-Z2J] CGB 10

- TRIVIA -

The game was presented at the Famicom Spaceworld' 93 in August 1993 in Japan.

DuckTales 2 was released on December 03, 1993 in Japan.

Even if developed in Japan (see staff section), the game was released one month before, in November, in USA. Anyway, this entry is kept as the original.

Known export releases:
"Disney's DuckTales 2 [Model DMG-D7-USA]"
"Disney's DuckTales 2 [Model DMG-D7-UKV]"
"Disney's DuckTales 2 [Model DMG-D7-NOE]"
"Disney's DuckTales 2 [Model DMG-D7-FAH]"

- TIPS AND TRICKS -

Alternative End: If you manage to finish the entire game without collecting any money (which is quite hard to do, but dying resets your money counter to $0 so it's managable), then the ending will show Flintheart Glomgold as the greatest adventurer instead of Scrooge.

- STAFF -

Music: Yoshihiru Sakaguchi

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65854&o=2

$end


$nes=ducktal2g,
$bio

Disney's DuckTales 2 (c) 1994 Capcom Co., Ltd.

German / Swiss release. Game developed in Japan. See the original Japanese release entry for more information; "Disney's DuckTales 2 [Model CAP-DW]".

- TECHNICAL -

Cartridge ID: NES-DL-NOE/FRG

- TRIVIA -

Released on June 06, 1994 in Germany.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84894&o=2

$end


$nes=ducktal2,ducktal2p,
$bio

Disney's DuckTales 2 (c) 1993 Capcom Company, Limited.

Scandinavian release. Game developed in Japan. See the original Japanese release entry for more information; "Disney's DuckTales 2 [Model CAP-DW]".

- TECHNICAL -

Cartridge ID: NES-DL-SCN

- TRIVIA -

Released on November 18, 1993 in Scandinavia.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55073&o=2

$end


$nes=ducktal2u,
$bio

Disney's DuckTales 2 (c) 1993 Capcom USA, Inc.

- TECHNICAL -

Cartridge ID: NES-DL-USA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84895&o=2

$end


$gba=extskatea,
$bio

Disney's Extreme Skate Adventure (c) 2003 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70374&o=2

$end


$gba=lizzie2e,
$bio

Disney's Game + TV Episode - Lizzie McGuire 2 - Lizzie Diaries [Model AGB-BL4E-USA] (c) 2005 Disney Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70375&o=2

$end


$gameboy=hercules,
$bio

Disney's Hercules [Model DMG-AHCE-USA] (c) 1997 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65856&o=2

$end


$gba=homerangu,
$bio

Disney's Home on the Range [Model AGB-BHME-USA] (c) 2004 Disney Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70377&o=2

$end


$gba=homerang,
$bio

Disney's Home on the Range [Model AGB-BHMP] (c) 2004 Disney Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70376&o=2

$end


$gba=kimposs2u,
$bio

Disney's Kim Possible 2 - Drakken's Demise [Model AGB-BKME-USA] (c) 2004 Disney Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70382&o=2

$end


$gba=kimposs2,
$bio

Disney's Kim Possible 2 - Drakken's Demise [Model AGB-BKMP] (c) 2006 Buena Vista Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70381&o=2

$end


$gba=kimposs3,
$bio

Disney's Kim Possible III - Team Possible [Model AGB-BQPE-USA] (c) 2005 Disney Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70383&o=2

$end


$gba=kimpossu,
$bio

Disney's Kim Possible [Model AGB-AEYE-USA] (c) 2002 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70380&o=2

$end


$gba=kimpossa,kimposs,
$bio

Disney's Kim Possible [Model AGB-AEYP] (c) 2003 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70378&o=2

$end


$gba=kimpossj,
$bio

Disney's Kim Possible [Model AGB-BKMJ-JPN] (c) 2005 D3 Publisher, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70379&o=2

$end


$gbcolor=102dalmaf,
$bio

Disney's Les 102 Dalmatiens à la Rescousse [Model CGB-B99F-FRA] (c) 2000 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67761&o=2

$end


$gba=lilostc2u,
$bio

Disney's Lilo & Stitch 2 - Hämsterviel Havoc [Model AGB-BLSE-USA] (c) 2004 Disney Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70388&o=2

$end


$gba=lilostc2,
$bio

Disney's Lilo & Stitch 2 [Model AGB-BLSP] (c) 2004 Disney Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70387&o=2

$end


$gba=lilostchu,
$bio

Disney's Lilo & Stitch [Model AGB-ALTE-USA] (c) 2002 Disney Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70386&o=2

$end


$gba=lilostcha,lilostch,
$bio

Disney's Lilo & Stitch [Model AGB-ALTP] (c) 2002 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70384&o=2

$end


$gba=lilostchj,
$bio

Disney's Lilo & Stitch [Model AGB-BLSJ-JPN] (c) 2005 D3 Publisher, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70385&o=2

$end


$gba=litleins,
$bio

Disney's Little Einsteins [Model AGB-BEIE-USA] (c) 2006 Buena Vista Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70389&o=2

$end


$gba=mickymq2u,
$bio

Disney's Magical Quest 2 Starring Mickey & Minnie [Model AGB-AQME-USA] (c) 2003 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70391&o=2

$end


$gba=mickymq2,
$bio

Disney's Magical Quest 2 Starring Mickey & Minnie [Model AGB-AQMP-EUR] (c) 2003 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70390&o=2

$end


$gba=mickymq3u,
$bio

Disney's Magical Quest 3 Starring Mickey & Donald [Model AGB-BMQE-USA] (c) 2005 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70393&o=2

$end


$gba=mickymq3,
$bio

Disney's Magical Quest 3 Starring Mickey & Donald [Model AGB-BMQP] (c) 2004 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70392&o=2

$end


$gba=mickymqu,
$bio

Disney's Magical Quest Starring Mickey & Minnie [Model AGB-A3ME-USA] (c) 2002 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70395&o=2

$end


$gba=mickymq,
$bio

Disney's Magical Quest Starring Mickey & Minnie [Model AGB-A3MP] (c) 2002 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70394&o=2

$end


$gba=robinsonu,
$bio

Disney's Meet the Robinsons [Model AGB-BRHE-USA] (c) 2007 Disney Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70397&o=2

$end


$gba=robinson,
$bio

Disney's Meet the Robinsons [Model AGB-BRHP] (c) 2007 Disney Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70396&o=2

$end


$gba=mickymq3j,
$bio

Disney's Mickey to Donald no Magical Quest 3 [Model AGB-BM3J-JPN] (c) 2003 Disney Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70398&o=2

$end


$gba=mickymq2j,
$bio

Disney's Mickey to Minnie no Magical Quest 2 [Model AGB-A29J-JPN] (c) 2003 Disney Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70400&o=2

$end


$gba=mickymqj,
$bio

Disney's Mickey to Minnie no Magical Quest [Model AGB-A3MJ-JPN] (c) 2002 Disney Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70399&o=2

$end


$gameboy=mulan,
$bio

Disney's Mulan [Model DMG-AMLE-USA] (c) 1998 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65858&o=2

$end


$gba=dparty,
$bio

Disney's Party [Model AGB-BD8E-USA] (c) 2003 EA Games [Electronic Arts, Incorporated.]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70401&o=2

$end


$gba=petpanrnu,
$bio

Disney's Peter Pan - Return to Neverland [Model AGB-APPE-USA] (c) 2002 Disney Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70404&o=2

$end


$gba=petpanrn,
$bio

Disney's Peter Pan - Return to Neverland [Model AGB-APPP] (c) 2002 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70403&o=2

$end


$gba=piglet,
$bio

Disney's Piglet's Big Game [Model AGB-A9NP] (c) 2003 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70405&o=2

$end


$gba=tarzanf,
$bio

Disney's Tarzan - L'Appel de la Jungle (c) 2002 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70406&o=2

$end


$gba=tarzan,
$bio

Disney's Tarzan - Return to the Jungle [Model AGB-AJGE-USA] (c) 2002 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70407&o=2

$end


$gba=tarzang,
$bio

Disney's Tarzan - Rückkehr in den Dschungel (c) 2002 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70409&o=2

$end


$gbcolor=tarzang,
$bio

Disney's Tarzan [Model CGB-ATHD-NOE] (c) 1999 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67765&o=2

$end


$gbcolor=tarzan,
$bio

Disney's Tarzan [Model CGB-ATHE-USA] (c) 1999 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67762&o=2

$end


$gbcolor=tarzanf,
$bio

Disney's Tarzan [Model CGB-ATHF-FRA] (c) 1999 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67764&o=2

$end


$gbcolor=tarzanj,
$bio

Disney's Tarzan [Model CGB-BTHJ-JPN] (c) 2000 Syscom Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67766&o=2

$end


$gameboy=hunchbac,
$bio

Disney's The Hunchback of Notre Dame - Topsy Turvy Games [Model DMG-ANDE-USA] (c) 1997 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65860&o=2

$end


$nes=jungle,jungleu,
$bio

Disney's The Jungle Book (c) 1994 Virgin Interactive

- TRIVIA -

Reviews:
[FR] September 1994, Consoles + N.35: 80%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55075&o=2

$end


$megadriv=jungle,
$bio

Disney's The Jungle Book (c) 1994 Virgin Interactive

- TRIVIA -

The game was presented at the ECTS (European Computer Trading Show) on September 05, 1993.

Reviews:
[FR] August 1994 - Consoles + N.34: 93%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56449&o=2

$end


$megadriv=jungleu,
$bio

Disney's The Jungle Book (c) 1994 Virgin Interactive.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57191&o=2

$end


$gba=jungle2,
$bio

Disney's The Jungle Book 2 [Model AGB-AJFP] (c) 2003 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70411&o=2

$end


$gba=jungle,
$bio

Disney's The Jungle Book [Model AGB-AJFE-USA] (c) 2002 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70410&o=2

$end


$gameboy=jungle,
$bio

Disney's The Jungle Book [Model DMG-J7-USA] (c) 1994 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65862&o=2

$end


$nes=lionking,
$bio

Disney's The Lion King (c) 1994 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55076&o=2

$end


$sms=lionking,
$bio

Disney's The Lion King (c) 1994 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55994&o=2

$end


$gameboy=lionking,
$bio

Disney's The Lion King [Model DMG-ALNP-EUR] (c) 1994 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65864&o=2

$end


$nes=mermaid,
$bio

Disney's The Little Mermaid (c) 1991 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55077&o=2

$end


$gba=mermaid,
$bio

Disney's The Little Mermaid - Magic in Two Kingdoms [Model AGB-BN9E-USA] (c) 2006 Buena Vista Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70412&o=2

$end


$gbcolor=mermaid2,
$bio

Disney's The Little Mermaid II - Pinball Frenzy [Model CGB-BY2P-EUR] (c) 2000 Disney Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67767&o=2

$end


$gbcolor=mermaid2u,
$bio

Disney's The Little Mermaid II - Pinball Frenzy [Model CGB-VM2E-USA] (c) 2000 Disney Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67768&o=2

$end


$gameboy=mermaid,
$bio

Disney's The Little Mermaid [Model DMG-LD-NOE] (c) 1993 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65865&o=2

$end


$gameboy=mermaidu,
$bio

Disney's The Little Mermaid [Model DMG-LD-USA] (c) 1993 Capcom USA, Incorporated. [Santa Clara, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65866&o=2

$end


$gameboy=toystoryua,toystoryu,
$bio

Disney's Toy Story [Model DMG-AQHE-USA] (c) 1996 Black Pearl

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65868&o=2

$end


$gameboy=toystory,
$bio

Disney's Toy Story [Model DMG-AQHP-EUR] (c) 1996 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65867&o=2

$end


$gba=treasplnu,
$bio

Disney's Treasure Planet [Model AGB-AZQE-USA] (c) 2002 Disney Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70415&o=2

$end


$gba=treasplna,treaspln,
$bio

Disney's Treasure Planet [Model AGB-AZQP] (c) 2003 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70414&o=2

$end


$spc1000_cass=disnlnd2,
$bio

Disneyland II (c) 1985 SMC [Sammi Computer] [Korea]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83504&o=2

$end


$spc1000_cass=disnlnd3,
$bio

Disneyland III (c) 1985 SMC [Sammi Computer] [Korea]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83505&o=2

$end


$spc1000_cass=disnland,
$bio

디즈니랜드 (c) 1985 SMC [Sammi Computer].(Disneyland)

- TECHNICAL -

Cassette ID: AAG-113T

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83503&o=2

$end


$gba=princessg,
$bio

Disneys Prinzessinnen (c) 2003 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70416&o=2

$end


$amigaocs_flop=disphero,
$bio

Disposable Hero (c) 1993 Gremlin Graphics Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73888&o=2

$end


$bbca_cass,bbcb_cass=diss,
$bio

Diss (c) 19?? CJE

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51748&o=2

$end


$mc10=dissasm,
$bio

Dissassembler (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87625&o=2

$end


$mc10=dissasm2,
$bio

Dissassembler 2 (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87626&o=2

$end


$amigaocs_flop=dstntarm,
$bio

Distant Armies (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73889&o=2

$end


$gbcolor=divastaru,
$bio

Diva Starz - Mall Mania [Model CGB-BD8E-USA] (c) 2001 Vivendi Universal Publishing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67772&o=2

$end


$gbcolor=divastarg,
$bio

Diva Starz [Model CGB-BD8D-NOE] (c) 2001 Vivendi Universal Publishing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67771&o=2

$end


$gbcolor=divastarf,
$bio

Diva Starz [Model CGB-BD8F-FRA] (c) 2001 Vivendi Universal Publishing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67770&o=2

$end


$gbcolor=divastar,
$bio

Diva Starz [Model CGB-BD8P-EUR] (c) 2001 Vivendi Universal Publishing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67769&o=2

$end


$ngpc=divealrmj,divealrmjp,
$bio

Dive Alert - Barn Hen [Model NEOP00360] (c) 1999 SNK Corp. [Shin Nihon Kikaku] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82523&o=2

$end


$ngpc=divealrb,
$bio

Dive Alert - Becky's Version [Model NEOP00890] (c) 1999 SNK Corp. [Shin Nihon Kikaku] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82524&o=2

$end


$ngpc=divealrm,
$bio

Dive Alert - Matt's Version [Model NEOP00880] (c) 1999 SNK Corp. [Shin Nihon Kikaku] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82525&o=2

$end


$ngpc=divealrbj,
$bio

Dive Alert - Rebecca Hen [Model NEOP00370] (c) 1999 SNK Corp. [Shin Nihon Kikaku] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82526&o=2

$end


$x68k_flop=diveon,diveond,
$bio

Dive On (c) 1993 MIX [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87435&o=2

$end


$x68k_flop=diveon2d,
$bio

Dive On 2 (c) 1995 MIX [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87436&o=2

$end


$info=diverboy,
$bio

Diverboy (c) 1992 Electronic Devices.

A reversed "Bomb Jack"-type game.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : OKI6295 (@ 10 Khz)

Screen orientation : Horizontal
Video resolution : 318 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 1024

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

All songs of this game are ripped from Data East's "Tumble Pop".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=647&o=2

$end


$megadriv=divine,
$bio

Divine Sealing (c) 1991 CYX

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56450&o=2

$end


$ti99_cart=divis1,
$bio

Division 1 [Model PHM 3049] (c) 1982 Foresman [Scott Foresman]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84563&o=2

$end


$pc98=twinkstr,
$bio

Division Guardian Twinkle-Star (c) 1993 Studio Twinkle [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89334&o=2

$end


$bbca_cass,bbcb_cass=divone85,
$bio

Division One 85 (c) 19?? Qualsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51749&o=2

$end


$msx2_flop=dix,dixa,dixd1,dixd2,
$bio

DIX (c) 1992 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101554&o=2

$end


$msx2_flop=dizzy,
$bio

Dizzy (c) 1992 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101618&o=2

$end


$cpc_cass=dizzythe,
$bio

Dizzy - The Ultimate Cartoon Adventure [Model 3048] (c) 1987 Codemasters Soft. Co., Ltd., The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95966&o=2

$end


$msx1_cass=dizzybal,
$bio

Dizzy Balloon (c) 1985 Philips Spain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94591&o=2

$end


$cpc_cass=dizzycol,
$bio

Dizzy Collection (c) 1990 Codemasters Soft. Co., Ltd., The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95967&o=2

$end


$cpc_cass=dizzydic,
$bio

Dizzy Dice (c) 1987 Players Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95968&o=2

$end


$msx1_cass=dizzydic,
$bio

Dizzy Dice (c) 1988 Players Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94592&o=2

$end


$cpc_cass=dizzydow,
$bio

Dizzy Down The Rapids [Model 3674] (c) 1991 Codemasters Soft. Co., Ltd., The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95969&o=2

$end


$cpc_cass=dizzyiit,
$bio

Dizzy II - Treasure Island Dizzy [Model 3132] (c) 1989 Codemasters Soft. Co., Ltd., The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95970&o=2

$end


$cpc_cass=dizzyiii,
$bio

Dizzy III - Fantasy World Dizzy [Model 3237] (c) 1989 Codemasters Soft. Co., Ltd., The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95971&o=2

$end


$cpc_cass=dizzyivm,
$bio

Dizzy IV - Magicland Dizzy [Model 3377] (c) 1990 Codemasters Soft. Co., Ltd., The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95972&o=2

$end


$nes=dizzyadv,
$bio

Dizzy The Adventurer (c) 1991 Camerica

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55078&o=2

$end


$cpc_cass=dizzyvsp,
$bio

Dizzy V - Spellbound Dizzy [Model 3726] (c) 1991 Codemasters Soft. Co., Ltd., The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95973&o=2

$end


$cpc_cass=dizzyvip,
$bio

Dizzy VI - Prince of the Yolkfolk [Model 3707] (c) 1991 Codemasters Soft. Co., Ltd., The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95974&o=2

$end


$amigaocs_flop=dizzysex,
$bio

Dizzy's Excellent Adventures (c) 1992 Codemasters Software Company, Limited., The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73890&o=2

$end


$cpc_cass=dizzysex,
$bio

Dizzy's Excellent Adventures (c) 1992 Codemasters Soft. Co., Ltd., The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95975&o=2

$end


$info=djboy,djboya,
$bio

DJ Boy (c) 1989 American Sammy Corp.

Export release. Game developed in Japan. See the original Japanese release version for more information about the game itself.

- TRIVIA -

Released by American Sammy in the USA, under lisence from Kaneko.

The Japanese version featured Japanese musician Demon Kogure as the voice of the disc jockey. This non-Japanese version features American DJ 'Wolfman Jack' (real name : Robert Weston Smith), who died in 1995, as the voice of the disc jockey.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=648&o=2

$end


$info=djboyj,
$bio

DJ Boy (c) 1989 Sega Enterprises, Limited.

DJ Boy, also known as DJ Kid, was designed as a standard side-scrolling beat'em up game partially based on the hip-hop culture of the U.S. cities. What made the game unique at the time was the fact that many of the characters rode around on roller skates rather than walking or running.

A player can defend himself using the punch, kick and jump buttons. By using different button combinations, the player can execute more elaborate moves. Repeatedly pressing the same buttons will cause DJ to perform various kinds of punches and kicks. When a player falls, shaking the joystick will allow him to get up more quickly.

DJ Boy skates across various stages and utilizes hand-to-hand combat moves in order to defeat opponents, culminating with a battle with a boss at the end of each level. Along the path, the player also encounters prizes, which then can be used later to purchase Power-ups from a store located at the end of each level.

A young man named Donald J. Boy (DJ Boy) is a roller fighter taking part of an ultimate fight-race known as "Rollergame", taking place in Cigaretch City, located on the outskirts of New York City. Many people were excited to see DJ Boy, but a roller fighter gang known as the Dark Knights want him out of the competition. Their leader, Heavy-Met Tony, calls his gang to kidnap his girlfriend Maria, who also comes into town and defeat DJ Boy. DJ Boy must rescue Maria, defeat the Dark Knights, and win the Rollergame competition in one adventure. The arcade plot tells a different story. Two rollerskaters named Bob & Tom (the two playable characters) were breakdancing to the beat of their boombox, until it got stolen from rollerskater thieves (possibly the Dark Knights), in which they must find and defeat them in order to retrieve what is rightfully theirs.

- TECHNICAL -

Main CPU : (2x) Zilog Z80 (@ 6 Mhz)
Sound CPU : Zilog Z80 (@ 6 Mhz)
Sound Chips : YM2203 (@ 3 Mhz), (2x) OKI6295 (@ 12.121 Khz)

Players : 2
Control : 8-way joystick
Buttons : 3 => [A] Punch, [B] Kick, [C] Jump

- TRIVIA -

DJ Boy was released in September 1989 by Sega in Japan, under license from Kaneko.

In 1992, a sequel, B.Rap Boys was produced and contained similar designs and content. The game features three player simultaneous action using characters that are different from one another (rather than palette swaps), and the optional use of weapons and vehicles as well as a more robust fighting system.

The dance that the player character does is from Michael Jackson's live performances of the song 'Billie Jean'.

- SERIES -

1. DJ Boy (1989)
2. B.Rap Boys (1992)

- STAFF -

Composers : S. Aizu, Tatsuya Watanabe (T. Watanabe)
Staff : A. Funatsu, A. Yasaki, K. Matsuoka, Y. Mabuchi, M. Yukumoto, H. Nagayoshi, H. Mikami, T. Katou, Y. Itou, K. Niihara

- PORTS -

* Consoles :
Sega Megadrive (1990)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=21240&o=2

$end


$megadriv=djboy,djboyj,
$bio

DJ Boy (c) 1990 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56427&o=2

$end


$megadriv=djboyu,
$bio

DJ Boy (c) 1990 Kaneko Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57178&o=2

$end


$cpc_cass=djpuffsv,
$bio

Dj Puff's Volcanic Eruption [Model 3678] (c) 1992 Codemasters Soft. Co., Ltd., The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95976&o=2

$end


$saturn,sat_cart=djwars,djwarsa,
$bio

DJ Wars (c) 1997 Spike

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59008&o=2

$end


$saturn,sat_cart=djwarstai,
$bio

DJ Wars Taikenban (c) 1997 Spike

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59009&o=2

$end


$gba=dkkswingu,dkkswingud,
$bio

DK - King of Swing [Model AGB-BBKE-USA] (c) 2005 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70266&o=2

$end


$gba=dkkswing,
$bio

DK - King of Swing [Model AGB-BBKP] (c) 2005 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70265&o=2

$end


$cpc_cass=dktronic01,
$bio

DKTronics Bank Switch (c) 1989 DK Tronics

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95838&o=2

$end


$cpc_cass=dktronic,
$bio

DKTronics Light Pen (c) 198? DK Tronics

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95837&o=2

$end


$info=guab,guab21,guab3a,guab4,guab43,guab6,guab6a,guab7,
$bio

DLT's Radio1 Quiz Give Us A Break (c) 1986 JPM International.

- TRIVIA -

Released in July 1986.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15864&o=2

$end


$pc98=dna,
$bio

DNA (c) 1987 Brain Gray [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89213&o=2

$end


$pc8801_flop=dna,
$bio

DNA (c) 1987 Hot-B [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91590&o=2

$end


$fm7_disk=dna,
$bio

DNA (c) 1987 Hot-B [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93608&o=2

$end


$pico=animalte,
$bio

Do Re Mi Fa Animals no Tanoshii Ensoukai [Model HPC-6011] (c) 1994 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75644&o=2

$end


$info=j6dyfl,j6dyfla,j6dyflb,j6dyflc,j6dyfld,j6dyfle,j6dyflf,j6dyflg,j6dyflh,j6dyfli,j6dyflj,
$bio

Do You Feel Lucky? (c) 2000 JPM International.

- TECHNICAL -

Impact

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15849&o=2

$end


$cdi=doyourem,
$bio

Do you Remember the '60's (c) 1996 Philips Interactive Media, Incorporated.

Do You Remember the 60's ?, is an interactive quiz based on 1960's popular culture.

- TECHNICAL -

Model 811 0141

- STAFF -

Programmers: David Nolan, David Barker
Graphics Artists: Mike Harrison
Assistant Producer: Roberto Simi
Design: Roberto Simi, Mike Harrison, David Nolan, Sheila Rodgers
Producer: Martin Jones
Executive Producer: Sheila Rodgers

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52845&o=2

$end


$info=dorunrun,dorunrun2,dorunrunc,dorunrunca,
$bio

Do! Run Run (c) 1984 Universal.

A superb final entry into the "Mr Do!" series (not counting the Neo Geo-based "Neo Mr. Do", which was merely a remake of the first game in the series), "Do! Run Run" takes its inspiration from Namco's "Pac-Man".

As in his previous games, Mr Do! must once again collect coloured dots and/or fruit while avoiding or killing a number of enemies. For the fourth Mr Do! outing, Universal ditched the sideways viewpoint of the series' previous games and switched to an overhead perspective. This allowed the game to give an impression of 'depth', with slopes and steps affecting Mr Do!'s mobility and speed.

Mr. Do. has two items at his disposal with which he can kill the his enemies. The first is the 'Powerball', which featured in the original 'Mr. Do!' but was dropped from the first two sequels. The Powerball can be shot directly at an enemy to kill it instantly.

The second offensive option is provided in the form of the large wooden logs that litter the levels. These work in the same way as the apples did in the original game, and can be pushed free of their supporting struts, causing them to roll down the screen and kill everything in their path, including Mr. Do. himself if he strays too near.

As Mr Do! moves around a screen, he trails a line behind him. Players can join the two ends of the line up to form a rectangle (in a similar fashion to Taito's 1981 classic, "Qix") which will change any dots within the rectangle into cherries. A second rectangle can be drawn around the cherries which in turn will change them into apples. This can be repeated twice more, changing apples into lemons, and lemons into pineapples. The better the fruit, the more bonus points Mr Do! will earn when he collects them.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.9 Mhz), (2x) Zilog Z80 (@4mhz)
Sound Chips : (4x) Texas Instruments SN76496 (@ 4 Mhz)

Players : 2
Control : 4-way joystick
Buttons : 1

- TRIVIA -

Do! Run Run was released in March 1984.

This game is known in Japan as "Super Pierrot".

Because of the video game crash of 1983, Universal decided to release their final Mr. Do! game as a conversion kit only, because the market for dedicated cabinets had all but dried up at this point (but it was a full kit that would fit any cabinet, not just a kit for other Mr. Do! games). This kit is fairly rare, and is almost impossible to find today. The kit contained a new PCB and new graphics for the machine, the graphics were purple themed, and the marquee had a 'DO! Run Run' logo superimposed over a purple geometric landscape with a blue line running randomly about it.

Bootleggers ported this title to the very similar "Mr. Do's Castle" hardware, although that version is fairly rare.

Adam Mastromarino of Bristol, England holds the official record for this game with 1605100 points on September 16, 1984.

- UPDATES -

The maze graphics are slightly different than the Japanese version.

- SCORING -

Eating a dot : 10 points.
Eating a cherry : 20 points.
Eating a cake : 40 points.
Eating a lemon : 80 points.
Eating a pineapple : 160 points.
Killing a monster/letter with the snowball : 500, 1000, 1500, 2000, 2500 or 3000 points depending on the number of bounces before the snowballs makes contact.
Killing a monster with a log : 1000 points.
Killing multiple monsters with a log : 1500 points for the second monster and an incremental 500 points for each monster thereafter (2000, 2500 etc.)
Killing 5 monsters at once : 10000 points.
Collecting the free credit diamond : 8000 points.

- TIPS AND TRICKS -

* You can kill a baddie with your ball or by log-rolling him. Save the ball for emergencies and use the logs as much as possible.

* It takes 16 dots to regain your ball after you throw it.

* Each bounce of your ball against a wall increases the points you can get if it hits a baddie, up to 3000 pts max. Somewhere on every board, is hidden a 'letter', that when surrounded by your path, will bring out the 'E-X-T-R-A' guy if you step on it.  It changes as time passes so use this to get the letters you need to come out so you can spell extra as fast as possible.

* The extra guy will also come out if you kill or log-roll enough baddies. If you use the hidden letter and a log, you should be able to get 2 EXTRA letters per level. This will earn you more free Mr. Do!s as fast as possible because the higher levels will get tough.

* Stepping on an EXTRA letter will not only bring out the EXTRA guy and his entourage, but the baddies on the level will slow down to half speed. This makes it easy to avoid them while you lure the EXTRA and his ghosts under a log. 

* Use the logs as much as possible. They kill the most guys with a single log to get the most points. If you can lure 3 or 4 baddies into the path of a log, they will not move out of the way once the log is pushed and you kill them easily. Walking under a log knocks out the post holding them up so get out of the way if you do that. You do not have to push the log from above to get it moving.

* A log will also roll if it is hit by a flaming/flying snake/dragon. Be aware of this so you don't get crushed!

* A level ends once you get all the baddies (or get all the dots). Use this to your advantage. If a log is going to run over the last baddie, let it run into you too. If all the baddies are in line with a log, you can start it rolling, let it roll you and then the baddies will freeze in place for the log to roll them too. Your life will be restored at the end of the level if you get all the baddies!

* Mr. Do! slows down going up a step and speeds up when going down them. Use this to your advantage if you are being chased. The baddies don't speed up going downhill so you have the advantage.

* Don't waste your time gathering dots or surrounding them to get pineapples. There are more points in log-rolling and multi-bounce hits of your ball. Collect dots only to restore your ball or expose the EXTRA letter. You should be able to get about 20000 points per level using the above techniques.

* Try to make concentric circle patterns from the outermost edge in, 'eating' the outermost cherries, dots or whatever each time. This will allow you to get a ton of pineapples, which score the most, and will get you a good score in early stages before it gets difficult.

- SERIES -

1. Mr. Do! (1982)
2. Mr. Do's Castle (1983)
3. Mr. Do's Wild Ride (1984)
4. Do! Run Run (1984)
5. Neo Mr. Do! (1996)

- PORTS -

* Computers :
Commodore Amiga [EU] (1990)
Atari ST [EU]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=649&o=2

$end


$info=m5doshpk,m5doshpk05,
$bio

Dosh 'n' Pecks (c) 2003 Barcrest.

- TRIVIA -

Released in April 2003.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=21246&o=2

$end


$snes=bsdorm2a,
$bio

Do-Re-Mi de Faa 2~! 5-10 Gou (c) 199? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61215&o=2

$end


$snes=bsdorm2b,
$bio

Do-Re-Mi de Faa 2~! 5-25 Gou (c) 199? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61216&o=2

$end


$snes=bsdormf,
$bio

Do-Re-Mi de Faa! Vol. 6 - 5/4 (c) 199? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61217&o=2

$end


$snes=doremifa,
$bio

Do-Re-Mi Fantasy - Milon no Dokidoki Daibouken [Model SHVC-AM4J-JPN] (c) 1996 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61214&o=2

$end


$psx=docchime,
$bio

Docchi Mecha! [Model SCPS-10129] (c) 2000 Sony Computer Ent., Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85088&o=2

$end


$info=dockman,
$bio

Dock Man (c) 1982 Taito.

Phase 1- Use catch button to catch bales of cargo as they fall from conveyor belt, after catching the cargo, the player must use the ship's cargo bins.

Phase 2 - Players must use the throw button to dislodge cartons from conveyor belt and catch them before the fall to the floor. Players must avoid troublemakers and trolley carts and prevent cartons of explosives from falling to the ground and exploding.

Game ends when the player has lost all of his portmen or if the player fails to load the ship before the entire cargo has fallen from the conveyor belt onto the pier.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound CPU : Zilog Z80 (@ 2.5 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.536 Mhz)

Players : 2
Control : 4-way joystick
Buttons : 1

- TRIVIA -

Released in March 1982 in Japan. 

This game is also known as "Port Man".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=650&o=2

$end


$info=sc4ddosh,sc4ddosha,sc4ddoshb,sc4ddoshc,sc4ddoshd,sc4ddoshe,sc4ddoshf,sc4ddoshg,sc4ddoshh,sc4ddoshi,sc4ddoshj,sc4ddoshk,sc4ddoshl,sc4ddoshm,sc4ddoshn,sc4ddosho,
$bio

Doctor Dosh (c) 200? Bell-Fruit Games.

- TECHNICAL -

[Model PR1309]

Scorpion 4 hardware.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11537&o=2

$end


$info=sc5ddosh,sc5ddosha,
$bio

Doctor Dosh (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Scorpion 5]
[Model PR1394]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43087&o=2

$end


$nes=xuesidn,xuesidna,
$bio

Doctor Pc Jr. - Xue Si Dian Nao [Model FCTTOK] (c) 19?? Bung [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76745&o=2

$end


$info=dw_l2,dw_l1,dw_p5,
$bio

Doctor Who - Time Streams (c) 1992 Midway Mfg. Co.

- TECHNICAL -

Midway WPC (Fliptronics II)
Model Number : 20006

CPU : Motorola M6809 @ 2 MHz
Sound CPU : Motorola M6809 @ 2 MHz
Sound Chips : Yamaha YM2151 @ 3.579545 MHz, DAC, HC55516

- TRIVIA -

Doctor Who Time Streams was released in October 1992. 7,752 units were produced.

Based on the classic BBC sci-fi series.

Sylvester McCoy (The Seventh Doctor) provided custom speech for this game.

With the Transmat not fully powered, hit the Transmat target. This will at random show a cow in a doctor-outfit and a 'moo' is sounded.

- UPDATES -

Version L-1
Date : October 16, 1992
- Initial release to production.

Version L-2
Date : November 10, 1992
- Minor preset adjustment changes for France and Germany.
- Autocycle burn-in now fires popper 20 times to prevent early fatigue, and the mini-playfield will cycle only if coin door is closed and the playfield glass switch is closed.

- STAFF -

Designers : Bill Pfutzenreuter (Pfutz), Barry Oursler (BSO)
Programmer : Bill Pfutzenreuter
Mechanical : Zofia Bil (BIL)
Artist : Linda Deal
Music : Jon Hey (HEY)
Sounds : Jon Hey, Paul Heitsch
Dot Custodian : Scott Slomiany (Scott Matrix)

Engineering : Manu Jayswal, Mark Coldebella
Marketing : Roger Sharpe
Model Makers : Jerry Pinsler, Al Cardenas, Art Clafford, Frank Reyes, Mark Johnson
Technical Support : Paul Johnson (P.J.), Butch Ortega, Jose Delgado, Bill Thomson, Wally Roeder, Dick Valosek, Kent Pemberton, Howard Lee, Herb Uher
Publications : Betty Purcell

Special Thanks : Rand Marlis, Ruth Salisbury, Dwight Sullivan, Ted Estes, Pat Lawlor, Brian Eddy, Mark Penacho, John Vogel

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5290&o=2

$end


$cpc_cass=drwhoand,
$bio

Doctor Who and the Mines of Terror (c) 1986 Micro Power

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96011&o=2

$end


$bbca_cass,bbcb_cass=drwhowar,
$bio

Doctor Who and the Warlords (c) 1984 BBC Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51751&o=2

$end


$bbca_cass,bbcb_cass=drwhoadv,
$bio

Doctor Who The First Adventure (c) 19?? BBC Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51750&o=2

$end


$a2600=dodgeeme,dodgeemef,dodgeeme1,
$bio

Dodge 'Em (c) 1980 Atari, Incorporated.

PAL release. Game developed in USA. For more information, please see the NTSC release's entry; "Dodge 'Em [Model CX2637]".

- TECHNICAL -

Model CX2637P

- PORTS -

* Consoles : 
Microsoft XBOX [EU] (November 26, 2004) "Atari Anthology" 
Sony PlayStation 2 [EU] (February 18, 2005) "Atari Anthology [Model SLES-53061]" 

* Handhelds : 
Nintendo DS [EU] (February 24, 2011) "Atari Greatest Hits Vol.1 [Model NTR-BR6P-EUR]"

* Computers : 
PC [MS Windows, CD-ROM] [EU] (June 10, 2005) "Atari - 80 Classic Games in One! [Replay]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82976&o=2

$end


$a2600=dodgeem,dodgeemf,
$bio

Dodge 'Em (c) 1980 Atari, Incorporated.

- TECHNICAL -

CX2637

- TRIVIA -

Export releases:
PAL "Dodge 'Em [Model CX2637P]"

- STAFF -

Programmer: Carla Meninsky

- PORTS -

* Consoles : 
Microsoft XBOX [US] (November 16, 2004) "Atari Anthology [Model 26084]" 
Sony PlayStation 2 [US] (November 22, 2004) "Atari Anthology [Model SLUS-21076]" 
Microsoft XBOX [JP] (August 4, 2005) "Atari Anthology [Model B7X-00001]" 

* Handhelds : 
Nintendo DS [US] (November 2, 2010) "Atari Greatest Hits Vol.1 [Model NTR-BR6E-USA]" 

* Computers : 
PC [MS Windows, CD-ROM] [US] (November 11, 2003) "Atari - 80 Classic Games in One! [Model 25069J]" 

* Others : 
Atari Flashback 2 [US] (2005) 
Atari Flashback 2+ [US] (February 22, 2010) 
Atari Flashback 3 [US] (September 16, 2011) by AtGames 
Atari Flashback 4 [US] (November 13, 2012) by AtGames 
Atari Flashback 5 [US] (October 1, 2014) by AtGames

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50414&o=2

$end


$info=tvdodgeb,
$bio

Dodge Ball (c) 1991 TOURVision.

Unlicensed Spanish game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101136&o=2

$end


$gameboy=dodgeboy,
$bio

Dodge Boy [Model DMG-DOJ] (c) 1991 Tonkin House

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65869&o=2

$end


$info=dodgecty,dodgectya,dodgectyb,dodgectyc,
$bio

Dodge City (c) 1983 Merit.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4337&o=2

$end


$psx=dodgedeb,
$bio

Dodge de Ball! [Model SLPS-01362] (c) 1998 Yumedia

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85089&o=2

$end


$channelf=dodgeit,
$bio

Dodge It (c) 1978 Fairchild

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53210&o=2

$end


$info=dodgem,
$bio

Dodgem (c) 1979 Zaccaria.

Dodgem is a 2-D maze racing game. You control your boat through the maze to pick up the dots while at the same time avoiding the boat, or boats, that are constantly trying to ram you. Successfully get through one maze and many more await you. This is good practice for sailing through Hong Kong Harbor.

- TECHNICAL -

Main CPU : S2650 (@ 950 Khz)

Screen orientation : Horizontal
Video resolution : 720 x 768 pixels
Screen refresh : 55.00 Hz
Palette colors : 2

Players : 2
Control : 4-way joystick
Buttons : 1

- SCORING -

Dots : 2 points
Flag : 50-200 points

- TIPS AND TRICKS -

* Always be aware of where the Jam Boat(s) is/are located. They can only make one lane change at a time but that lane change may be into your lane.

* The faster you go, the fewer lanes you can cross. At full acceleration, you will only be able to change one lane at a time. In the earlier levels, this will be fine since you will only be dealing with one car. In the multiple Jam Boat levels, this can be a very bad thing. Decelerate (take your finger off the accelerate button) to go across multiple lanes.

* The Jam Boat(s) always travel in a clockwise motion while you travel in a counterclockwise motion. Remember that so that you don't get confused when there are multiple cars in the maze.

* Don't try to get all the dots on one of the lanes. You need to anticipate where your next move is well before you enter the lane change area since you cannot change lanes at any other time.  Sometimes, on the earlier levels, it is best to do a staggered type dot pickup where you do lane one, change to lane two, to lane three, lane four, lane five, then back to lane one. If you time it right, the Jam Boat or Boats will still be in the maze.

* Don't let the speed of the Jam Boat(s) throw you. Just plan to be out of your lane and in the lane change area before them. If both cars enter at the same time, you run a big risk of a collision.

* Since the game isn't timed, take your time planning on how you will take care of the dots. Don't take chances since you will have to restart the level if your boat gets destroyed.

- PORTS -

* Consoles : 
Atari 2600 [US] (1980) "Dodge 'Em [Model CX2637]" 
Sony PlayStation 2 [US] (November 22, 2004) "Atari Anthology [Model SLUS-21076]" - Atari 2600 version 
Sony PlayStation 2 [EU] (February 18, 2005) "Atari Anthology [Model SLES-53061]" - Atari 2600 version 
Microsoft XBOX [US] (November 16, 2004) "Atari Anthology [Model 26084]" - Atari 2600 version 
Microsoft XBOX [EU] (November 26, 2004) "Atari Anthology" - Atari 2600 version 
Microsoft XBOX [US] (2005) "Atari Anthology [Platinum Hits]" - Atari 2600 version 
Microsoft XBOX [JP] (August 4, 2005) "Atari Anthology [XBOX World Collection] [Model B7X-00001]" - Atari 2600 version 
Nintendo DS [US] (November 2, 2010) "Atari Greatest Hits Vol.1 [Model NTR-BR6E-USA]" - Atari 2600 version
Nintendo DS [EU] (February 24, 2011) "Atari Greatest Hits Vol.1 [Model NTR-BR6P-EUR]" - Atari 2600 version 

* Computers : 
PC [MS Windows, CD-ROM] [US] (November 11, 2003) "Atari - 80 Classic Games in One! [Model 25069J]" - Atari 2600 version 
PC [MS Windows, CD-ROM] [EU] (June 10, 2005) "Atari - 80 Classic Games in One! [Replay]" - Atari 2600 version 
PC [MS Windows, CD-ROM] [EU] (December 1, 2006, as part of "Atari Kids 2006") "Atari - 80 Classic Games in One!" - Atari 2600 version

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=651&o=2

$end


$bbca_cass,bbcb_cass=dodgem,
$bio

DodgEm (c) 19?? Microgame

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51752&o=2

$end


$bbca_cass,bbcb_cass=dgeezers,
$bio

Dodgy Geezers (c) 1986 Melbourne House [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51753&o=2

$end


$cpc_cass=dodgygee01,dodgygee,
$bio

Dodgy Geezers [Model MH 743] (c) 1986 Melbourne House [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95977&o=2

$end


$info=ddonpach,ddonpachj,
$bio

DoDonPachi (c) 1997 Atlus.

An excellent vertically scrolling shoot'em up.

- TECHNICAL -

Game ID : ATC03D2

Cave 1st Generation Hardware

Main CPU : MC68000 (@ 16 Mhz)
Sound CPU : Zilog Z80 [Optional]
Sound Chips : Yamaha YMZ280B (@ 16.9344 Mhz) or OKIM6295 x (1 or 2) + YM2203 / YM2151 [Optional]
Other : 93C46 EEPROM

Players : 2
Control : 8-way joystick
Buttons : 2
=> [A] Shoot, [B] Bomb

- TRIVIA -

Developed by Cave.

Released in February 1997.

Angry Chief Hornet (literally), 'DonPachi' is also Japanese onomatopoeia for the firing of guns...

A 'Campaign Version' was released. Reportedly only 100 units ever made and given out as prizes to high score contest winners.

Scitron / Gamest released a limited-edition soundtrack album for this game (DoDonPachi, ESP Ra.de. Soundtrack - SGCD-00002) on 06/11/1998.
Scitron Digital Content released a limited-edition soundtrack album for this game (Dodonpachi II / Dodonpachi Sound Trax - SCDC-00126) on 19/09/2001.

- TIPS AND TRICKS -

* Bee Medals : There are bee medals hidden in the whole game. If you shoot where a bee medal is hidden, it starts to blink. Then you will need to use your laser to free it, before you can collect the medal.

* Hits : There is a combo score system for hits within a specific time range. If it takes too long for your next hit, the chain breaks and counting restarts.

* Hidden 1up player : In stage 3 is your one and only chance to pick up a 1up item. It is hidden in the giant red spaceship you will pass later in the stage. To get it, open all 6 side-boxes with your laser, before you destroy the main tower in the center of the ship. You are not allowed to use your smartbomb for these actions. Otherwise the 1up item would not appear in the ruins of the tower afterwards.

* Bomb Stock : If you don't use the smartbombs and keep the stock display at 'maximum' bonus multiplier will be 2x.

* Flower bloom : There are a few places in the game you will meet flowers growing in ruins. If you fly near them they will bloom. This is more than just a joke of the graphic artist. It can reward you with a nice bonus score :
(each) flower blooming : 10 points per 1/60 sec.
+ your shots hit it : 510 points per bullet
+ your laser crosses it : 1'100 points per 1/30 sec.

* Second loop : To access the second (harder) loop thus being able to fight against Hibachi, the 'true' final boss after level 6 boss, you have to complete the first 6 levels with only one credit and meet at least one of these conditions :
- Don't lose more than 2 fighters (lives). 
- Depending on the fighter, have a maximum hit count of at least : 
Type A : 270 hits 
Type B : 300 hits 
Type C : 330 hits 
- At least 50 million points by the end of level 6. 
- Collect all 13 bees in four of the 6 areas using the tactic explained above for 'bee medals'.

- SERIES -

1. DonPachi (1995)
2. DoDonPachi (1997)
3. Bee Storm - DoDonPachi II (2001)
4. DoDonPachi Dai-Ou-Jou (2002)
5. DoDonPachi Dai-Fukkatsu (2008)
6. DoDonPachi Saidaioujou (2012)
7. DoDonPachi Maximum (2012) [Apple App Store]

- STAFF -

Designers : Naoki Ogiwara, Akira Wakabayashi, Hiroyuki Tanaka, Junya Inoue, Riichirou Nitta
Programmers : Tsuneki Ikeda, Satoshi Kohyama, Makoto Watanabe, Takashi Ichimura
Special Thanks : Toshiaki Tomizawa, Atsunori Aburatani, Ryuichi Yabuki
Producer : Kenichi Takano

- PORTS -

* Consoles :
Sega Saturn [JP] (September 18, 1997; "DoDonPachi [Model T-14419G]")
Sony PlayStation [JP] (September 10, 1998; "DoDonPachi [Model SLPS-01364]")
Sega Saturn [JP] (September 17, 1998; "DoDonPachi [Model T-14424G]")
Sony PlayStation [JP] (May 26, 2010, "PSOne Classics")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=652&o=2

$end


$info=ddpdfk,ddpdfk10,
$bio

DoDonPachi Dai-Fukkatsu (c) 2008 Cave Company, Limited.

- TECHNICAL -

Cave CV1000D Hardware

CPU : Hitachi SH-3 CPU, 133 Mhz Clock
Sound Chip : Yamaha YMZ770C-F
Chip U1 : IS42S32400D 128Mb SDRAM @ 166mhz (standard SH3 has MT48LC2M32 64Mb SDRAM)
Chip U4 : 32Mbit Spansion S29JL032H (standard SH3 has a 16Mbit Spansion S29AL016D.

- TRIVIA -

DoDonPachi Dai-Fukkatsu was showed fully playable at AOU 2008, which took place 15-16th February at the Makuhari Messe, Japan. The game was then released on May 22, 2008 in Japan.

- TIPS AND TRICKS -

There are 2 versions of the second loop, Omote (Open) and Ura (Hidden). If either loop is qualified, player will be asked at the end of first loop whether or not to play the second loop. (Highlighted default option is YES.) If qualified for both, player will be prompted for
Ura second loop. Co-op 2 Player games cannot enter the second loop.

Both second loops are harder versions of the first loop, with the Ura route being the harder of the two.

Requirements to fight Taisabachi : (Boss EX1) (Open first loop criteria)

- Credit should be preserved (fails if continue is used). AND
- Maximum of 2 bombs used in Areas 1-5 of first loop OR
- Collect at least 35 bees through first loop.

(If above Taisabachi requirements are met, Taisabachi appears after completing second loop.)

Requirements to fight Hibachi : (Boss EX2) (Hidden first loop criteria)

- Enter "hidden" Ura path on first loop at Area 1.
- Maximum of one death in Areas 1-5 of first loop.
- Maximum of 2 bombs used in Areas 1-5 of first loop.
- Collect all 45 bees through first loop.

(If above Hibachi requirements are met, Hibachi appears after Taisabachi, after completing second loop.)

- SERIES -

1. DonPachi (1995)
2. DoDonPachi (1997)
3. Bee Storm - DoDonPachi II (2001)
4. DoDonPachi Dai-Ou-Jou (2002)
5. DoDonPachi Dai-Fukkatsu (2008)
6. DoDonPachi Saidaioujou (2012)
7. DoDonPachi Maximum (2012) [Apple App Store]

- PORTS -

* Consoles :
Microsoft XBOX 360 (Nov.25, 2010; "DoDonPachi Dai-Fukkatsu ver. 1-5 [Model F6G-00001]")
Microsoft XBOX 360 (Nov.25, 2010; "DoDonPachi Dai-Fukkatsu ver. 1-5 [Gentei Ban] [Model F6G-00002]")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=22102&o=2

$end


$info=dfkbl,
$bio

DoDonPachi Dai-Fukkatsu Black Label (c) 2010 Cave Company, Limited.

This is an updated version of "DoDonPachi Dai-Fukkatsu" with the following changes:
- Ship selection changed: players now select the fighter type, then the style (Bomb, Power, or Strong). The style now corresponds to easy, medium, and hard difficulty respectively. Then, player can select whether to utilize auto-bomb or not.
- Ships can now fire both laser and shot simultaneously.
- Score counter's number letter sizes increase every 5th digit for easier viewing
- Added Red Mode, a small long bar at top right (or top middle when playing with two players) which increases if you shoot both laser and shot simultaneously. When it passes a certain threshold, the bar in the meter turns red, and the game becomes much more difficult while it is in the red. The bar will reset when the player dies, or reduced after hyper ends / player does not shoot both laser and shot.
- Hyper meter now increase very slowly unless you turn the "Red Mode" bar red. In addition, Hyper power itself runs out much faster after use.
- Hypers can now be "collected" for the Power style. Continue to increase the Hyper meter and it will stock up like a bomb when the meter is filled.
- Activating the hyper now shows the current "rank" of the Hyper effectiveness with blocking bullets temporarily.
- The bee bonus items in the stages function differently.
- Hibachi (true final boss) now can appear in the first loop if certain requirements are met. In addition, the difficulty / durability of both the final boss Taisabachi, now renamed Supreme Weapon of Extreme Hellish Annihilation - Golden Disaster and the true final boss have increased dramatically.
- Hit combos are now calculated differently. Namely, the hit combo does not go up as fast unless you turn the "Red Mode" bar red.
- All the music has been replaced.

- TECHNICAL -

Cave CV1000D Hardware

CPU : Hitachi SH-3 CPU, 133 Mhz Clock
Sound Chip : Yamaha YMZ770C-F
Chip U1 : IS42S32400D 128Mb SDRAM @ 166mhz (standard SH3 has MT48LC2M32 64Mb SDRAM)
Chip U4 : 32Mbit Spansion S29JL032H (standard SH3 has a 16Mbit Spansion S29AL016D.

- TRIVIA -

Released in January 2010.

- TIPS AND TRICKS -

In DoDonPachi Dai-Fukkatsu Black Label Mode, there is only one loop (no second "open" or "hidden" loops as they exist in original DoDonPachi Dai-Fukkatsu). However, style affects the difficulty of Black Label Mode:

* Bomb style   : First loop of the original game. 
* Power style  : Open second loop of the original game.
* Strong style : Hidden second loop of the original game.

Requirements to fight Taisabachi : (Boss EX1)

- Credit should be preserved (fails if continue is used). AND
- Maximum of 2 bombs used in Areas 1-5 OR
- At least 2 Area bosses must be killed with full Red Gauge.

(If above Taisabachi requirements are met, Taisabachi appears after completing Area 5.)

Requirements to fight Hibachi : (Boss EX2)

- Maximum of one death in Areas 1-5.
- Maximum of 2 bombs used in Areas 1-5.
- All 5 Area bosses must be killed with full Red Gauge.

(If above Hibachi requirements are met, Hibachi appears after Taisabachi.)

Requirements to fight Zatsuza : (Boss EX3)

- Strong style game.
- Not a single death during Areas 1-5 & Taisabachi fight.
- Maximum of 2 bombs used in Areas 1-5.
- All 5 Area bosses must be killed with full Red Gauge.

(If above Zatsuza requirements are met, Zatsuza appears after Taisabachi, instead of Hibachi.)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48718&o=2

$end


$info=ddpdoj,ddpdoja,ddpdojb,
$bio

DoDonPachi Dai-Ou-Jou (c) 2002 Cave.

This is a fight between the human race and the machines. To defeat the machines the humans sent 'Elemental Dolls' piloting ships to aid them in their fight.

- TECHNICAL -

IGS PGM hardware

Main CPU : Motorola 68000 (@ 20 Mhz), Zilog Z80 (@ 8.468 Mhz)
Sound Chips : ICS2115 (@ 8.468 Mhz)

Players : 2
Control : 8-way Joystick
Buttons : 3 
=> [A] Shoot, [B] Bomb, [C] Full Auto

- TRIVIA -

Developed/Produced by Cave and Sales by AMI (Amusement Marketing International).

Released in April 2002.

The title of this game translates from Japanese as 'Angry Chief Hornet : Peaceful Death'.

The game is known outside Japan as "DoDonPachi 3" (Literally :Angry Chief Hornet 3).

It is rumored that only 5 players have cleared both loops of the game, 12 months after it's arcade release.

Shortly after DoDonPachi Dai-Ou-Jou, Cave released a special fan-edition of the same game. It is called "DoDonPachi Dai-Ou-Jou [Black Label]".

Cave released a limited-edition soundtrack album for this game (DoDonPachi Dai-Ou-Jou / Ketsui - Kizuna Jigoku Tachi - Original Sound Track - CVST-0000) on 06/06/2003.

- TIPS AND TRICKS -

* Hits : When an enemy is killed, if the player kills another one in a short, specified time, the kill count will increase by one.

* Hyper item : When collected, it gives your ship an added burst of fire-power which can be used when shooting a beam, and will last as long as your ship does, but it doesn't absorb bullets, meaning you remain vulnerable. Technically, it does let you absorb bullets for a few seconds by holding down the bomb button. This can only be done once during a hyper and allows you to escape from a tight corner if there are too many projectiles coming your way.

- SERIES -

1. DonPachi (1995)
2. DoDonPachi (1997)
3. Bee Storm - DoDonPachi II (2001)
4. DoDonPachi Dai-Ou-Jou (2002)
5. DoDonPachi Dai-Fukkatsu (2008)
6. DoDonPachi Saidaioujou (2012)
7. DoDonPachi Maximum (2012) [Apple App Store]

- STAFF -

Producer: Kenichi Takano
Director: Tsuneki Ikeda
Programmer: Takashi Ichimura
Chief Designer: Akira Wakabayashi
Character Designer: Shohei Satoh
Mechanic Designer: Akira Wakabayashi, Kengo Arai, Hiroyuki Tanaka
Background Designer: Hiroyuki Tanaka, Shohei Satoh
Music Producer: Shohei Satoh
Music Composer: Manabu Namiki (Santaruru)
King of Debugger: Satoshi Kouyama
Super Adviser: Junya Inoue
Special Assist: Toshiaki Tomizawa, Yasushi Imai

- PORTS -

* Consoles :
Sony PlayStation 2 (April 10, 2003; "DoDonpachi Dai-Ou-Jou [Model SLPS-25233]")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4001&o=2

$end


$info=ddpdojblk,ddpdojblka,
$bio

DoDonPachi Dai-Ou-Jou [Black Label] (c) 2002 Cave Company, Limited.
 
An easier release of "Dodonpachi Dai-Ou-Jou" released shortly after the original version.

- TECHNICAL -

IGS PGM hardware

Main CPU : Motorola 68000 (@ 20 Mhz), Zilog Z80 (@ 8.468 Mhz)
Sound Chips : ICS2115 (@ 8.468 Mhz)

Players : 2
Control : 8-way Joystick
Buttons : 3 => [A] Shoot, [B] Bomb, [C] Full Auto

- TRIVIA -

DoDonPachi Dai-Ou-Jou Black Label was released in October 2002 in Japan.

It seems this release is due to a small number of complaints from high-level arcade players regarding the difficult level of "Dodonpachi Dai-Ou-Jou". The major complaints were :
- "Dodonpachi Dai-Ou-Jou" confiscates any spare lives you had at the end of the first loop making more difficult to reach the end of the second loop.
- You cannot continue if you lose your last life on stage 2-5.
- On this version you select 1 Loop Mode or 2 Loop Mode at the beginning, after selecting your ship. 2 Loop Mode is the normal arcade play with both loops (and as with "Dodonpachi Dai-Ou-Jou", after clearing the 1-5 boss, you have the option to continue into the second loop, or call it a day). With 1 Loop Mode, after defeating the 1-5 boss, you reach the Hibachi fight, which you can also now credit-feed through. So this makes practicing Hibachi much more feasable than what would be needed in "Dodonpachi Dai-Ou-Jou".

- STAFF -

Producer: Kenichi Takano
Director: Tsuneki Ikeda
Programmer: Takashi Ichimura
Chief Designer: Akira Wakabayashi
Character Designer: Shohei Satoh
Mechanic Designer: Akira Wakabayashi, Kengo Arai, Hiroyuki Tanaka
Background Designer: Hiroyuki Tanaka, Shohei Satoh
Music Producer: Shohei Satoh
Music Composer: Manabu Namiki (Santaruru)
King of Debugger: Satoshi Kouyama
Super Adviser: Junya Inoue
Special Assist: Toshiaki Tomizawa, Yasushi Imai

- PORTS -

* Consoles :
Microsoft XBOX 360 (February 19, 2009; "Dodonpachi Dai-Ou-Jou Extra [Black Label] [Model YGC-00002]")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=25381&o=2

$end


$saturn,sat_cart=ddonpach,
$bio

DoDonPachi (c) 1997 Atlus Company, Limited.

- TECHNICAL -

[Model T-14419G]

- TRIVIA -

DoDonPachi for Saturn was released on September 18, 1997 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47524&o=2

$end


$info=dogfight,
$bio

Dog Fight (c) 1983 Thunderbolt.

An air combat shoot'em up.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 4 Mhz), Zilog Z80 (@ 1.78975 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.78975 Mhz)

Players : 2
Control : 2-way joystick
Buttons : 1

- TRIVIA -

Dog Fight was released in October 1983.

Antonio Colangelo holds the official record for this game with 1,445,050 points on July 17, 1985.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=654&o=2

$end


$x68k_flop=dogfight,
$bio

Dog Fight! (c) 1992 Biwahosi Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87437&o=2

$end


$msx1_cass=dogfight,
$bio

Dog Fighter (c) 1986 Kuma Computers, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94593&o=2

$end


$info=dogpatch,
$bio

Dog Patch (c) 1978 Midway.

An old two players shooting game.

- TECHNICAL -

[Game No. 644]

Main CPU : Intel 8080 (@ 1.9968 Mhz)
Sound Chips : Discrete

Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 2

Players : 2
Control : stick
Buttons : 1

- TRIVIA -

Released in September 1978.

- PORTS -

* Consoles :
Bally Astrocade

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=655&o=2

$end


$gba=dogtrnr,
$bio

Dog Trainer (c) 2005 Datel

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70417&o=2

$end


$gba=dogtrnr2,
$bio

Dog Trainer 2 (c) 2006 Datel

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70418&o=2

$end


$info=dogfgtj,
$bio

Dog-Fight - Batten O'Hara no Sucharaka Kuuchuu-sen (c) 1984 Technos.

A very funny shoot'em up game.

- TECHNICAL -

Game ID : TA-0011

Main CPU : (2x) M6502 (@ 1.5 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.5 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Even if titlescreen says 1984, the game was released in January 1985 in Japan.

The subtitle of this game translates from Japanese as 'O'Hara's Cross in Irresponsible Distress'.

'Sucharaka' parody from 1965 Japan TV Progeram 'Sucharaka Temple'.

This game is known outside Japan as "Acrobatic Dog-Fight".

- STAFF -

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

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=656&o=2

$end


$bbca_cass,bbcb_cass=dogfight,
$bio

Dogfight (c) 19?? Opus

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51754&o=2

$end


$amigaocs_flop=dogfight,
$bio

Dogfight (c) 1993 Microprose Software, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73891&o=2

$end


$cpc_cass=dogfight,
$bio

Dogfight: 2187 [Model AS 54752] (c) 1987 Starlight Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95978&o=2

$end


$info=dogosoke,dogosokb,
$bio

Dogosoken (c) 1986 SNK.

Dogosoken is the sequel to Ikari. It was developed by SNK, and released in the arcades in 1986, later in the same year that the original game appeared. Like the original, Dogosoken featured an 8-way rotary joystick that could be twisted in place to rotate the onscreen character allowing the player to face in one of eight directions while moving in another. The rotary joystick serves two simultaneous purposes. The joystick can be pushed in any one of eight direction to direct the players to move in that direction. As either player advances to the top of the screen, the screen will automatically scroll down. If the player retreats, the screen will scroll up, but only to a limited extent. The second purpose of the joystick is to control the orientation of the players. The joystick can be rotated clockwise or counter-clockwise. As the joystick is rotated, so too will the players rotate in the same direction. In this manner, a player can move in any direction while continuing to face one particular direction.

The objective is to defeat the enemy aliens using grenades and other weapons. The story directly picks up at the ending of Ikari Warriors. Congratuled by General Kawasaki for rescuing him, Paul and Vince return home to their native country in a plane arranged by the general. Expecting a hero's welcome upon arriving home, a mysterious storm appears and they are hurtled thousands of years into the future. They are met by an alien creature who says that the villain Zang Zip has taken over the land.

The arcade features sampled voiceovers from the main characters and the game's bosses.

- TECHNICAL -

Main CPU : (2x) Zilog Z80 (@ 4 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM3526 (@ 4 Mhz), Y8950 (@ 4 Mhz)

Players : 2
Control : 8-way Rotary [LS-30]
Buttons : 2

- TRIVIA -

Released in October 1986 in Japan.

The title of this game translates from Japanese as 'Bellowing Atmosphere'.

This game is known outside Japan as "Victory Road".

The main characters Ralf and Clark appear in one more Ikari game (Ikari III - The Rescue in 1989), and they later enter the fighting tournament known as The King of Fighters.

- TIPS AND TRICKS -

Gameplay:
---------
Weapons no longer have limited ammunition.

Player begins with a flamethrower, but when player loses a life, it is changed to machine gun.

Weapon powerups are scattered throughout the levels often hidden under rocks destroyable by the bazooka weapon or grenades.

There are no vehicles in this game, but it was replaced by armour, which allows player to take limited number of hits without time expiration.

Weapons:
--------
Flamethrower - Player's beginning weapon. It can destroy walls.

Machine gun - Player's weapon after losing a life.

Red machine gun - Similar to machine gun, but the bullet has longer range, and shoots through enemies.

Boomerang - Weapon shoots through enemies, and flies back to player.

Sword - When spinning a sword, player can hit back enemy bullets. When pressing fire button, player fires shot using the last available machine gun type. The sword blade damages enemies upon contact.

Grenades:
---------
Black - Small explosion.

Red - Larger explosion. When it detonates, an 8-way blast appears.

- SERIES -

1. Ikari (1986)
2. Dogosoken (1986)
3. Ikari III - The Rescue (1989)

- PORTS -

* Consoles :
Nintendo Famicom (1988) "Ikari II - Dogosoken [Model KAC-DS]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=657&o=2

$end


$astrocde=dogpatch,
$bio

Dogpatch (c) 1980 Bally Mfg. Co.

- TECHNICAL -

Game ID: 2010

- TRIVIA -

This was the last Bally release. Released as part of the "Action/Skill Series".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86795&o=2

$end


$amigaocs_flop=dogsowar,
$bio

Dogs Of War (c) 1989 Elite

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73892&o=2

$end


$cpc_cass=dogsbody,
$bio

Dogsbody [Model BBA007] (c) 1985 Bug Byte

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95979&o=2

$end


$info=dogyuun,dogyuuna,dogyuunt,
$bio

Dogyuun (c) 1992 Toaplan Company, Limited.

A vertically scrolling shoot'em up.

- TECHNICAL -

Game ID : TP-022

Main CPU : Motorola 68000 (@ 16 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.375 Mhz), OKI6295 (@ 20.454 Khz)

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Dogyuun was released in October 1992.

Licensed to Unite Trading for Korea, to Charterfield for Hong Kong and South East Asia, to Atari Games for USA and to Taito corp. for Japan.

The title of this game translates from Japanese as "Bang!" (an onomatopoeia for gunshot).

- TIPS AND TRICKS -

* Hidden Functions : If the 'Invulnerability dip switch' is enabled, you are invulnerable but you may also 'Pause' the game with P2 Start and restart with P1 Start.

- STAFF -

Producer : Toshiaki Oota
Programmers : Hiroaki Furukawa, Toshiaki Oota, Tatsuya Uemura, Washimoto
Music composer : Tatsuya Uemura
Sound effects : Washimoto
Designers : Takaestu Iwabuchi, Miho Hayashi, Yuuko Takada, Anpanmanda, Saori Hiratsuka, Junya Inoue, Ikuo Matsumura, Kaneyo Oohira

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=658&o=2

$end


$gba=dogzfshnu,
$bio

Dogz - Fashion [Model AGB-BFEE-USA] (c) 2006 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70422&o=2

$end


$gba=dogzfshn,
$bio

Dogz - Fashion [Model AGB-BFEP] (c) 2006 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70421&o=2

$end


$gbcolor=dogzu,
$bio

Dogz - Your Virtual Petz Palz [Model CGB-AOZE-USA] (c) 1999 Mindscape, Incorporated. [Northbrook, IL, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67778&o=2

$end


$gbcolor=dogz,
$bio

Dogz - Your Virtual Petz Palz [Model CGB-AOZP-EUR] (c) 2000 Mindscape, Incorporated. [Northbrook, IL, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67777&o=2

$end


$gba=dogz2u,
$bio

Dogz 2 [Model AGB-BIME-USA] (c) 2007 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70424&o=2

$end


$gba=dogz2,dogz2a,
$bio

Dogz 2 [Model AGB-BIMP] (c) 2007 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70423&o=2

$end


$gba=dogzu,
$bio

Dogz [Model AGB-B82E-USA] (c) 2005 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70420&o=2

$end


$gba=dogz,dogza,dogzf,
$bio

Dogz [Model AGB-B82P] (c) 2005 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70419&o=2

$end


$amigaocs_flop=dojodan,
$bio

Dojo Dan (c) 1992 Europress

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73893&o=2

$end


$info=dokaben,
$bio

Dokaben - Visual Card Game (c) 1989 Capcom.

A Japanese baseball game played using a deck of random cards. Interesting design.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 8 Mhz)
Sound Chips : OKI6295 (@ 7.5 Khz), YM2413 (@ 4 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in March 1989 in Japan.

Based on Mizushima Shinji's baseball manga 'Dokaben'.

- SERIES -

1. Dokaben - Visual Card Game (1989)
2. Dokaben 2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=659&o=2

$end


$snes=dokap321,
$bio

Dokapon 3-2-1 - Arashi o Yobu Yuujou [Model SHVC-AIXJ-JPN] (c) 1994 Asmik

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61218&o=2

$end


$snes=dokapong,
$bio

Dokapon Gaiden - Honoo no Audition [Model SHVC-AGNJ-JPN] (c) 1995 Asmik

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61219&o=2

$end


$gba=dokaponj,
$bio

Dokapon Q - Monster Hunter! [Model AGB-ADQJ] (c) 2001 Asmik Ace Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70427&o=2

$end


$gba=dokaponu,
$bio

Dokapon [Model AGB-ADOE-USA] (c) 2001 Asmik Ace Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70426&o=2

$end


$gba=dokapon,
$bio

Dokapon [Model AGB-ADQP] (c) 2002 Asmik Ace Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70425&o=2

$end


$gbcolor=dokapon,
$bio

Dokapon! Millennium Quest (c) 2000 Asmik Ace Ent.

- TECHNICAL -

Game ID: DMG-BDKJ-JPN

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67779&o=2

$end


$x68k_flop=dokiaman,
$bio

Doki Doki Amanachan (c) 1990 Toy Pops

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87438&o=2

$end


$x68k_flop=dokicard,
$bio

Doki Doki Card League (c) 1990 Great [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87439&o=2

$end


$pc98=dokicard,
$bio

Doki Doki Card League (c) 1990 Great [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89335&o=2

$end


$msx2_flop=dokicard,dokicarda,
$bio

Doki Doki Card League (c) 1990 Great [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101619&o=2

$end


$info=starseek,
$bio

Doki Doki Idol Star Seeker (c) 2001 G.Rev.

Idol Star Seeker is a minesweeper-style arcade game played on a field of hexagonal tiles. The objective is to mark all of the mines and remove all of the tiles within the time limit to reveal an image of a scantily clad girl. Every stage features a new background image to reveal, but if the stage is not completed in a timely manner the image changes to that of the sulking fully clothed model but the player still has a chance to complete the stage and continue the game. However if the timer runs completely out, then it is game over.

- TECHNICAL -

ID: GDL-0005

Runs on the Sega "NAOMI GD-ROM System" hardware.

- TRIVIA -

Doki Doki Idol Star Seeker was released in July 2001. It is the first game created by G.Rev.

- PORTS -

* Consoles :
Sega Dreamcast (2002, "Doki Doki Idol Star Seeker Remix")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=22959&o=2

$end


$nes=dokidoki,
$bio

Doki Doki Panic (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83854&o=2

$end


$info=dokidoki,
$bio

Doki Doki Penguin Land (c) 1985 Sega.

- TECHNICAL -

Main CPU : Zilog Z80
Sound Chips : SN76496

Palette colors : 16

Players : 2
Buttons : 2

- TRIVIA -

Even if titlescreen says 1985, Doki Doki Penguin Land was released in January 1986 in Japan.

- SERIES -

1. Doki Doki Penguin Land (1985)
2. Doki Doki Penguin Land Uchuu Daibouken (1987, Sega Master System)
3. Ikasuze! Koi no Doki Doki Doki Penguin Land MD (1990, Sega MegaDrive)
4. Doki Doki Penguin Land Arrange (as part of "Sega Ages Vol 23: Sega Memorial Collection")

- PORTS -

* Consoles :
Sega SG-1000 (1985)
Nintendo GameBoy (1990)
Sega Saturn [JP] (Nov. 27, 1997) "Sega Memorial Selection Vol.2 [Model GS-9163]"
Sony PlayStation 2 (Dec. 22, 2005) "Sega Memorial Selection [Sega Ages 2500 Vol.23] [Model SLPM-62709]"

* Computers :
MSX (1985)

* Others :
Mobile Phones (2004 as "Penguin Love")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=7976&o=2

$end


$sms=dokidoki,dokidokip,
$bio

どきどき ペンギンランド 宇宙大冒険 (c) 1987 Sega Enterprises, Limited.
(Doki Doki Penguin Land - Uchuu Daibouken)

- TECHNICAL -

Game ID: G-1334

- TRIVIA -

Released on August 18, 1987 in Japan.

- STAFF -

Programmer: Yoshihiko Toyoshima (Y. Toyoshima), Tatsuo Matsuda (T. Matsuda), Hiroshi Momota (H. Momota)
Sound maker: S. Tateishi, Hiyakashi, Takahiro Hamano (Tak.Ham)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55856&o=2

$end


$sg1000=dokidoki,
$bio

Doki Doki Penguin Land (c) 1985 Sega Enterprises, Limited.

- TECHNICAL -

[Model C-50]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49020&o=2

$end


$msx1_cart=dokidoki,dokidokia,
$bio

どきどきペンギンランド (c) 1985 Pony Canyon, Inc.
(Doki Doki Penguin Land)

- TECHNICAL -

Game ID: R49x5805

- TRIVIA -

Original price: 4900 Yen

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76690&o=2

$end


$pc98=throbbin,
$bio

Doki Doki Shougakusei 3 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89336&o=2

$end


$pc98=dokishut,
$bio

Doki Doki Shutter Chance (c) 1989 Elf [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89337&o=2

$end


$pc8801_flop=dokishut,dokishuta,
$bio

Doki Doki Shutter Chance (c) 1989 Elf [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91651&o=2

$end


$pc98=dokishutt1,
$bio

Doki Doki Shutter Chance Tsuika Data 1 - Joshikou Hen (c) 1989 Elf [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89338&o=2

$end


$pc98=dokishutt2,
$bio

Doki Doki Shutter Chance Tsuika Data 2 - Nurse Hen (c) 1989 Elf [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89339&o=2

$end


$pc98=dokishutt3,
$bio

Doki Doki Shutter Chance Tsuika Data 3 - Bus Guide Hen (c) 1989 Elf [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89340&o=2

$end


$psx=dokidoki,
$bio

Doki Doki Shutter Chance [Model SLPS-01038] (c) 1997 Nippon Ichi Software, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85090&o=2

$end


$pc98=dokivact,
$bio

Doki Doki Vacation - Kirameku Kisetsu no Naka de (c) 1995 Cocktail Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89341&o=2

$end


$gbcolor=dokixdok,
$bio

Doki x Doki Sasete!! [Model CGB-BP6J-JPN] (c) 2001 Victor Interactive Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67780&o=2

$end


$nes=dokiyuen,
$bio

??! ??! ??? ???????? (c) 1991 VAP Game.
(Doki! Doki! Yuuenchi - Crazyland Daisakusen)

- TECHNICAL -

Game ID: VAP-VO
Cart ID: Yellow

- TRIVIA -

Released on August 9, 1991 in Japan.

- STAFF -

PROGRAM BY: N. KAWAMOTO

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53975&o=2

$end


$pc8801_flop=dokidoub,
$bio

DokiDoki Card Battle Semi Double (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91652&o=2

$end


$pc8801_flop=dokicard,dokicarda,
$bio

Dokidoki Card League (c) 1990 Great [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91653&o=2

$end


$gba=dokicok1,
$bio

Dokidoki Cooking Series 1 - Komugi-chan no Happy Cake [Model AGB-A56J-JPN] (c) 2002 MTO, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70428&o=2

$end


$gba=dokicok2,
$bio

Dokidoki Cooking Series 2 - Gourmet Kitchen - Suteki na Obentou [Model AGB-A8OJ-JPN] (c) 2003 MTO, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70429&o=2

$end


$gbcolor=dokidoki,
$bio

Dokidoki Densetsu - Mahoujin Guruguru [Model CGB-B96J-JPN] (c) 2000 Enix, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67781&o=2

$end


$x1_flop=dokkin,
$bio

ドッキン♥美奈子先生! (c) 1988 Tect House.
(Dokkin Minako Sensei)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85965&o=2

$end


$pc8801_flop=dokkin,
$bio

Dokkin Minako Sensei (c) 1988 Tect House [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91654&o=2

$end


$pc98=dokkinm,
$bio

Dokkin Minako-sensei (c) 1988 Tect House [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89342&o=2

$end


$info=bdoramon,
$bio

Dokodemo Dorayaki Doraemon (c) 1983 Bandai Co., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94339&o=2

$end


$wscolor=dokodem3,
$bio

Dokodemo Hamster 3 - Odekake Saffron [Model SWJ-BECC01] (c) 2000 BEC [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86428&o=2

$end


$wswan=dokodemo,
$bio

Dokodemo Hamster [Model SWJ-BEC003] (c) 2000 BEC [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86324&o=2

$end


$ngpc=dokodemo,
$bio

Dokodemo Mahjong [Model NEOP00330] (c) 1999 SNK Corp. [Shin Nihon Kikaku] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82527&o=2

$end


$gba=dokodemo,
$bio

Dokodemo Taikyoku - Yakuman Advance [Model AGB-AYAJ-JPN] (c) 2001 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70430&o=2

$end


$psx=dokomade,
$bio

Dokomademo Aoku... [Limited Edition] [Model SLPS-03388] (c) 2002 KID [Kindle Imagine Develop]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85091&o=2

$end


$nes=masamune,
$bio

????? (c) 1988 Namco, Limited.
(Dokuganryuu Masamune)

- TECHNICAL -

Game ID: NAM-DG-5500
Cart ID: Black

- TRIVIA -

Released on April 5, 1988 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53976&o=2

$end


$pc98=libertyd,
$bio

Dokuritsu Sensou - Liberty or Death (c) 1993 Koei Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89343&o=2

$end


$snes=libertyj,
$bio

Dokuritsu Sensou - Liberty or Death [Model SHVC-QI] (c) 1994 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61220&o=2

$end


$pc8801_flop=dokuron,
$bio

Dokuron no Yakata (c) 1983 Enix, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91655&o=2

$end


$pc8801_flop=dokyo,
$bio

Dokyo - Kai So Densetsu (c) 1984 CSK Software Products [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91656&o=2

$end


$pc98=doll,
$bio

Doll - Paragon Sex A Doll (c) 1989 Heart Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89344&o=2

$end


$pc8801_flop=doll,
$bio

Doll - Paragon Sex A Doll (c) 1989 Heart Denshi [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91657&o=2

$end


$info=ss3180,ss3181,ss3372,ss3182,ss3373,ss3183,ss3184,
$bio

Dollar Mania (c) 199? IGT [International Game Technologies].

2-Coin Multiplier slot.

- TECHNICAL -

Paytable ID: 98A

- UPDATES -

SS3180
SS3181
SS3372
SS3182
SS3373
SS3183
SS3184

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46078&o=2

$end


$info=smi1308,smi1309,smi1310,smi1311,smi1312,
$bio

Dollars (c) 199? Bally Gaming, Incorporated.

- TECHNICAL -

Model number : 1088

- UPDATES -

* SMI # 1308
Hit Frequency: 46,30%
Percentage: 97,15%

* SMI # 1309
Hit Frequency: 46,10%
Percentage: 95,25%

* SMI # 1310
Hit Frequency: 43,50%
Percentage: 92,92%

* SMI # 1311
Hit Frequency: 43,60%
Percentage: 91,32%

* SMI # 1312
Hit Frequency: 43,10%
Percentage: 89,11%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=6406&o=2

$end


$info=dollyptn,
$bio

Dolly Parton (c) 1979 Bally.

- TECHNICAL -

Bally MPU AS-2518-35 (Sound Module -50)
Model Number : 1162

Main CPU : M6800 (@ 475 MHz)
Sound Chip : Custom

- TRIVIA -

Released in November 1979. 7,350 units were produced.

The development of this game took 14 months (started in October 1978).

Dolly Rebecca Parton (born January 19, 1946) is an American country music singer/songwriter, author, actress and philanthropist. To date, she remains one of the most successful country artists, with 26 number-one singles (a record for a female performer) and 42 top-10 country albums (more than anyone else). She is one of the most wealthy female entertainers in the world.

- STAFF -

Design by : George Christian
Art by : Dave Christensen

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5352&o=2

$end


$info=dolmen,
$bio

Dolmen (c) 1995 Afega.

- TRIVIA -

Dolmen was released in September 1995.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=29250&o=2

$end


$a2600=dolphinc,
$bio

Dolphin (c) 19?? CCE

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50416&o=2

$end


$info=dolphin,
$bio

Dolphin Blue (c) 2003 Sammy Corp.

You take on the role of either Ann (a royal army soldier who is out to protect the kingdom) or Erio (an arms dealer with a thirst for action). The game is set in the future and it appears a major incident has transformed what used to be a peace-filled nation into a troubled land of waste and ruin. What exactly has happened in this land remains unknown but whatever it was, it has damaged the earth's surface. Now the entire location is immersed in water. Our gallant heroes must now protect the earth's remains from the dastardly evil empire that are planning to take over the world. Dolphin Blue is an action side-scrolling shoot-em up with great graphics, super sound and gripping gameplay that will leave you sitting on the edge of your dolphin!

- TECHNICAL -

Sammy Atomiswave Hardware

CPU : Hitachi SH-4 32-bit RISC CPU (200 MHz 360 MIPS / 1.4 GFLOPS)
Graphic Engine : PowerVR 2 (PVR2DC)
Sound Engine : ARM7 Yamaha AICA 45 MHZ (with internal 32-bit RISC CPU, 64 channel ADPCM)
Main Ram : 32 megs
Main Memory : 16 MByte
Graphic Memory : 16 MByte
Sound Memory : 8 MByte
Media : ROM Board
Simultaneous Number of Colors : Approx. 16,770,000 (24bits)
Polygons : 2.5 Million polys/sec
Rendering Speed : 500 M pixel/sec
Additional Features : Bump Mapping, Fog, Alpha-Bending (transparency), Mip Mapping (polygon-texture auto switch), Tri-Linear Filtering, Anti-Aliasing, Environment Mapping, and Specular Effect.

- TRIVIA -

Dolphin Blue was released in August 2003.

- STAFF -

Executive Producers: Hajime Satomi, Yoshiharu Suzuki, Kenkichi Yoshida
Super Advisor: Tadahiro Kawamura, Hiroshi Tsujino
Producer: Takushi Hiyamuta
Progress Management: Wave Splashed
Main Planner: Ken Satoh
Planner: Yasuaki Uenoyama, Hiroto Ikuta, Moon 1
Design Director: (@)
3D Graphic Designer: Shingo Sasada, Shinsuke Koshiba, Yukiko Matsuzaki, Kazunori Kitabatake, Mitsuhito Masuo
2D Graphic Designer: Kobayashi, Manabu Fujita, KOZO, Takaaki Ishikawa, Yuuichi "D-Metal" Uchide, Takao Sakurai (July), Tsuyoshi Okiemon, Tomoko Tsurumi
3D Background Designer: Koji Murayama (Golden), Hironao Hasuike, Kumiko Masuda, Chikako Zanami, Zomomi Hayashi
Effect Designer: Tomoaki Nakamura
Event Designer: Take, Risa Inoue
Programming Director: Shin'ichi Hamada
System Programmer: Shunsuke Yamauchi
Game Programmer: Toshiaki Usui, Takeshi Nishino, Tetsuya Sugiura, Masaki Hirosawa, Nobuyuki Sugano, Hideaki Watanabe, Yasuyuki Nakatsuka, Tetsuya Yokota, Hiroshi Yamada
Sound: Akihiro Uchida (Papa), Maiko Iuchi, Toshihiro Yonetani
Graphic Design: Masanori Kusumoto, Toshimitsu Shimbo, Yumiko Kawase
Technical Support: Hiroaki Murase, Junji Takae, Masaru Obayashi

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4042&o=2

$end


$info=dolphntr,dolphtra,dolphtre,
$bio

Dolphin Treasure (c) 1996 Aristocrat.

A video slot machine with 5 reels and 20 lines.

- TECHNICAL -

Runs on the Aristocrat MKV Series 1 hardware. This game was also released with 9 lines.

Game has 14 buttons.
Bet buttons: 1, 2, 3, 5, 10 credits per line
Line buttons: 1, 5, 10, 15, 20 lines
Extra buttons: Collect (yellow), Service (green), Gamble (purple) and Take Win/Start Feature (orange)

1, 2, 5 and 10 credit buttons are also used for Heart, Diamond, Club and Spade double up respectively. This gamble is x4 if correct.
1 and 20 line buttons are used for red/black double up.

- TRIVIA -

Dolphin Treasure was released in December 1996.

- SCORING -

Dolphin Sunset substitutes for all symbols except scattered Treasure and doubles the prize when substituting. Scattered Treasure pay any.

Dolphin Sunset: 2 = 10, 3 = 200, 4 = 2000, 5 = 9000
Seahorse: 2 = 2, 3 = 25, 4 = 100, 5 = 750
Turtle: 2 = 2, 3 = 25, 4 = 100, 5 = 750
Starfish: 3 = 15, 4 = 100, 5 = 400
Octopus: 3 = 10, 4 = 100, 5 = 250
Fish : 3 = 10, 4 = 50, 5 = 250
Ace : 3 = 10, 4 = 50, 5 = 125
King : 3 = 5, 4 = 50, 5 = 100
Queen : 3 = 5, 4 = 25, 5 = 100
Jack : 3 = 5, 4 = 25, 5 = 100
Ten : 3 = 5, 4 = 25, 5 = 100
Nine : 2 = 2, 3 = 5, 4 = 25, 5 = 100
Treasure : 2 = 2, 3 = 5, 4 = 20, 5 = 400

- TIPS AND TRICKS -

Feature : Spin up 3, 4 or 5 Treasure to trigger 15 free games. During the free games all wins are tripled. The free games can be won during the feature.

- SERIES -

1) Dolphin Treasure (1996)
2) Golden Pyramids (1997)
3) Queen of the Nile (1997)
4) Adonis (1998)
4) Flame of Olympus (1998)
5) Geisha (2000)
6) Torch of the Gods (2001)
7) Queen of the Nile Special Edition (2002)
8) Geisha [Power Pay] (2008)

- PORTS -

* Others :
Online slot (2012) Dolphin Treasure

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4970&o=2

$end


$a2600=dolphin,
$bio

Dolphin (c) 1983 Activision.

Listen!  An endangered dolphin is calling you! Only by learning the dolphin's sonic language can you guide her through schools of seahorses, battling a  monstrous squid, to gain magic powers from and elusive seagull. Hurry! Lend an ear...

There are eight game variations. Games 1, 3, 5, and 7 are for one player.  Games 2, 4, 6, and 8 are for two players. Level of difficulty rises accordingly, with games 1 and 2 being the easiest. At higher levels, the squid will be smarter and quicker.

- TECHNICAL -

Model AX-024

- TRIVIA -

Can you reach a score of 80,000 points? If so, you could be eligible, back in the 80s, to join the ranks of 'Friends of Dolphins' and wear their patch. A certain very high score (the amount is secret, but it is under 500,000) will cause the score to be replaced by a secret word. This was the requirement for initiation into the 'Secret Society of Dolphins'. By sending a photograph of your TV screen to Activsion, you received the appropriate patch.

- TIPS AND TRICKS -

Tips from Matthew Hubbard, designer of Dolphin.
Matthew Hubbard is full of surprises. Besides designing top-notch video games, he's a member of a new wave band! Matt also knows a lot about dolphins, and we're pleased to introduce them in his first work on behalf of Activision.

"The best tip I can give you is this: 'He who hesitates is lunch.' But, for the record, here are a few more pointers."

"At first, don't completely rely on the 'slip'. Instead, become an expert at decoding sonar. Work with one tone at a time until you can easily predict the exact location of each opening. Notice, too, that there is never an opening at the very bottom or very top of the schools."

"Another thing to notice is that a bad wave often follows each opening. So, after your Dolphin swims through, be ready to make a quick move."

"Dolphins are truly amazing, and I hope my work will inspire you to find out more about these great mammals. If you read any interesting facts, or would like to discuss the game, send me a note. I look forward to hearing from you."

- STAFF -

Programmer: Matthew Hubbard

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50415&o=2

$end


$psx=dolphins,
$bio

Dolphin's Dream [Model SLPM-86122] (c) 1998 Konami Co., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85092&o=2

$end


$info=dolphinp,
$bio

Dolphin's Pearl (c) 2001 AGI (Austrian Gaming Industries).

Dolphin's Pearl is not just another 'fish in the casino'. It is the kind of fish that's going to earn standing ovations from players and operators worldwide.

DOLPHIN substitutes for all symbols except PEARL. Any win with the Dolphin substituting doubles the prizes. 3 or more scattered PEARLS award 15 free games. During the free games all prizes are multiplied by 3. The feature can be won again during the free games, adding even more excitement to this popular 5-reeler game.

- TECHNICAL -

Cool Fire I

- TRIVIA -

Release date : April 25, 2001

Updated in 2008 as "Dolphins's Pearl Deluxe"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11449&o=2

$end


$snes=dolaleag,
$bio

Dolucky no A.League Soccer [Model SHVC-Z7] (c) 1994 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61221&o=2

$end


$snes=dolkusay,
$bio

Dolucky no Kusayakiu [Model SHVC-IM] (c) 1993 Imagineer Company, Limited.

- TRIVIA -

The game was presented at the Famicom Spaceworld' 93 in August 1993 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61222&o=2

$end


$pico=dolucky,
$bio

Dolucky no Oekaki House [Model T-150030] (c) 1995 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75645&o=2

$end


$snes=dolpuz94,
$bio

Dolucky no Puzzle Tour '94 [Model SHVC-AZ8J-JPN] (c) 1994 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61223&o=2

$end


$x68k_flop=dome,
$bio

Dome (c) 1988 System Sacom Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87440&o=2

$end


$pc98=dome,
$bio

Dome (c) 1988 System Sacom Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89345&o=2

$end


$amigaocs_flop=dominatr,
$bio

Dominator (c) 1989 System 3 Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73894&o=2

$end


$cpc_cass=dominato,
$bio

Dominator [Model UQK 714] (c) 1989 System 3 Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95980&o=2

$end


$amigaocs_flop=dominium,
$bio

Dominium (c) 1993 Microïds

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73895&o=2

$end


$msx1_cass=domino,dominoa,
$bio

Domino (c) 1985 DIMensionNEW [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94594&o=2

$end


$cpc_cass=dominos1,
$bio

Domino (c) 1985 Idealogic [Barcelona, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95982&o=2

$end


$cdi=domino,
$bio

Domino - Het Oudste Spel, Het Nieuwste Medium (c) 1997 Haarlems Uitgeef Bedrijf.

It takes two to play Domino. You have to place the stones on the board, but only matching values are allowed to touch each other. The first one to get rid of all his stones is the winner! You decide how many games it takes to win an entire match, while the CD-i keeps track of the individual scores. The oldest game ever, now on CD-i!

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52846&o=2

$end


$info=dominob,dominobv2,
$bio

Domino Block (c) 1996 Wonwoo Systems.

- TRIVIA -

All the sounds and songs were ripped from Taito's "Arkanoid".

- UPDATES -

There is a Version 2 (Ver.2) released in same year.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=19615&o=2

$end


$info=domino2,
$bio

Domino II (c) 19?? Sirmo.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41879&o=2

$end


$info=domino,
$bio

Domino Man (c) 1982 Bally Midway.

The player controls Domino Man, a bespectacled, moustachioed artist who must set up a chain of giant dominoes across the screen, to form a chain of dominoes which can then be toppled.

The dominoes must be placed on sites marked by black spots, achieved by simply running over each spot. Once all of the spots are covered with a domino, the chain is complete. The player will then have the choice of either knocking them all down to clear the level, or simply wait for a few seconds to continue to the next screen, in hope of completing the chain on THAT level, and so on. In this way, the player can set up several chains and knock them all down in one fell swoop, earning many bonus points in the process. Multiple chains are, of course, very difficult to achieve.

Domino Man's progress is hampered by a neighborhood bully who walks onto the screen and tries to knock over the first dominoes he comes across. The player must either try to complete and topple the chain of dominoes before the bully knocks them over, or hit the bully with a domino; causing the bully's trousers to fall down and disabling him for a few seconds. A killer bee also appears, and if it manages to sting the player, a life is lost. A bag lady and a boy pushing a shopping cart wander blindly around the levels, occasionally knocking over some of the dominoes. Domino Man can hit them, however, causing them to change direction.

Once a game is over, a poem is displayed on-screen to evaluate the player's performance on the game. For example :
Roses are red
Or so goes the verse,
You set up fifty-two
You could have done worse.

- TECHNICAL -

[Upright model] [No. 316]

The game uses the standard Midway-style cabinet for that era. In addition to pictures of dominoes around the monitor, the lower front portion of the cabinet (around the coin door) sports several large vacu-molded plastic dominoes.

Bally Midway MCR 2 hardware

Main CPU : Zilog Z80 (@ 2.496 Mhz)
Sound CPU : Zilog Z80 (@ 2 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 2 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 1

- TRIVIA -

Domino Man was released in December 1982.

The main character in the game (as well as the bartender in "Tapper" and one of the lumberjacks in "Timber") is based on a Marvin Glass employee named Mike Ferris who had the same mustache and bald head and wore a red T-shirt all the time.

Donald Hayes holds the official record for this game with 1,040,866 points on August 1, 2003.

- STAFF -

Designed by : Marvin Glass
Programmed by : Richard Ditton, Elaine Ditton
Graphics by : Scott Morrison

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=660&o=2

$end


$x68k_flop=albion,
$bio

Domino Soldier Albion (c) 1989 Chaos [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87441&o=2

$end


$psx=dominoku,
$bio

Domino-Kun o Tomenaide (c) 1998 Artdink Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85093&o=2

$end


$bbca_cass,bbcb_cass=dominoes,
$bio

Dominoes (c) 19?? Blue Ribbon

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51755&o=2

$end


$bbca_cass,bbcb_cass=dominoeg,
$bio

Dominoes (c) 19?? Garland.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51756&o=2

$end


$cpc_cass=dominoes,
$bio

Dominoes [Model XXX 920] (c) 1987 Blue Ribbon Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95983&o=2

$end


$info=dominos4,
$bio

Dominos (c) 1977 Atari, Incorporated.

Cocktail (4-Player) version. Please see the Upright release entry for more information about the game itself; "Dominos [Upright model]".

- TECHNICAL -

Cocktail Table model

Players : 4

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=21497&o=2

$end


$info=dominos,
$bio

Dominos [Upright model] (c) 1977 Atari.

An old strategy game where players place dominoes in an attempt to cause their competitor to run into their trail. Play begins slowly, but speeds up as time progresses. Players change direction based upon their button presses.

- TECHNICAL -

Game ID : 007305

Main CPU : MOS Technology M6502 (@ 756 Khz)
Sound Chips : Discrete circuitry

Screen orientation : Horizontal
Video resolution : 512 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 4

Players : 2
Control : 4-way joystick

- TRIVIA -

Released in January 1977.

Also released as "Dominos [Cocktail Table model]".

A Dominos unit appears in the 1978 movie 'Jaws 2'.

- STAFF -

Designed and programmed by : Dennis Koble
Design and programming assistant : Chris Downend

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=661&o=2

$end


$megadriv=dominus,
$bio

Dominus (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57192&o=2

$end


$nes=domkong,
$bio

Domkey Kong (c) 19?? Unknown.

A pirate hack of "Tiny Toon Adventures" featuring a Monkey sprite as main character.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65159&o=2

$end


$info=dommy,
$bio

Dommy (c) 1983 Technos Japan Corp.

A maze game.

- TECHNICAL -

Main CPU : MOS Technology M6502 (@ 1.5 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.5 Mhz)

Players : 2
Control : 4-way joystick
Buttons : 1

- TRIVIA -

Dommy was released in September 1983.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=662&o=2

$end


$gba=domokun,
$bio

Domo-kun no Fushigi Television [Model AGB-ADOJ-JPN] (c) 2002 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70431&o=2

$end


$info=ddenlovrk,ddenlovrb,
$bio

Don Den Lover Vol. 1 - Heukbaeg-euro Jeonghaja (c) 1995 Dynax.

Don Den Lover Vol. 1 - Heukbaeg-euro Jeonghaja is an update of "Don Den Lover Vol. 1 - Shiro Kuro Tsukeyo!".

- UPDATES -

This is a Korean version of Don Den Lover Vol. 1 - Shiro Kuro Tsukeyo!. Here are the changes from Japanese version:
No 'clock set' option in the dips switches menu.
Haruka Takahashi is known as Ji-Yuon-Park.
Megumi Unazuki is known as Dami-Kim.
Mika Minazuki is known as Seong-Young-Lee.
Izumi Katou is known as A-Young-Ser.
Hitomi Ikenohata is known as Da-Hea-Kim.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=30055&o=2

$end


$info=ddenlovj,
$bio

Don Den Lover Vol. 1 - Shiro Kuro Tsukeyo! (c) 1995 Dynax.

Don Den Lover Vol. 1 is an arcade version of the classic board game Othello for one or two players.

The one player game features five female opponents that strip after being defeated.

Gameplay starts with the player given the choice to play as either white or black (with black going first).  A timer is set at 100 seconds and counts down during the player's turn.  If the timer counts down before the end of the round then it is game over.  Upon continuing the player may continue with another 100 seconds on the clock in the same game or start the current round over.  Occasionally the player is asked by his opponent to play in a certain space to add 5 seconds on the timer but this is usually not to the player's advantage.

During a match, the player has the option to ask for help. After making a request the player may either ask for the best place to play in this turn, or go back one turn. But your opponent also has the opportunity to go back one turn as well.

If a round is played to completion, the pieces are counted and whoever has the most pieces wins. If the player loses then it is game over. If the player continues then the round starts over. If the player wins, then the opponent strips for the player.

Strip sequences consist of the girl shown in a still pose, with her clothing disappearing off of her until she is left wearing just a bikini. Each girl has just one strip sequence before the player continues on to the next opponent.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound Chips : YM2413 (@ 3.579545 Mhz), AY8910 (@ 2 Mhz), OKI6295 (@ 8 Khz)

Players : 2
Buttons : 2

- TRIVIA -

Don Den Lover Vol. 1 was released in November 1995 in Japan.

The title of this game translates from Japanese as 'Don Den Lover Vol. 1 - Let's Decide Black and white!'.

- UPDATES -

The Korean version has different voices and character names. Here are the changes from Japanese version :
Haruka Takahashi is known as Ji-Yuon-Park.
Megumi Unazuki is known as Dami-Kim.
Mika Minazuki is known as Seong-Young-Lee.
Izumi Katou is known as A-Young-Ser.
Hitomi Ikenohata is known as Da-Hea-Kim.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=19456&o=2

$end


$info=ddenlovr,
$bio

Don Den Lover Vol. 1 [Hong Kong Ver.] (c) 1996 Dynax.

Hong Kong version. This version has Korean character names and voices. For more information about the game, please see the original Japanese version entry.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=663&o=2

$end


$info=dondenmj,
$bio

Don Den Mahjong (c) 1986 Dyna Electronics Company, Limited.

A [BET] style mahjong game where the more you bet, the more the ladies strip.

- TECHNICAL -

Game ID : 03

Main CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.536 Mhz)

Screen orientation : Horizontal
Video resolution : 256 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 32

Players : 2
Control : mahjong keyboard

- TRIVIA -

Released in October 1986.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=664&o=2

$end


$info=dondokod,dondokodu,dondokodj,
$bio

Don Doko Don (c) 1989 Taito Corporation.

Don Doko Don is a platform game where you play a bearded dwarf with a mallet as your only weapon. Very abstract colors, talking trees, cute graphics and sounds. The object is to defeat all the enemies and advance to the next round which reveals more and different enemies.

- TECHNICAL -

Runs on the "Taito F2 System" hardware. It used a graphics extension on the board, the so called Taito F2 Expanded System.

Board Number: M4300131A
Prom Stickers: B95

Screen Orientation: Horizontal

Players: 2
Control: 8-Way Joystick
Buttons: 2
=> Attack with mallet, Jump

- TRIVIA -

Don Doko Don was released in July 1989. 

Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Don Doko Don - PCCB-00008) on October 21, 1989.

- UPDATES -

The US version has the "Winners Don't Use Drugs" screen.

- TIPS AND TRICKS -

* Items list:
Power Drink (red): Increase your level by 1 one
Maxim Drink: Increase your level to maximum
Medicine (blue): Increase speed when holding an enemy
Book of Death (black): Eliminate all on-screen enemies
Book of Smash (brown): Smash all on-screen enemies
Death Hammer (grey): Can defeat an enemy with a single strike
Flying Hammer (blue): This hammer can be thrown
Fruit: Bonus points
Poison Apple: Decrease your level by one
Key: Open the door to a bonus or hidden stage

* Teddy Bear cheat: in the demo mode during the attract mode (not the tutorial), press 3 times the attack button and a cute picture of a bear will appear in the left bottom of the screen.

* Secret Room and Bonus Game:
If you hit the bottom of the first level, you will get key to go to Secret Room.
In Level 5, hit the bottom of the Right screen and you will get key to go to bonus game.

* Stage Select: like other Taito games, Don Doko don has a stage select feature. 
1) During the boot, push the 'service button.'
2) 'Service switch error' screen appears, push START three times and then, push the service switch button.

* True Ending: If you get all the secret keys, you are able to answer secret stage in first stage. So, it means you will process from after 50 stages. And, finally you have to defect the final stage boss (100th stage), you can see the true ending!

- SERIES -

1. Don Doko Don (1989)
2. Don Doko Don 2 (1992, Nintendo NES)

- STAFF -

Developed by the Taito team: Kumagaya Laboratory

Producers: Seiji Kawakami, T. Matumoto, Hiroyuki Sakou (Hiroyuki Sakoh)
Software: Kazutomo Ishida, Masaya Kinoshita
Characters: Seiji Kawakami, Yukiwo Ishikawa (Y. Abechan), Minori Ishino, Kazuhiro Numata, Kohzoh Igarashi, Tetsuya Shinoda, V.A.P.
Sound (Zuntata): Masahiko Takagi, Yasuko Yamada
Hardware: K. Fugimoto, Who Manchu
Designers: Hiroyasu Nagai, V.A.P

Special Thanks: Masaki Ogata, Kumagaya Project

- PORTS -

* Consoles : 
Nintendo Famicom [JP] (March 9, 1990) "Don Doko Don [Model TFC-DD-5900]" 
NEC PC-Engine [JP] (May 31, 1990) "Don Doko Don [Model TP02010]" 
Sony PlayStation 2 [JP] (July 28, 2005) "Taito Memories Joukan [Model SLPM-66057]" 
Sony PlayStation 2 [AU] (March 30, 2006) "Taito Legends 2 [Model SLES-53852]"
Microsoft XBOX [EU] (March 31, 2006) "Taito Legends 2" 
Sony PlayStation 2 [EU] (March 31, 2006) "Taito Legends 2 [Model SLES-53852]"
Sony PlayStation 2 [US] (May 16, 2007) "Taito Legends 2 [Model SLUS-21349]" 

* Computers : 
PC [MS Windows, CD-ROM] [EU] (March 31, 2006) "Taito Legends 2" 
PC [MS Windows, CD-ROM] [US] (July 10, 2007) "Taito Legends 2"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=665&o=2

$end


$nes=dondoko2,
$bio

Don Doko Don 2 (c) 1992 Taito Corporation.

- TECHNICAL -

Game ID: TFC-DDII-5900
Cart color: Black

- TRIVIA -

Don Doko Don 2 was released on January 31, 1992 in Japan. It was the 41th title made by Taito for the Famicom.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53978&o=2

$end


$nes=dondoko,
$bio

ドンドコドン (c) 1990 Taito Corporation.
(Don Doko Don)

- TECHNICAL -

Game ID: TFC-DD-5900
Cart color: Black

- TRIVIA -

Don Doko Don was released on March 9, 1990 in Japan.

It was the 30th title published by Taito on the Famicom.

- STAFF -

Producers: Ojamamushi, Seiji Kawakami
Directors: Hatabou, Kiyoshi Kusatsu
Character Design: Takeshi Narita, Hirotogu Ichisumi
Sound: K. Kawamuki, Shiro Imaoka (S. Imaoka)
Programmers: Kiyoshi Kusatsu, Masaru Mizuno
Thanks To: Yuji Takasu, Kimiya Sasaki, Seiichi Tajima, Ken Narita, Nishiyan, S. Nakada, Yuuichi Kanno (Y. Kanno), Taisuke Ishida (T. Ishida)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53977&o=2

$end


$pce=dondoko,
$bio

Don Doko Don (c) 1990 Taito Corp.

Don Doko Don is a cute platform game by Taito and conversion of the arcade game of the same name originally released in 1989. The kingdom of Marry Land is in sadness and sorrow - the beloved princess has been kidnaped by a mysterious king cow. She is now imprisoned in the dreaded Dragon castle and two courageous dwarves (Bob and Jim) decide to leave their native forest and to embark on a journey to save the young damsel. In a way similar to other classics at the time (such as Bubble Bobble), each level is single-screen in size and is filled with hordes of relentless monsters. The goal of the game is clean and simple - players must defeat all the enemies in sight within a time limit in order to move to the next level. And in Don Doko Don, they use large mallets to smash them flat before sending them bouncing around the screen. Alternately, stunned enemies can also be carried around and thrown against walls or other enemies. But the critters are tougher than they look and regain consciousness after a short period of time, and the dwarves must hurry and finish them off before they get a chance to jolt awake. Defeated enemies drop all kind of valuable items that the player can collect for extra rewards (some items randomly appear during gameplay). Although most of them are fruits that award bonus points, some upgrade the player in various ways, such as speed-ups (blue potion), throwable blue hammers, crushing grey hammers and other items that kill all monsters in one blow, make stars rain from the sky or increase the player's power level (Red Potions or P icons). This is another very important aspect to Don Doko Don - each dwarf comes with a power level (displayed at the bottom of the screen) that represents how many enemies can be disposed at once. When full, the power level flashes and indicates that the player can throw enemies through anything, even walls! This level however decreases each time the player receives a hit from a projectile or collects a rotten (spotted) fruit. Don Doko Don consists of five different themed worlds (made out of ten sub-stages each) and also features a two-simultaneous player mode.

- TECHNICAL -

Game ID: TP02010

- TRIVIA -

Don Doko Don for PCE was released on May 31, 1990 in Japan for 5800 Yen.

Don Doko Don was originally released in the arcades in 1989. This port of Don Doko Don is really faithful to the original arcade game, and the differences are minor. Firstly, some visual effects (such as zoom or sprite distortion and rotation) were obviously omitted - for instance some levels appear with basic zoom effects and some bosses (such as the pumpkin boss) use excellent rotation effects. Finally, when players complete the arcade game, the princess mentions that the king is still missing. This part is also present in the PC Engine version, however the way to find him is slightly different. In the arcade game, the player must hit and break an hidden crystal in the first level, collect a key and unlock a magic door to access a Secret Room. There, another crystal releases a second key, and a new hidden door that leads to a Password Room where the player can enter a special code to access the Reverse Rounds (it seems that this code is given away after collecting four crystals throughout the game, all hidden inside different Secret Rooms). In The PC Engine version, the Secret Rooms were apparently omitted and the first magic door leads directly to the Password Room. Finally, the end credits list all the enemies in the arcade game whereas the PC Enigine version only features a staff roll.

- TIPS AND TRICKS -

* Reverse Rounds:
When you complete the game, the princess says that the king is missing and gives you a code. To use it, start the game and, in the first level, jump to the highest platform and swing your hammer while jumping (you have to stand in the middle of the platform). The outline of a spherical crystal should appear - keep hitting it until the crystal breaks into pieces. This action releases a key that opens a magic door. Open the door to access a special hidden room - there, eight jars with four different signs appear and you have fifty seconds to enter the password the princess gave you (namely Spade, Heart, Diamond, Club, Club, Spade, Heart and Diamond). This gives access to fifty new (rearranged and harder) levels called the 'Reverse Rounds'. As a side note, these levels have a new final boss - once the dragon is vanquished, the evil king cow appears and must be defeated! Additionally, this epic final battle unlocks the true ending of the game.

- STAFF -

Producer: Ojamamushi, S. Kawakami
Director: Hatabou
Character: Y. Takasu
Sound: Waiwai, Y. Watanabe, K. Dekune
Programer: K. Sasaki, S. Tajima
Thanks: K. Onsen, M. Mizuno, T. Narita

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58563&o=2

$end


$x1_flop=donjuan,
$bio

Don Juan (c) 1984 dB-SOFT [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85966&o=2

$end


$pc8801_flop=donjuan,donjuana,
$bio

Don Juan (c) 1984 dB-SOFT [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91658&o=2

$end


$msx1_cass=quijote,
$bio

Don Quijote (c) 1987 Dinamic Software [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94595&o=2

$end


$cpc_cass=donquijo,
$bio

Don Quijote (c) 1987 Dinamic Soft. [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95984&o=2

$end


$cpc_cass=dontpani,
$bio

Don't Panic (c) 1985 Firebird

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95985&o=2

$end


$info=barata,
$bio

Dona Barata (c) 2002 Unknown.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84450&o=2

$end


$n64=goinquak,
$bio

Donald Duck - Goin' Quackers (c) 2000 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57663&o=2

$end


$n64=quackatk,
$bio

Donald Duck - Quack Attack (c) 2000 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57664&o=2

$end


$gamegear=donald42,
$bio

Donald Duck no 4-Tsu no Hihou [Model G-3332] (c) 1993 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64548&o=2

$end


$gamegear=donaldld,
$bio

Donald Duck no Lucky Dime [Model G-3309] (c) 1991 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64549&o=2

$end


$snes=donaldd,
$bio

Donald Duck no Mahou no Boushi [Model SHVC-ADDJ-JPN] (c) 1995 Epoch Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61224&o=2

$end


$snes=mauimallj,
$bio

Donald Duck no Maui Mallard [Model SHVC-AZBJ-JPN] (c) 1996 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61225&o=2

$end


$nes=donaldd,
$bio

Donald Duck (c) 1988 Kemco

- TECHNICAL -

Game ID: KSC-WS
Cart color: Blue

- TRIVIA -

Released on September 22, 1988 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53979&o=2

$end


$ibm5150,ibm5150_cass=donald,
$bio

Donald Duck's Playground (c) 1986 Sierra On-Line, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83610&o=2

$end


$a2600=donalddse,donaldds,
$bio

Donald Duck's Speedboat (c) 1983 Atari, Incorporated.

- TECHNICAL -

Model CX26108

- TRIVIA -

Unreleased prototype.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50417&o=2

$end


$megadriv=mauimall,mauimallb,
$bio

Donald in Maui Mallard (c) 1995 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56451&o=2

$end


$snes=mauimall,
$bio

Donald in Maui Mallard (c) 1996 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62912&o=2

$end


$nes=donaldl,
$bio

??????? (c) 1988 Data East Corporation.
(Donald Land)

- TECHNICAL -

Game ID: DFC-DX
Cart color: Orange

- TRIVIA -

Released on January 29, 1988 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53980&o=2

$end


$gamegear=donaldmw,
$bio

Donald no Magical World (c) 1994 Sega Enterprises, Limited.

- TECHNICAL -

[Model G-3340]

- TIPS AND TRICKS -

* Test Mode: Press Up x2, Down x5 on the title screen. This code will enable Level Select, Invincibility and Sound Test.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64550&o=2

$end


$pico=donaldot,
$bio

Donald no Obake Taiji [Model HPC-6005] (c) 1993 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75646&o=2

$end


$pico=donaldts,
$bio

Donald no Terebi Show [Model HPC-6033-02] (c) 1995 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75647&o=2

$end


$amigaocs_flop=donaldac,
$bio

Donald's Alphabet Chase (c) 1988 Disney Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73896&o=2

$end


$pico=donaldgj,
$bio

Donalds Gespensterjagd (c) 1993 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75648&o=2

$end


$gba=donchan,
$bio

Donchan Puzzle Hanabi de Dohn Advance [Model AGB-BDAJ-JPN] (c) 2004 Aruze Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70432&o=2

$end


$info=doncdoon,
$bio

Donchan Puzzle Hanabi de Doon! (c) 2003 Aruze.

A puzzle game with a fireworks theme.

- TECHNICAL -

Seta Aleck64 hardware

CPU : R4300i @ 93.75 MHz
Co-Processor : 64-bit RISC processor @ 62.5 MHz, RCP SP (Sound and Graphics Processor), and DP (Pixel Drawing Processor)
Sound : 16 bit stereo, 44.1Khz; ADPCM sound compression, up to 100PCM channels
RAM : Rambus D-RAM 36 Mbits
Resolution : 256 X 224 - 640 X 480
Colours : 16.8 million colors

Players : 2

- TRIVIA -

Donchan Puzzle Hanabi de Doon was released in December 2003 in Japan only. It was developed by Takumi.

- PORTS -

* Consoles :
Nintendo Game Boy Advance (2004) Donchan Puzzle Hanabi de Doon! Advance

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4420&o=2

$end


$nes=dongdong,
$bio

Dong Dong Nao 1 (c) 1989 Sachen [Taiwan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76746&o=2

$end


$nes=dongfang,
$bio

Dong Fang De Chuan Shuo - The Hyrule Fantasy (c) 19?? Waixing Computer & Technology Co., Ltd. [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76747&o=2

$end


$nes=fengyind,
$bio

东方的传说之-封印岛 (c) 200? Nanjing.
(Dong Fang De Chuan Shuo Zhi Feng Yin Dao)

- TECHNICAL -

Game ID: NJ072

- STAFF -

Developed by: Nice Code

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76774&o=2

$end


$info=drgnwrldv11h,
$bio

Dong Fang Zhi Zhu (c) 1995 IGS.

Dong Fang Zhi Zhu is a variation of Mahjong Solitaire.  The objective is to clear the board of all of the tiles by finding matching sets of three before the time limit is up. Tiles are removed from the board into the player's hand, shown in the lower left corner of the screen. The player can hold up to seven tiles in his hand. If he cannot make a match of three tiles in that hand then the game is over.

The player also has a number of items to help him clear the board, the question mark will reveal the set of three tiles that can be removed from the board in the least number of moves. The down pointing arrow will back up the game by one move.  And the bomb will remove one set of tiles from the board matching a tile in the player's hand whether those tiles may be removed legally or not.

In the background there is an image of a girl. Each girl has three stages, after the first stage the girl will wink at the player, after the second she will strip off her top, and after the third she will remove her bottom.  After the third stage the player can play a mini-game for bonus points.

Upon continuing the player will be given one of each item and the choice of whether to continue with the current board or to start over with a new one.

- TECHNICAL -

CPU : Motorola 68000 (@ 7.333333 MHz)
Sound Chips : OK16295 (@ 1.0476 MHz), YM3812 (@ 3.579545 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in May 1995.

The title of this game translates from Chinese as 'Wings Of Oriental'.

This game is also known in China as "Zhong Guo Long".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=28406&o=2

$end


$megadriv=dongguri,
$bio

Dong Gu Ri Te Chi Jak Jeon (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56452&o=2

$end


$nes=dongshen,
$bio

Dong Sheng English Sound-Word Blaster (c) 19?? Unknown [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76748&o=2

$end


$info=bmcpokr,
$bio

Dongfang Shenlong (c) 1999 BMC.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82396&o=2

$end


$info=donghaer,
$bio

Donggul Donggul Haerong (c) 2001 Danbi System.

A Korean arcade "Wonder Boy" clone based on the Korea/Japan Corporate Animation of the same name.

- TRIVIA -

The title of this game translates from Korean as 'Rounded Boy Haerong'.

This arcade game is a port of the Windows PC CD-ROM game by E-Softnet, that was released on 26 December-2001.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=34425&o=2

$end


$nes=dongzlgz,dongzlgza,
$bio

DongZhou Lie GuoZhi [Model ES-1072] (c) 19?? Waixing Computer & Technology Co., Ltd. [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76749&o=2

$end


$amigaocs_flop=donk,
$bio

Donk! The Samurai Duck! (c) 1993 SuperVision

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73897&o=2

$end


$pc8801_flop=donkey,
$bio

Donkey (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91659&o=2

$end


$info=sp_donky,sp_donkya,sp_donkyb,sp_donkyc,sp_donkyd,sp_donkye,sp_donkyf,sp_donkyg,
$bio

Donkey Derby (c) 199? Ace Coin Equipment, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42230&o=2

$end


$pc8801_cass=donkeygo,
$bio

Donkey Gorilla (c) 1983 Tsukumo Denki [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91212&o=2

$end


$info=dking,
$bio

Donkey King (c) 1981 Hafasonic.

A bootleg version of "Donkey Kong". The boards look almost the same but the colors are a little different and the screens are in a different order.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11085&o=2

$end


$info=dkingjr,
$bio

Donkey King Jr. (c) 1982 Unknown.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40797&o=2

$end


$info=dkongj,dkongjo,dkongjo1,
$bio

Donkey Kong (c) 1981 Nintendo. 

Donkey Kong is a legendary arcade platform game in which the player takes on the role of "Jumpman", who would later be renamed "Mario" and would go on to become Nintendo's mascot and a gaming legend. In this game, he must battle his way to the top of each level to rescue his beloved Pauline; who has been kidnapped by the giant ape, Donkey Kong. 

Jumpman is controlled with a joystick and a single JUMP button and must avoid the rolling Barrels thrown at him by Donkey Kong, as well as other enemies, including Fireballs, Cement Pies, Springs, and Firefoxes. Screens are negotiated with the use of ladders, ramps, conveyor belts and elevators. 

For additional points, players can collect umbrellas, hats, purses and other bonus items that Pauline has dropped on her way to the top of the building. Jumpman can also grab a hammer to smash Barrels, Beams, Fireballs, Cement Pies, and Firefoxes to earn additional bonus points. The hammer can only be used for a limited time, however, and Jumpman cannot jump or climb ladders while in possession of the hammer. 

On the Ramp, Elevator and Conveyor Belt stages, whenever Jumpman reaches Pauline, Donkey Kong will grab her and carry her off to the next level. (Exception: On the Conveyor Belt stage, Jumpman only needs to reach Donkey Kong's platform to clear the stage.) 

On the Rivet stage, Jumpman must remove eight rivets by running or jumping over them. After all eight rivets are removed, Donkey Kong will fall head first onto a stack of girders, knocking him out, and Jumpman and Pauline will finally be reunited. 

The game then starts over again with an increased level of difficulty. 

- CAST OF CHARACTERS - 

Jumpman (aka Mario) - This is the one and only Mario who will go on to become one of the biggest video game stars of all time. This is the game that started it all for him. His given profession in Donkey Kong is that of a carpenter, instead of a plumber.

Pauline - Jumpman's girlfriend and damsel in distress. She is stuck at the top of each screen awaiting rescue from the clutches of Donkey Kong. (When the arcade version of the game was first released, she did not have an official name and was just referred to as "Lady"; she was renamed "Pauline" about the same time Jumpman was renamed "Mario".)

Donkey Kong - The most well-known video game ape and only character to retain his original name in future games. Donkey Kong has kidnapped Pauline and carried her up to the top of the construction site that Jumpman is working at. 

Hammer - Except for the Elevator stage, two hammers can be found on each stage. Jump to grab the hammer and use it to smash nearby dangers for points. It only lasts for a short time and Mario cannot climb ladders while he is holding the hammer. 

Barrel - Donkey Kong throws these at Jumpman on the Ramp stage. Many of them roll down the ramps and randomly drop down ladders that they pass. Sometimes Kong throws them directly down the building. 

Beam - These are the blue Barrels that Kong throws. The only difference between them and the Barrels is that Beams will turn into Fireballs when they reach the burning can of oil at the bottom. 

Fireball - These appear on every stage except the Rivet stage. They move about randomly and can be jumped, but it's dangerous to try because they change directions frequently. 

Cement Pie - These appear on the Conveyor Belt stage only. They passively travel along the conveyor belt and are harmful to touch. The only danger they pose is when the conveyor belt suddenly changes directions. 

Spring - These bounce along the roof of the Elevator stage before falling down to the bottom of the screen creating a dangerous but predictable obstacle to avoid. 

Firefox - The fire enemies that roam around the Rivet stage. They are even harder to jump over and they seem to track Mario a little more closely. 

Prizes - Except on the Ramp stage, some of Pauline's dropped items (namely her purse, hat and umbrella) litter the construction site and can be retrieved by Jumpman for bonus points.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz), I8035 (@ 400 Khz) 
Sound Chips : Discrete circuitry 

Players: 2 
Control: 4-way joystick 
Buttons: 1 (JUMP)

- TRIVIA -

Donkey Kong was released in July 1981 in Japan.

The game was originally going to be called 'Monkey Kong' but a mistake during the translation process from Japanese to English resulted in the now legendary name. The game's creator, the equally-legendary Shigeru Miyamoto denies this story to this day - claiming that the naming is deliberate as he wanted an animal name that would capture the 'stubborn' nature of the Kong character (as in 'stubborn as a mule'). Few within the industry believe this explanation, however.

The Japanese word for 'stupid' or 'foolish' literally means 'donkey-like'. So Donkey Kong can be interpreted as 'Stupid Kong'. However, since the Japanese language has no obscenities, translators usually use the same word when an obscene adjective is needed. So Donkey Kong can also be interpreted as 'F---ing Kong'.

Mario was originally called 'Jumpman' when the arcade version of the game was first released. He wasn't officially renamed Mario until "Donkey Kong Jr.", but several home conversions of Donkey Kong, especially the NES/Famicom ports, have given him the Mario name. Likewise, Pauline was originally called "Lady". Her name changed about the same time Mario's name was changed. 

Nintendo was sued by Universal Studios who said the Donkey Kong character infringed on the King Kong copyright. Nintendo's legal counsel, John Kirby of Latham & Watkins LLP, recalled an old case were the RKO Pictures sued Universal Studio for the same reason. At this time, Universal Studio had argued that King Kong was in the public domain. So, Universal Studio lost and had to pay Nintendo $1.8 million in damages. To thank John Kirby, Nintendo created a personage with the name of Kirby (originally called Popopo). 

Donkey Kong introduced a number of wholly original game-play ideas to the platform genre. It was the first ever game to feature multiple play-fields, for example. It was also the first game that allowed players to jump over objects. Its creation came about due to the commercial failure of another game called "Radar Scope". A consequence of which was an excess of redundant arcade cabinets. In an attempt to limit their losses, Nintendo commissioned Donkey Kong and history was made.

Originally both the US and Japanese versions asked us 'How High Can You Try?'. This was quickly grammatically corrected to ask the familiar 'How High Can You Get?'. 

The game does end, as it has a 'kill screen'! The timer in L-22 expires so quickly that the 25m stage cannot be completed. 

There is this text in one of the roms of the Japanese version : 
CONGRATULATION !IF YOU ANALYSE DIFFICULT THIS PROGRAM, WE WOULD TEACH YOU.*****TEL.TOKYO-JAPAN 044(244)2151 EXTENTION 304 SYSTEM DESIGN IKEGAMI CO. LIM. 
The logo for Ikegami Tsushinki Co., Ltd. (ITC) can be found on the title graphics, but it's never used. ITC both developed the hardware and wrote the program code for Donkey Kong. 

The Barrel appears as an item in Super Smash Bros. (Nintendo 64)

The Elevator stage is used as an unlockable stage in Super Smash Bros. Brawl for the Nintendo Wii. 

Robbie Lakeman holds the official record for this game with 1,144,800 points, which he achieved on December 1st, 2014.

A 'speed-up' kit was released in Japan disallowing barrels coming down the ladder if you were at the top of it (SEE TIP BELOW).

The game was featured as an unlockable extra in "Donkey Kong 64" for the Nintendo 64.

- SCORING -

Jumping over Barrels, Beams, Fireballs, Cement Pies, or Firefoxes : 100 points 
* Sometimes scoring can occur when objects are next to or behind the player when jumping (especially the Springs on the Elevator Stage). 

On the Ramp Stage only : 
Two items jumped : 300 points 
Three or more items jumped : 500 points 
* Due to a bug in the program, jumping three or more items displays onscreen 800 points but actually awards only 500 points. 
* Sometimes jumping over one or more objects scores no points. 

Destroying objects with the hammer : 
Barrels : 300 points 
Beams, Fireballs, Cement Pies, and Firefoxes : 300, 500 or 800 points 

Picking up Pauline's purse, hat, or umbrella : 
L-01 : 300 points 
L-02 : 500 points 
L-03 onward : 800 points 

On the Rivet Stage only : 
Removing a rivet : 100 points 
Jumping close to Kong : 100 points 

When a stage is completed, the player receives the points shown in the bonus box. 
Starting bonus points : 
L-01 : 5,000 points 
L-02 : 6,000 points 
L-03 : 7,000 points 
L-04 through L-21 : 8,000 points 
L-22 (kill screen) : 4,000 points 
* The timer on L-22 behaves strangely. When the stage first comes onscreen, the timer reads 100. Then it changes to 4,000 when Mario appears. It then counts down to 3,700 and stays there for a few seconds, until Mario dies due to the bug in the game's timer code.

- TIPS AND TRICKS -

* When you start the game, Jumpman will start at the oil can on the bottom floor of the Ramp Stage. Your job is to navigate him to the top so that he can progress to the next stages. Here are some strategies for each stage... 

* RAMP STAGE : This is the first stage of each level. 
1) On L-01, the Ramp Stage pretty easy. Donkey Kong will start the show by dropping a Beam into the oil can, igniting it. After a couple of seconds, a Fireball will jump out and dance about. Afterwards, every eighth Barrel released by Donkey Kong will be a Beam. In the later levels, Donkey Kong will throw the first Beam diagonally toward the lower right corner. If you are running toward that ladder, you and the Beam may have an unexpected encounter. On the later levels, it's better to hesitate briefly, then start running so you can jump the Beam. 
2) Donkey Kong releases a Barrel about every 2 seconds. This does not mean, however, that the Barrels will all come at you at a uniform rate. Some Barrels will fall down the ladders, whether they are broken or not, before reaching the end of a platform. This can cause the Barrels to bunch up in twos, threes, and even fours. Be wary when attempting to jump too many Barrels since you don't have the horizontal range to jump too many. 
3) Also remember to have enough overhead clearance when jumping Barrels. If Jumpman's head goes above the platform above, he may hit a Barrel rolling down that platform. This problem is especially true at the ends of the platforms. 
4) In the later levels, the Barrels seem to go for Jumpman. To offset this a bit, go just a little past a ladder. The Barrel may drop giving you an opening at a ladder farther down the platform. 
5) The Hammer can be either your greatest friend or your worst hindrance. It lasts anywhere from 5-7 seconds. Here are some hammering tips : 
a) Remember, you cannot jump or climb ladders when you have the Hammer. 
b) Be wary of trying to hammer Barrels that are close together. You will take out the first Barrel, but the second Barrel will get you when Jumpman is swinging the Hammer up. It's better to do a quick back and forth jog so that you can get the second Barrel. 
c) If Jumpman stands at the end of a platform so the one above is right above his head, he can destroy Barrels before they drop to his level. Again, watch out for how much hammering time you have or a Barrel may drop on you right when your hammer goes away. 
6) If there is a Barrel coming down the platform above and you are about ready to climb a ladder, wait for a moment. If you are on the ladder, the Barrel may decide to take a short cut and land on your head. This becomes more prevalent in the higher levels. NOTE: On the Japanese version, a Barrel cannot drop down a ladder while Jumpman is on it. 
7) As you proceed into the higher levels, Donkey Kong does not always play fair. He has a tendency to throw Barrels diagonally or even to drop them to the next platform. Be ready to expect the unexpected at the later levels. 
8) Although the Fireballs on this stage are rather sedate, they still can pose a danger. If you take too long on the level, the Fireballs will eventually climb the ladders to higher platforms so it is important to move up quickly and safely. 
9) On this and all stages, Jumpman can only survive falls at a distance no greater than his height. 

* CONVEYOR BELT STAGE : A relatively easy stage. You just have to watch out for Fireballs, Cement Pies, and conveyor belts... 
1) The conveyor belts have a tendency to change direction very quickly. So if you are just under a ladder, you may find yourself being moved in the wrong direction. You may want to jump toward the ladder to reduce this chance. 
2) Watch out for the Cement Pies. They come up randomly and Mario will lose the battle if a Cement Pie hits him. The same goes for the Fireballs that are born from the oil can. 
3) If Jumpman goes off the edge of the screen on a conveyor belt he will lose that battle. 
4) Any platforms that have circles on one or both of the ends are conveyor belts. That means the very bottom and third platforms are not conveyor belts. Plan your strategy accordingly. 
5) Once you get up to the fourth platform, depending on what side you are on, you must make it to the telescoping ladders. You can hang on the ladder when it is retracted to avoid the Cement Pies. Just make sure there aren't any Fireballs around to harass you. Once the ladder extends to the next platform, climb it. 
6) On this stage, you don't have to climb the ladder to the platform Pauline is on. All you have to do is make it to the platform that Donkey Kong is on. 

* ELEVATOR STAGE : Probably the hardest stage in the game. It's the one that players have the most trouble with. 
1) Jumpman will start out on the bottom of the leftmost girder. This level has a few hazards you must negotiate : 
a) The gaps between the girders. A sure hand and jump at the right place will prevent tragedy. 
b) If you take the lower route, you will have to cross the path of the Springs twice. Once while travelling on the first set of girders and again when you cross over on the second set of girders. 
c) The Springs themselves are a hazard. If your timing is off, be prepared to have Jumpman squashed by a wayward Spring. 
2) There are two routes you can travel to get to the top : The upper and lower routes. All veteran Donkey Kong players know that the upper route is the best route but it takes a little skill. The reasons for the upper route are : 
a) You don't have as many jumps to make. 
b) If you take the lower route, you will have to cross the path of the Springs twice. Once while traveling on the first set of girders and again when you cross over on the second set of girders. 
c) These factors create a higher risk for Jumpman to not make it. 
3) To navigate the top route, do the following : 
a) Get on the first elevator (it is going up). When you almost get even with the top of the next girder to the right, jump onto it. If a Fireball is in the way, jump back to the top of the girder on the left (and pick up the Umbrella if you haven't done so yet). 
b) From the top of that girder, get ready to jump on the next elevator (it is going down). When the elevator is slightly higher then the girder Jumpman is standing on, jump onto it. Without breaking stride (in other words, keep running), jump again to the third set of girders. Jumpman will have a pretty good arc since you ran him constantly. You should land on the top or second level of that girder. 
4) Climb the ladder onto the girder that Donkey Kong is standing on and don't move. Jumpman will be right on the edge of that girder. The Springs will get very close to Jumpman (basically shaving his nose) but they won't hit him. 
5) When a Spring basically scrapes Jumpman's nose, take off running toward the ladder to the platform with Pauline. This trick will require some timing. Run a little past that ladder then immediately turn around and go up the ladder. If this trick is done correctly, Jumpman will follow the Spring that just bounced over him and beat the Spring right behind it. This trick works on the later levels even when the Springs are 'double-jumping'. 
6) This stage requires practice to perfect your techniques. Fortunately, in the US version, there is only one Elevator Stage per level after L-03 (100m from L-04 onward). Remember, Jumpman cannot survive long falls. 

* RIVET STAGE : This is final stage of each level. However, it is probably one of the easiest stages to go through. 
1) There is no real pattern to taking out the rivets holding the girders. What you must really be wary of are the Firefoxes. At the later levels, the Firefoxes move quite a bit faster and they become more aggressive. 
2) One tactic is to get on one side of the rivet. Just as a Firefox gets right next to Jumpman, jump backward over the rivet. You will gain 100 points and remove the rivet. Firefoxes cannot cross the gap created by the missing rivet. 
3) Make sure you don't accidentally jump into Donkey Kong when you are on the upper platform. This will lead to a premature end for Jumpman really quickly. 
4) You can jump into the side walls away from the girders and they will bounce you back onto the girder you were on. This move is usually for if you are surrounded by Firefoxes and there is nowhere left to go.

- SERIES -

1. Donkey Kong (1981)
2. Donkey Kong Junior (1982)
3. Donkey Kong 3 (1983)

- STAFF -

Developed by: Ikegami Communication

Designed by: Shigeru Miyamoto
Music by: Hirokazu Tanaka
Produced by: Gunpei Yokoi

- PORTS -

NOTE: For ports released in North America, please see the North American upright version entry.

* Consoles : 
Atari 2600 [EU] (1982) "Donkey Kong [Model 4L2274]" 
Mattel Intellivision [EU] (1983) "Donkey Kong [Model 7625-7A]" 
Nintendo Famicom [JP] (July 15, 1983) "Donkey Kong [Model HVC-DK]" 
Nintendo NES [EU] (October 15, 1983) "Donkey Kong [Model NES-DK-EEC]" 
DynaVision [BR] "Donkey Kong" 
Nintendo Famicom Disk [JP] (April 8, 1988) "Donkey Kong [Model FMC-DKD]" 

* Handhelds : 
Nintendo Game Boy [JP] (June 14, 1994) "Donkey Kong [Model DMG-QDA]" 
Nintendo Game Boy [EU] (September 24, 1994) "Donkey Kong [Model DMG-QD-NOE]" 

* Computers : 
Commodore C64 [EU] (1983) 
BBC B [EU] (1984) "Killer Gorilla" by Micropower 
Acorn Electron [EU] (1984) "Killer Gorilla" by Micropower 
Amstrad PCW [EU] (198?) "Climb It" 
Anstrad CPC [EU] (1986) 
Amstrad CPC [Disk] [FR] [DE] (1986) 
Amstrad CPC [Tape] [FR] [DE] (1986) 
Amstrad CPC [Disk] [SP] (1986) 
Amstrad CPC [Tape] [SP] (1987) 
Sinclair ZX Spectrum [EU] (1983) "Kong" by Ocean 
Sinclair ZX-Spectrum [EU] (1986) by Ocean 
MSX [JP]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=666&o=2

$end


$info=dkong,dkongo,dkonghrd,
$bio

Donkey Kong (c) 1981 Nintendo of America, Incorporated.

Export version for North America. For more information about the game itself, please see the original Japanese upright version entry.

- TECHNICAL -

[Blue Upright model] 
The blue uprights (which are the most common), are a very rectangular affair, with quite a lot of artwork. They have orange-ish sticker style side-art (with Mario and Kong on them), with control panel, marquee, and monitor bezel graphics to match. This game does not use a standard arcade monitor. It requires a 'Nintendo Compatible' monitor (a normal monitor will display the picture like that of a photographic negative). This simple little monitor change basically launched the entire Nintendo Vs. Unisystem later on. Because only Donkey Kong series games and Vs. titles would work on these monitors (forcing operators to buy conversion kits for those games instead of a competitors game). 

[Red Upright model] 
The red upright versions are actually "Radar Scope" cabinets that have been factory-converted to Donkey Kong. These are fairly rare and feature slightly different gameplay.

- TRIVIA -

Donkey Kong was released in July 1981 in the USA.

Donkey Kong was to be Nintendo's first big breakthrough into the western - and particularly American - arcade scene. Before Donkey Kong, Nintendo was having difficulty establishing itself in these markets. After the game's massive success Nintendo quickly established their headquarters of Nintendo of America to ensure that the game was being distributed properly. 

Mario was named after Mario Segale, the landlord of Nintendo of America's first warehouse location in Seattle (though it was debated whether this occurred before or well after the game was released). Mario was originally called 'Jumpman'; only the arcade version of Donkey Kong has ever called the hero Jumpman; most home coversions, particularly the NES version, game him the Mario name.

Accounts differ as to how Nintendo of America felt about the game before its release. Many sources claim that they all felt sure it would be an absolute disaster while others say they were more optimistic.

Although Mario is a plumber in later games, his career in Donkey Kong is that of a carpenter. Mario's appearance (and consequently his career) was dictated by the primitive graphics hardware of the time - the only way to have his arms appear 'separate' to his torso was to have them as a different color - hence he wears 'dungarees'. The mustache is present merely to indicate where Mario's mouth is, again due to the low graphics resolution imposed by hardware limitations. Mario wears a hat so his head is distinguishable from the game's black backgrounds. 

About 60,000 units were sold in the US. Oddly, despite it being one of the ten best selling games of the golden age of video games, it never reached #1 on Replay's popularity charts. Instead, it was stuck at #2 behind mega hits "Pac-Man" and "Ms. Pac-Man" - the two best selling games ever. 

Donkey Kong inspired a catchy hit song by Buckner and Garcia called 'Do The Donkey Kong' released on the 'Pac-Man Fever' album. 

A Donkey Kong unit appears in the 1983 movie 'WarGames', the 1984 movie 'Gremlins', the 1985 movie 'The Heavenly Kid', and the sitcom 'Two and a Half Men' (Season 5, Episode 2 - People Who Love Peepholes). 

MB (Milton Bradley) released a board game based on this video game (same name) in 1982. Save the girl and avoid the barrels and fireballs as in the video game. The gameboard is laid out like the video game's Ramp Stage. 'Can You Battle Donkey Kong and Save the Fair Maiden?'. 

Donkey Kong also spawned a cartoon series of the same name : Ruby-Spears Productions. Produced by Joe Ruby and Ken Spears. Originally aired September 17, 1983 as part of 'Saturday Supercade' on CBS. Mario was voiced by veteran voice actor Peter Cullen, while Donkey Kong's voice was provided by the late actor/comedian Soupy Sales (1926-2009). 

Michael Jackson used to own this game (Blue Upright model). It was sold at the official Michael Jackson Auction on April 24, 2009.

- UPDATES -

The original Japanese version had all four stages displayed in their original, logical order 1-2-3-4.
For this US version, they changed it to match the 'How High Can You Try/Get?' theme, with the stage order as follows : 
L-01 : 1-4 
L-02 : 1-3-4 
L-03 : 1-2-3-4 (as in all levels of the Japanese version) 
L-04 : 1-2-1-3-4 
L-05 : 1-2-1-3-1-4 
L-06 through L-21 all remain the same as L-05 
L-22 : 1 (Kill screen).

- SERIES -

1. Donkey Kong (1981)
2. Donkey Kong Junior (1982)
3. Donkey Kong 3 (1983)

- PORTS -

NOTE: Only ports released in North America are listed here. For ports released in other regions, please see the original Japanese upright version entry.

* Consoles : 
Atari 2600 [US] (1982) "Donkey Kong [Model 2451]" 
Colecovision [US] (1982) "Donkey Kong [Model 2411]" 
Mattel Intellivision [US] (1982) "Donkey Kong [Model 2471]" 
Nintendo NES [US] (June 1986) "Donkey Kong [Model NES-DK-USA]" 
Atari XEGS 
Atari 2600 [US] (1988) "Donkey Kong [Model CX26143]" 
Atari 7800 [US] (1988) "Donkey Kong [Model CX7848]" 

* Handhelds : 
Nintendo Game Boy [US] (June 1994) "Donkey Kong [Model DMG-QD-USA]" 

* Computers : 
Tandy Color Computer [US] (1982) "Dunkey Munkey" 
Tandy Color Computer [US] (1982) "Donkey King" 
Tandy Color Computer [US] (1983) "The King" 
Tandy Color Computer [US] (1983) "Monkey Kong" 
PC [Booter] [US] (1983) "Donkey Kong" 
PC [Booter] [US] (1983) "Gorilla Gorilla" : part of the "FriendlyWare P.C. Arcade" suite 
Atari 800 [US] (1983) "Donkey Kong [Model RX8031]" 
TI99/4A [US] (1983) "Donkey Kong [Model RX8512]"
Commodore VIC-20 [US] (1983) "Donkey Kong [Model RX8513]"
Apple II [US] (1983) 
Commodore C64 [US] (1983) "Donkey Kong [Model RX8514]"
PC [MS-DOS] [US] (1997) "Champ Kong" by CHAMProgramming 

* Others : 
VFD handheld game [US] (1982) released by Coleco. 
LCD handheld game [US] (Game & Watch) released by Nintendo : double screen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=34723&o=2

$end


$ibm5150,ibm5150_cass=dkong,
$bio

Donkey Kong (c) 1983 Atari, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48088&o=2

$end


$a2600=dkongepb,
$bio

Donkey Kong (c) 1983 Pet Boat

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50418&o=2

$end


$msx1_cass=dkong,dkonga,
$bio

Donkey Kong (c) 1986 Ocean Software, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94596&o=2

$end


$msx1_cass=dkongs,
$bio

Donkey Kong (c) 1986 Erbe Software [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94597&o=2

$end


$cpc_cass=donkeyko,
$bio

Donkey Kong (c) 1986 Ocean Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95986&o=2

$end


$nes=dkongh,
$bio

Donkey Kong (c) 1987 FMG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69239&o=2

$end


$info=m1dkong,m1dkong11,m1dkong11p,m1dkong21,m1dkong21n,m1dkong21p,m1dkong31,m1dkong31p,m1dkong41,m1dkong41p,m1dkong51,m1dkong51p,m1dkong81,m1dkong81n,m1dkong81na,m1dkong81np,m1dkong81p,m1dkong91,m1dkong91a
$bio

Donkey Kong (c) 1996 Maygay.

- TRIVIA -

Donkey Kong was released in June 1996.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=18199&o=2

$end


$a2600=dkongs,
$bio

Donkey Kong (c) 19?? Stargame

South American release. See Atari's "Donkey Kong [Model CX26143]" for more information about the game itself.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50419&o=2

$end


$info=dkongpe,
$bio

Donkey Kong - Pauline Edition (c) 2013 Unknown.

Recent hack.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98311&o=2

$end


$gbcolor=dkong2k1,
$bio

Donkey Kong 2001 [Model CGB-BDDJ-JPN] (c) 2001 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67782&o=2

$end


$info=dkong3j,
$bio

Donkey Kong 3 (c) 1983 Nintendo.

The third and final arcade outing for Donkey Kong sees the giant ape once again cast as the enemy. Unlike the first two Donkey Kong games, the legendary character Mario is not featured in this game. Instead, the player takes on the role of Stanley the Bugman, a gardener who is armed with a bug spray with which he must destroy the swarms of insects that attack him and try to steal his plants. 

Each level has five plants that must be protected. Stanley must also spray Kong to force the ape to the top of the screen and complete the level. 

- CAST OF CHARACTERS - 

Stanley - Stanley's job is to defend the greenhouse that Donkey Kong has invaded. He does this with his trusty bug spray. When Stanley pumps his spray can, the spray travels a certain distance before dissipating so it's not useful against targets that are far away. Stanley primarily uses his bug spray to zap bugs or to make Donkey Kong scoot up the vines that he holds onto. In order to complete each stage, Stanley's goal is to either push Donkey Kong all the way up the vine using bug spray, or defeat every insect present in that stage. There are many ways for Stanley to lose a life, including touching an insect, getting shot by any of the bee stingers, running out of time, or allowing Donkey Kong to slip off the bottom of the vine. 

Donkey Kong - Nintendo's favorite simian seems to have been working out a little bit compared to his previous appearances. Donkey Kong attempts to keep himself above harm's way by hanging onto two vines that descend from the greenhouse ceiling. If left alone, Donkey Kong slips down the vines little by little, hoping to land on Stanley by surprise. Occasionally, he will reach over to one of the two beehives along side him and tap them in order to send more bees after Stanley. In the yellow stages, he even grabs coconuts from time to time and lobs them at Stanley's head. Starting in round 15, he will throw coconuts at you regardless of the stage. 

Super Spray - One time for every one of Stanley's lives, a more powerful bug spray will be perched on Donkey Kong's right vine. When Stanley pushes Donkey Kong high enough so that his hand is touching the spray, the spray falls to the ground, at which time Stanley can pick it up. The Super Spray lasts for a number of seconds, and continues with Stanley to the next stage until the full time runs out. When this spray is activated, Donkey Kong is forced up the vines much faster, Creepies die when hit, and Queen Bees die in one hit. It will not be replenished after it runs out until Stanley loses a life, so it's not a good idea to plan your strategy around it's use. 

Beespy & Buzzbee - These bugs are the primary attack force of the hive. Stanley starts the game squaring off against the Beespies as they swoop down and try to steal Stanley's vegetables. Starting in round 12, the hive switches to their faster and more aggressive soldiers, the Buzzbees. Buzzbees strike at Stanley more directly than Beespies. Either bee may or may not be accompanying a Queen Bee, but they are dangerous either way. 

Queen Bees - Starting in round 3, the Queen Bees of the hive will from time to time enter the fray surrounded by their royal escorts. One shot isn't enough to do them in, it simply changes them from red to blue. Even after you shoot them a second time, the threat isn't over. When killed, they split up in to 4 tiny projectiles that can kill you if they connect. You are only safe directly beneath them when they die. 

Buttifly & Beetle - Starting in round 6, the Buttiflies escape from the hive. They fly down along the side of the screen until they are even with Stanley, pause for a brief moment, and then charge across the screen in an attempt to collide with him. They disappear after round 16, only to be replaced with Beetles in round 18, who are bigger and a bit harder to dodge. Beetles do not pause as Buttiflies do, and attack immediately. 

Moth - The Moth is the mercenary of the bee hive, employed from round 24 and on. They move erratically, so it's slightly difficult to predict where they are going to end up. They will occasionally attack Stanley, or they will swoop down for his vegetables. Don't let them distract you from your efforts to force Donkey Kong up the vine, but don't get in their way either, or let them fly away with your plants. 

Creepy - This worm likes to play interference. In the blue and gray stages, he crawls down to the platforms from the plants along the side of the screen. Once he reaches the platform, he will wiggle back and forth and make a nuisance of himself. He cannot be killed by the normal bug spray, but he is quite allergic to it, and spraying him causes him to stop in his tracks until he finishes coughing. He can be persuaded to climb back up the plant for a while if you blast him with spray before he reaches the platforms. In yellow stages, three or more Creepies will slide along the vines below Donkey Kong and try to get in the way of your bug spray. If you hit one, not only with it absorb the spray, but you'll have to wait for it to finish coughing before he will move on and allow you to shoot Kong. They can be killed by super spray. 

Beebomb - After an insect successfully steals one of your plants, it turns into a Beebomb. Beebombs circle around a few times near the hive that they came from, and then immediately dive bomb towards Stanley. They are incredibly fast when diving towards you, but due to their direct attack nature, they are easy to defeat as long as you keep your eyes on them and time a blast of bug spray just as they are about to hit you. 

Vine Eater - These creatures appear when the bonus timer runs out. When the timer reaches zero, two of these appear on either side of the screen. They are oblivious to bug spray. When they reach the vines, they eat the vine from the bottom up to the ceiling. If they eat the section of vine that Donkey Kong is holding on to, Donkey Kong falls down and Stanley loses a life just as if he had allowed Donkey Kong to drop off the vine himself.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 4 Mhz)
Sound CPU : (2x) N2A03 (@ 1.789772 Mhz)
Sound Chips : (2x) N2A03 (@ 1.789772 Mhz)

Players : 2
Control : 4-way joystick
Buttons : 1 (SPRAY)

- TRIVIA -

Released in October 1983 in Japan, Donkey Kong 3 was Nintendo's 3rd arcade game to feature the hapless ape. 

This game came out at the time of the big arcade game collapse. Companies such as Atari, Konami, and Taito saw a drastic reduction in sales for their arcade machines. Smaller arcade companies such as Centuri (producer of "Pleiades" and "Phoenix") simply went out of business. Although some notable games such as "Cloak and Dagger", "Track and Field", and "Elevator Action" were released, none of them had strong sales. Donkey Kong 3 was no exception to what was going on. 

First of all, Donkey Kong 3 changed the look of their game. Second, instead of Mario, they now used Stanley the bugs exterminator (This is the second game to feature the character of Stanley; the first time was in the Nintendo Game & Watch Multi Screen game, 'Green House' of 1982). Unfortunately, Donkey Kong 3 was not well received at the arcades and did pretty poorly in sales. It did develop a cult of games who remained loyal to the Donkey Kong series, but it never offered any serious competition.

Stanley also, appear as a trophy in the game Super Smash Bros. Melee.

Dwayne Richard holds the official record for this game with 2,583,000 points on September 21, 2008. 

A bootleg was made by Kazutome in 1984 on the "Donkey Kong Junior" hardware!

- SCORING -

Beespy : 100 points
Buttifly : 200 points
Buzzbee : 300 points
Insect with Plant : 400 points
Beetle : 700 points
Beebomb : 700 points
Moth : 700 points

NOTE: Killing an insect with a plant will rescue the plant.

The Queen Bee's scoring depends on how many Beespies or Buzzbees are escorting her :
Queen Bee with no escorts : 400 points
Queen Bee with one escort : 700 points
Queen Bee with two escorts : 1,000 points

Creepy : 300 points (can only be killed with Super Spray) 

You get 500 points per plant saved. If you save all 5 plants in consecutive levels, you get the following bonus :

First two consecutive levels (at this point, plants are not all full size) : 2,000 points.

Third consecutive level onward (saving all plants after all 5 have grown to full size) : 5,000 points.

If you lose a plant, you will get no plant bonus. Afterwards you'll have to grow a new plant, resetting the plant bonus to 2,000.

You also get the remaining bonus points added to your score when you complete a level. The bonus points start off at 8,000.

- TIPS AND TRICKS -

* When you start the game, Stanley will start at the bottom, middle of the screen. You job is to move him up to push Donkey Kong out of the area and to defend against the various insects that will plague Stanley. Using the joystick, you can easily navigate on the platforms as long as there is a platform above and below Stanley. Use this ability to maneuver to keep out of harms way.

* Your big goal is to prevent the insects from getting all of your plants. If you lose all of your plants, you lose the game. If you do happen to lose a plant, it takes two levels to grow another one.

* Some players use this to their advantage in order to increase their scores. They let the insect capture the plant, then they shoot the insect to get both the plant and insect bonus. In addition, they collect the bonus for having all five plants at the end of the stage.

* When using the regular bug spray, you will have to go to the top of the platform area and jump up to force Donkey Kong higher while defending yourself against the insects.

* Keep in mind, that the bug spray you start with is pretty weak; both in terms of range and power. Your immediate goal is to get Donkey Kong far enough up the ropes so that the super-bug spray can gets dropped. This will enable you to hit him from the bottom of the platforms and give you more running room to avoid the insects. Keep in mind, this super-bug spray only last for that stage.

* The above will be especially crucial during the yellow stages. The bug spray merely causes the Creepies to choke and cough and it doesn't kill them. Instead, you may end up creating a wall of choking Creepies that block your line of fire from Donkey Kong. Make sure you fire in-between the four rows of Creepies.

* You will note that on the gray stages, there is no middle level, per se. Instead, you must work your way around to the right or left to get to the top platform. This delay could prove crucial since you will have to be very wary of the insects that will have had a head start on you.

* In the later levels, after 18, for the blue and gray stages, the pattern is a little different regarding the coconut throwing. Donkey Kong will throw a coconut to the right, then the left, then to the center.

* As you progress further into the levels, the insects become faster and more aggressive. As a matter of fact, after level 15, their shots are much more accurate when they shoot at Stanley. Also, the insects that don't shoot will home in on Stanley. This will require good joystick control if you are to survive.

* Be aware that the Queen Bees explode into shrapnel when killed. Four pieces will radiate downward.  Most of the time, if you are centered under them, the shrapnel will go around Stanley. If you are moving, though, be aware that even though you killed the Queen Bee, you will still have to deal with the aftermath.


* Blue Stage
This is your basic greenhouse stage. There are three platforms stacked in a pyramid, so you can roam anywhere throughout the stage for the best shooting position.
Stanley always starts in the center directly beneath Donkey Kong, so it's usually a good idea to start jump up immediately and spray Kong a few times before Stanley has to worry about any bug threats.
It will take several consecutive shots to convince Kong to climb up the vines considerably. When he is especially high, Stanley is required to jump up and fire or the spray will not hold together by the time it reaches Kong.
Remember that while it is wise to destroy Queen Bees as soon as possible, they still pose a threat when you destroy them, so stay directly beneath them when that second shot connects.
Be mindful of the flight patterns of the bugs, and don't try to rescue a captured vegetable if trying to rescue it would result in death, or if you're sure that you can force Donkey Kong off the screen before the bug brings the vegetable back to the hive. Any bug holding a vegetable when Kong flees will drop it back to the ground.
At higher rounds, pay attention to the sides and force Creepy back up the sides if he is getting too low. If he does manage to reach the platform, you will have to plan your strategy around the times when Creepy is directly beneath Donkey Kong so that you don't end up jumping on him.
The bees have a pattern when they swarm from their hives and come down to attack. Even on the later levels, when extra bees are involved in the attack, they still show patterns. Use this to your advantage.

* Yellow Stage
For the full three stage cycle, this is the final showdown between Stanley and Donkey Kong. With no where left to go, Kong must choose between reaching the floor, or having his head forced in to the beehive positioned precariously above his head.
Any vegetables that were stolen before now are replenished. In this stage, the insect attacks aren't as constant as the other two, but be prepared for a steady flow of vegetable dives.
Instead, Stanley must contend with a pack of Creepies who insist on crawling in Stanley's way and blocking his spray from reaching Donkey Kong. If Stanley's spray does happen to hit a Creepy who is in the way, stop firing immediately and give it time to recover and move on. You can be preemptive about it and attack the Creepies while they are still on the sidelines so they are distracted from interfering with you.
In Donkey Kong's desperation, he will take to lobbing coconuts. Donkey Kong will alternate between throwing coconuts at one of the beehives, and throwing one at you. When you see one drop from the ceiling and in to his hand, stop firing and move Stanley away from his current position and the coconut will sail harmlessly past you.
Force Kong to the top and his head will get stuck in the beehive above.
Donkey Kong likes to throw coconuts down on Stanley. There is a pattern to his throwing. He will first throw one to the left, then one to the center, then one to the right. The left and right coconuts that are thrown are aimed at the beehives, which will release a Beespy or Buzzbee.

* Gray Stage
You won't see it for the first time until round 4 because the first sequence of stages skips this layout.
The gray stage is a lot like the blue stage except the middle platform isn't connected all the way across. Worse yet, the place where it's not connected is directly below Donkey Kong. This means you won't be able to charge up the middle right from the start of the level, giving Kong a few precious seconds to slip down the vine.
You'll have to move far enough to the left or the right to reach the highest platform before you can return to the center and continue to blast Kong with spray. Other than that, all the strategies of Stage 1 apply to Stage 2.
Remember that if you need to drop down from the third platform to the first, it's better to stay alive and make up the time, than to risk Stanley's life if a collision is eminent.
The bees have a pattern when they swarm from their hives and come down to attack. Even on the later levels, when extra bees are involved in the attack, they still show patterns. Use this to your advantage.

- SERIES -

1. Donkey Kong (1981)
2. Donkey Kong Junior (1982)
3. Donkey Kong 3 (1983)

- STAFF -

Designed and programmed by : Shigeru Miyamoto

- PORTS -

NOTE: For ports released in North America, please see the North American version entry; "Donkey Kong 3 [Nintendo Pak]".

* Consoles : 
Nintendo Famicom [JP] (July 4, 1984) "Donkey Kong 3 [Model HVC-DT]"
Nintendo NES [EU] (September 15, 1987) "Donkey Kong 3 [Model NES-DT-EEC]" 

* Computers : 
Sharp X1 [JP] (1984)
NEC PC-8801 [JP] (October 1984)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=667&o=2

$end


$info=dkong3b,dkong3abl,
$bio

Donkey Kong 3 (c) 1984 Kazutome.

Bootleg of the famous Nintendo's original.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=33092&o=2

$end


$nes=dkong3h,
$bio

Donkey Kong 3 (c) 1987 FMG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69240&o=2

$end


$nes=dkong3,
$bio

Donkey Kong 3 (c) 1986 Nintendo.

North American release. Game developed in Japan. For more information on the game itself, please see the original Japanese version release entry; "Donkey Kong 3 [Model HVC-DT]".

Text from this version:
Look out for flying coconuts! Donkey Kong is on the loose!
Donkey Kong is at it again! This time he's loose in the greenhouse. And he's got company. A swarm of pesky bees. It's up to you to get Donkey Kong out of the greenhouse and exterminate the bees - without hurting the flowers. But that's easier said than done. Because Donkey Kong has plenty of coconuts to hurl at you. And those bees know just where to sting you so it hurts. But if you keep your wits about you, you'll score lots of points and have lots of laughs in the best Donkey Kong of them all - DONKEY KONG 3.

- TECHNICAL -

Cartridge ID: NES-DT-USA

- TRIVIA -

Donkey Kong 3 for NES was released in June 1986 in North America.

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [US] (July 14, 2008) [Model FEUE] 
Nintendo Wii U [Virtual Console] [US] (September 26, 2013) [Model FBRE] 

* Handhelds : 
Nintendo Game Boy Advance [US] (April 21, 2003) "Donkey Kong 3 [e-READER Series] [Model PES-DTA1]" 
Nintendo 3DS [Virtual Console] [US] (December 5, 2013) [Model TB4E]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55080&o=2

$end


$info=dkong3,
$bio

Donkey Kong 3 (c) 1983 Nintendo of America, Incorporated.

For more information about the game itself, please see the original Japanese Donkey Kong 3 entry.

- TECHNICAL -

[Nintendo-Pak]
Conversion kit for Donkey Kong Junior, Donkey Kong, or Popeye.

- TRIVIA -

Donkey Kong 3 was released in October 1983 in North America.

- PORTS -

NOTE : Only ports released in North America are listed here. For ports released in other regions, please see the original Donkey Kong 3 entry. 

* Consoles : 
Nintendo NES [US] (June 1986) "Donkey Kong 3 [Model NES-DT-USA]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40365&o=2

$end


$gbcolor=dkong5,
$bio

Donkey Kong 5 (c) 2000 Yong Yong [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67783&o=2

$end


$gbcolor=dkong5ts,
$bio

Donkey Kong 5 - The Journey of Over Time and Space (c) 200? Sintax.

Chinese game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67784&o=2

$end


$n64=dk64u,dk64ud,
$bio

Donkey Kong 64 (c) 1999 Rare, Ltd.

- TECHNICAL -

Cartridge ID: NUS-NDOE-USA

- TRIVIA -

Donkey Kong 64 for Nintendo 64 was released on October 31, 1999 in North America. It was then re-released in 2000 as a Players Choice edition.

Features the original "Donkey Kong", from 1981, as an unlockable extra.

Requires the Nintendo 64 'Expansion Pak' which provides more RAM for enhanced graphics.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83939&o=2

$end


$n64=dk64j,
$bio

Donkey Kong 64 (c) 1999 Nintendo.

- TECHNICAL -

Cartridge ID: NUS-NDOJ-JPN

- TRIVIA -

Donkey Kong 64 for Nintendo 64 was released on December 10, 1999 in Japan.

Features the original "Donkey Kong", from 1981, as an unlockable extra.

Available both with and without the Nintendo 64 'Expansion Pak' which is required to provide more RAM for enhanced graphics.

- STAFF -

Developed by Rare.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57666&o=2

$end


$n64=dk64,
$bio

Donkey Kong 64 (c) 1999 Nintendo.

- TECHNICAL -

Cartridge ID: NUS-NDOP-EUR

- TRIVIA -

Donkey Kong 64 for Nintendo 64 was released on December 6, 1999 in Europe.

Features the original "Donkey Kong", from 1981, as an unlockable extra.

Includes the Nintendo 64 'Expansion Pak' which provides more RAM for enhanced graphics.

- STAFF -

Developed by: Rare

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57665&o=2

$end


$nes=dkongcl,
$bio

Donkey Kong Classics (c) 1988 Nintendo

NES conversions of both "Donkey Kong" and "Donkey Kong Jr." bundled together in one cartridge.

- TECHNICAL -

[Model NES-DJ-USA]

- TRIVIA -

Donkey Kong Classics was released in October 1988 in USA.

Known export releases:
"Donkey Kong Classics [Model NES-DJ-EEC]"
"Donkey Kong Classics [Model NES-DJ-ESP]"
"Donkey Kong Classics [Model NES-DJ-GBR]"
"Donkey Kong Classics [Model NES-DJ-NOE]"
"Donkey Kong Classics [Model NES-DJ-UKV]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55081&o=2

$end


$snes=dkongc2ua,dkongc2u,
$bio

Donkey Kong Country 2 - Diddy's Kong Quest (c) 1995 Nintendo Company, Limited.

- TECHNICAL -

Game ID: SNS-ADNE-USA

- TIPS AND TRICKS -

Cheat mode
----------
When you get to the game select screen highlight two player contest and press down 5 times to get to music test and another 5 times to get to cheat mode. Once in cheat mode, press these buttons to activate the cheats:
50 Lives: Y, A, Select, A, Down, Left, A, Down. Hard Mode (No Barrels): B, A, Right, Right, A, Left, A, X.

Extra ending
------------
Defeat K.K.Rool in the secret lost world boss to see an extra ending. Additionally, collect all 40 DK coins for an alterate extra ending.

Lost World
----------
To unlock the Lost World, you must pass the first world. In the all the other worlds, you will start to find a 'Klubba's Koisk' in each world. When you visit one, a Kremling named Klubba will ask you to give him 15 Kremcoins to enter The Lost World. If you do give 15 Kremcoins to Klubba in a particular world, you will unlock one particular level of the Lost World.
Animal Antics Level = Give Klubba 15 Kremcoins in K. Rool Keep
Black Ice Battle Level = Give Klubba 15 Kremcoins in Krem Quay
Fiery Furnace Level = Give Klubba 15 Kremcoins in Gloomy Gulch 
Jungle Jinx Level = Give Klubba 15 Kremcoins in Crocodile Cauldron
Klobber Karnage Level = Give Klubba 15 Kremcoins in Krazy Kremland
Krocodile Kore Boss = Beat the game and all 5 Lost World levels.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62919&o=2

$end


$snes=dkongc2ga,dkongc2g,
$bio

Donkey Kong Country 2 - Diddy's Kong Quest [Model SNSP-ADNP-EUR] (c) 1995 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62918&o=2

$end


$snes=dkongc2,
$bio

Donkey Kong Country 2 - Diddy's Kong Quest [Model SNSP-ADNP-FAH] (c) 1995 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62917&o=2

$end


$gba=dkongc2u,
$bio

Donkey Kong Country 2 [Model AGB-BD2E-USA] (c) 2004 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70436&o=2

$end


$gba=dkongc2,
$bio

Donkey Kong Country 2 [Model AGB-BD2P] (c) 2004 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70435&o=2

$end


$snes=dkongc3u,
$bio

Donkey Kong Country 3 - Dixie Kong's Double Trouble! (c) 1996 Nintendo Company, Limited.

- TECHNICAL -

Game ID: SNS-A3CE-USA

- STAFF -

50 Lives
--------
At the Select Game menu, highlight a saved game and press L, R, R, L, R, R, L, R, L, R then enter LIVES

Auto Save
---------
At the Select Game menu, highlight a saved game and press L, R, R, L, R, R, L, R, L, R then enter ASAVE

Christmas bonus games
---------------------
At the Select Game menu, highlight a saved game and press L, R, R, L, R, R, L, R, L, R then enter MERRY

Color Switch
------------
At the Select Game menu, highlight a saved game and press L, R, R, L, R, R, L, R, L, R then enter COLOR

Dixie Kong's Music Test
-----------------------
At the Select Game menu, highlight a saved game and press L, R, R, L, R, R, L, R, L, R then enter MUSIC

Enter first Waterfall (85 Bonus Coins)
--------------------------------------
At the Select Game menu, highlight a saved game and press L, R, R, L, R, R, L, R, L, R then enter WATER.
- After entering the word you choose any of the items recorded and head swimming towards the waterfall, which is at the far left on the map in the game (the cataract is located on the lake where the game starts to the left of Bazaar's General Store), to get there you'll see that behind the waterfall is a cave similar to the banana birds, playing as always imitating the color scheme, and to do it correctly you will hit the 85 Coins Bonus Game. This trick if it is recorded to save the game.

Erase Times
----------
At the Select Game menu, highlight a saved game and press L,R,R,L,R,R,L,R,L,R then enter ERASE

Extra Difficulty
----------------
At the Select Game menu, highlight a saved game and press L, R, R, L, R, R, L, R, L, R then enter HARDR

Super Difficulty Level (No Continue Barrels)
-------------------------------------------
At the Select Game menu, highlight a saved game and press L, R, R, L, R, R, L, R, L, R then enter TUFST

Unlock Lost World
-----------------
To unlock Lost World, using the jet ski or hovercraft, swim several clockwise circles around four rocks (On the first section of the map) for as many times as you can, until Lost World forms.

Achieving 105%
--------------
Although it appears that the maximum percentage you can get in the game is fully complete 103%, you can make an extra 2% that identifies the true masters of the game. This involves first using a trick. In the way mentioned above we must introduce the trick TUFST (At the Select Game menu, highlight a saved game and press L, R, R, L, R, R, L, R, L, R), but then has to play the game entirely (without the intermediate barrels each level) to achieve the maximum percentage. A real challenge.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62921&o=2

$end


$snes=dkongc3,
$bio

Donkey Kong Country 3 - Dixie Kong's Double Trouble! [Model SNSP-A3CP-EUR] (c) 1996 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62920&o=2

$end


$gba=dkongc3u,
$bio

Donkey Kong Country 3 [Model AGB-BDQE-USA] (c) 2005 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70439&o=2

$end


$gba=dkongc3,
$bio

Donkey Kong Country 3 [Model AGB-BDQP] (c) 2005 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70438&o=2

$end


$gba=dkongcu,
$bio

Donkey Kong Country [Model AGB-A5NE-USA] (c) 2003 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70434&o=2

$end


$gba=dkongc,
$bio

Donkey Kong Country [Model AGB-A5NP] (c) 2003 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70433&o=2

$end


$gbcolor=dkongc,dkongcs,
$bio

Donkey Kong Country [Model CGB-BDDE-USA] (c) 2000 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67785&o=2

$end


$snes=dkongcuce,
$bio

Donkey Kong Country [Model DIS-SNS-8E-USA] (c) 1994 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62916&o=2

$end


$snes=dkongcu,
$bio

Donkey Kong Country [Model SNS-8X-USA-1] (c) 1994 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62915&o=2

$end


$snes=dkongcub,dkongcua,
$bio

Donkey Kong Country (c) 1994 Nintendo Company, Limited.

Donkey Kong Country is an incredible island adventure. This game was the first to feature Diddy Kong, who plays Donkey Kong's sidekick. Challenged by the crazed tribe of reptilian Kremlings, they endeavor to get back their stolen banana hoard! Armed with lightning-quick moves, chest-pounding muscle and awesome aerial acrobatics, the duo is ready to face their cunning adversaries.

Donkey Kong's quirky family offers assistance throughout the game. Besides Diddy Kong, you'll meet Funky Kong, Cranky Kong and Candy Kong. You'll also get help from some of DK's animal friends: Rambi the rhino, Expresso the ostrich, Enguarde the swordfish, Squawks the parrot, and Winky the frog. All of the animal friends have their own unique abilities. For example, Rambi the rhino is the only animal in the game that can break into hidden caves by just ramming into walls.

This game has over 30 levels, plus dozens of hidden caves and secret rooms -- more than 100 areas in all. Breakthrough Advanced Computer Modeling (ACM) provides fully-rendered graphics that were once thought impossible on a 16-bit system.

- TECHNICAL -

Game ID: SNS-8X-USA

- TRIVIA -

Released on November 25, 1994 in North America.

Donkey Kong Country was the first game to feature the new ACM graphics technique. ACM was a new graphics technique which allowed rendering of sprites, which made the graphics for the 16 bit games that used it (the DKC games, Killer Instinct and more) extremely detailed. When it first was presented most people took it as a game for what was at the time called Project Reality (i.e. Nintendo 64). People were really shocked when it turned out to be a game for the SNES. 

An animated TV series was based on the characters and world of the Donkey Kong Country game. Running from 1997-2000, the series featured all of the cast from the game plus additional new characters. The series was animated with CGI (mostly with SoftImage for those who care), and was not very successful commercially in North America.

Re-releases:
[US] "Donkey Kong Country [Model SNS-8X-USA-1]"

Special releases:
[US] "Donkey Kong Country [Model DIS-SNS-8E-USA]"

Export releases:
[EU] "Donkey Kong Country [Model SNSP-8X-NOE]"
[JP] "Super Donkey Kong [Model SHVC-8X]"
[FR] "Donkey Kong Country [Model SNSP-8X-FAH]"

- TIPS AND TRICKS -

Bad Buddy Code (Free Switching between 2 players):
--------------------------------------------------
On game select screen, highlight erase data, press B, A, Down, B, Up, Down, Down, Y and then A.

Music Test:
----------
Highlight 'Erase game' and press Down, A,R,B,Y, Down, A,Y, then press Select.

Practice the bonus rounds:
--------------------------
While the intro is playing, press Down, Y, Down, Down, Y.

Start with 50 Lives:
--------------------
Go to File Select Screen, select Erase Game (should flash), press B, A, R, R, A, L. Now choose a game.

- STAFF -

Head Programmer: Chris Sutherland
Technical Programmer: Brendan Gunn
Additional Programming: Mark Wilson
Ancillary Software: Chris Stamper, Chris Tilston, Mark Betteridge, Oliver Norton, M. McLean
Characters: Steve Mayles, Kevin Bayliss
Objects: Mark Stevenson
Additional Backgrounds: Adrian Smith
Graphics Manipulation: Chris Peil
Backgrounds: C. Gage, John Nash
Additional Graphics: Neil Crook
Music: David Wise, Eveline Ascher, Robin Beanland
Sound Effects: David Wise, Eveline Ascher, Robin Beanland
Game Testing: Huw Ward, Gary Richards, Joe Stamper Jr., John Hastie, Henry C. Sterchi, Isaac Marshall, Richard S. Richardson, Armond Williams Jr., Tony Harman
Nintendo Product Testing: Scott Hochberg, Eileen Hochberg, S. Austin
Manual and Text: Daniel Owsen
Scheduling: Simon Farmer
Support: Tom Kristensen, Scott Stinson, Hiro Tanaka, Chris Stamper, Louise Stamper
Hardware: Pete Cox, Jerry Rogowski
Special Thanks: Hiroshi Yamauchi, Minoru Arakawa, Genyo Takeda, Shigeki Yamashiro, Joel Hochberg, A. Harman, Ken Lobb
Software Systems: Alias / Nintendo / Rare ACM, Rare Systems
Hardware Systems: Silicon Graphics, Rare Systems
Original Donkey Kong Creator: Shigeru Miyamoto
Game Design: Gregg Mayles
Game Director: Tim Stamper

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62914&o=2

$end


$snes=dkongca,
$bio

Donkey Kong Country (c) 1994 Nintendo Company, Limited.

- TECHNICAL -

[Model SNSP-8X-FAH]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64398&o=2

$end


$snes=dkongc,
$bio

Donkey Kong Country (c) 1994 Nintendo Company, Limited.

- TECHNICAL -

[Model SNSP-8X-NOE]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62913&o=2

$end


$info=dkongf,
$bio

Donkey Kong Foundry (c) 2004 Romhack.

A "Donkey Kong" hack featuring a new level : The Foundry. Jump over flaming pits, ride moving steel beams, and dodge shooting fireballs!

- TRIVIA -

Donkey Kong Foundry ROMs feature :
1) The INSERT COINS message and Coin(s) per Credit(s) info is removed from the Attract Mode.
2) Shows FREEPLAY in place of CREDITS.
3) Walk up to game and press 1- or 2-Player start, no need for coins.
4) Attract mode runs, game will not freeze on the Press 1 or 2 player screen
5) New Freeplay mode replaces 5 Coins/1 Credit mode.
6) Includes new level : The Foundry

- STAFF -

Game Hacking by : Jeff Kulczycki

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=30056&o=2

$end


$gbcolor=dkonggb,
$bio

Donkey Kong GB - Dinky Kong & Dixie Kong [Model CGB-AD3J-JPN] (c) 2000 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67788&o=2

$end


$info=dkongx,dkongx11,
$bio

Donkey Kong II - Jumpman Returns (c) 2006 Unknown.

A hack of "Donkey Kong" which adds four new stages and changes the original four stages slightly.

New stages:
* Foundry stage: Jump over flaming pits, ride moving steel beams, and dodge shooting fireballs! Welcome to the Foundry!
* Refinery stage: Oil, gas, and a couple of safety valves?  This has DANGER written all over it. Oh yeah, watch out for the fire, too. 
* Incinerator stage: Multiple conveyors deliver trash (Cement Pies and Springs) to a burning pit. Beware! If Jumpman stops moving, he'll be headed down there, too!
* Mixer stage: Conveyors, falling Cement Pies, and the Mixer! Can you make it past?

The original four stages from "Donkey Kong" are also included, but have been changed in the following ways:
* Ramp stage: On later levels, once the first Beam reaches the oil can, three fireballs shoot out of the can and up the screen, landing on the 2nd, 4th, and 6th girders.
* Conveyor Belt stage: Jumpman must now navigate to the upper level where Pauline is, instead of the level where Donkey Kong is.
* Elevator stage: There are now three elevator shafts instead of two.
* Rivet stage: The player can no longer score points by jumping next to Donkey Kong. Also, the Firefox population slightly increases on later levels.

Upon completing the Rivet stage, Donkey Kong initially doesn't fall all the way down, but grabs hold of the top girder. Jumpman then jumps on his hands to make him fall. This is followed by a scene where the screen says CAPTURED ! and CONGRATULATIONS, with an oil can, Kong in a cage, and Jumpman and Pauline looking on.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz), I8035 (@ 400 Khz)
Sound Chips : Discrete circuitry

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.606061Hz
Palette colors : 256

Players : 2
Control : 4-way joystick
Buttons : 1 (JUMP)

- TRIVIA -

When the original "Donkey Kong" was first released in arcades in July 1981, Mario was originally called 'Jumpman', hence this hack's subtitle, "Jumpman Returns".

More differences from the original "Donkey Kong" : 
1) The score readouts show seven digits, instead of six. 
2) If the game is set to free play, the player can switch between Donkey Kong II - Jumpman Returns and the original "Donkey Kong" (US version) by holding down both start buttons for five seconds.
3) The top five high scores and initials are remembered permanently.
4) True free play mode is available. The standard attract mode runs while in free play mode.
5) Sound can be turned on for the attract mode.
6) There are extensive power-up diagnostics.
7) There is an onscreen settings menu which allows easy changing of game settings and erasing of high scores.

There are a total of eight stages, presented in the following order : 
25m - Foundry stage
50m - Ramp stage
75m - Refinery stage
100m - Conveyor Belt stage
125m - Incinerator stage
150m - Elevator stage
175m - Mixer stage
200m - Rivet stage

There are four intermissions which play after the 50m, 100m, and 150m stages : 
1) Pauline is walking with her items, then Donkey Kong jumps out and Pauline runs away, dropping her umbrella, purse and hat.
2) Using a Cement Pie as a pillow and a Barrel to prop his feet up, Donkey Kong is sleeping. Jumpman then lights his foot on fire. Donkey Kong wakes up and jumps around. This intermission serves as an homage to Sega's "Congo Bongo". 
3) Jumpman is sleeping on a girder, balanced with a cage. Donkey Kong, below, picks up an apple and then grits his teeth.
4) Jumpman chases Pauline across the screen, then they run towards each other and bump together. This bump causes Jumpman to bounce backwards a bit, but he recovers and runs right up next to Pauline.

- UPDATES -

V1.2
V1.1

- SCORING -

Jumping over Barrels, Beams, Fireballs, Cement Pies, or Firefoxes : 100 points
* Sometimes scoring can occur when objects are next to or behind the player when jumping (especially the Springs on the Elevator Stage).

On the Ramp Stage only : 
Two items jumped : 300 points
Three or more items jumped : 500 points 
* Due to a bug in the program, jumping three or more items displays onscreen 800 points but actually awards only 500 points. 
* Sometimes jumping over one or more objects scores no points.

Destroying objects with the hammer :
Barrels : 300 points
Beams, Fireballs, Cement Pies, and Firefoxes : 300, 500 or 800 points

Picking up Pauline's purse, hat, or umbrella :
L-01 : 300 points
L-02 : 500 points
L-03 onward : 800 points

Removing a rivet : 100 points

On the Incinerator Stage only :
Picking up a heart : 100 pts.

When a stage is completed the player receives the points shown in the bonus box.
Starting bonus points :
L-01 : 5,000 points
L-02 : 6,000 points
L-03 : 7,000 points
L-04 and up : 8,000 points

- TIPS AND TRICKS -

There is an easter egg on the new cut scene that plays after completing the Rivet Stage, which can be triggered by pressing UP on the joystick: something pokes its head out of the oil can, but only high enough to see its eyes. Above this is written PAPA ?

- STAFF -

Coded by: Jeff Kulczycki

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=35660&o=2

$end


$adam_flop=dkongjr,
$bio

Donkey Kong Jr (c) 1983 Coleco Industries, Inc. [Amsterdam, NY, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82646&o=2

$end


$intv=dkongjr,
$bio

Donkey Kong Jr (c) 1983 Coleco Industries, Incorporated.

Re-release edition.

- TECHNICAL -

[Model 2671]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60881&o=2

$end


$info=dkongjrj,dkongjrm,dkongjrb,
$bio

Donkey Kong Jr. (c) 1982 Nintendo.

Something of a role reversal for this superb sequel to the seminal 1981 platform-based original, with Mario now cast as the villain (the only Mario game in which this occurred) and Donkey Kong cast as the captured victim. 

Donkey Kong's son, DK Jr., must rescue his captured father from Mario's clutches by climbing and jumping his way over vines, chains and platforms before he can reach his father. Jr. has to race against time while avoiding the horrible Snapjaws, Nitpickers, and Sparks released by Mario. 

Like the original, Donkey Kong Jr. features four different stages, but in the US version, one or both of the middle stages are omitted in the first three levels. In the Japanese and bootleg versions, all four stages are played in their logical order. Please refer to the "Donkey Kong Junior" (North American version) entry, Updates section, for complete details. 

- CAST OF CHARACTERS -

Donkey Kong Jr. - The baby ape in the white unitard with a big J printed on the front, this is the son of Donkey Kong and he must rescue his father from Mario's cage. 

Mario - This game is quite possibly the ONLY game in Mario's long history where he is the enemy. 

Donkey Kong - Poor DK was captured by Mario after the events portrayed in Donkey Kong. Now he must helplessly watch as his son comes to the rescue. 

Snapjaws - These mechanical mouths must be avoided. Blue Snapjaws will drop down a vine and continue to fall off the screen, while Red Snapjaws will climb back up a vine and pose a more permanent threat. 

Nitpickers - There are two types of Nitpickers in the game. Small Nitpickers appear on the Springboard Stage and occasionally drop eggs on Jr. as they fly around the top branch. Large Nitpickers appear on the Chains stage and weave back and forth in an attempt to hinder Jr.'s chances at rescuing his father. 

Sparks - These volts of electricity patrol the Mario's Hideout Stage. The red variety follows the loop that they begin on while the blue version follows the vertical strips from one level to the next as they drop to the bottom of the screen. 

Fruit - Jr. will find various pieces of fruit scattered throughout each stage that he will pluck when he touches them. The fruit will fall and take out any enemy in its path until it reaches the bottom of the screen. They are one of the best sources for bonus points. 

Keys - On the first three stages, Jr.'s goal is to reach the key at the top of the stage. Once he jumps onto the vine or chain with the key at the top, he automatically climbs it to the adjacent platform and advances to the next stage. On the Chains Stage, Jr. must push six keys up the chains into the locks positioned at the top of the stage. When all six keys are inserted into the locks, Papa will be set free.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound CPU : I8035 (@ 400 Khz)
Sound Chips : DAC

Players : 2
Control : 4-way joystick
Buttons : 1 (JUMP)

- TRIVIA -

Donkey Kong Jr. was released in August 1982 in Japan. 

The US version, as well as some bootleg versions, have the suffix fully spelled out in the printed title rather than abbreviated ("Donkey Kong Junior"). 

The music that is played in the intro sequence before gameplay is the opening of Bach's 'Toccata and Fugue in D Minor'. 

The song that is played during the cut scene before the Mario's Hideout Stage is from the 'Can-Can'. 

Steve Wiebe holds the official record for this game with 1,139,800 points on March 14, 2009. 

Bootlegs of the game include "Donkey King Jr." and "Junior King". Another bootleg runs on the "Moon Cresta" hardware.

- UPDATES -

The 'Extra Lives' dip switch can actually be set to 10,000, 15,000, 20,000, or 25,000; the default is 10,000.

- SCORING -

Jump over one opponent : 100 points 
Jump over two or more opponents : 300 points 

Pick a fruit : 400 points 
Hit first opponent with fruit : 800 points 
Hit second opponent with fruit : 1,200 points 
Hit third and subsequent opponents with fruit : 1,600 points 

On the Chains Stage only : 
Push key in lock : 200 points

- TIPS AND TRICKS -

* When you start the game, Jr. will start at the bottom left corner of the Vines Stage. Your job in the first three stages is to navigate him to the key at the top of the screen so that he can progress to the next stage. Here are some strategies for each stage... 

* VINES STAGE : This is the first stage of each level. 
1) To start out, Jr. must grab the vines above him, and climb up to one of the two ledges to his right. He can jump to the next vine from either ledge, where he must slide down to the tree top below. 
2) Carefully jump right from one tree top to the next before grabbing the fourth vine from the right. Climb up above the right ledge and maneuver Jr. over to the far right vines. Climb up and onto the branch above. Jump over any Snapjaws that pose a threat and leap up to the higher section of the branch before leaping for the key and ending the stage. 
3) Along the way, the pear and apple fruit prizes should be plucked with ease, and if you have time, it pays in the early levels to eliminate any of the Red Snapjaws since they won't come back. However, from L5 onward, they will regenerate at Mario's feet. The banana is in a precarious position and should only be plucked if time and safety permits. 

* SPRINGBOARD STAGE : This stage earns its name by hosting a springboard at the bottom of the screen. Its purpose is to provide Jr. with a shortcut. 
1) Ordinarily, Jr. must jump on the springboard to reach the treetop on the opposite side. Then he must ride the moving platform to the right and climb up the chains beneath the pulley. He must step onto a ledge which is placed directly beneath the point at which Small Nitpickers like to lay eggs, so watch out. Then he must jump to the left to reach the first hold. When the small platform is beneath him, he must drop down and let it carry him to the next hold which rises and falls. 
2) If Jr. uses the springboard as a shortcut, he can move directly from the start to this small ledge by pressing the jump button at precisely the moment when he hits the springboard, and he will launch up to the small platform immediately. 
3) Jr. can only jump up and grab the second hold when it is in its lowest position. Once he safely has it, he must reach left and grab the chains that extend below Papa. After pulling himself up, he must navigate through the gauntlet of Small Nitpickers to reach the chains on the right side, where he must climb up a little further to reach the branch. Jumping over the gap in the branch, and timing his jumps to ensure that he doesn't collide with any Small Nitpickers, he can reach the key and end the stage. 

* MARIO'S HIDEOUT : 
1) The layout of this electrically-filled chamber is substantially simpler than the previous stages, but it poses an even greater threat. Not only are Sparks a danger to Jr.'s feet on the ground, they also pose a danger when they pass overhead. A nervous player may anxiously jump over a Spark only to realize too late that another spark was headed Jr.'s way above him. The route is simple. From the start, cross over to the right, climb up, cross back over to the left, climb up, cross once more to the right, climb up again, and finally back to the left in an effort to reach the key. 
2) While the Red Sparks remain in their loops, the Blue Sparks move from the top of the screen to the bottom, taking the blue vertical pathways along the way. In the beginning, a Blue Spark will randomly choose one of the four pathways beneath Mario, so cross below Mario with care. 
3) The apples are easily plucked on each level, but nailing Sparks with them will take extra timing, and may put you in a bad position if you're not aware of your surroundings. 

* CHAINS STAGE : This is Jr.'s last chance to save Papa, so it's now or never. 
1) Papa's cage is positioned above a set of six locks, and the keys to those locks are located on chains directly below them. All Jr. has to do is push those keys up and insert them into all six locks and grant Papa his freedom. 
2) Blocking his way will be stubborn Red Snapjaws and Large Nitpickers that Mario sends after Jr. The Large Nitpickers will fly from one end of the screen to the other before swooping down a level and reversing direction. 
3) Obviously it is faster for Jr. to push up keys two at a time when the chance is available, but that exposes Jr. to twice the danger as Red Snapjaws could be located on either chain at any given moment. So proceed with caution, and try to save the apples for the moments when the Red Snapjaws are located beneath them and can be done away with for bonus points. But from L5 onward, beware...as in the Vines Stage, Red Snapjaws will regenerate at Mario's feet. 
4) Once Jr. unlocks every lock, Papa will come tumbling down and mighty Jr. will catch him before the game starts all over again from the Vines stage at a more difficult level.

- SERIES -

1. Donkey Kong (1981)
2. Donkey Kong Jr. (1982)
3. Donkey Kong 3 (1983)

- STAFF -

Designed & programmed by : Shigeru Miyamoto, Masao Yamamoto, Kenji Nishizawa, Masayoshi.O, H. Hoshino 
Music by : Hirokazu Tanaka 
Produced by : Gunpei Yokoi

- PORTS -

NOTE : For ports released in North America, please see the North American version's entry.

* Consoles : 
Atari 2600 [EU] (1982) 
Nintendo Famicom [JP] (July 15, 1983) "Donkey Kong Jr. [Model HVC-JR]"
Nintendo NES [EU] (June 15, 1987) "Donkey Kong Jr. [Model NES-JR-EEC]" 
Nintendo Famicom Disk [JP] (July 19, 1988) "Donkey Kong Jr. [Model FMC-JRD]" 

* Computers : 
BBC Micro [EU] (1984)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=668&o=2

$end


$a2600=dkongjrc,
$bio

Donkey Kong Jr. (c) 1983 CCE

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50420&o=2

$end


$a800=dkongjr,
$bio

Donkey Kong Jr. (c) 1983 Atari, Inc. [Sunnyvale, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86521&o=2

$end


$nes=dkongjrh,
$bio

Donkey Kong Jr. (c) 1987 FMG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69241&o=2

$end


$a2600=dkongjrt,
$bio

Donkey Kong Jr. (c) 19?? Tron

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50421&o=2

$end


$nes=2dkongjr,
$bio

Donkey Kong Jr. / Jr. Sansuu Lesson (c) 1983 Sharp [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53981&o=2

$end


$nes=dkongjrm,
$bio

Donkey Kong Jr. Math (c) 1985 Nintendo.

North American release. For more information see the original Japanese release entry; "Donkey Kong Jr. no Sansuu Asobi [Model HVC-CA]".

- TECHNICAL -

Cartridge ID: NES-CA-USA

- TRIVIA -

Donkey Kong Jr. Math was released in October 1985 in the USA.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55083&o=2

$end


$nes=dkongjrmj,
$bio

Donkey Kong Jr. no Sansuu Asobi (c) 1983 Nintendo.

- TECHNICAL -

[Model HVC-CA]

- TRIVIA -

Donkey Kong Jr. no Sansuu Asobi was released on December 12, 1983 in Japan.

Known export releases:
"Donkey Kong Jr. Math [Model NES-CA-USA]"
"Donkey Kong Jr. Math [Model NES-CA-EEC]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53982&o=2

$end


$a7800=dkongjr,dkongjru,
$bio

Donkey Kong Jr. (c) 1988 Atari Corp.

Donkey Kong the ape is back. Only this time the vengeful Mario is holding the ape prisoner. Luckily the ape has a son, Donkey Kong Junior, who will try to rescue Papa.

To free his dad, Junior must make his way through a dark and treacherous jungle. Racing against time, the little fellow climbs and swings across vines, while avoiding the terrible Snapjaws.

If he reaches the keys to Papa's cage, Junior must push them to the top of chains while staying clear of Snapjaws and a new flock of nasty Nitpickers. But even then his mission isn't over. Once he reaches Mario's hideout, he must pass yet another test against time.

The kid needs help. Don't just stand there! Help poor Junior save his father!

- TECHNICAL -

Cartridge ID: CX7849

- SCORING -

Your score and lives remaining appear at the top of the screen.
Push a key into a lock: 200 points
Jump over Nitpicker, spark, or globe: 100 points
Drop a fruit: 400 points
Hit 1st object with fruit: 800 points
Hit 2nd object with fruit: 1,200 points
Hit 3rd object with fruit: 1,600 points

- TIPS AND TRICKS -

Extra life at 20,000 points

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50132&o=2

$end


$famicom_flop=dkongjr,
$bio

???????Jr (c) 1988 Nintendo Company, Limited.
(Donkey Kong Jr.)

- TECHNICAL -

Cartridge ID: FMC-JRD

- TRIVIA -

Donkey Kong Jr. for the Famicom Disk System was released on July 19, 1988 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65289&o=2

$end


$nes=dkongjrj,
$bio

ドンキーコングJR. (c) 1983 Nintendo.
(Donkey Kong Jr.)

Nintendo Famicom's port of the arcade classic.

- TECHNICAL -

Cartridge ID: HVC-JR

- TRIVIA -

Donkey Kong Jr. for Famicom was released on July 15, 1983 in Japan.

Export releases:
[US] "Donkey Kong Jr. [Model NES-JR-USA]"
[EU] "Donkey Kong Jr. [Model NES-JR-EEC]"

- STAFF -

Executive Producer: Hiroshi Yamauchi
Producer : Masayuki Uemura
Concept Design: Shigeru Miyamoto
Program: Toshihiko Nakago
Sound: Yukio Kaneoka, Hirokazu Tanaka

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [JP] (December 2, 2006) [Model FABJ] 
Nintendo Wii U [Virtual Console] [JP] (July 15, 2013) [Model FAWJ] 

* Handhelds : 
Nintendo 3DS [Virtual Console] [JP] (September 1, 2011) [3DS Ambassador Program] 
Nintendo 3DS [Virtual Console] [JP] (April 18, 2012) [Model TAKJ]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48122&o=2

$end


$nes=dkongjr,
$bio

Donkey Kong Jr. (c) 1983 Nintendo.

North American release. Game Developed in Japan. For more information abou the game itself, please see the original Japanese version release entry; "Donkey Kong Jr. [Model HVC-JR]".

Text from this version:
Can Donkey Kong Jr. save his papa from Mario's prison?
Mario has gone mad! He's turned the tables on Donkey Kong and locked him in a cage. It's up to you, as Donkey Kong Jr., to rescue your father by stealing Mario's set of keys. But it won't be easy. You'll have to fight off ape-eating Snapjaws, jump onto moving islands and break through a jungle of vines to get to the keys that will free Donkey Kong. Can you handle the action? Because this off-the-wall monkey business will have you going bananas!

- TECHNICAL -

[Model NES-JR-USA]

- TRIVIA -

Donkey Kong Jr. for NES was released in June 1986 in USA. 

Re-released in October 1988 as part of "Donkey Kong Classics [Model NES-DJ-USA]".

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [US] (December 4, 2006) [Model FABE] 
Nintendo Wii U [Virtual Console] [US] (April 26, 2013) [Model FAWE] 

* Handhelds : 
Nintendo Game Boy Advance [US] (September 16, 2002) "Donkey Kong Jr. [e-Reader Series] [Model PES-JRA1]" 
Nintendo 3DS [Virtual Console] [US] (September 1, 2011) [3DS Ambassador Program] 
Nintendo 3DS [Virtual Console] [US] (June 14, 2012) [Model TAKE]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55082&o=2

$end


$adam_cass=dkongjr,
$bio

Donkey Kong Junior (c) 1983 Coleco Industries, Inc. [Amsterdam, NY, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82697&o=2

$end


$coleco=dkongjr,
$bio

Donkey Kong Junior (c) 1983 Coleco Industries, Incorporated.

- TECHNICAL -

[Model 2601]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53269&o=2

$end


$a2600=dkongjre,
$bio

Donkey Kong Junior (c) 1983 CBS, Incorporated.

Mario has locked up Papa Donkey Kong! Junior must make his way through a treacherous jungle to free him. Racing against time, Junior climbs and swings across vines, while avoiding dangerous creatures, all to reach a flashing key to release his Papa. If Junior succeeds at this mission, he must push keys to the top of chains, once again avoiding clever opponents. If he passes this test, he arrives at Mario's hideout for another trial against time! Can you help Junior save his father?

- TECHNICAL -

[Model 2653]

- SCORING -

Placing key in lock (Key Mission): 100 Points.

When you complete a mission, the Bonus Timer stops. The number remaining in the Timer is added to your score.

Your score always appears at the top center of the screen whenever Junior is eliminated or completes a screen.

- STAFF -

Programmer: Harley H. Puthuff Jr.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50423&o=2

$end


$a2600=dkongjr
$bio

Donkey Kong Junior (c) 1987 Atari, Corporation.

Donkey Kong the ape is back. Only this time the vengeful Mario is holding the ape prisoner. Luckily the ape has a son, Donkey Kong Junior, who will try to rescue Papa.

To free his dad, Junior must make his way through a dark and treacherous jungle. Racing against time, the little fellow climbs and swings from vines, while avoiding the horrible Snap jaws.

If he reaches the keys to Papa's cage, Junior must push them to the top of chains while staying clear of Snap jaws and a new flock of nasty Nitpickers. But even then his mission isn't over. Once he reaches Mario's hideout, he must pass yet another test against time.

This kid needs help. Don't just stand there. Help poor Junior save his father.

- STAFF -

Programmer: Harley H. Puthuff Jr.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50422&o=2

$end


$info=dkongjr,dkongjre,dkongjnrj,dkongjrpb,
$bio

Donkey Kong Junior (c) 1982 Nintendo of America.

Export release for North America. Game developed in Japan. For more information about the game itself, please see the "Donkey Kong Jr." (Japanese version) entry.

- TECHNICAL -

[Model DJR1-UP]

- TRIVIA -

Donkey Kong Junior was released in August 1982 in North America.

The Japanese version, as well as some bootleg versions, have the suffix abbreviated in the printed title rather than fully spelled out ("Donkey Kong Jr."). 

Donkey Kong Junior spawned a cartoon series of the same name : Ruby-Spears Productions. Produced By Joe Ruby, Ken Spears. Originally aired September 17, 1983 as part of 'Saturday Supercade' on CBS.

- UPDATES -

In these versions featuring the suffix fully spelled out in the title screen ('Junior.') : 
1. You are only allowed to enter a name up to three letters long in the High Score list (instead of twelve). 
2. In the Vines and Chains stages, Red Snapjaws regenerate at Mario's feet after being killed by fruit starting in L4 (instead of L5). 

The Japanese boards have all four screens displayed in their original, logical order 1-2-3-4. For the US board, it was changed to somewhat match the original Donkey Kong's 'How High Can You Try/Get?' theme with the screen order as follows : 
L1 : 1-4 (Springboard and Mario's Hideout stages both omitted)
L2 : 1-2-4 (Mario's Hideout stage omitted)
L3 : 1-3-4 (Springboard stage omitted)
From L4 onward, all four stages are displayed in order, as in the Japanese version.

- SERIES -

1. Donkey Kong (1981)
2. Donkey Kong Junior (1982)
3. Donkey Kong 3 (1983)

- PORTS -

NOTE : Only ports released in North America are listed here. For ports released in other regions, please see the Japanese version's entry.

* Consoles : 
Colecovision [US] (1982) "Donkey Kong Junior [Model 2601]"
Mattel Intellivision [US] (1983) "Donkey Kong Jr [Model 2671]" 
Atari 2600 [US] (1983) "Donkey Kong Junior [Model 2653]"
Atari XEGS 
Nintendo NES [US] (June 1986) "Donkey Kong Jr. [Model NES-JR-USA]"
Atari 7800 [US] (1988) "Donkey Kong Jr. [Model CX7849]" 

* Computers : 
Atari 800 [US] (June 1, 1984) "Donkey Kong Junior [Model RX8040]" 
Tandy Color Computer [US] (1983) "Junior's Revenge" 
Tandy Color Computer 3 [US] (1986) "Return of Junior's Revenge" 

* Others : 
LCD tabletop game [US] (1983) by Coleco : This is a color LCD game (color accomplished with a color plastic overlay on the LCD), and is back-lit by an external light source (room light, sun, etc.). It can't be played in the dark like the VFD games. 
LCD tabletop game released by Nintendo (Game&Watch) [US]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=669&o=2

$end


$gameboy=dkland2,
$bio

Donkey Kong Land 2 [Model DMG-ADDE-USA] (c) 1996 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65878&o=2

$end


$gameboy=dkland3a,dkland3,dkland3p,
$bio

Donkey Kong Land III [Model DMG-AD3E-USA] (c) 1997 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65880&o=2

$end


$gameboy=dklandj,
$bio

Donkey Kong Land [Model DMG-ADDJ-JPN] (c) 1996 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65877&o=2

$end


$gameboy=dkland,
$bio

Donkey Kong Land [Model DMG-YT-USA] (c) 1995 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65875&o=2

$end


$gba=n_dkong,
$bio

Donkey Kong [Classic NES Series] [Model AGB-FDKE-USA] (c) 2004 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70179&o=2

$end


$gba=f_dkong,
$bio

Donkey Kong (c) 2004 Nintendo.

Identical to Nintendo Famicom's 1983 offering; does not have the Conveyor Belt Stage.

- TECHNICAL -

[Model AGB-FDKJ-JPN]
[Famicom Mini] No. 2

- TRIVIA -

Released on February 14, 2004 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48082&o=2

$end


$info=cdkong,
$bio

Donkey Kong (c) 1982 Coleco Industries, Inc.

Tabletop VFD game.

- TECHNICAL -

Model 2391

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94343&o=2

$end


$coleco=dkong,dkonga,
$bio

Donkey Kong (c) 1982 Coleco.

- TECHNICAL -

Cartridge ID: 2411

- TRIVIA -

This Colecovision version of the arcade game does not have the original Conveyor Belt Stage, but a rare Super offering does. The Elevator Stage does not have the Springs; it has one or two Fireballs on Donkey Kong's platform instead.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48078&o=2

$end


$a2600=dkong,
$bio

Donkey Kong (c) 1982 Coleco

This version of Donkey Kong has only the Ramp and Rivet Stages.

- TECHNICAL -

Model 2451

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83941&o=2

$end


$intv=dkong,
$bio

Donkey Kong (c) 1982 Coleco.

Based on the Nintendo of America arcade game.

In this engaging game, Donkey Kong the ape has captured Mario's girlfriend, and has taken her to the top of a steel fortress. You've got to get Mario to the top to save her! But - as he runs across the girders and up the ladders, the ape throws barrels at him to prevent his progress. Mario must jump the barrels to get to the top and rescue his girlfriend!

- TECHNICAL -

Model 2471

- STAFF -

Programmer: Garry Kitchen

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48085&o=2

$end


$a2600=dkonge,
$bio

Donkey Kong (c) 1983 CBS, Incorporated.

This version of Donkey Kong has only the Ramp and Rivet Stages.

- TECHNICAL -

[Model 4L2274]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48092&o=2

$end


$a2600=dkong,
$bio

Donkey Kong (c) 1988 Atari Corp.

Plays, sounds and scores like DONKEY KONG arcade game! Donkey Kong the ape has kidnaped Mario's girlfriend! In this action-packed rescue adventure, you move Mariothrough incredible dangers to save her. Your skill and speed determine your score.

- TECHNICAL -

Model CX26143

- TRIVIA -

This version does not have the original Conveyor Belt Stage.

- SCORING -

Starting Bonus Value (each Screen): 5000 points.
Jumping a barrel or fireball: 100 points.
Eliminating a Rivet: 100 points.
Smashing a barrel or Fireball: 800 points.

- STAFF -

Developed by Imaginative Systems Software.

Programmed by: Garry Kitchen

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40364&o=2

$end


$a7800=dkong,dkongu,
$bio

Donkey Kong (c) 1988 Atari Corp.

Poor Mario. Just when things were going so well for him -- new girlfriend, new car, new job -- that beastly ape Donkey Kong kidnaps Mario's girlfriend and drags her off screaming to the top of a steel fortress. To save her, Mario must climb to the top of the fortress, remove dangerous rivets, and fend off life-threatening barrels and fireballs that the ape throws down at him. It's a tough fight, and Mario needs your help. Be a chum. Be a hero. Help Mario save his girlfriend.

- TECHNICAL -

Model CX7848

- SCORING -

Get purse, umbrella: 800 points
Jumping a barrel: 100 points
Removing a rivet: 100 points
Smashing a barrel or fireball with the hammer: 500 points

- TIPS AND TRICKS -

Extra life at 20,000 points.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48075&o=2

$end


$gameboy=dkong,
$bio

Donkey Kong (c) 1994 Nintendo Company, Limited.

This GB conversion features multiple stage settings, starting with the original four.

- TECHNICAL -

Model DMG-QD-USA

- TRIVIA -

Donkey Kong for Game Boy was released in June 1994 in North America. It was then re-released in 1995 as a Players Choice edition.

- PORTS -

* Handhelds : 
Nintendo 3DS [Virtual Console] [US] (June 23, 2011) [Model RAHE]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65870&o=2

$end


$gameboy=dkonga,
$bio

Donkey Kong (c) 1994 Nintendo.

This GB conversion features multiple stage settings, starting with the original four.

- TECHNICAL -

[Model DMG-QDA]

- TRIVIA -

Donkey Kong for Game Boy was released on June 14, 1994 in Japan. It was re-released as a Nintendo Power edition on March 1, 2000.

- PORTS -

* Handhelds : 
Nintendo 3DS [Virtual Console] [JP] (June 15, 2011) [Model RAHJ]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48081&o=2

$end


$famicom_flop=dkong,
$bio

??????? (c) 1988 Nintendo Company, Limited.
(Donkey Kong)

- TECHNICAL -

Cartridge ID: FMC-DKD

- TRIVIA -

Donkey Kong for the Famicom Disk System was released on April 8, 1988 in Japan.

This conversion does not contain the original Conveyor Belt stage.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65288&o=2

$end


$nes=dkongj,
$bio

Donkey Kong (c) 1983 Nintendo.

Here is the Famicom port of Nintendo's arcade classic Donkey Kong. Do we still need to introduce the universally beloved barrel-throwing gorilla? Donkey Kong, a large and angry ape, has kidnapped Pauline and climbed to the top of a tall and perilous construction site, where he keeps her prisoner. Without hesitation, her boyfriend Mario, a little mustached carpenter with red overalls, a blue shirt and a hat, flies to her rescue. The little man is the gorilla's original caretaker and he is also ready to teach the large ape a good lesson that he will not soon forget... The player must guide Mario through three different stages and eventually rescue Pauline. But the task won't be easy and Kong will do anything to protect and uphold what now belongs to him. In the first screen, Mario must run up a series of metallic girders while avoiding barrels that the ape throws down at him. The first barrel also ignites an oil drum located at the bottom of the screen, which in turn generates fireballs that go chase after Mario. Although the carpenter can only jump, avoid enemies or climb up ladders, he nevertheless has a way to defend himself - hammers are sometimes available and can be used as improvised weapons for a short amount of time, and crush anything that dares cross their path. The second screen features elevators, evil bouncing springs and wandering fireballs, as well as two bonus items - Pauline's umbrella and purse that the player can collect for extra points. Finally, the third screen is made out of four large platforms hold in places by eight yellow rivets. Mario must run or jump over all eight rivets to make them disappear, forcing the large construction to collapse and then trapping the giant gorilla, thus rescuing Pauline from her predicament.

- TECHNICAL -

Cartridge ID: HVC-DK

- TRIVIA -

Donkey Kong for Famicom was released on July 15, 1983 in Japan for 4,500 Yen.

This port of Donkey Kong has a few differences with the original arcade game. First of all, the short introduction sequence was completely removed - in the original game, Donkey Kong climbs the construction site with Pauline under his arm and heavily stromps his feet as he reaches the top, causing the metallic girders to collapse and form the first screen. The 25-meter scale displayed between screens along with the question 'How High Can You Get?' was also omitted - in the arcade game, each screen represents 25m of the construction site, from 25m to 100m; the music from this scale display remains intact. Most importantly, the 50m stage (the conveyor belt/cement screen also known as the 'Pie Factory' stage) was completely omitted (probably scrapped because of space limitations within the ROM). Surprisingly, the Famicom port features sound effects not found on the original arcade game (such as Mario's footsteps) and a new opening music (credited to Yukio Kaneoka).

Export releases:
[US] "Donkey Kong [Model NES-DK-USA]"
[EU] "Donkey Kong [Model NES-DK-EEC]"

- STAFF -

Executive Producer: Hiroshi Yamauchi
Producer: Masayuki Uemura
Concept Design: Shigeru Miyamoto
Program: Toshihiko Nakago
Sound: Yukio Kaneoka, Hirokazu Tanaka

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [JP] (December 2, 2006) [Model FAAJ] 
Nintendo Wii [Virtual Console] [KO] (April 26, 2008) [Model FAAK] 
Nintendo Wii U [Virtual Console] [JP] (July 15, 2013) [Model FAFJ] 

* Handhelds : 
Nintendo Game Boy Advance [JP] (February 14, 2004) "Donkey Kong [Famicom Mini] [Model AGB-FDKJ-JPN]" 
Nintendo 3DS [Virtual Console] [JP] (July 28, 2012) "Donkey Kong [Limited Time Original Edition]" : Enhanced version.
Nintendo 3DS [Virtual Console] [JP] (October 17, 2012) [Model TBJJ]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48080&o=2

$end


$nes=dkong,
$bio

Donkey Kong (c) 1983 Nintendo.

North American release. Game developed in Japan. For more information about the game itself, please see the original Japanese version release entry; "Donkey Kong [Model HVC-DK]".

Text from this version:
Can you save Mario's girl from the clutches of Donkey Kong ?
Donkey Kong had kidnapped Mario's girlfriend Pauline and taken her to the top of a construction site! It's up to you to help Mario save Pauline before time runs out. But it won't be easy. Donkey Kong will do everything in his power to stop you. He'll throw barrel bombs, flaming fireballs and anything else he can get his hands on. So if you're looking for action, don't monkey around. Get the original DONKEY KONG from the Nintendo Arcade Classic Series.

- TECHNICAL -

Cartridge ID: NES-DK-USA

- TRIVIA -

Donkey Kong for NES was released in June 1986 in the USA.

Re-released in October 1988 as part of "Donkey Kong Classics [Model NES-DJ-USA]".

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [US] (November 19, 2006) [Model FAAE] 
Nintendo Wii U [Virtual Console] [US] (July 15, 2013) [Model FAFE]

* Handhelds : 
Nintendo Game Boy Advance [US] (November 12, 2002) "Donkey Kong [e-Reader Series] [Model PES-DKA1]" 
Nintendo Game Boy Advance [US] (June 2, 2004) "Donkey Kong [Classic NES Series] [Model AGB-FDKE-USA]" 
Nintendo 3DS [Virtual Console] [US] (October 1, 2012) "Donkey Kong (Limited Time Original Edition)" : Enhanced version. 
Nintendo 3DS [Virtual Console] [US] (August 15, 2013) [Model TBJE]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55079&o=2

$end


$a800=dkong,
$bio

Donkey Kong (c) 1983 Atari, Incorporated.

Play the arcade game at home on your Atari 8-Bits computer !

- TECHNICAL -

[Model RX8031]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48076&o=2

$end


$ti99_cart=donkeykg,
$bio

Donkey Kong (c) 1983 Atari, Incorporated.

- TECHNICAL -

Model RX8512

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48090&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=dkong,
$bio

Donkey Kong (c) 1983 Atarisoft.

- TECHNICAL -

Model RX8513

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48089&o=2

$end


$c64_cart,c64_flop=dkong,
$bio

Donkey Kong (c) 1983 Nintendo.

- TECHNICAL -

[Model RX8514]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48077&o=2

$end


$info=m5donna,m5donnaa,m5donnad,
$bio

Donna Kebab (c) 199? BWB.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15196&o=2

$end


$info=donpachi,donpacihk,donpachij,donpachikr,
$bio

DonPachi (c) 1995 Atlus.

An excellent vertically scrolling shoot'em up. The player assumes the role of a pilot who is sent by their squadron to fight their former allies until one side destroys the other, all of which is a part of a mission to strengthen the military power that controls each side. The player flies their selected fighter over 5 areas of various terrain, encountering a number of land, sea and air enemies. The player's ship has two modes of fire : by tapping the fire button, shots are fired; holding it down produces a concentrated vertical beam, but also reduces the ship's speed.

The player can choose one of 3 aircraft at the start of the game, or upon continuing :
Type A : A red (or yellow/orange, for player two) fighter, which fires a narrow stream of shots
Type B : A green (or purple, for player two) helicopter, which fires its main guns forward, but has side guns that rotate in the direction of movement
Type C : A blue (or black, for player two) fighter, which fires a wide, three-way spread of shots

- TECHNICAL -

Game ID : ATC01DP

Cave 1st Generation Hardware

Main CPU : MC68000 (@ 16 Mhz)
Sound CPU : Zilog Z80 [Optional]
Sound Chips : Yamaha YMZ280B (@ 16.9344 Mhz) or OKIM6295 x (1 or 2) + YM2203 / YM2151 [Optional]
Other : 93C46 EEPROM

Players : 2
Control : 8-way joystick
Buttons : 3
=> [A] Shoot, [B] Bomb, [C] Full-Auto

- TRIVIA -

Developed by Cave, this is their first game (released in May 1995).

DonPachi is one of only two Cave shooters to get released in the USA, the other being Progear no Arashi. Both US versions of these games are extremely rare and sought after since only a small handful were made for the American market.

The name of the game is a pun; the kanji for DonPachi literally means 'leader bee', but the word 'don' is also a Japanese onomatopoeia for the sound of a gun firing. There are a number of references to bees in the game : the most obvious is the bee icon that can be picked up for high scores. The transition effect between levels is tiled, made up of red hexagons, which resembles a bee hive.

The plot of this game is quite 'cheesy' : you fight your own comrades in order to become the ultimate fighter, the 'DonPachi elite team!'.

Kenichi Takano and Tsuneki Ikeda (see Staff section) were ex-Toaplan employers. It seems that Tsuneki Ikeda was one of the programmers behind "Truxton", hence the red/blue/green ships colour (for player1 of course). He should also be the 'Ikeda in Maeba' guy appearing in "Batsugun"'s credits.

The default high score table contains a hidden message : read vertically, the initials will read, TOAPLAN.FOREVER.

The 'English' text that appears against the 'WARNING' message upon approaching a boss reads : THIS IS NOT SIMILATION. GET READY TO DESTOROY THE ENEMY. TARGET FOR THE WEAK POINTS OF F**KIN' MACHINE. DO YOUR BEST YOU HAVE EVER DONE.

Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Donpachi - G.S.M. 1500 / PCCB-00184) on 21/06/1995.

- UPDATES -

The US version is slightly different, it has the "Winners Don't Use Drugs" screen.

- SCORING -

DonPachi features a scoring system known as Get Point System (GPS). By destroying large groups or chains of enemies in a short period of time, you can build up a number called a combo, similar to the kind found in fighting games. You receive an increasing number of points with every enemy you shoot down; the more enemies you hit in one chain, the more points you receive. You can break the chain by waiting to shoot an enemy; the combo number will turn blue when your chain is broken. This system brings a new challenge after the player has cleared the game; plot out the stages to achieve a high score.

After completing an area, player gains following scores based on performance in the completed area :
Star : 10000 points per item collected in the area using current live.
Bombitem : Player gets additional points for having less than 7 maximum slots. Player initially gets 100,000, 60,000, 30,000, 10,000 points for 3, 4, 5, 6 bomb slots respectively. If player manages to complete successive areas with only current life, the bombitem bonus increases, up to 5,000,000 points.

If 2nd loop is completed with 1 credit, player gets 1 million points for each reserved fighter.

- TIPS AND TRICKS -

* Bee Medals : there are 13 bee medals hidden in each stage. If you cross the location of a hidden bee medal with your bullets or your laser, it starts to blink. Only the head of the laser weapon frees it, so you can capture it after.
1st medal is worth 100 points, 2nd medal 200, 3rd 400, then 800, 1,000, 2,000...
If you miss a medal, the chain breaks and counting restarts. In case you manage to collect all bee medals of a stage, the 13th medal increases it's value stage by stage up to 1,000,000 points.

* Hits : if you destroy multiple targets within an very short time range (indicated by a green colored bar), a hit counter starts and after 10 hits it will be visible in large letters. Once your hits are too slow, the counter stops and disappears.

* At the 2nd loop, all targets destroyed releases bullets towards your ship.

- SERIES -

1. DonPachi (1995)
2. DoDonPachi (1997)
3. Bee Storm - DoDonPachi II (2001)
4. DoDonPachi Dai-Ou-Jou (2002)
5. DoDonPachi Dai-Fukkatsu (2008)
6. DoDonPachi Saidaioujou (2012)
7. DoDonPachi Maximum (2012) [Apple App Store]

- STAFF -

Producer : Kenichi Takano
Programmers : Tsuneki Ikeda, Toshiaki Tomizawa, H. Uchida, Ryuichi Yabuki
Graphic Designers : Atsunori Aburatani, K. Asaba, J. Fujisaku, Riichirou Nitta, Naoki Ogihara
Sound : Ryuichi Yabuki
Special Thanks: N. Kaneko, Satoshi Kohyama

- PORTS -

* Consoles :
Sega Saturn [JP] (April 26, 1996; "DonPachi [Model T-14405G]")
Sony PlayStation [JP] (October 18, 1996; "DonPachi [Model SLPS-00548]")
Sony PlayStation [JP] (August 30, 2001; "DonPachi [Model SLPS-86855]")
Sony PlayStation [JP] (May 12, 2010, PSOne Classics)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=670&o=2

$end


$psx=donpachi,
$bio

DonPachi (c) 1996 SPS.

- TECHNICAL -

Model # SLPS-00548

- TRIVIA -

Released on October 18, 1996 in Japan.

Re-Editions:
[JP] "DonPachi [Model SLPM-86855]" (2001)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47522&o=2

$end


$saturn,sat_cart=donpachi,donpachia,
$bio

DonPachi (c) 1996 Atlus Company, Limited.

- TECHNICAL -

[Model T-14405G]

- TRIVIA -

DonPachi for Saturn was released on April 26, 1996 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47521&o=2

$end


$coco_cart=donpan,
$bio

Donpan (c) 1984 Tandy Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53428&o=2

$end


$pyuuta=donpan,
$bio

DonPan [Model 012E] (c) 1982 Tomy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101345&o=2

$end


$coco_cart=doodlbug,doodlbug2,doodlbug1,
$bio

Doodle Bug (c) 1982 Computerware

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53429&o=2

$end


$cpc_cass=doodlebu,
$bio

Doodle Bug (c) 1987 Players Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95988&o=2

$end


$amigaocs_flop=doodlebg,
$bio

Doodle Bug - Bug-Bash 2 (c) 1992 Core Design

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73898&o=2

$end


$amigaocs_flop=doofus,
$bio

Doofus (c) 1993 Prestige

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73899&o=2

$end


$spc1000_cass=dooli,
$bio

Dooli (c) 1987 Softvision [Korea]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83506&o=2

$end


$pc98=doom,
$bio

Doom (c) 1994 Imagineer Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89346&o=2

$end


$n64=doom64,doom64u1,doom64u,
$bio

Doom 64 (c) 1997 GT Interactive

Williams and ID Software teamed up to bring the hottest PC action game to the Nintendo 64. Doom incorporates texture-mapped 3-D rooms, multiple weapons, challenging enemies, and surreal sound into one of the most heralded games ever. Players move from area to area, through narrow passageways, vaulted rooms, and dark tunnels on their quest. The concept is basically "good vs. evil" in which you, as a representative of good, must seek out and defeat alien demons. 

The Nintendo 64 version of Doom contains new levels, enemies, and enhanced graphics not available in any other version. There are 32 levels in all, but many are accessible only through finding all the secret exits in other levels. Parts of each level are straight-forward: if it moves, shoot it. But you'll also have to find keys, hit switches, and keep track of your location. A switch may open one door, but close another. 

Weapons vary, and you must find the more powerful weapons as you play. The Pistol and Shotgun are o.k., but you'll do much better against some enemies with the Super Shotgun, Chain Gun, Rocket Launcher, Plasma Gun, BIG 9000, or Laser. The Chainsaw works great when you're in close, but don't try to use your bare fists unless you've found a Berserk Patch. 

The enemies in this game are very dark. You will face Zombiemen, Specters, Pain Elementals, Imps, Hell Knights, and many others on your way to the final confrontation with the Mother Demon. Doom 64 is not for the faint of heart!

- TECHNICAL -

Game ID: NUS-NDME-USA

- TRIVIA -

Doom 64 was released on April 04, 1997 in the USA.

The developer team, Midway, originally wanted to re-create all of the original enemies from the previous DOOM games, but due to deadlines and the memory constraints of the Nintendo 64 cartridge, they had to leave out Commando, Revenant, Arch-Vile and Spider Mastermind from the game.

Export releases:
[EU] "Doom 64 [Model NUS-NDMP-NOE]"
[JP] "Doom 64 [Model NUS-NDMJ]"

- STAFF -

id Software
Programming: John Carmack, John Romero, Dave Taylor, Michael Abrash, John Cash
Art: Adrian Carmack, Kevin Cloud
Design: John Romero, Sandy Petersen, American McGee, Shawn C. Green
Biz: Jay Wilbur, Mike Wilson
Biz Assistant: Donna Jackson

Midway Home Entertainment
Programming: Aaron Seeler
Lead Artist: Sukru Gilman
Artists: Francisco Gracia, Andrew E. Wilson
Animation: Francisco Gracia, Andrew E. Wilson
3D Models: Sukru Gilman
3D Model Animation: Laurent Bezault, Sukru Gilman
Sound System: Scott L. Patterson
Music: Aubrey Hodges
Sounds: Aubrey Hodges
Level Construction: Randy Estrella, Timothy Heydelaar, Danny Lewis
Testing: Peter Chang, Sunny T. Chu, Joshua Hutchins, Steve Kramer, Jason Shigenaka, John Stookey, Dan Wagner

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57667&o=2

$end


$n64=doom64j,
$bio

Doom 64 (c) 1997 GameBank.

Japanese release. Game developed in the USA.

- TECHNICAL -

Model NUS-NDMJ

- TRIVIA -

Releases on August 01, 1997 in Japan.

In this Japanese version all blood was coloured green.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57668&o=2

$end


$gba=doom2u,
$bio

Doom II [Model AGB-A9DE-USA] (c) 2002 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70443&o=2

$end


$gba=doom2,
$bio

Doom II [Model AGB-A9DP] (c) 2002 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70442&o=2

$end


$snes=doomtrop,
$bio

Doom Troopers (c) 1995 Playmates Interactive

- TIPS AND TRICKS -

Level select
------------
Enter ARGONATH as a password.

Secret picture
--------------
Enter SYMMETRY as a password. 

Level Passwords 
--------------- 
2 IMPERIAL  
3 DOOMLORD  
4 CYBERTOX

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62924&o=2

$end


$megadriv=doomtrop,
$bio

Doom Troopers - The Mutant Chronicles (c) 1995 Playmates Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57193&o=2

$end


$32x=doom,doomp1,
$bio

Doom (c) 1994 SEGA Enterprises, Ltd.

European release.

- TECHNICAL -

Game ID: 84506-50

- UPDATES -

100294 PROTOTYPE
This build's console region setting is European. This may mean Sega of America was testing the performance on European consoles.
Military Base is no longer accessible if the player selects level 3 from the main menu. It can only be played if the game is played from Level 1 just like the Final.
Military Base is now Map 17 like the final and it now has actual music.
The sound cancelling out has been fixed. The Chaingun now sounds like it does in the PC version. Monster death sounds also had this issue last build and it is now fixed.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96292&o=2

$end


$32x=doomju,doomp,doomp2,doomp3,doomp4,doomp5,doomp6,doomp7,doomp8,doomp9,
$bio

Doom (c) 1994 SEGA Enterprises, Ltd.

32X port of DOOM. This version contains only seventeen maps, taken from the Knee Deep in the Dead and The Shores of Hell episodes. No maps from the third episode, Inferno, have been included. Maps present: E1M1-E1M8 and E2M1-E2M7, as well as the two secret levels E1M9 and E2M9.

- TECHNICAL -

Game ID: 84506

- TRIVIA -

After the end credits, the game concludes by reverting to a fake DOS prompt if the player activated the cheat codes. This screen cannot be exited without shutting off the system. If the game was beaten without cheating, the prompt will not be shown; rather the player will see a montage of enemies encountered in the game, just as in DOOM II.

- UPDATES -

100894 PROTOTYPE
Pretty close to the final. Last Prototype build available to the public from pre-release currently.

092894 PROTOTYPE
"I'm too Young to Die" can freeze the game if selected on the main menu.

092794 PROTOTYPE
First build with sound effects.
Sound effects tend to cancel eachother out. This is noticable especially in the chaingun and monster death cries.
The screwed up music in Military Base is removed and now the level has no music.
Military Base is now listed as level 24, indicating a level was removed or that Military Base was moved up one slot in the internal data.
The demo that plays on the main menu behaves oddly. the player spins 360 degrees non-stop.

092594 PROTOTYPE
Military Base now dumps the player in Level 4 like it is supposed to.

092394 PROTOTYPE
Final version music implemented. Sound effects still missing.
Fortress of Mystery now correctly displays "Now Entering Level 26"
Military Base and Fortress of Mystery don't seem to have any real music. Instead it seems to be a bunch of random sounds. It is possible that this was a music track but got corrupted for some reason. Of course, it may just be garbage sound.
Screen border changed to the final version.
Game speed issue from last build fixed.
Fortress of Mystery is impossible to complete because the game doesn't register the player as having the blue key, even after collecting it.
Copyright screen and Logo screen now appear before the main menu like in the final.

092194 PROTOTYPE
Military Base map now exists. The fences around the small building in the center of the main intersection have no walls but it has collision still. Beating Military Base warps the player to Fortress of Mystery strangely. However, the words "now entering Level 3" are displayed. This is strange because Military Base is listed as Level 25 internally.
This build runs absurdly fast making Doomguy difficult to control at times.
Menus finally work and adjusted to the final's.

091694 PROTOTYPE
HUD changed to the final version. Doomguy is finally animated.
Military Base map still not added, resulting in the "Map 25 Not found" error mentioned previously.
Music renabled.

091494 PROTOTYPE
Screen size reduced dramatically. Border used for the game's window is different from the final's.
Warp to Military Base functioning now but the level file doesn't exist yet resulting in an error to be displayed. The Level is listed internally as Map25.
Level geometry and textures simplified greatly.
The music from last build is disabled. Engine seems to have been possibly rebuilt.
Last build to feature the old HUD.
Framerate now at a consistant level.

090994 PROTOTYPE
Not many changes from last build.
Still fullscreen and menus not functioning.
Bug with Chaingun potentially freezing the game if shot at a wall in Level 2. (could be in previous build as well)
Menu still not functioning. As with last build, it will pop up if start is pressed. The menu also has a password option added that doesn't work as well.
Pausing the game is still impossible.
Still no sound
A very early (and possibly better) version of "At Doom's Gate" plays through the entire prototype during gameplay.
Military Base not accessible and the player is warped to Level 4 instead.
This is the last build to feature PC version textures and geometry. Also the last build to be in fullscreen.

090694 PROTOTYPE
Earliest Build known to public currently.
Contains textures and level geometry from the PC version still.
Fullscreen.
Level 3's secret exit sends the player to Level 4 instead of the secret Military Base Level.
No sound or music.
Menu that doesn't work properly.
Pausing the game is impossible.
More detailed HUD with Ammo listing like in the PC version. Doomguy is not animated. Ammo listing also seems to not be functioning.
Inconsistant framerate. Tends to jump around a lot.
Menu number pallete is Red instead of Pink like the final's.

- STAFF -

ID SOFTWARE
Biz Guy: Jay Wilbur
Biz Assist: Donna Jackson
Software Engineers: John Carmack, John Romero, Dave Taylor, Shawn C. Green
Artists: Adrian Carmack, Kevin Cloud
Designers: Sandy Petersen, American McGee
Composer: Robert Prince
Doom Logo: Don Punchatz

SEGA
Producer: Jesse Taylor
Assistant Producers: Vincent Nason, Greg Becksted
Product Manager: Tim Dunley
Product Specialist: Nemer Velasquez
Programming: Jonathan Flamm, Robert Hardy, Unni Pillai, Toshi Morita
Art: Jenny Martin, Susan Greene
Music: Brian Coburn
Game Lead: Michael Baldwin
Assistant Game Leads: Joel Breton, Christopher Lucich, Matt Underwood
Testers: Fernando Valderrama, Aaron Loichinger, Kim Rogers, Ben Cureton, Lloyd Kinoshita, Aaron Hommes
Manual: Carol Ann Hanshaw, Jay Wilbur
Special Thanks: Haven Dubrul, David Albert, Robert Lindsey, Doria Sanchez

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96293&o=2

$end


$gba=doom,
$bio

Doom [Model AGB-ADME-USA] (c) 2001 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70440&o=2

$end


$jaguar=doom,
$bio

Doom (c) 1995 Atari Corp.

Mars, and the gateways between its two moons, Phobos and Deimos, has been the site of inter-dimensional space travel testing. Recently, however, these passageways have become dangerously unstable. Experiments using human guinea pigs have met with tragic results. Something evil has been exiting the gateways.

As the only combat-ready assault troops within 50 million miles of Earth, you've been ordered, along with your buddies, to Phobos. You arrive and are assigned to secure the perimeter of the base while the other marines go inside.

From outside the base you hear the carnage: guns firing, men screaming, bones cracking... then silence. Suddenly you're the last galactic marine alive, thrust into a bloody, gore-ridden underworld. Packing everything from chain saws to rocket launchers, it's up to you to annihilate Imps, Lost Souls, dead Marines, Barons of Hell... and ultimately avenge the brutal slaughter of your men.

- TECHNICAL -

Game ID: J9029E

- TRIVIA -

Reviews:
[FR] April 1995, Consoles + N.42: 96/100

- TIPS AND TRICKS -

* God Mode = Pause, * + Pause

* Very Happy Ammo Mode = Pause, '#' + Pause (all keys, weapons, ammo, armor, and health)

* Level Select = Pause, [level '#'] + Pause (A button adds 10, B adds 20)

- STAFF -

ID Software
Biz Guy: Jay Wilbur
Biz Assistant: Donna Jackson
Programmers: John Carmack, John Romero, Dave Taylor, Shawn Green
Artists: Adrian Carmack, Kevin Cloud
Level Design: Sandy Peterson, American McGee, John Romero
Levels Converted For Jaguar: American McGee
Testing and Support: Shawn Green, American McGee
Special Thanks To: Composer: Robert Prince

Atari Production Team
Producer: Bill Rehbock
Tech Support: Normen Kowalewski
Lead Tester: Joe Sousa
Play Testing: Joe Sousa, Hank Cappa, Tal Funke-Bilu, Tom Gillen, Scott Hunter, Andrew Keim, Dan McNamee, Martin Mueller, Ted Tahquechi

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72356&o=2

$end


$snes=doomj,
$bio

Doom (c) 1996 Imagineer Company, Limited.

Japanese release. Game developed in USA. See "Doom [Model SNS-AD8E-USA]" for more information about the game itself.

- TECHNICAL -

Model SHVC-AD8J-JPN

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61226&o=2

$end


$snes=doomu,
$bio

Doom (c) 1995 Williams Ent., Incorporated.

Welcome to Doom for SNES, soldier. Now shut up and start fighting because there's no time to waste! We're talking total war against the forces of evil with the only thing standing between civilization and the end of everything as we know it is you -- one angry Marine with a handgun and a bad attitude. This is the full-auto, 16-meg faithful version of the PC original. Which means all the same monsters, levels, weapons and surprises are around for a screaming fast descent into danger with sudden death lurking around every corner. Strap on your ammo and prepare to spit lead. Because now's your chance to be a hero. Or die trying.

- TECHNICAL -

Model SNS-AD8E-USA

- TRIVIA -

Doom for SNES was released in September 1995.

Hidden programmer message presents at ROM address 0x80810E:
Rage/Reality Engine written by Randy Linden.
Special thanks to my loving wife, Jodi Harvey.

Export release:
[EU] "Doom [Model SNSP-AD8P-NOE]"
[JP] "Doom [Model SHVC-AD8J-JPN]"

- STAFF -

Conversion by Sculptured Software,.

Artists: Adrian Carmack, Kevin Clou, Michael Hunter, Bryan Jacobs, Virginia Sargent
Development Support: Shawn C. Green
Level Designers: Shawn C. Green, American McGee, Sandy Petersen, John Romero
Programmers: Michael Abrash, John Carmack, Randy Linden, John Romero, David Taylor
Sound: Paul Webb

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62923&o=2

$end


$snes=doom,
$bio

Doom (c) 1996 Williams Ent., Incorporated.

European release. Game developed in USA. See "Doom [Model SNS-AD8E-USA]" for more information about the game itself.

- TECHNICAL -

Model SNSP-AD8P-NOE

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62922&o=2

$end


$saturn,sat_cart=doomj,
$bio

Doom (c) 1997 Soft Bank.

Japanese release. Game developed in USA.

- TECHNICAL -

Game ID: T-18610G

- TRIVIA -

Released on July 11, 1997 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59072&o=2

$end


$saturn,sat_cart=doomu,
$bio

Doom (c) 1997 GT Interactive

- TECHNICAL -

Game ID: T-25405H

- TRIVIA -

Released on March 26, 1997 in USA.

Export releases:
[EU] "Doom [Model T-25406H-50]"
[JP] "Doom [Model T-18610G]"

- STAFF -

Programmers: John Carmack, John Romero, Dave Taylor, John Cash
Artists: Adrian Carmack, Kevin Cloud
Level Designers: John Romero, Sandy Petersen, American McGee, Shawn C. Green
Development Support: Shawn C. Green
Biz: Jay Wilbur, Mike Wilson
Biz Assistant: Donna Jackson

RAGE SOFTWARE
Programming: Jim Bagley, Alan Webb
Graphics: Simon Street, Ian Rickard
Sound: Stephen Lord, Kevin Bruce
Producer: John Heap

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60029&o=2

$end


$saturn,sat_cart=doom,
$bio

Doom (c) 1997 GT Interactive

European release. Game developed in USA.

- TECHNICAL -

Game ID: T-25406H-50 / 670-9336-50

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60290&o=2

$end


$cpc_cass=doomsdar,
$bio

Doomdark's Revenge  (c) 1985 Beyond Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95989&o=2

$end


$cpc_cass=doomsday,
$bio

Doomsday Blues (c) 1986 PSS

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95990&o=2

$end


$snes=doomsday,
$bio

Doomsday Warrior [Model SNS-DM-USA] (c) 1993 Renovation

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62925&o=2

$end


$pc8801_cass=doordoor,
$bio

Door Door (c) 1983 Enix, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91213&o=2

$end


$pc8801_flop=doordoor,
$bio

Door Door (c) 1983 Enix, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91660&o=2

$end


$nes=doordoorh,
$bio

Door Door (c) 1987 FMG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69242&o=2

$end


$x68k_flop=doordoor,
$bio

Door Door (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87442&o=2

$end


$pc8801_flop=doordmk2,doordmk2a,
$bio

Door Door mkII (c) 1985 Enix, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91661&o=2

$end


$fm7_cass=doordmk2,
$bio

Door Door mkII (c) 1985 Enix, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93708&o=2

$end


$nes=doordoor,
$bio

???? (c) 1985 Enix, Limited.
(Door Door)

- TECHNICAL -

Game ID: EFC-DR
Cart color: Black

- TRIVIA -

Released on July 18, 1985 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53983&o=2

$end


$pc8801_cass=doormaze,
$bio

Door Maze (c) 1984 Policy [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91214&o=2

$end


$pc98=doordoor,
$bio

Doordoor (c) 1984 Enix, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48541&o=2

$end


$msx1_cart=doordoor,
$bio

Doordoor [Model E-M004] (c) 1985 Enix, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76691&o=2

$end


$cpc_cass=doorsofd,
$bio

Doors of Doom [Model SOFT 06047] (c) 1985 Amsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95993&o=2

$end


$cpc_cass=dopplega,
$bio

Doppleganger (c) 1985 Americana Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95995&o=2

$end


$pc98=doppyun,
$bio

Doppyun Donpisha (c) 1993 Peach Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89347&o=2

$end


$x68k_flop=dor,
$bio

Dor (c) 1992 DO [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87443&o=2

$end


$pc98=dor1,
$bio

DOR (c) 1992 DO [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89214&o=2

$end


$x68k_flop=dor2,
$bio

Dor Part 2 (c) 1992 DO [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87444&o=2

$end


$pc98=dor2,
$bio

DOR Part 2 (c) 1992 DO [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89215&o=2

$end


$x68k_flop=dor3,
$bio

Dor Part 3 (c) 1992 DO [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87445&o=2

$end


$pc98=dor3,
$bio

DOR Part 3 (c) 1992 DO [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89216&o=2

$end


$x68k_flop=dorse93,
$bio

Dor Special Edition '93 (c) 1993 DO [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87446&o=2

$end


$pc98=dorse93,
$bio

DOR Special Edition '93 (c) 1993 DO [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89217&o=2

$end


$x68k_flop=dorsesak,
$bio

Dor Special Edition Sakigake (c) 1993 DO [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87447&o=2

$end


$pc98=dorses,
$bio

DOR Special Edition Sakigake (c) 1993 DO [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89218&o=2

$end


$gba=doraexwa,
$bio

Dora the Explorer - Dora's World Adventure! [Model AGB-BXPE-USA] (c) 2006 Global Star Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70444&o=2

$end


$gba=doraexss,
$bio

Dora the Explorer - Super Spies [Model AGB-BERE-USA] (c) 2003 Take-Two Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70445&o=2

$end


$gba=doraexsau,
$bio

Dora the Explorer - Super Star Adventures! [Model AGB-BDOE-USA] (c) 2004 Global Star Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70447&o=2

$end


$gba=doraexsa,
$bio

Dora the Explorer - Super Star Adventures! [Model AGB-BDOP] (c) 2004 Global Star Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70446&o=2

$end


$gba=doraexsp,
$bio

Dora the Explorer - The Search for the Pirate Pig's Treasure [Model AGB-AERE-USA] (c) 2002 NewKidCo International, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70448&o=2

$end


$info=dorachan,
$bio

ドラちゃん (c) 1980 Craul Denshi.
(Dorachan)

An early maze game.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 2 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 1

- TRIVIA -

This video game used the famous anime Character 'Doraemon'. Since Craul Denshi had not licensed the usage all boards had to be withdrawn.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=671&o=2

$end


$arcadia=doraemon,
$bio

Doraemon (c) 1983 Bandai.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49252&o=2

$end


$scv=doraemon,
$bio

Doraemon (c) 1985 Epoch Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58784&o=2

$end


$nes=doraemon,doraemon1,
$bio

Doraemon (c) 1986 Hudson Soft.

- TRIVIA -

Released on December 12, 1986 in Japan.

The following hidden text is found in the ROM at 1028D:
DORAEMON WORLD3 
WRITTEN BY KIKU 
VER1.9 86/10/31

- STAFF -

Programmer: Masaaki Kikuta

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53984&o=2

$end


$nes=doraemonh,
$bio

Doraemon (c) 1987 FMG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69243&o=2

$end


$gbcolor=doralaby,
$bio

Doraemon - Aruke Aruke Labyrinth [Model DMG-ADAJ-JPN] (c) 1999 Epoch Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67789&o=2

$end


$pico=doraland,
$bio

Doraemon - Chiiku Asobi Dora-Land [Model T-226100] (c) 2003 Shogakukan Production

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75649&o=2

$end


$gba=doramndw,
$bio

Doraemon - Dokodemo Walker [Model AGB-ADPJ-JPN] (c) 2002 Epoch Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70449&o=2

$end


$pico=doraabc,
$bio

Doraemon - Eigo de Asobou ABC! [Model T-226060] (c) 199? Shogakukan Production

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75650&o=2

$end


$nes=doragigz,
$bio

Doraemon - Gigazombie no Gyakushuu (c) 1990 Epoch Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53985&o=2

$end


$gbcolor=dorapetm,
$bio

Doraemon - Kimi to Pet no Monogatari [Model DMG-BRDJ-JPN] (c) 2001 Epoch Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67790&o=2

$end


$pce=dorams,
$bio

????? ????? (c) 1989 Hudson Soft.
(Doraemon - Meikyuu Daisakusen)

Doraemon Meikyuu Daisakusen is an action/puzzle game by Hudson Soft and based on the highly popular anime and manga character Doraemon. The young Nobi and his friends are your usual Japanese school boys. But, thanks to the genius and enigmatic Doraemon, they are also time travelers and spend most of their time exploring time periods, from the dangerous and wild Jurassic period to robotic-cities of the future. But things do not always go according to plans and one day, during a short time-escapade, a mysterious evil entity appears and kidnaps the children. Doraemon's mission is now to travel through time and to rescue them. The goal of the game is to collect all the yummy hamburgers scattered around each level/maze and to find the key that leads to the next stage. A whole legion of enemies, of course, try to stop Doraemon and he has only one weapon against this onslaught - digging holes in the ground. When an enemy falls into one, Doraemon must fill it up as quickly as possible in order to dispose of the bothersome foe. Once defeated, enemies will drop all kind of special icons - these power-ups only work for a short amount of time though, and they range from an invisibility helmet, speed-up rollerskates or weapons such as the Freezing-gun or the incredible Yo-Yo. Doraemon Meiky? Daisakusen apparently consists of sixty mazes and each fifteen level reveals one of the kidnaped children.

- TECHNICAL -

Game ID: HC89023

- TRIVIA -

Released on October 31, 1989 in Japan for 4900 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58564&o=2

$end


$gba=doramnmw,
$bio

Doraemon - Midori no Wakusei Dokidoki Daikyuushutsu! [Model AGB-ADRJ-JPN] (c) 2001 Epoch Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70450&o=2

$end


$pce=dorandn,
$bio

Doraemon - Nobita no Dorabian Night (c) 1991 Hudson Soft.

Doraemon Nobita No Dorabian Nights is a side scrolling action game by Hudson Soft and is the second Doraemon game released for the PC Engine system. The game is based on a animated movie published in 1991. The game starts when Doraemon's friends decide to visit the various worlds hidden inside their favorite books - Sadly, the poor kids quickly quickly realize it wasn't such a brilliant idea and they all end up being trapped inside those same book. Doraemon must now run to their rescue. The various stages take our friend to the realm of dinosaurs or to creepy haunted houses. Our hero can run, jump or use his stunt gun to freeze his enemies for a few seconds. Special items are also scattered around the game and can be found by exploring caves or by standing on top of bigger enemies or elements of the scenery - The ones worth mentioning are the flying-hat giving the player the ability to fly and therefore skip most of a stage, or a special cream enabling him to walk on water. New weapons can also be collected througout the game, such as the log_gun or homing-bomb-gun. Each 'book world' is divided into several sub-zones all connected by blue doors and Doreamon is free to revisit completed stages at will.

- TECHNICAL -

Game ID: HC91051

- TRIVIA -

Released on December 06, 1991 in Japan for 5800 Yen.

This is the 46th title made by Hudson Soft for the PC-Engine.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58565&o=2

$end


$pico=doranmdt,
$bio

Doraemon - Nobita no Machinaka Dokidoki Tanken! [Model HPC-6009] (c) 1994 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75651&o=2

$end


$n64=doraemon,
$bio

Doraemon - Nobita to 3tsu no Seireiseki (c) 1997 Epoch Company, Limited.

- TECHNICAL -

Model NUS-NDRJ

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57669&o=2

$end


$saturn,sat_cart=doraemon,
$bio

Doraemon - Nobita to Fukkatsu no Hoshi (c) 1996 Epoch Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59073&o=2

$end


$pico=doranmk,
$bio

Doraemon - Nobita to Maigo no Kyouryuu [Model HPC-6004] (c) 1993 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75652&o=2

$end


$snes=doraemon,
$bio

Doraemon - Nobita to Yousei no Kuni [Model SHVC-DR] (c) 1993 Epoch Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61227&o=2

$end


$psx=doraemon,
$bio

Doraemon - Nobitaito Fukkatsu no hoshi (c) 1996 Epoch Co., Ltd. [Japan]

- TECHNICAL -

[Model SLPS-00233]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85099&o=2

$end


$gameboy=doraemon,
$bio

Doraemon - Taiketsu Himitsu Dogu!! [Model DMG-DEJ] (c) 1991 Epoch Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65882&o=2

$end


$pico=doratimm,
$bio

Doraemon - Time Machine de Daibouken [Model T-226010] (c) 1995 Shogakukan Production

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75653&o=2

$end


$gamegear=doraemon,
$bio

Doraemon - Waku Waku Pocket Paradise (c) 1996 Sega Enterprises, Limited.

- TECHNICAL -

[Model G-3383]

- TRIVIA -

This game is based on the on Fujiko F. Fujio's manga Doraemon.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64551&o=2

$end


$pico=dorahika,
$bio

Doraemon - Yometayo-Kaketayo Hiragana Katakana [Model T-226040] (c) 1999 Shogakukan Production

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75654&o=2

$end


$pico=dorayuta,
$bio

Doraemon - Youchien wa Tanoshii na [Model T-226020] (c) 199? Shogakukan Production

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75655&o=2

$end


$megadriv=doraemon,
$bio

Doraemon - Yume Dorobou to 7-nin no Gozans (c) 1993 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56453&o=2

$end


$gameboy=doraemn2,
$bio

Doraemon 2 - Animal Wakusei Densetsu [Model DMG-DMJ] (c) 1992 Epoch Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65883&o=2

$end


$snes=doraemn2,
$bio

Doraemon 2 - Nobita no Toys Land Daibouken [Model SHVC-2D] (c) 1993 Epoch Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61228&o=2

$end


$n64=doraemn2,
$bio

Doraemon 2 - Nobita to Hikari no Shinden [Model NUS-ND2J] (c) 1998 Epoch Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57670&o=2

$end


$psx=doraemo2,
$bio

Doraemon 2 - SOS! Otogi no Kuni (c) 1997 Epoch Co., Ltd. [Japan]

- TECHNICAL -

[Model SLPS-00628]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85100&o=2

$end


$n64=doraemn3,
$bio

Doraemon 3 - Nobita no Machi SOS! [Model NUS-ND3J] (c) 2000 Epoch Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57671&o=2

$end


$snes=doraemn3,
$bio

Doraemon 3 - Nobita to Toki no Hougyoku [Model SHVC-4T] (c) 1994 Epoch Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61229&o=2

$end


$snes=doraemn4,
$bio

Doraemon 4 - Nobita to Tsuki no Oukoku [Model SHVC-AD4J-JPN] (c) 1995 Epoch Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61230&o=2

$end


$pico=doraeiu,
$bio

Doraemon Ensoku-Imohori-Undoukai [Model T-226030] (c) 199? Shogakukan Production

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75656&o=2

$end


$gbcolor=dorakrt2,
$bio

Doraemon Kart 2 [Model DMG-ADOJ-JPN] (c) 1999 Epoch Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67791&o=2

$end


$gameboy=dorakart,
$bio

Doraemon Kart [Model DMG-ADRJ-JPN] (c) 1998 Epoch Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65884&o=2

$end


$pico=dorakkkt,
$bio

Doraemon Kazoete-Kanzan Kazu Tokei [Model T-226050] (c) 199? Shogakukan Production

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75657&o=2

$end


$info=tvdormon,
$bio

Doraemon Meikyuu Daisakusen (c) 1991 TOURVision.

Unlicensed Spanish game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101137&o=2

$end


$gbcolor=doramemo,
$bio

Doraemon Memories - Nobita no Omoide Daibouken [Model DMG-BDMJ-JPN] (c) 2000 Epoch Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67792&o=2

$end


$info=doraemon,
$bio

Doraemon no Eawase Montage (c) 1993 Sunsoft.

A fun kids 3 reels slots game, based on the comical robot cat Doraemon and his friends where you win prizes in plastic bubble containers.

- TRIVIA -

It's a prototype, a very rare game probably just only one copy exist.

Doraemon is a famous Japanese manga series written and illustrated by Fujiko Fujio in 1969, which later became an anime series and an Asian franchise to later become an icon of the Japanese pop culture. The series is about a robotic cat named Doraemon, who travels back in time from the 22nd century to aid a pre-teen boy called Nobita Nobi and his naughty friends.

- STAFF -

Developed by Epoch Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40624&o=2

$end


$gameboy=doradx10,
$bio

Doraemon no Game Boy de Asobouyo Deluxe 10 [Model DMG-ADPJ-JPN] (c) 1998 Epoch Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65885&o=2

$end


$gbcolor=doraqzb2,
$bio

Doraemon no Quiz Boy 2 [Model CGB-BQ7J-JPN] (c) 2002 Shogakukan Production

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67794&o=2

$end


$gbcolor=doraqzba,doraqzb,
$bio

Doraemon no Quiz Boy [Model CGB-BQBJ-JPN] (c) 2000 Shogakukan Production

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67793&o=2

$end


$gbcolor=dorakang,
$bio

Doraemon no Study Boy - Gakushuu Kanji Game [Model CGB-BCKJ-JPN] (c) 2001 Shogakukan Production

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67797&o=2

$end


$gbcolor=dorakany,
$bio

Doraemon no Study Boy - Kanji Yomikaki Master [Model CGB-BCYJ-JPN] (c) 2003 Shogakukan Production

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67798&o=2

$end


$gbcolor=dorakuku,
$bio

Doraemon no Study Boy - Kuku Game [Model CGB-BQQJ-JPN] (c) 2000 Shogakukan Production

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67799&o=2

$end


$gameboy=dorasb1,
$bio

Doraemon no Study Boy 1 - Shou 1 Kokugo Kanji [Model DMG-AIKJ-JPN] (c) 1997 Shogakukan Production

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65886&o=2

$end


$gameboy=dorasb2,
$bio

Doraemon no Study Boy 2 - Shou 1 Sansuu Keisan [Model DMG-AISJ-JPN] (c) 1997 Shogakukan Production

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65887&o=2

$end


$gameboy=dorasb3,
$bio

Doraemon no Study Boy 3 - Ku Ku Master [Model DMG-AKKJ-JPN] (c) 1997 Shogakukan Production

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65888&o=2

$end


$gameboy=dorasb4,
$bio

Doraemon no Study Boy 4 - Shou ni Kokugo Kanji (c) 1997 Shogakukan Production

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65889&o=2

$end


$gameboy=dorasb5,
$bio

Doraemon no Study Boy 5 - Shou 2 Sansuu Keisan [Model DMG-ANBJ-JPN] (c) 1997 Shogakukan Production

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65890&o=2

$end


$gameboy=dorasb6,
$bio

Doraemon no Study Boy 6 - Gakushuu Kanji Master 1006 [Model DMG-AKNJ-JPN] (c) 1998 Shogakukan Production

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65891&o=2

$end


$pico=dorawwk,
$bio

Doraemon no Utatte Pico Set with Issho ni Utaou! Doraemon Wakuwaku Karaoke [Model HPC-6072] (c) 1999 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75658&o=2

$end


$pcecd=doraemon,
$bio

Doraemon Nobita no Dorabian Night (c) 1992 Hudson Soft.

Doraemon Nobita No Dorabian Nights is a side scrolling action game by Hudson Soft and is the second Doraemon game released for the PC Engine system.

- TECHNICAL -

Game ID: HCD2030

- TRIVIA -

Doraemon Nobita no Dorabian Night for the Super CD-ROM² System was released on May 29, 1992 in Japan for 4900 Yen.

This CD-Rom conversion is virtually identical to the HuCard game released a year earlier - The only noticeable difference is the new animated introduction sequence.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58159&o=2

$end


$nes=doraemnc,
$bio

Doraemon [Model ES-1076] (c) 19?? Waixing Computer & Technology Co., Ltd. [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76750&o=2

$end


$famicom_flop=doremiko,
$bio

????? (c) 1987 Konami Industry Company, Limited.
(Doremikko)

- TECHNICAL -

Disk ID: KDS-DRE

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65290&o=2

$end


$x68k_flop=doridor,
$bio

Dori Dor Qizu (c) 1993 Daikokuya Dennou

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87448&o=2

$end


$pc98=doridq7,
$bio

Dori Dor Qizu 7 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89348&o=2

$end


$pc98=doridq8,
$bio

Dori Dor Qizu 8 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89349&o=2

$end


$x68k_flop=dorix,
$bio

Dorix (c) 1998 YoKoMuMu

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87449&o=2

$end


$info=dorodon,dorodon2,
$bio

Dorodon (c) 1982 Falcon.

A maze game.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : (2x) Texas Instruments SN76496 (@ 4 Mhz)

Screen orientation : Vertical
Video resolution : 192 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 32

Players : 2
Control : 4-way joystick
Buttons : 2

- TRIVIA -

Many popular musics appear on this game.

- PORTS -

* Computers :
MSX (1984)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=672&o=2

$end


$msx1_cart=dorodon,
$bio

Dorodon [Model HBS-G014C] (c) 1984 Sony Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76692&o=2

$end


$pc8801_flop=dororo,
$bio

Dororo - Jigoku Emaki no Shou (c) 1988 Quasar Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91662&o=2

$end


$snes=dorque1,dorque2,dorque3,
$bio

Dorque & Imp [Prototype] (c) 199? Norse

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62926&o=2

$end


$snes=dossungb,
$bio

Dossun! Ganseki Battle (c) 1994 I'Max.

- TECHNICAL -

Game ID: SHVC-ADGJ-JPN

- TIPS AND TRICKS -

Play as Boss: Select versus mode, then hold L + R and press Down, Up, Down, Down, Up, Up, Left, Right, A at the character selection screen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61231&o=2

$end


$msx2_flop=dotdclub,dotdclubb,dotdcluba,
$bio

Dot Designer's Club (c) 1989 T&E Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101620&o=2

$end


$c64_cart,c64_flop=dgobbler,dgobblr2,
$bio

Dot Gobbler (c) 1983 Mr. Computer

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53565&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=dgobbler,
$bio

Dot Gobbler (c) 198? Machine Language Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84413&o=2

$end


$pc8801_flop=dota,
$bio

Dota (c) 19?? System Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91663&o=2

$end


$gba=dotstrm,
$bio

Dotstream [bit Generations] [Model AGB-BVCJ-JPN] (c) 2006 Nintendo Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76395&o=2

$end


$info=dotrikun,dotrikun2,
$bio

Dottori Kun (c) 1990 Sega.

A tiny maze game.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 4 Mhz)

Screen orientation : Horizontal
Video resolution : 256 x 192 pixels
Screen refresh : 60.00 Hz
Palette colors : 2

Players : 1
Control : 8-way joystick
Buttons : 2

- TRIVIA -

This is a game that Sega used to test the hardware, it was developing during the late 1980s through the early 1990s. It's a very small board (about 10cm x 10cm). It was never fully developed or intended to be released to the public.

- UPDATES -

There is a new version and an old version. The old version has a white background and all sprites are in black, the new version reverses that.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=673&o=2

$end


$info=ddz,
$bio

Dou Di Zhu (c) 200? Unknown.

- TECHNICAL -

Main CPU : SE3208 (@ 43 Mhz)
Sound Chips : VRender0 (@ 43 Mhz)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=12488&o=2

$end


$info=m4dbl9,m4dbl9a,
$bio

Double 9's (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41301&o=2

$end


$info=ss7860,ss0329,ss7861,ss0330,ss7862,ss0270,ss7863,ss7864,ss7865,ss8748,
$bio

Double American Beauty (c) 1998 IGT [International Game Technologies].

3-Coin Multiplier.

- UPDATES -

#SS0270
Max %: 90.017
Hit Freq.: 13.092
Win Freq.: 7.64

#SS0329
Max %: 95.01
Hit Freq.: 13.526
Win Freq.: 7.39

#SS0330
Max %: 92.515
Hit Freq.: 13.164
Win Freq.: 7.60

#SS7860
Max %: 97.419
Hit Freq.: 13.548
Win Freq.: 7.38

#SS7861
Max %: 95.01
Hit Freq.: 13.526
Win Freq.: 7.39

#SS7862
Max %: 92.515
Hit Freq.: 13.164
Win Freq.: 7.60

#SS7863
Max %: 90.017
Hit Freq.: 13.092
Win Freq.: 7.64

#SS7864
Max %: 87.57
Hit Freq.: 12.086
Win Freq.: 8.27

#SS7865
Max %: 85.039
Hit Freq.: 11.742
Win Freq.: 8.52

#SS8748
Max %: 82.04
Hit Freq.: 11.810
Win Freq.: 8.47

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=37706&o=2

$end


$info=dblaxle,dblaxleu,
$bio

Double Axle (c) 1991 Taito America.

Monster Truck racing game.

- TECHNICAL -

Taito Z System hardware
Game ID : C78

Main CPU : (2x) Motorola 68000 (@ 16 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2610 (@ 8 Mhz)

Players : 1
Control : Steering wheel
Buttons : 6

- TRIVIA -

Double Axle was released in September 1991.

This game is known in Japan as "Power Wheels".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=674&o=2

$end


$coco_cart=dblback,
$bio

Double Back (c) 1982 Tandy Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53430&o=2

$end


$info=ss4703,ss8013,ss6499,ss011596,ss4704,ss7871,ss7759,ss4705,ss7257,ss4706,ss7870,ss4707,ss4708,ss8128,ss8129,
$bio

Double Black Jack (c) 199? IGT [International Game Technologies].

[2-Coin Multiplier] slot.

- TECHNICAL -

[Model 213A]

- UPDATES -

SS4703
SS8013
SS6499
SS011596
SS4704
SS7871
SS7759
SS4705
SS7257
SS4706
SS7870
SS4707
SS4708
SS8128
SS8129

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=26157&o=2

$end


$info=ss4709,ss7245,ss6500,ss4710,ss0310,ss7246,ss4711,ss6478,ss8019,ss7289,ss6477,ss4712,ss4713,ss6476,ss4714,ss8130,ss8131,
$bio

Double Black Jack (c) 199? IGT (International Game Technologies).

3-Coin Multiplier slot.

- TECHNICAL -

[Model 213B]

- UPDATES -

#SS4709
Max %: 97.425
Hit Freq.: 19.637
Win Freq.: 5.09

#SS7245
Max %: 97.157
Hit Freq.: 19.637

5.09

#SS6500
Max %: 96.2
Hit Freq.: 19.756
Win Freq.: 5.06

#SS4710
Max %: 95.07
Hit Freq.: 19.645
Win Freq.: 5.09

#SS0310
Max %: 95.07
Hit Freq.: 19.645
Win Freq.: 5.09

#SS7246
Max %: 94.802
Hit Freq.: 19.645
Win Freq.: 5.09

#SS4711
Max %: 92.446
Hit Freq.: 19.884
Win Freq.: 5.03

#SS6478
Max %: 92
Hit Freq.: 18.008
Win Freq.: 5.55

#SS8019
Max %: 91.015
Hit Freq.: 16.258
Win Freq.: 6.15

#SS7289
Max %: 90.985
Hit Freq.: 20.249
Win Freq.: 4.94

#SS6477
Max %: 90.019
Hit Freq.: 18.171
Win Freq.: 5.50

#SS4712
Max %: 89.958
Hit Freq.: 20.205
Win Freq.: 4.95

#SS4713
Max %: 87.547
Hit Freq.: 20.480
Win Freq.: 4.88

#SS6476
Max %: 87.547
Hit Freq.: 18.405
Win Freq.: 5.43

#SS4714
Max %: 85.068
Hit Freq.: 20.782
Win Freq.: 4.81

#SS8130
Max %: 80.634
Hit Freq.: 22.029
Win Freq.: 4.54

#SS8131
Max %: 75.643
Hit Freq.: 22.394
Win Freq.: 4.47

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=14013&o=2

$end


$info=ss0321,ss8039,ss0340,ss8038,ss0291,ss8037,ss8041,ss8040,
$bio

Double Black Jack (c) 199? IGT [International Game Technologies].

3-Line slot.

- TECHNICAL -

Model 213K

- UPDATES -

SS0321
SS8039
SS0340
SS8038
SS0291
SS8037
SS8041
SS8040

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46333&o=2

$end


$info=ss4703,ss8013,ss6499,ss011596,ss4704,ss7871,ss7759,ss4705,ss7257,ss4706,ss7870,ss4707,ss4708,ss8128,ss8129,
$bio

Double Black Tie (c) 199? IGT (International Game Technologies).

2-coin Multiplier slot.

- TECHNICAL -

[Model 213A]

- UPDATES -

SS4703
SS8013
SS6499
SS011596
SS4704
SS7871
SS7759
SS4705
SS7257
SS4706
SS7870
SS4707
SS4708
SS8128
SS8129

- SERIES -

1. Black Tie (1994)
2. Double Black Tie (199?)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=10544&o=2

$end


$info=ss4709,ss7245,ss6500,ss4710,ss0310,ss7246,ss4711,ss6478,ss8019,ss7289,ss6477,ss4712,ss4713,ss6476,ss4714,ss8130,ss8131,
$bio

Double Black Tie (c) 199? IGT [International Game Technologies].

3-coin Multiplier.

- TECHNICAL -

Model 213B

- UPDATES -

#SS4709
Max %: 97.425
Hit Freq.: 19.637
Win Freq.: 5.09

#SS7245
Max %: 97.157
Hit Freq.: 19.637
Win Freq.: 5.09

#SS6500
Max %: 96.2
Hit Freq.: 19.756
Win Freq.: 5.06

#SS4710
Max %: 95.07
Hit Freq.: 19.645
Win Freq.: 5.09

#SS0310
Max %: 95.07
Hit Freq.: 19.645
Win Freq.: 5.09

#SS7246
Max %: 94.802
Hit Freq.: 19.645
Win Freq.: 5.09

#SS4711
Max %: 92.446
Hit Freq.: 19.884
Win Freq.: 5.03

#SS6478
Max %: 92
Hit Freq.: 18.008
Win Freq.: 5.55

#SS8019
Max %: 91.015
Hit Freq.: 16.258
Win Freq.: 6.15

#SS7289
Max %: 90.985
Hit Freq.: 20.249
Win Freq.: 4.94

#SS6477
Max %: 90.019
Hit Freq.: 18.171
Win Freq.: 5.50

#SS4712
Max %: 89.958
Hit Freq.: 20.205
Win Freq.: 4.95

#SS4713
Max %: 87.547
Hit Freq.: 20.480
Win Freq.: 4.88

#SS6476
Max %: 87.547
Hit Freq.: 18.405
Win Freq.: 5.43

#SS4714
Max %: 85.068
Hit Freq.: 20.782
Win Freq.: 4.81

#SS8130
Max %: 80.634
Hit Freq.: 22.029
Win Freq.: 4.54

#SS8131
Max %: 75.643
Hit Freq.: 22.394
Win Freq.: 4.47

- SERIES -

1. Black Tie (1994)
2. Double Black Tie (199?)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=26156&o=2

$end


$info=ss0321,ss8039,ss0340,ss8038,ss0291,ss8037,ss8041,ss8040,
$bio

Double Black Tie (c) 199? IGT [International Game Technologies].

- TECHNICAL -

Model 213K

- UPDATES -

SS0321
SS8039
SS0340
SS8038
SS0291
SS8037
SS8041
SS8040

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46334&o=2

$end


$info=smih0711,smih0712,smih0713,smih0714,smih0715,smih0716,
$bio

Double Blazing 7's (c) 2008 Bally Gaming, Incorporated.

- TECHNICAL -

[Bally Signature Series]
Artform: BLD-5001

Software Part Number: ASGDBL7117UI-00
Game Kit #147345 ALPHA S9000
Game Kit #147339 ALPHA Elite S9E
Game Kit #147348 CineReels

- UPDATES -

SMI #H0711
Min/Max%: 83.16%/85.04%

SMI #H0712
Min/Max%: 86.23%/88.69%

SMI #H0713
Min/Max%: 85.71%/90.62%

SMI #H0714
Min/Max%: 86.09%/92.85%

SMI #H0715
Min/Max%: 86.33%/94.58%

SMI #H0716
Min/Max%: 86.38%/96.95%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46140&o=2

$end


$info=smih0869,smih0870,smih0871,smih0872,smih0873,smih0874,
$bio

Double Blazing 7's (c) 2009 Bally Gaming, Incorporated.

- TECHNICAL -

[Bally Signature Series]
[Artform BLD-5004]

Software Part Number: ASGDBL7417UI-00
Game Kit #167081 ALPHA S9000
Game Kit #167075 ALPHA Elite S9E
Game Kit #167087 ALPHA Elite Jumbo Reels
Game Kit #167084 CineReels

- UPDATES -

SMI #H0869
Min/Max%: 83.30%/85.00%

SMI #H0870
Min/Max%: 83.55%/88.00%

SMI #H0871
Min/Max%: 87.28%/90.00%

SMI #H0872
Min/Max%: 84.82%/91.99%

SMI #H0873
Min/Max%: 86.45%/94.00%

SMI #H0874
Min/Max%: 87.66%/95.98%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46141&o=2

$end


$info=pepp0514,pepp0514a,pepp0515,pepp0515a,pepp0515b,pepp0516,pepp0516a,pepp0538,pepp0540,pepp0725,pepp0728,PP0539,PP0726,X000726P,PP0727,X000727P,X002404P,X002407P,X002452P,X002180P,X002462P,
$bio

Double Bonus Poker (c) 199? IGT [International Game Technologies]

- TECHNICAL -

B1065X; CLASSIC UPRIGHT CABINET
IA65X; IMBEDDED BILL ACCEPTOR CABINET
2965X; SLANT CABINET WITH TOP BOX
3665X; DROP IN BAR CABINET WITH FLAT SCREEN
3765X; DROP IN BAR CABINET WITH SLANT SCREEN
GD65X; SLANT CABINET WITH IBA TOP BOX
GK65X; SLANT CABINET WITHOUT IBA TOP BOX
QA65X; FLAT BAR WITH IMBEDDED BILL ACCEPTOR
VO65X; 17" MONITOR w/12" TOP BOX
VS65X; 17" MONITOR w/ROUND TOP

- UPDATES -

PP0515 / X000515P / PP0539 NON DOUBLE-UP ONLY
PP0514 / X000514P / PP0538 NON DOUBLE-UP ONLY
PP0516 / X000516P / PP0540 NON DOUBLE-UP
PP0726 / X000726P
PP0727 / X000727P
PP0728
X002404P
X002407P
X002452P
X002180P
PP0515 / X002462P

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46364&o=2

$end


$info=m5dbubl,
$bio

Double Bubble (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42398&o=2

$end


$info=ss7936,ss7937,ss7938,ss7939,ss7940,ss7941,ss7942,
$bio

Double Bucks (c) 1998 IGT [International Game Technologies].

2-Coin Multiplier slot.

- UPDATES -

SS7936
SS7937
SS7938
SS7939
SS7940
SS7941
SS7942

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46079&o=2

$end


$info=ss7943,ss7944,ss7945,ss7946,ss7947,ss7948,ss7949,
$bio

Double Bucks (c) 1998 IGT.

3-Coin Multiplier slot.

- TRIVIA -

Released in September 1998.

- UPDATES -

#SS7943
Max %: 97.453
Hit Freq.: 10.310
(Stops): (64) AAA
Top Award (Hits/Cycle): 1000/2500/4000 (1)
2nd Award (Hits/Cycle): 800/1600/2400 (5)
Win Freq.: 9.70

#SS7944
Max %: 96.256
Hit Freq.: 10.310
(Stops): (64) AAA
Top Award (Hits/Cycle): 1000/2500/4000 (1)
2nd Award (Hits/Cycle): 800/1600/2400 (5)
Win Freq.: 9.70

#SS7945
Max %: 94.958
Hit Freq.: 10.310
(Stops): (64) AAA
Top Award (Hits/Cycle): 1000/2500/4000 (1)
2nd Award (Hits/Cycle): 800/1600/2400 (5)
Win Freq.: 9.70

#SS7946
Max %: 92.518
Hit Freq.: 9.998
(Stops): (64) AAA
Top Award (Hits/Cycle): 1000/2500/4000 (1)
2nd Award (Hits/Cycle): 800/1600/2400 (5)
Win Freq.: 10.00

#SS7947
Max %: 89.99
Hit Freq.: 9.685
(Stops): (64) AAA
Top Award (Hits/Cycle): 1000/2500/4000 (1)
2nd Award (Hits/Cycle): 800/1600/2400 (5)
Win Freq.: 10.33

#SS7948
Max %: 87.482
Hit Freq.: 9.685
(Stops): (64) AAA
Top Award (Hits/Cycle): 1000/2500/4000 (1)
2nd Award (Hits/Cycle): 800/1600/2400 (5)
Win Freq.: 10.33

#SS7949
Max %: 85.004
Hit Freq.: 9.373
(Stops): (64) AAA
Top Award (Hits/Cycle): 1000/2500/4000 (1)
2nd Award (Hits/Cycle): 800/1600/2400 (5)
Win Freq.: 10.67

- PORTS -

* Computers :
Microsoft Windows (2010, "IGT Slots - Wolf Run")
Mac OS X (2010, "IGT Slots - Wolf Run")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=10457&o=2

$end


$info=V0000888,V0000889,V0000890,V0000891,V0000892,
$bio

Double Bucks (c) 1997 IGT.

- TECHNICAL -

[Model 337A]

- UPDATES -

V0000888
V0000889
V0000890
V0000891
V0000892

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=97957&o=2

$end


$info=as_dblcs,as_dblcsa,as_dblcsb,as_dblcsc,as_dblcsd,as_dblcse,as_dblcsf,as_dblcsg,as_dblcsh,
$bio

Double Cash (c) 200? Astra Games, Limited. [Novomatic Group].

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41828&o=2

$end


$info=ss8318,ss8319,ss8320,ss8321,ss8322,ss8323,ss8324,
$bio

Double Cats 'n' Dogs (c) 199? IGT [International Game Technologies]

2-Coin Multiplier slot.

- UPDATES -

SS8318
SS8319
SS8320
SS8321
SS8322
SS8323
SS8324

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46080&o=2

$end


$info=ss8325,ss8326,ss8327,ss8328,ss8329,ss8330,ss8331,
$bio

Double Cats 'n' Dogs (c) 199? IGT [International Game Technologies].

3-Coin Multiplier slot.

- UPDATES -

#SS8325
Max %: 97.448
Hit Freq.: 12.867
(Stops): (84) ABC
Top Award (Hits/Cycle): 2000/4000/10000 (2)
Win Freq.: 7.77

#SS8326
Max %: 96.152
Hit Freq.: 12.679
(Stops): (84) ABC
Top Award (Hits/Cycle): 2000/4000/10000 (2)
Win Freq.: 7.89

#SS8327
Max %: 94.964
Hit Freq.: 12.487
(Stops): (84) ABC
Top Award (Hits/Cycle): 2000/4000/10000 (2)
Win Freq.: 8.01

#SS8328
Max %: 92.502
Hit Freq.: 12.324
(Stops): (84) ABC
Top Award (Hits/Cycle): 2000/4000/10000 (2)
Win Freq.: 8.11

#SS8329
Max %: 90.002
Hit Freq.: 12.007
(Stops): (84) ABC
Top Award (Hits/Cycle): 2000/4000/10000 (2)
Win Freq.: 8.33

#SS8330
Max %: 87.562
Hit Freq.: 11.825
(Stops): (84) ABC
Top Award (Hits/Cycle): 2000/4000/10000 (2)
Win Freq.: 8.46

#SS8331
Max %: 85.039
Hit Freq.: 11.655
(Stops): (84) ABC
Top Award (Hits/Cycle): 2000/4000/10000 (2)
Win Freq.: 8.58

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=26356&o=2

$end


$info=dblchal,dblchalc1,dblchald1,dblchalv1,dblchalo,
$bio

Double Challenge (c) 2003 Amcoe.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31130&o=2

$end


$info=m4dblchn,
$bio

Double Chance (c) 199? DJE.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41302&o=2

$end


$info=sc1dblch,sc1dblcha,sc1dblchb,
$bio

Double Chance (c) 1990 Bell-Fruit Mfg. Company, Limited.

- TECHNICAL -

Model 5599

- TRIVIA -

Double Chance was released in April 1990 in the UK.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42132&o=2

$end


$info=dcheese,
$bio

Double Cheese (c) 1993 HAR.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 14.31818 Mhz), M6809 (@ 1.25 Mhz)
Sound Chips : BSMT2000 (@ 24 Mhz)

Screen orientation : Vertical
Video resolution : 240 x 320 pixels
Screen refresh : 60.00 Hz
Palette Colors : 65534

Players : 2
Control : trackball
Buttons : 4

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=675&o=2

$end


$info=ss7687,ss4662,ss4663,ss4664,ss4665,ss4666,ss4667,
$bio

Double Cherry Bar (c) 199? IGT [International Game Technologies]

2-Coin Multiplier slot.

- TECHNICAL -

Game ID: 210A

- UPDATES -

SS7687
SS4662
SS4663
SS4664
SS4665
SS4666
SS4667

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46081&o=2

$end


$info=ss4668,ss4669,ss4670,ss4671,ss4672,ss4673,
$bio

Double Cherry Bar (c) 199? IGT [International Game Technologies].

3-Coin Multiplier slot.

- TECHNICAL -

[Model 210B]

- UPDATES -

#SS4668
Max %: 97.414
Hit Freq.: 19.050
(Stops): (72) AAA
Top Award (Hits/Cycle): 1000/2000/4K (1)
2nd Award (Hits/Cycle): 800/1600/2400 (8)
Win Freq.: 5.25

#SS4669
Max %: 95.013
Hit Freq.: 19.315
(Stops): (72) AAA
Top Award (Hits/Cycle): 1000/2000/4K (1)
2nd Award (Hits/Cycle): 800/1600/2400 (8)
Win Freq.: 5.18

#SS4670
Max %: 92.496
Hit Freq.: 19.762
(Stops): (72) AAA
Top Award (Hits/Cycle): 1000/2000/4K (1)
2nd Award (Hits/Cycle): 800/1600/2400 (8)
Win Freq.: 5.06

#SS4671
Max %: 90.025
Hit Freq.: 20.272
(Stops): (72) AAA
Top Award (Hits/Cycle): 1000/2000/4K (1)
2nd Award (Hits/Cycle): 800/1600/2400 (8)
Win Freq.: 4.93

#SS4672
Max %: 87.507
Hit Freq.: 20.221
(Stops): (72) AAA
Top Award (Hits/Cycle): 1000/2000/4K (1)
2nd Award (Hits/Cycle): 800/1600/2400 (8)
Win Freq.: 4.95

#SS4673
Max %: 85.061
Hit Freq.: 20.720
(Stops): (72) AAA
Top Award (Hits/Cycle): 1000/2000/4K (1)
2nd Award (Hits/Cycle): 800/1600/2400 (8)
Win Freq.: 4.83

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43144&o=2

$end


$megadriv=doublecl,
$bio

Double Clutch (c) 1992 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56454&o=2

$end


$info=m4dcrls,m4dcrls__a,m4dcrls__b,m4dcrls__c,m4dcrls__e,m4dcrls__f,m4dcrls__g,m4dcrls__h,m4dcrls__i,m4dcrls__j,m4dcrls__k,m4dcrls__l,m4dcrls__m,m4dcrls__n,m4dcrls__o,m4dcrls__p,m4dcrls__q,m4dcrls__r,
$bio

Double Crazy Reels (c) 199? QPS.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40000&o=2

$end


$info=sc4dcrls,sc4dcrlsa,sc4dcrlsb,sc4dcrlsc,sc4dcrlsd,sc4dcrlse,sc4dcrlsf,sc4dcrlsg,sc4dcrlsh,sc4dcrlsi,sc4dcrlsj,sc4dcrlsk,
$bio

Double Crazy Reels (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR2544]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43667&o=2

$end


$info=dblcrown,
$bio

Double Crown (c) 1997 Cadence Technology

- TRIVIA -

Double Crown was released in July 1997.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49471&o=2

$end


$nes=ddare,
$bio

Double Dare (c) 1990 GameTek

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55084&o=2

$end


$cpc_cass=doubleda,
$bio

Double Dare [Model AS818] (c) 1991 Alternative Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95997&o=2

$end


$info=ad5dnddd,ad5dnddda,
$bio

Double Deal or No Deal (c) 200? Bell-Fruit Games, Limited.

- TECHNICAL -

[Adder 5]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42018&o=2

$end


$info=sc5dnddd,sc5dnddda,sc5dndddb,sc5dndddc,sc5dndddd,sc5dnddde,sc5dndddf,sc5dndddg,
$bio

Double Deal or No Deal (c) 2010 Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Scorpion 5]
[Model PR3215]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=34870&o=2

$end


$info=sc4dnddd,sc4dnddda,sc4dndddb,sc4dndddc,sc4dndddd,sc4dnddde,sc4dndddf,sc4dndddg,
$bio

Double Deal or No Deal (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR3235]
[Scorpion 4]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43008&o=2

$end


$info=b85dbldl,b85dbldla,
$bio

Double Dealer (c) 1988 Bell-Fruit Mfg. Company, Limited.

- TECHNICAL -

System 85

- TRIVIA -

Double Dealer was released in October 1988 in the UK.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41868&o=2

$end


$info=ddealer,
$bio

Double Dealer (c) 1991 NMK.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 10 Mhz)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=9900&o=2

$end


$info=b85dbldlb,
$bio

Double Dealer (c) 199? Bell-Fruit Games, Limited. [B.F.G.].

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42421&o=2

$end


$info=up_dbldx,
$bio

Double Deluxe (c) 199? PCP.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42273&o=2

$end


$info=ss6973,ss0331,ss6974,ss0263,ss6975,ss6977,ss6976,ss6978,
$bio

Double Desire (c) 1998 IGT (International Game Technologies).

A 3-reel, 1-line, 2-coin mechanical slot.

- TECHNICAL -

[Model 289A]

- UPDATES -

SS6973
SS0331
SS6974
SS0263
SS6975
SS6977
SS6976
SS6978

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=14012&o=2

$end


$info=ss7860,ss0329,ss7861,ss0330,ss7862,ss0270,ss7863,ss7864,ss7865,ss8748,
$bio

Double Desire (c) 1998 IGT [International Game Technologies].

3 reels, 1 line, 3 coins multiplier slot.

- TECHNICAL -

[Model 289B]

- UPDATES -

#SS7860
Max %: 97.419
Hit freq.: 13.548
(Stops): (84) AAA
Top Award (Hits/Cycle): 800/1600/2500 (12)
2nd Award (Hits/Cycle): 560/1120/1680 (26)
Win Freq.: 7.38

#SS0329
Max %: 95.01
Hit Freq.: 13.526
(Stops): (84) AAA
Top Award (Hits/Cycle): 800/1600/2500 (12)
2nd Award (Hits/Cycle): 560/1120/1680 (26)
Win Freq.: 7.39

#SS7861
Max %: 95.01
Hit Freq.: 13.526
(Stops): (84) AAA
Top Award (Hits/Cycle): 800/1600/2500 (12)
2nd Award (Hits/Cycle): 560/1120/1680 (26)
Win Freq.: 7.39

#SS0330
Max %: 92.515
Hit Freq.: 13.164
(84) AAA
Top Award (Hits/Cycle): 800/1600/2500 (12)
2nd Award (Hits/Cycle): 560/1120/1680 (26)
Win Freq.: 7.60

#SS7862
Max %: 92.515
Hit Freq.: 13.164
(Stops): (84) AAA
Top Award (Hits/Cycle): 800/1600/2500 (12)
2nd Award (Hits/Cycle): 560/1120/1680 (26)
Win Freq.: 7.60

#SS0270
Max %: 90.017
Hit Freq.: 13.092
(Stops: (84) AAA
Top Award (Hits/Cycle): 800/1600/2500 (12)
2nd Award (Hits/Cycle): 560/1120/1680 (26)
Win Freq.: 7.64

#SS7863
Max %: 90.017
Hit Freq.: 13.092
(Stops): (84) AAA
Top Award (Hits/Cycle): 800/1600/2500 (12)
2nd Award (Hits/Cycle): 560/1120/1680 (26)
Win Freq.: 7.64

#SS7864
Max %: 87.57
Hit Freq.: 12.086
(Stops): (84) AAA
Top Award (Hits/Cycle): 800/1600/2500 (12)
2nd Award (Hits/Cycle): 560/1120/1680 (26)
Win Freq.: 8.27

#SS7865
Max %: 85.039
Hit Freq.: 11.742
(Stops): (84) AAA
Top Award (Hits/Cycle): 800/1600/2500 (12)
2nd Award (Hits/Cycle): 560/1120/1680 (26)
Win Freq.: 8.52

#SS8748
Max %: 82.04
Hit Freq.: 11.810
(Stops): (84) AAA
Top Award (Hits/Cycle): 800/1600/2500 (12)
2nd Award (Hits/Cycle): 560/1120/1680 (30)
Win Freq.: 8.47

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=36567&o=2

$end


$info=pepp0452,X000452P,
$bio

Double Deuces Deuces Wild! (c) 199? IGT [International Game Technologies]

- TECHNICAL -

Program number: PP0452 / X000452P

B1057X; CLASSIC UPRIGHT CABINET
IA57X; IMBEDDED BILL ACCEPTOR CABINET
2957X; SLANT CABINET WITH TOP BOX
3657X; DROP IN BAR CABINET WITH FLAT SCREEN
3757X; DROP IN BAR CABINET WITH SLANT SCREEN
GD57X; SLANT CABINET WITH IBA TOP BOX
GK57X; SLANT CABINET WITHOUT IBA TOP BOX

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46366&o=2

$end


$info=smih1714,smih1715,smih1716,smih1717,smih1718,smih1719,
$bio

Double Diablo (c) 2011 Bally Tech., Incorporated.

- TECHNICAL -

[Bally Signature Series]
Software Part Number: 300781

10 Button models:
Game Kit #183377 ALPHA S9000 
Game Kit #183383 ALPHA Elite S9E
Game Kit #183386 ALPHA Elite JUMBO Reels
Game Kit #183380 ALPHA Elite S9E Chop Top
Game Kit #183372 CineReels
Game Kit #189759 Alpha Pro Stepper
Game Kit #189759 Alpha Pro Stepper iDeck

16 Button models:
Game Kit #186795 ALPHA S9000 
Game Kit #186801 ALPHA Elite S9E
Game Kit #186789 ALPHA Elite JUMBO Reels
Game Kit #186798 ALPHA Elite S9E Chop Top
Game Kit #186792 CineReels
Game Kit #189765 Alpha Pro Stepper
Game Kit #189765 Alpha Pro Stepper iDeck

- UPDATES -

SMI #H1714
Min/Max%: 85.12%

SMI #H1715
Min/Max%: 87.84%

SMI #H1716
Min/Max%: 89.88%

SMI #H1717
Min/Max%: 91.93%

SMI #H1718
Min/Max%: 93.98%

SMI #H1719
Min/Max%: 95.87%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46252&o=2

$end


$info=m4dbldm,m4dbldm__a,m4dbldm__b,m4dbldm__c,
$bio

Double Diamond Club (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41303&o=2

$end


$info=ss7643,
$bio

Double Diamond Deluxe (c) 199? IGT [International Game Technologies].

1-Coin slot.

- TECHNICAL -

Paytable #: 186L
Program #: SS7643
Max%: 98.024
Hit Freq.: 14.821
Stops: (72 (ABA)
Top Award (Hits/Cycle): 1000(8)
2ND Award (Hits/Cycle): 320(24)
Win Freq.: 6.75

Available for cabinets:
Wide 16in. Top [Model 5138]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46039&o=2

$end


$info=ss6254,ss6255,ss6256,ss6257,ss6258,
$bio

Double Diamond Deluxe (c) 199? IGT [International Game Technologies].

5-Coin Multiplier slot.

- TECHNICAL -

Model 186L

- UPDATES -

SS6254
SS6255
SS6256
SS6257
SS6258

- PORTS -

* Computers :
MS-Windows (2012, "IGT Slots - Diamond Galaxy")
Mac OS X (2012, "IGT Slots - Diamond Galaxy")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46321&o=2

$end


$info=ss4695,ss4245,ss4638,ss4246,ss4247,ss011158,ss7287,ss4248,ss4249,ss8766,ss4250,ss8115,ss8114,
$bio

Double Diamond Deluxe (c) 1993 IGT.

3-Coin Multiplier slot.

- TECHNICAL -

[Model 186A]

- UPDATES -

#SS4695
Max %: 98.036
Hit Freq.: 17.739
(Stops): (72)ABA
Top Award (Hits/Cycle): 800/1600/2500 (8)
2nd Award (Hits/Cycle): 320/640/960 (24)
Win Freq.: 6.78

#SS4245
Max %: 97.405
Hit Freq.: 14.785
(Stops): (72)ABA
Top Award (Hits/Cycle): 800/1600/2500 (8)
2nd Award (Hits/Cycle): 320/640/960 (24)
Win Freq.: 6.76

#SS4638
Max %: 96.208
Hit Freq.: 14.821
(Stops): (72)ABA
Top Award (Hits/Cycle): 800/1600/2500 (8)
2nd Award (Hits/Cycle): 320/640/960 (24)
Win Freq.: 6.75

#SS4246
Max %: 95.084
Hit Freq.: 14.546
(Stops): (72)ABA
Top Award (Hits/Cycle): 800/1600/2500 (8)
2nd Award (Hits/Cycle): 320/640/960 (24)
Win Freq.: 6.87

#SS4247
Max %: 92.584
Hit Freq.: 14.271
(Stops): (72)ABA
Top Award (Hits/Cycle): 800/1600/2500 (8)
2nd Award (Hits/Cycle): 320/640/960 (24)
Win Freq.: 7.01

#SS011158
Max %: 92.562
Hit Freq.: 17.543
(stops): (200) ABA
Top Award (Hits/Cycle): 800/1600/5000 (1)
2nd Award (Hits/Cycle): 320/640/960 (52)
Win Freq.: 5.70

#SS7287
Max %: 91.022
Hit Freq.: 13.945
(Stops): (72)ABA
Top Award (Hits/Cycle): 800/1600/2500 (8)
2nd Award (Hits/Cycle): 320/640/960 (24)
Win Freq.: 7.17

#SS4248
Max %: 90.103
Hit Freq.: 13.945
(Stops): (72)ABA
Top Award (Hits/Cycle): 800/1600/2500 (8)
2nd Award (Hits/Cycle): 320/640/960 (24)
Win Freq.: 7.17

#SS4249
Max %: 87.557
Hit Freq.: 13.572
(Stops): (72)ABA
Top Award (Hits/Cycle): 800/1600/2500 (8)
2nd Award (Hits/Cycle): 320/640/960 (24)
Win Freq.: 7.37

#SS8766
Max %: 87.557
Hit Freq.: 13.572
(Stops): (72)ABA
Top Award (Hits/Cycle): 800/1600/2500 (8)
2nd Award (Hits/Cycle): 320/640/960 (24)
Win Freq.: 7.37

#SS4250
Max %: 85.096
Hit Freq.: 13.294
(Stops): (72)ABA
Top Award (Hits/Cycle): 800/1600/2500 (8)
2nd Award (Hits/Cycle): 320/640/960 (24)
Win Freq.: 7.52

#SS8115
Max %: 80.051
Hit Freq.: 11.873
(Stops): (72)ABA
Top Award (Hits/Cycle): 800/1600/2500 (4)
2nd Award (Hits/Cycle): 320/640/960 (28)
Win Freq.: 8.42

#SS8114
Max %: 75.078
Hit Freq.: 12.186
(Stops): (72)ABA
Top Award (Hits/Cycle): 800/1600/2500 (4)
2nd Award (Hits/Cycle): 320/640/960 (28)
Win Freq.: 8.21

- PORTS -

* Computers :
PC [MS-Windows] ("IGT Slots" - Masque Publishing)
Macintosh ("IGT Slots" - Masque Publishing)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=10459&o=2

$end


$info=ss7224,ss4251,ss4627,ss4252,ss8756,ss7963,ss4253,ss7255,ss4254,ss4255,ss8113,ss8112,
$bio

Double Diamond Deluxe (c) 1993 IGT [International Game Technologies].

3-reel, 1-line, 2-coin mechanical slot.

- TECHNICAL -

IGT S2000
Game ID: 186B

- UPDATES -

SS7224
SS4251
SS4627
SS4252
SS8756
SS7963
SS4253
SS7255
SS4254
SS4255
SS8113
SS8112

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42924&o=2

$end


$info=ss3802,ss4213,
$bio

Double Diamond (c) 199? IGT [International Game Technologies]

1-Coin slot.

- TECHNICAL -

Paytable #: 126H

(Stops): (72) AAA
Hit Freq.: 20.977
Win Freq.: 4.77
Top Award (Hits/Cycle): 5000 (1)
2nd Award (Hits/Cycle): 320 (6)

Available for cabinets:
Wide 16in. Top [Model 5138]
Wide 9in. Top [Model 5038]
Wide Round [Model 4938]
Slant w/Round Top [Model GB38]
S+ Slant [Model GA38]
S+ Slant w/Emb BV [Model GC38]
Slant w/Twin Top Box w/Emb BV [Model GR38]

- UPDATES -

PROGRAM # SS3802
Max %: 94.079

PROGRAM # SS4213
Max %: 94.036

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46038&o=2

$end


$info=ss4288,ss4287,ss4687,
$bio

Double Diamond (c) 199? IGT.

1-Coin slot.

- TECHNICAL -

Paytable #: 126P

(Stops): (72) AAA
Top Award (Hits/Cycle): 1600 (1)
2nd Award (Hits/Cycle): 320 (6)

Available for cabinets:
Wide 16in. Top [Model 5138]
Wide 9in. Top [Model 5038]
Wide Round [Model 4938]
Slant w/Round Top [Model GB38]
S+ Slant w/Emb BV [Model GC38]
Slant w/Twin Top Box w/Emb BV [Model GR38]

- UPDATES -

PROGRAM # SS4288
Max %: 97.403
Hit Freq.: 21.667
Win Freq.: 4.62

PROGRAM # SS4287
Max %: 95.03 (95.03)
Hit Freq.: 21.322
Win Freq.: 4.69

PROGRAM # SS4687
Max %: 94.95 (94.95)
Hit Freq.: 15.621
Win Freq.: 6.40

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54311&o=2

$end


$info=ss6623,ss4099,ss6326,ss3665,ss6325,ss4628,ss3966,ss3817,ss6324,ss3441,ss4244,ss0202,ss3442,ss7252,ss7872,ss3443,ss3799,ss4414,ss8082,ss8081,
$bio

Double Diamond (c) 1994 IGT (International Game Technologies).

3-reel, 2-coin, 1-payline mechanical slot.

- TECHNICAL -

Game ID: 126A

- UPDATES -

SS6623
SS4099
SS6326
SS3665
SS6325
SS4628
SS3966
SS3817
SS6324
SS3441
SS4244
SS0202
SS3442
SS7252
SS7872
SS3443
SS3799
SS4414
SS8082
SS8081

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=14000&o=2

$end


$info=ss4100,ss3664,ss4634,ss3436,ss3634,ss3631,ss7117,ss3438,ss3632,ss3633,ss3635,ss8088,ss8087,
$bio

Double Diamond (c) 1994 IGT.

3-reel, 3-coin, 1-payline mechanical slot.

- TECHNICAL -

[Model 126A]

- TRIVIA -

Released in August 1994.

- TIPS AND TRICKS -

#SS4100
Max %: 98
Hit Freq.: 14.785
(Stops): (72) AAA
Top Award (Hits/Cycle): 800/1600/2500 (8)
2nd Award (Hits/Cycle): 320/640/960 (24)
Win freq.: 6.76

#SS3664
Max %: 97.405
Hit Freq.: 14.785
(Stops): (72) AAA
Top Award (Hits/Cycle): 800/1600/2500 (8)
2nd Award (Hits/Cycle): 320/640/960 (24)
Win freq.: 6.76

#SS4634
Max %: 96.231
Hit Freq.: 14.546
(Stops): (72) AAA
Top Award (Hits/Cycle): 800/1600/2500 (8)
2nd Award (Hits/Cycle): 320/640/960 (24)
Win Freq.: 6.87

#SS3436
Max %: 95.084
Hit Freq.: 14.546
(Stops): (72) AAA
Top Award (Hits/Cycle): 800/1600/2500 (8)
2nd Award (Hits/Cycle): 320/640/960 (24)
Win Freq.: 6.87

#SS3634
Max %: 95.084
Hit Freq.: 14.546
(Stops): (72) AAA
Top Award (Hits/Cycle): 800/1600/2500 (8)
2nd Award (Hits/Cycle): 320/640/960 (24)
Win Freq.: 6.87

#SS3631
Max %: 92.584
Hit Freq.: 14.271
(Stops): (72) AAA
Top Award (Hits/Cycle): 800/1600/2500 (8)
2nd Award (Hits/Cycle): 320/640/960 (24)
Win Freq.: 7.01

#SS7117
Max %: 90.95
Hit Freq.: 13.945
(Stops): (72) AAA
Top Award (Hits/Cycle): 800/1600/2500 (8)
2nd Award (Hits/Cycle): 320/640/960 (24)
Win Freq.: 7.17

#SS3438
Max %: 90.103
Hit Freq.: 13.945
(Stops): (72) AAA
Top Award (Hits/Cycle): 800/1600/2500 (8)
2nd Award (Hits/Cycle): 320/640/960 (24)
Win Freq.: 7.17

#SS3632
Max %: 90.103
Hit Freq.: 13.945
(Stops): (72) AAA
Top Award (Hits/Cycle): 800/1600/2500 (8)
2nd Award (Hits/Cycle): 320/640/960 (24)
Win Freq.: 7.17

#SS3633
Max %: 87.557
Hit Freq.: 13.572
(Stops): (72) AAA
Top Award (Hits/Cycle): 800/1600/2500 (8)
2nd Award (Hits/Cycle): 320/640/960 (24)
Win Freq.: 7.37

#SS3635
Max %: 85.096
Hit Freq.: 13.294
(Stops): (72) AAA
Top Award (Hits/Cycle): 800/1600/2500 (8)
2nd Award (Hits/Cycle): 320/640/960 (24)
Win Freq.: 7.52

#SS8088
Max %: 80.116
Hit Freq.: 13.052
(Stops): (72) AAA
Top Award (Hits/Cycle): 800/1600/2500 (8)
2nd Award (Hits/Cycle): 320/640/960 (28)
Win Freq.: 7.66

#SS8087
Max %: 75.08
Hit Freq.: 12.449
(Stops): (72) AAA
Top Award (Hits/Cycle): 800/1600/2500 (8)
2nd Award (Hits/Cycle): 320/640/960 (36)
Win Freq.: 8.03

- PORTS -

* Computers :
Microsoft Windows (2008, "IGT Slots - Little Green Men")
Mac Os X (2008, "IGT Slots - Little Green Men")

* Others :
Online slot (2010) Double Diamond

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=10458&o=2

$end


$info=ss7681,ss0301,ss3740,ss3741,ss3742,ss3743,ss4561,ss8154,ss8155,
$bio

Double Diamond (c) 1994 IGT (International Game Technologies).

3-reel, 3-coin, 3-payline mechanical slot.

- TECHNICAL -

Model 126F

- UPDATES -

SS7681
SS0301
SS3740
SS3741
SS3742
SS3743
SS4561
SS8154
SS8155

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=13999&o=2

$end


$info=ss3819,ss3820,ss3821,ss3822,ss3823,ss8596,ss3824,ss4562,ss8747,
$bio

Double Diamond (c) 1994 IGT [International Game Technologies].

3-reel, 5-line slot.

- TECHNICAL -

Model 126I

IGT S2000

- UPDATES -

SS3819
SS3820
SS3821
SS3822
SS3823
SS8596
SS3824
SS4562
SS8747

- PORTS -

* Computers :
MS-Windows (2009, "IGT Slots - Texas Tea")
Mac OS X (2009, "IGT Slots - Texas Tea")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=26149&o=2

$end


$info=ss4415,ss4416,ss4417,ss4418,ss4419,ss4578,
$bio

Double Diamond (c) 199? IGT [International Game Technologies].

5-Coin Multiplier slot.

- TECHNICAL -

Model 126R

- UPDATES -

SS4415
SS4416
SS4417
SS4418
SS4419
SS4578

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46320&o=2

$end


$info=sc2dbl,sc2dblp,
$bio

Double Diamond (c) 1996 Bell-Fruit Mfg. Company, Limited. [B.F.M.]

- TECHNICAL -

[Model 6322]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61727&o=2

$end


$info=sc2dbl1,sc2dbl1p,
$bio

Double Diamond (c) 1996 Bell-Fruit Mfg. Company, Limited. [B.F.M.].

- TECHNICAL -

[Model 6570]

- TRIVIA -

Released in January 1996 in the UK.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42186&o=2

$end


$info=sc4dbldm,
$bio

Double Diamond (c) 2005 QPS Interactive.

- TECHNICAL -

[Model PR2558]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15591&o=2

$end


$info=peps0042,peps0043,peps0298,
$bio

Double Diamond [Player's Edge Plus] (c) 1996 IGT [International Game Technologies].

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73322&o=2

$end


$info=ss4583,ss4584,ss7931,
$bio

Double Dollars (c) 199? IGT [International Game Technologies].

1-Coin slot.

- TECHNICAL -

Paytable #: 94I
(Stops): (64) AAA
Top Award (Hits/Cycle): 1000 (1)
2nd Award (Hits/Cycle): 160 (27)

Available for cabinets:
Wide 16in. Top [Model 5138]
Wide Round [Model 4938]
Slant w/Round Top [Model GB38]

- UPDATES -

PROGRAM # SS4583
Max %: 97.445
Hit Freq.: 20.178
Win Freq.: 4.6

PROGRAM # SS4584
Max %: 95.009
Hit Freq.: 19.822
Win Freq.: 5.04

PROGRAM # SS7931
Max %: 93.006
Hit Freq.: 19.822
Win Freq.: 5.04

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46040&o=2

$end


$info=ss4104,ss3203,ss3035,ss3211,ss3036,ss3212,ss3084,ss3037,ss3213,
$bio

Double Dollars (c) 199? IGT [International Game Technologies]

2-Coin multiplier slot featuring Cherry symbols.

- TECHNICAL -

Paytable #: 93A

- UPDATES -

SS3203
RS/SS3035
SS3211
RS/SS3036
SS3212
RS/SS3084
RS/SS3037
SS3213
------
SS4104

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46083&o=2

$end


$info=ss4103,ss3202,ss3041,ss3208,ss3042,ss3209,ss3085,ss3043,ss3239,ss3141,ss3210,
$bio

Double Dollars (c) 199? IGT (International Game Technologies).

2-Coin slot featuring 5-Bar & Cherry symbols.

- TECHNICAL -

Paytable #: 94A

Available for cabinets:
Wide 16in. Top [Model 5136]
Wide 9in. Top [Model 5036]
Wide Round [Model 4936]
Slant w/Round Top [Model GB36]
S+ Slant [Model GA36]
S+ Slant w/Emb BV [Model GC36]
Slant w/Twin Top Box w/Emb BV [Model GR36]
Intermediate 9in. Top [Model 4036]
S-Slot Intermediate LowBoy [Model 4336]
S-16in. Super Wide 3-Reel [Model 9636]
S-9in. Super Wide 3-Reel [Model 9736]
S-Round Top Super Wide 3-Reel [Model LA36]

- UPDATES -

RS/SS3202
RS/SS3041
SS3208
RS/SS3042
SS3209
RS/SS3085
SS3239
RS/SS3043
SS3210

------

SS4103
SS3141

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=10545&o=2

$end


$info=ss3241,ss3242,ss3243,ss3267,
$bio

Double Dollars (c) 199? IGT [International Game Technologies]

2-Coin Multiplier.

- TECHNICAL -

Paytable ID: 100A

- UPDATES -

SS3241
SS3242
SS3243
SS3267

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46082&o=2

$end


$info=X002066P,X002067P,X002068P,pex2069p,X002070P,X002408P,X002453P,X002246P,
$bio

Double Double Bonus Poker (c) 1995 IGT [International Game Technologies].

- TECHNICAL -

B1065X; CLASSIC UPRIGHT CABINET
IA65X; IMBEDDED BILL ACCEPTOR CABINET
2965X; SLANT CABINET WITH TOP BOX
3665X; DROP IN BAR CABINET WITH FLAT SCREEN
3765X; DROP IN BAR CABINET WITH SLANT SCREEN
GD65X; SLANT CABINET WITH IBA TOP BOX
QA67X; FLAT BAR WITH IMBEDDED BILL ACCEPTOR
GR65X; SLANT w/TWIN TOP BOX w/EMB BV
VC65; 19" VIDEO ROUND TOP w/EXTERNAL DROP BOX
VO65X; 17" MONITOR w/12" TOP BOX
VS65X; 17" MONITOR w/ROUND TOP
WA65X; 13" MONITOR w/EXTERNAL TOP BOX

- UPDATES -

X002066P
X002067P
X002068P
X002069P
X002070P
X002408P
X002453P
X002246P

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=37781&o=2

$end


$info=smip0619,smip0620,smip0621,smip0622,smip0779,
$bio

Double Double Bonus Poker (c) 200? Bally Tech., Incorporated.

- UPDATES -

SMI #P0619
SMI #P0620
SMI #P0621
SMI #P0622
SMI #P0779

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46254&o=2

$end


$info=ss7642,
$bio

Double Double Diamond (c) 199? IGT [International Game Technologies].

1-Coin slot.

- TECHNICAL -

Paytable Number: 237E
Program number: SS7642
Max%: 98.016
Hit Freq.: 15.491
Stops: (64)AAA
TOP Award (Hits/Cycle): 2000(1)
Win Freq.: 6.46

Available for cabinets:
Wide 16in. Top [Model 5138]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46041&o=2

$end


$info=ss7910,ss7909,ss7908,ss7783,ss7907,
$bio

Double Double Diamond (c) 199? IGT (International Game Technologies).

- TECHNICAL -

IGT S2000

- UPDATES -

SS7910
SS7909
SS7908
SS7783
SS7907

- PORTS -

* Computers :
Microsoft Windows (2010, "IGT Slots - Wolf Run")
Mac OS X (2010, "IGT Slots - Wolf Run")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=10474&o=2

$end


$info=ss7191,ss6198,ss7807,ss6721,ss6722,ss7808,ss7878,ss7057,ss6199,ss7879,ss7809,ss6723,ss0218,ss7755,ss0219,ss6200,ss0258,ss6724,ss7265,ss0243,ss6725,ss6201,ss0220,ss0242,ss6202,ss6726,ss7141,ss6727,
$bio

Double Double Diamond (c) 199? IGT [International Game Technologies].

2-Coin multiplier slot.

- TECHNICAL -

[Model 237A]
IGT S2000

- UPDATES -

SS7191
Max %: 98.059 (97.297)
Hit Freq.: 14.762
(Stops): (64)AAA
Top Award (Hits/Cycle): 1500/4000 (4)
Win freq.: 6.77

SS6198
Max %: 97.445 (96.682)
Hit Freq.: 14.610
(Stops): (64)AAA
Top Award (Hits/Cycle): 1500/4000 (4)
Win freq.: 6.84

SS7807
Max %: 97.411 (97.22)
Hit Freq.: 20.385
(Stops): (64)AAA
Top Award (Hits/Cycle): 1500/4000 (1)
Win freq.: 4.91

SS6721
Max %: 97.409 (97.218)
Hit Freq.: 15.491
(Stops): (64)AAA
Top Award (Hits/Cycle): 1500/4000 (1)
Win freq.: 6.45

SS6722
Max %: 96.261 (96.07)
Hit Freq.: 15.254
(Stops): (64)AAA
Top Award (Hits/Cycle): 1500/4000 (1)
Win freq.: 6.55

SS7808
Max %: 96.209 (96.018)
Hit Freq.: 20.197
(Stops): (64)AAA
Top Award (Hits/Cycle): 1500/4000 (1)
Win freq.: 4.95

SS7878
Max %: 96.186 (95.424)
Hit Freq.: 14.610
(Stops): (64) AAA
Top Award (Hits/Cycle): 1500/4000 (4)
Win freq.: 6.84

SS7057
Max %: 96.186 (95.424)
Hit Freq.: 14.610
(Stops): (64)AAA
Top Award (Hits/Cycle): 1500/4000 (4)
Win freq.: 6.84

SS6199
Max %: 95.046 ()
Hit Freq.: 14.457
(Stops): (64)AAA
Top Award (Hits/Cycle): 1500/4000 (4)
Win freq.: 6.86

SS7879
Max %: 95.046 (94.283)
Hit Freq.: 14.457
(Stops): (64)AAA
Top Award (Hits/Cycle): 1500/4000 (4)
Win freq.: 6.86

SS7809
Max %: 95.019 (94.828)
Hit Freq.: 20.044
(Stops): (64)AAA
Top Award (Hits/Cycle): 1500/4000 (1)
Win freq.: 4.99

SS6723
Max %: 95.01 (94.819)
Hit Freq.: 15.213
(Stops): (64)AAA
Top Award (Hits/Cycle): 1500/4000 (1)
Win freq.: 6.57

SS0218
Max %: 94.977 (94.214)
Hit Freq.: 14.457
(Stops): (64) AAA
Top Award (Hits/Cycle): 1500/4000 (4)
Win freq.: 6.92

SS7755
Max %: 94.001 (93.81)
Hit Freq.: 15.213
(Stops): (64)AAA
Top Award (Hits/Cycle): 1500/4000 (1)
Win freq.: 6.57

SS0219
Max %: 92.553 (91.79)
Hit Freq.: 14.335
(Stops): (64) AAA
Top Award (Hits/Cycle): 1500/4000 (4)
Win freq.: 6.98

SS6200
Max %: 92.553 (91.79)
Hit Freq.: 14.335
(Stops): (64)AAA
Top Award (Hits/Cycle): 1500/4000 (4)
Win freq.: 6.98

SS0258
Max %: 92.553 (91.79)
Hit Freq.: 14.335
(Stops): (64) AAA
1500/4000 (4)
Win freq.: 6.98

SS6724
Max %: 92.465 (92.274)
Hit Freq.: 14.986
(Stops): (64)AAA
Top Award (Hits/Cycle): 1500/4000 (1)
Win freq.: 6.67

SS7265
Max %: 90.974 (90.211)
Hit Freq.: 14.219
(Stops): (64) AAA
Top Award (Hits/Cycle): 1500/4000 (4)
Win freq.: 7.03

SS0243
Max %: 90.098 (89.907)
Hit Freq.: 14.768
(Stops): (64) AAA
Top Award (Hits/Cycle): 1500/4000 (1)
Win freq.: 6.77

SS6725
Max %: 90.098 (89.907)
Hit Freq.: 14.768
(Stops): (64)AAA
Top Award (Hits/Cycle): 1500/4000 (1)
Win freq.: 6.77

SS6201
Max %: 90.041 (89.278)
Hit Freq.: 14.219
(Stops): (64)AAA
Top Award (Hits/Cycle): 1500/4000 (4)
Win freq.: 7.03

SS0220
Max %: 90.041 (89.278)
Hit Freq.: 14.219
(Stops): (64) AAA
Top Award (Hits/Cycle): 1500/4000 (4)
Win freq.: 7.03

SS0242
Max %: 87.598 (86.835)
Hit Freq.: 13.993
(Stops): (64) AAA
Top Award (Hits/Cycle): 1500/4000 (4)
Win freq.: 7.15

SS6202
Max %: 87.598 (86.835)
Hit Freq.: 13.993
(Stops): (64)AAA
Top Award (Hits/Cycle): 1500/4000 (4)
Win freq.: 7.15

SS6726
Max %: 87.535 (87.344)
Hit Freq.: 14.550
(Stops): (64)AAA
Top Award (Hits/Cycle): 1500/4000 (1)
Win freq.: 6.87

SS7141
Max %: 85.894 (85.727)
Hit Freq.: 13.501
(Stops): (128)AAA
Top Award (Hits/Cycle): 1500/10000 (1)
Win freq.: 7.41

SS6727
Max %: 85.061 (84.87)
Hit Freq.: 14.302
(Stops): (64)AAA
Top Award (Hits/Cycle): 1500/4000 (1)
Win freq.: 6.99

SS6203
Max %: 84.962 (84.199)
Hit Freq.: 13.869
(Stops): (64) AAA
Top Award (Hits/Cycle): 1500/4000 (4)
Win freq.: 7.21

SS8138
Max %: 80.402 (80.021)
Hit Freq.: 14.571
(Stops): (64)AAA
Top Award (Hits/Cycle): 1500/4000 (2)
Win freq.: 6.86

SS8139
Max %: 75.407 (75.025)
Hit Freq.: 11.918
(Stops): (64)AAA
Top Award (Hits/Cycle): 1500/4000 (2)
Win freq.: 8.39

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42922&o=2

$end


$info=ss7211,ss6728,ss6204,ss6729,ss7058,ss6205,ss6730,ss0315,ss6206,ss0296,ss0231,ss6731,ss7295,ss0232,ss0266,ss6207,ss6732,ss6733,ss6208,ss0241,ss6734,ss6209,ss8140,ss7108,ss8141,
$bio

Double Double Diamond (c) 199? IGT.

3-Reel, 1-Line, 3-Coin Multiplier slot.

- TECHNICAL -

[Model 237B]

- UPDATES -

#SS7211
Max % (1st coin): 98.054 (96.274)
Hit Freq.: 14.610
(Stops): (64)AAA
Top Award (Hits/Cycle): 1500/3000/8000 (4)
Win Freq.: 6.84

#SS6728
Max % (1st coin): 97.446 (97.001)
Hit Freq.: 15.491
(Stops): (64)AAA
Top Award (Hits/Cycle): 1500/3000/8000 (1)
Win Freq.: 6.46

#SS6204
Max % (1st coin): 97.44 (95.66)
Hit Freq.: 14.610
(Stops): (64)AAA
Top Award (Hits/Cycle): 1500/3000/8000 (4)
Win Freq.: 6.84

#SS6729
Max % (1st coin): 96.246 (95.801)
Hit Freq.: 15.254
(Stops): (64)AAA
Top Award (Hits/Cycle): 1500/3000/8000 (1)
Win Freq.: 6.56

#SS7058
Max % (1st coin): 96.193 (94.413)
Hit Freq.: 14.480
(Stops): (64)AAA
Top Award (Hits/Cycle): 1500/3000/8000 (4)
Win Freq.: 6.91

#SS6205
Max % (1st coin): 95.102 (93.322)
Hit Freq.: 14.357
(Stops): (64)AAA
Top Award (Hits/Cycle): 1500/3000/8000 (4)
Win Freq.: 6.96

#SS6730
Max % (1st coin): 95.077 (94.632)
Hit Freq.: 15.026
(Stops): (64)AAA
Top Award (Hits/Cycle): 1500/3000/8000 (1)
Win Freq.: 6.66

#SS0315
Max % (1st coin): 95.077 (94.632)
Hit Freq.: 15.026
(Stops): (64) AAA
Top Award (Hits/Cycle): 1500/3000/8000 (1)
Win Freq.: 6.66

#SS6206
Max % (1st coin): 92.546 (90.766)
Hit Freq.: 14.219
(Stops): (64)AAA
Top Award (Hits/Cycle): 1500/3000/8000 (4)
Win Freq.: 7.03

#SS0296
Max % (1st coin): 92.546 (90.766)
Hit Freq.: 14.219
(Stops): (64) AAA
Top Award (Hits/Cycle): 1500/3000/8000 (4)
Win Freq.: 7.03

#SS0231
Max % (1st coin): 92.546 (90.766)
Hit Freq.: 14.219
(Stops): (64) AAA
Top Award (Hits/Cycle): 1500/3000/8000 (4)
Win Freq.: 7.03

#SS6731
Max % (1st coin): 92.544 (92.099)
Hit Freq.: 14.798
(Stops): (64)AAA
Top Award (Hits/Cycle): 1500/3000/8000 (1)
Win Freq.: 6.76

#SS7295
Max % (1st coin): 90.974 (89.194)
Hit Freq.: 14.117
(Stops): (64)AAA
Top Award (Hits/Cycle): 1500/3000/8000 (4)
Win Freq.: 7.08

#SS0232
Max % (1st coin): 90.055 (88.275)
Hit Freq.: 13.993
(Stops): (64) AAA
Top Award (Hits/Cycle): 1500/3000/8000 (4)
Win Freq.: 7.15

#SS0266
Max % (1st coin): 90.055 (88.275)
Hit Freq.: 13.993
(Stops): (64) AAA
Top Award (Hits/Cycle): 1500/3000/8000 (4)
Win Freq.: 7.15

#SS6207
Max % (1st coin): 90.055 (88.275)
Hit Freq.: 13.993
(Stops): (64)AAA
Top Award (Hits/Cycle): 1500/3000/8000 (4)
Win Freq.: 7.15

#SS6732
Max % (1st coin): 89.975 (89.53)
Hit Freq.: 14.550
(Stops): (64)AAA
Top Award (Hits/Cycle): 1500/3000/8000 (1)
Win Freq.: 6.87

#SS6733
Max % (1st coin): 87.551 (87.106)
Hit Freq.: 14.340
(Stops): (64)AAA
Top Award (Hits/Cycle): 1500/3000/8000 (1)
Win Freq.: 6.97

#SS6208
Max % (1st coin): 87.516 (85.736)
Hit Freq.: 13.869
(Stops): (64)AAA
Top Award (Hits/Cycle): 1500/3000/8000 (4)
Win Freq.: 7.21

#SS0241
Max % (1st coin): 87.516 (85.736)
Hit Freq.: 13.869
(Stops): (64) AAA
Top Award (Hits/Cycle): 1500/3000/8000 (4)
Win Freq.: 7.21

#SS6734
Max % (1st coin): 85.021 (84.576)
Hit Freq.: 14.102
(Stops): (64)AAA
Top Award (Hits/Cycle): 1500/3000/8000 (1)
Win Freq.: 7.09

#SS6209
Max % (1st coin): 84.949 (83.169)
Hit Freq.: 13.746
(Stops): (64)AAA
Top Award (Hits/Cycle): 1500/3000/8000 (4)
Win Freq.: 7.27

#SS8140
Max % (1st coin): 80.911 (80.021)
Hit Freq.: 14.571
(Stops): (64) AAA
Top Award (Hits/Cycle): 1500/3000/8000 (2)
Win Freq.: 6.86

#SS7108
Max % (1st coin): 80.507 (78.727)
Hit Freq.: 13.416
(Stops): (64)AAA
Top Award (Hits/Cycle): 1500/3000/8000 (4)
Win Freq.: 7.45

#SS8141
Max % (1st coin): 75.915 (75.025)
Hit Freq.: 11.918
(Stops): (64) AAA
Top Award (Hits/Cycle): 1500/3000/8000 (2)
Win Freq.: 8.39

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=37291&o=2

$end


$info=ss7853,ss7854,ss7855,ss7856,ss0288,ss7857,ss7858,ss7859,
$bio

Double Double Diamond (c) 199? IGT [International Game Technologies].

5-Coin Multiplier slot.

- TECHNICAL -

Model 237C

- UPDATES -

SS7853
SS7854
SS7855
SS7856
SS0288
SS7857
SS7858
SS7859

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46322&o=2

$end


$info=ss7191,ss6198,ss7807,ss6721,ss6722,ss7808,ss7878,ss7057,ss6199,ss7879,ss7809,ss6723,ss0218,ss7755,ss0219,ss6200,ss0258,ss6724,ss7265,ss0243,ss6725,ss6201,ss0220,ss0242,ss6202,ss6726,ss7141,ss6727,
$bio

Double Double Dollars (c) 199? IGT [International Game Technologies].

2-Coin Multiplier.

- TECHNICAL -

[Model 237A]

- UPDATES -

SS7191
Max %: 98.059 (97.297)
Hit Freq.: 14.762
(Stops): (64)AAA
Top Award (Hits/Cycle): 1500/4000 (4)
Win freq.: 6.77

SS6198
Max %: 97.445 (96.682)
Hit Freq.: 14.610
(Stops): (64)AAA
Top Award (Hits/Cycle): 1500/4000 (4)
Win freq.: 6.84

SS7807
Max %: 97.411 (97.22)
Hit Freq.: 20.385
(Stops): (64)AAA
Top Award (Hits/Cycle): 1500/4000 (1)
Win freq.: 4.91

SS6721
Max %: 97.409 (97.218)
Hit Freq.: 15.491
(Stops): (64)AAA
Top Award (Hits/Cycle): 1500/4000 (1)
Win freq.: 6.45

SS6722
Max %: 96.261 (96.07)
Hit Freq.: 15.254
(Stops): (64)AAA
Top Award (Hits/Cycle): 1500/4000 (1)
Win freq.: 6.55

SS7808
Max %: 96.209 (96.018)
Hit Freq.: 20.197
(Stops): (64)AAA
Top Award (Hits/Cycle): 1500/4000 (1)
Win freq.: 4.95

SS7878
Max %: 96.186 (95.424)
Hit Freq.: 14.610
(Stops): (64) AAA
Top Award (Hits/Cycle): 1500/4000 (4)
Win freq.: 6.84

SS7057
Max %: 96.186 (95.424)
Hit Freq.: 14.610
(Stops): (64)AAA
Top Award (Hits/Cycle): 1500/4000 (4)
Win freq.: 6.84

SS6199
Max %: 95.046 ()
Hit Freq.: 14.457
(Stops): (64)AAA
Top Award (Hits/Cycle): 1500/4000 (4)
Win freq.: 6.86

SS7879
Max %: 95.046 (94.283)
Hit Freq.: 14.457
(Stops): (64)AAA
Top Award (Hits/Cycle): 1500/4000 (4)
Win freq.: 6.86

SS7809
Max %: 95.019 (94.828)
Hit Freq.: 20.044
(Stops): (64)AAA
Top Award (Hits/Cycle): 1500/4000 (1)
Win freq.: 4.99

SS6723
Max %: 95.01 (94.819)
Hit Freq.: 15.213
(Stops): (64)AAA
Top Award (Hits/Cycle): 1500/4000 (1)
Win freq.: 6.57

SS0218
Max %: 94.977 (94.214)
Hit Freq.: 14.457
(Stops): (64) AAA
Top Award (Hits/Cycle): 1500/4000 (4)
Win freq.: 6.92

SS7755
Max %: 94.001 (93.81)
Hit Freq.: 15.213
(Stops): (64)AAA
Top Award (Hits/Cycle): 1500/4000 (1)
Win freq.: 6.57

SS0219
Max %: 92.553 (91.79)
Hit Freq.: 14.335
(Stops): (64) AAA
Top Award (Hits/Cycle): 1500/4000 (4)
Win freq.: 6.98

SS6200
Max %: 92.553 (91.79)
Hit Freq.: 14.335
(Stops): (64)AAA
Top Award (Hits/Cycle): 1500/4000 (4)
Win freq.: 6.98

SS0258
Max %: 92.553 (91.79)
Hit Freq.: 14.335
(Stops): (64) AAA
1500/4000 (4)
Win freq.: 6.98

SS6724
Max %: 92.465 (92.274)
Hit Freq.: 14.986
(Stops): (64)AAA
Top Award (Hits/Cycle): 1500/4000 (1)
Win freq.: 6.67

SS7265
Max %: 90.974 (90.211)
Hit Freq.: 14.219
(Stops): (64) AAA
Top Award (Hits/Cycle): 1500/4000 (4)
Win freq.: 7.03

SS0243
Max %: 90.098 (89.907)
Hit Freq.: 14.768
(Stops): (64) AAA
Top Award (Hits/Cycle): 1500/4000 (1)
Win freq.: 6.77

SS6725
Max %: 90.098 (89.907)
Hit Freq.: 14.768
(Stops): (64)AAA
Top Award (Hits/Cycle): 1500/4000 (1)
Win freq.: 6.77

SS6201
Max %: 90.041 (89.278)
Hit Freq.: 14.219
(Stops): (64)AAA
Top Award (Hits/Cycle): 1500/4000 (4)
Win freq.: 7.03

SS0220
Max %: 90.041 (89.278)
Hit Freq.: 14.219
(Stops): (64) AAA
Top Award (Hits/Cycle): 1500/4000 (4)
Win freq.: 7.03

SS0242
Max %: 87.598 (86.835)
Hit Freq.: 13.993
(Stops): (64) AAA
Top Award (Hits/Cycle): 1500/4000 (4)
Win freq.: 7.15

SS6202
Max %: 87.598 (86.835)
Hit Freq.: 13.993
(Stops): (64)AAA
Top Award (Hits/Cycle): 1500/4000 (4)
Win freq.: 7.15

SS6726
Max %: 87.535 (87.344)
Hit Freq.: 14.550
(Stops): (64)AAA
Top Award (Hits/Cycle): 1500/4000 (1)
Win freq.: 6.87

SS7141
Max %: 85.894 (85.727)
Hit Freq.: 13.501
(Stops): (128)AAA
Top Award (Hits/Cycle): 1500/10000 (1)
Win freq.: 7.41

SS6727
Max %: 85.061 (84.87)
Hit Freq.: 14.302
(Stops): (64)AAA
Top Award (Hits/Cycle): 1500/4000 (1)
Win freq.: 6.99

SS6203
Max %: 84.962 (84.199)
Hit Freq.: 13.869
(Stops): (64) AAA
Top Award (Hits/Cycle): 1500/4000 (4)
Win freq.: 7.21

SS8138
Max %: 80.402 (80.021)
Hit Freq.: 14.571
(Stops): (64)AAA
Top Award (Hits/Cycle): 1500/4000 (2)
Win freq.: 6.86

SS8139
Max %: 75.407 (75.025)
Hit Freq.: 11.918
(Stops): (64)AAA
Top Award (Hits/Cycle): 1500/4000 (2)
Win freq.: 8.39

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46084&o=2

$end


$info=ss7211,ss6728,ss6204,ss6729,ss7058,ss6205,ss6730,ss0315,ss6206,ss0296,ss0231,ss6731,ss7295,ss0232,ss0266,ss6207,ss6732,ss6733,ss6208,ss0241,ss6734,ss6209,ss8140,ss7108,ss8141,
$bio

Double Double Dollars (c) 1998 IGT [International Game Technologies].

3-Coin Multiplier slot machine.

- TECHNICAL -

[Model 237B]

- TRIVIA -

Released in February 1998.

- UPDATES -

#SS7211
Max % (1st Coin): 98.054 (96.274)
Hit Freq.: 14.610
(Stops): (64)AAA
Top Award (Hits/Cycle): 1500/3000/8000 (4)
Win Freq.: 6.84

#SS6728
Max % (1st Coin): 97.446 (97.001)
Hit Freq.: 15.491
(Stops): (64)AAA
Top Award (Hits/Cycle): 1500/3000/8000 (1)
Win Freq.: 6.46

#SS6204
Max % (1st Coin): 97.44 (95.66)
Hit Freq.: 14.610
(Stops): (64)AAA
Top Award (Hits/Cycle): 1500/3000/8000 (4)
Win Freq.: 6.84

#SS6729
Max % (1st Coin): 96.246 (95.801)
Hit Freq.: 15.254
(Stops): (64)AAA
Top Award (Hits/Cycle): 1500/3000/8000 (1)
Win Freq.: 6.56

#SS7058
Max % (1st Coin): 96.193 (94.413)
Hit Freq.: 14.480
(Stops): (64)AAA
Top Award (Hits/Cycle): 1500/3000/8000 (4)
Win Freq.: 6.91

#SS6205
Max % (1st Coin): 95.102 (93.322)
Hit Freq.: 14.357
(Stops): (64)AAA
Top Award (Hits/Cycle): 1500/3000/8000 (4)
Win Freq.: 6.96

#SS6730
Max % (1st Coin): 95.077 (94.632)
Hit Freq.: 15.026
(Stops): (64)AAA
Top Award (Hits/Cycle): 1500/3000/8000 (1)
Win Freq.: 6.66

#SS0315
Max % (1st Coin): 95.077 (94.632)
Hit Freq.: 15.026
(Stops): (64) AAA
Top Award (Hits/Cycle): 1500/3000/8000 (1)
Win Freq.: 6.66

#SS6206
Max % (1st Coin): 92.546 (90.766)
Hit Freq.: 14.219
(Stops): (64)AAA
Top Award (Hits/Cycle): 1500/3000/8000 (4)
Win Freq.: 7.03

#SS0296
Max % (1st Coin): 92.546 (90.766)
Hit Freq.: 14.219
(Stops): (64) AAA
Top Award (Hits/Cycle): 1500/3000/8000 (4)
Win Freq.: 7.03

#SS0231
Max % (1st Coin): 92.546 (90.766)
Hit Freq.: 14.219
(Stops): (64) AAA
Top Award (Hits/Cycle): 1500/3000/8000 (4)
Win Freq.: 7.03

#SS6731
Max % (1st Coin): 92.544 (92.099)
Hit Freq.: 14.798
(Stops): (64)AAA
Top Award (Hits/Cycle): 1500/3000/8000 (1)
Win Freq.: 6.76

#SS7295
Max % (1st Coin): 90.974 (89.194)
Hit Freq.: 14.117
(Stops): (64)AAA
Hit Freq.: Top Award (Hits/Cycle): 1500/3000/8000 (4)
Win Freq.: 7.08

#SS0232
Max % (1st Coin): 90.055 (88.275)
Hit Freq.: 13.993
(Stops): (64) AAA
Top Award (Hits/Cycle): 1500/3000/8000 (4)
Win Freq.: 7.15

#SS0266
Max % (1st Coin): 90.055 (88.275)
Hit Freq.: 13.993
(Stops): (64) AAA
Top Award (Hits/Cycle): 1500/3000/8000 (4)
Win Freq.: 7.15

#SS6207
Max % (1st Coin): 90.055 (88.275)
Hit Freq.: 13.993
(Stops): (64)AAA
Top Award (Hits/Cycle): 1500/3000/8000 (4)
Win Freq.: 7.15

#SS6732
Max % (1st Coin): 89.975 (89.53)
Hit Freq.: 14.550
(Stops): (64)AAA
Top Award (Hits/Cycle): 1500/3000/8000 (1)
Win Freq.: 6.87

#SS6733
Max % (1st Coin): 87.551 (87.106)
Hit Freq.: 14.340
(Stops): (64)AAA
Top Award (Hits/Cycle): 1500/3000/8000 (1)
Win Freq.: 6.97

#SS6208
Max % (1st Coin): 87.516 (85.736)
Hit Freq.: 13.869
(Stops): (64)AAA 13.74
Top Award (Hits/Cycle): 1500/3000/8000 (4)
Win Freq.: 7.21

#SS0241
Max % (1st Coin): 87.516 (85.736)
Hit Freq.: 13.869
(Stops): (64) AAA
Top Award (Hits/Cycle): 1500/3000/8000 (4)
Win Freq.: 7.21

#SS6734
Max % (1st Coin): 85.021 (84.576)
Hit Freq.: 14.102
(Stops): (64)AAA
Top Award (Hits/Cycle): 1500/3000/8000 (1)
Win Freq.: 7.09

#SS6209
Max % (1st Coin): 84.949 (83.169)
Hit Freq.: 13.746
(Stops): (64)AAA 13.74
Top Award (Hits/Cycle): 1500/3000/8000 (4)
Win Freq.: 7.27

#SS8140
Max % (1st Coin): 80.911 (80.021)
Hit Freq.: 14.571
(Stops): (64) AAA
Top Award (Hits/Cycle): 1500/3000/8000 (2)
Win Freq.: 6.86

#SS7108
Max % (1st Coin): 80.507 (78.727)
Hit Freq.: 13.416
(Stops): (64)AAA
Top Award (Hits/Cycle): 1500/3000/8000 (4)
Win Freq.: 7.45

#SS8141
Max % (1st Coin): 75.915 (75.025)
Hit Freq.: 11.918
(Stops): (64) AAA
Top Award (Hits/Cycle): 1500/3000/8000 (2)
Win Freq.: 8.39

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=37699&o=2

$end


$info=comg172,
$bio

Double Double Poker (c) 1983 Cal Omega.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=22976&o=2

$end


$info=pepp0250,pepp0760,
$bio

Double Down Stud (c) 1992 IGT [International Game Technologies].

- TRIVIA -

Double Down Stud was released in June 1992.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=37607&o=2

$end


$info=ddragon,ddragonb,ddragonw,ddragonw1,ddragonba,ddragon6809,ddragon6809a,ddragonb2,
$bio

Double Dragon (c) 1987 Technos Japan Corp.

Double Dragon is a side-scrolling beat-em-up for one or two players, featuring twin brothers and martial arts masters, "Billy & Jimmy Lee". The brothers must defeat the savage street gang known as the 'Black Warriors' to rescue Billy's kidnapped girlfriend, Marian. Standing between the brothers and Marian are four huge, colorful and varied levels; each populated with a wide variety of thugs.

Many of the game's enemies carry weapons (knives, baseball bats etc.) and should Billy or Jimmy manage to knock the weapons from the enemies' hands, the heroes can pick the weapons up and use them against the enemies.

The Black Warriors is made up of six distinct enemy characters- plus Willy, the game's final boss - with each differing in both physical appearance and fighting style. The members of the Black Warriors consist of the following fighters: 
* Williams - A street punk in a tank top. In addition to the standard punches and jump kicks, his signature technique is a body blow to the stomach. He also wields weapons such as baseball bats, knives and dynamite sticks.
* Rowper - A punk who wears matching-colored pants and shirtless vest. He wields all the same weapons as Williams, but can also lift and throw heavy objects such as oildrums, boxes and stones.
* Linda - Female punk who usually carries a whip. She's not very strong, as she falls down to ground with a couple of punches or a single kick (because of this, she is the only regular-sized enemy who cannot be placed on a headlock).
* Abobo - A tall, big-muscled bald guy. His attacks includes punches, a standing kick and a body toss. He can also lift and throw heavy objects like Rowper. Due to his large size, he cannot be put into a headlock.
* Boss 1 - The first boss, a head-swap of Abobo with a Mr. T-style mohawk and beard. Fights just like Abobo, only with an added double-handed slap. Unlike Abobo, he does not use weapons. A green version of him appears as the Mission 3 boss.
* Boss 2 - The second boss. A head swap of the player who uses almost all the same techniques. 
* Willy - The game's final boss, armed, somewhat unfairly, with a machine-gun.

Double Dragon was a huge success due to the many game-play innovations it brought to the genre (see TRIVIA for details), but it demonstrates its final moment of inspired genius at the very end of the game. Should both players still be alive after the final boss has been defeated, they will then have to fight each OTHER. The winner of this fight will be the one who wins Marian's affections.

- TECHNICAL -

Game ID : TA-0021

Main CPU : HD6309, Hitachi HD63701
Sound CPU : HD6309
Sound Chips : Yamaha YM2151, (2x) MSM5205

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Double Dragon was released in August 1987.

Double Dragon may not have been the world's first side-scrolling beat-em-up to feature depth-movement (that accolade belongs to its predecessor, "Renegade", released in 1986) but it is the world's first CO-OPERATIVE fighting game and as such completely revolutionized its genre.

The varied, multi-colored sprites and hugely detailed backdrops - married to instinctive, one or two-player game-play - was something that had never really been seen in the fighting game before and Double Dragon quickly became a legend in its own right. The game would be the inspiration for an entire genre and classics such as Capcom's "Final Fight" owe a huge debt of gratitude to the Technos legend. The game was such a huge hit, that when the home versions finally came out, the rear side of the package advertised, 'You'll never have to stand in line to play Double Dragon again!'.

Double Dragon's hugely innovative game-play and superb graphics proved to be too ambitious for the host Technos hardware and the game was plagued with the now notorious 'slowdown', that occurred whenever a large number of fighters appeared on-screen.

The game's director, Yoshihisa Kishimoto, reportedly conceived his initial idea for Double Dragon around the date of July 20th in 1986, the 13th anniversary of Bruce Lee's death.

Director Yoshihisa Kishimoto got the idea of picking up an enemy's weapon from his previous game, "Renegade" ("Nekketsu Kouha Kunio-kun" in Japan). During the first stage of Renegade, he noticed that the armed enemy characters were not holding their weapons when they were on the ground.

On the first stage of the game, a billboard for "Nekketsu Kouha Kunio-kun" (the Japanese version of "Renegade") can be seen atop a building prior to the first boss battle.

The car at Billy and Jimmy's garage resembles the interceptor from the laserdisc game "Road Blaster", which was one of director Yoshihisa Kishimoto's previous games at Data East before he left the company to work for Technos.

The three kanji (Chinese characters) on the title screen, which is normally read as "Sou-Setsu-Ryuu", literally means "Twin Interception Dragon". This is an example of 'gikun', in which a kanji is used for their meaning and not their phonetic value.

The fictional martial arts practiced by the Lee brothers is called Sousetsuken or 'Twin Interception Fist', which is described as a combination of Shaolin Temple Kung Fu, Karate and Tai Chi Chuan. The name is derived from Bruce Lee's own martial arts style Jeet Kune Do, or Sekkendou in Japanese, which is known as the 'Way of the Intercepting Fist'.

The Lee brothers, along with the recurring enemy characters Williams and Rowper, were named after the three main heroes from the 1973 Bruce Lee film, 'Enter the Dragon'.

Double Dragon contained a number of bugs, most of which were never fixed despite several revisions of the ROM. The best known is a bug in the way enemies attack the player. Sportingly, enemies will not attack the player from behind, but will instead walk up to them and try to move past so they can attack from the front. Thus, by standing with your back to an enemy, it was possible to wait for them to get close and then elbow them in the face, without fear of being attacked. Another common bug was the 'infinite bouncing' bug. Due to the fixed way in which objects in the game would bounce off walls, trees etc., it was possible to drop an item between two tree stumps on the forest level, and it would bounce back and forth forever. In the first version of the game, this could happen to player characters who fell off either stump, the only way to continue the game being to allow the timer to run down. Another less serious bug was the ability to throw weapons from one level to the next. Usually, weapons were discarded at the end of a level. On some levels however, the transition to the next level was achieved simply by scrolling the screen one whole screen to the right, or down a cliff. By standing at the extreme right of the level and jumping just as it ended, the players character would drop their weapon in mid air, throwing it far enough to be picked up again once the screen had scrolled on.

Jason Wilson holds the official record for this game with 171,210 points on July 24, 1999.

Apollon Music released a limited-edition soundtrack album for this game (Original Sound of Double Dragon - KHY-1026) in cassette format on 21/02/1988. Also released the soundtrack album in CD format (Original Sound of Double Dragon - BY12-5028) on 16/12/1988.
Scitron released a limited-edition soundtrack album for this game (Legend of Game Music 2 ~Platinum Box~ - SCDC-00473~82) on 18/01/2006

A Double Dragon unit appears in the abysmal 1994 movie 'Double Dragon'.
A Double Dragon unit can be seen in Drake and Josh episode 'Movie Job', but the marquee reads 'Dragon'.

Tiger Electronics released a board-game based on this video game (same name) in 1989 : The winner is the first player to successfully fight his or her way around the game board to Jimmy's Hideout to rescue Marian. You will pass through the slum section, the industrial section, the forest section and the hideout section on the rocky road to victory.

Comic Book : Six-issue limited series published by Marvel Comics in 1991. (cover dated from July to December). Written by Dwayne McDuffie for the first four issues and by Tom Brevoort and Mike Kanterovich for the final two. In this comic, Billy and Jimmy Lee were the twin inheritors of the 'Dragon Force', a mystical force that granted the Lee brothers their powers, as they fought against the occult crime lord Nightfall. Marian is reimagined as a policewoman (a depiction later featured in the cartoon series) and Stan Lee appears as Billy and Jimmy's long-lost father.

Cartoon : TV series produced by DIC Entertainment and Bohbot Entertainment, which lasted two 13-episodes seasons in 1993 and 1994. In the series, Billy and Jimmy are twin brothers who were separated at birth, with Billy being raised by his father's sensei, the Oldest Dragon, while Jimmy was raised by the evil Shadow Master to become his successor, the Shadow Boss. After the second episode, Jimmy realizes the evils of his way and joins his brother, becoming the Double Dragons. Inspired the 1994 home console fighting game "Double Dragon V: The Shadow Falls".

Live-Action Movie : Released in 1994 by Imperial Entertainment. Starred Scott Wolf as Billy, Mark Dacascos as Jimmy, Alysa Milano as Marian and Robert Patrick as original villain Koga Shuko. Directed by James Yukich, with a screenplay written by Paul Dini (of Batman: The Animated Series) and Neal Shusterman. In the movie, Billy and Jimmy are young twin brothers who possess one half of a magical medallion, with the other half possessed by crime lord Shuko. It inspired the 1995 Neo-Geo game "Double Dragon".

- TIPS AND TRICKS -

* Here's How To Get Infinite Points In Double Dragon : Level One, one player grabs the whip when it comes out. The other player relieves the enemy who walks out with a bat of that bat. But he does NOT kill that enemy. Continue moving on until you're at the end of stage one. At this point the player WITHOUT the whip grabs the now bat-less enemy. The other player finishes the stage. Note that when the boss man is dead, the clock stops running down. Then the player tortures the bat-less one with the whip. 200 points per pop, and the enemy will NEVER die. Switch to non-whip attack to kill him, and resume normal play.

* To easily get through the whole game, use the following strategy. When an opponent is coming towards you from one direction, face the opposite direction. When the enemy is at arm's length, do an elbow smash. The enemy will go flying forward. While the opponent is still on the ground, face away from him/her and repeat the process. Now, you can defeat enemies without them attacking. This strategy also works for bosses.

* Ghost Player : Notice that player one gets all the points for certain weapons. Notably the barrel, which is important because it is reusable. Should player one die, while player two is still alive, player one continues to get points for the barrel. If this gets him over the extra-man mark, he gets a ghost player, which is limited in the kinds of things he can do.

* Infinite Knives : When an enemy carrying a knife appears on the screen (NOT an enemy that picks up a knife, but one already carrying the knife when he appears), instead of taking the knife beating the enemy, hit the weapon, causing the enemy to drop it (or let it hit a wall). Doing this you will be able to pick up and use the knife against some other enemies, while the character bearing the knife will take out a new one so you can repeat the trick. You can use this same trick with dynamite.

* At the end of some levels you can throw your weapons onto the next stage. Normally you discard them, but you can cheat. This works well on level 1, for instance. When at the end of the level, just after you kill the boss, move to the extreme right of the level, as far as it will scroll. Jump up just as the level ends and scrolls to the next one, if you time it right you will let go of your weapon in mid air and it will fall onto the next stage where you can just about pick it up at the very left of the screen!

* Throw Objects Through the Levels : At the end of the second stage, where the elevator appears, move as far down as possible without falling. Now, when you drop weapons, or hit some enemies, these will fall off-screen instead of falling to the ground. If fallen objects like whips  or knifes fall into a certain area (near the platform), you will find them when descending into Mission 3.

* Throw Enemies Into the Void : At the beginning of Mission 3 you will face two enemies; make them come as near to the left of the screen as possible, and throw them off-screen; they will die immediately as if falling into the 'void'.

* At the last level after the walls you will see two guys. Kill the first one and let the second guy on wait. Now you have only one guy in front of the door waiting for you. Just pass him by and when he comes turn fast and give him a punch to turn his head. Now you crash his head. To go back to normal you have to have a second player to catch his back.

* At the very end of the last stage you will notice the machine-gun man looking down on you nodding his head. Normally he will walk down when you have killed a few more hench men. Well if you can entice the BIG guy that throws you over his head towards the wall. Elbow him so he is on the ground facing the wall, at this point stand at his feet and he will throw you on the wall next to the machine gun man. You can then beat the crap out of the machine gun man with his gun on the wall still.

* How to kill the final boss (Willy) in just one hit (also useful to quickly kill the other enemies in the final part of the last level) : This trick requires a lot of dexterity and skill (and a bit of luck too, as it won't work if the enemies won't lean out enough) to be achieved. In the last level, after you kill the two mohawked giants that show up smashing the wall, exploit the edge near the wall on the left to lean out downwards as much as possible (you'd better do it here and now, as later on it will become almost impossible to lean out so much without falling), then move forward and keep fighting while remaining on this edge.
When Willy comes out of the steel door, wait for him to come down to the lower side of the screen; as soon as he leans out downwards enough, hit him and make him fall (be careful in using flying kicks, as you risk to fall on the spikes). If performed with the correct timing, Willy will NOT fall on the ground: he'll fall straight on the spikes, dying at once.
Note : if you use this trick on all the other enemies that show up before Willy, sometimes, after the final boss is thrown in the spikes, an enemy will jump out of the spikes, and fall on them straight afterwards.

- SERIES -

1. Double Dragon (1987)
2. Double Dragon II - The Revenge (1988)
3. Double Dragon 3 - The Rosetta Stone (1991)
4. Super Double Dragon (1992, US/EU Nintendo Super NES) / Return of Double Dragon (1992, JP Nintendo Super Famicom)
5. Battletoads & Double Dragon - The Ultimate Team (1993, Nintendo Super NES)
6. Double Dragon V - The Shadow Falls (1994, Nintendo Super NES)
7. Double Dragon (1995)
8. Double Dragon Neon (2012, PS3 / Xbox 360)

- STAFF -

Director & Producer : Yoshihisa Kishimoto (Yoshi Kishi)
Programmers : Hiroshi Satoh, Tomoyasu Koga, Naritaka Nishimura, Hideshi Kaneda
Animator : Koji Ogata
Character Designer : Koji Kai
BGM : Kazunaka Yamane
SFX : Kenichi Mori
Art Staff : Kumiko Mukai, Mizuho Yama, Akemi Tasaki, Misae Nakayama, Masao Shiroto
Special Thanks : Mutumi Natu, Michiko Ohata, Sawako Notomi, Mayumi Hirai
Director & Game Designer : Shinichi Saito

- PORTS -

* Consoles :
Nintendo Famicom [JP] (1988) "Double Dragon [Model TJC-WD]"
Sega Master System [JP] (1988) "Double Dragon [Model G-1369]"
Atari 2600 [US] (1989) Double Dragon [Model AK-050]
Atari 7800
Nintendo Game Boy (1989)
Sega Mega Drive (1992)
Atari Lynx (1993)
Nintendo Game Boy Advance (2003, "Double Dragon Advance")
Microsoft XBOX 360 (2007, "Xbox Live Arcade")
Tectoy S.A. Zeebo (2009) : Remake with remade graphics.

* Computers :
Commodore C64 (1988)
Commodore Amiga (1988)
PC [MS-DOS, 5.25''] (1988)
Sinclair ZX Spectrum (1989)
Amstrad CPC (1989) [Virgin Mastertronic - 128 Ko Disk version]
Amstrad CPC (1989) [Animagic - Spanish Version]
Atari ST (1989)
Commodore Amiga (1990, "Amiga Champions")
Commodore C64 (1990, "100% Dynamite")
Sinclair ZX Spectrum (1990, "100% Dynamite")
Amstrad CPC (1991) [Melbourne House]

* Others :
LCD handheld game (1989) released by Tiger Electronics : You have 3 lives to save Marian in 4 missions of increasing difficulty.
Apple Iphone (2011)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=676&o=2

$end


$info=ddragonu,ddragonua,ddragonub,
$bio

Double Dragon (c) 1987 Taito America Corp.

- TECHNICAL -

Behind a clear front glass, the dedicated cabinet has a decorative cardboard frame surrounding the monitor that includes instructions for game play. The cardboard frame is usually 2 sided. There is the TAITO design on one side and the Double Dragon design on the other. The marquee and control panel art features a drawing of a dragon and pictures of Billy and Jimmy Lee. The control panel includes their names. Most cabinets used blue buttons for player 1 and red buttons for player 2, but a middle release cabinet used yellow buttons for both players and used thicker bezel glass with white plastic protectors along its outer edges. The side art features the name TAITO at the top with a Y-shaped pattern of lines in red, white, gray, and black. The first cabinets of Double Dragon had a different color combination for the side art. The black part of the side art was orange and the gray part was yellow. The cabinet features a lockable pullout drawer at the bottom that contains the power supply and game-boards.

- TRIVIA -

Licensed from Technos Japan to Taito America for manufacture and distribution in the USA (July 1987).

This Taito version has a different storyline than the one used in the Japanese version. The Japanese storyline is more developed and does not use the Spike and Hammer aliases.

For more information about the game itself, please visit the original Technos Japan entry.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=38787&o=2

$end


$msx1_cass=ddragon,
$bio

Double Dragon (c) 1988 Dro Soft [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94598&o=2

$end


$c64_cart,c64_flop=ddragonm,
$bio

Double Dragon (c) 1989 Melbourne House [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53566&o=2

$end


$amigaocs_flop=ddragona,ddragon,
$bio

Double Dragon (c) 1989 Melbourne House [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73900&o=2

$end


$msx1_cart=ddragon,
$bio

더블 드라곤 (c) 1989 Zemin.
(Double Dragon)

Korean version of the famous game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76693&o=2

$end


$cpc_cass=doubledr01,
$bio

Double Dragon (c) 1989 Virgin Games, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95999&o=2

$end


$sms=ddragonk,
$bio

Double Dragon (c) 198? Samsung

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55995&o=2

$end


$c64_cart,c64_flop=ddragon,
$bio

Double Dragon (c) 1991 Ocean

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53567&o=2

$end


$info=doubledr,
$bio

Double Dragon (c) 1995 Technos.

A head-to-head fighting game based on the 1994 Double Dragon movie, the game features a roster selectable which consists of "Double Dragon" alumni Billy, Jimmy, Marian, Abobo and Burnov, as well as 5 original characters as they enter a martial arts tournament to take out evil crime lord of Bloody Town, Koga Shuko. Unique features in the game includes destructible environments and a super move meter which fills out based on how much energy the player has left, giving weaker fighters a handicap. After defeating the default 10 fighters, the player faces Shuko's bodyguard, Duke, before fighting Shuko himself.

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : 0082

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2610 (@ 8 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 4
=> [A] Light Attack [B] Medium Attack [C] Hard Attack [D] Extra Attack

- TRIVIA -

Released in February 1995. Double Dragon was Technos' first game for the Neo-Geo hardware. This game was based on the movie 'Double Dragon', which was, in turn, based on the 'Double Dragon series' of games.

The game features a combo counter like many fighting games, however this one is not always very accurate since it registers Cheng Fu's Super Dragon Kick technique (Forward Dragon Punch motion + 2 buttons with the charge meter filled) as a single hit! The original Double Dragon logo can be seen in the large white boat on Cheng Fu's stage!

Billy, Jimmy, Marian and Abobo are the only characters from the original 1987 "Double Dragon" game who were featured in both : the movie and this game. Billy and Jimmy have the ability to transform into more powerful counterparts like they did in the end of the movie, while Abobo turns into his mutated form for a brief moment when he does his 'Grow 'n Throw' super move. Marian is depicted as a female gang leader, much like her movie counterpart. Burnov was the first stage boss in "Double Dragon II - The Revenge", while Duke was the final boss in the Super NES game "Super Double Dragon", although neither character were in the movie. Koga Shuko, the game's final boss, was an original character from the film.

April Simmonds holds the official record for this game with 96,700 points on April 21, 2007.

Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Double Dragon - G.S.M 1500 - PCCB-00175) on March 17, 1995.

- UPDATES -

MVS (arcade) vs. Home (neo-geo) differences :
- Arcade : If you beat the game without losing a round you'll see a drawing of each character posing while the credits roll. If you beat using a continue you just see the credits rolling on the screen in one of the monitors that fell on the last boss.
- Home : Regardless if you use continues or not you will only get the credits that roll on the big monitor screen.

- TIPS AND TRICKS -

* Play As Duke / As Koga Shuko : Go to the character selection screen and put the cursor on Billy, then Marian, then Chung Fu, then Jimmy for 3 seconds each. If done correctly you will hear the word 'Bingo!'.

* Alternate Costume Colors : Press B, C or D when selecting a fighter.

- STAFF -

Aoni Production : Yasuaki Sumi
Programmers : Tadamichi Obinata, Naoki Kashiwabara, Shinji Hirao, Yasuhiro Matsumoto
Graphic Designers : Takumi Ishikawa, Seiichiro Ishiguro, Fujimi Oonishi, Kazutaka Oohashi, Satoshi Kazato, Takahide Koizumi, Chihiro Kushibe, Takeyoshi Suzuki, Katsuhiro Nakamura, Akiko Maruyama, Kazumi Minagawa, Koji Ogata, Koji Yamada, Hideki Hoshiya
Planners : Muneki Ebinuma, Minoru Yamaguchi
Sound Program & Tools : Robert C. Ashworth
Sound Effects : Taku
Composers : Kiyomi Kataoka, Chiaki Iizuka, Reiko Uehara, Fumiko Suzuki
Guitar : Osamu Sakai
Genic : Akira Kitsuno, Keinosuke Akichi, Norihiko Yonesawa
Espo Corp. : Seiji Kawakatsu, Daisuke Hatakeyama, Kei Tamura
Madhouse : Yoji Takae
Illustration : Tusguyuki Kubo
J.C. Staff : Tomoko Kawasaki, Eiichi Endou, Nobuko Ogino
Leader : Kazuyuki Kurata
Boss : Kunio Taki

* CAST :
Billy Lee : Hikaru Midorikawa
Jimmy Lee : Kaneto Shiozawa
Marian : Yuka Koyama
Abobo : Daisuke Gouri
Amon : Kaneto Shiozawa
Eddie : Yukimasa Kishino
Rebecca : Keiko Han
Dulton : Yusaku Yara
Cheng-Fu : Hisao Egawa
Burnov : Daisuke Gouri
Duke : Hisao Egawa
Koga Shuko : Osamu Saka
Narration : Miyako Endo

Special Thanks : Toshiaki Tsugane, Kensuke Nishi, Yasuraoka Special, Makoto Shigenobu, Teruo Ichimura, Kouji Matsuyama, Yukiko Yamashita

- PORTS -

* Consoles :
SNK Neo-Geo [JP] (March 31, 1995, "Double Dragon [Model NGH-082]")
SNK Neo-Geo [US] (March 31, 1995, "Double Dragon [Model NGH-082]")
SNK Neo-Geo CD [JP] (June 2, 1995, "Double Dragon [Model NGCD-082]")
SNK Neo-Geo CD [US] (??? ??, 1995, "Double Dragon [Model NGCD-082E]")
Sony PlayStation [JP] (April 26, 1996, "Double Dragon [Model SLPS-00191]")
Sony PlayStation [JP] (August 10, 2011, "Double Dragon [PS1 Classics]")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=677&o=2

$end


$info=m5ddrag,
$bio

Double Dragon (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42399&o=2

$end


$a2600=ddragonec,
$bio

Double Dragon (c) 19?? CCE

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50425&o=2

$end


$info=smiy0709,smiy0710,smiy0711,smiy0712,smiy0713,
$bio

Double Dragon (c) 200? Bally Gaming.

7 Reels, 50 Lines, 2,500 Credits Max Bet.

- TECHNICAL -

Game Kit #120032 ALPHA Elite V20
Game Kit #120467 ALPHA Elite V20 UK
Game Kit #120036 C9K
Game Kit #120039 C9K UK

- UPDATES -

SMI #Y0709
Min/Max %: 88.02
Odds to JP (50 lines played): 131,072 

SMI #Y0710
Min/Max %: 89.96
Odds to JP (50 lines played): 131,072

SMI #Y0711
Min/Max %: 92.08
Odds to JP (50 lines played): 65,536

SMI #Y0712
Min/Max %: 93.99
Odds to JP (50 lines played): 65,536

SMI #Y0713
Min/Max %: 96.25
Odds to JP (50 lines played): 65,536

- SCORING -

Top Award: 10,000 x # of line bet

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=36949&o=2

$end


$info=ddragon3,ddragon3b,ddragon3j,ddragon3p,
$bio

Double Dragon 3 - The Rosetta Stone (c) 1990 Technos Japan Corp. 

A mysterious fortune teller warns Billy & Jimmy Lee about the rise of a powerful enemy in Egypt. Since the Lee brothers are looking for a true challenge to put their martial arts skills to the ultimate test, they agree to face this mysterious new enemy. They embark on a world quest - joining up with new allies in the process - and try to lay claim to the famous 'Rosetta Stone'.

The 3rd and final arcade entry of the Double Dragon series (not counting the later Neo-Geo fighting game based on the movie) features a completely gameplay system and graphics from the first two installments. The game can played by up to 2 or 3 players, depending on the cabinet and settings. The 3rd player takes control of a yellow-clad Lee brother named Sonny, who is exclusive to this game. Techniques from the previous games such as the hair grab and the elbow punch are gone, but new ones are added such as the belly-to-back throw and the back-to-back hurricane kick, as well as the ability to dash by tapping the joystick left or right twice.

The game features weapon shops that allows the player to purchase power-ups by inserting additional tokens. The power-ups differ between stages differ between stages and are available as followed.
* Extra Guys - Allows the player to control a new character who replaces the current fighter when he dies. There are three character types in addition to the Lee brothers.
- The Urquidez Brothers (Roney, Sunny, Jonny) -  Tall European grapplers. They have the most energy of the four character types.  Up to three fighters can be have in reserve.
- The Chin Brothers (Seimei, Taimei, Sinmei) - Chubby Chinese men with powerful attacks.
- The Oyama Brothers (Masao, Kunio, Akira) - Japanese karate masters dressed in gis specializing in speedy attacks.
* Tricks - The hurricane kick and the one-armed stand head butt are added to the player's move set. If the player's current character dies, then the new techniques will be inherited by the next character in reserve, if there is one.
* Weapons - A nunchaku or sword are given player. Only the Lees can have purchase and wield weapons.
* Energy - Restores the current character's life to 150%.
* Power-Up - Increases the character's agility.

There are 5 stages in the game :

Mission 1 - America - The enemies in this stage are typical thugs and bikers. The first area takes place in a downtown area of city. After defeating the first wave of enemies, the player will enter a warehouse, where they encounter bikers that will try to run over them with their bike. The boss in this is Jim, a red-haired biker wearing a leather jacket.

Mission 2 - China - The enemies are martial artists that specialize in flying kicks. The stage takes place in a single level set in a countryside near the Great Wall of China. The boss at the end of level is Li Cheng-Long, a Shaolin Martial Arts expert who resembles Bruce Lee. When he's down in life, he will wield out his club.

Mission 3 - Japan - The enemies are samurai swordsmen. The first area takes place outside a castle, with bamboo traps and enemies coming out of walls. The second area takes place inside a castle, where the player will face a few more swordsmen before taking out on the boss, Ranzou, a ninja. He attacks with throwing stars and smoke bombs and splits into three forms when he's down on his life.

Mission 4 - Italy - Consists of a single level set in the ruins of a coliseum. The enemies are roman archers. After defeating most of the archers, the boss Giuliano, a man decked in gladiator armor, will attempt to run the player over with his horse. After defeating all the archers, Giuliano will dismount at the end of the level and fight the player. He wields a long hand spear and can block attacks with his shield.

Mission 5 - Egypt - The final stage is composed of seven levels, which includes a desert field, an underground forest, a trap room with stone pillars and giant hands emerging from the floor, a hall with a flying disc. Enemies include living tree men and rock creatures.

- TECHNICAL -

Game ID : TA-0030

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound CPU : Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), OKI6295 (@ 8.5 Khz)

Players : 3
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Developed by East Technology. Double Dragon 3 was released in November 1990 by Technos.

The first two Double Dragon games were created by an internal team at Technos, but this game was written by an outside team called East Technology (see Staff section for more information). A graffiti in the first stage reads "Gigandes", which one of the team's previous games.

There are 4 character types, the Lee brothers and 3 new character types (who are available via the weapon shops in the American and World versions, and are selectable in the Japanese version). However the original idea for the game was for the player to select between Billy and Jimmy Lee, or one of the 3 new characters introduced in the game. The original characters which were Roney Urquidez (who originally wore orange), Chin Seimei (who originally wore red) and Masao Oyama (who was originally named Masahiko Oyama). Apparently the designers considered the possibility that 2 or 3 players playing the game at the same time might want to control the same character, so they revised this by creating Sonny (the 3rd Lee brother) and 2 siblings for each of the new characters. A separate character portrait was made for Jimmy, which is unused in the released Japanese version. The game's ending depicts the original 5 characters, as does the artwork on the Japanese sales flyer.

Soundtrack releases (for limited-editon) :
Double Dragon 3 / The Conbatribes - / Pony Canyon / Scitron - PCCB-00065 - June 21, 1991

- UPDATES -

The US version is slightly different, it has the 'Winners Don't Use Drugs' screen.

The Japanese version discards the weapon shops completely from the game. Instead, the game asks the player to select from the 4 character types available when they begin (Lee, Chin, Urquidez or Oyama). The one-armed stand head-butt and the hurricane kick are available as part of the default moveset, but the hurricane kick is made hard to execute. While controlling one of the Lee brothers, a nunchaku or a sword can be found on the floor in certain stages. The first stage is slightly re-arranged, with the starting point moved in front of the Power Records store and the conveyor belt inside the warehouse removed.

- SERIES -

1. Double Dragon (1987)
2. Double Dragon II - The Revenge (1988)
3. Double Dragon 3 - The Rosetta Stone (1991)
4. Super Double Dragon (1992, US/EU Nintendo Super NES) / Return of Double Dragon (1992, JP Nintendo Super Famicom)
5. Battletoads & Double Dragon - The Ultimate Team (1993, Nintendo Super NES)
6. Double Dragon V - The Shadow Falls (1994, Nintendo Super NES)
7. Double Dragon (1995)
8. Double Dragon Neon (2012, PS3 / Xbox 360)

- STAFF -

Director: Yoshihisa Kishimoto
Programmers : N. Takioka, E. Ogura, Y. Katsumata
Designers : K. Ichikawa, T. Irisawa, T. Chida, J. Hasepin, H. Nagoshi, U. Hoshino
Audio : A. Inoue, T. Nozaki

- PORTS -

* Consoles :
Nintendo Famicom (1990, JP title : "Double Dragon III: The Rosetta Stone", NA/EU title : "Double Dragon III: The Sacred Stones")
Sega Mega Drive (1992)
Nintendo Game Boy (1992)

* Computers :
Commodore C64 (1991)
PC-Compatible [MS-DOS, 5.25'' / 3.5''] (1991)
Atari ST (1991)
Commodore Amiga (1991)
Amstrad CPC (1991)
Sinclair ZX Spectrum (1992)

* Others :
LCD handheld game (1991) released by Tiger Electronics.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=678&o=2

$end


$amigaocs_flop=ddragon3,
$bio

Double Dragon 3 - The Rosetta Stone (c) 1991 Storm

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73901&o=2

$end


$cpc_cass=doubledr02,doubledr03,
$bio

Double Dragon 3 - The Rosetta Stone (c) 1991 Sales Curve, Ltd., The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96003&o=2

$end


$gameboy=ddragon3,
$bio

Double Dragon 3 [Model DMG-DX-USA] (c) 1992 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65895&o=2

$end


$gba=ddragon,
$bio

Double Dragon Advance [Model AGB-BDDE-USA] (c) 2003 Atlus Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70452&o=2

$end


$gba=ddragonj,
$bio

Double Dragon Advance [Model AGB-BDDJ-JPN] (c) 2004 Atlus Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70451&o=2

$end


$amigaocs_flop=ddragon2a,ddragon2,ddragon2u,
$bio

Double Dragon II (c) 1989 Mastertronic, Limited. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73902&o=2

$end


$info=ddragon2,ddragon2u,ddragon2j,ddragon2b,
$bio

Double Dragon II - The Revenge (c) 1988 Technos Japan Corp.

Following his defeat at the end of the original Double Dragon, Willy, the leader of the Black Warriors, retaliates against Billy and Jimmy Lee by murdering their friend, Marian, leaving the brothers with the task to avenge her death.

The sequel to Double Dragon is essentially an upgraded version of the original game, but with with a two-way attacking system similar to one previously used in Technos Japan's 1986 arcade game "Renegade". Many of the attacks and combos from the original "Double Dragon" are retained, as well as new techniques including the invincible Cyclone Kick.

The stages and weapons are redesigned versions of items previously featured in the original game. There are a few new traps such as a bulldozer in the middle of Mission 3 and all of the transition sequences between stages are now done with the character entering the next level via a lift, making it impossible to carry one weapon to the next area.

Most of the enemy characters return from the original Double Dragon, with some given facelifts, but the stage bosses are all new. The enemies are as followed :
* Williams - Has a wilder face and longer hair. He can now run towards the player and do cartwheels. He throws his knives in mid-air and sometimes carry a shovel which he throws towards the player.
* Rowper - Has a beard and eye-patch, but otherwise is more or less identical to his original self. He carries shovels and can sometime pick up large objects.
* Linda - She now has a mohawk and face paint. She can also jump off platforms and do the elbow strike against the player. In addition to the ball and chain, she also carries grenades and knives.
* Oharra - A strongman with a clean-shaved face. Replaces Abobo from the first game and has the same attacks.
* Bolo - A head-swap of Oharra with long hair and beard. Replaces the mohawked head-swap of Abobo from the first game.
* Jeff - Same as his original self, but now carries grenades.
* Burnov - The boss of Mission 1. An obese wrestler whose face is concealed with a mask. He grabs the player and throws similar punches in the face. After dying, he will stand up and yell, disappearing in front of the player and leaving only his clothes. In later encounters, he will revive himself at least once.
* Abore - The boss of Mission 2. A huge suspender-wearing strongman with Terminator-like sunglasses. His slaps and shoulder tackles do massive damage to the player.
* Chin Taimei - The boss of Mission 3. A Chinese martial artists armed with twin kali sticks. In addition to his energy-draining stick combo, he also has a jump kick and sweep kick.
* Willy - The boss of Mission 4. Looks like he does in the original game, but now dresses in red. He still uses the same machine gun from the first game.
* The clone - After defeating Willy, the player will have to fight their character's evil self. This clone has all the techniques the player has, but can also throw energy beams and possess the player's body to drain his energy.

- TECHNICAL -

Game ID : TA-0026

Main CPU : HD6309 (@ 3.579545 Mhz), Zilog Z80 (@ 4 Mhz)
Sound CPU : Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), OKI6295 (@ 8 Khz)

Players : 2
Control : 8-Way Joystick
Buttons : 3
=> Punch, Kick, Jump

- TRIVIA -

Double Dragon II was released in December 1988. It was then licensed to Romstar for US distribution in January 1989.

The yelling sound heard when a coin is inserted comes from an enemy in the game called 'Chin Taimei' (the mission 3 boss that fights using 2 sticks).

Billy and Jimmy trade their original blue and red outfits for black and white respectively in the game. They appear in the game's ending wearing their original colors. Marian wears a yellow dress in the game and her character sprite is slightly redrawn from the original game.

Unlike the original "Double Dragon", the controller configuration for part two were changed from standard punch and kick buttons to less conventional left attack and right attack buttons.

In the same way the original "Double Dragon" paid tribute to the laserdisc game "Road Blaster", Double Dragon II features a similar homage to the laserdisc version of "Cobra Command" ("Thunder Storm" in Japan), which was Yoshihisa Kishimoto's debut game. The helicopter inside the garage at the beginning of the game is the same helicopter from Cobra Command.

Double Dragon II originally began development as a chip upgrade of the first game. Originally only the stages were going to be changed, but there was an incentive to add more features to the game, such as new attacks and enemy characters, which required the game to be developed on a new hardware.

Isaiah Johnson holds the official record for this game with 47,880 points on May 31, 2008.

Meldac / Nippon Crown released a limited-edition soundtrack album for this game (Double Dragon II The Revenge - MECG-28001) on 10/03/1990.

- SERIES -

1. Double Dragon (1987)
2. Double Dragon II - The Revenge (1988)
3. Double Dragon 3 - The Rosetta Stone (1991)
4. Super Double Dragon (1992, US/EU Nintendo Super NES) / Return of Double Dragon (1992, JP Nintendo Super Famicom)
5. Battletoads & Double Dragon - The Ultimate Team (1993, Nintendo Super NES)
6. Double Dragon V - The Shadow Falls (1994, Nintendo Super NES)
7. Double Dragon (1995)
8. Double Dragon Neon (2012, PS3 / Xbox 360)

- STAFF -

Sound Programmer : Michiya Hirasawa
Director : Yoshihisa Kishimoto

- PORTS -

* Consoles :
Nintendo Famicom (1989)
Sega Mega Drive (1991)
NEC PC-Engine (1993)

* Computers :
Atari ST (1989)
Amstrad CPC (1989)
Sinclair ZX Spectrum (1989)
Commodore Amiga (1989)
Commodore C64 (1989)
PC [MS-DOS, 5.25''] (1989)
Commodore Amiga (1992, "Action Masters")

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

* Notes :
Technos redid the game's ending in the NES version. After the player defeat their shadow, they are taken to one final stage where they face a new final boss, referred in the game simply as the 'Mysterious Warrior'. After the player defeats him, the Warrior gives his dying speech and Billy later finds Marian returned to life. The PC Engine version features this ending, but only by completing the game on the hardest setting.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=679&o=2

$end


$nes=ddragon2j,ddragon2jp,
$bio

Double Dragon II - The Revenge (c) 1989 Technos Japan Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53987&o=2

$end


$cpc_cass=doubledr04,
$bio

Double Dragon II - The Revenge (c) 1989 Virgin Games, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96005&o=2

$end


$nes=ddragon2,ddragon2u1,ddragon2u,
$bio

Double Dragon II - The Revenge (c) 1990 Acclaim Entertainment, Incorporated.

- TRIVIA -

Reviews:
[FR] November 1990 - Player One N.3 : 95/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55087&o=2

$end


$msx1_cass=ddragon2,
$bio

Double Dragon II - The Revenge (c) 1990 Dro Soft [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94599&o=2

$end


$megadriv=ddragon2,
$bio

Double Dragon II - The Revenge (c) 1991 Palsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56455&o=2

$end


$pcecd=ddragon2,
$bio

Double Dragon II - The Revenge (c) 1993 Naxat Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58160&o=2

$end


$gameboy=ddragon2,
$bio

Double Dragon II [Model DMG-D2-USA] (c) 1991 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65897&o=2

$end


$nes=ddragon3j,
$bio

???III - The Rosetta Stone (c) 1991 Technos Japan Corp.
(Double Dragon III - The Rosetta Stone)

- TECHNICAL -

Game ID: TJC-ZX

- TRIVIA -

Released on February 22, 1991 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53988&o=2

$end


$nes=ddragon3,ddragon3u,
$bio

Double Dragon III - The Sacred Stones (c) 1991 Acclaim Entertainment, Incorporated.

- TRIVIA -

Reviews:
[FR] June 1992 - Joypad N.9: 80/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55088&o=2

$end


$nes=ddragon4,
$bio

Double Dragon IV (c) 19?? Unknown.

A pirate hack of "Target - Renegade" with modified title screen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65157&o=2

$end


$megadriv=ddragon5,
$bio

Double Dragon V - The Shadow Falls (c) 1994 Tradewest, Incorporated. [Corsicana, TX, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57194&o=2

$end


$jaguar=ddragon5,
$bio

Double Dragon V - The Shadow Falls (c) 1995 Tradewest, Inc.

- TECHNICAL -

Model 21941

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76417&o=2

$end


$snes=ddragon5u,
$bio

Double Dragon V - The Shadow Falls (c) 1994 Tradewest, Incorporated.

- TECHNICAL -

Game ID: SNS-5E-USA

- TIPS AND TRICKS -

Extra Continues
----------------
On the Mode Select Screen press Left, Right, Left, Right, L, L, R, R, R

Play As The Bosses
------------------
At the title screen, press L, R, up, L, L, down, R, R, and start.

Stun Disable
------------
At the Main Menu, press Down, Down, Left, Up, Up, R, R, L

Throw Disable
-------------
At the Main Menu, press R, Right, L, L, Left, Left, R, R

Extra Attribute Points
----------------------
Enter these codes at the Mode Select Screen on Controller 1:
+2 Points: L,L,L,R,L,R,L,R 
+4 Points: Up, Right, Down, Left, Down, Right, R, R 
+6 Points: Right, Down, Down, Left, Up, Right, L,R,L,R,L,R

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62928&o=2

$end


$snes=ddragon5,
$bio

Double Dragon V - The Shadow Falls [Model SNSP-5E-EUR] (c) 1994 Tradewest, Incorporated. [Corsicana, TX, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62927&o=2

$end


$info=smih0695,smih0696,smih0697,smih0698,smih0699,smih0700,
$bio

Double Dragon (c) 2008 Bally Gaming, Incorporated.

- TECHNICAL -

[Bally Innovation Series]

Game Kit #133004 CineReel

- UPDATES -

SMI #H0695
Min/Max %: 85.25%

SMI #H0696
Min/Max %: 88.27%

SMI #H0697
Min/Max %: 89.89%

SMI #H0698
Min/Max %: 91.95%

SMI #H0699
Min/Max %: 93.95%

SMI #H0700
Min/Max %: 96.02%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46250&o=2

$end


$cpc_cass=doubledr,
$bio

Double Dragon [Model 3 MH-011] (c) 1989 Dro Soft [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95998&o=2

$end


$a2600=ddragon,ddragone,
$bio

Double Dragon (c) 1989 Activision

NO COINS REQUIRED.

The Black Warriors have kidnapped your best girl. That was their first mistake. Challenging you and your twin brother in martial arts combat will be their second. But these thugs don't play by the rules. Knives, whips, bats, boulders, and dynamite are standard issue with these masters of pain. And their uzi-toting boss doesn't believe in happy endings.

Either one or two players can battle it out against the Shadow Boss's henchmen. There are three different game variations:
* Game 1 - One player against the Black Warriors.
* Game 2 - Two players against the Black Warriors.
* Game 3 - Player against player in a one-on-one battle (This game is strictly a fight between Billy and Jimmy, and is a good time to practice your fighting skills).

- TECHNICAL -

Model AK-050

- TRIVIA -

Double Dragon for Atari 2600 was released on July 23, 1989 in North America.

Double Dragon is Activision's attempt at porting the popular arcade game to the Atari 2600. Naturally, many sacrifices had to be made, most notably with the graphics, which means that the characters look very bizarre in terms of the colors used for them. In addition, the one-button setup required Activision to compress many of the fighting moves by combining button presses with joystick movements. This feels a bit awkward at times, although much of this can be attributed to poor collision detection.

- SCORING -

The score is based on the kicks and punches you land.
Punch: 50 Points.
Kick: 100 Points.
Jump: Kick 100 Points.
Elbow: 180 Points.
Bat: 200 Points.
Oil Drum: 200 Points.
Knife: 500 Points.

- TIPS AND TRICKS -

* You can't drop your weapon, but it can be taken away from you during the heat of battle. Keep your distance while slugging it out.

* Don't squander your lives early on! You'll definitely need all your strength once you're locked in battle with the Shadow Boss.

* The corners can be good places to clobber your opponent. Be careful, though - you might get trapped yourself.

* Keep an eye on the timer. If your time runs out before you polish off your opponent, you lose a life. If it's your last life, you go back to the beginning of the game.

* When you are playing a one-person game (Game 1), avoid getting in between your opponents, their lightning manoeuvres will soon destroy you.

- STAFF -

Programmer: Dan Kitchen

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50424&o=2

$end


$a7800=ddragon,ddragonu,
$bio

Double Dragon (c) 1989 Activision

Twin brothers Billy and Jimmy Lee learned to fight the hard way -- for survival in the unforgiving city streets. Their brand of combat -- classic martial arts maneuvers mixed with anything-goes street brawling -- has turned them into walking lethal weapons.

Now, the Lees must summon all their fighting abilities and cunning into meeting the greatest challenge of their lives -- rescuing Billy's girlfriend, Marion. She's been kidnapped by the Black Warriors, the savage street gang led by the mysterious Shadow Boss.

The twins pursue the Black Warriors through the city streets and its outskirts. Finally they fight their way into the Secret Enemy Base.  There, Billy and Jimmy meet the Shadow Boss. It's a battle to the finish, with Marion as the prize!

- TECHNICAL -

Model AM-050

- SCORING -

Punch: 50
Kick: 100
Elbow: 180
Jump Kick: 100
Reverse Jump Kick: 200 points
Head Butt: 200
Bat: 200
Whip: 200
Knife: 500

- TIPS AND TRICKS -

* You can't drop your weapon, but it can be taken away from you during the heat of battle. Keep your distance while slugging it out.

* Don't squander your lives early on! You'll definitely need all your strength once you're locked in battle with the Shadow Boss.

* Keep an eye on the timer. If your time runs out before you polish off your opponent, you lose a life. If it's your last life, the game is over.

- STAFF -

Developed by Imagineering, Inc.

Directed by: Alex DeMeo
Programmed by: Tommy Han
Artwork by: Jesse Kapili
Audio by: Alex DeMeo
Produced by: Perry Rodgers
Product testing by Steve Imes, Garry Barth, Mike Norton
Product management by: John Crompton
Player's Guide by: Hunter Cone

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50133&o=2

$end


$gameboy=ddragon,
$bio

Double Dragon [Model DMG-DD-USA] (c) 1990 Tradewest, Incorporated. [Corsicana, TX, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65892&o=2

$end


$gameboy=ddragonj,
$bio

Double Dragon [Model DMG-DDA] (c) 1990 Technos Japan Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65894&o=2

$end


$sms=ddragon,
$bio

Double Dragon (c) 1988 Sega Enterprises, Limited.

- TECHNICAL -

[Model G-1369]

- TRIVIA -

Double Dragon for Master System was released on October 01, 1988 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55996&o=2

$end


$lynx=ddragon,
$bio

Double Dragon (c) 1993 Telegames.

- TECHNICAL -

Model L70

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58814&o=2

$end


$nes=ddragon,
$bio

Double Dragon (c) 1992 Tradewest, Incorporated.

European version. For more information about the game itself, please see the original Japanese version entry; "Double Dragon [Model TJC-WD]".

- TECHNICAL -

[Model NES-WD-ESP]

- TRIVIA -

Double Dragon was released on March 21, 1992 in Europe by Tradwest under license from Nintendo and Technos.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55085&o=2

$end


$nes=ddragonu,
$bio

Double Dragon (c) 1988 Tradewest, Incorporated.

North American version. For more information about the game itself, please see the original Japanese version entry; "Double Dragon [Model TJC-WD]".

- TECHNICAL -

[Model NES-WD-USA]

- TRIVIA -

Released in June 1988 in North America.

- PORTS -

* Others :
Arcade [PlayChoice-10] "Double Dragon [Model PCH1-R-WD]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55086&o=2

$end


$neocd=ddragon,
$bio

Double Dragon (c) 1995 SNK.

- TECHNICAL -

Game ID: NGCD-082

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68136&o=2

$end


$info=pc_ddrgn,
$bio

Double Dragon (c) 1988 Technos.

PlayChoice-10 version of "Double Dragon [Model NES-WD-USA]".

- TECHNICAL -

Nintendo PlayChoice-10 hardware
Game ID : WD

Main CPU : Zilog Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz)
Sound Chips : Zetex N2A03 (@ 1.789772 Mhz), DAC

Players : 2
Control : 8-way joystick
Buttons : 2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1797&o=2

$end


$psx=doubledr,
$bio

Double Dragon (c) 1996 Technos Japan Corp.

- TECHNICAL -

Game ID: SLPS-00191

- TRIVIA -

Released on April 26, 1996 in Japan.

- STAFF -

Cast (Aoni Production): Hikaru Midorikawa (Billy), Kaneto Shiozawa (Jimmy/Amon), Yuke Koyama (Marian), Daisuke Gouri (Abobo/Burnov), Yukimasa Kishino (Eddie), Keiko Han (Rebecca), Yuusaku Yara (Dulton), Hisao Egawa (Cheng Fu/Duke), Osamu Saka (Shuko), Miyako Endo (Narration)
Programmer: H. Abe, M. Takahashi, T. Kondo
Assistant Programmer: Takeshi Hosono, H. Tuchida, T. Takenouchi
Graphic Designer: T. Maruyama, H. Watanabe
Assistant Graphic Designer: Tōru Tsuboya, Tetsuya Wahira, K. Malta
Game Designer: T. Kurata, D. Canada, Kemomo
Special Thanks: BMG Victor Inc., Imperial Entertainment, F. Sofue, S. Yasuraoka
Directed by: Tabo, Kōji Kai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85101&o=2

$end


$gamegear=ddragon,ddragonp,
$bio

Double Dragon [Model T-70038] (c) 1993 Virgin Interactive

- STAFF -

Programming : Matthew From
Background art : Michael Field
Animations : Tom Tanaka
Art Assistance : John Weir
Producer : Lyle Hall II

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64552&o=2

$end


$nes=ddragonj,ddragonjp,
$bio

双截龍 (c) 1988 Technos Japan Corp.
(Double Dragon)

TheFamicom port of the arcade classic Double Dragon!

- TECHNICAL -

Game ID: TJC-WD

- TRIVIA -

Double Dragon for Famicom was released on April 08, 1988 in Japan.

- TIPS AND TRICKS -

* Hint, More experience : Begin game play and reach mission 2. Get the baseball bat from the opponent that is on top of the fence. Next, jump off the fence and let the two thugs come after your character. Get the top thug to come to the end of the red pipes at the top of the screen. Once he is at that location, run up the fence and move all the way to the end of it. Then, turn around, jump back off the fence, and go to the end of the pipes. Although no opponents will be in sight, start swinging your bat at the end of the pipes for more experience and faster move learning.

* Additional moves : Accumulate 1000 experience points, as noted in the counter the bottom left corner. One additional heart and a new move (in the following order) will be awarded...
Level 1: Left/Right Punch, Kick and Head-Butt (starting set)
Level 2: Uppercut and Roundhouse kick
Level 3: Jump kick
Level 4: Hair pull
Level 5: Pin attack
Level 6: Elbow punch
Level 7: Spin kick

* Hint, Defeating Chin easily : The level two Boss, Chin, can be defeated by quickly climbing down the ladders after he appears. Keep climbing downward until the end of level music is played.

- STAFF -

Music by : Kazunaka Yamane

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53986&o=2

$end


$info=comg157,
$bio

Double Draw (c) 1983 Cal Omega.

Draw Poker with the exciting Double-Up feature plus the added attraction of a bonus draw. Player can discard up to 5 cards per hand. A pair of Jacks or better is a winning hand. If a lesser hand appears, he is offered a second 'Bonus Draw' of any one card. When a player has a winning hand, he has 2 choices. He may keep his win with the 'Take' button or try to double it with the 'Double' button. If he selects 'Double', 2 more choices appear, 'Big' or 'Small'. If 'Big' is selected, the next card to appear must be higher than an '8' to win. If 'Small' is selected, the next card to appear must be lower than an '8' to win. Winning doubles the player's skill points.

- TECHNICAL -

Housed in a 'The Derringer' cabinet.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=21490&o=2

$end


$info=smip0824,smip0823,smip0826,smip0825,
$bio

Double Draw Poker (c) 2007 Bally Gaming.

- UPDATES -

SMI #P0824
SMI #P0823
SMI #P0826
SMI #P0825

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32070&o=2

$end


$gameboy=ddribble,
$bio

Double Dribble - 5 on 5 [Model DMG-DW-USA] (c) 1991 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65900&o=2

$end


$megadriv=ddribble,
$bio

Double Dribble - The Playoff Edition (c) 1994 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57195&o=2

$end


$info=ddribble,ddribblep,
$bio

Double Dribble - The Ultimate Basketball Game (c) 1987 Konami Industry Company, Limited.

A basketball game.

- TECHNICAL -

Game ID : GX690

Main CPU : (3x) M6809 (@ 1.536 Mhz)
Sound Chips : YM2203 (@ 3.58 Mhz), Sanyo VLM5030 (@ 3.58 Mhz), (3x) RC (@ 3.58 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Double Dribble was released in January 1987.

This game was Konami's second basketball game, the first is "Super Basketball".

Double Dribble was the first video game to have the USA national anthem be sung in its entirety.

- SERIES -

1. Double Dribble - The Ultimate Basketball Game (1987)
2. Hyper Dunk - The Playoff Edition (1994, Sega Mega Drive)

- STAFF -

Cabinet Graphic Design: Don Marshall

- PORTS -

* Consoles :
Nintendo NES [US] (September 1987) "Double Dribble [Model NES-DW]" 
Nintendo NES [EU] (December 13, 1989) "Double Dribble [Model NES-DW]" 
Nintendo Famicom Disk [JP] (July 24, 1987) "Exciting Basketball [Model KDS-EKB]" 
Nintendo Game Boy [EU] (1991) "Hyper Dunk" 
Nintendo Game Boy [US] (December 1991) "Double Dribble 5 on 5 [Model DMG-DW]" 
Nintendo Game Boy [JP] (September 25, 1992) "Konamic Basket [Model DMG-DWJ]" 
Nintendo Wii [Virtual Console] [EU] (November 16, 2007) NES version
Nintendo Wii [Virtual Console] [US] (November 26, 2007) NES version

* Computers :
Commodore C64 [US] [EU] (1990)
Commodore Amiga [EU] (1990)
PC [MS-DOS, 3.5"/5.25"] [US] (1990)

* Others :
LCD handheld game (1989)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=680&o=2

$end


$nes=ddribble,ddribbleu1,ddribbleu,
$bio

Double Dribble (c) 1987 Konami Industry Company, Limited.

A basketball game.

- TECHNICAL -

Model NES-DW-USA

- TRIVIA -

Double Dribble for NES was released in September 1987 in North America.

[FR] November 1990 - Player One N.3 : 85/100

- TIPS AND TRICKS -

* Hint, Three point percentage : Player one can shoot three point shots at a higher percentage if the shot is taken from behind the line in the lower right part of the screen.

* Break the backboard : Select Chicago as your team and begin game play. Get possession of the ball, get to the foul line and press Start to pause game play. Press A, B, A, B, Start(x2). Then, execute a fast dunk or quick shot.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55089&o=2

$end


$info=pc_dbldr,
$bio

Double Dribble (c) 1987 Nintendo of America.

PlayChoice-10 version of "Double Dribble [Model NES-DW-USA]".

- TECHNICAL -

Nintendo PlayChoice-10 hardware
Game ID : DW

Main CPU : Zilog Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz)
Sound Chips : Zetex N2A03 (@ 1.789772 Mhz), DAC

Players : 2
Control : 8-way joystick
Buttons : 2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1798&o=2

$end


$pce=ddungw,
$bio

Double Dungeons W (c) 1989 NCS.

Double Dungeon is a dungeon crawler by NCS. The King has sent his best warriors to find the kingdom's missing treasure. As one of them, the player enters the creepy dungeons and gets ready to fight armies of monsters and other demons - green slimes, giant snakes, gnomes, orc, giant bees etc... Depending the warrior's level, the player can pick a different starting route and each one of these six starting areas are made of several sub-levels. The game uses a first person view and the player smoothly walks along corridors and surprises monsters as he explores their den. All the action is in realtime and fights, despite a round-based structure, also follow this rule. A password system is available and the players progress can be saved at any time during the game by pressing Start. Unlike other crawler of the time, two players can simultaneously explore the dungeon's twenty two floors.

- TECHNICAL -

Game ID: NCS89006

- TRIVIA -

Double Dungeons for the PC-Engine was released on September 29, 1989 in Japan for 5500 Yen.

Export release:
[US] "Double Dungeons [Model TGX020036]"

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [JP] (March 6, 2007) [Model PBDJ] 
Nintendo Wii U [Virtual Console] [JP] (February 10, 2015) [Model PNSJ] 

It was then released on the PlayStation Network as a PC-Engine Classic on November 17, 2010.
PSN release ID: NPJJ-30045

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58566&o=2

$end


$tg16=ddungw,
$bio

Double Dungeons (c) 1990 NEC Home Electronics, Ltd.

Export release. Game developed in Japan. For more information on the game itself, please see the original Japanese version entry; "Double Dungeons W [Model NCS89006]".

- TECHNICAL -

Game ID: TGX020036

- STAFF -

* Consoles : 
Nintendo Wii [Virtual Console] [EU] (March 9, 2007) [Model PBDP] 
Nintendo Wii [Virtual Console] [US] (March 12, 2007) [Model PBDE] 
Nintendo Wii [Virtual Console] [AU] (July 13, 2007) [Model PBDP] 

* Others : 
Apple iPhone/iPad [US] (December 20, 2010) "TurboGrafx-16 GameBox [Model 406585960]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84309&o=2

$end


$a2600=ddunke,
$bio

Double Dunk (c) 1989 Atari, Corporation.

PAL release. Game developed in USA. For more information, please see the NTSC release's entry; "Double Dunk [Model CX26159]".

- TECHNICAL -

Model CX26159P

- PORTS -

* Consoles : 
Microsoft XBOX [EU] (November 26, 2004) "Atari Anthology" 
Sony PlayStation 2 [EU] (February 18, 2005) "Atari Anthology [Model SLES-53061]" 

* Computers : 
PC [MS Windows, CD-ROM] [EU] (June 10, 2005) "Atari - 80 Classic Games in One! [Replay]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82977&o=2

$end


$a2600=ddunk,
$bio

Double Dunk (c) 1989 Atari, Corporation.

Two teams, with two players (Mr. Inside and Mr. Outside) on each team, compete in this basketball game. You control your players with the controller. If your team has the ball, your controller moves the player who has the ball. If the other team has the ball, your controller moves your player who is guarding the man with the ball (the player with his hands raised).

The two players of each team have different playing skills. Mr. Inside (the bigger player) is great at rebounding and blocking shots, can dunk his shots easier, and sets picks for Mr. Outside. Mr. Outside (the smaller player) is adept at stealing the ball and is great at making long shots.

One of the most effective plays is the pick play. The purpose of a pick play is to get both defensive players hung up on the offensive Mr. Inside, allowing the offensive Mr. Outside to get an open shot. The defensive team can anticipate a pick play by selecting the lower left or lower right position on the controller during play selection. This allows the defensive Mr. Inside to pick up coverage on the offensive Mr. Outside because the defensive Mr. Outside is hung up on the offensive Mr. Inside.

Choose your offensive or defensive play before the ball is put in motion. After a score or a turnover, select your offensive or defensive play. (You don't get to select a play after a defensive foul, rebound, or a steal.) OFF and DEF flash at the bottom of the screen until you choose your offensive or defensive play. To select your play, move the controller into the appropriate position and press the fire button.

Once the ball is in play, use the controller to move your players. When your team is on the offense, press the controller fire button once to start the next part of your selected play. If you pull the controller handle back and press the fire button while the ball is in play, the player with the ball will ignore the play and start a jump shot. When the player jumps, press the fire button a second time and the player shoots the ball.

If a player is very close to the basket when he shoots, he will dunk the ball. After an opponent misses a shot and you get the rebound, you must clear the ball by moving your player until both feet are behind the 3-point line before you can shoot for a basket.

If your team is on defense, you can either attempt to steal the ball or jump to block a shot. To attempt a steal, press the fire button while your defensive player is close to the ball carrier. Make sure the ball carrier is dribbling when the attempt is made.

To block a shot, wait until the ball carrier jumps for the shot. Time your own jump to most effectively block the shot.

- TECHNICAL -

Model CX26159

- TRIVIA -

Export releases:
PAL "Double Dunk [Model CX26159P]"

- SCORING -

You score 2 points for each successful shot. If you select the 3-point shot option, you score 3 points for successful shots made from the 3-point shot area. Shots from the foul line after a defensive foul are worth 1 point each.

- TIPS AND TRICKS -

* Keep your opponent off guard by varying your selection of plays.

* If the defense has your play covered, remember that you can make the player with the ball shoot at any time.

* Shoot at the basket when your player is jumping up. Don't shoot as your player is coming down from a jump. If you wait to shoot, chances are you won't make the basket.

* Be careful to stay inbounds when rebounding.

* Time your blocks for successful interceptions.

* When rebounding, there's no foul called for goal tending.

- STAFF -

Programmer: Matthew Hubbard

- PORTS -

* Consoles : 
Microsoft XBOX [US] (November 16, 2004) "Atari Anthology [Model 26084]" 
Sony PlayStation 2 [US] (November 22, 2004) "Atari Anthology [Model SLUS-21076]" 
Microsoft XBOX [JP] (August 4, 2005) "Atari Anthology [Model B7X-00001]" 

* Handhelds : 
Nintendo DS [US] (March 8, 2011) "Atari Greatest Hits Vol.2 [Model NTR-BR7E-USA]" 

* Computers : 
PC [MS Windows, CD-ROM] [US] (November 11, 2003) "Atari - 80 Classic Games in One! [Model 25069J]" 

* Others : 
Atari Flashback 2+ [US] (February 22, 2010) 
Atari Flashback 3 [US] (September 16, 2011) by AtGames 
Atari Flashback 4 [US] (November 13, 2012) by AtGames 
Atari Flashback 5 [US] (October 1, 2014) by AtGames

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50426&o=2

$end


$info=smih0889,smih0890,smih0891,smih0892,smih0893,smih0894,
$bio

Double Dynamite [Power Progressive] (c) 2008 Bally Gaming, Incorporated.

- TECHNICAL -

[Bally Signature Series]
Software part Number: ASGPPDD017UI-02

Faux Fireball button Deck:
Game Kit #151293 ALPHA S9000
Game Kit #151287 ALPHA Elite S9E
Game Kit #151296 CineReels

16 button Deck:
Game Kit #155542 ALPHA S9000
Game Kit #155538 ALPHA Elite S9E
Game Kit #155544 CineReels

- UPDATES -

SMI #H0889
Min/Max %: 85.02%/85.06%

SMI #H0890
Min/Max %: 88.16%/88.21%

SMI #H0891
Min/Max %: 90.09%/90.14%

SMI #H0892
Min/Max %: 92.16%/92.21%

SMI #H0893
Min/Max %: 94.00%/94.06%

SMI #H0894
Min/Max %: 96.05%/96.11%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46214&o=2

$end


$x68k_flop=dbleagle,
$bio

Double Eagle (c) 1988 Artdink Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87450&o=2

$end


$pc98=dbleagle,
$bio

Double Eagle (c) 1989 Artdink Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89350&o=2

$end


$pc8801_flop=doublfac,
$bio

Double Face (c) 1987 DTB Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91664&o=2

$end


$msx1_cart=2face2a,2face2,
$bio

Double Face 2 [Model F064] (c) 1987 al Alamiah

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76695&o=2

$end


$msx1_cart=2facea,2face,
$bio

Double Face [Model F007] (c) 1987 al Alamiah

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76694&o=2

$end


$info=ss8568,ss8569,ss8570,ss8571,ss8572,ss8573,ss8574,
$bio

Double Five Times Pay (c) 199? IGT [International Game Technologies]

2-Coin Multiplier slot.

- UPDATES -

SS8568
SS8569
SS8570
SS8571
SS8572
SS8573
SS8574

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46085&o=2

$end


$info=ss8575,ss8576,ss8577,ss8578,ss8579,ss8580,ss8581,
$bio

Double Five Times Pay (c) 199? IGT [International Game Technologies].

3-Coin Multiplier slot.

- TECHNICAL -

IGT S2000

- UPDATES -

#SS8575
Max % (1st Coin): 97.415 (97.296)
Hit Freq.: 14.920
(Stops): (128) AAA
Top Award (Hits/Cycle): 2500/5000/15000 (1)
2nd Award (Hits/Cycle): 2000/4000/6000 (7)
Win Freq.: 6.70

#SS8576
Max % (1st Coin): 96.206 (96.086)
Hit Freq.: 14.920
(Stops): (128) AAA
Top Award (Hits/Cycle): 2500/5000/15000 (1)
2nd Award (Hits/Cycle): 2000/4000/6000 (7)
Win Freq.: 6.70

#SS8577
Max % (1st Coin): 94.984 (94.865)
Hit Freq.: 14.920
(Stops): (128) AAA
Top Award (Hits/Cycle): 2500/5000/15000 (1)
2nd Award (Hits/Cycle): 2000/4000/6000 (7)
Win Freq.: 6.70

#SS8578
Max % (1st Coin): 92.524 (92.405)
Hit Freq.: 14.920
(Stops): (128) AAA
Top Award (Hits/Cycle): 2500/5000/15000 (1)
2nd Award (Hits/Cycle): 2000/4000/6000 (7)
Win Freq.: 6.70

#SS8579
Max % (1st Coin): 90.019 (89.899)
Hit Freq.: 14.920
(Stops): (128) AAA
Top Award (Hits/Cycle): 2500/5000/15000 (1)
2nd Award (Hits/Cycle): 2000/4000/6000 (7)
Win Freq.: 6.70

#SS8580
Max % (1st Coin): 87.482 (87.363)
Hit Freq.: 14.065
(Stops): (128) AAA
Top Award (Hits/Cycle): 2500/5000/15000 (1)
2nd Award (Hits/Cycle): 2000/4000/6000 (7)
Win Freq.: 7.11

#SS8581
Max % (1st Coin): 85.031 (84.912)
Hit Freq.: 13.075
(Stops): (128) AAA
Top Award (Hits/Cycle): 2500/5000/15000 (1)
2nd Award (Hits/Cycle): 2000/4000/6000 (7)
Win Freq.: 7.65

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42925&o=2

$end


$info=sc4dblfrd,sc4dblfre,
$bio

Double Frenzy (c) 200? QPS Interactive.

- TECHNICAL -

[Model PR2276]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61757&o=2

$end


$info=sc4dblfr,sc4dblfra,sc4dblfrb,sc4dblfrc,
$bio

Double Frenzy (c) 200? QPS Interactive.

- TECHNICAL -

[Model PR7060]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15612&o=2

$end


$info=m5dblfun,
$bio

Double Fun (c) 200? Lowen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41560&o=2

$end


$gba=2cartnet,
$bio

Double Game! Cartoon Network Block Party + Cartoon Network Speedway [Model AGB-BW2P] (c) 2005 Majesco Sales, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70453&o=2

$end


$gba=2gamble,
$bio

Double Game! Golden Nugget Casino + Texas Hold 'em Poker (c) 2005 Majesco Sales, Incorporated.

- TECHNICAL -

Game ID: AGB-BWCP

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70454&o=2

$end


$gba=2quadmtr,
$bio

Double Game! Quad Desert Fury + Monster Trucks (c) 2005 Majesco Sales, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70455&o=2

$end


$info=ss8239,ss8240,ss8241,ss8242,ss8243,ss8244,ss8245,
$bio

Double Gold (c) 199? IGT [International Game Technologies].

2-Coin Multiplier slot.

- UPDATES -

SS8239
SS8240
SS8241
SS8242
SS8243
SS8244
SS8245

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46086&o=2

$end


$info=ss8246,ss8247,ss8248,ss8249,ss8250,ss8251,ss8252,
$bio

Double Gold (c) 199? IGT [International Game Technologies].

3-reel, 1-line, 3-coin multiplier mechanical slot.

- UPDATES -

#SS8246
Max % (1st Coin): 97.433 (97.433)
Hit Freq.: 10.038
(Stops): (72) AAA
Top Award (Hits/Cycle): 2000/4000/8000 (1)
Win Freq.: 9.96

#SS8247
Max % (1st Coin): 96.229 (96.229)
Hit Freq.: 9.692
(Stops): (72) AAA
Top Award (Hits/Cycle): 2000/4000/8000 (1)
Win Freq.: 10.32

#SS8248
Max % (1st Coin): 94.998 (94.998)
Hit Freq.: 9.692
(Stops): (72) AAA
Top Award (Hits/Cycle): 2000/4000/8000 (1)
Win Freq.: 10.32

#SS8249
Max % (1st Coin): 92.49 (92.49)
Hit Freq.: 9.437
(Stops): (72) AAA
Top Award (Hits/Cycle): 2000/4000/8000 (1)
Win Freq.: 10.60

#SS8250
Max % (1st Coin): 90.028 (90.028)
Hit Freq.: 9.437
(Stops): (72) AAA
Top Award (Hits/Cycle): 2000/4000/8000 (1)
Win Freq.: 10.60

#SS8251
Max % (1st Coin): 87.545 (87.545)
Hit Freq.: 9.437
(Stops): (72) AAA
Top Award (Hits/Cycle): 2000/4000/8000 (1)
Win Freq.: 10.60

#SS8252
Max % (1st Coin): 85.068 (85.068)
Hit Freq.: 9.437
(Stops): (72) AAA
Top Award (Hits/Cycle): 2000/4000/8000 (1)
Win Freq.: 10.60

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=44010&o=2

$end


$cpc_cass=doublego,
$bio

Double Gold: Nova ! + Haunted House [Model A30] (c) 1987 Incentive Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96006&o=2

$end


$cpc_cass=doublego01,
$bio

Double Gold: The Black Fountain + Sharpe's Deeds [Model A26] (c) 1987 Incentive Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96007&o=2

$end


$cpc_cass=doublego02,
$bio

Double Gold: Top Secret + Mountains of Ket [Model A29] (c) 1987 Incentive Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96008&o=2

$end


$sms=doublhwk,doublhwkp,
$bio

Double Hawk (c) 1990 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55997&o=2

$end


$info=ss6973,ss0331,ss6974,ss0263,ss6975,ss6977,ss6976,ss6978,
$bio

Double Hearts (c) 199? IGT [International Game Technologies].

2-Coin Multiplier slot.

- UPDATES -

SS6973
SS0331
SS6974
SS0263
SS6975
SS6977
SS6976
SS6978

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=38175&o=2

$end


$info=ss7860,ss0329,ss7861,ss0330,ss7862,ss0270,ss7863,ss7864,ss7865,ss8748,
$bio

Double Hearts (c) 1997 IGT [International Game Technologies].

3-Coin Multiplier.

- TECHNICAL -

Game ID: 289B

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=27964&o=2

$end


$megadriv=2psymmac,
$bio

Double Hits: Psycho Pinball + Micro Machines (c) 1993 Codemasters Software.

Two great arcade games on one cartridge.

- TECHNICAL -

Cartridge ID: T-120176-50
Barcode: 5 024866 140699

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56300&o=2

$end


$info=ep_dblim,ep_dblima,ep_dblimb,ep_dblimc,ep_dblimd,
$bio

Double Impact (c) 1999 Impulse Gaming.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40031&o=2

$end


$info=as_djp,as_djpa,as_djpb,
$bio

Double Jackpot (c) 200? Astra Games, Limited. [Novomatic Group].

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41829&o=2

$end


$info=ss7520,ss7521,ss7522,ss7523,ss7524,ss7525,ss7526,
$bio

Double Jackpot Deluxe (c) 199? IGT [International Game Technologies].

2-Coin Multiplier slot.

- TECHNICAL -

Game ID: 126AN

- UPDATES -

SS7520
SS7521
SS7522
SS7523
SS7524
SS7525
SS7526

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46088&o=2

$end


$info=ss7527,ss7528,ss7529,ss7530,ss7531,ss7532,ss7533,
$bio

Double Jackpot Deluxe (c) 199? IGT [International Game Technologies].

3-Coin Multiplier slot.

- TECHNICAL -

Game ID: 126AO

(Stops): (72) ABA

- UPDATES -

* SS7527
Max %: 97.436
Hit Freq.: 11.288
Win Freq.: 8.886

* SS7528
Max %: 96.179
Hit Freq.: 11.117
Win Freq.: 9.00

* SS7529
Max %: 95.026
Hit Freq.: 11.014
Win Freq.: 9.08

* SS7530
Max %: 92.512
Hit Freq.: 10.836
Win Freq.: 9.23

* SS7531
Max %: 89.974
Hit Freq.: 10.538
Win Freq.: 9.49

* SS7532
Max %: 87.497
Hit Freq.: 10.509
Win Freq.: 9.52

* SS7533
Max %: 84.989
Hit Freq.: 10.002
Win Freq.: 10.00

- SCORING -

Top Award (Hits/Cycle): 800/1600/2500 (8)
2nd Award (Hits/Cycle): 320/640/960 (24)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=45961&o=2

$end


$info=ss4696,ss4269,ss4697,ss4270,ss4271,ss4272,ss4273,ss8120,ss8540,
$bio

Double Jackpot Haywire! (c) 199? IGT (International Game Technologies).

2-Coin Multiplier.

- TECHNICAL -

Game ID: 188A

- UPDATES -

SS4696
SS4269
SS4697
SS4270
SS4271
SS4272
SS4273
SS8120
SS8540

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=13995&o=2

$end


$info=ss7684,ss4263,ss4698,ss4264,ss4266,ss4265,ss4267,ss4268,ss8122,ss8123,
$bio

Double Jackpot Haywire! (c) 199? IGT [International Game Technologies].

3-Coin Multiplier slot.

- TECHNICAL -

[Model 188B]

(Stops): (72)AAA

- UPDATES -

* SS7684
Max %: 98.024
Hit Freq.: 12.343
Top Award (Hits/Cycle): 800/1600/2500 (8)
2nd Award (Hits/Cycle): 320/640/960 (24)
Win Freq.: 8.10

* SS4263
Max %: 97.417
Hit Freq.: 12.307
Top Award (Hits/Cycle): 800/1600/2500 (8)
2nd Award (Hits/Cycle): 320/640/960 (24)
Win Freq.: 8.13

* SS4698
Max %: 96.241
Hit Freq.: 12.307
Top Award (Hits/Cycle): 800/1600/2500 (8)
2nd Award (Hits/Cycle): 320/640/960 (24)
Win Freq.: 8.13

* SS4264
Max %: 95.021
Hit Freq.: 12.079
Top Award (Hits/Cycle): 800/1600/2500 (8)
2nd Award (Hits/Cycle): 320/640/960 (24)
Win Freq.: 8.28

* SS4266
Max %: 92.457
Hit Freq.: 11.550
Top Award (Hits/Cycle): 800/1600/2500 (8)
2nd Award (Hits/Cycle): 320/640/960 (24)
Win Freq.: 8.66

* SS4265
Max %: 92.457
Hit Freq.: 11.815
Top Award (Hits/Cycle): 800/1600/2500 (8)
2nd Award (Hits/Cycle): 320/640/960 (24)
Win Freq.: 8.46

* SS4267
Max %: 87.468
Hit Freq.: 11.372
Top Award (Hits/Cycle): 800/1600/2500 (8)
2nd Award (Hits/Cycle): 320/640/960 (24)
Win Freq.: 8.79

* SS4268
Max %: 85.01
Hit Freq.: 11.168
Top Award (Hits/Cycle): 800/1600/2500 (8)
2nd Award (Hits/Cycle): 320/640/960 (24)
Win Freq.: 8.45

* SS8122
Max %: 80.078
Hit Freq.: 10.597
Top Award (Hits/Cycle): 800/1600/2500 (8)
2nd Award (Hits/Cycle): 320/640/960 (24)
Win Freq.: 9.44

* SS8123
Max %: 75.076
Hit Freq.: 10.126
Top Award (Hits/Cycle): 800/1600/2500 (8)
2nd Award (Hits/Cycle): 320/640/960 (24)
Win Freq.: 9.88

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=26158&o=2

$end


$info=smih0690,smih0691,smih0692,smih0693,smih0694,
$bio

Double Jackpot Triple Blazing 7's (c) 2009 Bally Gaming, Incorporated.

- TECHNICAL -

Bally Signature Series
Artform: DM7-500

Software Part Number: ASGDJB7317UI-00
Game Kit #166305 ALPHA S9000 
Game Kit #166299 ALPHA Elite S9E
Game Kit #166311 ALPHA Elite Jumbo
Game Kit #166308 CineReels

- UPDATES -

SMI #H0690
Min/Max%: 86.86%/87.47%

SMI #H0691
Min/Max%: 89.52%/90.13%

SMI #H0692
Min/Max%: 91.30%/91.92%

SMI #H0693
Min/Max%: 93.33%/93.94%

SMI #H0694
Min/Max%: 95.36%/95.97%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46142&o=2

$end


$info=smih1393,smih1394,smih1332,smih1395,smih1333,smih1396,
$bio

Double Jackpot Triple Blazing 7's - Quick Hit Feature (c) 2009 Bally Gaming, Incorporated.

- TECHNICAL -

Software Part Number: 300216

Game Kit #168688 ALPHA S9000 
Game Kit #168684 ALPHA Elite S9E
Game Kit #168692 ALPHA Elite JUMBO Reels
Game Kit #168690 CineReels

- UPDATES -

SMI #H1393
Min/Max %: 77.42%/88.09%

SMI #H1394
Min/Max %: 81.26%/90.02%

SMI #H1332
Min/Max %: 86.32%/92.55%

SMI #H1395
Min/Max %: 89.16%/93.97%

SMI #H1333
Min/Max %: 91.09%/94.93%

SMI #H1396
Min/Max %: 93.20%/95.99%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46135&o=2

$end


$info=ss4583,ss4584,ss7931,
$bio

Double Jackpot (c) 199? IGT [International Game Technologies].

1-Coin slot.

- TECHNICAL -

Paytable #: 94I
(Stops): (64) AAA
Top Award (Hits/Cycle): 1000 (1)
2nd Award (Hits/Cycle): 160 (27)

Available for cabinets:
Wide 16in. Top [Model 5138]
Wide 9in. Top [Model 5038]
Wide Round [Model 4938]
Slant w/Round Top [Model GB38]

- UPDATES -

PROGRAM # SS4583
Max %: 97.445
Hit Freq.: 20.178
Win Freq.: 4.6

PROGRAM # SS4584
Max %: 95.009
Hit Freq.: 19.822
Win Freq.: 5.04

PROGRAM # SS7931
Max %: 93.006
Hit Freq.: 19.822
Win Freq.: 5.04

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46042&o=2

$end


$info=ss3446,ss3679,ss3390,
$bio

Double Jackpot (c) 199? IGT [International Game Technologies].

2-Coin Multiplier slot featuring 5-Bar & Cherry symbols.

- TECHNICAL -

Paytable #: 94D

- UPDATES -

SS3446
SS3679
SS3390

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=38637&o=2

$end


$info=ss3180,ss3181,ss3182,ss3183,ss3184,ss3372,ss3373,
$bio

Double Jackpot (c) 199? IGT.

2-Coin Multiplier slot featuring 7-Bar & 5-Bar symbols.

- TECHNICAL -

Paytable ID: 98A

- UPDATES -

RS/SS3180
RS/SS3181
RS/SS3372
RS/SS3182
SS3373
RS/SS3183
RS/SS3184

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46048&o=2

$end


$info=ss4104,ss3203,ss3035,ss3211,ss3036,ss3212,ss3084,ss3037,ss3213,
$bio

Double Jackpot (c) 199? IGT [International Game Technologies].

2-Coin Multiplier slot featuring Cherry symbols.

- TECHNICAL -

Paytable #: 93A

Available for cabinets:
Wide 16in. Top [Model 5136]
Wide 9in. Top [Model 5036]
Wide Round [Model 4936]

- UPDATES -

SS4104
SS3203
SS3035
SS3211
SS3036
SS3212
SS3084
SS3037
SS3213

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46090&o=2

$end


$info=ss3093,ss3138,
$bio

Double Jackpot [5-Bar & Cherry symbols] (c) 199? IGT [International Game Technologies].

- UPDATES -

SS3093
SS3138

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46349&o=2

$end


$info=ss3231,ss3232,ss3233,ss8765,ss3319,
$bio

Double Jackpot (c) 199? IGT [International Game Technologies].

3-Coin Multiplier slot features 7 Symbols.

- TECHNICAL -

[Model 100A]

(Stops): (64) AAB

- UPDATES -

* SS3231
Max %: 97.014
Hit Freq.: 12.159
Win Freq.: 8.22

* SS3232
Max %: 95.16
Hit Freq.: 12.056
Win Freq.: 8.29

* SS3233
Max %: 92.584
Hit Freq.: 11.729
Win Freq.: 8.53

* SS8765
Max %: 90.329
Hit Freq.: 11.40
Win Freq.: 8.77

* SS3319
Max %: 85.243
Hit Freq.: 10.724
Win Freq.: 9.32

- SCORING -

Top Award (Hits/Cycle): 2400/4800/10K (1)
2nd Award (Hits/Cycle): 1199/2400/5K (2) [(1) on SS3319]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=45959&o=2

$end


$info=ss3448,ss3389,
$bio

Double Jackpot (c) 199? IGT [International Game Technologies].

2-Coin Multiplier slot.

- TECHNICAL -

Game ID: 100D

- UPDATES -

SS3448
SS3389

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46049&o=2

$end


$info=ss3251,ss3252,ss3253,ss3268,
$bio

Double Jackpot (c) 199? IGT [International Game Technologies].

2-Coin Multiplier slot featuring Jackpot Devil symbol.

- TECHNICAL -

Game ID: 101A

- UPDATES -

SS3251
SS3252
SS3253
SS3268

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46089&o=2

$end


$info=ss4105,ss3921,ss4635,ss3100,ss3101,ss3038,ss3039,ss3040,
$bio

Double Jackpot (c) 199? IGT [International Game Technologies].

3-Coin Multiplier slot.

- TECHNICAL -

[Model 93A]

(Stops): (64)ABB

- UPDATES -

* SS4105
Max %: 98.021
Hit Freq.: 14.876
Win freq.: 6.72

* SS3921
Max %: 97.425
Hit Freq.: 14.792
Win freq.: 6.76

* SS4635
Max %: 96.216
Hit Freq.: 14.456
Win freq.: 6.92

* SS3100
Max %: 94.879
Hit Freq.: 14.456
Win freq.: 6.92

* SS3101
Max %: 92.278
Hit Freq.: 14.212
Win freq.: 7.04

* SS3038
Max %: 90.187
Hit Freq.: 14.020
Win freq.: 7.13

* SS3039
Max %: 87.57
Hit Freq.: 13.768
Win freq.: 7.26

* SS3040
Max %: 85.22
Hit Freq.: 13.555
Win freq.: 7.38

- SCORING -

Top Award (Hits/Cycle): 800/1600/2400 (8)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=45960&o=2

$end


$info=ss4107,ss3922,ss4632,ss3102,ss3103,ss3044,ss3160,ss3045,ss3046,
$bio

Double Jackpot (c) 199? IGT [International Game Technologies].

3-Coin Multiplier slot featuring 5-Bar Symbols.

- TECHNICAL -

Game ID: 94A

(Stops): (64)ABC

- UPDATES -

* SS4107
Max %: 98.019
Hit Freq.: 15.018
Win Freq.: 6.66

* SS3922
Max %: 97.441
Hit Freq.: 14.977
Win Freq.: 6.68

* SS4632
Max %: 96.159
Hit Freq.: 14.927
Win Freq.: 6.70

* SS3102
Max %: 95.024
Hit Freq.: 14.738
Win Freq.: 6.79

* SS3103
Max %: 92.026
Hit Freq.: 14.521
Win Freq.: 6.89

* SS3044
Max %: 90.149
Hit Freq.: 14.212
Win Freq.: 7.04

* SS3160
Max %: 90.141
Hit Freq.: 15.935
Win Freq.: 6.28

* SS3045
Max %: 87.723
Hit Freq.: 13.953
Win Freq.: 7.17

* SS3046
Max %: 85.369
Hit Freq.: 13.386
Win Freq.: 7.29

- SCORING -

Top Award (Hits/Cycle): 800/1600/2400 (8)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=45958&o=2

$end


$info=ss3086,ss3087,ss3088,ss3089,ss3090,ss3091,ss3855,
$bio

Double Jackpot [5-Bar & Cherry symbols] (c) 199? IGT [International Game Technologies]

3-Payline slot.

- TECHNICAL -

Model 94B

- UPDATES -

SS3086
SS3087
SS3088
SS3089
SS3090
SS3091
SS3855

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46335&o=2

$end


$info=ss3086,ss3087,ss3088,ss3089,ss3090,ss3091,ss3855,
$bio

Double Jackpot [Alt. Artwork] (c) 199? IGT [International Game Technologies]

Double Jackpot featuring 5-Bar & Cherry symbols.

- TECHNICAL -

[Model 94B]

- UPDATES -

SS3086
SS3087
SS3088
SS3089
SS3090
SS3091
SS3855

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46336&o=2

$end


$info=ss3383,ss3384,ss3385,
$bio

Double Jackpot (c) 199? IGT [International Game Technologies].

4-Reel, 3-Coin Multiplier slot.

- TECHNICAL -

Model 97B

- UPDATES -

SS3383
SS3384
SS3385

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46356&o=2

$end


$info=peps0308,
$bio

Double Jackpot (c) 1996 IGT [International Game Technologies].

- TECHNICAL -

[Player's Edge-Plus]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=26146&o=2

$end


$msx1_cart=2jaw,2jawa,
$bio

Double Jaw [Model L014] (c) 1985 al Alamiah

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76696&o=2

$end


$info=df_djpkr,
$bio

Double Joker Poker (c) 199? DellFern, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32536&o=2

$end


$info=smih1720,smih1721,smih1722,smih1723,smih1724,smih1725,
$bio

Double Joker (c) 2011 Bally Tech., Incorporated.

- TECHNICAL -

[Bally Signature Series]
Software Part Number: 300782


10-Button models:
Game Kit #183789 ALPHA S9000 
Game Kit #183798 ALPHA Elite S9E
Game Kit #183786 ALPHA Elite JUMBO Reels
Game Kit #183794 ALPHA Elite S9E Chop Top
Game Kit #183802 CineReels
Game Kit #183973 Alpha Pro Stepper
Game Kit #188887 Alpha Pro Stepper iDeck

16-Button models:
Game Kit #188846 ALPHA S9000 
Game Kit #188859 ALPHA Elite S9E
Game Kit #188815 ALPHA Elite JUMBO Reels
Game Kit #188853 ALPHA Elite S9E Chop Top
Game Kit #188865 CineReels
Game Kit #188840 Alpha Pro Stepper
Game Kit #188887 Alpha Pro Stepper iDeck

- UPDATES -

SMI #H1720
Min/Max%: 85.12%

SMI #H1721
Min/Max%: 87.84%

SMI #H1722
Min/Max%: 89.88%

SMI #H1723
Min/Max%: 91.93%

SMI #H1724
Min/Max%: 93.98%

SMI #H1725
Min/Max%: 95.87%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46253&o=2

$end


$info=ss6742,ss6743,ss6744,ss6745,ss6746,ss6747,ss6748,
$bio

Double Lucky 7's (c) 199? IGT [International Game Technologies].

3-Coin Multiplier slot.

- UPDATES -

* SS6742
Max %: 97.447
Hit Freq.: 10.075
(Stops): (72)ABB
Top Award (Hits/Cycle): 1000/2000/10K (2)
2nd Award (Hits/Cycle): 800/1600/2400 (15)
Win Freq.: 9.92

* SS6743
Max %: 96.242
Hit Freq.: 10.057
(Stops): (72)ABB
Top Award (Hits/Cycle): 1000/2000/10K (2)
2nd Award (Hits/Cycle): 800/1600/2400 (15)
Win Freq.: 9.94

* SS6744
Max %: 95.02
Hit Freq.: 9.880
(Stops): (72)ABB
Top Award (Hits/Cycle): 1000/2000/10K (2)
2nd Award (Hits/Cycle): 800/1600/2400 (14)
Win Freq.: 10.12

* SS6745
Max %: 92.495
Hit Freq.: 9.848
(Stops): (72)ABB
Top Award (Hits/Cycle): 1000/2000/10K (2)
2nd Award (Hits/Cycle): 800/1600/2400 (17)
Win Freq.: 10.15

* SS6746
Max %: 90.01
Hit Freq.: 9.279
(Stops): (72)ABB
Top Award (Hits/Cycle): 1000/2000/10K (2)
2nd Award (Hits/Cycle): 800/1600/2400 (14)
Win Freq.: 10.78

* SS6747
Max %: 87.468
Hit Freq.: 9.263
(Stops): (72)ABB
Top Award (Hits/Cycle): 1000/2000/10K (2)
2nd Award (Hits/Cycle): 800/1600/2400 (14)
Win Freq.: 10.80

* SS6748
Max %: 85.009
Hit Freq.: 9.083
(Stops): (72)ABB
Top Award (Hits/Cycle): 1000/2000/10K (2)
2nd Award (Hits/Cycle): 800/1600/2400 (14)*
Win Freq.: 11.01

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=45962&o=2

$end


$info=ss6735,ss6736,ss6737,ss0262,ss6738,ss6739,ss6740,ss6741,
$bio

Double Lucky 7's (c) 199? IGT [International Game Technologies]

2-Coin Multiplier slot.

- TECHNICAL -

[Model 271A]

- UPDATES -

SS6735
SS6736
SS6737
SS0262
SS6738
SS6739
SS6740
SS6741

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46109&o=2

$end


$info=ss3951,ss3415,ss3416,ss3417,
$bio

Double Mania (c) 199? IGT [International Game Technologies].

2-Coin Multiplier slot.

- TECHNICAL -

Game ID: 122A

- UPDATES -

SS3951
SS3415
SS3416
SS3417

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46110&o=2

$end


$info=ss4174,ss4050,ss4399,ss4400,ss4401,ss4402,ss4403,
$bio

Double Mania (c) 199? IGT [International Game Technologies].

3-Coin Multiplier slot.

- TECHNICAL -

[Model 122A]

- UPDATES -

# SS4174
Max %: 98.008
Hit Freq.: 14.502
Win Freq.: 6.90

# SS4050
Max %: 97.402
Hit Freq.: 14.502
Win Freq.: 6.90

# SS4399
Max %: 95.249
Hit Freq.: 14.248
Win Freq.: 7.02

# SS4400
Max %: 92.758
Hit Freq.: 13.908
Win Freq.: 7.19

# SS4401
Max %: 90.092
Hit Freq.: 13.727
Win Freq.: 7.28

# SS4402
Max %: 87.743
Hit Freq.: 13.315
Win Freq.: 7.51

# SS4403
Max %: 85.246
Hit Freq.: 13.049
Win Freq.: 7.66

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=45381&o=2

$end


$nes=doublemn,
$bio

???????? (c) 1992 NCS.
(Double Moon Densetsu)

- TECHNICAL -

Game ID: NCS-1T

- TRIVIA -

Double Moon Densetsu was released on October 30, 1992 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53989&o=2

$end


$info=m4dnj,m4dnja,m4dnjb,
$bio

Double Nudge (c) 199? Unknown.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41304&o=2

$end


$info=m5dblqts,m5dblqtsa,m5dblqts1b,m5dblqtsb,
$bio

Double or Quits (c) 200? BWB.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41561&o=2

$end


$gba=2sadvchuj,
$bio

Double Pack: Sonic Advance + ChuChu Rocket! [Model AGB-BW3J-JPN] (c) 2006 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70456&o=2

$end


$gba=2sadvbatj,
$bio

Double Pack: Sonic Advance + Sonic Battle [Model AGB-BW4J-JPN] (c) 2006 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70457&o=2

$end


$gba=2sadvpinj,
$bio

Double Pack: Sonic Battle + Sonic Pinball Party [Model AGB-BW6J-JPN] (c) 2006 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70458&o=2

$end


$info=dplay,
$bio

Double Play (c) 1977 Midway.

An old baseball game.

- TECHNICAL -

[Upright model]
Game ID : 619

Main CPU : Intel 8080 (@ 1.9968 Mhz)
Sound Chips : Discrete circuitry

Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 2

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Released in April 1977.

This game is also known as "Extra Inning".

The song 'Take Me Out To The Ball Game' plays before starting a game.

- SERIES -

1. Tornado Baseball (1976)
2. Double Play (1977)
3. Extra Bases (1980)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=682&o=2

$end


$info=dblpoint,
$bio

Double Point (c) 1995 Min Corp.

An adult puzzle game.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 7.15909 Mhz)
Sound Chips : OKI6295 (@ 8.5 Khz)

Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 512

Players : 2
Control : 8-way joystick
Buttons : 3

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3485&o=2

$end


$info=dblpointd,
$bio

Double Point (c) 1995 Dong Bang Electron.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=34418&o=2

$end


$info=ss8621,
$bio

Double Red White & Blue (c) 199? IGT [International Game Technologies].

1-Coin slot.

- TECHNICAL -

Program number: SS8621

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=26150&o=2

$end


$info=ss4703,ss8013,ss6499,ss011596,ss4704,ss7871,ss7759,ss4705,ss7257,ss4706,ss7870,ss4707,ss4708,ss8128,ss8129,
$bio

Double Red White & Blue (c) 199? IGT.

A 3-reel, 2-coin, 1-payline mechanical slot.

- TECHNICAL -

[Model 213A]

- UPDATES -

SS4703
SS8013
SS6499
SS011596
SS4704
SS7871
SS7759
SS4705
SS7257
SS4706
SS7870
SS4707
SS4708
SS8128
SS8129

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=14011&o=2

$end


$info=ss4709,ss7245,ss6500,ss4710,ss0310,ss7246,ss4711,ss6478,ss8019,ss7289,ss5477,ss4712,ss4713,ss6476,ss4714,ss8130,ss8131,
$bio

Double Red White & Blue (c) 199? IGT [International Game Technologies].

3-Reel, 1-line, 3-coin Multiplier slot.

- TECHNICAL -

[Model 213B]

IGT S2000

- UPDATES -

* SS4709
Max %: 97.425
Hit Freq.: 19.637
(Stops): (72)ABC
Top Award (Hits/Cycle): 1000/2000/10K (1)
2nd Award (Hits/Cycle): 1200/2400/3600 (3)
Win Freq.: 5.09

* SS7245
Max %: 97.157
Hit Freq.: 19.637
(Stops): (72)ABC
Top Award (Hits/Cycle): 1K/2K/10K (1)
2nd Award (Hits/Cycle): 1200/2400/3600 (3)
Win Freq.: 5.09

* SS6500
Max %: 96.2
Hit Freq.: 19.756
(Stops): (72)ABC
Top Award (Hits/Cycle): 1000/2000/10K (1)
2nd Award (Hits/Cycle): 1200/2400/3600 (3)
Win Freq.: 5.06

* SS4710
Max %: 95.07
Hit Freq.: 19.645
(Stops): (72)ABC
Top Award (Hits/Cycle): 1000/2000/10K (1)
2nd Award (Hits/Cycle): 1200/2400/3600 (3)
Win Freq.: 5.09

* SS0310
Max %: 95.07
Hit Freq.: 19.645
(Stops): (72)ABC
Top Award (Hits/Cycle): 1000/2000/10000 (1)
2nd Award (Hits/Cycle): 1200/2400/3600 (3)
Win Freq.: 5.09

* SS7246
Max %: 94.802
Hit Freq.: 19.645
(Stops): (72)ABC
Top Award (Hits/Cycle): 1000/2000/7000 (1)
2nd Award (Hits/Cycle): 1200/2400/3600 (3)
Win Freq.: 5.09

* SS4711
Max %: 92.446
Hit Freq.: 19.884
(Stops): (72)ABC
Top Award (Hits/Cycle): 1000/2000/10K (1)
2nd Award (Hits/Cycle): 1200/2400/3600 (3)
Win Freq.: 5.03

* SS6478
Max %: 92
Hit Freq.: 18.008
(Stops): (128)ABC
Top Award (Hits/Cycle): 1000/2000/28K (2)
2nd Award (Hits/Cycle): 1200/2400/3600 (10)
Win Freq.: 5.55

* SS8019
Max %: 91.015
Hit Freq.: 16.258
(Stops): (256)ABC
Top Award (Hits/Cycle): 1000/2000/100K (1)
2nd Award (Hits/Cycle): 1200/2400/3600 (24)
Win Freq.: 6.15

* SS7289
Max %: 90.985
Hit Freq.: 20.249
(Stops): (72)ABC
Top Award (Hits/Cycle): 1000/2000/10K (1)
2nd Award (Hits/Cycle): 1200/2400/3600 (3)
Win Freq.: 4.94

* SS6477
Max %: 90.019
Hit Freq.: 18.171
(Stops): (128)ABC
Top Award (Hits/Cycle): 1000/2000/28K (2)
2nd Award (Hits/Cycle): 1200/2400/3600 (10)
Win Freq.: 5.50

* SS4712
Max %: 89.958
Hit Freq.: 20.205
(Stops): (72)ABC
Top Award (Hits/Cycle): 1000/2000/10K (1)
2nd Award (Hits/Cycle): 1200/2400/3600 (3)
Win Freq.: 4.95

* SS4713
Max %: 87.547
Hit Freq.: 20.480
(Stops): (72)ABC
Top Award (Hits/Cycle): 1000/2000/10K (1)
2nd Award (Hits/Cycle): 1200/2400/3600 (3)
Win Freq.: 4.88

* SS6476
Max %: 87.547
Hit Freq.: 18.405
(Stops): (128)ABC
Top Award (Hits/Cycle): 1000/2000/28K (2)
2nd Award (Hits/Cycle): 1200/2400/3600 (10)
Win Freq.: 5.43

* SS4714
Max %: 85.068
Hit Freq.: 20.782
(Stops): (72)ABC
Top Award (Hits/Cycle): 1000/2000/10K (1)
2nd Award (Hits/Cycle): 1200/2400/3600 (3)
Win Freq.: 4.81

* SS8130
Max %: 80.634
Hit Freq.: 22.029
(Stops): (72)ABC
Top Award (Hits/Cycle): 1000/2000/10K (1)
2nd Award (Hits/Cycle): 1200/2400/3600 (3)
Win Freq.: 4.54

* SS8131
Max %: 75.643
Hit Freq.: 22.394
(Stops): (72)ABC
Top Award (Hits/Cycle): 1000/2000/10K (1)
2nd Award (Hits/Cycle): 1200/2400/3600 (3)
Win Freq.: 4.47

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=26151&o=2

$end


$info=ss0321,ss8039,ss0340,ss8038,ss0291,ss8037,ss8041,ss8040,
$bio

Double Red White & Blue (c) 199? IGT.

3-Reel, 3-coin, 3-line mechanical slot.

- TECHNICAL -

Model 213K

IGT S2000

- UPDATES -

SS0321
SS8039
SS0340
SS8038
SS0291
SS8037
SS8041
SS8040

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42926&o=2

$end


$info=ss6186,ss7880,ss6187,ss0332,ss6188,ss0333,ss6189,ss6190,ss6191,ss8883,
$bio

Double Spin Double Diamond (c) 199? IGT (International Game Technologies).

3-reel, 1-payline, 2-coin mechanical slot.

- TECHNICAL -

Game ID: 126AJ

- UPDATES -

SS6186
SS7880
SS6187
SS0332
SS6188
SS0333
SS6189
SS6190
SS6191
SS8883

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=13998&o=2

$end


$info=ss6192,ss0303,ss6193,ss0292,ss6194,ss6195,ss6196,ss6197,
$bio

Double Spin Double Diamond (c) 199? IGT (International Game Technologies).

3-coin mutliplier slot.

- TECHNICAL -

Model 126AK

- UPDATES -

SS6192
Max %: 97.459
Hit Freq.: 10.421
(Stops): (84) AAB
Top Award (Hits/Cycle): 800/1600/2500 (8)
2nd Award (Hits/Cycle): 320/640/960 (24)
Win Freq.: 9.60

SS0303
Max %: 95.045
Hit Freq.: 13.890
(Stops): (84) AAB
Top Award (Hits/Cycle): 800/1600/2500 (8)
2nd Award (Hits/Cycle): 320/640/960 (24)
Win Freq.: 7.20

SS6193
Max %: 95.045
Hit Freq.: 10.222
(Stops): (84) AAB
Top Award (Hits/Cycle): 800/1600/2500 (8)
2nd Award (Hits/Cycle): 320/640/960 (24)
Win Freq.: 9.78

SS0292
Max %: 92.511
Hit Freq.: 13.635
(Stops): (84) AAB
Top Award (Hits/Cycle): 800/1600/2500 (8)
2nd Award (Hits/Cycle): 320/640/960 (24)
Win Freq.: 7.33

SS6194
Max %: 92.511
Hit Freq.: 10.081
(Stops): (84) AAB
Top Award (Hits/Cycle): 800/1600/2500 (8)
2nd Award (Hits/Cycle): 320/640/960 (24)
Win Freq.: 9.92

SS6195
Max %: 90.006
Hit Freq.: 9.940
(Stops): (84) AAB
Top Award (Hits/Cycle): 800/1600/2500 (8)
2nd Award (Hits/Cycle): 320/640/960 (24)
Win Freq.: 10.06

SS6196
Max %: 87.575
Hit Freq.: 9.776
(Stops): (84) AAB
Top Award (Hits/Cycle): 800/1600/2500 (8)
2nd Award (Hits/Cycle): 320/640/960 (24)
Win Freq.: 10.23

SS6197
Max %: 85.051
Hit Freq.: 9.594
(Stops): (84) AAB
Top Award (Hits/Cycle): 800/1600/2500 (8)
2nd Award (Hits/Cycle): 320/640/960 (24)
Win Freq.: 10.42

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=10548&o=2

$end


$info=ss7504,ss0306,ss0308,ss7505,ss0317,ss7506,ss0317,ss7506,ss0309,ss7507,ss0311,ss7508,ss7509,ss7510,
$bio

Double Spin Five Times Pay (c) 199? IGT [International Game Technologies].

2-Coin Multiplier slot.

- TECHNICAL -

[Model 242C]

- UPDATES -

SS7504
SS0306
SS0308
SS7505
SS0317
SS7506
SS0317
SS7506
SS0309
SS7507
SS0311
SS7508
SS7509
SS7510

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46145&o=2

$end


$info=ss7511,ss7512,ss0318,ss7513,ss0322,ss7514,ss0323,ss7515,ss7516,ss7517,
$bio

Double Spin Five Times Pay (c) 199? IGT [International Game Technologies].

3-Coin Multiplier slot.

- TECHNICAL -

[Model 242D]

- UPDATES -

* SS7511
Max %: 97.422
Hit Freq.: 15.067
Top Award (Hits/Cycle): 2K/5K/15K (1)
Win Freq.: 6.64

* SS7512
Max %: 96.184
Hit Freq.: 14.921
Top Award (Hits/Cycle): 2K/5K/15K (1)
Win Freq.: 6.70

* SS0318
Max %: 94.983
Hit Freq.: 14.766
Top Award (Hits/Cycle): 2K/5K/15K (1)
Win Freq.: 6.77

* SS7513
Max %: 94.983
Hit Freq.: 14.766
Top Award (Hits/Cycle): 2K/5K/15K (1)
Win Freq.: 6.77

* SS0322
Max %: 92.528
Hit Freq.: 14.471
Top Award (Hits/Cycle): 2K/5K/15K (1)
Win Freq.: 6.91

* SS7514
Max %: 92.528
Hit Freq.: 14.471
Top Award (Hits/Cycle): 2K/5K/15K (1)
Win Freq.: 6.91

* SS0323
Max %: 90.008
Hit Freq.: 14.329
Top Award (Hits/Cycle): 2K/5K/15K (1)
Win Freq.: 6.98

* SS7515
Max %: 90.008
Hit Freq.: 14.329
Top Award (Hits/Cycle): 2K/5K/15K (1)
Win Freq.: 6.98

* SS7516
Max %: 87.526
Hit Freq.: 14.050
Top Award (Hits/Cycle): 2K/5K/15K (1)
Win Freq.: 7.12

* SS7517
Max %: 85.497
Hit Freq.: 13.907
Top Award (Hits/Cycle): 2K/5K/15K (1)
Win Freq.: 7.19

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=45978&o=2

$end


$nes=dstrike1,dstrike,
$bio

Double Strike (c) 1990 American Video Entertainment

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55090&o=2

$end


$info=ss8239,ss8240,ss8241,ss8242,ss8243,ss8244,ss8245,
$bio

Double Strike (c) 199? IGT [International Game Technologies].

2-Coin Multiplier slot.

- UPDATES -

SS8239
SS8240
SS8241
SS8242
SS8243
SS8244
SS8245

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46146&o=2

$end


$info=ss8246,ss8247,ss8248,ss8249,ss8250,ss8251,ss8252,
$bio

Double Strike (c) 199? IGT [International Game Technologies].

3-Coin Multiplier slot.

- UPDATES -

#SS8246
Max % (1st Coin): 97.433 (97.433)
Hit Freq.: 10.038
(Stops): (72) AAA
Top Award (Hits/Cycle): 2000/4000/8000 (1)
Win Freq.: 9.96

#SS8247
Max % (1st Coin): 96.229 (96.229)
Hit Freq.: 9.692
(Stops): (72) AAA
Top Award (Hits/Cycle): 2000/4000/8000 (1)
Win Freq.: 10.32

#SS8248
Max % (1st Coin): 94.998 (94.998)
Hit Freq.: 9.692
(Stops): (72) AAA
Top Award (Hits/Cycle): 2000/4000/8000 (1)
Win Freq.: 10.32

#SS8249
Max % (1st Coin): 92.49 (92.49)
Hit Freq.: 9.437
(Stops): (72) AAA
Top Award (Hits/Cycle): 2000/4000/8000 (1)
Win Freq.: 10.60

#SS8250
Max % (1st Coin): 90.028 (90.028)
Hit Freq.: 9.437
(Stops): (72) AAA
Top Award (Hits/Cycle): 2000/4000/8000 (1)
Win Freq.: 10.60

#SS8251
Max % (1st Coin): 87.545 (87.545)
Hit Freq.: 9.437
(Stops): (72) AAA
Top Award (Hits/Cycle): 2000/4000/8000 (1)
Win Freq.: 10.60

#SS8252
Max % (1st Coin): 85.068 (85.068)
Hit Freq.: 9.437
(Stops): (72) AAA
Top Award (Hits/Cycle): 2000/4000/8000 (1)
Win Freq.: 10.60

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42929&o=2

$end


$segacd=dblswtch,
$bio

Double Switch [Model 4419] (c) 1993 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60717&o=2

$end


$megacd,megacdj=dblswtch,
$bio

Double Switch [Model 4419] (c) 1994 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60600&o=2

$end


$megacd,megacdj=dblswtch,
$bio

Double Switch [Model G-6040] (c) 1995 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60506&o=2

$end


$saturn,sat_cart=doublesw,
$bio

Double Switch [Model T-16207H] (c) 1995 Digital Pictures

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60030&o=2

$end


$info=v4dbltak,
$bio

Double Take (c) 199? BWB.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42282&o=2

$end


$x68k_flop=dbltargt,
$bio

Double Target (c) 1990 Proceed [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87451&o=2

$end


$sms=doubltgt,
$bio

ダブルターゲット シンシアの眠り (c) 1987 Sega Enterprises, Limited.
(Double Target - Cynthia no Nemuri)

- TECHNICAL -

Game ID: G-1314

- TRIVIA -

Released on January 18, 1987 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55857&o=2

$end


$info=ss8582,ss8583,ss8584,ss8585,ss8586,ss8587,ss8588,
$bio

Double Ten Times Pay (c) 199? IGT [International Game Technologies].

2-Coin Multiplier slot.

- UPDATES -

SS8582
SS8583
SS8584
SS8585
SS8586
SS8587
SS8588

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46147&o=2

$end


$info=ss8589,ss8590,ss8591,ss8592,ss8593,ss8594,ss8595,
$bio

Double Ten Times Pay (c) 199? IGT [International Game Technologies].

3-Coin Multiplier slot.

- TECHNICAL -

IGT S2000

- UPDATES -

* SS8589
Max %: 97.421
Hit Freq.: 13.161
(Stops): (150) AAA
Top Award (Hits/Cycle): 10000/20000/30000 (1)
2nd Award (Hits/Cycle): 5000/10000/15000 (7)
Win Freq.: 7.60

* SS8590
Max %: 96.229
Hit Freq.: 13.161
(Stops): (150) AAA
Top Award (Hits/Cycle): 10000/20000/30000 (1)
2nd Award (Hits/Cycle): 5000/10000/15000 (7)
Win Freq.: 7.60

* SS8591
Max %: 94.998
Hit Freq.: 13.161
(Stops): (150) AAA
Top Award (Hits/Cycle): 10000/20000/30000 (1)
2nd Award (Hits/Cycle): 5000/10000/15000 (7)
Win Freq.: 7.60

* SS8592
Max %: 92.483
Hit Freq.: 13.161
(Stops): (150) AAA
Top Award (Hits/Cycle): 10000/20000/30000 (1)
2nd Award (Hits/Cycle): 5000/10000/15000 (7)
Win Freq.: 7.60

* SS8593
Max %: 90.012
Hit Freq.: 12.878
(Stops): (150) AAA
Top Award (Hits/Cycle): 10000/20000/30000 (1)
2nd Award (Hits/Cycle): 5000/10000/15000 (7)
Win Freq.: 7.77

* SS8594
Max %: 87.524
Hit Freq.: 12.714
(Stops): (150) AAA
Top Award (Hits/Cycle): 10000/20000/30000 (1)
2nd Award (Hits/Cycle): 5000/10000/15000 (7)
Win Freq.: 7.87

* SS8595
Max %: 85.021
Hit Freq.: 12.467
(Stops): (150) AAA
Top Award (Hits/Cycle): 10000/20000/30000 (1)
2nd Award (Hits/Cycle): 5000/10000/15000 (7)
Win Freq.: 8.02

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42919&o=2

$end


$info=ep_doubl,ep_doubla,ep_doublb,ep_doublc,ep_doubld,
$bio

Double Top (c) 199? Maygay.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=39975&o=2

$end


$info=gdrawpkr,
$bio

Double Up (c) 1981 Cal Omega.

Draw Poker with the exciting Double-Up feature. Player can discard up to 5 cards per hand. When player has a winning hand, he has 2 choices. He may keep his win with the 'Take' button or try to double it with the 'Double' button. If he selects 'Double', 2 more choices appear, 'Big' or 'Small'. If 'Big' is selected, the next card to appear must be higher than an '8' to win. IF 'Small' is selected, the next card to appear must be lower than an '8' to win. Winning doubles the player's skill points.

- TECHNICAL -

Housed in a 'The Derringer' cabinet.

Main CPU : MOS Technology M6502 (@ 833.333 Khz)
Sound Chips : General Instrument AY-3-8910A (@ 833.333 Khz)

Players : 1
Buttons : 5

- TRIVIA -

Cal Omega was bought out by CEI (Casino Electronics), and CEI was bought by UCMC (United Coin Machine Co.).

The CEI 906III last edition was in 1999, by UCMC. The 906III went through 2 revisions in the hardware starting in 1990, thus creating the 906III Turbo+ and 906III EX respectively. The software was upgraded from the CEI 51.08 to 111.xx and now as of this date it is now 700.xx and is sole proprietary of UCMC. UCMC holds all rights to the 906III in all of it's versions.

The 906III Turbo+ is 'Multi Game' capable with 5 poker games Version 420.xx software.
The 906III EX is 'Multi Game' capable with 5 poker games and Black Jack included for 6 games. 500.xx software.
And now the latest 'Multi Game, Multi Denom, with Gamblers Bonus TM' version 700.xx

The 906III Turbo+ had it's clock upgraded and traces added and cut for the use of EPROM's of up to 512k from the 64k & 128k. The 906III EX had the RAM upgraded, again more traces added and cut. Still uses up to 512k EPROM's.  Monitor is CGA. Same old 'Apple"' Processor.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4536&o=2

$end


$info=m4dblup,
$bio

Double Up (c) 199? Barcrest.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15078&o=2

$end


$info=pr_dblup,
$bio

Double Up (c) 199? Project Coin Machines, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42085&o=2

$end


$info=ss4716,ss4553,
$bio

Double Wild Cherry (c) 199? IGT [International Game Technologies].

1-Coin slot.

- UPDATES -

SS4716
SS4553

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46043&o=2

$end


$info=ss4509,ss4323,ss011599,ss4324,ss7753,ss4325,ss4326,ss4327,ss8124,ss8125,
$bio

Double Wild Cherry (c) 199? IGT (International Game Technologies).

- TECHNICAL -

[Model 195A]

- UPDATES -

SS4509
SS4323
SS011599
SS4324
SS7753
SS4325
SS4326
SS4327
SS8124
SS8125

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=10546&o=2

$end


$info=ss7686,ss4328,ss4329,ss4330,ss7875,ss4331,ss4332,ss4333,ss8126,ss8127,
$bio

Double Wild Cherry (c) 199? IGT (International Game Technologies).

3-reel, 3-coin, 1-payline mechanical slot.

- TECHNICAL -

[Model 195B]

- UPDATES -

SS7686
SS4328
SS4329
SS4330
SS7875
SS4331
SS4332
SS4333
SS8126
SS8127

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=13996&o=2

$end


$info=smiy1155,smiy1156,smiy1157,smiy1158,smiy1159,smiy1160,
$bio

Double Wild Rose [Power Progressive Platinum] (c) 2009 Bally Tech.

5 Reels, 30 Lines, 150 Credits Max Bet.

- TECHNICAL -

Can be found housed in the "Alpha 2 Pro V32" cabinet.

- UPDATES -

SMI #Y1155
Min/Max%: 85.02%

SMI #Y1156
Min/Max%: 88.01%

SMI #Y1157
Min/Max%: 90.01%

SMI #Y1158
Min/Max%: 92.09%

SMI #Y1159
Min/Max%: 94.09%

SMI #Y1160
Min/Max%: 95.98%

- TIPS AND TRICKS -

* Any progressive occurs every 234 games.

* Power Progressive Platinum Progressives (with max credits bet):
2,000 Credits x Denomination x Max Bet, occurs every 87,452 plays.
200 Credits x Denomination x Max Bet, occurs every 4,700 plays.
60 Credits x Denomination x Max Bet, occurs every 788 plays.
40 Credits x Denomination x Max Bet, occurs every 255 plays.
20 Credits x Denomination x Max Bet, occurs every 99 plays.
8 Credits x Denomination x Max Bet, occurs every 60 plays.
4 Credits x Denomination x Max Bet, occurs every 51 plays.

* Power Progressive Random Bonus Feature occurs on average every 51 plays.

* Overall Hit Frequency: 36.31%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32110&o=2

$end


$info=smih0992,smih0993,smih0994,smih0995,smih0996,smih0997,
$bio

Double Wild Rose [Power Progressive] (c) 2009 Bally Gaming, Incorporated.

- TECHNICAL -

[Bally Signature Series]
Software Part Number: ASGPPDW11702-00

16 Button Deck:
Game Kit #157167 ALPHA S9000 
Game Kit #157163 ALPHA Elite S9E 
Game Kit #157169 CineReels 
 
Faux Fireball Deck:
Game Kit #154389 ALPHA S9000 
Game Kit #154382 ALPHA Elite S9E 
Game Kit #154392 CineReels

- UPDATES -

SMI #H0992
Min/Max%: 85.06%

SMI #H0993
Min/Max%: 88.05%

SMI #H0994
Min/Max%: 90.07%

SMI #H0995
Min/Max%: 92.02%

SMI #H0996
Min/Max%: 94.00%

SMI #H0997
Min/Max%: 95.98%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46131&o=2

$end


$info=ss8044,ss8541,ss8542,ss8543,ss8544,ss8545,ss8546,
$bio

Double Wild (c) 1998 IGT [International Game Technologies].

3-Coin multiplier slot.

- UPDATES -

* SS8044
Max % (first coin): 97.413 (97.126)
Hit Freq.: 13.004
(Stops): (256) AAA
Top Award (Hits/Cycle): 1000/2000/4000 (144)
2nd Award (Hits/Cycle): 800/1600/2400 (732)
Win Freq.: 7.69

* SS8541
Max % (first coin): 96.234 (95.948)
Hit Freq.: 12.940
(Stops): (256) AAA
Top Award (Hits/Cycle): 1000/2000/4000 (144)
2nd Award (Hits/Cycle): 800/1600/2400 (732)
Win Freq.: 7.73

* SS8542
Max % (first coin): 94.974 (94.688)
Hit Freq.: 12.812
(Stops): (256) AAA
Top Award (Hits/Cycle): 1000/2000/4000 (144)
2nd Award (Hits/Cycle): 800/1600/2400 (714)
Win Freq.: 7.81

* SS8543
Max % (first coin): 92.547 (92.261)
Hit Freq.: 12.800
(Stops): (256) AAA
Top Award (Hits/Cycle): 1000/2000/4000 (144)
2nd Award (Hits/Cycle): 800/1600/2400 (666)
Win Freq.: 7.81

* SS8544
Max % (first coin): 90.012 (89.726)
Hit Freq.: 12.954
(Stops): (256) AAA
Top Award (Hits/Cycle): 1000/2000/4000 (144)
2nd Award (Hits/Cycle): 800/1600/2400 (564)
Win Freq.: 7.72

* SS8545
Max % (first coin): 87.536 (87.25)
Hit Freq.: 12.815
(Stops): (256) AAA
Top Award (Hits/Cycle): 1000/2000/4000 (144)
2nd Award (Hits/Cycle): 800/1600/2400 (540)
Win Freq.: 7.80

* SS8546
Max % (first coin): 85.025 (84.739)
Hit Freq.: 12.632
(Stops): (256) AAA
Top Award (Hits/Cycle): 1000/2000/4000 (144)
2nd Award (Hits/Cycle): 800/1600/2400 (540)
Win Freq.: 7.92

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=45979&o=2

$end


$info=ss6531,ss6532,ss6533,ss6534,ss6535,ss6536,
$bio

Double Wild (c) 1998 IGT (International Game Technologies).

3-reel, 1-payline, 2-coin mechanical slot.

- TECHNICAL -

[Model 260A]

- UPDATES -

SS6531
SS6532
SS6533
SS6534
SS6535
SS6536

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=13997&o=2

$end


$info=PP0754,
$bio

Double Winners! Poker (c) 199? IGT [International Game Technologies].

- TECHNICAL -

Program Number: PP0754

B1065X; CLASSIC UPRIGHT CABINET
1A65X; IMBEDDED BILL ACCEPTOR CABINET
2965X; SLANT CABINET WITH TOP BOX
3665X; DROP IN BAR CABINET WITH FLAT SCREEN
3765X; DROP IN BAR CABINET WITH SLANT SCREEN
GD65X; SLANT CABINET WITH IBA TOP BOX
QA65X; FLAT BAR WITH IMBEDDED BILL ACCEPTOR

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46368&o=2

$end


$gameboy=dyaku2,
$bio

Double Yakuman II [Model DMG-DVJ] (c) 1993 VAP Game [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65902&o=2

$end


$gameboy=dyakujr,
$bio

Double Yakuman Junior [Model DMG-XVJ] (c) 1993 VAP Game [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65903&o=2

$end


$gameboy=dyaku,
$bio

Double Yakuman [Model DMG-YVJ] (c) 1993 VAP Game [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65901&o=2

$end


$info=sp_dyour,
$bio

Double Your Money (c) 199? Ace Coin Equipment.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=14858&o=2

$end


$info=jubileep,
$bio

Double-Up Poker (c) 198? Jubilee.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=36086&o=2

$end


$info=dblewing,
$bio

Double-Wings (c) 1993 Mitchell Corp.

A vertically scrolling shoot'em up game.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 14 Mhz), Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.58 Mhz), OKI6295 (@ 7.627 Khz)

Players : 1

- TRIVIA -

Released in December 1993 in Japan.

- STAFF -

Sprite Design: Pocop, 96Ken, Kurochin, Tel. O, Oyu & Justice, B.A.T.K, Miyoshissyoh, K. Saito, Kinchan, B-Bolan
Program: Nai Nai, Devid Boowy, Yo Sun, Le Quatre Sally, Utata, Mika, R & N & K

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3484&o=2

$end


$cpc_cass=draysoft,
$bio

Doubler + Speedcop (c) 1985 Draysoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96029&o=2

$end


$n64=doubutsu,
$bio

Doubutsu no Mori (c) 2001 Nintendo.

- TECHNICAL -

Game ID: NUS-NAFJ

- TRIVIA -

The title of this game translates from Japanese as Animan Forest.

Doubutsu no Mori was the starting point for the Animal Crossing series. The game was the last first-party title to be released for the Nintendo 64 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57672&o=2

$end


$gba=dobchob2,
$bio

Doubutsu-jima no Chobigurumi 2 - Tama-chan Monogatari [Model AGB-BDCJ-JPN] (c) 2004 Rocket Science Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70460&o=2

$end


$gba=dobchobi,
$bio

Doubutsu-jima no Chobigurumi [Model AGB-A8DJ-JPN] (c) 2003 Rocket Science Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70459&o=2

$end


$info=sc4darw,sc4darwa,sc4darwb,sc4darwc,
$bio

Dough & Arrow (c) 200? QPS Interactive.

- TECHNICAL -

[Model PR2026]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15611&o=2

$end


$nes=doughboy,
$bio

Dough Boy (c) 1985 Kemco

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53990&o=2

$end


$nes=doughboyh,
$bio

Dough Boy (c) 1987 FMG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69244&o=2

$end


$info=sc5dhh,sc5dhha,sc5dhhb,sc5dhhc,sc5dhhd,sc5dhhe,sc5dhhf,sc5dhhg,
$bio

Dough Ho-Ho (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Scorpion 5]
[Model PR1716]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43088&o=2

$end


$info=sc4dhh,sc4dhha,sc4dhhb,sc4dhhc,sc4dhhd,sc4dhhe,
$bio

Dough Ho-Ho (c) 200? Bell-Fruit Games.

- TECHNICAL -

Scorpion 4

- TRIVIA -

[Model PR1736]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11511&o=2

$end


$info=sc4dough,sc4dougha,
$bio

Dough Selecta (c) 200? Bell-Fruit Games.

- TECHNICAL -

Scorpion 4

[Model PR1615]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42578&o=2

$end


$info=sc5dough,sc5dougha,
$bio

Dough Selecta (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Scorpion 5]
[Model PR1615]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43101&o=2

$end


$pc8801_flop=doujin,
$bio

Doujin (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91665&o=2

$end


$pc98=doujinst,
$bio

Doujin Soft Shuusaku Game Collection Tokubetsu-hen (c) 19?? Shuwa System Trading

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89351&o=2

$end


$pc98=doujins135,doujins1,
$bio

Doujin Soft Shuusaku Game Collection Vol. 1 (c) 19?? Shuwa System Trading

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89352&o=2

$end


$pc98=doujins2,
$bio

Doujin Soft Shuusaku Game Collection Vol. 2 (c) 19?? Shuwa System Trading

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89353&o=2

$end


$snes=dokyuse2,
$bio

Doujyuusei [Model SHVC-A88J-JPN] (c) 1997 Banpresto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61232&o=2

$end


$saturn,sat_cart=doukokus,doukokusa,
$bio

Doukoku Soshite... (c) 1998 Data East Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59074&o=2

$end


$x68k_flop=dokyusei,
$bio

Doukyuusei (c) 1992 Elf [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87452&o=2

$end


$pc98=dokyusei,
$bio

Doukyuusei (c) 1992 Elf [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89354&o=2

$end


$pcecd=dokyusei,
$bio

Doukyuusei (c) 1995 NEC Avenue, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58161&o=2

$end


$saturn,sat_cart=douky2,douky2b,douky2a,
$bio

Doukyuusei 2 (c) 1997 Nec InterChannel, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59075&o=2

$end


$pc98=dokyuse2,
$bio

Doukyuusei 2 HD Senyou Ban (c) 1995 Elf [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89355&o=2

$end


$pc98=dokyuse2sp,
$bio

Doukyuusei 2 HD Senyou Ban - Special Disk (c) 1995 Elf [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89356&o=2

$end


$psx=doukyuu2,
$bio

Doukyuusei 2 (c) 1997 Banpresto [Japan]

- TECHNICAL -

[Model SLPS-00691]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85102&o=2

$end


$saturn,sat_cart=doukyif,doukyifa,
$bio

Doukyuusei If (c) 1996 Nec InterChannel, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59076&o=2

$end


$psx=doukyuus,
$bio

Doukyuusei Mahjong (c) 1997 Aroma Co., Ltd. [Japan]

- TECHNICAL -

[Model SLPS-00673]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85103&o=2

$end


$amigaocs_flop=downtrol,
$bio

Down at the Trolls (c) 1988 Rainbow Arts

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73903&o=2

$end


$coco_cart=downland1,downland,
$bio

Down Land (c) 1983 Tandy Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53431&o=2

$end


$snes=downwrld,
$bio

Down the World - Mervil's Ambition [Model SHVC-W9] (c) 1994 ASCII Ent. Software, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61233&o=2

$end


$pc8801_flop=downtown,
$bio

Down Town Shaffle (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91666&o=2

$end


$info=sc2downt6,sc2downt7,
$bio

Down Town (c) 1995 Bell-Fruit Mfg. Co.

- TECHNICAL -

[Model 6402]

- TRIVIA -

Released on January 12, 1995 in the UK.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=21278&o=2

$end


$info=sc2downt8a,sc2downt8ap,sc2downt1,sc2downt1p,sc2downt5,sc2downt2,sc2downtp,sc2downt,sc2downt2p,sc2downt3a,sc2downt3ap,sc2downt4a,sc2downt4ap,
$bio

Down Town (c) 1995 Bell-Fruit Mfg. Company, Limited. [B.F.M.]

- TECHNICAL -

[Model 6558]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61511&o=2

$end


$info=sc2downt4,sc2downt4p,sc2downt3,sc2downt3p,
$bio

Down Town (c) 1996 Bell-Fruit Mfg. Company, Limited. [B.F.M.]

- TECHNICAL -

[Model 6782]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61512&o=2

$end


$gba=downfrce,
$bio

Downforce [Model AGB-ADWE-USA] (c) 2002 Titus

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70461&o=2

$end


$apple2gs=dhilchl,
$bio

Downhill Challenge (c) 1989 Broderbund Software, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49790&o=2

$end


$pcecd=downld2,
$bio

Download 2 (c) 1991 NEC Avenue, Limited.

Download 2 is an horizontal shooter published by Nec Avenue and sequel of a HuCard game originally released in 1990. Nec Avenue certainly acknowledged that the game's best asset was the unique and innovative ability to jack-in and dive into computerized cyber-space worlds. This sequel follows the same formula but also features probably one of most electrifying storyline ever written for a video game. The brain of Adolf Hitler has been digitized inside a computer mainframe by terrorists and Syd, an elite cyber-diver and protagonist of the game, embarks on a perilous journey to stop and destroy the incoming threat. On board his ship and helped by the cute Deva, Syd flies through nine enemy infested areas and dives into abstract and challenging cyber worlds. Four different weapons are available to him at the press of a button - multiway Vulcan-gun, wide laser-beams, spread homing-lasers and a short-range lightning gun. Each weapon can be powered-up a grand total of three times by collecting 'P' pods that appear on the screen whereas 'S' pods increase the overall speed of the ship. Other special items are available throughout the game such as smart-bombs and protective shields.

- TECHNICAL -

Game ID: HAPR-1018

- TRIVIA -

Download 2 was released on March 29, 1991 in Japan for 6800 Yen.

- STAFF -

CAST
Syd: Kaneto Shiozawa
Deva: Tomomi Kaneshita
Freak: Tatsuo Kaneshita
Newscaster: Taro Hachinohe
Emperor: Tetsuya Chiba
Narrator: Isamu Kayano
CM Girl: Rie Hanai

STAFF
Executive Producer: Makoto Sakio
Producers: Toshio Tabeta, Kouji Matsuda, Hidetaka Takayama

DEMONSTRATION PART
Original Story: Wataru Nakajima
Continuity: Akihiro Saito
Character Design: Syuho Itahashi
Animation Supervisors: Nobuyoshi Inano
Visual Art: Akihiro Saito, Satoshi Ono, Tsu.Ki.No.Za, Kouji Matsuda, Taihei Yamanaka, Kazuya Matsuzawa, Suguri Anbe, Kotomi Nakamaru
PSG Music/Sound Effect: Kimitaka Matsumae, Suguru Yamagichi
Program: Art Pepper, Milk
Font Edit: Saku, Hiko
Enemy Data: Entry Committee'90

GAME PART
Boss Character Design: Kitachan
Scroll Graphics: Akihiro Saito, Yoshiharu Sakakibara, Satoshi Ono
Character Graphics: Yuichiro Komoriya, Kazuya Natsuzawa
CD Music: Tadashi Kitamura, Kimitaka Matsumae
SE Data: Kimitaka Matsumae
SE Program: Hatomugi, Ghun
Program: Uyuoano, Nanchan, Art Pepper, Mizuko Nakamura
Cooperation: Shino Hutatsugi, Kazuma Shirasaki, Karuko Tsuzimura, Tokuyoshi Kinoshita
Produce & Direction: Akihiro Saito

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58162&o=2

$end


$pce=download,download1,
$bio

Download (c) 1990 NEC Avenue, Limited.

Download is an horizontal shooter by Nec Avenue. The game takes place in 2099 in the city of Kabukicho (Japan). The story begins when the cyber-diver and special agent Syd gets awaken by a special message from his friend Deva. She explains that something bad is going on with the case they are both investigating. Case which already took the life of their cyber-diver friend Ohala. She is now held prisioner by the Kabukicho police and Syd decides to ride his flying bike and to rush to her rescue. Interestingly, Download offers a complex and unusual gameplay - Syd can "jack-in" and various stages actually happen inside a computer network. Two upgradable main weapons are available - a Beam Vulcan (which can fire in five directions when fully loaded) and a Laser Cannon. Secondary weapons can also be equipped, from the Chaser homing missiles or the Crusher. The game is vast and a password system is available to save the game's progress.

- TECHNICAL -

Game ID: NAPH1007

- TRIVIA -

Released on June 22, 1990 in Japan for 6800 Yen.

Reviews:
[FR] Player One (Sept. 1990): 84/100

- STAFF -

Download staff
Program: FZ0993R, Nan Chan, Ton Nos
Graphic Design: Tombo Gokuraku, Taku Shimizu, Kintaroh Mikawa, Yasunori Takahara
Scenario: Ken Ohmori
Director: Cookie Ohta
Character Design: Masaomi Kanzaki
Novels: Wataru Nakajima
Music: Yasumiko Hukuda
Sound Engineer: Hatomugu
Technical Adviser: Ciao, Hyper Joker, I Love Uyu Very Much
Thanks: Sofix, Rim
Produce: Toshio Tabeta
Executive Producer: Makoto Sakio

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58567&o=2

$end


$pc8801_cass=downmaze,
$bio

Downmaze (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91215&o=2

$end


$info=downtown,downtownp,downtown2,downtownj,
$bio

DownTown (c) 1989 Seta Company, Limited.

Overhead beat'em up. Save the city from the evil criminals and their morbidly obese enforcers!

- TECHNICAL -

Game ID : UD-2

Main CPU : Motorola 68000 (@ 8 Mhz), M65C02 (@ 1 Mhz)
Sound Chips : X1-010 (@ 8 Mhz)

Players : 2
Control : dial
Buttons : 2

- TRIVIA -

DownTown was released in August 1989.

Licensed to Romstar for US distribution.
Also licensed to Taito.

- STAFF -

Produced by : Jun Fujimoto
Game designers : Team Tam Chan, Jun Fujimoto, Kazuaki Nakanishi, Kumulin Asako, Kasazy Miyuki
Game programmer : Kazuaki Nakanishi
Character designers : Asako Kumura, Miyuki Kasajima
Help character designer : Tomokazu Sunaga
Scroll & Map designer : Asako Kumura
Attribute data : Blue
Music by Goblin Sound.
Featuring : Zero Yotsumoto
Sound effects : Natsu System
PCM16 music system : Katsuji Nagai, Takayuki Suzuki, Noboru Miyanari
Board design : Keiji Ishikawa

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=683&o=2

$end


$gameboy=downtown,
$bio

Downtown - Nekketsu Koushinkyoku - Dokodemo Daiundoukai [Model DMG-DUJ] (c) 1992 Technos Japan Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65904&o=2

$end


$nes=downtown,
$bio

Downtown - Nekketsu Monogatari (c) 1989 Technos Japan Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53991&o=2

$end


$snes=downtown,
$bio

Downtown Nekketsu Baseball Monogatari - Yakyuu de Shoubu da! Kunio-kun [Model SHVC-NV] (c) 1993 Technos Japan Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61234&o=2

$end


$nes=downtkos,
$bio

?????? ????? ???????? (c) 1990 Technos Japan Corp.
(Downtown Nekketsu Koushinkyoku - Soreyuke Daiundoukai)

- TECHNICAL -

Game ID: TJC-UH

- TRIVIA -

Released on October 12, 1990 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53992&o=2

$end


$x68k_flop=downtown,
$bio

Downtown Nekketsu Monogatari (c) 1990 Sharp [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87453&o=2

$end


$pcecd=downtown,
$bio

Downtown Nekketsu Monogatari (c) 1993 Naxat Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58163&o=2

$end


$gba=rcrj,
$bio

Downtown Nekketsu Monogatari EX [Model AGB-BDTJ-JPN] (c) 2004 Atlus Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70462&o=2

$end


$nes=downtspc,
$bio

??????????? ???????????????! (c) 1991 Technos Japan Corp.
Downtown Special - Kunio-kun no Jidaigeki Dayo Zenin Shuugou!

- TECHNICAL -

Game ID: TJC-J6

- TRIVIA -

Released on July 26, 1991 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53993&o=2

$end


$pc8801_flop=downtow1,
$bio

Downtown Story (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91667&o=2

$end


$info=ss8870,ss8871,ss8872,ss8873,ss8874,ss8875,ss8876,ss8877,ss8878,ss8879,
$bio

Dozens of Diamonds (c) 1998 IGT [International Game Technologies].

- TRIVIA -

Released in November 1998.

- UPDATES -

SS8870
SS8871
SS8872
SS8873
SS8874
SS8875
SS8876
SS8877
SS8878
SS8879

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=38146&o=2

$end


$info=dps1,
$bio

DPS-1 (c) 1979 Ithaca Intersystems.

Microcomputer based on the S-100 bus.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103325&o=2

$end


$cpc_cass=drjackle,
$bio

Dr Jackle & Mr Wide [Model BA 0177] (c) 1987 Mastertronic, Ltd. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96009&o=2

$end


$cpc_cass=drscrime,drscrime01,
$bio

Dr Scrime's Spook School [Model IA 0217] (c) 1987 Mastertronic, Ltd. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96010&o=2

$end


$info=sparkz,
$bio

Dr Sparkz Lab (c) 1992 Atari Games Corporation.

This game is a combination of Tetris and Pipe Dream, and is very similar to Cachat/Tube It, another prototype. The player has to make connections, or "sparkz" from the red side to the blue side (or vice versa) so that the monster that the scientist is making could be built. The monster is made piece by piece, and the first piece made is the head after connecting 2 sparkz.

- TECHNICAL -

Board Number : A051420

Main CPU : Motorola 68000 (@ 14.31818 Mhz)
Sound Chips : OKI6295 (@ 7.231 Khz)

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

It's a very rare prototype, there are only 2 or 3 in existence. The concept was just a little too hard for a mass market. It would make a great game, but Atari never decided to do anything with it. Its earnings in an arcade test just weren't high enough to justify production.

- STAFF -

Project Leader : Kelly Turner
Programmers : Matt Setzer, Kelly Turner, Norm Avellar
Graphics : Mark Stephen Pierce
Engineer : Brian T. McKee
Additional Designers : Kelly Turner, Mark Stephen Pierce
Technician : Glen McNamara
Audio : Brad Fuller
Product Manager : Linda Adam
Team Leader : John Ray

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=684&o=2

$end


$nes=drweb,
$bio

Dr Web (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55091&o=2

$end


$nes=drweb2,
$bio

Dr Web 2 (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55092&o=2

$end


$x68k_flop=drasan,
$bio

Dr. A San Kyoudai Series Tomomichan no Dobon (c) 199? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87454&o=2

$end


$nes=drchaos,
$bio

Dr. Chaos (c) 1988 FCI

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55093&o=2

$end


$famicom_flop=drchaos,
$bio

Dr. Chaos ???? (c) 1987 Pony Canyon, Incorporated.
(Dr. Chaos - Jigoku no Tobira)

Dr. Chaos is a side-scrolling action adventure developped by Marionette and published by Pony Canyon. The genius scientist Dr Ginn Chaos has gone missing. Before his disappearance, he was actively working in his large mansion on a device allowing access to alternate dimensions. Armed only with a knife, his brother decides to look for him and ultimately unveil the mystery behind the incident. Something obviously went terribly wrong with Dr. Chaos's experiment, and the goal of the game is to locate all the eleven dimensional warp-zones hidden within the mansion, as well as assembling a powerful laser gun, the only weapon capable of taking down the last boss. The house is deceptively large and filled with rooms and eerie creatures. Although most of the exploration takes place in a side-scrolling fashion, the screen switches to a first-person view as soon as the player enters a room. There, a menu allows the player to open doors, windows, drawers or closets in order to find new weapons (gun, machine gun, grenade, ammo) or life saving items (mainly health potions). Rooms lie at the heart of the gameplay and hide many secrets - for instance, hitting a wall can reveal secret passageways or release special items. The dimensional zones can only be accessed from these rooms, and they all follow a traditional side-scrolling structure, each ending with a boss. Defeating them reward the player with a piece of the laser gun, as well as some special items, such as the Zone Detector (which helps in locating the remaining zones).

- TECHNICAL -

Game ID: PNF-DRC

- TRIVIA -

Dr. Chaos was released on June 19, 1986 in Japan for 2900 Yen.

The subtitle of this game translates from Japanese as 'The Gate of Hell'.

- STAFF -

Developped by Marionette Company, Limited.
Game designed by S.R.S. Incorporation.
Presented by Pony Canyon, Incorporated.

Producer: Kunihiko Kagawa
Designer: Seishi Yokota
Music Composer: Ponii Ichinen
Programmer: Yoshiaki Sakaguchi, Takayuki Onodera
Assistant: Alex Hikonori, Punk Tadokoro

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65291&o=2

$end


$msx1_cart=drcopy,
$bio

Dr. COPY (c) 1987 Emiiru.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76697&o=2

$end


$amigaocs_flop=doomrev,
$bio

Dr. Doom's Revenge! (c) 1989 Empire Interactive Europe, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73904&o=2

$end


$amigaocs_flop=doomrevu,
$bio

Dr. Doom's Revenge! (c) 1989 Microprose Software, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73905&o=2

$end


$cpc_cass=drdoomsr,drdoomsr01,
$bio

Dr. Doom's Revenge! (c) 1989 Empire Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96012&o=2

$end


$info=j6drdogh,
$bio

Dr. Dough (c) 199? QPS Interactive.

- TECHNICAL -

Impact

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41085&o=2

$end


$info=dd_l2,dd_p06,dd_p6,dd_p7,
$bio

Dr. Dude (c) 1990 Midway Mfg. Co.

- TECHNICAL -

Midway System 11C
Model Number : 2016

Main CPU : M6808 (@ 1 MHz)
Sound CPU : Motorola M6809 (@ 2 MHz)
Sound Chips : Yamaha YM2151 (@ 3.579545 MHz), DAC, HC55516

Prototype versions use the WPC-Alphanumeric system.

- TRIVIA -

Released in November 1990, 4,000 units were produced.

Dennis Nordman stated in an interview on TOPCast (23 May 2007) that this game was originally supposed to be based on 'Teenage Mutant Ninja Turtles', before Data East got the rights.

- STAFF -

Design & Concept Dude : Dennis Nordman (DEN)
Software Dude : Bill Pfutzenreuter (Pfutz)
Art, Story, & Concept Dude : Greg Freres
Music & Sounds Dude : Chris Granner (CPG)
Mechanical Dude : Tony Pugh (TP)

- PORTS -

* Others :
Google Play (2013) The Pinball Arcade

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5359&o=2

$end


$gamegear=drfrankn,
$bio

Dr. Franken (c) 1993 Elite

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64554&o=2

$end


$gameboy=drfrank2,
$bio

Dr. Franken II [Model DMG-DJ-USA] (c) 1997 Jaleco Company, Limited. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65915&o=2

$end


$gameboy=drfrankn,
$bio

Dr. Franken (c) 1992 Elite

- TECHNICAL -

Cartridge ID: DMG-FN-NOE

- TRIVIA -

Reviews:
[FR] October 1992 - Consoles+ No. 13: 78/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65912&o=2

$end


$gameboy=drfranknu,
$bio

Dr. Franken [Model DMG-FN-USA] (c) 1992 Kemco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65914&o=2

$end


$gameboy=drfranknj,
$bio

Dr. Franken [Model DMG-FNA] (c) 1992 Kemco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65913&o=2

$end


$sms=drhello,
$bio

Dr. HELLO (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55998&o=2

$end


$msx1_cass=drjackle,drjacklea,
$bio

Dr. Jackle and Mr. Wide (c) 1987 Bulldog Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94600&o=2

$end


$nes=drjekyll,
$bio

Dr. Jekyll and Mr. Hyde (c) 1989 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55094&o=2

$end


$gba=drmariopj,
$bio

Dr. Mario & Panel de Pon [Model AGB-BZPJ-JPN] (c) 2005 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70463&o=2

$end


$n64=drmario,
$bio

Dr. Mario 64 (c) 2001 Nintendo [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57673&o=2

$end


$gba=n_drmrio,
$bio

Dr. Mario [Classic NES Series][Model AGB-FDME-USA] (c) 2004 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70181&o=2

$end


$gba=f_drmrio,
$bio

Dr. Mario [Famicom Mini] [Model AGB-FDMJ-JPN] (c) 2004 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70628&o=2

$end


$gameboy=drmarioa,drmario,
$bio

Dr. Mario [Model DMG-VUA] (c) 1990 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65917&o=2

$end


$nes=drmarioju,drmarioju1,
$bio

Dr. Mario (c) 1990 Nintendo.

A playable and addictive Tetris-inspired puzzle in which players must match and rotate coloured pills (thrown in the play - shown as a bottle - by Nintendo's legendary plumber, 'Mario') with the aim of killing all of the germs that litter the play area.

Each germ is either yellow, red, or blue in colour and each of the pill capsules Mario throws are made up of one or two of these colours. Players must manipulate the coloured pills to a germ of the same colour and try to form a chain. One or more squares of the same colour will remove both the pills and any adjacent like-coloured germ.

Four like-coloured pill sections stacked on the same color germ will rid your bottle of that germ. The number of germs and speed of Mario increases with each level.

- TECHNICAL -

[Model HVC-VU]

- TRIVIA -

Dr. Mario was released on July 27, 1990 in Japan. It was the first non-action 'Mario game' in which the Mario character was neither controllable nor playable. Today the game is widely remembered by many people for the 'Fever' music. Initially some fans called the game 'Mario 4', as it was the first Mario game to be released after "Super Mario Bros. 3". The resulting debate over 'what counts as a Mario game' may have resulted in the decision to name the next Mario action game simply "Super Mario World".

U.S. Patent 5,265,888 covers Dr. Mario, here is the abstract of this Patent : A player initially sets the degree of difficulty of a display type game, and if desired, more than one player may participate with each player selecting an associated level of difficulty. First and second objects having different shapes, e.g. capsules and viruses, and different characteristics, e.g. different colors or shadings, are displayed in a predefined display area. First objects are generated based on random number data stored in a ROM and displayed as 'falling' in a vertical direction across the predefined display area. Coordinate positions of the first objects on the display are changed by a player operating a controller. Second objects are displayed at arbitrary positions in the display area based on random number data. If a prescribed number of at least a portion of first objects and/or second objects having the same type characteristics are detected as being continuously aligned in a vertical or lateral direction, those continuously aligned objects are erased. Remaining portions of first objects (or remaining first objects) previously supported by erased objects are displayed as falling in the vertical direction to the lower region of the prescribed displayed area. When all second objects are erased, the game is successfully completed.

The famous Capsule from Dr. Mario appears as an item in Super Smash Bros.

Dr. Mario (as in Mario himself, not the game mind you) appears as an unlockable character in the Nintendo GameCube sequel to Super Smash Bros. called Super Smash Bros. Melee.

Known export releases:
"Dr. Mario [Model NES-VU-USA]"
"Dr. Mario [Model NES-VU-NOE]"
"Dr. Mario [Model NES-VU-ESP]"
"Dr. Mario [Model NES-VU-SCN]"

- SCORING -

At normal speed:
One bug knocked out with pill: 200 points
Second bug knocked out with pill: 400 points (600 total)
Third bug knocked out with pill: 600 points (1200 total)
Fourth bug knocked out with pill: 800 points (2000 total)
Fifth bug knocked out with pill: 1000 points (3000 total)
and so on...

At high speed :
One bug knocked out with pill : 300 points
Second bug knocked out with pill : 600 points (900 total)
Third bug knocked out with pill : 900 points (1800 total)
Fourth bug knocked out with pill : 1200 points (3000 total)
Fifth bug knocked out with pill : 1500 points (4500 total)
and so on...

- TIPS AND TRICKS -

* Reset: During the game, press Select+Start+A+B to reset the game.

* Bonus objects: Play virus levels 5, 10, or 15 at medium or high speeds. Wait at the intermission screen that features three viruses in a tree. A bonus object will appear at the top of the screen. A different object will appear depending on which level and speed is currently being played.

- SERIES -

1. Dr. Mario [Model HVC-VU] (1990)
2. Tetris & Dr. Mario (1994, Nintendo SNES)
3. Dr. Mario 64 (2001, Nintendo 64)
4. Nintendo Puzzle Collection (2003, Nintendo Gamecube)
5. Dr. Mario Online RX (2008, Nintendo Wii - WiiWare)
6. Dr. Luigi (2013, Nintendo Wii U - eShop)

- STAFF -

Created by: Gunpei Yokoi
Music by: Hirokazu Tanaka

- PORTS -

* Consoles :
Nintendo Super Famicom (1997, "Satellaview (BS-X)"): downloaded via satellite broadcasting station in Japan called St.Giga to a BS-X cassette. Only in Japan.
Nintendo Super Famicom (1998) : remake only in Japan .
Nintendo Game Boy Advance (2003, "Wario Ware, Inc - Mega Microgame$") : the original Dr Mario game is an unlockable extra.
Nintendo GameCube (2003, "GameCube Preview Disc"): uploaded to a Nintendo Game Boy Advance via GBA/GCN Link Cable)
Nintendo Game Boy Advance (2004, Famicom Mini Series)
Nintendo Game Boy Advance (2005, "Dr. Mario & Panel de Pon")
Nintendo Wii [Virtual Console] (2007)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53994&o=2

$end


$nes=drmario,
$bio

Dr. Mario (c) 1991 Nintendo.

European release. For more informartion about the game itself, please see the original Japanese version entry; "Dr. Mario [Model HVC-VU]".

- TECHNICAL -

[Model NES-VU-NOE]

- TRIVIA -

Dr. Mario was released on June 27, 1991 in Europe.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55095&o=2

$end


$info=pc_drmro,
$bio

Dr. Mario (c) 1990 Nintendo.

PlayChoice-10 version. For more information about the galme itself, please see the original NES version.

- TECHNICAL -

Nintendo PlayChoice-10 hardware
Game ID : VU

Main CPU : Zilog Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz)
Sound Chips : Zetex N2A03 (@ 1.789772 Mhz), DAC

Players : 2
Control : 8-way joystick
Buttons : 2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1799&o=2

$end


$snes=drmario,
$bio

Dr. Mario [Model SHVC-BDMJ-JPN] (c) 1998 Banpresto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61235&o=2

$end


$pc8801_flop=drmasuik,
$bio

Dr. Masuikai (c) 1983 Champion Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91668&o=2

$end


$info=drmicro,
$bio

Dr. Micro (c) 1983 Sanritsu.

An early platform game in which the player must defeat a mad scientist, avoiding and destroying his evil creations in the process.

The game consists of 3 single-screen levels :

On the first the player must move from the left to the right of the screen, dropping down onto constantly moving metal pillars and shooting the enemies.

On the second level, the player must steer a floating ball around the screen, killing as many enemies as possible. Once enough enemies have been killed, an exit will open which the player must enter. The floating ball gradually diminishes and the player will have to drop to the bottom of the screen several times to get a replacement ball.

The final screen takes place on the scientist's production line; with machinery that must be carefully negotiated. Two large robots bar the route to the scientist and must be destroyed before the scientist can be reached.

- TECHNICAL -

Main CPU: Zilog Z80 (@ 3.072 Mhz)
Sound Chips: (3x) Texas Instruments SN76496 (@ 4.608 Mhz), OKI MSM5205 (@ 384 Khz)

Screen orientation: Vertical
Video resolution: 224 x 256 pixels
Screen refresh: 60.00 Hz
Palette colors: 32

Players: 2
Control: 4-way joystick
Buttons: 1

- TRIVIA -

The gradually deprecating platforms in this game (in the form of beach-balls) may be the first occurrence of this mechanism in the platform game genre. Numerous other examples would follow, including such examples as the perishable missiles in Contra 3 (SNES) which the player would cling to mid-level for want of sterner grounding.

While much of the content herein resembles the original Donkey Kong series, little else can be detracted from Dr. Micro in terms of originality.

The 'Evil Doctor' nemesis may also have established its video gaming roots here- subsequent incarnations are most obvious in the RockMan / MegaMan series.

Even the title's font seems to resemble Capcom's fine platform / shooter.

It is also fair to say that Dr. Micro pioneers unusually detailed features for it’s time- the lifeboat beneath our hero's feet, for example, follows him meticulously throughout the first screen.

The music that plays in the background is the song 'Chitty Chitty Bang Bang', originally from the Metro Goldwyn Mayer musical of the same name. You're pretty much going to sing the song at some point if you play the game.

- STAFF -

Developed by: Sanritsu

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=685&o=2

$end


$gba=drmuto,
$bio

Dr. Muto [Model AGB-A6TP] (c) 2002 Midway Home Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70464&o=2

$end


$x68k_flop=drorima,
$bio

Dr. Orima (c) 1990 Halman

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87455&o=2

$end


$amigaocs_flop=drplumm,
$bio

Dr. Plummet's House of Flux (c) 1989 CDS

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73906&o=2

$end


$gbcolor=drrin,
$bio

Dr. Rin ni Kiitemite! Koi no Rin Fuusui (c) 2001 Hudson Soft [Hudson Group].

- TECHNICAL -

Game ID: CGB-BDFJ-JPN

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67800&o=2

$end


$megadriv=drrobotn,
$bio

Dr. Robotnik's Mean Bean Machine (c) 1993 Sega Enterprises, Limited.

European/Autralian release.

- TECHNICAL -

Game ID: 1706-50
Cartridge ID: 670-4329-50
Package ID: 670-4330-50

- TRIVIA -

Dr. Robotnik's Mean Bean Machine for Mega Drive was released in 1993 in France and Australia, and in January 1994 in other European countries.

Known in France as "Dr. Robotnik And His Mean Bean Machine".

Reviews:
[FR] January 1994 - Consoles + N.28: 92%

- PORTS -

* Consoles : 
Sega Mega Drive [EU] (1995) "Sonic Compilation [Model 670-7105-50]" 
Nintendo GameCube [EU] (March 7, 2003) "Sonic Mega Collection [Model DOL-GSOP-EUR]" 
Microsoft XBOX [EU] (February 4, 2005) "Sonic Mega Collection Plus" 
Sony PlayStation 2 [EU] (February 4, 2005) "Sonic Mega Collection Plus [Model SLES-52998]" 
Nintendo Wii [Virtual Console] [EU] (December 8, 2006) [Model MACP]
Microsoft XBOX 360 [EU] (February 20, 2009) "SEGA Mega Drive Ultimate Collection [Model 384-40210]" 
Sony PlayStation 3 [EU] (February 20, 2009) "SEGA Mega Drive Ultimate Collection [Model BLES-00475]" 
Sony PlayStation 3 [AU] (February 20, 2009) "SEGA Mega Drive Ultimate Collection [Model BLES-00475]" 
Microsoft XBOX 360 [AU] (February 26, 2009) "Sega Mega Drive Ultimate Collection" 

* Computers : 
PC [MS Windows, DVD-ROM] [EU] (March 31, 2006) "Sonic Mega Collection Plus" 
PC [MS Windows, DVD-ROM] [AU] (September 30, 2009) "Sonic Mega Collection Plus" : part of "Sonic PC Collection".
PC [Steam] [EU] (September 13, 2010)
PC [MS Windows, CD-ROM] [EU] (February 4, 2011) "Sega Mega Drive Classics Collection Vol. 4" 
PC [MS Windows, DVD-ROM] [EU] (March 18, 2011) "Sega Mega Drive Classic Collection - Gold Edition"
PC [Steam] [EU] (July 3, 2013) "Sonic Hits Collection"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56456&o=2

$end


$megadriv=drrobotnu,drrobotnup,
$bio

Dr. Robotnik's Mean Bean Machine (c) 1993 Sega Enterprises, Limited.

Evil Dr. Robotnik has invented a machine that turns good folks into rotten robots! Village bean folk from the planet Mobius are being rounded up by the Doctor's henchbots and thrown into his dungeons. There they await their turn in his latest evil masterpiece!
* An addicting, fun-filled puzzle. Unite four beams of the same color so they can stick together and escape.
* Defeat characters from the Adventures of Sonic The Hedgehog TV series, including Dr. Robotnik and his wicked henchbots.
* Three ways to play: challenge a friend, go head-to-head with Dr. Robotnik or practice on your own.

- TECHNICAL -

Game ID: 1706
Cartridge ID: 670-4329
Package ID: 670-4330
Barcode: 0 10086 01706 9

- TRIVIA -

Dr. Robotnik's Mean Bean Machine is actually a conversion by Compile of their game Puyo Puyo for the U.S. market.

- STAFF -

Developed by: COMPILE

Producers: Yōji Ishii, Noriyoshi Ōba, Masamitsu Niitani (Moo Niitani)
Directors: Tetsuo Shinyu, Takayuki Yanagihori, Masanobu Tsukamoto (M. Tsukamoto)
Graphic Designers: Takaya Segawa, Saori Yamaguchi, Hideaki Moriya, Keisuke Saka
Programmers: Manabu Ishihara, Tsukasa Aoki
Music and FX: Masanori Hikichi (CUBE), Masayuki Nagao
Special Thanks to: Shinobu Yokoyama

Sega of America staff:
Producer: Maxwell Taylor (Max Taylor)
Designers: Maxwell Taylor (Max Taylor), Brian Ransom, David Albert (Dave Albert)
Sound: David Javelosa

- PORTS -

* Consoles : 
Sega Genesis [US] (1997) "Sonic Classics"
Nintendo GameCube [US] (November 10, 2002) "Sonic Mega Collection [Model DOL-GSOE-USA]" 
Microsoft XBOX [US] (November 2, 2004) "Sonic Mega Collection Plus [Model 64057]" 
Sony PlayStation 2 [US] (November 2, 2004) "Sonic Mega Collection Plus [Model SLUS-20917]" 
Nintendo Wii [Virtual Console] [US] (December 11, 2006) [Model MACE]
Microsoft XBOX 360 [US] (February 10, 2009) "Sonic's Ultimate Genesis Collection [Model 68034]" 
Sony PlayStation 3 [US] (February 10, 2009) "Sonic's Ultimate Genesis Collection [Model BLUS-30259]" 

* Computers : 
PC [MS Windows, CD-ROM] [US] (1999) "Sega Puzzle Pack" 
PC [MS Windows, CD-ROM] [JP] (July 14, 2000) "Sega Archives from USA Vol. 2" 
PC [MS Windows, DVD-ROM] [US] (March 9, 2007) "Sonic Mega Collection Plus" 
PC [Steam] [US] (September 13, 2010) "Dr. Robotnik's Mean Bean Machine [Model 34286]" 
PC [MS Windows, DVD-ROM] [US] (March 15, 2011) "Sega Genesis Classic Collection - Gold Edition"
PC [Steam] [US] (July 3, 2013) "Sonic Hits Collection"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57196&o=2

$end


$gamegear=drrobotn,
$bio

Dr. Robotnik's Mean Bean Machine (c) 1993 Sega Enterprises, Limited.

- TECHNICAL -

Cartridge ID: 670-4127
Package ID: 671-3849

- TRIVIA -

Dr. Robotnik's Mean Bean Machine for Game Gear was released in February 1993 in North America.

- PORTS -

* Consoles : 
Microsoft XBOX [US] (November 2, 2004) "Sonic Mega Collection Plus [Model 64057]" 
Sony PlayStation 2 [US] (November 2, 2004) "Sonic Mega Collection Plus [Model SLUS-20917]" 

* Handhelds : 
Nintendo 3DS [Virtual Console] [US] (June 13, 2013)

* Computers : 
PC [MS Windows, DVD-ROM] [US] (March 9, 2007) "Sonic Mega Collection Plus"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64555&o=2

$end


$sms=drrobotn,
$bio

Dr. Robotnik's Mean Bean Machine (c) 1993 Sega Enterprises, Limited.

- TECHNICAL -

Game ID: 670-4792-50
Package ID: 7123

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55999&o=2

$end


$gba=cathatmvu,
$bio

Dr. Seuss' The Cat in the Hat [Model AGB-BCTE-USA] (c) 2003 Vivendi Universal Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70465&o=2

$end


$coleco=drseuss,
$bio

Dr. Seuss's Fix-Up the Mix-Up Puzzler (c) 1984 Coleco Industries, Incorporated. [Amsterdam, NY, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53270&o=2

$end


$arcadia=drslump,
$bio

Dr. Slump (c) 1983 Bandai.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49253&o=2

$end


$psx=drslumpj,
$bio

Dr. Slump (c) 1999 Bandai Co., Ltd.

- TECHNICAL -

Model SLPS-01934

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85104&o=2

$end


$msx2_flop=drstop,drstopa,
$bio

Dr. Stop! (c) 1990 Alicesoft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101621&o=2

$end


$x68k_flop=drstop,
$bio

Dr. Stop! (c) 1992 Alicesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87456&o=2

$end


$pc98=drstop,drstopa,
$bio

Dr. Stop! (c) 1992 Alicesoft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89357&o=2

$end


$gba=drsudokuu,
$bio

Dr. Sudoku [Model AGB-BUOE-USA] (c) 2006 Mastiff, LLC

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70467&o=2

$end


$gba=drsudoku,
$bio

Dr. Sudoku [Model AGB-BUOP] (c) 2006 Mastiff, LLC

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70466&o=2

$end


$info=drtomy,
$bio

Dr. Tomy (c) 1993 Playmark.

A "Dr. Mario" rip-off.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound Chips : OKI6295 (@ 9.848 Khz)

Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024

Players : 2
Control : 4-way Joystick
Buttons : 2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3969&o=2

$end


$info=drtoppel,drtoppelu,
$bio

Dr. Toppel's Adventure (c) 1987 Taito.

A cutesy vertically scrolling shoot'em up where you play as a cute green creature.

- TECHNICAL -

Prom Sticker : B19

Main CPU : (2x) Zilog Z80 (@ 6 Mhz)
Sound Chips : YM2203 (@ 3 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Even if titlescreen says 1987, Dr. Toppel's Adventure was released in March 1988 in US.

Developed by Kaneko.

This game is known in Japan as "Dr. Toppel's Tankentai".

- STAFF -

Directed by : K. Sanbe
Written by : Sakai
Production supervisor : M. Sakaguchi
Programmers : H. Satoh, K. Oikawa, F. Komori, T. Katoh, H. Saigusa, S. Igarashi
Graphic designers : Hakkai, Nono, Vap, N. Nenko, I. Minori, H. Onijust
Graphic editors : H. Saigusa, H. Haruna
Supervising sound editor : Hisayoshi Ogura, H. Matsubara, H. Maekawa, S. Aizawa
Game designer : H. Onijust

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=686&o=2

$end


$info=drtoppelj,
$bio

Dr. Toppel's Tankentai (c) 1987 Taito.

A cutesy vertically scrolling shoot'em up where you play as a cute green creature.

- TECHNICAL -

Game ID : B19

Main CPU : (2x) Zilog Z80 (@ 6 Mhz)
Sound Chips : YM2203 (@ 3 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Even if titlescreen says 1987, Dr. Toppel's Tankentai was released in March 1988 in Japan.

Developed by Kaneko.

The title of this game translates from Japanese as "Dr. Toppel's Exploration Party".

This game is known outside Japan as "Dr. Toppel's Adventure".

- STAFF -

Directed by : K. Sanbe
Written by : Sakai
Production supervisor : M. Sakaguchi
Programmers : H. Satoh, K. Oikawa, F. Komori, T. Katoh, H. Saigusa, S. Igarashi
Graphic designers : Hakkai, Nono, Vap, N. Nenko, I. Minori, H. Onijust
Graphic editors : H. Saigusa, H. Haruna
Supervising sound editor : Hisayoshi Ogura, H. Matsubara, H. Maekawa, S. Aizawa
Game designer : H. Onijust

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=687&o=2

$end


$info=sc2drwhodx,sc2drwhodx1,
$bio

Dr.Who The Timelord Deluxe (c) 1995 Bell-Fruit Mfg. Company, Limited. [B.F.M.].

- TECHNICAL -

[Model 6419]

- TRIVIA -

Dr.Who The Timelord Deluxe was released on March, 08, 1995 in the UK.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42187&o=2

$end


$info=sc2drwho,sc2drwho3p,sc2drwho2p,sc2drwo4,sc2drwo5,sc2drwo6,sc2drwo3,sc2drwou,sc2drwh3,sc2drwh1,sc2drwh2,sc2drwh4,sc2drwh5,sc2drwh6,sc2drwh7,sc2drwho5p,sc2drwho6p,sc2drwho1p,
$bio

Dr.Who the Timelord (c) 1994 Bell-Fruit Mfg. Company, Limited. [B.F.M.].

- TECHNICAL -

[Model 6305]

- TRIVIA -

Dr.Who the Timelord was released on September 28, 1994 in the UK.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31139&o=2

$end


$info=sc2drwhomz,sc2drwhomzp,
$bio

Dr.Who the Timelord (c) 1997 Mazooma Games.

- TECHNICAL -

[Model 6999]

- TRIVIA -

Released on September 15, 1997 in the UK.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61500&o=2

$end


$info=sc5dracp,sc5dracpa,
$bio

Drac Pack (c) 200? Bell-Fruit Games.

- TECHNICAL -

[Model PR3007]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42579&o=2

$end


$nes=dracnigt,
$bio

Drac's Night Out (c) 1991 Parker Bros.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55096&o=2

$end


$info=draco,
$bio

Draco (c) 1981 Cidelsa.

A very cute game where you move a man (like "Berzerk") but doing different things.

- TECHNICAL -

Main CPU : CDP1802, COP420
Sound Chips : CDP1869, AY8910

Palette colors : 8

Players : 1
Control : two 8-way joysticks (one for movement and other to shoot).

- TRIVIA -

All Cidelsa games were released in Spain.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=7990&o=2

$end


$info=dracula,
$bio

Dracula (c) 1979 Stern Electronics.

- TECHNICAL -

Model Number : 109

- TRIVIA -

3,612 units were produced.

DOHO can be seen on the display when you shoot a coffin lock.

- TIPS AND TRICKS -

Hit the START- or LAUNCH button when he crosses his eyes.

Press both flipperbuttons when the Renfield animation is shown and he says 'Master...' to award an extra 5M.

- STAFF -

Designed by : Harry Williams

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5360&o=2

$end


$msx1_cass=dracula,
$bio

Dracula (c) 1986 Grupo de Trabajo Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94601&o=2

$end


$cpc_cass=draculau,draculau01,
$bio

Dracula (c) 1986 CRL Group PLC [London, England]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96014&o=2

$end


$info=m4drac,m4draca,m4dracb,
$bio

Dracula (c) 199? Nova.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41305&o=2

$end


$gbcolor=draccrazu,
$bio

Dracula - Crazy Vampire [Model CGB-BUAE-USA] (c) 2001 DreamCatcher Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67802&o=2

$end


$gbcolor=draccraz,
$bio

Dracula - Crazy Vampire [Model CGB-BUAP-EUR] (c) 2001 Cryo Interactive Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67801&o=2

$end


$info=m5draclb,m5draclb01,m5draclb07,
$bio

Dracula Club (c) 200? Barcrest.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=14938&o=2

$end


$gameboy=dracden2,
$bio

Dracula Densetsu II (c) 1991 Konami Company, Limited.

- TECHNICAL -

[Model DMG-CWJ]

- TRIVIA -

Dracula Densetsu II was released on July 12, 1991 in Japan.

- SERIES -

1. Akumajou Dracula [Model KDS-AKM] (1986, Famicom Disk System)
2. Akumajou Dracula [Model RC744] (1986, MSX 2)
3. Dracula II - Noroi no Fuuin [Model KDS-DRK] (1987, Famicom Disk System)
4. Akumajou Dracula [Model GX768] (1988, Arcade)
5. Dracula Densetsu [Model DMG-CVJ] (1989, Game Boy)
6. Akumajou Densetsu [Model KON-RC845] (1989, Famicom)
7. Dracula Densetsu II [Model DMG-CWJ] (1991, Game Boy)
8. Akumajou Dracula [Model SHVC-AD] (1991, Super Famicom)
9. Akumajou Dracula X - Chi no Rondo [Model KMCD3005] (1993, PC-Engine CD)
10. Vampire Killer [Model T-95043] (1994, Mega Drive)
11. Akumajou Dracula XX [Model SHVC-ADZJ] (1995, Super Famicom)
12. Akumajou Dracula X - Gekka no Yasokyoku [Model SLPM-86023] (1997, PlayStation)
13. Akumajou Dracula - Shikkokutaru Zensoukyoku [Model DMG-ADNJ-JPN] (1997, Game Boy)
14. Akumajou Dracula Mokushiroku - Real Action Adventure [Model NUS-ND3J] (1999, Nintendo 64)
15. Akumajou Dracula Mokushiroku Gaiden - Legend of Cornell [Model NUS-ND4J] (1999, Nintendo 64)
16. Akumajou Nendaiki - Akumajou Dracula [Model SLPM-86754] (2001, PlayStation)
17. Akumajou Dracula - Circle of the Moon [Model AGB-AAMJ-JPN] (2001, GBA)
18. Castlevania - Byakuya no Concerto [Model AGB-ACHJ-JPN] (2002, GBA)
19. Castlevania - Akatsuki no Minuet [Model AGB-A2CJ-JPN] (2003, GBA)
20. Castlevania [Model SLPM-65444] (2003, PS2)
21. Akumajou Dracula - Sogetsu no Jujika [Model NTR-P-ACVJ] (2005, Nintendo DS)
22. Akumajou Dracula - Yami No Juin [Model SLPM-66175] (2005, PS2)
23. Akumajou Dracula - Gallery of Labyrinth [Model NTR-ACBJ-JPN] (2006, Nintendo DS)
24. Akumajou Dracula X Chronicle [Model ULJM-05287] (2007, PSP)
25. Akumajou Dracula Ubawareta Kokuin [Model NTR-YR9J-JPN] (2008, Nintendo DS)
26. Akumajou Dracula - The Arcade (2008, Arcade)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65923&o=2

$end


$gameboy=dracden,
$bio

Dracula Densetsu (c) 1989 Konami Industry Co., Ltd.

- TECHNICAL -

[Model DMG-CVJ]

- TRIVIA -

Dracula Densetsu was released on November 27, 1989 in Japan.

- SERIES -

1. Akumajou Dracula [Model KDS-AKM] (1986, Famicom Disk System)
2. Akumajou Dracula [Model RC744] (1986, MSX 2)
3. Dracula II - Noroi no Fuuin [Model KDS-DRK] (1987, Famicom Disk System)
4. Akumajou Dracula [Model GX768] (1988, Arcade)
5. Dracula Densetsu [Model DMG-CVJ] (1989, Game Boy)
6. Akumajou Densetsu [Model KON-RC845] (1989, Famicom)
7. Dracula Densetsu II [Model DMG-CWJ] (1991, Game Boy)
8. Akumajou Dracula [Model SHVC-AD] (1991, Super Famicom)
9. Akumajou Dracula X - Chi no Rondo [Model KMCD3005] (1993, PC-Engine CD)
10. Vampire Killer [Model T-95043] (1994, Mega Drive)
11. Akumajou Dracula XX [Model SHVC-ADZJ] (1995, Super Famicom)
12. Akumajou Dracula X - Gekka no Yasokyoku [Model SLPM-86023] (1997, PlayStation)
13. Akumajou Dracula - Shikkokutaru Zensoukyoku [Model DMG-ADNJ-JPN] (1997, Game Boy)
14. Akumajou Dracula Mokushiroku - Real Action Adventure [Model NUS-ND3J] (1999, Nintendo 64)
15. Akumajou Dracula Mokushiroku Gaiden - Legend of Cornell [Model NUS-ND4J] (1999, Nintendo 64)
16. Akumajou Nendaiki - Akumajou Dracula [Model SLPM-86754] (2001, PlayStation)
17. Akumajou Dracula - Circle of the Moon [Model AGB-AAMJ-JPN] (2001, GBA)
18. Castlevania - Byakuya no Concerto [Model AGB-ACHJ-JPN] (2002, GBA)
19. Castlevania - Akatsuki no Minuet [Model AGB-A2CJ-JPN] (2003, GBA)
20. Castlevania [Model SLPM-65444] (2003, PS2)
21. Akumajou Dracula - Sogetsu no Jujika [Model NTR-P-ACVJ] (2005, Nintendo DS)
22. Akumajou Dracula - Yami No Juin [Model SLPM-66175] (2005, PS2)
23. Akumajou Dracula - Gallery of Labyrinth [Model NTR-ACBJ-JPN] (2006, Nintendo DS)
24. Akumajou Dracula X Chronicle [Model ULJM-05287] (2007, PSP)
25. Akumajou Dracula Ubawareta Kokuin [Model NTR-YR9J-JPN] (2008, Nintendo DS)
26. Akumajou Dracula - The Arcade (2008, Arcade)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65922&o=2

$end


$x68k_flop=drachaku,
$bio

Dracula Hakushaku (c) 1992 Ides [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87457&o=2

$end


$pc98=dracula,
$bio

Dracula Hakushaku (c) 1992 Fairytale [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89358&o=2

$end


$nes=drac2fds,
$bio

Dracula II - Noroi no Fuuin [FDS conversion] (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83856&o=2

$end


$famicom_flop=dracula2,
$bio

ドラキュラII 呪いの封印 (c) 1987 Konami Industry Company, Limited.
(Dracula II - Noroi no Fuuin)

Dracula II - Noroi no Fuin is a platform/adventure game by Konami and is the second Akumajou Dracula released for the Famicom system. After vanquishing Dracula in the first game, the vampire slayer Simon Belmont is hoping to take a well-deserved break from his obligations. But things don't always turn out the way they should. Before dying, Dracula placed a curse upon the young man and, seven years later, Simon must retrieve and destroy the remains of the evil vampire to break it. Dracula's five body parts must be brought back the his castle and sealed away forever. This episode is a big departure from the series and unlike other installments, Dracula II includes major RPG elements such as experience points, shops and conversations with villagers and other townspeople. Time and especially day and night cycles are at the dynamic core of the gameplay and greatly affect the various enemies Simon encounters throughout his journey (each second equals four minutes in the game). Simon still uses his vampire killer whip as his primary weapon but he also has a choice of several sub-weapons such as the knives and the Holy Water. However, they are not scattered around each stage anymore and have become unique quest items. Hearts are the game's currency and can be used to purchase new items or to enhance the almighty whip. Finally the game features infinite continues and the only price the player has to pay for consuming all his lives is to lose his accumulated experience points.

- TECHNICAL -

Game ID: KDS-DRK

- TRIVIA -

Dracula II Noroi no Fuuin for Famicom Disk System was released on August 28, 1987 in Japan for 2980 Yen.

The title translates from Japanese as "Dracula II - The Seal of the Curse".

This game is known outside Japan as Castlevania II - Simon's Quest. Here are some known export releases for the western NES : 
"Castlevania II - Simon's Quest [Model NES-QU-USA]" 
"Castlevania II - Simon's Quest [Model NES-QU]"

- SERIES -

1. Akumajou Dracula [Model KDS-AKM] (1986, Famicom Disk System)
2. Akumajou Dracula [Model RC744] (1986, MSX 2)
3. Dracula II - Noroi no Fuuin [Model KDS-DRK] (1987, Famicom Disk System)
4. Akumajou Dracula [Model GX768] (1988, Arcade)
5. Dracula Densetsu [Model DMG-CVJ] (1989, Game Boy)
6. Akumajou Densetsu [Model KON-RC845] (1989, Famicom)
7. Dracula Densetsu II [Model DMG-CWJ] (1991, Game Boy)
8. Akumajou Dracula [Model SHVC-AD] (1991, Super Famicom)
9. Akumajou Dracula X - Chi no Rondo [Model KMCD3005] (1993, PC-Engine CD)
10. Vampire Killer [Model T-95043] (1994, Mega Drive)
11. Akumajou Dracula XX [Model SHVC-ADZJ] (1995, Super Famicom)
12. Akumajou Dracula X - Gekka no Yasokyoku [Model SLPM-86023] (1997, PlayStation)
13. Akumajou Dracula - Shikkokutaru Zensoukyoku [Model DMG-ADNJ-JPN] (1997, Game Boy)
14. Akumajou Dracula Mokushiroku - Real Action Adventure [Model NUS-ND3J] (1999, Nintendo 64)
15. Akumajou Dracula Mokushiroku Gaiden - Legend of Cornell [Model NUS-ND4J] (1999, Nintendo 64)
16. Akumajou Nendaiki - Akumajou Dracula [Model SLPM-86754] (2001, PlayStation)
17. Akumajou Dracula - Circle of the Moon [Model AGB-AAMJ-JPN] (2001, GBA)
18. Castlevania - Byakuya no Concerto [Model AGB-ACHJ-JPN] (2002, GBA)
19. Castlevania - Akatsuki no Minuet [Model AGB-A2CJ-JPN] (2003, GBA)
20. Castlevania [Model SLPM-65444] (2003, PS2)
21. Akumajou Dracula - Sogetsu no Jujika [Model NTR-P-ACVJ] (2005, Nintendo DS)
22. Akumajou Dracula - Yami No Juin [Model SLPM-66175] (2005, PS2)
23. Akumajou Dracula - Gallery of Labyrinth [Model NTR-ACBJ-JPN] (2006, Nintendo DS)
24. Akumajou Dracula X Chronicle [Model ULJM-05287] (2007, PSP)
25. Akumajou Dracula Ubawareta Kokuin [Model NTR-YR9J-JPN] (2008, Nintendo DS)
26. Akumajou Dracula - The Arcade (2008, Arcade)

- STAFF -

Programmed With The Following Characteristics...
Invincibility: Akamatsu
Permanence: Iwasa
Philosophy: Togakushi
Masterpiece: Kawanishi
Sensibility: Hatano
Excellence: Terashima
Ambivalence: Kuwahara
Flourish: Higasa
Admiration: Ohyama
Warm-Heart: Matsuoka
Superiority: Murata
Sunchronism: Matsubara
Circumstance by Konami.

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [JP] (October 28, 2008) [Model FC8J] 
Nintendo Wii U [Virtual Console] [JP] (March 5, 2014) [Model FB8J] 

* Handhelds : 
Nintendo 3DS [Virtual Console] [JP] (March 27, 2013) [Model TCBJ]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65292&o=2

$end


$bbca_cass,bbcb_cass=dracisla,
$bio

Dracula Island (c) 1986 Kansas

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51757&o=2

$end


$lynx=dracula,
$bio

Dracula the Undead (c) 1992 Atari Corp.

It's a Tough Way to Make a Living!

You are Jonathan Harker, a young English solicitor, sent to Transylvania to see Count Dracula. You have with you the legal documents for Dracula to buy a mansion in London, where he plans to take up residence. The house is Carfax, which meets his strange requests to be centuries old, with its own graveyard and a disused chapel!

And so it is that on a dark, rainy night filled with the sounds of howling wolves, you are welcomed to Dracula's dark castle. You immediately realize it is a sinister place, full of lurking danger--and the worst danger is the Count himself. You try to leave, but all the exits are locked.

You must explore the castle and learn its secrets, then find a way out so you can destroy Count Dracula. But you must hurry. Dracula's three brides wish to invite you for dinner. The main course: Blood of Harker!

- TECHNICAL -

Model PA2087

- TIPS AND TRICKS -

* Do not neglect the notebook. Use it whenever anything important happens. Miss one note and you may miss your chance to rid the world of Dracula forever.

* Keep a map. It may be the only way you will survive some parts of the game.

* Some rooms are found by pressing down on the joypad, as if Jonathan were walking out of the screen toward you.

* Listen closely to what others tell you. Carefully watch action sequences. You may find important clues. If you think you've found a clue, use the notebook.

* Examine everything. If it is important, it will appear as an object. Open everything that can be opened, and look wherever you can--in fact, try it everywhere.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58815&o=2

$end


$segacd=dracunl,
$bio

Dracula Unleashed [Model 4420] (c) 1993 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60718&o=2

$end


$megacd,megacdj=dracunl,
$bio

Dracula Unleashed [Model 4420] (c) 1994 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60601&o=2

$end


$intv=dracula,
$bio

Dracula (c) 1982 Imagic

You are Count Dracula. Rise from your resting place in the graveyard and fly into the night! Travel in two forms - as a man or a bat. Wolves hound you when you are in human form, and vultures snatch at the bat you can become. You've got to sink your teeth into a victim soon. You're growing paler and slowing down. Constables throw stakes that'll stop you cold! Bite all the victims you can find, then return to your resting place before sunrise, or you'll never hunt again!

- TECHNICAL -

Model 720018

- STAFF -

Design/Program: Alan Smith
Graphics Assistance: Wilfredo Aguilar
Sound: Dave Durran

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60882&o=2

$end


$info=edracula,
$bio

Dracula (c) 1981 Epoch Co., Ltd.

You are a treasure hunter seeking the treasure hidden in a coffin in Dracula's castle. But watch out — dangers lie ahead! You must escape the Wolfman, break down a wall to enter the Underground Labyrinth and evade a Vampire Bat as you try to collect all the diamonds. In Dracula's Castle, there are four coffins. Chose carefully — only one coffin contains the treasure. If you open the wrong one, you'll find Dracula inside instead of the treasure.

- TECHNICAL -

Game ID: 8210

- SCORING -

The score is displayed continually during game action. Points are scored for the following: 
a. The Treasure Hunter breaks down the upper and lower section of a wall — 10 points.
b. The Treasure Hunter breaks down all three walls during a game cycle — 20 bonus points.
c. The Treasure Hunter collects a diamond — 10 points.
d. The Treasure Hunter finds the treasure in a coffin — 40 points.

If you reach the score of 1000 or more, the Treasure Hunter becomes the first digit of the score. 

2000 points is a perfect score and HHO is displayed.

- TIPS AND TRICKS -

* In the Wolfman's Den

a. The Treasure Hunter must move through the Wolfman's Den, escape the Wolfman and try to break down one or more walls at the entrance to the Underground Labyrinth. 

b. There are three walls - each has an upper section and a lower section. If you press the Hammer Button four times, the upper section is broken (disappears). And, if you press the Hammer Button four more times, the lower section is broken (disappears). Once both sections are broken, the Treasure Hunter may enter the Underground Labyrinth. 

c. If the Treasure Hunter breaks down all three walls during a game cycle, bonus points are scored (see Scoring). 

d. If the Wolfman enters the same space as the Treasure Hunter, the Wolfman will raise his hand. If the Treasure Hunter does not move away immediately, he is beaten and a chance is lost. You will hear an electronic sound and the Treasure Hunter returns automatically to his starting position. Play continues. 


* In the Underground Labyrinth 

a. The pattern in the Underground Labyrinth changes randomly. Neither the Treasure Hunter nor the Vampire Bat can move through a solid vertical line. 

b. The Treasure Hunter must pick up all 16 diamonds in order to enter Dracula's Castle. When all 16 diamonds have been collected (they will disappear as the Treasure Hunter moves into their space), you will hear an electronic sound and the doors to Dracula's Castle will open (disappear). 

c. If the Vampire Bat enters the same space as the Treasure Hunter, the Treasure Hunter is beaten and a chance is lost. You will hear an electronic sound and the Treasure Hunter returns automatically to his starting position. 

Play continues. However, if the Vampire Bat enters the same space as the Treasure Hunter and a cross, the Treasure Hunter is protected and cannot be beaten. 


* In Dracula's Castle 

a. Once the 16 diamonds have been collected, the Treasure Hunter may enter one of the doors of Dracula's Castle and open a coffin. To open a coffin, press the Hammer Button once. 

b. If the Guard Bat enters the same space as the Treasure Hunter, the Treasure Hunter is beaten and a chance is lost. You will hear an electronic sound and the Treasure Hunter returns automatically to his starting position. Play continues. 

c. If the coffin contains the treasure, you will hear an electronic sound of victory. One game cycle is over and a new game cycle begins. (The location of the treasure changes after each game cycle). 

d. If Dracula is hidden in the coffin instead of the treasure, you will hear an electronic sound of warning. The Treasure Hunter must escape immediately or Dracula will appear, begin to flicker and chase after the Treasure Hunter. 

e. If Dracula catches the Treasure Hunter, the Treasure Hunter is beaten and a chance is lost. You will hear an electronic sound and the Treasure Hunter returns automatically to his starting position. 

f. Dracula will continue to chase and beat Treasure Hunters until a Treasure Hunter beats Dracula with a cross. 

g. To beat Dracula with a cross, the Treasure Hunter must enter into a space occupied by a cross. The cross will begin to blink and move along with the Treasure Hunter. Now Dracula will begin to run away from the Treasure Hunter. If the Treasure Hunter and the cross catch Dracula, Dracula is beaten and will disappear from the display. Play then continues.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88783&o=2

$end


$info=dragrace,
$bio

Drag Race (c) 1977 Kee Games.

Race against a competitor or the computer. Wait until the start tree shows green, hit the accelerator, and get to fourth gear as soon as you can to get the checkered flag. Do not shift too fast, though, or you will blow the engine.

- TECHNICAL -

Game ID : 008505-008521

Main CPU : M6800 (@ 1.008 Mhz)
Sound Chips : Discrete (@ 1.008 Mhz)

Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 16

Players : 2
Buttons : 6

- TRIVIA -

Released in June 1977.

Drag Race was a monochrome game. Colors were introduced through colored overlays on the bezel.

After a nearly 50-year run, the mid-1970s video games like Drag Race spelled the end of the electro-mechanical arcade games (such as "Killer Shark" seen in the movie Jaws). Video games would spawn a nation-wide phenomenon which has gone on to this day.

Drag Race was one of many mid-1970's Atari games such as "Night Driver", "Starship 1" and "Sprint 2" which were often found at carnivals and bowling alleys. Kids would flock to these establishments just to get an opportunity to play the games rather than the primary source of entertainment they offered. When the 80's arrived, video games could be found everywhere including grocery stores and kids didn't have to go very far to play their favorite game.

Todd Rogers holds the official record for this game with 4.1 seconds on May 30, 2007.

- STAFF -

Designed and programmed by : Mike Albaugh

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=688&o=2

$end


$channelf=dragrace,
$bio

Drag Race (c) 1977 Fairchild

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53211&o=2

$end


$x68k_flop=dragon,
$bio

Dragon (c) 1989 LOG [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87458&o=2

$end


$pc8801_flop=dragon,
$bio

Dragon (c) 1989 LOG [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91669&o=2

$end


$info=m4dragon,
$bio

Dragon (c) 199? Nova.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41306&o=2

$end


$megadriv=dragon,
$bio

Dragon - The Bruce Lee Story (c) 1993 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56457&o=2

$end


$sms=dragon,
$bio

Dragon - The Bruce Lee Story (c) 1994 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56000&o=2

$end


$megadriv=dragonu,
$bio

Dragon - The Bruce Lee Story (c) 1994 Acclaim Entertainment, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57197&o=2

$end


$jaguar=dragon,
$bio

Dragon - The Bruce Lee Story (c) 1994 Atari Corp.

The spirit of martial arts Master Bruce Lee lives on in DRAGON: a dangerously life-like combat simulation based on his biographical film. Apply discipline and a devastating array of age-old fighting techniques to subdue opponents more cunning than the real Bruce Lee ever faced. Unite your spiritual and physical strength to confront The Phantom, the mythical samurai which has plagued your thoughts and dreams, in a jeet kune do duel to the death!

- TECHNICAL -

Model J9036E

- TRIVIA -

No single teacher, artist or film-star has had more impact on the martial arts than Bruce Lee. His influence still lives on in Hollywood stars such as Stephen Segal and Jean Claude Van Damme, who have followed in his supremely choreographed footsteps.

Born in San Francisco on November 27 1940 - the year of the dragon - Lee was christened Li Jun Fan. The name means 'return to San Francisco', since his mother, who was to take the family back to Hong Kong less than a year after his birth, felt a return to that city was part of his destiny. Indeed it was. After a turbulent upbringing, listed as a juvenile delinquent and in regular trouble with the police, Lee's parents paid for martial arts lessons in an attempt to shield their son from further harm. Unfortunately for Bruce, no one could save him from his own personal fears. These were personified by The Phantom or 'mythical samurai' which was to plague his thoughts and dreams throughout his life.

Lee learnt a style known as wing chun, named after the woman who developed it. It is a stripped-down form of kung-fu, relying on low kicks and a defensive style known as chi sao or 'sticking hands.' This is a technique which involves responding to your opponents' moves by deflecting their blows with minimal efforts. Lee took this style and refined his own idea, 'no form' or jun fan from it. A blend of many styles including karate, savate, judo and even Muhammad Ali's boxing, it was actually inspired by sword fighting, working on the concept of parry and counter in one movement. It became known as jeet kune do, the 'stop-fast' hitting style.

At the age of 18 he returned to San Francisco as his hame had predicted. He earned cash as a waiter at his aunt's restaurant, giving dancing lessons, and demonstrating martial arts. However, it was by giving private lessons to wealthier clients from the film industry such as Steve McQueen, James Coburn and Elvis Presley, that earned him both a living and the contacts he needed in Hollywood to launch his film career.

After a difficult start, Lee achieved some fame on both sides of the Pacific. But it was the success of Way Of The Dragon that finally gave Bruce his big break in Hollywood. Enter The Dragon was his first feature there. With its fast-paced sequences and violent combat action it made him a world-wide celebrity. To date, the film has grossed $200 million, making it one of the most commercially successful movies ever made.

Bruce Lee was pronounced dead on July 20 1973, aged 32. Newspaper reports concerning an affair, rivalry with business associates and rumours that he had refused to pay protection money to Triads, continue to give credence to the conspiracy theories that suggest he was poisened. Indeed, traces of drugs discovered at his post-mortem continue to shroud his death in mystery. Some say  he fought his final battle against The Phantom, and lost.

To this day he continues to be front page news in the Far East where his legend remains undimmed.

- TIPS AND TRICKS -

* The Nunchaku may be limited bit it's the only weapon effective against The Phantom. Learn to use it - and use it well.

* Bruce has a higher tolerance to injury when in Mantis Mode he's stunned easier when in Fighter or Nunchaku Mode.

* When Bruce and his opponent both leap at each other, delay pressing the Kick Button for as long as possible to win the attack.

* The Chop and the Flying Kick are the best attacks to use against an opponent armed with Nunchaku. It takes practice to use those moves correctly, but it's  worth it.

* Try to use as many different moves as possible. The more you vary your attack, the more unpredictable your opponent will find you.

* Learn to use the moves (and especially their ranges) by playing a human opponent - without the human!

* When playing a Battle, keep an eye out for the Yin Yang symbols which appear. Be first to collect them for extra Chi.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76418&o=2

$end


$snes=dragonu,
$bio

Dragon - The Bruce Lee Story (c) 1995 Acclaim Ent., Incorporated.

- TECHNICAL -

Game ID: SNS-AD5E-USA

- TIPS AND TRICKS -

Level select
------------
Highlight the Test Music option, then quickly press B, A, R. 

Unlimited Chi
-------------
Enter the options screen, set the sound to Monaural then quickly press Select, A, L, A, R, Y.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62930&o=2

$end


$snes=dragon,
$bio

Dragon - The Bruce Lee Story [Model SNSP-AD5P-EUR] (c) 1995 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62929&o=2

$end


$gamegear=dragon,
$bio

Dragon - The Bruce Lee Story [Model T-70148-50] (c) 1994 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64556&o=2

$end


$gamegear=dragonu,
$bio

Dragon - The Bruce Lee Story (c) 1995 Acclaim Ent., Incorporated.

- TECHNICAL -

[Model T-81358]

- TRIVIA -

This game is based on the 1993 movie with the same title.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64557&o=2

$end


$m5_cart=drgnatck,
$bio

Dragon Attack (c) 1983 Takara Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95343&o=2

$end


$msx1_cart=drgnatck,drgnatcka,
$bio

Dragon Attack [Model HM-003] (c) 1983 HAL Laboratory, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76698&o=2

$end


$gba=dballk,
$bio

Dragon Ball - Advance Adventure (c) 2005 Daiwon C&A Holdings Company, Limited. [Korea]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70469&o=2

$end


$gba=dballj,
$bio

Dragon Ball - Advance Adventure [Model AGB-BDVJ-JPN] (c) 2004 Banpresto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70468&o=2

$end


$gba=dballu,
$bio

Dragon Ball - Advanced Adventure [Model AGB-BDVE-USA] (c) 2006 Atari Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70471&o=2

$end


$gba=dball,
$bio

Dragon Ball - Advanced Adventure [Model AGB-BDVP] (c) 2005 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70470&o=2

$end


$nes=dball2,
$bio

Dragon Ball - Dai Maou Fukkatsu (c) 1988 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53995&o=2

$end


$scv=dball,
$bio

Dragon Ball - Dragon Dai Hikyou (c) 1986 Epoch Company, Limited.

- TECHNICAL -

[Model 27 NO.09330]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49073&o=2

$end


$nes=dballa,dball,
$bio

Dragon Ball - Le Secret du Dragon (c) 1990 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55097&o=2

$end


$nes=dballj,
$bio

Dragon Ball - Shen Long no Nazo (c) 1986 Bandai

- TRIVIA -

Released on November 27, 1986 in Japan.

Export releases:
[US] NES-DP-USA
[EU] NES-B8-EEC

European reviews:
[FR] Player One (Sept. 1990): 80/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53996&o=2

$end


$nes=dballh,
$bio

Dragon Ball - Shen Long no Nazo (c) 1987 FMG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69245&o=2

$end


$nes=dball3,dball3a,
$bio

Dragon Ball 3 - Gokuu Den (c) 1989 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53997&o=2

$end


$nes=dbparty,
$bio

Dragon Ball 4 in 1 (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83857&o=2

$end


$gbcolor=dbf2005,
$bio

Dragon Ball Fight 2005 (c) 2005 Fiver Firm.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67829&o=2

$end


$gba=dballgt,
$bio

Dragon Ball GT - Transformation [Model AGB-BT4E-USA] (c) 2005 Atari Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70472&o=2

$end


$info=dbz,
$bio

Dragon Ball Z (c) 1993 Banpresto.

Based on the famous manga works by Akira Toriyama, this game enables you to play as many of the famous characters seen in the show. Too bad that's the only highlight in the game folks since only true fans are likely to enjoy the game!

- TECHNICAL -

Game ID : BP924-1

Main CPU : Motorola 68000 (@ 16 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2151 (@ 4 Mhz), OKI6295 (@ 8 Khz)

Players : 2
Control : 8-way joystick
Buttons : 3
=> Punch, Kick, Hard Attack

- TRIVIA -

Released in November 1993.

Team Entertainment released a limited-edition soundtrack album for this game (Dragon Ball Z & Z2 Original Soundtrack - KDSD-00042) on 18/01/2005.

- SERIES -

1. Dragon Ball Z (1993)
2. Dragon Ball Z 2 - Super Battle (1994)
3. Super Dragon Ball Z (2005)

- STAFF -

Character designer : Akira Toriyama
Game designer, Director : Takayoshi Nakazato
Character designer : Hidetoshi Ohmori, Masaya Suzuki, Makoto Furuta, H.
Character digitize : Satoshi Fudaba, Hiroshi Matsuyama, Akemi Nagay
Background designer : Tomoyo Tanaka
Background digitize : Takayoshi Nakazato
Programmer : Hyoji Shinohara
Sound programmer : Hitoshi Ohori
Music composed by : Yoshiko Yamaguchi
Assistants : Togo Narita, Mayumi Fudaba, Michie Narita, Ryo Shimamura, T
Debuggers : Yoshimasa Yamada, Jisaku Hamada, Setsuko Inagaki, Noriko Kita
Producer : Shinji Hashimoto
Assistant producers : Hideki Ikinaga, Toshifumi Kawashima
Executive producer : Kisaburo Higashi

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=689&o=2

$end


$msx2_flop=dbz,
$bio

Dragon Ball Z (c) 199? Unknown [Korea]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101622&o=2

$end


$gba=dbzbuku,
$bio

Dragon Ball Z - Bukuu Tougeki [Model AGB-AZJJ-JPN] (c) 2004 Banpresto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70473&o=2

$end


$gba=dbzbufry,
$bio

Dragon Ball Z - Buu's Fury [Model AGB-BG3E-USA] (c) 2004 Atari Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70474&o=2

$end


$megadriv=dbz,
$bio

Dragon Ball Z - Buyuu Retsuden (c) 1994 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56458&o=2

$end


$nes=dbz5,dbz5a,
$bio

Dragon Ball Z - Chao Ji Lun Tan 5 (c) 19?? Rex Soft [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76751&o=2

$end


$snes=dbzchom,
$bio

Dragon Ball Z - Chomutujeon (c) 1994 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62931&o=2

$end


$gba=dbzcard,
$bio

Dragon Ball Z - Collectible Card Game [Model AGB-ADZE-USA] (c) 2002 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70475&o=2

$end


$gbcolor=dbzj,
$bio

Dragon Ball Z - Densetsu no Chou Senshi-tachi [Model CGB-BBZJ-JPN] (c) 2002 Banpresto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67803&o=2

$end


$gameboy=dbzhisho,
$bio

Dragon Ball Z - Goku Hishouden [Model DMG-ADBJ-JPN] (c) 1994 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65924&o=2

$end


$gameboy=dbzgeki,
$bio

Dragon Ball Z - Gokuu Gekitouden [Model DMG-AZ2J-JPN] (c) 1995 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65925&o=2

$end


$gbcolor=dbzs,
$bio

Dragon Ball Z - Guerreros de Leyenda [Model CGB-BBZS-ESP] (c) 2002 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67804&o=2

$end


$snes=dbzhypd,
$bio

Dragon Ball Z - Hyper Dimension (c) 1996 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62932&o=2

$end


$snes=dbzhypdj,
$bio

Dragon Ball Z - Hyper Dimension [Model SHVC-AZIJ-JPN] (c) 1996 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61236&o=2

$end


$gbcolor=dbzi,
$bio

Dragon Ball Z - I Leggendari Super Guerrieri [Model CG-BBZI-ITA] (c) 2002 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67805&o=2

$end


$saturn,sat_cart=dbzidbd,
$bio

Dragon Ball Z - Idainaru Dragon Ball Densetsu (c) 1996 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59077&o=2

$end


$pcecd=dbz,
$bio

Dragon Ball Z - Idainaru Son Gokuu Densetsu (c) 1994 Bandai.

Dragon Ball Z is a fighting game based on the first Dragon Ball TV series, itself adapted from the popular comic created by Akira Toriyama. The game follows the adventures of the young and monkey-tailed Son Goku with outstanding full-screen animated cutscenes and gets the player to fight the boy's first enemies of the series, some of whom will later become his friends - Tao Pai Pai, Tienshinhan, Piccolo, Vegeta, Freeza and finally the evil Cell. However, Dragon Ball Z is not your usual fighting game and the player will need some training to get used to the interface and game mechanics. Controls are not what anyone would expect - no punching nor kicking. Instead, each fight uses a sort of 'real time/round based' recipe where most of the game's strategy is about charging up energy (by pressing both buttons at the same time) and avoiding being hit by constantly moving in the opposite direction of the opponent, or by blocking any attacks by pressing the (II) button. Then, at the right time, the player moves in and attack with the (I) button. But things are not that easy and straight forward - the up and down directions allow to switch from four different color coded action modes - Attack (Red), Accumulate Energy (Green), Blocking (Black) or Energy Blast (Blue). Finally, when the opponent has received enough damage, the player is able to unleash a special attack by combining two Kana signs. The game offers a lot more unique features but only time and patience will let non Japanese speaking players fully enjoy the rest of them.

- TECHNICAL -

Game ID: BNCD4001

- TRIVIA -

Dragon Ball Z was released on November 11, 1994 in Japan for 8800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58164&o=2

$end


$nes=dbz,
$bio

Dragon Ball Z - Kyoushuu! Saiyajin (c) 1990 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53998&o=2

$end


$megadriv=dbzf,
$bio

Dragon Ball Z - L'Appel du Destin (c) 1994 Bandai.

French release.

- TRIVIA -

Reviews:
[FR] May 1995 - Consoles + N.32: 85%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56459&o=2

$end


$snes=dbzbuto2,
$bio

Dragon Ball Z - La Légende Saien (c) 1994 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62933&o=2

$end


$gbcolor=dbzu,
$bio

Dragon Ball Z - Legendary Super Warriors [Model CGB-BBZE-USA] (c) 2002 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67807&o=2

$end


$gbcolor=dbz,
$bio

Dragon Ball Z - Legendary Super Warriors [Model CGB-BBZP-UKV] (c) 2002 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67806&o=2

$end


$gbcolor=dbzg,
$bio

Dragon Ball Z - Legendäre Superkämpfer [Model CGB-BBZD-NOE] (c) 2002 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67808&o=2

$end


$gbcolor=dbzf,
$bio

Dragon Ball Z - Les Guerriers Légendaires [Model CGB-BBZF-FRA] (c) 2002 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67809&o=2

$end


$gba=dbzmoog,
$bio

Dragon Ball Z - Moogongtoogeuk (c) 2005 Daiwon C&A Holdings Company, Limited. [Korea]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70476&o=2

$end


$saturn,sat_cart=dbzsbuto,dbzsbutoa,
$bio

Dragon Ball Z - Shin Butouden (c) 1995 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59078&o=2

$end


$snes=dbzbutod,
$bio

Dragon Ball Z - Super Butouden (c) 1993 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62934&o=2

$end


$nes=dbzbuto2,
$bio

Dragon Ball Z - Super Butouden 2 (c) 1994 Jy Co.

- TECHNICAL -

Game ID: JY-012

- STAFF -

Developed by: Hummer Team

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83858&o=2

$end


$snes=dbzbuto2j,dbzbuto2ja,dbzbuto2ja1,
$bio

Dragon Ball Z - Super Butouden 2 (c) 1993 Bandai

- TECHNICAL -

Cartridge ID: SHVC-EF

- TRIVIA -

Reviews:
[FR] May 1993 - Consoles + No. 20: 88/100

- TIPS AND TRICKS -

Extra Characters:
-----------------
At the intro screen, when you see someone flying but you only see his hand, press Up, X, Down, B, L, Y, R, A.

Tiny Fighter:
-------------
On the screen where the fighters are talking before the fight, press up or down 10 times.

Turbo Mode:
-----------
At the black screen before the title screen, hold L + R + Start + select on controller 2 until Goku speaks.

Retire:
-------
Keep; Y + X + B + A, and press; Select. During the game.

Fight Against Browly In Story Mode
----------------------------------
Play the story mode in hard difficulty level. Win the first fight with Cell, then lost the second fight, (You'll fight against Cell Jr.), now from here, you will win every confrontation. Browly appear at the end looking for Kakarot (Goku).

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61238&o=2

$end


$snes=dbzbuto3,
$bio

Dragon Ball Z - Super Butouden 3 (c) 1994 Bandai

- TECHNICAL -

Game ID: SHVC-AZ4J-JPN

- TIPS AND TRICKS -

Extra Character
---------------
At the intro screen, immediately after you hear a voice talking, press Up, X, Down, B, L, Y, R, A.

Turbo Mode
----------
Hold A + B + X + Y + L + R on controller two and power on the SNES system. Release the button after Goku's Kamekameha.

Power Ups
---------
Before a fight, while the characters talk to each other, enter these codes to power-up your character and strengthen your attacks. If done correctly, your character should charge up.

Effect Code
1 Up, L, Down, Y 
2 Left, R, L, Right 
3 Down, X, Up, R 
4 L, R, Up, Down, Y, X, Left, Right 
5 Up, L, Up, R, Up, Y, Up, X 
6 Left, R, Up, X, Right, Y, Down, L

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61239&o=2

$end


$snes=dbzbutodj,dbzbutodja,dbzbutodjs,
$bio

Dragon Ball Z - Super Butouden (c) 1993 Bandai

- TECHNICAL -

Model SHVC-Z2

- TIPS AND TRICKS -

Extra Characters:
-----------------
At the intro screen, when you hear Goku talking, hold the L and R button and rotate the D-pad and and the four buttons [A, B, X, Y] in a circular manner. Repeat this until you hear a chime and Goku's voic again.

Watch Mode
----------
While playing on VS Battle mode, pause the game and press A + B + X + Y simultaneously to have a CPU control either player.

Good Ending
-----------
Play on a difficulty level of 3 or higher, and faces combat in the following order:
1. Goku Vs Piccolo
2. Goku Vs Vegeta
3. Goku Vs Freezer
4. Piccolo vs Android 20
5. Vegeta Vs Android 18
6. Piccolo Vs Cell
7. Goku Vs Android 16
8. Vegeta vs Trunks
9. Goku Vs Gohan
10. Gohan Vs Cell

- After defeating Cell in the platform of the tournament, a message count with the image of warriors in the background. Then Fin .., but there is a word that says, Final Battle.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61237&o=2

$end


$snes=dbzkaku,
$bio

Dragon Ball Z - Super Gokuu Den - Kakusei Hen (c) 1995 Bandai

- TECHNICAL -

Model SHVC-A2ZJ-JPN

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61240&o=2

$end


$snes=dbztotsu,
$bio

Dragon Ball Z - Super Gokuu Den - Totsugeki Hen [Model SHVC-AZ5J-JPN] (c) 1995 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61241&o=2

$end


$snes=dbzsaiya,dbzsaiya1,
$bio

Dragon Ball Z - Super Saiya Densetsu (c) 1992 Bandai

- TECHNICAL -

Model SHVC-DB

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61242&o=2

$end


$gba=dbzsswu,
$bio

Dragon Ball Z - Supersonic Warriors [Model AGB-AZJE-USA] (c) 2004 Atari Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70478&o=2

$end


$gba=dbzssw,
$bio

Dragon Ball Z - Supersonic Warriors [Model AGB-AZJP] (c) 2004 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70477&o=2

$end


$gba=dbztaiku,
$bio

Dragon Ball Z - Taiketsu [Model AGB-BDBE-USA] (c) 2003 Atari Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70480&o=2

$end


$gba=dbztaik,
$bio

Dragon Ball Z - Taiketsu [Model AGB-BDBP] (c) 2003 Atari Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70479&o=2

$end


$gba=dbzgoku2j,
$bio

Dragon Ball Z - The Legacy of Goku II International [Model AGB-ALFJ-JPN] (c) 2004 Banpresto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70485&o=2

$end


$gba=dbzgoku2u,
$bio

Dragon Ball Z - The Legacy of Goku II [Model AGB-ALFE-USA] (c) 2003 Atari Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70484&o=2

$end


$gba=dbzgoku2,
$bio

Dragon Ball Z - The Legacy of Goku II [Model AGB-ALFP] (c) 2003 Atari Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70483&o=2

$end


$gba=dbzgokuu,
$bio

Dragon Ball Z - The Legacy of Goku [Model AGB-ALGE-USA] (c) 2002 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70482&o=2

$end


$gba=dbzgoku,
$bio

Dragon Ball Z - The Legacy of Goku [Model AGB-ALGP] (c) 2002 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70481&o=2

$end


$saturn,sat_cart=dbzlegs,
$bio

Dragon Ball Z - The Legend (c) 1996 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59079&o=2

$end


$saturn,sat_cart=dbzlegs,
$bio

Dragon Ball Z - The Legend (c) 1996 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60291&o=2

$end


$psx=dragonba,
$bio

Dragon Ball Z - Ultimate Battle 22 (c) 1995 Bandai Co., Ltd.

- TECHNICAL -

Game ID: SLPS-00073

- TRIVIA -

Released on July 28, 1995 in Japan.

Re-Editions:
[JP] "Dragon Ball Z - Ultimate Battle 22 [Model SLPS-91017]" (1997)

Export releases:
[FR] "Dragon Ball Z - Ultimate Battle 22 [Model SLES-00291]"
[US] "Dragon Ball Z - Ultimate Battle 22 [Model SLUS-01550]"
[EU] "Dragon Ball Z - Ultimate Battle 22 [Model SLES-03736]"

- STAFF -

Production Manager: Eisaku Maniwa
Executive Producer: Kazumasa Ogata
Producer: Daisuke Uchiyama, Toshihiro Suzuki
Chief Director: Ichisuke Hiten
Director: Kakeru Tayasu
Main Programmer: Shinzo Tokiwa
Programmers: Ryoko Moritaka, Xu Rui, Himeko Okamoto, Keizo Minami, Shiro Yonewa
Designers: J Designs, Pochitto Art, Aiko Nakatsuka, Haruse Kataoka, Suezô Ichikawa, Naoko Takeuchi, Jiro Inoue, Noriko Mizukake
Graphics: Atsushi Fujimoto, Aka Yasuda
Music: Kenji Yamamoto
Music Editor: Kenji Yamamoto, Mitsushige Goto
Toei Animation: Kozo Morishita, Seiichi Hiruta, Hiroshi Takeda, Mitsuo Hashimoto, Naotoshi Shida, Takeo Ide, Naoki Miyahara, Yuji Hakamada, Shinichiro Fukushima, Takashi Manaka, Tetsuya Saeki, Yukio Ebisawa, Masahiro Shimanuki, Kazuya Hisada, Naoki Tate, Akio Katada, Masaki Sato, Tadashi Yamamuro, Naotoshi Shida, Chiori Matsuda, Chikako Uesugi, Fujie Katsuta, Shiho Tamai, Chizuko Kusunoki, Hiromi Shiraga, Kiyomi Ishiwata, Yuki Enatsu, Ai Kikuchi, Kuri Kokubo, Kiyomi Fujihashi, Yoko Ohori, Masayo Ida, Keiko Yoshizawa, Masae Motohashi, Aiko Seguchi, Yasuko Kanno, Hadashi Pro, Studio Om, Peacock, Kunio Tsujita, Kenji Matsumoto, Moriyoshi Ohhara, Sanko Production, Shinichi Fukumitsu, Kenji Ninomiya, Hidenori Arai, Mamiko Ogawa, Keiji Inoue, Munehisa Sakai, Akihiko Yamaguchi

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85105&o=2

$end


$snes=dbzmenac,
$bio

Dragon Ball Z - Ultime Menace (c) 1994 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62935&o=2

$end


$info=dbz2,
$bio

Dragon Ball Z 2 - Super Battle (c) 1994 Banpresto.

In this 1-on-1 fighting game, 10 characters from the popular anime/manga series do battle on land and in the sky.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 16 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2151 (@ 4 Mhz), OKI6295 (@ 8 Khz)

Screen orientation : Horizontal
Video resolution : 384 x 256 pixels
Screen refresh : 55.00 Hz
Palette colors : 8192

Players : 2
Control : 8-way joystick
Buttons : 4
=> [A] Weak punch, [B] Strong punch, [C] Weak kick, [D] Strong kick

- TRIVIA -

Team Entertainment released a limited-edition soundtrack album for this game (Dragon Ball Z & Z2 Original Soundtrack - KDSD-00042) on 18/01/2005.

- SERIES -

1. Dragon Ball Z (1993)
2. Dragon Ball Z 2 - Super Battle (1994)
3. Super Dragon Ball Z (2005)

- STAFF -

Music Composer : Yoshiko Yamaguchi
Sound Composer : Idenori Anai

VOICES :
Goku, Gohan : Masako Nozawa
Vegeta : Ryo Horikawa
Trunks : Takeshi Kusao
Satan : Daisuke Gouri
Piccolo : Toshio Furukawa
No. 20 : Koji Yada
No. 18 : Miki Ito
No. 16 : Hikaru Midorikawa
Cell : Norio Wakamoto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=690&o=2

$end


$nes=dbzgaidn,
$bio

Dragon Ball Z?? ???????? (c) 1993 Bandai
(Dragon Ball Z Gaiden - Saiyajin Zetsumetsu Keikaku)

- TECHNICAL -

Game ID: BA-DBZ4
Cart color: Black

- TRIVIA -

Released on August 6, 1993 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53999&o=2

$end


$nes=dbzgaidnc,
$bio

Dragon Ball Z Gaiden - Saiyajin Zetsumetsu Keikaku [Model ES-1096] (c) 19?? Waixing Computer & Technology Co., Ltd. [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76752&o=2

$end


$nes=dbz2,dbz2a,
$bio

Dragon Ball Z II ?????? (c) 1991 Bandai
(Dragon Ball Z II - Gekishin Freeza!!)

- TECHNICAL -

Game ID: BA-DBZ2

- TRIVIA -

Released on August 10, 1991 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54000&o=2

$end


$nes=dbz2c,
$bio

Dragon Ball Z II - Gekishin Freeza!! [Model ES-1094] (c) 19?? Waixing Computer & Technology Co., Ltd. [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76753&o=2

$end


$nes=dbz3,
$bio

Dragon Ball Z III ?????? (c) 1992 Bandai
(Dragon Ball Z III - Ressen Jinzou Ningen)

- TECHNICAL -

Game ID: BA-DBZ3

- TRIVIA -

Released on August 7, 1992 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54001&o=2

$end


$nes=dbz4,
$bio

Dragon Ball Z IV (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83859&o=2

$end


$info=dbzvrvs,
$bio

Dragon Ball Z V.R.V.S. (c) 1994 Sega.

A fighting game.

- TECHNICAL -

Runs on the Sega "System 32" hardware.

Control per player: 8-way joystick
Buttons per player: 3

- TRIVIA -

Released in March 1994 in Japan.

Based on the popular anime series of the same name. The game was never released outside of Japan.

The characters in this game have incorrectly-translated names (e.g. Vegeta's name as 'Vegita', and Son Goku's name as 'Son Go Kuh').

The deluxe cabinet includes motion sensors which enables the player to fight using his arms and legs.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=691&o=2

$end


$nes=dballc,
$bio

Dragonball (c) 200? Nanjing.

- TECHNICAL -

Game ID: NJ095

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76756&o=2

$end


$wscolor=dball,
$bio

Dragon Ball [Model SWJ-BANC3C] (c) 2003 Bandai Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86429&o=2

$end


$info=dragnblz,
$bio

Dragon Blaze (c) 2000 Psikyo.

In a distant land, four brave dragonriders must make use of every trick in the book to survive wave after wave of powerful monsters and hulking bosses in this Psikyo shoot'em up masterpiece. Features some truly beautiful graphics & sound, excellent control that features some interesting gameplay mechanics and tons of challenge.

- TECHNICAL -

Main CPU : SH-2 (@ 28.63635 Mhz)
Sound Chips : YMF278B (@ 28.63635 Mhz)

Players : 2
Control : 8-Way Joystick
Buttons : 3
=> Shoot, Bomb, Auto-Shot

- TRIVIA -

Dragon Blaze was released in May 2000.

The game forbids the initials : 'SEX', 'DIE', 'FUC', 'FUK', 'PLO', 'PIS', 'PEE', 'KKK', 'IRA', 'HIV', 'AUM', and 'ASS' on the high score table. If you try, it gets changed to three smileys.

- TIPS AND TRICKS -

* Maintenance Code :
9-2-2-2-0 Maintenance Mode.
9-2-2-1-0 All Data Erased.
1-2-3-4-5 Reset Scores.

* Each stage 2nd boss has a weak point which is called 'the core' that is exposed for some few seconds. To get the 'Technical Bonus' when the core is revealed you must use the dragon shoot against it killing the boss in one hit. Try not to damage the 2nd boss for too much though, if it gets too damaged it won't reveal the core.

* Dragon Blaze characters:
1) Quaid:
- Speed: average.
- Shot Attack: average width and power, powerful aimed secondary lances with every button press. NOTE: Extra lances can be fired with faster button inputs.
- Shot Special - Button Held: aimed narrow stream of fire. Slow moving fireballs that stay on the screen for a few seconds. Good for deploying on one side of the screen to let them do their work while you take care of something else on screen.
- Dragon Attack: average width and call-back speed.
- Dragon Special: wide Dragon breath, very little range, must be positioned close for any real effect.
- Bomb: good, full screen protection for 2 seconds.
2) Sonia:
- Speed: slow.
- Shot Attack: wider shot than Quaid but about the same power, but she has a very strong secondary lazers that can take out multiple weaker enemies in one shot. Excellent.
- Shot Special - Button Held: very wide spead, powerful. Good.
- Dragon Attack: one of the best in the game, if you notice the main dragon has two extra dragons either side of it making it the widest of all the dragon strikes, only down side is the call-back speed is slow.
- Dragon Special: poor and pretty useless. Main Dragon fires a weak green spread while the two smaller dragons home onto the closest enemy with an even weaker attack. Pretty much useless.
- Bomb: poor, deploys a protective barrier slighly wider than Sonia vertical up the screen, can be hit if outside barrier, useful for sticky situations and not much else.
3) Rob:
- Speed: slowest.
- Shot Attack: one of the best in the game, Wide powerful spread covering a large span of the screen. His secondary weapon are very powerful slow moving metal balls tavelling at a slight angle to the sides but has limited range.
- Shot Special - Button Held: powerful spread of rocks, fast and covers a wide area.
- Dragon Attack: about the same range as Quaids but a little stronger, but again as with Sonia the recall speed is slow, not as slow but easily slower than Quaid and Ian.
- Dragon Special: powerful hori laser, decent. Very useful for level 6.
- Bomb: good, full screen protection for 2 seconds.
4) Ian:
- Speed: fastest.
- Shot Attack: straight fire, average. Secondary weapons are homing daggers that ermm, home in. Okay if you're going for survival but a pain in the arse if you're going for score because it kills everything before you get a chance to dragon shot them. Poor for Score, good for survival.
- Shot Special - Button Held: strong powerful laser, good but, Ian's powerbar takes about 10 years to charge so use it wisely
- Dragon Attack: pretty much the same power and width as Quaid, but with the fastest dragon recall in the entire game. Excellent.
- Dragon Special: green round circular area, shield? I dunno what it is but it spins around the spins the dragon Confused . Good for taking out stronger enemies in level stages.
- Bomb: worst in the game, pretty much useless, it does sod all damage. Poor for panic situation too, no invulnerability.

- PORTS -

* Consoles :
Sony PlayStation 2 [JP] (Mar. 31, 2005) "Sol Divide & Dragon Blaze [Psikyo Shooting Collection Vol.3] [Model SLPM-62593]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=692&o=2

$end


$pc8801_flop=dragonbl,
$bio

Dragon Blood (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91670&o=2

$end


$info=drgnbowl,drgnbowla,
$bio

Dragon Bowl (c) 1993 Nics.

A beat'em up game.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 10 Mhz)
Sound CPU : Zilog Z80 (@ 6 Mhz)
Sound Chips : Yamaha YM2151 (@ 4 Mhz), OKI6295 (@ 7.575 Khz)

Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

This game is a straight rip-off of Tecmo's "Ninja Gaiden" with different sprites (This game unofficially uses the Dragon Ball license).

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3487&o=2

$end


$info=dbreed,dbreedm72,
$bio

Dragon Breed (c) 1989 Irem Corp.

Dragon Breed is a superb and innovative side-scrolling shoot-em-up from the same gaming stable that gave the world "R*Type", Irem. Dragon Breed differs from other shoot-em-ups through its interpretation of the 'ship' that appears in other games of the genre; in Dragon Breed, the player controls a figure who rides a fully articulated and superbly rendered dragon. What makes this a particularly inspired move is that the Dragon's body - which is invulnerable to enemies and enemy fire - can be used as both a shield and a weapon; the player can move the dragon in such a way that its tail can be used to surround its rider and protect him from his enemies. Any contact the enemy has with the dragon will also deplete the enemy's power and eventually kill it. The dragon can also be 'powered-up' in a similar fashion to the space craft of other shoot-em-ups.

At various point throughout a level, small areas of land will appear at the bottom of the screen. These often contain power-ups and the player can fly the dragon down to the platform, dismount, and move around on foot.

- TECHNICAL -

This game was only sold as a conversion kit, although many distributors would pre-install these kits in generic cabinets, and sell them to the public that way. This is a JAMMA compatible title, so any JAMMA cabinet could be a proper Dragon Breed cabinet. The control panel to this title has a single 8-Way joystick, with fire and jump buttons on either side of it (so you can play either left or right handed). The marquee for this title is a highly detailed scene of a knight riding a green dragon, while being attacked by what appears to be a group of carnivorous fish. Although you may encounter this title in a cocktail cabinet (as the circuit board supports the screen flip for the second player), there were no specific graphics made for a cocktail cabinet (So the game will appear either unmarked, or perhaps with a few of the graphics from the upright kit jury rigged into place).

Irem M-81 system hardware

Main CPU : V30 (@ 8 Mhz)
Sound CPU : Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), DAC (@ 3.579545 Mhz)

Screen orientation : Horizontal
Video resolution : 384 x 256 pixels
Screen refresh : 55.00 Hz
Palette colors : 512

Players : 1
Control : 8-way joystick
Buttons: 2
=> [A] Shoot, [B] Jump

- TRIVIA -

Dragon Breed was released in June 1989.

The game borrows quite a few game design elements from Irem's "R-type" classic shooter series!

Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Dragon Breed - PCCB-00006) on October 21, 1989.

- TIPS AND TRICKS -

* Secret Invincibility :
1) Turn DIP 2-7 ON.
2) Reset the game with holding Player 1-Button 2.
3) You will be able to start a game with invincibility.

* Dragon Breed power-ups :
Red : the dragon breathes a flame. The flame gets longer if more power-ups are collected.
Yellow : the dragon's body starts to fire tiny yellow crescents in all directions.
White : the dragon shoots up to four miniature dragons, which home in on enemies.
Blue : the dragon fires downward bolts of electricity from its underside.

- PORTS -

* Computers :
Atari ST [EU] (1990)
Commodore Amiga [EU] (1990)
Commodore C64 [US] [EU] (1990)
Sinclair ZX Spectrum [EU] (1990)
Amstrad CPC [EU] (1991)
PC [MS Windows, Online] [EU] (December 9, 2011) "IREM Arcade Hits" by DotEmu
Apple MacIntosh [Online] [US] (August 21, 2011) "Irem Arcade Hits" by DotEmu
PC [Desura] [US] (November 2, 2013) "IREM Arcade Hits" by Plug In Digital

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=693&o=2

$end


$cpc_cass=dragonbr,dragonbr01,
$bio

Dragon Breed (c) 1989 Activision, Inc. [Santa Clara, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96015&o=2

$end


$amigaocs_flop=dbreed,
$bio

Dragon Breed (c) 1990 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73907&o=2

$end


$info=drgnbstr,
$bio

Dragon Buster (c) 1984 Namco.

Dragon Buster is a role-playing game in which you travel through various scenery to rescue the princess from an evil dragon.

- TECHNICAL -

Game ID : DB

Main CPU : Motorola M6809 (@ 1.536 Mhz), Hitachi HD63701 (@ 1.536 Mhz)
Sound Chips : Namco 8-channel WSG

Players : 2
Control : 4-way joystick
Buttons : 2

- TRIVIA -

Even if title screen says 1984, Dragon Buster was released in February 1985 in Japan.

Dragon buster is the first game from Namco to include a life-bar system.

Massimo Gaspari holds the official record for this game with 1,300,560 points on July 18, 1985.

Namco released a board game based on this game (same name) in 1985 (in Japan only) : You roll the dice to move around the board and complete quests. The game includes a variety of event cards, charts for randomizing events and encounters,counters for monsters and items and such. The goal of this game is to kill the dragon and rescue the princess.

- SERIES -

1. Dragon Buster (1985)
2. Dragon Buster II - Yami no Fuuin (1989, Nintendo Famicom)

- STAFF -

Music by : Yuriko Keino

- PORTS -

* Consoles :
Nintendo Famicom [JP] (January 7, 1987) 
Sony PlayStation [AU] (1996) "Namco Museum Vol.2" 
Sony PlayStation [JP] (February 9, 1996) "Namco Museum Vol.2 [Model SLPS-00210]" 
Sony PlayStation [US] (September 30, 1996) "Namco Museum Vol.2 [Model SLUS-00216]" 
Sony PlayStation [EU] (November 1996) "Namco Museum Vol.2 [Model SCES-00267]" 
Microsoft XBOX 360 [US] (November 4, 2008) "Namco Museum - Virtual Arcade [Model 21022]" 
Microsoft XBOX 360 [EU] (May 15, 2009) "Namco Museum - Virtual Arcade" 
Microsoft XBOX 360 [AU] (June 3, 2009) "Namco Museum - Virtual Arcade" 
Nintendo Wii [Virtual Console Arcade] [JP] (September 15, 2009) 
Microsoft XBOX 360 [JP] (November 5, 2009) "Namco Museum - Virtual Arcade [Model 2RD-00001]" 

* Handhelds : 
Sony PSP [US] (August 23, 2005) "Namco Museum Battle Collection [Model ULUS-10035]" 
Sony PSP [EU] (December 9, 2005) "Namco Museum Battle Collection [Model UCES-00116]" 
Sony PSP [JP] (February 23, 2006) "Namco Museum Vol.2 [Model ULJS-00047]" 
Sony PSP [KO] (November 8, 2007) "Namco Museum Vol.2" 

* Computers : 
FM-77AV [JP] (1987)
NEC PC 8801 [JP] (1987)
NEC PC 9801 [JP] (March 1989)
Sharp X68000 [JP] (1993) 
Sharp X1 [JP] 
MSX2 [JP] 

* Others : 
Let's! TV play classic series - Namco Nostalgia 2 [JP]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=694&o=2

$end


$msx2_cart=dbuster,
$bio

Dragon Buster (c) 1987 Namco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51281&o=2

$end


$nes=dbuster,
$bio

Dragon Buster (c) 1987 Namco, Limited.

Dragon Buster is a fantasy action game by Namco based on the arcade game of the same game released in 1984. The courageous prince Clovis, protagonist of the game, is on a perilous journey to rescue his beloved princess Celia held captive by a fearsome dragon. He must travel through twelve regions, visit the darkest places and defeat all the dragon beasts that frighten the country. Various routes lead to their castle-lairs and it is up to the player to wisely choose which path to take. There are five different level types - Cave, Graveyard, Mountain, Tower and Ruins. Each level comes with its own layout and is divided into rooms defended by vicious guardians - wizards throw fireballs or daggers whereas small dragons simply try to burn him alive. Our hero's primary weapon is a sword but special items, such as magic spells, can be collected along the way and greatly help him in his quest. He also has the ability to double-jump and this technique allows him to reach otherwise unreachable places. Once a region is cleaned from its dragon, Clovis carries on his journey onto another part of the kingdom defended by tougher enemies and even deadlier dragons.

- TRIVIA -

Dragon Buster for Famicom was released on January 7, 1987 in Japan at a retail price of 4900 Yen.

This Famicom port is in many ways different than the original arcade game. First of all princess Celia only appears at the end of the 12th region whereas she can be found throughout the arcade game. There are also new items such as the Lightning Rod, the Flame Lantern or the Stone Pendant. The Axe is also an interesting item which allows Clovis to cut through otherwise impenetrable forests, or the key allowing him to open locked gates. Not all enemies are also featured in the Famicom port and new ones are introduced such as the spiders or floating thieves who can steal the super-sword. Finally overworld maps are much larger and can cover several screens.

- STAFF -

By: HARUHISA UDAGAWA, KUMI HANAOKA

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [JP] (November 18, 2008) "Dragon Buster [Model FEWJ]"Famicom version 
Nintendo 3DS [Virtual Console] [JP] (September 19, 2013) "Dragon Buster [Model TCDJ]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54002&o=2

$end


$x1_flop=dbuster,
$bio

Dragon Buster (c) 1987 Dempa Shinbunsha [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85967&o=2

$end


$pc8801_flop=dbuster,
$bio

Dragon Buster (c) 1987 Enix, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91671&o=2

$end


$msx2_flop=dbuster,dbustera,
$bio

Dragon Buster (c) 1987 NAMCO, Ltd. [Tokyo, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101623&o=2

$end


$pc98=dbuster,
$bio

Dragon Buster (c) 1989 Unknown.

- TRIVIA -

Released in March 1989 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48540&o=2

$end


$x68k_flop=dbuster,
$bio

Dragon Buster (c) 1993 Dempa Shinbunsha [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87459&o=2

$end


$nes=dbuster2,
$bio

Dragon Buster II - Yami no Fuuin (c) 1989 Namco, Limited.

Dragon Buster II Yami no Fuuin is a Famicon exclusive action/adventure game by Namcot and sequel of Dragon Buster originally released in 1984. Centuries before the events of the first game, Dragons and Demons already roamed the country and brought terror into the lives of all people. However, a local legend states that the Sword of Thruth can restore peace to the land. It turns out that the almighty weapon is kept by the most ferocious dragon who ever lived but this doesn't stop the young Carl from willing to take on the challenge. He is small but the best archer the land has ever seen. Our dragon slayer travels the country in search of the elusive dragon and frees six other provinces along the way. The goal in each region is to reach the Dragon's den and to kill the beast within its walls. However, many dungeons and creepy locations have to be explored first - each province is made of small sub-stages dotted around a map and each sub-stage features a maze with a particular theme (Forest, Cave, Graveyard, Tower and Dragon's Den). They are filled of wandering monsters and one of them carry the precious key needed to unlock the exit door. Carl's main weapon is his trusty bow and his arrows have the incredible ability to bounce off walls. This technique is incredibly handy to hit enemies hiding around corners or obstacles... but it turns out it can also hurt Carl in the process. Arrows come in limited quantities and quivers have to be collected to refill the ammo bag. A couple of other special items are also dropped by some monsters, such as fairies (extra health), shields (temporary invincibility), flame arrows and sometimes even doors! Interestingly, health is not displayed on screen, instead Carl's tunic slowly turns from blue (healthy) to red (dying). Finally, a list of special locations is provided to Carl at the beginning of each province - these contain super items such as the Axe (to cut through forests), the Hammer (to break fences), the rope ladder (to climb small hills) and so forth. A five digits password system allows the player to save the game at the end of each province.

- TRIVIA -

Dragon Buster II was released on April 27, 1984 in Japan for 5200 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54003&o=2

$end


$fm77av=dbuster,dbustera,
$bio

Dragon Buster [Model DP-3301212] (c) 1987 Dempa Shinbunsha [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93837&o=2

$end


$mc10=dragcast,
$bio

Dragon Castles (c) 2004 Charles Perosi.

A terrible dragon is terrorizing a small kingdom of eight castles. Your mission is to search the 8 castles for treasure and weapons. Each piece of treasure or weapon you find increases your score. Beware! The dragon is hidden in one of the castles. If your score is not equal to or above the amount specified by the game level you chose, you lose the game and the dragon wins! Also beware of the dragon's friends. If you happen to find one of them in a castle they won’t end your game, but they will take away from your score. If your score is equal to or higher than the amount specified by the game level and you find the dragon, you win the game!!

- TRIVIA -

Released in April 2004.

- TIPS AND TRICKS -

After the intro screen you will be asked to pick a game level. The number to the right is how high your score must be to be able to defeat the dragon on that particular level. Level 1 requires a score of 300 or higher to win.

After selecting the game level, you are shown the main screen. Here you simply enter the number of the castle you wish to search and press ENTER. Notice on this screen you can see your score and how many turns you have taken. The screen will also indicate if your score is high enough to defeat the dragon should you find him.

After selecting the castle you want to search, the screen will show you a close up of the castle and then what was found inside. Your score will then be added to or taken away from depending on what you find!!
    
After this, if you did not win or lose by finding the dragon, you are taken back to the main screen to choose again. Remember, all items are moving at random and you are likely to find different items in different castles at each move. This includes the dragon and his friends!

Notes: Rolling an eight-sided die makes choosing a castle fun. These can be found in most mall hobby stores.

Seems strange, that the dragon likes to hide in the red and orange castles a lot.

- STAFF -

By: Charles Perosi

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87627&o=2

$end


$info=dragchrn,
$bio

Dragon Chronicle - Legend of the Master Ark (c) 2002 Namco.

- TECHNICAL -

Namco System 246 hardware
DC001

Control: touchpad screen

- TRIVIA -

Released in December 2002.

- SERIES -

1. Dragon Chronicle - Legend of the Master Ark (2002)
2. Dragon Chronicle - Online (2004)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4830&o=2

$end


$pc8801_flop=drgcityx,
$bio

Dragon City X (c) 1991 Fairytale [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91672&o=2

$end


$x68k_flop=drgcityx,
$bio

Dragon City X Shitei (c) 1991 Ides [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87460&o=2

$end


$pc98=drgcityx,
$bio

Dragon City X Shitei (c) 1991 Fairytale [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89359&o=2

$end


$msx2_flop=drgcityx,drgcityxa,
$bio

Dragon City X Shitei (c) 1991 Fairytale [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101624&o=2

$end


$x68k_flop=dragonx,
$bio

Dragon Cross (c) 19?? Masqurade

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87461&o=2

$end


$sms=dcrystal,
$bio

Dragon Crystal (c) 1991 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56001&o=2

$end


$gamegear=dcrystalj,
$bio

Dragon Crystal - Tsurani no Meikyuu [Model G-3206] (c) 1990 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64559&o=2

$end


$gamegear=dcrystal,
$bio

Dragon Crystal [Model 2305] (c) 1990 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64558&o=2

$end


$gbcolor=ddance,
$bio

Dragon Dance [Model DMG-BDAE-USA] (c) 2000 Crave Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67810&o=2

$end


$a2600=dragondf,
$bio

Dragon Defender (c) 19?? Ariola

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50427&o=2

$end


$a2600=dragondfs,
$bio

Dragon Defender (c) 19?? Suntek

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50428&o=2

$end


$gba=ddrive,
$bio

Dragon Drive - World D Break [Model AGB-A5GJ-JPN] (c) 2003 Banpresto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70486&o=2

$end


$psx=dragondr,
$bio

Dragon Drive (c) 2002 Bandai Co., Ltd.

- TECHNICAL -

[Model SLPS-03470]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85106&o=2

$end


$info=m5dragnd,m5dragnda,
$bio

Dragon Drop (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42874&o=2

$end


$pc98=dragnegg,
$bio

Dragon Egg (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89360&o=2

$end


$pce=dragnegg,
$bio

Dragon Egg! (c) 1991 Masiya

Dragon Egg ! is a platform game where you take control of a cute little girl. But she has a secret weapon, a green dragon egg is actually hidden in her backpack. As you collect power-ups, the egg will hatch and turn into a dragon, breathing weak fire at the beginning but firing deadly fireballs later as it gets bigger. The green dragon has four level of growth and the little girl can later get on his back and even fly on short distances, really useful for long jumps. Money can also be collected along the way and spent in shops scattered around each level. You can also carry items, like cure potions (activated by pressing select and the action button) and special items like bombs. The game offers six levels and three difficulty levels

- TECHNICAL -

Game ID: NCS91003

- TRIVIA -

Released on September 27, 1991 in Japan for 6500 Yen.

- STAFF -

Concept Making: T. Minagawa
Main Program: H. Itosu
Game Program: S. Satoh, S. Kondoh
Opening Program: Y. Higuchi
Character Design: Y. Shirasaki
Map Design: H. Ishii
Opening Concept: A. Matsuda
Opening Graphics: Lucky, M. Ichimaru, K. Nagai, S. Endoh, H. Ariga
Music Compose Sound Effect: D. Takahashi, M. Masimoto
Supervisor: N. Narita, T. Hashitani
Manual making: N. Yonesaka, K. Kimura
Sales Promoter: K. Mimura, N. Iwamoto, K. Katagiri
Business Promoter: Y. Yokoe, Kichiku
Game Advice: H. Satoh, K. Matsuda
Debug: K. Hatakeyama, M. Ohmura, K. Itosu, Kid
Special Thanks: T. Yagi, C. Suzuki, Y. Jingu, T. Tsuchida, K. Iwasaki, Kairou, Vasty Saitoh, S. Hino, M. Sakurai, H. Hayashi, N. Suzuki, M. Takasugi, M. Suzuki, Technicalwave
Execute Producer: Y. Shirakura

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58568&o=2

$end


$x68k_flop=drageyes,
$bio

Dragon Eyes (c) 1991 Ides [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87462&o=2

$end


$pc98=drageyes,
$bio

Dragon Eyes (c) 1991 Game Technopolis [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89361&o=2

$end


$pc8801_flop=drageyes,
$bio

Dragon Eyes (c) 1991 Fairytale [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91673&o=2

$end


$msx2_flop=drageyes,
$bio

Dragon Eyes (c) 1991 Technopolis Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101625&o=2

$end


$nes=drgnfghtj,
$bio

Dragon Fighter (c) 1990 Towa Chiki

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54004&o=2

$end


$amigaocs_flop=drgnfght,
$bio

Dragon Fighter (c) 1991 Idea Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73908&o=2

$end


$nes=drgnfght,
$bio

Dragon Fighter (c) 1992 Sofel

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55098&o=2

$end


$coco_cart=drgnfire,
$bio

Dragon Fire (c) 1984 Tandy Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53432&o=2

$end


$info=dragnfly,
$bio

Dragon Fly (c) 2001 Konami Gaming, Incorporated.

- TECHNICAL -

Konami Endeavour

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=12059&o=2

$end


$saturn,sat_cart=dragnfrcj,dragnfrcja,dragnfrcjb,
$bio

Dragon Force (c) 1996 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59080&o=2

$end


$saturn,sat_cart=dragnfrc,
$bio

Dragon Force (c) 1997 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60292&o=2

$end


$saturn,sat_cart=dragfrc2,dragfrc2a,
$bio

Dragon Force II - Kamisarishi Daichi ni (c) 1998 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59082&o=2

$end


$saturn,sat_cart=dragnfrcu,
$bio

Dragon Force [Model T-12703H] (c) 1996 Working Designs

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60031&o=2

$end


$saturn,sat_cart=dragnfrcjsa,
$bio

Dragon Force [Satakore] (c) 1997 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59081&o=2

$end


$pc98=draghalf,
$bio

Dragon Half (c) 1993 Micro Cabin Co. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89362&o=2

$end


$pcecd=draghalf,
$bio

Dragon Half (c) 1994 Micro Cabin Co.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58165&o=2

$end


$pc8801_flop=draghnt2,
$bio

Dragon Hunt 2 (c) 19?? Lost Saga Project

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91674&o=2

$end


$nes=dknife,
$bio

Dragon Knife (c) 19?? Waixing Computer & Technology Co., Ltd. [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76754&o=2

$end


$pc98=dknight,
$bio

Dragon Knight (c) 1989 Elf [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89363&o=2

$end


$pc8801_flop=dknight,
$bio

Dragon Knight (c) 1989 Elf [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91675&o=2

$end


$x68k_flop=dknight,
$bio

Dragon Knight (c) 1990 Elf [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87463&o=2

$end


$msx2_flop=dknight,dknighta,
$bio

Dragon Knight (c) 1990 Elf [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101626&o=2

$end


$pcecd=dknightg,
$bio

Dragon Knight & Grafitti (c) 1995 NEC Avenue, Limited.

Dragon Knight and Graffiti is a semi-erotic dungeon crawler by Elf and is an exclusive enhanced remake of the first Dragon Knight originally released in 1989. The game tells the story of Yamato Takeru, a wandering knight, whose adventures lead to the land of Strawberry Fields only ruled by women. Terrible events have unfolded in the nearby town and the Goddess Tower that used to protect the inhabitants of the province has been overtaken by an army of Dragon Knights and their pet dragons. Queen Luna bids Takeru to investigate the situation and to descend into the doomed tower to retrieve the six stolen gems of Adriana. Dragon Knight and Graffiti is played in first-person perspective and fights are turn-based and occur randomly. The player is however free to leave the tower at anytime (as long as he can survive and reach the exit safely) to pay a visit to the local store (to purchase new weapons and armors), talk to the queen at the palace, save the game in progress, visit the church to refill his health and magic or talk to the prophetess Obaba to gather important information or essential items. Although Takeru's main weapon is his sword, he can also use a short selection of magic spells to restore health or damage a group of enemies at once. After each battle experience points and gold are earned in order to evolve Takeru to the next level. Enemies become more and more relentless as time goes by and it takes the player quite a bit of time to catch up and eventually reach a comfortable level. Dragon Knight and Graffiti also includes a special picture gallery (hence the 'graffiti' suffix) directly accessed from the game's main menu.

- TECHNICAL -

Game ID: NAPR-1046

- TRIVIA -

Dragon Knight & Grafitti was released on March 31, 1995 in Japan for 7800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58166&o=2

$end


$x68k_flop=dknight4,
$bio

Dragon Knight 4 (c) 1994 Elf [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87464&o=2

$end


$pc98=dknight4,
$bio

Dragon Knight 4 (c) 1994 Elf [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89364&o=2

$end


$pc98=dknight4s,
$bio

Dragon Knight 4 - Special Disk (c) 1994 Elf [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89365&o=2

$end


$snes=dknight4,
$bio

Dragon Knight 4 [Model SHVC-A87J-JPN] (c) 1996 Banpresto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61243&o=2

$end


$psx=dragonk4,
$bio

Dragon Knight 4 (c) 1997 Banpresto.

- TECHNICAL -

Model SLPS-00664

- TRIVIA -

Released on February 07, 1997 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85107&o=2

$end


$pc98=dknight2,
$bio

Dragon Knight II (c) 1989 Elf [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89366&o=2

$end


$pc8801_flop=dknight2,
$bio

Dragon Knight II (c) 1990 Elf [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91676&o=2

$end


$x68k_flop=dknight2,
$bio

Dragon Knight II (c) 1991 Elf [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87465&o=2

$end


$msx2_flop=dknight2,dknight2a,
$bio

Dragon Knight II (c) 1991 Elf [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101627&o=2

$end


$pcecd=dknight2,
$bio

Dragon Knight II (c) 1992 NEC Avenue, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58167&o=2

$end


$pc98=dknight3,
$bio

Dragon Knight III (c) 1991 Elf [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89367&o=2

$end


$x68k_flop=dknight3,
$bio

Dragon Knight III (c) 1992 Elf [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87466&o=2

$end


$pcecd=dknight3,
$bio

Dragon Knight III (c) 1994 NEC Avenue, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58168&o=2

$end


$pc8801_flop=dragks3,dragks3a,
$bio

Dragon Knights - Spirit 3 (c) 1992 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91677&o=2

$end


$psx=dragonkn,
$bio

Dragon Knights Glorious (c) 1999 Pandora

- TECHNICAL -

[Model SLPS-02391] 

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85108&o=2

$end


$info=drgnmst,
$bio

Dragon Master (c) 1994 Unico Electronics Company, Limited.

A fighting game with 3 bosses and 8 characters to select.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 12 Mhz), PIC16C55 (@ 1 Mhz)
Sound Chips : (2x) OKI6295 (@ 7.575 Khz)

Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 8192

Players : 2
Control : 8-way joystick
Buttons : 7

- TRIVIA -

Released in April 1994.

About Unico : Unico was established for electronic mechanical export in 1988. Then, they turned into a video game developer company. They are now known as a Konami video game publisher in South Korea.

- STAFF -

Program Part : No Young Ho, Oh Se Bong
Scenario Part : Na Jong Yong, Oh Se Woo
Graphic Part : Oh Hyun Sook, Lee Ok Ryea, Kim Eun Sook
Hardware Part : Hong Seog Gil, Lee Chang Bum
Music & Sound : Suk Youn Joo
Director : Nam Nam Ki
Special Thanks : Youn Dae Joo, Youn Hang Joo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=695&o=2

$end


$saturn,sat_cart=dmsilk,
$bio

Dragon Master Silk (c) 1997 Datam Polystar

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59083&o=2

$end


$pc98=silk2,
$bio

Dragon Master Silk 2 (c) 1995 Gimmick House [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89368&o=2

$end


$ti99_cart=dragonmx,
$bio

Dragon Mix [Model PHM 3117] (c) 1982 DLM Academics

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84564&o=2

$end


$psx=dragonmo,
$bio

Dragon Money (c) 1999 Micro Cabin Co. [Japan]

- TECHNICAL -

[Model SLPS-02037]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85109&o=2

$end


$msx1_cass=dninja,dninjaa,
$bio

Dragon Ninja (c) 1988 Imagine Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94602&o=2

$end


$cpc_cass=dragonni01,dragonni02,dragonni03,
$bio

Dragon Ninja (c) 1988 Imagine Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96019&o=2

$end


$nes=dninja,dninja1,
$bio

Dragon Ninja (c) 1989 Namco, Limited.

- STAFF -

Graphics: T. Watanabe (T. Watanabe), Eiichirō Nakatsu (E. Nakatsu), T. Namiki
Programs: M. Honda, N. Kawamoto, K. Asahara, K. Tsuchida, T. Urata, K. Simiada
Sounds: Masaaki Iwasaki (M. Iwasaki), Shōgo Sakai (S. Sakai), Takafumi Miura (T. Miura), Yuji Suzuki (Y. Suzuki), Yūsuke Takahama (Y. Takahama), I. Uchida
Producers: Yoshi Nakamura (Y. Nakamura), Tokinori Kaneyasu (T. Kaneyasu)
Planner: Toshiyuki Ebisawa (T. Ebi)
Special Thanks: Kazuya Abematsu (K. Abematsu), Takehiko Ishiro (T. Isiro), Mitsuo Iwao (M. Iwao), Hiromichi Nakamoto (H. Nakamoto), T. Sahara, K. Sato, Makoto Watanabe (M. Watanabe), Hideo Oishi (H. Oishi)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54005&o=2

$end


$cpc_cass=dragonni,
$bio

Dragon Ninja [Model AM 472] (c) 1988 Erbe Soft. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96017&o=2

$end


$pc98=dragpink,
$bio

Dragon Pink - The Hero Castle (c) 1992 Striker [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89369&o=2

$end


$coco_cart=chargen,
$bio

Dragon Plus - Chargen (c) 198? Compusence

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53433&o=2

$end


$nes=drgnpowr,
$bio

Dragon Power (c) 1988 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55099&o=2

$end


$pc8801_flop=dragonpr,dragonpra,
$bio

Dragon Princess - Meikyuu no Madoushi (c) 1988 Pasoket

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91678&o=2

$end


$pc98=dprinces,
$bio

Dragon Princess - Ryuu no Densetsu (c) 1992 Heart Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89370&o=2

$end


$x68k_flop=drgnprov,
$bio

Dragon Province (c) 199? Justice [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87467&o=2

$end


$info=drgpunch,
$bio

Dragon Punch (c) 1989 LOG.

A puzzle game.

- TECHNICAL -

Game ID : 24

Main CPU : Zilog Z80 (@ 5.5 Mhz)
Sound Chips : YM2203 (@ 2.75 Mhz)

Screen orientation : Horizontal
Video resolution : 512 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 512

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Released in July 1989.

Licensed to and adapted by Dynax.

This game is known outside Japan as "Sports Match".

- UPDATES -

Sports Match is another layout of 'Szechuan'-style solitaire mahjong but the tiles have been changed to a sports theme. The background is made up of grey squares. The character that smashes matched tiles is dressed in a referee uniform.

Dragon Punch uses traditional mahjong tiles. The background is green squares and has pictures of people and bamboo on it. The character that smashes matched tiles is a fat, shirtless Asian man with glasses.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=696&o=2

$end


$bbca_cass,bbcb_cass=dragques,
$bio

Dragon Quest (c) 1982 Bug Byte

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51758&o=2

$end


$msx2_cart=dquest,
$bio

Dragon Quest (c) 1986 Enix, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51282&o=2

$end


$x68k_flop=dquest100,dquest,
$bio

Dragon Quest (c) 1992 Mitsuru Kamiyama

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87468&o=2

$end


$gbcolor=dquest4,
$bio

Dragon Quest 4 - Yongzhe Dou E Long 4 (c) 200? Unknown [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67811&o=2

$end


$gba=torneko2,
$bio

Dragon Quest Characters - Torneko no Daibouken 2 Advance - Fushigi no Dungeon [Model AGB-AT2J-JPN] (c) 2001 Enix, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70487&o=2

$end


$gba=torneko3,
$bio

Dragon Quest Characters - Torneko no Daibouken 3 Advance - Fushigi no Dungeon [Model AGB-BD3J-JPN] (c) 2004 Square Enix Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70488&o=2

$end


$gbcolor=dquest12,
$bio

Dragon Quest I & II [Model DMG-AEDJ-JPN] (c) 1999 Enix, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67812&o=2

$end


$snes=dquest12,
$bio

Dragon Quest I & II (c) 1993 Enix, Limited.

- TECHNICAL -

Model SHVC-DQ

- TRIVIA -

Dragon Quest I & II was released on December 18, 1993 in Japan.

Hidden message appears at offset 0x04B7DB in the ROM:
TAMURA KOUHEI KAWASKI SHI TAMAKU MASUKATA 5-12-14 TEL 044-911-6739

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61244&o=2

$end


$msx2_cart=dquest2,dquest2a,
$bio

Dragon Quest II - Akuryou no Kamigami (c) 1987 Enix, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51283&o=2

$end


$msx1_cart=dquest2,dquest2a,
$bio

Dragon Quest II - Akuryou no Kamigami (c) 1987 Enix, Limited.

- TECHNICAL -

Game Id: E-G206

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52701&o=2

$end


$nes=dquest2,
$bio

ドラゴンクエストII 悪霊の神々 (c) 1987 Enix, Limited.
(Dragon Quest II - Akuryou no Kamigami)

- TECHNICAL -

Game ID: EFC-D2

- TRIVIA -

Released on January 26, 1987 in Japan.

Reviews:
[JP] Famitsu: 38/40

- SERIES -

1. Dragon Quest [Model EFC-DQ] (1986, FC)
2. Dragon Quest II - Akuryou no Kamigami [Model EFC-D2] (1987, FC)
3. Dragon Quest III - Soshite Densetsu e... [Model EFC-D3] (1988, FC)
4. Dragon Quest IV - Michibikareshi Mono-tachi [Model EFC-D4] (1990, FC)
5. Dragon Quest V - Tenkuu no Hanayome [Model SHVC-D5] (1992, SFC)
6. Dragon Quest VI - Maboroshi no Daichi [Model SHVC-AQ6J-JPN] (1995, SFC)

- STAFF -

Original staff:
Scenario Writer: Yuji Horii
Monster Designer: Akira Toriyama
Music Composer: Koichi Sugiyama
Scenario Assistant: Hiroshi Miyaoka
Chief Programmer: Koichi Nakamura
Programmers: Yutaka Gyotoku, Togo Narita, Kiyotaka Kono, Masaaki Okano, Koji Yoshida
Sound Programmer: Takenori Yamamori
CG Designer: Takashi Yasuno
Assistants: Rika Suzuki, Hidehiro Yoshida
Director: Koichi Nakamura
Producer: Yukinobu Chida

Famicom staff:
Programmers: Manabu Yamana, Kenichi Masuta
CG Designer: Satoshi Fudaba
Executive Producer: Hiroyuki Takahashi

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54007&o=2

$end


$nes=dquest3,dquest3a,
$bio

ドラゴンクエストIII そして伝説へ... (c) 1988 Enix, Limited.
(Dragon Quest III - Soshite Densetsu e...)

- TECHNICAL -

Game ID: EFC-D3

- TRIVIA -

Released on February 10, 1988 in Japan.

Reviews:
[JP] Famitsu: 38/40

- SERIES -

1. Dragon Quest [Model EFC-DQ] (1986, FC)
2. Dragon Quest II - Akuryou no Kamigami [Model EFC-D2] (1987, FC)
3. Dragon Quest III - Soshite Densetsu e... [Model EFC-D3] (1988, FC)
4. Dragon Quest IV - Michibikareshi Mono-tachi [Model EFC-D4] (1990, FC)
5. Dragon Quest V - Tenkuu no Hanayome [Model SHVC-D5] (1992, SFC)
6. Dragon Quest VI - Maboroshi no Daichi [Model SHVC-AQ6J-JPN] (1995, SFC)

- PORTS -

* Consoles :
Super Famicom [JP] (December 6, 1996)
Nintendo Game Boy Color [JP] (December 8, 2000)
Nintendo Game Boy Color [US] (July 7, 2001)
Nintendo Wii [JP] (September 15, 2011)

* Others :
Mobile [JP] (November 19, 2009)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54008&o=2

$end


$snes=dquest3,
$bio

ドラゴンクエストIII そして伝説へ... (c) 1996 Enix, Limited.
(Dragon Quest III - Soshite Densetsu e...)

- TECHNICAL -

Cartridge ID: SHVC-AQ3J-JPN

- TRIVIA -

Dragon Quest III was released on December 06, 1996 in Japan only.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61245&o=2

$end


$gbcolor=dquest3,
$bio

Dragon Quest III - Soshite Densetsu he... [Model CGB-BD3J-JPN] (c) 2000 Enix, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67813&o=2

$end


$nes=dquest4,dquest4a,
$bio

ドラゴンクエストIV 導かれし者たち (c) 1990 Enix, Limited.
(Dragon Quest IV - Michibikareshi Mono-tachi)

- TECHNICAL -

Game ID: EFC-D4

- TRIVIA -

Released on February 11, 1990 in Japan.

Reviews:
[JP] Famitsu: 37/40

- SERIES -

1. Dragon Quest [Model EFC-DQ] (1986, FC)
2. Dragon Quest II - Akuryou no Kamigami [Model EFC-D2] (1987, FC)
3. Dragon Quest III - Soshite Densetsu e... [Model EFC-D3] (1988, FC)
4. Dragon Quest IV - Michibikareshi Mono-tachi [Model EFC-D4] (1990, FC)
5. Dragon Quest V - Tenkuu no Hanayome [Model SHVC-D5] (1992, SFC)
6. Dragon Quest VI - Maboroshi no Daichi [Model SHVC-AQ6J-JPN] (1995, SFC)

- PORTS -

* Consoles :
Sony PlayStation [JP] (November 22, 2001)
Nintendo DS [JP] (November 22, 2007)
Nintendo DS [AU] (September 11, 2008)
Nintendo DS [EU] (September 12, 2008)
Nintendo DS [US] (September 16, 2008)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54009&o=2

$end


$gba=dquestch,
$bio

Dragon Quest Monsters - Caravan Heart [Model AGB-A9HJ-JPN] (c) 2003 Enix, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70489&o=2

$end


$gbcolor=dqma,dqm,
$bio

Dragon Quest Monsters - Terry no Wonderland [Model DMG-ADQJ-JPN] (c) 1998 Enix, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67815&o=2

$end


$gbcolor=dqm2i,
$bio

Dragon Quest Monsters 2 - Maruta no Fushigi na Kagi - Iru no Bouken [Model DMG-BQIJ-JPN] (c) 2001 Enix, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67816&o=2

$end


$gbcolor=dqm2r,
$bio

Dragon Quest Monsters 2 - Maruta no Fushigi na Kagi - Ruka no Tabidachi [Model DMG-BQLJ-JPN] (c) 2001 Enix, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67817&o=2

$end


$gbcolor=dqmg,
$bio

Dragon Quest Monsters [Model DMG-AWQD-NOE] (c) 2000 Eidos Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67814&o=2

$end


$snes=dquest5,
$bio

ドラゴンクエストV 天空の花嫁 (c) 1992 Enix, Limited.
(Dragon Quest V - Tenkuu no Hanayome)

- TECHNICAL -

Game ID: SHVC-D5

- TRIVIA -

Dragon Quest V was released on September 27, 1992 in Japan.

- SERIES -

1. Dragon Quest [Model EFC-DQ] (1986, FC)
2. Dragon Quest II - Akuryou no Kamigami [Model EFC-D2] (1987, FC)
3. Dragon Quest III - Soshite Densetsu e... [Model EFC-D3] (1988, FC)
4. Dragon Quest IV - Michibikareshi Mono-tachi [Model EFC-D4] (1990, FC)
5. Dragon Quest V - Tenkuu no Hanayome [Model SHVC-D5] (1992, SFC)
6. Dragon Quest VI - Maboroshi no Daichi [Model SHVC-AQ6J-JPN] (1995, SFC)

- PORTS -

* Consoles :
Sony PlayStation 2 [JP] (March 25, 2004)
Nintendo DS [JP] (July 17, 2008)
Nintendo DS [US] (February 17, 2009)
Nintendo DS [AU] (February 19, 2009)
Nintendo DS [EU] (February 20, 2009)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61246&o=2

$end


$snes=dquest6,
$bio

ドラゴンクエストVI 幻の大地 (c) 1995 Enix, Limited.
(Dragon Quest VI - Maboroshi no Daichi)

- TECHNICAL -

Game ID: SHVC-AQ6J-JPN

- TRIVIA -

The initial release was delayed over a year because of Enix wanting to further develop their game. The game was eventually shown at Shoshinkai in November 1995. Dragon Quest VI was released a few weeks later on December 9, with the very steep price of 11,400 yen (roughly over 100 U.S. dollars).

Despite the very high price, Dragon Quest VI sold 3.2 million copies in Japan, becoming the best selling game of 1995.

- SERIES -

1. Dragon Quest [Model EFC-DQ] (1986, FC)
2. Dragon Quest II - Akuryou no Kamigami [Model EFC-D2] (1987, FC)
3. Dragon Quest III - Soshite Densetsu e... [Model EFC-D3] (1988, FC)
4. Dragon Quest IV - Michibikareshi Mono-tachi [Model EFC-D4] (1990, FC)
5. Dragon Quest V - Tenkuu no Hanayome [Model SHVC-D5] (1992, SFC)
6. Dragon Quest VI - Maboroshi no Daichi [Model SHVC-AQ6J-JPN] (1995, SFC)

- PORTS -

* Consoles :
Nintendo DS [JP] (January 28, 2010)
Nintendo DS [US] (February 14, 2011)
Nintendo DS [EU] (May 20, 2011)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61247&o=2

$end


$nes=dquest8,
$bio

Dragon Quest VIII [Model ES-1077] (c) 19?? Waixing Computer & Technology Co., Ltd. [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76755&o=2

$end


$msx1_cart=dquest,
$bio

Dragon Quest (c) 1986 Enix, Limited.

- TECHNICAL -

Game ID: E-G186

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52700&o=2

$end


$nes=dquest,
$bio

Dragon Quest (c) 1986 Enix, Limited.

- TECHNICAL -

Game ID: EFC-DQ

- TRIVIA -

Released on May 27, 1986 in Japan.

- SERIES -

1. Dragon Quest [Model EFC-DQ] (1986, FC)
2. Dragon Quest II - Akuryou no Kamigami [Model EFC-D2] (1987, FC)
3. Dragon Quest III - Soshite Densetsu e... [Model EFC-D3] (1988, FC)
4. Dragon Quest IV - Michibikareshi Mono-tachi [Model EFC-D4] (1990, FC)
5. Dragon Quest V - Tenkuu no Hanayome [Model SHVC-D5] (1992, SFC)
6. Dragon Quest VI - Maboroshi no Daichi [Model SHVC-AQ6J-JPN] (1995, SFC)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54006&o=2

$end


$msx2_flop=drgnquiz,drgnquiza,
$bio

Dragon Quiz (c) 1991 Compile

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101628&o=2

$end


$bbca_cass,bbcb_cass=dragonri,
$bio

Dragon Rider (c) 19?? Salamander

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51759&o=2

$end


$info=dsaber,
$bio

Dragon Saber (c) 1990 Namco, Limited.

Export release. Game developed in Japan. See "Dragon Saber - After Story of Dragon Spirit" for more information about the game itself.

- TRIVIA -

Dragon Saber was released in December 1990.

- SERIES -

1. Dragon Spirit (1987)
2. Dragon Saber (1990)

- PORTS -

There were no ports of this game released outside Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=697&o=2

$end


$info=dsaberj,
$bio

Dragon Saber - After Story of Dragon Spirit (c) 1990 Namco, Limited.

A vertically scrolling shoot'em up game.

- TECHNICAL -

Namco System 2 hardware
Game ID : DO

Main CPU : (2x) Motorola 68000 (@ 12.288 Mhz), M6809 (@ 3.072 Mhz), HD63705 (@ 2.048 Mhz)
Sound Chips : C140 (@ 21.39 Khz), YM2151 (@ 3.57958 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Dragon Saber was released in December 1990 in Japan.

As its aforementioned full title suggests, it's the sequel to Dragon Spirit, which was released 3 years earlier. The game's title was abbreviated by Namco as 'DO' to separate it from Dragon Spirit's abbreviation, 'DS'.

This game is known outside Japan as just "Dragon Saber" (without the subtitle).

Soundtrack releases :
Dragon Saber / Namco Game Sound Express Volume 4 [Victor Entertainment - VICL-40014, 40015 - March 21, 1991]

- TIPS AND TRICKS -

* Arranged Dragon Spirits BGM : After coin inserted, press Start with pressing A+B button.

- SERIES -

1. Dragon Spirit (1987)
2. Dragon Saber - After Story of Dragon Spirit (1990)

- STAFF -

Producers : Asinaga Bucho, Yoko Boss
Game designers : T. Negi, O!Sugi
Programmers : "All or not" Nishimaki, "Shiohigaler" Ito
Sound : Shinji Hosoe
Graphic designers : T. Isikawa, Kim 045, H. Miysima, Sigemaru, Ma.Ha.Ho. Tejima, Nakamura, Wagatuma, Yosinami, Yanagihara

- PORTS -

* Consoles :
NEC PC-Engine [JP] (December 27, 1991) "Dragon Saber [Model NC91005]" 
Sony PlayStation [JP] (October 30, 1997) "Namco Museum Encore [Model SLPS-01050]" 
Nintendo Wii [Virtual Console Arcade] [JP] (May 15, 2009) [Model E7FJ]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=698&o=2

$end


$pce=dsaber,dsaber1,
$bio

Dragon Saber - After Story of Dragon Spirit (c) 1991 Namco, Limited.

Dragon Saber is a vertical shooter by Namco and conversion of the arcade game of the same name originally released in 1990, itself sequel of "Dragon Spirit". The game takes place far into the future, at a time when humanity's growing egoism and lack of respect for life and nature causes chaos on the Earth, slowly leading to its inevitable destruction. Monsters and evil creatures now roam the planet and in a desperate plea for help, the Sun goddess Aria asks two courageous knights, Huey and Siria, to go on the most perilous mission ever undertaken by mortals. Armed with a magical saber and the power to transform into fire breathing dragons, the warriors embark on a heroic journey to save the world. Dragon Saber follows the precedent established by its predecessor - players are able to hit enemies in the air as well as on the ground, and colored eggs scattered around each level gives them the opportunity to increase their dragon's firepower (blue egg) or base damage (red egg). However, the game offers some new features over its prequel - each player can now charge up powerful blasts of energy (by releasing the fire button for a few seconds) and different kinds of dragon power-ups have made their appearances, such as lightning bolts or Energy Wings, each one with their own super attack! Dragon Saber consists of eight levels and features a two-player simultaneous option.

- TECHNICAL -

Game ID: NC91005

- TRIVIA -

Dragon Saber for PC Engine was released on December 27, 1991 in Japan for 6800 Yen.

The arcade game Dragon Saber was originally released in 1990. This PC-Engine port is overall really faithful to the arcade game. Although the screen aspect ratio is (obviously) different, the gameplay remains almost unaffected by it. Unsurprisingly, some of the visual effects have also been omitted - for instance, in the second stage, the ground doesn't split open anymore and just slides sideways, the huge bursts of lava were removed and the impressive canyon dive from stage five is, of course, nowhere to be seen and was replaced by a fast vertical scrolling.

Reviews:
[FR] March 1992 - Joypad N.6: 80/100

- TIPS AND TRICKS -

* Arcade Mode:
Hold Select and press Run to reset the game. Do this operation thirty times (you can just hold select and keep pressing Run) to start the game in arcade mode.

- STAFF -

Produce: Max, haro 7000
Program: Mimi
Graphic: Bob, Mark 2, Rairu, Daiya
Sound: Nobi
Special thanks: M. T, Poritan, Sakusaku Koya, Bacchus hal, Psychic

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [JP] (August 5, 2008) "Dragon Saber - After Story of Dragon Spirit [Model PC5J]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58569&o=2

$end


$nes=dscroll,
$bio

????????? ????? (c) 1987 Konami Industry Company, Limited.
(Dragon Scroll - Yomigaerishi Maryuu)

Dragon Scroll is an action/adventure game by Konami. Eight magic books have kept the three headed Chrome Dragon sealed away for centuries. These books were locked away in a tower located at the heart of the Zarik desert. But one day, three thieves entered the sacred building and stole the eight magical artifacts. Hence the spell was broken, the Chrome Dragon awoke from its eternal sleep and started to wreak havoc across the world. A hero named Feram is summoned to counter the beast and return peace to the land. Feram starts his journey with a weak magic staff with a high rate of fire but extremely limited range. More staffs become available later in the game - the firestaff throws deadly flames and the Madan staff is the most powerful of all but the slowest. Experience points are awarded after battling and defeating enemies who are predominantly encountered on the overworld map or inside dungeons. These points allow Feram to level up and grow stronger - this also gives him access to the more advanced staffs (as our hero much read level 5 to use the fire staff and to level 8 for the Madan staff!). Magic items are buried and hidden from sight and gives Feram access to powerful spells, such as the Rain Bell capable of unleashing violent storms. Dragon Scroll is non linear adventure game and features a large world to explore. A password system (using Japanese kanas) allows the player to continue an earlier game.

- TECHNICAL -

Game ID: RC823

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54010&o=2

$end


$pc8801_flop=dslayer,dslayera,
$bio

Dragon Slayer (c) 1984 Nihon Falcom [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91679&o=2

$end


$fm7_cass=dslayer,
$bio

Dragon Slayer (c) 1984 Nihon Falcom [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93709&o=2

$end


$scv=dslayer,
$bio

Dragon Slayer (c) 1986 Epoch Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58785&o=2

$end


$x1_flop=dslayer,
$bio

Dragon Slayer (c) 1986 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85968&o=2

$end


$pc8801_flop=dslayerl,dslayerla,
$bio

Dragon Slayer (c) 1986 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91680&o=2

$end


$x68k_flop=dslayer,
$bio

Dragon Slayer (c) 1995 SPS [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87469&o=2

$end


$info=dslayrr,dslayrra,
$bio

Dragon Slayer (c) 2002 Astro Corp.

A 15-reel 9-line video slot.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11944&o=2

$end


$pc8801_flop=pack2,
$bio

Dragon Slayer + Burger Time + Excite Bike + Dig Dug + Xevious (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91683&o=2

$end


$pc8801_flop=dslayed,
$bio

Dragon Slayer - Eiyuu Densetsu (c) 1989 Nihon Falcom [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91681&o=2

$end


$msx2_flop=dslayed,dslayeda,
$bio

Dragon Slayer - Eiyuu Densetsu (c) 1990 Falcom

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101629&o=2

$end


$pcecd=dslayedj,
$bio

Dragon Slayer - Eiyuu Densetsu (c) 1991 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58169&o=2

$end


$x68k_flop=dslayed,
$bio

Dragon Slayer - Eiyuu Densetsu (c) 1993 SPS [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87470&o=2

$end


$megadriv=dslayed,
$bio

Dragon Slayer - Eiyuu Densetsu (c) 1994 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56460&o=2

$end


$pc8801_flop=dslayed2,dslayed2b,dslayed2a,
$bio

Dragon Slayer - Eiyuu Densetsu 2 (c) 1992 Nihon Falcom [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91682&o=2

$end


$pcecd=dslayed2,
$bio

Dragon Slayer - Eiyuu Densetsu II (c) 1992 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58170&o=2

$end


$megadriv=dslayed2,
$bio

Dragon Slayer - Eiyuu Densetsu II (c) 1995 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56461&o=2

$end


$snes=dslayed2,
$bio

Dragon Slayer - Eiyuu Densetsu II [Model SHVC-A2] (c) 1993 Epoch Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61249&o=2

$end


$snes=dslayed,dslayednp,
$bio

Dragon Slayer - Eiyuu Densetsu [Model SHVC-DS] (c) 1992 Epoch Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61248&o=2

$end


$gameboy=dslayno,
$bio

Dragon Slayer - Nemuri no Oukan [Model DMG-DQJ] (c) 1992 Epoch Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65926&o=2

$end


$pcecd=dslaylh,
$bio

Dragon Slayer - The Legend of Heroes (c) 1992 Nihon Falcom

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58486&o=2

$end


$pc98=dslayed,dslayeda,
$bio

Dragon Slayer - The Legend of Heroes - Eiyuu Densetsu (c) 1990 Nihon Falcom [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89371&o=2

$end


$pc98=dslayed2,
$bio

Dragon Slayer - The Legend of Heroes II - Eiyuu Densetsu II (c) 1992 Nihon Falcom [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89372&o=2

$end


$pc98=dslayed4,
$bio

Dragon Slayer - The Legend of Heroes IV - Eiyuu Densetsu IV - Akai Shizuku (c) 1996 Nihon Falcom [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89373&o=2

$end


$gameboy=dslay1,
$bio

Dragon Slayer I (c) 1990 Epoch Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65927&o=2

$end


$msx2_cart=dslayer4,dslayer4a,
$bio

Dragon Slayer IV - Drasle Family (c) 1987 Nihon Falcom

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51284&o=2

$end


$msx1_cart=dslayer4,
$bio

Dragon Slayer IV - Drasle Family (c) 1987 Nihon Falcom

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52702&o=2

$end


$nes=dslayer4,
$bio

Dragon Slayer IV - Drasle Family (c) 1987 Namco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54011&o=2

$end


$msx2_flop=dslayer4,dslayer4a,
$bio

Dragon Slayer IV - Drasle Family (c) 1987 Falcom

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101630&o=2

$end


$pc8801_flop=dslayedm,
$bio

Dragon Slayer VI Music Gallery (c) 1990 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91684&o=2

$end


$msx1_cart=dslayer,
$bio

Dragon Slayer [Model 4] (c) 1985 Square Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76699&o=2

$end


$pc98=dragsous,
$bio

Dragon Souseiki (c) 1992 Basho House [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89374&o=2

$end


$info=dragsphr,
$bio

Dragon Sphere (c) 199? Konami Australia Pty, Limited.

- TECHNICAL -

Konami Tasman hardware.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=23336&o=2

$end


$info=dspirit,dspirit1,
$bio

Dragon Spirit (c) 1987 Namco.

Dragon Spirit scorches the screen with a mythical fantasy theme hot enough to thrill players throughout the land. Come with us, and journey to a time long ago when prehistoric beings populated the globe. Where after a millennium of captivity, an ugly serpent demon named 'Zawell' escapes imprisonment and kidnaps Alicia, princess to the kingdom of Mitgult. A young, crafty soldier Amul is selected to rescue the princess and destroy Zawell. In praying to the gods for strength and courage, he points his sword high toward the heavens. Suddenly he is transformed into an all-powerful blue dragon, bestowed with special powers. Though gifted with a lethal air and ground attack, this is not enough. He must locate and obtain extra powers along the way. The demon has instructed nine of the mightiest beasts to stop Amul before reaching his goal. Do not underestimate this soldier, he has the Dragon Spirit!

- TECHNICAL -

Namco System 1 hardware
Game ID : DS

Main CPU : 6809 (@ 1.536 Mhz)
Sub CPU : 6809 (@ 1.536 Mhz)
Sound CPU : 6809 (@ 1.536 Mhz)
MCU: HD63701 (@ 1.536 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.57958 Mhz), Namco advanced 8-channel stereo WSG, stereo DAC

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Dragon Spirit was released in June 1987 in Japan. 

If you complete the game, the credits appear followed by a list of Namco games up to this point along with their release dates. 

Dow Luk See holds the official record for this game with 400,630 points on April 30, 1988. 

Victor Entertainment released a limited-edition soundtrack album for this game (Namco Video Game Graffiti Vol.2 - VDR-5222) on October 21, 1987.

- UPDATES -

NEW VERSION :
* Titlescreen 'Level Select Code' added (See 'Tips And Tricks' section for more info).

- TIPS AND TRICKS -

* Level Select Code (works on the New version only) : insert a coin, hold Down on the joystick and press Start. You can now choose your start level.

- SERIES -

1. Dragon Spirit (1987)
2. Dragon Saber (1990)

- STAFF -

Character designer : Macchan
Monster designer : Tatsuya
Graphic designer : Arakawa Da!
Music composer : Shinji Hosoe
Game programmer : Kyota
Technical support : Fresh Yama Take & Har Ware Engineer Staff, Devil Nakamura, Sexy Akina
Game designer : Ojisan Trio Plus 1
Director : Yoko Boss
Special guest : Takky Takahashi
Management : Uncle Ashinaga

- PORTS -

NOTE: For ports released in North America, please see the Atari version entry.

* Consoles : 
NEC PC-Engine [JP] (December 26, 1988) "Dragon Spirit [Model NC63003]" 
Nintendo Famicom [JP] (April 14, 1989) "Dragon Spirit - Aratanaru Densetsu" 
Sony PlayStation [JP] (February 28, 1997) "Namco Museum Vol.5 [Model SLPS-00705]" 
Sony PlayStation [AU] (1998) "Namco Museum Vol.5 [Model SCES-00702]" 
Sony PlayStation [EU] (February 1998) "Namco Museum Vol.5 [Model SCES-00702]" 
Sony PlayStation 2 [JP] (January 26, 2006) "Namco Museum Arcade Hits! [Model SLPS-25590]" 
Sony PlayStation 2 [EU] (March 31, 2006) "Namco Museum - 50th Anniversary [Model SLES-53957]" 
Microsoft XBOX [EU] (March 24, 2006) "Namco Museum - 50th Anniversary" 
Nintendo GameCube [EU] (May 5, 2006) "Namco Museum - 50th Anniversary [Model DOL-G5NP-EUR]" 
Microsoft XBOX 360 [EU] (May 15, 2009) "Namco Museum - Virtual Arcade" 
Microsoft XBOX 360 [AU] (June 4, 2009) "Namco Museum - Virtual Arcade" 
Microsoft XBOX 360 [JP] (November 5, 2009) "Namco Museum - Virtual Arcade [Model 2RD-00001]" 
Sony PlayStation 3 [PSN] [JP] (January 29, 2009) "Namco Museum.comm [Model NPJB-00012]" 
Nintendo Wii [Virtual Console Arcade] [JP] (September 8, 2009) 
Sony PlayStation 3 [PSN] [EU] (April 1, 2010) "Namco Museum Essentials [Model NPEP-00104]" 
Sony PlayStation 3 [PSN] [AU] (April 1, 2010) "Namco Museum Essentials" 

* Computers : 
Sharp X68000 [JP] (September 23, 1988) 
Amstrad CPC [EU] (1989) 
Atari ST [EU] (1989) 
Sinclair ZX Spectrum [EU] (1990) by Domark : also released as Budget editions by both Hit Squad and Erbe Software in 1991 
Commodore C64 [EU] (1989) 
Commodore Amiga [EU] (1989) 
PC [MS Windows, CD-ROM] [AU] (March 27, 2006) "Namco Museum - 50th Anniversary" 
PC [MS Windows, CD-ROM] [EU] (May 19, 2006) "Namco Museum - 50th Anniversary"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=699&o=2

$end


$info=dspirit2,
$bio

Dragon Spirit (c) 1987 Atari Games Corp. 

Export release by Atari for North America. Game developed in Japan by Namco. For more information on the game itself, please see the Namco version's entry.

- TRIVIA -

Dragon Spirit was released in August 1987 in North America by Atari, under license from Namco. 

600 units were produced by Atari. The selling price was $1,995.

- UPDATES -

The 'Level Select Code', as described in the original Namco version entry, Tips and Tricks section, also works on this version.

- PORTS -

NOTE: Only ports released in North America are listed here. For ports released in other regions, please see the original Namco version entry.

* Consoles : 
NEC TurboGrafx-16 [US] (1989) "Dragon Spirit [Model TGX020016]" 
Nintendo NES [US] (June 1990) "Dragon Spirit - The New Legend [Model NES-P4]" 
Sony PlayStation [US] (1997) "Namco Museum Vol.5 [Model SLUS-00417]" 
Sony PlayStation 2 [US] (August 30, 2005) "Namco Museum - 50th Anniversary [Model SLUS-21164]" 
Microsoft XBOX [US] (August 30, 2005) "Namco Museum - 50th Anniversary [Model NMO-2201A-NM]" 
Nintendo GameCube [US] (August 30, 2005) "Namco Museum - 50th Anniversary [Model DOL-G5NE-USA]" 
Microsoft XBOX 360 [US] (November 4, 2008) "Namco Museum - Virtual Arcade [Model 21022]" 
Sony PlayStation 3 [PSN] [US] (July 16, 2009) "Namco Museum Essentials [Model NPUB-30086]" 

* Computers : 
Commodore C64 [US] (1989) 
PC [MS Windows, CD-ROM] [US] (October 25, 2005) "Namco Museum - 50th Anniversary"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70974&o=2

$end


$x68k_flop=dspirit,
$bio

Dragon Spirit (c) 1988 Dempa Shinbunsha [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87471&o=2

$end


$amigaocs_flop=dspirit,
$bio

Dragon Spirit (c) 1989 Domark Group, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73909&o=2

$end


$cpc_cass=dragonsp,dragonsp01,
$bio

Dragon Spirit (c) 1989 Tengen, Inc. [Milpilas, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96020&o=2

$end


$info=tvdrgnst,
$bio

Dragon Spirit (c) 1991 TOURVision.

Unlicensed Spanish game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101138&o=2

$end


$msx2_flop=dspirit,
$bio

Dragon Spirit (c) 2013 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101631&o=2

$end


$nes=dspiritj,
$bio

ドラゴンスピリット 新たなる伝説 (c) 1989 Namco, Limited.
(Dragon Spirit - Aratanaru Densetsu)

Dragon Spirit is a fantasy-themed vertical shooter by Namco and the conversion of their own arcade game originally released in 1987. This port is however not completely faithful to the original game, hence its subtitle Aratanaru Densetsu. The original Dragon Spirit tells the story of the legendary Amul who has the incredible ability to transform into a powerful fire breathing dragon. After rescuing his wife-to-be Alicia (princess of the kingdom of Mitgult) from the clutches of the serpent demon Zawell, Amul settles down to raises a family. From his marriage he has two children, Lace and his sister Iris. Years later, a threat erupts again within the kingdom and a new cruel demon named Galda aspires to conquer the world. The fearless beast has kidnapped Iris and Lace, taking his father's footsteps, sets off to defeat the beast. Like Amul, prince Lace has the ability to change into a fierce dragon and in this form he uses extremely powerful combat abilities. Unlike other games in the series, the player is first dropped into an introductionary stage - however, this short level has an important function and it directly influences in the game's difficulty. The player is given to control the powerful Gold Dragon if he doesn't complete this short stage, and can only play half of the game, whereas the Blue Dragon, awarded by beating the stage, gets the player to play the normal game. Each dragon comes with two types of weapons - it can hit enemies in the air but also bomb lurking foes on the ground. The life of the dragon is shown by a life meter and the beast can sustain several hits before dying. Lace can be upgraded in all kinds of ways - speed ups, shots enhancer, more heads, invincibility, power bombs, small satellite dragons, Earthquakes... He can also change shape and turn into different dragons such as the powerful Green Dragon, the three-ways white dragon and so forth.

- TRIVIA -

The subtitle of this game translates from Japanese as 'The New Legend'.

- STAFF -

Produce: Mr. Negi
Game Design: Haro 7000
Character Design: Bacchus Haru
Sound Design: Rich Kiyosi
Program: Yappy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54012&o=2

$end


$nes=dspirit,
$bio

Dragon Spirit - The New Legend (c) 1990 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55100&o=2

$end


$pce=dspirit,
$bio

Dragon Spirit (c) 1988 Namco, Limited.

Dragon Spirit is a vertical shooter by namco and conversion of the arcade game of the same name originally released in 1987. Alicia, the princess of the Mitgult kingdom, has been kidnaped by the demonic serpent king Zawel. Learning of her kidnapping, a courageous knight called Amul comes to her rescue. The young warrior begs the heavens to usher him into his quest, and, as he is about to start his journey, he points his sword to the sky and a lightning bolt turns him into a powerful and great fire-breathing blue dragon. Dragon Spirit uses a gameplay formula laid down by other Namco's classics such as "Xevious" - the dragon can fire upon air and ground targets alike, giving the action additional strategy and depth. Additionally, two kinds of colored magic eggs are scattered throughout the game - bombs can crack them open, thus releasing two power-orbs, Increased Power (red) or Additional Head/Increased Firepower (blue). Although the blue upgrades automatically add a head to the dragon (and increase its firepower up to three times total), the red power-orbs need to be collected in groups of three before they do. Additionally, flashing enemies release all kind of special items when killed, from alternate dragon forms, Speed Ups (S), Three Way Shots (W), Multi Way Shots (X), Power-Down (skull) or Extra Lives (three have to be collected though, and they come in the shape of dragon eggs that need to hatch). Dragon spirit consists of eight levels and is single-player only.

- TECHNICAL -

Game ID: NC63003

- TRIVIA -

Dragon Spirit was an arcade game originally released in 1987. This PC Engine version of Dragon Spirit is very faithful to the original arcade game, however it shows some notable differences. Namco must have had some problems fitting the game onto a 2 Mbits HuCard and they had to cut some content from the original arcade game. The most obvious is the omission of the short introduction sequence, where Amul raises his sword to the sky and transforms into a dragon - although it is one of Dragon Spirit's signature feature (and was even included in the Famicom port!), it was completely removed from the PC Engine version. Finally, some of the later levels didn't make the cut - the seventh (underwater ocean) and eight levels (ocean trench) are gone and were replaced by a castle level which ends with a new boss (a three headed golden monster based on the first boss).

- TIPS AND TRICKS -

* Arcade mode:
Hold Select and press Run to reset the game. Do this operation fifty seven times (you can just hold select and keep pressing Run) to start the game in arcade mode. 

* Sound Test Screen:
At the title screen, press Left, Right, Down, Up, Select and Left. This should open the Sound Test screen (picture on the right). 

* Hundred Continues:
At the title screen, quickly press Down, Right, Select, Down, II, Down, I, Left, Select, Up and I. A sound should confirm that the cheat has been activated.

- STAFF -

Character Design: Macchan, Arakawa Da!
Music Composer: Megaten Hosoe, Astron Ishii, Kawagen, Thunder Nogushi
Main Programmer: Otenba Kid
Guest Programmer: Hal/Uda
Sound Programmer: Yoshi Kabasan
Producer: Greatist Asayan
Special Thanks to: Kyonta, Kazuchan, Yohkun

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [EU] (July 
6, 2007) "Dragon Spirit [Model PBAP]" 
Nintendo Wii [Virtual Console] [US] (July 2, 2007) "Dragon Spirit [Model PBAE]" 
Nintendo Wii [Virtual Console] [AU] (August 10, 2007) 
Nintendo Wii [Virtual Console] [JP] (November 13, 2007) "Dragon Spirit [Model PBAJ]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58570&o=2

$end


$tg16=dspirit,
$bio

Dragon Spirit [Model TGX020016] (c) 1989 NEC Home Electronics, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84310&o=2

$end


$n64=dsword,
$bio

Dragon Sword (c) 1998 Blitzgames

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57674&o=2

$end


$gameboy=dtail,
$bio

Dragon Tail [Model DMG-DRA] (c) 1990 I'Max [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65928&o=2

$end


$gba=dtalesda,
$bio

Dragon Tales - Dragon Adventures [Model AGB-BD9E-USA] (c) 2004 Global Star Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70490&o=2

$end


$gbcolor=dtalesda,
$bio

Dragon Tales - Dragon Adventures [Model CGB-BDWE-USA] (c) 2001 NewKidCo International, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67818&o=2

$end


$gbcolor=dtalesdwu,
$bio

Dragon Tales - Dragon Wings [Model CGB-BDZE-USA] (c) 2000 NewKidCo International, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67820&o=2

$end


$gbcolor=dtalesdw,
$bio

Dragon Tales - Dragon Wings [Model CGB-BDZP-EUR] (c) 2000 NewKidCo International, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67819&o=2

$end


$info=dragntr2,
$bio

Dragon Treasure II (c) 2004 Sega.

- TECHNICAL -

Runs on the Sega "NAOMI GD-ROM System" hardware.

- SERIES -

1. Dragon Treasure (2003)
2. Dragon Treasure II (2004)
3. Dragon Treasure III (2005)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4699&o=2

$end


$info=dragntr3,
$bio

Dragon Treasure III (c) 2005 Sega.

- TECHNICAL -

Runs on the Sega "NAOMI GD-ROM System" hardware.

- SERIES -

1. Dragon Treasure (2003)
2. Dragon Treasure II (2004)
3. Dragon Treasure III (2005)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4700&o=2

$end


$info=drgnunit,
$bio

Dragon Unit (c) 1989 Seta Company, Limited.

A beat'em up / platform game.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 8 Mhz)
Sound Chips : X1-010 (@ 16 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Dragon Unit was released in June 1989.

Licensed to Athena for Japan Manufacture, to Taito for Japan and US distribution and to Romstar for USA distribution

This game is also known as "Castle of Dragon".

- STAFF -

Producer : Sakae Nakamura
Game Director : Crazy Tom
Game Designer : Minoru Esaki
Composer : Shotaro Sasaki
Manupilater : Kouichi Ishibashi
Map designer : Yoshie Ishiyama
Extra debuger : Undead Tama (Undead Tamai), Zensack Yamamura
Programmer : Tom_boy
Animator : Super Esaki
Sound Mixer : Enjoy Sasaki
Hardware Service : Drunkard Nonaka

- PORTS -

* Consoles :
Nintendo Famicom (1989)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=700&o=2

$end


$nes=drgnunit,
$bio

Dragon Unit (c) 1990 Athena Co. Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54013&o=2

$end


$psx=dragonva,
$bio

Dragon Valor (c) 1999 Namco, Ltd. [Tokyo, Japan]

- TECHNICAL -

[Model SLPS-02190/91]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85110&o=2

$end


$snes=dview,
$bio

Dragon View (c) 1994 Kemco

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62936&o=2

$end


$sg1000=dragwang1,dragwang,
$bio

Dragon Wang (c) 1985 Sega Enterprises, Limited.

- TECHNICAL -

[Model C-46]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49021&o=2

$end


$gbcolor=dwarr12,
$bio

Dragon Warrior I & II [Model DMG-AEDE-USA] (c) 2000 Enix, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67821&o=2

$end


$nes=dwarr2,
$bio

Dragon Warrior II (c) 1990 Enix of America.

North Aerica release. Game developed in Japan. See the original Japanese entry release for more information; "Dragon Quest II - Akuryou no Kamigami [Model EFC-D2]"

- TECHNICAL -

Cartridge ID: NES-D2-USA

- TRIVIA -

Released in Sep, 1990 in North America.

- STAFF -

American staff:
Project Director: Shigeru Ota
American Screen Text: Scott Pelland
Assisted by: Dayv Brooks, Brian Miller
Translation Assistance: Toshiko Watson
Publisher: Yasuhiro Fukushima

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55102&o=2

$end


$gbcolor=dwarr3,
$bio

Dragon Warrior III [Model CGB-BD3E-USA] (c) 2001 Enix, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67822&o=2

$end


$nes=dwarr3,
$bio

Dragon Warrior III (c) 1992 Enix Corporation.

- TECHNICAL -

Cartridge ID: NES-D3-USA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55103&o=2

$end


$nes=dwarr4,
$bio

Dragon Warrior IV (c) 1992 Enix Corporation.

- TECHNICAL -

Cartridge ID: NES-D4-USA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55104&o=2

$end


$gbcolor=dwm2c,
$bio

Dragon Warrior Monsters 2 - Cobi's Journey [Model DMG-BQLE-USA] (c) 2001 Enix, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67825&o=2

$end


$gbcolor=dwm2t,
$bio

Dragon Warrior Monsters 2 - Tara's Adventure [Model DMG-BQIE-USA] (c) 2001 Enix, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67826&o=2

$end


$gbcolor=dwm,
$bio

Dragon Warrior Monsters [Model DMG-AWQE-USA] (c) 1999 Eidos Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67823&o=2

$end


$nes=dwarra,dwarr,
$bio

Dragon Warrior (c) 1989 Nintendo of America

- TECHNICAL -

Cartrridge ID: NES-DQ-USA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55101&o=2

$end


$amigaocs_flop=dragwars,
$bio

Dragon Wars (c) 1990 Interplay

- STAFF -

Programming: Rebecca Ann Heineman
Design: Paul O'Connor, Brian Fargo
Artwork: Todd J. Camasta
Producer: Brian Fargo
Co‑Producer: Bruce Schlickbernd
Music: Kurt Heiden
Cover Artwork: Boris Vallejo
Manual: Paul O'Connor, Bill Dugan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73910&o=2

$end


$pc98=dragwars,
$bio

Dragon Wars (c) 1990 Starcraft.

- TRIVIA -

Released on December 12, 1990 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89375&o=2

$end


$nes=drgnwarsj,
$bio

Dragon Wars (c) 1991 Kemco

- TRIVIA -

Released on Aug 09, 1991 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54014&o=2

$end


$x68k_flop=drgnwars,
$bio

Dragon Wars (c) 1991 Starcraft.

- TRIVIA -

Released on May 31, 1991 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87472&o=2

$end


$nes=drgnwars,
$bio

Dragon Wars (c) 199? Kemco

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55105&o=2

$end


$info=drgnwrld,drgnwrldv30,drgnwrldv21,drgnwrldv40k,
$bio

Dragon World (c) 1995 IGS.

Export release. Game developed in Japan. See the original Japanese version known as "Zhong Guo Long".

- TRIVIA -

Dragon World was released in May 1995.

- SERIES -

1. Dragon World (1995)
2. Dragon World II (1997)
3. Dragon World 3 (1998)
4. Dragon World 3 EX (1998)
5. Dragon World 3 Special (2000)
6. Dragon World 2001 (2001)
7. Dragon World Pretty Chance (2001)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4718&o=2

$end


$info=dw2001,
$bio

Dragon World 2001 (c) 2001 IGS [International Game System].

- TRIVIA -

Released in February 2001.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=34231&o=2

$end


$info=drgw3,drgw3100,drgw3105,
$bio

Dragon World 3 (c) 1998 IGS.

A solitaire mahjong game.

- TECHNICAL -

IGS PGM hardware

Main CPU : Motorola 68000 (@ 20 Mhz)
Sound CPU : Zilog Z80 (@ 8.468 Mhz)
Sound Chips : ICS2115 (@ 8.468 Mhz)

Players : 4
Control : 8-way joystick
Buttons : 4

- TRIVIA -

Released in March 1998.

- SERIES -

1. Dragon World (1995)
2. Dragon World II (1997)
3. Dragon World 3 (1998)
4. Dragon World 3 EX (1998)
5. Dragon World 3 Special (2000)
6. Dragon World 2001 (2001)
7. Dragon World Pretty Chance (2001)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3272&o=2

$end


$info=dwex,
$bio

Dragon World 3 EX (c) 1998 IGS [International Game System].

- TRIVIA -

Released in November 2000.

- SERIES -

1. Dragon World (1995)
2. Dragon World II (1997)
3. Dragon World 3 (1998)
4. Dragon World 3 EX (1998)
5. Dragon World 3 Special (2000)
6. Dragon World 2001 (2001)
7. Dragon World Pretty Chance (2001)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=34232&o=2

$end


$info=drgw3103,
$bio

Dragon World 3 Special (c) 2000 IGS.

- SERIES -

1. Dragon World (1995)
2. Dragon World II (1997)
3. Dragon World 3 (1998)
4. Dragon World 3 EX (1998)
5. Dragon World 3 Special (2000)
6. Dragon World 2001 (2001)
7. Dragon World Pretty Chance (2001)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=29422&o=2

$end


$info=drgw2,dw2v100x,drgw2hk,
$bio

Dragon World II (c) 1997 IGS.

A solitaire mahjong game where the object is to match 3 of a kind, using a limited amount of tiles.

- TECHNICAL -

IGS PGM hardware

Main CPU : Motorola 68000 (@ 20 Mhz)
Sound CPU : Zilog Z80 (@ 8.468 Mhz)
Sound Chips : ICS2115 (@ 8.468 Mhz)

Players : 4
Control : 8-way joystick
Buttons : 4

- TRIVIA -

Released in May 1997.

This game is known in China as "Zhong Guo Long 2" and in Japan as "Chuugoku Ryuu II" (translated from Japanese as 'China Dragon II').

- SERIES -

1. Dragon World (1995)
2. Dragon World II (1997)
3. Dragon World 3 (1998)
4. Dragon World 3 EX (1998)
5. Dragon World 3 Special (2000)
6. Dragon World 2001 (2001)
7. Dragon World Pretty Chance (2001)

- STAFF -

Executive producer : Ming-Der Tsai
Director : Zhohg-Zen Gao
Software : Fred Liao, Ejiro Rii
Hardware : Franklin Wu
Music & S.E : Eddie Yao
Art conductor : Shih-Chlang Wu
Art designers : Kun-Sheng Yang, Chang-Shin Chen, Chin-Yuan Lin
Animation : Pon-Pon Peng
Producers : Ko-Chu Lee, Paul Chiang, A.C Chen, Tsung-Hui Cheng, Jack Wang

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=701&o=2

$end


$info=dwpc,
$bio

Dragon World Pretty Chance (c) 2001 IGS Company, Limited. [International Game System].

- TRIVIA -

Released in September 2001.

- SERIES -

1. Dragon World (1995)
2. Dragon World II (1997)
3. Dragon World 3 (1998)
4. Dragon World 3 EX (1998)
5. Dragon World 3 Special (2000)
6. Dragon World 2001 (2001)
7. Dragon World Pretty Chance (2001)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47282&o=2

$end


$info=dragon,
$bio

Dragon [Model 419] (c) 1978 Gottlieb.

An up-to-4 players pinball machine.

- TECHNICAL -

Gottlieb System 1
Model Number : 419

- TRIVIA -

6,550 units were produced.

- STAFF -

Design by : Ed Krynski
Art by : Gordon Morison

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5643&o=2

$end


$tg16=dragcrse,
$bio

Dragon's Curse [Model TGX020039] (c) 1990 NEC Home Electronics, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84311&o=2

$end


$c64_cart,c64_flop=dragnden,
$bio

Dragon's Den (c) 1983 Commodore

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53568&o=2

$end


$saturn,sat_cart=dragonsd,
$bio

Dragon's Dream (c) 199? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59084&o=2

$end


$snes=dearth,
$bio

Dragon's Earth [Model SHVC-DG] (c) 1993 Human Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61250&o=2

$end


$megadriv=shangh3,
$bio

Dragon's Eye Plus - Shanghai III (c) 1991 Home Data

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56462&o=2

$end


$cpc_cass=dragonsg,
$bio

Dragon's Gold [Model SOFT 935] (c) 1985 Amsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96022&o=2

$end


$info=dlair,dlairf,dlaire,dlaird,dlairc,dlairb,dlaira,dleuroalt,dlair_1,dlair_2,
$bio

Dragon's Lair (c) 1983 Cinematronics.

Dragon's Lair is THE original laser disc video game, the video and sound sequences for the game are stored on a LASER DISC. This unprecedented game lets a player participate in an animated AND INTERACTIVE motion-picture experience.

Dragon's Lair is the first game born to the new generation of video games. This unprecedented game is the first motion-picture type fairy tale you interact with.

As Dirk the Daring, a player's goal is to rescue the princess. The adventures along the way are horrible and terrifying, but, a skilled and brave knight, like honor and truth, can prevail.

A player has a choice of 5 moves at any given time. A complete game of Dragon's Lair requires more than 200 correct moves. Timing is critical! Dirk can be too hesitant or too eager to make a move. Only experience and a good memory enable Dirk to complete his mission.

The game opens with the dark visage of a foreboding castle looming in the distance. The next thing you know, you are Dirk, running across the castle drawbridge. The gate clangs shut behind you, and your quest to kill the dragon and save Princess Daphne has begun!

More than 40 possible episodes will be presented to you. Some require many fast repeated moves; others will require fewer, more calculated moves.

Dragon's Lair can be a 1-or 2-player game. If 2 play, 2 twin knights engage in mortal combat with the same demons until they both die (use up their lives), or until one rescues the fair princess from the dragon's lair.

At the beginning of the game, if the player makes a wrong move and loses a life, a new scene will appear at random. Later in the game, a scene that is not completed properly is repeated until it is mastered. Also, when a player loses a life, the scene stops, the screen turns blue, and PLAYER 1 or PLAYER 2 is displayed on the screen, along with that player's number of remaining lives.

As you play the game you may find that sane scenes are repeated, but the image is reversed on the screen (the scene is reversed on the disc, not by the hardware).

Princess Daphne appears during the game, in distress and crying for help. She is unattainable until the end.

- TECHNICAL -

The images for the game are stored on a laser disc, a type of storage device.  Dragon's Lair uses a laser-disc player made by Philips (model 22VP 932/00) and a Z80 microprocessor to generate the images and action required for game play.

Most of the sounds you hear during game play originate from the disc.

The control panel :
SWORD BUTTONS : Causes Dirk to draw and use his sword.
JOYSTICK : Controls Dirk's movements. Dirk moves in the direction that the joystick is pointed. In some instances, moving Dirk to an object causes him to do something with that object.

- TRIVIA -

Dragon's Lair was released in June 1983.

The attract mode of the game displays various short vignettes of gameplay with the accompanying narration : 'Dragon's Lair: The fantasy adventure where you become a valiant knight, on a quest to rescue the fair princess from the clutches of an evil dragon. You control the actions of a daring adventurer, finding his way through the castle of a dark wizard, who has enchanted it with treacherous monsters and obstacles. In the mysterious caverns below the castle, your odyssey continues against the awesome forces that oppose your efforts to reach the Dragon's Lair. Lead on, adventurer. Your quest awaits!'

Dragon's Lair was one of the first games to use the then-new Laserdisc format. It was the first game to have feature-quality animation (exactly 22 minutes of full animation at a cost of 1.3 million dollars). This set it apart from the other arcade games of the day which had very primitive graphics.

The animation was done by Don Bluth Studios, which also did feature-length animated movies such as 'The Secret of NIMH' and 'An American Tail'. Don Bluth was a former Disney employee who left to start his own company. To keep the cost as low as possible, they decided not to hire professional voice actors. Instead they all pitched in and did the voices themselves. Sound Engineer, Dan Molina was the voice of Dirk the Daring. Vera Lanpher, head of assistant animators, was the voice of Daphne. The narrator was Michael Rye and the musical score was created by Christopher Stone.

Dirk only speaks twice. Once, he mutters 'Uh, oh' when the platform begins to recede during the fire-swinging sequence, and exclaims 'Wow!' when first entering the dragon's lair.

Dragon's Lair had a huge impact on the arcade industry in 1983 (grossing more than 32 million dollars in the first eight months in the arcades). It was so big that quite a bit of merchandise was produced. Dragon's Lair books, buttons, trading cards, stickers and toys were just a few of the many different items that could be purchased.

Lance Mazmanian was the one of the first ever in the US (or perhaps actually the first in the US) to successfully complete the commercially released Dragon's Lair game. This happened at Zody's Arcade in North Las Vegas, Nevada, 1983, when Mazmanian, then 17 years-old, narrowly beat Rick Gurlach to the prize (Gurlach completed the game a mere day later). When word of the victory spread, two Japanese executives from a competing game company flew to Las Vegas to meet with Mazmanian, who was privately interviewed for an hour in the arcade (which was closed by the operators to accommodate the interview). Mazmanian was asked extensive questions about the interface, the gaming experience, the control cluster, the story progression, the animation, and so on.

Marvel Studio produced a Saturday-morning TV-show based on the game. The TV show, produced by Ruby Spears, debuted in the fall of 1984 on ABC and lasted only 1 season.

There was also a Dragon's Lair feature film that was planned, storyboarded, and written but never put into production. The film was to be called 'Dragon's Lair - The Legend'.

The 'Hover Joust' scene and 'dirk turns into a skeleton' death scene was parodied in an episode of the animated television show Family Guy in 2009

Dragon's Lair has been parodied in a sketch on the television show Robot Chicken.

KOTO, an Italian synth group released two Discs in 1988, KOTO 'Dragons Legend' and KOTO 'Dragons Megamix'. The remix music themes include takes of the audio from the attract mode of Dragon's Lairas well as some dialogs of Daphne in game. The themes are Dragons Legend, Dragons Legend (Dub version) and Dragons Megamix.

Greg Sakundiak holds the official record for this game with three starting lives with a score 374,954 points on July 20, 1985.
Judd Boone holds the official record for this game with five starting lives with a score of 558,724 points on October 31, 1983.

- UPDATES -

* Rev. A : use the Pioneer PR-7820 only, 5 Chip set.
* Rev. B : use the Pioneer PR-7820 only, 5 Chip set.
* Rev. C : use the Pioneer PR-7820 only, 5 Chip set.
* Rev. D : use the Pioneer PR-7820 only, 5 Chip set.
* Rev. E : use the Pioneer LD-V1000 only, 4 Chip set.
* Rev. F : use either players, 4 Chip set.
* Rev. F2 : use either players, 4 Chip set.

- SCORING -

Because the monsters and traps to be overcome are so numerous and constantly changing, it is not possible to list the range of scores awarded for each one.

- TIPS AND TRICKS -

* Hints :
1. React! Often the player will be given a visual cue as to which direction to move. These cues are often presented as a flashing light, flashing tunnel, flashing rope, or flashing door. In general, the player should move toward a flashing object.
2. Remember, even though the player may know the direction to move, the timing of his move is critical.
3. The player must react to fire -- it is his enemy. He should not linger too long near fire, and in general, he should move away from blazing fires.

* Unlimited Lives : On some versions of Dragon's Lair the programmers left a secret Easter Egg that allows you to have unlimited lives. To access it, wait for the Attract Mode to begin, then hold the joystick UPLEFT and press the Sword button while inserting your quarters. Release the joystick and then select 1 player. You will now have unlimited lives until you complete the game.

- SERIES -

1. Dragon's Lair (1983)
2. Dragon's Lair II - Time Warp (1991)
3. Dragon's Lair 3D - Return To The Lair (2002, PC CD-ROM)
4. Dragon's Lair 3 (2004, PC CD-ROM)

- STAFF -

Designer: Rick Dyer
Animation by: Don Bluth
Gameplay designed by: Victor Penman, Marty Foulger, Darlene Waddington
Programmed by: Mike Knauer, Vince Lee
Auxiliary programming: Earl Stratton
Voice acting: Michael Rye, Vera Lanpher, Dan Molina

- PORTS -

* Consoles :
Colecovision (1984)
Nintendo Famicom (1990)
Nintendo Game Boy (1990)
Nintendo SNES (1992)
Panasonic 3DO [JP] (Mar. 26, 1994) "Dragon's Lair [Model FZ-SJ0153]"
Sega Mega-CD (1994) "Dragon's Lair [Model 4436]"
Phillips CD-I (1994) "Dragon's Lair [Model 810 0181]"
Sega Saturn
Atari Jaguar [CD] (1995)
Nintendo Game Boy Color (2000)
Sony PlayStation 2 (2000)
Microsoft XBOX (2001)
Nintendo DSi (2010; as a downloadable DSiWare game)
Nintendo Wii (2010; as part of Dragon's Lair Trilogy)

* Computers :
Commodore C64 (1986, "Dragon's Lair" / 1987, "Dragon's Lair II")
Sinclair ZX Spectrum (1986, "Dragon's Lair" / 1987, "Dragon's Lair II")
Amstrad CPC (1986, "Dragon's Lair" / 1987, "Dragon's Lair II")
Commodore Amiga [3.5''] (1988)
Atari ST [3.5''] (1988)
Apple Macintosh [3.5''] (1988)
PC [MS-DOS, 3.5'' / 5.25''] (1990, "Dragon's Lair")
PC [MS-DOS, 3.5'' / 5.25''] (1991, "Dragon's Lair - Escape from Singe's Castle")
PC [MS Windows 9x, DVD-ROM] (1997)
PC [MS Windows 9x, CD-ROM] (1997, "Dragon's Lair Deluxe Pack")
PC [MS Windows, CD-ROM] (2001, "Arcade Authentic Version")

* Others :
DVD-Video (1998)
DVD-Video [PS2 & XBOX Compatible] (2002, "Dragon's Lair 20th Anniversary Special Edition")
Google Play (2012 - Digital Leisure)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=702&o=2

$end


$adam_flop=dlair,dlaira,
$bio

Dragon's Lair (c) 1983 Magicom, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82647&o=2

$end


$info=dleuro,
$bio

Dragon's Lair (c) 1983 Atari, Incorporated.

- TRIVIA -

Manufactured under licence from Cinematronics, Inc. For more information about the game itself, please see the original Cinematronics entry.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=36832&o=2

$end


$info=dlital,
$bio

Dragon's Lair (c) 1983 Sidam.

- TRIVIA -

Italian licensed version. For more information about the game itself, please see the original entry.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=36831&o=2

$end


$coleco=dlair,
$bio

Dragon's Lair (c) 1984 Coleco Industries, Incorporated. [Amsterdam, NY, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53271&o=2

$end


$cpc_cass=dragonsl,
$bio

Dragon's Lair (c) 1986 Soft. Projects

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96025&o=2

$end


$amigaocs_flop=dlair,
$bio

Dragon's Lair (c) 1989 ReadySoft, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73911&o=2

$end


$nes=dlairu,
$bio

Dragon's Lair (c) 1990 CSG Imagesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55107&o=2

$end


$nes=dlairj,
$bio

Dragon's Lair (c) 1991 Epic - Sony Records

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54015&o=2

$end


$nes=dlair,
$bio

Dragon's Lair (c) 1992 Elite

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55106&o=2

$end


$megadriv=dlair,
$bio

Dragon's Lair (c) 199? Taito Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57198&o=2

$end


$amigaocs_flop=dlairsc,dlairsc1,
$bio

Dragon's Lair - Escape from Singe's Castle (c) 1990 Visionary

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73914&o=2

$end


$gameboy=dlair,
$bio

Dragon's Lair - The Legend (c) 1991 Elite Systems, Limited.

French release. For more information about the game itself, see the original US release; "Dragon's Lair - The Legend [Model DMG-DL-USA]".

- TECHNICAL -

[Model DMG-DL-FAH]

- TRIVIA -

Reviews:
April 1992 - Consoles + N.8 (Page 120-121) [FR]: 93/100
May 1992 - Joypad N.8 (Page 158) [FR]: 87/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65930&o=2

$end


$gameboy=dlairu,
$bio

Dragon's Lair - The Legend (c) 1991 Ubi Soft

- TECHNICAL -

Cartridge ID: Model DMG-DL-USA
Package ID: Model DMG-P-DL

- TRIVIA -

Dragon's Lair The Legend was released in January 1991 in USA. It was developed by MotiveTime.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65931&o=2

$end


$info=dlair2,dlair2_200,dlair2_211,dlair2_300,dlair2_312,dlair2_314,dlair2_315,dlair2_315s,dlair2_316e,dlair2_318,dlair2_319e,dlair2_319s,dlair2_317e,
$bio

Dragon's Lair II - Time Warp (c) 1991 Leland.

Daphne has been kidnapped by the evil wizard Mordroc and Dirk the Daring must rescue her! Travel through time and space in seven levels of twitch-action response to flashing on the screen. The laserdisc provides beautifully animated scenery.

- TRIVIA -

The animation for this game was completed in 1984 but its release was put on hold due to the rapidly declining coin-op market of that era.

Grag Sakundiak holds the official record for this game with 1,006 points on February 25, 2007.

- UPDATES -

* Version 2.11
* Version 3.00
* Version 3.14
* Version 3.15
* Version 3.16 (European)
* Version 3.17
* Version 3.18
* Version 3.19
* Version 3.19 (European)
* Version 3.19 (Spanish)

Note : The European versions differs again (like Dragon's Lair and Space Ace) from the US versions. It has a Philips VP380 arcade LD player which has RGB output, 220V and NTSC. There is no composite-to-RGB splitter board and the driver ROM is different.

- TIPS AND TRICKS -

In this game you direct Dirk towards the yellow flashes with the joystick and you press the button to have him use his sword whenever it flashes yellow. If you see a flashing treasure on parts of the game, have Dirk get that treasure. You must have him get all the treasures in order to advance to the final level. The game has seven levels that you must guide Dirk The Daring safely through to help him rescue his wife Daphne from Mordroc who will force Daphne to marry him unless her husband Dirk saves her.

Descriptions of the levels are as follows :
* On the first level, you must help Dirk escape from his outraged mother-in-law, Hilda (who believes him to be responsible for Daphne's abduction), and get to The Dragon's Lair beneath the castle. There he must find The Time Machine while fighting off a giant serpent. Once Dirk has found and activated The Time Machine, he will proceed to the next level.
* On the second level, Dirk will be in a prehistoric era where he will make his first attempt to rescue Daphne.
* On the third level, Dirk will be in Wonderland through The Looking-Glass, meeting with familiar characters like The Queen of Hearts, The March Hare, The Mad Hatter, The Jabberwocky, The Cheshire Cat, as well as even Tweedledee and Tweedledum (who will dress Dirk like Alice).
* On the fourth level, Dirk will be in The Garden of Eden, where Eve will mistake him to be Adam and a couple of serpents will encourage him to have Eve eat the Forbidden Apple.
* On the fifth level, Dirk will be in Beethoven's studio where he will be shrunk to the size of a mouse and avoiding a hungry cat.
* On the sixth level, Dirk will be in ancient Egypt where he will fight mummies and other ancient evil.
* On the seventh and final level, Dirk will finally have his chance to rescue Daphne and defeat Mordroc. If you make it past this level, Dirk and Daphne will return to their own time, reunite with their children and then fly off again in The Time Machine. Afterwards, the game ends.

- SERIES -

1. Dragon's Lair (1983)
2. Dragon's Lair II - Time Warp (1991)
3. Dragon's Lair 3D - Return To The Lair (2002, PC CD-ROM)
4. Dragon's Lair 3 (2004, PC CD-ROM)

- PORTS -

* Consoles :
Sega 32X [Unreleased Prototype]
Sega CD [Unreleased Prototype]
CD-I (1994)
Sega Saturn [Unreleased Prototype]
Sony PlayStation 2 (2000)
Nintendo Wii (2010; as part of Dragon's Lair Trilogy)

* Computers :
Atari ST (1990)
Commodore Amiga (1991)
Commodore Amiga (1993, "The Animation Classics Pack")
PC (1996)

* Others :
DVD Player - 2002

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4431&o=2

$end


$amigaocs_flop=dlair2,
$bio

Dragon's Lair II - Time Warp (c) 1991 ReadySoft, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73912&o=2

$end


$cdi=dlair2,dlair2ua,dlair2u,
$bio

Dragon's Lair II - Time Warp (c) 1994 Philips Interactive Media, Incorporated.

Having tried to lose Dirk in the Dragon's Lair, the evil wizard Mordroc strikes again, kidnapping Princess Daphne to a wrinkle in time. Join Dirk and his Time Machine in hot and hilarious pursuit. Defeat the Wizard or Daphne will be lost forever.

- TECHNICAL -

Model 810 0125

- TRIVIA -

Export releases:
[US] "Dragon's Lair II - Time Warp 310690139-2"

- STAFF -

CDi version:
Produced by: Superclub, Int'l CDI
Executive producers: P.M.J.A. Fitters, M. De Coster, W. Wallyn, A. Wennegers, A. Fitzpatrick
Legal Advice: M. Noonan

Integrated by: International Creative Digital Image (Charleroi)

Technical Director: Bruno Rahir
Project Leader: Thierry Walrant
Software Design Engineer: Thierry Walrant, Joel Dolisy, Benoit Gehenot
Additional Graphics Design: Nathalie Aughuet
Interactive Design: Alex Wennegers, Alain Hainaut, Joel Dolisy, Thierry Walrant
Production follow up: Alex Wennegers
Digital Video Engineer: Yves Boreux

Telecinema, Video and Audio processing: Studio L'Equipe (Brussels)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52848&o=2

$end


$amigaocs_flop=dlair3,
$bio

Dragon's Lair III - The Curse of Mordread (c) 1993 ReadySoft, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73913&o=2

$end


$megacd,megacdj=dlair,
$bio

Dragon's Lair [Model 4436] (c) 1994 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60602&o=2

$end


$cdi=dlair,dlairu,
$bio

Dragon's Lair (c) 1994 Philips Interactive Media, Incorporated.

The lovely Princess Daphne has been kidnapped by the evil wizard Mordroc. She's been whisked away to be placed in the charge of a wicked fire breathing Dragon called Singe. You must lead Dirk, our hapless hero, through Mordroc's castle. Help Dirk defeat the monsters lurking in every room. The ultimate challenge lies in the Dragon's Lair. Outmaneuver the Wizard, defeat the Dragon and rescue the princess before it's too late!

- TECHNICAL -

Model 810 0181

- TRIVIA -

Export releases:
[US] "Dragon's Lair [Model 310690138-2]"

- STAFF -

CDi version
Produced by: Superclub, Int'l CDI
Executive producers: P.M.J.A. Fitters, M. De Coster, W. Wallyn, A. Wennegers, A. Fitzpatrick
Legal Advice: M. Noonan

Integrated by: International Creative Digital Image (Charleroi)

Technical Director: Bruno Rahir
Project Leader: Thierry Walrant
Software Design Engineer: Thierry Walrant, Joel Dolisy, Benoit Gehenot
Additional Graphics Design: Nathalie Aughuet
Interactive Design: Alex Wennegers, Alain Hainaut, Joel Dolisy, Thierry Walrant
Production follow up: Alex Wennegers
Digital Video Engineer: Yves Boreux

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52847&o=2

$end


$gbcolor=dlair,
$bio

Dragon's Lair (c) 2001 Capcom Company, Limited.

The Game Boy Color conversion of Dragon's Lair features every scene from the arcade game. However, to fit the entire game into the tiny 4MB ofspace, a few scenes have been shortened and some actions removed.

- TECHNICAL -

Cartridge ID: Model CGB-BDXE-USA
Package ID: Model CGB-P-BDXE

- TRIVIA -

Dragon's Lair for Game Boy Color was released on January 15, 2001 in USA.

- STAFF -

Art Director: Boyd Burggrabe
Artist: Arvin Bautista, Ronnie Fike, Rima Litonjua, Daniel Schallock
Creative Director: Mike Mika
Executive Producer: Andrew Ayre, Jeff Vavasour
Lead Artist: Dean Lee
Production: Bill Baffy, Renee Johnson
Programmer: Cathryn Mataga
Sound: Robert Baffy
Support Programmer: Jeremy Mika
Supporting Artist: Andy Chiu, Kevin Jamees, Matt Leunig, Mike Yuki
Tilekiller Tool Programmer: Dan Filner

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67827&o=2

$end


$gameboy=dlairj,
$bio

Dragon's Lair (c) 1991 Epic/Sony Records [Sony Music Ent., Incorporated.]

Japanese release. For more information about the game itself, please see the original US release entry; "Dragon's Lair - The Legend [Model DMG-DL-USA]".

- TECHNICAL -

[Model DMG-DLA]

- TRIVIA -

Dragon's Lair was released on October 25, 1991 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65929&o=2

$end


$megacd,megacdj=dlair,
$bio

Dragon's Lair [Model G-6035] (c) 1994 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60507&o=2

$end


$snes=dlairu,
$bio

Dragon's Lair (c) 1993 Data East Corp.

- TECHNICAL -

Game ID: SNS-DI-USA

- TIPS AND TRICKS -

Level codes easy
----------------
1 = 2a, 4b, 6d, 7c
2 = 3b, 5c, 7d, 8a
3 = 2c, 3d, 6a, 8b
4 = 1c, 2d, 3b, 8a

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62938&o=2

$end


$snes=dlair,dlairp,
$bio

Dragon's Lair [Model SNSP-DI-EUR] (c) 1993 Data East Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62937&o=2

$end


$segacd=dlair,dlaird,
$bio

Dragon's Lair [Model T-121015] (c) 1993 ReadySoft, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60719&o=2

$end


$snes=dmagic,
$bio

Dragon's Magic [Model SHVC-DI] (c) 1993 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61251&o=2

$end


$megadriv=dragnrevj,
$bio

Dragon's Revenge (c) 1993 Tengen

- TRIVIA -

Reviews:
[FR] January 1994 - Consoles + N.28: 90%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56463&o=2

$end


$gba=dragrock,
$bio

Dragon's Rock [Model AGB-BJDP-EUR] (c) 2005 East Ent. Media GmbH [Germany]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70491&o=2

$end


$coleco=drgnfire,
$bio

DragonFire (c) 1984 Imagic.

- STAFF -

Game concept: BOB SMITH    
Adapted and designed for Colecovision by: DAVE ROSS  
Art work by: MATT SARCONI   
Mentor: ALAN SMITH

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53272&o=2

$end


$intv=drgnfire,
$bio

Dragonfire (c) 1982 Imagic

Dreadful dragons control the King's castle! You, the young Prince, want them banished - but first you must reclaim the royal treasures. You have to cross castle bridges, dodging dragonfire as you go. Leap, duck and sprint to reach the other side!

Once across, enter a splendid storeroom. Pocket every treasure you touch. But beware of deadly dragonfire! Each dragon is smarter than the last, and some are almost invisible! How many bridges can you cross? How many storerooms can you empty?

- TECHNICAL -

Model 720010

- STAFF -

Program: Alan Smith
Sound: Dave Durran

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60883&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=drgnfire,
$bio

Dragonfire [Model 720052-1A] (c) 1983 Imagic, Inc. [Los Gatos, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84414&o=2

$end


$a2600=dragfire,dragfiree,dragfiree1,
$bio

Dragonfire (c) 1982 Imagic

To reach the King's treasure's, the Prince runs across the bridge. He must dodge fireballs tossed by Dragon Hatchlings.  He nimbly ducks under the high ones and leaps over the low ones. Fortunately, the fireballs can't hurt the Prince if he runs back into the tower at the right end of the bridge.

When the Prince reaches the left side of the bridge, he arrives in the storeroom. He's inside a hiding place he can return to any time. The storeroom is filled with beautiful objects--and a fierce dragon whose very breath can cost the Prince one of his seven precious chances!

When the Dragon looks the other way, the Prince runs to each object and retrieves it for the King.  And when he has bravely cleared out the room of its treasures, a way of escape appears. He runs to it and reappears on the bridge, ready for another daring raid.

Help the Prince get as many treasures as possible, before he's hit by fireballs or Dragonfire seven times!

- TECHNICAL -

Model IA3611

- SCORING -

Jug: 10 pts.   
Lamp: 10 pts.
Goblet: 10 pts.
Helmet: 60 pts.
Candelabra: 60 pts.
Chest: 200 pts.
Harp: 200 pts.
Diamond: 400 pts.
Crown: 400 pts.

- TIPS AND TRICKS -

* Don't spend any more time on the bridge than you have to. Cross it as fast as you can and you'll encounter fewer fireballs.

* If you face an impossible combination of fireballs on the bridge, run back to the right tower if you can make it in time...you're safe there. Or make the Prince squeeze through close-trailing fireballs by jumping from a crouch (pull joystick and press button at the same time).

* In the treasure room, run fast to the objects. KEEP MOVING! Return to the hiding place if you need a rest, because the Dragon never stops hunting.

- STAFF -

Programmer: Bob Smith

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50429&o=2

$end


$info=dragfist,
$bio

Dragonfist (c) 1982 Stern Electronics.

- TECHNICAL -

Model Number : 153

- STAFF -

Design by : Joe Joos Jr.
Art by : Doug Watson
Mechanics by : Joe Joos Jr.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5361&o=2

$end


$amigaocs_flop=dflight,dflightf,dflightg,dflightg1,
$bio

Dragonflight (c) 1990 Grandslam

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73916&o=2

$end


$info=dragngun,dragngunj,
$bio

Dragongun - Firebrand, Gun of the Ark-Magi (c) 1993 Data East.

A first-person view shoot'em up game.

- TECHNICAL -

Game ID : MAR

Main CPU : ARM (@ 7 Mhz), HuC6280 (@ 4.0275 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.58 Mhz), (2x) OKI6295 (@ 7.627 Khz), OKI6295 (@ 15.255 Khz)

Players : 2
Control : lightgun
Buttons : 2

- TRIVIA -

Dragongun was released in December 1992.

Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Dragon Gun : Data East Gamadelic - PCCB-00117) on March 19, 1993.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=703&o=2

$end


$saturn,sat_cart=dragnhrt,
$bio

DragonHeart - Fire & Steel (c) 1997 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60293&o=2

$end


$saturn,sat_cart=dragnhrtu,
$bio

DragonHeart - Fire & Steel [Model T-8117H] (c) 1996 Acclaim Entertainment, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60032&o=2

$end


$gameboy=dheart,
$bio

DragonHeart [Model DMG-ADHE-USA] (c) 1996 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65932&o=2

$end


$gameboy=dheartf,
$bio

DragonHeart [Model DMG-ADHP-FRA] (c) 1996 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65934&o=2

$end


$info=drgninja,drgninjab,drgninjab2,
$bio

Dragonninja (c) 1988 Data East.

Dragonninja is a sideways scrolling platform beat-em-up for one or two players in which the US president, President Ronnie (based on ex-U.S. president, Ronald Reagan), has been abducted by the nefarious DragonNinja clan.

Players take on the role of two government agents - 'Blade' and 'Striker' - who must fight their way through 7 enemy-packed levels to defeat the DragonNinja and save the President.

Each stage must be completed with a set time limit and initially the agents can only punch, kick and jump, although they can execute powerful spinning kicks and have the ability to charge themselves up with "inner energy" - by holding the punch button - to throw a powerful, long-range flaming punch that hits all opponents in front of the player.

Players will also come across weapon power-ups in the form of knives and Nunchuks. Player health can be replenished by picking up the drinks cans (resembling Coco-Cola cans) that also occasionally appear. Clocks can also be picked up to extend the stage's time limit.

At the end of each stage, players must defeat powerful end-of-level bosses, the first of which is Karnov, who was the star of his own 1987 video game of the same name.

For the game's 7th and final stage, players must re-fight all of the bosses from the previous stages, before finally confronting the Dragon Ninja himself. Defeating the Dragon Ninja frees the U.S. president and the game is over.

- TECHNICAL -

Main CPU : Motorola 68000
Sound CPU : MOS Technology M6502
Sound Chips : YM2203, YM3812, OKI6295

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Dragonninja was released in April 1988 in Japan.

This game is known in US as "Bad Dudes vs. Dragonninja".

'Bad Dudes' acquired something of a cult status, due in no small part to its tongue-in-cheek humour; such as the game's introduction by a Secret Service agent informing the player that 'President Ronnie has been kidnapped by the Ninjas. Are you a bad enough dude to rescue Ronnie?' After saving the President, Reagan appears in the Oval Office and delivers the line : 'Hey Dudes Thanks, for rescuing me, let's go for a burger...'. 

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

The trucks on the second stage say 'Kikuchi Co., Ltd'. Kikuchi Co is a real company established on November 1953 in Japan. It manufactures and sells automobile body frame components and it is affiliated to Honda.

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

- STAFF -

Planner : Makoto Kikuchi
Programmers : Tomotaka Osada, Masaaki Tamura, Nobusuke Sasaki, Naomi Susa, Kenji Takahashi
Graphic designers : Dot Man, Mix Man, Monsieur Micky, Torba-RR, OK Youichi, Kansaiman, Milky Kikuchi
Sound : Azusa Hara (AZUSA), Hiroaki Yoshida (MARO)

- PORTS -

Here is a list of ports released in Japan. For non-Japanese ports, please see the non-Japanese version entry; "Bad Dudes vs. Dragonninja [Model 1US34]".

* Consoles : 
Nintendo Famicom [JP] (July 14, 1989) "Dragon Ninja"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=704&o=2

$end


$amigaocs_flop=drgnbret,drgnbretg,drgnbretga,
$bio

Dragons Breath (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73917&o=2

$end


$amigaocs_flop=drgnbretf,
$bio

Dragons Breath [Magic Worlds] (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73918&o=2

$end


$amigaocs_flop=dflame,
$bio

Dragons of Flame (c) 1989 SSI

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73919&o=2

$end


$cpc_cass=dragonso,
$bio

Dragons of Flame (c) 1990 US Gold, Ltd. [Birmingham, UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96026&o=2

$end


$bbca_cass,bbcb_cass=dragonst,
$bio

Dragons Tooth (c) 19?? Incentive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51760&o=2

$end


$spc1000_cass=dslayer,
$bio

DragonSlayer (c) 198? SMC [Sammi Computer] [Korea]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83507&o=2

$end


$a2600=dstomper,dstompere,dstomperpv,dstomperepv,
$bio

Dragonstomper (c) 1982 Starpath Corp.

- TECHNICAL -

Model AR4400

- TIPS AND TRICKS -

* When your strength is down, stay out of fights until you build it up again. Your strength builds gradually with time. A more dramatic increase in strength may be obtained by visiting church and making a suitable contribution.

* Think before you fight. Your adversaries will wear you down if you battle them mindlessly. Try USEing an appropriate object during the first exchange of blows. Or just MOVE along if you don't think you need any objects in your adversary's possession.

* Watch out for booby traps. Don't get fooled by a seemingly peaceful landscape. The cunning dragon has laid traps by the front entrance to certain castles. Try the back entrance.

* Get by the bridge guard, the easy way. He's too tough to fight. So give him lots of gold. Or, even easier, show him your scroll as identification.

* The clever Dragonstomper can prove he is smarter than the dragon by outwitting him and stealing the amulet. The dragon can then be rehabilitated instead of killed.

* Execute the 'Use Shield' command while the image of the axe is displayed. 'SHL', the initials of programmer Steven H. Landrum, will appear.

- STAFF -

Programmer: Stephen Landrum

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50430&o=2

$end


$amigaocs_flop=drgstone,
$bio

Dragonstone (c) 1994 Core Design

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73920&o=2

$end


$amigaocs_flop=drgstrik,
$bio

DragonStrike (c) 1990 SSI

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73915&o=2

$end


$x68k_flop=drgstrik,
$bio

DragonStrike (c) 1992 Pony Canyon, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87473&o=2

$end


$pc98=drgstrik,
$bio

DragonStrike (c) 1992 Pony Canyon, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89376&o=2

$end


$pc98=dragnarm,
$bio

Dragoon Armor for Adult (c) 1989 Fairytale [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89377&o=2

$end


$pc8801_flop=dragnarm,
$bio

Dragoon Armor for Adult (c) 1989 Fairytale [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91685&o=2

$end


$info=dragoona,dragoonj,
$bio

Dragoon Might (c) 1995 Konami Company, Limited.

12 selectable characters 1 end boss fight each other in a single tournament or a three vs three team battle. This fighting game features weapons zoom and big stage.

- TECHNICAL -

Konami GX Hardware
Game ID : GX417

Main CPU : Motorola 68EC020 (@ 26.4 Mhz)
Sound CPU : Motorola 68000 (@ 9.2 Mhz)
Sound Chips : (2x) K054539 (@ 48 Khz)

Players : 2
Control : 8-Way Joystick
Buttons : 6
=> Light Punch, Medium Punch, Heavy Punch, Light Kick, Medium Kick, Heavy Kick

- TRIVIA -

Dragoon Might was released in August 1995.

King Records released a limited-edition soundtrack album for this game (Dragoon Might Original Game Soundtrack - KICA-7691) on January 24, 1996.

- UPDATES -

In version AAB (Asian version), the default Violent Mode is Bloody Level 1, which makes the game display a bit of green blood.
In version JAA (Japanese version), the default Violent Mode is Bloody Level 3, which makes the game display a lot of red blood.

- STAFF -

Software Designers : Garam, Tomoaki Yoshinobu, N-Man, Aki. T, Takeaki Hasegawa, Oolong-T
Character Designers : Asadon, Taro Maru, Kanbanmusume, New Snack Z, Acky 4, MZD-Takepon, MZD-Moocho, 473, T. Matsumoto, Takahiro-Z, Kihatchy, Ikuya Nakamura, MZD-Nick Boss, MZD-Mommy, Wackachan, Michukun
Sound Designers : Ary, Kage
Hardware Designer : V Kobe Yzz
Product Designer : Kazushi Iwashita
Special Thanks: T. Tanimoto, Akiyoshi, Kato, Shohei, Maekawa, Matsuoka
Directors : Asadon, Tomohiro Ishimoto
Producer : Masahiro Inoue

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=705&o=2

$end


$a2600=dragster,dragstere,
$bio

Dragster (c) 1980 Activision

Game 1: Straight-ahead Dragster, one or two players. 
Game 2: Steerable Dragster, one or two players.

- TECHNICAL -

Model AG-001

- TRIVIA -

Known as 'Dragster Rennen' in Germany.

- TIPS AND TRICKS -

Tips from David Crane, Designer of Dragster by ACTIVISION

"The key to World Class times in Dragster is training your reflexes to clutch and shift quickly, accelerating at maximum power in each gear without blowing your engine. Call it racing shifting, if you like, but it's the only way you'll get your speed down under seven seconds."

"There are a couple of tricks that are not so obvious. For example, put the clutch in during the last numbers of the countdown, hold it in, rev up (careful) and pop the clutch by letting go of the Joystick the instant the screen reads 0."

"Then you should try to rev your engine to keep the tach in the red as you go through all four gears (without blowing your engine). You've got to keep your revs up for speed."

"If you drop out of the red in any gear (and particularly in third or fourth), try tapping the Joystick quickly to the left a few times ("popping the clutch") to get added acceleration."

"Do a wheelie? Sure, go ahead. When your front wheels come up off the road, you're getting maximum acceleration. But watch out! Push the gas too hard and you'll blow!"

"I had great fun doing Dragster. Hope you enjoy it. Write and let me know how you do. And if you break 6.00 seconds, take a photo of the screen and send it to us. So far the World Record is 5.61 seconds. If you break that, it will make news!"

- STAFF -

Programmer: David Crane

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50431&o=2

$end


$bbca_cass,bbcb_cass=drainman,
$bio

Drain Mania (c) 1985 Icon

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51761&o=2

$end


$msx1_cart=drainer,
$bio

Drainer (c) 1987 Victor Interactive Software, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76700&o=2

$end


$gba=drakjosh,
$bio

Drake & Josh [Model AGB-BJYE-USA] (c) 200? T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70492&o=2

$end


$cpc_cass=drakkars,
$bio

Drakkar [Model AMS 4STU 787] (c) 1989 Delta Soft. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96028&o=2

$end


$amigaocs_flop=drakkhen,drakkhenf,drakkheng,
$bio

Drakkhen (c) 1990 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73921&o=2

$end


$amigaocs_flop=drakkhenu,
$bio

Drakkhen (c) 1990 Draconian

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73922&o=2

$end


$x68k_flop=drakkhen,
$bio

Drakkhen (c) 1991 Epic/Sony Records [Sony Music Ent., Inc.] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87474&o=2

$end


$pc98=drakkhen,
$bio

Drakkhen (c) 1991 Epic/Sony Records [Sony Music Ent., Inc.] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89378&o=2

$end


$snes=drakkhenj,
$bio

Drakkhen (c) 1991 Kemco

- TECHNICAL -

Game ID: SHVC-DK

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61252&o=2

$end


$snes=drakkhenu,
$bio

Drakkhen [Model SNS-DK-USA] (c) 1991 Kemco

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62940&o=2

$end


$snes=drakkhen,drakkheng,
$bio

Drakkhen [Model SNSP-DK-EUR] (c) 1991 Kemco

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62939&o=2

$end


$info=drakor,
$bio

Drakor (c) 1979 Taito.

A solid state electronic pinball similar to Williams "Gorgar".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5362&o=2

$end


$info=drakton,drktnjr,
$bio

Drakton (c) 1985 Epos.

A maze / shoot'em up game.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound CPU : I8035 (@ 400 Khz)
Sound Chips : DAC

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 256

Players : 2
Control : 4-way joystick
Buttons : 1

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=706&o=2

$end


$info=keithlcy,
$bio

Dramatic Adventure Quiz Keith & Lucy (c) 1993 Visco.

A Japanese quiz game.

- TECHNICAL -

Main CPU : V60 (@ 16 Mhz)
Sound Chips : ES5506 (@ 16 Mhz)

Players : 2
Buttons : 4

- TRIVIA -

Released in June 1993.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=707&o=2

$end


$bbca_cass,bbcb_cass=draughts,
$bio

Draughts (c) 1984 Superior Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51765&o=2

$end


$bbca_cass,bbcb_cass=draughtc,
$bio

Draughts (c) 19?? Computer Concepts

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51762&o=2

$end


$bbca_cass,bbcb_cass=draughtl,
$bio

Draughts (c) 19?? Logic Systems

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51763&o=2

$end


$bbca_cass,bbcb_cass=draughtm,
$bio

Draughts (c) 19?? Micro Power

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51764&o=2

$end


$bbca_cass,bbcb_cass=dreversi,
$bio

Draughts And Reversi (c) 1983 Acornsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51411&o=2

$end


$bbca_cass,bbcb_cass=draw,
$bio

Draw (c) 19?? Micro Power

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51766&o=2

$end


$info=drw80pkr,drw80pk2,
$bio

Draw 80 Poker (c) 1982 IGT.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=16756&o=2

$end


$channelf=drawpkr,
$bio

Draw Poker (c) 1980 Zircon

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53212&o=2

$end


$info=ssjkrpkr,
$bio

Draw Poker (c) 1982 Southern Systems & Assembly, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=29859&o=2

$end


$info=gtipoker,gtipokra,
$bio

Draw Poker (c) 1983 GTI [Game Technology, Inc].

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=20191&o=2

$end


$info=poker41,
$bio

Draw Poker (c) 1983 GAT [Game-A-Tron].

A poker game for amusement only.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=21501&o=2

$end


$info=mdrawpkr,mdrawpkra,
$bio

Draw Poker - Joker's Wild (c) 198? Meyco Games.

Poker video game for amusement only.

- TECHNICAL -

Main CPU : 8088

- TRIVIA -

Joker's Wild was a game developed originally for Nevada and was on the 8088 CPU. The original Draw Poker was on the 8080.

- STAFF -

Software by: Darrell H. Smith
Hardware by: Darrell H. Smith
Produced by: Robert Meyer, Julia Gillmann

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=14148&o=2

$end


$info=dphlunka,dphlunkb,
$bio

Draw Poker Hi-Lo (c) 198? SMS Mfg. Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32537&o=2

$end


$info=dpoker,
$bio

Draw Poker [5000 Plus series] (c) 198? Bally Gaming Division.

- TECHNICAL -

Bally 5000 Plus Series
V5000 P007

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=45351&o=2

$end


$info=fortune1,
$bio

Draw Poker [Fortune I Series] (c) 1984 IGT [International Game Technologies].

Video poker.

- TECHNICAL -

[Model 701]

Has a 13 inches monitor.

- TRIVIA -

Released in November 1984.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=33008&o=2

$end


$bbca_cass,bbcb_cass=drawing,
$bio

Drawing (c) 19?? BBC Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51767&o=2

$end


$msx1_cass=petrovic,
$bio

Drazen Petrovic Basket (c) 1989 Topo Soft [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94603&o=2

$end


$cpc_cass=drazenpe,
$bio

Drazen Petrovic Basket [Model AM 544] (c) 1989 Erbe Soft. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96030&o=2

$end


$amigaocs_flop=dreadnog,
$bio

Dreadnoughts (c) 1992 Turcan Research

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73923&o=2

$end


$info=d6800,
$bio

Dream 6800 (c) 1978 Michael Bauer.

The Dream was a simple hobby computer with 2K bytes of memory that played game programs on a TV.

- TRIVIA -

Designed in 1978, the project was published in Electronics Australia magazine in 1979.

- STAFF -

Created by: Michael Bauer

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103322&o=2

$end


$info=d9final,
$bio

Dream 9 Final (c) 1992 Excellent System.

- TRIVIA -

Released in November 1992.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32494&o=2

$end


$info=dreambal,
$bio

Dream Ball (c) 1993 NDK.

- TRIVIA -

Dream Ball was released in April 1993.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70732&o=2

$end


$snes=dreambas,
$bio

Dream Basketball - Dunk & Hoop [Model SHVC-ADBJ-JPN] (c) 1994 Human Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61253&o=2

$end


$info=dcrown,dcrowna,
$bio

Dream Crown (c) 199? Unknown.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=37092&o=2

$end


$nes=dreamfgt,
$bio

Dream Fighter (c) 1993 Asder Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83860&o=2

$end


$a2600=dreamfli,
$bio

Dream Flight (c) 1983 Goliath

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50433&o=2

$end


$info=dfruit,
$bio

Dream Fruit (c) 1993 Nippon Data Kiki.

- TRIVIA -

Released in July 1993.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=39155&o=2

$end


$saturn,sat_cart=dreamgen,
$bio

Dream Generation - Koi ka? Shigoto ka!? (c) 1998 NCS [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59085&o=2

$end


$pc8801_flop=dreamlnd,
$bio

Dream Land (c) 1983 Micro Cabin Co. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91686&o=2

$end


$info=dland,
$bio

Dream Land - Super Dream Land (c) 1987 Unknown.

Bootleg of "Bubble Bobble".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32367&o=2

$end


$info=sc1dream,
$bio

Dream Machine (c) 1998 ELAM

- TECHNICAL -

Model 6883

- TRIVIA -

Dream Machine was released in January 1998.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=21280&o=2

$end


$info=drmmake,
$bio

Dream Maker (c) 2002 Atronic.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11411&o=2

$end


$nes=dreamstr,
$bio

Dream Master (c) 1992 Namco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54016&o=2

$end


$info=dremshpr,
$bio

Dream Shopper (c) 1982 Sanritsu.

Dream Shopper is an arcade game which was released by Sanritsu in 1982; it runs on Namco's Pac-Man hardware. The player must use a four-way joystick to take control of a shopper. At the start of the game the text YOUR PRESSING GOAL IS 10000 POINTS will appear on the screen. The screen will then cut to a shot of a room whose floor is comprised of 144 tiles as they flash up and give you a brief idea of what they all are; all except the 66th tile (which is the one with the apple) will then go black, and the Dream Shopper will have to walk around the room and use the Reveal Button to reveal the type of tile he is standing on. 

Yellow tiles are worth 50 points, green ones are worth 100, blue ones are worth 250 and red ones are worth 500 - and if the Dream Shopper should walk over that 66th tile (with the apple), all the remaining tiles will be revealed for a short period of time and he can walk over the strange-looking yellow creatures that are pursuing him for extra points. Once the apple has turned into a bunch of grapes all the remaining tiles will go black again; there's only one apple on each round. Not only must the Dream Shopper normally avoid contact with the yellow creatures, but he must also watch out for "holes" (which are indicated by the black tiles after he has walked over the 66th tile with the apple) - and if he reveals a bomb, he will only have a few seconds to vacate that blast radius (but you will receive extra points if one or more of the yellow creatures perish in that explosion). Also, if the Dream Shopper should reveal a frog, he will start to bounce around the room and you will receive extra points for every tile he reveals based upon his color. 

Once you have reached 10000 points, the Dream Shopper will have to make his way along a path comprised of copyright symbols towards his girlfriend's castle, while again watching out for yellow creatures and collecting dropped items like shoes, necklaces, handbags and rings as he goes.

- TECHNICAL -

Main CPU: Zilog Z80 @ 3.072 MHz
Sound Chips: General Instrument AY-3-8910A @ 1.78 MHz

Players: 2
Control: 4-way joystick
Buttons: 1

- PORTS -

* Computers :
Sord M-5

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=708&o=2

$end


$info=dsoccr94j,
$bio

Dream Soccer '94 (c) 1994 Irem Corp.

A soccer game from Irem.

- TECHNICAL -

Irem M-92G System Hardware

Players : 4
Control : 8-Way Joystick
Buttons : 2

- TRIVIA -

Released in September 1994. Dream Soccer' 94 is Irem's last video game. Irem was dissolved by their parent company, mainly because their game sales were not very good. Soon after, some employees re-established Irem independently on the hope to continue the adventure and the development of sequels for great licenses like R*Type.

The game's billboards advertises numerous Irem games. Among them are "R*Type", "Air Duel", "Gallop - Armed Police Unit", "Major Title", "Undercover Cops", "Gun Force" and "Thunder Blaster".

- STAFF -

Game designer : G.M.C. Nya
Graphic designers : M. Kawai, K. Iwasaki, S. Otani, K. Ogawa, Ken Kui, J. Adachi, Nakano!
Programmers : M. Niga, S. Hamada, T. Yokota, Y. Nakatsuka
Sound : R. Hirashima, K. Okamoto
Data East bug : Tori-S, Zou6, Debari Sushi

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=709&o=2

$end


$info=dsoccr94,dsoccr94k,
$bio

Dream Soccer '94 (c) 1994 Data East.

- TECHNICAL -

Irem M-107 system hardware

- TRIVIA -

Released in September 1994.

Manufactured by Data East under license from Irem. For more information about the game itself, please see the original Irem version entry.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4984&o=2

$end


$saturn,sat_cart=dreamsq,
$bio

Dream Square Hinagata Akiko (c) 1997 Video System Company, Limited. [Kyoto, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59086&o=2

$end


$snes=dreamtv,dreamtvp,dreamtvp1,
$bio

Dream TV (c) 1994 Triffix

- TIPS AND TRICKS -

Level Password 
-------------- 
2 SBKW  
3 HGDS  
4 MMWS

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62941&o=2

$end


$cpc_cass=dreamwar,
$bio

Dream Warrior (c) 1988 US Gold, Ltd. [Birmingham, UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96032&o=2

$end


$svision=dreamwld,
$bio

Dream World (c) 1992 Bon Treasure

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95434&o=2

$end


$info=dreamwld,
$bio

Dream World (c) 2000 SemiCom.

A platform game from SemiCom.

- TECHNICAL -

Main CPU : Motorola 68EC020
Sound Chips : (2x) OKI6295

Screen orientation : Horizontal
Video resolution : 304 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096

Players : 2
Buttons : 3

- STAFF -

Director : Jea Yeon Jeon
Programming : Cheol Soo Kim, Hyun Ho Kim, Il Bong Chung
Character Design : Kyung Hee Kim, Won Young Lee
Map Title Design : Sook Nam Lee
Boss Design : Sung Hwan Kim, Kyung Hee Kim, Sook Nam Lee, Won Young Lee
Sound Effect : Suk Ki Jeon
Music : Suk Ki Jeon

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4000&o=2

$end


$amigaocs_flop=dreamweb,dreamwebg,
$bio

DreamWeb (c) 1994 Empire Interactive Europe, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73924&o=2

$end


$nes=pogie,
$bio

Dreamworld Pogie (c) 198? Camerica

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55108&o=2

$end


$pc8801_flop=dreamag,
$bio

Dreamy Alien Girls (c) 1990 Great [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91687&o=2

$end


$pc8801_flop=dreamtm,
$bio

Dreamy Town Majo (c) 19?? Great [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91688&o=2

$end


$info=drhla,
$bio

Drews Revenge (c) 1986 Drew Industries.

Poker game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=38391&o=2

$end


$info=drhl,
$bio

DRHL Poker (c) 1986 DRHL Poker.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32538&o=2

$end


$info=dribling,driblingo,driblingbr,
$bio

Dribbling (c) 1983 Model Racing.

An early overhead-view soccer game.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 5 Mhz)

Screen orientation : Horizontal
Video resolution : 256 x 216 pixels
Screen refresh : 60.00 Hz
Palette colors : 256

Players : 2
Control : Double 8-way joysticks
Buttons : 2

- TRIVIA -

European Patent Number: EP0071690

Also licensed to Olympia and Zaccaria.

- STAFF -

Designed by: Lanfranco Chinea

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=710&o=2

$end


$snes=shotok94,
$bio

Drift King Shutokou Battle '94 - Tsuchiya Keiichi & Bandou Masaaki [Model SHVC-94] (c) 1994 BPS [Bullet-Proof Software]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61254&o=2

$end


$saturn,sat_cart=sbatl97,sbatl97a,
$bio

Drift King Shutokou Battle '97 - Tsuchiya Keiichi & Bandou Masaaki (c) 1997 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59087&o=2

$end


$saturn,sat_cart=sbatl97mh,
$bio

Drift King Shutokou Battle '97 - Tsuchiya Keiichi & Bandou Masaaki Mihonhin (c) 1997 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59088&o=2

$end


$snes=shotoku2,
$bio

Drift King Shutokou Battle 2 - Tsuchiya Keiichi & Bandou Masaaki [Model SHVC-ASXJ-JPN] (c) 1995 BPS [Bullet-Proof Software]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61255&o=2

$end


$info=driftout,driftoutj,
$bio

Drift Out (c) 1991 Visco Corp.

An overhead-view racing game.

- TECHNICAL -

Runs on the "Taito F2 System" hardware. It used a graphics extension on the board, the so called Taito F2 Expanded System.

Players: 2
Control: dial
Buttons: 2

- TRIVIA -

Drift Out was released in October 1991.
 
A bootleg of this game is known as "Drive Out".

- SERIES -

1. Drift Out (1991)
2. Drift Out '94 - The Hard Order (1994)
3. Super Drift Out - World Rally Championships (1994, Nintendo Super Famicom)
3. Neo Drift Out - New Technology (1996)

- STAFF -

Producer : Tetsuo Akiyama
Director : Don Gabacho
Assistant Director : Keisuke Usami
Programmers : Nadu. S, Tera.Bat, Koizumi Pharmacy
Character Designers : Tel. Yamada, King Takahashi, Sawayaka Tamura, Yanitei Koneko, Banbara Hiroko, Domi Domi
Sound : Mr. Fukumori, Space Creative
Special Thanks : Ideb76kg, Hokke 450, Yakuruto Nakajima, Nakamura Lab, Philippines No3, Yuji Masuda, Rolling Kenmi, Ume W, Itoi Yasuhisa, Kin Chan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=711&o=2

$end


$info=drifto94,
$bio

Drift Out '94 - The Hard Order (c) 1994 Visco Corp.

A top birds eye view racing game.

- TECHNICAL -

Main CPU : V60 (@ 16 Mhz)
Sound Chips : ES5506 (@ 16 Mhz)

Players : 2
Control : 2-way joystick
Buttons : 2

- TRIVIA -

Drift Out '94 was released in November 1994 in Japan.

- SERIES -

1. Drift Out (1991)
2. Drift Out '94 - The Hard Order (1994)
3. Super Drift Out - World Rally Championships (1994, Nintendo Super Famicom)
3. Neo Drift Out - New Technology (1996)

- STAFF -

Producer : Tetsuo Akiyama
Director : Don Gabacho (Don Gabacyo)
Assistance : Yasuhisa Itoi
Programmers : Basser Teramachi, N. Matsudaira., Ueshima, Katsumi Kikumasa
Cargraphics 3D-CG designer : Hideki Tajima
Cargraphics production designer : Yasu.MK2
Background designers : H. Maehara, Inurou, Sailor Nabe, Chido., Nobuo. W
Sound music : Opus Corp, J. Enoki
Cooperation : Mitsubishi Motors, Ralli Art, Rally XPress, Rover, Subaru, Toyota, Volswagen Audi Nippon KK

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=712&o=2

$end


$gba=drilldoz,
$bio

Drill Dozer [Model AGB-V49E-USA] (c) 2006 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70493&o=2

$end


$amigaocs_flop=driller,
$bio

Driller (c) 1988 MicroStatus

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73927&o=2

$end


$amigaocs_flop=driltote,
$bio

Driller & Total Eclipse [Virtual Worlds] (c) 1991 Domark Group, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73925&o=2

$end


$msx1_cart=dtank,dtanka,
$bio

Driller Tanks (c) 1984 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76701&o=2

$end


$msx1_cass=driltank,
$bio

Driller Tanks (c) 198? Sony Spain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94604&o=2

$end


$amigaocs_flop=driller1,
$bio

Driller [Budget] (c) 1988 Kixx

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73926&o=2

$end


$cpc_cass=drilleru,
$bio

Driller [Model 4STN 749] (c) 1988 System 4 de Espana, S.A. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96034&o=2

$end


$cpc_cass=drilleru01,
$bio

Driller [Model A34] (c) 1988 Incentive Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96035&o=2

$end


$x68k_flop=drnksmok,drnksmod,
$bio

Drinky & Smokey (c) 1994 Dream Staff

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87475&o=2

$end


$gba=driv3ru,
$bio

Driv3r [Model AGB-B3RE-USA] (c) 2005 Atari Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70495&o=2

$end


$gba=driv3r,
$bio

Driv3r [Model AGB-B3RP] (c) 2005 Atari Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70494&o=2

$end


$info=driveout,
$bio

Drive Out (c) 1991.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : OKI6295 (@ 8 Khz)

Screen orientation : Vertical
Video resolution : 224 x 320 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096

Players : 2
Control : dial
Buttons : 2

- TRIVIA -

This game is a bootleg of "Drift Out".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=713&o=2

$end


$pico=carcarnt,
$bio

Drive Pico with Go Go! Car Navi Touring! [Model HPC-6121] (c) 2003 Sega Toys

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75659&o=2

$end


$gba=drivenu,
$bio

Driven [Model AGB-ADVE-USA] (c) 2001 BAM! Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70497&o=2

$end


$gba=driven,
$bio

Driven [Model AGB-ADVP] (c) 2001 BAM! Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70496&o=2

$end


$gba=driver2u,
$bio

Driver 2 Advance [Model AGB-ADUE-USA] (c) 2002 Atari Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70499&o=2

$end


$gba=driver2,driver2p,
$bio

Driver 2 Advance [Model AGB-ADUP] (c) 2002 Atari Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70498&o=2

$end


$gbcolor=driveru,
$bio

Driver [Model CGB-BDRE-USA] (c) 2000 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67831&o=2

$end


$gbcolor=driver,
$bio

Driver [Model CGB-BDRP-EUU] (c) 2000 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67830&o=2

$end


$psx=driverp,
$bio

Driver (c) 1999 GT Interactive.

- TECHNICAL -

Game ID: SLES-01816

- TRIVIA -

Driver was released on June 25, 1999 in Europe.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96892&o=2

$end


$info=drivedge,
$bio

Driver's Edge (c) 1994 Strata Group, Incorporated.

An F-1 racing game from Strata.

- TECHNICAL -

Main CPU : Motorola 68EC020 (@ 25 Mhz), M6809 (@ 2 Mhz), (2x) TMS32031 (@ 40 Mhz)
Sound Chips : ES5506 (@ 16 Mhz)

Players : 3
Control : steering wheel
Buttons : 10

- TRIVIA -

Developed by Incredible Technologies, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=714&o=2

$end


$info=driveyes,
$bio

Driver's Eyes (c) 1990 Namco.

Driver's Eyes was a state of the art Formula One Simulator, a follow up to "Winning Run" (1988), one of its most advanced features for 1990 was the 3-D solid polygons and the major system 21 sound clean up (music composed by Hiroyuki Kawada who also composed music for Air Combat,Winning Run etc.) the player would select his/her level of racing, Novice or Grand Prix, then, transmission select, (Easy Drive or Technical Drive). when the selections were made, the game would then show a short animation of the engine going into the engine bay and the body work gliding down (changing view to the cockpit) revealing a sign saying BRAKES ON when the sign lifts the race started (in novice mode Grand Prix was on the starting grid). Also the game featured panoramic view thanks to a 3 monitor setup (controlled by 3 system 21's!) and finally to add the game also had an LCD display in the player's cockpit in sync with the speedo on the screen.

- TECHNICAL -

Namco System 21 hardware
Game ID : DE

Main CPU : (2x) Motorola 68000 (@ 12.288 Mhz), M6809 (@ 3.072 Mhz), HD63705 (@ 2.048 Mhz), (2x) TMS32025 (@ 24 Mhz)
Sound Chips : C140 (@ 21.39 Khz), YM2151 (@ 3.57958 Mhz)

Players : 1
Control : stick
Buttons : 4

- TRIVIA -

Even if titlescreen says 1990, Driver's Eyes was released in January 1991 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4426&o=2

$end


$amigaocs_flop=drivfrce,drivfrcea,
$bio

Drivin' Force (c) 1990 Digital Magic

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73928&o=2

$end


$amigaocs_flop=drivfrceb,
$bio

Drivin' Force [Budget] (c) 1990 Digital Magic

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73929&o=2

$end


$ti99_cart=drvdemon,
$bio

Driving Demon (c) 1983 Romox

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84565&o=2

$end


$info=drivfrcp,drivfrcg,
$bio

Driving Force (c) 1984 Magic Electronics.

An early chase-view racing game.

- TECHNICAL -

* "Pac-Man" conversion :

Main CPU : S2650 (@ 1.536 Mhz)
Sound Chips : SN76496 (@ 3.072 Mhz)

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette colors : 16

Players : 1
Control : 2-way joystick
Buttons : 2

* "Galaxian" conversion :

Main CPU : S2650 (@ 3.072 Mhz)
Sound Chips : Tone generator, discrete circuits

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette colors : 64

Players : 1
Control : 2-way joystick
Buttons : 2

- TRIVIA -

Developed by Shinkai, Inc.

This game was marketed as an inexpensive substitute for Pole Position II.

A bootleg was released in 1985, as "Driving Force (Elsys Software)".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=715&o=2

$end


$info=drivfrcb,
$bio

Driving Force (c) 1985 Elsys Software.

- TRIVIA -

Originally released in 1984 by Magic Electronics as "Driving Force (Magic Electronics)".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31689&o=2

$end


$info=sc1driv,sc1driva,sc1drivb,sc1drivc,
$bio

Driving School (c) 199? Global Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42134&o=2

$end


$bbca_cass,bbcb_cass=drogna,
$bio

Drogna (c) 1983 Acornsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51768&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=droids,
$bio

Droids (c) 1983 TG Software

- TIPS AND TRICKS -

If you type in 'RFV' you'll start on level 7.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84415&o=2

$end


$a800=droids,
$bio

Droids (c) 1983 TG Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86522&o=2

$end


$cpc_cass=droidsri,
$bio

Droids (c) 198? Mastertronic, Ltd. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96036&o=2

$end


$pc8801_flop=drol,
$bio

Drol (c) 1985 Soft Pro International [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91689&o=2

$end


$sg1000=drolk,
$bio

Drol (c) 198? Samsung

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65048&o=2

$end


$sg1000=drol,
$bio

Drol (c) 1985 Sega Enterprises, Limited.

- TECHNICAL -

[Model C-51]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49022&o=2

$end


$sg1000=drolt,
$bio

Drol [Model R-051] (c) 1985 Aaronix [Taiwan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65049&o=2

$end


$msx1_cass=drome,dromeb,dromec,dromea,
$bio

Drome (c) 1987 Eaglesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94605&o=2

$end


$gba=dromraceu,
$bio

Drome Racers [Model AGB-AOEE-USA] (c) 2003 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70501&o=2

$end


$gba=dromrace,
$bio

Drome Racers [Model AGB-AOEP] (c) 2003 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70500&o=2

$end


$gba=droopyto,droopytop,
$bio

Droopy's Tennis Open [Model AGB-AD7P] (c) 2002 LSP [Light & Shadow Production]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70502&o=2

$end


$tg16=dropoff,
$bio

Drop Off [Model TGX020042] (c) 1990 NEC Home Electronics, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84312&o=2

$end


$pce=droprock,droprock1,
$bio

Drop Rock Hora Hora (c) 1990 Data East Corp.

Izumi has been possessed by an evil spirit and has fallen in a deep sleep. Takashi, his friend decides to help her and gets transporter into her dream and turned into a magic orb. Drop Rock is a traditional breakout type of game, but a vertical scrolling has been added to the mix, so if any of the bricks, (symbolized here as fruits) hit you, you lose a life. Your orb can freely move on screen and, at the beginning of the game, a force field prevents the ball to fall out of the screen. Sometimes special icons also appear giving you extra powers.

- TECHNICAL -

Game ID: DE90005

- TRIVIA -

Released on March 30, 1990 in Japan for 5900 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58571&o=2

$end


$info=j2droplt,
$bio

Drop the Lot (c) 198? JPM International.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40947&o=2

$end


$info=j2dropld,
$bio

Drop the Lot Deluxe (c) 198? JPM International.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40946&o=2

$end


$m5_cart=drops,
$bio

Drops (c) 1986 SPC Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95344&o=2

$end


$nes=dropzone,
$bio

Dropzone (c) 1992 Mindscape, Incorporated. [Northbrook, IL, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55109&o=2

$end


$a800=dropzone,
$bio

Dropzone (c) 200? Video 61

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86523&o=2

$end


$gameboy=dropzone,dropzonep,
$bio

Dropzone [Model DMG-AD4P-EUR] (c) 1992 Mindscape, Incorporated. [Northbrook, IL, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65935&o=2

$end


$gbcolor=dropzone,
$bio

Dropzone [Model DMG-AD4P-EUR] (c) 1999 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67832&o=2

$end


$gamegear=dropzone,
$bio

Dropzone [Model T-121007] (c) 1994 Codemasters Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64560&o=2

$end


$amigaocs_flop=drolecol,
$bio

Drôle d'École - 5-7 Ans (c) 1992 Europress

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73930&o=2

$end


$pc8801_flop=druaga,
$bio

Druaga no To Kanko Tour (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91690&o=2

$end


$gameboy=druaga,
$bio

Druaga no Tou (c) 1990 Angel Studios

- TECHNICAL -

Game ID: DMG-ADA

- TRIVIA -

Druaga no Tou for Game Boy was released on December 31, 1990 in Japan. 

The game is known outside Japan as "The Tower of Druaga", but no Game Boy port was ever released outside Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65936&o=2

$end


$nes=druaga,
$bio

Druaga no Tou (c) 1985 Namco, Limited.

- TECHNICAL -

Cartridge ID : NTD-4900

- TRIVIA -

Druaga no Tou for Famicom was released on August 6, 1985 in Japan.

The game is known outside Japan as "The Tower of Druaga", but no NES/Famicom port ever appeared outside Japan.

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [JP] (September 25, 2007) "Druaga no Tou [Model FBQJ]" 
Nintendo Wii U [Virtual Console] [JP] (August 21, 2013) "Druaga no Tou [Model FBKJ]" 

* Handhelds : 
Nintendo 3DS [Virtual Console] [JP] (December 19, 2012) "Druaga no Tou [Model TBQJ]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54750&o=2

$end


$cdi=drugwars,
$bio

Drug Wars (c) 1996 Philips Interactive Media, Incorporated.

If it's war you want, it's war you're going to get! Targeting the Drug King Lopez and his entire drug distribution chain is truly an international war. Drug Wars is a multi-level action thriller that will take you through it all. From small town traffickers to big city cartels. You'll fight international drug runners on the border. And, if your shooting skills are good enough, you'll be assigned to South America to destroy the source and capture Lopez.

- TECHNICAL -

Model 811 0059

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52849&o=2

$end


$cpc_cass=druiduk1,
$bio

Druid (c) 1986 Firebird

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96037&o=2

$end


$msx2_flop=druid,
$bio

Druid (c) 1987 Nippon Dexter

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101632&o=2

$end


$msx2_cart=druid,druida,
$bio

Druid (c) 1988 Jaleco Company, Limited. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51285&o=2

$end


$famicom_flop=druid,
$bio

???? ???? (c) 1988 Jaleco Company, Limited.
(Druid - Kyoufu no Tobira)

- TECHNICAL -

[Model JFD-DRD]

- TRIVIA -

Released on March 03, 1988 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65293&o=2

$end


$saturn,sat_cart=druid,
$bio

Druid - Yami e no Tsuiseki Sha (c) 1998 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59089&o=2

$end


$psx=druidyam,
$bio

Druid - Yamie no Tsuisekisha (c) 1998 Koei Co., Ltd.

- TECHNICAL -

Model SLPS-01246

- TRIVIA -

Druid was released on February 19, 1998 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85112&o=2

$end


$bbca_cass,bbcb_cass=drumkit,
$bio

Drum Kit (c) 19?? Quicksilva

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51769&o=2

$end


$info=drmn,
$bio

DrumMania (c) 1999 Konami Company, Limited.

DrumMania is a game where colored notes travel down the screen which correspond with color coded parts of an electronic drum set. The player must hit the drum parts when the notes reach the bottom of the screen in order to fill in missing drum parts from a song.

- TECHNICAL -

Konami Bemani System 573 Digital Hardware

Main CPU : R3000A 32 bit RISC processor, Clock - 33.8688MHz, Operating performance - 30 MIPS, Instruction Cache - 4KB
BUS : 132 MB/sec.
OS ROM : 512 Kilobytes
Additional Sound Chips : Playstation SPU, 24 Channels, 44.1KHz sample rate, PCM audio source, Digital effects include: Envelope, Looping, Digital Reverb, Load up to 512K of sampled waveforms, Supports MIDI Instruments.
Main RAM: 2 Megabytes
Video RAM: 2 Megabyte
Sound RAM : 512 Kilobytes
Graphical Processor : 360,000 polygons/sec, Sprite/BG drawing, Adjustable frame buffer, No line restriction, 4,000 8x8 pixel sprites with individual scaling and rotation, Simultaneous backgrounds (Parallax scrolling)
Sprite Effects : Rotation, Scaling up/down, Warping, Transparency, Fading, Priority, Vertical and horizontal line scroll
Resolution : 256x224 - 740x480
Colours : 16.7 million colors, Unlimited CLUTs (Color Look-Up Tables)
Other Features : custom geometry engine, custom polygon engine, MJPEG decoder

- TRIVIA -

Released in July 1999 in Japan.

The game is also known as "Percussion Freaks".

Konami Music Entertainment released a limited-edition soundtrack album for this game (DrumMania Original Soundtracks - KMCA-18) on 06/08/1999.

- TIPS AND TRICKS -

* Speed mode : hit |High Hat| |Snare| |High Hat| |High Hat| |Snare| |High Hat| |Bass| at the mode selection screen.

* Hidden mode : hit |High Tom| |Low Tom| |High Tom| |Low Tom| |High Tom| |Bass| at the mode selection screen.

* Mirror mode : hit |Snare| |Snare| |High Tom| |Low Tom| |High Tom| |Bass| at the mode selection screen.

* Expert Real difficulty : hit |High Hat| |High Hat| |Snare| |Snare| |High Tom| |Low Tom| |High Tom| |Low Tom| |Bass| |Bass| at the mode selection screen. Press Right at the Real difficulty setting.

- SERIES -

1. DrumMania (1999)
2. DrumMania 2ndMIX (2000)
3. DrumMania 3rdMIX (2000)
4. DrumMania 4thMIX (2001)
5. DrumMania 5thMIX (2001)
6. DrumMania 6thMIX (2002)
7. DrumMania 7thMIX (2002)
8. DrumMania 8thMIX (2003)
9. DrumMania 9thMIX (2003)
10. DrumMania 10thMIX (2004)
11. DrumMania Kids Planet (2004)
12. DrumMania V (2005)
13. DrumMania V2 (2005)
14. DrumMania V3 (2006)
15. DrumMania V4 Rock×Rock (2007)
16. DrumMania V5 Rock to Infinity (2008)
17. DrumMania V6 Blazing!!!! (2009)
18. DrumMania XG (2010)
19. DrumMania V7 (2010)
20. DrumMania XG2 Groove to Live (2011)
21. DrumMania V8 (2011)
22. DrumMania XG3 (2012)
23. GITADORA [DrumMania] (2013)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3607&o=2

$end


$info=drmn10m,
$bio

DrumMania 10thMix (c) 2004 Konami Corp.

DrumMania is a game where colored notes travel down the screen which correspond with color coded parts of an electronic drum set. The player must hit the drum parts when the notes reach the bottom of the screen in order to fill in missing drum parts from a song.

- TECHNICAL -

Konami Bemani System 573 Digital Hardware

Main CPU : R3000A 32 bit RISC processor, Clock - 33.8688MHz, Operating performance - 30 MIPS, Instruction Cache - 4KB
BUS : 132 MB/sec.
OS ROM : 512 Kilobytes
Additional Sound Chips : Playstation SPU, 24 Channels, 44.1KHz sample rate, PCM audio source, Digital effects include: Envelope, Looping, Digital Reverb, Load up to 512K of sampled waveforms, Supports MIDI Instruments.
Main RAM: 2 Megabytes
Video RAM: 2 Megabyte
Sound RAM : 512 Kilobytes
Graphical Processor : 360,000 polygons/sec, Sprite/BG drawing, Adjustable frame buffer, No line restriction, 4,000 8x8 pixel sprites with individual scaling and rotation, Simultaneous backgrounds (Parallax scrolling)
Sprite Effects : Rotation, Scaling up/down, Warping, Transparency, Fading, Priority, Vertical and horizontal line scroll
Resolution : 256x224 - 740x480
Colours : 16.7 million colors, Unlimited CLUTs (Color Look-Up Tables)
Other Features : custom geometry engine, custom polygon engine, MJPEG decoder

- TRIVIA -

Released in April 2004.

DrumMania 10thMix can link with "GuitarFreaks 11thMix".

The game is also known as "Percussion Freaks 10thMix".

Konami Music Entertainment released a 2 CD limited-edition soundtrack album for this game (Guitar Freaks 11thMix & DrumMania 10thMix Soundtracks - KOLA-069~70) on 23/06/2004.

- SERIES -

1. DrumMania (1999)
2. DrumMania 2ndMIX (2000)
3. DrumMania 3rdMIX (2000)
4. DrumMania 4thMIX (2001)
5. DrumMania 5thMIX (2001)
6. DrumMania 6thMIX (2002)
7. DrumMania 7thMIX (2002)
8. DrumMania 8thMIX (2003)
9. DrumMania 9thMIX (2003)
10. DrumMania 10thMIX (2004)
11. DrumMania Kids Planet (2004)
12. DrumMania V (2005)
13. DrumMania V2 (2005)
14. DrumMania V3 (2006)
15. DrumMania V4 Rock×Rock (2007)
16. DrumMania V5 Rock to Infinity (2008)
17. DrumMania V6 Blazing!!!! (2009)
18. DrumMania XG (2010)
19. DrumMania V7 (2010)
20. DrumMania XG2 Groove to Live (2011)
21. DrumMania V8 (2011)
22. DrumMania XG3 (2012)
23. GITADORA [DrumMania] (2013)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3609&o=2

$end


$info=drmn2m,
$bio

DrumMania 2ndMix (c) 2000 Konami Company, Limited.

DrumMania is a game where colored notes travel down the screen which correspond with color coded parts of an electronic drum set. The player must hit the drum parts when the notes reach the bottom of the screen in order to fill in missing drum parts from a song.

- TECHNICAL -

Konami Bemani System 573 Digital Hardware

Main CPU : R3000A 32 bit RISC processor, Clock - 33.8688MHz, Operating performance - 30 MIPS, Instruction Cache - 4KB
BUS : 132 MB/sec.
OS ROM : 512 Kilobytes
Additional Sound Chips : Playstation SPU, 24 Channels, 44.1KHz sample rate, PCM audio source, Digital effects include: Envelope, Looping, Digital Reverb, Load up to 512K of sampled waveforms, Supports MIDI Instruments.
Main RAM: 2 Megabytes
Video RAM: 2 Megabyte
Sound RAM : 512 Kilobytes
Graphical Processor : 360,000 polygons/sec, Sprite/BG drawing, Adjustable frame buffer, No line restriction, 4,000 8x8 pixel sprites with individual scaling and rotation, Simultaneous backgrounds (Parallax scrolling)
Sprite Effects : Rotation, Scaling up/down, Warping, Transparency, Fading, Priority, Vertical and horizontal line scroll
Resolution : 256x224 - 740x480
Colours : 16.7 million colors, Unlimited CLUTs (Color Look-Up Tables)
Other Features : custom geometry engine, custom polygon engine, MJPEG decoder

- TRIVIA -

Released in March 2000.

The game is also known as "Percussion Freaks 2ndMix".

Konami Music Entertainment released a 2 CD limited-edition soundtrack album for this game (Guitar Freaks 3rdMix & DrumMania 2ndMix Soundtracks - KMCA-23) on 22/11/2000.

- TIPS AND TRICKS -

* Options menu : insert your coins(s), then hold Left + Right and press Start.

* Hidden and sudden modes : insert your coins(s), then hit |High Tom| |Low Tom| |High Tom| |Low Tom| |High Tom| |Bass| and press Start. Hidden and sudden modes will now be unlocked at the options menu.

* Tight mode : insert your coins(s), then hold |Bass| and hit |High Hat| |Snare| |High Tom| |Low Tom|. Release |Bass| then hit |High Hat| |Snare| |High Tom| |Low Tom|, |Bass| + |Snare|. Tight mode will now be unlocked at the options menu.

* Small and silent modes : insert your coins(s), then hit |High Tom| + |Low Tom|, |Snare| |Snare|, |High Hat| + |High Tom|, |Snare| |Snare|, |High Hat| + |Low Tom|. Small and silent modes will now be unlocked at the options menu.

* Expert Real mode : highlight the Real difficulty setting, then hit |Low Tom| |Low Tom| |Low Tom| |Low Tom| |Low Tom| at the mode selection screen.

* Toggle session mode difficulty : select session mode. Then hit |High Hat| |High Hat| at the song selection screen to toggle between normal and extreme session mode.

* New song speed : hit |Bass] |Bass] within one second at the song selection screen to increase the song speed. This may be done up to seven times in a row before the speed changes back to normal. Alternately, press Start + Left or Right during game play. This may be done up to seven times in a row before the speed changes back to normal.

- SERIES -

1. DrumMania (1999)
2. DrumMania 2ndMIX (2000)
3. DrumMania 3rdMIX (2000)
4. DrumMania 4thMIX (2001)
5. DrumMania 5thMIX (2001)
6. DrumMania 6thMIX (2002)
7. DrumMania 7thMIX (2002)
8. DrumMania 8thMIX (2003)
9. DrumMania 9thMIX (2003)
10. DrumMania 10thMIX (2004)
11. DrumMania Kids Planet (2004)
12. DrumMania V (2005)
13. DrumMania V2 (2005)
14. DrumMania V3 (2006)
15. DrumMania V4 Rock×Rock (2007)
16. DrumMania V5 Rock to Infinity (2008)
17. DrumMania V6 Blazing!!!! (2009)
18. DrumMania XG (2010)
19. DrumMania V7 (2010)
20. DrumMania XG2 Groove to Live (2011)
21. DrumMania V8 (2011)
22. DrumMania XG3 (2012)
23. GITADORA [DrumMania] (2013)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3608&o=2

$end


$info=drmn3m,
$bio

DrumMania 3rdMix (c) 2000 Konami Corp.

DrumMania is a game where colored notes travel down the screen which correspond with color coded parts of an electronic drum set. The player must hit the drum parts when the notes reach the bottom of the screen in order to fill in missing drum parts from a song.

- TECHNICAL -

Konami Bemani System 573 Digital Hardware

Main CPU : R3000A 32 bit RISC processor, Clock - 33.8688MHz, Operating performance - 30 MIPS, Instruction Cache - 4KB
BUS : 132 MB/sec.
OS ROM : 512 Kilobytes
Additional Sound Chips : Playstation SPU, 24 Channels, 44.1KHz sample rate, PCM audio source, Digital effects include: Envelope, Looping, Digital Reverb, Load up to 512K of sampled waveforms, Supports MIDI Instruments.
Main RAM: 2 Megabytes
Video RAM: 2 Megabyte
Sound RAM : 512 Kilobytes
Graphical Processor : 360,000 polygons/sec, Sprite/BG drawing, Adjustable frame buffer, No line restriction, 4,000 8x8 pixel sprites with individual scaling and rotation, Simultaneous backgrounds (Parallax scrolling)
Sprite Effects : Rotation, Scaling up/down, Warping, Transparency, Fading, Priority, Vertical and horizontal line scroll
Resolution : 256x224 - 740x480
Colours : 16.7 million colors, Unlimited CLUTs (Color Look-Up Tables)
Other Features : custom geometry engine, custom polygon engine, MJPEG decoder

- TRIVIA -

Released in September 2000.

DrumMania 3rdMix can link with "GuitarFreaks 4thMix".

The game is known in Asian countries as "Percussion Freaks 3rdMix".

Konami Music Entertainment released a limited-edition soundtrack album for this game (Guitar Freaks 4thMix & DrumMania 3rdMix Soundtracks - KMCA-111) on 06/06/2001.

- TIPS AND TRICKS -

* Options menu : insert your coins(s), then hold Left + Right and press Start.

* Hidden and sudden modes : insert your coins(s), then hit |High Tom| |Low Tom| |High Tom| |Low Tom| |High Tom| |Bass| and press Start. Hidden and sudden modes will now be unlocked at the options menu.

* Tight mode : insert your coins(s), then hold |Bass| and hit |High Hat| |Snare| |High Tom| |Low Tom|. Release |Bass| then hit |High Hat| |Snare| |High Tom| |Low Tom|, |Bass| + |Snare|. Tight mode will now be unlocked at the options menu.

* Small and silent modes : insert your coins(s), then hit |High Tom| + |Low Tom|, |Snare| |Snare|, |High Hat| + |High Tom|, |Snare| |Snare|, |High Hat| + |Low Tom|. Small and silent modes will now be unlocked at the options menu.

* Expert Real mode : highlight the Real difficulty setting, then hit |Low Tom| |Low Tom| |Low Tom| |Low Tom| |Low Tom| at the mode selection screen.

* Toggle session mode difficulty : select session mode. Then hit |High Hat| |High Hat| at the song selection screen to toggle between normal and extreme session mode.

* New song speed : hit |Bass] |Bass] within one second at the song selection screen to increase the song speed. This may be done up to seven times in a row before the speed changes back to normal. Alternately, press Start + Left or Right during game play. This may be done up to seven times in a row before the speed changes back to normal.

- SERIES -

1. DrumMania (1999)
2. DrumMania 2ndMIX (2000)
3. DrumMania 3rdMIX (2000)
4. DrumMania 4thMIX (2001)
5. DrumMania 5thMIX (2001)
6. DrumMania 6thMIX (2002)
7. DrumMania 7thMIX (2002)
8. DrumMania 8thMIX (2003)
9. DrumMania 9thMIX (2003)
10. DrumMania 10thMIX (2004)
11. DrumMania Kids Planet (2004)
12. DrumMania V (2005)
13. DrumMania V2 (2005)
14. DrumMania V3 (2006)
15. DrumMania V4 Rock×Rock (2007)
16. DrumMania V5 Rock to Infinity (2008)
17. DrumMania V6 Blazing!!!! (2009)
18. DrumMania XG (2010)
19. DrumMania V7 (2010)
20. DrumMania XG2 Groove to Live (2011)
21. DrumMania V8 (2011)
22. DrumMania XG3 (2012)
23. GITADORA [DrumMania] (2013)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3616&o=2

$end


$info=drmn4m,
$bio

DrumMania 4thMix (c) 2001 Konami Corp.

DrumMania is a game where colored notes travel down the screen which correspond with color coded parts of an electronic drum set. The player must hit the drum parts when the notes reach the bottom of the screen in order to fill in missing drum parts from a song.

- TECHNICAL -

Konami Bemani System 573 Digital Hardware

Main CPU : R3000A 32 bit RISC processor, Clock - 33.8688MHz, Operating performance - 30 MIPS, Instruction Cache - 4KB
BUS : 132 MB/sec.
OS ROM : 512 Kilobytes
Additional Sound Chips : Playstation SPU, 24 Channels, 44.1KHz sample rate, PCM audio source, Digital effects include: Envelope, Looping, Digital Reverb, Load up to 512K of sampled waveforms, Supports MIDI Instruments.
Main RAM: 2 Megabytes
Video RAM: 2 Megabyte
Sound RAM : 512 Kilobytes
Graphical Processor : 360,000 polygons/sec, Sprite/BG drawing, Adjustable frame buffer, No line restriction, 4,000 8x8 pixel sprites with individual scaling and rotation, Simultaneous backgrounds (Parallax scrolling)
Sprite Effects : Rotation, Scaling up/down, Warping, Transparency, Fading, Priority, Vertical and horizontal line scroll
Resolution : 256x224 - 740x480
Colours : 16.7 million colors, Unlimited CLUTs (Color Look-Up Tables)
Other Features : custom geometry engine, custom polygon engine, MJPEG decoder

- TRIVIA -

Released in March 2001.

DrumMania 4thMix can link with "GuitarFreaks 5thMix".

The game is also known as "Percussion Freaks 4thMix".

Konami Music Entertainment released a 2 CD limited-edition soundtrack album for this game (Guitar Freaks 5thMix & DrumMania 4thMix Soundtracks - KMCA-121~2) on 29/09/2001.

- SERIES -

1. DrumMania (1999)
2. DrumMania 2ndMIX (2000)
3. DrumMania 3rdMIX (2000)
4. DrumMania 4thMIX (2001)
5. DrumMania 5thMIX (2001)
6. DrumMania 6thMIX (2002)
7. DrumMania 7thMIX (2002)
8. DrumMania 8thMIX (2003)
9. DrumMania 9thMIX (2003)
10. DrumMania 10thMIX (2004)
11. DrumMania Kids Planet (2004)
12. DrumMania V (2005)
13. DrumMania V2 (2005)
14. DrumMania V3 (2006)
15. DrumMania V4 Rock×Rock (2007)
16. DrumMania V5 Rock to Infinity (2008)
17. DrumMania V6 Blazing!!!! (2009)
18. DrumMania XG (2010)
19. DrumMania V7 (2010)
20. DrumMania XG2 Groove to Live (2011)
21. DrumMania V8 (2011)
22. DrumMania XG3 (2012)
23. GITADORA [DrumMania] (2013)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3615&o=2

$end


$info=drmn5m,
$bio

DrumMania 5thMix (c) 2001 Konami Corp.

DrumMania is a game where colored notes travel down the screen which correspond with color coded parts of an electronic drum set. The player must hit the drum parts when the notes reach the bottom of the screen in order to fill in missing drum parts from a song.

- TECHNICAL -

Konami Bemani System 573 Digital Hardware

Main CPU : R3000A 32 bit RISC processor, Clock - 33.8688MHz, Operating performance - 30 MIPS, Instruction Cache - 4KB
BUS : 132 MB/sec.
OS ROM : 512 Kilobytes
Additional Sound Chips : Playstation SPU, 24 Channels, 44.1KHz sample rate, PCM audio source, Digital effects include: Envelope, Looping, Digital Reverb, Load up to 512K of sampled waveforms, Supports MIDI Instruments.
Main RAM: 2 Megabytes
Video RAM: 2 Megabyte
Sound RAM : 512 Kilobytes
Graphical Processor : 360,000 polygons/sec, Sprite/BG drawing, Adjustable frame buffer, No line restriction, 4,000 8x8 pixel sprites with individual scaling and rotation, Simultaneous backgrounds (Parallax scrolling)
Sprite Effects : Rotation, Scaling up/down, Warping, Transparency, Fading, Priority, Vertical and horizontal line scroll
Resolution : 256x224 - 740x480
Colours : 16.7 million colors, Unlimited CLUTs (Color Look-Up Tables)
Other Features : custom geometry engine, custom polygon engine, MJPEG decoder

- TRIVIA -

Released in September 2001.

DrumMania 5thMix can link with "GuitarFreaks 6thMix".

The game is also known as "Percussion Freaks 5thMix".

Konami Music Entertainment released a limited-edition soundtrack album for this game (Guitar Freaks 6thMix & DrumMania 5thMix Soundtracks - KMCA-126) on 07/11/2001.

- SERIES -

1. DrumMania (1999)
2. DrumMania 2ndMIX (2000)
3. DrumMania 3rdMIX (2000)
4. DrumMania 4thMIX (2001)
5. DrumMania 5thMIX (2001)
6. DrumMania 6thMIX (2002)
7. DrumMania 7thMIX (2002)
8. DrumMania 8thMIX (2003)
9. DrumMania 9thMIX (2003)
10. DrumMania 10thMIX (2004)
11. DrumMania Kids Planet (2004)
12. DrumMania V (2005)
13. DrumMania V2 (2005)
14. DrumMania V3 (2006)
15. DrumMania V4 Rock×Rock (2007)
16. DrumMania V5 Rock to Infinity (2008)
17. DrumMania V6 Blazing!!!! (2009)
18. DrumMania XG (2010)
19. DrumMania V7 (2010)
20. DrumMania XG2 Groove to Live (2011)
21. DrumMania V8 (2011)
22. DrumMania XG3 (2012)
23. GITADORA [DrumMania] (2013)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3614&o=2

$end


$info=drmn6m,
$bio

DrumMania 6thMix (c) 2002 Konami Corp.

DrumMania is a game where colored notes travel down the screen which correspond with color coded parts of an electronic drum set. The player must hit the drum parts when the notes reach the bottom of the screen in order to fill in missing drum parts from a song.

- TECHNICAL -

Konami Bemani System 573 Digital Hardware

Main CPU : R3000A 32 bit RISC processor, Clock - 33.8688MHz, Operating performance - 30 MIPS, Instruction Cache - 4KB
BUS : 132 MB/sec.
OS ROM : 512 Kilobytes
Additional Sound Chips : Playstation SPU, 24 Channels, 44.1KHz sample rate, PCM audio source, Digital effects include: Envelope, Looping, Digital Reverb, Load up to 512K of sampled waveforms, Supports MIDI Instruments.
Main RAM: 2 Megabytes
Video RAM: 2 Megabyte
Sound RAM : 512 Kilobytes
Graphical Processor : 360,000 polygons/sec, Sprite/BG drawing, Adjustable frame buffer, No line restriction, 4,000 8x8 pixel sprites with individual scaling and rotation, Simultaneous backgrounds (Parallax scrolling)
Sprite Effects : Rotation, Scaling up/down, Warping, Transparency, Fading, Priority, Vertical and horizontal line scroll
Resolution : 256x224 - 740x480
Colours : 16.7 million colors, Unlimited CLUTs (Color Look-Up Tables)
Other Features : custom geometry engine, custom polygon engine, MJPEG decoder

- TRIVIA -

Released in February 2002.

DrumMania 6thMix can link with "GuitarFreaks 7thMix".

The game is also known as "Percussion Freaks 6thMix".

Konami Music Entertainment released a limited-edition soundtrack album for this game (Guitar Freaks 7thMix & DrumMania 6thMix Soundtracks - KMCA-158) on 01/05/2002.

- SERIES -

1. DrumMania (1999)
2. DrumMania 2ndMIX (2000)
3. DrumMania 3rdMIX (2000)
4. DrumMania 4thMIX (2001)
5. DrumMania 5thMIX (2001)
6. DrumMania 6thMIX (2002)
7. DrumMania 7thMIX (2002)
8. DrumMania 8thMIX (2003)
9. DrumMania 9thMIX (2003)
10. DrumMania 10thMIX (2004)
11. DrumMania Kids Planet (2004)
12. DrumMania V (2005)
13. DrumMania V2 (2005)
14. DrumMania V3 (2006)
15. DrumMania V4 Rock×Rock (2007)
16. DrumMania V5 Rock to Infinity (2008)
17. DrumMania V6 Blazing!!!! (2009)
18. DrumMania XG (2010)
19. DrumMania V7 (2010)
20. DrumMania XG2 Groove to Live (2011)
21. DrumMania V8 (2011)
22. DrumMania XG3 (2012)
23. GITADORA [DrumMania] (2013)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3613&o=2

$end


$info=drmn7m,drmn7ma,
$bio

DrumMania 7thMix (c) 2002 Konami Corp.

DrumMania is a game where colored notes travel down the screen which correspond with color coded parts of an electronic drum set. The player must hit the drum parts when the notes reach the bottom of the screen in order to fill in missing drum parts from a song.

- TECHNICAL -

Konami Bemani System 573 Digital Hardware

Main CPU : R3000A 32 bit RISC processor, Clock - 33.8688MHz, Operating performance - 30 MIPS, Instruction Cache - 4KB
BUS : 132 MB/sec.
OS ROM : 512 Kilobytes
Additional Sound Chips : Playstation SPU, 24 Channels, 44.1KHz sample rate, PCM audio source, Digital effects include: Envelope, Looping, Digital Reverb, Load up to 512K of sampled waveforms, Supports MIDI Instruments.
Main RAM: 2 Megabytes
Video RAM: 2 Megabyte
Sound RAM : 512 Kilobytes
Graphical Processor : 360,000 polygons/sec, Sprite/BG drawing, Adjustable frame buffer, No line restriction, 4,000 8x8 pixel sprites with individual scaling and rotation, Simultaneous backgrounds (Parallax scrolling)
Sprite Effects : Rotation, Scaling up/down, Warping, Transparency, Fading, Priority, Vertical and horizontal line scroll
Resolution : 256x224 - 740x480
Colours : 16.7 million colors, Unlimited CLUTs (Color Look-Up Tables)
Other Features : custom geometry engine, custom polygon engine, MJPEG decoder

- TRIVIA -

Released in August 2002.

DrumMania 7thMix can link with "GuitarFreaks 8thMix".

The game is also known as "Percussion Freaks 7thMix".

Konami Music Entertainment released a limited-edition soundtrack album for this game (Guitar Freaks 8thMix & DrumMania 7thMix Soundtracks - KOLA-002) on 23/10/2002.

- SERIES -

1. DrumMania (1999)
2. DrumMania 2ndMIX (2000)
3. DrumMania 3rdMIX (2000)
4. DrumMania 4thMIX (2001)
5. DrumMania 5thMIX (2001)
6. DrumMania 6thMIX (2002)
7. DrumMania 7thMIX (2002)
8. DrumMania 8thMIX (2003)
9. DrumMania 9thMIX (2003)
10. DrumMania 10thMIX (2004)
11. DrumMania Kids Planet (2004)
12. DrumMania V (2005)
13. DrumMania V2 (2005)
14. DrumMania V3 (2006)
15. DrumMania V4 Rock×Rock (2007)
16. DrumMania V5 Rock to Infinity (2008)
17. DrumMania V6 Blazing!!!! (2009)
18. DrumMania XG (2010)
19. DrumMania V7 (2010)
20. DrumMania XG2 Groove to Live (2011)
21. DrumMania V8 (2011)
22. DrumMania XG3 (2012)
23. GITADORA [DrumMania] (2013)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3612&o=2

$end


$info=drmn8m,
$bio

DrumMania 8thMix (c) 2003 Konami Corp.

DrumMania is a game where colored notes travel down the screen which correspond with color coded parts of an electronic drum set. The player must hit the drum parts when the notes reach the bottom of the screen in order to fill in missing drum parts from a song.

- TECHNICAL -

Konami Bemani System 573 Digital Hardware

Main CPU : R3000A 32 bit RISC processor, Clock - 33.8688MHz, Operating performance - 30 MIPS, Instruction Cache - 4KB
BUS : 132 MB/sec.
OS ROM : 512 Kilobytes
Additional Sound Chips : Playstation SPU, 24 Channels, 44.1KHz sample rate, PCM audio source, Digital effects include: Envelope, Looping, Digital Reverb, Load up to 512K of sampled waveforms, Supports MIDI Instruments.
Main RAM: 2 Megabytes
Video RAM: 2 Megabyte
Sound RAM : 512 Kilobytes
Graphical Processor : 360,000 polygons/sec, Sprite/BG drawing, Adjustable frame buffer, No line restriction, 4,000 8x8 pixel sprites with individual scaling and rotation, Simultaneous backgrounds (Parallax scrolling)
Sprite Effects : Rotation, Scaling up/down, Warping, Transparency, Fading, Priority, Vertical and horizontal line scroll
Resolution : 256x224 - 740x480
Colours : 16.7 million colors, Unlimited CLUTs (Color Look-Up Tables)
Other Features : custom geometry engine, custom polygon engine, MJPEG decoder

- TRIVIA -

Released in April 2003.

DrumMania 8thMix can link with "GuitarFreaks 9thMix".

The game is also known as "Percussion Freaks 8thMix".

Konami Music Entertainment released a limited-edition soundtrack album for this game (Guitar Freaks 9thMix & DrumMania 8thMix Soundtracks - KOLA-034) on 04/06/2003.

- SERIES -

1. DrumMania (1999)
2. DrumMania 2ndMIX (2000)
3. DrumMania 3rdMIX (2000)
4. DrumMania 4thMIX (2001)
5. DrumMania 5thMIX (2001)
6. DrumMania 6thMIX (2002)
7. DrumMania 7thMIX (2002)
8. DrumMania 8thMIX (2003)
9. DrumMania 9thMIX (2003)
10. DrumMania 10thMIX (2004)
11. DrumMania Kids Planet (2004)
12. DrumMania V (2005)
13. DrumMania V2 (2005)
14. DrumMania V3 (2006)
15. DrumMania V4 Rock×Rock (2007)
16. DrumMania V5 Rock to Infinity (2008)
17. DrumMania V6 Blazing!!!! (2009)
18. DrumMania XG (2010)
19. DrumMania V7 (2010)
20. DrumMania XG2 Groove to Live (2011)
21. DrumMania V8 (2011)
22. DrumMania XG3 (2012)
23. GITADORA [DrumMania] (2013)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3611&o=2

$end


$info=drmn9m,
$bio

DrumMania 9thMix (c) 2003 Konami Corp.

DrumMania is a game where colored notes travel down the screen which correspond with color coded parts of an electronic drum set. The player must hit the drum parts when the notes reach the bottom of the screen in order to fill in missing drum parts from a song.

- TECHNICAL -

Konami Bemani System 573 Digital Hardware

Main CPU : R3000A 32 bit RISC processor, Clock - 33.8688MHz, Operating performance - 30 MIPS, Instruction Cache - 4KB
BUS : 132 MB/sec.
OS ROM : 512 Kilobytes
Additional Sound Chips : Playstation SPU, 24 Channels, 44.1KHz sample rate, PCM audio source, Digital effects include: Envelope, Looping, Digital Reverb, Load up to 512K of sampled waveforms, Supports MIDI Instruments.
Main RAM: 2 Megabytes
Video RAM: 2 Megabyte
Sound RAM : 512 Kilobytes
Graphical Processor : 360,000 polygons/sec, Sprite/BG drawing, Adjustable frame buffer, No line restriction, 4,000 8x8 pixel sprites with individual scaling and rotation, Simultaneous backgrounds (Parallax scrolling)
Sprite Effects : Rotation, Scaling up/down, Warping, Transparency, Fading, Priority, Vertical and horizontal line scroll
Resolution : 256x224 - 740x480
Colours : 16.7 million colors, Unlimited CLUTs (Color Look-Up Tables)
Other Features : custom geometry engine, custom polygon engine, MJPEG decoder

- TRIVIA -

Released in October 2003.

DrumMania 9thMix can link with "GuitarFreaks 10thMix".

The game is also known as "Percussion Freaks 9thMix".

Konami Music Entertainment released a limited-edition soundtrack album for this game (Guitar Freaks 10thMix & DrumMania 9thMix Soundtracks - KOLA-051) on 17/12/2003.

- SERIES -

1. DrumMania (1999)
2. DrumMania 2ndMIX (2000)
3. DrumMania 3rdMIX (2000)
4. DrumMania 4thMIX (2001)
5. DrumMania 5thMIX (2001)
6. DrumMania 6thMIX (2002)
7. DrumMania 7thMIX (2002)
8. DrumMania 8thMIX (2003)
9. DrumMania 9thMIX (2003)
10. DrumMania 10thMIX (2004)
11. DrumMania Kids Planet (2004)
12. DrumMania V (2005)
13. DrumMania V2 (2005)
14. DrumMania V3 (2006)
15. DrumMania V4 Rock×Rock (2007)
16. DrumMania V5 Rock to Infinity (2008)
17. DrumMania V6 Blazing!!!! (2009)
18. DrumMania XG (2010)
19. DrumMania V7 (2010)
20. DrumMania XG2 Groove to Live (2011)
21. DrumMania V8 (2011)
22. DrumMania XG3 (2012)
23. GITADORA [DrumMania] (2013)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3610&o=2

$end


$info=cdsteljn,
$bio

DS Telejan (c) 1981 Data East.

- TECHNICAL -

Runs on the "DECO Cassette System" hardware

Cartridge ID: Model DT-114

- TRIVIA -

Known as the 14th video game (Cassette no. 14) made for the DECO Cassette System.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=33104&o=2

$end


$fm77av=dsenraku,
$bio

Dsenryaku (c) 198? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93838&o=2

$end


$gbcolor=dtlords,
$bio

DT - Lords of Genomes [Model DMG-BBDJ-JPN] (c) 2001 Media Factory [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67694&o=2

$end


$a800=dt80,
$bio

DT-80: Eighty Column Dumb Terminal for the ATR-8000 (c) 1984 Amiable Computer Enhancements

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86506&o=2

$end


$pc8801_flop=dtbsoftw,
$bio

DTB Software (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91591&o=2

$end


$nes=dushen,
$bio

Du Shen (c) 19?? XianFeng Katong [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76757&o=2

$end


$nes=dushena,
$bio

Du Shen [Model ES-1105] (c) 19?? Waixing Computer & Technology Co., Ltd. [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76758&o=2

$end


$pc8801_flop=duad88,
$bio

Duad88 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91691&o=2

$end


$pc8801_cass=dualaln,
$bio

Dual Alien (c) 1984 Central Kyoku

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91216&o=2

$end


$pc8801_flop=dualaln,
$bio

Dual Alien (c) 1984 Central Kyoku

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91692&o=2

$end


$info=dualaslt,
$bio

Dual Assault (c) 1984 Data East.

A vertically scrolling shoot'em up.

- TECHNICAL -

Main CPU : DECO (@ 2 Mhz)
Sound CPU : MOS Technology M6502 (@ 1.5 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.5 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in December 1984.

This game is known outside US as "Liberation".

- STAFF -

Staff : I. Fushiki, D. Kohama, Y. Ohba, Kenji Nishikawa

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=716&o=2

$end


$gba=dualblad,
$bio

Dual Blades [Model AGB-AB9E-USA] (c) 2002 Metro 3D, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70504&o=2

$end


$gba=dualbladj,
$bio

Dual Blades [Model AGB-AB9J-JPN] (c) 2002 Metro 3D, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70503&o=2

$end


$info=dualgame,
$bio

Dual Games (c) 1995 Labtronix Technologies.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=36326&o=2

$end


$n64=dualhero,dualherou,
$bio

Dual Heroes (c) 1998 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57675&o=2

$end


$n64=dualheroj,
$bio

Dual Heroes [Model NUS-NDHJ] (c) 1997 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57676&o=2

$end


$snes=dualorbs,
$bio

Dual Orb - Seirei Tama Densetsu [Model SHVC-DX] (c) 1993 I'Max [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61256&o=2

$end


$snes=dualorb2,
$bio

Dual Orb II [Model SHVC-AD2J-JPN] (c) 1994 I'Max [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61257&o=2

$end


$x68k_flop=dualtarg,
$bio

Dual Targets - The 4th Unit Act. 3 (c) 1989 Data West, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87476&o=2

$end


$pc98=dualtarg,
$bio

Dual Targets - The 4th Unit Act. 3 (c) 1989 Data West, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89379&o=2

$end


$pc8801_flop=dualtarg,
$bio

Dual Targets - The 4th Unit Act. 3 (c) 1989 Data West, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91693&o=2

$end


$msx2_flop=dualtarg,
$bio

Dual Targets - The 4th Unit Act. 3 (c) 1989 Data West, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101633&o=2

$end


$nes=duck,
$bio

Duck (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83861&o=2

$end


$n64=duckdodgu,duckdodgub,
$bio

Duck Dodgers Starring Daffy Duck (c) 2000 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57677&o=2

$end


$nes=duckhunth,
$bio

Duck Hunt (c) 1987 FMG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69246&o=2

$end


$nes=duckhunt,
$bio

Duck Hunt (c) 1984 Nintendo.

- TECHNICAL -

Game ID: HVC-DH

- TRIVIA -

Duck Hunt was released on April 21, 1984 in Japan.

It was a hugely popular video game title and was a launch title. In Duck Hunt, players had a special gun apparatus, the Nintendo Zapper Gun that they plugged into the console, and attempted to shoot down ducks or clay pigeons in mid-flight. Like many early video games, Duck Hunt is endless.

The player is also accompanied by a nameless dog which laughs whenever a duck is missed. The dog has passed into video gaming folklore, alongside 'All your base are belong to us' (from "Zero Wing") and the various vocal messages from "Gauntlet". Additionally, one of the more popular urban legends within the video game community claims that some players have found a way to shoot the dog. This is actually impossible for several game-play reasons and limitations, although it is possible to shoot the dog in the bonus round of the arcade version of the game, "Vs. Duck Hunt" (possibly the origin of the urban legend).

Known export releases:
[US] "Duck Hunt [Model NES-DH-USA]"
[CA] "Duck Hunt [Model NES-DH-CAN]"
[SP] "Duck Hunt [Model NES-DH-ESP]"
[EU] "Duck Hunt [Model NES-DH-EEC]"

- TIPS AND TRICKS -

* Freeze targets : Press Start to pause game play, then resume. The targets will remain paused for a brief amount of time, allowing an easy shot.

* Duck control : Use a standard controller in port one to control the ducks. Note: This may be done when one or two ducks appear on screen.

* Hint, Always hit the duck : Place a magnifying glass between the light gun and your television screen. Hold the Zapper gun approximately two feet back from the television and fire whenever a duck appears. Aiming directly through the center of the magnifying glass and towards the center of the television works the best. Several attempts may be needed to get the gun and magnifying glass positioned correctly.  
Note : A fairly powerful magnifying glass was used to discover this trick.

- STAFF -

Music by : Hirokazu Tanaka (HIP)
Produced by : Gunpei Yokoi

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55110&o=2

$end


$info=pc_duckh,
$bio

Duck Hunt (c) 1984 Nintendo.

PlayChoice-10 version. For more information about the game, please see the original NES game.

- TECHNICAL -

Nintendo PlayChoice-10 hardware
Game ID : DH

Main CPU : Zilog Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz)
Sound Chips : Zetex N2A03 (@ 1.789772 Mhz), DAC

Players : 2
Control : lightgun
Buttons : 2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1800&o=2

$end


$nes=duckmaze,
$bio

Duck Maze (c) 1990 HES [Home Entertainment Suppliers].

- TRIVIA -

Duck Maze was released in 1990 (exact date unknown) in Australia.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55111&o=2

$end


$msx1_cass=duckout,
$bio

Duck Out (c) 1989 Dro Soft [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94606&o=2

$end


$msx2_flop=ducktale,
$bio

Duck Tales (c) 1994 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101634&o=2

$end


$amigaocs_flop=ducktale,ducktalea,
$bio

Duck Tales - The Quest for Gold (c) 1990 Titus

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73931&o=2

$end


$c64_cart,c64_flop=duckahoy,
$bio

Ducks Ahoy! (c) 1984 Hakansson Associates, Incorporated. [Joyce Hakansson]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53569&o=2

$end


$a800=duckahoy,
$bio

Ducks Ahoy! (c) 1984 CBS Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86524&o=2

$end


$info=sc4duckq,sc4duckqa,
$bio

Ducks of Hazzard (c) 200? QPS Interactive.

- TECHNICAL -

[Model PR2519]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42581&o=2

$end


$info=sc4ducks,sc4ducksa,sc4ducksb,sc4ducksc,
$bio

Ducks of Hazzard (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR2118]

Scorpion 4

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42582&o=2

$end


$info=sc5ducks,
$bio

Ducks of Hazzard (c) 200? Mazooma Games.

- TECHNICAL -

[Scorpion 5]
 [Model PR2118]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43102&o=2

$end


$gameboy=ducktale,
$bio

DuckTales [Model DMG-DT-NOE] (c) 1990 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65937&o=2

$end


$gameboy=ducktaleu,
$bio

DuckTales [Model DMG-DT-USA] (c) 1990 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65941&o=2

$end


$gameboy=ducktalej,
$bio

DuckTales [Model DMG-DTJ] (c) 1990 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65940&o=2

$end


$nes=ducktale,
$bio

DuckTales (c) 1990 Capcom Co., Ltd.

Europa-Version. Game developed in USA. See the original North American release entry for more info; "DuckTales [Model NES-UK-USA]".

- TECHNICAL -

Cartridge ID: NES-UK-NOE

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84892&o=2

$end


$nes=ducktaleu,ducktaleup,
$bio

DuckTales (c) 1989 Capcom USA, Inc.

- TECHNICAL -

Game ID: NES-UK-USA

- TRIVIA -

Released in September 1989 in USA.

Known export releases:
[JP] "Wanpaku Duck Yume Bouken [Model CAP-UK]"
[EU] "DuckTales [Model NES-UK-NOE]"
[EU] "DuckTales [Model NES-UK-EEC]"
[SW] "DuckTales [Model NES-UK-SCN]"
[SS] "DuckTales [Model NES-UK-FRG]"
[FR] "DuckTales - la Bande a Picsou [Model NES-UK-FRA]"

- STAFF -

Producer: Darlene Waddington
Director: Keiji Inafune
Composer: Yoshihiro Sakaguchi

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84889&o=2

$end


$nes=dudesatt1,dudesatt,
$bio

Dudes with Attitude (c) 1990 American Video Entertainment

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55113&o=2

$end


$cpc_cass=duelf198,
$bio

Duel (c) 1986 Gasoline Soft. [France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96039&o=2

$end


$pc8801_flop=duel,duela,
$bio

Duel (c) 1989 KSK [Kure Software Koubou] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91694&o=2

$end


$pc98=duel,
$bio

Duel (c) 1990 KSK [Kure Software Koubou] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89380&o=2

$end


$x68k_flop=duelfght,
$bio

Duel Fighter (c) 1996 Take Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87477&o=2

$end


$x68k_flop=duelfgh2,
$bio

Duel Fighter 2 (c) 1997 Mugen Unagi Team

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87478&o=2

$end


$pc8801_flop=duelkawa,
$bio

Duel Kawanakajima (c) 1990 KSK [Kure Software Koubou] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91695&o=2

$end


$gba=duelmstku,
$bio

Duel Masters - Kaijudo Showdown [Model AGB-BD6E-USA] (c) 2004 Atari Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70507&o=2

$end


$gba=duelmstk,
$bio

Duel Masters - Kaijudo Showdown [Model AGB-BD6P] (c) 2005 Atari Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70506&o=2

$end


$gba=duelmstsu,
$bio

Duel Masters - Sempai Legends [Model AGB-AA9E-USA] (c) 2004 Atari Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70509&o=2

$end


$gba=duelmsts,
$bio

Duel Masters - Sempai Legends [Model AGB-AA9P] (c) 2004 Atari Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70508&o=2

$end


$gba=duelmsscu,
$bio

Duel Masters - Shadow of the Code [Model AGB-BDUE-USA] (c) 2005 Atari Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70511&o=2

$end


$gba=duelmssc,
$bio

Duel Masters - Shadow of the Code [Model AGB-BDUP] (c) 2005 Atari Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70510&o=2

$end


$gba=duelms2i,
$bio

Duel Masters 2 - Invincible Advance [Model AGB-BD2J-JPN] (c) 2004 Takara Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70512&o=2

$end


$gba=duelms2k,
$bio

Duel Masters 2 - Kirifuda Shoubu Ver. [Model AGB-BD5J-JPN] (c) 2004 Takara Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70513&o=2

$end


$gba=duelmst3,
$bio

Duel Masters 3 [Model AGB-BDUJ-JPN] (c) 2004 Takara Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70514&o=2

$end


$gba=duelmstr,
$bio

Duel Masters [Model AGB-AA9J-JPN] (c) 2003 Takara Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70505&o=2

$end


$cpc_cass=duetuk19,
$bio

Duet (c) 1986 Elite Systems, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96040&o=2

$end


$pc8801_flop=duet,
$bio

Duet (c) 1990 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91696&o=2

$end


$info=ep_duff,ep_duffa,ep_duffb,
$bio

Duff Beer Guide (c) 1999 Maygay.

- TRIVIA -

Duff Beer Guide was released in May 1999.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40832&o=2

$end


$amigaocs_flop=dugger,
$bio

Dugger (c) 1989 Linel

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73932&o=2

$end


$n64=dukenkzh,dukenkzhf,dukenkzhu,
$bio

Duke Nukem - Zero Hour (c) 1999 GT Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57678&o=2

$end


$saturn,sat_cart=dukenk3d,
$bio

Duke Nukem 3D (c) 1997 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60294&o=2

$end


$megadriv=dukenk3da,
$bio

Duke Nukem 3D (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56465&o=2

$end


$megadriv=dukenk3d,
$bio

Duke Nukem 3D (c) 1998 Tec Toy

- TECHNICAL -

Game ID: 052050

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56464&o=2

$end


$saturn,sat_cart=dukenk3du,dukenk3dp,
$bio

Duke Nukem 3D [Model 81071] (c) 1997 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60033&o=2

$end


$n64=dukenk64,dukenk64f,dukenk64u,
$bio

Duke Nukem 64 (c) 1997 GT Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57679&o=2

$end


$gba=dukenukeu,
$bio

Duke Nukem Advance [Model AGB-AD9E-USA] (c) 2002 Take-Two Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70516&o=2

$end


$gba=dukenuke,
$bio

Duke Nukem Advance [Model AGB-AD9P] (c) 2002 Take-Two Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70515&o=2

$end


$psx=dukettkd,dukettkp,
$bio

Duke Nukem Time to Kill (c) 1998 GT Interactive

Got a little time to kill? So does Duke. The greatest action hero in gaming is back in an all-new, revolutionary third-person frag-fest, exclusively for the PlayStation® game console. Rage through the ages as Duke annihilates ancient Rome, conquers the Dark Ages, and tames the Wild West, proving once more that the only good alien is a dead one!

With a colossal arsenal of high-tech, all-new weapons and more Nukem attitude and humor than ever before, Duke NukemTM: Time To KillTM gives you more of what you crave. More hard-core action! More exploration! More shooter mayhem! More of the King of Carnage!

Features:
* Experience the irreverent Nukem attitude up close and personal in dynamic 3rd person perspective for the first time.
* Shoot your way through 28 expansive and totally interactive levels set in painstakingly realistic 3D environments.
* Master a massive arsenal of weaponry and equipment including the Holy Hand-Grenade, Flamethrower, Jet-Pack and much more!
* Battle multitudes of horrific alien-scum as old enemies and totally new ones pour into the fray.
* Battle your friends with competitive 2-player split screen mode.

- TECHNICAL -

Model SLUS-90036

- TRIVIA -

Released on October 01, 1998 in the USA.

Export releases:
[EU] "Duke Nukem Time to Kill [Model SLES-01515/E]"

- STAFF -

GT Interactive Software, Corp.
Senior Producer: Dante Anderson
Marketing Director: Tony Kee
Product Manager: Martin Currie
Senior Test Lead: Thomas Zuccotti
Test Lead: Tim Hesse
Testers: Scott Donaldson, Randy Jones, Aaron Padilla, Joshua Galloway, Jeff Oviatt, James Dunn, Aaron Harris, Keith Moran, Mara'D Smith, Patrick McNeil, John Dearing, Doug Price, Jennifer Press, Patrick Stuhs
Manual Editor: Peter Witcher
Associate Producer: David Nottingham
Promotional Asst Producer: Atom Ellis
Executive Producer: Greg Williams
Director, Creative Services: Leslie Mills-DeMarco
Creative Director: Vic Merritt
Production Coordinator: Liz Fierro
Senior Designer: Michael Marrs
Graphic Designer: Jill Pomper
Director, Product Development Services: Mary Steer

n-Space Inc.
Lead Programmer: Chris Cammack
Team Programmers: Sean Purcell, Chris Otto, John Woznack, Kathleen Wilson
Black Arts: John M. Meyers
Game Designer: Ted Newman
Art Director: Bradley Weckman
Team Artists: Andy Paciga, W. Randy King, Jamie Gunter-Boulware, Michael Kappers, Daniel Vasallo
Producer: Dan O'Leary
Cinematic Artists: Carl Juliao, Scott Cook, Jak Fearon
Additional Art: Jason Eastman, Brad Acree, Ed Gavin, Christopher Stone, Meagan Carabetta
Additional Programming: Tom McClann
Sound Design & Audio Programming: Joe Abbati
Cinematic Scoring: Russell Lieblich, Atom Ellis
Original Duke Theme: Lee Jackson
Voice Talent: Jon St. John, Lani Minella, Pro-Motions Prod. Co.
Original Game Soundtrack: Jeff Mac
Executive Producer/Concept: Erick S. Dyke
Production Consultant: Scott Berfield
Huge Thanks For Creating Duke & Tossing Us The Keys: George Broussard, Scott Miller, 3D Realms
Another huge thanks: Ron Chaimowitz
Special Thanks: J & S Vending, Tony & DJ Billy, Flippers Pizza, Red Bull, Cheers I-Drive, Kisha from Boca, Ryan Martorelli
The Rest of n-Space Concept Art By: Mike Wilkan
Single Trac's Rogue Trip Demo Movie: Argonaut 3D Graphics, Benjamin Harris, Matthew Harrison, Steve Argyle
Extra Special Thanks: Clyde Grossman, Bob J., Chris G., Stew K.
Thanks for their patience: Trina, Tina, Cheryl, Lisa, Clay, Michelle
Special Thanks
Special Thanks: Holly Newman, Jamal Jennings, Richard Davis, Sarah Anderson, Alan Behr, Mary Gerardi, Jason Schreiber, Christopher H. Ziliotto, Maxwell Taylor, Mike Ryder, Heh-Kyu Sincock, Todd Steckbeck, Kathy Butters, George Broussard, Scott Miller, Rick Raymo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85113&o=2

$end


$gbcolor=dukenukeu,
$bio

Duke Nukem [Model CGB-ADIE-USA] (c) 1999 GT Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67834&o=2

$end


$gbcolor=dukenuke,
$bio

Duke Nukem [Model CGB-ADIP-EUR] (c) 1999 GT Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67833&o=2

$end


$a2600=hazzard,hazzardp,
$bio

Dukes of Hazzard (c) 1983 Atari, Incorporated.

- TECHNICAL -

Model CX2678

- STAFF -

Programmer: Mark R. Hahn

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50434&o=2

$end


$a2600=dumbosflp,dumbosflep,dumbosfl,
$bio

Dumbo's Flying Circus (c) 1983 Atari, Incorporated.

- TECHNICAL -

Model CX26115

- TRIVIA -

This game was never released.

- STAFF -

Programmer: Peter C. Niday

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50435&o=2

$end


$info=dumpmtmt,
$bio

Dump Matsumoto (c) 1986 Sega.

A female wrestling game starring some VERY ugly women!

- TECHNICAL -

Runs on the Sega "System 16A" hardware.
Game ID: 317-0011a

Players: 2
Control: 8-way joystick
Buttons: 3

- TRIVIA -

Dump Matsumoto was released in May 1986 in Japan.

This game is known outside Japan as "Body Slam".

- PORTS -

* Consoles :
Sega Master System (1986,"Gokuaku Doumei Dump Matsumoto")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=717&o=2

$end


$info=dumpump,
$bio

Dump the Ump (c) 199? Doyle & Assoc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=97864&o=2

$end


$cpc_cass=dundarac,
$bio

Dun Darach (c) 1985 Hewson Consultants

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96041&o=2

$end


$snes=dunquest,
$bio

Dun Quest - Majin Fuuin no Densetsu [Model SHVC-AD9J-JPN] (c) 1995 Technos Japan Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61258&o=2

$end


$a2600=dune,
$bio

Dune (c) 1984 Atari, Incorporated.

- TRIVIA -

Prototype based on the 1984 movie of the same name. This game was never released.

- STAFF -

Designed by: Bruce Poehlman, Gary Stark

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50436&o=2

$end


$amigaocs_flop=dune,dunef,duneg,dunei,
$bio

Dune (c) 1992 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73933&o=2

$end


$megadriv=duneu,
$bio

Dune - The Battle for Arrakis (c) 1993 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57199&o=2

$end


$megadriv=dune2,
$bio

Dune II - Battle for Arrakis (c) 1993 Virgin Interactive

- TRIVIA -

The game was presented at the ECTS (European Computer Trading Show) on September 05, 1993.

Reviews:
[FR] May 1995 - Consoles + N.32: 91%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56466&o=2

$end


$megadriv=dune2g,
$bio

Dune II - Kampf um den Wustenplaneten (c) 1993 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56467&o=2

$end


$amigaocs_flop=dune2,
$bio

Dune II - The Battle for Arrakis (c) 1993 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73934&o=2

$end


$megacd,megacdj=dune,
$bio

Dune [Model T-70035-50] (c) 1993 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60603&o=2

$end


$segacd=dune,
$bio

Dune [Model T-70065] (c) 1994 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60720&o=2

$end


$info=d6809,
$bio

Dunfield 6809 Portable (c) 1983 Dunfield.

Homebuilt computer made around the 6809.

- TRIVIA -

In 1983, Mr. Dunfield designed a little 6809 based computer system, including the hardware and all softwares. The operating system was called CUBIX. This system was designed to give high functionality with minimal hardware. It itself occupies the better part of an 8K ROM, and provides a nice file system, a command line shell (including a good selection of build in commands and script/batch files), and over 100 system calls/services.

- STAFF -

Designed by: Dave Dunfield

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64072&o=2

$end


$pc8801_cass=dungeon,
$bio

Dungeon (c) 1983 Koei Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91217&o=2

$end


$a2600=dungeon,
$bio

Dungeon (c) 1985 Atari, Incorporated. [Sunnyvale, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50437&o=2

$end


$nes=swordele,
$bio

Dungeon & Magic - Swords of Element (c) 1989 Natsume

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54017&o=2

$end


$bbca_cass,bbcb_cass=dungadv,
$bio

Dungeon Adventure (c) 1983 Level 9 Computing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51770&o=2

$end


$cpc_cass=dungeona,
$bio

Dungeon Adventure (c) 1984 Level 9 Computing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96042&o=2

$end


$pc98=dungbust,
$bio

Dungeon Buster (c) 1990 Great [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89381&o=2

$end


$pc8801_flop=dungeonb,
$bio

Dungeon Buster (c) 1990 Great [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91697&o=2

$end


$pc98=dbuster2,
$bio

Dungeon Buster 2 Revive (c) 1991 Great [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89382&o=2

$end


$pc8801_flop=dungeonbx,
$bio

Dungeon Buster Explores Extra Disk (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91698&o=2

$end


$pc98=dconqest,
$bio

Dungeon Conquest (c) 1993 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89383&o=2

$end


$info=tvdunexp,
$bio

Dungeon Explorer (c) 199? TOURVision.

Unlicensed Spanish game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=45953&o=2

$end


$pcecd=dungexp2,
$bio

Dungeon Explorer II (c) 1993 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58487&o=2

$end


$pcecd=dungexp2j,
$bio

Dungeon Explorer II (c) 1993 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58171&o=2

$end


$segacd=dungexpl,
$bio

Dungeon Explorer [Model 4657] (c) 1995 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60721&o=2

$end


$pce=dungexpl,
$bio

Dungeon Explorer (c) 1989 Hudson Soft.

Dungeon Explorer is an overhead action adventure game developed by Atlus and published by Hudson Soft. The adventure takes place in the strange land of Cornelia (aka Oddesia) in the midst of a war between humans and a race of malevolent creatures. Evil monsters rule the country and the player is sent on a perilous mission to retrieve the Ora stone, a powerful magical artifact crafted centuries ago and capable of bringing peace back to the land. But the stone was buried deep beneath the surface, hidden away within fourteen ancient underground caverns and dungeons, all guarded by terrifying creatures. The player must first pick a character from a list of eight races/classes (Fighter, Thief, Warlock, Witch, Bard, Bishop, Elf and Dwarf). Each warrior comes with a projectile weapon and a set of four different attributes that affect his strength, magic powers and ability to move. Magic also plays an important role in the game and players have two kinds of spells at their disposal - white (defensive) and black (offensive). Although Dungeon Explorer features very mild RPG elements, it is essentially linear and split into two main action phases. The overhead world gives players the opportunity to talk to villagers, gather information and fight respawning enemies, whereas dungeons feature meaner foes, deadly traps and players have to eventually defeat a boss in order to collect a power crystal, and increase their characters' stats and maximum health. At the end of each dungeon (or upon death), a password is given to the player to save his progress. Interestingly, Dungeon Explorer features a multi-player option with support for as many as five players at once !

- TECHNICAL -

Game ID: HC63015

- TRIVIA -

Dungeon Explorer for the PC-Engine was released on March 4, 1989 in Japan for 5800 Yen.

Export release:
[US] Dungeon Explorer [Model TGX030006]

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [JP] (December 2, 2006) [Model PACJ] 
Nintendo Wii U [Virtual Console] [JP] (July 22, 2015) [Model PN3J] 

It was then released on the PlayStation Network as a PC-Engine Classic on October 21, 2009.
PSN release ID: NPJJ-30007

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58572&o=2

$end


$megacd,megacdj=dungexpl,
$bio

Dungeon Explorer [Model T-143025-50] (c) 1995 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60604&o=2

$end


$tg16=dungexpl,
$bio

Dungeon Explorer (c) 1989 NEC Home Electronics, Ltd.

Export release. Game developed in Japan. For more information on the game itself, please see the original Japanese release entry; "Dungeon Explorer [Model HC63015]"

- TECHNICAL -

Game ID: TGX030006

- TRIVIA -

Dungeon Explorer for TurboGrafx-16 was released in 1989 (exact date unknown) in North America.

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [EU] (December 8, 2006) [Model PACP] 
Nintendo Wii [Virtual Console] [US] (January 8, 2007) [Model PACE] 
Nintendo Wii [Virtual Console] [AU] (July 6, 2007) [Model PACP] 

It was then released on the PlayStation Network as a PC-Engine Classic on June 3, 2011.
PSN release ID: NPUF-30011

* Others : 
Apple iPhone/iPad [US] (December 20, 2010) "TurboGrafx-16 GameBox [Model 406585960]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84313&o=2

$end


$pc98=dgogoz,
$bio

Dungeon Go! Go! Z (c) 1995 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89384&o=2

$end


$pc98=dungharl,
$bio

Dungeon Harlem (c) 1991 Heart Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89385&o=2

$end


$msx1_cart=dngnhntr,
$bio

Dungeon Hunter (c) 1989 ASCII

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52703&o=2

$end


$nes=dungnkid,
$bio

Dungeon Kid (c) 1990 Quest

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54018&o=2

$end


$gameboy=dungnlnd,
$bio

Dungeon Land [Model DMG-DGJ] (c) 1992 Enix, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65942&o=2

$end


$info=dungeonm,dungeonmu,
$bio

Dungeon Magic (c) 1994 Taito Corp.

Export version. For more information about the game itself, please see the original Japanese version; "Lightbringer".

- TECHNICAL -

Runs on the "Taito F3 System" Hardware.

Game ID : D69

Players : 4
Control : 8-way joystick
Buttons : 4

- TRIVIA -

Dungeon Magic was released in February 1994. 

This game is known in Japan as "Lightbringer".

- PORTS -

* Consoles : 
Sony PlayStation 2 [AU] (March 30, 2006) "Taito Legends 2 [Model SLES-53852]" 
Microsoft XBOX [EU] (March 31, 2006) "Taito Legends 2" 
Sony PlayStation 2 [EU] (March 31, 2006) "Taito Legends 2 [Model SLES-53852]" 
Sony PlayStation 2 [US] (May 16, 2007) "Taito Legends 2 [Model SLUS-21349]" 

* Computers : 
PC [MS Windows, CD-ROM] [EU] (March 31, 2006) "Taito Legends 2" 
PC [MS Windows, CD-ROM] [US] (July 10, 2007) "Taito Legends 2"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=718&o=2

$end


$nes=dngmagic,
$bio

Dungeon Magic - Sword of the Elements (c) 1990 Taito Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55114&o=2

$end


$pc8801_flop=dungeonm,
$bio

Dungeon Manjiro (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91699&o=2

$end


$msx1_cart=dngmster,
$bio

Dungeon Master (c) 1986 ASCII Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76702&o=2

$end


$x68k_flop=dngmster,
$bio

Dungeon Master (c) 1990 Victor Musical Industries, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87479&o=2

$end


$pc98=dngmster,dngmstera,
$bio

Dungeon Master (c) 1990 Victor Musical Industries, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89386&o=2

$end


$amigaocs_flop=dngmster,
$bio

Dungeon Master (c) 1992 Psygnosis, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73935&o=2

$end


$pcecd=dngmster,
$bio

Dungeon Master - Theron's Quest (c) 1993 FTL Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58488&o=2

$end


$amigaocs_flop=dngmstr2,
$bio

Dungeon Master II (c) 1995 Interplay

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73936&o=2

$end


$pc98=dngmstr2,dngmstr2a,
$bio

Dungeon Master II - Skullkeep (c) 1993 Victor Ent. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89387&o=2

$end


$megacd,megacdj=dngmstr2,
$bio

Dungeon Master II - Skullkeep (c) 1994 JVC

- TECHNICAL -

[Model T-60085-50]

- TRIVIA -

Reviews:
[FR] April 1995, Consoles + N.42: 90/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60605&o=2

$end


$segacd=dngmstr2,
$bio

Dungeon Master II - Skullkeep [Model T-60085] (c) 1994 JVC Musical Industries, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60722&o=2

$end


$megacd,megacdj=dngmstr2,
$bio

ダンジョン・マスターII　～スカルキープ～ (c) 1994 Victor Ent.
(Dungeon Master II - Skullkeep)

- TECHNICAL -

Game ID: T-60144

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60508&o=2

$end


$saturn,sat_cart=dngmster,
$bio

Dungeon Master Nexus (c) 1998 Victor Interactive Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59090&o=2

$end


$snes=dngmsterj,dngmsterj1,
$bio

Dungeon Master (c) 1991 Victor Musical Industries, Incorporated.

Dungeon Master is a real time 3-D dungeon crawler originally released for home computers. The immensely popular game tells the story of an apprentice wizard named Theron. His master, Grey Lord, has turned evil in his quest of power, and his demon side, the Dark Lord (or Chaos), now haunts the depths of his treacherous dungeon. Moreover, Theron was separated from his body during a transportation spell accident. In this ghastly form, he must now resurrect up to four deceased heroes from the Hall of Champions, and lead them through the dreadful lair to find the Firestaff, only weapon capable of defeating the Dark Lord. Dungeon Master is viewed through Theron's eyes, and most of the actions are in real time and based on point-and-click interactions. If an item is on the floor, the player can just click on it, pick it up and drop it in one of the character's inventory. Each champion has different sets of skills and abilities described as 'classes' (Warrior, Ninja, Magician and Priest) - Dungeon Master doesn't feature traditional experience points, and training is at the core of the gameplay. Fighting and magic both require practice, and the more an ability is used, the more it improves. The magic system is also one of the features that differs from other games of the time - spells are cast by using runes, and these powerful magic symbols need to be combined into words to trigger the desired incantation, such as fireballs, magic potions or armful gas clouds. Finally, fighting is completely integrated and done, like the rest of the game, in real time. Monsters wander around the dungeon as the player moves about, and only attack the team when in range (or in sight). Enemies can attack from any direction, and the party can run away, as long as the player has planned an escape route.

- TECHNICAL -

Cartridge ID: SHVC-V2

- TRIVIA -

Released on December 20, 1991 in Japan for 9800 Yen.

The original Dungeon Master was first released in 1987 for the Atari ST. It was developed and published by FTL (Faster Than Light). The game became instantly popular and started an entire genre on its own. This Super Famicom version slightly differs from the original game in three regards - first, musics and sound effects are now played during the exploration, some monsters also look slightly different and, finally, controls have been redesigned to accommodate the use of a D-Pad controller instead of a mouse.

Export releases:
[US] "Dungeon Master [Model SNS-V2-USA]"
[UK] "Dungeon Master [Model SNSP-V2-UKV]"

- STAFF -

Executive Producer: Satoshi Honda
Producer: Harunobu Komori
Director: Toshiyuki Nagai, Hisaki Yokoi
Assistant Director: Kazuya Tominaga
Chief Programmer: Tenuhito yamaki
Programmer: Yoshiaki Iwasawa, Hiroshi Nakajima, Kensuke Kobayashi (NCS)
Music: Tsukasa Tawada, Hiroski Hashimoto
Sound Effects: Tsukasa Tawada
Graphics: Akatsuki Honda
Manual: Etsuko Matsuoka
Package and manual design: Comix Brand
Test Player: Takayuki Ando, Nobuaki Horie, Teruyuki Yoneyama, Kenji Kikuchi

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61259&o=2

$end


$snes=dngmsteru,
$bio

Dungeon Master (c) 1993 JVC

North American release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Dungeon Master [Model SHVC-V2]"

Teaser text from this American version:
Chaos lives in your master's dungeon
Are you clever enough to solve an evil wizard's twisted puzzles ? Do you possess the concentration needed to explore a labyrinth of mystery ? Should you resist the tempting treasures, defeat the hideous monsters, and escape the devious traps that are hidden throughout the Grey Lord's dreadful dungeon ? Yes ? Then perhaps you'll be the one to enter the caves of the sacred mountain and retrieve the Firestaff from the evil Lord Chaos. To succeed, you must assemble a band of four champions and lead them in fierce battles against the terrible Dark Lord who now rules you master's dungeon. And if you fail ? At best, you'll meet your ghastly end in the dungeon's wretched catacombs, like hundred of brave adventurers who went before you. Far worse, you might become a captive "trophy" of the evil Lord Chaos, suspended forever in the haunting mirrors of the Hall of Champions.

- TECHNICAL -

[Model SNS-V2-USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62943&o=2

$end


$snes=dngmster,
$bio

Dungeon Master (c) 1992 JVC

UK release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Dungeon Master [Model SHVC-V2]"

- TECHNICAL -

Cartridge ID: SNSP-V2-UKV

- TRIVIA -

Reviews:
[FR] November 1993 - Consoles + N.25: 90%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62942&o=2

$end


$pc8801_cass=dungeonp,
$bio

Dungeon Player Tape (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91218&o=2

$end


$amigaocs_flop=dungqst,
$bio

Dungeon Quest (c) 1989 Gainstar

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73937&o=2

$end


$gbcolor=dsavior,
$bio

Dungeon Savior [Model DMG-ADWJ-JPN] (c) 2000 J-Wing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67835&o=2

$end


$x68k_flop=dungseek,
$bio

Dungeon Seekers (c) 1990 Haraiso

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87480&o=2

$end


$msx2_flop=dungstrk,
$bio

Dungeon Striker (c) 1991 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101635&o=2

$end


$saturn,sat_cart=ddtod,
$bio

Dungeon's & Dragons - Tower of Doom [Dungeons & Dragons Collection Disc 1] (c) 1999 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59091&o=2

$end


$info=ep_ddq,ep_ddqa,ep_ddqb,ep_ddqc,ep_ddqd,ep_ddqe,ep_ddqf,ep_ddqg,ep_ddqh,ep_ddqi,
$bio

Dungeons & Drag Queens (c) 199? Global Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15363&o=2

$end


$info=mdndclab,
$bio

Dungeons & Dragons - Computer Labyrinth Game (c) 1980 Mattel Electronics.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100768&o=2

$end


$gba=eyebeholu,
$bio

Dungeons & Dragons - Eye of the Beholder [Model AGB-AD4E-USA] (c) 2002 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70518&o=2

$end


$gba=eyebehol,
$bio

Dungeons & Dragons - Eye of the Beholder [Model AGB-AD4P] (c) 2002 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70517&o=2

$end


$tg16=griffon,
$bio

Dungeons & Dragons - Order of the Griffon [Model TGX040072] (c) 1992 Turbo Technologies, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84337&o=2

$end


$info=ddsom,ddsomu,ddsomr1,ddsomur1,ddsomr2,ddsomud,
$bio

Dungeons & Dragons - Shadow Over Mystara (c) 1996 Capcom Company, Limited.

North American & European release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Dungeons & Dragons - Shadow Over Mystara [Green Board]".

- TECHNICAL -

Runs on the "CP System II" hardware.
Blue Board [USA & Europe]

- UPDATES -

Blue Board revisions : 

REVISION 1 :
* Build date: 960208
* EUROPE release

REVISION 2 :
* Build date: 960209
* US and EUROPE releases

REVISION 3 :
* Build date: 960223
* EUROPE release

REVISION 4 : 
* Build date: 960619
* US and EUROPE releases

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69634&o=2

$end


$saturn,sat_cart=ddsom,
$bio

Dungeons & Dragons - Shadow over Mystara [Dungeons & Dragons Collection Disc 2] (c) 1999 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59092&o=2

$end


$info=ddsomj,ddsomjr1,
$bio

Dungeons & Dragons - Shadow Over Mystara (c) 1996 Capcom Company, Limited.

Based on the famous RPG system Dungeons & Dragons. Six characters straight out of the Dungeons and Dragons Player's Manual take up arms in order to rid the kingdom of the evil sorceress Synn and her droves of annoying little Kobolds.

- TECHNICAL -

Runs on the "CP System II" hardware.
Green Board [Japan]

Players: Up to 4.
Control: 8-way joystick per player.
Buttons: 4 per player.

- TRIVIA -

Dungeons & Dragons - Shadow Over Mystara was released in February 1996 in Japan. It was known as the 14th CPS-II game.

Known Export releases:
"Dungeons & Dragons - Shadow Over Mystara [Blue Board]"
"Dungeons & Dragons - Shadow Over Mystara [Grey Board]"
"Dungeons & Dragons - Shadow Over Mystara [Orange Board]"
"Dungeons & Dragons - Shadow Over Mystara [Pink Board]"

The game forbids the initials 'SEX' on the name selection screen. If you try, it gets changed to (depending of the character you choose) : 
Fighter: 'CRASSUS'
Cleric: 'GRELDON'
Elf: 'LUCIA'
Magic user: 'SYOUS'

Victor Entertainment released a limited-edition soundtrack album for this game (Dungeons & Dragons - Shadow Over Mystara - VICL-2169) on May 22, 1996.

- UPDATES -

Green Board revisions : 

REVISION 1 :
* Build date: 960206

REVISION 2 :
* Build date: 960619
* Name Bug corrected (see 'Tips And Tricks' section for more info).

- TIPS AND TRICKS -

* Bug : very beneficial trick in some cases but leads to lockups. Choose a character with a 6-character name (Blue Dwarf and possibly 2 others). Press the name button and then erase it and start pressing buttons to put your own letters in. The timer to enter your name will reset as long as you are pressing buttons to enter letters. What happens is that you can continue to enter more letters than the code expects and you begin to over-write the area of memory that contains character information and inventory. Depending on what letters you enter and how many you enter you can continue the game at the beginning of the next stage and already be hasted, invulnerable, invisible, possessing powerful weapons, etc... The character info on screen is all garbled. Once you make it to the first shop you can drag apparently empty inventory items into the trash for large sums of silver. The game will lock up quite frequently though - especially when you pick up items that hold specific places in memory. Try using about 110 ''M''s for a name. This glitch was removed with the later revision.

- SERIES -

1. Dungeons & Dragons - Tower of Doom [Green Board] (1994)
2. Dungeons & Dragons - Shadow Over Mystara [Green Board] (1996)

- STAFF -

Planners : Kenkun Kataoka, Malachie
Character Designer : Kinu Nishimura
Object Designers : "S" is a Criminal, Hiroaki Minobe, Shinya Miyamoto, Dway Nishimura, Kanako Takami, Miwa Shigenaga, Toshihiro Suzuki, Kako, Masayo Tsujimoto, Tsunenori Shirahama, Ino, R. Sato, Sagata, Masanori Kondo, Shinji Sakashita (Shinz. Sakashita), Satoru Yamashita, Yosinori Yamamoto, Dja, Jon, Iwasaki Inukichi, Jun Matsumura (28)
Scroll Designers : Nissui, Saru, Shake, Hisoya, S. Kuwatch, J. Son, Ojiji, Takky, Iwai, Meiko. K
Music Composer : Masato Koda
Sound Designer : Moe. T
Sound Effects : Moe. T, Hachi Bee, Satoshi Ise
Sound Producer by Arcade Sound Team.
Programmers : O.G.T, Kazuo Yamawaki, Motsu, Tora&Yume&Hide, Ryota Forever, K.A.T.S.U.O, Knishi-MadDogMc
Original Script : Alex Jimenez

Special Thanks : Lee, Mta (Groovy) Nshi, Shinichi Yasuki, Takuya Shiraiwa (Mr. Shiraiwa)

- PORTS -

* Consoles :
Sega Saturn [JP] (March 4, 1999, "Dungeons & Dragons Collection") [Model T-1224G]
Sega Saturn [JP] (March 4, 1999, "Dungeons & Dragons Collection [4MRAM Doukori Ban]") [Model T-1245G]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=719&o=2

$end


$info=ddsoma,ddsomar1,
$bio

Dungeons & Dragons - Shadow Over Mystara (c) 1996 Capcom Company, Limited.

Asian release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Dungeons & Dragons - Shadow Over Mystara [Green Board]".

- TECHNICAL -

Runs on the "CP System II" hardware.
Grey Board [Asia]

- PORTS -

* Computers :
PC [MS Windows, CD-ROM] [KO] (2003 - MCB Interactive)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69635&o=2

$end


$info=ddsomh,
$bio

Dungeons & Dragons - Shadow Over Mystara (c) 1996 Capcom Company, Limited.

South American release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Dungeons & Dragons - Shadow Over Mystara [Green Board]".

- TECHNICAL -

Runs on the "CP System II" hardware.
Orange Board [South America]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71516&o=2

$end


$info=ddsomb,
$bio

Dungeons & Dragons - Shadow Over Mystara (c) 1996 Capcom Company, Limited.

Brazilian release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Dungeons & Dragons - Shadow Over Mystara [Green Board]".

- TECHNICAL -

Runs on the "CP System II" hardware.
Pink Board [Brazil]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71517&o=2

$end


$info=ddtod,ddtodur1,ddtodu,ddtodr1,ddtodd,
$bio

Dungeons & Dragons - Tower of Doom (c) 1994 Capcom Company, Limited.

North American & European release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Dungeons & Dragons - Tower of Doom [Green Board]".

- TECHNICAL -

Runs on the "CP System II" hardware.
Blue Board [USA & Europe]

- UPDATES -

Blue Board revisions : 

REVISION 1 
* Build date: 940113
* US and EUROPE releases

REVISION 2
* Build date: 940125
* US release

REVISION 3
* Build date: 940412
* EUROPE release

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69636&o=2

$end


$info=ddtodj,ddtodjr1,ddtodjr2,
$bio

Dungeons & Dragons - Tower of Doom (c) 1994 Capcom Company, Limited.

Based on the famous RPG system Dungeons & Dragons. Four warriors set a course for the evil Tower of Doom and battle lots of enemies straight out of the Monstrous Compendium!

- TECHNICAL -

Runs on the "CP System II" hardware.
Green Board [Japan]

Players: Up to 4.
Control: 8-Way Joystick per player.
Buttons: 4 per player.
=> Attack, Jump, Use Item, Select Item

- TRIVIA -

Tower of Doom was released in January 1994 in Japan. It was known as the second game released on the CPS-II hardware.

Known export releases:
"Dungeons & Dragons - Tower of Doom [Blue Board]"
"Dungeons & Dragons - Tower of Doom [Grey Board]"
"Dungeons & Dragons - Tower of Doom [Orange Board]"

The little sword-swinging flourish the fighter does after defeating a major enemy is taken directly from Capcom's previous side-scrolling sword fighting game, "Knights Of The Round".

Jorel Chisolm holds the official record for this game with 238452 experience points on November 10, 2005.

- UPDATES -

Green Board revisions : 

REVISION 1 : 
* Build date: 940113

REVISION 2 : 
* Build date: 940125

- TIPS AND TRICKS -

* Extended Ending : During the last fight with Deimos activate all 4 players, than defeat the boss. If all 4 characters are alive then an extra scene will be played after the ending credits where the party sets off for their next adventure.

- SERIES -

1. Dungeons & Dragons - Tower of Doom [Green Board] (1994)
2. Dungeons & Dragons - Shadow Over Mystara [Green Board] (1996)

- STAFF -

Dungeon Masters : Tomoshi Sadamoto (11255), Magigi Fukunishi, George Kamitani, Alex Jimenez
Character Designers : Hitoshi Nishio (T), Shinji Sakashita (Sinz. Sakashita), Jun Matsumura (25), Youjiro, Yukari Ogawa, Minobeyan, Popozu. Boo, Seigo Kawakami, Masako Sato, Tiyuki Sawada, Takemoto
Artists : Fukumoyan, Ziggy, Miyao Masako, Hisashi Kisanuki, Junsuke, Angus, Hiropon
Programmers : Kazuo Yamawaki, Belphegor Ogachy, Tsutumu Uragou, Teruaki Hirokado, Toshiyuki Furuko
Music Composers : Isao Abe (Oyaji), Takayuki Iwai (Anarchy Takapon), Ok Production
Sound Designers : Toshio Kajino, Tomuyuki Kawakami (T.K NY)

Special Thanks : Kazumasa Yamanouchi, Ikusan Z, Yorio, Rikagon, Prof. Hayashi, Takuya Shiraiwa

- PORTS -

* Consoles :
Sega Saturn [JP] (March 4, 1999, "Dungeons & Dragons Collection") [Model T-1224G]
Sega Saturn [JP] (March 4, 1999, "Dungeons & Dragons Collection [4MRAM Doukori Ban]") [Model T-1245G]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=720&o=2

$end


$info=ddtoda,ddtodar1,
$bio

Dungeons & Dragons - Tower of Doom (c) 1994 Capcom Company, Limited.

Asian release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Dungeons & Dragons - Tower of Doom [Green Board]".

- TECHNICAL -

Runs on the "CP System II" hardware.
Grey Board [Asia]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69637&o=2

$end


$info=ddtodh,ddtodhr1,ddtodhr2,
$bio

Dungeons & Dragons - Tower of Doom (c) 1994 Capcom Company, Limited.

South American release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Dungeons & Dragons - Tower of Doom [Green Board]".

- TECHNICAL -

Runs on the "CP System II" hardware.
Orange Board [South America]

- UPDATES -

Orange Board revisions : 

REVISION 1 
* Build date: 940113

REVISION 2
* Build date: 940125

REVISION 3
* Build date: 940412

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71518&o=2

$end


$info=dungdrag,
$bio

Dungeons & Dragons (c) 1987 Bally Midway.

- TECHNICAL -

[No. 0H06]

Bally/Midway 6803 (Sounds Deluxe)

Main CPU : Motorola M6803 (@ 895 KHz)
Sound CPU : Motorola 68000 (@ 8 MHz)
Sound chip : DAC

- TRIVIA -

Released in October 1987.

2,000 units were produced.

- STAFF -

Designer : Ward Pemberton
Artwork : Pat McMahon

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5327&o=2

$end


$amigaocs_flop=avalon,
$bio

Dungeons of Avalon (c) 1991 Amiga Fun

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73938&o=2

$end


$amigaocs_flop=avalon2,
$bio

Dungeons of Avalon II - The Island of Darkness (c) 1992 Amiga Mania

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73939&o=2

$end


$coco_cart=dagorath,
$bio

Dungeons of Daggorath (c) 1982 Tandy Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53434&o=2

$end


$amigaocs_flop=dungeons,
$bio

Dungeons, Amethysts, Alchemists 'n' Everythin' (c) 1991 Atlantis

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73940&o=2

$end


$bbca_cass,bbcb_cass=dunjunz,
$bio

Dunjunz (c) 1987 Bug Byte

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51771&o=2

$end


$info=ddream95,
$bio

Dunk Dream '95 (c) 1996 Data East Corporation.

- TECHNICAL -

Main CPU : ARM (@ 7 Mhz)
Sound Chips : Yamaha YMZ280B (@ 14 Mhz)

Players : 2
Control : 8-way Joystick
Buttons : 4

- TRIVIA -

Dunk Dream '95 was released in September 1995.

This game is also known as "Dataeast's Hoops".

- SERIES -

1. Dunk Dream [Model NGM-079] (1994)
2. Dunk Dream '95 (1996)

- STAFF -

Producer : Jinbo
Director : Osapan
Game Design : A. Kaneko
Soft : K. Minegishi, Mitsutoshi Satoh, Mya
Graphic : Yuzuru Tsukahara, Hiroki Narisawa, Kazurin Sugar, Endo Chang, Tony T., Kim, Hashimoto, Eno
Hard : Shingo Mitsui, Masao, T. Hasumi
Music : Mr*K
DJ Voice : Steve Miller
Rap : Clay Lawrey (MRG Enterprise Inc.)
Sound Driver : Furukawa

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4015&o=2

$end


$neocd=strhoop,
$bio

Dunk Dream (c) 1995 Data East Corp.

- TECHNICAL -

[Model DECD-004]

- TRIVIA -

Dunk Dream for Neo-Geo CD was released on January 20, 1995 in Japan.

Reviews:
[FR] March 1995, Consoles + N.41: 78/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48005&o=2

$end


$info=strhoop,
$bio

Dunk Dream (c) 1994 Data East Corp.

A basketball game from the streets. Choose from one of ten countries and compete in three-on-three slamdunkin' action.

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID: NGM-079

Players: 2
Control: 8-Way Joystick
Buttons: 2
=> Offense > [A] Shoot/Dunk, [B] Pass
=> Defense > [A] Block a shot, [B] Steal the ball

- TRIVIA -

Exact release date: December 8, 1994 

This game is known outside Japan as 'Street Hoop' and in the US as 'Street Slam'.

Soundtrack releases (for limited edition) : 
Dunk Dream / Gun Hard - PCCB-00173 - Pony Canyon / Scitron (January 20, 1995)

- SERIES -

1. Dunk Dream [Model NGM-079] (1994)
2. Dunk Dream '95 (1996)

- STAFF -

Producer : Iwao Horita
Game Designer : Atsushi Kaneko
Soft : Mitsutoshi Sato (Mitsutoshi Bono), K. Minegishi, Mya
Graphic Designers : Sinin, Yuzuru Tsukahara, Hiroki Narisawa, Sachiko Moizumi, Kaori, Kazurin Sugar, Endo Chang, Kim, Takayuki Tanaka
Music and Sound Effects : Tatsuya Kiuchi (Mr. K Dynamite), Masaaki Iwasaka (Koremasa)
Thanks : Tohru Kikuchi, NSX Kato, Osapan

- PORTS -

* Consoles : 
SNK Neo-Geo [JP] (December 09, 1994) "Dunk Dream [Model NGH-079]" 
SNK Neo-Geo CD [JP] (January 20, 1995) "Dunk Dream [Model DECD-004]" 
SNK Neo-Geo CD [US] (January 20, 1995) "Dunk Dream [Model DECD-004E]" 
Nintendo Wii [US] (February 19, 2010) "Data East Arcade Classics [Model RVL-P-R26E]" 
Nintendo Wii [Virtual Console] [JP] (July 20, 2010) Neo-Geo version 
Nintendo Wii [Virtual Console] [EU] [AU] (October 22, 2010) Neo-Geo version 
Nintendo Wii [Virtual Console] [US] (November 1, 2010) Neo-Geo version 

* Others : 
Zeebo [MX] (March 30, 2010) 
Zeebo [BR] (April 16, 2010)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2675&o=2

$end


$gamegear=dunkkids,
$bio

Dunk Kids [Model G-3352] (c) 1994 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64561&o=2

$end


$info=dunkmnia,dunkmniac,
$bio

Dunk Mania (c) 1995 Namco.

A 2-on-2 basketball game.

- TECHNICAL -

Namco System 11 hardware
Game ID : DM

Main CPU : PSX (@ 16.9344 Mhz), M37702 (@ 16.384 Mhz)
Sound Chips : C352 (@ 16.384 Mhz)

Players : 4
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Even if titlescreen says 1995, Dunk Mania was released in May 1996 in Japan, Europe and USA.

The name 'Dankumania' (a Japanese spelling of the English-read title Dunk Mania) is often mistranslated from Japanese back to English as 'Don Bear Near' (dan = Don, kuma = Bear, nia = Near), leading many people to think an unreleased game of that title was around.

- UPDATES -

* DM1/VER.C : Japan release, MAY 15 1996
* DM2/VER.C : World release, MAY 15 1996

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=721&o=2

$end


$info=dunkshot,dunkshoto,dunkshota,
$bio

Dunk Shot (c) 1986 Sega.

A basketball game.

- TECHNICAL -

Runs on the Sega "System 16B" hardware.
Game ID : 317-0022

Players: 4
Control: Trackball
Buttons: 2

- TRIVIA -

Even if titlescreen says 1986, Dunk Shot was released in January 1987 in Japan.

Licensed to Atari for US distribution (May 1987). 556 units were produced by Atari in the USA.

Soundtrack releases:
[JP] Oct. 10, 1987 - After Burner [Sega Game Music Vol.3] [28XA-109]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=722&o=2

$end


$msx1_cart=dunkshot,dunkshota,
$bio

Dunk Shot [Model HM-021] (c) 1986 HAL Laboratory, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76703&o=2

$end


$ibm5150,ibm5150_cass=dunzhin,
$bio

Dunzhin - Warrior of Ras Volume I (c) 1982 Computer Applications

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83611&o=2

$end


$pc98=duo,
$bio

Duo (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89388&o=2

$end


$nes=duobaoxya,duobaoxy,
$bio

Duo Bao Xiao Ying Hao - Guang Ming Yu An Hei Chuan Shuo [Model ES-1021] (c) 19?? Waixing Computer & Technology Co., Ltd. [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76759&o=2

$end


$cpc_cass=dustins1,
$bio

Dustin (c) 1986 Dinamic Soft. [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96044&o=2

$end


$msx1_cart=dustin,
$bio

Dustin (c) 1987 Dinamic Software [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76704&o=2

$end


$msx1_cass=dustin,
$bio

Dustin (c) 1987 Dinamic Software [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94607&o=2

$end


$nes=ddiamond,
$bio

Dusty Diamond's All-Star Softball (c) 1990 Broderbund Software, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55115&o=2

$end


$cdi=dutch17,dutch17u,
$bio

Dutch Masters of the Seventeenth Century (c) 1992 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52850&o=2

$end


$info=m4dtyfre,m4dtyfre_h2,m4dtyfref5,m4dtyfref5ad,m4dtyfref5b,m4dtyfref5bd,m4dtyfref5d,m4dtyfref5k,m4dtyfref5kd,m4dtyfref5r,m4dtyfref5y,m4dtyfref5yd,m4dtyfref8,m4dtyfref8c,m4dtyfref8d,m4dtyfref8k,
$bio

Duty Free (c) 1993 Barcrest Games.

- TRIVIA -

Duty Free was released in February 1993.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41307&o=2

$end


$cpc_cass=dwarff19,
$bio

Dwarf [Model 60130409] (c) 1987 Zafiro Soft. Division [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96045&o=2

$end


$info=dwarfd,dwarfda,
$bio

Dwarfs Den (c) 1981 Electro Sport.

- TECHNICAL -

Main CPU : 8085A (@ 3.531666 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.5 Mhz)

Screen orientation : Horizontal
Video resolution : 512 x 1024 pixels
Screen refresh : 60.00 Hz
Palette colors : 256

Players : 1
Control : 8-way Joystick

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4708&o=2

$end


$pc8801_flop=dwelling,
$bio

Dwelling - Maou no Yakata (c) 1987 Cross Media Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91700&o=2

$end


$gameboy=dxbakenoa,dxbakeno,
$bio

DX Bakenou Z [Model DMG-DZJ] (c) 1992 Asmik Ace Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65812&o=2

$end


$saturn,sat_cart=dxjinseia,dxjinsei,
$bio

DX Jinsei Game (c) 1995 Takara Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59010&o=2

$end


$saturn,sat_cart=dxjinse2,
$bio

DX Jinsei Game II (c) 1997 Takara Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59012&o=2

$end


$psx=dxjinse4,
$bio

DX Jinsei Game IV - The Game of Life [Model SLPM-86963] (c) 2001 Takara Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85049&o=2

$end


$psx=dxjinse5,
$bio

DX Jinsei Game V - The Game of Life [Model SLPM-87187] (c) 2002 Takara Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85050&o=2

$end


$gbcolor=dxjinsei,
$bio

DX Jinsei Game [Model CGB-BZGJ-JPN] (c) 2001 Takara Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67695&o=2

$end


$saturn,sat_cart=dxjinseisa,
$bio

DX Jinsei Game [Satakore] (c) 1997 Takara Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59011&o=2

$end


$pc8801_flop=dxkitdis,
$bio

DX kit (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91592&o=2

$end


$gbcolor=dxmono,
$bio

DX Monopoly GB [Model DMG-BMPJ-JPN] (c) 2000 Takara Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67696&o=2

$end


$psx=dxmonopo,
$bio

DX Monopoly [Model SLPS-02943] (c) 2000 Takara Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85051&o=2

$end


$saturn,sat_cart=traveljp,traveljpa,
$bio

DX Nippon Tokkyuu Ryokou Game - Let's Travel in Japan (c) 1996 Takara Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59013&o=2

$end


$psx=dxokuman,
$bio

DX Okuman Chouja Game II - The Money Battle [Model SLPS-01586] (c) 1998 Takara Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85052&o=2

$end


$psx=dxshacho,
$bio

DX Shachou Game [Model SLPS-02105] (c) 1999 Takara Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85053&o=2

$end


$info=dyger,dygera,
$bio

Dyger (c) 1989 Philko.

A vertically scrolling shoot'em up.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 4 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : (2x) Yamaha YM2203 (@ 4 Mhz)

Screen orientation : Vertical
Video resolution : 224 x 384 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024

Players : 1
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Released in April 1989.

Licensed to Sharp Image for US distribution.

- STAFF -

Programmer : No Youngho
Graphic designers : Jang Kye Sook, Kwak Wooyong, Nam Hanhee, Choi Kwanghun
Scenario : Kim Yangsu
Music composers : Lee Jeongkyu, Kim Hyungbum, Cho Kwangho

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=723&o=2

$end


$amigaocs_flop=dylandg5,
$bio

Dylan Dog - La Mummia (c) 1993 Simulmondo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73941&o=2

$end


$amigaocs_flop=dylandg6,
$bio

Dylan Dog - Maelstrom (c) 1993 Simulmondo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73942&o=2

$end


$amigaocs_flop=dylandg4,
$bio

Dylan Dog - Ombre (c) 1993 Simulmondo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73943&o=2

$end


$amigaocs_flop=dylandg2,
$bio

Dylan Dog - Ritorno al Crepuscolo (c) 1993 Simulmondo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73944&o=2

$end


$amigaocs_flop=dylandg3,
$bio

Dylan Dog - Storia di Nessuno (c) 1993 Simulmondo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73945&o=2

$end


$amigaocs_flop=dynablst,
$bio

Dyna Blaster (c) 1992 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73946&o=2

$end


$megadriv=dynabr,
$bio

Dyna Brothers (c) 1992 CRI

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56468&o=2

$end


$megadriv=dynabr2,
$bio

Dyna Brothers 2 (c) 1993 CRI

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56469&o=2

$end


$megadriv=dynabr2sp,
$bio

Dyna Brothers 2 - Sega Channel Special (c) 1991 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56470&o=2

$end


$info=dynagear,
$bio

Dyna Gear - An Action Adventure On The Era Of Dinosaur (c) 1993 Sammy.

Dyna Gear is a scrolling platform run 'n' gun game for one or two players in which two starships from the year 2993 AD fall through a time-hole and end up 65 million years in the past, above a prehistoric Earth-like planet. One ship is piloted by hero and 'time patroller', Roger, while the other is piloted by the evil Gustaf. The two ships shoot each down and crash-land onto the planet below, where Roger discovers that Gustaf has transformed many of the planet's dinosaurs into aggressive 'combat dinosaurs'. 

Players take control of either the muscular hero, Roger, or of Wolf; a bipedal wolfman who wants to free his prehistoric homeworld from Gustaf's clutches. They must battle through several dinosaur-infested stages in their quest to end Gustaf's plans. 

Different weapons and health boosts can be found in the destructible wooden chests that litter the stages, enemies also drop coins when killed that can be collected for bonus points. 

Each of the two heroes also has a 'double-jump' move; players can jump, then jump again while still in the air. This allows them to reach previously inaccessible ledges and platforms as well as occasionally take different routes through a stage. In the single-player game, a wolfman will occasionally join with the player to aid in the fight. A large, powerful 'boss' dinosaur guards the end of each stage and must be defeated to progress.

- TECHNICAL -

Main CPU : V60
Sound Chips : ES5506

Players : 2
Control : 8-way joystick
Buttons : 2
=> Throw Weapons, Jump

- TRIVIA -

Developed by Sekarabe.

Released in March 1994 (even if title screen says 1993).

The background used for the title screen is the Area 4 background.

There are background characters from "Survival Arts" scattered throughout the game :

* In the cliff near the end of Stage 3, strike the wall in the cavity until a monk pops up.
* Other monks rise up from the lava pits in the final stage.
* During the final boss, there is a female monk in the background.

- STAFF -

Game Design : Hideo Akimoto, Mitsuo Yoshioka
Program : Mitsuo Yoshioka
Character Design : Kaoru Kamigiku
Object Character : Kaoru Kamigiku, Hideo Akimoto, Motoki Oashi, Hiroyuki Suwahara, Nobuhiko Ikeuchi, Airi Tateishi
Background Character : Hisaya Yamazaki, Noriko Fuzisawa, Motoki Oashi
Sound & Effect : Shigeyuki Shinbo
Translation : David Kanda
Special Thanks : Minoru Tomizawa, Chacky, Toshiya Saito, Takayuki Sasaki, Yoshio Nagashima

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3416&o=2

$end


$info=dynablst,
$bio

Dynablaster (c) 1991 Irem Corp.

European version. For more information about the game itself, please see the original Japanese version entry; "Bomber Man".

- TRIVIA -

This game is known in the US as "Atomic Punk", and in Japan as "Bomber Man".

- SERIES -

1. Dynablaster (1991)
2. Dynablaster [Model NES-49] (1992, NES)
3. New Dynablaster - Global Quest (1992)
4. Super Bomber Man [Model SNSP-H6] (1993,  SNES) 
5. Mega Bomber Man [Model 670-5821] (1994, Sega Mega Drive)
6. Super Bomber Man 2 [Model SNSP-M4] (1995, SNES)
9. Super Bomber Man 3 [Model SNSP-AS6P] (1995, SNES) 
10. Bomber Man Online World (2008, PC)
11. Bomber Man DS [Model NTR-ABMP] (2005, Nintendo DS)
12. Bomber Man 2 DS [Model NTR-YBAP] (2009, Nintendo DS)
13. Bomber Man [Model ULES-00469] (2007, Sony PSP)

- PORTS -

* Consoles : 
Nintendo Game Boy [EU] (1991) [Model DMG-HB]

* Computers :
PC [MS-DOS] [EU] (1991)
Commodore Amiga [EU] (1991)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=724&o=2

$end


$info=dynablstb,dynablstb2,
$bio

Dynablaster (c) 1992 Seitu.

Bootleg of the Hudson Soft's original.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=33093&o=2

$end


$gameboy=dynablas,
$bio

Dynablaster [Model DMG-HB-UKV] (c) 1991 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65943&o=2

$end


$nes=dynablas,
$bio

Dynablaster (c) 1991 Hudson Soft [Hudson Group].

- TECHNICAL -

[Model NES-49-FRG]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55116&o=2

$end


$a800=dynakill,
$bio

DynaKillers (c) 1999 Video 61

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86525&o=2

$end


$snes=dynamlv,
$bio

Dynamaite - The Las Vegas [Model SHVC-VQ] (c) 1994 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61260&o=2

$end


$snes=dynamitr,
$bio

Dynami Tracer (c) 199? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61261&o=2

$end


$info=dcclub,dcclubfd,dcclubj,
$bio

Dynamic C.C. - Dynamic Country Club (c) 1991 Sega.

A polygon-based golf simulation game.

- TECHNICAL -

Runs on the Sega "System 24" hardware.

Players: 1
Buttons: 4

- TRIVIA -

Released in May 1991 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=725&o=2

$end


$megacd,megacdj=dynamicc,
$bio

ダイナミック カントリー クラブ (c) 1993 Sega Enterprises, Limited.
(Dynamic Country Club)

- TECHNICAL -

Game ID: G-6017
Barcode: 4 974365 560171

- TRIVIA -

Released on July 16, 1993 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60509&o=2

$end


$cpc_cass=dynamicd,dynamicd01,
$bio

Dynamic Duo [Model AMC-637] (c) 1988 MCM Soft. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96046&o=2

$end


$x68k_flop=dynamics,
$bio

Dynamic Fomesion Soccer (c) 1992 MIX [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87481&o=2

$end


$info=dygolf,
$bio

Dynamic Golf (c) 2001 Sega Enterprises, Limited.

A challenging golf video game for up to four players. Compete in several different sessions including stroke play, match play and skins. The game features precise ball control including backspin, topspin and shot shaping. Players can start at any hole. There are Nearest to the Pin and Longest Drive contests within the multiplayer games.

- TECHNICAL -

Runs on the Sega "NAOMI GD-ROM System" hardware.

- TRIVIA -

Dynamic Golf was released by Sega in June 2001.

- STAFF -

Developed by WOW Entertainment, Inc.

- PORTS -

* Consoles :
Sega Dreamcast [Prototype]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4082&o=2

$end


$msx2_flop=dynampbl,dynampbla,
$bio

Dynamic Publisher (c) 1988 RB Soft [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101636&o=2

$end


$info=dynashot,
$bio

Dynamic Shooting (c) 1988 Jaleco.

Take up the role as a goal-hungry striker. Run through defenders and shoot past the goalie to score goals.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 5 Mhz)
Sound Chips : YM2203 (@ 3 Mhz)

Players : 1
Buttons : 1

- UPDATES -

This game use the likeness of a famous player for the 4 selectable characters.
Michel Platini - France 
Roberto Baggio - Italy
Ruud Gullit - Netherlands
Diego Maradona - Argentina

Platini now serves as president of UEFA (Union of European Football Associations)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=7983&o=2

$end


$info=dynamski,
$bio

Dynamic Ski (c) 1984 Taiyo System Company, Ltd .

A skiing game.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3 Mhz)
Sound Chips : General Instrument AY8910 (@ 2 Mhz)

Players : 2
Control : 2-way joystick
Buttons : 2

- TRIVIA -

Dynamic Ski was released in March 1984.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=726&o=2

$end


$snes=dynastad,
$bio

Dynamic Stadium [Model SHVC-YD] (c) 1993 Sammy Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61262&o=2

$end


$info=dynadice,
$bio

Dynamic-Dice (c) 198?.

- TECHNICAL -

Main CPU : Intel 8080 (@ 2.304 Mhz)
Sound CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : General Instrument AY8910 (@ 2 Mhz)

Screen orientation : Vertical
Video resolution : 200 x 272 pixels
Screen refresh : 60.00 Hz
Palette colors : 8

Players : 1
Buttons : 2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3273&o=2

$end


$gbcolor=dynamike,
$bio

DynaMike [Prototype] (c) 199? Engine Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67836&o=2

$end


$cpc_cass=dynamite,
$bio

Dynamite (c) 1989 Ocean Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96047&o=2

$end


$info=dynabb,
$bio

Dynamite Baseball (c) 1996 Sega Enterprises, Limited.

A 3-D baseball game.

- TECHNICAL -

Runs on the Sega "Model 2B" hardware.

Players: 2
Control: 8-way joystick
Buttons: 4

- TRIVIA -

Released in August 1996.

- STAFF -

Composer: Masanori Takeuchi

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40352&o=2

$end


$info=dynabb97,
$bio

Dynamite Baseball '97 (c) 1997 Sega.

A 3-D baseball game.

- TECHNICAL -

Runs on the Sega "Model 2B" hardware.

Players: 2
Control: 8-way joystick
Buttons: 4

- TRIVIA -

Released in April 1997.

This is the sequel to the original "Dynamite Baseball", which was released in 1996. 

The music is very identical to the songs from the Sega Model 3 game, "Harley-Davidson & L.A. Riders", and an earlier Sega Model 2 game, "Sega Ski Super-G".

During attract mode, the popular "Sega!" choir can be heard when the 'SEGA' logo appears.

A song from this game was recycled from the 1989 Sega game "OutRun Turbo" called 'A Huge Pile of Parts'.

- SERIES -

1. Dynamite Baseball (1996)
2. Dynamite Baseball '97 (1997)
3. Dynamite Baseball NAOMI (1998)
4. Dynamite Baseball '99 (1999)

- STAFF -

Composer: Masanori Takeuchi

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3600&o=2

$end


$info=dybb99,
$bio

Dynamite Baseball '99 (c) 1999 Sega.

A baseball game from Sega.

- TECHNICAL -

Runs on the Runs on the Sega "NAOMI" hardware.

- TRIVIA -

Released in January 1999 in Japan.

- SERIES -

1. Dynamite Baseball (1996)
2. Dynamite Baseball '97 (1997)
3. Dynamite Baseball NAOMI (1998)
4. Dynamite Baseball '99 (1999)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4138&o=2

$end


$info=dybbnao,
$bio

Dynamite Baseball NAOMI (c) 1998 Sega Enterprises, Limited.

A baseball game from Sega.

- TECHNICAL -

Runs on the Sega "NAOMI" Hardware.

Screen Orientation: Horizontal

- TRIVIA -

Dynamite Baseball NAOMI was released in December 1998.

- SERIES -

1. Dynamite Baseball (1996)
2. Dynamite Baseball '97 (1997)
3. Dynamite Baseball NAOMI (1998)
4. Dynamite Baseball '99 (1999)

- PORTS -

* Consoles :
Sega Dreamcast [Prototype]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4137&o=2

$end


$nes=dynbatmn,
$bio

Dynamite Batman (c) 1991 Sunsoft

- TRIVIA -

Released on December 20, 1991 in Japan.

- STAFF -

Program: H. Suzuki, Hirokatsu Fujii (Scr Hac. Fujii)
Design: Yoshiaki Iwata, Ame, S. P. Taka, Tadashi Kojima, Ohba. T
Sound Program: Naoki Kodaka, Nobuyuki Hara, Shinichi Seya (About. S.S)
Special Thanks: Mageo T. S, Mino, S. Kanamori, Kōichi Kitazumi (Kitachin)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54019&o=2

$end


$info=dynabomb,
$bio

Dynamite Bomber (c) 2000 Limenko.

The 'Dynamite Bomber' is about our three heroes Mic, Mae and Dan, exploring the world, giving a hard time to native gangsters maneuvering the world of disorder. They shall encounter gangsters in Hong Kong, Nazis in Germany, etc.

How to Play? Face them with the 'Bombs'. Player can throw their bombs directly to enemies or their structures. Or you can lay lots of bombs at strategic point and fire them away altogether for a maximum impact. And you can scheme a pattern bombing for which player array bombs in a row along the enemy's path and structures. Fire one of them and all the bombs explode one by one.

Each character has it's own specialty : Mic can command a Charge Shot, and Mae can order an untouchable Flash Move, while Dan fly free.

- TECHNICAL -

Control : 2-way joystick
Buttons : 3

- STAFF -

Programming : Suk Woo Rhee, Han Woo Kim, Joon Ho Kim, Ky Woong Kim
Art Director : Sang Won Lee
Artists : Dong Ick Lee, Hyun Il Ham, Jin Sun Park, Sun Woon Kang
Sound Design : Kakorachi
Music : Dae Yong Gwon
Executive Producers : Ju Kyung Kim, Ho Sik Lim
Special Thanks to : Jae Wook Ryu, Min Hong Park, Ja Sim Lee, Byung Chan Lee, Young Min Lee, Jung Gil Lee

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4367&o=2

$end


$msx2_cart=dynabowl,dynabowla,
$bio

Dynamite Bowl (c) 1987 Toshiba EMI

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51286&o=2

$end


$nes=dynabowl,dynabowla,
$bio

Dynamite Bowl (c) 1987 Toemiland

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54020&o=2

$end


$pc8801_flop=dynabowl,
$bio

Dynamite Bowl (c) 1987 Toshiba EMI [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91701&o=2

$end


$msx2_flop=dynabowl,dynabowlb,dynabowla,
$bio

Dynamite Bowl (c) 198? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101637&o=2

$end


$msx1_cart=dynabowl,
$bio

Dynamite Bowl [Model PS-2023G] (c) 1988 Toshiba EMI [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76705&o=2

$end


$psx=dboxing,
$bio

Dynamite Boxing (c) 1998 Victor Interactive Software, Inc.

- TECHNICAL -

[Model SLPS-01387]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85114&o=2

$end


$info=dynamcop,
$bio

Dynamite Cop (c) 1998 Sega.

Export release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Dynamite Deka II - Karibu no Kaizoku Hen".

- TECHNICAL -

Runs on the Sega "Model 2A" hardware.

Control per player: 8-way joystick
Buttons per player: 4

- TRIVIA -

Dynamite Cop was released in June 1998.

- SERIES -

1. Die Hard Arcade (1996)
2. Dynamite Cop (1998)

- PORTS -

* Consoles :
Sega Dreamcast (1998)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3601&o=2

$end


$info=dynamcopb,
$bio

Dynamite Cop (c) 1998 Sega Enterprises, Ltd.

Model 2B re-edition. For more information about the game itself, please see the original Model A release entry; "Dynamite Cop [Model 2A]".

- TECHNICAL -

Runs on the Sega "Model 2B" hardware.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48349&o=2

$end


$info=dynamcopc,
$bio

Dynamite Cop (c) 1998 Sega Enterprises, Ltd.

Model 2C version. For more information about the game itself, please see the original Model 2A release entry; "Dynamite Cop [Model 2A]"

- TECHNICAL -

Runs on the Sega "Model 2C" hardware.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48354&o=2

$end


$cpc_cass=dynamite01,
$bio

Dynamite Dan (c) 1985 Circulo de Soft [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96049&o=2

$end


$cpc_cass=dynamite03,
$bio

Dynamite Dan (c) 1985 Mirrorsoft, Ltd. [England]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96050&o=2

$end


$msx1_cass=dynadan,
$bio

Dynamite Dan (c) 1986 Mirrorsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94608&o=2

$end


$cpc_cass=dynamite04,
$bio

Dynamite Dan II (c) 1986 Mirrorsoft, Ltd. [England]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96052&o=2

$end


$cpc_cass=dynamite02,
$bio

Dynamite Dan [Model LM-031] (c) 1985 MCM Soft. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96048&o=2

$end


$saturn,sat_cart=dmntdeka,dmntdekab,dmntdekaa,
$bio

Dynamite Deka (c) 1997 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59093&o=2

$end


$info=dyndeka2,
$bio

Dynamite Deka II - Karibu no Kaizoku Hen (c) 1998 Sega.

A 3-D beat'em up game.

- TECHNICAL -

Runs on the Sega "Model 2A" hardware.

Control per player: 8-way joystick 
Buttons per player: 4

- TRIVIA -

Released in June 1998 in Japan.

The title of this game translates from Japanese as 'Dynamite Detective II - Pirates of the Caribbean Episode'.

Export releases:
"Dynamite Cop"

- SERIES -

1. Dynamite Deka [Model 610-0373-16] (1996)
2. Dynamite Deka II - Karibu no Kaizoku Hen (1998)
3. Dynamite Deka EX (2006)

- STAFF -

Director : Makoto Uchida

- PORTS -

* Consoles :
Sega Dreamcast [JP] (1999) ("Dynamite Deka 2 [Model HDR-0020]")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3654&o=2

$end


$info=dyndeka2b,
$bio

Dynamite Deka II - Karibu no Kaizoku Hen (c) 1998 Sega Enterprises, Ltd.

Model B re-release. For more information about the game itself, please see the original Model A release entry; "Dynamite Deka II - Karibu no Kaizoku Hen [Model A]"

- TECHNICAL -

Runs on the Sega Model 2B hardware.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48350&o=2

$end


$info=dnmtdeka,
$bio

Dynamite Deka (c) 1996 Sega.

A 3-D beat'em up.

- TECHNICAL -

Runs on the "ST-V [Sega Titan Video Game System]" hardware.
Cartridge ID: 610-0373-16

Players: 2
Control: 8-way joystick
Buttons: 6

- TRIVIA -

Dynamite Deka was released in May 1996.

The title of this game translates from Japanese as 'Dynamite Detective'.

This game is known outside Japan as "Die Hard Arcade".

- SERIES -

1. Dynamite Deka [Model 610-0373-16] (1996)
2. Dynamite Deka II - Karibu no Kaizoku Hen (1998)
3. Dynamite Deka EX (2006)

- PORTS -

* Consoles :
Sega Saturn (1997)
Sony PlayStation 2 [SLPM 62717] (Apr.2006, "Sega Ages 2500 Series Vol.26")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=727&o=2

$end


$info=dynduke,dyndukej,dyndukeu,dyndukea,
$bio

Dynamite Duke (c) 1989 Seibu Kaihatsu.

A mad scientist is creating an army of powerful mutant soldiers in order to conquer the world. Only Dynamite Duke, a battle-hardened elite soldier with an incredibly devastating bionic arm stands a chance to stop the attack before its too late. Features nice graphics & an interesting blend of shooter & beat-em up gameplay elements!

- TECHNICAL -

Main CPU : (2x) V30 (@ 8 Mhz)
Sound CPU : Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : YM3812 (@ 3.579545 Mhz), OKI6295 (@ 8 Khz)

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Released in September 1989.

Licensed to Fabtek for US distribution.
Licensed to Tecmo for Japan manufacture and distribution.

A two player simultaneous version is known as "The Double Dynamites".

This game was released in memory of 'Hironori Watsuo'.

- STAFF -

Directed by : Hitoshi Hamada
Executive producer : Kengo Kondo
Assistant director & editor : Kohki Yamate
Chief programmer : Tetsuya Kawaguchi
Music composed by : Akira Satoh
Sound effects : Hitoshi Hamada
Art director : Masao Matsuzawa
Set decorator : Takahide Wada
Special 'Boss' effects created by : Showichi Yano
Special 'Zombies' Effects created by : Hirdaki Ohtake
Mechanical effects / Car stunt coordinator / Helicopter pilot : Toshinobu Komazawa
Designers : Fujio Matsuzawa, Hiroaki Ohtake, Hironori Matsuo, Kohki Yamate, Masao Matsuzawa, Showichi Yano, Takahide Wada, Toshinobu Komazawa, Akagi, Hayashi, Iwagishi, Togashi, Gunji, Ishikawa, Matsumoto, Yamazaki
The original story written by : Takahide Wada
Best Boy : Sue-San
Special animation coordinator : Suichi Mori
Special visual effects superviser : Takumi Takano
Technical consultant & Hardware designer : Yukinojoe Segawa

- PORTS -

* Consoles :
Sega Master System (1989)
Sega Mega Drive (1990)

* Computers :
Sharp X68000 (1990)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=728&o=2

$end


$megadriv=dynduke1,dynduke,
$bio

Dynamite Duke (c) 1990 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56471&o=2

$end


$x68k_flop=dynduke,
$bio

Dynamite Duke (c) 1990 Hertz

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87482&o=2

$end


$sms=dynduke,
$bio

Dynamite Duke (c) 1991 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56002&o=2

$end


$sms=ddux,
$bio

Dynamite Dux (c) 1989 Sega Enterprises, Limited.

- TRIVIA -

Reviews:
[FR] Player One (Oct. 1990): 70/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56003&o=2

$end


$amigaocs_flop=ddux,
$bio

Dynamite Dux (c) 1989 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73947&o=2

$end


$amigaocs_flop=dduxa,
$bio

Dynamite Dux [Sega Master Mix] (c) 1991 US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73948&o=2

$end


$cpc_cass=dynamite05,dynamite06,
$bio

Dynamite Düx (c) 1989 Activision, Inc. [Santa Clara, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96053&o=2

$end


$info=dduxj,dduxjd,
$bio

Dynamite Düx (c) 1988 Sega.

An abstract and hugely entertaining take on the classic sideways scrooling beat-em-up genre for one or two players; in which two blue and red pet ducks called 'Bin' and 'Pin' take on a variety of bizarre enemies - such as disembodied moose heads and mortar-using wolves - in their quest to rescue their kidnapped owner, Lucy.

The ducks have a powerful punch which can be 'charged-up' by holding down the button, in a similar fashion to the beam weapon in Irem's "R*Type". In addition, extra weapons such as rocket launchers and bombs can be picked up along the way.

There are also two bonus stages (which appear after levels 2 and 4). In these stages player one fights against player two. The winner is awarded 100,000 points. If the time limit expires before the fight is settled, the player with the most energy is awarded 50,000 points.

- TECHNICAL -

Runs on the Sega "System 16B" hardware.
Game ID: 317-0094

Players: 2
Control: 8-way joystick
Buttons: 2

- TRIVIA -

Dynamite Düx was released in December 1988 in Japan.

The main character 'Bean' (Bin) appears in the Sega arcade game "Sonic The Fighters" as a playable character.

Export releases:
"Dynamite Düx [Model 317-0095]"
"Dynamite Düx [Model 317-0096]"

- STAFF -

Music by: Hiroshi Miyauchi

- PORTS -

* Consoles :
Sega Master System (1989)

* Computers :
Sinclair ZX Spectrum (1989)
Commodore C64 (1989)
Atari ST (1989)
Commodore Amiga (1989)
Amstrad CPC (1989)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=729&o=2

$end


$info=ddux1,
$bio

Dynamite Düx (c) 1988 SEGA Enterprises, Ltd.

EXPORT release. Game developed in Japan. See the original Japanese release entry for more information about the game itself; "Dynamite Düx [Model 317-0094]".

- TECHNICAL -

Game ID: 317-0095

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=97891&o=2

$end


$info=ddux,dduxd,
$bio

Dynamite Düx (c) 1988 SEGA Enterprises, Ltd.

EXPORT release. Game developed in Japan. See the original Japanese release entry for more information about the game itself; "Dynamite Düx [Model 317-0094]".

- TECHNICAL -

Game ID: 317-0096

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=97890&o=2

$end


$info=dduxbl,
$bio

Dynamite Düx (c) 1989 Datsu Electronics.

Bootleg of the Sega's original.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=33094&o=2

$end


$pc98=dynamite,
$bio

Dynamite Girl (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89389&o=2

$end


$sms=dhead,
$bio

Dynamite Headdy (c) 1994 Tec Toy

- TECHNICAL -

Game ID: 028.570

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56004&o=2

$end


$megadriv=dhead,
$bio

Dynamite Headdy (c) 1994 Sega Enterprises, Limited.

European release.

- TECHNICAL -

Game ID: 1543-50
Cartridge ID: 670-5373-50
Cover ID:  670-5374-50

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [EU] (August 3, 2007) [Model MBGP] 
Microsoft XBOX 360 [EU] (February 20, 2009) "SEGA Mega Drive Ultimate Collection [Model 384-40210]" 
Sony PlayStation 3 [EU] [AU] (February 20, 2009) "SEGA Mega Drive Ultimate Collection [Model BLES-00475]" 
Microsoft XBOX 360 [AU] (February 26, 2009) "Sega Mega Drive Ultimate Collection"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90319&o=2

$end


$megadriv=dheadu,
$bio

Dynamite Headdy (c) 1994 Sega Enterprises, Limited.

North American release.

- TECHNICAL -

Game ID: 1543
Cartridge ID: 670-5373
Cover ID: 670-5374

- TRIVIA -

Dynamite Headdy for Genesis was released on August 4, 1994 in North America.

- STAFF -

American staff

Producer: Maxwell Taylor
Game Testers: Ben Szymkowiak, Maria Tuzzo, Darin Johnston, Matt McKnight, Rey Alferez, Alex Villagran, Fernando Valderrama, Christine M. Watson, Aaron Hommes, Jeffrey L. Loney, Mark Griffin, Kim Rogers, Atom Ellis, Alex Fairchild, John Jansen, Janine Cook, David Foster, Ben Cureton, Jeff Kessler, David Martin, Gregg Vogt, Mark Paniagua, David Forster
Interpreter: Jill Alexander
Product Manager: Pamela Kelly
Marketing Assistant: Lisa Best

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [US] (July 30, 2007) [Model MBGE] 
Microsoft XBOX 360 [US] (February 10, 2009) "Sonic's Ultimate Genesis Collection [Model 68034]" 
Sony PlayStation 3 [US] (February 10, 2009) "Sonic's Ultimate Genesis Collection [Model BLUS-30259]"

* Computers : 
PC [Steam] [US] (May 2, 2012) "Dynamite Headdy [Model 211201]" : both stand-alone and as part of "SEGA Genesis Classics Pack 5"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90320&o=2

$end


$gamegear=dhead,
$bio

Dynamite Headdy (c) 1994 Sega Enterprises, Limited.

- TECHNICAL -

Model 2544

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64562&o=2

$end


$gamegear=dheadj,dheadp3,dheadp2,dheadp1,
$bio

Dynamite Headdy (c) 1994 Sega Enterprises, Limited.

- TECHNICAL -

Game ID: G-3355

- TRIVIA -

Dynamite Headdy for Game Gear was released on August 5, 1994 in Japan.

- PORTS -

* Consoles : 
Sony PlayStation 2 [JP] (February 23, 2006) "Gunstar Heroes Treasure Box [Sega Ages 2500 Vol.25] [Model SLPM-62712]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64563&o=2

$end


$megadriv=dheadj,dheadjp,dheadp3,dheadp2,dheadp1,
$bio

Dynamite Headdy (c) 1994 Sega Enterprises, Limited.

- TECHNICAL -

Game ID: G-4117
Cartridge ID: 670-5289
Cover ID: 670-5290

- TRIVIA -

Dynamite Headdy for Mega Drive was released on August 5, 1994 in Japan.

- STAFF -

Producer: Kōichi Kimura (Kafuichi)
Lead Programmer: Masato Maegawa
Programmers: Keiji Fujita, Fukuryu (SRK), Mitsuru Yaida (Yaiman)
Assistant Programmer: Kazuhiko Ishida
Character Designers: Kōichi Kimura, Makoto Ogino
Background Designers: Kōichi Kimura, Kaname Shindoh
Guest Designer: Tenkabito
Sound Producer: Katsuhiko Suzuki
Sound Effects: Satoshi Murata
Music Composers: Katsuhiko Suzuki, Yasuko, Kouji, Aki Hata (Aki), Norio Hanzawa (Non)
Public Relations: Hiroyuki, Take
Director: Hiroshi Asō
Special Thanks: PP, Etsuko
Interpreters: Shinobu Shindo, James Spahn

- PORTS -

* Consoles : 
Sony PlayStation 2 [JP] (February 23, 2006) "Gunstar Heroes Treasure Box [Sega Ages 2500 Vol.25] [Model SLPM-62712]" 
Nintendo Wii [Virtual Console] [JP] (July 24, 2007) [Model MBGJ]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56472&o=2

$end


$info=dleague,dleaguejn
$bio

Dynamite League (c) 1990 Taito.

A baseball game.

- TECHNICAL -

Taito H System hardware
Prom Stickers : C02

Main CPU : Motorola 68000 (@ 12 Mhz), Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2610 (@ 8 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Released in June 1990 in Europe, North America, and Japan.

- STAFF -

Lead designer : Tsukasa Fujita
Programmers : Takashi Ishii, E. Satoh, M. Shimazaki, K. Nomura, T. Koike
Graphics designers : Hisaya Yabusaki, Kohzoh Igarashi, Hisakazu Katoh, Yukiwo Ishikawa (Yukio Abe), T. Matsumoto, Tetsuya Shinoda, Y. Iwata, Ken' Ichi Imaeda, T. Satoh, M. Fukui, H. Kumagai, Atsuchi Taniguchi, Taira Sanuki
Sound (Zuntata Team) : Naoto Yagishita, Shiro Imaoka, Norihiro Furukawa
Hardware : Toshiyuki Sanada
Additionial design : Hiroyasu Nagai
Mechanic : H. Arai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=730&o=2

$end


$ngpc=dynaslug,
$bio

Dynamite Slugger [Model NEOP00710] (c) 2000 SNK Corp. [Shin Nihon Kikaku] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82528&o=2

$end


$psx=dsoc02,
$bio

Dynamite Soccer 2002 (c) 2002 I'Max [Japan]

- TECHNICAL -

[Model SLPS-03436]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85115&o=2

$end


$psx=dsoc04,
$bio

Dynamite Soccer 2004 Final (c) 2004 I'Max [Japan]

- TECHNICAL -

[Model SLPS-03575]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85116&o=2

$end


$info=sc4dyna,sc4dynaa,
$bio

Dynamite (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR1104]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42583&o=2

$end


$cpc_cass=dynamixu,
$bio

Dynamix (c) 1989 Mastertronic, Ltd. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96057&o=2

$end


$pc98=dynamo,
$bio

Dynamo (c) 1991 Bio 100% [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89390&o=2

$end


$gba=dynwarru,
$bio

Dynasty Warriors Advance [Model AGB-BE6E-USA] (c) 2005 Koei Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70520&o=2

$end


$gba=dynwarr,
$bio

Dynasty Warriors Advance [Model AGB-BE6P] (c) 2005 Koei Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70519&o=2

$end


$amigaocs_flop=dynawars,
$bio

Dynasty Wars (c) 1990 US Gold

- PORTS -

* Computers : 
Commodore Amiga [EU] (1989) "Coin-Op Hits 2 Compilation"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73949&o=2

$end


$cpc_cass=dynastyw,
$bio

Dynasty Wars (c) 1990 US Gold, Ltd. [Birmingham, UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96058&o=2

$end


$info=dynwar,dynwara,
$bio

Dynasty Wars (c) 1989 Capcom USA, Incorporated.

Export version. Game developed in Japan. For more information about the game itself, please see the original Japanese version entry; "Tenchi wo Kurau [B-Board 88622B-3]".

- TECHNICAL -

Runs on the "CP System" hardware.
B-Board ID: 88622B-3

- TRIVIA -

Dynasty Wars was released in July 1989 outside Japan. It is known in Japan as "Tenchi wo Kurau" (translated from Japanese as 'Heaven and Earth Receiving Blows').

- SERIES -

1. Dynasty Wars [B-Board 88622B-3] (1989)
2. Warriors of Fate [B-Board 91635B-2] (1992)

- PORTS -

Here is a list of ports released outside Japan. To see the Japanese ports please see the original Japanese entry; "Tenchi wo Kurau [CP-S No. 04]".

* Computers : 
Sinclair ZX-Spectrum [EU] (1990) 
Commodore C64 [US] [EU] (1990) 
Amstrad CPC [EU] (1990) 
Amstrad CPC [EU] (1990) "Coin-Op Hits II" 
Commodore Amiga [US] [EU] (1990) 
Atari ST [EU] (1990) 
Amstrad CPC [EU] (1991) "Capcom Collection" 
Atari ST [EU] (1991) "Capcom Collection"
Commodore C64 [EU] (1991) "Capcom Collection" 
Commodore Amiga [EU] (1991) "Capcom Collection" 
Sinclair ZX Spectrum [EU] (1991) "Capcom Collection"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=731&o=2

$end


$odyssey2=dynasty,
$bio

Dynasty! (c) 1979 Philips Corp.

- TECHNICAL -

Game ID: AK9421

- STAFF -

Programming: Ed Averett

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95595&o=2

$end


$amigaocs_flop=dynatech,
$bio

Dynatech (c) 1993 Magic Bytes

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73950&o=2

$end


$megadriv=dynoblaz,
$bio

Dyno Blaze (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56473&o=2

$end


$info=dynobop,
$bio

Dyno Bop (c) 1990 Grand Products.

A fun little redemption game involving rolling balls at virtual targets.

- TECHNICAL -

Main CPU : (2x) M6809 (@ 2 Mhz), Zilog Z80 (@ 4 Mhz)
Sound Chips : OKI6295 (@ 7.812 Khz), Yamaha YM2203 (@ 4 Mhz)

Screen orientation : Vertical
Video resolution : 240 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 256

Players : 1
Control : Trackball
Buttons : 3

- TRIVIA -

Software by Incredible Technologies, Inc.

The system actually uses an IR tracking device to map the paths of the balls up to the collection trough, and then depicts that path on screen. The same hardware is used in "Slick Shot", and "Super Strike Bowling", with different playfield and balls.

- STAFF -

Project Manager : David D. Thiel
Game Design : David D. Thiel
Game Audio : David D. Thiel
Programming : Pierre Maloka
Art : Stan Fukuoka

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=732&o=2

$end


$nes=dynowarz,
$bio

Dynowarz - The Destruction of Spondylus (c) 1990 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55117&o=2

$end


$amigaocs_flop=dyter07,
$bio

Dyter-07 (c) 1990 reLINE

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73951&o=2

$end


$pc98=tokyoks,
$bio

E Tokyo Kyonyuu Story (c) 1992 Apple Pie [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89391&o=2

$end


$gbcolor=fighthot,
$bio

E' Fighter HOT (c) 200? Fiver Firm [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67837&o=2

$end


$info=ejanhs,
$bio

E-Jan High School (c) 1996 Seibu Kaihatsu.

A mahjong game.

- TECHNICAL -

Main CPU : I386 (@ 25 Mhz)
Sound CPU : Zilog Z80 (@ 7.15909 Mhz)
Sound Chips : YMF271 (@ 7.15909 Mhz)

Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 54.00 Hz
Palette Colors : 6144

Players : 1

- TRIVIA -

Released in April 1996 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3292&o=2

$end


$info=ejsakura,ejsakura12,
$bio

E-Jan Sakurasou (c) 1999 Seibu Kaihatsu.

- TRIVIA -

Released in September 1999 in Japan.

The title translates from Japanese as 'E-Jan Sakura House - For Rent'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31434&o=2

$end


$amigaocs_flop=emotion,
$bio

E-Motion (c) 1990 US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73952&o=2

$end


$cpc_cass=emotionu01,
$bio

E-motion (c) 1990 US Gold, Ltd. [Birmingham, UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96067&o=2

$end


$cpc_cass=emotionu,
$bio

E-motion [Model AM 596] (c) 1990 Erbe Soft. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96066&o=2

$end


$sms=eswatc,eswatc1,
$bio

E-SWAT - City Under Siege (c) 1990 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56005&o=2

$end


$bbca_cass,bbcb_cass=etype,
$bio

E-Type (c) 1989 4th Dimension

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51772&o=2

$end


$cdi=ezplay,
$bio

E-Z Play Today Keyboard - Now Anyone Can Learn To Play Keyboard! (c) 1994 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52851&o=2

$end


$info=cmezspin,
$bio

E-Z Spin (c) 199? Unknown.

"Cherry Master I"'s hack.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=36265&o=2

$end


$info=edf,edfu,edfbl,edfa,
$bio

E.D.F. - Earth Defence Force (c) 1991 Jaleco.

A horizontally scrolling shoot'em up.

- TECHNICAL -

Jaleco Mega System 1-B hardware

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound CPU : Motorola 68000 (@ 7 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.5 Mhz), (2x) OKI6295 (@ 30.303 Khz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in March 1991.

Pony Canyon / Scitron released a limited-edition soundtrack album for this game (E.D.F. - PCCB-00058) on 21/03/1991.

- STAFF -

Programmers : S A S, Azvear-s
Main graphic : Wan Da You, Ca-Sai, Nekomasa
Sub-graphics : Crayon Gear, Shimizu
Music : Tsukasa Tawada
Produced by : Yuki.Arai

- PORTS -

* Consoles :
Nintendo Super Famicom (1991, "Super E.D.F. - Earth Defence Force") : It's a 1-player game only, unlike the arcade which was a 2-player game. Graphics are slightly downgraded (smaller sprites), but now it has added transparency effects. Also, one level is different from the arcade.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=734&o=2

$end


$sms=exainnov,
$bio

E.I. - Exa Innova (c) 19?? HiCom

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56006&o=2

$end


$msx1_cart=exainnov,exainnov1,
$bio

E.I. - Exa Innova [Model HBS-G017C] (c) 1983 Sony Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76706&o=2

$end


$pc98=esp,
$bio

E.S.P (c) 1994 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89392&o=2

$end


$amigaocs_flop=ess,
$bio

E.S.S. (c) 1989 Tomahawk

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73953&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=et,et1,
$bio

E.T. - The Extra Terrestrial (c) 1983 H. Jans

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84416&o=2

$end


$a2600=etc,
$bio

E.T. - The Extra-Terrestrial (c) 19?? CCE

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50438&o=2

$end


$gba=et,
$bio

E.T. - The Extra-Terrestrial (c) 2001 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70521&o=2

$end


$gba=etu,
$bio

E.T. - The Extra-Terrestrial [Model AGB-AETE-USA] (c) 2001 NewKidCo International, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70522&o=2

$end


$a2600=et,ete,
$bio

E.T. - The Extra-Terrestrial (c) 1982 Atari, Incorporated.

Your mission is to help E.T. find the three pieces of his interplanetary telephone, call his ship, and guide him to the landing pad in time to be rescued. Do this before E.T.'s energy runs out, and you'll win the round and score points!

E.T. transverses six sites on Planet Earth.

- TECHNICAL -

Model CX2674

- SCORING -

There are four ways to earn special points in the game: by keeping E.T.'s energy count up, by carrying Candy onto the rescue ship, by giving Elliott pieces of Candy, and by collecting more than 31 Candy pieces in a round. Your score is displayed on the screen at the end of the game, or when E.T. boards the rescue ship.

After E.T. collects 31 Candy pieces, he loses 700 energy units for each new Candy piece he picks up. The energy units are subtracted from E.T.'s energy count in the NEXT round played.

Bonus points are scored as follows:
Candy Pieces carried onto Rescue Ship: 490 points each.
Candy Pieces given to Elliott: 770 points each.
Candy Pieces after the 31st piece: 1000 points each.
Remaining energy: 1 point per unit.

- TIPS AND TRICKS -

* Use the wells as escape zones. Since humans can't go into the wells, E.T. can deliberately fall into one if a threatening human approaches. Remember, floating in and out of wells costs energy.

* Since the game is set up so that only one human at a time can be on the screen with E.T., you might occasionally want to let the scientist capture E.T. This way, the FBI agent can't get our hero and take away precious phone pieces.

* Give Elliott as many pieces of Candy as possible. The more you give him, the more bonus points you score at the end of the game.

* To pause play, allow E.T. to fall into a well.  You can leave him there as long as you like without endangering E.T. or subtracting from his energy. When you're ready to play again, levitate E.T. out of the well and resume the game.

* Sometimes E.T. will fall back into a well after he has levitated up to the planet surface.  To prevent this, move E.T. right or left immediately after the scene changes from the well interior to the planet surface.  E.T. will move from the well onto solid ground, in the same direction you move your Joystick.

- STAFF -

Programmer: Howard Scott Warshaw
Graphics: Jerome Domurat

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50439&o=2

$end


$gbcolor=etcgu,
$bio

E.T. and the Cosmic Garden [Model CGB-BEOE-USA] (c) 2002 NewKidCo International, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67842&o=2

$end


$gbcolor=etcg,
$bio

E.T. and the Cosmic Garden [Model CGB-BEOP-EUR] (c) 2002 NewKidCo International, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67841&o=2

$end


$ti99_cart=etatsea,
$bio

E.T. In His Adventure at Sea (c) 1983 Texas Instruments

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84567&o=2

$end


$spc1000_cass=etmaze,
$bio

E.T. Maze Game (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83508&o=2

$end


$a800=etphone,
$bio

E.T. Phone Home! (c) 1983 Atari, Inc. [Sunnyvale, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86526&o=2

$end


$gbcolor=etdc,
$bio

E.T. The Extra Terrestrial - Digital Companion [Model CGB-BETE-USA] (c) 2001 NewKidCo International, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67838&o=2

$end


$gbcolor=etu,
$bio

E.T. The Extra Terrestrial - Escape from Planet Earth [Model CGB-BERE-USA] (c) 2001 NewKidCo International, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67840&o=2

$end


$gbcolor=et,
$bio

E.T. The Extra Terrestrial - Escape from Planet Earth [Model CGB-BERP-EUR] (c) 2001 NewKidCo International, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67839&o=2

$end


$ti99_cart=et,
$bio

E.T. [Model PHM 3125] (c) 1982 Texas Instruments

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84566&o=2

$end


$snes=evo,
$bio

E.V.O. - Search for Eden (c) 1993 Enix, Limited.

North American release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "46 Okunen Monogatari - Harukanaru Eden e [Model SHVC-46]".

- TECHNICAL -

Game ID: SNS-46-USA

- STAFF -

Here is a list of staff for the USA release only. For the rest of the people that worked on this game, please see the original Japanes release entry; "46 Okunen Monogatari - Harukanaru Eden e [Model SHVC-46]".

Enix America Staff: Keiji Honda, Tsuneo Morita, Robert Jerauld
Special Thanks: Mariko Iida, Yukihiro Hamada, Youichi Hayakawa, Midori Takahashi, Yurie Yamamoto, Megumi Abe

Art Staff
Art Director: Masahiro Hirasawa
Assistant: Shinicho Kouda
Package Illust: Tsuyosi Asami
Designer: Kwriter's Club

Production Staff
Vice-Producer: Hiroki Fujimoto, Keiko Taga
Publisher: Yasuhiro Fukushima

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62944&o=2

$end


$megadriv=eahockey,
$bio

EA Hockey (c) 1991 Electronic Arts.

- TRIVIA -

Reviews:
October 1991 - Joypad N.1 [FR]: 95/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56474&o=2

$end


$megadriv=eahockeyj,
$bio

EA Hockey (c) 1992 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56475&o=2

$end


$megadriv=easports,
$bio

EA Sports Double Header (c) 1993 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56476&o=2

$end


$info=mg_ewg,
$bio

Each Way Gambler (c) 199? Maygay.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42401&o=2

$end


$info=m5ewn,m5ewn08,
$bio

Each Way Nudge (c) 200? Barcrest.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15077&o=2

$end


$info=j2ewn,
$bio

Each Way Nudger (c) 198? JPM International.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40948&o=2

$end


$info=j_ewnud,j_ewnda,j_ewnd20,
$bio

Each Way Nudger (c) 198? Unknown.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41954&o=2

$end


$info=j6ewn,
$bio

Each Way Nudger (c) 199? JPM International.

- TECHNICAL -

IMPACT

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41938&o=2

$end


$info=j6ewndg,j6ewndga,j6ewndgb,
$bio

Each Way Nudger (c) 199? Crystal Leisure.

- TECHNICAL -

IMPACT

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41939&o=2

$end


$info=m4ewshft,j_ews,j_ews8a,
$bio

Each Way Shifter (c) 199? MDM Leisure.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42044&o=2

$end


$info=j2ews,
$bio

Each Way Shuffle (c) 198? JPM International.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40949&o=2

$end


$bbca_cass,bbcb_cass=eagle,
$bio

Eagle (c) 1983 Salamander

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51773&o=2

$end


$info=eagle1600,
$bio

Eagle 1600 (c) 1983 Eagle Computer.

- TRIVIA -

The Eagle 1600 series of computers ran MS-DOS but were not clones. They were the first PCs to be based on the fully 16-bit Intel 8086 processor, rather than the Intel 8088, which used 16 bits internally, but only had an 8-bit external interface. Eagle attempted to create a niche for itself in the brand-new '16-bit' market by building machines that were as easy to use as their CP/M models, but had an Intel CPU and 640 kB of RAM (which was more memory than almost any other PC at that time had to offer).

These computers came with MS-DOS, the PC version of Spellbinder, a PC spreadsheet program, and documentation. They would run many PC programs, but at that time most PC programs were recent ports from CP/M and there was little agreement about standards. The fact that the 1600s were not IBM clones meant that games that expected exactly the same video hardware as an IBM PC, or that called PC hardware or the PC ROM BIOS directly for the sake of speed, would not run or ran very poorly.

The 1600 line were also the first computers with MS-DOS to have hard disks. Eagle achieved this by using the same hard-disk subsystem (Xebec hard-disk controller card, Eagle SASI card, and hard disk) as in the CP/M models. Subdirectories were not yet supported in the MS-DOS version that the Eagles used, just as in CP/M. MS-DOS did not offer CP/M's 16 numbered 'user zones' either, which somewhat limited the usefulness of the hard disks.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102372&o=2

$end


$ibm5150,ibm5150_cass=ecpm8611,
$bio

Eagle CP/M-86 (c) 1983 Digital Research

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83612&o=2

$end


$bbca_cass,bbcb_cass=eagleemp,
$bio

Eagle Empire (c) 1983 Alligata

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51774&o=2

$end


$msx1_cart=eaglefgt,eaglefgta,
$bio

Eagle Fighter [Model GPM-113] (c) 1985 Casio Computer Co., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76707&o=2

$end


$svision=eaglplan,
$bio

Eagle Plan [Model SV10005] (c) 1992 GTC Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95435&o=2

$end


$info=eaglshot,
$bio

Eagle Shot Golf (c) 1994 Sammy Corp.

A golf game.

- TECHNICAL -

Main CPU : V60 (@ 16 Mhz)
Sound Chips : ES5506 (@ 16 Mhz)

Players : 4
Control : Trackball
Buttons : 2

- UPDATES -

In some versions, you win a prize if you win first place.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=736&o=2

$end


$cpc_cass=eagles19,
$bio

Eagle [Model 3MT 060] (c) 1987 Dro Soft [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96069&o=2

$end


$info=eagle,eagle2,eagle3,
$bio

Eagle (c) 1980 Centuri.

- TECHNICAL -

The sides of the Upright cabinet are decorated with huge stickers of a ship breaking into three parts orbiting a dish-shaped planet. The word 'EAGLE' is written in large letters diagonally across most of the side with round alien ships placed around it. The control panel has an overlay sticker containing docking instructions and labels for the left, right, and one/two player start buttons. Pictures of asteroids and a planet also decorate control panel. The marquee has a different, older-looking tri-stage ship with little planets and alien ships scattered around. The word 'EAGLE' is positioned on the right hand side with what looks like wings on each side.

Height: 180.34cm (71in.)
Width: 64.47cm (25-3/8in.)
Depth: 76.20cm (30in.)

- TRIVIA -

Eagle has slightly altered graphics compared to the original (Moon Cresta).

Sam Blackburn holds the official record for this game with 108,640 points.

- SERIES -

1. Eagle (1980)
2. Terra Cresta (1985)
3. Dangar - Ufo Robo (1986)
4. Terra Force (1987)
5. Terra Cresta II (1992, NEC PC Engine)

- STAFF -

Designed and programmed by : Shigeki Fujiwara

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=735&o=2

$end


$info=smiy1131,smiy1132,smiy1133,smiy1134,smiy1135,smiy1136,
$bio

Eagle's Heritage (c) 2008 Bally Tech., Incorporated.

- TECHNICAL -

Software Part Number: AVGOWEH017UI-00

Game Kit #155069 ALPHA Widescreen M9000 
Game Kit #150615 ALPHA Elite V20
Game Kit #150622 ALPHA Elite V2-20
Game Kit #150625 CineVision

- UPDATES -

SMI #Y1131
Min/Max%: 85.00%

SMI #Y1132
Min/Max%: 87.97%

SMI #Y1133
Min/Max%: 90.04%

SMI #Y1134
Min/Max%: 92.00%

SMI #Y1135
Min/Max%: 94.02%

SMI #Y1136
Min/Max%: 95.96%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=45828&o=2

$end


$amigaocs_flop=eaglerid,
$bio

Eagle's Rider (c) 1991 Microïds

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73956&o=2

$end


$sms=eagles5,
$bio

Eagles 5 (c) 1990 Zemina

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56007&o=2

$end


$msx1_cart=eagle5,
$bio

Eagles 5 (c) 1990 Zemina [Korea]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76708&o=2

$end


$bbca_cass,bbcb_cass=eaglesw,
$bio

Eagles Wing (c) 19?? Software Invasion

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51775&o=2

$end


$amigaocs_flop=ewbball,
$bio

Earl Weaver Baseball (c) 1987 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73957&o=2

$end


$pc98=ekingdom,
$bio

Early Kingdom (c) 1992 C2 World

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89398&o=2

$end


$ti99_cart=earlylf,
$bio

Early Learning Fun [Model PHM 3002] (c) 1982 Texas Instruments

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84569&o=2

$end


$ti99_cart=earlylog,
$bio

Early LOGO Learning Fun [Model PHM 3144] (c) 1982 Texas Instruments

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84568&o=2

$end


$bbca_cass,bbcb_cass=enbettyb,
$bio

Early Numbers: Betty the Butterfly (c) 19?? MrChips

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51776&o=2

$end


$bbca_cass,bbcb_cass=enclarry,
$bio

Early Numbers: Clarry the Caterpillar (c) 19?? MrChips

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51777&o=2

$end


$bbca_cass,bbcb_cass=endippyd,
$bio

Early Numbers: Dippy the Dinosaur (c) 19?? MrChips

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51778&o=2

$end


$bbca_cass,bbcb_cass=enfloppy,
$bio

Early Numbers: Floppy the Fish (c) 19?? MrChips

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51779&o=2

$end


$bbca_cass,bbcb_cass=ensidney,
$bio

Early Numbers: Sidney the Snake (c) 19?? MrChips

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51780&o=2

$end


$bbca_cass,bbcb_cass=enspiros,
$bio

Early Numbers: Spiro the Snail (c) 19?? MrChips

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51781&o=2

$end


$bbca_cass,bbcb_cass=entommyt,
$bio

Early Numbers: Tommy the Tortoise (c) 19?? MrChips

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51782&o=2

$end


$ti99_cart=earlyrd,
$bio

Early Reading [Model PHM 3015] (c) 1980 Foresman [Scott Foresman]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84570&o=2

$end


$megadriv=earnest,
$bio

Earnest Evans (c) 1992 Renovation

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57204&o=2

$end


$megacd,megacdj=earnest,
$bio

アーネスト エバンス (c) 1993 Wolf Team
(Earnest Evans)

- TECHNICAL -

Cartridge ID: T-32014
Barcode: 4988624990524

- TRIVIA -

Reviews:
[FR] April 1993 - Consoles + No. 19: 35/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60510&o=2

$end


$cdi=earth,
$bio

Earth - The Changing Environment (c) 1995 World of Wonders

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52852&o=2

$end


$a2600=earthatt,
$bio

Earth Attack (c) 19?? Zellers

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50440&o=2

$end


$cdi=earthcd,
$bio

Earth Command - De Toekomst van de Wereld Ligt in Jouw Handen (c) 1994 Philips Interactive Media, Incorporated.

Export release. For more information about the game itself., see original "Earth Command - The Future of Our World is in Your Hands [Model 810 0072]".

- TECHNICAL -

Model 814 0040

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52853&o=2

$end


$cdi=earthcg,
$bio

Earth Command - Die Zukunft Unserer welt Liegt in Ihrer Hand (c) 1994 Philips Interactive Media, Incorporated.

Export release. For more information about the game itself., see original "Earth Command - The Future of Our World is in Your Hands [Model 810 0072]".

- TECHNICAL -

Model 813 0033

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52854&o=2

$end


$cdi=earthcf,
$bio

Earth Command - L'Avenir de la planète est entre vos mains (c) 1994 Philips Interactive Media, Incorporated.

French version. For more information about the game itself., see original "Earth Command - The Future of Our World is in Your Hands [Model 810 0072]".

- TECHNICAL -

Model 812 0072

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52856&o=2

$end


$cdi=earthcu,
$bio

Earth Command - The Future of Our World is in Your Hands (c) 1994 Philips Interactive Media, Inc.

USA release. For more information about the game itself., see original "Earth Command - The Future of Our World is in Your Hands [Model 810 0072]".

- TECHNICAL -

Model 310690291-2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82278&o=2

$end


$cdi=earthc,
$bio

Earth Command - The Future of Our World is in Your Hands (c) 1994 Philips Interactive Media, Incorporated.

Earth Command gives you complete control of the Earth for the next 30 years. But you're working on borrowed time. As head of a special United Nations command post in space, you must counter emerging world crises and foster sustainable global economic development to save our planet. Can you juggle all the pressures skillfully? Can you keep the pace of progress moving fast enough to bring about the necessary changes to the world order - but not so fast as to plunge the world's economies into recession or cause outright protest from governments and populations? If so, you can become the savor of the world in a matter of hours - and the creator of the first sustainable global society.

- TECHNICAL -

Model 810 0072

- TRIVIA -

Export releases:
[US] "Earth Command - The Future of Our World is in Your Hands [Model 310690291-2]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52855&o=2

$end


$svision=earthdef,
$bio

Earth Defender (c) 1992 Bon Treasure

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95436&o=2

$end


$snes=earthdefu,
$bio

Earth Defense Force [Model SNS-ED-USA] (c) 1992 Jaleco Company, Limited. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62951&o=2

$end


$snes=earthdef,
$bio

Earth Defense Force [Model SNSP-ED-EUR] (c) 1992 Jaleco Company, Limited. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62950&o=2

$end


$snes=earthlun,
$bio

Earth Light - Luna Strike [Model SHVC-AE5J-JPN] (c) 1996 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61264&o=2

$end


$snes=earthlgt,
$bio

Earth Light [Model SHVC-H3] (c) 1992 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61263&o=2

$end


$info=ewf,
$bio

Earth Wind & Fire (c) 04/1981 Zaccaria.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5363&o=2

$end


$fm7_cass=earthbnd,
$bio

Earthbound (c) 1983 Xtal Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93710&o=2

$end


$nes=earthbnd,
$bio

Earthbound (c) 1991 Nintendo [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55118&o=2

$end


$snes=earthbnd,
$bio

EarthBound (c) 1995 Nintendo Company, Limited.

North American release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Mother 2 - Gyiyg no Gyakushuu [Model SHVC-MB]".

Teaser text from this American version:
GIYGAS INVASION!!! BIZARRE ALIENS ROAM THE EARTH!!!
Intergalactic terror strikes the small town of Onett as a blazing extraterrestrial object crashes in the night! The earth now faces imminent destruction by the universal evil threat known as Giygas! Armed with a cracked baseball bat, a cookie and an ATM card, a courageous boy named Ness vows to save the planet from hideous destruction. He must first find his heroic companions, Paula, Jeff and Poo. Will Ness succeed in his attempts to ambush countless frightening monsters as he travels ? The ultimate test lies in the impending encounter with the all powerful Giygas!!

- TECHNICAL -

Cartridge ID: SNS-MB-USA

- STAFF -

US staff only. For original Staff, please see the original Japanese release entry; "Mother 2 - Gyiyg no Gyakushuu [Model SHVC-MB]".

U.S. Conversion Director: Kouji Malta
Translation Directors: Marcus Lindblom, Masayuki Miura
English text Writers: Marcus Lindblom, Dan Owsen
Translators: Keiko Tamura, Yuka Nakata
Noa Debug Coordinators: Sean O'Connor, Michael Kelbaugh

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62952&o=2

$end


$info=esha_pr4,esha_la1,esha_la3,esha_lg1,esha_pa1,esha_ma3,esha_lg2,
$bio

Earthshaker! (c) 1989 Williams Electronics Games, Incorporated.

- TECHNICAL -

Williams System 11B
Model Number : 568

Main CPU : M6808 (@ 1 MHz)
Sound CPU : Motorola M6809 (@ 2 MHz), OKI M6808 (@ 1 MHz)
Sound chips : Yamaha YM2151 (@ 3.579545 MHz), (2x) DAC, (2x) HC55516

- TRIVIA -

* The following voices are heard during the game (M for male and F for female)...
"It's sunny drive time!" [M] : starting a game.
"They've locked on with all the hits." [M] : completing the building.
"EARTHSHAKER!!!" [M] : locking a ball for Multiball.
"Take a scenic fault drive today." [M] : starting Multiball.
"Check out the fault today." [M] : enabling the fault for Jackpot.
"Head for the shelter!" [M] : during timer for Aftershock.
"Ooh, give me shelter!" [F] : during timer for Aftershock.
"Ooh, bitchin'!" [F] : receiving or starting an extra ball, or when you receive a match at Game Over.
"Ooh, million!" [F] : million shot enabled.
"M-M-M-Million!" [F] : million shot awarded.
"Ooh, Jackpot!" [F] : jackpot enabled.
"J-J-J-Jackpot!" [F] : jackpot awarded.

- SCORING -

All bumpers (none lit) : 1,000 points.
Red bumper (red lit) : 2,000 points.
Blue bumper (red and blue lit) : 2,000 points.
Yellow bumper (all lit) : 2,000 points.
Red bumper (red blinks) : 3,000 points.
Blue bumper (red and blue blink) : 3,000 points.
All bumpers (all blink) : 5,000 points.

Captive Ball : 25K, 50K, 100K, 150K, or 250K
Center ramp : 25K, 50K, 60K, 70K, 80K, 90K, 100K, or 200K
Drop targets : 50K, 60K, 70K, 80K, 90K, or 100K
Fault trip : 50K (normal) or 250K (Multiball)
Jackpot : 500K/Special, 1M, 1.25M, 1.5M, 1.5M/Extra Ball, 2M, or 2.5M
Loop : 20K (normal) or 100K (Jet Bumpers)
Outlane : 50K
Return lane : 5000
Skill shot : 10K, 25K, 50K, or 100K
Slingshot : 110
Spinner : 1000/revolution (unlit) or 3000/revolution (lit)
Stand-up : 25K (unlit) or 40K (lit)
50K Stand-up : 25K (unlit) or 50K (lit)
Zone (lit) : 40K

- TIPS AND TRICKS -

* Master the fault trip. This is by far the most important shot of the game. Use it to accumulate miles, spot the more difficult zones (zone 6 and zone 9), and receive the Million and Jackpot scores.

* Pound the miles. This leads to extra balls and basically boosts up your score. This especially true after 99 miles, when each center ramp shot is worth 200K points and the bonus is worth up to 594K points. Work on consecutive center ramp shots to accumulate the miles faster.

* After hitting the shelter twice, the Captive Ball will stay lit at 100K. It then takes only two consecutive center ramp shots to light the 250K shot. If you feel like gambling (it's a sucker shot), go for the Captive Ball to enable Quick Multiball. Usually it's worth the gamble, since it can lead to the M-M-M-Million shot.

* On Quick Multiball, don't shoot the ball too hard to cause it to cause the ball to "overpass" into the center ramp. This puts the ball on the lower left flipper at just about the same time the second ball gets ejected past the upper left flipper, which ruins your initial chance at the Million shot.

* If possible, shoot the ball into the 'overpass' when starting Multiball (except for the Quick Multiball). This gives a good shot at the center ramp to enable the Jackpot before the other balls get in the way.

* It's almost always a good idea to shoot for the eject hole (zone 5) from the right flipper. This will eject the ball so that it rolls slowly past the upper left flipper for an attempt at the fault.

- STAFF -

Concept and Design : Pat Lawlor
Art : Timothy J. Elliott
Software : Mark Penacho
Mechanix by : John Krutsch
Sounds : Chris Granner
Music : Chris Granner, Jon Hey (JON)
Voices : Mark Ritchie, Sonya Netrobyal

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5337&o=2

$end


$megadriv=ejim,
$bio

Earthworm Jim (c) 1994 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56477&o=2

$end


$megadriv=ejimu,
$bio

Earthworm Jim (c) 1994 Playmates Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57205&o=2

$end


$sms=ejim,
$bio

Earthworm Jim (c) 1996 Tec Toy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56008&o=2

$end


$gbcolor=ejim,
$bio

Earthworm Jim - Menace 2 the Galaxy [Model DMG-AEBE-USA] (c) 1999 Crave Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67847&o=2

$end


$megacd,megacdj=ejimse,
$bio

Earthworm Jim - Special Edition (c) 1994 Interplay

- TECHNICAL -

[Model T-125045-50]

- TRIVIA -

Reviews:
[FR] July 1995, Consoles + N.45: 92/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60607&o=2

$end


$segacd=ejimse,
$bio

Earthworm Jim - Special Edition [Model T-125045] (c) 1995 Interplay

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60727&o=2

$end


$megadriv=ejim2,
$bio

Earthworm Jim 2 (c) 1995 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56478&o=2

$end


$megadriv=ejim2u,
$bio

Earthworm Jim 2 (c) 1996 Playmates Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57206&o=2

$end


$saturn,sat_cart=ejim2j,
$bio

Earthworm Jim 2 (c) 1996 Takara Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59097&o=2

$end


$saturn,sat_cart=ejim2,
$bio

Earthworm Jim 2 (c) 1996 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60295&o=2

$end


$nes=ejim2,ejim2b,ejim2d,ejim2p,ejim2c,
$bio

Earthworm Jim 2 (c) 19?? Supergame

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83993&o=2

$end


$gba=ejim2u,
$bio

Earthworm Jim 2 [Model AGB-AJ4E-USA] (c) 2002 Majesco Sales, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70545&o=2

$end


$gba=ejim2,
$bio

Earthworm Jim 2 [Model AGB-AJ4P] (c) 2002 Majesco Sales, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70544&o=2

$end


$nes=ejim2a,
$bio

Earthworm Jim 2 (c) 1996 Shin-Shin.

- TECHNICAL -

Game ID: NT849

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83994&o=2

$end


$snes=ejim2u,ejim2up,
$bio

Earthworm Jim 2 (c) 1995 Playmates Interactive

- TECHNICAL -

Game ID: SNS-A2EE-USA

- TIPS AND TRICKS -

Button Codes
------------
Pause the game, then press:
(Effect Code)
10 Extra Metal Worms A, A, B, A, A, Y, B, Y. 
3-Finger Gun X, X, X, X, A, A, X, Select. 
81 Meal Worms A, B, A, B, A, B, A, B. 
Ammo Refill Select, X, X, X, X, X, X, Select. 
Barn Blaster X, X, X, X, A, B, X, Select. 
Bomb Teleport X, X, X, X, B, B, B, B. 
Bright Pause Screen A, A, A, A, A, A, A, A. 
Bubble Gun X, X, X, X, A, B, A, Select. 
Debug Mode Select, Left, Right, A, X, X, Left, Right. 
Energy Refill X, Select, X, B, X, Select, X, A. 
Energy Refill (One Use) A, B, X, Select, Select, X, B, A. 
Extra Continue A, Select, A, B, X, Y, X, Y. 
Extra Life Left, Select, Right, Select, Left, Select, Right, Select. 
Homing Missiles X, X, X, X, A, A, B, Select. 
Invincibility A, A, X, A, Left, Right, Right, Left. 
Invisible Soil (Only in Soil level) A, A, B, A, A, X, B, Select. 
Map View Mode Select, Select, Select, Select, Select, Select, B. 
Mega Plasma Gun X, X, X, X, A, A, A, Select. 
Skip to End of Game Select, Left, Right, L, R, Left, Right, Select. 
Stage Skip Select, B, X, A, A, X, B, Select. 
Super Cheat Code Select, Left, Right, A, X, X, Left, Right. 

Warp to Levels
--------------
Press START, enter the following code:
(Effect Password)
Warp to Inflated Head Up, Down, X, A, B, Y, Left, Right. 
Warp to ISO 9000 A, B, X, Left, Left, Right, Left, Right. 
Warp to Level Ate X, X, Down, Down, A, Left, Right, Left. 
Warp to Lorenzen's Soil A, X, Left, Right, X, Left, Right, Left. 
Warp to Puppy Love 1 Left, Right, A, B, X, Left, Right, A. 
Warp to Puppy Love 2 Down, Right, A, B, X, Left, Right, A. 
Warp to Puppy Love 3 Up, Right, A, B, X, Left, Right, A. 
Warp to See Jim Run A, B, X, Left, Left, Left, Left, Right. 
Warp to The Flyin' King A, B, x, Left, Right, Left, A, B. 
Warp to The Villi People A, B, X, A, B, X, Left, Right. 
Warp to Udderly Abducted Up, B, X, Left, Right, Down, A, X.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62957&o=2

$end


$snes=ejim2,
$bio

Earthworm Jim 2 [Model SNSP-A2EP-EUR] (c) 1995 Playmates Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62956&o=2

$end


$saturn,sat_cart=ejim2u,ejim2p,
$bio

Earthworm Jim 2 [Model T-13203H] (c) 1996 Playmates Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60034&o=2

$end


$nes=ejim3,ejim3a,
$bio

Earthworm Jim 3 (c) 1997 NT

- TECHNICAL -

Game ID: NT-876

- TIPS AND TRICKS -

On the title screen, pressing Up, Up, Up, Down, Down, Down, Left, Right will trigger a screen containing the Taiwan Shin-Shin logo and the NT logo.

- STAFF -

Developed by: Hummer Team

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84192&o=2

$end


$n64=ejim3d,ejim3du,
$bio

Earthworm Jim 3D (c) 1999 Rockstar Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57681&o=2

$end


$snes=ejimus,
$bio

Earthworm Jim [GamesMaster Special Edition] (c) 1994 Playmates Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62955&o=2

$end


$gba=ejim,
$bio

Earthworm Jim (c) 2001 Majesco Sales, Incorporated.

- TECHNICAL -

Model AGB-AEJE-USA

- TRIVIA -

Released on June 11, 2001 in USA.

- STAFF -

Musics: Manfred Linzner

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70542&o=2

$end


$gameboy=ejimu,
$bio

Earthworm Jim [Model DMG-AEJE-USA] (c) 1995 Playmates Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65945&o=2

$end


$gameboy=ejim,
$bio

Earthworm Jim [Model DMG-AEJP-EUR] (c) 1995 Playmates Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65944&o=2

$end


$snes=ejimj,
$bio

Earthworm Jim [Model SHVC-AEJJ-JPN] (c) 1995 Takara Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61265&o=2

$end


$snes=ejimu,
$bio

Earthworm Jim (c) 1994 Playmates Interactive

- TECHNICAL -

Game ID: SNS-AEJE-USA

- TIPS AND TRICKS -

Cheat Codes
-----------
Pause the game before entering these codes:
(Effect Code)
Ammo Refill A+X, B, A, B, X, X, X, X.
Debug Menu A+Left, B, X, A, A, B, X, A.
Extra Continue Y + X, B, Y, B, X, B, X, X.
Extra Life (infinite use) B+X, B, B, B, A, A, X, A.
Extra Life (once per stage) B, B, A, X+Y, B, A, A, A.
Infinite Energy Refills A+X, B, A, B, X, X, X, X.
Level Skip Select, B, X, A, A, X, B and Select. 
Level Skip (Alternate) A, B, X, A, A+X, B+X, B+X, X+A. 
Map View Mode A, X, A, X, A, A, A, A. 
Nick Jones Code Y, A, B, B, A, Y, A, B. 
One Time Only Extra Continue A, B, A, B, X, Y, X, Y 
One-Time (per stage) Energy Refill A, B, X, Y, Y, X, B, A. 
Plasma Power Up (Infinite Times) A+X, B, B, A, A, X, B, L+R. 
Plasma Power Up (Once per stage) A, A, B+L, A, A, X, B+L, X.

Level Warp Codes
-----------------
Press pause and then press: 
(Effect Code)
Andy Asteroids L+A, A, R+A, A, B, B, X, B. 
Buttville A, X, Left, Left, X+Y, Up, Down, Left. 
Down The Tubes Up, Down, Left+Down, Left, Down, Down, Up+Left, Down. 
For Pete's Sake A, B, X, A, B, X, A, B+R. 
Level 5 A+B, B+X, X+Y, Left, Left, Right, Left, Right. 
Princess A+Left, X, X, X+B, X, A, X, A+Left. 
Snot A Problem A, B, X, B, A, B, B, B+L. 
What the Heck Y, X, Y, X, A, B, A, X. 
Who Turned out the Light? A, B, Up+Y, Up+Y, Left, Right, Left, Right.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62954&o=2

$end


$snes=ejim,
$bio

Earthworm Jim [Model SNSP-AEJP-EUR] (c) 1994 Playmates Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62953&o=2

$end


$gamegear=ejimu,
$bio

Earthworm Jim [Model T-132028] (c) 1995 Playmates Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64565&o=2

$end


$gamegear=ejim,
$bio

Earthworm Jim [Model T-70178-50] (c) 1995 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64564&o=2

$end


$msx2_flop=ease11,ease11aease11i,ease11iaease,
$bio

Ease - Philips Desktop (c) 1988 Philips Interactive Media, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101638&o=2

$end


$cpc_cass=easiamsw01,easyamsw,
$bio

Easi-Amsword [Model SOFT 154] (c) 1984 Amsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96070&o=2

$end


$amigaocs_flop=eastwest,
$bio

East vs. West Berlin 1948 (c) 1990 Rainbow Arts

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73958&o=2

$end


$info=m1eastnd,m1eastnda,m1eastndb,m1eastndc,m1eastndd,m1eastnde,m1eastndf,m1eastndg,m1eastndh,m1eastndi,m1eastndj,m1eastndk,m1eastndl,m1eastndn,m1eastndp,m1eastndq,m1eastndr,m1eastnds,m1eastndt,m1eastndu,
$bio

EastEnders (c) 199? Maygay.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15498&o=2

$end


$info=m1eastqv,m1eastqva,m1eastqvb,m1eastqvc,m1eastqvd,m1eastqvf,m1eastqvg,m1eastqvh,m1eastqvi,m1eastqvj,m1eastqvk,m1eastqvm,m1eastqvn,m1eastqvo,m1eastqvp,m1eastqvq,m1eastqvr,m1eastqvs,m1eastqvt,m1eastqvu,
$bio

EastEnders - Queen Vic (c) 199? Maygay.

- TECHNICAL -

M1A/B

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41984&o=2

$end


$a800=eastfrnt,
$bio

Eastern Front - 1941 (c) 1982 Atari, Inc. [Sunnyvale, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86527&o=2

$end


$bbca_cass,bbcb_cass=eastwood,
$bio

Eastwood Manor (c) 19?? Polarsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51783&o=2

$end


$c64_cart,c64_flop=easycalc,easycalca,
$bio

Easy Calc Result (c) 1985 Handic Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53570&o=2

$end


$x68k_flop=easydraw,
$bio

Easy Draw SX-68K (c) 1991 First Class Technology

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87486&o=2

$end


$cpc_cass=easyfile,
$bio

Easy File (c) 1984 POWER Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96075&o=2

$end


$info=j6easy,j6easya,j6easyb,j6easyc,
$bio

Easy Money (c) 199? Crystal Leisure.

- TECHNICAL -

IMPACT

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41937&o=2

$end


$info=sc2easy,sc2easyp,sc2easy2,sc2easy2p,
$bio

Easy Money (c) 1996 Bell-Fruit Mfg.

- TECHNICAL -

Model 6608

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=21281&o=2

$end


$info=sc2easy1,sc2easy1p,
$bio

Easy Money (c) 1996 Bell-Fruit Mfg. Company, Limited. [B.F.M.]

- TECHNICAL -

[Model 6613]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61726&o=2

$end


$x68k_flop=easypnt,
$bio

Easy Paint SX-68K (c) 1991 First Class Technology

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87487&o=2

$end


$info=sc4eascs,sc4eascsa,sc4eascsb,sc4eascsc,sc4eascsd,sc4eascse,sc4eascsf,sc4eascsg,sc4eascsh,sc4eascsi,sc4eascsj,sc4eascsk,
$bio

Easy Streak Casino (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR1326]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43668&o=2

$end


$info=sc4easy,sc4easya,sc4easyb,sc4easyc,sc4easyd,sc4easye,sc4easyf,
$bio

Easy Streak (c) 2000 Bell-Fruit Games.

- TECHNICAL -

[Model PR1017]

- TRIVIA -

Released in April 2000.

- TIPS AND TRICKS -

Hints:
*3 Blue arrows pays the medium streak.
*If there's a bonus on the hilo, get it again if you move in a ring...
*3 Red arrows pays the highest streak.
*Get an extra hilo step if you move in a ring...
*Take a feature with 'Extra Life' lit for an enhanced feature.
*You dont have to move in a ring...Use this influence to choose the arrow colours

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11554&o=2

$end


$cpc_cass=easywrit,
$bio

Easywriter (c) 1985 Interceptor Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96076&o=2

$end


$saturn,sat_cart=eberouge,eberougea,
$bio

Eberouge (c) 1997 Takara Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59098&o=2

$end


$saturn,sat_cart=eberousp,
$bio

Eberouge Special - Koi to Mahou no Gakuen Seikatsu (c) 1998 Takara Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59099&o=2

$end


$amigaocs_flop=ebonstar,
$bio

Ebonstar (c) 1988 MicroIllusions

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73959&o=2

$end


$bbca_cass,bbcb_cass=ebonytow,
$bio

Ebony Tower (c) 19?? Alligata

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51784&o=2

$end


$pico=ecc1,
$bio

ECC Junior no Hajimete Eigo Vol. 1 - Patty And Her Family - Patty-chan Family [Model HPC-6103] (c) 2002 Sega Toys

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75660&o=2

$end


$pico=ecc2,
$bio

ECC Junior no Hajimete Eigo Vol. 2 - Patty Goes On A Picnic - Patty-chan no Picnic [Model HPC-6104] (c) 2002 Sega Toys

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75661&o=2

$end


$pico=ecc3,
$bio

ECC Junior no Hajimete Eigo Vol. 3 - Happy Birthday, Patty! Patty-chan no o-Tanjoubi (c) 2002 Sega Toys.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95305&o=2

$end


$pico=ecc4,
$bio

ECC Junior no Hajimete Eigo Vol. 4 - Patty Loves Animals - Doubutsu Daisuki, Patty-chan (c) 2002 Sega Toys.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95306&o=2

$end


$pico=ecc5,
$bio

ECC Junior no Hajimete Eigo Vol. 5 - Merry Christmas, Patty! Merry Christmas, Patty-chan (c) 2002 Sega Toys.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95307&o=2

$end


$pico=ecc6,
$bio

ECC Junior no Hajimete Eigo Vol. 6 - Patty Goes to the Amusement Park - Patty-chan Yuuenchi ni Iku (c) 2002 Sega Toys.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95308&o=2

$end


$sms=ecco2,
$bio

Ecco - The Tides of Time (c) 1996 Tec Toy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56009&o=2

$end


$megadriv=ecco2,
$bio

Ecco - The Tides of Time (c) 1994 Sega Enterprises, Limited.

- TECHNICAL -

[EU] Game ID: 1553-50

- TRIVIA -

Ecco - The Tides of Time for Mega Drive was released in 1994 (exact date unknown) in Europe and Australia. It was then re-released later that same year in Australia as a Platinum Collection edition.

- PORTS -

* Consoles : 
Sony PlayStation 2 [EU] (February 2, 2007) "Sega Mega Drive Collection [Model SLES-54333]" 
Sony PlayStation 2 [AU] (February 8, 2007) "Sega Mega Drive Collection" 
Nintendo Wii [Virtual Console] [EU] [AU] (July 6, 2007) [Model MA8P] 
Microsoft XBOX 360 [EU] (February 20, 2009) "SEGA Mega Drive Ultimate Collection [Model 384-40210]" 
Sony PlayStation 3 [EU] [AU] (February 20, 2009) "SEGA Mega Drive Ultimate Collection [Model BLES-00475]" 
Microsoft XBOX 360 [AU] (February 26, 2009) "Sega Mega Drive Ultimate Collection" 

* Handhelds : 
Sony PSP [EU] (February 2, 2007) "Sega Mega Drive Collection [Model ULES-00556]" 
Sony PSP [AU] (February 8, 2007) "Sega Mega Drive Collection [Model ULES-00556]" 

* Computers : 
PC [Steam] [EU] (October 26, 2010) both stand-alone and as part of "SEGA Mega Drive Classics Pack 3" 
PC [MS Windows, CD-ROM] [EU] (November 26, 2010) "Sega Mega Drive Classics Collection Vol. 3" 
PC [MS Windows, DVD-ROM] [EU] (March 18, 2011) "Sega Mega Drive Classic Collection - Gold Edition" 
PC [Steam] [EU] (March 25, 2011) "SEGA Mega Drive Classics Collection"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56479&o=2

$end


$megadriv=ecco2u,ecco2px11,ecco2p,ecco2p2,ecco2p1,
$bio

Ecco - The Tides of Time (c) 1994 Sega Enterprises, Limited.

- TECHNICAL -

Game ID: 1553

- TRIVIA -

Ecco - The Tides of Time for Genesis was released on August 25, 1994 in North America. It was then re-released the following year as a Mega Hit Series edition.

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [US] (July 2, 2007) [Model MA8E] 
Sony PlayStation 2 [US] (November 7, 2006) "Sega Genesis Collection [Model SLUS-21542]" 
Microsoft XBOX 360 [US] (February 10, 2009) "Sonic's Ultimate Genesis Collection [Model 68034]" 
Sony PlayStation 3 [US] (February 10, 2009) "Sonic's Ultimate Genesis Collection [Model BLUS-30259]" 

* Handhelds : 
Sony PSP [US] (November 16, 2006) "Sega Genesis Collection [Model ULUS-10192]" 

* Computers : 
PC [Steam] [US] (October 26, 2010) "Ecco - The Tides of Time [Model 34274]" : both stand-alone and as part of "SEGA Genesis Classics Pack 3" 
PC [MS Windows, DVD-ROM] [US] (March 15, 2011) "Sega Genesis Classic Collection - Gold Edition" 
PC [Steam] [US] (March 25, 2011) "SEGA Genesis Classics Collection"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57207&o=2

$end


$megacd,megacdj=ecco2,
$bio

Ecco - The Tides of Time [Model 4441] (c) 1994 Sega Enterprises, Limited.

- TRIVIA -

Reviews:
[FR] March 1995, Consoles + N.41: 92/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60608&o=2

$end


$segacd=ecco2,
$bio

Ecco - The Tides of Time [Model T-4441] (c) 1993 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60728&o=2

$end


$gamegear=ecco2,
$bio

Ecco II - The Tides of Time (c) 1994 Sega Enterprises, Limited.

- TECHNICAL -

[Model 2541]

- TIPS AND TRICKS -

* Cheat menu:  During the game, hold START until you enter the map screen and press Left, 1, 2, 1, 2, Down, 2, Up.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64566&o=2

$end


$pico=eccojrb,
$bio

Ecco Jr. - No fundo do mar! (c) 199? Sega Enterprises, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88787&o=2

$end


$pico=eccojru,
$bio

Ecco Jr. and the Great Ocean Treasure Hunt! (c) 199? Sega Enterprises, Limited.

- TECHNICAL -

[Model 49022-00]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75663&o=2

$end


$pico=eccojr,
$bio

Ecco Jr. and the Great Ocean Treasure Hunt! (c) 1995 Sega Enterprises, Ltd.

- TECHNICAL -

[Model 49022-05]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82070&o=2

$end


$pico=eccojrj,
$bio

Ecco Jr. and the Great Ocean Treasure Hunt! [Model T-150060] (c) 1995 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75662&o=2

$end


$pico=eccojrf,
$bio

Ecco Jr. et la Chasse au Trésor Sous-marine! (c) 199? Sega Enterprises, Limited.

French release.

- TECHNICAL -

[Model 49022-09]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75664&o=2

$end


$pico=eccojrg,
$bio

Ecco Jr. und die große Schatzsuche im Ozean! (c) 199? Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75665&o=2

$end


$pico=eccojrs,
$bio

Ecco Jr. y la Gran Búsqueda del Tesoro en el Oce?ano! [Model 49022-06] (c) 199? Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75666&o=2

$end


$megadriv=eccojr,eccojr1,
$bio

Ecco Jr. (c) 1995 Sega Enterprises, Limited.

- TECHNICAL -

Game ID: 1554

- TRIVIA -

Ecco Jr. for Genesis was released on August 15, 1995 in North America. 

This game did not appear in Europe (where the console is known as Mega Drive) until the release of the Sega Genesis/Mega Drive Collection for the PS2 and PSP.

This game did not appear in Japan (another region where the console is known as Mega Drive) until the Virtual Console release for the Nintendo Wii.

See Ports section below for the complete listing.

- PORTS -

* Consoles : 
Sony PlayStation 2 [US] (November 7, 2006) "Sega Genesis Collection [Model SLUS-21542]" 
Sony PlayStation 2 [EU] (February 2, 2007) "Sega Mega Drive Collection [Model SLES-54333]" 
Nintendo Wii [Virtual Console] [JP] (November 6, 2007) [Model MBXJ] 
Nintendo Wii [Virtual Console] [US] (November 6, 2007) [Model MBXE] 
Nintendo Wii [Virtual Console] [EU] (August 7, 2008) [Model MBXP] 

* Handhelds : 
Sony PSP [US] (November 16, 2006) "Sega Genesis Collection [Model ULUS-10192]" 
Sony PSP [EU] (February 2, 2007) "Sega Mega Drive Collection [Model ULES-00556]" 

* Computers : 
PC [Steam] [EU] (September 13, 2010) both stand-alone and as part of "SEGA Mega Drive Classics Pack 2" 
PC [Steam] [US] (September 13, 2010) "Ecco Jr. [Model 34287]" : both stand-alone and as part of "SEGA Genesis Classics Pack 2" 
PC [MS Windows, CD-ROM] [EU] (October 15, 2010) "Sega Mega Drive Classics Collection Vol. 2" 
PC [MS Windows, DVD-ROM] [US] (March 15, 2011) "Sega Genesis Classic Collection - Gold Edition" 
PC [MS Windows, DVD-ROM] [EU] (March 18, 2011) "Sega Mega Drive Classic Collection - Gold Edition" 
PC [Steam] [US] (March 25, 2011) "SEGA Genesis Classics Collection" 
PC [Steam] [EU] (March 25, 2011) "SEGA Mega Drive Classics Collection"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57208&o=2

$end


$megacd,megacdj=ecco,ecco2,
$bio

エコー ザ ドルフィンCD (c) 1995 Sega Enterprises, Limited.
(Ecco the Dolphin CD)

- TECHNICAL -

Game ID: G-6041
CD1 Sega ID: 670-6262
CD2 Sega ID: 670-6477

- TRIVIA -

Ecco the Dolphin CD for Sega Mega-CD was released on February 24, 1995 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60511&o=2

$end


$gamegear=ecco2j,
$bio

Ecco the Dolphin II [Model G-3362] (c) 1995 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64571&o=2

$end


$megadriv=ecco2j,
$bio

Ecco the Dolphin II (c) 1994 Sega Enterprises, Limited.

- TECHNICAL -

Game ID: G-4123
Cartridge ID: 670-5457
Cover ID: 670-5458

- TRIVIA -

Ecco the Dolphin II for Mega Drive was released on August 26, 1994 in Japan. It is known outside Japan as "Ecco - The Tides of Time".

- PORTS -

* Consoles :
Nintendo Wii [Virtual Console] [JP] (June 26, 2007) [Model MA8J]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56481&o=2

$end


$megadriv=eco,
$bio

Ecco the Dolphin (c) 1992 Sega Enterprises, Limited.

- TECHNICAL -

Game ID: 1042-50
Cartridge ID: 670-2200-50
Package ID: 670-2201-50

- TRIVIA -

Ecco the Dolphin for Mega Drive was released on July 31, 1992 in Europe.

After deciding to create a game based around dolphins, developer Ed Annunziata carried out research on the subject and was particularly inspired by the book Sounding by Hank Searls which explained how the creatures use echolocation.

Annunziata worked with the music team on the soundtrack, playing them songs by Pink Floyd to illustrate the feeling he was aiming for.

Annunziata said, "I was paranoid about game rentals and kids beating the game over the weekend. So.. I.. uh... made it hard." His favourite level was Welcome to the Machine, which was "way over the top challenging".

- TIPS AND TRICKS -

There are two spots high above water along the left and right walls of Origin Beach where there were once glyphs (Or some creature) that was removed from the game. However if you use your sonar against those walls you still get messages from them.

- STAFF -

Producer: E. Ettore Annunziata
Design: E. Ettore Annunziata, László Szenttornyai
Project Manager: László Szenttornyai
Main Programmer: József Molnár
Art: Zsolt Balogh, ‑Talent‑
Basic Programmers: Mihály Brudnyák, Fox
Additional GFX: András Bakai
Music: Spencer N. Nilsen, Brian Coburn, András Magyari
Additional Features: Ryōichi Hasegawa
Marketing: Al Nilsen, Pamela Kelly
Testing: Casey Grimm, David Forster, Mark Lindstrom, Dianna Carroll, Dermot Lyons, Joe Cain
Special Thanks: Steven Apour, Clyde Grossman, Stephen J. Friedman, András Császár, Hugh Bowen, Lucinda Delorimier, Imi, Cassandra Eszter Brigitta, Balázs
Manual: Carol Ann Hanshaw
Cinematic Animator / TD: James D. Polk

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [EU] (December 8, 2006) [Model MADP] 
Sony PlayStation 2 [EU] (February 2, 2007) "Sega Mega Drive Collection [Model SLES-54333]" 
Microsoft XBOX 360 [EU] (February 20, 2009) "SEGA Mega Drive Ultimate Collection [Model 384-40210]" 
Sony PlayStation 3 [EU] (February 20, 2009) "SEGA Mega Drive Ultimate Collection [Model BLES-00475]" 

* Handhelds : 
Nintendo Game Boy Advance [EU] (August 1, 2003) "Sega Smash Pack [Model AGB-A3PP-EUR]" 
Sony PSP [EU] (February 2, 2007) "Sega Mega Drive Collection [Model ULES-00556]" 

* Computers : 
PC [MS Windows, CD-ROM] [EU] (September 3, 2010) "Sega Mega Drive Classics Collection Vol. 1" 
PC [Steam] [EU] (June 1, 2010) both stand-alone and as part of "Sega Mega Drive Classics Pack 1" 
PC [MS Windows, DVD-ROM] [EU] (March 18, 2011) "Sega Mega Drive Classic Collection - Gold Edition" 
PC [Steam] [EU] (March 25, 2011) "SEGA Mega Drive Classics Collection"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88793&o=2

$end


$gamegear=ecco,
$bio

Ecco the Dolphin (c) 1994 Sega Enterprises, Limited.

- TECHNICAL -

[Model 2516]

- TRIVIA -

Reviews:
[FR] Oct. 1993 - Consoles + N.24: 90%

- TIPS AND TRICKS -

* Cheat menu:  During the game, hold START until you enter the map screen and press Right, 1, 2, 1, 2, Down, 2, Up.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64569&o=2

$end


$megacd,megacdj=ecco,eccoa,eccob,
$bio

Ecco the Dolphin (c) 1993 Sega Enterprises, Limited.

- TECHNICAL -

Game ID: 4408-50

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60609&o=2

$end


$segacd=ecco,
$bio

Ecco the Dolphin (c) 1996 Sega Enterprises, Limited.

- TECHNICAL -

Game ID: 4408

- TRIVIA -

Ecco the Dolphin for Sega CD was first released in 1993 (exact date unknown) in North America. It was then released as a Pack-in edition the following year.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60729&o=2

$end


$sms=ecco,
$bio

Ecco the Dolphin (c) 1993 Sega Enterprises, Limited.

- TECHNICAL -

Game ID: 9029

- TRIVIA -

Reviews:
[FR] August 1994 - Consoles + N.34: 88%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56010&o=2

$end


$gamegear=eccoj,
$bio

Ecco the Dolphin [Model G-3344] (c) 1994 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64570&o=2

$end


$megadriv=eccoj,
$bio

Ecco the Dolphin (c) 1993 Sega Enterprises, Limited.

Japanese release. Game developed in Europe (Hungary). See the original European release for more information about the game itself.

- TECHNICAL -

Game ID: G-4106
Cartridge ID: 670-3461
Cover ID: 670-3462

- TRIVIA -

Ecco the Dolphin for Mega Drive was released on July 30, 1993 in Japan.

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [JP] (December 2, 2006) [Model MADJ]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56480&o=2

$end


$ti99_cart=chessf,
$bio

Echecs [Model PHM 3008] (c) 1979 Texas Instruments

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84571&o=2

$end


$cpc_cass=echelonu,
$bio

Echelon (c) 1988 US Gold, Ltd. [Birmingham, UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96077&o=2

$end


$pc98=echigoya,
$bio

Echigoya - H-GO! Yeah! (c) 1994 Tengu Pro

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89399&o=2

$end


$gba=ballist,
$bio

Ecks vs Sever II - Ballistic [Model AGB-AEEP] (c) 2002 BAM! Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70548&o=2

$end


$gba=eckseveru,
$bio

Ecks vs Sever [Model AGB-AESE-USA] (c) 2001 BAM! Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70547&o=2

$end


$gba=ecksever,
$bio

Ecks vs Sever [Model AGB-AESP] (c) 2001 BAM! Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70546&o=2

$end


$info=eclipse,
$bio

Eclipse [Model 671] (c) 1982 Gottlieb.

- TECHNICAL -

Gottlieb System 80
Model Number : 671

Main CPU : MOS Technology M6502 (@ 850 KHz)
Sound CPU : MOS Technology M6502 (@ 894.886 Khz)
Sound Chips : DAC

- TRIVIA -

Although only 193 complete units were produced, a considerable number of kits (comprising a backglass, playfield and game ROMs) were produced. These kits were usually used to convert "James Bond 007" cabinets. Eclipse uses the same sound PROM as the export version of "Black Hole".

- STAFF -

Designed by : John Buras, Adolf Seitz Jr.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5376&o=2

$end


$amigaocs_flop=eco,
$bio

ECO (c) 1988 Ocean Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73954&o=2

$end


$info=ecofghtr,ecofghtru,ecofghtru1,ecofghtrd,
$bio

Eco Fighters (c) 1993 Capcom Company, Limited.

North American & World release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Ultimate Ecology [Green Board]".

- TECHNICAL -

Runs on the "CP System II" hardware.
Blue Board [USA & Etc.]

- UPDATES -

Blue Board revisions:

REVISION 1
* Build date: 931203
* WORLD and US releases.

REVISION 2
* Build date: 940215
* US release.

- PORTS -

* Consoles : 
Microsoft XBOX [US] (November 24, 2006) "Capcom Classics Collection Vol. 2" 
Sony PlayStation 2 [US] (November 24, 2006) "Capcom Classics Collection Vol. 2 [Model SLUS-21473]" 
Sony PlayStation 2 [AU] (April 11, 2007) "Capcom Classics Collection Vol. 2 [Model SLES-54561]" 
Sony PlayStation 2 [EU] (April 13, 2007) "Capcom Classics Collection Vol. 2 [Model SLES-54561]" 

* Handhelds : 
Sony PSP [US] (October 24, 2006) "Capcom Classics Collection Reloaded [Model ULUS-10134]" 
Sony PSP [EU] (November 10, 2006) "Capcom Classics Collection Reloaded [Model ULES-00377]" 
Sony PSP [AU] (November 16, 2006) "Capcom Classics Collection Reloaded"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=737&o=2

$end


$info=ecofghtra,
$bio

Eco Fighters (c) 1994 Capcom Company, Limited.

Asian release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Ultimate Ecology [Green Board]".

- TECHNICAL -

Runs on the "CP System II" hardware.
Grey Board [Asia]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69638&o=2

$end


$info=ecofghtrh,
$bio

Eco Fighters (c) 1994 Capcom Company, Limited.

South American release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Ultimate Ecology [Green Board]".

- TECHNICAL -

Runs on the "CP System II" hardware.
Orange Board [South America]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71512&o=2

$end


$amigaocs_flop=ecophant,
$bio

Eco Phantoms (c) 1991 Electronic Zoo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73960&o=2

$end


$pc98=ecomagic,
$bio

Ecology Magic (c) 1992 GAM [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89400&o=2

$end


$cpc_cass=economat,
$bio

Economat (c) 1985 Micro Programmes 5

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96078&o=2

$end


$cpc_cass=ecuacion,
$bio

Ecuaciones (c) 1986 Monser [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96079&o=2

$end


$n64=ecwhard,ecwhardu,
$bio

ECW Hardcore Revolution (c) 2000 Acclaim Entertainment, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57680&o=2

$end


$gbcolor=ecwhard,
$bio

ECW Hardcore Revolution [Model CGB-BECE-USA] (c) 2000 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67843&o=2

$end


$gba=eeejawua,eeejawu,
$bio

Ed, Edd n Eddy - Jawbreakers! [Model AGB-AE3E-USA] (c) 2003 BAM! Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70550&o=2

$end


$gba=eeejaw,
$bio

Ed, Edd n Eddy - Jawbreakers! [Model AGB-AE3P] (c) 2003 BAM! Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70549&o=2

$end


$gba=eeemisedu,
$bio

Ed, Edd n Eddy - The Mis-Edventures [Model AGB-BEDE-USA] (c) 2005 Midway Home Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70552&o=2

$end


$gba=eeemised,
$bio

Ed, Edd n Eddy - The Mis-Edventures [Model AGB-BEDP-EUR] (c) 2005 Midway Home Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70551&o=2

$end


$cpc_cass=eddthedu,
$bio

Edd the Duck (c) 1990 Impulze

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96080&o=2

$end


$amigaocs_flop=edd,
$bio

Edd the Duck! (c) 1991 Impulze

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73961&o=2

$end


$cpc_cass=eddieedw,
$bio

Eddie Edwards Super Ski (c) 1988 Microïds

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96083&o=2

$end


$bbca_cass,bbcb_cass=eddiekid,
$bio

Eddie Kidd Jump Challenge (c) 1985 Martech

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51785&o=2

$end


$msx1_cass=eddiekid,eddiekida,
$bio

Eddie Kidd Jump Challenge (c) 1985 Martech

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94609&o=2

$end


$msx1_cart=eddy2,eddy2a,
$bio

Eddy 2 [Model HM-014] (c) 1984 HAL Laboratory, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76709&o=2

$end


$cpc_cass=edenblue,
$bio

Eden Blues [Model AMST 013] (c) 1986 Ere Informatique [Paris, France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95991&o=2

$end


$pc98=edenkaor,
$bio

Eden no Kaori (c) 1996 Jast [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89401&o=2

$end


$pc98=edge,
$bio

Edge (c) 1993 TGL [Technical Group Laboratory] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89402&o=2

$end


$c64_cart,c64_flop=edgegrnd,
$bio

Edge Grinder (c) 2011 RGCD

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53571&o=2

$end


$cpc_cass=edgegrin,
$bio

Edge Grinder (c) 2011 Format War

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96086&o=2

$end


$a800=edit6502,
$bio

Edit 6502 (c) 198? LJK

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86528&o=2

$end


$ti99_cart=edasseb,
$bio

Editor Assembler 1987 (c) 1987 Texas Instruments

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84572&o=2

$end


$a800=editasm,
$bio

Editor Assembler Computing Language (c) 1979 Atari, Inc. [Sunnyvale, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86529&o=2

$end


$ti99_cart=editass,
$bio

Editor/Assembler [Model PHM 3055] (c) 1981 Texas Instruments

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84573&o=2

$end


$snes=edonokib,
$bio

Edono Kiba [Model SHVC-EK] (c) 1993 Micro World

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61266&o=2

$end


$ti99_cart=edupack,
$bio

Edu-Pack (c) 1990 Asgard

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84574&o=2

$end


$cpc_cass=educatif,
$bio

Educatif 1 (c) 1985 Cobra Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96087&o=2

$end


$cpc_cass=educatif01,
$bio

Educatif 2 (c) 1985 Cobra Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96088&o=2

$end


$cpc_cass=educatif02,
$bio

Educatif 3 (c) 1985 Cobra Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96089&o=2

$end


$cpc_cass=educatif03,
$bio

Educatif 6 (c) 1986 Cobra Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96090&o=2

$end


$nes=edu32gs,
$bio

Education Computer 32 in 1 (c) 19?? Game Star

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83995&o=2

$end


$nes=edu48gs,
$bio

Education Computer 48 in 1 (c) 19?? Game Star

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83996&o=2

$end


$nes=edu18,edu18a,
$bio

Education Games 18 in 1 (c) 19?? Unknown [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76760&o=2

$end


$bbca_cass,bbcb_cass=educsp1,
$bio

Educational Special No.1 (c) 19?? Database

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51786&o=2

$end


$a800=edusys,
$bio

Educational System Master Cartridge (c) 1979 Atari, Inc. [Sunnyvale, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86530&o=2

$end


$a800=edusysd,
$bio

Educational System Master Cartridge (c) 1983 Dorsett Educational Systems

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86531&o=2

$end


$snes=eeku,
$bio

Eek! The Cat [Model SNS-E7-USA] (c) 1994 Ocean

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62959&o=2

$end


$snes=eek,
$bio

Eek! The Cat [Model SNSP-E7-EUR] (c) 1994 Ocean

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62958&o=2

$end


$x68k_flop=eeledit,
$bio

EEL Edit Elements (c) 1995 CATsoft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87483&o=2

$end


$info=m4eezee,
$bio

Eezee Fruits (c) 199? Union Games, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41309&o=2

$end


$pcecd=eferajil,
$bio

Efera & Jiliora - The Emblem from Darkness (c) 1991 Brain Gray

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58173&o=2

$end


$x68k_flop=eff,
$bio

EFF Erotic Fantasy Fable (c) 1994 T&H Project

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87484&o=2

$end


$cdi=effacer,
$bio

Effacer - Hangman of the 25th Century (c) 1994 Philips Interactive Media, Incorporated.

Play the classic word game hangman CD-i style! Effacer welcomes you to the wasteland of Urgrik, where you must strive to spell, decipher word puzzles and master definitions. But beware of the aliens! They mix verb tenses, misplace modifiers, use double negatives, attempt too many puns, engage in poor penmanship and hyphenate recklessly. They're ugly too.

Zap the aliens and improve your vocabulary. Choose five levels of difficulty, adjust the timer settings and play against the computer or human opponents. The 40,000 word list will keep your mission alive. Defeat the dark forces of ignorance. Show the aliens the strength of literacy!

- TECHNICAL -

Model 310690248-2

- TRIVIA -

Released in the USA only.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52857&o=2

$end


$megacd,megacdj=supleag,
$bio

江川卓のスーパーリーグCD (c) 1993 Sega Enterprises, Limited.
(Egawa Suguru no Super League CD)

- TECHNICAL -

Barcode: 4 974365 560195

Game ID: G-6019
CD ID: 670-3375

- TRIVIA -

Egawa Suguru no Super League CD is the fourth and final entry in Sega's 16-bit Super League baseball franchise, featuring the endorsement of baseball commentator Suguru Egawa, star pitcher for the Yomiuri Giants from 1979 until 1987. As usual, the game features an NPB license and includes all 12 Pacific and Central League teams with full 1993 rosters, along with All-Star teams for each league.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60512&o=2

$end


$fm7_cass=eggbomb,
$bio

Egg Bomb (c) 1983 Compaq [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93711&o=2

$end


$spc1000_cass=eggcatch,
$bio

Egg Catch v1.1 (c) 200? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83509&o=2

$end


$info=egghunt,
$bio

Egg Hunt (c) 1995 Invi Image.

A puzzle game.

- TECHNICAL -

Main CPU : (2x) Zilog Z80 (@ 6 Mhz)
Sound Chips : OKI6295 (@ 8 Khz)

Screen orientation : Horizontal
Video resolution : 384 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048

Players : 2
Control : 8-way Joystick
Buttons : 2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4580&o=2

$end


$gba=eggmaniaj,
$bio

Egg Mania - Tsukande! Mawashite! Dossun Puzzle!! [Model AGB-AEMJ-JPN] (c) 2002 Kemco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70554&o=2

$end


$gba=eggmaniau,
$bio

Egg Mania [Model AGB-AEME-USA] (c) 2002 Kemco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70553&o=2

$end


$info=eggventr,eggventr7,eggventra,eggventr8,eggventr2,
$bio

Egg Venture (c) 1997 The Game Room.

A 'kid-friendly' animated shoot'em up game. Players use an optical gun to shoot at the 'bad eggs' while avoiding shooting the 'good guy eggs'. Players advance stage by stage to 38 different levels by shooting a certain number of targets.

- TECHNICAL -

Main CPU : TMS34010 (@ 5 Mhz)
Sound Chips : (3x) OKI6295 (@ 15.151 Khz)

Players : 2
Control : lightgun
Buttons : 1

- TRIVIA -

Egg Venture was a joint project between arcade parts company 'The Game Room' and 'ICE' (Innovative Creations in Entertainment), each of whom released their own version. The game was programmed by Kyle Hodgetts and does have several minor glitches, mainly down to the nature of the hardware. Problems with the availability of components meant that Kyle was forced to duplicate the sound system three times on the board to achieve polyphony, rather than using a simpler, but more expensive YM/OKI combination. 

Egg Venture does not have an ending and it's only scoring system is the printing of the Dynamic Play Adjustment skill ranking after every 'day'.

The game appears to use (in places) the bass line from 'The Great Egg Race' by Martin Cooke and Richard Denton of BBC Records, although this is apparently a legitimate use, as the music came from a royalty-free library disc.

Following the success of Egg Venture, or more likely to fix the bugs present, a 'Deluxe version' was made.

The Egg Venture characters were later used in a kids redemption game.

- STAFF -

Programmed by : Kyle Hodgetts

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=738&o=2

$end


$info=eggvntdx,
$bio

Egg Venture Deluxe (c) 1997 The Game Room.

- TRIVIA -

This deluxe version has an ending, when you complete the tour, but the Dynamic Play Adjustment has a serious bug. The game encodes the number of successful completions and uses this to alter the difficulty. However, the number seems to decrease rather than increase at first, giving a difficulty multiplier of -1 after a few rounds. This makes the following level (Factory Eggs) incredibly difficult until you lose a couple of lives.

- STAFF -

Programmed by : Kyle Hodgetts

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31487&o=2

$end


$msx2_flop=eggbert,eggberta,eggbertd,
$bio

Eggbert (c) 1994 Fony

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101639&o=2

$end


$nes=eggerlnd,
$bio

????????????? (c) 1988 Laboratory, Incorporated.
(Eggerland - Meikyuu no Fukkatsu)

- TECHNICAL -

Game ID: HAL-EG
Cart color: Black

- TRIVIA -

Released on August 09, 1988 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54021&o=2

$end


$famicom_flop=eggerln2,
$bio

??????? ??????? (c) 1988 HAL Laboratory, Incorporated.
(Eggerland - Souzou e no Tabidachi)

- TECHNICAL -

Disk ID: HAL-EG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65295&o=2

$end


$msx1_cart=eggerlnd,
$bio

Eggerland Mystery [Model HM-018] (c) 1985 HAL Laboratory, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76710&o=2

$end


$famicom_flop=eggerlnd,
$bio

??????? (c) 1987 HAL Laboratory, Incorporated.
(EggerLand)

- TECHNICAL -

[Model HAL-EGL]

- TRIVIA -

Released on January 29, 1987 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65294&o=2

$end


$gba=eggmania,eggmaniap,
$bio

Eggo Mania [Model AGB-AEMP] (c) 2002 Kemco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70555&o=2

$end


$a2600=eggomanie,
$bio

Eggomania (c) 1983 Carrere Video.

European release. See "Eggomania [Model VC2003]" for more information about the game itself.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50442&o=2

$end


$a2600=eggomani,
$bio

Eggomania (c) 1982 US Games Corp.

Eggomania is a one to four player, full color game. A strangely colored, feathered fowl is bent on bombing your bedeviled blue bear  with dozens of even stranger colored eggs. Your only defense is catching those falling orbs in your hat before they break and cause a real mess! If you succeed in catching an entire wave, you get the delightful opportunity to get even and fire them back at that turkey ! You'll be dazzled by his reaction. So go after that bird -- if  you can BEAR the pressure. Otherwise, the yolks on you !!

Game Variations:
Game 1: Single player
Game 2: Two player
Game 3: Three player
Game 4: Four player

- TECHNICAL -

Model VC2003

- TIPS AND TRICKS -

Catching:

* Move your harried bear back and forth across the  screen as little as possible; if eggs are falling close  to each other (in a vertical column), position your  hat under them and adjust only slightly to either side.

* Any excessive or inefficient movement and you'll wind up with egg on your face! (Feet, paws, and body too!)

* Try to recognize a pattern of the eggs as they fall.  This will help you anticipate where to make your next move -- -- -- -- ooops ! !

Throwing:

* Position the bear somewhere near the center of the screen and wait for that turkey to pass by -- don't follow him!

* Timing and accuracy on shooting the turkey during  the Eggomania waltz is critical. Try to anticipate his next move and lead his direction a little whileshooting only when necessary -- constant firing throws off timing and seems to makethat turkey dance even more.

* Once you have accomplished this task, you can sit back and enjoy bonus points and a flustered, embarrassed turkey!

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50441&o=2

$end


$info=eggor,
$bio

Eggor (c) 1983 Telko.

Eggor is a multi-directional shooter/maze arcade game. It runs on Namco's Pac-Man hardware and appears to be based on Digitrex Techstar's Eyes, which was released the previous year. The player must use a 4-way joystick to take up control of a baby vulture, Eggor through eight different mazes and use a single button to shoot all the eggs while getting pursued by five adult vultures. If Eggor shoots one of them, they will disappear for a few moments before rehatching. If one of the adult vultures shoots Eggor he will lose a life. Shooting an egg is worth 500 points on the first round and increases by 250 for every subsequent round, while shooting an adult vulture is worth 100 points upon the first round and increases by 100 for every subsequent round.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : Namco (@ 96 Khz)

Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.61 Hz
Palette colors : 16

Players : 2
Control : 4-way joystick
Buttons : 1

- SCORING -

Eggs : 500 points 1st rack, 750 points 2nd rack, 1,000 points 3rd rack, and so on...
Birds : 100 points 1st rack, 200 points 2nd rack, 300 points 3rd rack, and so on...

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=739&o=2

$end


$info=eggs,
$bio

Eggs (c) 1983 Technos Japan Corp.

A maze game.

- TECHNICAL -

Game ID : TA-0002

Main CPU : MOS Technology M6502 (@ 1.5 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.5 Mhz)

Players : 2
Control : 4-way joystick
Buttons : 1

- TRIVIA -

Eggs was released in September 1983.

Licensed to Universal for US manufacture and distribution.

- SCORING -

Kicking a solid egg : 20 points.
Kicking a cracked egg : 50 points.
Kicking a half-open egg : 100 points.
Kicking a bird off the screen : Mystery score.
Releasing the red bird last : 10,000 points bonus.

- TIPS AND TRICKS -

* If you locate the red chick, always leave it until last. The 10,000 points outweigh any advantage you may gain by releasing it earlier.

* Run around an egg to avoid the Chomper, and then kick an egg at it when it is on the other side.

* Kick a row of eggs when the Chomper is above you and then move down into the middle and the Chomper will cut across the screen to intercept you, and hopefully run into the row of five eggs you kicked.

* Don't lose your eyes! If you fire your eyes be careful not to hit them with a kicked egg, or you will lose them for the remainder of the screen or until you lose a life.

* Don't collect the hen. Let it run around helping you for as long as possible.

* Force the chomper to cut across screen towards you when there is space and you are behind an egg for an easy kill.

- SERIES -

1. Scrambled Egg (1983)
2. Eggs (1983)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=740&o=2

$end


$psx=eggsofst,
$bio

Eggs of Steel - Hello Charlie!! (c) 1998 Enix, Ltd. [Japan]

- TECHNICAL -

[Model SLPM-86083]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85121&o=2

$end


$info=sc2eggs,sc2eggs1,sc2eggs1p,sc2eggsp,
$bio

Eggs On Legs Tour (c) 1996 Bell-Fruit Mfg. Company, Limited. [B.F.M.].

- TECHNICAL -

[Model 6604]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42188&o=2

$end


$info=eggsplc,
$bio

Eggs Playing Chicken (c) 2002 The Game Room.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4917&o=2

$end


$nes=eggsplod,
$bio

Eggsplode! & Short Order (c) 1989 Nintendo of America.

Eggsplode! is Eggciting!
This hen-house will keep you hopping!
It's your job to protect the chickens.
The sly fox and his giggling friends are planting bombs in the hen house.
Quick! Jump on the Power pad to stop the Eggsplosion! But don't mistake an egg for a bomb or the chicken may give you a piece of her mind.
Eggstra good times are guaranteed!

Short Order Shenanigans!
Can you build a bigger burger?
Piggy, rabbit and mouse place their orders. Get hopping and see who can last the longest!
Keep their orders straight, match their steps and you'll make hamburgers as tall as a house!
It's an entertaining romp for kids with an appetite for fun!

- TECHNICAL -

Game ID: NES-OR-USA

- TRIVIA -

Released in December 1989 in USA.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55541&o=2

$end


$pc8801_cass=eggy,
$bio

Eggy (c) 1985 Bothtec, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91219&o=2

$end


$pc8801_flop=eggy,
$bio

Eggy (c) 1985 Bothtec, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91704&o=2

$end


$x1_flop=eggyd,
$bio

Eggy Demo (c) 1985 Bothtec, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85969&o=2

$end


$nes=egypt,
$bio

Egypt (c) 1991 Human Entertainment

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54022&o=2

$end


$info=m5eggold,
$bio

Egyptian Gold (c) 200? BWB.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41563&o=2

$end


$snes=filerna,
$bio

Eien no Filerna [Model SHVC-AFLJ-JPN] (c) 1995 Tokuma Shoten Intermedia, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61267&o=2

$end


$bbca_cass,bbcb_cass=eiffelto,
$bio

Eiffel Tower (c) 19?? Chalksoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51787&o=2

$end


$info=8ballact,
$bio

Eight Ball Action (c) 1984 Magic Electronics, Incorporated.

DO YOU WANT A WINNER
Here it is!
8-BALL ACTION

It's priced right to give you phenomenal return on investment. It's a simple conversion that enables you to convert quickly and easily those old Donkey Kong and Donkey Kong Jr. games

No Wiring or Soldering
Don't miss out - Remember Birdie King

Most operators waited and waited and waited and missed a lot of action with their indecision. This 8-Ball Action game appeals to the same type of player. It's an agressive, competitive exciting sporting game. The only difference:

Birdie King: $2500
8-Ball Action: Under $400

If you don't believe this game will take the same action as Birdie King, ask your distributor to prove it to you.

AVAILABLE FOR IMMEDIATE DELIVERY

Save your old Donkey Kong and Donkey Kong Jr.
We will make them earn for you today!

PROOF:
Atlas Music Company of Providence tested two games of 8-Ball Action. They now have 25 on location. Louie, the buyer at Atlas made the following comment: Doing Great! Game play Realistic. Will even play against regular poll tables. Has possibility of longevity compared to most videos. Can't believe the price!

- TECHNICAL -

Donkey Kong Conversion Kit
Main CPU: S2650 (@1.536MHz.)
Sound CPU:MB8884 (@6MHz.)

Screen orientation: Vertical.
Video Resolution: 256x224 pixels
Refresh rate: 60.606061Hz.
Palette Colours: 256

- TRIVIA -

Developed by Seatongrove, Ltd. for Magic Electronics, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=741&o=2

$end


$info=8ballact2,
$bio

Eight Ball Action (c) 1984 Magic Electronics, Incorporated.

DO YOU WANT A WINNER
Here it is!
8-BALL ACTION

It's priced right to give you phenomenal return on investment. It's a simple conversion that enables you to convert quickly and easily those old Donkey Kong and Donkey Kong Jr. games

No Wiring or Soldering
Don't miss out - Remember Birdie King

Most operators waited and waited and waited and missed a lot of action with their indecision. This 8-Ball Action game appeals to the same type of player. It's an agressive, competitive exciting sporting game. The only difference:

Birdie King: $2500
8-Ball Action: Under $400

If you don't believe this game will take the same action as Birdie King, ask your distributor to prove it to you.

AVAILABLE FOR IMMEDIATE DELIVERY

Save your old Donkey Kong and Donkey Kong Jr.
We will make them earn for you today!

PROOF:
Atlas Music Company of Providence tested two games of 8-Ball Action. They now have 25 on location. Louie, the buyer at Atlas made the following comment: Doing Great! Game play Realistic. Will even play against regular poll tables. Has possibility of longevity compared to most videos. Can't believe the price!

- TECHNICAL -

Donkey Kong Jr. Conversion Kit
Main CPU: S2650 (@1.536MHz.)
Sound CPU:MB8884 (@6MHz.)

Screen orientation: Vertical.
Video Resolution: 256x224 pixels
Refresh rate: 60.606061Hz.
Palette Colours: 256

- TRIVIA -

Developed by Seatongrove, Ltd. for Magic Electronics, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=36822&o=2

$end


$info=8bpm,
$bio

Eight Ball Action (c) 1985 Magic Electronics, Incorporated.

DO YOU WANT A WINNER
Here it is!
8-BALL ACTION

It's priced right to give you phenomenal return on investment. It's a simple conversion that enables you to convert quickly and easily those old Donkey Kong and Donkey Kong Jr. games. Pac-Man conversions now available!

No Wiring or Soldering
Don't miss out - Remember Birdie King

Most operators waited and waited and waited and missed a lot of action with their indecision. This 8-Ball Action game appeals to the same type of player. It's an agressive, competitive exciting sporting game. The only difference:

Birdie King: $2300
8-Ball Action: Under $550

If you don't believe this game will take the same action as Birdie King, ask your distributor to prove it to you.

AVAILABLE FOR IMMEDIATE DELIVERY

Save your old Donkey Kong and Donkey Kong Jr.
We will make them earn for you today!

PROOF:
Atlas Music Company of Providence tested two games of 8-Ball Action. They now have 25 on location. Louie, the buyer at Atlas made the following comment: Doing Great! Game play Realistic. Will even play against regular poll tables. Has possibility of longevity compared to most videos. Can't believe the price!

- TECHNICAL -

Pac-Man Conversion Kit
Main CPU: S2650 (@1.536MHz.)
Sound Chips: SN76496 (@3.072MHz.)

Screen orientation: Vertical.
Video Resolution: 256x224 pixels
Refresh rate: 60.606061Hz.
Palette Colours: 16

- TRIVIA -

Developed by Seatongrove, Ltd. for Magic Electronics, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=36823&o=2

$end


$info=eballchp,
$bio

Eight Ball Champ (c) 1985 Bally Midway.

- TECHNICAL -

[No. 0B38]

Bally/Midway 6803 (Squawk and Talk)

Main CPU : Motorola M6803 (@ 895 KHz)
Sound CPU : M6802 (@ 895 KHz)
Sound chips : General Instrument AY8910 (@ 895 KHz), DAC, Texas Instruments TMS5220 (@ 640 KHz)

- TRIVIA -

Released in August 1985 in the US.

A copyright message is in the sound ROM at F705:
COPYRIGHT 1985 BALLY/MIDWAY MFG. CO.
!!!!!!! ALL RIGHTS RESERVED !!!!!!!!
   EIGHT BALL CHAMP SOUNDS/SPEECH   
U5,B38-803-4 5/13/84 R.M. LIBBE,PGMR

- SERIES -

1. Eight Ball (1977)
2. Eight Ball Deluxe [No. 1220] (1981)
3. Eight Ball Deluxe - Limited Edition (1982)
4. Eight Ball Deluxe [No. 0B87] (1984)
5. Eight Ball Champ [No. 0B38] (1985)

- STAFF -

Designer : George Christian
Artwork : Tony Ramunni

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5370&o=2

$end


$info=eballdlx,eballdlxp1,eballdlxp2,eballdlxp3,eballdlxp4,eballd14,
$bio

Eight Ball Deluxe (c) 1981 Bally Mfg.

- TECHNICAL -

Bally MPU AS-2518-35 (Squawk and Talk)
[Model No. 1220]

Main CPU : M6800 (@ 475 KHz)
Sound CPU : M6802 (@ 895 KHz)
Sound chips : General Instrument AY8910 (@ 895 KHz), DAC, Texas Instruments TMS5220 (@ 640 KHz)

- TRIVIA -

Released in April 1981.

The development of this game took 8 months (started in September 1980).

8,250 units were produced.

- SERIES -

1. Eight Ball (1977)
2. Eight Ball Deluxe [No. 1220] (1981)
3. Eight Ball Deluxe - Limited Edition (1982)
4. Eight Ball Deluxe [No. 0B87] (1984)
5. Eight Ball Champ [No. 0B38] (1985)

- STAFF -

Designer : George Christian
Artwork : Margaret Hudson

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5371&o=2

$end


$info=eightbll,
$bio

Eight Ball (c) 1977 Bally.

- TECHNICAL -

[No. 1118]
Bally MPU AS-2518-17 (Chime)

Main CPU : M6800 (@ 475 KHz)

- TRIVIA -

Released in September 1977. 20,230 units were produced.

The development of this game took 9 months (started in Jan 77).

- SERIES -

1. Eight Ball (1977)
2. Eight Ball Deluxe [No. 1220] (1981)
3. Eight Ball Deluxe - Limited Edition (1982)
4. Eight Ball Deluxe [No. 0B87] (1984)
5. Eight Ball Champ [No. 0B38] (1985)

- STAFF -

Designer : George Christian
Artwork : Paul Faris

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5369&o=2

$end


$astrocde=eightday,
$bio

Eight Days A Week (c) 1986 Degler [Richard Degler]

- TRIVIA -

This music was originally released on tape format by George Moses. Richard 
Degler converted it to cartridge format and made the notes play along to the 
music on a musical staff.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86796&o=2

$end


$info=eightfrc,
$bio

Eight Forces (c) 1994 Tecmo, Limited.

A vertically scrolling shoot'em up.

- TECHNICAL -

Runs on the Seta 1st Generation System Hardware.

Main CPU : Motorola 68000 (@ 16 Mhz)
Sound Chips : X1-010 (@ 16 Mhz)

Screen Orientation : Vertical
Video Resolution : 384 x 224 Pxels.
Screen Refresh : 60.00 Hz
Palette Colors : 1536

Players : 2
Control : 8-Way Joystick
Buttons : 2
=> Shoot, Bomb

- TRIVIA -

Eight Forces was released in August 1994.

- STAFF -

Producer: Mitsugu
Programmers: Mitsugu, Morizo
Planners: Kibandoo Jun, Masked-K, Duka
Graphic: Wataru, Iwakai, Arimoto
Sound: Hanaoka, Okuda, Nakanisi

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=742&o=2

$end


$info=m4eighth,m4eightha,m4eighthb,m4eighthc,m4eighthd,m4eighthe,m4eighthf,m4eighthg,
$bio

Eighth Wonder (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41310&o=2

$end


$info=eightman,
$bio

Eightman (c) 1991 SNK [Shin Nihon Kikaku].

A side-scrolling beat'em up / platform game.

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID: NGM-025

[SNK MVS Neo-Geo Controls]
2 Players - 4 buttons Per Player (3 usables).
=> [Joystick] 8-way, [A] Punch [B] Jump [C] Special Attack

- TRIVIA -

Developed by Pallas, Eightman was released in September 1991 by SNK.

This game is based on a Japanese cartoon series from the 60s. The characters actually do not look exactly like the traditional Eightman. Nineman is Just a palette swapped Eightman.

In 2000, Taiyo System released a pachislot based on this video game, called "Eightman (Taiyo System)".

- STAFF -

Producer : Eikichi Kawasaki
Directors : Deru-Deru, Stary Cat
Programmers : Nishidon, Shinchan (as 'Shinchan-SSS')
Music Composers : Jojoha Kitapy, Yoko, Makiko
Designers : Toyota Pretty, Endress Oki, Crash Master, Shibayan, Muramama, Obata F91

- PORTS -

* Consoles :
SNK Neo-Geo [JP] (November 10, 1991; "Eightman [Model NGH-025]")
SNK Neo-Geo [US] (November 10, 1991; "Eightman [Model NGH-025]")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=743&o=2

$end


$pcecd=eikankim,
$bio

Eikan ha Kimini - Koukou Yakyuu Zenkoku Taikai (c) 1994 Artdink

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58174&o=2

$end


$psx=eikanhak,
$bio

Eikan ha Kimini 4 (c) 1999 Artdink Corp.

- TECHNICAL -

[Model SLPS-02173]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85122&o=2

$end


$x68k_flop=eikan,
$bio

Eikan wa Kimi ni - Koukou Yakyuu Zenkoku Taikai (c) 1990 Artdink Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87488&o=2

$end


$pc98=eikanwak,
$bio

Eikan wa Kimi ni - Koukou Yakyuu Zenkoku Taikai (c) 1990 Artdink Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89403&o=2

$end


$pc98=eikanwa2,
$bio

Eikan wa Kimi ni 2 - Koukou Yakyuu Zenkoku Taikai (c) 1991 Artdink Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89404&o=2

$end


$pc98=eikanwa3,
$bio

Eikan wa Kimi ni 3 - Koukou Yakyuu Zenkoku Taikai (c) 1993 Artdink Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89405&o=2

$end


$n64=eikousa,
$bio

Eikou no Saint Andrews [Model NUS-NSTJ] (c) 1996 Seta Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57682&o=2

$end


$pc98=eimmy,
$bio

Eimmy to Yobanaide (c) 1995 Cs ware

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89406&o=2

$end


$pico=poohcorng,
$bio

Ein Jahr in Winnie Puuhs Leben [Model 49021-18] (c) 199? Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75667&o=2

$end


$cdi=kindenst,
$bio

Ein Kind Entsteht (c) 1994 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52858&o=2

$end


$msx2_flop=eindelos,
$bio

Eindeloos (c) 1986 Radarsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101640&o=2

$end


$info=ctstein,
$bio

Einstein (c) 1979 Castle Toy.

MB's Simon clone.

- TECHNICAL -

Model 312.

Requires 2 C batteries + one 9-Volt battery.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95288&o=2

$end


$saturn,sat_cart=eisei,
$bio

Eisei Meijin (c) 1995 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59100&o=2

$end


$saturn,sat_cart=eisei2,
$bio

Eisei Meijin II (c) 1996 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59101&o=2

$end


$pc98=eisei3,
$bio

Eisei Meijin III (c) 1992 Konami Industry Co., Ltd. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89407&o=2

$end


$psx=eiseimei,
$bio

Eisei Meijin (c) 1995 Konami Co., Ltd.

- TECHNICAL -

Game ID: SLPS-00090

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85123&o=2

$end


$amigaocs_flop=eishmang,
$bio

Eishockey Manager (c) 1993 Software 2000

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73962&o=2

$end


$amigaocs_flop=eishmlim,
$bio

Eishockey Manager Limited Edition (c) 1993 Software 2000

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73963&o=2

$end


$a2600=eishocke,
$bio

Eishockey-Fieber (c) 1983 Quelle

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50443&o=2

$end


$pc98=eiyuden,
$bio

Eiyuu Densetsu Saga (c) 1984 Micro Cabin Co. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89408&o=2

$end


$pc8801_flop=eiyuden,eiyudena,
$bio

Eiyuu Densetsu Saga (c) 1984 Micro Cabin Co. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91705&o=2

$end


$pcecd=eiyu3gok,
$bio

Eiyuu Sangokushi (c) 1993 Irem Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58175&o=2

$end


$pc98=galhero,
$bio

Eiyuu Shigan - Gal Act Heroism (c) 1994 Micro Cabin Co. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89409&o=2

$end


$saturn,sat_cart=gahero,gaheroa,
$bio

Eiyuu Shigan - Gal Act Heroism (c) 1998 Micro Cabin Co.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59102&o=2

$end


$pc8801_flop=eiyuyama,
$bio

Eiyuu Yamato Takeru (c) 1985 Login Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91706&o=2

$end


$info=ejihon,
$bio

エジホン探偵事務所 (c) 1995 Sega.
(Ejihon Tantei Jimusyo)

A puzzle game.

- TECHNICAL -

Runs on the "ST-V [Sega Titan Video Game System]" hardware.

Screen orientation : Horizontal

Players : 2
Control : 8-way joystick
Buttons : 6

- TRIVIA -

Released in June 1995.

The title of this game translates from Japanese as 'Ejihon Detective Office'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=744&o=2

$end


$info=m5elband,
$bio

El Bandido Club (c) 2004 Vivid Gaming.

- TECHNICAL -

Cabinet Dimensions (HxWxD) :
179cm x 68cm x 68cm

- TRIVIA -

Released in October 2004.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15699&o=2

$end


$cdi=barriors,
$bio

El Barrio Mas Divertido de Richard Scarry (c) 1992 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52859&o=2

$end


$msx1_cass=caldero,
$bio

El Caldero Magico (c) 1986 Grupo de Trabajo Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94610&o=2

$end


$cdi=camnsntg,
$bio

El Camino de Santiago - La milenaria ruta de las estrellas (c) 1995 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52861&o=2

$end


$cdi=camnsntgcc,
$bio

El Camino de Santiago - La milenaria ruta de las estrellas [Compilation Cultura] (c) 1995 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52860&o=2

$end


$cpc_cass=elcapita,
$bio

El Capitan Trueno (c) 1989 Dinamic Soft. [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96091&o=2

$end


$msx1_cass=cid,
$bio

El Cid (c) 1987 Dro Soft [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94611&o=2

$end


$cpc_cass=elciduk1,
$bio

El Cid (c) 1988 Mastertronic, Ltd. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96093&o=2

$end


$cpc_cass=elcids19,
$bio

El Cid [Model 3DR-002] (c) 1988 Dro Soft [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96092&o=2

$end


$pc98=eldomin,
$bio

El Dominion (c) 1994 Nihon Clary Business

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89410&o=2

$end


$info=eldorado,
$bio

El Dorado City of Gold (c) 1984 Premier Technology.

- TECHNICAL -

Gottlieb System 80A
Model Number : 692

- TRIVIA -

Released in September 1984 in USA.

905 units were produced.

- TIPS AND TRICKS -

The classic gameplay is based on hitting lit targets and clearing banks. You score big points by building up to the maximum bonus. Normally, your bonus progression is reset between balls. By clearing all ten drop-targets up top with one ball, your bonus progression is not reset when you lose a ball. You add to your bonus by hitting the lit target up top, down below, or advance two by rolling over the lit monkey. Each time you hit the targets, the lit targets and the monkey move.

- STAFF -

Design by : Ed Krynski
Art by : Larry Day

- PORTS -

* Consoles :
Sony PlayStation 2 (2006, "Gottlieb Pinball Classics")
Sony PSP (2006, "Gottlieb Pinball Classics")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5377&o=2

$end


$pc8801_flop=eldrad,
$bio

El Dorado Denki (c) 1985 Enix, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91707&o=2

$end


$cpc_cass=ateam,
$bio

El Equipo A [Model 60130647] (c) 1988 Zafiro Soft. Division [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99583&o=2

$end


$cpc_cass=ateamlg,
$bio

El Equipo A [Model 60130650] (c) 1988 Zafiro Soft. Division [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99584&o=2

$end


$cpc_cass=elfirmam,
$bio

El Firmamento (c) 1984 GTS, S.a.c. [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96094&o=2

$end


$cpc_cass=elfosos1,
$bio

El Foso (c) 1985 Jasap Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96095&o=2

$end


$msx1_cass=gerente,gerentea,
$bio

El Gerente (c) 1984 DIMensionNEW [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94612&o=2

$end


$cpc_cass=elgerent,
$bio

El Gerente (c) 1985 Idealogic [Barcelona, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96096&o=2

$end


$info=elgrande,
$bio

El Grande - 5 Card Draw (c) 1982 Tuni Electro Service.

- STAFF -

Developed by Enter-Tech, Ltd.
Software written by: Paul Walters

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=18495&o=2

$end


$cpc_cass=eljuegod,
$bio

El Juego de La Oca [Model 61730723] (c) 1989 Zafiro Soft. Division [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96097&o=2

$end


$cpc_cass=sultanmzs,
$bio

El Laberinto del Sultan [Model AMC-134] (c) 1984 Indescomp [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99432&o=2

$end


$cpc_cass=elmister,elmister01,
$bio

El Misterio Del Nilo (c) 1986 Zigurat Soft [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96098&o=2

$end


$msx1_cass=mistnilo,mistniloa,
$bio

El Misterio del Nilo (c) 1987 Zigurat Soft [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94613&o=2

$end


$nes=monstglb1,
$bio

El Monstruo De Los Globos (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55119&o=2

$end


$msx1_cass=sideral,
$bio

El Motorista Sideral (c) 1986 Anaya Multimedia

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94614&o=2

$end


$msx1_cass=mundoper,
$bio

El Mundo Perdido (c) 1988 Topo Soft [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94615&o=2

$end


$msx1_cass=payaso1,
$bio

El Payaso Explorador 1 (c) 1986 Sony Spain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94616&o=2

$end


$msx1_cass=payaso2,
$bio

El Payaso Explorador 2 (c) 1986 Anaya Multimedia

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94617&o=2

$end


$msx1_cass=pescador,
$bio

El Pescador Espacial (c) 1986 Anaya Multimedia

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94618&o=2

$end


$msx1_cass=poderosc,
$bio

El Poder Oscuro (c) 1988 Zigurat Soft [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94619&o=2

$end


$cpc_cass=elpodero,
$bio

El Poder Oscuro [Model PO-002-AMS] (c) 1988 Zigurat Soft [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96101&o=2

$end


$msx1_cass=principe,
$bio

El Principe y el Dragon (c) 1985 Advance [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94620&o=2

$end


$pico=profpicos,
$bio

El Profesor Pico en el Mundo de los Colores [Model 49041-06] (c) 1995 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75668&o=2

$end


$cdi=renflors,
$bio

El Renacimiento de Florencia (c) 1992 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52863&o=2

$end


$cdi=renflorscc,
$bio

El Renacimiento de Florencia [Compilation Cultura] (c) 1992 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52862&o=2

$end


$msx1_cass=secreto,
$bio

El Secreto de la Piramide (c) 198? Manhattan Transfer

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94621&o=2

$end


$cpc_cass=elsecret,
$bio

El Secreto de La Tumba [Model 22242] (c) 1987 Proein Soft Line [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96102&o=2

$end


$cpc_cass=elteclad,
$bio

El Teclado del Amstrad (c) 198? GTS, S.a.c. [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96104&o=2

$end


$cpc_cass=trains,
$bio

El Tren [Model 3EA-027] (c) 1988 Dro Soft [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99780&o=2

$end


$msx1_cass=tuneltmp,
$bio

El Tunel del Tiempo (c) 1986 Mind Games Espana, S.A.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94622&o=2

$end


$megadriv=elvientoj,
$bio

El Viento (c) 1991 Wolf Team

- TRIVIA -

Reviews:
November 1991 - Consoles + N.3 [FR]: 82/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56482&o=2

$end


$megadriv=elviento,
$bio

El Viento (c) 1991 Renovation

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57209&o=2

$end


$psx=eldergat,
$bio

Elder Gate (c) 2000 Konami Corp. [Osaka, Japan]

- TECHNICAL -

[Model SLPM-86494]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85124&o=2

$end


$bbca_cass,bbcb_cass=eldogold,
$bio

Eldorado Gold (c) 1982 Micro Power

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51788&o=2

$end


$pc98=ele,
$bio

Ele (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89411&o=2

$end


$pc98=elecom35,elecom,
$bio

Ele Command (c) 19?? Elecom

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89412&o=2

$end


$cpc_cass=election,
$bio

Election [Model VGE 9010] (c) 1987 Virgin Games, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96105&o=2

$end


$bbca_cass,bbcb_cass=electric,
$bio

Electric (c) 19?? Database

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51789&o=2

$end


$intv=mathfun,
$bio

Electric Company - Math Fun (c) 1978 Mattel Electronics.

The game can be played in two ways:

1. Two players can compete against each other. This is fun and exciting. If the two players are different ages, they can each choose a different skill level (the game offers 18 levels of difficulty). The computer will also automatically adjust to compensate in case one player gets too far ahead of the other.

2. One child can play alone, developing speed and accuracy at his own pace. As his competency increases he can move to the higher levels of difficulty. The computer will also automatically adjust the level of difficulty according to how the player is progressing.

OBJECT OF THE GAME: To correctly answer as many of your problems as possible in the shortest possible time. The game can be played by one player alone trying to improve his speed and accuracy, or two players can compete against each other in an exciting contest! Each player chooses the number of problems he wants to encounter, as well as the level of difficulty of those problems. The computer will also automatically adjust the level of difficulty according to how well each player is progressing.

- TECHNICAL -

Model 2613

MATH FUN CONTROLS

NUMBER KEYS
Use these keys (1 thru 9 + 0) to give your answers to the problems. You also use these keys to select the number of problems you want to encounter, as well as their level of difficulty.

ENTER KEY
You must press ENTER at the following times:
* After choosing your Number of Problems.
* After choosing your Level of Difficulty.
* After giving your Answer.
* After a wrong answer, you must press ENTER again to continue play.

ERASE KEY (CLEAR)
If you change your mind about your answer (or number of problems and level of difficulty), press ERASE (CLEAR) before pressing ENTER. Your first answer will disappear and you can then answer again. Once you have pressed ENTER you cannot change your answer.

- STAFF -

Program: Kimo Yap

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60884&o=2

$end


$intv=wordfun,
$bio

Electric Company - Word Fu (c) 1980 Mattel Electronics.

Two players can compete against each other at the same time OR one child can play alone, developing speed and accuracy at his own pace.

- TECHNICAL -

Model 1122

THE CONTROLS
KEYPAD 1 THROUGH 7: Move letters
HORIZ (KEYPAD 8): Spell word left to right
VERT (KEYPAD 9): Spell word top to bottom
CLEAR WORD (KEYPAD CLEAR): Clear word
CLEAR LETTER (KEYPAD 0): Clear letter
KEYPAD ENTER: Enter word
ANY SIDE ACTION BUTTON: Give up a turn
DISC: Move cursor (white square)

- STAFF -

Program: Kevin Miller

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60885&o=2

$end


$pc98=marian,
$bio

Electric Device Marian - Kikai Jikake no Marian (c) 1994 Janis [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89413&o=2

$end


$cpc_cass=electric,
$bio

Electric Wonderland [Model 60130430] (c) 1986 Zafiro Soft. Division [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96106&o=2

$end


$famicom_flop=electric,
$bio

???????? (c) 1986 Kemco
(Electrician)

- TECHNICAL -

[Model KSC-ELC]

- TRIVIA -

Released on December 26, 1986 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65296&o=2

$end


$msx1_cart=electric,
$bio

Electricity (c) 1988 Methali

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76711&o=2

$end


$cpc_cass=electrof,
$bio

Electro Freddy [Model SOFT 144] (c) 1984 Amsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96108&o=2

$end


$lynx=electroc,
$bio

Electrocop (c) 1989 Atari Corp.

Word just arrived that the notorious Criminal Brain had kidnapped the President's daughter. The Criminal Brain's ransom demand is completely unacceptable--give him total control of the entire world or the First Daughter dies. The President's voice shook with emotion as he called you personally. You, the Electrocop, are the only one capable of rescuing the President's daughter before time runs out.  If you fall, the Criminal Brain will assassinate her without pity or remorse.

It's up to you to penetrate the Criminal Brain's technoid stronghold, the Stell Complex. Inside you will encounter explosive traps, electrified floors, and hordes of criminal driods. With a little luck, you may also find powerful weapons to help you defeat the enemy.

You will find computer terminals throughout the complex. The computer will help you open doors, relieve stress with video games, or understand the dastardly ways of the evil mastermind. But the computer will not give you the quick reactions and good judgement you will need to survive. For that you must rely on your own abilities.

Do you have what it takes to rescue the President's daughter and serve justice to the world's most evil criminal? Or are you destined to be just another victim of the Criminal Brain's frightful plan? The world is relying on you. Perform your sworn duty as an officer of the law. But remember, this rescue mission is not as straight-forward as it sounds.

- TECHNICAL -

Model PA2021

- SCORING -

You score by destroying evil guardians, exiting a level, and opening doors. You receive 1,000 points for each door you open with a code. You receive bonus points when you exit a level.

The following table lists the number of points received for each evil robot guardian.
Walker: 125 points
Python: 250 points
Mine: 375 points
Wall Cannon: 500 points
Virus: 625 points
Stringray: 750 points

- TIPS AND TRICKS -

* Use the computer often.  It will save your life.

* Look for exit signs, but beware. Some exit signs transport you to the next level, but others will take you where you don't want to go. Keep track of exits you may want to avoid in the future.

* Learn to recognize and use the different kinds of weapons. Also, remember where to find the weapons.  If you lose your weapon, you will need to find another as quickly as possible.

* Don't waste valuable time waiting while the computer searches for the correct door codes. If you continue working in the halls, then return to the door later, the computer remembers and acknowledges the code.

* Level Select: Turn off sound at title screen (press PAUSE, then OPTION 1), then hold Up and Left and press A+B until the message LEVEL 1 gets displayed (instead of the usual NOW TELEPORING TO LEVEL 1). Now you can choose the starting level.

- STAFF -

Programmer: Greg Omi

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58816&o=2

$end


$msx1_cart=electrom,electroma,
$bio

Electromatic [Model S020] (c) 1985 al Alamiah

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76712&o=2

$end


$info=ebball,
$bio

Electronic Baseball (c) 1979 Entex Industries, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94347&o=2

$end


$info=ebball2,
$bio

Electronic Baseball 2 (c) 1979 Entex Industries, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94348&o=2

$end


$info=ebball3,
$bio

Electronic Baseball 3 (c) 1980 Entex Industries, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94349&o=2

$end


$info=ebaskb2,
$bio

Electronic Basketball 2 (c) 1980 Entex Industries, Inc.

- TECHNICAL -

Model 6010

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100220&o=2

$end


$info=elecbowl,
$bio

Electronic Bowling (c) 1978 Marx.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94353&o=2

$end


$info=elecdet,
$bio

Electronic Detective (c) 1979 Ideal Toy Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103326&o=2

$end


$info=efball,
$bio

Electronic Football (c) 1980 Epoch Co., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94350&o=2

$end


$info=cnfball2,
$bio

Electronic Football II (c) 1979 Conic.

- TECHNICAL -

Model 03024

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102519&o=2

$end


$info=cnfball,
$bio

Electronic Football (c) 197? Conic.

- TECHNICAL -

Model 03023

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102518&o=2

$end


$info=cqback,
$bio

Electronic Quarterback (c) 1978 Coleco Industries, Inc.

Handheld LED game.

- STAFF -

Invented by: Eric Bromley

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103275&o=2

$end


$odyssey2=soccer,
$bio

Electronic Table Soccer (c) 1980 The Magnavox Co.

- TECHNICAL -

Game ID: AA9423

- STAFF -

Programmer: Ed Averett

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95600&o=2

$end


$info=elektor,
$bio

Elektor TV Games Computer (c) 1979 Elektor.

The TVGC was a programmable computer system sold in kit form. It is possible to add cartridge slots to the TVGC to enable it to play console games, and the Hobby Module of the Acetronic console effectively transforms it into a basic TVGC.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103328&o=2

$end


$cpc_cass=elektrag,
$bio

Elektra Glide (c) 1985 English Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96111&o=2

$end


$info=elektra,
$bio

Elektra (c) 1981 Bally.

- TECHNICAL -

Bally MPU AS-2518-35 (Squawk and Talk)
Model Number : 1248

Main CPU : M6800 (@ 475 KHz)
Sound CPU : M6802 (@ 895 KHz)
Sound chips : General Instrument AY8910 (@ 895 KHz), DAC, Texas Instruments TMS5220 (@ 640 KHz)

- TRIVIA -

Released in December 1981, Elektra was the first three-level play-field pinball. 2,950 units were produced.

The development of this game taked 9 months.

- STAFF -

Design by : Claude Fernandez
Art by : Tony Ramunni

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5378&o=2

$end


$gba=elemgerd,
$bio

Elemental Gerad - Tozasareshi Uta [Model AGB-BEJJ-JPN] (c) 2005 Tomy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70556&o=2

$end


$megadriv=elemast,
$bio

Elemental Master (c) 1993 Renovation

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57210&o=2

$end


$megadriv=elemastj,
$bio

Elemental Master (c) 1990 Tecno Soft.

- TECHNICAL -

Game ID: T-18043

- TRIVIA -

Released on December 14, 1990 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56483&o=2

$end


$pc98=elementl,
$bio

Elemental ou (c) 1994 Apple Pie [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89414&o=2

$end


$gbcolor=jackdaib,
$bio

Elemental Tale - Jack no Daibouken - Daimaou no Gyakushuu [Model DMG-AQJJ-JPN] (c) 2000 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67849&o=2

$end


$astrocde=spedmath,
$bio

Elementary Math + Bingo Math (c) 1978 Bally Mfg. Co.

- TECHNICAL -

Game ID: 4001

- TRIVIA -

Listed as Speed Math / Bingo Math in their catalog, but released with this name. Dick Ainsworth designed this program. He says, "I've forgotten which programmer I worked with in implementing my design for this cartridge."

Released as part of the "Educational Series".

- STAFF -

Designed by: Dick Ainsworth

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86839&o=2

$end


$gba=elemix,
$bio

Elemix! [Model AGB-AEKJ-JPN] (c) 2002 SIMS [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70557&o=2

$end


$info=elephfam,elephfmb,
$bio

Elephant Family (c) 1996 C.M.C.

- TECHNICAL -

Main CPU : M65C02 (@ 2 Mhz)
Sound Chips : General Instrument AY8910 (@ 2 Mhz)

Screen orientation : Horizontal
Video resolution : 384 x 232 pixels
Screen refresh : 50.00 Hz
Palette colors : 512

Players : 1
Buttons : 7

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4555&o=2

$end


$info=elevator,elevatorb,
$bio

Elevator Action (c) 1983 Taito.

Agent 17 (code name 'Otto') is to secure the top secret documents from the security building. The enemy spies are in pursuit and their orders are to stop him at any cost. Having made it to the top of a 30 story building, Agent 17 has to make his way down to the basement to get to the getaway car and save the documents. Enemy spies are everywhere and the documents are hidden behind the red doors (bonus points awarded). He has to open the door and keep moving. If either of them shoots the lights out there will be a temporary blackout. If Otto finds himself on top of the elevator the player will not be able to control the elevator. If he gets caught in the elevator he is a sitting duck and cannot duck the bullets. By using the escalator he can reach the basement quicker. Otto can defeat his enemy by jump kicking or firing at them. Help Otto to grab all the documents and escape the spies.

- TECHNICAL -

Elevator Action was available in 2 different arcade formats, a cocktail table and an upright dedicated cabinet. Both versions used the same internal hardware though.

* The upright version came in the standard 'Taito Classic' cabinet, which was the same one used for Jungle Hunt, Zoo Keeper, Alpine Ski, and many others. These cabinets normally did not have side art that advertised the name of the game, instead they had a painted design of lines and shapes, along with a Taito logo. Different titles had different designs and color schemes, although they have been known to ship games in the wrong cabinets. But lets get back on track here. Elevator Action should come in a brown cabinet with a Taito logo up near the top. The marquee shows a scene of Agent 17 waiting for an elevator while an enemy agent shoots at him. While the monitor bezel shows agents on either side, has game instructions at the bottom, and shows an elevator floor display at the top. This bezel artwork is silk screened on glass, and is prone to peeling, be very careful if you have to handle one of these. The control panel has a single 4-Way ball-top joystick mounted centrally, with jump and fire buttons located to either side.
Internally the machine uses a 19 inches open frame monitor mounted horizontally, and a set of game boards that conform to the 'Taito Classic' wiring standard. Many other early Taito games (such as "Jungle Hunt" and "Bubble Bobble") will plug directly into this cabinet without modification.

* The cocktail version came in a table similar in design to the one used for Space Invaders and Carnival. It was not decorated except for a pair of instruction cards underneath the glass. Most Japanese game makers purchased their tables from the same few manufacturers, and were quite likely to change the exact model of cocktail that they shipped in mid production. So assume any Elevator Action cocktail is original unless it is obviously converted from another title.

Runs on the "Taito SJ System" hardware.
Prom Stickers : BA3 / EA

Players: 2
Control: 4-way joystick
Buttons: 2 (FIRE, JUMP)

- TRIVIA -

Elevator Action was released in July 1983. 

G. Ben Carter, Jr. holds official the record for this game with 143,450 points.

- SCORING -

Shooting an enemy agent : 100 points
Jumping on an enemy agent : 150 points
Dropping a light on an enemy agent : 300 points
Getting a secret document : 500 points

The bonus is 1,000 points x the level you are on. After 10th level, you will get 10,000 points per level completed.

- TIPS AND TRICKS -

* When you start the game, a quick animation will show a hook with a line connecting to the top of the elevator. Then your character will slide down the line to the roof. Then he will enter the building, in the elevator, at the 30th floor. It is now up to you to get all the secrets and make it to your car. The first thing you must know, obviously, is how to eliminate the enemy agents that are after you. There are a few ways you can do this :
1) Just shoot them. Of course, especially in the later levels, enemy agents make themselves an impossible target by lying down. You can only take them out by riding an elevator down.
2) Jumping on them will take care of them. In addition, you may avoid some of their fire.
3) On the non-dark floors, shoot the light down on top of an enemy agent. You must do this from the elevator. This also has the added effect of causing temporary darkness in the building, making enemy agents harder to see.
4) Crush an enemy agent using the elevator. This is hard to do since they move around. You may get lucky, however, and get one under or on top of the elevator you are on.
5) This way is pretty hard. You might be able to get an enemy agent to follow you and fall down the hole created by the missing elevator.

* You must know how to use the escalators and open the red doors :
1) To use the escalators, just stand on the little rectangle. Then push the joystick UP or DOWN depending on which direction you need the escalator to take you.
2) To open the red doors, stand on the little rectangle. Face the doorknob and press RIGHT on the joystick.

* You have full control over any elevator you enter. This means you can move UP and DOWN on a dime to keep your character safe. This works until the alarm goes off.

* Speaking of elevators, your character cannot duck while in an elevator. Also, while riding the escalators, your character cannot duck, jump, or fire his weapon.

* Also on elevators, you do not have control when you are riding on top of them. This means you are at the mercy of the elevator or the enemy agent controlling it. Be very careful if you ride on top of the elevator. You also cannot go past the bar on the top of the elevator.

* Enemy agents usually come out of the doors on the current floor or the floor above and below. A lot of times it is good to lay a wall of fire down a hallway. This way, you can pick off any enemy agents that happen to come out of one of the doors.

* When you enter through one of the red doors, the enemy agents will lose track of your character but will have a general idea of where your character is. When you exit the room, crouch and lay down fire both left and right to clear off the floor.

* As the levels progress, the enemy agents get better at their tactics. They start to crouch more to mess up your fire. They also may lay down which makes it impossible to hit them unless you are on an elevator and can shoot along the floor.

* As you move up in levels, there will be red doors in odd areas. Areas such as on the lower five floors where only elevators can take you across. Of course, if you get good with the jump button, you can jump those gaps to get to either side quicker. The downside is that enemy agents will usually flood the area and lay down a lot of fire.

* If you happen to get to the B1 floor and you have forgotten to get a red door, the game will automatically put your agent at the door you missed. If it is multiple doors, then you will be placed at the highest floor first.

* There is an internal time limit on how long you can take to get everything out of the building. If you take too much time, an alarm sounds and the following things occur :
a) Although you still have control over the elevators, it is much harder to get them to respond to your commands. If you are in a tight situation that requires a little bit of time, don't wait till the last minute or you may be an ex-agent.
b) The enemy agents move much quicker and their shots move faster. Plus, additional enemy agents will start appearing to really make your life miserable.
c) If your character happens to die, the next man will still be facing the same alarm situation. The only way to resolve the situation is to get all of the secrets and make it out of the building.

* Watch out for the double elevator. If you are in the top car, it will stop two floors short of the bottom since there is a one floor gap, and the bottom car. Try to always get into the bottom car of a double elevator so that you can make a hasty exit and not be trapped with enemy agents firing on you.

- SERIES -

1. Elevator Action (1983)
2. Elevator Action Returns (1995)
3. Elevator Action EX (2000, Nintendo Game Boy Color)
4. Elevator Action - Death Parade (2009)
5. Elevator Action Deluxe (2011, PSN)

- STAFF -

Music by : Yoshino Imamura

- PORTS -

* Consoles : 
Atari 2600 [US] : planned, but never released 
Atari 7800 [US] : unreleased prototype 
Nintendo Famicom [JP] (June 28, 1985) "Elevator Action [Model 04 TF-4900]" 
Sega SG-1000 [JP] (1985) "Elevator Action [Model C-55]"
Sega SG-1000 [TW] (198?) "Die Dui Die"
Nintendo NES [US] (August 1987) "Elevator Action [Model NES-EA-USA]" 
Sony PlayStation 2 [JP] (August 25, 2005) "Taito Memories Gekan [Model SLPM-66092]" 
Microsoft XBOX [EU] (October 14, 2005) "Taito Legends" 
Sony PlayStation 2 [EU] (October 14, 2005) "Taito Legends [Model SLES-53438]" 
Microsoft XBOX [US] (October 25, 2005) "Taito Legends" 
Sony PlayStation 2 [US] (October 25, 2005) "Taito Legends [Model SLUS-21122]" 
Sony PlayStation 2 [KO] (July 18, 2006) "Taito Legends [Model SLKA-15056]" 

* Handhelds : 
Nintendo Game Boy [EU] (1991) "Elevator Action [Model DMG-EA-NOE]" 
Nintendo Game Boy [JP] (August 9, 1991) "Elevator Action [Model DMG-EAA]" 
Nintendo Game Boy [US] (December 1991) "Elevator Action [Model DMG-EA-USA]" 
Nintendo Game Boy Advance [JP] (December 20, 2002) "Elevator Action - Old & New [Model AGB-ANWJ-JPN]" 
Sony PSP [JP] (January 5, 2006) "Taito Memories Pocket [Model ULJM-05076]" 
Sony PSP [KO] (February 10, 2006) "Taito Memories Pocket" 
Sony PSP [EU] (October 6, 2006) "Taito Legends Power-Up [Model ULES-00473]" 
Sony PSP [AU] (November 9, 2006) "Taito Legends Power-Up [Model ULES-00473]" 
Sony PSP [US] (May 17, 2007) "Taito Legends Power-Up [Model ULUS-10208]" 

* Computers : 
Sinclair ZX Spectrum [EU] (1987) "Elevator Action [Model QSS 142]" 
Commodore C64 [US] [EU] (1987) 
Amstrad CPC [EU] (1987) 
MSX [JP] (1985) "Elevator Action [Model MSX-7]" 
PC [MS Windows, CD-ROM] [EU] (October 14, 2005) "Taito Legends" 
PC [MS Windows, CD-ROM] [US] (November 10, 2005) "Taito Legends" 

* Others : 
Mobile Phones [US] (November 20, 2003)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=747&o=2

$end


$a2600=elevator,
$bio

Elevator Action (c) 1983 Atari, Incorporated. [Sunnyvale, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50444&o=2

$end


$pc8801_flop=elevator,
$bio

Elevator Action (c) 1986 Nidecom [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91708&o=2

$end


$nes=elevatorh,
$bio

Elevator Action (c) 1987 FMG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69247&o=2

$end


$gba=elevator,
$bio

Elevator Action - Old & New (c) 2002 MediaKite.

- TECHNICAL -

Game ID: AGB-ANWJ-JPN

- TRIVIA -

Elevator Action - Old & New for Game Boy Advance was released on December 20, 2002 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70558&o=2

$end


$gbcolor=elevatorj,
$bio

Elevator Action EX [Model CGB-BEXJ-JPN] (c) 2000 Altron Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67851&o=2

$end


$gbcolor=elevator,
$bio

Elevator Action EX [Model CGB-BEXP-EUR] (c) 2000 TDK Recording Media Europe S.A.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67850&o=2

$end


$info=elvact2u,
$bio

Elevator Action II (c) 1995 Taito America Corp.

North American version. For more information about the game, please see the non-US version entry; "Elevator Action Returns".

- TECHNICAL -

Runs on the "Taito F3 System" Hardware.

Game ID: E02

Players: 4
Control: 8-way joystick
Buttons: 4

- TRIVIA -

Elevator Action II was released in February 1995 in North America. It was known outside US as "Elevator Action Returns".

- SERIES -

1. Elevator Action (1983)
2. Elevator Action II (1995)
3. Elevator Action EX (2000, Nintendo Game Boy Color)
4. Elevator Action - Death Parade (2009)
5. Elevator Action Deluxe (2011, PSN)

- PORTS -

NOTE: These are US ports only. For ports released outside the US, please see the non-US version entry, "Elevator Action Returns".

* Consoles : 
Sony PlayStation 2 [US] (May 16, 2007) "Taito Legends 2 [Model SLUS-21349]" 

* Computers : 
PC [MS Windows, CD-ROM] [US] (July 10, 2007) "Taito Legends 2"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=748&o=2

$end


$info=elvactr,elvactrj,
$bio

Elevator Action Returns (c) 1995 Taito.

Terrorists are on the loose and it is up to a special counter-terrorism squad to infiltrate their strongholds to snag information and terminate them before it's too late. Features excellent graphics and sound, three selectable characters, an expanded arsenal of weapons and an excellent challenge. Definitely improved over the last game and highly recommended for "Rolling Thunder" fans!

- TECHNICAL -

Runs on the "Taito F3 System" Hardware.

Game ID: E02 

Players: 4 
Control: 8-way joystick 
Buttons: 4

- TRIVIA -

Elevator Action Returns was released in February 1995. 

This game is known in US as "Elevator Action II". 

The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to 'AAA'. 

Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Elevator Action Returns - PCCB-00186) on July 21, 1995.

- TIPS AND TRICKS -

* Instruction:
Move an elevator by moving up and down when you are standing inside it. 
Press up to enter red and blue doors, and down to exit from them. 
Press down to collect items when standing next to them. 
Tap left or right twice to run. 
Press up and Fire to shoot diagonally upwards. 
While you are ducking, your secondary weapon will travel a shorter distance. 
You can jump over elevator shafts.
You must enter all the red doors in order to escape from the building. 
Enter a blue door to find a random item. 

* Characters list:

Kart Bradfield : 24 years old, male.
Not a fast gunner. Great agility.
Secondary weapon: Hand Grenade - damages a wider area.

Edie Burret: 22 years old, female.
Less defensive power. Fast gunner. 
Secondary weapon: Fire Bomb - produces fire in small area.

Jad the Taff: 32 years old, male. 
Slow moving. Great stamina. 
Secondary weapon: Sensor bomb - detonates when an enemy is nearby.

* Items list:
Power: Special weapon (with limited ammunition)
Life: Restore health
Bomb: Extra secondary weapons
Point: Bonus points

- SERIES -

1. Elevator Action (1983)
2. Elevator Action Returns (1995)
3. Elevator Action EX (2000, Nintendo Game Boy Color)
4. Elevator Action - Death Parade (2009)
5. Elevator Action Deluxe (2011, PSN)

- STAFF -

Game designers : Yusuke Tsuda, K. Terada
Programmers : Tkhc.03, Iromust, Nob, Y. Mori
Programming support : Komochi Yagi, A. Kurabayashi
Character designers : Masami Kikuchi, Makoto Fujita, T. Yoshiba, Tohru Kawaishi, Baw Baw, Y. Kajihara, M. Kamiya, Trd, Tsd, Yukiwo Ishikawa, Y.A.P
BGM composer : Yasuhisa Watanabe (Zuntata)
Sound effect (Zuntata) : Ishikawa Babio (BABI), Munehiro Nakanishi, Kamaty
Designer : Toshiyuki Takenami
Hardware : Katsumi Kaneoka
Location test : M. Fukumoto, N. Omura, R. Matsuse, Piratsuka, T. Koike, Pasona, Alpha Star
Exective producer : Koichi Nakamura

- PORTS -

NOTE: These are ports released outside the USA. For US ports, please see the US version entry, "Elevator Action II". 

* Consoles : 
Sega Saturn [JP] (February 14, 1997) "Elevator Action Returns [Model T-19903G]" 
Sony PlayStation 2 [JP] (July 28, 2005) "Taito Memories Joukan [Model SLPM-66057]" 
Sony PlayStation 2 [AU] (March 30, 2006) "Taito Legends 2 [Model SLES-53852]" 
Microsoft XBOX [EU] (March 31, 2006) "Taito Legends 2" 
Sony PlayStation 2 [EU] (March 31, 2006) "Taito Legends 2 [Model SLES-53852]" 

* Computers : 
PC [MS Windows, CD-ROM] [EU] (March 31, 2006) "Taito Legends 2"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=749&o=2

$end


$saturn,sat_cart=elevact2,
$bio

Elevator Action² Returns (c) 1997 Ving.

- TECHNICAL -

Game ID: T-19903G

- TRIVIA -

Elevator Action Returns for Saturn was released on February 14, 1997 in Japan.

- TIPS AND TRICKS -

* Start the game with 7 continues instead of 3 : With "Game Start" highlighted, enter this code : hold L,R, C, Z and press Start.

* Hidden Options : At the title screen, enter this code : Left, Right, Left, Right, A, B, C, B. You'll hear a woman's voice if you enter the code correctly. Adjustable bombs and lives count will be added to the options screen.

* Play the original Elevator Action : At the title screen, enter this code : Left, Right, Left, Right, A, B, C, A. You'll hear a woman's voice if you enter the code correctly. "OLD" will be added to the title screen. Select to play the original "Elevator Action" arcade game from 1983.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59103&o=2

$end


$sg1000=elevator,
$bio

エレベーター アクション (c) 1985 Sega Enterprises, Limited.
(Elevator Action)

- TECHNICAL -

[Model C-55]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49023&o=2

$end


$gameboy=elevator,
$bio

Elevator Action (c) 1991 Taito Corp.

- TECHNICAL -

Cartridge ID: DMG-EA-USA

- TRIVIA -

Elevator Action for Game Boy was released in December 1991 in North America.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65946&o=2

$end


$gameboy=elevatorj,
$bio

Elevator Action (c) 1991 Taito Corp.

- TECHNICAL -

Cartridge ID: DMG-EAA

- TRIVIA -

Elevator Action for Game Boy was released on August 9, 1991 in Japan.

It was then re-released on February 28, 1997 as part of "Taito Variety Pack [Model DMG-AVPJ-JPN]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65948&o=2

$end


$msx1_cart=elevator,
$bio

エレベーターアクション (c) 1985 Nidecom.
(Elevator Action)

- TECHNICAL -

Game ID: MSX-7

- TRIVIA -

Original price: 4900 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76713&o=2

$end


$nes=elevator,
$bio

Elevator Action (c) 1987 Taito Corp.

- TECHNICAL -

Cartridge ID: NES-EA-USA

- TRIVIA -

Elevator Action for NES was released in August 1987 in North America.

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [US] (March 5, 2007) [Model FAWE]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55120&o=2

$end


$cpc_cass=elevator,
$bio

Elevator Action [Model QSA 144] (c) 1986 Quicksilva

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96112&o=2

$end


$nes=elevatorj,elevatorj1,
$bio

Elevator Action (c) 1985 Taito Corp.

- TECHNICAL -

Cartridge ID: TF-4900

- TRIVIA -

Elevator Action for Famicom was released on June 28, 1985 in Japan.

It was the 4th title published by Taito on the Famicom.

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [JP] (April 3, 2007) [Model FAWJ] 
Nintendo Wii U [Virtual Console] [JP] (February 19, 2014) [Model FB9J] 

* Handhelds : 
Nintendo 3DS [Virtual Console] [JP] (March 12, 2014) [Model TDSJ]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54023&o=2

$end


$scv=elevfght,
$bio

Elevator Fight (c) 1984 Epoch Company, Limited.

- TECHNICAL -

[Model 7 NO.09110]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49078&o=2

$end


$info=11beat,
$bio

Eleven Beat - World Tournament (c) 1998 Hudson Soft.

- TECHNICAL -

Seta Aleck64 hardware

CPU : R4300i @ 93.75 MHz
Co-Processor : 64-bit RISC processor @ 62.5 MHz, RCP SP (Sound and Graphics Processor), and DP (Pixel Drawing Processor)
Sound : 16 bit stereo, 44.1Khz; ADPCM sound compression, up to 100PCM channels
RAM : Rambus D-RAM 36 Mbits

Screen orientation : Horizontal
Video resolution : 640 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors: 16.8 million (max. 32.000 on screen)

Players : 1
Control : stick
Buttons : 9

- TRIVIA -

Eleven Beat was released in September 1998.

- PORTS -

* Consoles :
Nintendo 64 (1997, "J-League Eleven Beat 1997")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3859&o=2

$end


$amigaocs_flop=elfmv,
$bio

Elf (c) 1988 MicroValue

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73964&o=2

$end


$amigaocs_flop=elfoc,
$bio

Elf (c) 1991 Ocean Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73965&o=2

$end


$gba=elfu,
$bio

Elf - The Movie [Model AGB-BELE-USA] (c) 2004 Crave Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70560&o=2

$end


$gba=elf,
$bio

Elf - The Movie [Model AGB-BELP] (c) 2004 Crave Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70559&o=2

$end


$gba=elfbowl,
$bio

Elf Bowling 1 & 2 [Model AGB-BEBE-USA] (c) 2005 Ignition Ent., Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70561&o=2

$end


$info=elf2,
$bio

Elf II (c) 1978 Netronics.

An early Hobbyist computer kit featuring the RCA 1802 microprocessor.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103277&o=2

$end


$x68k_flop=elfcg,
$bio

Elf no Shoujou CG Puzzle (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87489&o=2

$end


$saturn,sat_cart=elf,
$bio

Elf wo Karu Monotachi (c) 1997 Altron Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59104&o=2

$end


$saturn,sat_cart=elfhana,
$bio

Elf wo Karu Monotachi - Hanafuda Hen (c) 1997 Altron Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59105&o=2

$end


$saturn,sat_cart=elf2,
$bio

Elf wo Karu Monotachi II (c) 1998 Altron Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59106&o=2

$end


$psx=elfwokar,
$bio

Elf wo Karu Monotachi II (c) 1998 Altron Corp.

- TECHNICAL -

[Model SLPS-01456]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85125&o=2

$end


$snes=elfaria,
$bio

Elfaria - The Isle of the Blest [Model SHVC-H5] (c) 1993 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61268&o=2

$end


$snes=elfaria2,
$bio

Elfaria II - The Quest of the Meld [Model SHVC-AEFJ-JPN] (c) 1995 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61269&o=2

$end


$info=elfin,
$bio

Elfin (c) 1999 dgPIX Entertainment.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=29351&o=2

$end


$amigaocs_flop=elfmania,
$bio

Elfmania (c) 1994 Renegade Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73966&o=2

$end


$a2600=eliladdr,
$bio

Eli's Ladder (c) 1982 Simage

Eli's Ladder is a counting, addition, and subtraction 'drill and practice' set of games.

- TRIVIA -

This game is extremly rare.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50445&o=2

$end


$msx1_cass=elidon,elidonb,elidona,
$bio

Elidon (c) 1986 Aackosoft [Netherlands]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94623&o=2

$end


$cpc_cass=elidonuk,
$bio

Elidon (c) 1986 Orpheus

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96113&o=2

$end


$gbcolor=atelelie,
$bio

Elie no Atelier GB [Model DMG-A8EJ-JPN] (c) 2000 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67852&o=2

$end


$megadriv=elimdown,
$bio

Eliminate Down (c) 1993 Soft Vision

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56484&o=2

$end


$amigaocs_flop=eliminat,
$bio

Eliminator (c) 1988 Hewson Consultants

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73967&o=2

$end


$cpc_cass=eliminat,
$bio

Eliminator (c) 1988 Hewson Consultants

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96114&o=2

$end


$info=m5elim,m5elim03,m5elim04,
$bio

Eliminator (c) 200? Barcrest.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=18259&o=2

$end


$nes=eliminat,eliminatu,
$bio

Eliminator Boat Duel (c) 1991 Electro Brain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55121&o=2

$end


$info=elim4,elim4p,
$bio

Eliminator [4-Player model] (c) 1981 Gremlin.

A large spheroid known as the Eliminator floats randomly about the screen destroying everything it touches. Pilot a space ship around and avoid being hit by it, other players, or drones while fighting.

- TECHNICAL -

Sega G80 Vector hardware

- TRIVIA -

Released in December 1981.

Also released as :
"Eliminator [Upright 2-Player model]"
"Eliminator [Cocktail 2-Player model]"

During the attract mode for Eliminator 4-player, it mentions 'Two-players game'. This implies that the 2-player upright model came first, and they forgot to change the attract mode between games.

This was the only '4-players' vector game ever made.

- STAFF -

Designed & programmed by : Larry Clague, Mike Hendricks

- PORTS -

* Consoles :
Sony PSP (2006, "Sega Genesis Collection")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=21196&o=2

$end


$info=elim2c,
$bio

Eliminator (c) 1981 Gremlin.

A large spheroid known as the Eliminator floats randomly about the screen destroying everything it touches. Pilot a space ship around and avoid being hit by it, other players, or drones while fighting.

- TECHNICAL -

[Cocktail 2-Player model]

Sega G80 Vector hardware.

- TRIVIA -

Released in December 1981.

Also released as :
"Eliminator [Upright 2-Player model]"
"Eliminator [4-Player model]".

- UPDATES -

There are two '2-player' revision of this game :

* Set 2 : The oldest version of eliminator had small, fast and accurate firing drones. There was a 'counter' for each player that counted down from 30. Texts on screen are purple.

* Set 1 : The latest versions is the most commonly found version. In this version, the drones are more colorful, larger and dumb. There are no counters, just a score for each player. Texts on screen are green.

- STAFF -

Designed and programmed by : Larry Clague, Mike Hendricks

- PORTS -

* Consoles :
Sony PSP (2006, "Sega Genesis Collection")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=21197&o=2

$end


$info=elim2,elim2a,
$bio

Eliminator (c) 1981 Gremlin.

Eliminator is the title of Gremlin Industries' last arcade game, released in 1981 and licensed to Sega for Japanese manufacture and distribution, It was also the only vector game Gremlin ever made, and ran on their distributing company's G80 Vector hardware which they had previously released their own Space Fury on. Additionally, Eliminator is also the only four-player vector game ever made.

It is a multi-directional shooter in which players must use four buttons to take control of their ship: two to make them rotate left and right, and two more to make them fire and accelerate. Players pilot a space ship around the playfield and must destroy alien drones. The ultimate goal is to evade and destroy the Eliminator, a huge asteroid base. The players fire causes any enemy that is struck (with the exception of the Eliminator itself) to rebound and careen off in another direction. 

There is only one way to destroy the Eliminator, fire a cannon blast down the trench into its center. This can be done directly or via a ricochet. Failure to destroy the Eliminator after a preset time causes the center to activate a drone that flies out of the Eliminator to shoot down the player with a destructive energy blast. The playfield becomes enclosed in an invisible barrier that bounces shots and ships off it, thus increasing the chances of death. Once the Eliminator is destroyed, the game restarts with a tougher set of enemies. The four player version allowed four players to simultaneously make attack runs on the Eliminator while trying to evade or destroy various other opponents. In four player mode, players must also dodge other player's ships.

- TECHNICAL -

[Upright 2-Player model] 

Sega G80 Vector hardware

Main CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Discrete circuitry

Screen orientation : Horizontal
Video resolution : 224 x 256 pixels
Screen refresh : 40.00 Hz
Palette colors : 256

Players : 2
Control : 4 buttons

- TRIVIA -

Eliminator was released in Japan in December 1981 and in North America in April 1982.

Also released as :
"Eliminator [Cocktail 2-Player model]"
"Eliminator [4-Player model]".

- UPDATES -

There are two '2-player' revisions of this game:

* Set 2 : The oldest version of eliminator had small, fast and accurate firing drones. There was a 'counter' for each player that counted down from 30. The screen text is green. purple.

* Set 1 : The latest version is the most commonly found version. In this version, the drones are more colorful, larger and dumb. There are no counters, just a score for each player. The screen text is green.

- STAFF -

Designed and programmed by : Larry Clague, Mike Hendricks

- PORTS -

* Handhelds : 
Sony PSP [US] (November 16, 2006) as an unlockable extra in "Sega Genesis Collection [Model ULUS-10192]" 
Sony PSP [EU] (February 2, 2007) as an unlockable extra in "Sega Mega Drive Collection [Model ULES-00556]" 
Sony PSP [AU] (February 8, 2007) as an unlockable extra in "Sega Mega Drive Collection [Model ULES-00556]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=750&o=2

$end


$bbca_cass,bbcb_cass=elite,
$bio

Elite (c) 1984 Acornsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51790&o=2

$end


$cpc_cass=eliteuk1,eliteg19,
$bio

Elite (c) 1986 Firebird

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96116&o=2

$end


$msx1_cass=elite,
$bio

Elite (c) 1987 Firebird

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94624&o=2

$end


$amigaocs_flop=eliteb,
$bio

Elite (c) 1989 Firebird

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73968&o=2

$end


$amigaocs_flop=elite,
$bio

Elite (c) 1989 Firebird

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73969&o=2

$end


$bbca_cass,bbcb_cass=elitesrr,
$bio

Elite (c) 198? Superior Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51791&o=2

$end


$nes=elite,
$bio

Elite (c) 1992 Imagineering

- TRIVIA -

Reviews:
[FR] October 1992 - Consoles+ No. 13: 96/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55122&o=2

$end


$nes=eliteu,
$bio

Elite (c) 1992 Ian Bell

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55123&o=2

$end


$info=m4elite,
$bio

Elite (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41311&o=2

$end


$info=feagv2,feagv7,feagv10,feagv11,
$bio

Elite Avant Garde (c) 1989 Fidelity Electronics.

Chess computer.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103442&o=2

$end


$info=m4elitc,m4elitca,
$bio

Elite Club (c) 199? Crystal Leisure.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42043&o=2

$end


$gameboy=elitesoc,
$bio

Elite Soccer [Model DMG-YK-USA] (c) 1994 GameTek

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65949&o=2

$end


$snes=elitesoc,
$bio

Elite Soccer [Model SNS-L7-USA] (c) 1994 GameTek

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62960&o=2

$end


$amigaocs_flop=elitea,
$bio

Elite [Space Legends] (c) 1989 Firebird

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73970&o=2

$end


$megadriv=elit95,
$bio

Elitserien 95 (c) 1994 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56485&o=2

$end


$megadriv=elit96,
$bio

Elitserien 96 (c) 1995 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56486&o=2

$end


$bbca_cass,bbcb_cass=elixir,
$bio

Elixir (c) 1987 Superior Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51792&o=2

$end


$bbca_cass,bbcb_cass=elixirpias,
$bio

Elixir [Play It Again Sam] (c) 198? Superior Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51793&o=2

$end


$mc10=eliza,
$bio

Eliza (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87628&o=2

$end


$a2600=elkattac,
$bio

Elk Attack (c) 1987 Atari Corporation.

Based on the Taito coin-op Electric Yo-Yo.

- TRIVIA -

This game was never released.

- STAFF -

Programmer: Mark R. Hahn

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50446&o=2

$end


$x68k_flop=elle,
$bio

Elle (c) 1991 Elf [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87490&o=2

$end


$pc98=elle,
$bio

Elle (c) 1991 Elf [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89415&o=2

$end


$msx2_flop=elle,ellea,
$bio

Elle (c) 1992 Elf [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101641&o=2

$end


$pc98=elmknigt,
$bio

Elm Knight - A Living Body Armor (c) 1992 Micro Cabin Co. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89416&o=2

$end


$gbcolor=elmo123u,
$bio

Elmo's 123s [Model DMG-AE3E-USA] (c) 1999 NewKidCo International, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67854&o=2

$end


$gbcolor=elmo123,
$bio

Elmo's 123s [Model DMG-AE3P-EUR] (c) 1999 NewKidCo International, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67853&o=2

$end


$gbcolor=elmoabc,
$bio

Elmo's ABCs [Model DMG-AEAE-USA] (c) 1999 NewKidCo International, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67855&o=2

$end


$n64=elmolett,
$bio

Elmo's Letter Adventure (c) 1999 NewKidCo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57683&o=2

$end


$n64=elmonumb,
$bio

Elmo's Number Journey (c) 1999 NewKidCo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57684&o=2

$end


$snes=elnard,
$bio

Elnard [Model SHVC-EL] (c) 1993 Enix, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61270&o=2

$end


$info=elppa
$bio

Elppa II Plus (c) 198? Victor do Brasil Eletronica, Ltda.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96203&o=2

$end


$x68k_flop=elrinda1,
$bio

Elrin Da! Magazine Vol. 1 - Uchuu Tai Sakusen (c) 1993 Elrin Da!

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87491&o=2

$end


$x68k_flop=elrinda2,
$bio

Elrin Da! Magazine vol. 2 Quiz Uchuu Tai Sakusen (c) 1993 Elrin Da!

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87492&o=2

$end


$n64=eltale,
$bio

Eltale Monsters [Model NUS-NETJ] (c) 1999 Imagineer [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57685&o=2

$end


$x1_flop=elthlead,
$bio

Elthlead (c) 1987 NCS Corp. [Nippon Computer Systems] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85970&o=2

$end


$pc8801_flop=elthlead,
$bio

Elthlead (c) 1987 NCS Corp. [Nippon Computer Systems] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91709&o=2

$end


$msx2_cart=elthlead,
$bio

Elthlead (c) 1988 NCS

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51287&o=2

$end


$msx2_flop=elthleadelthleada,
$bio

Elthlead (c) 198? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101642&o=2

$end


$cpc_cass=elvenwar,
$bio

Elven Warrior (c) 1989 Players Premier

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96117&o=2

$end


$pc98=elves,
$bio

Elves (c) 1992 You-en-tai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89417&o=2

$end


$amigaocs_flop=elvira,elviraf,elvirag,
$bio

Elvira - Mistress of the Dark (c) 1990 Accolade, Incorporated. [San Jose, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73971&o=2

$end


$pc98=elvira,
$bio

Elvira - Mistress of the Dark (c) 1992 Acclaim Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89418&o=2

$end


$info=eatpm_l4,eatpm_4g,eatpm_4u,eatpm_l1,eatpm_l2,eatpm_p7,
$bio

Elvira and the Party Monsters (c) 1989 Midway.

- TECHNICAL -

Midway System 11B
Model Number : 2011

Main CPU : M6808 (@ 1 MHz)
Sound CPU : Motorola M6809 (@ 2 MHz), OKI M6808 (@ 1 MHz)
Sound chips : Yamaha YM2151 (@ 3.579545 MHz), (2x) DAC, (2x) HC55516

- TRIVIA -

First known celebrity voice (Cassandra Peterson - Elvira) especially recorded for the machine.

Approximately 4,000 units were produced.

Elvira is known to be a little risque. As a precautionary measure, Elivra games were shipped with a small, black lingerie 'decal', to be placed over ELVIRA's plunging cleavage on the backglass. The software included a similar option to tone down the quotes. This was the 'Rated-G' option, intended to 'Protect the eyes and ears of the little Party Monsters'.

The slingshot/outlane plastics are bordered by long bones. The 'broken' bones on these plastics are an 'inside joke' about Dennis Nordman's motorcycle accident, which occurred during the development of Elvira. In fact, Dennis Nordman broke many, many bones in the accident and basically designed Elvira from a hospital bed!

The graphic on the right side of the game near the pizza passage with the monster carrying a shitload of pizza boxes. One of the pizza boxes is named 'Pinball Pete's', and this is the name of the Arcade that Tim Arnold used to own (and subsequently sold to his brother) in Michigan. Guess someone working on the game wanted to point out Tim and his efforts in pinball.

- SERIES -

1. Elvira and the Party Monsters (1989)
2. Scared Stiff (1996)

- STAFF -

Designers : Dennis Nordman, Jim Patla, Steve Ritchie
Artwork : Greg Freres
Software: Mark Penacho
Mechanics : Tony Pugh
Music & Sounds : Chris Granner

- PORTS -

* Consoles :
Atari Lynx (1992; As part of Pinball Jam)

* Others :
Android (May 31, 2012, "The Pinball Arcade")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5373&o=2

$end


$amigaocs_flop=elvira2,elvira2f,elvira2g,
$bio

Elvira II - The Jaws of Cerberus (c) 1992 Accolade, Incorporated. [San Jose, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73972&o=2

$end


$info=elvisp,elvisf,elvisg,elvisi,elvisl,elvisf302,elvisf303,elvisf4,elvisg302,elvisg303,elvisg4,elvisi302,elvisi303,elvisi4,elvisl302,elvisl303,elvisl4,elvisp302,elvisp303,elvisp4,
$bio

Elvis (c) 2004 Stern Pinball.

- TECHNICAL -

Stern Whitestar II

Main CPU : Motorola M6809 (@ 2 MHz)
Sound CPU : Atmel AT91 (@ 40 MHz)
Display CPU : Motorola M6809 (@ 4 MHz)
Sound chip : DMA-driven DAC

- TRIVIA -

Produced by Steve Ritchie Productions for Stern Pinball.

- STAFF -

Designer : Steve Ritchie (SSR)
Artwork : Jerry Vanderstelt
Software : Keith P. Johnson, Lonnie D. Ropp, Dwight Sullivan
Dots/Animation : Mark Galvez (MG)
Mechanics : John Rotharmel (JMR)
Music : Elvis Presley, Chris Granner
Sounds : Chris Granner

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5319&o=2

$end


$info=m5evgrhr,m5evgrhra,
$bio

Elvis Gold Red Hot Roll (c) 200? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41566&o=2

$end


$info=m5egr,m5egra,
$bio

Elvis Gold Rush (c) 200? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41564&o=2

$end


$info=m5egss,m5egssa,
$bio

Elvis Gold Super Streak (c) 200? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41565&o=2

$end


$info=elwro800,
$bio

Elwro 800-3 Junior (c) 1986 Elwro.

- TRIVIA -

The Elwro 800 Junior was designed by a team of scientists from the "Instytutu Automatyki Politechniki Pozna?skiej" (Institute of Automation and Technology Poznan University).

It was first presented at the Poznan International Fair in 1986 in Poland.

The 800-3 version had built-in controller FDD + socket for the SPECTRUM Network.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64074&o=2

$end


$pc98=elysion,
$bio

Elysion (c) 1986 Systemsoft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89419&o=2

$end


$nes=elysion,
$bio

Elysion (c) 1988 Tokyo Shoseki

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54024&o=2

$end


$info=embargo,
$bio

Embargo (c) 1977 Cinematronics.

Embargo is a one to four player blocking genre game. Each player must deposit a coin. There is a stylized map of Cuba (with a canal through the center) in the middle of the screen. There are four boats, one in each corner of the screen. If there were less than four players then the computer played the remainder. As the boats sail out they leave a continuous trail of mines behind. The players can control the direction and, with a single button, stop two mines from being laid in every twelve.

Each time a boat hits another boat, a mine, the screen edge or Cuba, it explodes and the surviving boats each get one point. This continues until zero or one boat is left. (If two boats collide they both blow up.) I believe there were four rounds per game. The strategy was to block off as much open water as you could while leaving a hole in your line of mines so you could double back and duck through it.

- TECHNICAL -

The display was a standard NTSC raster black-and-white monitor. The main logic board used a Signetics 2650 8-bit microprocessor chip.
 
The video timing was generated using TTL SSI synchronous counters and standard logic gates.
 
The sound board was separate from the main logic board. The explosion sound was based on a pseudo-random number generator which used a resistor ladder to generate something approximating white noise (although many thought it sounded like someone coughing). There was a single tone generator as well as gating logic, all controlled by the main logic board.
 
The four directional control knobs were encoded using standard 12 position make-before-break wafer switches that had the detent ball removed. Each had a matrix of diodes attached which generated a 4-bit Gray code.

Main CPU : S2650 (@ 625 Khz)

Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 2

Players : 4
Control : dial
Buttons : 4 (1 for each player)

- TRIVIA -

This was Cinematronics third game and first original game design. It took about 9 months from concept to production. The game was not a hit and only sold well in Florida. Space Wars was the next game and launched a golden age for the company.

- STAFF -

Game Concept: Jim Pearce
Hardware & Software Design: Robert Shaver

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=751&o=2

$end


$a800=embargo,
$bio

Embargo (c) 1982 Gebelli Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86532&o=2

$end


$amigaocs_flop=embryo,
$bio

Embryo (c) 1993 Black Legend

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73973&o=2

$end


$info=embryon,
$bio

Embryon (c) 1981 Bally.

- TECHNICAL -

Bally MPU AS-2518-35 (Squawk and Talk)
Model Number : 1222

Main CPU : M6800 (@ 475 KHz)
Sound CPU : M6802 (@ 895 KHz)
Sound chips : General Instrument AY8910 (@ 895 KHz), DAC, Texas Instruments TMS5220 (@ 640 KHz)

- TRIVIA -

Released in June 1981, Embryon was the first Bally game to feature artwork by Tony Ramunni, and the first (and last) game from this company to use the trademarked 'Flipsave' ball saving feature - a small flipper inside the right out-lane used by players to flip lost balls back into the return lane.

2,250 units were produced.

The development of this game took 10 months.

- STAFF -

Design by : George Christian
Art by : Tony Ramunni

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5379&o=2

$end


$x68k_flop=emerald,
$bio

Emerald Densetsu (c) 1990 System House Oh!

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87493&o=2

$end


$pc98=emerald,
$bio

Emerald Densetsu (c) 1990 System House Oh!

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89420&o=2

$end


$pc8801_flop=emerald,
$bio

Emerald Densetsu (c) 1990 System House Oh!

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91710&o=2

$end


$pc98=emeraldd,
$bio

Emerald Dragon (c) 1989 Glodia [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89421&o=2

$end


$pc8801_flop=emeraldd,emeraldda,emeralddd,
$bio

Emerald Dragon (c) 1989 Basho House [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91711&o=2

$end


$x68k_flop=emeraldd,
$bio

Emerald Dragon (c) 1990 Glodia [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87494&o=2

$end


$msx2_flop=emeraldd,emeraldda,
$bio

Emerald Dragon (c) 1990 Glodia [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101643&o=2

$end


$pcecd=emeraldd,
$bio

Emerald Dragon (c) 1994 NEC Home Electronics, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58176&o=2

$end


$pc8801_flop=emeralddmd,emeralddmda,
$bio

Emerald Dragon Music Disk (c) 1989 Basho House [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91712&o=2

$end


$pcecd=emeralddt,
$bio

Emerald Dragon Taikenban (c) 1994 NEC Home Electronics, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58177&o=2

$end


$pc8801_flop=emeralddvu,
$bio

Emerald Dragon Visual User Disk (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91713&o=2

$end


$snes=emeraldd,
$bio

Emerald Dragon [Model SHVC-AMWJ-JPN] (c) 1995 Media Works

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61271&o=2

$end


$bbca_cass,bbcb_cass=emeraldi,
$bio

Emerald Isle (c) 1985 Level 9 Computing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51794&o=2

$end


$cpc_cass=emeraldi,
$bio

Emerald Isle (c) 1985 Level 9 Computing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96118&o=2

$end


$amigaocs_flop=emine,
$bio

Emerald Mine (c) 1987 Kingsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73974&o=2

$end


$amigaocs_flop=emine3p,
$bio

Emerald Mine 3 Professional (c) 1990 Kingsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73975&o=2

$end


$amigaocs_flop=emine2,
$bio

Emerald Mine II (c) 1988 Kingsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73976&o=2

$end


$info=emeralda,emeraldaj,
$bio

Emeraldia (c) 1993 Namco.

A puzzle game where the player must line up squares of the same color. When three tiles have been stacked in a vertical row, they crack. When a fourth square of same color lands on the cracked ones, all four squares disappear.

- TECHNICAL -

Namco System NA-1 hardware
Game ID : EM

Main CPU : Motorola 68000 (@ 12.52825 Mhz), M37710 (@ 12.52825 Mhz)
Sound Chips : C140 (@ 42.667 Khz)

Players : 4
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Released in July 1993.

Soundtrack releases :
Namco Video Game Graffiti Vol.10 [Victor Entertainment - VICL-40098 - Dec 16, 1993]

- STAFF -

Composed by : Yoshie Arakawa

- PORTS -

* Consoles :
Nintendo Wii (2009, "Virtual Console Arcade")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=752&o=2

$end


$info=eca,ecau,ecap,
$bio

Emergency Call Ambulance (c) 1999 Sega.

Become an emergency medical technician in Emergency Call Ambulance. Day or night, you're on the call! Race to the scene of a serious traffic accident, spectacular fire or senseless act of big city violence. You're mission : get the injured to the hospital emergency room as quickly and safely as possible! Players are kept aware of their patient's condition by monitoring their 'health point' indicator. Reckless driving or hitting other vehicles will dramatically reduce your patient's 'health point' indicator. Follow the on-screen directions or choose your own route. The game ends if the 'health point' indicator reaches zero before you deliver the patient to the hospital. Make it in time, and you're off to the next emergency call!

- TECHNICAL -

Runs on the Sega "Model 3 Step 2.1" hardware.

Players : 1
Control : paddle
Buttons : 3

- TRIVIA -

Emergency Call Ambulance was released in July 1999.

This game is known in Japan as 'Kyuukyuusha' (translates from Japanese as 'Ambulance').

Emergency Call Ambulance is a part of Sega's 'Real Life Career Series', others are "Airline Pilots", "Brave Firefighters", "Jambo! Safari", "18 Wheeler - American Pro Trucker" and "Crazy Taxi".

This was the last game made on the Sega Model 3 hardware.

- PORTS -

* Consoles :
Sega Dreamcast - (A collection including "Brave Firefighters", "Jambo! Safari", and "Emergency Call Ambulance" was planned but not released.)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3408&o=2

$end


$famicom_flop=emichan,
$bio

Emi-chan no Moero Yakyuuken! (c) 19?? Super PIG [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65297&o=2

$end


$msx1_cass=ebutrag,
$bio

Emilio Butragueno Futbol (c) 1988 Topo Soft [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94625&o=2

$end


$cpc_cass=emiliobu,
$bio

Emilio Butragueno II (c) 1989 Erbe Soft. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96119&o=2

$end


$msx1_cass=ebutrag2,
$bio

Emilio Butragueño II (c) 1989 Erbe Software [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94626&o=2

$end


$msx1_cass=esanchez,
$bio

Emilio Sanchez Vicario Grand Slam (c) 1989 Zigurat Soft [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94627&o=2

$end


$cpc_cass=emiliosa,
$bio

Emilio Sanchez Vicario Grand Slam [Model ES-011-AMS] (c) 1989 Zigurat Soft [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96120&o=2

$end


$saturn,sat_cart=emit1,
$bio

Emit Vol. 1 - Toki no Maigo (c) 1995 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59107&o=2

$end


$snes=emit1,
$bio

Emit Vol. 1 - Toki no Maigo [Model SHVC-AEMJ-JPN] (c) 1995 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61272&o=2

$end


$saturn,sat_cart=emit2,emit2a,
$bio

Emit Vol. 2 - Inochigake no Tabi (c) 1995 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59108&o=2

$end


$snes=emit2,
$bio

Emit Vol. 2 - Inochigake no Tabi [Model SHVC-AEIJ-JPN] (c) 1995 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61273&o=2

$end


$snes=emit3,
$bio

Emit Vol. 3 - Watashi ni Sayonara o [Model SHVC-AETJ-JPN] (c) 1995 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61274&o=2

$end


$saturn,sat_cart=emit3,
$bio

Emit Vol. 3 - Watashi ni Sayonara wo (c) 1995 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59109&o=2

$end


$amigaocs_flop=hughesis,
$bio

Emlyn Hughes International Soccer (c) 1990 Audiogenic

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73977&o=2

$end


$cpc_cass=emlynhug,
$bio

Emlyn Hughes International Soccer [Model ASL52AM] (c) 1988 Audiogenic

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96121&o=2

$end


$amigaocs_flop=emmanuel,
$bio

Emmanuelle (c) 1989 Tomahawk

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73978&o=2

$end


$amigaocs_flop=emmanuelg,
$bio

Emmanuelle (c) 1989 Coktel Vision

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73979&o=2

$end


$info=sp_emmrd,sp_emmrda,sp_emmrdb,sp_emmrdc,sp_emmrdd,sp_emmrde,sp_emmrdf,sp_emmrdg,sp_emmrdh,sp_emmrdi,sp_emmrdj,sp_emmrdk,sp_emmrdl,sp_emmrdm,sp_emmrdn,sp_emmrdo,
$bio

Emmerdale (c) 1995 Ace Coin Equipment, Limited.

- TRIVIA -

Emmerdale was released in June 1995.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42231&o=2

$end


$info=sc4emmer,sc4emmera,sc4emmerb,sc4emmerc,
$bio

Emmerdale (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR2313]
[Scorpion 4]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43017&o=2

$end


$info=sc5emmer,sc5emmera,
$bio

Emmerdale (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR2313]
[Scorpion 5]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42584&o=2

$end


$snes=emmittsf,
$bio

Emmitt Smith Football (c) 1995 JVC

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62961&o=2

$end


$pc8801_flop=emmy,emmya,
$bio

Emmy (c) 1984 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91714&o=2

$end


$pc8801_flop=emmy2,emmy2a,
$bio

Emmy II (c) 1984 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91715&o=2

$end


$psx=emmyreaj,
$bio

Emmyrea (c) 2001 KID [Kindle Imagine Develop]

- TECHNICAL -

[Model SLPS-03216]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85126&o=2

$end


$gbcolor=emochndx,
$bio

Emo Cheng DX (c) 200? Sintax.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95186&o=2

$end


$nes=10baiyak,
$bio

????? 10?????????? (c) 1989 Hect
(Emo Yan no 10 Bai Pro Yakyuu)

- TECHNICAL -

Game ID: HCT-IB/005
Cart color: light grey

- TRIVIA -

Released on December 19, 1989 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54025&o=2

$end


$bbca_cass,bbcb_cass=emperor,
$bio

Emperor (c) 19?? Molimerx

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51795&o=2

$end


$bbca_cass,bbcb_cass=empire,
$bio

Empire (c) 1985 Shards Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51796&o=2

$end


$cpc_cass=empireuk,
$bio

Empire (c) 1986 Firebird

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96122&o=2

$end


$info=empcity,empcityj,empcityu,empcityi,
$bio

Empire City 1931 (c) 1986 Seibu Kaihatsu.

Empire City 1931 is a first-person shoot'em up where you attempt to rid 1931 New York City of the dangerous criminal element.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3 Mhz)
Sound CPU : Zilog Z80 (@ 3 Mhz)
Sound Chips : (2x) Yamaha YM2203 (@ 1.5 Mhz), OKI MSM5205 (@ 384 Khz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Empire City 1931 was released in December 1986.

Licensed to Taito for Japan manufacture and distribution.
Licensed to Eurobed for Italian manufacture and distribution.

Empire City 1931 is known in Germany as "Street Fight".

- SERIES -

1. Empire City 1931 (1986)
2. Dead Angle (1988)

- PORTS -

* Consoles :
Nintendo Famicom [JP] (December 15, 1987, "Magnum Kiki Ippatsu - Empire City : 1931")

* Computers :
Thomson TO8 [EU] (1987, "Prohibition")
Commodore C64 [EU] (1987, "Prohibition")
Sinclair ZX Spectrum [EU] (1987, "Prohibition")
Amstrad CPC [EU] (1987, "Prohibition") [64 ko Cassette version]
Amstrad CPC [EU] (1987, "Prohibition") [128 ko Disk version] : has better graphics.
Atari ST [EU] (1987, "Prohibition") 
Atari ST [EU] (1990, "Prohibition (Smash 16)") 
PC [MS-DOS, 5.25"] (19??, "Prohibition")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=753&o=2

$end


$megadriv=empsteel,
$bio

Empire of Steel (c) 1992 Flying Edge

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56487&o=2

$end


$amigaocs_flop=empireso,
$bio

Empire Soccer 94 (c) 1994 Empire Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73980&o=2

$end


$fm7_disk=emx80cpm,
$bio

EMX80 System for FM-7/8 (c) 1984 Eiji Katsura

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93613&o=2

$end


$cpc_cass=enbuscad,
$bio

En Busca del Arca de La Alianza (c) 1986 Creativos Editoriales

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96124&o=2

$end


$msx1_cass=enruta,
$bio

En Ruta (c) 1985 Microgesa

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94628&o=2

$end


$msx1_cass=enchant,
$bio

Enchanted (c) 1989 Positive [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94629&o=2

$end


$gba=enchantd,
$bio

Enchanted - Once Upon Andalasia [Model AGB-BZRE-USA] (c) 2007 Disney Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70562&o=2

$end


$info=enchfrst,eforest,eforesta,eforestb,
$bio

Enchanted Forest (c) 1995 Aristocrat.

A 5-reel video slot machine with a fantasy theme.

- TECHNICAL -

Aristocrat MKIV hardware.

MVP cabinet (14 button) layout :

Top row buttons :
Collect
Bet 1 Credit
Bet 2 Credits
Bet 3 Credits
Bet 5 Credits
Bet 10 Credits

Bottom row buttons :
Service
Play 1 Line / Red
Play 3 Lines
Play 5 Lines
Play 7 Lines
Play 9 Lines / Black
Gamble
Take Win

Also released on the MKV Series 1 hardware (1995).

- TRIVIA -

Enchanted Forest was released in June 1995.

Other 'Enchanted' style games are : "Mystic Garden", "Enchantress" and "Mystic Forest".

- UPDATES -

When you get a win with the Tree Eyes it displays ***ENCHANTED PAY*** on the screen. The asterisks are removed on the later versions.

- SCORING -

All pays are left to right, except scattered Mushrooms which pay any.

Tree Eyes appear in reels 2, 3 and 4 and substitute for all symbols in all positions of that reel, and in one position for scattered Mushrooms.

- TIPS AND TRICKS -

If you get a win with the Tree Eyes and there is also the same symbol on a line you get the win twice for the same reel position. For instance if you spin up 3 Jacks playing 1 line and there is also the Tree Eyes symbol on reel 3, it will give you the 3x Jack win, and the 3x Jack win with the substitute.

Double Up Feature : When a win comes up, you are given the chance to bet on the credits you've just won.
If you select the right colour (Red or Black), your win is doubled. If you select the wrong item, you lose the gamble and it goes back to the main game.
You can take a win at any time, but if you win 5 times in the one gamble feature, the game ends automatically. You can't gamble more than $10,000 however (but, would you?!).
If you win a progressive jackpot on the machine, you can't gamble the win, even if you actually won credits on the same spin the jackpot went off.

- SERIES -

1. Enchanted Forest (1994)
2. Phantom Pays (1994)
3. Thunderheart (1996)
4. Mystic Eyes [Mr. Cashman] (2002)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5014&o=2

$end


$info=enchlamp,
$bio

Enchanted Lamp (c) 2006 Konami Gaming, Incorporated.

- TRIVIA -

Released in November 2006.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=12061&o=2

$end


$amigaocs_flop=enchantd,
$bio

Enchanted Land (c) 1990 Thalion

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73981&o=2

$end


$cpc_cass=enchante,
$bio

Enchanted [Model 32001] (c) 1989 Positive [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96125&o=2

$end


$ibm5150,ibm5150_cass=enchantr,
$bio

Enchanter (c) 1983 Infocom

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83613&o=2

$end


$pc98=enchantr,
$bio

Enchanter - Wakaki Madoushi no Shiren (c) 1993 Systemsoft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89422&o=2

$end


$a2600=encountre,
$bio

Encounter at L-5 (c) 1983 Gameworld

European release. See "Encounter at L-5 [Model DA1001]" for more information about the game itself.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50448&o=2

$end


$a2600=encountr,
$bio

Encounter at L-5 (c) 1982 Data Age, Incorporated.

Beyond the orbit of the moon, a defenseless space colony is under heavy attack from the ruthless Megalytes. You are their only hope. Armed with packets of antimatter, you take control of an Antimatter Launcher.  Suddenly the sky is ablaze with Megalyte war ships. You must destroy them before their formidable particle beams destroy you and the peace-loving colonists of L-5. It will take every ounce of skill and cunning at your disposal to blast the evil ones out of orbit.

- TECHNICAL -

Model DA1001

- SCORING -

You will score points for every Warrior Ship you hit--the farther away the ship, the more points you receive. You'll also score 10 points for each death ship you destroy.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50447&o=2

$end


$cdi=encyclop,
$bio

Encyclopaedia Hachette (c) 1994 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52864&o=2

$end


$amigaocs_flop=ancbattl,
$bio

Encyclopedia of War - Ancient Battles (c) 1990 CCS

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73982&o=2

$end


$psx=endsecto,
$bio

End Sector (c) 1998 ASCII Corp. [Japan]

- TECHNICAL -

[Model SLPS-01584]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85127&o=2

$end


$pc98=endanrek,
$bio

Endan Rekishi Emaki - Nukata no Ookimi (c) 1989 Zenryutsu [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89423&o=2

$end


$pc98=gorakuin,
$bio

Endan Tokugawa Kouryuuki - Gorakuin (c) 1989 Zenryutsu [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89424&o=2

$end


$info=endrichs,
$bio

Endless Riches (c) 199? EN Tiger.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=45335&o=2

$end


$msx2_flop=endlos,endlosa,
$bio

Endlos (c) 1986 Radarsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101644&o=2

$end


$cpc_cass=enduranc,
$bio

Endurance (c) 1986 CRL Group PLC [London, England]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96127&o=2

$end


$a2600=endurodi,
$bio

Enduro (c) 1983 Digitel

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50451&o=2

$end


$a2600=endurody,
$bio

Enduro (c) 1983 Dynacom [Sao Paulo, Brazil]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50453&o=2

$end


$a2600=enduros,
$bio

Enduro (c) 1984 Supergame

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50455&o=2

$end


$a2600=endurodv,
$bio

Enduro (c) 19?? Digivision

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50452&o=2

$end


$a2600=enduror,
$bio

Enduro (c) 19?? Robby

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50454&o=2

$end


$a2600=endurot,
$bio

Enduro (c) 19?? Tron

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50456&o=2

$end


$info=endurobl,
$bio

Enduro Racer (c) 1987 Herb.

Bootleg of the Sega's original.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=33095&o=2

$end


$sms=enduro,
$bio

Enduro Racer (c) 1987 Sega Enterprises, Limited.

- TECHNICAL -

[Model 5077]

- TRIVIA -

European version released in 1987 by Sega Enterprises.
North American version released in 1988 by Sega America.

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [US] (December 15, 2008)
Nintendo Wii [Virtual Console] [EU] (January 9, 2009)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56011&o=2

$end


$sms=enduroj,
$bio

エンデューロレーサー (c) 1987 Sega Enterprises, Limited.
(Enduro Racer)

- TECHNICAL -

Game ID: G-1322

- TRIVIA -

Enduro Racer for Mark III was released on May 18, 1987 in Japan.

Known export versions : 
[US] [EU] "Enduro Racer [Model 5077]"
[BR] "Super Cross" by Tec Toy

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [JP] (October 21, 2008)
Sega Master System [KO] (April 1995) "Aladdin II Special - Racing 3 IN 1 [Model GB95002JG]" by Samsung

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55858&o=2

$end


$cpc_cass=endurora,
$bio

Enduro Racer [Model UQK 572] (c) 1987 Activision, Inc. [Santa Clara, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96128&o=2

$end


$info=enduror,endurob2,enduror1,enduror1d,endurord,
$bio

Enduro Racer (c) 1986 Sega.

Enduro Racer is an off-road racing game in which players ride a dirt bike across five extremely hilly and twisting courses. Each course is littered with logs, rocks, trees and rival racers that must be either jumped over or avoided.

Jumps can only be performed at specific locations on each track. These locations feature a dirt ramp that spreads across the width of the track. Players must have the bike in the 'wheelie' position when the ramp is struck, the bike will then be launched into the air. If the bike is not in a wheelie position when the ramps are struck, the bike will still clear the ramp, but will land front-wheel first and crash.

Enduro Racer is perhaps best remembered for its 'Wheelie' feature, which required the player to physically lift the cabinet's handlebars to raise the front wheel of the game's on-screen counterpart.

- TECHNICAL -

[Wheelie model]

Dimensions (cm) :W66 x D176 x H170
Weight : 220 Kg.

Main CPU : (2x) Motorola 68000 (@ 10 Mhz), Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2151 (@ 4 Mhz), Sega (@ 4 Mhz)

Screen orientation : Horizontal
Video resolution : 304 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 6144

Players : 1

- TRIVIA -

Released in September 1986.

Also released as :
"Enduro Racer [Sit-Down model]".
"Enduro Racer [Upright model]".

Jack Gale holds the official record for this game with 40,973,617 points.

Alfa Records released a limited-edition soundtrack album for this game (Sega Game Music Vol.2 - 28XA-108) on 25/02/1987.

- STAFF -

Music composed by : Hiroshi Miyauchi (Hiro)

- PORTS -

* Consoles :
Sega Master System (1987) : Isometric view.

* Computers :
Sinclair ZX Spectrum (1987)
Commodore C64 (1987)
Atari ST (1987)
Amstrad CPC (1987)
Thomson TO7 (1988)
Thomson M05
Amstrad CPC (1989, "12 Top Amstrad Hits")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=756&o=2

$end


$a2600=enduro,enduroe1,enduro1,enduroe,
$bio

Enduro (c) 1983 Activision.

Strap on your goggles. Sink into your seat. And leave all your fears in the pit. You're about to enter the race of your life. You'll be required to pass lots of cars each day. Through sun and snow and fog and ice, sunrise to sunset - as fast as youcan. Welcome to the National Enduro!

- TECHNICAL -

Model AX-026

- TRIVIA -

Known as 'Transamerika-Rennen' in Germany.

Back in the 80s, if you got an on-screen racing trophy. You could join the 'Roadbusters' by sending a photo of your TV screen showing your winning race results to Activision. They send in return an official 'High Performance' emblem.

- TIPS AND TRICKS -

Tips from Larry Miller, designer of Enduro.
Larry Miller is a powerhouse game designer with a PhD in physics. When he isn't designing games, he may be sailing, skiing or playing the piano.

"The best way to outlast other drivers is to pace yourself. You won't survive long if you stay at maximum speed because you'll keep hitting the other cars. Go only as fast as it takes to pass the required number of cars each day."

"If you can choose between steering into the side of the road or hitting another car, always steer into the roadside. It's just a minor setback, and you won't lose as much time."

"Also, it's always better to go around diagonally paired cars than to squeeze between them. But, if you must squeeze between them, keep your speed just above theirs and be careful!"

"Here's another tip; If you approach a group of cars that are really blocking the road - slow down. Let them disappear back into the distance ahead of you. Then, accelerate. When you meet up with these cars again, they will have probably changed their positions."

"I hope you enjoy the National Enduro as much as I enjoyed designing it. Drop me a card from your next pit stop - I'd love to hear from you. And please, remember to fasten your seatbelts."

- STAFF -

Programmer: Larry Miller

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50449&o=2

$end


$a2600=enduroc,
$bio

Enduro (c) 1983 CCE

South American release. See Activision's "Enduro [Model AX-026]" for more information about the game.

- TECHNICAL -

Model C-810

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50450&o=2

$end


$cpc_cass=endzoneu,
$bio

Endzone [Model AS179] (c) 1988 Alternative Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96130&o=2

$end


$saturn,sat_cart=enemy0j,enemy0jb,enemy0ja,
$bio

Enemy Zero (c) 1996 Warp

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59110&o=2

$end


$saturn,sat_cart=enemy0,
$bio

Enemy Zero (c) 1997 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60296&o=2

$end


$saturn,sat_cart=enemy0u,
$bio

Enemy Zero [Model 81076] (c) 1997 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60035&o=2

$end


$amigaocs_flop=energie,
$bio

Energie-Manager (c) 1993 Rauser

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73983&o=2

$end


$info=sc1energ,
$bio

Energy (c) 199? Bell-Fruit Mfg. Company, Limited. [B.F.M.].

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42136&o=2

$end


$snes=energybr,
$bio

Energy Breaker [Model SHVC-AZLJ-JPN] (c) 1996 Taito Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61275&o=2

$end


$cpc_cass=energywa,
$bio

Energy Warrior + Molecule Man [Model IA 0236] (c) 1988 Mastertronic, Ltd. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96131&o=2

$end


$pce=energy,
$bio

Energy (c) 1989 NCS

Energy is a platform game by NCS. You play a boy who must rescue his friends captured by mutant monsters. He can fire balls of energy using his ESP powers. You can talk to other characters to get clues about the game. You can collect extra items hidden in chesses, as extra life and Esp potions.

- TECHNICAL -

Game ID: NCS89005

- TRIVIA -

Released on April 19, 1989 in Japan for 5200 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58573&o=2

$end


$info=enforce,enforcej,enforceja,
$bio

Enforce (c) 1988 Taito.

A 3-Dimensional tank driving shoot'em up using much the same technology as that of "Continental Circus".

- TECHNICAL -

Taito Z System hardware
Game ID : B58

Main CPU : (2x) Motorola 68000 (@ 12 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2610 (@ 8 Mhz)

Players : 1
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Even if titlescreen says 1988, Enforce was released in April 1989 in Japan.

Licensed from U.S. Navy under U.S. Patent 4,021,846.

- STAFF -

Producer : Junji Yarita
Software : Hidenori Sasatani, Eiichi Sato, Kenzo Nomura, Tohru Sugawara
Character designers : Junji Yarita, Akira Saito, Space Creative, Animation 20
Hardware designers : Yasuhiro Shibuya, Seigo Sakamoto
Electric : Fumio Takeda, Satoru Shimomura, Masatoki Sasaki
Mechanic : Akira Takahashi, Mituyoshi Ishida, Tohru Hirata, Masaharu Hori
Designers : Shinobu Sekiguchi, Shin Tamagoshi
Sound produced by Zuntata : Hisayoshi Ogura (OGR.), Yasuhisa Watanabe (Yack.)
Music composed by : Takami Asano
Data programmed by : Shizuo Aizawa (Splatter A)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=757&o=2

$end


$wswan=engacho,
$bio

Engacho! for WonderSwan [Model SWJ-NAP001] (c) 1999 NAC [Nihon Application Co., Ltd.] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86325&o=2

$end


$psx=engachoj,
$bio

Engacho! (c) 1999 Nihon Application Co., Ltd. [Japan]

- TECHNICAL -

[Model SLPS-02263]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85128&o=2

$end


$pc98=engerrnd,
$bio

Engage Errands (c) 1993 PonyTale Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89425&o=2

$end


$pc98=engerrn2,
$bio

Engage Errands II - Hikari o Ninau Mono (c) 1995 PonyTale Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89426&o=2

$end


$vectrex=enginean,
$bio

Engine Analyzer (c) 1983 GCE [General Consumer Electric]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82217&o=2

$end


$amigaocs_flop=engchamp,
$bio

England Championship Special (c) 1991 Grandslam

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73984&o=2

$end


$msx1_cart=english,
$bio

English (c) 1988 Methali

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76714&o=2

$end


$msx2_flop=engholid,engholida,
$bio

English Holidays (c) 1986 Philips Interactive Media, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101645&o=2

$end


$info=arac6000,
$bio

English Mark Darts [Super 6 Plus II] (c) 1987 Arachnid, Incorporated.

- TECHNICAL -

[6300 Series]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=33973&o=2

$end


$bbca_cass,bbcb_cass=enigma,
$bio

Enigma (c) 19?? Brainbox

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51797&o=2

$end


$info=enigma2,
$bio

Enigma II (c) 1981 GamePlan.

An old shoot'em up.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 2.5 Mhz)
Sound CPU : Zilog Z80 (@ 2.5 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.25 Mhz)

Screen orientation : Vertical
Video resolution : 224 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 8

Players : 2
Control : 2-way joystick
Buttons : 2

- STAFF -

By: John Lathbury, Chris Stamper, Norman Parker, Dave Swift, Len Parks

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=758&o=2

$end


$info=enigma2a,
$bio

Enigma II (c) 1984 Zilec Electronics.

- TRIVIA -

The game was designed on Space Invaders hardware by Zilec Electronics in Great Britain, a company that once employed young software genius Chris Stamper (Rare, Ltd.). The game was licensed to Game Plan in the US 3 years before (in 1981) using a color hardware!

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=34423&o=2

$end


$psx=enigmaja,
$bio

Enigma (c) 1998 Koei Co., Ltd. [Japan]

- TECHNICAL -

[Model SLPS-01351/52]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85129&o=2

$end


$cpc_cass=enigmeao01,enigmeao,
$bio

Enigme à Oxford (c) 1987 Coktel Vision

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96132&o=2

$end


$cdi=enkhuize,
$bio

Enkhuizer Almanak 1997 - 402 Jaargang (c) 1996 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52865&o=2

$end


$amigaocs_flop=enlighte,
$bio

Enlightenment (c) 1988 Firebird

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73985&o=2

$end


$cpc_cass=enlightm,
$bio

Enlightment Druid II (c) 1988 Firebird

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96133&o=2

$end


$pc8801_flop=ensor,
$bio

Ensor (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91716&o=2

$end


$pc98=entax,
$bio

Entax (c) 198? ABA [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89427&o=2

$end


$fm7_cass=enterprs,
$bio

Enterprise (c) 1983 MIA [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93712&o=2

$end


$cpc_cass=enterpri,
$bio

Enterprise (c) 1987 Melbourne House [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96134&o=2

$end


$pc8801_cass=enterpr,
$bio

Enterprise (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91220&o=2

$end


$x68k_flop=entfuhr,
$bio

Entführer (c) 1989 Zenryutsu [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87495&o=2

$end


$pc98=entfuhr,
$bio

Entführer - Yousei Yuukai Jiken (c) 1989 Zenryutsu [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89428&o=2

$end


$amigaocs_flop=entity,
$bio

Entity (c) 1993 Loriciels [France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73986&o=2

$end


$a2600=entombed,
$bio

Entombed (c) 1982 US Games Corp.

You and your team of archeologists have fallen into the catacombs of the zombies. There's no time to look around; these guys are after you, and they mean business!  Your only salvation is that you have discovered the secret to the make-break.  Grab them, and you can break through walls when you get stuck, or create a wall behind you -- if you are being chased. The longer you survive, the faster you have to move.

Game Variations:
GAME 1: Single player version.
GAME 2: Two player version.

- TECHNICAL -

Model VC2007

- SCORING -

In single player game, your score is based on how many sections of maze you have successfully traveled through. This is the number showing at the lower right of screen. There are five sections to each maze, after which you float into the next one.

In the two player game, there is no scoring, just hot and furious competition. The survivor wins. You may choose to play cooperatively and help each other through and see how far you can both get. This would be established by the color of the last maze you are in.

- TIPS AND TRICKS -

* You only have one make-break to start out. Use it wisely! Since the early mazes scroll slowly, you don't have to rush to the bottom of the screen; it is better to hold back near the top of the screen so you can determine the positions of both make-break and zombie.  When the make-break appears, be sure you can get to it by using only one (or, hopefully, none) make-break.

* If you are low on make-breaks, keep aware of how close you are to a maze change (right-hand number indicates maze increment -- five in each colored maze), you may be able to get to the next maze without using a make-break.

* When the zombie warning sound starts, quickly check the screen for his position and color.  The color indicates his method of moving through the maze.  If he is blue and remains so, he can only move through the  channels of the maze.  If he appears blue and then suddenly changes to orange, he can move through the walls to get you!  The secret to avoiding his clammy, deadly grip is to move below him as soon as possible.  Better to be a surviving coward than a brave idiot!

* When you have advanced to the faster scrolling mazes, you must be ready between maze changes, or after losing a player. Hold the joystick down, or back, to get a jump on the quickly moving maze; otherwise, before you know it, you'll be entombed!

* The two-player strategy can be either competitive or cooperative. The cooperative method is for nice guys. Here you help each other out of tight spots by opening a passageway for your partner when he has no make-breaks, or luring the zombie away from him. (Foolish -- maybe, but you're a nice guy -- remember?)

* The competitive method is, of course, for the deceiving, nasty, or otherwise typical game player who wants to win.  Playing nasty is the name of the game and entails taking advantage of your opponent's breaks, trapping him in the maze by blocking his path when he has no make-breaks left, and just being downright mean by beating him to all the make-breaks.

* Whichever game variation you like to play, your cleverness, adeptness at control, and foresight will MAKE OR BREAK you!

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50458&o=2

$end


$pc98=eosys30,eosys30a,
$bio

EO System 3.0 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89393&o=2

$end


$psx=eosedgeo,
$bio

EOS - Edge of Skyhigh (c) 1997 Micronet

- TECHNICAL -

[Model SLPS-00820]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85119&o=2

$end


$adam_flop=cpmfrmat,
$bio

EOS CPM Format Utilites (c) 198? Orphanware

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82648&o=2

$end


$amigaocs_flop=epic,
$bio

Epic (c) 1992 Ocean Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73987&o=2

$end


$pc98=epic,
$bio

Epic (c) 1992 Imagineer Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89429&o=2

$end


$psx=epicaste,
$bio

Epica Stella (c) 1998 Human Ent. [Japan]

- TECHNICAL -

[Model SLPS-01465]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85130&o=2

$end


$pc8801_flop=epsilon3,
$bio

Epsilon 3 (c) 1985 BPS [Bullet-Proof Software] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91717&o=2

$end


$pc98=epwin30,
$bio

EPSON Microsoft Windows 3.0 (c) 1991 Epson

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89395&o=2

$end


$pc98=emsdos50,emsdos50a,
$bio

EPSON MS-DOS 5.0 (c) 19?? Epson

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89394&o=2

$end


$pc98=epsonb2h,
$bio

EPSON Nihongo Disk BASIC v5.0 (c) 1990 Epson

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89396&o=2

$end


$cpc_cass=epyxacti,
$bio

Epyx Action (c) 1989 US Gold, Ltd. [Birmingham, UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96136&o=2

$end


$msx1_cart=equation,
$bio

Equations [Model M029] (c) 1985 al Alamiah

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76715&o=2

$end


$cpc_cass=equinoxu,
$bio

Equinox (c) 1986 Erbe Soft. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96137&o=2

$end


$snes=equinoxu,equinoxup,
$bio

Equinox (c) 1994 Sony Imagesoft

North American release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Solstice II [Model SHVC-EX(ESPG48)]".

Teaser text from the American version:
As Glendaal, you wake to a horrifying scene. Evil forces have reduced the town of Galedonia to rubble and turned the villagers into mutant zombies and demons. Your father, the wizard Shadax, must be found, for only he has the magical powers to challenge the evil Sonia. The search for Shadax takes you through overworld and underworld battle zones, from strategic attack positions high in the clouds to eight mysterious dungeons below - loaded with ghosts, wind demons and traps galore. Moving from dungeon to dungeon, you'll search for the hidden mystical tokens which must be found to complete a game so real that it's hard to believe it's really a game! Equinox, new from Some Imagesoft.

- TECHNICAL -

Cartridge ID: SNS-EX-USA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62963&o=2

$end


$snes=equinox,
$bio

Equinox (c) 1994 Sony Imagesoft

French/German release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Solstice II [Model SHVC-EX(ESPG48)]".

- TECHNICAL -

Cartridge ID: SNSP-EX-FRG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62962&o=2

$end


$info=equites,equitess,
$bio

Equites (c) 1984 Alpha Denshi Company, Limited.

An early vertically scrolling shoot'em up.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 6 Mhz)
Sound CPU : 8085A (@ 5 Mhz)
Sound Chips : MSM5232 (@ 2.5 Mhz), AY8910 (@ 1.536111 Mhz), (2x) DAC

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Equites was released in September 1984.

Also licensed to Sega.

Gennaro D'Angelo holds the official record for this game with 9,999,999 points.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=759&o=2

$end


$nes=erzhanzj,
$bio

Er Zhan Zhi Jing Dian Zhan Yi (c) 199? HengGedianzi.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95502&o=2

$end


$cpc_cass=erbertuk,
$bio

Er*Bert (c) 1984 Microbyte, S.A.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96138&o=2

$end


$gba=eragonu,
$bio

Eragon [Model AGB-BENE-USA] (c) 2006 Vivendi Universal Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70564&o=2

$end


$gba=eragon,
$bio

Eragon [Model AGB-BENP] (c) 2006 Vivendi Universal Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70563&o=2

$end


$msx1_cart=ericflo,
$bio

Eric and the Floaters (c) 1985 Kuma Computers, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76716&o=2

$end


$snes=cantona,
$bio

Eric Cantona Football Challenge (c) 1993 Elite Systems

- TRIVIA -

Reviews:
[FR] September 1993- Consoles + N.23: 94%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62964&o=2

$end


$cdi=clapton,
$bio

Eric Clapton - The Cream Of Eric Clapton (c) 1994 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52866&o=2

$end


$bbca_cass,bbcb_cass=erik,
$bio

Erik the Viking (c) 1985 Mosaic

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51798&o=2

$end


$pc8801_flop=erika,
$bio

Erika (c) 1986 Jast [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91718&o=2

$end


$nes=erika,
$bio

???????? ??? (c) 1988 Namco, Limited.
Erika to Satoru no Yume Bouken

- TECHNICAL -

Game ID: NAM-YB-4900

- TRIVIA -

Released on September 27, 1988 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54026&o=2

$end


$msx1_cart=erika,
$bio

Erika [Model MXJA02R] (c) 1987 Jast

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76717&o=2

$end


$x68k_flop=erionqst,
$bio

Erion Quest (c) 1991 Ankoku Baitai Software House

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87496&o=2

$end


$gamegear=ernieeg,
$bio

Ernie Els Golf (c) 1994 Codemasters Software

- TECHNICAL -

[Model T-120098-50]

- STAFF -

Designed and written by : Andrew Perkins
Graphics : Mark Neesam
Music SFX : Tim Bartlett

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64572&o=2

$end


$c64_cart,c64_flop=mgcshaps,
$bio

Ernie's Magic Shapes (c) 1984 CBS Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53572&o=2

$end


$a800=mgcshaps,
$bio

Ernie's Magic Shapes (c) 1984 CBS Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86533&o=2

$end


$cdi=vangoghg,
$bio

Ernte der Sonne - Vincent Van Gogh (c) 1992 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52867&o=2

$end


$info=erosone,
$bio

Eros One (c) 1979 Fascination Int.

An up-to-4 players cocktail table pinball machine.

- TECHNICAL -

The game has chimes for sound, LED modules for scoring. The cabinet is 8 sided, all veneer, approximately 30'' wide, 40'' long, and can vary in height from about 30'' to about 50''. The top lifts completely off for servicing. The play-field is on a center pivot and has a holder to keep it upright for service. Uses an Allied Leisure MPU.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5962&o=2

$end


$pc8801_flop=erotrip,
$bio

Erotic Magical Trip (c) 1988 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91719&o=2

$end


$pc8801_flop=erotrip3,
$bio

Erotic Magical Trip 3 (c) 1989 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91720&o=2

$end


$info=ertictac,ertictaca,ertictacb,
$bio

Erotictac (c) 1990 Sisteme.

A falling-blocks puzzle game where you can drop the rocks and change them. When three rocks of the same colour touch, they disappear. An erotic picture is displayed after each level.

- TECHNICAL -

Main CPU : ARM (@ 16 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 1

- TRIVIA -

This game is also known as "Tactic".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3854&o=2

$end


$nes=erunaaku,
$bio

エルナークの財宝 (c) 1987 Towa Chiki(Erunaaku no Zaihou)

- TECHNICAL -

Game ID: TCC-EL

- TRIVIA -

Released on August 10, 1987 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54027&o=2

$end


$info=evosocc,
$bio

ES Evolution Soccer (c) 2001 Evoga Entertainment.

A soccer game from Evoga Entertainment.

- TECHNICAL -

Zealer Board Hardware

Main CPU : SE3208 (@ 43 Mhz)
Sound Chips : Vrender0 (@ 43 Mhz)

Players : 4
Control : 8-Way Joystick
Buttons : 4 
=> Low Pass/Shoot/Sliding, High Pass/Tackle, Turbo, Special Techniques

- TRIVIA -

Developed by BreezaSoft, ES Evolution Soccer was released on August 31, 2001.

This game runs on Zealer Board (so-called 'Crystal System'). There are various games on this system, this one and "Office YeoInCheonHa", "Mahl Dalrijah", "EuhRahtChaCha Mooh Daeri", "Cutey Fatty", "Dong-geul Dong-geul Haerong-yi", "Bohmool-Seom", and so on.

- UPDATES -

This game has 2 regions, Mexico and the rest of the world. With Mexico region, you can play Mexican teams  with the others, no surprise, international teams.

- TIPS AND TRICKS -

* Play against all star team : Win all matches and the message ''New Challenger'' must appears.

- STAFF -

Executive Producer : Yosh Jinno
Director : Radel
Planner : Edu
Programmers : YuritaRo, Hara
Graphics : Yama-o, Nori-Y, Moyetor, Quincho, Ziul, A. Kanji, Cormon, Isgago, Yama, Hashimoto, Sio
3D-Works : Yama-o, Chinchilla, Techonz
Researchers : Zhila, CasDom V, Panda
Voices: Zhila, Furank
Sounds Creator : Yasuo Yamate
Adviser : Lucertola
Special Thanks : Muking, Okax, Nori Nori, Erisan, H-Sama-B, Ryuji-PS, Chinchuilin, Lix, Nakasan, U_Ske, Jun@, Boss

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3837&o=2

$end


$pc98=es,
$bio

Es no Houteishiki (c) 1996 Abogado Powers

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89430&o=2

$end


$pc98=escala95,
$bio

Escalation '95 - Oneesama tte Yonde Ii Desu ka? (c) 1995 Fairy Dust [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89431&o=2

$end


$ti99_cart=escape,
$bio

Escape (c) 1984 DaTaBioTics

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84575&o=2

$end


$info=escape,
$bio

Escape (c) 1987 Van Ham [Jac Van Ham].

- TRIVIA -

Released in October 1987.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=33506&o=2

$end


$cpc_cass=escapes1,
$bio

Escape (c) 1987 Edisoft [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96140&o=2

$end


$x1_cass=escape,
$bio

Escape (c) 198? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86217&o=2

$end


$amigaocs_flop=colditz,
$bio

Escape from Colditz (c) 1990 Digital Magic

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73988&o=2

$end


$cdi=cybrcity,
$bio

Escape from CyberCity (c) 1992 Philips Interactive Media, Incorporated.

The Earth is under attack. The evil Guardian's Forces are in control. Only a few continue to resist and only a you can help. Your mission is to survive the dangers of CyberCity. Fight you war to the train and destroy the Guardian's planet. Beware: Things are not what they seem... This beautifully animated production features a dynamic, high impact soundtrack and complete interactive play.

- TECHNICAL -

Model 310690071-2

- TRIVIA -

Based upon the films 'Galaxy Express 999' and 'Adieu Galaxy Express' produced by Toei Animation.

ESCAPE FROM CYBERCITY is the first CD-Interactive action adventure to utilize full cel-animation, giving the player the feel of starring in a fast action motion picture.

Export releases:
[EU] "Escape from CyberCity [Model 812 0043]"

- STAFF -

Technical Designer, Lead Software Engineer: Colin Andrews
Software Engineer, Animation/Sound Adaptation: Ben Jacobs
Technical Director: Kelly Jones
Producer: Garry Hare
Title/Credit Sequence Design & Graphics: Mark Van Langeveld

--CyberCity Theme--
Composer/Producer: Ben Jacobs
Electric & Acustic Guitar: Joe Diehl
Engineer: Nicolas Peck
Recorded at Perceptive Productions Mill Valley (California).

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52868&o=2

$end


$cpc_cass=escapefr,
$bio

Escape from Khoshima [Model AT 404] (c) 1986 Atlantis Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96141&o=2

$end


$megadriv=tazmars,tazmarsp11,tazmarsp10,tazmarsp09,tazmarsp08,tazmarsp07,tazmarsp06,tazmarsp05,tazmarsp04,tazmarsp03,tazmarsp02,tazmarsp01,
$bio

Escape from Mars Starring Taz (c) 1994 Sega Enterprises, Limited.

- TRIVIA -

Reviews:
[FR] September 1994, Consoles + N.35: 88%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56488&o=2

$end


$bbca_cass,bbcb_cass=embalpha,
$bio

Escape from Moonbase Alpha (c) 1982 Micro Power

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51799&o=2

$end


$pc8801_flop=escrungi,
$bio

Escape from Rungistan (c) 1986 Starcraft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91722&o=2

$end


$cpc_cass=escapefr01,escapefr02,
$bio

Escape From Singe's Castle - Dragon's Lair 2 (c) 1987 Elite Systems, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96142&o=2

$end


$info=esclwrld,esclwrlg,
$bio

Escape From the Lost World (c) 1988 Bally Midway Mfg. Co.

- TECHNICAL -

[No. 0H05]

Bally/Midway 6803 (Sounds Deluxe)
Model Number : 0H05

Main CPU : Motorola M6803 (@ 895 KHz)
Sound CPU : Motorola 68000 (@ 8 MHz)
Sound Chip : DAC

- TRIVIA -

Escape From the Lost World was released in January 1988.

1,500 units were produced.

- STAFF -

Game Designer : Dan Langlois
Illustrator : Greg Freres (G F)
Programmers : Sue Lohse (SLL), Tom DiDomenico (TGD)
Sounds : Michael Bartlow (M B)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5330&o=2

$end


$coleco=mindmstr,
$bio

Escape from the Mindmaster (c) 1983 Epyx Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53273&o=2

$end


$a2600=mindmstr,mindmstre,mindmstrpv,mindmstrepv,
$bio

Escape from the Mindmaster (c) 1982 Starpath Corp.

- TECHNICAL -

Model AR4200

- STAFF -

Programmer: Dennis Caswell

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50459&o=2

$end


$info=eprom,eprom2,
$bio

Escape From The Planet of the Robot Monsters (c) 1989 Atari Games Corp.

Escape From The Planet Of The Robot Monsters is a one or two-player game in which the players must rescue Dr. Sarah Bellum from Planet X, where her research facility has been taken over by the evil Reptilons. The game is played from an isometric perspective where players control their avatars using Hall effect joysticks. The Hall effect is the production of a voltage difference (the Hall voltage) across an electrical conductor, transverse to an electric current in the conductor and a magnetic field perpendicular to the current. It was discovered by Edwin Hall in 1879.

The player must shoot their way through a series of simple maze-like levels, releasing the human hostages along the way. Levers must be found and thrown to activate the escalators which allow access to new areas. Gems can be collected to increase the power of the player's ray gun, and food lockers may be broken into for a health boost.

At the end of each level the play switches to an isometric auto-scrolling sequence in which the player controls his character in a small spaceship, and must steer left or right to navigate through a maze of obstacles. If the player reaches the end of this sequence they will progress to the next level.

- TECHNICAL -

Game ID : 136069

Main CPU : (2x) Motorola 68000 (@ 7.15909 Mhz), MOS Technology 6502 (@ 1.7895 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579 Mhz), Texas Instruments TMS5220 (@ 650.727 Khz)

Players : 2
Control : stick
Buttons : 3

- TRIVIA -

Escape From The Planet of the Robot Monsters was released in July 1989.

371 dedicated units were produced in the USA only. The selling price was $2245.
1000 conversion kits were produced in the USA only. The selling price was $1015.

The game code shares a hidden message : HI LISA, ROBIN, MOM & DAD.

The default high score screen of "Cyberball 2072" features names of many Atari arcade games, including ESCAPE (in reference for Escape From The Planet of the Robot Monsters).

- PORTS -

* Computers :
Sinclair ZX Spectrum (1990)
Commodore C64 (1990)
Amstrad CPC (1990)
Commodore Amiga (1990)
Atari ST (1990)
PC (1991)
Sam Coupe

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=760&o=2

$end


$cpc_cass=escapefr03,
$bio

Escape from the Planet of the Robot Monsters (c) 1989 Tengen, Inc. [Milpilas, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96144&o=2

$end


$amigaocs_flop=eprom,
$bio

Escape from the Planet of the Robot Monsters (c) 1990 Domark Group, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73989&o=2

$end


$cpc_cass=escapefr04,
$bio

Escape from the Planet of the Robot Monsters [Model AM 600] (c) 1990 Erbe Soft. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96143&o=2

$end


$info=esckids,esckidsj,
$bio

Escape Kids (c) 1991 Konami Industry Company, Limited.

An unusual take on the overhead racing genre, Escape Kids has up to 4 players taking on the role of an athletic runner and competing to be the first to cross the finish line in a number of 3-lap races. As well as running, each player has a limited number of 'Super Jumps'; these allow the player to leap over both rival runners and obstacles.

Money is awarded for finishing first, and players can upgrade their runner depending on the amount of money they have available. Runners can be given extra super jumps, an upgrade to stop the runner from skidding when going through a bend in the track, quicker recovery time from falls, or be made stronger (and thus less likely to be knocked over by a rival runner). Special items occasionally appear and can be picked up and used. These range from an item that causes a small earthquake (causing all of the rival runners to tumble along the ground, thus slowing them down) and a bomb, which renders any runner that runs into it unable to move for several seconds.

Each race has a total of five competitors (either human or computer controlled) and players must finish in first place or are disqualified. Any player who wins all three races in a round will be taken to a bonus screen. Here, the player's on-screen counterpart rides a bike and the player must collect as much money as possible.

- TECHNICAL -

Main CPU : KONAMI (@ 6 Mhz)
Sound CPU : Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), K053260 (@ 3.579545 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Escape Kids was released in January 1991.

Some of the sounds in Escape Kids were recycled for other Konami titles :
* The 'oh yeah' (when you insert a coin in Escape Kids) was used as part of the name entry music in "X-Men".
* When you do a super jump during game-play one of two familiar noises happen :
1) The sound that is used in "The Simpsons" whenever you hit someone.
or
2) The 'yippee' which was later used for "Sunset Riders"'s coin noise.

Soundtrack releases :
Konami Game Music Collection Vol.3 [King Records - KICA-7502 - May 5, 1991]

- STAFF -

Character Graphics: Hiroshi Iuchi

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=761&o=2

$end


$pc8801_flop=escapepr,
$bio

Escape Princess (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91721&o=2

$end


$arcadia=escape,
$bio

Escape (c) 1982 Emerson Radio Corp.

- TECHNICAL -

[Cartridge No. 3]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49254&o=2

$end


$pc98=escape,escapea,
$bio

Escape! (c) 1996 May-Be Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89432&o=2

$end


$info=esh,esha,eshb,
$bio

Esh's Aurunmilla (c) 1984 Funai.

You are the hero Don Davis. Emperor Esh, who is trying to take over the Universe Orion, has kidnapped princess Sindy. It is your job to rescue Princess Sindy from the evil Emperor Esh. Armed with only a sword, you must fight your way through the obstacles to rescue the princess and save the universe!

- TECHNICAL -

This game uses a laser disc.

- PORTS -

* Computers :
Pioneer Palcom PX-7

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=762&o=2

$end


$amigaocs_flop=eskgames,
$bio

Eskimo Games (c) 1989 Magic Bytes

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73990&o=2

$end


$m5_cart=eskimon,
$bio

Eskimon [No.22] (c) 1984 Takara Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95345&o=2

$end


$info=esprade,
$bio

ESP Ra.de. - A.D. 2018 Tokyo (c) 1998 Atlus.

Export release (international). Game developed in Japan. See the original Japanese version for more information about the game itself; "ESP Ra.de. [Master ver.]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=764&o=2

$end


$info=espradej,espradejo,
$bio

ESP Ra.de. (c) 1998 Atlus.

A vertically scrolling shoot'em up game.

- TECHNICAL -

Game ID : ATC04

Cave 1st Generation Hardware

Main CPU : MC68000 (@ 16 Mhz)
Sound CPU : Zilog Z80 [Optional]
Sound Chips : Yamaha YMZ280B (@ 16.9344 Mhz) or OKIM6295 x (1 or 2) + YM2203 / YM2151 [Optional]
Other : 93C46 EEPROM

Screen orientation : Vertical
Video resolution : 240 x 320 pixels
Screen refresh : 57.55 Hz
Palette colors : 32768

Players : 2
Control : 8-way joystick
Buttons : 3
=> [A] Shoot, [B] Secondary shoot, [C] Psychic bomb

- TRIVIA -

ESP Ra.de. was released in April 1998 in Japan.

Pronounced 'espraid', this game is known outside Japan as "ESP Ra.de. [International ver.]". ESP means 'ExtraSensory Perception'.

Soundtrack releases :
Dodonpachi/esprade Soundtrack [Scitron / Gamest - SGCD-000002 - Nov 6, 1998]
Guwange/ ESPrade Original Soundtrack [Cave - CVST-1000 - Dec 30, 2007]

- TIPS AND TRICKS -

* Counter Display : Insert a coin, hold B button and press Start.

* Stage Edit : Select your character with a specific button to choose the order of the 3 first stages :

YUSUKE :
Press A button : Houoh High School, Random, Random.
Press B button : Houoh High School, Shopping Mall At Night, Bay Area.
Press C button : Houoh High School, Bay Area, Shopping Mall At Night.

JB-5TH :
Press A button : Shopping Mall At Night, Random, Random.
Press B button : Shopping Mall At Night, Bay Area, Houoh High School.
Press C button : Shopping Mall At Night, Houoh High School, Bay Area.

IRORI :
Press A button : Bay Area, Random, Random.
Press B button : Bay Area, Houoh High School, Shopping Mall At Night.
Press C button : Bay Area, Shopping Mall At Night, Houoh High School.

* ESP Ra.de. weapons :
1) Shot : your main shot is fired with the A button, and is the basic fire. If you just tap, the character will move at maximum speed: if you hold down the button, the character will slow down, about 20% slower. When you use the normal shot and have a chain going, destroying enemies while the timer is still active will grant you the multiplied score, i.e. if you have a x15 multiplier active and you destroy enemies, they all will be worth their value x15.You need to take four big "P" power-ups to be fully powered, or 4/8/12/16 (in this order) small "P" power-ups.
2) Secondary Shoot : actually the most important of the two basic weapons: Beside making a lot of damage, it triggers multipliers for your basic points. It works in this way: if you shoot a blast of the secondary shot and hit an enemy, you can land on it from 1 to 15 energy bars (the bar is located at the bottom of the screen, on the player's side of course).  If you destroy the hit enemy with the main shot, you will also trigger a timer for your multiplier: depending on enemy's size, you can get from 0.5 to 2 seconds to continue the chain and keep having the said multiplier on score. Now, the only way to replenish said timer is to collect the bonus cubes. These cubes are released by larger (i.e. that take more hits to explode) enemies and by engulfing bullets into explosions: if this happens, every bullet will be turned into a bonus cube. Now, when you land a secondary attack on an enemy and then destroy it with the main weapon, you will trigger the multiplier bonus: said multiplier is based on the level of energy that lands on the enemy. For instance, if you land a full level 15 secondary attack on an enemy and then destroy it, you will trigger a x16 multiplier : the basic formula is Energy Bar+1=Multiplier Value, or EB+1=MV
The amount of energy in stock depends on your power level : you start at 7/15, then increase by +2 per full power-up. Now, one final note on the bonus cubes: every cube gives you back 0.1 seconds on your multiplier timer. The maximum timer, however, can never be higher than 2 seconds. Bonus cubes are also (obviously) worth points, hence the name: every bonus cube is worth 100 points x the MV, so big showers of cubes are worth a lot of points and will maintain the multiplier going.
3) Psychic bomb : is your limited weapon to get rid of enemies once you don't know what to do. It basically works in this way: you have a big energy bar on the right of the EB, which tells you how much energy you have to use on the bomb. Once you push the C button, you will release a quick blast of energy which will damage hit enemies: unlike the typical smart bomb, it won't clear the screen of all dangers. However, if you hold down the C button, you will create an aura of invincibility, and accumulate more power: this is useful to release more powerful blasts. Once you hold down the button, all bullets going against your barrier turn into bonus cubes, so you can also get back some of them. You can use up to half of the bar for one huge blast (holding down the button will consume your energy).
Now, the bonus cubes we've spoken about are also meant to make you replenish your bomb. How? Once you reach 200 cubes (counter is below the score), the game will be a bit harder and the bonus counter will flash. This also means that you will get more bullets to be cancelled into cubes with explosions, and thus a better change to keep a multiplier going.
Since we've spoken of replenishing the bomb energy, let's see how it works. Once you reach the 200 cubes value, if you don't have a full bomb bar, the bonus cubes will turn into energy bonuses. These will replenish your bomb bar, but the counter will turn quickly back to 0: once it's reset, you won't get any energy bonuses. Also, next time you will get energy bonuses will be at 300 cubes, then 400, then 500. Finally, if you die, your counter will be reduced at 75% of the stock, then 66%, then 50%, etc...

- SERIES -

1. ESP Ra.de. (1998)
2. Espgaluda (2003)
3. Espgaluda II (2005)
4. Espgaluda II [Black Label] [Model K2F-00001] (2010, XBOX360)

- STAFF -

Developed by CAVE.

Producer : Kenichi Takano
Super visor : Hiroyuki Tanaka (Atlus)
Chief programmer : Tsuneki Ikeda
Programmers : Satoshi Kohyama, Ryuichi Yabuki
Chief designer : Junya Inoue
Designers : Akira Wakabayashi, Yuko Nakamura
CG designers : Riichirou Nitta, Atushi Aburano
Sound producer : Junya Inoue
Sound director : Hiroshi Horiguchi (Two Five)
Music composer : Masahiro Kusunoki (Two Five)
Sound effects : Ryuichi Yabuki
Character voices : Mikio Yamaguchi, Yasuyuki Hirota, Yuko Nakamura, Junya Inoue, Noriko Nishimura, Kazushi Takamura
Special assist : Toshiaki Tomizawa

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=763&o=2

$end


$cpc_cass=espanaco,
$bio

Espana - Comunidades Autonomas 1 (c) 1986 Tasoft S.A. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96145&o=2

$end


$amigaocs_flop=espana92,
$bio

España - The Games '92 (c) 1992 Ocean Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73991&o=2

$end


$snes=esparks,
$bio

Esparks - Ijikuu Kara no Raihousha [Model SHVC-EP] (c) 1995 Tomy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61276&o=2

$end


$nes=esperbt,
$bio

??? ??? ???? (c) 1987 Jaleco Company, Limited. [Japan Leisure].
(Esper Bouken Tai)

- TECHNICAL -

Game ID: JF-15

- TRIVIA -

Released on October 13, 1987 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54028&o=2

$end


$nes=esperdr2,
$bio

エスパードリーム2 新たなる戦い (c) 1992 Konami Co., Ltd.
(Esper Dream 2 - Aratanaru Tatakai)

- TECHNICAL -

Game ID: RC861
Cart color: black

- TRIVIA -

Released on June 26, 1992 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54029&o=2

$end


$famicom_flop=esperdrma,esperdrm,
$bio

???????? (c) 1987 Konami Industry Company, Limited.
(Esper Dream)

Esper Dream is a colorful adventure action game by Konami. The mayor's daughter has been kidnapped by the evil baddy of the game and the villagers decide to talk to the elder for some advice. They all decide to contact a young boy from the human world and this by using a magic book. The boy seems to have some sort of super-natural powers and can travel to other worlds. As soon as they witness the boy's gift, they think it will be the only one capable to rescuing the poor girl. The game starts in the village and our hero can walk around, talk to people or enter houses. Five sort of bunkers give access to the different parts of the world: Giant Room, Crystal Land, Forest, Chess Land and the Stone Country. There, things get a bit more animated and group of monsters (symbolized by walking foot prints) wander around the scenery. If our hero touches any of them then the view zooms-in and a fight begins. Actually, not really. He can either defeat all the monsters and gain money, experience and so forth but also find the way out and run away. The fighting area is surrounded by walls and our hero can find and destroy the weak block which leads to freedom. Some groups of monsters block important passage ways and those can't be avoided.

- TECHNICAL -

Game ID: KDS-ESP

- TRIVIA -

Esper Dream was released on February 20, 1987 in Japan for 2980 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65298&o=2

$end


$info=espgal,
$bio

エスプガルーダ (c) 2003 Cave Company, Limited.
(Espgaluda)

A great vertically scrolling manic shooter. 

In an otherwise peaceful world, the Shinra Empire began conquering nearby nations one by one to expand their territory gradually. Meanwhile, in the Shinra weapons lab, the Espgaluda project produced two successful prototypes: Agaha and Tateha. Fearing for their future, the project's head scientist, Hiodoshi, escaped with the two prototypes to a nearby kingdom, but time after were found by Shinra's troops and Hiodoshi was killed by the attack of the imperial army, the power of the galuda has awaken. 

You have the option of controlling one of two siblings each with different skills, Ageha  faster but with narrower shooting capabilities or Tateha slower but with a wider attack. As you fly through the various stages various mechanical enemies attack with a high number of bullets, often nearly filling the screen. Aside from the regular shots, Ageha and Tateha also have additional abilities which help the player navigate through the numerous bullets. The first is a guard barrier; when activated the player is immune to collisions and as a bonus when the barrier button is released a more powerful laser shot is fired. A meter at the bottom of the screen indicates how much power is left in the barrier. The second ability is called the Kakusei mode; when this mode is activated your character gender is altered and is able to fire a more powerful shot. More importantly, when this mode is activated all of the enemies and their bullets slow down considerably while the players speed remains the same making it easier to navigate through a tricky pattern of bullets. Activating Kakusei mode will rapidly deplete the players supply of green gems; since the number of gems isn't limitless the player may not be able to remain in Kakusei mode for long. When not in Kakusei mode additional gems can be collected by destroying the various enemies. If the player completely runs out of gems, enemy bullets begin travelling faster than usual. Another bonus in the game is gold inguts which greatly increase the players score. These are found when in Kakusei mode; when an enemy is destroyed, all of its bullets will turn into ingots which can be collected by the player.

- TECHNICAL -

Runs on the IGS PGM (PolyGameMaster) System Hardware.

Main CPU : Motorola 68000 (@ 20 Mhz)
Sound CPU : Zilog Z80 (@ 8.468 Mhz)
Sound Chips : ICS2115 32 Channel PCM (@ 8.468 Mhz)

Screen Orientation : Vertical
Video Resolution : 448 x 224 pixels
Screen Refresh : 59.17 Hz
Palette Colors : 2304

Players : 2
Control : 8-Way Joystick
Buttons : 3
=> [A] Shoot, [B] Change Sex, [C] Psychic Bomb

- TRIVIA -

Espgaluda was released on October 15, 2003.

Developed by Cave and distributed by AMI (Amusement Marketing International).

The title of this game literally means 'Butterfly with Extras Sensory Powers'.

Cave released a limited-edition soundtrack album for this game (Espgaluda Original Soundtrack / CVST-0001) on March 15, 2004.

- TIPS AND TRICKS -

* Kakusei mode (Awakening mode) : During the so-called 'kakusei mode' move, bullets slow down and enemy bullets are capable of being transformed formed into massive amounts of gold. However, in order to access the gender-change move, you must collect green jewels in your normal form.

- SERIES -

1. ESP Ra.de. (1998)
2. Espgaluda (2003)
3. Espgaluda II (2005)
4. Espgaluda II [Black Label] [Model K2F-00001] (2010, XBOX360)

- STAFF -

Producer: Kenichi Takano
Director: Tsuneki Ikeda
World & Character Designer: Kado Tsukasa
Programmers: Tsuneki Ikeda, Takashi Ichimura
Designers: Akira Wakabayashi, Hiroyuki Tanaka, Hideki Nomura, Kengo Arai
Voice Actors (As Kikaku):
*Ageha Male*: Yutaka Koizumi
*Ageha Female*: Iho Matusukubo
*Tateha Female*: Sakuri Nagayama
*Tateha Male*: Yuko Gibu
*Seseri*: Yoshima Ninomiya
*Jakou*: Hiroshi Yamasaki
*System*: Ai Aiwasa 
Music Producer: Toshiaki Tomizawa
Sound Creators: Neptune, Reeb, T-Force
Special Assists: Satoshi Kouyama, Yasushi Imai

- PORTS -

* Consoles :
Sony PlayStation 2 [JP] (June 17, 2004; "Espgaluda [Model SLPS-25352]")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3265&o=2

$end


$info=espgal2,
$bio

Espgaluda II (c) 2005 Cave.

- TECHNICAL -

Cave 3rd Generation Hardware

Main CPU : Hitachi SH-3 CPU, 133 Mhz Clock
Sound Chips : Yamaha YMZ770C-F

Players : 2
Control : 8-way joystick
Buttons : 4
=> [A] Shoot, [B] Change Sex, [C] Psychic Bomb, [D] Autofire

- TRIVIA -

Developed by Cave and distributed by AMI (Amusement Marketing International).

- SERIES -

1. ESP Ra.de. (1998)
2. Espgaluda (2003)
3. Espgaluda II (2005)
4. Espgaluda II [Black Label] [Model K2F-00001] (2010, XBOX360)

- STAFF -

Producer: Kenichi Takano
Director: Tsuneki Ikeda
Programmers: Tsuneki Ikeda, Takashi Ichimura, Yuji Inoue
Character Designer: Masaki Hirooka
Chief Designer: Hideki Nomura
World & Mechanic Designer: Hideki Nomura
Character & Motion Designer: Toshiyuki Kuroiwa
Designers: Hiroyuki Tanaka, Takeharu Isogai, Takashi Suzuki
Music Composers: Manabu Namiki (Basiscape), Mitsuhiro Kaneda (Basiscape)
Sound Creator: Reeb
PV Director: Showgo Ookawa
Test Player: Yasushi Imai
Supervisor: Sanae Ikeda
Special Assistants: Toshiaki Tomizawa, Takatsugu Furuhata, Kaori Itamura, Yui Yoshii, Daisuke Matsumoto, Michihiro Yamasaki, Takeshi Satoh, Ichiroh Nishitani, Taketsugu Yamamoto, Takato Yamashita, Junko Ueki, Shinsuke Fuyutou, Ayumi Fujisaki, Toshihiro Nenui, Katsunori Nakamura, Kumiko Ishihara, Maiko Mori, Makiko Terasaki, Akira Wakabayashi, Ikumi Fujiwara, Mao Yanagi, Remi Tachibana

Voice Actors:
Asagi Female: Ikumi Fujiwara
Asagi Male: Yuki Fujii (AS KIKAKU)
Ageha Male: Shuya Kishimoto (AS KIKAKU)
Ageha Female: Aiko Igarashi (AS KIKAKU)
Tateha Female: Emi Kawauchi (AS KIKAKU)
Tateha Male: Kyo Sakai (AS KIKAKU)
Tsubame: Kaori Sekine (AS KIKAKU)
Janome: Megumi Satou (AS KIKAKU)
Madara: Takeyasu Nankumo (AS KIKAKU)
Seseri: Yuka Haneda (AS KIKAKU)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4862&o=2

$end


$info=espial,espialu,
$bio

Espial (c) 1983 Thunderbolt

A very good "Xevious" clone with some elements of "Star Force" thrown in as well. Catchy starting music.

- TECHNICAL -

Main CPU : (2x) Zilog Z80 (@ 3.072 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.5 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in September 1983.

Developed by Orca and licensed to Thunderbolt.

The European version of Espial was distributed by NOVA Apparate GMBH Hamburg.

Riccardo Padolecchia holds the official record for this game with 3,760,000 points.

- STAFF -

Staff: Takano-san

- PORTS -

* Consoles :
Atari 2600 (1984)

* Computers :
Atari 800 (1984)
Commodore C64 (1984)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=765&o=2

$end


$ti99_cart=espial,
$bio

Espial (c) 1983 Tigervision [Tiger Electronic Toys, Inc.] [Orchard Mundelein, IL, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84576&o=2

$end


$c64_cart,c64_flop=espial,
$bio

Espial (c) 1984 Tigervision [Tiger Electronic Toys, Incorporated.]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53573&o=2

$end


$a800=espial,
$bio

Espial (c) 1984 Tigervision [Tiger Electronic Toys, Inc.] [Orchard Mundelein, IL, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86534&o=2

$end


$a2600=espial,espiale,
$bio

Espial (c) 1984 Tigervision.

You are a space attack pilot flying at.death range over the gigantic star ship. Your mission while defending yourself against the never ending oncoming defense squadrons is to destroy the star ship with your cursor scope missiles. Watch out for the star ship's atomic cannons aimed at you.

- TECHNICAL -

Model 7-012

- SCORING -

Object Destroyed Score Drawing Flying objects: 20 - 80 Points.
Fortress, cannon, cells: 200 Points.
Diamond: 90 Points.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50460&o=2

$end


$amigaocs_flop=espionag,
$bio

Espionage (c) 1988 Grandslam

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73992&o=2

$end


$cpc_cass=espionag,
$bio

Espionage (c) 1988 Grandslam Ent., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96146&o=2

$end


$bbca_cass,bbcb_cass=espionag,
$bio

Espionage (c) 19?? Modular Resources

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51800&o=2

$end


$cpc_cass=espionag01,
$bio

Espionage Island (c) 1985 Prism Leisure

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96147&o=2

$end


$megadriv=espnbb,
$bio

ESPN Baseball Tonight (c) 1995 Sony Imagesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57200&o=2

$end


$snes=espnbbu,espnbbup,
$bio

ESPN Baseball Tonight [Model SNS-EV-USA] (c) 1994 Sony Imagesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62946&o=2

$end


$snes=espnbb,
$bio

ESPN Baseball Tonight [Model SNSP-EV-EUR] (c) 1994 Sony Imagesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62945&o=2

$end


$megacd,megacdj=espnbb,
$bio

ESPN Baseball Tonight [Model T-93115-50] (c) 1994 Sony Imagesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60606&o=2

$end


$segacd=espnbb,
$bio

ESPN Baseball Tonight [Model T-93115] (c) 1993 Sony Imagesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60723&o=2

$end


$gba=espngolfu,
$bio

ESPN Final Round Golf 2002 [Model AGB-AGRE-USA] (c) 2001 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70524&o=2

$end


$gba=espngolf,
$bio

ESPN Final Round Golf [Model AGB-AGRP] (c) 2001 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70523&o=2

$end


$gba=espnbassu,
$bio

ESPN Great Outdoor Games - Bass 2002 [Model AGB-AMGE-USA] (c) 2001 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70525&o=2

$end


$gba=espnbass,
$bio

ESPN Great Outdoor Games - Bass Tournament [Model AGB-AMGP] (c) 2001 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70526&o=2

$end


$gbcolor=espnitf,
$bio

ESPN International Track & Field [Model CGB-B3HE-USA] (c) 2000 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67845&o=2

$end


$gba=espnwintu,
$bio

ESPN International Winter Sports 2002 [Model AGB-AWIE-USA] (c) 2002 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70528&o=2

$end


$gba=espnwint,
$bio

ESPN International Winter Sports [Model AGB-AWIP] (c) 2002 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70527&o=2

$end


$megadriv=espnhn,espnhnp,
$bio

ESPN National Hockey Night (c) 1994 Sony Imagesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57201&o=2

$end


$snes=espnhn,
$bio

ESPN National Hockey Night (c) 1994 Sony Imagesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62947&o=2

$end


$gbcolor=espnhn,
$bio

ESPN National Hockey Night [Model CGB-BT4E-USA] (c) 2001 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67846&o=2

$end


$segacd=espnhn,
$bio

ESPN National Hockey Night [Model T-93215] (c) 1994 Sony Imagesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60725&o=2

$end


$segacd=espnnba,
$bio

ESPN NBA Hang Time '95 [Model T-93245] (c) 1994 Sony Imagesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60724&o=2

$end


$megadriv=espnsped,espnspedp,
$bio

ESPN Speedworld (c) 1994 Sony Imagesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57202&o=2

$end


$snes=espnsped,espnspedp,
$bio

ESPN Speedworld (c) 1994 Sony Imagesoft.

- TECHNICAL -

Game ID: Model SNS-ASWE-USA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62948&o=2

$end


$megadriv=espnnfl,espnnflp,
$bio

ESPN Sunday Night NFL (c) 1994 Sony Imagesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57203&o=2

$end


$snes=espnnfl,
$bio

ESPN Sunday Night NFL (c) 1994 Sony Imagesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62949&o=2

$end


$segacd=espnnfl,
$bio

ESPN Sunday Night NFL [Model T-93105] (c) 1993 Sony Imagesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60726&o=2

$end


$gba=espnsnw2,
$bio

ESPN Winter X-Games Snowboarding 2 [Model AGB-AWXP] (c) 2002 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70529&o=2

$end


$gba=espnsnw2u,
$bio

ESPN Winter X-Games Snowboarding 2002 [Model AGB-AWXE-USA] (c) 2002 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70531&o=2

$end


$gba=espnsnw2j,
$bio

ESPN Winter X-Games Snowboarding 2002 [Model AGB-AWXJ-JPN] (c) 2001 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70530&o=2

$end


$gba=espnskatu,
$bio

ESPN X-Games Skateboarding (c) 2001 Konami of America.

- TECHNICAL -

Cartridge ID: AGB-AXSE-USA

- TRIVIA -

ESPN X-Games Skateboarding was released on September 12, 2001 in USA.

Export releases:
[JP] "ESPN X-Games Skateboarding [Model AGB-AXSJ-JPN]"
[EU] "ESPN X-Games Skateboarding [Model AGB-AXSP]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70534&o=2

$end


$gba=espnskatj,
$bio

ESPN X-Games Skateboarding (c) 2001 Konami Corp.

Japanese release. Game developed in USA. For more information about the game itself, please see the original USA release entry; "ESPN X-Games Skateboarding [Model AGB-AXSE-USA]".

- TECHNICAL -

Cartridge ID: AGB-AXSJ-JPN

- TRIVIA -

Released on October 25, 2001 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70533&o=2

$end


$gba=espnskat,
$bio

ESPN X-Games Skateboarding (c) 2001 Konami Corp.

European release. Game developed in USA. For more information about the game itself, please see the original USA release entry; "ESPN X-Games Skateboarding [Model AGB-AXSE-USA]".

- TECHNICAL -

Cartridge ID: AGB-AXSP

- TRIVIA -

Released on November 16, 2001 in Europe.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70532&o=2

$end


$cdi=essentia,
$bio

Essentials - The New Shape of Home Shopping by Freemans (c) 1994 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52869&o=2

$end


$msx2_flop=estland,estlanda,
$bio

Estland Monogatari - Estland Campaing (c) 1991 Medo [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101646&o=2

$end


$pc98=estoria,
$bio

Estoria (c) 1993 Soft Plan [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89433&o=2

$end


$gbcolor=estpolis,
$bio

Estpolis Denki - Yomigaeru Densetsu [Model CGB-BLCJ-JPN] (c) 2001 Taito Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67856&o=2

$end


$snes=estpoli2,
$bio

Estpolis Denki II [Model SHVC-ANIJ-JPN] (c) 1995 Taito Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61278&o=2

$end


$snes=estpolis,estpolisa,
$bio

Estpolis Denki [Model SHVC-ES] (c) 1993 Taito Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61277&o=2

$end


$bbca_cass,bbcb_cass=estra,
$bio

Estra (c) 19?? Firebird

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51801&o=2

$end


$megadriv=eswatu,
$bio

ESWAT - City Under Siege (c) 1990 Sega of America, Incorporated.

North American version. It is known in Japan as "Cyber Police ESWAT [Model G-4029]".

- TRIVIA -

ESWAT - City Under Siege for Genesis was released on July 13, 1990 in North America.

- PORTS -

* Consoles : 
Microsoft XBOX 360 [US] (February 10, 2009) "Sonic's Ultimate Genesis Collection [Model 68034]" 
Sony PlayStation 3 [US] (February 10, 2009) "Sonic's Ultimate Genesis Collection [Model BLUS-30259]" 

* Computers : 
PC [Steam] [US] (October 26, 2010) "ESWAT - City Under Siege [Model 71110]" : both stand-alone and as part of "SEGA Genesis Classics Pack 3" 
PC [MS Windows, DVD-ROM] [US] (March 15, 2011) "Sega Genesis Classic Collection - Gold Edition" 
PC [Steam] [US] (March 25, 2011) "SEGA Genesis Classics Collection"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91189&o=2

$end


$megadriv=eswat,
$bio

ESWAT - City Under Siege (c) 1990 Sega Enterprises,  Limited.

European version.

- PORTS -

* Consoles : 
Microsoft XBOX 360 [EU] (February 20, 2009) "SEGA Mega Drive Ultimate Collection [Model 384-40210]" 
Sony PlayStation 3 [EU] [AU] (February 20, 2009) "SEGA Mega Drive Ultimate Collection [Model BLES-00475]" 
Microsoft XBOX 360 [AU] (February 26, 2009) "Sega Mega Drive Ultimate Collection" 

* Computers : 
PC [MS Windows, CD-ROM] [EU] (October 15, 2010) "Sega Mega Drive Classics Collection Vol. 2" 
PC [Steam] [EU] (October 26, 2010) both stand-alone and as part of "SEGA Mega Drive Classics Pack 3" 
PC [MS Windows, DVD-ROM] [EU] (March 18, 2011) "Sega Mega Drive Classic Collection - Gold Edition" 
PC [Steam] [EU] (March 25, 2011) "SEGA Mega Drive Classics Collection"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91190&o=2

$end


$cpc_cass=eswatcyb01,
$bio

Eswat - Cyber Police (c) 1990 Erbe Soft. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96148&o=2

$end


$cpc_cass=eswatcyb,eswatcyb02,
$bio

Eswat - Cyber Police (c) 1990 US Gold, Ltd. [Birmingham, UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96149&o=2

$end


$amigaocs_flop=eswat,
$bio

ESWAT [Super Sega] (c) 1991 US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73955&o=2

$end


$pc98=etemible,
$bio

Etemible - Tenjou Mukyuu (c) 1995 Glodia [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89434&o=2

$end


$pc98=eteris,
$bio

Eteris (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89435&o=2

$end


$segacd=eternalc,eternalca,eternalcb,
$bio

Eternal Champions - Challenge from the Dark Side [Model 4427] (c) 1994 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60730&o=2

$end


$megacd,megacdj=eternalc,
$bio

Eternal Champions - Challenge From the Dark Side (c) 1995 Sega Enterprises, Limited.

- TECHNICAL -

[Model 4427]

- TRIVIA -

Reviews:
[FR] June 1995, Consoles + N.44: 85/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60610&o=2

$end


$megadriv=eternalc,eternalcp,
$bio

Eternal Champions (c) 1993 Sega Enterprises, Limited.

European/Australian release.

- TECHNICAL -

[EU] Game ID: 1145-50
[EU] Package ID (original release): 670-2867-50
[EU] Cartridge ID (Special Collector's Edition re-print): 670-3227-50
[EU] Package ID (Special Collector's Edition re-print): 670-3228-50

- TRIVIA -

Eternal Champions for Mega Drive was released in 1993 (exact date unknown) in Europe and Australia.

Re-prints : 
[EU] Special Collectors Edition (1993)
[EU] Special Collectors Edition Classic (1995)
[AU] Platinum Edition (1995)

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [EU] [AU] (February 15, 2008) [Model MBZP] 

* Computers : 
PC [Steam] [EU] (September 13, 2010) both stand-alone and as part of "SEGA Mega Drive Classics Pack 2" 
PC [Steam] [EU] (March 25, 2011) "SEGA Mega Drive Classics Collection"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93505&o=2

$end


$megadriv=eternalcu,
$bio

Eternal Champions (c) 1994 Sega of America.

- TECHNICAL -

Game ID: 1145
Cartridge ID: 670-2866
Package ID: 670-2867

- TRIVIA -

Eternal Champions for Genesis was released on August 14, 1993 in North America. It was then re-released in 1997 as a Mega-Hit Series edition.

In 1995, Puffin Books published two combat-based gamebook adaptations of this video game, The Cyber Warriors and Citadel of Chaos, both written by Jamie Thompson.

Export releases:
[JP] "Eternal Champions [Model G-4114]"
[EU] "Eternal Champions [Model 1145-50]"
[BR] "Eternal Champions [Model 047010]"
[KO] "Eternal Champions [Model GM93041JG]"

In 1993, Italian firm Panini (most famous for its football collectible stickers) published a SEGA official Eternal Champions sticker album.

- STAFF -

Developed By: Sega Interactive Development Division
Lead Artist & Animator: Albert Co
Lead Programmer: John Kuwaye
Programmers: Steven Lashower, Jack Loh, Michael Terlecki, Pravin Wagh, Christopher Warner, Ala D. Diaz
Artists: David C. Russ, William Kier, Maureen Kringen, Art Wong, Kevin Lee, Rachel Wong Coleman, Steve Knotts, Larry Flores
Designer: Michael Latham
Executive Producer: Michael Latham
Producer: Mark Nausha
Technical Director: Christopher Warner
Music Composers: DMP Entertainment, Joe Delia, John Hart, Jeff Marsh, Adrian Van Velssen, Andy Armor, and the Night Crew - DMP
Sound Effects: David Delia, Paul Gadbois
Voice Actors: DMP Entertainment
Marketing: Jaime Wojick
Game Balancing: Erik Wahlberg, Harry Chavez
Manual: Carol Ann Hanshaw, Michael Latham, Jaime Wojick
On‑Site Testers:	Bill Person, Siegfried Stangenberg, Chris Cutliff, Janine Cook, Joe Cain
Lead Tester: Ben Szymkowiak
Game Lieutenants: Dermot Lyons, Mark Paniagua
Testers: Renato Alferez, John Amirkhan, Dante Anderson, Michael Baldwin, Greg Becksted, Dusty Bedford, Michael Bench, Stephen Bourdet, Blair Bullock, Joe Cain, Daniel Caraballo, Dianna Carroll, Harry Chavez, Janine Cook, Chris Cutliff, Brian Dawson, Marc Dawson, Daniel P. Dunn, Jennifer Brozek, Atom Ellis, Jason Epps, Eric Fong, David Forster, Darin Johnston, Richard Gangwish, Lawrence Gibson, Roman Greco, Rick Greer, Casey Grimm, Keith Higashihara, Chris Hudak, Jason Kuo, Tony Hursh, Lawrence Jeung, Vasily Lewis, Tracy Johnson, Tyrone Johnson, Dan Jung, Jeff Junio, Mark Kessler, Max Austin Loeb, Jeffrey L. Loney, Simon Lu, Tony Lynch, Dermot Lyons, Michael Madden, Julio Martinez, Jim McCarthy, Ryan McLaughlin, Vincent Nason, Lancelot Nelson, Mark Paniagua, Joanna Pataki, Chris Pepper, Bill Person, Andrew Podesta, Loran Pudinski, Eric Rawlins, Kim Rogers, Matthew Brian Rosaaen, Sam Saliba, Timothy Spengler, Siegfried Stangenberg, Terry Thomas, Conan Tigard, Kurt Tindle, Jeff Todd, Maria Tuzzo, Matt Underwood, Gregg Vogt, Erik Wahlberg, Paul Walker, Ari Warner, Christine Watson, Stan Weaver, Richard Wong, David Wood
Special Thanks To: David Albert, Laila Atassi, Scott Berfield, Lisa Best, Kevin Burley, Marilyn Churchill, Ernie Chan, John Couch, Clint Dyer, Greg Fleming, Diane A. Fornasier, Claude Foucault, Clyde Grossman, Steve Hendricks, Frank Hsu, Terry Kirch, Broderick Macaraeg, Willie Mancero, Joe Miller, Hooell Monleon, Denny Moore, Robert Morgan, Nancy Nakamoto, Rodney Nakamoto, Stephen Patterson, Eric Rawlins, Scott Rohde, Scott A. Steinberg, Alex Suzdaltsev, Mike Tyau, Ed Volkwein, Omega Group, OUI Multimedia, Waterman Designs
Cover art: Julie Bell

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [US] (December 3, 2007) [Model MBZE] 

* Computers : 
PC [Steam] [US] (September 13, 2010) "Eternal Champions [Model 34288]" : both stand-alone and as part of "SEGA Genesis Classics Pack 2" 
PC [Steam] [US] (March 25, 2011) "SEGA Genesis Classics Collection"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57212&o=2

$end


$megadriv=eternalcj,eternalcjp,
$bio

Eternal Champions (c) 1994 Sega Enterprises, Limited.

- TECHNICAL -

Game ID: G-4114
Cartridge ID: 670-4725
Cover ID: 670-4726

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [JP] (November 20, 2007) [Model MBZJ]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56489&o=2

$end


$gamegear=eternleg,
$bio

Eternal Legend - Eien no Densetsu (c) 1991 Sega Enterprises, Limited.

- TECHNICAL -

[Model G-3402]

- TRIVIA -

The subtitle Eien no Densetsu is only used in marketing material and it is never mentioned in the game itself.

- TIPS AND TRICKS -

* Sound test: During the story, press START. Then quickly hold 1+2+START before the title screen appears.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64573&o=2

$end


$saturn,sat_cart=etmelodya,etmelody,
$bio

Eternal Melody (c) 1996 Media Works

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59111&o=2

$end


$info=tesa6240,
$bio

Etikettendrucker 6240 (c) 1984 Tesa Etikett.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95543&o=2

$end


$pc98=etsuraku,
$bio

Etsuraku no Gakuen (c) 1994 Cs ware

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89436&o=2

$end


$saturn,sat_cart=etudepro,
$bio

Etude Prologue - Yureugoku Kokoro no Katachi (c) 1998 Takuyo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59961&o=2

$end


$info=j6euphor,j6euphora,j6euphorb,j6euphorc,j6euphord,j6euphore,j6euphorf,
$bio

Euphoria (c) 2002 Ace Coin Equipment.

- TECHNICAL -

Impact

- TRIVIA -

Euphoria was released in March 2002 in the UK.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=14857&o=2

$end


$x1_flop=euphory,
$bio

Euphory (c) 1988 System Sacom Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85971&o=2

$end


$info=m4eureka,m4eurekaa,m4eurekab,
$bio

Eureka (c) 200? Empire Games Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15325&o=2

$end


$snes=eurit,
$bio

Eurit [Prototype] (c) 1995 Radical Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62965&o=2

$end


$cpc_cass=euroboss,
$bio

Euro Boss (c) 1991 Challenge Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96150&o=2

$end


$info=euroch92,
$bio

Euro Champ '92 (c) 1992 Taito.

European version. Game developed in Japan. For more information about the game, please see the original Japanese version entry; "Hattrick Hero".

- TRIVIA -

This game is known in Japan as "Hattrick Hero" and outside Europe as "Football Champ".

In this version, the conditions (timer and score required) for the SUPER SHOOT are differents, see TIPS & TRICKS for more information.

- TIPS AND TRICKS -

How to perform a SUPER SHOOT (Euro Champ '92 version):
* Timer should be between 10 and 36 seconds.
* Score must be a tie (0-0, 1-1, 2-2, ...).
* Only Player's selected Captain can perform a Super Shoot and only ONCE in a whole game (After GAME OVER, 
Super Shot becomes enabled again).
* Player's Captain should receive the ball in a certain area of the gamefield with High Pass (Button B long press)
and must not be moving at all, while receiving the ball.
-- #8: Between center point and 1/4 of the upper field.
-- #9: Between 1/4 and 1/2 of the upper field.
--#10: Between 1/2 and 3/4 of the upper field.
--#11: Same as #10 and also in a defensive position as #9.

- SERIES -

1. Euro Champ '92 (1992)
2. Taito Cup Finals (1993)
3. International Cup '94 (1994)
4. Taito Power Goal (1994)

- PORTS -

* Consoles : 
Nintendo SNES [EU] (1992) "Euro Football Champ [Model SNSP-HT]" 
Sony PlayStation 2 [AU] (March 30, 2006) "Taito Legends 2 [Model SLES-53852]" 
Microsoft XBOX [EU] (March 31, 2006) "Taito Legends 2" 
Sony PlayStation 2 [EU] (March 31, 2006) "Taito Legends 2 [Model SLES-53852]" 

* Computers : 
Atari ST [EU] (1992) "European Football Champ" by Domark Software 
PC [MS Windows, CD-ROM] [EU] (March 31, 2006) "Taito Legends 2"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=766&o=2

$end


$snes=eurofoot,
$bio

Euro Football Champ (c) 1992 Taito Corp.

- TECHNICAL -

Cartridge ID: SNSP-HT

- TRIVIA -

Reviews:
[FR] June 1992 - Joypad N.9: 74/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62966&o=2

$end


$info=ejollyx5,
$bio

Euro Jolly X5 (c) 200? Solar Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=26139&o=2

$end


$info=ejollyx9,
$bio

Euro Jolly X9 (c) 200? Solar Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48285&o=2

$end


$info=wc90b,wc90b1,wc90ba,
$bio

Euro League (c) 1989.

Compete against the top soccer teams of Europe.

- TECHNICAL -

Main CPU : (2x) Zilog Z80 (@ 6 Mhz)
Sound CPU : Zilog Z80 (@ 2.51 Mhz)
Sound Chips : (2x) Yamaha YM2203 (@ 1.255 Mhz), OKI MSM5205 (@ 384 Khz)

Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

This game is a bootleg of "Tecmo World Cup '90".

This game uses the initials of 8 famous European soccer teams, they are :
FCB - FC Barcelona (Spain)
ATM - Atletico de Madrid (Spain)
RM - Real Madrid (Spain)
MIL - AC Milan (Italy)
PSV - PSV Eindhoven (Netherlands)
INT- Inter Milan (Italy)
NAP - Napoli (Italy)
BM - FC Bayern Munich (Germany)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=767&o=2

$end


$info=europass,
$bio

Euro Pass (c) 200? Unknown.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=34255&o=2

$end


$amigaocs_flop=eurosocc,
$bio

Euro Soccer (c) 1992 Flair Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73994&o=2

$end


$amigaocs_flop=euro88,
$bio

Euro Soccer '88 (c) 1988 Ariolasoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73993&o=2

$end


$cpc_cass=europate,
$bio

Europa - Teatro de Operaciones & War Zone [Model 3] (c) 1986 Juegos & Estrategia [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96151&o=2

$end


$info=euro2k2,euro2k2a,
$bio

Europa 2002 (c) 2001 Nazionale Elettronica Giochi.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=26064&o=2

$end


$info=euro2k2s,
$bio

Europa 2002 Space (c) 2002 Nazionale Elettronica Giochi.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=29143&o=2

$end


$pc8801_flop=eurosens,eurosensa,
$bio

Europa Sensen (c) 1991 Koei Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91723&o=2

$end


$msx2_cart=eurosens,
$bio

Europa Sensen (c) 1992 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51288&o=2

$end


$x68k_flop=eurosens,
$bio

Europa Sensen (c) 1992 Koei Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87497&o=2

$end


$pc98=eurosens,
$bio

Europa Sensen (c) 1992 Koei Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89437&o=2

$end


$msx2_flop=eurosens,eurosensa,
$bio

Europa Sensen (c) 1992 Koei Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101647&o=2

$end


$megadriv=eurosens,
$bio

Europa Sensen (c) 1993 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56490&o=2

$end


$nes=eurosens,
$bio

Europa Sensen (c) 1996 Waixing Computer & Technology Co., Ltd. [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76761&o=2

$end


$snes=eurosens,
$bio

Europa Sensen [Model SHVC-YP] (c) 1993 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61279&o=2

$end


$cpc_cass=european,european01,
$bio

European Champions (c) 1989 E&J Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96152&o=2

$end


$amigaocs_flop=eurochmp,
$bio

European Champions (c) 1993 Ocean Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73995&o=2

$end


$amigaocs_flop=euroch92,
$bio

European Championship 1992 (c) 1992 Elite

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73996&o=2

$end


$megadriv=euroclub,
$bio

European Club Soccer (c) 1992 Virgin Games

- TRIVIA -

Reviews:
[FR] July/August 1992 - Consoles + N.11: ??/100
[FR] August 1992 - Joypad N.11: 85/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56491&o=2

$end


$amigaocs_flop=eurofbc,
$bio

European Football Champ (c) 1992 Domark Group, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73997&o=2

$end


$msx1_cass=eurogame,eurogamea,eurogameb,
$bio

European Games (c) 1987 Tynesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94630&o=2

$end


$cpc_cass=european02,
$bio

European II (c) 1989 E&J Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96153&o=2

$end


$bbca_cass,bbcb_cass=eurknowl,
$bio

European Knowledge (c) 19?? Micro Power

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51802&o=2

$end


$cdi=europrty,
$bio

European Party (c) 1994 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52870&o=2

$end


$amigaocs_flop=euroschl,
$bio

European Soccer Challenge (c) 1990 Smash 16

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73998&o=2

$end


$cpc_cass=european03,european04,
$bio

European Soccer Challenge (c) 1990 Players Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96154&o=2

$end


$lynx=eurosocc,
$bio

European Soccer Challenge [Model LX106] (c) 1993 Telegames

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58817&o=2

$end


$gbcolor=euroleag,
$bio

European Super League (c) 2001 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67857&o=2

$end


$gba=euroleag,
$bio

European Super League [Model AGB-AELP-EUR] (c) 2001 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70565&o=2

$end


$amigaocs_flop=eurosupl,
$bio

European Superleague (c) 1990 CDS

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73999&o=2

$end


$gamegear=evander,
$bio

Evander Holyfield Boxing [Model 2419] (c) 1992 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64575&o=2

$end


$megadriv=evander,
$bio

Evander Holyfield's 'Real Deal' Boxing (c) 1992 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56492&o=2

$end


$pc98=eveburst,
$bio

EVE - Burst Error (c) 1995 Cs ware

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89397&o=2

$end


$saturn,sat_cart=eveburst,
$bio

EVE - burst error (c) 1997 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59096&o=2

$end


$psx=evethefa,
$bio

EVE - The Fatal Attraction (c) 2001 Gamevillage

- TECHNICAL -

[Model SLPM-86826/27/28]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85120&o=2

$end


$saturn,sat_cart=evelost,
$bio

EVE - The Lost One (c) 1998 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59094&o=2

$end


$saturn,sat_cart=evelosttai,
$bio

EVE - The Lost One Taikenban (c) 1998 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59095&o=2

$end


$psx=evezeroj,
$bio

Eve Zero (c) 2000 NetVillage [Japan]

- TECHNICAL -

[Model SLPM-86478/79/80]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85131&o=2

$end


$gbcolor=evelkniu,
$bio

Evel Knievel [Model DMG-AEVE-USA] (c) 1999 Rockstar Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67859&o=2

$end


$gbcolor=evelkni,
$bio

Evel Knievel [Model DMG-AEVP-EUR] (c) 1999 Take-Two Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67858&o=2

$end


$info=evelknie,
$bio

Evel Knievel (c) 1977 Bally.

An up-to-4 players pinball machine.

- TECHNICAL -

Bally MPU AS-2518-17 (Chime)
Model Number : 1094-E

Main CPU : M6800 (@ 475 KHz)

- TRIVIA -

Released in June 1977. 14,000 units were produced.

The development of this game took 1 year (started in July 76).

Robert Craig 'Evel' Knievel (October 17, 1938 – November 30, 2007) was an American motorcycle daredevil, an entertainer famous in the United States and elsewhere between the late 1960s and early 1980s. Knievel's nationally televised motorcycle jumps, including his 1974 attempt to jump Snake River Canyon at Twin Falls, Idaho, represent four of the twenty most-watched ABC's Wide World of Sports events to date. His achievements and failures, including his record 433 broken bones, earned him several entries in the Guinness Book of World Records.

His son Robbie Knievel is also an accomplished motorcycle daredevil.

- STAFF -

Design by : Gary Gayton
Art by : Paul Faris

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5381&o=2

$end


$cpc_cass=evenings,
$bio

Evening Star (c) 1987 Hewson Consultants

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96155&o=2

$end


$bbca_cass,bbcb_cass=evenstar,
$bio

Evening Star (c) 19?? Hewson

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51803&o=2

$end


$gba=evergirl,
$bio

Ever Girl [Model AGB-BEVE-USA] (c) 2005 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70566&o=2

$end


$pc8801_flop=evrgreen,
$bio

Ever Green (c) 1993 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91724&o=2

$end


$psx=evergree,
$bio

Evergreen Avenue (c) 2001 Datam Polystar

- TECHNICAL -

[Model SLPS-03278]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85132&o=2

$end


$nes=everqst,
$bio

Everquest (c) 199? Waixing.

A pirate hack of "Satomi Hakkenden", translated to Chinese.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65160&o=2

$end


$cpc_cass=everysec,
$bio

Every Second Counts (c) 1988 TV Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96156&o=2

$end


$info=escounts,
$bio

Every Second Counts (c) 1990 B.F.M. [Bell-Fruit Mfg. Company, Limited.].

In this quiz game, players earn seconds for correct answers, then with the time gained, they have to answer as many questions as possible to complete a line on the triangle grid to win a prize.

- TRIVIA -

The game is based on the BBC quiz show 'Every Second Counts'. The show was hosted by famed magician Paul Daniels and ran between 1986 and 1993.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=21242&o=2

$end


$cpc_cass=everyone03,everyone,
$bio

Everyone's A Wally - Meet The Gang (c) 1985 Mikro-Gen [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96159&o=2

$end


$cpc_cass=everyone02,
$bio

Everyone's A Wally - Meet The Gang (c) 1987 Alternative Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96158&o=2

$end


$cpc_cass=everyone01,
$bio

Everyone's A Wally - Meet The Gang [Model 4SEA186] (c) 1988 System 4 de Espana, S.A. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96157&o=2

$end


$info=m4eaw,m4eaw__0,m4eaw__1,m4eaw__2,m4eaw__3,m4eaw__4,m4eaw__5,m4eaw__6,m4eaw__7,m4eaw__8,m4eaw__9,m4eaw__a,m4eaw__b,m4eaw__c,m4eaw__d,m4eaw__e,m4eaw__f,m4eaw__g,m4eaw__h,m4eaw__i,m4eaw__j,
$bio

Everyone's a Winner (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41308&o=2

$end


$bbca_cass,bbcb_cass=evildead,
$bio

Evil Dead (c) 198? Palace Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51804&o=2

$end


$info=evlfight,
$bio

Evil Fight (c) 1980 Playmatic.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5644&o=2

$end


$amigaocs_flop=evilgard,
$bio

Evil Garden (c) 1989 Demonware

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74000&o=2

$end


$info=evilngt,evilngte,
$bio

Evil Night (c) 1998 Konami Company, Limited.

A light-gun game in which 3 cops enter a haunted house to rescue a kidnapped girl. There are also secrets which add to the storyline.

- TECHNICAL -

Konami M2 Hardware

Main CPU : (2x) PPC602 (@ 33 Mhz)

- TRIVIA -

Released in September 1998 in Japan.

This game is also known as "Hell Night".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4176&o=2

$end


$x68k_flop=evilstn,
$bio

Evil Stone (c) 1989 Zenryutsu [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87498&o=2

$end


$info=evilston,
$bio

Evil Stone (c) 1990 Spacy Industrial.

A vertically scrolling beat'em up / platform game.

- TECHNICAL -

Taito L-System hardware
Game ID : C67

Main CPU : (2x) Zilog Z80 (@ 6 Mhz)
Sound Chips : YM2203 (@ 3 Mhz)

Screen orientation : Vertical
Video resolution : 224 x 320 pixels
Screen refresh : 60.00 Hz
Palette colors : 256

Players : 2
Control : 4-way joystick
Buttons : 2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=768&o=2

$end


$x68k_flop=evilstnk,
$bio

Evil Stone Kai (c) 1989 Zenryutsu [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87499&o=2

$end


$info=ep_evil,ep_evila,ep_evilb,
$bio

Evil Streak (c) 199? Maygay.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15497&o=2

$end


$coleco=evolutio,
$bio

Evolution (c) 1983 Sydney

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53274&o=2

$end


$adam_flop=evolutio,
$bio

Evolution (c) 1983 Sydney Development

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82649&o=2

$end


$adam_cass=evolutio,
$bio

Evolution (c) 1983 Sydney Development

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82698&o=2

$end


$jaguar=dinodude,
$bio

Evolution - Dino Dudes (c) 1994 Atari Corp.

Congratulation on joining the species! Unfortunately, you're a little late, so you have to begin at the bottom of the evolutionary ladder. But you won't be there for long - if you can manage to muscle your way to the top. Otherwise, your species won't survive long enough to come up with all those great inventions like rock'n roll video games and double cheeseburgers. Fortunately, you're not alone - you've got a tribe of fellow-morons to help, or hinder you.

Good luck, Dude! The future of mankind rests on you and your hairy teammates.

- TECHNICAL -

Model J9006

- TIPS AND TRICKS -

* HINTS:
- There is often more than one way to solve a level; often when it seems necessary to sacrifice an additional Dino Dude, there is a way to avoid it.
- The dinosaurs are very distracted when they are eating a tasty tidbit, like a Dino Dude. While they are eating, a Dino Dude might not be noticed even while walking right next to a dinosaur.
- Some dinosaurs take a lot of hits to kill ...
- Sometimes an object hides in the scenery. For instance, if you need a rope or spear and do not have a witchdoctor, check all of the ledges you have access to one more time; a rope or spear might be lurking at the bottom of a ladder or in the bushes.
- Your pet dinosaur occasionally gets lost and you have to go find him. When this happens, you must pat him on the head and reassure him that everything's okay. You may have to follow him around for a short while before he calms down enough for this to be possible.
- On some upper levels, it is necessary to accomplish more than one goal. For instance, it might be necessary to kill a dinosaur and then walk on the Goal-Block, in that order.

* Infinite Time (at password screen):
'TIME STANDS' 'STILL FOREVER'

* Infinite Dudes (at password screen):
'ONCE DEAD' 'TWICE BORN'

- STAFF -

Designed and Developed by Imagitec Design Inc.

Producers: John Skruch, Sean Patten
Associate Producer: Juli Wade
Programmer: Andrew Seed
Support Programmers: Trevor Raynsford, Martin Randall
Graphics: Tony Gascon, Pete Goldsmith, Shaun McClure, Ed Pearson, Dave Severn, Slick, Andy Walker
Music: Ian Howe
Sound Effects: Ted Tahquechi
Lead Tester: Hans Jacobsen
Also Tested by: Hank Cappa, Jeffrey Gatrall, Tom Gillen, Mark Hooley, Andrew Keim, Sean Patten, Andrew Seed, Joe Sousa, Ted Tahquechi, Faran Thomason, BJ West
Documentation: Hans Jacobsen

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76419&o=2

$end


$ngpc=evolutn,
$bio

Evolution - Eternal Dungeons [Model NEOP00990] (c) 2000 SNK Corp. [Shin Nihon Kikaku] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82529&o=2

$end


$info=sc4evol,sc4evola,sc4evolb,sc4evolc,sc4evold,sc4evole,sc4evolf,sc4evolg,
$bio

Evolution (c) 200? QPS.

- TECHNICAL -

[Model PR2135]

[Scorpion 4]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43018&o=2

$end


$info=sc5evol,
$bio

Evolution (c) 200? QPS Interactive.

- TECHNICAL -

[Scorpion 5]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42585&o=2

$end


$x68k_flop=ewword,
$bio

EW X68000 Word Processor v1.20 (c) 1988 East Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87485&o=2

$end


$bbca_cass,bbcb_cass=ewgeebez,
$bio

Ewgeebez (c) 1984 Software Projects

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51805&o=2

$end


$gba=exmonply,
$bio

EX Monopoly[Model AGB-AMOJ-JPN] (c) 2001 Takara Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70535&o=2

$end


$pc98=exlander,
$bio

Ex-Lander - Aoki Monshou no Kishidan (c) 1993 Micro Vision

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89438&o=2

$end


$megadriv=exranza,exranzap,
$bio

Ex-Ranza (c) 1993 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56493&o=2

$end


$msx1_cart=exinfo1,exinfo1a,
$bio

Examine Your Information 1 [Model E035] (c) 1985 al Alamiah

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76718&o=2

$end


$msx1_cart=exinfo2a,exinfo2,
$bio

Examine Your Information 2 [Model E077] (c) 1986 al Alamiah

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76719&o=2

$end


$msx1_cart=exinfo3a,exinfo3,
$bio

Examine Your Information 3 [Model E086] (c) 1988 al Alamiah

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76720&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=exbasic,
$bio

ExBasic Level II (c) 1982 Dipke & Krause [Andreas Dipke & Michael Krause]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84417&o=2

$end


$a2600=xcalibur,xcalibura,xcalibur36,xcalibur39,
$bio

Excalibur (c) 1982 Arcadia Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50461&o=2

$end


$amigaocs_flop=excalibr,
$bio

Excalibur (c) 1988 Kingsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74001&o=2

$end


$info=m4excam,
$bio

Excalibur (c) 199? MDM Leisure.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15580&o=2

$end


$info=m4excal,m4excal__a,m4excal__b,m4excal__c,m4excal__d,m4excal__e,m4excal__f,m4excal__g,m4excal__h,m4excal__i,m4excal__j,
$bio

Excalibur (c) 199? BWB.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41312&o=2

$end


$info=m4excaln,m4excaln__a,
$bio

Excalibur (c) 199? Nova.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42369&o=2

$end


$info=excali64,
$bio

Excalibur 64 (c) 1984 BGR Computers.

- TECHNICAL -

12K ROM
32K RAM ON BOARD
FULL SIZE 60-KEY KEYBOARD
8 COLOURS
2 OCTAVE AUDIO OUTPUT

- TRIVIA -

It was advertised as the first colour computer in Australia.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84467&o=2

$end


$info=excalibr,
$bio

Excalibur (c) 1988 Premier Technology Co.

- TECHNICAL -

Gottlieb System 80B
Model Number : 715

Main CPU : MOS Technology M6502 (@ 850 KHz)
Sound CPU : (2x) M6502 (@ 1 MHz)
Sound Chips : (2x) DAC, (2x) AY8910 (@ 2 Mhz), SP0250 (@ 3.12 Mhz)

- TRIVIA -

1,710 units were produced.

- STAFF -

Designers : John Trudeau, Jon Norris
Artworks : Constantino Mitchell

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5382&o=2

$end


$info=fexcel,
$bio

Excellence (c) 1987 Fidelity Electronics.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103443&o=2

$end


$amigaocs_flop=excgames,
$bio

Excellent Card Games (c) 1993 Tower

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74002&o=2

$end


$info=excelsr,excelsra,
$bio

Excelsior (c) 1995 Playmark.

Excelsior is an adult-themed shooter game with puzzle elements featuring photographic images of nude women. The objective of each stage is to destroy the blocks to reveal the naked woman hidden behind them.

At the start of the game the player selects one of three player characters, and then selects one of five girls (and one guy) as the person hidden in the bonus stage.

In each regular stage the player uses a powertool to drill away at the blocks obstructing the view of the nude girl underneath.  Various enemies appear at regular intervals and must be avoided or destroyed with gunfire or bombs. Occasionally various power-ups appear that the player may collect for more fire-power or drilling power. Once 65% of the obstructing blocks have been destroyed, the background image goes from a dark, shaded image to a bright, full color image. And the level is cleared after 81% of the blocks are cleared.

After each stage the player returns to the same bonus stage.  Here the player clears a wall of bricks with no enemies to hamper him.  Various items and point bonuses are hidden in the wall and can be collected by the player. Again, once 65% of the blocks are cleared the image is brightened and the level is cleared after 81% of the bricks are destroyed.  Once a player clears the bonus stage, he returns to the selection screen to select a different girl (or man) of their choice.

The player has a life bar and a number of lives. The player takes damage when he touches or is shot by an enemy.  Once a player loses all of his lives the game is over.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 12 Mhz), PIC16C57 (@ 3 Mhz)
Sound Chips : OKI6295 (@ 7.575 Khz)

Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 58.00 Hz
Palette colors : 1024

Players : 2
Control : 8-way Joystick
Buttons : 3

- TRIVIA -

This game was sponsored by an Italian porn magazine with the same name.

- TIPS AND TRICKS -

If a player chooses the dude at the select screen then all of the hidden adult images will feature men.

Collect all the letters to spell "Excelsior" in the bonus stage to earn an extra life.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3913&o=2

$end


$a800=excelsor,
$bio

Excelsor (c) 1986 Players Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86535&o=2

$end


$msx1_cart=exchangr,exchangra,
$bio

Exchanger [Model 00160] (c) 1984 ASCII Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76721&o=2

$end


$info=m3xchngg,
$bio

Exchanges Galore (c) 198? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41220&o=2

$end


$info=m3xchngu,m3xchngua,
$bio

Exchanges Unlimited (c) 198? Barcrest.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15076&o=2

$end


$info=m5xchn,
$bio

Exchanges Unlimited (c) 200? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41654&o=2

$end


$x1_cass=excitbik,
$bio

Excite Bike (c) 1985 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86218&o=2

$end


$pc8801_flop=excitbik,
$bio

Excite Bike (c) 1985 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91725&o=2

$end


$info=exctleag,exctleagd,
$bio

Excite League (c) 1988 Sega.

A baseball game.

- TECHNICAL -

Runs on the Sega "System 16B" hardware.
Game ID: 317-0079

Players: 2
Control: 8-way joystick
Buttons: 3

- TRIVIA -

Released in September 1988 in Japan.

- SERIES -

1. Major League (1985)
2. Super League [Model 317-0045] (1987)
3. Excite League [Model 317-0079] (1988)
4. Super Major League (1995)
5. Super Major League '99 (1999)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=769&o=2

$end


$nes=excitbikh,
$bio

Excitebike (c) 1987 FMG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69248&o=2

$end


$x68k_flop=excitbik,
$bio

Excitebike (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87500&o=2

$end


$snes=bsexbik1,
$bio

Excitebike - Bunbun Mario Battle - Stadium 1 (c) 199? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61280&o=2

$end


$snes=bsexbik2,
$bio

Excitebike - Bunbun Mario Battle - Stadium 2 (c) 199? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61281&o=2

$end


$snes=bsexbik3,bsexbik3a,
$bio

Excitebike - Bunbun Mario Battle - Stadium 3 (c) 199? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61282&o=2

$end


$snes=bsexbik4,
$bio

Excitebike - Bunbun Mario Battle - Stadium 4 (c) 199? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61283&o=2

$end


$n64=excitbik,excitbiku,excitbiku1,
$bio

Excitebike 64 (c) 2000 Nintendo.

- TECHNICAL -

Game ID: NUS-NMXE-USA

- TRIVIA -

Excitebike 64 was released on May 02, 2000 in the USA.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57686&o=2

$end


$n64=excitbikj,
$bio

Excitebike 64 [Model NUS-NMXJ] (c) 2000 Nintendo [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57687&o=2

$end


$gba=n_exbike,
$bio

Excitebike [Classic NES Series] [Model AGB-FEBE-USA] (c) 2004 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70183&o=2

$end


$gba=f_exbike,
$bio

Excitebike [Famicom Mini] [Model AGB-FEBJ-JPN] (c) 2004 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70618&o=2

$end


$nes=excitbikj1,excitbikju,
$bio

Excitebike (c) 1984 Nintendo.

A excellent dirt bike game. You're the red color rider in this frantic motocross race, elusive your opponents in the track, accelerated as much as possible and care the not overheat the motor, and    jumping over hills, obstacles like jumps, hay bails and mud sections to reach the goal, and qualify for the next race to championship supremacy !

- TECHNICAL -

Game ID: HVC-EB

- TRIVIA -

Excitebike was released on November 30, 1984 in Japan at a retail price of 5500 Yen.

Nintendo ran out of Excitebike boards when marketing to the U.S. market in the mid-1980s. So they opened up their Famicom boards, stuck them into U.S. cartridges, attached a NES-Joint-1 and marketed them to the U.S.

The main character of Excitebike (as well as his pallet-swapped rivals) appear as assist trophy characters in Super Smash Bros. Brawl for the Nintendo Wii.

Excitebike's gameplay was parodied in a sketch on the television show 'Robot Chicken'.

An Excitebike visualizer was included in the Nintendo DSi and 3DS that is used while playing music from your SD card on Nintendo DSi Sound or Nintendo 3DS Sound.

- TIPS AND TRICKS -

* Faster remount : rapidly tap A+B to get back on the bike faster.

- SERIES -

1. Excitebike [Model HVC-EB] (1984, NES)
2. Excitebike 64 (2000, Nintendo 64)
3. Excite Truck (2006, Wii)
4. Excitebots - Trick Racing (2009, Wii) 
5. Excitebike - World Rally (2009, WiiWare)

- STAFF -

Designer : Shigeru Miyamoto

- PORTS -

* Consoles :
Nintendo Famicom Disk (1988)
Nintendo Super Famicom (1997, Excitebike: Bun Bun Mario Battle Stadium 'Satellaview (BS-X)'): downloaded via satellite broadcasting station in Japan called St.Giga to a BS-X cartridge. Only in Japan.
Nintendo 64 (2000, "Excitebike 64" as an unlockable extra)
Nintendo GameCube (2001, "Animal Crossing" as an unlockable Bonus game)
Nintendo Game Boy Advance (2002, "E- Readers" Series)
Nintendo Game Boy Advance (2004, "Famicom Mini" Series)
Nintendo Wii (2007, "Virtual Console")
Nintendo 3DS (2011, eShop "3D Classics") A magnific re-mastered version, featuring 3D effects!

* Computers :
NEC PC-8801 (1985)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54030&o=2

$end


$nes=excitbik,
$bio

Excitebike (c) 1986 Nintendo.

- TECHNICAL -

[Model NES-EB-EEC/NOE/ESP]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55124&o=2

$end


$info=pc_ebike,
$bio

Excitebike (c) 1984 Nintendo.

PlayChoice-10 version.

- TECHNICAL -

Nintendo PlayChoice-10 hardware
Game ID : EB

Main CPU : Zilog Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz)
Sound Chips : Zetex N2A03 (@ 1.789772 Mhz), DAC

Players : 2
Control : 8-way joystick
Buttons : 2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1801&o=2

$end


$info=animaljrj,
$bio

Exciting Animal Land (c) 1993 Taito Corp.

- TRIVIA -

Released in September 1993.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=21056&o=2

$end


$famicom_flop=excitbb,
$bio

Exciting Baseball [Model KDS-EBS] (c) 1987 Konami Industry Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65299&o=2

$end


$famicom_flop=excitbsk,
$bio

Exciting Basket [Model KDS-EKB] (c) 1987 Konami Industry Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65300&o=2

$end


$psx=excitin2,
$bio

Exciting Bass 2 (c) 1999 Konami Corp. [Osaka, Japan]

- TECHNICAL -

[Model SLPM-86295]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85134&o=2

$end


$gba=excitbas,
$bio

Exciting Bass [Model AGB-AMGJ-JPN] (c) 2001 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70567&o=2

$end


$psx=exciting,
$bio

Exciting Bass (c) 1998 Konami Co., Ltd.

- TECHNICAL -

Model SLPM-86124

- TRIVIA -

Exciting Bass was released on September 23, 1998 in Japan.

Export releases:
[US] "Fisherman's Bait - A Bass Challenge [Model SLUS-00802]"
[EU] "Fisherman's Bait - A Bass Challenge [Model SLES-02085]"

- STAFF -

Executive Producer: Kuniaki Kinoshita
Producer: Katsuya Nagae
Director: Shirou Murata
Programmer: Shirou Murata, Kentarou Nagayama, Mitomu Shimizu
Designer: Takemasa Miyoshi
Design Direction: Kazuhiro Namba (Kazuhiro Nanba), Tatsuya Ishikawa

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85133&o=2

$end


$famicom_flop=excitbil,
$bio

Exciting Billiard [Model KDS-EKS] (c) 1987 Konami Industry Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65301&o=2

$end


$info=excitbj,
$bio

Exciting Black Jack (c) 1989 Sega Enterprises, Limited.

- TRIVIA -

Released in June 1989.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=29831&o=2

$end


$nes=exboxing,
$bio

Exciting Boxing (c) 1987 Konami Industry Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54031&o=2

$end


$x68k_flop=excthour,
$bio

Exciting Hour & Syusse Oozumou (c) 1994 Dempa Shinbunsha [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87501&o=2

$end


$info=excthour,
$bio

Exciting Hour - The Prowrestling Network (c) 1985 Taito Corp.

A match of wits and skill with classic ring techniques used in today's popular professional wrestling arenas. The ringside announcer to signal the start of the match introduces the events. The player battles each of his 5 awesome opponents in quest of the championship. Timely use of joystick and buttons maneuvers the player into position and activates all the standard as well as spectacular moves including : Pile Driver, Sunset Flip, Rolling Sole Butt, Lariat, Plunger, Flying Body Press, everything to weaken the enemy for a pin-fall win for the count of 3, or keeping the challenger out of the ring for a twenty count. After each win, the player takes on the next opponent for another three-minute period. If he defeats all of the opponents, he earns the right to the Championship Belt and goes on to the next four in defense of his title. Colorful, fast-paced action plus realistic sound effects of hits, moves, count-down and crowd cheers adds to the atmosphere and excitement associated with the current rage of professional wrestling.

- TECHNICAL -

Game ID : TA-0015

Main CPU : MOS Technology M6502 (@ 1.5 Mhz)
Sound CPU : MOS Technology M6502 (@ 1.2 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.5 Mhz), DAC

Players : 2
Control : 8-way joystick
Buttons : 2
=> [1] Punch, [2] Kick

- TRIVIA -

Exciting Hour was released in October 1985 by Taito under license from Technos.

This game is known outside Japan as "Mat Mania - The Prowrestling Network".
A 2-Player version of this game is known as "Mania Challenge".

In the game, if you look closely at the audience in the background, you will see a variety of recognizable characters including a boy in a Union Jack t-shirt, Darth Vader, Superman, the Stay Puft Marshmallow Man (look to the far left when outside the ring) and ZZ Top is very prominently present in the middle of the crowd.

In the game : 
* TWA stands for Technos Wrestling Association.
* Insane Warrior's name is misspelled as 'Insane Worrier'.
* Coco Savage's name is misspelled as 'Coco Savege' at the top of the intro screen, but is spelled correctly in the announcer's scrolling message. 
* The Piranha's name is misspelled both at the top of the intro screen and in the announcer's scrolling message as 'The Pirania'.

Blues Bloody, the champion in this game, is very obviously a copy of Hulk Hogan. Other wrestlers are copied from superstars of the early 80s: The Insane Warrior is a copy of Road Warrior Animal, Coco Savage is probably Kamala The Cannibal and The Piranha is probably Mil Mascaras. The main wrestler ('You') bears a striking resemblance to Kerry Von Erich. These are guesses, but all the mentioned wrestlers were very popular about the time this game was released.

- TIPS AND TRICKS -

* Moves list :
First, basic moves :
Joystick - Move Around
Button 1 - Punch (P)
Button 2 - Kick (K)
Both Buttons - Run

While Opponent is Standing :
P+K - Dash at opponent.
P (while running) - Shoulder Block
K (while running) - Flying Press

To grab the opponent, run towards him.

While holding on to opponent :
P - Irish Whip (Throw opponent)
K - Pile Driver
P+UP - Body Slam
K+UP - Suplex

After Opponent has been thrown :
P+Opponent's direction - Elbow Smash
P - Back Body Drop
K+Opponent's direction - Clothesline
K - Reverse Mule Kick

While Opponent is on the ground :
P - Pick up opponent
K - Pin Opponent

While on the Turnbuckle :
P - Knee Drop
K - Sunset Flip

You can do three moves (two in later matches [late 30s on]) to your opponent before needing to ram him with the old 'faceblock' maneuver. However, the moves appear to be broken into categories :

Big moves - Piledriver and Brainbuster (Suplex)
Medium moves - Clothesline, Elbow, Backdrop
Small moves - Body Slam, Spinning Kick

Doesn't seem to count - Shoulder Block, Flying Body Press, Rope Moves

The 'count' works as follows. Usually you get one of each class of move in order from big to small. You can always substitute a lower move for a higher one. At certain times you will get only medium and small, especially the first series when facing Karate Fighter or The Piranha after match 5. Sometimes you won't be able to do three. You can tell because your opponent puts up a small, ineffective resistance to your second move.

Once per match, you CAN do two big moves in a row. You are guaranteed to be able to do a third move afterwards. In the first five matches, the triple is generally between 2:30 and 2:15.

* Miscellaneous notes :
1) You can only climb on the turnbuckles in the top-left and top-right corners.
2) Running towards the ropes and pressing the K button will cause you to jump out of the ring (should only be done while an opponent is out there).
3) The maximum number of jumps off the rope you can do is three - any more and the opponent will get up regardless of the amount of damage inflicted.
4) Fight as little as possible outside the ring; you run the chance of being thrown to the other end and facing a ring out loss (especially with Coco Savage and the Piranha - they are dirty fighters!).
5) When an opponent throws you, you have the choice of pressing P to do a shoulder block or K to do a flying press. The move you select should depend on the opponent's reaction - if they throw you and run, press K repeatedly to beat them with the flying press. If the opponent is standing there, it is almost a sure sign that you will be receiving one of their 'stopping moves' (i.e.: Coco's Haymaker or Piranha's choke hold). For this, press K repeatedly. If the opponent has not prepared their signature stop, this usually means they are just going to punch or kick you. Pressing P will give them a shoulder block and knock them down. Try to decide on which move you plan on doing once you see their reaction.
6) If you start to get the 'upper hand' on your opponent (which isn't that hard to do), throw him into the ropes and when he bounces back, let him collide into you (you should be the first one to get up), pick him up and do a pile driver, pick him up, throw him into the ropes and let him collide into you, pick him up and pile drive him again. You can do this for as long as you like but make sure to pin him before the time runs out. For a sure pin, just climb the top rope and land on him three times then pin.
7) A change in the music in the game indicates you are in danger of losing the match!

* List of opponents :

1) Insane Warrior
Signature Move : Body Press
Difficulty : Very Easy
Comments : Comic relief for the game. A very easy opponent to beat up and a good learning partner.

2) Karate Fighter
Signature Move : Rabbit Punch
Difficulty : Easy
Comments : Another opponent to use as a practice partner.

3) Coco Savage
Signature Move : Slingshot (grabs you by the ankles and throws you across / out of the ring).
Difficulty : Very Difficult
Comments : A dirty fighter. Will knock you down by giving you a shoulder block or knocking you on the head. Will cheat by getting you near the ropes and giving you plenty of shoulder blocks!

4) The Piranha
Signature Move : Elbow Drop
Difficulty : Moderate
Comments : The dirtiest fighter in the game. A very difficult opponent to fight with outside the ring.

5) Blues Bloody
Signature Move : Leg Drop
Difficulty : Moderate
Comments : The champ. Likes to body slam and throw opponents out of the ring.

- SERIES -

1. The Big Pro Wrestling! (1983)
2. Exciting Hour - The Prowrestling Network (1985)

- PORTS -

* Computers :
[JP] Sharp X68000 (February 25, 1994) "Shusse Oozumou"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=770&o=2

$end


$nes=exrally,
$bio

Exciting Rally - World Rally Championship (c) 1992 Kakenhi

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54032&o=2

$end


$info=exctsccr,exctsccra,exctsccrb,exctsccrj,exctsccru,exctsccrjo,
$bio

Exciting Soccer (c) 1983 Alpha Denshi.

Exciting Soccer is an association football game which includes penalty shootout if the game ends in a tie. If you win the game you move on to the next level, each time the opponent gets harder to beat. When you start playing you can choose one of 6 teams: Italy, England, Brazil, West Germany, Austria, or France. The sequel Exciting Soccer II was released in 1984 with Japan replacing Austria and new music, but identical gameplay. 

The game allows for one or two players to play and has a control scheme where they can tackle, shoot, short pass, and long pass. Exciting Soccer had realistic touches for the time: corner kicks, throw-ins, penalty shots, and cheerleaders, as well as digitized voices and an influential overhead view.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 4 Mhz), Zilog Z80 (@ 4.123456 Mhz), ALPHA-8301 (@ 500 Khz)
Sound Chips : (4x) General Instrument AY8910 (@ 1.5 Mhz), (2x) DAC

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Exciting Soccer was released in October 1983 in Japan.

A Japanese bootleg of this game was released in 1984.

Exciting Soccer music is a copy of an instrumental rock and roll ('Tequila', as played by The Champs).

Terenzio Carraro holds the official record for this game with 503,610 points.

- UPDATES -

In the Japanese bootleg :
* The Italian team is replaced by the Japanese Team.
* The music are different.
* The title screen says : 'planned by Shinzi' and 'programmed by Kazutomi'.

- SERIES -

1. Exciting Soccer (1983)
2. Exciting Soccer II (1984)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=771&o=2

$end


$famicom_flop=excitsoc,
$bio

Exciting Soccer - Konami Cup [Model KDS-ESC] (c) 1988 Konami Industry Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65302&o=2

$end


$info=exctscc2,
$bio

Exciting Soccer II (c) 1984 Alpha Denshi.

A soccer game from Alpha Denshi.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 4 Mhz), Zilog Z80 (@ 4.123456 Mhz), ALPHA-8301 (@ 500 Khz)
Sound Chips : (4x) General Instrument AY8910 (@ 1.5 Mhz), (2x) DAC (@ 1.5 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Even if titlescreen says 1984, Exciting Soccer II was released in February 1985 in Japan.

Apart from one new team (Japan replacing Austria) and some different music this game is identical to its predecessor "Exciting Soccer".

- SERIES -

1. Exciting Soccer (1983)
2. Exciting Soccer II (1984)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=772&o=2

$end


$pc98=wildflow,wildflowa,
$bio

Exciting Wild Flowers (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89439&o=2

$end


$pico=hatanori,
$bio

Exciting! Hataraku Norimono-tachi (c) 199? Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75669&o=2

$end


$cpc_cass=executio,
$bio

Execution ! (c) 1985 Datacom Publications

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96161&o=2

$end


$pc98=executnr,
$bio

Executioners (c) 1993 Softec [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89440&o=2

$end


$info=j2exec,
$bio

Executive Club (c) 198? JPM International.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40950&o=2

$end


$pc98=executiv,
$bio

Executive e no Michi (c) 1987 Champion Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89441&o=2

$end


$pc8801_flop=executiv,
$bio

Executive e no Michi (c) 1987 Champion Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91726&o=2

$end


$info=exedexes,
$bio

Exed Exes (c) 1985 Capcom Company, Limited.

Exed Exes is an arcade vertical shooter developed by Capcom. It was licensed to Memetron and released outside of Japan in the arcades as Savage Bees Memetron (licensor to the game). It uses similar hardware to Capcom's 1942, but it is more of a spiritual successor to Capcom's earlier shooter Vulgus. It takes place in a science fiction alien hive where you must pilot your ship through many stages protected by insects, some as large as your craft, and some even larger.

What made Exed Exes stand apart from other shooters, besides the high resolution graphics for its time, and the detailed use of parallax scrolling to indicate depth, was the fact that it was one of the earliest vertical shooters to allow for two player simultaneous play. Rather than waiting for one player to take his turn, two players could enjoy the game at the same time, and even work cooperatively to get further along in the game.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 4 Mhz)
Sound CPU : Zilog Z80 (@ 3 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.5 Mhz), (2x) SN76496 (@ 3 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Exed Exes was released in February 1985. 

This game is also known as "Savage Bees". 

Roberto Picelli holds the official record for this game with 1,320,800 points.

- TIPS AND TRICKS -

The Basics:
Even if you are good at dodging bullets, that skill alone will not keep you alive. The trick is to clear the screen as quickly as possible, reducing the number of agents that fire upon you. Being able to identify potential threats on the ground like cannons helps tremendously. You will most likely not have any trouble until one of two things begin to appear: large insects, or dragonflies that appear from the bottom of the screen. As a general rule, it's never a good idea to remain in contact with the bottom of the screen since you can't always predict when the dragonflies are going to arrive. As for large insects, the strategy that you employ to defeat them will depend on how many appear at one time. When only one appears, you can concentrate your attack on the single large insect, but be sure not to let it lure you to a dangerous section of the screen where you might collide with another bug or a bullet. When two appear, they usually occupy mirror image sides of the screen. Concentrate on only one, as you will rarely have time to destroy both. Steer clear of the second one's path after you defeat the first. When four appear, they usually fly through the screen in a kind of chain. They will generally not get in your way until you've damaged them to the point where they are purple, at which point they will attack and dive bomb towards you. If you have time to attack any remaining insect in the squad, do so, but again, make sure that you are not being lured into a dangerous portion of the screen while following the larger insects around.

Powering up:
Keep in mind that collecting upgrades in this game is not an iterative process. That is, you do not have to be at upgrade level 2 to collect the third level upgrade, for example. You can collect it at any time. Likewise, picking up a lower upgrade than the one you most recently collected will reduce your power. However, this isn't so terrible since the primary benefit of the upgrades is a small expansion of your weapons range (and to a lesser extent, its efficiency since the beams are bigger than the particles.) In fact, collecting the woP downgrade is usually worth it just for the 10,000 points that it provides. Those point will bring you that much closer to your next Sakachi Mega-Crush resupply, which can be considerably more useful than a primary weapon upgrade.

Hi-Point Areas:
Mid-way through several stages, you will encounter a bonus area called the Hi-Point Area. This is similar to "Challenging Stage" in Galaga or "% and Point Up" stage in 1942. The lowest level of the background turns black and the music changes. No enemies will fire at you in this area. One particular enemy will appear repeatedly, and not in a terribly aggressive fashion. As you fly through the enemies, a flashing Pow symbol will float down from the top. When you pick it up, all of the enemies on the screen at that time (including any ground objects and large insects) will turn into fruit. Air and ground objects will become one specific fruit that you can collect for a large amount of bonus points, and large insects will always transform into a giant strawberry, worth 10,000 points. Hi-Point areas in early stages may offer more than one Pow during the area. You will know that the Hi-Point area is about to end when the bottom layer begins to flash between black and the regular view. The Pow symbol will function this way no matter when you encounter it, but you can count on at least one appearing after the Hi-Point area starts.

Stage Bosses:
You cannot advance to the next stage until you defeat a stage boss. Some stages require that you defeat more than one boss. Stage 4 and every stage after the seventh have two stage bosses, except for stage 16, which requires that you defeat all 9 different bosses, including the final stage boss, EXED EXES. If you completely destroy every element on a stage boss, including the radars, you are awarded a substantial bonus (as well as a congratulatory catch phrase that is unique to each boss arrangement. For example, the Hepkon always says "NICE FIGHT!!") If you destroy all of the skulls and guns, but not the radars, the boss will begin to drop below the bottom of the screen, allowing it to escape and denying you the destruction bonus, so make sure the radars are destroyed before the final gun. Since the bosses contain a large number of guns which typically fire at you at roughly the same time, it is a good idea to save your Mega-Crush bombs for the boss encounters if you can help it. If the boss armaments weren't enough to deal with, it's not unusual to have to deal with a few different types of enemies, depending on how long it takes you to defeat the boss. You may encounter either squadrons of Flies, Yashichis, Dragonflies, or Stingrays while you battle the boss. Do your best to take them out quickly so that they don't get in the way of your shots and you can destroy the boss as quickly as possible.

10,000,000 points:
There is no true end to the game. After you defeat the real EXED EXES boss at the very end of Stage 16, you will get a substantial bonus, but the game will continue from Stage 17 and continue to cycle. The game does come to an end, however, as soon as one player achieves a score of 10,000,000 points. At that point, no matter where you are in the game, the game will congratulate you and announce that the game is over. If you can accomplish this amazing task, consider yourself a master of the game. You can only achieve this score on one credit since continuing resets your score to 0.

- STAFF -

Music by : Tamayo Kawamoto

- PORTS -

* Consoles : 
Nintendo Famicom [JP] (December 21, 1985) "Exed Exes [Model GTS-EE]" 
Sega Saturn [JP] (October 15, 1998) "Capcom Generation Dai 3 Shou Koko ni Rekkishi Hajimaru [Model T-1234G]" 
Sony PlayStation [JP] (October 15, 1998) "Capcom Generation Dai 3 Shou Koko ni Rekkishi Hajimaru [Model SLPS-01649]" 
Sony PlayStation [EU] (September 3, 1999) "Capcom Generations 3 - The First Generation [Capcom Generations Disc 3] [Model SLES-21881]" 
Sony PlayStation 2 [US] (September 27, 2005) "Capcom Classics Collection [Model SLUS-21316]" 
Microsoft XBOX [US] (September 27, 2005) "Capcom Classics Collection" 
Sony PlayStation 2 [EU] (November 18, 2005) "Capcom Classics Collection [Model SLES-53661]" 
Microsoft XBOX [EU] (November 18, 2005) "Capcom Classics Collection" 
Sony PlayStation 2 [JP] (March 2, 2006) "Capcom Classics Collection [Model SLPM-66317]" 
Nintendo Wii [Virtual Console Arcade] [JP] (September 21, 2010) 
Nintendo Wii [Virtual Console Arcade] [EU] [AU] (January 7, 2011) 
Nintendo Wii [Virtual Console Arcade] [US] (January 10, 2011) 
Sony PlayStation 3 [PSN] [JP] (February 19, 2013) "Capcom Arcade Cabinet [Model NPJB-00210]" 
Sony PlayStation 3 [PSN] [EU] (February 20, 2013) "Capcom Arcade Cabinet" 
Microsoft XBOX 360 [XBLA] [JP] (February 20, 2013) "Capcom Arcade Cabinet" 
Microsoft XBOX 360 [XBLA] [EU] (February 20, 2013) "Capcom Arcade Cabinet" 
Microsoft XBOX 360 [XBLA] [AU] (February 21, 2013) "Capcom Arcade Cabinet" 
Sony PlayStation 3 [PSN] [US] (April 2, 2013) "Capcom Arcade Cabinet: Game Pack 4 [DLC]" 
Microsoft XBOX 360 [XBLA] [US] (April 3, 2013) "Capcom Arcade Cabinet: Game Pack 4 [DLC]" 
Sony PlayStation 3 [PSN] [US] (May 21, 2013) "Capcom Arcade Cabinet: All-In-One Pack [DLC]" 
Microsoft XBOX 360 [XBLA] [US] (May 22, 2013) "Capcom Arcade Cabinet: All-In-One Pack [DLC]"

* Handhelds : 
Sony PSP [JP] (September 7, 2006) "Capcom Classics Collection [Model ULJM-05104]" 
Sony PSP [US] (October 24, 2006) "Capcom Classics Collection Reloaded [Model ULUS-10134]" 
Sony PSP [EU] (November 10, 2006) "Capcom Classics Collection Reloaded [Model ULES-00377]" 
Sony PSP [AU] (November 16, 2006) "Capcom Classics Collection Reloaded"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=773&o=2

$end


$nes=exedexesh,
$bio

Exed Exes (c) 1987 EMG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69249&o=2

$end


$nes=exedexes,
$bio

Exed Exes (c) 1985 Tokuma Shoten Intermedia, Incorporated..

Exed Exes is a vertical shooter by Tokuma Shoten and conversion of an arcade game originally released by Capcom in 1985. The game takes place in the midst of a raging war - insect like creatures called the Exes have invaded Neg-Nin, a far distant planet in a remote galaxy, thousands of light years away from Earth. Scientists on Neg-Nin started to build a warship in reaction to the sudden bug invasion. The fighter comes equipped with a particle cannon which can be upgraded to double or triple laser beams by collecting special Pow icons dotted around each level. Unlike most other shooters of its kind, upgrades in Exed Exes are not cumulative, and specific Pow icons power-up the craft to the lowest, middle or highest power level (some, called woP even downgrade the main weapon). The ship comes with a limited amount of Mega Crush bombs that clear all enemy bullets from the screen. Levels follow a traditional structure, with waves of all kind of multicolored insects (bees, beetles, flies, dragonflies), large bugs and ground cannons that relentlessly bombard the player. Also, through several levels, the player automatically enters bonus phases called Hi-Point Areas. The background turns black and different types of enemies (usually skulls) slowly move down the screen. They can easily be destroyed, but collecting special Pow icons instantly turns them into fruits for extra points. Each level ends with a boss battle, and each one of them is made out of different components (skulls, guns and flashing cores) that need to be destroyed in order to proceed to the next stage. Exed Exes features a two-player simultaneous option.

- TECHNICAL -

Game ID: GTS-EE

- TRIVIA -

Exed Exes was released on December 21, 1985 in japan for 5200 Yen.

Apparently, Tokuma Shoten organized a contest to commemorate the release of Exed Exes in Japan. Four special words appear throughtout the game, all triggered by a certain hi-score - BABYBOY (between 500,000 and 2,000,000), TOUCHME (between 2,000,000 and 5,000,000), KICKPOP (between 5,000,000 and 9,000,000) and RAPYTUA (over 9,000,000). This is rather tricky to achieve, although the game gives the player unlimited continues, the score counter resets to zero after a game over. The game's manual reveals some information about the contest. It seems that prizes were awarded through Tokuma Shoten's Family Computer Magazine to players who could send such passwords. Prizes came in the shape of member stickers that players would put on their original Famicom game cartridge of Exed Exes. The prize stickers were Silver (2000 winners), Gold (500 winners), Platinum (100 winners) and Royal (10 winners).

- TIPS AND TRICKS -

Infinite continues: Press A and B when the continue message appears at the bottom of the screen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54033&o=2

$end


$info=exerion,exerionb,exeriont,
$bio

Exerion (c) 1983 Jaleco Company, Ltd [Japan Leisure].

Exerion is a vertical shooter that is operated with an 8 direction joystick and two fire buttons. The game's biggest features are the parallax scrolling which occurs in the background, and the sensation of inertia that is applied to the motion of the ship. The ship is equipped with two kinds of weapons. You can fire the dual shot gun which can only release one pair of shots on the screen at a time, but has an unlimited supply, by tapping the first fire button. The single shot gun can fire a rapid stream of shots on the screen at one time by holding the second fire button down, but it is limited in ammo according to the number of charges indicated on the bottom. Each weapon is best used in different situations, in order to defeat the enemies which come flying down from the top part of the screen.

Due to the inertia of the ship, you must input any reverse in direction much sooner in order to cancel the ships momentum. This was not a common feature for similar games that came out around the same time, so it distinguished Exerion from other shooters. Because the Famicom conversion was played on a horizontal screen, the enemies appeared much closer to the player's ship, which changes the feel of the game since you have to react to the enemies' location much sooner.

- TECHNICAL -

Main CPU : (2x) Zilog Z80 (@ 3.333333 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.666666 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Exerion was released in November 1983.

Licensed to Taito for US distribution.

A part of this game was later used in the fifth stage of "The Game Paradise". The stage is called '23bit CPU captured by 8bit CPU'.

Giorgio Bonetti holds the official record for this game with 3,679,100 points.

- TIPS AND TRICKS -

* Hint : To get a high score, if you do not miss any shots your bonus score will keep on doubling to 10,000 then reset to 000. When at 10,000 miss a shot then bonus score will revert to 5,000.

* Hint : When fire from the double shot (slower) weapon hits an enemy, it re-charges the faster single shot weapon. To keep the single shot re-charged it is possible to fire both weapons at once by tapping both fire buttons, maintaining charge, giving a higher rate of fire and more chance of hitting enemies.

* Bug : In the challenge stage, if you shoot all 40 aliens you normally get a bonus charge of 60. Sometimes a red hydra comes out during this stage. If you shoot it and all 40 aliens, you get a total of 41. The game seems to fail the test of 'hits=40' and only gives you a bonus charge of 41.

- PORTS -

* Consoles :
Sega SG-1000 [JP] (1983) "Exerion [Model G-1028]"
Nintendo Famicom [JP] (February 11, 1985) [Model JF-01] 
Sony PlayStation [JP] (October 23, 2003; "Jaleco Collection Vol.1 [Model SLPS-03562]") Famicom version
Nintendo Wii [Virtual Console] (May 1, 1987) Famicom version

* Computers :
MSX [JP] (1984)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=774&o=2

$end


$nes=exerionh,
$bio

Exerion (c) 1987 FMG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69250&o=2

$end


$msx1_cass=exerion,
$bio

Exerion (c) 1987 Eaglesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94631&o=2

$end


$sg1000=exerionk,
$bio

Exerion (c) 198? Samsung.

Korean release.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65050&o=2

$end


$msx1_cart=exerionk,
$bio

Exerion (c) 198? Zemina.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77601&o=2

$end


$nes=exerionp,
$bio

Exerion (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55125&o=2

$end


$msx1_cass=exerion2,
$bio

Exerion II - Zorni (c) 1987 Eaglesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94632&o=2

$end


$msx1_cart=exerion2,exerion2a,
$bio

Exerion II - Zorni [Model HX-S118] (c) 1985 Toshiba EMI [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76723&o=2

$end


$msx1_cart=exerion,exerionb,exeriona,
$bio

Exerion (c) 1984 Jaleco Co., Ltd.

- TECHNICAL -

Game ID: DP-3912010

- TRIVIA -

Original price: 4500 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76722&o=2

$end


$sg1000=exerion,
$bio

Exerion (c) 1983 Sega Enterprises, Limited.

- TECHNICAL -

[Model G-1028]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49024&o=2

$end


$nes=exerion,
$bio

Exerion (c) 1985 Jaleco Company, Limited.

Exerion is a top-down vertical shooter by Jaleco and conversion of an arcade game originally released in 1982. In the year 2991, the Zorni forces launched a surprise attack on planet Exerion and the Fighter EX is sent to counter the threat. Hordes of attacking ships appear from the top of the screen, periodically shooting or diving down towards the player's ship. The space fighter comes equipped with two weapons - a standard twin-shot and a rapid fire. Although the slow twin-shot comes in unlimited supply, the powerful rapid fire is limited to a certain amount of ammo (the remaining rapid shots are called 'charges' and are displayed at the bottom of the screen). As the player kills enemies, the amount of rapid fire shots slowly increases, and the core of the gameplay is to find the perfect balance between the slow but wide twin-shot, and the fast but limited rapid fire. Although the game borrows many elements from popular top-down shooters available the time (such as Galaxian or Phoenix), it separates itself from its peers for a number of reasons. First of all, the background features a pseudo perspective and a 3D/Parallax scrolling that smoothly transitions from one area to the next. Then the ship has considerable inertia, allowing the player to execute complex evasive maneuvers with some practice, or to plunge to his doom. Although Exerion indefinitively loops, it includes four types of levels (mountains, Clouds, City and Pyramids), each consisting of several enemy waves. Every fifth stage is a bonus area where the player takes down as many alien ships as possible in order to no only boost his score, but also to increase his rapid shot charge.

- TRIVIA -

Released on February 11, 1985 in Japan for 4500 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54034&o=2

$end


$sg1000=exeriont,
$bio

Exerion [Model W-028] (c) 1983 Aaronix [Taiwan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65051&o=2

$end


$info=exerizer,exerizrb,
$bio

Exerizer (c) 1987 Jaleco Company, Limited.

The gameplay of Exerizer is that of a vertical shooter in the style of Galaxian, but with eight-way movement across the screen and parallax scrolling for the stars backgrounds. The game can be played by up to two players in alternating turns.

At the player's disposal to fight the approaching enemies, some of them made in pseudo-depth 2.5D graphics with scaled sprites, is a small space fighter capable of firing two types of projectiles: the unlimited but slow rockets and the fast laser shots that are limited by draining the ship's power. The power can be refilled and the ship itself upgraded by collecting the power ups that appear after destroying certain enemies.

Similar to Gorf, the game features several different types of waves. The player progresses through most of them by either destroying all the enemies or alternatively just surviving their attacks for long enough time. For instance, one stage has a Galaga-style gameplay against rows of monsters led by four witches who are vulnerable only when they open their cloaks, while another features enemy warriors saddle perched on either serpent-like Chinese dragons or Western-style winged dragons. The dragons must to be hit repeatedly in the weak point of their heads to be killed, after which the riders themselves can be shot for a bonus.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 4 Mhz)
Sound CPU : Zilog Z80 (@ 1.748 Mhz)
Sound Chips : (2x) Yamaha YM2203 (@ 1.748 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Exerizer was released in April 1987 in Japan.

This game is known outside Japan as "Sky Fox".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=775&o=2

$end


$snes=mbrallsr,mbrallsru,
$bio

Exertainment Mountain Bike Rally & Speed Racer [Model SNS-ALFE-USA] (c) 1994 Life Fitness

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62967&o=2

$end


$snes=mbrally,
$bio

Exertainment Mountain Bike Rally [Model SNS-9X-USA] (c) 1994 Life Fitness

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62968&o=2

$end


$snes=exhaust2,
$bio

Exhaust Heat II - F1 Driver e no Kiseki [Model SHVC-E2] (c) 1993 Seta Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61285&o=2

$end


$snes=exhaustj,
$bio

Exhaust Heat [Model SHVC-EH] (c) 1992 Seta Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61284&o=2

$end


$snes=exhaust,
$bio

Exhaust Heat (c) 1992 Seta Company, Limited.

- TECHNICAL -

Game ID: SNSP-EH

- TRIVIA -

Reviews:
April 1992 - Consoles + N.8 (Page 82-83) [FR]: 80/100
April 1992 - Joypad N.7 (Page 124-125) [FR]: 85/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62969&o=2

$end


$saturn,sat_cart=exhumed,
$bio

Exhumed  (c) 1998 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60297&o=2

$end


$bbca_cass,bbcb_cass=exile,
$bio

Exile (c) 1988 Superior Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51806&o=2

$end


$megadriv=exile,
$bio

Exile (c) 1991 Renovation

- TRIVIA -

Reviews:
[FR] June 1992 - Joypad N.9: 85/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57213&o=2

$end


$amigaocs_flop=exile,
$bio

Exile (c) 1991 Audiogenic

- TRIVIA -

In the center of the map is a copyright tag. (C) PJMI, 1991.
PJMI are the initials for the coder, Peter J.M. Irvin.

- STAFF -

By: Peter Irvin, Jeremy Smith, William Reeve

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74003&o=2

$end


$pcecd=exile,
$bio

Exile (c) 1992 Telenet Japan [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58489&o=2

$end


$pcecd=exilej,
$bio

????? ????? (c) 1991 Telenet.
(Exile - Toki no Hasama he)

Exile is a RPG/Action game by Renovation. The game, despite being a fantasy, takes place in the time of the Crudades (11th Century) and tells the story of a fearless warrior called Sadora (aka Sadler). Exile starts in the small town of Assassin lost in the Syrian desert. The cute and red-haired R?m?, friend of Sadler, tells him that spies have been spotted in the nearby desert. They both decide to join Kindi, a strong militia leader and Fak?ru (aka Fakhyle), a mage, to investigate the situation. Quickly, they realize that their enemy, the Knight Templar Y?gu Do Pein (Hugues de Payens), is looking for them and needs help. They obviously do not trust him at first but decide to go to Jerusalem and meet him in person. Exile alternates traditional RPG and action phases - a top-down view is usually used when Sadler and his friends visit towns - there they can talk to people, gather information, buy weapons and items. Once they get to an important location, the game switches to a side-scrolling action phase where Sadler can attack with his sword and other weapons or cast magic spells.

- TECHNICAL -

Game ID: TJCD1014

- TRIVIA -

Exile was released on March 29, 1991 in Japan for 6780 Yen.

- PORTS -

* Consoles :
Sega Mega Drive (1992)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58178&o=2

$end


$megadriv=exilej,
$bio

Exile - Toki no Hazama he (c) 1991 Riot.

- TRIVIA -

Reviews:
June 1992 - Consoles + N.10 (Pages 56-57): 70/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56494&o=2

$end


$pcecd=exile2j,
$bio

?????II ????? (c) 1992 Telenet.
(Exile II - Janen no Jishou)

Exile 2 is an action/RPG published by Telenet and is the sequel to Exile released in 1991. The world of Chaltar is at stake and Sador? (aka Sadler) returns as the main protagonist and titular character of the series. Nearly, as his first task is to look for his friends in the nearby towns. Unlike the previous episodes of the series, Sadler is here one of several possible playable characters - the cute but lethal R?m? (aka Rumi), the strong Kindi and the mystic Fak?ru (aka Fakhyle) follow our hero in his quest and can be controlled. Exile 2 follows the same formula laid out by its predecessors and the game alternates between fighting and exploring. The first part gets Sador? to walk around towns, talk to villagers or purchase new equipment. The fighting phases are classic hack-and-slash action scenes set in countless hostile locations - there the player fight enemies, bosses and earn precious experience points and gold coins.

- TECHNICAL -

Game ID: TJCD2028

- TRIVIA -

Exile II was released on September 22, 1992 in Japan for 8800 Yen.

Reviews:
[FR] December 1992 - Consoles + N.15: 75%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58179&o=2

$end


$pcecd=exile2,
$bio

Exile II - Wicked Phenomenon (c) 1993 Telenet Japan [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58490&o=2

$end


$pc8801_flop=exizmd1,exizmd1a,
$bio

EXIZ Music Disk vol. 1 - Prelude (c) 1991 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91702&o=2

$end


$pc8801_flop=exizmd2,
$bio

EXIZ Music Disk vol. 2 - Power Live (c) 1991 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91703&o=2

$end


$bbca_cass,bbcb_cass=exmon,
$bio

Exmon (c) 19?? Beebug

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51807&o=2

$end


$megadriv=exosquad,
$bio

Exo Squad (c) 1995 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56495&o=2

$end


$megadriv=exosquadu,exosquadup,
$bio

Exo Squad (c) 1995 Playmates Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57214&o=2

$end


$x1_flop=exoa2,
$bio

Exoa II - Warroid (c) 1985 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85972&o=2

$end


$a2600=exocete,
$bio

Exocet (c) 1982 Tang's Electronic Co.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50463&o=2

$end


$a2600=exocet,
$bio

Exocet (c) 1983 Panda

- TECHNICAL -

Model 109

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50462&o=2

$end


$info=exodus,
$bio

Exodus (c) 1979 Subelectro.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : Tone generator and discrete circuits

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette colors : 98

Players : 2
Control : 2-way joystick
Buttons : 1

- TRIVIA -

This game is a bootleg of "Defend the Terra Attack On The Red UFO", and has slightly improved graphics compared to the original.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=776&o=2

$end


$nes=exodus1,exodus,
$bio

Exodus - Journey to the Promised Land (c) 1991 Wisdom Tree

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55126&o=2

$end


$gameboy=exodus,
$bio

Exodus - Journey to the Promised Land (c) 1992 Wisdom Tree

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65950&o=2

$end


$megadriv=exodus,
$bio

Exodus - Journey to the Promised Land (c) 1993 Wisdom Tree

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57215&o=2

$end


$amigaocs_flop=exodus,
$bio

Exodus 3010 (c) 1993 Demonware

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74004&o=2

$end


$msx1_cart=exoidez5k,
$bio

Exoide-Z Area 5 (c) 198? Zemina.

Korean release.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77606&o=2

$end


$msx1_cart=exoidez5,
$bio

エクゾイドZ エリア5 (c) 1986 Casio Computer Co., Ltd.
(Exoide-Z Area 5)

- TECHNICAL -

Game ID: GPM-129

- TRIVIA -

Original price: 4800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76725&o=2

$end


$msx1_cart=exoidez,exoidezb,exoideza,
$bio

Exoide-Z [Model GPM-120] (c) 1986 Casio Computer Co., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76724&o=2

$end


$odyssey2,g7400=exojet,
$bio

Exojet + (c) 1983 TO TEK Editions.

- TECHNICAL -

Game ID: JXT C05

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95720&o=2

$end


$cpc_cass=exolonuk,
$bio

Exolon (c) 1987 Erbe Soft. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96162&o=2

$end


$cpc_cass=exolonuk01,exolonzi,
$bio

Exolon (c) 1987 Hewson Consultants

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96163&o=2

$end


$amigaocs_flop=exolon,
$bio

Exolon (c) 1989 Hewson Consultants

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74005&o=2

$end


$amigaocs_flop=exolona,
$bio

Exolon [Budget] (c) 1989 Black Edition

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74006&o=2

$end


$x68k_flop=exon,
$bio

eXOn (c) 1991 Softec [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88248&o=2

$end


$info=m4exotic,m4exotic__a,m4exotic__b,m4exotic__c,m4exotic__d,m4exotic__e,
$bio

Exotic Fruits (c) 1998 BWB.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15166&o=2

$end


$a800=expando1,
$bio

Expando-Vision 1 - Weight Control and Exercise (c) 1983 Stimultech

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86536&o=2

$end


$a800=expando2,
$bio

Expando-Vision 2 - Control Smoking and Calm Nerves (c) 1983 Stimultech

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86537&o=2

$end


$a800=expando3,
$bio

Expando-Vision 3 - Stress Control and Positive Thinking (c) 1983 Stimultech

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86538&o=2

$end


$a800=expando4,
$bio

Expando-Vision 4 - Control Drinking and Responsibility (c) 1983 Stimultech

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86539&o=2

$end


$x68k_flop=expansfdo,expansfd,
$bio

Expansion Floppy Disk Driver (c) 1991 Sano Kouji

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87502&o=2

$end


$gba=expedit,
$bio

Expedition der Stachelbeeren - Zoff im Zoo (c) 2001 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70568&o=2

$end


$x1_flop=expertx1,
$bio

Expert X-1 (c) 198? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85973&o=2

$end


$x1_flop=dskanlzr,
$bio

Expert X-1 Disk Analyzer (c) 198? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85974&o=2

$end


$psx=expertja,
$bio

Expert (c) 1996 Nichibutsu [Nihon Bussan Co., Ltd.] [Osaka, Japan]

- TECHNICAL -

[Model SLPS-00342]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85135&o=2

$end


$fm7_disk=expfm,
$bio

Expert-FM v3.1 (c) 1985 Softpal [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93614&o=2

$end


$pc8801_flop=expert88,expert81,expert82,
$bio

Expert88 (c) 1986 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91727&o=2

$end


$adam_cass=expetyp,
$bio

ExperType: Smart Writer Typing Tuition Program (c) 1984 Coleco Industries, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82699&o=2

$end


$pc8801_flop=exploded,
$bio

Explode (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91728&o=2

$end


$nes=explfist,explfist1,
$bio

Exploding Fist (c) 1990 Tradewest, Incorporated. [Corsicana, TX, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55127&o=2

$end


$cpc_cass=explodin,
$bio

Exploding Wall (c) 1990 Byte Back

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96164&o=2

$end


$amigaocs_flop=explora2,
$bio

Explora II (c) 1989 16 32 Diffusion

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74007&o=2

$end


$amigaocs_flop=explora3,
$bio

Explora III - Sous le signe du Serpent (c) 1990 16 32 Diffusion

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74008&o=2

$end


$cdi=explwrld,
$bio

Exploration - The World Around You (c) 1997 Educational Management Group

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52871&o=2

$end


$cdi=explspac,
$bio

Explorations of Space (c) 1994 Educational Management Group

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52872&o=2

$end


$info=explorer,
$bio

Explorer (c) 1981 Sidam.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound CPU : Zilog Z80 (@ 1.78975 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.78975 Mhz)

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette colors : 99

Players : 1
Control : 8-way joystick
Buttons : 2

- TRIVIA -

This game is a bootleg of "Scramble".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=777&o=2

$end


$fm7_cass=explorer,
$bio

Explorer (c) 1983 Hard [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93713&o=2

$end


$a800=explorer,
$bio

Explorer (c) 1984 Activision, Inc. [Santa Clara, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86540&o=2

$end


$info=exp85,
$bio

Explorer 85 (c) 1979 Netronics.

An Intel 8085 based computer.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103329&o=2

$end


$info=m1expclb,m1expclba,
$bio

Explorer Club (c) 199? Maygay.

- TECHNICAL -

M1A/B

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41985&o=2

$end


$info=cexplore,
$bio

Explorer (c) 1982 Data East Corp.

- TECHNICAL -

This video game runs on the "DECO Cassette System" Hardware.

Cartridge ID: Model DT-118

- TRIVIA -

Explorer was released in November 1982. It was known as the 18th video game (cassette no. 18) made for the DECO Cassette System.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=403&o=2

$end


$cpc_cass=explorer,
$bio

Explorer [Model UQK 615] (c) 1987 Electric Dreams Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96165&o=2

$end


$cpc_cass=explorin,
$bio

Exploring Adventures on the Amstrad (c) 1984 Ducksoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96167&o=2

$end


$info=explbrkr,
$bio

Explosive Breaker (c) 1992 Kaneko Company, Limited.

A vertically scrolling shoot'em up.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 2 Mhz), OKI6295 (@ 15.151 Khz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Explosive Breaker was released in October 1992.

This game is known in Japan as "Bakuretsu Breaker" (translates from Japanese as 'Exploding Breaker').

- STAFF -

Program : Y. Shintani, S. Igarashi
Graphics : K. Matsuoka, A. Funatsu, T. Takei, Y. Kubo, T. Yoshikawa, Y. Nakamura, T. Inoue
Sounds : Tatsuya Watanabe, Y. Wada, Y. Sakakura
Hardware : H. Morinaga
Tools : F. Komori, Y. Higashino
Technical advice : M. Kanaoka
Debugging : A. Takahashi, Yukihiro Yamazaki, Y. Ozaki, N. Tada
Management : N. Tanaka
Producer : Hiroshi Kaneko

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3665&o=2

$end


$info=m4exprs,
$bio

Express (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41315&o=2

$end


$info=expcard,
$bio

Express Card (c) 1998 American Alpha, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=38619&o=2

$end


$info=exprraid,exprraidi,exprraidu,
$bio

Express Raider (c) 1986 Data East Corp.

The wild west-themed Express Raider is separated into two different game types; a sideways scrolling fighting sequence and a shooting sequence. The player controls a train robber, or 'Express Raider', and must try to steal the bags of money from the moving locomotives.

During the fighting sequence, the Raider must fight the bank teller, hit the coyotes and then jump onto the train before it speeds away. Once on the train, he must fight his way past other enemies and avoid various projectiles, such as bottles, bullets and shovels full of coal. Players must be careful to duck under the low signs that come along as the train is travelling. Also, once a train carriage is clear of enemies, a bomb will appear between the current carriage and the next; players must quickly jump over to the next carriage before the bomb goes off, otherwise the Raider will fall from the train and a life is lost. If the Express Raider manages to reach the train engine, the loot will be captured and the game will then move on to the shooting sequence.

In the shooting sequence, the Express Raider rides a horse and must shoot at the enemies that appear from the windows of a train carriage. They will shoot back at the player and throw various objects. Players can hit the DUCK button to avoid the enemy attacks. A woman will appear at regular intervals offering the player a bag of money, if the player shoots the woman, a life is lost. After the shooting sequence has been completed, the game will start over again with an increased level of difficulty.

- TECHNICAL -

Main CPU : MOS Technology M6502 (@ 4 Mhz), M6809 (@ 2 Mhz)
Sound Chips : YM2203 (@ 1.5 Mhz), YM3526 (@ 3.6 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Express Raider was released in January 1986.

This game is known outside US as "Western Express".

Gary Hatt holds the official record for this game with 197200 points.

- PORTS -

* Consoles :
Nintendo Wii [US] (February 19, 2010; "Data East Arcade Classics [Model RVL-P-R26E]") 
Sony PSP [US] (June 15, 2010, PlayStation minis series)

* Computers :
Amstrad CPC [EU] (1986)
Commodore C64 [US] [EU] (1987)
Sinclair ZX Spectrum [EU] (1987)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=778&o=2

$end


$cpc_cass=expressr,
$bio

Express Raider (c) 1987 US Gold, Ltd. [Birmingham, UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96168&o=2

$end


$msx1_cart=express,expressa,
$bio

Express [Model F036] (c) 1985 al Alamiah

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76726&o=2

$end


$a800=express,
$bio

Express! (c) 1989 Orion Micro Systems

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86541&o=2

$end


$amigaocs_flop=extase,
$bio

Extase (c) 1990 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74009&o=2

$end


$mc10=exbasic,
$bio

Extended Basic (c) 1986 Furr [Gary Furr]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87629&o=2

$end


$ti99_cart=exbaspl,
$bio

Extended Basic Plus (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84578&o=2

$end


$ti99_cart=exbasic1,
$bio

Extended Basic v100 [Model PHM 3026] (c) 1982 Texas Instruments

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84579&o=2

$end


$ti99_cart=exbasic,exbas25,
$bio

Extended Basic [Model PHM 3026] (c) 1981 Texas Instruments

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84577&o=2

$end


$x68k_flop=exterlin,
$bio

Exterlien (c) 1990 DO [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87503&o=2

$end


$pc98=exterln,
$bio

Exterlien (c) 1990 DO [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89442&o=2

$end


$pc8801_flop=exterlin,
$bio

Exterlien (c) 1990 DO [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91729&o=2

$end


$msx2_flop=exterlin,exterlinbexterlinc,exterlina,
$bio

Exterlien (c) 1990 DO [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101648&o=2

$end


$info=extrmatn,extrmatnj,extrmatnu,
$bio

Extermination (c) 1987 Taito.

A shoot'em up game.

- TECHNICAL -

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

Board Number : M6100305A
Prom Stickers : B06

Main CPU : Zilog Z80 (@ 8 Mhz), Zilog Z80 (@ 6 Mhz)
Sound Chips : YM2203 (@ 3 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in April 1987 in Japan.

Licensed to World Games for US manufacture and distribution.

- TIPS AND TRICKS -

* Select stage: If you find all gates of underground rooms, you will be able to select the next stage.

- STAFF -

Director : Masaki Ogata
Game designer : Hiroyuki Sakou
Game programmers : YLW, Busuwa Kiraida, Kazutomo Ishida
Software support : Masaki Ogata, Satoshi Kuranaga
Character designers : Yukio Ishikawa, Kohzoh Igarashi, Tetsurou Kitagawa, Yoshihiko Wakita
Character coding : Hiroyuki Sakou
Original story : YLW
Sound programmers : Hisayoshi Ogura, Naoto Yagishita
Hardware analysis : Noboru Yasukawa
Art designer : Hisayasu Nakane
Tools : HP 64000 System, Mentor, Taito Animator

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=779&o=2

$end


$msx1_cass=extermin,
$bio

Exterminator (c) 1987 Eaglesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94633&o=2

$end


$amigaocs_flop=extermin,
$bio

Exterminator (c) 1990 Audiogenic

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74010&o=2

$end


$cpc_cass=extermin,
$bio

Exterminator [Model ASL60AM] (c) 1991 Audiogenic

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96170&o=2

$end


$info=exterm,
$bio

Exterminator (c) 1989 Gottlieb.

A wholly abstract approach to the shoot-em-up genre in which one or two players take control of a disembodied, digitized human hand and must kill the swarms of insects that have infested a street of houses.

Exterminator is set in a street of houses and players must move from room to room in each property, clearing each one of the infestation, before moving onto the next house. Each player can initially only grab or 'thump' enemies (the latter for ground-based, crawling insects), but a number of power-ups, such as bug spray and somewhat bizarrely, a laser firing finger can be collected to make progress a little easier.

- TECHNICAL -

Game ID : V-101

Main CPU : (2x) TMS34010 (@ 5 Mhz)
Sound CPU : (2x) M6502 (@ 2 Mhz)
Sound Chips : DAC, YM2151 (@ 4 Mhz)

Players : 2
Control : dial
Buttons : 2

- TRIVIA -

Released in February 1989.

This was the first game to use digitized graphics for every element of the game. It was also the first and only video game produced by Premier Technology and the last to carry the 'Gottlieb' badge. Production numbers are estimated at only 250 units worldwide; the machines proved to be very unreliable in the field and the abstract gameplay was not a huge hit with players. The dedicated and slightly odd cabinet design made it less appealing to operators, since many other games that were being released during that time were conversion kits. Exterminator remains one of the boldest, if least successful moves to bring something genuinely original to an increasingly staid arcade industry.

- TIPS AND TRICKS -

* On the first level inside the kitchens of houses one and 3, the freezer door swings open only once, releasing some floor-based enemies. If you get the hand in laser mode and shoot while the door is open, you will warp to the other house.

- STAFF -

Designed and programmed by : Warren Davis
Graphics by : Jeff Lee

- PORTS -

* Computers :
Atari ST (1991)
Amstrad CPC (1991)
Sinclair ZX Spectrum (1991)
Commodore C64 (1991)
Commodore Amiga (1991)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=780&o=2

$end


$pc8801_flop=extra,extrab,extraa,
$bio

Extra (c) 1988 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91730&o=2

$end


$pc8801_flop=extrapro,
$bio

Extra - Prophecy of Flame (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91731&o=2

$end


$info=ebases,
$bio

Extra Bases [Upright model] (c) 1980 Midway.

An old baseball game.

- TECHNICAL -

Bally Midway Astrocade hardware.
[Game No. 761]

Main CPU : Zilog Z80 (@ 1.789773 Mhz)
Sound Chips : Astrocade (@ 1.789773 Mhz)

Screen orientation : Horizontal
Video resolution : 320 x 204 pixels
Screen refresh : 60.00 Hz
Palette colors : 256

Players : 2
Control : trackball
Buttons : 1

- TRIVIA -

Released in April 1980.

Also released as "Extra Bases [Cocktail Table model]".

- SERIES -

1. Tornado Baseball (1976)
2. Extra Inning (1978)
3. Extra Bases (1980)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=781&o=2

$end


$gameboy=xtrabase,
$bio

Extra Bases! [Model DMG-FS-USA] (c) 1991 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65951&o=2

$end


$psx=extrabri,
$bio

Extra Bright (c) 1996 ASCII Corp. [Japan]

- TECHNICAL -

[Model SLPS-00625]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85136&o=2

$end


$pc8801_flop=extrad1,
$bio

Extra Disk vol. 1 (c) 1991 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91732&o=2

$end


$pc8801_flop=extrad2,
$bio

Extra Disk vol. 2 (c) 1992 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91733&o=2

$end


$pc8801_flop=extrad3,
$bio

Extra Disk vol. 3 (c) 1993 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91734&o=2

$end


$pc8801_flop=extrad4,
$bio

Extra Disk vol. 4 (c) 1994 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91735&o=2

$end


$info=m4exgam,
$bio

Extra Game (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41313&o=2

$end


$x1_flop=extrahyp,extrahypa,
$bio

Extra Hyper (c) 198? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85975&o=2

$end


$info=einning,
$bio

Extra Inning (c) 1978 Midway.

An old baseball game.

- TECHNICAL -

[Game No. 642]

Main CPU : Intel 8080 (@ 1.9968 Mhz)
Sound Chips : Discrete

Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 2

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Released in March 1978.

This game is also known as "Double Play".

- SERIES -

1. Tornado Baseball (1976)
2. Extra Inning (1978)
3. Extra Bases (1980)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=782&o=2

$end


$snes=extrainn,
$bio

Extra Innings (c) 1992 Sony Imagesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62970&o=2

$end


$info=m4exlin,m4exlina,
$bio

Extra Lines (c) 199? PCP.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41314&o=2

$end


$x1_cass=xpinball,
$bio

Extra Pinball (c) 1984 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86219&o=2

$end


$cpc_cass=extremeu,
$bio

Extreme (c) 1991 Digital Integration

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96172&o=2

$end


$info=m5extrm,
$bio

Extreme (c) 200? Empire Games, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41567&o=2

$end


$info=extdwnhl,
$bio

Extreme Downhill (c) 1995 Sammy Corp.

A downhill skiing game.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 16 Mhz)
Sound Chips : X1-010 (@ 16 Mhz)

Players : 2
Control : 2-way joystick
Buttons : 1

- TRIVIA -

Extreme Downhill was released in March 1995.

The game forbids the initials 'SEX' or 'AAA' on the high score table. If you try, they get changed to 'GYO'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=783&o=2

$end


$gba=exghostbu,
$bio

Extreme Ghostbusters - Code Ecto-1 [Model AGB-AEGE-USA] (c) 2002 DreamCatcher Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70570&o=2

$end


$gba=exghostb,
$bio

Extreme Ghostbusters - Code Ecto-1 [Model AGB-AEGP] (c) 2002 LSP [Light & Shadow Production]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70569&o=2

$end


$gbcolor=exghostb,
$bio

Extreme Ghostbusters [Model CGB-BEBP-EUR] (c) 2001 LSP [Light & Shadow Production]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67860&o=2

$end


$info=xtrmhunt,
$bio

Extreme Hunting (c) 2004 Sammy Corp.

You can hunt a total of 6 animals, each with its own uniqueness and life-like animation. The individual animal hunting stages feature a variety of hunting regions, all with magnificent background imagery. Weather conditions will also come into play depending on the region. Once you complete the entire animal stage you will be able to hunt in that stage's unique bonus spot.

- TECHNICAL -

Sammy Atomiswave Hardware

CPU : Hitachi SH-4 32-bit RISC CPU (200 MHz 360 MIPS / 1.4 GFLOPS)
Graphic Engine : PowerVR 2 (PVR2DC)
Sound Engine : ARM7 Yamaha AICA 45 MHZ (with internal 32-bit RISC CPU, 64 channel ADPCM)
Main Ram : 32 megs
Main Memory : 16 MByte
Graphic Memory : 16 MByte
Sound Memory : 8 MByte
Media : ROM Board
Simultaneous Number of Colors : Approx. 16,770,000 (24bits)
Polygons : 2.5 Million polys/sec
Rendering Speed : 500 M pixel/sec
Additional Features : Bump Mapping, Fog, Alpha-Bending (transparency), Mip Mapping (polygon-texture auto switch), Tri-Linear Filtering, Anti-Aliasing, Environment Mapping, and Specular Effect.

- TRIVIA -

Extreme Hunting was released in September 2004.

- TIPS AND TRICKS -

Initially you can choose from a 'Rifle', 'Shotgun', or a 'Bow'. As you clear stages you will uncover up to 3 additional weapons, giving you a total of 6 weapons to choose from. Each weapon has a different power level and a different amount of ammo. Each animal has a weakness to certain weapons that make them more susceptible to damage. If you find the right combination you could rack up some serious points!

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4351&o=2

$end


$info=xtrmhnt2,
$bio

Extreme Hunting 2 - Tournament Edition (c) 2006 Sega Amusements, Incorporated.

- TECHNICAL -

[Upright model]

- TRIVIA -

Extreme Hunting 2 was released in February 2006.

Also released as "Extreme Hunting 2 - Tournament Edition [Deluxe model]".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=26710&o=2

$end


$info=m5extrmm,m5extrmm04a,m5extrmm04b,m5extrmm10,
$bio

Extreme Madness (c) 200? Empire Games Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15298&o=2

$end


$gba=extskate,
$bio

Extreme Skate Adventure [Model AGB-BESE-USA] (c) 2003 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70571&o=2

$end


$gbcolor=extsport,
$bio

Extreme Sports with the Berenstain Bears [Model CGB-BESE-USA] (c) 2000 Sound Source Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67861&o=2

$end


$n64=extremeg,extremegu,
$bio

Extreme-G (c) 1997 Acclaim Entertainment, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57688&o=2

$end


$n64=extremg2,extremg2u,
$bio

Extreme-G XG2 (c) 1998 Acclaim Entertainment, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57690&o=2

$end


$n64=extremg2j,
$bio

Extreme-G XG2 [Model NUS-NG2J] (c) 1999 Acclaim Entertainment, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57691&o=2

$end


$n64=extremegj,
$bio

Extreme-G [Model NUS-NEGJ] (c) 1998 Acclaim Entertainment, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57689&o=2

$end


$info=exvania,exvaniaj,
$bio

Exvania (c) 1992 Namco.

The queen of darkness, Erinyes, has kidnapped Princess Electra. The four heroes: Ward, Emilio, Charles, and Karl embark on a quest to save the princess. They compete with each other to reach the Castle of Darkness and defeat Erinyes, so one of them might be able to marry the rescued Electra and rule the land Exvania.

The players must take up control of four medieval lords who are fighting for control of the land. They have to battle through eight different castles, and try to gain control of each one. When one of the lords wins a battle, he shall receive a medal - and once he has won three medals, he will gain control of the current castle (which means that they can be up to six rooms long) and the game will proceed to the next castle. The gameplay is similar to that of Hudson Soft's Bomberman series, the initial title of which was adapted by Irem for the arcade in 1991. 

The lords start out in the four corners of the screen and can only be killed by bombs, but a strike from the whips will temporarily stun them. The objective is to trap the other lords with bombs and kill them or otherwise force them to walk into the path of an exploding bomb. Treasure chests are numerous in each room, and can be broken with the whip. Each treasure chest contains a powerup such as speed shoes, boomerangs, extra bombs, larger bombs, and more. 

Every third room is a dragon room, in which an enormous dragon is seen walking around freely. They come in three different colors (red, green and black), and become stronger as the lords progress through each castle, In later castles the dragons begin to breathe fire (which is just as lethal as a bomb) and attack the players in other ways. If a dragon is successfully killed, powerups will appear all around him - and other enemies, like blobs of slime and possessed skeletons, appear as the castles progress. They cannot kill the players, but can significantly stun them in various ways and become more numerous with each level. When the time is down to 40 seconds the text "DANGER" will appear on the screen and Death appears, flying towards the lords and killing them on impact. 

When the time runs out, an evil witch will electrify the room to kill all the surviving lords. The final room pits the winning player (the player who has won the most matches and who controls the most castles) against the final boss, the witch, who attacks with lightning spells.

- TECHNICAL -

Namco System NA-1 hardware
Game ID : EX

Main CPU : Motorola 68000 (@ 12.52825 Mhz), M37710 (@ 12.52825 Mhz)
Sound Chips : C140 (@ 42.667 Khz)

Players : 4
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Released in December 1992.

Soundtrack releases :
Namco Video Game Graffiti Vol.10 [Victor Entertainment - VICL-40097 - Dec 16, 1993]

- STAFF -

Composed by : Yoshie Arakawa

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=784&o=2

$end


$info=exzisus,exzisusa,exzisust,
$bio

Exzisus (c) 1987 Taito.

The player must use an 8-way joystick to take control of a space astronaut named Exzisus with two buttons to make him fire shots at and drop missiles on enemies, and launch his bird and dog-like robots at them. There are also several different powerups that he can collect to aid him in his mission: L (Laser Light Blaster), D (Disruption or Destruction depending upon the palette), M (Missile), F (Full Automatic), A (Aerodynamic Power), O (Option), and, in some versions of the title, B (Barrier). When hit, Exzisus returns back to his regular humanoid form.

- TECHNICAL -

Game ID : B23

Main CPU : (4x) Z80
Sound Chips : Yamaha YM2151

Control : 8-way joystick
Buttons : 2

- TRIVIA -

Exzisus was released in August 1987 in Japan only.

The design of the player spaceship is from Taito's famous shoot-em up, "Darius".

- PORTS -

* Consoles : 
Microsoft XBOX [EU] (October 14, 2005) "Taito Legends" 
Sony PlayStation 2 [EU] (October 14, 2005) "Taito Legends [Model SLES-53438]" 
Microsoft XBOX [US] (October 25, 2005) "Taito Legends" 
Sony PlayStation 2 [US] (October 25, 2005) "Taito Legends [Model SLUS-21122]" 
Sony PlayStation 2 [KO] (July 18, 2006) "Taito Legends [Model SLKA-15056]" 
Sony PlayStation 2 [JP] (January 25, 2007) "Taito Memories II Joukan [Model SLPM-66649]" 

* Computers : 
PC [MS Windows, CD-ROM] [EU] (October 14, 2005) "Taito Legends" 
PC [MS Windows, CD-ROM] [US] (November 10, 2005) "Taito Legends"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=785&o=2

$end


$cpc_cass=eyeuk198,
$bio

Eye (c) 1988 Endurance Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96173&o=2

$end


$amigaocs_flop=eyehorus,
$bio

Eye of Horus (c) 1989 Logotron

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74011&o=2

$end


$amigaocs_flop=eyehorusa,
$bio

Eye of Horus [Budget] (c) 1989 Prism Leisure

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74012&o=2

$end


$amigaocs_flop=eyebehol,eyebeholg,
$bio

Eye of the Beholder (c) 1991 SSI

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74013&o=2

$end


$pc98=eyebehol,
$bio

Eye of the Beholder (c) 1992 Pony Canyon, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89443&o=2

$end


$lynx=eyebehol,
$bio

Eye of the Beholder (c) 199? NuFX

- TRIVIA -

Unreleased prototype.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58818&o=2

$end


$amigaocs_flop=eyebeho2g,
$bio

Eye of the Beholder II - Legende von Darkmoon (c) 1992 Softgold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74014&o=2

$end


$amigaocs_flop=eyebeho2,
$bio

Eye of the Beholder II - The Legend of Darkmoon (c) 1992 SSI

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74015&o=2

$end


$pc98=eyebeho2,
$bio

Eye of the Beholder II - The Legend of Darkmoon (c) 1993 Capcom Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89444&o=2

$end


$pc98=eyebeho3,
$bio

Eye of the Beholder III - Assault on Myth Drannor (c) 1994 Ving [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89445&o=2

$end


$megacd,megacdj=eyebehol,
$bio

Eye of the Beholder [Model 4655] (c) 1994 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60611&o=2

$end


$segacd=eyebehol,
$bio

Eye of the Beholder [Model 4655] (c) 1994 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60731&o=2

$end


$megacd,megacdj=eyebehol,
$bio

Eye of the Beholder (c) 1994 Pony Canyon, Incorporated.

- TECHNICAL -

Game ID: T-75014

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60513&o=2

$end


$bbca_cass,bbcb_cass=eyezolto,
$bio

Eye of Zolton (c) 19?? Softek

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51808&o=2

$end


$info=eyeszac,eyeszacb,eyesb,
$bio

Eyes (c) 1982 Zaccaria.

- TRIVIA -

A decrypted (bootleg) version of Rock-Ola's "Eyes".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31726&o=2

$end


$info=v4eyesdwn,v4eyesdwnd,
$bio

Eyes Down (c) 199? Barcrest.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=34043&o=2

$end


$info=ad5eyes,ad5eyesa,ad5eyesb,ad5eyesc,ad5eyesd,ad5eyese,ad5eyesf,
$bio

Eyes Down (c) 200? Mazooma Games.

- TECHNICAL -

ADDER 5

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42586&o=2

$end


$info=eyes,eyes2,
$bio

Eyes (c) 1982 Rock-Ola Mfg. Corp.

The player controls a hat-wearing eyeball in a maze. As in Pac-Man, the goal is to collect all of the dots to advance to next level, but in Eyes you shoot the dots rather than eat them. Computer-controlled eyes chase and shoot at the player. Shooting a computer eye gives points and removes it from the level, but it will reappear a short time later. Being shot by a computer eye is fatal.

As the game progresses, more computer eyes are added to levels and they take less time to shoot at the player. They also move faster.

- TECHNICAL -

Model G-206

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : Namco (@ 96 Khz)

Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.61 Hz
Palette colors : 16

Players : 2
Control : 4-way joystick
Buttons : 1

- TRIVIA -

Released in July 1982.

Roogie Elliott holds the official record for this game with 23,222,320 points.

A bootleg of this game was made by Zaccaria (Italian Market).

Telko released a very similar game in 1983, called Eggor.

- STAFF -

Developed by Digitrex Techstar.

Designed by : Luis Sanchez

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=786&o=2

$end


$gba=eyeshiel,
$bio

Eyeshield 21 Devilbats Devildays [Model AGB-BE4J-JPN] (c) 2006 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70573&o=2

$end


$info=eztouch,
$bio

Ez Touch (c) 200? IGS Company, Limited. [International Game System].

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=45945&o=2

$end


$gba=eztalk1,
$bio

EZ-Talk - Shokyuu Hen 1 [Model AGB-A22J-JPN] (c) 2001 Keynet, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70536&o=2

$end


$gba=eztalk2,
$bio

EZ-Talk - Shokyuu Hen 2 [Model AGB-A23J-JPN] (c) 2001 Keynet, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70537&o=2

$end


$gba=eztalk3,
$bio

EZ-Talk - Shokyuu Hen 3 [Model AGB-A24J-JPN] (c) 2001 Keynet, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70538&o=2

$end


$gba=eztalk4,
$bio

EZ-Talk - Shokyuu Hen 4 [Model AGB-A25J-JPN] (c) 2001 Keynet, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70539&o=2

$end


$gba=eztalk5,
$bio

EZ-Talk - Shokyuu Hen 5 [Model AGB-A26J-JPN] (c) 2001 Keynet, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70540&o=2

$end


$gba=eztalk6,
$bio

EZ-Talk - Shokyuu Hen 6 [Model AGB-A27J-JPN] (c) 2001 Keynet, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70541&o=2

$end


$info=ehrgeiz,ehrgeizaa,ehrgeizja,
$bio

EZ: Ehrgeiz - God Bless the Ring (c) 1997 Namco.

A 3-D fighting game reminiscent of "Power Stone" by Capcom. The world's most brutal tournament has as its trophy the legendary weapon 'EHRGEIZ'. Fighters from around the world assemble to claim this prize and its mysterious power. Featuring interactive backgrounds.

- TECHNICAL -

Namco System 12 hardware
Game ID : EG

Main CPU : PSX (@ 16.9344 Mhz), H8/3002 (@ 14.7456 Mhz)
Sound Chips : C352 (@ 14.7456 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 4

- TRIVIA -

This game was shown for very first time at the 1998 AOU Amusement Expo show (February 1998), in Japan. It was the released in March 1998 in Japan, Europe and USA (even if the titlescreen says 1997).

Developed by SquareSoft & Dream factory.

The title of this game translates from German as 'Ambition'.

The character Dasher Inoba is based on legendary Japanese wrestler Antonio Inoki.

Ehrgeiz features characters (in the vs. CPU mode) from the hugely popular Sony PlayStation game "Final Fantasy VII" also developed by SquareSoft.

- UPDATES -

* Software version: EG2/VER.A (World)
* Software version: EG3/VER.A (US)

- TIPS AND TRICKS -

* Extra Costume : Get 20 wins in VS mode when you choose Dasher Inoba

* Time Release Characters : You can select boss characters if satisfy the following conditions
Cloud : PCB works over 30 days
Tifa : PCB works over 60 days
Django : PCB works over 90 days

In the single mode, you can fight with Cloud or Tifa when defeat 8 CPU characters within 6min40.

* Ehrgeiz : In the final battle (VS True Django), Kill him by a sword (it's only item to damage but hidden in invisible box) to Ehrgeiz

- STAFF -

Producer : Hirohide Sugiura
Main programmer : Toru Ikebuchi
Motion manager : Katsunori Itai
Effect programmer : Shigeru Yagisawa
System programmer : Hiroshi Tsuboi
Character designers : Tomohiro Ishii, Masashi Horiuchi
Stage designers : Masaya Ishizuka, Yoshiko Higohashi, Hiroko Ohnishi, Yuri Suzuki
Motion designers : Satoru Uchida, Yasuhide Hino, Tadashi Soeda, Kazuhiko Takahashi, Takashi Aoyagi, Takeshi Sadohara, Toshimitu Shimafuji
Music & Sound effect : Takayuki Nakamura, Motoko Hieda
System administrator : Kuma san
Production manager : Kiyoko Ishimaru
Director & Game designer : Seiichi Ishii
Exective producers : Masaya Nakamura (Namco), Tomoyuki Takechi (Square)
Supervisors : Hironobu Sakaguchi, Shinji Hashimoto
Character supervisor : Tetsuya Nomura
Sound supervisor : Nobuo Uematsu
FF VII staff : Toshinori Kitase, Tomohiro Kayano, Shintarou Takai, Kenji Takemoto, Solid all staff
Monitor : Yuji Saitoh, Hiromi Masuda
Promotion : Kouichirou Sakamoto
Promotion assistant : Masanobu Hasegawa
Production manager assistant : Rieko Kikuchi
Cast : Ayako Kawasumi, Joji Nakata, Motoko Kumai, Ryuzo Ishino, Kazuya Nakai, Hideyuki Umezu, Fumihiko Tatiki, Tomokazu Seki, Yoko Asada, Kenyu Horiuchi

- PORTS -

* Consoles :
[JP] Sony PlayStation (1998) "EZ: Ehrgeiz - God Bless the Ring [Model SLPS-01750]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=787&o=2

$end


$x68k_flop=ezoris,
$bio

Ezoris (c) 1989 KWP [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87504&o=2

$end


$pc8801_flop=ecrin,
$bio

Écrin (c) 1987 Zenryutsu [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93360&o=2

$end


$psx=elanplus,
$bio

Élan Plus [Model SLPS-02759] (c) 2000 Visco Corp. [Kyoto, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85900&o=2

$end


$psx=elanjapa,
$bio

Élan [Model SLPS-01925] (c) 1999 Visco Corp. [Kyoto, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85899&o=2

$end


$x68k_flop=etoile,
$bio

Étoile Princesse (c) 1993 Exact [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88249&o=2

$end


$bbca_cass,bbcb_cass=ffreddie,
$bio

F for Freddie (c) 19?? Kansas

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51809&o=2

$end


$pc98=f1datad,
$bio

F-1 Databox (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89446&o=2

$end


$info=f1dream,f1dreamb,f1dreamba,
$bio

F-1 Dream (c) 1988 Capcom Company, Limited.

An overhead-view F-1 racing game.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 6 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : (2x) Yamaha YM2203 (@ 3.579545 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

F-1 Dream was released in April 1988.

Licensed to Romstar for US manufacture and distribution.

- TIPS AND TRICKS -

F-1 Dream used a rather unusual control method for a driving game. To reach top speed, first hold down Button 1 - then, as the car picks up speed, release it and hold Button 2 to change to 2nd gear.

When driving the turbo car, activate the turbo boost by holding both buttons while at top speed.

There are two ways to decelerate, either by releasing Button 1 while at top speed (or in turbo mode) or by releasing both buttons simultaneously.

When in the pit, tap the buttons to make the repairs go faster.

- PORTS -

* Consoles : 
NEC PC-Engine [JP] (August 25, 1989) [Model H54G-1005]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=788&o=2

$end


$pce=f1dream,
$bio

F-1 Dream (c) 1989 NEC Avenue, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58574&o=2

$end


$x68k_flop=fastlap,
$bio

F-1 Fastest Lap (c) 1991 Michael Co. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87505&o=2

$end


$info=f1gp,f1gpb,
$bio

F-1 Grand Prix (c) 1991 Video System Company, Limited.

An overhead-view F-1 racing game.

- TECHNICAL -

Main CPU : (2x) Motorola 68000 (@ 10 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2610 (@ 8 Mhz)

Players : 1
Control : 8-way joystick
Buttons : 2

- TRIVIA -

F-1 Grand Prix was released in December 1991.

A bootleg of this game was made by Playmark, under the same name.

- SERIES -

1. F-1 Grand Prix (1991)
2. F-1 Grand Prix Part. II (1992)

- STAFF -

Producer: S. Nozaki
Design: Yoshihiro Funada (Y. Funada), T. Nishigaki, M. Yamato, Akira, T. Akamatsu, Y. Kinumoto, Hiki, Hidehiko, K. Yamamotoya, Terue
Program: You-Chan, K Ogi, W.R. Edogawa, Zorac, Fujy
Sound Effect: N. Itamura, M. Arikawa, N. Itamura, Masato Arikawa (M. Arikawa)
Special Thanks: Nonyayan, S. Nakamura, Yori

- PORTS -

* Consoles :
Nintendo Super Famicom (1991)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=789&o=2

$end


$snes=f1gp2,
$bio

F-1 Grand Prix - Part II (c) 1993 Video System Company, Limited.

- TECHNICAL -

Cartridge ID: SHVC-FV

- TRIVIA -

Reviews:
[FR] April 1993 - Consoles + No. 19: 84/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61287&o=2

$end


$snes=f1gp3,
$bio

F-1 Grand Prix - Part III [Model SHVC-VF] (c) 1994 Video System Company, Limited. [Kyoto, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61288&o=2

$end


$info=f1gp2,
$bio

F-1 Grand Prix Part. II (c) 1992 Video System Company, Limited.

An overhead-view F-1 racing game.

- TECHNICAL -

Main CPU : (2x) Motorola 68000 (@ 10 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2610 (@ 8 Mhz)

Players : 1
Control : 8-way joystick
Buttons : 3

- TRIVIA -

F-1 Grand Prix Part. II was released in November 1992.

- SERIES -

1. F-1 Grand Prix (1991)
2. F-1 Grand Prix Part. II (1992)

- STAFF -

Sound Composer : Soushi Hosoi

- PORTS -

* Consoles :
Nintendo Super Famicom (1993)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=790&o=2

$end


$snes=f1gp,
$bio

F-1 Grand Prix (c) 1992 Video System Company, Limited.

- TECHNICAL -

Cartridge ID: SHVC-FG

- TRIVIA -

Reviews:
[FR] July/August 1992 - Consoles + N.11: 78/100
[FR] July 1992 - Joypad N.10: 83/100

Average note: 80.5/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61286&o=2

$end


$saturn,sat_cart=f1live,
$bio

F-1 Live Information (c) 1995 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59112&o=2

$end


$pce=f1pilot,
$bio

F-1 Pilot - You're King of Kings (c) 1989 Pack-In-Video Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58575&o=2

$end


$nes=f1racer,
$bio

F-1 Race (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55128&o=2

$end


$gameboy=f1racea,f1race,
$bio

F-1 Race [Model DMG-F1A] (c) 1990 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65952&o=2

$end


$nes=f1senstnj,
$bio

F-1 Sensation (c) 1993 Konami Company, Limited.

- TECHNICAL -

[Model KDS-FE]

- TRIVIA -

F-1 Sensation was released on January 29, 1993 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54035&o=2

$end


$sms=f1spirit,
$bio

F-1 Spirit - The way to Formula-1 (c) 1987 Zemina

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56012&o=2

$end


$msx1_cart=f1spiritk,
$bio

F-1 Spirit - The Way to Formula-1 (c) 1987 Zemina.

Korean release.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76728&o=2

$end


$msx1_cart=f1spirit,f1spirita,
$bio

F-1 Spirit - The Way to Formula-1 [Model RC752] (c) 1987 Konami Industry Co., Ltd. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76727&o=2

$end


$gameboy=f1spirit,
$bio

F-1 Spirit [Model DMG-FZJ] (c) 1991 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65955&o=2

$end


$n64=f1wgp2,
$bio

F-1 World Grand Prix II (c) 1999 Video System Company, Limited. [Kyoto, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57694&o=2

$end


$gbcolor=f1wgp,
$bio

F-1 World Grand Prix [Model CGB-AFIP-EUR] (c) 2000 Video System Company, Limited. [Kyoto, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67884&o=2

$end


$n64=f1wgp,f1wgpp,f1wgpf,f1wgpg,
$bio

F-1 World Grand Prix (c) 1999 Video System Co., Ltd.

European release. Game developed in the USA. See the original USA release for more information about the game itself; "F-1 World Grand Prix [Model NUS-NFWE-USA]".

- TECHNICAL -

Model NUS-NFWD-NOE

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103466&o=2

$end


$n64=f1wgpu,
$bio

F-1 World Grand Prix (c) 1998 Video System Company, Limited.

- TECHNICAL -

Game ID: NUS-NFWE-USA

- TRIVIA -

F-1 World Grand Prix was released on July 31, 1998 in the USA.

Export releases:
[JP] "F-1 World Grand Prix [Model NUS-NFWJ-JPN]"
[EU] "F-1 World Grand Prix [Model NUS-NFWD-NOE]"

- STAFF -

Developed by Paradigm Entertainment
Producer & Director: Wes Hoffman
Technical Manager: Steve Lotspeich
Art & Design: Shawn Wright
Software Engineers: Steve Lotspeich, Angus Henderson, Mike Christian, Mark Beardsley, Jason A. Wilburn, Jason Rice, Jeannie Liu, Trevor Bakker
3D Artists: Wes Hoffman, Matt Leese, Lewis M. Walden III, Raymond Arriaga, Hobie Johnson, Robert Walden, Dave C. Wallin
Music & Sound: Dan Hess, John Vitale
Pit Radio Voice: Gordon Nichol
Technical Support: Mike Bienvenu, Mike Engeldinger, Mike Panoff, David Szymczyk
Special Thanks: Hitoshi Tsunoda, Nobuya Furutani, Shino Sasaki, Mitsuo Kimura, Fumiko Craig, Eborn, Naoki Itamura, Kouji Shiina, Yukio Kaneda, Kazuya Miyata, Masahiko Takasaki, Osami Abe, Mayumi Tachikawa, Satoko Takeda, Yoshifumi Murayama, Ichiro Misaki, Kouichi Hagino, Munetaka Sumida, Hiroyuki Chikaraishi, Shigeo Maruyama, Kiyomi Mizusima, Kumiko Shimamoto, Dave Gatchel, Tom Cantwell, James Beaty, Gary Bandy, Joni Upshaw

Produced by Video System
Executive Producer: Koji Furukawa
Producer: Yasunobu Hayashi
Director: Masahiro Yanagisawa
Assistant Director: Akinori Hara
Planners: Hiroshi Furukawa, Masahiro Yanagisawa, Akinori Hara, Akihiro Degawa, Yuta Nakamura
Script Design: Akihiro Degawa
PR Movie: I.I.M.
Publicity Section: Yoshihiro Maeda, Taichi Fujisawa
P.R. Art Work: Yuki Ito, Kazuyuki Yoshiha
Testing: Good New Co. Ltd., Takatoyo Hirakawa, Yoshiyuki Kobe

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57692&o=2

$end


$n64=f1wgpj,
$bio

F-1 World Grand Prix (c) 1998 Video System Company, Limited.

Japanese release. Game developed in the USA. See the original USA release for more information about the game itself; "F-1 World Grand Prix [Model NUS-NFWE-USA]".

- TECHNICAL -

Model NUS-NFWJ-JPN

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57693&o=2

$end


$cpc_cass=f1s1991o,
$bio

F-1 [Model AM-1230] (c) 1991 Zigurat Soft [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96222&o=2

$end


$megadriv=f117j,
$bio

F-117 Stealth - Operation Night Storm (c) 1994 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56496&o=2

$end


$pc98=f117a,
$bio

F-117A Nighthawk - Stealth Fighter 2.0 (c) 1995 Spectrum HoloByte.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95233&o=2

$end


$nes=f117asf,
$bio

F-117a Stealth Fighter (c) 1992 MicroProse Games, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55129&o=2

$end


$pc98=f14fd,
$bio

F-14 Fleet Defender (c) 1995 MicroProse Japan K.K.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89447&o=2

$end


$info=f14_l1,f14_p3,f14_p4,f14_p5,
$bio

F-14 Tomcat (c) 1987 Williams Electronics Games, Incorporated.

- TECHNICAL -

Williams System 11A
Model Number : 554

Main CPU : M6808 (@ 1 MHz)
Sound CPU : Motorola M6809 (@ 2 MHz), OKI M6808 (@ 1 MHz)
Sound chips : Yamaha YM2151 (@ 3.579545 MHz), (2x) DAC, (2x) HC55516

This game has two 7-digit alphanumeric score displays and two 7-digit numeric-only score displays.

- TRIVIA -

F-14 had a first-ever kickback device that fired the ball straight back at the flippers at very high speed, called the Jagov Kicker. F-14 was the first game with 'Autosave', which meant the player could have the ball back if it drained prematurely (at the start of a ball), was shot down between the flippers by the Jagov Kicker, or drained during the onset of multiball, etc...

14,502 units were produced.

There were 10 prototype games made. The cabinet art design was deemed too plain and was changed for production. The clear flash lamp domes along the back wall of the playfield were too blinding during play, and all were changed to a red color. The beacons on top of the backbox also were too bright and so their domes were changed.

- TIPS AND TRICKS -

Before you plunge the ball into play, hit a flipper button several times. This makes some of the flashers flash and explosions are heard (This can be done at the start of each ball).

- STAFF -

Design & Concept : Steve Ritchie
Software : Eugene Jarvis
Graphic Design : Doug Watson
Sounds : Bill Parod, Chris Granner, Steve Ritchie
Effects : Ed Boon (EJB)
Mechanics : Craig Fitpold (CLF)
Voices : Steve Ritchie, Mark Ritchie

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5343&o=2

$end


$a2600=f14,
$bio

F-14 Tomcat (c) 1988 Absolute Entertainment, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50464&o=2

$end


$gba=f14t,
$bio

F-14 Tomcat [Model AGB-AFTE-USA] (c) 2001 Majesco Sales, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70592&o=2

$end


$nes=f15cw1,f15cw,
$bio

F-15 City War (c) 1990 American Video Entertainment

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55130&o=2

$end


$ibm5150,ibm5150_cass=f15se,f15see,
$bio

F-15 Strike Eagle (c) 1985 Microprose Software, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83614&o=2

$end


$msx2_cart=f15se,
$bio

F-15 Strike Eagle (c) 1987 Systemsoft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51289&o=2

$end


$cpc_cass=f15strik,
$bio

F-15 Strike Eagle (c) 1987 Microprose Soft., Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96224&o=2

$end


$pc8801_flop=f15se,
$bio

F-15 Strike Eagle (c) 1988 System Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91736&o=2

$end


$info=f15se,f15se21,
$bio

F-15 Strike Eagle (c) 1990 Microprose.

A 3-D flight combat simulator game.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 12 Mhz), TMS34010 (@ 5 Mhz), I8051 (@ 11.059 Mhz)
Sound Chips : UPD7759 (@ 640 Khz), YM2151 (@ 3.579545 Mhz), (2x) DAC

Players : 1
Buttons : 4

- TRIVIA -

Released in February 1991.

This was the first coin-op game from Microprose.

F-15 SE is the world's first real 3-D flight combat simulator game.

- PORTS -

* Consoles :
Atari 7800 (unreleased prototype)

* Computers :
Sharp X68000 (1991)
Nintendo Game Boy (1992)
Nintendo NES (1992)
Sega Game Gear (1993)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=791&o=2

$end


$nes=f15se,f15sef,f15seg,f15sei,f15sesw,f15seu,
$bio

F-15 Strike Eagle (c) 1992 MicroProse Games, Incorporated.

- TRIVIA -

Reviews:
March 1992 - Consoles + N.8 (Page 130-131) [FR]: 60/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55131&o=2

$end


$pc98=f15se2,
$bio

F-15 Strike Eagle II (c) 1990 MicroProse Japan K.K.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89448&o=2

$end


$amigaocs_flop=f15se2,
$bio

F-15 Strike Eagle II (c) 1991 Microprose Software, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74016&o=2

$end


$x68k_flop=f15se2,
$bio

F-15 Strike Eagle II (c) 1991 MicroProse Japan K.K.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87506&o=2

$end


$megadriv=f15se2,
$bio

F-15 Strike Eagle II (c) 1993 MicroProse Games, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56497&o=2

$end


$megadriv=f15se2u,f15se2up,f15se2upa,
$bio

F-15 Strike Eagle II (c) 1993 MicroProse Games, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57216&o=2

$end


$pc98=f15se256,
$bio

F-15 Strike Eagle II 256 (c) 1993 MicroProse Japan K.K.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89449&o=2

$end


$gameboy=f15se,
$bio

F-15 Strike Eagle [Model DMG-EG-USA] (c) 1993 Microprose Software, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65956&o=2

$end


$gamegear=f15se,
$bio

F-15 Strike Eagle (c) 1993 Microprose Software, Incorporated.

- TECHNICAL -

[Model T-104018]

- STAFF -

Publisher : Paul Hibbard
Producer : Stuart Whyte
Original Design : Lawrence Schick, Doug Kaufman
Game Dsigner : Richard Lemarchand
Game Programming, Graphics & Sound : NMS Software Ltd
Manual : David Etheredge, Joe Morel
Manual Illustrations : Mark Glidden
Packaging : John Emory, Cesar Novoa
Quality Assurance : Brian Wilson, Bob Abe, Matt Showalter, Jim Tricario, Jason Sampson

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64577&o=2

$end


$snes=f15strik,
$bio

F-15 Super Strike Eagle (c) 1993 Asmik

Japanese release. Game developed in USA. For more information aout the game itself please see the original USA release entry; "Super Strike Eagle [Model SNS-EG-USA]".

- TECHNICAL -

[Model SHVC-EG]

- TRIVIA -

Released on November 26, 1993 in Japan for 9600 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61289&o=2

$end


$amigaocs_flop=f16comb,
$bio

F-16 Combat Pilot (c) 1989 Digital Integration

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74017&o=2

$end


$cpc_cass=f16comba,
$bio

F-16 Combat Pilot (c) 1991 Digital Integration

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96226&o=2

$end


$sms=f16fight,
$bio

F-16 Fighter (c) 1986 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56013&o=2

$end


$sms=f16falc,
$bio

F-16 Fighting Falcon (c) 1985 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56015&o=2

$end


$cpc_cass=f16fight,
$bio

F-16 Fighting Falcon (c) 1989 Virgin Mastertronic

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96227&o=2

$end


$pc98=f16falc2,
$bio

F-16 Fighting Falcon 2 (c) 1988 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89450&o=2

$end


$sms=f16falcjc,
$bio

F-16 ファイティングファルコン (c) 1985 Sega Enterprises, Limited.
(F-16 Fighting Falcon)

- TECHNICAL -

Game ID: C-508

- TRIVIA -

Released on December 22, 1985 in Japan.

- STAFF -

Programmer: Yuji Naka

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55859&o=2

$end


$sms=f16falctw,
$bio

F-16 Fighting Falcon (c) 1985 Aaronix.

- TECHNICAL -

Game ID: K313
Cart color: Yellow/Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56014&o=2

$end


$a7800=f18,f18u,
$bio

F-18 Hornet (c) 1988 Absolute Entertainment, Incorporated.

F-18 Hornet is a one-player fighter simulator in which the player pilots a Navy F- 18/A Jet through a series of simulated combat situations including carrier take-offs and landings, bombings, strafings and air combat. In each of four missions, you are confronted with a variety of opponents and must perform a series of combat objectives in order from the Naval Aviator rank. Prior to take-off, you are given flight orders from the appropriate Command HQ (depending on where in the world the mission is flown). After receiving your orders, you must successfully take-off, fly the complete mission including execution of your primary objective (bombing enemy HO, dropping supplies, etc.) and finally land your F-18/A at the designated primary landing site. After completing the mission (or crashing, if unsuccessful), you are ranked according to your performance in flying the aircraft, defeating enemy aggressors and completing the primary mission objective.

- TECHNICAL -

Model AP-044

Controls
F-18 Hornet uses both console and joystick control. It assumes your joystick is plugged into the left controller input of your Atari 7800. Note: you must use an Atari 7800 joystick incorporating both left and right fire buttons.

Console:
Reset -	Starts game.
Select - Landing gear up/down.
Pause -	Pause game.
Right difficulty - Eject.
Left difficulty - Drop payload.

Joystick:
An easy way to remember how the joystick works is to think of if as a throttle when the left button is pressed and as a control yoke when the left button is not pressed.

Left button on:
Forward - Starts engine and increases throttle whether flying or on the ground.
Back - Decreases throttle when flying and reverses thrust if jet is on the ground (used for landing).
Left button off:
Left - Moves jet left.
Right -	Moves jet right.
Forward - Moves forward if taxiing. Dives if flying.
Back - Turns jet around if it is on the ground. Climbs if flying.
Right Button - Fires missile.

- STAFF -

Programmer: John Van Ryzin

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50134&o=2

$end


$gbcolor=f18thund,
$bio

F-18 Thunder Strike [Model CGB-B18E-USA] (c) 2000 Majesco Ent. Co.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67885&o=2

$end


$amigaocs_flop=f19sf,f19sfu,
$bio

F-19 Stealth Fighter (c) 1990 Microprose Software, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74018&o=2

$end


$pc98=f19sf,
$bio

F-19 Stealth Fighter (c) 1992 MicroProse Japan K.K.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89451&o=2

$end


$amigaocs_flop=f19sfa,
$bio

F-19 Stealth Fighter [Combat Classics 2] (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74019&o=2

$end


$megadriv=f22j,
$bio

F-22 Interceptor (c) 1993 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56498&o=2

$end


$amigaocs_flop=f29ret,
$bio

F-29 Retaliator (c) 1990 Ocean Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74020&o=2

$end


$fm77av=fb_33l10,fb_33l11fb_34l21,
$bio

F-BASIC (c) 1985 Fujitsu, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93839&o=2

$end


$fm7_disk=fbasic,
$bio

F-BASIC 3.0 (c) 1981 Fujitsu, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93615&o=2

$end


$x68k_flop=fcalc,
$bio

F-Calc (c) 1994 Crest [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87507&o=2

$end


$x68k_flop=fcardgt,
$bio

F-Card GT (c) 1991 Crest [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87508&o=2

$end


$info=fx,
$bio

F-X (c) 1986.

- TECHNICAL -

Main CPU : (2x) Zilog Z80 (@ 4.608 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.5 Mhz)

Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.00 Hz
Palette colors : 256

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

This game is a bootleg of "S.R.D. Mission".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=792&o=2

$end


$gba=fzerocmx,
$bio

F-Zero - Climax (c) 2004 Nintendo Company, Limited.

- TECHNICAL -

Game ID: AGB-BFTJ-JPN

- TRIVIA -

F-Zero Climax was released on October 21, 2004 in Japan.

- SERIES -

1. F-Zero [Model SHVC-FZ] (1991, SFC)
2. BS F-Zero 2 - Grand Prix (1997, SFC)
3. F-Zero X [Model NUS-CFZJ] (1998, N64)
4. F-Zero for Game Boy Advance [Model AGB-AFZJ-JPN] (2001, GBA)
5. F-Zero AX (2003, ARC)
6. F-Zero - Falcon Densetsu [Model AGB-BFZJ-JPN] (2003, GBA)
7. F-Zero AX Monster Ride (2004, ARC) 
8. F-Zero - Climax [Model AGB-BFTJ-JPN] (2004, GBA)

- PORTS -

* Consoles :
Nintendo Wii U [Virtual Console] (2015)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70593&o=2

$end


$gba=fzerogpj,
$bio

F-Zero - Falcon Densetsu (c) 2003 Nintendo Company, Limited.

- TECHNICAL -

Game ID: AGB-BFZJ-JPN

- SERIES -

1. F-Zero [Model SHVC-FZ] (1991, SFC)
2. BS F-Zero 2 - Grand Prix (1997, SFC)
3. F-Zero X [Model NUS-CFZJ] (1998, N64)
4. F-Zero for Game Boy Advance [Model AGB-AFZJ-JPN] (2001, GBA)
5. F-Zero AX (2003, ARC)
6. F-Zero - Falcon Densetsu [Model AGB-BFZJ-JPN] (2003, GBA)
7. F-Zero AX Monster Ride (2004, ARC) 
8. F-Zero - Climax [Model AGB-BFTJ-JPN] (2004, GBA)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70594&o=2

$end


$gba=fzerogpu,
$bio

F-Zero - GP Legend [Model AGB-BFZE-USA] (c) 2004 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70596&o=2

$end


$gba=fzerogp,
$bio

F-Zero - GP Legend [Model AGB-BFZP] (c) 2004 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70595&o=2

$end


$gba=fzero,
$bio

F-Zero - Maximum Velocity [Model AGB-AFZE-USA] (c) 2001 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70597&o=2

$end


$info=fzeroax,fzeroaxc,
$bio

F-Zero AX (c) 2003 Nintendo.

F-Zero AX is to be considered the arcade counterpart to F-Zero GX on the Nintendo GameCube.

F-Zero AX takes place in distant future where racing machines have advanced technologically, able to reach speeds of over 2000 km/h. Drivers now race in hovercars that hug above the track. Tracks can include loops, jumps, and various hazards. The racing formula still stays the same as the player must outdrive twenty-nine other racers.

Players can obtain a 'F-Zero License Card' where they can save custom machine data, race points, and obtain a password used for Internet rankings.

Players can also plug in Nintendo GameCube memory cards that contain data from F-Zero GX. Data such as track records and vehicle customizations can be exchanged between the two games. Exchanging data also unlocks a new cup and addition vehicles/parts for the GameCube version.

- TECHNICAL -

AX comes in 3 cabinets :
* The basic racing cabinet
* Deluxe is shaped like Captain Falcon's race machine, with a tilting seat that simulates the machine's cockpit
* Monster Ride utilizes a machine named "Cycraft", featuring a rocker arm that pivots and rolls the cabinet, giving the best racing simulation

Runs on the Sega's "Triforce" hardware.

- TRIVIA -

The development name of this game was 'F-Zero AC'.

F-Zero AX was shown for very first time at the 2003 AOU Amusement Expo show, in Japan. It was then released in June 2003.

On the first Port Town stage, giant robots can be seen unloading cargo in the background. But they're not just any robots - they're based on ROB the Robot, the NES peripheral. It is the colour of the Japanese Famicom version.

One of the drivers, Mr. EAD, is named after Shigeru Miyamoto's development studio at Nintendo (Entertainment Analysis & Development). The character bears an intentional resemblance to Mario, with a bushy moustache and a Starman on his belt.

Another driver, James McCloud, is inspired by the Star Fox series. Despite being human, he wears full Star Fox uniform, shares a name with Fox McCloud's father, and his racer - Little Wyvern - is based on the Arwing fighter craft. His pilot bio says he is leader of the 'Galaxy Dogs'.

The Blue Falcon appears as an unlockable kart in Mario Kart Wii (2008, Nintendo Wii).

Scitron Digital Content released a limited-edition soundtrack album for this game (F-Zero GX/AX Original Soundtracks - SCDC-00358~359) on 22/07/2004.

- SERIES -

1. F-Zero [Model SHVC-FZ] (1991, SFC)
2. BS F-Zero 2 - Grand Prix (1997, SFC)
3. F-Zero X [Model NUS-CFZJ] (1998, N64)
4. F-Zero for Game Boy Advance [Model AGB-AFZJ-JPN] (2001, GBA)
5. F-Zero AX (2003, ARC)
6. F-Zero - Falcon Densetsu [Model AGB-BFZJ-JPN] (2003, GBA)
7. F-Zero AX Monster Ride (2004, ARC) 
8. F-Zero - Climax [Model AGB-BFTJ-JPN] (2004, GBA)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4026&o=2

$end


$gba=fzeroj,
$bio

F-Zero for Game Boy Advance (c) 2001 Nintendo Company, Limited.

- TECHNICAL -

Game ID: AGB-AFZJ-JPN

- SERIES -

1. F-Zero [Model SHVC-FZ] (1991, SFC)
2. BS F-Zero 2 - Grand Prix (1997, SFC)
3. F-Zero X [Model NUS-CFZJ] (1998, N64)
4. F-Zero for Game Boy Advance [Model AGB-AFZJ-JPN] (2001, GBA)
5. F-Zero AX (2003, ARC)
6. F-Zero - Falcon Densetsu [Model AGB-BFZJ-JPN] (2003, GBA)
7. F-Zero AX Monster Ride (2004, ARC) 
8. F-Zero - Climax [Model AGB-BFTJ-JPN] (2004, GBA)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70599&o=2

$end


$n64=fzerox,fzeroxu,
$bio

F-Zero X (c) 1998 Nintendo [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57695&o=2

$end


$n64=fzeroxj,
$bio

F-Zero X [Model NUS-CFZJ] (c) 1998 Nintendo [Japan]

- SERIES -

1. F-Zero [Model SHVC-FZ] (1991, SFC)
2. BS F-Zero 2 - Grand Prix (1997, SFC)
3. F-Zero X [Model NUS-CFZJ] (1998, N64)
4. F-Zero for Game Boy Advance [Model AGB-AFZJ-JPN] (2001, GBA)
5. F-Zero AX (2003, ARC)
6. F-Zero - Falcon Densetsu [Model AGB-BFZJ-JPN] (2003, GBA)
7. F-Zero AX Monster Ride (2004, ARC) 
8. F-Zero - Climax [Model AGB-BFTJ-JPN] (2004, GBA)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57696&o=2

$end


$snes=fzeroj,
$bio

F-Zero (c) 1990 Nintendo Company, Limited.

F-Zero is a fast and futuristic hover-craft racing game by Nintendo and was one of the launch title for the American Super Nintendo system. The game takes place in the 26th century, humans and aliens now share the universe and seek for new kind of entertainments. High-speed races called F-Zero were created for that matter and became increasingly popular. Four pilots and their respective hover-craft are available from the start, each one of them balancing out Power, Speed and acceleration .The game counts not less than fifteen tracks all spreaded around nine areas such as Myûto Shiti (Mute City), Biggu Burû (Big Blue), Sando Ôshan (Sand Ocean), Desu Uindo (Death Wind), Sairensu (Silence), Howato Rando (White Land) and Pôto Taun (Port Town), Tracks are also group into three leagues (Knight, Queen and King) with various difficulty levels. More than racing their vehicles in an effort to cross the finish line, players also have to take care of land mines scattered around the tracks, holes or powerful magnets that dramatically affect their driving. Thankfully, turbo-boosts are available and can be used to avoid some of those hazards. A power shield bar is constantly displayed on the screen and will decrease as the vehicle gets hit or goes out of the track. The only way to refill it is to drive over special pit-stop areas on the track which will slowly regenerate the precious magnetic field. The game counts many surprises, such at the strong wind blowing on Death Wind, split ways or the super-start trick to get a special boost at the start of every race.

- TECHNICAL -

Cartridge ID: SHVC-FZ

- TRIVIA -

Released on November 21, 1990 in Japan for 7000 Yen.

F-Zero was one of the first game to use the excellent Mode 7, native hardware feature included with the Super Famicom and allowing incredible real-time sprite deformation effects. When originally released in 1990, F-Zero's graphics were light years ahead of most of the competition.

The game introduced Captain Falcon, it appears later as a playable character in Super Smash Bros (Nintendo 64, 1999), Super Smash Bros. Melee (Nintendo GameCube, 2002), and Super Smash Bros. Brawl (Nintendo Wii, 2008).

The Blue Falcon appears as an unlockable kart in Mario Kart Wii (2008, Nintendo Wii).

Samurai Goroh appears as an assist trophy character in Super Smash Bros. Brawl for the Nintendo Wii (2008).

Reviews:
[FR] 1990 - Consoles + HS N.2: 91/100

The Super Famicom game even comes with a eight pages comic book story included at the end of the game's documentation. The style of the drawing is really unusual for a Japanese game and looks more like an American comic book.

Tokuma Japan Communications released a limited-edition soundtrack album for this game (F-Zero - TKCA-30516) on 25/03/1992.

Export releases:
[US] "F-Zero [Model SNS-FZ-USA]"
[FR] "F-Zero [Model SNSP-FZ-FAH]"

- TIPS AND TRICKS -

Master Class
------------
Beat the game on Expert Class, placing 1st in all 5 courses (any league).

- SERIES -

1. F-Zero [Model SHVC-FZ] (1991, SFC)
2. BS F-Zero 2 - Grand Prix (1997, SFC)
3. F-Zero X [Model NUS-CFZJ] (1998, N64)
4. F-Zero for Game Boy Advance [Model AGB-AFZJ-JPN] (2001, GBA)
5. F-Zero AX (2003, ARC)
6. F-Zero - Falcon Densetsu [Model AGB-BFZJ-JPN] (2003, GBA)
7. F-Zero AX Monster Ride (2004, ARC) 
8. F-Zero - Climax [Model AGB-BFTJ-JPN] (2004, GBA)

- STAFF -

Executive Producer : Hiroshi Yamauchi
Producer : Shigeru Miyamoto
Staff : Isshin Shimizu, Yukio Kaneoka, Yumiko Kanki, Yasunari Nishida, Naoto ishida, Masato Kimura, Shigeki Yamashiro, Takaya Imamura

- PORTS -

* Consoles :
Nintendo Wii [Vitual Console] (2006)

* Others :
Arcade "F-Zero [Super System]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61290&o=2

$end


$snes=fzerou,
$bio

F-Zero (c) 1991 Nintendo Company, Limited.

North American release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "F-Zero [Model SHVC-FZ]".

Description from the USA box:

Welcome to the year 2560 --
Welcome to Mode 7

The future of racing is here! F-ZERO, an intergalaxtic Grand Prix, uses machines that weigh more than a ton, reach dash speeds of over 500km/h and hover a mere twelve inches off the ground! Choose from the heroic Captain Falcon, or the suave, Dr. Stuart. Need more choices? Then try the sly alien, Pico or the not-so-honest Samurai Goroh, and race for intergalactic fame and fabulous fortune in the F-ZERO Grand Prix.

* Select from four individual F-Zero racers.
* Three difficulty levels, each with five courses.
* Grand prix and Practice modes.
* Battery-backed memory saves your records.

- TECHNICAL -

Game ID: SNS-FZ-USA

- TRIVIA -

F-Zero was released in Agust 1991 in USA.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62972&o=2

$end


$snes=fzero,
$bio

F-Zero (c) 1991 Nintendo Company, Limited.

French/Dutch release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "F-Zero [Model SHVC-FZ]".

- TECHNICAL -

Game ID: SNSP-FZ-FAH

- TRIVIA -

Reviews:
[FR] June 1992 - Joypad N.9: 93/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62971&o=2

$end


$info=nss_fzer,
$bio

F-Zero (c) 1991 Nintendo.

Arcade version. For more information about the game itself, please see the original Super Famicom version entry; "F-Zero [Model SHVC-FZ]".

- TECHNICAL -

Nintendo Super System hardware

Main CPU : G65C816
Sound CPU : SPC700
Sound Chips : Custom

Players : 4
Control : 8-way joystick
Buttons : 6

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1845&o=2

$end


$msx2_flop=fzeruexd,
$bio

F-Zeru Kai (c) 1991 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101649&o=2

$end


$info=fa,
$bio

F/A (c) 1992 Namco.

A vertically scrolling shoot'em up game.

- TECHNICAL -

Namco System NA-1 hardware
Game ID : FA

Main CPU : Motorola 68000 (@ 12.52825 Mhz), M37710 (@ 12.52825 Mhz)
Sound Chips : C140 (@ 42.667 Khz)

Players : 4
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Released in October 1992.

This game is known outside Japan as "Fighter & Attacker".

F/A is an abbreviation for 'Fighter/Attacker', which is a class of military aircraft.

Soundtrack releases :
Namco Game Sound Express Vol.7 (F/A) - Victor Entertainment - VICL-15011 - Oct 21, 1992

- STAFF -

Sound Composer : Shinji Hosoe (Megaten), Takayuki Aihara

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=793&o=2

$end


$sms=f1,
$bio

F1 (c) 1993 Domark

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56016&o=2

$end


$megadriv=f1,
$bio

F1 (c) 1993 Tengen

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56499&o=2

$end


$amigaocs_flop=f1,
$bio

F1 (c) 1993 Domark Group, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74021&o=2

$end


$megadriv=f1wc,f1wcp,
$bio

F1 - World Championship Edition (c) 1993 Domark.

- TRIVIA -

Reviews:
[FR] September 1993- Consoles + N.23: 95%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56500&o=2

$end


$gba=f12k2u,
$bio

F1 2002 [Model AGB-AF8E-USA] (c) 2002 EA Games [Electronic Arts, Incorporated.]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70601&o=2

$end


$gba=f12k2,
$bio

F1 2002 [Model AGB-AF8P] (c) 2002 EA Games [Electronic Arts, Incorporated.]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70600&o=2

$end


$gameboy=f1boy,
$bio

F1 Boy [Model DMG-FBJ] (c) 1990 ASK Kodansha Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65958&o=2

$end


$saturn,sat_cart=f1chal,
$bio

F1 Challenge (c) 1997 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60298&o=2

$end


$saturn,sat_cart=f1chalu,
$bio

F1 Challenge [Model MK81206] (c) 1996 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60036&o=2

$end


$gbcolor=f1chmp2k,
$bio

F1 Championship Season 2000 (c) 2000 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67887&o=2

$end


$pce=f1circ91,
$bio

F1 Circus '91 - World Championship (c) 1991 Nichibutsu [Nihon Bussan Company, Limited.]

- TECHNICAL -

Game ID: NB91004

- TRIVIA -

Reviews:
October 1991 - Joypad N.1 [FR]: 90/100

- SERIES -

1. F1 Circus [Model NB90002] (1990, PCE)
2. F1 Circus '91 - World Championship [Model NB91004] (1991, PCECD)
3. F1 Circus Special - Pole to Win [Model NBCD2002] (1992, PCECD)
4. Super F1 Circus [Model SHVC-FC] (1992, SFC)
5. Super F1 Circus Limited [Model SHVC-FD] (1992, SFC)
6. F1 Circus '92 - The Speed of Sound [Model NB92007] (1992, PCECD)
7. Super F1 Circus 2 [Model SHVC-N2] (1993, SFC)
8. Super F1 Circus 3 [Model SHVC-N3] (1994, SFC)
9. Super F1 Circus Gaiden [Model SHVC-AN4J-JPN] (1995, SFC)
10. Formula Circus (1997, PSX)

- PORTS -

* Consoles :
Sega Mega Drive [JP] (1991) "F1 Circus MD [Model T-71013]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58577&o=2

$end


$pce=f1circ92,
$bio

F1 Circus '92 - The Speed of Sound (c) 1992 Nichibutsu [Nihon Bussan Company, Limited.]

- TECHNICAL -

Game ID: NB92007

- SERIES -

1. F1 Circus [Model NB90002] (1990, PCE)
2. F1 Circus '91 - World Championship [Model NB91004] (1991, PCECD)
3. F1 Circus Special - Pole to Win [Model NBCD2002] (1992, PCECD)
4. Super F1 Circus [Model SHVC-FC] (1992, SFC)
5. Super F1 Circus Limited [Model SHVC-FD] (1992, SFC)
6. F1 Circus '92 - The Speed of Sound [Model NB92007] (1992, PCECD)
7. Super F1 Circus 2 [Model SHVC-N2] (1993, SFC)
8. Super F1 Circus 3 [Model SHVC-N3] (1994, SFC)
9. Super F1 Circus Gaiden [Model SHVC-AN4J-JPN] (1995, SFC)
10. Formula Circus (1997, PSX)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58578&o=2

$end


$megacd,megacdj=f1circus,
$bio

F1 Circus CD (c) 1994 Nichibutsu.

- TECHNICAL -

Game ID: T-71014

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60514&o=2

$end


$megadriv=f1circus,
$bio

F1 Circus MD (c) 1991 Nichibutsu [Nihon Bussan Company, Limited.]

- TECHNICAL -

Game ID: T-71013

- TRIVIA -

F1 Circus MD was released on December 20, 1991 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56501&o=2

$end


$pcecd=f1circus,
$bio

F1 Circus Special - Pole to Win (c) 1992 Nichibutsu.

F1 Circus Special is the third episode of the series of popular top-down racing games by Nihon Bussan (the first two games are available on HuCards). As the F1 Ciscus tradition wants it, the race is displayed using a fast and smooth top-down persperctive. This version also comes with a lot of options, tracks and customizable cars.

- TECHNICAL -

Game ID: NBCD2002

- TRIVIA -

F1 Circus Special was released on June 26, 1992 in Japan.

- SERIES -

1. F1 Circus [Model NB90002] (1990, PCE)
2. F1 Circus '91 - World Championship [Model NB91004] (1991, PCECD)
3. F1 Circus Special - Pole to Win [Model NBCD2002] (1992, PCECD)
4. Super F1 Circus [Model SHVC-FC] (1992, SFC)
5. Super F1 Circus Limited [Model SHVC-FD] (1992, SFC)
6. F1 Circus '92 - The Speed of Sound [Model NB92007] (1992, PCECD)
7. Super F1 Circus 2 [Model SHVC-N2] (1993, SFC)
8. Super F1 Circus 3 [Model SHVC-N3] (1994, SFC)
9. Super F1 Circus Gaiden [Model SHVC-AN4J-JPN] (1995, SFC)
10. Formula Circus (1997, PSX)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58180&o=2

$end


$pce=f1circus,f1circus1,
$bio

F1 Circus (c) 1990 Nichibutsu [Nihon Bussan Company, Limited.]

- TECHNICAL -

Game ID: NB90002

- TRIVIA -

F1 Circus was released on September 14, 1990 in Japan only.

The word Circus in the title was meant to be a mistranslation of the word Circuit because the pageantry of Formula One racing slightly resembles a circus.

- SERIES -

1. F1 Circus [Model NB90002] (1990, PCE)
2. F1 Circus '91 - World Championship [Model NB91004] (1991, PCECD)
3. F1 Circus Special - Pole to Win [Model NBCD2002] (1992, PCECD)
4. Super F1 Circus [Model SHVC-FC] (1992, SFC)
5. Super F1 Circus Limited [Model SHVC-FD] (1992, SFC)
6. F1 Circus '92 - The Speed of Sound [Model NB92007] (1992, PCECD)
7. Super F1 Circus 2 [Model SHVC-N2] (1993, SFC)
8. Super F1 Circus 3 [Model SHVC-N3] (1994, SFC)
9. Super F1 Circus Gaiden [Model SHVC-AN4J-JPN] (1995, SFC)
10. Formula Circus (1997, PSX)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58576&o=2

$end


$nes=f1circus,
$bio

F1 Circus (c) 1992 Nichibutsu [Nihon Bussan Company, Limited.]

- TECHNICAL -

Game ID: NBF-7F

- TRIVIA -

F1 Circus for Famicom was released on February 07, 1992 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54036&o=2

$end


$msx2_flop=f1douch,
$bio

F1 Douchuuki (c) 1990 NAMCO, Ltd. [Tokyo, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101650&o=2

$end


$info=f1en,f1enu,f1enj,
$bio

F1 Exhaust Note (c) 1991 Sega Enterprises, Limited.

An F-1 racing game.

- TECHNICAL -

Runs on the Sega "System 32" hardware.

Players: 1
Control: paddle
Buttons: 2

- TRIVIA -

F1 Exhaust Note was released in November 1991.

Michael Jackson used to own this game. It was sold at the official Michael Jackson Auction on Apr. 24th, 2009.

- UPDATES -

The US version is slightly different.
* 'Winners Don't Use Drugs' screen added.

- SERIES -

1. F1 Exhaust Note (1991)
2. F1 Super Lap (1992)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=794&o=2

$end


$amigaocs_flop=f1gpcirc,
$bio

F1 GP Circuits (c) 1991 Idea Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74022&o=2

$end


$info=f1gpp,
$bio

F1 Grand Prix (c) 1987 Nuova Bell Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5645&o=2

$end


$info=f1gpstar,
$bio

F1 Grand Prix Star (c) 1991 Jaleco Company, Limited.

A Formula 1 racing game.

- TECHNICAL -

Main CPU : (3x) 68000 (@ 12 Mhz)
Sound CPU : Motorola 68000 (@ 6 Mhz)
Sound Chips : Yamaha YM2151 (@ 3 Mhz), (2x) OKI6295 (@ 12 Khz)

Players : 1
Control : paddle
Buttons : 4

- TRIVIA -

F1 Grand Prix Star was released in December 1991.

- SERIES -

1. F1 Grand Prix Star (1991)
2. F1 Grand Prix Star II (1993)
3. F1 Grand Prix Star Jr.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=795&o=2

$end


$info=f1gpstr2,
$bio

F1 Grand Prix Star II (c) 1993 Jaleco.

A F1 motor-racing game.

- TECHNICAL -

Main CPU : (3x) 68000 (@ 12 Mhz), 68000 (@ 10 Mhz)
Sound CPU : Motorola 68000 (@ 6 Mhz)
Sound Chips : Yamaha YM2151 (@ 3 Mhz), (2x) OKI6295 (@ 12 Khz)

Players : 1
Control : paddle
Buttons : 4

- TRIVIA -

Released in March 1993 in Japan.

- SERIES -

1. F1 Grand Prix Star (1991)
2. F1 Grand Prix Star II (1993)
3. F1 Grand Prix Star Jr.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=796&o=2

$end


$pc98=f1grandp,
$bio

F1 Grandprix (c) 1992 Bio 100% [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89452&o=2

$end


$snes=f1polep2,
$bio

F1 Pole Position 2 (c) 1993 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62975&o=2

$end


$n64=f1polepo,f1polepou,
$bio

F1 Pole Position 64 (c) 1997 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57697&o=2

$end


$gameboy=f1polepo,
$bio

F1 Pole Position [Model DMG-F5-USA] (c) 1993 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65959&o=2

$end


$snes=f1polepou,f1polepoup,
$bio

F1 Pole Position [Model SNS-6P-USA] (c) 1993 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62974&o=2

$end


$snes=f1polepo,
$bio

F1 Pole Position (c) 1993 Ubi Soft

- TECHNICAL -

Cartridge ID: SNSP-6P-EUR

- TRIVIA -

Reviews:
[FR] September 1993- Consoles + N.23: 93%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62973&o=2

$end


$nes=f1raceh,
$bio

F1 Race (c) 1987 FMG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69251&o=2

$end


$nes=f1race,
$bio

F1 Race (c) 1984 Nintendo.

- TECHNICAL -

Game ID: HVC-FR-JPN

- TRIVIA -

F1 Race was released on November 02, 1984 in Japan at a retail price of 4500 Yen.

- STAFF -

Executive Producer: Hiroshi Yamauchi
Producer: Masayuki Uemura
Program: Yasunari Soejima, Satoru Iwata
Music Composer: Hideki Kanazashi
Music Programmer: Hiroaki Suga

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54037&o=2

$end


$n64=f1racingb,f1racing,
$bio

F1 Racing Championship (c) 2000 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57698&o=2

$end


$gbcolor=f1racing,f1racingp,
$bio

F1 Racing Championship [Model CGB-AEQP-EUR] (c) 2000 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67888&o=2

$end


$snes=f1roc,
$bio

F1 ROC - Race of Champions (c) 1992 Seta Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62976&o=2

$end


$snes=f1roc2,
$bio

F1 ROC II - Race of Champions (c) 1994 Seta Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62977&o=2

$end


$info=f1superb,
$bio

F1 Super Battle (c) 1994 Jaleco Company, Limited.

An F-1 racing game.

- TECHNICAL -

Jaleco Mega System 32 hardware

Main CPU : V70 (@ 20 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : YMF271 (@ 4 Mhz)

Players : 4
Control : stick
Buttons : 5

- TRIVIA -

F1 Super Battle was released in February 1994.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=797&o=2

$end


$info=f1lap,f1lapj,
$bio

F1 Super Lap (c) 1992 Sega.

Exciting F-1 simulation game with realistic state-of-the-art graphics that use the real names of Formula 1 teams, cars, drivers and sponsors.

- TECHNICAL -

Runs on the Sega "System 32" hardware.

Players: 1
Control: paddle
Buttons: 3

- TRIVIA -

F1 Super Lap was released in August 1993 (even if the titlescreen says 1992).

- SERIES -

1. F1 Exhaust Note (1991)
2. F1 Super Lap (1992)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=798&o=2

$end


$pcecd=f1team,
$bio

F1 Team Simulation Project F (c) 1992 Telenet [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58181&o=2

$end


$cpc_cass=f1tornad,
$bio

F1 Tornado Simulator (c) 1991 Zeppelin Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96223&o=2

$end


$pce=f1tb,
$bio

F1 Triple Battle (c) 1989 Human Entertainment

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58579&o=2

$end


$snes=f1wce,
$bio

F1 World Championship Edition (c) 1995 Domark Group, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62978&o=2

$end


$gamegear=f1wce,
$bio

F1 World Championship Edition (c) 1995 Domark Group, Limited.

- STAFF -

Developed by Peakstar Software
Artists : Davina Lee, Mark Richards
Programmer : Bill Caunt
Producer : Darren Anderson

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64581&o=2

$end


$gbcolor=f1wgp2u,
$bio

F1 World Grand Prix II for Game Boy Color [Model CGB-BF2E-USA] (c) 2000 Video System Company, Limited. [Kyoto, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67891&o=2

$end


$gbcolor=f1wgp2j,
$bio

F1 World Grand Prix II for Game Boy Color [Model CGB-BF2J-JPN] (c) 2000 Video System Company, Limited. [Kyoto, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67890&o=2

$end


$gbcolor=f1wgp2,
$bio

F1 World Grand Prix II for Game Boy Color [Model CGB-BF2P-EUR] (c) 2000 Video System Company, Limited. [Kyoto, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67889&o=2

$end


$gamegear=f1,
$bio

F1 [Model T-88058] (c) 1993 Domark Group, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64579&o=2

$end


$msx1_cart=f16ff,
$bio

F16 Fighting Falcon (c) 1985 ASCII Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76729&o=2

$end


$amigaocs_flop=f17chal,
$bio

F17 Challenge (c) 1993 Team 17

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74023&o=2

$end


$x1_cass=f2,
$bio

F2 Grand Prix (c) 1984 Carry Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86220&o=2

$end


$pc8801_flop=f2gp,f2gppsg,
$bio

F2 Grand Prix (c) 1985 Carry Lab. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91737&o=2

$end


$fm7_cass=f2gp,
$bio

F2 Grand Prix (c) 1985 Carry Lab. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93714&o=2

$end


$gba=f24s,
$bio

F24 Stealth Fighter [Model AGB-BYAE-USA] (c) 2006 Majesco Sales, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70602&o=2

$end


$pc98=f29ret,
$bio

F29 Retaliator (c) 1992 Imagineer Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89453&o=2

$end


$info=f355,f355dlx,
$bio

F355 Challenge (c) 1999 Sega.

- TECHNICAL -

Sega Naomi hardware

- TRIVIA -

Released in July 1999.

Due to the game focuses only on one car, the F355, Ferrari Inc. granted a license for the very first time.

The single player cabinet uses 3 screens for the display and 4 Naomi boards (1 board for each screen, 1 to tie it all up).

- SERIES -

1. F355 Challenge (1999)
2. F355 Challenge 2 - International Course Edition (2001)

- PORTS -

* Consoles :
Sega Dreamcast (2000)
Sony PlayStation 2 [SLPM 65178] (Sep 2002)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3679&o=2

$end


$info=f355twn2,
$bio

F355 Challenge 2 - International Course Edition (c) 2001 Sega.

- TECHNICAL -

Runs on the Sega "NAOMI" hardware.

- TRIVIA -

F355 Challenge 2 was released in January 2001.

- SERIES -

1. F355 Challenge (1999)
2. F355 Challenge 2 - International Course Edition (2001)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3680&o=2

$end


$info=f355twin,
$bio

F355 Challenge (c) 1999 Sega Enterprises, Limited.

- TECHNICAL -

[Twin model]

Runs on the Sega "NAOMI" hardware.

This model runs on one board and has only one screen per player. Up to 8 games can be linked together.

- TRIVIA -

Released in July 1999.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40067&o=2

$end


$sms=fatetris,
$bio

FA Tetris (c) 1989 FA Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56017&o=2

$end


$msx1_cart=fatetris,fatetrisa,fatetrisb,
$bio

FA Tetris (c) 1989 FA Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76730&o=2

$end


$x68k_flop=famass,
$bio

Fa-Mass (c) 1990 VHS [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87511&o=2

$end


$amigaocs_flop=fa18,
$bio

FA18 Interceptor (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74024&o=2

$end


$pc8801_flop=faara,
$bio

Faara no Toki Kekkai (c) 1990 Heart Denshi [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91748&o=2

$end


$pc98=faara,
$bio

Faara no Toki Kekkai (c) 1991 Heart Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89455&o=2

$end


$info=smi538,smi539,smi540,smi541,smi546,
$bio

Fabulous Sevens (c) 2003 Bally Gaming, Incorporated.

2-Coin Multiplier slot.

- UPDATES -

SMI: 538
Part Number: E843611X-05
Max Coin percentage: 88,02%

SMI: 539
Part Number: E843711X-05
Max Coin percentage: 90,01%

SMI: 540
Part Number: E843811X-05
Max Coin percentage: 92%

SMI: 541
Part Number: E843911X-05
Max Coin percentage: 95,99%

SMI: 546
Part Number: E844011X-05
Max Coin percentage: 97,5%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=45290&o=2

$end


$info=smi628,smi655,smi799,smi893,smi976,
$bio

Fabulous Sevens (c) 200? Bally Gaming, Incorporated.

5-Coin Multiplier slot.

- UPDATES -

SMI: 628
Part Number: E844611X-05
Max Coin percentage: 88%

SMI: 655
Part Number: E844711X-05
Max Coin percentage: 90%

SMI: 799
Part Number: E844811X-05
Max Coin percentage: 92%

SMI: 893
Part Number: E844911X-05
Max Coin percentage: 96%

SMI: 976
Part Number: E845011X-05
Max Coin percentage: 97,49%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=45300&o=2

$end


$ti99_cart=facechs,
$bio

Face Chase (c) 1984 Video Magic

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84580&o=2

$end


$cdi=facekitc,
$bio

Face Kitchen (c) 1992 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52873&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=facemakr,
$bio

Face Maker [Model C324] (c) 1983 HES [Human Engineered Software]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84418&o=2

$end


$info=faceoff,
$bio

Face Off (c) 1988 Namco.

A 4-player overhead-view hockey game, featuring 8 countries :
1. U.S.S.R.
2. CANADA
3. SWEDEN
4. CZEKOSLOVAKIA
5. U.S.A.
6. FINLAND
7. FRANCE
8. JAPAN

- TECHNICAL -

Namco System 1 hardware
Game ID : FO

Main CPU : Motorola M6809 (@ 1.536 Mhz)
Sub CPU : Motorola M6809 (@ 1.536 Mhz)
Sound CPU : Motorola M6809 (@ 1.536 Mhz)
MCU: HD63701 (@ 1.536 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.57958 Mhz), Namco advanced 8-channel stereo WSG, stereo DAC

Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.61 Hz
Palette colors : 24-bit RGB palette

Players : 2
Control : Double 8-way joysticks
Buttons : 2

- TRIVIA -

Released in December 1988.

Victor Entertainment released a limited-edition soundtrack album for this game (Namco Video Game Graffiti Vol.6 - VDR-5301) on 04/10/1989.

- STAFF -

Programmed by: Takashi Fukawa
Music composed by : Yoshinori Kawamoto, Kazuo Noguchi

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=799&o=2

$end


$amigaocs_flop=faceoffa,
$bio

Face Off [Budget] (c) 1989 Prism Leisure

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74027&o=2

$end


$info=faceoffh,
$bio

Face-Off (c) 1983 SoftLogic.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74029&o=2

$end


$amigaocs_flop=faceoff,
$bio

Face-Off (c) 1991 Krisalis

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74028&o=2

$end


$pcecd=faceball,
$bio

Faceball (c) 1993 Riverhill Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58182&o=2

$end


$snes=faceball,
$bio

Faceball 2000 (c) 1992 BPS [Bullet-Proof Software]

- TRIVIA -

Reviews:
[FR] December 1992 - Consoles + N.15: 53%

- TIPS AND TRICKS -

Play Cyberscape or Cyberzone
----------------------------
Hold L + R and press Start to select the number of players at the title screen. Continue to hold L + R until the screen turns black. Release the buttons to display at the interface screen. Cyberscape will now appear beneath Cyperzone. Select Cyberzone. 

Configuration screen
--------------------
Pass the title screen, then hold L + R and press Start at the Cyberzone starting level screen. Enter the options menu to adjust lives, speed, armor, level, and reload time.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62986&o=2

$end


$gameboy=faceball,
$bio

Faceball 2000 (c) 1991 BPS [Bullet-Proof Software]

- TECHNICAL -

Game ID: DMG-FA-USA

- STAFF -

Game Design: James Yee
System Programming: Robert Champagne
Enemy Logic: George Miller
Level Editor: Bob Rutherford
Music/Sound: David Whittaker
Assistant Producer: Jon Knoles
Producer:David Nolte
Executive Producer: Henk B. Rogers

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65968&o=2

$end


$gamegear=faceball,
$bio

Faceball 2000 [Model T-53037] (c) 1993 Riverhill Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64587&o=2

$end


$pcecd=faceballt,
$bio

Faceball Taikenban (c) 1993 Riverhill Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58183&o=2

$end


$ibm5150,ibm5150_cass=facemakr,
$bio

Facemaker (c) 1982 Spinnaker Software Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83615&o=2

$end


$coleco=facemakr,
$bio

Facemaker (c) 1983 Spinnaker Software Corp

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53275&o=2

$end


$c64_cart,c64_flop=facemakr,
$bio

FaceMaker (c) 1983 Spinnaker Software Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53574&o=2

$end


$a800=facemakr,
$bio

FaceMaker (c) 1983 Spinnaker Software Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86542&o=2

$end


$coco_cart=facemakr,
$bio

Facemaker (c) 1984 Tandy Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53435&o=2

$end


$bbca_cass,bbcb_cass=facemake,
$bio

Facemaker (c) 19?? Acornsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51814&o=2

$end


$ti99_cart=facemake,
$bio

Facemaker [Model PHM 3177] (c) 1983 Spinnaker Software Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84581&o=2

$end


$nes=faces,
$bio

Faces [Model FC7003] (c) 19?? Bung [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76769&o=2

$end


$msx1_cart=faces,
$bio

Faces [Model P096] (c) 1987 al Alamiah

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76732&o=2

$end


$bbca_cass,bbcb_cass=ffjungen,
$bio

Factfile 500 - Junior General Knowledge (c) 1985 Kosmos

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51815&o=2

$end


$bbca_cass,bbcb_cass=ffsengen,
$bio

Factfile 500 - Senior General Knowledge (c) 1985 Kosmos

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51816&o=2

$end


$bbca_cass,bbcb_cass=ffssport,
$bio

Factfile 500 - Super Sports (c) 1985 Kosmos

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51817&o=2

$end


$gamegear=factoryp,
$bio

Factory Panic (c) 1991 Sega Enterprises, Limited.

- TECHNICAL -

[Model 2308]

- TIPS AND TRICKS -

* Extra Lives: If you wait until the time reaches 100 you will gain one extra live.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64588&o=2

$end


$cpc_cass=facturac,
$bio

Facturacion [Model C-10] (c) 1985 RPA Systems, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96228&o=2

$end


$pc8801_flop=fadein,
$bio

Fade In (c) 1990 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91749&o=2

$end


$pcecd=elfeen,
$bio

Faerie Dust Story - Meikyuu no Elfeene (c) 1990 Telenet [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58184&o=2

$end


$x1_flop=fairires,
$bio

Faerie's Residence (c) 1986 Champion Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85977&o=2

$end


$info=faeton,
$bio

Faeton (c) 1985 Juegos Populares.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=9895&o=2

$end


$msx2_flop=fahrn451,
$bio

Fahrenheit 451 (c) 1986 Idealogic [Barcelona, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101651&o=2

$end


$megacd,megacdj=fahrenhef,
$bio

Fahrenheit [Model 4438-09] (c) 1995 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60614&o=2

$end


$megacd,megacdj=fahrenhe,
$bio

Fahrenheit [Model 4438-50] (c) 1995 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60613&o=2

$end


$segacd=fahrenhe,
$bio

Fahrenheit [Model 4438] (c) 1995 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60733&o=2

$end


$megacd,megacdj=fahrenhe,
$bio

Fahrenheit [Model G-6043] (c) 1995 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60515&o=2

$end


$sg1000=faguiqib,faguiqiba,
$bio

Fai Gui Qibing (c) 198? Unknown [Taiwan].

Taiwanese version of Pitfall II.

- TECHNICAL -

[Model R-049]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49025&o=2

$end


$info=m4fairg,
$bio

Fair Ground (c) 199? Crystal Leisure.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40211&o=2

$end


$alice32=maths1,
$bio

Faire le Point-BAC Maths 1 (c) 1984 Ediciel.

- TECHNICAL -

Game ID: 71.0086.0

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87578&o=2

$end


$alice32=maths2,
$bio

Faire le Point-BAC Maths 2 (c) 1984 Ediciel

- TECHNICAL -

Game ID: 71.0087.8

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87579&o=2

$end


$bbca_cass,bbcb_cass=fairgrou,
$bio

Fairground (c) 1983 Superior Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51818&o=2

$end


$info=j5fair,j5faira,j5fairb,j5fairc,j5faird,j5faire,j5fairf,j5fairg,j5fairh,j5fairi,j5fairj,j5fairk,j5fairl,j5fairm,j5fairn,j5fairo,j5fairp,j5fairq,
$bio

Fairground (c) 199? JPM International.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42331&o=2

$end


$info=m5fair,
$bio

Fairground Attraction (c) 2004 Vivid Gaming.

- TECHNICAL -

Cabinet Dimensions (HxWxD) :
203cm x 74cm x 61cm

- TRIVIA -

Released the 5th July 2004.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15706&o=2

$end


$info=j5fairgd,j5fairgda,j5fairgdb,j5fairgdc,j5fairgdd,j5fairgde,
$bio

Fairground Attraction Club (c) 199? JPM International.

- TECHNICAL -

System 5

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41032&o=2

$end


$pc8801_flop=faires,
$bio

Fairie's Residence (c) 1985 Champion Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91750&o=2

$end


$fm7_disk=faires,
$bio

Fairie's Residence (c) 1985 Champion Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93617&o=2

$end


$pc8801_flop=fairescl,
$bio

Fairie's Residence Special - Club Hen (c) 1986 Champion Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91751&o=2

$end


$pc8801_flop=fairesgk,
$bio

Fairie's Residence Special - Gakuen Hen (c) 1986 Champion Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91752&o=2

$end


$pc8801_flop=fairessf,fairessfa,
$bio

Fairie's Residence Special - SF Hen (c) 1986 Champion Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91753&o=2

$end


$pc8801_flop=fairesge,
$bio

Fairie's Residence Special 4 - Geinou-kai Hen - Super Mariko Sister (c) 1986 Champion Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91754&o=2

$end


$cpc_cass=fairligh,
$bio

Fairlight - A Prelude [Model EDG5AM] (c) 1986 Edge, The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96229&o=2

$end


$cpc_cass=fairligh02,
$bio

Fairlight - The Legend (c) 1988 Edge, The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96231&o=2

$end


$cpc_cass=fairligh01,
$bio

Fairlight 2 - Trail of Darkness [Model EDG 20AM] (c) 1986 Edge, The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96230&o=2

$end


$msx1_cart=fairy,
$bio

Fairy (c) 1985 ASCII Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76733&o=2

$end


$pc98=fairyan,
$bio

Fairy Angel (c) 1995 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89456&o=2

$end


$gbcolor=fairykita,fairykit,
$bio

Fairy Kitty no Kaiun Jiten - Yousei no Kuni no Uranai Shugyou [Model DMG-AFUJ-JPN] (c) 1998 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67894&o=2

$end


$info=fairyl2,fairyl2a,fairyl2b,fairyl2bl,
$bio

Fairy Land 2 (c) 2005 Belatra.

5-reel 15-line video slot.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=12088&o=2

$end


$famicom_flop=fairypin,
$bio

Fairy Pinball - Yousei Tachi no Pinball (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65304&o=2

$end


$pc98=fairytal,
$bio

Fairytale (c) 1987 Fairytale [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89457&o=2

$end


$pc8801_flop=fairytal,
$bio

Fairytale (c) 1987 Fairytale [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91755&o=2

$end


$x68k_flop=fairytk,
$bio

Fairytale Kaizokuban (c) 1991 Brother Kougyou [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87512&o=2

$end


$pc98=fairytk,
$bio

Fairytale Kaizokuban (c) 1991 Fairytale [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89458&o=2

$end


$pc8801_flop=fairytk,
$bio

Fairytale Kaizokuban (c) 1991 Fairytale [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91756&o=2

$end


$famicom_flop=fairytal,
$bio

Fairytale [Model SFC-FYT] (c) 1989 Soft Pro International [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65305&o=2

$end


$pc98=faladia,
$bio

Faladia (c) 1994 Kinpukurin [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89459&o=2

$end


$m5_cart=falc,
$bio

FALC (c) 198? Sord Computer Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95346&o=2

$end


$pc98=falcomcg,falcomcga,
$bio

Falcom Character CG (c) 1990 Takeru [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89460&o=2

$end


$saturn,sat_cart=falcom1,
$bio

Falcom Classics (c) 1997 JVC

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59116&o=2

$end


$saturn,sat_cart=falcom2,
$bio

Falcom Classics II (c) 1998 JVC

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59117&o=2

$end


$info=falcon,falconz,
$bio

Falcon (c) 1980 BGV.

Bootleg of Amstar's "Phoenix".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=801&o=2

$end


$amigaocs_flop=falcon1,falcon,
$bio

Falcon (c) 1989 Mirrorsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74030&o=2

$end


$amigaocs_flop=falconu1,falconu,
$bio

Falcon (c) 1989 Spectrum HoloByte

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74031&o=2

$end


$amigaocs_flop=falconmd1,
$bio

Falcon - Operation: Counterstrike - Mission Disk (c) 1989 Mirrorsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74032&o=2

$end


$amigaocs_flop=falconmd1u,
$bio

Falcon - Operation: Counterstrike - Mission Disk (c) 1989 Spectrum HoloByte

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74033&o=2

$end


$amigaocs_flop=falconmd2,
$bio

Falcon - Operation: Firefight - Mission Disk II (c) 1989 Mirrorsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74034&o=2

$end


$tg16=falcon,
$bio

Falcon [Model TGX040067] (c) 1992 Turbo Technologies, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84314&o=2

$end


$snes=falcon,
$bio

Falcon [Prototype] (c) 1993 Spectrum HoloByte

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62987&o=2

$end


$c64_cart,c64_flop=flcninvd,
$bio

Falconian Invaders (c) 1983 Turbo Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53575&o=2

$end


$info=falcnwld,
$bio

Falcons Wild - Wild Card (c) 1991 TVG.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=36327&o=2

$end


$info=falcnwldb,falcnwldc,
$bio

Falcons Wild - World Wide Poker (c) 1983 Falcon.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=36328&o=2

$end


$info=falcnwlda,
$bio

Falcons Wild - World Wide Poker (c) 1990 Video Klein.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=36329&o=2

$end


$pc98=fall,
$bio

Fall (c) 1991 Queensoft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89461&o=2

$end


$coleco=fallguy,
$bio

Fall Guy (c) 1983 Fox Video Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53276&o=2

$end


$bbca_cass,bbcb_cass=fallofro,
$bio

Fall of Rome (c) 19?? ASP Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51819&o=2

$end


$nes=falsnfds,
$bio

Falsion (c) 19?? Whirlwind Manu

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83999&o=2

$end


$famicom_flop=falsion,
$bio

Falsion (c) 1987 Konami Industry Company, Limited.

Falsion is an intense 3D shooter by Konami. In 21XX, humanity has colonized space. But during its quest to find more habitable planets, humans have faced an aggressive alien race who wants nothing but destruction. Their fleet has now entered our solar system and hurls towards Earth. Only the new Falsion spacecraft and its courageous pilot stand a chance to save humanity from destruction. It will be a long journey through six varied stages, from asteroid fields to narrow and deep canyons. The craft can use a simple Vulcan laser gun or secondary, and in limited supplies, homing missiles. Power-ups, in the shape of floating orbs stamped with the letter P, sometimes appear from defeated enemies. Blue ones speed-up the ship and red ones increase the depleting stock of homing missiles. The greatest feature of this unusual title is certainly the 3D option, which can be activated from the option menu or by pressing select at anytime during the game (Nintendo's official 3D glasses must be used though).

- TECHNICAL -

Game ID: KDS-FAL

- TRIVIA -

Falsion was released on October 21, 1987 in Japan for 2980 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65306&o=2

$end


$msx2_cart=famiparo,
$bio

Famicle Parodic (c) 1988 Bit2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51290&o=2

$end


$msx2_flop=famiparo,
$bio

Famicle Parodic (c) 198? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101652&o=2

$end


$msx2_flop=famipar2,
$bio

Famicle Parodic 2 (c) 1990 Bit2 [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101653&o=2

$end


$x68k_flop=smba,
$bio

Famicom - Super Mario Bros. (c) 1985 Nintendo Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87513&o=2

$end


$snes=famibunk,
$bio

Famicom Bunko - Hajimari no Mori [Model SHVC-BTAJ-JPN] (c) 1999 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61292&o=2

$end


$nes=famidobu,
$bio

Famicom Doubutsu Seitai Zukan! Katte Ni Shirokuma - Mori O Sukue no Maki! (c) 1989 CBS [Sony Group]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54039&o=2

$end


$famicom_flop=f1race,f1race1,
$bio

Famicom Grand Prix - F1 Race (c) 1987 Nintendo Company, Limited.

F-1 Race is a top-down Formula-1 racing game by Nintendo. Several play modes are available and the competition mode is certainly the most entertaining. The player starts with 50 credits of money and must first purchase a Formula 1 car. The players then needs to pick a level (from one to four) and compete in his first race. The car's controls are simple - one button gets the player to drive in Low-speed and the second in Hi-Speed. Because cars are never fast enough, a Turbo can be triggered at hi-speed by pressing the Up direction on the control pad. However, it should be used sensibly and three gauges at the bottom of the screen indicate how many are still available. The Body, Tire and Gas indicators also slowly decrease and are linked to the player's actions. If dangerously low, these will dramatically reduce the car's control and behavior effectiveness. The only way to refill them is to stop at the pit located right before the finish line. Once the race is over, the first finishers are awarded with money and get ready for another, more difficult, race. The game offers other modes such as training or time attack. The title screen also gives access to the Service Data, which was a way to access Nintendo's official Tournament (see the info section for more information).

- TECHNICAL -

Game ID: FSC-FRGE

- TRIVIA -

F1 Race was released on October 30, 1987 in Japan for 3500 Yen.

Famicom Grand Prix: F-1 Race was part of a large contest organized by Nintendo in Japan. The winning prize of the F-1 Grand Prix Tournament was a yellow version of the Super Mario Game & Watch (picture on the left) and the game's documentation mentions that only 10,000 copies are supposed to exist. It also says that the contest was opened from October 30th,1987 to December 15th,1987. The winning prize came in a special box with instructions and a letter addressed to the lucky winner. The game itself came in a yellow plastic case in the shape of Diskun, the official Nintendo's DiskCard mascot at the time.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65307&o=2

$end


$famicom_flop=famigp2,
$bio

Famicom Grand Prix II - 3D Hot Rally (c) 1988 Nintendo Company, Limited.

3D Hot Rally is the sequel to Famicom Grand Prix II - R1 Race but they share little in common. The top-down view was replaced here by a more traditional 3D view enhanced by Nintendo's official 3D goggles support (although they are not required to play the game). Mario and Luigi are two rally racers and the challenge is to push their driving skills to the limit and get them to cross the finish line. But it is way harder that it seems - tracks are really long and most of the time branch out passed each check points in a way similar to Sega's Out Run. Before jumping in the race, our two heroes need to pick a car from a list of three. Each one has of course different strengths and weaknesses, with a fine balance between speed and handling efficiency. They then have to chose a location for a Repair Area along the track - this is probably one of the most important aspect of the race. The car has a Damage bar and collisions slowly eat it up. So strategically positioning the Repair Area is essential. Like with Famicom Grand Prix II - R1 Race, this sequel was part of a contest organized by Nintendo.

- TECHNICAL -

Game ID: FSC-TDRE

- TRIVIA -

3D Hot Rally was released on April 14, 1988 in Japan for 3500 Yen.

3D Hot Rally was part of a large contest organized by Nintendo in 1988. The game's instruction manual mentions that the contest was opened from April 14th, 1988 to March 31st, 1988. The tournament winning prize was a limited edition (only 10,000 copies) of a stationary box in the shape of Diskun (The official Famicom disk mascot). The kit included a pair of scissors, a pencil, a folding ruler and 2 magnets all stamped with Nintendo's name and logo.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65308&o=2

$end


$nes=fcigo,
$bio

Famicom Igo Nyuumon (c) 1991 I'Max

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54040&o=2

$end


$nes=famijmp,famijmpa,
$bio

Famicom Jump - Hero Retsuden (c) 1989 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54041&o=2

$end


$nes=famijmp2,
$bio

Famicom Jump II - Saikyou no 7 Nin (c) 1991 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54042&o=2

$end


$nes=famimeij,famimeij1,
$bio

Famicom Meijin Sen (c) 1988 SNK [Shin Nihon Kikaku] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54043&o=2

$end


$famicom_flop=shoniga,shoniga2,shoniga1,
$bio

????????? ???? (c) 1987 Nintendo Company, Limited.
(Famicom Mukashi Banashi - Shin Onigashima)

- TECHNICAL -

Disk ID 1: FMC-ON1
Disk ID 2: FMC-ON2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65309&o=2

$end


$famicom_flop=yuyuki,
$bio

????????? ??? (c) 1989 Nintendo Company, Limited.
(Famicom Mukashi Banashi - Yuu Yuu Ki - kou Hen)

- TECHNICAL -

Disk 1 ID: FMC-UU1
Disk 2 ID: FMC-UU2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65311&o=2

$end


$gba=f_mukshi,
$bio

Famicom Mukashibanashi - Shin Onigashima - Zen, Kouhen [Famicom Mini] [Model AGB-FFMJ-JPN] (c) 2004 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70638&o=2

$end


$nes=fcshogip,fcshogi,
$bio

Famicom Shougi - Ryuuousen (c) 1991 I'Max

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54044&o=2

$end


$gba=f_tantei,
$bio

Famicom Tantei Club - Kieta Koukeisha - Zen, Kouhen [Famicom Mini] [Model AGB-FTKJ-JPN] (c) 2004 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70639&o=2

$end


$famicom_flop=fctantcl,fctantcla,
$bio

?????????? ?????? (c) 1988 Nintendo Company, Limited.
Famicom Tantei Club - Kieta Koukeisha

- TECHNICAL -

Disk 1 ID: FMC-TC1
Disk 2 ID: FMC-TC2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65313&o=2

$end


$gba=f_tante2,
$bio

Famicom Tantei Club Part II - Ushiro ni Tatsu Shoujo - Zen, Kouhen [Famicom Mini] [Model AGB-FTUJ-JPN] (c) 2004 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70640&o=2

$end


$famicom_flop=fctantc2,fctantc2a,
$bio

?????????? PART II ???????? (c) 1989 Nintendo Company, Limited.
(Famicom Tantei Club Part II - Ushiro ni Tatsu Shoujo)

- TECHNICAL -

Disk 1 ID: FMC-TC3
Disk 2 ID: FMC-TC4

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65315&o=2

$end


$snes=famitc2,famitc2a,
$bio

Famicom Tantei Club Part II - Ushiro ni Tatsu Shoujo [Model SHVC-BTCJ-JPN] (c) 1994 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61293&o=2

$end


$nes=topmanag,
$bio

Famicom Top Management (c) 1990 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54045&o=2

$end


$nes=famiwars,
$bio

Famicom Wars (c) 1988 Nintendo.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54046&o=2

$end


$nes=fcyakyu,
$bio

Famicom Yakyuu Ban (c) 1989 Epoch Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54047&o=2

$end


$nes=famikan,
$bio

Famikan (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54048&o=2

$end


$msx1_cart=falc,
$bio

Family Automation Language Community [Model HBS-S002C] (c) 1984 Sony Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76734&o=2

$end


$nes=famibas,famibasa,
$bio

Family BASIC (c) 1984 Nintendo.

The consumer product for programming Nintendo's FAMICOM. Providing a dialect of the BASIC programming language, the application cartridge was originally bundled with a computer style keyboard and instructional textbook, and requires a cassette tape recorder to save user-generated BASIC programs.

- TRIVIA -

Family BASIC was released on June 21, 1984 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54049&o=2

$end


$nes=famibs30,
$bio

Family BASIC V3 (c) 1985 Nintendo.

Updated Family BASIC with greater memory and new features.

- TRIVIA -

Family BASIC V3 was released on February 21, 1985 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54050&o=2

$end


$msx2_flop=famibill,famibillb,famibilla,
$bio

Family Billiards (c) 198? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101654&o=2

$end


$msx2_cart=famibill,
$bio

ファミリービリヤード (c) 1987 Pack-In-Video Company, Limited.
(Family Billiards)

- TECHNICAL -

Game ID: MS-14

- TRIVIA -

Original price: 5800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51291&o=2

$end


$nes=famiblck,
$bio

Family Block (c) 1991 Athena Co. Ltd.

- TECHNICAL -

Game ID: ATH-4T

- TRIVIA -

Family Block was released on April 12, 1991 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54051&o=2

$end


$msx2_flop=famiboxi,famiboxib,famiboxia,
$bio

Family Boxing (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101655&o=2

$end


$msx2_cart=famiboxi,
$bio

Family Boxing (c) 1988 Sony Corp.

- TECHNICAL -

[Model HBS-G066C]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51292&o=2

$end


$nes=famboxin,
$bio

Family Boxing (c) 1987 Namco, Limited.

- TECHNICAL -

[Model NAM-FB-4900]

- TRIVIA -

Family Boxing was released on June 19, 1987 in Japan.

It was later released in North America as "Ring King [Model NES-RK-USA]".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54052&o=2

$end


$nes=famcirc,
$bio

Family Circuit (c) 1988 Namco, Limited.

- TRIVIA -

Released on January 6, 1988 in Japan.

- STAFF -

Developed by Game Studio.

By: Masanobu Endoh (END), Hazure Morohoshi (HAZ)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54054&o=2

$end


$nes=famcir91,
$bio

Family Circuit '91 (c) 1991 Namco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54053&o=2

$end


$famicom_flop=famcompo,
$bio

Family Composer [Model TKS-FCO] (c) 1987 Tokyo Shoseki

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65317&o=2

$end


$info=fds,
$bio

Family Computer Disk System (c) 1986 Nintendo Co., Ltd.

A peripheral for the FAMICOM console.

- TECHNICAL -

Model HVC-022

- TRIVIA -

Released on February 21, 1986 in Japan.

In 1986, the disks' 112 KB of storage space was quite appealing due to the high cost of cartridge-based solid state storage chips. The rewritable aspect of the disks also opened up new possibilities; games such as The Legend of Zelda, Metroid, and Kid Icarus were released to the FDS with a save feature. Many of these titles were subsequently ported to cartridge format and released for the Famicom a year or two later, with saving implemented via password resume or battery-backed memory.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103395&o=2

$end


$famicom_flop=fcgolf,
$bio

ゴルフJAPANコース (c) 1987 Nintendo Company, Limited.
(Family Computer Golf Japan Course)

Golf Japan Course is a golf game released by Nintendo and featuring everyone's favorites plumber Mario. The game shares some similarities with Golf, another Nintendo game released for the Famicom system in 1984. The screen is divided into two vertical sections - On the left, Mario stands in his traditional, and to the last detail, red and blue outfit, ready to play. Data about the course are displayed right above him. The list includes hole technical information, current club, wind direction and how many times the player has played so far. The screen on the right shows a detailed overhead view of the course and the ball's current position. This view scrolls around and zooms-in when the player gets close enough to the hole. Controls are straight forward - the player just holds down the action button and moves left and right to change the swing's speed and strength (from a 1 to 3 scale), and up and down to pick a different club (from a list of 13). The game counts eighteen courses designed from real Japanese gold courses. The title screen also gives access to the Service Data, which was a way to access Nintendo's official Tournament.

- TECHNICAL -

Barcode: 4 902370 500516
Disk ID: FSG-GFJE

- TRIVIA -

Golf Japan Course was released on February 21, 1987 in Japan for 3500 Yen.

Golf Japan Course was part of a special contest in Japan organized by Nintendo. The extra options on the game menu allowed the player to save not only his best score, but also his name and address. Golf Japan Course is one of the blue disk game that could be loaded onto a Disk Fax. The Disk Fax machines, installed in stores and special locations in Japan, were directly connected to Nintendo's head offices and would fax the information contained on the disks. Consequently, players could send their best scores and personal info to Nintendo and be part of the contest. The deadline for Golf Course Japan was, it seems, April 30th, 1987. The prize was a Golden Disk version of Golf Japan Course featuring an extra unreleased course and offered in a diskun plastic case. Obviously, these disks are extremely rare today (only around 5,000 of these disks are supposed to exist) and are sought after by Famicom collectors all around the world.

- STAFF -

Executive Producer: Hiroshi Yamauchi
Producer: Masayuki Uemura
Director: Kenji Miki
Designer: Tatsuya Hishida, Kazunobu Shimizu
Sound Composer: Akito Nakatsuka, Yumiko Kanki
Course Designer: Kenji Miki
Programmer: Akio Hanyu, Satoru Iwata, Makoto Kanai
Technique: Yuzo Tsuji, Shizuo Yamabe, Masahiro Ohtake, Satoshi Yamato, Shuhei Kato, Masaki Ohashi

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65318&o=2

$end


$famicom_flop=fcgolfsp,
$bio

Family Computer Golf Special Course (c) 198? Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65319&o=2

$end


$famicom_flop=fcgolfuj,
$bio

Family Computer Golf Tournament - Japan Course (c) 198? Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65320&o=2

$end


$famicom_flop=fcgolfu,
$bio

ゴルフUSコース (c) 1987 Nintendo Company, Limited.
(Family Computer Golf U.S. Course)

- TECHNICAL -

Barcode: 4 902370 500547
Disk ID: FSC-GFUE

- TRIVIA -

Released on June 14, 1987 in Japan only.

- STAFF -

Executive Producer: Hiroshi Yamauchi
Producer: Masayuki Uemura
Director: Kenji Miki
Designer: Kazunobu Shimizu
Sound Composer: Akito Nakatsuka, Yumiko Kanki
Course Designer: Kenji Miki
Programer: Akio Hanyu, Satoru Iwata, Makoto Kanai
Technique: Yuzo Tsuji, Shizuo Yamabe, Masahiro Otake, Shuhei Kato, Satoshi Yamato, Masaki Ohashi

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65321&o=2

$end


$famicom_flop=othello,
$bio

Family Computer Othello [Model KWD-OTH] (c) 1986 Kawada

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65322&o=2

$end


$info=nes,
$bio

Family Computer [FAMICOM] (c) 1983 Nintendo Co., Ltd. 

Japanese 8-Bit video game console by Nintendo.

- TECHNICAL -

The FAMICOM was predominantly white plastic, with dark red trim. It featured a top-loading cartridge slot and grooves on both sides of the deck in which the hardwired game controllers could be placed when not in use. The FAMICOM featured a top-loading cartridge slot, a 15-pin expansion port located on the unit's front panel for accessories (as the controllers were hard-wired to the back of the console) and a red and white color scheme.

Included parts:
Family Computer [FAMICOM] [Model HVC-001]
AC/DC Power Adapter [Model HVC-002]
RF Switch [Model HVC-003]

- TRIVIA -

Following a series of arcade game successes in the early 1980s, Nintendo made plans to create a cartridge-based console called the Family Computer. Original plans called for an advanced 16-bit system which would function as a full-fledged computer with a keyboard and floppy disk drive, but Nintendo president rejected this and instead decided to go for a cheaper, more conventional cartridge-based game console as he felt that features such as keyboards and disks were intimidating to non-technophiles. A test model was constructed in October 1982 to verify the functionality of the hardware, after which work began on programming tools. Because 65xx CPUs had not been manufactured or sold in Japan up to that time, no cross-development software was available and it had to be produced from scratch. Early FAMICOM games were written on a system that ran on an NEC PC-8001 computer and LEDs on a grid were used with a digitizer to design graphics as no software design tools for this purpose existed at that time.

The code name for the project was 'GameCom', but Masayuki Uemura's wife proposed the name FAMICOM, arguing that "In Japan, 'pasokon' is used to mean a personal computer, but it is neither a home or personal computer. Perhaps we could say it is a family computer." Meanwhile, Nintendo président decided that the console should use a red and white theme after seeing a billboard for DX Antenna which used those colors.

Original plans called for the FAMICOM's cartridges to be the size of a cassette tape, but ultimately they ended up being twice as big. Careful design attention was paid to the cartridge connectors since loose and faulty connections often plagued arcade machines. As it necessitated taking 60 connection lines for the memory and expansion, Nintendo decided to produce their own connectors in-house rather than use ones from an outside supplier.

The game pad controllers were more-or-less copied directly from the Game & Watch machines, although the FAMICOM design team originally wanted to use arcade-style joysticks, even taking apart ones from American game consoles to see how they worked. However, it was eventually decided that children might step on joysticks left on the floor and their durability was also questioned. Katsuyah Nakawaka attached a Game & Watch D-pad to the Famicom prototype and found that it was easy to use and had no discomfort. Ultimately though, they did install a 15-pin expansion port on the front of the console so that an arcade-style joystick could be used optionally. The controllers were hard-wired to the console with no connectors for cost reasons.

The FAMICOM was released on July 15, 1983 in Japan for 14800 yen alongside three ports of Nintendo's successful arcade games Donkey Kong, Donkey Kong Jr. and Popeye.

Official Accessories:
[JP] Light Gun [Model HVC-005]
[JP] Family Basic Keyboard [Model HVC-007]
[JP] Data Recorder [Model HVC-008]
[JP] R.O.B. the Robot [Model HVC-012]
[JP] Famicom 3D System [Model HVC-031]
[JP] Network System [Model HVC-050]
[JP] Controller (Redesigned) [Model HVC-102]

Add-On releases:
[JP] "Family Computer Disk System [Model HVC-022]"

Export releases:
[US] [EU] "Nintendo Entertainment System [NES] [Model NES-001]"

- SERIES -

1. Family Computer [FAMICOM] [Model HVC-001] (1983)
2. Super Famicom [Model SHVC-001] (1990)
3. Nintendo 64 (1996)
4. Nintendo GameCube (2001)
5. Nintendo Wii (2006)
6. Nintendo Wii U (2012)

- STAFF -

System designed by: Masayuki Uemura

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82113&o=2

$end


$psx=familydi,
$bio

Family Diamond (c) 2002 Magnolia

- TECHNICAL -

[Model SLPS-03348]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85137&o=2

$end


$snes=famildogu,
$bio

Family Dog [Model SNS-D8-USA] (c) 1993 Malibu Games [THQ Division]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62989&o=2

$end


$snes=famildog,
$bio

Family Dog [Model SNSP-D8-EUR] (c) 1993 Malibu Games [THQ Division]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62988&o=2

$end


$adam_flop=ffeudqp,ffeudqpa,
$bio

Family Feud - Questions Pack (c) 1986 Family Co., The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82650&o=2

$end


$adam_flop=ffeudwrt,
$bio

Family Feud Writer (c) 1986 Walters Software Co.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82651&o=2

$end


$gba=famfeud,
$bio

Family Feud [Model AGB-B2FE-USA] (c) 2006 Global Star Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70643&o=2

$end


$snes=famfeuda,famfeud,
$bio

Family Feud [Model SNS-FN-USA] (c) 1993 GameTek

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62990&o=2

$end


$megadriv=famfeud,
$bio

Family Feud (c) 1993 GameTek

- TECHNICAL -

Game ID: T-83076

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57217&o=2

$end


$info=famlyfun,
$bio

Family Fun! [Model 120] (c) 1979 Game Plan.

- TECHNICAL -

Model Number : 120

- TRIVIA -

Released in April 1979.

- STAFF -

Design by : Ed Cebula, Wendell McAdams
Art by : Dick White

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5383&o=2

$end


$bbca_cass,bbcb_cass=famgames,
$bio

Family Games (c) 19?? IJK

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51412&o=2

$end


$cdi=familyg1,
$bio

Family Games I (c) 1995 Philips Interactive Media, Incorporated.

Here's a game collection for the whole family. It'll keep everyone glued to the screen for hours! Take your pick - Action and adventure, brain teaser or straightforward entertainment. There are ten great games:
Full Attack: Shoot them up.
Jokisen: Quest.
Where's That Sound: Sound memory game.
Skidkart: Small cars in a maze.
Captain Alphabet: Hangman.
Draw, Stamp and Color: Make drawings.
Superslide: Slide puzzle.
Morphon Invasion: Shoot 'm up, space invaders type.
Wizard: Pong.
Hot Rocks: 3-D Shoot them up, asteroids type.

- TECHNICAL -

Model 810 0215

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52874&o=2

$end


$cdi=familyg2,
$bio

Family Games II - Junk Food Jive (c) 1995 Philips Interactive Media, Incorporated.

If you like to flit around like a fly along dirty food residues, have to fight over the bill with your partner if you want to invent your own clever pizza topping, have had greater ambitions than smaller people or have painted (yes) your masterpiece on thick placemats, then you will feel quite at home here!

Contains 5 games:
Buzz-off: Shoot thdem up
Roomservice: Quest
Draw, Snack and Color: Make drawings
Going dutch: Pong
Exploding pizzas: A game of wit

- TECHNICAL -

Model 810 0269

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52875&o=2

$end


$sms=family,
$bio

Family Games (c) 1987 Sega Enterprises, Limited.

- TECHNICAL -

Game ID: G-1342

- TRIVIA -

Released on December 27, 1987 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55860&o=2

$end


$info=fg_110af,fg_110ag,fg_110ai,fg_110al,fg_120af,fg_120ag,fg_120ai,fg_120al,fg_300ai,fg_400a,fg_400ag,fg_700af,fg_700al,fg_800al,fg_1000af,fg_1000ag,fg_1000ai,fg_1000al,
$bio

Family Guy (c) 2007 Stern Pinball, Incorporated.

- TECHNICAL -

Stern S.A.M. System

Main CPU : Atmel AT91

- TRIVIA -

Family Guy was released in January 2007.

Produced by Pat Lawlor Design for Stern Pinball.

Based on the FOX Network's hit TV series.

- UPDATES -

V0.07FG - Jan-2007
- Pre-production Release - English and Spanish

V 1.00 - 1-Feb-2007
- Initial Release

V 1.01 - 2-Feb-2007
Family Guy Changes :
- added speech to fart multiball
- added a function to play sound later (due to negative delta problem with followup sound calls
- added raise death during multiball adjustment
- fixed how stewie end timer music is started
- uturn follow up speech is faster
- new game intro sounds
- Fixed Stewie pinball bugs by using just one state variable instead of many
- fixed Stewie multiball background staying up when it shouldn't've been
- added endball total calls to all the multiballs
- Stewie Multiball miniplayfield shots now score and make sounds when not giving jackpots
- Stewie Multiball miniplayfield flippers die when ball is drained.
- fixed German text size issues
- fixed French translations.

V 2.00 - 5-Feb-2007
Family Guy Changes :
- added tv static, right orbit, return lane, super griffin sounds
- fixed french text
- removed 'mini spot' lamp names
- added added, "start button no credit" sounds
- added added shoot again sounds
- added new shoot again sound f/x
- new 'TV is lit' sound
- added TV static speech
- added Fart Multiball lightshow

V 3.00 - 6-Feb-2007
Family Guy Changes :
- added Italian speech

V 4.00 - 13-Feb-2007
Family Guy Changes :
- added fart multiball intro/total sounds for family mode
- fixed/added missing foreign text
- fixed german text that was off screen on sexy party intro screen
- fixed german text for lois during end of ball bonus
- Fixed an error in the switch table that caused the bottom pop switch not to dispatch.
- added french, spanish, and german coil text
- Added and fixed some french adjustment text
- Changed when the lard bozo audit is chaulked
- Changed the number of beer cans needed when lard bozo is qualified (now set to 1)
- added crazy chris, chicken fight, super griffins awards, etc...
- added crazy chris speech
- fixed german speech errors
- added german speech
- added left ramp extra ball adjustment
- added more speech
- added adult setting to fart multiball intro
- added adult setting to stewie pinball startup speech
- stewie pinball total is now displayed on 3 lines
- added auto percentaging to left ramp extra ball lit rule
- added adult speech settings to "pops at max"
- added family settings to Fart Multiball
- added lard multiball intro sound
- added tilt warning, tilt speech
- added family setting to fart sounds for all switches during Fart Multiball
- added new crazy chris animation, new crazy chris award sounds
- added adult speech setting to beer can speech
- made german text fit better on end-of-ball bonus screen
- removed farts from drop targets for family mode
- added catostrophic miniplayfield timeout
- added some tech alerts for the miniplayfield
- miniplayfield tries to recover from error once after test mode is exited (before it would only try once after powerup).
- added missing italian speech
- added missing german 12k speech
- new german happy hour speech
- new german verison of "Shoot the left ramp"
- Miniplayfield should be pretty well bulletproofed at this point
- added accessibility and alarm counts to all switches
- added disable mini playfield adjustment
- broken switch compensation added for mini playfield targets
- gave consolation award for broken mini playfields
- added new fart/lard intro sounds, beer can sounds
- added mystery competion mode that works from a list of awards
- added audit for bozo lard multiball
- added audit for new game after recent bad game
- added stewie target sounds
- Chicken fight is no longer a video mode, it is a frenzy mode
- added background speech and punch sound effects to chicken fight
- disabled chicken fight adjustment (hasn't been removed yet).
- Added Lard bozo detection
- commented out unused speech phrases (needed memory for Italian)  
- stewie spot light is now on during pre/post stewie pinball
- stopped newton jackpot lamps from lighting during regular game play
- stopped clam kickout sounds in diagnostics 
System Changes :
- compression technique has changed from "any" to "*"
- Lowered the switch debounce times for the trough jam switch.
- Cleaned up the switch alert reporting.  Dedicated switches are now reported as D-N, where N is the dedicated switch number.
- Added alphabet characters to the 9x12 font.
- Removed 10x15 font, added 9X12 font.
- Finished implementing 'player competition mode'.

V 5.00 - 19-Feb-2007
Family Guy Changes :
- added new meg hit sound f/x
- added/fixed italian/german text
- added hidden skill shot
- added meg speech to super griffins
- added a brian speech line that had been commented out
- implemented shot counter for all modes; fixed a non-fatal in Ipecac Contest.
System Changes :
- The switch debounce close and open times for the trough jam switch have been changed from 2 to 1.  

V 6.00 - 23-Feb-2007
Family Guy Changes :
- added french speech
- added french/spanish text
- fixed bonus hold text during Drunken Clam (now it's Hold Bonus X)
- added drop target, drops completed sounds for family mode
- removed "head for the TV" speech when "PINBALL" was qualified but not available (i.e. when a multiball event is running?
- changed evil monkey award animation 
- Added TV Final mode
- removed some bog from the spinner.

V 7.00 - 26-Feb-2007
Family Guy Changes :
- new beers collected sound f/x
- fart mb switch scores are now scored and shown on the fart mb bg screen
- new collect beers display/sound f/x
- spanish speech added
- Lengthened TV Wizard Mode total page display and added sound to it
- Added sounds to TV Wizard mode.
- left return lane is now more responsive during fart mb
System Changes :
- Audits and adjustments now only make '-' and '+' button sounds if the audit and adjustment numbers and/or values actually change.

V 8.00 - 1-Mar-2007
Family Guy Changes :
- fixed spanish speech
- added default setting for extra easy thru extra hard rule installs
- added tournament info to attract mode
System Changes :
- changed asterisk from 7 to 5 pixels wide in the 5X10 font
- Tournament 'enter initials' display effect now displays asterisk characters for the PIN.

V 9.00 - 6-Mar-2007
Family Guy Changes :
- added dubai settings, added mode total transition sound, added new/bigger ramp sound 
- added penis car speech phrases to family mode
- removed fart sounds from spinner during Fart Multiball when "family mode" is set
- added drunken clam speech phrases to family mode
- added sexy party settings for dubia
- added fart multiball total speech phrases to family mode
- added lard multiball speech phrases to family mode
- added happy hour speech phrases to family mode
- added crazy chris speech phrases to family mode

V 10.00 - 22-Mar-2007
Family Guy Changes :
- Updated sperm attack (final mode) graphics.
- Added graphics to first 2 phases of Sperm Attack.
- Final Mode qualifying implemented.
- final mode lamp effects added.
- added Game Intro speech phrases.
- added flag art.
- added more funny speech phrases.
- added final mode music.
- Final mode added.
System Changes :
- Made tilt debounce longer to avoid quick danger/danger/tilt scenarios that occur when nudging the game 1 time.  
- Increased the heap size.
- Added sound effects for USB update complete and USB update error.
- Added new 'download compete' sound.
- Fixed a bug in 'sys_lamp_matrix_free()'.
- Added copyright tool.
- Added translations for the 'lost ball recovery' adjustment.

V 11.0 - 27-Jun-2007
Family Guy Changes :
- added stewie motor test.
- Changed scoring for beer can collect.
- Fixed some issues with mini-playfield inactivity detection, added an adjustment to turn off auto-disabling if it's still a problem; mode shot counts now reset each time the mode is played so that tv wizard scoring doesn't get obnoxiously high.
- added a delay after completing the 4 bank drop targets to reduce balls from being launched into the glass  
- Stewie Multiball starts are now audited
- new graphics, speech added
System Changes :
- Ball save is now expedited via an outlane switch.
- Fixed a bug in the USB write file code that could appear when spanning FAT clusters. Optimized several USB file operations so that they are more efficient and run faster.
- Removed the 12v lockup code. This is no longer useful.
- Got rid of extra 0 at the end of a minor version.
- Added instant info modules.
- Factory default USA pricing is now USA10 (1/$0.75, 2/$1.50, 3/$2.00). Tournament prize pool bump upped to $0.50 (from $0.25).
- Fixed several USB bugs.
- Fixed a problem with the 'total plays' audit.
- Fixed a bug with audit dump.
- Fixed the extra ball crash bug. This would happen when the maximum number of extra balls was exceeded and the game programmer had specified extra ball points.

- STAFF -

Designer : Pat Lawlor
Artwork : John Youssi, Margaret Hudson
Music : David D. Thiel
Sound Effects : David D. Thiel
Custom Speech Direction : David D. Thiel
Custom Speech : Seth MacFarlane (six characters)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=10478&o=2

$end


$info=sc5fgbh,sc5fgbha,sc5fgbhb,sc5fgbhc,
$bio

Family Guy - Booze Hound (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR3306]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42594&o=2

$end


$info=sc5fggp,sc5fggpa,sc5fggpb,sc5fggpc,sc5fggpd,sc5fggpe,sc5fggpf,sc5fggpg,
$bio

Family Guy - Griffin Plumbing (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR3301]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42595&o=2

$end


$info=sc5fguy,sc5fguya,sc5fguyb,sc5fguyc,sc5fguyd,sc5fguye,sc5fguyf,sc5fguyg,
$bio

Family Guy (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR3213]
[Scorpion 5]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42596&o=2

$end


$info=sc4fguy,sc4fguya,sc4fguyb,sc4fguyc,sc4fguyd,sc4fguye,
$bio

Family Guy (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR3233]

[Scorpion 4]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43021&o=2

$end


$gameboy=famjock2,
$bio

Family Jockey 2 - Meiba no Kettou [Model DMG-FVJ] (c) 1993 Namco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65970&o=2

$end


$gameboy=famjocky,
$bio

Family Jockey [Model DMG-FJJ] (c) 1991 Namco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65969&o=2

$end


$nes=famjocky,
$bio

?????????? (c) 1987 Namco, Limited.
(Family Jockey)

- TECHNICAL -

Model NAM-FJ-3900

- TRIVIA -

Released on April 24, 1987 in Japan.

- STAFF -

PROGRAMED BY: T. FUKUMOTO, HARUHISA UDAGAWA, KUMI HANAOKA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54055&o=2

$end


$nes=famimj,famimj1,
$bio

Family Mahjong (c) 1987 Namco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54056&o=2

$end


$nes=famimj2,
$bio

Family Mahjong II - Shanghai e no Michi (c) 1988 Namco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54057&o=2

$end


$nes=famipinb,
$bio

Family Pinball (c) 1989 Namco, Limited.

- TRIVIA -

Family Pinball was released on March 24, 1989 in Japan.

Export releases:
[US] "Rock'n Ball [Model NES-R4-USA]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54058&o=2

$end


$nes=famiquiz,
$bio

Family Quiz - 4-nin wa Rival (c) 1988 Athena Co. Ltd.

- TRIVIA -

Released on November 16, 1988 in Japan.

- STAFF -

Produce: S.N
Picture: M.E
Music: S.S
Quiz: Y.I, S.O
Program: K.I, T.O, Z.Y

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54059&o=2

$end


$nes=famischl,
$bio

Family School (c) 19?? Tokyo Shoseki

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54060&o=2

$end


$nes=famitenn,
$bio

Family Tennis (c) 1987 Namco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54061&o=2

$end


$gba=famitenn,
$bio

Family Tennis Advance [Model AGB-AATJ-JPN] (c) 2002 Namco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70644&o=2

$end


$nes=train1aw,train1aw1,
$bio

Family Trainer 1 - Athletic World (c) 1986 Bandai

- TRIVIA -

Released on November 12, 1986 in Japan.

Export releases:
[US] "Athletic World [Model NES-AW-USA]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54062&o=2

$end


$nes=trai10rk,
$bio

Family Trainer 10 - Rairai Kyonsees (c) 1989 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54064&o=2

$end


$nes=trai10rkp,
$bio

Family Trainer 10 - Rairai Kyonsees (c) 1989 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54065&o=2

$end


$nes=train2rs,
$bio

Family Trainer 2 - Running Stadium (c) 1986 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54066&o=2

$end


$nes=train3as,
$bio

Family Trainer 3 - Aerobics Studio (c) 1987 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54067&o=2

$end


$nes=train4jr,
$bio

Family Trainer 4 - Jogging Race (c) 1987 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54068&o=2

$end


$nes=train5md,
$bio

Family Trainer 5 - Meiro Daisakusen (c) 1987 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54069&o=2

$end


$nes=train6mp,
$bio

Family Trainer 6 - Manhattan Police (c) 1987 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54070&o=2

$end


$nes=train7d,
$bio

Family Trainer 7 - Daiundoukai (c) 1987 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54071&o=2

$end


$nes=train8ft,
$bio

Family Trainer 8 - Totsugeki! Fuuun Takeshi-Jou (c) 1987 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54072&o=2

$end


$nes=train9f2,
$bio

Family Trainer 9 - Totsugeki! Fuun Takeshi-Jou 2 (c) 1988 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54073&o=2

$end


$famicom_flop=famimag1,
$bio

Famimaga Disk Vol. 1 ?? (c) 1990 Tokuma Shoten Intermedia, Incorporated.
(Famimaga Disk Vol. 1 - Hong Kong)

- TECHNICAL -

Disk ID: GTS-HKD

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65323&o=2

$end


$famicom_flop=famimag2,
$bio

Famimaga Disk Vol. 2 - Panic Space [Model GTS-PSD] (c) 1990 Tokuma Shoten Intermedia, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65324&o=2

$end


$famicom_flop=famimag3,famimag3a,
$bio

Famimaga Disk Vol. 3 - All 1 [Model GTS-ALD] (c) 1991 Tokuma Shoten Intermedia, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65325&o=2

$end


$famicom_flop=famimag4,
$bio

Famimaga Disk Vol. 4 - Clox [Model GTS-CKD] (c) 1991 Tokuma Shoten Intermedia, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65326&o=2

$end


$famicom_flop=famimag6,
$bio

Famimaga Disk Vol. 6 - Janken Disk Shiro [Model GTS-JKD] (c) 1992 Tokuma Shoten Intermedia, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65328&o=2

$end


$nes=famist89,
$bio

Famista '89 - Kaimaku Ban!! (c) 1989 Namco, Limited.

- TECHNICAL -

Model NAM-FS89-4900

- TRIVIA -

Released on July 28, 1989 in Japan.

- TIPS AND TRICKS -

Secret message: At the title screen, hold A + B, then press Start. A staff screen will appears.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54074&o=2

$end


$nes=famist90,
$bio

ファミスタ'90 (c) 1989 Namco, Limited.
(Famista '90)

- TRIVIA -

Famista '90 was released on December 19, 1989 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54075&o=2

$end


$nes=famist91,
$bio

Famista '91 (c) 1990 Namco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54076&o=2

$end


$nes=famist92,
$bio

Famista '92 (c) 1991 Namco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54077&o=2

$end


$nes=famist93,
$bio

Famista '93 (c) 1992 Namco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54078&o=2

$end


$nes=famist94,
$bio

Famista '94 (c) 1993 Namco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54079&o=2

$end


$gameboy=famista2,
$bio

Famista 2 [Model DMG-FDJ] (c) 1992 Namco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65972&o=2

$end


$gameboy=famista3,
$bio

Famista 3 [Model DMG-N3J] (c) 1993 Namco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65973&o=2

$end


$n64=famista,
$bio

Famista 64 (c) 1997 Namco, Limited.

- TECHNICAL -

Model NUS-NFSJ

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57703&o=2

$end


$gba=famista,
$bio

Famista Advance [Model AGB-AN7J-JPN] (c) 2002 Namco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70645&o=2

$end


$gameboy=famista,
$bio

Famista [Model DMG-FSJ] (c) 1990 Namco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65971&o=2

$end


$info=smi2156,smi2168,smi2169,smi2170,smi2171,smi2172,
$bio

Famous Bar (c) 200? Bally Gaming, Incorporated.

3-Coin Buy-A-Pay slot.

- UPDATES -

* SMI # 2156
Part Number: E871411X-05
Art Form: RF4-5001
Max-Coin Percentage: 88,01%

* SMI # 2168
Part Number: E871511X-05
Art Form: RF4-5001
Max-Coin Percentage: 89,99%

* SMI # 2169
Part Number: E871611X-05
Art Form: RF4-5001
Max-Coin Percentage: 92%

* SMI # 2170
Part Number: E871711X-05
Art Form: RF4-5001
Max-Coin Percentage: 94%

* SMI # 2171
Part Number: E871811X-05
Art Form: RF4-5001
Max-Coin Percentage: 96%

* SMI # 2172
Part Number: E869621X-05
Art Form: RF4-5001
Max-Coin Percentage: 97,5%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=45292&o=2

$end


$pc8801_cass=fanfun,fanfuna,
$bio

Fan Fun (c) 1983 Enix, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91221&o=2

$end


$pc8801_flop=fanfun,
$bio

Fan Fun (c) 1983 Enix, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91757&o=2

$end


$nes=fankong,
$bio

Fan Kong Jing Ying (c) 19?? HengGedianzi [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76770&o=2

$end


$nes=fancybro,
$bio

Fancy Bros. (c) 19?? Unknown.

A pirate hack of "Super Mario Bros.".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65161&o=2

$end


$info=ss4739,ss4740,ss4741,ss0206,ss4742,ss4743,ss4744,
$bio

Fancy Fruits (c) 199? IGT [International Game Technologies].

- UPDATES -

SS4739
SS4740
SS4741
SS0206
SS4742
SS4743
SS4744

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=45980&o=2

$end


$gba=fancypoc,
$bio

Fancy Pocket [Model AGB-AJEJ-JPN] (c) 2002 Jorudan Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70646&o=2

$end


$pc8801_flop=fancypro,
$bio

Fancy Promenade (c) 1987 Soft Forum

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91758&o=2

$end


$x68k_flop=fancyqix,
$bio

Fancy Qix (c) 1990 AHS [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87514&o=2

$end


$info=fncywld,
$bio

Fancy World - Earth of Crisis (c) 1996 Unico Electronics.

A cutesy platform game.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.58 Mhz), OKI6295 (@ 7.757 Khz)

Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

This game is more like a bootleg or hack than an original game; some game code is taken directly from Data East's "Tumble Pop".

- STAFF -

Program part : Oh Se Bong
Scenario part : Na Jong Yong
Graphic part : Kim Uk Hyun, Nam Ki Sung
Hardware part : Hong Seog Gil
Music & Sound : Suk Youn Joo
Director : Nam Nam Ki

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=803&o=2

$end


$pc8801_flop=fangs,
$bio

Fangs (c) 1991 Enix, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91759&o=2

$end


$msx1_cass=fankpunk,fankpunka,
$bio

Fanky Punky (c) 1987 PJ Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94634&o=2

$end


$info=fantasia,fantasiaa,fantasiab,fantasian,
$bio

Fantasia (c) 1994 Comad Industry Company, Limited.

Fantasia is a "Qix"-style adult puzzle game modeled heavily after the Kaneko game "Gals Panic!". It features photographic images of both Japanese and western models. The objective is to reveal 80% of the silhouetted girl's image within the time limit while avoiding the enemies.

To complicate things, there is a bar with a pointer at the top of the screen. If the pointer dips below a certain level (indicated by the change in color) the image will change to that of a monster. The pointer slowly creeps towards the monster side of the bar over time and moves dramatically towards the monster side whenever the player reveals a significant piece of the silhouette. Revealing the un-silhouetted part of the image moves the pointer back towards the girl side of the bar. If a round is completed while the monster's image is shown then the round must be repeated.

- TECHNICAL -

Main CPU : Motorola 68000
Sound Chips : OKI6295

Players : 2
Control : 8-way joystick
Buttons : 1

- TRIVIA -

Fantasia was released on March 07, 1994

The celebrity portraits :
Arnold Schwarzenegger (The Terminator)
Bruce Willis (Hudson Hawk)
Michael Jackson
Peter Weller (RoboCop)
Sylvester Stallone
Harrison Ford (Indiana Jones)

- SERIES -

1. Fantasia (1994)
2. Super Model (1994)
3. New Fantasia (1995)
4. Fantasia II (1997)
5. WOW Fantasia (2001)
6. WOW New Fantasia (2002)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=804&o=2

$end


$cpc_cass=fantasia,fantasia01,
$bio

Fantasia Diamond (c) 1984 Hewson Consultants

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96232&o=2

$end


$bbca_cass,bbcb_cass=fantdiam,
$bio

Fantasia Diamond (c) 19?? Hewson

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51820&o=2

$end


$info=fantsia2,fantsia2a,fantsia2n,
$bio

Fantasia II (c) 1997 Comad.

An adult variation - one of several released by the company - of the 1981 Taito classic, "Qix" (and, latterly, "Gal Panic" from Kaneko), in which players must 'colour in' sections of the background in order to reveal a digitised picture of a naked woman in an erotic pose. Like "Qix" and its sequels, Fantasia's levels are populated with a number of enemies who must be avoided or destroyed. As well as the enemies, players are also fighting against a tight time limit.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound Chips : OKI6295 (@ 12 Khz)

Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 33792

Players : 2
Control : 8-way joystick
Buttons : 1

- SERIES -

1. Fantasia (1994)
2. Super Model (1994)
3. New Fantasia (1995)
4. Fantasia II (1997)
5. WOW Fantasia (2001)
6. WOW New Fantasia (2002)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=805&o=2

$end


$megadriv=fantasia1,fantasia,
$bio

Fantasia (c) 1991 Sega Enterprises, Ltd.

- TECHNICAL -

Game ID: 1021-50
Cartridge ID: 670-1600-50
Cover ID: 670-1601-50

- TRIVIA -

Released on November 23, 1991 in Europe.

Reviews:
September 1991 - Consoles + N.1 [FR]: 71/100
October 1991 - Joypad N.1 [FR]: 76/100

Export releases:
[US]  "Fantasia [Model 1021]"
[JP] "Fantasia [Model G-4061]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93904&o=2

$end


$pc98=fantsian,
$bio

Fantasian (c) 1985 Xtal Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89462&o=2

$end


$pc8801_flop=fantsian,
$bio

Fantasian (c) 1985 Xtal Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91760&o=2

$end


$x1_flop=fantsian,
$bio

Fantasian X1 (c) 1985 Xtal Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85978&o=2

$end


$saturn,sat_cart=fantstep,
$bio

Fantastep (c) 1997 Jaleco Company, Limited. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59118&o=2

$end


$info=fantastc,
$bio

Fantastic (c) 198? Taito do Brazil.

This seems to be a bootleg version of Galaga, but it runs on Galaxian's hardware. The game is pretty slow and the movement isn't as realistic.

- TECHNICAL -

Main CPU: Zilog Z80 (3.072 Mhz)
Sound Chips: 2x General Instrument AY-3-8910-A

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11934&o=2

$end


$gba=fant4fonu,
$bio

Fantastic 4 - Flame On [Model AGB-BBH4E-USA] (c) 2005 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70649&o=2

$end


$gba=fant4fon,
$bio

Fantastic 4 - Flame On [Model AGB-BH4P] (c) 2005 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70648&o=2

$end


$gba=fant4u,fant4,fant4a,fant4i,
$bio

Fantastic 4 [Model AGB-BF4E-USA] (c) 2005 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70647&o=2

$end


$gba=fantchld,
$bio

Fantastic Children [Model AGB-BFCJ-JPN] (c) 2005 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70650&o=2

$end


$pc8801_flop=20x12,
$bio

Fantastic Cubic Part IV - Twenty by Twelve (c) 1983 OAK [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91761&o=2

$end


$sms=fantdizz,
$bio

Fantastic Dizzy (c) 1993 Codemasters Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56019&o=2

$end


$gamegear=fantdizz,
$bio

Fantastic Dizzy (c) 1993 Codemasters Software

- TIPS AND TRICKS -

* Extra Life: Pause the game, then press 2, Leftx4, 2. Unpause and you have an extra life. This code can only be used once!

- STAFF -

Game Design by : The Oliver Twins, Peter Williamson
Program : Paul Griffiths, Lyndon Sharp
Graphics : Leigh Christian
Music : Lyndon Sharp

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64589&o=2

$end


$megadriv=fantdizz,fantdizz1,
$bio

Fantastic Dizzy (c) 1993 The Codemasters Software Company, Limited.

- TRIVIA -

Reviews:
[FR] October 1993 - Consoles + N.24: 78%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71158&o=2

$end


$amigaocs_flop=fantdizz,
$bio

Fantastic Dizzy (c) 1993 Codemasters Software Company, Limited., The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74035&o=2

$end


$pc8801_flop=fanteatr,fanteatra,
$bio

Fantastic Eaters (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91762&o=2

$end


$info=fantjour,fantjoura,
$bio

Fantastic Journey (c) 1994 Konami.

Export release. Game developed in Japan. See the original Japanese release entry for more information about the game itself; "Gokujyou Parodius! Kako no Eikou wo Motomete [Model GX321]".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=806&o=2

$end


$gba=fantmarc,
$bio

Fantastic Märchen - Cake-ya-san Monogatari + Doubutsu Chara Navi Uranai Kosei Shinri Gaku [Model AGB-AAXJ-JPN] (c) 2002 Culture Brain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70651&o=2

$end


$ngpc=cottonj,
$bio

Fantastic Night Dreams Cotton [Model NEOP00800] (c) 2000 Success

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82531&o=2

$end


$ngpc=cotton,
$bio

Fantastic Night Dreams Cotton [Model NEOP01050] (c) 2000 SNK Corp. [Shin Nihon Kikaku] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82530&o=2

$end


$a800=fvoyage,
$bio

Fantastic Voyage (c) 1982 Sirius

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86543&o=2

$end


$a2600=fvoyage,
$bio

Fantastic Voyage (c) 1982 20th Century Fox.

You and your submarine are to be injected into the bloodstream of a critically ill patient. Your mission is to blast your way through several phases of artery obstacles and destroy a life threatening Blood Clot.

- TECHNICAL -

Model 11008

- TIPS AND TRICKS -

HINTS FROM THE DESIGNER...
* Avoid the walls. Not only are the Antibodies dangerous, they also cut down the chance that an Enzyme will appear.

* Get close to the Bacteria and the Blood Clot. This allows your laser to shoot faster. Try to hit each Bacterium at least once, but don't waste too much time on them. Time is your biggest enemy.

* Be ready for each new phase, since each requires a different strategy.

* Watch the Heart Monitor. If it begins to go flat, you'll want to speed 
ahead instead of shooting for more points.

- STAFF -

Developed by Sirius Software.

Programmer: David Lubar

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50465&o=2

$end


$cpc_cass=fntvoyag,
$bio

Fantastic Voyage [Model SOFT 984] (c) 1985 Amsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99632&o=2

$end


$info=fantasy,fantasyj,
$bio

Fantasy (c) 1981 SNK.

You must rescue your girlfriend from the bad pirate who has stolen her from your island love nest. Then, rescue her from other kidnappers until you are reunited with her for good.

- TECHNICAL -

Main CPU : MOS Technology M6502 (@ 930 Khz)
Sound Chips : Custom (@ 930 Khz), SN76477 (@ 930 Khz)

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 61 Hz
Palette colors : 64

Players : 2
Control : 8-way joystick

- TRIVIA -

According to the book Gamers: Writers, Artists, and Programmers on the Pleasures of Pixels, this was the first arcade game to have a continue feature.

Released in October 1981 by SNK. Later licensed to Rock-Ola for manufacture and distribution in the USA (February 1982) (as "Fantasy [Model G-202]")

Rob Howes holds the official record for this game with 269,220 points.

- PORTS -

* Computers :
TI99

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=807&o=2

$end


$ti99_cart=fantasy,
$bio

Fantasy (c) 1983 Texas Instruments

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84582&o=2

$end


$info=fantsy95,
$bio

Fantasy '95 (c) 1995 Hi-max Technology.

Rip-off of "Gals Panic!", featuring 'adult' photographs instead of the cartoon imagery. Looks like a hack of the "Fantasia" series made to include some beefcake, for the ladies.

- TECHNICAL -

Game ID : COMAD-0953

Main CPU : Motorola 68000 (@ 10 Mhz)
Sound Chips : OKI6295 (@ 12 Khz)

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 33792

Players : 2
Control : 8-way joystick
Buttons : 1

- TRIVIA -

The player can choice a famous Korean comedian, Hyung-rae Shim, who also directed some movies such as 'Yonggary' (aka 'Reptilian' in US) and 'D-war'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=808&o=2

$end


$info=m1fantfb,m1fantfba,m1fantfbb,m1fantfbc,m1fantfbd,m1fantfbf,m1fantfbg,m1fantfbh,m1fantfbj,m1fantfbk,m1fantfbl,
$bio

Fantasy Football (c) 199? Maygay.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40210&o=2

$end


$info=ffortune,
$bio

Fantasy Fortune (c) 1998 Aristocrat.

A 5-reel 9-line video slot machine.

- TECHNICAL -

Aristocrat MKIV hardware.
Video resolution : 304x216

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=18163&o=2

$end


$pc98=fknight,
$bio

Fantasy Knight (c) 1988 Systemsoft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89463&o=2

$end


$info=fantland,fantlanda,
$bio

Fantasy Land (c) 199? Electronic Devices.

A side scrolling platform game.

- TECHNICAL -

Main CPU : I8086 (@ 8 Mhz)
Sound CPU : I8086 (@ 8 Mhz)
Sound Chips : Yamaha YM2151 (@ 3 Mhz), DAC (@ 3 Mhz)

Screen orientation : Horizontal
Video resolution : 352 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 256

Players : 2
Control : 8-way joystick
Buttons : 2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=809&o=2

$end


$amigaocs_flop=fantmang,
$bio

Fantasy Manager - The Computer Game (c) 1994 Anco

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74036&o=2

$end


$pc8801_flop=fantrop,fantropa,
$bio

Fantasy Rop (c) 1988 Studio Panther [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91763&o=2

$end


$x68k_flop=fantsht,
$bio

Fantasy Shooting (c) 1989 Michael Co. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87515&o=2

$end


$pcecd=fssoldr,
$bio

Fantasy Star Soldier (c) 199? Inter State

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58491&o=2

$end


$amigaocs_flop=fwdizzy,
$bio

Fantasy World Dizzy (c) 1991 Codemasters Software Company, Limited., The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74037&o=2

$end


$msx1_cart=fantzonek,
$bio

Fantasy Zone (c) 1987 Zemina.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76735&o=2

$end


$nes=fantzone,
$bio

Fantasy Zone (c) 1989 Tengen

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55132&o=2

$end


$sms=fantzonm,
$bio

Fantasy Zone - The Maze (c) 1987 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56021&o=2

$end


$gamegear=fantzone,
$bio

Fantasy Zone Gear - OpaOpa Jr. no Bouke (c) 1991 Sanritsu.

- TECHNICAL -

[Model T-44017]

- TRIVIA -

Fantasy Zone Gear was released on July 19, 1991 in Japan.

Reviews:
September 1991 - Consoles + N.1 [FR]: 64/100

- TIPS AND TRICKS -

* Config mode: During the opening screen, when the title has completely appeared, press Up, Right, Down, Left, 1, 2, 1, 2, START. 

* Invincibility: In the Config menu, select Mode option and press Left+1+2 to access the "Undead" option.

- SERIES -

1. Fantasy Zone (1986, ARC)
2. Fantasy Zone II - Opa Opa no Namida [Model G-1329] (1987, Mark III)
3. Opa Opa [Model G-1343] (1987, Mark III)
4. Fantasy Zone Gear - OpaOpa Jr. no Bouken [Model T-44017] (1991, Game Gear)
5. Space Fantasy Zone (1991, PC-Engine CD)
6. Super Fantasy Zone (1993, Mega Drive)
7. Fantasy Zone II - The Tears of Opa-Opa (2008, PS2)

- STAFF -

Main Planner : Masakazu Sato
Planner : May, Yama
Programmer : Dirty, Teiou
Main Graphic : Yama
Graphic : Masakazu Sato, Nao, Nobuo Matsushima
Sound : Youko (Nasu) Wada

- PORTS -

* Consoles :
Sega Game Gear (JP] (July 23, 1993) "Fantasy Zone Gear - OpaOpa Jr. no Bouken [Meisaku Collection] [Model G-3225]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48400&o=2

$end


$gamegear=fantzoneu,
$bio

Fantasy Zone Gear (c) 1991 Sega Enterprises, Limited.

- TECHNICAL -

Cartridge ID: 2319

- TRIVIA -

Reviews:
October 1991 - Joypad N.1 [FR]: 66/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64590&o=2

$end


$sms=fantzon2j,
$bio

ファンタジーゾーンII オパオパの涙 (c) 1987 Sega Enterprises, Limited.
(Fantasy Zone II - Opa Opa no Namida)

- TECHNICAL -

Game ID: G-1329

- TRIVIA -

Released on October 17, 1987 in Japan.

- SERIES -

1. Fantasy Zone (1986, ARC)
2. Fantasy Zone II - Opa Opa no Namida [Model G-1329] (1987, Mark III)
3. Opa Opa [Model G-1343] (1987, Mark III)
4. Fantasy Zone Gear - OpaOpa Jr. no Bouken [Model T-44017] (1991, Game Gear)
5. Space Fantasy Zone (1991, PC-Engine CD)
6. Super Fantasy Zone (1993, Mega Drive)
7. Fantasy Zone II - The Tears of Opa-Opa (2008, PS2)

- PORTS -

* Others :
Arcade

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55861&o=2

$end


$nes=opaopa,
$bio

Fantasy Zone II - Opa-Opa no Namida (c) 1988 Sunsoft.

- TECHNICAL -

Game ID: SS12-5500
Barcode: 4 907940 100226

- TRIVIA -

Fantasy Zone II was released on December 20, 1988 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54080&o=2

$end


$sms=fantzon2,
$bio

Fantasy Zone II - The Tears of Opa-Opa (c) 1987 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56022&o=2

$end


$info=fantzn2,
$bio

Fantasy Zone II - The Tears of Opa-Opa (c) 1988 Sega.

Once again you control Opa-Opa, a pretty colored ship with wings on its side and must destroy the large creatures in each world before moving on to the next. Your task becomes difficult by other small creatures that happen to pass by. If you destroy a large creature, they will drop a dollar bill, which you can pick up and use at the shop to buy items and powerful weapons such as laser beams, x-way shots, and big wings. Another way to get money is to shoot certain kinds of enemies all in a row.

- TECHNICAL -

Runs on the Sega "System E" hardware.

Main CPU: Zilog Z80
Sound Chips: (2x) Texas Instruments SN76496

- TRIVIA -

This is an enhanced adaptation of the Sega Master System game. It was released in 1988, a year after its console counterpart, and adapted for the arcade by Sunsoft, who also handled the Famicom ports of the Fantasy Zone games in Japan.

This version is very similar to the Sega Master System version on which it is based. The graphics and sound are seemingly identical, but a few changes have been made. There is a timer that forces the player to progress quickly through the stages, and counters that show which targets have been destroyed, like those in the first game. There are also new end-of-level scoring bonuses.

- SERIES -

1. Fantasy Zone (1986, ARC)
2. Fantasy Zone II - Opa Opa no Namida [Model G-1329] (1987, Mark III)
3. Opa Opa [Model G-1343] (1987, Mark III)
4. Fantasy Zone Gear - OpaOpa Jr. no Bouken [Model T-44017] (1991, Game Gear)
5. Space Fantasy Zone (1991, PC-Engine CD)
6. Super Fantasy Zone (1993, Mega Drive)
7. Fantasy Zone II - The Tears of Opa-Opa (2008, PS2)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=811&o=2

$end


$msx2_flop=fantzon2,fantzon2a,
$bio

Fantasy Zone II - The Tears of Opa-Opa (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101656&o=2

$end


$info=fantzn2x,fantzn2xp,
$bio

Fantasy Zone II - The Tears of Opa-Opa (c) 2008 Sega Enterprises, Limited.

- TECHNICAL -

System 16C

- TRIVIA -

This version was released in September 2008.

- TIPS AND TRICKS -

There are 3 possible endings:

Bad Ending: Finish the game going through all the Bright Side zones. You will turn into dark Opa-Opa, defeat the good Opa-Opa and you'll get the bad ending.

Good Ending: Finish the game going through all the Dark Side zones. Your ship will be the good Opa Opa, defeat the dark Opa-Opa and you'll get the good ending.

Best Ending: Same condition as the good ending, but make sure you buy the Drop Tear. After defeating the dark Opa-Opa, while he's flashing, hold button 2 & 3 to use the Drop Tear on him. If you destroy him with the Tear, you'll get the best ending.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48550&o=2

$end


$msx2_cart=fantzon2,fantzon2a,
$bio

Fantasy Zone II - The Tears of Opa-Opa (c) 1987 Pony Canyon, Incorporated.

- TECHNICAL -

Game ID: R68Y5815

- TRIVIA -

Original price: 6800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51293&o=2

$end


$info=mt_fz,
$bio

Fantasy Zone (c) 1987 Sega Enterprises, Limited.

- TECHNICAL -

Runs on the "Mega-Tech System" hardware.
Cartridge ID: 610-0239-09

- TRIVIA -

Fantasy Zone for Mega-Tech was known as the 9th video game made for this System.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=38478&o=2

$end


$info=fantzone,fantzone1,fantzonep,fantzonepr,fantzoneta,
$bio

Fantasy Zone (c) 1986 Sega Enterprises, Limited.

The Fantasy Zone is under attack by an army of ruthless, yet undeniably cute, alien enemies. A fearless space fighter by the name of 'Opa-opa' (a craft that is as cute as the game's enemies, featuring wings and feet - the latter appearing whenever the player flies down to ground level at the bottom of the screen) must stop the alien invasion to restore peace to the Fantasy Zone, as well as finding his missing father, 'Opapa', in the process.

Each level has a number of large, enemy generating ships, that produce a constant stream of enemies to attack the player. While the enemies the generators produce can either be shot or avoided, the generators themselves MUST be destroyed. Once the generators are gone, an end-of-level ship will appear that must be beaten to complete the level.

Fantasy Zone is rendered with the surreal, brightly coloured graphics that typify many Japanese videogames; with an equally abstract approach to in-game weapons: with that cartoon comedy staple, the 'anvil', making an appearance.

- TECHNICAL -

Runs on the Sega "System 16A" hardware.
Game ID: 317-5000

Players: 2
Control: 8-way joystick
Buttons: 2

- TRIVIA -

Fantasy Zone was released in March 1986.

The game's main character Opa-opa makes a cameo in 'Zillion' a science fiction anime T.V. series from the 80's, and in the Sega Dreamcast games Shenmue (1999) and Shenmue 2 (2001) as a collectable figurine.

The Stage 1 music was recycled in the Sega Mega Drive role-playing-game "Phantasy Star 4".

The shop music in Fantasy Zone, is recycled in several other Sega games such as 1988's Hot Rod, 1989's Out Run Turbo, and the Sega Genesis/Mega Drive port of Super Hang-On (the tune plays in the shop which is in the console exclusive career mode).

Soundtrack releases :
[JP] Feb 25, 1987 - Sega Game Music Vol.2 [28XA-108]
[JP] Oct 18, 2000 - Sega Game Music Vol.2 [Legend Series] [SCDC-00052]
[JP] Sep 11, 2008 - Fantasy Zone Ultra Super Big Maximum Great Strong Complete Album [WM-0604~7]

- UPDATES -

The music is incomplete in early Japanese version and completed in the US version.

- SERIES -

1. Fantasy Zone (1986, ARC)
2. Fantasy Zone II - Opa Opa no Namida [Model G-1329] (1987, Mark III)
3. Opa Opa [Model G-1343] (1987, Mark III)
4. Fantasy Zone Gear - OpaOpa Jr. no Bouken [Model T-44017] (1991, Game Gear)
5. Space Fantasy Zone (1991, PC-Engine CD)
6. Super Fantasy Zone (1993, Mega Drive)
7. Fantasy Zone II - The Tears of Opa-Opa (2008, PS2)

- STAFF -

Director/Main Planner: Yoji Ishii
Main Programmer: Shuichi Katagi
Music : Hiroshi Miyauchi

- PORTS -

* Consoles :
Sega Mark III [JP] (June 15, 1986) "Fantasy Zone [Model G-1301]"
Nintendo Famicom [JP] (July 17, 1987) "Fantasy Zone [Model SS8-5300]"
NEC PC-Engine [JP] (October 14, 1988) "Fantasy Zone [Model H49G-1001]"
Sega Saturn [JP] (February 21, 1997) "Fantasy Zone [Sega Ages] [Model GS-9136]"
Sony PlayStation 2 [JP] (August 28, 2003) "Fantasy Zone [Sega Ages 2500 Vol.3] [Model SLPM-62366]"
Sony PlayStation 2 [JP] (September 28, 2008) "Fantasy Zone Complete Collection [Sega Ages 2500 Vol.33] [Model SLPM-62780]"
Microsoft XBOX 360 [US] (February 10, 2009) as an unlockable extra in "Sonic's Ultimate Genesis Collection [Model 68034]" 
Sony PlayStation 3 [KO] (February 10, 2009) as an unlockable extra in "Sonic's Ultimate Genesis Collection" by SCEI
Sony PlayStation 3 [US] (February 10, 2009) as an unlockable extra in "Sonic's Ultimate Genesis Collection [Model BLUS-30259]" 
Microsoft XBOX 360 [EU] (February 20, 2009) as an unlockable extra in "SEGA Mega Drive Ultimate Collection [Model 384-40210]" 
Sony PlayStation 3 [EU] [AU] (February 20, 2009) as an unlockable extra in "SEGA Mega Drive Ultimate Collection [Model BLES-00475]" 
Microsoft XBOX 360 [AU] (February 26, 2009) as an unlockable extra in "Sega Mega Drive Ultimate Collection" 

* Computers :
MSX [JP] (1986) "Fantasy Zone [Model R55X5812]"
Sharp X68000 [JP] (August 4, 1989) "Fantasy Zone [Model DP-3205012]"
Microsoft Windows 98 [JP] (1998) "Memorial Selection [Model HCJ-0147]"

* Others :
Mobiles phones (2002)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=810&o=2

$end


$x68k_flop=fantzone,
$bio

Fantasy Zone (c) 1989 Micomsoft.

- TECHNICAL -

[Model DP-3205012]

- TRIVIA -

Fantasy Zone for X68000 was released on August 04, 1989 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48395&o=2

$end


$sms=fantzone,fantzonej,fantzone1,
$bio

ファンタジーゾーン (c) 1986 Sega Enterprises, Limited.
(Fantasy Zone)

- TECHNICAL -

Game ID: G-1301

- TRIVIA -

Fantasy Zone for Mark III was released on June 15, 1986 in Japan. It was the very first 'Gold Cartridge' for the Mark III.

- STAFF -

Programmer: Dunk Asi 12, Sexy Bomb, Asco3458
Design: Matilda Yoko, Mayu, Takako Kawaguchi (Choko), Aya
Music: Tokuhiko Uwabo (Noah Toku)
Director: Mutsuhiro Fujii (Warlock Mut 241)
Special Thanks: Yoji Ishii (Ici), Shuichi Katagi (Ktg), Ken, Hiroshi Kawaguchi (Hiro)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48391&o=2

$end


$sms=fantzonetw,
$bio

Fantasy Zone (c) 1986 Aaronix

- TECHNICAL -

Game ID: GB1301
Cart color: White/Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56020&o=2

$end


$pce=fantzone,
$bio

Fantasy Zone (c) 1988 NEC Avenue, Limited.

Fantasy zone is a side scrolling shooter by NEC Avenue, conversion of Sega's arcade game originally released in 1986. The player takes control of a cute little flying ship called Opa-Opa and his mission is to restore peace to Fantasy Zone and to find out who is behind the invasion. Fantasy Zone actually borrows some core gameplay mechanics from Atari's Defender and Opa must destroy a given number of bases in each stage in order to proceed to the boss. Opa can use to different weapons - the first one is a standard vulcan-twin-gun that fires quickly and decimates enemies, the second one is a powerful bomb that can only be dropped downwards. Defeated foes drop coins that the player can collect to purchase upgrades in various shops hidden inside red floating balloons. There, Opa can purchase goods such as speed boosts (big wings, jet engine, turbo engine...), extra lives, upgrade his main weapons (wide beams, laser beams, 7 ways shots...) or his bombs (twin bombs, smart bombs...). New weapons, however, have a time limit and need to be purchased again at a higher cost.

- TECHNICAL -

[Model H49G-1001]

- TRIVIA -

Fantasy Zone for PC-Engine was released on October 14, 1988 in Japan for 4900 Yen.

Fantasy Zone is an arcade game originally released by Sega in 1986.

- TIPS AND TRICKS -

* Invincibility:
During the game, pause (by pressing Run) and press I once, II twince, up 3 times, down 4 times, right 5 times and left 6 times. Unpause the game and you are now invincible. You must repeat this tip for every new stage though.

- STAFF -

Producer: Shigenobu Nanbu
Director: Toshio Tabeta
Assistant Director: Kouji Matsuda
Programer: Bit's MASAS.
Graphic Designer: Bit's-Tadashi Sou, Toshio Tabeta
Rescorer: Yukihiro Too
Assistants: Takashi Ozama, Kaoru Murohoshi
Special Thanks To: Noriyuki Watanabe, Hiroshi Fukuda, Takako Aoki, Yoshiko Ikeda

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48394&o=2

$end


$msx1_cart=fantzone,
$bio

Fantasy Zone (c) 1986 Pony Canyon, Incorporated.

- TECHNICAL -

Game ID: R55X5812

- TRIVIA -

Original price: 5500 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48392&o=2

$end


$nes=fantzonej,
$bio

Fantasy Zone (c) 1987 Sunsoft.

- TECHNICAL -

Model SS8-5300

- TRIVIA -

Fantasy Zone for Famicom was released on July 17, 1987 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48393&o=2

$end


$tg16=fantzone,
$bio

Fantasy Zone [Model TGX020017] (c) 1989 NEC Home Electronics, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84315&o=2

$end


$saturn,sat_cart=fantzone,fantzoneb,fantzonea,
$bio

Fantasy Zone (c) 1997 Sega Enterprises, Limited.

- TECHNICAL -

[Model GS-9136]
[Sega Ages]

- TRIVIA -

Fantasy Zone for Saturn was released on February 21, 1997 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48396&o=2

$end


$info=fantasyu,
$bio

Fantasy [Model G-202] (c) 1982 Rock-Ola Mfg. Corp.

You must rescue your girlfriend from the bad pirate who has stolen her from your island love nest. Then, rescue her from other kidnappers until you are reunited with her for good.

- TECHNICAL -

Main CPU : MOS Technology M6502 (@ 930 Khz)
Sound Chips : Custom (@ 930 Khz), SN76477 (@ 930 Khz)

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 61 Hz
Palette Colors : 64

Players : 2
Control : 8-way joystick

- TRIVIA -

Released in February 1982 by Rock-Ola in the USA market. This game was originaly released by SNK in October 1981 in Japan.

Rob Howes holds the official record for this game with 269,220 points.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=36003&o=2

$end


$info=fantazia,
$bio

Fantazia (c) 1980 Subelectro.

Unauthorized bootleg of Moon Cresta.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=812&o=2

$end


$info=j7fantaz,
$bio

Fantaztec (c) 200? JPM International.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=18211&o=2

$end


$cpc_cass=fantcity,
$bio

Fantome City (c) 1986 Coktel Vision

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96233&o=2

$end


$x68k_flop=farside,
$bio

Far Side Moon - Chikyuu Boueigun 2 (c) 1990 Artdink Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87516&o=2

$end


$info=farwest,
$bio

Far West (c) 198?.

A side scrolling platform cowboy train-robber game.

- TECHNICAL -

Main CPU : Motorola M6809 (@ 3.072 Mhz)
Sound CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : YM2203 (@ 3.072 Mhz), (3x) RC (@ 3.072 Mhz)

Screen orientation : Horizontal
Video resolution : 240 x 224 pixels
Screen refresh : 30.00 Hz
Palette colors : 256

Players : 2
Control : 4-way joystick
Buttons : 3

- TRIVIA -

This game is a bootleg of "Iron Horse".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=814&o=2

$end


$x68k_flop=farewell,
$bio

Farewell Disk (c) 1994 Hayabusa Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87517&o=2

$end


$info=farfalla,farfallag,farfallai,
$bio

Farfalla (c) 1983 Zaccaria.

- TECHNICAL -

The backglass artwork on Farfalla is a two piece design incorporating a molded plastic insert containing most of the artwork in 3-D bass relief, and a glass with plants painted around the borders.

- TRIVIA -

The title of this game translates from Italian as 'Butterfly'.

- UPDATES -

There are two different plastic inserts. The original one was apparently too risque for the US importer, so it was modified to be less revealing. Distinguishing the original from the US version is easy; in the US version, the woman in the artwork has a blue "scarf" hiding her chest and a blue belt around her waist. In the original artwork, shown on the manual cover, and the side cabinet art, the woman's chest is nearly bare.

- SCORING -

Playfield layout described from the flippers, and going around the playfield clockwise.
* Flippers: There are two. Normal configuration, normal placement.
* Left Slingshot: Normal slingshot, normal placement. Scores 10 points and toggles the lit Inlane between right and left.
* Left Inlane: A normal inlane. Feeds the ball to the left flipper. Scores 5000 points when lit, 500 when not lit. When lit, spots one letter in L-O-V-E.
* Left Outlane: An outlane. Lose the ball. Can be lit by collecting one set of drop targets (See Operator Adjustments). Scores 10,000 points.
* Left Outlane Flipper: If the Outlane is lit, the flipper can be used once to try to save the ball.
* Left Move Ramp Target: A standup target that, if the Special Bonus is not lit, will lower the Ramp to the Upper Playfield. Scores 10,000 points.
* Special Bonus Lane (Under the Ramp): Collects Special Bonus (21,000 points multiplied by the Bonus Multiplier) and spots one set of drop targets toward lighting Multi Special when lit. Scores 10,000 points when not lit. When spotting drop targets, the player will be given whichever colour (Blue, Yellow, Red) they have the least of. If two of the colours are equal, then it will spot in the order Yellow, Red, Blue (i.e.: if the player has one Blue, two Red and two Yellow, Special Bonus will spot the next Yellow).
* Ramp: Leads to the Upper Playfield. Begins the game raised. Lowered by either of the two Move Ramp targets. Raised by lighting the Special Bonus or by sending the ball up the Ramp.
* Multi Special Target: A standup target. When lit, can be hit to collect the Multi Special (See Operator Adjustments). When not lit, scores 5,000 points. Lit by collecting Blue, Yellow, and Red drop targets. There are three sets of lights on the playfield showing the player's progress toward the Multi Special.
* Red Drop Targets: Four drop targets. Each one scores the lit value; 800 (not lit), 1000, 3000, 5000, or 8000 points. Collecting all four drop targets scores one Red Special toward the Multi-Special. Each target advances the Special Bonus one position.
* Pop Bumper Switch: Two of the four Pop Bumpers are lit at any given time. This switch alternates the two that are lit. Scores 100 points.
* L-O-V-E Lanes: Collecting each of the four letters spells LOVE and relights all four letters. The L, O, and V are standard rollover lanes. The E is a small horseshoe turn with a rollunder that leads to the Top Arch. Each scores 10,000 points when lit, 5000 when not lit.
* Top Arch: A small Top Arch. The plunger habitrail starts the ball here and the ball can be returned here via the E lane. The only exits are via the L, O, and V rollover lanes.
* Pop Bumpers: Four standard Pop Bumpers, arranged in an L shape. Hitting a lit Pop Bumper five times advances the Special Bonus one position. Scores 1000 points when lit, 100 when not lit.
* Orange Drop Targets: Three drop targets that score the lit value, 800 (not lit), 1000, 3000, or 5000 points, and advance the Orange Special. Each target advances the Special Bonus one position. Collecting the Orange Special scores the operator set value, and unlights the Orange lights.
* Blue Drop Targets: Four drop targets in the center of the playfield, angled slightly so that shots to these targets do not go straight down the middle. Like the Red Targets, each one scores the lit value; 800 (not lit), 1000, 3000, 5000, or 8000 points. Collecting all four drop targets scores one Blue Special toward the Multi-Special. Each target advances the Special Bonus one position.
* Move Ramp Target: Behind the two middle Blue Targets is a Move Ramp target. Like the Left Move Ramp target, this will lower the Ramp if the Special Bonus is not lit, and scores 10,000 points.
* Right Outlane Flipper: If the Outlane is lit, the flipper can be used once to try to save the ball.
* Right Outlane: An outlane. Lose the ball. Can be lit by collecting one set of drop targets (See Operator Adjustments). Scores 10,000 points.
* Right Inlane: A normal inlane. Feeds the ball to the right flipper. Scores 5000 points when lit, 500 when not lit. When lit, spots one letter in L-O-V-E.
* Right Slingshot: Normal slingshot, normal placement. Scores 10 points and toggles the lit Inlane between right and left.
* Manual Plunger: This is a normal plunger, except that the plunger lane is a habitrail to make more room on the playfield for the outlane flippers (React Feature). Its habitrail leads to the top arch.
* Upper Playfield: This is a clear plastic playfield covering the top left corner of the main playfield. Sending the ball up the Ramp leads to the Upper Playfield. There are two flippers here that are only active when the ball is on the playfield. There is a drain hole between the flippers leading back to the lower playfield.
* Yellow Drop Targets: On the Upper Playfield are six drop targets. Each target scores 30,000 points. Collecting all six targets without losing the ball back to the lower playfield, lights the Upper Special.
* Upper Special: A standup target in a very short lane at an angle, at the upper left corner of the Upper Playfield. When lit, can be hit to collect the Upper Special. When not lit, scores 10,000 points.

* Bonus Multiplier: Spelling L-O-V-E, either via the top rollovers or by hitting the lit inlanes, advances the Bonus Multiplier. Possible values are 2X, 5X, and 10X. After 10X Bonus Multiplier has been lit, spelling L-O-V-E does nothing. The Bonus Multiplier is used in conjunction with the Special Bonus. During game play, lighting Special Bonus is done by hitting drop targets (Red, Blue, Yellow and Orange) and Pop Bumpers. Once Special Bonus is lit, hitting the lane under the ramp scores 21,000 points (1000 for each drop target) multiplied by the Bonus Multiplier. The Bonus Multiplier is then reset to 1X and the Special Bonus returns to 0 (no lights lit).

* End-of-Ball Bonus: The bonus scored at the end of the ball is similar to collecting the Special Bonus during gameplay. The player receives 1000 points for each drop target collected toward Special Bonus, multiplied by the current Bonus Multiplier. The Bonus Multiplier is then reset to 1X for the next ball, but the collected drop targets remain collected.

- TIPS AND TRICKS -

* This is a fairly simple game. Hit targets, score points, advance toward a jackpot payoff (Multi Special), and start again. The key to a high score is keeping the ball in play, and collecting Extra Balls. Keep the Outlanes lit for "React" at all times, as the ball goes in there a lot, and it is quite possible to shoot from one Outlane directly into the other. The Yellow targets are lucrative, but after 21 drop targets have been hit, the Special Bonus is lit and must be collected before the Ramp can be lowered again.

* Tilt: Tilting the game during normal gameplay results in a loss of the current ball with no End-of-Ball bonus. Tilting during the timed-play last ball (see Operator Settings) results in the ball being returned to the player after it drains. The clock keeps running during the time it takes for the ball to make its way to the drain.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5384&o=2

$end


$nes=faria,
$bio

Faria (c) 1991 Nexoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55133&o=2

$end


$nes=fariaj,
$bio

Faria - Fuuin no Tsurugi (c) 1989 High Score Media Work

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54081&o=2

$end


$pcecd=metlfant,
$bio

Farjius no Jakoutei - Neo Metal Fantasy (c) 1992 Human Entertainment

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58185&o=2

$end


$saturn,sat_cart=farsaga,
$bio

Farland Saga (c) 1998 TGL [Technical Group Laboratory] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59119&o=2

$end


$saturn,sat_cart=farsagat,
$bio

Farland Saga - Toki no Michishirube (c) 1998 TGL [Technical Group Laboratory] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59120&o=2

$end


$psx=farlsaga,
$bio

Farland Saga - Toki no Michishirube (c) 1999 TGL [Technical Group Laboratory] [Japan]

- TECHNICAL -

[Model SLPS-01903]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85138&o=2

$end


$pc98=farland5,
$bio

Farland Story - Daichi no Kizuna (c) 1994 TGL [Technical Group Laboratory] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89464&o=2

$end


$saturn,sat_cart=farstory,farstorya,
$bio

Farland Story - Habou no Mai (c) 1997 TGL [Technical Group Laboratory] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59121&o=2

$end


$pc98=farland4,
$bio

Farland Story - Hakugin no Tsubasa (c) 1994 TGL [Technical Group Laboratory] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89465&o=2

$end


$pc98=farland3,
$bio

Farland Story - Tenshi no Namida (c) 1994 TGL [Technical Group Laboratory] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89466&o=2

$end


$pc98=farland,
$bio

Farland Story - Tooi Kuni no Monogatari (c) 1993 TGL [Technical Group Laboratory] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89467&o=2

$end


$psx=farlands,
$bio

Farland Story - Yottsu no Fuuin [Model SLPS-00797] (c) 1997 TGL [Technical Group Laboratory] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85139&o=2

$end


$snes=farland2,
$bio

Farland Story 2 [Model SHVC-A2FJ-JPN] (c) 1995 Banpresto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61295&o=2

$end


$pc98=farland2,
$bio

Farland Story Denki - Arc Ou no Ensei (c) 1994 TGL [Technical Group Laboratory] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89468&o=2

$end


$snes=farland,
$bio

Farland Story [Model SHVC-AFSJ-JPN] (c) 1995 Banpresto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61294&o=2

$end


$pc8801_flop=farm,
$bio

Farm (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91764&o=2

$end


$msx1_cart=farmkit,
$bio

Farm Kit [Model HBS-H019C] (c) 1986 Sony Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76736&o=2

$end


$info=farmer,
$bio

Farmers Rebellion (c) 1985 Sun Electronics.

A maze game.

- TECHNICAL -

Main CPU : (2x) Zilog Z80 (@ 4 Mhz)
Sound Chips : SN76496 (@ 2 Mhz), SN76496 (@ 4 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 1

- TRIVIA -

Released in July 1985 in Japan.

This game is known in Japan as "Ikki".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3655&o=2

$end


$a2600=farmyard,farmyarde,
$bio

Farmyard Fun (c) 19?? Ariola.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50466&o=2

$end


$amigaocs_flop=fascinat,
$bio

Fascination [Kings of Adventures 1] (c) 1992 Coktel Vision

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74038&o=2

$end


$ngpc=faseleij,
$bio

Faselei! [Model NEOP00510] (c) 1999 SNK Corp. [Shin Nihon Kikaku] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82533&o=2

$end


$ngpc=faselei,
$bio

Faselei! [Model NEOP00900] (c) 2000 SNK Corp. [Shin Nihon Kikaku] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82532&o=2

$end


$info=fashion,
$bio

Fashion (c) 2000 High Video.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=29139&o=2

$end


$info=fashiong,fashiong2,
$bio

Fashion Gambler (c) 1997 ADP.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 8 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.8432 Mhz)

Palette colors : 256

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=10341&o=2

$end


$info=sc4fastf,sc4fastfa,sc4fastfb,sc4fastfc,
$bio

Fast 'N' Furious (c) 200? Mazooma Games.

Fast 'N' Furious is a fiery multi-stake game with a multiple Hi-Lo feature.

Fill the 1-8 trail or obtain a reel win to enter the feature. Gamble Hi-Lo on 3 reels to fill the Super KOs, Nudges and Winspins pots.

Gamble to a lit 'Feature Exchange' point to be offered a feature. If you reject this offer, the feature will be turned red for next time around, when you might get some big wins!

Collecting Super KOs awards knockouts above the current cash ladder level.

- TECHNICAL -

[Model PR2071]
Technology : Scorpion 4
Cabinet : Eclipse Front-Opening
Jackpot : £25
Stakes : 10/20/30p multi-stake play

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11896&o=2

$end


$apple2gs=fastbrk,
$bio

Fast Break (c) 1989 Accolade, Incorporated.

- STAFF -

Designed by: Steve Cartwright
Apple IIGS version by: Greg Hospelhorn, George Wong
Producer: Pam Levins
Artist: Roseann Mitchell
Manual by: Jenna Hoff

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49791&o=2

$end


$amigaocs_flop=fastbrk,
$bio

Fast Break (c) 1989 Accolade, Incorporated. [San Jose, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74039&o=2

$end


$info=sc_fast,
$bio

Fast Cash (c) 200? QPS Interactive.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42587&o=2

$end


$info=fastdrwp,
$bio

Fast Draw (c) 1983 Stern Electronics.

A video poker game.

- TRIVIA -

Very few were produced. The game was marketed to gambling establishments.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4804&o=2

$end


$info=fastdraw,fastdraw_130,
$bio

Fast Draw Showdown (c) 1994 American Laser Games, Incorporated.

You would come face to face with some of the quickest gun slinger in the area. You work your way through town till you meet up with Wes Flowers... One of the fastest 'quick-drawers' in the world.

- TECHNICAL -

Main CPU : Motorola 68000
Sound Chips : (2x) Custom

Colors palette : 4097

Players : 2
Buttons : 2

This games uses a laser disc.

- TRIVIA -

While Wes Flowers is featured in Fast Draw Showdown, he is actually a real person who has worked on several films such as Beverly Hills Cop III as a gun handler.

- PORTS -

* Consoles :
Nintendo Wii (2010; As a WiiWare release)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4491&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=fasteddy,
$bio

Fast Eddie (c) 1982 Sirius

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84419&o=2

$end


$a800=fasteddy,
$bio

Fast Eddie (c) 1982 Sirius

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86544&o=2

$end


$a2600=fasteddi,
$bio

Fast Eddie (c) 1982 20th Century Fox.

Your objective is to help Eddie capture as many floating prizes as he can jump up and grab. You must keep Eddie hoppong over the pesky little Sneakers while quiding him up, down and around the screen.

- TECHNICAL -

Model 11003

- TIPS AND TRICKS -

HINTS FROM THE DESIGNER...
Learn to jump while running toward an oncomming Sneaker. This gives you the longest leap, and is the best way to play the game successfully.
     
Another strategy is to jump when you're right against the edge of the screen. The Sneakers will run under you and either pass by or bounce back before you come down.
     
Eddie is always safe while on a Ladder, but you must be extra careful when Eddie is on Ladders that align.  A heavey hand on the joystick will have Eddie climbing up and down Ladders out of control.

- STAFF -

Developed by Sirius Software.

Programmer: Mark Turmell

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50467&o=2

$end


$a2600=fasteddic,
$bio

Fast Eddie (c) 1983 CCE

- TECHNICAL -

Model C-834

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50468&o=2

$end


$amigaocs_flop=fastfood,
$bio

Fast Food (c) 1991 Codemasters Software Company, Limited., The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74040&o=2

$end


$a2600=fastfoodz,
$bio

Fast Food (c) 19?? Zirok

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50470&o=2

$end


$cpc_cass=fastfood,
$bio

Fast Food Dizzy [Model 3168] (c) 1989 Codemasters Soft. Co., Ltd., The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96234&o=2

$end


$a2600=fastfood,fastfoode,fastfoode1,
$bio

Fast Food (c) 1982 Telesys.

Get Fatter! Consume as many calories as you can before you get your fill of purple pickles and the snack bar closes.

- TECHNICAL -

Model 1003

- TIPS AND TRICKS -

The food flies totally at random each game. There are no patterns and no safe spots on the screen.

Remember there's no penalty for missing food, but it'll slow down your scoring. To get the best scores go after the higher-valued items.

- STAFF -

Programmer: Don Ruffcorn

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50469&o=2

$end


$info=m4fastfw,m4fastfw__a,m4fastfw__b,m4fastfw__c,m4fastfw__d,m4fastfw__e,m4fastfw__f,
$bio

Fast Forward (c) 199? Barcrest.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15075&o=2

$end


$info=fastfred,
$bio

Fast Freddie (c) 1982 Atari.

Take off on a fantastic video trip. A voyage that simulates the thrills and skills of actual Hang Gliding. Players use the joystick to control Freddie, but good timing and strategy is necessary to successfully negotiate invisible air currents, wind direction and up and down drafts. This game has incredible visual impact for this time, Freddie flies the skies over the Alps--over trains, trees, bridges, through winter and summer seasons; over the Pacific--over a yacht, tropical islands, an aircraft carrier; and over Egypt--camels, Pyramids, the Taj Mahal, the Sphinx, through day and night landscapes. It's a complete global challenge with non-stop action over a continuously changing panorama below.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound CPU : Zilog Z80 (@ 1.536 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.536 Mhz)

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256

Players : 2
Control : 8-way joystick
Buttons : 1

- TRIVIA -

Released in October 1982 by Atari, under license from Kaneko.

This game is also known as "Fly-Boy" (by Kaneko).

Bert Zelton holds the official record for this game with 22,296,540 points.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=815&o=2

$end


$info=j6fastfr,j6fastfra,
$bio

Fast Fruits Club (c) 199? QPS Interactive.

- TECHNICAL -

Impact

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41086&o=2

$end


$info=sc4ffru,sc4ffrua,sc4ffrub,sc4ffruc,sc4ffrud,sc4ffrue,
$bio

Fast Fruits (c) 200? QPS Interactive.

- TECHNICAL -

[Model PR7070]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42593&o=2

$end


$nes=fastgunm,
$bio

Fast Gunman (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84000&o=2

$end


$info=fi6845,fi8275,
$bio

Fast Invaders (c) 1979 Fiberglass.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100767&o=2

$end


$info=fastlane,
$bio

Fast Lane (c) 1987 Konami.

In this driving/maze game, you control a vehicle who must drive through the entire maze to progress. There is another vehicle who tries to stop you so to aid your progress, you must drive through the beach ladies in order to gain power-ups which you can use on the other vehicle. These power-ups are as follows :
JUMP - Allows you to either jump over the other vehicle or jump on top of it.
SHOOT - Allows you to fire a bullet at the other vehicle.
ATTACK - Allows you to charge into the other vehicle.
? - Can either be Option which fires forwards or Line which shoots vertically.  Both also help you complete the maze.
FLASH - Allows you to stun the other vehicle from any distance.

- TECHNICAL -

Game ID : GX752

Main CPU : HD6309 (@ 3 Mhz)
Sound Chips : (2x) K007232 (@ 3.579545 Mhz)

Screen orientation : Vertical
Video resolution : 224 x 280 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024

Players : 2
Control : 8-way joystick
Buttons : 2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=816&o=2

$end


$info=j2fasttk,
$bio

Fast Trak (c) 198? JPM International.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40951&o=2

$end


$info=j6fasttk,j6fasttka,j6fasttkb,j6fasttkc,
$bio

Fast Trak (c) 199? JPM.

- TECHNICAL -

Impact

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41087&o=2

$end


$info=ftspeed,
$bio

Faster Than Speed (c) 2003 Sammy Corporation.

Enter the exciting street-racing world of FASTER THAN SPEED where the winner rules and the loser walks! Hit the street with the most addictive driving experience of your life! Pick from 8 customized rides. FASTER THAN SPEED will take your players into the exotic, dim-lit, back streets of over 6 tracks challenging the quickest, the fastest, the baddest, and the most stocked racer conquers the asphalt! To take down your challenger, you need to burn the street with a variety of high-speed tricks.

- TECHNICAL -

Sammy Atomiswave Hardware

CPU : Hitachi SH-4 64-bit RISC CPU
Graphic Engine : PowerVR 2
Sound Engine : ARM7 Yamaha AICA (@ 45 Mhz)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4352&o=2

$end


$info=sqbert,
$bio

Faster, Harder, More Challenging Q*bert (c) 1983 Mylstar Electronics.

- TECHNICAL -

Main CPU : I8086 (@ 5 Mhz)
Sound CPU : MOS Technology M6502 (@ 894.886 Khz)
Sound Chips : DAC, Votrax SC-01

Screen orientation : Vertical
Video resolution : 256 x 240 pixels
Screen refresh : 61.419025 Hz
Palette colors : 16

Players : 2
Control : 4-way joystick (diagonal)

- TRIVIA -

This game is an unreleased prototype, never went into production, and no dedicated cabinets are known to exist.

A Votrax SC-01 speech synthesis chip is used to generate the incoherent speech of Q*bert swearing, Slick and Sam (high pitch) and Wrong Way and Ugg (low pitch). The only true speech ever generated is 'Hello, I'm turned on' when the game is first powered up and 'Bye Bye' after entering your initials at the end of a game.

- UPDATES -

Differences between FHMC Q*bert and Q*bert :
* As the name implies, it is faster.
* Platforms shift position.
* There are bonus rounds after levels two and five.
* New enemy Q*bertha (acts the same as Coily).

- STAFF -

Programming by : Warren Davis
Video graphics by : Jeff Lee
Sound by : David D. Thiel

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=817&o=2

$end


$megadriv=fastest1,
$bio

Fastest 1 (c) 1991 Human Entertainment

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56508&o=2

$end


$gameboy=fastlap,
$bio

Fastest Lap (c) 1991 VAP Game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65974&o=2

$end


$lynx=fatbobby,
$bio

Fat Bobby (c) 199? Telegames.

- STAFF -

Programmer: Steve Mitchell

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58819&o=2

$end


$info=sc5fbspn,sc5fbspna,
$bio

Fat Boy Spin (c) 200? Bell-Fruit Games.

- TECHNICAL -

[Scorpion 5]
[Model PR1701]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11520&o=2

$end


$info=sc4fbspn,sc4fbspna,sc4fbspnb,sc4fbspnc,
$bio

Fat Boy Spin (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR1721]
[Scorpion 4]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43019&o=2

$end


$info=m5fatcat,
$bio

Fat Cat (c) 200? Empire Games, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41568&o=2

$end


$bbca_cass,bbcb_cass=fatmnsam,
$bio

Fat Man Sam (c) 1985 Firebird

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51821&o=2

$end


$svision=fatcraft,
$bio

Fatal Craft (c) 1992 Bon Treasure

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95437&o=2

$end


$megadriv=fatfury,
$bio

Fatal Fury (c) 1993 Sega Enterprises, Limited.

- TRIVIA -

Reviews:
[FR] May 1993 - Consoles + No. 20: 84/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56509&o=2

$end


$megadriv=fatfuryu,
$bio

Fatal Fury (c) 1993 Takara Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57218&o=2

$end


$nes=fatfury2,
$bio

Fatal Fury 2 (c) 1993 Cony Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84001&o=2

$end


$megadriv=fatfury2,
$bio

Fatal Fury 2 (c) 1994 Takara Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57219&o=2

$end


$snes=fatfury2u,
$bio

Fatal Fury 2 [Model SNS-DJ-USA] (c) 1994 Takara Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62994&o=2

$end


$snes=fatfury2,
$bio

Fatal Fury 2 [Model SNSP-DJ-EUR] (c) 1994 Takara Company, Limited.

- TRIVIA -

Reviews:
[FR] September 1994, Consoles + N.35: 91%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62993&o=2

$end


$nes=fatfury2a,
$bio

Fatal Fury 2' (c) 1993 Cony Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84002&o=2

$end


$neocd=fatfury3a,
$bio

Fatal Fury 3 - Road to the Final Victory [Model NGCD-069E] (c) 1995 SNK [Shin Nihon Kikaku] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68138&o=2

$end


$gamegear=fatfursp,
$bio

Fatal Fury Special [Model 2582-50] (c) 1994 Takara Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64591&o=2

$end


$snes=fatfurspu,
$bio

Fatal Fury Special [Model SNS-3R-USA] (c) 1995 Takara Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62996&o=2

$end


$snes=fatfursp,fatfurspp,
$bio

Fatal Fury Special [Model SNSP-3R-EUR] (c) 1995 Takara Company, Limited.

- TRIVIA -

Reviews:
[FR] March 1995, Consoles + N.41: 86/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62995&o=2

$end


$gamegear=fatfurspu,
$bio

Fatal Fury Special [Model T-103028] (c) 1994 Takara USA Corp.

- TRIVIA -

Reviews:
[FR] April 1995, Consoles + N.42: 92/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64592&o=2

$end


$megacd,megacdj=fatfursp,fatfurspd,
$bio

Fatal Fury Special [Model T-60165-50] (c) 1995 JVC

- TRIVIA -

Reviews:
[FR] April 1995, Consoles + N.42: 85/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60615&o=2

$end


$segacd=fatfursp,fatfurspp,
$bio

Fatal Fury Special [Model T-60165] (c) 1995 JVC Musical Industries, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60734&o=2

$end


$info=fatfurwa,
$bio

Fatal Fury Wild Ambition (c) 1999 SNK.

A 3-D fighting game.

- TECHNICAL -

SNK Hyper Neo-Geo 64 hardware
Game ID : HNG64 No. 06

Main CPU : R4600 (@ 50 Mhz), V30 (@ 8 Mhz), Zilog Z80 (@ 12.5 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 4
=> [A] Punch, [B] Kick, [C] Power Attack, [D] Move Between Planes

- TRIVIA -

Even if copyright year is 1998, this game was released in January 1999.

This game is known in Japan as "Garou Densetsu Wild Ambition" (translates from Japanese as 'Legend of Hungry Wolf Wild Ambition').

Soundtracks:
[JP] Mar. 17, 1999; Garou Densetsu Wild Ambition [PCCB-00364] - Pony Canyon
[JP] Apr. 21, 1999; Garou Densetsu Wild Ambition [Arrange Sound Trax] [PCCB-00371] - Pony Canyon

- SERIES -

1. Garou Densetsu - Shukumei no Tatakai [Model NGM-033] (1991, MVS)
2. Garou Densetsu 2 - Arata-Naru Tatakai [Model NGM-047] (1992, MVS)
3. Garou Densetsu Special [Model NGM-058] (1993, MVS)
4. Garou Densetsu 3 - Harukanaru Tatakai [Model NGM-069] (1995, MVS)
5. Real Bout Garou Densetsu [Model NGM-095] (1995, MVS)
6. Real Bout Garou Densetsu Special [Model NGM-223] (1997, MVS)
7. Real Bout Garou Densetsu 2 - The Newcomers [Model NGM-240] (199, MVS8)
8. Fatal Fury Wild Ambition (1999, ARC)
9. Garou - Mark of the Wolves [Model NGM-253] (1999, MVS)
10. Fatal Fury First Contact [Model NEOP00111] (1999, NGPC)

- STAFF -

* Voice Actors :
Terry Bogard, Kim Kaphwan : Satoshi Hashimoto
Andy Bogard : Keiichi Nanba
Joe Higashi : Nobuyuki Hiyama
Mai Shiranui : Akoya Sogi
Raiden : John Hulaton
Tsugumi Sendo : Kayo Deguchi
Touji Sakata : Masashi Sugahara
Li Xiangfei : Mami Kingetsu
Ryuji Yamazaki : Koji Ishii
Billy Kane : Atsushi Yamanishi
Mr. Karate : Masaki Usui
Duck King, Geese Howard : Kong Kuwata

- PORTS -

Sony PlayStation [JP] (June 24, 1999; "Garou Densetsu Wild Ambition [Model SLPM-86236]")
Sony PlayStation [US] (November 30, 1999; "Fatal Fury Wild Ambition [Model SLUS-01001]")
Sony PlayStation [JP] (July 20, 2000; "Garou Densetsu Wild Ambition [SNK Best Collection] [Model SLPM-86576]")
Sony PlayStation [JP] (April 26, 2007; "PS1 Classics")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3550&o=2

$end


$snes=fatfuryu,
$bio

Fatal Fury [Model SNS-GN-USA] (c) 1993 Takara Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62992&o=2

$end


$snes=fatfury,
$bio

Fatal Fury [Model SNSP-GN-EUR] (c) 1993 Takara Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62991&o=2

$end


$amigaocs_flop=fatalher,
$bio

Fatal Heritage (c) 1990 Delta Konzept

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74041&o=2

$end


$megadriv=fatallabu,
$bio

Fatal Labyrinth (c) 1991 Sega of America, Incorporated.

North American release. This game is known in Japan as "Shi no Meikyuu".

- PORTS -

* Consoles : 
Microsoft XBOX 360 [US] (February 10, 2009) "Sonic's Ultimate Genesis Collection [Model 68034]" 
Sony PlayStation 3 [US] (February 10, 2009) "Sonic's Ultimate Genesis Collection [Model BLUS-30259]" 

* Computers : 
PC [Steam] [US] (September 13, 2010) "Fatal Labyrinth [Model 34289]" : both stand-alone and as part of "SEGA Genesis Classics Pack 2" 
PC [MS Windows, DVD-ROM] [US] (March 15, 2011) "Sega Genesis Classic Collection - Gold Edition" 
PC [Steam] [US] (March 25, 2011) "SEGA Genesis Classics Collection"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91191&o=2

$end


$megadriv=fatallab,
$bio

Fatal Labyrinth (c) 1991 Sega Enterprises, Incorporated.

European release. This game is known in Japan as "Shi no Meikyuu".

- PORTS -

* Consoles : 
Microsoft XBOX 360 [EU] (February 20, 2009) "SEGA Mega Drive Ultimate Collection [Model 384-40210]" 
Sony PlayStation 3 [EU] [AU] (February 20, 2009) "SEGA Mega Drive Ultimate Collection [Model BLES-00475]" 
Microsoft XBOX 360 [AU] (February 26, 2009) "Sega Mega Drive Ultimate Collection" 

* Computers : 
PC [Steam] [EU] (September 13, 2010) both stand-alone and as part of "SEGA Mega Drive Classics Pack 2" 
PC [MS Windows, CD-ROM] [EU] (October 15, 2010) "Sega Mega Drive Classics Collection Vol. 2" 
PC [MS Windows, DVD-ROM] [EU] (March 18, 2011) "Sega Mega Drive Classic Collection - Gold Edition" 
PC [Steam] [EU] (March 25, 2011) "SEGA Mega Drive Classics Collection"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91192&o=2

$end


$a2600=fatalrun,fatalrunp,
$bio

Fatal Run (c) 1989 Atari, Incorporated. [Sunnyvale, CA, USA]

- TRIVIA -

Only released in Europe.

- PORTS -

* Handhelds : 
Nintendo DS [US] (March 8, 2011) "Atari Greatest Hits Vol.2 [Model NTR-BR7E-USA]"

* Others : 
Atari Flashback 3 [US] (September 16, 2011) by AtGames 
Atari Flashback 4 [US] (November 13, 2012) by AtGames 
Atari Flashback 5 [US] (October 1, 2014) by AtGames

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50471&o=2

$end


$a7800=fatalrun,fatalrunu,
$bio

Fatal Run (c) 1990 Atari Corp.

The year is 2089. A collision with a comet has left the earth reeling from radiation poisoning. There's little hope for humanity's survival. It's up to you to help the few people remaining.

You must leave the protective fortress Albagon and deliver the newly developed radiation vaccine to the few survivors. Your journey will not be an easy one. Nefarious henchmen are waiting to knock you off and steal the vaccine to ensure that they will survive to rule the planet. Every driver on the road is out to get you. Your only hope is to get them first.

You must find the rocket poised to launch a satellite that can nullify the effects of this cosmic accident that turned the world upside down. If you're sharp enough to learn and remember the secret code words and tough enough to live to use them, you can launch the rocket and save the world!

Good luck! Humanity is in your hands.

- TECHNICAL -

Model CX7854

- STAFF -

Developed by SCULPTURED SOFTWARE.

PROGRAMMED AND DESIGNED BY: ADAM CLAYTON, STEVE AGUIRRE 
ARTWORK BY: DAVID CLAYTON 
MUSIC BY: PAUL WEBB 
  
A SPECIAL THANKS TO: SHERENE CLAYTON, CINDY AGUIRRE

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50135&o=2

$end


$amigaocs_flop=fate,fateg1,fateg,
$bio

Fate - Gates of Dawn (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74042&o=2

$end


$info=fateulc,fateulcb,
$bio

Fate/unlimited codes (c) 2008 Capcom.

- TECHNICAL -

Namco System 246 hardware.

- TRIVIA -

Fate Unlimited Codes was released in June 2008 in Japan.

- TIPS AND TRICKS -

* Hidden characters
Enter Test Mode and select the Password option.
Enter the code corresponding to the unlockable character:
Kirei: PBRCOUAJ
Sakura: SNPYMISD
Luviagelita: GXLFKBEI

- PORTS -

* Consoles :
Sony PlayStation 2 (Dec.2008)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=21351&o=2

$end


$saturn,sat_cart=fatherch,
$bio

Father Christmas (c) 1995 GAGA Communications

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59122&o=2

$end


$coleco=fathom,
$bio

Fathom (c) 1983 Imagic

Colecovision port of Intellivision's "Fathom [Model 720026]".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53277&o=2

$end


$a2600=fathom,fathome,
$bio

Fathom (c) 1983 Imagic.

Locate the three missing pieces of Neptune's Trident and free Neptune's daughter 7 times from her prison at the bottom of the sea.
 
* Switch forms from dolphin to seagull to search the sea and the sky for the three pieces of the Trident.

* Learn to make magical stars appear in the sky and the starfish appear in the sea.  They are your key to finding the Trident pieces!

* Once you have the Trident, swing to the bottom of the sea and free the mermaid! Hurry! Time is ticking down!

- TECHNICAL -

Model 03205

- SCORING -

* If you free Neptina, you automatically advance to the next level (2, 3 etc.).  Your score for the new Level returns to 50.

* When you free Neptina, the points you earn on the Level are added to the point bank with the total number of points earned on all previous Levels.

* The points you earn are multiplied by the Level number you are on. Example:  Earn 50 points on Level 2 and 100 points are stored in the point bank (50 x 2 = 100).

- TIPS AND TRICKS -

Here's how to fin and fly through Level 1. After that you're on your own!

As the dolphin swims down, octopuses and two sea horses appear. Touch both sea horses. Then touch the starfish that appears. A piece of the Trident now shows at the bottom of the screen. Note: You must reach both sea horses and the starfish without leaving that section of the sea. If you don't, return to the surface and try again.

Next dive through lines of seaweed. More sea horses appear. Touch one and a bird symbol shows at the bottom of your screen. Return to the surface now, or try to reach other sea horses for additional points.

Jump out of the water when you reach the surface. Fly to the left or right. Land appears. Flap your wings hard and fly up. Touch two pink clouds in that section of the sky and a star appears. Touch it. You'll have another piece of the Trident. Return to the dolphin. Fly until you reach land on the other side. Repeat the game of tag with pink clouds. Touch one pink cloud and acquire a fish symbol; touch the other and a star appears. Touch the star and the third piece of the Trident is yours. Return to the dolphin, change forms and dive for the bottom.  when you arrive, the mermaid's prison will dissolve.

- STAFF -

Programmer: Rob Fulop
Graphics assisted by: Michael Becker, Wilfredo Aguilar

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50472&o=2

$end


$intv=fathom,
$bio

Fathom (c) 1983 Imagic.

Discover Neptune's Trident! But how? As a magical seagull, flap your wings and fly for shore. Grab speeding clouds but beware! Blackbirds and erupting volcanos thwart your every move. Find the Trident then head for the sea. Careful, danger lurks in the briny deep!

Take the plunge and swing your fin as an enchanted dolphin. Snarls of seaweed and sinister octopuses keep you from touching precious seahorses. Keep diving - magic awaits in the ocean depths.

At the bottom, a mermaid appears, trapped in a mystical cage. Free her with the magical Trident.

- TECHNICAL -

Model 720026

- STAFF -

Program/Sound: Dave Durran

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60886&o=2

$end


$ti99_cart=fathom,fathomb,
$bio

Fathom [Model PHM 3222] (c) 1983 Imagic, Inc. [Los Gatos, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84583&o=2

$end


$msx1_cart=fathom,
$bio

Fathom [Model PS-2013G] (c) 1985 Toshiba EMI [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76737&o=2

$end


$info=fathom,
$bio

Fathom (c) 1981 Bally.

- TECHNICAL -

Bally MPU AS-2518-35 (Squawk and Talk)
Model Number : 1233

Main CPU : M6800 (@ 475 KHz)
Sound CPU : M6802 (@ 895 KHz)
Sound chips : General Instrument AY8910 (@ 895 KHz), DAC, Texas Instruments TMS5220 (@ 640 KHz)

- TRIVIA -

Released in August 1981. 3,500 units were produced.

The development of this game took 8 months (started in December 1980).

- STAFF -

Designer : Ward Pemberton
Artwork : Greg Freres, Kevin O'Connor
Dots/Animation by : Kevin O'Connor

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5357&o=2

$end


$pc8801_flop=fatima,
$bio

Fatima (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91765&o=2

$end


$megadriv=fatman,
$bio

Fatman (c) 1990 Sanritsu Denki.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56510&o=2

$end


$info=hustlerb2,
$bio

Fatsy Gambler (c) 1981 Unknown.

- TRIVIA -

Bootleg/hack of "Video Hustler".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32541&o=2

$end


$pcecd=faussete,
$bio

Fausseté Amour (c) 1993 Naxat Soft.

Fausseté Amour is a cute platform/action game by Naxat Soft. The game tells the adventures of Koruku Ransu, a young blue-haired warrior girl. The evil lord Goat Bone has kidnaped her beloved sister and also controls the minds of most of her best friends. Koruku wears a strong pink armor - like lady warriors always do - and her main weapon is a double ended-spear that can extend into a long chain and function as a hook, handy feature allowing her to swing and reach high platforms. Koruku can also cast three kinds of magic spells : Green for magic-waves, Red for forward-stars and Blue for vertical-arrows. Fairies are also scattered around each level, they often hide themselves in the background and will stay hidden until Kokuru finds them. They drop power-ups when hit, like magic spells or spare armors. An amusing detail, obviously borrowed from Capcom's Ghost'n Goblins, is the spectacle depicted when Kokuru gets hit by an enemy - she loses her armor and walks around in white underwear. If she gets hit once more, she then loses her thin protection and the game is over. The game features seven long stages and one of Kokuru's friend awaits at the end of each one of them - however, she will have to defeat their dark side first and free their controlled minds.

- TECHNICAL -

Game ID: NXCD-2017

- TRIVIA -

Fausseté Amour was released on March 26, 1993 in Japan for 7600 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58186&o=2

$end


$psx=favoriem,
$bio

Favorite Dear - Enkan no Monogatari [Model SLPS-03286] (c) 2001 Nec InterChannel, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85140&o=2

$end


$psx=favorite,
$bio

Favorite Dear - Junshiro no Yogenmono [Model SLPS-02754] (c) 2000 Nec InterChannel, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85141&o=2

$end


$astrocde=fawn,fawna,
$bio

Fawn Dungeon (c) 1981 McCleave [Barry McCleave]

- TRIVIA -

Two unfinished versions of this game were found in Bob Fabris' collection, along with correspondence from the author, Barry McCleave. The player in this D&D-type game can wander around a randomly created maze, but there are no monsters.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86797&o=2

$end


$info=fax,fax2,
$bio

Fax (c) 1983 Exidy.

Who? When? What? Where? Why? Fax is a trivia game that asks questions about : general knowledge, sports, history and entertainment.

- TECHNICAL -

Main CPU : MOS Technology M6502 (@ 705.562 Khz)
Sound CPU : MOS Technology M6502 (@ 894.886 Khz)
Sound Chips : Custom (@ 894.886 Khz)

Players : 2
Buttons : 4 (A, B, C, and D)

- TRIVIA -

Released in June 1983.

Fax came in what was essentially a jukebox cabinet (with a black and woodgrain finish). This was probably because Exidy had hoped to sell this machine to a different market than its normal arcade games. It has a 9in. monitor mounted in the center (with a 'Fax' logo on the monitor bezel), and a row of buttons on each side of the screen. Sales of this title were limited a bit by its $2495 price tag (USD), which was a good $500 over the average arcade game price at the time.

This game used an advanced (proprietary), compression algorithm to hold nearly 3700 questions in a tiny amount of EPROM space (roughly 128K, which was still a huge amount of storage in 1983, which was why this game was so expensive). Exidy also sold several EPROM replacement kits that provided new questions, but they sold very poorly, and are nearly impossible to find today.

- SERIES -

1. Fax (1983)
2. Fax II

- STAFF -

Written by : Vic Tolomei, Larry Hutcherson
Art by : Mike Craven

- PORTS -

* Computers :
Apple II
PC
Commodore C64
Atari 800

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=822&o=2

$end


$nes=faxanaduj,
$bio

Faxanadu (c) 1987 Hudson Soft.

An A-RPG (action role-playing game).

- TECHNICAL -

Game ID: HFC-FX
PCB: HVC-SGROM-02

- TRIVIA -

Released on November 16, 1987 in Japan.

The title Faxanadu (pronounced as Fah San Ah Doo) is a 'portmanteau' of Famicom and Xanadu. This is because it is an unrelated side-quest story to Falcom's Xanadu RPG series.

Faxanadu employs a color palette that relies upon browns, greens, reds, and blues, creating an earthy atmosphere to complement the underlying, real-world legends of Elves, Dwarves, and the world tree itself. This was somewhat atypical compared to other games from its era, as many showcased bright, cartoonish graphics and outlined sprites rather than the more flushed, slightly Gothic style of Faxanadu. Similarly, the game's music is designed to convey a rich, sometimes haunting tone during play. From the pedestrian beat of Eolis and the majestic melody in the Elven King's throne room to the driving theme of The Evil One's fortress, the compositions are intended to set the mood for each area, assisted by an array of organic sound effects.

Many aspects of the game's setting, especially the different shapes and forms of enemies, are largely inspired by a mixture of Norse mythology and Japanese mythology with some derivatives of Eastern religion, with several reminiscent of the works of H. R. Giger.

Christian icons found in the Japanese version are removed in the international releases. In the Japanese version, Gurus can be seen holding a Holy Cross and images of Jesus' crucifixion are displayed inside the churches.
Also, you can't rename your character in the export releases.

Known export releases:
"Faxanadu [Model NES-FX-USA]"
"Faxanadu [Model NES-FX-CAN]"
"Faxanadu [Model NES-FX-UKV]"
"Faxanadu [Model NES-FX-EEC]"
"Faxanadu [Model NES-FX-NOE]"
"Faxanadu [Model NES-FX-FRA]"
"Faxanadu [Model NES-FX-ESP]"

- STAFF -

Programming: Toshiaki Takimoto
Composition & Arrangement: Jun Chikuma

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54082&o=2

$end


$nes=faxanaduu1,
$bio

Faxanadu (c) 1989 Nintendo Co., Ltd.

Canadian release. Game developed in Japan. See the original Japanese release entry for more information about the game itself; "Faxanadu [Model HFC-FX]".

- TECHNICAL -

Game ID: NES-FX-CAN
PCB: NES-SGROM-02

- TRIVIA -

Released on July 4, 1989 in Canada.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84885&o=2

$end


$nes=faxanadu,
$bio

Faxanadu (c) 1989 Nintendo.

European version. Game developed in Japan. See the original Japanese release entry for more information about the game itself; "Faxanadu [Model HFC-FX]".

- TECHNICAL -

Cartridge ID: NES-FX-EEC
PCB: NES-SGROM-04

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55134&o=2

$end


$nes=faxanaduu,
$bio

Faxanadu (c) 1989 Nintendo of America, Inc.

North American release. Game developed in Japan. See the original Japanese release entry for more information about the game itself; "Faxanadu [Model HFC-FX]".

Description from the USA back cover:

You are the elves’ last hope. Outside the town walls lurk monsters with the power to destroy anything in their path. Inside the walls, water and time are running out. Soon the ancient elf town of Eolis will vanish into eternity. Only you can save Eolis. No one else dares to venture beyond the walls, onto the World Tree, where towns and fortresses precariously await the whims of fate at the hands of the Evil.

You are searching for the water source and for an antidote to the poison that makes the water undrinkable. To find them you’ll need gold and food and magic, speed with a sword … and luck.

Every town holds a new mystery, every fortress a new danger. Merchants will sell you magic and valuable tools, but it’s up to you to figure out what you need. Long, secret mantras help you slip through the mists, but will you survive the next challenge?

This is Faxanadu, the legend, the adventure – the incredible journey on the World Tree.

- TECHNICAL -

Game ID: NES-FX-USA
PCB: NES-SGROM-04

- TRIVIA -

Released in August 1989 in North America.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84884&o=2

$end


$nes=fcgenjin,
$bio

FC Genjin - Freakthoropus Computerus (c) 1993 Hudson Soft.

FC Genjin is an action game by Hudson Soft, and conversion of PC Genjin, first episode from the wacky prehistoric series that brought what was probably the first major caveman action video game protagonist. The moon princess has been kidnapped, yet again, by King Tama III (aka King Drool), and the little caveman, armed with his signature stone head, goes on a long journey through Dinosaur Land to save her. Our hero can walk, jump and head-butt his enemies. He can also trigger mid-air spins and land head first on his foes for devastating results. Other than that, the caveman has a plethora of unique techniques - he can swim up waterfalls, climb trees and bite walls. He can also get super charged - hunks of meat give him significant power boosts, allowing him to send pile-diver earthquake shocks across the screen, or to become invincible for a short amount of time. Sleeping Bani-Bana flowers are scattered all across Dinosaur Land and provide a large array of special items - fruits (more life), small and big hearts or meat. Other items, such as earth containers and extra lives are also located throughout the game. Finally, special and rare small flowers transport the player to special bonus zones, or to secret passages filled with all kind of items. FC Genjin consists of five large areas made up of several sub-stages each.

- TECHNICAL -

Cartridge ID: HFC-F3

- TRIVIA -

FC Genjin was released on July 30 1993 in Japan for 5800 Yen.

Export releases:
[US] "Bonk's Adventure [Model NES-K8-USA]" (January 1994)

- TIPS AND TRICKS -

* Stage select and sound test menu: As the title screen scrolls up, hold A, B, Select, Start, Down and Left. A special menu should appear right after the 'Push Start Button' message appears (picture on the right). There, press Left or Right to cycle through several areas from the game (levels, bonus stages, ending and so forth...), and press Up to start. Press Select to access the sound menu - press A or B to pick a different sound, and Start to play it. Press Select again to return to the stage select menu.

- STAFF -

Planning: Jin Gotanda
Program: Hiroyuki Arai, Junko Aihara
Graphics: Gotsuo Shikabanen
Music: T's Music, Kunio Komatsu, Bang Heads
Original Character Design: Kobuta Aoki
Original Game Design: Keisuke Abe
Special Thanks: Kappa Yuzawa, Tomonori Matsunaga, Mitsuhiro Kadowaki, Norihito Miyamoto, Kazutoshi Ueda, Ryoma Kaneko, People of Hudson & Red & T's Music
Coordinator: Soichi Yoshikawa
Director: Hitoshi Akabane

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54038&o=2

$end


$nes=mc_lc14g,
$bio

FC-LCD Shouzhang Ji - 14 in 1 Game (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83997&o=2

$end


$nes=mc_lc14s,
$bio

FC-LCD Shouzhang Ji - 14 in 1 Study (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83998&o=2

$end


$pc8801_flop=fcsoftmd,
$bio

FC-Software SB1 Music Disk (c) 1994 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91738&o=2

$end


$pc8801_flop=fcsoftod,
$bio

FC-Software Sound Board 1 Ongaku Disk (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91739&o=2

$end


$gba=fearfact,
$bio

Fear Factor Unleashed [Model AGB-BFUE-USA] (c) 2004 HIP Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70652&o=2

$end


$info=fearless,
$bio

Fearless Pinocchio (c) 2006 IGS Company, Limited. [International Game System]. 

Pinocchio's father was kidnapped by evil Captain Hook. In order to save his father, Pinocchio has to fight fearlessly and bravely against the evil pirate. No doubt that it is going to be a journey full of hardships, yet it is what players are expected to overcome with.

Players get tickets for every opponent they defeat. The more opponents they defeat, the more tickets they get.

- TECHNICAL -

Players : 1
Control : 8-Way Joystick
Buttons : 1
=> [1] Attack

- TRIVIA -

Fearless Pinocchio was released in December 2006.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11041&o=2

$end


$pc98=fechi,
$bio

Fechi (c) 1994 Cat's Pro [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89469&o=2

$end


$snes=feda,fedap,
$bio

Feda - The Emblem of Justice [Model SHVC-63] (c) 1994 Yanoman Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61296&o=2

$end


$psx=feda2whi,
$bio

Feda 2 - White Surge - the Platoon [Model SLPS-00723] (c) 1997 Yanoman Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85142&o=2

$end


$saturn,sat_cart=fedarm,
$bio

FEDA Remake! The Emblem of Justice (c) 1996 Yanoman Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59113&o=2

$end


$cpc_cass=federati,
$bio

Federation (c) 1988 CRL Group PLC [London, England]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96235&o=2

$end


$amigaocs_flop=federatn,
$bio

Federation (c) 1989 Spotlight Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74043&o=2

$end


$amigaocs_flop=fedqst1,
$bio

Federation Quest 1 - B.S.S. Jane Seymour (c) 1990 Gremlin Graphics Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74044&o=2

$end


$pc98=feedgyak,
$bio

Feed no Gyakushuu - Backlash of Feed (c) 1993 Kamejima Sangyou

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89470&o=2

$end


$msx2_flop=feedback,feedbackb,feedbacka,
$bio

Feedback (c) 1988 Tecno Soft [TechnoSoft] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101657&o=2

$end


$sg1000=feilang,feilanga,
$bio

Fei Lang (c) 198? Unknown [Taiwan].

Taiwanese version of Choplifter.

- TECHNICAL -

[Model R-048]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49026&o=2

$end


$sms=felipe,
$bio

Felipe em Acao (c) 19?? Tec Toy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56023&o=2

$end


$bbca_cass,bbcb_cass=felixmon,
$bio

Felix and the Fruit Monsters (c) 1983 Micro Power

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51823&o=2

$end


$bbca_cass,bbcb_cass=felixfac,
$bio

Felix in the Factory (c) 1982 Micro Power

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51824&o=2

$end


$bbca_cass,bbcb_cass=felixwee,
$bio

Felix Meets the Evil Weevils (c) 1984 Micro Power

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51822&o=2

$end


$a2600=felixret,
$bio

Felix Return (c) 1983 Goliath

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50473&o=2

$end


$nes=felix,felixu,
$bio

Felix the Cat (c) 1992 Hudson Soft [Hudson Group].

- TRIVIA -

Reviews:
[FR] April 1993 - Consoles + No. 19: 87/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55135&o=2

$end


$nes=felixh,
$bio

Felix the Cat (c) 1998 Dragon Co.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84003&o=2

$end


$gameboy=felix,
$bio

Felix the Cat [Model DMG-C6-USA] (c) 1993 Electro Brain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65975&o=2

$end


$nes=felixjer,
$bio

Felix vs Jerry (c) 19?? Unknown.

A pirate hack of "Tiny Toon Adventures" featuring a Felix the Cat and a Jerry the Mouse sprite (the latter from Tom & Jerry cartoons) as main characters.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65162&o=2

$end


$cpc_cass=feliznav,
$bio

Feliz Navidad (c) 1987 PPP Ediciones

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96236&o=2

$end


$snes=fenek,
$bio

Fenek - 6 Gatsugou (c) 199? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61297&o=2

$end


$nes=fengkuan,
$bio

Feng Kuang Ji Dan Zi - Flighty Chicken (c) 19?? Waixing Computer & Technology Co., Ltd. [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84004&o=2

$end


$nes=fengshx,
$bio

???? (c) 19?? Waixing Computer & Technology Co., Ltd.
(Feng Se Huan Xiang)

- TECHNICAL -

[Model ES-1138]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76771&o=2

$end


$nes=fengshen,
$bio

Feng Shen Bang - Zhu Lu Zhi Zhan (c) 1995 Computer & Ent. [Taiwan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84005&o=2

$end


$nes=fengshen,fengshenb,fengshena,
$bio

Feng Shen Bang - Zhu Lu Zhi Zhan [Model G-0151] (c) 1995 Computer & Ent. [Taiwan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76772&o=2

$end


$nes=fengsged,
$bio

??? ??? (c) 19?? Waixing Computer & Technology Co., Ltd.
(Feng Shen Bang Gedou Ban)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76773&o=2

$end


$megadriv=fengshen,fengshena,
$bio

Feng Shen Ying Jie Chuan (c) 1996 Chuanpu Technologies

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56511&o=2

$end


$nes=mc_dance,
$bio

FengLi Dance 12 in 1 & 24 in 1 (c) 199? FengLi [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76775&o=2

$end


$nes=fengyun,fengyun1,fengyun2,
$bio

?? - Traitor Legend (c) 199? Waixing Computer & Technology Co., Ltd.
(FengYun - Traitor Legend)

- TECHNICAL -

[Model ES-1046]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76776&o=2

$end


$info=fenix,
$bio

Fenix (c) 1980 Unknown.

Fenix is a Italian Bootleg of Phoenix and is identical to Griffon and Condor.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 2.75 Mhz)
Sound Chips : TMS36XX (@ 0.372 Khz), Custom (@ 0.372 Khz), Discrete

Palette colors : 256

Players : 2
Buttons : 2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=8455&o=2

$end


$pc8801_flop=ferill,ferilla,
$bio

Ferill (c) 1989 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91766&o=2

$end


$pc8801_flop=ferillda,
$bio

Ferill Data Shu Vol.1 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91767&o=2

$end


$cpc_cass=fernande01,
$bio

Fernandez Must Die (c) 1988 Image Works

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96238&o=2

$end


$amigaocs_flop=fernandz,
$bio

Fernandez Must Die (c) 1989 Image Works

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74045&o=2

$end


$cpc_cass=fernande,
$bio

Fernandez Must Die [Model AMC-623] (c) 1988 MCM Soft. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96237&o=2

$end


$cpc_cass=fernando,
$bio

Fernando Martin Basket Master (c) 1987 Dinamic Software [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65224&o=2

$end


$cpc_cass=fernando01,
$bio

Fernando Martin Basket Master (c) 1987 Imagine Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65225&o=2

$end


$msx1_cass=basketms,basketmx,
$bio

Fernando Martin Basket Master (c) 1987 Dinamic Software [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94635&o=2

$end


$msx1_cass=basketmxs,basketmxsa,
$bio

Fernando Martin Basket Master - Executive Version (c) 1987 Dinamic Software [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94636&o=2

$end


$amigaocs_flop=ferrari,
$bio

Ferrari Formula One (c) 1988 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74046&o=2

$end


$nes=ferrarij,
$bio

Ferrari Grand Prix Challenge (c) 1992 Coconuts Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54083&o=2

$end


$nes=ferrari,ferrariu,
$bio

Ferrari Grand Prix Challenge (c) 1992 Acclaim Entertainment, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55136&o=2

$end


$megadriv=ferrari,ferrarip,
$bio

Ferrari Grand Prix Challenge (c) 1992 Flying Edge

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56512&o=2

$end


$megadriv=ferrariu,
$bio

Ferrari Grand Prix Challenge (c) 1992 Flying Edge

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57220&o=2

$end


$gameboy=ferrari,
$bio

Ferrari Grand Prix Challenge [Model DMG-XP-USA] (c) 1992 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65977&o=2

$end


$gameboy=ferrarij,
$bio

Ferrari [Model DMG-XPA] (c) 1992 Coconuts Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65976&o=2

$end


$gbcolor=ferret,
$bio

Ferret Monogatari [Model CGB-BBIJ-JPN] (c) 2000 Culture Brain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67895&o=2

$end


$pc98=fnereid,
$bio

Fervent Nereid - She's So Unusual (c) 1995 NY Spirits [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89471&o=2

$end


$a2600=festival,
$bio

Festival (c) 1983 Bit Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50474&o=2

$end


$amigaocs_flop=feud,
$bio

Feud (c) 1987 Mastertronic, Limited. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74047&o=2

$end


$msx1_cass=feud,
$bio

Feud (c) 1987 Bulldog Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94637&o=2

$end


$cpc_cass=feuduk19,
$bio

Feud [Model BA0157] (c) 1987 Mastertronic, Ltd. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96239&o=2

$end


$a2600=feuerweh,
$bio

Feuerwehr im Einsatz (c) 1983 Quelle

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50475&o=2

$end


$wswan=feversan,
$bio

Fever - Sankyo Koushiki Pachinko Simulation for WonderSwan [Model SWJ-BEC002] (c) 1999 BEC [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86326&o=2

$end


$info=sc4fevnx,sc4fevnxa,
$bio

Fever - The Next (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR1216]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42592&o=2

$end


$megadriv=feverpit,
$bio

Fever Pitch Soccer (c) 1995 US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56513&o=2

$end


$snes=feverpit,feverpitp,
$bio

Fever Pitch Soccer (c) 1995 US Gold

- TRIVIA -

Reviews:
[FR] July 1995, Consoles + N.45: 75/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62997&o=2

$end


$jaguar=feverpit,
$bio

Fever Pitch Soccer (c) 1995 Atari Corp.

- TECHNICAL -

Model J9106E

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76420&o=2

$end


$info=sc4fpitc,sc4fpitca,sc4fpitcb,sc4fpitcc,sc4fpitcd,sc4fpitce,sc4fpitcf,sc4fpitcg,sc4fpitch,sc4fpitci,sc4fpitcj,sc4fpitck,
$bio

Fever Pitch (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR7119]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42602&o=2

$end


$info=feversoc,
$bio

Fever Soccer (c) 2004 Seibu Denshi.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31135&o=2

$end


$info=feversos,
$bio

Fever SOS (c) 1998 Cave Company, Limited.

Get your groove on! In this strange but addictive overhead shooter, you must do battle against hordes of enemy spaceships and giant motherships in order to rescue the hostages. Features colorful graphics & awesome special effects, an ultra-cool 70's style soundtrack, plenty of options to customize your very own space fighter and the tried & true gameplay from Atlus/Cave (which means LOTS of bullets to dodge!). Fans of excellent overhead shooters, as well as 70's music freaks should not miss on this party!

- TECHNICAL -

Game ID : CV01

Cave 1st Generation Hardware

Main CPU : MC68000 (@ 16 Mhz)
Sound CPU : Zilog Z80 [Optional]
Sound Chips : Yamaha YMZ280B (@ 16.9344 Mhz) or OKIM6295 x (1 or 2) + YM2203 / YM2151 [Optional]
Other : 93C46 EEPROM

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Fever SOS was released in September 1998.

Licensed to Nihon System for distribution.

This game is known in Japan as "Dangun Feveron" (translates from Japanese as 'Bullet Gun Feveron').

Scitron / Gamest released a limited-edition soundtrack album for this game (Dangun Feveron - SGCD-0004) on 04/12/1998.

- TIPS AND TRICKS -

* Secret Guest Character (from "Uo Poko") : Insert a coin and press quickly Down, Up, Right, Left, Up, Down, Left, Right, Start. 1P cat's name is Uotaro and 2P cat's is Poko (81). Note : At the continue (when you loose), you need to enter this code a second time, just after inserting a new credit, to continue to play with this guest character.

* Time Attack Mode : Insert a coin, hold A+B and press Start simultaneously.

* Break the spinning disco men record on each level to face off an extra last boss and get the complete ending.

- STAFF -

Music composed by : Ryuichi Yabuki, Nanpei Misawa

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=823&o=2

$end


$info=sc4fever,sc4fevera,sc4feverb,sc4feverc,sc4feverd,sc4fevere,sc4feverf,sc4feverg,sc4feverh,sc4feverk,
$bio

Fever (c) 2000 Bell-Fruit Games.

A seven-stage trail with bonus at position 4 overruns into the Hilo win plan.
Once completed, the Hilo feature starts. A bonus hilo number may beawarded. The player guesses hi/lo on the 4th reel. A successful guess moves the player up the win plan. After one successful guess, the player may exchange for the feature game.

- TECHNICAL -

[Model PR1007]

- TRIVIA -

Fever was released in August 2000 in the UK.

- TIPS AND TRICKS -

Hints:
*Look for wins above and below the winline...
*Check out the super features!
*Never collect cash - always use the fruit shots - you may get a better win
*There's a hint to the mystery win value...
*Use the Cancel button, sometimes it can help you.
*Guess th wrong way on a guaranteed win, sometimes it can help you.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11559&o=2

$end


$info=sc4fevdta,sc4fevdtb,
$bio

Fever (c) 200? Bell-Fruit Games, Limited. [B.F.G.]

- TECHNICAL -

Model PR1202

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62053&o=2

$end


$x68k_flop=fevrie,
$bio

Fevrie (c) 19?? Jeudi [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87518&o=2

$end


$megadriv=ferias,
$bio

Férias Frustradas do Pica-Pau (c) 1995 Tec Toy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56530&o=2

$end


$sms=ferias,
$bio

Férias Frustradas do Pica-Pau (c) 1996 Tec Toy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56028&o=2

$end


$pc8801_flop=fhsyst,
$bio

FH System Disk (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91740&o=2

$end


$cpc_cass=ficherob,
$bio

Fichero Bibliografico (c) 1985 RPA Systems, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96240&o=2

$end


$cpc_cass=ficherod,
$bio

Fichero Discografico (c) 1985 RPA Systems, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96241&o=2

$end


$cpc_cass=ficheroe,
$bio

Fichero Empresarial (c) 1985 RPA Systems, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96242&o=2

$end


$info=fidlstix,
$bio

Fiddle Stix (c) 1995 Quick Silver Dev. Co.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=97865&o=2

$end


$megadriv=fidodido,
$bio

Fido Dido (c) 1994 Kaneko Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57221&o=2

$end


$info=fcombat,
$bio

Field Combat (c) 1985 Jaleco Company, Ltd [Japan Leisure].

Field Combat is a 1985 arcade video game by Jaleco Company in which the player fights as a single commanding officer in a futuristic battlefield. The object of the game is to make it all the way to the end of the battlefield using the Genesis: a warship that can fire off missiles. While the player controls the blue forces, the player must defeat the Red forces without dying in the process by either avoiding or shooting helicopters, infantrymen, and tanks. An interesting characteristic of the game is that it is possible to ask for reinforcements from an army which the player possesses by pressing both the A and B buttons at the same time. Whenever the player runs out of units to aid him in battle, he can use his special weapon to "absorb" the enemies and add them to his army.

The game used Richard Wagner's Ride of the Valkyries as its background music. There is also an enemy UFO like spaceship that, when in battlefield, attempts to grab and escape with a player friendly unit. It will also engage into air-to-air battle with a friendly helicopter.

- TECHNICAL -

Main CPU : (2x) Zilog Z80 (@ 3.333333 Mhz)
Sound Chips : (3x) General Instrument AY8910 (@ 1.5 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Field Combat was released in May 1985.

The game plays Wagner's 'Flight of the Valkyries' throughout the various stages.

- PORTS -

* Consoles :
Nintendo Famicom [JP] (July 9, 1985) [Model JF-04] 
Sony PlayStation [JP] (October 23, 2003; "Jaleco Collection Vol.1 [Model SLPS-03562]") Famicom version
Nintendo Wii [Virtual Console] [JP] (June 12, 2007) Famicom version

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=824&o=2

$end


$nes=fieldcom,
$bio

Field Combat (c) 1985 Jaleco Company, Limited. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54084&o=2

$end


$nes=fieldcomh,
$bio

Field Combat (c) 1987 FMG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69252&o=2

$end


$info=fieldday,
$bio

Field Day (c) 1984 Taito.

Export release. Game developed in Japan. See "The Undoukai - Dokoka no Gyoshiryoo no Undoukai" for more information about the game itself.

- TECHNICAL -

Game ID : A23

- TRIVIA -

A few of the fans in the stands of the background are holding Japanese flags in the original japanese release. The flags were removed in this export release.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=825&o=2

$end


$info=fgoal,fgoala,
$bio

Field Goal (c) 1979 Taito.

A ball and paddle game with a football theme.

- TECHNICAL -

Prom Stickers : TF01-TF04

Main CPU : M6800 (Number : AF017765)

Players : 2
Control : paddle

- TRIVIA -

Field Goal was released in July 1979.

Also released as a cocktail model. In Japan, the cocktail version is known as "T.T Field Goal".

- PORTS -

* Consoles :
Sony PlayStation 2 [JP] (March 29, 2007) "Taito Memories II Gekan [Model SLPM-66713]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3532&o=2

$end


$gba=field9,
$bio

Field of Nine - Digital Edition 2001 [Model AGB-AF9J-JPN] (c) 2001 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70653&o=2

$end


$fm7_cass=fieldwar,
$bio

Field Wars (c) 1983 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93721&o=2

$end


$amigaocs_flop=fieldglr,
$bio

Fields of Glory (c) 1994 Microprose Software, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74048&o=2

$end


$info=ep_fog,ep_foga,
$bio

Fields of Gold (c) 199? Global Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40097&o=2

$end


$pcecd=fiendhun,
$bio

Fiend Hunter (c) 1993 Right Stuff

Fiend Hunter is a side-scrolling action RPG by Right Stuff. The game sees the player cast as Feed Sluster, a bounty 'fiend' hunter, and his little companion Exy, a cute fire elemental. The game is divided into three major parts - The RPG section gets our heroes to wonder around towns, talk to people and gather information to move the story along. They then head off to explore the nearby areas. This section follows a traditional side-scrolling formula that certainly reminds other games such as Prince Of Persia - the challenge of these sections is to climb platforms, unlock doors, crawl through dark tunnels and avoid falling into bottomless pits. Exy is also there to help the player access visibly unreachable areas or use its natural powers to light the darkness. However, during these phases, Feed won't encounter a single foe. In Fiend Hunter, each stage features instead battle-points where the scrolling stops and a demon-like creature attack our heroes. During these duel-like fights, the player uses his sword to slash at his enemies - Exy can be called to the rescue to either protect Feed or attack the current opponent. Defeated demons drop various items such as power-up gems - these crystals can be used to increase one of Feed's attributes (such as vitality etc...) or upgrade Exy. Other items such as potions, power rings can also be collected and, most importantly, keys which are required to unlock gates and progress in the game.

- TECHNICAL -

Game ID: RSCD-3002

- TRIVIA -

Fiend Hunter was released on April 16, 1993 in Japan for 7800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58187&o=2

$end


$amigaocs_flop=fiendfrd,
$bio

Fiendish Freddy's Big Top o' Fun (c) 1989 Mindscape, Incorporated. [Northbrook, IL, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74049&o=2

$end


$cpc_cass=fiendish,
$bio

Fiendish Freddy's Big Top O'Fun (c) 1990 Mindscape, Inc. [Northbrook, IL, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96243&o=2

$end


$gba=fifa2k6,
$bio

FIFA 06 [Model AGB-BF6E-USA] (c) 2005 EA Games [Electronic Arts, Incorporated.]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70605&o=2

$end


$gba=fifa2k7,
$bio

FIFA 07 [Model AGB-B7FE-USA] (c) 2006 EA Games [Electronic Arts, Incorporated.]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70607&o=2

$end


$gbcolor=fifa2k,
$bio

FIFA 2000 [Model DMG-AFOE-USA] (c) 1999 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67892&o=2

$end


$megadriv=fifa2k3,
$bio

FIFA 2003 (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56502&o=2

$end


$gba=fifa2k4,
$bio

FIFA 2004 [Model AGB-BFIE-USA] (c) 2003 EA Games [Electronic Arts, Incorporated.]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70609&o=2

$end


$gba=fifa2k5,
$bio

FIFA 2005 [Model AGB-BF5E-USA] (c) 2004 EA Games [Electronic Arts, Incorporated.]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70611&o=2

$end


$saturn,sat_cart=fifa97,fifa97f,fifa97g,
$bio

FIFA 97 (c) 1997 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60299&o=2

$end


$snes=fifa97,
$bio

FIFA 97 - Gold Edition (c) 1996 Electronic Arts.

- TECHNICAL -

[Model SNSP-A7IP-EUR]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62979&o=2

$end


$nes=fifa97,
$bio

FIFA 97 International Soccer (c) 1997 Unknown.

A pirate hack of "Tecmo World Cup Soccer" with modified title screen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65164&o=2

$end


$saturn,sat_cart=fifa98g,
$bio

FIFA 98 - Die WM-Qualifikation (c) 1998 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60300&o=2

$end


$saturn,sat_cart=fifa98f,
$bio

FIFA 98 - En Route Pour la Coupe du Monde (c) 1998 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60301&o=2

$end


$megadriv=fifa98,
$bio

FIFA 98 - Road to World Cup (c) 1997 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56503&o=2

$end


$saturn,sat_cart=fifa98i,fifa98,
$bio

FIFA 98 - Road to World Cup (c) 1998 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60302&o=2

$end


$n64=fifa98,fifa98u,
$bio

FIFA 98 - Road to World Cup (c) 1997 Electronic Arts.

FIFA '98 from EA Sports is much more than just a simple roster and team upgrade for FIFA 64, it's almost an entirely new game. Nearly every aspect of the game has been improved; enough to make this one of the best sports games yet for the Nintendo 64.

You'll notice graphical improvment the moment the players take the field. Players have even more animations than in the previous FIFA game, and they are smoother and more realistic. Their heads turn to look at the ball as it comes to them, then towards the goal once they have control. Diving headers, bicycle kicks and Cruyff turn fakes are just a few of the flashy field moves in the game. Goalies can actually punch the ball to save a goal. (You'll only notice some of these details if you watch instant replays.)

The lighting in the game has been tweaked too, so the pitch looks brighter when it's sunny out, and gloomy only when it's raining or snowing (unlike all the time in FIFA 64). On sunny days, you'll also see a sun-generated, stark single shadow on your player, but in night games, the players will have multiple shadows from the stadium lighting. It's attention to graphical detail like this that make FIFA '98 seem like a more polished game than the original.

But the detail isn't all in the graphics. FIFA '98 sports teams, players and options galore. All the real international World Cup Confederations (CONMEBOL, OFC, AFC, UEFA, CONCACAF, CAF) are in the game as well as the most famous national leagues from around the world (leagues from England, Italy, Brazil, France, Spain, Netherlands, Malaysia, Germany, Scotland and Sweden all mirror reality, while the US national league is fictional). Not only are all the teams in each league present and accounted for, but most teams also have accurate rosters of real players. If you don't like the player ratings (there are 13 different skill ratings), you can also go in and redistribute a player's attribute points, change his face, hair style and color, and uniform number. In addition, you can change the team's colors for both their home and away jersey. Player transfers are also possible, and each team has a budget that won't allow you to make uneven trades. A standard Controller Pak can save more changes than you'll probably care to make, and can also save two seasons in progress.

FIFA '98's new gameplay feels slightly more arcade-like than its predecessor, but retains a lot of realism. Passing is crisp and accurate, and seems to be the ability most affected by a player's rating. If you time it right, you can pass or shoot right between the opposing player's legs. Not surprisingly, shooting accurately is the toughest thing to master, but once you've got the hang of it, spectacular banana kicks, chips over the keeper and powerful strikes to the corners of the net will become second nature. In addition to the good on-field control, you can manage the playing style of your team on a more strategic level by customizing the team's formation or turning up each individual player's aggression levels.

Despite all the improvements, though, FIFA '98 does have a few flaws that make it just a step below perfect. The first one is minor -- the game has the standard convoluted EA Sports game menu system, which with all the possible choices, makes setting up the game's detailed options a little frustrating at first. The second and more important flaw, though, is the game's artificial intelligence. The computer opponent is not very creative, and doesn't seem particularly aggressive. When the lowly Maldives Island national team can play the international soccer juggernaut of Germany to a scoreless tie, there's something wrong with the balance. Of course, in a multi-player game, this is not a factor, and like most sports games this is where FIFA '98 excels.

Overall, FIFA '98 is a surprisingly impressive upgrade to EA's soccer franchise. Rather than just adding new rosters and teams, EA has significantly improved the game in many areas. Although Konami's International Superstar Soccer used to be unquestionably the best N64 soccer game, FIFA '98 now makes ISS's postition atop the soccer heap up for debate. In fact, with all its options and detail, FIFA '98 is probably the better choice for a player who likes sim-like detail in their sports games. ISS still probably holds a slight advantage as a pure arcade-style soccer game.

- TECHNICAL -

Game ID: NUS-N8IE-USA

- TRIVIA -

Released on December 20, 1997 in the USA.

Export releases:
[JP] "FIFA 98 - World Cup e no Michi [Model NUS-N8IJ]"

- STAFF -

Executive Producer: Bruce E. McMillan
Director, Product Development: Warren Wall
Producer: Marc Aubanel
Associate Producer: Nick Malaperiman
Assistant Producer: Kerry Whalen
Programming Architect: Penny Lee
Lead Programmer: Yossarian King
N64 Team Programmers: Anatoli Guiria, David Hards, Yuji Nakashima, Jack McKee
N64 Lead Artist: Wayne Laybourn
N64 Team Artists: Ladislav Konopa, Jayeson Lyonns, Norie Miura
Franchise Development Director: Gaivan Chang
Art Director: David Adams
Franchise Art Lead: Jackie Marie Ritchie
Core Production: Andy Abramovici, Brent Disbrow, Robert Kaill, David McCarthy, Heidi Newell, James Johnson, Nicholas Wlodyka
Core Team Lead Programmers: Desmond Fernando, Brian Plank, Andrew Routledge, Ted Sylka
Core Team Programmers: Juan Jorge Consuegra, Michael Gordon, Chris Khoo, John Lawrie, Kevin P. Pickell, Jason Rupert
Core Team Artists: Terry Chui, Brian Keane, Margaret Livesey, Laura Luris
Additional Programming: Robert Bailey, Wyatt Cheng
Animation Lead: Joe MacDonald
Animator: Cory Slavin
Additional Animation: David DeMorest
Audio Specialists: Omar Al-Khafaji, Neil Biggin, Chris Taylor
Production Assistants: Iris Benbassat, Jennifer Campbell, Catherine Williamson
Manager, Motion Capture: Evan Marc Hirsch
Motion Capture Shoot Supervisor: David Coleman
Motion Capture: Daven Coburn, Andrea Donnelly, J. J. Gonzales, Demian Gordon, Moses Kaplinsky, Vincent Ng, Peter Saumur, Susannah Skerl
Localization Producer: Louise Read
European Localization Manager: Dominique Goy
Language Testing Co-ordinator: Matt Eyre
Translation Coordinators: Bianca Normann, Sandra Picaper, Julio Valladares, Maria Ziino
English Voice Talent: Andy Gray, Desmond Lynam, John Motson
German Voice Talent: Werner Hansch, Wolf-Dieter Poschmann, Martin Siebel
Localization Testing and Translation: Andrea Bernardoni, Sylvain Caburrosso, Álvaro Corral, Alexander Golubowitsch, Achim Haaz, Antonio López, Michael Lothmann, Sascha Mairesse, Oscar del Moral, Michele Pinardi, Luis Pinés, Julio Valladares
QA Coordinator: John Santamaria
QA Lead: Darcy Pajak
QA Assistant Leads: Trevor Kerslake, Mike Little
QA Testers: Ken Boutilier, David Brown, Cindy Currie, Patrick Fergusson, Jeremy Ferguson, Shamus Frigon, Brandon Jackson, Derek LeClair, Mike McCartney, Ian McGregor, Avinash Narayan, Shane Neville, Tony Roy, Jason Schoen, Sean Walsh, Nathan Warwick, Lorne Wilson
Mastering: Cary Chao, Jeff Hutchinson, Peter Petkov
QA Database: Bob Purewal, Randy Parmar
Technical Advisors: Sam Iacobellis, Mike Mosher
Product Marketing: Duncan Magee, Margaret Murray
Public Relations: Kathy Frazier
Package Design: Mary Mitchell
Package Photography: Brian Bahr (ALLSPORT/USA)
Documentation: Andrea Engstrom
Document Layout: Marco Garcia
EASM Quality Assurance: Andrew Young
Special Thanks: Caroline Ancessi, Duncan Backus, Frank Barchard, Hans-Jörg Brand, Andrew Brownsword, Hong Chin, Min Choi, Florian Cinetivu, Bill Craft, Marina Crean, Michael de Plater, Taller de Sonido, Paulette Doudell, Rick Friesen, Ian Gilliland, Sean Halliday, Frank Henigman, Kiyomi Hisatsugu, Bettina Klos, Kelly Kooner, Tony Lam, Roy Lassiter, Mark Lawson, Renton Leversedge, Paul Lewis, La Marque Rose, Salvatore Melluso, David Mercier, Andreas Möller, Niclas Nordlander, Curtis Patzer, Wayne Paugh, SD Post, Patrick Ratto, Ian Roy, Bernhard Schmittenbecher, Gerry Shaw, Paula Singleton, Susan Su, Scott Swan, Sissel Tangen, Shawn Taras, Voss TV, Chung Tze Yang, Nancy Waisanen, Petrina Wallace, Brian Ward, Todd Wilson

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57699&o=2

$end


$snes=fifa98,
$bio

FIFA 98 - Road to World Cup [Model SNSP-A8FP-EUR] (c) 1997 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62980&o=2

$end


$saturn,sat_cart=fifa98u,
$bio

FIFA 98 - Road to World Cup [Model T-5025H] (c) 1997 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60037&o=2

$end


$saturn,sat_cart=fifa98s,
$bio

FIFA 98 - Rumbo al Mundial (c) 1998 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60303&o=2

$end


$n64=fifa98j,
$bio

FIFA 98 - World Cup e no Michi (c) 1998 Electronic Arts.

Japanese release. Game developed in the USA.

- TECHNICAL -

Model NUS-N8IJ

- TRIVIA -

Released on April 24, 1998 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57700&o=2

$end


$nes=fifa99,
$bio

FIFA 99 (c) 1999 Unknown.

A pirate hack of "Power Soccer" with modified title screen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65165&o=2

$end


$n64=fifa99,fifa99u,
$bio

FIFA 99 (c) 1999 Electronic Arts.

A lengthy evolution bears gorgeous results in FIFA 99, a meaty sim that ranks right up there with the best sports games, period.

This is the fourth FIFA game that EA Sports Canada has developed for the N64, dating back to FIFA 64 in early '97. While that Pak's bright colors and gimmicky picture-in-picture option were clearly designed to appeal to younger players, the developers soon jettisoned the Crayola approach. The third entry in the series, World Cup 98, sported a subtle palette and, under the hood, a mind-boggling array of Team Management options that pegged it as a sim to be reckoned with.

The trend toward sophistication gains steam in FIFA 99. Players now have different heights, which can make a big difference when going for a header. Increased shading makes the players more life-like.

In-Game Management feature lets you set up three different formation/strategy combinations, then call them up in the heat of a match. With FIFA 99's IGM, you can configure individual lines in a flat, diamond or sweeper formation; reposition each player; call for an attacking, defensive or neutral approach; and designate who makes left corner kicks, right corner kicks, free kicks, spot kicks and penalty kicks.

The full FIFA license has always been a big selling point for this series. In all, FIFA 99 comes packed with a staggering 250-plus clubs from Europe and South America, plus 42 international teams.

While this is easily the biggest lineup of any FIFA game yet, fans of football exotica might be disappointed by the disappearance of the Malaysian club league and the dozens of minor international teams that populated FIFA 98: Road to the World Cup. While a salary cap prevents weak teams from loading up on superstars, the Team Edit mode makes it easy to move perennial powerhouse Real Madrid to bucolic Sinking Spring, Ohio.

Fortunately, all the major teams are here, complete with their latest home and away uniforms. For contractual reasons EA Sports is not making a big deal about the available players, but rest assured, superstars like Roberto Baggio and Zinedine Zidane appear on both their national and club teams.

Although Brazilian superstar Ronaldo doesn't appear in the game, ace striker Gabriel Batistuta stars for both Nintendo-sponsored Fiorentina of the Italian Serie-A and his native Argentine team.

Instead of arcade or simulation modes, you have a choice of four aptly named game speeds: Normal, Fast, Faster and Fastest. You can also select from three difficulty levels, eight camera angles and half lengths ranging from 4 to 45 minutes. Interestingly, the clock always shows 45-minute halves, but runs much more quickly if you've picked a shorter period.

International fans will appreciate screen text in six languages: English, French, German, Italian, Spanish, Swedish, Dutch and Brazilian Portuguese. Commentary from John Motson, Chris Waddle and Mark Lawrenson is extremely well timed. The music by Fat Boy Slim includes the new single Rockafeller Skank.

You can set up seasons by mixing and matching any of the club teams. A Custom Cup options allows you to replay the World Cup. There are two exhibition modes: Friendly, which matches any two teams, and Golden Goal, in which two teams race to see which can be the first to score a preset number of goals.

If all these options prove overwhelming, selecting the Quick Start option tosses you head-first into a match between England's Manchester United and Arsenal clubs.

All those options would mean nothing if EA Sports hadn't backed them up with first-rate play control. Responsiveness, a concern in earlier FIFA games, is lightening-quick. New moves have been added, including chest trapping, fakes, jukes and in-air moves. Enhanced goalie AI gives you better control over your defense.

The ball physics are generally realistic, although some of the caroms off headers seem mighty high. With a little bit of resourcefulness you'll get used to the menu system, which looks stunning but comes laden with the sorts of bizarre symbols more at home on a European train schedule. British lingo like "fixtures" and "kit clashing" are likely to leave Yanks scratching their collective heads. Given the total lack of Controller tips, navigating the menu requires an astrolabe and compass or at least an instruction manual.

In short, EA Sports' FIFA series has come a long way from the spotty responsiveness of FIFA 64 and now stands toe-to-toe with Konami's International Superstar Soccer '98. While ISS '98's brightly colored menus and intuitive play control are ideal for players of all ages, FIFA 99's authentic players and clubs and high-end Team Management features peg it as a Pak aimed at mature players. One thing's for sure if you pick either Pak: You'll be a winner.

- TECHNICAL -

Game ID: NUS-N9FE-USA

- TRIVIA -

Released on December 08, 1998 in the USA.

- STAFF -

Electronic Arts Canada Team
Executive Producer: Bruce E. McMillan
Director, Product Development: Warren Wall
Producer: Marc Aubanel
Franchise Development Director: Gaivan Chang
Franchise Associate Producer: Andy Abramovici
Associate Producer: Nick Malaperiman
Assistant Producer: Nicholas Wlodyka
Development Director: Dylan Miklashek
Franchise Programming Architect: Matthew M. Brown
Franchise Art Lead: Jackie Marie Ritchie
Franchise In-Game Art Lead: David Bollesen
Senior Art Advisor: David Adams
Core Team Production: Brent Disbrow, Robert Kaill, Mike Larsen, Kerry Whalen
Core Team Development Directors: Mark Lutz, Giancarlo A. Mori
Core Team Programmers: Peter Andrew, Ben Cho, Juan Jorge Consuegra, Oleg Dopertchouk, Jorge Freitas, Michael Gordon, Darren Gyles, David Hards, Chris Khoo, Ken Koch, Michael Lankerovich, John Lawrie, Greg McBride, Yuji Nakashima, Brian Plank, Andrew Routledge, Jason Rupert, Anne Sullivan, Chor Guan Teo
Core Team Artists: Cesar Banares, Joseph Flumerfelt, Brian Keane, Tony Lee, Darcy Muenchrath
Animation Lead: Joe MacDonald
Animators: Craig Koehn, Norie Miura, Cory Slavin
Animation Assistant: Alan Chuck
Sound Artist Supervisor: Robert Bailey
Sound Artists: Omar Al-Khafaji, Chris Taylor, Neil Biggin
CG Supervisor: John Rix
Video Post Production: Ken Marshall, Taylor Moore, Steve Royea
Production Coordinators: Iris Benbassat, Jennifer Campbell, Catherine Williamson
Additional Programming: Wyatt Cheng, Penny Lee
Additional Art: Min Choi
Director, Digital Production: Jeremy Schwartz
Manager, Motion Capture: Evan Marc Hirsch
Motion Capture Senior Specialists: David Coleman, Stefan Van Niekerk
Motion Capture Shoot Supervisor: Daven Coburn
Motion Capture Team: Colin DeJose, Andrea Donnelly, Daniel Eayres, Eli Masi, Vincent Ng, Michael Paul
Manager, Libraries: Rick Friesen
Libraries: Ted Sylka, Yvo Zoer
Voice Talent: John Motson
Localization Producer: Heidi Newell
Localization Testing Coordinator: Dan Rodgers
Translation Coordinator: Sandra Picaper
Localization Testing: Andrea Bernardoni, Sylvain Caburrosso, Roberto Gandolfi, Laurent Gilbert, Oscar Jiménez, Ralph Jung, Bernd Niemietz, Sami Valkama, Paulo Vitor Carnelos
Translators: Dagmar Geller, Alexa Kortch, CBG Konsult, Sandra Picaper, Luis Pinés, Gryphon Game Translations, Paola Stegani (CTO), Paulo Vitor Carnelos
QA Coordinators: Jonathan Dowdeswell, John Johnson
QA Leads: Peter Dodson, Martin Katzenmeier
QA Assistant Leads: Joel Frigon, Mark Lawson
QA Testers: Malcolm Andrieshyn, Freya Berg, Braydon Burgess, Alistair Dejonge, Adam Gandy, Ryan Greenlow, Cristian Isac, Michael Lee, Matt Maddalozzo, Avinash Narayan, Bill Person, Jeff Piva, Kevin Rawlinson, Paul Rogers, Christie Rossignol, David Tong, David Weller
QA Common Team Lead: Eric Haugen
QA Common Team Assistant Leads: Jamey Brewster, Aaron Grant, Kristen Olafson
QA Common Team Testers: Chuck Boyle, Paul Inouye, Octavio Izaurralde, Brandon Jackson, Mike Kelly, Steve McLeod, Winston Sun, Kevin Towler
Mastering: Cary Chao, Jeff Hutchinson, Peter Petkov
QA Database: Randy Parmar, Bob Purewal
QA Tech Supervisor: John Santamaria
Hardware Compatibility Leads: Jason Feser, D'Arcy Gog
Hardware Compatibility Support: Paul Breland, Colin Cox, Mark McIntyre, Zech Prinz, Chris Wallace
Product Marketing: Clive Downie, Matt Eyre, Gary Knight, Sean Ratcliffe
Public Relations: Simi Belo, Simon Callaghan, Oscar del Moral, Karine Dognin, Kathy Frazier, Nick Grange, Trudy Muller, Marc Trennheuser, Anne Vaganay
Package Design: James Hanley, Linda Hunnicut, Jennie Maruyama, Tim Milner
Documentation: James Lenoël
EASM Quality Assurance: Gabriel Gils Carbó, Benjamin Crick, Jamil Dawsari, Daniel Hiatt, Bobby Joe, Anatol Somerville
Special Thanks: Aquarium Studios, Wendy Auckel, Stephen G. Bene, Lesley Burke, Simon Davison, Sue Garfield, Dominique Goy, Siobhan Grady, Achim Haaz, Iain Hancock, Beverly Koeckeritz, Cle Kooiman, Janny Lee, Inger Marshall, Mike Mosher, Patrick J. O'Brien, Rene Parra, Mark Rizzardo, Sheri Sarkis, Brian Ward, Pamela Ansman-Wolfe, Diadora, Fujifilm, Hummel, JVC, Lotto, Mastercard, McDonald's Corporation, Puma, Umbro International
Intro Video Composition: Bob Buckley Productions Inc.
Music Consultants: Tuff Break Sports & Entertainment (a forster bros. company)

Software Creations Team
Chairman: Michael Webb
Managing Director: Paul Hibbard-Teall
Senior Project Manager: Marc Wilding
Producer: David McLachlan
Lead Programmers: Stephen Ruddy, Mike Halsall
Programmers: Carleton Handley, Allan Findlay, Andrew Cross, David J. Broadhurst, Paul Gill
Lead Artists: Lyndon Brooke, Martin Walker
Artists: Gavin Eagleton, Matt Whiteley, Francis O'Brien, Craig Allen, Chris Collins, Anthony Anderson, Justin Eagleton
QA Manager: Paul Lee
QA Testers: Ajay Dadlani, Simon Hundleby, Tony McColgan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57701&o=2

$end


$nes=fifa96,
$bio

FIFA International 2' 96 (c) 1996 Unknown.

A pirate hack of "Goal! 2" with modified title screen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65163&o=2

$end


$sms=fifa,
$bio

FIFA International Soccer (c) 1994 Tec Toy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56018&o=2

$end


$amigaocs_flop=fifa,
$bio

FIFA International Soccer (c) 1994 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74025&o=2

$end


$megacd,megacdj=fifa,fifad,fifada,
$bio

FIFA International Soccer - Championship Edition [Model T-50055-50] (c) 1994 Electronic Arts

- TRIVIA -

Reviews:
[FR] September 1994, Consoles + N.35: 88%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60612&o=2

$end


$gameboy=fifa,
$bio

FIFA International Soccer [Model DMG-AFSE-USA] (c) 1995 Malibu Games [T-HQ Division]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65961&o=2

$end


$snes=fifaj,
$bio

FIFA International Soccer [Model SHVC-84] (c) 1994 Victor Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61291&o=2

$end


$snes=fifau,
$bio

FIFA International Soccer [Model SNS-84-USA] (c) 1994 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62982&o=2

$end


$snes=fifa,
$bio

FIFA International Soccer [Model SNSP-84-EUR] (c) 1994 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62981&o=2

$end


$gamegear=fifaj,
$bio

FIFA International Soccer [Model T-106017] (c) 1995 Electronic Arts Victor [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64584&o=2

$end


$gamegear=fifa,
$bio

FIFA International Soccer (c) 1994 Electronic Arts.

- TECHNICAL -

[Model T-50018]

- TIPS AND TRICKS -

* Special Passwords: Enter these passwords to unlock the specified cheats

CR*ZY - Crazy ball
1NV1S - Invisible walls around pitch
MY0P1C - No penalties (myopic referee)

- STAFF -

Developed by TIERTEX

Produced by : Extended Play Productions
Production : Bruce McMillan, Marc Aubanel, Adrienne Travica
Lead Tester : Jon Bruce
Product Managers : Chip Lange, Neil Thewarapperuma
Technical Director : Erik Kiss
Special Thanks : EAC Technical Services, Artie Flufkin

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64582&o=2

$end


$segacd=fifa,
$bio

FIFA International Soccer [Model T-50055] (c) 1994 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60732&o=2

$end


$gameboy=fifa98a,fifa98,
$bio

FIFA Road to the World Cup '98 [Model DMG-A8SP-EUU] (c) 1997 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65963&o=2

$end


$gameboy=fifa96,
$bio

FIFA Soccer '96 [Model DMG-A6SE-USA] (c) 1996 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65964&o=2

$end


$gameboy=fifa97,
$bio

FIFA Soccer '97 [Model DMG-A7SE-USA] (c) 1997 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65966&o=2

$end


$n64=fifa,fifau,
$bio

FIFA Soccer 64 (c) 1997 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57702&o=2

$end


$megadriv=fifa95k,
$bio

FIFA Soccer 95 (c) 1994 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56504&o=2

$end


$snes=fifa96u,
$bio

FIFA Soccer 96 (c) 1995 Electronic Arts.

- TECHNICAL -

Game ID: SNS-A6SE-USA

- STAFF -

EA Crew
Executive Producer: Bruce E. McMillan
Producer: Steven Rechtschaffner
Assistant Producer: Kevin Loh
Technical Director: Erik T. Kiss
Art Director: David Adams
Music: Robert Bailey
Development Coordinator: Ted Sylka
QA: Ernie Stewart, Stephen Cheung, Kenneth Wong, Aaron Grant, Jacky Chan, Aaron Watmough, Evan Stanfield, Rhett Shoemaker, Nathan Warbruck

Probe Crew
Produced By Extended Play Productions.
Developed By Probe Entertainment Ltd.
Creative Director: Joe Bonar
Programmers: Graeme Webb, Mr. Fish, Bob Taylor, Carl Muller, James Bowman, John Croudy
Assistant Producers: Terry Haynes, James Stewart
Art Manager: Anthony Rosbottom
Artists: Little Kev, Mathew Cooling
SNES Music: Andrew Brock, Andrew Barnabas
SNES SFX: Andrew Brock, Andrew Barnabas
QA: Clifford Ramsey, James Brown, Rob Lewtus, Nick McGee, Michael Movel, Gary Patino
Documentation: Jason Armatta

Special Thanks
QA Coordinator: Jon Bruce
FIFA AI: Brian Plank
Front End Art: Suzan Germic
Production Assistant: Louise Read
Front End Programming: David Hards
Animation: David DeMorest

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62984&o=2

$end


$snes=fifa96,
$bio

FIFA Soccer 96 [Model SNSP-A6SP-EUR] (c) 1995 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62983&o=2

$end


$gamegear=fifa96,
$bio

FIFA Soccer 96 [Model T-100108] (c) 1995 Black Pearl

- STAFF -

Programmer : James C Bowman
Artists : Anna Knight, Andy Cambridge
Produced by : Joe Bonar, James Stewart
Probe Q.A. : Clifford Ramsey, Mark Viccary, James Brown, Nick McGee, Mike Movel, Robert Lewtas
Programmers : Jan Tian, Brian Plank, Kevin Pickell
EA Artists : G. Ashcroft, Dianna Davies, David Adams
Game Design : Matt Webster, Bruce McMillan

T.HQ
Vice President : Larry Siegel
Director of Product Development : Steve Ryno
Senior Producer : Donn Nauert
Producer : Greg Gibson
Associate Producer : Jon Osborn
Testing Dept. : Sanders Keel, Jamie Saxon, Gabriel Jones, James Noyes, E Fernandez, Bill Villegas, C Lloyd, Jason Lewis
Hair by : Matt
and thanks to : Kate and Felix

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64585&o=2

$end


$saturn,sat_cart=fifa96j,
$bio

FIFA Soccer 96 (c) 1996 Electronic Arts Victor.

Japanese release. Game developed in USA.

- TECHNICAL -

Game ID: T-10606G

- TRIVIA -

Released on March 15, 1996 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59114&o=2

$end


$32x=fifa96,
$bio

FIFA Soccer 96 (c) 1995 Electronic Arts.

- TECHNICAL -

Game ID: T-5002B-50

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96294&o=2

$end


$saturn,sat_cart=fifa96,
$bio

FIFA Soccer 96 (c) 1996 Electronic Arts.

European release. Game developed in USA.

- TECHNICAL -

Game ID: T-5003H-50

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60304&o=2

$end


$saturn,sat_cart=fifa96u,
$bio

FIFA Soccer 96 (c) 1996 Electronic Arts.

- TECHNICAL -

Game ID: T-5003H

- TRIVIA -

Export releases:
[EU] "FIFA Soccer 96 [Model T-5003H-50]"

- STAFF -

Development
Produced By: Extended Play Productions, Electronic Arts Canada.
Developed By Probe Entertainment Ltd.
Development Producer: Joe Bonar
Development Associate Producer: James Stewart
Lead Programmer: Keith Burkhill
Support programmers: Mark Fisher, David J. Broadhurst
Graphics: Kevin McMahon
Sound Programmer: Simon P. Golding
Sound conversion: Stuart McDonald
Original Coding and Art Work by: FIFA 96 Sony Team
Producer: Bruce E. McMillan
Associate Producer: Marc Aubanel
Assistant Producer: Masahiko Yoshizawa
Director, Product Development: Warren Wall
Technical Director: Kevin P. Pickell
Art Director: David Adams
Audio Lead: Robert Bailey
Play by Play Speech: John Motson
Musical Arrangement: Graeme Coleman
Audio & Video Editing: Chris Taylor
Video Compression: Kerry Whalen
Sound Editing: Gotham City Recording: Craig Waddell
Tools & Libraries: Yossarian King
Soccer Consultant: Carl Valentine
Translations: Carol Aggett, Dominique Goy, Bianca Normann, Graeme Wilson
Product Marketing: Neil Thewarapperuma

Film and Video
Director/Producer: Taylor Moore
Director of Photography: David Frazee
2nd Unit Camera: Glenn Taylor
Focus Puller: Steven Maier
2nd Camera Assistant: Terry Lee
Assistant Director: Matthew Buck

Film Talent
Trainer: Jock McDonald
Talent: Steven MacDonald, Martin Nash, Domenic Mobilio, Paul Shepherd
Quality Assurance Lead: Craig Welburn
Quality Assurance Backup Lead: Geoff Ball
QA Testers: Todd Wilson, Darcy Pajak, Paul Breland, Timothy Lewinson, Eric Bertram, Kenneth Wong, Gordon Thornton, Greg Williams, Ando Calrissian, Kurt Melnychuk, Robert Kaill, Peter Saumur
Special Thanks: Brian Plank, Shawn Taras, Kevin Loh, Gary Liddon, David Collins
Certain photographs provided by: AllSports Photographic, Shaun Botterill, Billy Strickland, Rick Stewart, Ben Radford, Jonathan Daniel, Simon Bruty, Chris Cole, David Cannon, John Gichigi, Clive Brunskill

San Mateo TEAM
Product Manager: Chip Lange
Documentation: Andrea Engstrom, Jason Armatta
Europan Documentation QA: Matt Eyre, Giuseppe D'Amaro
European Documentation: Matthew Miles Griffiths
Documentation Layout: Tracey Innes
Quality Assurance: Jeff Juco, Michael Gong, Michael Edison

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60038&o=2

$end


$snes=fifa97u,
$bio

FIFA Soccer 97 - Gold Edition (c) 1996 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62985&o=2

$end


$saturn,sat_cart=fifa97u,
$bio

FIFA Soccer 97 [Model T-5017H] (c) 1997 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60039&o=2

$end


$megadriv=fifa2k10,
$bio

FIFA World Cup - South Africa 2010 (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56505&o=2

$end


$megadriv=fifa2k2,
$bio

FIFA World Cup 2002 (c) 199? Glorysun

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56506&o=2

$end


$gba=fifa,
$bio

FIFA [Model AGB-AFJE-USA] (c) 2002 EA Games [Electronic Arts, Incorporated.]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70603&o=2

$end


$pc98=5element,
$bio

Fifth Element - Tamashii no Genso (c) 1992 You-en-tai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89472&o=2

$end


$pc98=5elemen2,
$bio

Fifth Element II - Hikari to Yami no Ouji (c) 1993 You-en-tai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89473&o=2

$end


$info=m55050,
$bio

Fifty Fifty (c) 199? BWB.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41532&o=2

$end


$ti99_cart=figforth,
$bio

fig FORTH (c) 1986 Weiand

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84792&o=2

$end


$cpc_cass=figforth,
$bio

Fig-Forth (c) 1985 Interceptor Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96244&o=2

$end


$info=fightfev,fightfeva,
$bio

Fight Fever (c) 1994 Viccom.

8 initially selectable characters face off to become the Tae Kwon Do master! After defeating the absolutely WACKY Master Taekuk, he becomes selectable as well to face off against end boss Karate Kenji.

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : 0060

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2610 (@ 8 Mhz)

[SNK MVS Neo-Geo Controls]
2 players - 4 buttons per player.
[JOYSTICK] 8-way [A] Light punch [B] Light kick [C] Heavy punch [D] Heavy kick

- TRIVIA -

Released in July 1994.

This game is also known in Korea as "Wang Joong Wang" (translated from Korean as 'King of the Kings').

Fight Fever is Viccom's only game developed and released for the SNK Neo-Geo MVS hardware (but was not released on the Neo-Geo AES home console).

- UPDATES -

The Korean titlescreen has a Korean flag in the background instead of flames.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=826&o=2

$end


$jaguar=fforlife,fforlife1,fforlifep1,fforlifep,
$bio

Fight for Life (c) 1996 Atari Corp.

- TECHNICAL -

Model J9037E

- TRIVIA -

This game is Atari's answer to Virtua Fighter.

- TIPS AND TRICKS -

* Cheats (enter passwords in tournament mode on character select screen after pressing Option.):
JAGUARTIME or 1+5+9 (Demo mode)
IWANTPOWER or 1+3+5+9 (All special & signature moves)
GIVEMETIME (Kara)
GIVEMEMOVE (Kara)
GIVEMEPOWR (Mr. G)
GIVEMEXXXX (Pog)
IWANTDRUGS (Lun)
IWANTPINKY (Pog)
cWANTREFER (Jenny) all moves except signature moves
VWANTSPEED (Mr. G) all moves except signature move.
GIVEMEPOWn (To choose Junior as a character. Note small 'n')
LOVEJUNIOR or 1+3+5+7+9 (Play Junior vs Junior)

* Morph as Junior: C + (U, L, D)

* Shorter Junior Battle: Defeat Junior the second time with a ring-out. When the next fight begins, pause and rewind to before the electrocution.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76421&o=2

$end


$info=m1fight,m1fighta,m1fightb,m1fightc,m1fightd,m1fighte,m1fightg,m1fighth,m1fighti,m1fightj,m1fightk,m1fightl,m1fightm,m1fightn,m1fighto,m1fightp,m1fightq,m1fightr,m1fights,m1fightt,m1fightu,m1fightv,
$bio

Fight Night (c) 199? Maygay.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=18200&o=2

$end


$info=sc5fnclb,sc5fnclba,sc5fnclbb,sc5fnclbc,sc5fnclbd,sc5fnclbe,
$bio

Fight Night Club (c) 200? Bell-Fruit Games.

- TECHNICAL -

[Model PR3061]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=19962&o=2

$end


$a7800=fightn,fightnu,
$bio

Fight Night (c) 1988 Accolade, Incorporated.

Strap on your boxing gloves, and step into the ring. Tonight you're going to test your prowess against the world's toughest fighters. To prepare for this event, you'll train in punching skills, footwork, timing, and sparring. Then you'll enter your fighters in championship matches and tournaments.

As the tension mounts in the smoke-filled arena, you eye your contender warily. Be careful, and good luck. This could be your big night!

- TECHNICAL -

Model CX7851

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50136&o=2

$end


$xegs=fightn,
$bio

Fight Night [Model RX8085] (c) 1987 Atari Corp. [Sunnyvale, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51237&o=2

$end


$nes=fs6,fs6a,
$bio

Fight Street VI (c) 1993 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84006&o=2

$end


$gba=fightbox,
$bio

FightBox [Model AGB-BOXP-EUR] (c) 2003 BBC Worldwide, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70654&o=2

$end


$info=fghtatck,
$bio

Fighter & Attacker (c) 1992 Namco.

A vertically scrolling shoot'em up game.

- TECHNICAL -

Namco System NA-1 hardware
Game ID : FA

Main CPU : Motorola 68000 (@ 12.52825 Mhz), M37710 (@ 12.52825 Mhz)
Sound Chips : C140 (@ 42.667 Khz)

Players : 4
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Released in October 1992.

This game is known in Japan as "F/A".

Soundtrack releases :
Namco Game Sound Express Vol.7 (F/A) - Victor Entertainment - VICL-15011 - Oct 21, 1992

- STAFF -

Sound Composer : Shinji Hosoe (Megaten), Takayuki Aihara

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=827&o=2

$end


$spc1000_cass=fight201,
$bio

Fighter 201 (c) 1985 Index [Korea]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83510&o=2

$end


$amigaocs_flop=fightbmb,
$bio

Fighter Bomber (c) 1990 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74050&o=2

$end


$cpc_cass=fighterb,
$bio

Fighter Bomber [Model AMC 709] (c) 1989 MCM Soft. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96245&o=2

$end


$amigaocs_flop=fightbmba,
$bio

Fighter Bomber [Power Hits] (c) 1990 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74051&o=2

$end


$n64=fightds2,
$bio

Fighter Destiny 2 (c) 2000 South Peak

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57704&o=2

$end


$amigaocs_flop=fduelpro,
$bio

Fighter Duel Pro (c) 1992 Jaeger

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74052&o=2

$end


$bbca_cass,bbcb_cass=fighterp,
$bio

Fighter Pilot (c) 1984 Kansas

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51825&o=2

$end


$cpc_cass=fighterp,
$bio

Fighter Pilot (c) 1984 Digital Integration

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96246&o=2

$end


$cpc_cass=fighterp02,
$bio

Fighter Pilot (c) 1985 Silverbird Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96247&o=2

$end


$cpc_cass=fighterp01,
$bio

Fighter Pilot [Model ZS-AM-061] (c) 1986 Zafiro Soft. Division [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96248&o=2

$end


$nes=sf6a,sf6,
$bio

Fighter Street VI 12 Peoples (c) 1996 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84007&o=2

$end


$info=fghthist,fghthistua,fghthistu,fghthistj,fghthistja,fghthistjb,fghthistub,fghthista,fghthistuc,
$bio

Fighter's History (c) 1993 Data East Corporation.

Fighter's History is the first attempt of Data East to enter in competition with Capcom and its omnipresent Street Fighter II. Because the many similarities shared by the game with the Capcom masterpiece (like the character select screen, the vs and winner/loser screens, the controls and the design and moves of some characters), Fighter's History was at least simply stamped by most of the  players like another SFII clone, and in this way remained ignored and obscured to the mass audience.

Although time after, the many beat'em up fans learnt to appreciate this maybe too underestimated fighting game, especially for its combo system, quite simple to execute even for those players not so able with timing and button pressing, and for its fast gameplay: at this purpose most of the contribution was made by the updated version released in 1994, Fighter's History Dynamite (known as Karnov's Revenge in USA and Europe) that made the gameplay more polished. Despite this at least Fighter's History never reached that great success that maybe Data East still tried to achieve.

Players choose one of 9 international fighters and battle to be the best in the world. Every character has his ending sequence and his own stage. There are also two not-selectable bosses to challenge for reach the end, and the last one of them is real surprising!

- TECHNICAL -

Runs on the Data East ARM6 (32-Bit) System Hardware.

Game ID : MBF

Main CPU : ARM (@ 7 Mhz), HuC6280 (@ 4.0275 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.58 Mhz), OKI6295 (@ 7.627 Khz), OKI6295 (@ 15.255 Khz)

Screen Orientation : Horizontal
Video Resolution : 320 x 240 Pixels.
Screen Refresh : 60.00 Hz
Palette Colors : 2048

Players : 2
Control : 8-Way Joystick
Buttons : 6
=> Light Punch, Medium Punch, Strong Punch, Light Kick, Medium Kick, Strong Kick

- TRIVIA -

Fighter's History was released in March 1993.

At the time of Fighter's History's release, Capcom U.S.A. sued Data East Corp. over Fighter's History due to what Capcom U.S.A. felt were infrigements on their Street Fighter II property. Capcom U.S.A. lost the case on grounds that the copied elements were scenes a faire and thus excluded from copyright. Data East Corp.'s largest objection in court was that their 1984 arcade game Karate Champ was the true originator of the competitive fighting game genre, which predated the original Street Fighter by three years. 

This is one of the rare Japanese-made fighting games where the characters yell out the names of their moves in their native language. Most Japanese-made fighting games, including "Street Fighter II - The World Warrior", have the Asian characters (usually comprised of East Asians) speak Japanese while all the other characters speak English or Japanese, regardless of their nationality. 

Also, every character has several winning quotes displayed in the win/lose screen : these changes depending the defeated opponent.

Another particular feature of the Fighter's History saga is the presence of characters of other Data East games in the cast of the game: in fact, the final boss of Fighter's History and Fighter's History Dynamite is actually Karnov, the hero of the homonimous platform game of Data East released in 1987. While in Fighter's History - Mizoguchi Kiki Ippatsu!! (released only for Super Famicom in Japan) the final boss is even Chelnov, the hero of Chelnov - Atomic Runner (1988) still released by Data East.

About Ryoko : This character seems somehow inspired by Ryoko Tamura, famous female judo champion that started her judo career at the age of 16 (the same age of Ryoko on the game) on the Barcelona Olympics on 1992, and winner of several medals and prizes in every judo contests all over the world. Other inspiration for Ryoko could be from the heroine of the manga "Yawara", based on the story of a young female judoka. There is also another curious thing to know about Ryoko: in the same year (1993), ADK released World Heroes 2, sequel of the previous World Heroes released in 1992, and inside his innovative character rooster appeared a new female fighter named Ryoko, that is very similar to the one of Fighter's History, especially in the physical appearance (the only difference is the colour of her Kimono: white for Ryoko of Fighter's History, light blue for Ryoko of World Heroes 2; also, Ryoko of Fighter's History has a red headband, while Ryoko of World Heroes 2 does not), but however the moves of the two characters are totally different, even if the fighting style is judo for both of them. At least the two "Ryokos" are admittedly inspired by the real Ryoko Tamura as well.

Both Ryoko and Jean's endings mention the 1996 Olympic Games in Atlanta.

Different to Street Fighter II, some stages of Fighter's History show locations actually existing in the world :
* The stage of Ray (USA) takes place in front the gates of the White House, that is clearly visible in the middle of the screen.
* The stage of Marstorius (Italy) takes place in front the 'Fontana di Trevi' of Rome, one of the most famous fountains of the world. The fountain is not only celebrated for its excellent water but for the legend that whoever drinks it or throws a coin in the fountain, will assure his return to Rome.

Mizoguchi makes a cameo in Joe & Mac Returns (1994) as an enemy character. He was a secret character in the Sega Saturn and Playstation versions of Outlaws of the Lost Dynasty, and was joined by Yungmie for the Saturn exclusive update to that game, Fuunsaiki. Also Mizoguchi later appeared as a selectable character in the Sony PlayStation 2 game "KOF - Maximum Impact Regulation A" to promote the Japanese-exclusive cell phone game Garou Densetsu vs. Fighter's History Dynamite, and as a hidden character in Kenka Bancho: Badass Rumble.

Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Fighter's History - G.S.M. 1500 Series - PCCB 00123) on June 18, 1993.

A bootleg of this game, titled 'The History of Martial Arts' (199?) was made by an unknown producer.

A Fighter's History unit appears in the 1998 movie 'The Replacement Killers'.

- UPDATES -

The US version has the 'Winners Don't Use Drugs' screen.

- TIPS AND TRICKS -

Weak Points : one of the features of the Fighter's History gameplay is the introduction of the weak points for all the characters of the game : these weak points consists basically in a single part of the suit of every character, that begin to flash while taking some strong hits : after the last strong hit making fly away the weak point, the character will get dizzy. In this way every character can get dizzy once time for round, and pop off the weak point of the opponent will become an essential strategy during the fight. In the next round, weak points are restored for both players.

These are the weak points for every character of the game :
Ray : lightning bolt (on the shirt)
Feilin : breastplate 
Ryoko : headband
Matlok : headgear
Samchay : armband
Lee : knees (some parts of the pants near the knees)
Mizoguchi : headband
Jean : leg band
Marstorius : leg warmers
Clown : mask
Karnov : hat

- SERIES -

1. Fighter's History (1993, Arcade) 
2. Karnov's Revenge [Model NGM-066] (1994, Arcade) 
3. Fighter's History - Mizoguchi Kikiippatsu!! [Model SHVC-AF3J-JPN] (1995, Super Famicom)

- STAFF -

Music Composers: Hiroaki Yoshida (Maro) (Gamadelic), Seilah (Gamadelic)

- PORTS -

* Consoles :
Nintendo Super Famicom [JP] (May 27, 1994) "Fighter's History [Model SHVC-YH]"
Nintendo SNES [US] (August 1994) "Fighter's History [Model SNS-YH]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=828&o=2

$end


$snes=fighthmk,
$bio

Fighter's History - Mizoguchi Kikiippatsu!! (c) 1995 Data East Corp.

The game was originally planned as a port of Fighter's History Dynamite for the Super Famicom. There is a new game mode exclusive to this game called 'Mizoguchi', an story mode where Mizoguchi is the protagonist. The story of the single player 'CPU Battle' takes place after the events of Fighter's History Dynamite. In addition to the 'Versus' mode, there is also an 'Extra' mode with the 'Survival' mode of the first SNES release (five-on-five elimination matches), as well as the new 'Tag', and 'Practice' mode. Practice mode features both Free training and Exercise missions.

Only 8 of the 13 fighters from Fighter's History Dynamite return, due to cartridge size restrictions. Ray, Matlok, Samchay, Jean, and Marstorius have been cut from the roster, but still make appearances during the cutscenes of the Mizoguchi mode. Most of the eight fighters have been given new special attacks and slight changes to their outfits. Chelnov is the game's final boss and is playable via a code.

- TECHNICAL -

[Model SHVC-AF3J-JPN]

[Super Famicom Controls]
2 Players - 6 Buttons Per Player.
=>[Joystick] 8-Way, [Y] Light Punch [X] Heavy Punch [B] Light Kick [A] Heavy Kick [R] All Four Buttons

- TRIVIA -

Released exclusively in Japan for the Super Famicom in February 17, 1995. The only game in the series released exclusive for the home market.

The title of the game translates to "Fighter's History - Mizoguchi's Moment of Crisis".

The final boss of the game is Chelnov, who joins Karnov as another character from his own game to appear in the Fighter's History series. Chelnov is the protagonist of Data East's arcade game Atomic Runner Chelnov.

Ray, the main character of the first two games, makes an appearance at the beginning of the Mizoguchi mode, confronting Chelnov.

Matlok, the fighting rocker, appears after the second fight of Mizoguchi mode on difficulty level 3.

Samchay, the muay thai kickboxer, appears after the second fight of Mizoguchi mode on difficulty level 4.

Marstorius, the professional wrestler, appears along with his wife after the second fight of Mizoguchi mode on difficulty level 5.

Jean, the gymnast, appears after the fifth fight of Mizoguchi mode to lend Mizoguchi his private plane.

Ox, the bull from Karate Champ, is seen dragging Mizoguchi at the end of the Mizoguchi mode.

Pony Canyon / Scitron released a limited edition soundtrack album for this game (Fighter's History Dynamite NEO-GEO CD & Mizoguchi Kiki Ippatsu!! - PCCB-00182) on May 19, 1995.

- TIPS AND TRICKS -

Wait for the opening cinematic to finish and the title screen to appear, then enter Down, Down, Up, Up, Right, Left, L, R on controller 1. Mizoguchi's voice is heard, and now Chelnov can be played as in all modes except "Mizoguchi" mode. Chelnov doesn't have any exercise missions.

Hold Start after character selection for Type Edit screen. Hold Start after the match-up screen for Button Config screen.

Each character has 10 costume colors, selected with the Y, X, B, A, and Start buttons. Holding L or R, and pressing either of the five buttons listed above can access more colors.

Tactical Weak Point System returns from the previous game. Knock your opponent's weak spot to dizzy him or her. Here is a list of all weak spot positions for each character:

Mizoguchi : headband
Yungmie : waistband
Lee : knees
Zazie : headband
Feilin : breastplate
Ryoko : headband
Clown : mask
Karnov : necklace
Chelnov : visor

- SERIES -

1. Fighter's History (1993, Arcade) 
2. Karnov's Revenge [Model NGM-066] (1994, Arcade) 
3. Fighter's History - Mizoguchi Kikiippatsu!! [Model SHVC-AF3J-JPN] (1995, Super Famicom)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61298&o=2

$end


$neocd=karnovr,
$bio

Fighter's History Dynamite (c) 1994 Data East Corp.

Get ready for the fight of your life!

One-on-one action in a fight you'll never forget. Muscles of steel and quick reflexes will be your only allies in this NEO-GEO CD game from DATA EAST! 13 fighters to choose from! Don't be fooled by appearances, each fighter has a terrifying array of maneuvers including Zazie's "Hellfire" attack, Yungmie's "Neri Chagi" attack, Matlok's "Overhead Kick", Jean's "Needle Shower", and Karnov's "Balloon Attack"!

- TECHNICAL -

ID: DECD-003

- TRIVIA -

Fighter's History Dynamite for Neo-Geo CD was released on December 22, 1994 in Japan and United States of America.

All music was remixed but one difference from the MVS and AES versions is that the music continues playing throughout the entire fight without stopping during KO's between rounds. In the MVS and AES versions, the fast paced version of the stage theme played when a round was nearing its end, in the CD versions these themes do not exist.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48001&o=2

$end


$saturn,sat_cart=fhdyna,
$bio

Fighter's History Dynamite (c) 1997 Sega Enterprises, Limited.

- TECHNICAL -

[Model GS-9107]

- TRIVIA -

Fighter's History Dynamite for Saturn was released on July 04, 1997 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48002&o=2

$end


$snes=fghthistj,
$bio

Fighter's History (c) 1994 Data East Corp.

You're invited as one of the master champions to engage in FIGHTER'S HISTORY!

The world awaits for a legend to arrive, an ultimate honor for someone who is willing to risk it all in this contest.

By mysterious invitation you are to join the greatest martial arts masters of the world. Only one person can walk away the ultimate champion by challenging 9 competitors and 2 bosses. Good Luck! You're going to need it.

Features the "Do or Die" Survival Mode tournament (five-on-five elimination), 1-7 handicaps for more competitive matches, a unique feature of fighting games with each opponent having a vulnerable weak spot that flashes when hit and multiple fighting speeds on 20 megs of RAW fighting action!

- TECHNICAL -

[Model SHVC-YH]

- TRIVIA -

Fighter's History for Super Famicom was released on May 27, 1994 in Japan.

This version of the game features 'one-two attack' chain combos and all punches and kicks are cancelable into special moves.

In addition to the single player and two player versus mode, there's a team battle mode called 'Survival'.

There are two selectable speed options and four costume colors for each fighter.

The two bosses, Clown and Karnov, are playable via a code (see Tips and Tricks).

- TIPS AND TRICKS -

Play as Clown and Karnov : At the title screen, Press Right, Right, Up, Up, L, R.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47923&o=2

$end


$snes=fghthistp,fghthist,
$bio

Fighter's History (c) 1994 Data East Corp.

SNES Port of the arcade game Fighter's History. New features include a "Survival" five-on-five team elimination match mode, two new colors, and selectable game speeds. The two bosses, Clown and Karnov, are playable via a code.

- TECHNICAL -

[Model SNS-YH-USA]

[Super Nintendo Controls]
2 Players - 6 Buttons Per Player.
=>[Joystick] 8-Way, [Y] Light Punch [X] Medium Punch [L] Heavy Punch [B] Light Kick [A] Medium Kick [R] Heavy Kick

- TRIVIA -

Ported to the Super Famicom in Japan on May 27, 1994. Ported to the SNES in August 1994.

Project EGG released the soundtrack of the SNES version of this game on July 19, 2011, and can be downloaded on the official Project EGG website.

- TIPS AND TRICKS -

Wait for the title screen introduction to finish and, when the music starts playing, press Right, Right, Up, Up, L, R on controller 1. A sound will be heard, and you can now play as Clown and Karnov in any game mode.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62998&o=2

$end


$msx2_flop=fightrag,
$bio

Fighter's Ragnarok (c) 1998 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101658&o=2

$end


$n64=fightdst,fightdstf,fightdstg,fightdstu,
$bio

Fighters Destiny (c) 1998 Ocean

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57705&o=2

$end


$saturn,sat_cart=fightmix,
$bio

Fighters Megamix (c) 1996 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60305&o=2

$end


$saturn,sat_cart=fightmixu,fightmixua,fightmixp,
$bio

Fighters Megamix [Model 81073] (c) 1997 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60040&o=2

$end


$saturn,sat_cart=fightmixj,fightmixjb,fightmixja,
$bio

Fighters Megamix (c) 1996 Sega Enterprises, Limited.

- TECHNICAL -

[Model GS-9126]

- TRIVIA -

Fighters Megamix was released on December 21, 1996 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48189&o=2

$end


$info=fswords,
$bio

Fighters Swords (c) 1995 SNK.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 12 Mhz), Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2610 (@ 8 Mhz)

Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096

Players : 2
Control : 8-way Joystick
Buttons : 4

- TRIVIA -

This is the Korean release of "Samurai Shodown III".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5108&o=2

$end


$info=ftimpact,ftimpactj,ftimpactu,
$bio

Fighters' Impact (c) 1996 Taito.

A 3-D fighting game from Taito.

- TRIVIA -

Released in August 1996.

- TIPS AND TRICKS -

* Clothes Change :
1) In character selection screen, move cursor to Silene then press H and K Button at the same time.
2) Keep holding H and K then press P Button to select clothes.

* Secret Characters :
You can select boss characters if satisfy the following conditions
Hoi Hoi : Play VS (Human vs Human) mode over 1500 times
Raonl : Play VS mode over 2500 times and get 8-hit over combo 200 times
Faraha : Play VS mode over 3000 times
Barazock : Play VS mode over 2500 times and get 10-wins 25 times

- SERIES -

1. Fighters' Impact (1996)
2. Fighters' Impact A (1997)

- STAFF -

Director : Nobuaki Kuroki
Game Design : Nobuaki Kuroki, Hisakazu Kato, Naoto Omura, Masami Kikuchi
Program : Naoto Omura, TMR, Kurabar, Agatha Koike, Shizuo Iisawa, Yoshikazu Fujita
Model/Motion Design : Kat, Masami Kikuchi, T. Kawaishi, Kentarou Miyazaki, Masakatsu, Yamaguchi, Kouhei Magome, Tomoya Tomabechi, Takashi Nagao, Hiroshi Hasegawa
Music Compose : Yasuhisa Watanabe
Sound Effect : Babi (Zuntata)
Recording Engineer : Munehiro Nakanishi
Hardware : Katsumi Kaneoka
Product Design : Toshiyuki Takenami
Character Design : Tetsuyarou Shinkaida
Motion Act : Japan ITF, Joint Action Club, Masayuki Ishikawa, Akira K., Sakura Munakata

- PORTS -

* Consoles :
Sony PlayStation (1997)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=18578&o=2

$end


$info=ftimpcta,
$bio

Fighters' Impact A (c) 1997 Taito.

A 3-D one-on-one fighting game from Taito.

- TECHNICAL -

Taito FX-1B hardware
Prom Stickers : E25

Main CPU : SPU (@ 16.9344 Mhz)
Sound Chips : SPU (@ 16.9344 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 6

- TRIVIA -

Released in January 1997.

'A' stands for 'Arcade'.

Yukiwo, from Taito's unpopular shooting game "Master of Weapon", appears in this game as a playable character.

- SERIES -

1. Fighters' Impact (1996)
2. Fighters' Impact A (1997)

- STAFF -

Director : Nobuaki Kuroki
Game Design : Nobuaki Kuroki, Hisakazu Kato, Naoto Omura, Masami Kikuchi
Program : Naoto Omura, TMR, Kurabar, Agatha Koike, Shizuo Iisawa, Yoshikazu Fujita
Model/Motion Design : Kat, Masami Kikuchi, T. Kawaishi, Kentarou Miyazaki, Masakatsu, Yamaguchi, Kouhei Magome, Tomoya Tomabechi, Takashi Nagao, Hiroshi Hasegawa
Music Compose : Yasuhisa Watanabe
Sound Effect : Babi (Zuntata)
Recording Engineer : Munehiro Nakanishi
Hardware : Katsumi Kaneoka
Product Design : Toshiyuki Takenami
Character Design : Tetsuyarou Shinkaida
Motion Act : Japan ITF, Joint Action Club, Masayuki Ishikawa, Akira K., Sakura Munakata

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=829&o=2

$end


$psx=fighters,
$bio

Fighters' Impact [Model SLPS-00822] (c) 1997 Taito Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85143&o=2

$end


$snes=fightbb,
$bio

Fighting Baseball [Model SHVC-XH] (c) 1995 Coconuts Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61299&o=2

$end


$info=fghtbskt,
$bio

Fighting Basketball (c) 1984 Paradise.

A basketball game.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3 Mhz)
Sound CPU : I8039 (@ 200 Khz)
Sound Chips : General Instrument AY8910 (@ 1.5 Mhz), Custom (@ 1.5 Mhz)

Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 256

Players : 2
Control : 8-way joystick
Buttons : 1

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3572&o=2

$end


$info=bujutsu,
$bio

Fighting Bujutsu (c) 1997 Konami Company, Limited.

A 3-D fighting game from Konami.

- TECHNICAL -

Konami Cobra System Hardware

Main CPU : Power PC603e 100MHz
Sub CPU : Power PC604 100MHz & Power PC403GA 33MHz
Sound CPU : 68EC000 @16 MHz
Sound Chip : Ricoh RF5C400 PCM 32 Channel, 44.1 kHz Stereo Output, 3D Effect Spatializer
Video Boards : 3DFX Chips X 2 (1 for PixelFX and 1 for TexelFX)
3-D Mathmatics Chip : Analog Devices "Sharc" Chip
Control Chip? : AMD Mach 111 Microcontroller N676A1
Video resoution : 640 x 400 Pixels + Mini LCD Screen Capability
Colours : 16 bit Color x 2
Raster System : 144 bits/pixel Frame Buffer including 16 bit Color x 2, 8 bit Alpha, 32bit Depth (Floating Point Z-buffers), 12 bit Stencil, 256 Level alpha Blending, Polygon & Wire Frame Rasterization
Rendering : 1-5 Million Polygons/sec, 50-250 Million Pixels/sec

- TRIVIA -

Also known as Fighting Wu-Shu, Fighting Bujutsu was released in August 1997. It was the first (and only) game to run on Konami's powerful Cobra hardware. Konami's fighting game was in direct competition with Sega's "Virtua Fighter 3".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4187&o=2

$end


$n64=fightcup,
$bio

Fighting Cup [Model NUS-NKAJ] (c) 1998 Imagineer [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57706&o=2

$end


$info=ffantasy,ffantasybl,
$bio

Fighting Fantasy (c) 1989 Data East.

The brave knight takes on a slew of medieval opponents. Money won during fights can be used to purchase fighter upgrades.

The game has 9 different selectable colosseums, each with a different opponent to face:
Pandemonium: Cawnus the Lamia Noble
Gehenna: Gran the Gargoyle
Tarterus: Norfolk the Lizard Man
Gadsheim: Sharon the Armor Dragon
Archeron: Daldnoa the Scorpion Man
Elysium: Solomon the Wizard
Twin Paradises: Charry Steve The Assassins
Abyss: Pon the Giant

- TECHNICAL -

Main CPU : Motorola 68000 (@ 10 Mhz), HuC6280 (@ 1.342325 Mhz)
Sound CPU : MOS Technology M6502 (@ 1.5 Mhz)
Sound Chips : YM2203 (@ 1.5 Mhz), YM3812 (@ 3 Mhz), OKI6295 (@ 7.757 Khz)

Players : 2
Control : 8-Way Joystick
Buttons : 2
=> Slash, Jump

- TRIVIA -

Released in March 1989, this game is known outside Japan as "Hippodrome".

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

- STAFF -

Game Designers : Marcy Eiko, Dotman
Hardware : Darkness K.K
Programmers : Susan, Vince Y., Tac. H
Sounds : Azusa Hara (Azusa), Hiroaki Yoshida (Maro), Hitomi Komatsu, Hiroyuki
Voices : Torba RR, Yuzi. S, Joe Kaminkow, Steve Walton

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=830&o=2

$end


$n64=fightfrc,fightfrcu,
$bio

Fighting Force 64 (c) 1999 Crave Entertainment.

We recommend against destroying police cars with rocket launchers. Eidos and Crave, however, think it's a good way to begin their button mashing battle royal, Fighting Force 64.

There aren't any puzzles to solve or mazes to navigate in Fighting Force 64, just lots (and we mean lots!) of enemy roughnecks to beat into submission. Reminiscent of old school games like Double Dragon and Streets of Rage, this title takes the classic side scrolling brawler and hurls it into the third dimension.

You get to choose one of four different fighters, each with a unique head-bashing style and stash of special moves. Eidos and Core, who are known for creating strong female characters, have included two women as street fighting warriors. Mace and Alana may not look like bar room brawlers, but they can be even tougher than their male counterparts, Hawk and Smasher. All four participants are united in the common cause of defeating Dr. Dex Zeng, who is planning to release biological weapons to destroy the world. We get the feeling that he wasn't loved as a child.

Most people would prefer to live rather than be destroyed by man-eating microbes, but Dr. Zeng somehow managed to gather an army of thugs, punks, and shady characters to stand in your way. These folks are obviously not the brightest bulbs on the block, so they keep coming at you even when they've seen hundreds of their buddies go down. If you want to get to the diabolical Dr. Zeng, you'll have to take down more hooligans than Charles Bronson.

3D environments give a new level of depth to the stage fighting genre, and the battle areas found in Fighting Force 64 are varied and interesting. You'll be kicking tail in elevators, subway cars, office buildings, and that's before you get to the high tech military installations of Dr. Zeng's headquarters. You have complete freedom of movement within these settings, which allows for more strategic planning than in side-scrolling battles.

To succeed in Fighting Force 64, you'll have to fight dirty. Honor is just fine and dandy, but you're not going to stop Dr. Zeng lying face-down in the street. By punching and kicking different things in the environments, you'll find an abundance of weapons, cash, and energy. For example, you can knock a tire off of a car by repeatedly kicking it, and then use it to take out a few enemies. Experimentation is the key to finding these makeshift weapons, so try to destroy everything. If you spot an enemy carrying a knife or a gun, attack that thug before any other enemies on the screen. The thug will normally drop the weapon, which gives you the opportunity to snatch it up and beat 'em at their own game.

There are two multipath junctions found in the game, and the number of available routes depends on your score. You can rack up points by pounding on the bad guys, but you can earn even more points by smashing objects and collecting the cash that falls to the floor. You can make your way through the game fairly quickly, but to see all of the areas you'll have to play through more than once. How could you live with yourself knowing that you've let some of Dr. Zeng's slackers slip through your fingers?

If you can't handle the swarming mass of enemies on your own, don't give up. You and a friend can take on the low-lives together in the 2 player cooperative mode. Even with the addition of a second player, you're still waaaaay outnumbered. You'll have to fight just as hard to be sure that you're not overwhelmed, but two players can usually cover enough ground to quickly destroy every breakable object on the screen.

With 25 3-D levels, 5 boss stages, and multiple paths, Fighting Force 64 gives players much more than the classic face-smashing fighting games of the past. If you approach Fighting Force expecting cerebral challenges and an original plot, you'll most likely be disappointed. If you approach the game expecting to deliver a few knuckle sandwiches, then you'll find what you're looking for.

- TECHNICAL -

Game ID: NUS-NFFE-USA

- TRIVIA -

Released on April 30, 1999 in the USA

- STAFF -

Nintendo 64 Programmer: Alex Davis
Original Programmers: Mark Avory, Neil Topham
Audio Programmer: Sean Dunlevy
Artists: Roberto Cirillo, Jeremy Oldreive, Gary Tonge, Andrew Sandham, Darren Wakeman, Brian J. Flanagan
Audio: Martin Iveson
Testing: David Ward, Paul Field, Hayos Fatunmbi, Tiziano Cirillo, Darren Price, Steve Wakeman
Producer: Ken Lockley
Executive Producer: Jeremy Heath-Smith
Special Thanks: Adrian Smith, Mike Schmitt, Marc Silvestri, and Top Cow Productions for additional character design and story

Eidos Interactive
Producer: Mike Schmitt
Director of Development Operations: James Poole
QA Manager: Michael McHale
QA: John Arvay, Timothy Moore (as Tim Moore), Corey Fong, Rudy Ellis, Clayton Palma, Greg Coleman
Vice President of Marketing: Paul Baldwin
Product Manager: Gary Keith Brubaker (as Gary Keith)
Marketing Support: Sutton Trout, Kelly Zavislak, Susan Boshkoff, Tricia Gray, Michelle Bravo, Lee Wilkinson
Special Thanks: Marc Silvestri, and Top Cow Productions for their work on the Fighting Force characters and storyline., Matthew Miller (as Matt Miller), Tom Marx, Frank Hom, Mike Kawahara, Michael H. Gilmartin (as Michael Gilmartin), Eric W. Adams (as Eric Adams), Mike McGarvey, David Cox (as Dave Cox), Keith Boesky, John Kavanagh, Jo Kathryn Reavis, and everyone else at Eidos Interactive.
Extra Special Thanks: Adrian Smith, Jeremy Heath-Smith (as Jeremy Smith), Ken Lockley, Troy Horton, Andrew Thompson, Jane Gilbertson, Kate Thornton, Candice Uyloan, Ryan Villiers-Furze, Jay Boor, Michael Arkin (as Mike Arkin), Susie Hamilton, and everyone else At CORE DESIGN, LTD.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57707&o=2

$end


$nes=fightglf,
$bio

Fighting Golf (c) 1988 SNK [Shin Nihon Kikaku].

- TECHNICAL -

[Model SFX-FI]

- TRIVIA -

Fighting Golf for Famicom was released on March 24, 1988 in Japan.

European reviews:
[FR] Player One (Sept. 1990): 89/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47509&o=2

$end


$info=fhawk,fhawkj,
$bio

Fighting Hawk (c) 1988 Taito.

The player controls his fighting plane 'Falcon' and fights against enemies in each round of grassy plain, iceberg, glacier, snowfield and city. His final aim is to shoot down the enemy's snowfield newest bomber 'Dragon Hat'.

- TECHNICAL -

Taito L System hardware
Prom Sticker : B70

Main CPU : (2x) Zilog Z80
Sound CPU : Zilog Z80
Sound Chips : YM2203

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Many Japanese gamers expected this game was in the line of Toaplan's "Flying Shark". But the game played very differently from Toaplan's usual style. So, the game was a flop.

Fighting hawk's BGM and graphic engine were re-used in "Master of Weapon". Originally, Master of Weapon (at an early stage of development) was planned to be a sequel of Fighting Hawk.

The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to 'H !'.

- TIPS AND TRICKS -

* Stage selection screen : like many others games in the Taito library, this game has a hidden stage selection screen, here is the process :
1) During the boot of the machine, press the 'service' button.
2) "Service switch error" should appears, new press 1P START (x3) and the service button (x1).
3) Stage Selection screen should appears.

- SERIES -

1. Flying Shark [TP-027] (1987)
2. Fighting Hawk (1988)
3. Fire Shark! [TP-017] (1989)

- STAFF -

Sound composer: V. Ohashi (Pinch Panchi)

- PORTS -

* Consoles : 
Sony PlayStation 2 [JP] (January 25, 2007) "Taito Memories II Joukan [Model SLPM-66649]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=831&o=2

$end


$nes=fighther,
$bio

Fighting Hero (c) 1991 Mega Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84008&o=2

$end


$nes=fighthr3,
$bio

Fighting Hero III (c) 1993 NTDEC [Taiwan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84009&o=2

$end


$info=cfghtice,
$bio

Fighting Ice Hockey (c) 1984 Data East Corp.

An ice hockey game.

- TECHNICAL -

This video game runs on the "DECO Cassette System" Hardware.

Cartridge ID : Model DT-140

- TRIVIA -

Fighting Ice Hockey was released in April 1984. It was known as the 40th video game made for this system (Cassette no. 40).

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=404&o=2

$end


$psx=fighting,
$bio

Fighting Illusion - K-1 Grand Prix '98 [Model SLPS-01696] (c) 1998 Xing Ent. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85144&o=2

$end


$info=fgtlayer,
$bio

Fighting Layer (c) 1998 Namco., Limited.

A one-on-one 3-D fighting game.

- TECHNICAL -

Namco System 12 hardware
Game ID : FTL

Main CPU : PSX (@ 16.9344 Mhz), H8/3002 (@ 14.7456 Mhz)
Sound Chips : C352 (@ 14.7456 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 6

- TRIVIA -

Fighting Layer was released in December 1998 in Japan only.

Developed by Arika, a Japanese video game developer, formed in 1996 by former Capcom employees.

The game features Allen Snider and Blair Dame who also appear in one of Arika's other fighting games, "Street Fighter EX Plus".

- STAFF -

Director :  Akira Nishitani (Nin) (Arika), Toshio Natsui (Namco)
Planner : Hiroshi Nagata, Shinzi Watanabe, Hiroshi -SKN- Okuda
Programmer : Kurabar, Tarabar, Hiroyasu Od.Hasssy, Mitsu, M. Karasawa, S. Masuda M.K, Yoshiyuki Nagata
Modeling Designer : Jun Matsumura, Dirty Takaoka
Character Illustrations : Tadashi Aoki
Title Design : Motokazu Sakai
Effect Designer : Kazuko Kawanaka
Motion Designer : Dirty Takaoka, Alien Pole, Masaaki Tanaka, Kazuko Kawanaka, Hitoshi Yamaguchi
Background Designer : Kaori Matsumoto, Yoko Funato, Hiroshi Chiba, Yohnosuke Naitoh
Sound Creator : Shinji -Mega- Hosoe, Takayuki Aihara, Ayako Saso

* Cast of Characters :
Tetsuo Kato : Kouji Sakurai
George Jensent : Nozomu Yokoyama
Hong Gillson : Souichiro Shibata
Lan-Yinghua : Takako Nakamura
Janis Luciani : Yuko Watanabe
Exodus : Akira Yamada
Shang-Fenghuang : Daisuke Hirakawa
Jigjid Bartol : Hideki Ogihara
Sessyu Tsukikage : Shocker Oh!No!
Capriccio : Shinji Ishii
Blair Dame : Hikari Tachibana
Allen Snider : Osamu Hosoi
Preston Ajax : Tomoyuki Ishida
Clemence Kleiber : Masayoshi Seto
Joe Fendi : Hiroaki Yoshida
Vold Ignitio : Kyousuke Tatsuno
Narration : Alex Easley

Producer : Mihara (Arika), Akihiko Tokue (Namco)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=832&o=2

$end


$info=fghtmn,fghtmna,fghtmnk,fghtmnu,
$bio

Fighting Mania (c) 2000 Konami Company, Limited.

- TECHNICAL -

Konami System 573 Hardware
[Model QG918]

Main CPU : R3000A 32 bit RISC processor, Clock - 33.8688MHz, Operating performance - 30 MIPS, Instruction Cache - 4KB
BUS : 132 MB/sec. 
OS ROM : 512 Kilobytes
Additional Sound Chips : Playstation SPU, 24 Channels, 44.1KHz sample rate, PCM audio source, Digital effects include: Envelope, Looping, Digital Reverb, Load up to 512K of sampled waveforms, Supports MIDI Instruments.
Main RAM: 2 Megabytes 
Video RAM: 2 Megabyte 
Sound RAM : 512 Kilobytes
Graphical Processor : 360,000 polygons/sec, Sprite/BG drawing, Adjustable frame buffer, No line restriction, 4,000 8x8 pixel sprites with individual scaling and rotation, Simultaneous backgrounds (Parallax scrolling)
Sprite Effects : Rotation, Scaling up/down, Warping, Transparency, Fading, Priority, Vertical and horizontal line scroll 
Resolution : 256x224 - 740x480 
Colours : 16.7 million colors, Unlimited CLUTs (Color Look-Up Tables)

- TRIVIA -

Fighting Mania was released in March 2000.

This game is also known as "Punch Mania - Hokuto No Ken" in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=34171&o=2

$end


$megadriv=fightmasj,
$bio

Fighting Masters (c) 1991 Treco

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56514&o=2

$end


$megadriv=fightmas,
$bio

Fighting Masters (c) 1992 Treco

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57222&o=2

$end


$nes=fightrd,
$bio

ファイティングロード (c) 1988 Toei Animation
(Fighting Road)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54085&o=2

$end


$info=fightrol,
$bio

Fighting Roller (c) 1983 Taito Corp.

You compete in an obstacle race on roller skates.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound CPU : Zilog Z80 (@ 2.386333 Mhz)
Sound Chips : (3x) General Instrument AY8910 (@ 1.78975 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Developed by Kaneko Co., Ltd. Fighting Roller was released in October 1983 by Taito.

This game is known outside Japan as "Roller Aces".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=833&o=2

$end


$pce=fightrun,
$bio

Fighting Run (c) 1991 Nichibutsu.

Fighting Run is an unusual mix of fighting and racing game by Nihon Bussan. The player takes control of a biped-robot engaged in a deadly race against another opponent. In single player mode, the player needs first to pick a stage and an opponent. Then points need to be allocated to one of the robot's attributes : Speed, Power and Armor. Then the race is go! Both racers can move around the track, hit each other or use special attacks (lightenings, grenade etc...) collected along the way. Each robot also has a life bar and the race is over as soon as the precious energy gauge gets to zero. Fighting Run also offers a versus mode where two players (or even two AI controlled opponents) can race against each other, and a tournament mode where eight robots and their pilots race, two at the time, for a golden trophy.

- TECHNICAL -

Game ID: NB91005

- TRIVIA -

Released on November 29, 1991 in Japan for 6900 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58580&o=2

$end


$gameboy=fightsim,
$bio

Fighting Simulator 2 in 1 Flying Warriors [Model DMG-HR-USA] (c) 1992 Culture Brain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65980&o=2

$end


$info=fsoccer,fsoccerj,fsoccerb,fsoccerba,
$bio

Fighting Soccer (c) 1988 SNK.

An overhead soccer game.

- TECHNICAL -

Main CPU : (2x) Zilog Z80 (@ 4 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Y8950 (@ 4 Mhz)

Players : 4
Control : dial
Buttons : 2

- TRIVIA -

Fighting Soccer was released in May 1988 in Japan.

- STAFF -

Directer & Designer : Buri
Program designer : Tomohide
Sound director : Kenny!
Sound creators : Aran Lee, Tarkun, Oh-Chan!
Soccer mania : Konny (as 'Konny!')
Art designers : Tsunesan, Riikuni
Hardware : Nishide, Ebara
Advisers : Daimajin Bucho, Kitasan, Tama
Producer : Eikichi Kawasaki

- PORTS -

* Computers :
Commodore Amiga (1989)
Atari ST (1989)
Commodore C64 (1989)
Sinclair ZX Spectrum (1989)
Amstrad CPC (1989)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=834&o=2

$end


$amigaocs_flop=fsoccer,
$bio

Fighting Soccer (c) 1989 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74053&o=2

$end


$cpc_cass=fighting,
$bio

Fighting Soccer [Model AMC-713] (c) 1989 MCM Soft. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96250&o=2

$end


$pcecd=fstreetj,
$bio

Fighting Street (c) 1988 Hudson Soft [Hudson Group].

Deep inside you there lurks a warrior.

Let him loose!

And test him against the martial arts champions of 5 nations.

Grit your teeth, pump up and take after Retsu and Geki from Japan. Most worthy opponents! But watch out for the baddest - Adon and Sagat, a couple of Thai's. Mike and Joe (USA), Birdie and Eagle (UK), Lee and Gen (China) all have their own special "tricks".

Be quick and strong. Or be gone!

- TECHNICAL -

Model HCD8002

- TRIVIA -

Fighting Street was released on December 4, 1988 in Japan. 

The arcade version of this game is known as "Street Fighter". 

Hudson's 1988 PC Engine CD-ROM² System conversion, one of two launch titles for the add-on, features include a remixed score, the ability to earn extra continues by clearing Bonus Stages, and high score saving.

- TIPS AND TRICKS -

* Get a high score. For your initials enter .SD (look out for the '.' dot). When the title screen appears, hold Left, Button I, and Button II, then press Select. You get 7 credits and can choose to start at any match you want, including selecting the very ending of the game. Special Moves are also much easier to execute, press Right + Select for Hadoken, Down/Right + Select for Shoryuken, and Left + Select for Tatsumaki Senpukyaku.

* Fighting Street features a bonus ending sequence were Ryu (or Ken) are seen leaving on a plane that wasn't seen in the arcade original (Street Fighter). If you clear the game four times in a row, you will see Ryu (or Ken) arrive at their destination instead of leaving for it before the staff roll sequence (you can also see this ending by viewing the ending four times in a row from the Stage Select menu).

- PORTS -

* Consoles :
Nintendo Wii [Virtual Console] [JP] (October 6, 2009)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49126&o=2

$end


$pcecd=fstreet,
$bio

Fighting Street (c) 1989 Hudson Soft [Hudson Group].

For more information about the game, please see the Japanese version's entry; "Fighting Street [Model HCD8002]".

- TECHNICAL -

Model TGXCD1001

- PORTS -

* Consoles :
Nintendo Wii [Virtual Console] [US] (November 2, 2009) 
Nintendo Wii [Virtual Console] [EU] [AU] (November 6, 2009)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49127&o=2

$end


$info=fvipers,
$bio

Fighting Vipers (c) 1995 Sega Enterprises, Limited.

A 3-D fighting game.

- TECHNICAL -

Runs on the Sega "Model 2B" hardware.

Players: 2
Control: 8-way joystick
Buttons: 4

- TRIVIA -

Fighting Vipers was released in November 1995.

Bahn is an homage of Jotaro Kujo from the manga Jojo's Bizarre Adventure.

Polygram released a limited-edition soundtrack album for this game (Fighting Vipers Original Sound Track - POCX-1030) on 25/03/1996.

- TIPS AND TRICKS -

* Secret Surprise : Play the game as Candy (a.k.a. Honey) in two player mode until the 'win' counter above your energy bar reads 100 or more. Once candy has 100 wins or more, have your opponent knock off candy's lower body armor; instead of just losing her leg armor her skirt will disappear too. Note : If both players are playing candy then they can both lose their skirts in this fashion.

* Play As B. Mahler : This trick will only work on fighting vipers that have 15,000 matches played on them; the only way to determine if your machine meets these requirements is to access the bookkeeping menu screen during test mode. At the character select screen, wait for the clock to count down to the 9-second mark, then quickly press and hold the Start button and Up on the joystick. While continuing to hold Start and Up, nudge the joystick to the upper Left or upper Right to move the cursor to the opposite side of the screen, one character at a time (on the player 1 side, start with grace and move to the right; if you are player 2 start with Rickey and move left). Remember to always hold the Start button and keep the joystick Up between while moving the cursor. When you pass the last character on the opposite center, the cursor should go off the screen and the character portrait should be that of the boss B. Mahler.

- SERIES -

1. Fighting Vipers (1995)
2. FV2 - Fighting Vipers 2 (1998)

- STAFF -

Directed by : Hiroshi Kataoka
Music composed by : David Leytze

- PORTS -

* Consoles :
Sega Saturn (1996)
Sony PlayStation 2 (2005, "Sega Ages 2500 Series Vol. 19 Fighting Vipers")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=835&o=2

$end


$saturn,sat_cart=fvipersjc,fvipersj,fvipersja,fvipersjd,
$bio

Fighting Vipers (c) 1996 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59123&o=2

$end


$saturn,sat_cart=fvipers,
$bio

Fighting Vipers (c) 199? Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60306&o=2

$end


$saturn,sat_cart=fvipersjtai,
$bio

Fighting Vipers Taikenban (c) 1996 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59124&o=2

$end


$saturn,sat_cart=fvipersu,fvipersp,
$bio

Fighting Vipers [Model 81041] (c) 1996 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60041&o=2

$end


$cpc_cass=fighting01,
$bio

Fighting Warrior [Model MH718] (c) 1985 Melbourne House [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96251&o=2

$end


$gba=filadeca,filadecap,
$bio

FILA Decathlon [Model AGB-AFLP] (c) 2002 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70613&o=2

$end


$pc98=file,
$bio

FILE - Kokubou Soushou Jouhoukyoku Jouhou Rouei Taisakubu Josei Jinmonin (c) 1994 May-Be Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89454&o=2

$end


$x68k_flop=fileprof,
$bio

File Professor (c) 1989 Logos System

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87519&o=2

$end


$cpc_cass=files198,
$bio

File [Model AMS-304] (c) 1986 Software Center

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96253&o=2

$end


$pc98=file0,
$bio

File:0 - Ghost Killer Kamimura Rei (c) 1996 Colossus [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89474&o=2

$end


$bbca_cass,bbcb_cass=filer,
$bio

Filer (c) 19?? Micro Power

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51826&o=2

$end


$info=filetto,
$bio

Filetto (c) 1990 Novarmatic.

- TECHNICAL -

Main CPU : I8088 (@ 8 Mhz)

- TRIVIA -

Filetto was released in October 1990.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4257&o=2

$end


$info=ad4film,ad4filma,
$bio

Film Premiere (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42597&o=2

$end


$pc98=filsnown,
$bio

Filsnown - Hikari to Toki (c) 1995 Leaf [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89475&o=2

$end


$info=filthyr,
$bio

Filthy Rich (c) 1997 WMS Gaming.

- TRIVIA -

Released in November 1997.

WMS Gaming released merchandise based on the Filthy Rich design like T-Shirts, Stress Pigs and Burlap Bags.

- SERIES -

1. Filthy Rich (1997)
2. Filthy Rich 2 - Shakin' Bacon (2004)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=7832&o=2

$end


$info=j5filth,j5filtha,j5filthb,j5filthc,j5filthd,j5filthe,j5filthf,j5filthg,j5filthh,j5filthi,j5filthj,
$bio

Filthy Rich (c) 199? JPM International.

- TECHNICAL -

System 5

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41033&o=2

$end


$info=j6filth,j6filtha,j6filthb,j6filthc,
$bio

Filthy Rich Club (c) 199? JPM International.

- TECHNICAL -

Impact

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41089&o=2

$end


$msx1_cass=finpack,finpacka,
$bio

Fin Pack (c) 1986 Aackosoft [Netherlands]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94638&o=2

$end


$x68k_flop=final,
$bio

Final (c) 1988 ASP

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87521&o=2

$end


$a2600=finalapp,
$bio

Final Approach (c) 1982 Apollo.

You are an Air Traffic Controller at a busy international airport. Literally thousands of lives are in your hands every day as you guide giant airliners and small private aircraft taking off and landing. You try to stay relaxed under the intense pressure of your job, but you must always be ready for emergencies.

- TECHNICAL -

Model AP2009

- SCORING -

You receive 25 points for each successful landing.  For every emergency landing you receive 50 points if you are able to land the aircraft with an emergency before any other aircraft.  You will lose 5 points every time you allow an aircraft to wander off the screen.  As the score increases, the speed of the aircraft on the screen increases.  You are allowed four control errors, such as allowing a near-miss or not immediately landing an aircraft in distress.  You will be allowed an additional control error every 500 points you earn.  The number of control errors (lives) remaining is indicated by the green lights at the top of the screen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50476&o=2

$end


$info=finlarch,
$bio

Final Arch (c) 1995 Sega.

Arcade baseball game by Sega.

- TECHNICAL -

Runs on the "ST-V [Sega Titan Video Game System]" hardware.
Cartridge ID: 610-0373-05

Players: 2
Control: 8-way joystick
Buttons: 6

- TRIVIA -

Final Arch was released in July 1995 in Japan.

Export releases: "Super Major League"

- SERIES -

1. Major League (1985)
2. Super League (1988)
3. Excite League (1989)
4. Final Arch [Model 610-0373-05] (1995)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=836&o=2

$end


$info=tvfblast,
$bio

Final Blaster (c) 1991 TOURVision.

Unlicensed Spanish game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101141&o=2

$end


$pce=finlblst,
$bio

Final Blaster (c) 1990 Namco, Limited.

Final Blaster is a vertical-scrolling shooter by Namco. The player is on a mission to save the Earth against a swam of alien invaders - on board the Blaster Mark-II Phoenix, a powerful winged space fighter, he must battle through seven stages, from the surface of the moon and progressing later to space and to planet Bosconian, the alien's main stronghold. The ship comes equipped with a standard Vulcan blaster gun and red power-pods can be collected along to way to increase its fire power. It also has secondary weapon-pods at its disposal - blue pods can be picked up and give additional upgrades to the ship, such as laser rings or laser beams. But the space fighter has a powerful secret weapon - holding down the fire button for a short amount of time slowly builds up energy around the ship, and eventually focuses it into a raging firebird, melting down everything that lays on its path. This accumulated power can also be unleashed in a destructive flash of energy, causing damage to all enemies on the screen. But there is a catch, and this particular maneuver also melts down the secondary options collected by the ship. Another unique feature of Final Blaster is the 'dynamic scrolling' - the playfield is larger than the screen, so moving up and down actually slows down or speeds up the scrolling. Finally, the game adjusts the difficulty level according to the player's progress - at the end of each stage, a difficulty meter shows how difficult the next stage is (from a scale of 1 to 4). The better the player's performance, the more difficult Final Blaster becomes.

- TECHNICAL -

Game ID: NC90007

- TRIVIA -

Released on September 28, 1990 in Japan for 6800 Yen.

- TIPS AND TRICKS -

Sound test: At the title screen, hold Down + Select + I + II and press Run.

- STAFF -

Game Design: Take
Program: Daikoku Hisaya
Graphic Design: Koji 78
Music Compose: Noririn
Music Program: Kaeru.T
Special Thanks: Arg, S. Kobayashi

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58581&o=2

$end


$info=finalb,finalbj,finalbu,
$bio

Final Blow (c) 1988 Taito.

The game features a single season boxing championship run. You can select from a group of fictional fighters.

The game is essentially a side scrolling boxing game where the player moves left and right to control a boxer. When the timing is right, the player can unleash a final blow punch which can sometimes KO the opponent in a single strike.

- TECHNICAL -

Runs on the "Taito F2 System" hardware.

Prom Stickers : B82

Players: 2
Control: 8-way joystick
Buttons: Buttons: 3 [Weak/Medium/Duck]

- TRIVIA -

Final Blow was released in April 1988.

The game has five boxers, each with a nickname :
Detroit Kid - The Invincible Black Panther
Dynamite Joe - The Miracle Fighter
Fernando Gomez - The South American Eagle
Kim Nang - The Korean Comet
King Jason - The Black King

- STAFF -

Software : Ichiro Fujisue, Masaya Kinoshita, Yuichi Ohnogi, Takayuki Ishiwata
Character designers : Yukiwo Ishikawa, Kazuhiro Numata
Hardware : Katujiro Fujimoto, Minoru Yoshimura
Cabinet : Hisayuki Yamaguchi, Yoshihiro Akiyama
Art designer : Akio Nomura
Sound : Zuntata Sound Team
Game designers : Yukiwo Ishikawa, Kazuhiro Numata

- PORTS -

* Consoles :
Sega Mega Drive [JP] (March 3, 1990) "Final Blow [Model T-11033]" 
Sega Genesis [US] (June 1, 1990) "James 'Buster' Douglas Knockout Boxing" 
Sega Mega Drive [EU] (1991) "James 'Buster' Douglas Knockout Boxing" 
Sony PlayStation 2 [JP] (March 29, 2007) "Taito Memories II Gekan [Model SLPM-66713 (TCPS-10183)]" 
Sony PlayStation 2 [JP] (June 26, 2008) "Taito Memories II Gekan [Eternal Hits] [Model SLPM-55018]" 

* Computers : 
FM Towns PC [JP] (1990) 
Commodore C64 [US] [EU] (1991) 
Atari ST [EU] (1991) 
Commodore Amiga [EU] (1991)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=837&o=2

$end


$amigaocs_flop=finalb,
$bio

Final Blow (c) 1991 Storm

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74054&o=2

$end


$megadriv=finalb,
$bio

Final Blow (c) 1990 Taito Corp.

- TECHNICAL -

Cartridge ID: T-11033

- TRIVIA -

Final Blow for Mega Drive was released on March 3, 1990 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56515&o=2

$end


$msx2_flop=fbout,
$bio

Final Bout (c) 2000 Unknown [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101659&o=2

$end


$pc98=finalbrk,
$bio

Final Breaker (c) 1993 Systemsoft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89476&o=2

$end


$sms=finalbb,
$bio

Final Bubble Bobble (c) 1988 Sega Enterprises, Limited.

- TECHNICAL -

Game ID: G-1362

- TRIVIA -

Released on July 2, 1988 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55862&o=2

$end


$svision=fcombat,
$bio

Final Combat (c) 199? Watara

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95439&o=2

$end


$nes=fcombata,
$bio

Final Combat (c) 1992 Sachen

- TECHNICAL -

Game ID: SA-020

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76763&o=2

$end


$nes=fcombat,
$bio

Final Combat [Model SA-020] (c) 1992 Sachen [Taiwan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76777&o=2

$end


$svision=fcombata,
$bio

Final Combat [Model SV10031] (c) 1992 Thin Chen Enterprise

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95438&o=2

$end


$amigaocs_flop=finalcom,finalcomf,
$bio

Final Command (c) 1989 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74055&o=2

$end


$famicom_flop=finalcom,
$bio

????????? ???? (c) 1988 Konami Industry Company, Limited.
(Final Commando - Akai Yousai)

- TECHNICAL -

Cartridge ID: KDS-AKA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65329&o=2

$end


$msx1_cass=fincount,
$bio

Final Countdown (c) 1988 Methodic Solutions

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94639&o=2

$end


$msx2_flop=finalcntfinalcnta,
$bio

Final Countdown (c) 1988 Methodic Solutions

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101660&o=2

$end


$info=fcrash,ffightbla,
$bio

Final Crash (c) 1990 Playmark.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 10 Mhz)

Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096

Players : 2
Control : 8-way Joystick
Buttons : 3

- TRIVIA -

Final Crash is a bootleg of Capcom's "Final Fight" made by Playmark (usual eproms stickers and pcb layout as their original games).

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4570&o=2

$end


$pc8801_flop=finalcri,finalcria,
$bio

Final Crisis (c) 1991 Techno Gurado

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91768&o=2

$end


$psx=finaldoo,
$bio

Final Doom [Model SLPS-00727] (c) 1997 Soft Bank

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85145&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=fe3,
$bio

Final Expansion 3 [Model VIC-2011] (c) 2011 Denial

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84420&o=2

$end


$msx2_flop=ffant,ffantb,ffantcffanta,
$bio

Final Fantasy (c) 1989 Micro Cabin Co. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101661&o=2

$end


$snes=ffmqa,ffmq,
$bio

Final Fantasy - Mystic Quest (c) 1992 Square Company, Limited.

- TECHNICAL -

Cartridge ID: SNS-MQ-USA

- TRIVIA -

Reviews:
[FR] December 1992 - Consoles + N.15: 68%

- TIPS AND TRICKS -

Game information
----------------
Press Start to display the menu, then hold Start + Select. 

Defeating the Dark King
-----------------------
Keep using cures on the final Boss to hurt him. Use it on him approximately twenty times and he will vanish into thin air.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62999&o=2

$end


$gameboy=ffant4,
$bio

Final Fantasy 4 (c) 199? Unknown [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65982&o=2

$end


$gameboy=ffantadv,
$bio

Final Fantasy Adventure [Model DMG-FF-USA] (c) 1991 Square Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65983&o=2

$end


$psx=finalfex,
$bio

Final Fantasy Extra Collection [Model SLPM-80073] (c) 199? Square Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85147&o=2

$end


$gba=ffant12u,
$bio

Final Fantasy I & II - Dawn of Souls [Model AGB-BFFE-USA] (c) 2004 Square Enix Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70656&o=2

$end


$gba=ffant12,
$bio

Final Fantasy I & II - Dawn of Souls [Model AGB-BFFP] (c) 2004 Square Enix Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70655&o=2

$end


$nes=ffant12,
$bio

Final Fantasy I - Final Fantasy II (c) 1994 Square Company, Limited.

- TECHNICAL -

[Model SQF-FO]

- TRIVIA -

Released on February 27, 1994 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54088&o=2

$end


$gba=ffant12j,
$bio

Final Fantasy I - II Advance [Model AGB -BFFJ-JPN] (c) 2004 Square Enix Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70657&o=2

$end


$psx=finalfa2,
$bio

Final Fantasy II [Model SLPS-03502] (c) 2002 Square Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85148&o=2

$end


$snes=ff2a,ff2,
$bio

Final Fantasy II (c) 1991 Square Company, Limited.

Export release. For more information about the game itself, see the original Japanese release entry known as "Final Fantasy IV [Model SHVC-F4]".

- TECHNICAL -

[Model SNS-F4-USA]

- TRIVIA -

Final Fantasy II was released in November 1991 in North America.

Reviews:
[FR] June 1992 - Joypad N.9: 92/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63000&o=2

$end


$nes=ffant2j,
$bio

Final Fantasy II (c) 1988 Square Company, Limited.

- TECHNICAL -

[Model SQF-FY]

- TRIVIA -

Final Fantasy II was released on December 17, 1988 in Japan.

- SERIES -

1. Final Fantasy [Model SQF-FF] (1987, Famicom)
2. Final Fantasy II [Model SQF-FY] (1988, Famicom)
3. Final Fantasy III [Model SQF-FC] (1990, Famicom)
4. Final Fantasy IV [Model SHVC-F4] (1991, Super Famicom)
5. Final Fantasy V [Model SHVC-F5] (1992, Super Famicom)
6. Final Fantasy VI [Model SHVC-F6] (1994, Super Famicom)
7. Final Fantasy VII [Model SLPS 00700~2] (1997, PlayStation)
8. Final Fantasy VIII [Model SLPS 01880~3] (1999, PlayStation)
9. Final Fantasy IX [Model SLPS 02000~3] (2000, PlayStation)
10. Final Fantasy X [Model SLPS 25050] (2001, PS2)
11. Final Fantasy XI [Model SLPS 25200] (2002, PS2)
12. Final Fantasy XII [Model SLPM 66320] (2006, PS2)
13. Final Fantasy XIII [Model BLJM 67005] (2009, PS3)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54089&o=2

$end


$wscolor=ffant2,
$bio

Final Fantasy II [Model SWJ-SQRC02] (c) 2001 Square Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86431&o=2

$end


$nes=ffant2,
$bio

Final Fantasy II (c) 1991 Square Company, Limited.

Export version. For more information about the game itself, see the original Japanese release entry; "Final Fantasy II [Model SQF-FY]".

- TRIVIA -

This export version was never released and exists only as a prototype version.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55139&o=2

$end


$snes=ff3a,ff3p,ff3,
$bio

Final Fantasy III (c) 1994 Square Company, Limited.

Export release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Final Fantasy VI [Model SHVC-F6]".

You can found on this page information about the Export version only.

- TECHNICAL -

Model SNS-F6-USA

- TRIVIA -

Final Fantasy III was released on October 20, 1994 in North America.

There where a BIG names change between the US and the original Japanese release. Here are the list:

US (original Japanese version)

* Principal characters: Terra (Tina), Locke (Lock), Sabin (Mash), Cyan (Cayenne), Strago (Stragus), Gestahl (Ghastra), Kefka (Cefca), Vicks (Biggs), Banon (Bannon).

* Other Characters: Elayne (Mina), Owain (Son), Arvis (Jun), Madonna (Madaline), Gerad (Geoff), Duane (Dean), Katarin (Katrina).

* The Moglis (Moogles): Kupek (Moglin), Kupop (Mogpu), Kumama (Mogchi), Kuku (Morl), Kutan (Mogtan), Kupan (Mogul), Kushu (Mogshin), Kurin (Mogpon), Kuru (Mugmug), Kamog (Zumomog).

* Character Classes: In the original version, there were class names; Tina (Magic Warrior), Lock (Adventurer), Edgar (Machinery), Mash (Monk), Shadow (Assassin), Cayenne (Samurai), Gau (Wild Boy), Celes (Rune Knight), Mog (Moglie), Setzer (Gambler), Stragus (Blue Mage), Relm (Pictomancer), Gogo (Mimic), Umaro (Snow Man), Banon (Priest), Leo (Great General), Biggs (Imperial Soldier), Wedge (Imperial Soldier).

* Bosses: TunnelArmr (Dig Armor), AtmaWeapon (Ultima/Altema Weapon), Atma (Ultima/Altema Pastor), Larry (Suuno), Moe (Seeno), Doom Gaze (Death Gaze), Chupon (Tupon), Umaro (Snow Man), Hidon (Hidun), Hidonite (Eleboth), DirtDragon (Earth Dragon), Ice Dragon (Freeze Dragon), Red Dragon (Flame Dragon), White Drgn (Holy Dragon), GoldDragon (Illu Dragon), Whelk (Yumir).

* Espers (Genju): Stray (Cait Sith), Shoat (Catoblepas), ZoneSeek (Zone Seeker), Palador (Keeshiheri), Starlet (Rakushumi), Tritoch (Varingarmandar), Terrato (Midgar Zolom), Crusader (Jihaad).

* Attack Magic: Ice (Blizzard), Bolt (Thunder), Fire 2 (Fira), Ice 2 (Blizzara), Bolt 2 (Thundara), Fire 3 (Figa), Ice 3 (Blizzaga), Bolt 3 (Thundaga), Doom (Death), Pearl (Holy), Demi (Gravity), Quartr (Graviga), X-Zone (Degeon), Meteor (Meteo), W.Wind (Tornado).

* Healing Magic: Cure (Keal), Cure 2 (Kealra), Cure 3 (Kealga), Life (Raise), Life 2 (Araise), Antdot (Poisona), Remedy (Esuna), Life 3 (Reraise).

* Effect Magic: Scan (Libra), Rasp (Raspil), Mute (Silence), Safe (Protes), Sleep (Sleeper), Muddle (Confu[se]), Bserk (Berserk), Float (Levitate), Imp (Kappa), Rflect (Reflec[t]), Haste 2 (Hasga), Slow 2 (Sloga), Osmose (Aspil), Warp (Telepo[rt]).

* Special skills and attacks: 
- Lore (Memorized Technique): AquaRake (Aqua Breath), Revenge (Revenge Blast)
- Blitz (Special Technique>): AuraBolt (Aura Cannon), Suplex (Meteodrive), Fire Dance (Phoenix Dance), Air Blade (Vacuum Blade), Bum Rush (Battle Dance)
- SwdTech (Special Sword Technique): Dispatch (Fang / Tusk), Retort (Sky), Slash (Tiger), Quadra Slam (Dance / Circle / Wheel), Empowerer (Dragon), Stunner (Moon), Quadra Slice (Violent / Furious), Cleave (Chop / Sever / Cut)
- Tools (Machines): AutoCrossbow (Auto Bow-Gun), Bio Blaster (Bio Blast), Flash (Sun Beam), Debilitator (Weak Maker), NoiseBlaster (Voice Blast)
- MagiTek (Magic-based): Bio Blast (Bio Blaster), TekMissile (Magic Missile), Ice Beam (Blizzard Beam), Bolt Beam (Thunder Beam), X-fer (Degenerator)
- Morph (Trans[form])

* Graphic changes: 
- The Bar signs in the original version say PUB, they are a Wine Glass and a bottle in the US one, and they says CAFE.
- A few monsters had some slight graphic changes; (US names) Critic, 2nd tier of last boss, Goddess, and the Esper, Starlet were modified a little (they were partially in the nude). Another enemy graphic was slightly changed, the Barb-e (and palette swaps look-alikes) had smoke coming out of their pipes.

* Misc. changes: 
- Item names were limited to 8 characters in the original. In the US, they has been expanded to a limit of 12. 
- Cayenne in the US had Machinery books. In the Japanese, he had a Machinery book and a porn mag!
- Ted Woolsey isn't in the Magic Armor mode7 credits screen.
- Money is Gil.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63001&o=2

$end


$nes=ffant3,
$bio

Final Fantasy III (c) 1990 Square Company, Limited.

- TECHNICAL -

[Model SQF-FC]

- TRIVIA -

Final Fantasy III was released on April 27, 1990 in Japan.

- TIPS AND TRICKS -

Developer message: Hold Up + Left + Start + Select, press Reset, then release Select to display the message BY: NASIR (Nasir Gebelli, the game's programmer).

- SERIES -

1. Final Fantasy [Model SQF-FF] (1987, Famicom)
2. Final Fantasy II [Model SQF-FY] (1988, Famicom)
3. Final Fantasy III [Model SQF-FC] (1990, Famicom)
4. Final Fantasy IV [Model SHVC-F4] (1991, Super Famicom)
5. Final Fantasy V [Model SHVC-F5] (1992, Super Famicom)
6. Final Fantasy VI [Model SHVC-F6] (1994, Super Famicom)
7. Final Fantasy VII [Model SLPS 00700~2] (1997, PlayStation)
8. Final Fantasy VIII [Model SLPS 01880~3] (1999, PlayStation)
9. Final Fantasy IX [Model SLPS 02000~3] (2000, PlayStation)
10. Final Fantasy X [Model SLPS 25050] (2001, PS2)
11. Final Fantasy XI [Model SLPS 25200] (2002, PS2)
12. Final Fantasy XII [Model SLPM 66320] (2006, PS2)
13. Final Fantasy XIII [Model BLJM 67005] (2009, PS3)

- STAFF -

Programmer: Nasir Gebelli

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54090&o=2

$end


$snes=ff4je,
$bio

Final Fantasy IV - Easy Type [Model SHVC-FE] (c) 1991 Square Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61301&o=2

$end


$nes=zzhx4,
$bio

Final Fantasy IV 光与暗 水晶纷争 (c) 200? Nanjing.
(Final Fantasy IV - Guang Yu An Shui Jing Fen Zheng)

- TECHNICAL -

Game ID: NJ098

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77070&o=2

$end


$gba=ffant4u,
$bio

Final Fantasy IV Advance [Model AGB-BZ4E-USA] (c) 2005 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70660&o=2

$end


$gba=ffant4ja,ffant4j,
$bio

Final Fantasy IV Advance [Model AGB-BZ4J-JPN] (c) 2005 Square Enix Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70659&o=2

$end


$gba=ffant4,
$bio

Final Fantasy IV Advance [Model AGB-BZ4P-EUR] (c) 2006 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70658&o=2

$end


$snes=ff4j,ff4ja,
$bio

Final Fantasy IV (c) 1991 Square Company, Limited.

- TECHNICAL -

Model SHVC-F4

- TRIVIA -

Final Fantasy IV was released on July 19, 1991 in Japan]

- SERIES -

1. Final Fantasy [Model SQF-FF] (1987, Famicom)
2. Final Fantasy II [Model SQF-FY] (1988, Famicom)
3. Final Fantasy III [Model SQF-FC] (1990, Famicom)
4. Final Fantasy IV [Model SHVC-F4] (1991, Super Famicom)
5. Final Fantasy V [Model SHVC-F5] (1992, Super Famicom)
6. Final Fantasy VI [Model SHVC-F6] (1994, Super Famicom)
7. Final Fantasy VII [Model SLPS 00700~2] (1997, PlayStation)
8. Final Fantasy VIII [Model SLPS 01880~3] (1999, PlayStation)
9. Final Fantasy IX [Model SLPS 02000~3] (2000, PlayStation)
10. Final Fantasy X [Model SLPS 25050] (2001, PS2)
11. Final Fantasy XI [Model SLPS 25200] (2002, PS2)
12. Final Fantasy XII [Model SLPM 66320] (2006, PS2)
13. Final Fantasy XIII [Model BLJM 67005] (2009, PS3)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61300&o=2

$end


$wscolor=ffant4,
$bio

Final Fantasy IV [Model SWJ-SQRC09] (c) 2002 Square Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86432&o=2

$end


$gameboy=ffantlg2,
$bio

Final Fantasy Legend II [Model DMG-S2-USA] (c) 1991 Square Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65984&o=2

$end


$gameboy=ffantlg3,
$bio

Final Fantasy Legend III [Model DMG-OS-USA] (c) 1993 Square Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65985&o=2

$end


$gba=ffantactu,
$bio

Final Fantasy Tactics Advance [Model AGB-AFXE-USA] (c) 2003 Square Enix Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70663&o=2

$end


$gba=ffantactj,
$bio

Final Fantasy Tactics Advance [Model AGB-AFXJ-JPN] (c) 2003 Square Enix Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70662&o=2

$end


$gba=ffantact,
$bio

Final Fantasy Tactics Advance [Model AGB-AFXP] (c) 2003 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70661&o=2

$end


$snes=ffmqj,
$bio

Final Fantasy USA - Mystic Quest [Model SHVC-MQ] (c) 1993 Square Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61302&o=2

$end


$nes=ffant5,
$bio

Final Fantasy V (c) 19?? Union Bond [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84010&o=2

$end


$gba=ffant5u,
$bio

Final Fantasy V Advance [Model AGB-BZ5E-USA] (c) 2006 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70666&o=2

$end


$gba=ffant5j,
$bio

Final Fantasy V Advance [Model AGB-BZ5J-JPN] (c) 2006 Square Enix Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70665&o=2

$end


$gba=ffant5,
$bio

Final Fantasy V Advance [Model AGB-BZ5P-EUR] (c) 2007 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70664&o=2

$end


$snes=ff5j,ff5ja,
$bio

Final Fantasy V (c) 1992 Square Company, Limited.

- TECHNICAL -

Model SHVC-F5

- TRIVIA -

Final Fantasy V was released on December 06, 1992 in Japan.

- SERIES -

1. Final Fantasy [Model SQF-FF] (1987, Famicom)
2. Final Fantasy II [Model SQF-FY] (1988, Famicom)
3. Final Fantasy III [Model SQF-FC] (1990, Famicom)
4. Final Fantasy IV [Model SHVC-F4] (1991, Super Famicom)
5. Final Fantasy V [Model SHVC-F5] (1992, Super Famicom)
6. Final Fantasy VI [Model SHVC-F6] (1994, Super Famicom)
7. Final Fantasy VII [Model SLPS 00700~2] (1997, PlayStation)
8. Final Fantasy VIII [Model SLPS 01880~3] (1999, PlayStation)
9. Final Fantasy IX [Model SLPS 02000~3] (2000, PlayStation)
10. Final Fantasy X [Model SLPS 25050] (2001, PS2)
11. Final Fantasy XI [Model SLPS 25200] (2002, PS2)
12. Final Fantasy XII [Model SLPM 66320] (2006, PS2)
13. Final Fantasy XIII [Model BLJM 67005] (2009, PS3)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61303&o=2

$end


$gba=ffant6u,
$bio

Final Fantasy VI Advance [Model AGB-BZ6E-USA] (c) 2007 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70669&o=2

$end


$gba=ffant6j,
$bio

Final Fantasy VI Advance [Model AGB-BZ6J-JPN] (c) 2006 Square Enix Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70668&o=2

$end


$gba=ffant6,
$bio

Final Fantasy VI Advance [Model AGB-BZ6P-EUR] (c) 2007 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70667&o=2

$end


$snes=ff6j,ff6ja,
$bio

Final Fantasy VI (c) 1994 Square Company, Limited.

A role-playing video game set in a fantasy world with a technology level equivalent to that of the second industrial revolution. The game story focuses on a group of rebels as they seek to overthrow an imperial dictatorship. The game features 14 permanent playable characters, the most of any game in the main series.

- TECHNICAL -

Game ID: SHVC-F6

- TRIVIA -

Final Fantasy VI (or FF6 for short) was released on April 02, 1994 in Japan. It was considered by many as the best in the series.

Reviews:
[FR] May 1995 - Consoles + N.32: 93%

It was exported in North America as "Final Fantasy III [Model SNS-F6-USA]".

Hironobu Sakaguchi was originally the director of the game but could not put all his time and effort into it due to him becoming very busy at the time after becoming vice-president of the company and having a lot of other projects going on. The story was also by Sakaguchi. The event scenes and script of Final Fantasy VI were done by a group of four or five people, among them Yoshinori Kitase, and Sakaguchi was the director and story writer and had control over these aspects as well. Similar to the development of Final Fantasy V, Kitase worked on the event scenes while Sakaguchi directed them. However, Kitase went on to have more control over the event scenes in Final Fantasy VI after Sakaguchi stepped down as director around 70% into the project.

Hiroyuki Ito was the game designer and responsible for all the gameplay aspects such as the battle system and character growth system. He was also responsible for the pacing and flow of the entire game and tried to strike a balance between the gameplay and event scenes so the game did not feel too story-driven. He would again take on this role while directing Final Fantasy IX. Hiroyuki Ito also wrote the back story and character arc of Locke Cole and Celes Chere.

FF6 had 4 graphic directors. Tetsuya Takahashi, the first of the game's four graphic directors, designed the imperial Magitek Armors as they appear in the intro credits. He was also the map director and designed the world map for both the World of Balance and World of Ruin. He also drew the background art for the various battle screens.

Hideo Minaba, the second of the game's four graphic directors, was the art director of the game. He designed the architecture and interior design of all the buildings in the various towns, which he based on Victorian architecture. He also designed all the other locations in the game such as Narshe, the Opera House, the Phantom Train and Vector.

Kazuko Shibuya, the third of the game's four graphic directors, was the character sprite designer. She designed the sprites for all the playable characters and also all the NPCs. Although not immediately obvious, she made the battle sprites slightly more detailed than the map sprites. This was done because the battle sprites needed to do more animations due to the various attacks, spells and abilities possible in the game. Kazuko Shibuya also wrote the back story and character arc of Gau.

Tetsuya Nomura, the fourth of the game's four graphic directors, was the monster designer. He designed the battle sprites for the over 300 monsters you can encounter in the game. His most notable work is his elaborate sprites for the boss monsters, particularly the final bosses. Tetsuya Nomura also wrote the back story and character arc of Setzer Gabbiani and Shadow.

- SERIES -

1. Final Fantasy [Model SQF-FF] (1987, Famicom)
2. Final Fantasy II [Model SQF-FY] (1988, Famicom)
3. Final Fantasy III [Model SQF-FC] (1990, Famicom)
4. Final Fantasy IV [Model SHVC-F4] (1991, Super Famicom)
5. Final Fantasy V [Model SHVC-F5] (1992, Super Famicom)
6. Final Fantasy VI [Model SHVC-F6] (1994, Super Famicom)
7. Final Fantasy VII [Model SLPS 00700~2] (1997, PlayStation)
8. Final Fantasy VIII [Model SLPS 01880~3] (1999, PlayStation)
9. Final Fantasy IX [Model SLPS 02000~3] (2000, PlayStation)
10. Final Fantasy X [Model SLPS 25050] (2001, PS2)
11. Final Fantasy XI [Model SLPS 25200] (2002, PS2)
12. Final Fantasy XII [Model SLPM 66320] (2006, PS2)
13. Final Fantasy XIII [Model BLJM 67005] (2009, PS3)

- STAFF -

Producer: Hironobu Sakaguchi
Director: Yoshinori Kitase, Hiroyuki Itou
Main Programmer: Ken Narita, Kiyoshi Yoshii
Graphic Director: Tetsuya Takahashi, Kazuko Shibuya (as Kazuko Shibuya), Hideo Minaba, Tetsuya Nomura
Music: Nobuo Uematsu
Image Designer: Yoshitaka Amano
Battle Planner: Yasuyuki Hasebe, Akiyoshi Oota
Field Planner: Yoshihiko Maekawa, Keita Etoh, Satoru Tsuji, Hidetoshi Kezuka
Event Planner: Tsukasa Fujita, Keisuke Matsuhara
Effect Programmer: Hiroshi Harata, Satoshi Ogata
Battle Programmer: Akihiro Yamaguchi
Sound Programmer: Minoru Akao
Effect Graphic Designer: Hirokatsu Sasaki
Field Graphic Designer: Takaharu Matsuo, Yusuke Naora, Nobuyuki Ikeda, Tomoe Inazawa, Kaori Tanaka, Takamichi Shibuya, Shinichiro Hamasaka (as Shinichirou Hamasaka), Akiyoshi Masuda, Hidetoshi Kezuka
Monster Graphic Designer: Hitoshi Sasaki
Object Graphic Designer: Kazuhiro Ookawa
Sound Effect: Kazumi Mitome, Yoshitaka Hirota, Yasumasa Okamoto, Shun Ohkubo
Sound Engineer: Eiji Nakamura
Remake Planner: Weimin Li, Aiko Ito
Translator: Ted Woolsey
System Engineer: Masahiro Nakajima, Mitsuo Ogura, Yasunori Orikasa, Yutaka Ohdaira
Executive Producer: Tetsuo Mizuno, Hitoshi Takemura
Special Thanks to: Masafumi Miyamoto, K. Torishima, H. Hashimoto, Keitarou Adachi, Yoshinori Uenishi, Y. Ohkawa, Yasuo Kuwahara, Yusuke Hirata, T. Nomura, Kiyotaka Sousui, Tetsuhisa Tsuruzono, Y. Ishida, Michio Okamiya, Kei Hirata, Noriyuki Watanabe, K. Maeda

- PORTS -

* Consoles :
Sony PlayStation (2002) "Final Fantasy VI [Model SCES-03828]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61304&o=2

$end


$psx=intcdff7,
$bio

Final Fantasy VII Interactive Sampler CD (c) 1996 Sony Computer Ent. America.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102177&o=2

$end


$gbcolor=ffantx,
$bio

Final Fantasy X - Fantasy War (c) 200? SKOB [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67896&o=2

$end


$nes=ffant,
$bio

Final Fantasy (c) 1990 Nintendo.

Export release. For more information about the game itself, see the original Japanese release entry; "Final Fantasy [Model SQF-FF]".

- TECHNICAL -

[Model NES-FF-USA]

- TRIVIA -

Final Fantasy was released in May 1990 in North America. Published by Nintendo under lisence from Square, the original developer of the game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55138&o=2

$end


$psx=finalfan,
$bio

Final Fantasy [Model SLPS-03430] (c) 2002 Square Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85146&o=2

$end


$nes=ffantj,ffantja,
$bio

Final Fantasy (c) 1987 Square Company, Limited.

- TECHNICAL -

[Model SQF-FF]

- TRIVIA -

Final Fantasy was released in December 18, 1987 in Japan.

Known export releases:
"Final Fantasy [Model NES-FF-USA]"
"Final Fantasy [Model NES-FF-CAN]"

- SERIES -

1. Final Fantasy [Model SQF-FF] (1987, Famicom)
2. Final Fantasy II [Model SQF-FY] (1988, Famicom)
3. Final Fantasy III [Model SQF-FC] (1990, Famicom)
4. Final Fantasy IV [Model SHVC-F4] (1991, Super Famicom)
5. Final Fantasy V [Model SHVC-F5] (1992, Super Famicom)
6. Final Fantasy VI [Model SHVC-F6] (1994, Super Famicom)
7. Final Fantasy VII [Model SLPS 00700~2] (1997, PlayStation)
8. Final Fantasy VIII [Model SLPS 01880~3] (1999, PlayStation)
9. Final Fantasy IX [Model SLPS 02000~3] (2000, PlayStation)
10. Final Fantasy X [Model SLPS 25050] (2001, PS2)
11. Final Fantasy XI [Model SLPS 25200] (2002, PS2)
12. Final Fantasy XII [Model SLPM 66320] (2006, PS2)
13. Final Fantasy XIII [Model BLJM 67005] (2009, PS3)

- STAFF -

Developed by the A-Team.

Character Design: Yoshitaka Amano
Music Composer: Nobuo Uematsu
Original Concept: Hironobu Sakaguchi
Programmer: Nasir Gebelli
Scenario: Kenji Terada

- PORTS -

* Computers :
MSX2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54086&o=2

$end


$wscolor=ffant,
$bio

Final Fantasy [Model SWJ-SQRC01] (c) 2000 Square Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86430&o=2

$end


$cpc_cass=finalfig,
$bio

Final Fight (c) 1991 US Gold, Ltd. [Birmingham, UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96254&o=2

$end


$x68k_flop=ffight,
$bio

Final Fight (c) 1992 Capcom Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87520&o=2

$end


$info=ffight2b,
$bio

Final Fight 2 (c) 1996 Fight Company, Limited.

- STAFF -

Original staff:
Game design: Tatsuya Minami
Producer: Tokuro Fujiwara
Composers: Yasuaki Fujita, Mari Yamaguchi, Yuki Iwai, Setsuo Yamamoto, Yuko Takehara, Tatsuya Nishimura

- PORTS -

* Consoles :
Super Famicom [JP] (May.1993)
Super Nintendo [NA] (Aug.1993)
Super Nintendo [EU] (Dec.1993)
Nintendo Wii [Virtual Console] (Oct.2009)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=27399&o=2

$end


$snes=ffight2j,
$bio

Final Fight 2 (c) 1993 Capcom Company, Limited.

After the infamous Final Fight and Final Fight Guys ports for the Super Famicom , Capcom released an exclusive sequel for Nintendo's 16bit system. The game takes place where the first opus left off - Metro City is now crime-free and the Mad Gear gang is no more. Or this is what mayor Mike Haggar seems to think. The criminal gang has already regrouped and Maki, a young girl, calls the mayor to the rescue - her sister and father have been kidnapped and she disparately needs help. Final Fight 2 features the strong Mike Haggar himself and two new fighters to the series - the swordsman Carlos and the cute Maki. The game's story starts in Hong Kong but quickly moves to Paris and other European cities. Final Fight 2 follows the same control scheme that made the series popular - one button triggers punches and combo attacks and another gets the fighter to jump. Press both buttons and he will unleash a special move that can hit several enemies at once. Unlike the first port of the series, Final Fight 2 features a two simultaneous player mode.

- TECHNICAL -

Cartridge ID: SHVC-F2

- TRIVIA -

Released on May 22, 1993 in Japan for 9000 Yen. Final Fight 2 is one of Capcom's biggest selling titles with over 1,030 million units sold worldwide. The game was exported in USA as "Final Fight 2 [Model SNS-F2-USA]".

Final Fight 2 shows a series of interesting cameos. Chun-Li from Street Fighter II can be seen eating noodles in the background of the Hong Kong stage. A sign saying 'Ryu' can also be seen in the same stage. In the Paris stage, a standing character strangely looking like Guile can also be seen cheering in the background.

Carlos makes a cameo appearance in Capcom Fighting Jam during Alex's ending sequence.

Maki is the only character from Final Fight 2 to make a return appearance, making her second videogame appearance in the 2001 fighting game Capcom Vs. SNK 2. She uses many of the same techniques from this game as part of her moveset and is armed with a tonfa, her preferred weapon in Final Fight 2.

A doll of Guy provides players with an extra life. A doll of Master Genryusai provides players with temporary invincibility.

- TIPS AND TRICKS -

Same Player Code
-----------------
When the title screen appears with 'Game Start' and 'Option Mode', press on controller 1 Down, Down, Up, Up, Right, Left, Right, Left, L, R. The screen will turn blue, and now two players can select the same fighter. The second player's character will have a new costume color to avoid confusion. The code will have to be entered again if you exit the option menu after finishing the code.

Expert Difficulty
------------------
The game must be completed in the Expert difficulty in order to see a complete ending.

- SERIES -

1. Final Fight [B-Board 88622B-3] (1989, Arcade) 
2. Final Fight 2 [Model SHVC-F2] (1993, Super Famicom) 
3. Mighty Final Fight (1993, Famicom) 
4. Final Fight Tough [Model SHVC-AFZJ-JPN] (1995, Super Famicom) 
5. Final Fight Revenge (1999, Arcade) 
6. Final Fight - Streetwise (2006, PS2/XBOX)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61306&o=2

$end


$snes=ffight2u,
$bio

Final Fight 2 (c) 1993 Capcom Company, Limited.

Export release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Final Fight 2 [Model SHVC-F2]".

- TECHNICAL -

Cartridge ID: SNS-F2-USA

- TRIVIA -

In the original Japanese version, there are female enemies named Mary and Eliza which are replaced in theses American versions by enemies Robert and Leon. The boss of the first level, Won Won, wields a meat cleaver in the original version, but uses his bare hands in this American version.

The american cover art for Final Fight 2 bears similarity to the cover art from the very first Streets of Rage game which was Sega's rival equivalent to Final Fight.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63005&o=2

$end


$snes=ffight2,
$bio

Final Fight 2 [Model SNSP-F2-EUR] (c) 1993 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63004&o=2

$end


$nes=ffight3,ffight3a,
$bio

Final Fight 3 (c) 1998 JY Co.

Unlicensed game.

- TECHNICAL -

Game ID: JY-116

- TIPS AND TRICKS -

The JY Company logo can be accessed by pressing Down, Down, Left, Up, Right, Left, Up and Down on the title screen.

- STAFF -

Developed by: Hummer Team

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84011&o=2

$end


$snes=ffight3u,ffight3up,
$bio

Final Fight 3 (c) 1996 Capcom Company, Limited.

Export release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Final Fight Tough [Model SHVC-AFZJ-JPN]".

- TECHNICAL -

[Model SNS-AFZE-USA]

- PORTS -

* Consoles :
Released to the Virtual Console in January 4, 2010 in America.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63007&o=2

$end


$snes=ffight3,
$bio

Final Fight 3 [Model SNSP-AFZP-EUR] (c) 1995 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63006&o=2

$end


$megacd,megacdj=ffightcd,
$bio

Final Fight CD (c) 1993 Sega Enterprises, Limited.

- TECHNICAL -

Game ID: 4410

- TRIVIA -

Reviews:
[FR] March 1993 - Consoles + No. 18: 92/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60616&o=2

$end


$segacd=ffightcd,
$bio

Final Fight CD (c) 1993 Sega Enterprises, Limited.

Description from the USA back cover:

Final Fight punches its way onto Sega CD.

When the Mad Gear Gang is around, you know laws are being broken. Enter the good guys, Haggar, Cody and Guy, with killer roundhouse kicks, back fists, uppercuts and body slams. All raging to the coolest CD quality tunes. When the going gets tough, grab a pipe, knife or sword, and take a slice out of crime!

* 6 brutal levels of street fighting head trauma and shattered rib cages!
* Choose from 3 characters for 1 or 2 player bone-busting action!
* Arcade-quality music and sound effects.

- TECHNICAL -

Game ID: 4410

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60735&o=2

$end


$megacd,megacdj=ffightcd,
$bio

Final Fight CD (c) 1993 Sega Enterprises, Limited.

Final Fight punches its way onto Sega CD.

When the Mad Gear Gang is around, you know laws are being broken. Enter the good guys, Haggar, Cody and Guy, with killer roundhouse kicks, back fists, uppercuts and body slams. All raging to the coolest CD quality tunes. When the going gets tough, grab a pipe, knife or sword, and take a slice out of crime in 6 brutal levels of street fighting head trauma and shattered rib cages! Choose from 3 characters for 1 or 2 player bone-busting action with arcade-quality music and sound effects.

- TECHNICAL -

[Model G-6013]

- TRIVIA -

Released on April 02, 1993 in Japan, this Mega-CD version was ported and published by Sega under license from Capcom. This version retains nearly all the features of the arcade game adding voice acting to the game's opening and ending sequence, an arranged version of the original soundtrack, and an exclusive time attack mode.

- TIPS AND TRICKS -

At the Options screen, highlight Exit and hold Right, Button A and Button B simultaneously. Press Start to exit. You enable the Rapid Punch feature, allowing you to fire up your attacks by simply holding your Attack button.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=29411&o=2

$end


$snes=ffightgj,
$bio

Final Fight Guy (c) 1992 Capcom Company, Limited.

Final Fight Guy is a side-scrolling beat'em up by Capcom and based around their arcade game Final Fight. The action takes place in Metro City - Jessica, Haggar's daughter, has been kidnaped by the Mad Gear gang and our two heroes run to save her. The game is in all points identical to the first version except for the different opening and ending sequences. Two new power-ups are also available, a Jessica Doll giving our fighters a temporary invulnerability and special icons giving them an extra life.

- TECHNICAL -

[Model SHVC-FY]

- TRIVIA -

The Super Famicom version of Final Fight was re-issued, replacing Cody with Guy, and titled 'Final Fight Guy', released in Japan in 1992 (March 20, 1992 in Japan for 8500 Yen). The opening cinematic explains Cody's absence.

The 12 difficulty settings from the original game were replaced by four: Easy, Normal, Hard, and Expert. There are also two new items such as temporary invincibility and extra men. The Industrial Area and the cooperative multi-player are still absent.

Reviews:
May 1992 - Joypad N.8 (Page 136-138) [FR]: 91/100

- TIPS AND TRICKS -

Hidden Options:
---------------
In the title screen, when asked to 'Press Start', hold button L. Press start. You will access the options menu. Press X to change settings. The game must be completed on Expert difficulty in order to see a complete ending.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61307&o=2

$end


$snes=ffightg,
$bio

Final Fight Guy (c) 1994 Capcom Company, Limited.

Export release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Final Fight Guy [Model SHVC-FY]".

- TECHNICAL -

Cartridge ID: SNS-FY-USA

- TRIVIA -

Released in North America as a rental-only title exclusive to Blockbuster stores with the same changes as the SNES version, such as the changed boss names and Poison and Roxy replaced by Billy and Sid.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63008&o=2

$end


$gba=ffight1u,
$bio

Final Fight One (c) 2001 Capcom Company, Limited.

North American release. Game developed in Japan. For more information about the game itself, please see the original Japanese version entry; "Final Fight One [Model AGB-AFFJ-JPN]".

Description from the USA back cover:

CLASSIC ARCADE ACTION ON THE RUN!
Classic arcade action is unleashed on the Game Boy Advance system in Final Fight One. There's trouble in Metro City. The members of the Mad Gear Gang have kidnapped the mayor's daughter Jessica and the clock is ticking. The mayor, an ex-street fighter himself, calls in the big guns to help, enlisting the iron fist team of Cody and Guy. Now it's a race against time to scour the city, defeat an army of the Mad Gear Gang's minions, and rescue Jessica before it's too late!

* The classic arcade blockbuster now for the Game Boy Advance system.
* Team up with a friend, using the link cable to connect two Game Boy Advance systems.
* New added scenes .

- TECHNICAL -

Cartridge ID: AGB-AFFE-USA

- TRIVIA -

Final Fight One for Game Boy Advance was released on September 26, 2001 in North America.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70672&o=2

$end


$gba=ffight1j,
$bio

Final Fight One (c) 2001 Capcom Company, Limited.

CLASSIC ARCADE ACTION ON THE RUN!

There's trouble in Metro City. The members of the Mad Gear Gang have kidnapped the mayor's daughter Jessica and the clock is ticking. The mayor, an ex-street fighter himself, calls in the big guns to help, enlisting the iron fist team of Cody and Guy. Now, it's a race against time to scour the city, defeat an army of the Mad Gear Gang's minions, and rescue Jessica before it's too late!

Classic arcade action is unleashed on the Game Boy Advance. Team up with a friend using the link cable to connect two Game Boy Advance systems.

- TECHNICAL -

Cartridge ID: AGB-AFFJ-JPN

- TRIVIA -

Final Fight One for Game Boy Advance was released on May 25, 2001 in Japan. 

Features Haggar, Cody, and Guy and the Industrial Area (as well as Rolento) that was missing in the Super Famicom version.

With a link cable, the game can also be played cooperatively with 2 players and unlimited continues instead of just 4 credits in 1 player mode.

Prior to each boss battle, there are dialogue scenes now, and the Street Fighter Zero versions of Guy and Cody are unlockable characters.

Players can select the same character, and there are other unlockable features such as extra costume color palettes.

The items of Final Fight Guy, such as extra lives and invincibility are also featured. Enemy placement is also the same as Final Fight Guy, but more than three enemies can be seen on the screen at the same time. 

Transition sequences were also restored, but some were still not present while others were slightly altered.

- TIPS AND TRICKS -

When you exit the Options Mode and return to the Mode Select Screen, the Battle Point Screen is displayed. Your Battle Points are calculated by the cumulative number of enemies you have defeated. When you defeat a certain number of enemies, a hidden secret will be unlocked, as listed below:

Z-Guy: Defeat 50 enemies.
Player: Defeat 200 enemies. You can now choose up to 9 lives in reserve.
Z-Cody: Defeat 500 enemies.
Stage Select: Defeat 800 enemies.
Color Change: Defeat 1,300 enemies. You can now select one of four costume colors for each character.
Rapid Punch: Defeat 2,000 enemies. When turned ON, holding the Attack button allows you to punch rapidly without having to hit the button repeatedly.

Z-Guy and Z-Cody appear on the character select screen if you press Left while highlighting Guy or Right while highlighting Haggar. A new screen will be displayed featuring the Street Fighter Zero characters for the player to choose.

Once you reach 2,000 points, you have unlocked everything. The maximum number the screen can display is 9,999.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70671&o=2

$end


$gba=ffight1,
$bio

Final Fight One (c) 2001 Ubi Soft

European release. Game developed in Japan. For more information about the game itself, please see the original Japanese version entry; "Final Fight One [Model AGB-AFFJ-JPN]".

- TECHNICAL -

Cartridge ID: AGB-AFFP-EUR

- TRIVIA -

Final Fight One for Game Boy Advance was released on September 28, 2001 in Europe.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70670&o=2

$end


$info=ffreveng,
$bio

Final Fight Revenge (c) 1999 Capcom Company, Limited.

A 1-on-1 fighting game based on the "Final Fight" series.

- TECHNICAL -

Sega Titan Video hardware (STV)

Main CPU : (2x) SH-2 (@ 28.6364 Mhz), 68000 (@ 11.45456 Mhz)
Sound Chips : SCSP (@ 11.45456 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 6

- TRIVIA -

Final Fight Revenge was released on July 14, 1999.

This game was created by Capcom USA, not the main Japanese branch.

This game was a disappointment to many fans of the original "Final Fight", the original was a 2-D side-scrolling beat-em' up, 'Revenge' is a 3-D versus fighting game, like "Street Fighter EX", only not as good.

If you are using Cody and defeat your opponent with the 'Punch-out' super move, you get a special 'You're already dead' victory pose that is a direct rip-off of 'Hokuto no Ken' (aka 'Fist of the North Star').

- SERIES -

1. Final Fight [B-Board 88622B-3] (1989, Arcade) 
2. Final Fight 2 [Model SHVC-F2] (1993, Super Famicom) 
3. Mighty Final Fight (1993, Famicom) 
4. Final Fight Tough [Model SHVC-AFZJ-JPN] (1995, Super Famicom) 
5. Final Fight Revenge (1999, Arcade) 
6. Final Fight - Streetwise (2006, PS2/XBOX)

- PORTS -

* Consoles : 
Sega Saturn [JP] (March 30, 2000; "Final Fight Revenge [4MRAM Doukori Ban] [Model T-1248G]") 
Sega Saturn [JP] (March 30, 2000) [Model T-1249G]

A Sega Dreamcast version of this game was in development but was never released.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=839&o=2

$end


$saturn,sat_cart=ffreveng,
$bio

ファイナルファイト リベンジ (c) 2000 Capcom Company, Limited.
(Final Fight Revenge)

- TECHNICAL -

Game ID: T-1249G

- TRIVIA -

Released on March 30, 2000 in Japan only. This was the last Capcom game officially released for the Sega Saturn. The game can be played in English if the console's internal language is set to English.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59125&o=2

$end


$snes=ffightt,
$bio

Final Fight Tough (c) 1995 Capcom Company, Limited.

You can teach a new skull old tricks! 9 huge levels of action, make decisions on directions to travel to make your fight different every time! Pull off special attacks to power up the "SUPER" meter to unleash multiple-hit punch and kick barrage moves! Enjoy the 2-player simultaneous game or try the new "AUTO 2P PLAY" mode where your teammate is controlled by the computer for one credit!

At 24-megs, this is the biggest Final Fight ever!

- TECHNICAL -

[Model SHVC-AFZJ-JPN]

- TRIVIA -

Known export releases:
"Final Fight 3 [Model SNS-AFZE-USA]"

The music used for both the title screen and the first stage was used in the secret game of the Street Fighter Zero: Fighter's Generation compilation, Hyper Street Fighter Zero. It can be found in the sound test, and can be heard in game by playing as ZERO3 Guy with Classic Mode.

The continue screen in Final Fight Tough, which features the selected main character tied to a table while a panel with spikes descends on him/her is an homage to the arcade version of Ninja Gaiden (which ironically enough, inspired the intimidating continue screens in both Final Fight 1 and 2), and even the ending notes of the continue theme pay homage to Ninja Gaiden's infamous music sting upon the end of the continue countdown.

- TIPS AND TRICKS -

Debug Menu:
-----------
Select + Start (on Capcom screen)

Inside the factory:
------------------
Knock an enemy into a door and proceed into it. Defeat all the enemies and your character may proceed to a room with four computers present. Knock enemies into all four computers and when all opponents have been defeated, you will clear the round without facing the boss of the level.

- SERIES -

1. Final Fight [B-Board 88622B-3] (1989, Arcade) 
2. Final Fight 2 [Model SHVC-F2] (1993, Super Famicom) 
3. Mighty Final Fight (1993, Famicom) 
4. Final Fight Tough [Model SHVC-AFZJ-JPN] (1995, Super Famicom) 
5. Final Fight Revenge (1999, Arcade) 
6. Final Fight - Streetwise (2006, PS2/XBOX)

- PORTS -

* Consoles :
Released to the Virtual Console in December 8, 2009 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61308&o=2

$end


$info=ffightj,ffightj1,
$bio

Final Fight (c) 1989 Capcom Company, Limited.

Jessica, the daughter of the city Mayor Mike Haggar has been kidnapped by the evil 'Mad Gear' gang. Set in the fictional Metro City, Haggar rounds up two of his closest friends, Guy and Cody, and sets out to battle Mad Gear's gang members and ultimately rescue his daughter.

1 or 2 players choose to play as either Guy, Cody or Haggar in this superb, sideways scrolling beat-em-up. As well as the standard punch and kick moves, each character also has a special attack. This move is powerful enough to fell several enemies at once, but with the trade-off that each time a special attack is executed, some of the player's energy is lost. Energy levels can be replenished by finding the food that lies hidden in certain crates and barrels. Some of the Mad Gear gang members will drop a weapon when they are felled. These weapons can then be picked up and used by the players.

After the benchmark-setting "Double Dragon", released by Technos in 1987, Final Fight would become the standard-bearer of the scrolling beat-em-up genre. Featuring a large variety of distinctive, well animated characters moving through colorful and detailed backgrounds, and with a control system that is as intuitive as it is complex, Final Fight is still considered to be the finest example of its kind.

- TECHNICAL -

Runs on the "CP System" hardware.
B-Board ID: 88622B-3

Players: Up to 2 simultaneously.
Control per player: 8-way joystick.
Buttons per player: 3.
=> [1] Attack, [2] Jump, [3] Release (when grabbed by enemies).

- TRIVIA -

Final Fight was released in December 1989 in the Japanese arcades. It was known there as the 8th video game made for the CP System.

This game was originally billed as the sequel to "Street Fighter" and was to be called "Street Fighter '89". While the game had become a major hit in its own right, Capcom decided to change the name to "Final Fight" and save the "Street Fighter" name for another game, 2 years later. 

Guy's name is written with the kanji meaning 'victory song'. The character of Guy has been allegedly inspired by the lead singer of the post hardcore group Fugazi, Guy Picciotto. 

The enemy character, Andore, and all of his relatives (Andore Jr., Uncle Andore, Father Andore and Grandfather Andore) are Capcom's homage to the now late WWF Champion, Andre Rene Roussimoff, better known as 'Andre the Giant'. 

Two other Mad Gear characters, Axl and Slash, are parodies of the lead singer and guitarist respectively from American rock band, 'Guns N' Roses'. 

Poison is taken from the glam rock group of the '80s, in which the singer used to wear a similar hat to the female character in the game. The character Poison is actually a male transvestite and so is Roxy (although a translation error in the Capcom Classics Collection character profiles refers to Roxy as a female). 

Abigail is a King Diamond album, whose singer (King Diamond) resembles the character in the game. 

Sodom is a famous German thrash metal band founded in the eighties. 

The enemy character 'Two P' appears in "Forgotten Worlds" as the second player ('Two P' for 2P, 'Player 2').

The game shares a similar plot with the 1984 movie 'Streets of Fire' directed by Walter Hill. Starring : Michael Paré, Diane Lane, Rick Moranis and Willem Dafoe. Here's a list of the things the movie and the game have in common (Warning! Contains movie spoilers) : 
1) The main character played by Michael Paré is named 'Tom Cody' and resembles the game character. Wears jeans and a white shirt at some points during the movie. 
2) The city is plagued by gangs and a motorcycle gang kidnaps Cody's Ex girlfriend. 
3) The cop that arranges a meeting between Cody and the Gang's boss is nothing other than a corrupted cop by the name of 'Ed Price', the only Cop in the game is called 'Eddie'. 
4) The city has an old and trashed look similar to the game. 
5) At the end of the movie, Cody leaves the girl just like in the game. Only this time there is no 'Guy' to stop him from leaving (see Final Fight ending sequence)

Known re-release: "Final Fight [B-Board 89625B-1]"
Known Export release: "Final Fight [B-Board 89624B-3]"

A bootleg of this game is known as "Final Crash". 

Before the release of "Final Fight", Capcom released a vertically scrolling driving/shoot-em-up called "Mad Gear". 

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

- UPDATES -

First revision:
* No Build Date screen.

Second revision:
* Buid Date screen added.
* Build date: 900112

Third revision:
* Build date: 900305

Fourth revision:
* Build date: 900613

- TIPS AND TRICKS -

* At the front of the train of Level 2, stand on the barrel and let the clock get to about 45. You will skip the section without defeating the Mad Gear guys. 

* Special Endings : Finish the game without having to continue to see an additional credit sequence (meet the staff). 

* Hidden Stuff : 
Gaining extra points : To gain jewels and other high points items from breakable stuff like barrels, dustbins. Execute the jump+down attack move. (Cody - headbutt, Guy - Elbow). When doing the move, rapidly jag controller left to right. Usually, jewels will appear instead of other cheap things. 
Crewing Gum : When fighting Eddie B. (Cop), you will notice that he spit out a wad of gum. That thing will give you about half a life if you pick it up. 
Last Boss : Cody is able to punch away the bolts that the last boss fires. No other character can do it. 
Off the wall attack : Besides doing the normal off the wall flying kick, you can change it into a flying elbow drop by doing down+attack. 
Hidden Gems : On the way to the last boss, there is a stage when there are some pillars. Located at the bottom of each pillar are gems. Make sure you get them. 

* Super Combo : This super combo can be easily executed with Cody or Guy, but it's a bit tougher with Haggar. To begin, initiate a punching combo (press attack, attack, attack for Cody or Guy) or (attack, attack for Haggar.) While you're pressing these buttons, hold the D-pad AWAY from your enemy. Before you do your final ending combo blow, you will throw the enemy, delivering massive damage! 
Note : You can also start this combo with a jumping knee (jump and hold down, press attack) to deal even more damage! (This will not work for Haggar). 
There's an easier way to do this: simply pull the joystick down while punching and the combo will finish throwing the enemy. 

* Cody is the only character who can attack with a knife without throwing it. Press Attack while standing next to an enemy to stab them.

- SERIES -

1. Final Fight [B-Board 88622B-3] (1989, Arcade) 
2. Final Fight 2 [Model SHVC-F2] (1993, Super Famicom) 
3. Mighty Final Fight (1993, Famicom) 
4. Final Fight Tough [Model SHVC-AFZJ-JPN] (1995, Super Famicom) 
5. Final Fight Revenge (1999, Arcade) 
6. Final Fight - Streetwise (2006, PS2/XBOX)

- STAFF -

Planner : Pon G, Akira Nishitani (Nin), Akira Yasuda (Akiman)
Programmers : Kiyomi Kaneko (Kanekon), Shin., Tomiyan, Yokoyan
Character designers : S.Y., Tissue, Prince
Backgrounds designers : Mikman, Okachan, Fukumary, Nissui
Music : Yoshihiro Sakaguchi (Youki Chan's papa)

Special thanks : CBX, Noritaka Funamizu (Poo), Chin, Yamachan

- PORTS -

Here is a list of Japanese ports. To see ports released in other regions, please see the export version entry; "Final Fight [B-Board 89624B-3]".

* Consoles : 
Nintendo Super Famicom [JP] (December 21, 1990) "Final Fight [Model SHVC-FT]" 
Nintendo Super Famicom [JP] (March 20, 1992) "Final Fight Guy [Model SHVC-FY]" 
Sega Mega CD [JP] (April 2, 1993) "Final Fight CD [Model G-6013]" 
Sony PlayStation 2 [JP] (March 2, 2006) "Capcom Classics Collection [Model SLPM-66317]" 

* Handhelds : 
Nintendo Game Boy Advance [JP] (May 25, 2001) "Final Fight One [Model AGB-AFFJ-JPN]" 

* Computers : 
Sharp X68000 [JP] (July 17, 1992)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=838&o=2

$end


$info=ffight,ffightua,ffightub,ffightu1,ffightu,ffighta,ffightbl,ffightuc,
$bio

Final Fight (c) 1990 Capcom USA, Incorporated.

Export release. Game developed in Japan. For more information about the game itself, see the original Japanese release entry; "Final Fight [B-Board 88622B-3]".

- TECHNICAL -

Runs on the "CP System" hardware.
B-Board ID: 89624B-3

- TRIVIA -

The original Japanese version had a scene that shows Jessica in underwear on the TV in the abstract mode. This scene was removed in all Export versions.

The game can be unlocked after one of the cutscenes in "Final Fight - Streetwise" for the Sony PlayStation 2 and the Microsoft XBOX.

- UPDATES -

First revision:
* No Build Date screen.

Second revision:
* Buid date screen added.
* Build date: 900112

Third revision:
* Build date: 900424

Fourth revision:
* Build date: 900613

- PORTS -

Here is a list of ports released outside Japan. To see Japanese ports, please see the original Japanese version entry, "Final Fight [B-Board 88622B-3]". 

* Consoles : 
Nintendo SNES [US] (September 1991) "Final Fight [Model SNS-FT-USA]" 
Nintendo SNES [AU] (1992) "Final Fight [Model SNSP-FT-AUS]" 
Nintendo SNES [EU] (March 20, 1992) "Final Fight Guy [Model SHVC-FY]" 
Nintendo SNES [EU] (December 10, 1992) "Final Fight [Model SNSP-FT-EUR]" 
Sega Mega CD [EU] (1993) "Final Fight CD [Model 4410]" 
Sega CD [US] (1993) "Final Fight CD [Model 4410]" 
Nintendo SNES [US] (June 1994) "Final Fight Guy [Model SNS-FY-USA]" 
Microsoft XBOX [US] (September 27, 2005) "Capcom Classics Collection" 
Sony PlayStation 2 [US] (September 27, 2005) "Capcom Classics Collection [Model SLUS-21316]" 
Microsoft XBOX [EU] (November 18, 2005) "Capcom Classics Collection" 
Sony PlayStation 2 [EU] (November 18, 2005) "Capcom Classics Collection [Model SLES-53661]" 
Microsoft XBOX 360 [XBLA] [EU] [KO] [US] [AU] (April 14, 2010) "Final Fight - Double Impact" 
Sony PlayStation 3 [PSN] [EU] [US] (April 15, 2010) "Final Fight - Double Impact" 
Microsoft XBOX 360 [US] (March 27, 2012) "Capcom Digital Collection" - XBLA version 
Microsoft XBOX 360 [AU] (March 29, 2012) "Capcom Digital Collection" - XBLA version 
Microsoft XBOX 360 [EU] (March 30, 2012) "Capcom Digital Collection" - XBLA version 

* Handhelds : 
Nintendo Game Boy Advance [US] (September 26, 2001) "Final Fight One [Model AGB-AFFE-USA]" 
Nintendo Game Boy Advance [EU] (September 28, 2001) "Final Fight One [Model AGB-AFFP-EUR]" 
Sony PSP [US] (March 22, 2006) "Capcom Classics Collection Remixed [Model ULUS-10097]" 
Sony PSP [EU] (July 21, 2006) "Capcom Classics Collection Remixed [Model ULES-00347]" 

* Computers : 
Commodore C64 [US] [EU] (1991) 
Amstrad CPC [EU] (1991) 
Commodore Amiga [EU] (1991) 
Atari ST [EU] (1991) 
Sinclair ZX Spectrum [EU] (1991) 

* Others : 
Apple iPhone/iPad [US] (November 4, 2010) "Capcom Arcade [Model 397347348]" 
Apple iPhone/iPod [US] (September 15, 2011) "Final Fight [Model 459663198]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69746&o=2

$end


$info=ffightj2,ffightj3,
$bio

Final Fight (c) 1990 Capcom Company, Limited.

Re-release of "Final Fight [B-Board 88622B-3]". See this entry for more information about the game itself.

- TECHNICAL -

Runs on the "CP System" hardware.
B-Board ID: 89625B-1

- TRIVIA -

This re-release runs on a slighty updated hardware. The Build Date is 900305.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69745&o=2

$end


$info=ffightjh,
$bio

Final Fight (c) 199? Unknown [China]

A Chinese hack of Final Fight where you can select and play enemies!

- TECHNICAL -

Runs on the "CP System" hardware.

- TRIVIA -

This pirate hack uses an official Japanese B-Board 91634B-2. The EPROMS have been modified. The Board uses a GAL instead of the classic PAL. There is no ROM check at the start and no logo Capcom, instead there is a chinese text. The game intro is in English.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32539&o=2

$end


$snes=ffightj,
$bio

Final Fight (c) 1990 Capcom Company, Limited.

Final Fight is a side scrolling beat'm up and is the conversion by Capcom of their own arcade game originally released in 1989. The game features two playable characters - the heavy built but slow former champion wrestler Mike Haggar and the more agile and fast martial art expert Joe Cody. Here is the first difference that would strike players used to the arcade game - the third character from the original game, Guy, is nowhere to be seen. The Mad Gears gang has taken over Metro city and has kidnapped the daughter of the newly elected mayor, Mike Haggar. Jessica also happens to be Cody's girlfriend and our two heroes must fight their way through the city, beat-up dozens and dozens of vile gang members and finally take down the evil Belger, their murderous leader. Levels are built around locked-in sections, in which all opponents must be defeated to continue. The game also includes several bonus stages such as a fun car-breaking exercise with an iron pipe. Each fighter can use simple fighting moves such as punches, jumps and pressing punch rapidly triggers powerful combos. They can also grab and throw, or hold on and hit their enemies. Finally, each fighter comes with a special attack when punch and jump are pressed simultaneously - this move drains some of their health energy but allows them to safely escape desperate situations. This Super Famicom port is a cut-down version of the original arcade game, the two players mode is gone as well as the fourth factory/Industrial stage.

- TECHNICAL -

[Model SHVC-FT]

- TRIVIA -

Capcom's very first release on the Super Famicom, released on an 8-MegaBit cartridge as a launch title for the console in Japan on December 21, 1990 for 8500 Yen.

Also released as a Nintendo Power edition on December 1, 1997.

Export releases:
[US] "Final Fight [Model SNS-FT-USA]"

Final Fight, released in the arcades in 1989, is a milestone of side-scrolling beat'em up history and inspired countless other fighting games.

The arcade game's two player cooperative feature was removed and the game became a single player only game.

The Industrial Area round, including its boss Rolento, were removed; and Guy, one of the three main characters, was omitted, leaving only Cody and Haggar as the only playable characters.

The first stage opening introduction, along with all transition scenes in the levels, such as characters breaking doors or moving into an elevator, were taken out.

The game can only display up to two or three enemies at a time, unlike in the arcade version, due to hardware limitations.

This version of Final Fight is one of Capcom's biggest selling titles with 1,480 million units sold worldwide.

- TIPS AND TRICKS -

Options Menu
------------
When the title screen asking you to 'Press Start' appears, hold button L and press Start to access the Options screen. Use button X to change option settings.

Extra Stage
-----------
At the start menu hold L and R and press Up, Up, Down, Down, Left, Left, 
Right, Right

- STAFF -

Planner: Mickey
Music Sound: Bull
Programmer: Kanekon, IMO, Yoshilim, Leo, IMG
Object Design: Lexus.M, Fish Man, Maguro, Lamson, Shoji.K
Background Design: Manashi, Ucchan, Nonnon, Miki Vai, Kakkun
Special Thanks: T. Arthur, Makichan

- PORTS -

* Consoles :
Nintendo Wii [Virtual Console] [JP] (April 17, 2007) [Model JA8J]
Nintendo Wii U [Virtual Console] [JP] (August 6, 2014) [Model JA8J]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61305&o=2

$end


$snes=ffightu,
$bio

Final Fight (c) 1991 Capcom Company, Limited.

North American release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Final Fight [Model SHVC-FT]".

Teaser text from this American version:
Mayor Mike Haggar vows to snatch the streets of Metro City back from the crooks with his bare knuckles! But the Mad Gear gang snatches his daughter Jessica. Now there's gonna be some bone-crunching dues to pay ! Jessica's boyfriend Cody hits the street hard with Haggar, denting heads downtown and slugging it out in the slums. He's a one man army! His weapon are anything he can find - swords, knives, or pipes. Now you're Haggar or Cody, each with his own fighting style. Demolish gangland henchmen, samurai swordsmen and musclebound crime bosses in a fist-to-nose frenzy !

- TECHNICAL -

Cartridge ID: SNS-FT-USA

- TRIVIA -

Final Fight for Super NES was released in September 1991 in North America.

The North American versions of the game were censored for its content, featuring the following changes:
- The first two bosses, Damnd and Sodom, were renamed Thrasher and Katana, respectively.
- Belger's wheelchair was redrawn to resemble an office chair.
- Poison and Roxy, the transvestite enemy characters, were replaced with two male enemies named Billy and Sid.
- All alcoholic references were removed, replacing two healing items.
- After the first bonus round, an enemy appears and says "Oh! My God", this was changed to 'Oh! My Car'.
- Blood, which appears when characters are stabbed, was removed and replaced by the generic explosion effect of hits.
- Dark skinned enemies, Dug and Simons, were given lighter skin tones.

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [US] (May 7, 2007) [JA8E] 
Nintendo Wii U [Virtual Console] [US] (October 3, 2013) [JA8E]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63003&o=2

$end


$snes=ffight,
$bio

Final Fight (c) 1992 Capcom Company, Limited.

European release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Final Fight [Model SHVC-FT]".

- TECHNICAL -

Cartridge ID: SNSP-FT-EUR

- TRIVIA -

Final Fight for Super NES was released on December 10, 1992 in Europe.

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [EU] (April 27, 2007) [Model JA8P] 
Nintendo Wii U [Virtual Console] [EU] (October 3, 2013) [Model JA8P]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63002&o=2

$end


$amigaocs_flop=ffight,
$bio

Final Fight [Super Fighter] (c) 1991 US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74056&o=2

$end


$gba=fireprw2j,
$bio

Final Fire Pro Wrestling - Yume no Dantai Unei! (c) 2002 Spike.

- TECHNICAL -

Game ID: AGB-AFWJ-JPN

- SERIES -

1. Fire Pro Wrestling - Combination Tag [Model HM89001] (1989, PC-Engine)
2. Fire Pro Wrestling 2nd Bout [Model HM91005] (1991, PC-Engine)
3. Super Fire Pro Wrestling [Model SHVC-FP] (1991, Super Famicom)
4. Thunder Pro Wrestling Retsuden (1992, Sega Mega Drive)
5. Fire Pro Wrestling 3 - Legend Bout (1992, PC-Engine)
6. Super Fire Pro Wrestling 2 [Model SHVC-FF] (1992, Super Famicom)
7. Super Fire Pro Wrestling III - Final Bout [Model SHVC-F3] (1993, Super Famicom)
8. Fire Pro Joshi - All Star Dream Slam [Model SHVC-J4](1994, Super Famicom)
9. Super Fire Pro Wrestling Special [Model SHVC-AP4J-JPN] (1994, Super Famicom)
10. Blazing Tornado (1994, Arcade)
11. Wrestling Universe - Fire Pro Joshi - Dome Choujo Taisen - WOWOW vs. JWP [Model HMCD-4008] (1995, PC-Engine CD)
12. Super Fire Pro Wrestling - Queen's Special [Model SHVC-AQQJ-JPN] (1995, Super Famicom)
13. Super Fire Pro Wrestling X [Model SHVC-AF5J-JPN](1995, Super Famicom)
14. Fire Pro Wrestling - Iron Slam '96 (1996, Playstation)
15. Super Fire Pro Wrestling X Premium [Model SHVC-AF6J-JPN] (1996, Super Famicom)
16. Fire Pro Wrestling S - 6Men Scramble [Model T-4308G] (1996, Saturn)
17. Fire Pro Wrestling G (1999, Playstation)
18. Fire Pro Wrestling for WonderSwan (2000, WonderSwan)
19. Fire Pro Wrestling i (2001, i-mode)
20. Fire Pro Wrestling D (2001, Dreamcast)
21. Fire Pro Wrestling A (2001, GBA)
22. Fire Pro Wrestling J (2002, J-PHONE)
23. Final Fire Pro Wrestling - Yume no Dantai Unei! [Model AGB-AFWJ-JPN] (2002, GBA)
24. Fire Pro Wrestling Z (2003, PS2)
25. Fire Pro Wrestling Returns (2005, PS2)
26. Fire Pro Wrestling in Mobage (2011, Mobage)
27. Fire Pro Wrestling (2012, X360)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70673&o=2

$end


$info=m4front,
$bio

Final Frontier (c) 199? MDM Leisure.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15585&o=2

$end


$info=sp_front,
$bio

Final Frontier (c) 199? BWB.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42871&o=2

$end


$pc8801_flop=ffuntasy,
$bio

Final Funtasy (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91769&o=2

$end


$info=finfurl,
$bio

Final Furlong (c) 1997 Namco.

A horse racing simulation video game.

- TRIVIA -

Final Furlong was released in May 1997.

- SERIES -

1. Final Furlong (1997)
2. Final Furlong 2 (1998)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5091&o=2

$end


$info=finfurl2,finfurl2j,
$bio

Final Furlong 2 (c) 1998 Namco.

A horse racing video game.

- TECHNICAL -

Game ID : FFS

Main CPU : IDT (@ 166 Mhz), H8/3002 (@ 14.7456 Mhz)
Sound Chips : C352 (@ 14.7456 Mhz)

- TRIVIA -

Even if titlescreen says 1998, Final Furlong 2 was released in March 1999 in Japan.

- SERIES -

1. Final Furlong (1997)
2. Final Furlong 2 (1998)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5092&o=2

$end


$info=finalgdr,
$bio

Final Godori (c) 2001 SemiCom.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=17490&o=2

$end


$msx2_flop=finalgfx,
$bio

Final Graphics (c) 1989 HSH Computer

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101662&o=2

$end


$msx1_cart=fjustice,fjusticeb,fjusticea,
$bio

Final Justice [Model R48X5084] (c) 1985 Pony Canyon, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76738&o=2

$end


$snes=finalko,
$bio

Final Knockout [Model SHVC-LL] (c) 1993 Pack-In-Video Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61309&o=2

$end


$info=finallap,finallapd,finallapc,finallapjc,finallapjb,
$bio

Final Lap (c) 1987 Namco, Limited.

A Formula One racing game featuring several courses. The gameplay is similar in feel to Namco's 1982 legend, "Pole Position", although the steering is much looser than that of its legendary predecessor. Down shifting and brakes play major parts in keeping control of the car on the tight, winding courses. Bumping another car will not cause the player's car to explode - as in "Pole position" - but can send the player OR the rival driver spinning off the track, costing valuable seconds.

- TECHNICAL -

Derivative Namco System 2 hardware.
Game ID : FL

Main CPU : (2x) Motorola 68000 (@ 12.288 Mhz), M6809 (@ 3.072 Mhz), HD63705 (@ 2.048 Mhz)
Sound Chips : C140 (@ 21.39 Khz), YM2151 (@ 3.57958 Mhz)

Players : 2
Controls : Steering wheel, gear shifter (High/Low)
Pedals : Accelerator and brake

- TRIVIA -

Final Lap was released in December 1987.

Licensed to Atari Games for US distribution (May 1988). 650 standard & 500 Upright units were produced by Atari.

In 1990, Philip Morris, the tobacco conglomerate, filed a lawsuit claiming copyright infringement against Namco because this game featured a Marlboro billboard, which was found on the real-life Suzuka and Monaco tracks. Philip Morris was under investigation at the time for his role in the increase in pre-teen smoking and the appearance of one of his brands in games aimed towards children and teens did not help the company's already tarnished image. Namco was forced to pay a settlement.

Final Lap is the first multi-player, multi-cabinet networked arcade racing game. Multiple cabinets can be connected to allow up to 8 players to join in the same race.

The upright game only has one pedal; releasing it readily decelerates the vehicle.

Victor Entertainment released a limited-edition soundtrack album for this game (Namco Video Game Graffiti Vol.4 - VDR-5282) on 08/03/1989.

- TIPS AND TRICKS -

* A Trick To Get A Better Times : Play a multi-player game! In a multi-player game, the computer cars are less frequent and allow better lap times.

- SERIES -

1. Pole Position (1982)
2. Pole Position II (1983)
3. Final Lap (1987)
4. Final Lap UR (1988)
5. Final Lap Twin (1989, NEC PC-Engine)
6. Final Lap 2 (1990)
7. Final Lap 3 (1992)
8. Final Lap R (1993)
9. Final Lap 2000 (2000, Bandai WonderSwan)
10. Final Lap Special (2001, Bandai WonderSwan Color)

- STAFF -

Music composed by : Shinji Hosoe

- PORTS -

* Consoles :
Nintendo Famicom (1988)

* Others :
LCD handheld game (1987) released by Namco.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=840&o=2

$end


$nes=finallap,
$bio

Final Lap (c) 1988 Namco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54091&o=2

$end


$info=finalap2,finalap2j,
$bio

Final Lap 2 (c) 1990 Namco.

Ride with the winners!

- TECHNICAL -

Derivative Namco System 2 hardware
Game ID : FLS

Main CPU : (2x) Motorola 68000 (@ 12.288 Mhz), M6809 (@ 3.072 Mhz), HD63705 (@ 2.048 Mhz)
Sound Chips : C140 (@ 21.39 Khz), YM2151 (@ 3.57958 Mhz)

Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.61 Hz
Palette colors : 8192

Players : 2
Controls : Steering wheel, gear shifter (High/Low)
Pedals : Accelerator and brake

- TRIVIA -

Released in August 1990.

Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Final Lap 2 : G.S.M. Namco 3 - PCCB-00040) on 21/09/1990.

- SERIES -

1. Pole Position (1982)
2. Pole Position II (1983)
3. Final Lap (1987)
4. Final Lap UR (1988)
5. Final Lap Twin (1989, NEC PC-Engine)
6. Final Lap 2 (1990)
7. Final Lap 3 (1992)
8. Final Lap R (1993)
9. Final Lap 2000 (2000, Bandai WonderSwan)
10. Final Lap Special (2001, Bandai WonderSwan Color)

- STAFF -

Music composed by : Shinji Hosoe

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=841&o=2

$end


$wswan=flap2000,
$bio

Final Lap 2000 [Model SWJ-BAN026] (c) 2000 Bandai Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86327&o=2

$end


$info=finalap3,finalap3j,finalap3a,finalap3jc,finalap3bl,
$bio

Final Lap 3 (c) 1992 Namco.

The 3rd game in the series

- TECHNICAL -

Derivative Namco System 2 hardware
Game ID : FLT

Main CPU : (2x) Motorola 68000 (@ 12.288 Mhz), M6809 (@ 3.072 Mhz), HD63705 (@ 2.048 Mhz)
Sound Chips : C140 (@ 21.39 Khz), YM2151 (@ 3.57958 Mhz)

Players : 2
Controls : Steering wheel, gear shifter (High/Low)
Pedals : Accelerator and brake

- TRIVIA -

Final Lap 3 was released in September 1992.

Victor Entertainment released a limited-edition soundtrack album for this game (Namco Video Game Graffiti Vol.8 - VICL-8074) on 21/04/1993.

- SERIES -

1. Pole Position (1982)
2. Pole Position II (1983)
3. Final Lap (1987)
4. Final Lap UR (1988)
5. Final Lap Twin (1989, NEC PC-Engine)
6. Final Lap 2 (1990)
7. Final Lap 3 (1992)
8. Final Lap R (1993)
9. Final Lap 2000 (2000, Bandai WonderSwan)
10. Final Lap Special (2001, Bandai WonderSwan Color)

- STAFF -

Music composed by : Masahiro Fukuzawa

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=842&o=2

$end


$info=finalapr,finalapro,finalaprj,
$bio

Final Lap R (c) 1993 Namco.

The last game in Namco's seminal F1 series, which began eleven years' earlier with 1982's "Pole Position". Final Lap R features the same loose handling and demanding game-play of its predecessors, but has the obligatory improved graphics, due to the more powerful host hardware. The game offers players a choice of four race tracks :
1. Germany
2. Brazil
3. Hungary
4. Belgium

- TECHNICAL -

Namco System FL hardware
Game ID : FLR

Main CPU : i960KB (@ 20 Mhz), M37702 (@ 16.384 Mhz)
Sound Chips : C352 (@ 16.384 Mhz)

Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 8192

Players : 2
Controls : Steering wheel, gear shifter (High/Low)
Pedals : Accelerator and brake

- TRIVIA -

Even if titlescreen says 1993, Final Lap R was released in February 1994 in Japan.

- SERIES -

1. Pole Position (1982)
2. Pole Position II (1983)
3. Final Lap (1987)
4. Final Lap UR (1988)
5. Final Lap Twin (1989, NEC PC-Engine)
6. Final Lap 2 (1990)
7. Final Lap 3 (1992)
8. Final Lap R (1993)
9. Final Lap 2000 (2000, Bandai WonderSwan)
10. Final Lap Special (2001, Bandai WonderSwan Color)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3361&o=2

$end


$wscolor=flapspec,
$bio

Final Lap Special - GT & Formula Machine [Model SWJ-BANC23] (c) 2001 Bandai Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86433&o=2

$end


$info=tvflaptw,
$bio

Final Lap Twin (c) 1989 TOURVision.

Unlicensed Spanish game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84985&o=2

$end


$pce=finallap,
$bio

Final Lap Twin (c) 1989 Namco, Limited.

Adaptation from Namco's coin op. Choose from a Formula One and a Formula 3000 and race through 20 tracks. Other options will let you test a track, a 2 player contest and even a role playing game where you fight other characters with radio controlled cars !

- TECHNICAL -

Game ID: NC89003

- TRIVIA -

Released on July 07, 1989 in Japan for 6200 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58582&o=2

$end


$tg16=finallap,
$bio

Final Lap Twin [Model TGX030020] (c) 1990 NEC Home Electronics, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84316&o=2

$end


$a800=flegacym,flegacy,
$bio

Final Legacy (c) 1984 Atari, Inc. [Sunnyvale, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86545&o=2

$end


$a5200=flegacy,
$bio

Final Legacy (c) 1984 Atari, Incorporated.

- TECHNICAL -

Model CX5256

- TRIVIA -

Unreleased prototype. Originally called 'The Legacy'.

- STAFF -

Game design: Chris Horseman
Programmer: Dan Oliver
Audio: Brad Fuller

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50040&o=2

$end


$pc98=flolita,
$bio

Final Lolita (c) 1985 PSK [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89477&o=2

$end


$fm7_disk=flolita,flolitaa,
$bio

Final Lolita (c) 1985 PSK [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93618&o=2

$end


$pc8801_flop=flolita,flolitaa,
$bio

Final Lolita (c) 1986 PSK [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91770&o=2

$end


$msx1_cart=finalmj,
$bio

Final Mahjong [Model MM-4] (c) 1983 MIA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76739&o=2

$end


$pce=finalmt,
$bio

Final Match Tennis (c) 1991 Human Entertainment.

- TRIVIA -

Reviews:
1990 - Consoles + HS N.2 [FR]: 95/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58583&o=2

$end


$info=tvftenis,
$bio

Final Match Tennis (c) 1991 TOURVision.

Unlicensed Spanish game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101142&o=2

$end


$amigaocs_flop=fmisscry,
$bio

Final Mission & Crystal Hammer [Amiga Star Collection] (c) 1991 Electronic Zoo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74057&o=2

$end


$nes=finalmis,
$bio

?????????? (c) 1990 Natsume
(Final Mission)

Final Mission is a horizontal shooter by Natsume. In the year AD 2XXX, Earth is under a massive attack from outer space and, without provocation or warning, beams of energy fall from the sky and obliterate all major cities around the globe. No one could ignore the signs of this global alien invasion and soon, the unknown invaders start building tall towers, passageways between their impregnable orbital fortress and our planet. Two elite soldiers equipped with jet-packs, Sergei and Frederick, are given the desperate mission to infiltrate the alien fortress floating in orbit around Earth and to counter the invasion. Each fighter comes equipped with a main Vulcan gun and two additional drone guns. These drones have two mode of operations - they can be locked at an angle or fire in the opposite direction the player is facing. The Vulcan gun can of course be upgraded by cracking open containers scattered throughout the levels, and the game does feature three additional weapons - a piercing laser (L), a wave-gun (W) and a bomb-gun (B). Two other special items are also available for the taking and give the player an extra speed boost (S) or replenish a portion of his life bar (R). Final Mission consists of five huge levels and includes a two simultaneous player mode.

- TECHNICAL -

Model NAT-FV

- TRIVIA -

Released on June 22, 1990 in Japan for 5800 Yen.

Export releases:
"S.C.A.T. - Special Cybernetic Attack Team [Model NES-FV-USA]"
"Action In New York [Model NES-FV-NOE]"
"Action In New York [Model NES-FV-UKV]"

- TIPS AND TRICKS -

10 Lives (This version only): At title screen press and hold on the 2nd controller the A and B buttons, and then on the 1st controller hold Select and press Start. If done right, you should get 10 lives.

- STAFF -

Composer: Kyouhei Sada
Graphic Designer: Mikihiko Funada, Shunji Ohminami, Hirosi Takai
Producer/Programmer: Satosi Yosikawa
Programmer: Kenji Furuya

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54092&o=2

$end


$x1_flop=murdclub,
$bio

Final Mystery Murder Club 殺人倶楽部 (c) 1986 Riverhill Software.
(Final Mystery Murder Club - Satsujin Club)

- TRIVIA -

Released in December 1986 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85979&o=2

$end


$pc8801_flop=murdclub,murdclubbmurdcluba,
$bio

Final Mystery Murder Club - Satsujin Club (c) 1986 Riverhill Software [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91771&o=2

$end


$msx2_cart=murdclub,
$bio

Final Mystery Murder Club - Satsujin Club (c) 1988 Micro Cabin

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51294&o=2

$end


$msx2_flop=murdclub,
$bio

Final Mystery Murder Club - Satsujin Club (c) 1988 Micro Cabin Co. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101663&o=2

$end


$pc98=murdclub,
$bio

Final Mystery Murder Club - Satsujin Club (c) 198? Riverhill Software [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89478&o=2

$end


$a800=finalorb,
$bio

Final Orbit (c) 1983 Sirius

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86546&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=finalorb,
$bio

Final Orbit + Bumper Bash (c) 1983 Sirius

- TRIVIA -

Both games are 4K and both are on a single 8K chip, although only Bumper Bash contains any copy-protection code. This may imply the games were once intended to be on separate cartridges but were later combined. To flip between games use the Commodore key in the lower-left corner.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84421&o=2

$end


$msx2_flop=finalpot,
$bio

Final Potential (c) 1990 MSX Magazine

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101664&o=2

$end


$gameboy=finalrev,
$bio

Final Reverse [Model DMG-FIJ] (c) 1991 Toei Animation [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65986&o=2

$end


$psx=finalrou,
$bio

Final Round [Model SLPS-01266] (c) 1998 Atlus Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85149&o=2

$end


$info=gdfs,
$bio

Final Shooting - Mobile Suit Gundam (c) 1995 Banpresto.

- TECHNICAL -

Main CPU : V60 (@ 16 Mhz)
Sound Chips : ES5506 (@ 16 Mhz)

Players : 2
Control : Lightgun
Buttons : 3

- TRIVIA -

Released in November 1995.

- SERIES -

1. Mobile Suit Gundam (1993)
2. Mobile Suit Gundam EX Revue (1994)
3. Kidou Butouden G Gundam [Model SHVC-AGMJ-JPN] (1994, Super Famicom)
4. Final Shooting - Mobile Suit Gundam (1995)
5. Kidou Senshi Gundam W - Endless Duel (1996, Super Famicom)
6. Gundam Battle Assault (1998, PlayStation)
7. Mobile Suit Gundam - Giren's Greed, Blood of Jion (2000, PlayStation)
8. Mobile Suit Gundam - Journey to Jaburo (2000, PS2)
9. Mobile Suit Gundam - Federation Vs. Zeon (2001)
10. Mobile Suit Gundam - Federation Vs. Zeon Deluxe (2001)
11. Mobile Suit Gundam - Jionic Front (2001, PS2)
12. Mobile Suit Z Gundam - AEUG Vs. Titan (2003)
13. Mobile Suit Gundam SEED (2003, Sony PS2)
14. Mobile Suit Gundam - Encounters in Space (2003, Sony PS2)
15. Mobile Suit Gundam - Pilots Locus (2004, GameCube)
16. Mobile Suit Gundam Vs. Gundam Z (2004, GameCube)
17. Mobile Suit Gundam SEED - Never Ending Tomorrow (2004, PS2)
18. Mobile Suit Z Gundam - AEUG Vs. Titan DX (2004)
19. Mobile Suit Gundam - One Year War (2005, PS2)
20. Mobile Suit Gundam SEED - Federation VS ZAFT (2005)
21. Mobile Suit Gundam Climax U.C. (2006, PS2)
22. Mobile Suit Gundam SEED Destiny - Federation VS ZAFT II (2006)
23. Mobile Suit Gundam SEED Destiny - Federation VS ZAFT II Plus (2006, PS2)
24. Kidou Senshi Gundam - Senjou no Kizuna (2006)
25. Mobile Suit Gundam - Gundam VS. Gundam (2008)
26. Mobile Suit Gundam: Gundam vs. Gundam Next (2009)
27. Mobile Suit Gundam Extreme Vs. (2010)
28. Mobile Suit Gundam Extreme VS. Full Boost (2012)
29. Mobile Suit Gundam Extreme VS. Maxi Boost (2014)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4305&o=2

$end


$pce=finalsol,
$bio

Final Soldier (c) 1991 Hudson Soft.

Final Soldier is a vertical shooter by Hudson Soft and is the second installment of the Star Soldier saga to be released for the PC Engine system. The Earth is under attack from hostile inter-dimensional aliens and it is the player's responsibility to stop the impending invasion. Unlike other games in the Star Soldier series, the player is given the opportunity to customize his weaponry before springing into action. The different weapons settings can be changed by visiting the setup menu at the beginning of the game. Four main weapons are available throughout the game - a Vulcan Gun (V), Laser (L), Flame-Thrower (F) and E-Beam (E). The player can switch from one to the other by collecting colored pods and picking up the same color again increases the strength and range of the active weapon. Secondary missiles are also available. But the core of the gameplay is built around special flying pods that follow the ship around and add to its firepower - these pods can be released in desperate situations to unleash devastating explosions. The game features seven long stages with mid-level and end-level bosses. Because of the nature of the game, Final Soldier also features a two and five minutes score attack modes.

- TECHNICAL -

Game ID: MC91045

- TRIVIA -

Released on July 05, 1991 in Japan for 6500 Yen.

Reviews:
[FR] September 1991 - Consoles + N.1: 68/100
[FR] October 1991 - Joypad N.1: 90/100

- TIPS AND TRICKS -

* Stage Select :
Reset the game and press Start to go to the title screen. There, press Left, Left, I, Right, Right, II, Up, Down, Up and Down.
A pink number should now be visible on the title screen allowing you to pick a level to start from.

- SERIES -

1. Star Soldier (1986, Famicom)
2. Super Star Soldier [Model HE-1097] (1990, PC-Engine)
3. Final Soldier [Model MC91045] (1991, PC-Engine)
4. Soldier Blade [Model HC92056] (1992, PC-Engine)
5. Star Soldier - Vanishing Earth (1998, Arcade)
6. Star Soldier R (2008, Wii)

- STAFF -

Program Design: Papa Tomohide!!
Character Design: Hiropon Ojaki
Assistant Character Design: Crazy Pandora Ishi
Background Design: King
Music Composition: T S Kiyoshi
Voice: Pretty Woman
Direction: Dionysus Hal
Producer: Urade

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58584&o=2

$end


$pce=finalsols,
$bio

Final Soldier [Special Version] (c) 1991 Hudson Soft.

- TRIVIA -

Final Soldier was part of the Caravan Festival organized by Hudson Soft in 1991 and this limited edition of the game exists . This 'Special Version' comes as a single HuCard and offers short Time Attack modes in the Caravan Festival tradition. The card is extremely hard to find and can fetch high prices.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58585&o=2

$end


$info=fstarfrc,fstarfrcj,
$bio

Final Star Force (c) 1992 Tecmo.

A sequel to Tehkan's 1984 shoot-em-up classic, "Star Force", featuring improved graphics and sound and a new weapons power-up system. The player's ship is equipped with three smart bombs and the fire button can be held down for rapid fire. At regular intervals, a red ship will appear which will release a power-up capsule; the three power-ups available are as follows :
* A-Pulsator :
Fire : Thunder + Homing
Bomb : S-Bomb
* B-Pulsator :
Fire : Wide Shot + Missile
Bomb : M-Bomb
* C-Pulsator :
Fire : Spraygun + Synch-Fire
Bomb : T-Bomb

- TECHNICAL -

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2151 (@ 4 Mhz), OKI6295 (@ 7.575 Khz)

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in September 1992.

- UPDATES -

The US versions have the 'Winners Don't Use Drugs' and the 'Recycle It, Don't Trash It!' screens.

- TIPS AND TRICKS -

Pulsator capsules and fire power will automatically be increased after a period of time, So do not hesitate use the smart bomb if you are in a dangerous situation. Always choose the Thunder Cannon as this is the most powerful of the three primary weapons available. Try to position your ship to the right of the screen as enemy craft tend to appear on this side.

- SERIES -

1. Star Force (1984, Arcade)
2. Super Star Force [Model TCF-ST] (1986, Famicom)
3. Final Star Force (1992, Arcade)

- STAFF -

Programmers : Mae-Yan, Laplace, Jun
Mechanical designers : Kazu Tomita, Bon, Hamali Tel, Sato Dou!, Kotoe Murasaki
Background designers : Nawa Lin, Satoru, A. Haruno, Bon, Hamali Tel, Sato Dou!, Kazu Tomita, B. F. R
BGM composers : Wakasugi Matsuri, Yamasan, Kaorin, Rikarin BZ, Rio
Sound effects : Wakasugi Matsuri
Artwork Designer : Maru-Kata

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=844&o=2

$end


$snes=finalstr,
$bio

Final Stretch [Model SHVC-OP] (c) 1993 LOZC

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61310&o=2

$end


$coleco=finaltst,
$bio

Final Test Cartridge (c) 1982 Coleco Industries, Incorporated. [Amsterdam, NY, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53278&o=2

$end


$info=finalttr,
$bio

Final Tetris (c) 1993 Jeil Computer System.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 12 Mhz), Zilog Z80 (@ 3.578545 Mhz)
Sound Chips : Yamaha YM2151 (@ 4 Mhz), OKI6295 (@ 7.575 Khz)

Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 57.50 Hz
Palette colors : 256

Players : 2
Control : 8-way Joystick
Buttons : 3

- TRIVIA -

Released in August 1993.

- STAFF -

Producer : Jeon Jae Yun

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4434&o=2

$end


$info=sc1final
$bio

Final Touch (c) 198? Bell-Fruit Mfg. Company, Limited. [B.F.M.].

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42137&o=2

$end


$pc8801_flop=finalwea,
$bio

Final Weapon (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91772&o=2

$end


$msx1_cart=fzone,
$bio

Final Zone (c) 1986 Telenet.

- TRIVIA -

Original price: 6800 Yen

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52704&o=2

$end


$x1_flop=fzone,fzonea,
$bio

Final Zone (c) 1986 Telenet Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85980&o=2

$end


$pc8801_flop=fzone,fzoned,
$bio

Final Zone (c) 1986 Telenet Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91773&o=2

$end


$msx1_cart=fzonek,
$bio

Final Zone (c) 198? Zemina.

Korean release.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77071&o=2

$end


$megadriv=fzone,
$bio

Final Zone (c) 1990 Wolf Team

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57223&o=2

$end


$pcecd=fzone2,
$bio

Final Zone II (c) 1990 Telenet Japan [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58492&o=2

$end


$pcecd=fzone2j,
$bio

Final Zone II (c) 1990 Telenet Japan.

Final Zone 2 is a multi-scrolling shooter by Telenet. The hero of the game and his friends are part of special army forces and the story starts onboard a space station orbiting somewhere around Earth, or at least a planet looking like Earth. Suddenly, things go horribly wrong and the ship gets under attack. The team get sucked out in space and land back on the planet and to make things worse, they all land in different locations. Final Zone 2 is an 'Ikari Warrior' kind of game where the player takes control of a heavily armed character with unlimited ammo and hardcore weaponry. As the game progresses, different members of the team can be activated and played - as long as the player retrieves them from where they landed after the explosion. The game features seven stages and short animated cutscenes unfold the story as the game progresses.

- TECHNICAL -

Game ID: TJCD00006

- TRIVIA -

Final Zone 2 was released on March 23, 1990 in Japan for 5780 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58188&o=2

$end


$info=finalizr,finalizrb,
$bio

Finalizer - Super Transformation (c) 1985 Konami Industry Company, Limited.

You control a jet shooter and fly through several different states in America shooting different enemies.

- TECHNICAL -

Main CPU : Motorola M6809 (@ 3.072 Mhz)
Sound CPU : I8039 (@ 614.4 Khz)
Sound Chips : SN76496 (@ 1.536 Mhz), DAC

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Finalizer was released in December 1985.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=845&o=2

$end


$snes=finalset,
$bio

Finalset [Model SHVC-OF] (c) 1993 Forum

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61311&o=2

$end


$pc98=finalty,
$bio

Finalty - Super Depth 2 (c) 1995 Bio 100% [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89479&o=2

$end


$saturn,sat_cart=flove2ra,
$bio

Find Love 2 - Rhapsody (c) 1998 Daiki

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59126&o=2

$end


$saturn,sat_cart=flove2pr,flove2pra,
$bio

Find Love 2 - The Prologue (c) 1998 Daiki

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59127&o=2

$end


$info=findout,
$bio

Find Out (c) 1987 Elettronolo.

Italian game with the same concept as "Wheel Of Fortune".

- TECHNICAL -

Main CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : DAC (@ 4 Mhz)

Screen orientation : Horizontal
Video resolution : 416 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256

Players : 1
Buttons : 5

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=847&o=2

$end


$info=m4ftladn,
$bio

Find the Lady (c) 199? Nova.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42371&o=2

$end


$info=j2fqueen,
$bio

Find the Queen (c) 198? JPM International.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40953&o=2

$end


$msx1_cass=findkeep,findkeepa,
$bio

Finders Keepers (c) 1986 Mastertronic, Ltd. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94640&o=2

$end


$cpc_cass=findersk,
$bio

Finders Keepers [Model IA 0059] (c) 1985 Mastertronic, Ltd. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96256&o=2

$end


$gba=nemog,nemogp,
$bio

Findet Nemo (c) 2003 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70674&o=2

$end


$megadriv=nemo,
$bio

Finding Nemo (c) 199? Glorysun

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56516&o=2

$end


$gba=nemo2j,
$bio

Finding Nemo - Aratanaru Bouken [Model AGB-BZIJ-JPN] (c) 2004 Yuke's [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70678&o=2

$end


$gba=nemo2,nemo2a,nemo2b,
$bio

Finding Nemo - The Continuing Adventures [Model AGB-BZIE-USA] (c) 2004 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70679&o=2

$end


$gba=nemo,
$bio

Finding Nemo [Model AGB-AZIE-USA] (c) 2003 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70676&o=2

$end


$gba=nemob,nemoa,
$bio

Finding Nemo [Model AGB-AZIP] (c) 2003 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70675&o=2

$end


$gba=nemoj,
$bio

Finding Nemo [Model AGB-BFNJ-JPN] (c) 2003 Yuke's [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70677&o=2

$end


$bbca_cass,bbcb_cass=finestfa,
$bio

Finest Favourites (c) 19?? Acorn User

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51827&o=2

$end


$info=finehour,
$bio

Finest Hour (c) 1989 Namco.

Stomp through the enemy opposition in your very own assault mech! Equipped with a laser beam, Vernier jump-jets, auto-targeting, and automatic cooling system, this mech is a force to be reckoned with. Of course, the enemy doesn't know that yet, do they? Teach 'em a lesson in threat assessment!

- TECHNICAL -

Namco System 2 hardware
Game ID : FH

Main CPU : (2x) Motorola 68000 (@ 12.288 Mhz), M6809 (@ 3.072 Mhz), HD63705 (@ 2.048 Mhz)
Sound Chips : C140 (@ 21.39 Khz), YM2151 (@ 3.57958 Mhz)

Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.61 Hz
Palette colors : 8192

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Released in September 1989.

Finest Hour is the first game from Namco where the hero is a robot.

Many of the stages' names seem to be named after songs by the rock band Rush - for example, 'Distant Early Warning' and 'Subdivisions'.

Victor Entertainment released a limited-edition soundtrack album for this game (Finest Hour : Namco Game Sound Express Vol.3 - VICL-15004) on 21/09/1990.

- STAFF -

Produced by : S. Yokoyama
Development directed by : S. Okamoto
General agent : K. Matsuoka
Management by : S. Sakurai
Marketing investigated by : Toshio Natsui
Superviser of test play : Y. Seto
Directed & programmed by : K. Nikaido
Character designers : Y. Teshima, T. Kinoshita, K. Yanagihara, S. Sasaki
Graphic designers : N. Yanagisawa, H. Fukuda, Mitsuru Fukuoka (M. Fukuoka), Masato Nagashima
Development supported by : M. Kato
Music composed by : Katsurou Tajima
Logotype designed by : N. Abe
Lyrics translated by : R. Okamoto
Publicity poster arranged by : H. Kuwahara
Presidental advisor : E. Sato
Graphic utility distribution : A. Nagamatsu
Coordinate supported by : E. Saita, Y. Honda

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=848&o=2

$end


$info=pr_fire,
$bio

Fircecracker (c) 199? Project Coin Machines, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42086&o=2

$end


$x68k_flop=fire,
$bio

Fire (c) 19?? Takahashi Tokiyuki

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87522&o=2

$end


$cpc_cass=fireforg,
$bio

Fire & Forget (c) 1988 Titus [Gagny, France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96257&o=2

$end


$sms=fireforg,
$bio

Fire & Forget II (c) 1990 Titus.

With FIRE & FORGET 2, prepare to experience the most extraordinary arcade game ever designed for a console! You will have to pilot the THUNDER MASTER II, capable of 850 horsepower on the road and able to convert itself into a genuine airborne attacker, both equipped with ionic phasers and missile launcher.

- TECHNICAL -

Cartridge ID: 27009-50

- TRIVIA -

Reviews:
[FR] November 1990 - Player One N.3 : 88/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56024&o=2

$end


$sms=fireice,
$bio

Fire & Ice (c) 1993 Tec Toy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56025&o=2

$end


$info=m4firice,m4firice__a,m4firice__b,m4firice__c,m4firice__d,m4firice__e,m4firice__f,m4firice__g,m4firice__h,m4firice__i,m4firice__j,
$bio

Fire & Ice (c) 199? BWB.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40241&o=2

$end


$info=sc5fdice,sc5fdicea,
$bio

Fire 'n' Dice (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR1939]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42591&o=2

$end


$info=fireact,
$bio

Fire Action (c) 1980 Taito.

- SERIES -

1. Fire Action (1980)
2. Fire Action De Luxe (1983)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=965&o=2

$end


$info=fireactd,
$bio

Fire Action De Luxe (c) 1983 Taito.

- SERIES -

1. Fire Action (1980)
2. Fire Action De Luxe (1983)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1699&o=2

$end


$amigaocs_flop=firebrim,
$bio

Fire and Brimstone (c) 1990 Firebird

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74059&o=2

$end


$amigaocs_flop=fireforg,
$bio

Fire and Forget (c) 1988 Titus

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74060&o=2

$end


$amigaocs_flop=firefor2,
$bio

Fire and Forget II - The Death Convoy (c) 1990 Titus

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74061&o=2

$end


$amigaocs_flop=firenice,
$bio

Fire and Ice (c) 1992 Renegade Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74062&o=2

$end


$cpc_cass=fireantu,
$bio

Fire Ant [Model MOG 7015] (c) 1984 Mogul Communications

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96259&o=2

$end


$pc98=firearms,
$bio

Fire Arms (c) 1992 ABA [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89480&o=2

$end


$msx2_cart=fireball,
$bio

Fire Ball (c) 1987 HummingBird

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51295&o=2

$end


$pc8801_flop=fireball,
$bio

Fire Ball (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91774&o=2

$end


$info=fball,
$bio

Fire Ball (c) 1992 FM Work.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103572&o=2

$end


$famicom_flop=firebam,
$bio

Fire Bam (c) 1988 HAL Laboratory, Incorporated.

Fire Bam is a side scrolling action game by HAL. The game tells the story of Bam, a fifteen years old courageous boy. Like every boy of its age, Bam must pass the village's test and bring back an insect's shell from the forest. But as he returns, and to his surprise, most of the village has been destroyed and his parents turned into demons. Bam's quest to become a man is about to begin. Armed with his sword, Bam sets forth in search of what happened to the village and his parents. His first steps lead him to the forest where he has to defeat all sorts of monsters. Fire elements can be collected along the way and used as currency when trading inside shops scattered around the game. Special items and new weapons can be purchased this way too. Soon, Bam will stand in front of dark and tall towers, each one of them need to be visited and the bosses hiding within defeated.

- TECHNICAL -

Game ID: HAL-FBM

- TRIVIA -

Fire Bam was released on February 01, 1988 in Japan for 3300 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65330&o=2

$end


$info=firebarr,
$bio

Fire Barrel (c) 1993 Irem.

An airplane shooter where you fire at enemy planes and tanks. Use a smart bomb to cause major damage to the enemy.

- TECHNICAL -

Irem M-107 system hardware

Main CPU : V33 (@ 14 Mhz)
Sound CPU : V30 (@ 7.159 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), GA20 (@ 3.579545 Mhz)

Screen orientation : Vertical
Video resolution : 240 x 320 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in February 1994 in Japan.

After the success of this Raiden, many Raiden-like game were released and Fire Barrel was one of them.

- STAFF -

Game designer : Shaka
Programmers : Denchan, R&R Aya
Designers : Maccoy, Yamachin, Core_1
Sound B.G.M : Rikei
Sound effects : Hiya

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=849&o=2

$end


$info=firebatl,
$bio

Fire Battle (c) 1984 Taito.

A vertically scrolling shooter.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3 Mhz)
Sound CPU : Zilog Z80 (@ 3 Mhz)
Sound Chips : Custom (@ 3 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in December 1984 in Japan.

Developed by Woodplace for Taito.

This game represents Taito's answer to Namco's "Xevious".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=850&o=2

$end


$info=spacefbb,
$bio

Fire Bird (c) 1980 Pierre [René Pierre] [Chalon-sur-Saône, France, EUR].

- TRIVIA -

Cabinet title : FIRE BIRD
Titlescreen title : SPACE FIRE BIRD

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=26889&o=2

$end


$a2600=firebird,
$bio

Fire Bird (c) 19?? Video Game Program

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50477&o=2

$end


$a2600=firebrds,
$bio

Fire Birds (c) 1983 ITT Family Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50478&o=2

$end


$nes=firedrgn,
$bio

Fire Dragon (c) 199? Gamtec.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76779&o=2

$end


$gameboy=firedrag,
$bio

Fire Dragon [Model GS-06] (c) 19?? GYY [Taiwan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65987&o=2

$end


$gba=fireater,
$bio

Fire Eaters - Zero Bandits [Demo version] (c) 2001 Formula

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70680&o=2

$end


$nes=firemb,
$bio

Fire Emblem - Ankokuryuu to Hikari no Ken (c) 1990 Nintendo [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54093&o=2

$end


$gba=firembft,
$bio

Fire Emblem - Fuuin no Tsurugi [Model AGB-AFEJ-JPN] (c) 2002 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70682&o=2

$end


$snes=firembmn,firembmn1,
$bio

Fire Emblem - Monshou no Nazo [Model SHVC-EM] (c) 1994 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61312&o=2

$end


$gba=firembj,firembjp2,firembjp1,
$bio

Fire Emblem - Rekka no Ken [Model AGB-AE7J-JPN] (c) 2003 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70683&o=2

$end


$gba=firembssj,
$bio

Fire Emblem - Seima no Kouseki [Model AGB-BE8J-JPN] (c) 2004 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70684&o=2

$end


$snes=firembsk,
$bio

Fire Emblem - Seisen no Keifu [Model SHVC-A32J-JPN] (c) 1996 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61313&o=2

$end


$gba=firembssu,
$bio

Fire Emblem - The Sacred Stones [Model AGB-BE8E-USA] (c) 2005 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70686&o=2

$end


$gba=firembss,
$bio

Fire Emblem - The Sacred Stones [Model AGB-BE8P] (c) 2005 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70685&o=2

$end


$snes=firembth,firembtha,firembthnp,
$bio

Fire Emblem - Thracia 776 [Model SHVC-BFRJ-JPN] (c) 2000 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61314&o=2

$end


$nes=firembg,
$bio

ファイアーエムブレム外伝 (c) 1992 Nintendo.
(Fire Emblem Gaiden)

- TECHNICAL -

Game ID: HVC-YM

- TRIVIA -

Released on March 14, 1992 in Japan.

- STAFF -

Director & Game Design: Shouzou Kaga
Programmers: Masayuki Imanishi, Tsuneyasu Tajima, Koji Yoshida, Kei Fukura, Masahiro Shimizu
Graphic Designers: Satoshi Machida, Toshitaka Muramatsu, Naotaka Ohnishi
Music: Yuka Tsujiyoko
Supervisor: Satoru Okada, Hirokazu Tanaka, Keisuke Terasaki
Special Thanks: Ryouichi Kitanishi, Dr. Ohta, Mr. Mori, Toru Narihiro (Papa Narihiro), Toshiyuki Nakamura (Ribbon Nakamura), Will Nakajima

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54094&o=2

$end


$gba=firembu,firemb,firemba,
$bio

Fire Emblem [Model AGB-AE7E-USA] (c) 2003 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70681&o=2

$end


$gameboy=firefght,
$bio

Fire Fighter (c) 1992 Mindscape, Incorporated.

- TECHNICAL -

Cartridge ID: DMG-F8-NOE

- TRIVIA -

Reviews:
[FR] June 1993 - Consoles + N.21: 82/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65988&o=2

$end


$a2600=ffighter,ffightere,
$bio

Fire Fighter (c) 1982 Imagic.

Save him! Rescue the panicked man from the burning warehouse. As the fire spreads higher, he climbs a floor at a time to escape the blaze. He reaches treacherous heights. Only by reaching him with the ladder can he be saved. Put out the flames with your hose. Race back to the engine, jump on and scramble up the ladder. Snatch him from his fiery peril! Get moving!

Game variations: You confront each of Fire Fighter's challenges alone! Rescue the
man and win the game.
Game 1: 10-story building. Position the ladder carefully. It's tricky!
Game 2: 9-story building.
Game 3: 8-story building.
Game 4: 7-story building.
Game 5: 6-story building.
Game 6: 5-story building.
Game 7: 4-story building.
Game 8: 3-story building. Move quickly - seconds count!
Game 9: Begins with a 3-story building. After each rescue, another floor is automatically added to the warehouse, to a maximum of 10 floors. How fast can you move through them all? Use water sparingly; your supply must last for all the different levels.

- TECHNICAL -

Model IA3400

- TRIVIA -

After programming Breakout (1978) and Asteroids (1981) for Atari, Brad Stewart created Fire Fighter for Imagic.

- SCORING -

The fastest rescue wins! Keep track of your best times in each of the Fire Fighter games. The timer at the bottom of the screen lets you know how you're doing.

- TIPS AND TRICKS -

* The trapped man stays ahead of the fire by climbing a floor at a time. Learn to estimate how fast the fire is moving and how quickly he's moving through the warehouse. Place the ladder and have the fire fighter climb so he'll reach the man's floor and rescue him before he moves higher in the warehouse.

* The man in the blazing building checks to see if the entire floor below him is still on fire. If it isn't, he'll move down.

* When the fire fighter is on the engine, the man in the warehouse moves to a window on the right side of the building so the ladder can reach him. He may be scared, but he isn't stupid!

* Listen for the crackle of the fire. Even if the fire appears to be out, it may still be burning. When the fire goes out completely, the crackling stops.

- STAFF -

Programmer: Brad Stewart

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50479&o=2

$end


$snes=firefght,
$bio

Fire Fighting [Model SHVC-AIFJ-JPN] (c) 1994 Jaleco Company, Limited. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61315&o=2

$end


$a2600=firefly,
$bio

Fire Fly (c) 1983 Mythicon

FIREFLY by Mythiiicon offers tremendous variety in the types of enemies you, as Firefly, will encounter. By continually moving from one screen to the next you are actually playing several games in one. Each enemy moves differently and requires different skills of the game player.

The first challenge is to rescue the pixy. While appearing easy, be cautius of the enemy bee. He is very good at determining where you are and his sting is deadly.  Should you survive and rescue the pixy, you are faced with the flaming pumpkin.  He is so hot that merely touching him will be fatal. He also has an unlimited supply of deadly pumpkin seeds to fire at you.  The next screen brings you to the true meanness of the demons. Their touch and cannon shots are to be avoided at all cost.  The bats will be waiting should the unlikely occur and you survive.  The bad bugs aren't worried, however, since ythey have a sun full of shooting balls of fire ready to ruin your day.  If that isn't enough, you can try your luck against the coiled serpents.  For the truly talented players who make it through  this series of Bad-Bug tricks don't worry, they will all be there again for your next journey through the land of the Bad-Bugs.

- TECHNICAL -

Model MA 1002

- SCORING -

SCORING is done by hitting the enemies with a missile, picking up treasures, and rescuing the pixy. Points are awarded on the following basis:
Shoot enemy: 10 points.
Shoot pumpkin: 20 points.
Rescue pixy: 30 points.
Recover treasure: 99 points.

- STAFF -

Programmer: Bruce de Graaf
Sound: Bill Bryner

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50480&o=2

$end


$amigaocs_flop=firefrce,
$bio

Fire Force (c) 1992 ICE

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74058&o=2

$end


$msx1_cass=firefox,
$bio

Fire Fox (c) 198? Onaki

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94641&o=2

$end


$nes=firehawk,
$bio

Fire Hawk (c) 1992 Camerica

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55140&o=2

$end


$info=firehawk,firehawkv,
$bio

Fire Hawk (c) 2001 ESD [Excellent Soft Design].

A vertical scrolling jet shoot them up, featuring both single & co-operative gameplay as well as a myriad of power ups. The players get to choose from 5 different jets each with it's own unique attributes & weapons. By collecting varies power ups during the missions the player's jet with be transformed into a stronger, more powerful version.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : (2x) OKI6295 (@ 7.575 Khz)

Players : 2
Control : 8-way joystick
Buttons : 2
=> [A] Shoot, [B] Bomb

- TRIVIA -

Fire Hawk was released in February 2001.

The jet selection screen music was ripped from the first stage music of the early SNK Neo-Geo MVS shoot-em-up game "Andro Dunos".

- TIPS AND TRICKS -

To enter test mode, hold on Button1 at boot up.

- STAFF -

Director : James Park
R&D Manager : Cho Nam Jun
Main Program : Oh Kyung Hun
Sub Program : Lee Hyun Chul
Main Graphic : Seo Min Gun
Sub Graphic : Kim Sun Yung, Lee Won Hee, Lee Youl
DB Setting : Han Ji Ho

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3432&o=2

$end


$pc8801_flop=firehawk,firehawkb,firehawka,
$bio

Fire Hawk - Thexder The Second Contact (c) 1989 Game Arts Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91775&o=2

$end


$msx2_flop=firehawk,firehawkb,firehawkcfirehawkd,firehawka,
$bio

Fire Hawk ~ Thexder The Second Contact (c) 1989 Game Arts Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101665&o=2

$end


$bbca_cass,bbcb_cass=fireisla,
$bio

Fire Island (c) 1984 Hollsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51828&o=2

$end


$info=firemntn,
$bio

Fire Mountain (c) 1980 Zaccaria.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1700&o=2

$end


$megadriv=firemust,
$bio

Fire Mustang (c) 1991 Taito Corp.

- TRIVIA -

Reviews:
November 1991 - Consoles + N.2 [FR]: 76/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56517&o=2

$end


$info=fireone,
$bio

Fire One! (c) 1979 Exidy.

Fire One! was a player-versus-player or player-versus-computer submarine showdown.

The primary objective of the game is to find and destroy the enemy's submarine, while avoiding the enemy's torpedoes. Through your virtual periscope you are free to launch one of your 8 torpedoes to take out any of the enemy's various ships for extra points. It takes some time to reload each torpedo tube, so you must be judicious in how you plan your attacks.

In addition to being able to control the left/right rotation of your periscope, the game also features a submerge button which you can use to temporarily hide from the enemy. Holding this button down keeps you hidden but also keeps you out of the action, allowing the enemy free reign over the seas.

- TECHNICAL -

The cabinet was split into two halves, with each player controlling their first-person submarine perspective on their half of the screen.

Main CPU : Zilog Z80 (@ 2.5 Mhz)

Players : 2
Control : paddle
Buttons : 2

- TRIVIA -

Fire One was released in November 1979 in USA.

Licensed to Sega for Japan market.

Hidden messages can be found in ROM chip f0-1c10.4b:
HI DAVE
I HOPE
YOU ARE WELL

HI TED
THE FORCE
IS WITH US! 

HI SUSAN
HAVE A NICE DAY

HI SUBODH
WASH YOUR MOUTH!

- STAFF -

Produced by Technical Music.

Directed by: Ted Michon
Written by: David Rolfe
Animation by: Susan Ogg
Music by: J.J. Mallory

- PORTS -

* Computers :
Commodore C64 [US] [EU] (1983)
Atari 800 (1983)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=851&o=2

$end


$saturn,sat_cart=blaztorn,blaztorna,
$bio

Fire Pro Gaiden Blazing Tornado (c) 1995 Human Entertainment.

Blazing Tornado comes to the Sega Saturn as another Fire Pro story. Go on a quest for the Neo Heroic Championship in Circuit Mode or try team single elimination matches in the Elimination Mode. Power Battle Mode is an endurance where one of the wrestlers faces all the others.

Two can play simultaneously.

- TECHNICAL -

Game ID: T-4302G
Barcode: 4959143850019

Players: 2
Control: 8-Way Joystick
Buttons: 4
=> [A] Weak strike/grapple, [B] Strong strike/grapple, [C] Run, [X] Performance

- TRIVIA -

Released in August 25, 1995 in Japan.

The title translates to Fire Pro Another Story: Blazing Tornado.

As the first pro wrestling game on the system, the home release of Blazing Tornado does away with the 4 player tornado tag team match although it enables the player to enable the boss of the game as a playable character via a code. The gameplay is also much closer to the Fire Pro games, relying on timing based grappling as opposed to button mashing.

All of the wrestlers in this game as well as referee Leon Sanders appear in the games Super Fire Pro Wrestling X and Super Fire Pro Wrestling X Premium.

- TIPS AND TRICKS -

To get infinite continues for Circuit Mode, select Option Mode, highlight Continue and hold buttons X, Y and Z. Press Right until you see the infinite symbol appear.

Start a Circuit Mode match and pause the game. Using controller 1 input Up, B, A, C, A, Down, B, A, C, A, Up, B, A, C, A, Down, B, A, C, A. This will end the current match and skip directly to the ending of your chosen wrestler.

To play as the boss character, head to the character select screen, move the cursor to Ho Yin-Long and press Left + L, R and B buttons simultaneously. Hayate's portrait will change to a shadow and you'll now be playing as the final boss: Hizelshustat Von Ludwig. This code is given to you when you clear the Power Battle Mode. Ludwig can't use any of the foreign objects outside the ring.

- SERIES -

1. Fire Pro Wrestling - Combination Tag [Model HM89001] (1989, PC-Engine)
2. Fire Pro Wrestling 2nd Bout [Model HM91005] (1991, PC-Engine)
3. Super Fire Pro Wrestling [Model SHVC-FP] (1991, Super Famicom)
4. Thunder Pro Wrestling Retsuden (1992, Sega Mega Drive)
5. Fire Pro Wrestling 3 - Legend Bout (1992, PC-Engine)
6. Super Fire Pro Wrestling 2 [Model SHVC-FF] (1992, Super Famicom)
7. Super Fire Pro Wrestling III - Final Bout [Model SHVC-F3] (1993, Super Famicom)
8. Fire Pro Joshi - All Star Dream Slam [Model SHVC-J4](1994, Super Famicom)
9. Super Fire Pro Wrestling Special [Model SHVC-AP4J-JPN] (1994, Super Famicom)
10. Blazing Tornado (1994, Arcade)
11. Wrestling Universe - Fire Pro Joshi - Dome Choujo Taisen - WOWOW vs. JWP [Model HMCD-4008] (1995, PC-Engine CD)
12. Super Fire Pro Wrestling - Queen's Special [Model SHVC-AQQJ-JPN] (1995, Super Famicom)
13. Super Fire Pro Wrestling X [Model SHVC-AF5J-JPN](1995, Super Famicom)
14. Fire Pro Wrestling - Iron Slam '96 (1996, Playstation)
15. Super Fire Pro Wrestling X Premium [Model SHVC-AF6J-JPN] (1996, Super Famicom)
16. Fire Pro Wrestling S - 6Men Scramble [Model T-4308G] (1996, Saturn)
17. Fire Pro Wrestling G (1999, Playstation)
18. Fire Pro Wrestling for WonderSwan (2000, WonderSwan)
19. Fire Pro Wrestling i (2001, i-mode)
20. Fire Pro Wrestling D (2001, Dreamcast)
21. Fire Pro Wrestling A (2001, GBA)
22. Fire Pro Wrestling J (2002, J-PHONE)
23. Final Fire Pro Wrestling - Yume no Dantai Unei! [Model AGB-AFWJ-JPN] (2002, GBA)
24. Fire Pro Wrestling Z (2003, PS2)
25. Fire Pro Wrestling Returns (2005, PS2)
26. Fire Pro Wrestling in Mobage (2011, Mobage)
27. Fire Pro Wrestling (2012, X360)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59128&o=2

$end


$snes=fireproj,
$bio

Fire Pro Joshi - All Star Dream Slam (c) 1994 Human Ent.

Zen-Nippon Joshi Pro Wrestling Kounin: Fire Pro Joshi All-Star Dream Slam features 24 wrestlers including female performers from All Japan Women's Pro Wrestling taking each other on in a One Night Match, Open League, One Night Tournament, Elimination Match and Battle Royal, with up to four players being able to play simultaneously.

- TECHNICAL -

Cartridge ID: SHVC-J4
Barcode: 4959143600140

Players: 4
Control: 8-Way Joystick
Buttons: 4
=> [Y] Weak strike/grapple, [B] Medium strike/grapple, [A] Strong strike/grapple, [X] Run

- TRIVIA -

This is the first game in the Fire Pro series to be officially licensed by a professional wrestling promotion: All Japan Women's Pro Wrestling.

The following wrestlers appear with their real name and likeness in the game:

Bull Nakano
Aja Kong
Akira Hokuto
Kyoku Inoue
Yumiko Hotta
Takako Inoue
Toshiyo Yamada
Manami Toyota
Suzuka Minami
Bat Yoshinaga
Sakie Hasegawa
Debbie Malenko
Mariko Yoshida
Kaoru Ito
Etsuko Mita
Mima Shimoda
Infernal KAORU
Chaparrita ASARI

The following were given pretty generic names as they aren't from All Japan Women's Pro Wrestling, but their likeness are completely accurate and based on the following:

Red Woman = Mayumi Ozaki
White Woman = Jaguar Yokota
Black Woman = Devil Masami
Green Woman = Dynamite Kansai
Yellow Woman = Shinobu Kandori
Pink Woman = Megumi Kudo

- TIPS AND TRICKS -

The Options menu (far right option of main menu) has a password system (second to last option). Press Right and press Up or Down to change the symbols. Known passwords include:

OOOOOO = Female referee
XXXXXX = Cheerleader referee

- SERIES -

1. Fire Pro Wrestling - Combination Tag [Model HM89001] (1989, PC-Engine)
2. Fire Pro Wrestling 2nd Bout [Model HM91005] (1991, PC-Engine)
3. Super Fire Pro Wrestling [Model SHVC-FP] (1991, Super Famicom)
4. Thunder Pro Wrestling Retsuden (1992, Sega Mega Drive)
5. Fire Pro Wrestling 3 - Legend Bout (1992, PC-Engine)
6. Super Fire Pro Wrestling 2 [Model SHVC-FF] (1992, Super Famicom)
7. Super Fire Pro Wrestling III - Final Bout [Model SHVC-F3] (1993, Super Famicom)
8. Fire Pro Joshi - All Star Dream Slam [Model SHVC-J4](1994, Super Famicom)
9. Super Fire Pro Wrestling Special [Model SHVC-AP4J-JPN] (1994, Super Famicom)
10. Blazing Tornado (1994, Arcade)
11. Wrestling Universe - Fire Pro Joshi - Dome Choujo Taisen - WOWOW vs. JWP [Model HMCD-4008] (1995, PC-Engine CD)
12. Super Fire Pro Wrestling - Queen's Special [Model SHVC-AQQJ-JPN] (1995, Super Famicom)
13. Super Fire Pro Wrestling X [Model SHVC-AF5J-JPN](1995, Super Famicom)
14. Fire Pro Wrestling - Iron Slam '96 (1996, Playstation)
15. Super Fire Pro Wrestling X Premium [Model SHVC-AF6J-JPN] (1996, Super Famicom)
16. Fire Pro Wrestling S - 6Men Scramble [Model T-4308G] (1996, Saturn)
17. Fire Pro Wrestling G (1999, Playstation)
18. Fire Pro Wrestling for WonderSwan (2000, WonderSwan)
19. Fire Pro Wrestling i (2001, i-mode)
20. Fire Pro Wrestling D (2001, Dreamcast)
21. Fire Pro Wrestling A (2001, GBA)
22. Fire Pro Wrestling J (2002, J-PHONE)
23. Final Fire Pro Wrestling - Yume no Dantai Unei! [Model AGB-AFWJ-JPN] (2002, GBA)
24. Fire Pro Wrestling Z (2003, PS2)
25. Fire Pro Wrestling Returns (2005, PS2)
26. Fire Pro Wrestling in Mobage (2011, Mobage)
27. Fire Pro Wrestling (2012, X360)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61316&o=2

$end


$pce=fireprow,
$bio

ファイヤープロレスリング　コンビネーションタッグ (c) 1989 Human Entertainment.
(Fire Pro Wrestling - Combination Tag)

Fire Pro Wrestling: Combination Tag pits 16 wrestlers from all over the globe singles, tag team or 5 Vs 5 elimination to simulate the ultimate professional wrestling dream matches and can be played by up to four players simultaneously.

- TECHNICAL -

Game ID: HM89001
Barcode: 4 959143 100015

Players: 4
Control: 8-Way Joystick
Buttons: 3
=> [II] Weak strike/grapple, [I] Medium strike/grapple, [Run] Run/Strong strike/grapple

- TRIVIA -

Released on June 22, 1989 in Japan.

The first game in the Fire Pro Wrestling series, it is the first 4-player pro-wrestling video game.

Designed to cater to the "hardcore" pro wrestling fanatics, Fire Pro Wrestling includes wrestlers from many promotions facing off in inter-promotional "dream matches" as created by the player, something not normally possible due to the political nature of professional wrestling at the time. The wrestlers use the exact likeness as their real life counterparts, including their real moves and attributes, but were given fake aliases due to a lack of a wrestling license. The teams featured in the game will be listed below with their Fire Pro name on the left, and their real name to the right:

KING FIGHTERS

Victory Musashi = Antonio Inoki (New Japan Pro Wrestling)
Akira Saeha = Akira Maeda (Universal Wrestling Federation)

EXPLODING DEPTH CHARGE

Tommy Bomber = Jumbo Tsuruta (All Japan Pro Wrestling)
Thunder Ryu = Genichiro Tenryu (All Japan Pro Wrestling)

MIDNIGHT REVOLUTION

Hurricane Rikimaru = Riki Choshu (New Japan Pro Wrestling)
Zombie Masa = Masa Saito (New Japan Pro Wrestling)

DEVIL PIRATES

Pirate Number 1 = Billy Gasper (New Japan Pro Wrestling)
Pirate Number 2 = Barry Gasper (New Japan Pro Wrestling)

VIOLENCE MONSTERS

Star Bison = Stan Hansen (All Japan Pro Wrestling)
Big the Great Bull = Bruiser Brody (All Japan Pro Wrestling)

DIMENSION EXPRESS

Mascara Condor = Mil Mascaras (All Japan Pro Wrestling)
Mascara Eagle = Dos Caras (All Japan Pro Wrestling)

CRAZY BARBARIANS

Bloody Allen = Bad News Brown (New Japan Pro Wrestling)
Mad Tiger = Tiger Jeet Singh (All Japan Pro Wrestling)

URBAN BLASTERS

Knight Blaster = Road Warrior Hawk (All Japan Pro Wrestling)
Iron Blaster = Road Warrior Animal (All Japan Pro Wrestling)

- TIPS AND TRICKS -

To use the sound test, you require a multi tap. Use the fifth controller at the title screen and enter Up/Right and Button I then press Select to cycle through the game music.

You can have two computer controlled players go at it. Select either Single or Tag match. Then pick the 1P Vs 2P option and choose the wrestlers. Hold Up and Button II at the match-up screen, then press Button I. The computer will now control the wrestlers during the match.

At the title screen, hold Button I, press Right, Left, Left, Left, Left, Left, Down, Down, Up. The title screen will change color. Play through the Single or Tag Championship and when you defeat all opponents, you will face the following in special Lumberjack matches:

R.J. Phase = Lou Thesz
Carlos Krauser = Karl Gotch

In the Tag mode, they team up as the Legend Heroes for your final opponents.

- SERIES -

1. Fire Pro Wrestling - Combination Tag [Model HM89001] (1989, PC-Engine)
2. Fire Pro Wrestling 2nd Bout [Model HM91005] (1991, PC-Engine)
3. Super Fire Pro Wrestling [Model SHVC-FP] (1991, Super Famicom)
4. Thunder Pro Wrestling Retsuden (1992, Sega Mega Drive)
5. Fire Pro Wrestling 3 - Legend Bout (1992, PC-Engine)
6. Super Fire Pro Wrestling 2 [Model SHVC-FF] (1992, Super Famicom)
7. Super Fire Pro Wrestling III - Final Bout [Model SHVC-F3] (1993, Super Famicom)
8. Fire Pro Joshi - All Star Dream Slam [Model SHVC-J4](1994, Super Famicom)
9. Super Fire Pro Wrestling Special [Model SHVC-AP4J-JPN] (1994, Super Famicom)
10. Blazing Tornado (1994, Arcade)
11. Wrestling Universe - Fire Pro Joshi - Dome Choujo Taisen - WOWOW vs. JWP [Model HMCD-4008] (1995, PC-Engine CD)
12. Super Fire Pro Wrestling - Queen's Special [Model SHVC-AQQJ-JPN] (1995, Super Famicom)
13. Super Fire Pro Wrestling X [Model SHVC-AF5J-JPN](1995, Super Famicom)
14. Fire Pro Wrestling - Iron Slam '96 (1996, Playstation)
15. Super Fire Pro Wrestling X Premium [Model SHVC-AF6J-JPN] (1996, Super Famicom)
16. Fire Pro Wrestling S - 6Men Scramble [Model T-4308G] (1996, Saturn)
17. Fire Pro Wrestling G (1999, Playstation)
18. Fire Pro Wrestling for WonderSwan (2000, WonderSwan)
19. Fire Pro Wrestling i (2001, i-mode)
20. Fire Pro Wrestling D (2001, Dreamcast)
21. Fire Pro Wrestling A (2001, GBA)
22. Fire Pro Wrestling J (2002, J-PHONE)
23. Final Fire Pro Wrestling - Yume no Dantai Unei! [Model AGB-AFWJ-JPN] (2002, GBA)
24. Fire Pro Wrestling Z (2003, PS2)
25. Fire Pro Wrestling Returns (2005, PS2)
26. Fire Pro Wrestling in Mobage (2011, Mobage)
27. Fire Pro Wrestling (2012, X360)

- STAFF -

Game Design: Masato Masuda, Hideaki Sasazawa
Program: Masato Masuda, Tōru Hayashi
Wrestler Design: Hideaki Sasazawa
Infomation Graphics: Yūichi Kobayashi, Ryōichi Nakashima
Musical Composition: Masaki Hashimoto (Chappy Hashimoto)
Sound Effects: Seitarō Minayoshi
Special Thanks: Takatoshi Iyama

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58586&o=2

$end


$gba=fireprw2,
$bio

Fire Pro Wrestling 2 [Model AGB-AFYE-USA] (c) 2002 BAM! Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70688&o=2

$end


$pce=fireprw2,
$bio

Fire Pro Wrestling 2nd Bout (c) 1991 Human Entertainment.

Get in ring with 16 wrestlers in the singles or tag Excite Series. Or dare the World Champion Series to qualify for the championship belt. Super Tournament pits up to 16 wrestlers in single elimination tournament matches and the Elimination Match is a 5-on-5 where two teams fight for supremacy and dominance.

Now, sound the gong of battle once more.

- TECHNICAL -

Game ID: HM91005
Barcode: 4 959143 100053

Players: 4
Control: 8-Way Joystick
Buttons: 3
=> [II] Weak strike/grapple, [I] Medium strike/grapple, [Run] Run/Strong strike/grapple

- TRIVIA -

Released on Aug 30, 1991 in Japan.

The 16 wrestlers featured in the game are based on real life wrestlers only they are under a fake alias due to a lack of a professional wrestling promotion license. The wrestlers are listed below with their in-game name to the left, and their real name to the right:

Victory Musashi = Antonio Inoki (New Japan Pro Wrestling)
Akira Saeha = Akira Maeda (Universal Wrestling Federation)
Hurricane Rikimaru = Riki Choshu (New Japan Pro Wrestling)
Tommy Bomber = Jumbo Tsuruta (All Japan Pro Wrestling)
Thunder Ryu = Genichiro Tenryu (Super World of Sports)
Mister K = Koji Kitao (Super World of Sports)
Blade Musha = The Great Muta (New Japan Pro Wrestling)
Crusher Shinya = Shinya Hashimoto (New Japan Pro Wrestling)
Knack Masakatsu = Masakatsu Funaki (Universal Wrestling Federation)
Black Kajiwara = Yoshiaki Fujiwara (Universal Wrestling Federation)
Super Kaiser = Jushin Liger (New Japan Pro Wrestling)
Masked Unicorn = Pegasus Kid (New Japan Pro Wrestling)
Atomic Blaster = The Ultimate Warrior (World Wrestling Federation)
Axe Mogan = Hulk Hogan (World Wrestling Federation)
Star Bison = Stan Hansen (All Japan Pro Wrestling)
Hitman Saber = Big Van Vader (New Japan Pro Wrestling)

Reviews:
November 1991 - Consoles + N.3 [FR]: 31/100

- TIPS AND TRICKS -

Press Select to pause the game. Pressing Button I will play the game in slow motion while pressing Button II will disable the music.

Hold Down/Right on the title screen and press Select. You can now press Select to cycle between the music featured in the game.

To have two computer controlled wrestlers take on each other, play Excite Series and select the 1Player Vs 2Players mode. Select the wrestlers and in the match-up screen, hold Right, Button II and Select. Press Button I and the wrestlers will be controlled by the CPU.

To choose the same wrestler in Excite Series, hold Select and press Button I. For Elimination Match, hold Button II and press Button I.

When the Game Over screen of the World Championship appears, hold Button 2 and press Down, Left, Left, Left, Up, Up, Up, Up, Up, Right, Right, Right, Right. It will give you three more continues to try again.

There are four hidden wrestlers in the game. They are:

R.J. Phase = Lou Thesz (Japan Wrestling Association)
Carlos Krasuer = Karl Gotch (Japan Wrestling Association)
Rikiouzan = Rikidozan (Japan Wrestling Association)
Great Panther = Super Tiger (Universal Wrestling Federation)

To play as them in the Excite Series, go to the wrestler select screen and:

Hold Up + Select and press Button I = R.J. Phase
Hold Down + Select and press Button I = Carlos Krauser
Hold Right + Select and press Button I = Rikiouzan
Hold Left + Select and press Button I = Super Tiger

To use them in the Elimination Match, hold Button II and the desired direction instead of Select, and press Button I.

To have these four hidden wrestlers participate in the Super Tournament, head to the screen where you decide the number of players. Hold Button II and press Up, Up, Up, Up, Up, Right, Right, Right, Right, Right, Right, Right, Down, Down, Down, Left, Left, Left, Left, Left, Left.

At the title screen, hold Button I and press Right, Right, Left, Down, Down, Down, Down, Down, Up. The logo changes from red to blue. You're now playing in Pro Mode. When you win against all of the initially available wrestlers, you will face the hidden bosses in special Lumberjack matches. Complete these matches, and wait for the end credits to finish. There's one "Special Bout" waiting for you.

When you see the title screen, hold Buttons I and II. Press Left, Up, Up, Up, Right, Down, Down, Down, Down, Down, Down. It will play the ending sequence! If you input the Pro Mode code above and then put this code in, it will display that ending for you as well!

- SERIES -

1. Fire Pro Wrestling - Combination Tag [Model HM89001] (1989, PC-Engine)
2. Fire Pro Wrestling 2nd Bout [Model HM91005] (1991, PC-Engine)
3. Super Fire Pro Wrestling [Model SHVC-FP] (1991, Super Famicom)
4. Thunder Pro Wrestling Retsuden (1992, Sega Mega Drive)
5. Fire Pro Wrestling 3 - Legend Bout (1992, PC-Engine)
6. Super Fire Pro Wrestling 2 [Model SHVC-FF] (1992, Super Famicom)
7. Super Fire Pro Wrestling III - Final Bout [Model SHVC-F3] (1993, Super Famicom)
8. Fire Pro Joshi - All Star Dream Slam [Model SHVC-J4](1994, Super Famicom)
9. Super Fire Pro Wrestling Special [Model SHVC-AP4J-JPN] (1994, Super Famicom)
10. Blazing Tornado (1994, Arcade)
11. Wrestling Universe - Fire Pro Joshi - Dome Choujo Taisen - WOWOW vs. JWP [Model HMCD-4008] (1995, PC-Engine CD)
12. Super Fire Pro Wrestling - Queen's Special [Model SHVC-AQQJ-JPN] (1995, Super Famicom)
13. Super Fire Pro Wrestling X [Model SHVC-AF5J-JPN](1995, Super Famicom)
14. Fire Pro Wrestling - Iron Slam '96 (1996, Playstation)
15. Super Fire Pro Wrestling X Premium [Model SHVC-AF6J-JPN] (1996, Super Famicom)
16. Fire Pro Wrestling S - 6Men Scramble [Model T-4308G] (1996, Saturn)
17. Fire Pro Wrestling G (1999, Playstation)
18. Fire Pro Wrestling for WonderSwan (2000, WonderSwan)
19. Fire Pro Wrestling i (2001, i-mode)
20. Fire Pro Wrestling D (2001, Dreamcast)
21. Fire Pro Wrestling A (2001, GBA)
22. Fire Pro Wrestling J (2002, J-PHONE)
23. Final Fire Pro Wrestling - Yume no Dantai Unei! [Model AGB-AFWJ-JPN] (2002, GBA)
24. Fire Pro Wrestling Z (2003, PS2)
25. Fire Pro Wrestling Returns (2005, PS2)
26. Fire Pro Wrestling in Mobage (2011, Mobage)
27. Fire Pro Wrestling (2012, X360)

- STAFF -

Game Design: Hideaki Sasazawa, Daisuke Ichise
Original Game Design: Masato Masuda, Hideaki Sasazawa
Main Program: Fumiki Yanagida
Program: Masatoshi Kanai, Teruyuki Teshima
Original Program: Masato Masuda, Tōru Hayashi
Graphic: Kazunori Kosugi
Information Wrestler: Kenichi Abe
Sound: Hiroya Niwayama, Hiroaki Tanaka, Tetsuji Ōtani, Masamichi Yamazaki
Special Thanks: Takeshi Onozaki, Tadaaki Kitamura, Ryōya Yano, Shinichi Fuyushiba, Kazunori Iida, Ryōji Amano, Akira Kitsuno, Norihiro Murakami, Tatsunori Morohoshi, Yōsuke Ichise, Kenji Kijima, Kazushige Hamano
Direction: Daisuke Ichise, Chachamaru

- PORTS -

* Consoles :
Nintendo Wii (2008) Fire Pro Wrestling 2nd Bout (Virtual Console)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58587&o=2

$end


$pce=fireprw3,
$bio

Fire Pro Wrestling 3 - Legend Bout (c) 1992 Human Entertainment.

Fire Pro Wrestling 3: Legend Bout. It provides players with 28 wrestlers and the first ever Edit mode to allow players to create their own original wrestlers.

- TECHNICAL -

Game ID: HM92006
Barcode: 4 959143 100060

Players: 4
Control: 8-Way Joystick
Buttons: 3
=> [II] Weak strike/grapple, [I] Medium strike/grapple, [Run] Run/Strong strike/grapple

- TRIVIA -

Released on Nov 13, 1992 in Japan.

Fire Pro Wrestling 3: Legend Bout features characters based on real life wrestlers. They are given fake names as HUMAN didn't secure any wrestling license. The following is a list of the available wrestlers with Fire Pro name shown left, and their real name listed right:

Victory Musashi = Antonio Inoki (New Japan Pro Wrestling)
Fighter Yamato = Tatsumi Fujinami (New Japan Pro Wrestling)
Hurricane Rikimaru = Riki Choshu (New Japan Pro Wrestling)
Shinya Hatamoto = Shinya Hashimoto (New Japan Pro Wrestling)
Masahiro Kono = Masahiro Chono (New Japan Pro Wrestling)
Hiro Date = Hiroshi Hase (New Japan Pro Wrestling)
Tommy Bomber = Jumbo Tsuruta (All Japan Pro Wrestling)
Hogara Tashin = Akira Taue (All Japan Pro Wrestling)
Mitsuhide Hikawa = Mitsuharu Misawa (All Japan Pro Wrestling)
Toshiie Kazama = Toshiaki Kawada (All Japan Pro Wrestling)
Teddy Gordy = Terry Gordy (All Japan Pro Wrestling)
Steel James = Steve Williams (All Japan Pro Wrestling)
Akira Saeha = Akira Maeda (Fighting Network RINGS)
Great Panther = Super Tiger (Universal Wrestling Federation)
Nobuhisa Sanada = Nobuhiko Takada (Union of Wrestling Forces International)
Kazuki Yamamoto = Kazuo Yamazaki (Union of Wrestling Forces International)
Masakatsu Higaki = Masakatsu Funaki (Pro Wrestling Fujiwara-Gumi)
Takashi Kajiwara = Yoshiaki Fujiwara (Pro Wrestling Fujiwara-Gumi)
Star Bison = Stan Hansen (All Japan Pro Wrestling)
B.G. Bull = Bruiser Brody (All Japan Pro Wrestling)
Axe Mogan = Hulk Hogan (World Wrestling Federation)
Thunder Ryu = Genichiro Tenryu (Super World of Sports)
Hitman Saber = Big Van Vader (New Japan Pro Wrestling)
Super Kaiser = Jushin Liger (New Japan Pro Wrestling)
Dynamic Billy = Dynamite Kid (All Japan Pro Wrestling)
Blade Musha = The Great Muta (New Japan Pro Wrestling)
Mad Tiger = Tiger Jeet Singh (Frontier Martial-Arts Wrestling)
Takeshi Niouden = Atsushi Onita (Frontier Martial-Arts Wrestling)

- TIPS AND TRICKS -

To enable the hidden wrestlers for Edit Mode, go into Edit Mode (fifth option on the main menu) and then enter the first option twice. You will be asked to input a name. Enter these Japanese characters (shown in this format: Row #, Column #): 4,4 - 3,10 - 1,14 - 1,18 - 2,5 - 7,7 (Space) - 3,4 - 1,13 - 3,1 - 5,8. Select end to go to the character select screen. Hold Select while cycling through the wrestlers to have the 4 hidden characters appear.

To enable the Password screen, choose the last option of the main menu, then the first option that appears twice, then enter any of the following:

FPRO3SENSEI = 4 hidden wrestlers, these are:

Rikiouzan = Rikidozan (Japan Wrestling Association)
The Eliminator = The Destroyer (All Japan Pro Wrestling)
Carlos Krauser = Karl Gotch (New Japan Pro Wrestling)
R.J. Phase = Lou Thesz (New Japan Pro Wrestling)

FPRO3WOMAN = Female referee
AAAAA = See the normal ending upon winning a match
LEGENDROAD = Enable Hard Mode to face the hidden wrestlers at the end
HUMANSAIKO = See the Hard Mode ending when you win a match

- SERIES -

1. Fire Pro Wrestling - Combination Tag [Model HM89001] (1989, PC-Engine)
2. Fire Pro Wrestling 2nd Bout [Model HM91005] (1991, PC-Engine)
3. Super Fire Pro Wrestling [Model SHVC-FP] (1991, Super Famicom)
4. Thunder Pro Wrestling Retsuden (1992, Sega Mega Drive)
5. Fire Pro Wrestling 3 - Legend Bout (1992, PC-Engine)
6. Super Fire Pro Wrestling 2 [Model SHVC-FF] (1992, Super Famicom)
7. Super Fire Pro Wrestling III - Final Bout [Model SHVC-F3] (1993, Super Famicom)
8. Fire Pro Joshi - All Star Dream Slam [Model SHVC-J4](1994, Super Famicom)
9. Super Fire Pro Wrestling Special [Model SHVC-AP4J-JPN] (1994, Super Famicom)
10. Blazing Tornado (1994, Arcade)
11. Wrestling Universe - Fire Pro Joshi - Dome Choujo Taisen - WOWOW vs. JWP [Model HMCD-4008] (1995, PC-Engine CD)
12. Super Fire Pro Wrestling - Queen's Special [Model SHVC-AQQJ-JPN] (1995, Super Famicom)
13. Super Fire Pro Wrestling X [Model SHVC-AF5J-JPN](1995, Super Famicom)
14. Fire Pro Wrestling - Iron Slam '96 (1996, Playstation)
15. Super Fire Pro Wrestling X Premium [Model SHVC-AF6J-JPN] (1996, Super Famicom)
16. Fire Pro Wrestling S - 6Men Scramble [Model T-4308G] (1996, Saturn)
17. Fire Pro Wrestling G (1999, Playstation)
18. Fire Pro Wrestling for WonderSwan (2000, WonderSwan)
19. Fire Pro Wrestling i (2001, i-mode)
20. Fire Pro Wrestling D (2001, Dreamcast)
21. Fire Pro Wrestling A (2001, GBA)
22. Fire Pro Wrestling J (2002, J-PHONE)
23. Final Fire Pro Wrestling - Yume no Dantai Unei! [Model AGB-AFWJ-JPN] (2002, GBA)
24. Fire Pro Wrestling Z (2003, PS2)
25. Fire Pro Wrestling Returns (2005, PS2)
26. Fire Pro Wrestling in Mobage (2011, Mobage)
27. Fire Pro Wrestling (2012, X360)

- STAFF -

Game Design: Daisuke Asako
Information Program: Masaaki Oiyama
Edit & Password Program: Kunihiro Yamada
Battle Program: Fumiki Yanagida
Ending Program: Nobuya Takahashi
Wrestler Design: Hiroshi Kikuchi
Information Wrestler: Toshiaki Tamura
Information & BG Design: Kiyoshi Suyama
Title Design: Takeshi Onozaki
Music Compose: HELP
Original Game Design: Masato Masuda, Hideaki Sasazawa
Special Thanks: Tōru Hayashi, Tadaaki Kitamura, Kenji Takaoka, Hajime Watanabe, Kazunori Iida, Ryōji Amano, Shinichi Fuyushiba, Kenichi Abe, Kazuyuki Kumagai, Teruyuki Yoneyama, Hiroaki Togawa, Ryōya Yano, Tatsunori Morohoshi, Jyunichi Yanagimachi

- PORTS -

* Consoles :
Nintendo Wii (2008) Fire Pro Wrestling 3 - Legend Bout (Virtual Console)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58588&o=2

$end


$gba=fireprowj,
$bio

Fire Pro Wrestling A [Model AGB-AFPJ-JPN] (c) 2001 Spike [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70689&o=2

$end


$wswan=fireprow,
$bio

Fire Pro Wrestling for WonderSwan [Model SWJ-KGT007] (c) 2000 Human Ent. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86328&o=2

$end


$saturn,sat_cart=fpw6mena,fpw6men,
$bio

Fire Pro Wrestling S - 6Men Scramble (c) 1996 Human Entertainment.

Fire Pro Wrestling S - 6Men Scramble. The first ever real-time 6Man Tag Team battle and the first ever Electrified Barbed Wire Exploding Cage Death Match play mode featured in any pro-wrestling videogame. Includes 136 wrestlers, One Night Match, One Night Tournament, Open League, Elimination Match and 6Man Battle Royal, as well as Gruesome Fighting. Wrestler Edit mode allows you to create up to 16 original wrestlers and a Rename option enables you to rename wrestlers and organizations even in English.

Fire Pro Wrestling S - 6Men Scramble supports up to six players in the action simultaneously.

- TECHNICAL -

Game ID: T-4308G

Players: 6
Control: 8Way Joystick
Buttons: 8
=> [A] Weak strike/grapple, [B] Medium strike/grapple, [C] Strong strike/grapple, [X] Run, [L] Performance 1, [Z] Drag downed opponent/facelock [R] Performance 2, [Y] Breath/tag partner

- TRIVIA -

Released in Japan in December 27, 1996.

Characters in Fire Pro Wrestling S - 6Men Scramble are based on real life wrestlers. They are given fake names because HUMAN didn't license any of them, however. The following lists the wrestlers with Fire Pro Wrestling name on the left, and the real name to the right:

View Japan Pro-Wrestling is based on New Japan Pro Wrestling and features these characters based on the following:

Fighter Yamato = Tatsumi Fujinami
Hurricane Rikimaru = Riki Choshu
Ken Shundoh = Keiji Mutoh
Crusher Hatamoto = Shinya Hashimoto
Violence Kono = Masahiro Chono
Hiro Date = Hiroshi Hase
Storm Keisuke = Kensuke Sasaki
Takayuki Kizuka = Takayuki Iizuka
Raging Hiro = Hiro Saito
Junichi Hirota = Junji Hirata
Isami Mito = Osamu Kido
Buffalo Amamoto = Hiroyoshi Tenzan
Osamu Hashimura = Osamu Nishimaru
Satoshi Kijima = Satoshi Kojima
Yujiro Sakata = Yuji Nagata
Yoshimitsu Takizawa = Tokimitsu Ishizawa
Kazuki Yamamoto = Kazuo Yamazaki
Hyper Emperor Super Kaiser = Jushin "Thunder" Liger
E Kamikaze = El Samurai
Raging Nonaka = Norio Honaga
Eiji Kamamoto = Koji Kanemoto
Shinichiro Ohkari = Shinjiro Ohtani
Wild Phantom = Wild Pegasus
Black Kaiser = Black Tiger II

Shinsei Tobaku Gun is based on the New Japan Pro Wrestling stable Heisei Ishingun and features the following characters based on the following:

Samurai Jiro = Shiro Koshinaka
Inazuma Kengo = Kengo Kimura
Toshi Goto = Tatsutoshi Goto
Michinori Nohara = Michiyoshi Ohara
Toshiaki Igarashi = Kuniaki Kobayashi
Akiyoshi Naito = Akitoshi Saito
Asuka Mogami = Akira Nogami

Olive Japan Pro-Wrestling is based on All Japan Pro Wrestling. It features the following characters based on these wrestlers:

Mitsuhide Hikawa = Mitsuharu Misawa
Toshiie Kazama = Toshiaki Kawada
Akira Sagami = Akira Taue
Keiji Togashi = Kenta Kobashi
Shun Akisawa = Jun Akiyama
Gyuukaku Izumiya = Jun Izumida
Katao Obayashi = Takao Omori
Rakon Honma = Tamon Honda
Star Bison = Stan Hansen
Steel James = Steve Williams
John Peace = Johnny Ace
Pentagon = The Patriot
G.O. Bright = Gary Albright
Darryl Firmas = Doug Furnas
Yoshinao Nogawa = Yoshinari Ogawa
Masanori Kobuchizawa = Masanobu Fuchi
Kiyoshi Akechi = Tsuyoshi Kikuchi
Bony Crowbar = Dan Kroffat
Log Random = Rob Van Dam

New Independent World contains characters based on garbage and hardcore wrestlers from promotions such as Frontier Martial-Arts Wrestling, International Wrestling Association of Japan and Big Japan Pro Wrestling, as follows:

Ranmaru = Hayabusa
Hisakatsu Tohya = Hisakatsu Ohya
Danger Matsubara = Mistuhiro Matsunaga
Dreamer Sakamaki = Shoji Nakamaki
Hunter Gojo = Tarzan Goto
Mr. Ashiya = Mr. Gannosuke
The Mysterious Kagura = The Great Kabuki
Pioneer Go = Ryuma Go
Bohemian Inuji = Shunji Takano
Master Togo = Mister Pogo
Kerry Bogey = Terry Gordy
The Genocide = The Gladiator
Custom Mask = Cactus Jack
Death Hazard A = Headhunter A
Death Hazard B = Headhunter B
Rocky Tsuji = Ricky Fuji
Tattoo = Sabu
REKKOH = GEKKOH

RYU is based on W.A.R. (Wrestle and Romance) and includes characters based on these wrestlers:

Thunder Ryu = Genichiro Tenryu
Saxon Haruki = Hiromichi Fuyuki
Shout Mizoguchi = Animal Hamaguchi
Nobuharu Awaya = Nobutaka Araya
Mister K = Koji Kitao
Big Dynamo = Big Titan
Azteca Dragon = Ultimo Dragon
Mado = Jado
Kido = Gedo
Orion Beat = Lionheart
Neglect Chaos = Negro Casas

Yukiguni Puroresu features the following characters based on wrestlers from Michinoku Pro Wrestling:

Blade Hayate = The Great Sasuke
S. Dolphin = Super Delfin
Nato = Dick Togo
Jinsui Kanzaki = Jinsei Shinzaki
WAKA Yukiguni = TAKA Michinoku
Doran Otowa = Gran Naniwa
Kiryu = Shiryu
Kerry Boy = Men's Teioh
Eiichi Funakoshi = Shoichi Funaki
Mask De Panther IV = Tiger Mask IV

The World Wrestling Circus features characters based on the following American wrestling superstars:

Axe Duggan = Hulk Hogan
Macho Saber = Randy Savage
The Underground = The Undertaker
Star Saber = Vader
Smasher G.G. Gigas = Bam Bam Bigelow
The Spike = Sting
The Greatest Musha = The Great Muta
Big Steiner = Rick Steiner
Small Steiner = Scott Steiner
Knight Blaster = Hawk Warrior
Iron Blaster = Animal Warrior
Flash Barton = Scott Norton
Blood Beat = Bret Hart
Laurel = Diesel
Mifune = Kurasawa
Sure Miles = Shawn Michaels
Silver Gust = Goldust

UWH Intagration is based on Union of Wrestling Forces International, featuring characters based on these wrestlers:

Nakahisa Sanada = Nobuhiko Takada
Shoji Anzoh = Yoji Anjoh
Takehiko Makihara = Masahito Kakihara
Naoki Yano = Naoki Sano
Yoshihiro Kabuyama = Yoshihiro Takayama
Keiichi Yamato = Kenichi Yamamoto

Gongs is based on Fighting Network RINGS and has these characters based on the following shootfighters:

Akira Saeha = Akira Maeda
Nobuhiro Kawamoto = Yoshihisa Yamamoto
Katsuya Akai = Mitsuya Nagai
Hiroshi Hozaka = Tsuyoshi Kosaka
Takashi Minemura = Kiyoshi Tamura
Ricky Gray = Dick Vrij
Wolf Burn = Volk Han
Jimmy Hawk = Tony Halme
Ricardo Gabriel = Bitsadze Tariel
Lance Highman = Hans Nyman

Perfect Wrestlers Kajiwara-Gumi is based on Pro Wrestling Fujiwara-Gumi and only features Takashi Kajiwara, who himself is based on Yoshiaki Fujiwara.

High Class is based on Pancrase, it features the following characters that are based on these shootfighters:

Masakatsu Higaki = Masakatsu Funaki
Mitsuro Midzuki = Minoru Suzuki
Mamoru Hanagi = Manabu Yamada
Win Harlock = Wayne Shamrock
Boss Dokken = Bas Rutten

Three A features luchadores based on the following:

E. Santos = El Hijo del Santo
Sisucos = Psychosis
Rey Mysterious Jr. = Rey Mysterio Jr.
Conan The Brutal = Konnan El Barbaro

Gruesome Fighters has four characters based on mixed martial artists listed below:

Nixon Stacey = Rickson Gracie
General Bordeaux = Gerard Gordeaux
Thomas Schmidt = Maurice Smith
Dan Dadarn = Dan Severn

The following characters can only become playable if they are created by the player in Edit mode:

160 - Harley Louis = Harley Race
161 - The Eliminator = The Destroyer
164 - Bear Marder Will = Willie Williams
166 - Spectre = Damian
167 - Oyashi Motomura = Rusher Kimura
168 - Zombie Masa = Masa Saito
169 - Ryunosuke Umeda = Umanosuke Ueda
170 - Dick Road = Rick Rude
171 - Million Dollar Davis = Ted DiBiase
172 - Fashama = Yokozuna
173 - Christopher Allman = Chris Dolman
174 - Justin Roses = Dusty Rhodes
175 - Gokado Takasaki = Kendo Nagasaki
176 - Pirate Number 1 = Jason the Terrible
177 - Red Bull Nakano = Tatsuo Nakano
178 - Fuyutake Ishihara = Yuki Ishikawa
179 - (FiPro name unknown) = Haruka Eigen
180 - Iwashin Tooru = Ryuichi Takaiwa
181 - Andre Fag = Andy Hug
182 - Dave Latenko = Dean Malenko
183 - Mather Fill = Leather Face
184 - Voice Stacie = Royce Gracie
185 - Astro Blaster = Ultimate Warrior
187 - (FiPro name unknown) = Kouki Kitahara
188 - (FiPro name unknown) = The Great Nita
190 - Giant Unala = Giant Kimala
194 - Nile = Freddy Kreuger
195 - The Wise = Wazma
197 - Laser Hamon = Scott Hall
198 - Dick Maverick = Dick Murdoch
200 - Masahiko Hatanaka = Masato Tanaka
201 - Winning Kanemura = W*ING Kanemura

- TIPS AND TRICKS -

You can change the color of the chosen referee's costume by holding any button during the match-up screen, but they only have one alternate color regardless of the button you choose to hold down.

Get a clean pause screen by pressing Start to pause the game and then pressing X, Y and Z simultaneously to remove the "PAUSE" text from the screen.

To unlock hidden wrestlers, you must defeat them in Victory Road. When going for the Human Wrestling Association Heavyweight Unified Singles Championship you can unlock:

Victory Musashi (Antonio Inoki) by defeating all View Japan Pro-Wrestling opponents.

Harry Texan Jr. (Dory Funk Jr.)
Abdul the Danger (Abdullah the Butcher)
Big the G. Bull (Bruiser Brody)
Tommy Bomber (Jumbo Tsuruta)
Great Shiba (Giant Baba)
By defeating all Olive Japan Pro-Wrestling opponents.

Mad Tiger (Tiger Jeet Singh)
Kerry Texan (Terry Funk)
Katsushi Okita (Atsushi Onita)
By defeating all New Independent World opponents.

Giant Rousimoff (Andre the Giant)
Dick Slender (Ric Flair)
By defeating all World Wrestling Circus opponents.

Neverland Rush (Roland Bock) by defeating all Gruesome Fighters.

When going for the HWA Jr. Heavyweight Unified Singles Championship you can unlock:

Mighty Boy Smith (Davey Boy Smith)
Black Panther (Black Tiger)
Dynamic Kid (Dynamite Kid)
Mask De Panther (Tiger Mask)
By defeating all View Japan Pro-Wrestling opponents.

Mask De Panther II (Tiger Mask II) by defeating all Olive Japan Pro-Wrestling opponents.

Gran Mariposa (Gran Hamada) by defeating all Yukiguni Puroresu opponents.

Mascara Eagle (Dos Caras)
Mascara Condor (Mil Mascaras)
By defeating all Three A opponents.

When you've beaten all opponents from each of the promotions in the game, the HIDE wrestling promotion will become accessible. Your opponents here are:

Great Panther = Super Tiger
R.J. Phase = Lou Thesz
Rikiozan = Rikidozan
Carlos Krauser = Karl Gotch

You can also find most of these when going for the HWA Heavyweight/Jr. Heavyweight Unified Tag Championship.

To obtain more Wrestler Edit points, you need to win the HWA Heavyweight Unified Singles Championship and the HWA Jr. Heavyweight Unified Singles Championship. Your points will go up from 180 to 200. To get the maximum 255 points, you must win the other championships, including the HWA Unified 6Man Tag Championship.

When you win one of the championships, you'll also unlock the Title Match mode, where you can defend the titles. If you choose to surrender (delete) your earned championship, you've to go through the entire of that championship's Victory Road to get it back.

When you've won all championships in Victory Road and decide to surrender them all, you can start again using a computer-controlled wrestler. By creating an effective CPU logic for a created wrestler, it's possible to complete the Victory Road without even playing yourself.

- SERIES -

1. Fire Pro Wrestling - Combination Tag [Model HM89001] (1989, PC-Engine)
2. Fire Pro Wrestling 2nd Bout [Model HM91005] (1991, PC-Engine)
3. Super Fire Pro Wrestling [Model SHVC-FP] (1991, Super Famicom)
4. Thunder Pro Wrestling Retsuden (1992, Sega Mega Drive)
5. Fire Pro Wrestling 3 - Legend Bout (1992, PC-Engine)
6. Super Fire Pro Wrestling 2 [Model SHVC-FF] (1992, Super Famicom)
7. Super Fire Pro Wrestling III - Final Bout [Model SHVC-F3] (1993, Super Famicom)
8. Fire Pro Joshi - All Star Dream Slam [Model SHVC-J4](1994, Super Famicom)
9. Super Fire Pro Wrestling Special [Model SHVC-AP4J-JPN] (1994, Super Famicom)
10. Blazing Tornado (1994, Arcade)
11. Wrestling Universe - Fire Pro Joshi - Dome Choujo Taisen - WOWOW vs. JWP [Model HMCD-4008] (1995, PC-Engine CD)
12. Super Fire Pro Wrestling - Queen's Special [Model SHVC-AQQJ-JPN] (1995, Super Famicom)
13. Super Fire Pro Wrestling X [Model SHVC-AF5J-JPN](1995, Super Famicom)
14. Fire Pro Wrestling - Iron Slam '96 (1996, Playstation)
15. Super Fire Pro Wrestling X Premium [Model SHVC-AF6J-JPN] (1996, Super Famicom)
16. Fire Pro Wrestling S - 6Men Scramble [Model T-4308G] (1996, Saturn)
17. Fire Pro Wrestling G (1999, Playstation)
18. Fire Pro Wrestling for WonderSwan (2000, WonderSwan)
19. Fire Pro Wrestling i (2001, i-mode)
20. Fire Pro Wrestling D (2001, Dreamcast)
21. Fire Pro Wrestling A (2001, GBA)
22. Fire Pro Wrestling J (2002, J-PHONE)
23. Final Fire Pro Wrestling - Yume no Dantai Unei! [Model AGB-AFWJ-JPN] (2002, GBA)
24. Fire Pro Wrestling Z (2003, PS2)
25. Fire Pro Wrestling Returns (2005, PS2)
26. Fire Pro Wrestling in Mobage (2011, Mobage)
27. Fire Pro Wrestling (2012, X360)

- PORTS -

* Consoles :
Sega Saturn (1997) "Fire Pro Wrestling S - 6Men Scramble Saturn Collection [T-4316G]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59129&o=2

$end


$saturn,sat_cart=fpw6mensa,
$bio

Fire Pro Wrestling S - 6Men Scramble [Satakore] (c) 1997 Human Entertainment

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59130&o=2

$end


$gba=fireprow,
$bio

Fire Pro Wrestling [Model AGB-*AFPE-USA] (c) 2001 BAM! Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70687&o=2

$end


$msx1_cass=fireresc,fireresca,
$bio

Fire Rescue (c) 1984 Kuma Computers, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94642&o=2

$end


$msx1_cart=fireresc,fireresca,
$bio

Fire Rescue [Model MX-1008] (c) 1984 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77072&o=2

$end


$famicom_flop=firerock,
$bio

Fire Rock [Model USE-FRC] (c) 1988 System Sacom Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65331&o=2

$end


$megadriv=fireshrku,fireshrku1,
$bio

Fire Shark (c) 1990 Dreamworks Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57224&o=2

$end


$megadriv=fireshrk,
$bio

Fire Shark (c) 1991 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56518&o=2

$end


$info=mt_fshrk,
$bio

Fire Shark (c) 1989 Sega.

- TECHNICAL -

Runs on the "Mega-Tech System" hardware.
Cartridge ID: 610-0239-53

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2353&o=2

$end


$info=fireshrk,fireshrkd,fireshrkdh,fireshrka,
$bio

Fire Shark! (c) 1989 Toaplan Company, Limited.
 
Export version. For more information about the game itself, please see the original Japanese version entry; "Same! Same! Same! [TP-017]".

- TECHNICAL -

Game ID : TP-017

Main CPU : Motorola 68000 (@ 10 Mhz)
Sound Chips : YM3812 (@ 3.5 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Fire Shark was released in November 1989.

Licensed to Romstar for USA distribution. 

This game is known in Japan as "Same! Same! Same!" (translated from Japanese as 'Shark! Shark! Shark!') and has some differences :
* You can only play one player at a time.
* When you get hit you start over a bit behind where you left off.

- SERIES -

1. Flying Shark [TP-027] (1987)
2. Fighting Hawk (1988)
3. Fire Shark! [TP-017] (1989)

- PORTS -

* Consoles :
Sega Genesis [US] (1990) [Model 34016] 
Sega Mega Drive [EU] (1991) [Model 670-1875]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=852&o=2

$end


$snes=fstriker,fstrikerp,
$bio

Fire Striker (c) 1994 DTMC

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63009&o=2

$end


$neocd=3countb,
$bio

Fire Suplex (c) 1995 SNK [Shin Nihon Kikaku].

Neo-Geo CD release, please click the original MVS release here for more information about this game.

- TECHNICAL -

[Model NGCD-043]

- TRIVIA -

Fire Suplex for Neo-Geo CD was released on April 21, 1995 in Japan (2 years after the original MVS release).

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47686&o=2

$end


$info=3countb,
$bio

Fire Suplex (c) 1993 SNK [Shin Nihon Kikaku].

CAN YOU SURVIVE THE ULTIMATE BATTLE?

The long-awaited, 100-Mega Shock charged Pro-Wrestling Game from NEO-GEO! 10 wrestlers, each equipped with Power Attacks and Malevolent Moves rage in the ring, biting, kicking and punching their way to the top spot in the Wrestling World. 
Competitive Play and Tage Match battles!

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID: NGM-043

[SNK MVS Neo-Geo Controls]
2 Players - 4 Buttons Per Player.
Player One : [Joystick] 8-Way, [A] Punch, [B] Kick, [C] Jump, [D] Fall
Player Two : [Joystick] 8-Way, [A] Punch, [B] Kick, [C] Jump, [D] Fall

- TRIVIA -

Fire Suplex was released on March 25, 1993 in Japan. It was developed by UPL and this is the last game developed by this manufacturer.

This game is known outside Japan as 3 Count Bout.

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

Blues Hablam and Blubber Man are actually the same guy with the same ring attire, only Hablam sports a mask. The same occurs for Gochack Bigbomb and Big Bomberdir with Bigbomb wearing the mask.

The character Master Barnes enters the ring wearing Shoulder Spikes similar to the ones worn by legendary wrestling tag-team The Road Warriors.

Soundtrack album releases:
[JP] Fire Suplex (PCCB-00134) (17/09/93) [Pony Canyon/Scitron]

Reviews:
[FR] June 1993 - Consoles + N.21: 94/100

- TIPS AND TRICKS -

HOW TO PLAY:
[Joystick] Moves Wrestler (to dash: push joystick twice quickly then the A or B button).
[A & B] Attack - Punch & Kick (Used in close battles).
[C] Jump
[D] Fall (Tag-in: Tag match).

USING SPECIAL MOVES:
* Move in on your opponent and press A+B buttons: POWER ATTACK.
* Move joystick left/right and press A repeatedly: MALEVOLENT MOVE.
* C+A or C+B button: JUMP
* Press B or C when your opponent hits the canvas: PIN

POWER GAUGE:
When the gauge appears on the screen, push A continually to raise Power. When the attack signal is displayed, drop your opponent. Use the combinations to drop your opponent.
* A-button + Joystick: Rope Throw.
* B-button + Joystick: Body Slam & Super Moves.
* A+B button: Power Attack.

CHARACTERS:
* Blubber Man - The Deutsch Dracula
Power Attack: German Suplex
Malevolent Move: Bloody Slash

* Gochack Bigbomb - The Raging Bull
Power Attack: Megaton Crusher
Malevolent Move: Blitzkrieg Bite

* Master Barnes - The Passionless Cyborg
Power Attack: Hyper-Drive Bomb
Malevolent Move: Thousand-Kick Thrust

* Leo Bradley - The Wild-Matted Maniac
Power Attack: Hanging Throw
Malevolent Move: Hundred-Punch Smash

* Roy Wilson - Bear-Busting Barbarian
Power Attack: Thunderbolt Buster
Malevolent Move: Bear Bite

* Terry Rogers - The Gladiator
Power Attack: Fire Suplex
Malevolent Move: The Thousand Blows

* Blues Hablam - The Mysterious Shadow Warrior
Power Attack: German Suplex
Malevolent Move: Bloody Slash

* The Red Dragon - The Scarlet Ninja
Power Attack: Super Back Clutch
Malevolent Move: Poison Mist

* Big Bombardier - The Human B-52
Power Attack: Megaton Crush
Malevolent Move: The Chomper

* The Ghandarra - The Buddhist Boss
Power Attack: Indian Arch
Malevolent Move: Furious Flames

- PORTS -

* Consoles :
SNK Neo-Geo [JP] (Apr. 23, 1993) "Fire Suplex [Model NGH-043]"
SNK Neo-Geo CD [JP] (Apr. 21, 1995) "Fire Suplex [Model NGCD-043]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=14&o=2

$end


$bbca_cass,bbcb_cass=firetrak,
$bio

Fire Track (c) 1987 Aardvark Software.

- STAFF -

Produced by Software Studios.
Presented by Electric Dreams Software.

Programmed by: Orlando
Progressed by: Marjacq Micro

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51829&o=2

$end


$info=firetrapbl,firetrapj,
$bio

Fire Trap (c) 1986 Woodplace, Incorporated.

An abstract arcade game in which a single player takes on the role of a firefighter, who must climb a burning building rescuing the people and animals who are trapped inside. As well as the fires, the firefighter must also avoid or deflect (the latter with his extinguisher) a number of falling objects and debris, including cars, couches, hammers, chairs, lamps, stoves and refrigerators.

Fire Trap is very similar, gameplay-wise, to Nichibutsu's 1980 classic, ''Crazy Climber''. As the firefighter climbs the building, he must use his fire extinguisher to put out the fires which include burning papers, flame-gushing windows and moving fireballs. The fire extinguisher contains only a limited amount of water, so must be used it wisely. Certain extinguished fires, however, reveal cannisters of extinguisher fuel to be collected. Other extinguished fires reveal bonuses and, very occasionally, springboards; which shoot the player higher up the skyscraper.

The firefighter's ultimate aim is to reach the roof of the skyscraper and rescue a young woman who is trapped there. As the firefighter reaches the roof, a giant fireball appears and circles the tower; this must be either avoided or extinguished. After the firefighter has rescued the woman, he must fly down the building with his jet pack and extinguish any fires remaining on the building; before finally landing safely on the ground. The firefighter will then move on to another burning building to make another rescue attempt.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 6 Mhz)
Sound CPU : MOS Technology M6502 (@ 1.536 Mhz)
Sound Chips : Yamaha YM3526 (@ 3 Mhz), OKI MSM5205 (@ 384 Khz)

Players : 2
Control : doublejoy 4-way
Buttons : 1

- TRIVIA -

Fire Trap was released in October 1986 in Japan.

The stylized looking flame to the left of the word 'Fire Trap' on the title screen is actually the kanji character 'honoo', which means 'flame'.

The game has a bug in test mode: when lives are set to 2, it displays 1.

Gary Hatt holds the official record for this game with 417,740 points.

- UPDATES -

* Japanese version:
Intials: 5 letters

* US Version:
Licensed to Data East
MCU missing and simulated
No Warning Screen
Intials: 3 letters

* Bootleg version:
Based on the Japanese version.
Most MCU writes are patched while reads are handled differently.
Additional ROM with code to simulate the MCU initialisation routine.
No warning screen.

- PORTS -

* Computers :
Amstrad CPC (1986)
Commodore C64 (1987)
Sinclair ZX Spectrum (1988)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=853&o=2

$end


$info=firetrap,firetrapa,
$bio

Fire Trap (c) 1986 Data East USA, Incorporated.

- TECHNICAL -

[Model 1US24K] Conversion Kit

- TRIVIA -

Released in November 1986 in the USA by Data East USA under license from Wood Place, Inc. For more information about the game, please see the original Wood Place version entry.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40363&o=2

$end


$info=firetrk,
$bio

Fire Truck (c) 1978 Atari.

Fire Truck is a simple two-dimensional driving game. Your perspective is from overhead as you navigate through the city streets. The object is to score points by getting as much distance as possible in the least amount of time. Those who are good enough can get bonus time for a specific amount of points. Beware, though, it will not be as easy as it seems.

- TECHNICAL -

Game ID : 030926

Main CPU : M6800 (@ 1.008 Mhz)
Sound Chips : Discrete (@ 1.008 Mhz)

Players : 2
Control : Steering wheel (for both players front and rear), Gas pedal (at the bottom of the cabinet)
Buttons : 2 (HORN (front player), BELL (rear player))

- TRIVIA -

Released in June 1978 in Japan and USA.

This game is also known as "Smokey Joe".

Fire Truck was one of the first games to feature a cooperative feature. One player could either drive the fire engine or the hook and ladder while the computer drove the opposite part. Two players could play where one drove the fire engine while sitting up front while the other player stood in back and controlled the hook and ladder. This game also featured the front player having a horn while the back player had a bell. Neither of these buttons, though, effected game play. This game never really gained a large popular following mostly due to the fact that "Space Invaders" was released the same year. Nonetheless, it still proved to be somewhat popular just due to the fact it was different.

- SCORING -

Scoring in this game is really simple. Your score is tied to distance traveled so obviously you want to cover the most amount of distance in the shortest period of time. Your score goes up in 10 point increments.  Depending on what the fuel setting on the machine is set to determines what your score needs to
be for extended time. Below are these settings :
FUEL SETTING || REQUIRED SCORE |
Fuel Setting : 60 - Required Score : 120
Fuel Setting : 90 - Required Score : 160
Fuel Setting : 120 - Required Score : 220
Fuel Setting : 150 - Required Score : 270

An extended time of 39 fuel is awarded when you are equal to or greater then the required score.

After you get done playing the game, you will get a rating based on your final score. Below are the ratings :
Score Range : 0-50 - Rating : SORRY
Score Range : 60-100 - Rating : SO-SO
Score Range : 110-140 - Rating : GOOG
Score Range : 150-Over - Rating : ACE

- TIPS AND TRICKS -

* When you start the game, your fire truck will be in the middle of the road. It will be your job to navigate the truck through the city streets and avoid all the hazards. Try to stay in the middle of the road as much as possible. Especially around curves since it is very easy to run into hazards on the road.

* Learn how to use the steering effectively. The steering is relatively sensitive so don't spin the wheel or you will quickly find out that your fire truck either isn't going anywhere, or it is hitting hazards which drastically effects distance traveled. Small movements on the steering wheel (front or back) should be enough to keep the fire truck from going out of control.

* In addition to steering, learn how to use the gas pedal effectively to slow down around corners. This is easier then speeding through them and running into hazards which consumes a lot more fuel then just going slowly. If you are driving the hook and ladder, just make sure you keep the hook and ladder in line with the fire truck.

*  Don't panic if you do hit a hazard. Just patiently turn the fire truck or hook and ladder so you clear the hazard and can continue on your way.

* Make sure you follow the directional arrows on the road or you may end up going backwards down the road and head for unpleasant surprises.

* Your goal is to get the points necessary to get bonus time. After playing this game for a while, you will notice that the roads tend to repeat themselves making it easier to anticipate when the next curve or hazard is coming up.

- STAFF -

Designed and programmed by : Howard Delman (Howie)
Hardware Engineer : John Ray

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=854&o=2

$end


$psx=firewoma,
$bio

Fire Woman Matoigumi [Model SLPS-01315] (c) 1998 Tokuma Shoten Intermedia, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85150&o=2

$end


$info=fire_l3,
$bio

Fire! (c) 1987 Williams Electronics Games, Incorporated.

- TECHNICAL -

Williams System 11A
Model Number : 556

Main CPU : M6808 (@ 1 MHz)
Sound CPU : Motorola M6809 (@ 2 MHz), OKI M6808 (@ 1 MHz)
Sound chips : Yamaha YM2151 (@ 3.579545 MHz), (2x) DAC, (2x) HC55516

- TRIVIA -

Based on the Great Chicago Fire which took place on 8 October 1871.

Score display fire effects where later used on Midway's 1989 "Transporter the Rescue" and Midway's 1991 "Bugs Bunny's Birthday Ball".

Approx. 7,700 units were produced.

This game was also available in a 'Champagne Edition' cabinet (273 units produced).

In the barn there's a cow moo'ing. A 'moo' is also heard on coin-drop and when pressing START.

- STAFF -

Game Concept : Mark Sprenger (MWS), Barry Oursler (BSO)
Game Design : Barry Oursler
Graphic Design : Mark Sprenger
Additional Artwork: Pam Erickson
Software : Dan Lee (DAN) (LEE)
Mechanical Design : Mark Kim
Music & Sounds : Chris Granner, Rich Karstens, Brian Schmidt

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5353&o=2

$end


$nes=firenice,
$bio

Fire'n Ice (c) 1993 Tecmo, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55141&o=2

$end


$amigaocs_flop=firebrig,
$bio

Fire-Brigade (c) 1989 Panther Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74063&o=2

$end


$snes=firearm,
$bio

Firearm [Prototype] (c) 1993 Malibu Games [THQ Division]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63013&o=2

$end


$info=fireball,
$bio

Fireball (c) 1989 Valco.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51000&o=2

$end


$info=j5firebl,j5firebla,j5fireblb,
$bio

Fireball (c) 199? JPM International.

- TECHNICAL -

System 5

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=29956&o=2

$end


$info=m4firebl,m4firebla,m4fireblb,m4fireblc,m4firebld,
$bio

Fireball (c) 199? MDM Leisure.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41316&o=2

$end


$info=j6firbl,j6firbla,j6firblb,j6firblc,j6firbld,
$bio

Fireball (c) 200? JPM International.

- TECHNICAL -

Impact

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41090&o=2

$end


$info=smi7074,smi7075,smi7354,
$bio

Fireball (c) 200? Bally Gaming, Incorporated.

3-Reel , 1-Line, 3-Coin Multiplier mechanical slot.

- TECHNICAL -

S5500

- UPDATES -

SMI #7074
SMI #7075
SMI #7354

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=45289&o=2

$end


$info=m5firebl,
$bio

Fireball (c) ???? Barcrest.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=21206&o=2

$end


$amigaocs_flop=fireball,
$bio

Fireball & Balls & Space Bomber 3 (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74065&o=2

$end


$info=fbclass,
$bio

Fireball Classic (c) 1985 Bally Midway

A solid-state re-make of the Bally's 1972 "Fireball" with new (similar) art, no zipper flippers, and some other rule changes.

- TECHNICAL -

[No. 0A40]
Bally/Midway MPU AS-2518-35 (Cheap Squeak)

Main CPU : M6800 (@ 475 KHz)
Sound CPU : Motorola M6803 (@ 895 KHz)
Sound chips : DAC

- TRIVIA -

Released in February 1985. 2,000 units were produced.

Also produced in Germany by Bally Wulff, in 1986, under license from Bally Midway.

- SERIES -

1. Fireball  [No. 926] (1972)
2. Fireball II [No. 1219] (1980)
3. Fireball Classic [No. 0A40] (1985)

- STAFF -

Design by : George Christian
Art by : Doug Watson

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2069&o=2

$end


$info=fball_ii,
$bio

Fireball II (c) 1981 Bally.

- TECHNICAL -

Bally MPU AS-2518-35 (Squawk and Talk)
[No. 1219]

Main CPU : M6800 (@ 475 KHz)
Sound CPU : M6802 (@ 895 KHz)
Sound chips : General Instrument AY8910 (@ 895 KHz), DAC, Texas Instruments TMS5220 (@ 640 KHz)

- TRIVIA -

Released in June 1981. 2,300 units were produced.

The development of this game took 10 months (Started in September 1980).

- SERIES -

1. Fireball  [No. 926] (1972)
2. Fireball II [No. 1219] (1980)
3. Fireball Classic [No. 0A40] (1985)

- STAFF -

Designer : Gary Gayton
Artwork : Dave Christensen

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3470&o=2

$end


$fm77av=fireball,
$bio

Fireball [Model 12130] (c) 1987 HummingBird [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93844&o=2

$end


$a2600=fireball,fireballpv,fireballp,fireballe,fireballepv,
$bio

Fireball (c) 1982 Arcadia Corp.

Imagine this: You're a juggler. You've practiced long and hard to become a very good juggler. You can juggle rubber balls, fragile plates, even razor-sharp daggers. Now you're ready for the ultimate test — the Fireball Competition.

The situation: You've done well in the early matches of the International Tournament of Jugglers. Most of the competitors have been eliminated. You've survived. Now it's down to the final event: the Fireball.

Your objective: Catch the blazing Fireball and hurl it back at the wall of blocks. Rack up points by smashing blocks and clearing the screen. And prove your skill as a juggler by keeping a number of Fireballs in the air. First one, then two, three, four...

You have five tries, just in case the Fireball becomes a little too hot to handle.

- TECHNICAL -

Model AR4300

- SCORING -

You earn points for each block smashed.

You earn points for each set of blocks eliminated.

The closer to the top of the screen, the more the block is worth.

The more Fireballs in play, the more each block is worth.

- TIPS AND TRICKS -

* Try to anticipate where the tumbling Fireballs will land. Then get there ahead of them and wait.

* If you're juggling more than two Fireballs, you may find it easier to not catch them. Keep the controller button pressed down, and the Fireballs will simply bounce off you.

* Stay alert for the arrival of mystery Fireballs.

- STAFF -

Programmer: Scott Nelson

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50481&o=2

$end


$info=firebeas,
$bio

Firebeast (c) 1983 Atari.

- TECHNICAL -

Main CPU : MOS Technology M6502 (@ 1.25 Mhz)
Sound Chips : (2x) POKEY (@ 1.25 Mhz)

Colors palette : 64

Players : 1
Buttons : 2

- TRIVIA -

This game is a prototype that never made it out of production. It's original name was Dragon Rider, and the original concept was based on the Chronicles of Pern. Due to licensing issues, the name was changed to Firebeast, but the game didn't test well and was cancelled.

- STAFF -

Designed and programmed by: Ed Rotberg

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=6054&o=2

$end


$a800=firebird,
$bio

Firebird (c) 1981 Gebelli Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86547&o=2

$end


$amigaocs_flop=fireblst,
$bio

Fireblaster (c) 1986 Paradox

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74066&o=2

$end


$bbca_cass,bbcb_cass=firebug,
$bio

Firebug (c) 1984 Acornsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51830&o=2

$end


$a2600=firebug,
$bio

Firebug (c) 19?? Suntek

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50483&o=2

$end


$psx=firebugs,
$bio

Firebugs [Model SCES-03884] (c) 2002 Sony Computer Ent., Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85151&o=2

$end


$info=j6fireck,j6firecka,j6fireckb,j6fireckc,j6fireckd,j6firecke,
$bio

Firecracker (c) 200? JPM International.

- TECHNICAL -

Impact

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41091&o=2

$end


$info=sc4fcc,sc4fcca,sc4fccb,sc4fccc,
$bio

FireCracker Club (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Scorpion 4]
[Model PR6835]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43020&o=2

$end


$info=sc5fcc,
$bio

FireCracker Club (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Scorpion 5]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42589&o=2

$end


$info=smiy1225,smiy1226,smiy1227,smiy1228,smiy1229,smiy1230,
$bio

Firecracker Freegames [Super Reel Jackpots] (c) 2009 Bally Tech., Incorporated.

- TECHNICAL -

Software Part Number: AVGSJFF017UI-00

Game Kit #154973 ALPHA Wide M9000 (2C2 & 2C3 only)
Game Kit #153053 ALPHA Elite V20
Game Kit #153059 ALPHA Elite V20-20
Game Kit #153061 CineVision

Topper Part Number: C765-00352-SRJP
Topper Description: SUPER REEL JACKPOTS

- UPDATES -

SMI #Y1225
Min/Max%: 80.47%/85.01%

SMI #Y1226
Min/Max%: 83.42%/87.97%

SMI #Y1227
Min/Max%: 85.57%/90.11%

SMI #Y1228
Min/Max%: 87.49%/92.04%

SMI #Y1229
Min/Max%: 89.51%/94.05%

SMI #Y1230
Min/Max%: 91.49%/96.04%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=45840&o=2

$end


$pc8801_flop=fc88v01,
$bio

FireCracker Music Collection vol. 1 - We Are Konamic Freaks (c) 1990 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91776&o=2

$end


$pc8801_flop=fc88v10,
$bio

FireCracker Music Collection vol. 10 - Super Star Soldier Special (c) 1990 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91777&o=2

$end


$pc8801_flop=fc88v11,
$bio

FireCracker Music Collection vol. 11 - Gofer Episode2 Issue (c) 1990 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91778&o=2

$end


$pc8801_flop=fc88v12,
$bio

FireCracker Music Collection vol. 12 - Minor Game Music Special (c) 1990 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91779&o=2

$end


$pc8801_flop=fc88v13d,
$bio

FireCracker Music Collection vol. 13 - Out of Game Music (c) 1991 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91780&o=2

$end


$pc8801_flop=fc88v14,
$bio

FireCracker Music Collection vol. 14 - Return of Botsu Music (c) 1991 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91781&o=2

$end


$pc8801_flop=fc88v15,
$bio

FireCracker Music Collection vol. 15 - First Anniversary!! (c) 1991 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91782&o=2

$end


$pc8801_flop=fc88v16,
$bio

FireCracker Music Collection vol. 16 - Original Music Special (c) 1991 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91783&o=2

$end


$pc8801_flop=fc88v17,
$bio

FireCracker Music Collection vol. 17 - Show Your Good Sounds! (c) 1991 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91784&o=2

$end


$pc8801_flop=fc88v18,
$bio

FireCracker Music Collection vol. 18 - Ardor for Game Music (c) 1991 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91785&o=2

$end


$pc8801_flop=fc88v19,
$bio

FireCracker Music Collection vol. 19 - Increase Activity! (c) 1991 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91786&o=2

$end


$pc8801_flop=fc88v02,
$bio

FireCracker Music Collection vol. 2 - Video Game Century (c) 1990 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91787&o=2

$end


$pc8801_flop=fc88v20,
$bio

FireCracker Music Collection vol. 20 - Vampire Killer!! (c) 1991 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91788&o=2

$end


$pc8801_flop=fc88v21,
$bio

FireCracker Music Collection vol. 21 - T-Square Special (c) 1991 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91789&o=2

$end


$pc8801_flop=fc88v22,
$bio

FireCracker Music Collection vol. 22 - Iron Gear Issue (c) 1991 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91790&o=2

$end


$pc8801_flop=fc88v23,
$bio

FireCracker Music Collection vol. 23 - Super Sonic Special (c) 1992 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91791&o=2

$end


$pc8801_flop=fc88v24,
$bio

FireCracker Music Collection vol. 24 - 2nd Anniversary! (c) 1992 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91792&o=2

$end


$pc8801_flop=fc88v25,
$bio

FireCracker Music Collection vol. 25 - Original Music Special 3 (c) 1992 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91793&o=2

$end


$pc8801_flop=fc88v26,
$bio

FireCracker Music Collection vol. 26 - Metal Black & Phalanx (c) 1992 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91794&o=2

$end


$pc8801_flop=fc88v27,
$bio

FireCracker Music Collection vol. 27 - Tenshindou Special (c) 1992 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91795&o=2

$end


$pc8801_flop=fc88v28,
$bio

FireCracker Music Collection vol. 28 - Dedicated to Manabu Saito (c) 1992 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91796&o=2

$end


$pc8801_flop=fc88v29,
$bio

FireCracker Music Collection vol. 29 - Battle Game Issue (c) 1993 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91797&o=2

$end


$pc8801_flop=fc88v03,
$bio

FireCracker Music Collection vol. 3 - Dedicated to 88Games (c) 1990 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91798&o=2

$end


$pc8801_flop=fc88v30,
$bio

FireCracker Music Collection vol. 30 - Original Special 4 (c) 1993 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91799&o=2

$end


$pc8801_flop=fc88v31,
$bio

FireCracker Music Collection vol. 31 - Steam Hearts Special (c) 1994 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91800&o=2

$end


$pc8801_flop=fc88v32,
$bio

FireCracker Music Collection vol. 32 - V.G.2 Complete Special (c) 1995 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91801&o=2

$end


$pc8801_flop=fc88v33,
$bio

FireCracker Music Collection vol. 33 - Briganty Sound Tracks (c) 1996 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91802&o=2

$end


$pc8801_flop=fc88v34,
$bio

FireCracker Music Collection vol. 34 - Harlem Blade Recollection (c) 1996 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91803&o=2

$end


$pc8801_flop=fc88v35,
$bio

FireCracker Music Collection vol. 35 - Magical Revival (c) 2006 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91804&o=2

$end


$pc8801_flop=fc88v36,
$bio

FireCracker Music Collection vol. 36 - Calling My Brother (c) 2006 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91805&o=2

$end


$pc8801_flop=fc88v37,
$bio

FireCracker Music Collection vol. 37 - Electrospective Harmony (c) 2007 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91806&o=2

$end


$pc8801_flop=fc88v38,
$bio

FireCracker Music Collection vol. 38 - Rainbow x Answer (c) 2009 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91807&o=2

$end


$pc8801_flop=fc88v04,
$bio

FireCracker Music Collection vol. 4 - First Contact with SB2 (c) 1990 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91808&o=2

$end


$pc8801_flop=fc88v05,
$bio

FireCracker Music Collection vol. 5 - SB2 BASIC Excellents (c) 1990 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91809&o=2

$end


$pc8801_flop=fc88v06,
$bio

FireCracker Music Collection vol. 6 - The Golden Age of Namco (c) 1990 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91810&o=2

$end


$pc8801_flop=fc88v07,
$bio

FireCracker Music Collection vol. 7 - SB2 Full Power!! in PMD (c) 1990 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91811&o=2

$end


$pc8801_flop=fc88v08,
$bio

FireCracker Music Collection vol. 8 - Konami SCC Masterpieces (c) 1990 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91812&o=2

$end


$pc8801_flop=fc88v09,
$bio

FireCracker Music Collection vol. 9 - Arrange Version Issue (c) 1990 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91813&o=2

$end


$pc8801_flop=fc88va,
$bio

FireCracker Music Collection vol. A - Comike 42 Special (c) 1992 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91814&o=2

$end


$pc8801_flop=fc88va2,
$bio

FireCracker Music Collection vol. A2 - Advanced V.G.2 Special Edition (c) 2006 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91815&o=2

$end


$info=firefox,firefoxa,
$bio

FireFox (c) 1983 Atari.

You pilot the fastest, most sophisticated plane on the face of the earth that has just been stolen from Russia. You fly through different areas shooting enemy MIGS and other FireFox prototypes. You must avoid Russian infra-red radar tracking and find the refueling points to make it further into the game. High altitude flying would use less fuel but would make FireFox more vulnerable to detection. Flying at a low altitude would use more fuel but would give you better cover from the MIGS.

- TECHNICAL -

This game uses a laser disc.

- TRIVIA -

FireFox was released in January 1984. 1615 deluxe units were produced.
In February 1984, standard models were released. 500 units were produced.

FireFox is based on the Warner Brothers 1982 movie of the same name and used a few scenes from it. The game casts the player in the roll of Clint Eastwood's character, Major Gant, whose mission is to steal a top secret Russian war plane, and pilot it out of the U.S.S.R. to America.

ATEI 1984, Atari presented a huge simulation model of the FireFox's cockpit with the video display on a screen situated some 8 feet from the cockpit's nose. Unfortunately, this simulation model was never been available in the arcades.

- STAFF -

Project Leader : Mike Hally
Game Design/Storyboards : Dave Ralston
Program : Greg Rivera, Norm Avellar
Voice Digitalization : Earl Vickers
Score Composer/Conductor : Jeff Gusman
Hardware Design : Peter Franusic
Technician : Mihn Nguyen
System Design : Jed Margolin
Control Panel Design : Mike Jang
Senior Video Editor : Moe Shore
Video Edit/Sound/Lab Design : Bill Crooks
Video Technical/Lab Design : Chris Crummett

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4492&o=2

$end


$msx1_cass=firehawk,firehawka,
$bio

Firehawk (c) 1987 Players Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94643&o=2

$end


$amigaocs_flop=firehawk,
$bio

Firehawk (c) 1993 Codemasters Software Company, Limited., The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74067&o=2

$end


$bbca_cass,bbcb_cass=firehawk,
$bio

Firehawks (c) 19?? Postern

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51831&o=2

$end


$cpc_cass=firelord,
$bio

Firelord (c) 1986 Erbe Soft. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96260&o=2

$end


$info=frpwr_l6,frpwr_l2,frpwr_t6,
$bio

Firepower (c) 1980 Williams.

- TECHNICAL -

Williams System 6

Main CPU : M6808 (@ 895 KHz)
Sound CPU : M6808 (@ 894.750 KHz)
Sound chips : DAC, HC55516

- TRIVIA -

Released in March 1980. This game was the first electronic multiball game, as well as the first game to feature 'Lane Change'.

17,410 units were produced.

- SERIES -

1. Firepower (1980)
2. Firepower II (1983)

- STAFF -

Designer : Steve Ritchie
Artwork : Constantino Mitchell
Software & Sounds : Eugene Jarvis
Mechanics : John Jung

- PORTS -

* Consoles :
Nintendo Wii (2008, Pinball Hall of Fame: The Williams Collection)
Sony PlayStation 2 (2008, Pinball Hall of Fame: The Williams Collection)
Sony PlayStation Portable (2008, Pinball Hall of Fame: The Williams Collection)

* Others :
Google Play (2013) The Pinball Arcade

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5310&o=2

$end


$amigaocs_flop=firepowr,
$bio

Firepower (c) 1988 CDS

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74068&o=2

$end


$snes=firepowr,
$bio

Firepower 2000 (c) 1992 Sunsoft

Firepower 2000 is a vertical shooter by Sales Curve (aka SCI Games). A secret organization has stolen military weapons and machines across the globe, and they have now regrouped and are ready to strike. The player is sent to infiltrate the enemy's base to destroy it from the inside, and annihilate their power core. Two vehicles can be controlled (or paired in the two simultaneous player mode) to eliminate the threat and possibly save the world. The Jeep can fire in any directions but can become obstructed by ground obstacles. The vehicle can however jump over objects and gaps giving it a chance to maneuver its way though storms of bullets and hazards. The Helicopter is a lot more straight forward and can only fire ahead, but it features a contemptuous air superiority. Four weapons are available throughout the game and can be selected at any time as long as they were previously picked up - they are usually hidden inside large metallic crates and spread out in the air when cracked open. They range from fast missiles, flamethrower, laser beam and spread gun. Other items such as the protective force-field can also be collected along the way.

- TECHNICAL -

Game ID: SNS-FW-USA

- TRIVIA -

Firepower 2000 was released in November 1992 in USA.

The original game, simply called S.W.I.V, was originally released for the Amiga in 1991.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63014&o=2

$end


$info=fpwr2_l2,
$bio

Firepower II (c) 1983 Williams Electronics, Incorporated.

- TECHNICAL -

Williams System 7

Main CPU : M6808 (@ 895 KHz)
Sound CPU : M6808 (@ 894.750 KHz)
Sound chips : DAC, HC55516

- SERIES -

1. Firepower (1980)
2. Firepower II (1983)

- STAFF -

Designer : Mark Ritchie
Artwork : Constantino Mitchell

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3471&o=2

$end


$info=sc4fire,sc4firea,
$bio

Firepower (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR2082]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42598&o=2

$end


$info=sc5fires,sc5firesa,sc5firesb,sc5firesc,
$bio

Firestarter (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR1602]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42599&o=2

$end


$saturn,sat_cart=thawk2,
$bio

Firestorm - Thunderhawk 2 (c) 1996 Core Design

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60307&o=2

$end


$snes=fireteama,fireteam,
$bio

Fireteam Rogue [Prototype] (c) 1995 Accolade, Incorporated. [San Jose, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63015&o=2

$end


$cpc_cass=firetrap,
$bio

Firetrap [Model UQK 623] (c) 1986 Data East USA, Inc. [San Jose, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96261&o=2

$end


$cpc_cass=firezone,
$bio

Firezone (c) 1987 PSS

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96263&o=2

$end


$amigaocs_flop=firezone,
$bio

FireZone (c) 1989 PSS

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74064&o=2

$end


$x68k_flop=firia,
$bio

Firia (c) 1991 Scuderia Phantom

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87523&o=2

$end


$bbca_cass,bbcb_cass=firienwo,
$bio

Firien Wood (c) 1982 MP Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51832&o=2

$end


$x68k_flop=1stblow,
$bio

First Blow (c) 199? Project G

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87524&o=2

$end


$bbca_cass,bbcb_cass=microrhy,
$bio

First Book of Micro Rhymes (c) 19?? Peter Gordon

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51833&o=2

$end


$info=m4class,m4classa,
$bio

First Class (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41274&o=2

$end


$info=firstcl,
$bio

First Class Traveller (c) 2005 AGI (Austrian Gaming Industries).

As a First Class Traveller the world is your oyster. Sydney, Moscow, London, Paris or New York – pack your bags and fly away with this 9-line 5-reel video slot. This is the first trip on which you can even multiply your travel budget and all you need to do is have fun.

TRAVELLER substitutes for all symbols except scattered PLANE. 1, 2, 3 or 4 substituting TRAVELLER multiply your win 2, 4, 8 or 16 times. 3 or more scattered PLANE trigger 25 free games. Free games are played at trigger bet and lines. The feature can be re-triggered.

- TECHNICAL -

Cool Fire I

- TRIVIA -

Release date : October 05, 2005

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11451&o=2

$end


$amigaocs_flop=firstcon,
$bio

First Contact (c) 1990 Rainbird

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74069&o=2

$end


$x68k_flop=fcrisis,
$bio

First Crisis ma Jin no Toubou (c) 1992 Minkey Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87525&o=2

$end


$pc98=firstfa5,
$bio

First Fantazy 5 (c) 1992 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89481&o=2

$end


$psx=firstkis,
$bio

First Kiss Monogatari [Model SLPS-01708/09] (c) 1998 HuneX

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85152&o=2

$end


$x68k_flop=fmaindsh,
$bio

First Main Dish Pasta (c) 1993 Toukyou Kogei Daigaku Programming Kenkyuukai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87526&o=2

$end


$x68k_flop=fmission,
$bio

First Mission (c) 1989 YOH [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87527&o=2

$end


$x68k_flop=fmissio2,
$bio

First Mission II - Final Mission (c) 1990 YOH [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87528&o=2

$end


$bbca_cass,bbcb_cass=fmchess,
$bio

First Moves Chess (c) 1985 Longman

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51834&o=2

$end


$cpc_cass=firstpas,
$bio

First Past the Post (c) 1991 Cult

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96264&o=2

$end


$amigaocs_flop=1ppinb,
$bio

First Person Pinball (c) 1989 Tynesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74070&o=2

$end


$snes=firstq,
$bio

First Queen - Ornic Senki [Model SHVC-OQ] (c) 1994 Culture Brain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61317&o=2

$end


$x68k_flop=fqueen2,
$bio

First Queen II (c) 1992 KSK [Kure Software Koubou] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87529&o=2

$end


$pc98=fqueen2,
$bio

First Queen II - Sabaku no Joou (c) 1990 KSK [Kure Software Koubou] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89482&o=2

$end


$pc98=fqueen4,
$bio

First Queen IV (c) 1994 KSK [Kure Software Koubou] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89483&o=2

$end


$psx=firstque,
$bio

First Queen IV (c) 1996 KSK [Kure Software Koubou].

- TECHNICAL -

Game ID: SLPS-00604

- TRIVIA -

Released on December 06, 1996 in Japan.

- STAFF -

Game Design: Eiji Kure
Program: Tadashi Umehara, Yoshihiro Tozaki
Graphic Design: Takahito Amada, Daigorō, Kazuteru Sugaya, Noriyuki Kuraba, Yūsuke Kamiyamane
Music: Nekomimi
Opening CG: SOFT OFFICE

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85153&o=2

$end


$amigaocs_flop=firstsam,
$bio

First Samurai (c) 1991 Image Works

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74071&o=2

$end


$snes=firstsamj,
$bio

First Samurai [Model SHVC-FK] (c) 1993 Kemco

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61318&o=2

$end


$snes=firstsamu,
$bio

First Samurai [Model SNS-FK-USA] (c) 1993 Kemco

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63017&o=2

$end


$snes=firstsam,firstsamp,
$bio

First Samurai [Model SNSP-FK-UKV] (c) 1993 Kemco

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63016&o=2

$end


$msx1_cass=mrmen,
$bio

First Steps with the Mr. Men (c) 1985 Mirrorsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94644&o=2

$end


$cpc_cass=firstste,
$bio

First Steps with the Mr. Men (c) 1985 Mirrorsoft, Ltd. [England]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96265&o=2

$end


$gameboy=fishdude,
$bio

Fish Dude (c) 1991 Sofel

- TECHNICAL -

Model DMG-US-USA

- TRIVIA -

Released in April 1991 in USA.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65989&o=2

$end


$psx=fisheyes,
$bio

Fish Eyes II (c) 2000 Victor Interactive Software, Inc.

- TECHNICAL -

Game ID: SLPS-02383

- TRIVIA -

Fish Eyes II was released on January 27, 2000 in Japan.

Re-Editions:
[JP] "Fish Eyes II [Model SLPS-03417]" (2002)
[JP] "Fish Eyes II [Model SLPS-91526]" (2004)

Export releases:
[US] "Reel Fishing II [Model SLUS-00843]"

- STAFF -

Producer: Tomio Kanazawa
Director: Akira Takada
Programmer: Hiroyuki Kawano, Kouji Kumada (credited as Kouji Kumada), Akihisa Suwa, Tomomi Suematsu
Graphic: Kenichi Kumakura, Kouji Yugeta, Madoka Iwahara, Yukiko Nonaka, Wataru Nakama, Keiichi Ajiro, Takuji Sameshima, Akira Koyama
Sound Producer: Tomoyuki Hamada (T's Music)
Music: Masayoshi Ishi (T's Music), Yasutaka Hatade (T's Music), Tomoyuki Hamada (T's Music)
Sound Effect: Tomomitsu Matsushita (T's Music)
3D Effect Engineer: Kouji Tominaga (credited as Kouji Tominaga)
Pictures: Atsushi Sakurai, Kuniko Sakurai, Fumiya Okuyama, Tsukasa Hasebe, Sekai Bunka Photo, IPS Company Ltd., Worldwide Anglers Co., Ltd.
Movies: Hiroshi Hirokawa (VSL), Kaoru Noji (VSL), Jun Satake (VSL), Kensuke Yamamoto
Sound Connecting Tools: Tomomi Yamatate
Artwork: Miki Miyagi, Tomio Kanazawa
Design: Chiho Tomita, Akikane Hirasaka (Camel Studio), Shusaku Yokoyama (Camel Studio)
Public Relations: Kouji Saitou
Cooperation: Yasuo Ouno, Mariko Ishikawa, Akinori Sekine, Junichi Kutsuzawa, Yasuhiro Wada, Kouichirou Genta, Shinji Yoshikawa (T's Music), Nobuko Tateyama (Inter Vision), Takehiro Shibazaki (Panasonic Picture), Tomoko Matsuzaka (Sony Communications), KEN International Inc., Discreet New Media
Production Director: Masaaki Ouki, Seiichi Kizu

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85154&o=2

$end


$nes=fishfall,
$bio

Fish Fall (c) 19?? Color Dreams

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55142&o=2

$end


$info=m5fishdl,m5fishdl10,
$bio

Fish Full of Dollars (c) 200? Empire Games, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41571&o=2

$end


$info=m5fishcl,
$bio

Fish Full of Dollars Club (c) 200? Empire Games, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41570&o=2

$end


$info=ft_l5,ft_l3,ft_l4,ft_p4,
$bio

Fish Tales (c) 1992 Williams Electronics Games, Incorporated.

- TECHNICAL -

Williams WPC (Fliptronics II)
Model Number : 50005

Main CPU : Motorola M6809 (@ 2 MHz)
Sound CPU : Motorola M6809 (@ 2 MHz)
Sound chips : Yamaha YM2151 (@ 3.579545 MHz), DAC, HC55516

- TRIVIA -

Stuff on the backglass : 
The fishermen are artist Pat McMahon and designer Mark Ritchie. 
The man being thrown out of the boat has 'DUCK' on his right shoe. 
The man being thrown out of the boat has 'SKALON' (mechanical man Jack Skalon) on his left shoe. 
There's a beercan just above and to the right of the second boat with CG (Chris Granner) on it.
There's a bag in the boat with the initials MP (Mark Penacho) on it. 
The cap of the fisherman has 'MAX' (Pat McMahon) on it.
The worm has a human face.

Stuff on the playfield : 
The plastic lightshield near the right fish-targets shows a bug with a parachute. On this parachute 'BUZZ' is written and a '3'.
There's a '3' on a plastic lightshield near the left outlane, it shows a fake fish with hooks attached to it. These hooks are double hooks, forming a '3'.

- TIPS AND TRICKS -

Press START 3 times when the 'skeleton fish' is crossing the display. This gives you a Fishbone bonus worth 10 points.

- STAFF -

Playfield Design : Mark Ritchie (MDR)
Concept : Python Anghelo (PVA), Pat McMahon (MAX), Mark Ritchie
Art : Pat McMahon
Mechanix : Jack Skalon (JWS)
Software : Mark Penacho
Music & Sounds : Chris Granner (CG)
Displays : Scott Slomiany (Scott Matrix)
Voices : Jim Gentile, Chris Granner, George N. Petro, Mark Ritchie, Steve Ritchie

Special Thanks To : Joanne Smith (Gage's Lake Camping Inc.)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5354&o=2

$end


$cdi=fishtv,
$bio

Fish TV - Living Screens (c) 1997 Daedalus

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52876&o=2

$end


$amigaocs_flop=fish,
$bio

Fish! (c) 1988 Rainbird

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74072&o=2

$end


$a2600=fishpric,
$bio

Fisher Price (c) 1983 CCE

- TECHNICAL -

Model C-863

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50484&o=2

$end


$psx=fishersr,
$bio

Fisher's Road [Model SLPS-01943] (c) 1999 BPS [Bullet-Proof Software]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85155&o=2

$end


$nes=firehres,
$bio

Fisher-Price - Firehouse Rescue (c) 1992 GameTek

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55143&o=2

$end


$nes=icanrem,
$bio

Fisher-Price - I Can Remember (c) 1990 GameTek

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55144&o=2

$end


$nes=prfctfit,
$bio

Fisher-Price - Perfect Fit (c) 1990 GameTek

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55145&o=2

$end


$info=fbaitbc,
$bio

Fisherman's Bait - A Bass Challenge (c) 1998 Konami Company, Limited.

- TECHNICAL -

Main CPU : PSX (@ 16.9344 Mhz)
Sound Chips : SPU (@ 16.9344 Mhz), CD/DA (@ 16.9344 Mhz)

Players : 2
Buttons : 7

- TRIVIA -

Released in March 1998.

This game is also known as "Bass Angler".

- SERIES -

1. Fisherman's Bait - A Bass Challenge (1998)
2. Fisherman's Bait 2 - A Bass Challenge (1998)
3. Fisherman's Bait - Marlin Challenge (1999)

- STAFF -

Credits : V. Mailer, K. Iino, Golden Gill, You.Takamin, SDR Yumi, T. Hayashino, M. Kondo, Pin, Kubota, M. Kami, Eiji Yokoi, Basser Muraki, Poper Nishimura, Papa Minoda, Suthe Sugimoto, F. Tanaka, Kogou. Hide

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4723&o=2

$end


$info=fbaitmc,fbaitmcu,fbaitmcj,fbaitmca,
$bio

Fisherman's Bait - Marlin Challenge (c) 1999 Konami Company, Limited.

- TECHNICAL -

Main CPU : PSX (@ 16.9344 Mhz)
Sound Chips : SPU (@ 16.9344 Mhz), CD/DA (@ 16.9344 Mhz)

Palette colors : 65536

Players : 2
Buttons : 7

- TRIVIA -

Released in December 1999 in Japan.

A Fisherman's Bait Marlin Challenge unit appears in the 2000 sitcom 'Malcolm in the Middle'; Season 1, Episode 14 (The Bots and the Bees).

- SERIES -

1. Fisherman's Bait - A Bass Challenge (1998)
2. Fisherman's Bait 2 - A Bass Challenge (1998)
3. Fisherman's Bait - Marlin Challenge (1999)

- STAFF -

Director : Takeshi Uchi
Programmer : Makino Koji, Shinsuke Nakajima, Hidekazu Shimizu
Designer : T. Hayashino, M. KON, Kazumi Tsuda, Matsuoka Hiroyuki, Misugi Inagaki
Sound : YOU.TAKAMIN
Hard : Hitoshi Konishi, Yuji Tamura, Manabu Akita, EIJI, Tadashi Kadohori
Product Design : sgmt@
Producer : Hiroyasu Machiguchi, Tsukasa Tokuda

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4123&o=2

$end


$info=fbait2bc,
$bio

Fisherman's Bait 2 - A Bass Challenge (c) 1998 Konami Company, Limited.

- TECHNICAL -

Main CPU : PSX (@ 16.9344 Mhz)
Sound Chips : SPU (@ 16.9344 Mhz), CD/DA (@ 16.9344 Mhz)

Players : 2
Buttons : 7

- TRIVIA -

Released in July 1998.

This game is also known as "Bass Angler 2".

- SERIES -

1. Fisherman's Bait - A Bass Challenge (1998)
2. Fisherman's Bait 2 - A Bass Challenge (1998)
3. Fisherman's Bait - Marlin Challenge (1999)

- STAFF -

Credits : K. Iino, Elick_Satopa, Yassan, Cutie Namy, T. Hayashino, M. Kon, Kazu, Eiji, sgmt@, Toyofumi Kitano, F. Tanaka, T. Uchi

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4124&o=2

$end


$info=fishfren,
$bio

Fishin' Frenzy (c) 1995 Time Warner Interactive.

You goal is basically to catch as many fish as you can without getting caught by one of the enemy creatures.

- TECHNICAL -

Main CPU : R3000 (@ 33 Mhz), (2x) Jaguar (@ 26 Mhz)
Sound Chips : (2x) DAC

Screen Orientation : Horizontal
Video Resolution : 360 x 240 Pixels
Screen Refresh : 59.00 Hz
Palette Colors : Unknown

Players : 2
Buttons : 3

- TRIVIA -

This game is an unreleased prototype running on the Cojag hardware.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=855&o=2

$end


$a2600=fishdrbyc,
$bio

Fishing Derby (c) 19?? CCE

South American release. See Activision's "Fishing Derby [Model AG-004]" for more information about the game itself.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50486&o=2

$end


$a2600=fishdrby,fishdrbye,
$bio

Fishing Derby (c) 1980 Activision

Drop the very end of your line (that's where the bait is) down to the level you want to fish. Then move the bait to touch the mouth of the fish you want to catch. The difficulty settings determine how close the bait has to be before he bites.

GOT ONE HOOKED? If you don't do anything after hooking a fish, he will swim slowly up toward the surface (and the shark might gobble him up). If you want to reel him in fast, push the red button. Be quick, though. When both players have hooked a fish, only one can reel up at a time (the first one hooked). The other fish will swim up slowly until the first fish has either been caught or eaten by the shark.

- TECHNICAL -

Model AG-004

- TIPS AND TRICKS -

Tips from David Crane, designer of FISHING DERBY

"The most important thing I can tell you is to WATCH OUT FOR THE SHARK! I've made him quick and wily and unpredictable. If your fish touches the chark anywhere, he'll turn in a flash and snap it up.  So try to keep your fish away from him while you're reeling in."

"Once you've hooked your fish, you'll want to play him back and forth until the shark moves out of the way, then push the red button and land him quickly. You can reel in more or less slowly by pressing or releasing the red button and you can move your line back and forth with your Joystick."

"Since the big fish are in the fifth and sixth rows, go deep. Start with the fifth row if you're the player on the left. You will have a little advantage there, because you can reach the fifth row first.  The player on the right should go to the sixth row to catch his big ones."

"Also, watch to see which fish start from your opponent's side and which start from your side. As fish are caught, they are replaced on the side they started from. It's better for you to catch fish that start uner your pier, because you can usually go right back for another one."

"FISHING DERBY is a game designed to be fun for everyone in the family. Now you won't have to get rained on or sunburned when you go fishing. I'd like to hear how you like it."

- STAFF -

Programmer: David Crane

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50485&o=2

$end


$wswan=fishingf,
$bio

Fishing Freaks - Bass Rise for WonderSwan [Model SWJ-BEC004] (c) 2000 BEC [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86329&o=2

$end


$psx=fishingf,
$bio

Fishing Freaks - BassRise [Model SLPS-01931] (c) 1999 Bandai Co., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85156&o=2

$end


$saturn,sat_cart=fishk,fishka,
$bio

Fishing Koushien (c) 1996 King Records

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59131&o=2

$end


$saturn,sat_cart=fishk2,
$bio

Fishing Koushien II (c) 1997 King Records

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59132&o=2

$end


$snes=fishkosn,
$bio

Fishing Koushien [Model SHVC-AQJJ] (c) 1996 King Records

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61319&o=2

$end


$info=fmaniac3,
$bio

Fishing Maniac 3 (c) 2002 Saero.

A fishing game.

- TECHNICAL -

Main CPU : E1-32XT (@ 20 Mhz)

Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768

Players : 2
Control : 8-way Joystick
Buttons : 2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5569&o=2

$end


$pico=fishpico,
$bio

Fishing Pico - Donald no Adventure [Model HPC-6082] (c) 2000 Sega Toys

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75670&o=2

$end


$info=cfishing,
$bio

Fishing (c) 1982 Data East Corp.

- TECHNICAL -

Runs on the "DECO Cassette System" hardware

Model DT-125

- TRIVIA -

Fishing was released in October 1982 in the Japanese arcades. It was known as the 25th release on this system.

This game was know outside Japan as "Angler Dangler [Model DT-125]".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48548&o=2

$end


$msx1_cass=fisica1,
$bio

Fisica I - Magnitudes (c) 1986 Sony Spain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94645&o=2

$end


$msx1_cass=fisica2,
$bio

Fisica II - Movimientos (c) 1986 Sony Spain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94646&o=2

$end


$saturn,sat_cart=fist,
$bio

FIST (c) 1996 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59115&o=2

$end


$info=ss3375,ss3376,ss3377,
$bio

Fist Full of Dollars (c) 199? IGT [International Game Technologies].

2-Coin Multiplier slot.

- TECHNICAL -

Game ID: 113A

- UPDATES -

SS3375
SS3376
SS3377

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46148&o=2

$end


$pc8801_flop=fistnoho,
$bio

Fist no Hohoemi (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91816&o=2

$end


$nes=fotns,
$bio

Fist of the North Star (c) 1989 Taxan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55146&o=2

$end


$info=fotns,
$bio

Fist of the North Star (c) 2005 Sega Enterprises, Limited.

The game is based on the eponymous manga and features 10 fighters : Kenshiro, Raoh, Toki, Jagi, Souther, Rei, Shin, Yuda, Mamiya and Heart.

- TECHNICAL -

Sammy Atomiswave hardware

Buttons : 5

- TRIVIA -

Fist of the North Star was released in December 2005.

This game is known in Japan as "Hokuto No Ken".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4988&o=2

$end


$gameboy=fotns,
$bio

Fist of the North Star [Model DMG-HK-USA] (c) 1990 Electro Brain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65990&o=2

$end


$psx=fistjapa,
$bio

Fist [Model SLPS-00538] (c) 1996 Imageneer Co., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85157&o=2

$end


$bbca_cass,bbcb_cass=fistfulf,
$bio

Fistful of Fun (c) 19?? Alligata

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51835&o=2

$end


$info=fitfight,
$bio

Fit of Fighting (c) 199?.

A reconstructed sprite-ripped bootleg of "Art of Fighting" with all eight characters selectable in any mode.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound CPU : uPD7810 (@ 12 Mhz)
Sound Chips : OKI6295 (@ 8.08 Khz)

Screen orientation : Horizontal
Video resolution : 296 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048

Players : 2
Control : 8-way joystick
Buttons : 3

- UPDATES -

Fit of Fighting is a very horrible Art of Fighting bootleg :
* FM music.
* No damage in the fighters faces.
* No zooms.
* Poor AI.
* Poor gameplay (you have to execute the special attacks very slowly to get them running!).
* Ripped graphics but reprogrammed from 0.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=856&o=2

$end


$info=fitter,fitterbl,
$bio

Fitter (c) 1981 Taito.

The object of the game is for the player to maneuver his white robot in 1 of 4 directions within a maze, capture a red character robot as they move about the maze, and race to the center to change the 9 white balls located there to red. The player may only change one white ball to red at a time after he has captured a red robot, and must evade 4 chaser monsters in the process. Bonus point may be earned when capturing the elusive 'red king' that appears on the screen. Capture him and momentarily immobilize the chasers, but do not come in contact with the yellow robots--or your much-needed red robots will be changed to white and force you to change strategy. Play is over when the chasers have captured all of the player's robots. But, should the player be successful in changing all of the balls in the center to red, the pattern clears and a different challenge is presented. A 3x3 or 4x4 tri-colored pattern will appear at the bottom of the screen and a slightly different tri-colored cube of corresponding size will appear at the center of the screen. The player may earn bonus points by moving the directional arrow and rearranging the colors of the cube at the center of the screen to match the sample pattern presented at the bottom of the screen. The player is given 90 seconds to rearrange the cube as many times as he can. Action returns to the maze whether you win or lose the cube challenge. All in all, an exciting and challenging game where patience and skill are required.

- TECHNICAL -

[Upright model]

Height : 69inch. (1755mm)
Width : 24.25inch. (615mm)
Depth : 26.5inch. (745mm)
Weight : 214 lbs (97Kg)

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound CPU : Zilog Z80 (@ 2.5 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.536 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 1

- TRIVIA -

Released in November 1981 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=857&o=2

$end


$info=smi1988,
$bio

Five & Ten Times (c) 200? Bally Gaming, Incorporated.

3-Coin Multiplier.

- TECHNICAL -

SMI: 1988

- TIPS AND TRICKS -

Max-Coin Percentage: 98,04%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=45311&o=2

$end


$info=smih1095,smih1096,smih1097,smih1098,smih1099,smih1100,
$bio

Five & Ten Times [Power Progressive] (c) 2009 Bally Gaming, Incorporated.

- TECHNICAL -

[Bally Signature Series]
Software Part Number: ASGPPFT01702-00

16 Button Deck:
Game Kit #157193 ALPHA S9000
Game Kit #1157189 ALPHA Elite S9E
Game Kit #1157195 CineReels

Faux Fireball Deck:
Game Kit #1156696 ALPHA S9000
Game Kit #1156689 ALPHA Elite S9E 
Game Kit #1156699 CineReels

- UPDATES -

SMI #H1095
Min/Max%: 85.42%

SMI #H1096
Min/Max%: 88.21%

SMI #H1097
Min/Max%: 90.11%

SMI #H1098
Min/Max%: 92.41%

SMI #H1099
Min/Max%: 93.98%

SMI #H1100
Min/Max%: 95.98%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46132&o=2

$end


$bbca_cass,bbcb_cass=fiveside,
$bio

Five a Side Socca (c) 19?? IJK

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51838&o=2

$end


$info=fiveside,
$bio

Five a Side Soccer (c) 1995 Konami.

- TECHNICAL -

Main CPU : PPC403 (@ 25 Mhz), 68000 (@ 8 Mhz)
Sound Chips : K054539 (@ 48 Khz)

Palette colors : 8192

Players : 2
Buttons : 1

- UPDATES -

Five a Side Soccer was released in October 1995 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=7981&o=2

$end


$info=j2fiveal,
$bio

Five Alive (c) 1999 JPM International.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15842&o=2

$end


$info=j6fivalv,j6fivalva,j6fivalvb,
$bio

Five Alive Club (c) 199? JPM International.

- TECHNICAL -

Impact

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41092&o=2

$end


$info=5clown,5clowna,5clownsp,
$bio

Five Clown (c) 1993 IGS [International Game System].

- TECHNICAL -

Main CPU: 2x M6502 (@1.25MHz).
Sound Chips: General Instrument AY-3-8910A (@1.25MHz), OKI6295 (@833.333KHz).

Screen Orientation: Horizontal
Screen Resolution: 256 x 256 pixels.
Refresh Rate: 60Hz.
Palette colours: 256

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=33662&o=2

$end


$info=5clownsp,
$bio

Five Clown (c) 199? Unknown [Spain].

Spanish pirate hack release. Game developed in Japan by IGS. For more information about the game itself, please see the original Japanese release entry.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72611&o=2

$end


$pc98=5galscon,
$bio

Five Gals Connection (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89484&o=2

$end


$info=j2fiveln,
$bio

Five Liner (c) 198? JPM International.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40227&o=2

$end


$info=j6fiveln,j6fivelna,j6fivelnb,j6fivelnc,
$bio

Five Liner (c) 199? JPM International.

- TECHNICAL -

Impact

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41093&o=2

$end


$info=j2fivepn,
$bio

Five Penny Nudger (c) 198? MDM Leisure.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40952&o=2

$end


$bbca_cass,bbcb_cass=fivesphe,
$bio

Five Spheres of Goliath (c) 19?? Kansas

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51836&o=2

$end


$info=m1fivest,
$bio

Five Star (c) 199? Maygay.

- TECHNICAL -

M1A/B

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41986&o=2

$end


$bbca_cass,bbcb_cass=fiveston,
$bio

Five Stones of Anadon (c) 1983 Softek

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51837&o=2

$end


$pc8801_flop=fiveswet,
$bio

Five Sweet Dream (c) 1986 Great [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91817&o=2

$end


$x1_flop=5sdream,
$bio

Five Sweet Dream. (c) 198? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85982&o=2

$end


$info=ss8253,ss8254,ss8255,ss8256,ss8257,ss8258,ss8259,ss8260,ss8261,
$bio

Five Times Pay Deluxe (c) 199? IGT (International Game Technologies).

2-Coin multiplier slot.

- UPDATES -

SS8253
SS8254
SS8255
SS8256
SS8257
SS8258
SS8259
SS8260
SS8261

- SERIES -

1. Five Times Pay [2-coin] (1995)
2. Five Times Pay [3-coin] (1995)
3. Five Times Pay Deluxe (19??)
4. Ten Times Pay [2-Coin] (1997)
4. Ten Times Pay [3-Coin] (1997)
5. Ten Times Pay Deluxe (19??)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=10547&o=2

$end


$info=ss8262,ss8263,ss8264,ss8265,ss8266,ss8267,ss8268,ss8269,ss8270,
$bio

Five Times Pay Deluxe (c) 199? IGT [International Game Technologies].

3-Coin Multiplier slot.

- UPDATES -

SS8262
SS8263
SS8264
SS8265
SS8266
SS8267
SS8268
SS8269
SS8270

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=45981&o=2

$end


$info=smih1405,smih1406,smih1407,smih1408,smih1380,smih1381,
$bio

Five Times Pay Ten Times Pay with Quick Hit Features (c) 2009 Bally Gaming, Incorporated.

- TECHNICAL -

Bally Signature Series
Artform QDC-5006
Software Part Number: 300221

168857 ALPHA S9000
168855 ALPHA Elite S9E
168859 ALPHA Elite JUMBO Reels
168858 CineReels

- UPDATES -

SMI #H1405
Min/Max%: 75.02%/88.60%

SMI #H1406
Min/Max%: 78.49%/90.33%

SMI #H1407
Min/Max%: 82.38%/92.28%

SMI #H1408
Min/Max%: 85.78%/93.98%

SMI #H1380
Min/Max%: 87.78%/94.98%

SMI #H1381
Min/Max%: 91.80%/96.99%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46136&o=2

$end


$info=smih1401,smih1402,smih1403,smih1404,smih1378,smih1379,
$bio

Five Times Pay Ten Times Pay with Quick Hit Features (c) 2009 Bally Gaming, Incorporated.

- TECHNICAL -

Bally Signature Series
[Artform QDC-5007]

Software Part Number: 300217
Game Kit #168470 ALPHA S9000 
Game Kit #168466 ALPHA Elite S9E
Game Kit #168474 ALPHA Elite JUMBO Reels
Game Kit #168472 CineReels

- UPDATES -

SMI #H1401
Min/Max%: 78.07%/88.42%

SMI #H1402
Min/Max%: 81.78%/90.27%

SMI #H1378
Min/Max%: 86.45%/92.61%

SMI #H1403
Min/Max%: 89.13%/93.95%

SMI #H1379
Min/Max%: 91.23%/95.00%

SMI #H1404
Min/Max%: 93.12%/95.95%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46137&o=2

$end


$info=ss8160,ss8161,ss8162,ss8163,ss8164,ss8165,ss8166,
$bio

Five Times Pay Wild (c) 199? IGT [International Game Technologies].

2-Coin Multiplier slot.

- UPDATES -

SS8160
SS8161
SS8162
SS8163
SS8164
SS8165
SS8166

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46268&o=2

$end


$info=ss8167,ss8168,ss8169,ss8170,ss8171,ss8172,ss8173,
$bio

Five Times Pay Wild (c) 199? IGT [International Game Technologies].

3-Coin Multiplier slot.

- UPDATES -

SS8167
SS8168
SS8169
SS8170
SS8171
SS8172
SS8173

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46003&o=2

$end


$info=ss8011,ss8010,ss7644,ss012231,ss0250,ss010983,
$bio

Five Times Pay (c) 199? IGT [International Game Technologies].

1-Coin slot.

- TECHNICAL -

Game ID: 242E

- UPDATES -

SS8011
SS8010

------

SS7644
SS012231
SS0250
SS010983

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46044&o=2

$end


$info=ss7191,ss6198,ss7807,ss6721,ss6722,ss7808,ss7878,ss7057,ss6199,ss7879,ss7809,ss6723,ss0218,ss7755,ss0219,ss6200,ss0258,ss6724,ss7265,ss0243,ss6725,ss6201,ss0220,ss0242,ss6202,ss6726,ss7141,ss6727,
$bio

Five Times Pay (c) 1995 IGT.

2-Coin Multiplier slot.

- TRIVIA -

Released in December 1995.

- UPDATES -

SS7191
Max %: 98.059 (97.297)
Hit Freq.: 14.762
(Stops): (64)AAA
Top Award (Hits/Cycle): 1500/4000 (4)
Win freq.: 6.77

SS6198
Max %: 97.445 (96.682)
Hit Freq.: 14.610
(Stops): (64)AAA
Top Award (Hits/Cycle): 1500/4000 (4)
Win freq.: 6.84

SS7807
Max %: 97.411 (97.22)
Hit Freq.: 20.385
(Stops): (64)AAA
Top Award (Hits/Cycle): 1500/4000 (1)
Win freq.: 4.91

SS6721
Max %: 97.409 (97.218)
Hit Freq.: 15.491
(Stops): (64)AAA
Top Award (Hits/Cycle): 1500/4000 (1)
Win freq.: 6.45

SS6722
Max %: 96.261 (96.07)
Hit Freq.: 15.254
(Stops): (64)AAA
Top Award (Hits/Cycle): 1500/4000 (1)
Win freq.: 6.55

SS7808
Max %: 96.209 (96.018)
Hit Freq.: 20.197
(Stops): (64)AAA
Top Award (Hits/Cycle): 1500/4000 (1)
Win freq.: 4.95

SS7878
Max %: 96.186 (95.424)
Hit Freq.: 14.610
(Stops): (64) AAA
Top Award (Hits/Cycle): 1500/4000 (4)
Win freq.: 6.84

SS7057
Max %: 96.186 (95.424)
Hit Freq.: 14.610
(Stops): (64)AAA
Top Award (Hits/Cycle): 1500/4000 (4)
Win freq.: 6.84

SS6199
Max %: 95.046 ()
Hit Freq.: 14.457
(Stops): (64)AAA
Top Award (Hits/Cycle): 1500/4000 (4)
Win freq.: 6.86

SS7879
Max %: 95.046 (94.283)
Hit Freq.: 14.457
(Stops): (64)AAA
Top Award (Hits/Cycle): 1500/4000 (4)
Win freq.: 6.86

SS7809
Max %: 95.019 (94.828)
Hit Freq.: 20.044
(Stops): (64)AAA
Top Award (Hits/Cycle): 1500/4000 (1)
Win freq.: 4.99

SS6723
Max %: 95.01 (94.819)
Hit Freq.: 15.213
(Stops): (64)AAA
Top Award (Hits/Cycle): 1500/4000 (1)
Win freq.: 6.57

SS0218
Max %: 94.977 (94.214)
Hit Freq.: 14.457
(Stops): (64) AAA
Top Award (Hits/Cycle): 1500/4000 (4)
Win freq.: 6.92

SS7755
Max %: 94.001 (93.81)
Hit Freq.: 15.213
(Stops): (64)AAA
Top Award (Hits/Cycle): 1500/4000 (1)
Win freq.: 6.57

SS0219
Max %: 92.553 (91.79)
Hit Freq.: 14.335
(Stops): (64) AAA
Top Award (Hits/Cycle): 1500/4000 (4)
Win freq.: 6.98

SS6200
Max %: 92.553 (91.79)
Hit Freq.: 14.335
(Stops): (64)AAA
Top Award (Hits/Cycle): 1500/4000 (4)
Win freq.: 6.98

SS0258
Max %: 92.553 (91.79)
Hit Freq.: 14.335
(Stops): (64) AAA
1500/4000 (4)
Win freq.: 6.98

SS6724
Max %: 92.465 (92.274)
Hit Freq.: 14.986
(Stops): (64)AAA
Top Award (Hits/Cycle): 1500/4000 (1)
Win freq.: 6.67

SS7265
Max %: 90.974 (90.211)
Hit Freq.: 14.219
(Stops): (64) AAA
Top Award (Hits/Cycle): 1500/4000 (4)
Win freq.: 7.03

SS0243
Max %: 90.098 (89.907)
Hit Freq.: 14.768
(Stops): (64) AAA
Top Award (Hits/Cycle): 1500/4000 (1)
Win freq.: 6.77

SS6725
Max %: 90.098 (89.907)
Hit Freq.: 14.768
(Stops): (64)AAA
Top Award (Hits/Cycle): 1500/4000 (1)
Win freq.: 6.77

SS6201
Max %: 90.041 (89.278)
Hit Freq.: 14.219
(Stops): (64)AAA
Top Award (Hits/Cycle): 1500/4000 (4)
Win freq.: 7.03

SS0220
Max %: 90.041 (89.278)
Hit Freq.: 14.219
(Stops): (64) AAA
Top Award (Hits/Cycle): 1500/4000 (4)
Win freq.: 7.03

SS0242
Max %: 87.598 (86.835)
Hit Freq.: 13.993
(Stops): (64) AAA
Top Award (Hits/Cycle): 1500/4000 (4)
Win freq.: 7.15

SS6202
Max %: 87.598 (86.835)
Hit Freq.: 13.993
(Stops): (64)AAA
Top Award (Hits/Cycle): 1500/4000 (4)
Win freq.: 7.15

SS6726
Max %: 87.535 (87.344)
Hit Freq.: 14.550
(Stops): (64)AAA
Top Award (Hits/Cycle): 1500/4000 (1)
Win freq.: 6.87

SS7141
Max %: 85.894 (85.727)
Hit Freq.: 13.501
(Stops): (128)AAA
Top Award (Hits/Cycle): 1500/10000 (1)
Win freq.: 7.41

SS6727
Max %: 85.061 (84.87)
Hit Freq.: 14.302
(Stops): (64)AAA
Top Award (Hits/Cycle): 1500/4000 (1)
Win freq.: 6.99

SS6203
Max %: 84.962 (84.199)
Hit Freq.: 13.869
(Stops): (64) AAA
Top Award (Hits/Cycle): 1500/4000 (4)
Win freq.: 7.21

SS8138
Max %: 80.402 (80.021)
Hit Freq.: 14.571
(Stops): (64)AAA
Top Award (Hits/Cycle): 1500/4000 (2)
Win freq.: 6.86

SS8139
Max %: 75.407 (75.025)
Hit Freq.: 11.918
(Stops): (64)AAA
Top Award (Hits/Cycle): 1500/4000 (2)
Win freq.: 8.39

- SERIES -

1. Five Times Pay [2-coin] (1995)
2. Five Times Pay [3-coin] (1995)
3. Five Times Pay Deluxe (19??)
4. Ten Times Pay [2-Coin] (1997)
4. Ten Times Pay [3-Coin] (1997)
5. Ten Times Pay Deluxe (19??)

- PORTS -

* Computers :
PC [MS-Windows] ("IGT Slots" - Masque Publishing)
Macintosh ("IGT Slots" - Masque Publishing)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=10460&o=2

$end


$info=ss7205,ss6271,ss6272,ss0313,ss6273,ss7298,ss8018,ss6274,ss0210,ss7462,ss7461,ss7460,ss0251,ss7873,ss6275,ss6276,ss8746,ss8144,ss8145,
$bio

Five Times Pay [Black & White] (c) 199? IGT [International Game Technologies].

3 Reels, 3 Coins multiplier slot.

- UPDATES -

# SS7205
Max %: 98.076
Hit Freq.: 16.334
Win Freq.: 6.12

# SS6271
Max %: 97.426
Hit Freq.: 16.181
Win Freq.: 6.18

# SS6272
Max %: 95.102
Hit Freq.: 15.883
Win Freq.: 6.30

# SS0313
Max %: 95.102
Hit Freq.: 15.883
Win Freq.: 6.30

# SS0229
Max %: 92.513
Hit Freq.: 15.580
Win Freq.: 6.42

# SS6273
Max %: 92.513
Hit Freq.: 15.580
Win Freq.: 6.42

# SS7298
Max %: 91.016
Hit Freq.: 15.432
Win Freq.: 6.48

# SS8018
Max %: 90.997
Hit Freq.: 16.889
Win Freq.: 5.92

# SS6274
Max %: 90.045
Hit Freq.: 15.432
Win Freq.: 6.48

# SS0210
Max %: 90.045
Hit Freq.: 15.432
Win Freq.: 6.48

# SS7462
Max %: 88.562
Hit Freq.: 16.344
Win Freq.: 6.12

# SS7461
Max %: 88.519
Hit Freq.: 15.479
Win Freq.: 6.46

# SS7460
Max %: 88.517
Hit Freq.: 15.668
Win Freq.: 6.38

# SS0251
Max %: 88.517
Hit Freq.: 15.668
Win Freq.: 6.38

# SS6275
Max %: 87.571
Hit Freq.: 15.147
Win Freq.: 6.60

# SS6276
Max %: 85.024
Hit Freq.: 14.991
Win Freq.: 6.67

# SS7873
Max %: 87.571
Hit Freq.: 15.147
Win Freq.: 6.60

# SS8144
Max %: 80.426
Hit Freq.: 13.437
Win Freq.: 7.44

# SS8145
Max %: 75.437
Hit Freq.: 13.152
Win Freq.: 7.60

# SS8746
Max %: 82.088
Hit Freq.: 14.824
Win Freq.: 6.75

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=45376&o=2

$end


$info=ss7200,ss7810,ss6246,ss7816,ss7811,ss011597,ss7874,ss6247,ss0312,ss8014,ss7812,ss0212,ss7754,ss6248,ss8622,ss7271,ss6249,ss0245,ss7459,ss7458,ss7457,ss6250,ss0239,ss6251,ss8142,ss8143,
$bio

Five Times Pay [Black & White] (c) 199? IGT [International Game Technologies]

2-Coin Multiplier slot.

- TECHNICAL -

[Model 242A]

- UPDATES -

SS7200
SS7810
SS6246
SS7816
SS7811
SS011597
SS7874
SS6247
SS0312
SS8014
SS7812
SS0212
SS7754
SS6248
SS8622
SS7271
SS6249
SS0245
SS7459
SS7458
SS7457
SS6250
SS0239
SS6251
SS8142
SS8143

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46051&o=2

$end


$info=ss7205,ss6271,ss6272,ss0313,ss0229,ss6273,ss7298,ss8018,ss6274,ss0210,ss7462,ss7461,ss7460,ss0251,ss7873,ss6275,ss6276,ss8746,ss8144,ss8145,
$bio

Five Times Pay (c) 1995 IGT.

3-reel, 1-payline, 3-coin mechanical slot.

- TECHNICAL -

Model 242B

- UPDATES -

#SS7205
Max%: 98.076
Hit Freq.: 16.334
Win Freq.: 6.12

#SS6271
Max%: 97.426
Hit Freq.: 16.181
Win Freq.: 6.18

#SS6272
Max%: 95.102
Hit Freq.: 15.883
Win Freq.: 6.30

#SS0313
Max%: 95.102
Hit Freq.: 15.883
Win Freq.: 6.30

#SS0229
Max%: 92.513
Hit Freq.: 15.580
Win Freq.: 6.42

#SS6273
Max%: 92.513
Hit Freq.: 15.580
Win Freq.: 6.42

#SS7298
Max%: 91.016
Hit Freq.: 15.432
Win Freq.: 6.48

#SS8018
Max%: 90.997
Hit Freq.: 16.889
Win Freq.: 5.92

#SS6274
Max%: 90.045
Hit Freq.: 15.432
Win Freq.: 6.48

#SS0210
Max%: 90.045
Hit Freq.: 15.432
Win Freq.: 6.48

#SS7462
Max%: 88.562
Hit Freq.: 16.344
Win Freq.: 6.12

#SS7461
Max%: 88.519
Hit Freq.: 15.479
Win Freq.: 6.46

#SS7460
Max%: 88.517
Hit Freq.: 15.668
Win Freq.: 6.38

#SS0251
Max%: 88.517
Hit Freq.: 15.668
Win Freq.: 6.38

#SS7873
Max%: 87.571
Hit Freq.: 15.147
Win Freq.: 6.60

#SS6275
Max%: 87.571
Hit Freq.: 15.147
Win Freq.: 6.60

#SS6276
Max%: 85.024
Hit Freq.: 14.991
Win Freq.: 6.67

#SS8746
Max%: 82.088
Hit Freq.: 14.824
Win Freq.: 6.75

#SS8144
Max%: 80.426
Hit Freq.: 13.437
Win Freq.: 7.44

#SS8145
Max%: 75.437
Hit Freq.: 13.152
Win Freq.: 7.60

- SERIES -

1. Five Times Pay [2-coin] (1995)
2. Five Times Pay [3-coin] (1995)
3. Five Times Pay Deluxe (19??)
4. Ten Times Pay [2-Coin] (1997)
4. Ten Times Pay [3-Coin] (1997)
5. Ten Times Pay Deluxe (19??)

- PORTS -

* Others :
Online slot (2010) Five Times Pay

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=13994&o=2

$end


$info=ss7718,ss7719,ss7720,ss0294,ss7721,ss0287,ss7722,ss7723,ss8401,ss8403,ss8402,ss8421,ss7724,ss8422,ss8423,
$bio

Five Times Pay (c) 1995 IGT [International Game Technologies].

5-Coin Multiplier slot.

- TECHNICAL -

[Model 242F]

- UPDATES -

SS7718
SS7719
SS7720
SS0294
SS7721
SS0287
SS7722
SS7723
SS8401
SS8403
SS8402
SS8421
SS7724
SS8422
SS8423

- PORTS -

* Computers :
MS-Windows (2012, "IGT Slots - Diamond Galaxy")
Mac OS X (2012, "IGT Slots - Diamond Galaxy")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=26490&o=2

$end


$info=ss7902,ss0300,ss7901,ss0289,ss7900,ss7789,ss7899,
$bio

Five Times Pay (c) 1995 IGT.

A 3-reel, 3-coin, 3-line mechanical slot.

- TECHNICAL -

Model 242H

- UPDATES -

SS7902
SS0300
SS7901
SS0289
SS7900
SS7789
SS7899

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=14014&o=2

$end


$info=ss0339,ss7906,ss0290,ss7905,ss0338,ss7904,ss7790,ss7903,
$bio

Five Times Pay (c) 199? IGT [International Game Technologies].

5-Line slot.

- TECHNICAL -

Model 242I

- UPDATES -

SS0339
SS7906
SS0290
SS7905
SS0338
SS7904
SS7790
SS7903

- PORTS -

* Computers :
Microsoft Windows (2008, "IGT Slots - Little Green Men")
Mac Os X (2008, "IGT Slots - Little Green Men")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46351&o=2

$end


$info=j2fws,j2fwsa,
$bio

Five Way Shuffle (c) 198? JPM International.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40957&o=2

$end


$info=sc4fwpcs,sc4fwpcsa,sc4fwpcsb,
$bio

Five Ways Pays Casino (c) 200? Mazooma Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42609&o=2

$end


$info=sc4fwp,sc4fwpa,sc4fwpb,sc4fwpc,
$bio

Five Ways Pays (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR2016]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42608&o=2

$end


$ibm5150,ibm5150_cass=5soccer,
$bio

Five-a-Side Indoor Soccer (c) 1986 Mastertronic, Ltd. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83616&o=2

$end


$info=sp_five,sp_fivea,
$bio

Fiver Fever (c) 199? Crystal Leisure.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42870&o=2

$end


$gbcolor=fixfoxi,
$bio

Fix & Foxi Episode 1 - Lupo [Model CGB-BFFP-EUR] (c) 2000 Ravensburger Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67897&o=2

$end


$info=fixeightut,
$bio

FixEight (c) 1992 Taito America Corp.

- TRIVIA -

Released in July 1992.

Licensed from Toaplan. For more information about the game itself, please see the original Toaplan entry.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=39533&o=2

$end


$info=fixeighttwt,fixeightat,fixeightkt,fixeightht,fixeightt,fixeightbl,
$bio

FixEight (c) 1992 Taito Corp.

- TRIVIA -

Released in July 1992.

Licensed from Toaplan, for more information about the game please see the original Toaplan entry.

- UPDATES -

The bootleg version doesn't use the OKI6295.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=39534&o=2

$end


$info=fixeightj,fixeightjt,
$bio

フィグゼイト ~地獄の英雄伝説~ (c) 1992 Toaplan Company, Limited.
(FixEight - Jigoku no Eiyuu Densetsu)

- TECHNICAL -

[TP-026]

- TRIVIA -

FixEight was released in July 1992 in Japan.

The subtitle translates from Japanese as 'Legend of Hell's Hero'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=44340&o=2

$end


$info=fixeight,fixeighta,fixeighth,fixeightk,fixeighttw,fixeightu,
$bio

FixEight (c) 1992 Toaplan Company, Limited.

A vertically scrolling shoot'em up from Toaplan.

- TECHNICAL -

Board Number : TP-026

Main CPU : Motorola 68000
Sound Chips : Yamaha YM2151, OKI6295

Players : 2
Control : 8-Way Joystick 
Buttons : 2
=> Shoot, Bomb

- TRIVIA -

FixEight was released in July 1992.

This game is known in Japan as "FixEight - Jigoku no Eiyuu Densetsu" (translates from Japanese as 'Legend of Hell's Hero').

- SERIES -

1. Out Zone [TP-018] (1990)
2. Fixeight [TP-026] (1992)

- STAFF -

Music composed by : Toshiaki Tomizawa

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=858&o=2

$end


$x68k_flop=fixer100,fixer,
$bio

Fixer 68K Version 4 (c) 1989 City Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87530&o=2

$end


$info=smiys0502157,smiys0502158,smiys0502159,smiys0502160,smiys0502161,
$bio

Fixin' to Win (c) 200? Bally Tech., Incorporated.

5 Reels, 20 Lines, 1,000 Credits Max Bet.

- TECHNICAL -

Game Kit #116315 M9K
Game Kit #116320 C9K
Game Kit #118673 ALPHA Elite V20
Game Kit #116344 V8700

- UPDATES -

SMI #S0502157
Min/Max%: 88.06/88.30
Odds to Jackpot (20 lines played): 211,500

SMI #S0502158
Min/Max%: 89.84/90.07
Odds to Jackpot (20 lines played): 211,500

SMI #S0502159
Min/Max%: 91.75/91.99
Odds to Jackpot (20 lines played): 211,500

SMI #S0502160
Min/Max%: 93.77/94.01
Odds to Jackpot (20 lines played): 211,500

SMI #S0502161
Min/Max%: 95.77/96.00
Odds to Jackpot (20 lines played): 211,408

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32099&o=2

$end


$info=fjholden,
$bio

FJ (c) 1978 Hankin.

- TRIVIA -

'FJ' refers to the Australian automobile model FJ, made in the 50's by Holden.

- STAFF -

Art by : Mike Eggleston

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3664&o=2

$end


$info=bcclimbr,
$bio

FL Crazy Climber (c) 1981 Bandai Co., Ltd.

Export release. Game developed in Japan as "FL Crazy Climbing [Model 16198]". See the original Japanese entry for more information about the game itself.

- TECHNICAL -

Model # 8203

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83319&o=2

$end


$info=zackman,
$bio

FL Exploration of Space ZACKMAN (c) 1983 Bandai Co., Ltd.

- TECHNICAL -

Model 16296

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94386&o=2

$end


$info=packmon,
$bio

FL Packri Monster (c) 1981 Bandai Co., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94373&o=2

$end


$a2600=flagcape,
$bio

Flag Capture (c) 1978 Atari, Incorporated.

PAL release. Game developed in USA. For more information, please see the NTSC release's entry; "Flag Capture [Model CX2644]".

- TECHNICAL -

Model CX2644P

- PORTS -

* Consoles : 
Microsoft XBOX [EU] (November 26, 2004) "Atari Anthology" 
Sony PlayStation 2 [EU] (February 18, 2005) "Atari Anthology [Model SLES-53061]" 

* Handhelds : 
Nintendo DS [EU] (February 24, 2011) "Atari Greatest Hits Vol.1 [Model NTR-BR6P-EUR]"

* Computers : 
PC [MS Windows, CD-ROM] [EU] (June 10, 2005) "Atari - 80 Classic Games in One! [Replay]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82978&o=2

$end


$a2600=flagcap,
$bio

Flag Capture (c) 1978 Atari, Incorporated.

Each player controls an explorer. Your object is to find the flag using your explorer. The left controller player's explorer starts in the upper left corner square; the right controller player's explorer starts in the lower right corner square.

Explorers can move from square to square. During your turn, you can move your explorer to any square position. To move the explorer up or down the maze, move the Joystick up or down. To move the explorer to the right or left, move the Joystick to the right or left. Move the explorer to diagonal squares by moving the Joystick in one of the four diagonal directions you want.

- TECHNICAL -

Model CX2644

- TRIVIA -

Export releases:
PAL "Flag Capture [Model CX2644P]"

- STAFF -

Programmer: Jim Huether

- PORTS -

* Consoles : 
Microsoft XBOX [US] (November 16, 2004) "Atari Anthology [Model 26084]" 
Sony PlayStation 2 [US] (November 22, 2004) "Atari Anthology [Model SLUS-21076]" 
Microsoft XBOX [JP] (August 4, 2005) "Atari Anthology [Model B7X-00001]" 

* Handhelds : 
Nintendo DS [US] (November 2, 2010) "Atari Greatest Hits Vol.1 [Model NTR-BR6E-USA]" 

* Computers : 
PC [MS Windows, CD-ROM] [US] (November 11, 2003) "Atari - 80 Classic Games in One! [Model 25069J]" 

* Others : 
Atari Flashback 3 [US] (September 16, 2011) by AtGames 
Atari Flashback 4 [US] (November 13, 2012) by AtGames 
Atari Flashback 5 [US] (October 1, 2014) by AtGames

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50488&o=2

$end


$bbca_cass,bbcb_cass=flags,
$bio

Flags (c) 19?? IJK

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51839&o=2

$end


$info=flkatck,flkatcka,
$bio

Flak Attack (c) 1987 Konami.

A vertically scrolling shoot-em-up by Konami featuring good music, big explosions and lots of power-ups.

- TECHNICAL -

Game ID : GX669

Main CPU : HD6309 (@ 3 Mhz), Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), Konami K007232 (@ 3.579545 Mhz)

Screen orientation : Vertical
Video resolution : 224 x 280 pixels
Screen refresh : 60.00 Hz
Palette colors : 512

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in August 1987.

This game is known outside Japan as "MX5000".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=859&o=2

$end


$info=flamegun,flamegunj,
$bio

Flame Gunner (c) 1999 GAPS.

Flame Gunner is a third-person shooter game with three selectables characters and amazing pre-rendered backgrounds effects.

The players controls one of the three soldiers and must stop the terrorist menace, on the way through the enemy base on the facility of the "Cordelia Space Center", where he is developing weapons of mass destruction, hurry up eliminate all the enemies and the maniacs bosses for neutralize the threat and avoid an impending nuclear attack to keep peace and save the world.

- TECHNICAL -

Main CPU : PSX (@ 16.9344 Mhz)
Sound Chips : SPU (@ 16.9344 Mhz)

Players : 2
Control : 8-way Joystick
Buttons : 6

- TRIVIA -

Flame Gunner was released in January 1999.

- STAFF -

Planner : Hiroki Nishigaki
Main Programmer : Kazumi Yamabe
Sequence Programmer : Hitoshi Motoda
Designers : Tetsuya Kitaoka, Yukiya Matsuura, Kazuko Kouda, Kousei Nakai, Makiko Yoshida, Shigeo Endo
Sound Composer : Atsuyoshi Isemura, Takako Hongan
Special Thanks : Shigeru Yoshida, Sachiko Doi
Director : Takanori Yamazaki
Producer : Toshiyuki Konishi

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4731&o=2

$end


$info=foathens,
$bio

Flame of Athens (c) 1978 Allied Leisure.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=6655&o=2

$end


$x68k_flop=flmwing,
$bio

Flame Wing (c) 1994 Itasenpara

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87531&o=2

$end


$x68k_flop=flmdart,
$bio

Flaming Dart (c) 1992 Kei-H

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87532&o=2

$end


$a800=flapper,
$bio

Flapper (c) 1983 Romox

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86548&o=2

$end


$x1_cass=flappy,flappya,
$bio

Flappy (c) 1983 dB-SOFT [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86221&o=2

$end


$pc8801_cass=flappy,
$bio

Flappy (c) 1983 dB-SOFT [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91222&o=2

$end


$pc8801_flop=flappy,flappya,
$bio

Flappy (c) 1983 dB-SOFT [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91818&o=2

$end


$fm7_cass=flappy,
$bio

Flappy (c) 1984 dB-SOFT [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93722&o=2

$end


$nes=flappy,
$bio

Flappy (c) 1985 db-Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54095&o=2

$end


$nes=flappyh,
$bio

Flappy (c) 1987 FMG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69253&o=2

$end


$x68k_flop=flappy2,
$bio

Flappy 2 - Blue Star Fukkatsu no Hi (c) 1989 dB-SOFT [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87533&o=2

$end


$pc98=flappyp,
$bio

Flappy Plus (c) 1990 dB-SOFT [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89485&o=2

$end


$gameboy=flappysp,
$bio

Flappy Special [Model DMG-V2A] (c) 1990 Victor Musical Industries, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65991&o=2

$end


$msx1_cart=flappy,flappya,
$bio

Flappy [Model MS1-G2101-L1] (c) 1985 db-Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77073&o=2

$end


$msx1_cart=flappy85,
$bio

Flappy [Model MS1-G2108-L1] (c) 1985 db-Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77074&o=2

$end


$cpc_cass=flashf19,
$bio

Flash (c) 1987 Loriciels [France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96269&o=2

$end


$info=pgm3in1,
$bio

Flash 3-in-1 (c) 2004 IGS Company, Limited.

- TECHNICAL -

IGS PGM hardware

Main CPU : Motorola 68000 (@ 20 Mhz)
Sound CPU : Zilog Z80 (@ 8.468 Mhz)
Sound Chips : ICS2115 (@ 8.468 Mhz)

- TRIVIA -

Flash 3-in-1 was released in May 2004.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62051&o=2

$end


$info=m4flash,
$bio

Flash Cash (c) 199? Barcrest.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15074&o=2

$end


$info=sc2flaca,sc2flaca1,sc2flaca1p,sc2flaca2,sc2flaca2p,sc2flacap,
$bio

Flash Cash (c) 1996 Bell-Fruit Mfg. Company, Limited. [B.F.M.].

- TECHNICAL -

[Model 6713]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42189&o=2

$end


$pc98=flashch,
$bio

Flash Chase (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89486&o=2

$end


$info=fldragon,
$bio

Flash Dragon (c) 1986 Playmatic.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=10015&o=2

$end


$adam_cass=fftrivia,
$bio

Flash Facts - Trivia (c) 1984 Coleco Industries, Inc. [Amsterdam, NY, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82700&o=2

$end


$adam_cass=ffvocab,
$bio

Flash Facts - Vocabulator (c) 1984 Coleco Industries, Inc. [Amsterdam, NY, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82701&o=2

$end


$info=flashgal,flashgala,
$bio

Flashgal (c) 1985 Sega Enterprises, Limited.

Take a stand against crime! As the hyperactive female crime fighter (she just can't stand still!) known as the Flashgal, you'll face many dangers such as helicopters, dogs, thugs & ninjas in order to protect peace, lots of different game styles (beat-em up, shooting, hack & slash, etc.) give this fun game lots of variety!

- TECHNICAL -

Main CPU : (2x) Zilog Z80 (@ 4.608 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.5 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in November 1985 in Japan.

Developed by Kyugo. Flash Gal was their first video game.

Licensed to Romstar for US distribution.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=860&o=2

$end


$msx1_cass=flashgor,
$bio

Flash Gordon (c) 1987 Mastertronic, Ltd. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94647&o=2

$end


$a2600=flashg,
$bio

Flash Gordon (c) 1982 Fox Video Games.

Many dedicated Spacemen have entered Spider City but none has ever been heard from again. It is up to you, Flash Gordon, to rescue any surviving Spacemen and to conquer this hideous city of tunnels. Spider City is conquered when all of its Hatching Pods are eliminated.  It doesn't hurt to blast a few Generators or enemy Patrol Ships while you're there.

- TECHNICAL -

Model 11015

- SCORING -

10 points = Debris
25 points = Patrol Ship
70 points = Rescued Spaceman
100 points = Disrupter Generator
100 points = First Spider Warrior shot from any hatching. You receive 200 points for the second, 300 points for the third, and so on.
-1000 points = Penalty for shooting a Spaceman

Each time a City is conquered an extra ship is awarded. Up to nine bonus Ships can be shown on the screen at a time although you may have even more than nine in reserve.  Bonus points are also awarded after conquering a City. You will receive 10 points for each Spaceman rescued by the current Ship, multiplied by the number of Cities you have conquered. If a Ship is destroyed before the end of any level, any bonus it has accumulated is lost.

- TIPS AND TRICKS -

HINTS FROM DAVID LUBAR...
The key is to try and maintain shields at all times. Once you have shields, go to another Hatching Pod right away. You can use the shielded Ship to quickly destroy the Spider Warriors.

When the Disrupters speed up at the higher levels, it is almost essential to shoot a Generator in order to escape.

Learn to use both displays. The City Map is your only clue to where you are and to where the Pods are.

- STAFF -

Developed by Sirius Software.

Programmer: David Lubar

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50489&o=2

$end


$cpc_cass=flashgor,
$bio

Flash Gordon [Model IA0141] (c) 1988 Mastertronic, Ltd. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96270&o=2

$end


$info=flashgdn,flashgdnf,flashgdnp1,flashgdnp2,flashgdnv,
$bio

Flash Gordon (c) 1981 Bally.

- TECHNICAL -

Bally MPU AS-2518-35 (Squawk and Talk)
Model Number : 1215

Main CPU : M6800 (@ 475 KHz)
Sound CPU : M6802 (@ 895 KHz)
Sound chips : General Instrument AY8910 (@ 895 KHz), DAC, Texas Instruments TMS5220 (@ 640 KHz)

- TRIVIA -

Released in February 1981. 10,000 units were produced.

The development of the game took 12 months (started in May 1980).

First split-level game from this manufacturer. First game to use the 'Squawk and Talk' board, and the second production Bally game with speech (Bally's 1979 "Kiss" prototype was the first, but the game itself did not contain speech. Bally's 1980 "Xenon" was the first production Bally game with speech).

Flash Gordon started as a 1930's comic strip hero and was a very successful Hollywood motion picture serial in 1936, prompting two more serials in 1938 and 1940. A movie in 1980 coincided with the production of this game.

- UPDATES -

Early prototype games use the Sounds Plus and Vocalizer sound boards, instead of the Squawk and Talk board.

- STAFF -

Designer : Claude Fernandez
Artwork : Kevin O'Connor

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5358&o=2

$end


$pcecd=flashhid,
$bio

Flash Hiders (c) 1993 Right Stuff

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58189&o=2

$end


$pcecd=flashhidt,
$bio

Flash Hiders Taikenban (c) 1993 Right Stuff

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58190&o=2

$end


$wscolor=flashkk,
$bio

Flash Koibito-kun [Model SWJ-KBSC01] (c) 2000 Kobunsha [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86434&o=2

$end


$pc98=flashp,
$bio

Flash Point (c) 1991 Dott Plan [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89487&o=2

$end


$megadriv=flashp,
$bio

Flash Point (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56519&o=2

$end


$pc98=flashp2,
$bio

Flash Point 2 (c) 1991 Dott Plan [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89488&o=2

$end


$pc98=flashp3,
$bio

Flash Point 3 (c) 1991 Dott Plan [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89489&o=2

$end


$pc98=flashp4,
$bio

Flash Point 4 (c) 1992 Dott Plan [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89490&o=2

$end


$info=fpoint,fpoint1,fpoint1d,fpointd,
$bio

Flash Point (c) 1989 Sega.

A "tetris"-like game.

- TECHNICAL -

Runs on the Sega "System 16B" hardware.
Game ID: 317-0127

Players: 2
Control: 8-way joystick
Buttons: 1

- TRIVIA -

A bootleg of this game was released by Datsu the same year under the same name.

Flicky makes a cameo appearance as he introduces each round to you!

- PORTS -

* Consoles :
Sony PlayStation 2 (2006, "Sega Ages 2500 Series Vol.28 : Tetris Collection")

* Computers :
MSX

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=861&o=2

$end


$info=fpointbl,fpointbj,
$bio

Flash Point (c) 1989 Datsu Electronics.

This is the bootleg version of the Sega original.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=34396&o=2

$end


$saturn,sat_cart=flshssoh,flshssoha,
$bio

Flash Sega Saturn - Ochikadzuki-hen (c) 1996 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59133&o=2

$end


$saturn,sat_cart=flshss10,
$bio

Flash Sega Saturn Vol. 10 (c) 1996 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59134&o=2

$end


$saturn,sat_cart=flshss28,
$bio

Flash Sega Saturn Vol. 28 (c) 1998 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59135&o=2

$end


$saturn,sat_cart=flshss31,
$bio

Flash Sega Saturn Vol. 31 (c) 1998 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59136&o=2

$end


$saturn,sat_cart=flshss4,
$bio

Flash Sega Saturn Vol. 4 (c) 1996 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59137&o=2

$end


$saturn,sat_cart=flshss7,
$bio

Flash Sega Saturn Vol. 7 (c) 1996 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59138&o=2

$end


$saturn,sat_cart=flshss8,
$bio

Flash Sega Saturn Vol. 8 (c) 1996 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59139&o=2

$end


$msx1_cart=fsplash,
$bio

Flash Splash [Model PS-2004G] (c) 1984 Toshiba EMI [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77075&o=2

$end


$info=pr_flshc,
$bio

Flash the Cash (c) 199? Project Coin Machines, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42087&o=2

$end


$info=sc5ftcas,sc5ftcasa,
$bio

Flash the Cash (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR2418]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42605&o=2

$end


$info=flash_l1,flash_t1,flash_l2,
$bio

Flash (c) 1979 Williams.

- TECHNICAL -

Williams System 4
Model Number : 486

Main CPU : M6800 (@ 895 KHz)
Sound CPU : M6808 (@ 894.75 KHz)
Sound Chip : DAC

- TRIVIA -

First game from any manufacturer to use 'Flash Lamps'. Flash was also the first machine to have a dynamic background sound during gameplay.

19,505 units were produced.

A subsequent game called 'Super Flash' was contemplated in 1986 as a 'sequel' but never made it as far as the drawing board.

- STAFF -

Designer : Steve Ritchie
Artwork : Constantino Mitchell
Software: Randy Pfeiffer
Mechanics : John Jung
Sounds : Randy Pfeiffer, Steve Ritchie

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5392&o=2

$end


$info=sc1flash,
$bio

Flash (c) 1996 ELAM.

- TECHNICAL -

Model 5956

- TRIVIA -

Flash was released in June 1996.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=21282&o=2

$end


$amigaocs_flop=flashb,flashbf,flashbg,
$bio

Flashback (c) 1993 US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74081&o=2

$end


$pc98=flashb,
$bio

Flashback (c) 1994 Victor Ent. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89491&o=2

$end


$info=ep_flash,ep_flasha,ep_flashb,ep_flashc,ep_flashd,ep_flashe,ep_flashf,
$bio

FlashBack (c) 1999 Impulse Gaming.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40026&o=2

$end


$jaguar=flashb,
$bio

Flashback - The Quest for Identity (c) 1995 US Gold.

You play the part of Conrad Hart, controlling his every move through 7 levels. During your quest, you will come across friends and foes who you wish to help or vanquish using your gun. You must complete many challenges in order to restore your lost memory. Each level features its own unique graphics and hazards, linked by cinematic animation sequences.

- TIPS AND TRICKS -

* How do I get to the second platform in the beginning of New Washington ?
Get onto the first platform on the right and turn left once you hit the wall. Now hold down the Action button and tap left on the control pad once. Remember not to let go of the Action button. Conrad will automatically jump up to the second platform.

* How do I get out of the room with all of the orbs in restricted area 2 ?
The electronic orbs have a key you will need. Destroy them and open the doors for the VIP. In order to destroy the orbs, Conrad must shoot them while standing.

* Where do I insert the Terminal Card in Mission 4 of New Washington ?
Once inside the computer room, stand in front of the third computer terminal from the left, which is the center of the screen and just to the right of the computer tower. Make sure you have selected the computer card from your inventory and put it into the computer with the Use button.

* How do I get into Club Paradise ?
Save you game after getting dropped off by the taxi. Climb up to the top ledge, run right and jump across to the roof of Club Paradise. Jumping between platforms is tricky. For the first jump you'll have to make a leap of faith to the right. Just make a second jump to get to the roof of the club. Shoot out the glass door and enter the club.

* Where is the key in Club Paradise ?
After defeating the first replicant, climb onto the blue light fixture and shoot the glass wall to the left. The key is just behind the broken glass.

* How do I defeat the Auxillary Brain ?
Alternate between shooting at the right and left sides of the brain. Return to the bottom of the screen, shoot the morphs and repeat this procedure. The right door will open after the brain is beaten.

* Where do I drop the Atomic Charge ?
After defeating the brain, continue to the right as far as possible. Drop the atomic charge when you are told. Flick the switch to have the charge dropped to the main brain.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76422&o=2

$end


$segacd=flashb,
$bio

Flashback - The Quest for Identity [Model 4448] (c) 1994 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60736&o=2

$end


$snes=flashbu,
$bio

Flashback - The Quest for Identity [Model SNS-5F-USA] (c) 1994 US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63019&o=2

$end


$megadriv=flashbu,flashbu1,
$bio

Flashback - The Quest for Identity (c) 1993 US Gold.

- TECHNICAL -

Model T-79066-50

- TRIVIA -

Released on November 07, 1993 in USA.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57225&o=2

$end


$megacd,megacdj=flashbd,
$bio

Flashback - The Quest for Identity [Sega Pro CD - Issue 42] (c) 1994 US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60617&o=2

$end


$gba=flashb,
$bio

Flashback Legends [Prototype] (c) 200? Delphine Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70690&o=2

$end


$megadriv=flashb,
$bio

Flashback (c) 1993 US Gold

- TECHNICAL -

Model 79066

- TRIVIA -

Reviews:
[FR] March 1993 - Consoles + No. 18: 96/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56520&o=2

$end


$cdi=flashb,
$bio

Flashback (c) 1995 Philips Interactive Media, Incorporated.

2142 AD and Special Agent Conrad Hart is in trouble. Having discovered Earth is being invaded by Aliens, he is captured and his memory erased. Left for dead on a distant planet, as Conrad you must survive and make it back to Earth to stop the invading forces.

- TECHNICAL -

Model 810 0202

- TRIVIA -

Originally released on the Amiga computers in 1992.

- STAFF -

Programmers: Dave Healey, Allan Findlay, Benoist Aron, Philippe Chastel, Paul Cuisset
Graphic Artists: Patrick Daher, Thierry Levastre, Denis Mercier, Thierry Perreau, Christian Robert, Fabrice Visserot
Hardware Engineer: Thierry Gaerthner
Story: Paul Cuisset
Level Design: Paul Cuisset, Patrick Daher, Denis Mercier, Frederic Savoir, Fabrice Visserot
Music: Jean Baudlot, Fabrice Visserot
Sound fx: Benoist Aron, Philippe Chastel, Paul Cuisset, Fabrice Visserot
Actors: Benoist Aron, Patrick Daher, Thierry Levastre, Denis Mercier, Thierry Perreau, Christian Robert, Fabrice Visserot
Video directors: Patrick Daher, Thierry Perreau, Fabrice Visserot
Video Co-directors: Thierry Levastre, Denis Mercier, Christian Robert
Video sfx: Paul Cuisset, Thierry Perreau, Fabrice Visserot
Many thanks to: Lori Christensen, Patricia Cuisset, Anne-Marie Joassim, Jean-Pierre Luck, Marc Minier, Dympna Forkin
Special Credits to: Tiertex Limited
Directed by: Paul Cuisset
Produced by: Delphine Software, US GOLD

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52877&o=2

$end


$snes=flashbj,
$bio

Flashback [Model SHVC-LQ] (c) 1993 Sunsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61320&o=2

$end


$snes=flashb1,flashb,
$bio

Flashback [Model SNSP-5F-NOE] (c) 1994 US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63018&o=2

$end


$megadriv=flashbj,
$bio

Flashback (c) 1993 Sunsoft

- TECHNICAL -

Model T-15083

- TRIVIA -

Released on December 29, 1993 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56521&o=2

$end


$amigaocs_flop=flashb1,
$bio

Flashback [The Delphine Collection] (c) 1995 US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74080&o=2

$end


$info=m4flshlt,m4flshlta,m4flshltb,m4flshltc,m4flshltd,m4flshlte,m4flshltf,m4flshltg,
$bio

Flashlite (c) 199? BWB.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41317&o=2

$end


$msx1_cart=fpoint,fpointa,
$bio

Flashpoint (c) 1991 Zemina [Korea]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77076&o=2

$end


$sms=fpoint,
$bio

Flashpoint (c) 199? Zemina

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56026&o=2

$end


$odyssey2,g7400=flashp,
$bio

Flashpoint (c) 2004 Unknown.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95759&o=2

$end


$nes=fleetcom,
$bio

Fleet Commander (c) 1988 ASCII

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54096&o=2

$end


$msx2_flop=fleetco2,fleetco2bfleetco2cfleetco2a,
$bio

Fleet Commander II (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101666&o=2

$end


$msx2_cart=fleetco2,
$bio

Fleet Commander II - Tasogare no Kaiiki (c) 1990 ASCII

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51296&o=2

$end


$gameboy=fleetcom,
$bio

Fleet Commander VS. [Model DMG-FCJ] (c) 1991 ASCII Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65992&o=2

$end


$ibm5150,ibm5150_cass=fleetswp,
$bio

Fleet Sweep (c) 1983 Mirror Image Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83617&o=2

$end


$info=flicker,
$bio

Flicker (c) 1975 Bally.

- TECHNICAL -

Model Number : 1014

- TRIVIA -

Released in January 1975. 1,585 units were produced.

A 4-player version of this game is known as Bally's 1974 "Boomerang" but with different artwork.

- STAFF -

Design by : Jim Patla
Art by : Dick White

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3781&o=2

$end


$info=flicky,flickyo,flickys2,flickys1,
$bio

Flicky (c) 1984 Sega Enterprises, Limited.

A platform game in which Flicky must collect her lost chicks and lead them home, represented as a door marked 'Flicky'. Players must watch out for the cats which emerge from cat-flaps and proceed to roam the levels. If Flicky has any direct contact with a cat, the player will lose a life; any chicks that are touched by a cat will be separated from Flicky and must again be retrieved. The platforms of each level are littered with objects - such as plant pots, hammers and trumpets - that can be picked up and thrown at the cats to knock them out.

- TECHNICAL -

Runs on the Sega "System 1" hardware.

Players: 2
Control: 2-way joystick
Buttons: 1

- TRIVIA -

Flicky was released in September 1984.

The game changed name two times during its development: it was originally called 'Busty', then 'Flipp' and finally 'Flicky'.

The Flicky character also appears in the game, "Bloxeed". A Sega coin-op version of this game is also known to exist for the Sega System 16 hardware. The birds that are rescued by Sonic in his many Sega Magadrive platform outings are 'Flickies', and are identical in appearance to the original Flicky. Also, Flicky tags along with Sonic in the Sega Mega Drive/Saturn game, "Sonic 3D Flicky's Island"; more widely known as "Sonic 3D Blast".

Flicky made cameo appearances in many Sega games in the late 80's, including "TeddyBoy Blues", "SDI", "Flash Point", and "Super Monaco GP".

Jonathan Long holds the official record for this game with 4,548,540 points.

- UPDATES -

Newer sets: Build Date: November 26, 1984

Older sets: Build Date: May 24, 1984

- STAFF -

Programmed by : Hideki Ishikawa (H.I), Shuichi Katagi (KTG)
Designed by : Yoji Ishii (ICI)
Character Design : Yoshiki Kawasaki (Y.K)
Security by : Shuichi Katagi (KTG)
(M.T) ?

- PORTS -

* Consoles :
Sega SG-1000 [EU] (1984) 
Sega SG-1000 [JP] (1984) "Flicky [Model G-1036]"  
Sega Genesis [US] (1991)
Sega Mega Drive [JP] (1991)
Sega Mega Drive [EU] (1991)
Sega Mega Drive [BR] (1991) by Tec Toy
Sega Saturn [JP] (February 28, 1997) "Sega Memorial Selection Vol. 1 [Model GS-9135]"
Nintendo GameCube [US] (November 10, 2002) as an unlockable extra in "Sonic Mega Collection [Model DOL-GSOE-USA]" 
Nintendo GameCube [JP] (December 19, 2002) as an unlockable extra in "Sonic Mega Collection [Model DOL-GSOJ-JPN]" 
Nintendo GameCube [EU] (March 7, 2003) as an unlockable extra in "Sonic Mega Collection [Model DOL-GSOP-EUR]" 
Microsoft XBOX [US] (November 2, 2004) "Sonic Mega Collection Plus [Model 64057]" 
Sony PlayStation 2 [US] (November 2, 2004) "Sonic Mega Collection Plus [Model SLUS-20917]" 
Microsoft XBOX [JP] (December 9, 2004) "Sonic Mega Collection Plus [Model ZD6-00003]" 
Sony PlayStation 2 [JP] (December 9, 2004) "Sonic Mega Collection Plus [Model SLPM-65758]" 
Microsoft XBOX [EU] (February 4, 2005) "Sonic Mega Collection Plus" 
Sony PlayStation 2 [EU] (February 4, 2005) "Sonic Mega Collection Plus [Model SLES-52998]" by Sega Europe
Sony PlayStation 2 [AU] (March 20, 2005) "Sonic Mega Collection Plus [Model SLES-52998]" 

* Computers :
Sharp X1 [JP]
FM7 [JP]
PC88 [JP]
MSX [JP] (1986)
PC [MS Windows 98, CD-ROM] [US] (1998) "Memorial Selection [Model HCJ-0147]"

* Others :
Mobiles phones [US] (August 21, 2003) 
Apple iPhone/iPod [US] (August 25, 2011) [Model 445597555]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=862&o=2

$end


$pc8801_flop=flicky,flickya,
$bio

Flicky (c) 1985 Micronet [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91819&o=2

$end


$fm7_disk=flicky,
$bio

Flicky (c) 1986 Micronet [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93619&o=2

$end


$megadriv=flickyj,
$bio

Flicky (c) 1991 Sega Enterprises Limited.

Sega Mega Drive's port of the Sega arcade title.

- TRIVIA -

Flicky for Mega Drive was released in 1991 in Japan for the Sega Meganet online service. There was no stand-alone cartridge release of this game in Japan.

- PORTS -

* Consoles : 
Sega Mega-CD [JP] (March 18, 1994) "Game no Kanzume Vol. 1 [Model G-6032]" 
Sony PlayStation 3 [KO] (February 10, 2009) "Sonic's Ultimate Genesis Collection" by SCEI

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91821&o=2

$end


$megadriv=flickyu,
$bio

Flicky (c) 1991 Sega of America, Incorporated.

North American release.

- PORTS -

* Consoles : 
Sony PlayStation 2 [US] (November 7, 2006) "Sega Genesis Collection [Model SLUS-21542]" 
Microsoft XBOX 360 [US] (February 10, 2009) "Sonic's Ultimate Genesis Collection [Model 68034]" 
Sony PlayStation 3 [US] (February 10, 2009) "Sonic's Ultimate Genesis Collection [Model BLUS-30259]" 

* Handhelds : 
Sony PSP [US] (November 16, 2006) "Sega Genesis Collection [Model ULUS-10192]" 

* Computers : 
PC [MS Windows, CD-ROM] [JP] (September 22, 2000) "Sega Archives from USA Vol. 3" 
PC [MS Windows, CD-ROM] [US] (2000) "Sega Smash Pack 2" 
PC [MS Windows, DVD-ROM] [US] (March 9, 2007) "Sonic Mega Collection Plus" 
PC [Steam] [US] (October 26, 2010) "Flicky [Model 71111]" : both stand-alone and as part of "SEGA Genesis Classics Pack 3" 
PC [MS Windows, DVD-ROM] [US] (March 15, 2011) "Sega Genesis Classic Collection - Gold Edition" 
PC [Steam] [US] (March 25, 2011) "SEGA Genesis Classics Collection"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91822&o=2

$end


$megadriv=flicky,
$bio

Flicky (c) 1991 Sega Enterprises, Limited.

European/Australian release.

- PORTS -

* Consoles : 
Sega Mega Drive [EU] (1994) "Classic Collection [Model 1199-50]" 
Sony PlayStation 2 [EU] (February 2, 2007) "Sega Mega Drive Collection [Model SLES-54333]" 
Sony PlayStation 2 [AU] (February 8, 2007) "Sega Mega Drive Collection" 
Microsoft XBOX 360 [EU] (February 20, 2009) "SEGA Mega Drive Ultimate Collection [Model 384-40210]" 
Sony PlayStation 3 [EU] [AU] (February 20, 2009) "SEGA Mega Drive Ultimate Collection [Model BLES-00475]" 
Microsoft XBOX 360 [AU] (February 26, 2009) "Sega Mega Drive Ultimate Collection" 

* Handhelds : 
Sony PSP [US] (November 16, 2006) "Sega Genesis Collection [Model ULUS-10192]" 
Sony PSP [EU] (February 2, 2007) "Sega Mega Drive Collection [Model ULES-00556]" 
Sony PSP [AU] (February 8, 2007) "Sega Mega Drive Collection [Model ULES-00556]" 

* Computers : 
PC [MS Windows, DVD-ROM] [EU] (March 31, 2006) "Sonic Mega Collection Plus" 
PC [Steam] [EU] (October 26, 2010) both stand-alone and as part of "SEGA Mega Drive Classics Pack 3" 
PC [MS Windows, CD-ROM] [EU] (November 26, 2010) "Sega Mega Drive Classics Collection Vol. 3" 
PC [MS Windows, DVD-ROM] [EU] (March 18, 2011) "Sega Mega Drive Classic Collection - Gold Edition" 
PC [Steam] [EU] (March 25, 2011) "SEGA Mega Drive Classics Collection"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91823&o=2

$end


$sg1000=flickyt,
$bio

Flicky [Model B-036] (c) 1984 Aaronix [Taiwan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65052&o=2

$end


$sg1000=flickya,flicky,
$bio

Flicky (c) 1984 Sega Enterprises, Limited.

- TECHNICAL -

[Model G-1036]

- STAFF -

Designer : Yoji Ishii

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49027&o=2

$end


$msx1_cart=flicky,
$bio

Flicky [Model MR-400005] (c) 1986 Micronet

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77077&o=2

$end


$info=flight2k,
$bio

Flight 2000 (c) 1980 Stern Electronics.

- TECHNICAL -

Model Number : 128

- TRIVIA -

Stern's first talking pinball game, using the VS-100 speech board.

6,301 units were produced.

- STAFF -

Design by : Harry Williams
Art by : Gerry Simkus, Doug Watson

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3803&o=2

$end


$cpc_cass=flightac,
$bio

Flight Ace (c) 1988 Gremlin Graphics Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96271&o=2

$end


$msx1_cart=flideck,flidecka,
$bio

Flight Deck (c) 1986 Pony Canyon, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77078&o=2

$end


$msx1_cass=fdeck2,
$bio

Flight Deck II (c) 1986 Aackosoft [Netherlands]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94648&o=2

$end


$pc98=flhawaii,
$bio

Flight in Hawaii (c) 1986 Carry Lab. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89492&o=2

$end


$amigaocs_flop=flamazon,
$bio

Flight of the Amazon Queen (c) 1995 Renegade Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74086&o=2

$end


$nes=flintrdr,
$bio

Flight of the Intruder (c) 1991 Mindscape, Incorporated. [Northbrook, IL, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55147&o=2

$end


$amigaocs_flop=flintrdr,
$bio

Flight of the Intruder (c) 1991 Mirrorsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74087&o=2

$end


$cpc_cass=flightpa,
$bio

Flight Path 737 (c) 1984 Anirog Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96272&o=2

$end


$msx1_cass=fpath737,
$bio

Flight Path 737 (c) 1985 Anirog Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94649&o=2

$end


$amigaocs_flop=fp737,
$bio

Flight Path 737 (c) 1987 Anco

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74082&o=2

$end


$amigaocs_flop=fp737a,
$bio

Flight Path 737 [Budget] (c) 1987 Prism Leisure

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74083&o=2

$end


$cpc_cass=flightsi,flightsi01,
$bio

Flight Simulation [Model AS124] (c) 1984 Alternative Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96276&o=2

$end


$fm7_cass=fsim,
$bio

Flight Simulator (c) 1983 Carry Lab. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93723&o=2

$end


$msx1_cart=fsim,
$bio

Flight Simulator - Gyorai Kougeki (c) 1988 subLOGIC

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52705&o=2

$end


$xegs=flgtsim2,flgtsim2d,
$bio

Flight Simulator 2 [Model RX8091] (c) 1987 Atari Corp. [Sunnyvale, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51238&o=2

$end


$amigaocs_flop=fsim2a,fsim2,fsim2u,fsim2sc11,fsim2sc07,
$bio

Flight Simulator II (c) 1987 subLOGIC

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74084&o=2

$end


$amigaocs_flop=fsim2wet,
$bio

Flight Simulator II - Western European Tour (c) 1988 subLOGIC

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74085&o=2

$end


$pc8801_flop=fsim,
$bio

Flight Simulator with Gyorai Kogeki (c) 1988 subLOGIC

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91827&o=2

$end


$amigaocs_flop=flimboqs,
$bio

Flimbo's Quest (c) 1990 System 3 Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74088&o=2

$end


$cpc_cass=flimbosq,
$bio

Flimbo's Quest (c) 1990 Kixx

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96277&o=2

$end


$cpc_cass=flimbosq01,
$bio

Flimbo's Quest (c) 1990 System 3 Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96278&o=2

$end


$megadriv=flink,
$bio

Flink (c) 1994 Sony Imagesoft

- TRIVIA -

Reviews:
[FR] September 1994, Consoles + N.35: 95%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56522&o=2

$end


$megacd,megacdj=flink,
$bio

Flink [Model T-113055-50] (c) 1994 Psygnosis, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60618&o=2

$end


$segacd=flink,
$bio

Flink [Model T-23055] (c) 1994 Vic Tokai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60737&o=2

$end


$bbca_cass,bbcb_cass=flintsgo,
$bio

Flints Gold (c) 19?? Micrograf

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51840&o=2

$end


$cdi=flintjet,flintjetu,
$bio

Flintstones & Jetsons - Timewarp (c) 1994 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52878&o=2

$end


$info=mf_flip,
$bio

Flip and Flop (c) 1983 Exidy / First Star Software.

Flip & Flop is a kind of Pac-Man in isometric graphics on platforms which are connected by ladders. The player controls alternately Flip, a kangaroo, who jumps around on the platforms and Mitch, an ape, who hangs along the platforms. A zoo-keeper tries to catch Flip, and Mitch is being chased by a net. There are sticky fields on which one may lure keeper and net, where they are caught for some seconds. If the player runs beyond the border, he falls off the playing field and loses a life. The goal is to pass all marked fields. Every five levels there is a short sequence with a small circus presentation. In Level 13, the maximum playing field size is reached, later fields must be uncovered twice, and even later there aren't any more sticky fields in the level.

- TECHNICAL -

Main CPU : MOS Technology M6502 (@ 1.78979 Mhz), Motorola M68705 (@ 3.579545 Mhz)
Sound Chips : POKEY (@ 1.78979 Mhz), Speaker

Screen orientation : Horizontal
Video resolution : 336 x 225 pixels
Screen refresh : 59.92 Hz
Palette colors : 256

Players : 4
Control : 8-way joystick
Buttons : 2

- STAFF -

Designed by: Jim Nangano

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3747&o=2

$end


$a800=flipflop,
$bio

Flip and Flop (c) 1983 First Star Software, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86549&o=2

$end


$x68k_flop=flipflop,
$bio

Flip Flop (c) 1990 Maitake

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87534&o=2

$end


$info=flipmaze,
$bio

Flip Maze (c) 1999 Taito Corp.

- TECHNICAL -

Runs on the "Taito G-Net" hardware.

- TRIVIA -

Released in September 1999.

Developed by Moss, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3798&o=2

$end


$jaguar=flipout,
$bio

Flip Out! (c) 1995 Atari Corp.

I, Feneshal XVII, First Scribe to King Fluffy of the Cheese Planet (the Planet Phrohmaj in out native language), have been allowed to write this book for you. In this book I describe our planet, our customs, our vacations, and our eating habits. I do this for you because you have been invited to join the Great Tile Flipping Festival. This is the greatest of our contest, and it influences the lives of everyone on Phrohmaj.

- TECHNICAL -

Model J9040E

- TIPS AND TRICKS -

* Cheats:
- Win Current Match (enter before play starts): 779889#
- All Levels Activated (enter at Map screen): 7798899

* Easter Eggs:
- Programmers' Heads (enter before play starts): 14283722 
(at any level with the three 'cheerleader' aliens)
Note: these may take several attempts till you get a confirmation.

- STAFF -

Executive Producers: Andy Rifkin, Jonathan Browne
Producer: John Skruch
Original Concept By: Conrad Barski
Art Director: Mike Taylor
Programmers: Conrad Barski, Shawn Potts, Brian J. Geiger, Jeffrey Fullerton, Warren Browne
Artists and Animators: James Ford, Daniel Ritchie, Mike Taylor, Nick Ingeneri, Conrad Barski
Music: Mike Beaumont, Mike Taylor, J.S. Bach, Wolfgang Amadeus Mozart
Individual Alien Voices: Shawn Potts, Brian J. Geiger
Special Thanks To: Johnny Hopkins
Play Testers: Lance J. Lewis, Tal Funke-Bilu, Dan McNamee, Hank Cappa, Chris Charles, Phil B.Gelber, Eric Riley

Package and Manual Design by Beeline Group Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76423&o=2

$end


$bbca_cass,bbcb_cass=flip,
$bio

Flip! (c) 1985 Icon

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51841&o=2

$end


$amigaocs_flop=flipmag,
$bio

Flip-it & Magnose - Water Carriers from Mars (c) 1990 Image Works

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74089&o=2

$end


$pc8801_flop=flippal,
$bio

Flippal (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91828&o=2

$end


$odyssey2,g7400=flipperf,
$bio

Flipper (c) 1980 Radiola La Radiotechnique.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95604&o=2

$end


$bbca_cass,bbcb_cass=flipper,
$bio

Flipper (c) 19?? Microdeal

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51842&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=flipper,
$bio

Flipper (c) 198? Micro Digital

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84422&o=2

$end


$gbcolor=flipperl,
$bio

Flipper & Lopaka [Model CGB-BFLP-EUR] (c) 2001 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67898&o=2

$end


$odyssey2,g7400=flipper,flippera,
$bio

Flipper + (c) 1983 TO TEK Editions.

- TECHNICAL -

Game ID: JFA D01

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95722&o=2

$end


$info=ffv104,ffv101,
$bio

Flipper Football (c) 1996 Capcom Coin-Op, Incorporated.

- TECHNICAL -

Capcom A0015405

Main CPU : 68306 (@ 24 MHz)
Sound CPU : I8752 (@ 12 MHz)
Sound Chip : (2x) TMS320AV120

- TRIVIA -

750 units were produced.

Speech includes an 'adult' mode containing profanity and bodily noises.

- STAFF -

Design by : Python Anghelo, Bryan Hansen
Art by : Hugh Van Zanten, Paul Mazur
Software : Manny De La Torriente
Dots/Animation : Denise Wallner (Always Right) (DMW), Jim Karm (JIM)
Mechanics : Dan Molter, Mike Zhang, Rick Morgan, Horace Rodriguez, Chuck Johnson, Mike Wheeler, Joe Cherne, Jim Kleinschmidt, Steve Coldebella
Music and Sounds : Jeff Powell (JRP)
Special Thanks : Bill Pfutzenreuter (Pfutz) (PFZ), Steve Blattspeiler, Sheryl Witt, Mark Coldebella, Takashi Kubozono, Kazushi Hirao, Peggy Zunwalt, Chris Granner (The Great Granzo), Laree, John Boydston, Keith Janus, Karen Dalley, Mitch Heldt, Sharon Doyle, Roy Russell, Frank Lowney
Best Boys : Ed Schmidt, Dave Rose
Key Grips : Bill Ziegler, Wally Welch, Wally Pilat
Best Girls : Allison Stroll, Elizabeth Stroll
Thanks Also to : Steve Wysocki, Rita Rokos, Matt Willenbrink, Fabulous Geoff, Tim Mickow, Tony Calabrese, Steve Ritschdorf, Ron, Maya, Cindy, Jenifer, The Capcom Parking Lot Chorus
Spell checker : Greg Kmiec
The Ref : Jerry Brennan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3807&o=2

$end


$info=flipjack,
$bio

Flipper Jack (c) 1983 Jackson Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47937&o=2

$end


$coleco=flipslip,
$bio

Flipper Slipper (c) 1983 Spectravideo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53279&o=2

$end


$msx1_cart=flipper,flippera,
$bio

Flipper Slipper (c) 1983 ASCII Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77079&o=2

$end


$vc4000=pinball,
$bio

Flipper (c) 1978 Interton Electronic.

- TECHNICAL -

[Cassette No. 23]

- TRIVIA -

Also called Pinball outside Germany and France.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49200&o=2

$end


$sg1000=segaflipt,
$bio

Flipper (c) 198? Aaronix.

Taiwanese version of Sega Flipper.

- TECHNICAL -

[Model W-018]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49028&o=2

$end


$a2600=flippern,
$bio

Flippern (c) 1983 Quelle

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50490&o=2

$end


$info=m5flipcr,
$bio

Flippin Crazy (c) 200? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41572&o=2

$end


$info=smiy1886,smiy1887,smiy1888,smiy1889,smiy1890,smiy1891,
$bio

Flippin' Wild (c) 2011 Bally Tech., Incorporated.

4 Games, 5 Reels, 243 Ways per Game, 500 Credits Max Bet. Players have the option to play 1 to 4 games.

- TECHNICAL -

Software Part #301084A
Game Kit #190883: ALPHA Pro V32 iDec

Buttons: 14

- UPDATES -

Y1886
Min/Max%: 85.48%/85.48%

Y1887
Min/Max%: 87.98%/87.98%

Y1888
Min/Max%: 89.95%/89.95%

Y1889
Min/Max%: 92.10%/92.10%

Y1890
Min/Max%: 94.03%/94.03%

Y1891
Min/Max%: 95.97%/95.97%

- SCORING -

Top Award (x denommination): 20,000

- TIPS AND TRICKS -

* Odds to Jackpot: 6,000,000 (Occurs as the Level One progressive at default .25% incrementation rate).

* Overall Hit Frequency: 26.40%

* Cannonball Free Games Feature: Occurs on average every 74 plays with all 4 games played and pays on average 2,459 credits. Players spin for 3 Bonus symbols on a reel set and are awarded 11 Free Games. The first 10 Free Games, players collect Frogs that cannonball on the reels as Random Wilds in the 11th Free Game!

* Cannonball Wild Bonus Feature: Occurs on average every 25 plays with all 4 games played and pays on average 308 credits for each reel set. During the Base Game players can be randomly awarded 1 to 5 Wilds on reels 2 to 5 of each reel set!

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=45966&o=2

$end


$x68k_flop=flipull,
$bio

Flipull (c) 1993 MRO [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87535&o=2

$end


$gameboy=flipullj,
$bio

Flipull - An Exciting Cube Game (c) 1990 Taito Corp.

- TECHNICAL -

Cartridge ID: DMG-FPA

- TRIVIA -

Flipull - An Exciting Cube Game for Game Boy was released on March 16, 1990 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65993&o=2

$end


$nes=flipull,
$bio

Flipull - An Exciting Cube Game (c) 1989 Taito Corp.

- TECHNICAL -

Cartridge ID: TFC-FP-3900

- TRIVIA -

Flipull - An Exciting Cube Game for Famicom was released on December 15, 1989 in Japan.

It was the 29th title published by Taito on the Famicom.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54097&o=2

$end


$gameboy=flipull,
$bio

Flipull (c) 1990 Taito Corp.

- TECHNICAL -

Cartridge ID: DMG-FP-USA

- TRIVIA -

Flipull for Game Boy was released in April 1990 in North America.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65994&o=2

$end


$pc98=flixx,
$bio

Flixx - Mogler 2 (c) 1992 Bio 100% [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89493&o=2

$end


$amigaocs_flop=flood,
$bio

Flood (c) 1990 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74090&o=2

$end


$pc98=flopbnk3,
$bio

Floppy Bunko 03 - Bishoujo Graphic Data Shuu Vol. 01 (c) 1992 EFAT [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89494&o=2

$end


$pc98=flopbnk4,
$bio

Floppy Bunko 04 - Bishoujo Graphic Data Shuu Vol. 02 (c) 1992 EFAT [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89495&o=2

$end


$pc98=flopbnk5,
$bio

Floppy Bunko 05 - Manga-ka SLG (c) 1992 Arkham Products

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89496&o=2

$end


$pc98=flopbnk6,
$bio

Floppy Bunko 06 - Bishoujo Graphic Data Shuu Vol. 03 (c) 1992 EFAT [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89497&o=2

$end


$pc98=flopbn11,
$bio

Floppy Bunko 11 - Listeners Club 0990 Vol. 2 (c) 1992 Arkham Products

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89498&o=2

$end


$info=spcdraga,
$bio

Floritas (c) 198? Unknown.

"Moon Cresta"'s hack.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32462&o=2

$end


$info=flower,flowerj,
$bio

Flower (c) 1986 Komax, Incorporated.

A vertical shoot'em up that is set in outer space. Eliminate attacking flowers and a variety of end-bosses. Shoot daisy-chains and comets for power-up items.

- TECHNICAL -

Main CPU : (3x) Z80 (@ 8 Mhz)
Sound Chips : Custom (@ 8 Mhz)

Screen orientation : Horizontal
Video resolution : 272 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 256

Players : 2
Control : 8-way joystick
Buttons : 3
=> [A] Shoot, [B] Missile, [C] Cutter

- TIPS AND TRICKS -

* The power up item appears if you destroy one of daisies or shoot at the comet.

* Flower power up items :
1. Orange : speed-up. 30 seconds.
2. Purple : missile. 15 shots.
3. Green : laser. 30 shots.
4. Red : cutter. It must be caught after launching. 
5. Blue : support. Maximum 3 supports.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=863&o=2

$end


$cpc_cass=fluglehr,
$bio

Fluglehrer (c) 1984 microLAND

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96281&o=2

$end


$cpc_cass=flunkyuk,
$bio

Flunky (c) 1987 Macmillian

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96282&o=2

$end


$gba=flushedu,
$bio

Flushed Away [Model AGB-BLHE-USA] (c) 2006 D3 Publisher, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70692&o=2

$end


$gba=flushed,
$bio

Flushed Away [Model AGB-BLHP] (c) 2006 D3 Publisher, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70691&o=2

$end


$info=sc2flutr,
$bio

Flutter (c) 199? Concept.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42981&o=2

$end


$info=ec_fltr,
$bio

Flutter (c) 19?? Electrocoin Automatics, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42940&o=2

$end


$megadriv=flux,
$bio

Flux (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56523&o=2

$end


$x68k_flop=fly,
$bio

Fly (c) 1990 Login Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87536&o=2

$end


$amigaocs_flop=flyfight,
$bio

Fly Fighter (c) 1989 Digital Magic

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74091&o=2

$end


$x68k_flop=flyshoot,
$bio

Fly Shooters (c) 1991 Pineapple

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87537&o=2

$end


$cpc_cass=flyspyuk,
$bio

Fly Spy [Model IA0154] (c) 1986 Mastertronic, Ltd. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96284&o=2

$end


$info=flyboy,flyboyb,
$bio

Fly-Boy (c) 1982 Kaneko Company, Limited.

Take off on a fantastic video trip. A voyage that simulates the thrills and skills of actual Hang Gliding. Players use the joystick to control Freddie, but good timing and strategy is necessary to successfully negotiate invisible air currents, wind direction and up and down drafts. This game has incredible visual impact for this time, Freddie flies the skies over the Alps--over trains, trees, bridges, through winter and summer seasons; over the Pacific--over a yacht, tropical islands, an aircraft carrier; and over Egypt--camels, Pyramids, the Taj Mahal, the Sphinx, through day and night landscapes. It's a complete global challenge with non-stop action over a continuously changing panorama below.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound CPU : Zilog Z80 (@ 1.536 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.536 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 1

- TRIVIA -

Fly-Boy was released in October 1982. Licensed to Atari under the name of "Fast Freddie".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=864&o=2

$end


$info=flyball,flyball1,
$bio

Flyball (c) 1976 Atari.

This game is a very basic implementation of the game of baseball. The graphics are in black and white monochrome, and each side only has a single player (well the pitching team only has the pitcher, but several men can get on base at once). The game uses analog controls to simulate both pitching and hitting, so a smooth motion of the joystick will produce the best results. The pitcher is the only person on the field besides the base runners, so it is often best to make for one base further than the one you would have thrown the ball to (the pitcher has to run after the batter). The game only lasts for 1 or 2 innings (depending on how it is set), so each at bat really counts.

- TECHNICAL -

Fly Ball came in an upright cabinet that was neon green and white, with sideart of baseball players in action. The marquee matched the cabinets sideart almost exactly, and used the same color scheme. The game used an unadorned white monitor bezel, which was rather unusual as most games either have black ones, or decorated ones. The control panel featured two smallish analog joysticks, and a single action button for each player. This game uses a 23'' black and white television as a monitor.

Game ID : 005629

Main CPU : MOS Technology M6502 (@ 756 Khz)

Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 4

Players : 2
Control : stick
Buttons : 1

- TRIVIA -

Released in July 1976.

From Dave Shepperd : Neither Rich nor I knew anything about baseball when we were assigned to do this game. I remember Rich and I looking at each other quizzically each wondering if what was going on on the screen was right and hoping the other would speak up if not. Ahhh.. the old days. The blind leading the blind..
There is a serious bug in this game. I didn't realize this was not the rule in baseball at the time, but in this game all base runners will advance on a walk even if there are empty bases between them. I heard second hand from marketing a number of years after production of this game ended that some location (most likely a bar) was extensively damaged as a result of a fight breaking out over this game. I never got additional details, but it's fun to speculate that there was some wagering involved and, due to this bug, a runner at third was incorrectly walked home..

- STAFF -

Designed and programmed by : Dave Shepperd
Design and programming assistant : Rich Patak

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=865&o=2

$end


$spc1000_cass=flyboat,
$bio

Flyboat (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83512&o=2

$end


$info=fnshark,
$bio

Flyin' Shark (c) 1987 Unknown.

bootleg of Hishou Zame.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72850&o=2

$end


$pc8801_cass=flyingac,
$bio

Flying Ace (c) 1984 CSK Software Products [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91223&o=2

$end


$astrocde=flymonk,
$bio

Flying Ace + Monkey Jump + Gong The Kong (c) 1986 WaveMakers

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86798&o=2

$end


$info=cflyball,
$bio

Flying Ball (c) 1984 Data East.

- TECHNICAL -

Runs on the "DECO Cassette System" hardware

Cartridge ID: Model DT-135

- TRIVIA -

An export version called "Bumpoline [Model DT-135]" was planned but cancelled soon after.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3869&o=2

$end


$info=smis0502354,smis0502355,smis0502356,smis0502357,smis0502358,
$bio

Flying Carpet [Stepper slot] (c) 2008 Bally Gaming, Incorporated.

- TECHNICAL -

[Bally Signature Series]

Game Kit #133649 ALPHA Elite S9E
Game Kit #141563 CineReel

- UPDATES -

SMI #S0502354
Min/Max%: 88.03%

SMI #S0502355
Min/Max%: 90.00%

SMI #S0502356
Min/Max%: 92.09%

SMI #S0502357
Min/Max%: 94.03%

SMI #S0502358
Min/Max%: 95.99%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46242&o=2

$end


$n64=flyindrg,flyindrgu,
$bio

Flying Dragon (c) 1998 Natsume

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57708&o=2

$end


$nes=flyindrg,
$bio

Flying Dragon - The Secret Scroll (c) 1989 Culture Brain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55148&o=2

$end


$snes=flyhero,
$bio

Flying Hero ぶぎゅる～の大冒険 (c) 1992 Sofel
(Flying Hero - Bugyuru no Daibouken)

Flying Hero is a cute, and sadly rare, vertical shooter by Sofel. The player takes control of an egg shaped and winged character. He can fly in the air and fires various projectiles at his enemies. The princess of the kingdom has been kidnaped and our hero seems to be the only one capable of bringing her back and free all the visited regions along his harrowing journey. Power-ups are often hidden inside balloons and the most important items of all are certainly the delicious floating cherry shortcakes. Three cakes upgrade our friend's active weapon and large-cakes can even boost-up his firepower to the maximum. Various weapons are of course available, including a simple rapid-fire, power-beams or small clouds. Interestingly, the fire direction can be controlled instantly with the controller's shoulder buttons, and pressing both simultaneously fires right behind the character. Also, tiny (and rather ugly) bug-like flying creatures can be collected and used as options that flies close to our friend and attack anything in sight. Finally our hero can also use a limited amount of bombs, flashing like giant sparkly fireworks. Stages are long and varied and often hide several bosses.

- TECHNICAL -

Cartridge ID: SHVC-B9

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61321&o=2

$end


$nes=flyhero,
$bio

Flying Hero (c) 1989 Epic - Sony Records

Flying Hero is a fire-fighting action game developed by Aicom and published by Epic/Sony Records. The plot of the game is simple - a group of courageous firemen have the unenviable task of extinguishing building fires and rescuing people in distress. The player takes control of two firefighters and a large trampoline. A third firefighter bounces off the trampoline and goes hurtling towards people in order to rescue them - as long as his friends can catch him before he painfully crashes into the ground. Each building is chock full of windows that come in two main flavors. Some feature people waiting to be rescued and the fireman can grab them, one at the time, and bring them down to safety. Some windows sometimes turn red and people will start jumping off the building to save their lives - as long as the firemen can catch them. Other windows are simply burning and hitting them reduce the blaze but also release special items which range from Power-Up (changes the color of the fireman and increase his resistance to fire), larger trampoline (cancelled out by the hammer item) and lives. However, there are a lot more items to collect, or avoid. Each burning window that the player hits drops a small flame that sets the trampoline on fire, and doing it twice brings a 'game over' unless he can collect a fire extinguisher. Other items complete the level - the trumpet calls a rain cloud that will extinguish the blaze, a curious looking staff takes the player inside the building where he has to pick up a key to unlock the exit door and, finally, the radio calls for a helicopter that complete the stage and brings the player to a bonus stage in the clouds (as long as the he can hold onto it before it exits the screen). Adding another degree of strategy, flying creatures (such as birds) move around the screen and bounce the fireman around. Although most levels each occupy a single screen, some scroll vertically as well to reveal much taller buildings.

- TECHNICAL -

Game ID: ESF-FZ/55-6R-3

- TRIVIA -

Flying Hero was released on February 17, 1989 in Japan for 5500 yen.

The game was never released outside Japan even if it was slated for an American release by ASCII. This version, renamed 'Blazebusters', was ultimately canceled. Interestingly, Flying Hero also appeared at the time in American video game magazines under the name 'Super Rescue'.

- STAFF -

Developed by Aicom.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54098&o=2

$end


$neocd=wjammers,
$bio

Flying Power Disc (c) 1995 Data East Corp.

- TECHNICAL -

[Model DECD-002]

- TRIVIA -

Flying Power Disc for Neo-Geo CD was released on January 20, 1995 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47999&o=2

$end


$info=wjammers,
$bio

Flying Power Disc (c) 1994 Data East Corp.

A flying disk game from Data East.

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID: NGM-065

Players: 2
Control: 8-Way Joystick
Buttons: 2
=> [A] Slide and receive/Throw, [B] Lob

- TRIVIA -

Flying Power Disc was released on February 17, 1994 in Japan.

This game is known outside Japan as Windjammers.

Each characters in game has his own native language (i.e. Costa says 'Perfecto').

Flying Power Disc contains 2 mini-games. After the second match, Dog Distance consists in catching the disc as far as possible with your dog. After the fourth match, Flying Disc Bowling allows us to make strikes and spares with the flying disc.

Flying Power Disc is based on the real world flying disc sport called '10-S'. But the inventor of the 10-S has never give permission or signed any agreement to allow Neo Geo or Data East to use 10-S as a model for Windjammers. It have never been compensated for the illegal use of 10-S rules and method of play. 10-S was created in 1977 and copyrighted in 1980.

Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Fighters History Dynamite & Flying Power Disc - PCCB-00149) on March 18, 1994.

- UPDATES -

Curiously, B. Yoo of Korea is replaced with S. Miller of Britain only on the USA Territory dip switch setting. The sprites remain exactly the same, but the voice is changed to that of an Englishman.

- STAFF -

Project Leader : Takaaki Inoue
Planner : Adachi Pentax
Programmers : Takaaki Inoue, Wataru Iida
Graphic Designers : Nozu Makoto, Galactus Mina, Yoshiyuki Urushibara, El Santo Inopita, Masateru Inagaki (Flex Inagaki), Hiroshi Tamawashi, Tomoyuki Arakawa
Bug-Dashi's : Takatoshi Katahata, Kagenobu Murata
Sound Creators : Atomic & Tom & Koremasa
Special Thanks : Steve Miller, E. Kariya

- PORTS -

* Consoles :
SNK Neo-Geo [JP] (April 8, 1994) "Flying Power Disc [Model NGH-065]" 
SNK Neo-Geo [US] (1994) "Windjammers - Flying Disk Game [Model NGH-065]" 
SNK Neo-Geo CD [JP] (January 20, 1995) "Flying Power Disc [Model DECD-002]"
SNK Neo-Geo CD [US] (1995) "Windjammers - Flying Disk Game [Model DECD-002E]"
Nintendo Wii [Virtual Console] [JP] (June 22, 2010) Neo Geo version

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3169&o=2

$end


$bbca_cass,bbcb_cass=flyingsc,
$bio

Flying Scotsman (c) 1984 DeeKey

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51843&o=2

$end


$cpc_cass=flyingsh,
$bio

Flying Shark (c) 1987 Firebird

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96334&o=2

$end


$info=fshark,fsharkbt,yukon1,
$bio

Flying Shark (c) 1987 Taito Corp.

Export version. For more information about the game itself, please see the original Japanese versino entry; "Hi Sho Zame [TP-007]".

- TECHNICAL -

Game ID : TP-007
Prom Stickers : B02 / FS

Main CPU : Motorola 68000 (@ 7 Mhz), Zilog Z80 (@ 3.5 Mhz), TMS32010 (@ 3.5 Mhz)
Sound Chips : YM3812 (@ 3.5 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Flying Shark was released in March 1987.

Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Kyukyoku Tiger : G.S.M Taito 2 - D28B0008) on 21/11/1988.

This game is known in Japan as "Hi Sho Zame" and in US as "Sky Shark".

- SERIES -

1. Flying Shark [TP-027] (1987)
2. Fighting Hawk (1988)
3. Fire Shark! [TP-017] (1989)

- PORTS -

* Computers :
Sinclair ZX Spectrum [EU] (1987)
Amstrad CPC [EU] (1988)
Atari ST [EU] (1988)
Commodore Amiga [EU] (1988)
Amstrad CPC [EU] (1988, "Taito Coin-Op Hits")
Amstrad CPC [EU] (1988, "Les Défis de Taito")
Amstrad CPC [EU] (199?, "Les Monuments D'Arcade")
Commodore C64 [EU] (1987)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=866&o=2

$end


$info=flytiger,flytigera,
$bio

Flying Tiger (c) 1992 Dooyong.

A vertically scrolling shoot-em-up.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 8 Mhz), Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), OKI6295 (@ 7.575 Khz)

Screen orientation : Vertical
Video resolution : 240 x 384 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024

Players : 2
Control : 8-way Joystick
Buttons : 2

- TRIVIA -

Flying Tiger is a very rare South Korean video game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3992&o=2

$end


$nes=flywarr,flywarrp,
$bio

Flying Warriors (c) 1991 Culture Brain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55149&o=2

$end


$x1_flop=fmdata,
$bio

FM data (c) 198? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85976&o=2

$end


$fm77av=fmgeii,
$bio

FM Graphic Editor II [Model B273D080] (c) 1986 Fujitsu, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93840&o=2

$end


$fm7_cass=fmdemo,
$bio

FM Ongen Demo (c) 198? Fujitsu, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93715&o=2

$end


$msx1_cart=fmpac,
$bio

FM Pana Amusement Cartridge (c) 198? Panasoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76731&o=2

$end


$fm77av=fmse,
$bio

FM Sound Editor [Model B273D030] (c) 1985 Fujitsu, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93841&o=2

$end


$fm7_cass=fm7demo,
$bio

FM-7 Demo (c) 198? Fujitsu, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93716&o=2

$end


$fm7_disk=relocdos,
$bio

FM-7/8 Relocatable DOS v1.0 (c) 1984 Kuwata [Y. Kuwata] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93616&o=2

$end


$fm77av=avdemo,avdemoa,
$bio

FM-77AV Demo (c) 19?? Fujitsu, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93842&o=2

$end


$fm77av=nyumond,
$bio

FM-77AV/40SX Nyumon Disk (c) 1988 Fujitsu, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93843&o=2

$end


$fm7_cass=fm8pl3,
$bio

FM-8 Program Library No. 3 (c) 198? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93717&o=2

$end


$fm7_cass=fm8pl4,
$bio

FM-8 Program Library No. 4 (c) 198? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93718&o=2

$end


$fm7_cass=new7demo,
$bio

FM-NEW7 Demo (c) 198? Fujitsu, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93719&o=2

$end


$fm7_cass=demofm8,
$bio

FM8 Demonstration (c) 198? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93720&o=2

$end


$famicom_flop=fmcdiskc,
$bio

FMC Disk Card Checker (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65303&o=2

$end


$info=sc2focus,
$bio

Focus (c) 1995 ELAM Group.

- TECHNICAL -

SCORPION 3
[Model 6346]

- TRIVIA -

Focus was released in January 1995.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31140&o=2

$end


$amigaocs_flop=foft,
$bio

FOFT - Federation of Free Traders (c) 1989 Gremlin Graphics Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74026&o=2

$end


$pc8801_flop=fon2,
$bio

Fon II (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91829&o=2

$end


$info=foodf,foodf2,foodfc,foodf1,
$bio

Food Fight (c) 1982 Atari.

The player, as Charley Chuck, must dodge all kinds of flying fruit and vegetables and try to eat an ice cream cone before it melts. How many ice cream cones can he eat? Your players will soon find out in this incredible video feast. As an ice cream cone melts on the other side of the screen, Charley Chuck just naturally has to go for it, But he must get past Oscar, Angelo, Jacques and Zorba, four chefs who unexpectedly pop out of holes, chase Charley Chuck and throw food at him. They all have different personalities and they're all out to stop Charley Chuck if he isn't fast enough. There are piles of tomatoes, peas, bananas, pies and watermelon Charley Chuck can use to defend himself from the persistent chefs. The player controls Charley Chuck with an analog joystick which allows 360 degree movement on the playfield, and a Throw button, used when Charley Chuck needs to throw food at one of the chefs.

- TECHNICAL -

Game ID : 136020

Main CPU : Motorola 68000 (@ 6 Mhz)
Sound Chips : (3x) POKEY (@ 600 Khz)

Players : 2
Control : stick
Buttons : 1 (THROW)

- TRIVIA -

Even if the title screen says 1982, Food Fight was released in March 1983. It was designed for Atari by General Computing as part of a lawsuit settlement for an illegal speedup kit for "Missile Command", in which they affixed their copyright. This was one of two games; "Quantum" was the other. Inspired by the food fight scene in National Lampoon's Animal House.

This game has 125 recognized levels. On level 125 on the selection screen, it gives you the requisite free man with a ? above his head. While there are levels after 125, the game counter will not go that high.  It should be noted that the gameplay on this high a level is very reflex/twitch oriented. Only those with ice coursing through their veins can decipher the action on the screen.

The game code shares a hidden message : HI JON.

2,051 units were produced (1951 uprights and only 100 cocktails).

Ken Okumura holds the official record for this game on 'regular' settings with 103,103,100 points.
Jon Dworkin holds the official record for this game on 'Tournament' settings with 1,234,100 points on June 3, 2001.

A Food Fight unit appears in the 1985 movie 'Real Genius'.

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

- SCORING -

Hit chefs with food : 100 to 1,000 points.
Chef falls into hole : 200 points.
Eat the ice cream cone (levels 1-49) : Level x 500 points .
Eat the ice cream cone (levels 50 and above) : 25,000 points.
Unused food at end of level : 100 points each.

- TIPS AND TRICKS -

Free men are awarded at 25,000 and at 100,000 thereafter.

The best way to get the ice cream in the later levels (level 85 or above) is to use the diagonal method. If you are placed close to a corner, run diagonally toward the lower wall and then diagonally upward toward the cone. Hopefully there will be some food placed between you and the chefs. 

In later levels, it is NOT advised to try and target the chefs coming toward you. The only chef you need to concentrate on is the one running toward the ice cream in front of you.

- STAFF -

From High Score table:
Creator: Jonathan Hurd (JAH)
Others: (TW), (RBJ), (BGB), (LRD), (PRG), (ROY), (DEL), (DOG), (AYN), (EDV), (MOE)

- PORTS -

* Consoles :
Atari 7800 [US] (1984) "Food Fight [Model CX7804]" 
Atari XEGS

* Computers :
Tandy Color Computer [US] (1983) "Foodwar"
Atari 800 [US] (1987)

* Others :
Atari Flashback Classic Game Console [US] (2005)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=867&o=2

$end


$a7800=foodf,foodfu,
$bio

Food Fight (c) 1984 Atari, Incorporated.

Once there was a fellow named Charley Chuck. More than anything, Charley loved to eat. So when he went to the carnival one hot summer day, he headed straight for the Food Fight contest.

- TECHNICAL -

Model CX7804

- TIPS AND TRICKS -

Watch out for open manholes or Charley will fall in and lose a life!

Keep an eye on the colors of the chefs. When the chefs are blue or yellow, they can't hurt Charley.

In the higher levels, have Charley race to the cone immediately for the high cone points. You win an extra 500 points each time Charley scrambles to a higher level.

Use leftovers as ammunition whenever possible. Remember: if Charley's carrying food when he reaches the cone, he takes it with him to the next level.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50137&o=2

$end


$xegs=foodf,
$bio

Food Fight [Model RX8079] (c) 1987 Atari Corp. [Sunnyvale, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51239&o=2

$end


$cpc_cass=tresfoot,
$bio

FOOT [Model 096] (c) 1985 Loriciels [France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98160&o=2

$end


$coco_cart=football,
$bio

Football (c) 1980 Tandy Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53436&o=2

$end


$channelf=football,
$bio

Football (c) 1981 Zircon

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53213&o=2

$end


$a2600=footballe,
$bio

Football (c) 1989 Telegames

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50492&o=2

$end


$cdi=football,
$bio

Football - L'histoire, les regles, les vedettes, le jeu de penalties (c) 1994 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52961&o=2

$end


$info=footchmp,footchmpbl,
$bio

Football Champ (c) 1991 Taito.

Export version. Game developed in Japan. For more information about the game itself, please see the original Japanese version entry: "Hattrick Hero".

- TRIVIA -

Football Champ was released in March 1991.

In this export version, USA and JAPAN are replaced by SPAIN and FRANCE.

- SERIES -

1. Football Champ (1991)
2. Taito Cup Finals (1993)
3. Hattrick Hero '94 (1994)
4. Taito Power Goal (1994)

- PORTS -

* Consoles : 
Nintendo SNES [US] (June 1992) "Super Soccer Champ [Model SNS-HT]" 
Sony PlayStation 2 [US] (May 16, 2007) "Taito Legends 2 [Model SLUS-21349]" 

* Computers : 
PC [MS Windows, CD-ROM] [US] (July 10, 2007) "Taito Legends 2"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=868&o=2

$end


$cpc_cass=football,
$bio

Football Champions (c) 1990 Cult

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96336&o=2

$end


$info=sc2foot,sc2foot1,sc2foot1p,sc2foot2,sc2foot2p,sc2footp,
$bio

Football Club (c) 1996 Bell-Fruit Mfg. Company, Limited. [B.F.M.].

- TECHNICAL -

[Model PR6707]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42190&o=2

$end


$info=fbcrazy,
$bio

Football Crazy (c) 1997 Bell-Fruit Mfg. Company, Limited.

Video quiz from BFM.

- TRIVIA -

Released in March 1997.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64466&o=2

$end


$info=j6fbcrz,
$bio

Football Crazy (c) 199? JPM International.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42332&o=2

$end


$info=sc4fbcrz,sc4fbcrza,sc4fbcrzb,sc4fbcrzc,sc4fbcrzd,sc4fbcrze,sc4fbcrzf,sc4fbcrzg,sc4fbcrzh,sc4fbcrzi,
$bio

Football Crazy (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR6814]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42588&o=2

$end


$cpc_cass=football01,
$bio

Football Director (c) 1989 Cult

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96337&o=2

$end


$amigaocs_flop=footdir2,
$bio

Football Director II (c) 1991 CDS

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74093&o=2

$end


$odyssey2,g7400=2fblhcky,
$bio

Football Electronique + Hockey Electronique (c) 1981 Radiola La Radiotechnique.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95607&o=2

$end


$info=j6footy,j6footya,j6footyb,
$bio

Football Fever (c) 200? Empire Games Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15307&o=2

$end


$cpc_cass=football02,
$bio

Football Frenzy [Model AS075] (c) 1987 Alternative Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96338&o=2

$end


$neocd=fbfrenzy,
$bio

Football Frenzy (c) 1994 SNK [Shin Nihon Kikaku].

- TECHNICAL -

[Model NGCD-034]

- TRIVIA -

Football Frenzy for Neo-Geo CD was released on September 9, 1994 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47646&o=2

$end


$info=fbfrenzy,
$bio

Football Frenzy (c) 1992 SNK [Shin Nihon Kikaku].

A football game where 8 teams (10 in all) take part in a single-elimination tournament to decide who is the best.

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID: NGM-034

[SNK MVS Neo-Geo Controls]
2 Players - 4 Buttons Per Player.

- TRIVIA -

Football Frenzy was released on January 31, 1992.

- STAFF -

Producer : Eikichi Kawasaki
Chief Designer : Tomomi (Tomomi. M)
Designers : Mina Kawai, Toshiaki Joe, Tick, Nishi Futatsu (Futatsu!!!), Tami Sugiura
Main Programmer : Makoto
Programmers : Data Tada, Masami Tanaka
Sound : Tina Terko, Tate Norio, Jojoha Kitapy

- PORTS -

* Consoles :
SNK Neo-Geo [JP] (February 21, 1992; "Football Frenzy [Model NGH-034]")
SNK Neo-Geo [US] (February 21, 1992; "Football Frenzy [Model NGH-034]")
SNK Neo-Geo CD [JP] (September 9, 1994; "Football Frenzy [Model NGCD-034]")
SNK Neo-Geo CD [US] (September 9, 1994; "Football Frenzy [Model NGCD-034E]")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=869&o=2

$end


$snes=footfury,
$bio

Football Fury (c) 1993 American Sammy Corp. [Torrance, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63020&o=2

$end


$gameboy=football,
$bio

Football International (c) 1991 Bandai

- TECHNICAL -

Cartridge ID: DMG-GS-UKV

- TRIVIA -

Reviews:
[FR] August 1992 - Joypad N.11: 87/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65995&o=2

$end


$bbca_cass,bbcb_cass=footbman,
$bio

Football Manager (c) 19?? Addictive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51844&o=2

$end


$amigaocs_flop=fbmang,
$bio

Football Manager (c) 1990 Addictive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74094&o=2

$end


$amigaocs_flop=fbmangwc,fbmangwcg,
$bio

Football Manager - World Cup Edition (c) 1990 Addictive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74095&o=2

$end


$msx1_cass=fbmangwc,football07,
$bio

Football Manager - World Cup Edition (c) 1990 Addictive Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94650&o=2

$end


$amigaocs_flop=fbmang2,
$bio

Football Manager 2 (c) 1988 Addictive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74097&o=2

$end


$cpc_cass=football05,
$bio

Football Manager 2 (c) 1988 Addictive Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96341&o=2

$end


$amigaocs_flop=fm2wce,
$bio

Football Manager 2 & Football Manager - World Cup Edition (c) 1994 Prism Leisure

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74096&o=2

$end


$amigaocs_flop=fbmang2eka,fbmang2ek,
$bio

Football Manager 2 Expansion Kit [Amiga Sports Pack] (c) 1988 Addictive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74098&o=2

$end


$cpc_cass=football04,
$bio

Football Manager 2 [Model 4 SHC-698] (c) 1989 System 4 de Espana, S.A. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96340&o=2

$end


$cpc_cass=football06,
$bio

Football Manager 3 (c) 1992 Addictive Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96342&o=2

$end


$cpc_cass=football03,
$bio

Football Manager [Model AO4] (c) 1984 Addictive Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96339&o=2

$end


$astrocde=football,
$bio

Football (c) 1978 Bally Mfg. Co.

- TECHNICAL -

Game ID: 3002

- TRIVIA -

Released as part of the "Sport Series".

- STAFF -

Written by: Bob Ogden, Rickey Spiece

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86799&o=2

$end


$a2600=footballe,
$bio

Football (c) 1979 Atari, Incorporated.

PAL release. Game developed in USA. For more information, please see the NTSC release's entry; "Football [Model CX2625]".

- TECHNICAL -

Model CX2625P

- PORTS -

* Consoles : 
Microsoft XBOX [EU] (November 26, 2004) "Atari Anthology" 
Sony PlayStation 2 [EU] (February 18, 2005) "Atari Anthology [Model SLES-53061]" 

* Handhelds : 
Nintendo DS [EU] (February 24, 2011) "Atari Greatest Hits Vol.1 [Model NTR-BR6P-EUR]"

* Computers : 
PC [MS Windows, CD-ROM] [EU] (June 10, 2005) "Atari - 80 Classic Games in One! [Replay]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82979&o=2

$end


$a2600=football,
$bio

Football (c) 1979 Atari, Incorporated.

GAME 1
After programming your play, use the Joystick to control your players. The offensive player controls only the ball carrier and the flight of the pass or punt.  The defensive player controls his lineman or, by holding the red controller button down, the defensive back.

The players will randomly follow the play as programmed when not controlled by your Joystick.

GAME 2
In this game, when your players are not controlled by the Joystick, they will follow the play exactly as programmed. Use more strategy and try to outguess your opponent's plays.

GAME 3
Program in your offensive and defensive plays and watch the computer run them out. Neither player can control the players movements, but the offense can pass or punt the ball by pushing the red controller button.

- TECHNICAL -

Model CX2625

- TRIVIA -

Export releases:
PAL "Football [Model CX2625P]"

- STAFF -

Programmer: Bob Whitehead

- PORTS -

* Consoles : 
Microsoft XBOX [US] (November 16, 2004) "Atari Anthology [Model 26084]" 
Sony PlayStation 2 [US] (November 22, 2004) "Atari Anthology [Model SLUS-21076]" 
Microsoft XBOX [JP] (August 4, 2005) "Atari Anthology [Model B7X-00001]" 

* Handhelds : 
Nintendo DS [US] (November 2, 2010) "Atari Greatest Hits Vol.1 [Model NTR-BR6E-USA]" 

* Computers : 
PC [MS Windows, CD-ROM] [US] (November 11, 2003) "Atari - 80 Classic Games in One! [Model 25069J]"

* Others : 
Atari Flashback 4 [US] (November 13, 2012) by AtGames 
Atari Flashback 5 [US] (October 1, 2014) by AtGames

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50491&o=2

$end


$ti99_cart=football,
$bio

Football [Model PHM 3009] (c) 1979 Texas Instruments

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84584&o=2

$end


$odyssey2=football,
$bio

Football! (c) 1978 Magnavox Co., The

- TECHNICAL -

Game ID: AJ9402

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95553&o=2

$end


$cpc_cass=football08,
$bio

Footballer of the Year (c) 1986 Gremlin Graphics Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96343&o=2

$end


$msx1_cass=foty,
$bio

Footballer of the Year (c) 1987 Gremlin Graphics Software, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94651&o=2

$end


$bbca_cass,bbcb_cass=footbyea,
$bio

Footballer of the Year (c) 19?? Gremlin

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51845&o=2

$end


$amigaocs_flop=foty2,
$bio

Footballer of the Year 2 (c) 1989 Gremlin Graphics Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74099&o=2

$end


$cpc_cass=football09,
$bio

Footballer of the Year 2 (c) 1989 Gremlin Graphics Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96345&o=2

$end


$bbca_cass,bbcb_cass=footer,
$bio

Footer (c) 19?? Micro Power

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51846&o=2

$end


$amigaocs_flop=footman,
$bio

FootMan (c) 1988 TopDown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74092&o=2

$end


$msx2_flop=forday2forday2a,
$bio

For the Day II (c) 1990 Mirinae Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101667&o=2

$end


$msx1_cass=ffruit,
$bio

Forbidden Fruit (c) 1985 Mind Games Espana, S.A.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94652&o=2

$end


$cpc_cass=forbidde,
$bio

Forbidden Planet + Space Invaders + Halls of the Things (c) 1985 Design Design Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96346&o=2

$end


$info=j6frc10,j6frc10a,j6frc10b,j6frc10c,j6frc10s,
$bio

Force 10 (c) 199? JPM International.

- TECHNICAL -

Impact

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40230&o=2

$end


$gbcolor=force21,
$bio

Force 21 [Model CGB-BFCE-USA] (c) 2000 Red Storm Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67899&o=2

$end


$info=forcebrk,
$bio

Force Break (c) 1986 Data East.

A horizontally scrolling shoot'em up where you pilot a military vehicle, equipped with super jump capability, through enemy territory. You must traverse dangerous mountain passes, bomb-torn bridges, harsh jungle and fortified cities to rescue your PK430 aircraft.

- TECHNICAL -

Main CPU : Motorola M6809 (@ 1.25 Mhz)
Sound CPU : Motorola M6809 (@ 1.25 Mhz)
Sound Chips : YM2203 (@ 1.5 Mhz), YM3526 (@ 3 Mhz)

Screen orientation : Horizontal
Video resolution : 240 x 240 pixels
Screen refresh : 58.00 Hz
Palette colors : 256

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

This game is also known as "Kyohkoh-Toppa" and is known outside Japan as "Break Thru".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3693&o=2

$end


$msx2_flop=deltafrc,
$bio

Force Delta (c) 1990 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101668&o=2

$end


$info=forceii,
$bio

Force II [Model 661] (c) 1981 Gottlieb.

- TECHNICAL -

Gottlieb System 80
Model Number : 661

Main CPU : MOS Technology M6502 (@ 850 KHz)
Sound CPU : MOS Technology M6502 (@ 894.886 Khz)
Sound Chips : DAC

- TRIVIA -

2,000 units were produced.

- STAFF -

Design by : John Osborne
Art by : David Moore

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3812&o=2

$end


$pc98=forcepls,
$bio

Force Plus (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89499&o=2

$end


$segacd=frcestrk,
$bio

Force Striker (c) 2006 Good Deal Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60738&o=2

$end


$gba=fordrac3u,
$bio

Ford Racing 3 [Model AGB-BF3E-USA] (c) 2005 Empire Interactive Europe, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70694&o=2

$end


$gba=fordrac3,
$bio

Ford Racing 3 [Model AGB-BF3P] (c) 2006 Zoo Digital Publishing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70693&o=2

$end


$bbca_cass,bbcb_cass=forecast,
$bio

Forecast (c) 198? Acornsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51847&o=2

$end


$pc98=foreign,
$bio

Foreigner (c) 1991 Great [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89500&o=2

$end


$megadriv=foreman,
$bio

Foreman for Real (c) 1995 Acclaim Entertainment, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56524&o=2

$end


$gameboy=foreman,
$bio

Foreman for Real [Model DMG-AFEE-USA] (c) 1995 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65996&o=2

$end


$gameboy=foremanj,
$bio

Foreman for Real (c) 1995 Acclaim Japan

- TECHNICAL -

Game ID: DMG-AFEJ-JPN

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65998&o=2

$end


$snes=foremanj,
$bio

Foreman for Real [Model SHVC-AFEJ-JPN] (c) 1995 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61322&o=2

$end


$snes=foremanu,
$bio

Foreman For Real [Model SNS-AFEE-USA] (c) 1995 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63022&o=2

$end


$snes=foreman,
$bio

Foreman For Real [Model SNSP-AFEP-EUR] (c) 1995 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63021&o=2

$end


$gamegear=foreman,
$bio

Foreman for Real (c) 1995 Acclaim Ent., Incorporated.

- TECHNICAL -

[Model T-81197]

- TIPS AND TRICKS -

* Cheat Mode: At the title screen, enter Up, Down, Left, Right, 1, Up, Down, Left, Right, 2. A notification will scroll past to confirm the code has been entered successfully. 

* Secret Mode: At the title screen, enter Up, Up, Down, Down, Left, Left, Right, Right. The secret passwords 0C78000B1, C183400C1, 137D500D1, 8D4560042 and some messages from the developers will scroll past.

* Final Level: Enter 000010450 as password to fight against George Foreman.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64594&o=2

$end


$a2600=forest,
$bio

Forest (c) 1983 Tang's Electronic Co.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50493&o=2

$end


$nes=forestg,
$bio

Forest Guard (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84012&o=2

$end


$pc8801_flop=forget,
$bio

Forget (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91830&o=2

$end


$psx=forgetme,
$bio

Forget me not - Palette [Model SLPS-03191] (c) 2001 Enterbrain, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85158&o=2

$end


$amigaocs_flop=forgottn,
$bio

Forgotten Worlds (c) 1989 US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74100&o=2

$end


$cpc_cass=forgotte,forgotte01,
$bio

Forgotten Worlds (c) 1989 US Gold, Ltd. [Birmingham, UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96347&o=2

$end


$info=forgottnua,forgottnu1,forgottnuaa,
$bio

Forgotten Worlds (c) 1988 Capcom USA, Incorporated.

Export release. Game developed in Japan. For more information about the game itself, see the original Japanese release entry; "Lost Worlds [B-Board 88618B-2]".

- TECHNICAL -

Runs on the "CP System" hardware
B-Board #: 88618B-2
B-Board PALs: LWCHR
CPS-B #: CPS-B-01 DL-0411-10001

- TRIVIA -

This game is known in Japan as "Lost Worlds".

An updated version was released as "Forgotten Worlds [B-Board 88621B-2]".

- PORTS -

Here is a list of all ports except Japanese ones. To see Japanese ports, please see the original Japanese version entry, "Lost World [B-Board 88618B-2]"

* Consoles : 
Sega Genesis [US] (November 17, 1989) 
Sega Mega Drive [BR] (1990) by Tec Toy
Sega Mega Drive [EU] (1990) 
Sega Master System [EU] (1991) "Forgotten Worlds [Model 7056]" 
Sega Master System [BR] (1991) by Tec Toy 
NEC TurboGrafx-CD [US] (1992) "Forgotten Worlds [Model TGXCD1030]" 
Microsoft XBOX [US] (September 27, 2005) "Capcom Classics Collection" 
Sony PlayStation 2 [US] (September 27, 2005) "Capcom Classics Collection [Model SLUS-21316]" 
Microsoft XBOX [EU] (November 18, 2005) "Capcom Classics Collection" 
Sony PlayStation 2 [EU] (November 18, 2005) "Capcom Classics Collection [Model SLES-53661]" 

* Handhelds : 
Sony PSP [US] (March 22, 2006) "Capcom Classics Collection Remixed [Model ULUS-10097]" 
Sony PSP [EU] (July 21, 2006) "Capcom Classics Collection Remixed [Model ULES-00347]" 

* Computers : 
PC [MS-DOS, 3.5"] [US] (1988) 
Commodore Amiga [US] (1989) 
Commodore C64 [US] [EU] (1989) 
Sinclair ZX Spectrum [EU] (1989) 
Amstrad CPC [EU] (1989) 
Atari ST [EU] (1989) 
Amstrad CPC [EU] (1990) "Les Aventuriers"
Amstrad CPC [EU] (1991) "Capcom Collection" 
Atari ST [EU] (1991) "Capcom Collection" 
Commodore C64 [EU] (1991) "Capcom Collection" 
Commodore Amiga [EU] (1991) "Capcom Collection" 
Sinclair ZX Spectrum [EU] (1991) "Capcom Collection"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69730&o=2

$end


$info=forgottn,forgottnu,forgottna,
$bio

Forgotten Worlds (c) 1988 Capcom USA, Incorporated.

Updated version/Re-release of "Forgotten Worlds [B-Board 88618B-2]". For more information about the game itself, see the original Japanese release entry; "Lost Worlds [B-Board 88618B-2]".

- TECHNICAL -

Runs on the "CP System" hardware
B-Board #: 88621B-2
B-Board PALs: LW621
CPS-B #: CPS-B-01 DL-0411-10001

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=870&o=2

$end


$info=mt_fwrld,
$bio

Forgotten Worlds (c) 1989 Sega.

- TECHNICAL -

Runs on the "Mega-Tech System" hardware.
Cartridge ID: 610-0239-26

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=7978&o=2

$end


$sms=forgottn,
$bio

Forgotten Worlds (c) 1991 Sega Enterprises, Limited.

In the distant future, Earth has been occupied by the god of war named Bios. In turn, what was once a vibrant planet has become the Dust World. As the Unknown Soldier, your goal is to confront the armies who are led by Bios.

- TECHNICAL -

Cartridge ID: 7056

- TRIVIA -

This port of Forgotten Worlds includes some new stages (including an underwater section), which are exclusive to the Sega Master System.

Reviews:
September 1991 - Consoles + N.1 [FR]: 62/100
October 1991 - Joypad N.1 [FR]: 78/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56027&o=2

$end


$megadriv=forgottn1,forgottn,
$bio

Forgotten Worlds (c) 1989 Sega Enterprises, Limited.

- TECHNICAL -

Cartridge ID: G-4016

- TRIVIA -

Forgotten Worlds for Mega Drive was released on November 18, 1989 in Japan.

- PORTS -

* Consoles :
Nintendo Wii [Virtual Console] [JP] (September 24, 2008)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56525&o=2

$end


$pcecd=forgottnj,
$bio

Forgotten Worlds (c) 1992 NEC Avenue, Limited.

Forgotten Worlds is a multi-scrolling shooter by NEC Avenue and conversion of Capcom's arcade hit. The mysterious and powerful Bios has created powerful war gods and their waging battle is now raging and spilling over into the world. Two jet-packed warriors go on a desperate quest to defeat them and their armies, flying deep within the realms of the gods' underworlds and taking them out one at the time. The player takes control of a flying commando-marine helped by a floating satellite. The unlikely machine constitutes the primary weapon system in the game - it can smoothly rotate around the player and consequently fire in any direction. Two buttons on the controller rotate the satellite and one fires it (the Avenue Pad 3 controller was actually created to play this game (see the Info section), but a standard controller may be used with some success). Various enemies drop blue crystals when killed - these Zennies (as they are called) can be later used in shops scattered throughout the game (usually located half-way through each level). There, the player can purchase satellite upgrades (such as Missiles, Multi-Ways, Laser Beams, Bound, V-Cannon, Balkan Cannon and so forth...), health potions, armors or continues. The game's structure becomes a lot more complex in later stages and some levels split into two and feature multiple routes. Finally, the two simultaneous players option was omitted from this conversion (only a second player 'satellite only' option is available in debug mode).

- TECHNICAL -

Game ID: NAPR-1025

- TRIVIA -

Forgotten Worlds for the Super CD-Rom² System was released on March 27, 1992 in Japan for 7980 Yen.

Reviews:
[FR] June 1992 - Joypad N.9: 79/100

The original arcade game was called Lost Worlds in Japan and was released by Capcom in 1988. It had an analogue rotary dial to control the satellite. The PC Engine version came packaged with the Avenue Pad 3 in Japan, supposed to help simulating the rotary dial controller from the arcade.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58191&o=2

$end


$pcecd=forgottn,
$bio

Forgotten Worlds (c) 1992 NEC Avenue, Limited.

North American release. Game developed in Japan. For more information on the game itself, please see the original Japanese version entry; "Forgotten Worlds [Model NAPR-1025]"

- TECHNICAL -

Model TGXCD1030

- TRIVIA -

Forgotten Worlds for TurboGrafx-CD was released in 1992 (exact date unknown) in North America.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58493&o=2

$end


$pcecd=fsoccr95,
$bio

Formation Soccer '95 - Della Serie A (c) 1995 Human Entertainment

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58192&o=2

$end


$info=tvfsoc90,
$bio

Formation Soccer - Human Cup '90 (c) 1990 TOURVision.

Unlicensed Spanish game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84984&o=2

$end


$pce=fsoccr90,
$bio

Formation Soccer - Human Cup '90 (c) 1990 Human Entertainment

- TECHNICAL -

Cartridge ID: HM90003

- TRIVIA -

Released on April 27, 1990.

Reviews:
[FR] November 1990 - Player One N.3 : 96/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58589&o=2

$end


$gba=fsocr2k2,
$bio

Formation Soccer 2002 [Model AGB-AFMJ-JPN] (c) 2002 Spike [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70695&o=2

$end


$pce=fsoccer,
$bio

Formation Soccer on J. League (c) 1994 Human Entertainment.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58590&o=2

$end


$info=formatz,
$bio

Formation Z (c) 1984 Jaleco.

Taking place in the year 2701, the player controls a robot which can transform into an aero fighter on a mission to stop an alien super weapon from reaching the Earth. The robot may move forwards, backwards and jump, and the aero fighter may travel anywhere on screen but has limited fuel in which to do so. A combination of the two must be used to avoid obstacles, as well as to destroy any on-screen enemies for extra points.

- TECHNICAL -

Main CPU : Motorola M6809 (@ 1.25 Mhz)
Sound CPU : Motorola M6809 (@ 640 Khz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.5 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Formation Z was released in September 1984.

This game is known outside Japan as "Aeroboto" (Licensed to Williams).

- PORTS -

* Consoles :
Nintendo Famicom [JP] (April 4, 1985) [Model JF-02] 
Sony PlayStation [JP] (October 23, 2003; "Jaleco Collection Vol.1 [Model SLPS-03562]") Famicom version
Nintendo Wii [Virtual Console] [JP] (February 2, 2009) Famicom version

* Computers :
MSX [JP] (1985)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=871&o=2

$end


$nes=formatz,formatz1,
$bio

Formation Z (c) 1985 Jaleco Company, Limited. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54099&o=2

$end


$pc8801_flop=formatz,
$bio

Formation Z (c) 1986 Nihon Dexter [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91831&o=2

$end


$nes=formatzh,
$bio

Formation Z (c) 1987 FMG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69254&o=2

$end


$msx1_cass=formatz,
$bio

Formation Z (c) 1987 Eaglesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94653&o=2

$end


$msx1_cart=formatz,formatza,
$bio

Formation Z [Model ND-02MR] (c) 1985 Jaleco Co., Ltd. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77080&o=2

$end


$nes=f1senstn,
$bio

Formula 1 Sensation (c) 1993 Palcom

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55150&o=2

$end


$msx1_cass=f1sim,f1sima,
$bio

Formula 1 Simulator (c) 1985 Mastertronic, Ltd. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94654&o=2

$end


$cpc_cass=formula1,
$bio

Formula 1 Simulator (c) 1985 Mastertronic, Ltd. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96350&o=2

$end


$x68k_flop=formul68,
$bio

Formula 68K v2.60 (c) 199? Angel Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87538&o=2

$end


$pc8801_flop=formulac,
$bio

Formula C.M.S. (c) 1990 Enix, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91832&o=2

$end


$psx=formulac,
$bio

Formula Circus [Model SLPS-00358] (c) 1997 Nichibutsu [Nihon Bussan Co., Ltd.] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85159&o=2

$end


$psx=formulag,
$bio

Formula Grand Prix 1997 - Team Unei Simulation 2 [Model SLPS-01154] (c) 1997 Coconuts Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85160&o=2

$end


$saturn,sat_cart=fgpunei,
$bio

Formula Grand Prix Team Unei Simulation (c) 1997 Coconuts Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59140&o=2

$end


$saturn,sat_cart=formulak,
$bio

Formula Karts - Special Edition (c) 1997 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60308&o=2

$end


$psx=formulan,
$bio

Formula Nippon '99 [Model SLPS-02259] (c) 1999 TYO

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85161&o=2

$end


$cpc_cass=formulao,
$bio

Formula One (c) 1985 CRL Group PLC [London, England]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96351&o=2

$end


$megadriv=formula1,
$bio

Formula One (c) 1993 Domark.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57226&o=2

$end


$nes=f1btw,
$bio

Formula One - Built to Win (c) 1990 Seta Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55151&o=2

$end


$gbcolor=fone2k,
$bio

Formula One 2000 [Model CGB-BFME-USA] (c) 2000 Take-Two Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67900&o=2

$end


$megacd,megacdj=f1btl,
$bio

Formula One World Championship - Beyond the Limit [Model 4608] (c) 1994 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60619&o=2

$end


$segacd=f1btl,
$bio

Formula One World Championship - Beyond the Limit [Model 4608] (c) 1994 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60739&o=2

$end


$x68k_flop=formulax,formulaxa,
$bio

Formula X (c) 1992 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87539&o=2

$end


$x68k_flop=formxt,
$bio

Formula X Tokubetsu Ban (c) 1991 Hayabusa Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87540&o=2

$end


$x68k_flop=formxy,
$bio

Formula X Yosen Ban (c) 1991 Hayabusa Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87541&o=2

$end


$n64=forsaken,forsakeng,forsakenu,
$bio

Forsaken 64 (c) 1998 Acclaim Entertainment, Incorporated.

A terrific multiplayer mode, smooth control and dazzling explosions highlight Acclaim's apocalyptic action Pak.

Forsaken 64 is set in the far future, when Earth has been ripped apart by an uncontrollable fusion reaction. Although the planet's fragmented remains have been forsaken by all intelligent beings, a treasure trove of loot in the form of energy sources and weaponry lures all manner of bottom-feeding intergalactic scum seeking a piece of the action. Oblivious to the swarms of mutant creatures and automated defense-systems that guard the remains, these scavengers seek wealth and power at great hazard.

The fun begins when you mount gravity-defying bike-like vehicles called pioncycles and become one of these interalactic rogues searching for hi-tech booty scattered throughout underground complexes of twisting tunnels that link cavernous chambers. Overall, the feeling and atmosphere of the game are quite similar to the PC game Descent. However, the environment seemed less disorienting because the thoughtful developers at Iguana UK have added some gravity-like effects that will gently orient your bike to the floor if you turn upside-down.

Forsaken 64's atmospheric surroundings swarm with enemy vehicles. You have access to a wide variety of weapons and power-ups. Your first person view on the action includes a heads-up-display that gives you data on your energy and weapons status.

The game comes with an arsenal of 14 weapons, including sundry mines, missile launchers and energy weapons. No mere eye candy, the advanced graphics are tightly integrated with game play. For example, the real-time light-sourcing for energy weapons projectiles allows you to actually detect enemies hiding around corners by looking for their shadows as an energy bolt passes them.

Forsaken 64 feature 22 forbidding single-player missions and eight multiplayer arenas. Some of the single-player missions will require solving puzzles and accomplishing complex tasks. Advanced AI will allow your foes to use the different terrain features to their best advantage in eliminating you. The multiplayer arenas are twisting labyrinths of giant chambers and tunnels that will offer hours of friend fragging fun.

- TECHNICAL -

Game ID: NUS-NFOP-UKV

- STAFF -

Iguana Entertainment UK
Managing Director: Darren Falcus
Director of Product Development: Jason Falcus
Creative Director: Guy Miller
Technical Director: Richard Frankish
Art Director: Michael Muskett
Project Manager: Robert McCracken
Game Designer: Robert McCracken
Lead Artist: Robert Whitaker
Programmers: David DePauw, Stuart McKenna, Mark Wilkinson
Artists: Neil Hislop, Colin Mulhern, James O'Brien
Additional Design: Andrew Roberts, Nick Bagley, Andrew Wright
Addition Art: Jason Gee, Robert Gray, Reeson Ivatts
Sound Effects Design: Andrew Brock
Music: The Swarm
Additional Music: Simon Robertson, Stephen Root
Intro / Commentary Voice Talent: Jon St. John (for Pro Motions Productions)
Casting: Lani Minella, Andrew Brock
Director: Lani Minella, Andrew Brock
Bike Computer Voice Talent: Brenda O' Farrell
Voice Processing: Andrew Brock
Strategy Guide: Andrew Roberts, Steve Abrahart
Special Thanks: Sam Hill, Robert A. Allen, Martin, Caroline, Steven, Richard, Jay Richardson, Pete and Leane, Angela Doidge, Andrew Doidge, Richard Doidge, Jan Wilkinson, Benn, Adam, Katharine, Paula, Jasper the Cat
Technical Support: Craig Galley, Brian Watson
Special Thanks to: My Magic Jig Pipe
Extra Special Thanks: S N Systems, Frank Tindle

Acclaim Product Development
Producer: Shawn David Rosen
Lead Analysts: James Craddock, Michael Patterson
Project Leads: Christine Jean, Raymond Yeomans
QA Testers: Daniel Badilla, Dan Kuby, Joe Maiello, Russell Ballenger, Anthony Scaduto, Andy Basile, Sue Elliot, Omar Sanabria, G. Westwater
Weekend Forsaken Supervisor: James Daly
Marketing Product Manager: Donald Jackson
Assistant Product Manager: Ed Fortune
UK Marketing: Frank Sagnier, Theresa Noonan, Ned Browning, Vincent Mercier, Rainer Zipp
Creative Services: Scott Jenkins, Lenny O'Donnell, Bethany Pawluk
Manager Internet Services: Ben Fischbach
Webmaster: Bobby Saha
Forsaken Manuals: Bill Dickson
Forsaken Strategy Guides: Jeff Gomez, Joe Caponsacco, Alana Zdinak, Dan Garcia, Matthew Canonico, Jeremy Pope, Alex Glass
Forsaken Public Relations: Kathryn Morris, Michael Meyers
UK Public Relations: Simon Smith-Wright, Reza Memari, Sigfrido Buttner-Garcia, Alex Ward, Stefan Luludes, Stéphanie Bolla
Translations: Reza Memari, Vincent Mercier, Phil Brannelly, Sigfrido Buttner-Garcia
European Product Coordination: Harvey Elliott
Technical Support Ground: Harry Reimer, Howard Perlman, Kevin Denehy, Robert Coffey, Andrew Fullaytor, Greg McGovern, Ulises Batalla, David Pollick, Leigh Busch, Andy Scalka
Special Thanks: Col Stone, Brett Gow, Paul Eibler, Roger Booth, Carol Caracciolo, Dale Taylor, Travis Calabrese, Zachary Calabrese, Robin Rosen, Jeff Rosa

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57709&o=2

$end


$megadriv=fastfur5,
$bio

Forsazh 5 Bystraya (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56526&o=2

$end


$pc8801_cass=forsice,
$bio

Forsice (c) 1983 Brain Media [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91224&o=2

$end


$a800=fortapoc,
$bio

Fort Apoalypse (c) 1982 Synapse Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86550&o=2

$end


$c64_cart,c64_flop=fortapoc,
$bio

Fort Apocalypse (c) 1982 Synapse Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53576&o=2

$end


$info=m5fortby,m5fortby01,
$bio

Fort Boyard (c) 200? Barcrest.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15073&o=2

$end


$gbcolor=fortboya,
$bio

Fort Boyard [Model CGB-BYDP-EUR] (c) 2001 Microïds

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67901&o=2

$end


$info=fortecar,fortecrd,
$bio

Forte Card (c) 1994 Fortex, Limited.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 8 Mhz)

Players : 1

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4541&o=2

$end


$bbca_cass,bbcb_cass=forth,
$bio

Forth (c) 19?? Acornsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51848&o=2

$end


$cpc_cass=forthuk1,
$bio

Forth [Model AMC-705] (c) 1984 Indescomp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96352&o=2

$end


$gameboy=fortzone,
$bio

Fortified Zone [Model DMG-IY-USA] (c) 1991 Jaleco Company, Limited. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65999&o=2

$end


$pc8801_flop=fortress,
$bio

Fortress (c) 1989 Cross Media Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91833&o=2

$end


$bbca_cass,bbcb_cass=fortress,
$bio

Fortress (c) 19?? Pace

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51849&o=2

$end


$info=fort2b,fort2ba,
$bio

Fortress 2 Blue Arcade (c) 2001 Eolith.

- TECHNICAL -

Eolith 32 bits hardware: Gradation 2D system

Main CPU : Hyperstone E1-32N @ 45 or 50 MHz

Sound: 
- CPU : 80c301/AT89c52
- General MIDI Chipset QDSP 1000 MIDI Player (80c32 CPU)
- MIDI 16th Channel(32 Poly) using as Effect EPROM : 512Kbytes
- MIDI Background Music EPROM : 512Kbytes. 
- TDA1519A (Philips) Stereo Power AMP

Video :
- Resolution : 320x340 or 512x384
- Color : 16 bit True Color/Dot
- Screen orientation : Horizontal
- Video resolution : 320 x 240 pixels
- Screen refresh : 60.00 Hz

Memory:
- 256KByte x2 VRAM
- 512Kbyte/1Mega main RAM

Players : 2
Control : 8-way Joystick
Buttons : 2

- TRIVIA -

Original game (fortress2 blue) was developed by CCR/GV. The arcade version was developed by eolith. 'Fortress 1'(August 1997) was sold by SK.

Based on the online game which name is 'Fortress 2 blue'

- SERIES -

1) Fortress (August 1997, PC-Online)
2) Fortress 2 (October 1999, PC-Online)
3) Fortress 2 + (January 2000, PC-Online)
4) Fortress 2 Blue (January 2001, PC-Online)
5) Fortress 2 Blue Arcade (September 2001, Arcade)
6) Fortress 2 Blue V.500 (December 2001, PC-Online)
7) Fortress 2 Blue V.600 (June 2002, PC-Online)
8) Fortress 3 Paewangjeon (February 2003, PC-Online)
9) Fortress 2 Blue Forever (January 2004, PC-Online)
10) New Fortress (July 2005, PC-Online)

- STAFF -

Director : Choi Hyun Jung
Programmer : Chun Sejin
Graphics : Kim Jinhyuk
Sound : Kim Taeseok
Marketing : Seo Chongwoo
Hardware : Lee Donghwan
AI : Shin Bongkeun
Department Manager : Lee Sunho
Department Director : Lee Sanghyun
C.E.O. : Jeon Juyoung

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4727&o=2

$end


$x68k_flop=fortatk,
$bio

Fortress Attack (c) 1993 Shibahara A.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87542&o=2

$end


$c64_cart,c64_flop=fortnarz,
$bio

Fortress of Narzod (c) 2011 RGCD

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53577&o=2

$end


$vectrex=fnarzod,
$bio

Fortress of Narzod (c) 1982 GCE [General Consumer Electric]

A long time ago, before our history began, wizards -- both good and evil -- battled for supremacy of the earth. It was a time of magic and adventure when all men possessed special powers.

The most evil wizard, Narzod, gained the power to enslave all mankind. You are the only remaining honorable wizard with the knowledge to harness all the forces of good to defeat Narzod and destroy his sinister fortress. But Narzod has prepared for your approach and guards his realm with deadly creatures of darkness, including the Mystic Hurler. Beware, and approach the Fortress of Narzod with great caution!

Your goal in the Fortress of Narzod is to successfully travel a series of three roadways leading to the Fortress then destroy the powerful Mystic Hurler who acts as guardian to Narzod himself. Once the Mystic Hurler is destroyed, the Fortress of Narzod and all the evil it contains will disintegrate before your eyes.

- TECHNICAL -

Model 3304

Controls
Joystick: Moves your hovercraft.
Button 1: Select number of players.
Button 2: Select skill level (1 is easiest).
Button 3: Unused.
Button 4: Fire.

- SCORING -

DoomGrabbers: 10
Tarantulas: 10
Ghouls: 10
Warbirds: 100
Mystic Hurler: 10 (And a bonus hovercraft)
Standard Spiker: 50
Split Spiker: 100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82218&o=2

$end


$gba=fortress,
$bio

Fortress [Model AGB-AFOE-USA] (c) 2001 Majesco Sales, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70696&o=2

$end


$bbca_cass,bbcb_cass=fortresspias,
$bio

Fortress [Play It Again Sam] (c) 198? Superior Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51850&o=2

$end


$nes=fortuna,
$bio

Fortuna (c) 1996 Kvazar

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55152&o=2

$end


$info=ep_fortg,ep_fortga,ep_fortgb,
$bio

Fortune 'n' Glory (c) 200? Impulse Gaming.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=39986&o=2

$end


$info=smih0771,smih0772,smih0773,smih0774,smih0775,smih0776,
$bio

Fortune 8's (c) 2008 Bally Gaming.

7 Reels, 50 Lines, 500 Credits Max Bet.

- TECHNICAL -

[Bally Innovation Series]
Software part Number: ASGFRTN017UI-01
Game Kit Number: 147372
Cabinet: CineReels

- UPDATES -

SMI #H0771
Min/Max %: 85.23%

SMI #H0772
Min/Max %: 88.04%

SMI #H0773
Min/Max %: 90.09%

SMI #H0774
Min/Max %: 92.04%

SMI #H0775
Min/Max %: 94.06%

SMI #H0776
Min/Max %: 96.06%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32073&o=2

$end


$coleco=fortune,
$bio

Fortune Builder (c) 1984 Coleco Industries, Incorporated. [Amsterdam, NY, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53280&o=2

$end


$info=m4fortcb,m4fortcba,m4fortcbb,
$bio

Fortune Club (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40103&o=2

$end


$a800=forthntr,
$bio

Fortune Hunter (c) 1982 Romox

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86551&o=2

$end


$info=fhunter,fhuntera,
$bio

Fortune Hunter (c) 1994 Aristocrat.

- TECHNICAL -

Mark IV

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=7693&o=2

$end


$info=m3fortun,m3fortuna,m3fortund,
$bio

Fortune Numbers (c) 198? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41179&o=2

$end


$info=castfpt,
$bio

Fortune Pot (c) 199? Castle.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42313&o=2

$end


$snes=fortuneq,
$bio

Fortune Quest - Dice o Korogase [Model SHVC-FQ] (c) 1994 Zamuse

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61323&o=2

$end


$info=as_fortn,
$bio

Fortune Teller (c) 200? Astra Games, Limited. [Novomatic Group].

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41830&o=2

$end


$info=j80fortr,
$bio

Fortune Trail (c) 198? JPM International.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41952&o=2

$end


$info=pr_ftwhl,
$bio

Fortune Wheel (c) 199? Project Coin Machines, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40202&o=2

$end


$info=smis0502594,smis0502595,smis0502596,smis0502597,smis0502598,smis0502599,
$bio

Fortunes of the Deep - Atlantic (c) 2010 Bally Tech., Incorporated.

5 Reels, 40 Lines video slot with a 400 Credits Max Bet.

- TECHNICAL -

Configurable Lines: 20, 30, 40
Configurable Credits: 1, 2, 3, 4, 5, 10
Denominations Available: 1¢, 2¢, 3¢, 4¢, 5¢, 10¢, 15¢, 20¢, 25¢, 50¢, $1, $2, $5, $10, $25, $50, $100, $200, $250, $500, $1,000

Recommended Configuration by Bally: 40 Lines, 5 Credits Per Line, 200 Credits Max Bet, 1¢

- TRIVIA -

Can be found housed under the following cabinet:
"Alpha Elite V20"
"Alpha Elite V20/20"
"Alpha Pro Slant"
"Alpha 2 Pro V22/26 Slant"

- UPDATES -

* SMI #S0502594
Min/Max%: 85.25%
Odds to JP (40-line played): 293,664

* SMI #S0502595
Min/Max%: 88.74%
Odds to JP (40-line played): 293,664

* SMI #S0502596
Min/Max%: 89.94%
Odds to JP (40-line played): 146,832

* SMI #S0502597
Min/Max%: 92.13%
Odds to JP (40-line played): 146,832

* SMI #S0502598
Min/Max%: 94.05%
Odds to JP (40-line played): 146,832

* SMI #S0502599
Min/Max%: 96.18%
Odds to JP (40-line played): 146,832

- TIPS AND TRICKS -

* Overall Hit Frequency: 44.07%

* Top Award: Occurs on average every 293,664 plays at 40 lines played.
2,500 Credits x Line Bet x Denomination.
Triggered by five Jackpot Wild symbols on an active payline in the base game. 

* Wild Feature: Jackpot symbol is wild and substitutes for all symbols except Fortunes of the Deep
or Treasure Chest.

* Fortunes of the Deep Bonus Feature: Occurs on average every 136 plays.
Triggered by 3, 4 or 5 Fortunes of the Deep symbols scattted in the base game:
- Five Fortunes of the Deep symbols = 50 x Total Bet.
- Four Fortunes of the Deep symbols = 12 x Total Bet.
- Three Fortunes of the Deep symbols = 2 x Total Bet.
An accumulator game where the player aims to collect various Treasure symbols.
Sonar searches for the initial Treasure; player will win up to two of each symbol.
Three reels, each with three symbols, begin spinning. Each reel position will display either a Shark symbol or one of the following Treasure symbols: Diamond, Gold Bar, Ring, Gold
Piece, Silver Coin. Treasure symbols will accumulate in the pay table.
- Once the player collects three of any one symbol they will win the associated prize
- Once a Shark appears on a reel it will make that reel inactive.
Fortunes of the Deep Bonus ends when the player recieves a Shark symbol on all reels.

* Treasure Hunt Bonus Feature: Occurs On Average Every 409 plays.
Four or five Treasure Chest symbols on any of the five reels initiate the Treasure Hunt Bonus Feature.
The player will select either two or three chests from the visible Treasure Chests:
- Five Treasure Chests: three picks with prizes of 20, 30, 50, 70, or 80.
- Four Treasure Chests: two picks with prizes of 4, 8, 10, 12, or 16. Wins are Credits x Total Bet.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=36269&o=2

$end


$x68k_flop=fortyone,
$bio

Forty-One (c) 1993 Shin [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87543&o=2

$end


$gba=fostrhif,
$bio

Foster's Home for Imaginary Friends (c) 2006 505 Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70698&o=2

$end


$gba=fostrhifu,
$bio

Foster's Home for Imaginary Friends [Model AGB-BFYE-USA] (c) 2006 Crave Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70699&o=2

$end


$amigaocs_flop=foundwst,foundwstc,
$bio

Foundation's Waste [Budget] (c) 1988 Prism Leisure

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74101&o=2

$end


$info=m4fourmr,
$bio

Four More (c) 199? BWB.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41318&o=2

$end


$nes=4ptennis,
$bio

Four Players' Tennis (c) 1992 Nintendo.

- TRIVIA -

Reviews:
[FR] July/August 1992 - Consoles + N.11: 79/100
[FR] August 1992 - Joypad N.11: 77/100

Average note: 78/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55153&o=2

$end


$info=4roses,4rosesa,rugby,
$bio

Four Roses (c) 1999 CMC

- TECHNICAL -

Main CPU: M65C02 (@2MHz).
Audio Chips: General Instrument AY-3-8910A (@2MHz).

Screen Orientation: Horizontal.
Screen Resolution: 384 x 232 pixels.
Refresh Rate: 60Hz.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=29137&o=2

$end


$cpc_cass=foursmas,
$bio

Four Smash Hits (c) 1987 Hewson Consultants

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96353&o=2

$end


$info=fourtrax,
$bio

Four Trax (c) 1989 Namco, Limited.

The player must take control for four quad bikes (red for Player 1, white for Player 2, yellow for Player 3, and green for Player 4), which are competing in an "off-road" race - and they all have a preset amount of time in which to complete a full lap of the track. For each lap of the track that is successfully completed, the players' time is extended. However, if one of the players cannot manage to successfully complete his current lap of the track before the time runs out, his or her game will instantly be over and the race will continue without them. 

The players must complete between three and six full laps of the track in order to win (the number is dependent on how both of the cabinets are set, as with Namco's own Final Lap). The players will also encounter between four and seven blue CPU-controlled bikes on the track, as the number is dependent on how many people are playing (seven for one player, six for two players, five for three, and four for four).

- TECHNICAL -

Namco System 2 hardware
Game ID : FX

Main CPU : (2x) Motorola 68000 (@ 12.288 Mhz), M6809 (@ 3.072 Mhz), HD63705 (@ 2.048 Mhz)
Sound Chips : C140 (@ 21.39 Khz), YM2151 (@ 3.57958 Mhz)

Players : 2
Control : steering wheel
Buttons : 1

- TRIVIA -

Four Trax was released in November 1989 in Japan.

Licensed to Atari for US distribution (December 1989).

Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Final Lap 2 : G.S.M. Namco 3 - PCCB-00040) on 21/09/1990.

- STAFF -

Music composed by : Junko Ozawa, Yoshie Takayanagi

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=872&o=2

$end


$x68k_flop=fourfall,fourfallu,
$bio

Four'll Fall (c) 19?? Magical Knights Connection

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87544&o=2

$end


$cpc_cass=fourmost,fourmost01,
$bio

Fourmost Adventures (c) 1986 Global Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96354&o=2

$end


$a2600=foxgoat,
$bio

Fox & Goat (c) 1983 Quelle

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50494&o=2

$end


$psx=foxjunct,
$bio

Fox Junction [Model SLPS-01355] (c) 1997 Trips

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85162&o=2

$end


$n64=collegeh,
$bio

Fox Sports College Hoops '99 (c) 1998 Fox Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57710&o=2

$end


$nes=peterpan,
$bio

Fox's Peter Pan & The Pirates - The Revenge of Captain Hook (c) 1991 THQ

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55154&o=2

$end


$pc98=foxy,
$bio

Foxy (c) 1990 Elf [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89501&o=2

$end


$pc8801_flop=foxy,
$bio

Foxy (c) 1990 Elf [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91834&o=2

$end


$x68k_flop=foxy2,
$bio

Foxy 2 (c) 1991 Elf [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87545&o=2

$end


$pc98=foxy2,
$bio

Foxy 2 (c) 1991 Elf [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89502&o=2

$end


$info=foxylady,
$bio

Foxy Lady (c) 1978 Game Plan.

- TRIVIA -

Foxy Lady resulted from an excess inventory of Game Plan's 1978 "Black Velvet" caused by its licenser killing the deal on that game.

- STAFF -

Design by : Ed Cebula, Wendell McAdams
Art by : Paul Loreli

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3851&o=2

$end


$msx1_cart=fract,fracta,
$bio

Fraction (c) 1987 Barq

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77081&o=2

$end


$coleco=fracfevr,
$bio

Fraction Fever (c) 1983 Spinnaker Software Corp

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53281&o=2

$end


$c64_cart,c64_flop=fracfevr,
$bio

Fraction Fever (c) 1983 Spinnaker Software Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53578&o=2

$end


$a800=fracfevr,
$bio

Fraction Fever (c) 1983 Spinnaker Software Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86552&o=2

$end


$coco_cart=fracfevr,
$bio

Fraction Fever (c) 1984 Tandy Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53437&o=2

$end


$ti99_cart=fract1,
$bio

Fractions 1 (c) 1983 Foresman [Scott Foresman]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84585&o=2

$end


$msx1_cart=fract1,
$bio

Fractions 1 [Model M028] (c) 1987 al Alamiah

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77082&o=2

$end


$ti99_cart=fract2,
$bio

Fractions 2 (c) 1983 Foresman [Scott Foresman]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84586&o=2

$end


$msx1_cart=fract2a,fract2,
$bio

Fractions 2 [Model M043] (c) 1987 al Alamiah

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77083&o=2

$end


$bbca_cass,bbcb_cass=frak,
$bio

Frak! (c) 1984 Aardvark

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51851&o=2

$end


$info=j6framft,
$bio

Frame & Fortune (c) 199? JPM International.

- TECHNICAL -

Impact

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41094&o=2

$end


$info=j6ffc,j6ffca,j6ffcb,j6ffcc,j6ffcd,j6ffce,
$bio

Frame & Fortune Club (c) 199? Crystal Leisure.

- TECHNICAL -

IMPACT

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41940&o=2

$end


$info=smis0502637,smis0502638,smis0502639,smis0502640,smis0502641,
$bio

Framed! [Femme Felone] (c) 2011 Bally Tech., Incorporated.

15 Reels, 50 Lines, 2500 Credits Max Bet video slot from Bally.

- TECHNICAL -

Software Part Number: 20649

Houseable in the following cabinet:
Bally's "Alpha Elite V20": Game Kit #172421
Bally's "Alpha Elite V20/20": Game Kit #172424
Bally's "Alpha Elite V20 Chop Top": Game Kit #172413
Bally's "CineVision": Game Kit #172406
Bally's "Alpha Elite Jumbo Video": Game Kit #172401
Bally's "Alpha 2 Pro V22/22": Game Kit #178932
Bally's "Alpha 2 Pro V22/26 Slant": Game Kit #175293

- UPDATES -

SMI #S0502637
Min/Max%: 85.25%/85.25%
Odds to JP (Max bet played): 15,057,226

SMI #S0502638
Min/Max%: 89.27%/89.27%
Odds to JP (Max bet played): 15,057,226

SMI #S0502639
Min/Max%: 91.04%/91.04%
Odds to JP (Max bet played): 13,257,531

SMI #S0502640
Min/Max%: 93.18%/93.18%
Odds to JP (Max bet played): 11,655,706

SMI #S0502641
Min/Max%: 95.04%/95.04%
Odds to JP (Max bet played): 11,655,706

- TIPS AND TRICKS -

Overall Hit Frequency: 49.75%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=36940&o=2

$end


$nes=france98,
$bio

France 98 (c) 1998 Unknown.

A pirate hack of "J.League Winning Goal" with modified title screen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65166&o=2

$end


$cpc_cass=francege,
$bio

France Geo (c) 1986 Micro Futur [France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96355&o=2

$end


$amigaocs_flop=baresiko,
$bio

Franco Baresi World Cup Kick Off (c) 1990 Anco

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74102&o=2

$end


$info=m4frkstn,m4frkstna,m4frkstnb,m4frkstnc,m4frkstnd,m4frkstne,m4frkstnf,m4frkstng,m4frkstnh,
$bio

Frank 'n' Stein (c) 199? Crystal Gaming.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40625&o=2

$end


$cpc_cass=franknst,
$bio

Frank 'N' Stein [Model AMC-156] (c) 1985 Indescomp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96356&o=2

$end


$cpc_cass=frankbru,
$bio

Frank Bruno's Big Box [Model AMC 635] (c) 1988 Elite Systems, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96359&o=2

$end


$cpc_cass=frankbru01,frankbru02,frankbru03,
$bio

Frank Bruno's Boxing (c) 1985 Elite Systems, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96360&o=2

$end


$gba=dune,
$bio

Frank Herbert's Dune - Ornithopter Assault (c) 200? Cryo Interactive Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95271&o=2

$end


$saturn,sat_cart=bighurtj,
$bio

Frank Thomas Big Hurt Baseball (c) 1996 Acclaim Japan [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59141&o=2

$end


$saturn,sat_cart=bighurt,
$bio

Frank Thomas Big Hurt Baseball (c) 1996 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60309&o=2

$end


$gameboy=bighurt,
$bio

Frank Thomas Big Hurt Baseball [Model DMG-AFKE-USA] (c) 1995 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66002&o=2

$end


$snes=bighurtj,
$bio

Frank Thomas Big Hurt Baseball [Model SHVC-AFKJ-JPN] (c) 1995 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61324&o=2

$end


$snes=bighurtu,
$bio

Frank Thomas Big Hurt Baseball [Model SNS-AFKE-USA] (c) 1995 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63024&o=2

$end


$snes=bighurt,
$bio

Frank Thomas Big Hurt Baseball [Model SNSP-AFKP-EUR] (c) 1995 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63023&o=2

$end


$gamegear=bighurt,
$bio

Frank Thomas Big Hurt Baseball [Model T-81328] (c) 1995 Acclaim Ent., Incorporated.

- STAFF -

Programming : Jeremy Corley (Corpse), Peter Kolarov (PKZIPYA)
Additional Programming : Tom Powers (TommyGun), Stephen Nguyen (My Bear), Douglas Schilling (Aardvark)
Animation : Laura Raines Smith, Beth Scholz, Jean Bergesen
Background Art : Phil Knowles, Jean Bergesen
Music Arrangements and Sound Effects : Greg Turner, Eric Swanson
Producer for Realtime Associates, Seattle Division : Steve Ettinger
Producer : Dan Feinstein (Weasel)
Associate Producer : Brett Gow (Brutah)
Acclaim White team : Elisabeth Burgess (Lizard), Asif Chaudhri (Parts N Service), Nat  Gunter (Melee), Shawn Rosen (The Big Sequoia), Seth Rosenfeld (12 Gauge Tongue), Mark  Thienvanich (Boo Boo), Peter Wanat (Pistol Pete)
Game Design : Brett Gow
Acclaim QA : Carol Caracciolo, , Steve Bremer, Chad Chamberlain, Tom Falzone, Rob Guevara, Brian Krieger, Chris McGovern, Greg McGovern, Brian Regan, Dave Sanchez, Pete Sanfilippo, Anthony Scaduto, Michael Simmons, Jerry Tjan, Hal Turkiewicz
Special Thanks : Joe Salfi, Howe Sportsdata, Eric Samulski (Air Dog)
Very Special Thanks To : Bryana Mumm, Tinka ?pinka, Kari Powers, Jessica Etfinger, Kyle Etfinger, Russell Etfinger, Linda Etfinger, Lorrie Jean Gow, Logan Gowv (LT), Evan Stein, Ed Fortune, Pat Coleman, Elisabeth Smith

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64595&o=2

$end


$saturn,sat_cart=bighurtu,
$bio

Frank Thomas Big Hurt Baseball [Model T-8138H] (c) 1996 Acclaim Entertainment, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60042&o=2

$end


$info=bighurt,
$bio

Frank Thomas' Big Hurt (c) 1995 Premier Technology.

- TECHNICAL -

Model Number : 745

- TRIVIA -

1,985 units were produced.

- STAFF -

Design by : Bill Parker
Art by : Scott Melchionda, Susan O'Reilly, Constantino Mitchell
Dots/Animation by : Rand Paulin, Alycen Hareas, Vecennia Jordan, Scott Melchionda
Mechanics by : Marion Czyz, Wesley Chang
Sound by : Craig Beierwaltes, Duane Decker
Software by : Allen Edwall

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5218&o=2

$end


$cpc_cass=frankens,
$bio

Frankenstein (c) 1987 CRL Group PLC [London, England]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96363&o=2

$end


$amigaocs_flop=frankens,
$bio

Frankenstein (c) 1992 Zeppelin Platinum

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74103&o=2

$end


$nes=franknst,
$bio

Frankenstein - The Monster Returns (c) 1991 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55155&o=2

$end


$saturn,sat_cart=franken,
$bio

Frankenstein - Through the Eyes of the Monster (c) 1997 Interplay

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60310&o=2

$end


$bbca_cass,bbcb_cass=frnk2000,
$bio

Frankenstein 2000 (c) 1985 Icon

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51853&o=2

$end


$bbca_cass,bbcb_cass=frnk2000atrr,
$bio

Frankenstein 2000 (c) 19?? Atlantis

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51852&o=2

$end


$cpc_cass=frankens01,
$bio

Frankenstein Junior [Model 3211] (c) 1987 Codemasters Soft. Co., Ltd., The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96365&o=2

$end


$cpc_cass=f
$bio

Frankenstein [Model 61731572] (c) 1988 Zafiro Soft. Division [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96364&o=2

$end


$a2600=frankenme,
$bio

Frankenstein's Monster (c) 1983 Gameworld

European release. See Data Age's "Frankenstein's Monster [Model 116008]" for more information about the game itself.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50496&o=2

$end


$a2600=frankenm,
$bio

Frankenstein's Monster (c) 1983 Data Age, Incorporated.

In the cold dark night you make your way through the ghoulish castle of Dr. Frankenstein. There you must prevent him from completing his creation.

Your only chance is to gather stones from the dungeon and bring them to the tower where you must build a barricade around FRANKENSTEIN'S MONSTER before he has accumulated enough energy to come alive. To succeed you will have to move fast, avoiding poisonous spiders, vampire bats and terrifying ghosts. Complete the job and the village will be safe forever.

You must build a barrier around FRANKENSTEIN'S MONSTER before he is completely energized.

Player - Player must collect stones from the dungeons of Dr. Frankenstein's castle and bring them to the tower where he must construct the barrier around FRANKENSTEIN'S MONSTER.

Frankenstein's Monster - A grotesque creature that is slowly being energized. Once completely energized, he will come alive and direct his fury on the helpless villagers.

Power Probe - This device absorbs the energy released by an electrical storm and distributes it to FRANKENSTEIN'S MONSTER

Ghost - Whether real or mere illusion, these characters are equally terrifying. Contact one of them and you'll become mesmerized for a short time.

Giant Tarantula - These creatures crawl freely throughout the castle. Avoid them or their venom will temporarily immobilize you.

Spider - The dungeons of the castle are infested with these crafty pests. Without warning they'll drop upon you from the cracks in the stone ceiling. They seem determined to drive you into the deadly pool of acid.

Bat - Lurking in the dark corners are scores of bloodthirsty vampire bats who will swarm you as you make your final assault on FRANKENSTEIN'S MOSNTER.

- TECHNICAL -

Model 116008

- SCORING -

In this game you will start with 500 points.
Each time you run into a ghost or a spider you will lose 20 points.
Each time you contact a bat you will lose 10 points.
Falling through a trapdoor will cost you 100 points.
If you are unfortunate enought to fall into the pool of acid, you will lose 200 points and one of your three lives.

For each stone you place around the Monster, you will gain a bonus of 500 points.
Finally, if you finish the job before your time runs out, you will gain a bonus of 100 points for each unit of time saved.
NOTE: It takes 30 units of time to energize the Monster.

- TIPS AND TRICKS -

The primary objective in this game is to beat the timer and enclose the Monster. A secondary objective is to complete the primary objective with the highest possible score.

If you are beginning to run out of time, you can take short cuts by jumping throught the trap doors to the platform floating in the acid. This will cost you 100 points, but it will save time.

When jumping over the pool of acid, watch closely for the spiders. They will give you about a one-second warning before they drop into your path. It is best to make your jump immediately after the spider has completed its descent.

Remember! This game gets more difficult with each stone you collect. Move as quickly as possible to save the time you will need later when you face additional trapdoors, even larger tarantulae, and movable platforms floating on the pool of acid. Be prepared for even more surprises as you get closer to completing the barrier.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50495&o=2

$end


$info=sc4fd7th,sc4fd7tha,sc4fd7thb,sc4fd7thc,sc4fd7thd,sc4fd7the,sc4fd7thf,sc4fd7thg,sc4fd7thh,sc4fd7thi,
$bio

Frankie Dettori's 7th Heaven (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR6804]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42590&o=2

$end


$cpc_cass=frankiet01,frankiet,
$bio

Frankie goes to Hollywood (c) 1986 Ocean Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96369&o=2

$end


$gba=franklinu,
$bio

Franklin the Turtle [Model AGB-BFKE-USA] (c) 2005 Game Factory, The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70701&o=2

$end


$gba=franklinb,franklin,
$bio

Franklin the Turtle [Model AGB-BFKP-EUR] (c) 2006 Game Factory, The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70700&o=2

$end


$gba=frankadvu,
$bio

Franklin's Great Adventures [Model AGB-BFLE-USA] (c) 2006 Game Factory, The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70703&o=2

$end


$gba=frankadv,
$bio

Franklin's Great Adventures [Model AGB-BFLP] (c) 2006 Game Factory, The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70702&o=2

$end


$bbca_cass,bbcb_cass=franklin,
$bio

Franklins Tomb (c) 19?? Salamander

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51854&o=2

$end


$gameboy=fjdtiles,
$bio

Franky, Joe & Dirk... On the Tiles [Model DMG-E5-NOE] (c) 1993 Elite

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66004&o=2

$end


$msx2_flop=frantic,frantica,
$bio

Frantic (c) 1992 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101669&o=2

$end


$info=ep_fran,ep_frana,
$bio

Frantic (c) 199? Maygay.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40834&o=2

$end


$bbca_cass,bbcb_cass=franticf,
$bio

Frantic Fingers (c) 19?? Powersoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51855&o=2

$end


$snes=franticu,
$bio

Frantic Flea [Model SNS-AF8E-USA] (c) 1996 GameTek

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63026&o=2

$end


$snes=frantic,franticp,
$bio

Frantic Flea [Model SNSP-AF8P-EUR] (c) 1996 GameTek

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63025&o=2

$end


$info=franticf,
$bio

Frantic Fred (c) 1996 The Game Room.

Help a hilarious bear named 'Frantic Fred' to eat all the apples that falling from the tree and avoiding them hit the ground, while dodging anvils that throw the naughty squirrels to win many tickets!.

If you catch all apples, will go to the bonus round, where you can win up to 500 tickets.

- TRIVIA -

This game unit appears in Rockstar's famous game Grand Theft Auto San Andreas.

- STAFF -

Designed by: Kyle Hodgetts

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=28036&o=2

$end


$coleco=ffreddy,
$bio

Frantic Freddy (c) 1983 Spectravideo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53282&o=2

$end


$x68k_flop=frapull,
$bio

Frapull (c) 19?? Wing K.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87546&o=2

$end


$x68k_flop=frayd,
$bio

Fray (c) 199? Gold Cats Project

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87547&o=2

$end


$msx2_flop=fray,frayb,fraya,frayd,
$bio

Fray - In Magical Adventure (c) 1990 Micro Cabin Co. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101670&o=2

$end


$pc98=fray,fraya,
$bio

Fray - In Magical Adventure (c) 1991 Micro Cabin Co. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89503&o=2

$end


$gamegear=fray,
$bio

Fray - Shugyou Hen (c) 1991 Micro Cabin Co.

- TECHNICAL -

Cartridge ID: T-52037

- TRIVIA -

Reviews:
March 1992 - Joypad N.6 [FR]: 60/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64596&o=2

$end


$pcecd=fraycd,
$bio

Fray CD Xak Gaiden (c) 1994 Micro Cabin Co.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58193&o=2

$end


$amigaocs_flop=fred,
$bio

Fred (c) 1989 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74104&o=2

$end


$gamegear=fredcoup,
$bio

Fred Couples' Golf [Model 2529] (c) 1994 Sega Enterprises, Limited.

- STAFF -

Programmer : S.Kawa, Yamax
Designers : Kinkin, Tommy, Enjyoh, Kan, Jerry Markota, Wallace Poulter
Music Composer : Nasu-B
Lead Test : Tim Spengler, Lehto, Matsu-Tokujoh
Assistant Lead Test : Mark Subotnick
Testing : Terry Thomas, Aaron Hommes, Steve Fallas, Ben Syzmokiwak, Blair Bullock, Kif Davis, Aron Looichinger, Daniel Wong, David Dodge, Kevin Johnson, Conan Tigard, Michael Wu, Randy Kreidt, Devan Hammack, Jay Mijares, Mike Callahan, Dan Cohen
Marketing : Doug Robert, Craig Ostrander
Manual : Mark Sherrod
Sega Sports : Mike Meicheid, Chris Smith, Scott Rohde, Chris Cutliff, Rosie Freeman
Special Thanks To : Joe Meischeid, Mike Latham, Steve Patterson, Deanna BAlistreri, Willie-Mancero, Henry Giesen, James Spahn, Murakami, Moomiso, Yen, Wat, Dermot Lyons, Mike Lindstrom, Mike Weiner, Darin Johnston, Shin Hamanaka, Lynn Roach Jr., Jill Kendrick, Ann Nimmer
Planner : Tommy
Director : Hide
Producer : Wallace Poulter, Gerry DeYoung
Executive Producer : Wayne Townsend

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64598&o=2

$end


$gamegear=fredcoupj,
$bio

Fred Couples' Golf [Model G-3358] (c) 1994 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64597&o=2

$end


$info=fredmem,fredmemc,fredmemj,fredmesp,fredmemuk,fredmemus,
$bio

Fred Flintstone's Memory Match (c) 1994 Coastal Amusements, Incorporated.

A fun memory game starring Fred Flintstone. Match together as many Flintstones characters as you can within the time limit.

- TECHNICAL -

Main CPU : Motorola 68000, M6809
Sound Chips : BSMT2000

Players : 1
Buttons : 9

- TRIVIA -

Fred Flintstone's Memory Match was released in March 1995.

Frederick F. Flintstone also known as 'Fred Flintstone' is a fictional character who originated in the popular television animated series 'The Flintstones'.

- STAFF -

Programmer : Vito Caporusso

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4371&o=2

$end


$cpc_cass=freds198,
$bio

Fred [Model S-118] (c) 1984 Indescomp

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96370&o=2

$end


$info=freddy,freddy4,
$bio

Freddy - A Nightmare on Elm Street (c) 1994 Gottlieb.

- TECHNICAL -

Gottlieb System 3
Model Number : 744

Main CPU : M65C02 (@ 2 MHz), M65C02 (@ 1.7895 MHz)
Sound CPU : (2x) M6502 (@ 2 MHz)
Sound Chips : (2x) DAC, YM2151 (@ 4 MHz), OKI6295 (@ 8 KHz)

- TRIVIA -

Released in October 1994.

2,800 units were produced.

Freddy's sayings during the game :
Where ya been hiding?
I've lost my bearings.
I'll break ya fingers next time.
Rock'n roll!
Ah hahahahaha!
How about a little nappy?
Were playing by my rules now!
Get the lead out!
Pleasent dreams.
Problem with ya brain ?
How sweet fresh meat.
No sleepin on the job!
What are ya waitin for?
Sweet dreams!
Party on dude!
Ah hohoho.
Now were playin with power!
Coffee, tea or me!
Rock-a-bye baby.
Now you're playin with claw power!
Come to papa!
Shoot the ball!
Come on piggy!
Too much iron in my diet.
Need a cup of Joe to win?
Oooahhh!
{Burp}
Get this show on the road!
Looser!
What's wrong, no Balls?
Come on!
Care to come inside?
Boring!
You light up my life!
Now we kick butt (?)
I'll see you in your dreams.
It hurts to be beautiful.
Gotcha!
It aint over yet!
What's for dinner?
Jackpot!
I've got a need for speed!

Other voices during the game :
Freddy's home
Help!
Ahahhhggghhaaaaaa
You're dead Krueger
1, 2, Freddy's comin for you
3, 4, better lock your door
5, 6, grab your crucifix
7, 8, gonna stay up late
9, 10, never sleep again

- STAFF -

Design by : Bill Parker, Ray Tanzer
Art by : Constantino Mitchell
Sound by : Duane Decker, Craig Beierwaltes, Robert Englund
Software by : Allen Edwall, Alycen Hareas

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3996&o=2

$end


$ibm5150,ibm5150_cass=fredfish,
$bio

Freddy Fish (c) 1983 Mirror Image Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83618&o=2

$end


$msx1_cass=fredhard,fredhardb,fredharda,
$bio

Freddy Hardest (c) 1987 Dinamic Software [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94655&o=2

$end


$cpc_cass=freddyha01,
$bio

Freddy Hardest (c) 1987 Imagine Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96376&o=2

$end


$ibm5150,ibm5150_cass=fredhard,
$bio

Freddy Hardest (c) 1988 Dinamic Software [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83619&o=2

$end


$cpc_cass=freddyha02,
$bio

Freddy Hardest En Manhattan Sur [Model AMS 2890042] (c) 1989 Dinamic Soft. [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96378&o=2

$end


$msx1_cass=fhardman,
$bio

Freddy Hardest in South Manhattan (c) 1989 Dinamic Software [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94656&o=2

$end


$cpc_cass=freddyha,
$bio

Freddy Hardest [Model AMS 870006] (c) 1987 Dinamic Soft. [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96375&o=2

$end


$bbca_cass,bbcb_cass=freefall,
$bio

Free Fall (c) 1983 Acornsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51856&o=2

$end


$nes=freefall,
$bio

Free Fall (c) 1992 Roger Deforest

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55156&o=2

$end


$info=freekick,freekickb1,freekicb2,freekicka,freekickb3,
$bio

Free Kick (c) 1987 Nihon System.

A ball and paddle game with a soccer theme.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : (4x) Texas Instruments SN76496 (@ 3 Mhz)

Players : 2
Control : dial
Buttons : 2

- TRIVIA -

Free Kick was released in May 1987.

Licensed to Sega.
Licensed to Merit Industries for distribution.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=873&o=2

$end


$pc98=fsl_cg1,
$bio

Free Soft Library - CG Collection 1 (c) 19?? Shuwa System Trading

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89504&o=2

$end


$pc98=fsl_cg2,
$bio

Free Soft Library - CG Collection 2 (c) 19?? Shuwa System Trading

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89505&o=2

$end


$pc98=fsl_fwin,
$bio

Free Soft Library - Fantastic Windows (c) 19?? Shuwa System Trading

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89506&o=2

$end


$pc98=fsl_keib,
$bio

Free Soft Library - Keiba Collection (c) 19?? Shuwa System Trading

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89507&o=2

$end


$psx=freetalk,
$bio

Free Talk Studio - Mari no Kimama na Oshaberi [Best of the Best] [Model SLPS-02655] (c) 2000 Media Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85163&o=2

$end


$saturn,sat_cart=freetalk,freetalka,
$bio

Free Talk Studio - Mari no Kimamanao Shaberi (c) 1997 Media Entertainment

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59142&o=2

$end


$pc98=freewill,
$bio

Free Will - Knight of Argent (c) 1992 Kinpukurin [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89508&o=2

$end


$amigaocs_flop=freedom,
$bio

Freedom - Les Guerriers de l'Ombre [Les Enfants du Silence] (c) 1988 Coktel Vision

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74105&o=2

$end


$cpc_cass=freedomf,
$bio

Freedom Fighter [Model A-019] (c) 1986 Power House, The [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96380&o=2

$end


$odyssey2,g7400=freedom,
$bio

Freedom Fighters (c) 1982 Philips Corp.

- TECHNICAL -

Game ID: 39

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95609&o=2

$end


$odyssey2=freedom,
$bio

Freedom Fighters! (c) 1982 Philips Corp.

- TECHNICAL -

Game ID: AC9436

- STAFF -

Programmer: Ed Averett

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95608&o=2

$end


$nes=freefrce,
$bio

Freedom Force (c) 1988 SUNSOFT.

- TECHNICAL -

Game ID: NES-FE-USA

- TRIVIA -

Released in April 1988 in USA.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55157&o=2

$end


$info=smiy1149,smiy1150,smiy1151,smiy1152,smiy1153,smiy1154,
$bio

Freedom Pays (c) 2008 Bally Tech., Incorporated.

- TECHNICAL -

Software Part Number: AVGOWFP017UI-00

Game Kit #151331 ALPHA Elite V20
Game Kit #151337 ALPHA Elite V20-20
Game Kit #151340 CineVision
Game Kit #155147 ALPHA Widescreen M9000

- UPDATES -

SMI #Y1149
Min/Max%: 85.00%

SMI #Y1150
Min/Max%: 87.97%

SMI #Y1151
Min/Max%: 90.04%

SMI #Y1152
Min/Max%: 92.00%

SMI #Y1153
Min/Max%: 94.02%

SMI #Y1154
Min/Max%: 95.96%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=45832&o=2

$end


$info=freedom,
$bio

Freedom (c) 1976 Bally.

- TECHNICAL -

Bally MPU AS-2518-17 (Chime)
Model Number : 1066

Main CPU : M6800 (@ 475 KHz)

- TRIVIA -

Released in December 1976. 1,500 units were produced.

- STAFF -

Design by : Claude Fernandez
Art by : Christian Marche

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4050&o=2

$end


$info=freefall,
$bio

Freefall (c) 1981 Stern Electronics.

- TECHNICAL -

Model Number : 134

- TRIVIA -

1,300 units were produced.

- STAFF -

Designed by : Harry Williams

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4155&o=2

$end


$gba=freekstyu,
$bio

Freekstyle [Model AGB-BFSE-USA] (c) 2003 DSI Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70705&o=2

$end


$gba=freeksty,
$bio

Freekstyle [Model AGB-BFSP] (c) 2003 Zoo Digital Publishing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70704&o=2

$end


$gba=freestyl,
$bio

Freestyle Scooter [Model AGB-ARFP] (c) 2001 Crave Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70706&o=2

$end


$gbcolor=razorfs,
$bio

Freestyle Scooter [Model CGB-BRZP-EUR] (c) 2001 Crave Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67902&o=2

$end


$a2600=freewayc,
$bio

Freeway (c) 19?? CCE

South American release. See Activision's "Freeway [Model AG-009]" for more information about the game itself.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50498&o=2

$end


$a2600=freewaym,
$bio

Freeway (c) 19?? Milmar

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50499&o=2

$end


$a2600=freewayz,
$bio

Freeway (c) 19?? Zellers

Canadian release. See Activision's "Freeway [Model AG-009]" for more information about the game itself.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50500&o=2

$end


$a2600=freeway,freewaye,
$bio

Freeway (c) 1981 Activision.

If you think driving on a busy freeway is intense... wait 'till you try to cross it on foot! In Freeway by ACTIVISION, your challenge is to guide a chicken across ten lanes of the most perilous freeway traffic imaginable. Be careful, because those speeding cars and trucks don't brake for animals! So, before
you start the chicken across the road, take a minute to read these instructions. You'll find out how to score points by leading your fearless fowl to safety without getting his feathers ruffled by a 'semi'.

Features eight game variations:
Game 1: Lake Shore Drive, Chicago, 3 A.M.
Game 2: Interstate 5, Seattle, 6 A.M.
Game 3: Santa Monica Freeway, Los Angeles, 10 A.M.
Game 4: Bayshore Freeway, San Francisco, Midnight
Game 5: John Lodge Expressway, Detroit, 9 P.M.
Game 6: The Beltway, Washington D.C., 6 P.M.
Game 7: LBJ Freeway, Dallas, 5 P.M.
Game 8: Long Island Expressway, New York City, 3 A.M.

- TECHNICAL -

Model AG-009

- TRIVIA -

Back in the 80s, Activision wanted to recognize your traffic dodging achievements. So, if yo' were successful in guiding your chicken through traffic at least 20 times in either Game 3 or Game 7, you ould become an official member of the Activision 'Save the Chicken Foundation' by sending  a picture of your TV screen showing your accomplishment, they send you a special membership emblem.

- SCORING -

Each time you guide your chicken successfully across the freeway, you are awarded 1 point.

- TIPS AND TRICKS -

Each game offers a different challenge. The type, speed and frequency of traffic may vary, depending on the game.

GAME ONE: LAKE SHORE DRIVE, CHICAGO, 3 A.M.
Automobiles only. Traffic is thin. Speeds are relatively slow. Autos move slowest in lanes closest to curbs, then faster with each lane closer to center of highway.

GAME TWO: INTERSTATE 5, SEATTLE, 6 A.M.
Upper lane closest to center of freeway has trucks; all others have autos. Traffic is thicker and moves faster than in Game One. Speeds of autos increase in the same order as they did in Game one.

GAME THREE: SANTA MONICA FREEWAY, LOS ANGELES, 10 A.M.
Trucks are now in both center lanes. These trucks are thefastest moving vehicles, and they move faster than the fastest moving vehicles in Games One and Two. Traffic is thicker in the two lanes closest to the curbs.

GAME FOUR: BAYSHORE FREEWAY, SAN FRANCISCO, MIDNIGHT
There are trucks in all lanes. The trucks in the lanes closest to center, as well as those closest to the curbs, move at the same speed as the trucks in Game Three. The trucks in lanes 2 and 4 move at half the speed of those in lanes 1 and 5. The trucks in lane 3 are the slowest, and move at half the speed of those in lanes 2 and 4. (Lane at bottom of screen is lane 1; lane at top is lane 10.)

GAMES FIVE THROUGH EIGHT
Similar to Games One through Four in the amount of traffic for each game. But, take care, because the speeds of the vehicles are increased and decreased at random throughout each of these games - without regard to lane. You'll really have to be on your toes, because you can never tell when the speed of any particular traffic will change.

TIPS FROM DAVID CRANE, DESIGNER OF FREEWAY.
"As unusual as Freeway is, you still will have to employ some tried and true gaming skills to do well at it. For instance, you must become familiar with the different traffic patterns in order to anticipate and make the right moves. This is especially difficult in Games Five through Eight, where traffic speeds can change instantly."

"You'll notice that clusters of vehicles in each lane travel at generally the same distance apart, at the same speed. If a cluster happens to be in a fast lane, you'll have to plan in advance how you're going to get through without being hit."

"Succeeding at Freeway will depend on your ability to develop quick reflexes to avoid the traffic and "hit the hole" at just the right time. Have fun and watch the traffic!"

"Drop me a line. I'd like to hear about your exploits."

- STAFF -

Programmer: David Crane

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50497&o=2

$end


$info=freeze,
$bio

Freeze (c) 1984 Cinematronics.

A man trapped in the Arctic tries to make his escape armed with only a flamethrower and a jetpack. He must remember to recharge his flamethrower and jetpack by collecting gems.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3 Mhz)
Sound CPU : Zilog Z80 (@ 1.5 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.5 Mhz)

Players: 1
Control: 2-way joystick
Buttons: 2

- TRIVIA -

Freeze was released in October 1984.

The game featured a character named Manfred (because designer Skinner's favorite song was 'Blinded By the Light' by Manfred Mann's Earth Band).

- STAFF -

Designed and programmed by: Bob Skinner, David Dentt
Graphics by: Dan Viescas

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=874&o=2

$end


$info=freezeat,freezeat2,freezeatjp,freezeat3,freezeat4,freezeat5,freezeat6,
$bio

Freeze (c) 1996 Atari Games Corporation.

Freeze is a highly addictive, head-to-head, 3-D action-puzzle game where players join a wild cast of characters on an underwater fish sorting adventure. Players sort combos out of cute little fishies that swim, smile and wink. Challenge and strategy build as players learn different characters each possessing a unique special weapon. An exciting quiz game offers players an opportunity to race against time solving a multitude of colorful fishie puzzles. Combining these playful characters with the simple addictive gameplay will have players sorting fish in their sleep. The true challenge of any puzzle game.

- TECHNICAL -

Main CPU : R3000 (@ 33 Mhz), (2x) Jaguar (@ 26 Mhz)
Sound Chips : (2x) DAC (@ 26 Mhz)

Palette colors : 65534

Players : 2
Buttons : 3

- TRIVIA -

This game is an unreleased prototype running on the Cojag hardware (but don't use a hard disk). Two Freeze machines was showed up at the 2003 classic arcade games show 'California Extreme', San Jose, California.

- STAFF -

Sr. Engineering Tech. : Patrick Hubbell

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=875&o=2

$end


$msx1_cass=frenchfn,
$bio

French is Fun (c) 1984 CDS Software, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94657&o=2

$end


$bbca_cass,bbcb_cass=frenchru,
$bio

French On The Run (c) 19?? Database

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51857&o=2

$end


$amigaocs_flop=frenetic,
$bio

Frenetic (c) 1991 Core Design

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74106&o=2

$end


$info=frenzy,
$bio

Frenzy (c) 1982 Stern.

A sequel to the 1980 game, "Berzerk", Frenzy once again has the player battling through a maze of rooms, populated by robotic skeletons, robotic octopi and walls. Everything in each room, except walls is deadly to the touch.

The object is to shoot all the robots, and then escape out of the room through one of the doorways. Like its prequel, Frenzy consist of 64000 levels. Once all 64000 have been cleared the game will crash.

- TECHNICAL -

The Frenzy cabinet had a patented pull-out drawer that allowed access to the game's circuit boards from the front of the cabinet. Frenzy machines are bright orange, and are not as cool looking as "Berzerk" machines were. The graphics are mostly done in blue, yellow, and orange, and are just simple designs for the most part.

This is technically a monochrome game. It uses a special 'color overlay' circuit board to add color to the games graphics before they go to the monitor. A side effect of this is that walking very close to a wall, robot, laser blast, etc, will cause part of that object to change to your color.

Main CPU : Zilog Z80 (@ 2.5 Mhz)
Sound Chips : Custom tone generator, custom LPC speech synthesis chip

Players : 2
Control : 8-way joystick
Buttons : 1

- TRIVIA -

Frenzy was released in May 1982.

Frenzy speaks to you as you play. It has a voice synthesizer that spouts little phrases. These were done in a monotone computer voice, which was difficult to understand when combined with other in-game sounds (The voices were actually done using LPC encoding, which cost $1000 per word back in 1980). These phrases were also translated into several European languages (Spanish, French, and German) for release in Europe.

In Frenzy, however, the robots are nowhere near as chatty. They only speak in a few specific situations. See "Differences from Berzerk" below for full details.

Mark Smith holds the official record for this game with 4804540 points.

DIFFERENCES FROM BERZERK...
* In "Berzerk", the walls are all solid. In Frenzy, some of the walls of the maze are composed of 'dots' which can be shot. This opens up strategies such as blasting a hole in the side of a room to escape when in trouble. The solid walls, on the other hand, now reflect shots. You can trick robots into killing themselves by standing on the opposite side of a reflective wall and letting them shoot themselves. The only wall that simply absorbs shots harmlessly as in the original is the closed door that appears behind you when you enter a new room.

* Neither type of wall is electrified, and so you can touch them without dying. On the other hand, you also usually can't kill robots by tricking them into walking into the now-harmless walls. In addition, you can no longer die by touching the robots or their explosions. Only their shots can kill you (though the blast radius from an exploding robot can kill you). There are two types of robots: skeletons and tanks. The two types have identical AI, but the skeletons are more difficult to shoot from above or below (because they're so thin).

* In "Berzerk", Evil Otto was unkillable and unstoppable. In Frenzy, where he's known as Crazy Otto, shooting him once changes him from a smiley face to a 'neutral' face, and another shot converts him to a 'frowny' face. Another shot kills him. However, killing Crazy Otto makes him a little bit faster the next time he appears, which is usually immediately.

* Every four mazes, there are seemingly decorative elements in Frenzy that don't exist in the earlier game. For example, in one room is a huge statue of Otto called Big Otto. Each one has a specific effect on game-play for that one room. The order is : Big Otto, Power Plant, Central Computer, and Robot Factory. The Power Plant and the Central Computer are surrounded by walls made entirely of 'dots', while Big Otto and the Robot Factory are surrounded by reflective walls with only one breakable 'dot' in the corner, making them more difficult to hit.

* In the Power Plant room, shooting the power plant once will disable it, and all robots in the room will stop moving. In the Central Computer room, shooting the computer will cause all the robots to start moving and firing erratically. While they're in such a state, the walls can kill them. The Robot Factory will continue to spit out additional robots while you're in the stage, taunting you as it does so. Shooting the factory has no effect.

* In the Big Otto room, if you kill Crazy Otto, not only does he immediately respawn as usual, but Big Otto will spawn four more Crazy Ottos (as depicted in the cabinet's sideart image) and sends them at you; the spawned Crazy Ottos all move at top speed. Like the Robot Factory, shooting Big Otto has no effect. Big Otto starts out with closed eyes and a neutral expression, but his expression changes to one of rage, with glowing red eyes and a frowning mouth, when you kill Crazy Otto. He also smiles when you die, though his eyes remain the same as before, either closed or open.

* Finally, the robots are nowhere near as chatty. They only speak in a few specific situations. They say 'Robot, attack!' when Crazy Otto appears, 'Charge...attack...shoot...kill...destroy!' when you kill Crazy Otto and he respawns, 'The Humanoid must not destroy the robot!' when entering the Big Otto room, 'Where is the Humanoid?' when shooting the Central Computer, and randomly alternates between 'A robot must get the humanoid' and 'A robot is not a chicken' when the Robot Factory dispenses a new robot. The constant background chatter of the original game is gone.

- SCORING -

Robots Killed (by you, another robot, or Crazy Otto) : 50 points.
Wall Dots Shot (by you or a robot) : 1 point.
Crazy Otto : 20 points per hit.
Bonus For Killing All Robots : 10 points per robot killed.

- SERIES -

1. Berzerk (1980)
2. Frenzy (1982)

- STAFF -

Designed & programmed by : Alan McNeil

- PORTS -

* Consoles :
Colecovision [US] (1982) "Frenzy [Model 2613]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=876&o=2

$end


$bbca_cass,bbcb_cass=frenzy,
$bio

Frenzy (c) 1983 Micro Power

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51858&o=2

$end


$coleco=frenzy,frenzya,frenzya2,
$bio

Frenzy (c) 1983 Coleco Industries, Incorporated. [Amsterdam, NY, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53283&o=2

$end


$info=m5frnzy,m5frnzya,
$bio

Frenzy (c) 1999 Barcrest.

- TRIVIA -

Released in April 1999.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=18260&o=2

$end


$snes=bsfreud1,
$bio

Freud no Chousenjou - Dai-1-gou (c) 199? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61325&o=2

$end


$snes=bsfreud2,
$bio

Freud no Chousenjou - Dai-2-gou (c) 199? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61326&o=2

$end


$snes=bsfreud3,
$bio

Freud no Chousenjou - Dai-3-gou (c) 199? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61327&o=2

$end


$snes=bsfreud4,
$bio

Freud no Chousenjou - Dai-4-gou (c) 199? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61328&o=2

$end


$snes=bsfreud5,
$bio

Freud no Chousenjou - Dai-5-gou (c) 199? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61329&o=2

$end


$snes=bsfreud6,
$bio

Freud no Chousenjou - Dai-6-gou (c) 199? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61330&o=2

$end


$cpc_cass=fridayth,fridayth01,
$bio

Friday The 13th (c) 1986 Domark Group, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96383&o=2

$end


$nes=friday13,
$bio

Friday the 13th (c) 1989 LJN

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55158&o=2

$end


$ibm5150,ibm5150_cass=fpcarcad,
$bio

FriendlyWare P.C. Arcade (c) 1983 FriendlySoft Inc.

A set of ten ASCII arcade games. Most games are replicas of popular arcade games from the early 80s. They are:
A) Brick Breaker (replica of "Breakout") 
B) Eagle Lander (replica of "Lunar Lander") 
C) Bug Blaster (replica of "Centipede")
D) Gorilla Gorilla (replica of "Donkey Kong")
E) Starfighter
F) Shooter 
G) ASCII Man (replica of "Pac-Man")
H) Hopper (replica of "Frogger")
I) Robot War (replica of "Berzerk")
J) PC Derby

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48091&o=2

$end


$saturn,sat_cart=friends,friendsa,
$bio

Friends - Seishun no Kagayaki (c) 1999 Nec InterChannel, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59143&o=2

$end


$info=m4fright,m4frighta,m4frightb,m4frightc,m4frightd,m4frighte,m4frightf,
$bio

Fright Night (c) 200? Empire Games Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15323&o=2

$end


$alice90=fringale,
$bio

Fringale (c) 1985 EH Services.

- TECHNICAL -

Game ID: 0000372

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87564&o=2

$end


$a2600=frisco,
$bio

Frisco (c) 19?? HomeVision.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50502&o=2

$end


$a5200=friskyt,
$bio

Frisky Tom (c) 1983 Atari, Incorporated.

- TRIVIA -

Unreleased prototype.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50041&o=2

$end


$x68k_flop=friskytm,
$bio

Frisky Tom (c) 1995 XYZ [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87548&o=2

$end


$info=bfriskyt,
$bio

Frisky Tom (c) 1982 Bandai Co., Ltd.

- TECHNICAL -

Model 16289

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94340&o=2

$end


$gameboy=friskyto,
$bio

Frisky Tom [Model DMG-AFTJ-JPN] (c) 1995 Nichibutsu [Nihon Bussan Company, Limited.] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66005&o=2

$end


$info=friskyt,friskyta,friskytb,
$bio

Frisky Tom (c) 1981 Nichibutsu [Nihon Bussan Company, Limited.].

You play the plumber Frisky Tom who is trying to get water from the top tank to a shower tank below. Mice interfere with your plans by stealing pipes blowing-up pipes and by biting Tom. If Tom fills enough water the shower tank, he advances to the next level. Depending upon how much water is in the tank, a woman in a bath tub will appear as an interlude between levels.

- TECHNICAL -

Upright model # FTA1001

CRT: 20 inch.
Width: 600 mm.
Depth: 690 mm.
Height: 1625 mm.
Power source: 100V~240V/110W

Main CPU : Zilog Z80 (@ 3.072 Mhz), NSC8105 (@ 1.5 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.536 Mhz), DAC

Players : 2
Control : 4-way joystick

- TRIVIA -

Frisky Tom was released in October 1981. Nichibutsu never released the old version in the U.S. for unknown reasons, although one could guess one of them. Perhaps it was the naked woman in the bath tub in which as you advanced in the game, bubbles would be washed away revealing her breasts?? Probably didn't go over too well with the U.S. arcade owners in the early 80's.

When the game was released, the service manual that came with the  original cabinet described the old version (set 2) of game play. That didn't help arcade owners much because it didn't match the system  they received. The game wasn't very popular so there were few complaints.

The flyer reads 'Nichibutsu original custom C.P.U. was used for the first time in video games'.

Cast of Characters :
FRISKY TOM
BOMB - When the bomb explodes, you lose a life.
MOLAR Mouse (Orange) - 50 points awarded if bumped by Tom.
PYRO Mouse (Pink) - Lights the bomb fuse.
MEAN Mouse (Blue) - If Tom runs into this mouse he will fall...so stay away!.
MEGATON Mouse (Violet) - Mouse who plants the bomb.
KLEPTO Mouse (Green) - Mouse who takes or carries away pieces of pipe.

- UPDATES -

Two Different Frisky Tom Games ?

The new version (set 1) differs from the old version (set 2) and has a tremendous impact on game play and strategy. In addition to the differences listed in the Cast of Characters, the following are also noted :
* Frisky Toms are tracked as 'lives' in the new version while in the old version they are water tanks.
* In the new version, the bottom tank starts with 4000 points and will gradually slip to 0 if no water gets to it. A life is lost at this point (Frisky Tom). In the old version, water must be filled to maximum to not lose a life (a tank). A song will be played when the bottom tank is filled completely.
* The bomb fuse can be put out by either dropping on it from the left or all the way to the end of the screen on the right (reappear on the left side) in the new version. In the old version you can only put out the fuse on the left side. You fall just short if you move off to the right side of the screen.
* MOLAR Mouse is worth 200 points in the new version.
* MOLAR mouse can be knocked down in any position on the pipes in the new version. MOLAR mouse can only be knocked off in the old version when he is transiting up and down on a pipe.
* In the new version MEAN Mouse is red.
* In the new version MEAN Mouse will kill Tom if he touches or falls on it. MEAN mouse doesn't fall in the old version.
* KLEPTO Mouse is not in the new version
* The new version has classes of difficulty 'A', 'B' & 'C'. In the old version there are no difficulty classes.
* In the new version the lady will appear between levels every time the bottom tank has more than 1900 points. Also she wears a bikini. In the old version the lady will appear every 3 levels or so and she is naked!
* Game config is backed up by 4.5v battery in old version.
* Old version uses larger board.

- PORTS -

* Consoles :
Atari 5200 (1982, prototype was programmed but was never released)
Nintendo Super Famicom (1995) "Nichibutsu Arcade Classics [Model SHVC-AACJ-JPN]"
Nintendo Game Boy (1995) "Frisky Tom [Model DMG-AFTJ-JPN]"
Sony PlayStation (1995) "Nichibutsu Arcade Classics [Model SLPS-00184]"
Sony PlayStation (2002) "Arcade Hits - Frisky Tom [Major Wave Serie] [Model SLPM-87118]"

* Computers :
X68000 (1995)

* Others :
LCD Handheld Game (1982) by Bandai.
LCD Handheld Game (1982) Pipe Line. French release by Bandai.
VFD Handheld Game (1982) by Bandai.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=877&o=2

$end


$info=frogg,froggers,
$bio

Frog (c) 1981.

Bootleg of Konami's Frogger.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=878&o=2

$end


$info=frogf,
$bio

Frog (c) 1982 Falcon.

A bootleg of Konami's "Frogger [GX392]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=17489&o=2

$end


$msx1_cass=frog,
$bio

Frog (c) 1985 Advance [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94658&o=2

$end


$x68k_flop=frog,
$bio

Frog (c) 19?? Takahashi Tokiyuki

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87549&o=2

$end


$info=fspiderb,
$bio

Frog & Spiders (c) 1981 Taito.

- TRIVIA -

Released in October 1981.

Also released as a cocktail model. In Japan, the cocktail version is known as "T.T Frog & Spiders".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4605&o=2

$end


$intv=frogbog,
$bio

Frog Bog (c) 1982 Mattel Electronics

Go for high score by making a frog jump off a lily pad and catch insects with his flashing tongue!  Flying critters float across, high or low, anywhere on your TV screen.  They even reverse direction! Jump your frog too late and you'll miss.  Jump him too far and he lands in the pond.  You'll have to wait for him to swim back to the pad before trying again. Day or night action. May the best 'croaker' win!

- TECHNICAL -

Model 5301

CONTROLS:
1: DAY
3: NIGHT
Clear: FIXED ARC (easy)
0: DIR (DIRection -- harder)
Enter: DIR & TONGUE (hardest)
Disc: JUMP
Side action button used with DIR & TONGUE mode only.

- SCORING -

There are 4 different kinds of bugs. Each has a different point value: 5, 10, 15 and 35 points.

- TIPS AND TRICKS -

* DON'T GO IN THE WATER. Your frog will be out of action (can't score) if he falls in the pond. Before you can try again, you MUST WAIT until he swims back to the pad.

* AUTOMATIC TONGUE works best when frog ISN'T on the way up or down. In other words, time your jump to get close to the bug at the highest or lowest part of the jump.

* MAKE UP YOUR MIND. High-scoring bug or low-scoring bug? Watch your running score totals.  If you need some sure points to get back in the game, low-scoring bugs are EASIER to catch.

* WATCH YOUR TIME. Day or night, game time (scoring) time is 3 minutes. Watch for the changing sky -- from daylight to sunset and darkness -- from full moon at night to fading moonlight. Changes in the sky mean you're running out of time.

- STAFF -

Program: Peter Kaminski, Tom Soulanille

- PORTS -

* Consoles :
Atari 2600 (1982) "Frogs and Flies [Model MT5664]"
Atari 2600 (1989) "Frogs and Flies"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60887&o=2

$end


$a2600=frogdemo,
$bio

Frog Demo (c) 1983 CommaVid.

A one-screen demo featuring a frog and some stationary moths. When the fire button is pressed, the frog will shoot out its tongue (looks suspiciously like the laser beam).

- TRIVIA -

This prototype was found in 2002 in a box of EPROMs given to the Digital Press by Dr. John Bronstein, one of the co-founders of CommaVid. This EPROM was simply labeled FROG.

According to Joseph Biel, this demo was used to test some graphical theories that he later used in his game Stronghold.

- STAFF -

Programmer: Joseph Biel

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50503&o=2

$end


$cdi=frogfeas,
$bio

Frog Feast (c) 2000 Rastersoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52962&o=2

$end


$info=j80frogh,
$bio

Frog Hop (c) 198? JPM International.

- TECHNICAL -

System 80

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41158&o=2

$end


$ti99_cart=frogjump,
$bio

Frog Jump (c) 1983 Foresman [Scott Foresman]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84587&o=2

$end


$c64_cart,c64_flop=frogmstr,
$bio

Frog Master (c) 1983 Commodore

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53579&o=2

$end


$a2600=frogpond,frogpond1,
$bio

Frog Pond (c) 1982 Atari, Incorporated.

- TECHNICAL -

Model CX2665

- STAFF -

Programmer: Nick Turner

- PORTS -

* Others : 
Atari Flashback 2 [US] (2005)
Atari Flashback 3 [US] (September 16, 2011) by AtGames 
Atari Flashback 4 [US] (November 13, 2012) by AtGames 
Atari Flashback 5 [US] (October 1, 2014) by AtGames

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50504&o=2

$end


$ti99_cart=frogstk,
$bio

Frog Stickers (c) 1982 Navarone

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84588&o=2

$end


$info=froggrs,
$bio

Frogger (c) 1981 Coin Music.

Bootleg of the Konami classic, made on the Scramble hardware.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61478&o=2

$end


$info=froggers1,froggers2,froggers3,froggermc,
$bio

Frogger (c) 1981 Sega Enterprises, Limited.

For more information about the game itself, please see the original Konami version entry.

- TECHNICAL -

Sega's Frogger came in a rather plain looking Sega cabinet known as the 'Convert-a-Cab'. The cabinets had wood grain sides, and the monitor was laid back at a 45 degree angle (just like the monitor in a "Ms. Pac-Man"). The control panel, monitor bezel, and marquee all have a single tire tread graphic that continues on all of them. Most machines have a large sticker for sideart. This game uses the Konami Classic wiring harness, but it doesn't have any buttons, which limits plug and play conversion quite a bit.

- TRIVIA -

Frogger was released in October 1981 in the USA by Sega/Gremlin, under license from Konami, and was the first major hit for Sega (In 1982, "Zaxxon" became their number one game.)

- PORTS -

* Consoles : 
Atari 2600 [US] (1982) "Frogger [Model PB5300]" 
Atari XEGS 
Colecovision [US] (1982) "Frogger [Model 9830]" 
Atari 5200 [US] (1983) "Frogger [Model 9530]" 
Mattel Intellivision [US] (1983) "Frogger [Model 6300]" 
Sega Genesis [US] (1998) "Frogger [Model 1139]" 
Nintendo SNES [US] (1998) "Frogger [Model SNS-AF7E]" 
Nintendo Game Boy [US] (August 1998) "Frogger [Model DMG-AFGE-USA]" 
Nintendo Game Boy Color [US] (December 31, 1998) "Frogger [Model DMG-AFRE]" 
Nintendo Game Boy Advance [US] (March 21, 2002) "Konami Collector's Series: Arcade Advanced [Model AGB-AKCE-USA]" 
Microsoft XBOX 360 [XBLA] [US] (July 12, 2006) 
Microsoft XBOX 360 [US] (December 15, 2009) "Konami Classics Vol.1 [Model 30085]" XBLA version

* Computers : 
Atari 800 [US] (1982) "Frogger [Model 1110]"  
PC [Booter] [US] (1983) 
PC [Booter] [US] (1983) "Hopper", a part of "Friendlyware PC Arcade" suite 
Tandy Color Computer [US] (1983) 
Apple II [US] (1983) 
Commodore C64 [US] (1983) "Frogger [Model PB1570]" 
PC [MS-DOS] [US] (1983) 
Commodore VIC-20 [US] "Menagerie" 
Tommy Tutor

* Others : 
VFD handheld game [US] (1981) by Coleco 
Radio Shack LCD handheld [US] (1996) "Frog Crossing" 
Tiger Game.Com [US] (1999) [Model 75-756] 
Mobile Phones [US] (November 20, 2003) 
Frogger Plug 'n Play TV Game [US] (2004) by Majesco 
Konami Arcade Advanced Plug 'n Play TV Game [US] (2004) by Majesco 
Windows Mobile [US] (October 30, 2006) 
Apple iPhone/iPad [US] (August 1, 2008) "Frogger [Model 286115722]" 
BlackBerry [US] (August 12, 2009) "Frogger [Model 996]" : Re-released October 21, 2009

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40307&o=2

$end


$info=cfrogger,
$bio

Frogger (c) 1981 Coleco Industries, Inc.

Tabletop VFD game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95286&o=2

$end


$bbca_cass,bbcb_cass=froggera,
$bio

Frogger (c) 1982 A&F Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51859&o=2

$end


$coleco=frogger,
$bio

Frogger (c) 1983 Parker Bros.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53284&o=2

$end


$c64_cart,c64_flop=frogger,
$bio

Frogger (c) 1983 Parker Bros.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53580&o=2

$end


$ibm5150,ibm5150_cass=frogger,
$bio

Frogger (c) 1983 Sierra On-Line, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83620&o=2

$end


$a800=frogger,
$bio

Frogger (c) 1983 Parker Bros. [Beverly, MA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86553&o=2

$end


$odyssey2=frogger,froggerb,
$bio

Frogger (c) 1983 Parker Bros.

- STAFF -

Programmer: Peter Inser

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95610&o=2

$end


$ti99_cart=frogger,
$bio

Frogger (c) 1984 Parker Bros. [Beverly, MA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84589&o=2

$end


$bbca_cass,bbcb_cass=froggers,
$bio

Frogger (c) 19?? Superior Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51860&o=2

$end


$mc10=frogger,
$bio

Frogger (c) 198? Krah [Jason Krah]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87630&o=2

$end


$info=froggerv,
$bio

Frogger (c) 198? Videotron.

Pirate version by Videotron.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93956&o=2

$end


$x68k_flop=froggero,
$bio

Frogger (c) 1991 Tiny-Tomo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87551&o=2

$end


$x68k_flop=frogger,
$bio

Frogger (c) 1995 Tiny-Tomo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87550&o=2

$end


$megadriv=frogger,
$bio

Frogger (c) 1998 Majesco Entertainment Co.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57227&o=2

$end


$snes=frogger,
$bio

Frogger (c) 1998 Majesco Ent. Co.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63027&o=2

$end


$gamegear=frogger,
$bio

Frogger (c) 199? Unknown

- TIPS AND TRICKS -

* Stage Select and Invincibility: At the title screen, enter Left, 2, Up, Right, Left, 2, 1, 1, Down, Down, Up, 2, Right, Down, Right, Up, START. Now, during the map screen, press 1 or 2 to select the stage. During the game, press 2 to turn invincible.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64599&o=2

$end


$gba=frogjrnyj,
$bio

Frogger - Kodaibunmei no Nazo [Model AGB-BFJJ-JPN] (c) 2004 Konami Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70707&o=2

$end


$gba=frograd2j,
$bio

Frogger - Mahou no Kuni no Daibouken [Model AGB-AFBJ-JPN] (c) 2003 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70708&o=2

$end


$n64=frogger2,
$bio

Frogger 2 (c) 1997 Unknown.

Cancelled prototype.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57711&o=2

$end


$gbcolor=frogger2,
$bio

Frogger 2 [Model CGB-BH2E-USA] (c) 2000 Majesco Ent. Co.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67907&o=2

$end


$ibm5150,ibm5150_cass=frogger2,
$bio

Frogger 2: Three Deep (c) 1984 Sega Enterprises, Ltd. [Tokyo, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83621&o=2

$end


$gba=froggeru,
$bio

Frogger Advance - The Great Quest [Model AGB-AFQE-USA] (c) 2002 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70710&o=2

$end


$gba=frogger,
$bio

Frogger Advance - The Great Quest [Model AGB-AFQP] (c) 2002 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70709&o=2

$end


$coleco=frogger2,
$bio

Frogger II - Threedeep! (c) 1984 Parker Bros.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53285&o=2

$end


$c64_cart,c64_flop=frogger2,
$bio

Frogger II - Threedeep! (c) 1984 Parker Bros.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53581&o=2

$end


$a800=frogger2,
$bio

Frogger II - Threedeep! (c) 1984 Parker Bros. [Beverly, MA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86554&o=2

$end


$a5200=frogger2,
$bio

Frogger II - Threeedeep! (c) 1983 Parker Bros.

The objective of the game is to get Frogger safely into the required number of home berths. Home berths are dispersed among the three different screens: underwater, on the water's surface, and in the air. In Level 1, for instance, there are five home berths; three in the underwater screen, and one each in the surface and air screens. Frogger need not reach any of the home berths in one screen before he goes to the next. As you'll see, Frogger may travel from one screen to another without loss of life. To advance to a higher difficulty, however, Frogger must fill all open berths in each of the three screens.

There are bonus points to be had in each screen, too. But you'll collect them only if you take Frogger to an open berth on that same sreen!

- TECHNICAL -

Model 9090

- SCORING -

Reaching a home berth: 1000 points
Advancing a row: 15 points
Time remaining: 32 points/sec

Bonus points:
Jumping off a lily pad: 25 points
Eating an air bubble.: 100 points
Eating a butterfly: 100 points

- STAFF -

Programmer: Larry Gelberg

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50043&o=2

$end


$a2600=frogger2,frogger2e,
$bio

Frogger II - Threeedeep! (c) 1984 Parker Bros.

Look who's resurfaced in an all new adventure. It's Frogger! Three distinctly different screens take our fearless frog on another homeward bound journey, but this time it's underwater, over water, and through the air! Frogger must swim against strong currents. Whisk over whales and hippos, sidestep submarines, spring from cloud trampolines to high-flying birds and so much more. So, Frogger lovers, kiss your lily pads good-bye and get set some fast and frantic fun!

To get Frogger safely into the required number of home berths. Home berths are dispersed among the three different screens:  underwater, on the water's surface, and in the air. In Level 1, for instance, there are five home berths; three in the underwater screen, and one each in the surface and air screens. Frogger need not reach any of the home berths in one screen before he goes to the next screen. As you'll see, Frogger may travel from one screen to another without loss of life. To advance to a higher difficulty level, however, Frogger must fill all open berths in each of the three screens.

- TECHNICAL -

Model PB5590

- TIPS AND TRICKS -

Reaching a home berth: 99 points

Advancing a row (underwater and surface screens only): 1 point

Time remaining: 1 point per tick

Bonus points:
Eating an air bubble: 50 points
Jumping off a lily pad: 50 points
Eating a butterfly: 50 points

Note: Bonus points are collected only when Frogger reaches a home berth on that same screen.

Bonus frog: 1 every 2,000 points

- STAFF -

Programmer: Mark Lesser

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50506&o=2

$end


$pyuuta=frogger,
$bio

Frogger [Model 005E] (c) 1983 Tomy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101346&o=2

$end


$a5200=frogger,
$bio

Frogger (c) 1983 Parker Bros

The object of the game is to hope as many frogs to safety as you can -- and to score the most points along the way!

- TECHNICAL -

Model 9530

- SCORING -

In a one-player game, your score is displayed throughout the game in white numerals at the bottom of the screen. Points accumulate as follows:
Successfully jumping frog forward: 10 points.
Successfully jumping a frog into a home bed: 50 points.
Successfully jumping five frogs home: 1000 points.
Rescuing a pink lady frog: 200 points.
Eating a bonus fly: 200 points.
Taking a frog home before its time is up: 10 points per remaining second.

- STAFF -

Programmer: Steve Kranish

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50042&o=2

$end


$gameboy=frogger,
$bio

Frogger [Model DMG-AFGE-USA] (c) 1998 Majesco Ent. Co.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66006&o=2

$end


$gbcolor=froggerua,
$bio

Frogger [Model DMG-AFRE-USA-2] (c) 1998 Majesco Ent. Co.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67905&o=2

$end


$gbcolor=froggeru,
$bio

Frogger [Model DMG-AFRE-USA-3] (c) 1998 Majesco Ent. Co.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67906&o=2

$end


$gbcolor=froggerub,
$bio

Frogger [Model DMG-AFRE-USA] (c) 1998 Majesco Ent. Co.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67904&o=2

$end


$gbcolor=frogger,
$bio

Frogger [Model DMG-AFRP-EUR] (c) 1998 Majesco Ent. Co.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67903&o=2

$end


$info=frogger,froggeram,
$bio

Frogger (c) 1981 Konami Industry Company, Limited.

Frogger is a 1- or 2-player game in which players move their frog from the bottom to the top of the screen. This is achieved by overcoming a number of hazards without getting run over or drowned. 

The first half of the screen is a bi-directional flow of traffic including busses, cars and racecars. Players must avoid these vehicles. Frogs can move safely with the flow of traffic to make their way to the second half of the screen, which consists of a river with fast moving logs and sinkable turtles. Frogs must hop on the backs of the logs and the turtles to get to the home base at the top of the screen. At random times throughout the game play, a lady frog will appear on a log. Bonus points are scored if the frog successfully hops on the back of the lady frog and escorts her safely home. A fly will also appear randomly in a home base. Bonus points can be scored if the frog hops in the home base when the fly is present. Sinking turtles also swiftly move across the river with the logs. If a frog is unsuccessful in hopping on a turtle's back, the frog will sink and drown. Crocodiles, snakes, and otters also roam the moving river waiting to eat frogs on their way up to the home base. Players can hop on their back (except the snake, whose touch is deadly), but they must avoid their open mouths. The frog must be lined up perfectly to enter one of the 5 home bases. Players must maneuver the frogs to their home base within the allotted time (60 beats on the timer). 

The frog can move vertically or horizontally by maneuvering the joystick. Players must maneuver the frog swiftly and precisely without getting run over, drowned, or eaten by the creatures that roam the flowing river. Avoiding traffic, deadly snakes, otters, crocodiles, and the treacherous diving turtles make game action stimulating in Frogger.

- TECHNICAL -

Game ID : GX392

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound CPU : Zilog Z80 (@ 1.78975 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.78975 Mhz)

Players : 2
Control : 4-Way Joystick

- TRIVIA -

Frogger was released by Konami in June 1981 in Japan; it became a runaway hit. 

1981 was a big year in video games. A lot of companies were putting some pretty popular games on the market and it created a very competitive atmosphere as to what company was putting out the most popular ones. In addition, 1981 continued on the trend of the 'cute' type games such as "Ms. Pac-Man", "Qix", and a host of Pac-Man clones. Konami was already becoming a force to be reckoned with in the video gaming world. With such hits as "Space War", "Scramble", and "Super Cobra", Konami was making its mark. 

The sound that can be heard when a coin is inserted into the machine was sampled by producer Richard X for the Sugababes' song, 'Freak Like Me' (and is the very first sound on the track). 

Frogger has numerous bugs, although many of these are not immediately apparent to the average player : 
1. Sections of the music will occasionally cut out, although the main melody will continue to play. 
2. On occasion, Frogger displays a somewhat haphazard approach to collision detection. One side effect of this is that the player can sometimes make a perfectly legal and safe jump and still lose a life. Another side effect of this is that the player can jump up onto the first row of turtles, and then immediately jump back. This will place the player 'off the grid', and it is now possible to jump right off the side of the screen, leading to a loss of life. 
3. There are several other odd jumps that can be made as well. Firstly, the player can 'hang off' the left side of a turtle, but attempting to do the same on the right side results in death. If the player jumps onto a home base with an alligator (and the 'gator vanishes after you jump, but before the player lands), Frogger will be killed, but he will ALSO make it home. Finally, left and right jumps on the top row of logs are sometimes much slower than usual - this is more likely to occur after previously eating a fly. 
4. Another in-game bug is that the lady frog will sometimes be invisible, but will flash red when the player jumps onto the spot where she is. 

Mark Robichek holds the official record for this game with 442330 points. 

A Frogger unit appears in the 1999 movie 'Magnolia' and the sitcom 'Two and a Half Men'; Season 5, Episode 2 (People Who Love Peepholes). 

Frogger inspired a catchy hit song by Buckner and Garcia called 'Froggy's Lament' released on the 'Pac-Man Fever' album. 

The TV show, Seinfeld, has an episode named 'The Frogger'. George and Jerry are in Mario's Pizza which is closing down, and they find a Frogger game still there. They realize that the high score of 860630 points has George's initials GLC [George Louis Costanza]. They reminisce about the night it happened : "I was unstoppable!... Just the right amount of grease on the joystick". George decides to buy the Frogger machine to immortalize his high score, but Jerry informs him that unplugging the game will erase all of the scores. Later, George tries in vain to call an electrician to help : "I need a guy that can rig a Frogger machine so that I can move it without losing power, 'cause I have the high score. H-hello?". Kramer suggests an electrician who can help. George says, "Kramer, listen to me. I'm never gonna have a child. If I lose this Frogger high score, that's it for me". George assembles a team and hatches a plan to salvage the game. But when he arrives, he finds the team playing the game, which has only three minutes of battery life left. They can't get it back in the closed pizzeria, but there is an open pharmacy across the street where it could be plugged in. George decides to push the machine across the highway, and an overhead shot of this feat looks much like the Frogger game itself, and the music from the game is played. At the end, George is unable to push the game onto the sidewalk and it gets destroyed by an oncoming truck. 

MB (Milton Bradley) released a board game based on this video game (same name) the same year, 'One Wrong Leap Will Get You Squished And Splattered' : in this version of the game, 2 players face off, each with their own army of frogs, logs, and automobiles. Each turn, a player spends his movement points either moving his frogs toward their goal (the other side of the board), or moving logs and cars in an attempt to block or squash the other player's frogs. Complete with 'bonus points' for landing on flies, this is actually a pretty faithful interpretation of the video-game; but far too simple to have any long-lasting interest. More of a curiosity for video game enthusiasts than anything. 

Frogger also spawned a cartoon series of the same name : Ruby-Spears Productions. Produced By Joe Ruby, Ken Spears. Originally aired September 17, 1983 as part of 'Saturday Supercade' on CBS. 

Michael Jackson used to own this game. It was sold at the official Michael Jackson Auction on April 24, 2009.

The Main character appear, on the 2012 animation movie "Wreck-It Ralph" from Walt Disney Animation Studios.

- SCORING -

Forward Hop : 10 points (max points per home is 100)
Frog Safely Put in Home : 50 points
Completing a Level : 1000 points
Bringing a Frog to Your Home : 200 points
Eating a Fly : 200 points

You also get a time bonus of 10 x the remaining seconds added to your score.

- TIPS AND TRICKS -

* When you start the game, your frog will start at the bottom of the screen. You will have 60 seconds to move your frog up 10 spaces and successfully put it in their home. If you are successful, then you will try to put a frog in the next home and so on until you fill up all five homes with frogs. When you do this, you progress to the next level. 

* Note the traffic flow of the 2 parts. The cars travel on the roadway from left to right while the logs, turtles, crocodiles, etc. travel on the water lanes in the following direction : 
a) Lanes #1, #3, and #5 go from right to left. 
b) Lanes #2 and #4 go from left to right. 

* First, you must cross the highway. You will become road kill if a vehicle hits you or you hit a vehicle. Try to find 'lanes' in between the vehicles. You must plan for gaps to form in the first three lanes so you don't become trapped. The vehicles in the first three lanes move slowly enough that you can jump side to side with reasonable safety. 

* Lane #4 is the dangerous lane. Depending on how much time you are taking, the cars may pick up speed even though it shows slow on the chart. Keep this in mind when you are moving your frog. 

* At level 3, a snake will either be in the median or on the log in water lane #3. The snake is deadly to your frog and you cannot hop over it. 

* The turtles are pretty easy to navigate over in water lanes #1 and #4. Be wary of the diving turtles and only use them as a quick bypass to a more solid footing. If your frog is on a diving turtle when it dives, your frog will drown. 

* Again, time your jumps to coincide with the logs and turtles to ensure you will always have a solid footing to jump to. As the levels progress, you will have less things you can jump to. 

* You can jump on the backs of the crocodiles and otters. Just don't get near their mouths or they are apt to turn your frog into a meal. 

* You may see a purple lady frog hopping around on a log in water lane #2. Just cross over her to give her a piggyback ride to your home and get an extra 200 points. 

* Watch out for the snakes, they sometimes like to ride on the logs. If you see a snake on a log, jump back to solid footing. 

* Your frog cannot 'wrap-around' the screen so make sure you bail off before that footing disappears off the edge of the screen or your frog will come out the other side in a squished condition. 

* By that same token, if you have the time and necessary footing, you can hold out until the fly appears in your home before you settle your frog in. That's another 200 points. 

* Try to fill in the two end homes before going for the middle. The hardest home to get into is the left-hand one (home #1) since everything in water lane #5 goes from right to left. This means you may have to bounce back to water lane #4 so you can get a good shot at your home. 

* Speaking of getting your frogs into their homes, you must hit exact center or your frog will die. Also, keep in mind that crocodiles like to randomly appear in your home. Make sure that your home is clear before trying to settle your frog down into it. 

* Again, if you waste too much time, the things on the river will move quicker so you will have to adjust your strategy accordingly. 

* When the game is playing in attract mode, you can control the frog. When the frog reaches water lane #4, you can control the frog's movements until you move either up or down. 

* If you jump into your home at the same time the crocodile is leaving your home, you will be credited with making to your home but you will still lose a frog in the process. 

* You can dangle your frog from the left side of the turtles but not the right side. 

* Your side-to-side movements in water lane #5 may be slow and sluggish. 

* The lady frog will sometimes be invisible. In this case, the only time you know she's there is when you jump on her. She will then ride on your back to your home.

- SERIES -

1. Frogger (1981)
2. Frogger II - Three Deep (1984, Colecovision)
3. Frogger [Unreleased Prototype] (1991, Sega Game Gear)
4. Frogger [3D remake] (1997, Sony PlayStation, PC CD-ROM)
5. Frogger 2 - Swampy's Revenge (2000, PC CD-ROM, Sony PlayStation, Sega Dreamcast)
6. Frogger's Adventures Temple of the Frog (2001, Nintendo Game Boy Advance)
7. Frogger's Adventures 2 - The Lost Wand (2002, Nintendo Game Boy Advance)
8. Frogger - The Great Quest (2002, PC CD-ROM, Sony PS2)
9. Frogger Beyond (2003, PC CD-ROM, Microsoft XBOX, Nintendo GameCube)
10. Frogger's Adventures: The Rescue (2003, PC CD-ROM, Nintendo GameCube, Sony PS2)
11. Frogger - Ancient Shadow (2005, Microsoft XBOX, Sony PlayStation 2, Nintendo GameCube)
12. Frogger Helmet Chaos (2005, Nintendo DS, Nintendo GameCube, Sony PS2)
13. My Frogger Toy Trials (2007, Nintendo DS)
14. Frogger - Hyper Arcade Edition (2012, PSN)

- PORTS -

* Consoles : 
Magnavox Odyssey 2 [EU] (1982) 
Magnavox Odyssey 2 [BR] (1984) 
Atari 2600 [AU] (1990) "2 Pak Special: Star Warrior & Frogger"
Nintendo Game Boy Color [EU] (1997) "Frogger [Model DMG-P-AFRP]" 
Nintendo Game Boy Advance [JP] (May 2, 2002) "Konami Arcade Game Collection [Model AGB-AKCJ-JPN]" 
Nintendo Game Boy Advance [EU] (June 21, 2002) "Konami Collector's Series: Arcade Classics [Model AGB-AKCP-EUR]" 
Microsoft XBOX 360 [XBLA] [EU] [JP] (July 12, 2006) 

* Computers : 
Sinclair ZX 81 [EU] (1981) by Sega 
BBC Micro [EU] (1982) by A&F Software 
BBC Micro [EU] (1983) "Froggy" by Superior Software 
Sinclair ZX Spectrum [EU] (1983) by Rabbit Software 
Sinclair ZX Spectrum [EU] (1983) "Froggy" by DJL Software 
Commodore C64 [EU] (1983) 
MSX [JP] (December 1983) "Frogger [Model RC704]" 
Acorn Electron [EU] (1984) "Hopper" 
Amstrad CPC [EU] (1985) "Froggy" by R&B Software 
Oric I [EU] "Hopper" 
Sharp X68000 [JP] (1991) 

* Others : 
VFD handheld game (19??) by GCL (Computer Games Limited) 
VFD handheld game [JP] by Gakken

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=879&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=frogger,
$bio

Frogger (c) 1983 Parker Bros.

- TECHNICAL -

[Model PB1410]

- TRIVIA -

Approximately 3K of the 8K chip are not used!

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84423&o=2

$end


$a2600=frogger,froggere,
$bio

Frogger (c) 1982 Parker Bros.

The object of the game is to hop as many frogs to safety as you can and to score the most points along the way!

Frogger for Atari 2600 has 6 game variations. Games 1, 3, and 5 are one-player games; 2, 4, and 6 are two-player games.

Two-Player Games: Games 2, 4, and 6 are two-player games. The left player goes first; players then alternate turns.  Your turn ends when you lose a frog; you begin your turn again with your remaining frogs. Each player's score is displayed throughout his or her turn at the topof the screen. The game ends once both players have lost all their  frogs.

- TECHNICAL -

Model PB5300

- TRIVIA -

Licences from Sega Enterprises.

- SCORING -

Successfully jumping Frogger forward: 1 point
Successfully jumping Frogger home: 5 points
Successfully jumping 5 frogs home: 100 points
Taking a lady frog home: 20 points
Eating a fly: 20 points
Extra points for time left: 2 points per remaining second

Every time you score 1,000 points and have fewer than 4 frogs left, you'll get another Frogger! When this happens, you'll see another white square on the lower left-hand corner of the screen.

- STAFF -

Programmer: Ed English
Sound: David Lamkins

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50505&o=2

$end


$intv=frogger,
$bio

Frogger (c) 1983 Parker Bros.

Based on the popular Arcade Game from Sega.

Life isn't all lazy days and lily pads for a frog - it abounds with dangers. Guide your frantic frog home to safety in a madcap dash across a busy highway and a treacherous river. Fast and furious action is guaranteed to keep things hopping. 1 or 2 players.

- TECHNICAL -

Model PB6300

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60888&o=2

$end


$msx1_cart=frogger,froggera,
$bio

Frogger (c) 1983 Konami.

- TECHNICAL -

Game ID: RC704

- TRIVIA -

Frogger for MSX was released in December 1983 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48141&o=2

$end


$gba=frogradvu,
$bio

Frogger's Adventures - Temple of the Frog [Model AGB-AFRE-USA] (c) 2001 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70712&o=2

$end


$gba=frogradv,
$bio

Frogger's Adventures - Temple of the Frog [Model AGB-AFRP] (c) 2001 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70711&o=2

$end


$gba=frograd2u,
$bio

Frogger's Adventures 2 - The Lost Wand [Model AGB-AFBE-USA] (c) 2002 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70714&o=2

$end


$gba=frograd2,
$bio

Frogger's Adventures 2 - The Lost Wand [Model AGB-AFBP] (c) 2003 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70713&o=2

$end


$gba=frogjrny,
$bio

Frogger's Journey - The Forgotten Relic [Model AGB-BFJE-USA] (c) 2003 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70715&o=2

$end


$cpc_cass=froggyuk,
$bio

Froggy (c) 1985 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96386&o=2

$end


$bbca_cass,bbcb_cass=froggy,
$bio

Froggy (c) 19?? JSD

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51861&o=2

$end


$bbca_cass,bbcb_cass=froglet,
$bio

Froglet (c) 1983 ASP Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51862&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=frogman,
$bio

Frogman (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84424&o=2

$end


$info=frogs,
$bio

Frogs (c) 1978 Gremlin.

You're a frog on a lily pad and there's flies and insects flying around you. Jump and stick out your tongue to catch these critters. A dragonfly comes out towards the end of your game, if you catch the Dragonfly you get a free game.

- TECHNICAL -

Game ID : 112-119

Main CPU : Zilog Z80 (@ 1.93356 Mhz)
Sound Chips : Discrete circuitry

Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 64

Players : 1
Control : 4-way joystick
Buttons : 1

- TRIVIA -

Released in October 1978.

- SCORING -

Butterfly : 100 points
Housefly : 500 points
Dragonfly : Free Game

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=880&o=2

$end


$a2600=frogsflie,
$bio

Frogs and Flies (c) 1989 Telegames

Telegames re-release. See original "Frogs and Flies [Model MT5664]" for more information about the game itself.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50507&o=2

$end


$a2600=frogsfli,
$bio

Frogs and Flies (c) 1982 M Network

Atari 2600 version of Intellivision's "Frog Bog [Model 5301]".

The object of the game is to make frogs catch flies. Points are won by manipulating a frog so that he jumps off a lily pad and scoops up flying insects with a flashing tongue. Jump him too late and you'll miss. Jump him too far and he'll land in the pond. you'll have to wait for him to swim back before trying again. Day & night action. Catch more flies than an opponent. Or beat your own top score!

- TECHNICAL -

Model MT5664

- TIPS AND TRICKS -

DONT FALL IN the pond! Your frog will be out of business. You'll have to WAIT until he swims back to the pad before you can try for another score.
            
In the B EASY GAME, the automatic tongue is most effective when frog isn't on the way up or down. Time your jumps so that frog gets closest to fly at the highest or lowest point in his jump.

WATCH THE TIME. Game time is three minutes. Watch for the changing sky - from daylight to sunset and darkness. Change to black of night means scoring time is running out!

REMEMBER: an inactive frog won't stay inactive! In the one player game, the computer COULD BEAT you by working the other frog automatically. And whenever any frog is not moved for 15 seconds, computer will take over.

- STAFF -

Programmer: Dave Rolfe

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50508&o=2

$end


$gamegear=slamdunk,
$bio

From TV Animation - Slam Dunk - Shouri e no Starting 5 (c) 1994 Bandai

- TECHNICAL -

[Model T-133037]

- TRIVIA -

This game is based on the Anime "Slam Dunk", aired in 1993-1996, in turn based on Takehiko Inoue's manga with the same title.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64600&o=2

$end


$wscolor=onepchop,
$bio

From TV Animation One Piece - Chopper no Daibouken [Model SWJ-BANC3B] (c) 2003 Bandai Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86435&o=2

$end


$wscolor=onepbatl,
$bio

From TV Animation One Piece - Grand Battle Swan Colosseum [Model SWJ-BANC29] (c) 2002 Bandai Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86436&o=2

$end


$gbcolor=onepglin,
$bio

From TV Animation One Piece - Maboroshi no Grand Line Boukenki! [Model DMG-BZOJ-JPN] (c) 2002 Banpresto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67908&o=2

$end


$wswan=onepmeza,
$bio

From TV Animation One Piece - Mezase Kaizoku Ou! [Model SWJ-BAN02B] (c) 2000 Bandai Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86330&o=2

$end


$gba=onepmeza,
$bio

From TV Animation One Piece - Mezase! King of Berry [Model AGB-AUSJ-JPN] (c) 2003 Banpresto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70716&o=2

$end


$gba=onepnana,
$bio

From TV Animation One Piece - Nanatsu-jima no Daihihou [Model AGB-AO7J-JPN] (c) 2002 Banpresto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70717&o=2

$end


$wscolor=onepniji,
$bio

From TV Animation One Piece - Niji no Shima Densetsu [Model SWJ-BANC19] (c) 2001 Bandai Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86437&o=2

$end


$wscolor=oneptwr2,
$bio

From TV Animation One Piece - Treasure Wars 2 - Buggy Land e Youkoso [Model SWJ-BANC33] (c) 2002 Bandai Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86439&o=2

$end


$wscolor=oneptwar,
$bio

From TV Animation One Piece - Treasure Wars [Model SWJ-BANC1E] (c) 2002 Bandai Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86438&o=2

$end


$gbcolor=onepyumea,onepyume,
$bio

From TV Animation One Piece - Yume no Luffy Kaizokudan Tanjou! [Model DMG-BLUJ-JPN] (c) 2001 Banpresto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67909&o=2

$end


$snes=slamdksl,
$bio

From TV Animation Slam Dunk - Dream Team - Shuueisha Limited (c) 1994 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61331&o=2

$end


$gameboy=slamdunk,
$bio

From TV Animation Slam Dunk - Gakeppuchi no Kesshou League [Model DMG-HXJ] (c) 1994 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66007&o=2

$end


$saturn,sat_cart=slamdunk,
$bio

From TV Animation Slam Dunk - I Love Basketball (c) 1995 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59144&o=2

$end


$megadriv=slamdunk,
$bio

From TV Animation Slam Dunk - Kyougou Makkou Taiketsu! (c) 1995 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56527&o=2

$end


$snes=slamdksd,
$bio

From TV Animation Slam Dunk - SD Heat Up!! [Model SHVC-AIHJ-JPN] (c) 1995 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61332&o=2

$end


$snes=slamdunk,
$bio

From TV Animation Slam Dunk - Yonkyou Gekitotsu!! [Model SHVC-UX] (c) 1994 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61333&o=2

$end


$snes=slamdnk2,
$bio

From TV Animation Slam Dunk 2 - IH Yosen Kanzen Ban!! [Model SHVC-ASLJ-JPN] (c) 1995 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61334&o=2

$end


$gameboy=slamdnk2,
$bio

From TV Animation Slam Dunk 2 - Zenkoku e no Tip Off [Model DMG-AS2J-JPN] (c) 1995 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66008&o=2

$end


$info=frontlin,
$bio

Front Line (c) 1982 Taito.

Front Line is Taito America Corporation's action war game. Traveling through enemy territory the player must accomplish the ultimate mission or meet a violent end : capture the enemy fort and win total victory.

The journey begins slowly with the player armed with a gun (special Gun Control) and hand grenades. Quickly he becomes a target for enemy soldiers who also have guns and grenades. Moving faster, he races past trees that hide the enemy who now unleash an ambush barrage of bullets and bombs. Even the ground he races over has been booby-trapped with land mines.

If the player successfully makes it through this deadly obstacle course, he meets an even greater challenge... the enemy is attacking with tanks! His gun now useless, the player can stand and fight with grenades or leap into his own tank (special Tank button) and counter attack.

The battle rages on all fronts as the player fights for his life, racing for cover behind brick walls while outrunning grenades thrown by soldiers in fox holes. It's all-out war when the player jumps from his tank into a larger one with greater firepower.

Now comes the final test of victory as the enemy's fort looms in sight. The player must leap from the tank and run through a hail of bullets to throw one final grenade. The white flag heralds total victory!

- TECHNICAL -

Runs on the "Taito SJ System" hardware.
Prom Stickers: AA1-01..12 / FL

Players: 2
Control: Joystick 8-Way (controls movement), 8-Way rotary knob + push. (controls shooting)
Buttons: 1 (grenade/tank)

- TRIVIA -

Front Line was released in November 1982. 

John Dunlea holds the official record for this game with 727500 points. 

A Front Line unit appears in the 1983 movie 'Joysticks'.

- SCORING -

Enemy soldiers : 100 points.
Enemy tanks (small and large) : 100 points if killed with tank fire, 200 points if killed with a grenade.
Final tank : 200 points.
End of level bonus : 1000 points.
For levels 2 through 9 : all scores are multiplied by the level number.
For levels 10 and higher : all scores are multiplied by 10.

- TIPS AND TRICKS -

INSCTRUCTIONS:
- Control Sarge and defeat the enemies. Advance to the enemy fort and destroy it with a hand grenade. 
- Touching an enemy soldier, bullet, grenade, land mine or falling rock will cause you to lose a life. 
- Get in and out of blue vehicles by walking up to them and pressing the Grenade button. 
- Rocks can only be destroyed by grenades. 
- Falling into a hole will stun you for a short while. 
- Enemy tanks can't be destroyed by shooting them with your machine-gun.
- Moving on grass will slow you down. In the desert, changing direction or stopping will cause you to slide. 
- If your tank takes critical damage, climb out of it immediately or you will lose a life.

- PORTS -

* Consoles : 
ColecoVision [US] (1982) "Front Line [Model 2650]" 
Atari 2600 [US] (1984) "Front Line [Model 2665]"
Nintendo Famicom [JP] (August 1, 1985) "Front Line [Model 03 TFC-FL4500]" 
Sony PlayStation 2 [JP] (August 25, 2005) "Taito Memories Gekan [Model SLPM-66092 (TCPS-10124)]" 
Sony PlayStation 2 [AU] (March 30, 2006) "Taito Legends 2 [Model SLES-53852]" 
Microsoft XBOX [EU] (March 31, 2006) "Taito Legends 2" 
Sony PlayStation 2 [EU] (March 31, 2006) "Taito Legends 2 [Model SLES-53852]" 
Sony PlayStation 2 [US] (May 16, 2007) "Taito Legends 2 [Model SLUS-21349]" 

* Computers : 
NEC PC-6001 Mk2 [JP] 
NEC PC-8801 [JP] (1983) 
NEC PC-9801 [JP] 
Sharp X1 [JP] (1983)
Commodore C64 [US] [EU] (1984)
MSX [JP] (1984) 
FM-7 [JP] (1985) 
PC [MS Windows, CD-ROM] [EU] (March 31, 2006) "Taito Legends 2" 
PC [MS Windows, CD-ROM] [US] (July 10, 2007) "Taito Legends 2"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=881&o=2

$end


$coleco=frontlin,frontlina,
$bio

Front Line (c) 1983 Coleco Industries, Incorporated. [Amsterdam, NY, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53286&o=2

$end


$fm7_cass=frontlin,
$bio

Front Line (c) 1983 Nidecom [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93724&o=2

$end


$msx1_cart=frontlin,frontlinb,frontlina,
$bio

Front Line (c) 1984 Taito Corp.

- TRIVIA -

Original price: 4800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77084&o=2

$end


$x1_cass=frontlin,
$bio

Front Line (c) 198? Nidecom [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86222&o=2

$end


$x1_flop=frontlin,
$bio

Front Line (c) 19?? Nidecom [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85983&o=2

$end


$gbcolor=frontlin,
$bio

Front Line - The Next Mission (c) 2001 Taito Corp.

- TECHNICAL -

Model CGB-BFRJ-JPN

- TRIVIA -

Released on February 23, 2001 in Japan.

- TIPS AND TRICKS -

Level Select: Press Up, Down, Left, Right, Right, Left, Down, Up, Select at the title screen. The level number will then appear above the title. Press Left or Right to toggle it and Start to play.

- STAFF -

PROGRAM: T. SAKAI
ADVICER: JAMI
CONVERTER: K. TAKAHASHI

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67910&o=2

$end


$a2600=frontlin,
$bio

Front Line (c) 1984 Coleco Industries, Incorporated.

It's dangerous. It's mean. It's WAR! And now, you are there!

Your mission? Invade enemy territory and knock out the fortress. To do it, you'll have to travel over tricky terrain and fight against overwhelming odds at every step.

Evade attacks, search and destroy lumbering tanks! Storm the river bridge to face your most difficult challenge: the enemy fort! You must demolish it or die. And if you succeed? A new assignment is yours on another front, against a more experienced army. There's no rest, no relaxation, no letting down your guard. You're in the Army now!

- TECHNICAL -

Model 2665

- TRIVIA -

Licensed from Taito America Corp.

- SCORING -

You earn 100 points for every enemy eliminated. When you complete a round (by destroying the fort), you receive an additional 1,000 points times the number of the skill level just completed.

- STAFF -

Programmer: Ed Temple

- PORTS -

* Others : 
Atari Flashback 4 [US] (November 13, 2012) by AtGames 
Atari Flashback 5 [US] (October 1, 2014) by AtGames

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50509&o=2

$end


$nes=frontlin,
$bio

Front Line (c) 1985 Taito Corp.

- TECHNICAL -

Cartridge ID: TFC-FL4500

- TRIVIA -

Front Line for Famicom was released on August 1, 1995 in Japan.

It was the 3rd title published by Taito on the Famicom.

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [JP] (June 5, 2007) [Model FB6J]

* Handhelds : 
Nintendo 3DS [Virtual Console] [JP] (January 15, 2014) [Model TDUJ]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54100&o=2

$end


$psx=frontmis,
$bio

Front Mission 1St [Model SLPM-87317] (c) 2003 Square Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85164&o=2

$end


$snes=gunhazrd,gunhazrd1,
$bio

Front Mission Series - Gun Hazard (c) 1996 Square Company, Limited.

- TECHNICAL -

Model SHVC-AZGJ-JPN

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61336&o=2

$end


$snes=frontmis,frontmisa,
$bio

Front Mission [Model SHVC-AGCJ-JPN] (c) 1995 Square Company, Limited.

- TRIVIA -

Reviews:
[FR] April 1995, Consoles + N.42: 93/100

- TIPS AND TRICKS -

Character select
----------------
Hold L + R + Down at the status window. Press Start until the desired character is displayed. Hold L + R + Down. Hold X + Y while these buttons are held. Finally press B while all buttons remain held. Roid will be replaced by the new character. Note: The new character's mech will not be available for use.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61335&o=2

$end


$wscolor=frontmis,
$bio

Front Mission [Model SWJ-SQRC10] (c) 2002 Square Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86440&o=2

$end


$gbcolor=frontrow,
$bio

Front Row [Model CGB-AZDJ-JPN] (c) 1999 KID [Kindle Imagine Develop]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67911&o=2

$end


$amigaocs_flop=frontierb,frontier,frontiera,frontierf,frontierg,
$bio

Frontier (c) 1993 GameTek, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74107&o=2

$end


$gba=frontier,
$bio

Frontier Stories [Model AGB-BCMJ-JPN] (c) 2005 Natsume, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70718&o=2

$end


$pc98=frontier,
$bio

Frontier Universe (c) 1993 BPS [Bullet-Proof Software] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89509&o=2

$end


$info=frontier,
$bio

Frontier (c) 1980 Bally.

- TECHNICAL -

Bally MPU AS-2518-35
Model Number : 1217

Main CPU : M6800 (@ 475 KHz)
Sound CPU : M6802 (@ 895 KHz)
Sound chips : General Instrument AY8910 (@ 895 KHz)

- TRIVIA -

Released in November 1980. 1,850 units were produced.

The development took 6 months (started in May 1980).

- STAFF -

Design by : George Christian
Art by : Greg Freres, Margaret Hudson, Kevin O'Connor

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4451&o=2

$end


$cpc_cass=frontier,
$bio

Frontiers [Model 60130456] (c) 1988 Zafiro Soft. Division [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96387&o=2

$end


$cpc_cass=frontlin,
$bio

Frontline [Model A027] (c) 1988 Zeppelin Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96388&o=2

$end


$info=sc4frboo,sc4frbooa,sc4frboob,sc4frbooc,
$bio

Frooty Booty (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR6916]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42603&o=2

$end


$cpc_cass=frostbyt,frostbyt01,
$bio

Frost Byte (c) 1986 Mikro-Gen [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96389&o=2

$end


$amigaocs_flop=frostbyt,
$bio

Frost Byte (c) 1988 Prism Leisure

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74109&o=2

$end


$a2600=frostbitd,
$bio

Frostbite (c) 1983 Digitel

South American release. See Activision's "Frostbite [Model AX-031]" for more information about the game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50512&o=2

$end


$a2600=frostbitvm,
$bio

Frostbite (c) 1983 Video Mania

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50514&o=2

$end


$a2600=frostbitc,
$bio

Frostbite (c) 19?? CCE

South American release. See Activision's "Frostbite [Model AX-031]" for more information about the game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50511&o=2

$end


$a2600=frostbitdv,
$bio

Frostbite (c) 19?? Digivision

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50513&o=2

$end


$a2600=frostbit,frostbite1,frostbite,
$bio

Frostbite (c) 1983 Activision.

The object of the game is to help Frostbite Bailey build igloos by jumping on floating blocks of ice. Be careful to avoid these deadly hazards: clams, snowgeese, Alaskan king crab, grizzly polar bears, and the rapidly dropping temperature.

Game 1 - Regular
Game 2 - Regular, Two Players
Game 3 - Advanced
Game 4 - Advanced, Two Players

- TIPS AND TRICKS -

Tips from Steve Cartwright, designer of Frostbite.
Steve Cartwright is an Activision senior designer.  His prolific talents have already brought you Barnstorming, Megamania, Seaquest, and Plaque Attack.  Aside from video games, Steve enjoys motorcycle touring and photography.

"Here are my favorite tips for high scoring:"

"Learn to use the red button sparingly.  The best time to use it is to 'fake out' the bear by drawing him to the middle of the screen and quickly changing direction."

"Don't be greedy with the fish.  Get them if they come by.  However, going out of your way often uses too much time."

"Another thing: You can move Frostbite Bailey in mid-air and, at the higher levels, you can really hook him around.  Check out just how far he'll go."

"Notice that hazards only get you when both feet are planted.  Therefore, it's possible to jump 'around' hazards since they can't hurt you in mid-air."

"Now here's a secret tip I've decided to share: If you jump up onto the extreme left of the shore, the bear can't get you.  It's Frostbite's emergency hide-out."

"Now that you know the inside scoop, I'm expecting some really high scores.  But don't stay on the ice too long: You can't write when your hands are cold.  And, at the very least, I'm expecting a postcard."

- STAFF -

Programmer: Steve Cartwright

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50510&o=2

$end


$info=fruitpc,
$bio

Fruit (c) 2006 Unknown.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71604&o=2

$end


$info=ep_fnclb,ep_fnclba,
$bio

Fruit & Nudge (c) 199? Maygay Machines, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40809&o=2

$end


$info=m4frnudg,m4frnudg__a,m4frnudg__b,m4frnudg__c,
$bio

Fruit & Nudge (c) 19?? BDD.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42960&o=2

$end


$info=ep_fnclb,
$bio

Fruit 'n' Nudge (c) 199? Maygay.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15504&o=2

$end


$cpc_cass=fruitban,
$bio

Fruit Bank Supernudge 2000 [Model PAL AS10] (c) 1989 Mastertronic, Ltd. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96391&o=2

$end


$info=fb6d2,fb6s1,fb6s2,fb6v,fb6v2,fb6d1,fb6v1,fb6s3,
$bio

Fruit Bonus '06 - 10th Anniversary (c) 2006 Amcoe, Incorporated.

- UPDATES -

* Version 1.7E
* Version 1.7LT
* Version 1.7R

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31448&o=2

$end


$info=ch2000,ch2000b1,ch2000b2,ch2000c2,ch2000d2,ch2000v1,ch2000v2,ch2000o2,ch2000o3,ch2000o,ch2000d1,ch2000c1,
$bio

Fruit Bonus 2000 - New Cherry 2000 (c) 2000 Amcoe.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31126&o=2

$end


$info=fb4,fb4o2,fb4b2,fb4c1,fb4c2,fb4d1,fb4d2,fb4v1,fb4v2,fb4exp,fb4o,
$bio

Fruit Bonus 2004 (c) 2000 Amcoe.

- UPDATES -

* Version 1.2
* Version 1.3XT
* Version 1.5E
* Version 1.5LT
* Version 1.5R

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31133&o=2

$end


$info=fb5,fb5c,fb5d,fb5v,
$bio

Fruit Bonus 2005 (c) 2000 Amcoe, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31447&o=2

$end


$info=fb6se,fb6sed2,fb6sev,fb6sev2,fb6sed1,fb6sedv1,
$bio

Fruit Bonus 2006 - Special Edition (c) 2006 Amcoe, Incorporated.

- UPDATES -

* Version 1.4E
* Version 1.4LT
* Version 1.4R

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31449&o=2

$end


$info=fb2010,
$bio

Fruit Bonus 2010 (c) 2009 Amcoe, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43419&o=2

$end


$info=fb2nd,fb2ndc2,fb2ndd1,fb2ndd2,fb2ndv1,fb2ndv2,fb2ndo,
$bio

Fruit Bonus 2nd Edition (c) 2004 Amcoe.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31132&o=2

$end


$info=fb2gen,fb2geno2,fb2genc1,fb2genc2,fb2gend1,fb2gend2,fb2genv1,fb2genv2,fb2geno,
$bio

Fruit Bonus 2nd Generation (c) 2004 Amcoe.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31131&o=2

$end


$info=fb3g,
$bio

Fruit Bonus 3G (c) 2010 Amcoe, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=36257&o=2

$end


$info=fbdeluxe,fbdeluxeo,
$bio

Fruit Bonus Deluxe (c) 2009 Amcoe, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=36258&o=2

$end


$info=fcnudge,fcnudgeo,fcnudgeo2,fcnudgeo3,
$bio

Fruit Carnival Nudge (c) 2003 Amcoe.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31134&o=2

$end


$bbca_cass,bbcb_cass=fruitcat,
$bio

Fruit Catcher (c) 19?? Live Wire

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51863&o=2

$end


$info=fcockt_5,fcockt_6,fcockt_6a,fcockt_6b,fcockt_7,fcockt_7a,fcockt_8,fcockt_10,fcockt_11,fcockt_12,fcockt_6c,fcockt_6d,fcockt_7b,fcockt_7c,fcockt_7d,fcockt_7e,fcockt_7f,fcockt_7g,fcockt_7h,fcockt_8a,
$bio

Fruit Cocktail (c) 2003 Igrosoft.

Fruit Cocktail is a 5-reel video slot machine game with the bonus game, with an additional possibility of increasing the reward during a risk-game.

- TRIVIA -

Fruit Cocktail was released in June 2003 in Russia.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=12046&o=2

$end


$info=fcockt2,fcockt2a,fcockt2_3,fcockt2_4,fcockt2_4a,fcockt2_4b,fcockt2_4c,fcockt2_4d,fcockt2_4e,fcockt2_4f,fcockt2_5,fcockt2_6,fcockt2_7,
$bio

Fruit Cocktail 2 (c) 2008 Igrosoft.

- TRIVIA -

Fruit Cocktail 2 was released in July 2008 in Russia.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40789&o=2

$end


$info=j2frucnx,
$bio

Fruit Connexion (c) 198? PCP.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40955&o=2

$end


$info=m4frcrak,
$bio

Fruit Cracker (c) 199? PCP.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42045&o=2

$end


$info=sc5frcrza,
$bio

Fruit Crazy (c) 200? Mazooma Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43737&o=2

$end


$info=sc5czfr,
$bio

Fruit Crazy Triple (c) 200? QPS Interactive.

- TECHNICAL -

[Model PR2387]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43736&o=2

$end


$info=hg_frd,
$bio

Fruit Deuce (c) 198? Hazel Grove Music, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42329&o=2

$end


$info=m4frdrop,
$bio

Fruit Drop (c) 199? Union Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15645&o=2

$end


$info=m1frexpl,m1frexpla,m1frexplc,m1frexpld,m1frexple,m1frexplg,m1frexplh,m1frexpli,m1frexplj,m1frexplk,m1frexpll,m1frexplm,m1frexpln,m1frexplo,m1frexplp,m1frexplq,m1frexplr,m1frexpls,m1frexplt,m1frexplu,
$bio

Fruit Explosion (c) 199? Maygay.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=18201&o=2

$end


$info=v4frfact,
$bio

Fruit Factory (c) 199? BWB.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41665&o=2

$end


$info=sc4frenz,sc4frenza,sc4frenzb,sc4frenzc,sc4frenzd,sc4frenze,
$bio

Fruit Frenzy (c) 2001 Bell-Fruit Games.

- TECHNICAL -

[Model PR1101]

- TRIVIA -

Released in June 2001.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11552&o=2

$end


$info=sc5frenz,
$bio

Fruit Frenzy (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Scorpion 5]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43022&o=2

$end


$info=fresh,
$bio

Fruit Fresh (c) 1996 Chain Leisure.

- TRIVIA -

Fruit Fresh was released in January 1997.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69627&o=2

$end


$info=m4frtfl,m4frtfla,
$bio

Fruit Full (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41319&o=2

$end


$info=m4frtlnk,m4frtlnka,
$bio

Fruit Full Club (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41320&o=2

$end


$info=m4frtgm,
$bio

Fruit Game (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41321&o=2

$end


$info=sc1fruit,sc1frtln,
$bio

Fruit Lines (c) 1992 Bell-Fruit Mfg. Company, Limited. [B.F.M.]

- TECHNICAL -

[Model 5391]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=21284&o=2

$end


$info=m4frtlnk,
$bio

Fruit Link Club (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41322&o=2

$end


$info=sc5floop,sc5floopa,
$bio

Fruit Loops (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR2319]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42600&o=2

$end


$bbca_cass,bbcb_cass=fruitms,
$bio

Fruit Machine (c) 1982 Superior Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51866&o=2

$end


$msx1_cass=fruitmac,
$bio

Fruit Machine (c) 1985 DK Tronics

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94659&o=2

$end


$bbca_cass,bbcb_cass=fruitmc,
$bio

Fruit Machine (c) 19?? Computer Concepts

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51413&o=2

$end


$bbca_cass,bbcb_cass=fruitmac,
$bio

Fruit Machine (c) 19?? Alligata

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51864&o=2

$end


$bbca_cass,bbcb_cass=fruitmb,
$bio

Fruit Machine (c) 19?? Beebug

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51865&o=2

$end


$bbca_cass,bbcb_cass=fruitsim,
$bio

Fruit Machine Simulator (c) 19?? Codemasters Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51867&o=2

$end


$cpc_cass=fruitmac02,
$bio

Fruit Machine Simulator 2 (c) 1990 Codemasters Soft. Co., Ltd., The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96395&o=2

$end


$cpc_cass=fruitmac01,
$bio

Fruit Machine Simulator [Model 3066] (c) 1988 Codemasters Soft. Co., Ltd., The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96394&o=2

$end


$cpc_cass=fruitmac,
$bio

Fruit Machine [Model SOFT 919] (c) 1984 Amsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96392&o=2

$end


$info=j5frmag,
$bio

Fruit Magic (c) 199? JPM International.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41034&o=2

$end


$info=m4frmani,m4frmania,m4frmanib,m4frmanic,
$bio

Fruit Mania (c) 199? Crystal Leisure.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42046&o=2

$end


$info=j2frmtch,
$bio

Fruit Match (c) 198? JPM International.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40954&o=2

$end


$info=m4frmtx,m4frmtx__a,m4frmtx__b,m4frmtx__c,m4frmtx__d,m4frmtx__e,m4frmtx__f,
$bio

Fruit Matrix (c) 19?? BDD.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42959&o=2

$end


$info=ep_fgods,ep_fgodsa,ep_fgodsb,ep_fgodsc,ep_fgodsd,ep_fgodse,ep_fgodsf,ep_fgodsg,
$bio

Fruit of the Gods (c) 2001 Maygay.

- TRIVIA -

Fruit of the Gods was released in May 2001.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15512&o=2

$end


$msx1_cart=fpanic,
$bio

Fruit Panic (c) 1984 Pony Canyon, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77085&o=2

$end


$pc8801_flop=fruitpan,
$bio

Fruit Panic (c) 1984 Pony Canyon, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91835&o=2

$end


$msx1_cass=fruitpan,fruitpana,
$bio

Fruit Panic (c) 198? Philips Spain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94660&o=2

$end


$info=fruitpar,
$bio

Fruit Paradise (c) 200? IGS [International Game System].

A slot machine for amusement only (video game) by IGS.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=44030&o=2

$end


$info=m4frtprs,m4frtprsa,
$bio

Fruit Preserve (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41323&o=2

$end


$info=sc1frpus,sc1frpusa,
$bio

Fruit Pursuit (c) 1997 Bell-Fruit Mfg. Company, Limited.

- TECHNICAL -

Model 6842

- TRIVIA -

Fruit Pursuit was released in December 1997 in the UK.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42138&o=2

$end


$m5_cart=fruitsrc,
$bio

Fruit Search (c) 1983 Takara Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95347&o=2

$end


$msx1_cart=fruitsrc,fruitsrca,
$bio

Fruit Search [Model HM-002] (c) 1983 HAL Laboratory, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77086&o=2

$end


$info=j80fruit,
$bio

Fruit Snappa (c) 198? JPM International.

- TECHNICAL -

System 80

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41159&o=2

$end


$info=fruitstr,
$bio

Fruit Star (c) 1992 Fun World.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71060&o=2

$end


$info=fruitstb,
$bio

Fruit Star Bonus (c) 1997 Webak Elektronik.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49641&o=2

$end


$info=sc4ftopi,sc4ftopia,sc4ftopib,sc4ftopic,sc4ftopid,sc4ftopie,sc4ftopif,sc4ftopig,sc4ftopih,sc4ftopii,
$bio

Fruitopia (c) 200? QPS Interactive.

- TECHNICAL -

[Model PR2027]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42606&o=2

$end


$info=j6frtpot,j6frtpota,j6frtpot,j6frtpotc,
$bio

Fruitpots (c) 199? QPS Interactive.

- TECHNICAL -

Impact

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41095&o=2

$end


$info=fruitbun,
$bio

Fruits & Bunny (c) 1984 Nichibutsu [Nihon Bussan Company, Limited.].

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=29763&o=2

$end


$pc8801_flop=fruitsc,
$bio

Fruits Cocktail (c) 1989 Cocktail Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91836&o=2

$end


$pc8801_flop=fruitfld,fruitflda,
$bio

Fruits Fields (c) 1987 Compaq [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91837&o=2

$end


$x68k_flop=fruitfld,
$bio

Fruits Fields (c) 1988 Compac [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87552&o=2

$end


$famicom_flop=fruitmj1,
$bio

Fruits Mahjong 1 Disk #1 - Dai H Taikai (c) 1989 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65332&o=2

$end


$famicom_flop=fruitmj2,
$bio

Fruits Mahjong 2 Disk #2 - Tokimeki Gals (c) 1989 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65333&o=2

$end


$famicom_flop=fruitmj3,
$bio

Fruits Mahjong 2 Disk #3 - Yonin to Dai H Taikai (c) 1989 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65334&o=2

$end


$famicom_flop=fruitmj4,
$bio

Fruits Mahjong 3 Disk #4 - Yonin no Tenshi Tachi (c) 1989 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65335&o=2

$end


$famicom_flop=fruitmj5,
$bio

Fruits Mahjong 3 Disk #5 - Tottemo H na Gogo (c) 1989 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65336&o=2

$end


$famicom_flop=fruitmj6,
$bio

Fruits Mahjong 4 Disk #6 - Bishoujo Connection (c) 1989 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65337&o=2

$end


$famicom_flop=fruitmj7,
$bio

Fruits Mahjong 4 Disk #7 - Daitan H na Hirusagari (c) 1989 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65338&o=2

$end


$gba=fruitsmda,fruitsmd,
$bio

Fruits Mura no Doubutsu-tachi [Model AGB-BFDJ-JPN] (c) 2004 TDK Core

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70719&o=2

$end


$info=m5fusir,m5fusir11,m5fusir12,
$bio

Fruits U Sir (c) 200? Red Gaming, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41574&o=2

$end


$cpc_cass=fruityfr,
$bio

Fruity Frank (c) 1984 Kuma Computers, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96410&o=2

$end


$bbca_cass,bbcb_cass=frfreddy,
$bio

Fruity Freddy (c) 1983 Softspot

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51868&o=2

$end


$pc8801_flop=fruitygi,
$bio

Fruity Girls (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91838&o=2

$end


$pc8801_flop=fsdsamp1,
$bio

FSD Sample Ongaku-shuu vol. 1 (c) 1992 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91741&o=2

$end


$pc8801_flop=fsdsamp2,
$bio

FSD Sample Ongaku-shuu vol. 2 (c) 1992 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91742&o=2

$end


$pc8801_flop=fsdsamp3,
$bio

FSD Sample Ongaku-shuu vol. 3 (c) 1992 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91743&o=2

$end


$pc8801_flop=fsdsamp4,
$bio

FSD Sample Ongaku-shuu vol. 4 (c) 1992 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91744&o=2

$end


$pc8801_flop=fsdsamp5,
$bio

FSD Sample Ongaku-shuu vol. 5 (c) 1993 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91745&o=2

$end


$pc8801_flop=fsdsamp6,
$bio

FSD Sample Ongaku-shuu vol. 6 (c) 1993 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91746&o=2

$end


$pc8801_flop=fsdsamp7,
$bio

FSD Sample Ongaku-shuu vol. 7 (c) 1994 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91747&o=2

$end


$x68k_flop=fss,
$bio

FSS Fantasy Saga System (c) 1990 Brother Kougyou [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87509&o=2

$end


$bbca_cass,bbcb_cass=fssliber,
$bio

FSS Liberator (c) 19?? Nebulae

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51810&o=2

$end


$bbca_cass,bbcb_cass=fss1,
$bio

FSS1 - Super Spy Flint (c) 1983 Potter

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51811&o=2

$end


$bbca_cass,bbcb_cass=fss2,
$bio

FSS2 - Return of Flint (c) 1983 Potter

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51812&o=2

$end


$bbca_cass,bbcb_cass=fss3,
$bio

FSS3 - Flint Strikes Back (c) 1983 Potter

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51813&o=2

$end


$pc8801_flop=funokoko,
$bio

Fu no Kokoro (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91839&o=2

$end


$neogeo=kizuna,
$bio

Fu'un - Super Tag Battle (c) 1996 SNK [Shin Nihon Kikaku].

- TECHNICAL -

[Model NGH-216]
242 Mega

- TRIVIA -

This AES version was released on November 08, 1996 in Japan (2 months after the MVS release).

For more information about this game, please go to the original MVS release : "Kizuna Encounter - Super Tag Battle [Model NGM-216]".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47856&o=2

$end


$info=kizuna,
$bio

?? - Super Tag Battle (c) 1996 SNK.
(Fu'un - Super Tag Battle)

2-on-2 tag team battle with 10 selectable characters with huge sprites to challenge King Leo and the powerful shaman Jyazu. Very fast-paced and fun!

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : NGM-216

[SNK MVS Neo-Geo Controls]
2 players - 4 buttons per player
=> [Joystick] 8-way, [A] Punch, [B] Kick, [C] Attack with weapon, [D] Switch fighter

- TRIVIA -

Kizuna Encounter was released on September 20, 1996 in Japan.

This title od this game translates from Japanese as 'Wind and Cloud - Super Tag Battle').

The game was known outside Japan as 'Kizuna Encounter - Super Tag Battle'.

- UPDATES -

In the Japanese version :
* King Lion is named 'Kage Shishioh'.
* Kim Young-Mok is named 'Kim Sue Il'.
* King Leo is named 'Shin Shishioh'.

- TIPS AND TRICKS -

* Gozu, Mezu, Raged Chung and Jyazu are the only characters who can make double jumps.

* Boss Code (Play as either King Leo or Jyazu) : At the character selection screen highlight Mezu, then highlight the following characters in this order : Mezu, Kim, Rosa, Gozu, Rosa, Kim, Mezu, Gordon, Joker, Eagle, Hayate, Chung, King Lion & Gozu. Now press D. You should listen Jyazu's laugh to confirm the code, now select Gozu and press Up to reveal Jyazu or select King Lion and press Up to reveal King Leo. Note : Endings are disabled for either Jyazu or King Leo and they fight alone.

* Hidden Matches : Beat Jyazu with the following teams to access an extra match : Gordon & Rosa, Hayate & Eagle, King Lion & Gozu, King Lion & Mezu. This extra match consist in a fight between your two characters (one of them is controlled by the CPU).

- SERIES -

1. Fu'un Mokushiroku - Kakutou Sousei [Model NGM-059] (1995)
2. Fu'un - Super Tag Battle [Model NGM-216] (1996)

- STAFF -

Object Designers : Rolly (R), Ponta, Pinkey, G. Ishidaman, Kattsun, Tashiboo, Sasa, Futatsu, Odachan, Akairo Megane, Yorumo O. K. Yo, Tohru, Takehiro Isaji, Kaoruru
Back Designers : Muramama, Eiko, Daisuke, Hidenao JF9, Shimiji
Programmers : Jaron, 0014 Take4, Bashi
Music Composers : Jojoha Kitapy, Tate Norio, Mitsuo
Producers : Takashi Nishiyama, Hiroshi Matsumoto, Akira
Directors : Mitsuzo, Kanbei Hama, Wakama2, Suery from OBC

* Voice Actors :
Rosa : Hiroko Tsuji
Gozu : Konichi Hayashi
King Lion : Masaru Naka
Chung Paifu : Humio Niwa
Syo Hayate : Konichi Hayashi
Kim Young-Mok : Yoshiaki Fujita
Mezu : Konichi Hayashi
Gordon Bowman : Hisanori Higashi
Joker : Takeshi Kokubo
Max Eagle : Kunihiko Tatsumi
King Leo : John Hulaton
Jyazu : Enma Ito

Special Thanks : Shigeti (Shigeti Extra), Wa. Da. Mo, Gabbadon, Terarin, Hori Pu, Sumida Hisashi, Nana, Taka. Gin, Tani Tani, Tako Tako, Rei Rei, M. Yasuda (Challenger), Darci Kubo (Neo Geo do Brazil), H. Miyagami, T. Seko, Anne, NKSAYNOMKKI YHKI, Melon Special, M. Sawa, GPZ

- PORTS -

* Consoles :
SNK Neo-Geo [JP] (November 8, 1996; "Fu'un - Super Tag Battle [Model NGH-216]")
SNK Neo-Geo [US] (November 8, 1996; "Kizuna Encounter - Super Tag Battle [Model NGH-216]")
SNK Neo-Geo [EU] (November 8, 1996; "Kizuna Encounter - Super Tag Battle [Model NGH-216]")
Sony PlayStation 2 [JP] (June 21, 2007; "Fu'un Super Combo [NeoGeo Online Collection Vol.8] [Model SLPS-25781]")
Sony PlayStation 2 [JP] (May 29, 2008; "Fu'un Super Combo [NeoGeo Online Collection The Best] [Model SLPS-25866]")
Nintendo Wii [Virtual Console] [JP] (June 28, 2011)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1299&o=2

$end


$info=kizuna4p,
$bio

?? - Super Tag Battle [Special Version] (c) 1996 SNK [Shin Nihon Kikaku].
(Fu'un - Super Tag Battle [Special Version])

- TRIVIA -

This special 4-player version supports the Link-Up feature for 4 player play but it was a limited release.

It was known outside Japan as Kizuna Encounter - Super Tag Battle [4-Way Battle Version].

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76983&o=2

$end


$neocd=savagere,
$bio

Fu'un Mokushiroku - Kakutou Sousei (c) 1995 SNK [Shin Nihon Kikaku].

- TECHNICAL -

[Model NGCD-059]

- TRIVIA -

Fu'un Mokushiroku Kakutou Sousei for Neo-Geo CD was released on July 16, 1995 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47790&o=2

$end


$info=savagere,
$bio

風雲黙示録 格闘創世 (c) 1995 SNK [Shin Nihon Kikaku].
(Fu'un Mokushiroku - Kakutou Sousei)

10 fighters, each brandishing a weapon, fight to have a crack at the Real King Leo. There are 2 planes of action to switch from and in some cases the player can use elements of the background as weapons.

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID: NGM-059

Players: 2
Control: 8-Way Joystick
Buttons: 4
=> [A] Light Punch/Strong Punch, [B] Light Kick/Strong Kick, [C] Attack with weapon/Throw, [D] Change Line

- TRIVIA -

Fu'un Mokushiroku was released on April 25, 1995 in Japan. The game was known outside Japan as Savage Reign (released one month later, on May 25, 1995).

The title of this game translates from Japanese as 'Wind and Cloud Apocalypse - Hand-to-Hand Fighting Genesis'). 'Mokushiroku' is Japanese for the Christian book of Revelation, also known as the Apocalypse. 'Sousei' is Japanese for 'creation of the world', or 'genesis'. 'Sousei' and 'Mokushiroku' are diametrically opposed, just like 'Genesis' and 'Apocalypse' - and used here as a metaphor for the conflict between Syo Hayate and Shishi-Oh (King Lion).

'Fu'un' in the series actually refers to the fighting style of the main character, Syo Hayate.

Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Fu'un Mokushiroku - Kakutou Sousei - PCCB-00181) on June 21, 1995.

- UPDATES -

In the Japanese version :
* King Lion is named Kage Shishioh.
* King Leo is named Shin Shishioh.

- SERIES -

1. Fu'un Mokushiroku - Kakutou Sousei [Model NGM-059] (1995)
2. Fu'un - Super Tag Battle [Model NGM-216] (1996)

- STAFF -

Executive Producer : Eikichi Kawasaki
Producers : Takashi Nishiyama, R. Field
Front Designers : Sezamimi, Health Abe, Sugar Baby. R, Kanitaro, Masa. LC 630, Mina Kawai (Osu!), Futatsu!!!, Exe. Ponda, K -Oda- Kirigiri, Fuku. Fuku, Shio Shio Shio, Okiemon, Toshiaki Joe, Morimori, Mikarin, Toooooooooohru, Mr. 6?Adachi, Marche-Kaji, 460. Ito, Aho Kamen, Nobuhiro. J
Back Designers : Mic Senbey, Manoru, J. Mikami, Hipopo. Nao, Econo Daisuke, Ten Chan (260), Wadamomo Kagu, Miyoshi Yome, S Tami
Programmers : Magi2 Papa, Jaron, M.O.R. Jax Y. O
Sound : Jojoha Kitapy, Mariko, Yassun
Planners : Hamachi Papa, Mitsuzo, Uenoyama. Sys

* Voice Actors :
Syo Hayate : Konichi Hayashi
Gozu : Konichi Hayashi
Carol Stanzack : Kana Ohshima
Mezu : Konichi Hayashi
Max Eagle : Kunihiko Tatsumi
Nicola Zaza : Kana Ohshima
Chung Paifu : Humio Niwa
King Lion (Shishioh in Japanese version) : Masaru Naka
Gordon Bowman : Hisanori Higashi
Joker : Takeshi Kokubo
King Leo (Shin Shishioh in Japanese version) : John Hulaton

Special Thanks : Jerry G Hideki, Secret A., Y. Gushiken, Kengo Asai, Masahiko. Sawa, Nakomani Ono, K. Ohshima, Hayashi, Hurukubo, Niwa, Higashi, Nakatsuka, Tatsumi, John. F, Kanpee, SNK Design Selection All Staff

- PORTS -

* Consoles :
SNK Neo-Geo [JP] (May 26, 1995; "Fu'un Mokushiroku - Kakutou Sousei [Model NGH-059]")
SNK Neo-Geo [US] (May 26, 1995; "Savage Reign [Model NGH-059]")
SNK Neo-Geo CD [JP] (June 16, 1995; "Fu'un Mokushiroku - Kakutou Sousei [Model NGCD-059]")
SNK Neo-Geo CD [US] (June 16, 1995; "Savage Reign [Model NGCD-059E]")
Sony PlayStation 2 [JP] (June 21, 2007; "Fu'un Super Combo [NeoGeo Online Collection Vol.8] [Model SLPS-25781]")
Sony PlayStation 2 [JP] (May 29, 2008; "Fu'un Super Combo [NeoGeo Online Collection The Best] [Model SLPS-25866]")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2324&o=2

$end


$cpc_cass=fukungin,
$bio

Fu-Kung In Las Vegas [Model SOFT 979] (c) 1985 Amsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96412&o=2

$end


$a2600=fuchssch,
$bio

Fuchs & Schweinchen Schlau (c) 1983 Quelle

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50516&o=2

$end


$pc8801_flop=fudosano,
$bio

Fudosan-o (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91840&o=2

$end


$nes=fudomyod,
$bio

Fudou Myouou Den (c) 1988 Taito Corp.

- TECHNICAL -

Game ID: TFC-FM-5900

- TRIVIA -

Released on March 29, 1988 in Japan.

It was the 17th title published by Taito on the Famicom.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54101&o=2

$end


$pc98=fugasel1,
$bio

Fuga Selection 1 - Calcutta & Maze Quest (c) 1991 Fuga System [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89510&o=2

$end


$msx2_flop=warausm1,
$bio

Fujiko Fujio A no Warau Salesman (c) 1991 Compile

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101671&o=2

$end


$pc98=warausm1,
$bio

Fujiko Fujio no Warau Salesman (c) 1991 Compile

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89511&o=2

$end


$pc98=warausm2,
$bio

Fujiko Fujio no Warau Salesman 2 (c) 1991 Compile

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89512&o=2

$end


$pc98=warausm3,
$bio

Fujiko Fujio no Warau Salesman 3 (c) 1992 Compile

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89513&o=2

$end


$info=fjbuster,
$bio

Fujiyama Buster (c) 1992 Kaneko.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound Chips : (2x) OKI6295 (@ 12 Khz)

Players : 2
Control : 8-way joystick
Buttons : 4

- TRIVIA -

Fujiyama Buster was released in February 1992 in Japan.

This game is known outside Japan as "Shogun Warriors".

- SERIES -

1. Fujiyama Buster (1992)
2. Oo-edo Fight (1994)

- STAFF -

Programmer : Naoki Hoshizaki
Background Designer : Tomoko Nakayama
Character Designer : Susumu Konno, Masanori Yoshihara, Akihiro Tokita, Fumihide Aoki, Yukikazu Shimazaki
Sound Creator : Tatsuya Watanabe
Special Thanks To : Nobuyuki Tanaka, Masako Takei, Mitsuhiro Kanaoka
Executive Producer : Hiroshi Kaneko

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=882&o=2

$end


$pc98=fukevx,
$bio

Fukeisan VX (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89514&o=2

$end


$pc98=astikaya,
$bio

Fukkatsusai - Astikaya no Majo (c) 1992 Grocer [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89515&o=2

$end


$amigaocs_flop=fullcont,
$bio

Full Contact (c) 1991 Team 17

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74110&o=2

$end


$saturn,sat_cart=fullcowl,
$bio

Full Cowled Mini Yonku Super Factory (c) 1997 Media Quest

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59145&o=2

$end


$saturn,sat_cart=fullcowltai,
$bio

Full Cowled Mini Yonku Super Factory Taikenban (c) 1997 Media Quest

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59146&o=2

$end


$pc8801_flop=fullfire,
$bio

Full Fire & Other Old Games (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91841&o=2

$end


$info=ss1392,
$bio

Full Fruit with Bars (c) 199? IGT [International Game Technologies].

3-Coin Multiplier slot.

- TECHNICAL -

SS1392

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=45982&o=2

$end


$info=ss1486,ss1487,ss1488,
$bio

Full Fruit with Bars (c) 199? IGT [International Game Technologies].

- UPDATES -

SS1486
SS1487
SS1488

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46337&o=2

$end


$info=ss3226,ss3396,
$bio

Full Fruit with Bars (c) 199? IGT [International Game Technologies].

5-Coin Multiplier slot.

- UPDATES -

SS3226
SS3396

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46323&o=2

$end


$info=pex2016p,pex2017p,
$bio

Full House Bonus Poker (c) 1995 IGT [International Game Technologies]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93959&o=2

$end


$info=j2fullhs,
$bio

Full House Club (c) 198? JPM International.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40956&o=2

$end


$info=sc4fmj,sc4fmja,sc4fmjb,sc4fmjc,
$bio

Full Metal Jackpot (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR2328]
Scorpion 4

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42601&o=2

$end


$info=sc5fmj,sc5fmja,
$bio

Full Metal Jackpot (c) 200? Mazooma Games.

- TECHNICAL -

[Scorpion 5]
 [Model PR2328]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43103&o=2

$end


$amigaocs_flop=fullmp,fullmpa,
$bio

Full Metal Planete (c) 1989 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74111&o=2

$end


$info=ep_fmf,ep_fmfa,
$bio

Full Moon Fever (c) 199? Global Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40833&o=2

$end


$info=ep_fullm,ep_fullma,ep_fullmb,ep_fullmc,ep_fullmd,ep_fullme,ep_fullmf,
$bio

Full Moon Fever (c) 199? Impulse Gaming.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40835&o=2

$end


$info=m5beans,m5beansa,
$bio

Full of Beans (c) 2000 Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41541&o=2

$end


$snes=fullpowr,
$bio

Full Power [Model SHVC-AFTJ-JPN] (c) 1994 Coconuts Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61337&o=2

$end


$info=fullthrl,
$bio

Full Throttle (c) 1987 Taito.

A driving game very similar to "Out Run", except for the addition of the nitro boost button.

- TECHNICAL -

Board Number : K1100273A
Prom Sticker : B14

Main CPU : (2x) Motorola 68000 (@ 12 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2151 (@ 4 Mhz), OKI MSM5205 (@ 384 Khz)

Players : 1
Control : Steering wheel
Buttons : 8

- TRIVIA -

Full Throttle was released in October 1987 in Japan. It was known outside Japan as "Top Speed".

This game is Taito's response to Sega's "Out Run". This game was the forerunner of the Taito Z system on which Taito's driving games were based from 1988-91 (You can spot some similarities with "Continental Circus", the first of the Taito Z games).

The car featured is a red Mazda RX-7.

Default high-score table (Best Drivers) :
1ST 450000 4 3'44''78 TAK
2ND 350000 3 2'55''45 ESH
3RD 260000 2 1'47''21 I.I
4TH 240000 2 1'50''14 RGV
5TH 220000 2 1'54''19 VFR
6TH 200000 2 1'55''21 YZF
7TH 180000 2 1'59''99 CBR

Pony Canyon / Scitron released a limited-edition soundtrack album for this game (The Ninja Warriors : G.S.M. Taito 1 - D28B0001) on June 21, 1988. 

Zuntata Records released a limited-edition soundtrack album for this game (Zuntata History L'ab-normal 1st - ZTTL-0038) on April 1, 1999.

- STAFF -

Project leader / Game designer : Hiroyuki Sakou
Game programmers : Kyoji Shimamoto, Takeshi Murata, Takeshi Ishizashi
Music composer : Masahiko Takagi
Sound effects : Eikichi Takahashi
Sound adviser : Hisayoshi Ogura
Hardware designer : Masahiro Yamaguchi
Custom I.C. designers : Shyugi Kubota, Katsujiroh Fujimoto, Toshiyuki Sanada
Graphic designers : Yoshihiko Wakita, Tetsuroh Kitagawa, Takako Uenoyama, Naoko Toshimitsu
Mechanical designer : Tomio Suzuki
Mechanical engineers : Nobuyuki Iwasaki, Akira Takahashi
Cabinet designer : Takeo Shiraishi
Art designer : Hiroyasu Nagai

- PORTS -

* Consoles :
Sony PlayStation 2 [JP] (March 29, 2007) "Taito Memories II Gekan [Model SLPM-66713]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=883&o=2

$end


$x68k_flop=fullthrt,
$bio

Full Throttle (c) 1988 Sharp [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87553&o=2

$end


$snes=fullthrtu,fullthrtup,
$bio

Full Throttle - All-American Racing [Model SNS-AFTE-USA] (c) 1995 CyberSoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63029&o=2

$end


$snes=fullthrt,
$bio

Full Throttle - All-American Racing [Model SNSP-AFTP-EUR] (c) 1995 GameTek

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63028&o=2

$end


$info=sc4fullt,sc4fullta,sc4fulltb,sc4fulltc,sc4fulltd,sc4fullte,sc4fulltf,sc4fulltg,sc4fullth,sc4fullti,
$bio

Full Throttle (c) 200? QPS Interactive.

- TECHNICAL -

[Model PR2537]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43023&o=2

$end


$info=sc5fullt,
$bio

Full Throttle (c) 200? QPS Interactive.

- TECHNICAL -

[Scorpion 5]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42607&o=2

$end


$pc8801_flop=fulltime,
$bio

Full Time 'N' (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91842&o=2

$end


$gbcolor=fulltime,
$bio

Full Time Soccer (c) 2000 Rocket Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67913&o=2

$end


$gbcolor=fullhang,
$bio

Full Time Soccer & Hang Time Basketball (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67912&o=2

$end


$info=X002016P,X002017P,X002018P,
$bio

Fullhouse Bonus Poker (c) 199? IGT [International Game Technologies].

- TECHNICAL -

B1065X; CLASSIC UPRIGHT CABINET
IA65X; IMBEDDED BILL ACCEPTOR CABINET
2965X; SLANT CABINET WITH TOP BOX
3665X; DROP IN BAR CABINET WITH FLAT SCREEN
3765X; DROP IN BAR CABINET WITH SLANT SCREEN
GD65X; SLANT CABINET WITH IBA TOP BOX
QA67X; FLAT BAR WITH IMBEDDED BILL ACCEPTOR
GK65X; SLANT CABINET WITHOUT IBA TOP BOX
GR65X; SLANT w/TWIN TOP BOX w/EMB BV

- UPDATES -

X002016P
X002017P
X002018P

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46372&o=2

$end


$megadriv=funngame,
$bio

Fun 'N Games (c) 1993 Sony Imagesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56528&o=2

$end


$snes=funngameu,
$bio

Fun 'n Games [Model SNS-7N-USA] (c) 1994 Tradewest, Incorporated. [Corsicana, TX, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63031&o=2

$end


$snes=funngame,
$bio

Fun 'n Games [Model SNSP-7N-EUR] (c) 1994 Tradewest, Incorporated. [Corsicana, TX, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63030&o=2

$end


$megadriv=funngameu,
$bio

Fun 'N' Games (c) 1993 Tradewest, Incorporated. [Corsicana, TX, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57228&o=2

$end


$nes=funblast,
$bio

Fun Blaster Pak (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55159&o=2

$end


$megadriv=funcar,
$bio

Fun Car Rally (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57229&o=2

$end


$info=funcsino,
$bio

Fun Casino (c) 1983 Status Games Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31765&o=2

$end


$info=funcube,
$bio

Fun Cube (c) 2000 Namco.

- TRIVIA -

Released in December 2000.

- SERIES -

1. Fun Cube (2000)
2. Fun Cube 2 (2001)
3. Fun Cube 3 (2001)
4. Fun Cube 4 (2002)
5. Fun Cube 5 (2002)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=29513&o=2

$end


$info=funcube2,
$bio

Fun Cube 2 (c) 2001 Namco.

- TRIVIA -

Released in May 2001.

- SERIES -

1. Fun Cube (2000)
2. Fun Cube 2 (2001)
3. Fun Cube 3 (2001)
4. Fun Cube 4 (2002)
5. Fun Cube 5 (2002)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=30572&o=2

$end


$info=funcube3,
$bio

Fun Cube 3 (c) 2001 Namco.

- TRIVIA -

Released in October 2001.

- SERIES -

1. Fun Cube (2000)
2. Fun Cube 2 (2001)
3. Fun Cube 3 (2001)
4. Fun Cube 4 (2002)
5. Fun Cube 5 (2002)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=29512&o=2

$end


$info=funcube4,
$bio

Fun Cube 4 (c) 2001 Namco, Limited.

- TRIVIA -

Released in March 2002.

- SERIES -

1. Fun Cube (2000)
2. Fun Cube 2 (2001)
3. Fun Cube 3 (2001)
4. Fun Cube 4 (2002)
5. Fun Cube 5 (2002)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=30573&o=2

$end


$info=funcube5,
$bio

Fun Cube 5 (c) 2002 Namco.

- TRIVIA -

Fun Cube 5 was released in June 2002.

- SERIES -

1. Fun Cube (2000)
2. Fun Cube 2 (2001)
3. Fun Cube 3 (2001)
4. Fun Cube 4 (2002)
5. Fun Cube 5 (2002)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=29511&o=2

$end


$info=fun4,fun4a,
$bio

Fun Four (c) 1976 Bailey International Inc.

A one- to four-player black & white ball- and paddle game with four different selectable games : Targets, Soccer, Hockey and Tennis.

- TECHNICAL -

Model 761

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3793&o=2

$end


$bbca_cass,bbcb_cass=fungames,
$bio

Fun Games (c) 19?? BBC Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51869&o=2

$end


$nes=funhouse,
$bio

Fun House (c) 1991 Hi Tech Expressions

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55160&o=2

$end


$info=sc1funh,sc1funha,sc1funhp,
$bio

Fun House Club (c) 1991 Bell-Fruit Mfg. Company, Limited.

- TECHNICAL -

Model 5944

- TRIVIA -

Fun House Club was released in October 1991 in the UK.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42139&o=2

$end


$pc8801_flop=funhouse,
$bio

Fun House Mystery (c) 1985 Starcraft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91843&o=2

$end


$info=m5funsun,m5funsun03,
$bio

Fun in the Sun (c) 200? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41573&o=2

$end


$info=pr_funrn,
$bio

Fun on the Run (c) 199? Project Coin Machines, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42088&o=2

$end


$c64_cart,c64_flop=funplay,
$bio

Fun Play 3-in-1 (c) 1990 Disc Company, The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53582&o=2

$end


$info=funriver,funriverv,funriverd1,
$bio

Fun River (c) 2005 Amcoe, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31450&o=2

$end


$cpc_cass=funschoo,
$bio

Fun School - For Under 12s (c) 1986 Database Publications

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96414&o=2

$end


$cpc_cass=funschoo01,
$bio

Fun School - For Under 5s (c) 1986 Database Publications

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96415&o=2

$end


$cpc_cass=funschoo02,
$bio

Fun School - For Under 8s (c) 1986 Database Publications

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96416&o=2

$end


$cpc_cass=funschoo03,
$bio

Fun School 2 - For 6 To 8's (c) 1989 Database Educational Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96417&o=2

$end


$bbca_cass,bbcb_cass=fs26to8,
$bio

Fun School 2 - For 6-8 Years (c) 1990 Database

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51870&o=2

$end


$cpc_cass=funschoo04,
$bio

Fun School 2 - For Over 8's (c) 1989 Database Educational Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96419&o=2

$end


$bbca_cass,bbcb_cass=fs2ov8,
$bio

Fun School 2 - For Over 8's (c) 1990 Database

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51871&o=2

$end


$amigaocs_flop=funs2o8,
$bio

Fun School 2 - For the Over-8s (c) 1991 Database Educational Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74112&o=2

$end


$amigaocs_flop=funs2u6,
$bio

Fun School 2 - For the Under-6s (c) 1991 Database Educational Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74113&o=2

$end


$bbca_cass,bbcb_cass=fs2un6,
$bio

Fun School 2 - For Under 6's (c) 1990 Database

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51872&o=2

$end


$cpc_cass=funschoo05,
$bio

Fun School 3 - Over 7s (c) 1990 Database Educational Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96420&o=2

$end


$cpc_cass=funschoo06,
$bio

Fun School 3 - Under 5s (c) 1990 Database Educational Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96421&o=2

$end


$cpc_cass=funschoo07,funschoo08,
$bio

Fun School 4 - Over 7's (c) 1992 Europress

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96422&o=2

$end


$info=pr_fspot,pr_fspota,pr_fspotb,pr_fspotc,pr_fspotd,pr_fspote,pr_fspotf,pr_fspotg,
$bio

Fun Spot (c) 199? Coin World.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42412&o=2

$end


$info=m4fsx,m4fsxa,m4fsxb,
$bio

Fun Spot X (c) 199? Coin World.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42370&o=2

$end


$info=fstation,
$bio

Fun Station Spielekoffer 9 Spiele (c) 2000 ADP.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32635&o=2

$end


$a800=funart,
$bio

Fun with Art (c) 1983 Epyx Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86555&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=funmusic,
$bio

Fun with Music (c) 1983 Epyx, Inc. [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84425&o=2

$end


$bbca_cass,bbcb_cass=funumber,
$bio

Fun With Numbers (c) 1984 Golem

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51873&o=2

$end


$a2600=funnumbe,
$bio

Fun with Numbers (c) 1980 Atari, Incorporated.

PAL release. Game developed in USA. For more information, please see the NTSC release's entry; "Fun with Numbers [Model CX2661]".

- TECHNICAL -

Model CX2661P

- PORTS -

* Consoles : 
Microsoft XBOX [EU] (November 26, 2004) "Atari Anthology" 
Sony PlayStation 2 [EU] (February 18, 2005) "Atari Anthology [Model SLES-53061]" 

* Handhelds : 
Nintendo DS [EU] (February 24, 2011) "Atari Greatest Hits Vol.1 [Model NTR-BR6P-EUR]"

* Computers : 
PC [MS Windows, CD-ROM] [EU] (June 10, 2005) "Atari - 80 Classic Games in One! [Replay]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82980&o=2

$end


$a2600=funnumb,
$bio

Fun with Numbers (c) 1980 Atari, Incorporated.

GAME I - Addition
Select the top number you want to work with, then start adding.

GAME 2 - Subtraction
Select the top number you want to work with, then start subtracting.

GAME 3 - Multiplication
Select the top number you want to work with, then start multiplying.

GAME 4 - Division
Select the top number you want to work with, then start dividing.

Follow the same rules and procedures to tackle Random Problems as you did to solve Table Problems. Random Problems feature addition, subtraction, multiplication and division. The only difference between these games and Games 1 through 4 is the absence of a top number selection. You have no control over the numbers in these problems. For example, after you select a subtraction game, the game presents subtraction problems at random. You begin your answer immediately.

GAME 5 - Addition
The game automatically presents addition problems at random.

GAME 6 - Subtraction
Get ready for surprise subtraction problems.

GAME 7 - Multiplication
Practice your times tables with this game of multiplication.

GAME 8 - Division
Division problems are selected at random for you to solve.

- TECHNICAL -

Model CX2661

- TRIVIA -

Export releases:
PAL "Fun with Numbers [Model CX2661P]"

- STAFF -

Programmer: Gary Palmer

- PORTS -

* Consoles : 
Microsoft XBOX [US] (November 16, 2004) "Atari Anthology [Model 26084]" 
Sony PlayStation 2 [US] (November 22, 2004) "Atari Anthology [Model SLUS-21076]" 
Microsoft XBOX [JP] (August 4, 2005) "Atari Anthology [Model B7X-00001]" 

* Handhelds : 
Nintendo DS [US] (November 2, 2010) "Atari Greatest Hits Vol.1 [Model NTR-BR6E-USA]" 

* Computers : 
PC [MS Windows, CD-ROM] [US] (November 11, 2003) "Atari - 80 Classic Games in One! [Model 25069J]" 

* Others : 
Atari Flashback 3 [US] (September 16, 2011) by AtGames 
Atari Flashback 4 [US] (November 13, 2012) by AtGames 
Atari Flashback 5 [US] (October 1, 2014) by AtGames

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50517&o=2

$end


$astrocde=ziggyjx,ziggymo,
$bio

Fun With Vectors - Ziggy (c) 1985 Degler [Richard Degler]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86800&o=2

$end


$info=funquiz,
$bio

Fun World Quiz (c) 198? Fun World.

Insertion of ATS 5 (Austrian Schilling coin) yields 5 credits. For 1 credit a player receives 500 points. At each question a player can bet 100, 500 or all points. If a question is answered correctly, the bet is added to the points. If a player reaches more than 2500 points after 5 questions, he gets bonus questions. The game is over after an incorrect answer.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=33671&o=2

$end


$psx=funfunpi,
$bio

Fun! Fun! Pingu [Limited Edition] [Model SLPS-02306] (c) 1999 Sony Computer Ent., Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85165&o=2

$end


$snes=hybwrest,
$bio

Funaki Masakatsu Hybrid Wrestler - Tougi Denshou [Model SHVC-ZR] (c) 1994 Technos Japan Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61338&o=2

$end


$cpc_cass=funcione,
$bio

Funciones Vitales Del Cuerpo Humano [Model BIO1/A] (c) 1986 Tasoft S.A. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96423&o=2

$end


$pc98=fundatn,fundatna,
$bio

Fundation - Shinjuku Story (c) 1990 Dott Plan [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89516&o=2

$end


$snes=funetaro,
$bio

Fune Tarou [Model SHVC-A7EJ-JPN] (c) 1997 Pack-In-Video Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61339&o=2

$end


$bbca_cass,bbcb_cass=funfair,
$bio

Funfair (c) 1983 Softspot

- STAFF -

Author: Stuart Law

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51874&o=2

$end


$info=m5fnfair,m5fnfaird,
$bio

Funfair (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42875&o=2

$end


$info=fh_l9,fh_l3,fh_l4,fh_l5,fh_l9b,fh_905h,
$bio

FunHouse (c) 1990 Williams Electronics Games, Incorporated.

- TECHNICAL -

Williams WPC (Alphanumeric)
Model Number : 50003

Main CPU : Motorola M6809 (@ 2 Mhz)
Sound CPU : Motorola M6809 (@ 2 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), DAC, HC55516

Note : Prototype versions use Williams' System 11 audio board (D-11581).

- TRIVIA -

Released in November 1990.

Approximately 10,750 units were produced.

The High Score initials are sometimes replaced with 'RUDY'.

The red button is held by Rudy on the backglass.

On the backglass, the man with the boy on his shoulders is artist John Youssi. The boy is his son, who also modeled for the inspiration of Rudy.

- STAFF -

Concept, Playfield, & Design : Pat Lawlor (PML)
Software & Design : Larry DeMar (LED)
Mechanix by : John Krutsch (J K)
Music : Chris Granner
Sounds : Jon Hey (HEY)
FX : Brian Eddy
Art : John Youssi
Speech Processing : Chris Granner, Rich Karstens
Art Support : Kevin O'Connor, Margaret Hudson
Voice of Rudy : Ed Boon

- PORTS -

* Consoles :
Nintendo Wii (2008, Pinball Hall of Fame: The Williams Collection)
Sony PS2 (2008, Pinball Hall of Fame: The Williams Collection)
Sony PSP (2008, Pinball Hall of Fame: The Williams Collection)
Xbox Live (Apr. 04 2012, "The Pinball Arcade")
Sony PSN (Apr. 10, 2012; "The Pinball Arcade")

* Computers :
MAC OS [Mac App Store] (2012)

* Others :
Apple Store (Feb. 09, 2012, "The Pinball Arcade")
Android (Feb. 10, 2012, "The Pinball Arcade")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5295&o=2

$end


$info=funkball,
$bio

Funky Ball (c) 1998 dgPIX Entertainment.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=29350&o=2

$end


$info=funkybee,funkybeeb,
$bio

Funky Bee (c) 1982 Orca.

In this game, the player is a bee with a stinger. You fly over flowers for points and must avoid the trees and fires as well as the enemy bugs. You may use your stinger to kill bugs, but only one stinger is allowed on the screen at a time.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.5 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 1

- TRIVIA -

Funky Bee was released in July 1982.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=884&o=2

$end


$saturn,sat_cart=funkyfan,
$bio

Funky Fantasy (c) 1996 Yoshimoto Kogyo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59147&o=2

$end


$info=fnkyfish,
$bio

Funky Fish (c) 1981 Sun Electronics.

Our 'fishy' protagonist must attack groups of small fish that are defending a monster. Shoot bubbles at the fish until they change to fruit. If you don't eat the fruit it will fall to the seabed and awaken a sleeping seashell that releases a sea horse to attack you.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 2.5 Mhz)
Sound CPU : Zilog Z80 (@ 2.5 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.25 Mhz)

Screen orientation : Vertical
Video resolution : 240 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 24

Players : 2
Control : 8-way joystick
Buttons : 1

- TRIVIA -

Released in November 1981.

- PORTS -

* Consoles :
Emerson Arcadia (1982)
Atari 2600 (1983)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=885&o=2

$end


$a2600=funkyfis,
$bio

Funky Fish (c) 1983 UA, Limited.

- TRIVIA -

Funky Fish is a port of the 1981 arcade game by Sun Electronics.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50518&o=2

$end


$arcadia=funkyfsh,
$bio

Funky Fish (c) 1983 Emerson Radio Corp.

- TECHNICAL -

[Cartridge No. 23]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49255&o=2

$end


$saturn,sat_cart=fhbox,
$bio

Funky Head Boxers (c) 1997 Yoshimoto Kogyo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59148&o=2

$end


$saturn,sat_cart=fhboxhib,
$bio

Funky Head Boxers Hibaihin (c) 1997 Yoshimoto Kogyo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59149&o=2

$end


$saturn,sat_cart=fhboxpls,
$bio

Funky Head Boxers Plus (c) 1997 Yoshimoto Kogyo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59150&o=2

$end


$info=fhboxers,
$bio

Funky Head Boxers (c) 1995 Sega.

A comical and utterly bizarre 3-D boxing game from Sega featuring boxers with, what else, FUNKY HEADS!

- TECHNICAL -

Runs on the "ST-V [Sega Titan Video Game System]" hardware.
Cartridge ID: 610-0373-08

Players: 2
Control: 8-way joystick
Buttons: 6

- TRIVIA -

Funky Head Boxers was released in December 1995.

- PORTS -

* Consoles :
Sega Saturn (1997)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=886&o=2

$end


$info=funkyjet,funkyjetj,funkyjeta,
$bio

Funky Jet (c) 1992 Data East Corporation.

In this game, you play with a character who has a jet-pack on his back (enabling him to fly in the air), while he is punching the badguys.

- TECHNICAL -

Game ID: MAT

Main CPU: Motorola 68000 (@ 14 Mhz), HuC6280 (@ 8.055 Mhz)
Sound Chips: Yamaha YM2151 (@ 3.58 Mhz), OKI6295 (@ 7.575 Khz)

Screen Orientation: Horizontal
Video Resolution: 320 x 240 Pixels
Screen Refresh: 58.00 Hz
Palette Colors: 1024

Players: 2
Control: 8-Way Joystick
Buttons: 2
=> Punch, Spin

- TRIVIA -

Funky Jet was released in July 1992.

Licensed to Mitchell for export.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=887&o=2

$end


$pc8801_flop=funkymon,
$bio

Funky Monkey (c) 1984 Policy [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91844&o=2

$end


$msx1_cart=funmouse,
$bio

Funky Mouse [Model Z-00203] (c) 1984 ASCII Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77087&o=2

$end


$pc98=funny,
$bio

Funny (c) 19?? ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89517&o=2

$end


$info=funybubl,funybublc,
$bio

Funny Bubble (c) 1999 In Chang Electronic Co.

Funny Bubble is an adult version of "Puzz Loop" with various backgrounds featuring topless girls.

Level Mode is a no frills, continuous play mode with one background.

Stage Mode features different stages with different ball paths and backgrounds.  After completing five stages, the player is shown an image of a girl completely nude as his completion bonus is tallied.

Vs. Mode is a two player mode where players compete in a best, two out of three, split screen match.

- TECHNICAL -

Main CPU : (2x) Zilog Z80 (@ 8 Mhz)
Sound Chips : OKI6295 (@ 8 Khz)

Players : 2
Control : 8-way joystick
Buttons : 1

- TRIVIA -

Funny Bubble was released in January 1999 by In Chang. It was later licensed to Comad.

- TIPS AND TRICKS -

Providing there is a clear line of sight, unwanted marbles can be fired straight out of the play area to prevent them from adding to the advancing line.

- STAFF -

Director : J. K. Y.
Project by : Lee Sung Sool
Program by : Kim Byung Kyu, Lee Chang Yong, Park Young Hwan
Graphic by : Lim Su Jin, Sung Myung Sock, Kim Du Su, Kim Doc Soo, Chang Eun Jung, Lee Youn Kyung
Surport : Lee Sung Hee

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=888&o=2

$end


$info=funnyfm,funnyfma,funnyfmb,
$bio

Funny Farm (c) 2004 Kupidon.

- TRIVIA -

Funny Farm was released in March 2005.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43641&o=2

$end


$gameboy=funnyfld,
$bio

Funny Field [Model DMG-FUA] (c) 1990 SNK [Shin Nihon Kikaku] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66009&o=2

$end


$info=cjffruit,
$bio

Funny Fruit (c) 1998 Cadillac Jack.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=37091&o=2

$end


$info=funlddlx,
$bio

Funny Land de Luxe (c) 1999 Stella.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=28027&o=2

$end


$info=ep_funny,ep_funnya,ep_funnyb,ep_funnyc,ep_funnyd,ep_funnye,ep_funnyf,ep_funnyg,
$bio

Funny Money (c) 199? Maygay.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40836&o=2

$end


$info=funnymou,
$bio

Funny Mouse (c) 1982 Chuo.

In this platform game, you are a mouse collecting a stash of food that happens to be scattered around the house. Opposing you are cats and cobras, which pop up out of nowhere. You're not exactly helpless, though. You have balloon bombs which you can lay and detonate, rocks on top of the house to drop, floors that move across when you step on them and pools of water under bridges which you open by walking over them. All these can kill of cats and cobras, if you use them right.

- TECHNICAL -

Game ID: DM-05

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound CPU : Zilog Z80 (@ 2.5 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.536 Mhz)

Players : 2
Control : 4-way joystick
Buttons : 1

- TRIVIA -

Even if titlescreen says 1982, Funny Mouse was released in January 1983 in Japan.

This game is also known as "Super Mouse".

- UPDATES -

The Bonus round is a bit different on the machines. In Funny Mouse you hit the button to stop the wheels, in "Super Mouse" you hit the button to start the wheels spinning.

- SCORING -

Picking up food : 200 points
Dropping off food in hiding place : 500 points
Killing a Cat : 400 points
Killing a Cobra : 800 points (also see tips and tricks below)
Bonus for collecting all food : Killing all surviving Cats and Cobras
Bonus Round : 200-1500 points (if you hit it)

- TIPS AND TRICKS -

If you drown a Cobra in one of the pools, you also kill off the cats on the maze.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=889&o=2

$end


$m5_cart=funnym,
$bio

Funny Mouse (c) 1983 Takara Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95348&o=2

$end


$info=funystrp,
$bio

Funny Strip (c) 199? MagicGames.

Funny Strip is an adult "Pac-Man"-like game for one or two players. The two player game features cooperative play with both players working to clear the same maze of pellets. It features Mr. and Ms. Fun as player characters and eight ghosts as enemies. Each ghost turns into a different letter in the phrase 'strip tease'. If the player eats each of the ghosts he will be rewarded with a strip tease between levels.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 12 Mhz)

Screen orientation : Horizontal
Video resolution : 376 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048

Players : 2
Control : 8-way joystick
Buttons : 2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3666&o=2

$end


$megadriv=funnywld,
$bio

Funny World & Balloon Boy (c) 1993 Realtec

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57230&o=2

$end


$info=sp_beau2,sp_beau2a,sp_beau2b,sp_beau2c,sp_beau2d,sp_beau2e,sp_beau2f,
$bio

Further Adventures of Beau Peep (c) 199? Ace Coin Equipment, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42221&o=2

$end


$snes=furutats,
$bio

Furuta Atsuya no Simulation Pro Yakyuu 2 [Model SHVC-AY9J-JPN] (c) 1996 Hect [Hector] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61340&o=2

$end


$amigaocs_flop=ffurries,
$bio

Fury of the Furries (c) 1993 Kalisto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74114&o=2

$end


$psx=fushigid,
$bio

Fushigi Deka [Model SLPM-86642] (c) 2000 Capcom Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85166&o=2

$end


$x68k_flop=fushigid,
$bio

Fushigi Densetsu (c) 199? Proceed [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87554&o=2

$end


$nes=boynblobj,
$bio

Fushigi Na Blobby - Blobania no Kiki (c) 1990 Jaleco Company, Limited. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54102&o=2

$end


$gameboy=prinblobj,
$bio

Fushigi na Blobby - Princess Blob o Sukue! [Model DMG-PSJ] (c) 1990 Jaleco Company, Limited. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66010&o=2

$end


$n64=furaish2,
$bio

Fushigi no Dungeon - Fuurai no Shiren 2 - Oni Shuurai! Shiren Jou! [Model NUS-NSIJ] (c) 2000 Nintendo [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57712&o=2

$end


$gameboy=furaishi,
$bio

Fushigi no Dungeon - Fuurai no Shiren GB - Tsukikage Mura no Kaibutsu (c) 1996 Chun Soft

- TECHNICAL -

Cartridge ID: DMG-AFDJ-JPN

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66011&o=2

$end


$gbcolor=furaish2,
$bio

Fushigi no Dungeon - Fuurai no Shiren GB2 - Sabaku no Majou [Model CGB-AFMJ-JPN] (c) 2001 Chun Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67914&o=2

$end


$snes=fushidn2,fushidn2a,
$bio

Fushigi no Dungeon 2 - Fuurai no Shiren (c) 1995 Chun Soft

- TECHNICAL -

Cartridge ID: SHVC-AAXJ-JPN

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61341&o=2

$end


$x68k_flop=fushikab,
$bio

Fushigi no Kabe (c) 1988 System House Oh!

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87555&o=2

$end


$pc8801_flop=fushikab,
$bio

Fushigi no Kabe (c) 1988 System House Oh!

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91845&o=2

$end


$gba=fushalic,
$bio

Fushigi no Kuni no Alice - Alice's Adventures in Wonderland [Model AGB-AF4J-JPN] (c) 2003 Global A Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70720&o=2

$end


$saturn,sat_cart=fushange,
$bio

ふしぎの国のアンジェリーク (c) 1997 Koei
(Fushigi no Kuni no Angelique)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59151&o=2

$end


$gba=fushangl,
$bio

ふしぎの国のアンジェリーク (c) 2002 Koei
(Fushigi no Kuni no Angelique)

- TECHNICAL -

Game ID: AGB-AFAJ-JPN

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70721&o=2

$end


$sms=pitpot,pitpot1,
$bio

不思議のお城ピットポット (c) 1985 Sega Enterprises, Limited.
(Fushigi no Oshiro Pit Pot)

- TECHNICAL -

Game ID: C-507

- TRIVIA -

Released on December 14, 1985 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55863&o=2

$end


$nes=nadia,
$bio

Fushigi no Umi no Nadia (c) 1991 Toho Cinephile-Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54103&o=2

$end


$megadriv=nadia,
$bio

Fushigi no Umi no Nadia (c) 1991 Namco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56529&o=2

$end


$x68k_flop=nadia,
$bio

Fushigi no Umi no Nadia (c) 1992 Gainax [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87556&o=2

$end


$pc98=nadia,
$bio

Fushigi no Umi no Nadia (c) 1992 Gainax [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89518&o=2

$end


$pc98=nadiaopt,
$bio

Fushigi no Umi no Nadia - Option Disk (c) 1992 Gainax [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89519&o=2

$end


$x68k_flop=nadiamfd,
$bio

Fushigi no Umi no Nadia Music Floppy Disk (c) 1992 Gainax [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87557&o=2

$end


$pcecd=nadia,
$bio

Fushigi no Umi no Nadia (c) 1993 Hudson Soft.

Fushigi no Umi no Nadia is a digital comic featuring Nadia and Jean, two kids and hero characters of a famous japanese animation series. The story of the game follows the anime series, however it seems to be happening right in the middle of it. Most of the game happen on Lincoln island after the Nautilus, a powerful submarine, is destroyed by Argon, the baddy of the story. Like any digital comic, the player only pick choices (all in japanese) from a menu and the story unfolds depending what option was selected. The game also offers a short quiz game where you can either play with the good or bad guys of the story.

- TECHNICAL -

Game ID: HCD3036

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58194&o=2

$end


$pce=alice,
$bio

????????? (c) 1990 Face Company, Limited.
(Fushigi no Yume no Alice)

Fushigi no Yune no Alice is a cute platform game developed and published by Face. The action takes place in a strange imaginary world heavily based on Lewis Caroll's classic novel Alice's Adventures in Wonderland. The game stars Alice in person and tells her amazing story, as she continuously challenges strange creatures and characters from the other side of the mirror, from hostile flowers to the popular Queen of Heart's personal guards. Interestingly, Face took some liberties and also borrowed their inspiration from other classic children novels and fairy tales, such as the gingerbread house from Hansel and Gretel where an evil wooden Pinocchio-like evil puppet awaits for Alice. Face took other liberties as well, and the game also features odd balls such as evil clowns or a large dog playing the tuba. Interestingly, Alice is not really equipped with any weapons to defend herself... instead, she can jump over her opponents' heads or charge up a rather unusual, and yet powerful, sneeze attack. This attack comes with a draw back though, and if Alice charges it for too long, she then turns dizzy and becomes vulnerable for a short amount of time. But Alice has another trick up her sleeves and she can cast spells from a magic book she carries around (however, they can't be used during boss battles). Only one spell is available to her at the beginning of her journey (she can reveal hidden treasures and bonus items with it), but more become available later in the game. Fushigi no Yune no Alice consists of four large areas made out of several sub-stages each, all punctuated by a boss battle.

- TECHNICAL -

Game ID: FA02-007

- STAFF -

Programmer: Funk Nagachyan
Program Assist: Kawasaki Yasushi
Planner: Yasushi.O, Jyaian Joe
Designer: Jyaian Joe, Chihiro
Music Composer: Maddaira Ako
Sound Effect: Saitou Nobita
Propaganda: Sax Oono, Kariage Toma
Debugger: Maruyaman, Face Scramble, Club no Minasan
Special Thanks: 2CV Kumakura, Takabi - Igarashi, Ka Zu Ko, Face no Minasan
Produce: Sankindo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58591&o=2

$end


$pc8801_flop=fushigin,
$bio

Fushigino Kuni Gekijo Ihojin no Maki (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91846&o=2

$end


$amigaocs_flop=fusion,
$bio

Fusion (c) 1988 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74115&o=2

$end


$cpc_cass=fusionii,
$bio

Fusion II (c) 1988 Loriciels [France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96424&o=2

$end


$a2600=fussball,
$bio

Fussball (c) 19?? Ariola

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50519&o=2

$end


$vc4000=soccer,
$bio

Fussball (c) 1978 Interton Electronic.

- TECHNICAL -

[Cassette No. 24]

- TRIVIA -

Also called Soccer outside Germany, and Football in France.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49201&o=2

$end


$amigaocs_flop=fussbtot,
$bio

Fußball Total (c) 1994 Black Legend

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74126&o=2

$end


$gba=futaripc,
$bio

Futari wa Pretty Cure - Arienaai! Yume no Sono wa Daimeikyuu [Model AGB-BFPJ-JPN] (c) 2004 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70722&o=2

$end


$gba=futarimh,
$bio

Futari wa Pretty Cure Max Heart - Maji? Maji?! Fight de IN Janai [Model AGB-BFMJ-JPN] (c) 2005 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70723&o=2

$end


$pico=futaripc,
$bio

Futari wa Pretty Cure [Model T-133480] (c) 2004 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75671&o=2

$end


$msx1_cart=futbol,
$bio

Futbol (c) 1985 Indescomp [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77088&o=2

$end


$snes=futarg,
$bio

Futbol Argentino '96 (c) 199? Unknown [Brazil]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63032&o=2

$end


$nes=futebol,
$bio

Futebol (c) 199? Milmar

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55161&o=2

$end


$snes=futbras,
$bio

Futebol Brasileiro '96 (c) 199? Unknown [Brazil]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63033&o=2

$end


$neocd=pgoal,
$bio

Futsal - 5 on 5 Mini Soccer [Model NGCD-219] (c) 1996 SNK [Shin Nihon Kikaku] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68139&o=2

$end


$amigaocs_flop=futbaskt,
$bio

Future Basketball (c) 1990 Hewson Consultants

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74116&o=2

$end


$amigaocs_flop=futbike,
$bio

Future Bike Simulator (c) 1990 HiTec Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74117&o=2

$end


$cpc_cass=futurebi,
$bio

Future Bike Simulator [Model HT025] (c) 1990 Hi-Tec Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96425&o=2

$end


$amigaocs_flop=futclass,
$bio

Future Classics Collection (c) 1990 Electronic Zoo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74118&o=2

$end


$info=futflash,
$bio

Future Flash (c) 198? HOEI.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 4 Mhz)

Screen orientation : Vertical
Video resolution : 256 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 32

Players : 1

- TRIVIA -

This game is also known as "Laser Base".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3888&o=2

$end


$msx1_cass=fknight,
$bio

Future Knight (c) 1986 Gremlin Graphics Software, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94661&o=2

$end


$msx1_cass=fknights,
$bio

Future Knight (c) 1986 Erbe Software [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94662&o=2

$end


$cpc_cass=futurekn,
$bio

Future Knight (c) 1986 Gremlin Graphics Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96426&o=2

$end


$info=futrquen,
$bio

Future Queen (c) 1987 Nuova Bell Games.

- STAFF -

Art by : Adriano Nardi

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=9623&o=2

$end


$bbca_cass,bbcb_cass=futuresh,
$bio

Future Shock (c) 1986 Tynesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51875&o=2

$end


$amigaocs_flop=futshock,
$bio

Future Shock (c) 1991 Amiga Fun

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74119&o=2

$end


$apple2gs=fshock3d,
$bio

Future Shock 3D (c) 1989 Neeka Electronics.

- STAFF -

Programmed by: Jeff E. Johnson

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49769&o=2

$end


$info=futurspa,
$bio

Future Spa (c) 1979 Bally.

- TECHNICAL -

Bally MPU AS-2518-35
Model Number : 1173

Main CPU : M6800 (@ 475 KHz)
Sound CPU : M6802 (@ 895 KHz)
Sound chips : General Instrument AY8910 (@ 895 KHz)

- TRIVIA -

Released in March 1979. Future Spa was the first Bally game to use continuous background sound.

6,400 units were produced.

- STAFF -

Design by : George Christian
Art by : Paul Faris, Dave Christensen

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4460&o=2

$end


$amigaocs_flop=futspace,
$bio

Future Space (c) 1995 media GmbH

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74120&o=2

$end


$info=futspy,
$bio

Future Spy (c) 1984 Sega.

You fly an F-15 around various obstacles including missiles, airplanes, helicopters, cities, destroyers, carriers, submarines, tanks, etc. while shooting or firing missiles at them.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.04125 Mhz)
Sound Chips : Discrete circuitry

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 59.999408 Hz
Palette colors : 256

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in October 1984. This is a rare game. It existed only as a conversion kit for "Zaxxon".

Brian Hill holds the official record for this game with 856,170 points.

- PORTS -

* Consoles : 
Sony PlayStation 2 [US] (November 7, 2006) as an unlockable extra in "Sega Genesis Collection [Model SLUS-21542]" 
Sony PlayStation 2 [EU] (February 2, 2007) as an unlockable extra in "Sega Mega Drive Collection [Model SLES-54333]" 
Sony PlayStation 2 [AU] (February 8, 2007) as an unlockable extra in "Sega Mega Drive Collection"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=890&o=2

$end


$x68k_flop=futwars,
$bio

Future Wars - Adventures in Time (c) 1991 Starcraft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87558&o=2

$end


$amigaocs_flop=futwars,futwarsg,futwarss,
$bio

Future Wars - Time Travellers (c) 1989 Palace Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74121&o=2

$end


$amigaocs_flop=futwarsu,
$bio

Future Wars - Time Travellers (c) 1989 Interplay

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74124&o=2

$end


$amigaocs_flop=futwarsa,
$bio

Future Wars - Time Travellers [The Delphine Collection] (c) 1995 US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74122&o=2

$end


$pc98=futwars,
$bio

Future Wars - Toki no Boukensha (c) 1991 Starcraft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89520&o=2

$end


$info=futurwld,
$bio

Future World (c) 1978 Zaccaria.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4461&o=2

$end


$info=fuudol,
$bio

Fuudol (c) 2000 Nichibutsu [Nihon Bussan Company, Limited.].

- TRIVIA -

Released in May 2000.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40062&o=2

$end


$psx=fuujinry,
$bio

Fuujin Ryouiki Eretzvaju [Model SLPS-01790] (c) 1999 Yuke's [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85167&o=2

$end


$psx=fuuraiki,
$bio

Fuuraiki [Model SLPS-03094] (c) 2001 FOG [Full On Games]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85168&o=2

$end


$saturn,sat_cart=fengshui,fengshuia,
$bio

Fuusui Sensei - Feng-Shui Master (c) 1996 Hakuhodo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59152&o=2

$end


$psx=fuuungok,
$bio

Fuuun Gokuu Ninjin [Model SLPS-00441] (c) 1996 Aicom Co., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85169&o=2

$end


$nes=fuunsfds,
$bio

Fuuun Shaolin Kyo (c) 19?? Kaiser Corp. [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84013&o=2

$end


$famicom_flop=fuunsham,
$bio

風雲少林拳 暗黒の魔王 (c) 1988 Jaleco Company, Limited.
(Fuuun Shaolin Kyo - Ankoku no Maou)

- TECHNICAL -

Disk ID: JFD-SAM

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65340&o=2

$end


$famicom_flop=fuunsha,
$bio

風雲少林拳 (c) 1987 Jaleco Company, Limited.
(Fuuun Shaolin Kyo)

- TECHNICAL -

Disk ID: JFD-FSH

- TRIVIA -

Second Jaleco game made on the FDS.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65339&o=2

$end


$pc8801_flop=fuyudego,
$bio

Fuyu de Gozaru (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91847&o=2

$end


$amigaocs_flop=fuzzball,
$bio

Fuzzball (c) 1991 System 3 Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74125&o=2

$end


$nes=fuzzical,
$bio

Fuzzical Fighter (c) 1991 Sigma Enterprises, Incorporated.

Fuzzical Fighter is a side scrolling shooter with mild RPG elements by Sigma. The magical planet of Funny is in danger - the Dimensional Stone, an ancient and mysterious artifact that maintains the balance of the world, has been stolen. In a last ditch effort, the king decides to send his best pilot to thwart the attack. Mark, the brilliant pilot of the Fuzzical Fighter, accepts the challenge and is eager to recover the stolen property. However, Fuzzical Fighter is not your typical side-scrolling shooter. The game is broken into two main phases that can be roughly described as a 'building phase' (where the player customizes the ship) and an 'attack phase' (which features traditional side-scrolling shooting action). Mark starts his adventure in a small town where he can purchase all kind of new engine parts, shield components and weapons (called 'Shots') for the ship, as well as sell old gears. Special items are also available and come in different shapes and forms (such as health, extra maximum health, extra magic and so forth). But towns have a lot more to offer and each kingdom has its own king and simple subplot (but they don't really affect the action phases). Mark can meet the king and gather information about his mission, talk to his adviser to attain the current level's password or stay at the Inn to fully restore his health. Once the player is ready for action, he can visit the Inn to enter the next action phase (or buy his way to any level in the game). Action phases are fairly straight forward with countless waves of enemy ships and vile bosses to do battle with for money. Interestingly, the player can access a menu screen and change the ship's configuration at anytime, like the ability to switch weapons, use items or activate the ships's autopilot. The FAPS, as it is called, is an option to place the ship in autopilot mode (called 'Fuzzy' mode) and let it fly by itself (it comes with two pre-defined commands called Attack and Defense). Finally, the ship can also use magic spells - although powerful, they consume the player's Magic Powers and must be used with great care. Fuzzical Fighter consists of eight levels and uses a simple four digit password system to save the player's progress.

- TECHNICAL -

Game ID: SEI-1E

- TRIVIA -

The game was released on May 17, 1991 in Japan for 6200 Yen.

- STAFF -

Director: Hiroaki Kawamoto
Planner: Masura Oka
Designer: Takeo Kakazu, Jun Uchijima
Sound Creator: Sachiko Oita
Programmer: Tatsuya Miyata, Hiromu Yamamoto
Special Thanks: Mutsumi Murakami, Hisaki Katoh
Adviser: Kyoko Nakagawa, Yuichi Watanabe, Masashige Nii, Akihiro Akamatsu

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54104&o=2

$end


$pc8801_flop=fuzzy0,
$bio

Fuzzy Vol.0 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91848&o=2

$end


$pc8801_flop=fuzzy1,
$bio

Fuzzy Vol.1 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91849&o=2

$end


$pc8801_flop=fuzzy2,
$bio

Fuzzy Vol.2 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91850&o=2

$end


$pc8801_flop=fuzzy3,
$bio

Fuzzy Vol.3 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91851&o=2

$end


$info=fvipers2,
$bio

FV2 - Fighting Vipers 2 (c) 1998 Sega.

A 3-D fighting game.

- TECHNICAL -

Runs on the Sega "Model 3 Step 2.0" hardware.

Player : 1
Control : 8-way Joystick
Buttons : 4

- TRIVIA -

FV2 was released in March 1998 in Japan.

Character design is the work of Imai Toons, whose talent has produced a series of popular Japanese advertising characters.

- SERIES -

1. Fighting Vipers (1995)
2. FV2 - Fighting Vipers 2 (1998)

- PORTS -

* Consoles :
Sega Dreamcast (2001)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3411&o=2

$end


$info=fxmcr165,
$bio

FX-Micom R-165 (c) 1983 Gakken.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103573&o=2

$end


$x68k_flop=fzsenki,
$bio

FZ Senki Axis (c) 1990 Wolf Team [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87510&o=2

$end


$info=j6gforce,j6gforcea,j6gforceb,j6gforcec,j6gforced,
$bio

G Force (c) 199? JPM International.

- TECHNICAL -

Impact

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15840&o=2

$end


$pc98=gsenr,
$bio

G Senryaku (c) 1991 Great [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89521&o=2

$end


$pc8801_flop=gsenryak,
$bio

G Senryaku (c) 1991 Great [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91852&o=2

$end


$gamegear=sonicbls,sonicblsp6,sonicblsp5,sonicblsp4,sonicblsp3,sonicblsp2,sonicblsp1,
$bio

G Sonic (c) 1996 Sega Enterprises, Limited.

- TECHNICAL -

Game ID: G-3385
Cartridge ID: 670-9587
Package ID: 671-8436

- TRIVIA -

G Sonic for Game Gear was released on December 13, 1996 in Japan.

This game is known outside Japan as "Sonic Blast". Here are some known export releases : 
[US] "Sonic Blast [Model 2573]"
[EU] "Sonic Blast [Model 2573-50]"

- PORTS -

* Consoles : 
Microsoft XBOX [JP] (December 9, 2004) "Sonic Mega Collection Plus [Model ZD6-00003]" 
Sony PlayStation 2 [JP] (December 9, 2004) "Sonic Mega Collection Plus [Model SLPM-65758]" 

* Handhelds : 
Nintendo 3DS [Virtual Console] [JP] (April 18, 2012) [Model GAGJ]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64841&o=2

$end


$saturn,sat_cart=gvector,
$bio

G Vector (c) 1997 Soft Office

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59153&o=2

$end


$info=hb_gpal,
$bio

G' Palace (c) 200? QPS Interactive.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42325&o=2

$end


$info=gdarius,gdariusb,
$bio

G-Darius (c) 1997 Taito Corp.

G-Darius literally added a new dimension to the highly regarded 'Darius' series, with the introduction of fully 3D rendered backgrounds and enemies. Namco had already done the same with their Xevious series for "Xevious 3D/G", released two years' earlier, but G-Darius is generally regarded as the most accomplished of the two titles.

G-Darius' game-play was also enhanced, with the 'Capture Ball' system; this allowed the player to capture almost any enemy craft and use it against the game's other enemies. Captured enemies can either be detonated like a ''bomb'', damaging all enemies nearby; or used to fire a special 'Alpha Beam', which cuts through everything but gold-colored objects and enemy bosses. Each boss is capable of firing its own version of this beam at the player; when both beams meet, they will interrupt each other's path. Depending on how rapidly the player presses the Fire button, one beam will grow and eventually overpower the others. The Capture ball was actually introduced in "Darius Gaiden" but was only used to a minimal extent.

- TECHNICAL -

Taito FX-1B hardware
Prom Stickers : E39

Main CPU : PSX (@ 16.9344 Mhz)
Sound Chips : SPU (@ 16.9344 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 6

- TRIVIA -

G-Darius was released in September 1995.

The title of this game translates from Japanese as 'Reverse Scale Bullet' and is an example of 'ateji' - fitting the kanji phonetics to the name of the game to give the name double (sometimes even triple) meaning.

The game was originally named 'Fire Breaker' at early stage of development.

Lee Ota (from the Truxton series staff) produced this game. It's why the first and the last stage (and bomb/power-up) are similar to "Truxton". But the gameplay is really different to Toaplan's games. So, responses from Toaplan games fans were not very favourable.

The name of the twin characters, Orsa and Mayoru, is a play-on-words of the third largest constellation of our solar system, Ursa Major, which  means Great Bear.

All stages in this game share the same music theme but remixed each time!

The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to 'AAA'.

Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Welcome to the Karu Land - PCCB-00196) on November 17, 1995.

- TIPS AND TRICKS -

* Zone Select :
1. Hold Service Switch button during boot count.
2. Wait until machine displays 'Service Switch Error' on screen.
3. Push buttons in the following sequence 'Start(x3), Service Switch, Start'.
4. Insert credit then go to Zone Select screen.

- SERIES -

1. Darius (1987, Arcade)
2. Darius II (1989, Arcade)
3. Darius Twin [Model SHVC-DT] (1991, Super Famicom)
4. Darius Force [Model SHVC-DH] (1993, Super Famicom)
5. Darius Gaiden - Silver Hawk (1994, Arcade)
6. G-Darius (1997, Arcade)
7. G-Darius ver.2 (1997, Arcade)
8. Darius Burst (2009, Sony PSP)
9. Darius Burst - Another Chronicle (2010, Arcade)
10. Darius Burst - Another Chronicle EX (2011, Arcade)

- STAFF -

Producer : Naomitsu Abe
Director : Naomitsu Abe, Makoto Ohsaka, Akira Ohtsuki, Makoto Fujita
Character graphics : Makoto Fujita, Tohru Kawaishi, Kenichi Morita, Hiroshi Hasegawa, Toshihiro Fukui, Ryosuke Hayase, Atsushi Horimizu, Yatta Ushiroda, Baw Baw
Program : Akira Ohtsuki, Nobuyuki Hayashi, Katsuyuki Fujita, Takafumi Fujimoto, Hirohisa Matsumura, Hiroyuki Maruyama, Hikaru Taniguchi, Yasutaka Hayashi, Shunsuke Ono, Masakazu Takeda, Harumi.K, Hirotaka Fukakawa, Koji Kato, Hitoshi Kozuka
Music : Hisayoshi Ogura (Zuntata)
Sound effects : Yukiharu Urita (Zuntata)
Hardware : Katsumi Kaneoka
Design works : Naoto Hashizume
Quality warranty : Nobuhiro Koyama, Eiji Kawabata, Makoto Obonai

- PORTS -

* Consoles :
Sony PlayStation [US] (March 31, 1998) "G.Darius [Model SLUS-00690]"
Sony PlayStation [JP] (April 9, 1998) "G-Darius [Model SLPS-01348]"  
Sony PlayStation [EU] (1998) "G.Darius [Model SLES-01314]"
Sony PlayStation 2 [JP] (August 25, 2005) "Taito Memories Gekan [Model SLPM-66092]" 
Sony PlayStation 2 [AU] (March 30, 2006) "Taito Legends 2 [Model SLES-53852]" 
Sony PlayStation 2 [EU] (March 31, 2006) "Taito Legends 2 [Model SLES-53852]" 
Sony PlayStation 2 [US] (May 16, 2007) "Taito Legends 2 [Model SLUS-21349]" 

* Computers : 
PC [MS Windows, CD-ROM] [JP] by CyberFront.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=891&o=2

$end


$info=gdarius2,
$bio

G-Darius ver.2 (c) 1997 Taito.

This version contains 3 buttons instead of 2 because one was entered for rapid fire, and the selection menu is added for difficulty once a coin is inserted.

- TECHNICAL -

Taito FX-1B hardware
Prom Stickers : E39

Main CPU : SPU (@ 16.9344 Mhz)
Sound Chips : SPU (@ 16.9344 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 6

- TRIVIA -

Released in September 1997.

The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to 'AAA'.

- TIPS AND TRICKS -

* Zone Select :
1. Hold Service Switch button during boot count.
2. Wait until machine displays 'Service Switch Error' on screen.
3. Push buttons in the following sequence 'Start(x3), Service Switch, Start'.
4. Insert credit then go to Zone select screen.

- SERIES -

1. Darius (1987, Arcade)
2. Darius II (1989, Arcade)
3. Darius Twin [Model SHVC-DT] (1991, Super Famicom)
4. Darius Force [Model SHVC-DH] (1993, Super Famicom)
5. Darius Gaiden - Silver Hawk (1994, Arcade)
6. G-Darius (1997, Arcade)
7. G-Darius ver.2 (1997, Arcade)
8. Darius Burst (2009, Sony PSP)
9. Darius Burst - Another Chronicle (2010, Arcade)
10. Darius Burst - Another Chronicle EX (2011, Arcade)

- STAFF -

Producer : Naomitsu Abe
Director : Naomitsu Abe, Makoto Ohsaka, Akira Ohtsuki, Makoto Fujita
Character graphics : Makoto Fujita, Tohru Kawaishi, Kenichi Morita, Hiroshi Hasegawa, Toshihiro Fukui, Ryosuke Hayase, Atsushi Horimizu, Yatta Ushiroda, Baw Baw
Program : Akira Ohtsuki, Nobuyuki Hayashi, Katsuyuki Fujita, Takafumi Fujimoto, Hirohisa Matsumura, Hiroyuki Maruyama, Hikaru Taniguchi, Yasutaka Hayashi, Shunsuke Ono, Masakazu Takeda, Harumi.K, Hirotaka Fukakawa, Koji Kato, Hitoshi Kozuka
Music : Hisayoshi Ogura (Zuntata)
Sound effects : Yukiharu Urita (Zuntata)
Hardware : Katsumi Kaneoka
Design works : Naoto Hashizume
Quality warranty : Nobuhiro Koyama, Eiji Kawabata, Makoto Obonai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=892&o=2

$end


$info=gloc,glocu,
$bio

G-Loc - Air Battle (c) 1990 Sega.

A direct sequel to 1987's "After Burner", G-loc adopts its predecessor's action-packed, if somewhat limited, gameplay, although the game's pace has been noticeably reduced, making survival more a matter of skill than the shoot-and-hope gameplay of "After Burner".

The bulk of G-Loc's action is viewed from a first-person, in-cockpit view, but, at certain points of the game, the viewpoint switches to the familiar third-person perspective of "After Burner", as the player's jet fighter is tailed by an enemy fighter. The player must roll and turn to shake off the pursuer, once this is achieved the game switches back to first-person perspective.

The object of the game is to shoot a set number of enemy planes as they approach from front and behind; rolling and swerving to avoid incoming enemy fire. Certain stages feature ground-based enemy installations which must also be destroyed. The player's jet fighter is armed with both a machine gun, and a limited supply of missiles which can be 'locked-on' to enemy targets. G-Loc's levels take the player through a variety of different landscapes, including wide, rolling plains and rock-strewn canyons. Later in the game, the player must attempt to land their fighter onto an aircraft carrier. Failure to do so results in the game ending.

- TECHNICAL -

Sega Y Board hardware

Main CPU : (3x) 68000 (@ 12.5 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2151 (@ 4 Mhz), Sega (@ 4 Mhz)

Players : 1
Control : stick
Buttons : 3

- TRIVIA -

G-Loc - Air Battle was released in April 1990 in Japan.

'G-Loc' means 'G-induced Loss Of Consciousness'; the subtitle on the arcade flyer is 'Loss of Consciousness by G-force'.

An enhanced version of 'G-Loc - Air Battle', known as "R360 - G-Loc Air Battle" can be seen on Sega's R-360 flight simulator.

- SERIES -

1. After Burner (1987, Arcade)
2. After Burner II (1987, Arcade)
3. G-Loc - Air Battle (1990, Arcade)
4. R360 - G-Loc Air Battle (1990, Arcade)
5. Strike Fighter (1991, Arcade)
6. Sky Target (1995, Arcade)
7. Sega Strike Fighter (2000, Arcade)
8. After Burner Climax (2006, Arcade)
9. After Burner - Black Falcon (2007, PSP)

- STAFF -

Designed by : Yu Suzuki (YU.)
Music and Sounds : Hiroshi Miyauchi (HIR)
Staff : (YAS), (IWA), (KEN), (PAP), (SAD), (GAK), (NAG), (MKA), (KYO), (MAC), (SUN), (SIM), (KOB)

- PORTS -

* Consoles :
Sega Master System (1990)
Sega Mega Drive (1991)
Sega Game Gear (1993)

* Computers :
Amstrad CPC (1991, "G-Loc R360")
Atari ST (1992)
Commodore Amiga (1992)
Commodore C64 (1992,"G-Loc R360")
Sinclair ZX Spectrum (1992, "G-Loc R360")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3687&o=2

$end


$sms=gloc,
$bio

G-LOC Air Battle (c) 1991 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56029&o=2

$end


$gamegear=gloc,
$bio

G-LOC Air Battle (c) 1991 Sega Enterprises, Limited.

- TECHNICAL -

Cartridge ID: 2301

- TRIVIA -

Reviews:
1990 - Consoles + HS N.2 [FR]: 77/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64601&o=2

$end


$gamegear=glocj1,glocj,
$bio

G-LOC Air Battle (c) 1990 Sega Enterprises, Limited.

- TECHNICAL -

[Model G-3204]

- TIPS AND TRICKS -

* See the Ending: At the title screen, enter Right, Left, 1 x3, 2, 1 x3, START.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64603&o=2

$end


$megadriv=gloc,glocp,
$bio

G-LOC Air Battle (c) 1993 Sega Enterprises, Limited.

- TECHNICAL -

Game ID: G-4079

- TRIVIA -

Reviews:
[FR] April 1993 - Consoles + No. 19: 73/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56531&o=2

$end


$cpc_cass=glocr360,glocr36001,
$bio

G-Loc R360 (c) 1991 US Gold, Ltd. [Birmingham, UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96428&o=2

$end


$amigaocs_flop=gloc,
$bio

G-Loc R360 (c) 1992 US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74127&o=2

$end


$psx=gpolicej,
$bio

G-Police (c) 1998 Psygnosis, Ltd.

Japanese release. Game developed in Europe.

- TECHNICAL -

CD 1 ID: SCPS-10065
CD 2 ID: SCPS-10066

- TRIVIA -

Released on November 19, 1998 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85183&o=2

$end


$info=gstream,
$bio

G-Stream G 2020 (c) 2002 Oriental Soft Japan.

Shooter from Oriental soft, heavy influence from "XII Stag" as well as "Trizeal". Three weapons may be carried and their power controlled by picking up capsules of a specific colour.

Three capsule types:
Red - Vulcan
Green - Missiles
Blue - Laser

Points are awarded by picking up medals which are released from shot down enemies. The medal value and appearance is increased as long as you don't miss any.

When enough medals have been picked up a 'void' bomb becomes available which when released (hold down main shot) will create a circular void. Enemy bullets which hit this void are transformed into medals. If you place your ship inside this void it becomes invulnerable.

- TECHNICAL -

CPU: Hyperstone E1-32XT
Sound: OKI 6295 x2 (rebaged as AD-65)
OSC: 54 MHz, 27 MHz, 16 MHz & 1 MHz
Other: Sigma Xilinx XC95255 x2

Players : 2
Control : 8-way joystick
Buttons : 2
=> [A] Shoot, [B] Bomb

- TRIVIA -

G-Stream G 2020 was released in March 2002.

The game was sold by a Korean company, Oriental Soft. But was developed by the Japanese division, who are principaly formers from Psikyo and Seibu staffs.

This was the last game made by them because after the developement, the development staff didn't got they money because Oriental Soft in Korea suddenly disappeared. So, they established their own company, 'Triangle Service'.

- PORTS -

* Consoles :
Microsoft XBOX 360 (2013, "Shooting Love 10th Anniversary XIIZeal & Deltazeal")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4017&o=2

$end


$n64=gasp,
$bio

G.A.S.P!! Fighters' NEXTream (c) 1998 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57713&o=2

$end


$n64=gaspj,
$bio

G.A.S.P!! Fighters' NEXTream [Model NUS-NGAJ] (c) 1998 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57714&o=2

$end


$info=j6gidogh,
$bio

G.I. Dough (c) 199? JPM International.

- TECHNICAL -

Impact

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41096&o=2

$end


$info=gijoe,gijoeu,gijoej,gijoea,
$bio

G.I. Joe - A Real American Hero (c) 1992 Konami.

Soldiers fight in a futuristic war against the army of an evil emperor. Unlike most army themed games, even trees and buildings can be destroyed if enough bullets are pumped into them.

- TECHNICAL -

Game ID: GX069

Main CPU: Motorola 68000 (@ 16 Mhz)
Sound CPU: Zilog Z80 (@ 8 Mhz)
Sound Chips: Yamaha YM2151 (@ 3.579545 Mhz), K054539 (@ 48 Khz)

Players: Up to 4 simultaneously.
Control per player: 8-way joystick
Buttons per player: 3

- TRIVIA -

G.I. Joe was released in May 1992.

This game is mainly based in the 1980's comic books and animation series by Marvel which were based on the ever popular G.I. Joe toy line created for Hasbro Toys by Stan Weston in 1964. The G.I. Joe line were the first Action Figure toys, a term created to avoid the use of the term 'Dolls for boys'.

Players can choose from four G.I. Joe characters: Duke, Scarlett, Snake-Eyes and Roadblock. Enemies include Viper soldiers and various Cobra vehicles such as FANG II, HISS II, Razorback and Hurricane. The bosses consist of Tomax and Xamot, Metal-Head, The Baroness, Major Bludd and Destro. The final battle takes place between the G.I. Joe team and Cobra Commander.

Soundtrack Releases:
Konami All-Stars 1993 ~ Music Station of Dreams (KICA-9016~8) (December 24, 1992)

- STAFF -

Director: Formula Jun
Game programmers: K. Tsutsui (Q16.Tsutsui), T. Yoshinobu, Masae Nakashima
Graphic designers: Sakura 28, M. Yamada, M. Yamashita
Sound designers: Tsutomu Ogura, Kenichiro Fukui
Hardware: Hashima, Y. Wajiki
Product designer: T. Nishimura
Special thanks: K. Kinugasa, Frank Pellegrini, Steve Kaufman

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=893&o=2

$end


$a2600=gijoe,
$bio

G.I. Joe - Cobra Strike (c) 1983 Parker Bros.

The object of the game depends on whose side you're on -- the G.I. Joe Special Mission Forces or Cobra. If you're playing as G.I. Joe, the object is to destroy the Cobra while protecting the G.I. Joes. If you're playing as the Cobra, the object is to capture four G.I. Joes before G.I. Joe destroys you.

- TECHNICAL -

Model PB5920

- SCORING -

Each recruit reaching safety: 10 points
Hitting the Cobra's eyes: 100 points
Destroying the Cobra: 1000 points
Making the Bonus Shot: 10,000 points

Note: For every 10,000 points scored, you'll receive one additional recruit. In all the games, the Cobra does NOT score points.

- STAFF -

Programmer: John Emerson

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50520&o=2

$end


$nes=gijoeaf,gijoeafp,
$bio

G.I. Joe - The Atlantis Factor (c) 1992 Capcom USA, Inc.

G.I. Joe's squad of mean, lean combat experts moves into action! Cobra Commander has raised the ancient island of Atlantis from the ocean depths, and is using it as a base. With a nearly indestructible army, and powerful space weapons, the power-crazed Cobra is about to take over the world! Advance through the lethal mazes of Cobra's weapons complex, battling soldiers, gunships, laser orbs, and skin-shredding birds of prey. Infiltrate secret storerooms where Cobra Commander carries out his deadly schemes. At each level, find an ally of even greater strength and skill to join your combat team.

At last, face Cobra Commander himself in a treacherous duel for world dominance! This is a fight only G.I. JOE can win!

- TECHNICAL -

Game ID: NES-6I-USA

- TRIVIA -

The Atlantis Factor was released in March 1992 in USA.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55163&o=2

$end


$nes=gijoe,
$bio

G.I. Joe (c) 1991 Taxan

- TECHNICAL -

Game ID: NES-X4-USA

- TRIVIA -

Released in January 1991 in USA.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55162&o=2

$end


$amigaocs_flop=gnius,
$bio

G.nius (c) 1988 Lankhor

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74128&o=2

$end


$snes=god,
$bio

G.O.D - Mezame yo to Yobu Koe ga Kikoe (c) 1996 Imagineer Company, Limited.

GOD (aka Growth or Devolution) is a role playing game by Imagineer. The game starts in 1999 and tells the story of Gen, a young boy who goes biking to the nearby mountains. After being bullied by a group of boys, he finally reaches the top of the mountain. There he discovers a cave and a strange device - but soon weird flying saucers fill up the sky and annihilate the city in front of his very eyes. A tremendous flash of light cuts across the sky and Gen collapses, unconscious. He then wakes up ten years later, in 2009, in a military base near his destroyed hometown. The outside world has dramatically changed and Gen will travel throughout the world and uncover the secret of the alien invasion. New friends will help him on the journey, the first one is the old swordmaster Bajile who is soon followed by Bajile, Mina and Ai. GOD follows a traditional role-playing recipe based around exploration and turn-based combat. Enemy encounters are menu-driven and feature a 'behind-the-character' view of the action. Our heroes can use their main weapons, activate items, cast magic spells and, later in the game, even use special psychic abilities.

- TECHNICAL -

Cartridge ID: SHVC-AGDJ-JPN

- TRIVIA -

Released on December 20, 1996 in Japan for 7980 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61342&o=2

$end


$x68k_flop=gr,
$bio

G.R. Gravity Response (c) 1993 Tenshindo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87559&o=2

$end


$psx=g1jockey,
$bio

G1 Jockey 2000 [Model SLPM-86413] (c) 2000 Koei Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85184&o=2

$end


$x68k_flop=easygfxt,
$bio

G68K Easy Graphic Tool (c) 1988 Oh! Business

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87560&o=2

$end


$x68k_flop=gawar,
$bio

Ga-War Games (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87561&o=2

$end


$nes=ghgc,
$bio

Gaau Hok Gwong Cheung (c) 19?? Unknown [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76781&o=2

$end


$pico=gabucho,
$bio

Gabucho Tsuri Gakkou Yatta ne! Boku Hatsuri Meijn [Model T-193050] (c) 1998 Yonezawa [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75672&o=2

$end


$info=gchgchmp,
$bio

Gachaga Champ (c) 1999 Konami Company, Limited.

- TECHNICAL -

Konami System 573 Hardware

Main CPU : R3000A 32 bit RISC processor, Clock - 33.8688MHz, Operating performance - 30 MIPS, Instruction Cache - 4KB
BUS : 132 MB/sec. 
OS ROM : 512 Kilobytes
Additional Sound Chips : Playstation SPU, 24 Channels, 44.1KHz sample rate, PCM audio source, Digital effects include: Envelope, Looping, Digital Reverb, Load up to 512K of sampled waveforms, Supports MIDI Instruments.
Main RAM: 2 Megabytes 
Video RAM: 2 Megabyte 
Sound RAM : 512 Kilobytes
Graphical Processor : 360,000 polygons/sec, Sprite/BG drawing, Adjustable frame buffer, No line restriction, 4,000 8x8 pixel sprites with individual scaling and rotation, Simultaneous backgrounds (Parallax scrolling)
Sprite Effects : Rotation, Scaling up/down, Warping, Transparency, Fading, Priority, Vertical and horizontal line scroll 
Resolution : 256x224 - 740x480 
Colours : 16.7 million colors, Unlimited CLUTs (Color Look-Up Tables)

Players : 2
Control : Double 8-way joysticks

- TRIVIA -

Gachaga Champ was released in January 1999 in Japan.

- SERIES -

1. Bishi Bashi Championship Mini Game Senshuken (1996)
2. Super Bishi Bashi Champ (1998)
3. Handle Champ (1998)
4. Hyper Bishi Bashi (1999)
5. Gachaga Champ (1999)
6. Step Champ (1999)
7. Hyper Bishi Bashi Champ (1999)
8. Anime Champ (2000)
9. Salaryman Champ (2001)
10. Great Bishi Bashi Champ (2002)
11. Bishi Bashi Champ Online (2005)
12. The Bishi Bashi (2009)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4195&o=2

$end


$gba=gachaddb,
$bio

Gachasute! Dino Device - Blue [Model AGB-ABIJ-JPN] (c) 2002 Smilesoft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70744&o=2

$end


$gba=gachaddr,
$bio

Gachasute! Dino Device - Red [Model AGB-AAIJ-JPN] (c) 2002 Smilesoft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70745&o=2

$end


$gba=gachad2d,
$bio

Gachasute! Dino Device 2 - Dragon [Model AGB-A4XJ-JPN] (c) 2003 Rocket Co.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70746&o=2

$end


$gba=gachad2p,
$bio

Gachasute! Dino Device 2 - Phoenix [Model AGB-A4WJ-JPN] (c) 2003 Rocket Co.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70747&o=2

$end


$gba=gachinko,
$bio

Gachinko Pro Yakyuu [Model AGB-ANYJ-JPN] (c) 2002 Now Production

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70748&o=2

$end


$gba=gadgetrc,
$bio

Gadget Racers [Model AGB-AQ2P-EUR] (c) 2003 Zoo Digital Publishing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70749&o=2

$end


$gba=gadgetrcu,
$bio

Gadget Racers [Model AGB-AQAE-USA] (c) 2001 Conspiracy Ent. Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70750&o=2

$end


$megadriv=gadget,
$bio

Gadget Twins (c) 1992 GameTek

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57231&o=2

$end


$sms=gaegujan,
$bio

Gaegujangi Ggachi (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56031&o=2

$end


$pc98=gage,
$bio

Gage (c) 1992 MNM Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89522&o=2

$end


$pc98=gaiflame,
$bio

Gai Flame (c) 1987 NCS Corp. [Nippon Computer Systems] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89523&o=2

$end


$pc8801_flop=gaiflame,
$bio

Gai Flame (c) 1987 NCS Corp. [Nippon Computer Systems] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91864&o=2

$end


$x1_flop=gaiflame,
$bio

Gai Flame (c) 1988 NCS Corp. [Nippon Computer Systems] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85986&o=2

$end


$pce=gaiflame,
$bio

Gai Flame (c) 1990 NCS

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58592&o=2

$end


$info=gaialast,
$bio

Gaia - The Last Choice of Earth (c) 1999 SemiCom.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31681&o=2

$end


$saturn,sat_cart=gaiabred,gaiabreda,
$bio

Gaia Breeder (c) 1997 Aspect

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59155&o=2

$end


$info=gaia,
$bio

Gaia Crusaders (c) 1999 Noise Factory.

A 1 or 2-player scrolling beat-em-up, with players selecting a character from a choice of 5; in which 2 'Elemental Warriors' must battle Satan and his army of demons that have captured and taken over the world. Each player-character possesses either Wind strength, Fire strength, or a mix of the 2.

Gaia Crusaders is heavily influenced by another scrolling beat-em-up, Capcom's 1989 classic, "Final Fight", and also, to a lesser degree, by Sega's legendary "Golden Axe", also from 1989. The latter is particularly evident in the use of the Magical Attack, which acts as a smart bomb and is also identical to the magic attacks featured in 'Golden Axe'.

Gaia Crusader's superb combo-geared control layout allows players to produce some highly impressive moves and attacks.

- TECHNICAL -

Cave 1st Generation Hardware

Main CPU : MC68000 (@ 16 Mhz)
Sound CPU : Zilog Z80 [Optional]
Sound Chips : Yamaha YMZ280B (@ 16.9344 Mhz) or OKIM6295 x (1 or 2) + YM2203 / YM2151 [Optional]
Other : 93C46 EEPROM

Control per player: 8-way joystick
Buttons per player: 4 [PUNCH, KICK, JUMP, MAGIC BOMB]

- TRIVIA -

Released in July 1999.

This is the first Noise Factory game. This game might be a code rip-off of the game "Pretty Soldier - Sailor Moon".

Gaia Crusaders was never released in Japan even if it was supposed to be distributed by Manjyudo in Japan...

The fifth boss is a rip-off of 'The Incredible Hulk'. At the end of Stage 5, he buffs up and turns green.

- UPDATES -

When the DIP switch is set to English, the Japanese subtitle written in kanji underneath the title reads 'Seisensha'. This could be translated (rather clumsily) to 'Journeying Soldier' or (to the better sounding) 'Crusader' for this particular instance, since there is a religious overtone in the prologue of the game, even though the Japanese word 'Seisensha' is as secular as the word 'chair' and doesn't contain a underlying religious meaning such as with the case of the word 'Crusader'.
When the DIP switch is set to Japanese, the Japanese subtitle is just the title of the game written in katakana, which is read as 'Gaia Kuruseidaazu'.

- STAFF -

Producer : Ijyu Keiko
Planner : Yamamoto Jun
Main programmer : Kazuaki Ezato
Enemy programmer : Hidenari Mamoto
Character designers : Maeda Masahiro, Nana Isiguro, Yosikazu Nisikawa, Morita Haruhiko
Background designers : Ijyu Keiko, Nakai Yuka
Voices : Toshikazu Tanaka, Maeda Masahiro, Yosikazu Nisikawa, Kazuaki Ezato, Morita Haruhiko, Hidenari Mamoto
Sound producer : Toshikazu Tanaka

Special thanks : Watanabe Hidekazu, Aizawa Masato, Takashiro Hikaru, Nakagawa Hiroko, Murata Range

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=894&o=2

$end


$x68k_flop=gaiafght,
$bio

Gaia Fighter (c) 1991 Hong Kong Project

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88250&o=2

$end


$snes=gaiagens,
$bio

?????? (c) 1993 Enix, Limited.
(Gaia Gensouki)

Gaia Gensouki is an action/Role Playing Game developed by Quintet and published by Enix. The game tells the story of a young boy called Tim (aka Will) and his adventures that follow after he goes on a journey with his father to the Tower Of Babel. There, things don't really go according to plans and the boy wakes up later, in his house, with seemingly no memories of the events and no trace of his father. Tim decides to embark on the journey that will take him all around the world of Gaia and make new friends such as the cute Karen (aka Kara) and her pet pig and a mysterious dandelion girl called Lilly. Tim will learn about many mysteries, about the ominous approaching comet that may destroy the world, about his own psychic powers and how they in fact relate to Gaia. He will also learn about Freedan and Shadow, two of his alter-ego forms, and how to control and use their powers. Gaia Gens?ki is an action/RPG and the gameplay is closer to Zelda than other traditional RPGs such as Final Fantasy, thus the action doesn't stop when the player encounters an opponent. Will levels up if he manages to defeat all the monsters and other creatures found in each area and this task is made easier with the monster finder radar he carries around. Interestingly, most of the areas in the game actually exist on Earth and Tim visits locations such as the Great Wall of China, Inca ruins or the popular Nazca lines.

- TECHNICAL -

Cartridge ID: SHVC-JG

- TRIVIA -

Released on November 27, 1993 in Japan for 9800 Yen.

Export releases:
[US] "Illusion of Gaia [Model SNS-JG-USA]"
[EU] "Illusion of Gaia [Model SNSP-JG-XXX]"

- STAFF -

Original Story: Mariko Ohara
Character Designer: Moto Hagio
Game Designer: Tomoyoshi Miyazaki
Game Director: Masaya Hashimoto
Main Programmer: Akira Kitanohara
Background Designer: Hasashi Yokota
Object Designer: Junichi Ishida, Hitoshi Ariga
Graphic Designer: Naoko Suzuki, Takahiro Ohura, Kouji Yokota
Sound Composer: Yasuhiro Kawasaki
Title Coordinator: Mary Cocoma
Quintet Staff: T. Harashimoto, S. Kita, K. Sugaya, T. Turu, R. Takebayashi, M. Tsuruno, Y. Sashida, M. Kobayashi
Enix Staff: Yukinobu Chida, Keiji Honda, Yasuyuki Sone
Art Direction: Hideki Yamamoto, Takashi Ootsuka
Technical Support: Sadao Yahagi, Kenjiro Kano
Special thanks to: Dan Owsen, Hiro Yamada, H. Kuroda, A. Shigeno, K. Kuwabara, M. Sumita, Y. Sasaki, N. Suginaka, M. Kakizawa, A. Arai, K. Wakabayahi
Director: Masaya Hashimoto
Assistant Producer: Kazunori Takado
Producer: Shinji Futami
Publisher: Yasuhiro Fukushima

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61347&o=2

$end


$pc8801_flop=gaianoki,
$bio

Gaia no Kiba (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91865&o=2

$end


$x1_flop=gaiamons,
$bio

ガイアの紋章 (c) 1987 NCS Corp. [Nippon Computer Systems].
(Gaia no Monsho)

- TRIVIA -

Released in August 1987 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85987&o=2

$end


$pc8801_flop=gaiamons,gaiamonsa,
$bio

Gaia no Monsho (c) 1987 NCS Corp. [Nippon Computer Systems] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91866&o=2

$end


$msx2_flop=gaiamons,
$bio

Gaia no Monshou (c) 1988 NCS Corp. [Nippon Computer Systems] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101672&o=2

$end


$pce=gaiamons,
$bio

Gaia no Monshou (c) 1988 NCS

Gaia No Monshou is a simple round based strategy game by NCS. The light and dark forces are at war and at the beginning of the game, players have to choose between the side of the light, supposedly good, and the dark side, supposedly bad. Each units of troops are distributed around a battlefield and following round-based maneuvers, players move one unit at the time and attack nearby enemies. An Auto Battle mode is also available and give players the possibility to let the PC Engine figure out their next move. The game offers a first scenario mode where players battle predefined battles, with 'ready to go' armies and battlefields. A second construction mode allows them to buy units (using unit points) and build their own armies. The last option is a Campaign mode where players also build their own army from scratch but battle following the game's story and starts in the siege town of Dirl where King Jikuharuto (Sieghart) from the light fights King Bozeru from the dark side. Unlike other modes, the player's progression can be saved using a password system. The game offers a rich variation of fantasy creatures to choose from such as knights, griffins, sea monsters but also all sort of catapults and modern vehicles like helicopters or tanks.

- TECHNICAL -

Game ID: NCS63001

- TRIVIA -

Released on September 23, 1988 in Japan for 5500 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58593&o=2

$end


$snes=gaiasavr,
$bio

Gaia Saver - Hero Saidai no Sakusen [Model SHVC-G9] (c) 1994 Banpresto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61348&o=2

$end


$psx=gaiaseed,
$bio

Gaia Seed - Project Seed Trap [Model SLPS-00624] (c) 1996 Techno Soleil

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85185&o=2

$end


$gbcolor=gaiamast,
$bio

Gaiamaster Duel - Card Attackers [Model CGB-BGIJ-JPN] (c) 2001 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67917&o=2

$end


$info=gaiapols,gaiapolsj,gaiapolsu,
$bio

Gaiapolis - Koganedaka no Ken (c) 1993 Konami.

A far away land filled with monsters and under the hand of an evil king is on the edge of destruction. Only a small group of brave heroes (a dragon warrior, a fairy & a prince) dare to step forth to look for the legendary sword of the Golden Hawk hidden in the flying citadel known as Gaiapolis in order to topple the evil king and bring peace to this troubled land. Features some very nice 2-D graphics, awesome character & enemy artwork designs, a superb soundtrack and addicting hack & slash action with some RPG characteristics (characters & weapons level up, plenty of magic spells & summons). If you enjoyed Taito's Cadash, this game is for you!

This game features a password system that allows players to continue the game where they left it.

- TECHNICAL -

Game ID : GX123

Main CPU : Motorola 68000 (@ 16 Mhz)
Sound CPU : Zilog Z80 (@ 8 Mhz)
Sound Chips : (2x) K054539 (@ 48 Khz)

Players : 4
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Released in May 1993.

The subtitle of this game translates from Japanese as 'Sword of the Golden Hawk'.

This game is also known as "Entapous".

King Records released a limited-edition soundtrack album for this game (Konami Amusement Sounds '93 Summer - KICA-7616, 7617) on 21/08/1993.

- STAFF -

Directed by: A.C.D.
Plot and Story by: Tadasuke
Programmers: Tadasuke, Tom, Hides
Obj. Designers: Shuzilow.HA (Shuzilow. Ha!), Idaten. Yasuhiro, Kanaboh. N, Akihito. N
Art Directers: Idaten. Yasuhiro
Sound Produced by: Technouchi
Music Produced by: Prophet Fukami
Hardware: Pin, Tmi, Sanpei. I
Visual Designers: Ricky. S, Poper. N
Special Thanks: Masahiro Inoue (Masa 32), Ishimomo, Lee, Akihiro Yamada

- PORTS -

* Consoles :
Nintendo Famicom (1994) : Unofficial port by Sachen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=895&o=2

$end


$nes=gaiapol,
$bio

Gaiapolis [Model TC-029] (c) 1994 Sachen [Taiwan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76782&o=2

$end


$x68k_flop=gaiarm,
$bio

Gaiarm (c) 1991 Violet Heart Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88251&o=2

$end


$pc98=gaialord,
$bio

Gaias Lord (c) 1993 Orange House

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89524&o=2

$end


$info=gground,ggroundj,
$bio

Gain Ground (c) 1988 Sega.

A one or two player shoot-em-up featuring single screen levels, in which players must rescue lost troops before making their way to the exit. Players can choose to play as any one of three different characters; each with their own unique weapons, strengths and weaknesses. Time is a factor in this game and all troops that do not enter the exit will be lost. All rescued troops will join the player's ranks as bonus players. The levels take players through fields, castles, forests, forts etc.

- TECHNICAL -

Runs on the Sega "System 24" hardware.

Players: 3
Control: 8-way joystick
Buttons: 2

- TRIVIA -

Gain Ground was released in November 1988 in Japan.

Cyber, one of the playable characters, was obviously influenced by the 1987 film RoboCop. In addition, the final boss for the final round bears a resemblance to ED-209 from RoboCop as well.

- PORTS -

* Consoles :
Sega Master System [EU] (1990) "Gain Ground [Model 7045]" 
Sega Mega Drive [EU] (1991)
Sega Genesis [US] (January 2, 1991)
Sega Mega Drive [JP] (January 3, 1991) "Gain Ground [Model G-4036]" 
NEC PC-Engine Super CD [JP] (December 25, 1992) "Gain Ground SX [Model NAPR-1032]" 
Sony PlayStation 2 [JP] (February 26, 2004) "Gain Ground [Sega Ages 2500 Vol.9] [Model SLPM-62445]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=896&o=2

$end


$megadriv=ggroundu,
$bio

Gain Ground (c) 1991 Renovation Products

North American release. For more information about the game, please see the Japanese version's entry; "Gain Ground [Model G-4036]".

- TRIVIA -

Gain Ground for Genesis was released on January 2, 1991 in North America by Renovation Products, under license from Sega.

- PORTS -

* Consoles : 
Sony PlayStation 2 [US] (November 7, 2006) "Sega Genesis Collection [Model SLUS-21542]" 
Nintendo Wii [Virtual Console] [US] (February 5, 2007) 
Microsoft XBOX 360 [US] (February 10, 2009) "Sonic's Ultimate Genesis Collection [Model 68034]" 
Sony PlayStation 3 [US] (February 10, 2009) "Sonic's Ultimate Genesis Collection [Model BLUS-30259]" 

* Handhelds : 
Sony PSP [US] (November 16, 2006) "Sega Genesis Collection [Model ULUS-10192]" 

* Computers : 
PC [Steam] [US] (June 1, 2010) "Gain Ground [Model 34275]" : both stand-alone and as part of "Sega Genesis Classics Pack 1" 
PC [MS Windows, DVD-ROM] [US] (March 15, 2011) "Sega Genesis Classic Collection - Gold Edition" 
PC [Steam] [US] (March 25, 2011) "SEGA Genesis Classics Collection"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91824&o=2

$end


$megadriv=gground,gground1,
$bio

Gain Ground (c) 1991 Sega Enterprises, Limited.

European release. For more information about the game, please see the Japanese version's entry; "Gain Ground [Model G-4036]".

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [EU] (February 2, 2007) 
Sony PlayStation 2 [EU] (February 2, 2007) "Sega Mega Drive Collection [Model SLES-54333]" 
Sony PlayStation 2 [AU] (February 8, 2007) "Sega Mega Drive Collection" 
Microsoft XBOX 360 [EU] (February 20, 2009) "SEGA Mega Drive Ultimate Collection [Model 384-40210]" 
Sony PlayStation 3 [EU] [AU] (February 20, 2009) "SEGA Mega Drive Ultimate Collection [Model BLES-00475]" 
Microsoft XBOX 360 [AU] (February 26, 2009) "Sega Mega Drive Ultimate Collection" 

* Handhelds : 
Sony PSP [EU] (February 2, 2007) "Sega Mega Drive Collection [Model ULES-00556]" 
Sony PSP [AU] (February 8, 2007) "Sega Mega Drive Collection [Model ULES-00556]" 

* Computers : 
PC [MS Windows, CD-ROM] [EU] (September 3, 2010) "Sega Mega Drive Classics Collection Vol. 1" 
PC [Steam] [EU] (June 1, 2010) both stand-alone and as part of "Sega Mega Drive Classics Pack 1" 
PC [MS Windows, DVD-ROM] [EU] (March 18, 2011) "Sega Mega Drive Classic Collection - Gold Edition" 
PC [Steam] [EU] (March 25, 2011) "SEGA Mega Drive Classics Collection"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91825&o=2

$end


$pcecd=gground,
$bio

Gain Ground SX (c) 1992 NEC Avenue, Limited.

- TECHNICAL -

Model NAPR-1032

- TRIVIA -

Gain Ground SX for PC-Engine CD was released on December 25, 1992 in Japan.

- STAFF -

Developed by : Bits Laboratory

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58196&o=2

$end


$sms=gground,ggroundp,
$bio

Gain Ground (c) 1990 Sega Enterprises, Limited.

- TECHNICAL -

Model 7045

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56032&o=2

$end


$megadriv=gground1a,
$bio

Gain Ground (c) 1991 Sega Enterprises, Limited.

- TECHNICAL -

Game ID: G-4036
Cartridge ID: 670-0816
Package ID: 670-0817

- TRIVIA -

Gain Ground for Mega Drive was released on January 3, 1991 in Japan.

The Mega Drive port of Gain Ground features an exclusive 4th Stage which takes place in the current era, and in Round 3, it takes place in an arcade which features several Sega cabinets such as G-LOC, After Burner, Racing Hero, and several generic Aero City cabinets.

- STAFF -

Programmer: Naoki Okabe
Planner: T. Katoh
Designer: Kan Chan
Sound: Szk

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [JP] (January 30, 2007) 
Sony PlayStation 3 [KO] (February 10, 2009) "Sonic's Ultimate Genesis Collection" by SCEI

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56533&o=2

$end


$pico=anpanchi,
$bio

Gakken Anpanman to Chinou Up! [Model HPC-6115] (c) 2002 Sega Toys

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75673&o=2

$end


$pico=gakkemoj,
$bio

??????? ?????? (c) 2001 Gakken.
(Gakken Hajimete no Moji-Kotoba)

- TECHNICAL -

Cartridge ID: T-169080

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82071&o=2

$end


$pico=gakkeabc,
$bio

Gakken no Obenkyou Soft - Eigo ABC [Model T-169060] (c) 199? Gakken [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75676&o=2

$end


$pico=gakkehir,
$bio

Gakken no Obenkyou Soft - Hiragana [Model T-169020-01] (c) 199? Gakken [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75677&o=2

$end


$pico=gakkekak,
$bio

Gakken no Obenkyou Soft - Kakezan Kuku [Model T-169040] (c) 199? Gakken [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75678&o=2

$end


$pico=gakkekan,
$bio

Gakken no Obenkyou Soft - Kanji [Model T-169010] (c) 199? Gakken [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75679&o=2

$end


$pico=gakkekaz,
$bio

Gakken no Obenkyou Soft - Kazu-Suuji [Model T-169050] (c) 1995 Gakken [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75680&o=2

$end


$pico=gakkohik,
$bio

Gakken no Obenkyou Soft Tasizan Hikizan (c) 1995 Gakken [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75681&o=2

$end


$pico=picogak1,
$bio

Gakken Pico de Gakushuu 1-nensei [Model T-169100] (c) 2002 Gakken [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75674&o=2

$end


$pico=picokag1,
$bio

Gakken Pico de Kagaku 1 - Hakken Mushi no Himitsu [Model T-169090] (c) 199? Gakken [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75675&o=2

$end


$snes=gakkoatt,
$bio

Gakkou de Atta Kowai Hanashi [Model SHVC-AHXJ-JPN] (c) 1995 Banpresto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61349&o=2

$end


$psx=gakkoude,
$bio

Gakkou Deatta Kowai Hanashi S [Model SLPS-00404] (c) 1997 Banpresto [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85186&o=2

$end


$saturn,sat_cart=gakkokai,gakkokaia,
$bio

Gakkou no Kaidan (c) 1995 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59156&o=2

$end


$gba=gakkokdn,
$bio

Gakkou no Kaidan - Hyakuyoubako no Fuuin [Model AGB-BGHJ-JPN] (c) 2004 TDK Core

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70751&o=2

$end


$psx=gakkouno,
$bio

Gakkou no Kowai Uwasa - Hanako Sangakita!! [Model SLPS-00078] (c) 1995 Capcom Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85187&o=2

$end


$saturn,sat_cart=gakkokow,gakkokowa,
$bio

Gakkou no Kowai Uwasa - Hanako-san ga Kita!! (c) 1995 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59157&o=2

$end


$gba=gakkotsk,
$bio

Gakkou o Tsukurou!! Advance [Model AGB-AYSJ-JPN] (c) 2001 Victor Interactive Software, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70752&o=2

$end


$psx=gakkouwo,
$bio

Gakkou o Tsukurou!! Koushou Sensei Monogatari [Model SLPS-02998] (c) 2000 Victor Interactive Software, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85188&o=2

$end


$psx=gakkouw2,
$bio

Gakkou wo Tsukurou!! 2 [Model SLPS-01660] (c) 1998 Victor Interactive Software, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85189&o=2

$end


$gbcolor=gakkyama,
$bio

Gakkyuu Ou Yamazaki [Model DMG-AYMJ-JPN] (c) 1999 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67918&o=2

$end


$gba=gakuenala,gakuenal,
$bio

Gakuen Alice - Dokidoki Fushigi Taiken [Model AGB-BASJ-JPN] (c) 2004 KSG [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70753&o=2

$end


$pc98=gakubaku,
$bio

Gakuen Bakuretsu Tenkousei! (c) 1995 ZyX [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89525&o=2

$end


$x68k_flop=gakubomb,
$bio

Gakuen Bomber (c) 1994 Active Software [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87719&o=2

$end


$pc98=gbomber,
$bio

Gakuen Bomber (c) 1994 Active Software [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89526&o=2

$end


$pc8801_flop=gakumono,
$bio

Gakuen Monogatari (c) 1987 Great [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91867&o=2

$end


$pc98=gakum93,
$bio

Gakuen Monogatari '93 - The Instinct (c) 1993 Foresight [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89527&o=2

$end


$msx2_cart=gakumono,
$bio

Gakuen Monogatari - High School Story (c) 1988 Great

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51297&o=2

$end


$msx2_flop=gakumono,
$bio

Gakuen Monogatari - High School Story (c) 1988 Great [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101673&o=2

$end


$msx2_flop=gakusenk,
$bio

Gakuen Senki (c) 1988 Champion Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101674&o=2

$end


$pc98=gakusenk,gakusenka,
$bio

Gakuen Senki - Kyoufu no Puppet Keikaku (c) 1994 Foresight [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89528&o=2

$end


$gba=gakuense,
$bio

Gakuen Senki Muryou [Model AGB-BGSJ-JPN] (c) 2003 MTO, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70754&o=2

$end


$pc98=gakusail,
$bio

Gakuen Senshi Sailor Fighter (c) 1994 Peach Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89529&o=2

$end


$psx=gakuense,
$bio

Gakuen Sentai Solblast [Model SLPS-01852] (c) 1999 Creative Heads

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85190&o=2

$end


$pc98=gakusod,
$bio

Gakuen Sodom - Kyoushitsu no Mesu Dorei-tachi SP Disk - Ikenai Omake Disk (c) 1995 PIL [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89530&o=2

$end


$pc98=gakutosz,
$bio

Gakuen Toshi Z (c) 1991 Striker [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89531&o=2

$end


$x68k_flop=gakutosh,
$bio

Gakuen Toshi Z (c) 199? Brother Kougyou [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88252&o=2

$end


$pc98=gakutri,
$bio

Gakuen Triangle (c) 1996 Janis [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89532&o=2

$end


$snes=bsgalb5,
$bio

Gal Kan Bazooka Dai-5-Kan (c) 199? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61350&o=2

$end


$x68k_flop=galmind2,
$bio

Gal Mind 2 (c) 1992 CoTo Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88253&o=2

$end


$pc8801_flop=galwars,galwarsa,
$bio

Gal Wars - Kiyapi Kiyapi Run (c) 1988 Technopolis Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91868&o=2

$end


$pc98=galsweep,
$bio

Gal's Sweeper (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89533&o=2

$end


$pc8801_flop=galmind,
$bio

Gal-Mind (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91869&o=2

$end


$a2600=galactic,
$bio

Galactic (c) 1983 Goliath

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50521&o=2

$end


$a2600=galactics,
$bio

Galactic (c) 19?? Suntek

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50522&o=2

$end


$coco_cart=galactic,
$bio

Galactic Attack (c) 1982 Tandy Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53439&o=2

$end


$saturn,sat_cart=galactic,
$bio

Galactic Attack (c) 1995 Acclaim Entertainment, Incorporated.

European release.

- TECHNICAL -

Game ID: T-8116H-50

- TRIVIA -

Known in Japan as "Layer Section [Model T-1101G]".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60311&o=2

$end


$saturn,sat_cart=galacticu,
$bio

Galactic Attack (c) 1995 Acclaim Entertainment, Incorporated.

North American release.

- TECHNICAL -

Game ID: T-8116H

- TRIVIA -

Known in Japan as "Layer Section [Model T-1101G]".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60043&o=2

$end


$bbca_cass,bbcb_cass=galcmder,
$bio

Galactic Commander (c) 1982 Micro Power

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51876&o=2

$end


$cpc_cass=galactic,
$bio

Galactic Conqueror (c) 1988 Titus [Gagny, France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96433&o=2

$end


$nes=galcrus,
$bio

Galactic Crusader (c) 1990 Bunch Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55164&o=2

$end


$svision=galcrus,
$bio

Galactic Crusader [Model SV10029] (c) 199? Watara

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95440&o=2

$end


$nes=galcrusa,
$bio

Galactic Crusader (c) 1990 Sachen.

- TECHNICAL -

Game ID: TC-009

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76783&o=2

$end


$bbca_cass,bbcb_cass=galacemp,
$bio

Galactic Empire (c) 19?? Gem

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51877&o=2

$end


$amigaocs_flop=galactic,galactica,
$bio

Galactic Empire (c) 1990 Electronic Zoo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74131&o=2

$end


$bbca_cass,bbcb_cass=galfireb,
$bio

Galactic Firebird (c) 1983 Kansas

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51878&o=2

$end


$cpc_cass=galactic01,
$bio

Galactic Games [Model AS779] (c) 1990 Alternative Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96435&o=2

$end


$amigaocs_flop=galinvsn,
$bio

Galactic Invasion (c) 1987 MicroIllusions

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74132&o=2

$end


$astrocde=galactic,
$bio

Galactic Invasion (c) 1981 Astrovision, Inc.

- TECHNICAL -

Game ID: 2011

- TRIVIA -

First cart released by Astrovision. Also known as Galaxian. Released as part of the "Action/Skill Series".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86801&o=2

$end


$bbca_cass,bbcb_cass=galpatro,
$bio

Galactic Patrol (c) 1984 Mastertronic, Limited. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51879&o=2

$end


$vboy=galactic,
$bio

Galactic Pinball (c) 1995 Nintendo Co., Ltd.

Prepare to enter the vast expanse of the Milky Way. Put your pinball skills to an interstellar test with four incredible space tables.

Blast your pinball at rotating planets and turn them into dust in the Cosmic world. Send your puck flying through galactic formations in the deep-space Colony. Defeat an evil skeleton and hit the ultimate UFO jackpot! Knock down multiple rings and destroy wicked assailants in an Alien place. Defy arduous obstacles and save the world from impending devastation!

- TECHNICAL -

Model VUE-VGPJ-JPN

- TRIVIA -

Released on July 21, 1995. Galactic Pinball is one of the launch titles and ranks among the first-ever announced games for the Virtual Boy (the working title was "Space Pinball", a prototype is known to exists).

- STAFF -

General Manager: Gunpei Yokoi
Director: Kenji Yamamoto
Main Programmer: Isamu Kubota
Programmer: Kenji Imai
Sound Composer: Kenji Yamamoto, Masaru Tajima
Sound Assistant: Minako Hamano
Graphic Designer: Naotaka Ohnishi, Miki Uraki
Assistant Designer: Masaki Fujita, Ryota Kawade
Assistant: Ryuji Kuwaki
Art Work: Masafumi Sakashita, Yusuke Nakano

Special Thanks To: Dan Owsen, Jim Wornell, Kayomi McDonald, Robin Krouse, Yoshio Sakamoto, Katsuya Yamano, Masani Ueda, Takehiro Izushi, Masao Yamamoto, Takahiro Harada, Keisuke Terasaki, Hiroya Kuriyama, Hiroki Nishizawa, Kaoru Kita

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82362&o=2

$end


$sms=galactpr,
$bio

ギャラクティックプロテクター (c) 1988 Sega Enterprises, Limited.
(Galactic Protector)

- TECHNICAL -

Game ID: G-1348

- TRIVIA -

Released on February 21, 1988 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55864&o=2

$end


$channelf=galacticp,
$bio

Galactic Space Wars (c) 1980 Zircon

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53214&o=2

$end


$channelf=galactic,
$bio

Galactic Space Wars/Lunar Lander (c) 1980 Zircon

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53215&o=2

$end


$info=galastrm,
$bio

Galactic Storm (c) 1991 Taito.

- TECHNICAL -

This game runs on a IDYA (Interactive Dynamic Accelerator) cabinet. Other games that also run on this cabinet are "Cave Speeder", "Cyber Sterra", and "Vertexer".

- TRIVIA -

Galactic Storm was Released in March 1992 in Japan (even if the titlescreen says 1991). It had good graphics and sound for its time. But Street Fighter 2 was released the same year and crushed everything. So, the game was a flop.

Some graphics (player design, final stage, and some others) were taken from "Master of Weapon".

Pony Canyon / Scitron released a very rare soundtrack album for this game (nouvelle vague - G.S.M TATIO 7 -).
Zuntata Record released a limited-edition soundtrack album for this game (Galactic storm ~ Memory of eyes) on 02/02/1999.
Zuntata Record released a limited-edition soundtrack album for this game (Retro game collection - shooting cluster 1) on 29/06/2011.

- TIPS AND TRICKS -

When a stage is cleared, you recover your shield.

- STAFF -

Project Leader : Wolf Kato
Game Design : W. Horiuchi, Akira Saito, Tsukasa Ohshima
Software Design : Yuichi Kikuchi, Tohru Sugawara, 680*0 Freak, soliton K&H Sako, CSL/Mail KSK
Hardware Design : Noboru Takeshita, Yasuhiro Shibuya
Mechanical Design : Yoshinori Hatsuda, Kouji Enomoto, Tohru Yugi, Toyohiro Tsurumi, Masaki Ikeda
Character Design : Kenji, Akira Saito, Dessy,  Oolong, Indy Chinkai
Art Design : Wonderfulboy Nagai, Prof. Aiura, Y. Tsuriya, The Handmader Yagi
Sound composer : Hisayoshi Ogura
Sound Support Staff : Naoto Yagishita, Yasuhisa Watanabe, Yasuko Yamada, Norihiro Furukawa
Software Technical Adviser : Takeshi Murata, Tohru Sugawara
Producer : Hisao Shimizu

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4616&o=2

$end


$amigaocs_flop=galrats,
$bio

Galactic Warrior Rats [The Sci-Fi Collecion] (c) 1992 Alternative Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74133&o=2

$end


$info=gwarrior,
$bio

Galactic Warriors (c) 1985 Konami.

An early fighter where 3 selectable robots do battle against various space enemies.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 9.216 Mhz), Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.789772 Mhz), K005289 (@ 1.789772 Mhz), Sanyo VLM5030 (@ 3.579545 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Galactic Warriors was released on November 15, 1985.

It is the first fighting game with multiple playable characters with different move sets, as well as the first mecha-based fighting game.

Alfa Records released a limited-edition soundtrack album for this game (Konami Game Music Vol.2 - ALC-22904) on September 25, 1996.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=897&o=2

$end


$bbca_cass,bbcb_cass=galwipeo,
$bio

Galactic Wipeout (c) 19?? RH Electronics

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51880&o=2

$end


$info=galactic,
$bio

Galactica - Batalha Espacial (c) 197? Taito do Brazil.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=39522&o=2

$end


$bbca_cass,bbcb_cass=galadrie,
$bio

Galadriel in Distress (c) 1984 Potter

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51881&o=2

$end


$bbca_cass,bbcb_cass=galaforc,
$bio

Galaforce (c) 1986 Superior Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51882&o=2

$end


$bbca_cass,bbcb_cass=galafor2,
$bio

Galaforce 2 (c) 1988 Superior Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51883&o=2

$end


$spc1000_cass=galagwar,
$bio

Galag Wars (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83513&o=2

$end


$msx1_cass=galaga,
$bio

Galaga (c) 1984 Bug Byte

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94663&o=2

$end


$pc98=galaga,
$bio

Galaga (c) 1985 Dempa.

- TRIVIA -

Galaga for PC-9801 was released in April 1985 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48491&o=2

$end


$fm7_cass=galaga,
$bio

Galaga (c) 1985 Dempa Shinbunsha [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93725&o=2

$end


$nes=galagah,
$bio

Galaga (c) 1987 FMG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69255&o=2

$end


$x1_flop=galaga,
$bio

Galaga (c) 198? Dempa Shinbunsha [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85988&o=2

$end


$msx1_cart=galagak,
$bio

Galaga (c) 198? San Ho.

Korean release.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95190&o=2

$end


$x68k_flop=galagad,
$bio

Galaga (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88254&o=2

$end


$gameboy=galagag,
$bio

Galaga & Galaxian (c) 1995 Namco, Limited.

Galaga: The Galaga Military Front has Launched a Full Attack!
Accompanied by an escort of evil Zakos and Goei guards, the Boss Galagas attempt to lock you into their tractor beams. Beat the relentless aliens at their own cruel game by uncovering the secret of the Dual Fighter and unleashing your powered-up wrath on the swooping creatures. Test your aim and build up your ship reserves in the Challenging Stages, too!

Galaxian: Pilot the Galaxip and Conquer the Alien Forces!
You are a lone Galaxian warrior chosen for a mission to repel the evil Aliens. Your only defense is your trusty Galaxip. But it's only armed with a single laser cannon! It's going to be tough to turn back the horde of colorful zig-zagging Alien attackers. They'll be coming at you from all angles, but your aim is deadly and you're obviously ready to accept the challenge!

- TECHNICAL -

Game ID: DMG-AGCJ-JPN

- TRIVIA -

Galaga & Galaxian was released on July 14, 1995 in Japan.

Export releases:
[US] "Arcade Classic No. 3 - Galaga & Galaxian [Model DMG-AGCE-USA]"
[EU] "Arcade Classic No. 3 - Galaga & Galaxian [Model DMG-AGCP-NOE]"
[UK] "Arcade Classic No. 3 - Galaga & Galaxian [Model DMG-AGCP-UKV]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66019&o=2

$end


$info=galaga88,galaga88j,galaga88a,
$bio

Galaga '88 (c) 1987 Namco.

Galaga '88 is an updated version of the old favorite, "Galaga", with more invaders and more player firepower. Galaga '88 gives players a chance to once again repel the invaders from the Galagan Kingdom. One or two players can try their hand at fighting the invaders. This time the Galagans have four more allies, each with unique weapons and defenses that a player must overcome. 

By destroying special enemies or obstacles the player can get 'items'. When a player has two items, they can warp to another dimension to confront more Galagan ships with new strategies. In the Challenging Stages (labelled in this game as 'That's Galactic Dancin'), the player shoots down as many invaders as possible as the Galagans dance to a waltz, tango, march or jazz tune. 

The player selects single or dual ship power. The objective is to destroy all the Galagan foes in each of the 29 sectors of the galaxy, with each sector more difficult than the last. 

Unique Features : 
* More opponents. In addition to Boss, Goei and Zako, the original Galagan crew, Don, Nin, Ban, and Gan have been added. Each of the Galagans has a unique way of challenging the players. 
* Different types of ships. Players can choose single or dual ships (if the game option is set for dual and single). When the player retrieves a dual ship from the Boss's tractor beam, it turns into a triple ship with ten times the power of a single ship. 
* Challenging Stages. In the 'That's Galactic Dancin' stages, the Galagan invaders dance to a waltz, tango, Sousa march or jazz tune, while the player shoots down Galagans to earn bonus points. 
* Warping to a new dimension. By destroying particular enemies or obstacles and capturing two of their items, the player can warp to the next dimension. 
* Player challenge. Each dimension has different mix of Galagans with different strategies to be overcome. 
* Win back captured ships. The player can win back ships captured in the Boss Galaga's tractor beam. When the player destroys the Boss, the ships are released. If the player retrieves them, the ships become dual ships if they were single and triple if they were dual. 
* High Score Mode. Upon completing a game, a player can enter his initials if they are among the top eight scorers on the game.

- TECHNICAL -

This title was usually sold as a conversion kit (most games were back in 1988). It used the standard JAMMA harness. The marquee showed a gold 'Galaga '88' logo on a field of red teardrops. The side-art had the same picture as the marquee, but without the background. The control panel featured a single 2-way joystick and a 'FIRE' button on either side (along with Start buttons and game instructions). Many of these machines will have 8-way joysticks instead of the original 2-way ones, they are interchangeable as far as this game is concerned. 

Namco System 1 hardware 
Game ID : G8 

Main CPU : 6809 (@ 1.536 Mhz) 
Sub CPU : 6809 (@ 1.536 Mhz) 
Sound CPU : 6809 (@ 1.536 Mhz) 
MCU: HD63701 (@ 1.536 Mhz) 
Sound Chips : Yamaha YM2151 (3.57958 Mhz), Namco advanced 8-channel stereo WSG, stereo DAC 

Players : 2 
Control : 2-way joystick 
Buttons : 1 (FIRE)

- TRIVIA -

Galaga '88 was released in December 1987 in Japan. 

An homage to "Bosconian" is paid in stages 15-17 (Dimension 4) with the green hexagonal space stations in the background, as well as the mines which are used as scenery objects. 

Challenging Stage 2 from Dimension 1 is used as a loading game in "Ridge Racer Revolution" for the original Sony PlayStation. 

Stephen Krogman holds the official record for this game with 1,575,490 points.

- TIPS AND TRICKS -

* Perfect Bonus : Shoot all 40 enemies in the 'That's Galactic Dancin' bonus stages to receive a 'Perfect' bonus just like in the Challenging Stages in the original "Galaga". Initially this bonus is 10,000 points but it increases on later 'That's Galactic Dancin' stages. 

* Secret Bonus : during the 'That's Galactic Dancin' bonus stages, don't touch anything : don't shoot and don't move (simply don't touch the joystick); at the end of the dance and after getting ZERO hits and ZERO points, you'll receive a 10,000 points 'Secret Bonus'. 

* Pick up two blue items to get a bonus and go to the next harder dimension after completing a 'That's Galactic Dancin' stage. This bonus is also initially 10,000 points but increases each time you achieve it. 

* Pick up a purple item which appears on later stages to immediately get a triple-firepower ship.

- SERIES -

1. Galaxian (1979)
2. Galaga (1981)
3. Gaplus (1984) : also known in the USA as "Galaga 3"
4. Galaga '88 (1987)
5. Galaxian 3 Theatre 6 - Project Dragoon (1990)
6. Galaxian 3 Theatre 6 J2 - Attack Of The Zolgear (1994)
7. Galaga Arrangement (1995) : part of "Namco Classics Collection Vol.1"
8. Galaga - Destination Earth (2000, GBA, PC CD-ROM and PlayStation)
9. Galaga Arrangement (2005, PSP) : part of "Namco Museum Battle Collection" 
10. Galaga Remix (2007, Wii) : part of "Namco Museum Remix" 
11. Galaga Legions (2008, XBLA)
12. Galaga Legions DX (2010, PSN, XBLA)
13. Galaga 3D Impact (2011, Nintendo 3DS) : part of "Pac-Man & Galaga Dimensions"

- STAFF -

Sound composed by : Hiroyuki Kawada

- PORTS -

NOTE: For ports released in North America, please see the Atari version entry.

* Consoles : 
NEC PC-Engine [JP] (July 15, 1988) "Galaga '88 [Model NC63002]" 
Sony PlayStation 2 [JP] (January 26, 2006) "Namco Museum Arcade Hits! [Model SLPS-25590]" 
Microsoft XBOX [EU] (March 24, 2006) "Namco Museum - 50th Anniversary" 
Sony PlayStation 2 [EU] (March 31, 2006) "Namco Museum - 50th Anniversary [Model SLES-53957]" 
Nintendo GameCube [EU] (May 5, 2006) "Namco Museum - 50th Anniversary [Model DOL-G5NP-EUR]" 
Microsoft XBOX 360 [EU] (May 15, 2009) "Namco Museum - Virtual Arcade" 
Microsoft XBOX 360 [AU] (June 4, 2009) "Namco Museum - Virtual Arcade" 
Nintendo Wii [Virtual Console Arcade] [JP] (June 23, 2009) 
Microsoft XBOX 360 [JP] (November 5, 2009) "Namco Museum - Virtual Arcade [Model 2RD-00001]" 

Handhelds : 
Sega Game Gear [EU] (1991) "Galaga 2"
Sega Game Gear [JP] (October 25, 1991) "Galaga '91 [Model T-14057]" 

* Computers : 
Sharp X68000 [JP] (June 30, 1990, Dempa Shinbunsha) 
PC [MS Windows, CD-ROM] [EU] (March 27, 2006) "Namco Museum - 50th Anniversary" 
PC [MS Windows, CD-ROM] [AU] (May 19, 2006) "Namco Museum - 50th Anniversary"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=899&o=2

$end


$x68k_flop=galaga88,
$bio

Galaga '88 (c) 1990 Dempa Shinbunsha [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87720&o=2

$end


$pce=galaga88,
$bio

Galaga '88 (c) 1988 Namco, Limited.

Galaga '88 is a vertical shooter and conversion of Namco's arcade game of the same name originally released in 1987. Shoot the descending aliens! The game closely follows the gameplay mechanics introduced by Galaga and Galaxian, although it adds its own twists to the classic formula. It introduces a myriad of new and wacky enemies - some comically inflate as they get hit, some combine into larger foes whereas others explode and release swarms of all kind of tiny creatures. Every few levels, the player enters a bonus stage where formations of dancing aliens must be destroyed for points, and some levels even switch to vertical scrolling phases interspersed with a few boss battles. Although the game only features seven large areas (all divided into 25 sub-stages), the player can travel through different dimensions and technically access new and unique levels (two blue warp-pods must be collected in each area in order to jump to a higher dimension, giving the game a total of 22 areas). Finally, as in the original Galaga, some enemies can capture the player's ship with their tractor beams, and successfully freeing the captured ship doubles the player's firepower - the operation can be performed twice for the ultimate and powerful triple-ship! Interestingly, Galaga'88 allows the player to directly start the game with a double-ship (at the cost of one life).

- TECHNICAL -

Game ID: NC63002

- TRIVIA -

Galaga '88 for PC-Engine was released on August 15, 1988 in Japan for 4,900 Yen. It was then re-released on March 17, 2011 as a PC-Engine Classics edition.

This game is known in outside Japan as "Galaga '90". 

Galaga '88 was an arcade game originally released in 1987 by Namco. Galaga '88 for the PC-Engine is a fairly accurate conversion. The first obvious difference is the screen aspect ratio - the arcade game runs on a vertically oriented monitor which gives the player a better field of view. Then each area in the arcade game greets the player with a quick animation featuring a creature mumbling some random alien words, feature curiously removed from the PC-Engine port (probably due to cartridge space limitations). Finally, the arcade game is overall a bit more difficult, and the alien ships are a lot more aggressive.

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [JP] (March 20, 2007) "Galaga '88 [Model PAWJ]" 
Nintendo Wii [Virtual Console] [US] (August 6, 2007) "Galaga '90 [Model PAWE]" 
Nintendo Wii [Virtual Console] [EU] (August 10, 2007) "Galaga '90 [Model PAWP]" 
Nintendo Wii [Virtual Console] [AU] (August 17, 2007) "Galaga '90"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58594&o=2

$end


$tg16=galaga90,
$bio

Galaga '90 [Model TGX002218] (c) 1989 NEC Home Electronics, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84317&o=2

$end


$gamegear=galaga91,
$bio

Galaga '91 [Model T-14057] (c) 1991 Namco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64609&o=2

$end


$nes=galagau,
$bio

Galaga - Demons of Death (c) 1988 Bandai.

North American release. Game developed in Japan. For more information on the game, please see the Japanese release entry; "Galaga [Model NGG-4500]"

- TECHNICAL -

Game ID: NES-AG-USA

- TRIVIA -

Galaga - Demons of Death for NES was released in September 1988 in North America.

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [US] (April 11, 2007) "Galaga [Model FBRE]" 
Nintendo Wii U [Virtual Console] [US] (August 15, 2013) "Galaga [Model FA6E]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55165&o=2

$end


$gbcolor=galaga,
$bio

Galaga - Destination Earth [Model CGB-BGGE-USA] (c) 2000 Hasbro Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67919&o=2

$end


$gamegear=galaga2,
$bio

Galaga 2 (c) 1991 Sega Enterprises, Limited.

- TECHNICAL -

Game ID: 2322

- TRIVIA -

This game is known in Japan as "Galaga '91"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64610&o=2

$end


$info=galaga3,galaga3a,galaga3b,galaga3m,galaga3c,
$bio

Galaga 3 (c) 1984 Namco.

The general gameplay formula is the same as it was for both "Galaxian" and "Galaga", with the player controlling a spaceship that moves along the bottom of the screen and fires up at the enemy formations at the top of the screen. Movement is not confined to left and right, however, as players can also move anywhere in the bottom half of the screen.

The insectoid enemies fire down upon the player's ship, and both individual and groups of enemies will break away from the armada to make attack runs on the player. Most of the Galagans can be killed with a single shot, and shooting specific enemies will earn the player a tractor beam. This gives them the ability to capture one or more enemy ships; these prisoner ships will then sit alongside the player's ship and add to its firepower.

Every few levels, players will enter a 'Challenging Stage', where formations of enemy ships will fly in and out of the screen. Players must shoot them as many times as possible to try and spell out a word.

- TECHNICAL -

Game ID : GP

Main CPU : Motorola M6809 (@ 1.536 Mhz)
Sub CPU : Motorola M6809 (@ 1.536 Mhz)
Sound CPU : Motorola M6809 (@ 1.536 Mhz)
Sound Chips : Namco 8-channel WSG, discrete circuits (for the ship explosion sound)

Players : 2
Control : 8-way joystick
Buttons : 1 (FIRE)

- TRIVIA -

Galaga 3 was released in October 1984 in the USA as a conversion kit that changed the game's title, possibly to increase recognition among American fans of the Galaxian/Galaga series. The game initially appeared in the USA in July 1984 under its original title, "Gaplus".

James Struckle holds the official record for this game with 137,000 points.

- SERIES -

1. Galaxian (1979)
2. Galaga (1981)
3. Gaplus (1984) : also known as "Galaga 3"
4. Galaga '88 (1987)
5. Galaxian 3 Theatre 6 - Project Dragoon (1990)
6. Galaxian 3 Theatre 6 J2 - Attack Of The Zolgear (1994)
7. Galaga Arrangement (1995) : part of "Namco Classics Collection Vol.1"
8. Galaga - Destination Earth (2000, GBA, PC CD-ROM and PlayStation)
9. Galaga Legions (2008, XBLA)
10. Galaga Legions DX (2010, PSN, XBLA)
11. Galaga 3D Impact (2011, Nintendo 3DS) : part of "Pac-Man & Galaga Dimensions"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=900&o=2

$end


$msx1_cart=galaga,galagab,galagac,galagaa,
$bio

Galaga [Model 08] (c) 1984 Namco, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77090&o=2

$end


$a7800=galaga,galagau,
$bio

Galaga (c) 1987 Atari Corporation.

You're under attack! The Galagans are reclaiming planets they lost during a centuries-old interstellar war -- and now they want yours! And you're ready to fight to the bitter end to protect it!

So you join the Intergalactic Warrior Fleet. Without training, you're assigned to your first combat mission -- and on-the-job is the only way to learn. Shaking in your boots, you accept the assignment and board your Intergalactic Command Ship.

- TECHNICAL -

Model CX7805

- SCORING -

Flagships:
first hit in line: 0 points.
second and more hit in line: 150 points.

Hornets:
lined up: 80 points.
attacking: 160 points.

Drones:
lined up: 50 points.
attacking: 100 points.

Destroying a flagship in flight earns bonus points:
Flagship with two Escorts: 1600 points.
Flagship with one Escort: 800 points.
Flagship with no Escorts: 400 points.

Challenging Stages earn bonus points:
Bonus for destroying groups of eight ships: 1000-3000 points.
Bonus for destroying all 40 ships: 10,000 points.
Bonus for destroying less than 40 ships: 100 points per ship.

- TIPS AND TRICKS -

Try a few games at the Novice level first while you're learning to play Galaga. This will help you develop skill and strategy.

When Galagan Flagships deploy blue macro-beams that can capture your Command Ship. To rescue the hostage, hit the Flagship only while it's attacking, or you will destroy your own ship as well. Once you regain your ship, you will have two ships, moving and firing in sync, to attack with.

When a Galagan Flagship is destroyed in flight, the rest of the fleet stops firing for a few seconds of mourning. Move in quickly to blast the Escorts before they can retaliate.

After two waves of attack, then after every third wave, you face a Challenging Stage. Five groups of eight ships fly in various attack patterns. Shoot as many ships as you can before the ships leave. Hit all 40 ships for 10,000 bonus points.

Always have a strategical escape planned to avoid patterns of enemy missile attacks. Scan the screen and think fast to outsmart the Galagan fleet.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50139&o=2

$end


$famicom_flop=galaga,
$bio

Galaga [Model NDS-GAG] (c) 1990 Namco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65341&o=2

$end


$nes=galaga,
$bio

Galaga (c) 1988 Bandai

European release. Game developed in Japan. For more information on the game, please see the Japanese release entry; "Galaga [Model NGG-4500]".

- TECHNICAL -

Game ID: NES-AG-EEC

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [EU] [AU] (March 8, 2007) "Galaga [Model FBRP]
Nintendo Wii U [Virtual Console] [EU] [AU] (August 8, 2013) Galaga [Model FA6P]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65461&o=2

$end


$nes=galagaj,
$bio

Galaga (c) 1985 Namco, Limited.

Nintendo Famicom's port.

- TECHNICAL -

Game ID: NGG-4500

- TRIVIA -

Galaga for Famicom was released on February 15, 1985 in Japan

Known export releases:
"Galaga - Demons of Death [Model NES-AG-USA]"
"Galaga [Model NES-AG-EEC]"

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [JP] (February 5, 2007) "Galaga [Model FBRJ]" 
Nintendo Wii [Virtual Console] [KO] (July 15, 2008) "Galaga [Model FBRK]"
Nintendo 3DS [Virtual Console] [JP] (May 22, 2010) "Galaga [Model TCUJ]" 
Nintendo Wii U [Virtual Console] [JP] (July 24, 2013) "Galaga [Model FA6J]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54105&o=2

$end


$sg1000=galaga,
$bio

Galaga (c) 198? Aaronix.

Taiwanese version of Sega Galaga.

- TECHNICAL -

[Model W-022]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49030&o=2

$end


$info=galaga,galagao,
$bio

Galaga (c) 1981 Namco. 

Galaga is a single-screen shoot-em-up in which the player controls a 'Fighter' spaceship and must defend the home planet against the on-coming hordes of alien invaders called "Galagans". The Fighter can only move left and right along the bottom of the screen. 

Galagans fly onto the screen in a variety of formations before forming troop lines at the top of the screen. Once all troop lines are formed the Galagans separate and start attacking the player's Fighter in ones, twos and threes. The top-line Boss Galaga need to be shot twice before they are destroyed. 

The Boss Galaga has a tractor beam that can capture the player's Fighter. A captured Fighter changes color from white to red and stays with that particular Boss until it is destroyed. The Fighter can be retrieved by destroying the Boss that captured it, but players must be careful not to destroy the captured Fighter itself, or that Fighter is lost. A rescued Fighter changes color back to white and links up with the player's current Fighter, doubling its fire power. 

As players progress through each screen, the speed and number of alien attacks increases. Alien formations also become more complex, making the aliens harder to shoot. 

Bonus Fighters are awarded periodically throughout the game, as players reach specific point values, as dictated by the 'Bonus Life' dip switch setting. Each enemy ship also has an assigned point value (see Scoring below). 

The alien troop lines that form at the top of the screen are, from top to bottom: Boss Galaga (in one row of four), Butterflies (red/white bug ships, in two rows of eight, directly below the Boss Galaga), and Bees (blue/yellow bug ships, in two rows of ten, directly below the Butterflies). 

In Stage 1, the enemies do not drop bombs as they fly onto the screen. However, they do so in most of the later stages. 

From Stage 4 onwards, a squadron of special bonus enemies called "transforms" start appearing. They're called transforms because Bees will begin pulsating and move out of formation to change into these bonus enemies. They appear in the form of yellow scorpions in Stages 4, 5, and 6, green 'Spy Ships' from "Bosconian" in Stages 8, 9, and 10, and Galaxian Flagships in Stages 12, 13, and 14. After that, the three different transforms are repeated in the same order. Transforms are always worthwhile targets because they are not very aggressive and are worth more than the other enemies. If all three transforms are destroyed, extra bonus points will be awarded. 

Galaga also features CHALLENGING STAGES, these consist of 40 Galagans that fly onto the screen in formations but do not drop any bombs. The object is to shoot as many of them as possible before they leave the play area. When an entire formation of eight Galagans is destroyed, bonus points are added to the player's score. If all 40 aliens are destroyed, players are awarded a special bonus of 10,000 points. 

Two new gameplay features Galaga introduced are : 
1) Players are given the chance to double their fire power. 
2) The game has a rapid fire (automatic firing) option, whereby the player simply holds the FIRE button down and the space fighter continues to fire at the Galagan army in bursts of two missiles each.

- TECHNICAL -

[Upright model]
Game ID : GG

Main CPU : Zilog Z80 (x3), MB88xx
Sound Chips : Namco 3-channel WSG, discrete circuitry (for the ship explosion sound)

Palette colors : 32 (16 colors for tiles + 16 colors for sprites)

Players : 2
Control : 2-way joystick
Buttons : 1 (FIRE)

- TRIVIA -

Galaga was released in September 1981 in Japan.

Although Galaga was a superior game, it didn't sell the large numbers that "Galaxian" did. One of the first games with a bonus stage. 

The game 'rolls over' at 999,990 points. The 1P score counter is six digits, but the 2P counter is seven digits. Therefore, most good players start a 2-player game and play exclusively on the 2P side so their score won't 'roll over' at 999,990. After the 1,000,000 mark, new Fighters are no longer awarded. 

What happens after finishing Stage 255 depends upon the skill level set in the DIP switches: 
* On the easy skill, the game resets. 
* On the medium skill, the game flips to "Stage 0" which plays as a strange cross between the 2nd Challenging Stage and a regular level where the enemies shoot. The game will advance to Stage 1 after completion, and the game will get easy again. 
* On the hard skill setting, the words "Stage 0" stay on the screen forever. No more enemies ever appear. The player can continue to move the ship and fire, but there is no way to advance to the next level, or to die. To play again, the machine must be reset. 
* On the hardest skill, the game flips to "Stage 0" which plays like Stage 1 (no extra enemies when flying onto the screen), but it is still as difficult as Stage 255. The game will advance to Stage 1 after completion, and the game will get easy again. 

If you have more than seven extra Fighters, the marker for the screen will only show 7 1/2 (!) Fighters remaining. Additional extra Fighters will still be credited, even though they won't show on the screen. 

In Japan, the Bees are referred to as 'Zako' and the Butterflies are referred to as 'Goei'. 

Stephen Krogman holds the official record for this game with 15,999,990 points. 

A Galaga unit appears in the 1983 movie 'WarGames', the 1983 movie 'Spring Break' (being played by one of the main characters), the 1984 movie 'The Karate Kid,' the 1987 movie 'Planes, Trains and Automobiles', and the sitcom 'Two and a Half Men', Season 5, Episode 2 (People Who Love Peepholes), and was shown in 2012 movie 'The Avengers' (a agent soldier was surprised playing in the Helicarrier computer).

- SCORING -

Bee : 50 points in formation or 100 points in flight.
Butterfly : 80 points in formation or 160 points in flight.
Boss Galaga : 150 points in formation or 400 points in flight.
Boss Galaga : 800 points in flight with 1 wingman.
Boss Galaga : 1,600 points in flight with 2 wingmen.
Scorpions : 160 points each, 1,000 points for destroying all 3.
Bosconian Spy Ships : 160 points each, 2,000 points for destroying all 3.
Galaxian Flagships : 160 points each, 3,000 points for destroying all 3.
Captured fighter : 500 points in formation or 1000 points in flight.
Challenging Stage : 100 points per ship destroyed if less than 40.
Challenging Stage : 10,000 points for destroying all 40 ships (Perfect).
Challenging Stage : 1,000 points on the first two Challenging Stages, 1,500 points on the 3rd and 4th, 2,000 points on the 5th and 6th, and 3,000 points from the 7th onward for destroying a complete formation of 8 ships.

- TIPS AND TRICKS -

* Enemy Stop Shooting : on the first stage, kill everything but the two Bees in the bottom left corner. Then just wait, dodging the enemies' shots, until the enemy no longer drops any shots towards you. After the enemies stop firing, let them pass for two more trips and then kill them. For the rest of the game, the enemies will not drop shots. It will take approximately 15 minutes for the enemies to quit shooting at you, so this trick requires a lot of patience. Note : in a 2-player game, only one person has to do the cheat for both players to benefit. But as soon as one of the player's game is over the enemies begin shooting again.

* (BUG) Take The Control Of The Fighter For Free : during the Galaga demo, the Boss Galaga comes down and tries to tractor-beam the Fighter. As soon as that tractor-beam starts, the player can take control of the ship in the demo. The player has two choices here and this will effect how the game handles this bug : If the player allows himself to be captured, the demo will continue as normal and he has the option of controlling the player Fighter or not. The player can choose whether to save the captured Fighter, try to complete the level, etc. The demo mode will complete after 30 seconds and the high-score screen will appear. If the player takes control of the Fighter and destroys the Boss Galaga with the tractor beam, some of the characters on the screen will freeze while others are still moving and doing what they are suppose to be doing. This will last 15-20 seconds, then the game will go to the high score screen.

* Challenging stages are easier if the high score numbers are used to refine your aim. These tips assume a 6-digit high score :
1) On the first two challenging stages, aim your ships so that your left set of bullets falls between the second and third numbers in the high score list.
2) On subsequent challenging stages, aim one set of your bullets between the first and second numbers in the high score list (if the units come from the left) or between the last and next-to-last numbers (if the units come from the right). This will allow you to hit descending enemies at the highest possible point.

* Here is a neat (and useless) Galaga trick : It is possible to end the game with a 200% ratio. The 200% hit-miss ratio trick can only be done with your first shot of the game. When the game starts, don't move, and fire only one shot. If you time it correctly, two enemies will be killed at once. Let your remaining Fighters be destroyed, and presto : a better-than-perfect result.

* Easter Egg :
1) Enter service mode.
2) Keep B1 pressed and enter the following sequence : Right(x5), Left(x6), Right(x3), Left(x7). '(c) 1981 NAMCO LTD.' will be added at the bottom of the screen.

- SERIES -

1. Galaxian (1979)
2. Galaga (1981)
3. Gaplus (1984) : also known in the USA as "Galaga 3"
4. Galaga '88 (1987)
5. Galaxian 3 Theatre 6 - Project Dragoon (1990)
6. Galaxian 3 Theatre 6 J2 - Attack Of The Zolgear (1994)
7. Galaga Arrangement (1995) : part of "Namco Classics Collection Vol.1"
8. Galaga - Destination Earth (2000, GBA, PC CD-ROM and PlayStation)
9. Galaga Arrangement (2005, PSP) : part of "Namco Museum Battle Collection" 
10. Galaga Remix (2007, Wii) : part of "Namco Museum Remix" 
11. Galaga Legions (2008, XBLA)
12. Galaga Legions DX (2010, PSN, XBLA)
13. Galaga 3D Impact (2011, Nintendo 3DS) : part of "Pac-Man & Galaga Dimensions"

- STAFF -

Music by : Nobuyuki Ohnogi

- PORTS -

NOTE : For ports released in North America, please see the Midway Upright Model entry.

* Consoles : 
Sega SG-1000 [JP] (1983) "Sega Galaga [Model G-1022]"
Sega SG-1000 [TW] (198?) "Galaga [Model W-022]" 
Nintendo Famicom [JP] (February 15, 1985) "Galaga [Model NGG-4500]" 
Nintendo NES [EU] (1988) "Galaga [Model NES-AG]" 
Nintendo Famicom Disk [JP] (June 22, 1990) "Galaga [Model NDS-GAG]" 
Sony PlayStation [JP] (November 22, 1995) "Namco Museum Vol.1 [Model SLPS-00107]" 
Philips CD-i [EU] (1996) "Arcade Classics [Model 810 0329]" 
Sony PlayStation [AU] (1996) "Namco Museum Vol.1 [Model SCES-00243]" 
Sony PlayStation [EU] (August 1996) "Namco Museum Vol.1 [Model SCES-00243]" 
Sony PlayStation 2 [JP] (January 26, 2006) "Namco Museum Arcade Hits! [Model SLPS-25590]" 
Microsoft XBOX [EU] (March 24, 2006) "Namco Museum - 50th Anniversary" 
Sony PlayStation 2 [EU] (March 31, 2006) "Namco Museum - 50th Anniversary [Model SLES-53957]" 
Nintendo GameCube [EU] (May 5, 2006) "Namco Museum - 50th Anniversary [Model DOL-G5NP-EUR]" 
Microsoft XBOX 360 [XBLA] [EU] [JP] (July 26, 2006) 
Sony PlayStation 3 [PSN] [JP] (January 29, 2009) "Namco Museum.comm [Model MPJB-00012]" 
Microsoft XBOX 360 [XBLA] [EU] (May 15, 2009) "Namco Museum - Virtual Arcade" 
Microsoft XBOX 360 [XBLA] [AU] (June 4, 2009) "Namco Museum - Virtual Arcade" 
Microsoft XBOX 360 [XBLA] [JP] (November 5, 2009) "Namco Museum - Virtual Arcade [Model 2RD-00001]" 
Nintendo Wii [Virtual Console Arcade] [JP] (November 24, 2009) 
Sony PlayStation 3 [PSN] [EU] (April 1, 2010) "Namco Museum Essentials [Model NPEP-00104]" 
Sony PlayStation 3 [PSN] [AU] (April 1, 2010) "Namco Museum Essentials" 

* Handhelds : 
Nintendo Game Boy [UK] (1995) "Arcade Classic No. 3 - Galaga & Galaxian [Model DMG-AGCP-UKV]" 
Nintendo Game Boy [EU] (1995) "Arcade Classic No. 3 - Galaga & Galaxian [Model DMG-AGCP-NOE]" 
Nintendo Game Boy [JP] (1995) "Galaga & Galaxian [Model DMG-AGCJ-JPN]" 
Nintendo Game Boy [JP] (July 21, 1996) "Namco Gallery Vol.1 [Model DMG-ANGJ-JPN]" 
Nintendo Game Boy Advance [JP] (December 7, 2001) "Namco Museum [Model AGB-ANMJ-JPN]" 
Nintendo Game Boy Advance [EU] (December 7, 2001) "Namco Museum [Model AGB-ANMP-EUR]" 
Sony PSP [JP] (February 24, 2005) "Namco Museum [Model ULJS-00012]" 
Sony PSP [KO] (May 2, 2005) "Namco Museum [Model UCKS-45005]" 
Sony PSP [EU] (December 9, 2005) "Namco Museum Battle Collection [Model UCES-00116]" 
Nintendo Game Boy Advance [EU] (March 31, 2006) "Namco Museum - 50th Anniversary [Model AGB-B5NP-EUR]" 
Nintendo DS [JP] (October 11, 2007) "Namco Museum DS [Model NTR-YNMJ-JPN]" 
Nintendo DS [EU] (February 29, 2008) "Namco Museum DS [Model NTR-YNMP-EUR]" 
Nintendo 3DS [JP] (June 23, 2011) "Pac-Man & Galaga Dimensions [Model CTR-APGJ-JPN]" 
Nintendo 3DS [AU] (August 25, 2011) "Pac-Man & Galaga Dimensions [Model CTR-APGP-AUS]" 
Nintendo 3DS [EU] (August 26, 2011) "Pac-Man & Galaga Dimensions [Model CTR-APGP-EUR]" 

* Computers : 
Commodore C64 [EU] (1982) Unlicensed 
Casio PV-2000 [JP] 
BBC B [EU] (1983) "Zalaga" by Aardvark 
Acorn Electron [EU] (1984) "Zalaga" by Aardvark 
MSX [JP] (1984) 
NEC PC-9801 [JP] (April 1985) 
Fujitsu FM-7 [JP] (1985) 
Fujitsu FM-77 [JP] (1985) 
Sharp MZ-700 [EU] "Galao" 
Sharp MZ-1500 [EU] 
Sharp X1 [JP]
Sharp MZ2500 [EU]
PC [MS Windows] [JP] (December 24, 1998) "Namco History Vol.4" 
PC [MS Windows, CD-ROM] [AU] (March 27, 2006) "Namco Museum - 50th Anniversary" 
PC [MS Windows, CD-ROM] [EU] (May 19, 2006) "Namco Museum - 50th Anniversary" 

* Others : 
Arcade [JP] (1995) "Namco Classics Collection Vol.1"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=898&o=2

$end


$info=galagamw,galagamk,galagamf,
$bio

Galaga(c) 1981 Midway Mfg. Co.

Export release by Midway for North America. Game developed in Japan by Namco. For more information about the game itself, please see the original Namco Upright model entry.

- TECHNICAL -

[Upright model]
[No. 508]

- TRIVIA -

Galaga was released in December 1981 in North America by Midway, under license from Namco.

- PORTS -

NOTE: Only ports released in North America are listed here. For ports released in other regions, please see the original Namco Upright model entry.

* Consoles : 
Atari 7800 [US] (1987) "Galaga [Model CX-7805]" 
Nintendo NES [US] (September 1988) "Galaga - Demons of Death [Model NES-AG]" 
Sony PlayStation [US] (July 31, 1996) "Namco Museum Vol.1 [Model SLUS-00215]" 
Nintendo 64 [US] (October 31, 1999) "Namco Museum 64 [Model NUS-NNME-USA]" 
Sega Dreamcast [US] (June 25, 2000) "Namco Museum [Model T-1403N]" 
Sony PlayStation 2 [US] (December 4, 2001) "Namco Museum [Model SLUS-20273]" 
Microsoft XBOX [US] (October 9, 2002) "Namco Museum" 
Nintendo GameCube [US] (October 9, 2002) "Namco Museum [Model DOL-GNME-USA]" 
Sony PlayStation 2 [US] (August 30, 2005) "Namco Museum - 50th Anniversary [Model SLUS-21164]" 
Microsoft XBOX [US] (August 30, 2005) "Namco Museum - 50th Anniversary [Model NMO-2201A-NM]" 
Nintendo GameCube [US] (August 30, 2005) "Namco Museum - 50th Anniversary [Model DOL-G5NE-USA]" 
Microsoft XBOX 360 [XBLA] [US] (July 26, 2006) 
Microsoft XBOX 360 [XBLA] [US] (November 4, 2008) "Namco Museum - Virtual Arcade [Model 21022]" 
Sony PlayStation 3 [PSN] [US] (July 16, 2009) "Namco Museum Essentials [Model NPUB-30086]" 
Nintendo Wii [US] (November 16, 2010) "Namco Museum Megamix" 
Nintendo Wii [Virtual Console Arcade] [US] (August 15, 2013) 

* Handhelds : 
Nintendo Game Boy [US] (September 1995) "Arcade Classic No. 3 - Galaga & Galaxian [Model DMG-AGCE-USA]"
Nintendo Game Boy Advance [US] (June 10, 2001) "Namco Museum [Model AGB-ANME-USA]" 
Sony PSP [US] (August 23, 2005) "Namco Museum Battle Collection [Model ULUS-10035]" 
Nintendo Game Boy Advance [US] (August 30, 2005) "Namco Museum - 50th Anniversary [Model AGB-B5NE-USA]" 
Nintendo DS [US] (September 18, 2007) "Namco Museum DS [Model NTR-YNME-USA]" 
Nintendo 3DS [US] (July 26, 2011) "Pac-Man & Galaga Dimensions [Model CTR-APGE-USA]" 

* Computers : 
Commodore C64 [US] (1982) Unlicensed 
Tandy Color Computer [US] (1984) "Galagon" 
PC [MS-DOS] [US] (1997) "Champ Galagon" by CHAMProgramming 
PC [MS Windows, CD-ROM] [US] (October 25, 2005) "Namco Museum - 50th Anniversary" 

* Others : 
Arcade [US] (1995) "Namco Classics Collection Vol.1" 
Arcade [US] (2000) "Ms. Pac-Man/Galaga 20th Anniversary Class of 1981 Reunion" 
Mobile Phones [US] (September 20, 2004) 
Ms. Pac-Man TV Game [US] (2004) by Jakks Pacific 
Arcade [US] (2005) "Pac-Man - 25th Anniversary Edition" 
Ms. Pac-Man TV Game Wireless Version [US] (2005) by Jakks Pacific 
Retro Arcade featuring Pac-Man [US] (2008) by Jakks Pacific 
Apple iPhone/iPod [US] (March 31, 2009) "Galaga Remix [Model 310662030]" 
Arcade [US] (2010) "Pac-Man's Arcade Party" 
Windows Mobile [US] (April 1, 2010) "Galaga by Namco" 
Apple iPhone/iPod [US] (June 9, 2011) "Galaga 30th Collection [Model 413616338]" 
Apple iPhone/iPod [US] (April 20, 2012) "Namco Arcade [Model 465606050]" 
Pac-Man Connect and Play [US] (2012) Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31736&o=2

$end


$megadriv=galahad,
$bio

Galahad (c) 1992 Electronic Arts.

- TRIVIA -

Reviews:
[FR] Consoles+ No. 13 (October 1992): 86/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70976&o=2

$end


$info=starfght,
$bio

Galaktron (c) 1979 Jeutel.

- TRIVIA -

The titlescreen title says 'Je suis le Galaktron', this translates from French as 'I'm the Galaktron'.

Fore more information about the game itself, please see the original Galaxian entry.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5172&o=2

$end


$m5_cart=galax,
$bio

Galax (c) 1981 NAMCO, Ltd. [Tokyo, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95349&o=2

$end


$info=galaxi,
$bio

Galaxi (c) 2000 B.R.L.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=27325&o=2

$end


$info=galaxia,galaxiaa,galaxiab,galaxiac,
$bio

Galaxia (c) 1979 Zaccaria.

- TECHNICAL -

Main CPU : S2650 (@ 2 Mhz)

Screen orientation : Vertical
Video resolution : 256 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 256

Players : 1

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4946&o=2

$end


$cpc_cass=galaxiau,
$bio

Galaxia (c) 1984 Kuma Computers, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96437&o=2

$end


$info=galaxian,galaxiana,galaxbsf,galaxianbl,galaxbsf2,
$bio

Galaxian (c) 1979 Namco.

Galaxian is a legendary single-screen shoot-em-up that took everything that made Taito's ground-breaking "Space Invaders" so good, and improved upon it on every level. Each screen starts with a wave of multi-colored aliens moving left and right at the top of the screen; the aliens quickly break ranks and start dive-bombing the Galaxip (player's ship) - either in single units or in groups of 3 - dropping multiple missiles as they descend. All of the aliens need to be destroyed before the player can progress to the next wave. 

- CAST OF CHARACTERS - 

Galaxip : This is the name of the ship which you control at the bottom of the screen. 

Galaxian : These attacking aliens come in three varieties: blue, purple, and red. They begin in formation at the top of the screen and will occasionally swoop down to attack you before returning to their position in the formation. 

Flagship : At least two of these appear at the top of the formation at the start of each stage. They will swoop down to attack with one or two red Galaxians if any are nearby. If a flagship is one of the last enemies left of the screen, it will run away and appear as a third Flagship at the start of the next stage.

- TECHNICAL -

This was the first title to use the now familiar 'Namco Cabinet', which was used for Galaxian, "Galaga", "Pac-Man", "Ms. Pac-Man". Several other titles used nearly identical cabinets as well. These machines are white, with painted sideart of a green dragonfly alien (done up in blue, green. and black). The marquee is rather large and displays a blue and green 'Galaxian' logo (which is painted on a sheet of glass, they don't make them like that anymore). The control panel and monitor bezel are not highly decorated, but do feature some game instructions. Finally this machine uses neon green t-molding (edge trim), it is difficult to find replacement trim in that same exact shade.

The earliest Galaxian machines used a 25-inch G02 monitor, but later machines shipped with the standard 19-inch Electrohome G07 monitor. Any normal standard resolution arcade monitor should work as a replacement. "Pac-Man" PCBs will work in Galaxian machines, but require a 4-way joystick, instead of the 2-way model that Galaxian normally has. The sound pinout is also different, so one would need to rewire the connector to hear any Pac-Man sounds. You can also plug a Galaxian PCB into a Pac-Man. Again, the sound would need to be wired up at the connector and you'd have to push UP on the joystick to fire.

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : Tone generator and discrete circuits

Players : 2
Control : 2-way Joystick 
Buttons : 1 (FIRE) 

Alternate Japanese cabinet versions):
Buttons : 3 (LEFT, RIGHT, FIRE)

- TRIVIA -

Galaxian was released in October 1979 in Japan. 

Galaxian was the first video game to be released with 100 percent of its graphics displayed in true R.G.B. color. 

Space battles of all kinds played a major role during the golden age of video games. With the introduction of Galaxian, players were transported to the most colorful and challenging space battle yet.

* A place in video game history : "Galaxian captivated the minds of quite a few arcade enthusiasts," said Chris Lindsey, director of the National Video Game and Coin-Op Museum in St. Louis. "It was a relatively early entry in the golden age of video games, and it capitalized on the enthusiasm created by the earlier video game classic, "Space Invaders", while providing a more colorful, enjoyable, and demanding gaming experience.
Galaxian had smarter bad guys than "Space Invaders", and it demanded that the player really pay attention to what was going on. And there were no shields, like many games have today. You really had to stay on the ball. Galaxian also had great sound and used elements that have since become standard -- such as flags and other symbols to mark the player's progression through different levels of game play.".

* The great 25-cent escape : "Galaxian definitely gets an enthusiastic response," Lindsey said. "In fact, I deliberately position the game near the entrance of the museum. Often it's the first game people go to." Lindsey often sees parents trying to convey to their child the excitement of these great games. "It is funny for me when I see a father trying to explain a game to his kid. Junior really just wants to get on the game and figure it out, and Dad wants to do a demo. Dad starts instructing Junior while Junior is sort of looking around, wondering how he can get away. But Dad continues, busily explaining the nuances of the game, which he knows Junior can't get on the first play. This all shows the enthusiasm that a certain generation still has for these terrific games."
With or without a parent's help, Lindsey sees a younger generation embracing the classic arcade games. "Kids by themselves will actually do quite well on these games," Lindsey said. "I'm somewhat surprised when I see how good kids are at picking up games. I sort of think that because I'm older, I should be able to play better, and that's not always the case with video games. That's a lesson an entire generation has had to learn.".

* Namco notes : Galaxian was one of Namco's first video games, and engineers throughout the company were gathered into a special team. As the game neared completion, the engineers suspected they had created a good game because other Namco employees were extremely "excited and crazy about the game." Once Galaxian was released, they knew they had a winner because, as one Namco engineer reported, "People [at the arcades] piled their coins onto the game cabinets to keep playing, and those who were waiting were very irritated because their turn never came. There were huge lines of people around each machine.".

The Galaxian Flagship became a trademark of Namco as it makes cameo appearances in other Namco classics :
* "Pac-Man" (1980) and "Pac-Man Plus" (1982) : The flagship makes an appearance as the bonus fruit in rounds 9 and 10, and is worth 2,000 points if Pac-Man eats it. 
* "Galaga" (1981) : The flagship makes an appearance as one of the "transform" ships. It splits into 2, then 3 clones of itself. They are worth 160 points each, and killing all 3 scores a bonus of 3,000 points. 
* "Dig Dug" (1982) : The flagship makes an appearance as the bonus vegetable in rounds 16 and 17, and is worth 7,000 points if Dig Dug picks it up. 
* "Super Pac-Man" (1982) : All regular edible items on rounds 15, 31, 47, and 63 are flagships, and they are worth 150 points each. Starting from their second appearance, Round 31, they are 160 points instead. 
* "Pac & Pal" (1983) : The flagship makes an appearance as one of the "special items" that make Pac-Man turn blue when eaten, and allows him to stun the ghosts for a short while by shooting a Galaga-style tractor beam. It is worth 1,000 points if Pac-Man eats it or intercepts it from Miru. 
* "Pac-Land" (1984) : The ghosts in airplanes sometimes drop flagships and they are worth 7,650 points (765 being Namco's goroawase number in Japanese) if eaten. 
* "Super Xevious" (1984) : The flagship makes an appearance in a silver form and as an enemy, and sometimes several of them attack at once. They are worth 300 points each. 
* "Quester" (1987) : In Round 5, the bricks form a Galaxian Flagship.
* "Pac-Mania" (1987) : The flagship makes a 3-D appearance as a special item and in two forms as well, the other one being the silver form from "Super Xevious". The regular one and the silver one are worth 7,650 points if eaten.
* "Pistol Daimyo no Bouken" (1990) : The flagship makes an appearance as an enemy along with the other Galaxian characters, and they attempt to hit Pistol Daimyo with their fire. 
* "Tinkle Pit" (1993) : The flagship also makes an appearance with the other Galaxian characters, but this time they appear as bonus items. It is worth 800 points if collected. 
* "Tekken" (1994 - Arcade, 1995 - PlayStation) and "Tekken 2" (1995 - Arcade, 1996 - PlayStation) : Winning at least seven rounds in Arcade Vs. mode will reveal the Galaxian flagship on the lower left (or right) hand corner of the screen. In order for this to work, "Number of Wins Shown By" must be set to Fruit. 
* "Namco Classic Collection Vol.1" (1995) : The flagship makes an appearance in "Galaga Arrangement" as a Challenging Stage enemy in Space-Plant Zone (Stage 20) and normally in Space-Flower Zone (Stage 26). If killed normally, they are worth 150 points. If killed in Challenging Stage, they are worth 300 points.
* "Namco Classic Collection Vol.2" (1996) : The flagship appears in both "Pac-Man Arrangement" and "Dig Dug Arrangement". In "Pac-Man Arrangement", it makes its appearance in World 4-1 and 4-2 and is worth 5,000 points if Pac-Man eats it. In "Dig Dug Arrangement", it appears in Stages 17 and 18 and is worth 7,000 points if Dig Dug picks it up.
* "Pac-Man World" (1999) : The flagship appears again in a Pac-Man game. This time, the item must be collected in order to access the mazes.
* "Pac-Man World 2" (2002) and "Pac-Man World 3 (2005) : The flagship teleports Pac-Man to mazes. The point value will be the same as the points earned in the maze (if completed), plus 2000.
* "Namco Museum Battle Collection" (2005) : The arrangement versions of "Pac-Man" and "Dig Dug", later called "Pac-Man Remix" and "Dig Dug Remix" in the iOS version, feature the flagship. "Pac-Man Remix" features both the flagship, worth 3,200 points, and the red drone, worth 2,800 points, as fruit items, while on "Dig Dug Remix", the flagship is a vegetable item and is worth 7,000 points. 
"Dig Dug - Digging Strike" (2005) : Just like the first "Dig Dug", the flagship appears as a vegetable on stage 13, except it's worth 6,000 points.
"Pac-Man Championship Edition" (2007) and "Pac-Man Championship Edition DX" (2010) : The flagship reappears, but is this time joined by the Galaga Boss, Queen Gaplus, and two drones, one each from "Galaga" and Galaxian.

Gary Whelan holds the official record for this game with 1,114,550 points, achieved August 24, 2006 at Dukinfield in the UK.

The game can be played while the main game loads in the Sony PlayStation's port of "Ridge Racer".

- UPDATES -

The only code difference between the original Namco version and the licensed Midway version is that the 'Bonus Galaxip' text is printed on a different line.

In Namco Set 2 : 
* Lives dip switch can be set to 3 or 5 lives. The default is 3 lives.
* Extra life dip switch can be set to 4,000 (meaning a bonus Galaxip at 4,000 points), 5,000 points, 7,000 points, or None (meaning no bonus Galaxip at any time). The default is 4,000.

In Midway Set 2 : 
* Extra life dip switch can be set to None, 3,000, 4,000, or 5,000. The default is None.

In the bootleg version : 
* Extra life dip switch can be set to None, 20,000, 40,000, or 80,000. The default is None.

- SCORING -

Blue Galaxian: 30 points in formation, 60 points in flight
Purple Galaxian: 40 points in formation, 80 points in flight
Red Galaxian: 50 points in formation, 100 points in flight
Flagship: 60 points in formation, 150 points in flight
Flagship: 200 points in flight with one escort
Flagship: 300 points in flight with two escorts, Flagship killed before both escorts
Flagship: 800 points in flight with two escorts, Flagship killed after both escorts

* The maximum possible score shown is 999,990. Scores higher than this roll back to zero, but the high score will show the last score achieved before the rollover, which can vary from 999,990 to 999,200.

- TIPS AND TRICKS -

* The action starts immediately as soon as you start your game. The Galaxians will be set up in formation and your Galaxip will be placed in the middle of the bottom of the screen. The action starts immediately. You can only have one shot in the air at any time so plan your shots accordingly. The game starts off slowly with only 2 or 3 Galaxians attacking your Galaxip at one time. They will drop 3 to 4 laser shots. As the waves progress, more Galaxians will come after your Galaxip until you will usually have 10-15 at any one time swooping down on it.

Each wave starts out with the Galaxians in formation, in the following quantities (in order from top to bottom) :
Flagships : 2 (plus any that have escaped from battle in the previous wave, up to a maximum of 4 altogether)
Red Galaxians (Escorts) : 6 (in 1 row, directly below the flagships)
Purple Galaxians : 8 (in 1 row, directly below the red Galaxians)
Blue Galaxians : 30 (in 3 rows of 10, directly below the purple Galaxians)

Flagships and red Galaxians are special enemies : they create convoys. Flagships have other special properties (see below). Purple and blue Galaxians are regular enemies.

* The Galaxip can fire only shot on the screen at a time. It is possible to kill 2 enemies with one shot if they are flying extremely close to each other.

* Missiles shot at the formation which miss by going between columns or near an outer edge of a column, will cause the formation to pause its left-right movement for a very short moment. This will usually, but not always, prevent missed shots near the columns from hitting the enemies in the upper rows of the formation which might otherwise be hit by moving into the shot as it flies by.

* Enemies peel away from the formation and attack the Galaxip. Enemies fire at the Galaxip during their attack, but they can’t fire after they pass an invisible horizontal line just above the Galaxip.

* Enemies always begin attack runs from the edges of the formation, never from the middle. This also applies to Flagships but it is not readily observable unless there are 3 or 4 Flagships present.

* A 'swarm' is triggered by either of 2 criterion :
1. The total number of enemies in formation is 3 or less.
2. The total number of blue and purple Galaxians in formation is zero. This can occur when there are many Flagships and red Galaxians still present in formation.

* When the 'swarm' starts, enemies that begin an attack do not return to formation : they keep attacking. Once started, a 'swarm' can only be ended by killing all of the enemies and/or letting them escape, or by the Galaxip getting hit. 

* Before the 'swarm' starts, enemies that attack, which are not killed, return to the formation. Since these enemies were on the edge of the formation and able to attack once, they are very likely to attack again soon.

* When not in 'swarm', a maximum of 4 regular enemies can attack at any one time.

* Flagships and convoys can attack at any time as long as another convoy attack is not already commencing; only one convoy attack can happen at a time.

* A Flagship will always create a convoy with the maximum number of red escorts available to it, unless the 'swarm' has started.

* The Flagships 'capture' up to 3 red escorts while they are in formation :  Whenever there is a Flagship in formation directly above an escort or above it to one side, that escort is captured and cannot attack on its own. This capture effect ends when a 'swarm' begins.

* The Flagships can escape from the battle only if all three red escorts under their place in the formation have been killed. Flagships that escape will appear on the next attack wave, up to a maximum of 4 Flagships at the start of any wave.

* When an attacking Flagship is killed, all enemies stop firing for a short period of time. If this kill occurs before the 'swarm', there will also be no new attacks from the formation during this period. These benefits never occur for killing a Flagship that is in formation.

* The flags which count the rounds show a maximum of round 48; rounds 48 and up are shown as round 48. However if round 256 is achieved, the flags start to roll over, but with some graphical glitches; the flags that were showing round 48 begin to get overwritten, one at a time. This results in the big 10-flags being cut in half by the regular flags which start to appear, until all 4 of the 10-flags are replaced by small ones. 16 single flags show during rounds 256+8 and 256+9 (rounds 264 and 265). The glitch ends at round 256+10 (266), which shows a single 10 flag.

* After wave 1, it is possible to kill any one enemy, even a Flagship, in a brand new formation by shooting at just the right time and place before the formation teleports in at the start of a new round.

* The Galaxians that come down in a smooth pattern are the easiest to kill plus their shots are easy to avoid. The hard ones to kill (usually the purple Galaxians) are the ones where the Galaxian 'bounces' from side-to-side dropping shots since those shots cover a very large area.

* The corners can be a death trap. When the Galaxians come down firing, their shots do not come straight down but they angle toward the direction that the Galaxian is traveling. In addition, the Galaxians have a tendency to 'charge' into the corners. You get the points if a Galaxian rams your Galaxip but you also lose your Galaxip in the process.

* The Flagships are the big points in the game. Try to avoid shooting the red Galaxians since they act as escorts for the Flagship. Wait until a Flagship comes down with two escorts. If you can't get aligned to take all three out quickly, let them pass. If you do get a good angle on them, you will have to fire quickly to pick off the two escorts first, then the Flagship. If you hit the Flagship first, you get significantly less points.

* Do not stop moving. If you do, you will be caught in a crossfire. The Galaxians tend to leave small areas of safety open between their shots. Also, make sure you are constantly hitting their formation to reduce their numbers (again, don't kill off the red ones).

* As you progress into the higher waves, the Galaxians tend to move quicker, fly more erratic patterns, and 'gang up' on your Galaxip. Plan accordingly for this.

- SERIES -

1. Galaxian (1979)
2. Galaga (1981)
3. Gaplus (1984) : also known in the USA as "Galaga 3"
4. Galaga '88 (1987)
5. Galaxian 3 Theatre 6 - Project Dragoon (1990)
6. Galaxian 3 Theatre 6 J2 - Attack Of The Zolgear (1994)
7. Galaga Arrangement (1995) : part of "Namco Classics Collection Vol.1"
8. Galaga - Destination Earth (2000, GBA, PC CD-ROM and PlayStation)
9. Galaga Arrangement (2005, PSP) : part of "Namco Museum Battle Collection" 
10. Galaga Remix (2007, Wii) : part of "Namco Museum Remix" 
11. Galaga Legions (2008, XBLA)
12. Galaga Legions DX (2010, PSN, XBLA)
13. Galaga 3D Impact (2011, Nintendo 3DS) : part of "Pac-Man & Galaga Dimensions"

- PORTS -

NOTE: For ports released in North America, please see the Midway Upright model entry.

* Consoles : 
Epoch Cassette Vision [JP] (August 10, 1981)
Atari 2600 [JP] (1983)
Nintendo Famicom [JP] (September 7, 1984) "Galaxian [Model NGX-4500]" 
Nintendo Famicom Disk [JP] (July 20, 1990) "Galaxian [Model NDS-GXN] 
Sony PlayStation [JP] (June 21, 1996) "Namco Museum Vol.3 [Model SLPS-00390]" 
Sony PlayStation [AU] (1997) "Namco Museum Vol.3" 
Sony PlayStation [EU] (February 1997) "Namco Museum Vol.3 [Model SCES-00268]" 
Sony PlayStation 2 [JP] (January 26, 2006) "Namco Museum Arcade Hits! [Model SLPS-25590]" 
Microsoft XBOX [EU] (March 24, 2006) "Namco Museum - 50th Anniversary" 
Sony PlayStation 2 [EU] (March 31, 2006) "Namco Museum - 50th Anniversary [Model SLES-53957]" 
Nintendo GameCube [EU] (May 5, 2006) "Namco Museum - 50th Anniversary [Model DOL-G5NP-EUR]" 
Nintendo Wii [JP] (December 6, 2007) "Minna de Asobou! Namco Carnival" [Model RVL-RNWJ-JPN]" 
Nintendo Wii [EU] (April 18, 2008) "Namco Museum Remix [Model RVL-RN2P]" 
Nintendo Wii [KO] (April 26, 2008) "Namco Museum Remix" 
Nintendo Wii [AU] (May 1, 2008) "Namco Museum Remix [Model RVL-RN2P]" 
Microsoft XBOX 360 [EU] (May 15, 2009) "Namco Museum - Virtual Arcade" 
Microsoft XBOX 360 [AU] (June 3, 2009) "Namco Museum - Virtual Arcade" 
Nintendo Wii [Virtual Console Arcade] [JP] (September 29, 2009) 
Microsoft XBOX 360 [JP] (November 5, 2009) "Namco Museum - Virtual Arcade [Model 2RD-00001]" 

* Handhelds : 
Nintendo Game Boy [UK] (1995) "Arcade Classic No. 3 - Galaga & Galaxian [Model DMG-AGCP-UKV]" 
Nintendo Game Boy [EU] (1995) "Arcade Classic No. 3 - Galaga & Galaxian [Model DMG-AGCP-NOE]" 
Nintendo Game Boy [JP] (1995) "Galaga & Galaxian [Model DMG-AGCJ-JPN]" 
Nintendo Game Boy [JP] (November 29, 1996) "Namco Gallery Vol.2 [Model DMG-AN2J-JPN]" 
Nintendo Game Boy Advance [JP] (December 7, 2001) "Namco Museum [Model AGB-ANMJ-JPN]" 
Nintendo Game Boy Advance [EU] (December 7, 2001) "Namco Museum [Model AGB-ANMP]" 
Sony PSP [JP] (February 24, 2005) "Namco Museum [Model ULJS-00012]" 
Sony PSP [KO] (May 2, 2005) as 'Old Galaga' in "Namco Museum [Model UCKS-45005]" : Marks the only ever official connection between the Galaxian and Galaga series
Sony PSP [EU] (December 9, 2005) "Namco Museum Battle Collection [Model UCES-00116]" 
Nintendo DS [JP] (October 11, 2007) "Namco Museum DS [Model NTR-YNMJ-JPN]" 
Nintendo DS [EU] (February 29, 2008) "Namco Museum DS [Model NTR-YNMP]" 

* Computers : 
Exidy Sorcerer [EU] 
Apple II [JP] (1980) Star Craft Tokyo 
Apple II [JP] (1981) "Alien Typhoon" by Star Craft 
BBC B [EU] (1982) "Arcadians" by Acornsoft 
Acorn Electron [EU] (1982) "Arcadians" by Acornsoft 
Sinclair ZX81 [EU] (1982) "ZX Galaxians" by Artic 
Sinclair ZX Spectrum [EU] (1982) by Artic 
Commodore C64 [EU] (1983) "Galaxions" by Solar Software 
Commodore C64 [EU] (1983) 
Sinclair ZX Spectrum [EU] (1983) by Atarisoft 
Sinclair ZX Spectrum [UK] (1983) "Galactians" by DK'Tronics 
MSX [JP] (1984)
MSX [EU] (1984) by Bug-Byte 
Fujitsu FM-7 [JP] (1985) 
Sharp X1 [JP] by Dempa 
NEC PC-88 [JP]
Atari ST [EU] (1993) "Galaxian" - PD / Shareware by Sinister Developments 
PC [MS-DOS] [EU] (1996) "Galaxi" - PD / Shareware by Kurt W. Dekker 
Commodore Amiga [EU] (1998, "Galaxians v1.3" by PD / Shareware - Kev Gallagher 
PC [MS Windows, CD-ROM] [JP] (December 24, 1998) "Namco History Volume 4" 
PC [MS Windows, CD-ROM] [AU] (March 27, 2006) "Namco Museum - 50th Anniversary" 
PC [MS Windows, CD-ROM] [EU] (May 19, 2006) "Namco Museum - 50th Anniversary" 

* Others : 
VFD tabletop game (1980) by Bandai 
VFD tabletop game (19??) "Moon Alien", alt. name, by Bandai 
VFD tabletop game [JP] (19??) "Beam Galaxian" by Bandai 
VFD handheld game (1981) "Galaxian 2" by Entex (or Futuretronics) : called Galaxian 2 because it can be a two-player game. 
VFD handheld game [JP] (1981) "Astro Galaxy" by Entex. 
VFD handheld game (1981) "Astro Invader", Hales release by Entex 
LCD Keychains handheld game (1997) by Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=901&o=2

$end


$info=galaxiani,
$bio

Galaxian (c) 1979 Irem Corp.

License from Irem Corp. For more info about the game itself, please see the Galaxian entry.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48286&o=2

$end


$info=galaxiant,
$bio

Galaxian (c) 1979 Taito Corp.

- TRIVIA -

Licensed from Namco to Taito for manufacture and distribution. For more information about the game, please see the original Namco entry.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=39117&o=2

$end


$info=galaxrf,galaxrfgg,
$bio

Galaxian (c) 1980 R. Franco [Recreativos Franco].

Spanish bootleg.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72299&o=2

$end


$info=cgalaxn,
$bio

Galaxian (c) 1982 Coleco Industries, Inc.

Tabletop VFD game based on the famous arcade video game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94344&o=2

$end


$ibm5150,ibm5150_cass=galaxian,
$bio

Galaxian (c) 1983 Atarisoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83622&o=2

$end


$ibm5150,ibm5150_cass=galaxant,
$bio

Galaxian (c) 1983 Tengen, Inc. [Milpilas, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83623&o=2

$end


$pc8801_cass=galaxian,galaxiana,
$bio

Galaxian (c) 1983 Dempa Shinbunsha [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91225&o=2

$end


$pc8801_flop=galaxian,
$bio

Galaxian (c) 1983 Dempa Shinbunsha [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91870&o=2

$end


$msx1_cass=galaxian,
$bio

Galaxian (c) 1984 Bug Byte

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94664&o=2

$end


$x1_cass=galaxian,
$bio

Galaxian (c) 198? Dempa Shinbunsha [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86223&o=2

$end


$x68k_flop=galaxian,
$bio

Galaxian (c) 1996 XYZ [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88255&o=2

$end


$sms=galaxian,
$bio

Galaxian (c) 199? HiCom

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56033&o=2

$end


$a2600=galaxianc,
$bio

Galaxian (c) 19?? CCE

South American release. See Atari's "Galaxian [Model CX2684]" for more information about the game itself.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50524&o=2

$end


$a2600=galaxiandv,
$bio

Galaxian (c) 19?? Digivision

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50525&o=2

$end


$x68k_flop=galaxia2,
$bio

Galaxian 2 (c) 1996 68 Bank

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88256&o=2

$end


$info=egalaxn2,
$bio

Galaxian 2 (c) 1981 Entex Industries, Inc.

- TECHNICAL -

Model 6023

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94351&o=2

$end


$info=gal3,
$bio

Galaxian 3 - Project Dragoon (c) 1993 Namco.

All players man gun pods on the Starship Dragoon. Their objective to to shoot down enemies to protect the ship and their shared life meter.

- TECHNICAL -

[Theater 6]

Namco System 21 Feature Laser Disc
Players : 6 Players
Video : 2 x 110inch RGB Projectors - 18 Foot Wide Screen
Sound : 4 channel BOSE sound system
Dimensions : 5 metres wide, 4.9 metres Long, 2.4 metres High
Controls : Gun yoke type controller

- TRIVIA -

Released in December 1992 in Japan.

The version was largely based on a Japanese theme park attractions (Model GH-28 and GM-16) which debuted in 1990.

- SERIES -

1. Galaxian (1979)
2. Galaga (1981)
3. Gaplus (1984) : also known in the USA as "Galaga 3"
4. Galaga '88 (1987)
5. Galaxian 3 Theatre 6 - Project Dragoon (1990)
6. Galaxian 3 Theatre 6 J2 - Attack Of The Zolgear (1994)
7. Galaga Arrangement (1995) : part of "Namco Classics Collection Vol.1"
8. Galaga - Destination Earth (2000, GBA, PC CD-ROM and PlayStation)
9. Galaga Arrangement (2005, PSP) : part of "Namco Museum Battle Collection" 
10. Galaga Remix (2007, Wii) : part of "Namco Museum Remix" 
11. Galaga Legions (2008, XBLA)
12. Galaga Legions DX (2010, PSN, XBLA)
13. Galaga 3D Impact (2011, Nintendo 3DS) : part of "Pac-Man & Galaga Dimensions"

- PORTS -

* Consoles :
Sony PlayStation (Apr.1996) [4-Player]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=29144&o=2

$end


$info=galap4,
$bio

Galaxian Part 4 (c) 1979 G.G.I.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : Tone generator and discrete circuits

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette colors : 98

Players : 2
Control : 2-way joystick
Buttons : 1

- TRIVIA -

The graphics have been altered and the game has been made more difficult.

- SCORING -

Blue Galaxian : 30 points in formation, 60 points in flight 
Purple Galaxian : 40 points in formation, 80 points in flight 
Red Galaxian : 50 points in formation, 100 points in flight 
Flagship : 60 points in formation, 150 points in flight 
Flagship : 200 points in flight with one escort 
Flagship : 300 points in flight with two escorts, Flagship killed before both escorts 
Flagship : 800 points in flight with two escorts, Flagship killed after both escorts

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=902&o=2

$end


$info=galapx,
$bio

Galaxian Part X (c) 1979.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : Tone generator and discrete circuits

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette colors : 98

Players : 2
Control : 2-way joystick
Buttons : 1

- TRIVIA -

Considered as a hack of "Galaxian", this game seems more like a hack of "Moon Alien" by Nichibutsu, but with the graphics changed to look more like "Galaxian". This explains why the shots move with the ship and why the fuel gauge is there. Galaxian also didn't use a 'title screen' formed with graphics, it went straight through to 'We are the Galaxians'. Also, the rate of fire is much faster and the alien's movements are more random.

- SCORING -

Blue Galaxian : 30 points in formation, 60 points in flight 
Purple Galaxian : 40 points in formation, 80 points in flight 
Red Galaxian : 50 points in formation, 100 points in flight 
Flagship : 60 points in formation, 150 points in flight 
Flagship : 200 points in flight with one escort 
Flagship : 300 points in flight with two escorts, Flagship killed before both escorts 
Flagship : 800 points in flight with two escorts, Flagship killed after both escorts

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=903&o=2

$end


$info=galturbo,
$bio

Galaxian Turbo (c) 1980.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : Tone generator and discrete circuits

Players : 2
Control : 2-way joystick
Buttons : 1

- TRIVIA -

This hack is much faster and the aliens move in a different pattern.

- SCORING -

Blue Galaxian : 30 points in formation, 60 points in flight 
Purple Galaxian : 40 points in formation, 80 points in flight 
Red Galaxian : 50 points in formation, 100 points in flight 
Flagship : 60 points in formation, 150 points in flight 
Flagship : 200 points in flight with one escort 
Flagship : 300 points in flight with two or more escorts, Flagship killed before two escorts 
Flagship : 800 points in flight with two or more escorts, Flagship killed after at least two escorts

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=904&o=2

$end


$x1_flop=galaxian,
$bio

Galaxian X-1 (c) 198? Dempa Shinbunsha [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85989&o=2

$end


$x68k_flop=galax68k,
$bio

Galaxian X68K (c) 19?? Gyo [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88257&o=2

$end


$msx1_cart=galaxian,galaxianb,galaxiana,
$bio

Galaxian [Model 03] (c) 1984 Namco, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77091&o=2

$end


$astrocde=galaxian,
$bio

Galaxian (c) 1981 Astrovision, Inc.

- TECHNICAL -

Game ID: 2011

- TRIVIA -

This is the original name of "Galactic Invasion". Besides the name change on
the label (and menu), there seem to be some differences between these ROMs.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86802&o=2

$end


$coleco=galaxian,galaxiana,
$bio

Galaxian (c) 1983 Atarisoft.

- TECHNICAL -

Game ID: 70006

- TRIVIA -

A programmer's note is hidden in the ROM at 0x0302:
GRAPHICS AND PROGRAM BY JAMES D. EISENSTEIN08/11/83
DEDICATED TO THE ONE I LOVE

The identity of 'the one' is at 0x4645:
I LOVE YOU, JENEANE

- STAFF -

GRAPHICS AND PROGRAM BY: JAMES D. EISENSTEIN

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53287&o=2

$end


$a2600=galaxian,galaxiane,galaxianp1,galaxianp2,
$bio

Galaxian (c) 1983 Atari, Incorporated.

The object of the game is to destroy the Galaxian fleet before they blast your laser base to stardust. The fleet lines up in ranking order before plunging down to bombard your laser base. If a Galaxian survives a bombing run, he returns to his original position.

You begin the game with three laser bases, and score points for each Galaxian destroyed with your laser missiles. You earn extra points for destroying a Galaxian in flight, and at 7000 points, you receive a bonus laser base.

The Galaxian fleet attacks in waves. Each time you manage to destroy an entire wave, another fiercer wave is launched.

- TECHNICAL -

Model CX2684

- TIPS AND TRICKS -

WARNING: Sometimes exploding particles from a destroyed red escort are deadly.

Shoot escorts (red members of the Galaxian fleet) only when they are escorting a Flagship; shoot the Flagship only in flight. Doing this will help you score higher points.

Study the Galaxian attack patterns; that way you'll know what to expect from each member of the Galaxian fleet.

If you need a rest while fighting waves 1 and 2 of the Galaxian attacks, go to the extreme right or extreme left of the screen for a few seconds. During the higher level waves, stay away from the corners to avoid being trapped by a Galaxian.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50523&o=2

$end


$a5200=galaxian,
$bio

Galaxian (c) 1982 Atari, Incorporated.

Your game objective is to destroy the Galaxian fleet before it destroys you. In doing so, you score points--the player with the most points wins. Galaxian battle strategy is to attack in a succession of accelerating waves; each wave fiercer than the last. Waves are depicted with flags at the top, right corner of the screen (see Figure 1 for flags). One flag appears during the first wave, two flags during the second wave, and so on. There is a total of 32 waves in the GALAXIAN game; if you survive beyond wave 16, you're a real pro.

You start the game with three intergalactic command ships--one at the line of battle and two reserves at the top, center of the screen as shown in Figure 1. Slide your command ship right and left to dodge Galaxian fire. At the same time, fire intergalactic missiles to protect your command ship. You lose a command ship each time it is hit by either a Galaxian missile or a collision with a Galaxian. When all three command ships have been destroyed, the game is over.

The Galaxian fleet lines up in ranking order before individually plunging down, bombarding your ship, and then flying back to the lineup. That is, if you don't shoot them first! These creatures are cagey, they'll tease you, diving down, firing, and then dodging your intergalactic fire. The excitement builds as the battle gets tougher. This game requires some quick evasive action and lots of planned strategy. The longer you survive, the more surprises you're in for. You never know what the Galaxian fleet has up their sleeves. Be on the lookout for just about anything.

The GALAXIAN game includes 10 skill levels, 0 through 9, and one easy version for beginners.
The easy version allows you to destroy the Galaxian fleet without them firing back at you. The only way you can lose a turn in this version is by head-on collision with a Galaxian.
Games 0 through 9 offer varying degrees of challenge; Game 0 is relatively easy and Game 9 is very difficult. The Galaxian fleet fires at you throughout these games. In the harder games they fire faster with more missiles. In some games they fire in a noticeable pattern, while in others they fire randomly.
All GALAXIAN games may be played by one or two players, each taking turns until their command ship is destroyed. In the case of a two-player game using two 5200 controllers, the player using jack 1 is player 1. In two-player games with one 5200 controller or a TRAK-BALL, simply pass the controller between turns.

- TECHNICAL -

Model CX5206

- SCORING -

Flagships: 60 Points.
Hornets: 50 Points.
Emissaries: 40 Points.
Drones: 30 Points.

Destroying a Flagship in flight earns you bonus points as follows:
Flagship with no Escorts: 150 Points.
Flagship with one Escort: 200 Points.
Flagship with two Escorts: 300 Points.
Destroy Both Escorts then the Flagship: 800 Points.

- TIPS AND TRICKS -

* In Games 0 through 9, when a Flagship is destroyed in flight, the rest of the fleet stops firing for a few seconds of mourning. This is your big chance to get the escorts and any other warriors that you can. This may be the only time that they aren't firing at you.

* It's a good idea to play a few games at the easy level when you're just learning to play GALAXIAN. This will help you develop skill and strategy.

* Always have a strategical escape planned to avoid patterns of missile attacks. Think fast and scan the screen for methods of outsmarting the Galaxian fleet.

* Some members of the Galaxian fleet are incredibly difficult to destroy, but with practice you'll even outsmart them!

- STAFF -

Programmer: Joseph Tung
Graphics: Alan Murphy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50044&o=2

$end


$a800=galaxian,
$bio

Galaxian (c) 1981 Atari, Incorporated.

- TECHNICAL -

Game ID: CXL4024

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82566&o=2

$end


$famicom_flop=galaxian,
$bio

Galaxian (c) 1990 Namco, Limited.

- TECHNICAL -

Game ID: NDS-GXN

- TRIVIA -

Galaxian for Famicom Disk System was released on July 20, 1990 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65342&o=2

$end


$nes=galaxian,galaxiana,
$bio

Galaxian (c) 1984 Namco, Limited.

- TECHNICAL -

Cartridge ID: NGX-4500

- TRIVIA -

Galaxian for Famicom was released on September 7, 1984 in Japan.

- STAFF -

By: Haruhisa Udagawa

- PORTS -

* Consoles :
Philips CD-I [EU] (1996) "Arcade Classics"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54106&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=galaxian,
$bio

Galaxian (c) 1984 Atarisoft

- TECHNICAL -

[Model RX8541]

- TRIVIA -

HIDDEN MESSAGE: ''1984 DESIGNERSOFTWAREBILL BOGENREIF 6'' can be found in the compiled code listing.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84426&o=2

$end


$c64_cart,c64_flop=galaxian,
$bio

Galaxian (c) 1983 Atari, Incorporated.

- TECHNICAL -

Game ID: RX8542

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53583&o=2

$end


$info=galaxianm,galaxianmo,
$bio

Galaxian (c) 1979 Midway Mfg. Co.

Export release by Midway for North America. Game developed in Japan by Namco. For more information about the game itself, please see the original Namco Upright model entry.

- TECHNICAL -

[Upright model]
[No. 866]

- TRIVIA -

Galaxian was released in December 1979 in the USA by Midway, under license from Namco. 

A Galaxian unit appears in the 1983 movie 'Joysticks' and the sitcom 'Two and a Half Men'; Season 5, Episode 2 (People Who Love Peepholes). It is also heard (but not seen) in the 1987 James Bond movie 'The Living Daylights'.

- PORTS -

NOTE: Only ports released in North America are listed here. For ports released outside North America, please see the original Namco Upright model entry.

* Consoles : 
Bally Astrocade [US] (1977) "Galactic Invasion [Model 2011]" by Activision  
Atari XEGS 
Atari 5200 [US] (1982) "Galaxian [Model CX5206]" 
Emerson Arcadia 2001 [US] (1982) "Galactica" clone, as "Space Attack [Model 1013]" 
Atari 2600 [US] (1983) "Galaxian [Model CX2684]" 
Colecovision [US] (1983) "Galaxian [Model 70006]" 
Sony PlayStation [US] (January 31, 1997) "Namco Museum Vol.3 [Model SLUS-00398]" 
Nintendo 64 [US] (October 31, 1999) "Namco Museum 64 [Model NUS-NNME-USA]" 
Sega Dreamcast [US] (June 25, 2000) "Namco Museum [Model T-1403N]" 
Sony PlayStation 2 [US] (December 4, 2001) "Namco Museum [Model SLUS-20273]" 
Microsoft XBOX [US] (October 9, 2002) "Namco Museum" 
Nintendo GameCube [US] (October 9, 2002) "Namco Museum [Model DOL-GNME-USA]" 
Sony PlayStation 2 [US] (August 30, 2005) "Namco Museum - 50th Anniversary [Model SLUS-21164]" 
Microsoft XBOX [US] (August 30, 2005) "Namco Museum - 50th Anniversary [Model NMO-2201A-NM]" 
Nintendo GameCube [US] (August 30, 2005) "Namco Museum - 50th Anniversary [Model DOL-G5NE-USA]" 
Nintendo Wii [US] (October 23, 2007) "Namco Museum Remix [Model RVL-R2NE-USA]" 
Microsoft XBOX 360 [US] (November 4, 2008) "Namco Museum - Virtual Arcade [Model 21022]" 
Nintendo Wii [US] (November 16, 2010) "Namco Museum Megamix" 

* Handhelds : 
Nintendo Game Boy [US] (September 1995) "Arcade Classic No. 3 - Galaga & Galaxian [Model DMG-AGCE-USA]" 
Nintendo Game Boy Advance [US] (June 10, 2001) "Namco Museum [Model AGB-ANME-USA]" 
Sony PSP [US] (August 23, 2005) "Namco Museum Battle Collection [Model ULUS-10035]" 
Nintendo DS [US] (September 18, 2007) "Namco Museum DS [Model NTR-YNME-USA]" 

* Computers : 
Commodore Vic 20 [US] (1981) "Star Battle" by Hal Laboratory 
Atari 800 [US] (1982) "Galaxian [Model CXL4024]" 
Tandy Color Computer [US] (1982) "Galax Attax" 
Tandy Color Computer [US] (1982) "Space Ambush" 
Commodore C64 [US] (1983) "Galaxions" by Solar Software 
Commodore C64 [US] (1983) "Galaxian [Model RX8542]" 
Commodore VIC-20 [US] (1983) by Atarisoft 
PC [Booter] [US] (1983) by Thunder Mountain 
PC [Booter] [US] (1983) by Atarisoft 
Apple II [US] (1983) by Atarisoft 
PC [MS-DOS] [US] (1997) "ChampGalaxia" by CHAMProgramming 
PC [MS Windows 95, 3.5"] [US] (March 31, 1996) "Microsoft Return of Arcade" 
PC [MS Windows, CD-ROM] [US] (2000) "Microsoft Return of Arcade Anniversary Edition" 
PC [MS Windows, CD-ROM] [US] (October 25, 2005) "Namco Museum - 50th Anniversary" 

* Others : 
VFD tabletop game [US] (1981) by Coleco. 
Namco Classics TV Game [US] (2003) by Jakk's Pacific 
Mobile Phones [US] (June 13, 2003) "Galaxian Mini" 
Arcade Gold featuring Pac-Man [US] (2007) by Jakks Pacific 
Retro Arcade featuring Pac-Man [US] (2008) by Jakks Pacific 
Apple iPhone/iPod [US] (May 16, 2009) "Galaxians [Model 316869163]" by Istvan David  
Arcade [US] (2010) "Pac-Man's Arcade Party" 
Apple iPhone/iPod [US] (June 9, 2011) "Galaga 30th Collection [Model 413616338]" 
Apple iPhone/iPod [US] (March 23, 2012) "Galaxian [Model 511322882]" by Iconosys, Inc.  
Pac-Man Connect and Play [US] (2012) by Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31741&o=2

$end


$bbca_cass,bbcb_cass=galaxian,
$bio

Galaxians (c) 1984 Superior Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51884&o=2

$end


$alice32=galaxion,
$bio

Galaxion (c) 1984 Loriciels.

- TRIVIA -

Galaxion was released in September 1984 in France.

- STAFF -

Programmed by: Vincent Baillet

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49724&o=2

$end


$c64_cart,c64_flop=galaxman,
$bio

Galaxions + Munch Man (c) 1983 Solar Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53584&o=2

$end


$info=galaxypi,
$bio

Galaxy (c) 1980 Stern Electronics.

- TECHNICAL -

Model Number : 114

- TRIVIA -

5,150 units were produced.

- STAFF -

Design by : Harry Williams

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4462&o=2

$end


$nes=galaxy5k,galaxy5ku,
$bio

Galaxy 5000 - Racing in the 51st Century (c) 1991 Activision, Incorporated.

- TRIVIA -

Released in February 1991 in USA.

Reviews:
November 1991 - Consoles + N.3 (Page 134-135) [FR]: 91/100

- TIPS AND TRICKS -

Debug mode:
On the title screen, press B, Left, Up, Right, B when the first alien pops up to enable a debug mode when a 1-player game is started. It's called, rather appropriately, DR DAVES CHEAT SCREEN.

- STAFF -

By: David J. Ross

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55166&o=2

$end


$gba=galaxyan,
$bio

Galaxy Angel Game Boy Advance - Moridakusan Tenshi no Full-Course - Okawari Jiyuu [Model AGB-AGZJ-JPN] (c) 2002 Marvelous Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70755&o=2

$end


$amigaocs_flop=galablst,
$bio

Galaxy Blast (c) 1992 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74134&o=2

$end


$pcecd=galaxyde,
$bio

Galaxy?? Gayvan (c) 1993 Intec, Incorporated.
(Galaxy Deka Gayvan)

Galaxy Deka Gayvan (Galaxy Detective Gayvan) is a side scrolling beat'em up published by Intec and developed by Fill in Cafe. The evil criminal Ballas and his army of alien henchmen have taken over the city and are poised to conquer the entire planet. Two members of the Galaxy police detective group are dispatched to counter the threat - the young Hiro Aoyama (aka Gayvan) and the police-girl Michiki Akasaka (aka Mittchi). The game follows a standard beat'em up formula - a walk from left to right, punching out enemies until the screen unlocks and all this within a time limit. Both heroes come with standard fighting moves - they can punch, kick, jump or grab and throw their opponents in the air. However, Galaxy Deka Gayvan introduces a new element into the genre. The two fighters accumulate Cored? energy as they fight their way across the levels, and they can use this energy to summon special power-suits at any time during the game (activated by pressing Select). The power-suits allow them to deal a lot more damage and also grant then new fighting abilities, such as the super-speed dash or the lightning-bolt punch. Defeated enemies drop all kind of items such as traditional health containers, but also Cor capsules, time extensions or score items such as gold, money bags and so forth. Galaxy Deka Gayvan features seven levels, as well as a two simultaneous player mode and a special Omake Versus mode where two players can fight one another in a more traditional, one-on-one fashion.

- TECHNICAL -

Game ID: IGCD3005

- TRIVIA -

Galaxy Deka Gayvan was released on October 29, 1993 in Japan for 7800 Yen.

- TIPS AND TRICKS -

Debug option screen:
On the game menu screen, enter the option mode and press Down, Up, I, Left, II, Right, Run, Select, Run, Select, II, Right, I, Left and Run. If done correctly, a new debug option screen should appear where you can listen to the game's musics, sound effects, pick a level or see all the game's cutscenes.

- STAFF -

Developed by Fill in Café.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58197&o=2

$end


$info=galemp,
$bio

Galaxy Empire (c) 1980 Taito do Brazil.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46709&o=2

$end


$saturn,sat_cart=galaxyfg,
$bio

Galaxy Fight (c) 1996 Sunsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60312&o=2

$end


$info=galaxyfg,
$bio

Galaxy Fight - Universal Warriors (c) 1995 Sunsoft.

Fighting game with 8 selectable characters. Each stage is infinite in length and therefore allows lots of running attacks.

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : 0078

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2610 (@ 8 Mhz)

[SNK MVS Neo-Geo Controls]
2 players - 4 buttons per player.
=> [Joystick] 8-way, [A] Subdued attack [B] Medium attack [C] Strong attack [D] Taunt opponent

- TRIVIA -

Released in January 1995.

Galaxy Fight is Sunsoft's first game for the Neo-Geo MVS.

The bonus round character 'Bonus-Kun' is a homage to "Street Fighter"'s Ryu character.  He also appears as the bonus character in Sunsoft's other Neo Geo fighting game, "Waku Waku 7".

Reviews:
[FR] April 1995, Consoles + N.42: 81/100 (Neo-Geo version)

- TIPS AND TRICKS -

Beat the game without losing a round (you can lose continues, but not rounds) to fight a hidden boss and get the staff roll after your character's ending. If you beat this hidden boss, you'll get a group shot of all your characters.

- STAFF -

Galaxy Programmers : Yuichi Ueda, Shigetaka Inaba
Graphic Designers : Toshihiko Narita, Murakiti, Atsuki Matsui, Kouki Kita, Masashi Kazikawa, Yasuhide Maeda, Nobuhide Suzuki, Kazuhiro Watabe, Eiji Koyama, Ryuichi Kunisue, Takeshi Goya, Daisuke Fukuda
Tool Programmer : Hirokatsu Fujii
Sound Programmers : Kazuo Nii, Noriaki Urata
Music Composers : Masato Araikawa, Takayuki Sasaki
Musicians : Jun Kojime, Masato Araikawa
Music Coordinators : Atsushi Mihiro, Shoji Yogo
Voice Actors : Kazunori Hotta, Takakazu Tukamoto, Shinsuke Aoki, Naoto Sugisaka, Chiaki Kato, Tajuro, John Gibson
Director : Yuichi Ueda
Special Thanks : Akihiro Asada, Kazuyuki Watanabe, Kazuyo Uemura, Naomi Sakaguchi, Hiroshi Ito, Megumi Masuko

- PORTS -

* Consoles :
Sega Saturn [JP] (November 22, 1995) [Model T-1510G]
Sega Saturn [US] (July 3, 1996) [Model T-1504H]
Sega Saturn [EU] (1995) [Model T-1504H-50]
SNK Neo Geo [JP] (February 25, 1995) [Model SUH-078]
SNK Neo Geo [US] (February 25, 1995) [Model SUH-078]
SNK Neo-Geo CD [JP] (April 21, 1995) [Model NGCD-078]
SNK Neo-Geo CD [US] (April 21, 1995) [Model NGCD-078E]
Sony PlayStation [JP] (May 3, 1996) [Model SLPS-00138]
Sony PlayStation [EU] (April 1996) [Model SLES-00197]
Sony PlayStation [JP] (March 29, 2007; "PS1 Classics")
Sony PlayStation [US] (December 14, 2010; "PS1 Classics")
Sony PlayStation [EU] (January 11, 2012; "PS1 Classics") 
Sony PlayStation 2 [JP] (June 26, 2008; "Sunsoft Collection [Model SLPS-25849]")
Sony PlayStation 2 [JP] (June 18, 2009; "Sunsoft Collection [NeoGeo Online Collection The Best] [Model SLPS-25936]")
Nintendo Wii [JP] (March 23, 2010, "Virtual Console")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=905&o=2

$end


$saturn,sat_cart=galaxyfgj,
$bio

Galaxy Fight - Universal Warriors (c) 1995 Sunsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59158&o=2

$end


$neocd=galaxyfg,
$bio

Galaxy Fight - Universal Warriors [Model NGCD-078] (c) 1995 SNK [Shin Nihon Kikaku] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68140&o=2

$end


$psx=galaxyfi,
$bio

Galaxy Fight - Universal Warriors (c) 1996 Sunsoft.

- TECHNICAL -

Game ID: SLPS-00138

- TRIVIA -

Released on May 03, 1996 in Japan.

- STAFF -

Galaxy Programmer: Yuichi Ueda, Shigetaka Inaba
Graphic Designer: Toshihiko Narita, Murakiti, Atsuki Matsui, Koki Kita, Masashi Kajikawa, Yasuhide Maeda, Nobuhide Suzuki, Kazuhiro Watabe, Eiji Koyama, Ryuichi Kunisue, Takeshi Goya, Daisuke Fukuda
Tool Programmer: Hirokatsu Fujii
Sound Programmer: Kazuo Nii, Noriaki Urata
Music Composer: Masato Araikawa, Takayuki Sasaki
Musicians: Jun Kojime, Masato Araikawa
Music Coordinator: Atsushi Mihiro, Shoji Yogo
Voice Actor: Kazunori Hotta, Takakazu Tsukamoto, Shinsuke Aoki, Naoto Sugisaka, Chiaki Kato, Tajuro, John Gibson
Special Thanks: Akihiro Asada, Kazuyuki Watanabe, Kazuyo Umemura, Naomi Sakaguchi, Hiroshi Ito, Megumi Masuko
PlayStation Programmer: Takashi Nakata, Hiroyuki Suzuki
Director: Yuichi Ueda

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85191&o=2

$end


$saturn,sat_cart=galaxyfgu,
$bio

Galaxy Fight [Model T-8116H] (c) 1996 Sunsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60044&o=2

$end


$svision=galaxy,
$bio

Galaxy Fighter (c) 1992 Thin Chen Enterprise

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95441&o=2

$end


$fm7_cass=galaxy,
$bio

Galaxy Fly (c) 1983 Compaq [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93726&o=2

$end


$sms=gforce,
$bio

Galaxy Force (c) 1989 Sega Enterprises, Limited.

- TRIVIA -

Reviews:
1990 - Consoles + HS N.2 [FR]: 85/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56034&o=2

$end


$sms=gforceu,
$bio

Galaxy Force (c) 1989 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56035&o=2

$end


$cpc_cass=galaxyfo,galaxyfo01,
$bio

Galaxy Force (c) 1989 Activision, Inc. [Santa Clara, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96438&o=2

$end


$amigaocs_flop=gforce2,
$bio

Galaxy Force II (c) 1990 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74135&o=2

$end


$info=gforce2,gforce2j,gforce2ja,
$bio

Galaxy Force II (c) 1988 Sega Enterprises, Limited.

A superb sprite-scaling shoot-em-up from Sega, in which a single player must battle their way through a number of superbly rendered, space-themed levels. Action switches between open space battles and planet-based levels; with tight, enemy packed tunnel sections (enemy bases) seperating each level.

Galaxy Force II took the space-based shooting action of 1985's "Space Harrier" and, to a lesser degree, "After Burner" and improved upon both in every conceivable way. The game's pace is much slower paced than either "Space Harrier" or "After Burner", making game progression more a result of actual skill than the blind luck often associated with those earlier titles.

Elements of Galaxy Force II were also influenced by several NON-shooting Sega games; in particular the branching roads of 1986's "Out Run". At the end of each of Galaxy Force II's stages, after the player has fought through the end-of-level 'enemy fortress'; are tunnel sections offering a choice of left or right. Again, the choice made dictates which level the player tackles next.

Galaxy Force II also demonstrated just how far Sega could push its then legendary sprite scaling technonolgy, with the visual rendition of some levels - such as when the player is flying above the surface of a volcanic planet, complete with solar flares and volcanic eruptions - being nothing short of spectacular.

- TECHNICAL -

[Deluxe model]
Sega Y Board hardware

- TRIVIA -

Released in July 1988 in Japan.

Also released a Galaxy Force II [Super Deluxe model]

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

A Galaxy Force II unit appears in the music video for "Kid Candy" by the grunge rock group Seaweed.

- SERIES -

1. Galaxy Force (1988)
2. Galaxy Force II [Deluxe model] (1988)
2. Galaxy Force II [Super Deluxe model] (1988)

- STAFF -

Designer : Kondo Masaki
Main programmer : Katsumi Sachiko 
Support programmers : Eishi Kawatake, Maki Yokata
Music composers : Koichi Namiki (Micky/Pritty K.N.), Katsuhiro Hayashi (Funky K.H.)

- PORTS -

* Consoles :
Sega Master System (1989)
Sega Mega Drive [JP] (Sep. 13, 1991) "Galaxy Force II [Model T-68013]"
Sega Saturn [JP] (July 02, 1998) "Galaxy Force II [Sega Ages] [Model GS-9197]"
Sony PlayStation 2 [JP] (Jul. 26, 2007) "Galaxy Force II Special Extended Edition [Sega Ages 2500 Vol.30] [SLPM 62766]"
Nintendo 3DS [eShop] (2013) "3D Galaxy Force II"

* Handhelds : 
Nintendo 3DS [eShop] [JP] (July 24, 2013) "3D Galaxy Force [Model CTR-JGFJ-JPN]" 
Nintendo 3DS [eShop] [US] (December 12, 2013) "3D Galaxy Force [Model CTR-JGFE-USA]" 
Nintendo 3DS [eShop] [EU] (December 12, 2013) "3D Galaxy Force [Model CTR-JGFP-EUR]" 
Nintendo 3DS [eShop] [AU] (December 12, 2013) "3D Galaxy Force [Model CTR-JGFP-AUS]" 

* Computers : 
Commodore C64 [US] (1989)
Commodore Amiga [EU] (1990)
Atari ST [EU] (January 1990)
Amstrad CPC [EU] (January 1990)
Commodore C64 [EU] (January 1990)
Sinclair ZX Spectrum [EU] (January 1990)
FM Towns PC (March 1991) "Galaxy Force II [Model HMB-168]" by CSK

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=19586&o=2

$end


$megadriv=gforce2,gforce2a,
$bio

Galaxy Force II (c) 1992 Sega Enterprises, Limited.

European release.

- TECHNICAL -

Game ID: 1133-50
Cartridge ID: 670-2068-50
Package ID: 670-2069-50

- TRIVIA -

Reviews:
November 1991 - Consoles + N.3 [FR]: 37/100

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [EU] (May 1, 2009) [Model MCWP] 

* Computers : 
PC [Steam] [EU] (September 13, 2010) both stand-alone and as part of "SEGA Mega Drive Classics Pack 2" 
PC [MS Windows, CD-ROM] [EU] (October 15, 2010) "Sega Mega Drive Classics Collection Vol. 2" 
PC [MS Windows, DVD-ROM] [EU] (March 18, 2011) "Sega Mega Drive Classic Collection - Gold Edition" 
PC [Steam] [EU] (March 25, 2011) "SEGA Mega Drive Classics Collection"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93511&o=2

$end


$megadriv=gforce2u,
$bio

Galaxy Force II (c) 1991 Sega of America, Incorporated.

North American release.

- TECHNICAL -

Game ID: 1133
Cartridge ID: 670-2068
Package ID: 670-2069

- TRIVIA -

Galaxy Force II for Genesis was released on August 12, 1991 in North America.

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [US] (May 11, 2009) [Model MCWE] 

* Computers : 
PC [Steam] [US] (September 13, 2010) "Galaxy Force II [Model 34310]" : both stand-alone and as part of "SEGA Genesis Classics Pack 2" 
PC [MS Windows, DVD-ROM] [US] (March 15, 2011) "Sega Genesis Classic Collection - Gold Edition" 
PC [Steam] [US] (March 25, 2011) "SEGA Genesis Classics Collection"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93512&o=2

$end


$megadriv=gforce2j,
$bio

Galaxy Force II (c) 1991 CRI.

- TECHNICAL -

[Model T-68013]

- TRIVIA -

Galaxy Force II for Mega Drive was released on September 13, 1991 in Japan.

- PORTS -

* Consoles : 
Sony PlayStation 2 [JP] (July 26, 2007) "Galaxy Force II - Special Extended Edition [Sega Ages 2500 Vol.30] [Model SLPM-62766]" 
Nintendo Wii [Virtual Console] [JP] (February 3, 2009) [Model MCWJ]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48408&o=2

$end


$saturn,sat_cart=gforce2,
$bio

Galaxy Force II (c) 1998 Sega Enterprises, Limited.

- TECHNICAL -

[Model GS-9197]
[Sega Ages]

- TRIVIA -

Galaxy Force II for Saturn was released on July 02, 1998 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48409&o=2

$end


$info=gforce2sd,
$bio

Galaxy Force II (c) 1988 Sega.

See The Deluxe Model entry for more information about the game itself; "Galaxy Force II [Deluxe model]".

- TECHNICAL -

This Super deluxe model is a large simulator, with the player seated in front of the large monitor. Both cabinet and monitor tilt 45 degrees to the left or the right depending upon the player's chosen fight path.

Dimensions (cm) : W284 x D284 x H186

- TRIVIA -

Released in July 1988 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=906&o=2

$end


$info=galgame2,
$bio

Galaxy Games - Multi-Game Video System (c) 1998 CES (Creative Electronics and Software).

Galaxy Games features a convenient multi-cartridge system for fast, simple addition of up to 4 game cartridges (Starpak). Here is a full list of game available for this system :

PRE-INSTALLED GAMES :
* Big Bang Bowling
* Battle Bricks
* Flash 2000
* Global Domination
* Galactic Mini Golf
* Astro Hockey
* 3D Tic Tac Toe

STARPAK 1
* Seek the Peaks
* 21 Thunder
* Solar Solitaire
* Prism Poker
* Pharaoh's Tomb
* Black Jack
* Twenty One Thunder Plus
* Power Pairs
* Prism Poker Plus
* Have A Cow

STARPAK 2
* Pac-Man
* Ms. Pac-Man
* Power Pairs
* Solar Solitaire
* Pharaoh's Tomb
* Have A Cow
* Seek the Peaks

STARPAK 3
* Centipede
* Astro Blast
* Ker Chunk
* Diamond Derby
* Word Sleuth
* Great Wall
* Sweeper
* Pull!

STARPAK 4
* Berzerk
* Neon Nightmare
* Battle Checkers
* Orbit
* Deep Sea Shadow
* Scarab
* Star Tiger
* Orbit Freefall

- TECHNICAL -

Galaxy Games comes with a pedestal that allows you to adjust the height of your game. Install the pedestal and the game is now 42in. high to accommodate bar stools or standing players. Leave the pedestal off and the game is 29in. high, perfect for normal chairs.

- TRIVIA -

According to CES, Galaxy Games is the industry's first multi-game cocktail system.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=14116&o=2

$end


$info=galaxygn,
$bio

Galaxy Gunners (c) 1989 Electronic Devices.

- TECHNICAL -

Main CPU : I8086 (@ 8 Mhz)
Sound CPU : I8086 (@ 8 Mhz)
Sound Chips : Yamaha YM2151 (@ 3 Mhz)

Screen orientation : Vertical
Video resolution : 256 x 352 pixels
Screen refresh : 60.00 Hz
Palette colors : 256

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

This game is a rip-off of "Exerion" from Jaleco.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=907&o=2

$end


$info=galaxy2,
$bio

Galaxy II (c) 1981 Epoch Co., Ltd.

- TECHNICAL -

Model 8100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94355&o=2

$end


$info=galmonst,
$bio

Galaxy Monsters (c) 1978 Laguna S.A.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83475&o=2

$end


$bbca_cass,bbcb_cass=galraide,
$bio

Galaxy Raiders (c) 19?? Visions

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51885&o=2

$end


$info=galaxyr,galaxyrp,
$bio

Galaxy Ranger (c) 1984 Bally Midway.

Fly through the universe battling alien ships to make your way to fight the main Alien Battle Cruiser. Along the way, you fly across alien deserts, through tunnels, over alien cities, and get involved in a few "astro-dogfights" with enemy space fighters.

- TECHNICAL -

Game No. 0A36

- TRIVIA -

Released in December 1983 in US.

Developed by Sega.

The game is known in Japan as "Star Blazer".

Some of the video came from a 1979 Toei SciFi space film. The rest was made specially for the game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=908&o=2

$end


$info=grescue,
$bio

Galaxy Rescue (c) 1980 Universal Company, Limited.

- TRIVIA -

Licensed from Taito Corp of Japan. For more information about the game itself, please see the original Taito Upright entry.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=909&o=2

$end


$snes=galxyrob,
$bio

Galaxy Robo [Model SHVC-XY] (c) 1994 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61351&o=2

$end


$pc98=galaxysp,
$bio

Galaxy Spirit (c) 1989 Point Getter

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89534&o=2

$end


$info=galxwars,galxwars2,
$bio

Galaxy Wars (c) 1979 Universal.

Galaxy Wars is a 2-D shooter where you are given three missiles to shoot at two rows of alien ships at the top. Miniature rock-like satellites move around the screen, ready to obliterate your missile at any moment, and the ships themselves shoot at you.

- TECHNICAL -

Main CPU : Intel 8080 (@ 1.9968 Mhz)
Sound Chips : SN76477 (@ 1.9968 Mhz), discrete circuitry

Screen orientation : Vertical
Video resolution : 224 x 260 pixels
Screen refresh : 59.54 Hz
Palette color: 2 (overlays)

Players : 2
Control : 2-way joystick
Buttons : 1

- TRIVIA -

Galaxy Wars was released in August 1979.

Export releases:
"T.T Galaxy Wars" (Taito)

Bootleg/Hacks releases :
Star Wars (Yamashita]

- SCORING -

1st rack : 50 (side hit), 100 (bottom, towards the side) or 150 (near middle of bottom) points for each ship.
2nd rack : 100 (side hit), 200 (bottom, towards the side) or 250 (near middle of bottom) points for each ship.
3rd rack : 150 (side hit), 300 (bottom, towards the side) or 350 (near middle of bottom) points for each ship.
You can probably figure the scores for higher racks from the patterns here.

- PORTS -

* Consoles :
Nintendo Super Famicom [JP] (January 13, 1995) [Model SHVC-AGWJ] 

* Computers :
BBC Micro [EU] (1982) 
X68000 (1987)

* Other : 
Apple iPhone/iPod [US] (September 9, 2009) [Model 331413595] : Online version

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=910&o=2

$end


$bbca_cass,bbcb_cass=galwars,
$bio

Galaxy Wars (c) 1982 Bug Byte

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51886&o=2

$end


$x68k_flop=galwars,
$bio

Galaxy Wars (c) 1987 Tiny-Tomo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88258&o=2

$end


$snes=galxywar,
$bio

Galaxy Wars (c) 1995 Imagineer Company, Limited.

Galaxy Wars is the Super Famicom conversion of an early arcade game released by Universal in 1979. Alien flying saucers are invading again and their fleet is menacing the Earth. The player controls a launching pad and a missile. The goal of the game is to destroy every single enemy ship. However, those aliens are cleverly hidden behind an unpredictable and moving asteroid field. If your missile either gets hit one of them or by an alien laser beam, it will be simply destroyed and you will lose one of your three precious lives, or launching pad in this case. The game also offers some interesting twists, like the ability to push meteors towards enemy lines if bumped at the right angle. This Super Famicom version proposes the original Black and White and Colored versions, this last option simulating the colored bars from the plastic film that was usually glued in front of the original arcade game's screen. More interestingly, a Neo Mode has been included and uses better graphics and planets in the background.

- TECHNICAL -

Cartridge ID: SHVC-AGWJ-JPN

- TRIVIA -

Released on January 13, 1995 in Japan for 5980 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61352&o=2

$end


$info=galgame,
$bio

Galaxy-Game [First Version] (c) 1971 Computer Recreations, Incorporated.

Galaxy Game is one of the earliest known coin-operated computer/video games. It was installed at the Tresidder Union at Stanford University in September, 1971, two months before the official release of Computer Space, the first mass-produced video game. Only one unit was built initially; beginning in 1972 there was "Galaxy-Game [Second Version]" that could include up to 4 displays.

The original version used 4 keyboard keys to control each of the two spaceships: spin one way, spin the other, thrust and fire. Solar gravity will cause the ships to destruct if no action is taken. The Stanford University version added three types of space: no gravity, anti-gravity, and uncharted space.

- TRIVIA -

The game was programmed by Bill Pitts and Hugh Tuck. A single PDP-11 minicomputer is used to drive two separate game screens with two players each. Galaxy is a reprogrammed version of SpaceWar!, which was conceived in 1961 by Martin Graetz, Stephen Russell, and Wayne Witanen and first realized on the PDP-1 at MIT in 1962 by Stephen Russell, Peter Samson, Dan Edwards, and Martin Graetz, together with Alan Kotok, Steve Piner, and Robert A. Saunders using PDP-1 assembly language. Like Computer Space, it was a version of the existing Spacewar!, which had been created in the early 1960s on the PDP-1 and had since been ported to a variety of platforms. The coin-operated game console incorporated a DEC PDP-11/20 with vector displays. The hardware cost around US$20,000 ($116,466.72 today). In June 1972 the hardware was improved to allow the processor to power four to eight consoles.

A game cost 10 cents or three games for 25 cents. It remained popular on campus, with wait times for players as long as an hour, until it was removed in May 1979 due to the display processor becoming unreliable. Alledgely, the following information was posted on the cabinet or on a sign near it: 

"Welcome to Galaxy-Game. If you wish to play, simply rotate the power dial on the power timer behind the couch to the on position. It will turn itself off. Rules for playing are on the games themselves. Enjoy playing the first coin-operated video games created."

The unit was restored in 1997 and is now in the collection of the Computer History Museum in Mountain View, California. In August 2010, the museum loaned the console to Google for display and gameplay at the Googleplex, their headquarters campus.

- STAFF -

Re-programmed by : Bill Pitts, Hugh Tuck
Original concept by : Martin Graetz, Stephen Russell, Wayne Wiitanen

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=26984&o=2

$end


$amigaocs_flop=galdregn,
$bio

Galdregon's Domain (c) 1989 Pandora

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74136&o=2

$end


$saturn,sat_cart=galerace,galeracea,
$bio

Gale Racer (c) 1994 Sega Enterprises, Limited.

- TECHNICAL -

Game ID: GS-9003
CD P/N: 670-5841
Cover P/N: 670-5842

- TRIVIA -

The game was presented at the 1994 Tokyo Omocha Show in Japan. It was then released on December 02, 1994.

- STAFF -

Producer: Yoji Ishii, Yutaka Sugano
Director: Tomohiro Kondo
Game Designer: Kouji Iwashita
Graphic Designer: Takashi Yuda, Keiichi Matate, Makiko Banju
Program: Toru Asato, Shiori Hongo, Kaoru Aota, Akio Ujino, Yumiko Hide
Computer Graphics: Count Zero
Design: Ginji Sabano, Shin Kato, Makiko Ozawa, Sozi Kano
Sound: Yoshito Kida
Adviser: Manabu Ishihara
Special Thanks To: Kazuhiko Nagai, Yoshio Inoue, Jill Alexander, Daisuke Teraguchi

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59160&o=2

$end


$psx=galeozja,
$bio

Galeoz [Model SLPS-00621] (c) 1996 Atlus Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85192&o=2

$end


$pc98=galfstrm,
$bio

Galf Streem (c) 1989 Xain Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89535&o=2

$end


$pc8801_flop=galfstrm,galfstrma,
$bio

Galf Streem (c) 1989 Xain Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91871&o=2

$end


$msx2_flop=galfstrm,
$bio

Galf Streem (c) 1989 Xain Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101675&o=2

$end


$gba=galidor,
$bio

Galidor - Defenders of the Outer Dimension [Model AGB-AG8E-USA] (c) 2002 EA Games [Electronic Arts, Incorporated.]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70756&o=2

$end


$bbca_cass,bbcb_cass=galilee,
$bio

Galilee (c) 1985 Shards Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51887&o=2

$end


$cpc_cass=galivanc,
$bio

Galivan (c) 1986 Imagine Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96440&o=2

$end


$info=galivan,galivan2,galivan3,
$bio

Galivan - Cosmo Police (c) 1985 Nichibutsu.

Galivan is a single player platform shoot-em-up in which the player takes on the roll of a 'Cosmo Police' officer who runs and jumps around a multi-directional scrolling cave system, destroying or avoiding waves of constantly attacking robots, aliens and alien ships.

The player starts the game as an unarmed human, whose only attacking options are kicking and punching, but picking up a POW item encases the human in a robotic suit and arms the player with a laser gun.

Collecting the blue POW items while in the suit awards the player with a powerful beam weapon for a limited time, while the red POW item gives the player a three-shot cannon. POW items are dotted throughout the levels and can also be gained by shooting the blue robot aliens.

The player's character has an energy bar that decreases whenever the player is hit. Should this fall below the halfway point, the robot suit will be lost and the player will once again be an unarmed human.

Collecting a POW item while in human form will restore the player's energy. If a POW is collected while wearing the suit, however, the player's energy will NOT be increased but their weapon will receive a power-up.

The game's platforms are littered with springboards that fire the player high into the air when stepped on. Some platforms - often containing POW items - can only be reached via a springboard.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 6 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM3526 (@ 4 Mhz), (2x) DAC

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Galivan Cosmo Police was released in December 1985.

The game is inspired by the Japanese telefilm 'SPACE SHERIFF GAVAN'.

Pony Canyon / Scitron released a limited-edition soundtrack album for this game (G.S.M. Nichibutsu 1 - D28B0004) on 21/09/1988.

- UPDATES -

REVISION 1 :
* Build date : DEC 11 1986

REVISION 2 :
* Build date : DEC 16 1986

- SERIES -

1. Galivan - Cosmo Police (1985, Arcade)
2. Cosmo Police Galivan II - Arrow of Justice [Model SHVC-GI] (1993, Super Famicom)

- STAFF -

Directed by : Shigeki Fujiwara
Software by : T. Tsuchie
Hardware by : Isao Shiki
Designer by : K. Nakagawa
Music & Sound by : Kenji Yoshida

- PORTS -

* Consoles :
Nintendo Famicom (1988)
Nintendo Super Famicom (1993)

* Computers :
Amstrad CPC (1986)
Commodore C64 (1986)
ZX Spectrum (1986)

Note: For the home computer releases, this game was persistently incorrectly named 'Galvan' on the inlay spine, instructions and magazine reviews.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=911&o=2

$end


$alice90=galixian,
$bio

Galixian (c) 1985 Sprites.

- TECHNICAL -

[Cassette No. AE 001]

- STAFF -

Programmed by: François-Régis Chaumartin

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49727&o=2

$end


$pc8801_flop=galkkoca,
$bio

Galkko Card (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91872&o=2

$end


$msx1_cart=galforce,galforceb,galforcea,
$bio

Gall Force - Defense of Chaos (c) 1986 Sony.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52706&o=2

$end


$x1_flop=galforce,
$bio

Gall Force - Eternal Story (c) 1987 Scap Trust [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85990&o=2

$end


$pc98=galforce,
$bio

Gall Force - Eternal Story (c) 1987 ScapTrust [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89536&o=2

$end


$pc8801_flop=galforce,
$bio

Gall Force - Eternal Story (c) 1987 Scap Trust [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91873&o=2

$end


$msx2_flop=galforce,galforcea,
$bio

Gall Force - Eternal Story (c) 1987 Sony Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101676&o=2

$end


$famicom_flop=galforce,
$bio

Gall Force - Eternal Story (c) 1986 HAL Laboratory, Incorporated.

Gall Force is a vertical shooter based on a classic Japanese science fiction anime aired in the 80s. Gall Force Eternal Story tells the story of a crew of seven female space-warriors. In the future, the galaxy is at war and two races, the bug-mechanical-looking Paranoids and all women Solenoids, have been fighting each other for hundreds of years. The player first takes the role of Rabby, the central protagonist of the series, and pilots the Star Leaf, a fast and powerful spaceship. Her mission is to find her six other colleagues, each one of them kept against their will in a different part of the galaxy. The game offers an interesting structure where Rabby always starts from the same stage and from the same planet. There, she has to quickly maneuver her ship and damage enemy facilities and ships. She soon reaches the end of the area and flies by five different launching pads. Each one of these leads to a particular space level where one of her friend is kept prisoner. Once the guardian is encountered and destroyed, her friend joins the team and upgrades this way the Star Leaf. Each new colleague adds a fighting-mode (such as Side guns or laser beams) to the ship which can be activated at any time during the game.

- TECHNICAL -

Game ID: HAL-GAL

- TRIVIA -

Gall Force was released on December 10, 1986 in Japan at a retail price of 2980 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65343&o=2

$end


$info=gallag,
$bio

Gallag (c) 1982.

- TECHNICAL -

Main CPU : (4x) Z80 (@ 3.072 Mhz)
Sound Chips : Namco 3-channel WSG, discrete circuitry (for the ship explosion sound)

Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.61 Hz
Palette colors : 96

Players : 2
Control : 2-way joystick
Buttons : 1

- TRIVIA -

This bootleg looks and plays exactly like the original Galaga except that it says GALLAG on the title screen and 1982 where the Namco copyright would normally be.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=912&o=2

$end


$info=gallag50,
$bio

Gallag Video Game / Petalouda (c) 199? Unknown.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51039&o=2

$end


$info=gallgall,gallgall_21,
$bio

Gallagher's Gallery (c) 1992 American Laser Games, Incorporated.

You must shoot at things that Gallagher tells you to shoot at.

- TECHNICAL -

Main CPU : Motorola 68000
Sound Chips : (2x) Custom

Players : 2
Buttons : 2

This game uses a laser disc.

- TRIVIA -

Released in May 1992.

Gallagher is an American standup comedian who is known best for his outlandish physicalstyle comedy. His trademark is smashing watermelons with a SledgeOMatic an oversized mallet, spraying the contents into the nearby audience. During any number of his performances, he has mentioned that being in his own video game was one of his ambitions.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4488&o=2

$end


$cpc_cass=galletro,
$bio

Galletron [Model BA 0183] (c) 1987 Bulldog Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96442&o=2

$end


$info=glpracr,glpracrj,
$bio

Gallop Racer - One and only road to victory (c) 1996 Tecmo.

A 3-D horse racing game from Tecmo in which the player must move the game controller rhythmically back and forth to reach and maintain a good gallop speed. The game also includes a 'whip' button, that allows the player to 'encourage' the horse to go faster.

- TECHNICAL -

Sony ZN-1 hardware

Main CPU : SPU (@ 16.9344 Mhz)
Sound CPU : Zilog Z80 (@ 8 Mhz)
Sound Chips : SPU (@ 8 Mhz), Q-Sound (@ 4 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 6

- TRIVIA -

Released in September 1996.

- SERIES -

1. Gallop Racer - One and only road to victory (1996)
2. Gallop Racer 2 (1997)
3. Gallop Racer 3 (1999)
4. Gallop Racer 2001 (2001, Sony PlayStation 2)
5. Gallop Racer 2003 - A New Breed (2003, Sony PlayStation 2)
6. Gallop Racer 2004 (2004, Sony PlayStation 2)

- PORTS -

* Consoles :
Sony PlayStation (1999)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=914&o=2

$end


$info=glpracr2,glpracr2j,glpracr2l,
$bio

Gallop Racer 2 (c) 1997 Tecmo.

A 3-D horse racing game from Tecmo.

- TECHNICAL -

Main CPU : SPU (@ 16.9344 Mhz)
Sound Chips : SPU (@ 16.9344 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 6

- TRIVIA -

Released in September 1997.

- SERIES -

1. Gallop Racer - One and only road to victory (1996)
2. Gallop Racer 2 (1997)
3. Gallop Racer 3 (1999)
4. Gallop Racer 2001 (2001, Sony PlayStation 2)
5. Gallop Racer 2003 - A New Breed (2003, Sony PlayStation 2)
6. Gallop Racer 2004 (2004, Sony PlayStation 2)

- PORTS -

* Consoles :
Sony PlayStation (1997)
Sony PlayStation 2 (2004)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=915&o=2

$end


$psx=gallopra,
$bio

Gallop Racer 2000 [Model SLPS-02623] (c) 2000 Tecmo, Ltd. [Tokyo, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85193&o=2

$end


$info=glpracr3,glpracr3j,
$bio

Gallop Racer 3 (c) 1999 Tecmo.

The 3rd game in the 3-D horse racing series from Tecmo.

- TECHNICAL -

Main CPU : SPU (@ 16.9344 Mhz)
Sound Chips : SPU (@ 16.9344 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 6

- TRIVIA -

Released in April 1999.

- SERIES -

1. Gallop Racer - One and only road to victory (1996)
2. Gallop Racer 2 (1997)
3. Gallop Racer 3 (1999)
4. Gallop Racer 2001 (2001, Sony PlayStation 2)
5. Gallop Racer 2003 - A New Breed (2003, Sony PlayStation 2)
6. Gallop Racer 2004 (2004, Sony PlayStation 2)

- PORTS -

* Consoles :
Sony PlayStation (1999)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3671&o=2

$end


$info=galmedes,
$bio

Galmedes (c) 1992 Visco.

Galmedes is a vertical scrolling shooter arcade game released only in Japan.. The ship has two types of attack: the standard firing weapon and a charge attack. Once the player collects all three weapons, the player can select any of those weapons during combat.

On the alien planet of Gaston, a dictator named Gildy rose to absolute power. Gildy started a plan to take over his home solar system, but upon doing so, he decided to spread his influence. After conquering his home galaxy, the next galaxy that Gildy planned on invading was the Galmedes Galaxy. In response, the unified forces of the planets of the Galmedes Galaxy have created a powerful space fighter known as the LEPTON (Launched Electro-Projectile Thermal Osmotic Nullifier). Two pilots, Foo and Bar, are selected to launch the LEPTON fighters against the invading Gastonian Forces.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 8 Mhz), Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2151 (@ 4 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Even if title screen says 1992, Galmedes was released in January 1993 in Japan.

The two pilots are named Foo and Bar. This is a play on the acronym FUBAR, which means "Fouled Up Beyond All Recognition".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=916&o=2

$end


$msx2_flop=galmoon,galmoona,
$bio

Galmoon (c) 1990 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101677&o=2

$end


$info=galds,
$bio

Gals Ds - Three Dealers Casino House (c) 1985 Nihon System.

Bootleg release by Nihon System. Game developed in Japan as "Three Ds - Three Dealer Casino House" by Nichibutsu. For more information, please see the original Japanese entry.

- TRIVIA -

Bootleg has voice effect for the male dealer not present in parent, you can activate it by going to his table by pressing the A key.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=37103&o=2

$end


$info=galhustl,
$bio

Gals Hustler (c) 1997 Ace International.

A "Pocket Gal" rip-off.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound Chips : OKI6295 (@ 12 Khz)

Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 33792

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

The girl select screen music is ripped from Capcom's "Magic Sword - Heroic Fantasy".
The in-game music is ripped from the second level of "Bishoujo Senshi Sailor Moon" for Nintendo Super Famicom.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=917&o=2

$end


$info=galpani3,galpani3j,galpani3k,galpani3hk,
$bio

Gals Panic 3 (c) 1995 Kaneko.

Gals Panic 3 is a variant of the classic puzzle game "Qix" where the player works to uncover the highlighted area of the play space to reveal a girl. The player gets to select which girl to uncover before each stage. When a player reveals 80% of a girl the stage ends and the player is shown the entire background image. If the player reveals 100% of the silhouetted image, then he is shown a series of different photos of the current girl before continuing on to the next stage.  Between stages there are mini-games where the player can win the chance to see an image of another girl.

- TECHNICAL -

Main CPU: Motorola 68000 (@ 16 Mhz)
Sound Chips: Yamaha YMZ280B (@ 14.3182 Mhz)

Control: 8-way joystick
Buttons: 1

- TRIVIA -

Released in October 1995.

Gals Panic 3 introduced the scroll feature to the series. In the previous two games the image was surrounded by a border, but starting with Gals Panic 3 the image continues beyond the view port. Once a set percentage of the image is revealed the view port will scroll along with the player's cursor. This is a feature that will continue throughout the rest of the series.

Unlike all other games in the series, Gals Panic 3 only features photographed models.

This game was refused classification in Australia on August 9th 1996, after being submitted by the Victorian Police.

- SERIES -

1. Gals Panic! (1990)
2. Gals Panic II (1993)
3. Gals Panic II' - Special Edition (1994)
4. Gals Panic 3 (1995)
5. Gals Panic 4 Yuu (1996)
6. Gals Panic SS (1996, Sega Saturn)
7. Gals Panic S - Extra Edition (1997)
8. Gals Panic S2 (1999)
8. Gals Panic SU (1999)
9. Gals Panic S3 (2002)

- STAFF -

Director : Masahiro Kawakami
Planner : Terukazu Kanematsu
Main Programmer : Yukihiro Yamazaki
Assistant Programmer : Junichi Ohno, Yuji Noda
Art Director : Masahiro Kawakami
Design : Keisuke Matsuoka, Minoru Narukawa, Yoshiyuki Ozaki
Sound : Tatsuya Watanabe, Kaoru Yasuda, Katsuya Yoneda
Hard : Noboru Kouno, Jun Hasimoto, Tetsuya Yonemura, Masahiro Moriya, Yukio Ishii

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3488&o=2

$end


$info=galpani4,galpani4k,
$bio

Gals Panic 4 Yuu (c) 1996 Kaneko.

Gals Panic 4 is a variant of the classic puzzle game qix where the player works to uncover the highlighted area of the play space to reveal a girl. Players select one of seven girls at the start of the game.  Each girl has three stages with each stage featuring a different background image to uncover. Players are given bombs to attack the enemies with and are rewarded with more bombs if they reveal a large section at one time. When a player reveals 80% of a girl the stage ends and the player is shown the entire background image. When a player reveals 100% of the girl in a stage, he is rewarded with a 'Showtime' interlude.  Unlike in later games, 'Showtime' sequences involve no nudity, they just show the girl in a bikini. The 'Showtime' image is the same for each level featuring the girl.

There is also a 2-player vs. game where both players work on separate images on a split screen and work to reveal their image first. When a player uses a bomb in this game, instead of attacking the enemy, it sends a sub-enemy to the other player's side.

- TECHNICAL -

Kaneko Super Nova System hardware

Main CPU : SH-2 (@ 28.638 Mhz)
Sound Chips : Yamaha YMZ280B (@ 16.666666 Mhz)

Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768

Players : 2
Control : 8-way Joystick
Buttons : 2

- TRIVIA -

Released in September 1996 in Japan.

This is the first game in the series to feature 'Showtime' sequences, and the only game in the series with no mini-games between stages.

- TIPS AND TRICKS -

Bombing the enemy in rapid succession adds bonus status defects to the attack.  After the third bomb the enemy is slowed down and after the fourth bomb the enemy is stopped in place. After rapidly bombing an enemy, use the opportunity to quickly clear the stage.

- SERIES -

1. Gals Panic! (1990)
2. Gals Panic II (1993)
3. Gals Panic II' - Special Edition (1994)
4. Gals Panic 3 (1995)
5. Gals Panic 4 Yuu (1996)
6. Gals Panic SS (1996, Sega Saturn)
7. Gals Panic S - Extra Edition (1997)
8. Gals Panic S2 (1999)
8. Gals Panic SU (1999)
9. Gals Panic S3 (2002)

- STAFF -

Planners : Terukazu Kanematsu, Manabu Saito
Programmers : Masahiro Honma (Fists of Fire), Terumichi Gunji (Aroha Man)
Designers : Takamitsu Nemoto, Fusayuki Watariguchi, Hideo Osawa, Norihiro Terashi (Bear-Joe Terashi), Yuzuru Suzuki
Hardware : Noboru Kouno, Masahiko Moriya
Music & Sound by : Sayoko Ueda

* CAST :
Rei Takahida : Akira Ono
Saori Shiina : Hiroko Negishi
Ajann Nakura : Keiko Onuki
Rito Tajima : Etsuko Akiyama
Konomi Iruma : Makoto Okutani
Saki Kojo : Jun Kikuchi
Shou Hazuki : Tomoko Kojima

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=919&o=2

$end


$info=galpani2,galpani2t,galpani2g,galpani2j,galpani2i,galpani2e,galpani2e2,galpani2gs,
$bio

Gals Panic II (c) 1993 Kaneko.

Gals Panic II is a "Qix"-style adult puzzle game. The objective is to reveal 80% of the silhouetted girl's image within the time limit while avoiding the enemies.

There is a bar with a pointer at the top of the screen. If the pointer dips below a certain level (indicated by the change in color) the image will change to that of a monster. If a round is completed while the monster's image is shown then the round must be repeated. But unlike in the original, the bar is unaffected by revealing the silhouetted and un-silhouetted parts of the image.

After completing three rounds, there is a break-out styled mini-game where the player may gain an extra life if he clears the blocks before the time limit.

- TECHNICAL -

Main CPU : (2x) Motorola 68000 (@ 16 Mhz)
Sound Chips : (2x) OKI6295 (@ 12 Khz)

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Released in December 1993.

Unlike the first game in the series, 'Gals Panic!' the player can no longer connect to the outside border of the image.  This is a feature that will continue throughout the rest of the series.

Do You Know ? : Kaneko's scouts are travelling to every corner of the globe in search of the world's sexiest, most beautiful girls.  They will surely live up to your wildest fantasies and satisfy your desires. ;-)

This game was refused classification in Australia on August 9th 1996, after being submitted by the Victorian Police.

- SERIES -

1. Gals Panic! (1990)
2. Gals Panic II (1993)
3. Gals Panic II' - Special Edition (1994)
4. Gals Panic 3 (1995)
5. Gals Panic 4 Yuu (1996)
6. Gals Panic SS (1996, Sega Saturn)
7. Gals Panic S - Extra Edition (1997)
8. Gals Panic S2 (1999)
8. Gals Panic SU (1999)
9. Gals Panic S3 (2002)

- STAFF -

Program : M. Kanaoka, Yukihiro Yamazaki
Program support : Y. Shintani, Masahiro Honma, Y. Sakakura, A. Takahashi, S. Igaeashi
Graphics design : Y. Ishii, K. Matsuoka, Y. Nakamura, T. Kuwahara, K. Fukai, M. Narukawa, Y. Ozaki, T. Yoshikawa, Y. Kubo
Sound design : Tatsuya Watanabe, Y. Wada
Hardware design : H. Morinaga
Develop management : K. Murakami
Develop support : F. Mitsuti, N. Tada, K. Nobori
Planning & direction : Hiroshi Kaneko

- PORTS -

* Consoles :
Nintendo Super NES [Unreleased Prototype]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=918&o=2

$end


$info=gp2quiz,
$bio

Gals Panic II - Quiz Version (c) 1993 Kaneko.

- TECHNICAL -

Main CPU : (2x) Motorola 68000 (@ 16 Mhz)
Sound Chips : (2x) OKI6295 (@ 12 Khz)

Screen orientation : Vertical
Video resolution : 240 x 320 pixels
Screen refresh : 60.00 Hz
Palette colors : 49664

Players : 2
Control : 8-way joystick
Buttons : 3

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3463&o=2

$end


$info=gp2se,
$bio

Gals Panic II' - Special Edition (c) 1994 Kaneko.

- TECHNICAL -

Main CPU : (2x) Motorola 68000
Sound Chips : (2x) OKI6295

Players : 2
Buttons : 3

- TRIVIA -

Released in June 1994.

- SERIES -

1. Gals Panic! (1990)
2. Gals Panic II (1993)
3. Gals Panic II' - Special Edition (1994)
4. Gals Panic 3 (1995)
5. Gals Panic 4 Yuu (1996)
6. Gals Panic SS (1996, Sega Saturn)
7. Gals Panic S - Extra Edition (1997)
8. Gals Panic S2 (1999)
8. Gals Panic SU (1999)
9. Gals Panic S3 (2002)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=10588&o=2

$end


$info=galpanis,galpanisk,galpanisj,
$bio

Gals Panic S - Extra Edition (c) 1997 Kaneko.

Work to cover the highlighted area of the box. Get the coins to spell 'EXTRA' and work on a different, more risqué picture. Highlight more than eighty percent of the area, and move on. Highlight more than ninety percent of the area, get a nude still of the girl. Highlight one hundred percent of the area, and get a moving picture of the nude girl.

- TECHNICAL -

Kaneko Super Nova System hardware

Main CPU : SH-2 (@ 28.638 Mhz)
Sound Chips : Yamaha YMZ280B (@ 16.666666 Mhz)

Control per player: 8-way Joystick
Buttons per player: 2

- TRIVIA -

Released in April 1997 in Japan.

- SERIES -

1. Gals Panic! (1990)
2. Gals Panic II (1993)
3. Gals Panic II' - Special Edition (1994)
4. Gals Panic 3 (1995)
5. Gals Panic 4 Yuu (1996)
6. Gals Panic SS (1996, Sega Saturn)
7. Gals Panic S - Extra Edition (1997)
8. Gals Panic S2 (1999)
8. Gals Panic SU (1999)
9. Gals Panic S3 (2002)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=920&o=2

$end


$info=galpans2,galpans2a,
$bio

Gals Panic S2 (c) 1999 Kaneko.

Cover the colored area of the girl, avoid the monsters and their weapons. Gather the coins to spell 'EXTRA CHANGE' and work on a different, more risqué picture of the girl. Cover over eighty percent, move onto the next round. Cover over ninety percent, get a nude still of the girl. Get one hundred percent, get a moving picture of the girl nude. And one hundred twenty percent...?

- TECHNICAL -

Kaneko Super Nova System hardware

Main CPU : SH-2 (@ 28.638 Mhz)
Sound Chips : Yamaha YMZ280B (@ 16.666666 Mhz)

Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768

Players : 2
Control : 8-way Joystick
Buttons : 1

- TRIVIA -

Released in February 1999 in Japan.

- SERIES -

1. Gals Panic! (1990)
2. Gals Panic II (1993)
3. Gals Panic II' - Special Edition (1994)
4. Gals Panic 3 (1995)
5. Gals Panic 4 Yuu (1996)
6. Gals Panic SS (1996, Sega Saturn)
7. Gals Panic S - Extra Edition (1997)
8. Gals Panic S2 (1999)
8. Gals Panic SU (1999)
9. Gals Panic S3 (2002)

- STAFF -

Game designers : Endo Chang, A. Kaneko
Programmers : Umitsu. T, S?o?c?a?
Graphic designers : Ryo Kimura, Tanron, Rds-M
Sound : S. Maruyama
Character designers : Akahirakirin, Captain Kiesel, Gabri-L, Kimuraya Izumi, Komirin, O. Ri, Pichiku, Sengoku Murasaki, Yanagawa Rio, Yusura
Voice actress : Aya Sugawara, Miwa Matsumoto, Rena Yukie, Ryoko Tanaka, Shizuka Aoki, Umi Tenjin, Yuki Kaida

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=921&o=2

$end


$info=galpans3,
$bio

Gals Panic S3 (c) 2002 Kaneko.

The game begins with a stage select screen. The girls in series fly to the middle of the screen from the four corners until one is selected.  Once a stage is selected the object is to cover the colored area of the girl, while avoiding the monsters and their weapons. The stage is completed once 80% of the girl is revealed. At 90% uncovered, the player is treated to the SHOWTIME image of the girl posed in her panties and bra.  At 100% revealed, the player is rewarded with the SHOWTIME DX image revealing her in a different pose without her bra. Unlike in previous games in the Gals Panic S series, SHOWTIME DX is a static image and NOT a video clip.

- TECHNICAL -

Kaneko Super Nova System hardware 

Main CPU : SH-2 (@ 28.638 Mhz) 
Sound Chips : Yamaha YMZ280B (@ 16.666666 Mhz) 

Players : 2 
Control : 8-way Joystick 
Buttons : 1

- TRIVIA -

Released in July 2002.

Gals Panic S3 was Kaneko's last video game. After producing this game, Kaneko went bankrupt (because Kaneko was sued by Hitachi, so all future video game projects were cancelled).

- SERIES -

1. Gals Panic! (1990)
2. Gals Panic II (1993)
3. Gals Panic II' - Special Edition (1994)
4. Gals Panic 3 (1995)
5. Gals Panic 4 Yuu (1996)
6. Gals Panic SS (1996, Sega Saturn)
7. Gals Panic S - Extra Edition (1997)
8. Gals Panic S2 (1999)
8. Gals Panic SU (1999)
9. Gals Panic S3 (2002)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4550&o=2

$end


$saturn,sat_cart=gpaniss,gpanissa,
$bio

Gals Panic SS (c) 1996 MYCOM

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59161&o=2

$end


$info=galpansu,
$bio

Gals Panic SU (c) 1999 Kaneko.

Produced for the Asian market, this is an altered version of Gals Panic S2 featuring English language voice-work and directions.

- SERIES -

1. Gals Panic! (1990)
2. Gals Panic II (1993)
3. Gals Panic II' - Special Edition (1994)
4. Gals Panic 3 (1995)
5. Gals Panic 4 Yuu (1996)
6. Gals Panic SS (1996, Sega Saturn)
7. Gals Panic S - Extra Edition (1997)
8. Gals Panic S2 (1999)
8. Gals Panic SU (1999)
9. Gals Panic S3 (2002)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=25885&o=2

$end


$info=galpanic,galpanica,galsnew,galsnewa,galsnewj,galsnewk,
$bio

Gals Panic! (c) 1990 Kaneko.

Gals Panic! is a "Qix"-style adult puzzle game.  The objective is to reveal 80% of the silhouetted girl's image within the time limit while avoiding the enemies.

To complicate things, there is a bar with a pointer at the top of the screen. If the pointer dips below a certain level (indicated by the change in color) the image will change to that of a monster. The pointer slowly creeps towards the monster side of the bar over time and whenever the player reveals a significant piece of the silhouette.  Revealing the un-silhouetted part of the image moves the pointer back towards the girl side of the bar.  If a round is completed while the monster's image is shown then the round must be repeated.

After every round there is a roulette game where the player can earn rewards or penalties that will take effect in the following round.

After winning three rounds against a girl, the graphic becomes a photographic image of that girl.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 8 Mhz)
Sound Chips : OKI6295 (@ 12 Khz)

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 33792

Players : 2
Control : 4-way joystick
Buttons : 1

- TRIVIA -

Released in November 1990.

An EXPRO-02 version was distributed by Taito Corp. in Japan and Inter Trading in Korea.

- UPDATES -

The EXPRO-02 Version supports Zoom IN/OUT scroll effects, has a new Push Start & 100% Clear screens.

In the Korean EXPRO-02 version, naked girls are replaced by objects or animals.

- SERIES -

1. Gals Panic! (1990)
2. Gals Panic II (1993)
3. Gals Panic II' - Special Edition (1994)
4. Gals Panic 3 (1995)
5. Gals Panic 4 Yuu (1996)
6. Gals Panic SS (1996, Sega Saturn)
7. Gals Panic S - Extra Edition (1997)
8. Gals Panic S2 (1999)
8. Gals Panic SU (1999)
9. Gals Panic S3 (2002)

- STAFF -

Cast : Marina Matsumoto, Ayami Kida, Nami Ozawa, Yuki Miho, Emi Nagahara, Shiori Asano

- PORTS -

* Consoles :
Sega Mega-CD ("Super Gal's Panic") [Unreleased Prototype]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=922&o=2

$end


$info=galspnbl,
$bio

Gals Pinball (c) 1996 Comad.

A video-pinball game with girls... lots of girls.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 10 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : YM3812 (@ 3.579545 Mhz), OKI6295 (@ 8 Khz)

Screen orientation : Vertical
Video resolution : 224 x 512 pixels
Screen refresh : 60.00 Hz
Palette colors : 33792

Players : 1
Buttons : 3

- SERIES -

1. Hot Pinball (1995)
2. Gals Pinball (1996)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=923&o=2

$end


$msx2_flop=galsqstb,
$bio

Gals Quest Bangai-hen - The Princess's Pursuit (c) 2001 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101678&o=2

$end


$pc98=hypbingo,
$bio

Gals Talk Hyper Bingo (c) 1992 ABA [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89537&o=2

$end


$x68k_flop=galseed,
$bio

Galseed (c) 1991 Login Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87721&o=2

$end


$info=gamatron,
$bio

Gamatron (c) 1985 Pinstar.

- TRIVIA -

Gamatron was a conversion kit produced by Pinstar, a company started and owned by Gary Stern between the collapse of the 'original' Stern and the formation of Data East Pinball. Many have called Gamatron the poor man's version of Stern "Flight 2000".

- STAFF -

Design by : Steve Kirk
Art by : Seamus McLaughlin

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4463&o=2

$end


$info=gamatros,
$bio

Gamatron (c) 1986 Sonic.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=10146&o=2

$end


$info=m4gambal,m4gambal__a,m4gambal__b,m4gambal__c,
$bio

Gamball (c) 198? Barcrest.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15071&o=2

$end


$gamegear=gamble,
$bio

Gamble Panic (c) 1995 Sega Enterprises, Limited.

- TECHNICAL -

[Model G-3364]

- TIPS AND TRICKS -

* Super Password: Enter 6666666 as password to start the game with more then $900000.

* Sound test: On the title screen, select Training Mode (2nd option) by pressing 2 or START. Before the screen fades to black, hold 1+2. When the training mode screen appears, release the buttons. There will be no game name in the middle of the screen. Without pressing the D-pad, press 2 to enter the Sound Test.

- STAFF -

Programer : Y.Numata, M.Shiozumi
Artist : H.Takano
Sound Composer : E.Nanbu
Game Designer : H.Kubota
Producer : M.Hokoyama
Special Thanks to : M.Shimamura, N.Katoh, S.Kobayashi, M.Kidooka
Debugger : A.Morino, Y.Inou, K.Akiyama, S.Kashima, Y.Wada

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64611&o=2

$end


$pc98=gamblerc,
$bio

Gamble Racer (c) 1995 Victor Ent. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89538&o=2

$end


$pc98=queencup,
$bio

Gambler - Queen's Cup (c) 1994 Queensoft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89539&o=2

$end


$gbcolor=gamblert,
$bio

Gambler Densetsu Tetsuya - Shinjuku Tenun Hen [Model GB-BGYJ-JPN] (c) 2001 Athena Co. Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67920&o=2

$end


$gba=gamblert,
$bio

Gambler Densetsu Tetsuya - Yomigaeru Densetsu [Model AGB-ATYJ-JPN] (c) 2002 Athena Co. Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70757&o=2

$end


$psx=gamblerj,
$bio

Gambler Jiko Chuushinka Ippatsushoubu! Tokyo Mahjong Land [Model SLPS-02509] (c) 2000 Game Arts Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85194&o=2

$end


$x1_flop=gambler,
$bio

ぎゅわんぶらあ自己中心派 (c) 1987 Game Arts Co., Ltd.
(Gambler Jikochuushinha)

- TRIVIA -

Released in September 1987 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85991&o=2

$end


$pc8801_flop=gambler,
$bio

Gambler Jikochuushinha (c) 1987 Game Arts Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91874&o=2

$end


$msx1_cart=gambler,
$bio

Gambler Jikochuushinha (c) 1988 Game Arts Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52707&o=2

$end


$nes=gambler,
$bio

Gambler Jikochuushinha (c) 1988 Asmik

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54107&o=2

$end


$pc98=gambler,
$bio

Gambler Jikochuushinha (c) 1988 Game Arts Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89540&o=2

$end


$fm7_disk=gamblerj,
$bio

Gambler Jikochuushinha (c) 1989 Game Arts Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93620&o=2

$end


$pcecd=gambler,
$bio

Gambler Jikochuushinha - Gekitou 36 Janshi (c) 1989 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58198&o=2

$end


$megadriv=gambler,
$bio

Gambler Jikochuushinha - Katayama Masayuki no Mahjong Doujou (c) 1990 Game Arts Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56534&o=2

$end


$snes=gambler,
$bio

Gambler Jikochuushinha - Mahjong Kouisen [Model SHVC-GJ] (c) 1992 Palsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61353&o=2

$end


$pcecd=gamblrpz,
$bio

Gambler Jikochuushinha - Mahjong Puzzle Collection (c) 1992 Taito Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58199&o=2

$end


$saturn,sat_cart=gambler,
$bio

Gambler Jikochuushinha - Tokyo Mahjongland (c) 1996 Game Arts Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59162&o=2

$end


$saturn,sat_cart=gamblersa,
$bio

Gambler Jikochuushinha - Tokyo Mahjongland [Satakore] (c) 1998 Game Arts Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59163&o=2

$end


$x1_flop=gambler2,
$bio

Gambler Jikochuushinha 2 (c) 1987 Game Arts Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85992&o=2

$end


$pc8801_flop=gambler2,gambler2a,
$bio

Gambler Jikochuushinha 2 (c) 1987 Game Arts Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91875&o=2

$end


$nes=gambler2,
$bio

Gambler Jikochuushinha 2 (c) 1990 Asmik

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54108&o=2

$end


$snes=gambler2,
$bio

Gambler Jikochuushinha 2 - Dorapon Quest [Model SHVC-8G] (c) 1994 Pack-In-Video Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61354&o=2

$end


$megacd,megacdj=gambler2,
$bio

Gambler Jikochuushinha 2 - Gekitou! Tokyo Mahjongland Hen [Model T-45044] (c) 1992 Game Arts Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60516&o=2

$end


$msx2_cart=gambler2,
$bio

Gambler Jikochuushinha 2 - Jishou! Kyougou Janshi Hen (c) 1988 Game Arts Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51298&o=2

$end


$pc98=gambler2,
$bio

Gambler Jikochuushinha 2 - Jishou! Kyougou Janshi Hen (c) 1988 Game Arts Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89541&o=2

$end


$pc8801_flop=gambler3a,gambler3,
$bio

Gambler Jikochuushinha 3 (c) 1988 Game Arts Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91876&o=2

$end


$pc8801_flop=gamblerp,gamblerpd,
$bio

Gambler Jikochuushinha Mahjong Puzzle Collection (c) 1989 Game Arts Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91877&o=2

$end


$gamegear=gambler,
$bio

Gambler Jikochuushinha [Model G-3339] (c) 1992 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64612&o=2

$end


$pc98=gamblave,
$bio

Gambling Avenue (c) 19?? Shuwa System Trading

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89542&o=2

$end


$snes=gambling,
$bio

Gambling Hourouki [Model SHVC-A7BJ-JPN] (c) 1996 VAP Game [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61355&o=2

$end


$gbcolor=gwatch2,
$bio

Game & Watch Gallery 2 [Model DMG-AGLE-USA] (c) 1998 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67921&o=2

$end


$gbcolor=gwatch3,
$bio

Game & Watch Gallery 3 [Model DMG-ACQE-USA] (c) 1999 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67923&o=2

$end


$gba=gwatch4u,
$bio

Game & Watch Gallery 4 [Model AGB-AQWE-USA] (c) 2002 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70758&o=2

$end


$gba=gwatch4,
$bio

Game & Watch Gallery Advance [Model AGB-AQWP] (c) 2002 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70759&o=2

$end


$gameboy=gwatchua,gwatchu,
$bio

Game & Watch Gallery [Model DMG-AGAE-USA] (c) 1997 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66021&o=2

$end


$gameboy=gwatch,
$bio

Game & Watch Gallery [Model DMG-AGAP-EUR] (c) 1997 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66020&o=2

$end


$pc8801_flop=gamearts,
$bio

Game Arts Basic-Game (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91878&o=2

$end


$saturn,sat_cart=gamebasi,gamebasia,
$bio

Game Basic for SegaSaturn (c) 1998 ASCII Entertainment Software, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59164&o=2

$end


$msx1_cart=gamebox,
$bio

Game Box (c) 1987 Barq

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77092&o=2

$end


$sms=gamebox,
$bio

Game Box Serie Esportes Radicais (c) 1994 Tec Toy

Bundle of two sports games for the Sega Master System : 

"Surf" (a surfing simulator)
"BMX" (similar to Nintendo's "Excitebike")

- TECHNICAL -

[Model 023480]

- TRIVIA -

Released in Brazil only.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56036&o=2

$end


$gba=v_grown,
$bio

Game Boy Advance Video - All Grown Up! Volume 1 (c) 2004 Majesco Sales, Incorporated.

- TECHNICAL -

Game ID: AGB-MGUE-USA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70789&o=2

$end


$gba=v_cnplatf,
$bio

Game Boy Advance Video - Cartoon Network Collection - Edition Platinum (c) 2005 Majesco Sales, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70790&o=2

$end


$gba=v_cnpremf,
$bio

Game Boy Advance Video - Cartoon Network Collection - Edition Premium (c) 2004 Majesco Sales, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70791&o=2

$end


$gba=v_cnspecf,
$bio

Game Boy Advance Video - Cartoon Network Collection - Edition Speciale (c) 2005 Majesco Sales, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70792&o=2

$end


$gba=v_cnlmtd,
$bio

Game Boy Advance Video - Cartoon Network Collection - Limited Edition (c) 2004 Majesco Sales, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70793&o=2

$end


$gba=v_cnplat,
$bio

Game Boy Advance Video - Cartoon Network Collection - Platinum Edition [Model AGB-MCNE-USA] (c) 2005 Majesco Sales, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70794&o=2

$end


$gba=v_cnprem,
$bio

Game Boy Advance Video - Cartoon Network Collection - Premium Edition [Model AGB-MCPE-USA] (c) 2004 Majesco Sales, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70795&o=2

$end


$gba=v_cnspec,
$bio

Game Boy Advance Video - Cartoon Network Collection - Special Edition [Model AGB-MCME-USA] (c) 2005 Majesco Sales, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70796&o=2

$end


$gba=v_cncol1,
$bio

Game Boy Advance Video - Cartoon Network Collection - Volume 1 [Model AGB-MCTE-USA] (c) 2004 Majesco Sales, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70797&o=2

$end


$gba=v_cncol2,
$bio

Game Boy Advance Video - Cartoon Network Collection - Volume 2 [Model AGB-MC2E-USA] (c) 2004 Majesco Sales, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70798&o=2

$end


$gba=v_knd,
$bio

Game Boy Advance Video - Codename - Kids Next Door - Volume 1 [Model AGB-MKDE-USA] (c) 2004 Majesco Sales, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70799&o=2

$end


$gba=v_dccol,
$bio

Game Boy Advance Video - Disney Channel Collection - Volume 1 [Model AGB-MDCE-USA] (c) 2004 Majesco Sales, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70800&o=2

$end


$gba=v_doraex,
$bio

Game Boy Advance Video - Dora the Explorer - Volume 1 [Model AGB-MDRE-USA] (c) 2004 Majesco Sales, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70801&o=2

$end


$gba=v_dbgt,
$bio

Game Boy Advance Video - Dragon Ball GT - Volume 1 [Model AGB-MDBE-USA] (c) 2004 Majesco Sales, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70802&o=2

$end


$gba=v_nick1,
$bio

Game Boy Advance Video - Nicktoon's Collection - Volume 1 [Model AGB-MCNE-USA] (c) 2004 Majesco Sales, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70803&o=2

$end


$gba=v_nick2,
$bio

Game Boy Advance Video - Nicktoon's Collection - Volume 2 [Model AGB-MN2E-USA] (c) 2004 Majesco Sales, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70804&o=2

$end


$gba=v_nick3,
$bio

Game Boy Advance Video - Nicktoons - Volume 3 [Model AGB-MN3E-USA] (c) 2005 Majesco Sales, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70805&o=2

$end


$gba=v_poke4,
$bio

Game Boy Advance Video - Pokémon: Beach Blank-out Blastoise + Go West Young Meowth [Model AGB-MPDE-USA] (c) 2004 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70806&o=2

$end


$gba=v_poke1,
$bio

Game Boy Advance Video - Pokémon: For Ho-Oh the Bells Toll! + A Hot Water Battle [Model AGB-MPAE-USA] (c) 2004 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70807&o=2

$end


$gba=v_poke2,
$bio

Game Boy Advance Video - Pokémon: Johto Photo Finish + Playing with Fire! [Model AGB-MPBE-USA] (c) 2004 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70808&o=2

$end


$gba=v_poke3,
$bio

Game Boy Advance Video - Pokémon: Pokémon - I Choose You + Here Comes the Squirtle Squad [Model AGB-MPCE-USA] (c) 2004 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70809&o=2

$end


$gba=v_sonicx,
$bio

Game Boy Advance Video - Sonic X - Volume 1 [Model AGB-MSHE-USA] (c) 2004 Majesco Sales, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70810&o=2

$end


$gba=v_sponb1,
$bio

Game Boy Advance Video - SpongeBob SquarePants - Volume 1 [Model AGB-MSSE-USA] (c) 2004 Majesco Sales, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70811&o=2

$end


$gba=v_sponb2,
$bio

Game Boy Advance Video - SpongeBob SquarePants - Volume 2 [Model AGB-MS2E-USA] (c) 2004 Majesco Sales, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70812&o=2

$end


$gba=v_sponb3,
$bio

Game Boy Advance Video - SpongeBob SquarePants - Volume 3 [Model AGB-MS3E-USA] (c) 2004 Majesco Sales, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70813&o=2

$end


$gba=v_straws,
$bio

Game Boy Advance Video - Strawberry Shortcake - Volume 1 [Model AGB-MSBE-USA] (c) 2004 Majesco Sales, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70814&o=2

$end


$gba=v_srmt,
$bio

Game Boy Advance Video - Super Robot Monkey Team - Hyper Force Go! Volume 1 (c) 2005 Majesco Sales, Incorporated.

- TECHNICAL -

Game ID: AGB-MSRE-USA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70815&o=2

$end


$gba=v_tmntf,
$bio

Game Boy Advance Video - Teenage Mutant Ninja Turtles - Le Demenagement (c) 2004 Majesco Sales, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70816&o=2

$end


$gba=v_tmnt,
$bio

Game Boy Advance Video - Teenage Mutant Ninja Turtles - Things Change [Model AGB-MTME-USA] (c) 2004 Majesco Sales, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70817&o=2

$end


$gba=v_jneutr,
$bio

Game Boy Advance Video - The Adventures of Jimmy Neutron Boy Genius - Volume 1 [Model AGB-MJME-USA] (c) 2004 Majesco Sales, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70818&o=2

$end


$gba=v_fop1,
$bio

Game Boy Advance Video - The Fairly OddParents! Volume 1 (c) 2004 Majesco Sales, Incorporated.

- TECHNICAL -

Game ID: AGB-MFOE-USA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70819&o=2

$end


$gba=v_fop2,
$bio

Game Boy Advance Video - The Fairly OddParents! Volume 2 (c) 2004 Majesco Sales, Incorporated.

- TECHNICAL -

Game ID: AGB-MF2E-USA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70820&o=2

$end


$gba=v_proudf,
$bio

Game Boy Advance Video - The Proud Family - Volume 1 [Model AGB-MFPE-USA] (c) 2005 Majesco Sales, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70821&o=2

$end


$gba=v_yugioh,v_yugiohf,
$bio

Game Boy Advance Video - Yu-Gi-Oh! Yugi vs. Joey (c) 2004 Majesco Sales, Incorporated.

- TECHNICAL -

Game ID: AGB-MYGE-USA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70822&o=2

$end


$gameboy=gboycamg,
$bio

Game Boy Camera Gold (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66024&o=2

$end


$gameboy=gboycam,
$bio

Game Boy Camera [Model GBD-USA] (c) 1998 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66022&o=2

$end


$gbcolor=gbpromo,
$bio

Game Boy Color Promotional Demo (c) 199? Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67925&o=2

$end


$gameboy=gboyctrl,
$bio

Game Boy Controller Kensa Cartridge (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66025&o=2

$end


$gameboy=gbgallj,
$bio

Game Boy Gallery (c) 1997 Nintendo Company, Limited.

Japanese release.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66027&o=2

$end


$gameboy=gbgall2a,
$bio

Game Boy Gallery 2 [Model DMG-AGAU-AUS] (c) 1997 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66028&o=2

$end


$gameboy=gbgall2,
$bio

Game Boy Gallery 2 [Model DMG-AGIJ-JPN] (c) 1997 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66029&o=2

$end


$gbcolor=gbgall3,
$bio

Game Boy Gallery 3 [Model DMG-AGLU-AUS] (c) 1998 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67926&o=2

$end


$gbcolor=gbgall3j,
$bio

Game Boy Gallery 3 [Model DMG-AGQJ-JPN] (c) 1999 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67927&o=2

$end


$gbcolor=gbgall4,
$bio

Game Boy Gallery 4 [Model DMG-ACQU-AUS] (c) 2000 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67928&o=2

$end


$gameboy=gbgall,
$bio

Game Boy Gallery (c) 1995 Nintendo Company, Limited.

- TECHNICAL -

Game ID: DMG-AGGA-UKV

- TRIVIA -

Released on April 27, 1995 in Europe.

Reviews:
[FR] April 1995, Consoles + N.42: 85/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66026&o=2

$end


$info=gbpocket,
$bio

Game Boy Pocket (c) 1996 Nintendo Company, Limited.

A smaller, lighter Game Boy unit that requires fewer batteries.

- TECHNICAL -

[Model MGB-001]

The Pocket has space for two AAA batteries, which provides approximately 10 hours of game play. It has a smaller link port, which requires an adapter to link with the older Game Boy. The port design is used on all subsequent Game Boy models, excluding the Game Boy Micro.

The screen was changed to a true black-and-white display, rather than the 'pea soup' monochromatic display of the original Game Boy. Also Game Boy Pocket (GBP) has a larger screen than the Game Boy Color (GBC) that later superseded it, the GBP's screen is 65mm (2.56") diagonal, width 48.5mm (1.91"), height 43.5mm (1.71") compared to a 59mm (2.32") diagonal for the GBC. Although like its predecessor the Game Boy Pocket has no backlight to allow play in a darkened area, it did notably improve visibility and pixel response-time (virtually eliminating video ghosting).

- TRIVIA -

The first version did not have a LED to show battery levels. This was soon added due to public demand, along with new Game Boy Pocket units of different colors, some of them new to the Game Boy line. There were several limited-edition Game Boy Pockets including a metallic Ice Blue unit and a pink model exclusive to Japan. The Game Boy Pocket was not a new software platform and played the same software as the original Game Boy model.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67693&o=2

$end


$gbcolor=gbwars2,
$bio

ゲームボーイウォーズ2 (c) 1998 Hudson Soft.
(Game Boy Wars 2)

- TECHNICAL -

Game ID: DMG-AWOJ-JPN

- TRIVIA -

Released on November 20, 1998 in Japan.

- SERIES -

1. Game Boy Wars [Model DMG-GWJ] (1991)
2. Game Boy Wars Turbo [Model DMG-AGWJ-JPN] (1997)
3. Game Boy Wars 2 [Model DMG-AWOJ-JPN] (1998)
4. Game Boy Wars 3 [Model CGB-BWWJ-JPN] (2001)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67929&o=2

$end


$gbcolor=gbwars3,
$bio

ゲームボーイウォーズ3 (c) 2001 Hudson Soft.
(Game Boy Wars 3)

- TECHNICAL -

Game ID: CGB-BWWJ-JPN

- TRIVIA -

Released on August 30, 2001 in Japan.

- SERIES -

1. Game Boy Wars [Model DMG-GWJ] (1991)
2. Game Boy Wars Turbo [Model DMG-AGWJ-JPN] (1997)
3. Game Boy Wars 2 [Model DMG-AWOJ-JPN] (1998)
4. Game Boy Wars 3 [Model CGB-BWWJ-JPN] (2001)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67930&o=2

$end


$gba=gbwars12,
$bio

Game Boy Wars Advance 1+2 (c) 2004 Nintendo Company, Limited.

- TECHNICAL -

Game ID: AGB-BGWJ-JPN

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70760&o=2

$end


$gameboy=gbwarstf,
$bio

Game Boy Wars Turbo - Famitsu Version  (c) 1997 Hudson Soft.

An alternate version of "Game Boy Wars Turbo [Model DMG-AGWJ-JPN]" released as a promotional giveaway by Weekly Famitsu featuring a set of maps submitted by readers of the magazine.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66032&o=2

$end


$gameboy=gbwarst,
$bio

Game Boy Wars Turbo (c) 1997 Hudson Soft.

An enhanced version of the original Game Boy Wars. The main new feature in Game Boy Wars Turbo is that the CPU now has a better decision-making algorithm during its turns, allowing battles to proceed swifter than in the original. Turbo also features 50 new maps, as well as Super Game Boy support.

- TECHNICAL -

Game ID: DMG-AGWJ-JPN

- TRIVIA -

Released on June 27, 1997 in Japan.

- SERIES -

1. Game Boy Wars [Model DMG-GWJ] (1991)
2. Game Boy Wars Turbo [Model DMG-AGWJ-JPN] (1997)
3. Game Boy Wars 2 [Model DMG-AWOJ-JPN] (1998)
4. Game Boy Wars 3 [Model CGB-BWWJ-JPN] (2001)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66031&o=2

$end


$gameboy=gbwars,
$bio

ゲームボーイウォーズ (c) 1991 Nintendo Company, Limited.
(Game Boy Wars)

A turn-based war simulator.

- TECHNICAL -

Game ID: DMG-GWJ

- TRIVIA -

Released on May 21, 1991 in Japan only. Game Boy Wars is a portable follow-up to the 1988 war simulator "Famicom Wars", making it the second game in Nintendo's Wars series.

- SERIES -

1. Game Boy Wars [Model DMG-GWJ] (1991)
2. Game Boy Wars Turbo [Model DMG-AGWJ-JPN] (1997)
3. Game Boy Wars 2 [Model DMG-AWOJ-JPN] (1998)
4. Game Boy Wars 3 [Model CGB-BWWJ-JPN] (2001)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66030&o=2

$end


$pc98=gc3035,gc30,
$bio

Game Collection 30 (c) 19?? Shuwa System Trading

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89543&o=2

$end


$pc98=gc30ag,
$bio

Game Collection 30 Again (c) 19?? Shuwa System Trading

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89544&o=2

$end


$pc98=gcbangai,
$bio

Game Collection Bangai-hen (c) 19?? Shuwa System Trading

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89545&o=2

$end


$gbcolor=gameconv,
$bio

Game Conveni 21 [Model DMG-BG2J-JPN] (c) 2000 Starfish, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67931&o=2

$end


$gameboy=tamaosu,
$bio

Game de Hakken!! Tamagotchi - Osutchi to Mesutchi [Model DMG-AOMJ-JPN] (c) 1998 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66034&o=2

$end


$gameboy=tama2,
$bio

Game de Hakken!! Tamagotchi 2 [Model DMG-AT3J-JPN] (c) 1997 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66035&o=2

$end


$gameboy=tamaj,
$bio

Game de Hakken!! Tamagotchi [Model DMG-ATAJ-JPN] (c) 1997 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66033&o=2

$end


$saturn,sat_cart=gameseis,
$bio

Game de Seishun (c) 1998 KID

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59167&o=2

$end


$x68k_flop=gamejang,
$bio

Game Jang (c) 1993 GAM [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87722&o=2

$end


$c64_cart,c64_flop=gamekill,
$bio

Game Killer (c) 1986 Robtek

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53585&o=2

$end


$info=gkigt4,gkigt43,gkigt43n,gkigt4ms,gkigt5p,gkigtez,gkkey,
$bio

Game King 4.0 Multi-Game (c) 2002 IGT.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101117&o=2

$end


$msx1_cart=gameland,
$bio

Game Land [Model GPM-501] (c) 1984 Casio Computer Co., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77093&o=2

$end


$info=gammagic,
$bio

Game Magic (c) 1999 Bally Gaming, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49344&o=2

$end


$msx1_cart=gmaster,gmastera,
$bio

Game Master (c) 1986 Konami Industry Co., Ltd.

Export release. Game developed in Japan. See the original for more information; "Konami no Game wo 10-bai Tanoshimu Cartridge [Model RC735]".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77094&o=2

$end


$pc8801_flop=gamemus1,
$bio

Game Music Collection Vol. 1 - Sega & Draque II (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91879&o=2

$end


$pc8801_flop=gamemus2,
$bio

Game Music Collection Vol. 2 - Final Fantasy Original Music + Alpha (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91880&o=2

$end


$pc8801_flop=gamemusl,
$bio

Game Music Library (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91881&o=2

$end


$saturn,sat_cart=gameniho,
$bio

Game Nihonshi - Kakumeiji Oda Nobunaga (c) 1997 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59165&o=2

$end


$megadriv=gamenko,
$bio

Game no Kandume Otokuyou (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56536&o=2

$end


$megacd,megacdj=gamenk1,
$bio

ゲームのかんづめ VOL.1 (c) 1994 Sega Enterprises, Limited.
(Game no Kanzume Vol. 1)

Compilation of Sega Mega Drive titles : 
"Flicky"
"Hyper Marbles"
"Paddle Fighter"
"Phantasy Star II Text Adventure - Amia no Bouken"
"Phantasy Star II Text Adventure - Eusis no Bouken"
"Phantasy Star II Text Adventure - Huey no Bouken"
"Phantasy Star II Text Adventure - Shilka no Bouken"
"Pyramid Magic"

All of these titles were originally released for the Sega Mega Drive exclusively through the Sega Meganet online service.

- TECHNICAL -

Game ID: G-6032

- TRIVIA -

Game no Kanzume Vol. 1 for Mega-CD was released on March 18, 1994 in Japan only.

All games include newly-arranged CD music, and Pyramid Magic also includes a new stage construction mode not present in the original Meganet versions.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93485&o=2

$end


$megacd,megacdj=gamenk2,
$bio

ゲームのかんづめ VOl.2 (c) 1994 Sega Enterprises, Limited.
(Game no Kanzume Vol. 2)

Compilation of Sega Mega Drive titles : 
"16t"
"Aworg - Hero in the Sky"
"Shi no Meikyuu" (Fatal Labyrinth)
"Medal City"
"Phantasy Star II Text Adventure - Anne no Bouken" 
"Phantasy Star II Text Adventure - Kinds no Bouken" 
"Phantasy Star II Text Adventure - Nei no Bouken" 
"Phantasy Star II Text Adventure - Rudger no Bouken" 
"Putter Golf"
"Robot Battler
"Teddy Boy Blues - Yoko Ishino"

All of these titles were originally released for the Sega Mega Drive exclusively through the Sega Meganet online service.

- TECHNICAL -

Game ID: G-6033

- TRIVIA -

Game no Kanzume Vol. 2 for Mega-CD was released on March 18, 1994 in Japan only.

As with the first volume, all games include newly arranged CD music, but are otherwise identical to the original Meganet releases.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93486&o=2

$end


$saturn,sat_cart=gametat,
$bio

Game no Tatsujin (c) 1995 Sunsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59168&o=2

$end


$famicom_flop=moneywar,
$bio

Game no Tatsujin - Money Wars (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65344&o=2

$end


$saturn,sat_cart=gametats,
$bio

Game no Tatsujin - The Shanghai (c) 1995 Sunsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59169&o=2

$end


$saturn,sat_cart=gametat2,
$bio

Game no Tatsujin 2 (c) 1996 Sunsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59170&o=2

$end


$snes=gametats,
$bio

Game no Tatsujin [Model SHVC-AGEJ-JPN] (c) 1995 Sunsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61358&o=2

$end


$snes=shanghai,
$bio

Game no Tetsujin - The Shanghai [Model SHVC-A2GJ-JPN] (c) 1995 Sunsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61359&o=2

$end


$info=as_gof,
$bio

Game of Fortune (c) 2007 Astra Games.

- TECHNICAL -

Available in Casino and I-CAB versions. Dimensions :
Casino : 1835mm High x 583mm Deep x 670mm Wide
I-CAB : 1654mm High x 511mm Deep x 481mm Wide

- TRIVIA -

Released in Italy and Netherland.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11333&o=2

$end


$cpc_cass=gameover,
$bio

Game Over (c) 1986 Dinamic Soft. [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96444&o=2

$end


$cpc_cass=gameover01,gameover02,
$bio

Game Over (c) 1987 Imagine Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96445&o=2

$end


$msx1_cass=gameover,gameovers,
$bio

Game Over (c) 1988 Dinamic Software [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94665&o=2

$end


$ibm5150,ibm5150_cass=gameover,
$bio

Game Over + Phantis Spanish (c) 1988 Dinamic Software [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83624&o=2

$end


$msx1_cass=gameovr2,
$bio

Game Over II (c) 1988 Dinamic Software [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94666&o=2

$end


$ibm5150,ibm5150_cass=gameovr2,gameovr2a,
$bio

Game Over II (c) 198? Dinamic Software [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83625&o=2

$end


$cpc_cass=gameover04,
$bio

Game Over II + Game Over (c) 1988 Dinamic Soft. [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96447&o=2

$end


$cpc_cass=gameover03,
$bio

Game Over II [Model IB-A-028] (c) 1988 Dinamic Soft. [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96448&o=2

$end


$pc8801_flop=gamepack,
$bio

Game Pack 13 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91882&o=2

$end


$pc8801_flop=gamepac1,
$bio

Game Pack 14 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91883&o=2

$end


$pc8801_flop=gamepac2,
$bio

Game Pack 15 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91884&o=2

$end


$pc8801_flop=gamepac3,
$bio

Game Pack 16 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91885&o=2

$end


$pc8801_flop=gamepac4,
$bio

Game Pack 17 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91886&o=2

$end


$pc8801_flop=gamepac5,
$bio

Game Pack 18 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91887&o=2

$end


$pc8801_flop=gamepac6,
$bio

Game Pack 19 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91888&o=2

$end


$pc8801_flop=gamepac7,
$bio

Game Pack 20 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91889&o=2

$end


$pc8801_flop=gamepac8,
$bio

Game Pack 200 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91890&o=2

$end


$pc8801_flop=gamepac9,
$bio

Game Pack 21 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91891&o=2

$end


$pc8801_flop=gamepa10,
$bio

Game Pack 22 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91892&o=2

$end


$pc8801_flop=gamepa11,
$bio

Game Pack 26 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91893&o=2

$end


$pc8801_flop=gamepa12,
$bio

Game Pack 27 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91894&o=2

$end


$pc8801_flop=gamepa13,
$bio

Game Pack 28 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91895&o=2

$end


$pc8801_flop=gamepa14,
$bio

Game Pack 29 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91896&o=2

$end


$pc8801_flop=gamepa15,
$bio

Game Pack 30 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91897&o=2

$end


$pc8801_flop=gamepa16,
$bio

Game Pack 31 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91898&o=2

$end


$pc8801_flop=gamepa17,
$bio

Game Pack 32 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91899&o=2

$end


$pc8801_flop=gamepa18,
$bio

Game Pack 33 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91900&o=2

$end


$pc8801_flop=gamepa19,
$bio

Game Pack 34 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91901&o=2

$end


$pc8801_flop=gamepa20,
$bio

Game Pack 35 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91902&o=2

$end


$nes=gameprty,
$bio

Game Party (c) 1990 Coconuts Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54109&o=2

$end


$c64_cart,c64_flop=gameset,
$bio

Game Set and Match (c) 1987 Ocean

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53586&o=2

$end


$pc8801_flop=gameshu,
$bio

Game Shu (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91903&o=2

$end


$saturn,sat_cart=gametngk,
$bio

Game Tengoku - The Game Paradise! (c) 1997 Jaleco Company, Limited. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59166&o=2

$end


$snes=bstora1,
$bio

Game Tora no Taikoban - 5-17 Gou (c) 199? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61356&o=2

$end


$snes=bstora2,
$bio

Game Tora no Taikoban - 5-31 Gou (c) 199? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61357&o=2

$end


$megadriv=gameto,
$bio

Game Toshokan (c) 1990 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56535&o=2

$end


$info=gametree,
$bio

Game Tree (c) 1978 Project Support Engineering.

Turkeys trot, Rabbits hop... Squirrels jump from tree to tree. Be sure to miss the Hound Dog! Animals appear randomly in a realistic outdoor woods setting.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4263&o=2

$end


$pico=gsoy,
$bio

Game wo Shinagara Oboe You! Kantan Wakuwaku Keyboard [Model HPC-6042] (c) 1997 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75682&o=2

$end


$msx1_cart=gw126,gw126a,
$bio

Game World - 126 Games (c) 19?? Zemina [Korea]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77095&o=2

$end


$msx1_cart=gw30,
$bio

Game World - 30 Games (c) 19?? Zemina [Korea]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77096&o=2

$end


$msx1_cart=gw64,
$bio

Game World - 64 Games (c) 19?? Zemina [Korea]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77097&o=2

$end


$msx1_cart=gw80,gw80a,
$bio

Game World - 80 Games (c) 19?? Zemina [Korea]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77098&o=2

$end


$msx1_cart=gw90,gw90a,
$bio

Game World - 90 Games (c) 19?? Zemina [Korea]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77099&o=2

$end


$saturn,sat_cart=gware,gwarea,
$bio

Game-Ware (c) 1996 General Entertainment

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59171&o=2

$end


$saturn,sat_cart=gware2,gware2a,
$bio

Game-Ware 2 (c) 1996 General Entertainment

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59172&o=2

$end


$saturn,sat_cart=gware4,
$bio

Game-Ware 4 (c) 1997 General Entertainment

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59173&o=2

$end


$saturn,sat_cart=gware5,gware5a,
$bio

Game-Ware 5 (c) 1997 General Entertainment

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59174&o=2

$end


$saturn,sat_cart=gware3,
$bio

Game-Ware Vol. 3 (c) 1996 General Entertainment

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59175&o=2

$end


$x68k_flop=gamex,
$bio

Game.X (c) 1990 Kugenuma Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88259&o=2

$end


$info=gamecstl,gamecst2,
$bio

GameCristal (c) 2002 Cristaltec.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=20528&o=2

$end


$pc8801_flop=gamepa21,
$bio

GamePack (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91905&o=2

$end


$pc8801_flop=gamepa22,
$bio

GamePACK 1 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91904&o=2

$end


$x1_flop=gamepk1,
$bio

GAMEPK1 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85984&o=2

$end


$x1_flop=gamepk2,
$bio

GAMEPK2 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85985&o=2

$end


$gameboy=gamera,
$bio

Gamera - Daikaijuu Kuuchuu Kessen [Model DMG-AGMJ-JPN] (c) 1995 Angel Studios

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66036&o=2

$end


$snes=gamera,
$bio

Gamera - Gyaos Gekimetsu Sakusen [Model SHVC-AGIJ-JPN] (c) 1995 Sammy Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61360&o=2

$end


$psx=gamera20,
$bio

Gamera 2000 [Model SLPS-00833] (c) 1997 Virgin Interactive Ent., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85195&o=2

$end


$info=usgames,usg185,usg182,usg187c,
$bio

Games (c) 1991 U.S. Games.

- TECHNICAL -

Main CPU : Motorola M6809 (@ 2 Mhz)
Sound Chips : General Instrument AY8910 (@ 2 Mhz)

Screen orientation : Horizontal
Video resolution : 400 x 248 pixels
Screen refresh : 60.00 Hz
Palette colors : 16

Players : 1
Buttons : 5

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=925&o=2

$end


$info=g4u2,
$bio

Games 4 U 2 (c) 200? AGI [Austrian Gaming Industries].

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43642&o=2

$end


$info=g4u3,g4u3a,
$bio

Games 4 U 3 (c) 200? AGI [Austrian Gaming Industries].

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43643&o=2

$end


$info=g4u4,
$bio

Games 4 U 4 (c) 200? AGI [Austrian Gaming Industries].

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43644&o=2

$end


$info=g4u5,
$bio

Games 4 U 5 (c) 200? AGI [Austrian Gaming Industries].

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43645&o=2

$end


$info=g4u6,
$bio

Games 4 U 6 (c) 200? AGI [Austrian Gaming Industries].

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43646&o=2

$end


$info=g4u7,
$bio

Games 4 U 7 (c) 200? AGI [Austrian Gaming Industries].

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43647&o=2

$end


$pc8801_flop=gamesad8,
$bio

Games A (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91906&o=2

$end


$info=m4gb006,m4gb006__a,m4gb006__b,m4gb006__c,
$bio

Games Bond 006 (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41324&o=2

$end


$bbca_cass,bbcb_cass=gamcomb1,gamcomb3,
$bio

Games Compendium (c) 1983 Salamander

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51888&o=2

$end


$msx1_cass=gamesdes,
$bio

Games Designer (c) 1985 Quicksilva

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94667&o=2

$end


$gba=gamexpln,
$bio

Games Explosion! [Model AGB-BG7E-USA] (c) 2006 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70761&o=2

$end


$gbcolor=gamefrnz,
$bio

Games Frenzy [Model CGB-BFGP-EUR] (c) 2000 3DO Company, The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67932&o=2

$end


$bbca_cass,bbcb_cass=gamstrat,
$bio

Games of Strategy (c) 1982 BBC Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51889&o=2

$end


$pc8801_flop=gamesad1,
$bio

GamesA (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91907&o=2

$end


$pc8801_flop=gamesbd8,
$bio

GamesB (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91908&o=2

$end


$psx=gamesoft,
$bio

Gamesoft wo Tsukurou - Let's Be a Super Game Creator [Model SLPS-01607] (c) 1999 Imageneer Co., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85196&o=2

$end


$pc8801_flop=game1,
$bio

GAME_1 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91853&o=2

$end


$pc8801_flop=game2,
$bio

GAME_2 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91854&o=2

$end


$pc8801_flop=game3,
$bio

GAME_3 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91855&o=2

$end


$pc8801_flop=game4,
$bio

GAME_4 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91856&o=2

$end


$info=comg175,comg239,comg240,
$bio

Gaming Draw Poker (c) 1984 Cal Omega.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=22977&o=2

$end


$info=comg074,
$bio

Gaming Poker (c) 1981 Cal Omega.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=8713&o=2

$end


$x1_flop=gamma5,
$bio

Gamma 5 (c) 1986 Dempa Shinbunsha [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85993&o=2

$end


$ibm5150,ibm5150_cass=gammafrc,
$bio

Gamma Force in Pit of a Thousand Screams (c) 1988 Infocom

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83626&o=2

$end


$x68k_flop=gammapl,
$bio

Gamma Planet (c) 1989 Compac [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87723&o=2

$end


$a2600=gammaatt,
$bio

Gamma-Attack (c) 1983 Gammation

- TECHNICAL -

Model GA1003

- STAFF -

Programmer: Robert L. Esken Jr.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50526&o=2

$end


$pc8801_flop=gamma5,
$bio

Gamma5 (c) 1986 KSK [Kure Software Koubou] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91909&o=2

$end


$info=gamshara,
$bio

Gamshara (c) 2002 Mitchell.

An action shooting game with identical mechanics to TAD's "Cabal".

- TECHNICAL -

Namco System 10 hardware.
Game ID : 1002

Main CPU : PSX (@ 16.9344 Mhz)

Players : 2
Control : 8-way Joystick
Buttons : 6

- TRIVIA -

Released in August 2002 in Japan.

The title of this game translates from Japanese as 'Daredevil'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4417&o=2

$end


$info=chinsan,
$bio

Ganbare Chinsan! Ooshoubu (c) 1987 Sanritsu.

A mahjong game.

- TECHNICAL -

Main CPU : Zilog Z80

Palette colors : 256

- TRIVIA -

The title translates from Japanese as 'Hang In There, Mr. Chin! Big Game'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=10590&o=2

$end


$info=ginkun,
$bio

Ganbare Ginkun - Action Minigame Shuu (c) 1995 Tecmo.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2151 (@ 4 Mhz), OKI6295 (@ 7.575 Khz)

Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 4096

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

The title of this game translates from Japanese as 'Good Luck, Ginkun - Action Minigame Meet'.

The bike minigame (where you must stop your bike) has the Boss music from "Final Star Force" (1992, Tecmo).

Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Ganbare Ginkun - PCCB-00202) on 16/12/1995.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=926&o=2

$end


$n64=ggoemddd,
$bio

Ganbare Goemon - Dero Dero Douchuu Obake Tenkomori [Model NUS-NG6J] (c) 1998 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57716&o=2

$end


$gbcolor=ggoemdyn,
$bio

Ganbare Goemon - Hoshizorashi Dynamites Arawaru!! [Model CGB-BEKJ-JPN] (c) 2000 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67933&o=2

$end


$gameboy=ggoemkur,
$bio

Ganbare Goemon - Kurofunetou no Nazo [Model DMG-AGDJ-JPN] (c) 1997 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66037&o=2

$end


$gbcolor=ggoemnab,
$bio

Ganbare Goemon - Mononoke Douchuu Tobisuise Nabebugyou! [Model DMG-AEFJ-JPN] (c) 1999 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67934&o=2

$end


$n64=ggoemneo,
$bio

Ganbare Goemon - Neo Momoyama Bakufu no Odori (c) 1997 Konami Company, Limited.

- TECHNICAL -

Game ID: NUS-NG5J

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57717&o=2

$end


$psx=ganbaroo,
$bio

Ganbare Goemon - Ooedo Daikaiten [Model SLPM-86774] (c) 2001 Konami Corp. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85197&o=2

$end


$gameboy=ggoemsar,
$bio

Ganbare Goemon - Sarawareta Ebisumaru [Model DMG-GCJ] (c) 1991 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66038&o=2

$end


$gbcolor=ggoemtng,
$bio

Ganbare Goemon - Tengutou no Gyakushuu [Model DMG-AGUJ-JPN] (c) 1999 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67935&o=2

$end


$psx=ganbareg,
$bio

Ganbare Goemon - Uchuu Kaizoku Akogingu (c) 1996 Konami Co., Lld.

- TECHNICAL -

Game ID: SLPS-00217

- TRIVIA -

Released on March 22, 1996 in Japan.

Re-Editions:
[JP] "Ganbare Goemon - Uchuu Kaizoku Akogingu [Model SLPM-86030]" (1997)
[JP] "Ganbare Goemon - Uchuu Kaizoku Akogingu [Model SLPM-87327]" (2003)

- STAFF -

Director: Haruki Kyuda
Program: Haruki Kyuda, Akari Ueda, Nobuyuki Abe, Endo, Yasumi Takase (Ponpon Takase), Hidon, Jiro Hakodate, Kazumasa Ogiso
Design: Sunoshi Takaya, Time Traveller, Atsushi Ono, White Wata, Yukiko Nozaki, Masayuki Saruta, Keisuke Hattori (Keisuke), Yoko Aoki
Movies: Visual Design Room, Masaya Shiraishi, Reiko Hagiwara, Takashi Mizutani, Yukito Komori
Animation: Visual Design Room, Muneharu Samejima
Sound Producer: Hiroshi Kobayashi
Sound Program: Osamu Kasai
Music Composition: Akira Yamaoka, Michiru Yamane, Punk Takabo, Motoaki Furukawa, Tappy Iwase (Tappi), Kosuke Soeda (Latino), Hiroshi Tamawari (Tama-chan-gu), Shoichiro Hirata (Shoichiro)
Sound Mastering: Kazuhito Imai
Packaging: Satoshi Imaeda
Producers: Masaki Yoneoka, Yutaka Haruki, Kazumi Kitaue

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85198&o=2

$end


$snes=ggoemon,ggoemona,
$bio

Ganbare Goemon - Yuki Hime Kyuushutsu Emaki (c) 1991 Konami Company, Limited.

- TECHNICAL -

Cartridge ID: SHVC-GG

- TRIVIA -

Reviews:
September 1991 - Consoles + N.1 [FR]: 80/100
October 1991 - Joypad N.1 [FR]: 94/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61361&o=2

$end


$nes=ggoemon2,
$bio

Ganbare Goemon 2 (c) 1989 Konami Industry Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54110&o=2

$end


$snes=ggoemon2,
$bio

Ganbare Goemon 2 - Kiteretsu Shougun Magginesu (c) 1993 Konami Company, Limited.

- TECHNICAL -

[Model SHVC-KL]

- TRIVIA -

The game was presented at the Famicom Spaceworld' 93 in August 1993 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61362&o=2

$end


$snes=ggoemon3,ggoemon3p,
$bio

Ganbare Goemon 3 - Shishi Juurokubee no Karakuri Manjigatame (c) 1994 Konami Company, Limited.

- TECHNICAL -

Cartridge ID: SHVC-2U

- TRIVIA -

Reviews:
[FR] March 1995, Consoles + N.41: 87/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61363&o=2

$end


$nes=ggoemg,
$bio

Ganbare Goemon Gaiden - Keita Ougon Kiseru (c) 1990 Konami Industry Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54111&o=2

$end


$nes=ggoemg2,
$bio

Ganbare Goemon Gaiden 2 - Tenka no Zaihou (c) 1992 Konami Co., Ltd

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54112&o=2

$end


$snes=ggoemkir,ggoemkira,
$bio

Ganbare Goemon Kirakira Douchuu - Boku ga Dancer ni Natta Wake (c) 1995 Konami Company, Limited.

- TECHNICAL -

Model SHVC-A4GJ-JPN

- TRIVIA -

Released on December 22, 1995 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61364&o=2

$end


$msx2_cart=ggoemon,
$bio

Ganbare Goemon! Karakuri Douchuu (c) 1987 Konami Industry Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51299&o=2

$end


$msx2_flop=ggoemon,ggoemonb,ggoemona,
$bio

Ganbare Goemon! Karakuri Douchuu (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101679&o=2

$end


$gba=f_goemon,
$bio

Ganbare Goemon! Karakuri Douchuu [Famicom Mini] (c) 2004 Nintendo Company, Limited.

- TECHNICAL -

Game ID: AGB-FGGJ-JPN

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70632&o=2

$end


$nes=ggoemon,
$bio

がんばれゴエモン! からくり道中 (c) 1986 Konami Industry Company, Limited.
(Ganbare Goemon! Karakuri Douchuu)

- TECHNICAL -

Model RC815

- TRIVIA -

Released on July 30, 1986 in Japan at a retail price of 5300 Yen.

- STAFF -

Designer: Kazuhisa Hashimoto
Programmers: Shigeharu Umezaki, Kazuhiro Aoyama

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54113&o=2

$end


$gamegear=ggorby,
$bio

Ganbare Gorby! [Model G-3210] (c) 1991 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64613&o=2

$end


$info=ganjaja,
$bio

Ganbare Jajamaru Saisho wa Goo (c) 1990 Jaleco Company, Limited. [Japan Leisure].

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49156&o=2

$end


$info=ganbare,
$bio

Ganbare Marin-kun (c) 2000 Capcom Company, Limited.

- TECHNICAL -

Runs on the CP System hardware.
B-Board #: 91634B-2

- TRIVIA -

Ganbare Marin-kun was released in April 2000 in the Japanese arcades.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=34778&o=2

$end


$ngpc=ganbaren,
$bio

Ganbare Neo Poke-kun [Model NEOP00970] (c) 2000 SNK Corp. [Shin Nihon Kikaku] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82534&o=2

$end


$nes=pennant,
$bio

Ganbare Pennant Race! (c) 1989 Konami Industry Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54114&o=2

$end


$x1_cass=pentan,
$bio

Ganbare Pentan (c) 198? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86224&o=2

$end


$pc8801_flop=ganbarea,
$bio

Ganbare! Adol-kun! (c) 1989 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91910&o=2

$end


$pico=comphero,
$bio

Ganbare! Bokura no Compati Heroes [Model T-206010] (c) 1996 Banpresto [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75683&o=2

$end


$snes=daigensn,
$bio

????! ?????? (c) 1993 Irem Corp.
(Ganbare! Daiku no Gen-san)

Ganbare Daiku No Gensan is a wacky side-scrolling action game by Irem and featuring a carpenter boy with a large hammer. The game is the unlikely sequel to Daiku No Gensan (aka Hammerin' Harry in the west), an arcade game also released by Irem in 1990. As early mentioned, the hero's main weapon is a wooden mallet that he uses when battling the various enemies found in every stage. The default hammer is rather weak and can thankfully be upgraded over time - the heavy metal hammer being the best of all. Our friend can also trigger special attacks or throw his mallet at his enemies. He can also throw his hammer angrily onto the ground and unleash shock waves, or throw it above his head and fire deadly stars in all directions (these special attacks come in limited quantities though and can be refilled by using 'power icons' usually hidden inside crates). Enemies in Ganbare Daiku No Gensan are often really unusual - such as weird looking cats or old ladies sweeping the floor. Some of them also pop out from nowhere or from behind objects from the scenery. Levels have also an interesting non-linear structure and different paths (usually simple though) can lead to the end of stage's mean boss - but be warned, our hero can't move backwards to get an item he ran by. Special racing sections are also added to the mix and give players some extra diversion.

- TECHNICAL -

Cartridge ID: SHVC-EZ

- TRIVIA -

The game was presented at the Famicom Spaceworld' 93 in August 1993 in Japan. It was then released on December 22, 1993 for 8900 Yen.

- SERIES -

1. Daiku no Gen-san - Beranmee Machi Soudouki (1990, Arcade)
2. Daiku no Gen-san - Ghost Building Company (1992, Game Boy)
3. Ganbare! Daiku no Gen-san [Model SHVC-EZ] (1993, Super Famicom)
4. Daiku no Gen-san 2 - Akage no Dan no Gyakushuu (1992, Famicom)
5. Ganbare! Daiku no Gen-san (1993, Super Famicom)
6. Daiku no Gen-san: Robot Teikoku no Yabou (1994, Game Boy)
7. Daiku no Gen-San: Kachikachi no Tonkachi ga Kachi (2000, Game Boy Color)
8. Ikuze! Gen-San: Yuuyake Daiku Monogatari (2008, PSP)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61365&o=2

$end


$gba=dodgefgt,
$bio

Ganbare! Dodge Fighters [Model AGB-BG8J-JPN] (c) 2005 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70762&o=2

$end


$pce=ganbgolf,
$bio

Ganbare! Golf Boys (c) 1989 NCS

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58595&o=2

$end


$info=gangonta,
$bio

Ganbare! Gonta!! 2 (c) 1995 Mitchell.

- TECHNICAL -

Main CPU : ARM (@ 28 Mhz)
Sound Chips : OKI6295 (@ 7.627 Khz), OKI6295 (@ 15.255 Khz)

Players : 2
Control : 8-way Joystick
Buttons : 3

- TRIVIA -

Released in May 1995.

This game is known outside Japan as "Party Time - Gonta The Diver II".

- SERIES -

1. Moeyo Gonta!! (1993)
2. Ganbare! Gonta!! 2 (1995)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3489&o=2

$end


$x1_flop=mikichan,
$bio

Ganbare! Miki-chan (c) 1986 Champion Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85994&o=2

$end


$pc8801_flop=mikichan,
$bio

Ganbare! Miki-chan (c) 1986 Champion Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91911&o=2

$end


$gbcolor=olymp2k,
$bio

がんばれ!ニッポン! オリンピック2000 (c) 2000 Konami Company, Limited.
(Ganbare! Nippon! Olympic 2000)

- TECHNICAL -

Game ID: CGB-B3HJ-JPN (RK208-j1)

- TRIVIA -

Released on July 13, 2000 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67936&o=2

$end


$n64=olymp2k,
$bio

Ganbare! Nippon! Olympics 2000 [Model NUS-N3HJ] (c) 2000 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57718&o=2

$end


$x68k_flop=ganpaich,
$bio

Ganbare! Paichan (c) 1994 Daba [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88260&o=2

$end


$x1_flop=gandhara,
$bio

Gandhara (c) 1987 Enix, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85995&o=2

$end


$pc8801_flop=gandhara,
$bio

Gandhara (c) 1987 Enix, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91912&o=2

$end


$pc98=gandhara,
$bio

Gandhara (c) 1988 Enix, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89546&o=2

$end


$msx2_flop=gandhara,gandharab,gandharaa,
$bio

Gandhara (c) 1988 Enix, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101680&o=2

$end


$info=gbusters,gbustersa,
$bio

Gang Busters (c) 1988 Konami.

An overhead shoot'em up where you play as a green-haired dude.

- TECHNICAL -

Game ID : GX878

Main CPU : KONAMI (@ 3 Mhz)
Sound CPU : Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), Konami K007232 (@ 3.579545 Mhz)

Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

This game is known in Japan as "Crazy Cop".

King Records released a limited-edition soundtrack album for this game (Konami Game Music Collection Vol.0 - 276A-7708) on 21/07/1989.

- STAFF -

Written and directed by : S. Okamoto
Assistant director : Y. Satoh, Macha*
Charactor designer : Dr. Hide
Graphic designer : N. Ishii
Production sound mixer : K. Matsubara
Music editors : Shinji Tasaka, Motoaki Furukawa, S. Fukami, Shigemasa Matsuo
Electoronics designers : T. Matsuura, M. Hiraoka
Publicity supervisor : F. Shibuya
Translator : Yuichi Kobayashi
General manager : Koji Hiroshita

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=927&o=2

$end


$info=ghunter,ghunters,
$bio

Gang Hunter (c) 1988 Seibu Kaihatsu.

Armed only with your trusty Tommy gun, you must exterminate all the main gangster families in order to reach the main kingpin so you can save your girl. Beware, they are waiting for you and will not go down without putting up a fight in this challenging shoot'em up.

- TECHNICAL -

Main CPU : (2x) V20 (@ 8 Mhz)
Sound CPU : Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : (2x) Yamaha YM2203 (@ 3.579545 Mhz), (2x) Custom (@ 8 Khz)

Players : 2
Control : trackball
Buttons : 2

- TRIVIA -

Released in July 1988.

Licensed to Segasa/Sonic for manufacture and distribution in Spain.

This game is known outside Spain as "Dead Angle".

- SERIES -

1. Empire City : 1931 (1986)
2. Gang Hunter (1988)

- STAFF -

Producer : Hitoshi Hamada
Director : T.Wada
Hardware : ???
Programmers : T. Takano, Kengo Kondo, S. Mori, H. Tomita
Music : ???
Art : M. Matsuzawa, S. Nagasaki, T. Komazawa

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=928&o=2

$end


$msx1_cass=gangman,
$bio

Gang Man (c) 1988 Armati Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94668&o=2

$end


$msx1_cart=gangmstr,
$bio

Gang Master [Model 000D0] (c) 1983 ASCII Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77100&o=2

$end


$info=gangwars,gangwarsu,gangwarsb,gangwarsj,
$bio

Gang Wars (c) 1989 Alpha Denshi Company, Limited.

2 street brawlers fight their way through a gang of hoodlums that like to laugh incessantly at you while they're beating you up! Features customizable statistics for your fighter.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 10 Mhz)
Sound CPU : Zilog Z80 (@ 7.15909 Mhz)
Sound Chips : YM2203 (@ 3 Mhz), YM2413 (@ 8 Mhz), DAC

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Gang Wars was released in July 1989.

- UPDATES -

The US cocktail version is different.
* 'Winners Don't Use Drugs' screen added.

The bootleg version have some different sounds.

- STAFF -

Producer & Director & Game designer : Tsutomu Maruyama
Graphic designers : Tsutomu Maruyama, Hatsue Honbe, Mitsunari Ishida, Kazushige Hakamata
Music composers & Sound effects : Yuka Watanabe, Hiroaki Shimizu
Main programmers : Eiji Fukamatsu, Hideo Kamoda, Yuuji Noguchi,Osamu Iijima
Hardware : Eiji Fukatsu

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=929&o=2

$end


$snes=gangan,
$bio

ガンガンガンチャン (c) 1995 Magifact
(Gangan Gan-chan)

Gan Gan Ganchan is a colorful maze/action game by Magifact that borrows numerous elements and gameplay mechanics from the arcade classic Pac Man with a few notable exceptions. The player takes control of a cute little star called Ganchan, and his mission is to collect four colored creatures (shaped like spheres or cones) of each color (red, yellow, blue and green) and to bring them to an exit door located somewhere in each level. Once these creatures have been collected, four colored keys appear and must be picked up to finally unlock the exit door. But things are not as easy as they seem - Gachan, in a way similar to Pac Man, always moves forward until he meets a wall, or until the player decides to steer him left or right. Ganchan's stamina is also an important part of the gameplay (the bar is located at the upper/left corner of the screen) - our hero constantly consumes energy and the only way for him to regain his lost stamina is to guide more creatures to the exit door. Enemies are also dotted around each level and relentlessly hunt down Gachan - some are slow whereas others, later in the game, can fire projectiles or move at incredible speeds. However, players have three tricks up their sleeves. In desperate situations, they can use some of their stamina and outrun any foes that challenge them. Another trick is to quickly turn into a stone-live creature that temporarily knocks out enemies, or to throw previously collected creatures (who follow Ganchan in a long line) and use them as projectiles. Finally, all kind of power-ups are released when Ganchan guide enough creatures to the exit door - they range from super bombs to protective shields. Gan Gan Ganchan features four different worlds, a password system and a two player versus mode.

- TECHNICAL -

Cartridge ID: SHVC-ACQJ-JPN

- TRIVIA -

Released on October 27, 1995 in Japan for 8800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61366&o=2

$end


$a2600=gangster,
$bio

Gangster (c) 19?? Ariola

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50527&o=2

$end


$a2600=gangstal,
$bio

Gangster Alley (c) 1982 Spectravideo

Game 1 - one player
Game 2 - two players

Childrens games (slower pace)
Game 3 - one player
Game 4 - two players

- TECHNICAL -

Model SA-201

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50528&o=2

$end


$a2600=gangstale,
$bio

Gangster Ruine (c) 1982 Spectravideo

European release. See USA version's "Gangster Alley [Model SA-201]" for more information about the game itself.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50529&o=2

$end


$sms=gangster,
$bio

Gangster Town (c) 1987 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56037&o=2

$end


$info=gangrose,
$bio

Gangster's Roses (c) 2004 Kupidon.

- TRIVIA -

Gangster's Roses was released in September 2004.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43649&o=2

$end


$psx=gangwaym,
$bio

Gangway Monsters (c) 1998 Sony Computer Ent., Inc.

- TECHNICAL -

[Model SLPS-01468]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85199&o=2

$end


$snes=ganpuru,
$bio

Ganpuru - Gunman's Proof [Model SHVC-AXAJ-JPN] (c) 1997 ASCII Ent. Software, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61367&o=2

$end


$pc8801_flop=gansekib,
$bio

Ganseki Bakusai Game (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91913&o=2

$end


$wswan=gjajamar,
$bio

Ganso Jajamaru-kun [Model SWJ-JLC001] (c) 1999 Jaleco Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86331&o=2

$end


$snes=gansopsl,
$bio

Ganso Pachi-Slot Nippon Ichi (c) 1994 Coconuts Japan.

- TECHNICAL -

[Model SHVC-O4]

- TRIVIA -

Ganso Pachi-Slot Nippon Ichi was released on November 24, 1994 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47603&o=2

$end


$snes=gansopac,
$bio

Ganso Pachinko Ou (c) 1994 Coconuts Japan

- TECHNICAL -

Game & Package ID: Model SHVC-OY

- TRIVIA -

Ganso Pachinko Ou was released on December 22, 1994 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61368&o=2

$end


$nes=gsayukih,
$bio

Ganso Saiyuuki Super Monkey Daibouken (c) 1987 FMG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69256&o=2

$end


$nes=gsayuki,
$bio

Ganso Saiyuuki Super Monkey Daibouken (c) 1986 VAP Game.

- TECHNICAL -

Game ID: VAP-GS

- TRIVIA -

Original price: 4900 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54115&o=2

$end


$gameboy=yanchamr,
$bio

Ganso!! Yancha Maru [Model DMG-YMJ] (c) 1991 Irem Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66039&o=2

$end


$pc98=gaogao1,
$bio

Gao Gao! 1st - Radical Sequence (c) 1994 Fournine [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89547&o=2

$end


$pc98=gaogao2,
$bio

Gao Gao! 2nd - Pandora Wood (c) 1994 Fournine [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89548&o=2

$end


$pc98=gaogaoom,
$bio

Gao Gao! Omake Disk (c) 19?? Fournine [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89549&o=2

$end


$pc98=gaogaoop,
$bio

Gao Gao! Optional Disk (c) 19?? Fournine [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89550&o=2

$end


$pc8801_flop=gaodiusi,
$bio

Gaodius III (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91914&o=2

$end


$info=gaplus,gaplusa,gaplust,
$bio

Gaplus (c) 1984 Namco.

The third game in Namco's classic "Galaxian" series, Gaplus picks up where 1981's "Galaga" left off. While maintaining the same classic 'look' of its predecessor, Gaplus's graphics are a definite improvement over those of "Galaga"; the game's increased color palette and subtle use of shading making the attacking aliens look rather more solid.

Another enhancement over its prequel is in the addition of a player-acquired 'Tractor Beam'. In "Galaga", only the enemies had access to the beam; enabling them to capture one of the player's 'Fighter' ships (the player then had to shoot the captor to release the Fighter). For the sequel, however, the player can now acquire the Tractor Beam. This is achieved by shooting one of the alien formation's 'generals' - a visibly more colourful alien than its comrades. The Tractor Beam will then activate for a limited time and any aliens the players captures (up to a maximum of six) will dock alongside the player's ship for enhanced firepower.

One final yet important addition is in the movement of the player's ship. In previous installments, the ship could only move left and right along the bottom of the screen; in Gaplus, however, the ship can now move UP the screen - although only to the halfway point. This is important as the alien's aggressive attack patterns will often see enemy craft swirling around the bottom of the play area.

As with "Galaga", Gaplus features regular 'Challenging Stages', with benign aliens swooping across the screen for the player to shoot as many times as possible, in order to try and spell out a word and earn extra bonus points.

- TECHNICAL -

Gaplus machines came in an upright dedicated cabinet that was similar in appearance to the cabinet used on the original "Galaga". These machines were black and were decorated with multi-color stripes, and sticker sideart with a realistically drawn scene from the game. There were several different marquees made. The American Gaplus marquee had a blue 'Gaplus' logo surrounded by a scary looking bee. The 'World' version had a green 'Gaplus' logo. Finally, many machines in the USA will be labeled "Galaga 3" on the marquee, but will have 'Gaplus' sideart and ROM chips (lots of lazy operators who didn't bother to install the whole name change kit, made these common). All machines are decorated with red T molding. The control panel has a single 8-way joystick mounted in the center, with 'Fire' buttons on either side. This panel was not decorated at all, it was simply black. The monitor bezel had a few game instructions on it, but was not overly decorated either. The game itself was displayed on a 19" Electrohome open frame monitor that was mounted vertically. This title uses the same wiring harness as "Galaga", and the two titles can be interchanged very easily. Many other games (such as "Dig Dug") use this same harness as well.

Game ID : GP

Main CPU : Motorola M6809 (@ 1.536 Mhz)
Sub CPU : Motorola M6809 (@ 1.536 Mhz)
Sound CPU : Motorola M6809 (@ 1.536 Mhz)
Sound Chips : Namco 8-channel WSG, discrete circuits (for the ship explosion sound)

Players : 2
Control : 8-way joystick
Buttons : 1 (FIRE)

- TRIVIA -

Gaplus was released in April 1984 in Japan.

This game is also known in the USA as "Galaga 3" (October 1984).

Dennis Gori holds the official record for this game with 1,393,200 points.

- TIPS AND TRICKS -

* These tips are all variations on the same theme :
1) On Parsec 1, allow all of the enemies to appear and fly into formation without shooting any of them. After the boss alien appears (the one that carries the tractor beam attachment), you'll see a pulsar similar to the ones the aliens appear from fly from just above the boss alien to the middle-right of the screen. Once it's gone by, shoot only the second alien from the left in the bottom row of the formation. A 'Special' flag will appear just below where it was; pick it up and you'll get a bonus ship.
2) In Parsec 1, go up to the very front and wait for all the bugs to come out. Then kill the 2nd bug from the left in the bottom row to make the special flag appear. Now, when the boss is coming down, move your ship and kill yourself by touching it. Don't touch the blaster head, just the boss. Your ship is turned into the blue one, and go get the special flag.

* Another Approach To The Same Situation : At the start of the Parsec 1, push straight up until you stop. DON'T shoot! Just sit there and let all the bugs form. Right after the last row of bugs get into formation, a star will shoot from the top left side of the screen to the bottom right. If you time this right you can get up to five shots on it. After about ten hits on the star (it will come out at random times during the game) it will transform your ship into a new ship that can shoot three shots on the screen (three shots vertically in a row) instead of just two.

* Easter Egg :
1) Enter service mode.
2) Keep Start and Button 1 pressed, move joystick Left until sound reaches 19. '(c) 1984 NAMCO' will appear on the screen.

* Secret message:
In the high score entry of Gaplus, you have to enter a name, age, and blood type. There are two codes which can be entered here, but cannot be entered in the international versions of the game.
Name: JNIWAR
Age: 28
Blood: OO
This makes a hidden message appear onscreen that will not disappear until the game is power-cycled. Here is the translation from Japanese:
"You have beaten Gaplus. In commemoration, we send you this message. Send a letter to Kojima at Namco, and he'll give something to the first 10 respondents. Sorry, but turn off the power now."

- SERIES -

1. Galaxian (1979)
2. Galaga (1981)
3. Gaplus (1984) : also known in the USA as "Galaga 3"
4. Galaga '88 (1987)
5. Galaxian 3 Theatre 6 - Project Dragoon (1990)
6. Galaxian 3 Theatre 6 J2 - Attack Of The Zolgear (1994)
7. Galaga Arrangement (1995) : part of "Namco Classics Collection Vol.1"
8. Galaga - Destination Earth (2000, GBA, PC CD-ROM and PlayStation)
9. Galaga Arrangement (2005, PSP) : part of "Namco Museum Battle Collection" 
10. Galaga Remix (2007, Wii) : part of "Namco Museum Remix" 
11. Galaga Legions (2008, XBLA)
12. Galaga Legions DX (2010, PSN, XBLA)
13. Galaga 3D Impact (2011, Nintendo 3DS) : part of "Pac-Man & Galaga Dimensions"

- STAFF -

Music by : Junko Ozawa

- PORTS -

NOTE : For ports released in the USA, please see the Midway "Gaplus" entry. 

* Consoles : 
Sony PlayStation [AU] (1996) "Namco Museum Vol.2 [Model SCES-00267]" 
Sony PlayStation [JP] (February 9, 1996) "Namco Museum Vol.2 [Model SLPS-00210]" 
Sony PlayStation [EU] (November 1996) "Namco Museum Vol.2 [Model SCES-00267]" 
Nintendo Wii [JP] (December 6, 2007) "Minna de Asobou! Namco Carnival" [Model RVL-RNWJ-JPN]" 
Nintendo Wii [EU] (April 18, 2008) "Namco Museum Remix [Model RVL-RN2P]" 
Nintendo Wii [KO] (April 26, 2008) "Namco Museum Remix [Model RVL-RNWK-KOR]" 
Nintendo Wii [AU] (May 1, 2008) "Namco Museum Remix [Model RVL-RN2P]") 
Nintendo Wii [Virtual Console Arcade] [JP] [AU] [EU] (March 26, 2009)

* Computers : 
NEC PC-9801 [JP] (December 1985) "Gaplus" by Carry Lab
Commodore C64 [EU] (1989) 
PC [MS Windows, CD-ROM] [JP] (December 24, 1998) "Namco History Vol.4" 

* Others : 
Let's! TV play classic series - Namco Nostalgia 2 [JP]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=930&o=2

$end


$pc98=gaplus,gaplusa,
$bio

Gaplus (c) 1985 Carry Lab.

- TRIVIA -

Gaplus for PC-9801 was released in December 1985 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48490&o=2

$end


$info=gaplusd,
$bio

Gaplus (c) 1984 Bally Midway Mfg. Co.

Export release by Bally/Midway. Game developed in Japan by Namco. For more information about the game itself, please see the original Namco Gaplus entry.

- TECHNICAL -

[No. 0A87]

- TRIVIA -

Gaplus was released in July 1984 in the USA by Midway, under license from Namco, even though the in-game title screen makes no mention of Midway and lists Namco as the manufacturer, probably because the game was released after Namco and Midway parted company. However, the Bally/Midway name does show up on both the marquee and the promotional flyer.

A conversion kit was released in the USA about three months later, changing the game's title to "Galaga 3". The game is known outside the USA exclusively as Gaplus.

- PORTS -

NOTES : Only ports released in the USA are listed here. For a list of ports released in other regions, please see the original Namco Gaplus entry. 

* Consoles :
Sony PlayStation [US] (September 30, 1996) "Namcom Museum Vol.2 [Model SLUS-00216]" 
Nintendo Wii [US] (October 23, 2007) "Namco Museum Remix [Model RVL-R2NE-USA]" 
Nintendo Wii [Virtual Console Arcade] [US] (March 25, 2009) 
Nintendo Wii [US] (November 16, 2010) "Namco Museum Megamix" 

* Computers :
Commodore C64 [US] (1989)

* Others : 
Apple iPhone/iPod [US] (June 9, 2011) "Galaga 30th Collection [Model 413616338]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41675&o=2

$end


$info=garage_4,garage_4a,garage_5,garage_5a,garage_4b,garage_4c,garage_5b,garage_5c,garage_5d,garage_5e,garage_6,garage_7,garage_9,
$bio

Garage (c) 2004 Igrosoft.

Garage is a 5-reel video slot machine game with two bonus games, super prize and with an additional possibility of increasing the reward during a risk-game.

- TRIVIA -

Garage was released in February 2004 in Russia.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=12048&o=2

$end


$msx2_cart=garakuta,
$bio

Garakuta (c) 1988 Wachi Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51300&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=gardnwar,
$bio

Garden Wars [Model VIC-1932] (c) 1982 Commodore, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84427&o=2

$end


$cdi=gardenin,
$bio

Gardening by Choice - Flowers & Foliage (c) 1992 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52963&o=2

$end


$info=gardia,gardiab,gardiaj,
$bio

Gardia (c) 1986 Sega.

A vertically scrolling shoot 'em up.

- TECHNICAL -

Game ID : 834-6119

Runs on the Sega "System 1" hardware.

Players: 2
Control: 8-way joystick
Buttons: 2

- TIPS AND TRICKS -

* Parts Bonus : Collecting 5 parts, you will get 100000 pts.

* Secret Characters : Shoot particular object with antisurface shot (Button 2). Secret character (Darth Vader, R2D2 or Jason) will appear.

- STAFF -

Developed by Coreland.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=931&o=2

$end


$x68k_flop=gardisli202,gardisli,gardisli202a,
$bio

Gardis Light (c) 1994 Sprite.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88261&o=2

$end


$nes=gardman,
$bio

Gardman (c) 200? Nanjing.

Chinese pirate game.

- TECHNICAL -

Game ID: NJ053

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95251&o=2

$end


$nes=garfield,garfields,
$bio

Garfield - A Week of Garfield (c) 1989 Towa Chiki.

- TRIVIA -

Released on April 7, 1989 in Japan.

The game's ROM contains some unused graphics.

- STAFF -

Developed by MARS Corporation.

Written by: Masashi Itoi

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54116&o=2

$end


$cpc_cass=garfield,
$bio

Garfield - Big Fat Hairy Deal [Model EDG16AM] (c) 1988 Edge, The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96451&o=2

$end


$amigaocs_flop=garfield,
$bio

Garfield - Big, Fat, Hairy Deal. (c) 1988 Edge, The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74137&o=2

$end


$gamegear=garfield,
$bio

Garfield - Caught in the Act (c) 1995 Sega Enterprises, Limited.

- TECHNICAL -

[Model 2560]

- TIPS AND TRICKS -

* Debug Mode: Pause the game and enter 1, 1, 2, 2, 1, 2. You can select a level, play sounds, and edit game parameters (level select, sound test, infinite lives, etc).

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64614&o=2

$end


$gba=garfldspu,
$bio

Garfield - The Search for Pooky [Model AGB-BGOE-USA] (c) 2005 Game Factory, The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70764&o=2

$end


$gba=garfldsp,
$bio

Garfield - The Search for Pooky [Model AGB-BGOP-EUR] (c) 2004 Game Factory, The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70763&o=2

$end


$cpc_cass=garfield01,
$bio

Garfield 2 - Winter's Tail [Model EDG??AM] (c) 1990 Edge, The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96452&o=2

$end


$gba=garfld9lu,
$bio

Garfield and his Nine Lives (c) 2006 Game Factory, The

- TECHNICAL -

Model AGB-BG9E-USA

- TRIVIA -

Released on May 10, 2006 in USA.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70766&o=2

$end


$gba=garfld9l,
$bio

Garfield and his Nine Lives [Model AGB-BG9P] (c) 2006 Game Factory, The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70765&o=2

$end


$gameboy=garfield,
$bio

Garfield Labyrinth (c) 1992 Kemco, Limited.

- TECHNICAL -

Cartridge ID: DMG-L4-UKV]

- TRIVIA -

Reviews:
[FR] August 1994 - Consoles + N.34: 80%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66040&o=2

$end


$a2600=garfield,
$bio

Garfield (c) 1984 Atari, Incorporated.

- TECHNICAL -

Model CX26132

- TRIVIA -

Exists only as a prototype.

- STAFF -

Programmer: Steve Woita
Graphics: Mimi Doggett

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50530&o=2

$end


$gameboy=gargoyle,
$bio

Gargoyle's Quest - Ghosts'n Goblins [Model DMG-RA-USA] (c) 1990 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66041&o=2

$end


$nes=gargoyl2,gargoyl2u,
$bio

Gargoyle's Quest II (c) 1992 Capcom Company, Limited.

Export release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Red Arremar II [Model CAP-1L]".

- TECHNICAL -

Game ID: NES-G2-USA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55167&o=2

$end


$megadriv=gargoyle,
$bio

Gargoyles (c) 1995 Disney Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57232&o=2

$end


$pc8801_flop=garland2,
$bio

Garland 2 Plus (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91915&o=2

$end


$info=garogun,
$bio

Garogun Seroyang (c) 01/2000 Yun Sung.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 16 Mhz), Zilog Z80 (@ 4 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), OKI6295 (@ 7.575 Khz)

Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024

Players : 1
Control : 8-way Joystick
Buttons : 2

- TRIVIA -

Background graphics are rip from the famous Japan 'Bishoujo' PC games ("White Album" (c) Leaf/Aquaplus, "Pia Carrot e Yokoso 2" (c) F&C).

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4843&o=2

$end


$gbcolor=garou,
$bio

Garou - Mark of the Wolves (c) 200? Fiver Firm [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67937&o=2

$end


$info=garou,garoup,garouh,garoubl,
$bio

Garou - Mark of the Wolves (c) 1999 SNK.

The 9th 'Fatal Fury' episode brings us 12 characters and foregoes the plane-switching style of its predecessors in favour of standard single-plane battles. One of the last games produced by the original SNK.

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : NGM-253

[SNK MVS Neo-Geo Controls]
2 players - 4 buttons per player.
[JOYSTICK] 8-way [A] Swift punch [B] Swift kick [C] Pummeler punch [D] Colossal kick

- TRIVIA -

Released in November 1999.

'Garou' translates from Japanese as 'Hungry Wolf'. 'Mark of the Wolves' is a reference to the legacy left behind by Terry to a new generation of fighters - specifically, Rock Howard. This can also refer to the legacy left by other characters from the previous Fatal Fury & Art of Fighting games. Kim Dong Hwan & Kim Jae Hoon are sons of Tae-Kwon Do fighter Kim Kaphwan. Khushmood Butt is a master of Kyokugenryu Karate, the same martial used by Ryo Sakazaki from Art of Fighting. Hokutomaru uses Shiranui-style Ninjitsu as his fighting style, this is the same ninja arts that Mai Shiranui uses, however Hokutomaru was trained by Andy Bogard.

Garou pushes the capabilities of the Neo-Geo MVS hardware to its limit, giving some of the best-looking graphics to date. Some critics saying that there is life after all in the Neo-Geo hardware, which was past its prime when the game was released.

Hokutomaru's stage has quite a few references to the rest of the "Fatal Fury" series. To the extreme left of the stage is a billboard with a picture of the old style Terry Bogard. A portrait of Geese Howard and his lieutenants can be seen on another billboard (this is the same picture that is seen in the flyer for Real Bout Fatal Fury). There is also a picture of Andy Bogard and Mai Shiranui holding hands posing as a bank advertisement right above another picture of Alfred.

The sign that Khushnood Butt shows off in his victory pose is a Kyokugen Karate dojo sign.

The Rock Howard music stage contains a part of Robert Miles' seminal trance tune Children.

Rock Howard is the son of the notorious crime-lord Geese Howard, the boss of previous Fatal Fury games. Rock was trained to fight by Terry Bogard and has incorporated moves from Terry and Geese's styles into his own fighting style. Rock is also related to Garou's main boss of the game: Kain R. Heinlein. Geese Howard married Marie Heinlein, whom is the sister of Kain. So, we can assume that Kain is Rock's uncle.

The word 'Tizoc' (The Griffon Mask's Japanese name) means 'sick leg', or 'lame leg'. It was the name of an ancient Mexican tlatoani, or leader, who ruled from 1481 until 1486, when he was poisoned by Aztec aristocrats.

If a double KO occurs, a round is won by each fighter, which can end a battle on this quite unsatisfying note. Moreover in this case, the player has no fighting level, neither displayed on the screen nor counted for the points.

Soundtracks release:
[JP] Jan. 21, 2000; Garou - Mark of the Wolves [SCDC-00006] Scitron

- UPDATES -

The prototype version has a white background at the title screen instead a blue background on the final version. It has also a graphic bug on the Terry Bogard stage during the second round at the extreme right.

- TIPS AND TRICKS -

* Random Fighter : Hold Start and press a Punch or Kick button at the character selection screen.

* Play as Grant : At the character select screen, highlight Dong Hwan, hold Start and press Up(x2) Down(x2), Up, Down.

* Play as Kain R. Heinlein : At the character select screen, highlight Jae Hoon, hold Start and press Down(x2), Up(x2), Down, Up.

* Play against Kain R. Heinlein : To reach Kain, you must finish the first 7 matches with an average fighting level of AAA. Your best bet would be to avoid losing any rounds throughout the preliminary 7 stages, especially Grant. If you meet this condition after defeating Grant, you'll get a cutscene featuring Kain R. Heinlein. Beat Kain to reveal your characters' true ending.

* Alternate Costume Colors : Each character has 4 colors, corresponding to each button.

* Secret Taunts : After defeating your opponent, hold Left or Right and tap Start to use an hidden taunt. Every character has two secret taunts (these can ONLY be used after defeating an opponent and before your character goes into his/her winning pose). Some of them, such as Hotaru's and Hokutomaru's are really cool! :)

Taunts in the game can affect the background stages in many ways. For example, by using a taunt during a fight in Hotaru's stage (Philanthropy Belfry) you can make the bells in the background move. Most stages have hidden animations that can only be seen by this trick so try it! :)

* Survival Mode : Insert a coin, hold A+B+C+D and press Start. You will then play a Survival Mode (quite hard one too).

* Rock's Win-pose : Rock will have a special win-pose when he finishes the opponent with a Shine Knuckle and a different one when he finishes the opponent with either a Raging Storm or the Deadly Rave Neo.

- SERIES -

1. Garou Densetsu - Shukumei no Tatakai [Model NGM-033] (1991, MVS)
2. Garou Densetsu 2 - Arata-Naru Tatakai [Model NGM-047] (1992, MVS)
3. Garou Densetsu Special [Model NGM-058] (1993, MVS)
4. Garou Densetsu 3 - Harukanaru Tatakai [Model NGM-069] (1995, MVS)
5. Real Bout Garou Densetsu [Model NGM-095] (1995, MVS)
6. Real Bout Garou Densetsu Special [Model NGM-223] (1997, MVS)
7. Real Bout Garou Densetsu 2 - The Newcomers [Model NGM-240] (199, MVS8)
8. Fatal Fury Wild Ambition (1999, ARC)
9. Garou - Mark of the Wolves [Model NGM-253] (1999, MVS)
10. Fatal Fury First Contact [Model NEOP00111] (1999, NGPC)

- STAFF -

Exective producer : H. Matsumoto
Producers : S. Itoh, T. Tsukamoto
Planners : Kim-Ken, Y. Oda, Goory, I. Higemura, Yucky
Foreground designers : Soe Soe (SoeSoe.F), Heitarou, Rolly.R, N. Kuroki, Futatsu.N, G. Ishidamanf, Terarin, Itokatsu, S. Sasada, Eimotsu, Yuko, D-Mtl'Uchide, K. Naoe, Gi Pinoko, Yuko.K, T. Ishikawa
Background designers : M. Hirano, D. Takagi, E. Tsutsui, Tomo, Sakura-E, R. Nariai, Shimidi, Kumiko.M, C. Zanami
Special effects : Tashiboo, Masami Tanaka
Event art designers : Kaoruru, M. Hirano, C. Zanami, A. Yamada
New staff : Kohji, Z. Kadoma, Manbu, Zacky
Programmers : Bo-Fukunaga, Dan-Abe, Rotten Air
Sound : Ackey, Yassun, Hori-Hori, Okan, Q-Jirou
Title designer : Nao-Q
Illustrator : Tonko, Arita/Ymt

* Voice Actors :
Terry Bogard : Satoshi Hashimoto
Rock Howard : Eiji Takemoto
Kim Dong Hwan : Jun Hashimoto
Kim Jae Hoon : Hiroki Asakawa
Hotaru Futaba : Yuki Horie
Gato : Koji Ishii
B. Jenet : Rei Saito
Khushmood Butt (Marco Rodriguez in Japanese version) : Hikaru Hanada
Hokutomaru : Junko Takeuchi
Freeman : Eiji Yano
Tizoc (The Griffon in the Japanese version) : Hikaru Hanada
Kevin Rian : You Kitazawa
Grant : You Kitazawa
Kain R. Heinlein : Jun Hashimoto
Marky : Junko Takeuchi
Narration : Paul G.R.

- PORTS -

* Consoles :
SNK Neo-Geo [JP] (Feb. 25, 2000; "Garou - Mark of the Wolves [Model NGH-253]")
Sega Dreamcast [JP] (Sep. 27, 2001; "Garou - Mark of the Wolves [Model T-3108M]")
Sega Dreamcast [JP] (May 23, 2002; "Garou - Mark of the Wolves [SNK Best Buy] [Model T-47302M]")
Sony PlayStation 2 [JP] (June 30, 2005; "Garou - Mark of the Wolves [NeoGeo Online Collection Vol.1] [Model SLPS-25504]")
Sony PlayStation 2 [JP] (June 30, 2005; "Garou - Mark of the Wolves [NeoGeo Online Collection Vol.1] [Model SLPS-25509]")
Sony PlayStation 2 [JP] (June 30, 2005; "Garou - Mark of the Wolves [NeoGeo Online Collection The Best] [Model SLPS-25793]")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=932&o=2

$end


$gbcolor=garou2k3,
$bio

Garou 2003 - Mark of the Wolfs (c) 2003 Fiver Firm [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67938&o=2

$end


$megadriv=garou,
$bio

Garou Densetsu - Shukumei no Tatakai (c) 1993 Sega Enterprises, Limited.

- TECHNICAL -

Game ID: G-4100
Cartridge ID: 670-3187
Cover ID: 670-3188

- TRIVIA -

Garou Densetsu for Mega Drive was released on April 23, 1993 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47640&o=2

$end


$x68k_flop=garou,
$bio

Garou Densetsu - Shukumei no Tatakai (c) 1993 Magical Co.

- TECHNICAL -

[Model HDX-5001]

- TRIVIA -

Garou Densetsu for X68000 was released on May 21, 1993 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47641&o=2

$end


$neocd=fatfury1,
$bio

Garou Densetsu - Shukumei no Tatakai (c) 1994 SNK [Shin Nihon Kikaku].

- TECHNICAL -

[Model NGCD-033]

- TRIVIA -

Released on September 9, 1994 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47642&o=2

$end


$info=fatfury1,
$bio

餓狼伝説 宿命の闘い (c) 1991 SNK Corporation.
(Garou Densetsu - Shukumei no Tatakai)

Terry Bogard & Andy Bogard enter in a tournament called the King of Fighters where they must face dangerous fighters in order to find their father's murderer, none other than the tournament's sponsor & supreme champion : Geese Howard. Joe Higashi also enters the tournament in search of the championship title. Who will come out victorious? The main features in this story-driven fighter are backgrounds that feature two battle planes for pseudo 3-D action, & excellent music!

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : NGM-033

[SNK MVS Neo-Geo Controls]
2 players - 4 buttons per player (3 usables)
[JOYSTICK] 8-way [A] Punch [B] Kick [C] Skill

- TRIVIA -

Garou Densetsu was released in November 1991 in Japan.

The title of this game translates from Japanese as 'Legend of Hungry Wolf - Battle of Destiny'.

This game is known outside Japan as 'Fatal Fury - King of Fighters'. 

Originally called 'Real Bout', SNK opted to change the title to 'Fatal Fury'. You can see the game's original title on the banner of a store in the background of Hwa Jai's stage ('Real Bout Shop').

According to the USA flyer, the name of the game is 'Fatal Fury - The Battle of Fury'. On the ingame titlescreen, however, it's called 'Fatal Fury - King of Fighters'.

The official name of the tournament is 'The King of Fighters'. This can be verified if you look closely the promo poster seen in the name rankings. Later SNK would use this name for a popular game series of its own.

The music in a 2-player battle is taken from the first stage of "Street Smart".

This is the very first game that featured one of SNK's most famous fighters : Terry Bogard! Over the years, Terry Bogard has appeared in many games, usually in his familiar jacket with a star on his back and a cap on his head. However, what is on his cap is different (probably because he tosses so many of them, but that's a different story). Some games have him wear a blank cap, some have his cap say 'Running Wild', some have the Neo-Geo logo on them, but the commonly accepted cap is the one that says 'Fatal Fury' on it.

Terry Bogard appears in "Quiz King of Fighters" as selectable character.

This game was such a hit in Japan that an animated movie was released featuring character designs by Masami Ohbari. This movie's plot is fairly true to the game's main plot and all the characters in the game are featured. The movie was released on the USA by courtesy of Viz Video, a division of Viz Comics.

Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Garou Densetsu, Last Resort - PCCB-00087) on 21/05/1992.

- UPDATES -

The Japanese version features quite different move list sets for the three main characters (In the Fatal Fury sequels as well as the King of Fighters, Terry, Andy & Joe's move list sets are clearly based on the Japanese release of this particular game). All other versions feature very simplified joystick commands for each move.

- TIPS AND TRICKS -

As the game sometimes says on the continuation screen, you can tell some opponents' weak points by watching their moves carefully, which can help you figure out how to beat them. Here are a few examples :

-- If you've knocked down an opponent, you can damage them some more by charging at them with a 'dash attack' just as they're getting up, until they've been fully beaten. This may work best when playing with Andy Bogard.

-- When Tung Fu Rue changes into a hefty beast Incredible Hulk-style, he'll be briefly intangible as he beats his chest. Wait until the right moment and then dash at him (or, if you're playing with Joe Higashi, you can use his rapid punch). He won't actually fall on the ground in this form, but he'll be easier to beat until he turns back to normal as long as you can keep dash-attacking him.

-- When you're facing Hwa Jai, he'll be thrown a bottle of some kind of drink by an agent of Geese standing within the crowd of spectators, and after drinking it (during which time he'll be briefly intangible too), that's when he really lets loose with damaging attacks. If you feel Hwa Jai's too hard to deal with this way, you can try to cause him damage by a small amount, and if your lifebar is still higher than his, you can then step back on defense. He'll try hitting you with standard punches and kicks, but will not throw you, and this way, you can keep on the defensive until the timer runs out, winning simply by having more life energy left than he does.

-- When facing Billy Kane, if his pole falls away (he can either throw it at you or it can fall when he's thrown to the ground), he'll go on the defensive until another agent of Geese's tosses him another pole from within the crowd on the bridge. When he jumps up to grab hold of it, that's when you can move in and try to grab and throw him to the ground, or ram him with a dash attack.

Finally, when facing Geese Howard in the showdown match, you can move towards him as the round begins and then grab and throw him to the ground, then, by timing your attacks correctly, you can grab him in a body slam again when he gets up, eventually beating him by body-slamming him repeatedly. It's a tricky strategy, but it can work!

- SERIES -

1. Garou Densetsu - Shukumei no Tatakai [Model NGM-033] (1991, MVS)
2. Garou Densetsu 2 - Arata-Naru Tatakai [Model NGM-047] (1992, MVS)
3. Garou Densetsu Special [Model NGM-058] (1993, MVS)
4. Garou Densetsu 3 - Harukanaru Tatakai [Model NGM-069] (1995, MVS)
5. Real Bout Garou Densetsu [Model NGM-095] (1995, MVS)
6. Real Bout Garou Densetsu Special [Model NGM-223] (1997, MVS)
7. Real Bout Garou Densetsu 2 - The Newcomers [Model NGM-240] (199, MVS8)
8. Fatal Fury Wild Ambition (1999, ARC)
9. Garou - Mark of the Wolves [Model NGM-253] (1999, MVS)
10. Fatal Fury First Contact [Model NEOP00111] (1999, NGPC)

- STAFF -

Producer : Eikichi Kawasaki
Planners : Tsukamichi, Deru-Deru
Character designers : Ponsuke, Tsuzakingyo, Deru Deru, Moriyan, Somatoreeno, Lucky Okkiy, Boko Pyon, Soe Soe
Chr. back up! : Sakita Kakaree, Kama Kama, Kimuryaer, Madarian, Batayan, Tabui Chang, Ochiai Shunin, Takepy, Simachang
Programmers : Yamatan, Kura
Prg. back up! : Konchang, Nakamuura
Sound : Konny, Yokochang, Muraisan, Tarkun, Tate&Bunnyboys, Finish Hiroshi, Michael Beard, Goodam kararee
Game assistants : Miyagami T.Ioo, S.Akutagama, Tome, Popyu Natchu 3, Tarou, Mukai

* Voice Actors :
Terry Bogard : Satoshi Hashimoto
Andy Bogard : Keiichi Nanba
Joe Higashi : Nobuyuki Hiyama
Michael Max : ???
Hwa Jai : ???
Tung Fu Rue : Shigehumi Nakai
Cheng Sinzan : Nakai Shigehumi
Duck King : Kong Kuwata
Richard Myer : Kong Kuwata
Raiden : ???
Billy Kane : Atsushi Yamanishi
Geese Howard : Kong Kuwata

- PORTS -

* Consoles :
SNK Neo-Geo [JP] (Dec. 20, 1991) "Garou Densetsu - Shukumei no Tatakai [Model NGH-033]"
Nintendo Super Famicom [JP] (Nov. 27, 1992) "Garou Densetsu - Shukumei no Tatakai [Model SHVC-GN]"
Sega Mega Drive [JP] (Apr. 23, 1993) "Garou Densetsu - Shukumei no Tatakai [Model G-4100]"
SNK Neo-Geo CD [JP] (Sep. 9, 1994) "Garou Densetsu - Shukumei no Tatakai [Model NGCD-033]"
Sony PlayStation 2 [JP] (July 20, 2006) "Garou Densetsu Battle Archives 1 [NeoGeo Online Collection Vol.5] [Model SLPS-25664]"
Sony PlayStation 2 [US & EU] (2006) "Fatal Fury Collection"
Nintendo Wii (2007) "Virtual Console"
Sony PlayStation 2 [JP] (May 29, 2008) "Garou Densetsu Battle Archives 1 [NeoGeo Online Collection The Best] [Model SLPS-25863]")
Sony PlayStation 2 [US] (May 05, 2008) "SNK Arcade Classics Vol.1 [Model SLUS-21724]"
Sony PSP [US] (May 05, 2008) "SNK Arcade Classics Vol.1 [Model ULUS-10338]"
Sony PlayStation 2 [KO] (May 29, 2008) "SNK Arcade Classics Vol.1 [Model SLKA-25424]"
Nintendo Wii [US] (July 29, 2008) "SNK Arcade Classics Vol.1 [Model RVL-P-RNCE]"
Sony PSP [EU] (Oct. 17, 2008) "SNK Arcade Classics Vol.1 [Model ULES-01105]"
Nintendo Wii [EU] (Oct. 31, 2008) "SNK Arcade Classics Vol.1 [Model RVL-P-RJZP]"
Sony PlayStation 2 [EU] (Nov. 21, 2008) "SNK Arcade Classics Vol.1 [Model SLES-55232]"
Sony PSP [JP] (May. 21, 2009) "SNK Arcade Classics Vol.1 [Model ULJS-193]"
Sony PlayStation Store (Dec.2010)

* Computers :
Sharp X68000 [JP] (May 21, 1993) "Garou Densetsu - Shukumei no Tatakai [Model HDX-5001]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=818&o=2

$end


$snes=garou,garoua,
$bio

Garou Densetsu - Shukumei no Tatakai (c) 1992 Takara.

The King of Fighters tournament is not for the weak. Choose among 3 strong and powerful fighters - defeat all comers and take home the championship. As Joe Higashi, Terry or Andy Bogard, it's your mission to defeat the evil and sinister Geese Howard - who holds all of Southtown City in his grasp. Use your special skills and lightning fast reflexes to advance through the many stages of City Streets.

Featuring hard-hitting graphics, animation, and sound effects, dozens of special moves to use against your opponents, 8 locations to battle including time of day changes, Champion Battle (for 1 player) and Street Fight (for 2 players).

Along with mighty skills and magical powers, you have a true heart and the power of good at your side. Strike hard until all have been defeated. For only through fierce combat can you be crowned the King of Fighters.

- TECHNICAL -

[Model SHVC-GN]

- TRIVIA -

Garou Densetsu for SFC was released one year after the original on November 27, 1992 in Japan.

This version discards the two-lane system and uses only one plane for battle.

The two-on-one battles are gone in this version. The arm wrestling bonus stage was also replaced by a new game where players punch or kick falling tires on the beach.

The Street Fight mode allowed players to select the same character (Terry Vs. Terry, Andy Vs. Andy, Joe Vs. Joe). Player 2's character always has an alternate color scheme for their character even if they are not fighting the same character. The second player could also select any of the enemy characters, including the final boss Geese Howard.

- TIPS AND TRICKS -

In Street Fight (1P VS 2P), press Down on controller 2 when player 2 is going to select a character. A new screen that lists each of the enemy characters will appear to be chosen for play.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47639&o=2

$end


$nes=garou2,
$bio

Garou Densetsu 2 (c) 1993 Cony Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84015&o=2

$end


$pcecd=garou2,garou2s,
$bio

Garou Densetsu 2 - Arata-Naru Tatakai (c) 1994 Hudson Soft.

Garou Densetsu 2 is the conversion of SNK's popular fighting game originally released for the Neo Geo system in 1992. This title was also the first of SNK's glorious series of conversions to use the Arcade Card. Sequel to Fatal Fury, the game offers five new playable fighters to choose from (Kim Kap Hwan, Big Bear, Jubei Yamada, Cheng Sinzan and mai Shiranui). Consequently, this sequel improves on the original recipe (the first opus only featured three playable characters, namely Terry Bogard, Andy Bogard and Joe Higashi). The game also uses four attack buttons (punch and kick) and the 6-button pad is needed to appreciate the game in its full glory (standard PC-Engine controllers work fine too, but Select and Run end up being used instead of the two action buttons). Fighters also compete on two planes and players can get their characters to freely jump from one to the other. Pieces of furniture and other obstacles are sometimes added to the fighting areas, some of them are even breakable (such as the huge decorative panels separating the two fighting levels in Jubei Yamada's fighting area in Japan). It is advised to get rid of them quickly as they often hide the action. Finally, the game doesn't include any Story Mode, but bonus stages are scattered around the single player mode.

- TECHNICAL -

Game ID: HCD4060

- TRIVIA -

Garou Densetsu 2 for PC-Engine CD was released on March 12, 1994 in Japan for 6900 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47677&o=2

$end


$neocd=fatfury2,
$bio

Garou Densetsu 2 - Arata-Naru Tatakai (c) 1994 SNK [Shin Nihon Kikaku]

- TECHNICAL -

[Model NGCD-047]

- TRIVIA -

Released on September 9, 1994 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47680&o=2

$end


$info=fatfury2,
$bio

餓狼伝説2 新たなる闘い (c) 1992 SNK Corp.
(Garou Densetsu 2 - Arata-Naru Tatakai)

The lone wolves are back once again and they will battle the world's strongest fighters. However a mysterious & powerful new enemy is looking for them, the ones who defeated Geese Howard.

Can the lone wolves face this new threat and come out victorious?

Features backgrounds with 2 different background planes, improved control & some very nice music! :)

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : NGM-047

[SNK MVS Neo-Geo Controls]
2 players - 4 buttons per player.
[Joystick] 8-way, => [A] Quick Punch [B] Quick Kick [C] Strong Punch [D] Strong Kick

- TRIVIA -

Garou Densetsu 2 was released in December 1992 in Japan.

The title of the translates from Japanese as 'Legend of Hungry Wolf 2 - The New Battle'.

This game is known outside Japan as 'Fatal Fury 2'. According to the USA flyer, the name of the game is 'Fatal Fury 2 - The Sultan of Slugs Battle Royale'.

Things that changed in this sequel :
* This game allows you to switch between the background & foreground planes at will (in the first game, you could only switch planes if the CPU was on a different battle plane!).
* The game ditches the previous game's 3 button setup (punch, kick & throw) in favor of a new 4 button setup (light & heavy punches & kicks). This is apparently one of the very first Neo-Geo fighters to use this now common button setup.
* This game introduces the use of Desperation Moves (highly damaging techniques that can only be used when the life-bar is flashing red). This game as well as "Art of Fighting" were the first fighting games to introduce these moves.
* Newcomers in the game are : Mai Shiranui, Cheng Sinzan, Kim Kaphwan, Jubei Yamada, Big Bear (aka Raiden), Axel Hawk, Lawrence Blood & Wolfgang Krauser. Richard Meyer, Michael Max, Tung Fu Rue, Duck King, Hwa Jai & Geese Howard were left out! (although some of them make some cameos during some of the game's cut-scenes!).

Just as the first game introduced the famed Terry Bogard, this game features SNK's most popular fighter lady : Mai Shiranui! :). Mai appears in "Quiz King of Fighters" as selectable character.

The Hungry Wolf is a reference to Terry Bogard, the main character in Fatal Fury. Terry, Andy and Joe (and to a lesser extent, Mai and Mary) are referred to as the Lone Wolves.

Keeping the tradition of the first game, an animated movie based on this game was released in Japan featuring character designs by Masami Ohbari. The movie was also released in the USA by Viz Video, a division of Viz Comics. After the second Fatal Fury movie was released, a third movie followed (which predated "Fatal Fury 3 - Road to the Final Victory"). It follows the adventures of the Lonely Wolves (Terry, Andy, Joe and Mai) as they attempt to prevent a power-hungry man from claiming all the parts of the legendary Armor of Mars.

When a player wins a match in a single player game, the post match screen shows people watching the tournament inside the Pao Pao Cafe from the first game, "Fatal Fury - King of Fighters".

Pony Canyon released a limited-edition soundtrack album for this game (Garou Densetsu 2 - PCCB-00111) on 19/02/1993.

Reviews:
[FR] March 1993 - Consoles + No. 18: 97/100 (AES version)

- TIPS AND TRICKS -

* You can only see any character's ending if you beat the game with a single credit used (no continues or 2-Player matches are allowed)

* Just like the first game, it's possible to use the strategy of dashing at your opponents just as they're getting up in order to damage them repeatedly.

* Billy Kane, Axel Hawk and Lawrence Blood all have stages that use a single plane, with the 'second' plane having objects on it that can injure players if they're knocked against them (all three of these bosses have ways of throwing their opponents into the background). You can knock the bosses into the background too by standing close to them while they're dazed and then hitting them with a good hard kick or punch.

- SERIES -

1. Garou Densetsu - Shukumei no Tatakai [Model NGM-033] (1991, MVS)
2. Garou Densetsu 2 - Arata-Naru Tatakai [Model NGM-047] (1992, MVS)
3. Garou Densetsu Special [Model NGM-058] (1993, MVS)
4. Garou Densetsu 3 - Harukanaru Tatakai [Model NGM-069] (1995, MVS)
5. Real Bout Garou Densetsu [Model NGM-095] (1995, MVS)
6. Real Bout Garou Densetsu Special [Model NGM-223] (1997, MVS)
7. Real Bout Garou Densetsu 2 - The Newcomers [Model NGM-240] (199, MVS8)
8. Fatal Fury Wild Ambition (1999, ARC)
9. Garou - Mark of the Wolves [Model NGM-253] (1999, MVS)
10. Fatal Fury First Contact [Model NEOP00111] (1999, NGPC)

- STAFF -

Producer : Eikichi Kawasaki
Planners : Deru-Deru, Tsukamichi-2, Chinta
Object Designers : Higashi Pon (Higashipon Mark3), Tony Oki, Tsuzakingyo (Tsuzakingyo 2), Lionheart, U.G, Ryouji-Sei, Soe Soe (Super Soe Soe), Heitarou, Terarin, Horipu (Horigen. Pu-Ta)
Back Scroll Designers : Moriyan, Somatreeno, Oba Obata, Shibatarian, Uri Midopon, A-Chang
Character Back Up : Manuke, Teizo Muta 92, Kama Kama, Takeshi Kimura, Man, Take. P, Albinome, Pinkey. TBC440
Programmers : Yamatan (Yamatan-2' Turbo), Speaker. R
Sound : Toshio Shimizm (Shimizm), Yoko, Jojoha Kitapy, YLF. Communicate, Paciorek, Masahiko Hataya (Papaya)

* Voice Actors :
Terry Bogard : Satoshi Hashimoto
Andy Bogard : Jun Hashimoto
Joe Higashi : Katsuhisa Namase
Mai Shiranui : Akoya Sogi
Big Bear : Dango Takeda
Cheng Sinzan : Jun Hashimoto
Laurence Blood : Katsuhisa Namase
Axel Hawk : Michael Beard
Billy Kane : Katsuhisa Namase
Wolfgang Krauser : Michael Beard

Special Thanks : Kazuya Hirata, Prince Deguchi, Kura, Shinchan, Data Tada, Oh!Butch (Oh! Buchii), Carry, Kenchan, Miyagami, Satochan, Sanpo, Iwata Kun, Hiroshi Matsumoto (Finish Hiroshi), Akiko Tsuruta, Mie Kurita, Megumi Moriyama, 1st Operation Staff

- PORTS -

* Consoles :
SNK Neo-Geo [JP] (Mar.5, 1993; "Garou Densetsu 2 - Arata-Naru Tatakai [Model NGH-047]")
Nintendo Super Famicom [JP] (Nov.26, 1993; "Garou Densetsu 2 - Arata-Naru Tatakai [Model SHVC-DJ]")
NEC PC-Engine CD [JP] (Mar.12, 1994; "Garou Densetsu 2 - Arata-Naru Tatakai [Model HCD4060]")
Nintendo Super NES [US] (Apr. 1994; "Fatal Fury 2 [Model SNS-DJ]")
Nintendo Super NES [EU] (1994; "Fatal Fury 2 [Model SNSP-DJ]")
Sega Mega Drive [JP] (June 24, 1994; "Garou Densetsu 2 - Arata-Naru Tatakai [Model T-146023]")
Sega Genesis [US] (1994; "Fatal Fury 2")
Nintendo Game Boy [JP] (July 29, 1994; "Nettou Garou Densetsu 2 - Arata-Naru Tatakai [Model DMG-X3J]")
SNK Neo-Geo CD [JP] (Sep.9, 1994; "Garou Densetsu 2 - Arata-Naru Tatakai [Model NGCD-047]")
Sony PlayStation 2 [JP] (July 20, 2006; "Garou Densetsu Battle Archives 1 [NeoGeo Online Collection Vol.5] [Model SLPS-25664]")
Sony PlayStation 2 [US] (Aug.2007, "Fatal Fury Battle Archives Volume 1")
Sony PlayStation 2 [EU] (July 2008, "Fatal Fury Battle Archives Volume 1")
Sony PlayStation 2 [JP] (May 29, 2008; "Garou Densetsu Battle Archives 1 [NeoGeo Online Collection The Best] [Model SLPS-25863]")

* Computers :
Sharp X68000 [JP] (Dec. 23, 1993, "Garou Densetsu 2 [Model MGX-5002]")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=819&o=2

$end


$snes=garou2,garou2a,
$bio

Garou Densetsu 2 - Arata-Naru Tatakai (c) 1993 Takara Company, Limited.

Are you ready for the toughest challenge of your life?

Rejoin the brothers Andy and Terry Bogard, with their friend Joe Higashi as they face the meanest, most dangerous fighters ever assembled!

Choose from among 8 fierce fighters including Big Bear and Mai Shiranui and battle through many locations of the world. Unique 3D movements enable you to move and fight in both foreground and background in ways NO other street fighting game can.

Garou Densetsu 2 rocks with huge, blazing arcade style graphics and faster animation than ever before! Featuring huge characters with incredibly fast animation, powerful new moves to learn and master, Champion Battle (1P VS COM), Street Fight (1P VS 2P) and Battle Royal fighting modes on 20 megs of non-stop action with another super-hot arcade game for your Super Famicom.

- TECHNICAL -

Game ID: SHVC-DJ

- TRIVIA -

Garou Densetsu 2 for SFC was released on November 26, 1993 in Japan.

- TIPS AND TRICKS -

This version allows the player to control the four boss characters. When the TAKARA screen appears, wait for the music to start playing, then press B, A, X, Y, Up, Left, Down, Right, L, R. Terry will say "OK!" to confirm the code. This code also unlocks difficulty level 8.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47675&o=2

$end


$megadriv=garou2,
$bio

Garou Densetsu 2 - Arata-Naru Tatakai (c) 1994 Takara Company, Limited.

- TECHNICAL -

[Model T-146023]

- TRIVIA -

Garou Densetsu 2 for Mega Drive was presented at the 1994 Tokyo Omocha Show in Japan. It was then released on June 24, 1994 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47678&o=2

$end


$x68k_flop=garou2,
$bio

Garou Densetsu 2 (c) 1993 Magical Co.

- TECHNICAL -

[Model MGX-5002]

- TRIVIA -

Garou Densetsu 2 for X68000 was released on December 23, 1993 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47676&o=2

$end


$neocd=fatfury3,
$bio

Garou Densetsu 3 - Harukanaru Tatakai (c) 1995 SNK [Shin Nihon Kikaku].

- TECHNICAL -

[Model NGCD-069]

- TRIVIA -

Garou Densetsu 3 for Neo-Geo CD was released on April 28, 1995 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47787&o=2

$end


$info=fatfury3,
$bio

餓狼伝説3 遥かなる闘い (c) 1995 SNK [Shin Nihon Kikaku].
(Garou Densetsu 3 - Harukanaru Tatakai)

During a trip to Southtown to attend the inauguration of a new branch of Pao Pao Cafe by former street fighter Richard Meyer, the lone wolves (Terry Bogard, Andy Bogard, Joe Higashi & Mai Shiranui) are unwillingly caught in the middle of a desperate search for the Shiranui Scrolls and the mysterious fighters that are after them! The game features a new graphic style, 2 different background planes to fight, a grade system that shows how well you perform in battle, lots of hidden moves & combos, as well as multiple endings based on your performance. The answers shall only be uncovered by a long & fierce battle, are you up to it?

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID: NGM-069

[SNK MVS Neo-Geo Controls]
2 players - 4 buttons Per Player.
[Joystick] 8-way [A] Quick Punch [B] Quick Kick [C] Power Punch [D] Power Kick

- TRIVIA -

Garou Densetsu 3 was released in March 1995 in Japan.

The title of this game translates from Japanese as 'Legend of Hungry Wolf 3 - The Distant Battle'.

Garou Densetsu 3 overtly refers to itself by its overseas name of 'Fatal Fury 3' throughout the game.

This game is known outside Japan as 'Fatal Fury 3 - Road to the Final Victory'.

Things that changed in this particular game:
* The game introduces a deeper plane change system which proved to be somewhat clunky & difficult to use due to the tricky commands used to move between planes.
* Chain combos are introduced to add even more depth to each character's fighting style. 
* Throws are harder to use since these are slow and throw-miss animations were added.
* Newcomers in the game are Bob Wilson, Blue Mary, Franco Bash, Hon Fu, Sokaku Mochizuki, Ryuji Yamazaki, Jin Chonshu & Jin Chonrei.

Hon Fu's goofy martial artist routine & easygoing personality make him SNK's hilarious homage to Jackie Chan. Definitely not a Bruce Lee clone! :)

Kyo Kusanagi & Sie Kensou make a cameo in Pao Pao Cafe!

Pony Canyon released a limited-edition soundtrack album for this game (Garou Densetsu 3 - PCCB-00179) on April 21, 1995.

- TIPS AND TRICKS -

Reach and beat Jin Chonshu with a fighting grade above "A" and you'll fight a hidden last boss, her brother, Jin Chonrei.

One of the coolest things of this game is the fact that you can alter some backgrounds objects by slamming opponents against them. For example, you can knock away the training dummy in Joe's stage if you send an opponent flying towards it. Experiment on various stages to find more surprises!

Note : If the game is set on the USA, ASIA or EUROPE bios, the game will reset after defeating Jin Chonrei and you won't get to see the ending, however if the game is set on the JAPAN bios it will work just fine!

- SERIES -

1. Garou Densetsu - Shukumei no Tatakai [Model NGM-033] (1991, MVS)
2. Garou Densetsu 2 - Arata-Naru Tatakai [Model NGM-047] (1992, MVS)
3. Garou Densetsu Special [Model NGM-058] (1993, MVS)
4. Garou Densetsu 3 - Harukanaru Tatakai [Model NGM-069] (1995, MVS)
5. Real Bout Garou Densetsu [Model NGM-095] (1995, MVS)
6. Real Bout Garou Densetsu Special [Model NGM-223] (1997, MVS)
7. Real Bout Garou Densetsu 2 - The Newcomers [Model NGM-240] (199, MVS8)
8. Fatal Fury Wild Ambition (1999, ARC)
9. Garou - Mark of the Wolves [Model NGM-253] (1999, MVS)
10. Fatal Fury First Contact [Model NEOP00111] (1999, NGPC)

- STAFF -

* Voice Actors :
Terry Bogard : Satoshi Hashimoto
Andy Bogard : Keiichi Nanba
Joe Higashi : Nobuyuki Hiyama
Mai Shiranui : Akoya Sogi
Geese Howard : Kong Kuwata
Sokaku Mochizuki, Ryuji Yamazaki : Koji Ishii
Bob Wilson, Hon-Fu : Toshiyuki Morikawa
Blue Mary : Harumi Ikoma
Franco Bash : B. J. Love
Jin Chonshu, Jin Chonrei : Kappei Yamaguchi

- PORTS -

* Consoles :
SNK Neo-Geo [JP](Apr. 21, 1995; "Garou Densetsu 3 - Harukanaru Tatakai [Model NGH-069]")
SNK Neo-Geo CD [JP] (Apr. 28, 1995; "Garou Densetsu 3 - Harukanaru Tatakai [Model NGCD-069]")
Sega Saturn [JP] (June 28, 1996; "Garou Densetsu 3 - Harukanaru Tatakai [Model T-3102G]")
Sony PlayStation 2 [JP] (July 20, 2006; "Garou Densetsu Battle Archives 1 [NeoGeo Online Collection Vol.5] [Model SLPS-25664]")
Sony PlayStation 2 [US] & [EU] (2006; "Fatal Fury Collection")
Sony PlayStation 2 [JP] (May 29, 2008; "Garou Densetsu Battle Archives 1 [NeoGeo Online Collection The Best] [Model SLPS-25863]")

* Computers :
PC [MS Windows 9x] [JP] (Sep. 19, 1996; Garou Densetsu 3 - Harukanaru Tatakai)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=820&o=2

$end


$saturn,sat_cart=fatfury3,fatfury3a,
$bio

Garou Densetsu 3 - Harukanaru Tatakai (c) 1996 SNK [Shin Nihon Kikaku].

- TECHNICAL -

[Model T-3102G]

- TRIVIA -

Garou Densetsu 3 for Saturn was released on June 28, 1996 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47788&o=2

$end


$ngpc=fatfury,fatfuryd,
$bio

Garou Densetsu First Contact (c) 1999 SNK.

- TECHNICAL -

[Model NEOP00110]

- TRIVIA -

Released on May 27, 1999 in Japan.

Known as "Fatal Fury First Contact [Model NEOP00111]" in USA.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47896&o=2

$end


$nes=garousp2,garousp1,garousp,
$bio

饿狼伝说 Special (c) 1994 Ge De Industry Co.
(Garou Densetsu Special)

Pirate demake of the Super Famicom version. The graphics are taken from the original game and were downgraded.

- STAFF -

Developed by: Hummer Team

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84016&o=2

$end


$pcecd=garousp,
$bio

Garou Densetsu Special (c) 1994 Hudson Soft.

The Mid-90s saw the explosion of fighting games and ultra popular titles such as Capcom's all time classic Street Fighter and SNK's popular Art of Fighting. Fatal Fury is one of those titles and was available for the ultimate console back then - the slick Neo-Geo. But yet, Hudson Soft converted a few of those SNK titles for the PC Engine and Arcade card system. Garou Densetsu Special offers some of the same features than its big brother, including the two fighting levels where the player can freely fight in the foreground or the background of the scene, adding a palpable amount of strategy to the game. Garou Densetsu Special offers an impressive list of fifteen fighters to choose from : Terry Bogard, Andy Bogard, Joe Higashi, Jubei Yamada, Big bear, Cheng Sinzan, Axel Hawk, Billy Kane, Laurence Blood, Tung Fu Rue, Duck King, Geese Howard, Wolfgang Krause, Ryo Sakazaki (from Art Of Fighting) Mai Shiranui and Kim Kap Hwan.

- TECHNICAL -

Game ID: HCD4067

- TRIVIA -

Garou Densetsu Special for PC-Engine was released in December 02, 1994 in Japan for 6900 Yen.

The last page of the game's documentation shows a special series of Japanese phone cards edited by Hudson Soft to commemorate the release of Garou Densetsu Special. The series counts fifteen cards - each one of them featuring a fighter from the game (serial numbers G-1 to G-15).

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47726&o=2

$end


$x68k_flop=garousp,
$bio

Garou Densetsu Special (c) 1994 Magical Co.

- TECHNICAL -

[Model MGX-5004]

- TRIVIA -

Garou Densetsu Special for X6800 was released on July 28, 1994 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47722&o=2

$end


$neocd=fatfursp,
$bio

Garou Densetsu Special (c) 1994 SNK [Shin Nihon Kikaku].

- TECHNICAL -

[Model NGCD-058]

- TRIVIA -

Garou Densetsu Special for Neo-Geo CD was released on September 09, 1994 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47724&o=2

$end


$info=fatfursp,fatfurspa,
$bio

???? Special (c) 1993 SNK.
(Garou Densetsu Special)

Just as the name implies, this is a special edition of "Fatal Fury 2" filled with plenty of fun stuff. Features a few old familiar faces from the first game as newcomers; background with 2 battle planes; improved control and lots of secrets. Without a doubt, one of the better chapters in the series!

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID: NGM-058

[SNK MVS Neo-Geo Controls]
2 players - 4 buttons per player.
[JOYSTICK] 8-way [A] Quick punch [B] Quick kick [C] Strong punch [D] Strong kick

- TRIVIA -

Garou Densetsu Special was released in September 1993 in Japan.

The title of this game translates from Japanese as 'Legend of Hungry Wolf Special'.

This game is known outside Japan as 'Fatal Fury Special'.

Things that changed in this particular game :
* The combo system has been improved, hit damage has been lessened & the game speed has been increased.
* Newcomers in the game are Duck King, Tung Fu Rue, Geese Howard & Ryo Sakazaki.

Is Kim Kaphwan trying to replace Superman? You'll see for yourself when you spot him flying in Big Bear's & Terry Bogard's stages!

Pony Canyon released a limited-edition soundtrack album for this game (Garou Densetsu Special - PCCB-00138) on 21/10/1993.

- UPDATES -

MVS (arcade) vs. Home (neo-geo) differences :
- Home : After the credits you will see all the characters grouped together and it will say to try a harder difficulty. If you beat it in the hardest difficulty it will say 'Perfect! It's a knockout, Superman!'.
- Home : If playing on the hardest difficulty and you fought Ryo Sakazaki, you will see all the characters moving around him in a circle while he, for some reason, is crying.

- TIPS AND TRICKS -

* Fight against Ryo Sakazaki : Beat the game without losing a single round (you can lose continues, but not rounds). You'll face against "Art of Fighting"'s main character Ryo Sakazaki as a powerful extra end boss!

* Beat the game without using a single continue and after the credits you will see every character performing a special move, their portraits and giving a quote.

- SERIES -

1. Garou Densetsu - Shukumei no Tatakai [Model NGM-033] (1991, MVS)
2. Garou Densetsu 2 - Arata-Naru Tatakai [Model NGM-047] (1992, MVS)
3. Garou Densetsu Special [Model NGM-058] (1993, MVS)
4. Garou Densetsu 3 - Harukanaru Tatakai [Model NGM-069] (1995, MVS)
5. Real Bout Garou Densetsu [Model NGM-095] (1995, MVS)
6. Real Bout Garou Densetsu Special [Model NGM-223] (1997, MVS)
7. Real Bout Garou Densetsu 2 - The Newcomers [Model NGM-240] (199, MVS8)
8. Fatal Fury Wild Ambition (1999, ARC)
9. Garou - Mark of the Wolves [Model NGM-253] (1999, MVS)
10. Fatal Fury First Contact [Model NEOP00111] (1999, NGPC)

- STAFF -

Producer : Eikichi Kawasaki
Main Planner : Tsukamichi-2
Planners : Chinta, Deru-Deru
Main Object designer : Tsuzakingyo
Object designers : Higashi Pon (as Higashipon Mega), Tony J Oki, Lionhert 31, Heitarou
Demo sketch : Tsuka
Main Scroll & Demo : Somatoreeno
Scroll & Demo : Moriyan No. 16th
Main programmer : Yamatan (as Yamatan GT-X)
Programmers : Narutaki, EP82Boy., Speaker.R
Sound creators : Toshio Shimizm (as Shimizm), Yamapy-1, Jojoha Kitapy

* Voice Actors :
Terry Bogard : Satoshi Hashimoto
Andy Bogard : Jun Hashimoto
Joe Higashi : Katsuhisa Namase
Mai Shiranui : Akoya Sogi
Big Bear : Dango Takeda
Cheng Sinzan : Jun Hashimoto
Laurence Blood : Katsuhisa Namase
Axel Hawk : Michael Beard
Billy Kane : Katsuhisa Namase
Wolfgang Krauser : Michael Beard

- PORTS -

* Consoles :
SNK Neo-Geo [JP] (Dec. 22, 1993; "Garou Densetsu Special [Model NGH-058]")
SNK Neo-Geo [US] (Dec. 22, 1993; "Fatal Fury Special [Model NGH-058]")
Nintendo Super Famicom [JP] (July 29, 1994; "Garou Densetsu Special [Model SHVC-3R]")
SNK Neo-Geo CD [JP]  (Sep. 09, 1994; "Garou Densetsu Special [Model NGCD-058]")
SNK Neo-Geo CD [US]  (Sep. 09, 1994; "Fatal Fury Special [Model NGCD-058E]")
Sega Game Gear [JP] (Nov. 25, 1994; "Garou Densetsu Special [Model T-103017]")
Sega Game Gear [US] & [EU] (1994; Fatal Fury Special)
NEC PC-Engine Super CD [JP] (Dec. 02, 1994; "Garou Densetsu Special [Model HCD4067]")
Sega Mega CD [JP] (Mar. 31, 1995; "Garou Densetsu Special [Model T-60214]")
Sega CD [US] (1995; "Fatal Fury Special [Model T-60165]")
Super NES [US] (Apr. ??, 1995, "Fatal Fury Special [Model SNS-3R]")
Super NES [EU] (1995, "Fatal Fury Special [Model SNS-P-3R]")
Sony PlayStation 2 [JP] (July 20, 2006, "Garou Densetsu Battle Archives 1 [NeoGeo Online Collection Vol.5] [Model SLPS-25664]")
Sony PlayStation 2 [US] & [EU] ("Fatal Fury Collection")
Microsoft XBOX 360 [Xbox Live Arcade] [JP] (Sep. 05, 2007, Garou Densetsu Special)
Microsoft XBOX 360 [Xbox Live Arcade] [US] & [EU] (Sep. 05, 2007, Fatal Fury Special)
Sony PlayStation 2 [JP] (May 29, 2008, "Garou Densetsu Battle Archives 1 [NeoGeo Online Collection The Best] [Model SLPS-25863]")
Nintendo Wii [Virtual Console] [JP] (Nov. 04, 2009; Garou Densetsu Special)
Nintendo Wii [Virtual Console] [US] (Mar. 01, 2010; Fatal Fury Special)
Nintendo Wii [Virtual Console] [EU] (Mar. 26, 2010; Fatal Fury Special)

* Computers :
Sharp X68000 [JP] (July 28, 1994; "Garou Densetsu Special [Model MGX-5004]")
FM Towns [JP] (Sep. 13, 1996)
PC (1997)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=821&o=2

$end


$snes=garousp,
$bio

Garou Densetsu Special (c) 1994 Takara Company, Limited.

They're back... and burning for revenge!

Hit the Streets fighting with an all-star lineup including Geese Howard, Tung Fu Rue and Duck King, more 3D attack moves than ever before, new special attacks for non-stop thrills and action, "Super Attacks" for inflicting maximum damage on opponents when your life gauge reaches critical and mind-blowing Dolby surround sound and stunning graphics.

32 megs of simultaneous two player action!

- TECHNICAL -

[Model SHVC-3R]

- TRIVIA -

Garou Densetsu Special for SFC was presented at the 1994 Tokyo Omocha Show in Japan. It was then released on July 29, 1994 in Japan.

- TIPS AND TRICKS -

Special guest appearance by Ryo Sakazaki - clear the game without a single loss to come face-to-face with the "Fighting Dragon" for the ultimate battle!

To fight as Ryo Sakazaki in any game mode, wait for the TAKARA screen to appear, then enter in one continuous motion Down, Down-Right, Right, Down-Right, Down, Down-Left, Left and X button. The logo at the title screen changes to blue to confirm correct code entry.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47723&o=2

$end


$gamegear=garousp,
$bio

Garou Densetsu Special (c) 1994 Takara Company, Limited.

- TECHNICAL -

[Model T-103017]

- TRIVIA -

Garou Densetsu Special for Game Gear was released on November 25, 1994 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47725&o=2

$end


$megacd,megacdj=garousp,
$bio

餓狼伝説スペシャル (c) 1995 JVC Musical Industries, Incorporated.
(Garou Densetsu Special)

- TECHNICAL -

Barcode: 4 988002 305971
Game ID: T-60214

- TRIVIA -

Garou Densetsu Special for MEGA-CD was released on March 31, 1995 in Japan.

- STAFF -

Funcom
Main Programmer: Anders Dybdahl
Tools and Realtime Animation Decruncher: Eivind Eklund, Eivind Hagen, Johan Köhler, Morten B Ofstad
Other Programming: Roar Flølo, Morten B Ofstad, Carl-Henrik Skårstedt
Graphic Artists: Joachim Barrum, Torkell Bernsen, Colin McMahon, Tommy Svensson
Music: Kim M. Jensen
Sound: Kim M. Jensen
Animation Editing: Vebjørn Strømmen
Producer: Trond W Larsen

JVC Musical Industries
Executive Producer: Makoto Orii
Producer: Yoji Takenaka
Game Testers: Akihiro Akaike, Julio C. Arreygue

JVC Victor Entertainment
Executive Producer: Harunobu Komori
Producer: Toshiyuki Nagai
Director: Kazuya Tominaga
Co‑Director: Gaku Sato
Assistant: Ryo Misawa

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47727&o=2

$end


$amigaocs_flop=garrison,
$bio

Garrison (c) 1987 Rainbow Arts

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74138&o=2

$end


$amigaocs_flop=garrisn2,
$bio

Garrison II (c) 1988 Rainbow Arts

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74139&o=2

$end


$megadriv=sbtank,
$bio

Garry Kitchen's Super Battletank - War in the Gulf (c) 1992 Absolute Entertainment, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57233&o=2

$end


$snes=sbtankua,sbtanku,
$bio

Garry Kitchen's Super Battletank - War in the Gulf [Model SNS-SB-USA] (c) 1992 Absolute Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63038&o=2

$end


$snes=sbtank,
$bio

Garry Kitchen's Super Battletank [Model SNSP-SB-EUR] (c) 1992 Absolute Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63037&o=2

$end


$info=garuka,
$bio

Garuka (c) 1988 Konami.

A shoot'em up / action game.

- TECHNICAL -

Game ID : GX890

Main CPU : HD6309 (@ 3 Mhz)
Sound CPU : Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), Konami K007232 (@ 3.579545 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Garuka was released in September 1988 in Japan. It is is known outside Japan as "Devastators".

The kanji reads 'Ga Ru Ka' which means 'Starve current calamity'.

The portrait of the hero in the titlescreen proves that he is clearly a parody of Sylvester Stallone in 'Rambo'.

King Records released a limited-edition soundtrack album for this game (Konami Game Music Collection Vol.0 - 276A-7708) on 21/07/1989.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=933&o=2

$end


$cpc_cass=garyline,
$bio

Gary Lineker's Hot-Shot! (c) 1988 Gremlin Graphics Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96453&o=2

$end


$amigaocs_flop=lineker,
$bio

Gary Lineker's Hot-Shot! (c) 1990 Gremlin Graphics Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74140&o=2

$end


$cpc_cass=garyline01,
$bio

Gary Lineker's Superskills (c) 1988 Gremlin Graphics Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96455&o=2

$end


$cpc_cass=garyline02,garyline03,
$bio

Gary Lineker's Superstar Football (c) 1987 Gremlin Graphics Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96456&o=2

$end


$cpc_cass=garyline04,
$bio

Gary Lineker's Superstar Soccer (c) 1987 Gremlin Graphics Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96457&o=2

$end


$info=garyoret,
$bio

Garyo Retsuden (c) 1987 Data East.

Choose one of 3 characters and shoot at all advancing enemies. Collect items to increase your speed and firepower.

- TECHNICAL -

Main CPU : HD6309 (@ 3 Mhz)
Sound CPU : MOS Technology M6502 (@ 1.5 Mhz)
Sound Chips : YM2203 (@ 1.5 Mhz), YM3526 (@ 3 Mhz)

Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 58.00 Hz
Palette colors : 1024

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in April 1987.

The title of this game translates from Japanese as 'Garyo's Biography'.

"Karnov", Data East's great hero, appears as your enemy for the first time in this game.

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

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=934&o=2

$end


$pc98=garyoudn,
$bio

Garyouden - Sangoku Seiha no Kei (c) 1994 Hokusho [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89551&o=2

$end


$pc98=garyuohh,garyuohha,
$bio

Garyuoh Hidensho (c) 1994 Softec.

- TRIVIA -

Released on January 28, 1994 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48509&o=2

$end


$msx2_cart=garyuou,garyuoua,
$bio

Garyuu Ou (c) 1987 Xain Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51301&o=2

$end


$msx2_flop=garyuou,garyuoua,
$bio

Garyuu Ou (c) 198? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101681&o=2

$end


$a2600=gashog,gashogf,gashoge,
$bio

Gas Hog (c) 1983 Spectravideo.

- STAFF -

Developed by Sirius Software.

Programmer: Mark Turmell

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50531&o=2

$end


$pc98=gsekigah,
$bio

Gassen Sekigahara (c) 1995 Artdink Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89552&o=2

$end


$apple2gs=thegate,
$bio

Gate (c) 1991 Association Toolbox.

- STAFF -

By: Henrik Gudat, Joerg Kienzle, Yann Le Tensorer

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49770&o=2

$end


$psx=gatekeep,
$bio

Gate Keepers (c) 1998 Kadokawa Shoten

- TECHNICAL -

[Model SLPS-02246/47]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85200&o=2

$end


$info=gatedoom,gatedoom1,
$bio

Gate of Doom (c) 1990 Data East Corporation.

Four selectable heroes scour dungeons and castles to defeat the evil monsters who would dare threaten the good people of their kingdom. Avoid the traps!

- TECHNICAL -

Game ID : MAC

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound CPU : Hudson Soft HuC6280 (@ 8.055 Mhz)
Sound Chips : YM2203 (@ 4.0275 Mhz), YM2151 (@ 3.58 Mhz), (2x) OKI6295 (@ 15.255 Khz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Gate of Doom was released in July 1990 outside Japan.

This game is known in Japan as "Dark Seal".

- SERIES -

1. Gate of Doom (1990)
2. Wizard Fire (1992)

- STAFF -

Game master : Yoshiyuki Urushibara
Main programmer : Naomi Susa
Main graphic designers : Shinji Noda, Jun Matsuda, Yoshiyuki Ishibiki
Programmers : Mentaiko, Tac.H, K. Miyazawa
Graphic designers : Masanori Tokoro, Eiko Kurihara, Ooe Marchan, Sonomi Nagao, Kazumi Minagawa, Kazunori Hashimoto, Masayuki Inoshita, H. Fuziwara, Chie Kitahara
Music composers : Hiroaki Yoshida (Maro), Tatsuya Kiuchi, Kenji Mori
Sound effects : Azusa Hara (Azusa)
Hardware : Shingo Mitsui

Special thanks : Kurata Kazuyuki, Koji Akiyabashi, Yosi Honda, Joe Kaminkow, Jeff Brown, Yasuhiko Nomura, Shinichi Suzuki, M. Ishikawa, Hiroyuki Iwabe

Project leader : Mentaiko

- PORTS -

* Consoles :
Nintendo Wii [US] (February 19, 2010) "Data East Arcade Classics [Model RVL-P-R26E]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=935&o=2

$end


$msx1_cart=gatelab,
$bio

Gate of Labyrinth (c) 1987 Dempa [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77101&o=2

$end


$x1_flop=gatlabyr,
$bio

Gate of Labyrinth (c) 1987 Dempa Shinbunsha [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85996&o=2

$end


$pcecd=gatethun,
$bio

??? ?? ???? (c) 1992 Hudson Soft.
(Gate of Thunder)

Gate of Thunder is an intense horizontal shooter by Red and published by Hudson Soft. The player takes the role of Hawk, a member of the police force and pilots the Hunting Dog, an advanced interceptor fighter. His perilous missions will take him through seven long and intense stages. The ship uses three main ungradable weapons that can be switched at anytime during the game as necessary. The Wild Cat, a secondary ship, appears from time to time during mission and drops off precious new weaponry such as secondary flying pods particularly handy to clean up the fighter's tail. Gate of Thunder features an intense metal soundtrack which certainly contributes to the game's popularity among fans of the genre.

- TECHNICAL -

Game ID: HCD2025

- TRIVIA -

Gate of Thunder was released on February 21, 1992 in Japan for 6800 Yen.

Reviews:
April 1992 - Consoles + N.8 (Page 60-61) [FR]: 95/100
April 1992 - Joypad N.7 (Page 132-134) [FR]: 96/100

- STAFF -

Developed by Red Entertainment.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58200&o=2

$end


$info=wwjgtin,
$bio

Gate-In! Wai Wai Jockey (c) 1984 Jaleco.

An early Horse Racing game.

- TECHNICAL -

Main CPU : MOS Technology M6502 (@ 2 Mhz)
Sound CPU : MOS Technology M6502 (@ 600 Khz)
Sound Chips : (2x) Texas Instruments SN76496 (@ 2 Mhz), DAC

Players : 2
Control : 4-way joystick
Buttons : 2

- TRIVIA -

Gate-In! Wai Wai Jockey was released in November 1984.

'Wai-Wai' is Japanese onomatopoeia for a cheering crowd.

- STAFF -

Developed by Casio.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=936&o=2

$end


$bbca_cass,bbcb_cass=gatecras,
$bio

Gatecrasher  (c) 19?? Quicksilva

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51890&o=2

$end


$cpc_cass=gatecras,
$bio

Gatecrasher [Model SOFT 958] (c) 1986 Amsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96458&o=2

$end


$lynx=gatezend,
$bio

Gates of Zendocon (c) 1989 Atari Corp.

The droids of your old nemesis, the evil spider Zendocon, captured you. Zendocon itself sentenced you to wander its web of deadly universes. Zendocon's universes are connected by a web of transporter gates and alien bases.

Zendocon orders its droids to transport you to an alien base on the first of the 51 interconnected universes and to give you a starship. You must survive dangerous universes inhabited by hostile aliens while searching for transporter gates. When you find a transporter gate, fly through the gate into another universe.

You will find allies in Zendocon's universes. Aliens held as slaves by Zendocon's minions will help you if you can free them. They will follow your  ship, aiding you with strange weapons unlike you have ever encountered!

Will you survive Zendocon's challenge? You must survive! Your reward for success is the chance for sweet revenge - a duel to the death with the evil spider itself!

- TECHNICAL -

Model PA2023

- SCORING -

You earn 1 to 495 points when you destroy aliens, depending on the type of alien. 
You receive 100 points when you reach a new alien base in the easy levels or 10,000 points when you reach a new alien base in the hard levels.

- TIPS AND TRICKS -

* On the first level, the first transporter gate leads to easy levels, the second transporter leads to more difficult levels. 

* Shortest Route: At BASE, take the second gate. At RAZE, take the first. At TRYX, STYX, and YARB you have no choice. At BREX, you can equally go to ZEST, STAB or SEBB, so choose what you like best (if you choose ZEST, then take second gate at ZORT; if you choose STAB, then take second gate at BOXX). In all cases, you will end to BROT; from BROT to SNAX you have no choice; at SNAX take the first gate.

* Secret Bonus Level: At the beginning of level TRYX, turn on your shields and fly through the bottom of the floor. On the dividing portion with the tanks, there are sections that flicker red. Between the first square one and the next oval one is the spot you search for: fly about one ship's height above the bottom through the posts and under the stalactites. You can now enter the portal to the secret level!

- STAFF -

Programmer: Peter Engelbrite

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58820&o=2

$end


$cdi=gateshea,
$bio

Gateshead 1900 - A Guide to Tyneside 100 Years Ago (c) 1995 Xdra

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52964&o=2

$end


$c64_cart,c64_flop=apshai,
$bio

Gateway to Aphsai (c) 1983 Epyx Corp.

- STAFF -

Developed by: The Connelley Group

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53587&o=2

$end


$a800=apshai,
$bio

Gateway To Apshai (c) 1983 Epyx Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86556&o=2

$end


$coleco=apshai,
$bio

Gateway to Apshai (c) 1984 Epyx Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53288&o=2

$end


$bbca_cass,bbcb_cass=gatkaros,
$bio

Gateway To Karos (c) 1983 Acornsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51891&o=2

$end


$amigaocs_flop=gatewayt,
$bio

Gateway to the Savage Frontier (c) 1992 SSI

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74141&o=2

$end


$xegs=gato,
$bio

GATO Submarine Simulation [Model RX8090] (c) 1987 Atari Corp. [Sunnyvale, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51240&o=2

$end


$a7800=gatop1,gatop2,gatop3,gatop4,gatop5,gatop6,gatop7,gatop8,
$bio

GATO (c) 1987 Atari Corp.

- TECHNICAL -

Model CX7827

- TRIVIA -

1987 unreleased prototype found in 2001.

- STAFF -

Programmer: Jack Sandberg

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50138&o=2

$end


$info=gatsbee,
$bio

GATsBEe (c) 1984 Uchida.

- TECHNICAL -

Main CPU : (4x) Z80 (@ 3.072 Mhz)
Sound Chips : Namco 3-channel WSG, discrete circuitry

Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.61 Hz
Palette colors : 96

Players : 2
Control : 8-way joystick
Buttons : 1

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=937&o=2

$end


$x68k_flop=gaudi,
$bio

Gaudi - Barcelona no Kaze (c) 1989 Wolf Team [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87724&o=2

$end


$pc8801_flop=gaudi,gaudia,
$bio

Gaudi - Barcelona no Kaze (c) 1989 Wolf Team [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91916&o=2

$end


$msx2_flop=gaudi,gaudibgaudia,
$bio

Gaudi - The Wind of Barcelona (c) 1992 Wolf Team [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101682&o=2

$end


$info=gauntlet,gauntletr1,gauntletr2,gauntletr4,gauntletr5,gauntletr7,gauntletr9,gauntlets,gauntletg,gauntletgr3,gauntletgr6,gauntletgr8,gauntj12,gauntletj,gauntlet2p,gauntlet2pr3,gauntlet2pj,gauntlet2pj2,g
$bio

Gauntlet (c) 1985 Atari Games.

Gauntlet is a maze-based shoot-em-up for up to four players. Heavily influenced by classic fantasy conventions, players take on the role of either Thor the Warrior, Thyra the Valkyrie, Merlin the Wizard, or Questor the Elf and must play cooperatively as they explore and fight their way through the enemy-packed mazes. Competitive play is encouraged as players must fight for the limited amount of food, treasure, magic potions and power-up items that litter the dungeons. 

Each of Gauntlet's four characters have different strengths and weaknesses: Thyra has the strongest armour, Thor is best at hand-to-hand combat, Questor has the fastest speed and Merlin has the most powerful magic attacks. The object of the game is simply to survive as long as possible while exploring Gauntlet's mazes in search of treasure, food, magic potions and, ultimately, the exit that leads to the next dungeon. 

The potions - shown as blue bottles - that litter the levels offer either improved character abilities (such as 'speed' or 'extra shot power') or can be used as a 'smart bomb', destroying some or all of the on-screen monsters. Potions are also the only way to kill the game's 'Death' character that appears in many of the stages. Magic potions can be kept and used at the player's discretion by pressing 'Magic' button, although each potion can only be used once. 

The first seven mazes are always the same, but from level 8 onwards, players will find themselves on any one of over a hundred different mazes. If players survive for long enough, the mazes will be repeated in a different order. How long a player lasts depends upon the player's 'health' level. Health continually depletes as time progresses and further health is lost by contact with various monsters or their projectiles. Health can be replenished by consuming the food found in the mazes or by inserting more credits. The many treasure chests that litter the levels can be plundered for points, and collecting treasure increases a player's score multiplier when two or more players are playing the game.

- TECHNICAL -

Game ID : 136037

Main CPU : Motorola 68010 (@ 7.15909 Mhz), MOS Technology 6502 (@ 1.789772 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), POKEY (Pot Keyboard Integrated Circuit) (@ 1.789772 Mhz), Texas Instruments TMS5220 (@ 650.826 Khz)

Control per player (4): 8-way joystick
Buttons per player (4): 2

- TRIVIA -

Gauntlet was released in October 1985.

Gauntlet was originally going to be called 'Dungeons' and was inspired not only by TSR's tabletop RPG, 'Dungeons & Dragons', but also by another Atari game called 'Dandy'. Dandy's creator, Jack Palevich, tried fruitlessly to get his name added to the list of credits in Gauntlet. In lieu of public recognition, Atari Games Corp gave Pelvich a Gauntlet cabinet, and he in turn agreed not to sue Atari.

Two character names were changed before release. The Valkyrie was originally named 'Amazon' and the Warrior was 'Hulk'" The first character art was produced on January 1, 1984.

Gauntlet's revolutionary, non-linear game-play gave players multiple choices, as they were no longer forced into taking a linear route through the game. Like 'Dungeons & Dragons', Gauntlet players could choose their own path, searching for keys, treasures, food and transporters to take them to other levels. Unlike most other games at the time, the player didn't always have to fight; a simpler route through the dungeon could sometimes be found, or players could simply try to make a run for it.

In the early '80s, arcades were struggling. Manufacturers created more elaborate games that operators could charge more money for ($.50!), but players were resistant to the increase. The question at Atari was: How do we get extra earnings? The idea with Gauntlet was that with four players you earn four times as much with every play. It was a drop-in/drop-out design so if someone died they could immediately rejoin or someone new could step in -- there was no down time, so the quarters just kept coming. Another choice made specifically to increase the coin drop: there was no end to the game. Gauntlet would recycle levels by flipping them horizontally and vertically once the players had run through all of them. Gauntlet was a big success in 1985. But the marketing team at Atari was actually worried about the four-player cabinet. They weren't sure four strangers would want to play a game together and they also had concerns about the four separate coin shoots (which were known to break easily). Confident in his game, Ed Logg convinced the marketing team to just go with it.

Another Gauntlet milestone was in the game's use of sound effects. Synthesized human voices had been used sporadically in games in the early eighties and while it had proved, on most occasions, to be moderately successful, was still considered something of a novelty. Gauntlet, however, revolutionized the concept of in-game speech and added immeasurably to the game's superb atmosphere. The deep timbre of Gauntlet's very own 'Dungeon Master' would guide players through the levels, informing them that 'Elf needs food, badly', or that 'Wizard is about to die' and the always-good advice that is 'Remember, don't shoot food.'

Note: The game contains exactly 212 sounds (including digitized voices, effects and musics).

It was common practice to test a new arcade game at select locations before wide release. The operator was given the cabinet for free, but in exchange they couldn't promote it (as a precaution against competition) and they would share the coin drop numbers of it and all the other machines at the location so that Atari could evaluate the new game's success against current games. But when Ed Logg came by to check on Gauntlet during its field test, he found developers from SEGA snapping photos of the cabinet. Atari pulled it from that location and didn't work with the operator henceforth. A year after Gauntlet's release in 1985, SEGA released a four-player arcade game called "Quartet" (although it was side-scrolling). 

7,848 units were sold in the U.S. A few thousand more were sold in Japan and Europe. Even though Atari considered Gauntlet a success, earlier games like "Space Invaders" and "Ms. Pac-Man" sold hundreds of thousands of cabinets. One of Gauntlet's contemporaries from Atari, the excellent Temple of Doom game, sold just 2,800 copies. 

Note : There were 20 officially released versions (see Updates section for detailed info), including 6 '2-player' versions and various Spanish, German and Japanese versions. Counting 4-player English variants alone, there were 7 releases with various bug-fixes.

The default high score screen of "Cyberball 2072" features names of many Atari arcade games, including GAUNTLET.

Charles Nagle holds the official record for this game with 4,401,169 points on March 28, 2003.

Pony Canyon / Scitron released a limited-edition soundtrack album for this game (That's Atari Music Vol.II : G.S.M. Atari Games 2 - PCCB-00070) on September 21, 1991.

- UPDATES -

Revision 1 (4-players)
* First world release.

Revision 2 (4-players)
* Added an option called 'Disable Speech?' in the operator menu.
* Fixed some texts in attract mode.

Revision 3 (4-players)
* German release only.

Revision 4 (4-players)
* World release.

Revision 5 (4-players)
* World release.

Revision 6 (4-players)
* German release only.
* Added 'All walls turn into exits' trick (see 'Tips And Tricks' section).
* Added ability to stop the attract mode with the fire button.

Revision 7 (4-players)
* World release.

Revision 8 (4-players)
* German release only.
* Added an option called 'Reduce Text?' in the operator menu.

Revision 9 (4-players)
* World release.

Revision 10 (4-players)
* German release only.

Revision 12 (4-players)
* Japanese release only.

Revision 13 (4-players)
* Japanese release only.

Revision 14 (4-players)
* World release.
* Sequence of boards may be different : After Level 8, either every other level may be skipped (Level 9 = Level 10, Level 10 = Level 12, etc.), or every two levels may be skipped (Level 9 = Level 11, Level 10 = Level 14, etc.), or boards may be played in their normal order. (It may depend on the route taken to Level 8.)

Revision 15 (4-players)
* Spanish release only.

Revision 1 (2-players)
* German release only.
* Based on the latest 4-players revision.

Revision 2 (2-players)
* Japanese release only.

Revision 3 (2-players)
* World release.

Revision 4 (2-players)
* German release only.

Revision 5 (2-players)
* Japanese release only.

Revision 6 (2-players)
* World release.

- TIPS AND TRICKS -

* Hints for Game Play : The following hints will help you use your health more effectively and score more points per coin :
1) Play cooperatively.
2) Allow the player with the best ability to use magic (usually Merlin the Wizard, unless one of the other players has acquired the magic potion for extra magic) to pick up the magic potions.
3) Save keys and potions and use them conservatively.
4) Pay attention to your marching order. Allow the players with the best fighting ability and armor (usually Thyra the Valkyrie and Thor the Warrior) to lead the way and fend off attacks.
5) Avoid contact with the ghosts : they take away your health very quickly and you cannot fight them hand-to-hand.

* If you remain motionless (or basically aimless) and stall off about 30 health, all of the doors will open. Everybody knows this, and the game even tells you about it. The game doesn't tell you that if you stall off about 200 health, all the walls will turn into exits! (work on Revision 6 and +) The game designers had to include this because there are some levels which require you to pick up a key before you exit. If you are already filled up with keys, and the doors are all gone, then it would be IMPOSSIBLE for you to exit, and you would starve to death. What they didn't anticipate, is that certain levels of the game which are really difficult, which would require you to take massive health losses to finish, become very simple if all the walls are exits. Or they can be effectively skipped altogether. Because the game has Monty-Hall levels with lots of food on them, you can use this cheat to only play levels which are a wash or increase your health dramatically, and cut your losses to 200 on all the really hard levels.

* The best character to play, in the LONG run, is Questor. His magic is just as good as Merlin's and his fight ability as good as Thor's. His ability to shoot through cracks in addition to all this (when he has the power potions) makes him the best. Thyra is the worst, although some people regard this as a challenge...

* To manipulate the point value of Death, shoot him. Death's point value takes the following progression : 1000-2000-1000-4000-1000-6000-1000-8000, and then back to start. His value keeps from the previous game.

* You can kill Death painlessly by teleporting on top of him.

* If a previous game ended beyond Level 8, Level 8 in the next game becomes the level that the previous game ended on. If you got a really good sequence of boards in a game and you want to repeat them, turn the machine off and on again after you've entered your high score.

- SERIES -

1. Gauntlet (1985, Arcade)
2. Gauntlet II (1986, Arcade) 
3. Gauntlet - The Deeper Dungeons (1987, Level pack for 8-bit computers) 
4. Gauntlet [Model NES-GL-USA] (1988, NES)
5. Gauntlet - The Third Encounter [Model PA2024] (1990, Lynx) 
6. Gauntlet III - The Final Quest (1991, Atari ST) 
7. Gauntlet 4 (1993, Mega Drive) 
8. Gauntlet Legends (1998, Arcade) 
9. Gauntlet Dark Legacy (1999, Arcade) 
10. Gauntlet Seven Sorrows (2006, PS2/XBOX)

- STAFF -

Designer / Programmer : Ed Logg (ED )
Game programmer : Bob Flanagan (BF )
Video graphics : Video graphics : Sam Comstock (SWC), Susan G. McBride (SGM), Alan Murphy, Will Noble, Dave Pettigrew (D F)
Engineer : Pat McCarthy (PMC)
Technician : Sae Oh (SMO), Cris Drobny (CAD)
Sound designers : Hal Canon (HAL), Earl Vickers (EAR)
Cabinet designer : Ken Hata (KEN)

- PORTS -

* Consoles : 
Sega Master System [EU] (1990) "Gauntlet [Model 25006]"
Sony PlayStation [US] (December 31, 1997) "Arcade's Greatest Hits - The Atari Collection 2 [Model SLUS-00449]" 
Sony PlayStation [EU] (June 1998) "Arcade's Greatest Hits - The Atari Collection 2 [Model SLES-00712]" 
Sega Dreamcast [US] (November 15, 2001) "Midway's Greatest Arcade Hits Vol. 2 [Model T-9714N]" 
Sony PlayStation 2 [US] (November 18, 2003) "Midway Arcade Treasures [Model SLUS-20801]" 
Microsoft XBOX [US] (November 24, 2003) "Midway Arcade Treasures" 
Nintendo GameCube [US] (December 18, 2003) "Midway Arcade Treasures [Model DOL-GAKE-USA]" 
Microsoft XBOX [EU] (February 6, 2004) "Midway Arcade Treasures" 
Sony PlayStation 2 [EU] (February 6, 2004) "Midway Arcade Treasures [Model SLES-51927]" 
Microsoft XBOX 360 [XBLA] [US] (November 22, 2005) [Retired in 2010]
Microsoft XBOX 360 [XBLA] [EU] (December 2, 2005) [Retired in 2010]
Microsoft XBOX 360 [XBLA] [JP] (December 10, 2005) [Retired in 2010]
Microsoft XBOX 360 [US] (November 6, 2012) "Midway Arcade Origins" 
Sony PlayStation 3 [US] (November 6, 2012) "Midway Arcade Origins [Model BLUS-31083]"
Microsoft XBOX 360 [EU] (November 15, 2012) "Midway Arcade Origins" 
Sony PlayStation 3 [EU] (November 15, 2012) "Midway Arcade Origins [Model BLES-01768]"

* Handhelds : 
Nintendo Game Boy Advance [EU] (September 16, 2005) "2 Games in One! Gauntlet + Rampart [Model AGB-B69P-EUR]" 
Nintendo Game Boy Advance [US] (November 3, 2005) "2 Games in One! Gauntlet + Rampart [Model AGB-B69E-USA]" 
Sony PSP [US] (December 13, 2005) "Midway Arcade Treasures Extended Play [Model ULUS-10059]"
Sony PSP [EU] (February 24, 2006) "Midway Arcade Treasures Extended Play [Model ULES-00180]" 
Nintendo DS [US] [EU] [AU] (Unreleased)

* Computers : 
BBC Micro [EU] (1984) 
Atari XL/XE [Cassette] [EU] (1985) 
Atari XL/XE [Disk] [US] (1985) 
Commodore C64 [Disc] [US] (1986) 
Commodore C64 [Tape] [EU] (1986) 
Tandy Color Computer [US] (1986) "Gantelet" 
MSX [JP] (1986) 
Atari ST [US] [EU] (1985) 
Amstrad CPC [EU] (1987) 
Apple IIGS [US] (1987) 
Amstrad CPC [Tape] [EU] (1987) "Les Tresors d'U.S.GOLD" 
Amstrad CPC [Disc] [EU] (1987) "Les Tresors d'U.S.GOLD" 
Commodore C64 [Tape] [EU] (1987) "Les Tresors d'U.S.GOLD" 
Commodore C64 [Disc] [EU] (1987) "Les Tresors d'U.S.GOLD" 
Sinclair ZX Spectrum [Tape] [EU] (1987) "Les Tresors d'U.S.GOLD" 
Sinclair ZX Spectrum +3 [Disc] [EU] (1987) "Les Tresors d'U.S.GOLD" 
Amstrad CPC [Tape] [EU] (1988) "Arcade Force Four" 
Amstrad CPC [Disc] [EU] (1988), "Arcade Force Four" 
Commodore C64 [Tape] [EU] (1988) "Arcade Force Four" 
Commodore C64 [Disc] [EU] (1988) "Arcade Force Four" 
Sinclair ZX Spectrum [Tape] [EU] (1988) "Arcade Force Four" 
Atari ST [EU] (1988) "Arcade Force Four" 
Amstrad CPC [EU] (198?) "El Lingote" 
Amstrad CPC [EU] (198?) "Gauntlet And Gauntlet II [Limited Edition]" 
Amstrad CPC [EU] (1988) "History In The Making" 
Sinclair ZX Spectrum [EU] (1988) "History In The Making" 
Commodore C64 [EU] (1988) "History In The Making" 
Amstrad CPC [EU] (1988) "Les Geants De L'Arcade" 
PC [MS-DOS] [US] (1988)
Amstrad CPC [EU] (1990) "Micro Club No.02" 
PC [MS Windows, CD-ROM] [US] (January 1, 1999) "Arcade's Greatest Hits - The Atari Collection 2"
PC [MS Windows, CD-ROM] [US] (August 27, 2004) "Midway Arcade Treasures" 
PC [MS Windows, CD-ROM] [EU] (November 23, 2004) "Midway Arcade Treasures" 

* Others :
LCD handheld game [US] (1988) by Tiger Electronics : contains 9 stages in your quest to find the long-lost Sacred Orb. There are 5 different worlds for your search through and battle evil demons : The Castle, The Dark Forest, The Lost Caverns, The Unseen, and Volcana.
Mobile Phones [US] (September 8, 2004)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=938&o=2

$end


$cpc_cass=gauntlet02,
$bio

Gauntlet (c) 1985 US Gold, Ltd. [Birmingham, UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96461&o=2

$end


$cpc_cass=gauntlet01,
$bio

Gauntlet (c) 1985 Micro Power

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96463&o=2

$end


$msx1_cass=gauntlet,gauntleta,
$bio

Gauntlet (c) 1986 US Gold, Ltd. [Birmingham, UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94669&o=2

$end


$apple2gs=gauntlet,
$bio

Gauntlet (c) 1988 Mindscape, Incorporated.

Originally released as an Arcade video game in 1985 by Atari Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49771&o=2

$end


$cpc_cass=gauntlet,
$bio

Gauntlet (c) 198? Kixx

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96460&o=2

$end


$gba=gauntldl,
$bio

Gauntlet - Dark Legacy [Model AGB-AYGE-USA] (c) 2002 Midway Home Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70767&o=2

$end


$cpc_cass=gauntlet03,gauntlet04,
$bio

Gauntlet - The Deeper Dungeons (c) 1987 US Gold, Ltd. [Birmingham, UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96464&o=2

$end


$lynx=gauntlet,
$bio

Gauntlet - The Third Encounter (c) 1990 Atari Corp.

Gauntlet is a 40 level fantasy quest game for one to four players.

The Power of Magic!
The old storyteller in the market square peers at you through rheumy eyes. You have spent days here at the fair, mesmerized by his tales of the haunted castle on a nearby mountain. The castle looms over your valley, ghostly spires rising through the mist. Tales of frightening beasts and enchanted potions, ghosts, ghouls and secret passageways have held you spellbound. But what fascinates you most of all is the story of the enchanted gem which fell from the stars one night to the base of the castle.

This happened many generations ago. Even at that time the castle was deserted. The Star Gem landed in an explosion of fire that illuminated the countryside for miles. And in the eerie light, loathsome creatures crept forth from the castle and transported the bright treasure into the foul depths of the towered fortress. All attempts to seek out the gem failed. The seekers were destroyed.

Your eyes closed, you shiver as you listen. Suddenly you jump, and your eyes open wide. A bony hand grasps your shoulder. You stare into the eyes of the old storyteller. 'You have courage', he rasps. "All the others edge away when I tell of the Star Gem, but not you. Do you have the courage to hear the reminder of the tale?" You nod silently. "The creatures in the castle gain magical strength from the Star Gem. Unless the gem is removed from the castle, the evil ones within will soon have the strength to venture forth and destroy our world."

The old storyteller releases your shoulder, picks up his rucksack, and turns away. He pauses on the edge of the market square and turns to face you. In his ancient eyes you see a challenge... and a plea. You must now take up the quest to rescue the Star Gem... and your world!

- TECHNICAL -

Model PA2024

- SCORING -

The following table list the number of points you receive for accomplishing tasks and destroying certain dungeon denizens.
Slimes: 0
Spider: 1
Ladybug: 4
Ghost: 10
Cactus: 15
Frog: 15
Monk: 15
Scorpion: 20
Land Shark: 40
Opening a Door: 100
Boulder: 255

- TIPS AND TRICKS -

* Level Skip: Begin a new game, but do not move your character from the starting position. Press OPTION 1 to skip to level 5 and repeat the trick to go to levels 10, 15 and 20.

- SERIES -

1. Gauntlet (1985, Arcade)
2. Gauntlet II (1986, Arcade) 
3. Gauntlet - The Deeper Dungeons (1987, Level pack for 8-bit computers) 
4. Gauntlet [Model NES-GL-USA] (1988, NES)
5. Gauntlet - The Third Encounter [Model PA2024] (1990, Lynx) 
6. Gauntlet III - The Final Quest (1991, Atari ST) 
7. Gauntlet 4 (1993, Mega Drive) 
8. Gauntlet Legends (1998, Arcade) 
9. Gauntlet Dark Legacy (1999, Arcade) 
10. Gauntlet Seven Sorrows (2006, PS2/XBOX)

- STAFF -

Programmer: Jon Leupp

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58821&o=2

$end


$megadriv=gauntlt4,gauntlt4a,
$bio

Gauntlet 4 (c) 1993 Tengen, Incorporated.

- TRIVIA -

Known in Japan as "Gauntlet [Model T-48123]".

- SERIES -

1. Gauntlet (1985, Arcade)
2. Gauntlet II (1986, Arcade) 
3. Gauntlet - The Deeper Dungeons (1987, Level pack for 8-bit computers) 
4. Gauntlet [Model NES-GL-USA] (1988, NES)
5. Gauntlet - The Third Encounter [Model PA2024] (1990, Lynx) 
6. Gauntlet III - The Final Quest (1991, Atari ST) 
7. Gauntlet 4 (1993, Mega Drive) 
8. Gauntlet Legends (1998, Arcade) 
9. Gauntlet Dark Legacy (1999, Arcade) 
10. Gauntlet Seven Sorrows (2006, PS2/XBOX)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57556&o=2

$end


$info=gauntdl,gauntd24,
$bio

Gauntlet Dark Legacy (c) 1999 Midway Games, Incorporated.

Step into the world of of Gauntlet Dark Legacy and prepare for an adventure. Built on the strength of "Gauntlet Legends", Dark Legacy takes the action to a new dimension with new characters, new realms, new combos and improved graphics. Four new characters join forces with the original four Legends characters to explore and battle their way through eight realms of gameplay. The Mountain, Desert, Forest and Castle Realms have been updated to match the depth and complexity of the four new realms... Ice, Town, Sky and Dream. There is also a bonus Battlefield Realm. Multi-player gameplay has been enhanced by allowing two players to work together to activate special moves with new combos. In addition, Dark Legacy is full of secret codes and passwords that give special access to alternate characters and many other surprises (see 'Tips And Tricks' section for more information).

- TECHNICAL -

Midway Vegas hardware

Main CPU : R5000 (@ 200 Mhz)
Sound CPU : ADSP2104 (@ 16 Mhz)
Sound Chips : (2x) DMA-driven (@ 16 Mhz)

Players : 4
Control : 8-way Joystick
Buttons : 3

- TRIVIA -

Gauntlet Dark Legacy was released in March 2000 in USA and in June 2000 in Japan (even if the title screen says 1999).

- TIPS AND TRICKS -

* Play as Pojo The Chicken (From "Mace - The Dark Age") : enter EGG as initials and 911 as password.

* Play as Stick Jester : enter EGG as initials and 911 as password (this code can only be put in if you are playing the Blue side. You get a stick figure of a Jester).

* Play as Armored Warrior : enter RAT as initials and 333 as password (this code can only be put in if you are playing the Red side. You get an armored warrior with a rat's head).

* Play as Ice Dwarf : enter ICE as initials and 600 as password (this code can only be put in if you are playing the Red side. You get a big dwarf).

* Play as Big Headed Jester : enter PNK as initials and 666 as password (this code can only be put in if you are playing the Yellow side. You get a Jester with a HUGE head).

* Play as Cool Looking Knight : enter TAK as initials and 118 as password (this code can only be put in if you are playing the Red side. You get a REALLY cool looking Knight).

* Play as Scythe Wielding Valkyrie : enter TWN as initials and 300 as password (this code can only be put in if you are playing the Green side. You get a valkyrie with a scythe).

* Play as Interesting Looking Warrior : enter CAS as initials and 400 as password (this code can only be put in if you are playing the Blue side. You get an interesting looking warrior).

* Play as Evil Looking Wizard : enter GAM as initials and 666 as password (this code can only be put in if you are playing the Yellow side. You get a wizard who doesn't look happy).

* Play as Cool Looking Wizard : enter SKY as initials and 100 as password (this code can only be put in if you are playing the Green side. You get a wizard who looks pretty cool).

- SERIES -

1. Gauntlet (1985, Arcade)
2. Gauntlet II (1986, Arcade) 
3. Gauntlet - The Deeper Dungeons (1987, Level pack for 8-bit computers) 
4. Gauntlet [Model NES-GL-USA] (1988, NES)
5. Gauntlet - The Third Encounter [Model PA2024] (1990, Lynx) 
6. Gauntlet III - The Final Quest (1991, Atari ST) 
7. Gauntlet 4 (1993, Mega Drive) 
8. Gauntlet Legends (1998, Arcade) 
9. Gauntlet Dark Legacy (1999, Arcade) 
10. Gauntlet Seven Sorrows (2006, PS2/XBOX)

- STAFF -

Lead Programmer : Steven Bennetts
Art Director : Steve Caterson
Producer : Mike Hally
Lead 3D Artist : Don Livingston
3D Artist : Stig Asmussen, Rhizaldi Bugawan, Chris Sutton, Paul Haskins
Character Animation : Takeshi Hasegawa, Gustavo Rasche
Programmer : Nathan Pooley, Johnathan Hudgins, Lennard Fedderson, Tyler Voltier
Game Design : Mike Hally, KJ Holm
Music & Sound Design : Joe Lyford
Audio Programmer : Sean Gugler
Executive Producer : Dan Van Elderen
Producer : Kevin Potter
Associate Producer : Sean Wilson
Assistant Producer : Matthew Vella, Nico Bihary
Voice Actor : Douglas Lawrence, Lani Minella, Wally Fields, Tox Gunn, Patrice Crawford

- PORTS -

* Consoles :
Sony PlayStation 2 (2001)
Microsoft XBOX (2002)
Nintendo Game Boy Advance (2002)
Nintendo GameCube (2002)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3337&o=2

$end


$info=gaunt2,gaunt22pg,gaunt22p1,gaunt22p,gaunt2g,
$bio

Gauntlet II (c) 1986 Atari Games.

Gauntlet II is a direct sequel to the legendary maze-based fantasy themed shoot-em-up, released a year earlier. Atari chose not to tinker with the core game-play mechanic to any great degree, opting instead to enhance the already excellent multi-player action that had created such a stir upon the original game's release.

As with its prequel, up to four players once again take on the role of either 'Thor the Warrior', 'Thyra the Valkyrie', 'Merlin the Wizard', or 'Questor the Elf' and must play cooperatively as they explore and fight their way through the enemy-packed mazes, collecting potions, food and treasure as they searched for the exit that would lead them to the next dungeon.

Changes to the sequel included the ability for players to play whatever character they wanted, even if that character was already in play. Characters were now colour-coded and players would find themselves taking on the role of 'Blue Elf', 'Green Wizard', etc. New in-game speech was added to allow for the new player definitions.

Other changes included the ability to 'bounce' shots off walls - known as 'Reflective Shots' - providing the correct potion was picked up. As well as new potions, Gauntlet II also featured several new monsters. The most notorious of the new additions was the Fire-breathing Dragon that guards the exit to some dungeons. This powerful creature takes multiple hits to kill and defeating it would see the players rewarded with a permanent potion and a bag of treasure.

Another notable addition was the 'It' monster: any player who was tagged by the creature would suddenly find that all of that level's monsters would ONLY chase the tagged player, completely ignoring the presence of all other players. The only way to remove this curse was to tag another player, thus making them 'it'.

New level elements were also added to further increase variety. These included dungeons with entirely invisible walls, magical walls (which changed into monsters or items when hit), stun tiles (which stunned any player that walked on them) and exits that flashed between functioning and non-functioning.

- TECHNICAL -

Game ID : 136043

Main CPU : Motorola 68010 (@ 7.15909 Mhz), MOS Technology 6502 (@ 1.789772 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), POKEY (Pot Keyboard Integrated Circuit) (@ 1.789772 Mhz), Texas Instruments TMS5220 (@ 650.826 Khz)

Players : 4
Control : 8-way joystick
Buttons : 2

- TRIVIA -

The original "Gauntlet" was released in October 1985, with the Gauntlet II conversion kits coming out nearly a year later, in August 1986. A lot of the original "Gauntlet" machines of the time were switched over to Gauntlet II cabinets. They tended to stay as Gauntlet II for some time, due to the relative scarcity of kits that would convert a "Gauntlet" cabinet to that of its sequel. The proper kits were uncommon until the late eighties, by which time four-player games were taking off in a big way.

Only 209 dedicated units were produced. The selling price was $2,295.
3,250 '4-Player kits' were produced. Selling price: $595
Only 61 '2-Player kits' were produced. Selling price: $395

Competition : Atari held a promotional competition to coincide with "Gauntlet II's" initial launch. If players followed the instructions the game gives before entering a secret room (the machine provides clues on how to enter the secret rooms whenever a hidden wall is shot away on any level), the player is greeted with a screen explaining that they had been awarded extra points and inviting the player to enter his or her name.
A six-digit code would then be given which the player could put onto a competition entry form. The first 500 entries drawn won Gauntlet II T-shirts, plus a chance of winning a $5000 savings bond. Machines can also be set (via dip switches) to suppress this screen, in which case players would get a screen saying '5000 points x coins = xxx' after doing the secret room. The contest ended in 1986.

Note : the game contains exactly 205 sounds! (including digitized voices, effects and musics), less than the first Gauntlet.

Pony Canyon / Scitron released a limited-edition soundtrack album for this game (That's Atari Music Vol.II : G.S.M. Atari Games 2 - PCCB-00070) on September 21, 1991.

- SCORING -

Key : 100 points.
Treasure : 100 - 500 points.
Each type of monster has a set score value.
Each generator is worth twice as many points as its associated monster.
Death : up to 6,000 points.

- TIPS AND TRICKS -

* Secret Rooms : to get to a secret room, perform a secret trick on a level. Some of the secret tricks are :
1) Teleporting into the exit.
2) Pushing a movable wall into the exit
3) Keeping all the super shots
4) Not using invulnerability (this is almost always a good idea anyway)
5) Not touching a fake exit
6) Teleporting on top of Death and/or acid blobs
7) Not taking ANYTHING (the tick trick comes in handy here)

* The hints it gives to the secret room don't necessarily apply to your current level, just as on "Gauntlet". The secret trick usually doesn't work, but it is always same for any given board. You're allowed one secret trick for every 15 levels or so.

* You can kill the acid blobs! Just drop 2 potions in quick succession. This works regardless of your magic ability. It also puts the dragon back to sleep momentarily (You can also kill them with a teleporter...if there's a teleporter handy, that is).

* The '?' foods are NOT random. Grab a '?' food on health mod 20 = 7 (i.e. 27, 47, 67, etc). You'll get 200 health.

* Couple of strategy notes :
1) Reflective shots make the dragon easier
2) Invulnerability makes him very easy
3) Remember that when generators aren't on the screen, they don't generate monsters.
4) If you are playing two+ player you can kill almost all dragons with one player diverting his attention, or using an indirect attack. For example : you can find shootable walls or just stand in the right spot askew from the dragon. He will try to flame instead of fire-ball. If done correctly, you will be standing a wall away from him. Then your partner can go around and shoot flame head while the dragon is flaming away.

* If a previous game ended beyond Level 6, Level 6 in the next game becomes the level that the previous game ended on. If you got a really good sequence of boards in a game and you want to repeat them, turn the machine off and on again after you've entered your high score.

- SERIES -

1. Gauntlet (1985, Arcade)
2. Gauntlet II (1986, Arcade) 
3. Gauntlet - The Deeper Dungeons (1987, Level pack for 8-bit computers) 
4. Gauntlet [Model NES-GL-USA] (1988, NES)
5. Gauntlet - The Third Encounter [Model PA2024] (1990, Lynx) 
6. Gauntlet III - The Final Quest (1991, Atari ST) 
7. Gauntlet 4 (1993, Mega Drive) 
8. Gauntlet Legends (1998, Arcade) 
9. Gauntlet Dark Legacy (1999, Arcade) 
10. Gauntlet Seven Sorrows (2006, PS2/XBOX)

- STAFF -

Designer / Programmer : Ed Logg
Game programmer : Bob Flanagan
Video graphics : Sam Comstock, Susan G. McBride, Alan Murphy, Will Noble
Engineer : Pat McCarthy
Technician : Cris Drobny
Sound designers : Hal Canon, Brad Fuller, Earl Vickers
Cabinet designers : Ken Hata

- PORTS -

* Consoles :
Nintendo NES [US] (September 1990) "Gauntlet II [Model NES-2U-USA]" 
Nintendo NES [EU] (April 25, 1991) "Gauntlet II [Model NES-2U]" 
Sony PlayStation 2 [AU] (2004) "Midway Arcade Treasures 2" 
Microsoft XBOX [US] (October 11, 2004) "Midway Arcade Treasures 2 [Model MWO-3201W]" 
Nintendo GameCube [US] (October 11, 2004) "Midway Arcade Treasures 2 [Model DOL-GAYE-USA]" 
Sony PlayStation 2 [US] (October 11, 2004) "Midway Arcade Treasures 2 [Model SLUS-20997]" 
Microsoft XBOX [EU] (October 29, 2004) "Midway Arcade Treasures 2" 
Sony PlayStation 2 [EU] (October 29, 2004) "Midway Arcade Treasures 2 [Model SLES-52844]"
Sony PlayStation 3 [PSN] [US] (May 3, 2007) 
Sony PlayStation 3 [PSN] [EU] (June 29, 2007)
Microsoft XBOX 360 [US] (November 6, 2012) "Midway Arcade Origins" 
Sony PlayStation 3 [US] (November 6, 2012) "Midway Arcade Origins [Model BLUS-31083]"
Microsoft XBOX 360 [EU] (November 15, 2012) "Midway Arcade Origins" 
Sony PlayStation 3 [EU] (November 15, 2012) "Midway Arcade Origins [Model BLES-01768]"

* Handhelds : 
Nintendo Game Boy [EU] (1991) "Gauntlet II [Model DMG-G2-NOE]" 
Nintendo Game Boy [US] (September 1991) "Gauntlet II [Model DMG-G2-USA]" 

* Computers :
Tandy Color Computer [US] (1986) "Gantelet II" 
Amstrad CPC [EU] (1987)
Commodore C64 [US] [EU] (1987)
PC [MS-DOS] [US] (1987)
Sinclair ZX Spectrum [EU] (1988)
Atari ST [US] (1989)
Commodore Amiga [US] (1989)
PC [MS Windows, CD-ROM] [US] (February 17, 2006) "Midway Arcade Treasures Deluxe Edition"
PC [MS Windows, CD-ROM] [EU] (March 17, 2006) "Midway Arcade Treasures Deluxe Edition" by Zoo Digital Publishing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=939&o=2

$end


$cpc_cass=gauntlet05,
$bio

Gauntlet II (c) 1986 US Gold, Ltd. [Birmingham, UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96465&o=2

$end


$amigaocs_flop=gauntlt2,
$bio

Gauntlet II (c) 1989 US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74142&o=2

$end


$gameboy=gauntlt2,
$bio

Gauntlet II (c) 1991 Mindscape, Incorporated.

- TECHNICAL -

Model DMG-G2-USA

- TRIVIA -

Gauntlet II for Game Boy was released in September 1991 in North America.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66043&o=2

$end


$nes=gauntlt2u,
$bio

Gauntlet II (c) 1990 Tengen.

- TECHNICAL -

[Model NES-2U-USA]

- TRIVIA -

Gauntlet II was released in September 1990 in North America.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57555&o=2

$end


$nes=gauntlt2,
$bio

Gauntlet II (c) 1990 Tengen.

- TECHNICAL -

[Model NES-2U]

- TRIVIA -

Even if the title screen says 1990, Gauntlet II was released on April 25, 1991 in Europe.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55169&o=2

$end


$amigaocs_flop=gauntlt3,
$bio

Gauntlet III - The Final Quest (c) 1991 US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74143&o=2

$end


$cpc_cass=gauntlet07,gauntlet06,
$bio

Gauntlet III - The Final Quest (c) 1991 US Gold, Ltd. [Birmingham, UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96467&o=2

$end


$info=gauntleg,gauntl12,
$bio

Gauntlet Legends (c) 1998 Atari Games Corp.

Gauntlet Legends is a fantasy themed action game, a sequel to 1985's popular "Gauntlet" and 1986's "Gauntlet II". Its unusual features for an arcade game included passwords and characters that could be saved, enabling players to play over the course of a long period of time. It was a role-playing game, though with very limited role-playing.

The simplicity of the original Gauntlet series is still here : You have to find your way out of a maze using keys, secret passages, and switches. In your way are hordes and hordes of enemies, endlessly reproducing themselves from generators painfully spread around the gigantic, menacing levels.

- TECHNICAL -

Runs on the "Atari Vegas" hardware.

Players : 4
Control : 8-way Joystick
Buttons : 3

- TRIVIA -

Released in October 1998.

Jeff Shears worked as a Senior Artist on this game for over 9 months. Like a number of people who worked on the game, Jeff was left off the final in-game credits.

A Gauntlet Legends unit appears in the sitcom 'Two and a Half Men'; Season 5, Episode 2 (People Who Love Peepholes).

- TIPS AND TRICKS -

* Alternate characters : Get a character to level 10. Then, hold Turbo while selecting your character to gain a more powerful version ('Jackal' instead of Wizard, 'Minotaur' instead of Warrior, 'Falconess' instead of Valkyrie, 'Tigress' instead of Archer).

* Passwords :
Play as a level 55 Wizard - Enter LBE as initials and 222 as password.
Play as a level 99 Valkyrie - Enter COP as initials and 012 as password.
Play as a Level 99 Warrior - Enter JOE as initials and 123 as password.
Play as a Level 99 Wizard - Enter MO_ as initials and 000 as password.
Play as Pojo the Chicken (from "Mace - The Dark Age") - Enter EGG as initials and 911 as password	
Nude Valkyrie - Have player two enter NUD as initials and 069 as password (ONLY works on the Blue Valkyrie).

* Level Benefits : In Gauntlet, there are various rewards for gaining levels. Here they are, in order...
Level 10 : Gain access to secret character (Hold turbo while selecting), get better weapon
Level 25 : Gain Familiar (Little pet at your shoulder)
Level 50 : Gain best possible weapon
Level 75 : Gain Auto-Aiming Familiar
Level 99 : Permanent Growth (Character can not be knocked down by a Golem's attack)

* Get a Bird/Dragon Familiar : To get a Bird/Dragon Familiar,(it varies on which of the 8 characters you are using) get up to level 25 and you will get a bird/dragon companion. When you attack, your bird/dragon also attacks.

* Another Familiar : To get a more powerful, permanent familiar after you reach level 25, get your character to level 75. Your familiar will be replaced by another familiar, the most powerful one you can get for your character. Your familiar attacks by shooting a small, but strong ball of energy when you attack.

* Punch Through Walls : If there are Golems on the other side of a wall, walk up to it and hit FIGHT and you can kill the Golem without getting hurt.

* Drain Death : When you get an Anti-Death item, use it to gain health points by draining death. All you have to do once you have the item is to find death and run into him.

* Drain Multiple Deaths : Once you get an Anti-Death power-up, you can take 100 life away from a Death. the trick is to take as much away from one Death without taking 100. You will still have the power-up, and you can get life this way until it wears off.

* Extended Invulnerability : In any level where there is a silver invulnerability you can use this cheat. Buy a Gold invulnerability before starting the level. It's recommended to buy 2 because it will last longer but it can be done with one. Go through the level and grab the silver invulnerability while you still have the gold one. Now quickly exit the level.
In the shop buy another gold invulnerability. When you enter the next level you will have the gold, but when it wears off you will have the silver from the last level!
WARNING! This code WILL NOT WORK if the silver invulnerability is wearing off before you exit the level.

* Rune Stone Locations : Each stage has 3 Rune Stones which are to be found, so that the game can be completed properly. Below are the locations of the 3 Rune Stones for each realm.

MOUNTAIN REALM. Difficulty : Easy
1st Rune Stone can be found on the peak, after climbing a few hills. You will come to a part where there are 2 generators, and in between them is a statue. Destroy the statue to uncover the Rune.
The 2nd stone can be found in the cliffs. Ignore the first EXIT that you come across. Instead continue along the path above the EXIT, breaking the wall, fighting the Golem, continuing along the path until you come across 2 bridges, and take the top bridge. Once across, hit the wall at the end of the bridge to uncover the Rune.
The 3rd is in the cavern. Ignore the first EXIT once again. When you're getting near the second EXIT, you will be at a T - Junction. Going right leads to the second EXIT and 2 Golems. Going left, fighting all the enemies, and then going to the wall at the far left and hitting it will uncover the final Rune for this realm.

CASTLE REALM. Difficulty : Medium
The 1st Rune Stone is in the dungeon. You should notice the Rune as soon as you start the level in a cage, but you have to get it down, somehow. Down the stairs, go south, cross the log bridge, and onto a kind of island place, fight the Golem. Press the trap release switch, located to the east. If you walk around and step on the FAR LEFT of the big leaf, that will lower the runestone enabling it to be grabbed.
The 2nd will be found in the armory. From the start, go right, down the stairs, pass the blades (notice red barrel and rat mound after blades), then go down and press the switch - you will notice walls come down and a Golem come to life, defeat the Golem and go to the wall under stairs, hit it to uncover the Rune.
The 3rd final rune stone for this level is in the treasury. Get to the room with a throne in it. From there go down the stairs and to the right(towards top of screen), keep walking until you come a room that has a box type thing in it. Destroy the box type thing to uncover the Rune.

FOREST REALM. Difficulty : Medium
The 1st rune is in roots. After the elevator, proceed up and to the left, you will come across a Golem, destroy it. You will come across a big tree stump in the middle of the screen, hit the tree stump a few times to break the outer wall, and it will reveal the Rune.
The 2nd is in the tree (2 PLAYERS NEEDED!) After coming across Death inside a barrel, proceed right,you will come across a switch that reveals a bridge, as soon as you try cross it, it disappears, that is why 2 players are needed. Based on the fact you had 2 players, you will come across a tree that has a circular cut. Inside the cut-out area will be another switch, activate it, then walk to the right, across the BIG green leaf, across the path. You will notice a branch that rises to the right. It will have a platform on it, which has the Rune on it.
The 3rd rune is in branches. After getting to the stump path (The path made of cut trees), you will continue onwards, until you come across a stump by itself, continue up to the right, until you come across a wall guarded by two archers, destroy them, the destroy the wall behind them to uncover the Rune.

DESERT REALM. Difficulty : Hard
The 1st Rune stone is in the ruins. Proceed down the stairs from the first EXIT, and you will now be in water. Go to the left and down until you come across a door, open it, and walk to the jutted edge of the walkway, and the Rune will come up, grab it.
The 2nd Rune Stone is in the temple. Proceed to the screen that has a statue in the middle that is lit by light beams from four corners. The light comes from four places around the edge of the screen. To stop the light step on the 4 large blue switches located around the screen, once this is done, the statue will be replaced by the Rune, grab it.
The last rune in the pyramid is a tricky one. Proceed to the first fighting screen after coming down the first platform. Go to the upper left corner of the screen. There is a slanted slope with sand on the bottom of it, walk up it and open both doors. Then you will see a switch and a yellow potion on a brick. Hit the switch and the potion will move up. Now come down and WALK ALL THE WAY AROUND the catwalk, walk down the slope when the catwalk ends, and then down the slope after that. You should now see a fence with a treasure chest, an archer and a switch behind it. Walk down towards the bottom of the screen, you will see a switch and enemy generators. Hit the switch and go back to where you saw the fence, it should have dropped. Go hit the switch. Walk down the left side, you should walk through a gate under a passageway. Continue down the left side. Kill enemies, but careful Death is in the middle of the room. When you reach the bottom left of the screen, there should be spikes from the ground, then a key, a slope, a yellow potion, a slope and then a platform with enemies to fight. The Rune will be located behind a wall near spikes on the far left of this platform.

* Defeating the Chimera : In the castle level, before you go to the boss, Chimera, buy 'reflective shield' in the shop. When level starts, run up the stairs and wake up the Chimera, and stand far enough back so that it can't breathe fire on you. Keep firing at it and it kills itself.

- SERIES -

1. Gauntlet (1985, Arcade)
2. Gauntlet II (1986, Arcade) 
3. Gauntlet - The Deeper Dungeons (1987, Level pack for 8-bit computers) 
4. Gauntlet [Model NES-GL-USA] (1988, NES)
5. Gauntlet - The Third Encounter [Model PA2024] (1990, Lynx) 
6. Gauntlet III - The Final Quest (1991, Atari ST) 
7. Gauntlet 4 (1993, Mega Drive) 
8. Gauntlet Legends (1998, Arcade) 
9. Gauntlet Dark Legacy (1999, Arcade) 
10. Gauntlet Seven Sorrows (2006, PS2/XBOX)

- STAFF -

Lead programmer : Steven Bennetts
Programmers : Jun Amanai, Nathan Pooley (Acorn)
Art director : Steve Caterson (Scat)
Lead 3D artist : Don Livingston
3D artists : Terry Lloyd, Chris Sutton, Rhizaldi Bugawan, Kenneth Tan
3D animation : Takeshi Hasegawa
2D graphics : Rhizaldi Bugawan, Chris Sutton
Producer : Mike Hally
Executive producer : Mark Stephen Pierce
Music & sound design : John Paul
Technician : Dennis Nale
Additional programming : Bruce Rogers, Dave Shepperd, Mike Albaugh, Jack Miller
Marketing : Derryl DePriest, Mary Fujihara, Ray Bersabe, Randall Ng, Jackie Sherman, Richard Peltier
Sales staff : Mike Taylor, Elaine Shirley, Tom Keil, Masao Ohata, Alex Donnelly, Hiroko Koike
Hardware design : Steve Correll, Andrew Dyer, Ross Shaffer, Mike Place
Hardware support : Pete Mokris, Steve Norris, Gregg Piotrowski, Ray Gay, Betty Purcell, Jeff Peters
Cabinet design : Dave Cook
Harness design : Stevie Landaverde
Regulator testing : Rick Meyette
Prototype assembly : Mark Hoendervoogt, Tram Vu, Patrick Hubbell
Documentation control : Evelyn Perez
Motion capture technician : Greg Allen
Additional cleanup : Chris Thornton
Motion capture models : Loren Bryant, Rhizaldi Bugawan, Steve Caterson, Pele Gaoteote, Randall Ng, Nathan Pooley (Acorn), Karin Roettgering, Felix Robinos, Stephanie Serna, Chris Sutton, Kenneth Tan
Coin face model : Mark Stephen Pierce
High res. models : Viewpoint Data Labs
Full Motion Video : Mondo Media
Additional music : Michael Henry
Voice talent : Douglas Lawrence, Laura Amat, Ron Seawright, Patrice Crawford, Tox Gunn, Joe Lyford
Troubadours : Joe Lyford, Mickael Henry, Don Diekneite

- PORTS -

* Consoles :
Nintendo 64 (1999)
Sega Dreamcast (2000)
Sony PlayStation (2000)
Nintendo Game Boy Color (2000)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3336&o=2

$end


$n64=gauntleg,gauntlegu,
$bio

Gauntlet Legends (c) 1999 Midway Home Entertainment

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57719&o=2

$end


$n64=gauntlegj,
$bio

Gauntlet Legends [Model NUS-NGDJ] (c) 2000 Epoch Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57720&o=2

$end


$sms=gauntlet,
$bio

Gauntlet (c) 1990 US Gold

- TECHNICAL -

[Model 25006]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56038&o=2

$end


$a2600=gauntlet,
$bio

Gauntlet (c) 1983 ASC.

- TECHNICAL -

Model ASC1002

- TRIVIA -

Despite the title, this game has nothing to do with Atari's Gauntlet arcade game.

This game was never sold with a box, just a flimsy foam casing. It was only available via mail order direct from the company.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50533&o=2

$end


$nes=gauntlet,gauntunl,
$bio

Gauntlet (c) 1988 Tengen, Incorporated.

- TECHNICAL -

[Model NES-GL-USA]

- TIPS AND TRICKS -

* Passwords list : to enter a password, hold the A button and press the Start button on the screen where you select the number of players.

Warrior :
PHO-PHM-MP9 : Level 5, 1060 HP, 1 Key, 1 Bomb, 76 Points.
PPH-OMH-MMM : Level 9, 1140 HP, 5 Keys, 3 Bombs, 144 Points.
POY-EHH-MM4 : Level 14, Shot powerup, 1220 HP, 10 Keys, 10 Bombs, 245 Points.
POZ-PSP-ZPM : Level 20, Armor-Magic-Shot powerups, 1220 HP, 8 Keys, 10 Bombs, 337 Points.
POY-H6Z-W4M : Level 25, Armor-Fight-Magic-Shot powerups, 1300 HP, 10 Keys, 10 Bombs, 435 Points.
PEZ-ESZ-z94 : Level 30, Armor-Fight-Magic-Shot powerups, 1300 HP, 8 Keys, 10 Bombs, 510 Points.
PO6-OY9-4C4 : Level 37, Armor-Fight-Magic-Shot powerups, 1300 HP, 10 Keys, 10 Bombs, 580 Points.
PE9-Z9Y-494 : Level 42, Armor-Fight-Magic-Speed-Shot powerups, 1300 HP, 10 Keys, 10 Bombs, 685 Points.
PEY-ZZY-4WM : Level 50, Armor-Fight-Magic-Speed-Shot powerups, 1300 HP, 10 Keys, 10 Bombs, 762 Points.
PO9-6C6-WCM : Level 56, Armor-Fight-Magic-Speed-Shot powerups, 1380 HP, 10 Keys, 10 Bombs, 833 Points.
POY-YZ6-4WC : Level 63, Armor-Fight-Magic-Speed-Shot powerups, 1460 HP, 10 Keys, 10 Bombs, 1651 Points.
PE9-46S-4HC : Level 68, Armor-Fight-Magic-Speed-Shot powerups, 1460 HP, 9 Keys, 10 Bombs, 1672 Points.
PE6-Z6Y-4WW : Level 72, Armor-Fight-Magic-Speed-Shot powerups, 1460 HP, 10 Keys, 10 Bombs, 1710 Points.
PE9-6YY-4CC : Level 79, Armor-Fight-Magic-Speed-Shot powerups, 1460 HP, 10 Keys, 10 Bombs, 1737 Points.

Valkyrie :
FFR-FNA-A1F : Level 5, 1000 HP, 1 Key, 1 Bomb, 82 Points.
FFF-RAN-ADA : Level 9, 1100 HP, 5 Keys, 3 Bombs, 160 Points.
FR1-GFF-KUT : Level 14, Shot powerup, 1200 HP, 10 Keys, 10 Bombs, 270 Points.
FG7-K8A-21A : Level 20, Armor-Magic-Shot powerups, 1200 HP, 9 Keys, 10 Bombs, 370 Points.
FG1-N87-2DT : Level 25, Armor-Fight-Magic-Shot powerups, 1300 HP, 10 Keys, 10 Bombs, 485 Points.
FGX-G5X-X8T : Level 30, Armor-Fight-Magic-Shot powerups, 1300 HP, 8 Keys, 10 Bombs, 582 Points.
FG8-G17-T5T : Level 37, Armor-Fight-Magic-Shot powerups, 1300 HP, 10 Keys, 10 Bombs, 663 Points.
FRX-XX1-25T : Level 42, Armor-Fight-Magic-Speed-Shot powerups, 1300 HP, 10 Keys, 10 Bombs, 782 Points.
FG1-771-2LT : Level 50, Armor-Fight-Magic-Speed-Shot powerups, 1400 HP, 10 Keys, 10 Bombs, 869 Points.
FG7-8X8-2LT : Level 56, Armor-Fight-Magic-Speed-Shot powerups, 1400 HP, 10 Keys, 10 Bombs, 949 Points.
FR8-871-TLK : Level 63, Armor-Fight-Magic-Speed-Shot powerups, 1500 HP, 10 Keys, 10 Bombs, 1657 Points.
FGX-T15-T82 : Level 68, Armor-Fight-Magic-Speed-Shot powerups, 1500 HP, 9 Keys, 10 Bombs, 1671 Points.
FG1-718-TLK : Level 72, Armor-Fight-Magic-Speed-Shot powerups, 1500 HP, 10 Keys, 10 Bombs, 1697 Points.
FG7-818-T5K : Level 79, Armor-Fight-Magic-Speed-Shot powerups, 1500 HP, 10 Keys, 10 Bombs, 1714 Points.

Wizard :
81X-815-5R7 : Level 5, 900 HP, 1 Key, 1 Bomb, 90 Points.
818-X51-552 : Level 9, 1000 HP, 5 Keys, 3 Bombs, 169 Points.
8XF-788-UL2 : Level 14, Shot powerup, 1100 HP, 10 Keys, 10 Bombs, 283 Points.
87R-5NU-D82 : Level 20, Armor-Magic-Shot powerup, 1100 HP, 9 Keys, 10 Bombs, 384 Points.
9XN-1FG-DLX : Level 25, Armor-Fight-Magic-Shot powerups, 1200 HP, 10 Keys, 10 Bombs, 494 Points.
87R-7AR-R12 : Level 30, Armor-Fight-Magic-Shot powerups, 1200 HP, 8 Keys, 10 Bombs, 577 Points.
87F-7NG-LU2 : Level 37, Armor-Fight-Magic-Shot powerups, 1200 HP, 10 Keys, 10 Bombs, 657 Points.
8XR-RRN-DU2 : Level 42, Armor-Fight-Magic-Speed-Shot powerups, 1200 HP, 10 Keys, 10 Bombs, 776 Points.
87F-GGN-DUK : Level 50, Armor-Fight-Magic-Speed-Shot powerups, 1300 HP, 10 Keys, 10 Bombs, 885 Points.
87R-KGA-DGK : Level 56, Armor-Fight-Magic-Speed-Shot powerups, 1300 HP, 9 Keys, 10 Bombs, 967 Points.
8XN-NRF-LUT : Level 63, Armor-Fight-Magic-Speed-Shot powerups, 1400 HP, 10 Keys, 10 Bombs, 1672 Points.
87R-DNA-LGA : Level 68, Armor-Fight-Magic-Speed-Shot powerups, 1400 HP, 9 Keys, 10 Bombs, 1702 Points.
8XN-RFF-LUT : Level 72, Armor-Fight-Magic-Speed-Shot powerups, 1400 HP, 10 Keys, 10 Bombs, 1736 Points.
8XR-NFF-LDA : Level 79, Armor-Fight-Magic-Speed-Shot powerups, 1400 HP, 10 Keys, 10 Bombs, 1742 Points.

Elf :
SSW-33Y-YCW : Level 5, 942 HP, 1 Key, 1 Bomb, 99 Points.
S33-4Y3-YHH : Level 9, 1060 HP, 5 Keys, 3 Bombs, 191 Points.
S4M-4SS-6ZH : Level 14, Shot powerup, 1180 HP, 10 Keys, 10 Bombs, 317 Points.
SWI-6C6-OCZ : Level 20, Armor-Magic-Shot powerups, 1300 HP, 9 Keys, 10 Bombs, 434 Points.
SWM-3CB-E9Z : Level 25, Armor-Fight-Magic-Shot powerups, 1300 HP, 10 Keys, 10 Bombs, 560 Points.
SWI-WCO-EMC : Level 30, Armor-Fight-Magic-Shot powerups, 1300 HP, 6 Keys, 10 Bombs, 662 Points.
S4M-ZMI-B4H : Level 37, Armor-Fight-Magic-Shot powerups, 1300 HP, 8 Keys, 8 Bombs, 732 Points.
SWB-IIC-O9H : Level 42, Armor-Fight-Magic-Speed-Shot powerups, 1420 HP, 10 Keys, 10 Bombs, 869 Points.
S4M-IBM-OPZ : Level 50, Armor-Fight-Magic-Speed-Shot powerups, 1420 HP, 10 Keys, 10 Bombs, 955 Points.
SWI-CBC-EZP : Level 56, Armor-Fight-Magic-Speed-Shot powerups, 1420 HP, 10 Keys, 10 Bombs, 1044 Points.
SWC-CBM-E9P : Level 63, Armor-Fight-Magic-Speed-Shot powerups, 1540 HP, 10 Keys, 10 Bombs, 1669 Points.
SWB-OCP-E49 : Level 68, Armor-Fight-Magic-Speed-Shot powerups, 1540 HP, 9 Keys, 10 Bombs, 1696 Points.
SWC-BMM-E9P : Level 72, Armor-Fight-Magic-Speed-Shot powerups, 1540 HP, 10 Keys, 10 Bombs, 1732 Points.
S4B-CMM-EP9 : Level 79, Armor-Fight-Magic-Speed-Shot powerups, 1540 HP, 10 Keys, 10 Bombs, 1738 Points.

* In-game reset : Press Select+Start+A+B.

* Double supplies : Begin a game in two player mode and intentionally allow player two to die. Move player one over the icon that represents player two's supplies to collect them.

* Escape stun square : Press Start to pause the game. Resume game play and jump off the square to avoid damage.

* Continue game play : Begin game play in two-player mode. Quickly press Start when losing a life, while the other player still is playing to rejoin the game with another character.

* Hint, Clue rooms : Clues can be found in rooms 16, 26, 46, 54, 66, 70, 81, and 90. To pass Merlin, collect all of them.

- STAFF -

Music by: Hal Canon, Earl Vickers

- PORTS -

* Others :
Arcade [PlayChoice-10] "Gauntlet [Model PCH1-R-GL]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55168&o=2

$end


$info=pc_gntlt,
$bio

Gauntlet (c) 1988 Atari Games.

PlayChoice-10 version. For more information about the game, please see the original NES version entry; "Gauntlet [Model NES-GL-USA]".

- TECHNICAL -

Nintendo PlayChoice-10 hardware
Game ID : GL

Main CPU : Zilog Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz)
Sound Chips : Zetex N2A03 (@ 1.789772 Mhz), DAC

Players : 2
Control : 8-way joystick
Buttons : 2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1802&o=2

$end


$megadriv=gauntlt4j,
$bio

Gauntlet (c) 1993 Tengen.

- TECHNICAL -

[Model T-48123]

- TRIVIA -

Gauntlet for Mega Drive was released on September 17, 1993 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56537&o=2

$end


$pc98=junisill,
$bio

Gazou Data - Juunishi Illustration Shuu (c) 19?? MPC [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89553&o=2

$end


$cpc_cass=gazzaiiu,
$bio

Gazza II (c) 1990 Empire Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96469&o=2

$end


$amigaocs_flop=gazza,
$bio

Gazza's Super Soccer (c) 1989 Empire Interactive Europe, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74144&o=2

$end


$cpc_cass=gazzassu01,gazzassu02,
$bio

Gazza's Super Soccer (c) 1989 Empire Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96471&o=2

$end


$cpc_cass=gazzassu,
$bio

Gazza's Super Soccer [Model 22610] (c) 1989 Proein Soft Line [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96470&o=2

$end


$gameboy=gbbasket,
$bio

GB Basketball [Model DMG-OFJ] (c) 1993 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66012&o=2

$end


$gameboy=gbgenjn2,
$bio

GB Genjin 2 [Model DMG-RJJ] (c) 1994 Hudson Soft.

- SERIES -

1. PC Genjin [Model HC89024] (1989, PCE)
2. PC Genjin 2 [Model HC91043] (1991, PCE)
3. GB Genjin [Model DMG-GKJ] (1992, GB)
4. PC Genjin 3 [Model HC93063] (1993, PCE)
5. GB Genjin 2 [Model DMG-RJJ] (1994, GB)
6. Kyokyoku !! PC Genjin - Special Arcade Version (1994, ARC)
7. Super Genjin [Model SHVC-ZH] (1994, SFC)
8. Super Genjin 2 [Model SHVC-AZ7J-JPN] (1995, SFC)
9. PC Genjin (2002, GC)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66014&o=2

$end


$gameboy=gbgenjnl,
$bio

GB Genjin Land - Viva! Chikkun Oukoku [Model DMG-R9J] (c) 1994 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66015&o=2

$end


$gameboy=gbgenjin,
$bio

GB Genjin (c) 1992 Hudson Soft.

- TECHNICAL -

Game ID: DMG-GKJ

- SERIES -

1. PC Genjin [Model HC89024] (1989, PCE)
2. PC Genjin 2 [Model HC91043] (1991, PCE)
3. GB Genjin [Model DMG-GKJ] (1992, GB)
4. PC Genjin 3 [Model HC93063] (1993, PCE)
5. GB Genjin 2 [Model DMG-RJJ] (1994, GB)
6. Kyokyoku !! PC Genjin - Special Arcade Version (1994, ARC)
7. Super Genjin [Model SHVC-ZH] (1994, SFC)
8. Super Genjin 2 [Model SHVC-AZ7J-JPN] (1995, SFC)
9. PC Genjin (2002, GC)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66013&o=2

$end


$gbcolor=harobots,
$bio

GB Harobots [Model CGB-BHRJ-JPN] (c) 2000 Sunrise Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67915&o=2

$end


$gbcolor=gbmemory,
$bio

GB Memory Multi Menu (c) 2000 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67916&o=2

$end


$gameboy=gbpachis,
$bio

GB Pachi-Slot Hisshouhou! Jr [Model DMG-IPJ] (c) 1994 Sammy Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66016&o=2

$end


$cpc_cass=gbachamp,
$bio

GBA Championship Basketball - 2 On 2 [Model 22173] (c) 1986 Proein Soft Line [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96429&o=2

$end


$cpc_cass=gbachamp01,
$bio

GBA Championship Basketball - 2 On 2 [Model UQK 509] (c) 1987 Gamestar

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96430&o=2

$end


$amigaocs_flop=gbachamp,
$bio

GBA Championship Basketball - Two-on-Two (c) 1986 Game Star

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74129&o=2

$end


$apple2gs=gbabsktb,
$bio

GBA Championship Basketball - Two-on-Two (c) 1987 Activision.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49792&o=2

$end


$gameboy=gbkiss,
$bio

GBKiss Mini Games [Model DMG-AKAJ-JPN] (c) 19?? Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66017&o=2

$end


$pc8801_flop=gcclust1,
$bio

GC-Clusterz Music Disk vol. 1+ (c) 1991 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91857&o=2

$end


$pc8801_flop=gcclust2,
$bio

GC-Clusterz Music Disk vol. 2 (c) 1991 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91858&o=2

$end


$pc8801_flop=gcclust3,
$bio

GC-Clusterz Music Disk vol. 3 (c) 1991 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91859&o=2

$end


$pc8801_flop=gcclust4,
$bio

GC-Clusterz Music Disk vol. 4 (c) 1991 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91860&o=2

$end


$pc8801_flop=gcclust5,gcclust5a,
$bio

GC-Clusterz Music Disk vol. 5 (c) 1991 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91861&o=2

$end


$pc8801_flop=gcclust6,gcclust6a,
$bio

GC-Clusterz Music Disk vol. 6 (c) 1991 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91862&o=2

$end


$pc8801_flop=gcclust7,
$bio

GC-Clusterz Music Disk vol. 7 (c) 1991 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91863&o=2

$end


$pc98=gdleen,
$bio

Gdleen - Digan no Maseki (c) 1988 Artec [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89554&o=2

$end


$msx2_flop=gdleen,gdleena,
$bio

Gdleen - Digan no Maseki (c) 1989 Artec [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101683&o=2

$end


$snes=gdleen,gdleena,
$bio

Gdleen [Model SHVC-GD] (c) 1991 Seta Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61369&o=2

$end


$gbcolor=kof2003,
$bio

Ge Dou Zhi Zun 2003 (c) 2003 SKOB [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67939&o=2

$end


$pc98=geten,
$bio

Ge-Ten - Sengoku Nobunagaden Geten (c) 1991 Hokusho [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89555&o=2

$end


$pc98=geten2,
$bio

Ge-Ten 2 - Taikai Nobunagaden Geten (c) 1993 Hokusho [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89556&o=2

$end


$info=victor5,
$bio

GEA (c) 1991 Subsino.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=26133&o=2

$end


$psx=gearfigh,
$bio

Gear Fighter Dendoh (c) 2001 Bandai Co., Ltd.

- TECHNICAL -

[Model SLPS-03189]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85201&o=2

$end


$gamegear=gearstah,
$bio

Gear Stadium Heiseiban (c) 1995 Namco, Limited.

- TECHNICAL -

[Model T-14077]

- TIPS AND TRICKS -

* Sound test: At the "Namcot for Sega Game Gear" screen, enter Up+Left+START.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64617&o=2

$end


$gamegear=gearstad,
$bio

Gear Stadium (c) 1991 Namco, Limited.

- TECHNICAL -

[Model T-14037]

- TRIVIA -

Reviews:
November 1991 - Consoles + N.3 (Page 133) [FR]: 61/100

- TIPS AND TRICKS -

* Sound test: During the "Namco(t)" screen, press Up+Left+START.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64616&o=2

$end


$amigaocs_flop=gearwork,
$bio

Gear Works (c) 1993 Hollyware

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74145&o=2

$end


$gameboy=gearwork,
$bio

Gear Works [Model DMG-G8-USA] (c) 1993 Sony Imagesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66046&o=2

$end


$gamegear=gearwork,
$bio

Gear Works (c) 1994 Sony Imagesoft

- TECHNICAL -

[Model T-93058]

- TIPS AND TRICKS -

* Level Passwords: Enter these passwords to start from the specified level

0000 : Level 1 	(Pisa-Italy)
3518 : Level 2  (Gisa-Egypt)
6382 : Level 3  (Tikal-Mexico)
8427 : Level 4  (New York-U.S.A)
2385 : Level 5  (Verona-Italy)
5924 : Level 6  (Sydney-Australia)
1267 : Level 7  (London-U.K.)
7208 : Level 8  (Paris-France)
6532 : Level 9  (Moscow-Russia)
5012 : Level 10 (Mosel-Germany)
6511 : Level 11 (Pechino-China)
8562 : Level 12 (Verona-Italy)

* Infinite Items, Lives and Time: Enter 1203 as password and the game will start on round 1. Lose all your lives (e.g. you can press 2+1 to lose a life immediately) and then enter 1967 as password. This time you will have infinite items, lives and time.

- STAFF -

Sony Imagesoft
Producer : Nathan Rose
Tester : Jose Cruz
Sony Electronic Publishing Company : Olaf Olaffson, Lester Greenman, Peter Dille, Jeff Benjamin

Teque
Programming : Barry Costas, Colin Hughes
Graphics : Mark Anthony
Music : Peter Hennig
Producer : Tony Love

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64618&o=2

$end


$x68k_flop=gedou,gedouret,
$bio

Gedou Densetsu (c) 1993 MIX [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88262&o=2

$end


$info=geebee,geebeeb,
$bio

Gee Bee (c) 1978 Namco.

A Pinball-flavored ball-and-paddle game.

- TECHNICAL -

Main CPU : Intel 8080 (@ 2.048 Mhz)
Sound Chips : Custom (@ 2.048 Mhz)

Players : 2
Control : paddle
Buttons : 1

- TRIVIA -

Gee Bee was released in October 1978. It was the very first video game released by Namco.

About Namco : Founded in 1955 in Tokyo, Namco means 'Nakamura Manufacturing Co.'. Before video games, Namco was originally a 'rocking-horse rides' manufacturer.

Joining Namco, Toru wanted to design pinball games. Gee Bee, "Cutie Q" and "Bomb Bee" were his arcade game hybrids. Toru would achieve later, greater fame by designing "Pac-Man".

- SCORING -

Pop Bumpers : 10 or 100 points.
Spinner : 10 or 100 points.
1st row of drops : 20 points.
2nd row of drops : 50 points.
3rd row of drops : 100 points.
NAMCO lights : 50 points.

Adjustments to scoring :
Finishing the side drop target banks puts in a barrier to the side drain and increases the pop bumper points on the side cleared. 
Finishing the top drop targets increases the spinner award.
Lighting all NAMCO lights increases bonus multiplier to 2X.

- SERIES -

1. Gee Bee (1978)
2. Bomb Bee (1979)
3. Cutie Q (1979)

- STAFF -

Designed by : Toru Iwatani

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=940&o=2

$end


$info=geebeeg,
$bio

Gee Bee (c) 1978 Gremlin.

- TRIVIA -

Gee Bee was released in October 1978.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31734&o=2

$end


$cpc_cass=gbarally,
$bio

Gee Bee Air Rally [Model UQK 159] (c) 1987 Activision, Inc. [Santa Clara, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96472&o=2

$end


$a2600=gefecht,
$bio

Gefecht im All (c) 1983 Quelle

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50534&o=2

$end


$info=gegege,
$bio

Gegege no Kitaro - Youkai Slot (c) 1997 Sigma Enterprises, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=34256&o=2

$end


$pico=gegege,
$bio

??????? (c) 199? Bandai.
(Gegege no Kitaro)

- TECHNICAL -

Game ID: T-133180

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82072&o=2

$end


$x1_cass=gegege,
$bio

GeGeGe no Kitarou (c) 1985 Bandai Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86225&o=2

$end


$pc8801_flop=gegege,
$bio

GeGeGe no Kitarou (c) 1985 Bandai Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91917&o=2

$end


$snes=gegege,
$bio

GeGeGe no Kitarou - Fukkatsu! Tenma Daiou [Model SHVC-G4] (c) 1993 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61370&o=2

$end


$saturn,sat_cart=gegege,
$bio

GeGeGe no Kitarou - Gentou Kaikitan (c) 1996 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59176&o=2

$end


$psx=gegegeno,
$bio

Gegege no Kitarou - Gyakushuu! Youkai Daikessen (c) 2003 Konami Corp. [Osaka, Japan]

- TECHNICAL -

[Model SLPM-87286]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85202&o=2

$end


$gba=gegege,
$bio

GeGeGe no Kitarou - Kikiippatsu! Youkai Rettou [Model AGB-BGKJ-JPN] (c) 2003 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70768&o=2

$end


$psx=gegegekt,
$bio

Gegege no Kitarou - Nonoi no Nikuto Katachi Tachi (c) 1997 Bandai Co., Ltd.

- TECHNICAL -

[Model SLPS-00644]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85203&o=2

$end


$nes=gegege,gegegep,
$bio

ゲゲゲの鬼太郎 妖怪大魔境 (c) 1986 Bandai
(GeGeGe no Kitarou - Youkai Dai Makyou)

- TRIVIA -

Released on April 17, 1986 in Japan.

Export releases:
[US] "Ninja Kid [Model NES-NK-USA]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54117&o=2

$end


$nes=gegegeh,
$bio

GeGeGe no Kitarou - Youkai Daimakyou (c) 1987 FMG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69257&o=2

$end


$snes=stgegege,
$bio

GeGeGe no Kitarou - Youkai Donjara [Model SFT-0106] (c) 1996 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61371&o=2

$end


$gameboy=gegege,
$bio

GeGeGe no Kitarou - Youkai Souzoushu Arawaru! [Model DMG-AKTJ-JPN] (c) 1996 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66045&o=2

$end


$nes=gegege2,
$bio

GeGeGe no Kitarou 2 - Youkai Gundan no Chousen (c) 1987 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54118&o=2

$end


$pc98=gegera,
$bio

Gegera no Joshikou indo Ka Keikaku Tsu! Part.1 (c) 1993 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89557&o=2

$end


$info=geimulti,
$bio

GEI Multi Game (c) 1992 GEI [Grayhound Electronics, Incorporated.].

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32495&o=2

$end


$nes=geimosh,
$bio

Geimos (c) 1987 FMG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69258&o=2

$end


$nes=geimos,
$bio

Geimos (c) 1985 ASCII

Geimos is a 3D shooter by Ascii. In the year 2315, the Masutodon (aka Mastodons) from the 'Centaurus A' galaxy are treatening peace in our solar system. From their base, they launch devastating attacks and head towards planet Earth. The Solar System Defence Forces decide to send a space-fighter to counter the impending invasion, and battle the Mastodons on six planets from our solar system - Earth, Mars, Jupiter, Saturn, Neptune and Pluto. The space fighter comes equipped with a front Pulsar laser gun (to destroy flying enemies) and Quasar bombs (to destroy ground installations). At the end of each level, a large Fobosu enemy fortress drops out of warp and ambushes the player. Each fortress has the same weak point located at the center of the ship, and failing to destroy it within a time limit forces the player to start the level again from the beginning. Geimos offers two play modes - one where the ship freely moves around the playfield (mode A), and the other where it has a fixed position at the center of the screen (mode B).

- TECHNICAL -

Game ID: HSP-02

- TRIVIA -

Geimos was released on August 28, 1985 in Japan for 5500 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54119&o=2

$end


$info=geishanz,
$bio

Geisha (c) 2001 Aristocrat.

A video slot machine with 5 reels and 20 lines.

- TECHNICAL -

Runs on the Aristocrat MKVI hardware.

MKVI Xcite cabinet:
Game has 16 buttons.
Bet buttons: 1, 2, 3, 5, 10 credits
Line buttons: 1, 5, 10, 15, 20 lines
Extra buttons: Gamble (purple), Take Win (orange), Start Feature (red) and Spin (yellow)
Top buttons: Collect (yellow), Service (green)

MVP MKVI conversion cabinet:
Game has 14 buttons.
Bet buttons: 1, 2, 3, 5, 10 credits per line
Line buttons: 1, 5, 10, 15, 20 lines
Extra buttons: Take Win/Collect (orange), Service (green), Gamble (purple) and Spin/Start Feature (yellow)

1, 2, 5 and 10 credit buttons are also used for Heart, Diamond, Club and Spade double up respectively. This gamble is x4 if correct.
1 and 20 line buttons are used for red/black double up.

- TRIVIA -

Geisha was released in March 2001.

- SCORING -

Geisha substitutes for all symbols except scattered Gateway and doubles the prize when substituting. Scattered Gateway pay any.

Geisha: 2 = 10, 3 = 200, 4 = 2000, 5 = 9000
Dragon: 2 = 2, 3 = 25, 4 = 100, 5 = 750
Flower: 2 = 2, 3 = 25, 4 = 100, 5 = 750
Fan: 3 = 15, 4 = 100, 5 = 400
Mountain: 3 = 10, 4 = 100, 5 = 250
Bird: 3 = 10, 4 = 50, 5 = 250
Ace: 3 = 10, 4 = 50, 5 = 125
King: 3 = 5, 4 = 50, 5 = 100
Queen: 3 = 5, 4 = 25, 5 = 100
Jack: 3 = 5, 4 = 25, 5 = 100
Ten: 3 = 5, 4 = 25, 5 = 100
Nine: 2 = 2, 3 = 5, 4 = 25, 5 = 100
Gateway: 2 = 2, 3 = 5, 4 = 20, 5 = 400

- TIPS AND TRICKS -

Feature: Spin up 3, 4 or 5 Gateway to trigger 15 free games respectively. During the free games all wins are tripled. The free games can be won during the feature.

If a win is more than 500 credits during the free games you can hit Take Win to play on. If you get a win that is 25x your bet or more coins will appear on the screen along with special music. You can hit Take Win when the credit meter stops in this case.

- SERIES -

1) Dolphin Treasure (1996)
2) Golden Pyramids (1997)
3) Queen of the Nile (1997)
4) Adonis (1998)
4) Flame of Olympus (1998)
5) Geisha (2000)
6) Torch of the Gods (2001)
7) Queen of the Nile Special Edition (2002)
8) Geisha [Power Pay] (2008)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4974&o=2

$end


$psx=gekiohsh,
$bio

Geki-Oh ShienRyu (c) 1999 Warashi, Inc.

- TECHNICAL -

[Model SLPS-02056]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85204&o=2

$end


$info=gekitsui,
$bio

Geki-Tsui-Oh (c) 1985 Data East.

- TECHNICAL -

Main CPU : (2x) M6809 (@ 2 Mhz)
Sound CPU : MOS Technology M6502 (@ 1.5 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.5 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 5

- TRIVIA -

Released in September 1985 in Japan.

Export releases:
"Zero Target" (outside Japan)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3284&o=2

$end


$gba=gekidou,
$bio

Gekido Advance - Kintaro's Revenge [Model AGB-AGEE-USA] (c) 2002 DSI Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70770&o=2

$end


$gba=gekido,
$bio

Gekido Advance - Kintaro's Revenge [Model AGB-AGEP] (c) 2002 Zoo Digital Publishing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70769&o=2

$end


$nes=gekikame,
$bio

Gekikame Ninja Den (c) 1989 Konami Industry Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54120&o=2

$end


$saturn,sat_cart=gepachin,
$bio

Gekiretsu Pachinkers (c) 1996 BMG Victor

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59177&o=2

$end


$info=gekiridn,gekiridnj,
$bio

Gekirindan (c) 1995 Taito Corp.

Blast your way through different time periods in this vertical scrolling shoot'em up.

In 3195 AD, scientists have developed a time-leap engine - but a mysterious entity known only as the Huge Boss has stolen it and used it to travel back in time and destroy 3000 years of mankind's history.

Two people rise up to defeat him: Hokuto, whose parents were murdered by the Huge Boss; and Shario, to fulfill a last promise to her dead sister. Together they pilot their aircraft and chase the Huge Boss.

- TECHNICAL -

Runs on the "Taito F3 System" Hardware.

Prom Stickers : E11

Players : 4
Control : 8-way joystick
Buttons : 4

- TRIVIA -

Gekirindan was released in September 1995.

The title of this game translates from Japanese as 'Reverse Scale Bullet' and is an example of 'ateji' - fitting the kanji phonetics to the name of the game to give the name double (sometimes even triple) meaning.

The game was originally named 'Fire Breaker' at early stage of development.

Lee Ota (from the Truxton series staff) produced this game. It's why the first and the last stage (and bomb/power-up) are similar to "Truxton". But the gameplay is really different to Toaplan's games. So, responses from Toaplan games fans were not very favourable.

The name of the twin characters, Orsa and Mayoru, is a play-on-words of the third largest constellation of our solar system, Ursa Major, which  means Great Bear.

All stages in this game share the same music theme but remixed each time!

The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to 'AAA'.

Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Welcome to the Karu Land - PCCB-00196) on November 17, 1995.

- TIPS AND TRICKS -

* Instructions:
Choose from one of three aircraft: the biplane, the helicopter and the space fighter. 
Press the Fire button for a normal attack. 
Press the Bomb button for a special attack (limited number). 
Destroy the yellow cargo ships to collect special items.

* Items list:
(H): Homing Laser
(M): Missile
(N): Napalm 
(B): Bomb
(C): Change shot type 
(P): Upgrade shot power 
(Eagle): Bonus points 
(Bonus): Bonus points 
(1UP): Extra life awarded

- STAFF -

Producer : Lee Ota
Programmers : Mr. Lee, Toten, Takahito Naoi, Riki
System engineers : Masaki Yagi (Ymot), Nob
Character designers : Yasunobu Kousokabe, Saori Hiratsuka, Ryota Sasaki, Sakotan, Miyabi Tashiro, Debi., Kao
Designer : Hidetomo Ogino
CG designer : K. Kinoshita
Sound (Zuntata) : Kazuko Umino (Karu), Koji Sakurai
Special Thanks : Takao Yoshiba, Tokimemori, Zabog Osaka, Eiji Kawabata

- PORTS -

* Consoles :
Sega Saturn [JP] (April 18, 1997) "Gekirindan - Time Travel Shooting [Model T-7008G]" 
Sony PlayStation 2 [JP] (August 25, 2005) "Taito Memories Gekan [Model SLPM-66092]" 
Sony PlayStation 2 [AU] (March 30, 2006) "Taito Legends 2 [Model SLES-53852]" 
Microsoft XBOX [EU] (March 31, 2006) "Taito Legends 2" 
Sony PlayStation 2 [EU] (March 31, 2006) "Taito Legends 2 [Model SLES-53852]" 
Sony PlayStation 2 [US] (May 16, 2007) "Taito Legends 2 [Model SLUS-21349]" 

* Computers : 
PC [MS Windows, CD-ROM] [EU] (March 31, 2006) "Taito Legends 2" 
PC [MS Windows, CD-ROM] [US] (July 10, 2007) "Taito Legends 2"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=941&o=2

$end


$saturn,sat_cart=gekiridn,
$bio

Gekirindan - Time Travel Shooting (c) 1997 Virgin Interactive.

- TECHNICAL -

Game ID: T-7008G

- TRIVIA -

Gekirindan - Time Travel Shooting for Saturn was released on April 18, 1997 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59178&o=2

$end


$pc8801_flop=gekisenm,
$bio

Gekisen! Minami Taihei-yo (c) 1983 Enix, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91918&o=2

$end


$pce=gekisboy,
$bio

????? (c) 1992 Irem Corp.
(Gekisha Boy)

Gekisha Boy (aka Photograph Boy, or Gekibo for short) is a rather unique action game developed by Tomcat System and published by Irem, which stars a young student named David Goldman who recently enrolled at the prestigious Los Angeles photography school. David has always been a photographer at heart and he knows it would be his career path - but as he begins his course of study, fate has a different plan for him and both his parents abruptly die in a dreadful plane accident... Devastated, he decides to give up his studies, but the school's dean offers him a surprising deal - if he succeeds in passing a special photography test, then he will graduate! In this unusual action game, the player takes control of David and helps him in his quest to become a professional photographer. However, more than guiding him, the player also controls the lens of his camera on the screen. And in Gekisha Boy, this cross-hair reticle is at the core of the gameplay. The aspiring photographer has a limited amount of rolls of film (which double as his health), and he must capture the most bizarre and unusual pictures in order to increase his score and eventually complete each level (the goal of each stage is to fulfil a given point quota). Each area features all kind of extraordinary and wacky events that can appear and disappear in the blink of an eye - from flying saucers, aliens to other strange occurrences such as the Terminator, Marilyn Monroe, Michael Jackson, King Kong or the modified DeLorean from Back to the Future! Some events automatically happen whereas others need to be triggered by the player (such as shooting at closed windows). When captured on film, these events also release all kind of special items for the player to collect, such as extra film or upgrades that can increase the reticle's speed and size on screen. Additionally, the game puts a large series of hazards in David's path, such as bouncing balls, skateboards or falling flower pots. Although he can simply avoid them, they also don't resist the blinding flash of his camera. Gekisha Boy consists of eight levels (called 'takes') and is single player only.

- TECHNICAL -

Game ID: IC04007

- TRIVIA -

Released on October 02, 1992 in Japan for 7000 Yen.

- TIPS AND TRICKS -

* Stage select:
On the title screen, hold I, II and Select. Then press Run. Keep holding the buttons and when the dean starts talking, press Run again. A take option should now be available on the top/right corner of the screen.

- STAFF -

Game Designers: ?kubo Ry?ichi, Nagashima Masato, Sakai Kazuhiro
Programers: ?kubo Ry?ichi, Sakai Kazuhiro
Graphics: Nagashima Masato, Yoshiba Takao, Tsujimoto Fumiko, Kasahara Ken
Musics: ?kubo Takane
Advisers: Yoshioka Motoyuki, Sait? Takahiro, Nodera Masari, Takahashi Yukio
Producers: Yoshioka Motoyuki, Sakai Kazuhiro

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58596&o=2

$end


$info=gekisou,
$bio

激走 (c) 1985 Eastern Corporation.
(Gekisou)

An excellent and exciting, high-speed scrolling racing game.

The players control a futuristic armored car at full speed to escape of attack from a variety of enemies vehicles on the city, for this you have powerful weapons at your disposal, you must bump the enemy's car to destroy them and jump to evade obstacles in road or crush the enemies, while reaches the garage to go the next level.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 6 Mhz), 8085A (@ 5 Mhz)
Sound Chips : MSM5232 (@ 2.5 Mhz), AY8910 (@ 1.536111 Mhz), (2x) DAC

Screen orientation : Vertical
Video resolution : 208 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 256

Players : 2
Control : 8-way Joystick
Buttons : 3

- TRIVIA -

Export releases:
"Violent Run"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4844&o=2

$end


$gbcolor=dangunrc,
$bio

Gekisou Dangun Racer - Onsoku Buster Dangun Dan [Model CGB-BDJJ-JPN] (c) 2001 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67940&o=2

$end


$msx2_flop=gnyancle,gnyancleb,gnyanclea,
$bio

Gekisou Nyancle - Nyancle Racing (c) 1988 Bit2 [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101684&o=2

$end


$snes=carrangr,
$bio

Gekisou Sentai Carranger - Zenkai! Racer Senshi (c) 1996 Bandai

- TECHNICAL -

Model SFT-0109

- TRIVIA -

Released on August 23, 1996 in Japan.

- STAFF -

Programmer: Hiromichi Komuro
Designer: Kunio Suzuki
Sound by: Hiroyuki Iwatsuki, Haruo Ohashi

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61372&o=2

$end


$pico=carrangr,
$bio

Gekisou Sentai CarRanger [Model T-133160] (c) 199? Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75684&o=2

$end


$psx=gekisout,
$bio

Gekisou Tomarunner (c) 1999 Sony Computer Ent., Inc.

- TECHNICAL -

[Model SCPS-10087]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85205&o=2

$end


$info=gjspace,
$bio

Gekitoride-Jong Space (c) 2001 Namco.

- TECHNICAL -

Namco System 10 Hardware
Game ID : 1001

Main CPU : PSX (@ 16.9344 Mhz)

Players : 2
Control : 8-way Joystick
Buttons : 6

- TRIVIA -

Released in December 2001 in Japan.

Developed by Metro.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5101&o=2

$end


$msx2_flop=geki7nar,geki7narbgeki7narc,geki7nara,
$bio

Gekitotsu 7 Narabe (c) 1990 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101685&o=2

$end


$snes=batlmobl,
$bio

激突弾丸自動車決戦 バトルモービル (c) 1993 System Sacom Corp.
(Gekitotsu Dangan Jidousha Kessen - Battle Mobile)

Battle Mobile is a vertical shooter/racing game by System Sacom. In a 'Mad Max' like post-apocalyptic wasteland marauders and gangs on board supercharged vehicles roam the country and terrorize the population. The protagonist of the game sees his new wed-wife killed in a horrific car accident caused by one of those motorized gang and decides to plan revenge on his own. Onboard his modified and armed car, he is now engaged in a battle against the bandits who murdered his beloved wife. When driving the car, the directional button controls the vehicle and helps avoiding incoming cars, bikes, trucks and road hazards. Despite being armed, the car can't actually shoot at incoming wheeled vehicles - ground air missiles can be fired but only to hit flying objects. The meat of the game lies in a build-in speed booster feature that allows the player to smash his car against other vehicles, forcing them to crash into the surrounding scenery. A force-field, only available in limited quantities, also comes in handy in desperate situations. The player needs to always keep an eye on the gas gauge as it constantly depletes itself - blue icons often appear on screen and help to fill up the car before it dies out. The game counts five long stages with the obligatory boss battles.

- TECHNICAL -

Cartridge ID: SHVC-KV

- TRIVIA -

Released on June 25, 1993 in Japan for 8800 Yen.

- TIPS AND TRICKS -

Move through objects: Defeat a Boss and once Stage Clear appears, move right to the side. If done correctly, you should be floating or going through buildings.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61373&o=2

$end


$saturn,sat_cart=gekikoshtai,
$bio

Gekitotsu Koushien Taikenban ROM (c) 1997 Magical Co.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59179&o=2

$end


$msx2_cart=gekipenn,gekipennb,gekipennc,gekipenna,
$bio

Gekitotsu Pennant Race - The Pro Yakyuu (c) 1988 Konami Industry Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51302&o=2

$end


$msx2_cart=gekipen2,
$bio

Gekitotsu Pennant Race 2 (c) 1989 Konami Industry Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51303&o=2

$end


$psx=gekitots,
$bio

Gekitotsu Toma L'Arc - L'Arc-en-Ciel vs. Tomarunner (c) 2000 Sony Computer Ent., Inc.

- TECHNICAL -

[Model SCPS-10134]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85206&o=2

$end


$nes=yonkubat,
$bio

Gekitotsu Yonku Battle (c) 1989 Irem Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54121&o=2

$end


$saturn,sat_cart=gekikosh,
$bio

Gekitotu Koshien (c) 1997 Magical Co.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59180&o=2

$end


$snes=gekitopw,
$bio

Gekitou Burning Pro Wrestling [Model SHVC-AWNJ-JPN] (c) 1995 BPS [Bullet-Proof Software]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61374&o=2

$end


$gba=gekinoah,
$bio

Gekitou Densetsu Noah - Dream Management [Model AGB-ANNJ-JPN] (c) 2003 NetVillage [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70771&o=2

$end


$pc98=gekichi,
$bio

Gekitou no Chi (c) 1992 Mars [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89558&o=2

$end


$gameboy=gekipowm,
$bio

Gekitou Power Modeller [Model DMG-APZJ-JPN] (c) 1998 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66049&o=2

$end


$nes=gekprow,
$bio

Gekitou Pro Wres!! Toukon Densetsu (c) 1989 Tecmo, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54122&o=2

$end


$info=gekpurya,gekpuryb,
$bio

Gekitou Pro Yakyuu - Mizushima Shinji All Stars vs. Pro Yakyuu (c) 2003 Sega.

- TECHNICAL -

Model No : GDT-0008C

Runs on the Sega's "Triforce" hardware.

- TRIVIA -

Gekitou Pro Yakyuu was released in October 2003 in Japan.

- STAFF -

Developed by: Wow Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4189&o=2

$end


$nes=gekstad,
$bio

Gekitou Stadium!! (c) 1989 Tecmo, Limited.

- TECHNICAL -

Cartridge ID: TCF-EF

- TRIVIA -

Released on December 15, 1989 in Japan.

Known export releases:
[US] "Bad News Baseball [Model NES-3B-USA]"

- STAFF -

Program Work: Faw, Kenny Duck, Hajimesan, Takechiyo
Art Work: Parco, D. H. Max, Naga, Nama
Sound Composed by: Keiji Yamagishi, Mayuko Okamura (Mayu), Sugito Miyashiro (Miya)
Voice: Daniel Kahl
Special Thanks to: Niwakamaru, Yachiyo, Ran, Bug Check Team
Directed by: Naga, Minato

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54123&o=2

$end


$gba=carbatlr,
$bio

Gekitou! Car Battler Go!! [Model AGB-ACBJ-JPN] (c) 2001 Victor Interactive Software, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70772&o=2

$end


$wscolor=crshgear,
$bio

Gekitou! Crash Gear Turbo - Gear Champion League [Model SWJ-WIZC01] (c) 2002 Wiz [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86441&o=2

$end


$pc98=solomon,
$bio

Gekitou! Solomon Kaisenshi (c) 1993 General Support [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89559&o=2

$end


$saturn,sat_cart=toricoj,
$bio

Gekka Mugentan Torico (c) 1996 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59181&o=2

$end


$saturn,sat_cart=gekkakis,
$bio

Gekka no Kishi - Ouryuusen (c) 1996 Banpresto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59182&o=2

$end


$x68k_flop=gekkan5,
$bio

Gekkan 5 Gou (c) 199? 68 Bank

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88263&o=2

$end


$snes=bsgekkct,
$bio

Gekkan Coin Toss - Deck 1 (c) 199? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61375&o=2

$end


$pc98=gekpc01,
$bio

Gekkan Pasokon+ Disk Magazine 1 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89560&o=2

$end


$pc98=gekpc04,
$bio

Gekkan Pasokon+ Disk Magazine 4 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89561&o=2

$end


$pc98=gekpc09,
$bio

Gekkan Pasokon+ Disk Magazine 9 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89562&o=2

$end


$gbcolor=gemgem,
$bio

Gem Gem Monster [Model DMG-AJYJ-JPN] (c) 1999 KID [Kindle Imagine Develop]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67941&o=2

$end


$gameboy=gemgem,
$bio

Gem Gem [Model DMG-CEJ] (c) 1991 Vic Tokai [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66050&o=2

$end


$gba=gemsmash,
$bio

Gem Smashers [Model AGB-AZSE-USA] (c) 2003 Metro 3D, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70773&o=2

$end


$amigaocs_flop=gemx,
$bio

Gem'X (c) 1991 Demonware

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74146&o=2

$end


$x68k_flop=gemdrop,
$bio

Gemdrop (c) 1990 SSL [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88264&o=2

$end


$nes=gemfire,
$bio

Gemfire (c) 1992 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55170&o=2

$end


$megadriv=gemfire,
$bio

Gemfire (c) 1992 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57234&o=2

$end


$snes=gemfire,
$bio

Gemfire (c) 1992 Koei

- TRIVIA -

Released in December 1992 in North America.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63039&o=2

$end


$info=gemini2k,gemini2k1,
$bio

Gemini 2000 (c) 1982 Taito.

An up-to-4 players Solid State Electronic pinball machine.

- TRIVIA -

The game concept is similar to Stern's 1980 "Flight 2000", and the playfield layout is similar to Bally's 1981 "Centaur".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5405&o=2

$end


$pc98=geminis,
$bio

Gemini Snake (c) 1990 Bio 100% [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89563&o=2

$end


$info=gemini,
$bio

Gemini Wing (c) 1987 Tecmo.

A vertically scrolling shooter. Destroy enemies and collect items, such as speed, that are stored in a tail behind your ship. Press the second button to activate them one by one in the order they were collected.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 6 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), OKI MSM5205 (@ 384 Khz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in October 1987 in Japan.

- STAFF -

Screenplay : S. Sakurazaki
Background designer : K. Niwakamaru
Logo & Base designer : Noise Holic
Monster designers : Willy Ichiro, Strong Shima, Soccer Kozou
Music / Sound Effects : Mikio Saito (Metal Yuhki)
Test play : Sugar Beet, Faw
Programmed by : Clark Gent
Directed by : S. Sakurazaki

- PORTS -

* Computers :
Sinclair ZX Spectrum (1989)
Commodore C64 (1989)
Amstrad CPC (1989)
Commodore Amiga (1989)
Atari ST (1989)
Sharp X68000 (1990)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=942&o=2

$end


$amigaocs_flop=gemiwing,
$bio

Gemini Wing (c) 1989 Mastertronic, Limited. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74147&o=2

$end


$msx1_cass=geminiw,
$bio

Gemini Wing (c) 1989 Virgin Mastertronic

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94670&o=2

$end


$cpc_cass=gemini,
$bio

Gemini Wing (c) 1989 Virgin Games, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96474&o=2

$end


$x68k_flop=gemini,
$bio

Gemini Wing (c) 1990 System Sacom Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87725&o=2

$end


$cpc_cass=gemstradk,
$bio

Gems of Stradus (c) 1985 Kuma Computers, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96478&o=2

$end


$cpc_cass=gemstrad,
$bio

Gems of Stradus [Model SOFT 121] (c) 1985 Amsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96477&o=2

$end


$megadriv=gems,
$bio

GEMS v2.8 (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56532&o=2

$end


$pc8801_flop=gemstone,
$bio

Gemstone Warrior (c) 1986 Starcraft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91919&o=2

$end


$pc98=daisenex,
$bio

Gendai Daisenryaku EX (c) 1993 Systemsoft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89564&o=2

$end


$psx=geneitou,
$bio

Genei Tougi - Shadow Struggle (c) 1996 Banpresto [Japan]

- TECHNICAL -

[Model SLPS-00491]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85207&o=2

$end


$megadriv=genchaosj,
$bio

General Chaos Daikonsen (c) 1994 Electronic Arts

- TRIVIA -

Reviews:
[FR] September 1993- Consoles + N.23: 79%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56538&o=2

$end


$a2600=generalr,
$bio

General Re-Treat (c) 1982 PlayAround

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50535&o=2

$end


$pc8801_flop=generals,
$bio

General Super Quiz (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91920&o=2

$end


$mc10=genacct,
$bio

Generic Accounting Program (c) 198? Allen [Larry Allen]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87631&o=2

$end


$amigaocs_flop=genesia,
$bio

Genesia (c) 1993 Mindscape, Incorporated. [Northbrook, IL, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74148&o=2

$end


$pc98=genesis,
$bio

Genesis (c) 1985 Square Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89565&o=2

$end


$pc8801_flop=genesis,genesisb,genesisc,genesisa,
$bio

Genesis - Beyond the Revelation (c) 1988 Square Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91921&o=2

$end


$cpc_cass=genesis,
$bio

Genesis - The Complete Adventure Creation System (c) 1985 CRL Group PLC [London, England]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96479&o=2

$end


$bbca_cass,bbcb_cass=genesisp,
$bio

Genesis Project (c) 19?? Audiogenic

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51892&o=2

$end


$info=genesisp,
$bio

Genesis (c) 1986 Premier Technology Co.

- TECHNICAL -

Gottlieb System 80B
Model Number : 705

Main CPU : MOS Technology M6502 (@ 850 KHz)
Sound CPU : (2x) M6502 (@ 1 MHz)
Sound Chips : (2x) DAC, (2x) AY8910 (@ 2 Mhz), SP0250 (@ 3.12 Mhz)

- TRIVIA -

3,500 units were produced.

- STAFF -

Designer : John Trudeau
Artwork : Larry Day

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5406&o=2

$end


$info=boomranga,
$bio

Genesis (c) 1983 Data East USA.

North American release. Game developed in Japan. For more information about the game itself, see the original Japanese release entry; "Boomer Rang'r [Model DT-136]".

- TECHNICAL -

Runs on the "DECO Cassette System" hardware

Model DT-136

- TRIVIA -

Even if titlescreen says 1983, the game was released in April 1984 in North America.

Genesis was also released as a PCB only.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=29341&o=2

$end


$nes=genghis,
$bio

Genghis Khan (c) 1990 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55171&o=2

$end


$msx1_cass=genghis,
$bio

Genghis Khan (c) 1991 Positive [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94671&o=2

$end


$snes=genghis2,
$bio

Genghis Khan II - Clan of the Gray Wolf (c) 1993 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63040&o=2

$end


$megadriv=genghis2,
$bio

Genghis Khan II - Clan of the Gray Wolf (c) 1993 Koei.

North American release.

- TECHNICAL -

Game ID: T-76066

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57235&o=2

$end


$cpc_cass=genghis,
$bio

Genghis Khan [Model ATD 32.010] (c) 1991 Positive [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96480&o=2

$end


$info=genie,
$bio

Genie (c) 198? Video Fun Games, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=35661&o=2

$end


$info=genie,geniep,
$bio

Genie (c) 1979 Gottlieb.

This addictive table was designed with well thought-out objectives and features 5 flippers. Two flippers in the upper left corner create a mini playfield.

- TECHNICAL -

Gottlieb System 1
Model Number : 435

- TRIVIA -

Released in November 1979.

Considered by many to be the best wide-body table of its era and possibly of all-time, and a true Gottlieb classic.

6,800 units were produced.

- TIPS AND TRICKS -

Genie is all about building up and scoring a huge bonus. Firs, you need to concentrate on getting the bonus up to 20,000. Completing the red drop-targets lights the Special target, resets the red and white drop targets, scores 10,000 points, and lights the white drop targets for increased scoring. Not only does this mean you'll be getting a nice size bonus, but you'll also activate the ball trap. When the ball trap is active, you can receive the full bonus before you lose a ball. There are many areas that add to your bonus. Such as the rollovers, as well as the targets and even the spinner - all add to your bonus when lit.

- STAFF -

Design by : Ed Krynski
Art by : Gordon Morison

- PORTS -

* Consoles :
Sony PlayStation 2 (2006, "Gottlieb Pinball Classics")
Sony PSP (2006, "Gottlieb Pinball Classics")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5646&o=2

$end


$nes=geniusm,
$bio

Genius Merio Bros. (c) 19?? JMH MTV Corp. [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76784&o=2

$end


$info=genix,
$bio

Genix Family (c) 1994 NIX.

A rip-off of Mitchell's "Pang" set in the Far-West.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 16 Mhz)
Sound Chips : OKI6295 (@ 8.08 Khz)

Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 8192

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Released in May 1994.

- STAFF -

Software : Argi Salvador, Carlos Barahona
Hardware : Fernando Yago, Manuel Baena, Arthy
Graphics : Jordi Zudaire, Yolanda Plaza, Lourdes Marcs, M. Jose Galvez
Art designer : Tomas Bases
Sound by : Xavier Tobella

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=943&o=2

$end


$pc8801_flop=genji,
$bio

Genji (c) 1988 Hot-B [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91922&o=2

$end


$pc98=genji,genjia,
$bio

Genji - Time Suspense Adventure (c) 1988 Hot-B [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89566&o=2

$end


$pce=genjitsu,
$bio

ゲンジ通信 あげだま (c) 1991 NEC Home Electronics, Limited.
(Genji Tsuushin Agedama)

Genji Tsuushin Agedama is a side scrolling game by Nec home Electronics which features an interesting blend of shooting and platforming action. It is based on a really funny Japanese animation series featuring a young boy and his rabbit-like flying robot. The boy can walk and jump (this is the platform side of the game) but the screen never stop scrolling throughout the game (this is the shooter side of the game). As a simplistic way to look at it, let's say it is a shooter with a pinch of gravity. Features do not stop here though, and pressing up and jump at the same time triggers double jumps! Our character has also access to magic powers: fire, wind, genie, thunder and so forth. To use them, the player first needs to collect the correct power-up icon. Then, by holding the fire button, he can charge-up and fire a powerful attack that wipes out most of the enemies on screen. All in all, the game counts fifteen different special attacks! Other power-ups can also be collected, like the yellow (invincibility) or blue (flying goblin) droplets. Waparu, the rabbit-robot, appears from time to time and help our hero by replenishing his health.

- TECHNICAL -

Game ID: HE91001

- TRIVIA -

Released on December 13, 1991 in Japan for 5800 Yen.

Reviews:
March 1992 - Joypad N.6 [FR]: 89/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58597&o=2

$end


$gameboy=genjincl,
$bio

Genjin Collection [Model DMG-AG3J-JPN] (c) 1996 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66051&o=2

$end


$gameboy=genjinct,
$bio

Genjin Cottsu [Model DMG-AGKJ-JPN] (c) 1995 B-AI

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66052&o=2

$end


$snes=genjryod,
$bio

Genjuu Ryodan [Model SHVC-BGJJ-JPN] (c) 1998 Axela

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61376&o=2

$end


$x68k_flop=genjuki,
$bio

Genjuuki - Undeadline (c) 1990 T&E Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87726&o=2

$end


$gameboy=genkibak,
$bio

Genki Bakuhatsu Gambaruger (c) 1992 Tomy

- TECHNICAL -

Cartridge ID: DMG-G4J

- TRIVIA -

Reviews:
May 1992 - Joypad N.8 (Page 112) [FR]: 70/100 (as Starlion)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66053&o=2

$end


$pc98=gtaisen,
$bio

Genma Taisen (c) 198? Pony Canyon, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89567&o=2

$end


$pc8801_flop=genmunos,
$bio

Genmu no Shiro (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91923&o=2

$end


$x68k_flop=genocide,
$bio

Genocide (c) 1989 Zoom

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87727&o=2

$end


$x68k_flop=genocid2,genocid2d,
$bio

Genocide 2 (c) 1991 Zoom

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87728&o=2

$end


$snes=genocid2,genocid2p,
$bio

Genocide 2 (c) 1994 Kemco

Genocide 2 (or G2) is a side scrolling beat'em up by Bits/Zoom. It is also the sequel of Genocide, released for the PC-Engine, FM Towns and Sharp X68000 Japanese computers in 1989. The game takes place in 2280 and features the rogue unit Tracer Type 184 (codenamed Goliath), a highly sophisticated fighter mecha. The CONEX corporation is developing an unknown weapon and the bionic soldier Jeff Hazard, on board of his powerful robot-warrior, is sent to investigate the situation. Stages are vast and divided into short sub-areas. Those entire areas have to be cleaned up to move on. Understand here that every single enemy has to be defeated, in a traditional beat'em up way, to unlock the next area. Our robot's main weapon is a short plasma-saber which can be used to deadly strike his enemies. But the most interesting weapon is certainly Betty, a floating robot-sphere which follows our hero character everywhere he goes and fires at will at anything fool enough to get in its way. Sadly, Betty, like any secondary weapon in the game, needs energy. And she will eventually run out and need to recharge. As mentioned other secondary weapons are also available, including shields and laser guns.

- TECHNICAL -

Cartridge ID: SHVC-2I

- TRIVIA -

Released on August 05, 1994 in Japan for 9800 Yen.

Genocide 2 was originally released for the Sharp X68000 and FM Towns computers. The game runs at a much higher resolution than the Super Famicom version and also has neat and detailed enemies. Animation is also really smooth with an amazing frame rate, and the stage's layout is different.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61377&o=2

$end


$pcecd=genocide,
$bio

Genocide (c) 1992 Brain Gray Company, Limited.

Genocide is an side action game by Brain Grey, convertion of Zoom's game originally released for Japanese computers. The player takes control of the elite pilot Randy and his Humanoid-Mecha. Their first mission is to infiltrate an enemy fortress on a desert planet as Maria, the chief of operations, quickly briefs them on their objectives. The Mecha's only weapon is a short range plasma-sword, and a flying orb later joins the party and can damage enemies when fully charged. Each sub-stage ends with a large door which only open when the area is cleared and all enemy mechas defeated. The mecha can also do long-jumps by holding the up direction while in the air. This move is priceless, especially in early stages where enemies quickly appear from many directions. Finally, flying pods can drop cells of energy when defeated, but these need to be hit with the plasma-sword to activate their content and refill the mecha's energy bar.

- TECHNICAL -

Game ID: BRCD2003

- TRIVIA -

Genocide was released on June 26, 1992 in Japan for 6800 Yen.

Genocide was originally released in 1989 for the FM-Town and Sharp X68000.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58201&o=2

$end


$pc98=genpeiga,
$bio

Genpei Gassen (c) 1994 Koei Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89568&o=2

$end


$info=genpeitd,
$bio

Genpei Toumaden (c) 1986 Namco.

Genpei Touma Den is a multi-genre birds-eye view action, 2D side-scroller beat 'em up, and 2D side-scroller platform arcade game that was released by Namco in 1986 only in Japan. 

The character controlled by the player is that of a real Japanese samurai, Taira no Kagekiyo, who fell at the Battle of Dan-no-ura at the end of the Genpei War in 1185. Over eight hundred years later he is resurrected and has to make his way over the Imperial Regalia of Japan - fighting other characters who actually existed such as Minamoto no Yoshitsune and Saito Musashibo Benkei on his travels, as well as collecting the three sacred game items and defeating his arch-enemy Minamoto no Yoritomo.

This game has three types of stages: Small Mode (standard), Big Mode (with large characters, and usually boss fights), and Overhead Mode (like Small Mode, but as the name suggests, viewed from an overhead perspective). Most stages have torii (a gate) at the end of them, which are used to transport the player to a different stage. Most of the Small Mode and Overhead Mode stages have multiple torii at the end of them, which lead to different places on the map of the Imperial Regalia. Big Mode stages, however, only have one torii at the end of them. If Kagekiyo is unlucky enough to fall into a pit in any of the Small Mode stages, he will end up in a non-standard Overhead Mode stage known as the "Pit Stage" (from which there are only two ways to escape - and one of these two does not always work).

The game also features the Sanzu River, the place believed in Japanese Buddhism to separate "the current life" and "the afterlife", resembling the concept of the Underworld or Hell. Therefore, mythological characters such as Emma-O, God of the Underworld, and Sun Goddess Amaterasu, appear in this game (the former in the aforementioned "Pit Stage" and the latter in a non-standard Small Mode stage called the "Bonus Stage").

- TECHNICAL -

Namco System 86 hardware
Game ID : GT

Main CPU : (2x) M6809 (@ 1.536 Mhz), Hitachi HD63701 (@ 1.536 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.57958 Mhz), Namco 8-channel WSG, Namco (@ 6 Mhz)

Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.61 Hz
Palette colors : 512

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Genpei Toumaden was released in October 1986 in Japan.

The title of this game translates from Japanese as 'Genji and Heike Clans Defeat Demon Story'.

Alfa Records released a limited-edition soundtrack album for this game (Namco Game Music Vol.1 - 28XA-170) on July 25, 1987.

- TIPS AND TRICKS -

Kagekiyo will be travelling through ancient Japan consisted by three types of stages:

Small Mode stages: Kagekiyo will need to pass through obstacles without falling into the pit.
Big Mode stages: Kagekiyo will encounter strong enemies. As a result, he is able to use more moves during these stages.
Over Mode stages: There are only a few of these top view stages, but most of them are very important. In this mode Kagekiyo cannot jump over enemies, but he can jump over certain obstacles or reach some enemies.

Game interface:

Numbers: The numbers used in game's score display, along with sword and Zeni counters, are in Kanji numerals instead of Arabic ones, which were later reused in Mirai Ninja for the protagonist's life meter.

Sword power "Ken": This value shows Kagekiyo's attack power and sword durability. Kagekiyo starts with seven points, and can increase by collecting purple orbs or buyable swords, up to a value of 99. However, if he cuts anything too hard, his sword point may decrease, unless he has the Kusanagi Sword. If his sword power drops to zero, his attack power will decrease, and his sword will be shown as broken in Big Mode.

Money "Zeni": Kagekiyo will need to buy some items, or escape from the pit via blood pool, with Zeni. Collect this from enemies, up to 99.

Life candles "Inochi": Kagekiyo's life bar is shown as candles, each representing up to 10 life points depending on length. If Kagekiyo loses all life points, it is game over. Kagekiyo starts with 50 life points (can be changed between 40 to 70 in arcade version), can recover with blue orbs and tawara, and can extend life capacity with candle or brown orbs pickup, up to 100. When Kagekiyo enters a torii, he will recover to 40 life points if lower than the value. However, if Kagekiyo falls into the Pit, he will lose all life extends and start the stage with less than 20 life points. During a boss fight, the lifebar of the boss will be shown as purple candles.

Sacred items: Kagekiyo must collect all three items in order to defeat Yoritomo. Items collected will be shown on screen.

General Tips:

You cannot jump from a falling platform.

Do not waste your sword points. Only attack hard enemies when necessary or with a scroll.

Always collect some money in order to buy swords and health recovery, or even an escape from the Pit.

UNopened boxes and enemy generators can be used as jumping platforms.

In the bonus stage, aim for sword points first.

- SERIES -

1. Genpei Toumaden (1986, Arcade)
2. Genpei Toumaden ni no Maki [Model NC92002] (1992, PC Engine)

- STAFF -

Music composed by : Norio Nakagata

- PORTS -

* Consoles : 
Nintendo Famicom [JP] (October 21, 1988) "Genpei Toumaden - Computer Boardgame [Model NAM-GT-4900]"
NEC PC-Engine [JP] (March 16, 1990) "Genpei Toumaden [Model NC90001]" 
Sony PlayStation [JP] (November 8, 1996) "Namco Museum Vol.4 [Model SLPS-00540]" 
Sony PlayStation [AU] (1997) "Namco Museum Vol.4 [Model SCES-00701]" 
Sony PlayStation [US] (June 30, 1997) "Namco Museum Vol.4 [Model SLUS-00416]" 
Sony PlayStation [EU] (August 1997) "Namco Museum Vol.4 [Model SCES-00701]" 
Nintendo Wii [Virtual Console Arcade] [JP] (March 31, 2009) 

* Computers :
Sharp X68000 [JP] (April 1988) by Dempa Shinbunsha

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=944&o=2

$end


$x68k_flop=genpei,
$bio

Genpei Toumaden (c) 1988 Dempa Shinbunsha [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87729&o=2

$end


$nes=genpei,
$bio

Genpei Toumaden - Computer Boardgame (c) 1988 Namco, Limited.

- TECHNICAL -

Game ID: NAM-GT-4900

- TRIVIA -

Genpei Toumaden was released on October 21, 1988 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54124&o=2

$end


$pce=genpemak,
$bio

Genpei Toumaden ni no Maki (c) 1992 Namco, Limited.

Genpei Touma Den Kan no Ni is the sequel to Genpei Touma Den, an arcade game originally released in 1986 (this second episode is however exclusive to the PC Engine system!). The evil Minamoto no Yoritomo and his ruthless henchmen were defeated once before by Taira no Kagekiyo, the undead samurai. But the victory was to be short lived and they are now hiding in a different realm called the 'Dark Side', waiting for the day of their resurrection. Kagekiyo is ready to fight them again, and he is determined to put down his arch-enemy once and for all. Unlike its predecessor, Genpei Touma Den Kan no Ni features only one mode of play (the small and top-down views have been omitted) and a total of seven stages. As expected, there are a few power-ups and upgrades along the way, such as health extensions, sword upgrades and so forth.

- TECHNICAL -

Game ID: NC92002

- TRIVIA -

Released on April 07, 1992 in Japan for 6800 Yen.

- SERIES -

1. Genpei Toumaden (1986, Arcade)
2. Genpei Toumaden ni no Maki [Model NC92002] (1992, PC Engine)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58599&o=2

$end


$pce=genpei,
$bio

Genpei Toumaden (c) 1990 Namco, Limited.

Genpei Toumaden is a side scrolling action game by Namco and conversion of the arcade game of the same name originally released in 1986. The game tells the story of the legendary samurai warrior Taira no Kagekiyo, who has been resurrected to complete his greatest mission - ascend to the mystical underworld, defeat his deadliest enemies and retrieve three sacred treasures (necessary to defeat his arch-enemy Minamoto no Yoritomo). Unlike other action games of its time, Genpei Toumaden combines three different gameplay mechanics - the Yoko mode (side-scrolling 'mini' stages), the Big mode (side-scrolling 'large' stages) and the Heimen mode (top-down 'plane' stages). In a nutshell, the Yoko stages use really small sprites and fast paced action, with multiple enemies on screen, platforms, traps and pitfalls (which lead to special penalty levels), whereas the Big stages mainly feature boss and large enemy battles. Finally, the plane stages are similar to the Yoko mode, but utilize a top-down view and feature chests as maze-like stages. Each level has at least one red Torii gate (traditional Japanese gate) that leads to the end of the stage (or in some occasions, to a completely different location). Finally, the player comes equipped with a lethal sword which can be upgraded by collecting purple orbs left behind by defeated enemies - however, the sword can also lose power if Kagekiyo happens to hit indestructible objects (such as large floating stones). Other orbs are also available in the game, such as the green orbs (they act as money), blue orbs (health), as well as special items, such as the magic scrolls (temporary special attack) or the sword (increases power in exchange of money). Genpei Toumaden is a vast game and many levels feature forked paths.

- TECHNICAL -

Game ID: NC90001

- TRIVIA -

Genpei Toumaden for PC-Engine was released on March 16, 1990 in Japan for 6800 Yen.

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [JP] (October 2, 2007)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58598&o=2

$end


$pc8801_flop=genpeiur,
$bio

Genpei Ura Maden (c) 1990 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91924&o=2

$end


$pc98=genkitan,
$bio

Gensei Kitan - Disc Saga III (c) 1995 Compile

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89569&o=2

$end


$gba=genseish,
$bio

Genseishin Justirisers - Souchaku! Chikyuu no Senshi-tachi [Model AGB-BGJJ-JPN] (c) 2004 Konami Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70774&o=2

$end


$info=gensitou,
$bio

Genshi-Tou 1930's (c) 1989 SNK.

You are investigating the suspicious pre-historic islands, to find out why so many people who visited this place, have gone missing. You take control of a plane. While flying above the mysterious island you face many pre-historic animals as enemies. There are many Wild humans below on the ground as well, who try to catch onto your plane if you fly too low. Dinosaurs still exist!!

- TECHNICAL -

Game ID : A8003 'GT'

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), UPD7759 (@ 640 Khz)

Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024

Players : 2
Control : 8-way joystick
Buttons : 2
=> [A] Shoot, [B] Pod

- TRIVIA -

Released in June 1989.

The title of this game translates from Japanese as 'Prehistoric Island 1930's'.

This game is known outside Japan as "Prehistoric Isle in 1930".

- SERIES -

1. Genshi-Tou 1930's (1989)
2. Prehistoric Isle 2 (1999)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=945&o=2

$end


$psx=gensomad,
$bio

Gensomaden Saiyuki - Harukanaru Nishi He (c) 2002 J-Wing

- TECHNICAL -

[Model SLPM-86986]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85208&o=2

$end


$gba=gmsayuki,
$bio

Gensou Maden Saiyuuki - Hangyaku no Toushin-taishi [Model AGB-BGMJ-JPN] (c) 2003 Digital Kids

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70775&o=2

$end


$gbcolor=gmsayuki,
$bio

Gensou Maden Saiyuuki - Sabaku no Shikami [Model CGB-BGSJ-JPN] (c) 2001 J-Wing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67942&o=2

$end


$wscolor=gmsayuki,
$bio

Gensou Maden Saiyuuki Retribution - Hi no Ataru Basho de [Model SWj-SESC01] (c) 2001 Soeishinsha

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86442&o=2

$end


$psx=gensouno,
$bio

Gensou no Altemis - Actress School Mystery Adventure (c) 2000 Shoeisha Co., Ltd. [Japan]

- TECHNICAL -

[Model SLPS-02563]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85209&o=2

$end


$saturn,sat_cart=gensousu,gensousua,
$bio

Gensou Suikoden (c) 1998 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59183&o=2

$end


$gba=suikoden,
$bio

Gensou Suikoden - Card Stories [Model AGB-AGKJ-JPN] (c) 2001 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70776&o=2

$end


$pcecd=auleria,
$bio

Gensou Tairiku Auleria (c) 1993 Taito Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58202&o=2

$end


$cpc_cass=geo,
$bio

Geo (c) 1986 Cobra Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96481&o=2

$end


$msx1_cass=geo,
$bio

Geo - Figuras planas y volumenes (c) 198? Mind Games Espana, S.A.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94672&o=2

$end


$pc98=geoconfl,
$bio

Geo Conflict (c) 1994 Compile

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89570&o=2

$end


$pc98=geoconf2,
$bio

Geo Conflict 2 - The New Demonbusters (c) 1995 Compile

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89571&o=2

$end


$pc98=geoslave,
$bio

Geo Slave - Aidotachi no Shouzou (c) 1996 Sorciére [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89572&o=2

$end


$info=geostorm,
$bio

Geo Storm (c) 1994 Irem Corp.

A platform shooter that features incredible graphics and rock solid gameplay.

- TECHNICAL -

Irem M-92G system hardware

Main CPU : V33 (@ 9 Mhz), V30 (@ 7.15909 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), GA20 (@ 3.579545 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Geo Storm was released in September 1994.

This game is known in US as "Gun Force II".

Some musics in this game are directly recycled (and remixed) from "Air Duel", another Irem game from 1990.
The Stage 1 music is a remixed version of the Stage 4 music of "Air Duel".
The Stage 2 part 1 music is a remixed version of the Stage 1 music of "Air Duel".
The Stage 2 part 2 music is a remixed version of the Stage 3 music of "Air Duel".

- SERIES -

1. Gun Force - Battle Fire Engulfed Terror Island (1991)
2. Geo Storm (1994)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=946&o=2

$end


$info=turtshipk,
$bio

??? - Turtle Ship (c) 1988 Philko.
(Geobukseon - Turtle Ship)

- TECHNICAL -

Main CPU : Zilog Z80 (@ 4 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : (2x) Yamaha YM2203 (@ 4 Mhz)

Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024

Players : 2
Control : 8-way joystick
Buttons : 3
=> [1] GUN, [2] MISSILE, [3] THUNDER

- TRIVIA -

This Korean game is a hack of Capcom's "Side Arms - Hyper Dyne", the Side Arms logo resides somewhere in the code. The font used in this game is also the standard Capcom font that appears in Side Arms, 1942, Commando, etc...

The game name was the Korean ship in Chosun dynasty 1392-1910. It's the first iron covered ship all over the world. General Soonsin Lee expected the invasion of Japan. So, he ordered developing the ship. When Japan invaded in Chosun in 1592 and general Lee and the Chosun naval forces fought with the Japanese, the ship killed a lot of Japanese soldiers. At last, in 1598, Chosun defeated the Japanese and fended off the invasion.

Geobukseon, also known as The Turtle ship, was a type of large Korean warship that was used intermittently by the Royal Korean Navy during the Joseon Dynasty from the early 15th century up until the 19th century.

A trademark called TURTLE SHIP was filed by Philko on December 05, 1988 (US Serial Number: 73767175).

- STAFF -

Director : Han Sang Ho
Programmer : No Young Ho
Graphic designers : Nam Han Hee, Jang Kye Sook, Kwak Woo Jong, Song Hae Jung
Scenario & Music : Lee Jae Kun, Lee Jung Kyu
Technical supporters : Park Hee Jang, Ryoo Sook Ja
Board designers : Hong Jong Rim, Choi Seung Li

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2996&o=2

$end


$cpc_cass=geoffcap,
$bio

Geoff Capes Strong Man (c) 1985 Martech

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96482&o=2

$end


$msx1_cass=geoespan,
$bio

Geografia de España (c) 1985 Advance [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94673&o=2

$end


$x68k_flop=geoseal,geoseald,
$bio

Geograph Seal (c) 1994 Exact [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87730&o=2

$end


$alice32=geofra,
$bio

Geographie Francaise (c) 1984 Infogrames Interactive, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87580&o=2

$end


$cpc_cass=geomspc,
$bio

Geometria del Espacio [Model MAT2/A] (c) 1986 Tasoft S.A. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96485&o=2

$end


$cpc_cass=geomplan,
$bio

Geometria del Plano [Model MAT1/A] (c) 1986 Tasoft S.A. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96486&o=2

$end


$msx1_cart=geometry,
$bio

Geometry (c) 1988 Methali

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77102&o=2

$end


$nes=georgeko,georgekou,
$bio

George Foreman's KO Boxing (c) 1992 Acclaim Entertainment, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55172&o=2

$end


$sms=georgeko,
$bio

George Foreman's KO Boxing (c) 1992 Flying Edge

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56039&o=2

$end


$megadriv=georgeko,
$bio

George Foreman's KO Boxing (c) 1992 Flying Edge

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56539&o=2

$end


$megadriv=georgekou,
$bio

George Foreman's KO Boxing (c) 1992 Flying Edge

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57236&o=2

$end


$gameboy=georgeko,
$bio

George Foreman's KO Boxing (c) 1992 Acclaim Ent., Incorporated.

- TECHNICAL -

Game ID: DMG-JK-USA

- STAFF -

System Design and Program: Graeme Scott
Programming: Cameron Sheppard
Animation Design: Steve French
Graphics: Grant Arthur, Joe Rimmer
Design: Arthur Kakouris
Music and Sound: Marshall Parker
Producers: Sue Anderson, Adam Lancman

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66054&o=2

$end


$snes=georgekou1,georgekous,georgekou,
$bio

George Foreman's KO Boxing [Model SNS-GK-USA] (c) 1992 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63042&o=2

$end


$snes=georgeko,
$bio

George Foreman's KO Boxing [Model SNSP-GK-EUR] (c) 1992 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63041&o=2

$end


$gamegear=georgeko,
$bio

George Foreman's KO Boxing [Model T-81038] (c) 1992 Flying Edge

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64619&o=2

$end


$sms=gerald,
$bio

Geraldinho (c) 19?? Tec Toy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56040&o=2

$end


$amigaocs_flop=germcraz,
$bio

Germ Crazy (c) 1991 Electronic Zoo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74149&o=2

$end


$ti99_cart=germpat,
$bio

Germ Patrol (c) 1983 Texas Instruments

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84591&o=2

$end


$info=ep_geron,ep_gerona,ep_geronb,ep_geronc,ep_gerond,ep_gerone,
$bio

Geronimo (c) 199? Impulse Gaming.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40838&o=2

$end


$amigaocs_flop=tbirds,
$bio

Gerry Anderson's Thunderbirds (c) 1989 Grandslam

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74150&o=2

$end


$gameboy=tbirds,
$bio

Gerry Anderson's Thunderbirds [Model DMG-T9J] (c) 1993 B-AI

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66056&o=2

$end


$cpc_cass=gestf464,
$bio

Gestion de Fichier [Model CP 004] (c) 1984 Sprites [France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96487&o=2

$end


$cpc_cass=gestfich,
$bio

Gestion de Fichiers (c) 1985 Core [Evry, France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96488&o=2

$end


$alice32=gestfich,
$bio

Gestion de Fichiers (c) 1985 Matra Datasysteme.

- TECHNICAL -

Game ID: 0000190

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87581&o=2

$end


$msx1_cass=gestfami,
$bio

Gestion Familiar (c) 1986 Load and Run

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94674&o=2

$end


$ti99_cart=gestprv,
$bio

Gestion Privee (c) 1983 Texas Instruments

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84592&o=2

$end


$psx=getbacke,
$bio

Get Backers Dakkanya (c) 2001 Konami Corp. [Osaka, Japan]

- TECHNICAL -

[Model SLPM-86848]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85210&o=2

$end


$info=bass,getbass,
$bio

Get Bass - Sega Bass Fishing (c) 1997 Sega.

A fishing game from Sega.

- TECHNICAL -

Runs on the Sega "Model 3" hardware.

Players : 1
Control : paddle
Buttons : 2

- TRIVIA -

Get Bass was released in December 1997 in Japan. 

This game is also known as "Get Bass" in Japan, but can be called "Get Bass - Sega Bass Fishing".

The announcer's voice in this game did also the voice of the announcer in the previously released Model 2 games, "Sega Water Ski", and "Manx TT SuperBike".

This was the last game released for the Model 3 Step 1.0 hardware, after "Virtua Fighter 3tb".

- SERIES -

1. Get Bass - Sega Bass Fishing (1997)
2. Sega Marine Fishing (2000)
3. Get Bass 2 (2001)

- STAFF -

Music : Sachio Ogawa
Voice Actor : Hisaki Nimiya

- PORTS -

* Consoles :
Sega Dreamcast (1999)
Microsoft Xbox 360 (2011; as part of the Dreamcast Collection compilation)

* Computers :
PC (2001)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3751&o=2

$end


$gbcolor=getchuu,
$bio

Get Chuu Club - Minna no Konchuu Daizukan [Model DMG-VRKJ-JPN] (c) 1999 Jaleco Company, Limited. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67943&o=2

$end


$cpc_cass=getdext2,
$bio

Get Dexter 2 (c) 1988 Ere Informatique [Paris, France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96491&o=2

$end


$cpc_cass=getdextr,
$bio

Get Dexter! (c) 1986 PSS

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95790&o=2

$end


$snes=gethole,
$bio

Get in the Hole (c) 1995 Good House

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61378&o=2

$end


$amigaocs_flop=getout,
$bio

Get Out (c) 1998 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74151&o=2

$end


$info=m5gpclub,
$bio

Get Plastered Club (c) 200? BWB.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41578&o=2

$end


$x68k_flop=getready,
$bio

Get Ready (c) 19?? Santasan Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88265&o=2

$end


$info=getrich,
$bio

Get Rich (c) 2010 Amcoe, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=36256&o=2

$end


$info=sc5grq,sc5grqa,sc5grqb,sc5grqc,
$bio

Get Rich Quick (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR1404]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42634&o=2

$end


$gba=getride,
$bio

Get Ride! Amdriver - Senkou no Hero Tanjou! [Model AGB-BGIJ-JPN] (c) 2004 Konami Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70777&o=2

$end


$gba=getridbp,
$bio

Get Ride! Amdriver Shuggeki! Battle Party [Model AGB-BGPJ-JPN] (c) 2004 Konami Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70778&o=2

$end


$info=getstar2,getstarj,getstarb1,
$bio

Get Star (c) 1986 Taito.

A side-scrolling beat 'em up where you fight your way through various planets, each with a different theme.

- TECHNICAL -

Board Number : K1100151B
Prom Stickers : A68

Main CPU : (2x) Zilog Z80 (@ 6 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.5 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in March 1986.

Developed by Toaplan.

This game is known outside Japan as "Guardian".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=947&o=2

$end


$pc98=get,
$bio

Get! (c) 1996 Black Package [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89573&o=2

$end


$gba=get,
$bio

Get! Boku no Mushi Tsukamaete (c) 2003 Kemco, Limited.

- TECHNICAL -

Game ID: AGB-BGBJ-JPN

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70779&o=2

$end


$gba=getbckjf,
$bio

GetBackers Dakkanya - Jagan Fuuin! [Model AGB-BGFJ-JPN] (c) 2003 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70780&o=2

$end


$gba=getbckjs,
$bio

GetBackers Dakkanya - Jigoku no Scaramouche [Model AGB-AGBJ-JPN] (c) 2001 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70781&o=2

$end


$gba=getbckmd,
$bio

GetBackers Dakkanya - Metropolis Dakkan Sakusen! [Model AGB-A8GJ-JPN] (c) 2003 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70782&o=2

$end


$nes=getsumad,
$bio

???? (c) 1987 Konami Industry Company, Limited.
(Getsu Fuuma Den)

Getsu Fuuma Den is an action/adventure game by Konami heavily based on classic Japanese mythology. The game takes place in Feudal Japan and follows the story of Getsu F?ma, a demon-fighting samurai who journeys through hell to save the world. The mythical abode of the dead is in turmoil and a terrible enemy threatens the tenuous balance between the underworld and the world of men - a fierce hell demon called Ry?kotsuki (the 'bone dragon') has been resurrected by his minions and it now leads a war against humans. The two older F?ma brothers, armed with their legendary Wave Swords (the 'Had?kens'), decide to travel to the underworld in an attempt to stop the undead monster - but their efforts are in vain and they both fall to their doom... Getsu F?ma, the third and youngest brother (and hero of the game), vows to avenge them and to retrieve the missing blades (and combine them into the ultimate Had?ken). From a gameplay perspective, Getsu F?ma Den doesn't follow the usual standards and is divided into three main phases - world-map exploration, straight-forward action and first-person perspective dungeon crawling. The player first guides Getsu F?ma through the underworld, and the exploration of hell is done via an overhead map-like maze that features torii gates (traditional Japanese shrine gates), stores, houses (information and clues) and rare wandering enemies. In a nutshell, the world-map is the connecting cord between all the elements in the game, and torii gates lead to the game's various side-scrolling action stages (they interestingly act as 'bridges' and must be passed again in order to reach other areas on the map). There, the player can collect money, find items (such as lives, healing flames or special weapons and items) or boost his power. Interestingly, the sword becomes more powerful as Getsu F?ma defeats more enemies (the sword's power is symbolized by a 'Ken' meter located right above the player's life). The samurai can also equip all kind of items and weapons (such as projectile weapons or new swords) and although some can be directly purchased in stores scattered around the world map, others are deviously hidden inside the action levels. Getsu Fuuma Den is a very vast game and a password system (in Japanese) allows players to save their progress.

- TECHNICAL -

Game ID: RC819

- TRIVIA -

Getsu Fuuma Den was released on July 07, 1987 in japan for 4900 yen.

Getsu Fuuma Den has a strong resemblance with Genpei Touma Den, an arcade game created by Namco and originally released in 1986. The premise of both games is very similar and they both feature three different gameplay modes. The two main character designs do really look alike (red hair, samurai theme), and are both based on real life samurais - in Genpei Touma Den, the demon warrior is apparently based on Tairano Kagekiyo, a real samurai who lived in the 12th century whereas Getsu Fuuma is based on F?ma Kotar? who lived in the 16th century. However, Getsu Fuuma Den features traditional RPG elements not found in Genpei Touma Den.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54125&o=2

$end


$x68k_flop=getsumen,
$bio

Getsumen Nanchakuriku Game (c) 19?? Kurimoto Kenya

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88266&o=2

$end


$snes=getsumen,
$bio

Getsumen no Anubis [Model SHVC-ALEJ-JPN] (c) 1995 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61379&o=2

$end


$n64=gettlove,
$bio

Getter Love!! Cho Renai Party Game [Model NUS-NGLJ] (c) 1998 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57721&o=2

$end


$info=sc4ziggy,sc4ziggya,sc4ziggyb,sc4ziggyc,sc4ziggyd,sc4ziggye,sc4ziggyf,sc4ziggyg,
$bio

Gettin ZIGGY Withit! (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR2162]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40048&o=2

$end


$cdi=gettinga,
$bio

Getting Ahead - Making Time (c) 1994 Xdra

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52965&o=2

$end


$amigaocs_flop=gettysbg,
$bio

Gettysburg [Turning Points] (c) 1990 ARC

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74152&o=2

$end


$pico=jackjillk,
$bio

Geuljanara Yeohaeng! (c) 1996 Samsung.

- TECHNICAL -

Game ID: T-10281-08

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96311&o=2

$end


$gbcolor=gex2,
$bio

Gex - Enter the Gecko (c) 1998 Crave Ent.

- TECHNICAL -

Game ID: DMG-AEXE-USA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67944&o=2

$end


$n64=gex3,gex3a,gex3u,
$bio

Gex 3 - Deep Cover Gecko (c) 1998 Crave Entertainment

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57722&o=2

$end


$gbcolor=gex3,
$bio

Gex 3 - Deep Cover Gecko [Model CGB-AXGP-EUR] (c) 1999 Eidos Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67946&o=2

$end


$gbcolor=gex3u,
$bio

Gex 3 - Deep Pocket Gecko [Model CGB-AXGE-USA] (c) 1999 Eidos Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67947&o=2

$end


$n64=gex64,gex64u,
$bio

Gex 64 - Enter the Gecko (c) 1998 Midway Home Entertainment.

Combine a fashion-conscious, trash talkin' gecko with angry ninjas, knife-wielding lunatics, and Chinese take-out boxes. Add a dash of action and a pinch of puzzles, and you have a tasty dish called Gex 64: Enter the Gecko from Midway.

Gex is a busy lizard throughout the course of this game, but he must have spent his early days parked on the couch watching T.V. Gex 64 pokes fun at pop culture, with Gex making sarcastic references to everything from Hollywood movies to Boy George. Comedian Dana Gould provides a large variety of humorous voice samples, but the enemy characters don't seem to find them too funny.

Gex 64 contains 18 different levels, and 4 bonus areas. The overworld is divided into six areas separated by locked gates or open space. To access these areas, you must first earn a certain number of Red Remotes. There are two or three of these Remotes hidden in each level, which can be found by completing different missions. Before moving on to more advanced levels, though, Gex must prove himself by defeating bizarre bosses like the mutant half cow-half pig which oversees the "Moo Shoo Pork" level.

Gex enters these strange worlds by warping through television screens. Each world has a specific theme, and Gex usually dons a new costume to fit in to the new surroundings. Gex is a master of disguise, and he can be seen sporting a James Bond tuxedo, Storm Trooper armor, and even a Gilligan outfit. In addition to a constantly changing wardrobe, the items which Gex collects are also level-specific. Instead of coins, each level contains three different weird items for the gecko to hoard. For example, in Smellraiser (the haunted house world), Gex must collect skulls. Once Gex finds 30 skulls, a free life is awarded and then Gex must find tombstones. After tombstones, he has to collect Jason masks. Gex is rewarded with a special Reward Remote if he collects all of these weird items.

Gex uses his lightning-quick tail to thrash enemies, break televisions, and destroy walls. He uses his tongue to slurp power-ups and free lives. A large portion of the game play focuses on hand-eye coordination, with Gex jumping from platforms and navigating narrow ledges. You will also have to use your brain, because some of the objectives contain puzzle elements. It is wise to thrash as many walls as possible, because there are many hidden areas only a tail swipe away. Each world contains a hidden Remote, which is usually nestled in a secluded portion of the area.

The comedic elements of this game give it a burst of originality, but the most innovative aspect of the game play is the gecko's natural ability to stick to walls. There are special sections of walls and ceilings throughout the game which Gex is able to walk on. Gex gets down on all fours to walk across these areas, and the ability to defy gravity in this manner adds a completely new dimension to the game. During these moments the camera follows the lizard closely, which produces a striking visual effect.

Due to some awkward camera angles, the play control in Gex 64 might take some practice to get used to. Once you learn to anticipate these changes, you shouldn't have any problem side-swiping scorpions and "licking your way to the top." The variety in game play areas and mission objectives will satisfy action fans, and the dry sense of humor throughout the game is refreshing. Whether you're ready or not, a sarcastic gecko with a sharp tongue and sticky feet has stepped on the scene.

- TECHNICAL -

Game ID: NUS-NX2E-USA

- TRIVIA -

Released on August 29, 1998 in the USA.

- STAFF -

Nintendo 64 Gex Team
Lead Programmer: Chip Burwell
Programmers: Xheryl G. Durham, Andy Hsiung
Lead Artist: Alan Flores
Animator: Samati Boonchitsitsak
Artists: Connie Goldman, Lance Powell
Audio Director: Greg Turner
Producers: David Brooks, Chris Archer
Executive Producer: David Albert
Special Thanks to: Shippy Ohka, Charles Amsellem, Jacob Watt, Scott Smith, Tom Grevera, David Warhol

Midway Team
Midway Producer: Brian Lowe
Midway Assistant Producer: Will Shen
Midway Tech. Director: Scott Maxwell
Testing Manager: Robert Sablan
Lead Tester: Eric Narvaez
Assistant Lead Tester: Chris Herndon
Testers: Peter Chang, Tyler Everett, Donny Hamilton, Steve Montano

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57723&o=2

$end


$saturn,sat_cart=gexj,
$bio

Gex (c) 1996 BMG Victor

Japanese release. Game developed in USA.

- TECHNICAL -

Game ID: T-15904G

- TRIVIA -

Released on March 29, 1996 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59184&o=2

$end


$saturn,sat_cart=gex,
$bio

Gex (c) 1996 Crystal Dynamics

European release. Game developed in USA.

- TECHNICAL -

Game ID: T-15904H-50 / 670-7311-50

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60313&o=2

$end


$saturn,sat_cart=gexu,
$bio

Gex (c) 1995 Crystal Dynamics

- TECHNICAL -

Game ID: T-15904H

- TRIVIA -

Released on December 01, 1995 in USA.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60045&o=2

$end


$coco_cart=gfl2,
$bio

GFL Champion Football II (c) 1988 Tandy Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53438&o=2

$end


$amigaocs_flop=gflchafb,
$bio

GFL Championship Football (c) 1987 Game Star

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74130&o=2

$end


$cpc_cass=gflchamp,
$bio

GFL Championship Football [Model 22369] (c) 1987 Proein Soft Line [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96431&o=2

$end


$gamegear=pstrike2,
$bio

GG Aleste II (c) 1993 Sega Enterprises, Limited.

- TECHNICAL -

[Model G-3330]

- TRIVIA -

GG Aleste II was released on October 01, 1993 in Japan.

Reviews:
[FR] May 1995 - Consoles + N.32: 65%

- SERIES -

1. GG Aleste [Model T-66017] (1991)
2. GG Aleste II [Model G-3330] (1993)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47767&o=2

$end


$gamegear=ggaleste,
$bio

GG Aleste (c) 1991 Compile.

- TECHNICAL -

[Model T-66017]

- TRIVIA -

GG Aleste was released on December 29, 1991 in Japan.

'GG' stands for 'Galvanic Gunner' (but also for 'Game Gear').

- TIPS AND TRICKS -

To access the SOUND TEST: During the title screen Hold both buttons 1 + 2 and press START

- SERIES -

1. GG Aleste [Model T-66017] (1991)
2. GG Aleste II [Model G-3330] (1993)

- STAFF -

Planning : Akabai Yukinori T, Hiroki Kodama
Program : Akabai Yukinori T
Graphic Design : Hiroki Kodama
Sound : KG Takeuchi, MR Sakoda
Sound Effect : MATS
Supervisor : Jemini Hirono
Concept Adviser : Kazuyuki Nakasima
Produce : Moo Niitani
Special Thanks to : Noribay Tsukiji, Shinopy, Taka, Janus Teramoto, Yuichi Toyama, Kerol, Fubon, Fukusaburoh, Yonemitsu, Kenichi Yokoo, Ai Ai, Sonchoh Sawa, Decomatz

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47762&o=2

$end


$gamegear=ggdora,
$bio

GG Doraemon - Noranosuke no Yabou (c) 1993 Sega Enterprises, Limited.

- TECHNICAL -

[Model G-3326]

- TRIVIA -

This game is based on the on Fujiko F. Fujio's manga Doraemon.

- TIPS AND TRICKS -

* Stage Select: At the Title Screen press Up, Down, Left, Right, 1, 2, Up, Down. During the game, press START to access the stage select menu (change the first number to change level and then press 1 to skip to the selected level).

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64604&o=2

$end


$gamegear=ggport,
$bio

GG Portrait - Pai Chen (c) 1996 Sega Enterprises, Limited.

- TECHNICAL -

[Model G-3387]

- TIPS AND TRICKS -

* Scene select: Turn on the console with 1+2+START held.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64605&o=2

$end


$gamegear=ggport1,
$bio

GG Portrait - Yuuki Akira (c) 1996 Sega Enterprises, Limited.

- TECHNICAL -

[Model G-3386]

- TIPS AND TRICKS -

* Scene select: Turn on the console with 1+2+START held.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64606&o=2

$end


$saturn,sat_cart=ghenwarj,ghenwarja,
$bio

Ghen War (c) 1996 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59185&o=2

$end


$saturn,sat_cart=ghenwar,
$bio

Ghen War (c) 1996 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60314&o=2

$end


$saturn,sat_cart=ghenwaru,
$bio

Ghen War [MOdel 81001] (c) 1995 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60046&o=2

$end


$msx1_cass=ghost,
$bio

Ghost (c) 1989 Mind Games Espana, S.A.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94675&o=2

$end


$coco_cart=ghost,
$bio

Ghost Attack (c) 1982 Dragon Data

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53440&o=2

$end


$info=m4gbust,m4gbust__a,m4gbust__b,m4gbust__c,m4gbust__d,m4gbust__e,m4gbust__f,m4gbust__g,m4gbust__h,m4gbust__i,m4gbust__j,m4gbust__k,m4gbust__l,m4gbust__m,m4gbust__n,m4gbust__o,m4gbust__p,m4gbust__q,
$bio

Ghost Buster (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41325&o=2

$end


$info=denseib,
$bio

Ghost Chaser Densei (c) 1996 Unknown.

SNES bootleg for the arcade.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=33585&o=2

$end


$snes=ghostcha,
$bio

Ghost Chaser Densei [Model SHVC-ET] (c) 1994 Banpresto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61380&o=2

$end


$sms=ghosth,ghosthcp,
$bio

Ghost House (c) 1986 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56041&o=2

$end


$sms=ghosthk,
$bio

Ghost House (c) 198? Samsung

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56042&o=2

$end


$sms=ghosthj,ghosthj1,
$bio

ゴーストハウス (c) 1986 Sega Enterprises, Limited.
(Ghost House)

- TECHNICAL -

Game ID: C-512

- TRIVIA -

Released on April 21, 1986 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55865&o=2

$end


$info=ghoshunt,
$bio

Ghost Hunter (c) 1996 HanaHo Games.

Shooter similar to "Tickee Tickats".

- TECHNICAL -

Main CPU : TMS34010 (@ 5 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 2.5 Mhz)

Screen orientation : Horizontal
Video resolution : 320 x 200 pixels
Screen refresh : 69.00 Hz
Palette colors : 256

Players : 2
Control : lightgun
Buttons : 1

- STAFF -

By : Tony Hana

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3904&o=2

$end


$cpc_cass=ghosthnt,
$bio

Ghost Hunters [Model 3027] (c) 1986 Codemasters Soft. Co., Ltd., The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96492&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=ghostman,
$bio

Ghost Manor [Model 6215-A] (c) 1983 Xonox, Inc. [Hopkins, MN, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84428&o=2

$end


$a2600=ghostman,ghostmane,
$bio

Ghost Manor (c) 1983 Xonox

You (either a girl or boy, your choice) stand in a lonely graveyard outside Ghost Manor. A  friend is trapped inside. You must find a way to enter the Manor and rescue the prisoner through 5 game screens. But beware! Unfriendly ghosts lurk behind tombstones; witches and goblins haunt the entryway; and demons and ghastly spirits may attack at any moment. It's very dark.  Only brief flashes of lightning aid your search for the magical coffin. Remember... finding your friend is only half the game. You must then find a safe way out. Good luck!

- TECHNICAL -

Model 99002

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50536&o=2

$end


$tg16=ghostman,
$bio

Ghost Manor [Model TGX040076] (c) 1992 Turbo Technologies, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84318&o=2

$end


$info=ghostmun,
$bio

Ghost Muncher (c) 1981 Leisure & Allied Industries.

Prototype of Pac-Man Galaxian Hardware.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61492&o=2

$end


$neocd=gpilots,
$bio

Ghost Pilots (c) 1995 SNK [Shin Nihon Kikaku].

- TECHNICAL -

[Model NGCD-020]

- TRIVIA -

Ghost Pilots for Neo-Geo CD was released on March 17, 1995 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47593&o=2

$end


$neogeo=gpilotsh,
$bio

Ghost Pilots (c) 1991 SNK [Shin Nihon Kikaku].

- TECHNICAL -

[Model NGH-020]
55 Mega

- TRIVIA -

This AES version was released on July 1, 1991 in Japan and in the United States of America (6 months after the original MVS release).

For more information about the game itself, please see the original MVS version entry: "Ghost Pilots [Model NGM-020]".

Reviews:
September 1991 - Consoles + N.1 [FR]: 88/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47592&o=2

$end


$info=gpilots,
$bio

Ghost Pilots (c) 1991 SNK.

A vertically scrolling shoot 'em up.

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID: NGM-020

[SNK MVS Neo-Geo Controls]
2 players - 4 buttons per player (2 usables).
=> [Joystick] 8-way, [A] Shoot, [B] Bomb

- TRIVIA -

Released on January 25, 1991.

- SERIES -

1. Sky Adventure (1989)
2. Ghost Pilots [Model NGM-020] (1991)

- STAFF -

Producer : Eikichi Kawasaki
Executive Directors : Takashi Nishiyama, Tama
Planner : Y.O
Sub Planner : Ishimotti
Programmers : Mr. SNK26, 001
Sound : Masahiko Hataya (Papaya)
Designers : Mioshi, Mr. Poo, 1610, R. Miyazaki, SK, N. Mori, T. Yumoto, Meshitaki, Capsule Kodama, 20 Gall Maeda, Child Higashi, 2DK Yamaguchi
Special Thanks : Helper 1, Canpai Shimizu

- PORTS -

* Consoles :
SNK Neo-Geo [JP] (July 1, 1991; "Ghost Pilots [Model NGH-020]")
SNK Neo-Geo [US] (July 1, 1991; "Ghost Pilots [Model NGH-020]")
SNK Neo-Geo CD [JP] (March 17, 1995; "Ghost Pilots [Model NGCD-020]")
SNK Neo-Geo CD [US] (March 17, 1995; "Ghost Pilots [Model NGCD-020E]")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=948&o=2

$end


$gba=ghostrdr,
$bio

Ghost Rider [Model AGB-BR8E-USA] (c) 2006 Take-Two Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70783&o=2

$end


$info=ghostsqu,ghostsqo,
$bio

ゴースト･スカッド (c) 2004 Sega Enterprises, Limited.
(Ghost Squad)

You are a member of the elite Special Forces team Ghost Squad. The Ghost Squad is only assigned the hardest, most dangerous missions. You're about to find out if all your years of training were enough.

Features:
- Realistic sub-machine gun with shot select, action button and recoil
- Multiple stages with multiple routes
- Disarm bombs, free hostages and snipe enemies
- Use night vision goggles, gun mounted flash lights and hand to hand combat

- TECHNICAL -

Runs on the Sega "Chihiro" Hardware.

Players: Up to 2 simultaneously.
Control: 2 Lightguns (1 per player).

- TRIVIA -

Ghost Squad was released in November 2004.

- UPDATES -

Sega released an upgrade in 2005 under the name "Ghost Squad - Version A". Here is the list of the changes compared to the normal game :
* The password can be composed of 27 letters.
* Game revision to correct the issue that players can't get items when playing with to people.
* New feature : the 'Special Attack Combination'.
* Memory cards are backwards compatible.
* When inserted into the version A software, automatic input onto the memory card for the items that weren't acquired.

- SERIES -

1. Ghost Squad (2004)
2. Ghost Squad Evolution (2007)
3. Operation G.H.O.S.T. (2012)

- PORTS -

* Consoles :
Nintendo Wii (2007)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4100&o=2

$end


$info=ghostsev,
$bio

Ghost Squad Evolution (c) 2007 Sega Enterprises, Limited.

Billed as the most exciting, innovative and revolutionary gun game of the century, Ghost Squad is back with all new features. Now you can choose any mission you want to tackle and kit your squad member out with the gear and weapons you want!

Players must work together as one of a Special Forces team and choose from challenging missions that see them rescuing government officials, saving the president on Air Force One and infiltrating an enemy jungle base. The realistic gun builds on the previous success of Sega's gun games, as well as adding new action sequences were players must defuse bombs, crack codes and perform circuit breaking.

Features:
- 3 Missions, 16 Levels
- 19 Weapons
- 14 Character choices
- Realistic gun
- Tactical Stages: players skills are tested to the max
- Special equipment: night vision, thermal vision and sniper scope

- TECHNICAL -

Runs on the Sega "Lindbergh Red" Hardware.

Players: up to 2 Simultaneously.
Control: Lightguns (1 per player)

- TRIVIA -

Ghost Squad Evolution was released in January 2007.

This is an updated version of Ghost Squad which was released the same month.

* New additions:
- Every weapon and costume which would normally be earned with experience points through Ghost Squad's card system is now unlocked.

* Omissions:
- The card system in which players could track their experience and arsenal is non-existent
- The calibration screen has also been removed in Ghost Squad Evolution

- SERIES -

1. Ghost Squad (2004)
2. Ghost Squad Evolution (2007)
3. Operation G.H.O.S.T. (2012)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=29699&o=2

$end


$info=m4gtrain,m4gtraina,m4gtrainb,m4gtrainc,
$bio

Ghost Train (c) 199? Empire Games, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40207&o=2

$end


$gba=ghostrap,
$bio

Ghost Trap [Model AGB-AGVJ-JPN] (c) 2002 Eidos Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70785&o=2

$end


$info=sp_ghost,sp_ghosta,sp_ghostb,sp_ghostc,sp_ghostd,sp_ghoste,sp_ghostf,sp_ghostg,sp_ghosth,sp_ghosti,sp_ghostj,sp_ghostk,sp_ghostl,sp_ghostm,sp_ghostns,sp_ghosto,sp_ghostp,sp_ghostq,sp_ghostr,sp_ghosts,
$bio

Ghost Trapper (c) 199? Ace Coin Equipment, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42233&o=2

$end


$info=j2ghostb,
$bio

Ghostbuster (c) 198? JPM International.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40958&o=2

$end


$c64_cart,c64_flop=ghostbst,
$bio

Ghostbusters (c) 1984 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53588&o=2

$end


$msx1_cass=ghostbst,
$bio

Ghostbusters (c) 1985 Activision, Inc. [Santa Clara, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94676&o=2

$end


$nes=ghostbstj,
$bio

Ghostbusters (c) 1986 Tokuma Shoten Intermedia, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54126&o=2

$end


$ibm5150,ibm5150_cass=ghostbst,
$bio

Ghostbusters (c) 1986 Activision, Inc. [Santa Clara, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83627&o=2

$end


$nes=ghostbst,
$bio

Ghostbusters (c) 1988 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55173&o=2

$end


$sms=ghostbst,
$bio

Ghostbusters (c) 1989 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56043&o=2

$end


$megadriv=ghostbst1,ghostbst,
$bio

Ghostbusters (c) 1990 Sega Enterprises, Limited.

Following the events of the first Ghostbusters (which included the confrontation with Gozer the Gozerian), things have been slow for the ghostbusters, until one day, an earthquake occurs which is followed by spikes in paranormal activity in New York, and with that it's up to Peter Venkman, Egon Spengler, and Raymond Stantz to bring order to not just the city, but the world as well.

- TRIVIA -

This game was released on June 29, 1990.

Some early Sega Genesis posters featured some beta screenshots of Ghostbusters under the name Ghostbusters II (which implicated that the game was loosely based on the 1989 film), however, the game kept the title as Ghostbusters, despite the game's storyline not having any connections to the movies (as it adopts an original story).

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56540&o=2

$end


$msx1_cass=ghostbs2,
$bio

Ghostbusters II (c) 1989 Activision, Inc. [Santa Clara, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94677&o=2

$end


$cpc_cass=ghostbs2,
$bio

Ghostbusters II (c) 1989 Activision, Inc. [Santa Clara, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96496&o=2

$end


$nes=ghostbs2,ghostbs2u,
$bio

Ghostbusters II (c) 1990 Activision, Incorporated.

- TRIVIA -

Reviews:
1990 - Consoles + HS N.2 [FR]: 57/100
May 1992 - Joypad N.8 (Page 74-75) [FR]: 67/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55174&o=2

$end


$amigaocs_flop=ghostbs2,ghostbs2u,
$bio

Ghostbusters II (c) 1990 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74153&o=2

$end


$a2600=ghostbs2,ghostbs2a,
$bio

Ghostbusters II (c) 1992 Salu, Limited.

ONCE UPON A TIME, FIVE YEARS AGO
Manhattan was infested with spook and ghouls of every description. Slime oozed and squirted from each nook and cranny of the city. The very atmosphere throbbed with paranormal activity. Gozer, the destroyer of subcreatures, and his two terror dogs transformed a skyscraper into the Temple of Zuul. They wanted to take over the world. So who did New Yorkers call...? The Ghostbusters! Armed with proton packs, they zapped  and toasted every ghost in town. They even brought a giant marshmallow man  to life that helped them quell Gozer, and rescue New York and the rest of  the world from impending doom and destruction ! Five years later, the Ghostbusters have discovered a huge tunnel of slime running through the old Van Home pneumatic transit line underneath the city. This time, it's mood slime feeding off the bad vibes, meanness, rudeness, and general ill-will that permeates the city. So, who ya gonna call this time ? The Ghostbusters! Join them in a precarious, paranormal-filled dangle above the Van Horne tunnel on a slimescooping mission. March with the Statue of Liberty down Broadway.

- STAFF -

Programmer: Michael Buetepage

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50538&o=2

$end


$gameboy=ghostbs2,
$bio

Ghostbusters II [Model DMG-GB-USA] (c) 1990 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66057&o=2

$end


$gameboy=ghostbs2j,
$bio

Ghostbusters II [Model DMG-GBA] (c) 1990 HAL Laboratory, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66060&o=2

$end


$msx1_cart=ghostbst,
$bio

Ghostbusters [Mdel R55X5509] (c) 1984 Pony Canyon, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77103&o=2

$end


$a2600=ghostbst,ghostbste,
$bio

Ghostbusters (c) 1985 Activision

- TECHNICAL -

Model AZ-108

- STAFF -

Programmer: Dan Kitchen
Designer: David Crane

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50537&o=2

$end


$cpc_cass=ghostbsta,ghostbst,
$bio

Ghostbusters [Model UQK-108] (c) 1985 Activision, Inc. [Santa Clara, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96493&o=2

$end


$info=gmgalax,
$bio

Ghostmuncher / Galaxian (c) 1981 Leisure and Allied.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : Tone generator and discrete circuits

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette colors : 130

Players : 2
Control : 4-way joystick
Buttons : 1 (FIRE) - used in Galaxian only

- TRIVIA -

This game is a dual bootleg of "Pac-Man" and "Galaxian". You can change the game in the Dip Switch menu.

In this bootleg, the colors, sounds and names of the ghosts have been changed. The "Galaxian" bootleg is also sped up significantly.

- SCORING -

* Ghostmuncher :
Dot : 10 points
Power pill (energizer) : 50 points
Ghosts : 200, 400, 800, 1600 points
Cherry : 100 points.
Strawberry : 300 points.
Peach : 500 points.
Apple : 700 points.
Pineapple : 1000 points.
Galaxian : 2000 points.
Bell : 3000 points.
Key : 5000 points.

* Galaxian (Part X):
Yellow Ship in formation : 30
Yellow Ship attacking: 60
Blue Ship in formation : 40
Blue Ship attacking : 80
Purple Ship in formation : 50
Purple Ship attacking : 100
Flagship in formation : 60 points
Flagship attacking with no escorts : 150 points
Flagship attacking with one escort, flagship killed before escort : 150 points
Flagship attacking with one escort, flagship killed after escort : 200 points
Flagship attacking with two escorts, flagship killed before BOTH escorts : 300 points
Flagship attacking with two escorts, flagship killed AFTER both escorts : 800 points

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=949&o=2

$end


$info=gng,gnga,gngblita,gngc,gngbl,gngprot,
$bio

Ghosts'n Goblins (c) 1985 Capcom.

Export release. Game developed in Japan. For more information about the game itself, please see the original Japanese version entry; "Makaimura".

- TRIVIA -

Ghosts'n Goblins was released in September 1985 outside Japan.

These non-Japanese versions use a shield instead of a cross.

- UPDATES -

A rare prototype version of the game exists with no title logo. It seems to be harder than the final version.

- SERIES -

1. Ghosts'n Goblins (1985, Arcade)
2. Ghouls'n Ghosts [B-Board 88620B-2] (1988, Arcade)
3. Super Ghouls'n Ghosts [Model SNS-CM-USA] (1991, SNES)
4. Maximo - Ghosts to Glory (2002, PS2)
5. Maximo vs. Army of Zin (2004, PS2)
6. Ultimate Ghosts'n Goblins (2006, PSP)

- PORTS -

Here is a list of all ports release outside Japan and North America.

To see Japanese ports, please see the original Japanese version entry; "Makaimura".

To see North American ports, please see the Taito America version entry.

* Consoles : 
Nintendo NES [EU] (March 23, 1989) "Ghosts'n Goblins [Model NES-GG-EUR]" 
Sony PlayStation [EU] (September 3, 1999) "Capcom Generations 2 - Chronicles of Arthur [Capcom Generations Disc 2] [Model SLES-11881]" 
Microsoft XBOX [EU] (November 18, 2005) "Capcom Classics Collection" 
Sony PlayStation 2 [EU] (November 18, 2005) "Capcom Classics Collection [Model SLES-53661]" 
Nintendo Wii [Virtual Console Arcade] [EU] (January 7, 2011) 
Sony PlayStation 3 [PSN] [EU] (February 20, 2013) "Capcom Arcade Cabinet" 
Microsoft XBOX 360 [XBLA] [EU] (February 20, 2013) "Capcom Arcade Cabinet" 
Microsoft XBOX 360 [XBLA] [AU] (February 21, 2013) "Capcom Arcade Cabinet" 

* Handhelds : 
Nintendo Game Boy Color [EU] (August 24, 2001) "Ghosts'n Goblins [Model DMG-AG9P-EUR]" 
Sony PSP [EU] (November 10, 2006) "Capcom Classics Collection Reloaded [Model ULES-00377]" 
Sony PSP [AU] (November 16, 2006) "Capcom Classics Collection Reloaded" 

* Computers : 
Commodore C16 [EU] (1986) 
Commodore C64 [EU] (1986) 
Sinclair ZX Spectrum [EU] (1986) 
Amstrad CPC [EU] (1986) 
Commodore Amiga [EU] (1988) 
Amstrad CPC [EU] (1989) "12 Top Amstrad Hits" 
PC [MS-DOS] [EU] (1990) 
Atari ST [EU] (1990)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=950&o=2

$end


$info=gngt,
$bio

Ghosts'n Goblins (c) 1985 Taito America Corp.

North American release. Game Developed in Japan. For more information about the game itself, please see the original Japanese version entry; "Makaimura".

- PORTS -

Here is a list of ports released in North America only.

* Consoles : 
Nintendo NES [US] (November 1986) "Ghosts'n Goblins [Model NES-GG-USA]" 
Sony PlayStation 2 [US] (September 27, 2005) "Capcom Classics Collection [Model SLUS-21316]" 
Microsoft XBOX [US] (September 27, 2005) "Capcom Classics Collection" 
Nintendo Wii [Virtual Console Arcade] [US] (January 10, 2011) 
Sony PlayStation 3 [PSN] [US] (March 4, 2013) "Capcom Arcade Cabinet: Game Pack 2 [DLC]" 
Microsoft XBOX 360 [XBLA] [US] (March 5, 2013) "Capcom Arcade Cabinet: Game Pack 2 [DLC]" 
Sony PlayStation 3 [PSN] [US] (May 21, 2013) "Capcom Arcade Cabinet: All-In-One Pack [DLC]" 
Microsoft XBOX 360 [XBLA] [US] (May 22, 2013) "Capcom Arcade Cabinet: All-In-One Pack [DLC]" 

* Handhelds : 
Nintendo Game Boy Color [US] (January 2000) "Ghosts'n Goblins [Model DMG-AG9E-USA]" 
Sony PSP [US] (October 24, 2006) "Capcom Classics Collection Reloaded [Model ULUS-10134]" 

* Computers : 
Commodore C64 [US] (1986) 
PC [MS-DOS] [US] (1987) 

* Others : 
Mobile Phone [US] (April 9, 2005) 
Apple iPhone/iPod [US] (November 11, 2009) "Ghosts'n Goblins: Gold Knights [Model 335708419]"
Apple iPhone/iPad [US] (November 4, 2010) "Capcom Arcade [Model 397347348]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=39722&o=2

$end


$cpc_cass=gng,
$bio

Ghosts'n Goblins (c) 1986 Elite Systems, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96498&o=2

$end


$amigaocs_flop=gng,
$bio

Ghosts'n Goblins (c) 1990 Elite.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74154&o=2

$end


$gbcolor=gng,
$bio

Ghosts'n Goblins (c) 1999 Capcom Ent.

- TECHNICAL -

[Model DMG-AG9E-USA]

- TRIVIA -

Ghosts'n Goblins for GBC was released in January 2000 in USA (even if title screen says 1999).

This conversion was developed by Digital Eclipse (see staff section).

- STAFF -

Additional: Alex Amsel
Art: Richard Whittall
Music: Allister Brimble
Producer: Troy Sheets
Programming: Mark Fitt

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67948&o=2

$end


$nes=gng,
$bio

Ghosts'n Goblins (c) 1986 Capcom Company, Limited.

European release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Makaimura [Model CAP-MK]".

- TECHNICAL -

Cartridge ID: NES-GG-EUR

- TRIVIA -

Ghosts'n Goblins for NES was released on March 23, 1989 in Europe.

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [EU] [AU] (October 31, 2008) [Model FDGP]
Nintendo Wii U [Virtual Console] [EU] [AU] (May 30, 2013) [Model FBHP] 

* Handhelds : 
Nintendo 3DS [Virtual Console] [EU] [AU] (January 3, 2013) [Model TA4P]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83992&o=2

$end


$nes=gngu,
$bio

Ghosts'n Goblins (c) 1986 Capcom Company, Limited.

North American release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Makaimura [Model CAP-MK]".

- TECHNICAL -

Cartridge ID: NES-GG-USA

- TRIVIA -

Ghosts'n Goblins for NES was released in November 1986 in North America.

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [US] (December 10, 2007) [Model FDGE]
Nintendo Wii U [Virtual Console] [US] (May 30, 2013) [Model FBHE] 

* Handhelds : 
Nintendo 3DS [Virtual Console] [US] (October 25, 2012) [Model TA4E]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55175&o=2

$end


$info=ghlpanic,
$bio

Ghoul Panic (c) 1999 Eighting / Raizing.

A first-person shooter similar to the "Point Blank" series.

- TECHNICAL -

Namco System 12 hardware
Game ID : OB

Main CPU : PSX (@ 16.9344 Mhz), H8/3002 (@ 14.7456 Mhz)
Sound Chips : C352 (@ 14.7456 Mhz)

Players : 2
Control : 8-way Joystick
Buttons : 6

- TRIVIA -

Released in July 1999.

Also released as "Oh! Bakyuuun".

- PORTS -

* Consoles :
Sony PlayStation (2000)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4738&o=2

$end


$snes=ghoulptrj,
$bio

Ghoul Patrol [Model SHVC-AGJJ-JPN] (c) 1995 Victor Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61381&o=2

$end


$snes=ghoulptru,
$bio

Ghoul Patrol [Model SNS-AGJE-USA] (c) 1994 JVC

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63044&o=2

$end


$snes=ghoulptr,
$bio

Ghoul Patrol [Model SNSP-AGJP-EUR] (c) 1994 JVC

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63043&o=2

$end


$nes=ghoulsch,
$bio

Ghoul School (c) 1992 Electro Brain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55176&o=2

$end


$bbca_cass,bbcb_cass=ghouls,
$bio

Ghouls (c) 1984 Micro Power

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51893&o=2

$end


$cpc_cass=ghouls,
$bio

Ghouls (c) 1984 Micro Power

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96503&o=2

$end


$amigaocs_flop=ghouls,
$bio

Ghouls 'n' Ghosts (c) 1989 US Gold.

- PORTS -

* Computers : 
Commodore Amiga [EU] (1989) "Coin-Op Hits 2 Compilation"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74156&o=2

$end


$amigaocs_flop=ghoulsvf,
$bio

Ghouls 'n' Ghosts & Venus the Flytrap [Chart Attack] (c) 1991 Gremlin Graphics Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74155&o=2

$end


$amigaocs_flop=ghoulsa,
$bio

Ghouls 'n' Ghosts [Platinum] (c) 1990 US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74157&o=2

$end


$cpc_cass=ghoulsn,
$bio

Ghouls'n Ghosts (c) 1989 US Gold, Ltd. [Birmingham, UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96500&o=2

$end


$megadriv=ghouls,ghouls1,
$bio

Ghouls'n Ghosts (c) 1989 Sega Enterprises, Limited.

European release.

- TRIVIA -

Ghouls'n Ghosts for Mega Drive was released on November 30, 1990 in Europe.

Reviews:
[FR] Player One (Oct. 1990): 90/100

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [EU] (September 7, 2007) [Model MBJP]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83985&o=2

$end


$info=ghouls,ghoulsu,
$bio

Ghouls'n Ghosts (c) 1988 Capcom.

Export release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Daimakaimura [B-Board 88622B-2]".

- TECHNICAL -

Runs on the "CP System" hardware
B-Board ID 88620B-2
B-Board PALs: DM620
CPS-B #: CPS-B-01 DL-0411-10001

There is no C-Board on these Export versions, contrary to the original Japanese release.

- TRIVIA -

Ghouls'n Ghosts was released in December 1988 in arcades outside of Japan. It is known in Japan as "Daimakaimura".

- TIPS AND TRICKS -

Debug features (US VERSION ONLY, it doesn't work on the original Japanese version) : 
How to activate the debug features.
1) Set "Game Mode" Dip Switch to "Game".
2) Set both "Coin A" and "Coin B" Dip Switches to 1C_1C.
3) Reset the game.
4) Insert a coin.
5) Set "Game Mode" Dip Switch to "Test".
6) Set the debug Dip Switches to what you want.
7) Start a 1 player game.

Some debug features :
- "Armor on New Life" is effective at the begining of a new life. Note that even when you start without armor, you need to be hit twice.
- "Starting Weapon" is effective only when you start a new game or when you continue play.
- "Starting Level" is effective only when you start a new game (you must NOT continue play !).
- "Slow Motion" and "Invulnerability" can be changed at any time.

- SERIES -

1. Ghosts'n Goblins (1985, Arcade)
2. Ghouls'n Ghosts [B-Board 88620B-2] (1988, Arcade)
3. Super Ghouls'n Ghosts [Model SNS-CM-USA] (1991, SNES)
4. Maximo - Ghosts to Glory (2002, PS2)
5. Maximo vs. Army of Zin (2004, PS2)
6. Ultimate Ghosts'n Goblins (2006, PSP)

- PORTS -

Here is a list of all ports excluding Japanese ones. To see Japanese ports, please see the original Japanese version entry; "Daimakaimura [B-Board 88622B-2]".

* Consoles : 
Sega Genesis [US] (1989) 
Sega Mega Drive [BR] (1990) by Tec Toy 
Sega Mega Drive [KO] (1990) "Daemagyecheon [Model GM-5008-JM]" 
Sega Master System [US] [EU] (1990) "Ghouls'n Ghosts [Model 7055]" 
Sega Master System [BR] (1990) by Tec Toy 
Sega Mega Drive [EU] (November 30, 1990) 
Sony PlayStation [EU] (September 3, 1999) "Capcom Generations 2 - Chronicles of Arthur [Capcom Generations Disc 2] [Model SLES-11881]" 
Microsoft XBOX [US] (September 27, 2005) "Capcom Classics Collection" 
Sony PlayStation 2 [US] (September 27, 2005) "Capcom Classics Collection [Model SLUS-21316]" 
Microsoft XBOX [EU] (November 18, 2005) "Capcom Classics Collection" 
Sony PlayStation 2 [EU] (November 18, 2005) "Capcom Classics Collection [Model SLES-53661]" 

* Handhelds : 
Sony PSP [US] (October 24, 2006) "Capcom Classics Collection Reloaded [Model ULUS-10134]" 
Sony PSP [EU] (November 10, 2006) "Capcom Classics Collection Reloaded [Model ULES-00377]" 
Sony PSP [AU] (November 16, 2006) "Capcom Classics Collection Reloaded" 

* Computers : 
Sinclair ZX Spectrum [EU] (1989) 
Commodore C64 [US] [EU] (1989) 
Atari ST [EU] (1989) 
Amstrad CPC [EU] (1989) 
Commodore Amiga [US] (1989) "Ghouls 'n' Ghosts"
Commodore Amiga [US] (1991) "Ghouls 'n' Ghosts & Venus the Flytrap [Chart Attack]"
Commodore Amiga [US] (199?) "Ghouls 'n' Ghosts [Platinum]"
Amstrad CPC [EU] (1990) "Coin-Op Hits II"
Amstrad CPC [EU] (1991) "Capcom Collection" 
Atari ST [EU] (1991) "Capcom Collection" 
Commodore C64 [EU] (1991) "Capcom Collection" 
Commodore Amiga [EU] (1991) "Capcom Collection" 
Sinclair ZX Spectrum [EU] (1991) "Capcom Collection" 

* Others :  
Street Fighter II' Special Champion Edition Plug 'n Play TV Game [US] (2004) by Radica Games : Genesis version included as a bonus.
Apple iPhone/iPod [US] (November 4, 2010) "Capcom Arcade [Model 397347348]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=951&o=2

$end


$info=mt_gng,
$bio

Ghouls'n Ghosts (c) 1989 Capcom / Sega.

So much has happened since Arthur rescued Gunievere from the Goblin King and then left home to battle far away from home. Demons have now seized the kingdom and Arthur returns home only to watch the castle's lone survivor, his beloved Gunievere slain before his eyes by Lucifer himself! Now Arthur embarks once again in a one-man battle against the demonic dwellers of the night in order to save Gunievere's soul in this arcade classic. Features excellent gothic-style graphics & sound, improved control & a devilish challenge that will put pros to the test. Love never dies...

- TECHNICAL -

Runs on the "Mega-Tech System" hardware.
Cartridge ID: 610-0239-23

- TRIVIA -

Released in August 1989.

Suleputer released a limited-edition soundtrack album for this game (Makaimura Music Collection - CPCA-10128~34) on 28/12/2005 containing music from the original arcade and Sega Mega Drive/Genesis series.

- TIPS AND TRICKS -

* Invincibility : At the title screen, press A(x4), Up(x2), Down(x2), Left, Right, Left, Right, B and Start.

* Japanese Mode : Enter the Options menu. Choose '26' for the music and '56' for sound selections, then hold Downleft+A+B+C+Start.

* Slow-Mo Cheat : At the title screen press Up, A, Down, A, Left, A, Right, A. Begin the game, press Start to pause and hold B and unpause to resume gameplay in Slow-Motion.

* Stage Select : Press Up, Down, Left, Right repeatedly at the title screen. You'll hear a harp if you did it right and the words 'Push Start Button' are flashing. To choose your stage, you must hold specific buttons down when you press START at this menu as follows :
Stage 1-2 - Hold A and press Start.
Stage 2-1 - Hold Up+B and press Start.
Stage 2-2 - Hold Up+A and press Start.
Stage 3-1 - Hold Down+B and press Start.
Stage 3-2 - Hold Down+A and press Start.
Stage 4-1 - Hold Left+B and press Start.
Stage 4-2 - Hold Left+A and press Start.
Stage 5-1 - Hold Right+B and press Start.
Stage 5-2 - Hold Right+A and press Start.
Final boss - Hold Downright+A and press Start.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2354&o=2

$end


$sms=ghouls,ghoulsd,
$bio

Ghouls'n Ghosts (c) 1990 Sega of America.

- TECHNICAL -

Cartridge ID: 7055
Bar Code: 0 10086 07055 2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56044&o=2

$end


$info=ghox,ghoxj,
$bio

Ghox (c) 1991 Toaplan Company, Limited.

Under the spell of the evil Magician Jagula, who plots to conquer the world, Lucia, the goddess of light, is confined by the gates of the Netherworld. A dark age is ushered in and evil spirits from mountains and rivers roam throughout the world.

Deeply affected by the horror of the world, King Gitane of the Akura Empire summons two burly and brave men from the Eastern Country and orders them to subdue Jagula.

These 2 heroes journey through the evil spirits' lair which is cut off from the exclusive pious area. Freely manipulating their magic balls, Axis and Bilious plung into action.

- TECHNICAL -

Game ID : TP-021

Main CPU : Motorola 68000 (@ 10 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.375 Mhz)

Players : 2
Control : dial
Buttons : 2

- TRIVIA -

Licensed to Romstar for USA, to Nova Apparate GMBH & Co. for Europe, to JP Leisure Limited for UK, to Star Electronica SRL for Italy, to APM Electronics S.A. for Spain & Portugal and to Honest Trading Co. for Hong Kong.

- TIPS AND TRICKS -

* Hidden Functions : If the 'Invulnerability dip switch' is enabled, you are invulnerable but you may also 'Pause' the game with P2 Start and restart with P1 Start.

* Power up items :
1. Purple : your own machine will grow
2. Red : a through ball
3. Blue : ball slows down
4. Green : all the balls are going to disintegrate
5. Bomb : additional bombs will be supplied
6. Heart : one up
7. Money

* Beat the last boss using the Ultimate Paddle to achieve the elusive and often sought-after good ending of the game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=952&o=2

$end


$cpc_cass=giherouk,
$bio

GI Hero [Model AMC-629] (c) 1989 MCM Soft. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96432&o=2

$end


$gameboy=giking,
$bio

GI King! Sanbiki no Yosouya (c) 1993 Vic Tokai.

- TECHNICAL -

Game ID: DMG-GIJ

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66018&o=2

$end


$info=m4giant,
$bio

Giant (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41327&o=2

$end


$info=m5ggems,m5ggems20,
$bio

Giant Gems (c) 200? Vivid.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15673&o=2

$end


$info=ggram2,
$bio

Giant Gram 2 - All Japan Pro Wrestling In Nippon Budokan (c) 1999 Sega Enterprises, Limited.

A Japanese wrestling game.

- TECHNICAL -

Runs on the Sega "NAOMI" hardware.

- TRIVIA -

Giant Gram 2 was released in April 1999 in Japan.

- SERIES -

1. All Japan Pro Wrestling - Featuring Virtua (1997)
2. Giant Gram 2 - All Japan Pro Wrestling In Nippon Budokan (1999)
3. Giant Gram 2000 - All Japan Pro Wrestling 3 Brave Men Of Glory (2000)

- PORTS -

* Consoles :
Sega Dreamcast (1999)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4058&o=2

$end


$info=gram2000,
$bio

Giant Gram 2000 - All Japan Pro Wrestling 3 Brave Men of Glory (c) 2000 Sega Enterprises, Limited.

A Japanese wrestling game.

- TECHNICAL -

Runs on the Sega "NAOMI" hardware.

- TRIVIA -

Giant Gram 2000 was released in August 2000.

- SERIES -

1. All Japan Pro Wrestling - Featuring Virtua (1997)
2. Giant Gram 2 - All Japan Pro Wrestling In Nippon Budokan (1999)
3. Giant Gram 2000 - All Japan Pro Wrestling 3 Brave Men Of Glory (2000)

- PORTS -

* Consoles :
Sega Dreamcast (2000)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4060&o=2

$end


$info=smi5570,smi5641,smi5941,smi5947,
$bio

Giant Jackpot (c) 200? Bally Gaming, Incorporated.

6-Coin Multiplier slot machine.

- TECHNICAL -

Art Form: GJP-5010

- UPDATES -

* SMI: 5570
Part Number: E601211X-05
Max Hit Frenquency: 14,34%
Max Coin Percentage: 88,3%

* SMI: 5641
Part Number: E601311X-05
Max Hit Frenquency: 14,54%
Max Coin Percentage: 91,15%

* SMI: 5941
Part Number: E601411X-05
Max Hit Frenquency: 12,02%
Max Coin Percentage: 85,96%

* SMI: 5947
Part Number: E601511X-05
Max Hit Frenquency: 14,44%
Max Coin Percentage: 89,72%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=45288&o=2

$end


$bbca_cass,bbcb_cass=gideonga,
$bio

Gideons Gamble (c) 1983 Superior Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51894&o=2

$end


$pc98=gidyy,
$bio

Gidyy (c) 1991 Heart Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89574&o=2

$end


$pc98=gidyy2,
$bio

Gidyy2 (c) 1992 Heart Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89575&o=2

$end


$gbcolor=gift,gifts,gifty,
$bio

Gift [Model CGB-BGFP-EUR] (c) 2001 Cryo Interactive Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67950&o=2

$end


$info=smis0502085,smis0502084,smis0502083,smis0502082,smis0502081,
$bio

Gifts from the Gods (c) 200? Bally Gaming.

5-reel, 20-line, 1,000-credit video slot.

- TECHNICAL -

Game Kit #C3V Giftgod

Software compatible with following cabinets:
"CineVision"
"Alpha 2 Pro V22/26 Slant"

- UPDATES -

SMI #S0502085
Min/Max %: 96.00/96.00
Hit Freq.: 10.11
Volatility: 16.12
Odds to JP (all lines played): 51,343

SMI #S0502084
Min/Max %: 94.00/94.00
Hit Freq.: 10.05
Volatility: 15.39
Odds to JP (all lines played): 56,578

SMI #S0502083
Min/Max %: 92.00/92.00
Hit Freq.: 10.13
Volatility: 15.11
Odds to JP (all lines played): 58,775

SMI #S0502082
Min/Max %: 90.00/90.00
Hit Freq.: 10.49
Volatility: 15.64
Odds to JP (all lines played): 51,347

SMI #S0502081
Min/Max %: 88.00/88.00
Hit Freq.: 10.11
Volatility: 14.72
Odds to JP (all lines played): 63,406

- SCORING -

Top Award (x libe bet): 20,000

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32041&o=2

$end


$x68k_flop=gigafght,
$bio

Giga Fight 68k (c) 1992 Gainen Shuppon

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88267&o=2

$end


$info=gigaman2,
$bio

Giga Man 2 - The Power Fighters (c) 2004 J-Tech Company, Limited.

- TRIVIA -

Giga Man 2 has sampled music replacing the original Q-Sound, and an MCU driving the sound. It's a genuine bootleg which was made using the 'xor tables' running on a standalone board with both hardware and software changes.

Very interesting bootleg.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=29153&o=2

$end


$pc98=gigamot,
$bio

Giga Motion (c) 1994 Inter Heart [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89576&o=2

$end


$info=gwing2,
$bio

Giga Wing 2 (c) 2000 Capcom Company, Limited.

An excellent sequel to 'Giga Wing' featuring 3 types of reflects and amazing 3-D graphics.

The rebellion's savage forces have returned in an all-out campaign for universal domination. Only you can defeat them! Pick your aircraft and prepare for hi-tech dogfights, relentless enemy fire, fantastic power-ups and devastating weapons like the Reflect Laser and Reflect Force. Use the Score Multiplier to rack up astronomical high scores.

- TECHNICAL -

Runs on the Sega "NAOMI" hardware.

- TRIVIA -

Giga Wing 2 was released in January 2000 by Capcom.

Suleputer released a 2-CD limited-edition soundtrack album for this game (Mars Matrix, Giga Wing 2 Original Soundtrack - CPCA-1050, 1051) on 11/01/2001.

- SERIES -

1. Giga Wing [CP-S II No. 30] (1999)
2. Giga Wing 2 (2000)
3. Giga Wing Generations (2005)

- STAFF -

Developed by Takumi.

Planner: Makoto Maeda, Project Gigawing2 
Programmer: Yoshitaka Kobayashi, Naoaki Hashimoto, Yuichirou Satou, Kazuo Ikeda, Ryo Hasegawa
Graphic / Game Part: Kenichi Morioka, Yoriko Itou, Seiji Satou, Fumihiro Watabe, Masanori Oose, Ken Taketoshi, Tadahiro Mukaide, Tatsuhiro Suzuki, Yuji Ootou, Kazumi Yogi, Akemi Ootaka, Asami Deguchi, Hiroki Akiyama
Graphic Labo Danburi: Isamu Kondou
Graphic / Character: Digital Animation Studio D-VOLT
Graphic / Special Thanks: Polygon Magic
Sound Composer: Yasushi Kaminishi
Director: Makoto Maeda
Character Designer: Kei Toume
Producer: Yukikazu Ozaki
Executive Producer: Tomoaki Fujimoto
Producer: Tatsuya Minami
Support: Capcom, R&D Dept. #3, Tomoshi Sadamoto
Special Thanks To All Capcom Staff & All Takumi Staff

- PORTS -

* Consoles : 
Sega Dreamcast [JP] (January 18, 2001) [Model T-1239M] 
Sega Dreamcast [US] (May 16, 2001) [Model T-1222N]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=957&o=2

$end


$info=gwinggen,
$bio

Giga Wing Generations (c) 2004 Taito Corp.

A great 3-D vertically scrolling manic shooter. 

Giga Wing Generations is the 3rd installment of the Giga Wing series. The players control one of four futuristic aircraft to choose and each aircraft varies in ability more drastically than they do in previous games, including flight speed and shot type. The players has now the option of selects which stage (out of two) to tackle first. It's also the first game in the series that use a vertically aligned monitor unlike the earlier titles and featuring a enhanced 3d graphics and great effects and sounds. 

There is a considerable step up in enemy bullet counts and speed. Shooting enemies now causes "shot medals" to flake off of them. These don't raise the hidden counter like reflect medals or kill medals, but they still add to your multiplier. Now reflecting bullets and grabbing medals also give you points. Reflect force ends with a "flash-out" which can kick back a few more bullets. Certain large enemies will have their bullets turned into shot medals when you kill them.

An enemy's kill value is decided by your distance from it at the time of shootdown. You get the max- 10,000,000 pts.- if you are at point-blank range. It can even be as low as 10 pts. if you're too far back.

- TECHNICAL -

Runs on the "Taito Type X" hardware.

- TRIVIA -

Developed by Takumi, Giga Wing Generations was released in October 2004 in Japanese arcades by Taito Corp.

- SERIES -

1. Giga Wing [CP-S II No. 30] (1999)
2. Giga Wing 2 (2000)
3. Giga Wing Generations (2005)

- STAFF -

Planner: Tadaishi
Programmer: T. Nishi, Itou, Kaju Ishii
Graphic: Ose, Takeuchi, Kobayashi, Toida, Otake
Design: Takeuchi, Kobayashi
Sound: Kaminishi
Director: Kageyama, Tadaishi 
Producer: YSP, Komachi
Executive Producer: Fujimoto
Special Thanks to All Taito Staff & All Takumi Staff

- PORTS -

* Consoles :
Sony PlayStation 2 (2005)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3966&o=2

$end


$info=gigawing,gigawingd,
$bio

Giga Wing (c) 1999 Capcom USA, Incorporated.

North American release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Giga Wing [Green Board]".

- TECHNICAL -

Runs on the "CP System II" hardware.
Blue Board [USA]

- PORTS -

* Consoles : 
Sega Dreamcast [US] (July 19, 2000) [Model T-1209N] 
Sega Dreamcast [EU] (October 20, 2000) [Model T-7008D-50]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69639&o=2

$end


$info=gigawingj,gigawingjd,
$bio

Giga Wing (c) 1999 Capcom Company, Limited.

'Medallions' are mystic stones sent from heaven, brought evolution to human technology and lead tremendous progress to the armories. To gain their powers which the 'Stones' hold for the promised victory, many nations fought over the mystic stones and reheated the world of war. Within all the 'Stones' is the 'Medallion of Wisdom', known as the power source of all mystic stones, it had enough energy to terminate humanity. The whole world was in despair. And now, four brave worriers have risen to fly straight into the combat zone! All four had different reasons, but their ultimate goal was the same : to destroy the Medallion of Wisdom! Fight to save the humanity!

Giga Wing is a shoot-em-up set during a fictional war. The player controls one of four different futuristic aircraft and must destroy enemy aircraft, tanks, ships, and buildings using both guns and missiles mounted on the aircraft and a limited supply of bombs which damage or destroy all enemies on-screen when used.

- TECHNICAL -

Runs on the "CP System II" hardware.
Green Board [Japan]

Players: Up to 2.
Control: 8-way joystick per player.
Buttons: 2 per player.

- TRIVIA -

Giga Wing was released in February 1999 in Japan. It was known as the 30th video game released for the CPS-II hardware.

Known export releases: 
"Giga Wing [Blue Board]" 
"Giga Wing [Grey Board]" 
"Giga Wing [Orange Board]" 
"Giga Wing [Pink Board]" 

It was the first arcade video game to show scores in the trillions!

The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to 'CAP'.

Note: There are 20 different endings! 10 of them are bad endings if you reach level 6 using more than one credit and the other 10 are good endings if you beat the game using only one credit.

Sony Music Entertainment released a limited-edition soundtrack album for this game (GigaWing Original Soundtrack - CPCA-1026) on April 21, 1999.

- SERIES -

1. Giga Wing [CP-S II No. 30] (1999)
2. Giga Wing 2 (2000)
3. Giga Wing Generations (2005)

- STAFF -

Planner : I. Satou, R. Hazuki
Character designer : K. Toume
Mechanic designers : S. Satou, Tadahiro Mukaide, Toshihiro Suzuki, Ken Taketoshi, Y. Ono
Object designers : Tadahiro Mukaide, S. Satou, Toshihiro Suzuki, I. Matsumura, Hiroki Akiyama, Ken Taketoshi
Scroll designers : M. Oose, Kazumi Yogi, Akemi Ootaka, K. Kusaka
Music composers & arrangers : Yasushi Kaminishi, Masahiro Yuge
Programmers : Y. Kobayashi, T. Nishi, Kaju Ishii, N. Hasimoto
Producers : Y. Ozaki, T. Minami
Executive producers : T. Fujimoto, Yoshiki Okamoto, Noritaka Funamizu
Coordinators : Tomoshi Sadamoto, T. Saitou
Sound advisers : Hiroaki Kondo (X68K), Tomohiro Masuda
Program support : K. Kaneko, M. Shinohara, S. Yamazaki, Cham Cho Choy

- PORTS -

* Consoles : 
Sega Dreamcast [JP] (November 11, 1999) [Model T-1208M]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=956&o=2

$end


$info=gigawinga,
$bio

Giga Wing (c) 1999 Capcom Company, Limited.

Asian release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Giga Wing [Green Board]".

- TECHNICAL -

Runs on the "CP System II" hardware.
Grey Board [Asia]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69643&o=2

$end


$info=gigawingh,
$bio

Giga Wing (c) 1999 Capcom Company, Limited.

South American release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Giga Wing [Green Board]".

- TECHNICAL -

Runs on the "CP System II" hardware.
Orange Board [South America]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69642&o=2

$end


$info=gigawingb,
$bio

Giga Wing (c) 1999 Capcom Company, Limited.

Brazilian release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Giga Wing [Green Board]".

- TECHNICAL -

Runs on the "CP System II" hardware.
Pink Board [Brazil]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71513&o=2

$end


$info=gigandes,gigandesa,
$bio

Gigandes (c) 1989 East Technology.

A horizontal shooter with a twist. If you die, you get to keep your weapons and power-ups, but at the beginning of each stage you lose everything.

- TECHNICAL -

Taito X System hardware

Main CPU : Motorola 68000 (@ 8 Mhz), Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2610 (@ 8 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Even if titlescreen says 1989, Gigandes was released in February 1990 in Japan.

- UPDATES -

The Japanese version has a different level order.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=953&o=2

$end


$info=gigas,gigasb,
$bio

Gigas (c) 1986 Sega.

A 'breakout'-style from Sega.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : (4x) Texas Instruments SN76496 (@ 3 Mhz)

Players : 2
Control : dial
Buttons : 2

- TRIVIA -

Released in October 1986.

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

- SERIES -

1. Gigas (1986)
2. Gigas Mark II (1986)
3. Gigas Mark 3 (198?)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=954&o=2

$end


$info=gigasm2b,
$bio

Gigas Mark II (c) 1986 Sega.

A ball and paddle game from Sega featuring 32 levels.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : (4x) Texas Instruments SN76496 (@ 3 Mhz)

Players : 2
Control : dial
Buttons : 2

- TRIVIA -

Released in December 1986.

- SERIES -

1. Gigas (1986)
2. Gigas Mark II (1986)
3. Gigas Mark 3 (198?)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=955&o=2

$end


$a2600=gigolo,
$bio

Gigolo (c) 1982 PlayAround

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50539&o=2

$end


$pc98=gikadai,
$bio

Gikadai (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89577&o=2

$end


$msx1_cass=gilbert,
$bio

Gilbert - Escape from Drill (c) 1989 Alternative Software, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94678&o=2

$end


$cpc_cass=gilbert,
$bio

Gilbert - Escape From Drill [Model AS791] (c) 1989 Alternative Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96504&o=2

$end


$x1_flop=gilgasor,
$bio

Gilgamesh Sorcerian (c) 1990 Brother Kougyou [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85997&o=2

$end


$pc98=gilgasor,
$bio

Gilgamesh Sorcerian (c) 1990 Takeru [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89578&o=2

$end


$pc8801_flop=gilgasor,
$bio

Gilgamesh Sorcerian (c) 1990 Takeru [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91925&o=2

$end


$cpc_cass=gilligan,
$bio

Gilligan's Gold (c) 1984 Ocean Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96505&o=2

$end


$info=gi_l9,gi_l3,gi_l4,gi_l6,
$bio

Gilligan's Island (c) 1991 Midway Mfg. Co.

- TECHNICAL -

Midway WPC (Dot Matrix)
Model Number : 20003

Main CPU : Motorola M6809 (@ 2 Mhz)
Sound CPU : Motorola M6809 (@ 2 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), DAC, HC55516

- TRIVIA -

Based on the classic TV series.

Bob Denver (1935-2005) provided custom speech for this game.

Ward Pemberton resumed work on the game, after original designer Dan Langlois' untimely death.

This game was WMS Industries' first production game to feature a DMD display, although "Terminator 2 - Judgment Day" was the first game designed 'with' a DMD display in mind, but the game had a longer production cycle.

4,100 units were produced.

- STAFF -

Designers : Dan Langlois (DL), Ward Pemberton
Artworks : Greg Freres, John Youssi (JY)
Software : Dan Lee
Music & Sounds : Jon Hey (JH)
Supporters : Greg Tastad (GT), John Newcomer, Mike Boon, Roger Sharpe, Lou Isbitz, Manu Jayswal, Butch Ortega, Rebecca Gapp
Special Thanks : Bob Denver

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4526&o=2

$end


$info=gimeabrk,
$bio

Gimme A Break (c) 1985 Bally Sente.

An overhead pool game.

- TECHNICAL -

[Upright Conversion Kit]
[No. 0E03]

Bally / Sente SAC-I hardware

Main CPU : Motorola M6809 (@ 1.25 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : (6x) CEM3394 (@ 4 Mhz)

Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024

Players : 1
Control : trackball
Buttons : 1

- TRIVIA -

Released in July 1985.

Carlos Gonzales holds the official record for this game with 2,303 points.

- STAFF -

Software : Dave Ross (DJR)
Artwork : Gary Johnson (GJ ), Bil Maher (BNM), Bob Flemate
Audio : Gary Levenberg, Jesse Osborne
Hardware : Howard Delman, C. Verhargh, Paul Brandt

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=958&o=2

$end


$nes=gimquiz,
$bio

Gimmi a Break - Shijou Saikyou no Quiz Ou Ketteisen (c) 1991 Party Room 21

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54127&o=2

$end


$nes=gimquiz2,
$bio

Gimmi a Break - Shijou Saikyou no Quiz Ou Ketteisen 2 (c) 1992 Party Room 21

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54128&o=2

$end


$nes=gimmickj,
$bio

Gimmick! (c) 1992 Sunsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54129&o=2

$end


$info=m5gimmie,
$bio

Gimmie! Gimmie! Gimmie! (c) ???? Barcrest.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=18261&o=2

$end


$coco_cart=ginchamp,
$bio

Gin Champion (c) 1982 Tandy Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53441&o=2

$end


$snes=gindamap,gindamapa,
$bio

Gindama Oyakata no Pachinko Hisshouhou [Model SHVC-AJPJ-JPN] (c) 1995 Sammy Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61382&o=2

$end


$info=pkgnshdx,
$bio

Gindama Shoubu Deluxe [Dennou Gindama Series] (c) 1998 Nakanihon, Incorporated. [Dynax Soft Division]

- TECHNICAL -

Main CPU : Motorola 68000 (@ 16 Mhz)
Sound Chips : Yamaha YMZ280B (@ 16.9344 Mhz), YM2413 (@ 3.579 Mhz)

Players : 2
Control : Paddle
Buttons : 1

- TRIVIA -

Pachinko Gindama Shoubu Deluxe was released in April 1998 in Japan.

The title of this game translates from Japanese as 'Pachinko Silver Ball Match Deluxe'.

- UPDATES -

Ver. B

- SERIES -

1. Gindama Shoubu [Dennou Gindama Series] [Model NM505-1] (1998)
2. Gindama Shoubu Deluxe [Dennou Gindama Series] (1998)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3448&o=2

$end


$info=pkgnsh,
$bio

Gindama Shoubu [Dennou Gindama Series] (c) 1998 Nakanihon, Incorporated. [Dynax Soft Division]

- TECHNICAL -

[Model NM505-1]

Main CPU : Motorola 68000 (@ 16 Mhz)
Sound Chips : Yamaha YMZ280B (@ 16.9344 Mhz), YM2413 (@ 3.579 Mhz)

Players : 2
Control : Paddle
Buttons : 2

- TRIVIA -

Gindama Shoubu was released in March 1998 in Japan.

The title of this game translates from Japanese as 'Pachinko Silver Ball Match'.

- SERIES -

1. Gindama Shoubu [Dennou Gindama Series] [Model NM505-1] (1998)
2. Gindama Shoubu Deluxe [Dennou Gindama Series] (1998)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3447&o=2

$end


$pc8801_flop=ginga,
$bio

Ginga (c) 1989 System Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91926&o=2

$end


$pc98=ginga,
$bio

Ginga - Card & Puzzle Collection (c) 1989 Systemsoft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89579&o=2

$end


$famicom_flop=galaxyod,
$bio

???? (c) 1986 Imagineer Company, Limited.
(Ginga Denshou - Galaxy Odyssey)

- TECHNICAL -

[Model IMA-GIN]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65345&o=2

$end


$nes=gingaed,
$bio

Ginga Eiyuu Densetsu (c) 1988 Kemco

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54130&o=2

$end


$pc98=gingaed,
$bio

Ginga Eiyuu Densetsu (c) 1989 Bothtec, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89580&o=2

$end


$pc8801_flop=gingaed,gingaeda,
$bio

Ginga Eiyuu Densetsu (c) 1989 Bothtec, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91927&o=2

$end


$msx2_flop=gingaed,gingaeda,
$bio

Ginga Eiyuu Densetsu (c) 1989 Bothtec, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101686&o=2

$end


$x68k_flop=gingaed,
$bio

Ginga Eiyuu Densetsu (c) 1990 Bothtec, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87731&o=2

$end


$saturn,sat_cart=gingaed,
$bio

Ginga Eiyuu Densetsu (c) 1996 Tokuma Shoten Intermedia, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59186&o=2

$end


$pc8801_flop=gingaedp,
$bio

Ginga Eiyuu Densetsu - Power Up & Scenario Shu (c) 1989 Bothtec, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91928&o=2

$end


$x68k_flop=gingaed2,
$bio

Ginga Eiyuu Densetsu II (c) 1990 Bothtec, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87732&o=2

$end


$pc98=gingaed2,
$bio

Ginga Eiyuu Densetsu II (c) 1990 Bothtec, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89581&o=2

$end


$pc8801_flop=gingaed2,
$bio

Ginga Eiyuu Densetsu II (c) 1990 Bothtec, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91929&o=2

$end


$msx2_flop=gingaed2,gingaed2a,
$bio

Ginga Eiyuu Densetsu II (c) 1990 Bothtec, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101687&o=2

$end


$pc8801_flop=ginga2dx,
$bio

Ginga Eiyuu Densetsu II & DX Kit (c) 1991 Bothtec, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91930&o=2

$end


$x68k_flop=ginga2dx,
$bio

Ginga Eiyuu Densetsu II DX + Kit (c) 1991 Bothtec, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87733&o=2

$end


$msx2_flop=gingaei6,
$bio

Ginga Eiyuu Densetsu II DX Kit (c) 1991 Bothtec, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101688&o=2

$end


$pc98=gingaed2dx,
$bio

Ginga Eiyuu Densetsu II DX+ Kit (c) 1991 Bothtec, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89582&o=2

$end


$pc98=gingaed3,
$bio

Ginga Eiyuu Densetsu III (c) 1992 Bothtec, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89583&o=2

$end


$pc98=gingaed3s,
$bio

Ginga Eiyuu Densetsu III Original Scenario Shuu (c) 1992 Bothtec, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89584&o=2

$end


$pc98=ginga3sp,
$bio

Ginga Eiyuu Densetsu III SP (c) 1993 Bothtec, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89585&o=2

$end


$pc98=gingaed4,
$bio

Ginga Eiyuu Densetsu IV (c) 1994 Bothtec, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89586&o=2

$end


$pc98=gingaed4ex,
$bio

Ginga Eiyuu Densetsu IV EX Kit (c) 1995 Bothtec, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89587&o=2

$end


$saturn,sat_cart=gingaedp,
$bio

Ginga Eiyuu Densetsu Plus (c) 1997 Tokuma Shoten Intermedia, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59187&o=2

$end


$x68k_flop=gingpow,
$bio

Ginga Eiyuu Densetsu Power Up & Scenario Shuu (c) 1990 Bothtec, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87734&o=2

$end


$pc98=gingaeds,
$bio

Ginga Eiyuu Densetsu Scenario Shuu (c) 1989 Bothtec, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89588&o=2

$end


$snes=gingeiyu,
$bio

Ginga Eiyuu Densetsu [Model SHVC-GE (c) 1992 Tokuma Shoten Intermedia, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61383&o=2

$end


$psx=gingaeiy,
$bio

Ginga Eiyuu Densetsu (c) 1998 Tokuma Shoten Intermedia, Inc. [Japan]

- TECHNICAL -

[Model SLPS-01358]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85211&o=2

$end


$pcecd=sapphire,
$bio

??????????? (c) 1995 Hudson Soft.
(Ginga Fukei Densetsu SAPPHIRE)

Ginga Fukei Densetsu SAPPHIRE is an intense vertical shooter by Hudson Soft and is probably the most popular PC Engine CD-Rom among gamers. The game was released late in the console's lifespan and offers what no other PC Engine game ever dreamed of - visual feast of psychedelic effects and outrageous action. The protagonists of the game are four girls pilots part of a futuristic police unit called the Burning Rabbits. Their duty is to go after bandits, to explore the far corners of the universe and to even venture back in time, whatever the risks, to prosecute the worst criminals. Because humanity is now advanced enough to travel through time, this special police force was created to protect society from these new 'time criminals'. The player has four girls, and therefore four spaceships, to choose from. Each one balances out the next and usually trades off fire power for maniability and speed. Three weapon types are available throughout the game - Vulcan gun, Multi Ways and Laser beams - and each one of them can be significantly upgraded. Then special satellites soon fly close to the spaceship and provide additional firepower. Interestingly, they can also protect the ship from enemy bullets and be charged up to launch daring attacks. A two-player simultaneous cooperative mode is also available.

- TECHNICAL -

Game ID: HCD5080

- TRIVIA -

Ginga Fukei Densetsu SAPPHIRE was released on November 24, 1995 in Japan for 6800 Yen.

- STAFF -

Executive Producer: Yuuji Kudou
Directer: Osamu Tsujikawa (CAP)
Character Design: Mika Akitaka
Program: Taisyo (CAP), Kenz (CAP)
Graphic: June Bride (CAP), Kumiko Love (CAP), Inaka Daioh (CAP)
Animation: JC Staff
Sound & Music: T'S MUSIC LIMITED COMPANY
Tools: Izumi Fukuda (CAP), Takashi Iwanaga (CAP)
Development: COMPUTER ARTIST PRODUCTION
Special Thanks: Takeo Itou, Tadahiro Nakano, Hidetoshi Endou, Mitsuhiro Kadowaki

- PORTS -

* Consoles :
Sony PSP (2008)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58203&o=2

$end


$info=ginganin,ginganina,
$bio

Ginga Ninkyouden (c) 1987 Jaleco.

Fight through enemies to rescue your kidnapped girlfriend.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 6 Mhz)
Sound CPU : Motorola M6809 (@ 1 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.789772 Mhz), Y8950 (@ 3.579545 Mhz)

Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in November 1987.

The title of this game translates from Japanese as 'Galactic Chivalry Story'.

This game is a parody of anime, manga, and other bits of Japanese popular culture. The default hi-score table's names are the names of various anime studios (4, 6-8) and manga publications (1, 5).

The list of enemies in attract mode is only partial. 'G. Robo' is Giant Robo, from the 7-part OVA series of the same name. 'Zaku' is from the original TV and movie series Mobile Suit Gundam, and was the Jion's main unit during the One-Year War era. 'Joe' is Joe Yabuki from Tomorrow's Joe, and is in fact the very same Joe from the Neo-Geo game "Legend of Success Joe".

On level 7, the guy with the hat and the bazooka is Jigen Daisuke from Lupin III (see the history entry for "Lupin III" for more info). The kung-fu guy who explodes when you kill him is Ken from Fist of the North Star, consisting of two TV series and one (bad) movie. Ken used a kung-fu technique that involved striking pressure points, causing his enemies to messily explode with a single tap of a finger.

The house that you pass through in level 1 is the apartment from Maison Ikkoku. The guy by the hole in the wall is Yotsuya, who broke the wall so he could more effectively pester his neighbor (the main character, Godai). The woman with the broom in the room next door is Kyoko, the landlady. The clock on the roof doesn't work.

Ginga Ninkyouden was released in Australia as "Galaxy Hero".

- STAFF -

Graphic designers : Alta Shimizu, Kinta 58000, VTZ250 Mariko, Otaku Harada
Sound designers : DX21 Kawagen Y8950
Voices : Hanuma An, Ayako Miura, Kanako Ohmori
Hardware by : Komeda
Programmed by : XLR250 Noel 4WD

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=959&o=2

$end


$nes=gingasan,
$bio

Ginga no Sannin (c) 1987 Nintendo [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54131&o=2

$end


$psx=gingaojo,
$bio

Ginga o Jousama Densetsu Yuna - Final Edition (c) 1998 Hudson Soft [Hudson Group] [Japan]

- TECHNICAL -

[Model SLPS-01451]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85212&o=2

$end


$pcecd=yuna,yunaa,
$bio

Ginga Ojousama Densetsu Yuna (c) 1992 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58204&o=2

$end


$saturn,sat_cart=goyuna3,
$bio

Ginga Ojousama Densetsu Yuna 3 - Lightning Angel (c) 1997 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59188&o=2

$end


$saturn,sat_cart=goillust,
$bio

Ginga Ojousama Densetsu Yuna Akitaka Mika IllustWorks (c) 1996 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59189&o=2

$end


$saturn,sat_cart=goillus2,goillus2a,
$bio

Ginga Ojousama Densetsu Yuna Akitaka Mika IllustWorks 2 (c) 1997 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59190&o=2

$end


$pcecd=yunahv,
$bio

Ginga Ojousama Densetsu Yuna HuVideo CD (c) 1995 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58205&o=2

$end


$pcecd=yuna2,
$bio

Ginga Ojousama Densetsu Yuna II - Eternal Princess (c) 1995 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58206&o=2

$end


$saturn,sat_cart=goyunarm,
$bio

Ginga Ojousama Densetsu Yuna Remix (c) 1996 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59191&o=2

$end


$snes=gingseng,
$bio

Ginga Sengoku Gunyuuden Rai [Model SHVC-AQPJ-JPN] (c) 1996 Angel [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61384&o=2

$end


$pc98=guynarck,
$bio

Ginga Senshin Guynarock - Galactic Guardian (c) 1991 Technograin [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89589&o=2

$end


$info=gteikoku,gteikokb,gteikob2,
$bio

銀河帝国の逆襲 (c) 1980 Irem.
(Ginga Teikoku no Gyakushuu)

The player must use the two-way joystick to direct a yellow ship left and right across the bottom of the screen, using single button to fire shots at the various types of enemies. The first stage consists of fighting a formation of Super Mosquitoes, which are worth 20 points each. The second stage, which has a dotted orange line under the ship, entails fighting a formation of Hovering Attackers which are worth 30 points each. The third stage consists of fighting a formation of Demon Flies, which are worth 40 points. Some of the Demon Flies will leave Spy Aliens when killed, which will fall down to the bottom of the screen underneath and try to stab the ship from behind. The only way to kill them (for 100 points apiece), is to destroy the Killer King when he appears. The fourth and last unique stage will see the ship fighting a formation of Rolling Fires, which are worth 50 points apiece and will also occasionally leave Spy Aliens behind when killed. After the last unique stage has been cleared, the four stage cycle will start over again.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : Tone generator and discrete circuits

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette colors : 98

Players : 2
Control : 2-way joystick
Buttons : 1

- TRIVIA -

Ginga Teikoku no Gyakushuu was released in November 1980 in Japan.

The title of this game translates from Japanese as 'The Galaxy Empire Strikes Back'.

This game is known outside Japan as "UniWar S".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=960&o=2

$end


$pc98=gingatet,
$bio

Ginga Tetsudou no Tabi (c) 1994 Tonkin House [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89590&o=2

$end


$pc8801_cass=gingasuk,
$bio

Ginga wo Sukue (c) 1984 Leben Pro [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91226&o=2

$end


$gameboy=ginga,
$bio

Ginga [Model DMG-GGA] (c) 1990 Hot-B [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66061&o=2

$end


$info=gionbana,mgion,
$bio

Gionbana (c) 1989 Nichibutsu.

A hanafuda game with women who love to take their clothes off if they lose.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 5 Mhz)
Sound Chips : YM3812 (@ 2.5 Mhz), DAC

Screen orientation : Horizontal
Video resolution : 512 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 256

Player : 2
Control : hanafuda keyboard

- TRIVIA -

Released in January 1989.

The title of this game translates from Japanese as 'Echoing Flower'.

'Gion' is the entertainment district of Kyoto, Japan.

- PORTS -

* Consoles :
Nintendo Super Famicom (1994)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=961&o=2

$end


$snes=gionbana,
$bio

Gionbana [Model SHVC-AHFJ-JPN] (c) 1994 Nichibutsu [Nihon Bussan Company, Limited.] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61385&o=2

$end


$pc98=girl2,
$bio

Girl 2 (c) 1996 Juice [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89591&o=2

$end


$saturn,sat_cart=girldoll,girldolla,
$bio

Girl Doll Toy - Tamashii wo Kudasai (c) 1998 Xuse

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59192&o=2

$end


$pc8801_flop=girltype,
$bio

Girl Type II (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91931&o=2

$end


$cdi=girlclub,
$bio

Girl's Club - The Fantasy Dating Game (c) 1993 Philips Interactive Media, Incorporated.

Join Nickelodeon's Heidi Lucas in this live action interactive fantasy dating game. Learn everything you want to know about thirty 'to-die-for' buys, then vote secretly for your dream date and guess which of the guys your friends picked. When the results are revealed, the dates begin.

- TECHNICAL -

Model 810 0118

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52966&o=2

$end


$sg1000=girlgardt,
$bio

Girl's Garden [Model B-037] (c) 1984 Aaronix [Taiwan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65054&o=2

$end


$sg1000=girlgard,
$bio

Girl's Garden (c) 1984 Sega Enterprises, Limited.

- TECHNICAL -

[Model G-1037]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49031&o=2

$end


$pc8801_flop=galsim,
$bio

Girlfriend Yumiko (c) 1985 Uchuu Kikaku [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91932&o=2

$end


$fm7_disk=girlpara,
$bio

Girls Paradise (c) 1988 Great [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93621&o=2

$end


$pc8801_flop=girlpara,
$bio

Girls Paradise (c) 1989 Great [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91933&o=2

$end


$x68k_flop=girlpara,
$bio

Girls Paradise. (c) 1989 Great [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87735&o=2

$end


$pc98=girlpara,
$bio

Girls Paradise. - Rakuen no Tenshi-tachi (c) 1989 Great [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89592&o=2

$end


$msx2_cart=grlyblok,
$bio

Girly Block (c) 1988 Links, The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51304&o=2

$end


$msx2_flop=grlyblok,grlyblokbgrlyblokcgrlybloka,
$bio

Girly Block (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101689&o=2

$end


$info=girotutt,
$bio

GiroTutto (c) 2000 High Video.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=30234&o=2

$end


$bbca_cass,bbcb_cass=gisburne,
$bio

Gisburne's Castle (c) 1985 Martech

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51895&o=2

$end


$info=j6guab,j6guaba,j6guabb,j6guabc,j6guabd,j6guabe,j6guabf,
$bio

Give Us A Break (c) 199? JPM International.

- TECHNICAL -

Impact

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41101&o=2

$end


$info=j6guabcl,j6guabcla,
$bio

Give Us A Break Club (c) 199? JPM International.

- TECHNICAL -

Impact

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41102&o=2

$end


$info=m4gclue,m4gclue__a,m4gclue__b,m4gclue__c,m4gclue__d,m4gclue__e,m4gclue__f,m4gclue__g,m4gclue__h,m4gclue__i,m4gclue__j,m4gclue__k,m4gclue__l,m4gclue__m,m4gclue__n,m4gclue__o,m4gclue__p,m4gclue__q,
$bio

Give Us a Clue (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41326&o=2

$end


$info=mv1guac,mv1guaca,
$bio

Give Us A Clue (c) 199? Maygay.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41660&o=2

$end


$x68k_flop=gizexix,
$bio

Gize! XIX (c) 1992 Ides [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87736&o=2

$end


$adam_flop=copyutil,
$bio

GJMG - Copy Utilities (c) 1987 GJMG Enterprises

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82652&o=2

$end


$adam_flop=quickopy,quickopy11,
$bio

GJMG - Quickopy (c) 1987 GJMG Enterprises

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82653&o=2

$end


$x68k_flop=glacier,
$bio

Glacier (c) 1993 DSN-9

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88268&o=2

$end


$a2600=glacierp,
$bio

Glacier Patrol (c) 1989 Telegames

Night has fallen over the North Pole and you are on guard duty. A mysterious Aquafreze craft glows in the sky and you realize the beings directing the craft are not friendly, when they begin dropping what appear to be large ice blocks, which in reality are semi-intelligent invasion devices. These devices are attempting to build a protective wall to shield the invaders' advance. You perceive the danger to the Earth if the wall is completed. You quickly draw your heat ray pistol and begin Earth's final defense.

As you desperately melt the invasion devices, you realize that as you try to run under the ice wall, your bio-chemical reactions are inhibited, which causes you to slow down.

When you were sent to polar station Freedom, you thought a cold war was propaganda; how wrong you were. Can you hold out till the sun comes up?

- TECHNICAL -

Model 5667 A106

- STAFF -

Programmer: Ed Salvo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50540&o=2

$end


$info=smiy1107,smiy1108,smiy1109,smiy1110,smiy1111,smiy1112,
$bio

Glacier Wild (c) 2008 Bally Tech.

- TECHNICAL -

Software Part Number: AVGGLWD017UI-00
Game Kit #152569 "ALPHA Elite V20"
Game Kit #152575 "ALPHA Elite V20-20"
Game Kit #152578 "CineVision"
Game Kit #155124 "ALPHA Widescreen M9000"
Game Kit #?????? "Alpha 2 Pro V22/26 Slant"

Configurable Lines: 3, 5, 9, 15, 20, 25, 30, 40, 50
Configurable Credits: 1, 2, 3, 4, 5, 8, 10
Multi-Denomination: 1¢, 2¢, 3¢, 5¢, 10¢, 15¢, 20¢, 25¢, 50¢, $1, $2, $5, $10, $25, $50, $10

Recommended Configuration by Bally: 40 Lines, 5 Credits per Line, 200 Credits Max Bet, 1¢, 2¢, 5¢

- UPDATES -

SMI #Y1107
Min/Max%: 85.03%

SMI #Y1108
Min/Max%: 88.04%

SMI #Y1109
Min/Max%: 90.05%

SMI #Y1110
Min/Max%: 92.04%

SMI #Y1111
Min/Max%: 94.03%

SMI #Y1112
Min/Max%: 95.95%

- SCORING -

Top Award: 10,000 Credits x Line Bet x Denomination.

- TIPS AND TRICKS -

* Top Award: Occurs every 107,382 plays with 40 lines played.

* Free Game Feature: Occurs on average every 87 plays.
- Three scattered Free Games symbols appearing on Reel 1, 3, and 5 award the Free Games Bonus Feature.
- During the free games, Wild symbol on any active payline doubles the pay when matched with any symbol making a winning combination except Free Games.
- Additional free games may be won during the Feature and are added to the remaining free games. The Bonus Feature ends when no free games remain or 50 free games have been played.

* Overall Hit Frequency: 32.66%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32083&o=2

$end


$x68k_flop=glacierd,
$bio

Glacier [Otameshi Version] (c) 199? DSN-9

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88269&o=2

$end


$info=gladiatr,
$bio

Gladiator (c) 1986 Taito America Corp.

Travel with the Great Gurianos as he battles his way through 4 stages against some of the toughest and most feared warriors ever to be found anywhere.

- TECHNICAL -

Board Number : M6100153C
Prom Stickers : QB or C#

Main CPU : Zilog Z80 (@ 6 Mhz), Zilog Z80 (@ 3 Mhz)
Sound CPU : Motorola M6809 (@ 750 Khz)
Sound Chips : YM2203 (@ 1.5 Mhz), OKI MSM5205 (@ 375 Khz)

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Gladiator was released in March 1986 in USA.

A prototype version of this game is known as "Golden Castle". This game is known in Japan as "Ougon no Shiro", and as "Great Gurianos".

Guaranos and Irene appear in Allumer's "Blandia" as the selectable characters Gurianos and Irriana respectively.

Stephan Gore holds the official record for this game with 41012800 points.

- UPDATES -

The Japanese version ("Ohgon no Siro") and the prototype ("Golden Castle") have a nudity feature not present in Gladiator. The female warrior Irene is shown with bare breasts when defeated by removing all layers of her chest armor (In Gladiator she still wears a bikini top when defeated this way).

- TIPS AND TRICKS -

* When Gurianos is fully armored, the player may create a momentary protective shield by rapidly moving the joystick up and down. 

* Pick up all 4 flying swords at the beginning of each stage to turn Gurianos' sword RED. If the player is then able to hit an opponent's shield 14 times with his RED SWORD, is armor is momentarily changed to a glowing GOLD color and his opponents can't harm him.

* Break the Magic Crystal Balls to replenish Gurianos' armor.

* Each opposing warrior has his own personality and way of fighting. Irene is vulnerable when she strikes at the player's chest armor. Zenon is most vulnerable when you trick him and make him laugh. Each opponent has his strengths and weaknesses and it's fun and challenging to the player to learn each of them.

- PORTS -

* Consoles : 
Microsoft XBOX [EU] (October 14, 2005) "Taito Legends" 
Sony PlayStation 2 [EU] (October 14, 2005) "Taito Legends [Model SLES-53438]" 
Microsoft XBOX [US] (October 25, 2005) "Taito Legends" 
Sony PlayStation 2 [US] (October 25, 2005) "Taito Legends [Model SLUS-21122]" 
Sony PlayStation 2 [KO] (July 18, 2006) "Taito Legends [Model SLKA-15056]" 

* Computers : 
PC [MS Windows, CD-ROM] [EU] (October 14, 2005) "Taito Legends" 
PC [MS Windows, CD-ROM] [US] (November 10, 2005) "Taito Legends"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=962&o=2

$end


$cpc_cass=gladiatr,
$bio

Gladiator (c) 1986 Bug Byte

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96506&o=2

$end


$info=sgladiat,
$bio

Gladiator 1984 (c) 1984 SNK.

Ride on your horse and jump over obstacles or avoid them with your chariot.

- TECHNICAL -

Game ID : A3006

Main CPU : (2x) Zilog Z80 (@ 4 Mhz), Zilog Z80 (@ 5 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 2 Mhz)

Screen orientation : Horizontal
Video resolution : 256 x 216 pixels
Screen refresh : 60.61 Hz
Palette colors : 1024

Players : 2
Control : 8-way joystick
Buttons : 2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=963&o=2

$end


$info=j6gldclb,j6gldclba,j6gldclbb,
$bio

Gladiator Club (c) 199? JPM International.

- TECHNICAL -

Impact

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41097&o=2

$end


$info=sc4gldcl,sc4gldcla,
$bio

Gladiator Club (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR2292]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42622&o=2

$end


$info=sc4glad,sc4glada,sc4gladb,sc4gladc,sc4gladd,sc4glade,sc4gladf,sc4gladg,
$bio

Gladiator (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR2255]

[Scorpion 4]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43028&o=2

$end


$info=sc5glad,sc5glada,sc5gladb,sc5gladc,
$bio

Gladiator (c) 200? Mazooma Games.

- TECHNICAL -

[Scorpion 5]
[Model PR2255]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42621&o=2

$end


$info=m1glad,m1glada,m1gladb,m1gladc,m1gladd,m1glade,m1gladf,m1gladg,m1gladh,m1gladi,m1gladj,m1gladk,m1gladl,m1gladm,m1gladn,m1glado,m1gladp,m1gladq,m1gladr,m1glads,m1gladt,m1gladu,
$bio

Gladiators (c) 199? Maygay.

- TECHNICAL -

M1A/B

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41987&o=2

$end


$info=m1glada,
$bio

Gladiators Arcade (c) 199? Maygay.

- TECHNICAL -

M1A/B

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41988&o=2

$end


$info=gladiatp,
$bio

Gladiators (c) 1993 Premier Technology Co.

- TECHNICAL -

Gottlieb System 3
Model Number : 737

- TRIVIA -

1,995 units were produced.

- STAFF -

Designer : Jon Norris
Artworks : Constantino Mitchell, David Moore

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5407&o=2

$end


$msx1_cass=glass,
$bio

Glass (c) 1985 Quicksilva

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94679&o=2

$end


$info=glass,glass10,glassbrk,glasskr,
$bio

Glass (c) 1993 Gaelco.

- TECHNICAL -

Game ID : 931021

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound Chips : OKI6295 (@ 8 Khz)

Screen orientation : Horizontal
Video resolution : 368 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Released in October 1993.

- SERIES -

1. Splash! (1992)
2. Glass (1993)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=964&o=2

$end


$pc98=glasscrp,
$bio

Glass Corpse CG (c) 1994 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89593&o=2

$end


$cpc_cass=glass,
$bio

Glass [Model QSA 127] (c) 1986 Quicksilva

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96508&o=2

$end


$cpc_cass=glenhodl,
$bio

Glen Hoddle Soccer [Model SOFT 06021] (c) 1985 Amsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96511&o=2

$end


$megadriv=gleylanc,
$bio

GleyLancer (c) 1992 NCS Corporation.

- TECHNICAL -

Game ID: T-25123

- TRIVIA -

Released on Jul 17, 1992 in Japan.

Reviews:
[FR] July/August 1992 - Consoles + N.11: 87/100

- TIPS AND TRICKS -

Manial Difficulty: On the title screen, when the Push Start Button flashes, enter Up, Down, Left, Right, B, A. If done correctly the Gleylancer logo will turn gold and the Mania setting will be available in the Options menu.

- STAFF -

Producer: Toshiroh Tsuchida (土田 俊郎)
Planning: Hikaru Satoh (佐藤　光)
Program: Yukihiro Higuchi (樋口　幸弘)
Scroll Design: Eiji Koyama (小山　英二)
Object Design (オブジェクト): Hiroshi Hayashi (はやし ひろし)
Music & Sound Effects: Cube (キューブ), Yoshiaki Kubotera (窪寺　義明), Masanori Hikichi (曳地　正則), Isao Mizoguchi (溝口 功), Noriyuki Iwadare (岩垂　徳行)
Creator: Kaichi Satoh (佐藤　嘉一)
Character Design: Hiroshi Aizawa (あいざわ　ひろし)
Original Art: Hitoshi Kamata (鎌田　均)
Animation: Hitoshi Kamata (鎌田　均)
Visual Graphics: Masanori Sakurai (桜井　正則), Hiroshi Hayashi (はやし　ひろし)
Business Promotion: Masaki Uchida (内田　正紀), Jun Mimura (三村　淳), Yasuaki Yokoe (横江　靖明), Kyohko Katagiri (片桐　京子)

- PORTS -

* Consoles :
[JP] Wii Virtual Console (Feb. 26, 2008)
[US] Wii Virtual Console (Jun. 21, 2008)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56541&o=2

$end


$gba=incredibi,
$bio

Gli Incredibili - Una 'Normale' Famiglia di Supereroi (c) 2004 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70786&o=2

$end


$a2600=glib,
$bio

Glib - Video Word Game (c) 1983 Selchow & Righter

- STAFF -

Developed by Qualtronic Devices.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50541&o=2

$end


$cpc_cass=gliderdr,
$bio

Glider Rider [Model QSA 135] (c) 1986 Quicksilva

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96514&o=2

$end


$msx1_cart=glider,glidera,
$bio

Glider [Model 20141] (c) 1985 ZAP

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77104&o=2

$end


$psx=glintgli,
$bio

Glint Glitters (c) 1999 Konami Corp. [Osaka, Japan]

- TECHNICAL -

[Model SLPM-86200]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85213&o=2

$end


$nes=glkdance,
$bio

GLK Dance (c) 19?? FengLi [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84014&o=2

$end


$info=gblchmp,
$bio

Global Champion (c) 1994 Taito America Corp.

North American release. For more information about the game itself, see the original Japanese release entry; "Kaiser Knuckle".

In this version:
- Characters prologue/story removed.
- Some vocals said by the characters Kazuya, Liza, Li-Huan and Jim McCoy (after they win a round, or before the fight begins) have been removed.
- The portraits of Kazuya, Liza and Li-Huan are different. Those were redrawn.
- Super moves removed.
- The title screen is also different, but strangely, the letter K from both words in the Kaiser Knuckle logo can still be seen in some of Global Champion's backgrounds.

- TECHNICAL -

Runs on the "Taito F3 System" Hardware.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=966&o=2

$end


$sms=globald,globaldp,
$bio

Global Defense (c) 1987 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56045&o=2

$end


$psx=globldom,
$bio

Global Domination [Prototype] (c) 1998 Psygnosis, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85214&o=2

$end


$amigaocs_flop=globalfx,
$bio

Global Effect (c) 1992 Millennium Game Products

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74158&o=2

$end


$gba=sudokfevu,
$bio

Global Star - Sudoku Fever [Model AGB-B3ZE-USA] (c) 2006 Global Star Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70788&o=2

$end


$gba=sudokfev,
$bio

Global Star - Sudoku Fever [Model AGB-B3ZP] (c) 2006 Global Star Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70787&o=2

$end


$info=gwarfare,
$bio

Global Warfare (c) 1981 Game Plan, Incorporated.

- TECHNICAL -

Model Number : 240

- TRIVIA -

Global Warfare was released in June 1981, only 10 units were produced.

- STAFF -

Designers : Roger Sharpe, Ed Cebula
Artwork : John Trudeau

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5408&o=2

$end


$amigaocs_flop=globdule,
$bio

Globdule (c) 1993 Psygnosis, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74159&o=2

$end


$info=ep_gtrot,ep_gtrota,
$bio

Globe Trotter (c) 199? Global Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40842&o=2

$end


$info=sp_globe,sp_globea,sp_globeb,sp_globec,sp_globed,sp_globee,sp_globef,sp_globeg,
$bio

Globe Trotter (c) 199? Ace Coin Equipment, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42234&o=2

$end


$gbcolor=glochex,
$bio

Glocal Hexcite [Model DMG-AICJ-JPN] (c) 1998 Nec InterChannel, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67951&o=2

$end


$wswan=glochex,
$bio

Glocal Hexcite [Model SWJ-KGT008] (c) 2000 Human Ent. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86332&o=2

$end


$pc98=gloria,
$bio

Gloria - Kindan no Ketsuzoku (c) 1996 Cs ware

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89594&o=2

$end


$msx1_cart=glory,
$bio

Glory (c) 1987 Barq

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77105&o=2

$end


$gba=gloryday,
$bio

Glory Days - The Essence of War [Model AGB-BG6P] (c) 2005 Flashpoint Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70823&o=2

$end


$n64=glover,gloverp,gloveru,
$bio

Glover (c) 1998 Hasbro Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57724&o=2

$end


$n64=glover2,
$bio

Glover 2 (c) 1999 Hasbro Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57725&o=2

$end


$amigaocs_flop=gluecksr,
$bio

Glücksrad (c) 1991 GameTek, Incorporated. [Miami Beach, FL, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74160&o=2

$end


$gameboy=gluecksr,
$bio

Glücksrad [Model DWF-WF-NOE] (c) 1990 GameTek

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66062&o=2

$end


$apple2gs=gnrlgolf,
$bio

Gnarly Golf (c) 1989 Britannica Software.

- TRIVIA -

Gnarly Golf was released in June 1989.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49793&o=2

$end


$bbca_cass,bbcb_cass=gnasher,
$bio

Gnasher (c) 1982 Superior Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51896&o=2

$end


$info=gnome,gnomea,gnomeb,gnomec,gnomed,gnomee,gnome_2,gnome_2a,gnome_3,gnome_3a,gnome_3b,gnome_3c,gnome_4,gnome_5,gnome_5a,gnome_5b,gnome_7,gnome_9,gnome_10,gnome_11,gnome_12,
$bio

Gnome (c) 2007 Igrosoft.

- TRIVIA -

Released in September 2007.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=36085&o=2

$end


$amigaocs_flop=granger,
$bio

Gnome Ranger (c) 1987 Rainbird

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74161&o=2

$end


$cdi=gnomes,
$bio

Gnomes (c) 1995 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52967&o=2

$end


$bbca_cass,bbcb_cass=go,
$bio

Go (c) 1984 Acornsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51897&o=2

$end


$cdi=gose,
$bio

Go - Special Edition (c) 2002 OlderGames.

- TRIVIA -

'Go' was published as early as 1992 in the Italian region alone. It wasn't until 2002 on May 24th when an English regional translation was released by OlderGames.com as 'Go - Special Edition' in a professional CD jewel case package. Duplicated from a prototype disc which was never published by Philips Media for reasons as yet unknown.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52968&o=2

$end


$info=go2000,
$bio

GO 2000 (c) 2000 SA.

A Korean game.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 10 Mhz)

Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048

Player : 1
Control : 2-way joystick (vertical)
Buttons : 6

- TRIVIA -

Go-stop's original is Japan's Hanafuda. But, the Koreans mixed Hanafuda with Korean Traditional Gamble 'Tu-Jun'. However, the rules are different to Japanese's Hanafuda. (Why? Koreans like a speedy game). Therefore, nowadays this became a popular gambling game in Korea.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4825&o=2

$end


$info=m4gobana,m4gobanaa,m4gobanab,m4gobanac,m4gobanad,
$bio

Go Bananas (c) 199? Union Games, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41333&o=2

$end


$info=ss4197,ss4072,ss4699,ss3732,ss3733,ss7669,ss7254,ss3734,ss8109,ss8108,
$bio

Go Bananas! (c) 1995 IGT [International Game Technologies].

2-Coin Multiplier slot.

- TECHNICAL -

[Model 143A]

- UPDATES -

SS4197
SS4072
SS4699
SS3732
SS3733
SS7669
SS7254
SS3734
SS8109
SS8108

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46149&o=2

$end


$info=ss4211,ss4080,ss8806,ss011280,ss4079,ss4081,ss8807,ss011281,ss4082,ss4152,ss4084,ss4748,ss8111,ss8110,
$bio

Go Bananas! (c) 1995 IGT [International Game Technologies].

3-Coin Multiplier slot.

- TECHNICAL -

Model 143B

- UPDATES -

* SS4211

* SS4080

* SS8806

* SS011280

* SS4079

* SS8807

* SS011281

* SS4082

* SS4152

* SS4084

* SS4748

* SS8111

* SS8110

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=37633&o=2

$end


$info=gobyrc,
$bio

Go By RC (c) 1999 Taito Corp.

- TRIVIA -

Released in May 1999 in Japan.

This game is also known as "RC De Go".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31512&o=2

$end


$info=j6gogold,j6gogolda,j6gogoldb,j6gogoldc,
$bio

Go for Gold (c) 1999 JPM International.

- TECHNICAL -

Impact

- TRIVIA -

Go for Gold was released in October 1999 in the UK.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15839&o=2

$end


$info=ac1gogld,
$bio

Go for Gold (c) 199? Ace Coin Equipment, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41816&o=2

$end


$info=pr_gogld,
$bio

Go for Gold (c) 199? Project Coin Machines, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42092&o=2

$end


$info=gogold,
$bio

Go for the Gold (c) 1988 Taito.

An olympic sports game from Taito. Compete in different events and go for the gold medal.

- TRIVIA -

Released in September 1988 in Japan.

This game is known outside Japan as "Recordbreaker".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4615&o=2

$end


$intv=gftgold,
$bio

Go for the Gold! (c) 1983 Mattel Electronics

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60889&o=2

$end


$snes=gogoack2,
$bio

Go Go Ackman 2 [Model SHVC-A92J-JPN] (c) 1995 Banpresto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61387&o=2

$end


$snes=gogoack3,
$bio

Go Go Ackman 3 [Model SHVC-AVPJ-JPN] (c) 1995 Banpresto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61388&o=2

$end


$gameboy=gogoack,
$bio

Go Go Ackman [Model DMG-ACKJ-JPN] (c) 1995 Banpresto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66063&o=2

$end


$snes=gogoack,
$bio

Go Go Ackman [Model SHVC-ACKJ-JPN] (c) 1994 Banpresto

- TRIVIA -

Reviews:
[FR] April 1995, Consoles + N.42: 89/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61386&o=2

$end


$pc98=gogobunt,
$bio

Go Go Bunny Train (c) 19?? Unknown [Japan]

- STAFF -

Probably programmed by: Takeshi Takahashi (a macclassic version exist)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89595&o=2

$end


$a2600=gogohome,
$bio

Go Go Home Monster (c) 1983 HomeVision

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50542&o=2

$end


$info=yamagchi,
$bio

Go Go Mr. Yamaguchi - Jungle Survival (c) 1985 Taito.

You control a jungle explorer named Mr. Yamaguchi who shoots at natives and other enemies.

- TECHNICAL -

Prom Stickers : A38

Main CPU : Zilog Z80 (@ 4 Mhz)
Sound CPU : (2x) Zilog Z80 (@ 2 Mhz)
Sound Chips : General Instrument AY8910 (@ 2 Mhz), (2x) DAC

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in March 1985.

Developed by Kaneko.

This game is known in Japan as "Yuke Yuke Yamaguchi-kun - Kesshi no Tanken Survival" (translates from Japanese as 'Go Go Yamaguchi-kun - Do-or-Die Spirit of Exploration Survival').

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=967&o=2

$end


$info=gogostrk,
$bio

Go Go Strike (c) 2007 American Alpha

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=27830&o=2

$end


$pc98=go2,
$bio

Go II (c) 1988 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89596&o=2

$end


$pc98=go3,
$bio

Go III (c) 1991 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89597&o=2

$end


$saturn,sat_cart=go3pro,
$bio

Go III Professional Taikyoku Igo (c) 1997 MYCOM

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59193&o=2

$end


$nes=gobenny,
$bio

Go! Benny! (c) 1992 Gluk Video

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55177&o=2

$end


$gba=gobeckhm,
$bio

Go! Go! Beckham! Adventure on Soccer Island (c) 2002 Rage

- TECHNICAL -

Game ID: AGB-AGQP

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70824&o=2

$end


$pcecd=gogobird,
$bio

Go! Go! Birdie Chance (c) 1996 NEC Home Electronics, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58207&o=2

$end


$info=ggconnie,
$bio

Go! Go! Connie chan Jaka Jaka Janken (c) 1996 Eighting.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32461&o=2

$end


$snes=gogododg,gogododg1,
$bio

Go! Go! Dodge League [Model SHVC-R5] (c) 1993 Pack-In-Video Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61389&o=2

$end


$gameboy=gogohitc,
$bio

Go! Go! Hitchhike [Model DMG-AJHJ-JPN] (c) 1998 J-Wing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66064&o=2

$end


$pico=konichan,
$bio

Go! Go! Koni-chan! Dokidoki World [Model T-133210] (c) 199? Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75685&o=2

$end


$gameboy=gogotank,
$bio

Go! Go! Tank [Model DMG-GT-USA] (c) 1991 Electro Brain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66066&o=2

$end


$gameboy=gogotankj,
$bio

Go! Go! Tank [Model DMG-GTA] (c) 1990 Copya System

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66065&o=2

$end


$info=goaltogo,
$bio

Goal To Go (c) 1983 Stern Electronics.

You must control your quarterback, receivers, and running backs to get first downs and score touchdowns. After you chose one of the on-screen pre-designed plays, you would watch the play develop and have to interact using the joystick, hands, and feet buttons at the proper moments of the play. The game ends if you do not continue to make first downs.

- TECHNICAL -

This game uses a laser disc.

Main CPU : Zilog Z80
Sound Chips : Custom, Discrete circuitry

Players : 2
Buttons : 2

- TRIVIA -

Even if titlescreen says 1983, Goal To Go was released in February 1984.

Approximately 100 units were produced.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=970&o=2

$end


$bbca_cass,bbcb_cass=goal,
$bio

Goal! (c) 1986 Tynesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51898&o=2

$end


$nes=goal,goalu,
$bio

Goal! (c) 1989 Jaleco Company, Limited.

- TRIVIA -

Reviews:
November 1991 - Consoles + N.2 [FR]: 33/100
October 1991 - Joypad N.1 [FR]: 51/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55178&o=2

$end


$snes=goal,
$bio

Goal! (c) 1992 Jaleco Company, Limited. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63045&o=2

$end


$amigaocs_flop=goala,goal,
$bio

Goal! (c) 1993 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74162&o=2

$end


$info=goal92,
$bio

Goal! '92 (c) 1992.

A soccer game.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound CPU : Zilog Z80 (@ 2.5 Mhz)
Sound Chips : (2x) Yamaha YM2203 (@ 1.25 Mhz), OKI MSM5205 (@ 384 Khz)

Players : 4
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Released in May 1992.

This game is a bootleg of "Seibu Cup Soccer".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=969&o=2

$end


$nes=goal2,
$bio

Goal! 2 (c) 1992 Jaleco Company, Limited. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55179&o=2

$end


$info=goalx3,
$bio

Goal! Goal! Goal! (c) 1995 Visco Corp.

A soccer game with all the right ingredients, skill, flair, passion, and of course, GOALS! With 28 national teams to choose from, compete in a tournament to become the best soccer nation in the world. Get past the opening group stage and go on to a round-robin elimination stage where failure is not an option. To help you on your way, hold down the shoot button until the power bar fills up and you can do a POWERFUL SUPER SHOT!

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : 0209

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2610 (@ 8 Mhz)

[SNK MVS Neo-Geo Controls]
2 players - 4 buttons per player (3 usables)
[JOYSTICK] 8-way 
=> Offense > [A] Shoot/Special shoot [B] Pass [C] Short kick
=> Defense > [A] Sliding [B] Tackle

- TRIVIA -

This game runs on the Neo-Geo MVS and was not released on the Neo-Geo AES home console.

- STAFF -

Producer : Tetsuo Akiyama
Direction : Don Gabacho (Don Gabacyo)
Assistance : Yasuhisa Itoi
Main programmer : N. Yamaguchi
Programmers : PHA, M. Taniguchi, Gogo
Graphic designers : T. Matsu, H. Mawatari, Y. Nishino, Y. Kudou, H. Maehara, Chidori, S. Soeda, Hamigaki. Maru, J. Nakazawa, E-Ayasu
Sound by Act Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=971&o=2

$end


$nes=goal2u,
$bio

Goal! Two (c) 1992 Jaleco Company, Limited. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55180&o=2

$end


$gameboy=goal,
$bio

Goal! [Model DMG-JV-NOE] (c) 1993 Jaleco Company, Limited. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66067&o=2

$end


$gameboy=goalu,
$bio

Goal! [Model DMG-JV-USA] (c) 1993 Jaleco Company, Limited. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66068&o=2

$end


$nes=goalj,
$bio

Goal!! (c) 1992 Jaleco Company, Limited. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54132&o=2

$end


$info=gghost,
$bio

Goalie Ghost (c) 1984 Bally Sente.

Your goal here is to keep the ball from getting past you and try to get it past your opponent. One to 3 balls will begin in the center of the playfield. When the ball comes towards you, get in front of it to kick it towards your opponent. If it is up high, press your jump button to jump up and hit it.

- TECHNICAL -

[No. 0B92]

Bally / Sente SAC-I hardware

Main CPU : Motorola M6809 (@ 1.25 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : (6x) CEM3394 (@ 4 Mhz)

Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024

Players : 2
Control : trackball
Buttons : 2

- STAFF -

Designed and programmed by : Ed Rotberg, Owen Rubin, Jon Kinsting
Screen graphics by : Martin French, Roger Hector
Music and sounds by : Jesse Osborne

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=972&o=2

$end


$amigaocs_flop=goblins,goblinsg,
$bio

Gobliiins [Kings of Adventures 1] (c) 1992 Coktel Vision

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74163&o=2

$end


$amigaocs_flop=goblins2,goblins2f,goblins2g,
$bio

Gobliins 2 - The Prince Buffoon (c) 1993 Coktel Vision

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74164&o=2

$end


$amigaocs_flop=goblins3,goblins3g,
$bio

Goblins 3 (c) 1994 Coktel Vision

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74165&o=2

$end


$gbcolor=gobsgame,
$bio

Gobs of Games [Model CGB-BFGE-USA] (c) 2000 3DO Company, The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67952&o=2

$end


$gameboy=godmedfs,
$bio

God Medicine - Fantasy Sekai no Tanjou [Model DMG-GXJ] (c) 1993 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66069&o=2

$end


$gameboy=godmedfsf,
$bio

God Medicine - Fukkoku Ban [Model DMG-AGHJ-JPN] (c) 1998 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66070&o=2

$end


$pcecd=godpanic,
$bio

God Panic - Shijou Saikyou Gundan (c) 1992 Teichiku Records

God Panic is a cool and weird shooter by Teichiku. You take control of a kind of flying-cat (hard to tell as he is wearing a sort of blue-ninja uniform, but those are definitively cat ears) and you must destroy really weird enemies. They spread from brides riding huge motorbikes to geishas removing their kimonos when hit and muscled wrestlers throwing their swet at you. Backgrounds are amazing too, in the second stage, you will fly over a huge girl laying down on the beach ! You start with a simple vulcan-gun witch can be upgraded by picking the correct power-up icon hidden in chests along the way. Other special items allow you to increase your life, or add another bomb to your existing stock. Those bombs will fire huge coins and clean up most of the screen when used. Finally, most of the enemies encountered in God Panic are inspired the japanese folklore, but not only and you will also be confronted to flying-cars and scared paysans throwing fireballs at you.

- TECHNICAL -

Game ID: TMCD2001

- TRIVIA -

God Panic was released on November 27, 1992 in Japan for 6800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58208&o=2

$end


$nes=godslayr,
$bio

God Slayer - Haruka Tenkuu no Sonata (c) 1990 SNK [Shin Nihon Kikaku] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54133&o=2

$end


$x68k_flop=godblazn,
$bio

Goddess' Blazon (c) 1995 DCS [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88270&o=2

$end


$amigaocs_flop=gods,godsa,
$bio

Gods (c) 1991 Renegade Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74166&o=2

$end


$megadriv=godsu,godsup,
$bio

Gods (c) 1992 Mindscape, Incorporated. [Northbrook, IL, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57237&o=2

$end


$megadriv=gods,
$bio

Gods (c) 1993 Accolade, Incorporated. [San Jose, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56542&o=2

$end


$megadriv=godsj,
$bio

Gods (c) 1993 PCM Complete

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56543&o=2

$end


$pc98=gods,
$bio

Gods - Kami to Naru Otoko no Densetsu (c) 1992 PCM Complete

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89598&o=2

$end


$snes=gods,
$bio

Gods (c) 1992 Mindscape, Incorporated.

- TECHNICAL -

Cartridge ID: SNS-GZ-EUR

- TRIVIA -

Reviews:
[FR] March 1993 - Consoles + No. 18: 77/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63046&o=2

$end


$snes=godsu,
$bio

Gods [Model SNSP-GZ-USA] (c) 1992 Mindscape, Incorporated. [Northbrook, IL, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63047&o=2

$end


$nes=godzillaj,
$bio

Godzilla (c) 1988 Toho Cinephile-Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54134&o=2

$end


$info=godzilla,
$bio

Godzilla (c) 1993 Banpresto.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 10 Mhz)
Sound CPU : Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), OKI6295 (@ 8 Khz)

Players : 4
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Godzilla was released in November 1993 in Japan only.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=973&o=2

$end


$pcecd=godzilla,
$bio

Godzilla (c) 1993 Toho Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58494&o=2

$end


$pc98=godzilla,
$bio

Godzilla (c) 1993 Systemsoft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89599&o=2

$end


$info=godzillp,
$bio

Godzilla (c) 1998 Sega Pinball

An up-to-6 players, Solid State Electronic, pinball machine.

- TECHNICAL -

Model Number : 40

- TRIVIA -

The sentence 'Save Ferris' can be seen on the backglass as a homage to actor Matthew Broderick.

- TIPS AND TRICKS -

To see the credits, press the following sequence : 2L, 2R, 2L, 2R.

- STAFF -

Software by : Neil Falconer, Orin Day
Art director : Jason J. Dominiak

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5421&o=2

$end


$pcecd=godzillaj,
$bio

Godzilla - Bakutou Retsuden (c) 1994 Toho Company, Limited.

Godzilla is a fighting game where you take control of the ultra-famous green giant-lizard Godzilla. From the beginning, you can choose from Easy, Normal and Hard modes. Then you pick your opponent from a list of two, but this will depend of the amount of points you have collected, greater are your points, and more choices will be available for the last stages. Of cource, a two players option is also available and you will be able to pick characters defeated during the one player mode.

- TECHNICAL -

Game ID: TCCD4001

- TRIVIA -

Godzilla was released on February 26, 1994 in Japan for 8200 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58209&o=2

$end


$pico=godzilla,
$bio

Godzilla - Dokidoki Kaijuu Shima [Model HPC-6027] (c) 1995 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75686&o=2

$end


$gba=godzillau,
$bio

Godzilla - Domination! [Model AGB-AG4E-USA] (c) 2002 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70826&o=2

$end


$gba=godzilla,
$bio

Godzilla - Domination! [Model AGB-AG4P] (c) 2002 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70825&o=2

$end


$snes=godzilla,
$bio

Godzilla - Kaijuu Daikessen [Model SHVC-AG2J-JPN] (c) 1994 Toho Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61390&o=2

$end


$gamegear=godzilla,
$bio

Godzilla - Kaijuu Daishingeki (c) 1995 Sega Enterprises, Limited.

- TECHNICAL -

[Model G-3430]

- TIPS AND TRICKS -

* Extra Options: At the options screen, enter Down, Down, Left, Up, Down, Right, Up, Up, 1, 2, 1, Down x4.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64621&o=2

$end


$nes=godzilla,godzillau,
$bio

Godzilla - Monster of Monsters! (c) 1989 Toho Company, Limited.

- TRIVIA -

Reviews:
[FR] June 1992 - Consoles + N.10 (Pages 128-129): 61/100
[FR] June 1992 - Joypad N.9: 58/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55181&o=2

$end


$saturn,sat_cart=godzilla,godzillaa,
$bio

Godzilla - Rettoushinkan (c) 1995 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59194&o=2

$end


$gbcolor=godzmwaru,
$bio

Godzilla - The Series - Monster Wars [Model CGB-BGDE-USA] (c) 2000 Crave Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67956&o=2

$end


$gbcolor=godzmwar,
$bio

Godzilla - The Series - Monster Wars [Model CGB-BGDP-EUR] (c) 2000 Crave Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67955&o=2

$end


$gbcolor=godzillau,
$bio

Godzilla - The Series [Model DMG-AZIE-USA] (c) 1999 Crave Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67954&o=2

$end


$gbcolor=godzilla,
$bio

Godzilla - The Series [Model DMG-AZIP-EUR] (c) 2000 Crave Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67953&o=2

$end


$nes=godzill2,
$bio

Godzilla 2 - War of the Monsters (c) 1992 Toho Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55182&o=2

$end


$msx1_cart=godzilla,godzillaa,
$bio

Godzilla [Model BMX-002] (c) 1984 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77106&o=2

$end


$gameboy=godzilla,
$bio

Godzilla [Model DMG-GZ-USA] (c) 1991 Toho Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66071&o=2

$end


$msx1_cart=godzikun,godzikuna,
$bio

Godzilla-kun (c) 1985 Toho Cinephile-Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77107&o=2

$end


$gameboy=godzillaj,
$bio

Godzilla-kun [Model DMG-GZJ] (c) 1990 Toho Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66074&o=2

$end


$n64=goemnsug,
$bio

Goemon - Mononoke Sugoroku [Model NUS-NGPJ] (c) 1999 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57726&o=2

$end


$gba=goemonna,
$bio

Goemon - New Age Shutsudou! [Model AGB-AGNJ-JPN] (c) 2002 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70827&o=2

$end


$psx=goemonsh,
$bio

Goemon - Shin Sedai Shuumei (c) 2001 Konami Corp. [Osaka, Japan]

- TECHNICAL -

[Model SLPM-86997]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85215&o=2

$end


$n64=goemnadv,
$bio

Goemon's Great Adventure (c) 1999 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57727&o=2

$end


$msx1_cart=nemesis3,nemesis3b,nemesis3a,
$bio

GOFER no Yabou Episode II (c) 1989 Konami Industry Company, Limited.

MSX exclusive episode of the Gradius series. Sequel to "Gradius II - GOFER no Yabou [Model GX785]").

- TECHNICAL -

[Model RC764]

- TRIVIA -

Released on January 27, 1989 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48210&o=2

$end


$info=plegends,
$bio

Gogetsuji Legends (c) 1995 Atlus.

- TECHNICAL -

Cave 1st Generation Hardware

Main CPU : MC68000 (@ 16 Mhz)
Sound CPU : Zilog Z80 [Optional]
Sound Chips : Yamaha YMZ280B (@ 16.9344 Mhz) or OKIM6295 x (1 or 2) + YM2203 / YM2151 [Optional]
Other : 93C46 EEPROM

Players : 2
Control : 8-way Joystick
Buttons : 4
=> [A] Weak Punch, [B] Weak Kick, [C] Strong Punch, [D] Strong Kick

- TRIVIA -

Released in June 1995.

The title of this game literally means 'Overpowering Blood Temple Legends'.

This game is known in Japan as "Gouketsuji Ichizoku Saikyou Densetsu".

The magical girl character Kurara became so popular that she starred in her own game called "Princess Kurara's Daisakusen" on Sega's ST-V hardware.

- TIPS AND TRICKS -

Play as Chuck (final boss) : On the character selection screen, press Right(x2), Down, Up, Down, Left(x3), Up.

- SERIES -

1. Power Instinct (1993)
2. Power Instinct 2 (1994)
3. Gogetsuji Legends (1995)
4. Gouketsuji Ichizoku 3 - Groove on Fight [Model 610-0374-34] (1997)
5. Matrimelee (2003) 
6. Shin Gouketsuji Ichizoku - Bonnou Kaihou (2006, Sony PlayStation 2)
7. Power Instinct V (2009)

- STAFF -

Producer : Chuuko
Main Program : Mako MKIISR, Shuhta. Garyuh, Narita Seiji
Sub Program : Toshiya, Jake, M.Y
Object Design : M. Masada, Yie_Yan_II, Suzuki, Pa Pi Pu Pe, N. I_1496_7, Manman_Chan, Pochi, Haruko, Chan
Scroll Design : Moto.I, Range, Araki_Dorifu, Asaki, Naru, Monko, Yu_Ki, Chuuko, Wife_K.
Sub Designer : Brook, Subtle.Y, You, Shiina
Sound : Denchu
Planner : Super_K!, Markey, Helen, Komori, Bugta
Voice : Mitsuishi Kotono, Ryusei Yaro, Aihara, Chuuko, Pa Pi Pu Pe

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4885&o=2

$end


$pc98=goggle2,goggle2a,
$bio

Goggle-II (c) 1992 Bio 100% [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89600&o=2

$end


$pc98=goggle3,goggle3a,
$bio

Goggle-III (c) 1995 Bio 100% [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89601&o=2

$end


$pc98=goh2,
$bio

Goh II (c) 1992 Telenet Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89602&o=2

$end


$pc98=goice,
$bio

Goice (c) 1994 Tenshindo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89603&o=2

$end


$saturn,sat_cart=anarchytai,
$bio

Goiken Muyou - Anarchy in the Nippon Taikenban (c) 1997 KSS.

- TECHNICAL -

Model DW0895

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59196&o=2

$end


$saturn,sat_cart=anarchy,
$bio

Goiken Muyou - Anarchy in the Nippon (c) 1997 KSS

- TECHNICAL -

Model T-28902G

- TRIVIA -

Released on October 02, 1997 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59195&o=2

$end


$psx=goikenmu,
$bio

Goiken Muyou II [Model SLPS-01542] (c) 1998 KSS Media Ent. Co. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85216&o=2

$end


$info=goinnuts,
$bio

Goin' Nuts (c) 1983 Gottlieb.

- TECHNICAL -

Model Number : 682

- TRIVIA -

Released in February 1983.

This table never actually made it into production as new management considered wider tables too expensive to mass produce. Only 10 units were made as engineering samples. The unique style of timer based gameplay and the rarity of this table make it a classic collector's item today.

- TIPS AND TRICKS -

Goin' Nuts is an unique table offering timer based gameplay. When the game begins, three balls, called squirrels, are launched automatically. Each nut target you hit adds 3 seconds to the timer. Your squirrels are collecting nuts. When you lose a squirrel, the remaining two earn two seconds for any nut you hit. Simply put, when you have two or three squirrels running around, collect nuts ans build up that timer. When you only have one squirrel left, your strategy has to change. The objective is to re-launch a multi-squirrel mode before the timer which you have accumulated counts down to zero. Multi-squirrel modes can be re-launched several different ways. When lit, scoring a rollover will re-launch two squirrel mode.

- STAFF -

Design by : Adolf Seitz Jr.
Art by : Margaret Hudson

- PORTS -

* Consoles :
Sony PlayStation 2 (2006, "Gottlieb Pinball Classics")
Sony PSP (2006, "Gottlieb Pinball Classics")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5422&o=2

$end


$info=goindol,goindolu,goindolk,
$bio

Goindol (c) 1987 SunA Electronics Ind. Company, Limited.

Let's Smash Blocks! Fighting between primitive 'Goindol' guardian blocks in eolithic age and adventurers of civilized world 100 rounds full of variety and excitement 16 pictures added for bonus.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 6 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : YM2203 (@ 2 Mhz)

Players : 2
Control : dial
Buttons : 2

- TRIVIA -

Goindol was released in August 1987.

The title of this game translates from Korean as 'dolmen'.

In the prehistoric Korea era, tribe leader made Goindol for display power of their tribe.

The title screen music is a cover of 'Cuore Matto' by Little Tony (famous Italian singer in the 60s and 70s).

When entering a 'High Score', you can hear Procol Harum's 'A whiter shade of pale'.

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

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=974&o=2

$end


$info=m5goape,
$bio

Going Ape (c) 200? BWB.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41576&o=2

$end


$gba=gojira,
$bio

Gojira - Kaijuu Dairantou Advance [Model AGB-AG4J-JPN] (c) 2003 Atari Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70828&o=2

$end


$pc8801_flop=gokanani,
$bio

Gokan Anime MKII (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91934&o=2

$end


$pc98=gokanshi,
$bio

Gokanshi (c) 1995 Tensui Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89604&o=2

$end


$msx1_cart=gokiburi,
$bio

Gokiburi Daisakusen [Model MXMD 21001] (c) 1983 Magicsoft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77108&o=2

$end


$x68k_flop=gokiburi,
$bio

Gokiburi Game (c) 1989 NST [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88271&o=2

$end


$x68k_flop=gokichi,
$bio

GoKichikun (c) 1988 GAM [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87737&o=2

$end


$snes=gokinjob,
$bio

Gokinjo Boukentai [Model SHVC-A3LJ-JPN] (c) 1996 Pioneer LDC, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61391&o=2

$end


$pc98=gokko1,
$bio

Gokko - Vol. 01 Doctor (c) 1993 Mink [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89605&o=2

$end


$pc98=gokko2,
$bio

Gokko - Vol. 02 School Gal's (c) 1993 Mink [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89606&o=2

$end


$pc98=gokko3,
$bio

Gokko - Vol. 03 Etcetera (c) 1993 Mink [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89607&o=2

$end


$sms=dumpmats,
$bio

極悪同盟ダンプ松本 (c) 1986 Sega Enterprises, Limited.
(Gokuaku Doumei Dump Matsumoto)

- TECHNICAL -

Game ID: G-1302

- TRIVIA -

Released on July 20, 1986 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55866&o=2

$end


$pc8801_flop=gokudoji,
$bio

Gokudou Jintori (c) 1988 Micronet [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91935&o=2

$end


$msx2_flop=gokudoji,
$bio

Gokudou Jintori (c) 1989 Micronet [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101690&o=2

$end


$saturn,sat_cart=gokuparo,
$bio

Gokujyou Parodius Da! Deluxe Pack (c) 1995 Konami Company, Limited.

- TECHNICAL -

Game ID: T-9501G

- TRIVIA -

Released on May 19, 1995 in Japan.

Reviews:
[FR] July 1995, Consoles + N.45: 82/100

- STAFF -

Program: Hideo Ueda (H. 'Spark' Ueda), Manabu Furuya (Fururu!)
Character Design: K-9, M. Mimitabi
Sound Design: Hiroshi Tamawari, Kiyohiko Yamane, Osamu Kasai
J & Recording Co-ordinate: Takashi Tateishi
Product Design: Shogo Kumasaka (S. Kumasaka)
Original AC Staff: Tsukasa Tokuda (Chichibinta Tsukasa), V.Mailer, Shujiro Hamakawa (Shuzilow.Ha), Chiyoko Hanano (Magurou), Taro Maru, Ishimaroid, Bon.Natsumi, Seiichi Fukami (Prophet Fukami), Satoko Miyawaki (M. Puddin' Satoko), Kazuhiro Senoo (Sitar Senoo), Gokujyou.Tasaka, Akihiro Juichiya (118), Million Hide, Suke, Escape Yoshiaki, Nanba Shot Tom, Poper Takashi
Special Thanks: Yoshitoh Asari, Konami Tri-1, Yukihiro, Catherine.Ika, M.94, T. Minami, Hideyuki Akutsu (AKT), Noritada Matsukawa (NOR), Tappy Iwase (Tappy), Satoshi Imaeda (SA/Imaeda), Kazunobu Uehara, Kazuhito Imai, Masaaki Harada
Supervise: Yutaka Haruki (Halky)
Produce: Kazumi Kitaue

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59197&o=2

$end


$info=gokuparo,
$bio

極上パロディウス! ～過去の栄光を求めて～ (c) 1994 Konami.
(Gokujyou Parodius! Kako no Eikou wo Motomete)

The second arcade sequel to 1990's Parodius Da!, this parody of Konami's Gradius series picks up where the first game left off. This time, it isn't only their own games that the Konami shoot-em-up mocks; other classics of the genre such as Irem's legendary R*Type - specifically the infamous mothership that forms R*Type's entire third level - are lovingly parodied.

- TECHNICAL -

Konami GX Hardware
Game ID : GX321

Main CPU : Motorola 68EC020 (@ 24 Mhz)
Sound CPU : Motorola 68000 (@ 9.2 Mhz)
Sound Chips : (2x) K054539 (@ 48 Khz)

Players : 4
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Gokujyou Parodius was released in April 1994 in Japan.

The title of this game translates from Japanese as 'Fantastic Parodius! - Surpassing Its Former Glory'.

This game is known outside Japan as "Fantastic Journey [Model GX321]".

The name of the fish character Mambo has a double meaning, he gets his name from the real life fish called Ocean Sunfish (or Mola Mola), but called Mambou in Japan. The other meaning is Mambo from the musical style, which is why the female partner character in this game is called Samba, yet another musical style.

Stage 1 music is a remix of 'In the Mood', by Joe Garland (1939).
Stage 1 boss music is a remix of 'Carmen : Le Toreador', by Georges Bizet (1875).
Stage 2 music is a remix of 'Stars and Stripes Forever', by John Philip Sousa (1896).
Stage 3 music is a remix of 'Tritsch-Tratsch Polka', by Johann Strauss (1858).
Stage 3 boss music is a remix of 'Mambo No. 5', by Damaso Perez Prado (1949).
Stage 4 music is a remix of 'Guillaume Tell', by Gioacchino Rossini (1829).
Stage 4 boss music is a remix of Gradius's Aircraft Carrier music.
Stage 5 music is a megamix of 'Yankee Doodle', 'Ej Lucka, Lucka' / Czech Folk Song, 'Mary Had a Little Lamb', 'Circus Song' (Chopsticks), 'London Bridge', 'Picnic'.
Stage 5 boss music is a remix of 'Piano Sonata K.331, 3rd : Rondo Alla Turca', by Wolfgang Amadeus Mozart.
Stage 6 music is a remix of 'Juugoya Otsukisan', by Nagayo Motoori.
Stage 6 boss music is a remix of 'Zuizui Zukkorobashi', by Japanese Children's Song.
Moai Ship stage music is a remix of 'Die Walkure', by Richard Wagner.
Moai Ship stage boss music is a remix of 'Symphony No.25 in G minor, K.183; 1st movement', by Wolfgang Amadeus Mozart.
Stage 7 music is a remix of 'Symphony No.9 in E minor : From The New World', by Antonin Dvorak.
Special stage music is a megamix of music from others Konami Games : TwinBee, Salamander, AJax, Gradius II/III, Thunder Cross.
Special stage boss music is a remix of 'Flight of the Bumblebee', by Nikolai Rimsky-Korsakov.
Ranking table music is a remix of 'The Nutcracker Suite, Op. 71a', by Peter Ilyich Tchaikovsky.

Soundtrack releases :
Gokujou Parodius [King Records - KICA-7641 - Jul 5, 1994]

- SERIES -

1. Parodius - Tako wa Chikyuu o Sukuu [Model RC759] (1988, MSX)
2. Parodius Da! Shinwa kara Owarai e [Model GX955] (1990, ARC)
3. Gokujyou Parodius! Kako no Eikou wo Motomete [Model GX321] (1994, ARC)
4. Jikkyou Oshaberi Parodius [Model SHVC-AJOJ-JPN] (1995, SFC)
5. Sexy Parodius (1996, ARC)

- STAFF -

Programmers: Chichibinta Tsukasa, V. Mailer
Character designers: Shuujirou Hamakawa (Shuzilow.HA), Magurou, Taro Maru, Ishimaroid, Bon.Natsumi
Music: Seiichi Fukami (Prophet Fukami), Satoko Miyawaki (M.Puddin' Satoko), Kazuhiro Senoo (Sitar Senoo)
Sound effects: Shinji Tasaka (Gokujyou-Tasaka), Akihiro Juuichiya (118)
Hard designers: Million Hide, Suke, Escape Yoshiaki, Kazuhiro Namba (Nanba Shot Tom)
Product designer: Poper Takashi

Special Thanks: Yoshitoh Asari, Daijirou, Mekayo, Kanban Musume, Baja, Kanny, Nakazy, Tugeko, Lan, AC Bugcheckers

- PORTS -

* Consoles :
[JP] Nintendo Super Famicom (1994) "Gokujyou Parodius! [Model SHVC-AGPJ-JPN]"
[JP] Sony PlayStation (1994) "Gokujyou Parodius Da! Deluxe Pack [Model SLPS-00002]"
[JP] Sega Saturn (1995) "Gokujyou Parodius Da! Deluxe Pack [Model T-9501G]"
[JP] Sony PSP (Jan. 25, 2007) "Parodius Portable [Model ULJM-05220]"
[JP] Sony PSP (Mar. 13, 2008) "Parodius Portable [Konami the Best] [Model ULJM-05324]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=975&o=2

$end


$snes=gokuparo,gokuparop,
$bio

Gokujyou Parodius! (c) 1994 Konami Company, Limited.

- TECHNICAL -

Cartridge ID: SHVC-AGPJ-JPN

- TRIVIA -

Released on November 25, 1994 in Japan.

- STAFF -

Director: Nobuhiro Matsuoka
Players Modify: Chacha Yoshida, Sakuchan
Program: Nobuhiro Matsuoka, Masatsugu Nagata, Hidenao Yamane, Chacha Yoshida
Character Design: Kazutomo Terada, Sakuchan, Kazumichi Ishihara, Yukiko Wada, Kentar? Hisai, Masaru Nakajima
Sound: Hideto Inoue, Nobuyuki Akena
Package Design: Kayo Yoshimoto
Manual Illustration: Shuujirou Hamakawa (Shuzilow.Ha)
Package Illustration: Yoshitoh Asari
Producer: Shigeharu Umezaki

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61392&o=2

$end


$pc98=gokumand,
$bio

Gokuraku Mandala (c) 1993 Fairytale [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89608&o=2

$end


$pc8801_flop=gokuraku,
$bio

Gokuraku Tengoku - Omemie no Maki (c) 1989 Shanbara

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91936&o=2

$end


$pc98=gokuteng,
$bio

Gokuraku Tengoku - Omemie no Maki (c) 1990 Shinjitsu Pro

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89609&o=2

$end


$famicom_flop=gokuraku,
$bio

极乐游戏 (c) 1987 Sofel.
(Gokuraku Yuugi)

- TECHNICAL -

Disk ID: SFL-GTG

- TRIVIA -

Released on December 12, 1987 in Japan only.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65346&o=2

$end


$pce=chukatai,
$bio

極楽！中華大仙 (c) 1992 Taito Corp.
(Gokuraku! Chuuka Taisen)

Gokuraku! Chuuka Taisen is a very unusual, yet cute, horizontal shooter by Taito. It is the home conversion of their own arcade game released back in 1988 - however, this PC Engine version could easily be seen as a sequel (both games do share a lot in common but levels layout and the overall design are very different). The game features a boy riding on a magic cloud who embarks on a journey to free his cute friend. The poor girl has been kidnaped by some evil magic forces and was imprisoned inside a large crystal ball. Weird mythological creatures and other flying cakes and buns try to stop our hero and prevent him to reach his goal. Thankfully, formation of flying dumplings often hide power-ups which either increase our hero's fire power, get him to fly quicker or just make him invincible for a short period of time. Also, special cloud riding enemies are scattered around each stage and reveal magic doors when defeated. These doors lead to shops where a cute shopkeeper provides free secondary magic weapons. Yes, you read it well, no money involved here, everything is free, but our hero can only use one magic weapon at the time. At the end of each area, our friend flies over the clouds and get to fight an obligatory end-of-stage boss.

- TECHNICAL -

Game ID: TP03021

- TRIVIA -

Gokuraku! Chuuka Taisen for PCE was released on March 13, 1992 in Japan for 6800 Yen.

Reviews:
[FR] May 1992 - Joypad N.8 (Page 120-121): 72/100

- STAFF -

Executive Producer: Takeo Shirasaka
Producer: Yoshio Imamura
Manager: Shoji Takahashi
Director: Harutoki Kume
Graphic Design: Keisuke Miyanaga, Kazuhiro Ohara, Akishi Imai, Hitomi Kusano, Erika Tsukahara, Hirofumi Aizawa, Norio Nakagami, Masamoto Fujiwara, Makoto Kimura, Naoko Kitagawa, Yuji Ueno, Hideko Nomura
Sound: Noboru Koshinaka, Isao Mizuguchi
Bug Checker: Kiyoshi Bandoh
Special Thanks To: Mr. Tanizawa, Mr. Takagi, VG Section, Mr. Itoh, Mr. Horimoto, Mr. Kawano, New Face
Program: Yujix TERADA (JN1KTJ)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58600&o=2

$end


$psx=gokuuden,
$bio

Gokuu Densetsu - Magic Beast Warriors [Model SLPS-00048] (c) 1996 Alyume System

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85217&o=2

$end


$info=sp_gol,
$bio

Gol (c) 199? Ace Coin Equipment, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42236&o=2

$end


$info=smiy0423,smiy0424,smiy0425,smiy0426,smiy0427,
$bio

Gold & Gems (c) 200? Bally Gaming, Incorporated.

5 reel, 20 line, 100 credit max bet.

- UPDATES -

SMI #Y0423
Min/Max%: 86.72/88.04
Hit Freq.: 6.25
Volatility: 13.64

SMI #Y0424
Min/Max%: 88.68/90.00
Hit Freq.: 6.14
Volatility: 14.31

SMI #Y0425
Min/Max%: 90.65/91.97
Hit Freq.: 6.14
Volatility: 14.60

SMI #Y0426
Min/Max%: 92.77/94.08
Hit Freq.: 6.19
Volatility: 15.13

SMI #Y0427
Min/Max%: 94.70/96.01
Hit Freq.: 6.23
Volatility: 15.37

- SCORING -

* 5 level progressive (with max bet):
– 10 Gold & Gems symbols pay 1,000,000 credits or 5,000X total bet without max bet.
– 9 Gold & Gems symbols pay 100,000 credits or 500X total bet without max bet.
– 8 Gold & Gems symbols pay 10,000 credits or 50X total bet without max bet.
– 7 Gold & Gems symbols pay 5,000 credits or 25X total bet without max bet.
– 6 Gold & Gems symbols pay 1,000 credits or 5X total bet without max bet.
– 5 Gold & Gems symbols in any position pay 4X total bet.
– 4 Gold & Gems symbols in any position pay 2X total bet.

- TIPS AND TRICKS -

* 5 level progressive (with max bet):
– 10 Gold & Gems symbols: occurs on average every 15,752,961 plays.
– 9 Gold & Gems symbols: occurs on average every 787,648 plays.
– 8 Gold & Gems symbols: occurs on average every 52,509 plays.
– 7 Gold & Gems symbols: occurs on average every 5,469 plays.
– 6 Gold & Gems symbols: occurs on average every 745 plays.

* Free games: A feature occurs on average every 82.7 plays with all 20 lines played, pays on average 40.68 credits.

* Overall hit frequency: 19.29%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=45967&o=2

$end


$info=m1goldsv,m1goldsva,
$bio

Gold & Silver (c) 199? Maygay.

- TECHNICAL -

M1A/B

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41992&o=2

$end


$gbcolor=goldglryu,
$bio

Gold and Glory - The Road to El Dorado [Model CGB-BEDE-USA (c) 2000 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67958&o=2

$end


$gbcolor=goldglry,
$bio

Gold and Glory - The Road to El Dorado [Model CGB-BEDP-EUR] (c) 2000 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67957&o=2

$end


$info=goldball,goldbaln,
$bio

Gold Ball (c) 1983 Bally Midway.

An up-to-4 player, Solid State Electronic, pinball machine.

- TECHNICAL -

Bally/Midway MPU AS-2518-35
Model Number : 0371

Main CPU : M6800 (@ 475 KHz)
Sound CPU : M6802 (@ 895 KHz)
Sound chips : General Instrument AY8910 (@ 895 KHz)

- TRIVIA -

1,750 units were produced.

- STAFF -

Design by : George Christian
Art by : Tony Ramunni

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5423&o=2

$end


$info=goldbug,
$bio

Gold Bug (c) 1982 Century Electronics.

A "Dig Dug"-style game.

- TECHNICAL -

CVS [Convertable Video System] Hardware.

Main CPU : S2650 (@ 894.886 Khz)
Sound CPU : S2650 (@ 894.886 Khz)
Sound Chips : (2x) DAC, TMS5110 (@ 640 Khz)

Players : 2
Control : 4-way joystick
Buttons : 2

- TRIVIA -

Steve Peterson holds the official record for this game with 173,740 points.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=976&o=2

$end


$spc1000_cass=goldcave,
$bio

Gold Cavern (c) 198? Samsung Software [Korea]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83514&o=2

$end


$info=goldcity,
$bio

Gold City (c) 2002 Atronic.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43650&o=2

$end


$bbca_cass,bbcb_cass=golddigg,
$bio

Gold Digger (c) 1984 Firebird

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51899&o=2

$end


$info=sc4gd,sc4gda,sc4gdb,sc4gdc,sc4gdd,sc4gde,sc4gdf,sc4gdg,
$bio

Gold Digger (c) 2000 Bell-Fruit Games.

- TECHNICAL -

[Model PR1016]

Scorpion 4

- TRIVIA -

Released in March 2000.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11555&o=2

$end


$info=sc5gdmz,sc5gdmza,
$bio

Gold Digger (c) 200? Mazooma Games.

- TECHNICAL -

[Scorpion 5]
[Model PR2325]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43105&o=2

$end


$info=sc5gd,sc5gda,sc5gdclbh,sc5gdclbi,
$bio

Gold Digger (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Scorpion 5]
[Model PR3509]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43104&o=2

$end


$info=sc4gdmz,sc4gdmza,
$bio

Gold Digger (c) 200? Mazooma Games.

- TECHNICAL -

Scorpion 4

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42614&o=2

$end


$info=m4goldxc,m4goldxca,m4goldxcb,m4goldxcc,m4goldxcd,m4goldxce,
$bio

Gold Exchange Club (c) 199? Crystal Leisure.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42048&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=goldfvr,
$bio

Gold Fever (c) 1983 Tronix

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84429&o=2

$end


$info=ep_goldf,
$bio

Gold Fever (c) 1999 Impulse Gaming.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40027&o=2

$end


$info=m4goldfc,m4goldfca,m4goldfcb,
$bio

Gold Fever (c) 199? Crystal Leisure.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42047&o=2

$end


$info=m4goldfv,
$bio

Gold Fever (c) 200? Empire Games Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15319&o=2

$end


$info=sc5gldfv,sc5gldfva,sc5gldfvb,sc5gldfvc,sc5gldfvd,sc5gldfve,sc5gldfvf,sc5gldfvg,
$bio

Gold Fever (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR1403]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42623&o=2

$end


$info=sc4gfev,sc4gfeva,sc4gfevb,
$bio

Gold Fever (c) 200? Mazooma Games.

- TECHNICAL -

Scorpion 4
[Model PR2142]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42615&o=2

$end


$info=goldfish,
$bio

Gold Fish (c) 2002 Igrosoft.

- TRIVIA -

Released in September 2002.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40063&o=2

$end


$info=goldfrui,
$bio

Gold Fruit (c) 199? Unknown.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48287&o=2

$end


$info=goldmedl,goldmedla,goldmedlb,
$bio

Gold Medalist (c) 1988 SNK.

Based on the Seoul Olympics, this is a multi-event track and field game for up to four players and featuring nine different events. Despite being heavily influenced by Konami's own "Track and Field" series, Gold Medalist lacks both the addictiveness and tight gameplay mechanics of the games upon which it is based. The nine disciplines, which can be attempted in any order, are :
* 100 Metre Sprint
* Long Jump
* Horizontal Bars
* Freestyle Swimming
* Boxing
* Discus
* 110m Hurdles
* High Jump
* 400m Relay

- TECHNICAL -

Game ID : Alpha-68K96II 'GM'

Main CPU : Motorola 68000 (@ 8 Mhz)
Sound CPU : Zilog Z80 (@ 8 Mhz)
Sound Chips : YM2203 (@ 3 Mhz), YM2413 (@ 8 Mhz), DAC (@ 8 Mhz)

Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048

Players : 4
Buttons : 3

- TRIVIA -

Released in September 1988.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=977&o=2

$end


$a800=goldmine,
$bio

Gold Mine (c) 1983 Spectravideo, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86557&o=2

$end


$info=gmine_l2,
$bio

Gold Mine (c) 1987 Williams Electronics Games, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=7388&o=2

$end


$info=m3gmine,
$bio

Gold Mine (c) 198? BWB.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41182&o=2

$end


$info=j6gldmin,
$bio

Gold Mine (c) 200? Empire Games Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15318&o=2

$end


$info=ad5gldmn,ad5gldmna,ad5gldmnb,ad5gldmnc,ad5gldmnd,ad5gldmne,ad5gldmnf,ad5gldmng,ad5gldmnh,ad5gldmni,ad5gldmnj,ad5gldmnk,
$bio

Gold Mine (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

ADDER 5

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42625&o=2

$end


$info=ss6623,ss4099,ss6326,ss3665,ss6325,ss4628,ss3966,ss3817,ss6324,ss3441,ss4244,ss0202,ss3442,ss7252,ss7872,ss3443,ss3799,ss4414,ss8082,ss8081,
$bio

Gold Mountain (c) 199? IGT [International Game Technologies].

2-Coin Multiplier slot.

- TECHNICAL -

Game ID: 126A

- UPDATES -

SS6623
SS4099
SS6326
SS3665
SS6325
SS4628
SS3966
SS3817
SS6324
SS3441
SS4244
SS0202
SS3442
SS7252
SS7872
SS3443
SS3799
SS4414
SS8082
SS8081

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46154&o=2

$end


$info=ss4100,ss3664,ss4634,ss3436,ss3634,ss3631,ss7117,ss3438,ss3632,ss3633,ss3635,ss8088,ss8087,
$bio

Gold Mountain (c) 1991 IGT.

A 3-reel, 3-coin, 1-payline mechanical slot.

- TECHNICAL -

[Model 126A]

- TRIVIA -

Released in September 1991.

- UPDATES -

#SS4100
Max %: 98
Hit Freq.: 14.785
(Stops): (72) AAA
Top Award (Hits/Cycle): 800/1600/2500 (8)
2nd Award (Hits/Cycle): 320/640/960 (24)
Win freq.: 6.76

#SS3664
Max %: 97.405
Hit Freq.: 14.785
(Stops): (72) AAA
Top Award (Hits/Cycle): 800/1600/2500 (8)
2nd Award (Hits/Cycle): 320/640/960 (24)
Win freq.: 6.76

#SS4634
Max %: 96.231
Hit Freq.: 14.546
(Stops): (72) AAA
Top Award (Hits/Cycle): 800/1600/2500 (8)
2nd Award (Hits/Cycle): 320/640/960 (24)
Win Freq.: 6.87

#SS3436
Max %: 95.084
Hit Freq.: 14.546
(Stops): (72) AAA
Top Award (Hits/Cycle): 800/1600/2500 (8)
2nd Award (Hits/Cycle): 320/640/960 (24)
Win Freq.: 6.87

#SS3634
Max %: 95.084
Hit Freq.: 14.546
(Stops): (72) AAA
Top Award (Hits/Cycle): 800/1600/2500 (8)
2nd Award (Hits/Cycle): 320/640/960 (24)
Win Freq.: 6.87

#SS3631
Max %: 92.584
Hit Freq.: 14.271
(Stops): (72) AAA
Top Award (Hits/Cycle): 800/1600/2500 (8)
2nd Award (Hits/Cycle): 320/640/960 (24)
Win Freq.: 7.01

#SS7117
Max %: 90.95
Hit Freq.: 13.945
(Stops): (72) AAA
Top Award (Hits/Cycle): 800/1600/2500 (8)
2nd Award (Hits/Cycle): 320/640/960 (24)
Win Freq.: 7.17

#SS3438
Max %: 90.103
Hit Freq.: 13.945
(Stops): (72) AAA
Top Award (Hits/Cycle): 800/1600/2500 (8)
2nd Award (Hits/Cycle): 320/640/960 (24)
Win Freq.: 7.17

#SS3632
Max %: 90.103
Hit Freq.: 13.945
(Stops): (72) AAA
Top Award (Hits/Cycle): 800/1600/2500 (8)
2nd Award (Hits/Cycle): 320/640/960 (24)
Win Freq.: 7.17

#SS3633
Max %: 87.557
Hit Freq.: 13.572
(Stops): (72) AAA
Top Award (Hits/Cycle): 800/1600/2500 (8)
2nd Award (Hits/Cycle): 320/640/960 (24)
Win Freq.: 7.37

#SS3635
Max %: 85.096
Hit Freq.: 13.294
(Stops): (72) AAA
Top Award (Hits/Cycle): 800/1600/2500 (8)
2nd Award (Hits/Cycle): 320/640/960 (24)
Win Freq.: 7.52

#SS8088
Max %: 80.116
Hit Freq.: 13.052
(Stops): (72) AAA
Top Award (Hits/Cycle): 800/1600/2500 (8)
2nd Award (Hits/Cycle): 320/640/960 (28)
Win Freq.: 7.66

#SS8087
Max %: 75.08
Hit Freq.: 12.449
(Stops): (72) AAA
Top Award (Hits/Cycle): 800/1600/2500 (8)
2nd Award (Hits/Cycle): 320/640/960 (36)
Win Freq.: 8.03

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=14010&o=2

$end


$info=ss7681,ss0301,ss3740,ss3741,ss3742,ss3743,ss4561,ss8154,ss8155,
$bio

Gold Mountain (c) 199? IGT [International Game Technologies].

3-Line slot.

- TECHNICAL -

[Model 126F]

- UPDATES -

SS7681
SS0301
SS3740
SS3741
SS3742
SS3743
SS4561
SS8154
SS8155

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46338&o=2

$end


$info=ss3819,ss3820,ss3821,ss3822,ss3823,ss8596,ss3824,ss4562,ss8747,
$bio

Gold Mountain (c) 199? IGT [International Game Technologies].

5-Line slot.

- TECHNICAL -

[Model 126I]

- UPDATES -

SS3819
SS3820
SS3821
SS3822
SS3823
SS8596
SS3824
SS4562
SS8747

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46353&o=2

$end


$info=sc2goldr,sc2goldr1,sc2goldrp,
$bio

Gold Reserve (c) 199? MDM Leisure.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15579&o=2

$end


$info=j2goldrn,
$bio

Gold Run (c) 198? JPM International.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40962&o=2

$end


$info=v4gldrsh,
$bio

Gold Rush (c) 199? BWB.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42283&o=2

$end


$info=m5grush,m5grush01,m5grush02,m5grush03,m5grush04,m5grush10,
$bio

Gold Rush (c) 200? Barcrest.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15067&o=2

$end


$info=m5grush5,m5grush504,
$bio

Gold Rush - Five Line Deluxe (c) 200? Barcrest.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15070&o=2

$end


$info=j6grc,j6grca,
$bio

Gold Rush Club (c) 199? Crystal Leisure.

- TECHNICAL -

IMPACT

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41941&o=2

$end


$info=m5gruss,
$bio

Gold Rush Sit Down (c) 200? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41579&o=2

$end


$info=m5grusst,m5grusst03,m5grusst04,
$bio

Gold Rush Stampede (c) 200? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41580&o=2

$end


$info=smi6396,smi6398,smi6525,smi6526,smi6527,smi6528,smi6529,
$bio

Gold Rush (c) 200? Bally Gaming, Incorporated.

2-Coin buy-a-pay slot.

- TECHNICAL -

Bally 6000 Series

- UPDATES -

* SMI # 6396
Part number: E593511X-05
Hit Frequency: 31,25%
Percentage: 93,12%

* SMI # 6398
Part number: E593011X-05
Hit Frequency: 31,25%
Percentage: 97,07%

* SMI # 6525
Part number: E595911X-05
Hit Frequency: 31,25%
Percentage: 89,35%

* SMI # 6526
Part number: E596011X-05
Hit Frequency: 31,25%
Percentage: 91,03%

* SMI # 6527
Part number: E596111X-05
Hit Frequency: 31,25%
Percentage: 93,12%

* SMI # 6528
Part number: E596311X-05
Hit Frequency: 31,25%
Percentage: 94,96%

* SMI # 6529
Part number: E596211X-05
Hit Frequency: 31,25%
Percentage: 97,04%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=45361&o=2

$end


$info=smi6530,smi6531,smi6532,smi6533,smi6534,
$bio

Gold Rush (c) 200? Bally Gaming, Incorporated. 

3-Coin Buy-a-pay slot.

- TECHNICAL -

Bally 6000 Series

- UPDATES -

* SMI # 6530
Part number: E596411X-05
Hit Frequency: 45,31%
Percentage: 88,92%

* SMI # 6531
Part number: E596511X-05
Hit Frequency: 45,31%
Percentage: 90,97%

* SMI # 6532
Part number: E596611X-05
Hit Frequency: 45,31%
Percentage: 93,12%

* SMI # 6533
Part number: E596711X-05
Hit Frequency: 45,31%
Percentage: 95,05%

* SMI # 6534
Part number: E596811X-05
Hit Frequency: 45,31%
Percentage: 97,02%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=45365&o=2

$end


$amigaocs_flop=goldrush,
$bio

Gold Rush! (c) 1989 Sierra On-Line, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74167&o=2

$end


$info=m4gldstr,
$bio

Gold Strike (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41331&o=2

$end


$info=m5gstrik,m5gstrik01,m5gstrik01a,m5gstrik02,m5gstrik11,m5gstrika,
$bio

Gold Strike (c) 2007 Barcrest.

- TECHNICAL -

Horizon Cabinet
Category C game.

- TRIVIA -

Released in December 2007.

- TIPS AND TRICKS -

* Play on normal, super or mega game, with super and mega offering multiplied numbers.

* Complete the trail and hi-lo up the nudge ladder, use the nudges to achieve wins on the cash ladder.

* When hi-lo gambling reach a lit gold cart to be offered a feature.

* Features can be gambled for another with red features awarding 'super' feature.

* Collect two of the same coloured gem to be awarded 1 of 8 bonus outcomes.

* Cash Explosion will light the dynamite safe trail, each correct gamble will move around the trail, awarding the value when a gamble is lost.

* Light all 3 gold miners to Strike It Rich

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15066&o=2

$end


$info=m5gsstrk,m5gsstrk07,
$bio

Gold Super Streak (c) 200? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41581&o=2

$end


$info=ep_gldtp,ep_gldtpa,
$bio

Gold Top (c) 2002 Maygay.

- TRIVIA -

Gold Top was released in May 2002.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40840&o=2

$end


$info=goldwing,
$bio

Gold Wings (c) 1986 Premier Technology Co.

- TECHNICAL -

Gottlieb System 80B
Model Number : 707

- TRIVIA -

Gold Wings was released in October 1986.

3,260 units were produced.

- STAFF -

Designer : John Trudeau
Artworks : Don Marshall, Larry Day

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5424&o=2

$end


$info=peps0090,
$bio

Gold, Silver & Bronze (c) 1992 IGT [International Game Technologies].

- TRIVIA -

Released in September 1992.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=37602&o=2

$end


$cpc_cass=gsb,
$bio

Gold, Silver, Bronze (c) 1989 US Gold, Ltd. [Birmingham, UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96518&o=2

$end


$astrocde=golddigb,golddiga,golddig,
$bio

Golddigger, Goldrush (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86803&o=2

$end


$info=m1gold10,
$bio

Golden 10 (c) 199? Maygay.

- TECHNICAL -

M1A/B

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41990&o=2

$end


$info=ec_gold7,
$bio

Golden 7 (c) 19?? Electrocoin Automatics, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42941&o=2

$end


$info=smiy1174,smiy1175,smiy1176,smiy1177,smiy1178,smiy1179,smiy1180,smiy1181,smiy1182,smiy1183,smiy1184,smiy1185,
$bio

Golden 8s [Power Strike] (c) 2008 Bally Tech.

- TECHNICAL -

Software Part Number: AVGPSG8017UI-00

Game Kit #151634 "ALPHA Elite V20"
Game Kit #151640 "ALPHA Elite V20-20"
Game Kit #151642 "CineVision"
Game Kit #155063 "ALPHA Widescreen M9000"
Game Kit #?????? "Alpha 2 Pro V22/26 Slant"

- UPDATES -

SMI #Y1174
Min/Max%: 87.95%
Top Award (x total bet): 15,000

SMI #Y1175
Min/Max%: 87.95%
Top Award (x total bet): 20,000

SMI #Y1176
Min/Max%: 88.01%
Top Award (x total bet): 25,000

SMI #Y1177
Min/Max%: 88.08%
Top Award (x total bet): 30,000

SMI #Y1178
Min/Max%: 87.98%
Top Award (x total bet): 40,000

SMI #Y1179
Min/Max%: 88.02%
Top Award (x total bet): 50,000

SMI #Y1180
Min/Max%: 85.08%
Top Award (x total bet): 15,000

SMI #Y1181
Min/Max%: 84.94%
Top Award (x total bet): 20,000

SMI #Y1182
Min/Max%: 84.96%
Top Award (x total bet): 25,000

SMI #Y1183
Min/Max%: 85.01%
Top Award (x total bet): 30,000

SMI #Y1184
Min/Max%: 85.08%
Top Award (x total bet): 40,000

SMI #Y1185
Min/Max%: 85.03%
Top Award (x total bet): 50,000

- TIPS AND TRICKS -

Overall Hit Frequency: 39.28 %

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32111&o=2

$end


$info=gldarrow,
$bio

Golden Arrow (c) 1984 Meyco Games, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47518&o=2

$end


$info=sp_golda,sp_goldaa,
$bio

Golden Arrow Club (c) 199? Ace Coin Equipment, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42237&o=2

$end


$info=m3gaward,
$bio

Golden Award (c) 198? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41180&o=2

$end


$amigaocs_flop=goldnaxe,
$bio

Golden Axe (c) 1990 Mastertronic, Limited. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74168&o=2

$end


$cpc_cass=goldnaxe,
$bio

Golden Axe (c) 1990 Virgin Games, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96519&o=2

$end


$nes=goldnaxe,
$bio

Golden Axe (c) 199? Waixing Computer & Technology Co., Ltd. [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76785&o=2

$end


$saturn,sat_cart=gaxeduelj,gaxeduelja,
$bio

Golden Axe - The Duel (c) 1995 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59198&o=2

$end


$saturn,sat_cart=gaxeduel,
$bio

Golden Axe - The Duel (c) 1995 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60315&o=2

$end


$info=gaxeduel,
$bio

Golden Axe - The Duel (c) 1994 Sega.

A one-on-one fighting game based on the popular series.

- TECHNICAL -

Runs on the "ST-V [Sega Titan Video Game System]" hardware.
Cartridge ID: [Model 610-0373-01]

Players: 2
Control: 8-way joystick
Buttons: 6
=> Weak Attack, Medium Attack, Heavy Attack, Weak Kick, Medium Kick, Strong Kick

- TRIVIA -

Even if the copyright year shows 1994, this game was released in public Janurary 1995.

Wave Master released a limited-edition soundtrack album for this game (Golden Axe The Music - WM-0595~7) on 21/02/2008 containing music from the original arcade and Sega Mega Drive/Genesis series.

- SERIES -

1. Golden Axe [Model 317-0110] (1989, ARC)
2. Golden Axe Warrior (1990, SMS)
3. Ax Battler - A Legend of Golden Axe (1991, Game Gear)
4. Golden Axe II (1991, ARC)
5. Golden Axe - The Revenge of Death Adder (1992, ARC)
6. Golden Axe III (1993, MD)
7. Golden Axe - The Duel [Model 610-0373-01] (1994, ARC)
8. Golden Axe - Beast Rider (2008, PS3/360)

- STAFF -

Programmer : A. Toshikawa, H. Shimokawa, T. Takayanagi, K. Kataoka
Graphic Designers : S. Makino, Y. Endo, Y. Aoki, Y. Kawata, T. Kusunoki, N. Takahashi, S. Amano, T. Kudo, Y. Isoda, T. Akai
Composer : K. Nagai
Voices : H. Kawatsu, H. Kiuchi, Y. Nezu
Game Planners : K. Imaeda, M. Takabe
Special Thanks : K. Ohto

- PORTS -

* Consoles :
Sega Saturn [JP] (September 29, 1995) "Golden Axe - The Duel [Model GS-9041]"
Sega Saturn [US] (??? ??, 1995) "Golden Axe - The Duel [Model 81045]"
Sega Saturn [EU] (??? ??, 1995) "Golden Axe - The Duel [Model MK81045-50]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=979&o=2

$end


$saturn,sat_cart=gaxeduelu,
$bio

Golden Axe - The Duel [Model 81045] (c) 1995 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60047&o=2

$end


$info=ga2,ga2j,ga2u,
$bio

Golden Axe - The Revenge of Death Adder (c) 1992 Sega.

Like it's legendary prequel, 1989's "Golden Axe"; 'Revenge' is sideways scrolling beat-em-up set in a traditional fantasy world, in which the evil 'Death Adder' has arisen to take over the lands. The game supports simultaneous four-player gameplay, with each player taking on one of the game's characters. The four available characters are 'Sternblade' (a barbarian warrior), 'Dora' (a female centaurian), 'Goah' (a giant with a dwarf sitting atop his shoulders) and 'Little Trix' (an agile, oriental-style warrior).

As with 'Golden Axe', as well as standard weapon attacks, each character has a special attack move that is activated by pressing both JUMP and ATTACK at the same time. Also, double-tapping the joystick right or left will cause the player to charge and smash into opponents. At certain points during the game, players will come across certain creatures and contraptions (such as dragons, giant scorpions and catapults) which, once the original occupier has been removed from the saddle, can be mounted and ridden/utilized to attack the enemy.

At certain points during a level, as well as at the end of each level, dwarfs appears carrying a sack on their back. Players can hit the dwarfs causing them to drop food and magic potions. During the course of the game, players will also come across numerous trapped prisoners. These can be released by either opening their cages (by pulling a rope or similar) or hacking at their foot manacles.

Unlike the linear level layout of its prequel, 'Revenge' offers the player a branching route through the game, adding to its variety and longevity.

- TECHNICAL -

Runs on the Sega "System 32" hardware.

Players: 4
Control: 8-way joystick
Buttons: 3

- TRIVIA -

Golden Axe TRODA was released in July 1992.

Gilius, the dwarf of the first episode is not directly playable on this sequel, but appears on the back of a giant named Goah.

Each time when you win a stage a map screen shows up. That map screen actually contains ancient Greek words, which translate as follows:
* The word at the bottom means 'river'. 
* The bottom-left word means 'cave'. 
* The bottom-right word means 'forest'. 
* The word in the center means 'town'. 
* The upper-left word means 'graveyard'. 
* The word in the upper-right corner means 'sea'. 
* And finally the word on top is the name of an ancient Greek mythological monster.

Wave Master released a limited-edition soundtrack album for this game (Golden Axe The Music - WM-0595~7) on 21/02/2008 containing music from the original arcade and Sega Mega Drive/Genesis series.

- UPDATES -

The Japanese version has some differences:
* Has 5 scenes (levels) instead of 7.
* Is a 2 players game only instead of 4.
* You have 2 lives and 24 of energy instead of 1 live and 40 of energy.

The US version has some differences:
* Forces the player to play all the 7 scenes (stages) of the game in a single play-through, while other versions present two intersections (both 2-ways) during the game to the player to choose from, so he/she can only see 5 scenes in a single play-through. Needless to say the latter make more sense.
* Is a 4-player game while other versions are 2-player.
* You have 1 live and 40 unit of energy while other versions have 2 live and 24 unit of energy.
* Has the "Recycle It, Don't Trash It!" and the "Winners Don't Use Drugs" screen.

- TIPS AND TRICKS -

* When 2 or more people are playing, it's possible to grab an enemy in a body slam technique by attacking the enemy simultaneously, which can cause a lot of damage.

* In the PIER level, when the tentacles appear, attacking them will chop the tentacle's tip off. The tip can then be picked up (and eaten) and will increase the player's health, having the same effect as the dwarf's food powerup.

- SERIES -

1. Golden Axe [Model 317-0110] (1989, ARC)
2. Golden Axe Warrior (1990, SMS)
3. Ax Battler - A Legend of Golden Axe (1991, Game Gear)
4. Golden Axe II (1991, ARC)
5. Golden Axe - The Revenge of Death Adder (1992, ARC)
6. Golden Axe III (1993, MD)
7. Golden Axe - The Duel [Model 610-0373-01] (1994, ARC)
8. Golden Axe - Beast Rider (2008, PS3/360)

- STAFF -

Composers: Masanori Takeuchi, Tomoyuki Kawamura

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=980&o=2

$end


$info=mp_gaxe2,mp_gaxe2a,
$bio

Golden Axe II (c) 1993 Sega.

Not long after the malign reign of the Death Adder has ended, another evil rises. The peace of the land has again been threatened, this time by 'Dark Guld', who was supposed to be imprisoned but apparently is not. He has instead now gotten his hands on the Golden Axe, and is using it for his own nasty purposes, and with his minions is causing much chaos.

So once more, Ax-Battler, the fierce barbarian; Tyris-Flare, the fearless Amazon; Gilius Thunderhead, the ferocious dwarf, rise up to deal with the oppression, with their might and magic, and recover the Golden Axe.

- TECHNICAL -

[Mega Play 02]

Runs on the Sega "Mega Play" hardware.

Players: 2
Control: 8-way joystick
Buttons: 3
=> [A] Attack, [B] Jump, [C] Magic

- TRIVIA -

This is a slightly harder version of the Sega Mega Drive version and is released around two years after the original :
* Two lives instead of three.
* Two units of health instead of three.
* In the Mega Drive version, you have to hold the A button to use more powerful magic. In this version, when you tap the A button, you automatically use the strongest magic available.
* Eight minute time limit added.

Wave Master released a limited-edition soundtrack album for this game (Golden Axe The Music - WM-0595~7) on 21/02/2008 containing music from the original arcade and Sega Mega Drive/Genesis series.

- UPDATES -

The US version has the 'Winners Don't Use Drugs' screen.

- TIPS AND TRICKS -

Press button A and button B at the same time for a special attack.

- SERIES -

1. Golden Axe [Model 317-0110] (1989, ARC)
2. Golden Axe Warrior (1990, SMS)
3. Ax Battler - A Legend of Golden Axe (1991, Game Gear)
4. Golden Axe II (1991, ARC)
5. Golden Axe - The Revenge of Death Adder (1992, ARC)
6. Golden Axe III (1993, MD)
7. Golden Axe - The Duel [Model 610-0373-01] (1994, ARC)
8. Golden Axe - Beast Rider (2008, PS3/360)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2345&o=2

$end


$info=mt_gaxe2,
$bio

Golden Axe II (c) 1991 Sega.

Not long after the malign reign of the Death Adder has ended, another evil rises. The peace of the land has again been threatened, this time by 'Dark Guld', who was supposed to be imprisoned but apparently is not. He has instead now gotten his hands on the Golden Axe, and is using it for his own nasty purposes, and with his minions is causing much chaos.

So once more, Ax-Battler, the fierce barbarian; Tyris-Flare, the fearless Amazon; Gilius Thunderhead, the ferocious dwarf, rise up to deal with the oppression, with their might and magic, and recover the Golden Axe.

- TECHNICAL -

Runs on the "Mega-Tech System" hardware.
Cartridge ID: 610-0239-57

- TRIVIA -

Released in December 1991.

Wave Master released a limited-edition soundtrack album for this game (Golden Axe The Music - WM-0595~7) on 21/02/2008 containing music from the original arcade and Sega Mega Drive/Genesis series.

- TIPS AND TRICKS -

* Level Select : while the opening screen scrolls, simultaneously hold A+B+C+Start.
Still holding A, release B+C and press them again.
This will bring you to the options screen.
Still holding A, release B+C, select 'exit' and press B+C once more.
You'll be back at the main menu.
Still holding A, release B+C and hit them again to choose the number of players.
Keep all the buttons down and press Start.
Release only Start, select your character, then still holding down A+B+C, press Up and hit Start.
You can now select the level you want to play.

* Full Magic : go to the options screen and select the 'Special Magic' option.
Begin game play and Hold A when the music for the Bosses on levels 1 to 4 begins to play.
Defeat the Boss while holding A.
Release the button when the screen turns black and your character is transported to the bonus level.
Do not press any buttons or move the D-pad.
When the next level begins, player one will cast a spell that will increase the magic points to 255 (Note : Do not use more magic points that what your character normally is allowed to use.Doing so will freeze the game).

- PORTS -

* Consoles :
Sega Mega Drive (1991)
Sony PlayStation 2 (2006, "Genesis Collection")
Sony PSP (2006, "Genesis Collection")
Nintendo Wii (2007, "Virtual Console")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2356&o=2

$end


$megadriv=goldnax2,goldnax2p,
$bio

Golden Axe II (c) 1991 Sega Enterprises, Limited.

European/Australian release.

- TECHNICAL -

[EU] Game ID: 1122-50
[EU] Cartridge ID: 670-1912-50
[EU] Package ID: 670-1913-50

- TRIVIA -

Golden Axe II was released in 1991 (exact dates unknown) in Europe and Australia.

It was then re-released in 1996 in Australia as a Sega Gold Collection edition.

- PORTS -

* Consoles : 
Sony PlayStation 2 [EU] (February 2, 2007) "Sega Mega Drive Collection [Model SLES-54333]" 
Sony PlayStation 2 [AU] (February 8, 2007) "Sega Mega Drive Collection" 
Nintendo Wii [Virtual Console] [EU] (July 6, 2007) [Model MBDP] 
Microsoft XBOX 360 [EU] (February 20, 2009) "SEGA Mega Drive Ultimate Collection [Model 384-40210]" 
Sony PlayStation 3 [EU] [AU] (February 20, 2009) "SEGA Mega Drive Ultimate Collection [Model BLES-00475]" 
Microsoft XBOX 360 [AU] (February 26, 2009) "Sega Mega Drive Ultimate Collection" 
Microsoft XBOX 360 [XBLA] [EU] [AU] (May 30, 2012) "Sega Vintage Collection - Golden Axe" 

* Handhelds : 
Sony PSP [EU] (February 2, 2007) "Sega Mega Drive Collection [Model ULES-00556]" 
Sony PSP [AU] (February 8, 2007) "Sega Mega Drive Collection [Model ULES-00556]" 

* Computers : 
PC [MS Windows, CD-ROM] [EU] (October 15, 2010) "Sega Mega Drive Classics Collection Vol. 2" 
PC [Steam] [EU] (October 26, 2010) both stand-alone and as part of "SEGA Mega Drive Classics Pack 3" 
PC [MS Windows, DVD-ROM] [EU] (March 18, 2011) "Sega Mega Drive Classic Collection - Gold Edition" 
PC [Steam] [EU] (March 25, 2011) "SEGA Mega Drive Classics Collection" 

* Other : 
Arcade [EU] (December 1991) "Golden Axe [Model 610-0239-57]" 
Arcade [EU] (1993) "Golden Axe [Mega Play 02]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93364&o=2

$end


$megadriv=goldnax2u,
$bio

Golden Axe II (c) 1991 Sega of America, Incorporated.

North American release.

- TECHNICAL -

Game ID: 1122
Cartridge ID: 670-1707
Package ID: 670-1708

- TRIVIA -

Golden Axe II for Genesis was released on December 26, 1991 in North America.

- PORTS -

* Consoles : 
Sony PlayStation 2 [US] (November 7, 2006) "Sega Genesis Collection [Model SLUS-21542]" 
Nintendo Wii [Virtual Console] [US] (June 11, 2007) [Model MBDE] 
Microsoft XBOX 360 [US] (February 10, 2009) "Sonic's Ultimate Genesis Collection [Model 68034]" 
Sony PlayStation 3 [US] (February 10, 2009) "Sonic's Ultimate Genesis Collection [Model BLUS-30259]" 
Microsoft XBOX 360 [XBLA] [US] (May 30, 2012) "Sega Vintage Collection - Golden Axe" 

* Handhelds : 
Sony PSP [US] (November 16, 2006) "Sega Genesis Collection [Model ULUS-10192]" 

* Computers : 
PC [Steam] [US] (October 26, 2010) "Golden Axe II [Model 71112]" : both stand-alone and as part of "SEGA Genesis Classics Pack 3" 
PC [MS Windows, DVD-ROM] [US] (March 15, 2011) "Sega Genesis Classic Collection - Gold Edition" 
PC [Steam] [US] (March 25, 2011) "SEGA Genesis Classics Collection" 

* Other : 
Apple iPhone/iPad [US] (April 21, 2011) "Golden Axe II [Model 431760778]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93366&o=2

$end


$megadriv=goldnax2j,
$bio

Golden Axe II (c) 1991 Sega Enterprises, Limited.

- TECHNICAL -

Game ID: G-4062
Cartridge ID: 670-1912
Cover ID: 670-1913

- TRIVIA -

Golden Axe II for Mega Drive was released on December 27, 1991 in Japan.

- STAFF -

Planner: Kazuma Fujii (Fuzzy)
Character Design: Hiroyuki Kawaguchi (Hiro.K), Rew
Background Design: Toyonaka Ozaki (Toyo Ozaki), Sant
Programmer: Takubon, K. Koba
Sound Effect: Naofumi Hataya (Hatabaw)
Messages: Marsh, Junetsu Kakuta (Kakuka)
Checkers: Atsuhiko Nakamura (Kyamura), Tomohiro Kondō (Mu), Dehehe, Kenichi Ono (AX), Takao Miyoshi (Taka O), Sunset
Special Thanks: Makoto Uchida (U), Gas Ges Gos
Cover Illustration by: Jun Satoh
Cover Art: Boris Vallejo

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [JP] (June 5, 2007) [Model MBDJ] 
Microsoft XBOX 360 [XBLA] [JP] (May 30, 2012) "Golden Axe Collection"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56545&o=2

$end


$megadriv=goldnax3,
$bio

Golden Axe III (c) 1993 Sega Enterprises, Limited.

- TECHNICAL -

Game ID: G-4093
Cartridge ID: 670-3050
Cover ID: 670-3051

- TRIVIA -

Golden Axe III was released on June 25, 1993 in Japan. It was also released the same year (exact date unknown) in other parts of Asia.

There was no physical release of this game in North America, Europe, or Australia, although it did appear in North America exclusively through the 'Sega Channel' online service in 1995.

Export release : 
[KO] Golden Axe III [Model GM8087JG]

- STAFF -

Main Planner: Kazuma Fujii (Fuzzy)
Planner: Takashi Iizuka (Iiz)
Character Design: Warukatta, Shigeru Okada (Shige.D.O.R.), Shirō Kinemura (Rouly.S.Kine)
Background Design: Shigeru Okada (Shige.D.O.R.), Matsu G, Sant, Ninjyaman
Main Program: Takubon
Program: ZAN/Marucchi, K.M
Sound Program: Tokuhiko Uwabo (Bo)
Music: Naofumi Hataya (N.H), Tatsuyuki Maeda (Ryunosuke), Haruyo Oguro (Lotty), Tomonori Sawada (T.S)
Sound Effect: Naofumi Hataya (N.H), Tatsuyuki Maeda (Ryunosuke), Haruyo Oguro (Lotty), Tomonori Sawada (T.S)
Messages: James
Package: Ayanokami, F .Hamster
Manual: Ayanokami, F .Hamster
Special Thanks: Todoroki Taiyo, Junichi Suto (Virtual Suto)

- PORTS -

* Consoles : 
Sony PlayStation 2 [US] (November 7, 2006) "Sega Genesis Collection [Model SLUS-21542]" 
Sony PlayStation 2 [EU] (February 2, 2007) "Sega Mega Drive Collection [Model SLES-54333]" 
Sony PlayStation 2 [AU] (February 8, 2007) "Sega Mega Drive Collection" 
Nintendo Wii [Virtual Console] [JP] (September 4, 2007) [Model MBOJ] 
Nintendo Wii [Virtual Console] [EU] (October 5, 2007) [Model MBOP] 
Nintendo Wii [Virtual Console] [US] (October 22, 2007) [Model MBOE] 
Microsoft XBOX 360 [US] (February 10, 2009) "Sonic's Ultimate Genesis Collection [Model 68034]" 
Sony PlayStation 3 [US] (February 10, 2009) "Sonic's Ultimate Genesis Collection [Model BLUS-30259]" 
Microsoft XBOX 360 [EU] (February 20, 2009) "SEGA Mega Drive Ultimate Collection [Model 384-40210]" 
Sony PlayStation 3 [EU] [AU] (February 20, 2009) "SEGA Mega Drive Ultimate Collection [Model BLES-00475]" 
Microsoft XBOX 360 [AU] (February 26, 2009) "Sega Mega Drive Ultimate Collection" 
Microsoft XBOX 360 [XBLA] [JP] (May 30, 2012) "Golden Axe Collection" 
Microsoft XBOX 360 [XBLA] [US] [EU] [AU] (May 30, 2012) "Sega Vintage Collection - Golden Axe" 

* Handhelds : 
Sony PSP [US] (November 16, 2006) "Sega Genesis Collection [Model ULUS-10192]" 
Sony PSP [EU] (February 2, 2007) "Sega Mega Drive Collection [Model ULES-00556]" 
Sony PSP [AU] (February 8, 2007) "Sega Mega Drive Collection [Model ULES-00556]" 

* Computers : 
PC [Steam] [US] (May 2, 2012) "Golden Axe III [Model 211202]" : both stand-alone and as part of "SEGA Genesis Classics Pack 5"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56546&o=2

$end


$nes=goldnax4,
$bio

Golden Axe IV (c) 1995 Unknown.

A pirate hack of "Astyanax" with modified title screen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65167&o=2

$end


$sms=gaxewarr,
$bio

Golden Axe Warrior (c) 1990 Sega Enterprises, Limited.

- TECHNICAL -

Model 7505

- PORTS -

* Consoles : 
Microsoft XBOX 360 [US] (February 10, 2009) as an unlockable extra in "Sonic's Ultimate Genesis Collection [Model 68034]" 
Sony PlayStation 3 [KO] (February 10, 2009) as an unlockable extra in "Sonic's Ultimate Genesis Collection" by SCEI
Sony PlayStation 3 [US] (February 10, 2009) as an unlockable extra in "Sonic's Ultimate Genesis Collection [Model BLUS-30259]" 
Microsoft XBOX 360 [EU] (February 20, 2009) as an unlockable extra in "SEGA Mega Drive Ultimate Collection [Model 384-40210]" 
Sony PlayStation 3 [EU] [AU] (February 20, 2009) as an unlockable extra in "SEGA Mega Drive Ultimate Collection [Model BLES-00475]" 
Microsoft XBOX 360 [AU] (February 26, 2009) as an unlockable extra in "Sega Mega Drive Ultimate Collection"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56047&o=2

$end


$info=mt_gaxe,
$bio

Golden Axe (c) 1990 Sega.

1 to 3 warriors take up arms to save the King from the evil Death Adder. The 3 different player characters are an Amazonian warrior, a barbarian hero and a viking dwarf. Each hero uses a different kind of magic : the barbarian uses earth magic, the amazon uses fire magic and the viking dwarf uses lightning magic. In addition : each player character also carried a different weapon : the amazonian warrior and the barbarian both use swords while the viking dwarf uses the Golden Axe itself.

- TECHNICAL -

Runs on the "Mega-Tech System" hardware.
Cartridge ID: 610-0239-25

- TRIVIA -

Wave Master released a limited-edition soundtrack album for this game (Golden Axe The Music - WM-0595~7) on 21/02/2008 containing music from the original arcade and Sega Mega Drive/Genesis series.

- TIPS AND TRICKS -

* Level Select : Select arcade mode. Hold Downleft+B and press Start at the character selection screen. A number that corresponds to the starting level will appear in the upper left corner of the screen. Use the D-pad to change it to the level you want.

* 9 Continues : At the character select screen, hold Downleft+A+C. Release and press Start.

- STAFF -

Software designers : Takosuke, Moto Cbx1000, Ham Tak, Waka
Visual effects : Kyonsy Kyonsy, Cane, Chisuke, Roco
Sound : Nankyoku, Decky, Imocky
Assistant programmers : S2, Yang Watt, Vinyl Boy
Producer : Kan
Director : Bros 400
Assistant director : Opa-Opa
English messages : Niya, Tsugu

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2355&o=2

$end


$info=goldnaxe,goldnaxe1,goldnaxeb1,goldnaxeb2,goldnaxe1d,
$bio

Golden Axe (c) 1989 Sega.

Golden Axe is a sideways scrolling beat-em-up set in a traditional fantasy world, in which up to three warriors take up arms to rescue the kidnapped King and his Queen from the evil Death Adder.

The game's three different playable characters are an Amazonian warrior named Tyris Flare, a Barbarian hero named Ax Battler, and a Viking dwarf named Gilius Thunderhead. Each character has a special attack move that is activated by pressing both JUMP and ATTACK at the same time. Also, double-tapping the joystick right or left will make the character charge and smash into opponents.

At certain points during the game, players will come across enemies riding creatures (such as dragons). If the player knocks the original rider from the saddle, the created can be mounted and used against the enemy.

At certain points during a level, as well as on the between-stage intermittent levels, Thieves appear carrying a sack on their back. Players can hit the Thieves causing them to drop food and magic potions - the latter of which are used to create a special magical attack that damages or kills all on-screen enemies.

Each of the game's heroes uses a different kind of magic: Ax Battler uses Earth magic, Tyris uses fire magic and Gilius uses lightning magic. In addition: each player character also carries a different weapon: Tyris and Ax Battler both use swords while Gilius wields an axe.

Golden Axe consists of 9 levels, although only 5 of these are true levels as every 2nd stage is a short intermittent level featuring only the sack-carrying Goblins.

Once Golden Axe has been beaten, an end sequence is a scene of a video arcade, in which the game's characters jump out of the arcade cabinet and chase the game's players out of the arcade and down the street.

- TECHNICAL -

Runs on the Sega "System 16B" hardware.
Game ID : 317-0110

Players : 2
Control : 8-way joystick
Buttons : 3
=> [A] JUMP, [B] ATTACK, [C] MAGIC

- TRIVIA -

Golden Axe was released in June 1989.

Re-Editions:
"Golden Axe [Model 317-0120]"
"Golden Axe [Model 317-0121]"

Export releases:
[US] "Golden Axe [Model 317-0112]"
[US] "Golden Axe [Model 317-0122]"
[US] "Golden Axe [Model 317-0123]"

Uchida originally wanted to make a theme similar to "Dragon Quest", but seeing as how the higher ups at Sega didn't quite see the charm in that, Uchida and his team ended up making Golden Axe, thinking that selectable characters and flashy magic spells would make for a success. The game did end up becoming one of Sega's big franchises early on and spawned multiple sequels.

Note : The kanji on the title screen actually reads 'Senpu', meaning 'Fighting Axe'. This is an example of 'gikun', where Japanese artists use the phonetic value of a character to determine the game's name and not the meaning of the character itself.

Many of the samples used for Golden Axe and its sequel were taken from the movies 'Rambo - First Blood' and 'Conan the Cimmerian'. More specific when you kill bad guys sometimes they scream something like 'Oooh God!' which was taken from Rambo at the scene which takes place in the forest when one of the policemen fell into a trap and gets impaled by sharp pieces of wood. The sample used for the man who gets trampled by a bad guy in Golden Axe and the scream of Death-Adder when falling from the dragon at the final scene of "Golden Axe - Revenge of Death-Adder" was taken from the policeman who also fell from the helicopter pursuing Rambo. Finally the battle cry used for the big baddies when they die in Golden Axe and the scream for the big chained green monster on "Golden Axe - Revenge of Death-Adder" on stage 3 are the same and taken from Conan's scene where Arnold Schwarzenegger fights the two villains on a Stonehenge like background and again one of them gets impaled by a trap.

Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Super Sonic Team : G.S.M. SEGA 3 - PCCB-00009) on October 21, 1989.
Wave Master released a limited-edition soundtrack album for this game (Golden Axe The Music - WM-0595~7) on February 21, 2008 containing music from the original arcade and Sega Mega Drive/Genesis series.

Two limited Edition Comic Book Series' to accompany the game were published in the UK in the early 1990's. They can be found along with other Sega-related adaptions in Fleetway's 'Sonic The Comic' which ran for approximately 200 issues.

- TIPS AND TRICKS -

* Two Player Health Restoration : If a player's health is at zero (no life bar visible) when the bonus level/intermission ends, s/he will begin the next level at full health (three life bars). So if you CAREFULLY hack one another, you can restore your health. You should allow the other character to recover after each swipe, otherwise you may throw or kick and actually kill the other player.

- SERIES -

1. Golden Axe [Model 317-0110] (1989, ARC)
2. Golden Axe Warrior (1990, SMS)
3. Ax Battler - A Legend of Golden Axe (1991, Game Gear)
4. Golden Axe II (1991, ARC)
5. Golden Axe - The Revenge of Death Adder (1992, ARC)
6. Golden Axe III (1993, MD)
7. Golden Axe - The Duel [Model 610-0373-01] (1994, ARC)
8. Golden Axe - Beast Rider (2008, PS3/360)

- STAFF -

Designed by: Makoto Uchida, Team Shinobi

- PORTS -

* Consoles : 
Sega Master System [US] [EU] (1989) "Golden Axe [Model 9004]" 
Sega Master System [BR] (1989) "Golden Axe [Model 028060]" by Tec Toy 
Sega Genesis [US] (December 22, 1989) 
Sega Mega Drive [JP] (December 23, 1989) "Golden Axe [Model G-4018]" 
Sega Mega Drive [EU] [AU] [BR] (1990) 
NEC PC-Engine Super CD-ROM2 [JP] (March 16, 1990) "Golden Axe [Model TJCD0005]" 
Sony PlayStation 2 [JP] (September 25, 2003) "Golden Axe [Sega Ages 2500 Vol.5] [Model SLPM-62385]" 
Tapwave Zodiac [US] (January 1, 2004)
Microsoft XBOX 360 [XBLA] [US] [EU] [JP] [AU] (July 11, 2007) 
Nintendo Wii [Virtual Console Arcade] [JP] (June 23, 2009) 
Nintendo Wii [Virtual Console Arcade] [EU] (September 18, 2009) 
Nintendo Wii [Virtual Console Arcade] [US] (October 26, 2009) 

* Handhelds : 
Bandai WonderSwan Color [JP] (February 28, 2002) "Golden Axe [Model SWJ-BANC2B]" 

* Computers : 
Commodore Amiga [EU] (1989) 
Atari ST [US] (1990) 
Amstrad CPC [EU] (1990) 
PC [MS-DOS, 5.25"] [US] (1990) 
Commodore C64 [US] [EU] (1990) 
Sinclair ZX Spectrum [EU] (1990) 
Commodore C64 [EU] (1991) "2 Hot 2 Handle" 
Commodore Amiga [EU] (1991) "2 Hot 2 Handle" 

* Others : 
Tiger Handheld LCD Game [US] (1987) 
Apple iPhone/iPod [US] (June 17, 2009) "Golden Axe [Model 319600514]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=978&o=2

$end


$info=goldnaxe2,
$bio

Golden Axe (c) 1989 SEGA Enterprises, Ltd.

North American release. See the original release for more information about the game itself; "Golden Axe [Model 317-0110]".

- TECHNICAL -

Game ID: 317-0112

This US version uses an additional I8751 @ 8 Mhz.

- TRIVIA -

Re-Editions:
[US] "Golden Axe [Model 317-0122]"
[US] "Golden Axe [Model 317-0123]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=97895&o=2

$end


$info=goldnaxe3,goldnaxe3d,
$bio

Golden Axe (c) 1989 SEGA Enterprises, Ltd.

Re-Edition. See the original release for more information about the game itself; "Golden Axe [Model 317-0110]".

- TECHNICAL -

Game ID: 317-0120

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=97896&o=2

$end


$info=goldnaxej,goldnaxejd,
$bio

Golden Axe (c) 1989 SEGA Enterprises, Ltd. 

Updated re-release for Japan only. It features:
* Additional 'warning' screen.
* Added blood dripping on the character selection screen.
* Added in-game Japanese subtitles.
* Contains an extra violent scene.

For more information about the game itself, please see the original release entry; "Golden Axe [Model 317-0110]".

- TECHNICAL -

Game ID: 317-0121

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=97897&o=2

$end


$info=goldnaxeu,goldnaxeud,
$bio

Golden Axe (c) 1989 SEGA Enterprises, Ltd.

North American release. See the original release for more information about the game itself; "Golden Axe [Model 317-0110]".

- TECHNICAL -

Game ID: 317-0122

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=97898&o=2

$end


$sms=goldnaxe,
$bio

Golden Axe (c) 1989 Sega Enterprises, Limited.

- TECHNICAL -

Model 9004

- TRIVIA -

European reviews:
[FR] Player One (Sept. 1990): 85/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56046&o=2

$end


$megadriv=goldnaxe1,goldnaxe,
$bio

Golden Axe (c) 1989 Sega Enterprises, Limited.

- TECHNICAL -

Game ID: G-4018
Cartridge ID: 670-0466
Cover ID: 670-0467
Bar Code: 4 974365 540180

- TRIVIA -

Golden Axe for Mega Drive was released on December 23, 1989 in Japan.

- STAFF -

Software Design: Takosuke, Moto Cbx1000, Takahiro Hamano (Ham Tak), Masahiro Wakayama (Waka)
Visual Effects: Kyonsy Kyonsy, Cane, Chisuke, Roco
Sound: Nankyoku, Decky, Imocky
Assistant Programmer: Hiroto Saeki (S2), Yang Watt, Vinyl Boy
Producer: Kanako Kohyama (Kan)
Director: BROS400 
Assistant Director: Mutsuhiro Fujii (Opa-Opa)
English Translation: Niya, Tsugu

- PORTS -

* Consoles : 
Sega Mega-CD [JP] (April 23, 1993) "Sega Classics Arcade Collection [Limited Edition] [Model G-6012]" 
Nintendo Wii [Virtual Console] [JP] (December 2, 2006) [Model MAEJ]  
Sony PlayStation 3 [KO] (February 10, 2009) "Sonic's Ultimate Genesis Collection" by SCEI
Microsoft XBOX 360 [XBLA] [JP] (May 30, 2012) "Golden Axe Collection"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56544&o=2

$end


$wscolor=goldnaxe,
$bio

Golden Axe (c) 2002 Bandai Co., Ltd.

- TECHNICAL -

Model SWJ-BANC2B

- TRIVIA -

Golden Axe for WonderSwan Color was released on February 28, 2002 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86443&o=2

$end


$pcecd=goldnaxe,
$bio

Golden Axe (c) 1990 Telenet Japan.

Golden Axe is a side scrolling beat'em up by Telenet and conversion of Sega's popular arcade game. The evil lord Death Adder has come to threaten the peaceful land of Yuria. He now holds the king and his daughter captive in his castle, as well as the legendary Golden Axe which he intends to destroy if the people of Yuria don't crown him as the ruler of the country. Three warriors (also on a promise of personal revenge) set out on a long journey to defeat Death Adder and his motley army of mercenaries and undead monsters. Each fighter comes with a signature weapon and fighting techniques: Ax Battler is a muscular barbarian wielding a two-handed heavy sword, Tyris Flare is the only female of the group and carries a long-sword and Gilius Thunderhead is a dwarf armed with a sleek double axe. Each hero can also summon elementals to the party's aid - Ax posses the powers of the Earth, Tyris the powers of the Fire and Gilius the powers of the Lightning - and the more magic potions they collect and use, the more destructive the magic spells become. Another unique twist of Golden Axe is the ability given to the players to ride beasts, as long as their original owner can adequately be knocked off their ride first. All the rideable beasts come with special attacks, some use simple tail whips whereas others can breathe jets of fire. Golden Axe consists of eight stages but is single-player only.

- TECHNICAL -

Game ID: TJCD0005

- TRIVIA -

Golden Axe for PCE CD was released on March 10, 1990 in Japan for 6780 Yen.

The original Golden Axe arcade game was released by Sega in 1989.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58210&o=2

$end


$info=sc4gbcas,sc4gbcasa,sc4gbcasb,
$bio

Golden Balls Casino (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR1034]
[Scorpion 4]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43025&o=2

$end


$info=sc4gball,sc4gballa,sc4gballb,sc4gballc,
$bio

Golden Balls (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR1604]

[Scorpion 4]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43024&o=2

$end


$info=sc5gball,sc5gballa,sc5gballb,sc5gballc,
$bio

Golden Balls (c) 200? Bell-Fruit Games.

- TECHNICAL -

[Scorpion 5]
[Model PR1604]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11527&o=2

$end


$info=j2goldbr,
$bio

Golden Bars (c) 198? JPM International.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40961&o=2

$end


$info=j5goldbr,
$bio

Golden Bars (c) 199? JPM International.

- TECHNICAL -

SYSTEM 5

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41926&o=2

$end


$msx1_cass=gbasket,gbasketh,
$bio

Golden Basket (c) 1990 Opera Soft [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94680&o=2

$end


$cpc_cass=goldbskt,
$bio

Golden Basket (c) 1990 Opera Soft [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96521&o=2

$end


$info=smih0920,smih0921,smih0922,smih0923,smih0924,
$bio

Golden Bell (c) 2008 Bally Gaming, Incorporated.

- TECHNICAL -

Software Part Number: ASGQHGB1001-01

Game Kit #153108 ALPHA S9000
Game Kit #153105 ALPHA Elite S9E
Game Kit #153111 CineReels

- UPDATES -

SMI #H0920
Min/ Max %: 85.93%

SMI #H0921
Min/ Max %: 87.98%

SMI #H0922
Min/ Max %: 89.96%

SMI #H0923
Min/ Max %: 92.00%

SMI #H0924
Min/ Max %: 93.93%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46218&o=2

$end


$info=goldenc,
$bio

Golden Canaries (c) 1993 Aristocrat.

A video slot machine with 5 reels and 9 lines.

- TECHNICAL -

Aristocrat 540 MKIV hardware.

MVP cabinet (14 button) layout :
Top row buttons :
Collect
Bet 1 Credit
Bet 2 Credits
Bet 3 Credits
Bet 5 Credits
Bet 10 Credits

Bottom row buttons :
Service
Play 1 Line / Red
Play 3 Lines
Play 5 Lines
Play 7 Lines
Play 9 Lines / Black
Gamble
Take Win

This machine was also released on the MKV hardware (1995), and on the Aristocrat 2.5 Hardware prior to the 540 MKIV.

- SCORING -

All pays are left to right and/or right to left.

Wild Cat appears on reel 3 and substitutes for all symbols.

Canary : 1 = 2, 2 = 20, 3 = 200, 4 = 1500, 5 = 7500
Granny : 1 = 2, 2 = 10, 3 = 100, 4 = 500, 5 = 5000
Fruit : 2 = 5, 3 = 100, 4 = 300, 5 = 3000
Bell : 2 = 5, 3 = 100, 4 = 200, 5 = 2000
Note : 2 = 5, 3 = 100, 4 = 200, 5 = 2000
Ace : 3 = 30, 4 = 100, 5 = 500
King : 3 = 30, 4 = 100, 5 = 500
Queen : 3 = 15, 4 = 100, 5 = 500
Jack : 3 = 15, 4 = 100, 5 = 500
Ten : 3 = 5, 4 = 50, 5 = 500
Nine : 3 = 5, 4 = 50, 5 = 500
Eight : 3 = 5, 4 = 50, 5 = 500
Egg : 3 = 2, 4 = 10, 5 = 50

Feature : 8 free games are won with a 3, 4 or 5x scattered Egg win. Your overall win from the free games is repeated by the total Canaries which appeared anywhere in the window during the free games. Additional free games can also be won during the feature.

- SERIES -

1) Golden Canaries (1993)
2) Butterfly Delight (1996)
3) Money Mouse (1998)
4) Golden Canaries II [Lucky Devil] (2002)
5) Canary Riches (2005)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4947&o=2

$end


$info=sc2gcclb,sc2gcclb1,sc2gcclb1p,sc2gcclb2,sc2gcclb2p,sc2gcclbp,
$bio

Golden Casino Club (c) 1997 Bell-Fruit Mfg. Company, Limited. [B.F.M.].

- TECHNICAL -

[Model 6632]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42191&o=2

$end


$info=gcastle,
$bio

Golden Castle (c) 1986 Taito Corp.

- TRIVIA -

Golden Castle was released in April 1986.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49642&o=2

$end


$info=j2gldchy,
$bio

Golden Cherry (c) 198? JPM International.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40959&o=2

$end


$info=gldncrwn,
$bio

Golden Crown (c) 1997 BFM / ELAM.

- TECHNICAL -

Main CPU : (2x) M6809 (@ 2 Mhz)
Sound Chips : UPD7759 (@ 640 Khz), YM2413 (@ 3.579545 Mhz)

Screen orientation : Horizontal
Video resolution : 400 x 300 pixels
Screen refresh : 50.00 Hz
Palette colors : 16

Players : 1
Buttons : 6

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4893&o=2

$end


$info=smiy1174,smiy1175,smiy1176,smiy1177,smiy1178,smiy1179,smiy1180,smiy1181,smiy1182,smiy1183,smiy1184,smiy1185,
$bio

Golden Crown [Power Strike] (c) 2008 Bally Tech.

- TECHNICAL -

Software Part Number: AVGPSG8017UI-0

Game Kit #151634 "ALPHA Elite V20"
Game Kit #151640 "ALPHA Elite V20-20"
Game Kit #151642 "CineVision"
Game Kit #155063 "ALPHA Widescreen M9000"
Game Kit #?????? "Alpha 2 Pro V22/26 Slant"

- UPDATES -

SMI #Y1174
Min/Max%: 87.95%
Top Award (x total bet): 15,000

SMI #Y1175
Min/Max%: 87.95%
Top Award (x total bet): 20,000

SMI #Y1176
Min/Max%: 88.01%
Top Award (x total bet): 25,000

SMI #Y1177
Min/Max%: 88.08%
Top Award (x total bet): 30,000

SMI #Y1178
Min/Max%: 87.98%
Top Award (x total bet): 40,000

SMI #Y1179
Min/Max%: 88.02%
Top Award (x total bet): 50,000

SMI #Y1180
Min/Max%: 85.08%
Top Award (x total bet): 15,000

SMI #Y1181
Min/Max%: 84.94%
Top Award (x total bet): 20,000

SMI #Y1182
Min/Max%: 84.96%
Top Award (x total bet): 25,000

SMI #Y1183
Min/Max%: 85.01%
Top Award (x total bet): 30,000

SMI #Y1184
Min/Max%: 85.08%
Top Award (x total bet): 40,000

SMI #Y1185
Min/Max%: 85.03%
Top Award (x total bet): 50,000

- TIPS AND TRICKS -

Overall Hit Frequency: 39.28%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32053&o=2

$end


$info=m3gcrown,
$bio

Golden Crowns (c) 198? MDM Leisure.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41181&o=2

$end


$info=goldcue,
$bio

Golden Cue - Tournament Edition (c) 1998 Sega Pinball

- TECHNICAL -

Model Number : 64

- TRIVIA -

Designed by Sega Pinball and Incredible Technologies, the makers of the well known "Golden Tee" golf games. Like Golden Tee, this game was designed to be linked to other games and tournaments across the country, with prizes awarded to high scorers.

Shown at ATEI in 1999, Golden cue's rules were not completed and the game was not officially released by Sega; only a few test games were made (approx. 10 units), and it was later redesigned into Stern's 2000 "Sharkey's Shootout".

- STAFF -

Design by : Jon Norris
Art director : Jason J. Dominiak
Art by : Morgan Weistling
Dots/Animation by : Kurt Andersen
Mechanics by : Rob Hurtado
Music by : Kyle Johnson
Software by : Lonnie D. Ropp, Orin Day

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5425&o=2

$end


$info=j6golddma,
$bio

Golden Day (c) 199? JPM International.

- TECHNICAL -

Impact

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41098&o=2

$end


$info=j6golddm,
$bio

Golden Demons (c) 199? JPM International.

- TECHNICAL -

Impact

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41099&o=2

$end


$info=m5gdrag,
$bio

Golden Dragon (c) 2002 Barcrest.

- TRIVIA -

Released in January 2002.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15068&o=2

$end


$info=m5gdrgcl,m5gdrgcl05,
$bio

Golden Dragon Club (c) 200? Barcrest.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15069&o=2

$end


$info=gfire2,
$bio

Golden Fire II (c) 1992 Topis.

- TECHNICAL -

Main CPU : Z180 (@ 7 Mhz)
Sound Chips : YM2203 (@ 3 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=981&o=2

$end


$info=goldgame,goldgkitb,goldgkit1,goldgnew,goldgstake,
$bio

Golden Game (c) 2002 Splin.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=7666&o=2

$end


$info=sc4ggcas,sc4ggcasa,sc4ggcasb,sc4ggcasc,
$bio

Golden Game Casino (c) 200? Mazooma Games.

- TECHNICAL -

Scorpion 4

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42617&o=2

$end


$info=sc4gnc,sc4gnca,sc4gncb,sc4gncc,sc4gncd,sc4gnce,
$bio

Golden Game Club (c) 200? Mazooma Games.

- TECHNICAL -

Scorpion 4

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42629&o=2

$end


$info=sc4ggdlx,sc4ggdlxa,sc4ggdlxb,sc4ggdlxc,sc4ggdlxd,sc4ggdlxe,sc4ggdlxf,sc4ggdlxg,
$bio

Golden Game Deluxe (c) 200? Mazooma Games.

- TECHNICAL -

[Scorpion 4]
[Model PR2201]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43027&o=2

$end


$info=sc5ggame,sc5ggamea,sc5ggameb,sc5ggamec,sc5ggamed,
$bio

Golden Game (c) 200? Mazooma Games.

- TECHNICAL -

[Scorpion 5]
 [Model PR2208]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43106&o=2

$end


$info=sc4ggame,sc4ggame0,sc4ggame1,sc4ggame2,sc4ggame3,sc4ggame4,sc4ggame5,sc4ggame6,sc4ggame7,sc4ggame8,sc4ggame9,sc4ggamea,sc4ggameb,sc4ggamec,sc4ggamed,sc4ggtba,sc4ggamef,sc4ggameg,sc4ggamei,
$bio

Golden Game (c) 200? Mazooma Games.

- TECHNICAL -

Scorpion 4

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42616&o=2

$end


$bbca_cass,bbcb_cass=goldgame,
$bio

Golden Games (c) 19?? Database

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51900&o=2

$end


$info=ggate,ggatea,
$bio

Golden Gate (c) 1999 Sirmo.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=7644&o=2

$end


$info=m4gldgat,
$bio

Golden Gate (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41328&o=2

$end


$info=sc4ghost,sc4ghosta,sc4ghostb,sc4ghostc,sc4ghostd,sc4ghoste,sc4ghostf,sc4ghostg,sc4ghosth,
$bio

Golden Ghost (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR7090]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42620&o=2

$end


$info=goldglen,
$bio

Golden Glenn (c) 2002 Atronic.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43651&o=2

$end


$info=j6goldgl,j6goldgla,j6goldglb,j6goldglc,j6goldgld,j6goldgle,j6goldglf,j6goldglg,j6goldglh,j6goldgli,j6goldglj,j6goldglk,j6goldgll,
$bio

Golden Goal (c) 199? JPM International.

- TECHNICAL -

Impact

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41100&o=2

$end


$gbcolor=goldgoalg,
$bio

Golden Goal [Model DMG-AAFD-NOE] (c) 1999 Take-Two Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67960&o=2

$end


$gbcolor=goldgoal,
$bio

Golden Goal [Model DMG-AAFX-EUR] (c) 1999 Take-Two Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67959&o=2

$end


$info=sc5gldgo,sc5gldgoa,
$bio

Golden Goals (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR3410]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42624&o=2

$end


$info=sc4ggrid,sc4ggrida,sc4ggridb,sc4ggridc,sc4ggridd,sc4ggride,sc4ggridf,sc4ggridg,sc4ggridh,sc4ggridi,sc4ggridj,sc4ggridk,sc4ggridl,sc4ggridm,sc4ggridn,
$bio

Golden Grid (c) 200? QPS Interactive.

- TECHNICAL -

[Model PR2518]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42619&o=2

$end


$info=m4gldjok,
$bio

Golden Joker (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41329&o=2

$end


$info=m5gkeys,
$bio

Golden Keys (c) 200? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41575&o=2

$end


$nes=golden,
$bio

Golden KTV (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84017&o=2

$end


$info=smiy0629,smiy0630,smiy0631,smiy0632,smiy0633,smiy0634,
$bio

Golden Lotus (c) 200? Bally Gaming, Incorporated.

- TECHNICAL -

Game Kit #111669 (M9000 Paytable)
Game Kit #111672 (M9000)
Game Kit #111671 (C9000)
Game Kit #111670 (V8700)

- UPDATES -

SMI #Y0629
Min/Max %: 86.13/86.13
Hit Freq.: 7.86
Volatility: 15.69

SMI #Y0630
Min/Max %: 88.09/88.09
Hit Freq.: 7.61
Volatility: 15.99

SMI #Y0631
Min/Max %: 90.19/90.19
Hit Freq.: 9.88
Volatility: 16.35

SMI #Y0632
Min/Max %: 92.10/92.10
Hit Freq.: 9.80
Volatility: 16.48

SMI #Y0633
Min/Max %: 94.02/94.02
Hit Freq.: 9.95
Volatility: 16.98

SMI #Y0634
Min/Max %: 96.17/96.17
Hit Freq.: 9.95
Volatility: 17.14

- SCORING -

Top Award:
8,888 x line bet (Regular Gameplay)
35,552 x line bet (Free Games)

- TIPS AND TRICKS -

* Odd to JP (all lines played): 1,412,564.

* Chinese Garden feature: Occurs once every 277 plays. Average return to player: 44.91 credits.

* White Lotus feature: Occurs once every 207 plays. Average return to player: 21.82 credits.

* Overall hit frequency of 57.69%.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=45968&o=2

$end


$info=sp_goldm,sp_goldma,sp_goldmb,sp_goldmc,sp_goldmd,sp_goldme,sp_goldmf,sp_goldmg,sp_goldmh,sp_goldmi,sp_goldmj,sp_goldmk,sp_goldml,sp_goldmm,sp_goldmn,sp_goldmo,sp_goldmp,sp_goldmq,sp_goldmr,sp_goldms,
$bio

Golden Mile (c) 199? Ace Coin Equipment, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42238&o=2

$end


$info=smih0846,smih0847,smih0848,smih0849,smih0850,smih0717,smih0718,smih0719,smih0720,smih0721,
$bio

Golden Monkey [Stepper Slot] (c) 2008 Bally Gaming, Incorporated.

- TECHNICAL -

[Bally Signature Series]
Software Part Number: ASGGLMK117UI-00

Game Kit #146276 ALPHA Elite S9E
Game Kit #146278 CineReels

- UPDATES -

SMI #H0846
Min/Max %: 83.13%/88.20%
Max Bet: 45

SMI #H0847
Min/Max %: 85.98%/90.47%
Max Bet: 45

SMI #H0848
Min/Max %: 87.66%/91.82%
Max Bet: 45

SMI #H0849
Min/Max %: 90.42%/94.03%
Max Bet: 45

SMI #H0850
Min/Max %: 92.92%/96.03%
Max Bet: 45

SMI #H0717
Min/Max %: 83.13%/88.14%
Max Bet: 125

SMI #H0718
Min/Max %: 85.98%/90.42%
Max Bet: 125

SMI #H0719
Min/Max %: 87.66%/91.76%
Max Bet: 125

SMI #H0720
Min/Max %: 90.42%/93.98%
Max Bet: 125

SMI #H0721
Min/Max %: 92.92%/95.97%
Max Bet: 125

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46243&o=2

$end


$info=smiy0714,smiy0715,smiy0716,smiy0717,smiy0718,
$bio

Golden Monkey (c) 2007 Bally Gaming.

- TECHNICAL -

Game Kit #116997: ALPHA Elite V20
Game Kit #116999: C9K

- UPDATES -

SMI #Y0714
Min/Max %: 83.02/88.06

SMI #Y0715
Min/Max %: 85.44/90.00

SMI #Y0716
Min/Max %: 88.00/92.04

SMI #Y0717
Min/Max %: 90.47/94.02

SMI #Y0718
Min/Max %: 92.89/95.96

- SCORING -

* Progressive Options (must be enabled):
100,000 credits x denomination.
10,000 credits x denomination.
5,000 credits x denomination.
2,000 credits x denomination.
500 credits x denomination.

* Bonus Reel: When a bonus symbol appears on an active payline with a winning combination on the first four reels of that payline, that winning combination is enhanced as follows:
5x symbol: Pays five times winning combination.
3x symbol: Pays three times winning combination.
2x symbol: Pays two times winning combination.
100 Pay symbol: Pays 100 times line bet plus winning combination.
25 Pay symbol: Pays 25 times line bet plus winning combination.
10 Pay symbol: Pays 10 times line bet plus winning combination.

* Save and Win Progressive Feature: When the Golden Monkey symbol appears on the 5th reel with maximum credits bet, the player advances one step toward the Save and Win Progressive Feature. 
3 Golden Monkey symbols: 1200 credits or save.
6 Golden Monkey symbols: 2500 credits or save.
10 Golden Monkey symbols: 1 of 5 progressive jackpots.

- TIPS AND TRICKS -

* Golden Monkey symbol appears every 16.7 plays.

* Progressive feature occurs every 167 plays.

* Odds to jackpot (25 lines played): 33,333

* Free Games Bonus Feature: Occurs every 84 plays with 25 lines played.

* Overall Hit Frequency: 50.68%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32075&o=2

$end


$info=pr_gldnl,
$bio

Golden Nile (c) 199? Project Coin Machines, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42091&o=2

$end


$info=m4rdht,
$bio

Golden Nudger (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41330&o=2

$end


$info=pr_gnuc,pr_gnuca,
$bio

Golden Nugget (c) 199? Coin World.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15206&o=2

$end


$info=pr_gldng,
$bio

Golden Nugget (c) 199? Project Coin Machines, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42090&o=2

$end


$n64=goldnugg,
$bio

Golden Nugget 64 (c) 1998 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57728&o=2

$end


$gba=goldnugg,
$bio

Golden Nugget Casino [Model AGB-BGGE-USA] (c) 2004 Majesco Sales, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70829&o=2

$end


$info=m1goldng,m1goldnga,m1goldngb,m1goldngc,m1goldngd,m1goldnge,
$bio

Golden Nugget Club (c) 199? Maygay.

- TECHNICAL -

M1A/B

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41991&o=2

$end


$info=sc4gocas,sc4gocasa,
$bio

Golden Oldie Casino (c) 200? Mazooma Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42630&o=2

$end


$info=sc4goldo,sc4goldoa,sc4goldob,sc4goldoc,
$bio

Golden Oldie (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR7024]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40611&o=2

$end


$cdi=golden1,
$bio

Golden Oldies I (c) 1997 SPC Vision.

Here are two classic games in a new version, Guardian and Invaders.

GUARDIAN: You have to defeat the planet full of humanoids from an alien invasion. You control a small fighter armed with a laser and smart bombs. Fly across the scrolling surface of the planet and take out the aliens. Some of these aliens will abduct the humanoids and carry them to the top of the screen where humanoid and alien will transform into a horrible mutant that will come after your ship. Other aliens just bother you, there are mine layers, hunters, tanks, and others. Clear one wave of enemies and you will progress to the next level. There are seven levels in total. If all the men are killed, the planet will disintegrate, leaving you in outer space with nothing but raving mutants for company...

INVADERS: This is a classic. Move the ship left to right with the controller and fire missiles at the invaders at the top of the screen. Shoot all of them and you will go to the next level. Get hit by a bomb, you die. If the invaders hit the ground or you lose all your lives, the game is over.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52969&o=2

$end


$cdi=golden2,
$bio

Golden Oldies II (c) 1997 SPC Vision

Here are two classic games in a new version, Blockbuster and Bughunt.

BLOCKBUSTER: Your mission is to break down the walls of blocks in 75 different levels. bounce the ball with your bat, each time the ball hits a block, the block will disappear and the ball will bounce back. Miss the last ball and your bat will explode. Remove the last block and the doors to the next level will open... 

BUGHUNT: Fight off an infestation of nasty bugs by moving around your ship with the controller and firing laser bolts. Shoot anything that moves and don't get hit by anything or you will die.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52970&o=2

$end


$cdi=goldoldja,goldoldj,
$bio

Golden Oldies Jukebox (c) 1991 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52971&o=2

$end


$amigaocs_flop=goldold1,
$bio

Golden Oldies Volume 1 (c) 1986 Software Country

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74169&o=2

$end


$info=j6gldpl,hb_gpal,hb_gpala,hb_gpalb,hb_gpalc,hb_gpald,hb_gpale,hb_gpalf,hb_gpalg,hb_gpalh,hb_gpali,
$bio

Golden Palace (c) 199? QPS Interactive.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41892&o=2

$end


$info=hb_gldpl,hb_gldpla,
$bio

Golden Palace (c) 200? Mazooma

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15610&o=2

$end


$info=gpgolf,
$bio

Golden Par Golf (c) 1992 Strata.

- TRIVIA -

Developed by Incredible Technologies, Inc.

Sales by Electrocoin Automatics, Ltd.

- STAFF -

Creative direction : Scott Morrison
Game design : Larry Hodgon, Jim Zielinski
Software : Larry Hodgson, Richard Ditton, Jane Zeto
Artwork : Dale Kerkman, Tim Skelly, Susan Carlson
Golf course design : Jim Zielinski
Sound and music : Daviel Thiel
Hardware : Steve Jaskowiak, Scott A. Allie

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3450&o=2

$end


$info=smiy1751,smiy1752,smiy1753,smiy1754,smiy1755,
$bio

Golden Pharaoh (c) 2011 Bally Tech., Incorporated.

5 Reels, 40 Lines, 200 Credits, Golden Pharaoh showcases Directional Wilds, a U-Spin Feature and up to 50 Free Games! Play Golden Pharaoh for your chance at exciting fun and riches!

- TECHNICAL -

Available on the "Alpha 2 Pro V22/22 HammerHead" cabinet.

Denominations Available: 1¢, 2¢, 3¢, 5¢, 10¢, 15¢, 20¢, 25¢, 50¢, $1, $2, $5, $10, $25, $50, $100

- UPDATES -

* SMI #Y1751
Min/Max%: 85.43%/85.43%

* SMI #Y1752
Min/Max%: 88.01%/88.01%

* SMI #Y1753
Min/Max%: 90.00%/90.00%

* SMI #Y1754
Min/Max%: 91.97%/91.97%

* SMI #Y1755
Min/Max%: 93.95%/93.95%

- TIPS AND TRICKS -

* Overall Hit Frequency: 41.80%

* Base Game Top Award: Occurs on average every 3,720 plays. 300 Credits x Denomination x Bet Per Line.

* U-Spin Wheel Feature: Players spin to win credits or Free Games at any bet or the progressive at max bet! Occurs on average every 72 plays and pays on average 16 times total bet.

* Free Game: Triggered in the U-Spin Wheel feature, players can win up to 50 Free Games! 10% of the Bonus Reels are Stacked Wilds! Occurs on average every 5 Wheel features and pays on average 26 times total bet.

* Directional Wilds: Players spin for the Directional Wild Symbol on the third reel, which spins to make all symbols in its direction wild! Occurs on average every 6 plays.

- PORTS -

* Others :
Apple App Store (2012)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=37318&o=2

$end


$info=gldnpkr,
$bio

Golden Poker (c) 1986 Ainsworth Nominees P.L.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=39523&o=2

$end


$info=goldnpkr,goldnpkb,
$bio

Golden Poker - Double Up [Coffee Table model] (c) 1981 Bonanza.

1st GAME
- Insert coin / bank note.
- Push BET button, 1-10 credits multiple play.
- Push DEAL/DRAW button.
- Push HOLD buttons to hold cards you need.
- Cards held can be cancelled by pushing CANCEL button.
- Push DEAL/DRAW button to draw cards.

2nd GAME - Double Up game
- When you win, choose TAKE SCORE or DOUBLE UP game.
- Bet winnings on:
"BIG (8 or more number)" or
"SMALL (6 and less number)" of next one card dealt.
- Over 5,000 winnings will be storaged automatically.

- TECHNICAL -

Main CPU : MOS Technology M6502

Palette colors : 64

Players : 1
Buttons : 10

- TRIVIA -

Also released as "Golden Poker - Double Up [Counter Top model]".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=7957&o=2

$end


$info=goldprmd,goldpyra,
$bio

Golden Pyramids (c) 1997 Aristocrat.

A video slot machine with 5 reels and 9 lines.

- TECHNICAL -

Runs on the Aristocrat MKV Series 1 hardware.

Game has 14 buttons.
Bet buttons: 1, 2, 3, 5, 10 credits per line
Line buttons: 1, 3, 5, 7, 9 lines
Extra buttons: Collect (yellow), Service (green), Gamble (purple) and Take Win/Start Feature (orange)

1, 2, 5 and 10 credit buttons are also used for Heart, Diamond, Club and Spade double up respectively. This gamble is x4 if correct.
1 and 9 line buttons are used for red/black double up.

- TRIVIA -

Golden Pyramids was released in May 1997.

- SCORING -

Cleopatra substitutes for all symbols except scattered Pyramid and doubles the prize when substituting. Scattered Pyramids pay any.

Cleopatra : 2 = 10, 3 = 200, 4 = 2000, 5 = 9000
Statue : 2 = 2, 3 = 25, 4 = 100, 5 = 750
Bracelet : 2 = 2, 3 = 25, 4 = 100, 5 = 750
Beetle : 3 = 15, 4 = 100, 5 = 400
Eye : 3 = 10, 4 = 100, 5 = 250
Flower : 3 = 10, 4 = 50, 5 = 250
Ace : 3 = 10, 4 = 50, 5 = 125
King : 3 = 5, 4 = 50, 5 = 100
Queen : 3 = 5, 4 = 25, 5 = 100
Jack : 3 = 5, 4 = 25, 5 = 100
Ten : 3 = 5, 4 = 25, 5 = 100
Nine : 2 = 2, 3 = 5, 4 = 25, 5 = 100
Pyramid : 2 = 2, 3 = 5, 4 = 20, 5 = 400

- TIPS AND TRICKS -

Feature : Spin up 3, 4 or 5 Pyramids to trigger 15 free games respectively. During the free games all wins are tripled. The free games can be won during the feature.

- SERIES -

1) Dolphin Treasure (1996)
2) Golden Pyramids (1997)
3) Queen of the Nile (1997)
4) Adonis (1998)
4) Flame of Olympus (1998)
5) Geisha (2000)
6) Torch of the Gods (2001)
7) Queen of the Nile Special Edition (2002)
8) Geisha [Power Pay] (2008)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4971&o=2

$end


$info=m5groll,
$bio

Golden Roll (c) 2003 Vivid.

- TECHNICAL -

Cabinet Dimensions (HxWxD) :
203cm x 74cm x 61cm

- TRIVIA -

Released the 21th April 2003.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15651&o=2

$end


$info=sc2groul,sc2groulp,
$bio

Golden Roulette (c) 1995 Bell-Fruit Mfg. Company, Limited. [B.F.M.].

- TECHNICAL -

[Model 6421]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42193&o=2

$end


$info=smiy1563,smiy1564,smiy1565,smiy1566,smiy1567,
$bio

Golden Scepter [Magic Money] (c) 2010 Bally Tech., Incorporated.

- TECHNICAL -

Software Part # 300749

Houseable in the following cabinets:
"Alpha Elite V32": Game Kit # 181055
"Alpha 2 Pro V32"

- UPDATES -

SMI #Y1563
Min/Max%: 83.08%/88.43%

SMI #Y1564
Min/Max%: 85.36%/90.12%

SMI #Y1565
Min/Max%: 88.05%/92.13%

SMI #Y1566
Min/Max%: 90.76%/94.15%

SMI #Y1567
Min/Max%: 93.54%/96.22%

- TIPS AND TRICKS -

* Magic Money Bonus Spin (Bonus Boost Must Be Activated)
16 Magic Money awards 500,000 Credits x Denomination; occurs every 445,897 games.
15 Magic Money awards 50,000 Credits x Denomination; occurs every 48,892 games.
14 Magic Money awards 10,000 Credits x Denomination; occurs every 10,876 games.
13 Magic Money awards 5,000 Credits x Denomination; occurs every 3,660 games.
12 Magic Money awards 2,500 Credits x Denomination; occurs every 1,642 games.
11 Magic Money awards 1,500 Credits x Denomination; occurs every 911 games.
10 Magic Money awards 750 Credits x Denomination; occurs every 593 games.

* Mystery Progressive (Max Bet Not Required For Feature, Bonus Boost Must Be Activated For Progressive)
Mystery Jackpot awards 500,000 Credits x Denomination; occurs every 45,600 games (@ Max Bet with Bonus Boost).
Mystery Jackpot awards 50,000 Credits x Denomination; occurs every 3,864 games (@ Max Bet with Bonus Boost).
Mystery Jackpot awards 10,000 Credits x Denomination; occurs every 1,761 games (@ Max Bet with Bonus Boost).
Mystery Jackpot awards 5,000 Credits x Denomination; occurs every 980 games (@ Max Bet with Bonus Boost).
Mystery Jackpot awards 2,500 Credits x Denomination; occurs every 282 games (@ Max Bet with Bonus Boost).
Mystery Jackpot awards 1,500 Credits x Denomination; occurs every 233 games (@ Max Bet with Bonus Boost).  
Mystery Jackpot awards 750 Credits x Denomination; occurs every 289 games (@ Max Bet with Bonus Boost).

* Average plays into Mystery Jackpot Feature varies on bet:
30 or 40 (Bonus Boost) Credits Bet; occurs every 240 Plays.
60 or 80 (Bonus Boost) Credits Bet;  occurs every 144 Plays.
90 or 120 (Bonus Boost) Credits Bet; occurs every 98 Plays.
120 or 160 (Bonus Boost) Credits Bet; occurs every 75 Plays.

* Overall Hit Frequency: 28.43%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=34159&o=2

$end


$info=sc4gshota,sc4gshotc,
$bio

Golden Shot Arcade (c) 200? QPS Interactive.

- TECHNICAL -

[Model PR2564]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43670&o=2

$end


$info=sc4gshot,sc4gshotb,
$bio

Golden Shot (c) 200? QPS Interactive.

- TECHNICAL -

[Model PR2564]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42635&o=2

$end


$info=sc5gldspd,sc5gldspf,sc5gldsph,sc5gldspn,sc5gldspp,
$bio

Golden Spinner Arcade (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR2546]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43739&o=2

$end


$info=sc5gldspa,sc5gldspb,sc5gldspc,sc5gldspe,sc5gldspg,sc5gldspi,sc5gldspj,sc5gldspk,sc5gldspl,sc5gldspm,sc5gldspo,
$bio

Golden Spinner Bingo (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR2546]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43738&o=2

$end


$info=sc5gldsp,
$bio

Golden Spinner (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR2203]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42626&o=2

$end


$info=goldstar,goldstbl,
$bio

Golden Star (c) 1995 IGS.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.5 Mhz), OKI6295 (@ 8 Khz)

Screen orientation : Horizontal
Video resolution : 512 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 256

Players : 1
Buttons : 6

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4522&o=2

$end


$info=j80golds,
$bio

Golden Steppa (c) 198? JPM International.

- TECHNICAL -

System 80

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41160&o=2

$end


$info=sp_golds,sp_goldsa,sp_goldsb,sp_goldsc,sp_goldsd,sp_goldse,sp_goldsf,sp_goldsg,sp_goldsh,
$bio

Golden Streak (c) 199? Ace Coin Equipment, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42239&o=2

$end


$gba=goldsnlag,
$bio

Golden Sun - Die Vergessene Epoche (c) 2003 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70833&o=2

$end


$gba=goldsnlaf,
$bio

Golden Sun - L'Age Perdu (c) 2003 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70834&o=2

$end


$gba=goldsnlai,
$bio

Golden Sun - L'Era Perduta (c) 2003 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70835&o=2

$end


$gba=goldsnlas,
$bio

Golden Sun - La Edad Perdida (c) 2003 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70836&o=2

$end


$gba=goldsnla,
$bio

Golden Sun - The Lost Age [Model AGB-AGFE-USA] (c) 2003 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70837&o=2

$end


$gba=goldsun,
$bio

Golden Sun [Model AGB-AGSE-USA] (c) 2001 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70830&o=2

$end


$gba=goldsunf,
$bio

Golden Sun [Model AGB-AGSF-FRA] (c) 2002 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70832&o=2

$end


$gba=goldsung,goldsuni,goldsuns,
$bio

Golden Sun [Model AGB-AGSP] (c) 2001 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70831&o=2

$end


$info=gt97,gt97s121,gt97t240,gt97v120,gt97v121,gt97v122,gt97t243,
$bio

Golden Tee '97 (c) 1997 Incredible Technologies.

- TECHNICAL -

Main CPU : Motorola 68EC020 (@ 25 Mhz), M6809 (@ 2 Mhz)
Sound Chips : ES5506 (@ 16 Mhz)

Screen orientation : Horizontal
Video resolution : 384 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768

Players : 2
Control : trackball
Buttons : 2

- UPDATES -

Version 1.20
Version 1.21
Version 1.21S
Version 1.22
Version 1.30
Version 2.40T
Version 2.43T

- SERIES -

1. Golden Tee Golf (1990)
2. Golden Tee Golf II (1991)
3. Golden Tee 3D Golf (1995)
4. Golden Tee 3D Golf - Tournament Version (1995)
5. Golden Tee '97 (1997)
6. Golden Tee '98 (1998)
7. Golden Tee '99 (1999)
8. Golden Tee Royal Edition Tournament (1999)
9. Golden Tee 2K (2000)
10. Golden Tee Classic (2001)
11. Golden Tee Fore! (2002)
12. Golden Tee Supreme Edition Tournament (2002)
13. Golden Tee Fore! 2002 (2002)
14. Golden Tee Fore! 2003 (2003)
15. Golden Tee Fore! 2004 (2004)
16. Golden Tee Fore! 2004 Extra (2004)
17. Golden Tee Live (2004)
18. Golden Tee Fore! 2005 (2005)
19. Golden Tee Fore! Complete (2005)
20. Golden Tee Live 2007 (2007)
21. Golden Tee Live 2008 (2007)
22. Golden Tee 2008 Unplugged (2007)
23. Golden Tee Live 2009 (2008)
24. Golden Tee 2009 Unplugged (2008)
25. Golden Tee Live 2010 (2010)
26. Golden Tee Live 2011 (2010)
27. Golden tee Live 2012 (2011)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3879&o=2

$end


$info=gt98,gt98s100,gt98v100,
$bio

Golden Tee '98 (c) 1998 Incredible Technologies.

- TECHNICAL -

Main CPU : Motorola 68EC020 (@ 25 Mhz), M6809 (@ 2 Mhz)
Sound Chips : ES5506 (@ 16 Mhz)

Screen orientation : Horizontal
Video resolution : 384 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768

Players : 2
Control : trackball
Buttons : 2

- UPDATES -

Version 1.00
Version 1.00S
Version 1.10
Version 3.03T

- SERIES -

1. Golden Tee Golf (1990)
2. Golden Tee Golf II (1991)
3. Golden Tee 3D Golf (1995)
4. Golden Tee 3D Golf - Tournament Version (1995)
5. Golden Tee '97 (1997)
6. Golden Tee '98 (1998)
7. Golden Tee '99 (1999)
8. Golden Tee Royal Edition Tournament (1999)
9. Golden Tee 2K (2000)
10. Golden Tee Classic (2001)
11. Golden Tee Fore! (2002)
12. Golden Tee Supreme Edition Tournament (2002)
13. Golden Tee Fore! 2002 (2002)
14. Golden Tee Fore! 2003 (2003)
15. Golden Tee Fore! 2004 (2004)
16. Golden Tee Fore! 2004 Extra (2004)
17. Golden Tee Live (2004)
18. Golden Tee Fore! 2005 (2005)
19. Golden Tee Fore! Complete (2005)
20. Golden Tee Live 2007 (2007)
21. Golden Tee Live 2008 (2007)
22. Golden Tee 2008 Unplugged (2007)
23. Golden Tee Live 2009 (2008)
24. Golden Tee 2009 Unplugged (2008)
25. Golden Tee Live 2010 (2010)
26. Golden Tee Live 2011 (2010)
27. Golden tee Live 2012 (2011)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3880&o=2

$end


$info=gt98t303,
$bio

Golden Tee '98 Tournament Edition (c) 1998 Incredible Technologies, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=97964&o=2

$end


$info=gt99,gt99s100,
$bio

Golden Tee '99 (c) 1999 Incredible Technologies.

- TECHNICAL -

Main CPU : Motorola 68EC020 (@ 25 Mhz), M6809 (@ 2 Mhz)
Sound Chips : ES5506 (@ 16 Mhz)

Screen orientation : Horizontal
Video resolution : 384 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768

Players : 2
Control : trackball
Buttons : 2

- UPDATES -

Version 1.00
Version 1.00S
Version 4.00T

- TIPS AND TRICKS -

* Instant Replay : To see an instant replay, tap the Start button while the golf ball is still moving!

- SERIES -

1. Golden Tee Golf (1990)
2. Golden Tee Golf II (1991)
3. Golden Tee 3D Golf (1995)
4. Golden Tee 3D Golf - Tournament Version (1995)
5. Golden Tee '97 (1997)
6. Golden Tee '98 (1998)
7. Golden Tee '99 (1999)
8. Golden Tee Royal Edition Tournament (1999)
9. Golden Tee 2K (2000)
10. Golden Tee Classic (2001)
11. Golden Tee Fore! (2002)
12. Golden Tee Supreme Edition Tournament (2002)
13. Golden Tee Fore! 2002 (2002)
14. Golden Tee Fore! 2003 (2003)
15. Golden Tee Fore! 2004 (2004)
16. Golden Tee Fore! 2004 Extra (2004)
17. Golden Tee Live (2004)
18. Golden Tee Fore! 2005 (2005)
19. Golden Tee Fore! Complete (2005)
20. Golden Tee Live 2007 (2007)
21. Golden Tee Live 2008 (2007)
22. Golden Tee 2008 Unplugged (2007)
23. Golden Tee Live 2009 (2008)
24. Golden Tee 2009 Unplugged (2008)
25. Golden Tee Live 2010 (2010)
26. Golden Tee Live 2011 (2010)
27. Golden tee Live 2012 (2011)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3881&o=2

$end


$info=gt99t400,
$bio

Golden Tee '99 Tournament Edition (c) 1999 Incredible Technologies, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=97965&o=2

$end


$info=gt2k,gt2ks100,gt2kt500,gt2kp100,
$bio

Golden Tee 2K (c) 2000 Incredible Technologies.

- TECHNICAL -

Main CPU : Motorola 68EC020 (@ 25 Mhz), M6809 (@ 2 Mhz)
Sound Chips : ES5506 (@ 16 Mhz)

Screen orientation : Horizontal
Video resolution : 384 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768

Players : 2
Control : trackball
Buttons : 2

- SERIES -

1. Golden Tee Golf (1990)
2. Golden Tee Golf II (1991)
3. Golden Tee 3D Golf (1995)
4. Golden Tee 3D Golf - Tournament Version (1995)
5. Golden Tee '97 (1997)
6. Golden Tee '98 (1998)
7. Golden Tee '99 (1999)
8. Golden Tee Royal Edition Tournament (1999)
9. Golden Tee 2K (2000)
10. Golden Tee Classic (2001)
11. Golden Tee Fore! (2002)
12. Golden Tee Supreme Edition Tournament (2002)
13. Golden Tee Fore! 2002 (2002)
14. Golden Tee Fore! 2003 (2003)
15. Golden Tee Fore! 2004 (2004)
16. Golden Tee Fore! 2004 Extra (2004)
17. Golden Tee Live (2004)
18. Golden Tee Fore! 2005 (2005)
19. Golden Tee Fore! Complete (2005)
20. Golden Tee Live 2007 (2007)
21. Golden Tee Live 2008 (2007)
22. Golden Tee 2008 Unplugged (2007)
23. Golden Tee Live 2009 (2008)
24. Golden Tee 2009 Unplugged (2008)
25. Golden Tee Live 2010 (2010)
26. Golden Tee Live 2011 (2010)
27. Golden tee Live 2012 (2011)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3877&o=2

$end


$info=gt3d,gt3dl191,gt3dl192,gt3ds192,gt3dv14,gt3dv15,gt3dv16,gt3dv17,gt3dv18,gt3dl19,
$bio

Golden Tee 3D Golf (c) 1995 Incredible Technologies.

- TECHNICAL -

Main CPU : Motorola 68EC020 (@ 25 Mhz), M6809 (@ 2 Mhz)
Sound Chips : ES5506 (@ 16 Mhz)

Players : 2
Control : trackball
Buttons : 2

- TRIVIA -

This was the first of the Golden Tee games to really take off. With golfing pro Pete Jacobsen on board as adviser and 'model' for the digitised players, and a new, more sophisticated hardware platform, it was possible for Incredible Technologies to dominate the bar/adult gaming market.

Over the years (up until 2001 in fact), very little changed in terms of the main program, with most of the effort concentrated on balancing the gameplay. To that end, all the Golden Tee titles from 3D to Classic are considered as 'Golden Tee 3', hence the punning title of "Golden Tee Fore!".

- UPDATES -

Version 1.4
Version 1.5
Version 1.6
Version 1.7
Version 1.8
Version 1.91L
Version 1.92L
Version 1.92S
Version 1.93N

- SERIES -

1. Golden Tee Golf (1990)
2. Golden Tee Golf II (1991)
3. Golden Tee 3D Golf (1995)
4. Golden Tee 3D Golf - Tournament Version (1995)
5. Golden Tee '97 (1997)
6. Golden Tee '98 (1998)
7. Golden Tee '99 (1999)
8. Golden Tee Royal Edition Tournament (1999)
9. Golden Tee 2K (2000)
10. Golden Tee Classic (2001)
11. Golden Tee Fore! (2002)
12. Golden Tee Supreme Edition Tournament (2002)
13. Golden Tee Fore! 2002 (2002)
14. Golden Tee Fore! 2003 (2003)
15. Golden Tee Fore! 2004 (2004)
16. Golden Tee Fore! 2004 Extra (2004)
17. Golden Tee Live (2004)
18. Golden Tee Fore! 2005 (2005)
19. Golden Tee Fore! Complete (2005)
20. Golden Tee Live 2007 (2007)
21. Golden Tee Live 2008 (2007)
22. Golden Tee 2008 Unplugged (2007)
23. Golden Tee Live 2009 (2008)
24. Golden Tee 2009 Unplugged (2008)
25. Golden Tee Live 2010 (2010)
26. Golden Tee Live 2011 (2010)
27. Golden tee Live 2012 (2011)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3878&o=2

$end


$info=gt3dt211,gt3dt231,
$bio

Golden Tee 3D Golf - Tournament Version (c) 1995 Incredible Technologies, Incorporated.

- UPDATES -

Version 2.11T
Version 2.31T

- SERIES -

1. Golden Tee Golf (1990)
2. Golden Tee Golf II (1991)
3. Golden Tee 3D Golf (1995)
4. Golden Tee 3D Golf - Tournament Version (1995)
5. Golden Tee '97 (1997)
6. Golden Tee '98 (1998)
7. Golden Tee '99 (1999)
8. Golden Tee Royal Edition Tournament (1999)
9. Golden Tee 2K (2000)
10. Golden Tee Classic (2001)
11. Golden Tee Fore! (2002)
12. Golden Tee Supreme Edition Tournament (2002)
13. Golden Tee Fore! 2002 (2002)
14. Golden Tee Fore! 2003 (2003)
15. Golden Tee Fore! 2004 (2004)
16. Golden Tee Fore! 2004 Extra (2004)
17. Golden Tee Live (2004)
18. Golden Tee Fore! 2005 (2005)
19. Golden Tee Fore! Complete (2005)
20. Golden Tee Live 2007 (2007)
21. Golden Tee Live 2008 (2007)
22. Golden Tee 2008 Unplugged (2007)
23. Golden Tee Live 2009 (2008)
24. Golden Tee 2009 Unplugged (2008)
25. Golden Tee Live 2010 (2010)
26. Golden Tee Live 2011 (2010)
27. Golden tee Live 2012 (2011)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=44407&o=2

$end


$info=gtclassc,gtclasscp,gtclasscs,
$bio

Golden Tee Classic (c) 2001 Incredible Technologies.

- TECHNICAL -

Main CPU : Motorola 68EC020 (@ 25 Mhz), M6809 (@ 2 Mhz)
Sound Chips : ES5506 (@ 16 Mhz)

Screen orientation : Horizontal
Video resolution : 384 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 32768

Players : 2
Control : trackball
Buttons : 2

- SERIES -

1. Golden Tee Golf (1990)
2. Golden Tee Golf II (1991)
3. Golden Tee 3D Golf (1995)
4. Golden Tee 3D Golf - Tournament Version (1995)
5. Golden Tee '97 (1997)
6. Golden Tee '98 (1998)
7. Golden Tee '99 (1999)
8. Golden Tee Royal Edition Tournament (1999)
9. Golden Tee 2K (2000)
10. Golden Tee Classic (2001)
11. Golden Tee Fore! (2002)
12. Golden Tee Supreme Edition Tournament (2002)
13. Golden Tee Fore! 2002 (2002)
14. Golden Tee Fore! 2003 (2003)
15. Golden Tee Fore! 2004 (2004)
16. Golden Tee Fore! 2004 Extra (2004)
17. Golden Tee Live (2004)
18. Golden Tee Fore! 2005 (2005)
19. Golden Tee Fore! Complete (2005)
20. Golden Tee Live 2007 (2007)
21. Golden Tee Live 2008 (2007)
22. Golden Tee 2008 Unplugged (2007)
23. Golden Tee Live 2009 (2008)
24. Golden Tee 2009 Unplugged (2008)
25. Golden Tee Live 2010 (2010)
26. Golden Tee Live 2011 (2010)
27. Golden tee Live 2012 (2011)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3882&o=2

$end


$info=gtfore02,
$bio

Golden Tee Fore! 2002 (c) 2002 Incredible Technologies.

- SERIES -

1. Golden Tee Golf (1990)
2. Golden Tee Golf II (1991)
3. Golden Tee 3D Golf (1995)
4. Golden Tee 3D Golf - Tournament Version (1995)
5. Golden Tee '97 (1997)
6. Golden Tee '98 (1998)
7. Golden Tee '99 (1999)
8. Golden Tee Royal Edition Tournament (1999)
9. Golden Tee 2K (2000)
10. Golden Tee Classic (2001)
11. Golden Tee Fore! (2002)
12. Golden Tee Supreme Edition Tournament (2002)
13. Golden Tee Fore! 2002 (2002)
14. Golden Tee Fore! 2003 (2003)
15. Golden Tee Fore! 2004 (2004)
16. Golden Tee Fore! 2004 Extra (2004)
17. Golden Tee Live (2004)
18. Golden Tee Fore! 2005 (2005)
19. Golden Tee Fore! Complete (2005)
20. Golden Tee Live 2007 (2007)
21. Golden Tee Live 2008 (2007)
22. Golden Tee 2008 Unplugged (2007)
23. Golden Tee Live 2009 (2008)
24. Golden Tee 2009 Unplugged (2008)
25. Golden Tee Live 2010 (2010)
26. Golden Tee Live 2011 (2010)
27. Golden tee Live 2012 (2011)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=14271&o=2

$end


$info=gtfore03,
$bio

Golden Tee Fore! 2003 (c) 2003 Incredible Technologies.

- SERIES -

1. Golden Tee Golf (1990)
2. Golden Tee Golf II (1991)
3. Golden Tee 3D Golf (1995)
4. Golden Tee 3D Golf - Tournament Version (1995)
5. Golden Tee '97 (1997)
6. Golden Tee '98 (1998)
7. Golden Tee '99 (1999)
8. Golden Tee Royal Edition Tournament (1999)
9. Golden Tee 2K (2000)
10. Golden Tee Classic (2001)
11. Golden Tee Fore! (2002)
12. Golden Tee Supreme Edition Tournament (2002)
13. Golden Tee Fore! 2002 (2002)
14. Golden Tee Fore! 2003 (2003)
15. Golden Tee Fore! 2004 (2004)
16. Golden Tee Fore! 2004 Extra (2004)
17. Golden Tee Live (2004)
18. Golden Tee Fore! 2005 (2005)
19. Golden Tee Fore! Complete (2005)
20. Golden Tee Live 2007 (2007)
21. Golden Tee Live 2008 (2007)
22. Golden Tee 2008 Unplugged (2007)
23. Golden Tee Live 2009 (2008)
24. Golden Tee 2009 Unplugged (2008)
25. Golden Tee Live 2010 (2010)
26. Golden Tee Live 2011 (2010)
27. Golden tee Live 2012 (2011)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=14272&o=2

$end


$info=gtfore04,gtfore04a,
$bio

Golden Tee Fore! 2004 (c) 2004 Incredible Technologies.

- SERIES -

1. Golden Tee Golf (1990)
2. Golden Tee Golf II (1991)
3. Golden Tee 3D Golf (1995)
4. Golden Tee 3D Golf - Tournament Version (1995)
5. Golden Tee '97 (1997)
6. Golden Tee '98 (1998)
7. Golden Tee '99 (1999)
8. Golden Tee Royal Edition Tournament (1999)
9. Golden Tee 2K (2000)
10. Golden Tee Classic (2001)
11. Golden Tee Fore! (2002)
12. Golden Tee Supreme Edition Tournament (2002)
13. Golden Tee Fore! 2002 (2002)
14. Golden Tee Fore! 2003 (2003)
15. Golden Tee Fore! 2004 (2004)
16. Golden Tee Fore! 2004 Extra (2004)
17. Golden Tee Live (2004)
18. Golden Tee Fore! 2005 (2005)
19. Golden Tee Fore! Complete (2005)
20. Golden Tee Live 2007 (2007)
21. Golden Tee Live 2008 (2007)
22. Golden Tee 2008 Unplugged (2007)
23. Golden Tee Live 2009 (2008)
24. Golden Tee 2009 Unplugged (2008)
25. Golden Tee Live 2010 (2010)
26. Golden Tee Live 2011 (2010)
27. Golden tee Live 2012 (2011)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=14269&o=2

$end


$info=gtfore04,
$bio

Golden Tee Fore! 2004 Extra (c) 2004 Incredible Technologies.

- SERIES -

1. Golden Tee Golf (1990)
2. Golden Tee Golf II (1991)
3. Golden Tee 3D Golf (1995)
4. Golden Tee 3D Golf - Tournament Version (1995)
5. Golden Tee '97 (1997)
6. Golden Tee '98 (1998)
7. Golden Tee '99 (1999)
8. Golden Tee Royal Edition Tournament (1999)
9. Golden Tee 2K (2000)
10. Golden Tee Classic (2001)
11. Golden Tee Fore! (2002)
12. Golden Tee Supreme Edition Tournament (2002)
13. Golden Tee Fore! 2002 (2002)
14. Golden Tee Fore! 2003 (2003)
15. Golden Tee Fore! 2004 (2004)
16. Golden Tee Fore! 2004 Extra (2004)
17. Golden Tee Live (2004)
18. Golden Tee Fore! 2005 (2005)
19. Golden Tee Fore! Complete (2005)
20. Golden Tee Live 2007 (2007)
21. Golden Tee Live 2008 (2007)
22. Golden Tee 2008 Unplugged (2007)
23. Golden Tee Live 2009 (2008)
24. Golden Tee 2009 Unplugged (2008)
25. Golden Tee Live 2010 (2010)
26. Golden Tee Live 2011 (2010)
27. Golden tee Live 2012 (2011)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=14273&o=2

$end


$info=gtfore05,gtfore05b,
$bio

Golden Tee Fore! 2005 (c) 2005 Incredible Technologies.

- SERIES -

1. Golden Tee Golf (1990)
2. Golden Tee Golf II (1991)
3. Golden Tee 3D Golf (1995)
4. Golden Tee 3D Golf - Tournament Version (1995)
5. Golden Tee '97 (1997)
6. Golden Tee '98 (1998)
7. Golden Tee '99 (1999)
8. Golden Tee Royal Edition Tournament (1999)
9. Golden Tee 2K (2000)
10. Golden Tee Classic (2001)
11. Golden Tee Fore! (2002)
12. Golden Tee Supreme Edition Tournament (2002)
13. Golden Tee Fore! 2002 (2002)
14. Golden Tee Fore! 2003 (2003)
15. Golden Tee Fore! 2004 (2004)
16. Golden Tee Fore! 2004 Extra (2004)
17. Golden Tee Live (2004)
18. Golden Tee Fore! 2005 (2005)
19. Golden Tee Fore! Complete (2005)
20. Golden Tee Live 2007 (2007)
21. Golden Tee Live 2008 (2007)
22. Golden Tee 2008 Unplugged (2007)
23. Golden Tee Live 2009 (2008)
24. Golden Tee 2009 Unplugged (2008)
25. Golden Tee Live 2010 (2010)
26. Golden Tee Live 2011 (2010)
27. Golden tee Live 2012 (2011)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=14275&o=2

$end


$info=gtfore06,
$bio

Golden Tee Fore! Complete (c) 2005 Incredible Technologies.

- SERIES -

1. Golden Tee Golf (1990)
2. Golden Tee Golf II (1991)
3. Golden Tee 3D Golf (1995)
4. Golden Tee 3D Golf - Tournament Version (1995)
5. Golden Tee '97 (1997)
6. Golden Tee '98 (1998)
7. Golden Tee '99 (1999)
8. Golden Tee Royal Edition Tournament (1999)
9. Golden Tee 2K (2000)
10. Golden Tee Classic (2001)
11. Golden Tee Fore! (2002)
12. Golden Tee Supreme Edition Tournament (2002)
13. Golden Tee Fore! 2002 (2002)
14. Golden Tee Fore! 2003 (2003)
15. Golden Tee Fore! 2004 (2004)
16. Golden Tee Fore! 2004 Extra (2004)
17. Golden Tee Live (2004)
18. Golden Tee Fore! 2005 (2005)
19. Golden Tee Fore! Complete (2005)
20. Golden Tee Live 2007 (2007)
21. Golden Tee Live 2008 (2007)
22. Golden Tee 2008 Unplugged (2007)
23. Golden Tee Live 2009 (2008)
24. Golden Tee 2009 Unplugged (2008)
25. Golden Tee Live 2010 (2010)
26. Golden Tee Live 2011 (2010)
27. Golden tee Live 2012 (2011)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=19520&o=2

$end


$info=gtg,gtgt,gtgt1,
$bio

Golden Tee Golf (c) 1990 Strata.

- TECHNICAL -

Main CPU : (2x) M6809 (@ 2 Mhz)
Sound Chips : OKI6295 (@ 7.812 Khz), Yamaha YM2203 (@ 4 Mhz)

Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 256

Players : 1
Control : trackball
Buttons : 2

- TRIVIA -

Developed by Incredible Technologies, Inc.

- SERIES -

1. Golden Tee Golf (1990)
2. Golden Tee Golf II (1991)
3. Golden Tee 3D Golf (1995)
4. Golden Tee 3D Golf - Tournament Version (1995)
5. Golden Tee '97 (1997)
6. Golden Tee '98 (1998)
7. Golden Tee '99 (1999)
8. Golden Tee Royal Edition Tournament (1999)
9. Golden Tee 2K (2000)
10. Golden Tee Classic (2001)
11. Golden Tee Fore! (2002)
12. Golden Tee Supreme Edition Tournament (2002)
13. Golden Tee Fore! 2002 (2002)
14. Golden Tee Fore! 2003 (2003)
15. Golden Tee Fore! 2004 (2004)
16. Golden Tee Fore! 2004 Extra (2004)
17. Golden Tee Live (2004)
18. Golden Tee Fore! 2005 (2005)
19. Golden Tee Fore! Complete (2005)
20. Golden Tee Live 2007 (2007)
21. Golden Tee Live 2008 (2007)
22. Golden Tee 2008 Unplugged (2007)
23. Golden Tee Live 2009 (2008)
24. Golden Tee 2009 Unplugged (2008)
25. Golden Tee Live 2010 (2010)
26. Golden Tee Live 2011 (2010)
27. Golden tee Live 2012 (2011)

- STAFF -

Designer, Programmer : Larry Hodgson
Game Audio : David D. Thiel

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=982&o=2

$end


$info=gtg2,gtg2j,gtg2t,
$bio

Golden Tee Golf II (c) 1991 Strata.

- TECHNICAL -

Main CPU : (2x) M6809 (@ 2 Mhz)
Sound Chips : OKI6295 (@ 7.812 Khz), Yamaha YM2203 (@ 4 Mhz)

Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 256

Players : 2
Control : 8-way joystick
Buttons : 1

- TRIVIA -

Developed by Incredible Technologies, Inc.

- UPDATES -

Revision 1 :
* Software version : 1.0.

Revision 2 :
* Software version : 1.1.
* Added a trackball control.
* Added 'Trackball Adjustment' in the operator menu.
* Added 'Initial Coin Adjustment' in the operator menu.
* Removed 'Put Meter Adjustment' (Putt Meter ON/OFF) in the operator menu.
* Added three new pages on the 'Audit menu' of the operator menu.

Revision 3 :
* Software version : 2.2.

- SERIES -

1. Golden Tee Golf (1990)
2. Golden Tee Golf II (1991)
3. Golden Tee 3D Golf (1995)
4. Golden Tee 3D Golf - Tournament Version (1995)
5. Golden Tee '97 (1997)
6. Golden Tee '98 (1998)
7. Golden Tee '99 (1999)
8. Golden Tee Royal Edition Tournament (1999)
9. Golden Tee 2K (2000)
10. Golden Tee Classic (2001)
11. Golden Tee Fore! (2002)
12. Golden Tee Supreme Edition Tournament (2002)
13. Golden Tee Fore! 2002 (2002)
14. Golden Tee Fore! 2003 (2003)
15. Golden Tee Fore! 2004 (2004)
16. Golden Tee Fore! 2004 Extra (2004)
17. Golden Tee Live (2004)
18. Golden Tee Fore! 2005 (2005)
19. Golden Tee Fore! Complete (2005)
20. Golden Tee Live 2007 (2007)
21. Golden Tee Live 2008 (2007)
22. Golden Tee 2008 Unplugged (2007)
23. Golden Tee Live 2009 (2008)
24. Golden Tee 2009 Unplugged (2008)
25. Golden Tee Live 2010 (2010)
26. Golden Tee Live 2011 (2010)
27. Golden tee Live 2012 (2011)

- STAFF -

Creative direction : Scott Morrison
Game designers : Larry Hodgson, Jim Zielinski
Software : Larry Hodgson, Jane Zeto
Hardware : Steve Jaskowiak, Scott A.Allie
Artwork : Dale Kerkman, Susan Carlson, Tim Skelly
Sound and music : David D. Thiel
Golf course designer : Jim Zielinski
Sales : John Cassiday

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=983&o=2

$end


$info=gtroyal,
$bio

Golden Tee Royal Edition Tournament (c) 1999 Incredible Technologies.

- TECHNICAL -

Main CPU : Motorola 68EC020 (@ 25 Mhz), M6809 (@ 2 Mhz)
Sound Chips : ES5506 (@ 16 Mhz)

Screen orientation : Horizontal
Video resolution : 384 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768

Players : 2
Control : Trackball
Buttons : 2

- SERIES -

1. Golden Tee Golf (1990)
2. Golden Tee Golf II (1991)
3. Golden Tee 3D Golf (1995)
4. Golden Tee 3D Golf - Tournament Version (1995)
5. Golden Tee '97 (1997)
6. Golden Tee '98 (1998)
7. Golden Tee '99 (1999)
8. Golden Tee Royal Edition Tournament (1999)
9. Golden Tee 2K (2000)
10. Golden Tee Classic (2001)
11. Golden Tee Fore! (2002)
12. Golden Tee Supreme Edition Tournament (2002)
13. Golden Tee Fore! 2002 (2002)
14. Golden Tee Fore! 2003 (2003)
15. Golden Tee Fore! 2004 (2004)
16. Golden Tee Fore! 2004 Extra (2004)
17. Golden Tee Live (2004)
18. Golden Tee Fore! 2005 (2005)
19. Golden Tee Fore! Complete (2005)
20. Golden Tee Live 2007 (2007)
21. Golden Tee Live 2008 (2007)
22. Golden Tee 2008 Unplugged (2007)
23. Golden Tee Live 2009 (2008)
24. Golden Tee 2009 Unplugged (2008)
25. Golden Tee Live 2010 (2010)
26. Golden Tee Live 2011 (2010)
27. Golden tee Live 2012 (2011)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4706&o=2

$end


$info=gtsupreme,
$bio

Golden Tee Supreme Edition Tournament (c) 2002 Incredible Technologies.

- TECHNICAL -

Main CPU : Motorola 68EC020 (@ 25 Mhz), M6809 (@ 2 Mhz)
Sound Chips : ES5506 (@ 16 Mhz)

Players : 2
Control : trackball
Buttons : 2

- SERIES -

1. Golden Tee Golf (1990)
2. Golden Tee Golf II (1991)
3. Golden Tee 3D Golf (1995)
4. Golden Tee 3D Golf - Tournament Version (1995)
5. Golden Tee '97 (1997)
6. Golden Tee '98 (1998)
7. Golden Tee '99 (1999)
8. Golden Tee Royal Edition Tournament (1999)
9. Golden Tee 2K (2000)
10. Golden Tee Classic (2001)
11. Golden Tee Fore! (2002)
12. Golden Tee Supreme Edition Tournament (2002)
13. Golden Tee Fore! 2002 (2002)
14. Golden Tee Fore! 2003 (2003)
15. Golden Tee Fore! 2004 (2004)
16. Golden Tee Fore! 2004 Extra (2004)
17. Golden Tee Live (2004)
18. Golden Tee Fore! 2005 (2005)
19. Golden Tee Fore! Complete (2005)
20. Golden Tee Live 2007 (2007)
21. Golden Tee Live 2008 (2007)
22. Golden Tee 2008 Unplugged (2007)
23. Golden Tee Live 2009 (2008)
24. Golden Tee 2009 Unplugged (2008)
25. Golden Tee Live 2010 (2010)
26. Golden Tee Live 2011 (2010)
27. Golden tee Live 2012 (2011)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4572&o=2

$end


$info=gtdiamond,
$bio

Golden Tee Tournament - Diamond Edition (c) 1998 Incredible Technologies, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49923&o=2

$end


$info=smiy0256,smiy0257,smiy0258,smiy0259,smiy0260,
$bio

Golden Times (c) 200? Bally Gaming.

5 Reels, 25 Lines, 1,250 Credit Max Bet.

- TECHNICAL -

Game Kit #108550 (M9000 Oval Top)
Game Kit #108551 (CineVision)

- UPDATES -

SMI #Y0256
SMI #Y0257
SMI #Y0258
SMI #Y0259
SMI #Y0260

- SCORING -

Top award:
- Base Game: 12,500 credits.
– Free Games: 37,500X line bet.

- TIPS AND TRICKS -

* Top award:
- Base Game one occurs on average every 615,865 plays.
– Free Games one occurs on average every 566,231 plays.

* Overall hit frequency: 35.56%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32101&o=2

$end


$info=sp_goldt,
$bio

Golden Touch (c) 199? Ace Coin Equipment, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42240&o=2

$end


$info=j2gldwin,
$bio

Golden Win (c) 198? JPM International.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40960&o=2

$end


$info=sc1goldw,
$bio

Golden Winner (c) 199? Bell-Fruit Mfg. Company, Limited. [B.F.M.].

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61495&o=2

$end


$info=hb_gldwn,hb_gldwna,
$bio

Golden Winner (c) 200? Fair Games UK, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42324&o=2

$end


$info=ad5gldwn,ad5gldwna,
$bio

Golden Winner (c) 200? Mazooma Games.

- TECHNICAL -

ADDER 5

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42627&o=2

$end


$info=sc4goldw,sc4goldwa,sc4goldwb,sc4goldwc,
$bio

Golden Winner (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR1431]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42631&o=2

$end


$info=sc4goldwd,sc4goldwe,sc4goldwf,sc4goldwg,
$bio

Golden Winner (c) 200? Bell-Fruit Games, Limited. [B.F.G.]

- TECHNICAL -

[Model PR1437]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61758&o=2

$end


$info=sc4gx,sc4gxa,sc4gxb,
$bio

Golden X (c) 200? Mazooma Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42636&o=2

$end


$info=sc4gxcasa,sc4gxcasb,sc4gxcasc,sc4gxcasd,sc4gxcase,sc4gxcasf,
$bio

Golden X Casino (c) 200? Mazooma Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42638&o=2

$end


$info=sc4gx3,sc4gx3a,sc4gx3b,sc4gx3c,sc4gx3d,sc4gx3e,sc4gx3f,sc4gx3g,
$bio

Golden X Triple (c) 200? Mazooma Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42637&o=2

$end


$info=sc4ggtb,sc4ggtbba,sc4ggtbb,sc4tbox,sc4monog,sc4monoga,
$bio

Golden X (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR2056]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61759&o=2

$end


$info=m4goldnn,
$bio

Golden Years (c) 199? Nova.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42372&o=2

$end


$info=gldneye,
$bio

Goldeneye (c) 1996 Sega Pinball.

- TECHNICAL -

Sega Whitestar
Model Number : 42

Main CPU : Motorola M6809 (@ 2 MHz)
Sound CPU : Motorola M6809 (@ 2 MHz)
Display CPU : Motorola M6809 (@ 4 MHz)
Sound chip : BSMT2000 (@ 24 MHz)

- TRIVIA -

Approx. 2,200 units were produced.

In the Intro-Sequence where Bond draws his gun at you, draw faster than him using the gun. This leads to a vide variety of animations and in one of them Bond is being chased by a cow.

In the animation for starting Tank Multiball, the letters POW can be seen in the center of the smoke.

- STAFF -

Design by : Ward Pemberton
Art by : Paul Faris
Mechanics by : Rob Hurtado
Music & sounds by : Brian Schmidt
Software by : John Carpenter, Neil Falconer, Orin Day

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5431&o=2

$end


$msx2_flop=goldrusha,goldrushb,goldrush,
$bio

Goldrush (c) 1993 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101691&o=2

$end


$bbca_cass,bbcb_cass=golfbb,
$bio

Golf (c) 1982 Bug Byte

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51902&o=2

$end


$bbca_cass,bbcb_cass=golfys,
$bio

Golf (c) 1986 Yes Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51903&o=2

$end


$nes=golf,golfu,
$bio

Golf (c) 1986 Nintendo [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55183&o=2

$end


$cpc_cass=golf,
$bio

Golf (c) 1986 Imagine Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96527&o=2

$end


$nes=golfh,
$bio

Golf (c) 1987 FMG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69259&o=2

$end


$arcadia=golf,
$bio

Golf (c) 198? Emerson Radio Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49256&o=2

$end


$bbca_cass,bbcb_cass=golfbr,
$bio

Golf (c) 19?? Blue Ribbon

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51901&o=2

$end


$pc8801_flop=golf,
$bio

Golf - Kiyapi Kiyapi Run (c) 1990 Technopolis Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91937&o=2

$end


$gameboy=golfclas,
$bio

Golf Classic [Model DMG-AGFP-EUR] (c) 1993 Malibu Games [T-HQ Division]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66081&o=2

$end


$nes=gcbirdie,
$bio

Golf Club Birdie Rush (c) 1987 Data East Corp.

- TECHNICAL -

Game ID: DFC-GH

- TRIVIA -

Released on December 09, 1987 in Japan.

- SERIES -

1. Golf Club Birdie Rush [Model DFC-GH] (1987)
2. Super Birdie Rush [Model SHVC-BH] (1987)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54136&o=2

$end


$snes=golfdais,
$bio

Golf Daisuki! O.B. Club (c) 199? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61393&o=2

$end


$gbcolor=golfdai,
$bio

Golf Daisuki! [Model DMG-AAGJ-JPN] (c) 1999 KID [Kindle Imagine Develop]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67961&o=2

$end


$gbcolor=golfohas,
$bio

Golf de Ohasuta [Model DMG-AOHJ-JPN] (c) 1999 Epoch Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67963&o=2

$end


$msx1_cart=golfgame,
$bio

Golf Game (c) 1983 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77109&o=2

$end


$nes=golfgsj,
$bio

Golf Grand Slam (c) 1991 Hect

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54137&o=2

$end


$nes=golfgs,
$bio

Golf Grand Slam (c) 1991 Atlus Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55184&o=2

$end


$nes=golfkoo,
$bio

Golf Ko Open (c) 1989 Taito Corp.

- TECHNICAL -

Game ID: TFC-GO-5900

- TRIVIA -

Released on November 25, 1989 in Japan.

It was the 26th title published by Taito for the Famicom.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54138&o=2

$end


$fm7_disk=golfkyo,
$bio

Golf Kyo (c) 1983 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93622&o=2

$end


$x1_cass=golfkyo,golfkyoa,
$bio

Golf Kyo (c) 198? Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86226&o=2

$end


$pc98=golflpr,golflpra,
$bio

Golf Links Champion - Course Pinehurst Resort and Country Club (c) 1995 Cybelle [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89610&o=2

$end


$pc98=golflbb,golflbba,
$bio

Golf Links Champion - Course The Belfry Brabozon Course (c) 1995 Cybelle [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89611&o=2

$end


$pc98=golflv1,
$bio

Golf Links Champion Course Vol. 1 - Mauna Kea Beach Gold Course (c) 1995 Cybelle [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89612&o=2

$end


$pc98=golflv3,
$bio

Golf Links Champion Course Vol. 3 - Banff Springs (c) 1995 Cybelle [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89613&o=2

$end


$pc98=golflv4,
$bio

Golf Links Champion Course Vol. 4 - Innsbruk Copperhead Course (c) 1995 Cybelle [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89614&o=2

$end


$pc98=golfdb,
$bio

Golf My Data - Hyper Golf Score Data Base (c) 19?? Wiz [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89615&o=2

$end


$cdi=glfmyway,
$bio

Golf My Way (c) 1994 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52972&o=2

$end


$gbcolor=golfou,
$bio

Golf Ou [Model CGB-AZAJ-JPN] (c) 1999 Digital Kids

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67962&o=2

$end


$cdi=golftips,
$bio

Golf Tips - Customised Golf Instruction (c) 1993 Xdra

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52973&o=2

$end


$cpc_cass=golftrop,
$bio

Golf Trophee [Model 61731407] (c) 1988 Zafiro Soft. Division [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96528&o=2

$end


$vc4000=golf,
$bio

Golf (c) 1978 Interton Electronic.

- TECHNICAL -

[Cassette No. 27]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49202&o=2

$end


$odyssey2,g7400=golf,
$bio

Golf (c) 1980 Philips Corp.

- TECHNICAL -

Game ID: 10

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95611&o=2

$end


$scv=suprgolf,
$bio

Golf (c) 1984 Epoch Company, Limited.

- TECHNICAL -

[Model 3 NO.09050]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49095&o=2

$end


$a2600=golfe,
$bio

Golf (c) 1980 Atari, Inc.

PAL release. Game developed in USA. For more information, please see the NTSC release's entry; "Golf [Model CX2634]".

- TECHNICAL -

Model CX2634P

- PORTS -

* Consoles : 
Microsoft XBOX [EU] (November 26, 2004) "Atari Anthology" 
Sony PlayStation 2 [EU] (February 18, 2005) "Atari Anthology [Model SLES-53061]" 

* Computers : 
PC [MS Windows, CD-ROM] [EU] (June 10, 2005) "Atari - 80 Classic Games in One! [Replay]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82981&o=2

$end


$a2600=golf,
$bio

Golf (c) 1980 Atari, Incorporated.

This Golf Game Program is patterned after the traditional game of golf. There are nine holes in which you must succeed in hitting the ball into a cup. Each time you hit the ball in an effort to reach the cup it is called a stroke. Although the number of strokes you take to hit the ball into the cup is unlimited, each hole has a designated par. Par represents the number of strokes you are ideally supposed to take to complete the hole.

Total par for this course is 36. The par for each hole is displayed at the top of the screen, next to the hole number. When playing a one-player game, try to match or beat par. In twoplayer games, the player with the least amount of strokes is the winner.

- TECHNICAL -

Model CX2634

- TRIVIA -

Export releases:
PAL "Golf [Model CX2634P]"

- PORTS -

* Consoles : 
Microsoft XBOX [US] (November 16, 2004) "Atari Anthology [Model 26084]" 
Sony PlayStation 2 [US] (November 22, 2004) "Atari Anthology [Model SLUS-21076]" 
Microsoft XBOX [JP] (August 4, 2005) "Atari Anthology [Model B7X-00001]" 

* Handhelds : 
Nintendo DS [US] (March 8, 2011) "Atari Greatest Hits Vol.2 [Model NTR-BR7E-USA]" 

* Computers : 
PC [MS Windows, CD-ROM] [US] (November 11, 2003) "Atari - 80 Classic Games in One! [Model 25069J]" 

* Others : 
Atari Flashback 3 [US] (September 16, 2011) by AtGames 
Atari Flashback 4 [US] (November 13, 2012) by AtGames 
Atari Flashback 5 [US] (October 1, 2014) by AtGames

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50543&o=2

$end


$gameboy=golf,
$bio

Golf [Model DMG-GOA] (c) 1989 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66075&o=2

$end


$famicom_flop=golfa,golf,
$bio

Golf [Model FMC-GLF] (c) 1986 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65347&o=2

$end


$nes=golfj,
$bio

Golf (c) 1984 Nintendo.

A golf game from Nintendo, where you play as a taller version of Mario through an 18-hole course.

- TECHNICAL -

Game ID: HVC-GF

- TRIVIA -

9 of the 18 holes from the game were recreated in 3-D in the Wii Sports Golf game for the Nintendo Wii.

- STAFF -

Music by : Koji Kondo

- PORTS -

* Consoles :
Nintendo GameCube (2001, "Animal Crossing" as an unlockable Bonus game)
Nintendo Game Boy Advance (2003, "e-Readers" Series)

* Computers :
NEC PC-8801 (1985)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54135&o=2

$end


$info=pc_golf,
$bio

Golf (c) 1984 Nintendo.

PlayChoice-10 version. For more information about the game, please see the original NES version.

- TECHNICAL -

Nintendo PlayChoice-10 hardware
Game ID : GF

Main CPU : Zilog Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz)
Sound Chips : Zetex N2A03 (@ 1.789772 Mhz), DAC

Players : 2
Control : 8-way joystick
Buttons : 2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1803&o=2

$end


$vboy=golf,
$bio

Golf (c) 1995 Nintendo Co., Ltd.

North American release. Game developed in Japan. See original "T&E Virtual Golf [Model VUE-VVGJ-JPN]" for more information about the game itself.

- TECHNICAL -

Model VUE-VVGE-USA

- TRIVIA -

Released in November 1995 in USA.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82364&o=2

$end


$sms=golfaman,golfamanp,
$bio

Golfamania (c) 1990 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56048&o=2

$end


$info=ggreats2,
$bio

Golfing Greats 2 (c) 1994 Konami.

Sequel to 1991's "Golfing Greats".

- TECHNICAL -

Konami GX hardware
Game ID : GX218

Main CPU : Motorola 68EC020 (@ 24 Mhz)
Sound CPU : Motorola 68000 (@ 9.2 Mhz)
Sound Chips : (2x) K054539 (@ 48 Khz)

Players : 4
Control : paddle
Buttons : 3

- TRIVIA -

Golfing Greats 2 was released in May 1994 in Japan.

This game is known outside Japan as "Konami's Open Golf Championship".

- SERIES -

1. Golfing Greats [Model GX061] (1991)
2. Golfing Greats 2 [Model GX218] (1994)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=985&o=2

$end


$info=glfgreat,glfgreatj,
$bio

Golfing Greats (c) 1991 Konami.

A golf game from Konami.

- TECHNICAL -

Game ID : GX061

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound CPU : Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : K053260 (@ 3.579545 Mhz)

Players : 4
Control : 8-way joystick
Buttons : 4

- TRIVIA -

Golfing Greats was released in March 1991.

- SERIES -

1. Golfing Greats [Model GX061] (1991)
2. Golfing Greats 2 [Model GX218] (1994)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=984&o=2

$end


$info=golgo13,
$bio

Golgo 13 (c) 1999 Namco.

A lightgun game in which the player, armed with a semi-automatic sniper rifle takes on the role of the world's most lethal and highly paid assassin, Duke Togo: Codename Golgo 13. Unlike other lightgun games Golgo 13 is very story driven and combines both 3-D and 2-D graphic elements.

The player starts their career with a 100 percent accuracy rating and takes on various assignments. Each assignment begins with a 2D comic book storyline and although in Japanese they should still give the player some idea of the background story. The objective of the chosen assignment is then displayed together with the time limit, target zone, and available ammunition.

At the end of each assignment the player is treated to on screen display of their performance. For each assignment successfully completed a large sum of cash is added to the player’s total, plus an extra sum is awarded for hitting the target zone. If however the player fails to complete the objective or the timer reaches zero, the player’s accuracy rating is reduced and the player is then moved on to choose the next assignment. The game is over when the player’s accuracy rating reaches zero.

At the start of the player’s career, 5 different assignments are available to choose from and can be completed in any order. Once all 5 assignments have been undertaken a new round of assignments becomes available. In total there are 4 rounds each consisting of 5 assignments, with each round becoming progressively harder. The last round includes a special stage which can only be selected after all the assignments have been completed. Upon completion of the special stage the credits roll and the game ends. The player is then once again returned to the start of the game.

- TECHNICAL -

Namco System 12 hardware
Game ID : GLG

Main CPU : R3000A 32 bit RISC processor, Clock- 48MHz, Operating performance - 30 MIPS, Instruction Cache - 4 KB
BUS : 132 MB/sec.
OS ROM : 512 Kilobytes
Sound CPU : Hitachi H8 3002
Additional Sound Chip : Namco C352 sample playback
Main RAM: 2 Megabytes
Video RAM: 2 Megabyte
Sound RAM : 512 Kilobytes
Graphical Processor : 360,000 polygons/sec, Sprite/BG drawing, Adjustable frame buffer, No line restriction, 4,000 8x8 pixel sprites with individual scaling and rotation, Simultaneous backgrounds (Parallax scrolling)
Sprite Effects : Rotation, Scaling up/down, Warping, Transparency, Fading, Priority, Vertical and horizontal line scroll
Resolution : 256x224 - 740x480
Colours : 16.7 million colors, Unlimited CLUTs (Color Look-Up Tables)
Other Features : custom geometry engine, custom polygon engine, MJPEG decoder

- TRIVIA -

Released in February 2000 in Japan (even if the titlescreen says 1999).

Developed by Eighting/Raizing.

The game and character is based on the Anime and graphic novels of the same name, created by Takao Saito.

- SERIES -

1. Golgo 13 (1999)
2. Golgo 13 2 - Kiseki no Dandou (2000)
3. Golgo 13 3 - Juusei no Chinkonka (2001)

- STAFF -

* Namco Production Staff :
Directorial staff : Koji Kawashima (KMD)
Senior Directorial staff : Jyun-ichiro Koyama

* Hardware :
Chief Engineer : Hiroki Nakahata
Mechanical Engineer : Mitsuru Yokoyama, Toru Obara, Takeshi Kaneko
Electrical Engineer : Koichi Asano, Makoto Itoh
Industrial & Graphic Designer : Toru Yano, Hiroyuki Takanabe

* Adviser :
Program : Kyota, Tetsuya Funatsu
Sound : Hiroyuki Kawada, TO(2000)
Hardware : Fumihiko Hasegawa
Management : Tohru Takahashi

* Software :
* Eighting/Raizing Staff :
Translator staff : Casey Utsunomiya, Jason Arney (Namco America Inc.)
Copyright Negotiator : Manabu Sugiyama

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=986&o=2

$end


$psx=golgo13k,
$bio

Golgo 13 - 1 - Karairu no Yabou [SLPS-01712] (c) 1998 Daiki

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85218&o=2

$end


$nes=golgo13j,
$bio

Golgo 13 - Dai 1 Shou - Kamigami no Tasogare (c) 1988 Vic Tokai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54139&o=2

$end


$nes=g13icar,
$bio

Golgo 13 - Dai 2 Shou - Icarus no Nazo (c) 1990 Vic Tokai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54140&o=2

$end


$nes=g13mafat,golgo13,
$bio

Golgo 13 - The Mafat Conspiracy (c) 1988 Vic Tokai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55185&o=2

$end


$info=g13knd,
$bio

Golgo 13 2 - Kiseki no Dandou (c) 2000 Namco, Limited.

- TECHNICAL -

Namco System 10 Hardware
Game ID : GLS

Main CPU : R3000A 32 bit RISC processor, Clock- 48MHz, Operating performance - 30 MIPS, Instruction Cache - 4 KB
BUS : 132 MB/sec.
OS ROM : 512 Kilobytes
Sound CPU : Hitachi H8 3002
Additional Sound Chip : Namco C352 sample playback
Main RAM: 2 Megabytes
Video RAM: 2 Megabyte
Sound RAM : 512 Kilobytes
Graphical Processor : 360,000 polygons/sec, Sprite/BG drawing, Adjustable frame buffer, No line restriction, 4,000 8x8 pixel sprites with individual scaling and rotation, Simultaneous backgrounds (Parallax scrolling)
Sprite Effects : Rotation, Scaling up/down, Warping, Transparency, Fading, Priority, Vertical and horizontal line scroll
Resolution : 256x224 - 740x480
Colours : 16.7 million colors, Unlimited CLUTs (Color Look-Up Tables)
Other Features : custom geometry engine, custom polygon engine, MJPEG decoder

- TRIVIA -

Released in October 2000.

- SERIES -

1. Golgo 13 (1999)
2. Golgo 13 2 - Kiseki no Dandou (2000)
3. Golgo 13 3 - Juusei no Chinkonka (2001)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4224&o=2

$end


$sg1000=golgo13,
$bio

Golgo 13 (c) 1984 Sega Enterprises, Limited.

- TECHNICAL -

[Model G-1014]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49032&o=2

$end


$cpc_cass=goliath,
$bio

Goliath - Le Defi (c) 1986 Rainbow Production

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96529&o=2

$end


$pc8801_flop=golinpic,
$bio

Golinpic World (c) 1988 Fairytale [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91938&o=2

$end


$info=gollygho,
$bio

Golly! Ghost! (c) 1990 Namco.

A video ticket/redemption game. Shoot a specific amount of ghosts before time runs out.

- TECHNICAL -

Namco System 2 hardware
Game ID : GL

Main CPU : (2x) Motorola 68000 (@ 12.288 Mhz), M6809 (@ 3.072 Mhz), HD63705 (@ 2.048 Mhz)
Sound Chips : C140 (@ 21.39 Khz), YM2151 (@ 3.57958 Mhz)

Players : 2
Control : lightgun
Buttons : 1

- TRIVIA -

Even if titlescreen says 1990, Golly! Ghost! was released in June 1991 in Japan.

The game featured a genuine doll's house hooked up to a pinball-style motor board. The motors allowed certain parts of the doll's house to move under CPU control (to allow the ghosts to come out of the toilet etc.). To project the ghosts, a monitor was placed in the base of the cabinet, projecting an inverted image onto a pane of glass. This system proved to be such a good way of removing interference when operating genuine lightguns (the ones in Golly! Ghost! were actually joysticks) that this reflection system has been used in upright lightgun games from Namco ever since (including "Point Blank"). One interesting point, since the ghosts are not in this dimension and can pass through walls why do they need to open doors to get in.

Shane Van Gorden holds the official record for this game with 327 points.

Victor Entertainment released a limited-edition soundtrack album for this game (Namco Video Game Graffiti Vol. 9 - VICL-8089) on 22/09/1993.

- SERIES -

1. Golly! Ghost! (1990)
2. Bubble Trouble : Golly! Ghost! 2 (1992)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=987&o=2

$end


$x1_flop=golques,
$bio

Golques (c) 1987 Data West, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85998&o=2

$end


$pc8801_flop=golques,golquesa,
$bio

Golques (c) 1987 Data West, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91939&o=2

$end


$msx1_cart=golvell,
$bio

Golvellius (c) 1987 Compile

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52708&o=2

$end


$sms=golvell,
$bio

Golvellius (c) 1988 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56049&o=2

$end


$pc98=gomenang,
$bio

Gomen ne Angel - Yokohama Monogatari (c) 1992 Jast [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89616&o=2

$end


$bbca_cass,bbcb_cass=gomoku,
$bio

Gomoku (c) 19?? Micro Power

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51904&o=2

$end


$coco_cart=gomoku,
$bio

Gomoku and Renju (c) 1983 Tandy Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53442&o=2

$end


$wswan=gomokunr,
$bio

Gomoku Narabe & Reversi - Touryuumon [Model SWJ-SUM006] (c) 2000 Sammy Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86333&o=2

$end


$info=gomoku,
$bio

Gomoku Narabe Renju (c) 1981 Nichibutsu [Nihon Bussan Company, Limited.].

- TECHNICAL -

Main CPU : Zilog Z80 (@ 1.536 Mhz)
Sound Chips : Custom (@ 1.536 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 1

- TRIVIA -

The ancient Asian game of 'Go' is called 'Gomoku Narabe' in Japan, meaning 'five in a row'. The object of the game is to simply get five of your chips in a row. Sounds simple, but there are endless strategies and philosophies to this game. The game presented in Gomoku Narabe Renju is a combination of 'Go-Moku Narabe' and 'Ninuki Renju' - a synthesis of two similar board games that use a Go board where the objective is to make five in a row.

- PORTS -

* Consoles :
Nintendo Famicom (1983)

* Computers :
MSX

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=988&o=2

$end


$nes=gomokunr,
$bio

五目ならべ 連珠 (c) 1983 Nintendo.
(Gomoku Narabe Renju)

- TECHNICAL -

Game ID: HVC-GO

- TRIVIA -

Released on August 27, 1983 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54141&o=2

$end


$msx1_cart=gomokuna,gomokunaa,
$bio

Gomoku Narabe [Model PS-2002G] (c) 1984 Toshiba EMI [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77110&o=2

$end


$info=tvgomola,
$bio

Gomola Speed (c) 1990 TOURVision.

Unlicensed Spanish game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84983&o=2

$end


$pce=gomola,
$bio

Gomola Speed (c) 1990 UPL Company, Limited.

Gomola Speed is an usual action/puzzle game by UPL. The player takes control of a segmented and worm-looking mechanical robot called Go-omu. The world is divided into areas and the goal of the game is to collect all the food and reveal the hidden exit. However, our Go-omu starts as... a head. The first task will be to collect its other dispersed body segments and increase its overall length. Other creatures are also enclosed within each stage and will cut your body loose if they hit any of your segments. No worries, those parts will just wonder around and can be recaptured. Go-omu's body length is very important and is at the core of Gomola's speed design. Items, and especially food, can be collected only if you surround them with your long body, and enemies can be defeated using the same technique (you will have to freeze them with a bomb first though). All in all, only your head is vulnerable, so make sure you keep it out of reach. As mentioned, Go-omu can also drop bombs which will paralyze your enemies for a few seconds. Stage designs are varied and new features are constantly added to the mix, without forgetting a password feature allowing players to save their progress.

- TECHNICAL -

Game ID: UP02002

- TRIVIA -

Released on September 28, 1990 in Japan for 6700 Yen.

- STAFF -

Game Design: Tsutomu Fuzisawa
Software Design: Toshio Arai
Chracter Design: Tsutomu Fuzisawa, Sin
Background Design: Miho Urushibara
Sound Effect: Yoshio Nagashima

Special Thanks: Mutsuo Kaneko, Kiny, Mutsuo Kanuko, Kinya Aoyama, Itsam Matarca, M.A.D Yuki, MA-X Terui, Minoru Tomizawa, Nobuyuki Narita, Shiho Sasaki

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58601&o=2

$end


$snes=gon,
$bio

?? (c) 1994 Bandai
(GON)

Gon is an action/platform game by Bandai. In this prehistoric tale, set in some time period prior to the arrival of humans, a strange dinosaur-like creature called Gon roams around the world and goes where he pleases. The little creature is probably the last dinosaur alive, which probably explains his choleric nature and fiery personality. Throughout the game, Gon meets all kind of animals and every single one of them make him angry and snarling. Especially the ones who steal his food or boot him out of a nice, warm napping place. In each area, the goal of the game is to track down the local bully and to teach him a lesson. Each level is divided into several sub-stages, each interlinked with tunnels and other passageways. Sometimes exits are blocked and Gon has to defeat all the animals from a given area to unlock them or use his brain (or head I should say) to dig tunnels and figure out ways to use his surrounding to his advantage. Some stages switch to a 3D view and have our dinosaur race across various landscapes and jump over obstacles such as large logs or bottomless pits. Gon has a plethora of moves to master - he can bite, swipe with his tail, run and launch head butt attacks, jump in the air and fly for a short amount of time by vigorously flapping his short arms. Gon also has a special giant-bite attack that he can use at times. Interestingly there is no life or health bar in the game - as Gon takes more damage, he grows increasingly angry and soon his adrenaline level passes the pressure point and turns him into an uncontrollable wrath. At this point, Gon's anger destroys our planet and the game is effectively over. Thankfully, happy Gon-heads are hidden in each stage and bring Gon's temper back to his normal state. The game features seven large areas and a simple four-digit password system allows Gon to pick up his adventure where he left off.

- TECHNICAL -

Cartridge ID: SHVC-AHOJ-JPN

- TRIVIA -

Released on November 11, 1994 in Japan for 8880 Yen.

The game is based on Masashi Tanaka's popular comic book series originally published in 1991.

- TIPS AND TRICKS -

Level passwords:
Level 2: 0411
Level 3: 1212
Level 4: 5113
Level 5: 1964
Level 6: 4385
Level 7: 2596

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61394&o=2

$end


$info=imsorryj,
$bio

Gonbee no I'm Sorry (c) 1985 Sega.

The goal is for the greedy protagonist to collect all the gold bars while jumping over or defeating various enemies and obstacles in each maze-like level. Some of these enemies are: Giant Baba (a Japanese wrestler), a moonwalking Michael Jackson, Madonna, Japanese comedian Tamori, Carl Lewis, moving statues (activated when passed by). Obstacles include: Gates, fire hydrants, safes (making it difficult to gain access to the gold), a rolling barrel, conveyor belts, and a swimming pool with platforms ranging in size and strength. When you collect all the gold in a given level, you must cash it into a building (labeled "out" when the level begins and "in" once you retrieve all the gold) to beat the level. The player can only hold ten bars of gold at once. In later levels there are more than 10 bars of gold, so the player must make multiple deposits.

Tamori, Michael Jackson, Carl Lewis, and Madonna can all be killed with one punch. Punching Giant Baba stuns him, more are required to actually kill him. The closer the player is to Giant Baba the faster he can be killed. Madonna has a range attack where she begins to jump and then launches a kiss at you. Carl Lewis jumps, so he can be walked under but he is more difficult to punch. When an enemy is killed it later respawns. The barrels cannot be killed. If the player is caught by Tamori (the guy with the sunglasses), the player's clothes will change into a white diaper while the captor changes into a leather S&M bikini and lashes his whip on the crying protagonist's back.

- TECHNICAL -

Game ID : 834-5707

Runs on the Sega "System 1" hardware.

Players: 2
Control: 8-way joystick
Buttons: 2

- TRIVIA -

Released in April 1985.

Developed by Coreland.

This game is known outside Japan as "I'm Sorry".

This game is mostly Japanese nonsense satire. The title is a play on the word 'sori', which means 'Prime Minister'. The main character is former Japanese Prime Minister Kakuei Tanaka (1918-1993), infamous for his plutocracy. Enemy characters include Carl Lewis, Michael Jackson, Japanese comedian Tamori and professional wrestler Giant Baba (1938-1999).

This game looks as if there might be a little S & M going on. When the human in sunglasses catches you, his clothes change to a black bikini and he now has a whip or riding crop. Your clothes change into a white diaper.

- STAFF -

From highscore table : Kenichi Kuma, Kayuri Tagami, Akira Matsuda, Noboru Nemoto, Maggy Minenko, Koichi Ueda, Atsuko Yama, Miyamisa S, Seiko Matsuda, You Mayami

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=989&o=2

$end


$info=gondo,
$bio

Gondomania (c) 1987 Data East.

A shoot 'em up game where you fly a craft over a scrolling background and dodge enemy fire while shooting enemies. You also collect coins and purchase different weapons and crafts.

- TECHNICAL -

Main CPU : HD6309 (@ 3 Mhz)
Sound CPU : MOS Technology M6502 (@ 1.5 Mhz)
Sound Chips : YM2203 (@ 1.5 Mhz), YM3526 (@ 3 Mhz)

Players : 2
Control : dial
Buttons : 2

- TRIVIA -

Released in March 1987.

This game is known in Japan as "Makyou Senshi" (translates from Japanese as 'Demon Region Soldier').

Default highscore table (Best 10 Players) :
1 AME 20000
2 KIT 18000
3 IHU 16000
4 NOK 14000
5 A O 12000
6 RAM 10000
7 ESA 8000
8 IAR 6000
9 KMI 5000

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

- STAFF -

Game designed by : Y. Gondo
Programmers : T. Kitazawa, T. Nishizawa, S. Tamura
Sound by : H. Yoshida
Music composed by : Azusa Hara (AZUSA)
Character designers : Back Man, A. Kushima, H. Nomura
Hardware designer : K. Yoshida
Ending designed by : T. Nishizawa
Supervised by : T. Kitzawa

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=990&o=2

$end


$info=gonefsh2,
$bio

Gone Fishing 2 (c) 200? IGS Company, Limited. [International Game System].

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=45946&o=2

$end


$info=gtroppo,
$bio

Gone Troppo (c) 1986 Ainsworth Nominees P.L.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=39524&o=2

$end


$spc1000_cass=gongsapn,
$bio

Gong Sa Pan (c) 198? Samsung Software [Korea]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83515&o=2

$end


$spc1000_cass=gongmo,
$bio

Gongmo Jakpumjip 4-gweon (c) 1985 Samsung Software [Korea]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83516&o=2

$end


$gbcolor=gonta,
$bio

Gonta no Okiraku Daibouken [Model CGB-B54J-JPN] (c) 2000 Lay-Up Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67964&o=2

$end


$msx1_cass=gonzalez,
$bio

Gonzzalezz (c) 1989 Opera Soft [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94681&o=2

$end


$cpc_cass=gonzalez,
$bio

Gonzzalezz [Model AMC 638] (c) 1989 Opera Soft [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96530&o=2

$end


$psx=googooso,
$bio

Goo! Goo! Soundy [Model SLPM-86250] (c) 1999 Konami Corp. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85219&o=2

$end


$info=good,
$bio

Good (c) 1998 Unknown.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 8 Mhz)
Sound Chips : OKI6295 (@ 1 Mhz)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=12490&o=2

$end


$info=goodejan,goodejana,
$bio

Good E Jong - Kachinuki Mahjong Syoukin Oh!! (c) 1991 Seibu Kaihatsu, Incorporated.

- TECHNICAL -

Main CPU : V30 (@ 8 Mhz) 
Sound CPU : Zilog Z80 (@ 3,58 Mhz)
Sound Chips : YM3812 (@ 3,58 Mhz), OKI6295 (@ 1 Mhz)

- TRIVIA -

Distributed by Tecmo.

Released in September 1991.

The title translates from Japanese as "Good E Jong - Kachinuki Mahjong Winnings King"

A 'kachinuki' is a type of tournament in which a contestant takes on each opponent in succession without rest between matches until he or she is defeated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=20354&o=2

$end


$info=pr_gdft,
$bio

Good Fortune (c) 199? Project Coin Machines, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42089&o=2

$end


$info=goodluck,
$bio

Good Luck (c) 1991 WP.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=28400&o=2

$end


$info=gluck2,
$bio

Good Luck II (c) 1992 Yung Yu.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71605&o=2

$end


$info=sc1gtime,
$bio

Good Times (c) 1999 ELAM.

- TECHNICAL -

Model 1113

- TRIVIA -

Good Times was released in February 1999.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42140&o=2

$end


$info=m4gvibes,m4gvibesa,
$bio

Good Vibrations (c) 199? Union Games, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41336&o=2

$end


$snes=bsgoodp3,
$bio

GoodsPress - 3 Gatsugou (c) 199? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61395&o=2

$end


$snes=bsgoodp6,
$bio

GoodsPress - 6 Gatsugou (c) 199? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61396&o=2

$end


$snes=bsgoodp7,
$bio

GoodsPress - 7 Gatsugou (c) 199? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61397&o=2

$end


$msx1_cass=goody,goodya,
$bio

Goody (c) 1987 Opera Soft [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94682&o=2

$end


$cpc_cass=goody,
$bio

Goody (c) 1987 Opera Soft [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96531&o=2

$end


$msx2_flop=goody,goodya,
$bio

Goody (c) 199? Unknown [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101692&o=2

$end


$snes=gooftropu,gooftropup,
$bio

Goof Troop (c) 1993 Capcom Company, Limited.

North American release. Game developed in Japan (Even if released in 1994 in Japan). For more information, please see the original Japanese release: "Goofy to Max - Kaizokujima no Daibouken [Model SHVC-G6]"

- TECHNICAL -

Cartridge ID: SNS-G6-USA

- TRIVIA -

Released on July 11, 1993 in USA.

- STAFF -

Produce USA: Patrick Gilmore

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63049&o=2

$end


$snes=gooftrop,gooftropf,gooftropg,
$bio

Goof Troop (c) 1994 Capcom Company, Limited.

European release. Game developed in Japan. For more information, please see the original Japanese release: "Goofy to Max - Kaizokujima no Daibouken [Model SHVC-G6]"

- TECHNICAL -

Cartridge ID: SNSP-G6-EUR

- TRIVIA -

Released on July 25, 1994 in Europe.

Reviews:
[FR] Consoles + N.25: 90%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63048&o=2

$end


$info=ghv101,
$bio

Goofy Hoops (c) 1994 Capcom Company, Limited.

- TRIVIA -

Licensed to Romstar for USA manufacture and distribution.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=10322&o=2

$end


$snes=goofymax,
$bio

?????????? ??????? (c) 1994 Capcom Company, Limited.
(Goofy to Max - Kaizokujima no Daibouken)

Goofy To Max is a top-down action/puzzle game by Capcom. Goofy and his pals are taking a fishing day out at sea when a giant pirate ship soon catches up with them. Pete and his son PJ (Pete Junior) are the first ones to witness the apparition and they get kidnapped by the pirates. Goofy and his son Max are now determined to rescue them and soon reach the pirate's island where the game takes place. Each zone is basically composed of various interconnected single-screen gamefields. The gameplay consists of traditional action with puzzle solving that somehow reminds of Zelda's trademark dungeons. Progression through the game is done by fulfilling a certain condition in each screen, like killing all the pirates by throwing blocks or pots at them, pushing blocks over marks on the ground, activating buttons in a specific order or finding the key that unlocks the exit door. Goofy (or Max) can pick and use an extensive list of items which are conceptually at the heart of the gameplay. The grappling hook gun can be used to stunt enemies, grab items from afar, activate switches, build rope bridges and so forth. The bell can be very useful to draw enemies close and attack them, and the shovel can dig up items or keys. Finally, the Candle is very handy to lit up those dark areas and the wooden plank can help fix broken bridges. And last but not least - two players can enjoy the game in co-operative play and a password system allows the player to save his progress.

- TECHNICAL -

Cartridge ID: SHVC-G6

- TRIVIA -

Goofy to Max was released on July 22, 1994 in Japan for 7800 Yen.

Export releases:
[US] "Goof Troop [Model SNS-G6-USA]"
[EU] "Goof Troop [Model SNSP-G6-EUR]"

- STAFF -

Game Design: Shinji Mieami, Satoshi Murata
Main Program: Masatsugu Shinohara
Program: Shinya Ikuta, Toshihiro Fujikaha
Object Design: Tsuyoshi Hakuta, Yuji Wada, Toru Nakayama
Scroll Design: Naoe Yoshida, Tomohiko Inagaki, Tsuyoshi Okahisa
Sound Effect: Tatsuya Nishimura, ELF
B.G.M: Yuki Satomura
Special Thanks: Takuya Shiraiwa

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61398&o=2

$end


$megadriv=goofy,
$bio

Goofy's Hysterical History Tour (c) 1993 Absolute Entertainment, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57238&o=2

$end


$amigaocs_flop=goofyexp,
$bio

Goofy's Railway Express (c) 1989 Disney Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74170&o=2

$end


$psx=guguthro,
$bio

Googootrops [Model SLPM-86148] (c) 1999 Enix, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85220&o=2

$end


$nes=goonies2j,
$bio

Goonies 2 - Fratelli Saigo no Chousen (c) 1987 Konami Industry Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54142&o=2

$end


$nes=goonies2jp,
$bio

Goonies II - Fratelli Saigo no Chousen (c) 1987 Konami Industry Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54143&o=2

$end


$pc8801_flop=gooniesk,
$bio

Goonies Kai (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91940&o=2

$end


$a2600=gophere,gophere1,
$bio

Gopher (c) 1983 Carrere Video.

European release. See "Gopher [Model VC2001]" for more information about the game itself.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50545&o=2

$end


$info=m5gophr,
$bio

Gopher Gold (c) 200? Empire Games Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15296&o=2

$end


$info=m5gophcl,
$bio

Gopher Gold Club (c) 200? Empire Games, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41577&o=2

$end


$a2600=gopher,
$bio

Gopher (c) 1982 US Games Corp.

Gopher is a one or two player, full color video game.

Gophers have launched a merciless assault on your carrot patch. Grab your shovel and fill those holes before they tunnel out and eat your choice carrots. With no time to run back to the barn for more seeds to plant, it's a good thing that crazy duck keeps flying by dropping them. But it's awfully tricky to catch a seed, plant it, and still keep those persistent Gophers away. Just when you think everything's under control, they get faster and hungrier! Take a deep breath, and let the battle begin.

Game Variations:
Game 1 - Single player with duck.
Game 2 - Two player with duck.
Game 3 - Single player; no seed planting.
Game 4 - Two player; no seed planting.

- TECHNICAL -

Model VC2001

- SCORING -

Each Gopher bonked = 100 points.
Each section of tunnel filled = 20 points.

- TIPS AND TRICKS -

* Stay somewhat centered in the carrot patch, and slightly move back and forth with movement of the Gopher - but don't follow him. He can move much quicker than you and also will appear on one side  and then the other. Move out cautiously but quickly, and fill the nearest hole that is up to the surface - maybe only partially because you have to get back to protecting your carrots.
 
* Bonking: This very strategic and satisfying gameplay technique could be the answer to that multidigit score! You can Bonk the Gopher on the head as he emerges from his hole or anywhere above ground as he runs for a carrot. This is the most rewarding accomplishment as you receive 100 points for bonking and can manage enough time for a chuckle before your next bonk! Timing and accurate positioning is the key to bonking.
 
* Planting: This can be tricky but the best approach is - stay cool! Don't panic when the seed is dropped. Keep one eye on the Gopher; and, meanwhile, position the farmer approximately under the falling seed. Then, make your last fine tuned adjustments by tapping the joystick the appropriate direction to catch the seed.
 
* IMPORTANT: If only one carrot remains and you have a choice between bonking and planting, by all means BONK; if you lose that last carrot, it's back to shoveling out the barn.
 
By the way, it is possible to catch a seed, bonk a Gopher, and then plant the seed. If you manage to do this, you can probably also pat your head and rub your tummy while hanging by your knees. Anyway - HAPPY BONKING!!

- STAFF -

Developed by Wickstead Design.

Programmer: Sylvia Day, Henry Will IV

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50544&o=2

$end


$gbcolor=goraku,
$bio

Goraku Ou Tango! [Model DMG-AOEJ-JPN] (c) 2000 J-Wing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67965&o=2

$end


$wswan=gorakuta,
$bio

Goraku Ou Tango! [Model SWJ-PAW001] (c) 1999 Mebius [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86334&o=2

$end


$x68k_flop=gorakuin,
$bio

Gorakuin (c) 1988 Zenryutsu [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87738&o=2

$end


$pc8801_flop=gorakuin,
$bio

Gorakuin (c) 1988 Zenryutsu [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91941&o=2

$end


$cpc_cass=gorbaf,
$bio

Gorbaf el Vikingo [Model AMS-305] (c) 1986 Magic Team [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96532&o=2

$end


$nes=gorbypip,
$bio

Gorby no Pipeline Daisakusen (c) 1991 Tokuma Shoten Intermedia, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54144&o=2

$end


$msx2_flop=gorbypip,
$bio

Gorby no Pipeline Daisakusen (c) 1991 Compile

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101693&o=2

$end


$lynx=gordo106,
$bio

Gordo 106 - The Mutated Lab Monkey (c) 1993 Atari Corp.

- TECHNICAL -

Model PA2106

- STAFF -

Programmer: Joe Jared

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58822&o=2

$end


$a800=gorf,
$bio

Gorf (c) 1981 Roklan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86558&o=2

$end


$bbca_cass,bbcb_cass=gorf,
$bio

Gorf (c) 1983 Doctorsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51905&o=2

$end


$coleco=gorf,
$bio

Gorf (c) 1983 Coleco Industries, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53289&o=2

$end


$c64_cart,c64_flop=gorf,
$bio

Gorf (c) 1983 Commodore

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53589&o=2

$end


$a5200=gorf,
$bio

Gorf (c) 1982 Bally Midway Mfg. Co.

The object of GORF is to accumulate points by destroying the various types of enemy spacecraft you will encounter as you attempt to complete a variety of space missions.

You begin each game with a fleet of five Fighters. Only one Fighter at a time may fire upon the enemy. The time may fire upon the enemy. The number of Fighters remaining in your fleet is indicated throughout the game at the top of the screen.
Use the joystick to maneuver your Fighter back and forth, and up and down. To fire your laser, press one of the two button trigger buttons on the sides of your controller. You have an unlimited supply of ammunition.
Note: Firing a shot causes a previously discharged bullet to disintegrate if it hasn't yet made contact.

You will be awarded one extra fighter plus a promotion of Rank every time you make it through the series of four space missions.

MISSION 1 - ASTRO BATTLES
Before taking off into space, you must first defend the Earth from the horde of advancing Gorfian Droids. These invaders decscend in column formation and drop dangerous anti-matter bombs. Bonus points are scored for hitting the bouncing Gorf and Command Ship that randomly pass overhead. When the entire attack matrix is destroyed you will proceed on to your next mission. Should any of the invaders bust through your defense shield and reach the Earth's surface before you've destroyed them, this mission will be terminated.

MISSION 2 - LASER ATTACK
This orbital zone is the Gorfian Empire's first line of defense against your counterattack. Destroy the anti-particle Laser Ships while avoiding their deadly beams. Each Laser Ship is protected by three Kamikaze Invaders and a Flying Gorf. They'll continuously try to ram into you as you attempt to blast them all.
Points are scored for all enemies shot and destroyed. No points are scored for Kamikaze Invaders blown up in a suicide-crash. When all attack ships are destroyed, you will move on to your next battle.

MISSION 3 - SPACE WARP
You are getting closer to the enemy Flag Ship! Sensing your presence, it generates an eerie space web which releases Gorfian Attackers and Flying Gorfs firing subquark torpedoes. These aliens are released one at a time and fly in a spiral pattern. When you succeed in getting past this level, you'll be ready for your next and most challenging mission.

MISSION 4 - FLAG SHIP
To destroy the Gorfian Flag Ship and earn the right to work toward your next promotion, you must score a direct hit in the Flag Ship's internal power reactor vent. In order to get a clear shot at this difficult target, you must first blast a hole in the Flag Ship's heavy force field arc, while avoiding the heat-seeking missiles being launched in your direction. The debris that falls from the Flag Ship following a shot to its outer hull is radioactive, but may be fired upon for extra points. Following a successful hit, a violent neutronium explosion will appear in dazzling color as the Flag Ship disintegrates. You are now a Space Captain and will repeat the sequence of missions fighting against progressively faster and nastier robots of the Gorfian Empire!

TWO-PLAYER VERSION
Two players may compete in GORF, alternating turns. Both players must use the same controller. Since only one player can play at a time, sharing should not pose a problem. Just be prepared to pass the controller to the other player when your turn has ended. The screen will notify each player as to whose turn it is.

- TECHNICAL -

Model 4L 2711

- TIPS AND TRICKS -

* Astro Battles. Start picking off the invaders from the edges. By destroying entire columns, the rate of descent is reduced.

* Laser Attack. Kamikazes and Flying Gorfs should be destroyed at maximum possible range, especially when they power dive.

* Space Warp. Attackers are easiest to destroy when they first emerge. They are moving slower and the spiral movements is lighter.

* Flag Ship. Create large holes in the force field arc before attempting to hit the reactor. You'll have a better line of fire.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50045&o=2

$end


$a2600=gorf,gorfe,
$bio

Gorf (c) 1982 Gabriel Industries [CBS division].

A home version of the Baller/Midway arcade game.

The object of GORF is to accumulate points by destroying the various types of enemy spacecraft you will encounter as you attempt to complete a variety of space missions.

MISSION 1 - ASTRO BATTLES
Before taking off into space, you must first defend the Earth from the horde of advancing Gorfs and Droids. These invaders descend in column  formation and drop dangerous anti-matter bombs. When the entire attack matrix is destroyed you will proceed on to your next mission. If any of the invaders should reach the Earth's surface before you've destroyed them, this mission will be terminated and your Fighter will be sacrificed.

MISSION 2 - LASER ATTACK
This orbital zone is the Gorfian Empire's first line of defense against your counterattack.  You must destroy the anti-particle Laser Ship while avoiding its deadly beam.  The Laser Ship is protected by three Kamikaze Invaders and a Flying Gorf.  The Kamikaze Invaders will each continously try to ram into you as you attempt to blast them all.  If the Laser Ship is blown up before all the Kamikazes and the Gorf are destroyed, a new Laser Ship will take its place within four seconds. Points are scored for all enemies shot and destroyed.  No points are scored for Kamikaze Invaders blown up in a suicide-crash.  When all attack ships are destroyed, you will move on to your next battle.

MISSION 3 - SPACE WARP
You are getting closer to the enemy Flag Ship! Sensing your presence, it generates an eerie space web which releases Gorfian Attackers firing subquark torpedoes.  Attackers are released one at a time and fly in a spiral pattern. Each one is a different color and will continue to attack until destroyed by a blast of your laser. A destroyed Attacker sends out an audible destress signal as it blows up. When you succeed in destroying all five Attackers, you'll be ready for your next and most challenging mission.

MISSION 4 - FLAG SHIP
To destroy the Gorfian Ship and earn the right to work toward your next promotion, you must score a direct hit in the Flag Ship's internal power reactor vent. In order to get a clear shot at this difficult target, you must also avoid the heat-seeking tracking missiles being launched in your direction. Following a successful hit, a violent neutronium explosion will appear in dazzling color as the Flag Ship disintegrates. You are now a Space Captain and will repeat the sequence of missions fighting against progressively faster and nastier robots of the Gorfian Empire!

END OF THE GAME
The game ends when all of your Interstellar Space Fighters have been destroyed by the robot warriors of the Gorfian Empire.

- TECHNICAL -

Model 80010

- STAFF -

Developed by Roklan.

Programmer: Alex Leavens

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50546&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=gorf,
$bio

Gorf (c) 1982 Commodore, Ltd.

- TECHNICAL -

[Model VIC-1923]

- TRIVIA -

One of the earliest games to include copy-protection code.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84430&o=2

$end


$info=gorf,gorfpgm1,gorfpgm1g,
$bio

Gorf (c) 1981 Midway.

The player's goal is to defeat the Gorfian Empire and safeguard the future of mankind. Gorf is a single screen shoot-em-up in the classic "Space Invaders" mould, the prime difference being that Gorf offers five distinct levels of shooting action. The levels are as follows : 

* Mission 1 - Astro Battles : The first mission is more or less a straight clone of "Space Invaders", set against a sky-blue background. The player is protected by a glittering parabolic forcefield, which is gradually worn away by enemy projectiles. The forcefield also works in BOTH directions, and therefore must momentarily deactivate in order for the player's ship to fire out. To advance to the next mission, the player must destroy all the invaders. 

* Mission 2 - Laser Attack : The other missions are all set in space. In this mission, the player is faced with two formations each made up of five enemies. The formations are cross-shaped, and at the bottom of each formation is a single laser gun. The laser guns fire a long, dangerous yellow beam at regular intervals. At the same time, the other enemies may break formation and attempt to divebomb the player. Destroying a laser gun causes the corresponding formation to break apart. To advance to the next mission, the player must destroy all the enemies. 

* Mission 3 - Galaxians : This mission is a clone of "Galaxian". The player is faced with a swarm of galaxians, which continually divebomb and shower the player with deadly projectiles. To advance to the next mission, the player must destroy all the galaxians. 

* Mission 4 - Space Warp : A wormhole is situated in the middle of the screen out of which enemies ships emerge, one at a time, and spiral outward at increasing speed; whilst growing larger and flinging fireballs at the player. The Space Warp level would have an influence on Konami's superb "Gyruss", released two years later. To advance to the next mission, the player must survive a number of these enemies. 

* Mission 5, Flag Ship : The final mission is a one-on-one confrontation with the alien Flag Ship itself. The Flag Ship is one of the earliest examples of the 'boss' enemy in mainstream video games. It is equipped with its own forcefield, through which the player must blast in order to get a clean shot on the ship. It is also armed with a powerful fireball weapon. The player's weapon has a minor effect on the Flag Ship's hull, and can only blast off tiny pieces of it. This adds to the player's problems, as stray pieces of hull can destroy their ship. These pieces can be destroyed with a single shot. The only way to destroy the Flag Ship is to hit the glowing reactor at the heart of the ship, either by first blasting away the hull to expose it, or by managing to fire a shot directly into the tiny vent that leads to the reactor. 

Each time the Flag Ship is destroyed, the player advances in rank. Initially, the player begins with the rank of Space Cadet, before moving on to Space Captain, Space Colonel, Space General, Space Warrior, and finally Space Avenger. The player's spaceship is equipped with a Quark Laser which allows the player to cancel a poorly aimed shot and fire another shot.

- TECHNICAL -

[Upright model] [No. 873]

Gorf upright arcade units came in a blue and grey dedicated cabinet with sticker sideart of several spaceships locked in battle.

Bally Midway Astrocade hardware 

Main CPU : Zilog Z80 (@ 1.789773 Mhz) 
Sound Chips : (2x) Astrocade (@ 1.789773 Mhz), Votrax SC-01 

Control : 8-way 'flight yolk' controller with a trigger

- TRIVIA -

Released in February 1981, Gorf was the first game ever to show multiple scenes. 

Gorf has achieved the status of 'true status' and became legendary for its groundbreaking, yet almost unintelligible speech.

This game featured some early speech synthesis that was done in a similar manner to that in "Wizard of Wor" (Gorf and Wizard of Wor ran on nearly identical hardware). Here is a list of the humorous phrases Gorf says throughout the game; [rank] denotes where Gorf speaks the player's current rank :  

Attract mode : 
1) Insert Coin!
2) I am the Gorfian Empire.
3) Long Live Gorf!
NOTE : Move the controller any time during the attract mode to trigger the speech.

Ready to play mode : 
1) Long Live Gorf!
2) Push a player button.

Mission start-up : 
1) Prepare yourself for annihilation, [rank]!
2) You will meet a Gorfian doom, [rank]!
3) Survival is impossible, [rank]!
4) You cannot escape the Gorfian robots!
5) I am the Gorfian Empire!
6) I am a Gorfian consciousness.
7) Gorfian robots...Attack! Attack!
8) Robot warriors, seek and destroy the [rank]!
9) My Gorfian robots are unbeatable!
10) Gorfians take no prisoners!

Player loses a ship : 
1) Got you, [rank]!
2) Bad move, [rank]!
3) Some galactic defender you are, [rank]!
4) Another enemy ship destroyed!
5) Your end draws near, [rank]!
6) Ha ha ha ha!

Player loses last ship : 
1) Too bad, [rank]!
2) Bite the dust, [rank]!

At game over : 
1) Gorfians conquer another galaxy.
2) You cannot escape the Gorfian Robots.
3) All hail the supreme Gorfian Empire!
4) Try again; I devour coins!

Player destroys Flag Ship (and advances in rank; [new rank] denotes where Gorf speaks the player's new rank) : 
1) Nice shot! You have been promoted to [new rank]!
2) For hitting my Flag Ship, you have been promoted to [new rank]!
3) In the Gorfian chronicals, you have been promoted to [new rank]!
4) Next time will be harder, but for now you have been promoted to [new rank]!
NOTES : These phrases may not be easy to hear over the loud explosion of the Flag Ship. The Rank lamp on the bezel moves over to the next rank as soon as Gorf begins speaking.

OTHER NOTES :  

Have you ever noticed that GORF is FROG spelled backwards? Seriously, GORF is an acronym for 'Galactic Orbital Robot Force'.

The game's creator, Jay Fenton, designed a sequel to Gorf called 'Ms. Gorf', but it was never released. Jay Fenton underwent a sex change and is now known as Jamie Fenton. 

A Star Trek tie in was originally planned by Midway, but when the first movie fell flat, the Enterprise sprite was reused as the Gorf Flag Ship. 

Todd Rogers holds the official record for this game with 653990 points. 

A Gorf unit appears in the 1982 movie 'Fast Times at Ridgemont High' and in the 1983 movie 'Joysticks'. 
An upright Gorf unit appears in the 38 Special music video 'Caught Up In You'.

- SCORING -

Astro Battle : 
Space Invaders (all) : 50 points
Destroying Gorfian robot distributing Space Invaders : 300 points
Mystery Saucer : 100 points
Back and Forth Saucer : 300 points

NOTE : If you hit a Space Invader when it is being launched from the Gorfian robot, you get 100 points.

Laser Attack : 
Laser Ships : 300 points
Escorts for Laser Ships : 100 points

Galaxians : 
All Galaxians not attacking : 50 points
Yellow Galaxian attacking : 60 points
Blue Galaxian attacking : 80 points
Red Galaxian attacking : 100 points
Galaxian Flagship : 300 points

Space Warp : 
Enemy fighters : 100 points

Flag Ship :
Each hit : 20 points
Escorts : 100 points
Destroying a piece of debris : 150 points
Destroying Flag Ship (and advancing in rank) : 1000 points

Gorfian robots (appear randomly) : 300 points

- TIPS AND TRICKS -

* The action starts immediately as soon as you start your game. The first sight that will greet you are the Space Invaders. From that point on, the action will be non-stop with the only things changing are your rank and the difficulty of the enemies. Also, there is an interesting quirk in the game. If your ship hits a displayed score (after destroying some enemy), your ship will be destroyed. So avoid flying into scores. Also, you can only have one shot up at a time. This, though, can be countered by the fact that you can prematurely end a shot and fire another thus saving yourself a lot of time and perhaps your ship. 

* Due to Gorf's limited hardware not being powerful enough to move the game's colourful sprites around easily, it's possible, on the Astro Battles screen, to slow the last two invaders down to a crawl; simply by repeatedly firing. On the Laser Attack screen, if you shoot all the enemy ships EXCEPT for the laser shooters, you can sit forever on the far left hand side of the screen. Useless, but interesting all the same. 

* Astro Battles : 
1) Fire immediately when the mission starts. You may get lucky and hit the Gorfian robot distributing the Space Invaders. Also fire at the invaders as they are being distributed for more points. 
2) Instead of the normal 11x5 grid of invaders, you only have to deal with an 8x3 grid. 
3) Instead of buildings to protect your ship, you now have a shield dome over you. It briefly disappears when you fire, but the invaders have to cut through it with their lasers. 
4) Remember, you have a lot of maneuverability in your ship (i.e. you can go up and down) so it should be easy to avoid the invaders bombs. 

* Laser Attack : 
1) Your first priority should be the laser ships. Wait until they have fired and send a shot right up their laser cannon. 
2) The escorts tend to make random movements so be wary of them coming at you from all directions. 
3) As you advance higher in rank, everything speeds up accordingly. 

* Galaxians : 
1) Try to shoot the Galaxians when they are setting up to get the score for attacking Galaxians. 
2) At first, only a couple will come down. After a while, though, the Galaxians attempt to swarm all over your ship. Since they each fire three shots apiece, this can present a particularly deadly situation. 
3) Keep moving. There is no safe place (not even the corners). 
4) At later ranks, it isn't uncommon for a whole bunch of Galaxians to attack your ship at once. 
5) If you can, try to hit the Gorfian robot that sometimes bounds over the top of the Galaxians. 

* Space Warp : 
1) This is the mission that tends to kill off most players. You will see a black hole with dots in it. These dots represent the number of fighters you have to deal with coming out of the black hole. As a Space Cadet, you only deal with 12 fighters. From Space Captain onward, it will be 16 fighters. 
2) Fighters leave fast or slow and rotate around the hole. In addition, they will also fire at you. It will take some fancy maneuvering to avoid both the fighter and the shot it fired. 
3) Some fighters go around so fast, you just have to try to keep out of its way. 
4) Sometimes fighters will launch a slow shot from the side of the screen. Watch out for these shots. 
5) In the later ranks, it will take all of your skill to survive since everything moves very quickly on this mission. 

* Flag Ship : 
1) The Flag Ship will fly back and forth slowly. It will descend then ascend as it completes a back and forth movement. 
2) There is a shield around the Flag Ship you must cut through to hit it. The Flag Ship can fire through the shield at you. 
3) On the later ranks (starting with Space Captain), the Flag Ship is escorted by two Gorfian robots. 
4) Plan your shots so you can expose the reactor. This will mean cutting through a little bit of the ship to accomplish this. Watch out for the debris you create since it is as deadly as the Flag Ship's laser shots. If you feel really daring, hit the debris for extra points. 
5) After you have stripped the ship away from the reactor, a well-placed shot should obliterate the Flag Ship. 
6) Again, in the later ranks everything moves much faster.

- SERIES -

1. Gorf (1981)
2. Ms. Gorf (1982)

- STAFF -

Developer by David Nutting Associates.

Executive producer: Dave Nutting
Game concept / Designers: Dave Nutting, Jay Fenton
Video programmer: Jay Fenton
Audio programmer: Scot Norris
Added program support: Rick Frankel, Bob Ogden
Electronics designers: Jeff Frederickson, Dave Otto

- PORTS -

NOTE : Due to licensing difficulties, the 'Galaxians' mission is omitted on these home ports unless otherwise noted.

* Consoles :
Atari 2600 [US] (1982) "Gorf [Model 80010]"
Atari 5200 [US] (1983) "Gorf [Model 4L 2711]"
Atari XEGS
Colecovision [US] (1983) "Gorf [Model 2449]"
Colecovision [AU] (1983)

* Computers :
Atari 800 [US] (1982) "Gorf [Model 09-01102]" 
Commodore VIC-20 (1982) "Gorf [Model VIC-1923]" 
Commodore C64 [US] (1983) "Gorf [Model C-64 618]" 
Commodore C64 [EU] (1983) 
BBC Micro [EU] (1983) "Gorf" by Doctorsoft 
Acorn Electron [EU] (1983) "Gorph" by Doctorsoft 
Commodore Amiga [EU] (1993) "Gorf" by Towerbyte Software : Includes Galaxians mission, unlike the other ports
Sinclair ZX-Spectrum [EU] (2004) "B.A.R.F." by Dinu Cristian Mircea

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=991&o=2

$end


$info=grgar_l1,grgar_t1,
$bio

Gorgar (c) 1979 Williams.

- TECHNICAL -

Williams System 6
Model Number : 496

Main CPU : M6808 (@ 895 KHz)
Sound CPU : M6808 (@ 894.750 KHz)
Sound chips : DAC, HC55516

- TRIVIA -

This was the first pinball game to feature speech. It has a total vocabulary of seven words.

14,000 units were produced.

- STAFF -

Designer : Barry Oursler
Artwork : Constantino Mitchell

- PORTS -

* Consoles :
Nintendo Wii (2008, Pinball Hall of Fame: The Williams Collection)
Sony PlayStation 2 (2008, Pinball Hall of Fame: The Williams Collection)
Sony PlayStation Portable (2008, Pinball Hall of Fame: The Williams Collection)

* Others :
Android (May 31, 2012, "The Pinball Arcade")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5394&o=2

$end


$info=gork,
$bio

Gork (c) 1982 Taito.

A Solid State Electronic pinball machine similar to "Sky Jump (Gottlieb)".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5432&o=2

$end


$info=gorkans,
$bio

Gorkans (c) 1983 Techstar.

In Gorkans, the player must use a four-way joystick to take control of a red flame-like character as he moves along blue lines (moving only forwards) and burns them away to collect flashing or spinning bombs for points before they explode. Gorkans must also watch out for the orange flames (which are palette-swapped versions of him) and also moving along the blue lines and burning them away - because if he ends up touching one of them (or unable to move given that he cannot retrace his steps), he will lose a life. If you are running out of space to go it is also possible to wait in one of the corners for the orange flames to burn themselves out. It is also possible to cut the orange flames off completely from Gorkans  and force them to move along particular lines by clearing out all the lines around the walls and leaving them with no option.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : Namco (@ 96 Khz)

Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.61 Hz
Palette colors : 16

Players : 2
Control : 4-way joystick
Buttons : 1

- TRIVIA -

Telko rereleased this title as "Mr. TNT" with modified characters.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=992&o=2

$end


$info=gotcha,
$bio

Got-cha - Mini Game Festival (c) 1997 Dongsung Wonder Park.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 14.31818 Mhz), Zilog Z80 (@ 6 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), OKI6295 (@ 6.06 Khz)

Players : 3
Buttons : 3

- TRIVIA -

Presented by Para. Their first game, "Silver Millennium", was for the most converted to this game.

A Bish-bashi knockoff suitable for children. In the English language version, the voice over artist talks incredibly quickly. The reason is that, for the English language version, it was decided to add explanatory audio for each of the games. Since this was a fairly late addition, time was very tight (even at that speed, she still didn't manage all the samples required).

This game is also known as "Pasha Pasha Champ - Mini Game Festival".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=993&o=2

$end


$info=gotya,
$bio

Got-Ya (c) 1981 Game-A-Tron.

You are a 'Hand' and so are your enemies. Each hand can be Rock (A fist), Paper (Flat) or Scissors (2 fingers extended). Your job is to clear a maze of dots to move to the next level. If you touch an enemy and your 'hand' beats his (e.g. Paper beats Rock), you win, otherwise you lose your current turn.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : Discrete circuitry.

Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.00 Hz
Palette colors : 8

Players : 2
Control : 4-way joystick
Buttons : 3

- TRIVIA -

Released in December 1981.

This game is also known as "The Hand".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=994&o=2

$end


$amigaocs_flop=gotcha,
$bio

Gotcha! (c) 1990 Kingsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74171&o=2

$end


$nes=gotcha,
$bio

Gotcha! The Sport! (c) 1987 LJN

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55186&o=2

$end


$saturn,sat_cart=gotha,gothaa,
$bio

Gotha - Ismailia Seneki (c) 1995 Sega Enterprises, Limited.

- TRIVIA -

Reviews:
[FR] March 1995, Consoles + N.41: 80/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59199&o=2

$end


$saturn,sat_cart=gotha2,gotha2a,
$bio

Gotha II - Tenkuu no Kishi (c) 1996 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59200&o=2

$end


$saturn,sat_cart=gotha2d,
$bio

Gotha II - Tenkuu no Kishi - Teitoku no Ketsudan II - Demonstration-you CD-ROM (c) 1996 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59201&o=2

$end


$cpc_cass=gothik,
$bio

Gothik (c) 1987 Firebird

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96533&o=2

$end


$pc98=gotten,
$bio

Gotten (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89617&o=2

$end


$info=sc4goud,
$bio

Goudkoorts (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR1211]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42632&o=2

$end


$gameboy=gbs99nen,
$bio

Goukaku Boy Series - 99 Nendo Ban Eitango Center 1500 (c) 1998 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66082&o=2

$end


$gameboy=gbskanko,
$bio

Goukaku Boy Series - Gakken - Kanyouku Kotowaza 210 [Model DMG-AK7J-JPN] (c) 1998 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66083&o=2

$end


$gameboy=gbsreki,
$bio

Goukaku Boy Series - Gakken - Rekishi 512 [Model DMG-AR3J-JPN] (c) 1998 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66084&o=2

$end


$gameboy=gbsyojia,gbsyoji,
$bio

Goukaku Boy Series - Gakken - Yojijukugo 288 [Model DMG-AY3J-JPN] (c) 1998 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66085&o=2

$end


$gameboy=gbskiri,
$bio

Goukaku Boy Series - Kirihara Shoten Hinshutsu Eibunpou Gohou Mondai 1000 [Model DMG-AG4J-JPN] (c) 1998 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66086&o=2

$end


$gameboy=gbsjous,
$bio

Goukaku Boy Series - Shikakui Atama o Marukusuru - Joushiki no Sho [Model DMG-BS4J-JPN] (c) 2000 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66087&o=2

$end


$gameboy=gbskjtat,
$bio

Goukaku Boy Series - Shikakui Atama o Marukusuru - Kanji no Tatsujin [Model DMG-BK4J-JPN] (c) 2001 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66088&o=2

$end


$gameboy=gbskstat,
$bio

Goukaku Boy Series - Shikakui Atama o Marukusuru - Keisan no Tatsujin [Model DMG-BC4J-JPN] (c) 2001 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66089&o=2

$end


$gameboy=gbskokug,
$bio

Goukaku Boy Series - Shikakui Atama o Marukusuru - Kokugo Battle Hen [Model DMG-AJ6J-JPN] (c) 1999 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66090&o=2

$end


$gameboy=gbsnanm,
$bio

Goukaku Boy Series - Shikakui Atama o Marukusuru - Nanmon no Sho [Model DMG-BD4J-JPN] (c) 2000 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66091&o=2

$end


$gameboy=gbsrikbt,
$bio

Goukaku Boy Series - Shikakui Atama o Marukusuru - Rika Battle Hen [Model DMG-AE8J-JPN] (c) 1999 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66092&o=2

$end


$gameboy=gbssanbt,
$bio

Goukaku Boy Series - Shikakui Atama o Marukusuru - Sansuu Battle Hen [Model DMG-AF3J-JPN] (c) 1999 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66093&o=2

$end


$gameboy=gbsshkbt,
$bio

Goukaku Boy Series - Shikakui Atama o Marukusuru - Shakai Battle Hen [Model DMG-AK8J-JPN] (c) 1999 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66094&o=2

$end


$gameboy=gbsasoba,gbsasob,
$bio

Goukaku Boy Series - Shikakui Atama o Marukusuru - Suuji de Asobou Sansuu Hen [Model DMG-AM5J-JPN] (c) 1998 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66095&o=2

$end


$gameboy=gbsshika,
$bio

Goukaku Boy Series - Shikakui Atama o Marukusuru - Zukei no Tatsujin [Model DMG-BZ4J-JPN] (c) 2000 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66096&o=2

$end


$gameboy=gbsyaman,
$bio

Goukaku Boy Series - Yamakawa Ichimonittou - Nihonshi B Yougo Mondaishuu [Model DMG-AN4J-JPN] (c) 1998 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66097&o=2

$end


$gameboy=gbsyamas,
$bio

Goukaku Boy Series - Yamakawa Ichimonittou - Sekaishi B Yougo Mondaishuu [Model DMG-AW4J-JPN] (c) 1998 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66098&o=2

$end


$gameboy=gbszchu,
$bio

Goukaku Boy Series - Z Kai  Chuugaku Eigo 1132 [Model DMG-AJ3J-JPN] (c) 1998 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66099&o=2

$end


$gameboy=gbszkykt,
$bio

Goukaku Boy Series - Z Kai  Kyuukyoku no Komon Tango [Model DMG-AP7J-JPN] (c) 1998 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66100&o=2

$end


$gameboy=gbszkyek,
$bio

Goukaku Boy Series - Z Kai Kyuukyoku no Eigo Koubun 285 [Model DMG-AK4J-JPN] (c) 1997 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66101&o=2

$end


$gameboy=gbszkyej,
$bio

Goukaku Boy Series - Z Kai Kyuukyoku no Eijukugo 1017 [Model DMG-AZ3J-JPN] (c) 1997 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66102&o=2

$end


$gameboy=gbszkyet,
$bio

Goukaku Boy Series - Z Kai Kyuukyoku no Eitango 1500 [Model DMG-AC2J-JPN] (c) 1997 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66103&o=2

$end


$gameboy=gbsettrg,
$bio

Goukaku Boy Series 1 - Eitango Target 1900 [Model DMG-AT2J-JPN] (c) 1996 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66104&o=2

$end


$gameboy=gbsnihon,
$bio

Goukaku Boy Series 2 - Nihonshi Target 201 [Model DMG-AN3J-JPN] (c) 1997 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66105&o=2

$end


$gameboy=gbsejtrg,
$bio

Goukaku Boy Series 3 - Eijukugo Target 1000 [Model DMG-AJ5J-JPN] (c) 1997 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66106&o=2

$end


$gameboy=gbschuet,
$bio

Goukaku Boy Series 4 - Koukou Nyuushi Derujun - Chuugaku Eitango 1700 [Model DMG-AB4J-JPN] (c) 1997 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66107&o=2

$end


$gameboy=gbschuej,
$bio

Goukaku Boy Series 5 - Koukou Nyuushi Derujun - Chuugaku Eijukugo 350 [Model DMG-AD2J-JPN] (c) 1997 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66108&o=2

$end


$gameboy=gbskanji,
$bio

Goukaku Boy Series 6 - Koukou Nyuushi Derujun - Kanji Mondai no Seifuku [Model DMG-AG6J-JPN] (c) 1997 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66109&o=2

$end


$gameboy=gbsrekin,
$bio

Goukaku Boy Series 7 - Koukou Nyuushi Derujun - Rekishi Nendai Anki Point 240 [Model DMG-AH2J-JPN] (c) 1997 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66110&o=2

$end


$gameboy=gbsrika,
$bio

Goukaku Boy Series 8 - Koukou Nyuushi Derujun - Rika Anki Point 250 [Model DMG-AS3J-JPN] (c) 1997 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66111&o=2

$end


$gameboy=gbskaiwa,
$bio

Goukaku Boy Series 9 - Eiken 2kyuu Level no Kaiwa Hyougen 333 [Model DMG-AE2J-JPN] (c) 1997 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66112&o=2

$end


$info=powerins,powerinsj,
$bio

Gouketsuji Ichizoku (c) 1993 Atlus.

8 characters fight each other for control of Oume World, featuring great music and possibly THE coolest character of all time, Otane Goketuji!

- TECHNICAL -

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound Chips : OKI6295 (@ 6 Khz)

Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048

Players : 2
Control : 8-way joystick
Buttons : 4

- TRIVIA -

The title of this game translates from Japanese as 'Overpowering Blood Temple Family'.

Known outside Japan as "Power Instinct".

- SERIES -

1. Gouketsuji Ichizoku (1993)
2. Gouketsuji Ichizoku 2 (1994)
3. Gouketsuji Ichizoku Saikyou Densetsu (1995)
4. Gouketsuji Ichizoku 3 - Groove on Fight (1997)
5. Shin Gouketsuji Ichizoku Tokon - Matrimelee (2003)
6. Shin Gouketsuji Ichizoku - Bonnou Kaihou (2006, Sony PlayStation 2)
7. Gouketsuji Ichizoku Senzo Kuyou (2009)

- STAFF -

Producer : Fuuuu
Sub producer : Chuuko
Programmers : Mako MK2, 680*0 Freak Yan
Sound : Dencyu
Front designers : Pa Pi Pu Pe, Masada-M, Super K!, Yie-Yah!, Ohryu-S
Back designers : [Chikuwa] Henacyoko, Moto.I, Range, Asaki
Songs : Tatanka Chorus (Tatanka No Uta), Japanese Cheering Party (Otoko No Karatemichi), Ainote Sisters (A Yoisyo De Ikou), Kurokos (Etc.)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4695&o=2

$end


$megadriv=gouketsu,
$bio

Gouketsuji Ichizoku (c) 1994 Atlus Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56547&o=2

$end


$info=pwrinst2j,
$bio

Gouketsuji Ichizoku 2 (c) 1994 Atlus.

The Gougetsuji clan of Kurokos had finally found a new master after Otane Gougetsuji finally defeated the former leader, her older sister Oume. Unfortunately Otane has now disappeared! So a new tournament is called out in order to quickly find a new clan leader. All the fighters from the first tournament have returned as well as some eager (...and strange!) newcomers. Featuring some of the funniest parodies of famous fighting games, a cool soundtrack and tons of new moves making it a way better game than its predecessor, there is no doubt that only the strongest will survive this battle!

- TECHNICAL -

Cave 1st Generation Hardware

Main CPU : MC68000 (@ 16 Mhz)
Sound CPU : Zilog Z80 [Optional]
Sound Chips : Yamaha YMZ280B (@ 16.9344 Mhz) or OKIM6295 x (1 or 2) + YM2203 / YM2151 [Optional]
Other : 93C46 EEPROM

Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 57.55 Hz
Palette colors : 10240

Players : 2
Control : 8-way Joystick
Buttons : 4

- TRIVIA -

Licensed to Cave.

This game is mostly known by the name "Atlus 2" (the creator company's name) instead of its original name.

The character Kurara is obviously a parody of the typical magic girl trend in Anime and Manga started with Mahou No Princess Minky Momo, Kurara has Momo's transformation from a little girl to a teenager; she is also a parody to the second series of Minky Momo as she is also from an underwater kingdom. Her voice actress is Kotono Mitsuishi, who happens to be the same one that voiced Sailor Moon, yet another popular magic girl. 'Kurara''s good transcription is 'Clara'. She also has her own arcade game : "Purikura Daisakusen" (Note : Princess=PURInsesu, Clara=KURAra, PURInsesu+KURAra=Purikura) - Japanese love abbreviations.

- SERIES -

1. Gouketsuji Ichizoku (1993)
2. Gouketsuji Ichizoku 2 (1994)
3. Gouketsuji Ichizoku Saikyou Densetsu (1995)
4. Gouketsuji Ichizoku 3 - Groove on Fight (1997)
5. Shin Gouketsuji Ichizoku Tokon - Matrimelee (2003)
6. Shin Gouketsuji Ichizoku - Bonnou Kaihou (2006, Sony PlayStation 2)
7. Gouketsuji Ichizoku Senzo Kuyou (2009)

- STAFF -

Producer : Tama
Sub producer : Chuuko
Main programmers : Mako MKIISR, Shuhta.Garyuh ?!, >Nari Chan
Sub programmers : Toshiya, Jake
Sound : Dencyu
Object designers : M. Masada, Yie-Yan-II, Pa Pi Pu Pe, N.I-1486-7, Man Man-Chan, Haruko Chan, Pochi, Suzuki
Scroll designers : Moto. I, Araki-Dorifu, Range, Asaki, naru, Monko, Yu-Ki, Chuuko, Mid
Planners : Super-K!, Markey, Helen
Voices : Mitsuishi Kotono, Ryusei Yaro Aihara, Chuuko, Pa Pi Pu Pe, Dencyu

* Song :
Namidano(...) : Ruu & Markey
Give me Money : Dirty Rouge
Otoko No Karatemichi : Oyama Reiji Ohendan
Hajimete No Ai : Katsura
Kechabian : Sahadoke No Minasan
Warugaki Yochien Enka : Warugaki Kids & Teacher
Amiyai No Yoru : Amiyai No Minasan
Mahou Mitaina Koi Shitai : Mikazuki Kurumi
Bozude Dadada : Bozu Flower Dancers

- PORTS -

* Consoles :
Sony PlayStation (1996)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4561&o=2

$end


$info=groovef,
$bio

Gouketsuji Ichizoku 3 - Groove on Fight (c) 1997 Atlus.

A Tag-Team 2-D fighting game from Atlus. Select a team of 2 characters and face off against the rest. Players can 'tag' their ally watching from the sideline to recover stamina.

The game features an original cast of characters, and also features the Goketsuji sister Oume and Utane (Stuck together back-to back) from "Power Instinct 2", and Popura - who is similar to Kurara from PI2.

- TECHNICAL -

Runs on the "ST-V [Sega Titan Video Game System]" hardware.
Cartridge ID: [Model 610-0374-34]

Players: 2
Control: 8-way joystick
Buttons: 6 (WEAK PUNCH, STRONG PUNCH, OVERHEAD ATTACK, WEAK KICK, STRONG KICK, DASH ATTACK)

- TRIVIA -

Groove on Fight was released in April 1997.

- SERIES -

1. Power Instinct (1993)
2. Power Instinct 2 (1994)
3. Gogetsuji Legends (1995)
4. Gouketsuji Ichizoku 3 - Groove on Fight [Model 610-0374-34] (1997)
5. Matrimelee (2003) 
6. Shin Gouketsuji Ichizoku - Bonnou Kaihou (2006, Sony PlayStation 2)
7. Power Instinct V (2009)

- STAFF -

Planner : Super_K, Bugta, Heren
Designer : Yn_Dessy, Papipupe, Range, Moto, Satoru.Y, Mamoru.K, Uhio, H. Morita, Asaki, Mandai, Monko, Y. Ogawa
Programmer : Missile, Toshiya, M. Yamasaki
Sound Creator : Dencyu
Helper : M. Masada, Markey, Komori
Scenery : Clark Kent Co. Ltd

- PORTS -

* Consoles :
Sega Saturn (1997)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2027&o=2

$end


$info=plegendsj,
$bio

Gouketsuji Ichizoku Saikyou Densetsu (c) 1995 Atlus.

- TECHNICAL -

Cave 1st Generation Hardware

Main CPU : MC68000 (@ 16 Mhz)
Sound CPU : Zilog Z80 [Optional]
Sound Chips : Yamaha YMZ280B (@ 16.9344 Mhz) or OKIM6295 x (1 or 2) + YM2203 / YM2151 [Optional]
Other : 93C46 EEPROM

Players : 2
Control : 8-way Joystick
Buttons : 4
=> [A] weak Punch, [B] Weak Kick, [C] Strong Punch, [D] Strong Kick

- TRIVIA -

Released in June 1995.

The title of this game translated from Japanese as 'Overpowering Blood Temple Family Strongest Legend'.

This game is known outside Japan as "Gogetsuji Legends" (Literally : 'Overpowering Blood Temple Family Legends').

The magical girl character Kurara became so popular that she starred in her own game called "Princess Kurara's Daisakusen" on Sega's ST-V hardware.

- TIPS AND TRICKS -

Play as Chuck (final boss) : On the character selection screen, press Right(x2), Down, Up, Down, Left(x3), Up.

- SERIES -

1. Gouketsuji Ichizoku (1993)
2. Gouketsuji Ichizoku 2 (1994)
3. Gouketsuji Ichizoku Saikyou Densetsu (1995)
4. Gouketsuji Ichizoku 3 - Groove on Fight (1997)
5. Shin Gouketsuji Ichizoku Tokon - Matrimelee (2003)
6. Shin Gouketsuji Ichizoku - Bonnou Kaihou (2006, Sony PlayStation 2)
7. Gouketsuji Ichizoku Senzo Kuyou (2009)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4886&o=2

$end


$snes=gouketsu,
$bio

????? (c) 1994 Atlus Company, Limited.
(Gouketsuji Ichizoku)

Gouketsuji Ichizoku is a one-on-one fighting game by Atlus and conversion of their own arcade game originally released in 1993. For 165 years, a tournament has been held to determine who will become the leader of the Gougetsuji Clan. Gouketsuji Ichizoku features eight playable characters : Annie Hamilton, Keith Wayne, Reiji Ooyama, Hattori Saizoh, Angela Belti, White Buffalo Thin-nen and the old grand-ma Gouketsuji Otane. The final boss of the game is no one else than Gouketsuji Oume, current leader of the clan and twin sister of Gouketsuji Otane. The game offers elements and controls that will instantly look and feel familiar to any fan of the genre (especially to fans of Capcom's Street Fighter series). Players have an arsenal of moves at their disposal - from weak/strong punches and kicks to special moves activated using traditional quarter and half circles on the D-Pad. The latter can unleash each fighter's true potential, from traditional 'Spiral Kicks' and 'Dragon Punches' to less traditional 'Flying Denture Attacks' and 'transformations'. As expected, this Super Famicom conversion features a couple of extra play modes such as Vs. Battle, Practice Mode, Time Attack, Life Attack and even a Karaoke mode.

- TECHNICAL -

Cartridge ID: SHVC-AGKJ-JPN

- TRIVIA -

Released on October 14, 1994 in Japan for 10500 Yen.

This Super Famicom version is surprisingly close to the original arcade game. The conversion was slightly toned down though (the blood was omitted) and fighting arenas were simplified (the arcade game has beautiful and intricate backgrounds).

Export releases:
[US] "Power Instinct [Model SNS-AGKE-USA]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61399&o=2

$end


$info=goupilg1,
$bio

Goupil G1 (c) 1979 Société de micro-informatique et télécommunication.

French microcomputer.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103330&o=2

$end


$info=ryorioh,
$bio

Gourmet Battle Quiz Ryouri-ou CooKing (c) 1998 Visco Corp.

A Japanese quiz game.

- TECHNICAL -

Main CPU : V60 (@ 16 Mhz)
Sound Chips : ES5506 (@ 16 Mhz)

Players : 2
Buttons : 4

- TRIVIA -

Gourmet Battle Quiz Ryouri-ou CooKing was released in November 1998 in Japan.

The title of this game translates from Japanese as 'Gourmet Battle Quiz Cooking King'.

This setting and concept of this game borrows heavily from Fuji Television's cooking competition show, 'Ryouri no Testujin', which means, 'Iron Men of Cooking'. As of 2004, the Food Network, a North American cable channel, continues to air the English dubbed version of the program under the name 'Iron Chef'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=995&o=2

$end


$snes=gourmet,
$bio

Gourmet Sentai Barayarou [Model SHVC-AV6J-JPN] (c) 1995 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61400&o=2

$end


$snes=gousouji,
$bio

Gousou Jinrai Densetsu - Musha [Model SHVC-MY] (c) 1992 Datam Polystar

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61401&o=2

$end


$cdi=goyagrab,
$bio

Goya Grabador - Luces y Sombras (c) 1995 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52974&o=2

$end


$pc8801_flop=goyugi,
$bio

Goyugi (c) 1987 BPS [Bullet-Proof Software] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91942&o=2

$end


$nes=gozonji,
$bio

Gozonji - Yaji Kita Chin Douchuu (c) 1989 HAL Laboratory, Incorporated.

- TECHNICAL -

[Model HAL-YJ]

- TRIVIA -

Released on November 07, 1989 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54145&o=2

$end


$pcecd=gotzendi,
$bio

Götzendiener (c) 1994 NEC Home Electronics, Limited.

Götzendiener is an action/adventure game by Gainax featuring a young girl kept prisoner deep inside a creepy dungeon. At the beginning of the game, a valiant hero appears and tries to save the poor girl. He his however deadly wounded and our princess decides to take care of herself - she grabs his sword and escape from her cell. Götzendiener uses a 3-D Isometric view and our heroine fights her way through corridors and huge underground mazes. Monsters are of course scattered around the dungeon and they can be defeated with the sword or with magic spells. Various puzzles must be solved to unlock doors and save points allows the player to record the game state at that point.

- TECHNICAL -

Game ID: HECD4014

- TRIVIA -

Götzendiener was released on November 25, 1994 in Japan for 7800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58212&o=2

$end


$sms=gprider,
$bio

GP Rider (c) 1993 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56030&o=2

$end


$gamegear=gprider,
$bio

GP Rider [Model 2528] (c) 1994 Sega Enterprises, Limited.

- TRIVIA -

Reviews:
[FR] August 1994 - Consoles + N.34: 91%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64607&o=2

$end


$gamegear=gpriderj,gpriderp,
$bio

GP Rider [Model G-3347] (c) 1994 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64608&o=2

$end


$info=gprider,gprider1,gpriderj,gpriderjs,gpriderus,
$bio

GP Rider (c) 1990 Sega.

A lap-based and demanding motorcycle racing game from Sega which allow for 2-player head-to-head racing.

- TECHNICAL -

[Ride-On model]

Sega X Board hardware
Game ID : 317-0162 / 317-0163

Main CPU : (2x) Motorola 68000 (@ 12.5 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2151 (@ 4 Mhz), Sega (@ 4 Mhz)

Players : 1
Control : paddle
Buttons : 2

- TRIVIA -

GP Rider was released in October 1990.

Also released as "GP Rider [Upright model]".

- UPDATES -

The US version has the 'Winners Don't Use Drugs' screen.

- PORTS -

* Consoles :
Sega Master System (1993)
Sega Game Gear (1994)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3685&o=2

$end


$info=gpworld,
$bio

GP World (c) 1984 Sega Enterprises, Limited.

Choose one of 3 different tracks, and race against the computer generated cars.

- TECHNICAL -

This game uses a laser disc.

- TRIVIA -

GP World was released in November 1984.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4494&o=2

$end


$sg1000=gpworldt,
$bio

GP World [Model B-040] (c) 1985 Aaronix [Taiwan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65053&o=2

$end


$sg1000=gpworlda,gpworld,
$bio

GP World (c) 1985 Sega Enterprises, Limited.

- TECHNICAL -

[Model G-1040]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49029&o=2

$end


$msx1_cart=gpworld,
$bio

GP World (c) 1985 Pony Canyon, Inc

- TECHNICAL -

Game ID: R55X5802

- TRIVIA -

Original price: 5500 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77089&o=2

$end


$snes=gp1part2,
$bio

GP-1 - Part II (c) 1994 Atlus Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63036&o=2

$end


$gba=gp1racin,
$bio

GP-1 Racing [Prototype] (c) 2003 Edge Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70735&o=2

$end


$snes=gp1rs,
$bio

GP-1 RS - Rapid Stream [Model SHVC-AGRJ-JPN] (c) 1994 Atlus Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61344&o=2

$end


$snes=gp1j,
$bio

GP-1 [Model SHVC-G7] (c) 1993 Atlus Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61343&o=2

$end


$snes=gp1u,
$bio

GP-1 [Model SNS-G7-USA] (c) 1993 Atlus Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63035&o=2

$end


$snes=gp1,
$bio

GP-1 [Model SNSP-G7-EUR] (c) 1993 Atlus Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63034&o=2

$end


$pc8801_flop=gpac06d8,
$bio

Gpac06 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91943&o=2

$end


$info=sc4gag,sc4gaga,sc4gagb,sc4gagc,
$bio

Grab a Granny (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR7019]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42610&o=2

$end


$bbca_cass,bbcb_cass=grabit,
$bio

Grab It (c) 19?? Voyager

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51906&o=2

$end


$info=m4grbbnk,m4grbbnka,m4grbbnkb,
$bio

Grab the Bank (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41335&o=2

$end


$pc8801_flop=gradius,gradiusa,
$bio

Gradius (c) 1986 Konami Co., Ltd. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91944&o=2

$end


$nes=gradiush,
$bio

Gradius (c) 1987 FMG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69260&o=2

$end


$x1_flop=gradius,gradiusb,gradiusa,
$bio

Gradius (c) 1987 Konami Industry Co., Ltd. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85999&o=2

$end


$x68k_flop=gradius,
$bio

Gradius (c) 1987 Sharp [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87739&o=2

$end


$gameboy=gradius,
$bio

Gradius - The Interstellar Assault [Model DMG-NE-USA] (c) 1992 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66113&o=2

$end


$msx1_cart=gradius2,gradius2a,gradius2d,gradius2p,
$bio

Gradius 2 (c) 1987 Konami.

- TECHNICAL -

[Model RC751]

- TRIVIA -

Released on August 22, 1987 in Japan.

Soundtrack releases:
[JP] [Cassette] (Oct.08, 1987) Original Sound of Gradius 2 [MSX Version]
[JP] [Cassette] (Nov.21, 1987) Original Sound of Gradius & Salamander [Battle Music Collection]
[JP] [Audio CD] (Nov.21, 1987) Original Sound of Gradius & Salamander [Battle Music Collection]

- PORTS -

* Consoles :
Sony PSP [JP] (Jan. 25, 2007; "Salamander Portable [Model ULJM-05219]")
Sony PSP [JP] (Mar. 13, 2008; "Salamander Portable [Konami The Best] [Model ULJM-05322]")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48163&o=2

$end


$x68k_flop=cubegrd3,
$bio

Gradius 3 Cube Simulation (c) 1991 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88272&o=2

$end


$gba=gradius,
$bio

Gradius Advance [Model AGB-AGAP] (c) 2001 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70838&o=2

$end


$x68k_flop=grdiusac,
$bio

Gradius Arcade (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88273&o=2

$end


$saturn,sat_cart=gradiusd,gradiusda,
$bio

Gradius Deluxe Pack (c) 1996 Konami Industry Company, Limited.

- TECHNICAL -

[Model T-9509G]

- TRIVIA -

Gradius Deluxe Pack was released on March 29, 1996 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48221&o=2

$end


$gba=gradiusu,
$bio

Gradius Galaxies [Model AGB-AGAE-USA] (c) 2001 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70839&o=2

$end


$gba=gradiusj,
$bio

Gradius Generation [Model AGB-AGAJ-JPN] (c) 2002 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70840&o=2

$end


$info=gradius2,gradius2a,gradius2b,
$bio

Gradius II - GOFER no Yabou (c) 1988 Konami.

The third game in Konami's renowned Gradius series; the prequel being "Gradius [Model GX400]" and a spinoff called "Salamander [Model GX587]". Gradius II strictly adheres to the shoot-em-up template set out by its hugely successful predecessor, the game eschews the sideways/vertical scrolling alternate levels of Salamander and opts instead for Gradius sideways scrolling-only mechanic. This game is rightly considered to be one of the most demanding and difficult shoot-em-ups ever released.

- TECHNICAL -

Konami Twin 16 Hardware
Game ID: GX785

Main CPU: 2 x 68000 @ 10MHz
Sound CPU: Zilog Z80
Sound chip: Yamaha 2151 + 3012, UPD7759C and a 007232 Konami Custom Chip 

Players: 2
Control: 8-way joystick
Buttons: 3

- TRIVIA -

Gradius II was released in March 1988 in Japan.

The title of this game translates from Japanese as 'Gradius II - GOFER's Ambition'.

This game is known outside Japan as "Vulcan Venture [GX785]".

A three-part Ova anime based on the Gradius series was released in Japan within a year after the release of Gradius II. It follows the adventures of Dan, Stephanie, and Eddie - Three ace pilots who hope to save their planet from the forces of the Bacterion empire. Later on in the series, they are joined by Lord British, the Prince of Latis.

Apollon Music released a limited-edition soundtrack album for this game (Space Odyssey, Gradius II - Gofer no yabou - BY30-5202) on 21/07/1988.

- TIPS AND TRICKS -

* Power meters:
1) Option 1: Nemesis
- Missile: Falls to the ground, then slides along it until it hits something.
- Double: Fires a bullet at 45 degrees up as well as forward.
- Laser: Replaces your bullets with a blue beam.
2) Option 2: Mega-Destruction
- Spread Bomb: Large explosion of death.
- Tail Gun: Fires backwards as well as forwards.
- Laser: The infamous Toothpaste Laser.
3) Option 3: The Third Way
- Photon Torpedo: Similar to standard missile, but goes straight through enemies.
- Double: Fires a bullet at 45 degrees up as well as forward.
- Pulse: Salamander's ripple laser.
4) Option 4: Salamander
- 2-Way: Bombs fall up and down.
- Tail Gun: Fires backwards as well as forwards.
- Pulse: Salamander's ripple laser, in a nice shade of red.

- SERIES -

1. Gradius [Model GX400] (1985)
2. Salamander [Model GX587] (1986)
3. Gradius II - GOFER no Yabou [Model GX785] (1988)
4. Gradius III - Densetsu Kara Shinwa-e [Model GX945] (1989)
5. Nemesis '90 Kai (1993, Sharp X68000)
6. Salamander 2 (1996)
7. Solar Assault - Gradius (1997)
8. Solar Assault - Revised (1997)
9. Gradius Gaiden (1997, Sony PlayStation)
10. Gradius IV - Fukkatsu (1998)
11. Gradius Generation (2001, Nintendo Game Boy Advance)
12. Gradius V (2004, Sony PlayStation 2)
13. Gradius Neo (2004, NTT DoCoMo i-mode Phones)
14. Gradius Neo Imperial (2005, NTT DoCoMo i-mode Phones)
15. Gradius Wide (2007, NTT DoCoMo i-mode Phones)
16. Gradius Rebirth (2008, Nintendo Wii)

- STAFF -

Game programmers: Toshiaki Takatori, K. Tsutsui, T. Horimoto, A. Suzuki, Takehiko Fujii
Graphic designers: Miki Yoshikata, H. Ashida, Michiko Iwamoto, A. Nonami, Kuniaki Kakuwa
Sound editors: Shinji Tasaka, Motoaki Furukawa, K. Matsubara, S. Hukami
Engineer: K. Hashima
Title designers: F. Shinuya, J. Tanaka

- PORTS -

* Consoles :
Nintendo Famicom [JP] (December 16, 1988) "Gradius II [Model RC832]"
NEC PC-Engine Super CD-ROM² [JP] (December 18, 1992) "Gradius II - GOFER no Yabou [Model KMCD2003]"
Sega Saturn [JP] (March 29, 1996) "Gradius Deluxe Pack [Model T-9509G]"
Sony PlayStation  [JP] (March 29, 1996) "Gradius Deluxe Pack [Model SLPS-00303]"
Sony PSP [JP] (February 9, 2006) "Gradius Portable [Model ULJM-05091]"
Sony PSP [JP] (January 25, 2007) "Gradius Portable [Konami The Best] [Model ULJM-05222]"

* Computers :
Sharp X68000 [JP] (February 7, 1992) "Gradius II - GOFER no Yabou [Model RA957]"
PC [MS Windows] [JP] (February 21, 1997) "Gradius Deluxe Pack [Model ME203-J1]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=997&o=2

$end


$pcecd=gradius2,
$bio

Gradius II - GOFER??? (c) 1992 Konami Company, Limited.
(Gradius II - GOFER no Yabou)

Gradius 2 is a horizontal shooter by Konami, conversion of their own arcade game originally released in 1988. Once again, the player flies the Vic Viper fighter and is engaged in a suicide mission to save the universe. But before the action starts, a weapon configuration (from a list of four) and a shield system (from a list of two) must be installed on the fighter. The game mechanics are pretty much the same as most of the Gradius games - the player must collect and accumulate red power icons throughout the game. These icons can then be used to activate weapons, add flying options to the ship or activate the shields. However, other blue power icons destroy everything on the screen when collected. Thanks to Konami, this conversion offers some extras not found on the original arcade game such as the animated introduction sequence showing the internals of the Vic Viper fighter. Most interestingly though, the game also includes an extra stage close in design to the first stage of Gradius III.

- TECHNICAL -

Game ID: KMCD2003

- TRIVIA -

Gradius 2 for PC-Engine CD was released on December 18, 1992 in Japan for 7800 Yen.

Reviews:
[FR] November 1993 - Consoles + N.25: 86%

The PC Engine version of Gradius 2 comes with a set of stickers. They are mainly images of the Vic Viper. But interestingly, they are not drawings but actual pictures of a beautifully painted model and set. More pictures of the model can also be found in the game's manual.

- STAFF -

TEAM GRADIUS II
Game Programmer: Asuty .S, Iga, Shingo .T
Graphic Designer: M. Suzuki, R.B, Pop The Top. Wada
Sound Editor: Metal Yuhiki, K-Mu, Sanoppi
Visual Editor: M. Yoshihashi
Special Thanks: Ac.GraII Team, X68.GraII Team, Giken, Dream .M, Elf Tateishi, T. Furukawa, T. Kazuyoshi, Musical Station
Producer: Y. Yamada

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48229&o=2

$end


$x68k_flop=gradius2,
$bio

Gradius II - GOFER no Yabou (c) 1992 Konami Company, Limited.

- TECHNICAL -

[Model RA957]

- TRIVIA -

Gradius II for X68000 was released on February 07, 1992 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48230&o=2

$end


$nes=gradius2,
$bio

Gradius II (c) 1988 Konami Industry Company, Limited.

Gradius II is an horizontal shooter by Konami and conversion of their hit arcade game originally release in 1988. The Bacterion Empire has risen from its own ashes and is once more spreading doom and destruction throughout the universe. Led by the evil Gofer, the alien invasion now hits full swing and must be immediately stopped. The Vic Viper is back in service and ready to take on the upcoming threat. Gradius II retains the power-meter originally used in Gradius - the player collects power-pods left behind by orange enemies and moves onto the next available power-up from the meter. Upgrades range from Speed Up, Missiles, Double Shots, Multiples, Lasers and Shield. Unlike Gradius, this sequel offers four different power-meter configurations (available at the beginning of the game) which feature new weapons to choose from, such as the Tail Gun, Spread Bombs, Photo Torpedoes, Ripple Lasers and so forth. It also adds its own twist to the power system though, and some weapons can be activated twice for additional power - for instance, Missiles and Doubles can receive one upgrade each and Multiples can rotate around the Vic Viper for a short amount of time. Gradius II consists of seven stages and features an alternating two-player mode.

- TECHNICAL -

[Model RC832]

- TRIVIA -

Gradius II for Famicom was released on December 16, 1988 in Japan for 5900 Yen.

As expected with Konami, this Famicom port of Gradius II has some surprises in store. The weapons system features a couple of extras not found in the original arcade game - some weapons can be further enhanced by selecting them twice (Multiples rotate around the Vic Viper for a short amount of  Gradius II - G?ga time when at full power). The original two rotating-shields have been removed though and the Famicom port only features the Force Field. Music tracks have also be moved around. Most interestingly, Konami has edited and changed some of the levels, read on. The first stage has an exclusive second phase reminiscent of the fire level from Salamander and the giant burning suns have green space-stations floating around them. Additionally, an exclusive robot-skull boss called G?ga awaits the player at the end of the second stage. The third (Crystal World) and forth levels (Volcano) have been swapped around, and Death MK II (boss from the Volcano stage) was omitted entirely from the Famicom port. Although the Crystal World was blue in the arcade game, it is now purple in this version. In the fifth Moai stage, the mini-boss is a single jumping Moai head (whereas the arcade game had four). Finally, the Boss Rush stage is also slightly different and Konami added a Zeros Force sphere from Salamander.

- TIPS AND TRICKS -

* Sound test/debug screen: On the title screen, hold A and B and press start to access the sound/music test screen (picture on the right). 

* Konami code: The Konami code, as expected, works in Gradius II. If you enter the Konami code (up, up, down, down, left, right, left, right, B and A) on the title/menu screen, the game rewards you with 30 ships!

- STAFF -

Programmed by: S. Umezaki
Character Design: S. Muraki
Sound Design: H. Maezawa, Y. Morimoto
Special Thanks: AC. Team Gradius II, M.God Furukawa, K. Shimoide
Directed by: Umechan, Osetsusan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48228&o=2

$end


$info=gradius3a,gradius3j,gradius3js,
$bio

Gradius III - Densetsu Kara Shinwa-e (c) 1989 Konami.

The Vic Viper starfighter returns to battle the onslaughts of the Bacterion Empire.

- TECHNICAL -

Konami TMNT Based Hardware
Game ID : GX945

Main CPU : (2x) Motorola 68000 (@ 10 Mhz)
Sound CPU : Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), Konami K007232 (@ 3.579545 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Gradius III was released in December 1989 in Japan.

The subtitle of this game translates from Japanese as 'From Legend to Myth'.

This game is known outside Japan (and Asia) as "Gradius III".

Konami released a limited-edition soundtrack album for this game (Gradius Arcade Soundtrack - KMCA-155) on 03/04/2002.

- TIPS AND TRICKS -

* Power meters:
1) Type A:
- Missile: Falls to the ground, then slides along it until it hits something.
- Double: Fires a bullet at 45 degrees up as well as forward.
- Laser: Replaces your bullets with a blue beam.
2) Type B:
- Spread Bomb: Large explosion of death.
- Tail Gun: Fires backwards as well as forwards.
- Ripple: Salamander's ripple laser.
3) Type C: 
- 2-Way: Bombs fall up and down.
- Vertical: Fires a bullet directly upward as well as forward.
- C. Laser: Toothpaste laser rides again.
4) Type D:
- Photon Torpedo: Similar to standard missile, but goes straight through enemies.
- Free Way: Fires in direction your ship is moving.
- Twin Laser: Twin sets of short beams.

* Edit mode weapons:
1) Missile:
- Normal: Falls to the ground, then slides along it until it hits something.
- Control: Flies vaguely in direction ship is moving.
- Upper: Gravity-defying upward missile.
- S.Spread: Backwards-firing spread bomb.
2) Double:
- Vertical: Fires a bullet directly upward as well as forward.
- Spread Gun: Fires diverging bullets forwards. Select twice for triple shot.
- Tail Gun: Fires backwards as well as forwards.
- Free Way: Fires in direction your ship is moving.
3) Laser:
- Twin Laser: Twin sets of short beams.
- Ripple: Expanding loops of destruction.
- E. Laser: R-Type style charge-up weapon.
- C. Laser: Toothpaste laser once again.
4) Option:
- Option: The multiple we all know and love.
- S. Option: Strangely behaved multiple with a mind of its own.
5) ?:
- Force Field: All-over protection.
- Shield: Nemesis-style twin barriers.
- Free Shield: Barriers which can be stuck anywhere on the ship.
- Reduce: Shrinks the spaceship. Can be selected twice.
6) !:
- Normal: Return to normal bullets.
- Speed Down: Reverses the effects of speed up.
- Option: Another chance to select a multiple.

* Change BGM : In Stage 3 (In The Wind), around the T-shaped cliff, you will find an enemy bay against the wall and under a ceiling, which is nearly impossible to hit except with the use of some types of Missiles and the S.Option. Destroy it and the BGM in the stage will change.

* Play First Level Of "Salamander" Or Gradius : In Stage 10, when you are at the last boss of the game, get hit by the boss' attack that comes out of its mouth. You will then be taken either to Salamander stage 1 or Gradius stage 1.

* Stage Skip :
1. Turn Odd Number Dip Switches except Dip 1-5 AFTER boot up. As follows :
Coin A = 1 Coin/6 Credits
Coin B = 1 Coin/6 Credits
Lives = 3
Cabinet = Upright
Bonus Life = 50000
Difficulty = Hard
Demo Sounds = Off
Flip Screen = On
Upright Controls = Single
Service Mode = On
Unknown = Off

2. In game, hold Service Switch (Coin 3 = Key 7 in Mame) then press 1P Start Button.

- SERIES -

1. Gradius [Model GX400] (1985)
2. Salamander [Model GX587] (1986)
3. Gradius II - GOFER no Yabou [Model GX785] (1988)
4. Gradius III - Densetsu Kara Shinwa-e [Model GX945] (1989)
5. Nemesis '90 Kai (1993, Sharp X68000)
6. Salamander 2 (1996)
7. Solar Assault - Gradius (1997)
8. Solar Assault - Revised (1997)
9. Gradius Gaiden (1997, Sony PlayStation)
10. Gradius IV - Fukkatsu (1998)
11. Gradius Generation (2001, Nintendo Game Boy Advance)
12. Gradius V (2004, Sony PlayStation 2)
13. Gradius Neo (2004, NTT DoCoMo i-mode Phones)
14. Gradius Neo Imperial (2005, NTT DoCoMo i-mode Phones)
15. Gradius Wide (2007, NTT DoCoMo i-mode Phones)
16. Gradius Rebirth (2008, Nintendo Wii)

- STAFF -

Director : Hiroyasu Machiguchi
Game programmers : T. Shimomura, Yuko Itoh, M. Ozawa
Graphic designers : T. Miyoshi, M. Igarashi, R. Itoh, K. Hattori, Y. Asano
Sound editors : J. Kaneda, S. Fukami, M. Higashino, Kengo Nakamura, Mutsuhiko Izumi
Engineer : K. Ban, K. Itoh
Title designers : F. Shibuya, M. Yoshihashi

- PORTS -

* Consoles :
Nintendo Super Famicom (1991)
Sony PlayStation 2 (2000, "Gradius III & IV")
Sony PSP (2006, "Gradius Collection")
Nintendo Wii (2007, "Virtual Console" - SNES version)

* Computers :
Sharp X68000

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=999&o=2

$end


$msx2_flop=gradius3,
$bio

Gradius III Legends (c) 2001 Unknown [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101694&o=2

$end


$info=gradius3,
$bio

Gradius III (c) 1989 Konami.

Export version. For more information about the game itself, please see the original Japenese version entry; "Gradius III - Densetsu Kara Shinwa-e [Model GX945]"

- TECHNICAL -

Konami TMNT Based Hardware
Game ID : GX945

Main CPU : (2x) Motorola 68000 (@ 10 Mhz)
Sound CPU : Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), Konami K007232 (@ 3.579545 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Gradius III was released in December 1989.

This game is known in Asia and Japan as "Gradius III - Densetsu Kara Shinwa-e".

- SERIES -

1. Nemesis (1985)
2. Lifeforce (1986)
3. Gradius 2 (1987, MSX)
4. Vulcan Venture (1988)
5. Nemesis 3 - The Eve of Destruction (1988, MSX)
6. Gradius III (1989)
7. Gradius - The Interstellar Assault (1991, Nintendo Game Boy)  
8. Nemesis '90 Kai (1993, Sharp X68000)
9. Salamander 2 (1996)
10. Solar Assault - Gradius (1997)
11. Solar Assault - Revisited (1997)
12. Gradius Gaiden (1997, Sony PlayStation)
13. Gradius IV - Fukkatsu (1999)
14. Gradius Generation (2002, Nintendo Game Boy Advance)
15. Gradius V (2003, Sony PlayStation 2)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=998&o=2

$end


$snes=gradius3j,
$bio

Gradius III (c) 1990 Konami Industry Co., Ltd.

Gradius III is a side-scrolling shooter by Konami and based on the hit arcade game originally released in 1989. The monstrous Bacterion Empire is back in its pursuit of transforming whole planets into hideous and frightful alien worlds. The Vic Viper star fighter returns once again to save planet Gradius and the universe. Gradius III follows the formula set by its predecessors, requiring the player to collect and accumulate pulsating power pods (dropped by orange enemy ships), and to select power-ups from the power meter located at the bottom of the screen. However, this installment is probably the first one to offer an edit mode that allows the player to fully customize the power meter as he wishes. At the beginning of the game, players can choose their favorite power configuration out of a pool of eligible items - they include several different missiles (normal, hawk wind, 2 way back, small spread), doubles (vectical, double, tail gun, back double, lasers (twin, ripple, energy laser, cyclone Laser, options (option, snake Option, formation option, rolling option), shields (shield, force field, rolling shield, reduce) and specials (speed down, remain option, full barrier, Mega Crush). Gradius III features ten levels and several hidden bonus stages.

- TECHNICAL -

Cartridge ID: SHVC-G3

- TRIVIA -

Gradius III for Super Famicom was released on December 21, 1990 in Japan for 7800 Yen.

The Gradius III arcade game was originally released in 1989. This port of Gradius III shows significant differences with the original arcade game. The power-ups have been shuffled around and the Super Famicom port even features new and exclusive weapons (such as the Hawk Wind or the Mega Crush), and two extra option configurations (whereas the arcade game had only two on offer). Most of the levels have been edited and some of the enemies have been altered, or omitted. In the first stage, the sand lions were removed. The third stage has lost the large cave/maze section (and is therefore shorter) and the earthquake effect (screen shake) is gone. Then the short 3-D bonus section located right after the third stage was completely removed from the Super Famicom port. The forth Moai stage has lost the large heads flying towards the player, and the mini-boss Dogas was removed. The Moai boss is also different and features two large heads (unlike the arcade game which featured six). Then the sixth 'Cell' stage from the arcade was truncated and moved to the end of the game, so the fifth stage of the Super Famicom port is the 'Fire' level which was too, largely edited. The most noticable change is the loss of the large three-headed fire Wyvern that awaits the player right before the snake-looking Vulture Dragon boss. The sixth 'Plant' stage is fairly identical, except maybe for the last boss who has lost a couple of tentacles in the conversion. The seventh stage is in reality what is commonly called the 'High Speed Zone' (and which is featured a lot later in the arcade game), and replaces the Crystal stage from the arcade game (which was discarded). This 'extra' stage also introduces an exclusive boss called 'Beacon' not found in the arcade game. The eighth stage is the 'Boss Rush', and many bosses didn't make the cut, such as Lizard Core (from the Crystal stage) and Tetran. Most of the boss rush takes place on the surface of a pink asteroid which was replaced by a much simpler space background in the Super Famicom port. The ninth stage is the Mechanical Base, the small Shadow Dancers does not appear in the Super Famicom port and the battle against the 'Disrupt' sub-boss is overall easier (the arcade game has walls that shoot out of the ground and a lot more enemies on screen). 'Shadow Gear' also looks completely different and has lost four legs. The tenth stage is where the organic 'Cell' stage kicks in - it is overall a lot shorter than the arcade game.

Export release:
[US] "Gradius III [Model SHVC-G3]"

- TIPS AND TRICKS -

* Konami code: The traditional Konami code in Gradius III has an surprising twist. If you press up, up, down, down, left, right, left, right, B and A, then the Vic Viper self destructs! The real Konami code for this Super Famicom port is up, up, down, down, L-Shoulder, R-Shoulder, L-Shoulder, R-Shoulder, B and A - this grants you all the power-ups.

* Extra credits: At the title screen, rapidly press X to increase the number of credits.

* Arcade mode: At the option screen, try to hit A sixteen times as fast as possible (it has to be done within one second which is rather difficult, use a turbo controller if you are not quick enough). If done properly, the Arcade option should appear in the difficulty level. Technically, this mode is just a super-hard mode.

* 30 ships: At the title screen, hold Left and press A three times.

- STAFF -

Game Programmer: K. Hashimoto, T. Tokuda, Y. Matsuhana, H. Takahama
Graphic Designer: T. Miyoshi, H. Morii, M. Suenaga
Sound Editor: K. Muraoka, K. Uehara, H. Ueko, Y. Morimoto
Visual Design: K. Shimoide

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61402&o=2

$end


$snes=gradius3,
$bio

Gradius III (c) 1991 Konami Company, Limited.

North American release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Gradius III [Model SHVC-G3]".

- TECHNICAL -

Cartridge ID: SNS-G3-USA
Package ID: SNS-P-G3

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63050&o=2

$end


$info=gradius4,
$bio

Gradius IV - Fukkatsu (c) 1998 Konami Company, Limited.

The 4th game in the "Gradius" series brings a considerable graphical upgrade, particularly with the use of colored lighting but the core gameplay remains relatively unchanged. In addition, there are several additions and removals to the vaulted weapons system; specifically, the edit mode has been removed.

- TECHNICAL -

Konami Hornet Hardware

CPU : PowerPC 403GA 32-bit RISC @ 64 MHz
Sound CPU : Motorola 68000 @ 16 MHz
Sound Chip : Ricoh RF5C400 PCM 32Ch, 44.1 kHz Stereo, 3D Effect Spatializer
3D DSP : Analog Devices ADSP-21062 (SHARC) 32-bit floating point DSP @ 36 MHz
Graphics Chips : 3DFX Voodoo 2 Pixel processor with 16meg RAM, 3DFX Voodoo 2 Texture processor with 32meg RAM
Interface : Jamma +

Players : 2
Control : 8-way Joystick
Buttons : 3

- TRIVIA -

Even if titlescreen says 1998, Gradius IV was released in February 1999.

The title of this game translates from Japanese as 'Gradius IV Revival'.

Konami released a limited-edition soundtrack album for this game (Gradius IV Fukkatsu Original Game Soundtrack - KICA-7947) on 05/03/1999.

- TIPS AND TRICKS -

* Power meters:
1) Option 1: Nemesis
- Missile: Falls to the ground, then slides along it until it hits something.
- Double: Fires a bullet at 45 degrees up as well as forward.
- Laser: Replaces your bullets with a blue beam.
2) Option 2: Mega-Destruction
- Spread Bomb: Large explosion of death.
- Tail Gun: Fires backwards as well as forwards.
- Laser: The infamous Toothpaste Laser.
3) Option 3: The Third Way
- Photon Torpedo: Similar to standard missile, but goes straight through enemies.
- Double: Fires a bullet at 45 degrees up as well as forward.
- Pulse: Salamander's ripple laser.
4) Option 4: Salamander
- 2-Way: Bombs fall up and down.
- Tail Gun: Fires backwards as well as forwards.
- Pulse: Salamander's ripple laser, in a nice shade of red.
5) Option 5: Harbinger of Doom
- Vertical Mine: Detonates after a delay in a large vertical explosion.
- Double: Fires a bullet at 45 degrees up as well as forward.
- Armour Piercing: Powerful bullets that pass through multiple enemies.
6) Option 6: Vanguard of Chaos
- Flying Torpedo: Twin missiles shoot forward after release.
- Tail Gun: Fires backwards as well as forwards.
- Twin Laser: Last seen in Gradius III, twin sets of short beams.

* 2nd Loop Start : in Power Meter selection screen, input Up(x2), Down(x2), Left, Right, Left, Right, Button-2 (Shot), Button-3 (Missile). You will be able to start the game with 2nd loop and the password will be displayed in Game Over screen. This password was required on 'Gradius IV Internet Ranking' (now, this was finished though).

- SERIES -

1. Gradius [Model GX400] (1985)
2. Salamander [Model GX587] (1986)
3. Gradius II - GOFER no Yabou [Model GX785] (1988)
4. Gradius III - Densetsu Kara Shinwa-e [Model GX945] (1989)
5. Nemesis '90 Kai (1993, Sharp X68000)
6. Salamander 2 (1996)
7. Solar Assault - Gradius (1997)
8. Solar Assault - Revised (1997)
9. Gradius Gaiden (1997, Sony PlayStation)
10. Gradius IV - Fukkatsu (1998)
11. Gradius Generation (2001, Nintendo Game Boy Advance)
12. Gradius V (2004, Sony PlayStation 2)
13. Gradius Neo (2004, NTT DoCoMo i-mode Phones)
14. Gradius Neo Imperial (2005, NTT DoCoMo i-mode Phones)
15. Gradius Wide (2007, NTT DoCoMo i-mode Phones)
16. Gradius Rebirth (2008, Nintendo Wii)

- STAFF -

Producer: Hiroyasu Machiguchi
Main Programmer: Ken Midorikawa
Game Programmer: Yasuyuki Nagatomo, Naoki Niihama, Takeshi Asaki, Ken Inagaki
Character Design: Daisuke Yoro, Daisuke Chiba, Ayumu Hasegawa, Jun Omoto, Naoki Morita, Hiroyuki Ashida, Hiromichi Iwashita
Music Composer: Harumi Ueko, Atsuki
Sound Effect: Yoshihiko Koezuka
Hardware Producer: M. Okada
DSP Programmer: NWK
Software Tool Support: Kami
Hardware System Design: H. Konishi
Hardware Design: T. Kobayashi, H. Yamashita
Document Design: Hideaki Minoda
Product Design: Masaaki Uematsu, Kenji Fujinaka
Mechanical Engineer: Yuji Tamura, Yoshinobu Kitami
Director: Hiroyuki Ashida

- PORTS -

* Consoles :
Sony PlayStation 2 (2000, "Gradius III & IV")
Sony PSP (2006, "Gradius Collection")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3536&o=2

$end


$x1_flop=gradiusk,
$bio

Gradius Kai (c) 198? Konami Industry Co., Ltd. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86000&o=2

$end


$pc8801_flop=gradiusk,
$bio

Gradius Kai (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91945&o=2

$end


$info=gradius,
$bio

Gradius (c) 1985 Konami.

A superb and demanding shoot'em up that shares - along with Irem's "R*Type" - the distinction of being a true innovator of its genre and, again like R*Type, completely revolutionized the humble shoot-em-up.

Gradius' eye-catching graphics guaranteed gamer interest but it was the game's genius 'weapon upgrade' system that really made the difference. Never before could players actually CHOSE how to upgrade their ship. Destroying waves of enemies would often see the player reward with an 'orb' that could be picked up. The player could collect up to 6 orbs and could effectively 'buy' an upgrade from the 6 displayed at the bottom of the play area (speed-up, bombs, double, laser, multiple - which are orbs that follow the player's movements and add greater firepower - and a mystery 6th upgrade that is marked with an '?'). Game difficulty increases depending on how many power-ups the player has, so it is sometimes advantageous to NOT power-up your ship too much.

- TECHNICAL -

Konami Bubble System.
Game ID : GX400

Main CPU : MC 68000 @ 10Mhz / G400 BIOS
Sound CPU : Zilog Z80
Sound chip : 2 x AY-3-8910 psg 

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Gradius was released in May 1985.

This game is known in Europe as "Nemesis".

First shoot-em-up with serious power-ups.

Designers did a lot of tries before they fixed the design of the ship. They did at least 100 different versions. And among all of them, there was a ship that leaved a light trace behind him when he moves. It was from an evolution of this concept that was born the 'Options system'.

Soundtrack releases:
[JP] [Cassette] (Nov.21, 1987) Original Sound of Gradius & Salamander [Battle Music Collection]
[JP] [Audio CD] (Nov.21, 1987) Original Sound of Gradius & Salamander [Battle Music Collection]
Alfa Records released a limited-edition soundtrack album for this game (Konami Game Music Vol.1 - 28XA-85) on June 27, 1986.
Apollon Music released a limited-edition soundtrack album for this game (Original Sound of Gradius - KHY1016) in cassette format on May 5, 1987. Also released the soundtrack album in CD format (Original Sound of Gradius - BY12-5021) on November 21, 1988.

Interesting note : Several Konami arcade games ("Gradius", "Parodius Da! - Shinwa kara Owarai e", "Salamander", etc...) have the default high score set at 57300. '573' refers to Go-Na-Mi kana letters, a play of word for 'Konami'.

Bandai released a board game (in Japan only) based on this video game (same name) in 1986 : The board is split into 8 sections, each with its own rules. The things that remain the same are that each uses a square-grid for movement, and you can power up your ship by getting the capsules.

The first level of Gradius is available as a mini-game in the Nintendo Super NES game "Legend of the Mystical Ninja". 

In the Nintendo NES hockey game Blades of Steel, one of the intermission screens is a playable sequence which recreates the fight against the first Gradius boss.

The popular trading card game 'Yu-Gi-Oh!' has drawn inspiration for some of its cards from the game, which are Gradius, Cyclon Laser, Gradius' Option, Victory Viper XX03, and Power Capsule. Other cards include enemies and boss characters such as Solar Flare Dragon,The Statue of Easter Island, Moai Interceptor Cannons, B.E.S. Covered Core, Big Core, B.E.S. Tetran, and B.E.S. Crystal Core, as well as the spell card Boss Rush.

Konami's music simulation game "Pop'n Music" features the song 'Gradius Full-Speed' which is a mix of the music in the first level of Gradius. This song is also featured in "beatmania IIDX".

There's an unlockable 3-D remake of the original Gradius arcade game found in "Zone of the Enders - The 2nd Runner". It's called Zoradius (for Zone + Gradius). It can be found in the battle against Vic Viper, or by replaying the fight as an Extra mission, then pausing the game an entering a variation of the Konami Code. In Zoradius, the player uses the Vic Viper in fighter mode, flying through a tunnel and shooting down various non-humanoid enemies from the game to gather powerups to increase the Viper's firepower and shields.

- TIPS AND TRICKS -

* Weapons
1) Speed Up: Alters your ship's speed. Up to 5 levels, 2 is the recommended dose.
2) Missile: Falls to the ground, then slides along it until it hits something.
3) Double: Fires a bullet at 45 degrees up as well as forward.
4) Laser: Replaces your bullets with a blue beam.
5) Multiple: Orange blobs that follow you around, they have whatever weapons your ship has. You can have up to 4. Possibly the best power-up ever.
6) ?: Force field, 2 blob-things that attach to the nose of your craft.

* Plan your power ups well : When starting/restarting the game, the regular shot being your only method of attack could be very tough. But that doesn't mean increasing your firepower by equipping MULTIPLE very first is good because you cannot move around quickly. You will end up being hit. Therefore, first power up your speed once or twice so you can move faster.

* DOUBLE and its problems : With DOUBLE, you can shoot in front of you and diagonally. However, since you cannot fire rapidly, it is not a weapon easy to use. Equip at least 2 MULTIPLE before equipping DOUBLE.

* Make good use of the LASER : Hitting enemies above and below you with the LASER is rather easy. You don't have to go for a direct hit. Make it fly near the enemy for a slight touch.

* MISSILE movement : The MISSILE moves along the ground. If there is something sticking out of the ground, the MISSILE stops there. Keep an eye on the landscape.

* Take control of the MULTIPLE : The MULTIPLE follow the path of VIC VIPER. Take advantage of this feature and attack enemies that VIC VIPER cannot reach. Use formations to wipe out th enemy!
Also, the faster VIC VIPER is, the more widely spread the MULTIPLE are from each other. Take advantage of this feature as well.

* Renewing the BARRIER : The BARRIER wears out not only by making contact with the enemy and enemy shots. It does so by touching the landscape. Make use of this trait and make the BARRIER touch enemies or the landscape to wear it down and get rid of it. Then equip a new BARRIER.

* Come up with a conquering pattern : This game is a shooter that gives you a lot of freedom in terms of how you can conquer levels. Learn the tips, remember the appearance patterns of the enemy, and come up with your own way of conquering the game.

- SERIES -

1. Gradius [Model GX400] (1985)
2. Salamander [Model GX587] (1986)
3. Gradius II - GOFER no Yabou [Model GX785] (1988)
4. Gradius III - Densetsu Kara Shinwa-e [Model GX945] (1989)
5. Nemesis '90 Kai (1993, Sharp X68000)
6. Salamander 2 (1996)
7. Solar Assault - Gradius (1997)
8. Solar Assault - Revised (1997)
9. Gradius Gaiden (1997, Sony PlayStation)
10. Gradius IV - Fukkatsu (1998)
11. Gradius Generation (2001, Nintendo Game Boy Advance)
12. Gradius V (2004, Sony PlayStation 2)
13. Gradius Neo (2004, NTT DoCoMo i-mode Phones)
14. Gradius Neo Imperial (2005, NTT DoCoMo i-mode Phones)
15. Gradius Wide (2007, NTT DoCoMo i-mode Phones)
16. Gradius Rebirth (2008, Nintendo Wii)

- STAFF -

Music by : Miki Higashino

- PORTS -

* Consoles :
Nintendo Famicom [JP] (April 26, 1986) "Gradius [Model RC810]"
Nintendo NES [US] (December 1986) "Gradius [Model NES-GR]"
Nintendo Game Boy (1990)
NEC PC-Engine [JP] (November 15, 1991) "Gradius [Model KM91001]" 
Sega Saturn [JP] (March 29, 1996) "Gradius Deluxe Pack [Model T-9509G]"
Sony PlayStation [JP] (March 29, 1996) "Gradius Deluxe Pack [Model SLPS-00303]"
Sony PSP [JP] (February 9, 2006) "Gradius Portable [Model ULJM-05091]"
Sony PSP [JP] (January 25, 2007) "Gradius Portable [Konami The Best] [Model ULJM-05222]"
Nintendo DS [JP] (March 15, 2007) "Konami Arcade Collection [Model NTR-P-ASKJ (RY039-J1)]"
Nintendo DS [US] (March 30, 2007) "Konami Classics Series: Arcade Hits [Model NTR-ACXE-USA]"
Nintendo DS [JP] (October 29, 2009) "Konami Arcade Collection [Konami Dendou Selection] [Model NTR-ASKJ-JPN-1 (RY039-J4)]" 

* Computers :
MSX [JP] (July 25, 1986) "Gradius [Model RC742]"
Sharp X1 [JP] (1986)
Sharp X68000 [JP] (March 28, 1987)
Commodore C64 [US] (1987)
NEC PC 8801 [JP] (1986)
PC [MS Windows] [JP] (February 21, 1997) "Gradius Deluxe Pack [Model ME203-J1]"

* Others :
LCD handheld game (1989) by Konami.
Mobile Phones [US] (July 1, 2004)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=996&o=2

$end


$pce=gradius,
$bio

Gradius (c) 1991 Konami Industry Company, Limited.

Gradius is a horizontal shooter and the PC Engine conversion of Konami's popular arcade game originally released in 1985; "Gradius [Model GX400]". The players takes control of a prototype space fighter called the Vic Viper (aka Vulcan in America) and fights his way through eight deadly and long stages that include countless enemy defenses, giant Moai heads, huge end of level bosses and their weak cores. Some enemies drop Power-Pods when defeated - the most common are red and they increase the choice of weapons available during the game. These power-ups are visible at the bottom of the screen on a power meter and it is up to the player to decide of the weapon that fits the situation the most. This feature is at the core of the gameplay - cruel choices, should the player go for a new floating option or wait a bit more and grab a protective shield ?... The most basic weapons are ground missiles and double shots but they are soon followed by flying options that mimic the current active weapon and by deadly laser beams. Interestingly, this conversion features an extra level and several bonus stages not seen in the arcade game without forgetting a two 'non-simultaneous' player mode.

- TECHNICAL -

[Model KM91001]

- TRIVIA -

Gradius for PC-Engine was released on November 15, 1991 in Japan for 6000 Yen.

The original arcade game was released by Komami in 1985.

- TIPS AND TRICKS -

The usual Konami 'FULL WEAPON' works for this game. Pause the game and press (Up) (Up) (Down) (Down) (Left) (Right) (Left) (Right) (II) (I) and unpause the game 

On the title screen, press (Left) (Select), hold (Up) and press (II) three times. press (Run) to start the game. You should now have 30 lives.

- STAFF -

Programmer: T. Tokuda, T. Kou
Graphic Designer: T. Miyoshi, H. Morii, M. Suenaga
Sound Designer: H. Muraoka
Producer: A. Nagata
Special Thanks To: K. Hashimoto, R. Shogaki, M. Fukunaga

- PORTS -

* Consoles :
Nintendo Wii [Virtual Console] [JP] (August 7, 2007) [Model PAQJ] 
Nintendo Wii U [Virtual Console] [JP] (April 16, 2014) [Model PNAJ] 

It was then released on the Sony PlayStation Network as a PC-Engine Classic on June 16, 2010. PSN release ID: NPJJ-30021

* Handhelds : 
Nintendo 3DS [Virtual Console] [JP] (December 25, 2013) [Model PNAJ] 

* Others : 
Apple iPhone/iPad [US] (December 20, 2010) "TurboGrafx-16 GameBox [Model 406585960]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48220&o=2

$end


$nes=gradius,
$bio

Gradius (c) 1988 Konami Industry Company, Limited.

European version. Game developed in Japan. For more information about the game, please see the original Japanese version entry. "Gradius [Model RC810]"

- TECHNICAL -

Cartridge ID: NES-GR-EEC

- TRIVIA -

Gradius for NES was released on November 30, 1986 in Europe.

- PORTS -

* Consoles :
Nintendo Wii [Virtual Console] [US] (January 8, 2007) "Gradius [Model FARE]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55187&o=2

$end


$nes=gradiusu,
$bio

Gradius (c) 1986 Konami Industry Company, Limited.

North American version. Game developed in Japan. For more information about the game, please see the original Japanese version entry; "Gradius [Model RC810]"

- TECHNICAL -

Cartridge ID: NES-GR-USA

- TRIVIA -

Gradius for NES was released in December 1986 in North America.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=34754&o=2

$end


$info=pc_grdus,pc_grdue,
$bio

Gradius (c) 1986 Konami Industry Company, Limited.

PlayCHoice-10 version. For more information about the game, please see the original Famicom version entry; "Gradius [Model RC810]".

- TECHNICAL -

Nintendo PlayChoice-10 hardware
Game ID : GR

Main CPU : Zilog Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz)
Sound Chips : Zetex N2A03 (@ 1.789772 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1804&o=2

$end


$msx1_cart=gradius,gradiusa,
$bio

Gradius (c) 1986 Konami Industry Company, Limited.

Home conversion of Konami's 1985 "Gradius [Model GX400]".

- TECHNICAL -

[Model RC742]

- TRIVIA -

Gradius for MSX was released on July 25, 1986 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48219&o=2

$end


$nes=gradiusj,gradiusah,
$bio

Gradius (c) 1986 Konami Industry Company, Limited.

Gradius is an horizontal shooter by Konami and conversion of the classic arcade game of the same name originally released in 1985. The planet Gradius is under attack and the Vic Viper space-fighter (called the Warp Rattler in the American version) is the last line of defense against the oncoming alien invasion. The player has to battle waves of enemy ships, odd entities and erupting volcanoes until he eventually reaches and "destroy" the Xaerous Brain. Red enemies and special ship formations occasionally drop capsules when defeated - a power menu at the bottom of the screen shows the currently available power-up and collecting more capsules allows the player to move onto different weapon and ship upgrades. The most basic one speeds up the Vic Viper whereas others equip ground missiles, lasers, options or a force field barrier. Blue capsules also appear from time to time and destroy all the enemies on the screen at once. Most of the seven stages have a small boss battle and a second fight against a large big-core ship. These ships are invincible until their blue center core opens up and turns red. However tiny destructible blocks protect the core's entryway and must all be destroyed in order to hurt them. Interestingly the player can skip a whole stage by destroying a big-core ship fast enough! The game also features a two players alternating mode.

- TECHNICAL -

Cartridge ID: RC810

- TRIVIA -

Gradius for Famicom was released on April 25, 1996 in Japan for 4900 Yen.

Because of obvious technical limitations, the Famicom version shows major differences with the original arcade game. Konami gladly sacrificed some of the game's original features as long as the gameplay was unaffected (which is perfectly fair). First of all the size of the big-core ships has been considerably reduced. Then the Vic Viper can only carry two options at the same time whereas the arcade allowed four. Finally, the stages that could scroll up and down (such as the Stone Hedge and Moai levels) are locked and the 'frame-looking' enemy before the final boss was omitted.

Kazuhisa Hashimoto, who programmed this Nintendo Famicom port, found the original arcade game too hard, so he inserted the so-called Konami code (see Tips & Tricks section).

- TIPS AND TRICKS -

* Continue : at the Game Over screen press Down, Up, B, A, B, A, B, A, Start. Note : This can only be used once per game.

* Classic Konami code : press Start during the game, then press Up(x2), Down(x2), Left, Right, Left, Right, B, A, Start. This code equips you with two Missiles, two options and a force field barrier.

* Secret message : during the title screen hold B+A, then reset the machine and return in the game (always with B+A) to get the following message : KONAMI ONE, GRADIUS ONE.

* Level skip : destroy the ship that appears at the end of each level within five seconds to skip the next level.

- STAFF -

Programmed by : Kazuhisa Hashimoto
Music by : Miki Higashino

- PORTS -

* Consoles :
Nintendo Wii [Virtual Console] [JP] (December 2, 2006) "Gradius [Model FARJ]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48218&o=2

$end


$amigaocs_flop=sounessv,
$bio

Graeme Souness Vector Soccer (c) 1991 Impulze

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74172&o=2

$end


$c64_cart,c64_flop=graf64,
$bio

Graf 64 (c) 1983 Handic Software.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53590&o=2

$end


$info=m4graff,m4graffd,m4graff__a,m4graff__b,
$bio

Graffiti (c) 199? Barcrest.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15065&o=2

$end


$amigaocs_flop=graffiti,
$bio

Graffiti Man [5th Anniversary] (c) 1987 Rainbow Arts

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74173&o=2

$end


$msx1_cass=grafgest,
$bio

Graficas de Gestion (c) 1985 DIMensionNEW [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94683&o=2

$end


$amigaocs_flop=goochwcc,
$bio

Graham Gooch World Class Cricket (c) 1993 Audiogenic

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74174&o=2

$end


$amigaocs_flop=gooch2in,
$bio

Graham Gooch's Second Innings (c) 1993 Audiogenic

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74175&o=2

$end


$bbca_cass,bbcb_cass=ggoochcr,
$bio

Graham Gooch's Test Cricket (c) 1985 Audiogenic

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51907&o=2

$end


$amigaocs_flop=taylorsc,
$bio

Graham Taylor's Soccer Challenge (c) 1992 Krisalis

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74176&o=2

$end


$msx2_flop=gramcats,
$bio

Gram Cats (c) 1989 Dott Plan [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101695&o=2

$end


$pc8801_flop=gramcats,
$bio

Gram Cats (c) 1991 Dot Kikaku

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91946&o=2

$end


$pc98=gramcats,
$bio

Gram Cats (c) 1993 Dott Plan [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89618&o=2

$end


$x68k_flop=gramcat2,
$bio

Gram Cats 2 (c) 1993 Dot Kikaku

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87740&o=2

$end


$pc98=gramcat2,
$bio

Gram Cats 2 (c) 1993 Dott Plan [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89619&o=2

$end


$ti99_cart=gramdis,gramdisn,
$bio

GRAM-based Disassembler (c) 1992 Nouspikel [Thierry Nouspikel]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84590&o=2

$end


$msx1_cass=gramati1,
$bio

Gramatica I - Vocabulario (c) 198? Mind Games Espana, S.A.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94684&o=2

$end


$msx1_cass=gramati2,gramati2a,
$bio

Gramatica II - Verbos (c) 198? Mind Games Espana, S.A.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94685&o=2

$end


$msx1_cass=gramati3,
$bio

Gramatica III - Frases (c) 198? Mind Games Espana, S.A.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94686&o=2

$end


$info=grancapi,
$bio

Gran Capitan (c) 2000 High Video.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48289&o=2

$end


$saturn,sat_cart=granchas,
$bio

Gran Chaser (c) 1995 Sega Enterprises, Limited.

- TRIVIA -

Reviews:
[FR] July 1995, Consoles + N.45: 91/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59202&o=2

$end


$info=polepos2bi,
$bio

Gran Premio F1 (c) 1984 Unknown [Italy].

Italian hack of "Pole Position II".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32466&o=2

$end


$info=grtesoro,grtesoro4,
$bio

Gran Tesoro - Play 2000 (c) 1999 Nova Desitec.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31350&o=2

$end


$megadriv=gt5,
$bio

Gran Turismo 5 (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56548&o=2

$end


$x68k_flop=granada,granadad,
$bio

Granada (c) 1990 Wolf Team [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87741&o=2

$end


$info=sc4gcb,sc4gcba,sc4gcbb,sc4gcbc,sc4gcbd,sc4gcbe,sc4gcbf,sc4gcbg,sc4gcbh,sc4gcbi,sc4gcbj,
$bio

Grand Blaster Cash (c) 200? Mazooma Games.

Get a reel win or complete an eight stage trail to enter a turbo gamble. One successful turbo gamble will allow feature entry. The feature consist's of three pots (cash and features pots are opened from the start) and a flexi mech. Gamble high / Low on the flexi to obtain the chance of collecting a cash value or feature. Bonuses are awarded after every third winning gamble, three consecutive high / low gambles gives a choice of bonus. The third pot (cash which adds into a repeat chance cash pot) is opened via lighting 3 'GBC' symbols. Invincibility is gained by lighting the 'GBC' symbols for the second time, turning them red.

- TECHNICAL -

[Model PR2135]

Technology : Scorpion 4
Cabinet : Eclipse Front-Opening

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11890&o=2

$end


$info=grancan,
$bio

Grand Canyon (c) 200? Extrema-Ukraine.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=12016&o=2

$end


$info=grchamp,
$bio

Grand Champion (c) 1981 Taito Corp.

A vertical driving game. Compete against other computer cars to win races.

- TECHNICAL -

Board Number : GM070007
Prom Stickers : GR / GM

Main CPU : (3x) Z80
Sound Chips : (3x) General Instrument AY8910), Discrete circuitry

Players : 1
Control : dial

- TRIVIA -

Grand Champion was released in July 1981.

Craig Sucharda holds the official record for this game with 137,410 points.

- PORTS -

* Consoles :
Sony PlayStation 2 [JP] (January 25, 2007) "Taito Memories II Joukan [Model SLPM-66649]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1000&o=2

$end


$info=gcpinbal,
$bio

Grand Cross (c) 1994 Excellent System.

A futuristic video pinball game set in space where you use the 2 flippers to send the ball to many different enemies.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 16 Mhz)
Sound Chips : OKI6295 (@ 8 Khz), OKI MSM5205 (@ 384 Khz)

Players : 1
Buttons : 8

- TRIVIA -

Released in October 1994.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1001&o=2

$end


$info=sc4ggg,sc4gggb,sc4gggc,sc4gggd,sc4ggge,sc4gggf,sc4gggg,sc4gggtba,sc4gggk,sc4gggl,sc4gggm,sc4gggn,sc4gggo,sc4gggp,sc4gggtb,
$bio

Grand Golden Game (c) 200? Mazooma Games.

- TECHNICAL -

Scorpion 4
[Model PR2056]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42618&o=2

$end


$info=sc4gggh,sc4gggi,sc4gggq,sc4gggr,sc4gggs,
$bio

Grand Golden Game (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR2353]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61760&o=2

$end


$info=sc5ggg,sc5ggga,sc5gggb,sc5gggc,
$bio

Grand Golden Game (c) 200? Mazooma Games.

- TECHNICAL -

[Scorpion 5]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43107&o=2

$end


$info=grand_l4,
$bio

Grand Lizard (c) 1986 Williams Electronics Games, Incorporated.

- TECHNICAL -

Williams System 11
Model Number : 523

Main CPU : M6808 (@ 1 MHz)
Sound CPU : Motorola M6809 (@ 2 MHz), OKI M6808 (@ 1 MHz)
Sound chips : (2x) DAC, (2x) HC55516

- TRIVIA -

2,750 units were produced.

Originally, the backglass was to have the standard numeric-only display windows. When the game went into production, the backglass was redesigned to incorporate new alphanumeric displays, and its artwork was changed.

Initial backglass and playfield artwork was done by Paul Faris. Final production backglass artwork was done by Python Anghelo.

- STAFF -

Designers : Barry Oursler (BSO), Python Anghelo (PVA)
Artwork : Paul Faris, Python Anghelo
Software : Ed Suchocki (EJS)
Music and Sounds : Bill Parod (WRP)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4658&o=2

$end


$nes=granmstr,
$bio

Grand Master (c) 1991 Varie

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54146&o=2

$end


$pc98=gmaster,
$bio

Grand Master (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89620&o=2

$end


$info=sc5gmclb,sc5gmclba,sc5gmclbb,sc5gmclbc,
$bio

Grand Master Cash (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model Z052]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42628&o=2

$end


$amigaocs_flop=grandmon,
$bio

Grand Monster Slam (c) 1990 Golden Goblins

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74177&o=2

$end


$amigaocs_flop=grandmona,
$bio

Grand Monster Slam [Milestones] (c) 1990 Golden Goblins

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74178&o=2

$end


$amigaocs_flop=grandnat,
$bio

Grand National (c) 1990 Elite

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74179&o=2

$end


$info=sp_gnat,sp_gnata,sp_gnatb,sp_gnatc,sp_gnatd,sp_gnate,sp_gnatf,sp_gnatg,sp_gnath,sp_gnati,sp_gnatj,sp_gnatk,sp_gnatl,sp_gnatm,sp_gnatn,sp_gnato,
$bio

Grand National (c) 199? Ace Coin Equipment, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42235&o=2

$end


$studio2=grandpak,
$bio

Grand Pack (c) 1978 Hanimex.

- TECHNICAL -

Model MG-200

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82064&o=2

$end


$cpc_cass=granprix,
$bio

Grand Prix (c) 1989 D & H Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96535&o=2

$end


$info=sp_gprix,sp_gprixa,sp_gprixb,sp_gprixc,sp_gprixd,sp_gprixe,sp_gprixf,sp_gprixg,sp_gprixh,
$bio

Grand Prix (c) 199? Ace Coin Equipment, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42241&o=2

$end


$a2600=grandprxr,
$bio

Grand Prix (c) 19?? Robby

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50549&o=2

$end


$info=gprix,gprix_301,gprix_340,gprix_400,gprixf,gprixf_301,gprixf_340,gprixf_400,gprixg,gprixg_301,gprixg_340,gprixg_400,gprixi,gprixi_301,gprixi_340,gprixi_400,gprixl,gprixl_301,gprixl_340,gprixl_400,
$bio

Grand Prix (c) 2005 Stern Pinball.

- TRIVIA -

Released in August 2005.

- UPDATES -

CPU Release Version : 2.00
Date : August 23, 2005
- This is the first production release of GRAND PRIX.

DISPLAY Release Version : 3.02
Date : September 21, 2005
- Fixed Leader Board Types that always displayed 5th Place

CPU Release Version : 3.01
Date : September 12, 2005
- Fixed coinage settings for Taiwan and South Africa
- Fixed service credit button not responding after adjusting volume
- Softened kick on truck kicker to keep ball from falling off the ramp
- Fixed hanging Final Practice jackpot lamps
- Fixed CHAMP1 count in Instant Info
- Improved firing of lower racetrack exit
- Fixed Trough Clear test in diagnostics
- Added some more lamp and sound effects
- Tournament system improved 
- Game does not search endlessly if there are no balls in the trough

DISPLAY Release Version : 3.03
Date : September 23, 2005
- New Norway pricing

CPU Release Version : 3.10
Date : September 23, 2005
- Truck kicker eject softened to keep balls from flying off the ramp
- Fixed glitch in track test in diagnostics
- Improved coin-in lamp effects
- Fixed Grand Champion reset
- Extra Ball properly awards points in all modes of ToPS play
- Game obeys the Special % adjustment properly
- Fixed case where Champion Challenge would be lit again after it's end
- Made LOCK DIFFICULTY not reset R-A-C-E lamps at the start of each ball when set to 'Extra Hard'
- Fixed game restart at match and game over sequences
- ToPS improvements for South Africa
- New default Norway coin settings

CPU Release Version : 3.20
Date : September 26, 2005
- printer utility fixed due to bank overflow error

CPU Release Version : 3.21
Date : September 26, 2005
- Made truck kick softer after powerup on Grand Prix builds.

- STAFF -

Concept by : Pat Lawlor
Design by : Louis Koziarz, Pat Lawlor
Art by : John Youssi
Dots/Animation by : Adam Rhine, Greg Dunlap
Mechanics by : John Krutsch, John Filz
Music & sound by : Chris Granner
Software by : Louis Koziarz, Chip Curtis

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=10323&o=2

$end


$info=grandprx,
$bio

Grand Prix (c) 200? 4Fun.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=26138&o=2

$end


$odyssey2,g7400=3csaucpt,
$bio

Grand Prix + (c) 1983 TO TEK Editions.

- TECHNICAL -

Game ID: JFA E01

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95708&o=2

$end


$cpc_cass=gp500ccs,
$bio

Grand Prix 500cc [Model 22179] (c) 1986 Proein Soft Line [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96537&o=2

$end


$cpc_cass=gp500cc,
$bio

Grand Prix 500cc [Model M9] (c) 1986 Microids

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96536&o=2

$end


$info=gp98,
$bio

Grand Prix 98 (c) 1998 Romtec Company, Limited.

- TRIVIA -

Released in June 1998.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=29368&o=2

$end


$amigaocs_flop=gpcirc,
$bio

Grand Prix Circuit (c) 1989 Accolade, Incorporated. [San Jose, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74180&o=2

$end


$cpc_cass=gpcirc,
$bio

Grand Prix Circuit (c) 1990 Accolade, Inc. [San Jose, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96538&o=2

$end


$pc98=gpcircus,
$bio

Grand Prix Circus (c) 1990 WestSide [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89621&o=2

$end


$pc98=gpcirc2,
$bio

Grand Prix Circus 2 (c) 1992 WestSide [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89622&o=2

$end


$pc98=gpcircuspk,
$bio

Grand Prix Circus Power Up Kit (c) 1991 WestSide [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89623&o=2

$end


$bbca_cass,bbcb_cass=gpconstr,
$bio

Grand Prix Construction Set (c) 1987 Superior Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51908&o=2

$end


$arcadia=gpmonaco,
$bio

Grand Prix de Monaco (c) 1982 Emerson Radio Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49257&o=2

$end


$cpc_cass=gpdriverb,
$bio

Grand Prix Driver (c) 1984 Britannia Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96541&o=2

$end


$cpc_cass=gpdriver,
$bio

Grand Prix Driver [Model SOFT 110] (c) 1984 Amsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96540&o=2

$end


$amigaocs_flop=gpmaster,
$bio

Grand Prix Master [Amiga Sports Pack] (c) 1989 Dinamic Software [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74181&o=2

$end


$cpc_cass=gpmaster,
$bio

Grand Prix Master [Model AMS 20068] (c) 1988 Dinamic Soft. [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96543&o=2

$end


$cpc_cass=gpsimul2,
$bio

Grand Prix Simulator 2 [Model 3146] (c) 1989 Codemasters Soft. Co., Ltd., The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96545&o=2

$end


$cpc_cass=gpsimult,
$bio

Grand Prix Simulator [Model 3037] (c) 1987 Codemasters Soft. Co., Ltd., The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96544&o=2

$end


$cdi=granprix,
$bio

Grand Prix Special (c) 1994 Xdra

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52879&o=2

$end


$cpc_cass=gptennis,
$bio

Grand Prix Tennis [Model IA 0223] (c) 1987 Mastertronic, Ltd. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96546&o=2

$end


$astrocde=grandprx,
$bio

Grand Prix (c) 1981 Astrovision, Inc.

- TECHNICAL -

Game ID: 2014

- TRIVIA -

Released as part of the "Action/Skill Series".

- STAFF -

Written by: Bob Ogden, Rickey Spiece, Scot L. Norris

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86804&o=2

$end


$info=sc1gprix,
$bio

Grand Prix (c) 1993 ELAM.

- TECHNICAL -

Model 6048

- TRIVIA -

Grand Prix was released in March 1993.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=21287&o=2

$end


$a2600=grandprx,grandprxe,grandprxe1,
$bio

Grand Prix (c) 1982 Activision

The object of the game is to complete a race circut in the shortest possible
time.

Game variations:
Game 1: Watkins Glen
Game 2: Brands Hatch (1 Bridge)
Game 3: Le Mans (2 Bridges)
Game 4: Monaco (3 Bridges)

- TECHNICAL -

Model AX-014

- TIPS AND TRICKS -

HOW TO BECOME A WORLD CLASS RACING DRIVER IN GRAND PRIX BY ACTIVISION
Tips from David Crane, designer of Grand Prix.
                
David Crane is an award-winning Senior Designer at Activision. His games include Dragster, Fishing Derby, Laser Blast, and Freeway.

"Just as in a real Grand Prix race, feel and control are very important in Grand Prix by Activision. The better you know your car and its responses, the better you'll do."

Here are some tips. When steering the car up and down the track, applying a slight pressure to the right on the joystick will eliminate any accidental braking. This pressure must be kept light to allow for quick braking in the event of an emergency."

"The more you play the game, the more keenly you'll anticipate the appearance of other cars. To some extent, tyou'll be able to memorize the traffic patterns and plan moves in advance. If you don't, the slowdown will happen for you in the form of a crash, and you'll pay for it with a loss of valuable time."

"The cars ahead of you have left a lot of oil on the track near the bridges, so, when you see a lot of oil slicks, watch for bridges ahead."

"Knowledge of the course is very important. Learn where you are and what's coming up ahead for each course. That way, time is on your side, which is exactly where you want it to be."

"And drop me a line between races. Good Luck!"

- STAFF -

Programmer: David Crane

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50547&o=2

$end


$a2600=grandprxc,grandprxc1,
$bio

Grand Prix (c) 1983 CCE.

South American release. See Activision's "Grand Prix [Model AX-014]" for more information about the game itself.

- TECHNICAL -

Model C-826

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50548&o=2

$end


$svision=gp,
$bio

Grand Prix [Model SV10021] (c) 1992 Bon Treasure

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95442&o=2

$end


$a2600=grandprz,
$bio

Grand Prize (c) 19?? Funvision

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50550&o=2

$end


$amigaocs_flop=gslam,
$bio

Grand Slam (c) 1987 Databyte

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74182&o=2

$end


$info=mp_gslam,
$bio

Grand Slam - The Tennis Tournament (c) 1993 Sega.

A tennis game from Sega.

- TECHNICAL -

[Mega Play 03]

Runs on the Sega "Mega Play" hardware.

Players: 2
Control: 8-way Joystick
Buttons: 3
=> Serve: [A] Slice, [B] Flat, [C] Drive
=> Stroke: [A] Slice, [B] Flat-Drive, [C] Fast
=> Volley: [A] Drive, [B] Lob, [C] Lob

- UPDATES -

The Mega Play Attract Mode in the US has the 'Winners Don't Use Drugs' screen AND a 'Recycle It, Don't Trash It!' screen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3953&o=2

$end


$arcadia=gstennis,
$bio

Grand Slam Tennis (c) 1982 Emerson Radio Corp.

- TECHNICAL -

[Cartridge No. 21]

- TRIVIA -

It's a rare Arcadia 2001 game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49258&o=2

$end


$info=smi6396,smi6398,smi6525,smi6526,smi6527,smi6528,smi6529,
$bio

Grand Slam [6000 Series] (c) 200? Bally Gaming, Incorporated.

2-Coin buy-a-pay slot.

- TECHNICAL -

Bally 6000 Series

- UPDATES -

* SMI # 6396
Part number: E593511X-05
Hit Frequency: 31,25%
Percentage: 93,12%

* SMI # 6398
Part number: E593011X-05
Hit Frequency: 31,25%
Percentage: 97,07%

* SMI # 6525
Part number: E595911X-05
Hit Frequency: 31,25%
Percentage: 89,35%

* SMI # 6526
Part number: E596011X-05
Hit Frequency: 31,25%
Percentage: 91,03%

* SMI # 6527
Part number: E596111X-05
Hit Frequency: 31,25%
Percentage: 93,12%

* SMI # 6528
Part number: E596311X-05
Hit Frequency: 31,25%
Percentage: 94,96%

* SMI # 6529
Part number: E596211X-05
Hit Frequency: 31,25%
Percentage: 97,04%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=45362&o=2

$end


$info=smi6303,smi6304,smi6305,smi6306,smi6307,smi6530,smi6531,smi6532,smi6533,smi6534,
$bio

Grand Slam (c) 200? Bally Gaming, Incorporated.

3-Coin buy-a-pay.

- TECHNICAL -

Bally 6000 Series

- TRIVIA -

* SMI # 6303
Part Number: E605811X-05
Hit Frequency: 45,31%
Percentage: 95,07%

* SMI # 6304
Part Number: E605911X-05
Hit Frequency: 43,75%
Percentage: 89,32%

* SMI # 6305
Part Number: E606011X-05
Hit Frequency: 43,75%
Percentage: 91,22%

* SMI # 6306
Part Number: E606111X-05
Hit Frequency: 45,31%
Percentage: 93,13%

* SMI # 6307
Part Number: E606211X-05
Hit Frequency: 45,31%
Percentage: 97,08%

* SMI # 6530
Part number: E596411X-05
Hit Frequency: 45,31%
Percentage: 88,92%

* SMI # 6531
Part number: E596511X-05
Hit Frequency: 45,31%
Percentage: 90,97%

* SMI # 6532
Part number: E596611X-05
Hit Frequency: 45,31%
Percentage: 93,12%

* SMI # 6533
Part number: E596711X-05
Hit Frequency: 45,31%
Percentage: 95,05%

* SMI # 6534
Part number: E596811X-05
Hit Frequency: 45,31%
Percentage: 97,02%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=45360&o=2

$end


$info=sc1gslam,
$bio

Grand Slam (c) 1995 ELAM

- TECHNICAL -

Model 6363

- TRIVIA -

Grand Slam was released in September 1995.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=21288&o=2

$end


$saturn,sat_cart=gslamu,
$bio

Grand Slam [Model T-7004H] (c) 1996 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60048&o=2

$end


$info=granslam,granslam4,
$bio

Grand Slam (c) 1983 Bally Midway Mfg. Co.

- TECHNICAL -

Model Number: 1311

- TRIVIA -

Grand Slam was released in December 1983. 1,000 units were produced.

- STAFF -

Designer : Greg Kmiec
Artwork : Doug Watson

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5433&o=2

$end


$info=gstriker,gstrikera,gstrikerj,
$bio

Grand Striker - Human Cup (c) 1993 Human Amusement.

A soccer game from Human.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 10 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2610 (@ 8 Mhz)

Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048

Players : 2
Control : 8-way joystick
Buttons : 4

- TRIVIA -

Grand Striker was released in August 1993.

- SERIES -

1. Grand Striker - Human Cup (1993)
2. Grand Striker 2 (1996)

- STAFF -

Program direction : Shin Umezawa, Masato Masuda
Main programmer : Hiroshi Sasaki
Programmers : Shigeaki Nezu, Kazuhiro Uebayashi
Main graphic designer : Kenji Kimura
Visual director : Hisashi Satoh
Graphics designers : Yoshinori Asakura, Satoru Itoh, Toshiyuki Ohhashi, Kouji Kaneda, Tsuyoshi Kinoshiro, Kazuo Komuro, Shigeki Sugimoto
Sound production : H.E.L.P.
Music composition : Hironori Tanaka, Masahiro Yonezawa, Kanako Yamakita, Konomi Itoh, Katsunari Kitajima
SE & Music programmer : Masamichi Yamazaki
Music driver programming : Kouji Niikura, Tomoyuki Takano
Game designer : AM "King of Striker" Team
Director : Midori Masato

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1002&o=2

$end


$info=gstrik2,gstrik2j,
$bio

Grand Striker 2 (c) 1996 Human Amusement.

A soccer game from Human with more teams to choose from and better graphics from the original.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 16 Mhz)
Sound CPU : Zilog Z80 (@ 8 Mhz)
Sound Chips : Yamaha YM2610 (@ 8 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Released in February 1996.

Grand Striker 2 has adverts for "Blazing Tornado" on the boards.

- SERIES -

1. Grand Striker - Human Cup (1993)
2. Grand Striker 2 (1996)

- STAFF -

Producer : Masato Masuda
Planner : RCB Ohmura
Programmers : Venuss Itoh, Suzuki Keizo (Mad Dog), Kasa P!, Fuliski Okuno, Chiiko
System analysis : Chiiko, Toshimaro Adachi
Graphic designers : Hisashi Sato, Ryuji Kakegawa, Ryo Kato, Sapporo Visual Center
Human Oekaki Club : Hoehoe Q, Teltel 7
Sound composers : Chiyomaru Shikura, Pudding Takano
Sound programmers : Chiyomaru Shikura, Pudding Takano, Nobuo Fujii, "Atcky" Yuda!
Sound engineer : Nobuo Fujii
Sound effects : Pudding Takano
Guitar player : Chiyomaru Shikura
Special voices : Taco Fiorey, Ese Kunie, Kengo Itoh SS, Teltel 7

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1003&o=2

$end


$gbcolor=gta2u,
$bio

Grand Theft Auto 2 [Model CGB-BGAE-USA] (c) 2000 Rockstar Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67970&o=2

$end


$gbcolor=gta2,
$bio

Grand Theft Auto 2 [Model CGB-BGTP-EUR] (c) 2000 Rockstar Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67968&o=2

$end


$gba=gtau,
$bio

Grand Theft Auto Advance [Model AGB-BGTE-USA] (c) 2004 Rockstar Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70842&o=2

$end


$gba=gta,
$bio

Grand Theft Auto Advance [Model AGB-BGTP] (c) 2004 Rockstar Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70841&o=2

$end


$gbcolor=gtau,
$bio

Grand Theft Auto [Model DMG-AOAE-USA] (c) 1999 Rockstar Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67967&o=2

$end


$gbcolor=gta,
$bio

Grand Theft Auto [Model DMG-AOAP-EUR] (c) 1999 Rockstar Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67966&o=2

$end


$info=grndtour,
$bio

Grand Tour (c) 1993 IGS.

A "Columns" style game where you are rewarded with pictures of beautiful women for each level you clear.

- TECHNICAL -

Game ID : 0036-5

Main CPU : Zilog Z80 (@ 6 Mhz)
Sound Chips : YM2413 (@ 3.579545 Mhz)

Screen orientation : Horizontal
Video resolution : 512 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024

Players : 2
Control : 8-way joystick
Buttons : 4

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1004&o=2

$end


$cpc_cass=rally2,
$bio

Grand-Prix Rally II [Model SOFT 06012] (c) 1985 Amsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98829&o=2

$end


$x68k_flop=grandifl,
$bio

Grandi Florum - Mischief of Iveris (c) 1990 Compac [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87742&o=2

$end


$saturn,sat_cart=grandiaa,grandia,
$bio

Grandia (c) 1997 Game Arts Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59204&o=2

$end


$saturn,sat_cart=granddma,granddm,granddmb,
$bio

Grandia - Digital Museum (c) 1998 Game Arts Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59205&o=2

$end


$gbcolor=grandia,
$bio

Grandia - Parallel Trippers [Model CGB-BGEJ-JPN] (c) 2000 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67971&o=2

$end


$saturn,sat_cart=grandpre,
$bio

Grandia - Prelude (c) 1997 Game Arts Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59206&o=2

$end


$nes=grandia,grandiaa,
$bio

Grandia [Model ES-1078] (c) 199? Waixing Computer & Technology Co., Ltd. [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76786&o=2

$end


$saturn,sat_cart=grandrd,
$bio

GranDread (c) 1997 Banpresto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59203&o=2

$end


$pc98=grandslm,
$bio

Grandslam (c) 19?? Kousarukui

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89624&o=2

$end


$megadriv=grandsl,
$bio

GrandSlam - The Tennis Tournament (c) 1992 Sega Enterprises, Limited.

- TRIVIA -

Reviews:
[FR] August 1992 - Joypad N.11: 62/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56550&o=2

$end


$megadriv=grandslj,
$bio

GrandSlam - The Tennis Tournament '92 (c) 1992 Telenet [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56549&o=2

$end


$info=m4grands,m4grandsa,
$bio

Grandstand Club (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41334&o=2

$end


$gbcolor=granduel,granduels,
$bio

Granduel - Shinki Dungeon no Hihou [Model CGB-ADVJ-JPN] (c) 1999 Bottom Up

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67972&o=2

$end


$cpc_cass=granghil,
$bio

Grange Hill (c) 1987 Bug Byte

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96548&o=2

$end


$cpc_cass=granghils,
$bio

Grange Hill [Model 160071] (c) 1987 Mind Games Espana, S.A.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96547&o=2

$end


$snes=granhist,granhista,
$bio

Granhistoria - Genshi Sekaiki (c) 1995 Banpresto

- TECHNICAL -

Game ID: SHVC-AIRJ-JPN

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61403&o=2

$end


$info=granny,
$bio

Granny and the Gators (c) 1983 Bally Midway Mfg. Co.

A combination of a scaled down pinball machine and a video game.

- TECHNICAL -

Bally/Midway MPU AS-2518-133
Model Number : 369

Main CPU : M6800 (@ 895 KHz), M6809 (@ 895 KHz)
Sound CPU : Motorola M6803 (@ 895 KHz)
Sound Chip : DAC

- STAFF -

Designer : Jim Patla
Artwork : Pat McMahon, Margaret Hudson

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5434&o=2

$end


$wscolor=gransta,
$bio

Gransta Chronicle [Model SWJ-MGTC01] (c) 2002 Megatron

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86444&o=2

$end


$psx=granstre,
$bio

Granstream Denki (c) 1997 Sony Computer Ent., Inc.

Many years ago an ancient world is nearly destroyed by war. Two sides - the Army of the Empire of Sorcery and the Army of the Federation of Spirits are fighting for the dominance of their culture. One of the nations unlocked the seal of the forbidden super-weapon causing a massive catastrophe which plunged the world into complete darkness and flooded the Earth.

Four wise men, with extraordinary magic powers lifted up four continents into the air with their magic spells, saving the human race from total extinction . But now the wise men are gone and the continents are slowly sinking into the water. It is even rumoured that the Army of the Empire of Sorcery is on the move once again. The only hope left for the salvation of humanity is the glowing Sceptre, a legendary object which has been entrusted to a young boy named Eon.

The Granstream Saga is an epic role playing game, and a lot more. The storyline is extremely engaging, and the battle scenes have the feel of a 3D fighting game. There are no cumbersome menus to use during fighting, instead you can manoeuvre quickly and easily around your enemies, attacking them from all sides. With over 1 000 weapons combinations and loads of hostile characters, this game has plenty of action.

Unlike most role playing games, you have complete control over your character, and can gain experience as you make your way through the different levels. There are many obstacles to overcome and you need to use a combination of skills and magic spells to help you on your quest.

Can you stop a civilisation sinking slowly towards despair?

- TECHNICAL -

Game ID: SCPS-10046

- TRIVIA -

Released on November 06, 1997 in Japan.

Export releases:
[US] "The Granstream Saga [Model SLUS-00597]"

- STAFF -

Shade
Producer: Ryoji Akagawa
Director, Game Design & Systems: Koji Yokota
Production Director: Atsushi Nagashima
Sound Director: Takafumi Fujisawa
Sound Assistant Director: Masamichi Seki
Character Design: Takayuki Goto
Monster Design: Rei Nakahara
World Design: Hiromasa Ogura
Scenario: Tomoyoshi Miyazaki, Masami Ohkubo
Writer (English Version): Maya Haller
Writer, Animation Sequences (English Version): Angelo Grillo
Programming & Tools: Toru Iwata, Shigeto Murata, Makoto Kuniyoshi, Hiroaki Gotoh, Yukio Takahashi
CG Design, Modelling & Animation: Makoto Takahashi, Kazuyoshi Watanabe, Hisashi Yokota, Wataru Yanagawa
Music & Sound Effects: Masanori Hikichi, Miyoko Kobayashi, Takako Ochiai
Debug Manager: Michiko Ogawa
Trouble Shooter: Yoshiko Furusawa
Title Logo Design: Eiichi Abe
Executive Producer: Akira Satou

Shade (Animation Sequences)
Director: Koji Yokota
Storyboards: Kenji Kamiyama
Character Design & Art Director: Takayuki Goto
Artists: Mitsuru Ishihara, Masaru Hyodo, Akihisa Maeda, Atsuo Tobe, Akiharu Ishii, Miyako Yatsu
Animation Checker: Chieko Ichimanda
Animators: Production I.G, Yoshimasa Yamazaki, Sawako Yajima, Mika Nakabayashi, Hiroyo Izumi, Hiromi Igarashi, Masayo Ogura, Satsuki Wada, Madoka Nakamura, Kyoji Asano, Satoe Furiwara, I. G. Niigata, Hiroyuki Oka, Kazuhiro Satoh, Kazuya Ishizaki, Kenji Adachi, Kumiko Susuki, Studio OnePack, Studio Live
Colouring: Shuichi Sato
Animation Finishing: Production I.G, Hiromi Uchibayashi, Kazue Inoue, Miki Sakuma, Kokubunji Studio
Background Director: Hiromasa Ogura
Backgrounds: Ogura Kohboh, Takashi Wakao
Music: Kohei Tanaka
Composer: Masanori Hikichi
Arranger: Akifumi Tada
Music Producer: Akihiko Shimizu
Musicians: Midori Takada, Momoko Kamiya, Shin Kazuwara, Yoshikazu Kishi, Nobuo Katoh, Taro Kiyooka, Eijiro Nakagawa, Osamu Matsumoto, Otohiro Fujito, Mitsuo Matsuura, Hiroshi Wada, Takashi Asahi, Takeshi Shinohara, Hiromi Sano, Hiroshi Shibayama, Wasatsugu Shinozaki Group, Juntaro Saito, Tomoyuki Asakawa, Kiyoshi Sato, Kohei Tanaka, Minoru Maruo
Recording Engineer: Juji Nakamura, Takeshi Takizawa
Animation Directors: F. Scott Frazier, Nobuko Mitzuta
AVID Editor: Jay Film
D2 Mastering: Cue Tech
Production Process: Hirofumi Hayasaki, Takeshi Arai
Production Manager: Syoichi Matsui
Animation Director: Production I.G
Special Thanks: Kazuhiro Masuda, Arc Entertainment Inc

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85221&o=2

$end


$fm7_cass=graph,
$bio

Graph (c) 198? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93727&o=2

$end


$cpc_cass=graphpak,graphpaks,
$bio

Graph Pack [Model AMS-303] (c) 1986 Software Center

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96549&o=2

$end


$msx2_flop=graphsar10,graphsar,graphsarbgraphsarc,graphsara,
$bio

Graph Saurus (c) 1989 Bit2 [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101696&o=2

$end


$bbca_cass,bbcb_cass=gradvcre,
$bio

Graphic Adventure Creator (c) 1986 Incentive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51909&o=2

$end


$m5_cass=graphic,
$bio

Graphic Designer (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95317&o=2

$end


$cpc_cass=graphdsg,
$bio

Graphic Designer [Model VD 042] (c) 1985 VisioData

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96550&o=2

$end


$spc1000_cass=gfxedd,
$bio

Graphic Editor D (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83517&o=2

$end


$mc10=graphrou,
$bio

Graphic Routine (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87632&o=2

$end


$x1_flop=graphtol,
$bio

Graphic Tool (c) 198? Sharp [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86001&o=2

$end


$mc10=graphmod,
$bio

Graphics Modes of MC-10 (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87633&o=2

$end


$cpc_cass=graphis,
$bio

Graphis (c) 1985 Micro Bureautique

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96551&o=2

$end


$cpc_cass=graphist,
$bio

Graphisto (c) 1985 Sprites [France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96552&o=2

$end


$bbca_cass,bbcb_cass=graphito,
$bio

Graphito (c) 1984 Addison-Wesley

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51910&o=2

$end


$cpc_cass=grapholg,
$bio

Graphologie (c) 1985 Cobra Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96553&o=2

$end


$info=cgraplop2,
$bio

Graplop (c) 1984 Data East USA, Incorporated.

North American release. Game developed in Japan. FOr more information about the game itself, see the original Japanese release entry; "Cluster Buster [Model DT-128]".

- TECHNICAL -

Runs on the "DECO Cassette System" hardware
Cartridge ID: Model DT-128

- TRIVIA -

Graplop was available in July 1984 in North America.

The original title screen, Cluster Buster, was not replaced by the Export name, but was simply removed.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69729&o=2

$end


$c64_cart,c64_flop=grappler,
$bio

Grappler CD (c) 1984 Orange Micro

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53591&o=2

$end


$info=grasspin,
$bio

Grasspin (c) 1983 Jaleco Company, Limited. [Japan Leisure].

- STAFF -

Designed by: CHRISTOPHER STAMPER, JOHN LATHBURY

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62080&o=2

$end


$info=gratia,gratiaa,
$bio

Gratia - Second Earth (c) 1996 Jaleco.

A horizontal scrolling shooter from Jaleco.

- TECHNICAL -

Jaleco Mega System 32 hardware

Main CPU : V70 (@ 20 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : YMF271 (@ 4 Mhz)

Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768

Players : 2
Control : 8-way joystick
Buttons : 3

- UPDATES -

Version 91022-10
Version 92047-01

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1005&o=2

$end


$info=gravitar,gravitar1,gravitar2,
$bio

Gravitar (c) 1982 Atari.

Gravitar is a 1- or 2-player game with a color X-Y video display. This new display, with its three color guns and higher voltage, has the same technology that was used in previous Atari black-and-white X-Y displays. However, the screen now displays dazzling colors and unique visual effects. 

The player controls a space ship in three different solar systems. Each solar system consists of a home base, a death star, a red alien planet and four regular planets. Each planet has its own unique terrain. 

The red alien planet is the home of shooting alien ships. Some of the regular planets may have flying alien rammers to be avoided or shot down. The four planets all have fuel cells to be retrieved with a tractor beam and alien bunkers that fire shells. Successfully destroying all of the bunkers results in a MISSION COMPLETE message at the top of the screen. Achieving MISSION COMPLETE allows the player to collect bonus if he can evade the rammers when leaving the planet. If successful, he will be placed back in the solar system. 

A player has two ways to advance to the next solar system. The first is to successfully complete a mission on all four regular planets. The second way is to complete a mission on the red alien planet, which establishes a link into the next solar system. 

The play mode begins in the first solar system with the player's blue ship in the center of the screen at home base. There are four regular planets plus a fifth red alien planet and a death star arranged clockwise around the screen in increasing order of difficulty. The planets are worth 2,000, 4,000, 6,000, and 8,000 points with a value of 9,000 points on the alien planet. The positions of the alien planet and the death star vary in the second and third solar systems. After the first solar system all planets are valued at 9,000 points. The death star, located near home base, is the center of gravity in each solar system. Colliding with it results in the loss of one life, and the player returns to home base. 

The words SCORE (with current total score), FUEL (running total of original 10,000-point fuel supply), and BONUS (decreasing point value of planet under attack) appear at the top of the screen throughout game play. 

Player controls consist of LEFT ROTATE, RIGHT ROTATE, FIRE, THRUST, and TRACTOR/SHIELD yellow pushbuttons. Use FIRE to shoot targets. A player has four shells that must hit a target or must travel their full distance in order to be reloaded. TRACTOR/SHIELD retrieves fuel with a tractor beam and shields the ship from alien shots. The TRACTOR/SHIELD does not prevent the ship from crashing into land or alien ships. TRACTOR/SHIELD and THRUST decrease the player's fuel supply. Using these controls together decreases the fuel supply even faster. 

Blue fuel cells are positioned just below a planet's surface. There are two, three, or four fuel cells per planet terrain (depending on level of game play). Each cell beamed aboard ship with TRACTOR is worth 2,500 fuel units. 

If the player's ship is above the highest point on some planet terrains, flying alien rammers attack him. Shooting a rammer scores 100 points. 

If the player gets too close to a shooting alien ship, he is involved in a one-on-one space dogfight, and either he or the alien ship must die. If the player is victorious, he returns to the solar system at his original spot; if the alien ship wins, the player loses a life and returns to home base. 

Red alien bunkers appear on each planet. There are 2, 4, 6, or 8 bunkers per surface (depending on the difficulty of the planet). The bunkers fire shots to protect the fuel cells. Exploding a bunker scores 250 points. Exploding all bunkers in a solar system displays a MISSION COMPLETE message. 

The word SUPERBONUS and the number of superbonus points appear in the middle of the screen only after a completed mission on the first planet in the first solar system. These superbonus points are awarded on the basis of initial difficulty of the first planet successfully completed. The higher the bonus point value of the planet attacked, the higher the superbonus awarded. No superbonus points are awarded for attacking the 2,000-point (easiest) planet or for attacking the four regular planets in consecutive order of difficulty. 

A player may fly to any planet he chooses. The number beside each planet is the starting number of bonus points for that planet. Entering a planet causes the distinct planet terrain to appear. To get maximum points, the player must shoot all alien bunkers and see MISSION COMPLETE at the top of the screen. A player may exit a planet at any time; he does not have to stay any longer than he wishes. 

The red alien planet (worth 9,000 points) is home for red alien ships that must be shot down or avoided. The alien planet looks the same in every solar system: terrain consists of a spiral tunnel with a reactor at its end. Under a decrementing timer, the player must maneuver through the tunnel without hitting the walls and shoot the reactor (Hitting the walls or not escaping in time places the player back at home base). Shooting the reactor will make it glow and pulsate. Then the player must escape before the timer reaches zero (In the next solar systems, the timer of the alien planet decreases by two seconds, and there are shooting bunkers to overcome). Completing the mission on the alien planet places the player in the next solar system with an additional 7,500 fuel points. 

Gravitar progresses by waves of planets (new solar systems). Successfully destroying the reactor and escaping from the red alien planet, or achieving a MISSION COMPLETE on all four regular planets places the player in the next solar system (next level of game play). The 4 levels of game play are described as follows : 

a. Regular gravity 
b. Negative gravity 
c. Regular gravity with invisible landscape and maximum difficulty 
d. Negative gravity with invisible landscape and maximum difficulty 

Alien ship speed and firing frequency, rammer speed, bunker firing frequency, and bonus points are all based on time elapsed in game play. Both regular and negative gravity increase, depending on the initial planet bonus level. 

The game ends when all lives are used up or when player is out of fuel.

- TECHNICAL -

Game ID : 136010 

Main CPU : MOS Technology M6502 (@ 1.512 Mhz) 
Sound Chips : (2x) POKEY (@ 1.512 Mhz) 

Screen orientation : Horizontal 
Vector display (1024x768) 

Players : 2 
Buttons : 5 (LEFT ROTATE, RIGHT ROTATE, FIRE, THRUST, TRACTOR/SHIELD)

- TRIVIA -

Gravitar was released in August 1982. 

5,427 units were produced and original selling price was $2,095. 

Developed in 14 months, Gravitar was the first game that Mike Hally produced and designed for Atari. The concept of Gravitar was based on a combination of "Lunar Lander" and "Asteroids". 

Gravitar has a color X-Y video display. This display, with its three color guns and higher voltage, has the same technology that was used in previous Atari black-and-white X-Y displays. However, the screen now displays dazzling colors and unique visual effects. 

Gravitar was the first game to have a real-time dynamic perspective - When you enter a planet, the screen zooms in to give you a closer look. Unfortunately, it was a colossal failure, primarily because of its difficulty. While beautiful to look at for its time, the learning curve was too steep too early - When you're plugging quarters into a machine, you stop playing a tough game. But interest in the title has resurged among hard-core arcade gamers. This is because once the controls are mastered, the game is phenomenally addictive. 

The default high score screen of "Cyberball 2072" features names of many Atari arcade games, including GRAVITAR. 

Dan Coogan, of Phoenix, AZ set a new Gravitar world record, scoring 8,029,450 points on December 23, 2006, playing for 23 hours and 15 minutes. The previous world record was 4,722,200, which reigned for 24 years, set by Ray Mueller of Boulder, CO on December 4, 1982, playing for 12 hours and 21 minutes. 

A Gravitar unit appears in the 1983 movie 'WarGames', in the 1983 movie 'James Bond 007 - Never Say Never Again' and in the 1987 movie 'Death Wish 4 - The Crackdown'. 

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

The prototype of this game is known as "Lunar Battle".

- SCORING -

Obstacles : 
Red bunker : 250 points 
Rammer : 100 points 
Alien Ship : 100 points 

Each planet has a bonus that constantly decreases with elapsed game time. 
A superbonus is awarded after the first MISSION COMPLETE is achieved. 
Planet Bonus 9,000 - Superbonus 20,000 
Planet Bonus 8,000 - Superbonus 12,000 
Planet Bonus 6,000 - Superbonus 6,000 
Planet Bonus 4,000 - Superbonus 2,000 
Planet Bonus 2,000 - Superbonus 0

- TIPS AND TRICKS -

* Depending on the highest score, 1 of 8 list names appears above the table of initials... 
Between 0 and 20,000 points : FLUNKY 
Between 20,001 and 40,000 points : GUNNER 
Between 40,001 and 80,000 points : CO-PILOT 
Between 80,001 and 100,000 points : PILOT 
Between 100,001 and 200,000 points : ACE PILOT 
Between 201,001 and 400,000 points : KILLER PILOT 
Between 400,001 and 800,000 points : PONTIUS PILATE 
Above 800,000 points : GOTTA-BE-LUCKY 

* A Well Known Cheat/Bug : At a joint between 2 vectors (>90 degrees), position yourself below and shoot straight up. If you can align yourself just right, the shots will travel through the walls at the joint. Without moving from side to side, just thrust up and voila, you are now inside the wall. You can now move around and shoot the gun pods from behind. This is especially useful if you can get under the world! 

* Hint 1 : Develop skill for controlling the space ship in regular and negative gravity. 

* Hint 2 : Beam up fuel cells with TRACTOR/SHIELD. 

* Hint 3 : Attack the red alien planet first for maximum challenge and 20000 bonus points! Completion of this planet immediately places a player in the next solar system where all planets are worth 9000 bonus points. 

* Hint 4 : Attack more difficult planets early in the game for higher bonus points. 

* Hint 5 : Many planet terrains have safe areas or 'blind spots' from which the player can safely shoot at bunkers.

- STAFF -

Designed by : Mike Hally (MLH)
Programmed by : Rich Adam (RDA)
Tech & hardware designer : Joe Coddington (JOE)

Others : Owen Rubin (ORR), Mark Cerny (MEC), Brad Chaboya (BRD)

- PORTS -

* Consoles : 
Atari 2600 [US] (1983) "Gravitar [Model CX2685]" 
Atari 2600 [US] (1988) "Gravitar" 
Sony PlayStation [US] (2001) "Atari Anniversary Edition Redux [Model SLUS-01427]" 
Sega Dreamcast [US] (July 2, 2001) "Atari Anniversary Edtion [Model T-15130N]" 
Sony PlayStation [US] (March 1, 2002) "Atari Anniversary Edition Redux [Model SLES-03808]" 
Microsoft XBOX [US] (November 16, 2004) "Atari Anthology [Model 26084]" 
Sony PlayStation 2 [US] (November 22, 2004) "Atari Anthology [Model SLUS-21076]" 
Microsoft XBOX [EU] (November 26, 2004) "Atari Anthology" 
Sony PlayStation 2 [EU] (February 18, 2005) "Atari Anthology [Model SLES-53061]" 
Microsoft XBOX [JP] (August 4, 2005) "Atari Anthology [Model B7X-00001]" 

* Handhelds : 
Nintendo DS [UK] (March 11, 2005) "Retro Atari Classics [Model NTR-ATAE-UKV]" 
Nintendo DS [EU] (March 11, 2005) "Retro Atari Classics [Model NTR-ATAE-EUR]" 
Nintendo DS [US] (March 16, 2005) "Retro Atari Classics [Model NTR-ATAE-USA]" 
Nintendo DS [JP] (June 30, 2005) "Atarimix Happy 10 Games [Model NTR-ATAJ-JPN]" 
Nintendo DS [AU] (November 2007) "Retro Atari Classics [Model NTR-ATAE-AUS]" 
Nintendo DS [US] (November 2, 2010) "Atari Greatest Hits Vol.1 [Model NTR-BR6E-USA]" 
Nintendo DS [EU] (February 24, 2011) "Atari Greatest Hits Vol.1 [Model NTR-PR6P-EUR]" 

* Computers : 
PC [MS Windows, CD-ROM] [US] (April 4, 1998) "Atari Arcade Hits 2" 
PC [MS Windows, CD-ROM] [EU] (2000) "Atari Arcade Hits 2" 
PC [MS Windows, CD-ROM] [US] (July 9, 2001) "Atari Anniversary Edition" 
PC [MS Windows, CD-ROM] [EU] (December 14, 2001) "Atari Anniversary Edition" 
PC [MS Windows, CD-ROM] [US] (November 11, 2003) "Atari - 80 Classic Games in One! [Model 25069J]" 
PC [MS Windows, CD-ROM] [EU] (June 10, 2005) "Atari - 80 Classic Games in One! [Replay]" 

* Others : 
Apple Store [US] (2012) "Atari Greatest Hits" 
Google Play [US] (2012) "Atari Greatest Hits"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1006&o=2

$end


$a2600=gravitarc,
$bio

Gravitar (c) 19?? CCE

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50552&o=2

$end


$a2600=gravitar,gravitarp,
$bio

Gravitar (c) 1983 Atari, Inc.

Your task is to break Gravitar's hold on the 12 solar systems under his power. You can do this by destroying all bunkers on every planet or by setting off the reactor in the alien reactor base.

Each solar system consists of a killer sun, an alien reactor base, and three or four blockaded planets - each housing fuel deposits and enemy bunkers.

To move from one solar system to the next, you must either visit all the planets and destroy every enemy bunker or activate the reactor at the core of the alien reactor base and escape before it explodes.

When you complete your mission in the three solar systems of one galaxy, you are automatically transported to another galaxy, where your rescue mission will continue.

You start the game with 6 to 100 starships, depending on the game level, and with 10,000 fuel units. Your ship consumes fuel every time you use your thrust engines, activate your shields, or extend your tractor beam. A warning beep sounds when your fuel level goes below 2,000 units.

The game ends when you run out of fuel or lose all your spaceships. When you complete your mission, the game resets and your points continue to accumulate.

- TECHNICAL -

Model CX2685

- SCORING -

You score points for destroying enemy saucers, rammers, and bunkers. Each time you enter a new solar system, you can receive 7,000 fuel units, two bonus ships, and 4,000 extra points. You can earn a total of 999,950 points before the score resets. At the end of a game, your final score appears below the game level number.
Saucer: 100 points.
Rammer: 100 points.
Bunker: 250 points.
Fuel depot: 5,000 fuel units.
Bonus ship: Every 10,000 points.

- TIPS AND TRICKS -

Be careful when using your shields. Although they protect your ship from enemy fire, your shields will not withstand a crash or collision with an enemy ship.

When leaving the entry port, rotate the ship to the left or right; then thrust forward to move away from the sun.

Use a light touch on your joystick when thrusting. If your ship hits the side of the screen, it will be repelled by a force field and may be hard to control.

Since the force of gravity gets stronger as you near a planet's surface, aim the nose of your ship away from the planet when picking up fuel. You can then thrust away from the surface as soon as you have the fuel.

To pick up the fuel, steer your ship over the fuel depot and activate the tractor beam by pulling the joystick handle toward you. You can pick up fuel with your ship aimed in any direction.

When picking up fuel, pull back on your joystick and quickly release it. You'll use a minimum amount of energy, and your chances of crashing will be reduced.

You may want to wait until you have destroyed every bunker on a planet before you beam up the fuel. Be careful not to fly near the top of the screen or you'll enter the solar system before you get all the fuel.

When traveling through the dark galaxies, you can find out where the planet surface is by firing missiles. Each time your missile hits, the explosion will briefly illuminate the landscape. This technique works in the alien reactor base as well.

- PORTS -

* Consoles : 
Microsoft XBOX [US] (November 16, 2004) "Atari Anthology [Model 26084]" 
Sony PlayStation 2 [US] (November 22, 2004) "Atari Anthology [Model SLUS-21076]" 
Sony PlayStation 2 [EU] (February 18, 1005) "Atari Anthology [Model SLES-53061]" 
Microsoft XBOX [EU] (November 26, 2004) "Atari Anthology" 
Microsoft XBOX [JP] (August 4, 2005) "Atari Anthology [Model B7X-00001]" 

* Handhelds : 
Nintendo DS [US] (November 2, 2010) "Atari Greatest Hits Vol.1 [Model NTR-BR6E-USA]" 
Nintendo DS [EU] (February 24, 2011) "Atari Greatest Hits Vol.1 [Model NTR-BR6P-EUR]" 

* Computers : 
PC [MS Window, CD-ROM] [US] (November 11, 2003) "Atari - 80 Classic Games in One! [Model 25069J]"
PC [MS Window, CD-ROM] [EU] (June 10, 2005) "Atari - 80 Classic Games in One! [Replay]" 

* Others : 
Atari 10 in 1 TV Game [US] (2002) by Jakk's Pacific 
Atari Flashback [US] (2004)
Atari Flashback 3 [US] (September 16, 2011) by AtGames 
Atari Flashback 4 [US] (November 13, 2012) by AtGames 
Atari Flashback 5 [US] (October 1, 2014) by AtGames

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50551&o=2

$end


$amigaocs_flop=gravity,
$bio

Gravity (c) 1990 Image Works

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74183&o=2

$end


$pc98=grayston,
$bio

Graystone Saga - Demon's Fountain (c) 1994 Pegasus Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89625&o=2

$end


$info=gtmr,gtmre,gtmrusa,gtmra,gtmrb,gtmro,
$bio

Great 1000 Miles Rally (c) 1994 Kaneko.

A racing game featuring classic cars from Ferrari, Alfa Romeo, Mercedes Benz and more.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 16 Mhz)
Sound Chips : (2x) OKI6295 (@ 12 Khz)

Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768

Players : 2
Control : paddle
Buttons : 2

- TRIVIA -

Released in June 1994.

Based on a race that occured in Italy from Brescia to Rome and return yearly between 1927-1938 and 1945-1950 called the '1000 Miglia'.

- UPDATES -

* First revision (June 1994)

* Second revision (July 1994)

* Evolution Model (September 1994) :
1. Intro has been changed slightly (windowed animations play first, car throws off smoke, sound effects play).
2. Levels have been slightly changed (ramps removed, added, etc.).
3. Player's car throws off a lot more smoke when driving.
4. Player's car bursts into flames when time runs out.
5. Title screen now has animated letters and no Italian flag.
6. Two additional cars (for a total of 12) : RacerX and FireBall.
7. Two different colors for most cars (as opposed to only one).
8. When AI cars are hit they burst into flame instead of throwing off sparks.

- SERIES -

1. Great 1000 Miles Rally (1994)
2. Mille Miglia 2 - Great 1000 Miles Rally (1995)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1007&o=2

$end


$info=gtmr2u,
$bio

Great 1000 Miles Rally 2 USA (c) 1995 Kaneko.

A racing game from Kaneko.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 16 Mhz)
Sound Chips : (2x) OKI6295 (@ 12 Khz)

Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768

Players : 2
Control : dial
Buttons : 8

- TRIVIA -

Released in May 1995.

This game is known outside US as "Mille Miglia 2 - Great 1000 Miles Rally".

Based on a race that took place in Italy from Brescia to Rome and return yearly between 1927-1938 and 1945-1950 called the '1000 Miglia'.

The car/track select screen uses a sample from the US Olympic TV theme.

- SERIES -

1. Great 1000 Miles Rally (1994)
2. Great 1000 Miles Rally 2 USA (1995)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3855&o=2

$end


$info=smisb0706,
$bio

Great Africa (c) 2011 Bally Tech., Incorporated.

- TECHNICAL -

SMI # SB0706

- TRIVIA -

Released in December 2011. Licensed to Bally Tech by Konami.

- SCORING -

Top Award (x line bet): 10,000

- TIPS AND TRICKS -

Odds to JP (30 lines played): 87,719

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=45970&o=2

$end


$cdi=greatag,
$bio

Great American Golf 2 (c) 1994 Xdra

Journey through time to see and hear the players, courses and events featured in the USGA championship golf. Great American Golf 1 spans the early days of golf, and Great American Golf 2 covers events from the 1960's to the 1990's. Both include segments of full-motion-video TV highlights. You'll get the complete story of modern American golf. Then land at Pebble Beach for a sudden death playoff with Iron Byron, The Babe, and Ben in Golf 2 or at the Far Hills Course in Golf 1. Or you can try your luck at the all-time greatest golf quiz.

- TECHNICAL -

Model 819 0041

- STAFF -

Designer: Sally Howard (Sketchy)
Techie Director: Peter Wilson
Project Manager: Richard Soppelsa
Scriptwriter: David Earl
Game Software and all the rest during the course of production: Stuie Pilkington
Quiz Software: Kevin Higgins (Yer Man)
Animation: Chris Beech (Sandy)
Visuals: Sam Toms (Son Of), Rachel Butcher
Game Illustrations: Steve Sharpe
Quiz Cartoons: Mark Bonsor
Software Support: Freeland Studios, The Alans'
Executive Producer: Alan MacNaught (Och, No)
Producer: Ted Toms (Erm)
Thanks to: Ann Diskbreaker, Many Dutch

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52880&o=2

$end


$astrocde=jigqb2b,
$bio

Great American Jigsaw + QB-2B (c) 1986 Esoterica

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86805&o=2

$end


$sms=greatbas,
$bio

Great Baseball (c) 1985 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56050&o=2

$end


$sms=greatbasj,greatbasj1,
$bio

グレートベースボール (c) 1985 Sega Enterprises, Limited.
(Great Baseball)

- TECHNICAL -

Game ID: C-505

- TRIVIA -

Released on December 15, 1985 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55867&o=2

$end


$sms=greatbsk,
$bio

Great Basketball (c) 1987 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56051&o=2

$end


$nes=gbatlcyb,
$bio

Great Battle Cyber (c) 1992 Banpresto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54147&o=2

$end


$nes=gboxing,
$bio

Great Boxing - Rush Up (c) 1990 Visco Corp. [Kyoto, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54148&o=2

$end


$bbca_cass,bbcb_cass=gbltd,
$bio

Great Britain Ltd (c) 19?? Hessel

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51911&o=2

$end


$cdi=greatbg,
$bio

Great British Golf (c) 1994 Philips Interactive Media, Incorporated.

This interactive disc will appeal to golfers the world over. Take an historical trip through 500 years of golfing history to see and hear the game's evolution, past masters, equipment and memorable moments. Many hours of TV viewing, in easily accessible segments are presented for your enjoyment and education. This hitherto unpublished collection, based on the material of St. Andrew's own British Golf Museum is sure to capture the imagination of young and old. When you think you know your golfing history try the trivia quiz against a friend or foe. Played in the form of match play on the Old Course at St. Andrews, this quiz can be teasingly testing for even the game's experts. And for a different challenge take your place in a sudden death playoff at St. Andrews with famous personalities from the past - Old Tom, Mary and The Captain. Select a ball from the choice of feathery, gutty and haskell, select clubs from the choice of brassie, cleek, mashie and niblick. Then play away and watch out for St. Andrews' surprise hazerds. To keep you down the middle the comments of Anderson the caddie will prove entertaining if not enlightening. This playoff can be nerve racking especially if you play your opponent for a small stake as golfers used to do, and still do today.

- TECHNICAL -

Model 6901592

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52881&o=2

$end


$megadriv=greatcirj,
$bio

Great Circus Mystery - Mickey to Minnie Magical Adventure 2 (c) 1994 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56551&o=2

$end


$amigaocs_flop=gcourts,
$bio

Great Courts (c) 1989 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74184&o=2

$end


$cpc_cass=greatcrt,
$bio

Great Courts (c) 1989 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96554&o=2

$end


$amigaocs_flop=gcourts2,
$bio

Great Courts 2 (c) 1991 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74185&o=2

$end


$amigaocs_flop=gcourts2a,
$bio

Great Courts 2 [Commodore Pack] (c) 1991 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74186&o=2

$end


$nes=greatdl,
$bio

Great Deal (c) 1991 Hector

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54149&o=2

$end


$info=m1gresc,m1gresca,m1grescb,m1grescc,m1grescd,m1gresce,m1grescf,m1grescg,m1gresch,m1gresci,m1grescj,m1gresck,m1grescl,m1grescm,m1grescn,m1gresco,m1grescp,m1grescq,
$bio

Great Escape (c) 199? Maygay Machines, Limited.

- TECHNICAL -

M1A/B

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61486&o=2

$end


$info=ep_gesc2,ep_gesc2a,
$bio

Great Escape 2 (c) 2002 Maygay.

- TRIVIA -

Great Escape 2 was released in September 2002.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40839&o=2

$end


$info=ep_geclb,ep_geclba,ep_geclbb,
$bio

Great Escape Club (c) 1998 Maygay.

- TRIVIA -

Great Escape Club was released in August 1998.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40837&o=2

$end


$info=ep_gresc,ep_gresca,
$bio

Great Escape (c) 2002 Maygay.

- TECHNICAL -

EPOCH

- TRIVIA -

Great Escape was released in April 2002.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=18202&o=2

$end


$a2600=greatesc,
$bio

Great Escape (c) 1983 Bomb.

- TECHNICAL -

Model CA282

- TIPS AND TRICKS -

HINT: If you hear the warning sound of an approaching Super Alien then glance immediately at your Long Range Scanner to see where it is in relation to your Space Ship, then FLEE!

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50553&o=2

$end


$sms=greatftb,
$bio

Great Football (c) 1987 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56052&o=2

$end


$info=mt_gfoot,
$bio

Great Football (c) 1987 Sega Enterprises, Limited.

- TECHNICAL -

Runs on the "Mega-Tech System" hardware.
Cartridge ID: 610-0239-19

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32406&o=2

$end


$sms=greatglf1,greatglfp,greatglk,
$bio

Great Golf (c) 1987 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56053&o=2

$end


$info=mt_ggolf,
$bio

Great Golf (c) 1989 Sega.

A golf game from Sega.

- TECHNICAL -

Runs on the "Mega-Tech System" hardware.
Cartridge ID: 610-0239-04

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2357&o=2

$end


$sms=greatglj,
$bio

グレートゴルフ (c) 1986 Sega Enterprises, Limited.
(Great Golf)

- TECHNICAL -

Game ID: G-1313

- TRIVIA -

Released on December 20, 1986 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55868&o=2

$end


$gameboy=greatgrd,
$bio

Great Greed [Model DMG-B6-USA] (c) 1993 Namco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66114&o=2

$end


$info=greatgun,
$bio

Great Guns (c) 1983 Stern Electronics.

Great Guns is a 1- or 2-player game presenting an attractively scenic and sharply defined series of target racks which generates competitive challenge for the players. Features a variety of target scenes (a total of 9 tantalizing scenes are possible depending on the players skill in shooting).

- TECHNICAL -

Main CPU : (2x) Zilog Z80 (@ 4 Mhz), Zilog Z80 (@ 3.5795 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.78975 Mhz)

Screen orientation : Horizontal
Video resolution : 256 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 256

Players : 2
Control : lightgun
Buttons : 4

- TRIVIA -

Great guns has a 'Skill Return' feature which will return player's coin or token in obtaining a pre-set score (adjustable).

- TIPS AND TRICKS -

Hint, Play With A friend! : When two players play, a bonus of additional bullets is awarded each player.

- STAFF -

Designed by Brian Pocklacki, Joseph Joos, Gordon Morison

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1008&o=2

$end


$info=greatgur,
$bio

Great Gurianos (c) 1986 Taito Corp.

Travel with the Great Gurianos as he battles his way through 4 stages against some of the toughest and most feared warriors ever to be found anywhere.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 6 Mhz), Zilog Z80 (@ 3 Mhz)
Sound CPU : Motorola M6809 (@ 750 Khz)
Sound Chips : YM2203 (@ 1.5 Mhz), OKI MSM5205 (@ 375 Khz)

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Great Gurianos was released in March 1986.

This game is also known as "Gladiator".

- PORTS -

* Computers : 
Amstrad CPC [EU] (1987) 
Commodore C64 [US] [EU] (1987) 
Sinclair ZX Spectrum [EU] (1987)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3841&o=2

$end


$cpc_cass=ggurians,
$bio

Great Gurianos [Encore] (c) 1987 Elite Systems, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96556&o=2

$end


$sms=greatice,
$bio

Great Ice Hockey (c) 1987 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55869&o=2

$end


$msx1_cart=greatlng,
$bio

Great Language (c) 1988 Barq

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77111&o=2

$end


$info=gmahou,
$bio

グレート魔法大作戦 (c) 2000 Capcom Company, Limited.
(Great Mahou Daisakusen)

In this impressive blend of an overhead shoot'em up with RPG characteristics, you must help a group of mystic bounty hunters save the earth against the evil Gobligan Underground Empire. Features excellent 2-D graphics and sound, awesome character & enemy artwork designs, a level-up and elemental-based weapon system and LOTS of hidden items!

- TECHNICAL -

Runs on the "CP System II" hardware.
Green Board [Japan]

Players: Up to 2
Control: 8-way joystick per player.
Buttons: 3 per player.

- TRIVIA -

Great Mahou Daisakusen was released in January 2000 by Capcom. Developed by Eighting/Raizing. It was known as the 31th CPS-II game.

Known Export release: "Dimahoo [Blue Board]" 

The title of this game translates from Japanese as 'Magic Great Military Operation'. The 'Dai' prefix in 'Daisakusen' means 'great', so to get technical the translation of this came could be 'Great Magic Great Military Operation'.

Miyamoto the Dragon has appeared in previous Eighting games such as "Mahou Daisakusen", "Shippu Mahou Daisakusen" as a selectable character and as a secret character in "Armed Police Batrider".

- TIPS AND TRICKS -

* To show up a menu of your collected treasures, press (ingame) Start for 2-3 sec. and press (while holding Start) Button 1.

* Secret Characters : Insert a coin and press Up(x2), Left, Down(x2), Right, A, B, A, B, A, Start. Four new planes are now selectable.

- SERIES -

1. Mahou Daisakusen (1993)
2. Shippuu Mahou Daisakusen - Kingdom-Grandprix (1994)
3. Great Mahou Daisakusen [Green Board] (2000)

- STAFF -

Main programmer: Yuichi Toyama
Planner & Designer: Ken-Ichi Yokoh
Progress control: Susumu Hibi
Producers: Masato Toyoshima, Tatsuya Minami
Sound: Manabu Namiki
Staff: Kazuyuki Nakashima, Yasunari Watanabe, Yoshitaka Ikeda, Hiroshi Satoh, Kenji Kawakita, Yukiko Sugiyama, Toshikazu Sahoda, Atsuhiro Motoyama, Ken-ichi Koyano, Nobuyuki Irie, Hiroshi Tahara, Tatsuya Uemura, Masahiro Yuge, Haruhisa Udagawa
Support from Capcom: Tomoshi Sadamoto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1009&o=2

$end


$pc8801_flop=greatreb,
$bio

Great Rebellion (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91947&o=2

$end


$info=gslgr94u,
$bio

Great Sluggers - Featuring 1994 Team Rosters (c) 1994 Namco.

A Major League Baseball game from Namco.

- TECHNICAL -

Namco System NB-1 hardware
Game ID : GSE

Main CPU : Motorola 68EC020 (@ 24.192 Mhz), M37702 (@ 16.128 Mhz)
Sound Chips : C352 (@ 16.128 Mhz)

Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 59.70 Hz
Palette colors : 8192

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Released in March 1994.

This game is an official licensed product of the MLBPA (Major League Baseball Players Association).

- SERIES -

1. Great Sluggers - New World Stadium (1993)
2. Great Sluggers - Featuring 1994 Team Rosters (1994)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1010&o=2

$end


$info=gslugrsj,
$bio

Great Sluggers - New World Stadium (c) 1993 Namco.

A Japanese baseball game from Namco.

- TECHNICAL -

Namco System NB-1 hardware
Game ID : GS

Main CPU : Motorola 68EC020 (@ 24.192 Mhz), M37702 (@ 16.128 Mhz)
Sound Chips : C352 (@ 16.128 Mhz)

Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 59.70 Hz
Palette colors : 8192

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Released in September 1993.

This game is an official licensed product of the MLBPA (Major League Baseball Players Association).

- SERIES -

1. Great Sluggers - New World Stadium (1993)
2. Great Sluggers - Featuring 1994 Team Rosters (1994)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1011&o=2

$end


$info=mt_gsocr,
$bio

Great Soccer (c) 1989 Sega.

A soccer game from Sega.

- TECHNICAL -

Runs on the "Mega-Tech System" hardware.
Cartridge ID: 610-0239-05

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2358&o=2

$end


$sms=greatscr,
$bio

Great Soccer (c) 1985 Sega of America, Incorporated.

North American release.

- TECHNICAL -

Game ID: 5059

- TRIVIA -

This game is known outside North America as "World Soccer", and in Brazil as "Super Futebol".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56054&o=2

$end


$sms=greatscrj,
$bio

グレートサッカー (c) 1985 Sega Enterprises, Limited.
(Great Soccer)

- TECHNICAL -

Game ID: C-504

- TRIVIA -

Released on October 27, 1985 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55870&o=2

$end


$sms=greatscrtw,
$bio

Great Soccer (c) 1985 Aaronix.

- TECHNICAL -

Game ID: K307
Cart color: Yellow/Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56055&o=2

$end


$info=gsword,gsword2,
$bio

Great Swordsman (c) 1984 Taito Corp.

Great Swordsman is a 1-on-1, side view, sword fighting game that spans 3 types of sword fighting : Fencing, Kendo, and gladiator-style combat.

- TECHNICAL -

Board Number : M6100032A
Prom Stickers : AC#/AC#/AA

Main CPU : (2x) Zilog Z80
Sound CPU : Zilog Z80
Sound Chips : (2x) General Instrument AY8910, OKI MSM5205

Players : 2
Control : 2-way joystick
Buttons : 3

- TRIVIA -

Great Swordsman was released in September 1984 in Japan.

There are a total of 3 stages in Great Swordsman, with a total of 15 opponents. Once you finish the last opponent, the game starts over from the beginning at a much harder skill level (you keep your points, however). Between each stage, there's a bonus stage that allows you to rack up points by blocking an archer's arrows. Following are the stage and opponent names :

* Stage 1 - Fencing
Opponent 1 : Appels
Opponent 2 : Redon
Opponent 3 : Fantin
  
* Bonus Stage 1 - Block the Archer's Arrows
   
* Stage 2 - Kendo
Opponent 1 : Senpou  
Opponent 2 : Jihou   
Opponent 3 : Chuken  
Opponent 4 : Fukusho 
Opponent 5 : Taisho

* Bonus Stage 2 - Block the Archer's Arrows

* Stage 3 - Roman
Opponent 1 : Mars
Opponent 2 : Hermes
Opponent 3 : Apollo
Opponent 4 : Helios
Opponent 5 : Orion
Opponent 6 : Uranus
Opponent 7 : Zeus

The names of the opponents in this game are interesting in that each stage's names are terms/names used either in that art form, country of origin, or era in which the art form was related to. Following are reasons (and perhaps guesses) as to why they used the names they did :

Appels - A quick stamp of the foot used in fencing as a feint to produce an opening.
Redon - Redon, Odilon (1840-1916). French painter and graphic artist, one of the outstanding figures of Symbolism.
Fantin - Fantin-Latour, Henri (1836-1904). French painter and lithographer.

Senpou - The first 'player' in a Kenpo match-style competition to line up (also spelled "Senpo").
Jihou - The second 'player' in a Kenpo match-style competition to line up (also spelled "Jiho").
Chuken - The third 'player' in a Kenpo match-style competition to line up.
Fukusho - The fourth 'player' in a Kenpo match-style competition to line up.
Taisho - The last 'player' in a Kenpo match-style competition to line up.

Mars - God of war
Hermes - God of boundaries and of the travellers who cross them (such as bringing newly-dead souls to the underworld, Hades)
Apollo - God of music, archery, healing, light, truth, etc... 
Helios - God of the Sun
Orion - God, the hunter
Uranus - God of the Sky
Zeus - God of the Earth and Ruler of Mount Olympus

On stages 1 and 2, any 2 out-of-bounds results in a loss of a point. It is impossible to go out-of-bounds on stage 3. Stage 1 requires 5 points per match, with 3 matches. Stage 2 requires 2 points per match, with 5 matches. Stage 3 requires 1 point per match with 7 matches. Simultaneous hits do not count for either player. On Stage 1, a tie results in a win for you! (It is impossible to tie on stages 2 and 3, based on their point structures).

- TIPS AND TRICKS -

* Trick : By continually hitting your opponents sword, you can cause them to lose their sword. Their sword ends up impaling their head!

* Trick : Killing your opponent very quickly with a strike to the head can cause their helmet to fly off.

* Tip : High and mid strikes in succession can easily force your opponent out-of-bounds.

* Tip : On stage 1, holding away from your opponent while striking increases your weapon return speed.

* Tip : On stage 3, use the far right wall as a defense, since you can't step out-of-bounds.

- PORTS -

* Consoles :
Microsoft XBOX [EU] (October 14, 2005) "Taito Legends" 
Sony PlayStation 2 [EU] (October 14, 2005) "Taito Legends [Model SLES-53438]" 
Microsoft XBOX [US] (October 25, 2005) "Taito Legends" 
Sony PlayStation 2 [US] (October 25, 2005) "Taito Legends [Model SLUS-21122]" 
Sony PlayStation 2 [KO] (July 18, 2006) "Taito Legends [Model SLKA-15056]" 
Sony PlayStation 2 [JP] (March 29, 2007) "Taito Memories II Gekan [Model SLPM-66713]" 

* Computers : 
PC [MS Windows, CD-ROM] [EU] (October 14, 2005) "Taito Legends" 
PC [MS Windows, CD-ROM] [US] (November 10, 2005) "Taito Legends"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1012&o=2

$end


$nes=greattnk,
$bio

Great Tank (c) 1988 SNK [Shin Nihon Kikaku] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54150&o=2

$end


$sms=greattns,
$bio

グレートテニス (c) 1985 Sega Enterprises, Limited.
(Great Tennis)

- TECHNICAL -

Game ID: C-515

- TRIVIA -

Released on December 22, 1985 in Japan.

Exported outside Japan as Super Tennis.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55871&o=2

$end


$info=sc2gtr,
$bio

Great Train Robbery (c) 1993 Bell-Fruit Mfg. Company, Limited. [B.F.M.].

- TECHNICAL -

[Model 6205]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42195&o=2

$end


$sms=greatvol,
$bio

Great Volleyball (c) 1987 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56056&o=2

$end


$sms=greatvolj,
$bio

グレートバレーボール (c) 1987 Sega Enterprises, Limited.
(Great Volleyball)

- TECHNICAL -

Game ID: G-1317

- TRIVIA -

Released on March 29, 1987 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55872&o=2

$end


$apple2gs=gwshoot,
$bio

Great Western Shootout (c) 1989 Britannica Software.

- STAFF -

Developed by Visual Concepts, Ltd.

Programmed by: Robin Karr
Support by: Scott Patterson
Graphics by: Matthew Crysdale
Produced by: Greg Thomas
Sherrif's Report: Paula Polley

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49772&o=2

$end


$msx2_flop=greatdrvgreatdrvbgreatdrva,
$bio

Greatest Driver (c) 1988 T&E Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101697&o=2

$end


$megadriv=ghw,ghwj,
$bio

Greatest Heavyweights (c) 1994 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56552&o=2

$end


$megadriv=ghwu,
$bio

Greatest Heavyweights (c) 1994 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57239&o=2

$end


$saturn,sat_cart=gnine96,gnine96a,
$bio

Greatest Nine '96 (c) 1996 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59207&o=2

$end


$gba=great9,
$bio

Greatest Nine [Model AGB-AG9J-JPN] (c) 2002 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70843&o=2

$end


$fm7_disk=greed,
$bio

Greed (c) 1987 Pony Canyon, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93623&o=2

$end


$info=ep_greed,ep_greeda,
$bio

Greed (c) 199? Global Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40841&o=2

$end


$info=sc4greed,sc4greeda,
$bio

Greedy Gonzalez (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR1401]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42633&o=2

$end


$info=m1gskill,
$bio

Greek Skill (c) 199? Hitech Amusement.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42343&o=2

$end


$info=greenber,
$bio

Green Beret (c) 1980 Irem Corp.

- TECHNICAL -

Main CPU : MOS Technology M6502 (@ 1.173 Mhz)

Players : 2
Control : 2-way joystick
Buttons : 1

- PORTS -

* Consoles : 
Nintendo Famicom Disk [JP] (April 10, 1987) [Model KDS-GRN] 
Nintendo NES [EU] (June 8, 1989) as "Rush'n Attack" 
Nintendo DS [JP] (March 15, 2007) "Konami Arcade Collection [Model NTR-P-ASKJ (RY039-J1)]" 
Microsoft XBOX 360 [XBLA] [EU] [JP] (May 23, 2007) 
Nintendo DS [EU] (October 26, 2007) "Konami Arcade Classics [Model NTR-P-ACXP]" 
Nintendo DS [AU] (October 29, 2007) "Konami Arcade Classics" 
Nintendo DS [JP] (October 29, 2009) "Konami Arcade Collection [Konami Dendou Selection] [Model NTR-ASKJ-JPN-1 (RY039-J4)]" 

* Computers : 
BBC Micro [EU] (1985) 
Commodore C64 [EU] (1986)
Amstrad CPC [EU] (1986)
MSX [EU] (1986) [Model KN329]
Sinclair ZX Spectrum [EU] (1986)
Commodore 16 [EU] (1989) 
Thomson TO [FR] (1986)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1015&o=2

$end


$bbca_cass,bbcb_cass=gberet,
$bio

Green Beret (c) 1985 Imagine

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51912&o=2

$end


$c64_cart,c64_flop=grnberet,
$bio

Green Beret (c) 1986 Ocean

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53592&o=2

$end


$cpc_cass=gberet,
$bio

Green Beret (c) 1986 Imagine Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96557&o=2

$end


$msx1_cart=gberetk,
$bio

Green Beret (c) 1987 Zemina.

Korean release.

- TRIVIA -

Released in October 1987 in Korea.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77113&o=2

$end


$nes=gbertfds,
$bio

Green Beret (c) 19?? Whirlwind Manu

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84018&o=2

$end


$nes=gbertfdsa,
$bio

Green Beret (c) 19?? Kaiser Corp. [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84019&o=2

$end


$info=gberet,gberetb,
$bio

Green Beret (c) 1985 Konami.

Green Beret is a sideways-scrolling action/platform game set during the Cold War, in which a US Special Forces Marine must infiltrate a Russian military base to save four POW's from being executed by firing squad. 

Initially, the soldier is armed with only a combat knife, but by killing the certain enemy troops, players can obtain either a three-shot flamethrower, a four-shot RPG, or a three-pack of hand grenades. 

The Marine can jump or lie down to avoid the enemy bullets, as well as climbing ladders to avoid enemies and projectiles, as well as the flashing land mines that litter the levels. While it's possible to remain still in one area to rack up points, if players take too long to proceed, the game will start sending out tougher enemies and eventually a stealth-like bomber will appear to take out the player. There is also an unseen time limit that will kill off players if they take too long to complete the stage. 

The game has four stages in total: a missile base, a harbour, an air Base and a Siberian POW Camp. At the end of each stage the Marine will face a group of enemies specific to that stage: Stage 1 ends with a truckload of running and jump-kicking soldiers, Stage 2 with a pack of fierce dogs and their handlers, Stage 3 with three Gyro-copters and Stage 4 with a number of multi-shot flamethrower operators. 

The game is completed once the captives have been rescued at the end of the fourth stage, after which the action starts over with an increased level of difficulty.

- TECHNICAL -

Game ID : GX577

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : SN76496 (@ 1.536 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Green Beret was released in October 1985.

This game is known in US as "Rush'n Attack".

Also manufactured by Irem as the same name.

- TIPS AND TRICKS -

* Go wild using weapons! : The weapon-providing character appears frequently. You don't have to be thrifty.

* Watch out for ladders! : When a ladder is nearby, you will climb it up/down instead of jumping/crouching. Be careful.

* Watch the enemy carefully : Enemies attacking from a distance always move in a particular way. Watch carefully!

* How to destroy mines ? : Destroy mines with grenades.

* Use the knife rapidly : If enemies come from both the left and right, rapidly use the knife and face both directions.

* Learn enemy appearance patterns : There are certain difficult points in the game. Learn how enemies appear and come up with a way to overcome the situation.

- SERIES -

1. Green Beret (1985)
2. M.I.A. - Missing in Action (1989)

- PORTS -

* Consoles :
Nintendo Famicom Disk [JP] (April 10, 1987) [Model KDS-GRN]  
Nintendo Game Boy Advance [JP] (May 2, 2002) "Konami Arcade Game Collection [Model AGB-AKCJ-JPN]" : Re-released as "Konami the Best" edition (November 3, 2005) 
Nintendo Game Boy Advance [EU] (June 21, 2002) "Konami Collector's Series: Arcade Classics [Model AGB-AKCP-EUR]" 
Nintendo DS [JP] (March 15, 2007) "Konami Arcade Collection [Model NTR-A5KJ-JPN]" 
Nintendo DS [EU] (October 26, 2007) "Konami Arcade Classics [Model NTR-ACXP-EUR]" 
Nintendo DS [JP] (October 29, 2009) "Konami Arcade Collection [Konami Dendou Selection] [Model NTR-A5KJ-JPN-1]" 

* Computers : 
BBC Micro [EU] (1985) 
Thomson TO7 [FR] (1986)
Thomson TO8 [FR] (1986) "Compilation - Coffret Cadeau"
Sinclair ZX Spectrum [EU] (1986)
Sinclair ZX Spectrum [EU] (1986) "Konami Coin-Op Hits"
MSX [EU] (1986) [Model KN329] 
Amstrad CPC [EU] (1986)
Commodore C64 [EU] (1986) 
Thomson M05 [FR]

* Others :
Mobile Phones [JP] (2006) Nintendo NES Version

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1014&o=2

$end


$famicom_flop=gberet,
$bio

Green Beret (c) 1987 Konami Industry Company, Limited.

Green Beret is a side scrolling action game by Konami and conversion of their own arcade game originally released in 1985. American prisoners of war are being held captive deep inside a heavily armed enemy base. The player is given the role of an American soldier and his objective is to infiltrate six deadly areas and bring back the poor hostages. At the beginning of his journey, our hero's only means of defense is a short range knife but more side weapons become available later in the game. Power-ups temporary upgrade the current weapon to a Bazooka, Hand Grenades or a Hand Pistol. A Shield is also available and can protect the player from deadly enemy fires for a short period of time. Each weapon only comes with one 'bullet' (three in the American and European versions of the game) and collecting a new one increases this amount. Our hero can run, jump or duck and can also climb ladder but that leaves him completely vulnerable to enemy attacks when he does.

- TECHNICAL -

Game ID: KDS-GRN

- TRIVIA -

Green Beret for FCD was released on April 10, 1987 in Japan for 2980 Yen.

Green Beret was originally released in the arcades by Konami in 1985. The Famicom Disk version was given various features not available in the original arcade game - two extra levels, a two simultaneous player mode, three lives, a different weapon system and a rearranged soundtrack. Surprisingly, and unlike all the other NES versions of the game, the Japanese Famicom Disk features an extra hidden level and a different weapon system (each weapon can fire three times instead of one).

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65348&o=2

$end


$msx1_cart=gberet,gbereta,
$bio

Green Beret (c) 1986 Konami Industry Co., Ltd.

- TECHNICAL -

Game ID: KN 327

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77112&o=2

$end


$gba=greenegg,
$bio

Green Eggs and Ham by Dr. Seuss [Model AGB-BUSE-USA] (c) 2003 NewKidCo International, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70844&o=2

$end


$pc98=grnoasis,
$bio

Green Oasis (c) 1992 Ucom [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89626&o=2

$end


$megadriv=greendog,
$bio

Greendog (c) 1992 Sega Enterprises, Limited.

- TRIVIA -

Reviews:
[FR] November 1992 - Consoles+ No. 14: 70/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70980&o=2

$end


$gamegear=greendog,
$bio

Greendog (c) 1993 Sega Enterprises, Limited.

- TIPS AND TRICKS -

* Continues: Enter Down, Right, Up, Left while paused for 9 continues.

* Extra Lives: Enter Left, Up, Right, Down while paused for 9 lives.

* Refill Health: Enter Down, Up, Left, Left while paused to refill your health.

* Stage Skip: Enter Left, Up, Up, Down while paused to skip the current stage.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64622&o=2

$end


$amigaocs_flop=greens,
$bio

Greens - The Ultimate Golf Simulation (c) 1991 Microprose Software, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74187&o=2

$end


$gba=greghast,
$bio

Greg Hastings' Tournament Paintball Max'd [Model AGB-BGOE-USA] (c) 2005 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70845&o=2

$end


$nes=gnorman,
$bio

Greg Norman's Golf Power (c) 1992 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55188&o=2

$end


$cpc_cass=gregclck,
$bio

Gregory Loses His Clock (c) 1989 Mastertronic, Ltd. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96559&o=2

$end


$cpc_cass=grellfal,
$bio

Grell and Falla [Model 3688] (c) 1992 Codemasters Soft. Co., Ltd., The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96560&o=2

$end


$ibm5150,ibm5150_cass=gremlins,
$bio

Gremlins (c) 1984 Atarisoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83628&o=2

$end


$bbca_cass,bbcb_cass=gremlins,
$bio

Gremlins (c) 19?? Adventure Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51913&o=2

$end


$gba=gremlinsu,
$bio

Gremlins - Stripe vs Gizmo [Model AGB-AGGE-USA] (c) 2002 DreamCatcher Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70847&o=2

$end


$gba=gremlins,gremlinsp,
$bio

Gremlins - Stripe vs Gizmo [Model AGB-AGGP-EUR] (c) 2002 LSP [Light & Shadow Production]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70846&o=2

$end


$cpc_cass=gremlins,gremlinss,
$bio

Gremlins - The Adventure (c) 1985 Adventure International

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96561&o=2

$end


$msx1_cass=gremlin2,
$bio

Gremlins 2 - La Nueva Generacion (c) 1990 Topo Soft [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94687&o=2

$end


$nes=gremlin2j,
$bio

Gremlins 2 - Shinshu Tanjou (c) 1990 Sunsoft

- TRIVIA -

Released on December 14, 1990 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54151&o=2

$end


$amigaocs_flop=gremlin2,gremlin2a,
$bio

Gremlins 2 - The New Batch (c) 1990 Elite

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74188&o=2

$end


$cpc_cass=gremlin2,gremlin2s,
$bio

Gremlins 2 - The New Batch (c) 1990 Topo Soft [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96562&o=2

$end


$nes=gremlin2,gremlin2p,gremlin2u,gremlin2up,
$bio

Gremlins 2 - The New Batch (c) 1991 Sunsoft.

- TRIVIA -

Released in October 1990 in USA.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55189&o=2

$end


$gameboy=gremlin2,
$bio

Gremlins 2 - The New Batch [Model DMG-GRA] (c) 1990 Sunsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66115&o=2

$end


$gbcolor=gremlins,gremlinsp,
$bio

Gremlins Unleashed (c) 2001 LSP [Light & Shadow Production]

- TRIVIA -

Gremlins Unleashed was released on September 23, 2001.

- TIPS AND TRICKS -

Hidden texts: This game includes several hidden messages and images in the code viewable with the passwords (listed at 0x6E5C).
(Password = TEXT)
GR3MBVD = TESTING THE GAME, HAVIN A BUG ...WHASSSSSSSSSSSSSSSSUUUUUP !
W1ND0Z = The coders of this game had to made this project using Micro$oft Windoze, and the fucking instablity of Explorer. They also had to code on COMPAK bulshit computers. This combination of hardware and software used to crash almost twice every day with a maximum number of crash recorded at 9 in one day!!!
CH3F = Chef at work .......
SVB1T0 = The graphists wish to thanks SUBITO PIZZA and PIZZA HUT  ......
J-C0NN0R = ASTALAVISTA BABY !!! ;-)
B0B-M = STAY COOL BROTHER! :-D
M4R134NG3 = MY FAV PIC FROM DRACULA CGB. WATCH THE GIRLS CLOSELY. THEY APPEAR IN SOME PLANET GAMES. NAMES REVEALED IN ANOTHER CHEAT
G1RLD0LLS = FUCKING LSD ! THEY HAD ME REMOVING THE MOKONA ! I HAVE DONE A SD OF MYSELF INSTEAD. CINNAMON HONEY KISSES TO YOU, MARIE-ANGE  AND AIDORU
M3G4G4M3S = THOSE xxxING LSD GUY ALSO HAD ME REMOVING EM THEY JUST FEARED BEING PROSECUTED FOR HAVING GAMEBOYS AND GB GAMES IN THEIR OWN GB GAME, EVEN IF IMPLICITLY RECOGNIZABLE. HA ! LAMERS !
JVNKSTVFF = SOME MORE OBJECTABLE MATERIAL. ALAS MOST OF EM WERE REMOVED. THEY VALIDATED A THREE LEGGED ROBOCOP INSTEAD.
H0L1STVFF = THE KIND OF STUFF I PUT IN EVERY GAME I DO. PIKACHU   ASAHI BEER   MY TWO FAV GIRLS AND X 1999 BOOKS. EKS !
R40VLGVMP = RAHOW ON THE KEYZ.... GBA RULEZ... RESPECT TO   POET   JAMIE    DALKMOKONA   ALL FROM PLANET  NORM     SCALPOS   RELIC    NIHILIST   AHRIMAN    ADORU    KAMUI     GRIZZLY     MSZ006C1  LE PED DE MONTREAL     FREE     SEB THE BEST    CORSAIRE   KO-1   YAMA    LUONG     VAN DE FANEL  KARA    ANAVEL    AND ALL ANIME OTAKU        SPECIAL KISSES TO     KIKYOH   NAVY   MEL     MARCY      NUKU     NAOKO    BLUEBLUE    ZANN-L    BONBON    BONDGIRL   AND    HELEN AND MICHELLE SENPAI                        AMIGA RULEZ   GBA RULEZ  GAMECUBE RULEZ   PS2 RULEZ   MSX3 RULEZ    DEMO RULEZ   LOVE RULEZ    JAPANIM RULEZ     SATRIANI RULEZ ........ CU IN GREMLINS GBA ......END OF TRANSMISSION
MSX3 = I WOULD LIKE TO THANK Mr. NISHI FROM ASCII Corp. JAPAN  FOR COMMING TO THE TILBURG (HOLLAND) MSX MEETING  TO PRESENT HIS PROJET FOR A NEW MSX COMPATIBLE COMPUTER.  A COMPUTER IN ONE CHIP USING: ARM9, VIDEO PROCESSOR OF DREAM CAST, MSX2 HARDWARE EMULATOR, Z80, 4 USB PORT (v2.0 ), WIRELESS NETWORK INTERFACE, ETC... ONCE AGAIN, THANK YOU VERY MUCH Mr. NISHI AND ALSO THANKS TO THE TEAM OF THE MSX REVIVAL PROJECT. MSX POWER RULEZ !    I'VE BEEN KNOW UNDER THE ALIAS OF: SLAYERMAN FROM ABYSS (ABYSS WAS COMPOSED WITH TWO MSX GROUPS: I.O.D and F.U.C)   THE GREETINGS FLY TO: Mr MAGOO, SPOOKY, DANDAN,  MAVERICK, PHILIPPE BEZON, SQWEEKY, Dr. RAY, MUMBLY, POPOLON (also know as SLOW MOTION), HERVE GERARDIN (RV),JIPE. SEE YA!

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67973&o=2

$end


$a2600=gremlins,gremlinsp,
$bio

Gremlins (c) 1984 Atari, Incorporated.

You start the game with four lives. The game player is Billy and the game consists of two phases: The Mogwai Phase and the Gremlin Phase.
  
MOGWAI PHASE
It's after midnight; if Mogwai eat now, terrible consequences follow! Billy must prevent the Mogwai from reaching the hamburgers at the bottom of the screen by catching them. When the Mogwai reach the food, they eat it and turn into pupas. If eight Mogwai turn into pupas, the Mogwai Phase ends and players automatically start the Gremlin Phase. Alternatively, after four waves of eight Mogwai, you receive 200 bonus points for each hamburger that is not eaten. Then the Gremlin Phase starts.
  
GREMLIN PHASE
Too Late! Eight pupas have formed. The Gremlins are coming! In the Gremlin Phase the incubating pupas hatch into Gremlins and attack. As they charge down the screen toward Billy, he must shoot up at them to stop them. If a Gremlin arrives at the bottom of the screen, it knocks Billy off, and the player loses a life and returns to the Mogwai Phase. In higher levels of Phase Two, the Gremlins travel through water, which causes them to multiply! When Billy shoots all the Gremlins in a wave, he advances to the next level of the Mogwai Phase.

FLASHCUBES
Use your flashcubes when things get too grim! You get two flashcubes each Gremlin Phase. They appear as white squares in the lower left corner of the screen. When you activate a flashcube (by pulling back on your joystick), any Gremlins at the bottom of the screen run away and Gremlins coming down the screen stop for a few seconds.


CAST OF CHARACTERS
  
BILLY: Billy is a nice young fellow who works in a bank. His life is fairly ordinary until his dad gives him a Mogwai for Christmas. Then the extraordinary happens!
  
MOGWAI: The Mogwai is a cute and cuddly animal that Billy's dad discovers in a Hong Kong junk store. If not properly cared for, the Mogwai can turn into something grim! Rules for the care of Mogwai:
  
1. Keep them away from water. Don't ever get them wet. Water makes them multiply.
2. Keep them out of light. They hate bright light. It will kill them.
3. But the most important thing, the thing you must never forget, is that no matter how much they cry, no matter how much they beg, never, NEVER feed them after midnight. If you do, they'll hatch into Gremlins!
  
GREMLIN: The Gremlin has an evil glint in his eyes. He causes problems wherever he goes. He's mischievous -- in fact, he's dangerous!

- TECHNICAL -

Model CX26127

- SCORING -

MOGWAI PHASE (points per Mogwai caught):
Level 1: 100 Points.
Level 2: 110 Points.
Level 3: 120 Points.
Level 4: 130 Points.
Level 5: 140 Points.
Level 6: 150 Points.
Level 7: 160 Points.
Level 8: 170 Points.

Bonus for each hamburger that remains at the end of four waves: 200 points.

GREMLIN PHASE (points per Gremlin caught):
Level 1: 200 Points.
Level 2: 210 Points.
Level 3: 220 Points.
Level 4: 230 Points.
Level 5: 240 Points.
Level 6: 250 Points.
Level 7: 260 Points.
Level 8: 270 Points.

- TIPS AND TRICKS -

MOGWAI PHASE
* Don't stray too far from the screen center. It's the best location for running left and right to catch Mogwai.
  
GREMLINS PHASE
  
* If you shoot one Gremlin and another is directly above it, shoot the second one before you move away.
  
* At upper levels, try to destroy a Gremlin before it travels through water and multiplies.
  
* Wait until Gremlins hot the bottom of the screen before activating a flashcube. Gremlins must be at Billy's level to run away -- otherwise they're just stunned.

- STAFF -

Programmer: Scott Smith
Graphics: Mimi Nyden
Sound: Robert Vieira

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50554&o=2

$end


$a5200=gremlins,
$bio

Gremlins (c) 1984 Atari, Incorporated.

- TECHNICAL -

Model CX5257

- TIPS AND TRICKS -

* Use the room dividers to your advantage. You can swing your sword over a vertical room divider to get the Gremlins on the other side, even as the divider shields you from your enemy.

* To keep them from throwing out food, eliminate Gremlins standing near the refrigerator as soon as possible.

* If you think you can control them, let the Mogwai multiply. This gives you the potential for more points at the end of the night. But don't forget--if they eat food, they'll turn into Gremlins.

* Use the flashcubes judiciously. For example, if you're surrounded by Gremlins, activate a flashcube to stun them, and then slash your way out. You can walk right through a stunned Gremlin, but if it wakes up, you'll be sorry!

* You can turn on the TV and sneak up on the Mogwai and Gremlins while they're watching TV.

* Time is worth more than food, so don't go out of your way to pick up pieces of food.

- STAFF -

Sound: Robert Vieira
Programmer: John Seghers
Graphics: Courtney Granner

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50046&o=2

$end


$cpc_cass=greyfell,
$bio

Greyfell [Model AS 54716] (c) 1987 Starlight Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96563&o=2

$end


$bbca_cass,bbcb_cass=gridiron,gridironm,
$bio

Grid Iron (c) 1988 Top Ten Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51914&o=2

$end


$bbca_cass,bbcb_cass=gridirn2,
$bio

Grid Iron 2 (c) 1991 Alternative

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51915&o=2

$end


$cpc_cass=gridirn2,
$bio

Grid Iron II [Model AS739] (c) 1989 Alternative Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96564&o=2

$end


$saturn,sat_cart=gridrun,
$bio

Grid Run (c) 1996 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60316&o=2

$end


$saturn,sat_cart=gridrunnj,
$bio

Grid Runner (c) 1996 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59208&o=2

$end


$info=ep_grun,ep_gruna,
$bio

Grid Runner (c) 199? Global Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15362&o=2

$end


$info=ep_gridr,ep_gridra,ep_gridrb,ep_gridrc,ep_gridrd,
$bio

Grid Runner (c) 2000 Impulse Gaming.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=18222&o=2

$end


$saturn,sat_cart=gridrunnu,
$bio

Grid Runner [Model T-7025H] (c) 1996 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60049&o=2

$end


$info=gseeker,gseekeru,gseekerj,
$bio

Grid Seeker - Project Storm Hammer (c) 1992 Taito Corp.

It is August 1999. In the skies over the Middle East, the second Persian Gulf War has begun. The early half of the 90's, the Persian Gulf War breaks out in the Middle East and prolonged fighting rapidly increases the rate of destruction of the world's natural resources. In 1999 this develops into a state of crisis where the effects of the war have resulted in an absolute shortage of reserves. Mistaken policies have resulted in the nation of the Middle East, suffering from shortages since the time of the original Persian Gulf War, taking military action against neighboring nations in an attempt to assure a supply of resources for themselves. Those nations which have managed to escape the fighting once again form a Multinational Force. Using the technology gained from research which had been done for a new type of nuclear reactor, they succeed in developing and producing GRID - a Gyrodrive Reactive Intercept Device. This is the start of Project Storm Hammer.

- TECHNICAL -

Runs on the "Taito F3 System" Hardware.

Prom Stickers : D40

Players : 4
Control : Dial
Buttons : 4

- TRIVIA -

Grid Seeker - Project Storm Hammer was released in December 1992 in Japan.

Even if it had interesting game play and very good BGM, the game went unnoticed because the success of Capcom's "Street Fighter II - The World Warrior".

Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Grid Seeker - PCCB-00131) on July 7, 1993.
Zuntata record released a limited-edition soundtrack album for this game (Taito Game Collection - Shooting cluster 1) on June 29, 2011.

- UPDATES -

The US version has the "Winners Don't Use Drugs" screen.

- TIPS AND TRICKS -

* INSTRUCTIONS:

- Choose from one of the three aircraft:
-- The F-14 Fighter : The fastest of the three but has the least powerful firepower, concentrated at the front.
-- The AH-64F Attack Helicopter : The most average but fires scattered shots.
-- The B-2AT Stealth Bomber : slow moving but has the greatest fire power when upgraded.

- Press the Fire button to attack normally. 

- Hold the Fire button while moving up and down to change the position of the GRID. 

- Press the Bomb button to use one of your bombs for a massive attack, which is different according to which colour GRID you have:
-- Red : A massive fireball damaging all enemies on the screen. 
-- Blue : A concentrated forward attack. 
-- Green : Green energy swirls around hitting enemies on the screen. 
-- Yellow : A concentrated explosion in a small area, doing massive damage. 

- When the GRID is hit by an enemy bullet, the power gauge at the bottom of the screen will increase. When the gauge reaches its maximum level, you will gain an extra bomb (up to a maximum of four). 

- Collect power-up items to upgrade your aircraft.


* ITEMS LIST:
(P) Power-Up: Increases your shot power by one level to a maximum of level 7.
(H) Helper: Makes an ally support ship appear.
(G) GRID Changer: Changes your GRID shot and bomb effect according to the colour. The colour cycles between red, blue, green and yellow.

- STAFF -

Game designers : Tsukasa Ohshima, <3Nurse<3 Mizukami, Takafumi kaneko
Programmers : Takahiro Natani, Takafumi Kaneko, Mercury Hayashi, Jinji Tantou
Software : Shirou Yoshida, Youichi Sakai, Hiroyuki Minemura
Character designers : Tsukasa Ohshima, <3Nurse<3 Mizukami, Keppel Maekawa
Object art director : Lin Chinkai (Indy Chinkai)
Screen art directors : Takashi Yamada, Lin Hu-Man Gas
Graphic designers : Takashi Yamada, Kenji Hazama, Kouichi Kizato, Tamae Kisanuki, Natsuko Tsuji, Mari Fukusaki, Akiyoshi Takada, Lin Chinkai (Indy Chinkai), Space Creative, A-Wave, Visual Arts Production
Hardware engineer : Katsumi Kaneoka
Decorator : Toshiyuki Takenami
Sound directors (Zuntata) : Norihiro Furukawa, Naoto Ishita (YAG)
Producer : Toshiaki Kato

- PORTS -

* Consoles :
Sony PlayStation 2 [JP] (July 28, 2005) "Taito Memories Joukan [Model SLPM-66057]" 
Sony PlayStation 2 [AU] (March 30, 2006) "Taito Legends 2 [Model SLES-53852]" 
Microsoft XBOX [EU] (March 31, 2006) "Taito Legends 2" 
Sony PlayStation 2 [EU] (March 31, 2006) "Taito Legends 2 [Model SLES-53852]" 
Sony PlayStation 2 [US] (May 16, 2007) "Taito Legends 2 [Model SLUS-21349]" 

* Computers : 
PC [MS Windows, CD-ROM] [EU] (March 31, 2006) "Taito Legends 2" 
PC [MS Windows, CD-ROM] [US] (July 10, 2007) "Taito Legends 2"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1016&o=2

$end


$intv=gridshk,
$bio

Grid Shock (c) 1982 Mattel Electronics

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60890&o=2

$end


$amigaocs_flop=gridstrt,
$bio

Grid Start [Sextett] (c) 1987 Anco

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74189&o=2

$end


$cpc_cass=gridtrap,
$bio

Grid Trap (c) 1984 LiveWire Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96565&o=2

$end


$msx1_cass=gridtrap,gridtrapa,
$bio

Grid Trap (c) 1985 LiveWire Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94688&o=2

$end


$info=gridiron,
$bio

Gridiron Fight (c) 1985 Tehkan.

A football game from Tehkan.

- TECHNICAL -

Main CPU : (3x) Z80 (@ 4.608 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.536 Mhz), OKI MSM5205 (@ 384 Khz)

Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 768

Players : 2
Control : trackball
Buttons : 1

- TRIVIA -

Released in March 1985.

Donn Nauert holds the official record for this game with 710 points.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1017&o=2

$end


$amigaocs_flop=gridiron,
$bio

Gridiron! (c) 1986 Bethesda Softworks

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74190&o=2

$end


$info=gridlee,
$bio

Gridlee (c) 1983 Videa.

A game where the player controls a bottle-shaped character named Gridlee who has to catch colored balls (or the crystal) for points & shoot the enemies while they are overhead. Shooting enemies also awards the player points, but more importantly, the only way to pass a level is to shoot every enemy. The player knows when the enemy is overhead by looking at his shadow on the grid. Each red ball is worth 100 points. The green ball appears after catching 3 red balls & isworth 500 points. The crystal appears after catching 3 red balls, a green ball and 3 more red balls. It is worth 1000 points and must be caught before it lands since it will not bounce, but instead disappear. The green balls bounce very high and can bounce far, making them hard to catch. The player has to avoid touching the bouncing enemies, the charged tiles that flash after enemies land on them, and the worm that moves horizontally across the tiles while charging them. There is a character named Igor that spits a sticky gum-like substance, which turns the tile it lands on pink and causes Gridlee to move slow when walking on that tile. Also, if there's one enemy left bouncing for a while as the player catches the
balls, the enemy eventually charges tile after tile, which makes it dangerous for the player as the walking space is limited.

- TECHNICAL -

Main CPU : Motorola M6809 (@ 1.25 Mhz)
Sound Chips : Custom (@ 1.25 Mhz), Samples

Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048

Players : 2
Control : trackball
Buttons : 1

- TRIVIA -

Originally named 'Pogoz', this prototype was never released. The game was put out on field test and did poorly, so Gottlieb decided not to build it. Only one unit was built.

Videa was started in November of 1981 as a video game development company. Around that time were 'Gridle' was submitted and refused by Gottlieb, the assets of Videa (but not the corporate entity) were acquired by Pizza Time Theater. The new corporation, formed from the combination of the existing Pizza Time engineering department and the employees of and assets of Videa, was named 'Sente Technology'.

The former principles of Videa, Ed Rotberg, Roger Hector, and Howard Delmann, gave the developers of MAME permission to add the game and freely distribute it. The game code remains copyrighted and owned by the three men.

- SCORING -

Red ball : 100 points.
Green ball : 500 points.
Shinning ball : 1,000 points.

Yumperz : 200 points.
Fergies : 400 points.
Igor : 500 points.

- STAFF -

Programmed by : Ed Rotberg
Video graphics by : Roger Hector
Sound by : Howard Delman
Technician : Paul Brandt

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1018&o=2

$end


$c64_cart,c64_flop=gridrunr,
$bio

Gridrunner (c) 1983 HesWare

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53593&o=2

$end


$a800=gridrunr,
$bio

Gridrunner (c) 1983 HES [Human Engineered Software]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86559&o=2

$end


$c64_cart,c64_flop=mtntcmls,
$bio

Gridrunner II - Attack of the Mutant Camels (c) 1983 HesWare

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53594&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=gridrunr,gridrunrp,
$bio

Gridrunner [Model C312] (c) 1982 HES [Human Engineered Software]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84431&o=2

$end


$gamegear=griffin,
$bio

Griffin (c) 1991 Riot

- TECHNICAL -

[Model T-49017]

- TRIVIA -

The romanization of the actual Japanese title is Griffon, but the title has been romanized as Griffin both on the box and at the title screen.

Reviews:
November 1991 - Consoles + N.3 [FR]: 69/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64623&o=2

$end


$info=griffon,
$bio

Griffon (c) 1980 Videotron.

Bootleg of Amstar's "Phoenix".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3275&o=2

$end


$info=snspellit,
$bio

Grillo Parlante (c) 1982 Texas Instruments.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96867&o=2

$end


$gbcolor=grinchj,
$bio

Grinch [Model CGB-BUGJ-JPN] (c) 2000 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67974&o=2

$end


$megadriv=grindst,
$bio

Grind Stormer (c) 1994 Tengen

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57240&o=2

$end


$info=grindstm,grindstma,
$bio

Grind Stormer (c) 1992 Toaplan.

A vertically scrolling shoot 'em up from Toaplan.

- TECHNICAL -

Game ID : TP-027

Main CPU : Motorola 68000 (@ 10 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.375 Mhz)

Screen orientation : Vertical
Video resolution : 240 x 320 pixels
Screen refresh : 59.41 Hz
Palette Colors : 2048

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Licensed to American Sammy for USA, to Unite Trading for Korea, to Charterfield for Hong Kong and South East Asia and to Anomoto International for Taiwan.

This game is known in Japan as "V-Five". Grind Stormer seems to be different in the way that you pick up the items directly and don't go through the power-up bar.

This would be Ikeda Tsunemoto's first game at Toaplan. He went on to become a founding member of Cave, where he still works as a lead programmer. It is due to him that the phenomenon of the 'Danmaku'; the huge walls of bullets seen in "Donpachi" etc, came about.

- TIPS AND TRICKS -

* Hidden Functions : If the 'Invulnerability dip switch' is enabled, you are invulnerable but you may also 'Pause' the game with P2 Start and restart with P1 Start.

- STAFF -

Director : Kenichi Takano
Programmers :  Sigue Hayasato, Tsuneki Ikeda
Graphic designers : Y. Naora, Mikio Yamaguchi
Sound director : Masahiro Yuge

- PORTS -

* Consoles :
Sega Mega Drive (1994)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1019&o=2

$end


$psx=gritzthe,
$bio

Gritz - The Primordial Adventure [Model SLPS-00615] (c) 1997 Sanyo [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85222&o=2

$end


$info=smiy1113,smiy1114,smiy1115,smiy1116,smiy1117,smiy1118,
$bio

Grizzly Wild (c) 2008 Bally Tech.

- TECHNICAL -

Software Part Number: AVGGZWD017UI-01

Game Kit #152309 "ALPHA Elite V20"
Game Kit #152315 "ALPHA Elite V20-20"
Game Kit #152318 "CineVision"
Game Kit #155159 "ALPHA Widescreen M9000"
Game Kit #?????? "Alpha 2 Pro V22/26 Slant"

- UPDATES -

SMI #Y1113
Min/Max%: 85.03%

SMI #Y1114
Min/Max%: 88.04%

SMI #Y1115
Min/Max%: 90.05%

SMI #Y1116
Min/Max%: 92.04%

SMI #Y1117
Min/Max%: 94.03%

SMI #Y1118
Min/Max%: 95.95%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32108&o=2

$end


$mc10=groan,
$bio

Groan (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87634&o=2

$end


$info=grobda,grobda2,grobda3,
$bio

Grobda (c) 1984 Namco, Limited.

Grobda is a tank-like game that uses an overhead view. Enemy tanks attack in waves and they must be destroyed before they do the same to you.

- TECHNICAL -

Game ID : GR

Main CPU : Motorola M6809 (@ 1.536 Mhz)
Sound CPU : Motorola M6809 (@ 1.536 Mhz)
Sound Chips : Namco 8-channel WSG, custom DAC (for speech)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Grobda was released in October 1984 in Japan.

Grobda's tank was one of the enemies in "Xevious".

- TIPS AND TRICKS -

* Easter Egg :
1) Enter service mode.
2) Set coin A to 1 Coin / 1 Credit, set coin B to 1 Coin / 4 Credits, set Freeze to On, set Lives to 1, set Difficulty to Rank C, set Demo Sounds to Off, set Level Select to Off, set Bonus Life to 10k.
3) Press the service switch to display the grid and press (all together) Right+Button1+Start2.
4) '(c) NAMCO LTD. 1984' will appear on the screen.

- SERIES -

1. Grobda (1984, Arcade) 
2. Grobda Remix (2010, Wii): part of "Namco Museum Megamix".

- STAFF -

Game designed and produced by : Masanobu Endoh (EVE200 End)
Programmed by : Hosei Wait
Music composed by : Yuri Keino
Engineer : Tall Ogawa
Graphic designed by : You. Shino
Debugged by : Tama Chang

- PORTS -

* Consoles :
Sony PlayStation [AU] (1996) "Namco Museum Vol.2 [Model SCES-00267]" 
Sony PlayStation [JP] (February 9, 1996) "Namco Museum Vol.2 [Model SLPS-00210]" 
Sony PlayStation [US] (September 30, 1996) "Namco Museum Vol.2 [Model SLUS-00216]" 
Sony PlayStation [EU] (November 1996) "Namco Museum Vol.2 [Model SCES-00267]" 
Microsoft XBOX 360 [US] (November 4, 2008) "Namco Museum: Virtual Arcade [Model 21022]" 
Microsoft XBOX 360 [EU] (May 15, 2009) "Namco Museum - Virtual Arcade" 
Microsoft XBOX 360 [AU] (June 3, 2009) "Namco Museum - Virtual Arcade" 
Microsoft XBOX 360 [JP] (November 5, 2009) "Namco Museum - Virtual Arcade [Model 2RD-00001]" 
Nintendo Wii [Virtual Console Arcade] [JP] (November 10, 2009) 
Nintendo Wii [US] (2010) "Namco Museum Megamix" 

* Handhelds : 
Sony PSP [US] (August 23, 2005) "Namco Museum Battle Collection [Model ULUS-10035]" 
Sony PSP [EU] (December 9, 2005) "Namco Museum Battle Collection [Model UCES-00116]" 
Sony PSP [JP] (February 23, 2006) "Namco Museum Vol.2 [Model ULJS-00047]" 
Sony PSP [KO] (November 8, 2007) "Namco Museum Vol.2" 

* Computers :
NEC PC-6001 Mk2 [JP](198?) 
X68000 [JP] by L. Sound 
NEC PC8801 [JP] (1986) by Denpa 
Sharp X1 [JP] 
Sharp MZ-2000 [JP] 
PC [MS Windows, CD-ROM] [JP] (November 28, 1997) "Namco History Vol.2"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1020&o=2

$end


$pc8801_flop=grodba,grodbaa,
$bio

Grobda (c) 1986 Dempa Shinbunsha.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91948&o=2

$end


$x68k_flop=grobda,
$bio

Grobda (c) 199? Little Sound [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88274&o=2

$end


$x68k_flop=grobdam,
$bio

Grobda Modoki (c) 199? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88275&o=2

$end


$pc8801_flop=grodba,
$bio

Grodba (c) 1986 Dempa Shinbunsha [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91949&o=2

$end


$msx1_cart=grogrev,grogreva,
$bio

Grog's Revenge [Model C279191-703] (c) 1985 Comptiq

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77114&o=2

$end


$gba=rave2,
$bio

Groove Adventure Rave - Hikari to Yami no Daikessen 2 [Model AGB-ARIJ-JPN] (c) 2002 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70849&o=2

$end


$gba=rave,
$bio

Groove Adventure Rave - Hikari to Yami no Daikessen [Model AGB-ARVJ-JPN] (c) 2002 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70848&o=2

$end


$psx=groovemh,
$bio

Groove Adventure Rave - Mikan no Hiseki [Model SLPM-87138] (c) 2002 Konami Corp. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85223&o=2

$end


$psx=groovead,
$bio

Groove Adventure Rave - Yuukyuu no Kizuna [Model SLPM-87011] (c) 2002 Konami Corp. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85224&o=2

$end


$psx=grooveji,
$bio

Groove Jigoku V - Sweepstation Version [Model SLPS-01205] (c) 1998 Sony Computer Ent., Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85225&o=2

$end


$saturn,sat_cart=groovef,
$bio

Groove on Fight - Gouketsuji Ichizoku 3 - Kakuchou Ram Cartridge-tsuki! (c) 1997 Atlus Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59209&o=2

$end


$pc98=grossede,
$bio

Groß Deutschland (c) 1992 General Support [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89630&o=2

$end


$info=groundfx,
$bio

Ground Effects (c) 1992 Taito.

A Formula One racing game.

- TECHNICAL -

Game ID : D51

Main CPU : Motorola 68EC020 (@ 16 Mhz)
Sound CPU : Motorola 68000 (@ 16 Mhz)
Sound Chips : Ensoniq ES5505 (@ 15.238 Mhz)

Screen orientation : Horizontal
Video resolution : 320 x 232 pixels
Screen refresh : 60.00 Hz
Palette colors : 16384

- TRIVIA -

Ground Effects was officialy sponsored by Mclaren International.

- UPDATES -

The only difference between Ground Effects & Super Ground Effects is that Super Ground Effects has a deluxe cabinet type where the player can sit down.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1021&o=2

$end


$x68k_flop=grndmast,
$bio

Ground Master (c) 1988 Zain Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87743&o=2

$end


$pc98=grndmast,
$bio

Ground Master (c) 1988 Zain Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89627&o=2

$end


$a2600=ground0,
$bio

Ground Zero (c) 1983 Goliath

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50555&o=2

$end


$cpc_cass=ground0,
$bio

Ground Zero (c) 1986 Tynesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96566&o=2

$end


$megacd,megacdj=gztexas,
$bio

Ground Zero Texas [Model T-93145-50] (c) 1993 Sony Imagesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60620&o=2

$end


$segacd=gztexas,gztexasb,gztexasa,
$bio

Ground Zero Texas (c) 1993 Sony Imagesoft

- TECHNICAL -

Model T-93145

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60740&o=2

$end


$pc98=grounsed,
$bio

Grounseed (c) 1996 Studio Twinkle [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89628&o=2

$end


$x68k_flop=groupx,
$bio

Group X (c) 1991 Compac [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87744&o=2

$end


$pc98=groupx,
$bio

Group X (c) 1991 Compaq [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89629&o=2

$end


$a2600=grovermm1,grovermm,
$bio

Grover's Music Maker (c) 1982 Atari, Incorporated.

- TECHNICAL -

Model CX26106

- STAFF -

Programmer & Graphics: Stephan Keith
Graphics: Laura Scholl

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50556&o=2

$end


$info=growl,growlu,growlp,growla,
$bio

Growl (c) 1990 Taito.

Export version. For more information about the game itself, please see the original Japanese version entry; "Runark".

- TECHNICAL -

Runs on the "Taito F2 System" hardware.

- TRIVIA -

Even if titlescreen says 1990, Growl was released in February 1991 in US.

This game is known in Japan as "Runark".

- PORTS -

* Consoles :
Sega Genesis [US] (1991) "Growl [Model 11076]" 
Sony PlayStation 2 [AU] (March 30, 2006) "Taito Legends 2 [Model SLES-53852]" 
Microsoft XBOX [EU] (March 31, 2006) "Taito Legends 2" 
Sony PlayStation 2 [EU] (March 31, 2006) "Taito Legends 2 [Model SLES-53852]" 
Sony PlayStation 2 [US] (May 16, 2007) "Taito Legends 2 [Modle SLUS-21349]" 

* Computers : 
PC [MS Windows, CD-ROM] [EU] (March 31, 2006) "Taito Legends 2" 
PC [MS Windows, CD-ROM] [US] (July 10, 2007) "Taito Legends 2"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1022&o=2

$end


$megadriv=growl,
$bio

Growl (c) 1991 Taito Corp.

- TECHNICAL -

Cartridge ID: 11076

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57241&o=2

$end


$psx=growlans,
$bio

Growlanser [Model SLPS-02380/81] (c) 1999 Atlus Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85226&o=2

$end


$info=grudge,
$bio

Grudge Match (c) 1987 Bally Midway.

An overhead racing game.

- TECHNICAL -

Main CPU: Motorola M6809 (@ 1.25 Mhz)
Sound CPU: Zilog Z80 (@ 4 Mhz)
Sound Chips: (6x) CEM3394 (@ 4 Mhz)

Players: 3
Control: dial
Buttons: 4

- TRIVIA -

Grudge Match was released in June 1987.

Originally called 'Race For Pink', as in pink slips, the certificates of ownership at Bally Sente then realized that pink slips are not universal, so the name was changed. This represent the very last coin-op game designed by Owen Rubin and the end of his career. But unfortunately, this prototype was never finished / never released. In this prototype version, buying parts for your car was made VERY simple to speed up the game. In the final version, you would see your car in a garage up on a lift, and a garage full of parts you could 'buy' to make your car better. Better tires, better suspension, better brakes, better engine, better transmission. Owen was going to make the races longer, maybe 10 laps. And was going to add cops and traffic lights in the city. Run a red light, the cop chases you. If he bumped you, you stopped for a while to get a ticket! This would have been one GREAT driving game.

- STAFF -

Designed by : Owen Rubin

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1023&o=2

$end


$info=grmatch,
$bio

Grudge Match (c) 1989 Yankee Game Technology.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=28902&o=2

$end


$cpc_cass=ssleuth,
$bio

Grumpy Gumphrey SuperSleuth (c) 1986 Gremlin Graphics Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99464&o=2

$end


$x1_flop=gruppe,
$bio

Gruppe (c) 1985 SPS

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86002&o=2

$end


$pc8801_flop=gruppe,
$bio

Gruppe (c) 1985 SPS [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91950&o=2

$end


$info=gryzor,gryzor1,
$bio

Gryzor (c) 1987 Konami.

In 2631, a meteorite strikes the Galuga archipelago near New Zealand, carrying with it a dormant alien lifeform. Two years later in 2633, a terrorist organization of alien origin called Red Falcon takes over the island as part of their plot to invade the Earth. Bill Rizer and Lance Bean, of the Contra unit, are sent to the Oceania island to stop the evil threat.

Gryzor is a hectic 1 or 2-player platform shoot-em-up featuring five stages. Three of the levels are standard side-scrolling platform levels, while the remaining 2 are enemy 'bases'; 3rd person into-the-screen stages in which players must run down series of heavily defended corridors to reach and destroy an end-of-level boss, before moving onto the next stage.

Each player's character is equipped with a semi-automatic machine gun with an unlimited amount of ammunition and can jump, move and fire in all eight cardinal directions. Players can also move and jump simultaneously while firing. Co-ordination of the character's movement is essential as a single hit from any enemy, bullet, or other hazard will instantly kill the player's character and also eliminate the current weapon from the player's inventory.

As players fight their way through the enemy-packed levels, additional weapons can be collected. If the player loses a life, they will also lose any weapon power-up they were carrying. Available weapons are :
* Machine gun [M] : Auto-fire.
* Spread gun [S] : Allows the player to fire five shots in an arc.
* Laser gun [L] : Will shoot a long laser that can take out many enemies in a row.
* Fire Ball [F] : A gun which fires small fireballs in a corkscrew pattern.
* Rapid-fire [R] : Increases the firing rate of the player's currently equipped weapon.
* Barrier [B] : Will make the player invincible for a few seconds.

The game's 5 levels and bosses are as follows :
Stage 1 : Jungle – Defensive Wall – (horizontal scrolling)
Stage 2 : Base 01 – Six turrets and alien eyeball – (3rd-person)
Stage 3 : Waterfall – Large Alien – (vertical scrolling)
Stage 4 : Base 02 – Six turrets and alien head – (3rd-person)
Stage 5 : Snow Field/Energy Zone/Hangar/Alien Lair – Alien Heart – (horizontal scrolling)

- TECHNICAL -

Game ID : GX633

Main CPU : Motorola M6809 (@ 1.5 Mhz)
Sound CPU : Motorola M6809 (@ 2 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.582071 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

This game is known outside Europe as "Contra".

Here are the official names of the characters : Bill Rizer (player 1) and Lance Bean (player 2).

Bill Rizer makes an appearance as a supporting character in the 1992 Nintendo NES/Famicom game "Wai Wai World 2 SOS.. - Paseri Jou" (A.K.A. "Konami World 2 - SOS from Parsley Castle"). 

The music from the final stage is also used for the final boss confrontation in "Wai Wai World" (A.K.A. "Konami World" ) for the Nintendo NES/Famicom . 

Chad Johnson holds the official record for this game with 1,546,600 points on July 15, 2002.

- UPDATES -

Gryzor is the European version of the game known as "Contra" in North America and Japan. The Gryzor version differs from the other regional releases as the 2-players mode can only play alternating, rather than simultaneously.

- TIPS AND TRICKS -

* Use shots wisely : Jump shots and crouch shots allow you to attack while avoiding enemy attacks. Do not hesitate. Keep those shots going!

* Kill before being killed : if you see an enemy, shoot right away. Defeat them before they fire at you. Be the first one to attack!

* Tip for taking down the fortress : Fortresses situated at the end of each level have a weak point (sensor). Concentrate your attack on the weak point!
But Destroy the cannons first. Cannons will remain even if you take out the sensor first and the fortress morphs.

* Tip for 3-D levels : Destroy the weak points of each floor and stop the high voltage electric currents. Taking out the weak points quickly is key to conquering the 3-D levels.
If you press UP on the control pad and touch the electricity, you will be stunned and won't be able to move for a while. Don't move forward until you take out the weak point and stop the electricity.
After you take out the weak point, look at the map while proceeding. You'll know whether to go left or right.
You can dodge enemy bullets by lying down! Destroy rolling mines by using crouch shots.
As you proceed, there are weak points that are positioned so that you can't reach them. Utilize jump shots and crouch shots.

* Beware of Falling off at Stage 4 : In Stage 4 where you climb up a waterfall, missing a platform and falling down will count as a miss.

* Barrier : At specific spots in Stages 4 & 9, you can pick up barriers that make you invincible for a while. However, there is a rule : 'A barrier will appear only when you are NOT equipped with a special weapon'.

- SERIES -

1. Gryzor (1987)
2. Super Contra (1988)
3. Contra Force (1992, Nintendo NES)
4. Contra III - The Alien Wars (1992, Nintendo Super Famicom)
5. Contra - Hard Cops (1994, Sega Mega Drive)
6. Contra - Legacy of War (1996, Sony PlayStation)
7. Contra - Shattered Soldiers (2002, Sony PlayStation 2)
8. Neo Contra (2004, Sony PlayStation 2)

- STAFF -

Game programmers : Satoru, Hideyuki Falco, Koichi Cobra
Video graphics : Kengo
Special designers : Ishiwari Jinbo, Passionate Norio
Sound editor : Kazuki Muraoka (as 'Kazuki Jah')
Engineer : Rom Yamamoto
Directed by : Koji

- PORTS -

The video game console versions had 3 additional levels. In the arcade version, the 5th level is an exceptionally long last level. The disparate elements of it were expanded in the console versions to form 3 additional levels.

* Consoles :
Nintendo NES [EU] (December 28, 1990) "Probotector [Model NES-77]" 
Microsoft XBOX 360 [XBLA] [EU] (November 8, 2006) 
Nintendo DS [EU] (October 26, 2007) "Konami Arcade Classics [Model NTR-P-ACXP]" 
Nintendo DS [AU] (October 29, 2007) "Konami Arcade Classics" 

* Computers :
Sinclair ZX Spectrum [EU] (1987)
Commodore C64 [EU] (1987)
Amstrad CPC [EU] (1987) [64 ko version] : FX only.
Amstrad CPC [EU] (1987) [128 ko version] : FX and Music.
PC [MS-DOS] [EU] (1987)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1024&o=2

$end


$cpc_cass=gryzors,
$bio

Gryzor (c) 1987 Erbe Soft. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96567&o=2

$end


$cpc_cass=gryzor,
$bio

Gryzor (c) 1987 Ocean Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96568&o=2

$end


$cpc_cass=gryzorhs,
$bio

Gryzor [Model 24] (c) 1987 Hit Squad, The [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99072&o=2

$end


$pcecd=gsmikami,
$bio

GS Mikami (c) 1994 Banpresto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58195&o=2

$end


$snes=gsmikami,
$bio

GS Mikami - Joreishi wa Nice Body [Model SHVC-IR] (c) 1993 Banalex

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61345&o=2

$end


$nes=gsdcomp,
$bio

GSD Super Student Computer Cartridge (c) 19?? Unknown [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76780&o=2

$end


$saturn,sat_cart=gt24,
$bio

GT 24 (c) 1998 Jaleco Company, Limited. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59154&o=2

$end


$gba=gtadv,
$bio

GT Advance - Championship Racing [Model AGB-ACAE-USA] (c) 2001 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70736&o=2

$end


$gba=gtadv2u,
$bio

GT Advance 2 - Rally Racing [Model AGB-AGWE-USA] (c) 2002 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70739&o=2

$end


$gba=gtadv2,
$bio

GT Advance 2 - Rally Racing [Model AGB-AGWP] (c) 2002 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70738&o=2

$end


$gba=gtadv3u,
$bio

GT Advance 3 - Pro Concept Racing [Model AGB-A2GE-USA] (c) 2003 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70741&o=2

$end


$gba=gtadv3,
$bio

GT Advance 3 - Pro Concept Racing [Model AGB-A2GP] (c) 2003 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70740&o=2

$end


$gba=gtchamp,
$bio

GT Championship (c) 2001 Kemco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70742&o=2

$end


$gba=gtracers,gtracerspa,gtracersp,
$bio

GT Racers [Model AGB-BJAP-EUR] (c) 2006 Liquid Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70743&o=2

$end


$snes=gtracing,
$bio

GT Racing [Model SHVC-AIKJ-JPN] (c) 1996 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61346&o=2

$end


$n64=gt64,gt64u,
$bio

GT64 - Championship Edition (c) 1998 Ocean

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57715&o=2

$end


$info=gticlub2,gticlub2ea,
$bio

GTI Club Corso Italiano (c) 2000 Konami Corp.

A rally racing game from Konami.

- TECHNICAL -

Konami Viper Hardware

CPU : Motorola Power PC XPC8240 @ 200-250MHz
Graphics System : 3DFX 355-0024-020 (Equivalent to 3dfx Voodoo3/Avenger)
Sound : Yamaha YMZ280B
ROMS : Flash Card based, some secured, and all controlled by an RTC Ram.

- TRIVIA -

GTI Club Corso Italiano was released in July 2000 in Japan.

This game is also known as "GTI Club 2" and "Driving Party".

- SERIES -

1. GTI Club Rally Cote D'azur (1997)
2. GTI Club Corso Italiano (2000)
3. GTI Club Supermini Festa! (2009)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4185&o=2

$end


$info=gticlub,gticlubj,gticluba,gticlubu,
$bio

GTI Club Rally Cote D'azur (c) 1996 Konami.

A rally racing game from Konami.

- TECHNICAL -

Konami GTI Club Hardware

CPU : PowerPC 403GA @ 64 MHz
3D DSP : ADSP-21062 (SHARC) @ 36 MHz
Sound CPU : 68EC000 @ 16 MHz
Sound chips : Ricoh RF5C400 PCM 32Ch, 44.1 kHz Stereo, 3D Effect Spatializer.
Graphics (Custom 3D) : 2 x KS10071 (Possibly graphics as well : KS10081, K001604)
Unknown Chips (possibly sound related) : K056800, K056230

- TRIVIA -

GTI Club Rally Cote D'azur was released in September 1996 in Japan and in 1997 overseas.

Soundtrack releases :
GTI Club c/w Jet Wave & Winding Heat Original Game Soundtrack [King Records - KICA-7751 - Feb 5, 1997]

- TIPS AND TRICKS -

* Race as a Dog : To race as a dog, push the Automatic/Manual transmission button while entering coins. Then put the gearshift into reverse. Wait until the game starts and release.

- SERIES -

1. GTI Club Rally Cote D'azur (1997)
2. GTI Club Corso Italiano (2000)
3. GTI Club Supermini Festa! (2009)

- STAFF -

Director: Shigenobu Matsuyama (S. Matsuyama)
Programmer: S. Fukunaga, K. Midorikawa, T. Mizumoto, A. Shimiz
CG Designer: S. Matsuyama, R. Ueda, S. Wakabayashi
Sound Designer: Y. Koezuka, Toshirou Sakurai (T. Sakurai), H. Shikama
Mechanic Engineer: S. Uchiyama, T. Hiraoka, K. Okita
Product Designer: M. Kokado, T. Nishimura, Y. Isetani
Hardware Engineer: H. Yamashita, T. Kobayashi, M. Kami, S. Yoshida, S. Ueda, H. Konishi
DSP programmer: K. Sugano
Producer: H. Machiguchi

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3537&o=2

$end


$nes=gbzsxh,gbzsxha,
$bio

Gu Ba Zhan Shi Xi Hua (c) 19?? Unknown [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76787&o=2

$end


$nes=gumuli,
$bio

古墓丽影 (c) 200? Nanjing.
(Gu Mu Li Ying)

- TECHNICAL -

Game ID: NJ066

- STAFF -

Developed by: Nice Code Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76788&o=2

$end


$pico=guchoko,
$bio

Gu-chokorantan - Minna de Oekaki! Tanoshii Asobi mo Ippai! [Model HPC-6092] (c) 2001 Sega Toys

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75687&o=2

$end


$cpc_cass=guadalcn,
$bio

Guadalcanal [Model 22270] (c) 1987 Proein Soft Line [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96570&o=2

$end


$cpc_cass=guadalcn,
$bio

Guadalcanal [Model UQD 576] (c) 1987 Activision, Inc. [Santa Clara, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96569&o=2

$end


$nes=gmzs,
$bio

Guang Ming Zhi Shen (c) 199? Fuzhou Coolboy Electronics Co., Ltd. [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76789&o=2

$end


$info=grdian,
$bio

Guardian (c) 1986 KitKorp.

A side-scrolling beat 'em up where you fight your way through various planets, each with a different theme.

- TECHNICAL -

Main CPU : (2x) Zilog Z80 (@ 6 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.5 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in March 1986.

Manufactured by KitKorp, under license from Taito America.

Game developed by Toaplan. 

This game is known in Japan as "Get Star".

Will Czeswinski holds the official record for this game with 1,058,420 points.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1025&o=2

$end


$x68k_flop=guardian,
$bio

Guardian (c) 1993 Trap Zero

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88276&o=2

$end


$cpc_cass=guardang,
$bio

Guardian Angel (c) 1987 The Codemasters Soft. Co., Ltd.

- TECHNICAL -

Game ID: 3340

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96379&o=2

$end


$info=grdforce,
$bio

Guardian Force (c) 1998 Success.

A tank shoot 'em up from Success.

- TECHNICAL -

Runs on the "ST-V [Sega Titan Video Game System]" hardware.
Cartridge ID: [Model 610-0374-95]

Players: 2
Control: 8-way joystick
Buttons: 6

- TRIVIA -

Guardian Force was released in March 1998. It was a good game with interesting gameplay but a few boards were released, so the game was not as popular as other games and was a flop in the arcades.

PATENTS :
U.S.A : 4,442,486 - 4,454,594 - 4,462,076
Europe : 80244
Canada : 1,183,276
Honk Kong : 88-4302
Singapore : 88-155

- STAFF -

Planner : Kazutoshi Yashiki
Director : Kazutoshi Yashiki, Taku Ishigouoka (ISHI)
Main graphic designer : Kazutoshi Yashiki, Taku Ishigouoka (ISHI), Yusuke Nemoto (NEMO), Takeshi Takahashi (TAKA)
System programmer : Masaru Haisuyama
Main programmer : Yuichi Horiguchi (HORI)
Graphic designer : Toru Kagawa, Michi Yoshikuni
Programmer : Masato Taniguchi (TANI), Yuichiro Sato (SATO), Yukio Ushigome, Tomohide Ooshiro
Sound : Kenichi Hirata, Misako Tago
3-D adviser : Mizuho Sasa
Title : Yusuke Nemoto (NEMO), Takeshi Takahashi
Special Thanks : Liu Hiangoong, Chie Akama, Yumiko Tachibana, Hiromi Hirata
Producer : Takato Yoshinari

- PORTS -

* Consoles :
Sega Saturn [JP] (August 6, 1998) "Guardian Force [Model T-9905G]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1026&o=2

$end


$saturn,sat_cart=grdnfrce,grdnfrcea,
$bio

Guardian Force (c) 1998 Success.

- TECHNICAL -

[Model T-9905G]

- TRIVIA -

Guardian Force for Saturn was released on August 6, 1998. 5 Months after the original arcade release.

In this home version of the game, when you start to play, you have the equivalent of 10 Credits in the machine.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49059&o=2

$end


$saturn,sat_cart=guardherj,guardherja,
$bio

Guardian Heroes (c) 1996 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59210&o=2

$end


$saturn,sat_cart=guardher,
$bio

Guardian Heroes (c) 1996 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60317&o=2

$end


$saturn,sat_cart=guardheru,
$bio

Guardian Heroes [Model 81035] (c) 1996 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60050&o=2

$end


$cpc_cass=guardn2,
$bio

Guardian II - Revenge of the Mutants [Model HT014] (c) 1990 Hi-Tec Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96571&o=2

$end


$bbca_cass,bbcb_cass=guarddoo,
$bio

Guardian of Doomsday (c) 19?? Quest

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51916&o=2

$end


$pc98=guardrec,
$bio

Guardian Recall - Shugojuu Shoukan (c) 1996 Agumix [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89631&o=2

$end


$info=grdnstrm,grdnstrmv,
$bio

Guardian Storm (c) 1998 Apple Industries, Incorporated.

- TRIVIA -

Guardian Storm was released in May 1998.

Manufactured by Apple Industries, under license from Afega. For more information about the game, please see the original Afega version entry ("Jeon Sin - Guardian Storm").

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40651&o=2

$end


$a2600=guardian,guardianp,
$bio

Guardian (c) 1982 Apollo

Features 34 game variations.

- TECHNICAL -

Model AP2008

- SCORING -

At first you will earn points for each thermo-molecular detonator destroyed. As the game progresses, the shower of detonators rains upon Guardian at a more frenzied speed. and you gain more points for destroying them.

Every time you earn 10.000 points, your force field will be re-built.
Every 50.000 points, you gain an additional planet. However, due to the visibility range of Guardian. You can only view three planets at a time. Rest assured that the others are there. The game is over when your last planet is destroyed.

- STAFF -

Programmer: Larry Martin

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50557&o=2

$end


$cpc_cass=guardns,
$bio

Guardians (c) 1991 Loriciels [France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96572&o=2

$end


$x68k_flop=guardans,
$bio

Guardians (c) 1993 Moai [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88277&o=2

$end


$info=grdians,
$bio

Guardians / Denjinmakai II (c) 1995 Banpresto.

A beat-'em-up developed by Winky Soft with 8 selectable characters and lots of special moves.

- TECHNICAL -

Seta 2nd Generation Hardware

Game ID : P-FG01-1

Main CPU : Motorola 68000 (@ 16.2652 Mhz)
Sound Chips : X1-010 (@ 16.666666 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Developed by Winky Soft.

Released in December 1995 in Japan only.

Denjin means 'The God of Electricity'. Makai is a character's name in its pre-sequel - directly translated as 'Devil's Puppet'.

- SERIES -

1. Denjinmakai (1994)
2. Ghost Chaser Densei (1994, Nintendo Super Famicom)
3. Guardians / Denjinmakai II (1995)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1027&o=2

$end


$info=guardian,
$bio

Guardians of the 'Hood (c) 1992 Atari Games.

Dangerous gangs own the streets, and is up to four brave street vigilantes to do some much needed clean up. Train hard at the sparring rounds and prove your skill at some enemies bosses so they might join your posse! Gather a few buddies for this wild ride! :)

- TECHNICAL -

Atari G42 hardware
Game ID : 136092

Main CPU : Motorola 68000 (@ 14.31818 Mhz), MOS Technology 6502 (@ 1.7895 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579 Mhz), OKI6295 (@ 9.037 Khz)

Players: Up to 3
Control per player: 8-way joystick
Buttons per player: 5

- TRIVIA -

Guardians of the 'Hood was presented at the ATE Show in March of 1992 in London, England.

This game is often regarded as the 'unauthorized sequel' to Atari's arcade classic "Pit-Fighters" since it uses the same graphical style as well as many fighting moves from that game.

- STAFF -

Project leaders / Designers : Gary Stark, Mark Stephen Pierce
Programmers : Gary Stark, Andrew J. Burgess, Ed Rotberg
Lead animator : Nick Stern
Animators : Sharon Plotkin, Sean Murphy, Chuck Eyler, Scott Sava
Engineers : Sam Lee, Pat McCarthy
Digital imaging : Rob Rowe, Dave Portera
Audio by : John Paul, Brad Fuller
Project supervisor : John Ray
Product manager : Jerry Momoda
Technician : Minh Nguyen
Design assistants : Haywood Beaird, Victor Mercieca

* CAST :
1. Guardians :
Conner : William Willis
Chief : Robert Salazar
Javier : Javier Mendez
Tanya : Marilyn Caldwell

2. Dreads :
Jay Jay : Jimmy Welch
Toots : James Thompson
Mauby : Marc Williams
Nigel : Rick Jackson

3. Shavers :
Boris : Chuck Campbell
Pebbles : Suzanne Nock
Tiny : Mark Noreng

4. Dragons :
Kwan : Harry Mok
Sue Lee : Janet Gee
Li : Riz Angel

5. Gym Match Extras :
Referee - Jose Sandoval
Bystanders - Haywood Beaird, Jose Erazo, Daisy Falk, Ge Loria Morrison, Gabriel Rotberg, Pjhillip Sheffield, Cassie Turner, Zenobia Yacoub

6. Dread Street Extras :
Drunk : Dave Portera
Hooker : Rhonda Williamson
Pusher : Russel Dawe (Rusty)

7. Subway Station Extra :
Flasher : Mike Taylor
Bag-lady : Lois Turner
Bag-child : Jonathan Rowe

8. Alley Extras :
Hawker : Mike Hally

9. Dragon Street Extras :
Asian Male : Sam Lee
Asian Female : Lily Chan
Shopkeeper : Yong Carnahan

10. Bar Extra :
Bartender : Minh Nguyen
Waitress : Noelle Selich
Bar Drunk : Rizaldi Bugawan
Stripper : Celina Vannoni
Table Drunk : Dave Fabian

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1028&o=2

$end


$nes=guardic,
$bio

???????? (c) 1987 Irem Corporation.
(Guardic Gaiden)

Guardic Gaiden is a shooter/action/adventure game by Compile. A large artificial planet called Naju is hurtling towards Earth and humanity is inclined to stop the upcoming destruction of their home world. Their only hope lies in a highly sophisticated aerobot guardian called Miria (codenamed System D.P), a female humanoid robot who can transform into a powerful spaceship. Her mission is to infiltrate Naju and to activate the large planet's self-destruct mechanism before it reaches the Earth. Guardic Gaiden begins as a traditional shooter where Miria, in her space-fighter mode, flies through narrow corridors, defeats waves of enemy ships and confront vile end-level bosses. Once the corridor's boss is vanquished, Miria transforms into her humanoid mode and the game switches to a traditional action/adventure overhead view. There, she must explore the surface of Naju, find twenty locked corridors, collect power-ups and gather important clues to move forward in the game. Most of the corridors are sealed at first and she must retrieve ten sign-coded keys (obtained by defeating bosses) to gain access to the different sections the game has on offer. Naju is incredibly vast and a map is available at anytime during the game to guide our heroine in her dangerous mission. Miria comes equipped with two weapons - a standard upgradeable laser-blaster and a wide array of secondary weapons (missiles, grenades, light saber, rotating fireballs, blue plasma and so forth). The latter are upgradeable (up to 3 times) and are limited by the amount of power chips Miria carries around. Power chips are at the core of the gameplay and symbolized by colored orbs (blue and red) scattered around the game. The are usually hidden inside small destructible pyramids along with other special items such as energy tanks, gun power cells, shields, gun power-ups and the almighty enemy erasers which annihilate every lifeforms on screen. Shops scattered throughout Naju are also convenient places to purchase upgrades in exchange of power ships. Guardic Gaiden features a password system to save the player's progress - however, collecting passwords is rather unusual here and players have to meet Rand? (blue and round creatures often seen in early Compile games and also known as Landers) to retrieve them.

- STAFF -

Developed by Compile and produced by Irem.

Program and Effects: Jemini Hirono
Passwords: Wao Isee
Map Maker: Pochi Nakamori
Graphic: Janus Teramoto, Yoriki
Music: Miyamo, Shant
Effect Idea: Shi-Kun
Test Play: Midnight, Commander-Nui, Janus Teramoto, Kunny, Tanida, Shant, Pal
Director: Moo Niitani

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54152&o=2

$end


$msx1_cart=guardic,guardica,
$bio

Guardic [Model IA-861] (c) 1986 Compile

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77115&o=2

$end


$pc98=guernica,
$bio

Guernica (c) 1996 BackSpin [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89632&o=2

$end


$odyssey2,g7400=guerre,
$bio

Guerre Lazer (c) 1980 Radiola La Radiotechnique.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95612&o=2

$end


$x68k_flop=glyeward,
$bio

Guerriere Lyeward (c) 1990 Tokuma Shoten Intermedia, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87745&o=2

$end


$info=gwar,gwara,gwarb,
$bio

Guerrilla War (c) 1987 SNK.

The country is struggling under the cruel domination of its evil King. The rebel guerilla leader and his comrades attempt to secretly land on shore. The King's military is waiting for them, however, and the players must fight their way inland to reach and destroy the King's palace stronghold.

In this, the pseudo-sequel to SNK's own superb "Ikari Warriors" (released two years earlier), players must once again shoot their way through a number of vertically scrolling levels, all packed with large numbers of enemy soldiers, gun emplacements and vehicles. Each level also contains a number of captured prisoners tied to wooden stakes, and these can be rescued for extra points. 

The players' weapons have only a limited amount of ammunition and additional ammo/grenades must be picked up along the way. A number of gun upgrades can also be found. At various points in the game, players can also enter unoccupied enemy tanks, which provide increased firepower as well as resistance to enemy shots. Too many enemy hits, however, will eventually see the tank explode - this is proceeded by a warning flash to allow the player to exit the tank before the explosion occurs. Should the player be caught inside or near the tank when it explodes, a life is lost.

As with "Ikari Warriors", Guerrilla War features full 360 degree gameplay with attacking troops appearing from all directions. The players' on-screen counterparts are able to rotate themselves accordingly.

- TECHNICAL -

Game ID : A7003 'GV'

Main CPU : (2x) Zilog Z80 (@ 4 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM3526 (@ 4 Mhz), Y8950 (@ 4 Mhz)

Screen orientation : Vertical
Video resolution : 224 x 384 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024

Players : 2
Control : dial
Buttons : 2

- TRIVIA -

Released in March 1988 (even if the titlescreen says 1987).

This game is based on the Cuban revolutionary war against the Bautistas that occurred in the 1950's. The first player controls Chè Guevara and the second player controls Fidel Castro, current Cuban dictator. The storyline was changed completely for the US version, because Fidel Castro of Cuba and the United States are bitter enemies, and out of respect for the Cuban Missile Crisis.

The Japanese version of this game is called "Guevara".

- PORTS -

* Consoles :
Nintendo Famicom (1989)

* Computers :
Amstrad CPC (1988)
Sinclair ZX Spectrum (1989)
Commodore 64 (1989)
Commodore Amiga (1989)
Atari ST (1989)
IBM PC

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1029&o=2

$end


$ibm5150,ibm5150_cass=gwar,gwar720,
$bio

Guerrilla War (c) 1987 Data East Corp. [Tokyo, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83629&o=2

$end


$cpc_cass=gwar,
$bio

Guerrilla War (c) 1988 Imagine Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96574&o=2

$end


$nes=gwar,gwaru,
$bio

Guerrilla War (c) 1989 SNK [Shin Nihon Kikaku] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55190&o=2

$end


$cpc_cass=gwars,
$bio

Guerrilla War [Model AM 449] (c) 1988 Erbe Soft. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96573&o=2

$end


$info=gwarj,
$bio

Guevara (c) 1987 SNK.

The country is struggling against the cruel domination of the King. The rebel guerrilla leader and his comrades attempt to secretly land on shore. The King's military is waiting for them, however, and the players must fight their way inland to reach and attack the enemy fortress.

In this, the pseudo-sequel to SNK's own superb "Ikari Warriors" (released 2 years earlier), players must once again shoot their way through a number of vertically scrolling levels, all packed with hoards of enemy soldiers, gun emplacements and vehicles. Each level also contains a number of captured prisoners tied to wooden stakes, and these can be rescued for extra points.

The players' munitions are deletable, and additional ammo/grenades must be picked up along the way; a number of gun upgrades can also be found. At various points in the game, players can also enter unoccupied enemy tanks, which provide increased firepower as well as resistance to enemy shots. Too many enemy hits, however, will eventually see the tank explode - this is proceeded by a warning flash to allow the player to leave the tank before the explosion takes place. Should the player be caught inside or near the tank when it explodes, a life is lost.

As with "Ikari Warriors", Guevara features full 360 degree gameplay with attacking troops appearing from all directions. The players' on-screen counterparts are able to rotate themselves accordingly.

- TECHNICAL -

Game ID : A7003 'GV'

Main CPU : (2x) Zilog Z80 (@ 4 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM3526 (@ 4 Mhz), Y8950 (@ 4 Mhz)

Players : 2
Control : dial
Buttons : 2

- TRIVIA -

Released in March 1988 in Japan (even if the titlescreen says 1987).

This game is based on the Cuban revolutionary war against the Bautistas that occurred in the 1950's. The first player controls Che Guevara and the second player controls Fidel Castro, current Cuban dictator.

This game is known outside Japan as "Guerrilla War". The storyline was changed completely for the US version, because Fidel Castro of Cuba and the United States are bitter enemies and out of respect for the Cuban Missile Crisis.

- PORTS -

* Consoles :
Nintendo Famicom (1988)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1030&o=2

$end


$nes=guevara,
$bio

Guevara (c) 1988 SNK.

- TRIVIA -

Guevara was released on December 26, 1988 in Japan.

Some messages from the programmers are located at 00FB8F in the ROM:
APO? mess       
DaDi DaDaDa DaDi
ATHENA ikima--su
MARIchan muzukas
hikute wakanna-i
Ganbarima-----su
Ti-----me Girl!!
Fight ! Fight !!
HoHoHoHoHoHoHoHo
Knt mess        
NIKAGETSU DE TSU
KKUTTAN DAZO-   
HOMETE HOMETE   
3/9/88 20:0     
BUG GA DEMASSEN 
YOUNI ....

- TIPS AND TRICKS -

A minigame based on Sasuke vs. Commander, an early SNK arcade game, is hidden inside the Japanese version. To access it, do the following:
1. At the player selection screen, hold A + B and press Start to trigger the Level and Difficulty Select cheat.
2. Set to stage 5.
3. Now, hold Up + A + B on controllers 1 and 2, and then press Start on controller 1.

The ROM also includes the necessary font and space in the side bar for a score, an alternate screen layout, and multiple frames of animation for Sasuke and the ninjas, but none of it was used. It's likely that the developers had planned a more full-fledged port, but simply ran out of time.

- STAFF -

Programmed by: KNT

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54153&o=2

$end


$nes=guimeizj,
$bio

???? (c) 19?? Waixing Computer & Technology Co., Ltd.
(Gui Mei Zhan Ji)

- TECHNICAL -

[Model ES-1125]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76790&o=2

$end


$info=gmissile,
$bio

Guided Missile (c) 1977 Midway.

Launch missiles at targets moving horizontally across the screen. You have 90 seconds to hit as many targets as you can.

- TECHNICAL -

[Game No. 623]

Main CPU : Intel 8080 (@ 1.9968 Mhz)
Sound Chips : Discrete circuitry

Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 2

Players : 2
Control : 2-way joystick
Buttons : 1

- TRIVIA -

Released in April 1977.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1031&o=2

$end


$msx2_flop=guidolp,
$bio

Guido's Lost in Plantinus (c) 1995 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101698&o=2

$end


$cpc_cass=guillemb,
$bio

Guillem de Bergueda (c) 1985 ACE Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96575&o=2

$end


$msx1_cass=gtell,
$bio

Guillermo Tell (c) 1989 Opera Soft [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94689&o=2

$end


$cpc_cass=gtell,
$bio

Guillermo Tell (c) 1989 Opera Soft [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96576&o=2

$end


$info=ggisuka,
$bio

Guilty Gear Isuka (c) 2004 Sammy.

The brilliant 2D wonder is back in all its glory! Guilty Gear has rocked the 2D world ever since its very first release. It has captured the attention of 2D lovers worldwide.
The original, vast and complex system of this classic sets it apart from other one on one beat 'em ups, also along with it's great and definitive character design. Guilty Gear has many great features to its system.
In Isuka you can now play up to 4 players simultaneously. You can either go against 3 other opponents alone to test your individual skills, or pair up with a partner and go head to head against an opposing team. The choice is yours. Now the level of excitement can be taken up yet again with this great new version called Guilty Gear Isuka!

- TECHNICAL -

Sammy Atomiswave Hardware

CPU : Hitachi SH-4 32-bit RISC CPU (200 MHz 360 MIPS / 1.4 GFLOPS)
Graphic Engine : PowerVR 2 (PVR2DC)
Sound Engine : ARM7 Yamaha AICA 45 MHZ (with internal 32-bit RISC CPU, 64 channel ADPCM)
Main Ram : 32 megs
Main Memory : 16 MByte
Graphic Memory : 16 MByte
Sound Memory : 8 MByte
Media : ROM Board
Simultaneous Number of Colors : Approx. 16,770,000 (24bits)
Polygons : 2.5 Million polys/sec
Rendering Speed : 500 M pixel/sec
Additional Features : Bump Mapping, Fog, Alpha-Bending (transparency), Mip Mapping (polygon-texture auto switch), Tri-Linear Filtering, Anti-Aliasing, Environment Mapping, and Specular Effect.

- TRIVIA -

Released in December 2003.

Developed in cooperation with Arc System Works.

It is not part of the canon, although A.B.A, a new character previewed in this game, is very much part of it, having been announced as one of two new characters added to Guilty Gear XX #Reload for the new Slash edition.

Team Entertainment released a limited-edition soundtrack album for this game (Guilty Gear Isuka Original Soundtrack - KDSD-00036) on 21/03/2004.

- SERIES -

1. Guilty Gear X (2000)
2. Guilty Gear X Version 1.5 (2003)
3. Guilty Gear XX - The Midnight Carnival (2002)
4. Guilty Gear XX - The Midnight Carnival #Reload (2003)
5. Guilty Gear Isuka (2004)
6. Guilty Gear XX Slash (2005)
7. Guilty Gear XX Accent Core [GDL-0041] (2006)
8. Guilty Gear XX Accent Core Plus R (2012)
9. Guilty Gear Xrd -SIGN- (2014)
10. Guilty Gear Xrd -REVELATOR- (2015)

- PORTS -

* Consoles :
Sony PlayStation 2 (2004)
Microsoft XBOX (2004)
Nintendo DS (2005, "Guilty Gear Dust Strikers") : this port adds platforming elements, in order to use the dual-screen aspect.

* Computers :
PC [MS Windows] (2005)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3980&o=2

$end


$wscolor=ggpetit2,
$bio

Guilty Gear Petit 2 [Model SWJ-SUMC08] (c) 2001 Sammy Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86446&o=2

$end


$wscolor=ggpetit,
$bio

Guilty Gear Petit [Model SWJ-SUMC07] (c) 2001 Sammy Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86445&o=2

$end


$info=ggx,ggx15,
$bio

Guilty Gear X (c) 2000 Sammy Corp.

An outstanding 2-D fighting game developed for Sega's Naomi hardware. The game features an intense fighting experience featuring a pulse pounding heavy metal soundtrack, amazingly detailed high resolution graphics, and smooth gameplay.

- TECHNICAL -

Runs on the Sega "NAOMI" hardware.

- TRIVIA -

Guilty Gear X was released in July 2000.

Developed in cooperation with Arc System Works.

The game was originally only released in Japan as 2-D oriented games were losing popularity in the Western market, but was later released in English territories due to the immense popularity and rave reviews it received.

First Smile Entertainment released a 2 CD limited-edition soundtrack album for this game (Guilty Gear X Original Soundtrack - FSCA-10143) on 20/09/2000.
An other soundtrack album was released by First Smile Entertainment for the Dreamcast version of the game (Guilty Gear X Heavy Rock Tracks - The Original Soundtrack of Dreamcast - FSCA-10164) on 17/01/2001.

- TIPS AND TRICKS -

* Score Attack Mode : Press Start Button with A + B + C + D after inserted a credit

* Operator's Password
ROMANTIC : Unlocked Testament
MISOSOUP : Unlocked Dizzy

- SERIES -

1. Guilty Gear X (2000)
2. Guilty Gear X Version 1.5 (2003)
3. Guilty Gear XX - The Midnight Carnival (2002)
4. Guilty Gear XX - The Midnight Carnival #Reload (2003)
5. Guilty Gear Isuka (2004)
6. Guilty Gear XX Slash (2005)
7. Guilty Gear XX Accent Core [GDL-0041] (2006)
8. Guilty Gear XX Accent Core Plus R (2012)
9. Guilty Gear Xrd -SIGN- (2014)
10. Guilty Gear Xrd -REVELATOR- (2015)

- PORTS -

* Consoles :
Sega Dreamcast (2000)
Sony PlayStation 2 (2001)
Nintendo Game Boy Advance (2002, "Guilty Gear X Advance Edition")

* Computers :
PC [MS Windows] (2000)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3974&o=2

$end


$gba=ggxu,
$bio

Guilty Gear X - Advance Edition [Model AGB-AGXE-USA] (c) 2002 Sammy Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70852&o=2

$end


$gba=ggxj,ggxjp,
$bio

Guilty Gear X - Advance Edition [Model AGB-AGXJ-JPN] (c) 2002 Sammy Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70851&o=2

$end


$gba=ggx,
$bio

Guilty Gear X - Advance Edition [Model AGB-AGXP-EUR] (c) 2002 Sammy Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70850&o=2

$end


$info=ggxx,
$bio

Guilty Gear XX - The Midnight Carnival (c) 2002 Sammy Corp.

A newly discovered form of energy has been used to create devastating bio-weapons with fused human and animal DNA. Known as the Gears, they are now self-aware and amok. They threaten human dominance on the planet.

- TECHNICAL -

Runs on the Sega "NAOMI GD-ROM System" hardware.

- TRIVIA -

Guilty Gear XX The Midnight Carnival was released in May 2002.

Developed in cooperation with Arc System Works.

The game is also known as simply "Guilty Gear X2".

Scitron Digital Content released a 2 CD limited-edition soundtrack album for this game (Guilty Gear XX Original Soundtrack - SCDC-00191~192) on July 24, 2002.

- SERIES -

1. Guilty Gear X (2000)
2. Guilty Gear X Version 1.5 (2003)
3. Guilty Gear XX - The Midnight Carnival (2002)
4. Guilty Gear XX - The Midnight Carnival #Reload (2003)
5. Guilty Gear Isuka (2004)
6. Guilty Gear XX Slash (2005)
7. Guilty Gear XX Accent Core [GDL-0041] (2006)
8. Guilty Gear XX Accent Core Plus R (2012)
9. Guilty Gear Xrd -SIGN- (2014)
10. Guilty Gear Xrd -REVELATOR- (2015)

- PORTS -

* Consoles :
Sony PlayStation 2 (2003)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3984&o=2

$end


$info=ggxxrl,ggxxrlo,
$bio

Guilty Gear XX - The Midnight Carnival #Reload (c) 2003 Sammy.

- TECHNICAL -

Runs on the Sega "NAOMI GD-ROM System" hardware.

- TRIVIA -

Released in March 2003.

Developed in cooperation with Arc System Works.

Team Entertainment released a 2 CD limited-edition soundtrack album for this game (Guilty Gear XX #Reload Korean Version Original Sound Track - KDSD-00017~8) on 06/11/2003.

- TIPS AND TRICKS -

* Give your opponent a handicap on Round 2 - If you feel that you have beaten your opponent easily in Round 1, press 'Respect' after delivering the Knock out blow to taunt your opponent. 'Rakusyo' (Japanese for 'easy victory') will appear, and your opponent's tension gauge will increase by half at the beginning of the next round.

* Unlock M.O.M Mode : After inserting coin, press all buttons and press start.

- SERIES -

1. Guilty Gear X (2000)
2. Guilty Gear X Version 1.5 (2003)
3. Guilty Gear XX - The Midnight Carnival (2002)
4. Guilty Gear XX - The Midnight Carnival #Reload (2003)
5. Guilty Gear Isuka (2004)
6. Guilty Gear XX Slash (2005)
7. Guilty Gear XX Accent Core [GDL-0041] (2006)
8. Guilty Gear XX Accent Core Plus R (2012)
9. Guilty Gear Xrd -SIGN- (2014)
10. Guilty Gear Xrd -REVELATOR- (2015)

- PORTS -

* Consoles :
Microsoft XBOX (2004)
Sony PlayStation 2 (2004)
Sony PSP (2005, "Guilty Gear Judgement")

* Computers :
The PC version of the game was never released outside of Japan. Problems included the fact it was a exact port of the Sony PS2 version, the nearly a GB of hard disc space it needed to run, and using 64MB Direct3D graphics to manage to pull off the hugely detailed and lightning quick gameplay that the console version it was based off enjoyed. The audio quality has been downsampled in Ogg Vorbis format in order for it to fit onto a CD-Rom.
It plays virtually the same as the Sony PlayStation 2 and Arcade versions.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3983&o=2

$end


$info=ggxxac,
$bio

Guilty Gear XX Accent Core (c) 2006 Sega.

This is the 4th edition under the XX banner and allows players to once again get their fill of fast paced intense 2-D anime mayhem. In this version Force Breaks are added which are power moves that use up a quarter of tension gauge. Parrying is another addition, where the fighter flashing gold while parrying. If successful the opponent is vulnerable, if not the fighter cannot block for a limited time.
Other changes include the air moves cancels to air dash, throw breaks, additional character moves and story arcs.

- TECHNICAL -

[GDL-0041]

Runs on the Sega "NAOMI GD-ROM System" hardware.

- TRIVIA -

Guilty Gear XX Accent Core was released in December 2006 in Japan.

- SERIES -

1. Guilty Gear X (2000)
2. Guilty Gear X Version 1.5 (2003)
3. Guilty Gear XX - The Midnight Carnival (2002)
4. Guilty Gear XX - The Midnight Carnival #Reload (2003)
5. Guilty Gear Isuka (2004)
6. Guilty Gear XX Slash (2005)
7. Guilty Gear XX Accent Core [GDL-0041] (2006)
8. Guilty Gear XX Accent Core Plus R (2012)
9. Guilty Gear Xrd -SIGN- (2014)
10. Guilty Gear Xrd -REVELATOR- (2015)

- PORTS -

* Consoles :
Sony Playstation 2 (2007)
Nintendo Wii (2007)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=10267&o=2

$end


$info=ggxxsla,
$bio

Guilty Gear XX Slash (c) 2005 Sega Enterprises, Limited.

- TECHNICAL -

Runs on the Sega "NAOMI GD-ROM System" hardware.

- TRIVIA -

Guilty Gear XX Slash was released on September 28, 2005 in the arcades.

- SERIES -

1. Guilty Gear X (2000)
2. Guilty Gear X Version 1.5 (2003)
3. Guilty Gear XX - The Midnight Carnival (2002)
4. Guilty Gear XX - The Midnight Carnival #Reload (2003)
5. Guilty Gear Isuka (2004)
6. Guilty Gear XX Slash (2005)
7. Guilty Gear XX Accent Core [GDL-0041] (2006)
8. Guilty Gear XX Accent Core Plus R (2012)
9. Guilty Gear Xrd -SIGN- (2014)
10. Guilty Gear Xrd -REVELATOR- (2015)

- STAFF -

Developed by Arc System Works.

Designer : Daisuke Ishitawari

- PORTS -

* Consoles :
Sony PlayStation 2 (2006)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4944&o=2

$end


$psx=guiltyge,
$bio

Guilty Gear [Model SLPS-01357] (c) 1998 Arc System Works

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85227&o=2

$end


$pc8801_flop=guinsagaa,
$bio

Guin Saga (c) 1987 Cross Media Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91951&o=2

$end


$pc8801_flop=guinsaga,
$bio

Guin Saga - Hyoto no Kamen (c) 1987 Cross Media Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91952&o=2

$end


$info=mg_gbr,
$bio

Guinness Book of Records (c) 199? Maygay.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42402&o=2

$end


$psx=guitarfr,
$bio

Guitar Freaks Append 2nd Mix [Model SLPM-86446] (c) 2000 Konami Corp. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85228&o=2

$end


$info=gtrfrks,gtrfrksu,gtrfrksj,gtrfrksa,gtrfrks,
$bio

GuitarFreaks (c) 1999 Konami Company, Limited.

GuitarFreaks is a game where colored notes travel up the screen which correspond with three colored buttons on a guitar controller. The player must press the relevant buttons on the controller and move the 'pluck' when the notes reach the top of the screen in order to fill in missing guitar parts from a song.

- TECHNICAL -

Konami Bemani 573 Analog hardware

Main CPU : PSX (@ 16.9344 Mhz)
Sound Chips : SPU (@ 16.9344 Mhz), CD/DA (@ 16.9344 Mhz)

Palette colors : 65536

Players : 2
Buttons : 7

- TRIVIA -

Released in February 1999.

Konami Music Entertainment released a limited-edition soundtrack album for this game (Guitar Freaks Original Game Soundtrack - KICA-7955) on 18/03/1999.

Michael Jackson used to own this game. It was sold at the official Michael Jackson Auction on Apr. 24th, 2009.

- TIPS AND TRICKS -

* 2P Battle mode : Press Pick, Green (x2), Pick at the mode select screen (A cheering crowd confirms correct entry).

* Hidden mode : Press Red, Blue, Green, Blue, Red, Green at the mode select screen (A cheering crowd confirms correct entry).

* Speed Edition : Press Red, Green, Blue, Pick (x2) at the mode select screen. Then choose Expert mode (A cheering crowd confirms correct entry).

* High Speed Edition : Press Pick (x2), Red, Blue, Red, Blue, Green (x2) at the mode select screen. Then choose Expert mode (A cheering crowd confirms correct entry).

- SERIES -

1. GuitarFreaks (1999)
2. GuitarFreaks 2ndMix (1999)
3. GuitarFreaks 2ndMix Link Version (1999)
4. GuitarFreaks 3rdMix (2000)
5. GuitarFreaks 4thMix (2000)
6. GuitarFreaks 5thMix (2001)
7. GuitarFreaks 6thMix (2001)
8. GuitarFreaks 7thMix (2002)
9. GuitarFreaks 8thMix (2002)
10. GuitarFreaks 9thMix (2003)
11. GuitarFreaks 10thMix (2003)
12. GuitarFreaks 11thMix (2004)
13. GuitarFreaks V (2005)
14. GuitarFreaks V2 (2005)
15. GuitarFreaks V3 (2006)
16. GuitarFreaks V4 Rock×Rock (2007)
17. GuitarFreaks V5 Rock to Infinity (2008)
18. GuitarFreaks V6 Blazing!!!! (2009)
19. GuitarFreaks XG (2010)
20. GuitarFreaks V7 (2010)
21. GuitarFreaks XG2 Groove to Live (2011)
22. GuitarFreaks V8 (2011)
23. GuitarFreaks XG3 (2012)
24. GITADORA [GuitarFreaks] (2012)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3627&o=2

$end


$info=gtfrk10m,gtfrk10ma,gtfrk10mb,
$bio

GuitarFreaks 10thMix (c) 2003 Konami Corp.

GuitarFreaks is a game where colored notes travel up the screen which correspond with three colored buttons on a guitar controller. The player must press the relevant buttons on the controller and move the 'pluck' when the notes reach the top of the screen in order to fill in missing guitar parts from a song.

- TECHNICAL -

Konami Bemani 573 Digital Hardware

Main CPU : R3000A 32 bit RISC processor, Clock - 33.8688MHz, Operating performance - 30 MIPS, Instruction Cache - 4KB
BUS : 132 MB/sec.
OS ROM : 512 Kilobytes
Additional Sound Chips : Playstation SPU, 24 Channels, 44.1KHz sample rate, PCM audio source, Digital effects include: Envelope, Looping, Digital Reverb, Load up to 512K of sampled waveforms, Supports MIDI Instruments.
Main RAM: 2 Megabytes
Video RAM: 2 Megabyte
Sound RAM : 512 Kilobytes
Graphical Processor : 360,000 polygons/sec, Sprite/BG drawing, Adjustable frame buffer, No line restriction, 4,000 8x8 pixel sprites with individual scaling and rotation, Simultaneous backgrounds (Parallax scrolling)
Sprite Effects : Rotation, Scaling up/down, Warping, Transparency, Fading, Priority, Vertical and horizontal line scroll
Resolution : 256x224 - 740x480
Colours : 16.7 million colors, Unlimited CLUTs (Color Look-Up Tables)
Other Features : custom geometry engine, custom polygon engine, MJPEG decoder

- TRIVIA -

Released in October 2003.

GuitarFreaks 10th Mix can link with "DrumMania 9thMix".

Konami Music Entertainment released a limited-edition soundtrack album for this game (Guitar Freaks 10thMix & DrumMania 9thMix Soundtracks - KOLA-051) on 17/12/2003.

- SERIES -

1. GuitarFreaks (1999)
2. GuitarFreaks 2ndMix (1999)
3. GuitarFreaks 2ndMix Link Version (1999)
4. GuitarFreaks 3rdMix (2000)
5. GuitarFreaks 4thMix (2000)
6. GuitarFreaks 5thMix (2001)
7. GuitarFreaks 6thMix (2001)
8. GuitarFreaks 7thMix (2002)
9. GuitarFreaks 8thMix (2002)
10. GuitarFreaks 9thMix (2003)
11. GuitarFreaks 10thMix (2003)
12. GuitarFreaks 11thMix (2004)
13. GuitarFreaks V (2005)
14. GuitarFreaks V2 (2005)
15. GuitarFreaks V3 (2006)
16. GuitarFreaks V4 Rock×Rock (2007)
17. GuitarFreaks V5 Rock to Infinity (2008)
18. GuitarFreaks V6 Blazing!!!! (2009)
19. GuitarFreaks XG (2010)
20. GuitarFreaks V7 (2010)
21. GuitarFreaks XG2 Groove to Live (2011)
22. GuitarFreaks V8 (2011)
23. GuitarFreaks XG3 (2012)
24. GITADORA [GuitarFreaks] (2012)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3618&o=2

$end


$info=gtfrk11m,
$bio

GuitarFreaks 11thMix (c) 2004 Konami Corp.

GuitarFreaks is a game where colored notes travel up the screen which correspond with three colored buttons on a guitar controller. The player must press the relevant buttons on the controller and move the 'pluck' when the notes reach the top of the screen in order to fill in missing guitar parts from a song.

- TECHNICAL -

Konami Bemani 573 Digital Hardware

Main CPU : R3000A 32 bit RISC processor, Clock - 33.8688MHz, Operating performance - 30 MIPS, Instruction Cache - 4KB
BUS : 132 MB/sec.
OS ROM : 512 Kilobytes
Additional Sound Chips : Playstation SPU, 24 Channels, 44.1KHz sample rate, PCM audio source, Digital effects include: Envelope, Looping, Digital Reverb, Load up to 512K of sampled waveforms, Supports MIDI Instruments.
Main RAM: 2 Megabytes
Video RAM: 2 Megabyte
Sound RAM : 512 Kilobytes
Graphical Processor : 360,000 polygons/sec, Sprite/BG drawing, Adjustable frame buffer, No line restriction, 4,000 8x8 pixel sprites with individual scaling and rotation, Simultaneous backgrounds (Parallax scrolling)
Sprite Effects : Rotation, Scaling up/down, Warping, Transparency, Fading, Priority, Vertical and horizontal line scroll
Resolution : 256x224 - 740x480
Colours : 16.7 million colors, Unlimited CLUTs (Color Look-Up Tables)
Other Features : custom geometry engine, custom polygon engine, MJPEG decoder

- TRIVIA -

Released in April 2004.

GuitarFreaks 11th Mix can link with "DrumMania 10thMix".

Konami Music Entertainment released a 2 CD limited-edition soundtrack album for this game (Guitar Freaks 11thMix & DrumMania 10thMix Soundtracks - KOLA-069~70) on 23/06/2004.

- SERIES -

1. GuitarFreaks (1999)
2. GuitarFreaks 2ndMix (1999)
3. GuitarFreaks 2ndMix Link Version (1999)
4. GuitarFreaks 3rdMix (2000)
5. GuitarFreaks 4thMix (2000)
6. GuitarFreaks 5thMix (2001)
7. GuitarFreaks 6thMix (2001)
8. GuitarFreaks 7thMix (2002)
9. GuitarFreaks 8thMix (2002)
10. GuitarFreaks 9thMix (2003)
11. GuitarFreaks 10thMix (2003)
12. GuitarFreaks 11thMix (2004)
13. GuitarFreaks V (2005)
14. GuitarFreaks V2 (2005)
15. GuitarFreaks V3 (2006)
16. GuitarFreaks V4 Rock×Rock (2007)
17. GuitarFreaks V5 Rock to Infinity (2008)
18. GuitarFreaks V6 Blazing!!!! (2009)
19. GuitarFreaks XG (2010)
20. GuitarFreaks V7 (2010)
21. GuitarFreaks XG2 Groove to Live (2011)
22. GuitarFreaks V8 (2011)
23. GuitarFreaks XG3 (2012)
24. GITADORA [GuitarFreaks] (2012)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3617&o=2

$end


$info=gtrfrk2m,
$bio

GuitarFreaks 2ndMix (c) 1999 Konami Company, Limited.

GuitarFreaks is a game where colored notes travel up the screen which correspond with three colored buttons on a guitar controller. The player must press the relevant buttons on the controller and move the 'pluck' when the notes reach the top of the screen in order to fill in missing guitar parts from a song.

- TECHNICAL -

Konami Bemani 573 Analog Hardware

Main CPU : R3000A 32 bit RISC processor, Clock - 33.8688MHz, Operating performance - 30 MIPS, Instruction Cache - 4KB
BUS : 132 MB/sec.
OS ROM : 512 Kilobytes
Additional Sound Chips : Playstation SPU, 24 Channels, 44.1KHz sample rate, PCM audio source, Digital effects include: Envelope, Looping, Digital Reverb, Load up to 512K of sampled waveforms, Supports MIDI Instruments.
Main RAM: 2 Megabytes
Video RAM: 2 Megabyte
Sound RAM : 512 Kilobytes
Graphical Processor : 360,000 polygons/sec, Sprite/BG drawing, Adjustable frame buffer, No line restriction, 4,000 8x8 pixel sprites with individual scaling and rotation, Simultaneous backgrounds (Parallax scrolling)
Sprite Effects : Rotation, Scaling up/down, Warping, Transparency, Fading, Priority, Vertical and horizontal line scroll
Resolution : 256x224 - 740x480
Colours : 16.7 million colors, Unlimited CLUTs (Color Look-Up Tables)
Other Features : custom geometry engine, custom polygon engine, MJPEG decoder

- TRIVIA -

Released in July 1999.

Konami Music Entertainment released a limited-edition soundtrack album for this game (Guitar Freaks 2ndMix Original Game Soundtrack - KMCA-23) on 03/09/1999.

- SERIES -

1. GuitarFreaks (1999)
2. GuitarFreaks 2ndMix (1999)
3. GuitarFreaks 2ndMix Link Version (1999)
4. GuitarFreaks 3rdMix (2000)
5. GuitarFreaks 4thMix (2000)
6. GuitarFreaks 5thMix (2001)
7. GuitarFreaks 6thMix (2001)
8. GuitarFreaks 7thMix (2002)
9. GuitarFreaks 8thMix (2002)
10. GuitarFreaks 9thMix (2003)
11. GuitarFreaks 10thMix (2003)
12. GuitarFreaks 11thMix (2004)
13. GuitarFreaks V (2005)
14. GuitarFreaks V2 (2005)
15. GuitarFreaks V3 (2006)
16. GuitarFreaks V4 Rock×Rock (2007)
17. GuitarFreaks V5 Rock to Infinity (2008)
18. GuitarFreaks V6 Blazing!!!! (2009)
19. GuitarFreaks XG (2010)
20. GuitarFreaks V7 (2010)
21. GuitarFreaks XG2 Groove to Live (2011)
22. GuitarFreaks V8 (2011)
23. GuitarFreaks XG3 (2012)
24. GITADORA [GuitarFreaks] (2012)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3626&o=2

$end


$info=gtrfrk3m,gtfrk3ma,gtfrk3mb,
$bio

GuitarFreaks 3rdMix (c) 2000 Konami Company, Limited.

GuitarFreaks is a game where colored notes travel up the screen which correspond with three colored buttons on a guitar controller. The player must press the relevant buttons on the controller and move the 'pluck' when the notes reach the top of the screen in order to fill in missing guitar parts from a song.

- TECHNICAL -

Konami Bemani 573 Digital Hardware

Main CPU : R3000A 32 bit RISC processor, Clock - 33.8688MHz, Operating performance - 30 MIPS, Instruction Cache - 4KB
BUS : 132 MB/sec.
OS ROM : 512 Kilobytes
Additional Sound Chips : Playstation SPU, 24 Channels, 44.1KHz sample rate, PCM audio source, Digital effects include: Envelope, Looping, Digital Reverb, Load up to 512K of sampled waveforms, Supports MIDI Instruments.
Main RAM: 2 Megabytes
Video RAM: 2 Megabyte
Sound RAM : 512 Kilobytes
Graphical Processor : 360,000 polygons/sec, Sprite/BG drawing, Adjustable frame buffer, No line restriction, 4,000 8x8 pixel sprites with individual scaling and rotation, Simultaneous backgrounds (Parallax scrolling)
Sprite Effects : Rotation, Scaling up/down, Warping, Transparency, Fading, Priority, Vertical and horizontal line scroll
Resolution : 256x224 - 740x480
Colours : 16.7 million colors, Unlimited CLUTs (Color Look-Up Tables)
Other Features : custom geometry engine, custom polygon engine, MJPEG decoder

- TRIVIA -

Released in April 2000.

GuitarFreaks 3rdMix can link with "DrumMania 2ndMix".

Konami Music Entertainment released a 2 CD limited-edition soundtrack album for this game (Guitar Freaks 3rdMix & DrumMania 2ndMix Soundtracks - KMCA-23) on 22/11/2000.

- SERIES -

1. GuitarFreaks (1999)
2. GuitarFreaks 2ndMix (1999)
3. GuitarFreaks 2ndMix Link Version (1999)
4. GuitarFreaks 3rdMix (2000)
5. GuitarFreaks 4thMix (2000)
6. GuitarFreaks 5thMix (2001)
7. GuitarFreaks 6thMix (2001)
8. GuitarFreaks 7thMix (2002)
9. GuitarFreaks 8thMix (2002)
10. GuitarFreaks 9thMix (2003)
11. GuitarFreaks 10thMix (2003)
12. GuitarFreaks 11thMix (2004)
13. GuitarFreaks V (2005)
14. GuitarFreaks V2 (2005)
15. GuitarFreaks V3 (2006)
16. GuitarFreaks V4 Rock×Rock (2007)
17. GuitarFreaks V5 Rock to Infinity (2008)
18. GuitarFreaks V6 Blazing!!!! (2009)
19. GuitarFreaks XG (2010)
20. GuitarFreaks V7 (2010)
21. GuitarFreaks XG2 Groove to Live (2011)
22. GuitarFreaks V8 (2011)
23. GuitarFreaks XG3 (2012)
24. GITADORA [GuitarFreaks] (2012)

- PORTS -

* Consoles :
Sony PlayStation 2 (2001)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3625&o=2

$end


$info=gtrfrk4m,
$bio

GuitarFreaks 4thMix (c) 2000 Konami Corp.

GuitarFreaks is a game where colored notes travel up the screen which correspond with three colored buttons on a guitar controller. The player must press the relevant buttons on the controller and move the 'pluck' when the notes reach the top of the screen in order to fill in missing guitar parts from a song.

- TECHNICAL -

Konami Bemani 573 Digital Hardware

Main CPU : R3000A 32 bit RISC processor, Clock - 33.8688MHz, Operating performance - 30 MIPS, Instruction Cache - 4KB
BUS : 132 MB/sec.
OS ROM : 512 Kilobytes
Additional Sound Chips : Playstation SPU, 24 Channels, 44.1KHz sample rate, PCM audio source, Digital effects include: Envelope, Looping, Digital Reverb, Load up to 512K of sampled waveforms, Supports MIDI Instruments.
Main RAM: 2 Megabytes
Video RAM: 2 Megabyte
Sound RAM : 512 Kilobytes
Graphical Processor : 360,000 polygons/sec, Sprite/BG drawing, Adjustable frame buffer, No line restriction, 4,000 8x8 pixel sprites with individual scaling and rotation, Simultaneous backgrounds (Parallax scrolling)
Sprite Effects : Rotation, Scaling up/down, Warping, Transparency, Fading, Priority, Vertical and horizontal line scroll
Resolution : 256x224 - 740x480
Colours : 16.7 million colors, Unlimited CLUTs (Color Look-Up Tables)
Other Features : custom geometry engine, custom polygon engine, MJPEG decoder

- TRIVIA -

Released in September 2000.

GuitarFreaks 4thMix can link with "DrumMania 3rdMix".

Konami Music Entertainment released a limited-edition soundtrack album for this game (Guitar Freaks 4thMix & DrumMania 3rdMix Soundtracks - KMCA-111) on 06/06/2001.

- SERIES -

1. GuitarFreaks (1999)
2. GuitarFreaks 2ndMix (1999)
3. GuitarFreaks 2ndMix Link Version (1999)
4. GuitarFreaks 3rdMix (2000)
5. GuitarFreaks 4thMix (2000)
6. GuitarFreaks 5thMix (2001)
7. GuitarFreaks 6thMix (2001)
8. GuitarFreaks 7thMix (2002)
9. GuitarFreaks 8thMix (2002)
10. GuitarFreaks 9thMix (2003)
11. GuitarFreaks 10thMix (2003)
12. GuitarFreaks 11thMix (2004)
13. GuitarFreaks V (2005)
14. GuitarFreaks V2 (2005)
15. GuitarFreaks V3 (2006)
16. GuitarFreaks V4 Rock×Rock (2007)
17. GuitarFreaks V5 Rock to Infinity (2008)
18. GuitarFreaks V6 Blazing!!!! (2009)
19. GuitarFreaks XG (2010)
20. GuitarFreaks V7 (2010)
21. GuitarFreaks XG2 Groove to Live (2011)
22. GuitarFreaks V8 (2011)
23. GuitarFreaks XG3 (2012)
24. GITADORA [GuitarFreaks] (2012)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3624&o=2

$end


$info=gtrfrk5m,
$bio

GuitarFreaks 5thMix (c) 2001 Konami Corp.

GuitarFreaks is a game where colored notes travel up the screen which correspond with three colored buttons on a guitar controller. The player must press the relevant buttons on the controller and move the 'pluck' when the notes reach the top of the screen in order to fill in missing guitar parts from a song.

- TECHNICAL -

Konami Bemani 573 Digital Hardware

Main CPU : R3000A 32 bit RISC processor, Clock - 33.8688MHz, Operating performance - 30 MIPS, Instruction Cache - 4KB
BUS : 132 MB/sec.
OS ROM : 512 Kilobytes
Additional Sound Chips : Playstation SPU, 24 Channels, 44.1KHz sample rate, PCM audio source, Digital effects include: Envelope, Looping, Digital Reverb, Load up to 512K of sampled waveforms, Supports MIDI Instruments.
Main RAM: 2 Megabytes
Video RAM: 2 Megabyte
Sound RAM : 512 Kilobytes
Graphical Processor : 360,000 polygons/sec, Sprite/BG drawing, Adjustable frame buffer, No line restriction, 4,000 8x8 pixel sprites with individual scaling and rotation, Simultaneous backgrounds (Parallax scrolling)
Sprite Effects : Rotation, Scaling up/down, Warping, Transparency, Fading, Priority, Vertical and horizontal line scroll
Resolution : 256x224 - 740x480
Colours : 16.7 million colors, Unlimited CLUTs (Color Look-Up Tables)
Other Features : custom geometry engine, custom polygon engine, MJPEG decoder

- TRIVIA -

Released in March 2001.

GuitarFreaks 5th Mix can link with "DrumMania 4thMix".

Was presented at the February 2001 AOU (Arcade Operators Union) in Japan.

Konami Music Entertainment released a 2 CD limited-edition soundtrack album for this game (Guitar Freaks 5thMix & DrumMania 4thMix Soundtracks - KMCA-121~2) on 29/09/2001.

- SERIES -

1. GuitarFreaks (1999)
2. GuitarFreaks 2ndMix (1999)
3. GuitarFreaks 2ndMix Link Version (1999)
4. GuitarFreaks 3rdMix (2000)
5. GuitarFreaks 4thMix (2000)
6. GuitarFreaks 5thMix (2001)
7. GuitarFreaks 6thMix (2001)
8. GuitarFreaks 7thMix (2002)
9. GuitarFreaks 8thMix (2002)
10. GuitarFreaks 9thMix (2003)
11. GuitarFreaks 10thMix (2003)
12. GuitarFreaks 11thMix (2004)
13. GuitarFreaks V (2005)
14. GuitarFreaks V2 (2005)
15. GuitarFreaks V3 (2006)
16. GuitarFreaks V4 Rock×Rock (2007)
17. GuitarFreaks V5 Rock to Infinity (2008)
18. GuitarFreaks V6 Blazing!!!! (2009)
19. GuitarFreaks XG (2010)
20. GuitarFreaks V7 (2010)
21. GuitarFreaks XG2 Groove to Live (2011)
22. GuitarFreaks V8 (2011)
23. GuitarFreaks XG3 (2012)
24. GITADORA [GuitarFreaks] (2012)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3623&o=2

$end


$info=gtrfrk6m,
$bio

GuitarFreaks 6thMix (c) 2001 Konami Corp.

GuitarFreaks is a game where colored notes travel up the screen which correspond with three colored buttons on a guitar controller. The player must press the relevant buttons on the controller and move the 'pluck' when the notes reach the top of the screen in order to fill in missing guitar parts from a song.

- TECHNICAL -

Konami Bemani 573 Digital Hardware

Main CPU : R3000A 32 bit RISC processor, Clock - 33.8688MHz, Operating performance - 30 MIPS, Instruction Cache - 4KB
BUS : 132 MB/sec.
OS ROM : 512 Kilobytes
Additional Sound Chips : Playstation SPU, 24 Channels, 44.1KHz sample rate, PCM audio source, Digital effects include: Envelope, Looping, Digital Reverb, Load up to 512K of sampled waveforms, Supports MIDI Instruments.
Main RAM: 2 Megabytes
Video RAM: 2 Megabyte
Sound RAM : 512 Kilobytes
Graphical Processor : 360,000 polygons/sec, Sprite/BG drawing, Adjustable frame buffer, No line restriction, 4,000 8x8 pixel sprites with individual scaling and rotation, Simultaneous backgrounds (Parallax scrolling)
Sprite Effects : Rotation, Scaling up/down, Warping, Transparency, Fading, Priority, Vertical and horizontal line scroll
Resolution : 256x224 - 740x480
Colours : 16.7 million colors, Unlimited CLUTs (Color Look-Up Tables)
Other Features : custom geometry engine, custom polygon engine, MJPEG decoder

- TRIVIA -

Released in September 2001.

GuitarFreaks 6thMix can link with "DrumMania 5thMix".

Konami Music Entertainment released a limited-edition soundtrack album for this game (Guitar Freaks 6thMix & DrumMania 5thMix Soundtracks - KMCA-126) on 07/11/2001.

- SERIES -

1. GuitarFreaks (1999)
2. GuitarFreaks 2ndMix (1999)
3. GuitarFreaks 2ndMix Link Version (1999)
4. GuitarFreaks 3rdMix (2000)
5. GuitarFreaks 4thMix (2000)
6. GuitarFreaks 5thMix (2001)
7. GuitarFreaks 6thMix (2001)
8. GuitarFreaks 7thMix (2002)
9. GuitarFreaks 8thMix (2002)
10. GuitarFreaks 9thMix (2003)
11. GuitarFreaks 10thMix (2003)
12. GuitarFreaks 11thMix (2004)
13. GuitarFreaks V (2005)
14. GuitarFreaks V2 (2005)
15. GuitarFreaks V3 (2006)
16. GuitarFreaks V4 Rock×Rock (2007)
17. GuitarFreaks V5 Rock to Infinity (2008)
18. GuitarFreaks V6 Blazing!!!! (2009)
19. GuitarFreaks XG (2010)
20. GuitarFreaks V7 (2010)
21. GuitarFreaks XG2 Groove to Live (2011)
22. GuitarFreaks V8 (2011)
23. GuitarFreaks XG3 (2012)
24. GITADORA [GuitarFreaks] (2012)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3622&o=2

$end


$info=gtrfrk7m,
$bio

GuitarFreaks 7thMix (c) 2002 Konami Corp.

GuitarFreaks is a game where colored notes travel up the screen which correspond with 3 colored buttons on a guitar controller. The player must press the relevant buttons on the controller and move the 'pluck' when the notes reach the top of the screen in order to fill in missing guitar parts from a song.

- TECHNICAL -

Konami Bemani 573 Digital Hardware

Main CPU : R3000A 32 bit RISC processor, Clock - 33.8688MHz, Operating performance - 30 MIPS, Instruction Cache - 4KB
BUS : 132 MB/sec.
OS ROM : 512 Kilobytes
Additional Sound Chips : Playstation SPU, 24 Channels, 44.1KHz sample rate, PCM audio source, Digital effects include: Envelope, Looping, Digital Reverb, Load up to 512K of sampled waveforms, Supports MIDI Instruments.
Main RAM: 2 Megabytes
Video RAM: 2 Megabyte
Sound RAM : 512 Kilobytes
Graphical Processor : 360,000 polygons/sec, Sprite/BG drawing, Adjustable frame buffer, No line restriction, 4,000 8x8 pixel sprites with individual scaling and rotation, Simultaneous backgrounds (Parallax scrolling)
Sprite Effects : Rotation, Scaling up/down, Warping, Transparency, Fading, Priority, Vertical and horizontal line scroll
Resolution : 256x224 - 740x480
Colours : 16.7 million colors, Unlimited CLUTs (Color Look-Up Tables)
Other Features : custom geometry engine, custom polygon engine, MJPEG decoder

- TRIVIA -

Released in February 2002.

GuitarFreaks 7thMix can link with "DrumMania 6thMix".

Konami Music Entertainment released a limited-edition soundtrack album for this game (Guitar Freaks 7thMix & DrumMania 6thMix Soundtracks - KMCA-158) on 01/05/2002.

- SERIES -

1. GuitarFreaks (1999)
2. GuitarFreaks 2ndMix (1999)
3. GuitarFreaks 2ndMix Link Version (1999)
4. GuitarFreaks 3rdMix (2000)
5. GuitarFreaks 4thMix (2000)
6. GuitarFreaks 5thMix (2001)
7. GuitarFreaks 6thMix (2001)
8. GuitarFreaks 7thMix (2002)
9. GuitarFreaks 8thMix (2002)
10. GuitarFreaks 9thMix (2003)
11. GuitarFreaks 10thMix (2003)
12. GuitarFreaks 11thMix (2004)
13. GuitarFreaks V (2005)
14. GuitarFreaks V2 (2005)
15. GuitarFreaks V3 (2006)
16. GuitarFreaks V4 Rock×Rock (2007)
17. GuitarFreaks V5 Rock to Infinity (2008)
18. GuitarFreaks V6 Blazing!!!! (2009)
19. GuitarFreaks XG (2010)
20. GuitarFreaks V7 (2010)
21. GuitarFreaks XG2 Groove to Live (2011)
22. GuitarFreaks V8 (2011)
23. GuitarFreaks XG3 (2012)
24. GITADORA [GuitarFreaks] (2012)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3621&o=2

$end


$info=gtrfrk8m,gtrfrk8ma,
$bio

GuitarFreaks 8thMix (c) 2002 Konami Co., Ltd.

GuitarFreaks is a game where colored notes travel up the screen which correspond with three colored buttons on a guitar controller. The player must press the relevant buttons on the controller and move the 'pluck' when the notes reach the top of the screen in order to fill in missing guitar parts from a song.

- TECHNICAL -

Konami Bemani 573 Digital Hardware

Main CPU : R3000A 32 bit RISC processor, Clock - 33.8688MHz, Operating performance - 30 MIPS, Instruction Cache - 4KB
BUS : 132 MB/sec.
OS ROM : 512 Kilobytes
Additional Sound Chips : Playstation SPU, 24 Channels, 44.1KHz sample rate, PCM audio source, Digital effects include: Envelope, Looping, Digital Reverb, Load up to 512K of sampled waveforms, Supports MIDI Instruments.
Main RAM: 2 Megabytes
Video RAM: 2 Megabyte
Sound RAM : 512 Kilobytes
Graphical Processor : 360,000 polygons/sec, Sprite/BG drawing, Adjustable frame buffer, No line restriction, 4,000 8x8 pixel sprites with individual scaling and rotation, Simultaneous backgrounds (Parallax scrolling)
Sprite Effects : Rotation, Scaling up/down, Warping, Transparency, Fading, Priority, Vertical and horizontal line scroll
Resolution : 256x224 - 740x480
Colours : 16.7 million colors, Unlimited CLUTs (Color Look-Up Tables)
Other Features : custom geometry engine, custom polygon engine, MJPEG decoder

- TRIVIA -

GuitarFreaks 8thMix was released in August 2002 in Japan.

This game can be linked with "DrumMania 7th Mix".

Konami Music Entertainment released a limited-edition soundtrack album for this game (Guitar Freaks 8th Mix & DrumMania 7th Mix Soundtracks - KOLA-002) on 23/10/2002.

- TIPS AND TRICKS -

* Playstyle menu : Press start button with holding B after inserted a credit
OR Hold start button after selected a music

* Session cancel : Press start button with holding R after inserted a credit

* Difficulty change : In a music selection screen, hold G and input P (Picking Lever) twice.

* Music sorting with alphabet : In a music selection screen, hold and turn effector.

* Secret mode : Input the following code in mode or music selection screen
BASS : P, G, G, P
Open Pick : P, G, G, P, P, G, G, P
Speed Change : G, G, G
Little : R, R, R, G, G, B, B, B, P

* Secret music 1 (Extra Stage) : Finish Standard mode or Bonus Track mode with total rank S OR Get 400 points and save data to a card

* Secret music 2 (Encore Stage) : Finish Extra Stage with total rank S
OR Get 600 points ans save data to a card.

- SERIES -

1. GuitarFreaks (1999)
2. GuitarFreaks 2ndMix (1999)
3. GuitarFreaks 2ndMix Link Version (1999)
4. GuitarFreaks 3rdMix (2000)
5. GuitarFreaks 4thMix (2000)
6. GuitarFreaks 5thMix (2001)
7. GuitarFreaks 6thMix (2001)
8. GuitarFreaks 7thMix (2002)
9. GuitarFreaks 8thMix (2002)
10. GuitarFreaks 9thMix (2003)
11. GuitarFreaks 10thMix (2003)
12. GuitarFreaks 11thMix (2004)
13. GuitarFreaks V (2005)
14. GuitarFreaks V2 (2005)
15. GuitarFreaks V3 (2006)
16. GuitarFreaks V4 Rock×Rock (2007)
17. GuitarFreaks V5 Rock to Infinity (2008)
18. GuitarFreaks V6 Blazing!!!! (2009)
19. GuitarFreaks XG (2010)
20. GuitarFreaks V7 (2010)
21. GuitarFreaks XG2 Groove to Live (2011)
22. GuitarFreaks V8 (2011)
23. GuitarFreaks XG3 (2012)
24. GITADORA [GuitarFreaks] (2012)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3620&o=2

$end


$info=gtrfrk9m,
$bio

GuitarFreaks 9thMix (c) 2003 Konami Corp.

GuitarFreaks is a game where colored notes travel up the screen which correspond with three colored buttons on a guitar controller. The player must press the relevant buttons on the controller and move the 'pluck' when the notes reach the top of the screen in order to fill in missing guitar parts from a song.

- TECHNICAL -

Konami Bemani 573 Digital Hardware

Main CPU : R3000A 32 bit RISC processor, Clock - 33.8688MHz, Operating performance - 30 MIPS, Instruction Cache - 4KB
BUS : 132 MB/sec.
OS ROM : 512 Kilobytes
Additional Sound Chips : Playstation SPU, 24 Channels, 44.1KHz sample rate, PCM audio source, Digital effects include: Envelope, Looping, Digital Reverb, Load up to 512K of sampled waveforms, Supports MIDI Instruments.
Main RAM: 2 Megabytes
Video RAM: 2 Megabyte
Sound RAM : 512 Kilobytes
Graphical Processor : 360,000 polygons/sec, Sprite/BG drawing, Adjustable frame buffer, No line restriction, 4,000 8x8 pixel sprites with individual scaling and rotation, Simultaneous backgrounds (Parallax scrolling)
Sprite Effects : Rotation, Scaling up/down, Warping, Transparency, Fading, Priority, Vertical and horizontal line scroll
Resolution : 256x224 - 740x480
Colours : 16.7 million colors, Unlimited CLUTs (Color Look-Up Tables)
Other Features : custom geometry engine, custom polygon engine, MJPEG decoder

- TRIVIA -

Released in April 2003.

GuitarFreaks 9thMix can link with "DrumMania 8thMix".

Konami Music Entertainment released a limited-edition soundtrack album for this game (Guitar Freaks 9thMix & DrumMania 8thMix Soundtracks - KOLA-034) on 04/06/2003.

- SERIES -

1. GuitarFreaks (1999)
2. GuitarFreaks 2ndMix (1999)
3. GuitarFreaks 2ndMix Link Version (1999)
4. GuitarFreaks 3rdMix (2000)
5. GuitarFreaks 4thMix (2000)
6. GuitarFreaks 5thMix (2001)
7. GuitarFreaks 6thMix (2001)
8. GuitarFreaks 7thMix (2002)
9. GuitarFreaks 8thMix (2002)
10. GuitarFreaks 9thMix (2003)
11. GuitarFreaks 10thMix (2003)
12. GuitarFreaks 11thMix (2004)
13. GuitarFreaks V (2005)
14. GuitarFreaks V2 (2005)
15. GuitarFreaks V3 (2006)
16. GuitarFreaks V4 Rock×Rock (2007)
17. GuitarFreaks V5 Rock to Infinity (2008)
18. GuitarFreaks V6 Blazing!!!! (2009)
19. GuitarFreaks XG (2010)
20. GuitarFreaks V7 (2010)
21. GuitarFreaks XG2 Groove to Live (2011)
22. GuitarFreaks V8 (2011)
23. GuitarFreaks XG3 (2012)
24. GITADORA [GuitarFreaks] (2012)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3619&o=2

$end


$pcecd=gulcligh,
$bio

Gulclight TDF2 (c) 1991 Pack-In-Video Company, Limited.

Gulclight TDF2 is a turned based strategy game. You take control of a fleet of mechs and you fight against a race of weird aliens. The action starts on a battlefield and, following a turn based method, you move your troups on a map. Each member has strong points and weaknesses, some can fly but have a weak armour, and others are be much stonger but are only be able to move a square or two each round.

- TECHNICAL -

Game ID: PVCD-0002

- TRIVIA -

Gulclight TDF 2 was released on January 25, 19914 in Japan for 7800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58211&o=2

$end


$pc8801_flop=gulcrisi,gulcrisia,
$bio

Gulcrisis (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91953&o=2

$end


$pc98=gulfwar,
$bio

Gulf War - Soukouden (c) 1993 Telenet Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89633&o=2

$end


$info=gulfwar2,gulfwar2a,
$bio

Gulf War-II (c) 1991 Comad Industry Company, Limited.

A vertically scrolling shoot-em-up from Comad.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 7 Mhz), Zilog Z80 (@ 3.5 Mhz), TMS32010 (@ 3.5 Mhz)
Sound Chips : YM3812 (@ 3.5 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Gulf War-II is more like a bootleg or hack than an original game; a LOT of the game code is taken directly from Taito's "Twin Cobra". The gameplay is nearly identical but the theme and all the GFX have been changed.

Like many game from Korea, Comad used the Gulf war theme in the 90's. This was a great theme, because based on the actuality, and the game sold very well (hundred thousand of boards).

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1033&o=2

$end


$info=gulfstrm,gulfstrmm,gulfstrma,gulfstrmb,
$bio

Gulf. Storm (c) 1991 Dooyong.

A vertically scrolling shooter from Korean-based company Dooyong.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 8 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : (2x) Yamaha YM2203 (@ 4 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Dooyong was the first Korean video game company to export in Japan, USA and Europe.

Also licensed to Media Shoji for distribution.

Initially, the game subject wasn't 'Gulf War' but after the Gulf War breaks out, game's subject was changed to the Gulf War.

This game was sold very well, and it was exported very well. Dooyong took the 'export prize' and set up sisterhood relationship with U.S.A. and Japan Company.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1034&o=2

$end


$msx1_cart=gulkave,gulkavea,
$bio

Gulkave (c) 1986 Pony Canyon, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77116&o=2

$end


$sg1000=gulkavek,
$bio

Gulkave (c) 198? Unknown [Korea]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65055&o=2

$end


$msx1_cart=gulkavek,
$bio

Gulkave (c) 198? ProSoft.

Korean release.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95191&o=2

$end


$sg1000=gulkave,
$bio

ガルケーブ (c) 1986 Sega Enterprises, Limited.
(Gulkave)

- TECHNICAL -

Game ID: C-63

- TIPS AND TRICKS -

* Test mode: At the title screen, press Up, Up, Down, Down, Up, Right, Down, Left, Down, Down.

- STAFF -

Developed by: Compile

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49033&o=2

$end


$msx2_flop=gulliver,
$bio

Gulliver (c) 1988 CBC [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101699&o=2

$end


$bbca_cass,bbcb_cass=gulp,
$bio

Gulp (c) 19?? Peaksoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51917&o=2

$end


$amigaocs_flop=gulp,
$bio

Gulp! (c) 1994 ICE

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74191&o=2

$end


$pc8801_flop=gumball,
$bio

Gum Ball (c) 1984 Enix, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91954&o=2

$end


$info=gumbo,
$bio

Gumbo (c) 1994 Min.

Gumbo is a "Columns"-style adult puzzle game featuring nude photographic and hand drawn images as a background to the playing field.  Columns of three blocks fall from the sky and the player can move the block left or right and shift the order of the blocks column falls. The objective is to match three or more blocks of the same type in vertical, horizontal, or diagonal rows in order to clear them from the play area. As the player clears more blocks the columns begin to descend at a more rapid rate.

As time progresses entire rows of blocks are added to the bottom of the play area. Occasionally after clearing a set of blocks (and more often after setting off chains of removing blocks) the bottom row of blocks will be removed from the play area. If necessary, the player can use a help which will change all of the blocks in the currently falling column into 'P' blocks. When the column lands on the stack of blocks, whichever block it falls on will be cleared from the screen, along with all blocks that match that block.  When the bottom row is removed from play a section is added to the progress bar at the bottom of the screen. When the progress bar is filled the stage is complete.

After clearing a stage, all of the remaining blocks are momentarily removed from the board and a bonus game begins.  In the bonus game the background image is broken up and shuffled around in a sliding puzzle game.  The progress bar at the bottom of the screen counts down the time left to return the tiles to their proper place and points are awarded for any extra time left after the game is completed.  Once the bonus game is over the background image is changed, the blocks remaining from the previous stage are returned to the screen and the game continues.

If the blocks reach the top of the screen where the columns are dropped from then the game is over.  Upon continuing all of the blocks are removed from play and the columns fall at the original speed.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 7.15909 Mhz)
Sound Chips : OKI6295 (@ 8.5 Khz)

Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 512

Players : 2
Control : 8-way joystick
Buttons : 2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1035&o=2

$end


$gba=gumby,
$bio

Gumby vs. the Astrobots [Model AGB-BGVE-USA] (c) 2005 Namco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70853&o=2

$end


$nes=gumshoe,
$bio

Gumshoe (c) 1986 Nintendo [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55191&o=2

$end


$info=gunfront,
$bio

Gun & Frontier (c) 1991 Taito Corp.

Export version. For more information about the gale itself, please see the original Japanese version entry; "Gun Frontier".

- TECHNICAL -

Taito F2 System hardware

- TRIVIA -

This game is known in Japan as "Gun Frontier".

- SERIES -

1. Gun & Frontier (1991)
2. Metal Black (1991)

- PORTS -

* Consoles : 
Sony PlayStation 2 [AU] (March 30, 2006) "Taito Legends 2 [Model SLES-53852]" 
Microsoft XBOX [EU] (March 31, 2006) "Taito Legends 2" 
Sony PlayStation 2 [EU] (March 31, 2006) "Taito Legends 2 [Model SLES-53852]" 
Sony PlayStation 2 [US] (May 16, 2007) "Taito Legends 2 [Model SLUS-21349]" 

* Computers : 
PC [MS Windows, CD-ROM] [EU] (March 31, 2006) "Taito Legends 2" 
PC [MS Windows, CD-ROM] [US] (July 10, 2007) "Taito Legends 2"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1036&o=2

$end


$info=gunball,
$bio

Gun Ball (c) 1992 Data East.

Futuristic, fast and furious vertical action game, it's a sort of "Smash T.V." in a pinball environment.

- TECHNICAL -

Main CPU: Motorola 68000 (@ 14 Mhz)
Sound CPU: Hudson Soft HuC6280 (@ 8.055 Mhz)
Sound Chips: Yamaha YM2151 (@ 3.58 Mhz), OKI6295 (@ 7.627 Khz), OKI6295 (@ 15.255 Khz)

Players: 3
Control: 8-way joystick
Buttons: 2

- TRIVIA -

Gun Ball was released in November 1992 in Japan.

Export releases:
This game is known outside Japan as "Nitro Ball".

With so many similarities between this game and "Smash T.V.", it makes you wonder how Data East managed to avoid a lawsuit from Williams for copyright infringement (they were sued by Capcom a year later for the similarities between "Fighter's History" and "Street Fighter II - The World Warrior" but Capcom lost the case in the end)

The game was developed in Japan but the voices were recorded at Orio Sound Production Studio, San Jose, California.

- STAFF -

Director: Jinbo
Game designer: Marukin
Graphic designers: K.E, T.E, M.K, Y.T, S.M, Masayuki Inoshita, Fujimi Onishi, H.N
Sound: Hiroaki Yoshida (MARO), Akira Takemoto (Raika)
Hard: S.M, M.Y
Soft: Osapan, K. Minegishi, Mya, M.S

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3740&o=2

$end


$pc98=gunblaze,
$bio

Gun Blaze (c) 1994 Active Software [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89634&o=2

$end


$info=gunbuletj,gunbuletw,
$bio

Gun Bullet (c) 1994 Namco.

A challenging light gun game where players can select from a variety of target practice mini games.

Many games require skill and accuracy, such as shooting cardboard cutouts of criminals, a one-shot chance at hitting a leaf, aiming for a specific toy from a shelf, and shooting at objects that move across the screen or rush towards the player.

Your 'judgement' is based on your shooting accuracy in some games, and others require you to hit a certain number of targets within the given time.

- TECHNICAL -

Namco System NB-1 hardware
Game ID : GN

Main CPU : Motorola 68EC020 (@ 24.192 Mhz), M37702 (@ 16.128 Mhz)
Sound Chips : C352 (@ 16.128 Mhz)

Players : 2
Control : lightgun
Buttons : 1

- TRIVIA -

Released in October 1994.

This game is known outside Japan as "Point Blank".

Soundtrack releases :
Gun Bullet / Namco Game Sound Express Vol.22 [Victor Entertainment - VICL-15046  - Sep 21, 1995]

- SERIES -

1. Gun Bullet (1994)
2. GunBarl
3. GunBalina

- STAFF -

Planning director : S. Tohyama
Game Ccoordinator : Y. Kounoe
'Oyaji' Programmer : Yasushi .O
Main programmer : S. Yamada
Programmer : Kenichi. T
CG designers : H.K, D. Onizuka
3D designers : Shigemasa, Gonta
'Oyaji' Dotter : Norion5
Music & Sound FX : Takayuki Aihara, Ishikavan, Hiroto Sasaki (Saman)
Mechanical designers : Ohara, Inoue
System constructors : T. Inui, KJ-, Masayuki. K
Industrial designers : Tohru. Y, H. Shimane

- PORTS -

* Consoles :
Sony PlayStation (1997)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1037&o=2

$end


$info=gunchamp,gunchamps,
$bio

Gun Champ (c) 1980 Model Racing S.p.a.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61480&o=2

$end


$info=gundealr,gundealra,
$bio

Gun Dealer (c) 1990 Dooyong.

A puzzle game where the player has to create card sequences.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 8 Mhz)
Sound Chips : YM2203 (@ 1.5 Mhz)

Players : 2
Control : 4-way joystick
Buttons : 2

- TRIVIA -

Released in October 1990.

Developed by Nihon Manicom Kaihatsu (NMK).

- UPDATES -

The (Set 2) uses another kind of card and shows some other girls!

- SERIES -

1. Gun Dealer (1990)
2. Gun Dealer '94 (1994)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1038&o=2

$end


$info=gundealrt,gundealrbl,
$bio

Gun Dealer (c) 1990 Tecmo, Limited.

- TRIVIA -

Released in October 1990.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40065&o=2

$end


$info=gundl94,
$bio

Gun Dealer '94 (c) 1994 Dooyong.

A puzzle game from Dooyong where you have to arrange colored number-blocks so that they disappear.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 8 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.576545 Mhz), OKI6295 (@ 7.575 Khz)

Screen orientation : Horizontal
Video resolution : 384 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

This game is also known as "Primella" (NTC license).

- SERIES -

1. Gun Dealer (1990)
2. Gun Dealer '94 (1994)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1039&o=2

$end


$info=gunfight,gunfighto,
$bio

Gun Fight (c) 1975 Midway.

Each player (2 people play at a time--there is no computer opponent) controls a gunfighter. Your left hand has a 4-way joystick which moves your gunfighter anywhere on your side of the screen. Your right hand has a gun grip which tilts up and down to aim your gunfighter's pistol and which has a trigger to fire. Your only goal is to shoot the other player, who is right across the screen from you; he will then fall down and say 'Got Me'. It isn't usually a straight shot, as there will always be cactuses, a moving stagecoach, or trees somewhere between the 2 players. (Another obstacle will be added for each hit scored.) Just shoot the other player for points. The game is time based, and not life based. The factory setting is for a 90-second game, but this is operator-adjustable down to as low as 60 seconds.

- TECHNICAL -

This Upright model was mostly red, but it was covered with painted cowboy side-art. There was no marquee at all, the game had its title printed on the monitor bezel, down towards the control panel. The machine overall had an attractive look.

Game No. 597

Main CPU : Intel 8080 (@ 1.9968 Mhz)

Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 2

Players : 2
Control : 4-way joystick, 2-way analog stick

Marquee bulbs: 1896, a 14 volt clear sphere bayonet type

- TRIVIA -

Gun Fight was released in November 1975. It was also released as "Gun Fight [Cocktail Table] [Model 604]".

Gun Fight was based on Taito's Western Gun, a game which used TTL-based discrete logic hardware.  Midway's Dave Nutting adapted the Taito game to use an Intel 8080 microprocessor. Gun Fight was the first Japanese title to be licensed for release in America. It was also the first video game to incorporate a microprocessor, and the expanded processing capabilities allowed for graphics and game-play much more advanced than "Pong".

Gun Fight was a pretty important video-games innovator. It was the first game ever to have 2 on-screen humans battling against each other at the same time, and as such it's the grandfather of the fighting games that take up most of the floorspace in modern arcades. It also introduced the idea of having separate controls for aiming and moving.

More than 8000 units were produced in the US.

A Gun Fight unit appears in the 1978 movie 'Dawn of the Dead'.

- UPDATES -

EARLY PRODUCTION MODELS, i.e. serial number 222, had silk-screen glass that was able to have a light to show 'Game Over' and 'Credit'. A wooden plate had additional cutouts to show and isolate the lighting behind the words. Though the holes to allow a lamp & socket to be placed, they were never used. The plate had two additional sockets, one per lower side, to enhance the lighting behind each cowboy. But they, too, weren't hooked up.

- SERIES -

1. Gun Fight (1975)
2. Boot Hill [No. 612] (1977)

- STAFF -

Designed and programmed by: Dave Nutting, Tom McHugh

- PORTS -

* Consoles :
Bally Astrocade

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1040&o=2

$end


$info=gunforce,gunforceu,gunforcej,
$bio

Gun Force - Battle Fire Engulfed Terror Island (c) 1991 Irem Corp.

A 2-player co-op horizontal scroller. Players shoot other soldiers, climb into jeeps and helicopters, pick up different weapons and destroy the end-level building.

- TECHNICAL -

Irem M-92A system hardware

Main CPU : V33 (@ 9 Mhz), V30 (@ 7.15909 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), GA20 (@ 3.579545 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Gun Force was released in June 1991.

- UPDATES -

The US version has the 'Winners Don't Use Drugs' screen.

- SERIES -

1. Gun Force - Battle Fire Engulfed Terror Island (1991)
2. Gun Force II (1994)

- PORTS -

* Consoles :
Nintendo SNES [US] (November 1992) [Model SNS-GU] 
Nintendo Super Famicom [JP] (November 27, 1992) [Model SHVC-GU]

* Computers : 
PC [MS Windows, Online] [EU] (December 9, 2011) "IREM Arcade Hits" by DotEmu
Apple MacIntosh [Online] [US] (August 21, 2011) "Irem Arcade Hits" by DotEmu
PC [Desura] [US] (November 2, 2013) "IREM Arcade Hits" by Plug In Digital

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1041&o=2

$end


$info=gunforc2,
$bio

Gun Force II (c) 1994 Irem Corp.

A platform shooter that features incredible graphics and rock solid gameplay.

- TECHNICAL -

Irem M-92G system hardware

Main CPU : V33 (@ 9 Mhz), V30 (@ 7.15909 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), GA20 (@ 3.579545 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Gun Force II  was released in September 1994.

Some music items in this game are directly recycled (and remixed) from "Air Duel", another Irem game from 1990.
The Stage 1 music is a remixed version of the Stage 4 music of "Air Duel".
The Stage 2 part 1 music is a remixed version of the Stage 1 music of "Air Duel".
The Stage 2 part 2 music is a remixed version of the Stage 3 music of "Air Duel".

This game is known in Japan as "Geo Storm".

- SERIES -

1. Gun Force - Battle Fire Engulfed Terror Island (1991)
2. Gun Force II (1994)

- PORTS -

* Computers : 
PC [MS Windows, Online] [EU] (December 9, 2011) "IREM Arcade Hits" by DotEmu
Apple MacIntosh [Online] [US] (August 21, 2011) "Irem Arcade Hits" by DotEmu
PC [Desura] [US] (November 2, 2013) "IREM Arcade Hits" by Plug In Digital

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1042&o=2

$end


$msx1_cart=gunfrghta,
$bio

Gun Fright (c) 1985 ACG [Ashby Computers & Graphics, Ltd.]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77118&o=2

$end


$spc1000_cass=gunfrigh,
$bio

Gun Fright (c) 1986 SMC [Sammi Computer] [Korea]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83518&o=2

$end


$msx1_cart=gunfrght,
$bio

Gun Fright [Model JX-12] (c) 1986 Jaleco Co., Ltd. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77117&o=2

$end


$info=gunfrontj,
$bio

Gun Frontier (c) 1990 Taito Corp.

The year is 2120: Earthlings have spread beyond their galaxy and have started to colonize uninhabited planets in different solar systems. One such planet to be colonized was the Earth-like planet Gloria which happened to have an enormous natural supply of gold. This discovery became pivotal to Gloria's emigration, so much that emigrators would be impoverished by the cost of reaching the planet. Because of this, life on the planet thrived in a setting similar to the American Old West. Though poor, the gold trade aided the Glorian's in advancing technology and knowledge, so much that among the inhabitants lived talented inventors and engineers.

However, the Glorian's were not the only ones who were tempted by the planet's gold: Space pirates known as the Wild Lizards quickly invade Gloria and decimate the towns of the people and enslave those who survived in an attempt to deplete the planet's gold supply. Two inventors of Gloria who were a part of the planet's development teams decide to strike back at their invaders using two fighter jets in the shape of giant revolvers with plane wings.

As far as vertical scrolling shooters go, Gun Frontier is very standard. Players start with dual machine guns which are strengthened and multiplied by upgrades that come in the shape of US dimes taken from buffalo shaped enemies and every five dimes empowers the ship's guns. Players also start with a bomb supply which is upgraded to further destruction by collecting gold bars from destroyed ground forces. Once a player accumulates 25 bombs, they are granted access to the Bomber Max, the strongest of the player's bombs.

The players can also pick up spinning coins with two different sides: a silver side and a gold side. If the player collects the coin on the silver side, then the player merely gains another coin for their guns. However, if the player collects the coin on the gold side, then the player's guns and bomb supply is maximized to full power.

A unique feature to the player's bombs is that the direction of the bomb's blast can be determined by the player's movement. If the player moves their plane to the lower right of the screen and launches their bombs, then the direction the bomb will travel in the opposite direction the plane's movement. This feature can only be used however when a player has a large bomb count as only having one or two bombs will result in a small directionless explosion. Like most bombs in shoot 'em ups, the bombs also work as a shield against enemy fire.

The game uses a check-point system in which a downed single player will start off at the beginning of the check-point they died at.

Gun Frontier also employs an anti-autofire mechanism where the difficulty will max out by the second stage if the player is sustaining too fast of a fire rate.

- TECHNICAL -

Runs on the "Taito F2 System" hardware.

Game ID: F2-System No. 09
Prom Stickers: C71

Players: 2
Control: 8-way joystick
Buttons: 2 (SHOOT, BOMB)

- TRIVIA -

Gun Frontier was released in January 1991 in Japan. It had very good graphics and sounds for its time but the gameplay had a lower quality. So, Gun Frontier was a flop.

This game is known outside Japan as "Gun & Frontier".

The Director of this game, Mr. Takatsuna Senba was an animator when he joined Taito, his first work was "Master of Weapon". He soon became a famous director, by directing "Metal Black" and Gun & Frontier. These two shoot'em ups have great graphics and BGM, many Japanese gamers remember his name, thanks to these two games.

This game was dedicated to the late Mr. Katsujiro Fujimoto.

This game was inspired from the Anime series of the same name by Leiji Matsumoto. It is a hilarious, thrilling and outrageous story that takes place on a lawless planet in deep space. In a wild land where the dust of sand swirls, two totally different men, Harlock 'the Quick Draw' and Tochiro 'the Master Swordsman,' meet a mysterious woman called Sinunora and travel together. "This odd threesome gets involved in thrilling and outrageous brawls and seems to attract one fight after another!".

S. Yagawa paid homage to this game by programming "Battle Garegga", which has a lot of features taken from "Gun Frontier" (not only design, you can destroy scenery, weapon and bombs system, etc).

Leiji Matsumoto, in his series 'Cosmo Warrior Zero', recycles the "Gun Frontier" settings for the 'Silvana' character. Since the Sony PlayStation tie-in was produced by Taito, the planet looks like planet "Gloria", the one featured in this Taito shmup.

Like in "Master of Weapon", Hisayoshi Ogura, who is credited on the credits roll, didn't compose the BGM. According to Takatsuna Senba, Some BGMs were specially ordered from V. Ohashi.

According to the producer, Takatsuna Senba, summer 1990 was very hot and they ordered fans to cool the offices. But the computers had overheats and all the datas and game sources have almost disappeared.

Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Runark, Gun Frontier - PCCB-00060) on April 21, 1991.

Zuntata Records released a limited-edition soundtrack album for this game (Zuntata History L'ab-normal 1st - ZTTL-0038) on April 1, 1999.

- TIPS AND TRICKS -

* INSTRUCTIONS:
- Press the Fire button to shoot. 
- Press the Special Attack button to launch your bombs or a Bomber Max. After launching, press a direction button to determine the direction of the blast:
-- Down : Forward
-- Up : Behind
-- Left : Forwards then right
-- Right : Forwards then left

- Collect five silver coins to upgrade your shot level (to a maximum of five). 

- Each time you collect a gold bar you gain a bomb. When you have twenty five bombs, they are combined to give you a Bomber Max. 

- Collect a Max coin and it will flip heads or tails. If you are lucky, you might get a full power-up!

* RANK SYSTEM:
Gun Frontier has a Rank System! If you played well, you can achieve a high rank. But in order to achieve this you have to play differently.

- SERIES -

1. Gun Frontier (1991)
2. Metal Black (1991)

- STAFF -

Author & producer : Takatsuna Senba
Game Design : Takatsuna Senba, Takamasa Hoei, Takayuki Ogawa, Naoya Kuroki, Brody Tadashi, M&F Nagai, Yasuhisa Watanabe (Yack.)
Programmer : Tarabar, Naoya Kuroki
Sound composer : Yasuhisa Watanabe (Yack.), Hiroshi Ogura(ORG)
Cast : Lee Ho Chan, Ogawa Shonen

Special Thanks : Hideki Hashimoto, Hidehiro Fujiwara, Toshi Kouno, Akr Fujita, Zak Munn, Jinsei Tany, Ohno wepokichi, Tsuyoshi Sato, Ryohcho Yagi, Nakamura Taicho

- PORTS -

* Consoles :
Sega Saturn [JP] (September 25, 1997) "Gun Frontier [Arcade Gears Vol. 2] [Model T-26109G]" 
Sony PlayStation 2 [JP] (August 25, 2005) "Taito Memories Gekan [Model SLPM-66092]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1043&o=2

$end


$saturn,sat_cart=gunfront,
$bio

Gun Frontier (c) 1997 Xing Ent.

- TECHNICAL -

Arcade Gears Vol. 2
Model T-26109G

- TRIVIA -

Gun Frontier for Saturn was released on September 25, 1997 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58917&o=2

$end


$info=bangj,
$bio

Gun Gabacho (c) 1998 Gaelco.

A cartoony first-person 2-D wild west shoot'em up game.

- TECHNICAL -

Gaelco GG-1v hardware

Main CPU : Motorola 68000 (@ 15 Mhz)
Sound Chips : GAELCO (@ 15 Mhz)

Players : 2
Control : lightgun
Buttons : 1

- TRIVIA -

Released in June 1999.

Licensed to GM Shogi for distribution in Japan.

This game is known outside Japan as "Bang".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1044&o=2

$end


$info=gunhard,
$bio

Gun Hard (c) 1994 Data East Corp.

- TRIVIA -

Released in November 1994.

Known outside Japan as "Locked 'n Loaded".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=44894&o=2

$end


$info=gunmania,
$bio

Gun Mania (c) 2000 Konami Company, Limited.

A shooting game where the player, using a positional gun, shoots required on-screen targets within a certain time limit. The player can select target practice or combat simulation.

- TECHNICAL -

Konami System 573 Hardware

Main CPU : R3000A 32 bit RISC processor, Clock - 33.8688MHz, Operating performance - 30 MIPS, Instruction Cache - 4KB
BUS : 132 MB/sec. 
OS ROM : 512 Kilobytes
Additional Sound Chips : Playstation SPU, 24 Channels, 44.1KHz sample rate, PCM audio source, Digital effects include: Envelope, Looping, Digital Reverb, Load up to 512K of sampled waveforms, Supports MIDI Instruments.
Main RAM: 2 Megabytes 
Video RAM: 2 Megabyte 
Sound RAM : 512 Kilobytes
Graphical Processor : 360,000 polygons/sec, Sprite/BG drawing, Adjustable frame buffer, No line restriction, 4,000 8x8 pixel sprites with individual scaling and rotation, Simultaneous backgrounds (Parallax scrolling)
Sprite Effects : Rotation, Scaling up/down, Warping, Transparency, Fading, Priority, Vertical and horizontal line scroll 
Resolution : 256x224 - 740x480 
Colours : 16.7 million colors, Unlimited CLUTs (Color Look-Up Tables)

- TRIVIA -

Released in July 2000.

- SERIES -

1. Gun Mania (2001)
2. Gun Mania Zone Plus (2001)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4200&o=2

$end


$nes=gunnac,
$bio

Gun Nac (c) 1991 Nexoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55192&o=2

$end


$nes=gunnacj,
$bio

Gun Nac (c) 1990 Tonkin House.

Gun Nac is a vertical shooter by Compile and published by Tonkin House. Iota Synthetica is an artificial solar system on the far side of our galaxy. Humans have been living there for years and life is prosperous in all ways. But things are about to change - one day the idyllic world is hit by strange cosmic radiations which bring some unexpected side effects. Inanimate objects suddenly come to life, animals turn into large monsters and all attack the same targets - humans. The player takes control of Gun Nac and flies to the rescue. The eight artificial planets of Iota Synthetica must be cleaned up and each one has its own unique theme, from the Lunarus moon and its army of evil rabbits to the aquatic world of Atlantajorja. The fighter starts rather small and weak but power-ups can dramatically increase its strength ten-fold. Five weapons are available for the picking - Vulcan/spread gun (Blaster), explosive-gun (Screen Buster), homing waves (Search Driver), flame Thrower (Dragon Napalm) and lasers (Wide Beam). Special wings can be equipped to increase the ship's firepower and to help it sustain enemy hits. Finally, the game features four different bombs based on elementals - fire rotating rings (Fire Bomb), wall of ice (Blizzard Bomb), thunder lightning (Thunder Bomb and water rain (Water Bomb). A grand total of twenty bombs can be carried at the same time. Some ships drop money which can be collected by the player and used to purchase/upgrade weapons or to release valuable bomb icons in coming levels.

- TECHNICAL -

Game ID: TKS-XG

- TRIVIA -

Gun Nac was released on October 05, 1990 in Japan for 6000 Yen.

- STAFF -

Developed by Compile and Tokyo Shoseki

Compile Staff:
Game Design & Program: D.M.A Boisu Jemini, Billiards Mizuta
Graphic Designer: Heavy Sleeper Janus, Papageena Anego
Music: Golfer Sakoda
Sound Effect: Mats
Tool & Converter: Shii Purasupurasu Taka, Pochi (Cyber) Nakamori
Coordinater: Moo Niitani

Tokyo Shoseki Staff:
Original Plan: M. Azuma
Director: Astina Matsu
Designer: K. Yano, Yokorin, Y. Kaneko
Technical Support: Miyatan, Yossha Matsu
Special Thanks to: Emarin, Kusuke, H. Shibata, Kazo Oyamada, Kanta. U, Yako Piapia
Producer: Ikuro Urai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54154&o=2

$end


$nes=gunsight,
$bio

Gun Sight (c) 1991 Konami Industry Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54155&o=2

$end


$info=m4gnsmk,
$bio

Gun Smoke (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41332&o=2

$end


$info=gunsur2,gunsur2j,
$bio

Gun Survivor 2 BIOHAZARD -Code:Veronica- (c) 2001 Namco, Limited.

A first-person shooter, based on the famous Capcom series 'Biohazard / Resident Evil'.

- TECHNICAL -

Runs on the Sega "NAOMI" hardware.

- TRIVIA -

Gun Survivor 2 was released in July 2001.

The series of Biohazard games began in 1996 with the first release 'Biohazard' on the Sony PlayStation. Later, 'Biohazard 2', 'Biohazard 3' and 'Biohazard Survivor' were released. 'Biohazard Survivor' was the first first-person view of the series to be made. The game was a total flop and it could not compare to the rest of the series since it did not include any of the original characters or story line. 'Biohazard Code Veronica' was released later for the Sega Dreamcast and then re-released on the Sony PlayStation 2 as 'Biohazard Code Veronica Complete Edition' which included many cut scenes.

This is the first arcade version of the series to be released. Capcom is known for creating great fighting and survival/horror games, but they are not known for their shooting games ('Biohazard Survivor' was to be a shooting game, but they stuck with the normal controller and made it a first person shooter) so they sought out Namco who has a reputation for creating great shooting games (e.g. Time Crisis 2). The name is cool because the game is based on 'Biohazard Code Veronica Complete Edition', but is in the first person view like 'Biohazard Survivor' so they mixed up the names to create 'Gun Survivor 2 - Biohazard Code Veronica'.

The name 'Biohazard' is only used in the Japanese versions of the series. In the US, the series is known as 'Resident Evil' so one can assume that the US release of this game might be called 'Gun Survivor 2 - Resident Evil Code Veronica'.

- SERIES -

1. BioHazard - Gun Survivor (2000, PS)
2. Gun Survivor 2 BIOHAZARD -Code:Veronica- (2001, Arcade)
3. Gun Survivor 3 - Dino Crisis (2002, Arcade)
4. Gun Survivor 4 - BioHazard - Heroes Never Die (2003, PS2)

- PORTS -

* Consoles : 
Sony PlayStation 2 [JP] (November 8, 2001, w/GunCon2) [Model SLPM-65059] 
Sony PlayStation 2 [JP] (November 8, 2001) [Model SLPM-65060] 
Sony PlayStation 2 [US] (February 8, 2002)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4117&o=2

$end


$pc8801_flop=gunyusoh,
$bio

Gun'yu Soha (c) 1987 Soft Plan [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91955&o=2

$end


$nes=gundec,
$bio

Gun-Dec (c) 1991 Sammy Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54156&o=2

$end


$info=gunsmoke,gunsmokej,gunsmokeb,gunsmokeub,
$bio

Gun.Smoke (c) 1985 Capcom  Company, Limited.

Gun.Smoke is a vertically-scrolling shoot-em-up set in the Wild West, in which the player takes the role of a Billy; a young Sheriff charged with hunting down and killing a number of infamous 'Wanted' outlaws.

Each level is packed with gun-toting bandits and the Sheriff must shoot his way through the stage, before finally taking on the wanted outlaw 'boss' character at the end. Each outlaw wields a special weapon unique to them, such as a Winchester rifle, knives, darts or boomerangs.

Shooting the barrels that litter the levels reveals power-ups such as boots (for extra speed), rifles (for increased range) and bullets (for rapid fire). The game's 3 directional fire buttons (for firing left, right or ahead) can be combined (pressed Simultaneously) to create a total of 8 different firing directions.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 4 Mhz)
Sound CPU : Zilog Z80 (@ 3 Mhz)
Sound Chips : (2x) Yamaha YM2203 (@ 1.5 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Gun.Smoke was released in November 1985. 

Gun.Smoke is based on the old famous T.V. series of the same name, the first TV broadcast was on September 10, 1955, and it ran until March 31, 1975. A total of 633 episodes were aired over the 20 seasons - only the last nine seasons being made in colour. 

Jaime Guzman holds the official record for this game with 1465250 points. 

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

- UPDATES -

WORLD version :
* You can enter 3 chars for your initials.

JAPAN version (but English text though) :
* You can enter 8 chars for your initials.

- TIPS AND TRICKS -

* An Interesting Bug : When you're on Level 2, make sure you have a horse when you kill Roy Knife. Once he is dead, walk over his corpse and your horse will be killed. Roy raises from the dead as a sort of indestructible zombie. You can shoot him as much as you like, but he won't die. In this way you can play until you get tired of it. 

* Secrect Character : If the total of inserted credit (NOT current credit) is a multiple of 16 (16, 32, 48...), the secret character 'Aka-jirou' (Red-dragonfly) appears and you can get 10000 pts when you kill it. 
The number of dragonflies at one time is changed by current total inserted credit, for example : 64 credits = 4 dragonflies, 128 credits = 8 dragonfiles. 
But in case of 256 credits, 50 dragonflies appear instead of 16!

- SERIES -

1. Gun.Smoke (1985)
2. Desperado 2 (1989, Amstrad CPC)

- STAFF -

From highscore table : Shi2Kura, ?Sakura?, Ota=Big5
Music by : Ayako Mori (Kura<3Aya)
Character designer: Noritaka Funamizu
Producer : Yoshiki Okamoto (Kihaji Okamoto)

- PORTS -

NOTE: For ports released in North America, please see the Romstar conversion kit entry.

* Consoles : 
Nintendo Famicom Disk System [JP] (January 27, 1988) "Gun.Smoke [Model CAP-GUN]" 
Nintendo NES [EU] (February 23, 1989) "Gun.Smoke [Model NES-GK-EEC]" 
Sega Saturn [JP] (November 12, 1998) "Capcom Generation Dai 4 Shou Kokou no Eiyuu [Model T-1235G]" 
Sony PlayStation [JP] (November 12, 1998) "Capcom Generation Dai 4 Shou Kokou no Eiyuu [Model SLPS-01701]" 
Sony PlayStation [EU] (September 3, 1999) "Capcom Generations 4 - Blazing Guns [Capcom Generations Disc 4] [Model SLES-31881]" 
Microsoft XBOX [EU] (November 18, 2005) "Capcom Classics Collection" 
Sony PlayStation 2 [EU] (November 18, 2005) "Capcom Classics Collection [Model SLES-53661]" 
Sony PlayStation 2 [JP] (March 2, 2006) "Capcom Classics Collection [Model SLPM-66317]" 
Sony PlayStation 3 [PSN] [JP] (February 19, 2013) "Capcom Arcade Cabinet [Model NPJB-00210]" 
Sony PlayStation 3 [PSN] [EU] (February 20, 2013) "Capcom Arcade Cabinet" 
Microsoft XBOX 360 [XBLA] [JP] (February 20, 2013) "Capcom Arcade Cabinet" 
Microsoft XBOX 360 [XBLA] [EU] (February 20, 2013) "Capcom Arcade Cabinet" 
Microsoft XBOX 360 [XBLA] [AU] (February 21, 2013) "Capcom Arcade Cabinet" 

* Handhelds : 
Sony PSP [JP] (September 7, 2006) "Capcom Classics Collection [Model ULJM-05104]" 
Sony PSP [EU] (November 10, 2006) "Capcom Classics Collection Reloaded [Model ULES-00377]" 
Sony PSP [AU] (November 16, 2006) "Capcom Classics Collection Reloaded" 

* Computers : 
Commodore C64 [EU] (1987) 
Amstrad CPC [EU] (1987) "Desperado - Gun.Smoke" 
Sinclair ZX Spectrum [EU] (1987)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1045&o=2

$end


$sms=gunsmoke,
$bio

Gun.Smoke (c) 1990 ProSoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56057&o=2

$end


$msx1_cart=gunsmoke,
$bio

Gun.Smoke (c) 1990 ProSoft.

Korean release.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95193&o=2

$end


$info=gunsmokeu,gunsmokeua,
$bio

Gun.Smoke (c) 1985 Romstar, Incorporated.

- TECHNICAL -

[Conversion Kit]

- TRIVIA -

Conversion kits from Romstar, called 'quick-kits' for "Pac-Man" and "Centipede". Licensed from Capcom. For more information about the game itself, please see the original Capcom version entry.

- UPDATES -

ROMSTAR Kit 1 : 
* You can enter 3 chars for your initials. 

ROMSTAR Kit 2 : 
* You can enter 3 chars for your initials. 
* Some code has been added for the 'Lives' Dip Switch that replaces the 'Demonstation' one (so demonstration is always OFF). 
* Year is 1986 instead of 1985. 
* High score is 110000 instead of 100000. 
* Levels 3 and 6 are swapped.

- PORTS -

NOTE: For ports released outside North America, please see the original Capcom version entry.

* Consoles : 
Nintendo NES [US] (February 1988) "Gun.Smoke [Model NES-GK-USA]" 
Microsoft XBOX [US] (September 27, 2005) "Capcom Classics Collection" 
Sony PlayStation 2 [US] (September 27, 2005) "Capcom Classics Collection [Model SLUS-21316]" 
Sony PlayStation 3 [PSN] [US] (March 4, 2013) "Capcom Arcade Cabinet: Game Pack 2 [DLC]" 
Microsoft XBOX 360 [XBLA] [US] (March 5, 2013) "Capcom Arcade Cabinet: Game Pack 2 [DLC]" 
Sony PlayStation 3 [PSN] [US] (May 21, 2013) "Capcom Arcade Cabinet: All-In-One Pack [DLC]" 
Microsoft XBOX 360 [XBLA] [US] (May 22, 2013) "Capcom Arcade Cabinet: All-In-One Pack [DLC]" 

* Handhelds : 
Sony PSP [US] (October 24, 2006) "Capcom Classics Collection Reloaded [Model ULUS-10134]" 
Sony PSP [PSN] [US] (September 30, 2009) "Capcom Classics Collection Reloaded" 

* Computers : 
Commodore C64 [US] (1987) 
PC [MS Windows, CD-ROM] [US] (2003) "Capcom Arcade Hits 3"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40066&o=2

$end


$famicom_flop=gunsmoke,gunsmoke1,
$bio

Gun.Smoke [Model CAP-GUN] (c) 1988 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65349&o=2

$end


$nes=gunsmoke,
$bio

Gun.Smoke (c) 1988 Capcom Company, Limited.

- TECHNICAL -

Cartridge ID: NES-GK-EEC

- TRIVIA -

Gun.Smoke for NES was released on February 23, 1989 in Europe.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55193&o=2

$end


$nes=gunsmokeu,
$bio

Gun.Smoke (c) 1988 Capcom Company, Limited.

- TECHNICAL -

Cartridge ID: NES-GK-USA

- TRIVIA -

Gun.Smoke for NES was released in February 1988 in North America.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83988&o=2

$end


$info=gunbalina,
$bio

Gunbalina (c) 2000 Namco.

- TRIVIA -

Released in December 2000.

This game is known outside Japan as "Point Blank 3".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=29700&o=2

$end


$psx=gunbareg,
$bio

Gunbare! Game Tengoku - The Game Paradise 2 [Model SLPS-01322] (c) 1998 Jaleco Co., Ltd. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85229&o=2

$end


$info=gnbarich,
$bio

Gunbarich (c) 2001 Psikyo.

- TECHNICAL -

Main CPU : SH-2 (@ 28.63635 Mhz)
Sound Chips : YMF278B (@ 28.63635 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Gunbarich was released in June 2001.

Psikyo's Gunbarich is a spin-off of "Gunbird" featuring Gunbird's protagonist Marion.

The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to three smileys.

- TIPS AND TRICKS -

* Maintenance Codes :
1-2-3-4-5 Clear Hi-Scores
0-2-9-2-0 Maintenance Mode (Stage Select etc.)
0-2-9-1-0 Clear All Data

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1046&o=2

$end


$info=gunbarl,
$bio

Gunbarl (c) 1999 Namco.

- TRIVIA -

Released in February 1999 in Japan, System 12 Version was released in March 2000 in Japan.

This game is known outside Japan as "Point Blank 2".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40626&o=2

$end


$info=gunbird,gunbirdk,gunbirdj,
$bio

Gunbird (c) 1994 Psikyo.

In this vertical shoot-'em-up, you have 5 selectable characters who fight the big army of pirates but this time to restore a magic mirror.

- TECHNICAL -

Main CPU : Motorola 68EC020 (@ 16 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2610 (@ 8 Mhz)

Players : 2
Control : 8-Way Joystick
Buttons : 3
=> Shot, Bomb, Auto-Shot

- TRIVIA -

Gunbird was released in September 1994.

Marion also appears as a selectable character in another Psikyo's game : "Gunbarich".

Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Gunbird 2, Gunbird - SGCD-0003) on 04/12/1998.

Note : There are 20 different endings!

- TIPS AND TRICKS -

* Extra Features : If you hold Test Button + PL1 Button 1 during boot, you get extra options in the test menu. A level skip, BG test usually etc...

- SERIES -

1. Gunbird (1994)
2. Gunbird 2 (1998)

- STAFF -

Staff : Hirofumi Nakamura, Artmic, Jun-Ichi Niwa, Shin Nakamura, Rick Johnson, Hyoue Ogama, Wataru Yamazaki, Hideyuki Oda, Ikuda Yosida, Youko Tsukagoshi, Hiromi Tanegasima, Toshinori Sugita, Seiki Sato, Shiori Saito, Yusa Tarou
Music Composed by : Masaki Izutani

- PORTS -

* Consoles :
Sega Saturn [JP] (December 15, 1995; "Gunbird [Model T-14402G]")
Sony PlayStation [JP] (December 15, 1995; "Gunbird [Model SLPS-00157]")
Sony PlayStation 2 [JP] (February 19, 2004; "Gunbird 1&2 [Model SLPM-62469]")
Sony PlayStation 2 [EU] (March 18, 2005; "Gunbird 1&2 [Model SLPM-62469]")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1047&o=2

$end


$info=gunbird2,
$bio

Gunbird 2 (c) 1998 Psikyo.

In this vertical shoot'em up, you have five selectable characters who fight the big army of pirates but this time to collect elemental potions.

- TECHNICAL -

Main CPU : SH-2 (@ 28.63635 Mhz)
Sound Chips : YMF278B (@ 28.63635 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Released in December 1998 in Japan.

ALUCARD, a selectable character, backwards spells DRACULA.

Aine originally appeared in "Samurai Aces" and as a hidden character in "Tengai" as Ayin. Here in Gunbird 2, he has quite a 'different' type of bomb attack :).

Gunbird 2 shares some similarities with the 1975 anime series 'Time Bokan':
* The flag symbol in Time Bokan is a clear skull and in this game is a 2P like a skull.
* The thin guy has a very ugly nose also a moustache and teeth like a rabbit (he is the same in the game and the anime).
* The fat guy has a beard. In this game and in Time Bokan, he has a semi-shaved beard (so with the exception of the beard, the guy is almost the same).
* The chief is a luxuriant woman (in the anime, she always was topless in the end).
* In Time Bokan, the bad guys always show a stupid new-robot to defeat the good guys. In the game is the same. 

Note : There are 27 different endings!

The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to three smileys.

Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Gunbird 2, Gunbird - SGCD-0003) on 04/12/1998.

- TIPS AND TRICKS -

* Maintenance Code : In test mode, enter this code...
5-2-0-4-8 for Maintenance Mode [Stage Select (Loads of cool stuff here), Obj Test, BG TestPlay Status, Stage Status]
5-3-5-7-3 All Data Initialised.
5-3-7-6-5 Sit an AINE Flag1 (Displays 'AINE ?' at test, extra 'explicit' character on random box).
5-1-0-2-4 Sit an AINE Flag2 (Displays 'AINE OK' at test, use AINE by pressing 'Down' on random box).
5-3-1-5-7 AINE Flag Cancelled (Clears AINE from being playable, as default).

- SERIES -

1. Gunbird (1994)
2. Gunbird 2 (1998)

- STAFF -

Staff: Shin.Nakamura, Shiori Saito, Hiroshi Yamada, Naozumi Yorichika, Yoko Tsukagoshi, Norikazu Takemori, Emi Taniguchi, Keizou Fujita, Yousuke Iwabuchi, Kenichi Fujita, Kunihiko Nogomi, Katsuya Shikanouchi, Katsuhiro Nishida, Shinji Nohara, Masato Natsumoto
Music composed by : Masaki Izutani

- PORTS -

* Consoles :
Sega Dreamcast [JP] (March 09, 2000; "Gunbird 2 [Model T-1213M]")
Sony PlayStation 2 [JP] (February 19, 2004; "Gunbird 1&2 [Model SLPM-62469]")
Sony PlayStation 2 [EU] (March 18, 2005; "Gunbird 1&2 [Model SLPM-62469]")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1048&o=2

$end


$psx=gunbirdj,
$bio

Gunbird (c) 1995 Atlus Company, Limited.

- TECHNICAL -

Model # SLPS-00157

- TRIVIA -

Gunbird for PlayStation was released on December 15, 1995 in Japan.

Export releases:
[US] "Mobile Light Force [Model SLUS-01525]" (2003)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48039&o=2

$end


$saturn,sat_cart=gunbird,gunbirda,
$bio

Gunbird (c) 1995 Atlus Company, Limited.

- TECHNICAL -

Game ID: T-14402G

- TRIVIA -

Gunbird for Saturn was released on December 15, 1995 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48038&o=2

$end


$info=gunblade,
$bio

Gunblade NY - Special Air Assault Force (c) 1995 Sega.

Gunblade NY is an eye-popping, chase-oriented, futuristic-style military gun shooting game that pits you as a sniper of sorts against a horde of crazy Android Terrorists who are causing nothing but trouble in a futuristic large city in the United States of America.

Gunblade NY was pretty popular at the arcades mainly because you can shoot down the enemy missiles and as you destroy the crazy androids, you are 'locked' through the android so that you can destroy them one at a time.

- TECHNICAL -

Runs on the Sega "Model 2B" hardware.

Cabinet Dimensions(m)
h 2.30	w 1.15	d 1.80

Players : 2
Control : 8-way joystick
Buttons : 4

- TRIVIA -

Even if title screen says 1995, Gunblade NY was released in April 1996 in Japan.

The designers of this game actually went to New York to get the buildings and locations of the city exactly right, from Times Square to 5th Avenue to the United Nations building.

- TIPS AND TRICKS -

* Special Attacks : During the 3rd and 4th stages of the difficult course, shoot the androids feet to knock them in the water, they will blow up on contact. After you defeat the boss character in the third stage of the difficult course, he will run away. While he's retreating, shoot the oil drums and explosive boxes around him; if you do this the boss at he end of the fourth level will be partially destroyed when he appears.

* Multiple Endings : If you don't destroy the missile carrier truck at the end of the second stage in the difficult course, your superior officer will hit you. If you finish either course without continuing, a group of butterflies will fly by. If you pull on the machine gun levers during the ending scene on the easy course, a giant dragonfly will fly by. If you do this during the difficult course ending scene, a submarine or large shark will follow the ship.

- SERIES -

1. Gunblade NY - Special Air Assault Force (1995)
2. L.A.Machineguns - Rage of the Machines (1998)

- STAFF -

Planner & Director : Makoto Yamamoto
Planner & Assistant director : Shinichi Ogasawara
Chef programmer : Kenji Tohma
Programmers : Masaaki Ito, Tetsuya Hamada
Chef designer : Kiyoshi Miyagi
Designers : Noriko Omizo, Sachio Hatayama, Kunio Watanabe, Megumi Matsuda, Minori Hisamatsu, Hiromi Ito, Shinsuke Miyamura
Sound : Naoki Tokiwa, Kentaro Koyama
Mechanical engineers : Tomoya Takasugi, Yasuo Ishikawa, Nariyuki Iwase, Toshiya Yamaguchi, Motohiko Higashiguchi
Electrical engineers : Tomoyuki Goto, Hiroki Koyama, Hideki Inoue
Cabinet designers : Yutaka Okumura, Yasunobu Komori, Minoru Matsuba, Hiroyuki Naito
Technical support : Kenji Watanabe
Voice actors & English coordination : Hisaki Nimiya, Rika Terashima
Publicity : Norimasa Yatsuzuka
Producer : Mie Kumagai
General manager : Hisao Oguchi

- PORTS -

* Consoles :
Nintendo Wii (2010) "Gunblade NY and LA Machine Guns - Arcade Hits"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1049&o=2

$end


$saturn,sat_cart=gunblaze,
$bio

GunBlaze S (c) 1998 KID

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59211&o=2

$end


$cpc_cass=gunboat,
$bio

Gunboat (c) 1987 System 4 de Espana, S.A. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96577&o=2

$end


$amigaocs_flop=gunboat,
$bio

Gunboat (c) 1991 Accolade, Incorporated. [San Jose, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74192&o=2

$end


$cpc_cass=gunboatas,
$bio

Gunboat [Model AS254] (c) 1987 Alternative Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96578&o=2

$end


$tg16=gunboat,
$bio

Gunboat [Model TGX040060] (c) 1992 NEC Home Electronics, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84319&o=2

$end


$info=gunbustr,gunbustrj,gunbustru,
$bio

Gunbuster (c) 1992 Taito.

A first-person shooter from Taito.

- TECHNICAL -

Prom Stickers : D27

Main CPU : Motorola 68EC020 (@ 16 Mhz)
Sound CPU : Motorola 68000 (@ 16 Mhz)
Sound Chips : Ensoniq ES5505 (@ 15.23805 Mhz)

Players : 2
Control : lightgun
Buttons : 3

- TRIVIA -

Gunbuster was released in August 1992 in Japan.

- STAFF -

Planners : T. Matsumoto, Ryuji Tominaga
Character designers : Ryuji Tominaga, Tsutomu Sekimoto, Hisakazu Katoh, Takayuki Isobe, M. Maekawa, Peacock, V.A.P
Software : Shinji Soyano, T. Nakamura, Hikaru Taniguchi, Akira Ohtsuki, Masashi Tsuzura, T. Kurosawa, Takashi Ishii, T. Higuchi
Sound : Kazuyuki Ohnui, Yasuko Yamada
Cabinet designers : Y. Tsuriya, Kumi Mizobe
Hardware : Y. Shibuya, Jun Sawaki, H. Agawa, T. Yamaguchi
Mechanic : T. Tsurumi, Jun Nishiyama, K. Sugoh, Kazuhiro Kawabata

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1050&o=2

$end


$info=gundamos,
$bio

Gundam Battle Operating Simulator (c) 2005 Banpresto.

- TECHNICAL -

Runs on the Sega "Chihiro" Hardware.

- TRIVIA -

Gundam Battle Operating Simulator was released in March 2005.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4101&o=2

$end


$pc8801_flop=gundamto,
$bio

Gundam Tactical Operation (c) 1991 Family Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91956&o=2

$end


$info=endless,
$bio

Gundam Wing - Endless Duel (c) 1997 Unknown.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32643&o=2

$end


$info=gundhara,gundharac,
$bio

Gundhara - Juudan Arashi (c) 1995 Banpresto.

- TECHNICAL -

Game ID : BP954

Main CPU : Motorola 68000 (@ 16 Mhz)
Sound Chips : X1-010 (@ 16 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Released in September 1995.

The subtitle of this game translates from Japanese as 'Bullet Storm'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1051&o=2

$end


$bbca_cass,bbcb_cass=gunfight,
$bio

Gunfighter (c) 19?? Atlantis

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51918&o=2

$end


$odyssey2,g7400=gunfight,
$bio

Gunfighter (c) 1980 Philips Corp.

- TECHNICAL -

Game ID: 14

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95613&o=2

$end


$cpc_cass=gunfight,
$bio

Gunfighter [Model AT419] (c) 1990 Atlantis Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96579&o=2

$end


$nes=gunfignt,
$bio

Gunfignt (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84020&o=2

$end


$snes=gunforcej,
$bio

GunForce - Battle Fire Engulfed Terror Island (c) 1992 Irem Corp.

Japanese release. Game developed in USA. For more information about the game itself, please see the original USA release entry; "GunForce - Battle Fire Engulfed Terror Island [Model SNS-GU-USA]".

- TECHNICAL -

Cartridge ID: SHVC-GU

- TRIVIA -

Released on November 27, 1992 in Japan for 8300 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61404&o=2

$end


$snes=gunforce,gunforceu,
$bio

GunForce - Battle Fire Engulfed Terror Island (c) 1992 Irem Corp.

Gunforce is a side scrolling action shooter developed by Bits and published by Irem, and it is the conversion of the arcade game of the same name. In the year 2000, a mysterious alien organization and its growing army starts to invade others countries and to incapacitate their computer networks, thus compromising their ability to launch their own counteroffensives. As a last resort, the allied forces decide to dispatch an elite commando team called the 'GunForce'. Their mission is simple - take down the enemy command and communications centers and to ultimately destroy their massive sea fortress. Each soldier can shoot in eight different directions and is equipped with a basic rifle gun that they can later upgrade into more deadly weapons. The power-ups, usually left behind by defeated enemies or hidden inside crates, range from an Automatic Weapon, a Bazooka, a Flamethrower and a Laser. But each special weapon comes with a significant limitation - ammunition. Although the default gun grants the player unlimited ammo, all the others have a set amount of bullets. Furthermore, the soldiers can use a broad selection of vehicles scattered around each level (such as jeeps, turrets, helicopters or armored biped walkers) and devastate the enemy with far superior firepower. Additionally, Gunforce features a bit of a twist on the traditional Run'n Gun formula - enemies don't kill outright on contact (as they usually do in myriad of other action games), but only their bullets or vehicles do. Gunforce consists of five levels and also features a two simultaneous player mode.

- TECHNICAL -

Cartridge ID: SNS-GU-USA

- TRIVIA -

Released in November 1992 in USA.

The arcade game GunForce was originally released by Irem in 1991. This port of GunForce isn't a perfect conversion of the original. Controls are not as responsive and the game suffers of notable slowdowns. Some vehicles also didn't make the cut and the forth level (which featured a playable tank and the enemy command base) was entirely omitted. Finally, the ending is slightly shorter - in the arcade game, the player can be seen exiting the enemy base, whereas the Super Famicom version's end sequence starts right after the final boss.

Reviews:
[FR] December 1992 - Consoles + N.15: 71%

Export releases:
[JP] "GunForce - Battle Fire Engulfed Terror Island [Model SHVC-GU]"

- STAFF -

Written by: Tony Smith
Assisted by: David Quinn
Graphics by: Tahir Rashid, Martin Wheeler
Sound by: Martin Simpson
Produced by: Fouad Katan
Special Thanks to: 0YVind Aashein, Alan Barton

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63051&o=2

$end


$msx1_cass=gunfrght,gunfrghta,
$bio

Gunfright (c) 1985 Ultimate Play The Game

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94690&o=2

$end


$cpc_cass=gunfrght,
$bio

Gunfright (c) 1985 Ultimate Play The Game

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96580&o=2

$end


$psx=gunghobr,
$bio

Gung-Ho Brigade [Model SLPS-01902] (c) 2000 Tomy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85230&o=2

$end


$saturn,sat_cart=gungriff,
$bio

Gungriffon  (c) 1996 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60318&o=2

$end


$saturn,sat_cart=gungriffj,gungriffjb,gungriffja,
$bio

Gungriffon - The Eurasian Conflict (c) 1996 Game Arts Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59212&o=2

$end


$saturn,sat_cart=gungriffjd,
$bio

Gungriffon Hibaihin Auto Demo (c) 1996 Game Arts Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59213&o=2

$end


$saturn,sat_cart=gungrif2,
$bio

Gungriffon II (c) 1998 ESP [Entertainment Software Publishing]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59214&o=2

$end


$saturn,sat_cart=gungriffu,
$bio

Gungriffon [Model 81046] (c) 1996 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60051&o=2

$end


$info=tvgunhed,
$bio

Gunhed (c) 1991 TOURVision.

Unlicensed Spanish game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101143&o=2

$end


$nes=gunhed,
$bio

GunHed - Arutanaru Tatakai (c) 1990 Varie

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54157&o=2

$end


$pce=gunhedht,
$bio

GunHed - Hudson GunHed Taikai (c) 1989 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58602&o=2

$end


$pce=gunhed,
$bio

GunHeD (c) 1989 Hudson Soft.

Gunhed is a vertical shooter co-developed by Compile and Hudson Soft. It is loosely based on a Japanese feature film of the same name originally released in 1989 (they however share little in common). The Dark Squadron forces are poised to take over the galaxy, and eight of their deadliest weapons must be destroyed in order to thwart the interplanetary invasion plot. The player pilots the Gunhed, a powerful space-fighter, and flies his way through nine massive areas, from a huge space station to organic tunnels and other odd alien worlds. Gunhed offers vast levels, most of them featuring middle-bosses as well as bosses. To succeed in his mission, the player has access to a vast array of weapons. A lot of weapons. Four main weapons are available throughout the game - Photon Blasters (I), Disrupt Wave (II), Field Thunder (III), and Ring Blaster (IV). Each weapon (I to IV) also comes with several levels of power upgrades, which can be powered-up by collecting the same weapon-icon several times, or by collecting purple floating orbs left behind by defeated enemies and power pods. Then secondary weapons or special abilities can also be equipped along the way - floating F icons (Full Fire) increase the power of the active weapon, Multi-bodies serve as support options/satellites and fly alongside the ship, Homing missiles spread out and attack nearby enemies, and Shields protect the player against enemy attacks. Finally, in case of extreme emergency, the ship has a stock of powerful bombs than can clean up most of the enemies on screen.

- TECHNICAL -

[Model HC89019]

- TRIVIA -

GunHeD was released in July 7, 1989 in Japan for 6200 Yen.

Gunhed was licensed from the science fiction/action film of the same name released in 1989 and directed by Masato Harada.

- STAFF -

Programmer: Jemini Hirono, Pochi Nakamori
Designer: Janus Taramoto, Zash.Pri.Pri, Nakashima Puppy
Composer: Miyamo, J.T.S, Mats, Sydon, Ozono, Takeuchi
Director: Mikio Ueyama, Tadayuki Kawada, Moo Niitani
Producer: Hidethoshi Endo, Eiji Aoyama
Special Thanks: Best Friends in Sapporo, John A. Greiner, Rice Grounds, Mizutan, Healthy Toyama

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47571&o=2

$end


$msx1_cart=shogimrs,
$bio

Gunjin Shogi Gunshin Mars [Model PS-2016G] (c) 1986 Toshiba EMI [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77119&o=2

$end


$msx2_flop=gunjnsho,
$bio

Gunjin Shougi (c) 1988 Pack-In-Video Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101700&o=2

$end


$info=gunlock,
$bio

Gunlock (c) 1993 Taito.

Export version. For more information about the game, please see the Japanese version entry, "Rayforce".

- TECHNICAL -

Runs on the "Taito F3 System" Hardware.
Prom Stickers : D66

- TRIVIA -

Even if title screen says 1993, Gunlock was released in January 1994 in Europe.

This game appeared in the US exclusively on home consoles (See Ports below).

- SERIES -

1. Gunlock (1994)
2. Ray Storm (1996)
3. Raycrisis (1998)

- PORTS -

* Consoles : 
Sega Saturn [US] (1995) "Galactic Attack [Model T-8116H]" 
Sega Saturn [EU] (1995) "Galactic Attack [Model T-8116H-50]" 
Microsoft XBOX [EU] (March 31, 2006) "Taito Legends 2" 

* Computers : 
PC [MS Windows, CD-ROM] [EU] (March 31, 2006) "Taito Legends 2" 
PC [MS Windows, CD-ROM] [US] (July 10, 2007) "Taito Legends 2" 

* Others : 
Apple iPhone/iPod [US] (January 13, 2012) "Rayforce [Model 484012905]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1052&o=2

$end


$info=gunman,
$bio

Gunman (c) 1977 Taito.

- TRIVIA -

Released in October 1977.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=19511&o=2

$end


$fm7_cass=gunman,
$bio

Gunman (c) 1983 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93728&o=2

$end


$x1_cass=gunman,gunmana,
$bio

Gunman (c) 198? Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86227&o=2

$end


$info=gunmast,
$bio

GunMaster (c) 1994 Metro.

- TECHNICAL -

Buttons : 2
=> [A] Shoot, [B] Jump

- TRIVIA -

GunMaster was released in December 1994 in Japan. It was the 8th arcade video game made by Metro.

- STAFF -

Program : Takes off, Fire-M, Kita, Match, Mitu???, Yochan, Yos
Graphic : Yuta-papa, Sukekiyo, Mikawaya, Junta, Masa, Nobu
Sound : Famishin, Shadow, Maz
Character Design : RX360
Mechanical Design : Mototaka
Informant : Uepon
Plan : Dharma

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4443&o=2

$end


$info=gunwars,gunwarsa,
$bio

Gunmen Wars (c) 1998 Namco.

- TRIVIA -

Gunmen Wars was released in November 1998.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=29701&o=2

$end


$info=gunnail,
$bio

GunNail (c) 1993 NMK.

A vertically scrolling shoot 'em up.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 10 Mhz)
Sound Chips : YM2203 (@ 1.5 Mhz), (2x) OKI6295 (@ 24.242 Khz)

Screen orientation : Vertical
Video resolution : 224 x 384 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in May 1993.

Licensed to Tecmo for distribution.

- TIPS AND TRICKS -

* Secret Message : During machine reset, press buttons1+2 on player2 side. 'Ready?' will appear. Then press button1 3 times on player2 side. The release date will appear.

- STAFF -

Staff : Morio, Ore!, Ikezu Kenzi, Mingmei, Ama, Hide-Kaz, Kate Seki, Naoko, A-Saku, San Chan, Mug, Sato, Midori, Mustard Papa

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1053&o=2

$end


$pc8801_flop=gunneray,
$bio

Gunnerays (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91957&o=2

$end


$psx=gunparad,
$bio

Gunparade March [Model SCPS-10136] (c) 2000 Sony Computer Ent., Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85231&o=2

$end


$info=gunpey,
$bio

Gunpey (c) 2000 Banpresto.

A fun puzzle game. The game consist of a board five tiles wide and the player must move the lines fragments vertically in a grid in order to make a single branching line connect horizontally from one end to the other. The longer the lines, the more points are scored.

- TECHNICAL -

Main CPU : V30 (@ 14.3106 Mhz)

- TRIVIA -

Gunpey was released on January 17, 2000.

This game title, gunpey, is a tribute to one of the most famous video game designer at Nintendo, Gunpei Yokoi. Banpresto gived a homage to him mainly because Gunpei was at the origin of the Bandai Wonderswan console project.

- SERIES -

1. Gunpey (2000)
2. Gunpey DS (2006, Nintendo DS)

- STAFF -

Original idea and designed by : Gunpei Yokoi

- PORTS -

Sony PlayStation (1999)
Bandai WonderSwan (1999)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3883&o=2

$end


$wscolor=gunpeyex,
$bio

GunPey EX [Model SWJ-BANC02] (c) 2000 Bandai Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86447&o=2

$end


$wswan=gunpey,
$bio

GunPey [Model SWJ-BAN010] (c) 1999 Bandai Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86335&o=2

$end


$info=gunnrose,
$bio

Guns & Roses (c) 1993 Aristocrat.

Poker game.

- TECHNICAL -

Aristocrat 2.5 Jubilee model

- TRIVIA -

Gameboard and data copywrite: 1993

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=44164&o=2

$end


$info=gnr_300,
$bio

Guns N' Roses (c) 1994 Data East Pinball.

- TECHNICAL -

Game ID: 500-5529-01

Data East Version 3 (BSMT & 128x32 Display)

Main CPU : M6808 (@ 1 MHz)
Sound CPU : Motorola M6809 (@ 2 MHz)
Display CPU : Motorola M6809 (@ 4 MHz)
Sound chips : BSMT2000 (@ 24 MHz)

- TRIVIA -

Released in July 1994.

Approximately 3,000 units were produced.

Lyman programmed the video mode for GNR, it was subsequently recycled in Sega's 1997 "Star Wars Trilogy" (with different art) and in Stern's 1999 "Harley-Davidson".

- SCORING -

All slingshots : 100 points
Left and right inlanes reveal bonus targets that are worth 100,000 points when hit.
Left and right outlanes : 1 point
Bumpers : 1,000 points.
Three red targets : 5,000 points each.
Knocking all three red targets down 50,000 points, opens shot at multiballs.

Orange targets : 5,000 points.
Left outlane target : 5,000 points.
Yellow targets : 5,000 points.
Knocking down all yellow targets opens bonus area.
Three bottom green targets : 10,000 points
Knocking down all green targets 1,000,000 points.
White targets 5000 points.
Knocking all white targets down 50,000 points.
Light G U N S N R O S E S for extra ball.

- STAFF -

Game Design: John Borg, Slash
Game Software: Lonnie D. Ropp
Display Software: Orin Day
Software Support: Neil Falconer, Masaya Horiguchi, Lyman F. Sheats Jr., Kevin Martin, Alison Quant, Brian A. Rudolph
Mechanical Design: Norm Wurz, John Trilik, Lonnie Mihin, Joe Balcer, Paul Lesley
Cables: Phillis
Dot Madness: Scott Michael, Sally Davis, Kurt Andersen, Jack Liddon
Game Art: Markus Rothkranz, Margaret Hudson
Sounds & Music: Brian Schmidt, Axl Rose, Dizzy Reed, Duff McKagan, Gilby Clarke, Matt Sorum, Slash
BOM: Bob Karegaines
Technical Support: Arnie Aarstad, Jay Alfer, Joe Blackwell, Doreen Clarke, Jim Gorman, Steve Novak, Eric Winston
Inspiration for 110%: Tetsuo Fukuda

Special Thanks: Axl Rose, Slash, Wes Moore, Jim Ross, Don Thorne
Additional Thanks: Joe Kaminkow

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5435&o=2

$end


$cpc_cass=gunship,
$bio

Gunship (c) 1988 Microprose Soft., Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96581&o=2

$end


$amigaocs_flop=gunship,gunshipu,
$bio

Gunship (c) 1989 Microprose Software, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74193&o=2

$end


$pc98=gunship,
$bio

Gunship (c) 1989 MicroProse Japan K.K.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89635&o=2

$end


$msx2_flop=gunship,gunshipb,gunshipa,
$bio

Gunship (c) 1989 MicroProse Japan K.K.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101701&o=2

$end


$x68k_flop=gunship,
$bio

Gunship (c) 1990 MicroProse Japan K.K.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87746&o=2

$end


$pc8801_flop=gunship,
$bio

Gunship (c) 1990 MicroProse Japan K.K.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91958&o=2

$end


$megadriv=gunship,
$bio

Gunship (c) 1993 US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56553&o=2

$end


$amigaocs_flop=gship2k,
$bio

Gunship 2000 (c) 1993 Microprose Software, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74194&o=2

$end


$pc98=gunshp2k,
$bio

Gunship 2000 (c) 1993 MicroProse Japan K.K.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89636&o=2

$end


$amigaocs_flop=gunshoot,
$bio

Gunshoot (c) 1988 Axxiom

- STAFF -

Design: Gunnar Lieder, Kai Magerkord
Musician: Dirk Magerkord

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74195&o=2

$end


$bbca_cass,bbcb_cass=gunsmoke,gunsmokee,
$bio

Gunsmoke (c) 1983 Software Invasion

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51919&o=2

$end


$msx1_cass=gunsmoke,
$bio

Gunsmoke (c) 1987 GO! Media Holdings, Ltd. [US Gold Division]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94691&o=2

$end


$cpc_cass=gunsmoke,
$bio

Gunsmoke (c) 1987 GO! Media Holdings, Ltd. [US Gold Division]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96583&o=2

$end


$cpc_cass=gunstar,
$bio

Gunstar (c) 1987 Firebird

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96584&o=2

$end


$gba=gunstar,
$bio

Gunstar Future Heroes [Model AGB-BHGP-EUR] (c) 2005 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70854&o=2

$end


$megadriv=gunstar,
$bio

Gunstar Heroes (c) 1993 Sega Enterprises, Limited.

European/Australian release.

- TECHNICAL -

[EU]/[AU] Game ID: 1077-50
[EU]/[AU] Cartridge ID: 670-3656-50
[EU]/[AU] Package ID: 670-3657-50
[EU] Barcode: 4 974365 610777

- TRIVIA -

Reviews:
[FR] November 1993 - Consoles + N.25: 92%

- STAFF -

All Background Graphics and Title Logo: Hiroshi Iuchi

- PORTS -

* Consoles : 
Sega Mega Drive [EU] (1994) "Classic Collection [Model 1199-50]" 
Nintendo Wii [Virtual Console] [EU] (December 8, 2006) [Model MAFP]

* Computers : 
PC [Steam] [EU] (January 26, 2011) both stand-alone and as part of "SEGA Mega Drive Classics Pack 4" 
PC [MS Windows, CD-ROM] [EU] (February 4, 2011) "Sega Mega Drive Classics Collection Vol. 4" 
PC [MS Windows, DVD-ROM] [EU] (March 18, 2011) "Sega Mega Drive Classic Collection - Gold Edition" 
PC [Steam] [EU] (March 25, 2011) "SEGA Mega Drive Classics Collection"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56554&o=2

$end


$megadriv=gunstaru,
$bio

Gunstar Heroes (c) 1993 Sega Enterprises, Limited.

North American release.

- TECHNICAL -

Game ID: 1077
Cartridge ID: 670-3656
Package ID: 670-3657
Barcode: 0 10086 01077 0

- TRIVIA -

Gunstar Heroes for Genesis was released on September 9, 1993 in North America.

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [US] (December 11, 2006) [Model MAFE] 

* Computers : 
PC [Steam] [US] (January 26, 2011) "Gunstar Heroes [Model 71117]" : both stand-alone and as part of "SEGA Genesis Classics Pack 4" 
PC [MS Windows, DVD-ROM] [US] (March 15, 2011) "Sega Genesis Classic Collection - Gold Edition" 
PC [Steam] [US] (March 25, 2011) "SEGA Genesis Classics Collection"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57242&o=2

$end


$gamegear=gunstar,
$bio

Gunstar Heroes [Model G-3349] (c) 1995 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64624&o=2

$end


$megadriv=gunstarj,gunstarjs,
$bio

Gunstar Heroes (c) 1993 Sega Enterprises, Limited.

- TECHNICAL -

Game ID: G-1403
Cartridge ID: 670-3483
Package ID: 670-3484

- TRIVIA -

Gunstar Heroes for Mega Drive was released on September 10, 1993 in Japan.

- STAFF -

Main Programmer: Mitsuru Yaida (Yaiman)
Enemies Programmer: Hideyuki Suganami (1993/NAMI)
Treasure Logo Programmer: Kazuhiko Ishida
Cool Character Creator: Tetsuhiko Kikuchi (HAN)
Background Art: Hiroshi Iuchi (IUCHI 6)
Music by: Norio Hanzawa
Sound Design: Satoshi Murata
Special Thanks: Hiromi, Noriko, Katsuhiko Suzuki, Kaname Shindoh
Supervisor: Masato Maegawa

Produced by: TREASURE

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [JP] (December 2, 2006) [Model MAFJ]

* Computers : 
PC [MS Windows, CD-ROM] [JP] (2004)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93487&o=2

$end


$gba=gunstarj,
$bio

Gunstar Super Heroes [Model AGB-BGXJ-JPN] (c) 2005 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70855&o=2

$end


$gba=gunstaru,
$bio

Gunstar Super Heroes [Model AGB-BHGE-USA] (c) 2005 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70856&o=2

$end


$pc98=gunyusan,
$bio

Gunyuu Sangokushi (c) 1991 Enix, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89637&o=2

$end


$gba=guranbo,
$bio

Guranbo [Model AGB-AIBJ-JPN] (c) 2001 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70857&o=2

$end


$gameboy=gurander,
$bio

Gurander Musashi RV [Model DMG-ARVJ-JPN] (c) 1998 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66118&o=2

$end


$gba=gurulog,
$bio

Guru Logic Champ [Model AGB-AGCJ-JPN] (c) 2001 Compile

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70858&o=2

$end


$gbcolor=gurugugr,
$bio

Guruguru Garakutas [Model DMG-AUGJ-JPN] (c) 1999 Atlus Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67975&o=2

$end


$gbcolor=guruguth,
$bio

Guruguru Town Hanamaru-kun [Model CGB-BHJJ-JPN] (c) 2001 J-Wing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67976&o=2

$end


$info=gururin,
$bio

Gururin (c) 1994 Face.

A unique and challenging puzzle game from Face. 3 people in color-coordinated clothing descend from the top and you must align any 3 of the same color vertically or horizontally. During the game you do not rotate the 3 falling people, you rotate the puzzle itself.

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : 0067

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2610 (@ 8 Mhz)

Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096

Players : 2
Control : 8-way joystick
Buttons : 2
=> [A] Turns stage to left [B] Turns stage to right

- TRIVIA -

Released in May 1994.

Gururin translates from Japanese as something like 'accomplice' or 'cohort'. Makes sense considering the noblemen fall in pairs.

Gururin is Face's first game developed and released for the SNK Neo-Geo MVS hardware and was not released on the Neo-Geo AES home console.

- STAFF -

Planning / Producer : K. Iwanaga
Programmers : K. Iwanaga, N. Tabata, K. Hiziya
Graphic designers : M. Molohosi, K. Kumakura, M. Araki
Sound : K. Sugai, A. Iwanaga
Sound programmer : J. Kosakai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1054&o=2

$end


$msx1_cass=gusano,gusanoa,
$bio

Gusano (c) 1985 Advance [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94692&o=2

$end


$info=gussun,
$bio

Gussun Oyoyo (c) 1993 Irem.

A puzzle game from Irem.

- TECHNICAL -

Irem M-97 system hardware

Main CPU : V30 (@ 8 Mhz)
Sound CPU : Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), DAC

Players : 4
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Gussun Oyoyo was released in September 1993 in Japan.

This game is known outside Japan as "Risky Challenge".

- SERIES -

1. Gussun Oyoyo (1993)
2. Super Gussun Oyoyo [Model SHVC-AP7J-JPN] (1995, Super Famicom)
3. Gussun Oyoyo S [Model T-26101G] (1996, Sega Saturn)
4. Super Gussun Oyoyo 2 [Model SHVC-A8BJ-JPN] (1996, Super Famicom)

- STAFF -

Directed by: Rich
Production designer: Rokujizo, Syaoyui, Unyanya
Director of photography: Danger Nao, Zen
Music by: Hiyamuta (Hiya)
Screenplay by: Uzura

- PORTS -

* Consoles : 
Sony PlayStation (April 28, 1995) "Gussun Oyoyo [Model SLPS-00041]" 
Sony PlayStation (April 06, 2000) "Gussun Oyoyo [Xing Maruyasu Series] [Model SLPS-02723]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1055&o=2

$end


$saturn,sat_cart=gussun,gussuna,
$bio

Gussun Oyoyo S (c) 1996 Xing Ent.

- TECHNICAL -

[Model T-26101G]

- TRIVIA -

Gussun Oyoyo S was released on March 29, 1996 in Japan.

- SERIES -

1. Gussun Oyoyo (1993)
2. Super Gussun Oyoyo [Model SHVC-AP7J-JPN] (1995, Super Famicom)
3. Gussun Oyoyo S [Model T-26101G] (1996, Sega Saturn)
4. Super Gussun Oyoyo 2 [Model SHVC-A8BJ-JPN] (1996, Super Famicom)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47461&o=2

$end


$coleco=gustbust,
$bio

Gust Buster (c) 1983 Sunrise Software, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53290&o=2

$end


$pc8801_flop=gbank,
$bio

Gutchan Bank (c) 1985 Nihon Soft Bank [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91959&o=2

$end


$fm7_cass=gbank,gbanka,
$bio

Gutchan Bank (c) 1985 Nihon Soft Bank [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93729&o=2

$end


$gbcolor=gutequiz,
$bio

Gute Zeiten Schlechte Zeiten Quiz [Model DMG-BGQD-NOE] (c) 2000 Software 2000

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67977&o=2

$end


$info=guts,
$bio

Guts and Glory (c) 1989 Atari Games Corporation.

A great two players shoot'em up War game. 

This game include a series of minigames from different styles of gameplay based on war themes, the players must shoot down a quota of enemy targets, before the timer expires.

Good Luck Soldier!

- TECHNICAL -

Main CPU :M68000 (@ 7.159090 Mhz) 
Sound CPU: MOS Technology M6502(@ 1.789772 Mhz) 
Sound Chips : Speaker Atari JSA II Sound Board YM2151 (@ 3.579545 Mhz), OKI6295 (@ 1.193181 Mhz)

Screen orientation : Horizontal
Video resolution : 336 x 240 pixels
Screen refresh : 59.90 Hz
Palette colors : 2048


Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

This game is an unreleased prototype.

Default highscore table :
700 CAD
690 DAN
680 RMM
670 LVR
660 ED
650 BOB
640 DUG
630 PAT
620 EAR
610 SAM
600 ED
590 BOB
580 CJD
570 DES
560 PMC
550 SWC
540 MLW
530 EAR
520 BAF
510 HLC
500 LBF
490 JMB
480 GEL
470 CAL
460 CEN
450 VNF
440 RSN
430 BAB
420 DSM
410 MNF
400 KWH
390 IAE
380 LSR
370 LEE
360 JB
350 OWN
340 YOU
330 AGN
320 SNO
310 MOL

- STAFF -

Programmed by : Ed Logg, Dave Theurer
Video graphics by : Mark West, Bridget Erdmann, Nick Stern
Audio by : Don Diekneite
Electrical design by : Pat McCarthy
Technical support by : Cris Drobny

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=21352&o=2

$end


$info=gutsn,
$bio

Guts'n (c) 2000 Kaneko Company, Limited.

A puzzle game from Kaneko.

- TECHNICAL -

Kaneko Super Nova System hardware

Main CPU : SH-2 (@ 28.638 Mhz)
Sound Chips : Yamaha YMZ280B (@ 16.666666 Mhz)

Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768

Players : 2
Control : 8-way Joystick
Buttons : 3

- TRIVIA -

Developed by Kouyousha, Ltd. (Nova Project Team).

Guts'n was Released in June 2000 by Kaneko.

Kaneko planned to develop a new arcade system board called 'Nova-F1', but they were involved in a lawsuit. So their new arcade system board was cancelled.

- STAFF -

Voices : Etsuko Kozakura, Susumu Chiba
Planners : Koizumi, Raika
Game designers : Mopi, Yuuichi Hirose
Programmers : Tomoaki Kusano, Mihoko Yamamoto
Graphic designers : Yuuichi Hirose, Gorilla
Sound designer : Akira Takemoto
Producer : Lungfish

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1056&o=2

$end


$info=gutangtn,guttangt,
$bio

Guttang Gottong (c) 1982 Sega.

A puzzle game where players control a train on railroad tracks.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound CPU : Zilog Z80 (@ 1.789772 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.789772 Mhz), (6x) RC (@ 1.789772 Mhz)

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 96

Players : 2
Control : 4-way joystick
Buttons : 1

- TRIVIA -

Manufactured by Sega under license from Konami.

This game is also known as "Loco-Motion".

A bootleg of this game is known as "Cotocoto Cottong".

- PORTS -

* Consoles :
Nintendo Game Boy ("Konami GB Collection 2")

* Computers :
Sord-M5

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1057&o=2

$end


$pyuuta=locomotn,
$bio

Guttang Gottong (c) 1983 Tomy

- TECHNICAL -

Model 016E

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101348&o=2

$end


$m5_cart=gutangtn,
$bio

Guttang Gottong [No.8] (c) 1981 Konami Industry Co., Ltd. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95350&o=2

$end


$msx1_cass=guttblst,guttblsta,
$bio

Guttblaster (c) 1988 Eurosoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94693&o=2

$end


$info=guwange,guwanges,
$bio

Guwange (c) 1999 Atlus Company, Limited.

Destroy the evil army with 3 Japanese characters and the spirits that possess them in this beautiful vertical shoot-'em-up.

- TECHNICAL -

Game ID : ATC05

Cave 1st Generation Hardware

Main CPU : MC68000 (@ 16 Mhz)
Sound CPU : Zilog Z80 [Optional]
Sound Chips : Yamaha YMZ280B (@ 16.9344 Mhz) or OKIM6295 x (1 or 2) + YM2203 / YM2151 [Optional]
Other : 93C46 EEPROM

Players : 2
Control : 8-Way Joystick
Buttons : 3
=> [A] Shoot / Spirit, [B] Bomb, [C] Auto Fire

- TRIVIA -

Developed by Cave, Guwange was released by Atlus on June 24, 1999.

The story of Guwange is set during the Muromachi period of Japan. Sorcerers in eastern Japan would predict the day's fishing catch by the appearance of a fox-like voice from the mountains. If the voice sounded 'koon koon' then there was to be a great catch. If the voice sounded 'gwange gwange' then it was to be a horrible catch. The people soon named the place of the voice 'Prison-Gate Mountain', as all who saw the origin of this voice were never seen again. The people soon began to worship this being as the god of Prison-Gate Mountain. It is said that the men later came to call it 'Lord Guwange'. The game title of 'Guwange' appears to reflect the name of this mysterious mountain voice and also the 'bad' sound that it made to predict a horrible catch.

This game was supposed to be exported to South Korea. But Korean deliberation Organization rejected this game, because it has strong Japanese things (Korean people are really anti-Japanese).

Soundtrack releases :
Guwange / ESPrade Original Soundtrack [Cave - CVST-1000 - Dec 30, 2007]
GUWANGE Arrange Album + Original Soundtrack [Cave - CVAS-004] (2010-02-20)

- SCORING -

* Game Clear Bonus : upon clearance, the game rewards you for the following : full life segments remaining, maximum chain count, bombs remaining, and never receiving damage ('no miss').
1) Life bonus : if you have any full life segments remaining (denoted as L), this bonus is calculated by the following formula :
9,216 / (4 - L) / 32 * 10,000. If you have all three life segments remaining, but you were hit at least once, then this value is multiplied by 2. If you were never hit, then this value is multiplied by 4. Examples :
1 Full Life Segment : 9,216 / 3 / 32 x 10,000 = 96,000
2 Full Life Segments : 9,216 /2 / 32 x 10,000 = 144,000
3 Full Life Segments : 9,216 / 1 / 32 x 10,000 x 2 = 576,000
No miss : 9,216 / 1 / 32 x 10,000 x 4 = 1,152,000
It seems that no credit is given for partial life segments.
2) Chain bonus : multiply your maximum chain count by 100. Examples :
1,210 Chain : 1,210 x 100 = 121,000
15,889 Chain : 15,889 x 100 = 1,588,900
3) Bomb bonus : multiply the number of bombs remaining by 1,000,000. If you were never hit, this value is multiplied by 2. Examples :
2 bombs remaining : 2 x 1,000,000 = 2,000,000
3 bombs remaining, no miss : 3 x 1,000,000 x 2 = 6,000,000

- STAFF -

Producer : Kenichi Takano
Chief Programmer : Tsuneki Ikeda
Programmers : Satoshi Kohyama, Takashi Ichimura
Chief Designer : Junya Inoue
Designers : Akira Nakabayashi, Hiroyuki Tanaka, Atsushi Aburano, Toru Shimazu
Character Designers : Akira Nakabayashi, Junya Inoue
Calligraphy : Akira Nakabayashi
Character Voices : Yuko Nakamura, Junya Inoue, Kazushi Takamura, Takako Taniguchi, Takn Nagasawa, Takano Yoshida
Sound Producer : Junya Inoue
Music Composer : Masahiro Kusunoki
Sound Effects : Masahiro Kusunoki
Supervisor : Hiroyuki Tanaka (Atlus)
Special assist : Toshiaki Tomizawa

- PORTS -

* Consoles :
Microsoft Xbox 360 (November 10, 2010, "Xbox Live Arcade")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1058&o=2

$end


$pc98=guy,
$bio

Guy - Kill The Target (c) 1991 DoA [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89638&o=2

$end


$bbca_cass,bbcb_cass=guyinhatbr,
$bio

Guy in the Hat (c) 1985 Blue Ribbon

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51921&o=2

$end


$bbca_cass,bbcb_cass=guyinhat,
$bio

Guy in the Hat (c) 19?? MRM Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51920&o=2

$end


$amigaocs_flop=guyspy,
$bio

Guy Spy (c) 1992 ReadySoft, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74196&o=2

$end


$pc98=guynarc2,
$bio

Guynarock II - The Galactic Guardian Guynarock (c) 1992 Silence [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89639&o=2

$end


$info=guzzler,guzzlers,
$bio

Guzzler (c) 1983 Tehkan.

Each level is a maze of varying openness. Monsters spawn from colorful fires that must be extinguished to complete the level. The character can attack with three blasts of liquid before becoming empty. With each blast of liquid, the character moves faster and gets closer to being an empty outline with pink shoes. When empty the character is a shell of a sprite, but can move more quickly. Liquid is replenished by drinking (guzzling) from puddles. Occasionally, an alcoholic beverage will appear in the center of the screen. If the player picks up this beverage, liquid supply fills to maximum and the fires temporarily freeze.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound CPU : Zilog Z80 (@ 2 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 2 Mhz)

Players : 2
Control : 4-way joystick
Buttons : 1

- TRIVIA -

Guzzler was released in April 1983.

Licensed to Centuri for US distribution.

This game is very unique in that it depicts the hero of the story as a drunkard who's the shame of the family (look at some of the cut scenes) yet is able to put out fires (by puking? no less). It wasn't until the early 1990's when the fighting games would include a fighter who drinks as part of his repertoire.

Massimo Gaspari holds the official record for this game with 3,049,590 points.

- SCORING -

1 Fireball : 200 points
2 Fireballs : 400 points
3 Fireballs : 800 points

1 Fire : 1,000 points
1 Fire and 1 Fireball : 2,000 points
1 Fire and 2 Fireballs : 4,000 points

Bonus at end of round.

Above scores double when 'GUZZLER' letters on bottom are lit. See 'Tips and Tricks' for how to do this.

There's also 10 points given for every few seconds survived.

- TIPS AND TRICKS -

If you want to double your scores at the end of the round (and your bonus as well) be sure to light the 'GUZZLER' letters on the bottom of the screen. The way you do this is to hit one of the fireballs (or a fire that becomes like a fireball) in each row when the letter is highlighted (red border around the letter).

- PORTS -

* Consoles :
Sega SG-1000 [JP] (1983) Guzzler

* Computers :
MSX

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1059&o=2

$end


$cpc_cass=guzzler,
$bio

Guzzler (c) 1986 Players Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96585&o=2

$end


$sg1000=guzzler,
$bio

Guzzler (c) 1983 Tsukuda Original.

- TECHNICAL -

[Model OM-G002]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49034&o=2

$end


$sg1000=guzzlert,
$bio

Guzzler [Model W-006] (c) 1983 Aaronix [Taiwan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65056&o=2

$end


$pc8801_flop=gyakushu,
$bio

Gyakushu no Necros (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91960&o=2

$end


$gba=gyakusa2,
$bio

Gyakuten Saiban 2 [Model AGB-A3GJ-JPN] (c) 2002 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70860&o=2

$end


$gba=gyakusa3,
$bio

Gyakuten Saiban 3 [Model AGB-A3JJ-JPN] (c) 2004 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70861&o=2

$end


$gba=gyakusaia,gyakusai,
$bio

Gyakuten Saiban [Model AGB-ASBJ-JPN] (c) 2001 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70859&o=2

$end


$info=pbancho,
$bio

逆転!!パズル番長 (c) 1996 Fuuki.
(Gyakuten!! Puzzle Banchou)

Line up 3 or more blocks of the same color so they touch, left to right or top to bottom or any combo of this. The large ones will disappear and the small ones will become large. If they reach the top of the screen, game is over.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 16 Mhz)
Sound CPU : Zilog Z80 (@ 3 Mhz)
Sound Chips : YM2203 (@ 4 Mhz), YM3812 (@ 4 Mhz), OKI6295 (@ 8 Khz)

Players : 2
Control : 8-way joystick
Buttons : 1

- TRIVIA -

Released in June 1996 in Japan.

The title of this game translates from Japanese as 'Reversal!! Big Boss Puzzle'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1060&o=2

$end


$x68k_flop=gyaos,
$bio

Gyaos (c) 1990 Project Makkusu

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88278&o=2

$end


$pc8801_flop=gyaruclb,gyaruclba,
$bio

Gyaruppo Club (c) 1986 Micro Cabin Co. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91961&o=2

$end


$megadriv=gynoug,
$bio

Gynoug (c) 1991 Sega Enterprises, Limited.

- TRIVIA -

Reviews:
April 1992 - Joypad N.7 (Page 136-137) [FR]: 89/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56555&o=2

$end


$megadriv=gynougj,
$bio

Gynoug (c) 1991 NCS

- TRIVIA -

Reviews:
Consoles + HS 2 [FR]: 88/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56556&o=2

$end


$x68k_flop=gyopicha,
$bio

Gyopichan Osanpo Program (c) 1995 YOH [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87747&o=2

$end


$gbcolor=docguy,
$bio

Gyouten Ningen Batseelor - Doctor Guy no Yabou [Model CGB-BB6J-JPN] (c) 2001 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67978&o=2

$end


$info=gypsyjug,
$bio

Gypsy Juggler (c) 1978 Meadows Games.

In this game, the player juggles eggs to score points.

- TECHNICAL -

Main CPU : S2650 (@ 625 Khz)
Sound CPU : S2650 (@ 625 Khz)
Sound Chips : DAC, Discrete circuitry

Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 2

Players : 1
Control : stick
Buttons : 1

- TRIVIA -

Released in November 1978.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1061&o=2

$end


$info=gypmagic,
$bio

Gypsy Magic (c) 2002 Konami Gaming, Incorporated.

- TECHNICAL -

Konami Endeavour Series hardware.
Game ID : ES142

- TRIVIA -

This game is also available with a 'Wild Fire' progressive jackpot.

- TIPS AND TRICKS -

* Second Chance Feature : At the end of the free games, four cards are shown of which you can pick any one. One much push one of the four flashing buttons on the control panel corresponding to the images on the screen, as a touch screen isn't used on this game. If you pick the correct card, 20 additional free games are awarded. The Second Chance Feature also appears at the end of re-triggered games, so if you keep picking the right card, you can keep winning 20 more games each time. However, since the odds of picking the right card are one in four, it's rare that you win the extra games more than once or twice.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=12062&o=2

$end


$info=gyrodine,
$bio

Gyrodine (c) 1984 Crux.

A vertically scrolling shoot 'em up.

- TECHNICAL -

Main CPU : (2x) Zilog Z80
Sound Chips : (2x) General Instrument AY8910

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Gyrodine was released in July 1984. It was made by Crux, which was started by former Orca staff. Staff from Crux moved on to Toaplan.

The game is also known as "Buzzard".

- STAFF -

From high score table: Naomi.S, K.T, Shunkoh Miki (Miki Kun), Nice Y.N, Atsushi Kawaguchi (Pop Kawa), Minoru Harada (M. Harada)

- PORTS -

* Consoles : 
Nintendo Famicom [JP] (March 13, 1986) "Gyrodine [Model TFC-GD]" 

* Computers :
MSX [EU] [JP] (1986)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1062&o=2

$end


$info=gyrodinet,
$bio

Gyrodine (c) 1984 Taito Corp.

- TECHNICAL -

Board Number : M6100023A
Prom Stickers : A21

- TRIVIA -

Gyrodine was released in July 1984 in Japan.

Licensed by Crux to Taito Corp. For more information about the game itself, please see the original Crux entry.

- PORTS -

* Consoles : 
Sony PlayStation 2 [JP] (March 29, 2007) "Taito Memories II Gekan [Model SLPM-66713]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43927&o=2

$end


$x1_flop=gyrodine,
$bio

Gyrodine (c) 1986 Nidecom [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86003&o=2

$end


$pc8801_flop=gyrodine,gyrodineh,
$bio

Gyrodine (c) 1986 Nidecom [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91962&o=2

$end


$nes=gyrodineh,
$bio

Gyrodine (c) 1987 FMG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69261&o=2

$end


$msx1_cart=gyrodinek,
$bio

Gyrodine (c) 198? Zemina.

Korean release.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95194&o=2

$end


$msx1_cart=gyrodine,
$bio

Gyrodine (c) 1986 Nidecom

- TECHNICAL -

Game ID: MSX-8

- TRIVIA -

Original price: 4800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77120&o=2

$end


$nes=gyrodine,
$bio

Gyrodine (c) 1986 Taito Corp.

- TECHNICAL -

Game ID: TFC-GD-4900

- TRIVIA -

Released on March 13, 1986 in Japan.

It was the 6th title published by Taito on the Famicom.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54158&o=2

$end


$bbca_cass,bbcb_cass=gyroscop,
$bio

Gyroscope (c) 1985 Melbourne House [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51922&o=2

$end


$cpc_cass=gyroscop,
$bio

Gyroscope [Model MH719] (c) 1986 Melbourne House [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96586&o=2

$end


$coleco=gyruss,
$bio

Gyruss (c) 1984 Parker Bros.

- STAFF -

Programmer: Paul Crowley

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53291&o=2

$end


$c64_cart,c64_flop=gyruss,
$bio

Gyruss (c) 1984 Parker Bros.

- STAFF -

Programmer: Joe Hellesen

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53595&o=2

$end


$a800=gyruss,
$bio

Gyruss (c) 1984 Parker Bros. [Beverly, MA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86560&o=2

$end


$nes=gyrusfds,
$bio

Gyruss (c) 19?? Kaiser Corp. [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84021&o=2

$end


$a5200=gyruss,
$bio

Gyruss (c) 1984 Parker Bros.

The object of the game is to make the journey from beyond Neptune to the sanctuary of Earth, defeating enemy planes, avoiding meteors and satellites, and reaching interim planets along the way.

- TECHNICAL -

Model 9080

- SCORING -

Enemy plane: 100

Entire formation:
1st: 1000
2nd: 1500
3rd: 2000
4th: 2500

Molecular satellites:
1st destroyed: 500
2nd destroyed: 1000
3rd destroyed: 1500

With double bullet fire:
1st destroyed: 1000
2nd destroyed: 1500
3rd destroyed: 2000

Electromagnetic satellite: 200

During Chance Stage:
Enemy plane: 100

Entire formation:
in Stage 3: 1000
in Stage 7: 1500
in Stage 11: 2000
in Stage 15: 2500
in Stage 19: 3000
Super Bonus for all four formations: 10,000

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50047&o=2

$end


$info=gyruss,gyrussce,gyrussb,
$bio

Gyruss (c) 1983 Konami Industry Company, Limited.

Gyruss is a single player shoot-em-up in which the purpose is to fly through the solar system, destroying waves of alien attackers, before finally reaching Earth. Planets that must be passed before Earth is reached are Neptune, Uranus, Saturn, Jupiter, and Mars. 

It only takes two warps to reach Neptune, but all of the others, including Earth, take three warps to get to. Each time the player reaches a planet, they will be faced with a 'Chance Stage', a bonus stage in which players try to destroy as many aliens as possible to accrue points. After reaching Earth, there is a Chance Stage, followed by a very fast '3 Warps to Neptune' stage. After this, the levels and the background music start over. 

Gyruss' superb gameplay, in which the player ship rotates around the edges of the screen and fires 'inwards', is heavily influenced by Atari's 1981 classic, "Tempest". While the design of the alien ships themselves is similar to those of Namco's also-legendary "Galaga" series.

- TECHNICAL -

Game ID : GX347

Main CPU : Zilog Z80 (@ 3.072 Mhz), M6809 (@ 2 Mhz)
Sound CPU : Zilog Z80 (@ 3.579545 Mhz), I8039 (@ 533.333 Khz)
Sound Chips : (5x) AY8910 (@ 1.789772 Mhz), DAC, (6x) RC (@ 1.789772 Mhz)

Players : 2 (alternative)
Control : 8-Way Joystick
Buttons : 1
=> Fire

- TRIVIA -

Gyruss was released in March 1983. Also licensed to Centuri for US manufacture and distribution (April 1983). 

After working on the successful "Time Pilot", Gyruss' designer, Yoshiki Okamoto, went on to create Gyruss, which, although a success in its own right, was released at a time when the arcade craze was starting to die down. This may explain why the game didn't shift the units it really deserved. After its release, Okamoto asked for a raise, or he would quit. He was duly fired when he turned up for work the following day. 

One of the most memorable features of this game is its soundtrack, which consists of an extremely catchy synthesized rendition of Bach's 'Tocatta and Fugue in D Minor'. 

Anthony Fodrizio holds the official record for this game with 41090450 points. 

A set of developer credits are hidden in the ROM, beginning at 1E9A in memory.

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

Alfa Records released a limited-edition soundtrack album for this game (Konami Game Music Vol.1 - 28XA-85) on June 25, 1986.

A Gyruss unit appears in the music video for "Kid Candy" by the grunge rock group Seaweed.

- SCORING -

Shooting a ship : 50, 100 or 150 points. 
Destroying a whole formation of enemy ships before the next wave attacks : 1000, 1500, 2000, 2500 points. 
Bonus for clearing a sector (having not destroyed a whole formation) : 1000 points. 
Shooting the three glowing spheres : 1000, 1500, 2000 points. 
Bonus for shooting each ship on the Chance Stage : 100 points. 
Bonus for shooting all 40 ships on the Chance Stage : 10000 points.

- TIPS AND TRICKS -

* You can get double fire if you shoot the sun-like enemy that appears in front of you surrounded by two blue pod-like enemies - try to make this a priority.

* To make getting double fire easier, try to stay at the bottom of the screen until the 'pod and sun' formation appears as it will appear right in front of wherever your ship is after all enemies have entered and they start attacking. 
1) There must be at least three enemies left in the level for the 'pod and sun' formation to show. If you lose a life and three enemies are left, the 'pod and sun' will show up one more time, but if you lose a life after that, they will not show any more until the next level. After you get double fire, the sun enemy will be replaced on later levels with another pod. Destroy all three for some bonus points.
2) If you have only one enemy left and cannot seem to destroy it, just leave it alone and eventually it will just leave and the level will end.

* Each level begins with four formations entering. If you destroy enough of these, a fifth formation will enter. As you pass each planet, more formations will enter towards the top of the screen. Learn to control your ship at the top as it will come in real handy on those Mars and Earth warps.

* When formations enter from the edge of the screen, they will not hit you if you are right where they enter. You can use this to your advantage to take out the formation with little or no trouble - just watch out for asteroids.

* Asteroids will always appear in your path - they cannot be destroyed and must be avoided.

* The 'bee-like' creatures with the force field will always appear from the center and move outward. The force field will destroy your ship if you touch it. Destroy one of the creatures to disable their force field.

* Learn the formations of the enemy attack waves during the normal stages, to enable you to collect the bonuses for destroying whole waves of attacking ships.

* Learn the formations of the enemy attack waves during the chance stages, to enable you to collect the bonuses for destroying whole waves of attackers and the 10,000 for destroying all 40 ships.

* The three glowing spheres always appear aligned with where you are located on screen. Remember to avoid any bullets when they appear.

* You can fire bullets ahead of enemy ships and then move aside to destroy them and avoid their shots.

- STAFF -

Programmer: Toshio Arima
Designer: Yoshiki Okamoto
Character: Hideki Ooyami
Sound: Masahiro Inoue

- PORTS -

* Consoles : 
Colecovision [US] (1984) "Gyruss [Model 9980]" 
Atari 2600 [US] (1984) "Gyruss [Model PB5080]" 
Atari 5200 [US] (1984) "Gyruss [Model 9080]" 
Atari XEGS 
Nintendo NES [US] (1988) "Gyruss [Model NES-YS-USA]" 
Nintendo NES [EU] (1988) 
Nintendo Famicom Disk [JP] (November 18, 1988) "Gyruss [Model KDS-GRS]" 
Sony PlayStation [JP] (May 13, 1999) "Konami 80's Arcade Gallery [Model SLPM-86228]" 
Sony PlayStation [US] (November 30, 1999) "Konami Arcade Classics [Model SLUS-00945]" 
Nintendo Game Boy Advance [US] (March 21, 2002) "Konami Collectors Series: Arcade Advanced [Model AGB-AKCE-USA]" 
Nintendo Game Boy Advance [JP] (May 2, 2002) "Konami Arcade Game Collection [Model AGB-AKCJ-JPN]" : Re-released as a "Konami the Best" edition (November 3, 2005) 
Nintendo Game Boy Advance [EU] (June 21, 2002) "Konami Collectors Series: Arcade Classics [Model AGB-AKCP-EUR]" 
Microsoft XBOX 360 [XBLA] [JP] [US] [EU] (April 18, 2007) 

* Computers : 
Atari 800 [US] (1984) "Gyruss [Model 1280]" 
Commodore C64 [EU] (1984) 
Commodore C64 [US] (1984) "Gyruss [Model PB1780]" 

* Others : 
Arcade [US] [EU] [AU] [KO] (November 1998) "Konami 80's AC Special" 
Arcade [JP] (November 1998) "Konami 80's Arcade Gallery" 
Mobile Phones [JP] (2004) 
Konami Arcade Advanced Plug 'n Play TV Game [US] (2004) by Majesco

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1063&o=2

$end


$famicom_flop=gyruss,
$bio

Gyruss [Model KDS-GRS] (c) 1988 Konami Industry Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65350&o=2

$end


$nes=gyruss,
$bio

Gyruss (c) 1989 Ultra Games.

North American release. Game developed in Japan.

- TECHNICAL -

Game ID: NES-YS-USA

- TRIVIA -

Released on February 1989 in the USA.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55194&o=2

$end


$a2600=gyruss,gyrusse,
$bio

Gyruss (c) 1984 Parker Bros.

To make the journey from beyond Neptune to the sanctuary of Earth, defeating enemy planes, avoiding meteors and satellites, and reaching interim planets along the way.

- TECHNICAL -

Model PB5080

- SCORING -

Enemy plane: 100 points.

ENTIRE FORMATION:
1st: 1000 points.
2nd: 1500 points.
3rd: 2000 points.
4th: 2500 points.
1st satellite destroyed: 500 points.
2nd satellite destroyed: 1000 points.
3rd satellite destroyed: 1500 points.

WITH DOUBLE BULLET FIRE:
1st satellite destroyed: 1000 points.
2nd satellite destroyed: 1500 points.
3rd satellite destroyed: 2000 points.

DURING CHANCE ROUND:
Enemy plane: 100 points.

Entire formation:
1st Chance Round: 1000 points.
2nd Chance Round: 1500 points.
3rd Chance Round: 2000 points.
4th Chance Round: 2500 points.
5th Chance Round: 3000 points.
Subsequent Chance Rounds: 500 points.
Super Bonus for all four formations: 10,000 points.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50558&o=2

$end


$pc98=hplus,
$bio

H+ (c) 1994 Desire [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89640&o=2

$end


$amigaocs_flop=hate,
$bio

H.A.T.E. - Hostile All Terrain Encounter (c) 1989 Gremlin Graphics Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74197&o=2

$end


$coleco=hero,
$bio

H.E.R.O. (c) 1984 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53292&o=2

$end


$a800=hero,
$bio

H.E.R.O. (c) 1984 Activision, Inc. [Santa Clara, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86561&o=2

$end


$msx1_cass=hero,
$bio

H.E.R.O. (c) 1984 Activision, Inc. [Santa Clara, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94694&o=2

$end


$a2600=heroc,
$bio

H.E.R.O. (c) 19?? CCE

South American release. See Activision's "H.E.R.O. [Model AZ-036]" for more information about the game itself.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50560&o=2

$end


$a2600=herot,
$bio

H.E.R.O. (c) 19?? Tron

South American release. See Activision's "H.E.R.O. [Model AZ-036]" for more information about the game itself.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50561&o=2

$end


$a2600=hero,heroe,
$bio

H.E.R.O. (c) 1984 Activision

- TECHNICAL -

Model AZ-036

- TRIVIA -

HERO stands for Helicopter Emergency Rescue Operation.

- SCORING -

Shoot a critter: 50 points
Each dynamite stick remaining when miner is rescued: 50 points
Dynamite a wall: 75 points
Rescue miner: 1000 points

- TIPS AND TRICKS -

H.E.R.O. HINTS FOR THE HEARTY HERO
Tips from John Van Ryzin (John Van Ryzin collects cameras. He golfs. He camps, and goes canoeing. In addition, he's from New Jersey. But what you must understand about John is, he loves his work. He thrives on it. As proof of this, he belongs to almost every Activision club. No mean feat, that.)

"The mineshafts of Mount Leone present many challenges to a rescuer. I recommend you watch the opening sequence before playing the game. It'll give you a feel for the terrain and help you recognize some of the dangers ahead. Also, the more you play, the better you'll learn your way around the different mineshafts. Since speed in locating miners earns you more points, you'll want to move as quickly and efficiently as possible. Here are a few tips I think you might find useful."

* "The dynamite R.Hero carries is potent. He doesn't need to be right next to a wall in order to blow it up."

* "If R.Hero runs out of dynamite, he can burn through walls with the Microlaser Beam. The closer he stands to the wall, the faster he'll break through."

* "If a lantern goes out, find mineshafts by looking at the rough edges along the bottom of the screen."

* "When flying above the river, ride the ceiling by pushing up as well as to the left or right."

* "Ride rafts whenever possible since it is easier than trying to go under a lava ceiling."

* "A word about tentacles: They don't move too fast, so try to outrun them."

"Hope that helps some. You'll discover your own techniques as you plumb the depths of the mine. Let me hear what they are when you emerge from 'down under'."

- STAFF -

Programmer: John Van Ryzin

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50559&o=2

$end


$sg1000=hero,
$bio

ヒーロー (c) 1985 Sega Enterprises, Limited.
(H.E.R.O.)

- TECHNICAL -

Game ID: C-58

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49035&o=2

$end


$a5200=hero,
$bio

H.E.R.O. (c) 1984 Activision

Reach miners trapped miles under the surface of the earth! Use the Prop-pack to maneuver through a maze of mineshafts! Blast vile vermin with the Microlaser Beam! Dynamite walls! Negotiate across the lethal lava flow! Rescue all the miners you can before running out of lives or power!

- TECHNICAL -

Model FZ-007

- SCORING -

Shoot a critter: 50 points            
Each dynamite stick remaining when miner is rescued: 50 points
Dynamite a wall: 75 points
Rescue miner: 1000 points

- STAFF -

adapted by The Softworks.

Programmer: John Van Ryzin

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50048&o=2

$end


$msx1_cart=hero,
$bio

H.E.R.O. [Model R48X5505] (c) 1984 Pony Canyon, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77121&o=2

$end


$c64_cart,c64_flop=hero,
$bio

H.E.R.O.: Helicopter Emergency Rescue Operation (c) 1984 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53596&o=2

$end


$gbcolor=mishidem,
$bio

Ha Li Xiao Zi Di Er Bu - Mi Shi De Mi (c) 200? Sintax.

Chinese game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67979&o=2

$end


$msx1_cass=habilit,
$bio

Habilit (c) 1988 Iber Software [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94695&o=2

$end


$saturn,sat_cart=habitat2,
$bio

Habitat II (c) 1996 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59215&o=2

$end


$snes=habumeij,
$bio

Habu Meijin no Omoshiro Shougi [Model SHVC-IL] (c) 1995 Tomy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61405&o=2

$end


$pc8801_flop=ayayo,
$bio

Hacchake Ayayo-san (c) 1989 Hard [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91964&o=2

$end


$pc98=ayayo,
$bio

Hacchake Ayayo-san - Ayayo's After Five (c) 1989 Hard [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89642&o=2

$end


$pc8801_flop=ayayo2,
$bio

Hacchake Ayayo-san 2 - Ikenai Holiday (c) 1990 Hard [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91965&o=2

$end


$pc98=ayayo2,
$bio

Hacchake Ayayo-san 2 - Ikenai Holiday - Ayayo's Love Affair (c) 1990 Hard [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89643&o=2

$end


$pc98=ayayo3,
$bio

Hacchake Ayayo-san 3 - Watashi, Icchattan Desu - Ayayo's Life After (c) 1991 Hard [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89644&o=2

$end


$pc98=ayayo3om,
$bio

Hacchake Ayayo-san 3 Omake Disk - Bucchake Tomoko-san - Ochiteimasu, Doko made mo (c) 1991 Hard [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89645&o=2

$end


$pc98=ayayo4,
$bio

Hacchake Ayayo-san 4 - Sexy Olympics - Ayayo's Live Affection (c) 1993 Hard [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89646&o=2

$end


$pc98=ayayo4om,
$bio

Hacchake Ayayo-san 4 Omake Disk (c) 1993 Hard [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89647&o=2

$end


$pc98=ayayo5,
$bio

Hacchake Ayayo-san 5 - Pikapika no Shouwakusei - Ayayo's Dive Aframe (c) 1994 Hard [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89648&o=2

$end


$x68k_flop=ayayo2,
$bio

Hacchake Ayayo-san II - Ikenai Holiday (c) 1991 Hard [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87748&o=2

$end


$x68k_flop=ayayo3,
$bio

Hacchake Ayayo-san III - Watashi Icchattan Desu (c) 1992 Hard [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87749&o=2

$end


$x68k_flop=ayayo,
$bio

Hacchake Ayayo-san Pro-68k (c) 1990 Hard [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87750&o=2

$end


$info=hachamf,hachamfb,
$bio

Hacha Mecha Fighter (c) 1991 NMK.

A cutesy horizontal scrolling shooter from NMK.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 10 Mhz)
Sound Chips : YM2203 (@ 1.5 Mhz), (2x) OKI6295 (@ 24.242 Khz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in September 1991.

- TIPS AND TRICKS -

* Test Mode :
1. Hold 'Player 2 Button 1' & 'Button 2', then reset the game.
2. 'Ready ?' message is displayed in black screen.
3. Press 'Player 1 Button 2'x14.

- STAFF -

Software : Y. Koyama, T. Nakasato
Hardware : Y. Maki
Music : H. Mizushima, K. Hideya
Graphic Designers : N. Nagamine, A. Tsunoda, K. Yokoyama
Supervisor : Y. Kotoyori

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1064&o=2

$end


$info=hacher,
$bio

Hacher (c) 2005 Gametron.

hack of "Win Win Bingo".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64467&o=2

$end


$pc98=hachihkm,
$bio

Hachi Hachi Kantai Monogatari (c) 1995 Tokuma Shoten Intermedia, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89649&o=2

$end


$gba=hachiemn,
$bio

Hachiemon [Model AGB-A8EJ-JPN] (c) 2003 Namco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70862&o=2

$end


$info=hachoo,
$bio

Hachoo! (c) 1989 Jaleco.

A side-scrolling beat-em-up from Jaleco.

- TECHNICAL -

Jaleco Mega System 1-A hardware

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound CPU : Motorola 68000 (@ 7 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.5 Mhz), (2x) OKI6295 (@ 30.303 Khz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Hachoo was released in September 1989.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1065&o=2

$end


$amigaocs_flop=hacker,
$bio

Hacker (c) 1985 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74198&o=2

$end


$ibm5150,ibm5150_cass=hacker,
$bio

Hacker (c) 1985 Activision, Inc. [Santa Clara, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83630&o=2

$end


$msx2_cart=hacker,
$bio

Hacker (c) 1988 Pony Canyon, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51305&o=2

$end


$pc8801_flop=hacker,
$bio

Hacker (c) 1988 Pony Canyon, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91966&o=2

$end


$ibm5150,ibm5150_cass=hacker2,
$bio

Hacker II (c) 1986 Activision, Inc. [Santa Clara, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83631&o=2

$end


$amigaocs_flop=hacker2,
$bio

Hacker II - The Doomsday Papers (c) 1986 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74199&o=2

$end


$amigaocs_flop=hacker2a,
$bio

Hacker II - The Doomsday Papers [Power Hits] (c) 1986 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74200&o=2

$end


$cpc_cass=hacker2,
$bio

Hacker II [Model UQK 140] (c) 1986 Activision, Inc. [Santa Clara, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96606&o=2

$end


$cpc_cass=hackerr,
$bio

Hacker [Model RAS 033] (c) 1985 Ricochet [Mastertronic Group] [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96605&o=2

$end


$cpc_cass=hacker,
$bio

Hacker [Model UQK 125] (c) 1985 Activision, Inc. [Santa Clara, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96604&o=2

$end


$bbca_cass,bbcb_cass=hack2000,
$bio

Hacker2000 (c) 19?? Micrograf

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51923&o=2

$end


$pc8801_flop=melvel,
$bio

Hadou no Hyouteki - Legend of the Melvel (c) 1987 Soft Studio Wing [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91967&o=2

$end


$info=haekaka,
$bio

Hae Hae Ka Ka Ka (c) 2001 Sammy Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=39156&o=2

$end


$snes=haganeu,
$bio

Hagane - The Final Conflict (c) 1995 Hudson Soft.

North American release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Hagane [Model SHVC-AHGJ-JPN]"

- TECHNICAL -

Cartridge ID: SNS-AHGE-USA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63055&o=2

$end


$snes=hagane,
$bio

Hagane - The Final Conflict (c) 1995 Hudson Soft.

European release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Hagane [Model SHVC-AHGJ-JPN]"

- TECHNICAL -

Cartridge ID: SNSP-AHGP-EUR

- TRIVIA -

Reviews:
[FR] April 1995, Consoles + N.42: 89/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63054&o=2

$end


$gba=haganemr,
$bio

Hagane no Renkinjutsushi - FullMetal Alchemist - Meisou no Rondo [Model AGB-BHRJ-JPN] (c) 2004 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70863&o=2

$end


$gba=haganeos,
$bio

Hagane no Renkinjutsushi - FullMetal Alchemist - Omoide no Sonata [Model AGB-BH2J-JPN] (c) 2004 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70864&o=2

$end


$snes=haganej,haganejp,
$bio

Hagane (c) 1994 Hudson Soft.

Hagane is an intense ninja-action platform game developed by Red and published by Hudson Soft. The game takes place in a futuristic steam-punk world distinctly themed on Feudal Japan. The Koma clan has plotted to turn the world into dust and their army is now ready to launch a scathing attack. The Fuma clan was severely defeated by the invader, but a wounded warrior survived the fierce assault - Hagane (meaning steel) used to be human, but he was turned into a machine by the old priest Momochi in order to survive his fatal condition. Now encased in a cyborg shell, his ninja skills and spiritual powers are humanity's last hope. Hagane can run, jump and do forward and backward flips. He comes equipped with an arsenal of weapons - the short range Katana sword and the throwing chain can be both used at will (the latter is especially useful to grapple onto ceilings and walls, and to climb to higher grounds), whereas the explosives and Suzaku Shurikens come in limited quantities and must be replenished periodically. A limited special attack can also be unleashed to clean surrounding enemies in the blink of an eye. Hagane can use a vast array of special moves - shoulder buttons activate forward and backward flips, but pressing Y or B while charging these flips triggers special attacks, such as a flaming kick or a powerful flaming dragon punch. He can also jump and dash in the air - this last move is at the core of the gameplay and allows the mechanical ninja to escape many of the challenges the Koma clan throws at him. Hagane consists of five large areas, each divided into several sub-stages and featuring multiple mini-bosses.

- TECHNICAL -

Cartridge ID: SHVC-AHGJ-JPN

- TRIVIA -

Hagane was released on November 18, 1994 in Japan for 9500 Yen.

Export releases:
[US] "Hagane - The Final Conflict [Model SNS-AHGE-USA]"
[EU] "Hagane - The Final Conflict [Model SNSP-AHGP-EUR]"

- STAFF -

Character Design: Keita Amemiya
Game Design: Osamu Tsujikawa
Main Program: Izumi Fukuda
Sub Program: Takashi Iwanaga
Graphic Design: Fumimaro Ayanokozi, Kikuo Hanami, Chaos, Carry Kun
Music: Takahito Abe
Sound Effects: Hudson Soft Team
Special thanks: Kirara
Director: Kappa Yuzawa
Producer: Masanori Wake, Hatamoto Taikusuotoko, Mitsuhiro Kadowaki
Executive Producer: Tadahiro Nakano
Created by CA Production
Presented by Red and Hudson Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61406&o=2

$end


$info=j5hagar,j5hagara,j5hagarb,j5hagarc,j5hagard,j5hagare,j5hagarf,j5hagarg,j5hagarh,j5hagari,j5hagarj,
$bio

Hagar (c) 199? JPM International.

- TECHNICAL -

System 5

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41035&o=2

$end


$info=j5hagsho,j5hagshoa,j5hagshob,j5hagshoc,
$bio

Hagar Showcase (c) 199? JPM International.

- TECHNICAL -

System 5

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41036&o=2

$end


$pc8801_flop=haiarott,
$bio

Hai Arotta (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91968&o=2

$end


$msx2_cart=hainomaj,
$bio

Hai no Majutsushi (c) 1989 Konami Industry Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51306&o=2

$end


$msx2_flop=hainomaj,hainomaja,
$bio

Hai no Majutsushi (c) 198? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101702&o=2

$end


$gbcolor=hzqibing,
$bio

Hai Zhan Qi Bing (c) 200? Sintax.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67980&o=2

$end


$psx=haishin2,
$bio

Hai-Shin-2 [Model SLPM-86066] (c) 1998 Aques

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85246&o=2

$end


$snes=haiseimj,
$bio

Haisei Mahjong - Ryouga [Model SHVC-AMJJ-JPN] (c) 1995 ASCII Ent. Software, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61407&o=2

$end


$x68k_flop=htdash,
$bio

Haita Tsuun Dash (c) 199? QTQ's Workshop

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88279&o=2

$end


$x1_flop=hajafuin,
$bio

Haja no Fuuin (c) 1986 Kogado Studio [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86004&o=2

$end


$pc8801_flop=hajafuin,
$bio

Haja no Fuuin (c) 1986 Kogado Studio [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91970&o=2

$end


$msx1_cart=hajafuin,
$bio

Haja no Fuuin (c) 1987 Kogado

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52709&o=2

$end


$nes=hajafuin,
$bio

Haja no Fuuin (c) 1987 ASCII

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54161&o=2

$end


$msx2_flop=hajafuin,hajafuinb,hajafuina,
$bio

Haja no Fuuin (c) 1987 Kogado Studio [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101703&o=2

$end


$sms=hajafuin,
$bio

覇邪の封印 (c) 1987 Sega Enterprises, Limited.
(Haja no Fuuin)

- TECHNICAL -

Game ID: G-1331

- TRIVIA -

Released on October 18, 1987 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55873&o=2

$end


$pc8801_flop=hajadang,
$bio

Haja Ouboshi Dangaiou (c) 1990 Technopolis Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91969&o=2

$end


$gba=hajimeip,
$bio

Hajime no Ippo - The Fighting! [Model AGB-A2HJ-JPN] (c) 2002 ESP [Ent. Software Publishing]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70865&o=2

$end


$pico=donaldota,
$bio

Hajimema Series 1 - Donald no Obake Taiji [Model HPC-6062] (c) 1998 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75688&o=2

$end


$psx=hakaiohk,
$bio

Hakaioh - King of Crusher [Model SLPS-01677] (c) 1998 FAB Communication Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85247&o=2

$end


$x68k_flop=hakobune,
$bio

Hakobune ni Notte (c) 1991 Moai [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88280&o=2

$end


$snes=hakpro93,
$bio

Hakunetsu Pro Yakyuu '93 - Ganba League [Model SHVC-GV] (c) 1992 Epic/Sony Records [Sony Music Ent., Incorporated.] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61408&o=2

$end


$snes=hakpro94,hakpro94p,
$bio

Hakunetsu Pro Yakyuu '94 - Ganba League 3 [Model SHVC-E3] (c) 1993 Epic/Sony Records [Sony Music Ent., Incorporated.] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61409&o=2

$end


$snes=hakprogl,hakprogla,
$bio

Hakunetsu Pro Yakyuu - Ganba League [Model SHVC-GL] (c) 1991 Epic/Sony Records [Sony Music Ent., Incorporated.] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61410&o=2

$end


$info=hal21,hal21j,
$bio

HAL 21 (c) 1985 SNK.

A vertically scrolling shoot 'em up from SNK.

- TECHNICAL -

Main CPU : (2x) Zilog Z80 (@ 4 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.5 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in March 1985 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1066&o=2

$end


$gameboy=halwres,halwresp,
$bio

HAL Wrestling (c) 1990 HAL Laboratory, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66119&o=2

$end


$snes=holein1u,
$bio

HAL's Hole in One Golf [Model SNS-JO-USA] (c) 1991 HAL America, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63053&o=2

$end


$snes=holein1,
$bio

HAL's Hole in One Golf [Model SNSP-JO-EUR] (c) 1991 HAL Laboratory, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63052&o=2

$end


$x68k_flop=halfmind,
$bio

Half Mind (c) 19?? Pasoket

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88281&o=2

$end


$x68k_flop=halfmnd2,
$bio

Half Mind II (c) 19?? Unknown [Japan].

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95276&o=2

$end


$pc98=halfpipe,
$bio

Half Pipe (c) 1993 Aypio [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89650&o=2

$end


$a800=batlband,
$bio

Halftime Battlin' Bands (c) 1984 CBS Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86562&o=2

$end


$c64_cart,c64_flop=batlband,
$bio

Halftime Battlin' Bands featuring... the Jazz Scats! (c) 1984 CBS Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53597&o=2

$end


$info=halley,halleya,
$bio

Halley Comet (c) 1986 Juegos Populares.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=9896&o=2

$end


$gamegear=halleyw,
$bio

Halley Wars (c) 1991 Sega Enterprises, Limited.

- TECHNICAL -

Cartridge ID: 2318

- TRIVIA -

Reviews:
October 1991 - Joypad N.1 [FR]: 84/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64625&o=2

$end


$gamegear=halleywj,
$bio

Halley Wars [Model T-11027] (c) 1991 Taito Corp.

- TIPS AND TRICKS -

* Cheat menu: At the title screen enter Left&nbsp;x4, Right&nbsp;x4. More options appear when you press START.

- STAFF -

Program : Masaru Mizuno
Help and Tools : Seiichi Tajima
Sound Program : Kusatsu Onsen
Sound : Star Watanabe
Graphic Design : Takeshi Narita
Special Thanks : Ojamamushi, Yuuichi Kanno

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64627&o=2

$end


$famicom_flop=halleywa,
$bio

Halley Wars (c) 1989 Taito Corp.

Halley Wars is a vertical shooter and is the conversion of Taito's arcade game released in 1986 (Halley's Comet). The Halley's Comet is back from outer-space and scientists all over the world are excited by this event. But this time, things do not really go according to plans and an unexpected fleet of alien spaceships appears from behind the comet. Their destination is Earth and Humanity's finest spaceship and pilot is sent to counter the attack. It can fire a standard laser gun which can be upgraded by collecting power-ups hidden inside grey containers. Smaller ships can also be picked up and a maximum of four of them can join the ship and increase its fire power. These tinny ships can also be used as bombs when the other action button is pressed. Other add-ons s also appear and can massively increase the overall fire-power once attached to the ship. The most original feature of the game is certainly the percentage of damage inflicted to the Earth itself. Any alien spaceship or meteor that passes through the ship's firepower ends up damaging our mother planet. Once it reaches 100%, it is game over, even if the stock of available ships is full. Players have many flying objects to watch for, from fast alien formations to fast tailed meteors and floating debris.

- TECHNICAL -

Game ID: TFS-HAL

- TRIVIA -

Halley Wars was released on January 14, 1989 in Japan for 3500 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65351&o=2

$end


$info=halleysc,halleycj,
$bio

Halley's Comet (c) 1986 Taito.

A space-shooter. Protect the earth from falling comets and asteroids.

- TECHNICAL -

Prom Stickers : A62

Main CPU : Motorola M6809
Sound CPU : Zilog Z80
Sound Chips : (4x) General Instrument AY8910

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Halley's Comet was released in January 1986.

This game was inspired by the actual 'Halley's Comet' ('Halley' is pronounced HAL-lee). It was named after Edmund Halley, who calculated its 76-year orbital period. Halley's Comet was visible in 1910 and 76 years after, in 1986 (February 9, to be exact), just the year when this game was released by Taito :). Its next perihelion passage will be in 2061.

- TIPS AND TRICKS -

* Space Humour? : When you start a new game and after the RESCUE THE EARTH FROM THE COMETS ! message appears, you can move your ship over it. The text will get erased, and the following message will appear over it : DO NOT ERASE.

* Level Boss Trick : Shoot all but one of these squares and then press the hyperspace button (the smart-bomb) when the final square is lit. You should now receive 1,000,000 points! (this works for all level bosses).

* Another Tip : When the game is in Game Over mode, you can actually control the ship at one point. This is rather useless, but fun!

- STAFF -

From highscore table : Kouju Miki (K.M), (NIG), (LSI), Hisayoshi Ogura (OGR), (E.T)

- PORTS -

* Consoles :
Nintendo Famicom Disk System (1989) "Halley Wars [Model TFS-HAL]"
Sony PlayStation 2 [JP] (March 29, 2007) "Taito Memories II Gekan [Model SLPM-66713]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1067&o=2

$end


$info=halley87,
$bio

Halley's Comet '87 (c) 1986 Taito.

- TECHNICAL -

Main CPU : Motorola M6809 (@ 4.992 Mhz), Zilog Z80 (@ 3 Mhz)
Sound Chips : (4x) General Instrument AY8910 (@ 1.5 Mhz)

Palette colors : 1536

Players : 2
Buttons : 2

- TRIVIA -

Released in January 1986.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=7754&o=2

$end


$info=halleys,
$bio

Halley's Comet (c) 1986 Coin-It Co.

- TRIVIA -

Released in January 1986.

Conversion kit sold by Coin-It in the US under license from Taito. For more information about the game itself, please see the original Taito version entry.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=39713&o=2

$end


$bbca_cass,bbcb_cass=halleysc,
$bio

Halleys Comet (c) 19?? Basil Blackwell

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51924&o=2

$end


$gbcolor=hallowen,
$bio

Halloween Racer [Model CGB-AHIP-EUR] (c) 1999 Microïds

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67981&o=2

$end


$a2600=hallowen,
$bio

Halloween (c) 1983 Wizard Video Games.

A homicidal maniac has escaped from a mental institution. On Halloween night, the killer returns to his home town to wreak havoc!  You are babysitting for a family in a large, two story house. Somehow the vengeful murderer has gotten inside!  Can you protect the children and yourself from the fury of his knife?

In this game, you control the babysitter character, and, at certain times, the child characters. As you move through the sixteen rooms of the two story house, avoid the killer when he appears. He will attempt to stab you and the children, so look for the knife with which to defend yourself. At the top of the screen are jack-o-lanterns indicating how many of your three lives remain. At the bottom of your screen is the score.

SAVING THE CHILDREN:
Using your joystick, move the babysitter through the house, dodging the killer as you search for the terrified children. When you spot a fleeing child, position the babysitter directly over the child and press the joystick button. This will lock in the child, and he will thereafter follow the babysitter as you race for one of the four safe rooms.

SAFE ROOMS:
Safe rooms are located at either end of the house, two on each floor. After you have successfully delivered a child to a safe room, press the joystick button. The child will be released, and the appropriate points will be added to your score. The child will disappear after points are added and the babysitter leaves the safe room.

THE KNIFE:
Somewhere in the house is a knife, which the babysitter may use to stab the killer. To pick up the knife, position the babysitter over the knife and press the joystick button. If you are armed when the killer attacks, press the joystick button to thrust the knife. CAUTION: Your thrust will be successful only if the killer's knife is in the UP position. The killer will flee the room if stabbed. The knife will vanish from the babysitter's hand and reappear in another room of the house.  NOTE: The babysitter may not 'lock in' a child while she is carrying the knife! She must first attempt to stab the killer.

DOORWAYS:
1. In the safe rooms at either end of the house, stairways lead to the upper or lower floors.
2. Two other rooms on each level contain hallways.  Entering one of these hallways will skip the babysitter two rooms to the other hall door on the same level.

BLACKOUTS:
Beware of electrical blackouts on the upper level, for the house is old and the wiring is faulty.  At any moment, you may find yourself plunged into darkness with the killer in pursuit!

- TECHNICAL -

Model 007

- SCORING -

* For each child delivered to a safe room, you will receive 675 points.

* An additional 325 points is awarded each time you stab the killer with the knife hidden somewhere in the house.

* Successfully stabbing the killer twice OR rescuing five children advances you to the next level of play.

* Game play on higher levels is more difficult, and point values increase considerably. Point values in Level 2 are twice that of Level 1. Values in Level 3 are three times that of Level 1, etc.

- TIPS AND TRICKS -

* The killer will catch you only if he is toe-to-toe with the babysitter.

* When leading a child to a safe room, you may find the murderer in your patch. Try pushing up on the joystick.  The babysitter and the child will
momentarily separate, allowing the killer to pass harmlessly between them.

* Don't bother search for the knife while leading a child, for it won't appear.

* Listen for the ominous HALLOWEEN theme music, which follows the maniac wherever he goes.

- STAFF -

Programmer: Tim Martin
Graphics: Robert Barber

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50563&o=2

$end


$cpc_cass=hallgold,
$bio

Halls of Gold (c) 1986 Rainbow Arts

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96608&o=2

$end


$msx2_cart=halnote,
$bio

HalNote (c) 1987 HAL Kenkyuujo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51307&o=2

$end


$msx2_flop=halnote,
$bio

HalNote (c) 1987 HAL Laboratory, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101704&o=2

$end


$a2600=halo,
$bio

Halo 2600 (c) 2010 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50564&o=2

$end


$a800=hamtext,
$bio

Ham Text (c) 198? Kantronics

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86563&o=2

$end


$msx2_flop=hamaraja,
$bio

Hamaraja Night (c) 1994 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101705&o=2

$end


$info=chamburger,
$bio

Hamburger (c) 1982 Data East Corp.

Hamburger is a platform game in which one or two players take on the role of burger chef 'Peter Pepper'. The chef must create a set number of burgers per level by collecting the separate ingredients needed to make each one (two pieces of bun, the burger itself and/or a garnish, such as lettuce or cheese). 

Each screen is made up of platforms joined by connecting ladders. At the bottom of the screen are a number of empty plates while the burger ingredients lay across the platforms directly above the plates. The chef must walk across the entire width of the ingredients to make them drop to the platform below. A burger is only completed once all of its ingredients have been dropped onto the corresponding plate at the bottom of the screen. 

The chef's efforts are hampered by the rogue ingredients that are constantly chasing him. They are called 'Mr. Hot Dog', 'Mr. Egg' and 'Mr. Pickle'. Any contact with them results in the loss of a life. The chef can temporarily freeze the enemies by throwing pepper at them. He only carries a limited amount of pepper but this can be replenished by collecting the bonus food items that randomly appear (ice cream cones, coffee, and fries). In addition to the pepper, any enemies located on a platform below the chef can be killed by dropping an available burger ingredient on top of them. 

Enemies become more numerous and faster moving as the levels progress.

- TECHNICAL -

Runs on the "DECO Cassette System" hardware

Cartridge ID: Model DT-126

- TRIVIA -

Hamburger was released in October 1982 in the Japanese arcades. It was known as the 26th video game made for this system (Cassette No. 26).

Hamburger is the original version of the popular Burger Time. It was known as "Burger Time" outside Japan.

Have you ever wondered why one of enemies is an egg? In Japan, where the game was made, it is common to add a fried egg to your burger. Hence, Mr. Egg as one of the enemies.

A pirate hack of this game is known as "Cook Race".

A sequel called "Pizzatime" was planned around 1984 but was never released.

- SCORING -

Stacking a burger ingredient : 50 points per ingredient
Crushing Mr. Hot Dog : 100 points
Crushing Mr. Pickle : 200 points
Crushing Mr. Egg : 300 points
Collecting Ice Cream : 500 points
Collecting Coffee : 1,000 points
Collecting Fries : 1,500 points
Dropping Ingredient with 1 enemy on top : 500 points
Dropping Ingredient with 2 enemies on top : 1,000 points
Dropping Ingredient with 3 enemies on top : 2,000 points
Dropping Ingredient with 4 enemies on top : 4,000 points
Dropping Ingredient with 5 enemies on top : 8,000 points
Dropping Ingredient with 6 enemies on top : 16,000 points
and so on...

- TIPS AND TRICKS -

* 'Mad Dash' : J.D. Lowe, the current world record holder adds some suggestions... Something that very few players use is something I call 'Mad Dash'. If you watch as the chef is drawn on the screen, he walks up/down ladders at approx. 8 steps a second. So, in theory, if you can press the up and down arrows faster than 8 times a second, you can go faster. This is very helpful on later levels like Level 20. This does not work on going left and right, because the steps are smaller, and the computer has to draw the chef facing you again if you let go of the controller. It's a bit complicated, but like I said earlier, it can be very helpful.

* Pepper Appearances : the peppers do not appear randomly on the screen; in fact, they appear after so many ingredients have fallen to the bottom of the screen...
Level 1 - Peppers appear after 4, 8, and 12 ingredients have dropped.
Level 2 - After 5, 7, and 13 ingredients.
Level 3 - 4, 8, and 13.
Level 4 - 6, 16, 22, 29.
Level 5 - 3, 6, 9.
Level 6 - 3, 7, 12, 14.

NOTE: In this early revision of the game, the levels appear in the order 1, 5, 2, 3, 4, 6.

* Enemies can't turn around immediately, so you can follow them around temporarily.

* The best tactic is generally to stand halfway across a piece of food, wait for enemies to appear on the food's edge, and then drop the food and enemies at once. Always lure the enemies onto the highest portion of the screen, and then drop them. This has several advantages : it clears more burger pieces, plus it means that units on lower levels may wander into the cascading pieces, killing them also.

* Leave plenty of room around yourself when going up ladders - the sprites in Burger Time are somewhat bigger than the visible characters.

* When enemies first appear, you have 1/4 sec to go through them, if you need to.

* IMPORTANT : If you get caught while the last piece of food is falling into place, the game will NOT deduct a life from your game!

- PORTS -

* Consoles : 
Nintendo Famicom [JP] (November 27, 1985) "BurgerTime [Model NAM-NBT-4500]" 
Nintendo Famicom Disk [JP] (September 23, 1988) "Burger Time [Model DFC-BGT]" 
Sony PlayStation 2 [JP] (October 27, 2005) "BurgerTime [Oretachi Geasen Zoku] [Model SLPM-62695]" 

* Handhelds : 
Nintendo Game Boy [JP] (February 15, 1991) "BurgerTime Deluxe [Model DMG-GMA]" 

* Computers : 
MSX [JP] (1986)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48050&o=2

$end


$snes=hameln,
$bio

Hameln no Violin Hiki [Model SHVC-AVNJ-JPN] (c) 1995 Enix, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61411&o=2

$end


$gba=hamepane,
$bio

Hamepane - Tokyo Mew Mew [Model AGB-AM7J-JPN] (c) 2002 Takara Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70866&o=2

$end


$pc98=hamlet,
$bio

Hamlet (c) 1993 Panther Software [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89651&o=2

$end


$info=hammer,
$bio

Hammer (c) 2000 Andamiro.

A video version of the original mechanical hammer game. There are six games to pick from.

- TECHNICAL -

Size: 77,6 x 94,5 x 147,5 cm (30.5 x 37.2 x 58.1 inches)
Weight: 145 Kgs (319,7 lbs)

- STAFF -

Team Director: Park Kyung Eun
Producer: G.W.P Team
Programmer: Kasai Yoritaka, Park Kyung Eun
Graphic Designer: Han Sang Hwa, Park Kyung Ho, Bae Jark Young
Sound Mixing: Park Kyung Eun
Hardware: Park Bae Sun

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=7945&o=2

$end


$info=hamaway,
$bio

Hammer Away (c) 1991 Sega Enterprises, Limited.

A vertical shoot'em up developed by Santos and produced by Sega.

- TECHNICAL -

Runs on the Sega "System 18".

- TRIVIA -

This game was exhibited at the AM Show 1991 but was never released to the public (cancelled for unknown reasons).

- STAFF -

Developed by: Santos

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=24252&o=2

$end


$msx1_cass=hammboy,
$bio

Hammer Boy (c) 1991 Dinamic Software [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94696&o=2

$end


$amigaocs_flop=hammerb,
$bio

Hammer Boy [Budget] (c) 1990 Prism Leisure

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74201&o=2

$end


$cpc_cass=hammrboy,
$bio

Hammer Boy [Model 3 DI-052] (c) 1991 Dinamic Soft. [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96609&o=2

$end


$cpc_cass=hammerhd,
$bio

Hammer-Head (c) 1992 Zigurat Soft [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96611&o=2

$end


$amigaocs_flop=hammrfst,
$bio

Hammerfist (c) 1990 Activision, Incorporated.

- PORTS -

* Computers : 
Commodore Amiga [EU] (1989) "Coin-Op Hits 2 Compilation"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74202&o=2

$end


$cpc_cass=hammerfs,
$bio

Hammerfist (c) 1990 Activision, Inc. [Santa Clara, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96610&o=2

$end


$info=hharry,hharryu,
$bio

Hammerin' Harry (c) 1990 Irem Corp.

For more information about the game itself, please see the original Japanese entry; "Daiku no Gen-san - Beranmee Machi Soudouki".

- TRIVIA -

Hammerin' Harry was released in December 1990. It is known in Japan as "Daiku no Gen-san - Beranmee Machi Soudouki".

- SERIES -

1. Hammerin' Harry (1990)
2. Hammerin' Harry - Ghost Building Company (1993, Nintendo Game Boy)
4. Hammerin' Hero/GenSan (2008, Sony PSP)

- PORTS -

* Consoles :
Nintendo NES [EU] (1992) "Hammerin' Harry [Model NES-59-FRA]" 

* Computers : 
PC [MS Windows, Online] [EU] (December 9, 2011) "IREM Arcade Hits" by DotEmu 
Apple MacIntosh [Online] [US] (August 21, 2011) "Irem Arcade Hits" by DotEmu 
PC [Desura] [US] (November 2, 2013) "IREM Arcade Hits" by Plug In Digital

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1068&o=2

$end


$gameboy=hharry,
$bio

Hammerin' Harry - Ghost Building Company (c) 1993 Irem Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66120&o=2

$end


$nes=hharry,
$bio

Hammerin' Harry (c) 1992 Irem Corp.

For more information on the game itself, please see the original Japanese version's entry, "Daiku no Gen-san [Model IF-24]".

- TECHNICAL -

Model NES-59-FRA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55195&o=2

$end


$snes=hammerlk,
$bio

Hammerlock Wrestling (c) 1994 Jaleco Company, Limited. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63056&o=2

$end


$bbca_cass,bbcb_cass=hampstea,
$bio

Hampstead (c) 1984 Melbourne House [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51925&o=2

$end


$a800=hamsoft,
$bio

Hamsoft (c) 1982 Kantronics

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86564&o=2

$end


$a800=hamtor,
$bio

Hamsoft Amtor (c) 1984 Kantronics

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86565&o=2

$end


$gbcolor=hamstcla,
$bio

Hamster Club - Awasete Chuu [Model CGB-BJHJ-JPN] (c) 2000 Jorudan Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67983&o=2

$end


$gbcolor=hamstclo,
$bio

Hamster Club - Oshiema Chuu [Model CGB-BJSJ-JPN] (c) 2001 Jorudan Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67984&o=2

$end


$gbcolor=hamstcl2,
$bio

Hamster Club 2 [Model DMG-BJNJ-JPN] (c) 2000 Jorudan Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67985&o=2

$end


$gba=hamstcl3,
$bio

Hamster Club 3 [Model AGB-AJHJ-JPN] (c) 2002 Jorudan Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70867&o=2

$end


$gba=hamstcl4,
$bio

Hamster Club 4 [Model AGB-A4KJ-JPN] (c) 2003 Jorudan Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70868&o=2

$end


$gbcolor=hamstclb,
$bio

Hamster Club [Model DMG-AJNJ-JPN] (c) 1999 Jorudan Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67982&o=2

$end


$gba=hamstmn2,
$bio

Hamster Monogatari 2 GBA [Model AGB-AHBJ-JPN] (c) 2001 Culture Brain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70869&o=2

$end


$gba=hamstmn3,
$bio

Hamster Monogatari 3 GBA [Model AGB-A83J-JPN] (c) 2002 Culture Brain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70870&o=2

$end


$gba=hamstmn4,
$bio

Hamster Monogatari 3EX, 4, Special [Model AGB-BHSJ-JPN] (c) 2003 Culture Brain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70871&o=2

$end


$n64=hamstmon,
$bio

Hamster Monogatari 64 [Model NUS-NHSJ] (c) 2001 Culture Brain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57730&o=2

$end


$gba=hamstmnc,
$bio

Hamster Monogatari Collection [Model AGB-BHCJ-JPN] (c) 2003 Culture Brain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70872&o=2

$end


$gbcolor=hamstmon,
$bio

Hamster Monogatari GB + Magi Ham Mahou no Shoujo [Model CGB-B8MJ-JPN] (c) 2002 Culture Brain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67986&o=2

$end


$gba=hamstpph,
$bio

Hamster Paradise - Pure Heart [Model AGB-A82J-JPN] (c) 2003 Atlus Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70873&o=2

$end


$gbcolor=hamstpa2a,hamstpa2,
$bio

Hamster Paradise 2 [Model CGB-BHMJ-JPN] (c) 2000 Atlus Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67988&o=2

$end


$gbcolor=hamstpa3,
$bio

Hamster Paradise 3 [Model CGB-BH3J-JPN] (c) 2000 Atlus Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67989&o=2

$end


$gbcolor=hamstpa4,
$bio

Hamster Paradise 4 [Model CGB-BCUJ-JPN] (c) 2001 Atlus Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67990&o=2

$end


$gba=hamstpar,
$bio

Hamster Paradise Advanchu [Model AGB-AHAJ-JPN] (c) 2002 Atlus Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70874&o=2

$end


$gbcolor=hamstpar,
$bio

Hamster Paradise [Model DMG-AHMJ-JPN] (c) 1999 Atlus Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67987&o=2

$end


$gba=hamtarog,
$bio

Hamtaro - Ham-Ham Games [Model AGB-B85P-EUR] (c) 2004 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70875&o=2

$end


$gba=hamtarohu,
$bio

Hamtaro - Ham-Ham Heartbreak [Model AGB-AH3E-USA] (c) 2003 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70879&o=2

$end


$gba=hamtaroh,
$bio

Hamtaro - Ham-Ham Heartbreak [Model AGB-AH3P] (c) 2003 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70878&o=2

$end


$gbcolor=hamtarou,
$bio

Hamtaro - Ham-Hams Unite! [Model CGB-B86E-USA] (c) 2002 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67992&o=2

$end


$gbcolor=hamtaro,
$bio

Hamtaro - Ham-Hams Unite! [Model CGB-B86P-EUR] (c) 2003 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67991&o=2

$end


$gba=hamtaror,
$bio

Hamtaro - Rainbow Rescue [Model AGB-A84P] (c) 2003 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70880&o=2

$end


$gbcolor=hamunapt,
$bio

Hamunaptra - Ushinawareta Sabaku no Miyako [Model CGb-BUMJ-JPN] (c) 2000 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67993&o=2

$end


$cpc_cass=handisla,
$bio

Han d'Islande de Victor Hugo (c) 1988 Loriciels [France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96612&o=2

$end


$nes=hlb,
$bio

汉刘邦 (c) 200? Nanjing.
(Han Liu Bang)

- TECHNICAL -

Game ID: NJ013

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76791&o=2

$end


$msx2_cart=androgyn,androgyna,
$bio

Han Seimei Senki Androgynus (c) 1988 Telenet [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51308&o=2

$end


$msx2_flop=androgyn,androgynbandrogyna,
$bio

Han Seimei Senki Androgynus (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101706&o=2

$end


$info=hanaawas,
$bio

Hana Awase (c) 1982 Seta Kikaku.

A hanafuda card game!

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.536 Mhz)

Screen orientation : Horizontal
Video resolution : 256 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 16

Players : 2
Buttons : 10

- TRIVIA -

The title of this game translates from Japanese as 'Flower Matching'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1069&o=2

$end


$info=hkagerou,
$bio

Hana Kagerou (c) 1997 Nakanihon, Incorporated. [Dynax Soft Division]

A hanafuda card game.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 8 Mhz)
Sound Chips : YM2413 (@ 3.579545 Mhz), OKI6295 (@ 8 Khz)

Players : 2

- TRIVIA -

Hana Kagerou was released in March 1997 in Japan.

The title of this game translates from Japanese as 'Hanafuda Heat Haze'.

- TIPS AND TRICKS -

Enter test mode : choose Menu 'Option' to enter another sub-menu, then press 1P's Yes, No, Yes, No, secret menu appears.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4427&o=2

$end


$info=hanakanz,
$bio

Hana Kanzashi (c) 1996 Dynax.

A hanafuda card game.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 8 Mhz)
Sound Chips : YM2413 (@ 3.579545 Mhz), OKI6295 (@ 8 Khz)

Screen orientation : Horizontal
Video resolution : 336 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 256

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Released in December 1996.

The title of this game translates from Japanese as 'Ornamental Flower Hairpin'.

- TIPS AND TRICKS -

Enter test mode : choose Menu 'Option' to enter another sub-menu, then press 1P's Yes, No, Yes, No, secret menu appears.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1077&o=2

$end


$info=hnkochou,
$bio

Hana Kochou (c) 1989 Dynax.

A hanafuda game with a time-travelling theme.

- TECHNICAL -

Game ID : 20

Main CPU : Zilog Z80 (@ 5.5 Mhz)
Sound Chips : General Instrument AY8910 (@ 2.75 Mhz), Yamaha YM2203 (@ 2.75 Mhz), OKI MSM5205 (@ 384 Khz)

Screen orientation : Horizontal
Video resolution : 512 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 512

Players : 1

- TRIVIA -

Released in March 1989.

The title of this game translates from Japanese as 'Butterfly Flower'.

The version 1.00 is known as "Hana no Mai".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1071&o=2

$end


$snes=hanakeij,
$bio

Hana no Keiji - Kumo no Kanata ni [Model SHVC-AY4J-JPN] (c) 1994 Yojigen

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61412&o=2

$end


$pc98=hanakiok,
$bio

Hana no Kioku (c) 1995 Foster [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89653&o=2

$end


$info=hanamai,
$bio

Hana no Mai (c) 1988 Dynax.

A hanafuda game with a time-travelling theme.

- TECHNICAL -

Game ID : 16

Main CPU : Zilog Z80 (@ 5.5 Mhz)
Sound Chips : General Instrument AY8910 (@ 2.75 Mhz), Yamaha YM2203 (@ 2.75 Mhz), OKI MSM5205 (@ 384 Khz)

Screen orientation : Horizontal
Video resolution : 512 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 512

Players : 1
Control : hanafuda keyboard

- TRIVIA -

Released in December 1988.

The title of this game translates from Japanese as 'Flower Dance'.

The version 1.01 is known as "Hana Kochou".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1072&o=2

$end


$nes=hanastar,
$bio

Hana no Star Kaidou (c) 1987 Victor Musical Industries, Incorporated.

- TECHNICAL -

[Model VFR-H1]

- TRIVIA -

Hana no Star Kaidou was released on March 17, 1987 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54162&o=2

$end


$info=hnoridur,
$bio

Hana Oriduru (c) 1989 Dynax.

A hanafuda card game.

- TECHNICAL -

Game ID : 23

Main CPU : Zilog Z80 (@ 5.5 Mhz)
Sound Chips : General Instrument AY8910 (@ 2.75 Mhz), YM2413 (@ 3.58 Mhz), OKI MSM5205 (@ 384 Khz)

Screen orientation : Horizontal
Video resolution : 512 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096

Players : 1

- TRIVIA -

The title of this game translates from Japanese as 'Flower Folded Paper Crane'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1073&o=2

$end


$pc8801_flop=hanasanm,hanasanma,
$bio

Hana San Mabayu (c) 1988 Studio Offside

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91971&o=2

$end


$info=tvhtdaka,
$bio

Hana Taka Daka (c) 1991 TOURVision.

Unlicensed Spanish game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101144&o=2

$end


$pc98=hanachir,
$bio

Hana to Chiruran (c) 1993 Dott Plan [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89654&o=2

$end


$info=hanaoji,hanaojia,
$bio

Hana to Ojisan (c) 1991 Nichibutsu.

A hanafuda game with the obligatory nude woman as prize.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 5 Mhz)
Sound Chips : YM3812 (@ 2.5 Mhz), DAC (@ 2.5 Mhz)

Screen orientation : Horizontal
Video resolution : 512 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 256

Player : 2
Control : hanafuda keyboard

- TRIVIA -

Released in December 1991.

The title of this game translates from Japanese as 'Flower and Uncle'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1074&o=2

$end


$info=hanayara,
$bio

Hana wo Yaraneba! (c) 1991 Dynax.

- TRIVIA -

Released in July 1991.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=20192&o=2

$end


$info=hnayayoi,
$bio

Hana Yayoi (c) 1987 Dyna Electronics.

A hanafuda game with a sexy Japanese opponent!

- TECHNICAL -

Game ID : 02

Main CPU : Zilog Z80 (@ 5 Mhz)
Sound Chips : YM2203 (@ 2.5 Mhz), OKI MSM5205 (@ 384 Khz)

Screen orientation : Horizontal
Video resolution : 512 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 256

Players : 1
Control : hanafuda keyboard

- TRIVIA -

Released in January 1987.

The title of this game translates from Japanese as 'March Flowers'.

This game is also known as "Hana Fubuki".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1075&o=2

$end


$x68k_flop=hanayori,
$bio

Hana Yori Dango (c) 1991 Active Software [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87751&o=2

$end


$gbcolor=hanayori,
$bio

Hana Yori Dango - Another Love Story [Model CGB-B87J-JPN] (c) 2001 TDK Core

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67994&o=2

$end


$x68k_flop=hanayor2,
$bio

Hana Yori Dango 2 (c) 1993 Active Software [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87752&o=2

$end


$pc98=hanayor2,
$bio

Hana Yori Dango 2 (c) 1993 Active Software [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89652&o=2

$end


$pc8801_flop=hana88,
$bio

HANA88 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91963&o=2

$end


$psx=hanabifa,
$bio

Hanabi Fantast [Model SLPS-01439] (c) 1998 Magical Co. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85248&o=2

$end


$gba=hanabi,
$bio

Hanabi Hyakkei Advance [Model AGB-BHAJ-JPN] (c) 2004 Aruze Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70881&o=2

$end


$info=hnfubuki,
$bio

Hanafubuki (c) 1987 Dynax.

A hanafuda game with a sexy Japanese opponent!

- TECHNICAL -

Game ID : 06

Main CPU : Zilog Z80 (@ 5 Mhz)
Sound Chips : YM2203 (@ 2.5 Mhz), OKI MSM5205 (@ 384 Khz)

Screen orientation : Horizontal
Video resolution : 512 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 256

Players : 1
Control : hanafuda keyboard

- TRIVIA -

Released in February 1987.

The title of this game translates from Japanese as 'Shower of Blossoms'.

This game is also known as "Hana Yayoi".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1070&o=2

$end


$info=hginga,
$bio

Hanafuda Hana Ginga (c) 1994 Dynax.

A hanafuda game.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 8 Mhz)
Sound Chips : YM2413 (@ 3.579545 Mhz), OKI6295 (@ 1.02272 Mhz), AY-3-8910A (@ 3.579545 Mhz)

Players : 2

- TRIVIA -

Released in June 1994.

The title of this game translates from Japanese as 'Great Galaxy Hanafuda'.

- STAFF -

Charater Desinger : U-jin

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=14141&o=2

$end


$info=hgokou,
$bio

Hanafuda Hana Gokou (c) 1995 Dynax.

- TRIVIA -

Released in June 1995.

- TIPS AND TRICKS -

Secret menu : Choose 'Option' in test mode and input 'Yes', 'No', 'Yes', 'No' buttons.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=19976&o=2

$end


$info=hgokbang,
$bio

Hanafuda Hana Gokou Bangaihen (c) 1995 Dynax.

- TRIVIA -

Released in December 1995.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=29248&o=2

$end


$info=htengoku,
$bio

Hanafuda Hana Tengoku (c) 1992 Dynax.

- TRIVIA -

Even if titlescreen says 1992, Hanafuda Hana Tengoku was released in May 1993 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=20196&o=2

$end


$x68k_flop=hanahour,
$bio

Hanafuda Hourouki (c) 1988 Dot Kikaku

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87753&o=2

$end


$x1_cass=hanafudk,
$bio

Hanafuda Koi Koi (c) 1984 Compaq [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86229&o=2

$end


$x68k_flop=hanakoi,
$bio

Hanafuda Koi Koi (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88282&o=2

$end


$pc98=hanafuda,
$bio

Hanafuda Kyo (c) 1984 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89655&o=2

$end


$pc8801_flop=hanafuda,
$bio

Hanafuda Kyo (c) 1984 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91972&o=2

$end


$fm7_cass=hanafuda,
$bio

Hanafuda Kyo (c) 1984 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93730&o=2

$end


$snes=hanafuda,
$bio

Hanafuda Ou [Model SHVC-IJ] (c) 1994 Coconuts Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61413&o=2

$end


$wswan=hanafuda,
$bio

Hanafuda Shiyouyo [Model SWJ-KGT005] (c) 2000 Human Ent. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86336&o=2

$end


$x68k_flop=hanateng,
$bio

Hanafuda Tengoku (c) 1990 Junk System

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87754&o=2

$end


$gba=hanafuda,
$bio

Hanafuda Trump Mahjong - Depachika Wayouchuu [Model AGB-ADYJ-JPN] (c) 2002 Global A Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70882&o=2

$end


$nes=hanafuda,
$bio

????? ????? (c) 1991 Hacker International
(Hanafuda Yuukyou Den - Nagarebana Oryuu)

- TECHNICAL -

Game ID: HKI-09

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54163&o=2

$end


$msx1_cart=hanafuda,
$bio

Hanafuda [Model PS-2003G] (c) 1985 Toshiba EMI [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77122&o=2

$end


$info=hanagumi,
$bio

Hanagumi Taisen Columns - Sakura Wars (c) 1997 Sega.

A competitive variation of Columns featuring characters from the Sakura Taisen series.

- TECHNICAL -

Runs on the "ST-V [Sega Titan Video Game System]" hardware.
Cartridge ID: 610-0073-41

Screen orientation : Horizontal

Players: 2
Control: 8-way joystick
Buttons: 6

- TRIVIA -

Released in October 1997.

The title of this game translates from Japanese as 'Flower Branch Competition Columns - Cherry Blossom Wars'.

One of Sega's last games for the STV/Saturn hardware.

- SERIES -

1. Columns (1990, Arcade)
2. Columns II - The Voyage Through Time (1990, Arcade)
3. Columns III - Revenge of Columns (1993, Arcade)
4. Stack Columns (1994, Arcade)
5. Super Columns [Model G-3226] (1995, Game Gear)
6. Columns '97 [Model 610-0373-20] (1997, Arcade)
7. Hanagumi Taisen Columns - Sakura Wars (1998, Arcade)
8. Hanagumi Taisen Columns 2 (2000, Dreamcast)
9. Columns Crown (2002, GBA)

- PORTS -

* Consoles :
Sega Saturn (1997)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1076&o=2

$end


$x68k_flop=hanaiko,
$bio

Hanaikoku Pro Uso-68k (c) 1990 Hazama Kuroo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88283&o=2

$end


$info=hjingi,hjingia,
$bio

Hanajingi (c) 1990 Dynax.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=20195&o=2

$end


$info=hanaroku,
$bio

Hanaroku (c) 1988 Alba.

A hanafuda game.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 6 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.5 Mhz)

Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 512

Players : 1
Buttons : 10

- TRIVIA -

The title of this game translates from Japanese as 'Six Flowers'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1078&o=2

$end


$gbcolor=hanasaka,
$bio

Hanasaka Tenshi Tenten-kun no Beat Breaker [Model DMG-AHTJ-JPN] (c) 1999 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67995&o=2

$end


$pce=hanataka,
$bio

Hanata-Kadaka!? (c) 1991 Taito Corp.

Hanata-Kadaka!? is a really cute and funny shoot'em up by Taito featuring a flying Tengu, sort of red long nosed goblin with wings. The goal of the game is to help a little fox boy to retrieve his girlfriend and also the sacred scroll stolen by an evil racoon. Our hero has the power to change size during the game by collecting special items. However, he will shrink down when hit until he gets too small to fight and will then lose a life. Many other items can be collected, like tinny green wings which will speed him up or three tinny goblins who will follow our friend and fire as he does. Your main weapon, a magic fan, can also be charged up in a way similar to Irem's R*Type. If charged up to the max, a special attack will be triggered. This attack varies depending of what special power-up has been collected (dragon attack, giant spinning tops and so on). A secondary weapon is available and triggered with the other action button. Those too depend of what secondary powerup was last collected, from big bouncing balls to giant spikes. Stages are huge and full of traditional japanese references including Torri Shinto gates and fierce Darumas. Each stage also counts a hidden raccoun who will get our Tengu to a secret area. A secret piece of the scroll is hidden there and collecting them all will affect the ending sequence. Finally, a password system helps you save your game at the end of each stage.

- TECHNICAL -

Game ID: TP03018

- TRIVIA -

Released on August 09, 1991 in Japan for 7200 Yen.

Reviews:
November 1991 - Consoles + N.2 [FR]: 87/100
October 1991 - Joypad N.1 [FR]: 90/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58603&o=2

$end


$pc8801_flop=hanayome,
$bio

Hanayome Sodatsu Shironobori Game (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91973&o=2

$end


$pc8801_flop=handpick,handpic1,
$bio

Hand Pick B1 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91974&o=2

$end


$cpc_cass=handgolf,
$bio

Handicap Golf (c) 1985 CRL Group PLC [London, England]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96613&o=2

$end


$info=hndlchmp,
$bio

Handle Champ (c) 1997 Konami.

- TRIVIA -

Released in December 1997 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48051&o=2

$end


$gbcolor=handtime,
$bio

Hands of Time [Model CGB-BWCE-USA] (c) 2001 Titus

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67996&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=handykit,
$bio

Handy Toolkit (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84432&o=2

$end


$coco_cart=handyman,
$bio

Handyman (c) 1981 Tandy Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53443&o=2

$end


$pc8801_flop=hangon,hangona,
$bio

Hang On (c) 1986 Pax Electronica

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91975&o=2

$end


$saturn,sat_cart=hangongpj,
$bio

Hang On GP '95 (c) 1995 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59216&o=2

$end


$saturn,sat_cart=hangongpjhib,
$bio

Hang On GP '95 Hibaihin (c) 1995 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59217&o=2

$end


$saturn,sat_cart=hangongp,
$bio

Hang On GP '96 (c) 1996 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60319&o=2

$end


$info=hangplt,hangpltu,
$bio

Hang Pilot (c) 1997 Konami.

A hang gliding simulation game from Konami.

- TECHNICAL -

Main CPU : PPC403 (@ 32 Mhz), 68000 (@ 16 Mhz), (2x) ADSP21062 (@ 36 Mhz)
Sound Chips : RF5C400 (@ 36 Mhz)

Players : 2
Control : 8-way Joystick
Buttons : 3

- TRIVIA -

Hang Pilot was released in February 1997.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4184&o=2

$end


$gbcolor=hangtime,
$bio

Hang Time Basketball (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67998&o=2

$end


$sms=hangon,
$bio

Hang-On (c) 1985 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56060&o=2

$end


$sms=hangonaw,
$bio

Hang-On & Astro Warrior (c) 1986 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56058&o=2

$end


$sms=hangonsh,hangonshp,
$bio

Hang-On & Safari Hunt (c) 1986 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56059&o=2

$end


$saturn,sat_cart=hangongpu,
$bio

Hang-On GP [Model 81202] (c) 1996 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60052&o=2

$end


$sg1000=hangon2t1,
$bio

Hang-On II (c) 1985 Unknown [Taiwan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65057&o=2

$end


$sg1000=hangon2,
$bio

ハング オンII (c) 1985 Sega Enterprises, Limited.
(Hang-On II)

- TECHNICAL -

Game ID: C-60

- SERIES -

1. Hang-On (1985)
2. Hang-On II (1985, Sega SG-1000)
3. Hang-On Jr. (1985)
4. Super Hang-On (1987)
5. Limited Edition Hang-On (1991)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49036&o=2

$end


$info=hangonjr,
$bio

Hang-On Jr. (c) 1985 Sega.

A cut-down version of its legendary parent, 'Hang-On Jr' features similar gameplay to "Hang-On", but is rendered in more primitive graphics due to the vastly inferior host hardware.

- TECHNICAL -

Runs on the Sega "System E" hardware.

Players: 1
Control: stick

- TRIVIA -

Released in January 1986.

- SERIES -

1. Hang-On (1985)
2. Hang-On II (1985, Sega SG-1000)
3. Hang-On Jr. (1985)
4. Super Hang-On (1987)
5. Limited Edition Hang-On (1991)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1081&o=2

$end


$sms=hangonj,
$bio

ハング オン (c) 1985 Sega Enterprises, Limited.
(Hang-On)

- TECHNICAL -

Game ID: C-502

- TRIVIA -

Released on October 20, 1985 in Japan. It was a launch title for the Mark III.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55874&o=2

$end


$msx1_cart=hangon,hangonb,hangona,
$bio

ハングオン (c) 1986 Pony Canyon, Inc.
(Hang-On)

- TECHNICAL -

Game ID: R49x5806

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77123&o=2

$end


$info=hangon2,
$bio

Hang-On (c) 1985 Sega Enterprises, Limited.

Ride-On model. For information on the game itself, please see the Sit-Down model entry; "Hang-On [Sit-Down Model]".

- TECHNICAL -

Ride-On model

Dimensions (cm) : W161 x D199 x H133
Weight : 240 Kg.

- TRIVIA -

Hang-On was released in July 1985.

Hang-On was also released as : 


This Ride-On model was a large, mock-up motorcycle that the player sat on. It lets you steer your bike by moving your weight left and right, but didn't feature any of the hydraulics or force feedback that would become the staple of future Sega arcade games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=19573&o=2

$end


$info=hangon,hangon1,
$bio

Hang-On (c) 1985 Sega.

Hang-On is a superb point-to-point sprite scaling racing game in which the player takes control of a superbike and must race over five twisting circuits, avoiding rival bikers and trying to reach the end of each stage before the time limit expires.

Hang-On's handling and superb graphics were unlike anything seen before in the arcades and, like many Yu Suzuki games that followed, revolutionised the racing genre.

The 5 stages of 'Hang-On' are : 
Alps
Seaside
Grand Canyon
City Night
Circuit

- TECHNICAL -

[Sit-Down model]

Main CPU : (2x) Motorola 68000 (@ 6 Mhz), Zilog Z80 (@ 4 Mhz)
Sound Chips : YM2203 (@ 4 Mhz), Sega (@ 8 Mhz)

Players : 1

- TRIVIA -

Hang-On was released in July 1985.

Hang-On was also released as : 
"Hang-On [Ride-On Model]"

Hang-On was the first in a series of classic racing games designed by the legendary Yu Suzuki and his team (who would go on to create, among others, the "Out Run" series, as well as this game's sequel, "Super Hang-On"). This was the first simulation game in the world. After this game was released, the standard for motorcycle games is the riding type kind. This game was the first Sega game to use digitized drums in the music.

This Sit-Down model featured a motorcycle handlebar, throttle and break lever. The cabinet also has a simulated tachometer and speedometer.

In the 1988 arcade game "Power Drift", the motorcycle from Super Hang-On appears as a hidden vehicle that can only be accessed by winning first place on all five tracks for courses A, C, and E. It is only playable in the Extra Stage.

Don Novak holds the official record for this game on a 'Simulator' cabinet with 40,715,030 points.
Richard Powell holds the official record for this game on an 'Upright' cabinet with 33,923,450 points.

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

- SERIES -

1. Hang-On (1985)
2. Hang-On II (1985, Sega SG-1000)
3. Hang-On Jr. (1985)
4. Super Hang-On (1987)
5. Limited Edition Hang-On (1991)

- STAFF -

Designed by : Yu Suzuki (YU.)
From highscore table : (KAN), (OHE), (ISH), (NAG), (KAJ), (INO)
Music by : Hiroshi Miyauchi

- PORTS -

* Consoles :
Sega Master System [EU] (1985) "Hang On [Model 4580]" 
Sega Master System [JP] (October 20, 1985) "Hang On [Model C-502]" 
Sega Master System [US] (1986) "Hang On & Astro Warrior [Model 6001]" 
Sega Master System [US] (1986) "Hang On & Safari Hunt [Model 6002]" 
Sega Master System [KO] (1986) "Hang On / Safari Hunt" by Samsung 
Sega Saturn [JP] (October 27, 1995) "Hang-On GP '95 [Model GS-9032]" 
Sega Saturn [US] (1996) "Hang-On GP [Model 81202]" 
Sega Saturn [EU] (1996) "Hang-On GP '96 [Model MK81202-50]" 
Sega Dreamcast [JP] (December 29, 1999) "Shenmue: Isshou Yokosuka [Model HDR-0016]" 
Sega Dreamcast [JP] (December 29, 1999) "Shenmue: Isshou Yokosuka [Limited Edition] [Model HDR-0031]" 
Sega Dreamcast [EU] (November 6, 2000) "Shenmue [Model MK-51059-50]" 
Sega Dreamcast [US] (November 7, 2000) "Shenmue [Limited Edition] [Model 51059]" 
Sega Dreamcast [US] (November 8, 2000) "Shenmue [Model 51059]" 
Sega Dreamcast [JP] (July 5, 2001) "US Shenmue [Model HDR-0156]" 
Sega Dreamcast [JP] (September 6, 2001) "Shenmue II [Model HDR-0164]" 
Sega Dreamcast [JP] (September 6, 2001) "Shenmue II [Limited Edition] [Model HDR-0179]" 
Sega Dreamcast [EU] (November 23, 2001) "Shenmue II [Model MK-51184-50]" 
Sega Dreamcast [JP] (December 20, 2001) "Yu Suzuki Game Works Vol.1 [Model ASP001]" 
Sega Dreamcast [JP] (March 6, 2003) "Shenmue II [DriKore] [Model HDR-0211]" 

NOTE: "Shenmue" and "Shenmue II" for the Sega Dreamcast feature Hang-On as a minigame.

* Computers :
MSX [JP] (1986) by Pony Canyon
NEC PC8801 [JP] (1986)

* Others :
LCD handheld game [US] (1989) released by Tiger Electronics.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1080&o=2

$end


$spc1000_cass=hangeul,hangeula,
$bio

Hangeul (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83520&o=2

$end


$info=hangly,hangly2,hangly3,
$bio

Hangly Man (c) 1981 Nittoh.

- TECHNICAL -

Nittoh made a few cocktail units that were identical to the Namco cocktail in design, but had all their instructions in English, and have the word 'Hangly' substituted for 'Namco' everywhere on the machine.

- TRIVIA -

Released in July 1981. Hangly Man is presumed to be an 'Engrish' mangling of the title 'Hungry Man'.

Hangly Man contains not one, but two different mazes. The first maze appears on the first stage and every even numbered stage thereafter. The second maze appears on the third stage and every odd numbered stage thereafter.

The first maze is an alteration to the original maze. While an extra bump has been added to the once-open bottom row, the top row has been opened up. The areas near the mouths of the escape tunnel are no longer single width tunnels, but more open. This can cause players to miss the tunnels if they are not lined up exactly right. The first maze also contains two extra sets of tunnels, one each above and below the original tunnel. Eating a power pill in the first maze can sometimes make the maze turn invisible. In some versions of Hangly-Man, the maze never reappears until you die.

The second maze is a wide-open maze, with no borders except around the very edges. The same three sets of tunnels exists as well as a new tunnel that has been positioned along the center of the top and bottom of the maze.

During the attract mode, the ghosts are introduced by their original Japanese names and nicknames.

- UPDATES -

Set 1: (Level 2 only) Eating the first power pill hides the maze until the maze is cleared, or the player loses a life, whichever comes first. After the player loses a life while the maze is hidden, eating another power pill in the same level will no longer hide the maze.

Sets 2 & 3: (All even-numbered levels) Eating a power pill hides the maze until the power pill wears off.

The copyright says "Nittoh" on Sets 1 and 3; it says "-1984-" (with the hyphens but without the quotation marks) on Set 2.

- SCORING -

Dot : 10 points.
Power pill (energizer) : 50 points.
Ghosts : 200, 400, 800, 1600 points.
Cherry : 100 points.
Strawberry : 300 points.
Peach : 500 points.
Apple : 700 points.
Pineapple : 1000 points.
Galaxian : 2000 points.
Bell : 3000 points.
Key : 5000 points.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1082&o=2

$end


$a7800=hangly,
$bio

Hangly-Man (c) 2006 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50140&o=2

$end


$channelf=hangman,
$bio

Hangman (c) 1978 Fairchild

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53216&o=2

$end


$bbca_cass,bbcb_cass=hangman,
$bio

Hangman (c) 19?? Blue Ribbon

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51926&o=2

$end


$mc10=hangman,
$bio

Hangman (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87635&o=2

$end


$info=hngmnjpm,hngmnjpmd,
$bio

Hangman (c) 1998 JPM.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 8 Mhz), TMS34010 (@ 5 Mhz)
Sound Chips : UPD7759 (@ 640 Khz)

Players : 1
Buttons : 4

- TRIVIA -

Released in July 1998.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=14147&o=2

$end


$info=hangman,
$bio

Hangman - The Video Game (c) 1984 Status Games.

Select the correct letters to spell the secret word. Choose an incorrect letter and a part of the man's body is revealed. When the whole body is revealed, the man is hung and you lose the game.

- TECHNICAL -

[Upright model]

Main CPU : 8085A (@ 3.1 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.5 Mhz)

Screen orientation : Horizontal
Video resolution : 272 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 8

Players : 1
Buttons : 5

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3474&o=2

$end


$apfm1000=hangman,
$bio

Hangman / Tic Tac Toe / Doddle (c) 1979 APF Electronics, Incorporated.

- TECHNICAL -

[Cart. No. MG1003]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49740&o=2

$end


$a2600=hangmane,
$bio

Hangman (c) 1978 Atari, Incorporated.

PAL release. Game developed in USA. For more information, please see the NTSC release's entry; "Hangman [Model CX2662]".

- TECHNICAL -

Model CX2662P

- PORTS -

* Consoles : 
Microsoft XBOX [EU] (November 26, 2004) "Atari Anthology" 
Sony PlayStation 2 [EU] (February 18, 2005) "Atari Anthology [Model SLES-53061]" 

* Handhelds : 
Nintendo DS [EU] (February 24, 2011) "Atari Greatest Hits Vol.1 [Model NTR-BR6P-EUR]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82982&o=2

$end


$a2600=hangman,
$bio

Hangman (c) 1978 Atari, Incorporated.

Hangman features 9 game variations:

1-Player Games: Games 1, 2, 3 and 4 are one-player games. You compete against the computer. You score one point for every Hangman Word you complete; the computer scores one point for each Hangman Word you can't complete.

* Game 1: One player competes against the computer that uses words from a first
through third grade vocabulary.

* Game 2: One player competes against the computer that uses words from a first
through sixth grade vocabulary.

* Game 3: Playing with words from a first through ninth grade level, one player
competes against the computer.

* Game 4: Words from a first through high school vocabulary are used for competition between one player and the computer.

2-Player Computer Games: Games 5, 6, 7 and 8 are two-player games against the computer. After you select the game vocabulary you want to use, you and your opponent take turns selecting alphabet letters to find the word generated by the computer. Both players together are allowed 11 incorrect selections. When you make a correct letter guess, you receive a consecutive turn. The first player to complete the Hangman Word scores one point and starts the next word. The first player to score five points wins the game.

* Game 5: Two players compete to complete the Hangman Word from a first through third grade vocabulary.

* Game 6: Two players test their word skill with Hangman Words from a first through sixth grade vocabulary.

* Game 7: Words from a first through ninth grade vocabulary are used for competition between two players.

* Game 8: Two players compete using words from a first through high school vocabulary.

* Game 9 (2-Player Opponent Games): Now it's your turn to choose the Hangman Word. Instead of playing with a computer word, one player composes the Hangman Word with the Joystick Controller; the opposing player receives eleven guesses to complete the Hangman Word.

- TECHNICAL -

Model CX2662

- TRIVIA -

Export releases:
PAL "Hangman [Model CX2662P]"

- SCORING -

In one-player Hangman games, a player is allowed 11 incorrect letters. If the player has not completed the word after 11 incorrect guesses, the game is lost. You score one point for each game you win; the computer scores one point for each game you lose.

During two-payer games, 11 incorrect letter selections are also allowed between the two players. The player who completes the last letter in the word receives one point. The first player to score five points wins the game.

- STAFF -

Programmer: Alan Miller

- PORTS -

* Consoles : 
Microsoft XBOX [US] (November 16, 2004) "Atari Anthology [Model 26084]" 
Sony PlayStation 2 [US] (November 22, 2004) "Atari Anthology [Model SLUS-21076]" 
Microsoft XBOX [JP] (August 4, 2005) "Atari Anthology [Model B7X-00001]" 

* Handhelds : 
Nintendo DS [US] (November 2, 2010) "Atari Greatest Hits Vol.1 [Model NTR-BR6E-USA]" 

* Others : 
Atari Flashback 2 [US] (2005) 
Atari Flashback 2+ [US] (February 22, 2010) 
Atari Flashback 3 [US] (September 16, 2011) by AtGames 
Atari Flashback 4 [US] (November 13, 2012) by AtGames 
Atari Flashback 5 [US] (October 1, 2014) by AtGames

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50565&o=2

$end


$ti99_cart=hangman,
$bio

Hangman [Model PHM 3037] (c) 1981 Milton Bradley Co. [East Longmeadow, MA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84593&o=2

$end


$snes=hanguk,
$bio

Hanguk Pro Yagu (c) 1994 Jaleco Company, Limited. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63057&o=2

$end


$spc1000_cass=hanbasic,
$bio

Hangul BASIC (c) 1984 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83521&o=2

$end


$pce=haniisky,
$bio

Hanii in the Sky (c) 1989 Face Company, Limited.

Hanii in the sky is a vertical shooter by Face featuring a curious clay character called Hanii. He has the ability to fly, and is sent by his master on a perilous mission to save the world. His greatest power is the ability to fire in any direction - the first action button rotates his arms and the second fires balls of energy at his enemies. Money (or energy points) are earned each time an enemy is defeated, and these points can be used to purchase new weapons and items at anytime during the game (by pausing and pressing the first action button). There, Hanii's master appears and gives the player a list of items available for purchase. Another list shows the current equipped weapon and Hanii can freely switch from one to another. Other special items, such as life-bars, armors, shields or rotating flames (to only name a few) can also be selected. The game also features non-linear special stages where Hanii has to find its way to the boss - if he fails, he is then condemned to start the stage again, or the whole game in some rare occasions.

- TECHNICAL -

Game ID: FA64-0001

- TRIVIA -

Released on march 01, 1989 in Japan for 4900 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58604&o=2

$end


$pc8801_flop=haniirot,
$bio

Haniiroto 7 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91976&o=2

$end


$nes=hanjuher,
$bio

Hanjuku Hero (c) 1988 Square Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54164&o=2

$end


$snes=hanjuher,
$bio

Hanjuku Hero - Ah, Sekai yo Hanjuku Nare...!! [Model SHVC-HH] (c) 1992 Square Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61414&o=2

$end


$wscolor=hanjuher,
$bio

Hanjuku Hero - Ah, Sekai yo Hanjuku Nare...!! [Model SWJ-SQRC06] (c) 2002 Square Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86448&o=2

$end


$saturn,sat_cart=hankoush,
$bio

Hankou Shashin - Shibarareta Shoujo-tachi no Mitamo no wa? (c) 1996 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59218&o=2

$end


$cpc_cass=hanse,
$bio

Hanse (c) 1986 Ariolasoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96614&o=2

$end


$amigaocs_flop=hanse,
$bio

Hanse - Die Expedition (c) 1994 Ascon Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74203&o=2

$end


$snes=hanseizj,
$bio

????????????? (c) 1991 Natsume.
(Hansei Zaru Jiro-kun no Daibouken)

Jir?-kun no Daibouken is an action/platform/puzzle game by Natsume. The game starts as Jirou-kun, a cute little monkey, is on a day trip for a refreshing gourmet picnic. But suddenly, in the middle of a peaceful forest, a witch appears, imprisons the poor Jirou and steals all the fruits he was carrying in his backpack. And she has even more sinister plans in store for the small primate and decides to use her powers to turn all these fruits into evil monsters, forcing Jirou to use all his wits to escape his dogged pursuers and return home safely. The aim of each level is to help Jirou locate the exit door in order to move on to the next stage. However, multiple large locks (one to a maximum of six) keep it firmly shut, and the monkey must collect all the keys scattered around each level before seizing a chance to escape. Carrying out that task would be easy, if only it weren't for the legions of enemies populating the screen. And to defend himself against these critters, Jirou only comes equipped with possibly the world's most unusual weapon - bubbles. However, these blue bubbles come with a bit of a twist - if the player presses the action button again, the bubble pops and releases a small baseball ball, enough to strike one enemy down. And that's not even half of it! Jirou can bounce the blue bubble on his head to power it up (from Green, Yellow to Red) and these new bubbles release even more devastating attacks, such as lines of soccer balls, spinning volley balls and rows of basket balls! And the bubbles have a lot more to offer - as such, they can stun enemies for a while or capture keys or items that Jirou wouldn't be able to reach otherwise. And the game has a lot of items to collect, such as coins (points), Extra lives and hats. The latter come in a multitude of forms, from a Baseball Cap (helps Jirou in controlling the bubbles), Gold Crown (prevents Jirou to be affected by special platforms, such as icy surfaces), Top Hat (gives Jirou the ability to instantly grow a red bubble!), Straw Hat (Jirou can glide in the air after a jump) and Spiked Helmet (temporary armor against enemies). And Jirou must always be on his toes, because enemies can also collect items (including keys) and he will have to battle the foes if they happen to do so! Additionally, the game is filled with many special and rewarding features, such as switches (activates traps, such as Fiery Birds or Fireballs that both Jirou or enemies can operate), Cannons (throw Jirou and enemies in the air) or hidden Gold Doors (lead to bonus stages). Jirou-kun no Daibouken consists of five large areas of ten levels each, all punctuated by a requisite boss battle. Each zone also features a three-digit password system to save the player's progress.

- TECHNICAL -

Cartridge ID: SHVC-HJ

- TRIVIA -

Released on December 27, 1991 in Japan for 7000 Yen.

Interestingly, Jirou-kun no Daibouken was first released in 1991 as a Game Boy game called "Lucky Monkey" in Japan. However, although the game is similar to the Super Famicom version (they do share the same theme), both games have notable differences - the levels as well as some of the enemies and bosses are slightly different, and the game doesn't require the player to collect keys, but to clear each level of its enemies instead. Finally, the way to pop the bubbles is different - the player has to press and hold up to burst a bubble, making the game slightly more difficult to play. The game also features letters to collect in order to access the bonus stages (the letters spell 'MONKEY' in the Japanese version and 'SPANKY' in the western port). Finally, Lucky Monkey doesn't seem to feature power hats nor sport balls, and bubbles split instead into black balls.

Export releases:
[US] "Spanky's Quest [Model SNS-HJ-USA]"
[EU] Spanky's Quest

- TIPS AND TRICKS -

Level Passwords:
Zone 1 - 000
Zone 2 - 732
Zone 3 - 354
Zone 4 - 116
Zone 5 - 988
Zone 6 - 470

- STAFF -

Game Planner: S. Ominami
Programmer: S. Yosikawa, K. Furuya, A. Isizuka
Sound: K. Sada
Character Design: Y. Ogawa, K. Sino, T. Fujituna, J. Kobayasi
Advisor: T. Suzuki
Special Thanks: Jim H. Yajima

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61415&o=2

$end


$pc8801_flop=androgyn,
$bio

Hanseimei Senki Androgynus (c) 1987 Telenet Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91977&o=2

$end


$pc8801_flop=hansensi,
$bio

Hansen Simulator [Thousantis-go no Boken] (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91978&o=2

$end


$saturn,sat_cart=hansha,
$bio

Hansha de Spark! (c) 1997 SIEG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59219&o=2

$end


$pce=haniirod,
$bio

Hany on the Road (c) 1990 Face Company, Limited.

Hany is back in this unusual side scrolling platform game. Our cute 'clay friend' must free the world from all the demons and other evil creatures who escaped from the Gods' realm. Hany must run along a roadway divided into four lanes moving at different speed. But things are not so easy and Hany will have to jump over various enemies and try not to fall in deep hole digged in the ground, without forgetting the change in scrolling direction and other exciting effects. A time limit also urges him to hurry and to quickly reach the end of every stage. Every little helps and tiny wood signs scattered around every road tell Hany how far the exit is. Items can of course be picked up such as Blue jars giving Hany an extra life (25 need to be collected though), Mystery Jars giving from 100 to 1000 points, Extra Lives, Time Clocks, Rockets, Trampolines and so on... The game counts many levels and follows a non-linear structure with interconnected paths to follow. The game also offers a two simultaneous player-mode where Lemon, a yellow version of Hany, comes to the rescue.

- TECHNICAL -

Game ID: FA02-006

- TRIVIA -

Released on September 07, 1990 in Japan for 6400 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58605&o=2

$end


$famicom_flop=haokun,
$bio

????????? (c) 1986 Square Company, Limited.
(Hao-kun no Fushigi na Tabi)

- TECHNICAL -

[Model SQF-HFT]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65352&o=2

$end


$snes=haoutryu,haoutryu1,
$bio

Haou Taikei Ryuu Knight - Lord of Paladin [Model SHVC-UR] (c) 1994 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61416&o=2

$end


$info=happy6,happy6101,
$bio

Happy 6-in-1 (c) 2004 IGS [International Game System].

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32540&o=2

$end


$nes=happybiq,happybiqa,
$bio

????III - ???? (c) 19?? Waixing Computer & Technology Co., Ltd.
(Happy Biqi III - World Fighter)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76792&o=2

$end


$nes=happybb,
$bio

Happy Birthday Bugs (c) 1990 Kemco

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54165&o=2

$end


$fm7_cass=bushman,
$bio

Happy Bushman (c) 1983 Pony Canyon, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93731&o=2

$end


$gba=happyfetu,
$bio

Happy Feet [Model AGB-BH3E-USA] (c) 2006 Midway Home Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70884&o=2

$end


$gba=happyfet,
$bio

Happy Feet [Model AGB-BH3P] (c) 2006 Midway Home Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70883&o=2

$end


$msx1_cart=happyfrt,
$bio

Happy Fret (c) 1985 Micro Cabin Co. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77124&o=2

$end


$info=m4hapfrt,m4hapfrta,m4hapfrtb,
$bio

Happy Fruits (c) 199? Coin World.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42049&o=2

$end


$info=sc4hf,sc4hfa,sc4hfb,sc4hfc,sc4hfd,sc4hfe,sc4hff,sc4hfg,
$bio

Happy Fruits (c) 2000 Bell-Fruit Games.

Basic Game: Three reels with Crazy Fruits symbols and superimposed numbers. Behind some of the symbols is a white smiley crescent . Three of a kind wins enter the player into the hilo game. Also, completion of the trail to 7 or above will access the hilo. Three smiley crescents on the winline will award the player a Hidden feature (chosen by a combination on the hold buttons). The resulting win is then used in the hilo game.

Hilo Game: There is a wide 4th reel situated behind the top glass. This has two sets of hilo numbers on it; those on the right hand side are used to gamble up the cash ladder, those on the left to gamble up the features. On entry to the hilo, the appropriate cash win will light and a number of the exchange points will also illuminate. The player then has the following options: Hilo gamble, Collect or, if at an exchange level, Exchange. At an exchange level, a feature is lit in the feature panel to show where the exchange will take the player. If Exchange is taken then the cash ladder goes out and a number of exchange points light up in the feature ladder. The player now has the same options as on the cash side but this time, the use of exchange will take him/her back to the cash ladder. Below some numbers on both sides of the hilo reel are bonuses:

- TECHNICAL -

[Model PR1011]

- TRIVIA -

Released in December 2000.

- TIPS AND TRICKS -

Hints:
*Look out for the flashing cancel - it guarantees your hilo guess!
*If you exchange with a bonus on the other number, the position goes red!
*Remember to try and fill the name - when you collect, it's better than you think!
*Check out the super features!
*Use the Cancel button, sometimes it can help you.
*Dont hold the reels after nudging, if you've got a pair, you'll get a win.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11557&o=2

$end


$info=m5hgl,m5hgl14,m5hgl16,
$bio

Happy Go Lucky (c) 199? BWB.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15183&o=2

$end


$intv=hheggs,
$bio

Happy Holidays - Easter Eggcitement (c) 1981 Mattel Electronics

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60891&o=2

$end


$intv=hhsanta,
$bio

Happy Holidays - Santa's Helper (c) 1983 Mattel Electronics

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60892&o=2

$end


$intv=hhtrick,
$bio

Happy Holidays - Trick or Treat (c) 1981 Mattel Electronics

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60893&o=2

$end


$psx=happyhot,
$bio

Happy Hotel [Model SLPS-01110] (c) 1997 Tohoku Shinsha

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85249&o=2

$end


$info=j6hapyhr,j6hapyhra,j6hapyhrb,
$bio

Happy Hour (c) 199? JPM International.

- TECHNICAL -

Impact

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41103&o=2

$end


$info=sc1happy,
$bio

Happy Hour (c) 1999 ELAM.

- TECHNICAL -

Model 1096

- TRIVIA -

Happy Hour was released in July 1999.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=21289&o=2

$end


$info=jackie,
$bio

Happy Jackie (c) 1993 IGS.

Video Slot machine game for amusement only.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=29149&o=2

$end


$info=m4hpyjok,
$bio

Happy Joker (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41344&o=2

$end


$cpc_cass=happylet,
$bio

Happy Letters [Model SOFT 105] (c) 1984 Amsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96615&o=2

$end


$info=sc4hapnt,sc4hapnta,sc4hapntb,sc4hapntc,sc4hapntd,sc4hapnte,
$bio

Happy Notes (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR1306]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42850&o=2

$end


$info=sc5hapnt,sc5hapnta,sc5hapntb,sc5hapntc,sc5hapntd,sc5hapnte,sc5hapntf,sc5hapntg,
$bio

Happy Notes (c) 2002 Bell-Fruit Games.

- TECHNICAL -

[Model PR1388]

- TRIVIA -

Released in July 2002.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11539&o=2

$end


$bbca_cass,bbcb_cass=happynum,
$bio

Happy Numbers (c) 198? Bourne

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51927&o=2

$end


$cpc_cass=happynmb,
$bio

Happy Numbers [Model SOFT 102] (c) 1984 Amsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96617&o=2

$end


$svision=happyp,
$bio

Happy Pairs [Model SV10035] (c) 1992 Sachen [Taiwan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95443&o=2

$end


$nes=happyp,
$bio

Happy Pairs (c) 1991 Sachen.

- TECHNICAL -

Game ID: TC-016

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76764&o=2

$end


$svision=happyrac,
$bio

Happy Race [Model SV10027] (c) 1992 Sachen [Taiwan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95444&o=2

$end


$psx=happysal,
$bio

Happy Salvage [Model SLPS-02821] (c) 2000 Media Works

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85250&o=2

$end


$info=m4hstr,m4hstra,m4hstrb,
$bio

Happy Streak (c) 199? Coin World.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42051&o=2

$end


$info=hapytour,
$bio

Happy Tour (c) 2005 GAV Co.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32644&o=2

$end


$intv=htrails,
$bio

Happy Trails (c) 1983 Activision, Incorporated.

Dag nab it! That mangy critter Black Bart's robbed the stagecoach from Culver City and all heck's broke loose. Just when you're in hot pursuit, the trail you're ridin' on deadends into the side of the canyon. You've got to figger out another route by moving the puzzle parts to create a new trail, faster than you can say Happy Trails, pardner.

- TECHNICAL -

Model M-003-03

- TRIVIA -

This game made a lot of people at Mattel Electronics angry since they felt it was a rip-off of the Konami arcade game Loco-Motion, which Mattel had licensed for Intellivision. To add insult to injury, Activision released Happy Trails before Intellivision Loco-Motion came out. Happy Trails received reviews lauding its originality; Loco-Motion looked like an also-ran.

Players who sent a photo to Activision showing a score of 40,000 or more received an official 'Activision Trailblazers' emblem.

- TIPS AND TRICKS -

From designer Carol Shaw:

"To really play well, you'll need three things: patience, practice and planning. Here are some specific pointers that can help you out."

"Use the reverse button to avoid deadends, the black space or Black Bart. But to really take advantage of this feature, use the reverse button to move your hat back and forth over a 'safe' area, while you're busy rearranging the trail."

"Once a trail is cleared, use the speed button to move quickly. By saving time, you'll earn more bonus points and reduce the chances of the Bonus Timer reaching zero."

"As you arrange your trail, keep in mind that you are also arranging Black Bart's trail. Occasionally, you might like to hold Bart hostage by making him walk in a circle, so you can plan your next move."

- STAFF -

Design/Program: Carol Shaw

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60894&o=2

$end


$cpc_cass=happywrt,
$bio

Happy Writing [Model SOFT 106] (c) 1984 Amsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96621&o=2

$end


$c64_cart,c64_flop=happypac,
$bio

Happy-Packer (c) 1987 Peter Arndt

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53598&o=2

$end


$msx2_flop=haradius,haradiusb,haradiusa,
$bio

Haradius (c) 1991 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101707&o=2

$end


$x1_flop=afterdrk,
$bio

Harajuku After Dark (c) 1988 Kogado Studio [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86005&o=2

$end


$pc98=afterdrk,
$bio

Harajuku After Dark (c) 1988 Kogado Studio [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89656&o=2

$end


$pc8801_flop=afterdrk,
$bio

Harajuku After Dark (c) 1988 Kogado Studio [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91979&o=2

$end


$msx2_flop=afterdrk,afterdrka,
$bio

Harajuku After Dark (c) 1989 Kogado Studio [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101708&o=2

$end


$pc8801_flop=harakiri,
$bio

Harakiri (c) 1990 Game Arts Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91980&o=2

$end


$snes=harapeko,
$bio

??????? (c) 1994 Magical Co.
(Harapeko Bakka)

Harapeko Bakka is a cute and simple puzzle/action game by Magical. It features T-Rex like dinosaurs with googly eyes and the goal of the game is to lay as many colored eggs as possible within a time limit. The playfield is a 9x9 grid and each dinosaur automatically drop eggs as he (or she) moves around it. In a way similar to the popular Othello-type board game, surrounded eggs automatically change to the color of the encompassed eggs. Thanks to this feature, the outcome of a game is always uncertain and a win can be pulled off at the last second. Our dinosaurs can also change the color of any laid egg by ingesting it but this technique wastes time and can often cause our friends to give up the lead. A match is won by the dinosaur who wins the best of three rounds. A multi-player mode is also available where up to four players can fight against each other.

- TECHNICAL -

Cartridge ID: SHVC-ABKJ-JPN

- TRIVIA -

Released on October 18, 1994 in Japan for 4980 Yen.

Export releases:
[US] "Hungry Dinosaurs"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61417&o=2

$end


$msx1_cart=harapeko,
$bio

Harapeko Pakkun (c) 1984 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77125&o=2

$end


$a2600=harbores,
$bio

Harbor Escape (c) 1983 Panda.

You have just dropped off a group of commandos on the inland coast of Russia for a search and destroy mission. As commander of one of our finest nuclear submarines, your main objective is to safely escape the many harbors you secretly must pass to report the success of the drop.

Thinking ahead, you also dropped off tanks of air on your incoming trip so that no surfacing will be necessary. Unfortunately, an alert Russian Harbor Commander has picked you up on sonar and has dispatched roving nuclear mines and submarines as well as closed up all channel locks.

In addition to the now alerted Russian Navy, you must deal with navigating your sub through narrowing channels and reefs that are barely wide enough for your sub. Furthermore, less and less air tanks are where you dropped them, leaving your air supply critical.

- TECHNICAL -

Model 110

- SCORING -

Nuclear Mines: 60 points.
Enemy Subs: 30 points.
Channel Locks: 500 points.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50566&o=2

$end


$amigaocs_flop=hardheav,
$bio

Hard 'n' Heavy (c) 1989 reLINE

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74204&o=2

$end


$msx1_cass=hardboil,hardboila,
$bio

Hard Boiled (c) 1987 Methodic Solutions

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94697&o=2

$end


$psx=hardboil,
$bio

Hard Boiled [Model SLPS-01484] (c) 1998 Siege

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85251&o=2

$end


$cpc_cass=harddriv,
$bio

Hard Drivin' (c) 1989 Domark Group, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96624&o=2

$end


$amigaocs_flop=harddriv,
$bio

Hard Drivin' (c) 1990 Domark Group, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74205&o=2

$end


$nes=harddriv,
$bio

Hard Drivin' (c) 1990 Tengen, Inc.

NES prototype. Never released to the public.

- STAFF -

Programmed by: Mark Morris, Juergen Friedrich
Artwork by: Richard Browne, Paul Margrave
Audio By: Dave O'Riva, LX Rudis

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95404&o=2

$end


$megadriv=harddriv,
$bio

Hard Drivin' (c) 1991 Tengen

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56557&o=2

$end


$amigaocs_flop=harddrv2,
$bio

Hard Drivin' II - Drive Harder.... (c) 1991 Domark Group, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74206&o=2

$end


$cpc_cass=harddriv,
$bio

Hard Drivin' [Model AM 560] (c) 1989 Erbe Soft. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96625&o=2

$end


$lynx=harddriv,
$bio

Hard Drivin' (c) 1991 Atari Corp

- TECHNICAL -

Model PA2044

- STAFF -

Programmer: John Sanderson

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58823&o=2

$end


$info=harddriv,harddriv3,harddriv2,harddriv1,harddrivj,harddrivj6,harddrivg,harddrivg4,harddrivb,harddrivb6,harddrivb5,
$bio

Hard Drivin' (c) 1988 Atari Games.

Slide into the contoured seat and adjust it to fit the length of your arms and legs. Put your feet on gas and clutch pedals and try the stick shift. Select manual or automatic transmission, turn the ignition key and you're off!

It’s the ride of your life. You feel the tires grip the road when you take a wide turn at high speed. You're alerted to the smallest change in the road by the feedback steering. You catch air as you fly the draw bridge and land on the down ramp. You control the car as it holds the road on the dizzying vertical loop.

Hard Drivin' might look like an arcade game but it drives like a real car. For the best lap times, drive Hard Drivin' as if it were a real car. The main difference between Hard Drivin' and a real car is that Hard Drivin' is much safer to drive. A player can test the limits of the car and his skill with no risk of personal injury, and follow a course that does not exist anywhere in the real world.

After inserting the proper number of coins to start the simulator, the player can select either an automatic or manual transmission. Turning the ignition key starts the simulator.

Drivers can choose between the stunt track or the speed track by following the posted signs on the road. Each player has a certain (operator-selectable) amount of time to reach a checkpoint or the finish line. Crossing checkpoints and the finish line rewards the player with (operator-selectable) bonus driving time.

With Hard Drivin' a player can test drive a high-powered sports car on a real stunt course. He can jump a draw bridge, negotiate a high-speed banked turn and drive a 360-degree vertical loop. These thrilling stunts, among others, provide the ultimate realistic driving experience.

Or maybe high-speed driving is a particular player's type of excitement. He can 'put the pedal to the metal' and try to keep control around the corners, weaving in and out of traffic while avoiding oncoming cars. All this, and more, await the player behind the wheel of Hard Drivin'.

Players especially enjoy the unique instant replay feature on Hard Drivin'.  Every time a player crashes, the simulator records and replays the crash sequence. Not only will the player find this entertaining, but it is also informative. The instant replay shows the player exactly what he did wrong and why he crashed (If a player wants to skip the instant replay, he can press the abort switch or turn the key when the replay starts).

A skilled player finds the ultimate competition in the 'challenge' lap (or 'grudge match' as Atari Games likes to call it). The simulator remembers the path of the car driven by the best driver on record.  When a player beats the qualifying lap time, he challenges the car of the past winner in a head-to-head race.

- TECHNICAL -

Cockpit model
Game ID : 136052

Main CPU : Motorola 68010 (@ 8 Mhz), TMS34010 (@ 6 Mhz), TMS34010 (@ 6.25 Mhz), ADSP2100 (@ 8 Mhz)
Sound CPU : Motorola 68000 (@ 8 Mhz), TMS32010 (@ 5 Mhz)
Sound Chips : DAC

Hard Drivin' is equipped with center-feel steering with continuous force feedback, adjustable swivel seat, gas, brake and clutch pedals, four-speed stick shift, and a medium-resolution monitor.

- TRIVIA -

Even if titlescreen says 1988, Hard Drivin' was released in February 1989. 

1668 units were produced in the USA and 200 in Ireland for European distribution. The selling price was $7995. 

This was the world first driving simulator to use 3-D polygon graphics. 

Despite claiming to be a real driving simulator, there were a lot of discrepancies between the game's software physics and the car physics on screen. However, the cockpit physics were considered very accurate at the time. 

You may have noticed that the Credit Screen lists Doug Milliken as a Test Driver (See Staff section). He is listed as a Test Driver because Atari didn't want anyone to know what he really did. Hard Drivin' had to be as accurate as possible. That meant doing an accurate car model to mathematically describe the physics of how the parts of the car (engine, transmission, springs, shock absorbers, tires, etc.) react to each other, to the road and to the driver's inputs. The pioneer in the field (in the 1950s) was William Milliken of Milliken Research. His son, Doug, has continued his father's work. Doug is probably the world's leading expert in car modelling. Doug and his father wrote the book on car modelling. 

Patents that come out of Hard Drivin' are : 
5005148 : 'Driving simulator with moving painted dashboard'. 
5354202 : 'System and method for driver training'. 
5577913 : 'System and method for driver training with multiple driver competition'. 

Prior to the release of Hard Drivin', Namco had acquired a controlling interest in Atari games by 1986. The sharing of R&D information would spawn many games of the same polygon engine years later. It can be credited that the success of the Hard Drivin' engine set the trend for the high quality simulation games in the early 90's. 

One of the buildings along the speed course, a small camouflage-painted building, if approached from behind (a non-trivial task, given the off-road time limit) has a sign above its normally-unseen door that says 'THE HUT'. 

If the driver slowed down and stopped in front of one of the buildings, a 'keyhole' appeared on the building's door. 

There is no apparent Ferrari license shown in any version of the game. 

Jeff Garabedian holds the official record for this game with 531400 points at Aladdin's Castle at the Pontiac Mall in Waterford, MI in the summer of 1989. 

There were 15 officially released versions, counting 11 cockpit and 4 compact versions, including various British, German and Japanese versions.

- UPDATES -

Notes : In all British versions, you are in a right-hand drive car.

COCKPIT Revision 1 :
* World release.
* Software version : 7.8.

COCKPIT Revision 2 :
* World release.
* Software version : 7.9.

COCKPIT Revision 3 :
* World release.
* Software version : 8.1.

COCKPIT Revision 4 :
* German release only.
* Software version : 8.2.

COCKPIT Revision 5 :
* British release only.
* Software version : 8.3.

COCKPIT Revision 6
* British and Japanese releases only.
* Software version : 8.4 for Japanese and 8.5 for British.

COCKPIT Revision 7
* World, British and Japanese release.
* Software version : 8.6 for all.

- TIPS AND TRICKS -

If the driver made a hard left turn at the start of the game, a 'secret' track was available. The track was a long straight road leading to a very short circular track (a skid pad test track) around a tower.

- SERIES -

1. Hard Drivin' [No. 136052] (1988) 
2. <a href="index.php?page=database&listtypes=1&lemot=race%20drivin%5C%27&gallery=1">Race Drivin'</a> (1990)
3. Hard Drivin' II - Drive Harder (1991, ST/Amiga) 
4. Hard Drivin's Airborne (1993) 
5. Street Drivin' (1993)

- STAFF -

* Main :
Project leader, game designer, sound system, mech designer, force shifter, analog HW : Rick Moncrief
Technician, mech, designer, sound recording, dashboard shift, game designer : Erik Durfey
Software designer, game designer, car model, force feedback steering, SW tools : Max Behensky
Hardware designer, self test, instant replay, integer 3D algorithms, game designer : Jed Margolin
Game programming, display software, championship lap, game designer : Stephanie Mott

* Others :
Cabinet designers : Mike Jang, Ken Hata
Graphics : Sam Comstock, Kris Moser, Deborah Short, Alan Murphy
Display math software : Jim Morris
ADDN'L programming : Gary Stark, Mike Albaugh, Ed Rotberg
ADDN'L hardware : Don Paauw
Marketing : Linda Benzler, Mary Fujihara
Sales : Shane Breaks
Mechanical designers : Jacques Acknin, Milt Loper, Geoff Barker
Test drivers : Doug Milliken, Dave Shepperd
Music : Don Diekneite
Management : Dan Van Elderen, Lyle Rains, Hide Nakajima

- PORTS -

* Consoles : 
Nintendo NES [Unreleased Prototype] 
Sega Mega Drive [JP] (1990) "Hard Drivin' [Model T-48013]" 
Atari Lynx [US] (1991) "Hard Drivin' [Model PA2044]" 
Sega Genesis [US] (1991) 
Sega Mega Drive [BR] (1991) by Tec Toy 
Sega Mega Drive [EU] (1991) 
Sony PlayStation 2 [AU] (2004) "Midway Arcade Treasures 2" 
Microsoft XBOX [US] (October 11, 2004) "Midway Arcade Treasures 2 [Model MWO-3201W]" 
Nintendo GameCube [US] (October 11, 2004) "Midway Arcade Treasures 2 [Model DOL-GAYE-USA]" 
Sony PlayStation 2 [US] (October 11, 2004) "Midway Arcade Treasure 2 [Model SLUS-20997]" 
Microsoft XBOX [EU] (October 29, 2004) "Midway Arcadee Treasures 2" 
Sony PlayStation 2 [EU] (October 29, 2004) "Midway Arcade Treasure 2 [Model SLES-52844]"

* Computers : 
Commodore C64 [US] [EU] (1989) 
Atari ST [US] (1989) 
Amstrad CPC [EU] (1989) 
Sinclair ZX Spectrum [EU] (1989) 
Commodore Amiga [EU] (1990) : see note below 
PC [MS-DOS] [US] (1990) 
PC [MS Windows, CD-ROM] [US] (February 17, 2006) "Midway Arcade Treasures Deluxe Edition"
PC [MS Windows, CD-ROM] [EU] (March 17, 2006) "Midway Arcade Treasures Deluxe Edition" by Zoo Digital Publishing 

Notes : Upon purchasing the Amiga version, a questionnaire contest was held where the first 5 people to answer correctly via a postcard sent to London would receive a free model Ferrari F-40 model car by January 8, 1990. The model car is 1/18th the size of the actual car.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1083&o=2

$end


$info=harddrivc,harddrivcb,harddrivcg,harddrivc1,
$bio

Hard Drivin' (c) 1988 Atari Games Corp.

For more information about the game itself, please see the Cockpit model entry.; "Hard Drivin' [No. 136052]"

- TECHNICAL -

Compact model
No. 136068

- TRIVIA -

Even if titlescreen says 1988, Hard Drivin', Compact model, was released in June 1989.

1450 Compact units were produced in the USA only. The selling price was $5495.

- UPDATES -

COMPACT Revision 1 :
* World release.
* Software version : 2.9.

COMPACT Revision 2 :
* World, British and German releases.
* Software version : 3.1 for all.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=39714&o=2

$end


$info=hdrivair,hdrivairp,
$bio

Hard Drivin's Airborne (c) 1993 Atari Games Corp.

- TECHNICAL -

Game ID : 136098

Main CPU : Motorola 68010 (@ 8 Mhz), TMS34010 (@ 6 Mhz), ADSP2101 (@ 12 Mhz), DSP32C (@ 40 Mhz)
Sound Chips : (2x) DAC

Players : 1
Control : paddle
Buttons : 6

- SERIES -

1. Hard Drivin' [No. 136052] (1988) 
2. <a href="index.php?page=database&listtypes=1&lemot=race%20drivin%5C%27&gallery=1">Race Drivin'</a> (1990)
3. Hard Drivin' II - Drive Harder (1991, ST/Amiga) 
4. Hard Drivin's Airborne (1993) 
5. Street Drivin' (1993)

- STAFF -

Project leader, game designer, sound system, mech designer, force shifter, analog HW : Rick Moncrief
Techician, mech, designer, sound recording, dashboard shift, game designer : Erik Durfey
Technician : Dennis Nale
Software designer, game designer : Terry Farnham
Hardware designer : Ray Hansen, Pete Mokris
Software designer, game designer : Betsy Bennett
3D and 2D graphic art design and animation : Mike Prittie
Music and sound effects : John Paul

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1084&o=2

$end


$info=harddunk,harddunkj,
$bio

Hard Dunk (c) 1994 Sega.

A street basketball game from Sega.

- TECHNICAL -

The cabinet design is very similar to the cabinet design of "Title Fight".

Sega System Multi 32 hardware

Main CPU : V70 (@ 20 Mhz), Zilog Z80 (@ 8.053975 Mhz)
Sound Chips : YM3438 (@ 8.053975 Mhz), MultiPCM (@ 8.053975 Mhz)

Players : 6
Control : 8-way joystick
Buttons : 4

- TRIVIA -

Released in February 1994 in Japan.

- UPDATES -

The US version is slightly different, It has the 'Winners Don't Use Drugs' and the 'Recycle It, Don't Trash It!' screens.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1085&o=2

$end


$pc8801_flop=hardgs,
$bio

Hard Graphics Soushuu-hen (c) 1988 Hard [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91981&o=2

$end


$info=hardhat,
$bio

Hard Hat (c) 1982 Exidy.

You are a carpenter and you are being chased by hammers and whirlwinds through a grid of scaffolding. You can move the scaffolding to move letters and spell EXIDY and HARD HAT.

- TECHNICAL -

The hardware is identical to another Exidy game, "Pepper II".

Main CPU : MOS Technology M6502 (@ 705.562 Khz)
Sound CPU : MOS Technology M6502 (@ 894.886 Khz)
Sound Chips : Custom (@ 894.886 Khz)

Screen orientation : Horizontal
Video resolution : 248 x 256 pixels
Screen refresh : 57.00 Hz
Palette colors : 8

Players : 1
Control : 4-way joystick
Buttons : 1

- TRIVIA -

Released in November 1982. It was taunted as the 'First Educational Coin-Op Game'.

- STAFF -

Designed & programmed by : Larry Hutcherson

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1086&o=2

$end


$ibm5150,ibm5150_cass=hhmack,
$bio

Hard Hat Mack (c) 1984 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83632&o=2

$end


$cpc_cass=hardhat,
$bio

Hard Hat Mack [Model AS 32008] (c) 1985 Ariolasoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96626&o=2

$end


$a800=hardhatw,
$bio

Hard Hat Willy (c) 1983 Inhome Software, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86566&o=2

$end


$info=hardhead,hardheadb,hardheadb2,
$bio

Hard Head (c) 1988 SunA.

Players control the character Hard Head, who can use a bubble gun to entrap enemies, then jump on their heads to defeat them. Often compared to Nintendo's Super Mario Bros., the game met with some favorable reviews on release and its offbeat sense of humor has been noted. Enemies include monsters and ducks. Hard Head can use his head to break bricks, some of which contain power-ups. Levels are completed by finding a soccer ball and kicking it through a goal to finish the stage. There are 16 levels in total. A two-player simultaneous mode is also available, allowing another player to control the second Hard Head twin.

SunA subsequently released a sequel to the game, Hard Head 2, which featured the same characters but different gameplay.

- TECHNICAL -

Game ID : KRB-14

Main CPU : Zilog Z80 (@ 6 Mhz)
Sound CPU : Zilog Z80 (@ 6 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), AY8910 (@ 1.5 Mhz), Custom (@ 1.5 Mhz)

Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 256

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released on September 14, 1988.

Classical music is extensively used as the soundtrack for this game. 

Edited extracts from Tchaikovsky's Swan Lake Op. 20 (1st movement), Mozart's 40th symphony K. 550 (1st movement) and Chopin's Fantaisie Impromptu Op. 66 can repeatedly be heard through the game.

A bootleg of this game is known as "Popper (Unknown)".

- SERIES -

1. Hard Head (1988)
2. Hard Head 2 (1991)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1087&o=2

$end


$info=hardhea2,hardhea2b,
$bio

Hard Head 2 (c) 1991 SunA.

A platform game from SunA

- TECHNICAL -

Main CPU : Zilog Z80 (@ 6 Mhz)
Sound CPU : (2x) Zilog Z80 (@ 6 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), AY8910 (@ 1.5 Mhz), (4x) DAC

Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 256

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released on February 02, 1991.

Licensed to 'Space Age Electronics' for North America distribution.

- SERIES -

1. Hard Head (1988)
2. Hard Head 2 (1991)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1088&o=2

$end


$pc8801_flop=hardpnt4,
$bio

Hard Print 4 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91982&o=2

$end


$info=hpuncher,
$bio

Hard Puncher - Ketsumamireru no Eikou (c) 1988 Konami.

An excellent boxing game from Konami.

- TECHNICAL -

Game ID : GX870

Main CPU : (2x) Motorola 68000 (@ 10 Mhz)
Sound CPU : Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.57958 Mhz), Konami K007232 (@ 3.579545 Mhz), UPD7759 (@ 640 Khz)

Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 1024

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Hard Puncher was released in December 1988 in Japan.

The subtitle of this game translates from Japanese as 'Blood-smeared Glory'.

Export releases:
"The Final Round [Model GX870]".

There are plenty of references to "Contra" such as Rocky Smith and Joe Vulcan looking similar to Bill Rizer and Lance Bean : Contra's 2 main characters. not only that, but one of the CPU contenders named Red Falco is a reference to what else? Red Falcon, the extraterrestrial arch-enemy from Contra.

Another of the CPU contenders, Iron Drago is a spoof of Ivan Drago, the boxer from the 1985 film 'Rocky IV'.  

Finally, Black Stallion, the final contender is a spoof of Mike Tyson.

King Records released a limited-edition soundtrack album for this game (Konami Game Music Collection Vol.0 - 276A-7708) on 21/07/1989.

- TIPS AND TRICKS -

All these tricks work in Japanese version only, Hard Puncher!

* Unlock A Secret World : Begin a normal game. Then, at the opening blue screen, press Left, Right, Up, Right, Down, Right, Left(x2). If done correctly, a bell will sound. Now your rivals will be much harder and even deal special punches they didn't originally have. Also, you'll be able to string 20-hit combos on some opponents. Beat this game mode and you'll be awarded $20,000,000 instead of 10 (note : This code appears briefly on screen after beating the game in Regular mode).

* Unlock A Powerful World : Begin a normal game. Then, at the opening blue screen, press Right, Up, Left(x2), Down, Up, Right, Down. If done correctly, a bell will sound. Now knockdowns will occur whenever a punch is landed (like sans power in Mortal Kombat). Beat this game mode and you'll be awarded $20,000,000 instead of 10 (Note : This code appears briefly on screen after beating the game in Secret World mode).

* Alien Ball In Power Training Session : Go to the Power Training Session and hit all 50 volleyballs. Then, an alien-like ball with veins and teeth will be thrown at your head. If you miss, it will bite your face, but if you hit it, you'll receive an additional 10% increment, for a grand total of a 30% power increment.

* Moai Mask : Sometimes the referee will be wearing a mask of Moai, the stone head from Parodius and Cue Brick. I haven't confirmed what triggers this particular trick, but I think it could have something to do with the timer. -Maybe winning at 2 :22, 1 :11, or something like that-

* Alternate Credits Roll : Beat the game in New or Powerful World mode. When the credits roll, the names will remain the same but the titles will be different. 'Making of this game' is replaced by 'Staff of Conjax Pro'. Also, keep an eye out for a cameo by Pentarou the penguin from Parodius during either credits roll.

* The Mob Never Forgives : When you win the game and get the park scene, look carefully in the background to spot two hit men armed with UZIs and gunning down a poor guy. The girl next to him tries to run. Is this subliminal violence??

- STAFF -

Total director : Hideyuki Tsujimoto (H. Tsujimoto)
Game programmer : G. Suzuki
Assistant programmer : Tadasu Kitae
Character designer : Kengo Nakamura
Graphic designers : K. Ishimoto, K. Hattori
Visual designer : A. Nonami
Sound designer : Shinji Tasaka
Music composer : Motoaki Furukawa
Electric architect : K. Hashima
Electronic architect : M. Hiraoka
Package designer : F. Shibuya
Manager : Koji Hiroshita

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1089&o=2

$end


$pc8801_flop=hardrank,
$bio

Hard Rank (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91983&o=2

$end


$pc98=hardsel,
$bio

Hard Special Collection - Katamari (c) 1994 Hard [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89657&o=2

$end


$info=hrdtimes,hrdtimesa,
$bio

Hard Times (c) 1994 Playmark.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound Chips : OKI6295 (@ 7.575 Khz)

Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 58.00 Hz
Palette colors : 1024

Players : 2
Control : 8-way Joystick
Buttons : 3

- TRIVIA -

This game is extremely difficult to find because nearly all Hard Times PCBs have been converted into "Hot Mind" boards

This games is ripped from "Blood Bros.".

- STAFF -

Director : D. Marchi
Program : A. Cappi
Graphics : M. Banfi, M. Corrieri
Hardware : A. Gusso

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4633&o=2

$end


$pc98=hardquiz,
$bio

Hard-sha no Shachou ga Shain Zenin no Omoshiroi Sasete Quiz - Dai 1-dan (c) 1988 Hard [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89658&o=2

$end


$pc8801_flop=hardquiz,
$bio

Hard-sha no Shachou ga Shain Zenin no Omoshiroi Sasete Quiz - Dai 1-dan (c) 1988 Hard [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91984&o=2

$end


$msx2_cart=hardball,
$bio

Hardball (c) 1987 Sony [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51309&o=2

$end


$msx2_flop=hardball,hardballa,
$bio

Hardball (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101709&o=2

$end


$megadriv=hardbl95,
$bio

HardBall '95 (c) 1995 Accolade, Incorporated. [San Jose, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57243&o=2

$end


$megadriv=hardbal3,
$bio

HardBall III (c) 1993 Accolade, Incorporated.

- TRIVIA -

Reviews:
[FR] April 1993 - Consoles + No. 19: 86/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57244&o=2

$end


$snes=hardbal3,
$bio

HardBall III (c) 1994 Accolade, Incorporated. [San Jose, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63058&o=2

$end


$cpc_cass=hardball,
$bio

Hardball [Model SOFT 06063] (c) 1986 Accolade, Inc. [San Jose, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96627&o=2

$end


$apple2gs=hardball,
$bio

HardBall! (c) 1987 Accolade, Incorporated.

- STAFF -

Designed by: Bob Whitehead

Apple IIGS version by: Dan Thompson
Graphics by: John Boechler
Music by: Ed Bogas

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49794&o=2

$end


$amigaocs_flop=hardball,
$bio

HardBall! (c) 1987 Accolade, Incorporated. [San Jose, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74207&o=2

$end


$megadriv=hardball,
$bio

HardBall! (c) 1991 Ballistic

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57245&o=2

$end


$xegs=hardball,
$bio

Hardball! [Model RX8084] (c) 1987 Atari Corp. [Sunnyvale, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51241&o=2

$end


$info=hardbody,hardbdyg,
$bio

Hardbody (c) 1987 Bally Midway.

- TECHNICAL -

Bally/Midway 6803 (Turbo Cheap Squeak)
Model Number : 0E44

Main CPU : Motorola M6803 (@ 895 KHz)
Sound CPU : Motorola M6809 (@ 2 MHz)
Sound chip : DAC

- TRIVIA -

Released in April 1987.

This game features female bodybuilder and the first Ms. Olympia, Rachel McLish.

2,000 units were produced.

- STAFF -

Game Designer: Ward Pemberton
Programmer: Rehman Merchant
Sounds: Bob Libbe
Graphic Design: Greg Freres

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5367&o=2

$end


$saturn,sat_cart=hc4x4,
$bio

Hardcore 4x4 (c) 1997 Gremlin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60320&o=2

$end


$gba=hardpinb,
$bio

Hardcore Pinball [Model AGB-AH6E-USA] (c) 2002 Telegames

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70885&o=2

$end


$gba=hardpool,
$bio

Hardcore Pool [Model AGB-BHOP-EUR] (c) 2004 WPB Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70886&o=2

$end


$pc98=harenmun,
$bio

Hare Nochi Munasawagi (c) 1995 Cocktail Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89659&o=2

$end


$pc8801_flop=haresawa,
$bio

Hare Nochi Oosawagi (c) 1989 Cocktail Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91985&o=2

$end


$x68k_flop=haresawa,
$bio

Hare Nochi Oosawagi! (c) 1989 Cocktail Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87755&o=2

$end


$pc98=harenoos,
$bio

Hare Nochi Oosawagi! (c) 1989 Cocktail Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89660&o=2

$end


$amigaocs_flop=harerh,
$bio

Hare Raising Havoc (c) 1992 Disney Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74208&o=2

$end


$pc8801_flop=haretail,
$bio

Hare Tail (c) 1990 Metadyne [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91986&o=2

$end


$a2600=harem,
$bio

Harem (c) 1982 Multivision

- TRIVIA -

Unreleased prototype.

- STAFF -

Programmer: Michael Case

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50567&o=2

$end


$info=harem,
$bio

Harem (c) 1983 I.G.R.

You are a sheik in a harem with some tent. You have to rescue the odalisques by taking them from tents to some chambers at the bottom of the screen and throwing stones at some guys dressed like Rambo without weapons. Beware the giant, fast, pink snake!

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound CPU : Zilog Z80 (@ 1.62 Mhz)
Sound Chips : (3x) General Instrument AY8910 (@ 2 Mhz)

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette colors : 32

Players : 1

- TRIVIA -

I.G.R. presented an arcade game during the ENADA (an exposition in Rome) in 1983.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3517&o=2

$end


$info=haremchl,
$bio

Harem Challenge (c) 1995 CD Express.

A "qix"-like game.

- TECHNICAL -

Cubo CD32 hardware (Amiga 68020, AGA based games system)

Main CPU : Motorola 68EC020 at 14.3 MHz
Memory : 2 MB Chip RAM, 1 MB ROM with Kickstart ROM 3.1 and integrated cdfs.filesystem, 1KB of FlashROM for game saves
Graphics/Chipset : AGA Chipset
Akiko chip, which handles CD-ROM and can do Chunky to Planar conversion
Proprietary (MKE) CD-ROM drive at 2x speed
Expansion socket for MPEG cartridge, as well as 3rd party devices such as the SX-1 and SX32 expansion packs.
4 8-bit audio channels (2 for left, 2 for right)
Gamepad, Serial port, 2 Gameports, Interfaces for keyboard

- TRIVIA -

All CD Express games were released only in Italy.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11288&o=2

$end


$pc98=harengak,
$bio

Harenchi Gakeun (c) 1995 Dynamic Production

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89661&o=2

$end


$bbca_cass,bbcb_cass=harerais,
$bio

Hareraiser (c) 19?? Haresoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51928&o=2

$end


$bbca_cass,bbcb_cass=hareraif,
$bio

Hareraiser Finale (c) 19?? Haresoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51929&o=2

$end


$pc98=harlembl,
$bio

Harlem Blade - The Greatest of All Time - (c) 1996 Giga [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89662&o=2

$end


$nes=harlemgt,
$bio

Harlem Globetrotters (c) 1991 GameTek

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55196&o=2

$end


$gba=harlemgtu,
$bio

Harlem Globetrotters - World Tour [Model AGB-BHNE-USA] (c) 2006 DSI Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70888&o=2

$end


$gba=harlemgt,
$bio

Harlem Globetrotters - World Tour [Model AGB-BHNP] (c) 2006 Zoo Digital Publishing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70887&o=2

$end


$info=hglbtrtr,
$bio

Harlem Globetrotters on Tour (c) 1979 Bally.

- TECHNICAL -

Bally MPU AS-2518-35 (Sound Module -50)
Model Number : 1161

Main CPU : M6800 (@ 475 MHz)
Sound Chip : Custom

- TRIVIA -

Released in September 1979. 14,550 units were produced.

The development of this game took 13 months (started in August 1978).

- STAFF -

Design by : Greg Kmiec
Art by : Greg Freres

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5436&o=2

$end


$amigaocs_flop=harleq,
$bio

Harlequin (c) 1992 Gremlin Graphics Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74209&o=2

$end


$info=m4harle,m4harle__a,m4harle__b,m4harle__c,m4harle__d,m4harle__e,m4harle__f,m4harle__g,m4harle__h,m4harle__i,m4harle__j,m4harle__k,m4harle__l,m4harle__m,m4harle__n,m4harle__o,m4harle__p,m4harle__q,
$bio

Harlequin (c) 199? BWB.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41337&o=2

$end


$amigaocs_flop=harleqa,
$bio

Harlequin [Special Edition] (c) 1992 Gremlin Graphics Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74210&o=2

$end


$snes=harleyu,harleyup,
$bio

Harley's Humongous Adventure [Model SNS-HV-USA] (c) 1993 Hi Tech Expressions

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63060&o=2

$end


$snes=harley,
$bio

Harley's Humongous Adventure (c) 1993 Hi Tech Expressions

- TECHNICAL -

Cartridge ID: SNSP-HV-EUR

- TRIVIA -

Reviews:
[FR] May 1993 - Consoles + No. 20: 90/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63059&o=2

$end


$info=hd_l3,hd_l1,
$bio

Harley-Davidson (c) 1991 Midway Mfg. Co.

- TECHNICAL -

Midway WPC (Alphanumeric)
Model No. : 20001

Main CPU : Motorola M6809 (@ 2 MHz)
Sound CPU : Motorola M6809 (@ 2 MHz)
Sound Chips : Yamaha YM2151 (@ 3.579545 MHz), DAC, HC55516

- TRIVIA -

This game was intended to emulate the success of Gottlieb's "Silver Slugger" which was a low-cost game with earnings that rivaled expensive Williams/Bally games like "Diner". Hence it has virtually no ramps, toys, or backbox animation.

The original title was "Poker Night" with a theme centering around a congregation of poker-playing, pizza-eating men. Reportedly, one target was required to 'answer the phone'.

- UPDATES -

Revision L-3
Release date : April 8, 1991

- STAFF -

Game Designer : Barry Oursler (BSO)
Concept & Graphics: Mark Weston Sprenger (MWS)
Software : Jim Strompolis (JRS)
Music & Sounds : Dan Forden (DWF)
Mechanicals : Gerald Hedberg (GLH)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5339&o=2

$end


$info=harl_a13,harl_a10,harl_f13,harl_g13,harl_i13,harl_l13,harl_u13,
$bio

Harley-Davidson (c) 1999 Sega Pinball, Incorporated.

- TECHNICAL -

Sega Whitestar System
Model Number : 67

Main CPU : Motorola M6809 (@ 2 MHz)
Sound CPU : Motorola M6809 (@ 2 MHz)
Display CPU : Motorola M6809 (@ 4 MHz)
Sound chip : BSMT2000 (@ 24 MHz)

- TRIVIA -

Released in September 1999.

This game features remixes of the songs, 'Bad to the Bone' by George Thorogood and 'Born to be Wild' by Steppenwolf.

This was the last game produced by Sega Pinball; production was continued by Stern Pinball.

- STAFF -

Design : Lonnie D. Ropp, John Borg
Software : Lonnie D. Ropp
Dots/Animation : Kurt Andersen
Mechanics : John Borg
Music and Sounds : Kyle Johnson
Art director : Jason J. Dominiak

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5340&o=2

$end


$info=harley,harleya,
$bio

Harley-Davidson & L.A. Riders (c) 1997 Sega.

A motorcycle game that allows players to choose from 5 different Harleys to ride. The goal is to race to various points around Los Angeles under a time limit, and to avoid crashing many times into cars. The game's style is very similar to 1993's "OutRunners".

- TECHNICAL -

Runs on the Sega "Model 3 Step 2.0" hardware.

Players : 1
Control : Paddle
Buttons : 4

- TRIVIA -

Released in December 1997 in Japan and in January 1998 in the US.

Michael Jackson used to own this game (upright model). It was sold at the official Michael Jackson Auction on Apr. 24th, 2009.

A cameo of Sega's mascot, Sonic the Hedgehog, is seen in this game near the Beverly Hills gate.

Soundtrack releases :
Harley-Davidson & L.A. Riders 
[Marvelous Entertainment (MMV) - MJCA-00018 - March 18, 1998]

- UPDATES -

There is another revision of the game from 1998 that says "(C) 1998 H-D" on the bottom left of the title screen.

Here are the bikes and characters in this game, according to the credits screen:
1990 FLSTF Fat Boy - Rick
FL 1948 Panhead - Scott 
FXDWG Dyna Wide Glide - Dave
Sportster 1200 Sport - Anne
FXRP Police Motorcycle - Suzy

If the game is set to 'STANDARD' in test mode, and in the Dyna Wide Glide attract demo, Dave will jump when he approaches the mansion near the Beverly Hills checkpoint.

- TIPS AND TRICKS -

Extra Music Track : When you select your bike press and hold the foot brake, then select your transmission with the start button. Hold the foot brake and the start button until the race starts. Now scroll through the music tracks and you'll find one called 'Jingle Bells'.

- SERIES -

1. Harley-Davidson & L.A. Riders (1997)
2. Harley-Davidson Motor Cycles - King of the Road (2009)

- STAFF -

Composer: Masanori Takeuchi

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3412&o=2

$end


$amigaocs_flop=harley,
$bio

Harley-Davidson - The Road to Sturgis (c) 1990 Mindscape, Incorporated. [Northbrook, IL, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74211&o=2

$end


$gbcolor=harley,
$bio

Harley-Davidson Motor Cycles - Race Across America [Model CGB-BHDE-USA] (c) 2000 Wizard Works, Incorporated., The [Infogrames, Incorporated. Group]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67999&o=2

$end


$info=harl_a18,harl_f18,harl_g18,harl_i18,harl_l18,
$bio

Harley-Davidson [2nd Edition] (c) 2002 Stern Pinball, Incorporated.

- TECHNICAL -

Height:78"
Width:28"
Depth:54"
Weight:250lbs

- TRIVIA -

Released in November 2002. It's a re-release of Stern's 1999 Harley-Davidson with upgraded parts such as different playfield motorcycles and chrome trim.

Approx. 600 units were produced.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46654&o=2

$end


$info=harl_i30,harl_g30,harl_f30,harl_a30,harl_l30,harl_a40,harl_f40,harl_g40,harl_i40,harl_l40,
$bio

Harley-Davidson [Third Edition] (c) 200? Stern Pinball, Incorporated.

Re-release of Stern's 1999 Harley-Davidson with new art and chrome trim.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46655&o=2

$end


$psx=harmfulp,
$bio

Harmful Park (c) 1997 Sky Think System.

- TECHNICAL -

Game ID: SLPS-00498

- TRIVIA -

Released on February 14, 1997 in Japan.

- STAFF -

Executive Producer: Junji Oura
Producer: Masahiro Kubota
Director: Kenichi Fujita
Game Design: Kenichi Fujita, Hisato Igami
Program: Hisato Igami, Tomohisa Yamagata
Design: Hisato Igami
Illustration: Yasuhiko Onishi
Graphic: Hisato Igami, Tadahiro Kaneko, Hideki Nishimura, Eiji Kuroda, Yasuhiko Onishi, Chinatsu Shibata, Shuhei Fujinaga
Music Compose: Hitoshi Sawa
Sound Effect: MinoQ
Promotion: Toru Takahashi, Kimiko Shimizu, Eiji Matsumoto
Art Director: Tadashi Shimada

Character Voice
Lesqua: Shiho Kikuchi
Lemona: Sachiko Sugawara
Cassis: Yayoi Jinguji
Tequila: Hironori Miyata
Scientist: Takashi Nagasako

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85252&o=2

$end


$gba=harobots,
$bio

Harobots - Robo Hero Battling!! [Model AGB-AHQJ-JPN] (c) 2002 Sunrise Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70889&o=2

$end


$wswan=harobots,
$bio

Harobots [Model SWJ-SRV001] (c) 1999 Sunrise Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86337&o=2

$end


$amigaocs_flop=harpoon1,
$bio

Harpoon & Battleset 1 - Greenland Iceland UK Gap (c) 1990 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74212&o=2

$end


$pc98=harpoon,
$bio

Harpoon - The Next Mission (c) 1993 Imagineer Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89663&o=2

$end


$amigaocs_flop=harpoon2,
$bio

Harpoon Battleset 2 - North Atlantic Convoys (c) 1990 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74213&o=2

$end


$amigaocs_flop=harpoon3,
$bio

Harpoon Battleset 3 - The Mediterranean Conflict (c) 1992 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74214&o=2

$end


$cpc_cass=harrican,
$bio

Harricana - Raid International Motoneige (c) 1990 Loriciels [France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96628&o=2

$end


$cpc_cass=harratck,
$bio

Harrier Attack [Model SOFT 112] (c) 1984 Amsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96630&o=2

$end


$amigaocs_flop=harrierc,
$bio

Harrier Combat Simulator (c) 1988 Mindscape, Incorporated. [Northbrook, IL, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74215&o=2

$end


$megadriv=hpotter,
$bio

Harry Potter (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56558&o=2

$end


$nes=hpotter,
$bio

Harry Potter (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84022&o=2

$end


$gbcolor=hpotter,
$bio

Harry Potter (c) 200? Sintax [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68000&o=2

$end


$gba=hpotqwc,
$bio

Harry Potter - Quidditch World Cup [Model AGB-BHPE-USA] (c) 2003 EA Games [Electronic Arts, Incorporated.]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70890&o=2

$end


$gba=hpotqwcj,
$bio

Harry Potter - Quidditch World Cup [Model AGB-BHPJ-JPN] (c) 2003 EA Games [Electronic Arts, Incorporated.]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70892&o=2

$end


$gbcolor=hpotter3c,
$bio

Harry Potter 3 2003 (c) 2003 Unknown.

Chinese game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68001&o=2

$end


$megadriv=hpotter2,
$bio

Harry Potter and the Chamber of Secrets (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56559&o=2

$end


$gba=hpotcsec,
$bio

Harry Potter and the Chamber of Secrets [Model AGB-A7HE-USA] (c) 2002 EA Games [Electronic Arts, Incorporated.]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70894&o=2

$end


$gbcolor=hpotcsec,
$bio

Harry Potter and the Chamber of Secrets [Model CGB-BH6E-USA] (c) 2002 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68002&o=2

$end


$gba=hpotgfir,
$bio

Harry Potter and the Goblet of Fire [Model AGB-BH8E-USA] (c) 2005 EA Games [Electronic Arts, Incorporated.]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70896&o=2

$end


$gba=hpotorph,
$bio

Harry Potter and the Order of the Phoenix [Model AGB-BJXP] (c) 2007 EA Games [Electronic Arts, Incorporated.]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70898&o=2

$end


$gba=hpotpraz,
$bio

Harry Potter and the Prisoner of Azkaban [Model AGB-BHTE-USA] (c) 2004 EA Games [Electronic Arts, Incorporated.]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70899&o=2

$end


$gba=hpotsors,
$bio

Harry Potter and the Sorcerer's Stone [Model AGB-AHRE-USA] (c) 2001 EA Games [Electronic Arts, Incorporated.]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70901&o=2

$end


$gbcolor=hpotphil,
$bio

Harry Potter and the Sorcerer's Stone [Model CGB-BHVE-USA] (c) 2001 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68004&o=2

$end


$gba=hpotcoll,
$bio

Harry Potter Collection (c) 2005 EA Games [Electronic Arts, Incorporated.]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70893&o=2

$end


$gba=hpotprazj,
$bio

Harry Potter to Azkaban no Shuujin [Model AGB-BHTJ-JPN] (c) 2004 EA Games [Electronic Arts, Incorporated.]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70903&o=2

$end


$gba=hpotcsecj,
$bio

Harry Potter to Himitsu no Heya [Model AGB-A7HJ-JPN] (c) 2002 EA Games [Electronic Arts, Incorporated.]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70904&o=2

$end


$gba=hpotsorsj,
$bio

Harry Potter to Kenja no Ishi [Model AGB-AHRJ-JPN] (c) 2001 EA Games [Electronic Arts, Incorporated.]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70905&o=2

$end


$gbcolor=hpotkenj,
$bio

Harry Potter to Kenja no Ishi [Model CGB-BHVJ-JPN] (c) 2001 Electronic Arts Victor [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68006&o=2

$end


$nes=harrystr,
$bio

Harry Story (c) 199? Unknown.

A pirate hack of "Wacky Races" featuring a Harry Potter sprite as main character.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65168&o=2

$end


$nes=harrytou,
$bio

Harry Tour (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84023&o=2

$end


$nes=harrywrs,
$bio

Harry Wrestle (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84024&o=2

$end


$nes=harryleg,harrylega,
$bio

Harry's Legend (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84025&o=2

$end


$n64=harukana,
$bio

Harukanaru Augusta - Masters '98 [Model NUS-NM9J] (c) 1997 T&E Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57731&o=2

$end


$psx=harukaby,
$bio

Harukanaru Toki no Naka de - Banjou Yuugi [Model SLPM-87241] (c) 2003 Koei Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85254&o=2

$end


$psx=harukana,
$bio

Harukanaru Toki no Naka de [Model SLPM-86466] (c) 2000 Koei Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85253&o=2

$end


$saturn,sat_cart=harukaze,
$bio

Harukaze Sentai V-Force (c) 1997 Ving [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59220&o=2

$end


$pc8801_flop=harvecy,
$bio

Harvecy (c) 1986 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91987&o=2

$end


$x1_cass=harvest,
$bio

Harvest (c) 1983 Micronet [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86230&o=2

$end


$gba=harvmoon,harvmoong,
$bio

Harvest Moon - Friends of Mineral Town [Model AGB-A4NP] (c) 2003 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70906&o=2

$end


$gba=harvmoonu,
$bio

Harvest Moon - Friends of Mineral Town [Model AGB-AN5E-USA] (c) 2003 Natsume, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70907&o=2

$end


$gba=harvmnmf,
$bio

Harvest Moon - More Friends of Mineral Town [Model AGB-BFGE-USA] (c) 2005 Natsume, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70908&o=2

$end


$gbcolor=harvmon2g,
$bio

Harvest Moon 2 GBC [Model DMG-BM2D-NOE] (c) 2001 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68008&o=2

$end


$gbcolor=harvmon2u,
$bio

Harvest Moon 2 GBC [Model DMG-BM2E-USA] (c) 2000 Natsume, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68009&o=2

$end


$gbcolor=harvmon2,
$bio

Harvest Moon 2 GBC [Model DMG-BM2P-EUR] (c) 2001 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68007&o=2

$end


$gbcolor=harvmon3,
$bio

Harvest Moon 3 GBC [Model CGB-BWAE-USA] (c) 2001 Natsume, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68010&o=2

$end


$n64=harvmoon,
$bio

Harvest Moon 64 (c) 1999 Natsume

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57732&o=2

$end


$gameboy=harvmoon,
$bio

Harvest Moon GB [Model DMG-AYWE-USA] (c) 1998 Natsume, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66121&o=2

$end


$gbcolor=harvmoong,
$bio

Harvest Moon GB [Model DMG-AYXD-NOE] (c) 1998 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68012&o=2

$end


$gbcolor=harvmoonu,
$bio

Harvest Moon GB [Model DMG-AYXE-USA] (c) 1998 Natsume, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68013&o=2

$end


$gbcolor=harvmoon,
$bio

Harvest Moon GB [Model DMG-AYXP-EUR] (c) 1998 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68011&o=2

$end


$snes=harvmoonu,harvmoonup,
$bio

Harvest Moon [Model SNS-AYWE-USA] (c) 1997 Natsume [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63062&o=2

$end


$snes=harvmoon,harvmoong,
$bio

Harvest Moon [Model SNSP-AYWP-EUR] (c) 1997 Natsume [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63061&o=2

$end


$cdi=vangoghf,
$bio

Harvest of the Sun - Van Gogh - Une Moisson de soleils (c) 1992 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52882&o=2

$end


$cdi=vangogh,vangogha,vangoghb,
$bio

Harvest of the Sun - Vincent Van Gogh Revisited (c) 1991 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52883&o=2

$end


$cpc_cass=headbang,headbang1,
$bio

Harvey Headbanger (c) 1986 Firebird

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96634&o=2

$end


$msx1_cass=showjump,showjumph,
$bio

Harvey Smith's Showjumper (c) 1985 Software Projects

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94698&o=2

$end


$info=hasamu,
$bio

Hasamu (c) 1991 Irem.

An interesting twist on solitaire mahjong, with movable tiles in certain circumstances. You must clear 2 tiles of the same suit, but they have to be either right next to each other or on the same row.

- TECHNICAL -

Irem M-90 system hardware

Main CPU : V30 (@ 8 Mhz)
Sound CPU : Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), DAC

Screen orientation : Horizontal
Video resolution : 384 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 512

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

The title of this game translates from Japanese as 'Trap'.

Note : The kanji reads 'Ha Sa Mu' meaning 'Hegemony Sand Dream'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1090&o=2

$end


$svision=hashbloc,
$bio

Hash Blocks [Model SV10002] (c) 1991 GTC Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95445&o=2

$end


$snes=hashhebe,
$bio

Hashire Hebereke [Model SHVC-AHHJ-JPN] (c) 1994 Sunsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61418&o=2

$end


$pc8801_flop=hashires,hashiresa,hashiresb,
$bio

Hashire! Skyline (c) 1985 Compaq [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91988&o=2

$end


$psx=hashiriy,
$bio

Hashiriya - Ookamitachi no Densetsu [Model SLPS-00704] (c) 1997 Nichibutsu [Nihon Bussan Co., Ltd.] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85255&o=2

$end


$snes=hattric2,
$bio

Hat Trick Hero 2 [Model SHVC-2Y] (c) 1994 Taito Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61420&o=2

$end


$snes=hattrick,
$bio

Hat Trick Hero (c) 1992 Taito Corp.

- TECHNICAL -

Cartridge ID: SHVC-HT

- TRIVIA -

Hat Trick Hero for Super Famicom was released on March 27, 1992 in Japan.

Known export releases:
[US] "Super Soccer Champ [Model SNS-HT]" 
[EU] "Euro Football Champ [Model SNSP-HT]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61419&o=2

$end


$a7800=hattrick,hattricku,
$bio

Hat Trick (c) 1987 Atari Corp.

What a night for a hockey game! After weeks of intensive training on the ice, you're finally at the face-off, waiting for the starting whistle. As the puck slides across the smooth, icy surface, you take it at center ice, managing to break over the blue line to your opponent's right. Whoooossh. What reflexes! What speed!

The spray of the ice on your face momentarily blinds you, but you continue to skate furiously, weaving towards the opposing goal. You can feel your challenger's hot breath on the back of your neck, as the distance between you grows smaller and smaller. But before he can manage to steal the puck, you swing your stick and whack -- it's a slapshot! The point is yours!

Get three goals in a game, and it's a hat trick!

- TECHNICAL -

Model CX7829

- TIPS AND TRICKS -

Don't forget your goalie! If your opponent nears your goal, move the joystick handle up or down so your goalie can block the puck.

If you bump into your opponent, you'll bounce off each other. However, if your sticks get locked together, you can break the lock by moving past each other.

Whenever you let go of the joystick, you'll automatically face the opposing goal. That way you won't accidentally push the puck into your goal and give your opponent a free point!

- STAFF -

ATARI 7800 VERSION BY: JACK SANDBERG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50141&o=2

$end


$info=hattrick,
$bio

Hat Trick (c) 1984 Bally Sente.

An overhead 2-on-2 hockey game.

- TECHNICAL -

[No. 0B94]

Bally / Sente SAC-I hardware

Main CPU : Motorola M6809 (@ 1.25 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : (6x) CEM3394 (@ 4 Mhz)

Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024

Players : 2
Control : 8-way joystick
Buttons : 1

- TRIVIA -

This game was remembered for its good player graphics, the skate trails and the Zamboni that cleaned the ice after games. Hat Trick, despite its simple skate, shoot and save gameplay, was considered one of the better sports games of the early 1980's.

- STAFF -

Software & game designer : Lee Actor
Screen graphic designers : Martin French, Bil Maher
Sounds : Gary Levenberg, Richard Green
With support from : Ed Rotberg

- PORTS -

* Consoles :
Atari 7800 (1989)
NES [Capcom] [Unreleased Prototype]

* Computers :
Commodore C64 (1987)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1091&o=2

$end


$wscolor=hatachoc,
$bio

Hataraku Chocobo [Model SWJ-SQR004] (c) 2000 Square Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86449&o=2

$end


$pico=hatakuru,
$bio

Hataraku Kuruma Daiya Pet Daishuugou [Model T-193010] (c) 1995 Yonezawa [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75689&o=2

$end


$snes=hatayama,
$bio

Hatayama Hatch no Pro Yakyuu News! Jitsumei Ban (c) 1993 Epoch Company, Limited.

- TECHNICAL -

Game ID: SHVC-EB

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61421&o=2

$end


$info=htchctch,
$bio

Hatch Catch (c) 1995 SemiCom.

Shoot coloured blocks at the top of the screen. When 3 or more same colored blocks draw a line, they disappear. By terminating all blocks, the stage is clear.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 15 Mhz)
Sound CPU : Zilog Z80 (@ 3.42719 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.42719 Mhz), OKI6295 (@ 7.757 Khz)

Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in June 1995 in Korea.

- STAFF -

Excutive producer : Jeon Jae Youn
Game design : Han Seung Hoon
Main program : Baek Seung Ki
Program assist : Kim Jin Woo
Music compose / S.E : Jeon Seok Gee
Graphic design : Kim Eun Ae, Hong Young Joo, Whang O-Sik

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1092&o=2

$end


$cpc_cass=hate,
$bio

HATE - Hostile All Terrain Encounter (c) 1989 Gremlin Graphics Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96602&o=2

$end


$cpc_cass=hates,
$bio

HATE - Hostile All Terrain Encounter [Model AM 518] (c) 1989 Gremlin Graphics Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96601&o=2

$end


$gba=hatenasa,
$bio

Hatena Satena [Model AGB-AHSJ-JPN] (c) 2001 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70909&o=2

$end


$pc98=hatena,
$bio

Hatena? no Daibouken (c) 1992 Systemsoft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89664&o=2

$end


$info=hatena,
$bio

???? ???? - Adventure Quiz 2 (c) 1990 Capcom.
(Hatena? no Daibouken - Adventure Quiz 2)

A Japanese quiz game.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 8 Mhz)
Sound Chips : OKI6295 (@ 7.5 Khz), YM2413 (@ 4 Mhz)

Players : 2
Buttons : 4

- TRIVIA -

Adventure Quiz 2 was released in February 1990 in Japan.

The title of this game translates from Japanese as 'Goodness? Great Adventure'.

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

- SERIES -

1. Capcom Quiz - Hatena? no Daibouken (1990, Nintendo Game Boy)
2. Hatena no Daibouken - Adventure Quiz 2 (1990)

- STAFF -

Character designers : M. Sakurai, H. Kisanuki, M. Kijima, S. Ukai, M. Kobayashi, Y. Katayama
Programmers : K. Yamanouchi, K. Yamawaki, N. Kojima
Music : Yoshihiro Sakaguchi, M. Gotoh, J. Tamiya, G. Morita, Yoko Shimomura, H. Takaoka
Planner : C. Kanemitsu

- PORTS -

* Consoles :
Nintendo Game Boy (Dec.1990) "Capcom Quiz Hatena? no Daibouken [Model DMG-HHJ]"
NEC PC-Engine Super CD-ROM² (Jun.1992) "Adventure Quiz - Capcom World Hatena no Daibouken [Model HCD2028]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1093&o=2

$end


$x68k_flop=hatenkou,
$bio

Hatenkou (c) 1998 Haiteidoradorazu

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88284&o=2

$end


$info=hatris,hatrisj,
$bio

Hatris (c) 1990 Video System Company, Limited. 

Hatris is a Tetris-type game where instead of blocks descending, there are hats; top hats, wizard hats, beanines and the like. The game is played by making vertical stacks of hats. When a stack of five hats of the same type and color is created, it disappears. The challenge of the game is that different styles of hats will stack differently. The game ends when one of your stacks of hats reaches the top of the screen. Occasionally, a red or a blue flame will appear. One burns just the top type of hat on a stack. The other will burn a stack to the ground.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 6 Mhz)
Sound CPU : Zilog Z80 (@ 3.5795 Mhz)
Sound Chips : YM2608 (@ 8 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Hatris was released in April 1990.

- STAFF -

Design by : Alexey Pajitnov, Vladimir Pokhilko

- PORTS -

* Consoles :
NEC PC-Engine (1990)
Nintendo Famicom (1990)
Nintendo Game Boy (1991)

* Computers :
NEC PC 9801 (1991) (Bullet Proof Software)
Acorn Archimedes

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1094&o=2

$end


$nes=hatrisj,
$bio

Hatris (c) 1990 BPS.

- TRIVIA -

Released on July 6, 1990 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54166&o=2

$end


$pce=hatris,
$bio

Hatris (c) 1991 Tengen, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58606&o=2

$end


$pc98=hatris,
$bio

Hatris (c) 1991 BPS [Bullet-Proof Software] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89665&o=2

$end


$nes=hatris,
$bio

Hatris (c) 1992 BPS [Bullet-Proof Software]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55197&o=2

$end


$gameboy=hatris,
$bio

Hatris [Model DMG-HTA] (c) 1991 BPS [Bullet-Proof Software]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66122&o=2

$end


$pc98=hatsukoi,
$bio

Hatsukoi Monogatari (c) 1993 Game Technopolis [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89666&o=2

$end


$pcecd=hatsukoi,
$bio

Hatsukoi Monogatari (c) 1994 Tokuma Shoten Intermedia, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58213&o=2

$end


$saturn,sat_cart=hatsukoi,
$bio

Hatsukoi Monogatari (c) 1998 Tokuma Shoten Intermedia, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59222&o=2

$end


$psx=hatsukoi,
$bio

Hatsukoi Valentine [Model SLPS-00831] (c) 1997 Family Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85256&o=2

$end


$info=hthero,
$bio

Hattrick Hero (c) 1991 Taito Corp.

A soccer game from Taito. Challenge the world's best seven soccer teams with your amazing techniques!

- TECHNICAL -

Runs on the "Taito F2 System" hardware. It used a graphics extension on the board, the so called Taito F2 Expanded System.

Board Number : K11T0647A
Prom Stickers : C80

Players : 4
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Hattrick Hero was released in March 1991 in Japan. It is known outside Japan as "Football Champ" and in Europe as "Euro Champ '92".

- TIPS AND TRICKS -

* INSTRUCTIONS:
- If you lose or draw a match, or if your player's stamina (displayed at the top of the screen) runs out, the game is over. 

- Offensive controls (in possession of the ball):
-- Shoot : Shoot button
--- Hold the Shoot button down while not moving to lift the ball
Pass : Pass button
--- Hold the Shoot or Pass buttons down for continuous passing
---- Back-heel Pass : Turn in the opposite direction and press the Pass button
---- Heel Lift : While dribbling, press the Pass button in front of an opponent player

- Defensive controls (not in possession):
-- Sliding Tackle : Shoot / Tackle Button
-- Punch : Press the Pass button near an opponent player
-- Jump Kick : Press the Pass button while running towards an opponent player
-- Pull Shirt : Press the Pass button behind an opponent player

-Keeper controls:
-- Kick : Shoot button
-- Throw : Pass button

- After three fouls, a player will be sent off.
- Fouls are not counted if the referee is not watching!

* HOW TO PERFORM SUPER SHOOTS:
- Timer should be between 10 and 30 seconds.
- Player must have scored at least one goal before, and score must be a tie. (1-1, 2-2, ...)
- Only Player's selected Captain can perform a Super Shoot and only ONCE in a whole game (After GAME OVER, Super Shot becomes enabled again).
- Player's Captain should receive the ball in a certain area of the gamefield with High Pass (Button B long press) and must not be moving at all, while receiving the ball.
-- #8: Between center point and 1/4 of the upper field.
-- #9: Between 1/4 and 1/2 of the upper field.
--#10: Between 1/2 and 3/4 of the upper field.
--#11: Same as #10 and also in a defensive position as #9.

- SERIES -

1. Hattrick Hero (1991)
2. Hattrick Hero '93 (1993)
3. Hattrick Hero '94 (1994)
4. Hattrick Hero '95 (1994)

- STAFF -

'Team dogyan' leader : Takeshi Kobori
Planner : Takeshi Kobori
Character designers : Takeshi Kobori, Tsutomu Sekimoto, Nobuhiro Hiramatsu, Peacock
Software : Tatsuo Nakamura, Yuuji Iwasaki, Shinji Soyano, Kusago Nagahara (G.A.), Kouji Tsunekiyo, Tabby Kurosawa
System : Yuuichi Yamato
Designers : Hiroyasu Nagai, Takeshi Kobori
Sound (Team Zuntata) : Hisayoshi Ogura, Yasuhisa Watanabe

- PORTS -

* Consoles :
Nintendo Super Famicom [JP] (March 27, 1992) "Hat Trick Hero [Model SHVC-HT]"
Sony PlayStation 2 [JP] (August 25, 2005) "Taito Memories Gekan [Model SLPM-66092]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1095&o=2

$end


$info=hthero93,hthero93u,
$bio

Hattrick Hero '93 (c) 1993 Taito.

A soccer game.

- TECHNICAL -

Runs on the "Taito F3 System" Hardware.

Prom Stickers : D49

Players : 4
Control : 8-way joystick
Buttons : 4

- TRIVIA -

Released in February 1993.

This game is known as "Hat Trick Hero '93 Campeon De Futbol" in the USA, Mexico and Canada, "Taito Cup Finals" (Version 1.0) in Europe. An update to the European version (2.10) changed the name to "Super Cup Finals" (11/1993).

The flag of Ireland is incorrect. Instead of the Irish Tricolour (Green, White and Orange), it shows Saint Patrick's flag, which was the unofficial flag of Ireland from 1783 until 1922, but was unpopular with Irish nationalists.

The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to '!!!'.

- TIPS AND TRICKS -

How to perform a SUPER / HYPER SHOOT : (Super Shoot does not always result with a goal, 50% goal)
- After enough credits are inserted with Select button, add some UNITS with Start button.
- When ball is out of play, press Button C. After menu is displayed, select SUPER / HYPER SHOOT and press Button C to buy one of them.
- Ingame, give a high pass with Button C to one of your players and SUPER / HYPER SHOOT will be performed.
(this is add. note = these are not related with current score and timer remaining, player who performs those can be in defensive offensive position-even in our field)

- SERIES -

1. Hattrick Hero (1991)
2. Hattrick Hero '93 (1993)
3. Hattrick Hero '94 (1994)
4. Hattrick Hero '95 (1994)

- STAFF -

Planner : Takeshi Kobori
Character designers : Takeshi Kobori, Yuji Sakamoto, Hideyuki Kato, Hiroyo Kujirai, Hiromi Mikami, Shinjiro Sugitani
Software : Kazutomo Ishida, Kusago Nagahara, Shinji Soyano, Kousuke Usami, Xxx Hayashi
Designers : Naoto Hashizume, Takeshi Kobori
Sound : Shuichiro Nakazawa (Zuntata)
Hardware : Katsumi Kaneoka

* CAST :
Player & Gk : Masashi Tsuzura
Manager : Suminori Hase, Yuji Sakamoto
Referee : Shin Tanaka
Lady : Seiji Kawakami
Doctor : Hiroto Nizato
Nurse : Hiromi Mikami
Stunt : Tomohisa Yamashita
Assistant : Shin Tanaka
Director : Takeshi Kobori, Marutake

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1096&o=2

$end


$info=hthero94,
$bio

Hattrick Hero '94 (c) 1994 Taito America Corp.

A soccer game from Taito.

- TECHNICAL -

Runs on the "Taito F3 System" Hardware.

Game ID : D78

Players : 4
Control : 8-way joystick
Buttons : 4

- TRIVIA -

This game is known as "Hat Trick Hero '94 Campeon De Futbol" in USA, Mexico & Canada, and "International Cup '94" in Europe.

The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to 'AAA'.

- UPDATES -

This US version is slightly different, it has the "Recycle It, Don't Trash It!" screen.

- SERIES -

1. Hattrick Hero (1991)
2. Hattrick Hero '93 (1993)
3. Hattrick Hero '94 (1994)
4. Hattrick Hero '95 (1994)

- STAFF -

Planner : Takeshi Kobori
Character design : Takeshi Kobori, Yuji Sakamoto, Hideyuki Kato, Hiroyo Kujirai, Hiromi Mikami, Shinjiro Sugitani
Software : Kazutomo Ishida, Kusago Nagahara, Shinji Soyano, Kousuke Usami, XXX Hayashi
Software Super Cup Version : Masashi Tsuzura, Yasutaka
Design : Naoto Hashizume, Takeshi Kobori
Sound : Shuichiro Nakazawa (Zuntata)
Hardware : Katsumi Kaneoka
Assistant : Shin Tanaka
Director : Takeshi Kobori (Marutake)

* Cast :
Player & GK : Masashi Tsuzura
Manager : Suminori Hase, Yuji Sakamoto
Referee : Shin Tanaka
Lady : Seiji Kawakami
Doctor : Hiroto Nizato
Nurse : Hiromi Mikami
Stunt : Tomohisa Yamashita

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1097&o=2

$end


$info=hthero95,hthero95u,
$bio

Hattrick Hero '95 (c) 1994 Taito America Corp.

A soccer game from Taito.

- TECHNICAL -

Runs on the "Taito F3 System" Hardware.

Prom Stickers : D94

Players : 4
Control : 8-way joystick
Buttons : 4

- TRIVIA -

Released in November 1994.

This game is known as "Taito Power Goal" in Europe.

The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to 'AAA'.

- UPDATES -

This US version is slightly different, it has the "Recycle It, Don't Trash It!" screen.

- TIPS AND TRICKS -

How to perform a SUPER / HYPER SHOOT : (Super Shoot does not always result with a goal, 50% goal)
- After enough credits are inserted with Select button, add some UNITS with Start button.
- When ball is out of play, press Button C. After menu is displayed, select SUPER / HYPER SHOOT and press Button C to buy one of them.
- Ingame, give a high pass with pressing and holding Button B to one of your players and SUPER / HYPER SHOOT will be performed.
(this is add. note = these are not related with current score and timer remaining, player who performs those can be in defensive offensive position-even in our field)

- SERIES -

1. Hattrick Hero (1991)
2. Hattrick Hero '93 (1993)
3. Hattrick Hero '94 (1994)
4. Hattrick Hero '95 (1994)

- STAFF -

Planners : Atsuchi Taniguchi, Yasuhiro Noguchi
Character designers : Atsuchi Taniguchi, Ryuji Tominaga, Hideyuki Kato, Hiroyo Kujirai, Atsushi Iwata, Shinjiro Sugitani, Yasuhiro Noguchi, Terumi Ogihara, Hiroshi Nishida
Software : Shinji Soyano, Masashi Tsuzura, Takashi Ishii, XXX Hawyashi
Designer : Toshiyuki Takenami
Sound (Zuntata) : Yoshiro Horie, Shuichiro Nakazawa
Hardware : Katsumi Kaneoka, Hironobu Suzuki
Action director : Yasuhiro Noguchi

* CAST :
Player & GK : Norikatsu Fukuda
Manager : Masao Kashino
Referee : Shin Tanaka
Camera Man : Yasuhiro Noguchi
Lady : Seiji Kawakami

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1098&o=2

$end


$saturn,sat_cart=htheros,
$bio

HatTrick Hero S (c) 1995 Taito Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59221&o=2

$end


$saturn,sat_cart=hauntedc,
$bio

Haunted Casino (c) 1996 Societa Daikanyama

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59223&o=2

$end


$info=hcastle,hcastljk,hcastlee,
$bio

Haunted Castle (c) 1988 Konami.

Export version, for more information about the game, please see the original Japanese version entry; "Akumajou Dracula [Model GX768]".

- TECHNICAL -

Game ID : GX768

- TRIVIA -

Haunted Castle was released in February 1988. It is known in Japan as "Akumajou Dracula [Model GX768]".

- SERIES -

1. Castlevania [Model NES-CV-USA] (1987, NES)
2. Vampire Killer (1986, MSX)
3. Castlevania II - Simon's Quest (1988, NES)
4. Haunted Castle (1988)
5. Castlevania - The Adventure (1989, Game Boy)
6. Castlevania III - Dracula's Curse (1990, NES)
7. Castlevania II - Belmont's Revenge (1991, Game Boy)
8. Super Castlevania IV (1991, SNES)
9. Akumajou Dracula (1993, X68000)
10. Castlevania - Rondo of Blood (1993, TurboGrafx CD)
11. Castlevania - Bloodlines (1994, Genesis)
12. Castlevania - Dracula X (1995, SNES)
13. Castlevania - Symphony of the Night (1997, PlayStation, Saturn)
14. Castlevania Legends (1997, Game Boy)
15. Castlevania (1998, Nintendo 64)
16. Castlevania - Legacy of Darkness (1999, Nintendo 64)
17. Castlevania Chronicles (2001, PlayStation)
18. Castlevania - Circle of the Moon (2001, GBA)
19. Castlevania - Harmony of Dissonance (2002, GBA)
20. Castlevania - Lament of Innocence (2003, PS2)
21. Castlevania - Aria of Sorrow (2003, GBA)
22. Castlevania - Curse of Darkness (2005, XBOX, PS2)
23. Castlevania - Dawn of Sorrow (2005, DS)
24. Castlevania - Portrait of Ruin (2006, DS)
25. Castlevania - The Dracula X Chronicles (2007, PSP)
26. Castlevania - Order of Shadows (2007, Mobile)
27. Castlevania - Order of Ecclesia (2008, DS)
28. Castlevania - Judgment (2008, Wii)

- STAFF -

Cabinet Graphic Design: Don Marshall

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1099&o=2

$end


$pc8801_cass=hauntcav,
$bio

Haunted Cave (c) 1984 Bell Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91227&o=2

$end


$cpc_cass=hauntedh,
$bio

Haunted Hedges [Model SOFT 128] (c) 1984 Amsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96635&o=2

$end


$fm7_cass=hhouse,
$bio

Haunted House (c) 1983 Compaq [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93732&o=2

$end


$msx1_cass=hhouse,hhousea,
$bio

Haunted House (c) 1988 Eurosoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94699&o=2

$end


$mc10=haunted,
$bio

Haunted House (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87636&o=2

$end


$info=m4haunt,m4haunta,m4hauntb,m4hauntc,m4hauntd,m4hisprtd,
$bio

Haunted House (c) 199? Empire Games, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41338&o=2

$end


$info=haunthig,
$bio

Haunted House (c) 200? IGS Company, Limited. [International Game System].

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46702&o=2

$end


$info=ep_hhclb,ep_hhclba,ep_hhclbb,ep_hhclbc,
$bio

Haunted House Club (c) 2000 Maygay.

- TRIVIA -

Haunted House Club was released in June 2000 in UK.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40844&o=2

$end


$info=hh,hh_1,
$bio

Haunted House (c) 1982 Gottlieb.

- TECHNICAL -

Gottlieb System 80
Model Number : 669

Main CPU : MOS Technology M6502 (@ 850 KHz)
Sound CPU : MOS Technology M6502 (@ 1 MHz)
Sound Chips : DAC, Votrax SC-01

- TRIVIA -

Released in June 1982.

This game features the first 'true' 3-level playfield.

6,835 units were produced.

A Haunted House unit appears in the 1982 movie, 'The Toy'.

- STAFF -

Designer : John Osborne
Artwork : Terry Doerzaph

- PORTS -

* Computers : 
PC [Microsoft Windows] [CD-ROM] (1998) "Microsoft Pinball Arcade"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5413&o=2

$end


$cdi=hauntedh,
$bio

Haunted House (c) 1996 Philips Interactive Media, Incorporated.

You're trapped in a crazy haunted house. Spooky creatures and hidden surprised lurk in every room. Find them all and collect the keys that will help you escape.

- TECHNICAL -

Model 811 9001

- TRIVIA -

Based on Jan Pienkowski's best-selling pop-up book.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52884&o=2

$end


$a2600=hauntede,
$bio

Haunted House (c) 1982 Atari, Inc. 

PAL release. Game developed in USA. For more information, please see the NTSC release's entry.

- TECHNICAL -

Model CX2654P

- PORTS -

* Consoles : 
Microsoft XBOX [EU] (November 26, 2004) "Atari Anthology" 
Sony PlayStation 2 [EU] (February 18, 2005) "Atari Anthology [Model SLES-53061]" 

* Handhelds : 
Nintendo DS [EU] (February 24, 2011) "Atari Greatest Hits Vol.1 [Model NTR-BR6P-EUR]"

* Computers : 
PC [MS Windows, CD-ROM] [EU] (June 10, 2005) "Atari - 80 Classic Games in One! [Replay]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82983&o=2

$end


$a2600=haunted,
$bio

Haunted House (c) 1982 Atari, Incorporated.

- TECHNICAL -

Model CX2654

- TRIVIA -

Export releases:
PAL "Haunted House [Model CX2654P]"

- PORTS -

* Consoles : 
Microsoft XBOX [US] (November 16, 2004) "Atari Anthology [Model 26084]" 
Sony PlayStation 2 [US] (November 22, 2004) "Atari Anthology [Model SLUS-21076]" 
Microsoft XBOX [JP] (August 4, 2005) "Atari Anthology [Model B7X-00001]" 

* Handhelds : 
Nintendo DS [US] (November 2, 2010) "Atari Greatest Hits Vol.1 [Model NTR-BR6E-USA]" 

* Computers : 
PC [MS Windows, CD-ROM] [US] (November 11, 2003) "Atari - 80 Classic Games in One! [Model 25069J]" 

* Others : 
Atari Flashback [US] (2004) 
Atari Flashback 2 [US] (2005) 
Atari Flashback 2+ [US] (February 22, 2010) 
Atari Flashback 3 [US] (September 16, 2011) by AtGames 
Atari Flashback 4 [US] (November 13, 2012) by AtGames 
Atari Flashback 5 [US] (October 1, 2014) by AtGames

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50568&o=2

$end


$psx=hauntedj,
$bio

Haunted Junction Seitokai Batch o Oe! [Model SLPS-00668] (c) 1997 Media Works

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85257&o=2

$end


$megadriv=haunting,
$bio

Haunting starring Polterguy (c) 1993 Electronic Arts.

- TRIVIA -

Reviews:
[FR] October 1993 - Consoles + N.24: 83%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71159&o=2

$end


$cpc_cass=madness,
$bio

Having Fits of Madness [Model 3A 102] (c) 198? PJ Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96638&o=2

$end


$cpc_cass=havoc,
$bio

Havoc (c) 1990 Players Premier

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96639&o=2

$end


$snes=havoc,
$bio

Havoc [Prototype] (c) 1993 Argonaut Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63063&o=2

$end


$info=hawaii,
$bio

Hawaii (c) 2007 Astro Corp.

5-reel 9-line video slot.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11948&o=2

$end


$pcecd=hawiian,
$bio

Hawiian Island Girls (c) 199? Excite Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58495&o=2

$end


$pcecd=hawkf123,
$bio

Hawk F-123 (c) 1992 Pack-In-Video Company, Ltd.

Hawk F-123 is the sequel to Pack-In-Video's other shooter Power Gate released on HuCard in 1990. Once again, the player takes control of a high-tech fighter plane. In a way similar to Power Gate, waves of enemy planes and helicopters throw zillion of tinny grey bullets are your plane and try to stop your progression. Our fighter plane can use three different upgradable weapon systems: Red for Vulcan Gun, Yellow for spread-bullets and Blue for Laser beam. On top of that, other weapons can also be collected and will add ground or homing missiles to your plane. Tinny planes can also be picked up along the way and be used as options. In a way very similar to Power Gate, secondary weapons are triggered with the second action button. You start the game with none, but they can later be obtained in the same way other bonuses are. The list includes Super-Bombs, 8-ways exploding bullets, rotating shields and more. Those weapons also end up floating around when your fighter is destroyed so they can be collected again. Stages vary from deep canyons to desolate desert and cities at night, with of course a boss waiting at the end of each of them.

- TECHNICAL -

Game ID: PVCD-2007

- TRIVIA -

Hawk F-123 was released on March 13, 1992 in Japan for 6800 Yen.

Reviews:
May 1992 - Joypad N.8 (Page 130-131) [FR]: 55/100

- SERIES -

1. Power Gate [Model PV1008] (1991)
2. Hawk F-123 [Model PVCD-2007] (1992)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58214&o=2

$end


$cpc_cass=hawkstrm,
$bio

Hawk Storm (c) 1990 Players Premier

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96640&o=2

$end


$amigaocs_flop=hawkeye,
$bio

Hawkeye (c) 1988 Thalamus

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74216&o=2

$end


$info=hawkman,hawkman1,
$bio

Hawkman (c) 1983 Taito.

A Solid State Electronic pinball machine with a playfield similar to "Fathom (Bally)".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5437&o=2

$end


$x68k_flop=hayabusa,
$bio

Hayabusa Soft Isshuunen Kinen Disk (c) 1991 Hayabusa Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87756&o=2

$end


$pc8801_flop=snakecmp,
$bio

Hayakawa Manami no Snake Camp (c) 1988 Uchuu Kikaku [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91989&o=2

$end


$famicom_flop=hayamabj,
$bio

Hayama Reiko no Date de Blackjack (c) 19?? Hacker International

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65353&o=2

$end


$gameboy=hayaoshi,
$bio

Hayaoshi Quiz - Ouza Ketteisen [Model DMG-AQZJ-JPN] (c) 1998 Jaleco Company, Limited. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66124&o=2

$end


$info=hayaosi2,
$bio

Hayaoshi Quiz Grand Champion Taikai (c) 1994 Jaleco.

A quiz game from Jaleco.

- TRIVIA -

Released in February 1994.

- SERIES -

1. Hayaoshi Quiz Ouza Ketteisen (1993)
2. Hayaoshi Quiz Grand Champion Taikai (1994)
3. Hayaoshi Quiz Nettou Namahousou (1994)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=20193&o=2

$end


$info=hayaosi3,
$bio

Hayaoshi Quiz Nettou Namahousou (c) 1994 Jaleco.

A quiz game from Jaleco.

- TRIVIA -

Released in November 1994.

- SERIES -

1. Hayaoshi Quiz Ouza Ketteisen (1993)
2. Hayaoshi Quiz Grand Champion Taikai (1994)
3. Hayaoshi Quiz Nettou Namahousou (1994)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=20194&o=2

$end


$info=hayaosi1,
$bio

Hayaoshi Quiz Ouza Ketteisen (c) 1993 Jaleco.

A quiz game from Jaleco.

- TECHNICAL -

Jaleco Mega System 32 hardware

Main CPU : V70 (@ 20 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : YMF271 (@ 4 Mhz)

Players : 3
Buttons : 5

- TRIVIA -

Released in July 1993.

- SERIES -

1. Hayaoshi Quiz Ouza Ketteisen (1993)
2. Hayaoshi Quiz Grand Champion Taikai (1994)
3. Hayaoshi Quiz Nettou Namahousou (1994)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1100&o=2

$end


$info=hyhoo,
$bio

Hayaoshi Taisen Quiz HYHOO (c) 1987 Nichibutsu.

A Japanese quiz game.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 5 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.25 Mhz), DAC

Players : 4
Buttons : 3

- TRIVIA -

Released in July 1987.

The title of this game translates from Japanese as 'Quick Response Competition Quiz HYHOO'.

- SERIES -

1. Hayaoshi Taisen Quiz HYHOO (1987)
2. Hayaoshi Taisen Quiz HYHOO 2 (1987)

- STAFF -

Staff : Toshio Ikenaga, Keiji Ogawa, Tsutomu Ueno, Kunitami Mori, Shinji Nakahira, Syouzi Murai, Seishi Kawakami, Munehisa Igawa, Shigeko Murata, Shigemasa Miyoshi

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1101&o=2

$end


$info=hyhoo2,
$bio

Hayaoshi Taisen Quiz HYHOO 2 (c) 1987 Nichibutsu.

A Japanese quiz game.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 5 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.25 Mhz), DAC

Screen orientation : Vertical
Video resolution : 224 x 512 pixels
Screen refresh : 60.00 Hz
Palette colors : 65536

Players : 4
Buttons : 3

- TRIVIA -

Released in November 1987.

The title of this game translates from Japanese as 'Quick Response Competition Quiz HYHOO 2'.

- SERIES -

1. Hayaoshi Taisen Quiz HYHOO (1987)
2. Hayaoshi Taisen Quiz HYHOO 2 (1987)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1102&o=2

$end


$pc98=hayate,
$bio

Hayate The Battle - Hyper Real Battle Action (c) 1994 Altacia.

- TRIVIA -

Released on December 16, 1994 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48510&o=2

$end


$x1_flop=hayato,
$bio

Hayato (c) 1987 Takeru [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86006&o=2

$end


$pc8801_flop=hayato,hayatoa,
$bio

Hayato (c) 1987 Takeru [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91990&o=2

$end


$nes=superigo,
$bio

Hayauchi Super Igo (c) 1989 Namco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54167&o=2

$end


$snes=moritas2,
$bio

Hayazashi Nidan Morita Shougi 2 [Model SHVC-A2MJ-JPN] (c) 1995 Seta Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61423&o=2

$end


$snes=moritash,
$bio

Hayazashi Nidan Morita Shougi [Model SHVC-2M] (c) 1993 Seta Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61422&o=2

$end


$info=mayjinsn,
$bio

Hayazashi Shougi Gogatsu Mayjinsen (c) 1994 Seta.

A shougi game.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 8 Mhz), V810 (@ 10 Mhz)
Sound Chips : ST0016 (@ 10 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Released in April 1994.

The title of this game translates from Japanese as 'Quick Shougi Championship Series'.

- SERIES -

1. Hayazashi Shougi Gogatsu Mayjinsen (1994)
2. Hayazashi Shougi Gogatsu Mayjinsen 2 (1994)
3. Honkaku Hayasashi Shougi Mayjinsen 3 (1999)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3321&o=2

$end


$info=mayjisn2,
$bio

Hayazashi Shougi Gogatsu Mayjinsen 2 (c) 1994 Seta.

A shougi game.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 8 Mhz), V810 (@ 10 Mhz)
Sound Chips : ST0016 (@ 10 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Released in December 1994.

The title of this game translates from Japanese as 'Quick Shougi Championship Series 2'.

- SERIES -

1. Hayazashi Shougi Gogatsu Mayjinsen (1994)
2. Hayazashi Shougi Gogatsu Mayjinsen 2 (1994)
3. Honkaku Hayasashi Shougi Mayjinsen 3 (1999)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3322&o=2

$end


$info=ss6417,ss6418,ss6419,ss6420,ss6421,ss6422,
$bio

Haywire Deluxe (c) 199? IGT [International Game Technologies].

3-Coin Multiplier slot.

- UPDATES -

SS6417
SS6418
SS6419
SS6420
SS6421
SS6422

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=45983&o=2

$end


$info=ss6411,ss6412,ss6413,ss6414,ss6415,ss6416,
$bio

Haywire Deluxe (c) 199? IGT [International Game Technologies].

2-Coin Multiplier slot.

- TECHNICAL -

[Model 252A]

- UPDATES -

SS6411
SS6412
SS6413
SS6414
SS6415
SS6416

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46155&o=2

$end


$info=ss4197,ss4072,ss4699,ss3732,ss3733,ss7669,ss7254,ss3734,ss8109,ss8108,
$bio

Haywire! (c) 1991 IGT [International Game Technologies].

2-Coin Multiplier.

- TECHNICAL -

Game ID: 143A

- UPDATES -

SS4197
SS4072
SS4699
SS3732
SS3733
SS7669
SS7254
SS3734
SS8109
SS8108

- PORTS -

* Computers :
Microsoft Windows (2011, "IGT Slots - Lucky Larry's Lobstermania")
Mac OS X (2011, "IGT Slots - Lucky Larry's Lobstermania")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=45681&o=2

$end


$info=ss4211,ss4080,ss8806,ss011280,ss4079,ss4081,ss8807,ss011281,ss4082,ss4152,ss4084,ss4748,ss8111,ss8110,
$bio

Haywire! (c) 1991 IGT.

3-Coin Multiplier slot.

- TECHNICAL -

Game ID: 143B

- TRIVIA -

Released in September 1991.

- UPDATES -

* SS4211

* SS4080

* SS8806

* SS011280

* SS4079

* SS8807

* SS011281

* SS4082

* SS4152

* SS4084

* SS4748

* SS8111

* SS8110

- PORTS -

* Computers :
Microsoft Windows (2008, "IGT Slots - Little Green Men")
Mac Os X (2008, "IGT Slots - Little Green Men")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=10462&o=2

$end


$info=ss4489,ss4490,ss4491,ss4492,ss4493,
$bio

Haywire! (c) 199? IGT [International Game Technologies].

5-Coin Multiplier slot.

- TECHNICAL -

Model 143D

- UPDATES -

SS4489
SS4490
SS4491
SS4492
SS4493

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46324&o=2

$end


$x68k_flop=hazard,
$bio

Hazard (c) 19?? Unknown [Japan].

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95277&o=2

$end


$mc10=hazemaze,
$bio

Haze Maze (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87637&o=2

$end


$amigaocs_flop=hagar,
$bio

Hägar (c) 1991 Kingsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74278&o=2

$end


$nes=hejinfb,
$bio

合金风暴 (c) 200? Nanjing.
(He Jin Feng Bao)

- TECHNICAL -

Game ID: NJ101

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76793&o=2

$end


$nes=hxwj,
$bio

核心危机 (c) 200? Nanjing.
(He Xin Wei Ji)

- TECHNICAL -

Game ID: NJ075

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76794&o=2

$end


$msx1_cart=headtail,headtaila,
$bio

Head & Tail [Model F053] (c) 1987 al Alamiah

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77126&o=2

$end


$msx1_cass=headali,headalia,
$bio

Head Alignment Kit (c) 1985 Aackosoft [Netherlands]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94700&o=2

$end


$gamegear=headbust,
$bio

Head Buster [Model T-25017] (c) 1991 Masaya

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64628&o=2

$end


$info=headon,headonb,headon1,headonmz,
$bio

Head On (c) 1979 Gremlin Ind.

Head On is a 2-Dimensional maze racing game. You control your car through the maze to pick up the dots while at the same time avoiding the car, or cars, that are constantly trying to ram you. Successfully get through one maze and many more await you. This is good practice for freeway driving in the big city.

- TECHNICAL -

Game ID : 163-167/192-193

Main CPU : Zilog Z80 (@ 1.93356 Mhz)

Players : 1
Buttons : 1
Buttons : 1 (ACCELERATION)

- TRIVIA -

Released during April 1979. Head On was another in a short line of arcade games made by the partnership of Sega and Gremlin. Although Gremlin eventually went out of business, Sega continued to produce arcade games. Other notable games produced by this partnership include "Deep Scan", "Astro Blaster", and "Frogger". The game Head On is reputed to be the first game in which the player must eat all of the dots in order to progress to the next level (One year before "Pac-Man", Head On was the first 'eat-the-dots'-style game). The game itself didn't do that great but it did help establish Sega as an arcade machine maker. Other games that came out didn't really allow this game to go far. "Asteroids" and "Space Invaders", to name a couple, were still the big money makers.

Chris Ayra holds the official record for this game with 300,000 points.

A bootleg was made by Sidam under the same name.
A bootleg of this game is known as "Super Crash".

- SCORING -

Dots : 5 points. There are 140 dots per maze to clear giving you 700 points per maze.

- TIPS AND TRICKS -

* When you start the game, your car will be located in the open space in the middle of the bottom of the screen in lane one. The jam car will be located in the middle left of the screen in lane one. On the higher levels, they will progress through lanes one, two, and/or three. As you progress through the levels, the number or speed of the jam cars increases. Here is the breakdown :
Level 1 : One Slow Jam Car
Level 2 : One Fast Jam Car
Level 3 : Two Slow Jam Cars
Level 4 : Two Fast Jam Cars
Level 5 : Three Slow Jam Cars
Level 6 and beyond : Three Fast Jam Cars

* Always be aware of where the Jam Car(s) is/are located. They can only make one lane change at a time but that lane change may be into your lane.

* The faster you go, the fewer lanes you can cross. At full acceleration, you will only be able to change one lane at a time. In the earlier levels, this will be fine since you will only be dealing with one car. In the multiple Jam Car levels, this can be a very bad thing. Decelerate (take your finger off the accelerate button) to go across multiple lanes.

* The Jam Car(s) always travel in a clockwise motion while you travel in a counterclockwise motion. Remember that so that you don't get confused when there are multiple cars in the maze.  Also, the color of the Jam Car is red while yours is white.

* Don't try to get all the dots on one of the lanes. You need to anticipate where your next move is well before you enter the lane change area since you cannot change lanes at any other time.  Sometimes, on the earlier levels, it is best to do a staggered type dot pickup where you do lane one, change to lane two, to lane three, lane four, lane five, then back to lane one. If you time it right, the Jam Car or Cars will still be in the maze.

* Don't let the speed of the Jam Car(s) throw you. Just plan to be out of your lane and in the lane change area before them. If both cars enter at the same time, you run a big risk of a collision.

* Since the game isn't timed, take your time planning on how you will take care of the dots. Don't take chances since you will have to restart the level if your car gets destroyed.

- SERIES -

1. Head On (1979)
2. Head On 2 (1979)

- PORTS -

* Consoles :
Nintendo Game Boy (1990)
Sega Saturn [JP] (Feb. 28, 1997) "Sega Memorial Selection Vol.1 [Model GS-9135]"
Sony PlayStation 2 [JP] (Dec. 22, 2005) "Sega Memorial Selection [Sega Ages 2500 Vol.23] [Model SLPM-62709]"

* Computers :
Commodore C64 (1982)
Apple II
VTech Laser-VZ ("Crash")

* Others :
Mobile phones (2001)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1103&o=2

$end


$info=headoni,
$bio

Head On (c) 1979 Irem.

Irem's Head On is a 2-D maze racing game. You control your car through the maze to pick up the dots while at the same time avoiding the car, or cars, that are constantly trying to ram you.  Successfully get through one maze and many more await you. This is good practice for freeway driving in the big city.

- TECHNICAL -

Irem M-15 hardware

Main CPU : MOS Technology M6502 (@ 733.125 Khz)

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 8

Players : 2
Control : 8-way joystick
Buttons : 1

- TRIVIA -

Released in September 1979.

Irem made their game a bit different from the Sega/Gremlin version by putting the 'I-R-E-M' letters in the maze. While they didn't give any points for running over them, they did affect the bonus -- if you were able to get the IREM letters in each quadrant the same color when finished, you added to the bonus multiplier

- SCORING -

Dots : 5 pts X number of cars on field.
Diamonds : 10 pts X number of cars on field.

- TIPS AND TRICKS -

* Always be aware of where the Jam Car(s) is/are located. They can only make one lane change at a time but that lane change may be into your lane.

* The faster you go, the fewer lanes you can cross. At full acceleration, you will only be able to change one lane at a time. In the earlier levels, this will be fine since you will only be dealing with one car. In the multiple Jam Car levels, this can be a very bad thing. Decelerate (take your finger off the accelerate button) to go across multiple lanes.

* The Jam Car(s) always travel in a clockwise motion while you travel in a counterclockwise motion. Remember that so that you don't get confused when there are multiple cars in the maze.  Also, the color of the Jam Car is red while yours is white.

* Don't try to get all the dots on one of the lanes. You need to anticipate where your next move is well before you enter the lane change area since you cannot change lanes at any other time.  Sometimes, on the earlier levels, it is best to do a staggered type dot pickup where you do lane one, change to lane two, to lane three, lane four, lane five, then back to lane one. If you time it right, the Jam Car or Cars will still be in the maze.

* Don't let the speed of the Jam Car(s) throw you. Just plan to be out of your lane and in the lane change area before them. If both cars enter at the same time, you run a big risk of a collision.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3446&o=2

$end


$info=headons,headonsa,
$bio

Head On (c) 1979 Sidam.

- TRIVIA -

For more information about the game itself, please see the original Gremlin version entry.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=39717&o=2

$end


$info=headon2,
$bio

Head On 2 (c) 1979 Sega.

Head On 2 is a 2-D maze racing game. You control your car through the maze to pick up the dots while at the same time avoiding the car, or cars, that are constantly trying to ram you. Successfully get through one maze and many more await you. This is good practice for freeway driving in the big city.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 1.93356 Mhz)

Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 64

Players : 1
Control : 4-way joystick
Buttons : 1

- TRIVIA -

Released during October 1979.

Head On 2 was another in a short line of arcade games made by the partnership of Sega and Gremlin. Although Gremlin eventually went out of business, Sega continued to produce arcade games. Other notable games produced by this partnership include "Deep Scan", "Astro Blaster", and "Frogger".

A bootleg was made by RZ Bologna under the name of "Car 2".

- SCORING -

Dots : 5 pts X number of cars on field.
Diamonds : 25 pts X number of cars on field.

- TIPS AND TRICKS -

* Always be aware of where the Jam Car(s) is/are located. They can only make one lane change at a time but that lane change may be into your lane.

* The faster you go, the fewer lanes you can cross. At full acceleration, you will only be able to change one lane at a time. In the earlier levels, this will be fine since you will only be dealing with one car. In the multiple Jam Car levels, this can be a very bad thing. Decelerate (take your finger off the accelerate button) to go across multiple lanes.

* The Jam Car(s) always travel in a clockwise motion while you travel in a counterclockwise motion. Remember that so that you don't get confused when there are multiple cars in the maze.  Also, the color of the Jam Car is red while yours is white.

* Don't try to get all the dots on one of the lanes. You need to anticipate where your next move is well before you enter the lane change area since you cannot change lanes at any other time.  Sometimes, on the earlier levels, it is best to do a staggered type dot pickup where you do lane one, change to lane two, to lane three, lane four, lane five, then back to lane one. If you time it right, the Jam Car or Cars will still be in the maze.

* Don't let the speed of the Jam Car(s) throw you. Just plan to be out of your lane and in the lane change area before them. If both cars enter at the same time, you run a big risk of a collision.

- SERIES -

1. Head On (1979)
2. Head On 2 (1979)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1104&o=2

$end


$info=headon2s,
$bio

Head On 2 (c) 1979 Sidam.

- TRIVIA -

For more information about the game itself, please see the original Sega version entry.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=39718&o=2

$end


$gameboy=headon,
$bio

Head On [Model DMG-PQJ] (c) 1990 Tecmo, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66125&o=2

$end


$msx1_cart=headover,
$bio

Head over Heels (c) 1987 Ocean Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77127&o=2

$end


$msx1_cass=headover,headovera,
$bio

Head Over Heels (c) 1987 Ocean Software, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94701&o=2

$end


$msx1_cass=headovers,
$bio

Head Over Heels (c) 1987 Erbe Software [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94702&o=2

$end


$cpc_cass=headover,
$bio

Head Over Heels (c) 1987 Ocean Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96641&o=2

$end


$amigaocs_flop=headover,
$bio

Head Over Heels (c) 1991 Ocean Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74217&o=2

$end


$info=hedpanic,hedpanicf,hedpanico,
$bio

Head Panic - Polly & Sally Adventure (c) 1999 ESD [Excellent Soft Design].

Follow Polly & Sally as they go round the world defeating monsters, complete with landscapes & landmarks from all around the world.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 16 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), OKI6295 (@ 8 Khz)

Players : 2
Control : 8-way joystick
Buttons : 2
=> [A] Attack, [B] Jump

- TRIVIA -

Head Panic was released in June 1999.

The AAH that plays when you die is taken from Atari's "Klax" - same sound (the sound when a tile falls and you don't catch it).

Most of the sound effects in this game are ripped from Treasure's Sega Mega Drive game 'Dynamite Headdy' (1994).

- STAFF -

Producer : James Park
Graphic designers : Min Gun Seo, Moon Heo, Eun Ja Yoon
Sound : Jeong Hun Kim
Hardware Designer : Tae Wook Hwang
Programmed by : D.C. Jeong
Directed by : Tony Jeong

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1105&o=2

$end


$info=h2hbaseb,h2hbaskb,
$bio

Head to Head Baseball (c) 1980 Coleco Industries, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94361&o=2

$end


$info=h2hfootb,
$bio

Head to Head Football (c) 1980 Coleco Industries, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94362&o=2

$end


$spc1000_cass=headon,
$bio

Head-On (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83522&o=2

$end


$megadriv=headon,
$bio

Head-On Soccer (c) 1995 US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57246&o=2

$end


$snes=headon,
$bio

Head-On Soccer [Model SNS-AVSE-USA] (c) 1995 US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63064&o=2

$end


$pc98=headqrt,
$bio

Headquarters - America no Akumu (c) 1994 Algolab [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89667&o=2

$end


$vectrex=headsup,
$bio

Heads Up (c) 1983 GCE [General Consumer Electric]

Take the ultimate soccer challenge... without ever leaving your seat! Play with a friend or tackle the computer itself in an action-packed soccer game that takes all the concentration, strategy and split-second reactions of the real thing!  You're in control as the realistic, dimensional players get the ball down the field by passing, bouncing and kicking it back and forth to one another -- just like a real soccer game!

HEADS-UP!  And get ready for an exciting and demanding soccer tournament... complete with the roar of the crowd!

You can begin Heads-Up at any of three different skill levels. Level 1 is the least difficult and level 3 is the most difficult. To select a skill level, press button 2.

Once you have selected the number of players and the skill level, press button 4 for kick-off.
In a one player game, you always control the brightly lit players and the computer controls the dimly lit players.
In a two-player game, the built-in control panel controls the brightly lit players and the second control panel controls the dimly lit players.

- TECHNICAL -

Controls:
Joystick: Controls the player, on offense or defense, with the dot over his head.
Button 1: Not used.
Button 2: Not used.
Button 3: Offense shoot/defense goalie. When on offense, this button releases a shot at the goal. On defense, press and hold this button while using the joystick to control movement of the goalie.
Button 4: Offense pass/defense switch. When on offense, this button releases a pass to another team-mate. On defense, this button transfers control of the joystick among the three defensive players.

- SCORING -

Just like in real soccer, a team earns one point each time it kicks a ball into the goal. When the game ends, the final score is tallied and shown.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82219&o=2

$end


$info=heartatk,
$bio

Heart Attack - The A Maze Zing (c) 1983 Century Electronics.

Fill the maze with dots. Drop a plug to block the enemy or freeze the enemy for five seconds. You must complete the maze before time runs out.

- TECHNICAL -

CVS [Convertable Video System] Hardware.

Main CPU : S2650 (@ 894.886 Khz)
Sound CPU : S2650 (@ 894.886 Khz)
Sound Chips : (2x) DAC, TMS5110 (@ 640 Khz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

'The A Maze Zing' is a pun, it means 'The Amazing' :).

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1106&o=2

$end


$amigaocs_flop=heartchi,heartchig,
$bio

Heart of China (c) 1992 Dynamix

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74218&o=2

$end


$x68k_flop=hrtsaph,
$bio

Heart of Saphilamun (c) 1991 Annandule Project

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88285&o=2

$end


$segacd=hota,
$bio

Heart of the Alien - Out of this World Parts I and II [Model T-70025] (c) 1994 Virgin Interactive

- TRIVIA -

Reviews:
[FR] April 1995, Consoles + N.42: 84/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60741&o=2

$end


$saturn,sat_cart=heartbea,
$bio

Heartbeat Scramble (c) 1996 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59224&o=2

$end


$info=gl_hbh,
$bio

Heartbreak Hotel (c) 199? Global Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40146&o=2

$end


$info=gl_hbhcl,gl_hbhcla,gl_hbhclp,
$bio

Heartbreak Hotel Club (c) 199? Global Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42320&o=2

$end


$cpc_cass=heartlnd,
$bio

Heartland (c) 1986 Odin Computer Graphics

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96643&o=2

$end


$info=heartspd,
$bio

Hearts & Spades (c) 1978 Allied Leisure.

- STAFF -

Design by : Bob Betor
Art by : Mike Tori

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=6656&o=2

$end


$info=as_hog,
$bio

Hearts of Gold (c) 200? Astra Games, Limited. [Novomatic Group].

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41831&o=2

$end


$info=heatof11,
$bio

Heat of Eleven '98 (c) 1998 Konami Company, Limited.

- TECHNICAL -

Konami M2 Hardware

Main CPU : (2x) PPC602 (@ 33 Mhz)

- TRIVIA -

Released in June 1998.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4178&o=2

$end


$msx1_cass=heatseek,
$bio

Heat Seeker - Missil (c) 1986 Mind Games Espana, S.A.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94703&o=2

$end


$info=heatbrl,heatbrlo,heatbrlu,heatbrl2,heatbrle,
$bio

Heated Barrel (c) 1992 TAD Corp.

A cartoon style shoot-em'up featuring four wacky western characters: Howdy Pardner, a tough rootin 'tooting' sheriff with a big gun, Chi Chi Gringo, a boomerang toting bearded Mexican, Little Plum, a stereotype Indian brave and Billy Six Guns, a willy quick-on-the-draw roving Clint Eastwood type chap. These four hombres have pledged to rid Dodgem City of outlaws, ne'er-do-wells and, erm, ghosts. Each character has their chosen weapon which may be powered up by collecting the right item until the stage is set for a feast of doom and death.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 10 Mhz)
Sound CPU : Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : YM3812 (@ 3.579545 Mhz), OKI6295 (@ 8 Khz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in November 1992, Heated Barrel is TAD's last arcade video game.

After this game was finished, TAD disappeared (February 05, 1993).

- UPDATES -

The US version is slightly different, it has the 'Recycle It, Don't Trash It!' and 'Winners Don't Use Drugs' screens.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1107&o=2

$end


$pc98=heatpack,
$bio

Heater Pack (c) 1994 Ambitious [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89668&o=2

$end


$pc98=heatpwfl,
$bio

Heater Powerful (c) 1993 Ambitious.

- TRIVIA -

Released on June 11, 1993 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48502&o=2

$end


$info=h19,
$bio

Heathkit H-19 (c) 1980 Heath, Inc.

- TRIVIA -

The Heathkit H19 terminal was introduced in August, 1980 at a price under $1,000.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103278&o=2

$end


$info=h89,
$bio

Heathkit H-89 (c) 1979 Heath, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103331&o=2

$end


$bbca_cass,bbcb_cass=heathrow,
$bio

Heathrow ATC (c) 19?? Hewson

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51930&o=2

$end


$info=sc4heatw,
$bio

Heatwave (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR1216]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42641&o=2

$end


$info=m4hvhel,m4hvhel__a,m4hvhel__b,m4hvhel__c,m4hvhel__d,m4hvhel__e,m4hvhel__f,m4hvhel__g,m4hvhel__h,
$bio

Heaven & Hell (c) 199? BWB.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40622&o=2

$end


$info=hvnsgate,
$bio

Heaven's Gate (c) 1996 Atlus Company, Limited.

A one-on-one beat 'em up game from Atlus.

- TECHNICAL -

Main CPU : SPU (@ 16.9344 Mhz)
Sound Chips : SPU (@ 16.9344 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 6

- TRIVIA -

Developed by Racdym, a Japanese video game developer established in 1995. Heaven's Gate was released in December 1996 by Atlus.

- TIPS AND TRICKS -

* Play as Geezer / Unknown : At the player select screen, highlight Verny and press Left(x2), Right, Left(x2), Right, Up, Start.

* Play as Dybyd : At the player select screen, highlight Sasa and press Up(x4) Down(3), Left(x2), Right, Start.

* Alternate Costume : Highlight a fighter at the player select screen and press Start.

- STAFF -

Planner : Yumiko Hattori
Program : Sp.r24, Xor., Mako96, Kid
Graphic : Mikiman, Pechio, Bunshichi, Okachiu, Kouiccha, Hell
Modeling : K. Makoto
Motion : Yan.29, Yumiko Hattori, Hell, Komusoh
Sound : Kenichi Tsuchiya, Toshiko Tasaki, Misaki Okibe
Director : Yayama, Murata
Producer : Hiroyuki Tanaka
Assistant : Shinichi Saitoh
Executive producer : Hideyuki Yokoyama

- PORTS -

* Consoles :
Sony PlayStation [JP] (December 13, 1996; "Heaven's Gate [Model SLPS-00667]")
Sony PlayStation [EU] (October 1997; "Yusha - Heaven's Gate [Model SLES-00713]")

Notes: In these versions, this game features Kurara Hananokouji (from 'Power Instinct' series) as a hidden character.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3458&o=2

$end


$psx=heavensg,
$bio

Heaven's Gate [Model SLPS-00667] (c) 1996 Atlus Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85258&o=2

$end


$megacd,megacdj=heavenly,
$bio

Heavenly Symphony [Model G-6034] (c) 1994 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60519&o=2

$end


$info=ep_hvns,ep_hvnsa,
$bio

Heavens Above (c) 199? Maygay.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40850&o=2

$end


$info=hbarrelw,
$bio

Heavy Barrel (c) 1987 Data East.

Heavy Barrel is a scrolling shoot-em-up for one or two players, in which an army of terrorists have seized control of a nuclear missile facility. Players must infiltrate the heavily defended base and shoot their way through seven levels before reaching the final enemy Boss confrontation.

As with SNK's "Ikari" series, Heavy Barrel allows players to rotate their on-screen character and fire and move in all directions. Additional weapons and power-ups can be found, as well as keys which are used to open locked weapon containers that litter the levels.

In addition to the standard in-game weapons, the "Heavy Barrel" gun of the game's title also features. This must be assembled by collecting six different components (found in locked weapon containers). Once completed, the Heavy Barrel gives the player incredible firepower and instantly destroys anything it hits (with the exception of end-of-level bosses, which take several hits), although the Heavy Barrel only lasts for a period of thirty seconds, as indicated by a depleting red bar displayed at the top of the screen.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 10 Mhz)
Sound CPU : MOS Technology M6502 (@ 1.5 Mhz)
Sound Chips : YM2203 (@ 1.5 Mhz), YM3812 (@ 3 Mhz), OKI6295 (@ 7.757 Khz)

Players : 2
Control : dial
Buttons : 2

- TRIVIA -

Heavy Barrel was released in December 1987 in Japan.

Alfa Records released a limited-edition soundtrack album for this game (Data East Game Music - 28XA-205) on May 19, 1988.

- TIPS AND TRICKS -

The game's objective is to wipe out a military complex filled with soldiers and lethal military equipment. The available weapons are the standard machine gun, the heavy machine gun, the fan gun, the flame thrower and the Heavy Barrel. Grenade weapons include standard grenades, red grenades, and ball and chains.

The Heavy Barrel is a super weapon that is obtained by collecting six special gun pieces found in locked weapons containers. The Heavy Barrel gun has unlimited ammunition and destroys everything you hit with it. It does, however, only last for a short time, indicated by a depleting red meter at the top of the screen.

Throughout the game there are only enough pieces to assemble the Heavy Barrel three times, but collecting the components is definitely recommended, as certain sections, and particularly the final boss battle, are practically impossible to survive without it.

At the start, you will parachute in. Massacre a bunch of guys until you encounter a man with a tripod machine gun. Kill him, then get the heavy machine gun weapon. Use this to wipe out the small tank next to the bridge.

There are Four boxes to the left of the bridge. A heavy barrel part is in the second box from the right. Pick up the flame-thrower and start shooting the guards and flying packs that come from across the bridge. After they're dead, a chopper will fly in and attempt to kill you. Throw grenades at it, don't waste the flame-thrower. Assuming you have sufficient dodge skill, you can kill the chopper before it overwhelms you with bullets.

Across the bridge a large number of troops will attack you. Here is where the flame-thrower is useful--it takes out a lot of troops at once. Next to the pyramid machine gun are three boxes--kill the gunner, then open up the left-most box. That reveals a red grenade icon. Pick that up and start grenading your way to the gate.

At the gate, grenade everyone (you have 70 grenades to start with) and keep pushing forward.

At three points in the game you will be on a moving platform. In anticipation of these difficult points you should have red grenades and fan guns or a flame-thrower. If troops jump on the platform you ought to grenade them, since the gun should always be saved for destroying heavy machinery. The first platform is a series of cannons which can be destroyed with a single grenade, followed by a number of guards who can be killed with a single red grenade thrown to the exact center of the screen. At the end is a machine with large grabbers that extend towards you. Stay on the left of the platform and start flaming it and throwing grenades simultaneously. The machine rarely grabs on the left, so with luck you should be able to destroy it without a loss.

The second platform passes by a large number of cannons and it is imperative that you destroy as many as possible, since they FOLLOW the platform and shoot large cannonballs at you. Here is where dodging is useful, since it's hard to keep the number of cannonballs on the screen to less than twenty.

The third platform consists of a series of flying guards, then TWO of the mechanical grabber machines show up. Fortunately one attacks first, on the right, so you should stay on the left and disable it ASAP, then switch right and disable the other.

There is, at some point in the game, a narrow bridge which is the killing zone for two helicopters. You should have good weapons, and run up while facing backwards. Hopefully you can flame and destroy it, after which you can dodge the other until you kill it. If you die, pick up the fan gun sitting on the bridge, and use it.

At another point you will be confronted with two conveyor belts (which you cannot ride) going in opposite directions. Due to the obstructions in the middle you ought to use the Heavy Barrel here to blow everyone away, and run through as quickly as possible.

At another point you will have to run a gauntlet of cannons and grenade-throwing guards. To deal with this, DON'T use the HB, since you will not be able to get enough parts to kill the last guy. You should get a flame-thrower, and fire left even before the enemies show up on the screen. They will die and you can walk left to collect more weapons as they appear.

Another large machine spits out glowing needles that split into three parts and angle downwards. You should dodge left and right methodically while tossing grenades and firing. Don't look at the machine. Just keep doing that while looking at the needles and dodging. Lives are much more important than keeping a hoard of weapons.

At one point you will meet three Predator-like creatures. You can destroy these three using machine gun or simple grenades, though they look tough. Only one or two fire slow shots at a time, so you can dodge them. Keep pumping bullets into them until one explodes.

The final gauntlet is very difficult. Enemy guards throw red grenades right and left, 'copters keep charging you, and more predators show up. You should keep moving forward, never getting stuck in one position, since if you press on you ought to be able to get the grenade throwers before they let off one throw. Keep your ammo well stocked by picking up new guns, even if you still have 20 shots left. Red grenades are essential here--the ball and chain is too slow to deal with so many guys.

You are near the end when you drive off the laughing guy... pick up the next box on the left, get the Heavy Barrel, walk north, and finish the game.

A few obvious reminders--you can only carry four keys, so if you have four and more are lying around, open up boxes. They can contain extra lives, shields, red grenades, weapons, a cloud gun (which is virtually useless), and HB parts. Learning where the HB parts are is pretty important too. But most essential is learning when to conserve your ammo and when to cut loose with everything you have.

The high score is essentially meaningless, since at the end you have about 400k points and you get one million for killing the last guy.

- SERIES -

1. Heavy Barrel (1987)
2. Midnight Resistance (1989)

- STAFF -

Game designer : Koji Akibayashi
Programmers : Mentaiko, Nobusuke Sasaki, Naomi Susa, Satoshi Imamura, Toshinari Ueda
Graphic designers : J.S, Back Man, Masanori Tokoro, T. Adachi, Yoshiyuki Urushibara, Mix Man
Music and sound : Azusa Hara (AZUSA), Hiroaki Yoshida
Hardware designers : Junichi Watanabe, Kenichi Fujimoto, Hiroyuki Iwabe

- PORTS -

* Consoles : 
Nintendo Famicom [JP] (March 2, 1990) "Heavy Barrel [Model DFC-XH]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1108&o=2

$end


$nes=hbarrel,
$bio

Heavy Barrel (c) 1990 Data East Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55198&o=2

$end


$info=hbarrel,
$bio

Heavy Barrel (c) 1987 Data East USA, Incorporated.

- TECHNICAL -

Dedicated Upright game.
[Model 1US33]

- TRIVIA -

Heavy Barrel was released in December 1987 in the USA. Sold by Data East USA, Inc.

- PORTS -

* Consoles : 
Nintendo NES [US] (March 1990) "Heavy Barrel [Model NES-HV]" 
Nintendo Wii [US] (February 19, 2010) "Data East Arcade Classics [Model RVL-P-R26E]" 

* Computers :
PC (MS-DOS, 5.25") [US] (1989) 
Apple II [US] (1989) 

* Others :
LCD handheld game [US] (1988) released by Tiger Electronics : Contains 4 missions with a total of 18 levels of difficulty. You can choose between 3 different weapons : guns, missiles and cannons. Each weapon is intended for a specific enemy.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=39715&o=2

$end


$nes=hbarrelj,
$bio

Heavy Barrel (c) 1990 Data East Corp.

Heavy Barrel is an overhead action game by Data East and conversion of their own arcade game originally released in 1987. The adventure begins conventionally enough - a group of terrorists has gained control of a sensitive nuclear site and must be stopped. Players must infiltrate the underground facilities and terminate the unabated terrorist threat. They come equipped with a standard Machine Gun and a set of Grenades - more weapons can be picked up along the way such as the wide 5-Way Rifle, the Flame Thrower or the lethal Laser Gun. They all have limited ammunition and must be recharged for maximum effectiveness. Different grenades are also available such as the twice as powerful Super Grenades, the rotating Ion Balls or the Smoke Bombs. But our heroes have a secret weapon, the Heavy Barrel. This prototype gun was taken apart by the scientists who built it and the pieces scattered throughout the underground complex. Once the gun is reassembled, its amazing powers can be unleashed for a short amount of time and another one needs to be assembled as soon as it runs out of power. Weapons, special items and the Heavy Barrel's pieces are all hidden inside small locked crates that can only be opened with red keys carried around by red terrorists. The game features more crates than keys and this short supply forces the player to strategically decide of which ones to open, and which ones to pass on.

- TECHNICAL -

Cartridge ID: DFC-XH

- TRIVIA -

Heavy Barrel was released on March 02, 1990 in Japan for 5800 Yen.

Heavy Barrel was an arcade game originally released in 1987 by Data East. It used special controls called 'Rotary Joysticks' which allowed the player to control the soldier's movement and firing direction separately. This option was obviously removed from the Famicom version. The Famicom version has a major gameplay difference with the arcade - in the original game, only the Heavy Barrel's pieces and grenades are hidden inside the crates and all the other weapons are clearly visible on the playfield which makes the game easier to play.

- STAFF -

Director: Kyo Sawada
Graphic Designers: T. Sawa, Miyachan, Namichan, T.Tan, K. Nakayama
Sound Programmers: Shogo. S, Z. Miura, Masaaki. I, Seiuch. H, Yuji. S, Y. Taka
Programmers: Astoria Jack, Shen Jian Long, K. Miyahara, Zhuge Qing
Thanks to: K. Akibayahsi, T. Sahara, E. Nishiyama
Special Thanks to: Mark Beaumont, Jim Whims, Ray Musci, H. Oishi
Producers: A. Kawai, Y. Nakamura, H. Nakamoto, K. Ohta

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54168&o=2

$end


$m5_cart=heavybox,
$bio

Heavy Boxing (c) 1983 Takara Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95351&o=2

$end


$msx1_cart=heavyboxk,
$bio

Heavy Boxing (c) 198? Zemina.

Korean release.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95195&o=2

$end


$msx1_cart=heavybox,heavyboxa,
$bio

Heavy Boxing (c) 1983 HAL Laboratory, Inc.

- TECHNICAL -

Game ID: HM-008

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77128&o=2

$end


$info=heavymtl,
$bio

Heavy Metal (c) 1982 Rowamet.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=10325&o=2

$end


$info=hvymetal,
$bio

Heavy Metal (c) 1985 Sega.

A tank shooter from Sega.

- TECHNICAL -

Game ID : 834-5745

Runs on the Sega "System 2" hardware.

Players: 2
Control: 8-way joystick
Buttons: 2

- TRIVIA -

Released in September 1985.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1109&o=2

$end


$amigaocs_flop=hvymetal,
$bio

Heavy Metal (c) 1990 US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74219&o=2

$end


$cpc_cass=2hmbh,
$bio

Heavy Metal + Beach-Head [Model AM 594] (c) 1990 Erbe Soft. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96645&o=2

$end


$info=hmgeo,
$bio

Heavy Metal - Geomatrix (c) 2001 Capcom Company, Limited.

A 3-D fighting game.

- TECHNICAL -

Runs on the Sega "NAOMI" hardware.

- TRIVIA -

Heavy Metal Geomatrix was released in June 2001.

The game is based on the magazine 'Heavy Metal' which is known primarily for its blend of dark fantasy/science fiction and erotica.

- STAFF -

General producer: Noritaka Funamizu

- PORTS -

* Consoles : 
Sega Dreamcast [JP] (July 12, 2001) [Model T-1246M] 
Sega Dreamcast [US] (September 13, 2001) [Model T-1223N] 
Sega Dreamcast [EU] (April 12, 2002) [Model T-46602D-50]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4119&o=2

$end


$info=hvymetap,
$bio

Heavy Metal Meltdown (c) 1987 Bally Midway.

- TECHNICAL -

Bally/Midway 6803 (Sounds Deluxe)
Model Number : 0H03

Main CPU : Motorola M6803 (@ 895 KHz)
Sound CPU : Motorola 68000 (@ 8 MHz)
Sound chip : DAC

- TRIVIA -

1,600 units were produced.

- STAFF -

Game Design: Dan Langlois
Programming: Rehman Merchant
Sounds: Neil Falconer
Graphics: Tony Ramunni

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5328&o=2

$end


$megadriv=heavynov,
$bio

Heavy Nova (c) 1992 Micronet

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57247&o=2

$end


$x68k_flop=heavynov,
$bio

Heavy Nova (c) 1992 Brother Kougyou [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87757&o=2

$end


$megacd,megacdj=heavynov,
$bio

Heavy Nova [Model T-22014] (c) 1991 Micronet

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60520&o=2

$end


$cpc_cass=heavymag,
$bio

Heavy on the Magick (c) 1986 Gargoyle Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96646&o=2

$end


$nes=hshred,
$bio

Heavy Shreddin' (c) 1990 Parker Bros.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55199&o=2

$end


$info=hvysmsh,hvysmsha,hvysmshj,
$bio

Heavy Smash - The Future Sports (c) 1993 Data East Corporation.

- TECHNICAL -

Main CPU : ARM (@ 14 Mhz)
Sound Chips : OKI6295 (@ 7.575 Khz), OKI6295 (@ 15.151 Khz)

Players : 2
Control : 8-way Joystick
Buttons : 6

- TRIVIA -

Heavy Smash was released in July 1993.

- STAFF -

Game Designer: Hidenobu Ito
Game Design Backup: Masaki Beg Sakari
Programmers: Yasuhiko Nomura (Yas-Nomura), Magical, Kobari Oobari Mishinbari
Obj Designers: Mori No Ouja, Oguri, Sanjino Kori-Kori, Hiroshi Koga, Kureto Shii, T. Hiro
Back Designer: Hirakata Oyaji 30 Over
Design Backup: Asami Kaneko (Asami Nyaa Kaneko), Seiji Sato
Sound: Hiroaki Yoshida (Maro)
Hardware: Katsuhide Tohya
Project Leader: Minoru Sano (Nice Guy Sano)
Special Thanks: Kazuhi Imoto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3490&o=2

$end


$info=hvyunit,hvyunitj,hvyunitjo,
$bio

Heavy Unit (c) 1988 Taito Corp.

A very rare and little known shooter from Kaneko with nice chunky sprites and very imaginative level design, also the music and sound effects are surely on a par with "R*Type".

- TRIVIA -

Developed by Kaneko.

Released in November 1988 in Japan.

- STAFF -

Software Section: S. Igarashi (TO-Y), Y. Yamauchi (UAY), T. Katoh
Art Design Section: K. Matsuoka, T. Tajima, H. Ichikawa, A. Funatsu, T. Okimoto, A. Yazaki
Music & Sound: T. Watanabe, S. Aizu
Hardware Section: H. Nagayoshi, H. Mikami
Management: H. Kikuchi
Director: H. Kaneko

- PORTS -

* Consoles :
NEC PC-Engine (Dec.1989)
Sega Mega Drive (Dec.1989)
Sega Mega Drive (Dec.1990, "Heavy Unit - Mega Drive Special")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4735&o=2

$end


$megadriv=hvyunit,
$bio

Heavy Unit - Mega Drive Special (c) 1990 Toho Company, Limited.

- TRIVIA -

Released on December 26, 1990 in Japan.

- TIPS AND TRICKS -

* Test screen: At the title screen, hold A + B + C and press Start.

* Hidden credits text: In options, highlight PASS WORD and press B 100 times to display the string LUNA SUKIKAGE.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56560&o=2

$end


$info=hvyunitu,
$bio

Heavy Unit - U.S.A. Version (c) 1988 Taito America Corp.

- TRIVIA -

Released in November 1988.

- STAFF -

Software Section: S. Igarashi (TO-Y), Y. Yamauchi (UAY), T. Katoh
Art Design Section: K. Matsuoka, T. Tajima, H. Ichikawa, A. Funatsu, T. Okimoto, A. Yazaki
Music & Sound: T. Watanabe, S. Aizu
Hardware Section: H. Nagayoshi, H. Mikami
Management: H. Kikuchi
Director: H. Kaneko

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=39456&o=2

$end


$pce=hvyunit,
$bio

Heavy Unit (c) 1989 Taito Corp.

Heavy Unit is the adaptation of Taito's arcade game originally released in 1988. The action takes place in 2013 and the player controls of a mechanized Heavy Unit, a powerful transformer ship. "LE TAU", the first colonial star created by mankind has been attacked by evil aliens and they must be destroyed (At least, this is what the original game's flyer says). The ship starts as a fighter with a simple vulcan gun and secondary missiles. Flying pods will released powerups when destroyed. They vary from Power Boosters (P), Shield Units (B) and extra-player (E). A special transformer icon (T) will turn your ship into a humanoid mecha. This robot has a different set of weapons and the Vulcan gun is replaced by a powerful beam of energy. In the same way, the missiles are replaced by homing balls of energy. However, this mecha is much larger than the ship and can be tricky to use in some situations. Heavy Unit offers six unusual stages with intense and difficult action.

- TECHNICAL -

Game ID: TP01004

- TRIVIA -

Released on December 22, 1989 in Japan for 6600 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58607&o=2

$end


$gamegear=heavyw,
$bio

Heavy Weight Champ (c) 1991 SIMS

- TECHNICAL -

Cartridge ID: T-44027

- TRIVIA -

Reviews:
March 1992 - Joypad N.6 [FR]: 70/100

- TIPS AND TRICKS -

* Cheat mode: During the Speed Select screen, hold 2 and press Left, Right, Left. A letter T will appears at the top right of the screen, confirming the code. Now, during the game, pause and use one of the following commands to obtain the corresponding result:

Up - Nine super punches
Down - Recover life
Left - Finish the round
Right - Win the match
2 - The match ends in a draw

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64629&o=2

$end


$sms=heavyw,
$bio

Heavyweight Champ (c) 1991 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56061&o=2

$end


$info=hwchamp,hwchampj,hwchampjd,
$bio

Heavyweight Champ (c) 1987 Sega.

A first person boxing game where you guide a boxer named 'Kid Crusher' up the rankings and towards a World Heavyweight Title bout. Win and defend your belt successfully to become a true champion.

- TECHNICAL -

Runs on the Sega "System 16B" hardware.
Game ID: 317-0046

Players : 1
Control : paddle

- TRIVIA -

Released in September 1987 in Japan.

The game's ending uses the likeness of Mike Tyson.

- SERIES -

1. Heavyweight Champ [Model 317-0046] (1987)
2. Title Fight (1992)

- STAFF -

Planners : Bravo Ogu, Doroya Jun
Programmers : Mr. Minalyn, Big Hill, Collision Ukepi, Ippo Ogapi
Mechanicians : Pachislo Yuki, Oji Ken, Nasake 2
Designers : Akanat, Otaka Shin, KAO
Musician : Funkey K.H.

- PORTS -

* Consoles :
Sega Master System (1991)
[JP] Sega Game Gear (1991)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1110&o=2

$end


$gameboy=heavyw,
$bio

Heavyweight Championship Boxing [Model DMG-BX-USA] (c) 1990 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66126&o=2

$end


$cpc_cass=hebdhs1,
$bio

Hebdogiciel Software Hors Serie 1 (c) 1985 Shift Editions

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96647&o=2

$end


$nes=hebereke,
$bio

Hebereke (c) 1991 Sunsoft

A cute platform game.

- PORTS -

* Consoles :
Sony PlayStation (2002, "Memorial Series Sunsoft Vol.5 [Model SLPS-03397]")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54169&o=2

$end


$snes=hebereke,
$bio

Hebereke no Oishii Puzzle wa Irimasen Ka (c) 1994 Sunsoft

- TECHNICAL -

[Model SHVC-O3]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61424&o=2

$end


$info=heberpop,
$bio

Hebereke no Popoon (c) 1994 Sunsoft.

A cute puzzle game.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 8 Mhz), Zilog Z80 (@ 6 Mhz)
Sound Chips : YM3438 (@ 8 Mhz), OKI6295 (@ 8 Khz)

Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in June 1994. This game was originally created and released on the Nintendo Super Famicom in 1993.

'Hebereke' means 'drunk' or 'untrustworthy'. It's colloquial and that's the name of the little penguin. 'Popoon' is the sound that the puzzle pieces make when they pop.

Hebereke's debut was in the Famicom game "Hebereke" (U-four-ia in Europe), the game was so successful that Hebereke became Sunsoft's mascot. In the US, Sunsoft of America managed to get the Looney Tunes license after earning WB's trust because of the Batman games. In order to make these games a priority, Sunsoft blocked the distribution of games from Sunsoft of Japan (including U-four-ia and Mr. Gimmick) until 1994 when Sunsoft of Japan decided to take full control of the American daughter company and terminated the WB contract (some of the remaining games were released by Acclaim). However, the damage was done, Sunsoft was never able to make a star of Hebereke in the US.

- STAFF -

Original designer : Uchimich Ryoji
Game designers : Machida Takayuki, Ui Teruko
Programmers : Noguchi Akiyoshi, Namai Makoto
Sound programmers : Hara Izumi, Tsukamoto Hiroshi, Nakata Naomasa, Kenichi Hirata, Shioda Nobuyuki
Balance : Kawabe Yoshitaka, Shimada Tomoki, Naono Atushi
Debuggers : Akiyama Masayuki, Mouri Ryuji, Imaizumi Masahiro
Director : Shimizu Shigeki
Producers : Higashiya Hiroaki, Kawai Masato, Iwata Yoshiaki, Yoshinari Takato
Manager : Gotoh Kazuaki
Genreral manager : Yoshida Kiharu
Character voices : Hayashibara Megumi (Hebe, Penchan), Kanai Mika (Oochan), Norio Wakamoto (Sukezaemon, Utsuzin, Unyoon), Chiba Shigeru (Jenifer, Booboodori)

- PORTS -

* Consoles :
Nintendo Super Famicom (1993)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1111&o=2

$end


$snes=hebepopnj,
$bio

Hebereke no Popoon [Model SHVC-HU] (c) 1993 Sunsoft

- TRIVIA -

The game was presented at the Famicom Spaceworld' 93 in August 1993 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61425&o=2

$end


$saturn,sat_cart=hebereke,
$bio

Hebereke's Popoitto (c) 1995 Sunsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60321&o=2

$end


$snes=hebepopt,
$bio

Hebereke's Popoitto (c) 1995 Sunsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63065&o=2

$end


$snes=hebepopn,
$bio

Hebereke's Popoon (c) 1993 Sunsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63066&o=2

$end


$info=spinkick,
$bio

Hec's Spinkick (c) 1988 Seo Jin.

- TECHNICAL -

Main CPU : (2x) Zilog Z80 (@ 8 Mhz)

Screen orientation : Vertical
Video resolution : 256 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 256

Players : 1

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5946&o=2

$end


$nes=hector87,
$bio

Hector '87 (c) 1987 Hudson Soft [Hudson Group].

Hector '87 is a shooter by Hudson Soft. In the year 4622, humanity creates time machines capable of travelling back to the Earth's enchant past. However, most of the research ships have been destroyed by an unkown bio-mechanical enemy. The players pilots the new Noah class time-fighter and must fight a wide range of odd ships in the most ominous environments. The game includes six time zones called Histories (ranging from Inca temples to Egyplians giant sarcophaguses) and alternates between vertical and horizontal stages. The Noah is equipped with two kinds of weapons - a main upgradable Vulcan gun and cluster ground bombs. The ship also comes with a shield meter and takes several hits before going down - however, the game doesn't reward the player with any powerups and enemies only drop life/shield pods when destroyed. Hence Hector '87 was part of Hudson Soft's Caravan tournment, the game also features a two and five minutes attack mode.

- TECHNICAL -

Cartridge ID: HFC-HH

- TRIVIA -

Hector '87 was released on July 16, 1987 in Japan for 5000 Yen.

- STAFF -

Programmer: Hector Oyama, Sailor Fuku Nagata, Kinchan, Charley Nakata
Sound Designer: Toshiaki Takimoto
Music: Kinoko Kunimoto
Visual Designer: Kazuhiko Nonaka, Sugata Morimoto, Yasuaki Kuwahara, Tsukasa Kuwahara, Yamacham!
Title Designer: Tetsuya Akimoto
Planner: Megutor Okumura, Toshiyuki Takatsu
Game Adviser: Shimataro Ura, Mr. Kawada, Mr. Shimada, Lu Iwabuchi, Tsukasa Shindo
ROM Programmer: Atsuo Nagata, Katsunoru Takahashi
Director: Hector Oyama
Special Thanks For: Mr. Tsuji

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54170&o=2

$end


$pc98=hedgehog,
$bio

HedgehoG (c) 1996 Comrade System [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89669&o=2

$end


$info=smih0279,smih0280,smih0281,smih0282,smih0283,
$bio

Hee Haw (c) 200? Bally Gaming, Incorporated.

- UPDATES -

SMI #H0279
SMI #H0280
SMI #H0281
SMI #H0282
SMI #H0283

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46244&o=2

$end


$sg1000=heibaiqi,
$bio

Hei Bai Qi [Model R-044] (c) 1985 Aaronix [Taiwan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65058&o=2

$end


$snes=heianfuu,
$bio

Heian Fuuunden [Model SHVC-AKHJ-JPN] (c) 1995 KSS [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61426&o=2

$end


$info=heiankyo,
$bio

Heiankyo Alien (c) 1980 Denki Onkyo.

You control a man who walks around in a maze digging holes to trap the aliens.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 1.93356 Mhz)

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 64

Players : 2
Control : 4-way joystick
Buttons : 2

- TRIVIA -

Released in January 1980

The title of this game translates from Japanese as 'Ancient Kyoto Alien'.

Heiankyo is the old capital of Japan, located in present-day Kyoto. The main character is a Kebiishi, a member of the Heiankyo police.

- PORTS -

* Consoles :
Nintendo Game Boy (1990)
Nintendo Super Famicom (1995, "Nichibutsu Arcade Classics 2 - Heiankyo Alien")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1112&o=2

$end


$x68k_flop=heiankyo,
$bio

Heiankyo Alien (c) 198? Kin-Chan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88286&o=2

$end


$x68k_flop=hnkyo68k,
$bio

Heiankyo Alien 68k (c) 1988 Tiny-Tomo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88287&o=2

$end


$info=ghalien,
$bio

Heiankyo Alien (c) 1980 Gakken.

LSI game.

- TECHNICAL -

Game ID: 81581

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94358&o=2

$end


$gameboy=heiankyo,
$bio

Heiankyo Alien [Model DMG-HA-USA] (c) 1990 Meldac

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66127&o=2

$end


$gameboy=heiankyoj,
$bio

Heiankyou Alien [Model DMG-HAA] (c) 1990 Meldac

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66128&o=2

$end


$gba=heidi,
$bio

Heidi [Model AGB-BHJP-EUR] (c) 2005 East Ent. Media GmbH [Germany]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70910&o=2

$end


$amigaocs_flop=heimdall,
$bio

Heimdall (c) 1991 Core Design

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74220&o=2

$end


$amigaocs_flop=heimdal2,
$bio

Heimdall 2 - Into the Hall of Worlds (c) 1994 Core Design

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74221&o=2

$end


$segacd=heimdall,
$bio

Heimdall [Model T-60145] (c) 1994 JVC Musical Industries, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60742&o=2

$end


$megacd,megacdj=heimdall,
$bio

Heimdall [Model T-60154] (c) 1994 Victor Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60521&o=2

$end


$saturn,sat_cart=zendor,
$bio

Heir of Zendor - The Legend and the Land [Model T-7605H] (c) 1996 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60053&o=2

$end


$snes=gunjnsho,
$bio

Heisei Gunjin Shougi [Model SHVC-AG7J-JPN] (c) 1996 Carrozzeria Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61427&o=2

$end


$snes=popsmash,
$bio

???????? ?????????!! (c) 1994 Takara Company, Limited.
(Heisei Inu Monogatari Bow - Pop'n Smash!!)

Pop'n Smash is a wacky tennis/breakout game based on the Japanese anime of the same name. Bow is a bull terrier living in a rich and powerful Yakuza (Japanese mafia) family. He was adopted by Sayaka, a loving little girl and daughter of the feared head of the family-gang. Pop'n Smash, however, gets the player to enjoys one-on-one matches in the shape of unusual and loosely 'tennis' themed duels. Characters can use all sorts of racket-like objects to hit the ball - Tennis rackets, Baseball bat and so forth. Each opponent stands on each side of an enclosed court and his or her primary duty is to defend a small opening that serves as a goal. Destructive blocks are usually scattered around the court and some of them are located in front of each player's goal and offer a temporary protective barrier. The goal of the game, as expected, is to hit the ball and try to win the match - three wins guarantee a victory and a ticket to the next stage. Controls are split into left and right and picking the correct button will send the ball flying in a different side of the court. Characters can also dive to hit the ball and this desperate move can get the player to miss the ball or send it entirely in the wrong direction - but it proves to be a powerful ally with practice. Finally, a power-shot can be charged up during the game and used to trigger lightning-fast shots. Courts become more complex as the game progresses with special blocks, power-ups and more intricate layouts.

- TECHNICAL -

Game ID: SHVC-QQ

- TRIVIA -

Released on April 28, 1994 in Japan for 7800 Yen.

Bow started as a Japanese manga comic by Terry Yamamoto and published in Big Comic Superior.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61428&o=2

$end


$pico=hkiinkai,hkiinkaip,
$bio

Heisei Kyouiku Iinkai Jr. [Uno Kaihatsu Series 11] (c) 1995 Imagineer.

- TECHNICAL -

Model T-150130

- TRIVIA -

Released on February 01, 1996 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75690&o=2

$end


$snes=hsonigak,
$bio

Heisei Shin Onigashima - Kouhen [Model SHVC-AO5J-JPN] (c) 1997 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61429&o=2

$end


$snes=hsonigaz,
$bio

Heisei Shin Onigashima - Zenpen [Model SHVC-AO4J-JPN] (c) 1997 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61430&o=2

$end


$nes=bakabon,
$bio

Heisei Tensai Bakabon (c) 1991 Namco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54171&o=2

$end


$pico=bakabon,
$bio

Heisei Tensai Bakabon - Minna de Family Resturant ni Ikunoda (c) 1995 Unknown.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75691&o=2

$end


$saturn,sat_cart=bakabons,
$bio

Heisei Tensai Bakabon Susume! Bakabons (c) 1995 General Entertainment

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59225&o=2

$end


$saturn,sat_cart=bakabonshib,
$bio

Heisei Tensai Bakabon Susume! Bakabons Hibaihin Mihonban (c) 1995 General Entertainment

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59226&o=2

$end


$gameboy=bakabon,
$bio

Heisei Tensai Bakabon [Model DMG-TFJ] (c) 1992 Namco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66129&o=2

$end


$bbca_cass,bbcb_cass=heist,
$bio

Heist (c) 1983 Softspot

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51931&o=2

$end


$psx=heiwapac,
$bio

Heiwa Pachinko Graffiti Vol.1 [Model SLPS-02374] (c) 1999 Aqua Rouge

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85259&o=2

$end


$saturn,sat_cart=heiwa,
$bio

Heiwa Pachinko Soushingeki (c) 1996 Naxat Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59227&o=2

$end


$snes=heiwapw2,
$bio

Heiwa Pachinko World 2 [Model SHVC-AWTJ-JPN] (c) 1995 Shouei System

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61432&o=2

$end


$snes=heiwapw3,
$bio

Heiwa Pachinko World 3 (c) 1996 Shouei System.

- TECHNICAL -

Package ID: Model SHVC-P-A3WJ(JPN)
Game ID: Model SHVC-A3WJ-JPN

- TRIVIA -

Heiwa Pachinko World 3 was released on April 26, 1996 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61433&o=2

$end


$n64=heiwapw,
$bio

Heiwa Pachinko World 64 [Model NUS-NHPJ] (c) 1997 Shouei System

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57733&o=2

$end


$snes=heiwapw,
$bio

Heiwa Pachinko World [Model SHVC-AHWJ-JPN] (c) 1995 Shouei System

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61431&o=2

$end


$snes=parlmin8,
$bio

Heiwa Parlor! Mini 8 (c) 1998 Telenet Japan.

- TECHNICAL -

[Model SHVC-AQUJ-JPN]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61434&o=2

$end


$psx=heiwadol,
$bio

Heiwa Parlor! Pro Dolphin Ring Special [Model SLPS-02689] (c) 2000 Telenet Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85260&o=2

$end


$psx=heiwalup,
$bio

Heiwa Parlor! Pro Lupin Sansei Special [Model SLPS-02541] (c) 2000 Telenet Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85261&o=2

$end


$psx=heiwatsu,
$bio

Heiwa Parlor! Pro Tsunatori Monogatari Special [Model SLPS-03370] (c) 2002 Telenet Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85262&o=2

$end


$cpc_cass=helichop,
$bio

Helichopper (c) 1986 Firebird

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96648&o=2

$end


$pc8801_flop=helicoid,helicoida,
$bio

Helicoid (c) 1985 Micronet [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91991&o=2

$end


$fm7_disk=helicoid,
$bio

Helicoid (c) 1985 Micronet [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93624&o=2

$end


$amigaocs_flop=helicopt,
$bio

Helicopter Mission (c) 1993 Rauser

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74222&o=2

$end


$odyssey2,g7400=helicopt,
$bio

Helicopter Rescue (c) 1983 Philips Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95760&o=2

$end


$cpc_cass=helicp2k,
$bio

Helicoptero 2.000 (c) 1985 Monser.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93437&o=2

$end


$info=helifire,helifirea,
$bio

Helifire (c) 1980 Nintendo.

Take control of a submarine trapped and under heavy fire from helicopters above the water. Shoot as many helicopters as you can while also avoiding their bombs and other underwater hazards. The different colours of helicopter act differently, and get harder as you progress.

- TECHNICAL -

Main CPU : Intel 8080 (@ 2.016 Mhz)
Sound CPU : I8035 (@ 400 Khz)
Sound Chips : DAC (@ 400 Khz)

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 1032

Players : 2
Control : 8-way joystick
Buttons : 1

- TRIVIA -

Released in June 1980.

- PORTS -

A version of the game was planned for the NES but cancelled by Nintendo.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1113&o=2

$end


$cpc_cass=heliot,
$bio

Heliot [Model CP 009] (c) 1984 Sprites [France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96649&o=2

$end


$msx1_cart=helitank,
$bio

Helitank [Model 001F0] (c) 1984 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77129&o=2

$end


$amigaocs_flop=hellbent,
$bio

Hell Bent (c) 1988 Novagen

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74223&o=2

$end


$bbca_cass,bbcb_cass=helldriv,
$bio

Hell Driver (c) 1983 Micro Power

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51932&o=2

$end


$nes=hellfght,
$bio

Hell Fighter (c) 1991 Sachen.

- TECHNICAL -

Game ID: SA-016

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76762&o=2

$end


$info=hellngt,
$bio

Hell Night (c) 1998 Konami Company, Limited.

A light-gun game in which 3 cops enter a haunted house to rescue a kidnapped girl. There are also secrets which add to the storyline.

- TECHNICAL -

Konami M2 Hardware

- TRIVIA -

Released in September 1998.

This game is known in Japan and US as "Evil Night".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=28405&o=2

$end


$pc98=hellogre,
$bio

Hell Ogre (c) 1992 ZIGO Watt [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89670&o=2

$end


$info=sc4helld,
$bio

Hell's Bells (c) 200? Eurocoin.

- TECHNICAL -

[Model PR1201]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62054&o=2

$end


$info=sc5hellb,sc5hellba,
$bio

Hell's Bells (c) 200? Bell-Fruit Games.

- TECHNICAL -

[Scoprion 5]
[Model PR1402]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11536&o=2

$end


$info=sc4hellb,sc4hellbb,sc4hellbc,sc4hellbd,sc4hellbe,sc4hellbf,sc4hellbg,sc4hellbh,sc4hellbi,sc4hellbi,
$bio

Hell's Bells (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR1419]

[Scorpion 4]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42642&o=2

$end


$ibm5150,ibm5150_cass=hellcat,
$bio

Hellcat Ace (c) 1984 Microprose Software, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83633&o=2

$end


$megadriv=hellfireu,
$bio

Hellfire (c) 1991 Seismic.

North American release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Hellfire [Model T-25073]".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57248&o=2

$end


$pcecd=hellfire,
$bio

Hellfire S - The Another Story (c) 1991 NEC Avenue, Limited.

This game is the adaptation of Toaplan arcade game Hellfire released in 1989. It is a horizontal shooter featuring a selectable gun direction. Human forces have been destroyed by invading aliens and only two girls and their formidable ships can now save humanity. You have four different weapons from the beginning: forward shot, backward shot, 2 ways shot (vertical) and 4 ways shot(diagonal). Picking a 'P' floating icon will increase your active weapon. This game also feature a 2-players simultaneous play.

- TECHNICAL -

Game ID No. NAPR-1017

- TRIVIA -

Hellfire S was released on April 12, 1991 in Japan for 6800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47434&o=2

$end


$megadriv=hellfire,
$bio

Hellfire (c) 1992 Sega Enterprises, Limited.

European release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Hellfire [Model T-25073]".

- TECHNICAL -

Game ID: 1137-50
Cartridge ID: 670-1957-50
Package ID: 670-1958-50

- TRIVIA -

Reviews:
April 1992 - Joypad N.7 (Page 140-141) [FR]: 95/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70728&o=2

$end


$megadriv=hellfirej,
$bio

Hellfire (c) 1990 NCS.

- TECHNICAL -

Game ID No. [T-25073]

- TRIVIA -

Hellfire for Mega Drive was released on September 28, 1990 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47433&o=2

$end


$info=hellfire,hellfire1,hellfire2a,hellfire1a,
$bio

Hellfire (c) 1989 Taito Corp

Nice horizontal shoot'em up feature a selectable shooting direction.

- TECHNICAL -

Game ID: TP-014
Prom Stickers: B90

Main CPU : Motorola 68000 (@ 10 Mhz), Zilog Z80 (@ 3.5 Mhz)
Sound Chips : YM3812 (@ 3.5 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Developed by Toaplan. Hellfire was released in April 1989 in Japan and USA.

Early version title is 'Captain Lancer'.

Polystar released a limited-edition soundtrack album for this game (Tatsujin : Toaplan Game Music Scene One - H24X-10005) on 25/06/1989.

- TIPS AND TRICKS -

* Hidden Functions : If the 'Invulnerability dip switch' is enabled, you are invulnerable but you may also 'Pause' the game with P2 Start and restart with P1 Start.

- STAFF -

Music and Sound created by : Tatsuya Uemura

- PORTS -

* Consoles :
Sega Mega Drive (1990, "Hellfire [T-25073]")
Nec PC-Engine CD-ROM² (1991, "Hellfire [NAPR-1017]")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1114&o=2

$end


$x68k_flop=hellhoun,
$bio

Hellhound (c) 1994 Breakthrough

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88288&o=2

$end


$spc1000_cass=hello,
$bio

HELLO (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83519&o=2

$end


$gba=hellokhpu,
$bio

Hello Kitty - Happy Party Pals [Model AGB-B86E-USA] (c) 2005 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71193&o=2

$end


$gba=hellokhp,hellokhpa,
$bio

Hello Kitty - Happy Party Pals [Model AGB-B86P] (c) 2005 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71192&o=2

$end


$psx=hellokwp,
$bio

Hello Kitty - White Present [Model SLPS-01766] (c) 1998 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85263&o=2

$end


$gba=hellokcl,
$bio

Hello Kitty Collection - Miracle Fashion Maker [Model AGB-AKTJ-JPN] (c) 2001 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71194&o=2

$end


$gbcolor=hellokbf,
$bio

Hello Kitty no Beads Factory [Model DMG-AHBJ-JPN] (c) 1999 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68014&o=2

$end


$pico=hellokcs,
$bio

Hello Kitty no Castelo (c) 199? Tec Toy.

- TECHNICAL -

Cartridge ID: MPR-18316

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82073&o=2

$end


$gbcolor=hellokhh,
$bio

Hello Kitty no Happy House [Model CGB-BK7J-JPN] (c) 2002 M²TO, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68015&o=2

$end


$pico=hellokmo,
$bio

Hello Kitty no Machi he Odekake [Model 150080] (c) 1995 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75692&o=2

$end


$gbcolor=hellokmm,
$bio

Hello Kitty no Magical Museum [Model DMG-AHKJ-JPN] (c) 1999 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68016&o=2

$end


$nes=helloko,
$bio

Hello Kitty no Ohanabatake (c) 1992 Character Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54173&o=2

$end


$pico=hellokso,
$bio

Hello Kitty no Suteki na Outanjoubi [Model HPC-6040] (c) 1997 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75693&o=2

$end


$pico=hellokst,
$bio

Hello Kitty no Suteki na Takaramono (c) 1995 Imagineer Co., Ltd.

- TECHNICAL -

[Model T-150090]

- TRIVIA -

Released on November 04, 1995 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82074&o=2

$end


$gbcolor=helloksa,
$bio

Hello Kitty no Sweet Adventure - Daniel-kun ni Aitai [Model DMG-BKTJ-JPN] (c) 2000 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68017&o=2

$end


$pico=helloktb,
$bio

Hello Kitty no Tanoshii Butoukai (c) 1993 Imagineer Co., Ltd.

- TECHNICAL -

[Model HPC-6002]

- TRIVIA -

Released on March 26, 1993 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82075&o=2

$end


$gbcolor=hellokdd,
$bio

Hello Kitty to Dear Daniel no Dream Adventure [Model CGB-BK8J-JPN] (c) 2001 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68018&o=2

$end


$pico=hellokmc,
$bio

Hello Kitty to McDonald de Asbo! (c) 2001 Sega Toys.

- TECHNICAL -

[Model HPC-6100]

- TRIVIA -

Released on October 01, 2001 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82076&o=2

$end


$nes=hellokw,
$bio

Hello Kitty World (c) 1992 Character Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54172&o=2

$end


$psx=hellokcc,
$bio

Hello Kitty's Cube De Cute [Model SLPS-01427] (c) 1998 Culture Publishers

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85264&o=2

$end


$gbcolor=hellokcf,
$bio

Hello Kitty's Cube Frenzy [Model DMG-AF4E-USA] (c) 1999 NewKidCo International, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68019&o=2

$end


$gba=helloidl,
$bio

Hello! Idol Debut - Kids Idol Ikusei Game [Model AGB-BHDJ-JPN] (c) 2004 TDK Core

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71195&o=2

$end


$snes=hellopac,
$bio

???! ????? (c) 1994 Namco, Limited.
(Hello! Pac-Man)

Hello! Pacman is an unusual action/adventure game by Namco. The Pac Man family, including the cute Pac-Man baby, are quietly resting at home and enjoying their everyday life and Pac Man sets out to fulfill various tasks for them. Interestingly, the player doesn't directly control Pac Man but influences his decision-making and watches out for him. A slingshot can be used to hit anything on the screen (including Pac Man himself) and to call for his attention. Another action gets the player to shout at our yellow hero and ask him to look at something, or in a particular direction. This is especially useful if Pac Man decides to aimlessly wander around the screen or when he starts walking in the wrong direction. Pac Man's mood is also important and should be taken care of. Finally, and not the least, a limited amount of power-pellets can be thrown at him - they turn him into a fearless and ghost-gobbler Super Pac-Man. But these super-pellets should only be used in case of an emergency and especially when the trademark ghosts decide to attack. The game features four different quests, tons of mini-games, side quests (such as game cartridges that unlock the original Ms PacMan game) and other unique treats.

- TECHNICAL -

Cartridge ID: SHVC-PN

- TRIVIA -

Hello! Pac-Man was released on August 26, 1994 in Japan for 8300 Yen.

Unlike other games from the popular franchise, Hello! Pacman is in fact based on the animated series aired in the 1990s and most of the colorful places visited throughout the game are directly borrowed from it.

This game is known outside Japan as Pac-Man 2 - The New Adventures.
Known Export releases:
"Pac-Man 2 - The New Adventures [Model SNS-25-USA]"
"Pac-Man 2 - The New Adventures [Model SNSP-25-EUR]"
"Pac-Man 2 - The New Adventures [Model SNSP-25-NOE]"
"Pac-Man 2 - The New Adventures [Model SNSP-25-FRA]"

- TIPS AND TRICKS -

Passwords:
Play Pac-Man: PACMANP
Play Ms. Pac-Man: MPACDPW
Pattern Test: PACFACE
Sound Test: PAC*OTO
Time Trial: OMAKE**
See Credits (Enter the house): PCMN0VR

- STAFF -

BY: YUMISAKA KATO, ONODA KITAMURA, OKAMOTO WADA, HANDA SAKAKI, TAJIMA SAITA, KUMAGAI SAITOH, TAKAYAMA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61435&o=2

$end


$amigaocs_flop=hellraid,
$bio

Hellraider (c) 1989 ARC

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74224&o=2

$end


$info=m5hellrz,
$bio

Hellraiser (c) 2002 Barcrest.

- TECHNICAL -

H : 1790mm
W : 690mm
D : 680mm

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15064&o=2

$end


$info=sc4helrd,sc4helrs,
$bio

Hellraiser (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR1254]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42643&o=2

$end


$x68k_flop=helmet,
$bio

Helmet (c) 1991 Ma [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88289&o=2

$end


$pc8801_flop=help,
$bio

Help (c) 1986 Mame House

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91992&o=2

$end


$cdi=help,
$bio

Help! Opleiding Bedrijfshulpverlener voor de Supermarkt (c) 1996 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52885&o=2

$end


$bbca_cass,bbcb_cass=heltersk,
$bio

Helter Skelter (c) 1990 Audiogenic

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51933&o=2

$end


$amigaocs_flop=heltersk,
$bio

Helter Skelter (c) 1990 Audiogenic

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74225&o=2

$end


$cpc_cass=heltersk,
$bio

Helter Skelter [Model 4 SHX-395] (c) 1990 Audiogenic

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96650&o=2

$end


$ti99_cart=henpeck,
$bio

Hen Pecked (c) 1983 Romox

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84594&o=2

$end


$ti99_cart=henhouse,
$bio

Henhouse (c) 1982 Funware

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84595&o=2

$end


$cdi=henrides,
$bio

Henri Des - Les Betises (c) 1993 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52886&o=2

$end


$amigaocs_flop=henriett,
$bio

Henrietta's Book of Spells (c) 1991 Lander

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74226&o=2

$end


$saturn,sat_cart=henryexp,henryexpa,
$bio

Henry Explorers (c) 1997 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59228&o=2

$end


$psx=henryexp,
$bio

Henry Explorers [Model SLPM-86021] (c) 1997 Konami Co., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85265&o=2

$end


$nes=herakles,
$bio

Herakles no Eikou - Toujin Makyouden (c) 1987 Data East Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54174&o=2

$end


$gameboy=herakles,
$bio

Herakles no Eikou - Ugokidashita Kamigami [Model DMG-HEJ] (c) 1992 Data East Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66130&o=2

$end


$nes=herakl2,
$bio

Herakles no Eikou II - Titan no Metsubou (c) 1989 Data East Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54175&o=2

$end


$snes=herakl3,
$bio

Herakles no Eikou III - Kamigami no Chinmoku [Model SHVC-HE] (c) 1992 Data East Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61436&o=2

$end


$snes=herakl4,
$bio

Herakles no Eikou IV - Kamigami Kara no Okurimono [Model SHVC-4E] (c) 1994 Data East Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61437&o=2

$end


$cpc_cass=herbdruns,
$bio

Herbert's Dummy Run (c) 1986 Erbe Soft. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96651&o=2

$end


$cpc_cass=herbdrun,
$bio

Herbert's Dummy Run (c) 1986 Mikro-Gen [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96652&o=2

$end


$gba=herbieflu,
$bio

Herbie - Fully Loaded [Model AGB-B8FE-USA] (c) 2005 Disney Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71197&o=2

$end


$gba=herbiefl,
$bio

Herbie - Fully Loaded [Model AGB-B8FP] (c) 2005 Disney Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71196&o=2

$end


$info=herbiedk,
$bio

Herbie at the Olympics (c) 1984 CVS.

An olympic sports game.

- TECHNICAL -

Main CPU : S2650 (@ 1.536 Mhz)
Sound CPU : I8035 (@ 400 Khz)
Sound Chips : DAC

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 256

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

This game is also known as "Hunchback Olympic".

- PORTS -

* Computers :
Commodore C64 (1985)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1115&o=2

$end


$saturn,sat_cart=hercsadv,
$bio

Herc's Adventures [Model T-23001H] (c) 1997 LucasArts

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60054&o=2

$end


$pc98=hercequa,
$bio

Hercequary (c) 1994 ZyX.

- TRIVIA -

Released on April 19, 1994 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48511&o=2

$end


$info=hercules,
$bio

Hercules (c) 1979 Atari, Incorporated.

- TECHNICAL -

Atari Generation 2

Main CPU : M6800 (@ 1 MHz)
Sound Chip : Custom

- TRIVIA -

Hercules was developed by Arcade Engineering (a company consisting of past Allied Leisure employees) and had the mechanisms from a Bally table.

Hercules is known for being the world's largest pinball game, measuring 83'' tall x 39'' wide x 93'' deep!.

- STAFF -

Designer : Steve Bicker
Artwork : Jim Kelly

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5397&o=2

$end


$pc8801_flop=hercules,
$bio

Hercules (c) 1986 Kogado Studio [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91993&o=2

$end


$bbca_cass,bbcb_cass=hercules,
$bio

Hercules (c) 19?? Power House

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51934&o=2

$end


$msx1_cass=hercules,
$bio

Hercules - Slayer of the Damned (c) 1988 Gremlin Graphics Software, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94704&o=2

$end


$cpc_cass=hercules,
$bio

Hercules - Slayer of the Damned (c) 1988 Erbe Soft. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96653&o=2

$end


$n64=hercules,herculesu,
$bio

Hercules - The Legendary Journeys (c) 2000 Titus

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57734&o=2

$end


$gbcolor=hercules,
$bio

Hercules - The Legendary Journeys (c) 2001 Titus

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68020&o=2

$end


$msx1_cass=herether,
$bio

Here & There with the Mr. Men (c) 1985 Mirrorsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94705&o=2

$end


$cpc_cass=herether,
$bio

Here & There with the Mr. Men (c) 1985 Mirrorsoft, Ltd. [England]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96654&o=2

$end


$info=sp_here,sp_herea,sp_hereb,sp_herec,sp_hered,sp_heree,sp_heref,sp_hereg,
$bio

Here We Go (c) 199? Ace Coin Equipment, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42242&o=2

$end


$pc8801_flop=herleshs,herleshsa,
$bio

Herlesh - Seek Lost a Light (c) 1988 Xain Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91994&o=2

$end


$pc98=hermes,
$bio

Hermes Senki (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89671&o=2

$end


$psx=hermieho,
$bio

Hermie Hopperhead - Scrap Panic (c) 1996 Sony Computer Ent., Inc.

Re-Edition (PlayStation the Best for Family release). Game originaly released in 1995. See the original release entry for more information about the game itself; "Hermie Hopperhead - Scrap Panic [Model SCPS-10012]".

- TECHNICAL -

Game ID: SCPS-91016

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85266&o=2

$end


$info=hero,
$bio

Hero (c) 1983 Century Electronics.

Wander through a maze and collect the heart, diamond, spade, club and in later stages 'J' to move to the next level on your way to rescuing Esmeralda. Avoid the fireballs and arrows.

- TECHNICAL -

Main CPU : S2650 (@ 894.886 Khz)
Sound CPU : S2650 (@ 894.886 Khz)
Sound Chips : (2x) DAC, TMS5110 (@ 640 Khz)

Screen orientation : Vertical
Video resolution : 248 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 16

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Developed by Seatongrove UK, Ltd.

This game is known, under the Crown Vending license, as "Hero in the Castle of Doom".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1116&o=2

$end


$svision=herohawk,
$bio

Hero Hawk (c) 1992 Thin Chen Enterprise

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95446&o=2

$end


$x68k_flop=herohero,
$bio

Hero Hero Disk 1 (c) 19?? Opt. 1 [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88290&o=2

$end


$x68k_flop=heroher4,
$bio

Hero Hero Disk 4 Indojin no Yabou (c) 1990 Opt. 1 [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88291&o=2

$end


$x68k_flop=heroher6,
$bio

Hero Hero Disk 6 (c) 1992 Opt. 1 [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88292&o=2

$end


$x68k_flop=heroher8,
$bio

Hero Hero Disk 8 (c) 199? Opt. 1 [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88293&o=2

$end


$gbcolor=herohero,
$bio

Hero Hero Kun [Model CGB-BH9J-JPN] (c) 2001 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68021&o=2

$end


$info=herodk,herodku,
$bio

Hero in the Castle of Doom (c) 1983 Crown Vending USA.

- TECHNICAL -

Main CPU : S2650 (@ 1.536 Mhz)
Sound CPU : I8035 (@ 400 Khz)
Sound Chips : DAC

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Developed by Seatongrove UK, Ltd.

This game is also known as "Hero".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1117&o=2

$end


$svision=herokid,
$bio

Hero Kid [Model SV10011] (c) 1992 Hartung

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95447&o=2

$end


$cpc_cass=herogt,
$bio

Hero of the Golden Talisman (c) 1987 Mastertronic, Ltd. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96657&o=2

$end


$nes=heroqst,heroqstu,
$bio

Hero Quest (c) 1991 Gremlin Graphics Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55200&o=2

$end


$cpc_cass=heroqst,heroqstf,
$bio

Hero Quest (c) 1991 Gremlin Graphics Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96655&o=2

$end


$snes=herosenk,
$bio

Hero Senki - Project Olympus [Model SHVC-HS] (c) 1992 Banpresto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61438&o=2

$end


$gameboy=heropinb,
$bio

Hero Shuugou!! Pinball Party [Model DMG-PPJ] (c) 1990 Jaleco Company, Limited. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66131&o=2

$end


$amigaocs_flop=wannaher,
$bio

Hero's Quest - So You Want to Be a Hero (c) 1990 Sierra On-Line, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74227&o=2

$end


$pc8801_flop=heroes,
$bio

Heroes (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91995&o=2

$end


$cpc_cass=herokarn,
$bio

Heroes of Karn (c) 1984 Interceptor Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96658&o=2

$end


$gbcolor=mightmg2,
$bio

Heroes of Might and Magic II [Model CGB-BUHE-USA] (c) 2001 3DO Company, The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68024&o=2

$end


$gbcolor=mightmagu,
$bio

Heroes of Might and Magic [Model CGB-AUHE-USA] (c) 2000 3DO Company, The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68023&o=2

$end


$gbcolor=mightmag,
$bio

Heroes of Might and Magic [Model CGB-AUHP-EUR] (c) 2000 3DO Company, The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68022&o=2

$end


$amigaocs_flop=herolanc,
$bio

Heroes of the Lance (c) 1988 SSI

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74231&o=2

$end


$cpc_cass=herolanc,
$bio

Heroes of the Lance (c) 1988 US Gold, Ltd. [Birmingham, UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96659&o=2

$end


$pc8801_flop=herolanc,
$bio

Heroes of the Lance (c) 1989 Pony Canyon, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91996&o=2

$end


$msx2_cart=herolanc,
$bio

Heroes of the Lance (c) 1991 Pony Canyon, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51310&o=2

$end


$msx2_flop=herolanc,
$bio

Heroes of the Lance (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101710&o=2

$end


$gbcolor=heroswrd,
$bio

Heroic Sword (c) 200? Guangzhou Li Cheng

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68025&o=2

$end


$amigaocs_flop=heroqst,
$bio

HeroQuest (c) 1991 Gremlin Graphics Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74228&o=2

$end


$amigaocs_flop=heroqstwl,
$bio

HeroQuest - Return of the Witch Lord (c) 1991 Gremlin Graphics Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74229&o=2

$end


$amigaocs_flop=heroqst2,
$bio

HeroQuest II - Legacy of Sorasil (c) 1994 Gremlin Graphics Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74230&o=2

$end


$x1_flop=herzog,
$bio

Herzog (c) 1988 Tecno Soft.

- TRIVIA -

Released in Agust 1988 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86007&o=2

$end


$pc8801_flop=herzog,herzoga,
$bio

Herzog (c) 1988 Tecno Soft [TechnoSoft] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91997&o=2

$end


$msx2_flop=herzog,herzoga,
$bio

Herzog (c) 1988 Tecno Soft [TechnoSoft] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101711&o=2

$end


$megadriv=herzogj,
$bio

Herzog Zwei (c) 1989 Tecno Soft.

- TECHNICAL -

Game ID: T-18023

- TRIVIA -

Released on December 15, 1989 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56561&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=hesmon,hesmona,
$bio

HesMon [Model C302] (c) 1982 HES [Human Engineered Software]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84433&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=heswritr,
$bio

HesWriter [Model C304] (c) 1982 HES [Human Engineered Software]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84434&o=2

$end


$cdi=hetstaat,
$bio

Het staat in de Sterren (c) 1996 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52887&o=2

$end


$x68k_flop=hetzer,
$bio

Hetzer (c) 19?? Inoue Ken

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88294&o=2

$end


$info=heuksun,
$bio

Heuk sun baek sa (c) 1997 F2 System.

- TRIVIA -

Heuk sun baek sa was released in August 1997.

The title of this game translates from Korean as 'Black first, kill white'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=12084&o=2

$end


$bbca_cass,bbcb_cass=hex,
$bio

Hex (c) 1988 Larsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51935&o=2

$end


$info=hexpool,hexpoola,
$bio

Hex Pool (c) 1986 Senko Industries.

- TECHNICAL -

Main CPU : S2650 (@ 3.072 Mhz)
Sound Chips : (3x) Texas Instruments SN76496 (@ 3.072 Mhz)

Players : 1
Control : 8-way Joystick
Buttons : 1

- TRIVIA -

Hex Pool was released in March 1986.

Also released by Shinkai, one year later.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3963&o=2

$end


$info=hexa,hexaa,
$bio

Hexa (c) 199? D. R. Korea.

A clone of Sega's "Columns", released in 1990.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.5 Mhz)

Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 256

Players : 1
Control : 4-way joystick
Buttons : 2

- TRIVIA -

The music is a straight rip from the Konami game "Treasure of USAS" released on MSX2 in 1987. Also, the playfield background graphics of the dinosaurs is ripped from a MSX2/2+ graphic editor called "Graph Saurus 2" which was released by Bit2 (Bit-square) in 1991.

- STAFF -

Programmed by : Kwang-Ho Cho

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1118&o=2

$end


$bbca_cass,bbcb_cass=hexagram,
$bio

Hexagram of Trutania Valley (c) 1986 Potter

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51936&o=2

$end


$gbcolor=hexcite,
$bio

Hexcite [Model DMG-AICE-USA] (c) 1999 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68026&o=2

$end


$saturn,sat_cart=hexenj,
$bio

Hexen - Beyond Heretic (c) 1998 Soft Bank

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59229&o=2

$end


$n64=hexen,hexenf,hexeng,hexenu,
$bio

Hexen (c) 1997 GT Interactive.

GT Interactive's foreboding adventure blends Doom-style brawling with puzzles and mazes worthy of a master sorcerer. You'll need to muster all your action, RPG and tournament-fighting skills before you plunge into this brooding netherworld festering with ghastly beasts.

Thirty-one levels guarantee a long day's journey into the night. Before entering Hexen, you'll pick a character from three different classes -- Fighter, Cleric and Mage -- each of which has special strengths and weaknesses. Once inside the belly of the beast, you'll be in for a stained-glass-smashing, flask-guzzling good time. Conserve your energy and seek out armor and advanced weaponry. And save your game often with your Controller Pak. Ettins, Afrits and other things that go chomp in the night lurk around every dank corner!

Hexen's multiplayer capabilities set it apart from earlier first-person shooters. As many as four can work together in Cooperative mode, but we're betting that Deathmatch, which also supports as many as four players, generates a far higher body count. Novel power-ups include the Dark Servant, which creates a short-fused bodyguard who will rage against your enemies for 30 seconds, and the Circe-like Porkelator, which enswines minor monsters. Ahh, nothing like a bit of dungeon humor!

- TECHNICAL -

Game ID: NUS-NHXE-USA

- TRIVIA -

Released on May 31, 1997 in the USA.

Export releases:
[EU] "Hexen [Model NUS-NHXP-EUR]"
[FR] "Hexen [Model NUS-NHXF-FRA]"
[JP] "Hexen [Model NUS-NHXJ-JPN]"

- STAFF -

NINTENDO 64 VER.
Producer (id Software): Shawn C. Green, Barrett Alexander
Producers (GT Interactive): Asif Chaudhri, Robert Wong, Jason Perkins, James Tripp
Producer (Software Creations): Marc E. H. Dawson
Programming: Stephen Ruddy, Allan Findlay
Sound: Paul Tonge, Martin Goodall, Suddi Raval
Music: Paul Tonge, Martin Goodall, Suddi Raval
Graphics: Francis O'Brien
Quality Control: Paul Lee, Simon Hundleby, Craig Dobson, Chris Brooks

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57735&o=2

$end


$n64=hexenj,
$bio

Hexen [Model NUS-NHXJ] (c) 1997 GameBank

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57736&o=2

$end


$saturn,sat_cart=hexen,
$bio

Hexen (c) 1998 GT Interactive.

European release. Game developed in the USA. See the original USA version for more information about the game itself; "Hexen [Model T-25406H]"

- TECHNICAL -

Game ID: T-25405H-50

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60322&o=2

$end


$saturn,sat_cart=hexenu,
$bio

Hexen (c) 1997 GT Interactive

Hexen, the widely popular PC game, has come home to Sega Saturn to cast a haunting spell of highly-realistic 3D action and adventure on gamers. While you were battling the evil forces of D'Sparil, the other Serpent Riders were busy sowing the seeds of destruction in other dimensions. One such dimension is the decaying world where Hexen takes place.

A world littered with the mangled corpses of nonbelievers. Only three humans - a warrior, a mage and a cleric - have escaped the leader's vicious spell. Now these three brave souls have sworn to crush the evil regime that threatens to destroy the world forever.

Features:

* Become one of 3 heroes. Wield superhuman powers and lethal weapons.

* Walk. Run. Fly. Look all around. Inflict serious pain.

* Pillage your way through earthquakes, crumbling bridges and fog.

* Track down powerful artifacts and cast wicked spells.

- TECHNICAL -

Game ID: T-25406H

- TRIVIA -

Export releases:
[EU] "Hexen [Model T-25405H-50]"

- STAFF -

ATOD Design
Programming: Thomas Liljetoft, Christoffer Nilsson
Additional Programming: Lars Segerlund
Art: Michael Nilsson, Erland Körner
QA: Håkan Berggren, Jenny Gustafsson
Producer: Christoffer Nilsson

Probe
Executive Producer: Tony Beckwith
Associate Producer: James Stewart
FMV Sequences: Phil Williams, Gary Noden
Music and Sound FX Conversion: Stephen Root, Andrew Brock
Sound FX Compression: Robert L. Hylands
FMV Music: Stephen Root
Sound FX: Stephen Root
QA Manager: Clifford Ramsey
QA Department: Tony Coates, Richard Foster, Mitchell Slater, Tom Geddes, Simon Robertson, Mark Viccary

Raven Software
Artists: Shane Gurno, Brian Pelletier, Brian Raffel
Additional Artists: James Sumwalt, Scott Rice, Matia Wagabaza, Steve Raffel, Rebecca Rettenmund, Brian Frank
Programming: Ben Gokey, Chris Rhinehart, Paul MacArthur
Level Design: Michael Raymond-Judy, Eric C. Biessman
Sound: Kevin Schilder
Music: Kevin Schilder
Project Director: Brian Raffel
Executive Producer: John Romero
3‑D Engine: John Carmack
Sound Drivers: Paul Radek

ID Software
Programming: John Carmack, Michael Abrash, John Cash
Design: John Romero, Sandy Petersen, American McGee, Tim Willits
Art: Adrian Carmack, Kevin Cloud
Biz: Jay Wilbur, Mike Wilson
Biz Assist: Donna Jackson
Projects Man: Shawn C. Green
Support: Barrett Alexander

GT Interactive
Production Assistance: Robert Wong, James Tripp
QA: Michael Wolliston

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60055&o=2

$end


$cpc_cass=hexenku2,
$bio

Hexenkueche II (c) 1986 Palace Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96662&o=2

$end


$cpc_cass=hexenkuc,
$bio

Hexenkueche [Model PAD 1011] (c) 1985 Palace Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96661&o=2

$end


$info=hexion,hexionb,
$bio

Hexion (c) 1992 Konami.

A good tetris game. This game has hexagonal atoms-based block instead of the normal tetragonal atoms-based blocks.

- TECHNICAL -

Game ID : GX122

Main CPU : Zilog Z80 (@ 6 Mhz)
Sound Chips : OKI6295 (@ 8 Khz), K051649 (@ 1.5 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in March 1992 in Japan.

Originally designed by David Markley, who distributed the game as Hextris in the 1990 X11 R5 contributed release, from where it has migrated to current X distributions.

Konami licensed the concept and released Hexion in Japan.

This games has some cameo appearances from Konami characters like TwinBee and Penguin.

- TIPS AND TRICKS -

* Voice Change : hold Left Turn Button (Button1) then press START Button after you have inserted a credit. Japanese voice will be changed to English.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1119&o=2

$end


$x68k_flop=hextris,
$bio

Hextris (c) 199? Ken1

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88295&o=2

$end


$amigaocs_flop=hexuma,
$bio

Hexuma - Das Auge des Kal (c) 1992 Software 2000

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74232&o=2

$end


$gba=heyarnldu,
$bio

Hey Arnold! The Movie (c) 2002 T-HQ, Incorporated.

- TECHNICAL -

Game ID: AGB-B8FE-USA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71199&o=2

$end


$gba=heyarnld,heyarnldp,
$bio

Hey Arnold! The Movie (c) 2002 T-HQ, Incorporated.

- TECHNICAL -

Game ID: AGB-B8FP

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71198&o=2

$end


$info=ep_heybg,ep_heybga,ep_heybgb,ep_heybgc,
$bio

Hey Big Spender (c) 199? Global Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15361&o=2

$end


$info=ep_heybc,ep_heybca,
$bio

Hey Big Spender Club (c) 199? Global Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40843&o=2

$end


$info=sc2heypr,sc2heyprp,
$bio

Hey Presto (c) 1996 Bell-Fruit Mfg. Company, Limited. [B.F.M.].

- TECHNICAL -

[Model 6138]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42196&o=2

$end


$n64=heypika,
$bio

Hey You, Pikachu! (c) 2000 Nintendo.

North American release. Game developed in Japan. See the original Japanese release for more information about the game itself; "Pikachuu Genki de Chuu [Model NUS-NPGJ]".

Description from the USA Back cover:

For the first time ever, you can actually talk to your favorite Pokémon. Tag along with Pikachu as it goes through its daily routines, taking field trips, going fishing and having picnics, becoming better friends with each passing day. Pikachu will hear and react to the words you say. The more you speak the closer friends you'll be!

- Talk into the microphone, see Pikachu react. Your voice travels to Pikachu through the N64 Voice Recognition Unit and microphone-both included.

- Pal around with Pikachu-together you'll gather cooking ingredients, fish for favorite water Pokémon, and even hunt for buried treasure on a deserted island.

- Speak to Pikachu using a variety of key words and phrases. Friendship is based on communication, and there's plenty to talk about!

- TECHNICAL -

Game ID: NUS-NPGE-USA

- TRIVIA -

Hey You, Pikachu! was released on November 05, 2000 in the USA.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57737&o=2

$end


$x68k_flop=heysay010heysay,
$bio

Hey! Say! Education Committee (c) 1993 Taka-P

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88296&o=2

$end


$a2600=heystop,
$bio

Hey! Stop! (c) 19?? Suntek

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50569&o=2

$end


$pc98=hhg,hhga,
$bio

HHG - Heart Heat Girls (c) 1993 Cat's Pro [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89641&o=2

$end


$bbca_cass,bbcb_cass=hibounce,
$bio

Hi Bouncer (c) 19?? Mirrorsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51937&o=2

$end


$info=pr_hiclm,
$bio

Hi Climber (c) 199? Project Coin Machines, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42095&o=2

$end


$info=sp_hideh,sp_hideha,sp_hidehb,sp_hidehc,sp_hidehd,sp_hidehe,sp_hidehf,sp_hidehg,sp_hidehh,sp_hidehi,sp_hidehj,sp_hidehk,sp_hidehl,sp_hidehm,sp_hidehn,sp_hideho,sp_hidehp,
$bio

Hi De Hi (c) 199? Ace Coin Equipment, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42243&o=2

$end


$info=ac1hideh,ac1hideha,
$bio

Hi De Hi Deluxe (c) 199? Ace Coin Equipment, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48760&o=2

$end


$info=j6hifly,
$bio

Hi Flyer (c) 199? JPM International.

- TECHNICAL -

Impact

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41104&o=2

$end


$info=sp_hifly,sp_hiflya,sp_hiflyb,sp_hiflyc,sp_hiflyd,sp_hiflye,sp_hiflyf,sp_hiflyg,sp_hiflyh,sp_hiflyi,sp_hiflyj,sp_hiflyk,sp_hiflyl,sp_hiflym,sp_hiflyn,sp_hiflyo,sp_hiflyp,
$bio

Hi Flyer (c) 199? Ace Coin Equipment, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42244&o=2

$end


$info=sc1hfcc,sc1hfccp,
$bio

Hi Flyer Club (c) 199? Crystal Leisure.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42419&o=2

$end


$gba=hihipuffu,
$bio

Hi Hi Puffy AmiYumi - Kaznapped! [Model AGB-BHHE-USA] (c) 2005 D3 Publisher, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71202&o=2

$end


$gba=hihipuff,
$bio

Hi Hi Puffy AmiYumi - Kaznapped! [Model AGB-BHHP] (c) 2006 D3 Publisher, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71201&o=2

$end


$gba=hihipuffj,
$bio

Hi Hi Puffy AmiYumi [Model AGB-BHHJ-JPN] (c) 2005 D3 Publisher, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71200&o=2

$end


$info=j6impact,j6impacta,j6impactb,j6impactc,
$bio

Hi Impact (c) 1999 JPM International.

- TECHNICAL -

Impact

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15835&o=2

$end


$info=m4hijinx,m4hijinx__0,m4hijinx__1,m4hijinx__2,m4hijinx__3,m4hijinx__4,m4hijinx__5,m4hijinx__6,m4hijinx__7,m4hijinx__8,m4hijinx__9,m4hijinx__a,m4hijinx__b,m4hijinx__c,m4hijinx__d,m4hijinx__e,
$bio

Hi Jinx (c) 199? Barcrest.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15062&o=2

$end


$info=j6hikar,j6hikara,j6hikarb,
$bio

Hi Karate (c) 199? Crystal Leisure.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40200&o=2

$end


$info=m4hilonv,
$bio

Hi Lo Casino (c) 199? Nova.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41339&o=2

$end


$info=m1hiloc,m1hiloca,
$bio

Hi Lo Casino (c) 199? Global Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42344&o=2

$end


$info=j2hilocl,
$bio

Hi Lo Climber Club (c) 198? Crystal Leisure.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40963&o=2

$end


$info=b85hilo,b85hiloa,
$bio

Hi Lo Silver (c) 1987 Bell-Fruit Mfg.

- TRIVIA -

Hi Lo Silver was released in February 1987 in the UK.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15145&o=2

$end


$info=j6hilosv,j6hilosva,j6hilosvb,j6hilosvc,j6hilosvd,j6hilosve,
$bio

Hi Lo Silver (c) 199? JPM International.

- TECHNICAL -

Impact

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41105&o=2

$end


$info=j5hilos,
$bio

Hi Lo Silver (c) 199? JPM International.

- TECHNICAL -

[System 5]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41882&o=2

$end


$x68k_flop=himegas,
$bio

Hi Mega Sister (c) 1990 Chan Chan Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88297&o=2

$end


$snes=hinoouji,
$bio

Hi no Ouji - Yamato Takeru [Model SHVC-AYTJ-JPN] (c) 1995 Toho Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61439&o=2

$end


$msx2_cart=hinotori,hinotorib,hinotoria,
$bio

Hi no Tori - Houou-hen (c) 1987 Konami Industry Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51311&o=2

$end


$msx2_flop=hinotori,hinotorib,hinotoria,
$bio

Hi no Tori - Houou-hen (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101712&o=2

$end


$nes=hinotori,
$bio

Hi no Tori - Houou-hen - Gaou no Bouken (c) 1987 Konami Industry Company, Limited.

- TRIVIA -

Released on January 04, 1987 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54176&o=2

$end


$nes=hinotorih,
$bio

Hi no Tori - Houou-hen - Gaou no Bouken (c) 1987 FMG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69262&o=2

$end


$info=hipai,
$bio

Hi Pai Paradise (c) 2003 Aruze Corp.

- TRIVIA -

Released in May 2003.

- SERIES -

1. Hi Pai Paradise (2003)
2. Hi Pai Paradise 2 - Onsen ni Ikou Yo! (2004)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=27326&o=2

$end


$info=j2hirola,
$bio

Hi Roll (c) 198? Unknown.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41905&o=2

$end


$info=j2hiroll,
$bio

Hi Roller (c) 1988 JPM International.

- TRIVIA -

Released in June 1988.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15832&o=2

$end


$info=j6hirol,j6hirola,j6hirolb,j6hirolc,j6hirold,
$bio

Hi Roller (c) 2000 JPM International.

- TECHNICAL -

Impact

- TRIVIA -

Hi Roller was released in June 2000 in the UK.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15834&o=2

$end


$info=ad5hir,ad5hira,ad5hirb,ad5hirc,
$bio

Hi Roller (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

ADDER 5

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42645&o=2

$end


$info=j6hirlcl,j6hirlcla,j6hirlclb,j6hirlclc,
$bio

Hi Roller Club (c) 199? JPM International.

- TECHNICAL -

Impact

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41107&o=2

$end


$info=m4hirol,m4hirola,
$bio

Hi Roller Club (c) 199? Crystal Leisure.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42050&o=2

$end


$info=ad5hircl,ad5hircla,ad5hirclb,
$bio

Hi Roller Club (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

ADDER 5

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42646&o=2

$end


$info=hishouza,
$bio

Hi Sho Zame (c) 1987 Taito Corp.

Hi Sho Zame is a vertically-scrolling shoot-em-up in which the player pilots a bi-plane and must destroy enemy land, air, and naval craft across a variety of environments.

Some enemy aircraft waves produce bonuses when shot down, such as weapon power-ups, point bonuses, and extra lives. Each stage begins and ends with an airport runway and every time the player lands on a runway at the completion of a stage, the amount of remaining player bombs are multiplied by 3000 points per bomb and added to the player's score. All bombs are replenished for the start of the next stage.

- TECHNICAL -

Game ID : TP-007
Prom Stickers : B02

Main CPU : Motorola 68000 (@ 7 Mhz), Zilog Z80 (@ 3.5 Mhz), TMS32010 (@ 3.5 Mhz)
Sound Chips : YM3812 (@ 3.5 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Developed by Toaplan. Hi Sho Zame was Released in March 1987 in Japan by Taito. It was known outside Japan as "Flying Shark" and in US as "Sky Shark".

The title of this game translates from Japanese as 'Flying Shark'.

Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Kyukyoku Tiger : G.S.M Taito 2 - D28B0008) on November 21, 1988.

- SERIES -

1. Hi Sho Zame (1987)
2. Fighting Hawk (1988)
3. Same! Same! Same! (1989)

- STAFF -

Music and sound created by : Tatsuya Uemura

- PORTS -

* Consoles :
Sharp X68000 [JP] (November 22, 1991 - by Kaneko)
Fm Towns Marty [JP] (1993 - by Ving)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1128&o=2

$end


$info=ep_hispr,ep_hispra,ep_hisprb,ep_hisprc,ep_hisprd,ep_hispre,ep_spirt,ep_spirta,ep_spirtb,
$bio

Hi Spirits (c) 199? Global Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15360&o=2

$end


$info=ep_hiscl,ep_hiscla,
$bio

Hi Spirits Club (c) 199? Global Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40845&o=2

$end


$info=j6histk,j6histka,
$bio

Hi Stakes (c) 199? QPS Interactive.

- TECHNICAL -

Impact

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41108&o=2

$end


$info=m1htclb,m1htclba,
$bio

Hi Tension Club (c) 199? Maygay.

- TECHNICAL -

M1A/B

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41993&o=2

$end


$pcecd=hilegfan,
$bio

Hi-Leg Fantasy (c) 1994 Game Express

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58215&o=2

$end


$info=m2hilite,
$bio

Hi-Lights (c) 198? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42031&o=2

$end


$info=smshilo,
$bio

Hi-Lo Double Up Joker Poker (c) 1983 SMS Mfg. Corp.

A poker video game for amusement only.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=21519&o=2

$end


$info=m5hilok,
$bio

Hi-Lo Karate (c) 200? Vivid

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40197&o=2

$end


$info=m5hlsumo,
$bio

Hi-Lo Sumo (c) 200? Barcrest.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=21222&o=2

$end


$info=j2hinote,
$bio

Hi-Note (c) 1988 JPM International.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15836&o=2

$end


$saturn,sat_cart=hioctanej,
$bio

Hi-Octane (c) 1996 Electronic Arts Victor.

Japanese release. Game developed in USA.

- TECHNICAL -

Game ID: T-10608G

- TRIVIA -

Released on March 22, 1996 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59230&o=2

$end


$saturn,sat_cart=hioctane,
$bio

Hi-Octane (c) 1996 Electronic Arts.

European release. Game developed in USA.

- TECHNICAL -

Game ID: T-5002H-50

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60323&o=2

$end


$saturn,sat_cart=hioctaneu,
$bio

Hi-Octane (c) 1995 Electronic Arts.

- TECHNICAL -

Game ID: T-5002H

- STAFF -

Saturn Conversion: Andy Beale
Producer: Mark Webley
Tools Programmers: Mike Diskett, Alex Peters
Game Testers: Andy Robson, Ken Malcolm, Peter Blow, Barry Parker, Matt Sullivan, Jeffrey Brutus, Vince Farquharson, Tristan Paramor, Andrew Cakebread, Adrian Moore
Product Submission: Steve Fitton
Product Testing: Leland Madren
Documentation: Matthew Miles Griffiths, Andrew Nuttall
PR: Cathy Campos
Marketing: Sean Ratcliffe, Sian Jones
With Special Thanks To: Colin Carter, Ed A. Hollingshead, John Ng

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60056&o=2

$end


$bbca_cass,bbcb_cass=hiqquiz,
$bio

Hi-Q Quiz (c) 1989 Blue Ribbon

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51938&o=2

$end


$cpc_cass=hiqquiz,
$bio

Hi-Q-Quiz [Model XXX 8918] (c) 1989 CDS Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96663&o=2

$end


$mc10=hiresdra,
$bio

Hi-Res Drawing (c) 1985 Pollock [Graham Pollock]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87638&o=2

$end


$pc8801_flop=hiryoko,
$bio

Hiatari Ryoko (c) 1987 Toho Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91998&o=2

$end


$info=sc4hdd,sc4hddc,sc4hddd,
$bio

Hickory Dickory Dosh (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR7016]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42640&o=2

$end


$info=sc4hdda,sc4hddb,sc4hdde,sc4hddf,
$bio

Hickory Dickory Dosh (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR7045]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62061&o=2

$end


$info=hidnctch,
$bio

Hidden Catch (c) 1998 Eolith.

'Hidden Catch' is a directly experiencing puzzle game by comparing scenes on the left and right and finding non-matching parts with a pen. You can feel the fun with the powerful vibration generated from the pen, when you did not find 5 non-matching pictures or when you incorrectly found.

- TECHNICAL -

Eolith 32 bits hardware: Gradation 2D system

Main CPU : Hyperstone E1-32N @ 45 or 50 MHz

Sound: 
- CPU : 80c301/AT89c52
- General MIDI Chipset QDSP 1000 MIDI Player (80c32 CPU)
- MIDI 16th Channel(32 Poly) using as Effect EPROM : 512Kbytes
- MIDI Background Music EPROM : 512Kbytes. 
- TDA1519A (Philips) Stereo Power AMP

Video :
- Resolution : 320x340 or 512x384
- Color : 16 bit True Color/Dot
- Screen orientation : Horizontal
- Video resolution : 320 x 240 pixels
- Screen refresh : 60.00 Hz

Memory:
- 256KByte x2 VRAM
- 512Kbyte/1Mega main RAM

Players : 2
Control : 8-way Joystick
Buttons : 2

- TRIVIA -

Hidden Catch was released in June 1998.

This game is known in Korea as "Tul Lin Gu Lim CHay Ki '98".

- SERIES -

1. Hidden Catch (1998)
2. New Hidden Catch (1999)
3. Hidden Catch 2 (1999)
4. Hidden Catch 3 (2000)

- STAFF -

Main Producer : Jeon Tae Young
Sub Producer : Jeon Ju Young
Director : Hong Guang Pyo
Graphic : Kim Dae Hoon, You Hee Jung, Park Ji Young
Sound and Music : Moon Sung Ill
Program : Choi Hyun Jung
Special Thanks : Park Tae Young, Sin Woo Kyun, Lee Sang Hyun, Choi Jong Ho

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1120&o=2

$end


$info=hidctch2,hidctch2a,
$bio

Hidden Catch 2 (c) 1999 Eolith.

'Hidden Catch' is a directly experiencing puzzle game by comparing scenes on the left and right and finding non-matching parts with a pen. You can feel the fun with the powerful vibration generated from the pen, when you did not find 5 non-matching pictures or when you incorrectly found.

- TECHNICAL -

Eolith 32 bits hardware: Gradation 2D system

Main CPU : Hyperstone E1-32N @ 45 or 50 MHz

Sound: 
- CPU : 80c301/AT89c52
- General MIDI Chipset QDSP 1000 MIDI Player (80c32 CPU)
- MIDI 16th Channel(32 Poly) using as Effect EPROM : 512Kbytes
- MIDI Background Music EPROM : 512Kbytes. 
- TDA1519A (Philips) Stereo Power AMP

Video :
- Resolution : 320x340 or 512x384
- Color : 16 bit True Color/Dot
- Screen orientation : Horizontal
- Video resolution : 320 x 240 pixels
- Screen refresh : 60.00 Hz

Memory:
- 256KByte x2 VRAM
- 512Kbyte/1Mega main RAM

Players : 2
Control : 8-way Joystick
Buttons : 2

- TRIVIA -

Hidden Catch 2 was released in June 1999.

- SERIES -

1. Hidden Catch (1998)
2. New Hidden Catch (1999)
3. Hidden Catch 2 (1999)
4. Hidden Catch 3 (2000)

- STAFF -

Project Main Director : Kim Uk Hyun
Project Director : Choi Hyun Jung
Programmer : Jun Woo Chang
Main Graphic Artist : You Hee Jung
Graphic Artist : Park Ji Young, Kang Mi Hyun, Cho Oh Hyun, Kang Min Oh
Musician : Lee Jong Sub
Hardware Support : Kim Han Byeol, Choi Kab Geun, Lee Dong Hwan, Lee Mi Suk
Management Dept : Choi In Chul, Lyu Hee Dong, Lim Kyung Mi, Bea Hii Choul
Marketing Dept : Jong Ho Choi, Jeong Yn Park, May Lee
Chief Manager : Lee Sang Hyun
Manager : Jeon Ju Young

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5568&o=2

$end


$info=hidnc2k,
$bio

Hidden Catch 2000 (c) 1999 Eolith Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72851&o=2

$end


$info=hidctch3,
$bio

Hidden Catch 3 (c) 2000 Eolith.

'Hidden Catch' is a directly experiencing puzzle game by comparing scenes on the left and right and finding non-matching parts with a pen. You can feel the fun with the powerful vibration generated from the pen, when you did not find 5 non-matching pictures or when you incorrectly found.

- TECHNICAL -

Eolith 32 bits hardware: Gradation 2D system

Main CPU : Hyperstone E1-32N @ 45 or 50 MHz

Sound: 
- CPU : 80c301/AT89c52
- General MIDI Chipset QDSP 1000 MIDI Player (80c32 CPU)
- MIDI 16th Channel(32 Poly) using as Effect EPROM : 512Kbytes
- MIDI Background Music EPROM : 512Kbytes. 
- TDA1519A (Philips) Stereo Power AMP

Video :
- Resolution : 320x340 or 512x384
- Color : 16 bit True Color/Dot
- Screen orientation : Horizontal
- Video resolution : 320 x 240 pixels
- Screen refresh : 60.00 Hz

Memory:
- 256KByte x2 VRAM
- 512Kbyte/1Mega main RAM

Players: 2
Control : pencil
Buttons : 1

- TRIVIA -

Hidden Catch 3 was released in June 2000.

- SERIES -

1. Hidden Catch (1998)
2. New Hidden Catch (1999)
3. Hidden Catch 2 (1999)
4. Hidden Catch 3 (2000)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=6061&o=2

$end


$info=hideseek,
$bio

Hide & Seek (c) 200? Unknown.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73319&o=2

$end


$pc98=hideger,
$bio

Hideger (c) 1988 Xain Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89672&o=2

$end


$pc8801_flop=hideger,
$bio

Hideger (c) 1988 Xain Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91999&o=2

$end


$msx2_flop=hideger,
$bio

Hideger (c) 1989 Xain Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101713&o=2

$end


$gameboy=cada,
$bio

Hiden Inyou Kikouhou - Ca Da [Model DMG-CDJ] (c) 1991 Yonezawa

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66132&o=2

$end


$saturn,sat_cart=nomowsb,
$bio

Hideo Nomo World Series Baseball (c) 1995 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59231&o=2

$end


$cpc_cass=hideous,
$bio

Hideous [Model AS295] (c) 1992 Alternative Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96664&o=2

$end


$pc8801_flop=hidoi1,
$bio

Hidoi Disk Vol.1 (c) 1993 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92000&o=2

$end


$pc8801_flop=hidoi2,
$bio

Hidoi Disk Vol.2 (c) 1994 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92001&o=2

$end


$cdi=hieperde,
$bio

Hieperdepiep, ik lees! 10 leesspelletjes (c) 1996 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52888&o=2

$end


$cdi=hierog,
$bio

Hieroglyph (c) 1994 ZYX-Music

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52889&o=2

$end


$gba=higanban,
$bio

Higanbana [Model AGB-AHZJ-JPN] (c) 2002 Athena Co. Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71203&o=2

$end


$gameboy=proyak91,
$bio

Higashio Osamu Kanshuu Pro Yakyuu Stadium '91 [Model DMG-PIJ] (c) 1991 Tokuma Shoten Intermedia, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66133&o=2

$end


$gameboy=proyak92,
$bio

Higashio Osamu Kanshuu Pro Yakyuu Stadium '92 [Model DMG-EIJ] (c) 1992 Tokuma Shoten Intermedia, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66134&o=2

$end


$snes=sproyak,
$bio

Higashio Osamu Kanshuu Super Pro Yakyuu Stadium [Model SHVC-PK] (c) 1993 Tokuma Shoten Intermedia, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61440&o=2

$end


$msx2_flop=higemaru,higemarua,
$bio

Higemaru Makaijima - Nanatsu no Shima Daibouken (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101714&o=2

$end


$msx2_cart=higemaru,
$bio

Higemaru Makaijima - Nanatsu no Shima Daibouken (c) 1987 Capcom Company, Limited.

- TECHNICAL -

[Model CAP-201]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47566&o=2

$end


$nes=higemaru,
$bio

Higemaru Makaijima - Nanatsu no Shima Daibouken (c) 1987 Capcom Company, Limited.

- TECHNICAL -

[Model CAP-MZ]

- TRIVIA -

Higemaru Makaijima for Famicom was released on April 15, 1987 in Japan.

- SERIES -

1. Pirate Ship Higemaru (1984)
2. Higemaru Makaijima - Nanatsu no Shima Daibouken [Model CAP-MZ] (1987, Nintendo Famicom)

- PORTS -

* Computers :
MSX 2 (1987, "Higemaru Makaijima - Nanatsu no Shima Daibouken [Model CAP-201]")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47565&o=2

$end


$x68k_flop=higesori,
$bio

Higesori Pro Uso-68k (c) 1990 Hazama Kuroo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88298&o=2

$end


$x68k_flop=highlow,
$bio

High & Low (c) 199? Sacchin & Nima Co.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88299&o=2

$end


$info=sc4himib,sc4himid,
$bio

High 'N' Mighty (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR2067]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61762&o=2

$end


$info=sc4himia,sc4himie,
$bio

High 'N' Mighty (c) 200? Mazooma Games

- TECHNICAL -

[Model PR2119]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61761&o=2

$end


$info=sc4himi,sc4himic,sc4himif,sc4himig,sc4himih,sc4himii,
$bio

High 'N' Mighty (c) 200? Mazooma Games.

High 'N' Mighty is an exciting multi-stake, 5 winline game. Its clear and uncluttered design combined with great gameplay has made it popular with both casual and enthusiastic players alike.

3-of-a-kind reel wins can be won on any active winline. Any numbers on the center winline add to the trail which leads on to a cash ladder. After reaching the cash ladder, one successful gamble allows the player to exchange to the feature. The board game can also be entered by exchanging from a reel win. Obtaining 3 underlaid red bars gives a Super Start to the feature.

Pressing START moves moves around the board. Winning a hi-lo gamble awards a repeat of the current board square. Collecting 3 white 'Chips' allows shots to be taken in the 'Knockout Ring'. Three red chips gives invincibility (No Lose).

When shots are open, they can be used at any time. A Super Knockout will award a Super Feature or a repeat Cash Pot chance.

- TECHNICAL -

[Model PR2999]
Technology : Scorpion 4
Cabinet : Eclipse with Note Acceptor facility.
Jackpot : £25
Stakes : 10p, 20p, 30p

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11897&o=2

$end


$info=sc4hi5,sc4hi5a,sc4hi5b,sc4hi5c,sc4hi5d,sc4hi5e,sc4hi5f,sc4hi5g,
$bio

High 5 (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR1003]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42644&o=2

$end


$info=m5hiclau,
$bio

High Claudius (c) 200? Vivid.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15655&o=2

$end


$cpc_cass=highepid,
$bio

High Epidemy [Model HE AM 186] (c) 1988 FIL [France Image Logiciel]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96665&o=2

$end


$info=j6h5clb,j6h5clba,
$bio

High Five Club (c) 199? JPM International.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42333&o=2

$end


$info=sc2hifly,sc2hifly2,sc2hifly3,sc2hifly4,
$bio

High Flyer (c) 199? MDM Leisure.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15578&o=2

$end


$info=m5hifly,m5hifly03,m5hifly04,
$bio

High Flyer (c) 199? Barcrest.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=21202&o=2

$end


$cpc_cass=hifrontr,
$bio

High Frontier (c) 1987 Activision, Inc. [Santa Clara, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96666&o=2

$end


$pcecd=highgrnd,
$bio

High Grenadier (c) 1991 Telenet [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58216&o=2

$end


$gba=highh2k2,
$bio

High Heat Major League Baseball 2002 [Model AGB-ASSE-USA] (c) 2001 3DO Company, The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71204&o=2

$end


$gba=highh2k3,
$bio

High Heat Major League Baseball 2003 [Model AGB-AHHE-USA] (c) 2002 3DO Company, The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71206&o=2

$end


$gba=highh2k3j,
$bio

High Heat Major League Baseball 2003 [Model AGB-AHXJ-JPN] (c) 2002 Takara Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71205&o=2

$end


$info=hiimpact,hiimpact1,hiimpact2,hiimpact3,hiimpactp,hiimpact4,
$bio

High Impact Football (c) 1990 Williams Electronics Games, Incorporated.

An American Football game from Williams.

- TECHNICAL -

Williams Y Unit hardware

Main CPU : TMS34010 (@ 6.25 Mhz)
Sound CPU : Motorola M6809 (@ 2 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.57958 Mhz), DAC, HC55516 (@ 3.57958 Mhz)

Screen orientation : Horizontal
Video resolution : 396 x 256 pixels
Screen refresh : 53.20 Hz
Palette colors : 4096

Players : 4
Control : 8-way joystick
Buttons : 1

- TRIVIA -

Released in December 1990.

A High Impact Football unit appears in the 1991 movie 'Terminator 2 - Judgment Day'.

- SERIES -

1. High Impact Football (1990)
2. Super High Impact (1991)

- STAFF -

Designed by: Ed Boon (EJB), John Newcomer (JRN), Eugene Jarvis (EPJ) (DRJ), Tim Coman (TIM), Jim Gentile (JPG), Doug Watson (DTW)
Music and Sounds : Dan Forden (DWF)

Others from highscore table : (JIM), George N. Petro (GNP), Todd Allen (TRA), (TMM), Mark Penacho (MDP), Steve Ritchie (SSR), Sheridan Oursler (SNO), (LOF), Mark Turmell (MJT)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1122&o=2

$end


$info=sc1hipt,sc1hipta,
$bio

High Point (c) 1993 Bell-Fruit Mfg. Company, Limited.

- TECHNICAL -

Model 6108

- TRIVIA -

High Point was released in February 1993 in the UK.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42141&o=2

$end


$x68k_flop=highpos,
$bio

High Position (c) 1989 Michael Co. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88300&o=2

$end


$info=bikiniko,
$bio

High Rate DVD Series 9 BiKiNiKo - Okinawa de Ippai Shichaishimashita (c) 1999 Nichibutsu.

- TRIVIA -

Released in June 1999.

The title translates from Japanese as "Bikini Girl - I Have Defeated One in Okinawa".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=29211&o=2

$end


$info=m4hirise,m4hirisea,m4hiriseb,m4hirisec,m4hirised,m4hirisee,
$bio

High Rise (c) 199? Barcrest.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15063&o=2

$end


$bbca_cass,bbcb_cass=highrise,
$bio

High Rise Horror (c) 1984 Virgin Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51939&o=2

$end


$info=m4hiroll,
$bio

High Roller (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41340&o=2

$end


$info=hirolcas,hirol_fr,hirol_gr,hirol_it,hirolcat,hironew,hirol_gr_210,hirolcas_210,
$bio

High Roller Casino (c) 2001 Stern Pinball.

- TECHNICAL -

Stern Whitestar
Model Number : 65

Main CPU : Motorola M6809 (@ 2 MHz)
Sound CPU : Motorola M6809 (@ 2 MHz)
Display CPU : Motorola M6809 (@ 4 MHz)
Sound chip : BSMT2000 (@ 24 MHz)

- TRIVIA -

Released in January 2001

- UPDATES -

Software Release : 2.00
Date : 29-Jan-2001

Software Release : 2.01
Date : 30-Jan-2001
- Games can start with <4 balls in trough now.
- Potential game-crashing diagnostic bug fixed.

Software Release : 2.02
Date : 08-Feb-2001
- Implemented Display Effect stacking, so that extra ball lit, replay, and special will almost always show up now.
- Fixed Roll'n'Win '?' award display.
- Fixed Break the Bank staying lit across games.
- Added a Lamp Effect for Roll'n'Win.
- Added attract mode flipper speech.
- Added speech for high bonus counts.
- Chips cap at 100-chip increments until Break the Bank is played.
- All ramp shots now award ramp points and awards.
- Fixed Super Loops double-scoring bug.
- Fixed spurious awards at the jet post opto.
- Fixed Lamp Effect priorities.

Software Release : 2.03
Date : 09-Feb-2001
- Changed default extra ball setting from 2 Casino Games won to 3.

Software Release : 2.04
Date : 23-Feb-2001
- Implemented tournament mode (nothing is random when enabled).
- Fixed some Multiball System issues.
- Implemented AYBABTU easter egg.
- Ball search now held off when Roll'n'Win awards 'Collect Bonus'.
- Casino Frenzy jackpot now caps at 10,000,000.
- Break the Bank scoring increased.
- Break the Bank ramp timing made slightly more difficult.
- Game now checks top slot machine opto for a ball sitting there.

Software Release : 2.05
Date : 06-Mar-2001
- Fixed replay bug.
- Changed priorities of Roll'n'Win awards for better choreography.
- Changed some defaults for French machines.
Replay now at 14%.
Replay starting value now 200M.

Software Release : 2.10
Date : 04-Apr-2001
- Fix for French multiball ballsaver exploit issue.
- Fixed problem where bonus wouldn't count total chips above 255 correctly.

Software Release : 3.00
Date : 03-Dec-2001
- Game plays and feels a lot faster now thanks to all this.
- Switch scanning rewritten. Matrix still scanned 2 cols/ms, but all debouncing is done by exec now.
- Fixed switches not dispatching if they closed and opened before exec had a chance to process them.
- Sound system bugs, particularly related to followup %age, fixed.
- Added statistical analysis of switch closures, which allows detection of both hyper- and hyposensitive switches. It also allows software compensation for broken switches, based on legal opinion.
- Reorganized adjustments and resets. Adjustments that weren't really adjustments are gone now, with the exception of custom message and the pricing editor.
- Added Portals 'Installs' menu, which will affect a number of adjustments without needing to reset audits.
- Duty-cycling for all coils implemented. Duty updated every 2ms with resolution as low as 1/16.
- All adjustments now do what they're supposed to do.
- Roulette wheel logic vastly improved.
- Switch scoring changed. Probably generally higher now.
- Spinner rule FINALLY behaves as it should now, maxing at 20 spins to increase Bonus X.
- Added a call to some multiball ready music.
- More display effects for Casino Frenzy.
- Skill Shot Maxed bonus added.
- Game now works correctly with <3 balls installed.
- If player is given Multiball from Roll'n'Win, then any pending Casino Frenzy or Break the Bank is aborted, and the player must shoot for it again after multiball is over.
- Every major event should have a lamp effect now.
- Added controlled lamp duty cycling!
- Fixed an ancient Roll'n'Win LEFF bug that would scrawl.
- Added grace-grace periods for multiballs.
- Retimed a bunch of events with the newer faster system.
- Finally did Instant Info.
- Added coindoor ballsaver feature and adjustment. Currently, the game must be on free play for this adjustment to work, but this will likely change in the future. This adjustment, when enabled, will ballsave any balls that are currently in-play for 2 seconds per ball, UNLESS the ball save timer is already longer than that (in which case the timer is unchanged) when the coin door is opened. Balls are then relaunched when the coin door is closed again. If the game is in Tournament Mode, then this behavior will ALWAYS occur, regardless of the setting of this adjustment and the free play adjustment.
- Added adjustment for flipper button ball launching. This is intended primarily for disabled people; valid settings are LEFT FLIPPER, RIGHT FLIPPER, EITHER FLIPPER, BOTH FLIPPERS, DISABLED (default). It specifies which flipper button(s) will autolaunch the ball when the game is waiting for the player to plunge the ball.
- Added non-valid-playfield ball search.
- Now check the shooter groove when playfield goes valid, and fire kicker if ball is there.
- Added game start ball search, though it is probably pretty rare that it will actually occur because powerup ball search and in-game ball search both correct the current balls-installed count.
- Added total pages for every multiball and super mode.
- Flipper button debouncing and dispatching totally rewritten.
- Fixed replay level adjustment display bug.
- Added tech alert alerts to coin door open and powerup.
- Fixed changing replay award type turning off match.
- Revamped powerup ball search.
- Added display effect for powerup ball search and for in-game ball search starting with ball search #2.
- Added slot machine hurryup award display effect.
- Added director's cut display effect for attract mode.
- Retimed attract mode effects so they don't go away now.
- Retimed many events and their grace periods, and added grace-grace periods to same.
- Retimed ball search.
- Fixed flipper hold-power fire if held when they were inactive.
- Fixed game start speech calls.
- Improved flipper choice time wait.
- Probably some other stuff too.

- STAFF -

Concept by : Jon Norris
Design by : Keith P. Johnson
Art director : Jason J. Dominiak
Art by : John Youssi, Kevin O'Connor
Dots/Animation by : Mark Galvez
Mechanics by : Joe Balcer, Jon Norris, John Borg, Wesley Chang
Music & Sounds by : Kyle Johnson
Software by : Keith P. Johnson, Lonnie D. Ropp, Dwight Sullivan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5438&o=2

$end


$info=sc5hirol,sc5hirola,sc5hirolb,sc5hirolc,sc5hirold,sc5hirole,
$bio

High Roller (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR2318]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42647&o=2

$end


$pc98=hsdays,
$bio

High School Days (c) 1996 May-Be Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89673&o=2

$end


$info=mikiehs,
$bio

High School Graffitti Mikie (c) 1984 Konami Industry Company, Limited.

- TRIVIA -

High School Graffitti Miki is an alternate version of the Konami game "Mikie". Aside from the noticeably different decor in the homeroom (all right, it's only the blackboard), there are several MAJOR differences in this MUCH harder version. Hearts that were normally in glass cases are stacked as piles of three hearts (you only have to time the last heart for Perfects). Furthermore, you can't headbutt in this version, you have to yell, which temporarily stuns enemies EXCEPT FOR your homeroom teacher, who cannot be stopped except by thrown items. Yelling is also much shorter range than headbutting, making timing crucial. Not a version for the weak-reflexed. Most importantly though is that if you take too long in a room, the Classroom teacher can throw what looks like either a necklace or dentures at you. On the plus side, you recover faster from a yell than a headbutt (less lag time) and enemies don't speed up as fast as they do in the other romsets (unfortunately, it seems as though the homeroom teacher will speed up on his own in this romset).

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=39707&o=2

$end


$gba=hischool,hischoolp,
$bio

High School Musical [Model AGB-BJ2E-USA] (c) 2007 Disney Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71207&o=2

$end


$psx=highscho,
$bio

High School of Blitz [Model SLPS-02351] (c) 1999 Media Works

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85267&o=2

$end


$saturn,sat_cart=hsterra,
$bio

High School Terra Story (c) 1998 KID

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59232&o=2

$end


$pc98=highswar,
$bio

High School War - 23 Kunai Seifuku Touitsu Tousou Hen (c) 1993 ISC [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89674&o=2

$end


$sms=highsc,
$bio

ハイスクール! 奇面組 (c) 1986 Sega Enterprises, Limited.
(High School! Kimengumi)

- TECHNICAL -

Game ID: G-1309

- TRIVIA -

Released on December 15, 1986 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55875&o=2

$end


$msx2_cart=highsc,
$bio

ハイスクール! 奇面組 (c) 1987 Pony Canyon, Incorporated.
(High School! Kimengumi)

- TECHNICAL -

Game ID: R58Y5813

- TRIVIA -

Original price: 5800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51312&o=2

$end


$info=hshavoc,
$bio

High Seas Havoc (c) 1993 Data East.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 7.670442 Mhz), Zilog Z80 (@ 3.57954 Mhz)
Sound Chips : YM3438 (@ 7.670442 Mhz), SN76496 (@ 3.57954 Mhz)

Players : 1

- TRIVIA -

High Seas Havoc was released in May 1993.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5943&o=2

$end


$megadriv=havocu,
$bio

High Seas Havoc (c) 1993 Data East Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57249&o=2

$end


$info=hs_l4,hs_l3,
$bio

High Speed (c) 1986 Williams Electronics Games, Incorporated.

- TECHNICAL -

Williams System 11
Model Number : 541

Main CPU : M6808 (@ 1 MHz)
Sound CPU : Motorola M6809 (@ 2 MHz), OKI M6808 (@ 1 MHz)
Sound chips : (2x) DAC, HC55516

- TRIVIA -

This game was based on designer Steve Ritchie's real-life high-speed (146 mph) chase from the police in his 1979 Porsche 928.

During its design, it was joking referred to as 'High Cost' by some rival Williams designers, due to the production cost for this game at the time it was made.

High Speed was the first pinball to play a complete song, and also :
The first Williams pinball game to use alpha-numeric displays.
The first diverter in a pinball.
The first 'Kick-Big' (kicker and scoop) in a pinball.
The first use of Auto Percentaging (for replay scores).
The first 'Jackpot' in a pinball, during multi-ball and the first 'Jackpot' that carried over between games.

17,080 units were produced.

The 'Dispatch, this is 504' voices were done by both Steve Ritchie and Larry DeMar who recorded the voices while speaking via 2-way radios.

- SCORING -

High Speed target scoring is as follows (summary):
* Slingshots: 10 points.
* Spinner: 100 points per spin.
* Lit Spinner: 1000 points per spin.
* Bumpers: 500 points
* Freeway Scores:
o 1/ 25,000;
o 2/ 50,000;
o 3/ 75,000;
o 4/100,000;
o 5/Light Extra Ball 
* Ramp:
o 1/ 50,000;
o 2/ 75,000;
o 3/100,000 

BONUS TOTAL SCORING
* Plunger (starting): 1,000 points
* Stoplight Target: 1,000 points
* Outlanes: 3,000 points

- SERIES -

1. High Speed (1986)
2. The Getaway - High Speed II (1992)

- STAFF -

Design and Concept : Steve Ritchie (SSR)
Software : Larry DeMar (LED)
Sounds : Bill Parod, Steve Ritchie, Eugene Jarvis
Graphic Design by : Mark Sprenger
Backglass : Python Anghelo

- PORTS -

* Consoles :
Nintendo NES (1991) - developed by Rare.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5300&o=2

$end


$nes=highsped,highspedu,
$bio

High Speed (c) 1991 Tradewest, Incorporated.

- TRIVIA -

Reviews:
[FR] August 1992 - Joypad N.11: 49%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55201&o=2

$end


$info=m4hisprt,m4hisprta,m4hisprtb,m4hisprtc,m4hisprtd,m4hisprte,j6hisprt,
$bio

High Spirits (c) 199? Empire Games Limited.

- TECHNICAL -

MPU4

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15317&o=2

$end


$info=ep_spirt,
$bio

High Spirits (c) 199? Global Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40896&o=2

$end


$info=m5hisprt,
$bio

High Spirits (c) 200? Empire Games, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41582&o=2

$end


$gameboy=histakes,
$bio

High Stakes [Model DMG-HY-USA] (c) 1992 Electro Brain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66135&o=2

$end


$amigaocs_flop=histeel,
$bio

High Steel (c) 1989 Screen 7

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74233&o=2

$end


$cpc_cass=histeel,
$bio

High Steel (c) 1989 Screen 7

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96668&o=2

$end


$saturn,sat_cart=highvelo,
$bio

High Velocity - Mountain Racing Challenge [Model T-14402H] (c) 1996 Atlus Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60057&o=2

$end


$info=hvoltage,
$bio

High Voltage (c) 1985 Alpha Denshi Company, Limited.

Once upon a time, man on the Earth concentrated all the power of superlative science to control the universe and changed it into force of arms. We repressed the galactic system where high grade creature lived, and expanded his territory successively. However, it is 3030 now and we ruled over huge country. But, it became too large to do ot. The eye could not have reached at last in all parts of the heavenly bodies and rebellion arose here and there......and finally big revolt rose in a country named Regit. The rebel army extended their power rapidly, centering around their territory and made haste to build up a thorou ghly strengthened country. To control this, we headed on to Regit in High Voltage.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 6 Mhz)
Sound CPU : 8085A (@ 5 Mhz)
Sound Chips : MSM5232 (@ 2.5 Mhz), AY8910 (@ 1.536111 Mhz), (2x) DAC

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

High Voltage was released in July 1985.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1123&o=2

$end


$info=ep_highv,ep_highva,ep_highvb,ep_highvc,ep_highvd,ep_highve,ep_highvf,
$bio

High Voltage (c) 2000 Impulse Gaming.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40029&o=2

$end


$info=hwrace,
$bio

High Way Race (c) 1983 Taito.

An overhead driving game from Taito.

- TECHNICAL -

Runs on the "Taito SJ System" hardware.
Prom Stickers : AC4

Players: 2
Control: 8-way joystick
Buttons: 2

- TRIVIA -

Released in April 1983 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1124&o=2

$end


$msx1_cart=highway,
$bio

High Way Star (c) 1983 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77130&o=2

$end


$msx1_cart=highwayk,
$bio

High Way Star (c) 1983 Qnix Corp. [Korea]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77131&o=2

$end


$cpc_cass=highlndr,
$bio

Highlander (c) 1986 Ocean Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96671&o=2

$end


$info=sc4sprng,
$bio

Highly Sprung (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR2066]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42803&o=2

$end


$pc8801_flop=highrise,
$bio

Highrise (c) 1985 Comptiq [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92002&o=2

$end


$saturn,sat_cart=highway2,
$bio

Highway 2000 (c) 1995 JVC

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60324&o=2

$end


$saturn,sat_cart=highway2u,
$bio

Highway 2000 [Model T-31101H] (c) 1996 Natsume

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60058&o=2

$end


$amigaocs_flop=hw42_war,
$bio

Highway 42 & Warlords (c) 199? Markt & Technik

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74234&o=2

$end


$msx1_cass=highway,
$bio

Highway Encounter (c) 1985 Dinamic Software [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94710&o=2

$end


$cpc_cass=hiencntr,
$bio

Highway Encounter (c) 1985 Vortex Soft., Ltd. [England]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96673&o=2

$end


$amigaocs_flop=hwhawks,
$bio

Highway Hawks (c) 1989 Anco

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74235&o=2

$end


$amigaocs_flop=hwpatrl2,
$bio

Highway Patrol 2 (c) 1990 Microïds

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74236&o=2

$end


$pc98=highway,
$bio

Highway Star (c) 1986 System Sacom Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89675&o=2

$end


$nes=highway,
$bio

Highway Star (c) 1987 Square Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54177&o=2

$end


$nes=highwayh,
$bio

Highway Star (c) 1987 AMG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69263&o=2

$end


$nes=highwayr,
$bio

Highway Star (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55202&o=2

$end


$nes=hstarfds,
$bio

Highway Star (c) 19?? Kaiser Corp. [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84026&o=2

$end


$pcecd=chrisbkn,
$bio

Hihou Densetsu Chris no Bouken (c) 1991 Pack-In-Video Company, Limited.

- TRIVIA -

Reviews:
[FR] August 1992 - Joypad N.11: 80/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58217&o=2

$end


$cpc_cass=hijack,
$bio

Hijack [Model UQK 609] (c) 1986 Electric Dreams Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96674&o=2

$end


$famicom_flop=rolpanic,
$bio

?GENJI ???????? (c) 1989 Pony Canyon, Incorporated.
(Hikari Genji - Roller Panic)

Roller Panic is a simple adventure game by Pony canyon and featuring a J-Pop boy band popular in the 1980s. The story if fairly simple - right before one of their music concert, someone steals the band's favorite roller skates. And obviously, they can't start the concert without their shoes on wheels. So they decide to explore the nearby town to retrieve them. The band counts seven kids and the player starts by picking one of them. He then selects a partner and starts to look for his colleague's roller skates. Once the rollers are retrieved, the player picks another partner and repeat the process until the seven rollers get back in the hands of their rightful owners. A top view of the town shows where our heroes are and which building can be visited. Once inside one of them, the view changes and the game follows there a traditional digital comic structure with several possible choices to pick from.

- TECHNICAL -

Game ID: PNF-GEN

- TRIVIA -

Hikari Genji was released on March 20, 1989 in Japan for 3200 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65355&o=2

$end


$nes=photon,
$bio

Hikari no Senshi Photon - The Ultimate Game on Planet Earth (c) 1987 Takara Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54178&o=2

$end


$psx=hikarino,
$bio

Hikari no Shima - Seven Lithograhs in Shining Island [Model SLPS-02305] (c) 1999 Affect

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85268&o=2

$end


$gba=f_hikari,
$bio

Hikari Shinwa - Palthena no Kagami [Famicom Mini] [Model AGB-FPTJ-JPN] (c) 2004 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70636&o=2

$end


$famicom_flop=hikaris2,hikaris,hikaris1,
$bio

光神話 パルテナの鏡 (c) 1986 Nintendo Company, Limited.
(Hikari Shinwa - Palthena no Kagami)

Hikari Shinwa is a challenging action/platform game by Intelligent Systems (published by Nintendo) based on Greek mythology. In the country of Angel Land, the cute princess Palutena has been kidnapped by the evil Medusa. Pit, a young and courageous angel boy, seems to be the only one who can bring her back and save the angel world. Pit starts in the underworld jail and fights his way through four vast stages, up to the sky world and Medusa's lair. But beware, some vertical stages can not be backtracked. Pit's only weapons are his bow and arrows. Defeated enemies drop little heats which can be used to purchase special items such as healing potions, hammers or magic feathers. Pit's arrows and bow also receive upgrades from time to time. Special weapons can also be collected throughout the game and be used at the end, for the final duel against Medusa. Each area counts a fortress and a mean boss hides within its walls. There, Pit can use all the hammers he collected earlier to free poor soldiers turned in stone by Medusa. Once delivered, they can help him in his quest and give him clues on how to defeat the area's guardians.

- TECHNICAL -

Game ID: FMC-PTM

- TRIVIA -

Hikari Shinwa was released on December 19, 1986 in Japan at a retail price of 2600 Yen.

- STAFF -

Designed by: Gunpei Yokoi, Satoru Okada

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65354&o=2

$end


$info=hikaru,
$bio

Hikaru (c) 1999 Sega Enterprises, Ltd.

- TECHNICAL -

CPU: 2 x Hitachi SH-4 128 bit RISC CPU with graphic functions @ 200 MHz 360 MIPS / 1.4 GFLOPS. 
Graphic Engine: Sega Custom 3D. 
Sound Engine: 2x ARM7 Yamaha AICA @ 45 MHz with internal 32-bit RISC CPU, 64 channel ADPCM. 
Main Memory  64 Mbytes. 
Graphic Memory: 28 Mbytes. 
Sound Memory: 8 Mbytes. 
Media: ROM Board (max 352 MBytes). 
Simultaneous Number of Colors: Approx. 16,770,000 (24bits). 
Resolution: 24 KHz, 496x384 Pixels, 31 KHz 640x480 Pixels.
Polygons: 2 Million polys a sec. 
Shading: Phong Shading.
Lighting: Horizontal, Spot, 1024 lights per scene, 4 lights per polygon, 8 window surfaces. 
Effects: (at least) Phong Shading, Fog, Depth Queueing, Stencil, Shadow, Motion blur. 
Others Capabilties: Bitmap Layer x 2, Calender, Dual Monitor (24 kHz). 
Extensions: communication, 4 channel audio, PCI, MIDI, RS-232C. 
Connection: Jamma Video complient.

- TRIVIA -

This board was totally custom and very expensive to produce, it was only really designed for one game ("Brave Fire Fighters") as it could do complex fire/water graphics. There were eventually only 6 games made for this system beforce it was dropped in favour of the much cheaper "NAOMI 2". 

It was also the first arcade board to be able to do phong shading.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48363&o=2

$end


$psx=hikaruno,
$bio

Hikaru no Go - Heian Gensou Ibunroku [Model SLPM-87059] (c) 2002 Konami Corp. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85269&o=2

$end


$psx=hikaruic,
$bio

Hikaru no Go - Insei Choujou Kessen [Model SLPM-87199] (c) 2002 Konami Corp. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85270&o=2

$end


$gba=hikarug2,
$bio

Hikaru no Go 2 [Model AGB-AKEJ-JPN(RK297-J1)] (c) 2002 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71209&o=2

$end


$gba=hikarugoa,hikarugod,hikarugo,
$bio

Hikaru no Go [Model AGB-AHKJ-JPN(RK260-J1)] (c) 2001 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71208&o=2

$end


$pc8801_flop=hilanipl,
$bio

Hilanipla (c) 1988 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92003&o=2

$end


$a2600=hiliball,
$bio

Hili Ball (c) 1983 Quelle

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50570&o=2

$end


$info=sc5hill,sc5hilla,sc5hillb,
$bio

Hill Billionaire (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR1613]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43740&o=2

$end


$info=sc4hill,sc4hilla,
$bio

Hill Billionaire (c) 200? Bell-Fruit Games.

- TECHNICAL -

[Model PR1643]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11522&o=2

$end


$amigaocs_flop=hillstrt,
$bio

Hill Street Blues (c) 1991 Krisalis

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74237&o=2

$end


$amigaocs_flop=hillstrta,
$bio

Hill Street Blues [Budget] (c) 1991 Buzz

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74238&o=2

$end


$amigaocs_flop=hillsfar,hillsfarg,
$bio

Hillsfar (c) 1989 US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74239&o=2

$end


$info=sc4hilo,sc4hiloa,sc4hilob,sc4hiloc,sc4hilod,sc4hiloe,sc4hilof,sc4hilog,sc4hiloh,sc4hiloi,sc4hiloj,sc4hilok,
$bio

Hilowatha (c) 2001 Bell-Fruit Games.

This game can be played on 3 stakes: the player selects stake by using the 'Change Stake' button. If the player doesn't use the 'Change Stake' button, the game defaults to the stake played on the previous game. 

One symbol on the middle reel that is always wild when it appears on an active winline.

On the third reel there is a chief's head symbol. When that symbol lands in this position it will activate the chief's head feature.
The accumulated value of wins forms a starting point for the top game gamble.
A Barcode (triple,double and single bars on the winline in that order) gives six combinations (via the hold buttons) which will give 6 different features.

- TECHNICAL -

[Model PR1013]

- TRIVIA -

Released in January 2001.

- TIPS AND TRICKS -

Hints:
*Watch out for vertical wins!!
*Build up the arrows to the super knockout...get more than you bargained for!
*What happens when the hilo number matches the feature number....?
*A bonus reel blast can happen at any time!
*Nudge and Hold can help you get a win.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11556&o=2

$end


$gba=himawari,
$bio

Himawari Doubutsu Byouin - Pet no Oishasan Ikusei Game [Model AGB-BNBJ-JPN] (c) 2004 TDK Core

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71210&o=2

$end


$gba=himekish,
$bio

Hime Kishi Monogatari - Princess Blue [Model AGB-A3HJ-JPN] (c) 2002 Tonkin House

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71211&o=2

$end


$pc8801_flop=himering,
$bio

Hime Ringo Record (c) 1989 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92004&o=2

$end


$info=himesiki,
$bio

Himeshikibu (c) 1989 Hi-Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=30501&o=2

$end


$psx=himikode,
$bio

Himiko-Den [Model SLPS-01890/91/92] (c) 1999 Hakuhodo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85271&o=2

$end


$pc98=nanako3,
$bio

Himitsu Chouhou Buin - 00Nanako-chan 3 (c) 1995 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89676&o=2

$end


$x68k_flop=himihana,
$bio

Himitsu no Hanazono (c) 1992 Game Technopolis

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87758&o=2

$end


$pc98=himihana,
$bio

Himitsu no Hanazono (c) 1992 Game Technopolis [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89677&o=2

$end


$pcecd=himitsu,
$bio

Himitsu no Hanazono (c) 1993 Tokuma Shoten Intermedia, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58218&o=2

$end


$saturn,sat_cart=metamor5,
$bio

Himitsu Sentai Metamor V (c) 1998 MYCOM

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59233&o=2

$end


$psx=himitsus,
$bio

Himitsu Sentai Metamor V Deluxe [Model SLPS-01626] (c) 1998 MYCOM

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85272&o=2

$end


$pc98=hiouden,
$bio

Hiouden (c) 1992 Telenet Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89678&o=2

$end


$snes=hiouden,
$bio

Hiouden - Mamono-tachi to no Chikai [Model SHVC-HR] (c) 1994 Wolf Team

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61441&o=2

$end


$pc98=hiouden2,
$bio

Hiouden II (c) 1993 Telenet Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89679&o=2

$end


$info=j6hiphop,j6hiphopa,j6hiphopb,j6hiphopc,j6hiphopd,
$bio

Hip Hopper (c) 199? Ace Coin Equipment, Limited.

- TECHNICAL -

Impact

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41106&o=2

$end


$info=hmcompmx,
$bio

hiphopmania Complete MIX (c) 1999 Konami Company, Limited.

- TECHNICAL -

Konami Bemani DJ-Main hardware

Main CPU : Motorola 68EC020 (@ 8 Mhz)
Sound Chips : (2x) K054539 (@ 48 Khz)

Players : 2
Control : dial
Buttons : 5

- TRIVIA -

Released in January 1999.

This game is known in Japan as "beatmania Complete MIX".

- SERIES -

1. beatmania (1997)
2. beatmania 2nd MIX (1998)
3. beatmania 3rd MIX (1998)
4. hiphopmania Complete MIX (1999)
5. beatmania 4th MIX - The Beat Goes On (1999)
6. beatmania 5th MIX - Time To Get Down (1999)
7. hiphopmania Complete MIX 2 (2000)
8. beatmania Club MIX (2000)
9. beatmania CORE REMIX (2000)
10. beatmania Featuring Dreams Come True (2000)
11. beatmania 6th MIX - The UK Underground Music (2001)
12. beatmania 7th - Keepin' Evolution (2002)
13. beatmania The Final (2002)

- STAFF -

Producer & Director : Koji Okamoto
Planner : Mizking
Sound director : Reo Nagumo
Composers : Nite System, Quadra, DJ Mazinger, Crunky Boy, Nouvo Nude, Hiroshi Takeyasu, Reo Nagumo, Ohta Tomomi, Yohei Shimizu
Programmers : Hideki Hashimoto, Takayuki Fukunaga
Hardware engineer : Masayuki Senami
Mechanical engineers : Yuichiro Sagawa, Toshiharu Miura
CG designers : Mizking, Hotaru Komatsu, Gyo Eguchi, Hajime Yashiro (KCE Japan)
Graphic designer : Noriyuki Yokoki
Vocalist & Rapper : Yurika Nagasawa, Miryam, Muhammad, Butcher "ONE LOVE", Chappy, Bombman
Sound tool programmer : Yohei Shimizu
Guitarists : Hiroshi Miyauchi, Takumi Kikuya, Yoriyoshi Matsushita
Dancer : Wan-Chan, Nami
Japanese-english translators : Mutsuko Ichikawa, Hideki Hashimoto, Ami Masaki, Mary Hermanson, Justin Lazaroff

* Staff of SPU original songs "Big Beat Mix" :
CG designer : Hajime Yashiro (KCE Japan)
Composers : Hiroyuki Togo (KCE Japan), Tappy
Lyricists : Fabienne Haber, Hiroyuki Togo
Sound data analizers : Masashi Watanabe (KCE School), Hiroyuki Togo
Vocalist & Rapper : Fabienne Haber, Ikuzo Fujimura
Guitarist : Hiroyuki Togo
Japanese-English translators : Kerry Nagai, Ikuzo Fujimura
Japanese-French translator : Fabienne Haber

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1125&o=2

$end


$info=hmcompm2,
$bio

hiphopmania Complete MIX 2 (c) 2000 Konami Company, Limited.

- TECHNICAL -

Konami Bemani DJ-Main hardware

Main CPU : Motorola 68EC020 (@ 8 Mhz)
Sound Chips : (2x) K054539 (@ 48 Khz)

Players : 2
Control : dial
Buttons : 5

- TRIVIA -

Released in January 2000.

This game is known in Japan as "beatmania Complete MIX 2".

Michael Jackson used to own this game (Serial number: 858200979). It was sold at the official Michael Jackson Auction on Apr. 24th, 2009.

- TIPS AND TRICKS -

* All Songs Mode : At the title screen, press the leftmost white key on the player 2 side exactly 9 times. Then press the middle white key 9 times. Finally, press the last white key 8 times. The screen should flash white. Now when you press the Effector button, 'All Music Mode' should be among the list of options. Use your side's turntable to turn on All Music Mode. You will now be able to select every song in the game on any stage.

* Get High Speed, Mirror, Random, etc. : When you are in the screen where you pick your songs, highlight the song you are going to play, then press the effector button 7 times. You should see something on the left side of the screen after you push it 7 times. Now hold the effector button down. The thing on the left should now stay visible. Hold the effector button down while pushing these buttons for modes : 
Mirror - push left blue button once 
Random - push left blue button twice 
High Speed 1 - push right blue button once 
High Speed 2 - push right blue button twice 
High Speed 3 - push right blue button 3 times 
Hidden - push middle white button once 
Sudden - push middle white button twice 
Stealth - push middle white button 3 times 

Remember to hold the effector button down when pushing any of the buttons for the modes. To reset or 'turn off' any of the modes just hold the effector down at the song select screen and press the key until the thing on the left has all lines.

* Re-arranging songlist by Anothers : This only works for Hard mode, since Basic mode does not have Anothers. While selecting game type mode (Basic/Hard/Expert), hold the Effector key down and hit any key. This will then rearrange the songlist according to Another difficulties. If a song does not have an Another, it will be arranged to it's normal difficulty. 
Note : You can still select the normal version of the song by hitting the two black keys on the highlighted song.

- SERIES -

1. beatmania (1997)
2. beatmania 2nd MIX (1998)
3. beatmania 3rd MIX (1998)
4. hiphopmania Complete MIX (1999)
5. beatmania 4th MIX - The Beat Goes On (1999)
6. beatmania 5th MIX - Time To Get Down (1999)
7. hiphopmania Complete MIX 2 (2000)
8. beatmania Club MIX (2000)
9. beatmania CORE REMIX (2000)
10. beatmania Featuring Dreams Come True (2000)
11. beatmania 6th MIX - The UK Underground Music (2001)
12. beatmania 7th - Keepin' Evolution (2002)
13. beatmania The Final (2002)

- STAFF -

Producer : Koji Okamoto
Director : Seiji Higurashi
Sound directors : Takehiko Fujii, Kiyotaka Sugimoto
Sound superviser : Reo Nagumo
Programmers : Yohei Marufuji, Masaru Nakamura
Cg designers : Yaku Hiranabe, Mikio Yasumatsu, Tomoko Shiono
Hardware engineer : Masayuki Senami
Mechanical enginners : Yuichiro Sagawa, Toshiharu Miura
Graphic designer : Noriyuki Yokoki
Composers : D&G Music Factory (AMD), Deep Emotion, Dj Oddball, Hiroshi Watarai, Hiroyuki Togo (KCEJ), Kouichi Yamazaki, Kiyotaka Sugimoto, Mikio Endo, Mitsukumi Murayama, NM Sequence Unlimited (AMD), Reo Nagumo, Takayuki Ishikawa, Takehiko Fujii, Hiroshi Takeyasu, Toshiyuki Kakuta (KCEJ), Larry Dunn, Luisa Dunn, Hiroshi Watanabe, Aki, Tag, Delaware, Nouvo Nude
Sound data analyzers : Mitsukuni Murayama, Ryuchi Nitta, Migitera Osamu, Uchida Tomoyuki, Tatsuya Furukawa (good~cool), Tag, Aki
Vocalist & Rappers : Megumi Oka, Scotty D., Andrea Robinson, Brenda Vaughn, Argie Lanette Phine, Linda Gish, Ike Nelson, Jeff Coote
Drummer : Kiyotaka Sugimoto
Dancers : Nami, Wan~chan
Mixing engineers : Masaki akamura (Onkio Haus), Toshihiro Hayano (Kim Studio)
Japanese~English translator : Justin Lazaroff

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1126&o=2

$end


$info=hipoly,
$bio

Hipoly (c) 1983 Unknown.

Unofficial release of Hyper Olympic.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103585&o=2

$end


$vc4000=hippodro,
$bio

Hippodrom (c) 1978 Interton Electronic.

- TECHNICAL -

[Cassette No. 11]

- TRIVIA -

Also called Hippodrome in France.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49203&o=2

$end


$info=hippodrm,
$bio

Hippodrome (c) 1989 Data East USA.

The brave knight takes on a slew of medieval opponents. Money won during fights can be used to purchase fighter upgrades.

The game has 9 different selectable colosseums, each with a different opponent to face:
Pandemonium: Cawnus the Lamia Noble
Gehenna: Gran the Gargoyle
Tarterus: Norfolk the Lizard Man
Gadsheim: Sharon the Armor Dragon
Archeron: Daldnoa the Scorpion Man
Elysium: Solomon the Wizard
Twin Paradises: Charry Steve The Assassins
Abyss: Pon the Giant

- TECHNICAL -

Main CPU : Motorola 68000 (@ 10 Mhz), HuC6280 (@ 1.342325 Mhz)
Sound CPU : MOS Technology M6502 (@ 1.5 Mhz)
Sound Chips : YM2203 (@ 1.5 Mhz), YM3812 (@ 3 Mhz), OKI6295 (@ 7.757 Khz)

Players : 2
Control : 8-Way Joystick
Buttons : 2
=> Slash, Jump

- TRIVIA -

Hippodrome was released in March 1989.

This game is known in Japan as "Fighting Fantasy".

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

- STAFF -

Game Designers : Marcy Eiko, Dotman
Hardware : Darkness K.K
Programmers : Susan, Vince Y., Tac. H
Sounds : Azusa Hara (Azusa), Hiroaki Yoshida (Maro), Hitomi Komatsu, Hiroyuki
Voices : Torba RR, Yuzi. S, Joe Kaminkow, Steve Walton

- PORTS -

* Consoles :
NEC TurboGrafx-16 [US] (1993)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1127&o=2

$end


$nes=ponkikki,
$bio

Hirake! Ponkikki (c) 1992 Takara Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54179&o=2

$end


$pico=hiraponk,
$bio

Hirake! Ponkikki Party wo Hirakou! [Model HPC-6003] (c) 1993 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75694&o=2

$end


$msx2_flop=hiranyan,
$bio

Hiranya no Mazo (c) 1986 Pony Canyon, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101715&o=2

$end


$pc8801_flop=hiranyan,
$bio

Hiranya no Nazo (c) 1986 Pony Canyon, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92005&o=2

$end


$amigaocs_flop=hiredgun,
$bio

Hired Guns (c) 1993 Psygnosis, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74240&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=hireskit,
$bio

HiRes Toolkit (c) 198? TSP

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84435&o=2

$end


$cpc_cass=hirise,
$bio

Hirise (c) 1986 Bubble Bus Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96676&o=2

$end


$psx=matsukat,
$bio

Hiroki Matsukata Presents - World Fishing [Model SLPS-02041] (c) 1999 BPS [Bullet-Proof Software]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85273&o=2

$end


$msx2_flop=hirokubihirokubia,
$bio

Hiroku Kubikiri Yakata (c) 1989 Bit2 [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101716&o=2

$end


$cpc_cass=hiromlor,
$bio

Hiromloromram (c) 1984 Popular Computing Weekly

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96677&o=2

$end


$x68k_flop=hiroshi,
$bio

Hiroshi (c) 198? Rats [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88301&o=2

$end


$x68k_flop=hiroshi2,
$bio

Hiroshi II (c) 1998 Rats [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88302&o=2

$end


$nes=hiryuken,
$bio

Hiryuu no Ken - Ougi no Sho (c) 1987 Culture Brain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54180&o=2

$end


$gbcolor=hiryuken,
$bio

Hiryuu no Ken - Retsuden GB [Model CGB-BKEJ-JPN] (c) 1999 Culture Brain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68028&o=2

$end


$gameboy=hiryukng,
$bio

Hiryuu no Ken Gaiden [Model DMG-HRJ] (c) 1990 Culture Brain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66136&o=2

$end


$nes=hiryukn2,
$bio

Hiryuu no Ken II - Dragon no Tsubasa (c) 1988 Culture Brain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54181&o=2

$end


$nes=hiryukn3,
$bio

Hiryuu no Ken III - 5 Nin no Ryuu Senshi (c) 1990 Culture Brain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54182&o=2

$end


$snes=hiryukgf,
$bio

Hiryuu no Ken S - Golden Fighter (c) 1992 Culture Brain

- TECHNICAL -

Cartridge ID: SHVC-HK

- TRIVIA -

Reviews:
[FR] November 1992 - Consoles+ No. 14: 35/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61442&o=2

$end


$snes=hiryukhv,
$bio

Hiryuu no Ken S - Hyper Version [Model SHVC-HP] (c) 1992 Culture Brain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61443&o=2

$end


$nes=hiryuksp,hiryukspp,
$bio

Hiryuu no Ken Special - Fighting Wars (c) 1991 Culture Brain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54183&o=2

$end


$n64=hiryuken,
$bio

Hiryuu no Ken Twin [Model NUS-NHKJ] (c) 1997 Culture Brain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57738&o=2

$end


$pc8801_flop=hisha,
$bio

Hisha (c) 1984 Carry Lab. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92006&o=2

$end


$msx1_cart=hisha,
$bio

Hisha (c) 1985 Micro Cabin Co.

- TRIVIA -

Retail price: 5200 yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77132&o=2

$end


$fm7_cass=hisha,
$bio

Hisha (c) 1985 Carry Lab. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93733&o=2

$end


$x68k_flop=fshark,fsharkd,
$bio

Hishouzame - Flying Shark (c) 1991 Kaneko Co., Ltd. [Tokyo, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87759&o=2

$end


$msx1_cass=devgenss,
$bio

HiSoft Devpac - Ensamblador, Desensamblador GENS (c) 1984 Sony Spain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94706&o=2

$end


$msx1_cass=devgens,
$bio

HiSoft Devpac GENS (c) 1984 HiSoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94707&o=2

$end


$msx1_cass=devmons,
$bio

HiSoft Devpac MONS (c) 1984 HiSoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94708&o=2

$end


$cpc_cass=hisoftdva,hisoftdv,
$bio

HiSoft Devpac [Model SOFT 116] (c) 1984 Amsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96678&o=2

$end


$msx1_cass=pascal,
$bio

HiSoft Pascal (c) 1984 HiSoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94709&o=2

$end


$cpc_cass=hspascal,
$bio

HiSoft Pascal 4T [Model SOFT 155] (c) 1984 Amsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96681&o=2

$end


$pce=xserd,
$bio

飛装騎兵カイザード (c) 1990 Masiya.
(Hisou Kihei SERD)

Year 2384, the world is at war and armies of giant robots fight against each other. You control the SERD squadron. The action starts in Asia, your base is in danger and you must first deploy your Serds. 'Hisou kihei serd' is a round based strategy game, you will first position your Serds on a map. Each warrior has special characteristics, some are fast and have a wide range, others are slow but more powerful. When a fight is engaged, the screen switches to an action sequence. You can save your game by using simple passwords or the backup RAM.

- TECHNICAL -

Game ID: NCS90002

- TRIVIA -

Released on February 23, 1990 in Japan for 6200 Yen.

- TIPS AND TRICKS -

* Skip Battle Animations:
Several players complain about a way to skip the battle animation scenes as they quickly get old after you've seen these dozens of times. However, the option is actually available in the game - just press Run at any time during a battle to skip to the next screen. 

* Invincibility:
During your turn, press Run, Select, II, Up, Select, Down, II, Left, Select, Right, II, Select and Run. A chime will sound when the cheat is entered. Although your units can take damage, they are now invincible. This cheat doesn't apply to support unit (such as Dolls). 

* Mission Clear:
During your turn, press Run, Select, II, Right, Select, Left, II, Down, Select, Up, II, Select and Run. A chime will sound when the cheat is entered. Now complete the turn to win the current mission.

* Move anywhere on the map:
During your turn, press Run, Select, Select, Run, II, Up, Up, Select, Down, Down, II, Run, Select, Select and Run. A chime will sound when the cheat is entered. Each unit can now freely move anywhere on the battlefield. 

Level Passwords:
Each password gives you access to each stage with no lost units.
Stage 2 - A576 E0A4 ED17 A22B AAE7
Stage 3 - 2576 E0A4 E817 A223 3BE9
Stage 4 - 8576 A4A2 6BBB A203 522D
Stage 5 - 6566 84A1 AACA 46D7 5F36
Stage 6 - E564 84A1 AACA 46D7 5EB4
Stage 7 - E564 86A1 A8CA 46D7 5FAF
Stage 8 - 4564 8633 28AA 76C7 5656
Stage 9 - E564 86CB C8AA 56C7 575D
Stage 10 - 4564 875B 08AA 7EC7 54C2
Ending - 2564 875B 08AA 5EC7 55C1

- SERIES -

1. Hisou Kihei SERD [Model NCS90002] (1990)
2. Vixen 357 [Model T-25133] (1992)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58608&o=2

$end


$info=buraiken,buraikenb,
$bio

必殺 無頼拳 (c) 1987 Capcom.
(Hissatsu Buraiken)

An overhead-view vertically scrolling beat'em up.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 6 Mhz)
Sound CPU : (2x) Zilog Z80 (@ 4 Mhz)
Sound Chips : (2x) Yamaha YM2203 (@ 1.5 Mhz), OKI MSM5205 (@ 384 Khz)

Players : 2
Control : 8-way joystick
Buttons : 2
=> [A] Punch, [B] Kick

- TRIVIA -

Hissatsu Buraiken was originally released in February 1987 in Japan.

The title of this game translates from Japanese as 'Certain Kill - Villain Fist'.

It was then released outside Japan as "Avengers".

- STAFF -

Direction : Piston Takashi
Game planner : Moomin Hiroyuki
Character designers : Short Arm Seigo, Haniwa Kazunori, Puttun Midori, Takeuma Youji, Dekopachi Hiroko, Sakeguse Kohichi, Donald Chiyomi
Programmer : Popo Yumiko
Hard planning : Mokkori Masa
Sound and music : Tamayo Kawamoto (Golden Tamayo), Yoshihiro Sakaguchi (New Half Yoshihiro)

- PORTS -

Here is a list of Japanese ports. To see ports from other regions, please see the export version entry; "Avengers".

* Consoles : 
Sony PlayStation 3 [PSN] [JP] (February 19, 2013) "Capcom Arcade Cabinet [Model NPJB-00210]" 
Microsoft XBOX 360 [XBLA] [JP] (February 20, 2013) "Capcom Arcade Cabinet"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1129&o=2

$end


$nes=hdyaburi,
$bio

必殺道場破り (c) 1989 Sigma Enterprises, Incorporated.
(Hissatsu Doujou Yaburi)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54184&o=2

$end


$psx=hisps2,
$bio

Hissatsu Pachi-Slot Station 2 [Model SLPS-02355] (c) 1999 Sunsoft [Sun Electronics div.] [Kounan, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85274&o=2

$end


$psx=hisps4,
$bio

Hissatsu Pachi-Slot Station 4 [Model SLPS-02799] (c) 2000 Sunsoft [Sun Electronics div.] [Kounan, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85275&o=2

$end


$psx=hisps5,
$bio

Hissatsu Pachi-Slot Station 5 [Model SLPS-03030] (c) 2000 Sunsoft [Sun Electronics div.] [Kounan, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85276&o=2

$end


$psx=hispssp,
$bio

Hissatsu Pachi-Slot Station SP [Model SLPS-02494] (c) 1999 Sunsoft [Sun Electronics div.] [Kounan, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85277&o=2

$end


$gbcolor=pachiboy,
$bio

Hissatsu Pachinko Boy - CR Monster House [Model CGB-BHPJ-JPN] (c) 2000 Sunsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68029&o=2

$end


$saturn,sat_cart=hisspach,
$bio

Hissatsu Pachinko Collection (c) 1996 Sunsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59234&o=2

$end


$snes=hisspac2,
$bio

Hissatsu Pachinko Collection 2 [Model SHVC-A2HJ-JPN] (c) 1995 Sunsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61445&o=2

$end


$snes=hisspac3,
$bio

Hissatsu Pachinko Collection 3 [Model SHVC-A3HJ-JPN] (c) 1995 Sunsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61446&o=2

$end


$snes=hisspac4,
$bio

Hissatsu Pachinko Collection 4 [Model SHVC-AH4J-JPN] (c) 1994 Sunsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61447&o=2

$end


$snes=hisspac1,
$bio

Hissatsu Pachinko Collection (c) 1994 Sunsoft.

- TECHNICAL -

Package ID: Model SHVC-P-AHPJ(JPN)
Game ID: Model SHVC-AHPJ-JPN

- TRIVIA -

Hissatsu Pachinko Collection was released on October 21, 1994 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61444&o=2

$end


$nes=shigonin,
$bio

Hissatsu Shigoto Nin (c) 1990 Banpresto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54185&o=2

$end


$x68k_flop=hyuusha,
$bio

Hissatsu Yuusha Tsuitoshi (c) 19?? Mugen Unagi Team

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88303&o=2

$end


$saturn,sat_cart=hissatsu,
$bio

Hissatsu! (c) 1996 Bandai Visual

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59235&o=2

$end


$snes=his777f1,
$bio

Hisshou 777 Fighter - Pachi-Slot Ryuuguu Densetsu [Model SHVC-IH] (c) 1994 VAP Game [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61448&o=2

$end


$snes=his777f2,
$bio

Hisshou 777 Fighter 2 - Pachi-Slot Hi Jouhou (c) 1994 VAP Game.

- TECHNICAL -

[Model SHVC-72]

- TRIVIA -

Hisshou 777 Fighter 2 was released on August 19, 1994 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47611&o=2

$end


$snes=his777f3,
$bio

Hisshou 777 Fighter III - Kokuryuu Ou no Fukkatsu [Model SHVC-A73J-JPN] (c) 1995 VAP Game [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61449&o=2

$end


$snes=hispslot,
$bio

Hisshou Pachi-Slot Fun (c) 1994 Planning Office WADA.

- TECHNICAL -

Package ID: Model SHVC-P-APNJ(JPN)
Game ID: Model SHVC-APNJ-JPN

- TRIVIA -

Hisshou Pachi-Slot Fun was released on December 16, 1994 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61450&o=2

$end


$info=sc4hiss,sc4hissa,sc4hissb,sc4hissc,sc4hissd,sc4hisse,sc4hissf,sc4hissg,sc4hissh,sc4hissi,
$bio

Hissing Quid (c) 200? QPS Interactive.

- TECHNICAL -

[Model PR2176]

[Scorpion 4]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42648&o=2

$end


$info=sc5hiss,sc5hissa,sc5hissb,sc5hissc,
$bio

Hissing Quid (c) 200? QPS Interactive.

- TECHNICAL -

[Scorpion 5]
[Model PR2176]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43109&o=2

$end


$cdi=histarte,
$bio

Historia Universal del ARTE - La aventura de la expresion humana (c) 1996 Salvat Multimedia

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52890&o=2

$end


$x68k_flop=elthlead,
$bio

History of Elthlead (c) 1989 Masaya

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87760&o=2

$end


$bbca_cass,bbcb_cass=histquiz,
$bio

History Quiz (c) 1983 Ivan Berg

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51940&o=2

$end


$info=hitnmiss,hitnmiss2,
$bio

Hit 'n Miss (c) 1987 Exidy.

A child-friendly shooting game where you simply avoid the good targets and shoot the bad ones.

- TECHNICAL -

Exidy 440 hardware

Main CPU : Motorola M6809 (@ 1.6224 Mhz)
Sound CPU : Motorola M6809 (@ 811.2 Khz)
Sound Chips : Custom (@ 50.7 Khz)

Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 256

Players : 1
Control : lightgun
Buttons : 1

- STAFF -

Designed & programmed by : Larry Hutcherson, Vic Tolomei, Ken Nicholson

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1131&o=2

$end


$psx=hitbackj,
$bio

Hit Back [Model SLPS-01361] (c) 1999 Tomy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85278&o=2

$end


$cdi=hitkara1,
$bio

Hit Karaoke Volume 1 - Nostalgie (c) 1996 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52891&o=2

$end


$cdi=hitkara2,
$bio

Hit Karaoke Volume 2 - Annees 80-90 (c) 1996 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52892&o=2

$end


$cdi=hitkara3,
$bio

Hit Karaoke Volume 3 - Gold's (c) 1996 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52893&o=2

$end


$cdi=hitkara5,
$bio

Hit Karaoke Volume 5 - Top Club (c) 1996 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52894&o=2

$end


$nes=hitmarmt,
$bio

Hit Marmot (c) 19?? NTDEC [Taiwan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84027&o=2

$end


$info=hitme,hitme1,
$bio

Hit Me [Upright model] (c) 1976 RamTek.

A blackjack game. The goal is to get closest to 21 without going bust. If your score is higher than the dealer or he busts, then you win. To hit a blackjack, you must score 21 in 2 cards.

- TECHNICAL -

Main CPU : Intel 8080 (@ 559.062 Khz)
Sound Chips : Discrete circuitry

Screen orientation : Horizontal
Video resolution : 320 x 190 pixels
Screen refresh : 60.00 Hz
Palette colors : 2

Players : 4
Buttons : 3

- TRIVIA -

Released in April 1976.

Also released as "Hit Me [Cocktail Table model]".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1132&o=2

$end


$info=j2hitmon,
$bio

Hit Money (c) 198? PCP.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40964&o=2

$end


$nes=hitmouse,
$bio

Hit Mouse  (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84028&o=2

$end


$info=hitpoker,
$bio

Hit Poker (c) 1997 Accept, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32249&o=2

$end


$info=sc4hitsh,sc4hitsha,sc4hitshb,sc4hitshc,sc4hitshd,sc4hitshe,
$bio

Hit Shot (c) 2002 Bell-Fruit Games.

- TECHNICAL -

[Model PR1112]

- TRIVIA -

Released in January 2002.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11546&o=2

$end


$cpc_cass=hitsport,
$bio

Hit Sports (c) 1991 Loriciels [France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96683&o=2

$end


$megadriv=hitice,
$bio

Hit the Ice (c) 1992 Taito Corp.

- TRIVIA -

Reviews:
[FR] May 1993 - Consoles + No. 20: 68/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57250&o=2

$end


$info=hitice,hiticej,
$bio

Hit the Ice - The Video Hockey League (c) 1990 Williams Electronics Games, Incorporated.

Welcome to no holds barred hockey brought to you by the Video Hockey League.  It's the Reds versus the Blues, the VHL's biggest rivalry.

The same hockey rules apply, pass the puck around around the ice rink and shoot it past the opposite goalie to score. You can also check your opponent just like real hockey, only each character has their own bone-crushing way of checking, each with maximum impact and zero tolerance for your well-being.  Players can also start fights with one another to really spice things up.

For an additional credit, players can purchase a 'power drink' that will make them 'Skate Faster and Shoot Harder' at the start of the period for one minute.

Now get to the action and DROP THAT PUCK!

- TECHNICAL -

Taito B System hardware
Prom Stickers : C59

Main CPU : Motorola 68000 (@ 12 Mhz), Zilog Z80 (@ 4 Mhz)
Sound Chips : YM2203 (@ 3 Mhz), (2x) OKI6295 (@ 8 Khz)

Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096

Players : 4
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Released in December 1990.

Developed and programmed by Taito Corp. In Japan, the Ice Hockey isn't a popular sport, so only a few board was released in Japan.

A Hit the Ice unit appears in the 1991 movie 'Terminator 2 - Judgment Day'.

- UPDATES -

The US version has the 'Winners Don't Use Drugs' screen.

Japanese version don't have 'locker room' screen, and has only a two-player mode.

- PORTS -

* Consoles :
NES [Taito] [Unreleased Prototype] (Based on the arcade game, but has added RPG elements)
Sega Mega Drive (1990)
NEC PC-Engine (1991)
NEC TurboGrafx 16 (1991)
Nintendo Super Famicom (1993)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1133&o=2

$end


$pce=hitice,
$bio

Hit the Ice - VHL - The Official Video Hockey League (c) 1991 Taito Corp.

- TRIVIA -

Reviews:
November 1991 - Consoles + N.3 [FR]: 71/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58609&o=2

$end


$nes=hitice,
$bio

Hit the Ice - VHL the Video Hockey League (c) 1993 Taito Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55203&o=2

$end


$gameboy=hitice,
$bio

Hit the Ice [Model DMG-HC-USA] (c) 1992 Taito Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66137&o=2

$end


$snes=hitice,
$bio

Hit the Ice (c) 1993 Taito Corp.

- TECHNICAL -

Cartridge ID: SNS-HC-USA

- TRIVIA -

Reviews:
[FR] May 1993 - Consoles + No. 20: 68/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63067&o=2

$end


$tg16=hitice,
$bio

Hit the Ice [Model TGX030095] (c) 1992 Turbo Technologies, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84320&o=2

$end


$info=pr_hit6,pr_hit6a,pr_hit6b,
$bio

Hit the Six (c) 199? Project Coin Machines, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42096&o=2

$end


$info=m4hittop,m4hittop__0,m4hittop__1,m4hittop__2,m4hittop__3,m4hittop__4,m4hittop__5,m4hittop__6,m4hittop__7,m4hittop__8,m4hittop__9,m4hittop__a,m4hittop__b,m4hittop__c,m4hittop__d,m4hittop__e,
$bio

Hit the Top (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41341&o=2

$end


$pc8801_flop=hit88ass,
$bio

Hit-88_Assembler (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92007&o=2

$end


$msx1_cart=hbdemo,
$bio

Hit-Bit (c) 1984 Sony Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77133&o=2

$end


$bbca_cass,bbcb_cass=hitchhik,
$bio

Hitch Hiker (c) 1982 Computer Concepts

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51941&o=2

$end


$nes=topsecrt,
$bio

ヒットラーの復活 TOP SECRET (c) 1988 Capcom Company, Limited.
(Hitler no Fukkatsu - Top Secret)

Hitler no Fukkatsu is an action game by Capcom and is technically a reboot of the arcade game of the same name. The Nazis are back - they have survived the war and, led by their supreme leader Weizmann, they have now come up with the most evil and horrific plan in history! Hitler, the man who the allies thought was dead, has been revived and his fractions of hell are about to take over the world once again. The allies decide to send one of their best men, Super Joe, to counter the threat - but he is soon captured and Radd Spencer is dispatched to rescue him and complete the primary mission. Radd is not your typical lone soldier - he is equipped with a gun and a grappling hook that he can use to latch onto ledges and swing across gaps and obstacles. This feature is at the core of the gameplay and although Radd can't jump, he can use the hook to make his way through the enemy's fortified defenses. The game is not a straight forward affair thought - the player is presented with a map of the enemy territory where white locations represent enemy action areas, and red ones non-hostile neutral zones. The action scenes are where the meat of the game lies - they feature impregnable enemy fortresses the player must infiltrate in order to find and destroy bosses and, most importantly, power generators. They also feature communication rooms where the game's intricate story unfolds. The neutral zones give the player information about the coming levels, but also special items such as new communicators and more powerful weapons. Finally, the map also features enemy army trucks that trigger short top-down action phases (only places where the player can collect precious continues!). Finally, although Radd can find upgrades and power-ups, his health increases with an experience based system and bullets left behind by enemy soldiers act as experience points. Hitler no Fukkatsu consists of thirteen action-packed levels and is single player only.

- TECHNICAL -

Cartridge ID: CAP-HF

- TRIVIA -

Hitler no Fukkatsu - Top Secret for Famicom was released on July 20, 1988 in Japan for 5800 Yens.

The original arcade game Top Secret was released in the arcades in 1987. It was renamed Bionic Commando in the west and the American release even hinted a connection between the game and Commando released two years earlier (Super Joe, hero of Commando, was also the main protagonist of the American version, although he remained unnamed in the original Japanese version).

Hitler no Fukkatsu is very well-known among players for an interesting reason that goes beyond its unquestionable qualities. The Japanese name translates as 'Hitler's Resurrection - Top Secret', and obviously, the game was heavily edited for its western release and all the Nazi references were removed (thanks to Nintendo's strict censorship policies back in the day).

- TIPS AND TRICKS -

* Leave action levels: This hidden option will save you time and efforts - it is possible to leave any action level at any time - to do so, press and hold A and B, and press Start.

- STAFF -

Chara-Designe: Hotaru.B, Terukun, Junchan, Gamereon, Haihoo.K
Program: Ichirou, Twilight, N.Ton, Windy
Music: Gondamin
Planning: Hatchan

Special Thanks: Mr.FF

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54186&o=2

$end


$msx2_flop=puzlondn,puzlondnb,puzlondna,
$bio

Hitomi Kobayashi - Puzzle in London (c) 1988 Informercial

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101717&o=2

$end


$x68k_flop=hitomiza,hitomizaa,
$bio

Hitomi Zaka (c) 19?? Higashikaihotsujuku

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88304&o=2

$end


$gameboy=hitoride,
$bio

Hitori de Dekirumon! Cooking Densetsu (c) 1992 VAP Game.

- TECHNICAL -

Game ID: DMG-H7J

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66139&o=2

$end


$cpc_cass=hitscol1,
$bio

Hits Collection 1 [Model 5P 5069] (c) 1987 Chip [Paris, France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96684&o=2

$end


$gba=hitsuji,
$bio

Hitsuji no Kimochi. [Model AGB-AHIJ-JPN] (c) 2002 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71212&o=2

$end


$pc8801_cass=hitsuji,
$bio

Hitsuji-Ya (c) 1983 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91228&o=2

$end


$pc8801_flop=hitsuji,
$bio

Hitsuji-Ya (c) 1983 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92008&o=2

$end


$msx1_cart=hitsuji,
$bio

Hitsuji-Ya [Model MX-1001] (c) 1984 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77134&o=2

$end


$x68k_flop=hitton,
$bio

Hitton (c) 2000 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88305&o=2

$end


$cpc_cass=hive,
$bio

Hive (c) 1987 Firebird

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96685&o=2

$end


$saturn,sat_cart=girlpuz1,
$bio

Hiyake no Omoide + Himekuri - Girls in Motion Puzzle Vol. 1 (c) 1995 Yanoman Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59236&o=2

$end


$psx=hizanoue,
$bio

Hiza no Ue no Partner - Kitty On Your Lap [Model SLPS-01302] (c) 1998 Culture Publishers

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85279&o=2

$end


$cpc_cass=hkm,
$bio

HKM - Human Killing Machine (c) 1989 US Gold, Ltd. [Birmingham, UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96713&o=2

$end


$cpc_cass=hkms,
$bio

HKM - Human Killing Machine [Model AM 507] (c) 1989 Erbe Soft. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96712&o=2

$end


$info=hmg1292,
$bio

HMG 1292 (c) 1979 Hanimex.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103332&o=2

$end


$info=hmg1392,
$bio

HMG 1392 (c) 1979 Hanimex.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103333&o=2

$end


$cpc_cass=hmscobra,
$bio

HMS Cobra [Model 62030416] (c) 1986 Zafiro Soft. Division [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96603&o=2

$end


$gba=hobbitj,
$bio

Hobbit no Bouken - Lord of the Rings - Hajimari no Monogatari [Model AGB-AH9J-JPN(RK352-J1)] (c) 2005 Konami Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71213&o=2

$end


$bbca_cass,bbcb_cass=hobgobl,
$bio

Hobgoblin (c) 19?? Atlantis

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51942&o=2

$end


$bbca_cass,bbcb_cass=hobgobl2,
$bio

Hobgoblin 2 (c) 19?? Atlantis

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51943&o=2

$end


$cpc_cass=hobgobln,
$bio

Hobgoblin [Model AT 425] (c) 1991 Atlantis Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96686&o=2

$end


$arcadia=hobo,
$bio

Hobo (c) 1983 UA, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49723&o=2

$end


$info=hoccer,hoccer2,
$bio

Hoccer (c) 1983 Eastern Micro Electronics.

You are Andrew, the one man team. Ord and Clee are robots whose goal is to destroy you any way they can (by driving you against the boards, into a spinner, or by hitting you with a supercharged ball). Knock out Ord and Clee with your ball or by hitting them against the sides. Points are also scored by hitting the goal and hitting the targets on the sides.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.5 Mhz)

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 256

Players : 2
Control : 4-way joystick
Buttons : 1

- TRIVIA -

Released in November 1983.

- SCORING -

Hitting robots into wall : 500 points per robot.
Hitting robots with ball : 500 points for 1st robot, 1,000 and 1,500 for 2nd and 3rd robot hit with same shot.
Hitting side targets : 100 points
Hitting side targets after spinning a spinner : 200, 400, 600, 800 or 1,000 points.
Hitting all side targets give you extra player.
Hitting Goal : 1,000 points plus robots are frozen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1134&o=2

$end


$info=hockyrmt,
$bio

Hockey (c) 1973 RamTek.

A ball-and-paddle game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4757&o=2

$end


$cpc_cass=hockey,
$bio

Hockey [Model AMC-159] (c) 1985 Indescomp [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96688&o=2

$end


$lynx=hockey,
$bio

Hockey (c) 1992 Atari Corp.

- TECHNICAL -

Cartridge ID: PA2052

- TRIVIA -

Reviews:
[FR] October 1992 - Consoles+ No. 13: 86/100

- TIPS AND TRICKS -

* Best Team: Enter BATSXPEB as a password, then select OK. Now, you can select a new team The Bats which has perfect statistics.

- STAFF -

Programmer: Simon Ffinch

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58824&o=2

$end


$odyssey2=2hckyscr,
$bio

Hockey! + Soccer! (c) 1979 Magnavox.

- TECHNICAL -

Game ID: AK9420

- STAFF -

Programmer: Ed Averett

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95598&o=2

$end


$info=m5hocus,m5hocus10,
$bio

Hocus Pocus (c) 200? Empire Games, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41584&o=2

$end


$info=m5hocscl,
$bio

Hocus Pocus Club (c) 200? Empire Games, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41583&o=2

$end


$info=hoedown,
$bio

Hoe Down (c) 1978 Allied Leisure.

- STAFF -

Design by : Bob Betor

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5983&o=2

$end


$pc8801_flop=hoehoem0,
$bio

Hoehoe Team 199x Music Disk Vol. 0 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92009&o=2

$end


$pc8801_flop=hoehoem1,
$bio

Hoehoe Team 199x Music Disk Vol. 1 - Explosion (c) 1992 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92010&o=2

$end


$info=ep_hogmn,ep_hogmna,ep_hogmnb,
$bio

Hog Money (c) 199? Impulse Gaming.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40846&o=2

$end


$nes=hoganh,
$bio

Hogan's Alley (c) 1987 FMG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69264&o=2

$end


$nes=hogan,
$bio

Hogan's Alley (c) 1984 Nintendo.

North American release. Game developed in Japan. See the original Japanese release entry for more information about the game itself; "Hogan's Alley [Model HVC-HA-JPN]".

- TECHNICAL -

Game ID: NES-HA-USA

- TRIVIA -

Hogan's Allay was released in October 1985 in North America.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55204&o=2

$end


$info=pc_hgaly,
$bio

Hogan's Alley (c) 1984 Nintendo.

PlayChoice-10 version of "Hogan's Alley [Model NES-HA-USA]".

- TECHNICAL -

Nintendo PlayChoice-10 hardware
Game ID : HA

Main CPU : Zilog Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz)
Sound Chips : Zetex N2A03 (@ 1.789772 Mhz), DAC

Players : 2
Control : lightgun
Buttons : 2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1805&o=2

$end


$amigaocs_flop=hoi,
$bio

Hoi (c) 1992 Hollyware

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74241&o=2

$end


$gameboy=hoihoigb,
$bio

Hoi Hoi - Game Boy Ban [Model DMG-HZJ] (c) 1994 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66140&o=2

$end


$x68k_flop=hoippuru,
$bio

Hoippuru X68K (c) 1995 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88306&o=2

$end


$pc98=hokakuma,
$bio

Hokenshitsu no Akuma (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89680&o=2

$end


$info=as_hc,as_hca,as_hcb,as_hcc,as_hcd,
$bio

Hokey Cokey (c) 200? Astra Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=14881&o=2

$end


$pc8801_flop=okhotsk,okhotskb,okhotska,
$bio

Hokkaidou Rensa Satsujin - Okhotsk ni Shouyu!! (c) 1984 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92011&o=2

$end


$pc98=okhotsk,
$bio

Hokkaidou Rensa Satsujin - Okhotsk ni Shoyu (c) 1985 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89681&o=2

$end


$nes=hokkaido,
$bio

Hokkaidou Rensa Satsujin - Okhotsu ni Shoyu (c) 1987 Login Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54187&o=2

$end


$info=hiryuken,
$bio

Hokuha Syourin Hiryu no Ken (c) 1985 Taito Corp.

Early fighter with targets appearing upon each opponent to show you their weak points.

- TECHNICAL -

Main CPU : (2x) Zilog Z80 (@ 3 Mhz)
Sound CPU : Zilog Z80 (@ 3 Mhz)
Sound Chips : DAC, AY8910 (@ 2 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in June 1985 in Japan.

Developed by Taiyo System.

The title of this game translates from Japanese as 'North Faction Shaolin Fist of Flying Dragon'.

This game is known outside Japan as "Shanghai Kid".

- TIPS AND TRICKS -

* Test Mode : Press Coin 1 or Coin 2 key during boot up. You can check a input and sound in Test Mode.

- SERIES -

1. Hokuha Syourin Hiryu no Ken (1985)
2. Hiryuu no Ken - Ougi no Sho (1988, Nintendo Famicom)
3. Hiryuu no Ken II - Dragon no Tsubasa (19??, Nintendo Famicom)
4. Hiryuu no Ken III - 5 Nin no Ryuu Senshi (19??, Nintendo Famicom)
5. Hiryu Gaiden (1990, Nintendo Game Boy)
6. Hiryuu no Ken Special - Fighting Wars (1991, Nintendo Famicom)
7. Hiryuu no Ken S - Golden Fighter (1992, Nintendo Super Famicom)
8. Hiryuu no Ken S - Hyper Version (1992, Nintendo Super Famicom)
9. SD Hiryuu no Ken (1994, Nintendo Super Famicom)
10. SD Hiryu no Ken Gaiden (1995, Nintendo Game Boy Color)
11. SD Hiryu no Ken Gaiden 2 (1996, Nintendo Game Boy Color)
12. Flying Dragon (1998, Nintendo 64)
13. SD Hiryu Ex (1999, Nintendo Game Boy Color)
14. Hiryu no Ken Retsuden (2000, Nintendo Game Boy Color)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1135&o=2

$end


$x1_flop=hokuto,
$bio

Hokuto no Ken (c) 1986 Enix, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86008&o=2

$end


$pc98=hokuto,
$bio

Hokuto no Ken (c) 1986 Enix, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89682&o=2

$end


$pc8801_flop=hokuto,
$bio

Hokuto no Ken (c) 1986 Enix, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92012&o=2

$end


$fm7_disk=hokuto,
$bio

北斗の拳 (c) 1986 Enix, Ltd.
(Hokuto no Ken)

- TECHNICAL -

Floppy Disk x2

- TRIVIA -

Released in September 1986 in Japan. Retail price: 6800 Yen.

- STAFF -

Program: Kenji Orimo (K.Orimo), Toru Hidaka (T.Hidaka)
Game design: Masamichi Takeishi (M.Takeishi)
Game advice: M. Hosaka

Copyright: Shueisha, Buronson, T. Hara

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93625&o=2

$end


$nes=hokutoh,
$bio

Hokuto no Ken (c) 1987 FMG

Pirate version of "Hokuto no Ken [Model TDF-HK]".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69265&o=2

$end


$gameboy=hokuto,
$bio

Hokuto no Ken - Seizetsu Juuban Shoubu (c) 1989 Toei Animation.

A fighting game released by Toei for the Game Boy. The player takes control of Kenshiro or one of ten of his adversaries from the series (Heart, Shin, Jagi, Uighur, Souther, Raoh, Falco, Han, Hyou, and Kaioh).

- TECHNICAL -

Game ID: DMG-HKJ

- TRIVIA -

Released on December 22, 1989 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66141&o=2

$end


$megadriv=hokuto,
$bio

北斗の拳 世紀末救世主伝説 (c) 1989 Sega Enterprises, Limited.
(Hokuto no Ken - Shin Seikimatsu Kyuuseishu Densetsu)

The second Hokuto no Ken game released by Sega. It is a side-scrolling action game similar to the Mark III original composed of four stages based on the Imperial Capital and Asura arcs of the manga (the portions which were adapted for the Hokuto no Ken 2 anime series).

- TECHNICAL -

Game ID: G-4012
Barcode: 4 974365 540128

- TRIVIA -

Released on July 01, 1989 in Japan.

- STAFF -

Director: Katsuhiro Hasegawa (The Hase)
Main Programmer: Tatsuo Matsuda (Dandy Matsu)
Programmer: Hiroshi Momota (Momonga Momo)
Art Director: Naoto Ohshima (Bigisland)
Special Designer: Yasushi Yamaguchi (Judy Totoya)
Designer: Gotani, Toyonaka Ozaki (Toyo Ozaki)
Music: Booty

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56562&o=2

$end


$nes=hokuto2h,
$bio

Hokuto no Ken 2 - Seikimatsu Kyuuseishu Densetsu (c) 1987 FMG

Pirate version of "Hokuto no Ken 2 - Seikimatsu Kyuuseishu Densetsu [Model TDF-HO]".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69266&o=2

$end


$nes=hokuto2,
$bio

Hokuto no Ken 2 - Seikimatsu Kyuuseishu Densetsu (c) 1987 Toei Animation.

The second Hokuto no Ken video game released by Toei for the Famicom. Based on the early episodes of the Hokuto no Ken 2 anime series, the game features Kenshiro as he faces against the warriors of the Gento empire. There are eight stages in the game: Bask's city area, Gayler's area, Trai. Bosses includes Bask, Geila, Taiga, Solia, Boltz, Jakko, Falco, and the Nameless Shura.

- TECHNICAL -

Game ID: TDF-HO

- TRIVIA -

Released on April 17, 1987 in Japan.

- STAFF -

PRG by: Y. Saka, M. Yoshihara 
CHR by: Ken. S, M. Higa

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54189&o=2

$end


$nes=hokuto3,
$bio

北斗の拳3 新世紀創造 凄拳列伝 (c) 1989 Toei Animation
(Hokuto no Ken 3 - Shinseiki Souzou - Seiken Retsuden)

The third Hokuto no Ken video game released by Toei for the Famicom. A role-playing video game which adapts the storyline from the beginning of the manga to the Asura arc. The player takes control of a party composed primarily of Kenshiro, Bat, and Lin, as they encounter several characters from the series along the way.

- TECHNICAL -

Game ID: TDF-K3

- TRIVIA -

Released on October 19, 1989 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54190&o=2

$end


$nes=hokuto4,
$bio

北斗の拳4 七星覇拳伝 北斗神拳の彼方へ (c) 1991 Toei Animation
(Hokuto no Ken 4 - Shichisei Haken Den - Hokuto Shinken no Kanata e)

The fourth and final Hokuto no Ken video game released by Toei for the Famicom. An RPG similar to the previous game, it features an entirely new storyline set years after the conclusion of the manga. The protagonist is a descendant of the Hokuto Sōke bloodline who embarks on a journey to become the next Hokuto Shinken successor.

- TRIVIA -

Released on March 29, 1991 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54191&o=2

$end


$snes=hokuto5,
$bio

北斗の拳5 天魔流星伝 哀★絶章 (c) 1992 Toei Animation.
(Hokuto no Ken 5 - Tenma Ryuuseiden Ai Zetsu Shou)

The first Hokuto no Ken for the Super Famicom. An RPG similar to the third and fourth games for the Famicom, the game features another original storyline. This time the story is set in an alternate universe where a new protagonist must embark on a journey to unite the Hokuto, Nanto, and Gento successors against a common enemy.

- TECHNICAL -

[Model SHVC-K5]

- TRIVIA -

Released on July 10, 1992 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61451&o=2

$end


$snes=hokuto6,
$bio

北斗の拳6 激闘伝承拳 覇王への道 (c) 1992 Toei Animation.
(Hokuto no Ken 6 - Gekitou Denshouken Haou e no Michi)

The second Hokuto no Ken game for the Super Famicom by Toei. It is a competitive fighting game featuring eight playable characters: Kenshiro, Mr. Heart, Rei, Souther, Raoh, Falco, Kuroyasha, and Kaioh.

- TECHNICAL -

[Model SHVC-K6]

- TRIVIA -

Released on November 20, 1992 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61452&o=2

$end


$snes=hokuto7,
$bio

北斗の拳7 聖拳列伝 伝承者への道 (c) 1993 Toei Animation.
(Hokuto no Ken 7 - Seiken Retsuden Denshousha e no Michi)

The third and final Hokuto no Ken game for the Super Famicom by Toei. A fighting game like the previous installment , it features a similar character roster, with Falco, Kuroyasha, and Kaioh replaced by Shin, Shu, and Juza. Mr. Heart, along with the King of Kiba, appear in this game as CPU-only opponent in the Story and Battle modes.

- TECHNICAL -

[Model SHVC-K7]

- TRIVIA -

Released on December 24, 1993 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61453&o=2

$end


$sms=hokuto,
$bio

北斗の拳 (c) 1986 Sega Enterprises, Limited.
(Hokuto no Ken)

A side-scrolling action game with five stages (the Town of Southern Cross, God's Land, Devil's Rebirth, the Legacy of Cassandra, and the Cross Mausoleum of the Holy Emperor), culminating in a final one-on-one battle with Raoh.

- TECHNICAL -

Game ID: G-1303

- TRIVIA -

Released on July 20, 1986 in Japan. It was the first Hokuto no Ken game made by Sega.

- STAFF -

Programmer: Yuji Naka
Composer: Katsuhiro Hayashi

- PORTS -

* Consoles :
[JP] Wii Virtual Console (Feb 26, 2008)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55876&o=2

$end


$sms=hokutotw,
$bio

Hokuto no Ken (c) 1986 Aaronix.

- TECHNICAL -

Game ID: GB1303
Cart color: White/Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56062&o=2

$end


$psx=hokutono,
$bio

北斗の拳 (c) 1996 Banpresto.
(Hokuto no Ken)

A graphic adventure game released by Banpresto for the PlayStation. Set years after the ending of the original manga, the story centers around Kenshiro's quest to rescue Lin and Lui from the masters of Hokuto Mumyōken, a style which branched off from Hokuto Shinken.

- TECHNICAL -

Model # SLPS-00369

- STAFF -

Scenario: Hiroshi Toda
Supervisor: Yoshiyuki Okamura (Buronson)
Director: Takao Yoshizawa
Assistant Director: Kazutoshi Mori
Animation Director: Yoshitaka Yajima
Key Animation: Yoshitaka Yajima
Animation: Akira Naito, Mihoko Tomita, Masuyo Akiyama
Art Director: Shinzo Yuki
Backgrounds: Tadami Shimokawa
Coloring & Check: Susumu Kuroda
Digital Paint: Toshiaki Katada, Toshio Watanabe, Yoshiko Horikawa, Tetsuya Numako
Sound Effects: Yozo Kataoka
Production Director: Yoichi Takanashi
Production Support: Toei Animation Co. Ltd.
Planning Producer: TEKKN
Sub Producer: Akira Kanatani
Publicity: Banprangers

VOICE CAST
Kenshiro: Akira Kamiya
Bat: Keiichi Nanba
Rin: Miina Tominaga
Rui: Yoshino Takamori
Toki: Takaya Hashi
Shew: Katsuji Mori
Thouzer: Banjo Ginga
Juukei: Kohei Miyauchi
Kuroyasha: Shigeru Chiba
Rihaku: Takeshi Aono
Mamiya: Toshiko Fujita
Hoshimu: Koji Totani
Reika: Kazue Ikura
Zaki: Michie Tomizawa
Myu: Kuniko Oguchi
Ujo: Bin Shimada
Jado: Masaharu Satou
Jesu: Yukitoshi Hori
Misshu: Toshiyuki Morikawa
Gyaran: Nobuyuki Hiyama
Barebi: Masato Hirano
Xenos: Yoshio Kawai
Zenoh: Kenji Utsumi
Support: Aoni Production

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82134&o=2

$end


$saturn,sat_cart=hokuto,
$bio

北斗の拳 (c) 1995 Banpresto
(Hokuto no Ken)

A graphic adventure game released by Banpresto for the Saturn. Set years after the ending of the original manga, the story centers around Kenshiro's quest to rescue Lin and Lui from the masters of Hokuto Mumyōken, a style which branched off from Hokuto Shinken.

- TECHNICAL -

Model T-20601G

- TRIVIA -

Released on December 22, 1995 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59237&o=2

$end


$nes=hokuto,hokutop,
$bio

北斗の拳 (c) 1986 Toei Animation
(Hokuto no Ken)

The first Hokuto no Ken video game released by Toei for the Famicom. A side-scrolling action platform game where the player fight their way through five stages. Bosses includes Mr. Heart, Shin, Jagi, Souther, and Raoh.

- TECHNICAL -

Game ID: Model TDF-HK

- TRIVIA -

Hokuto no Ken was released on August 10, 1986 in Japan at a retail price of 4900 Yen.

- TIPS AND TRICKS -

Easter Egg: Select two players mode. At the title screen, shout to the microphone on the second controller 10 times, then hold on the second controller Down + Left + A + B and press Start on the first controller. From now, the second player's movement controls will be scrambled. When he like to move left, it will move right, and so on. Nice joke.

- STAFF -

Developed by Shoei System.

Pic. by: K. Suzuki, M. Higa
Prg. by: M. Yoshihara, Y. Kishimoto, Y. Sakakura
BGM by: M. Hara
Trading by: H. Tokuyama
OCHAKUMI by: K. Yoshino, N. Satoh, M. Takano

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54188&o=2

$end


$info=hldspin1,hldspin1dt,hldspin1vt,hldspin1o,
$bio

Hold & Spin I (c) 2000 Amcoe.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31136&o=2

$end


$info=hldspin2,hldspin2d1,hldspin2v1,hldspin2,
$bio

Hold & Spin II (c) 2000 Amcoe.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31137&o=2

$end


$info=m4holdon,
$bio

Hold On (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41342&o=2

$end


$info=m4holdtm,
$bio

Hold Timer (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41343&o=2

$end


$cpc_cass=holdup,
$bio

Hold-Up [Model AMST 011] (c) 1984 Ere Informatique [Paris, France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96687&o=2

$end


$cpc_cass=holdfast,
$bio

Holdfast (c) 1984 Kuma Computers, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96690&o=2

$end


$pc8801_flop=holechas,
$bio

Hole Chaser (c) 1990 BirdieSoft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92013&o=2

$end


$a2600=holehunt,
$bio

Hole Hunter (c) 19?? Ariola

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50571&o=2

$end


$x1_cass=holein1,holein1a,
$bio

Hole in One (c) 1985 HAL Laboratory, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86231&o=2

$end


$pc8801_cass=holein1,
$bio

Hole in One (c) 1985 HAL Laboratory, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91229&o=2

$end


$pc8801_flop=holein1,
$bio

Hole in One (c) 1985 HAL Laboratory, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92014&o=2

$end


$gbcolor=holein1,
$bio

Hole In One Golf [Model DMG-VHIE-USA] (c) 1999 Natsume, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68030&o=2

$end


$msx1_cart=holein1p,holein1pa,
$bio

Hole in One Professional [Model HM-019] (c) 1985 HAL Laboratory, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77136&o=2

$end


$msx2_cart=holein1s,holein1sa,
$bio

Hole in One Special (c) 1987 HAL Kenkyuujo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51313&o=2

$end


$msx2_flop=holein1s,holein1sa,
$bio

Hole in One Special (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101718&o=2

$end


$msx1_cart=holein1,holein1b,holein1c,holein1a,
$bio

Hole in One [Model HM-016] (c) 1984 HAL Laboratory, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77135&o=2

$end


$info=holeland,
$bio

Hole Land (c) 1984 Tecfri.

Destroy all the enemies that pop out of the ground. If they get to the bottom you will need to jump to prevent them from damaging you.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.818182 Mhz)

Screen orientation : Horizontal
Video resolution : 512 x 448 pixels
Screen refresh : 60.00 Hz
Palette colors : 256

Players : 2
Control : 2-way joystick
Buttons : 2

- TRIVIA -

Released in April 1984.

Licensed to UEP Co. for the Japanese market.

- STAFF -

Staff: Javier Valero, Josep Quingles, Luis Jonama

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1136&o=2

$end


$psx=densetsu,
$bio

Hole of the Legend Monster - Monster Complete World Ver.2 [Model SLPS-02297] (c) 1999 Idea Factory

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85280&o=2

$end


$bbca_cass,bbcb_cass=holedout,
$bio

Holed Out (c) 1989 4th Dimension

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51944&o=2

$end


$bbca_cass,bbcb_cass=holedoc1,
$bio

Holed Out Extra Courses Vol.1 (c) 19?? 4th Dimension

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51945&o=2

$end


$bbca_cass,bbcb_cass=holedoc2,
$bio

Holed Out Extra Courses Vol.2 (c) 19?? 4th Dimension

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51946&o=2

$end


$a2600=holeymol,
$bio

Holey Moley (c) 1983 Atari, Incorporated.

- TRIVIA -

Unreleased prototype.

- STAFF -

Programmer: Bob Polaro

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50572&o=2

$end


$info=sp_holid,sp_holida,
$bio

Holiday Club (c) 199? Ace Coin Equipment, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42245&o=2

$end


$amigaocs_flop=hlem93,
$bio

Holiday Lemmings 1993 (c) 1993 Psygnosis, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74242&o=2

$end


$amigaocs_flop=hlem94,
$bio

Holiday Lemmings 1994 (c) 1994 Psygnosis, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74243&o=2

$end


$pc8801_flop=holiness,
$bio

Holiness Story (c) 1992 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92015&o=2

$end


$pc8801_flop=holines2,holines2d,
$bio

Holiness Story 2 (c) 1992 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92016&o=2

$end


$pc8801_flop=hollandt,hollandtb,hollandta,
$bio

Holland Tsuma wa Denki Unagi no Yume wo Miruka? (c) 1984 Koei Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92017&o=2

$end


$fm7_cass=wife,
$bio

Holland Tsuma wa Denki Unagi no Yume wo Miruka? (c) 1985 Koei Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93734&o=2

$end


$pc98=hollandt,
$bio

Holland-tsuma wa Denki Unagi no Yume o Miru ka? (c) 1984 Koei Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89683&o=2

$end


$cdi=hollands,
$bio

Hollandse Meesters uit de Zeventiende Eeuw (c) 1992 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52895&o=2

$end


$info=m4holywd,
$bio

Hollywood (c) 199? BWB.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15172&o=2

$end


$info=hlywoodh,
$bio

Hollywood Heat (c) 1986 Premier Technology Co.

- TECHNICAL -

Gottlieb System 80B
Model Number : 703

Main CPU : MOS Technology M6502 (@ 850 KHz)
Sound CPU : (2x) M6502 (@ 1 MHz)
Sound Chips : (2x) DAC, (2x) AY8910 (@ 2 Mhz), SP0250 (@ 3.12 Mhz)

- TRIVIA -

Advertised as 'first to use 8 digit scoring'.

3,400 units were produced.

- STAFF -

Designer : John Trudeau
Artwork : Larry Day, Don Marshall

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5386&o=2

$end


$amigaocs_flop=hollyhij,
$bio

Hollywood Hijinx (c) 1987 Infocom

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74244&o=2

$end


$info=j5holly,j5hollya,j5hollyb,j5hollyc,j5hollyd,j5hollye,
$bio

Hollywood Nights (c) 199? JPM International.

- TECHNICAL -

System 5

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41037&o=2

$end


$cpc_cass=hollybst,
$bio

Hollywood or Bust [Model IA0127] (c) 1986 Mastertronic, Ltd. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96691&o=2

$end


$amigaocs_flop=hollypic,
$bio

Hollywood Pictures (c) 1995 Starbyte

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74245&o=2

$end


$gbcolor=hollywpb,
$bio

Hollywood Pinball [Model DMG-AHLP-EUR] (c) 1999 Take-Two Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68031&o=2

$end


$gbcolor=hollywpbj,
$bio

Hollywood Pinball [Model DMG-AHNJ-JPN] (c) 1999 Starfish, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68032&o=2

$end


$amigaocs_flop=hpoker,
$bio

Hollywood Poker (c) 1987 Diamond

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74246&o=2

$end


$amigaocs_flop=hpokerp,
$bio

Hollywood Poker Pro (c) 1989 reLINE

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74248&o=2

$end


$amigaocs_flop=hpokera,
$bio

Hollywood Poker [Budget] (c) 1987 Players Premier

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74247&o=2

$end


$nes=hollywds,
$bio

Hollywood Squares (c) 1989 GameTek

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55205&o=2

$end


$info=sc4holyw,sc4holywa,sc4holywb,sc4holywc,
$bio

Hollywood (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR7115]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42649&o=2

$end


$info=holo,
$bio

Holosseum (c) 1992 Sega.

The first (and hopefully only) holographic fighter featuring four selectable characters representing different martial arts. I'll let you in on a little secret - my legs are stronger than my arms!

- TECHNICAL -

Runs on the Sega "System 32" hardware.

Players: 2
Control: 8-way joystick
Buttons: 2

- TRIVIA -

Released in November 1992 in Japan.

This game was released as a conversion kit for Time Traveler since the laser disc players in the original games turned out to be unreliable.

This is the only game other than Time Traveller to use the hi-tech hologram theater cabinet created by Sega. Indeed, Holosseum was written to convince arcade owners that it was worth investing in the expensive cabinet. The Winners Don't use Drugs message distorts in the real cabinet, as it was programmed incorrectly, beyond the range of the projection mirror. The theater works because of a concave mirror inside the cabinet, which reflects a specially framed image produced on a standard monitor. Because of the nature of a concave mirror, the focussed image appears as if it is floating in mid-air, provided that the interior of the cabinet is painted black to absorb any excess reflection (Note the pure black background on both of these games). Also, the image focus may appear to change across the screen, this is due to having to take into account the thickness of the mirror at different points, known as spherical aberration).

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1137&o=2

$end


$nes=holydivr,
$bio

Holy Diver (c) 1989 Irem Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54192&o=2

$end


$pc8801_flop=hgrail,
$bio

Holy Grail (c) 1985 Sein Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92018&o=2

$end


$bbca_cass,bbcb_cass=holyhorr,
$bio

Holy Horrors (c) 19?? Romik

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51947&o=2

$end


$n64=holymagc,holymagcf,holymagcg,
$bio

Holy Magic Century (c) 1998 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57739&o=2

$end


$gbcolor=holymagc,
$bio

Holy Magic Century [Model DMG-AQTP-EUR] (c) 1999 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68033&o=2

$end


$info=ep_smoke,ep_smokea,ep_smokeb,ep_smokec,ep_smoked,ep_smokee,ep_smokef,ep_smokeg,ep_smokeh,ep_smokei,ep_smokej,
$bio

Holy Smoke! (c) 199? Impulse Gaming.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15376&o=2

$end


$snes=hstriker,
$bio

Holy Striker (c) 1993 Hect [Hector].

Holy Striker is an unusual mix of breakout and adventure game published by hector in 1993. The evil arch mage Wylde is taking over the world and must be stopped. The future of the four kingdoms is at stake and the king summons his last warrior to his court to save the world. But standard weapons are ineffective against the countless creatures that haunt the darkest corners of the world - our hero is not any kind of warrior, he is the last Firestriker ! This skilled fighter uses his sword and a magical orb called the Trialight to strike his enemies. Various dungeons are scattered across the kingdom and an overhead map shows our hero's position and available locations to explore. However, only a few need to be completed in a specific order and the player soon decides what stage to go on next. Each dungeons is made of vertical rooms and the goal of the game is for our Firetrisker to fight his way up to the exit. Our hero must hit the magical orb to send it at the four corners of each room, killing monsters or destroying obstacles on its path. The orb gets however pulls down towards the bottom of the screen and letting it fall eats up a precious life. To help our hero in his quest, a mage is positioned at the bottom of the screen and can catch the orb before it falls off (shoulder buttons control his position). Power shots come in limited quantities and can trigger powerful blows. As expected, the game features power-ups usually hidden inside chests or dropped by defeated enemies - they come in different flavors but more commonly refill health, give an extra Power-Shot, an extra life and so forth. In a way similar to Zelda, heart containers scattered throughout the game can be collected to increase the player's maximum health. Finally, more Firestrikers can be recruited and can be played instead of the main character. A multi-player mode is also available where up to four players can play simultaneously.

- TECHNICAL -

Cartridge ID: SHVC-AI

- TRIVIA -

Reviews:
[FR] May 1995 - Consoles + N.32: 87%

Export releases:
[US] "Firestriker [Model SNS-3S-USA]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61454&o=2

$end


$pc8801_flop=holyswrd,
$bio

Holy Sword (c) 1983 Xtal Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92019&o=2

$end


$snes=holyumb,
$bio

Holy Umbrella - Dondera no Mubou!! [Model SHVC-ADQJ-JPN] (c) 1995 Naxat Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61455&o=2

$end


$cpc_cass=homeaccn,
$bio

Home Accounts (c) 1984 Gemini Marketing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96692&o=2

$end


$nes=homea1,homea,
$bio

Home Alone (c) 1991 THQ

- TRIVIA -

Released in October 1991 in USA.

- UPDATES -

Getting caught by one of the burglars will load up this screen. Originally, this was art of Kevin doing his famous scream pose. The PRG1 revision replaced him with a puff of smoke that has 'oh no!' in it (make of this what you will), and also moved the picture frames down a bit for some reason.

- TIPS AND TRICKS -

* Secret screen: At the copyright text screen, press Up + Left + A + B + Select, then Down + Right + A + B + Start. This special screen will appear.

- STAFF -

Programmer: Randy Linden

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55206&o=2

$end


$megadriv=homea,homeap,
$bio

Home Alone (c) 1992 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57251&o=2

$end


$sms=homea,
$bio

Home Alone (c) 1993 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56063&o=2

$end


$nes=homea2,homea2u,
$bio

Home Alone 2 - Lost In New York (c) 1992 THQ

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55207&o=2

$end


$megadriv=homea2,
$bio

Home Alone 2 - Lost in New York (c) 1993 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57252&o=2

$end


$gameboy=homea2,
$bio

Home Alone 2 - Lost In New York [Model DMG-AH-USA] (c) 1992 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66146&o=2

$end


$snes=homea2u,
$bio

Home Alone 2 - Lost in New York [Model SNS-HN-USA] (c) 1992 THQ

- TRIVIA -

Reviews:
[FR] December 1992 - Consoles + N.15: 79%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63071&o=2

$end


$snes=homea2,
$bio

Home Alone 2 - Lost in New York [Model SNSP-HN-EUR] (c) 1992 THQ

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63070&o=2

$end


$gamegear=homea,
$bio

Home Alone (c) 1992 Sega Enterprises, Limited.

- TECHNICAL -

[Model 2410]

- TRIVIA -

This game is based on the 1990 movie with the same title.

Reviews:
[FR] May 1993 - Consoles + N.20: 54/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64630&o=2

$end


$gameboy=homea,
$bio

Home Alone [Model DMG-HM-USA] (c) 1991 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66142&o=2

$end


$gameboy=homeaj,
$bio

Home Alone [Model DMG-HMJ] (c) 1992 Altron Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66145&o=2

$end


$snes=homeaj,
$bio

Home Alone [Model SHVC-HA] (c) 1992 Altron Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61456&o=2

$end


$snes=homeau,
$bio

Home Alone (c) 1991 THQ

- TECHNICAL -

Cartridge ID: SNS-HA-USA

- TRIVIA -

Reviews:
March 1992 - Consoles + N.8 (Page 86-87) [FR]: 79/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63069&o=2

$end


$snes=homea,
$bio

Home Alone (c) 1991 THQ

- TECHNICAL -

Cartridge ID: SNSP-HA-EUR

- TRIVIA -

Reviews:
May 1992 - Joypad N.8 (Page 145-145) [FR]: 72/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63068&o=2

$end


$info=tunixha,
$bio

Home Arcade (c) 1982 Tunix.

- TECHNICAL -

Modele # HA-1

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95139&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=hbabysit,
$bio

Home Baby Sitter II [Model VIC-1828] (c) 1982 Commodore, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84436&o=2

$end


$sg1000=homebas,
$bio

Home BASIC (c) 1985 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65059&o=2

$end


$cpc_cass=homebudg,
$bio

Home Budget (c) 1984 Kuma Computers, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96693&o=2

$end


$cpc_cass=homebudga,
$bio

Home Budget [Model SOFT 119] (c) 1984 Amsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96694&o=2

$end


$msx1_cart=homecalc,
$bio

Home Calc (c) 1984 Matsushita [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77137&o=2

$end


$bbca_cass,bbcb_cass=homefina,
$bio

Home Finance (c) 19?? BBC Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51948&o=2

$end


$ti99_cart=homefin,
$bio

Home Financial Decisions [Model PHM 3006] (c) 1978 Texas Instruments

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84596&o=2

$end


$snes=homeimpr,
$bio

Home Improvement [Model SNS-AHIE-USA] (c) 1994 Absolute Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63075&o=2

$end


$sg1000=homemj1,homemj,
$bio

Home Mahjong [Model G-1030] (c) 1984 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65060&o=2

$end


$info=hrclass,
$bio

Home Run Classic (c) 1996 CES (Creative Electronics and Software).

Home Run Classic is pure baseball fun! Throw any of eight pitches. Hit singles, doubles, triples and home runs for points. Authentic ballpark sounds and colorful scoreboard animations put you in the dugout!

- TRIVIA -

Released in February 1997.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=14113&o=2

$end


$nes=homern90,
$bio

Home Run Nighter '90 - The Pennant League (c) 1990 Data East Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54193&o=2

$end


$nes=homerun,
$bio

Home Run Nighter - Pennant League!! (c) 1989 Data East Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54194&o=2

$end


$info=SS3521,SS3369,SS3537,SS3370,SS3371,SS3522,SS3661,SS3520,
$bio

Home Run (c) 1994 IGT [International Game Technologies].

3-Coin Buy-A-Pay slot.

- TECHNICAL -

[Model 112A]

- UPDATES -

SS3521
SS3369
SS3537
SS3370
SS3371
SS3522
SS3661
SS3520

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=37627&o=2

$end


$a2600=homerune,
$bio

Home Run (c) 1978 Atari, Incorporated.

PAL release. Game developed in USA. For more information, please see the NTSC release's entry; "Home Run [Model CX2623]".

- TECHNICAL -

Model CX2623

- PORTS -

* Consoles : 
Microsoft XBOX [EU] (November 26, 2004) "Atari Anthology" 
Sony PlayStation 2 [EU] (February 18, 2005) "Atari Anthology [Model SLES-53061]" 

* Handhelds : 
Nintendo DS [EU] (February 24, 2011) "Atari Greatest Hits Vol.1 [Model NTR-BR6P-EUR]"

* Computers : 
PC [MS Windows, CD-ROM] [EU] (June 10, 2005) "Atari - 80 Classic Games in One! [Replay]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82984&o=2

$end


$a2600=homerun,homerun4k,
$bio

Home Run (c) 1978 Atari, Incorporated.

Play HOME RUN just as you would play baseball. The left or blue player is the 'visiting team' and is the first to bat. The pitcher-outfielder pitches the ball. Three strikes (either swinging or pitched) are an out; four balls (any pitch not struck at that is NOT over the plate) are a walk and the batter advances to first base.

If the pitcher hits the batter (and the batter does not strike at the pitch, or the pitch does not pass over Home Plate) the batter will advance to first base.

If the batter hits the ball, the outfielder(s) can catch the ball and make a putout by touching first base ahead of the runner or by tagging the runner. If there are other runners on base, a putout can be made by tagging any runner or, if the runner is in a 'force play', by touching the base in front of that runner. With practice, doubleplays (two outs on one pitched ball) can be made with ease.

Game Variations:
GAMES 1,2,3, and 4 are single-player against the computer.
GAMES 5,6,7 and 8 are two-player games.

- TECHNICAL -

Model CX2623

- TRIVIA -

Export releases:
PAL "Home Run [Model CX2623P]"

- STAFF -

Programmers: Dave Rolfe, Bob Whitehead

- PORTS -

* Consoles : 
Microsoft XBOX [US] (November 16, 2004) "Atari Anthology [Model 26084]" 
Sony PlayStation 2 [US] (November 22, 2004) "Atari Anthology [Model SLUS-21076]" 
Microsoft XBOX [JP] (August 4, 2005) "Atari Anthology [Model B7X-00001]" 

* Handhelds : 
Nintendo DS [US] (November 2, 2010) "Atari Greatest Hits Vol.1 [Model NTR-BR6E-USA]" 

* Computers : 
PC [MS Windows, CD-ROM] [US] (November 11, 2003) "Atari - 80 Classic Games in One! [Model 25069J]" 

* Others : 
Atari Flashback 3 [US] (September 16, 2011) by AtGames 
Atari Flashback 4 [US] (November 13, 2012) by AtGames 
Atari Flashback 5 [US] (October 1, 2014) by AtGames

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50573&o=2

$end


$cpc_cass=homerunr,
$bio

Home Runner [Model SOFT 109] (c) 1984 Amsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96695&o=2

$end


$msx1_cart=homewrtr,
$bio

Home Writer [Model HBS-H003C] (c) 1984 Sony Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77138&o=2

$end


$a800=homebase,
$bio

Homebase Electronic Banking (c) 1982 Citibank

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86567&o=2

$end


$info=ep_homer,ep_homera,ep_homerb,ep_homerc,ep_homerd,ep_homere,ep_homerf,ep_homerg,ep_homerh,ep_homeri,
$bio

Homer's Meltdown (c) 199? Maygay.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=18203&o=2

$end


$ti99_cart=homework,
$bio

Homework Helper+ (c) 1984 Navarone

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84597&o=2

$end


$info=homo,
$bio

Homo (c) 1987 Homo Sapiens.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 6 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : YM2203 (@ 2 Mhz)

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256

Players : 2
Control : dial
Buttons : 2

- TRIVIA -

It was 1987 and SunA had just released a hot new "Arkanoid" clone named "Goindol". It was a ball and paddle game with a prehistoric theme. Soon after the first "Goindol" unit shipped, pirate game manufacturer ALSFTW decided that they were going to make a bootleg version of the game to sell to the rich American and European market. Now the first thing you do when creating a bootleg game is to change the name, and set up a front company. So they saw the little caveman that was on all the game screens, and decided to name their game 'Homo,' and their front company 'Homo Sapiens'. All these decisions were made by people with little experience with the English language, so they had little idea that Homo also meant 'A rude abbreviation for homosexual. Used more often by children than by adults'. 

They went ahead and created thousands of 'Homo conversion kits', and then tried to sell them to the English speaking market. Bootleg conversion kits usually sell fast, because they are priced so much cheaper than the games they copy. But, they had a hard time selling their 'Homo conversion kits' to anyone, the thirteen year old mentality was just too prevalent among distributors, and arcade operators. So most of these 'Homo conversion kits' just languished unsold in warehouses, a few were actually sold and installed, but not many. The conversion kit consisted of a marquee (very plain, just said 'Homo' on it), a PCB, and an instruction manual. You were expected to supply your own spinner and buttons. The game itself ran on a boardset nearly identical to the original "Goindol" (of course the components were much lower in quality).

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1138&o=2

$end


$pc8801_flop=homonmas,
$bio

Homon Master (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92020&o=2

$end


$info=homura,
$bio

Homura (c) 2005 Taito.

Homura is a vertical scroll shooting game where players are situated in a civil war as the hero and must confront the warring State's generals who have super human abilities. Apart from the shooting attack, players can also partake in sword fights and must defeat their enemy to finish the war.

- TECHNICAL -

Runs on the "Taito Type X" hardware.

Players: 1
Control: 8-way joystick
Buttons: 2
=> [A] Shoot, [B] Sword

- TRIVIA -

Developed by Skonec. This game took the prize for excellence on Arcade Game in Korea Game Award 2005.

- TIPS AND TRICKS -

* Homura weapons...
1. Shoot (A button) : straight shoot
2. Sword (B button) : cuts the enemy it also repels the enemy bullets.
3. Soul (A+B buttons) : ogre shooting position which attacks the enemy of whole screen. While using ogre shooting position, the player is invincible.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4206&o=2

$end


$nes=honshogi,
$bio

Hon Shougi - Naitou 9 Dan Shougi Hiden (c) 1985 Seta Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54195&o=2

$end


$gameboy=honshogi,
$bio

Hon Shougi [Model DMG-AHSJ-JPN] (c) 1994 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66148&o=2

$end


$cdi=hondenli,
$bio

Hondenliefde (c) 1995 AVRO

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52896&o=2

$end


$bbca_cass,bbcb_cass=honestjo,
$bio

Honest Joe (c) 19?? Beebug

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51949&o=2

$end


$svision=honeybee,
$bio

Honey Bee [Model SV10018] (c) 199? Watara

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95448&o=2

$end


$info=honeydol,
$bio

Honey Dolls (c) 1995 Barko.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 16 Mhz), Zilog Z80 (@ 4 Mhz)
Sound Chips : YM3812 (@ 3 Mhz), OKI6295 (@ 7.575 Khz)

Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 57.50 Hz
Palette colors : 1024

Players : 2
Control : 8-way Joystick
Buttons : 3

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4720&o=2

$end


$ti99_cart=honeyhnt,
$bio

Honey Hunt (c) 1983 Milton Bradley Co. [East Longmeadow, MA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84598&o=2

$end


$bbca_cass,bbcb_cass=honeylog,
$bio

Honey Logo (c) 19?? Glentop

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51950&o=2

$end


$info=m5honmon,m5honmona,
$bio

Honey Money (c) 200? Vivid Gaming.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31142&o=2

$end


$nes=hongda,
$bio

Hong Da Study Cartridge (c) 19?? Unknown [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76795&o=2

$end


$sms=hongkd,
$bio

Hong Kil Dong (c) 1991 Clover.

Korean game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95283&o=2

$end


$amigaocs_flop=hkphooey,
$bio

Hong Kong Phooey (c) 1990 HiTec Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74249&o=2

$end


$cpc_cass=hkphooey,
$bio

Hong Kong Phooey [Model HT045] (c) 1990 Hi-Tec Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96697&o=2

$end


$gameboy=hongkong,
$bio

Hong Kong [Model DMG-HGJ] (c) 1990 Tokuma Shoten Intermedia, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66149&o=2

$end


$nes=hongloum,
$bio

红楼梦 (c) 200? Nanjing.
(Hong Lou Meng)

- TECHNICAL -

Game ID: NJ050

- STAFF -

Developed by: Dragon Co.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76796&o=2

$end


$pc98=honinbo,
$bio

Honinbou (c) 19?? Apollo Technica [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89684&o=2

$end


$saturn,sat_cart=waremepo,
$bio

Honkaku 4-nin Uchi Geinoujin Taikyoku Mahjong - The Wareme DE Pon (c) 1996 Video System Company, Limited. [Kyoto, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59238&o=2

$end


$saturn,sat_cart=honkhana,
$bio

Honkaku Hanafuda (c) 1998 Altron Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59239&o=2

$end


$gbcolor=honkhana,
$bio

Honkaku Hanafuda GB [Model CGB-AH3J-JPN] (c) 2000 Altron Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68034&o=2

$end


$info=mayjin3,
$bio

Honkaku Hayasashi Shougi Mayjinsen 3 (c) 1999 Seta.

- TRIVIA -

Released in January 2000.

- SERIES -

1. Hayazashi Shougi Gogatsu Mayjinsen (1994)
2. Hayazashi Shougi Gogatsu Mayjinsen 2 (1994)
3. Honkaku Hayasashi Shougi Mayjinsen 3 (1999)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=24238&o=2

$end


$snes=honktmn2,
$bio

Honkaku Mahjong - Tetsuman II [Model SHVC-AOXJ-JPN] (c) 1994 Naxat Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61458&o=2

$end


$snes=honktman,
$bio

Honkaku Mahjong - Tetsuman [Model SHVC-OM] (c) 1993 Naxat Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61457&o=2

$end


$saturn,sat_cart=honkprom,
$bio

Honkaku Pro Mahjong Tetsuman Special (c) 1996 Naxat Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59240&o=2

$end


$snes=honkasho,
$bio

Honkaku Shougi - Fuuunji Ryuuou [Model SHVC-AV3J-JPN] (c) 1994 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61459&o=2

$end


$gbcolor=honkshog,
$bio

Honkaku Shougi - Shougi Ou [Model DMG-AG8J-JPN] (c) 1998 Warashi

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68035&o=2

$end


$msx2_cart=kitahei,
$bio

Honkaku Shougi Kitahei (c) 1986 Micro Cabin

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51314&o=2

$end


$saturn,sat_cart=honkshou,
$bio

Honkaku Shougi Shinan Wakamatsu Shougi Jyuku (c) 1998 SIMS

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59241&o=2

$end


$gbcolor=honktsho,
$bio

Honkaku Taisen Shougi Ayumu [Model DMG-AIBJ-JPN] (c) 2000 Culture Brain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68036&o=2

$end


$gbcolor=honkmj,
$bio

Honkaku Yonin Uchi Mahjong - Mahjong Ou (c) 1999 Warashi

- TECHNICAL -

Game ID: DMG-AAAJ-JPN

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68037&o=2

$end


$snes=honkaigo,
$bio

Honkakuha Igo - Gosei [Model SHVC-AKWJ-JPN] (c) 1994 Taito Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61460&o=2

$end


$snes=honkehan,
$bio

Honke Hanafuda [Model SHVC-87] (c) 1994 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61461&o=2

$end


$snes=honkefev,
$bio

Honke Sankyo Fever - Jikki Simulation [Model SHVC-AFPJ-JPN] (c) 1995 Denz

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61462&o=2

$end


$snes=honkefv2,
$bio

Honke Sankyo Fever 2 - Jikki Simulation [Model SHVC-A33J-JPN] (c) 1995 Boss Comunications

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61463&o=2

$end


$snes=honkefv3,
$bio

本家Sankyo FEVER 3 実機シミュレーション (c) 1996 Boss Comunications.
(Honke Sankyo Fever 3 - Jikki Simulation)

Features three 90's pachinkos.

- TECHNICAL -

Game ID: SHVC-A37J-JPN
Package ID: SHVC-P-A37J(JPN)
Barcode: T4511974100024

- TRIVIA -

Released on August 31, 1996 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61464&o=2

$end


$gameboy=honmei,
$bio

Honmei Boy [Model DMG-IKJ] (c) 1994 Nichibutsu [Nihon Bussan Company, Limited.] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66150&o=2

$end


$pc8801_flop=honobono,
$bio

Honobono Kangofu-san (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92021&o=2

$end


$psx=cookingf,
$bio

Honoo no Ryourinin Cooking Fighter Tao [Model SLPS-01382] (c) 1998 Nippon Ichi Software, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85281&o=2

$end


$nes=ddanpei,
$bio

Honoo no Toukyuuji - Dodge Danpei (c) 1992 Sunsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54196&o=2

$end


$megadriv=ddanpei,
$bio

Honoo no Toukyuuji - Dodge Danpei (c) 1992 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56563&o=2

$end


$pce=ddanpei,
$bio

Honoo no Toukyuuji - Dodge Danpei (c) 1992 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58610&o=2

$end


$nes=ddanpei2,
$bio

Honoo no Toukyuuji - Dodge Danpei 2 (c) 1993 Sunsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54197&o=2

$end


$gameboy=ddanpei,
$bio

Honoo no Toukyuuji - Dodge Danpei [Model DMG-DAJ] (c) 1992 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66151&o=2

$end


$gamegear=ddanpei,
$bio

Honoo no Toukyuuji - Dodge Danpei [Model G-3220] (c) 1992 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64631&o=2

$end


$snes=ddanpei,
$bio

Honoo no Toukyuuji - Dodge Danpei [Model SHVC-DD] (c) 1992 Sunsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61465&o=2

$end


$pc8801_cass=honoyaka,
$bio

Honoo no Yakata (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91230&o=2

$end


$x68k_flop=honyakuh,
$bio

Honyaku Helper Zurukamashi (c) 19?? Nihon Computer Club Renmei Kikaku

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87761&o=2

$end


$info=hook,hooku,hookj,
$bio

Hook (c) 1992 Irem.

Straight out of the Peter Pan saga and based on the feature film starring Robin Williams, the Never-Never Land children fight to stop the evil Captain Hook from ruining their fun!

- TECHNICAL -

Irem M-92 system hardware

Main CPU : V33 (@ 9 Mhz)
Sound CPU : V30 (@ 7.15909 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), GA20 (@ 3.579545 Mhz)

Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048

Players : 4
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in December 1992.

Although all of the 4 Lost Boys in this game (Rufio, Ace, Pockets and ThudButt) were major supporting characters, only Rufio is addressed by a name in the movie.

- UPDATES -

The Japanese version has some differences to the US and World version :
* The colours are a little bit different (more saturated)
* The boss of the 3rd stage is different in the Japan version: in fact, there's a new boss named Mika, and she can summon her 2 sisters Anna and Gita, in the US and World versions, she is replaced by the Hook's clones.

- STAFF -

Game designer : ???
Programmer : ???
Graphic designers : Rokujizo, Jubei, Ken, U. Nya, Kon, Nob
Sound effects : ???

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1139&o=2

$end


$nes=hookj,
$bio

Hook (c) 1992 Epic - Sony Records

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54198&o=2

$end


$nes=hook,
$bio

Hook (c) 1992 Ocean

- TRIVIA -

Reviews:
[FR] June 1992 - Consoles + N.10 (Pages 122-124): 62/100
[FR] August 1992 - Joypad N.11: 64%

Average note: 63/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55208&o=2

$end


$nes=hooku,
$bio

Hook (c) 1992 Sony Imagesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55209&o=2

$end


$megadriv=hook,
$bio

Hook (c) 1992 Sony Imagesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56564&o=2

$end


$megadriv=hooku,
$bio

Hook (c) 1992 Sony Imagesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57253&o=2

$end


$gamegear=hook,hooku,
$bio

Hook (c) 1992 Sony Imagesoft

- TRIVIA -

This game is based on the 1991 movie with the same title.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64632&o=2

$end


$amigaocs_flop=hook,
$bio

Hook (c) 1992 Ocean Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74250&o=2

$end


$sms=hook,
$bio

Hook (c) 19?? Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56064&o=2

$end


$info=hook_408,hook_401,hook_404,
$bio

Hook (c) 1992 Data East Pinball.

- TECHNICAL -

Game ID: 500-5519-01

Data East Version 3 (BSMT2000 & 128 x 16 display)

Main CPU : M6808 (@ 1 MHz)
Sound CPU : Motorola M6809 (@ 2 MHz)
Display CPU : Zilog Z80 (@ 4 Mhz)
Sound chip : BSMT2000 (@ 24 MHz)

- TRIVIA -

Hook was released in May 1992.

Based on the 1991 movie, starring Robin Williams, Dustin Hoffman, and Julia Roberts.

Approximately 6,705 units were produced.

- STAFF -

Designer : Tim Seckel
Artwork : Paul Faris
Software : Neil Falconer
Music and Sounds : Brian Schmidt

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4667&o=2

$end


$gameboy=hook,
$bio

Hook [Model DMG-HS-UKV] (c) 1992 Ocean Software, Limited.

- TRIVIA -

Reviews:
[FR] June 1992 - Joypad N.9: 90/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66152&o=2

$end


$gameboy=hooku,
$bio

Hook [Model DMG-HS-USA] (c) 1992 Sony Imagesoft

- STAFF -

Cover Design: John Alvin
Code: Chris Kerry, Mark Rogers
Art: Steve Kerry, Jon Beard
Sound: Jonathan Dunn

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66154&o=2

$end


$gameboy=hookj,
$bio

Hook [Model DMG-HSJ] (c) 1992 Epic/Sony Records [Sony Music Ent., Incorporated.] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66153&o=2

$end


$snes=hookj,
$bio

Hook (c) 1992 Epic/Sony Records [Sony Music Ent., Incorporated.].

Hook is the conversion from Capcom arcade game. It is based on Steven Spielberg movie released in 1991 and featuring Robin Williams and Dustin Hoffman. The player take control of Peter Banning and will travel through Neverland and defeat the evil Hook across ten long main stages. The game roughly follows the movie, for instance you will need first to defeat Rufio, chef of the lost children of Neverland and retrieve your sword. The game is colourful and offers detailed and correct graphics. Some of the later stages even have few optional routes and hidden passageways.

- TECHNICAL -

Cartridge ID: SHVC-HO

- TRIVIA -

Released on July 17, 1992 in Japan for 8500 Yen.

Reviews:
July/August 1992 - Consoles + N.11 [FR]: 72/100

Export releases:
[US] "Hook [Model SNS-HO-USA]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61466&o=2

$end


$snes=hooku,hookup,
$bio

Hook [Model SNS-HO-USA] (c) 1992 Sony Imagesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63077&o=2

$end


$snes=hook,
$bio

Hook [Model SNSP-HO-NOE] (c) 1992 Sony Imagesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63076&o=2

$end


$segacd=hook,hooka,
$bio

Hook [Model T-6205] (c) 1992 Sony Imagesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60743&o=2

$end


$megacd,megacdj=hook,
$bio

Hook [Model T-93055-50] (c) 1993 Sony Imagesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60621&o=2

$end


$psx=hooockey,
$bio

Hooockey!! [Model SLPM-86488] (c) 2000 Success [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85282&o=2

$end


$info=hoopshot,
$bio

Hoop Shot (c) 1992 Doyle & Assoc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=97866&o=2

$end


$nes=hoops,hoopsu,
$bio

Hoops (c) 1989 Jaleco Company, Limited.

Export release. Game developed in Japan. See "Moero!! Junior Basket - Two on Two [Model JF-20]" for more information about the game itself.

- TRIVIA -

Released in June 1989.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55210&o=2

$end


$info=hoops,
$bio

Hoops (c) 1991 Premier Technology Co.

- TECHNICAL -

Gottlieb System 3
Model Number : 727

- TRIVIA -

879 units were produced.

Hoops was the last Gottlieb 'street level' game. 'Street level' games were an experiment by Gottlieb towards designing a simpler, single level (no ramps), slightly smaller and cheaper game. They did not sell very well, and only six models ("Silver Slugger", "Vegas", "Deadly Weapon", "Title Fight", "Car Hop" and Hoops) were made.

- STAFF -

Designer : Ray Tanzer
Artworks : David Moore, Constantino Mitchell

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5448&o=2

$end


$c64_cart,c64_flop=hopalong,
$bio

Hop Along Counting (c) 1984 SSC

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53599&o=2

$end


$info=m5hopidl,
$bio

Hop Idol (c) 200? Vivid Gaming.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41585&o=2

$end


$saturn,sat_cart=hopstep,
$bio

Hop Step Idol (c) 1997 Media Entertainment

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59242&o=2

$end


$bbca_cass,bbcb_cass=hopperg,hopper21,hopper,
$bio

Hopper (c) 1983 Acornsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51951&o=2

$end


$msx1_cart=hopper,
$bio

Hopper (c) 1986 Eaglesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77139&o=2

$end


$msx1_cass=hopper,
$bio

Hopper (c) 1986 Eaglesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94711&o=2

$end


$cpc_cass=hopcop,
$bio

Hopper Copper (c) 1988 Silverbird Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96698&o=2

$end


$info=hopprobo,
$bio

Hopper Robo (c) 1983 Sega.

Hopper Robo is a platform game in which the player must use a two-way joystick to take up control of a robot named Hopper Robo, and a single button to make him jump. His objective is to collect the numbered boxes on each round in numerical order (the one he should collect next will flash), then drop them onto one of the two conveyor belts at the bottom of the screen. There are several kinds of enemy robots that guard some of the boxes; they all move in preset patterns and you will have to learn their movements in order to figure out the best moment to sneak past them. If any of them touch Hopper Robo he will die. He must also avoid other obstacles such as flying hammers and springs. To aid Hopper Robo, there are springboards to reach higher platforms, and pipes to slide back down. If Hopper Robo should run out of energy, it will cost him a life - but when he clears a round, his remaining energy will be awarded to the player, as bonus points. There are eight unique levels, after which the game loops indefinitely.

- TECHNICAL -

This game runs on the "Marine Boy" hardware from Orca.

- TRIVIA -

Released during August 1983.

- STAFF -

Staff : Shiroh, N. Kita, Shoji, Tohru, Y. Soge

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1140&o=2

$end


$ti99_cart=hopper,
$bio

Hopper [Model PHM 3229] (c) 1983 Texas Instruments

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84599&o=2

$end


$nes=hopmad,
$bio

Hoppin' Mad (c) 19?? Elite

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55211&o=2

$end


$cpc_cass=hopmad,
$bio

Hopping Mad (c) 1988 Elite Systems, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96699&o=2

$end


$info=hopmappy,
$bio

Hopping Mappy (c) 1986 Namco.

In Hopping Mappy players control the Micro Police mouse, Mappy as he bounces on a pogo stick to run circles around pink cats, called Meowkies, who patrol either vertically or horizontally. There is also Nyamco, a cat who patrols in a zigzag pattern, but he needs to take occasional breaks. There are eight treasures that a player must grab to complete a round, except on the bonus round where the player will just want to collect all the balloons that he can. The main intrigue here is getting past a blockade of Meowkies. 

The player controls are simple - Mappy can bounce in any of the four directions, the only places he can land are the centres of the checkerboard squares (making for very few locations overall), and he will move at the same speed as the cats. If the player pushes the accelerator button and runs around, he will go twice as fast. When the cats have sped up (after a "Hurry Up" warning has appeared) they will match Mappy's accelerated speed.

- TECHNICAL -

Namco System 86 hardware
Game ID : HM

Main CPU : (2x) M6809 (@ 1.536 Mhz), Hitachi HD63701 (@ 1.536 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.57958 Mhz), Namco 8-channel WSG

Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.61 Hz
Palette colors : 512

Players : 2
Control : 4-way joystick
Buttons : 1

- TRIVIA -

Hopping Mappy was released in April 1986.

- SERIES -

1. Mappy (1983)
2. Hopping Mappy (1986)
3. Mappy-Land (1986, Nintendo Famicom)
4. Mappy Kids (1989, Nintendo Famicom)
5. Mappy Arrangement (1995) : part of "Namco Classics Collection Vol.1"

- STAFF -

Sound composer : Nobuyuki Ohnogi

- PORTS -

* Computers :
X68000

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1141&o=2

$end


$x68k_flop=horiume,
$bio

Hori Hori Ume Ume (c) 199? Ora Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88307&o=2

$end


$info=nshrz,
$bio

Horizon (c) 1976 North Star Computers.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103255&o=2

$end


$info=horizon,
$bio

Horizon (c) 1985 Irem.

A horizontally scrolling shooter, Horizon is the sequel to Moon Patrol. Both were developed by Irem; Moon Patrol was licensed to Williams.  

Players take control of hover vehicle armed with a turret and a cannon, rolling over the terrain and alternating their position and perspective on three different lanes to destroy enemies and dodge attacks while avoiding obstacles and picking up fuel and other items.

- TECHNICAL -

Irem M-62 system hardware

Main CPU : Zilog Z80 (@ 4 Mhz)
Sound CPU : Motorola M6803 (@ 894.886 Khz)
Sound Chips : (2x) General Instrument AY8910 (@ 894.886 Khz), (2x) MSM5205 (@ 384 Khz)

Screen orientation : Horizontal
Video resolution : 256 x 256 pixels
Screen refresh : 55.00 Hz
Palette colors : 512

Players : 2
Control : 4-way joystick
Buttons : 2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1142&o=2

$end


$info=m5horn,
$bio

Horn of Plenty (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42973&o=2

$end


$pc98=hsweeper,
$bio

Horny Sweeper - Koushoku Shikakenin (c) 1995 Mugen Unagi Team

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89685&o=2

$end


$pc98=hsweepr2,
$bio

Horny Sweeper 2 - Joshikou Kiki Ippatsu (c) 1995 Mugen Unagi Team

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89686&o=2

$end


$bbca_cass,bbcb_cass=horrorca,
$bio

Horror Castle (c) 198? A&F Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51952&o=2

$end


$pc8801_cass=horrorho,
$bio

Horror House (c) 1983 Nihon Falcom [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91231&o=2

$end


$x68k_flop=horror,
$bio

Horror of Cridewell (c) 1990 Annandule Project

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88308&o=2

$end


$pcecd=horrorst,
$bio

Horror Story (c) 1993 NEC Avenue, Limited.

Horror Story is the conversion of Toaplan's action game release in the arcades in 1989. The player takes control of a sort of sun-glasses wearing ghost-chaser (or two at the same time during the two players simultaneous-mode) who seems to be lost in a traditional chinese ghost world. Your main weapon is a gun which can be heavily upgraded during the game, from 2-ways gun, to flame-lasers or rockets. Our heroes have another secret weapon : they can jump on their enemies' heads to kill them (This powerful technique is also used by our favorite plumber who could also flatten evil turtles and crazy mushrooms). Another important ability of the character is the double-jump (very similar to the jump found in Capcom's Chohmakaimura for the Super Famicom ). This special technique will help you in more than one occasion: it will allow you, for instance, to access unreachable platforms or reach bosses' weak points. Enemies vary from blue ghosts riding bicycles to flying half-skeleton archers. End of stage bosses can be quite big and impressive like the huge Golden dragon from the first level.

- TECHNICAL -

Game ID: MAPR-1027

- TRIVIA -

Horror Story was released on February 02, 1993 in Japan for 7200 Yen.

Reviews:
[FR] May 1993 - Consoles + No. 20: 80/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58219&o=2

$end


$saturn,sat_cart=horror,
$bio

Horror Tour (c) 1996 OCC

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59243&o=2

$end


$amigaocs_flop=horrorzm,
$bio

Horror Zombies from the Crypt (c) 1991 Millennium Game Products

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74251&o=2

$end


$bbca_cass,bbcb_cass=horselor,
$bio

Horse Lord (c) 19?? Century

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51953&o=2

$end


$arcadia=horserac,
$bio

Horse Racing (c) 198? Emerson Radio Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49259&o=2

$end


$intv=horserac,
$bio

Horse Racing (c) 1981 Mattel Electronics

You're at the Track for a Day at the Races -- 10 exciting speed and strategy contests. After you check the Past Performances and odds, place your simulated wagers out of your starting Stak" of $750. Bet your favorites to Win, or go for the big-payoff Exacta! See how good a handicapper you are! One of two Players ride the outside horses and try to our-maneuver the computer. Get your simulated bets down! Watch for the start -- and THEY'RE OFF!!!

- TECHNICAL -

Model 1123

CONTROLS:
COAX -- Either Upper Side Button
WHIP -- Either Lower Side Button
WIN EXACTA (To Determine W or E Bet) -- [9] Button
MOVE HORSE NEARER RAIL -- Top of DISC
MOVE HORSE AWAY FROM RAIL -- Bottom of DISC

- STAFF -

Program: Chris Hawley

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60895&o=2

$end


$bbca_cass,bbcb_cass=horserac,
$bio

Horserace (c) 1983 Dynabyte

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51954&o=2

$end


$gba=horsez,
$bio

Horsez [Model AGB-BHUE-USA] (c) 2006 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71214&o=2

$end


$gba=kirbyamj,kirbyamjd,
$bio

Hoshi no Kirby - Kagami no Daimeikyuu [Model AGB-B8KJ-JPN] (c) 2004 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71215&o=2

$end


$snes=kirbysd,kirbysda,kirbysdb,
$bio

Hoshi no Kirby - Super Deluxe (c) 1996 Nintendo Company, Limited.

- TECHNICAL -

Model SHVC-AKFJ-JPN

- TRIVIA -

Released on March 21, 1996 in Japan.

- STAFF -

Director: Masahiro Sakurai
Programmer: Tetsuya Abe, Junichi Aoyagi, Masakazu Ebihara, Teruyuki Gunji, Isao Takahashi, Akio Hanyu
Chief Programmer: Shigenobu Kasai
Designer: Kazu Ozawa, Hiroo Takeshita, Tetsuya Mochizuki
CG Designer: Hitoshi Kikkawa, Tatsuhiro Tanoue, Shigeru Hashiguchi, Tadashi Hashikura
Chief Designer: Tsuyoshi Wakayama
Sound Composer: Jun Ishikawa, Dan Miyakawa
Mapper: Shinichi Shimomura, Tomomi Minami
Special Thanks: Hiroaki Suga, Tetsuo Kujiraoka, Hidetoshi Seki, Yoshiaki Shinohara, Shigeru Hirayama, Seiji Otoguro, Atsushi Kakuta, Takashi Saito, Yoshimi Takahashi, Satoshi Ishida, Chieko Obikane, Hiroyuki Yamada, Jim Wornell, Kayomi McDonald
Adviser: Kensuke Tanabe, Takao Shimizu
Project Manager: Ryuki Kuraoka
Producer: Satoru Iwata, Shigeru Miyamoto
Executive Producer: Hiroshi Yamauchi

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61467&o=2

$end


$gba=kirbyndlj,
$bio

Hoshi no Kirby - Yume no Izumi Deluxe [Model AGB-A7KJ-JPN] (c) 2002 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71216&o=2

$end


$nes=kirbyj,
$bio

星のカービィ 夢の泉の物語 (c) 1993 Nintendo.
(Hoshi no Kirby - Yume no Izumi no Monogatari)

A platform game, featuring a small, pink spherical creature named Kirby.

- TECHNICAL -

Game ID: HVC-KI

- TRIVIA -

Hoshi no Kirby was released on March 23, 1990 in Japan.

The title of this game translates from Japanese as' Kirby of the Stars - The Story of the Fountain of Dreams'.

Export releases:
[US] "Kirby's Adventure [Model NES-KR-USA]"
[FR] "Kirby's Adventure [Model NES-KR-FRA]"
[DE] "Kirby's Adventure [Model NES-KR-NOE]"
[CA] "Kirby's Adventure [Model NES-KR-CAN]"
[SW] "Kirby's Adventure [Model NES-KR-SCN]"

- STAFF -

Executive Producer: Hiroshi Yamauchi
Producer: Satoru Iwata, Shigeru Miyamoto, Takao Shimizu
Director and Game Designer: Masahiro Sakurai
Character Designer: Takashi Saito, Shigeru Hashiguchi, Tadashi Hashikura, Kazu Ozawa, Kazuya Miura
Map Designer: Shinichi Shimomura, Tsuyoshi Wakayama
Chief Programmer: Hiroaki Suga
Programmer: Akio Hanyu, Shigenobu Kasai, Tetsuya Abe, Teruyuki Gunji, Senji Otoguro, Yoshimi Takahashi, Yoshiki Suzuki
Music Composer: Hirokazu Ando, Jun Ishikawa
Tool Programmer: Satoshi Mitsuhara, Hidetoshi Seki, Seika Abe
Special Thanks to: Atsushi Kakuta, Yasuhiro Sakai, Hideki Fujii, Halken debuggers, Nintendo Debuggers, Daniel Owsen

- PORTS -

* Consoles :
Nintendo Wii [Virtual Console] (2007)
Nintendo 3DS [eShop] (2011) "3D Classics"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54199&o=2

$end


$gameboy=kirby2j,
$bio

Hoshi no Kirby 2 [Model DMG-AKBJ-JPN] (c) 1995 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66156&o=2

$end


$snes=kirby3j,
$bio

Hoshi no Kirby 3 [Model SHVC-AFJJ-JPN] (c) 1998 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61468&o=2

$end


$n64=kirby64j3,kirby64j2,kirby64j1,kirby64j,
$bio

星のカービィ64 (c) 2000 Nintendo.
(Hoshi no Kirby 64)

Help the pink puffball save the day! Inhale enemies, discover insane Power Combos, and explore eye-popping environments crawling with secrets.

Some call him a puffball, some call him a marshmallow, but most people prefer to simply call him Kirby. Kirby first entered the third dimension in Super Smash Bros., and he's starring in his very own adventure on Nintendo 64!

If you check out the super-stylized screen shots for this game, you'll notice that Hoshi no Kirby 64 is awash in the cheerful colors beloved of school lunch-box designers from Sapporo to Kyoto. The backstory scores high on the cute-o-meter, too, with Kirby and friends valiantly fighting to save the peaceful fairy folk of Ripple Star from the marauding Dark Matter. Fans of Super Mario RPG will recognize similar plot elements from that Super NES classic, as Kirby and friends must round up six pieces of a shattered magical crystal in order to set things right.

The story is secondary to one of the most memorable video-game characters to grace any platform. As in earlier Game Boy and Super Famicom (Kirby's Dream Land 3) incarnations, Kirby has the amazing power to inhale enemies, acquire their attacks, then unleash them in brilliant new ways.

For example, after inhaling a fiery enemy, Kirby can make a red-hot run through the opposition. After inhaling a rock enemy, Kirby can don a stony shield and bowl over the competition. Swallowing two similar enemies ratchets up Kirby's power even more. A big part of the fun in Kirby 64 is experimenting with different Power Combo mixtures to find all of Kirby's special powers. In all, Kirby can use nearly 30 different combinations to take out foes and avoid the many obstacles in its path.

Kirby 64 is primarily a 2-½D platformer, with Kirby following a track left, right, up and down through picture-perfect landscapes strongly reminiscent of Yoshi's Story. Besides permitting gorgeous graphics, the 2-½D approach allows developer HAL Laboratories (Pokémon Stadium) to concentrate on the play control, which brilliantly conveys the feeling of Kirby flying, floating, rolling and swimming.

Kirby 64 is primarily a one-player adventure, but three minigames allow as many as four players to mix it up. Kirby 64 is the perfect game for beginning players, and even expert adventurers can find a challenge by trying to find 100% of the hidden Shards.

Even though we may never figure out exactly what Kirby is made out of, there's no doubt that Hoshi no Kirby 64 delivers some serious fun.

- TECHNICAL -

Model NUS-NK4J

- TRIVIA -

Hoshi no Kirby 64 was released on March 24, 2000 in Japan.

- STAFF -

Project K-64 Staff
Director: Shinichi Shimomura
Chief Programmer: Teruyuki Gunji
Programmers: Katsuhiro Sakoda, Isao Takahashi, Yoshimi Takahashi, Tetsuya Abe, Yasuyuki Nagashima, Kouichi Watanabe
Designers: Kenichiro Kita, Reiko Iwao, Michiko Takahashi, Hiroo Takeshita, Shigeru Hashiguchi, Tetsuya Mochizuki, Tomomi Minami, Sanae Kubota, Youichi Sukino, Tatsuhiro Tanoue, Tadashi Hashikura, Masanobu Yamamoto, Tsuyoshi Wakayama, Hitoshi Kikkawa, Satoko Nakamura, Kunio Watanabe
Sound Composers: Jun Ishikawa, Hirokazu Ando
Assistant Directors: Kazuya Konishi, Ryuichi Noguchi
Assistant Managers: Ryuki Kuraoka, Yoshiki Suzuki, Kensuke Tanabe
Voice Actors: Makiko Ōmoto, Masahiro Sakurai
Localization Manager: Leslie Swan
Localization: William Trinen, Michelle Powers
Special Thanks: Satoshi Ishida, Chieko Obikane, Hisatoshi Takeuchi, Tetsuya Notoya, Senji Hirose, Chiharu Ito, Takaaki Kazuno, Kazuhiro Mizusawa, Jun Yamazaki, HAL Debug Team
Very Special Thanks: Minoru Arakawa, Mike Fukuda, Gail Tilden, Yoshihito Ikebata, Hironobu Kakui, Hiroyasu Sasano, Super Mario Club, NOA Product Testing, The Treehouse
Project Manager: Takashi Saito
Progress Manager: Kimiyoshi Fukui
Producers: Masayoshi Tanimura, Hiroaki Suga, Kenji Miki
Supervisors: Satoru Iwata, Shigeru Miyamoto
Executive Producer: Hiroshi Yamauchi

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57740&o=2

$end


$gameboy=kirbyja,kirbyj,
$bio

Hoshi no Kirby [Model DMG-KYJ] (c) 1992 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66155&o=2

$end


$psx=hoshinoo,
$bio

Hoshi no Oka Gakuen Monogatari - Gakuensai [Model SLPS-01638] (c) 1998 Media Works

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85283&o=2

$end


$msx2_flop=hoshisun,
$bio

Hoshi no Suna Monogatari (c) 1990 DO [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101719&o=2

$end


$x68k_flop=hoshisun,
$bio

Hoshi no Suna Monogatari (c) 1991 DO [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87762&o=2

$end


$pc98=hoshisun,
$bio

Hoshi no Suna Monogatari (c) 1991 DO [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89687&o=2

$end


$pc8801_flop=hoshisun,hoshisuna,
$bio

Hoshi no Suna Monogatari (c) 1991 DO [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92022&o=2

$end


$x68k_flop=hoshisu2,
$bio

Hoshi no Suna Monogatari 2 (c) 1992 DO [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87763&o=2

$end


$nes=miruhito,
$bio

Hoshi wo Miru Hito (c) 1987 Hot-B

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54200&o=2

$end


$sms=hoshiw,
$bio

Hoshi wo Sagashite... (c) 1988 Sega Enterprises, Limited.

- TECHNICAL -

Game ID: G-1354

- TRIVIA -

Released on April 2, 1988 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55877&o=2

$end


$psx=hoshigam,
$bio

Hoshigami - Shizumiyuku Aoki Daichi [Model SLPS-02904] (c) 2002 MaxFive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85284&o=2

$end


$pc8801_cass=hosi,
$bio

Hosi (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91232&o=2

$end


$info=hostinv,
$bio

Host Invaders (c) 1998 ICE [Innovative Concepts in Entertainment].

A gun shooting game featuring alien creatures and other unearthly menaces.

Save the Crew on the 'Star Dart' space shuttle from Alien Invasion!

- STAFF -

Game Designer : Kyle Hodgetts

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=17593&o=2

$end


$x68k_flop=hostpro,
$bio

Host Pro-68K 3 (c) 1990 SPS [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87764&o=2

$end


$amigaocs_flop=hostagesu,
$bio

Hostage - Rescue Mission (c) 1989 Mindscape, Incorporated. [Northbrook, IL, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74252&o=2

$end


$amigaocs_flop=hostages,
$bio

Hostages (c) 1988 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74253&o=2

$end


$bbca_cass,bbcb_cass=hostages,
$bio

Hostages (c) 1990 Superior Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51955&o=2

$end


$msx1_cass=hostages,
$bio

Hostages (c) 1990 Erbe Software [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94712&o=2

$end


$cpc_cass=hostages,
$bio

Hostages - Operation Jupiter (c) 1990 Infogrames Interactive, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96701&o=2

$end


$nes=hostage,
$bio

Hostages - The Embassy Mission (c) 1989 Kemco

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54201&o=2

$end


$amigaocs_flop=hostile,
$bio

Hostile Breed (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74254&o=2

$end


$a2600=hotact,
$bio

Hot Action Pak (c) 1990 HES [Human Engineered Software].

Features Ghost Busters, Plaque Attack, Tennis and River Raid.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50575&o=2

$end


$info=hotblock,
$bio

Hot Blocks (c) 1993 Tetrix II.

A 'Tetris' clone with an adult spice added to it. The game has erotic pictures of beautiful women, however you must finish several levels before you can see one of the models.

- TECHNICAL -

Main CPU : I8088 (@ 10 Mhz)
Sound Chips : General Instrument AY8910 (@ 1 Mhz)

Screen orientation : Horizontal
Video resolution : 320 x 200 pixels
Screen refresh : 60.00 Hz
Palette colors : 256

Players : 2
Control : 8-way joystick
Buttons : 2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3571&o=2

$end


$info=hotbubl,hotbubla,
$bio

Hot Bubble (c) 1998 Pandora.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2151 (@ 4 Mhz), OKI6295 (@ 7.575 Khz)

Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 56.00 Hz
Palette Colors : 768

Players : 2
Control : 8-way joystick
Buttons : 2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3694&o=2

$end


$info=j2hcash,
$bio

Hot Cash (c) 198? Unknown.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42330&o=2

$end


$info=pr_hotcs,
$bio

Hot Cash (c) 199? Project Coin Machines, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42097&o=2

$end


$info=m4hotcsh,m4hotcsha,m4hotcshb,m4hotcshc,
$bio

Hot Cash (c) 200? Empire Games Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15316&o=2

$end


$info=hotchase,hotchasea,
$bio

Hot Chase (c) 1988 Konami.

An action-packed driving game in which the player must drive a stolen enemy 'Super-car' - which has a bomb strapped to the underside of its chassis - and get to the country's border before the timer runs down and the bomb explodes. Enemy troops, road-blocks, planes and helicopters must all be avoided.

- TECHNICAL -

Game ID : GX763

Main CPU : (2x) Motorola 68000 (@ 10 Mhz)
Sound CPU : Motorola M6809 (@ 1.789772 Mhz)
Sound Chips : (3x) K007232 (@ 3.579545 Mhz)

Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096

Players : 1
Control : paddle
Buttons : 3

- TRIVIA -

Released in November 1988.

Hot Chase was not particularly successful for Konami, and this is due in part to the host hardware falling short of the ambitious design brief. There's so much happening on screen - particularly in the later levels - that the action can become very jerky and certain sprites often seem to have a mind of their own. It's no surprise that in an age dominated by arcade conversions, Hot Chase wasn't converted to a single home gaming system.

King Records released a limited-edition soundtrack album for this game (Thunder Cross : Konami Kukeiha Club - 276A-7703) on 21/05/1989.

- STAFF -

Sound composer : Kingorou

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1143&o=2

$end


$info=as_hxr,
$bio

Hot Cross Run (c) 200? Astra Games, Limited. [Novomatic Group].

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41833&o=2

$end


$nes=hotdance,
$bio

Hot Dance 2000 (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84029&o=2

$end


$nes=hotd3in1,
$bio

Hot Dance 3 in 1 (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84030&o=2

$end


$info=sc4hotdg,sc4hotdga,sc4hotdgb,sc4hotdgc,
$bio

Hot Dog (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR1936]

[Scorpion 4]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43029&o=2

$end


$info=sc5hotdg,sc5hotdga,sc5hotdgb,sc5hotdgc,sc5hotdgd,sc5hotdge,
$bio

Hot Dog (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Scorpion 5]
[Model PR1936]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42650&o=2

$end


$info=ep_htdgs,ep_htdgsa,
$bio

Hot Dogs (c) 199? Maygay.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40847&o=2

$end


$info=j5hotdog,j5hotdoga,
$bio

Hot Dogs (c) 199? JPM International.

- TECHNICAL -

System 5

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41038&o=2

$end


$info=j6hdc,j6hdca,j6hdcb,j6hdcc,j6hdcd,j6hdce,j6hdcf,j6hdcg,
$bio

Hot Dogs Club (c) 199? Crystal Leisure.

- TECHNICAL -

IMPACT

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41942&o=2

$end


$pc8801_flop=hotfile,
$bio

Hot File (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92023&o=2

$end


$pc8801_flop=hotfil21,
$bio

Hot File Disk No.6 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92024&o=2

$end


$pc8801_flop=hotfil22,
$bio

Hot File Disk No.7 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92025&o=2

$end


$pc8801_flop=hotfil2e,
$bio

Hot File Express 860819 (c) 1986 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92026&o=2

$end


$pc8801_flop=hotfil23,
$bio

Hot File Express 860921 (c) 1986 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92027&o=2

$end


$pc8801_flop=hotfil24,
$bio

Hot File Express 861103 (c) 1986 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92028&o=2

$end


$pc8801_flop=hotfil25,
$bio

Hot File Express 861201 (c) 1986 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92029&o=2

$end


$pc8801_flop=hotfil26,
$bio

Hot File Express 861212 (c) 1986 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92030&o=2

$end


$pc8801_flop=hotfil27,
$bio

Hot File Express 861220 (c) 1986 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92031&o=2

$end


$pc8801_flop=hotfilee,
$bio

Hot File Express 86801 (c) 1986 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92032&o=2

$end


$pc8801_flop=hotfile1,
$bio

Hot File Express 86C15 (c) 1986 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92033&o=2

$end


$pc8801_flop=hotfil28,
$bio

Hot File Express 870103 (c) 1987 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92034&o=2

$end


$pc8801_flop=hotfil29,
$bio

Hot File Express 870422 (c) 1987 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92035&o=2

$end


$pc8801_flop=hotfil30,
$bio

Hot File Express 870812 (c) 1987 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92036&o=2

$end


$pc8801_flop=hotfile2,
$bio

Hot File Express 87202 (c) 1987 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92037&o=2

$end


$pc8801_flop=hotfile3,
$bio

Hot File Express 87411 (c) 1987 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92038&o=2

$end


$pc8801_flop=hotfile4,
$bio

Hot File Express 87601 (c) 1987 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92039&o=2

$end


$pc8801_flop=hotfile5,
$bio

Hot File Express 87710 (c) 1987 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92040&o=2

$end


$pc8801_flop=hotfile6,
$bio

Hot File Express 88401 (c) 1988 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92041&o=2

$end


$pc8801_flop=hotfile7,
$bio

Hot File Express 88923 (c) 1988 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92042&o=2

$end


$pc8801_flop=hotfile8,
$bio

Hot File Express 88B19 (c) 1988 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92043&o=2

$end


$pc8801_flop=hotfile9,
$bio

Hot File Express 88C10 (c) 1988 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92044&o=2

$end


$pc8801_flop=hotfil31,
$bio

Hot File Express 890512 (c) 1989 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92045&o=2

$end


$pc8801_flop=hotfil32,
$bio

Hot File Express 890616 (c) 1989 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92046&o=2

$end


$pc8801_flop=hotfil10,
$bio

Hot File Express 89527 (c) 1989 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92047&o=2

$end


$pc8801_flop=hotfil11,
$bio

Hot File Express 89831 (c) 1989 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92048&o=2

$end


$pc8801_flop=hotfil12,
$bio

Hot File Express 89B03 (c) 1989 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92049&o=2

$end


$pc8801_flop=hotfil13,
$bio

Hot File Express 89C11 (c) 1989 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92050&o=2

$end


$pc8801_flop=hotfil14,
$bio

Hot File Express 89C25 (c) 1989 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92051&o=2

$end


$pc8801_flop=hotfil33,
$bio

Hot File Express 900202 (c) 1990 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92052&o=2

$end


$pc8801_flop=hotfil15,
$bio

Hot File Express 90114 (c) 1990 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92053&o=2

$end


$pc8801_flop=hotfil16,
$bio

Hot File Express 90426 (c) 1990 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92054&o=2

$end


$pc8801_flop=hotfil17,
$bio

Hot File Express 90716 (c) 1990 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92055&o=2

$end


$pc8801_flop=hotfil18,
$bio

Hot File Express 90828 (c) 1990 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92056&o=2

$end


$pc8801_flop=hotfil19,
$bio

Hot File Express 91905 (c) 1991 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92057&o=2

$end


$pc8801_flop=hotfil20,
$bio

Hot File Express No.16 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92058&o=2

$end


$info=firebird,
$bio

Hot Fire Birds (c) 1985 Lowen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=9976&o=2

$end


$info=hothand,
$bio

Hot Hand (c) 1979 Stern Electronics.

- TECHNICAL -

Model Number : 112

- TRIVIA -

4,117 units were produced.

- STAFF -

Design by : Harry Williams

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5449&o=2

$end


$x68k_flop=hotjump,hotjumpo,
$bio

Hot Jump (c) 199? Hayabusa Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88309&o=2

$end


$info=j80hotln,
$bio

Hot Lines (c) 198? JPM International.

- TECHNICAL -

System 80

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41161&o=2

$end


$info=smih0800,smih0801,smih0802,smih0803,smih0804,smih0805,smih0806,
$bio

Hot Lines (c) 2009 Bally Gaming, Incorporated.

- TECHNICAL -

[Bally Signature Series]

Software Part Number: ASGHTLN117UI-00
Game Kit #147835 ALPHA S9000
Game Kit #147829 ALPHA Elite S9E
Game Kit #147838 CineReels

- UPDATES -

SMI #H0800
Min/Max%: 85.20%/85.26%
Odds to JP (Max Bet played): 720,000

SMI #H0801
Min/Max%: 88.09%/88.19%
Odds to JP (Max Bet played): 435,000

SMI #H0802
Min/Max%: 90.25%/90.34%
Odds to JP (Max Bet played): 435,000

SMI #H0803
Min/Max%: 91.78%/91.88%
Odds to JP (Max Bet played): 435,000

SMI #H0804
Min/Max%: 93.90%/93.99%
Odds to JP (Max Bet played): 435,000

SMI #H0805
Min/Max%: 95.85%/95.94%
Odds to JP (Max Bet played): 435,000

SMI #H0806
Min/Max%: 97.10%/97.19%
Odds to JP (Max Bet played): 435,000

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46143&o=2

$end


$info=hotmemry,hotmemry11,
$bio

Hot Memory (c) 1994 Tuning.

Hot Memory is a stripped down clone of the 1994 Strata game "Pairs - featuring the Giffy Girls".

Unlike "Pairs", Hot Memory lacks a stage select, launching straight into the game, with each stage featuring a different girl in the background.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 12 Mhz), M6809 (@ 2 Mhz)
Sound Chips : ES5506 (@ 16 Mhz)

Screen orientation : Horizontal
Video resolution : 384 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768

Players : 2
Control : 8-way Joystick
Buttons : 1

- TRIVIA -

Created by Incredible Technologies exclusively for Tuning Electronic Entertainment.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4408&o=2

$end


$pc8801_flop=hotmilk,
$bio

Hot Milk (c) 1987 Fairytale [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92059&o=2

$end


$info=hotmind,hotminda,hotmindff;
$bio

Hot Mind (c) 1995 Playmark.

A puzzle game.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 12 Mhz), PIC16C57 (@ 3 Mhz)
Sound Chips : OKI6295 (@ 7.575 Khz)

Players : 1
Control : 8-way Joystick
Buttons : 2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4253&o=2

$end


$info=smi2926,smi2927,smi2930,smi2931,smi2932,smi2933,
$bio

Hot Nudge Sundae (c) 200? Bally Gaming, Incorporated.

3-Coin Multiplier slot.

- TECHNICAL -

Art form: DDN-5004

- UPDATES -

* SMI # 2926
Max-Coin Percentage: 87,99%

* SMI # 2927
Max-Coin Percentage: 89,98%

* SMI # 2930
Max-Coin Percentage: 91,96%

* SMI # 2931
Max-Coin Percentage: 94%

* SMI # 2932
Max-Coin Percentage: 96,01%

* SMI # 2933
Max-Coin Percentage: 97,52%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=45339&o=2

$end


$info=ss4703,ss8013,ss6499,ss011596,ss4704,ss7871,ss7759,ss4705,ss7257,ss4706,ss7870,ss4707,ss4708,ss8128,ss8129,
$bio

Hot Peppers (c) 1995 IGT [International Game Technologies].

2-Coin Multiplier slot.

- TECHNICAL -

[Model 213A]

- UPDATES -

SS4703
SS8013
SS6499
SS011596
SS4704
SS7871
SS7759
SS4705
SS7257
SS4706
SS7870
SS4707
SS4708
SS8128
SS8129

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=44005&o=2

$end


$info=ss4709,ss7245,ss6500,ss4710,ss0310,ss7246,ss4711,ss6478,ss8019,ss7289,ss6477,ss4712,ss4713,ss6476,ss4714,ss8130,ss8131,
$bio

Hot Peppers (c) 1995 IGT.

3-Coin Multiplier slot.

- TECHNICAL -

Model 213B

- TRIVIA -

Released in January 1995.

- UPDATES -

#SS4709
Max %: 97.425
Hit Freq.: 19.637
Win Freq.: 5.09

#SS7245
Max %: 97.157
Hit Freq.: 19.637

5.09

#SS6500
Max %: 96.2
Hit Freq.: 19.756
Win Freq.: 5.06

#SS4710
Max %: 95.07
Hit Freq.: 19.645
Win Freq.: 5.09

#SS0310
Max %: 95.07
Hit Freq.: 19.645
Win Freq.: 5.09

#SS7246
Max %: 94.802
Hit Freq.: 19.645
Win Freq.: 5.09

#SS4711
Max %: 92.446
Hit Freq.: 19.884
Win Freq.: 5.03

#SS6478
Max %: 92
Hit Freq.: 18.008
Win Freq.: 5.55

#SS8019
Max %: 91.015
Hit Freq.: 16.258
Win Freq.: 6.15

#SS7289
Max %: 90.985
Hit Freq.: 20.249
Win Freq.: 4.94

#SS6477
Max %: 90.019
Hit Freq.: 18.171
Win Freq.: 5.50

#SS4712
Max %: 89.958
Hit Freq.: 20.205
Win Freq.: 4.95

#SS4713
Max %: 87.547
Hit Freq.: 20.480
Win Freq.: 4.88

#SS6476
Max %: 87.547
Hit Freq.: 18.405
Win Freq.: 5.43

#SS4714
Max %: 85.068
Hit Freq.: 20.782
Win Freq.: 4.81

#SS8130
Max %: 80.634
Hit Freq.: 22.029
Win Freq.: 4.54

#SS8131
Max %: 75.643
Hit Freq.: 22.394
Win Freq.: 4.47

- PORTS -

* Computers :
Microsoft Windows (2008, "IGT Slots - Little Green Men")
Mac Os X (2008, "IGT Slots - Little Green Men")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=10463&o=2

$end


$info=smih1767,smih1768,
$bio

Hot Pick (c) 2011 Bally Tech., Incorporated.

- TECHNICAL -

Housed in an Alpha Elite V32 with iReels.

- TRIVIA -

Released in April 2011.

- UPDATES -

SMI #H1767
Min/Max%: 87.59%/87.99%

SMI #H1768
Min/Max%: 89.59%/89.99%

- TIPS AND TRICKS -

* Progressive Options: Occurs on average every 3,114,330 plays at max bet.
– Single level Internal/External progressive  available at any bet.
– 500,000 Credits x Denomination reset.

* Free Games Feature: Occurs on average every 128 plays with an average pay of 30x total bet.
– Three scattered Free Games symbols awards 10 Free Games and 1x total bet.
– The Free Games multiplier starts out at 1x and for each Free Games symbol that is collected it increases by 1x and awards that multiplier  to the current  spin and all future spins. A maximum of a 
10x multiplier can be reached.

* Hot Pick Wheel Feature:
– Prior to spinning the reels the player is prompted to select one of six reel symbols that will award the U-SpinWheel feature when three of the selected symbols appear on or within one position of the center payline.
– Depending on which symbol you pick you will get into the feature more often with lower pays or less often with higher pays. The wheelhas a dynamic paytable that changes with your symbol selection and also your bet level.

* Below are the six symbols frequency and payment information at max bet:
Bar - Occurs on average every 17 plays with an average pay of 3x total bet.
Bar 5 - Occurs on average every 23 plays with an average pay of 4x total bet.
Green 7's - Occurs on average every 121 plays with an average pay of 19x total bet.
Blue 7's - Occurs on average every 787 plays with an average pay of 126x total bet.
Red 7's - Occurs on average every 1,399 plays with an average pay of 224x total bet.
Wild - Occurs on average every 2,098 plays with an average pay of 336x total bet.

* Overall HitFrequency: 43.19%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=45283&o=2

$end


$info=hotpinbl,
$bio

Hot Pinball (c) 1995 Comad.

A video-pinball game with girls... lots of girls.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 10 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : YM3812 (@ 3.579545 Mhz), OKI6295 (@ 8 Khz)

Players : 1
Buttons : 3

- SERIES -

1. Hot Pinball (1995)
2. Gals Pinball (1996)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1144&o=2

$end


$info=j2hotpot,
$bio

Hot Pot (c) 198? JPM International.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40965&o=2

$end


$info=j2hotptd,
$bio

Hot Pot Deluxe (c) 198? JPM International.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40966&o=2

$end


$gba=hotpotu,
$bio

Hot Potato! [Model AGB-AHPE-USA] (c) 2001 BAM! Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71218&o=2

$end


$gba=hotpot,hotpota,
$bio

Hot Potato! [Model AGB-AHPP] (c) 2001 BAM! Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71217&o=2

$end


$info=m1hotpot,m1hotpot0,m1hotpotd,m1hotpote,m1hotpoth,m1hotpoti,m1hotpotj,m1hotpotk,m1hotpotl,m1hotpotm,m1hotpotn,m1hotpoto,m1hotpotp,m1hotpotq,m1hotpotr,m1hotpots,m1hotpott,m1hotpotu,m1hotpotv,m1hotpotw,
$bio

Hot Pots (c) 199? Maygay.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40232&o=2

$end


$pc98=hotprnt,
$bio

Hot Print (c) 1991 Peach Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89688&o=2

$end


$pc98=hotprnt2,
$bio

Hot Print 2 (c) 1992 Peach Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89689&o=2

$end


$pc98=hotprntp,
$bio

Hot Print Paradise (c) 1992 Peach Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89690&o=2

$end


$info=ac1hotpf,
$bio

Hot Profit (c) 199? Ace Coin Equipment, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41817&o=2

$end


$info=sc4hotpr,sc4hotpra,sc4hotprb,sc4hotprc,sc4hotprd,sc4hotpre,
$bio

Hot Property (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR6911]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43030&o=2

$end


$info=sc5hotpr,
$bio

Hot Property (c) 200? BFG.

- TECHNICAL -

[Scorpion 5]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=39989&o=2

$end


$info=as_hr,
$bio

Hot Reel (c) 200? Astra Games, Limited. [Novomatic Group].

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41832&o=2

$end


$info=m5hotrk,
$bio

Hot Rocks (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42974&o=2

$end


$amigaocs_flop=hotrod,
$bio

Hot Rod (c) 1990 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74255&o=2

$end


$info=m4hotrod,m4hotrod__a,m4hotrod__b,m4hotrod__c,m4hotrod__d,m4hotrod__e,m4hotrod__f,m4hotrod__g,m4hotrod__h,m4hotrod__i,m4hotrod__j,m4hotrod__k,m4hotrod__l,m4hotrod__m,m4hotrod__n,m4hotrod__o,
$bio

Hot Rod (c) 199? Barcrest.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15060&o=2

$end


$info=sc4hotrd,sc4hotrda,
$bio

Hot Rod (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR1733]

[Scorpion 4]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43031&o=2

$end


$info=sc5hotrd,sc5hotrda,
$bio

Hot Rod (c) 200? Bell-Fruit Games.

- TECHNICAL -

[Scorpion 5]
[Model PR1733]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11513&o=2

$end


$info=hotshock,hotshockb,
$bio

Hot Shocker (c) 1982 E.G. Felago.

Dudley must change the color of the web by walking on it while being chased.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound CPU : Zilog Z80 (@ 1.78975 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.78975 Mhz)

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette colors : 98

Players : 2
Control : 8-way joystick
Buttons : 1

- TRIVIA -

E.G Felaco was founded by Gaetano Felaco (manager) and Bruno De Georgio (programmer). De Georgio later became technical director of Midcoin. Gaetano Felaco now is head of Intervideo Corporation, famous Arcade monitors manufacturer (among other things) and official distributor for SNK in Europe when SNK Neo-Geo was launched.

- STAFF -

Engineering & designed by : Bruno De Georgio

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1146&o=2

$end


$msx1_cass=hotshoe,
$bio

Hot Shoe (c) 1984 Longman Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94713&o=2

$end


$info=j6hotsht,j6hotshta,j6hotshtb,j6hotshtc,j6hotshtd,j6hotshte,j6hotshtf,j6hotshtg,j6hotshth,j6hotshti,j6hotshtj,j6hotshtk,j6hotshtl,
$bio

Hot Shot (c) 1999 Ace Coin Equipment.

- TECHNICAL -

Impact

- TRIVIA -

Hot Shot was released in April 1999 in the UK.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=14854&o=2

$end


$info=hshot_p8,
$bio

Hot Shot Basketball (c) 1992 Williams Electronics Games, Incorporated.

- TECHNICAL -

Williams WPC (Dot Matrix)

Main CPU : Motorola M6809 (@ 2 Mhz)
Sound CPU : Motorola M6809 (@ 2 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), DAC, HC55516

- TRIVIA -

This game is based on the Milton Bradley board game of the same name.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=8036&o=2

$end


$info=j2hotsht,
$bio

Hot Shot Club (c) 198? JPM International.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40967&o=2

$end


$info=smis0502162,smis0502163,smis0502164,smis0502165,smis0502166,
$bio

Hot Shot Frenzy [Bonus Frenzy] (c) 2008 Bally Gaming, Incorporated.

- TECHNICAL -

[Bally Innovation Series]
Software Part Number: 20389

Game Kit #148669 ALPHA S9000
Game Kit #117511 ALPHA Elite S9E
Game Kit #141014 CineReel

- UPDATES -

SMI #S0502162
Min/Max %: 88.00%

SMI #S0502163
Min/Max %: 90.00%

SMI #S0502164
Min/Max %: 92.05%

SMI #S0502165
Min/Max %: 94.02%

SMI #S0502166
Min/Max %: 95.90%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46187&o=2

$end


$info=smis0502212,smis0502213,smis0502214,smis0502215,smis0502216,
$bio

Hot Shot Frenzy [Double Bonus Frenzy] (c) 2008 Bally Gaming, Incorporated.

- TECHNICAL -

[Bally Innovation Series]
Software Part Number: 20405

Game Kit #148655 ALPHA S9000
Game Kit #117913 ALPHA Elite S9E
Game Kit #125378 ALPHA Elite S9E Chop Top
Game Kit #140856 CineReel

- UPDATES -

SMI #S0502212
Min/Max%: 88.00%

SMI #S0502213
Min/Max%: 90.00%

SMI #S0502214
Min/Max%: 92.05%

SMI #S0502215
Min/Max%: 94.02%

SMI #S0502216
Min/Max%: 95.90%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46202&o=2

$end


$info=smis0502236,smis0502237,smis0502238,smis0502239,smis0502240,
$bio

Hot Shot Frenzy [Fireball Frenzy] (c) 2008 Bally Gaming, Incorporated.

- TECHNICAL -

[Bally Innovation Series]
Software Part Number: 20390

Game Kit #148646 ALPHA S9000
Game Kit #117493 ALPHA Elite S9E Chop Top

- UPDATES -

SMI #S0502236
Min/Max%: 88.09%

SMI #S0502237
Min/Max%: 90.00%

SMI #S0502238
Min/Max%: 91.90%

SMI #S0502239
Min/Max%: 93.80%

SMI #S0502240
Min/Max%: 96.00%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46203&o=2

$end


$info=smis0502162,smis0502163,smis0502164,smis0502165,smis0502166,
$bio

Hot Shot Frenzy [Triple Bonus Frenzy] (c) 2008 Bally Gaming, Incorporated.

- TECHNICAL -

[Bally Innovation Series]
Software Part Number: 20406

Game Kit #148661 ALPHA S9000
Game Kit #141699 CineReel
Game Kit #117907 ALPHA Elite S9E
Game Kit #125388 ALPHA Elite™ S9E Chop Top

- UPDATES -

SMI #S0502162
Min/Max%: 88.00%

SMI #S0502163
Min/Max%: 90.00%

SMI #S0502164
Min/Max%: 92.05%

SMI #S0502165
Min/Max%: 94.02%

SMI #S0502166
Min/Max%: 95.90%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46204&o=2

$end


$info=smis0502797,smis0502798,smis0502799,smis0502800,smis0502801,smis0502802,
$bio

Hot Shot Progressive 4 in 1 (c) 2011 Bally Tech., Incorporated.

20 Reels (5 per game), 40 Lines (10 per game), 400 Credits Max Bet.

- TECHNICAL -

Software Number: 300856A

Game Kit #190438: ALPHA Elite JUMBO Video
Game Kit #190440: CineVision
Game Kit #190442: ALPHA Elite V20 Chop Top
Game Kit #190444: ALPHA Elite V20
Game Kit #190446: ALPHA Elite V20/20
Game Kit #190448: ALPHA Pro 22/22 iDeck
Game Kit #190450: ALPHA Pro Slant 22/26 iDeck

- UPDATES -

SMI #S0502797
Min/Max%: 85.15%/85.15%

SMI #S0502798
Min/Max%: 88.01%/88.01%

SMI #S0502799
Min/Max%: 90.06%/90.06%

SMI #S0502800
Min/Max%: 92.03%/92.03%

SMI #S0502801
Min/Max%: 94.07%/94.07%

SMI #S0502802
Min/Max%: 96.03%/96.03%

- TIPS AND TRICKS -

Odds to jackpot: 1,654,92

Overall Hit Frequency: 94.8%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=45827&o=2

$end


$info=m5hotsht,m5hotsht07a,m5hotsht08,m5hotsht08a,m5hotsht10,m5hotsht10a,
$bio

Hot Shots (c) 200? Empire Games Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15315&o=2

$end


$info=hstennis,hstennis10,
$bio

Hot Shots Tennis (c) 1990 Strata Group, Incorporated.

A tennis game from Strata.

- TECHNICAL -

Main CPU : (2x) M6809 (@ 2 Mhz)
Sound Chips : OKI6295 (@ 7.812 Khz), YM3812 (@ 4 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Developed by Incredible Technologies, Inc. Hot Shots Tennis was released in December 1990.

- UPDATES -

Revision 1 :
* Software version : 1.0.

Revision 2 :
* Software version : 1.1.
* Added 'Exciter Setting' option in the operator menu.

- STAFF -

Project Manager : Larry Hodgson
Programmers : Glen Wolfram, Jane Zeto
Hardware : Scott Allie, Steve Jaskowiak
Artist : Dale Kerman Jr.
Sound : Leif Marwede
Concepts : Dale Kerman Jr., Jim Zielinski
Tester : Jim Zielinski
Sales : John Cassiday
Cabinet/Logo : Stan Fukuoka, Scott Morrison, Denise Wallner

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1147&o=2

$end


$info=hotshots,
$bio

Hot Shots (c) 1989 Premier Technology.

- TECHNICAL -

Gottlieb System 80B
Model Number : 718

- TRIVIA -

Released in April 1989.

2,342 units were produced.

- STAFF -

Design by : Jon Norris
Art by : Constantino Mitchell

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5450&o=2

$end


$info=sc5hotsh,sc5hotsha,sc5hotshb,sc5hotshc,sc5hotshd,sc5hotshe,sc5hotshf,sc5hotshg,sc5hotshh,sc5hotshi,sc5hotshj,sc5hotshq,sc5hotshl,sc5hotshm,sc5hotshn,sc5hotsho,sc5hotshp,sc5hotshq,
$bio

Hot Shots (c) 200? QPS Interactive.

- TECHNICAL -

[Scorpion 5]
[Model PR3211]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43110&o=2

$end


$info=sc4hotsh,sc4hotsha,
$bio

Hot Shots (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR3231]

Scorpion 4

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42651&o=2

$end


$info=sc4h6cl,sc4h6cla,sc4h6clb,sc4h6clc,
$bio

Hot Six Club (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR1759]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42639&o=2

$end


$info=hotslot,
$bio

Hot Slot (c) 1996 ABM Electronics.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=27595&o=2

$end


$info=m5hotslt,
$bio

Hot Slot (c) ???? Barcrest.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15059&o=2

$end


$nes=hotslots,
$bio

Hot Slots (c) 1991 Panesian

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55212&o=2

$end


$info=hotsmash,
$bio

Hot Smash (c) 1987 Taito.

- TECHNICAL -

Game ID : B18

Main CPU : Zilog Z80 (@ 6 Mhz), Motorola M68705 (@ 2 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.5 Mhz), Custom (@ 1.5 Mhz)

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 512

Players : 2
Control : dial

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1148&o=2

$end


$info=hspot2,
$bio

Hot Spot 2 (c) 200? AGI [Austrian Gaming Industries].

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43652&o=2

$end


$info=hspot3,
$bio

Hot Spot 3 (c) 200? AGI [Austrian Gaming Industries].

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43653&o=2

$end


$info=pr_hotsp,
$bio

Hot Spots (c) 199? Project Coin Machines, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42098&o=2

$end


$info=m5hotstf,
$bio

Hot Stuff (c) 2002 Barcrest Games.

- TRIVIA -

Hot Stuff was released in April 2002.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40020&o=2

$end


$info=hb_hotst,hb_hotsta,hb_hotstb,hb_hotstc,hb_hotstd,hb_hotste,hb_hotstf,hb_hotstg,hb_hotsth,
$bio

Hot Stuff (c) 200? JPM International.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61481&o=2

$end


$info=httip_l1,
$bio

Hot Tip (c) 1977 Williams.

- TECHNICAL -

Model Number : 474

- TRIVIA -

6,203 units were produced (1,300 Electro-mechanical and 4,903 Solid State Electronic).

- STAFF -

Design by : Tony Kraemer
Art by : Christian Marche

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5451&o=2

$end


$info=hottop,hottopa,
$bio

Hot Toppings (c) 2000 WMS Gaming.

- TRIVIA -

Released in December 2000.

- PORTS -

* Computers :
Microsoft Windows (2009, "Slots WMS Double Pack")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=7831&o=2

$end


$info=sc4hotwd,sc4hotwda,sc4hotwdb,sc4hotwdc,sc4hotwdd,sc4hotwde,
$bio

Hot Wad (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR1311]

[Scorpion 4]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43032&o=2

$end


$info=sc5hotwd,sc5hotwda,sc5hotwdb,sc5hotwdc,sc5hotwdd,sc5hotwde,sc5hotwdf,sc5hotwdg,
$bio

Hot Wad (c) 200? Bell-Fruit Games.

- TECHNICAL -

[Scorpion 5]
[Model PR1311]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=18241&o=2

$end


$a2600=hotwave,
$bio

Hot Wave (c) 1983 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50576&o=2

$end


$info=hotwheel,
$bio

Hot Wheels (c) 1979 Zaccaria.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5452&o=2

$end


$gba=hotwhlaou,
$bio

Hot Wheels - All Out [Model AGB-BHXE-USA] (c) 2006 DSI Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71220&o=2

$end


$gba=hotwhlao,
$bio

Hot Wheels - All Out [Model AGB-BHXP] (c) 2006 Zoo Digital Publishing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71219&o=2

$end


$gba=hotwhlbru,
$bio

Hot Wheels - Burnin' Rubber [Model AGB-AHWE-USA] (c) 2001 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71222&o=2

$end


$gba=hotwhlbr,
$bio

Hot Wheels - Burnin' Rubber [Model AGB-AHWP] (c) 2001 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71221&o=2

$end


$gba=hotwhlst,
$bio

Hot Wheels - Stunt Track Challenge [Model AGB-BHEE-USA] (c) 2004 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71223&o=2

$end


$gbcolor=hotwheel,
$bio

Hot Wheels - Stunt Track Driver [Model DMG-AHEE-USA] (c) 2000 Mattel Media [Mattel, Incorporated.]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68038&o=2

$end


$n64=hotwheel,hotwheelu,
$bio

Hot Wheels - Turbo Racing (c) 1999 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57741&o=2

$end


$gba=hotwhlvxu,
$bio

Hot Wheels - Velocity X [Model AGB-AH8E-USA] (c) 2002 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71225&o=2

$end


$gba=hotwhlvx,
$bio

Hot Wheels - Velocity X [Model AGB-AH8P] (c) 2002 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71224&o=2

$end


$gba=hotwhlwru,
$bio

Hot Wheels - World Race [Model AGB-BHWE-USA] (c) 2003 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71227&o=2

$end


$gba=hotwhlwr,
$bio

Hot Wheels - World Race [Model AGB-BHWP] (c) 2003 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71226&o=2

$end


$gba=hotwhlad,
$bio

Hot Wheels Advance [Model AGB-AHWJ-JPN] (c) 2002 Altron Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71228&o=2

$end


$info=hotrod,hotroda,hotrodj,hotrodja,
$bio

Hot-Rod (c) 1988 Sega.

Hot-Rod is a scrolling top-down racing game in which up to four players race each other over a variety of different surfaces on a selection of narrow, twisting roads. Each player's vehicle has a fuel (gas) meter that constantly depletes as the race progresses. Extra fuel and bonus pick-ups are placed at regular intervals on each track and can be collected by driving over them. If a car runs out of fuel it is automatically disqualified from the race. 

During races the track scrolls to follow the current race leader. If the last-placed driver falls too far behind the leader and allows the scrolling area to catch up with them, their car is automatically transported further up the track, resulting in a fuel penalty.

There are always four cars competing in each race, with computer-controlled cars replacing any positions not filled by human players. Any driver finishing in the Top three is awarded bonus points, with the amount determined on whether they finish 1st, 2nd or 3rd. These points can be used to buy car upgrades in the garage shop that appears at the end of every race. The upgrades available are; engine, tyre, wing and bumper. These affect speed, handling and durability. Particular attention should be paid to tyre choice, as different tyres are suited to specific race surfaces, with the next stage's surface being visible as the car enters the garage. Players can equip either a front or rear engine but not both at once. It is also impossible to have a spoiler and a rear engine equipped simultaneously.

There are a total of 30 different tracks set across ten different environments, including busy highways, dirt roads, a beach-side course, a mountain course, farmlands, snowy terrain, a desert, a construction zone, a shipyard and city streets. There are three races per environment with every third race ending with a victory ceremony in a stadium, before play moves on to the next environment.

- TECHNICAL -

Runs on the Sega "System 24" hardware.

Players : 4
Control : Steering wheel, Pedal

Hot-Rod was available in three different cabinets; a two and three-player upright, and a four-player table top version.

- TRIVIA -

Released in April 1988 in Japan.

Hot-Rod's catchy 'shop' music appeared in the upgrade sections of two other well-known Sega games; 1986's "Fantasy Zone" and 1989's "Turbo Out Run".

A Turbo version exists and runs at twice the speed of the original.

- TIPS AND TRICKS -

At the end of each stage, as your car enters the garage shop; keep an eye of the section of track that lies in the direction your car will be heading once it has left the garage. This gives a clue as to what type of surface will be raced upon next, allowing the player to buy suitable tyres should the need arise.

- PORTS -

* Computers :
Sinclair ZX Spectrum (1990)
Amstrad CPC (1990)
Commodore C64 (1990)
Commodore Amiga (1990)
Atari ST (1990)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1145&o=2

$end


$cpc_cass=hotrod,
$bio

Hot-Rod (c) 1989 Activision, Inc. [Santa Clara, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96703&o=2

$end


$amigaocs_flop=hotball,
$bio

Hotball (c) 1988 Satory

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74256&o=2

$end


$x1_flop=hotdog,
$bio

Hotdog (c) 1985 Bothtec, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86009&o=2

$end


$pc8801_flop=hotdog,
$bio

Hotdog (c) 1985 Bothtec, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92060&o=2

$end


$info=hotdogst,
$bio

Hotdog Storm - The First Supersonics (c) 1996 Marble.

A vertically scrolling shooter.

- TECHNICAL -

Cave 1st Generation Hardware

Main CPU : MC68000 (@ 16 Mhz)
Sound CPU : Zilog Z80 [Optional]
Sound Chips : Yamaha YMZ280B (@ 16.9344 Mhz) or OKIM6295 x (1 or 2) + YM2203 / YM2151 [Optional]
Other : 93C46 EEPROM

Screen orientation : Vertical
Video resolution : 240 x 384 pixels
Screen refresh : 57.55 Hz
Palette colors : 2048

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Licensed to Ace International Co., Ltd. for distribution.

Hotdog Storm was developed by a Japanese staff but produced in South Korea. It was never released in Japan.

- STAFF -

Programmers : Nobushige Takaki, Mr.Park, Kaolton Taki, Masaaki Sasaki
Mechanical designer : Manabu Takakashi
Character designer : Kazushi Tamada
Map designers : Manabu Takakashi, Kazushi Tamada
Visual designer : Manabu Takakashi
Visual design assistant : Kazushi Tamada
Title designer : Manabu Takakashi
Title graphic designer : Kazushi Tamada
Ending designer : Kazushi Tamada
Sound team : Fumito Tamayama, Shige Masco, Yoko
Director : A.Jin

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1149&o=2

$end


$fm77av=hotdog,
$bio

Hotdog [Model SD-7512] (c) 1986 Bothtec, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93845&o=2

$end


$info=hotdoggn,
$bio

Hotdoggin' (c) 1980 Bally.

- TECHNICAL -

Bally MPU AS-2518-35
Model Number : 1199

Main CPU : M6800 (@ 475 KHz)
Sound CPU : M6802 (@ 895 KHz)
Sound chips : General Instrument AY8910 (@ 895 KHz)

- TRIVIA -

Released in June 1980. 2,050 units were produced.

The development of this game took 7 months (started in December 1980).

- STAFF -

Design by : Gary Gayton
Art by : Greg Freres

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5453&o=2

$end


$cdi=hotmario,hotmariou,
$bio

Hotel Mario (c) 1994 Philips Interactive Media, Incorporated.

Bowser has taken over the Mushroom Kingdom, he's captured Princess Toadstool and is holding her in one of the seven hotels in the kingdom. Only you and Mario can free the Princess but you'll have to battle Koopas, Parabombs, Banzai Bill, Spiney, Monty, Pat the Bat and other nefarious nasties!

- TECHNICAL -

Model 810 0090

- TRIVIA -

Export releases:
[US] "Hotel Mario [Model 310690260-2]"

- STAFF -

Executive Producer: Stephen Radosh
Producer: Michael Ahn
Product Engineering: Kevin Goldberg, Thomas Lohff, Stephen Martin, Kevin Va. Hunt
Associate Producer: Janice Convery
Art Director: Jeff Zoern
Artist: Mirena Kim
Sprite Animation: Pat Campbell (Digital Cartoons)
Hotel Background Art: Trici Venola

Animated Sequences
Animation & Effects: Terry O'Brien, Kathy Swain, Bonita Versh
Audio Producer: Lisa Brenneis
Theme Music: Jack Levy
Voice Talent: Mark Graue, Jocelyn Benford

Original Game Design: Stephen Radosh
Technical Game Producer: Kevin Goldberg
Additional Engineering: Michael Diehr, Ken Ellinwood, Charlie Golvin, Blake Senftner, Howard Soroka
Tester: Justin Merrow
Play Consultant: Hollie S. Lohff

Special Thanks: Cammy Budd, Rosalyn S. Bugg, Brian Conn, Christ Dudas, Annalisa Erickson, Dennis Kopp, Dave McElhatten, Mark Yamamoto
Pima Technical Staff: Mark Greene, Eliot Lipps, Kathi Overton, Frank Rada, Lou Rios, Mark Shakarjian, Keith Touzin, Jennine Townsend

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52897&o=2

$end


$pc98=hotelwar,
$bio

Hotel Wars (c) 1986 Bothtec, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89691&o=2

$end


$pc8801_flop=hotelwar,
$bio

Hotel Wars (c) 1987 Bothtec, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92061&o=2

$end


$x68k_flop=hotelwar,
$bio

Hotel Wars (c) 1989 Bothtec, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87765&o=2

$end


$info=comg236,comg246,
$bio

Hotline (c) 1984 Cal Omega.

Hotline is a game of skill in which the player must align 7 numbers horizontally or diagonally. To win the game must be completed with a minimum number of moves for highest score.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=22979&o=2

$end


$nes=hototogi,
$bio

Hototogisu (c) 1988 Irem Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54202&o=2

$end


$amigaocs_flop=hotshot,
$bio

Hotshot (c) 1988 Addictive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74257&o=2

$end


$cpc_cass=hotshot,
$bio

Hotshot (c) 1988 Addictive Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96704&o=2

$end


$amigaocs_flop=hotshota,
$bio

Hotshot [Hits for Six Volume Two] (c) 1988 Addictive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74258&o=2

$end


$nes=hottaman,hottamanp,
$bio

Hottaaman no Chitei Tanken (c) 1986 Use

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54203&o=2

$end


$nes=hottamanh,
$bio

Hottaaman no Chitei Tanken (c) 1987 FMG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69267&o=2

$end


$x1_cass=houju,
$bio

Houju (c) 198? SSK Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86232&o=2

$end


$snes=houkago,
$bio

Houkago in Beppin Jogakuin [Model SHVC-ABEJ-JPN] (c) 1995 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61469&o=2

$end


$saturn,sat_cart=houkago,
$bio

Houkago Renai Club - Koi no Etude (c) 1998 KID

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59244&o=2

$end


$saturn,sat_cart=houkagogen,
$bio

Houkago Renai Club - Koi no Etude [Genteiban] (c) 1998 KID

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59245&o=2

$end


$pc98=houkago,
$bio

Houkago wa Betsu no Kao (c) 1995 Ucom [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89692&o=2

$end


$psx=houmahun,
$bio

Houma Hunter Lime - Special Collection Vol.1 (c) 1994 Asmik Ace Ent.

This collection contains the following games:
Hōma Hunter Lime
Hōma Hunter Lime Dai-2 Wa
Hōma Hunter Lime Dai-3 Wa

- TECHNICAL -

Game ID: SLPS-00020

- TRIVIA -

Released on December 22, 1994 in Japan only.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85285&o=2

$end


$pc98=hhunt1,
$bio

Houma Hunter Lime Dai-01-wa (c) 1993 Silence [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89693&o=2

$end


$x68k_flop=hhunt1,
$bio

Houma Hunter Lime Dai-1-wa (c) 1993 Brother Kougyou [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87766&o=2

$end


$x68k_flop=hhunt11,
$bio

Houma Hunter Lime Dai-11-wa (c) 1994 Brother Kougyou [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87767&o=2

$end


$x68k_flop=hhunt2,
$bio

Houma Hunter Lime Dai-2-wa (c) 1993 Brother Kougyou [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87768&o=2

$end


$x68k_flop=hhunt3,
$bio

Houma Hunter Lime Dai-3-wa (c) 1993 Brother Kougyou [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87769&o=2

$end


$x68k_flop=hhunt6,
$bio

Houma Hunter Lime Dai-6-wa (c) 1994 Brother Kougyou [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87770&o=2

$end


$saturn,sat_cart=hhuntlim,hhuntlima,
$bio

Houma Hunter Lime Perfect Collection (c) 1995 Asmik

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59246&o=2

$end


$snes=tscrambl,
$bio

Hourai Gakuen no Bouken! Tenkousei Scramble (c) 1996 J-Wing

- TECHNICAL -

Game ID: SHVC-AJHJ-JPN

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61470&o=2

$end


$info=housemn2,
$bio

House Mannequin - Roppongi Live hen (c) 1987 Nichibutsu.

A mahjong game.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 5 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.25 Mhz), DAC

Screen orientation : Horizontal
Video resolution : 512 x 352 pixels
Screen refresh : 60.00 Hz
Palette colors : 65536

Player : 2
Control : LCD control panel

- TRIVIA -

Released in April 1987.

The subtitle of this game translates from Japanese as 'Roppongi Live Stories'.

- SERIES -

1. House Mannequin - Yuuwaku Nikki hen (1987)
2. House Mannequin - Roppongi Live hen (1987)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1150&o=2

$end


$info=housemnq,
$bio

House Mannequin - Yuuwaku Nikki hen (c) 1987 Nichibutsu.

A mahjong game.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 5 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.25 Mhz), DAC

Screen orientation : Horizontal
Video resolution : 512 x 352 pixels
Screen refresh : 60.00 Hz
Palette colors : 65536

Players : 2
Control : LCD control panel

- TRIVIA -

Released in February 1987.

The subtitle of this game translates from Japanese as 'Temptation Diary Stories'.

- SERIES -

1. House Mannequin - Yuuwaku Nikki hen (1987)
2. House Mannequin - Roppongi Live hen (1987)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1151&o=2

$end


$info=hod,
$bio

House of Diamonds (c) 1978 Zaccaria.

- TRIVIA -

The one-player Electro-mechanical version of this game is known as Zaccaria's 1978 "Queen's Castle".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5454&o=2

$end


$cpc_cass=usher,
$bio

House of Usher (c) 1984 Anirog Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96705&o=2

$end


$ti99_cart=hbudget,hbudgetf,
$bio

Household Budget Management [Model PHM 3007] (c) 1979 Texas Instruments

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84600&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=hfinance,
$bio

Household Finance [Model Vi HF C] (c) 1983 Creative Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84437&o=2

$end


$x68k_flop=htjewel,
$bio

Houseki Tsukai Jewel Master (c) 199? TFS [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88310&o=2

$end


$x1_cass=hoveratk,hoveratka,
$bio

Hover Attack (c) 1985 Compaq [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86233&o=2

$end


$pc8801_flop=hoveratk,
$bio

Hover Attack (c) 1985 Compaq [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92062&o=2

$end


$apple2gs=hvrblade,
$bio

Hover Blade (c) 1991 MCX.

- STAFF -

By: Shiraz Akmal, Eric Boden

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49773&o=2

$end


$x68k_flop=hvrcraft,
$bio

Hover Craft 68k (c) 1993 Yamaco

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88311&o=2

$end


$intv=hvrforce,
$bio

Hover Force (c) 1986 INTV

Terrorist forces have taken over the island city of New Seeburg. Luckily, civilians have been evacuated from the city, but the enemy is destroying buildings and bridges, causing millions of dollars in damage. Fires are burning out of control throughout the island.

Our intelligence reports show that their troops are well equipped with heavily armed combat helicopters. The only way to fight 'em is in the air, so we're sending you up in the top secret JAF-3000 helicopter. This copter is equipped with laser cannons to blast the enemy out of the sky, water cannons to put out fires, and a sophisticated radar system. This baby is highly maneuverable, with advanced jet air-brakes that stop you with change back for your dime.

You have the fire power, but you'll need brains. The enemy isn't just going to sit pretty waiting for you to blow him to bits. You'll have to watch for his patterns to outsmart him. And of course, he'll be gunning for you.

You'll be flying a series of missions, each more difficult than the one before. Every mission, though, has the same goal -- eliminate the terrorists! You must also put out as many fires as possible. You can return to home base twice -- and only twice -- per mission to repair your chopper and refuel. 

One last warning. This isn't some game, this is combat. None of this three lives foolishness. Crash your copter and it's all over -- you're finished.

- TECHNICAL -

Model 8500

- TRIVIA -

Developed at Mattel Electronics as 'Hover Force 3-D'. It was developed under greater secrecy than any other Mattel game. Researcher Richard Steenblik working at the University of Georgia had developed pseudo-3-D glasses. Small prisms in the glasses bent different colors of light entering the eye at different angles, fooling the eye into thinking that, for example, blue objects on a flat surface were actually farther away than red objects on the same surface. The University approached several game manufacturers to see if they were interested in the technology. After a middle-of-the-night test session in which Keith Robinson (Solar Sailer) quickly threw together an Intellivision screen full of flying bugs of different colors, Mattel management decided to aggressively pursue an exclusive license for the glasses.
Game development was ordered to start immediately, before the license was secured. For fear that a competitor would find out and try to outbid Mattel, the project was kept top secret, even from the other programmers. It was code named "Peach" since the glasses originated in Georgia, the Peach State. Steve Ettinger and Joe King, who had worked well together on Magic Carousel, were given a locked, windowless office in which to work (the rest of the software staff worked in open cubicles); it was quickly dubbed "The Bat Cave."
Midway through the project, Mattel won the license and Peach emerged from the cave. The 3-D effect, while not eye-poppingly dramatic, was effective, especially given the visual cues Steve and Joe had designed. And Dave Chandler's group had developed an inexpensive method to manufacture the glasses, making it practical for the game and glasses to be sold together at the price of a normal cartridge. Marketing felt they could strongly promote the 3-D feature in ads and the press.
Hover Force 3-D debuted at the January 1984 Consumer Electronic Show to good response. While the 3-D effect got mixed reviews, everyone was talking about it. Management immediately started talking about putting two more 3-D games into development, including a flight simulator cartridge, but before anything could be started, Mattel Electronics closed.
For the INTV Corp. release of the game in 1986, Steve and producer Dave Warhol beefed up the "intelligence" of the enemy helicopters, adding more strategy to the play. Since the glasses were not included with the game, '3-D' was dropped from the title.

- TIPS AND TRICKS -

* Navigate using the radar map as much as possible. Switch to the aerial view when directly over a red or yellow blip. (If you switch to the aerial view when over a yellow blip and don't see an enemy copter, its best to switch back to radar immediately.)

* Terrorist helicopters are easier to shoot down if you aim at their main rotors.

* Whenever possible, engage the enemy over water, streets, or parks, so you don't damage structures if you miss.

* Terrorists shoot at buildings even when you can't see them onscreen. Not every shot that hits a building starts a fire, but if you hear an explosion without seeing one, it means that a shot has started a fire somewhere on the island.

* Some of the copters are impossible to catch if you simply try to chase them. Use strategy! Watch their movements on the radar map to see what patterns they follow, then lie in wait!

* You cannot fly beyond the island due to the mission instructions programmed into your navigation system. Some terrorist copters can fly beyond your range. Lie in wait for them to return.

* When one or more of your copter's systems is heavily damaged, fly in a direction that will affect a stronger system in the event you are hit until you can land for repairs.

* You should familiarize yourself with the landmarks of New Seeburg as you fly over the island, such as the location of the parks, of industrial areas, and of Force Island. If your radar is knocked out, you can still navigate visually.

* Highest ratings are achieved by destroying enemy helicopters in the least amount of time with the lowest overall amount of damage to the city. Concentrate on destroying low-flying enemy copters (that shoot at buildings) before destroying higher flying copters (that shoot at YOU). Fires should be put out as quickly as possible.

- STAFF -

Design: Steve Ettinger, Joe Ferreira (King)
Program: Steve Ettinger
Graphics/Package illustration: Joe King
Sound Effects: David Warhol

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60896&o=2

$end


$jaguar=hstrike,
$bio

Hover Strike (c) 1995 Atari Corp.

You fear the worst for the planet's missing colonists. Communications have ceased from the distant colony for over six months. Federation scouts have discovered that Terrakian Pirates have taken over the planet, their deadly machines patrolling every section of the surface.

The planet's colonists have completely disappeared. The Terrakians have established a horrible factory in the fourth quadrant, where they process human corpses to extract valuable organic compounds. You must lead the rescue mission to save the remaining humans, if any, and regain the planet.

There is no contact with the surface. The Terrakians have installed an atmospheric cannon which makes invasion plans and the armada's entry impossible.

The Federation has chosen you to launch the preemptive strike. They've provided you with preliminary reconnaissance reports. A military transport will slip through the enemy's shields and take you to your drop zone. Your vehicle is a state-of-the-art armored hovercraft. It's the ultimate war machine, equipped with rapid-fire cannon and powerful missiles. You have full maneuverability over any planetary terrain, including snow drifts, lava floes, desert sands, and turbulent water. Anti-grav units let you float just above the ground, so you need to use your brakes to slow down.

Your mission is to knock out key targets in each zone, crippling the Terrakian forces and halting their bloddy work. Let your sensors guide you to destroy enemy radar stations and blow up strategic fuel depots. Once you eliminate the atmospheric cannon you'll make way for the Federation armada.

Save the colony before it's too late!

- TECHNICAL -

Game ID: J9009E

- TRIVIA -

Reviews:
[FR] June 1995, Consoles + N.44: 70/100

- TIPS AND TRICKS -

* HINTS:
- To make sharp turns 'on the fly', press and hold the joypad toward the direction you want to turn. Release the A button to slow down, and then press it again to guide you through the turn as you go into it. Using this technique of tapping the A button while turning requires precision timing, but it is extremely useful. Remember; you are flying a HOVERCRAFT. Acceleration and braking, along with speed and momentum, are more important to good piloting than traction and terrain.
- Use the 5 key often while navigating through heavily occupied areas. This targeting system is helpful with identifying enemies that are not in visual range. By determining where the most dangerous enemies are, you can plot strategies. For example, you will probably want to attack a floater factory entrance and attempt to seal it off as soon as you suspect one is present. Or, if you are low on shields, you might rather stay clear of enemies and search for powerups.
- Avoid slamming into steep mountains or falling off high ledges. These events can cause great amounts of damage to your shields. Be especially aware of your surroundings in the night missions, and lay down several flares at a time for better visual navigation.
- Remember that the quickest way (or maybe even the only way) to reach your mission targets, may not take you along a straight path. You will often have to circle around mountains, ridges, or other impassable structures to find them.
- Search the Urban missions for hidden passages within some structures. These might be the only way to find a target.
- Know your enemy! If you can kill one with only a couple of photon blasts, don't unleash a flurry of missiles, these are too valuable to waste!
- Pay attention to the distant planets in the sky. They can be used for navigating the planet, as their locations are relative to a compass, and those locations will remain fixed.

* Cheats (at Mission Select Screen, unless otherwise noted):
- Unlimited Weapons/Energy/Shields: D+3+4+6+7 (tone confirms)
- Extra Lives (limit = 9): 3+6+9+# (tone)
- Level Skip: 2+4+6+7+8+9 (tone)
- Toggle Day/Night (during game play): U+A+B+C+7

* Eggs (at Mission Select Screen, unless otherwise noted):
- Change Globe Speed/Direction: 4+6
- Change Globe Size (CD only): U/D
- Alternate External Monitor Frame: R+C+1+4+5
- Alternate Ground Texture (during game play): U+A+B+C+3
- Debug Mode (during game play): U+A+B+C+6
- Change Music Tracks (during game play): U+A+B+C+0
- Comedy 'Ammo Depleted' Cue: C+4+8

* Enable Secret Bonus Missions (at Mission Select Screen):
Level 1 = U+2+3+6
Level 2 = D+2+6+7+8
Level 3 = R+3+5+6
Level 4 = U+2+5+8
Level 5 = R+2+4+5+6

- STAFF -

Programming and Game Design: Denis L. Fung, Cary Gee, Craig Suko
Additional Programming Support: Eric Smith, Rob Zdybel, Hand Martin Krober, Dave Staugas
Producer: Leonard Tramiel
Music and Sound Design: Brad Wait
Computer Voice: Erin Carson
Lead Artist: Chris Thompsom
Lead Test and World Design Coordination: Lance J. Lewis
Artists: Ed Pearson, Donald Wang, Ken Saunders, Keoni Los Banos, Jennie Birch
Additional Test and World Design: Hank Cappa, Tal Funke-Bilu, Scott Hunter, Harry Kinney, Joe Sousa
Manual Text: Denis L. Fung, Lance J. Lewis, Elizabeth Shook

Image of M100 galaxy courtesy of the Space Telescope Science Institute/NASA.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72397&o=2

$end


$amigaocs_flop=hoverspr,
$bio

Hoversprint (c) 1992 Codemasters Software Company, Limited., The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74259&o=2

$end


$info=sc2rock,sc2rock1,sc2rock1p,sc2rocke,sc2rockp,
$bio

How Big's Your Rock (c) 199? Global Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15359&o=2

$end


$pc98=howmany,
$bio

How Many Robot (c) 1987 Artdink Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89694&o=2

$end


$pc8801_flop=manyrobo,
$bio

How Many Robot (c) 1987 Artdink Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92063&o=2

$end


$x68k_flop=manyrobo,
$bio

How Many Robot (c) 1988 Artdink Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87771&o=2

$end


$fm7_disk=manyrobot,
$bio

How Many Robot (c) 1988 Artdink Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93626&o=2

$end


$msx2_flop=manyrobo,manyroboa,
$bio

How Many Robot (c) 1988 Artdink Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101720&o=2

$end


$pc98=howmany2,
$bio

How Many Robot 2 (c) 1994 Artdink Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89695&o=2

$end


$cdi=camel,
$bio

How the Camel got its Hump (c) 1992 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52898&o=2

$end


$cdi=rhino,rhinoa,
$bio

How the Rhinoceros Got His Skin (c) 1992 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52899&o=2

$end


$cpc_cass=how2bcb,
$bio

How To Be a Complete Bastard [Model VGD 9012] (c) 1987 Virgin Games, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96706&o=2

$end


$cpc_cass=how2bhe,
$bio

How To Be a Hero [Model IA0164] (c) 1987 Mastertronic, Ltd. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96708&o=2

$end


$cdi=howphoto,
$bio

How to Photograph Nature (c) 1993 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52900&o=2

$end


$msx1_cass=howard,
$bio

Howard the Duck (c) 1987 Activision, Inc. [Santa Clara, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94714&o=2

$end


$cpc_cass=howard,
$bio

Howard the Duck [Model 22176] (c) 1987 Proein Soft Line [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96709&o=2

$end


$bbca_cass,bbcb_cass=howzat,
$bio

Howzat (c) 198? A&F Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51956&o=2

$end


$gbcolor=hoylecrd,
$bio

Hoyle Card Games [Model CGB-BCGE-USA] (c) 2000 Sierra On-Line, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68040&o=2

$end


$gbcolor=hoylecas,
$bio

Hoyle Casino [Model CGB-BCSE-USA] (c) 2000 Sierra On-Line, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68041&o=2

$end


$amigaocs_flop=hoylebg1,
$bio

Hoyle's Book of Games Volume 1 (c) 1990 Sierra On-Line, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74260&o=2

$end


$amigaocs_flop=hoylebg2,
$bio

Hoyle's Book of Games Volume 2 - Solitaire (c) 1990 Sierra On-Line, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74261&o=2

$end


$amigaocs_flop=hoylebg3,
$bio

Hoyle's Book of Games Volume III - Great Board Games (c) 1992 Sierra On-Line, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74262&o=2

$end


$info=hp64k,
$bio

HP 64000 (c) 1979 Hewlett-Packard.

The HP 64000 is a tool for developing hardware and software for products based on commercial microcomputers.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95544&o=2

$end


$info=hp9835a,
$bio

HP 9835A (c) 1979 Hewlett-Packard.

- TRIVIA -

Released in May 1979. Original Price: $9900. It was a lower-cost version of the 9845A.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82449&o=2

$end


$info=hp9835b,
$bio

HP 9835B (c) 1979 Hewlett-Packard.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82475&o=2

$end


$info=hp9845a,
$bio

HP 9845A (c) 1978 Hewlett-Packard.

- TRIVIA -

Released in April 1978. Original price: $11,500

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82476&o=2

$end


$info=hp9845b,
$bio

HP 9845B (c) 1980 Hewlett-Packard.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82480&o=2

$end


$info=hp9845c,
$bio

HP 9845C (c) 1980 Hewlett-Packard.

- TRIVIA -

Original price: $39500

The HP 9845C was one of the first desktop computers in 1980 equipped with color screen and light pen for design and illustration work. It was used to create the color war room graphics in the 1983 movie WarGames.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82481&o=2

$end


$info=hp9845s,
$bio

HP 9845S (c) 1980 Hewlett-Packard.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82482&o=2

$end


$info=hp9845t,
$bio

HP 9845T (c) 1980 Hewlett-Packard.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82483&o=2

$end


$x1_cass=hpohsho,
$bio

HP Ohsho (c) 198? SPS [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86228&o=2

$end


$n64=hsvadvr,
$bio

HSV Adventure Racing! (c) 1999 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57729&o=2

$end


$nes=hulujg,
$bio

葫芦金刚 (c) 200? Nanjing.
(Hu Lu Jin Gang)

- TECHNICAL -

Game ID: NJ039

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76797&o=2

$end


$pcecd=hupga2,
$bio

Hu PGA Tour Power Golf 2 - Golfer (c) 1994 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58220&o=2

$end


$sg1000=champbilt,
$bio

Hua Shi Zhuangqiu [Model R-069] (c) 1986 Unknown [Taiwan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65061&o=2

$end


$nes=huabi,
$bio

Huabi (c) 19?? Unknown [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76798&o=2

$end


$nes=huanshil,
$bio

幻世录 (c) 200? Nanjing.
(Huan Shi Lu)

Chinese pirate backport of a PC game.

- TECHNICAL -

Game ID: NJ034

- TRIVIA -

Title translates from Chinese as The Legend of Fancy Realm.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76799&o=2

$end


$nes=hxcs,
$bio

幻想传说 (c) 200? Nanjing.
(Huan Xiang Chuan Shuo)

- TECHNICAL -

Game ID: NJ058

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76800&o=2

$end


$nes=huangdi,
$bio

Huang Di [Model CN-29] (c) 199? NTDEC [Taiwan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76801&o=2

$end


$nes=hjty,
$bio

黄金太阳 (c) 200? Nanjing.
(Huang Jin Tai Yang)

- TECHNICAL -

Game ID: NJ020

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76802&o=2

$end


$x1_flop=hubasic1,hubasic2,
$bio

HuBASIC CZ-8FB01 (c) 198? Sharp [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86010&o=2

$end


$info=ep_hubbl,ep_hubbla,
$bio

Hubble Bubble (c) 199? Maygay.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40848&o=2

$end


$bbca_cass,bbcb_cass=hubert,
$bio

Hubert (c) 1984 Visons

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51957&o=2

$end


$pico=hucklowlpu,hucklowlpt,hucklowlps,hucklowlpr,hucklowlpq,hucklowlpp,hucklowlpo,hucklowlpn,hucklowlpm,hucklowlpl,hucklowlpk,hucklowlpj,hucklowlpi,hucklowlph,hucklowlpg,hucklowlpf,hucklowlpe,hucklowlpd,
$bio

Huckle and Lowly's Busiest Day Ever (c) 1994 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75695&o=2

$end


$msx1_cart=hud3dglf,hud3dglfa,
$bio

Hudson 3D Golf [Model MXHI 11032] (c) 1984 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77140&o=2

$end


$gba=hudsonc1,
$bio

Hudson Best Collection Vol. 1 - Bomberman Collection [Model AGB-B7IJ] (c) 2005 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71229&o=2

$end


$gba=hudsonc3,
$bio

Hudson Best Collection Vol. 3 - Action Collection [Model AGB-B73J-JPN] (c) 2005 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71230&o=2

$end


$gba=hudsonc4,
$bio

Hudson Best Collection Vol. 4 - Nazotoki Collection [Model AGB-B74J-JPN] (c) 2005 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71231&o=2

$end


$gba=hudsonc5,
$bio

Hudson Best Collection Vol. 5 - Shooting Collection [Model AGB-B75J-JPN] (c) 2006 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71232&o=2

$end


$gba=hudsonc6,
$bio

Hudson Best Collection Vol. 6 - Bouken-jima Collection [Model AGB-B76J-JPN] (c) 2006 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71233&o=2

$end


$gba=hudsonc2,
$bio

Hudson Best Collection Vol.2 - Lode Runner Collection (c) 2005 Hudson Soft.

- TECHNICAL -

[Model AGB-B72J-JPN]

- TRIVIA -

Released on December 22, 2005 in Japan by Hudson Soft.

Related Coin-Op video game: "Lode Runner".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47355&o=2

$end


$nes=hudsonhj,
$bio

Hudson Hawk (c) 1991 Epic - Sony Records

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54204&o=2

$end


$nes=hudsonh,
$bio

Hudson Hawk (c) 1991 Ocean

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55213&o=2

$end


$amigaocs_flop=hudsonh,
$bio

Hudson Hawk (c) 1991 Ocean Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74263&o=2

$end


$cpc_cass=hudsonh,
$bio

Hudson Hawk (c) 1991 Ocean Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96711&o=2

$end


$nes=hudsonhu,
$bio

Hudson Hawk (c) 1992 Sony Imagesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55214&o=2

$end


$gameboy=hudsonh,
$bio

Hudson Hawk (c) 1991 Sony Imagesoft

- TECHNICAL -

Cartridge ID: DMG-HW-USA

- TRIVIA -

Reviews:
[FR] November 1992 - Consoles+ No. 14: 40/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66158&o=2

$end


$gameboy=hudsonhj,
$bio

Hudson Hawk (c) 1992 Epic/Sony Records [Sony Music Ent., Incorporated.].

- TECHNICAL -

Cartridge ID: DMG-HWJ

- TRIVIA -

Reviews:
May 1992 - Joypad N.8 (Page 108-109) [FR]: 93/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66157&o=2

$end


$saturn,sat_cart=hudsonlu,
$bio

Hudson Soft New Soft Line Up (c) 1997 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59247&o=2

$end


$gameboy=advisln2,
$bio

Hudson's Adventure Island II [Model DMG-GQ-USA] (c) 1993 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66161&o=2

$end


$gameboy=advislnd,
$bio

Hudson's Adventure Island [Model DMG-T3-USA] (c) 1992 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66159&o=2

$end


$nes=advislndu,
$bio

Hudson's Adventure Island (c) 1988 Hudson Soft [Hudson Group].

Game story from the USA manual:
The Evil Witch Doctor has kidnapped Princess Leilani from Master Higgins and taken her to Adventure Island in the South Pacific. It is your mission to help Master Higgins and save Princess Leilani, but it's not going to be easy. On the island, there are forests, mountains, caves, many enemy characters, and traps waiting for you. Can Master Higgins save Princess Leilani from the Evil Witch Doctor?

- TECHNICAL -

Cartridge ID: NES-TB-USA

- SCORING -

Characters of Adventure Island (from the USA manual):
Cobra (100 pts)
Sneil (10 pts)
Fire (unbeatable)
Pooter (100 pts)
Coyote (500 pts)
Skeleton (10 pts)
Basser (50 pts)
Cavas (100 pts)
Zigmo (50 pts)
Ice (20 pts)
Waler (100 pts)
Red Oct (100 pts)
Blue Oct (200 pts)
Kello (200 pts)
There are brown Kello and green Kello. Be careful as brown Kello jumps.
Boss Area 1-8
King Quiller (5000 pts)

- TIPS AND TRICKS -

* Continuing Option (from the USA manual): You can access this Continuing Option by pushing the right side of the movement control button and the START button. However, you are only allowed to use the "Continuing Option" after finding an egg which contains the BEE somewhere in Round 1 of Area 1.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55215&o=2

$end


$amigaocs_flop=huey,
$bio

Huey (c) 1989 ECP

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74264&o=2

$end


$nes=hugeins,
$bio

Huge Insect [Model SA-022] (c) 1993 Sachen [Taiwan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76803&o=2

$end


$amigaocs_flop=hugo,
$bio

Hugo (c) 1992 ITE

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74265&o=2

$end


$gbcolor=hugobdf,
$bio

Hugo - Black Diamond Fever [Model CGB-BHUP-EUR] (c) 2001 ITE Media

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68042&o=2

$end


$gba=hugobukk,
$bio

Hugo - Bukkazoom! [Model AGB-AZHP-EUR] (c) 2003 ITE Media

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71234&o=2

$end


$amigaocs_flop=hugopne,
$bio

Hugo - Pa Nye Eventyr (c) 1992 ITE

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74267&o=2

$end


$amigaocs_flop=hugopne2,
$bio

Hugo - Pa Nye Eventyr 2 (c) 1992 ITE

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74268&o=2

$end


$gba=hugoevmru,
$bio

Hugo - The Evil Mirror Advance [Model AGB-AHJE-USA] (c) 2005 Namco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71236&o=2

$end


$gba=hugoevmr,
$bio

Hugo - The Evil Mirror Advance [Model AGB-AHJP] (c) 2002 ITE Media

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71235&o=2

$end


$gbcolor=hugoevmr,
$bio

Hugo - The Evil Mirror [Model CGB-BHXP-EUR] (c) 2001 ITE Media

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68043&o=2

$end


$amigaocs_flop=hugo2,
$bio

Hugo 2 (c) 1992 ITE

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74266&o=2

$end


$gbcolor=hugo2hlf,
$bio

Hugo 2 1/2 [Model DMG-AHOP-NOE] (c) 1999 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68044&o=2

$end


$gba=2hugo,
$bio

Hugo 2 in 1 [Model AGB-B2HP-EUR] (c) 2005 ITE Media

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71237&o=2

$end


$gameboy=hugo2,
$bio

Hugo 2 [Model DMG-AO2P-NOE] (c) 1997 Laguna

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66164&o=2

$end


$gameboy=hugo,
$bio

Hugo [Model DMG-AGOP-NOE] (c) 1992 Kemco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66163&o=2

$end


$info=m5hula,m5hula10,
$bio

Hula Moolah (c) 200? Empire Games, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=39976&o=2

$end


$info=m5hulacl,
$bio

Hula Moolah Club (c) 200? Empire Games, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41586&o=2

$end


$snes=humanbas,
$bio

Human Baseball [Model SHVC-HB] (c) 1993 Human Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61471&o=2

$end


$a2600=humancane
$bio

Human Cannonball (c) 1979 Atari, Incorporated.

PAL release. Game developed in USA. For more information, please see the NTSC release's entry.

- TECHNICAL -

Model CX2627P

- PORTS -

* Consoles : 
Microsoft XBOX [EU] (November 26, 2004) "Atari Anthology" 
Sony PlayStation 2 [EU] (February 18, 2005) "Atari Anthology [Model SLES-53061]" 

* Handhelds : 
Nintendo DS [EU] (February 24, 2011) "Atari Greatest Hits Vol.1 [Model NTR-BR6P-EUR]"

* Computers : 
PC [MS Windows, CD-ROM] [EU] (June 10, 2005) "Atari - 80 Classic Games in One! [Replay]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82985&o=2

$end


$a2600=humancan,
$bio

Human Cannonball (c) 1979 Atari, Incorporated.

Careful now, the Human Cannonball is counting on you to make your calculations accurately. Otherwise he'll end up flat as a pancake and you'll end up with 0 points or a miss to show for it! The objective of this game is to shoot the man out of the cannon and into the water tower. To accomplish this, you must consider the following variables:

The angle of the cannon (establishes the line or arc of trajectory the man follows after being shot from the can- non).
The speed (MPH) at which the man travels after being shot from the cannon.
The distance between the cannon and the water tower.
These variables are set by you and/or the computer, depending on the game you're playing. In some games, the cannon position remains fixed throughout the game. There are 8 game variations in all. Each game variation contains a one- and a two-player version.

- TECHNICAL -

Model CX2627

- TRIVIA -

Export releases:
PAL "Human Cannonball [Model CX2627P]"

- SCORING -

In one-player games, you score one point for each successful shot. The computer records one point against you for each miss. Your score is shown at the top, left side of the screen. The number of misses is displayed at the top, right side of the screen.

The game ends after seven successful 'shots' or seven misses. In two-player games, each player scores one point for a successful 'shot'. Misses have no effect on scoring. The first player to score seven points is the winner.

Note: After a player scores 7 points, the second player gets one more turn before the game ends.

- PORTS -

* Consoles : 
Microsoft XBOX [US] (November 16, 2004) "Atari Anthology [Model 26084]" 
Sony PlayStation 2 [US] (November 22, 2004) "Atari Anthology [Model SLUS-21076]" 
Microsoft XBOX [JP] (August 4, 2005) "Atari Anthology [Model B7X-00001]" 

* Handhelds : 
Nintendo DS [US] (November 2, 2010) "Atari Greatest Hits Vol.1 [Model NTR-BR6E-USA]" 

* Computers : 
PC [MS Windows, CD-ROM] [US] (November 11, 2003) "Atari - 80 Classic Games in One! [Model 25069J]" 

* Others : 
Atari Flashback 2 [US] (2005) 
Atari Flashback 2+ [US] (February 22, 2010) 
Atari Flashback 3 [US] (September 16, 2011) by AtGames 
Atari Flashback 4 [US] (November 13, 2012) by AtGames 
Atari Flashback 5 [US] (October 1, 2014) by AtGames

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50577&o=2

$end


$n64=humangp,
$bio

Human Grand Prix - The New Generation [Model NUS-NHGJ] (c) 1997 Human Entertainment

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57742&o=2

$end


$snes=humangp2,humangp2p,
$bio

Human Grand Prix II [Model SHVC-2G] (c) 1993 Human Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61473&o=2

$end


$snes=humangp3,
$bio

Human Grand Prix III - F1 Triple Battle [Model SHVC-AGXJ-JPN] (c) 1994 Human Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61474&o=2

$end


$snes=humangp4,
$bio

Human Grand Prix IV - F1 Dream Battle [Model SHVC-AG4J-JPN] (c) 1995 Human Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61475&o=2

$end


$snes=humangp,
$bio

Human Grand Prix [Model SHVC-HG] (c) 1992 Human Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61472&o=2

$end


$amigaocs_flop=humans2,humans2g,
$bio

Human Race - The Jurassic Levels (c) 1993 Mirage

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74269&o=2

$end


$c64_cart,c64_flop=skeleton,
$bio

Human Skeleton Tutorial (c) 1984 SM Thorpe

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53600&o=2

$end


$pcecd=humanspt,
$bio

Human Sports Festival (c) 1992 Human Entertainment.

- TRIVIA -

Reviews:
April 1992 - Consoles + N.8 (Page 98-99) [FR]: 88/100
May 1992 - Joypad N.8 (Page 124-125) [FR]: 95/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58221&o=2

$end


$x68k_flop=human68k_201,human68k_202,human68k_301,human68k_301a,human68k,human68ka,human68k_20x,human68k_301b,human68kb,
$bio

Human68k (c) 1989 Sharp.

Operating System developed for Sharp by Hudson Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87774&o=2

$end


$mc10=humbug,humbuga,humbugb,
$bio

Humbug Assemble-Disassemble (c) 1983 Stark [P. Stark]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87639&o=2

$end


$msx2_flop=humburgr,
$bio

Humburger (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101721&o=2

$end


$info=hummerxt,
$bio

Hummer (c) 2009 Sega Enterprises, Limited.

- TECHNICAL -

Sega Lindbergh Hardware

CPU : Intel Pentium 4 3.0G HT (800Mhz FSB - 1MB L2 Cache) 
GFX : NVIDIA GeForce 6 Series GPU 
GFX Memory : 256MB (256 bit GDDR3) 
OS : Montavista Linux 
GFX Capabilities : Vertex Shader 3.0, Pixel Shader 3.0 
Audio : 3D audio synthesizer chip onboard, possible to have 64 sounds playing simultaneously, 5.1 surround output. 
Video output: One analog D-Sub, Two Digital DVI outputs. 
Display : Single or dual monitor support. Can output the same picture to each monitor or different pictures on each monitor, the resolution for each of the 2 monitors can also be different. 
Sound output: The two front speakers have RCA connectors, SPDIF for full surround. 
Resolution : HDTV (High Definition) 
RAM : 1024MB 184pin DDR SD-RAM PC3200 (2x 512MB DDR 400 sticks) 
LAN : 10/100/1000 TBase Gigabit Network 
Other : DVD Drive Support, USB2.0 (x4) - Sega ALL.NET online support. 
Connector Format : JVS 
Protection : High Spec original security module.

- TRIVIA -

Hummer was released on April 15, 2009.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31635&o=2

$end


$bbca_cass,bbcb_cass=humphrey,
$bio

Humphrey (c) 1984 Mr. Micro.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51958&o=2

$end


$msx1_cass=humphrey,humphreya,
$bio

Humphrey (c) 1984 Mr. Micro

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94715&o=2

$end


$cpc_cass=humphrey,
$bio

Humphrey (c) 1988 Zigurat Soft [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96714&o=2

$end


$nes=hdsj,hdsja,hdsjh,
$bio

???? (c) 2006 Waixing Computer & Technology Co., Ltd.
(Hun Dun Shi Jie)

- TECHNICAL -

[Model ES-1115]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76804&o=2

$end


$info=hunchbak,hunchbakd,hunchbakg,hunchbaks,hunchbaka,hunchbks2,
$bio

Hunchback (c) 1983 Century Electronics.

Hunchback is a classic and much-copied platform game in which the player takes on the role of the eponymous bell-ringer, Quasimodo, in his quest to rescue the beautiful Esmeralda from the tower of the castle fortress.

To reach Esmeralda, Quasi must run and jump through a number of screens - each representing part of a castle wall - to reach the tower and complete his rescue. Each screen presents the player with a different set of platform-based obstacles. These range from spear-toting guards, to ramparts and fiery chasms (the latter of which is cleared by carefully timed jumps onto and off a constantly swinging rope).

Most of the game's screens also feature projectiles - in the form of fireballs and arrows - that must be avoided. These can appear from both the left and right-hand side of the screen and can be moving at one of two different heights and speeds. Some of the trickier screens contain more than one of these projectiles and contact with either a projectile or guard will result in Quasi falling from the castle wall, resulting in the loss of a player life.

To complicate matters further, each screen must be completed within a strict time limit. This takes the form of an enemy guard climbing the castle walls; if the guard reaches the top of the wall, he will walk towards Quasi to burn the Hunchback with his torch. If Quasi rings the bell before the guard has scaled the wall, a bonus score is rewarded. If five screens are completed without a life being lost, a 'Super Bonus' is awarded.

A meter at the bottom left corner of the screen - displaying a cutaway of castle ramparts - shows Quasi's progress towards the tower and his beloved Esmeralda. Upon reaching Esmeralda, players must complete a bonus screen - involving using moving ropes to collect bells from a series of platforms - to complete the rescue.

Once completed, the game starts over with a much higher level of difficulty and tighter time limits.

- TECHNICAL -

CVS [Convertable Video System] Hardware.

Main CPU : S2650 (@ 894.886 Khz)
Sound CPU : S2650 (@ 894.886 Khz)
Sound Chips : (2x) DAC, TMS5110 (@ 640 Khz)

Players : 2
Control : 8-way joystick
Buttons : 2

Others versions of this game runs on the "Galaxian" hardware, "Donkey Kong" hardware, and "Scramble" hardware.

- TRIVIA -

Released in September 1983.

This video game is based on the novel 'Le Bossu de Notre Dame', or 'The Hunchback of Notre Dame', by Victor Hugo.

The name Quasimodo translates as 'half-formed'.

The hunchback character was originally to be 'Robin Hood'. Hence the green costume and the game stages with arrows. The artist (who drew the Robin Hood character) left the company before the decision to change the theme to 'Hunchback'. By the time a new artist was taken on, the green costume had become accepted and no-one questioned it (someone commented that the Robin Hood character, as drawn, looked like a hunchback).

Roberto Picelli holds the official record for this game with 478,700 points.

- SCORING -

Scoring points is based on how quickly you can finish a round, although there is no actual on-screen indication as to how much bonus time is left. No points are awarded for merely jumping over obstacles. The best way to achieve a high score is to complete five consecutive screens without losing a life; at the end of each stage a bell is awarded, and once five bells are collected in this way, a Super Bonus worth between 10,000 and 30,000 points is awarded.

- PORTS -

Hunchback was converted to home computers by Ocean Software of Manchester, England and was their first ever arcade conversion.

* Computers :
Commodore C64 (1983)
Sinclair ZX Spectrum (1984)
Acorn Electron (1984)
Amstrad CPC (1986)
Oric
Atari 8-Bit

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1154&o=2

$end


$bbca_cass,bbcb_cass=hnchback,
$bio

Hunchback (c) 1984 Superior Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51959&o=2

$end


$msx1_cass=hnchback,hnchbacka,
$bio

Hunchback (c) 1984 Ocean Software, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94717&o=2

$end


$cpc_cass=hunchadv,
$bio

Hunchback - The Adventure (c) 1986 Ocean Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96719&o=2

$end


$cpc_cass=hunchbc2,
$bio

Hunchback II - Quasimodo's Revenge (c) 1985 Ocean Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96720&o=2

$end


$bbca_cass,bbcb_cass=hnchbak2,
$bio

Hunchback Mk.2 (c) 19?? Superior Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51960&o=2

$end


$info=huncholy,hncholms,
$bio

Hunchback Olympic (c) 1984 Century Electronics.

An olympic sports game featuring the main protagonist of "Hunchback".

- TECHNICAL -

Main CPU : S2650 (@ 894.886 Khz)
Sound CPU : S2650 (@ 894.886 Khz)
Sound Chips : (2x) DAC, TMS5110 (@ 640 Khz)

Screen orientation : Vertical
Video resolution : 248 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 16

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Developed by Seatongrove UK, Ltd.

Also released on the "Scramble" hardware.

This game is also known as "Herbie at the Olympics".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1155&o=2

$end


$cpc_cass=hunchbac1,
$bio

Hunchback [Model SOFT 132] (c) 1985 Amsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96715&o=2

$end


$cpc_cass=hunchbac,
$bio

Hunchback [Model SOFT 432] (c) 1985 Amsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96716&o=2

$end


$cpc_cass=hundra,
$bio

Hundra (c) 1987 Mastertronic, Ltd. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96722&o=2

$end


$msx1_cass=hundra,hundraa,
$bio

Hundra (c) 1988 Dinamic Software [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94718&o=2

$end


$cpc_cass=hundras,
$bio

Hundra [Model AMS 880010] (c) 1987 Dinamic Soft. [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96721&o=2

$end


$amigaocs_flop=hungaryf,
$bio

Hungary for Fun (c) 1993 Black Legend

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74270&o=2

$end


$snes=hungryd,
$bio

Hungry Dinosaurs [Model SNSP-ABKP-EUR] (c) 1995 Sunsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63078&o=2

$end


$bbca_cass,bbcb_cass=hunkdory,
$bio

Hunkidory (c) 1986 Bug Byte

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51961&o=2

$end


$nes=hunt,
$bio

Hunt (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84031&o=2

$end


$a2600=huntscore,
$bio

Hunt & Score (c) 1978 Atari, Incorporated.

PAL release. Game developed in USA. For more information, please see the NTSC release's entry; "Hunt & Score [Model CX2642]".

- TECHNICAL -

Model CX2642P

- PORTS -

* Computers : 
PC [MS Windows, CD-ROM] [EU] (June 10, 2005) "Atari - 80 Classic Games in One! [Replay]" as 'A Game of Concentration'

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82986&o=2

$end


$a2600=huntscor,
$bio

Hunt & Score (c) 1978 Atari, Incorporated.

A memory match game for the Atari 2600.

- TECHNICAL -

Model CX2642

- TRIVIA -

This game is also known as "Concentration" and "A Game of Concentration".

Export releases:
PAL "Hunt & Score [Model CX2642P]"

- STAFF -

Programmer: Jim Huether

- PORTS -

* Handhelds : 
Nintendo DS [US] (March 8, 2011) "Atari Greatest Hits Vol.2 [Model NTR-BR7E-USA]" 

* Computers : 
PC [MS Windows, CD-ROM] [US] (November 11, 2003) "Atari - 80 Classic Games in One! [Model 25069J]" as 'A Game of Concentration'

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50578&o=2

$end


$ti99_cart=wumpus,
$bio

Hunt The Wumpus [Model PHM 3023] (c) 1980 Texas Instruments

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84601&o=2

$end


$amigaocs_flop=hunter,
$bio

Hunter (c) 1991 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74271&o=2

$end


$pc8801_flop=hunterca,
$bio

Hunter Card!! (c) 1987 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92064&o=2

$end


$amigaocs_flop=huntkill,
$bio

Hunter Killer (c) 1990 16 Blitz

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74272&o=2

$end


$cpc_cass=huntkill,
$bio

Hunter Killer [Model SOFT 135] (c) 1984 Amsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96723&o=2

$end


$cpc_cass=hunteror,
$bio

Hunter or Hunted (c) 2014 Unknown [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96726&o=2

$end


$wscolor=hxhgrisl,
$bio

Hunter X Hunter - Greed Island [Model SWJ-BANC39] (c) 2003 Bandai Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86450&o=2

$end


$gbcolor=hxhunthk,
$bio

Hunter X Hunter - Hunter no Keifu [Model CGB-BHHJ-JPN] (c) 2000 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68045&o=2

$end


$wswan=hxhishi,
$bio

Hunter X Hunter - Ishi o Tsugu Mono [Model SWJ-BAN02A] (c) 2000 Bandai Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86338&o=2

$end


$gbcolor=hxhuntkh,
$bio

Hunter X Hunter - Kindan no Hihou [Model CGB-BHKJ-JPN] (c) 2001 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68046&o=2

$end


$psx=hunterxh,
$bio

Hunter X Hunter - Maboroshi no Greed Island [Model SLPM-86651] (c) 2000 Konami Corp. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85286&o=2

$end


$wscolor=hxhmichi,
$bio

Hunter X Hunter - Michibikareshi Mono [Model SWJ-BANC18] (c) 2001 Bandai Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86451&o=2

$end


$gba=hunterxh,
$bio

Hunter X Hunter - Minna Tomodachi Daisakusen!! [Model AGB-A8NJ-JPN] (c) 2003 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71238&o=2

$end


$wscolor=hxhsorez,
$bio

Hunter X Hunter - Sorezore no Ketsui [Model SWJ-BANC0F] (c) 2001 Bandai Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86452&o=2

$end


$psx=hunterua,
$bio

Hunter X Hunter - Ubawareta Aura Stone [Model SLPM-86895] (c) 2001 Konami Corp. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85287&o=2

$end


$sg1000=huohuli,
$bio

Huo Hu Li (c) 1985 Aaronix [Taiwan].

Taiwanese version of Zoom 909.

- TECHNICAL -

[Model R-47]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49037&o=2

$end


$nes=huolong,
$bio

Huo long (c) 19?? Gamtec [Taiwan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76806&o=2

$end


$nes=huoyansz,
$bio

Huo Yan Shi Zhe (c) 199? HengGedianzi.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95503&o=2

$end


$nes=hywz,
$bio

Huo Yan Wen Zhang - Sheng Zhan De Xi Pu [Model ES-1100] (c) 19?? Waixing Computer & Technology Co., Ltd. [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76805&o=2

$end


$info=hurr_l2,
$bio

Hurricane (c) 1991 Williams Electronics Games, Incorporated.

- TECHNICAL -

Williams WPC (Dot Matrix)
Model Number : 50012

Main CPU : Motorola M6809 (@ 2 Mhz)
Sound CPU : Motorola M6809 (@ 2 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), DAC, HC55516

- TRIVIA -

Sometimes when you enter the lit Hurricane ramp, you can see a picture of  a cow accompanied with a moo, you can also get a picture of a huge eye.

Sometimes the unlit Ferris Wheel will get you an inchworm or 4 ducks.

- SERIES -

1. Comet (1985)
2. Cyclone (1988)
3. Hurricane (1991)

- STAFF -

Designers : Barry Oursler (BSO), Python Anghelo (PVA)
Artwork : Python Anghelo, John Youssi
Art Support: Kevin O'Connor
Software : Mark Penacho
Dots/Animation : Tony Goskie, Tim Coman
Mechanics : Gerald Hedberg (GLH)
Music and Sounds : Paul Heitsch (P H)

Support : Paul Johnson (P.J.), Manu Jayswal, Mark Johnson, Wally Roeder, Bill Thompson, Elaine Johnson, Art Clafford, Al Cardenas, Frank Reyes, Butch Ortega, Lou Isbitz, Herb Uher, Jose Delgado, Kent Pemberton, Karen Trybula, Mark Coldebella, Steve Kordek

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4517&o=2

$end


$info=ep_hur,ep_hura,ep_hurb,
$bio

Hurricane (c) 199? Global Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40849&o=2

$end


$info=ep_huric,ep_hurica,ep_huricb,ep_huricc,ep_huricd,ep_hurice,
$bio

Hurricane (c) 2000 Impulse Gaming.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=18223&o=2

$end


$megadriv=hurrican,
$bio

Hurricanes (c) 1994 US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56565&o=2

$end


$gamegear=hurrican,
$bio

Hurricanes (c) 1994 US Gold

- TECHNICAL -

[Model 79138-50]

- TRIVIA -

This game is based on the Cartoon TV series "Hurricanes", aired in 1993-1997.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64633&o=2

$end


$snes=hurricanu,
$bio

Hurricanes [Model SNS-AHUE-USA] (c) 1994 US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63080&o=2

$end


$snes=hurrican,hurricanp,
$bio

Hurricanes [Model SNSP-AHUP-EUR] (c) 1994 US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63079&o=2

$end


$pc8801_flop=hfox,
$bio

Hurry Fox (c) 1984 Micro Cabin Co. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92065&o=2

$end


$x1_cass=hfox,
$bio

Hurry Fox (c) 1985 Micro Cabin Co. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86234&o=2

$end


$pc98=hurryfox,
$bio

Hurry Fox (c) 1985 Micro Cabin Co. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89696&o=2

$end


$msx1_cart=hfox2,
$bio

Hurry Fox - Yuki no Maou hen (c) 1985 Micro Cabin Co. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77141&o=2

$end


$x1_flop=hfox2,
$bio

Hurry Fox - Yuki no Maou hen (c) 1986 Micro Cabin Co. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86011&o=2

$end


$pc8801_flop=hfox2,
$bio

Hurry Fox - Yuki no Maou hen (c) 1986 Micro Cabin Co. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92066&o=2

$end


$msx1_cart=hfox,
$bio

Hurry Fox MSX Special [Model 44780] (c) 1986 Micro Cabin Co. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77142&o=2

$end


$x1_flop=hfox,hfoxa,
$bio

Hurry Fox X1 (c) 1985 Micro Cabin Co. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86012&o=2

$end


$nes=advisln2u,advisln2up,
$bio

Hudson's Adventure Island II (c) 1991 Hudson Soft [Hudson Group].

- TECHNICAL -

Cartridge ID: NES-V7-USA

- TRIVIA -

Adventure Island II was released on February 1992 in North America.

Reviews:
July/August 1992 - Consoles + N.11 [FR]: 80/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54872&o=2

$end


$info=hustle,
$bio

Hustle (c) 1977 Gremlin.

HUSTLE is a 1- or 2-player video game which challenges players' reaction time as they attempt to build up a high score. The object of the game is to maneuver a moving arrow into targets which appear randomly on the screen. Each arrow is accompanied by a tail, which can be used to block the opponent from scoring targets.

TARGETS : The targets appear randomly on the playfield. The position of a target, the value of a target, the time a target stays on the screen, and the time before a target appears are all unpredictable : There are never more than two targets on the screen at any time.

To add to the unpredictability, some targets appear with a value of ???. These are mystery targets, and can have a value from -900 points to +900 points. Players go after the mystery targets at their own risk since the only way to determine whether or not a mystery target is positive or negative is to hit the target. Whenever a target is scored, the game pauses while the appropriate player's score is tallied. Two distinctive sounds accompany the scoring, depending on whether the target score is positive or negative. All non-mystery targets (which are all positive), and all mystery targets (which have positive values) are scored with an attention-getting warble sound. All mystery targets which prove to be negative are scored with a distinctive penalty sound.

CRASHES : A crash (accompanied by a loud boom sound) occurs whenever a player hits anything other than a target. The three obstacles a player might hit are one of the screen boundaries, the other player's tail, or his own tail. Whenever a crash occurs, the opponent scores 400 points PLUS all target values on the screen. If any mystery targets are on the screen during a crash, their values are revealed, and they are awarded to the opponent. All mystery targets whose values are revealed as the result of a crash are scored positive for the opponent.

GAME SPEED : The game begins with the players moving at a moderate pace. Every time a target is scored, the pace picks up slightly. After ten targets have been scored without a crash, the pace stays at a maximum rate. Whenever a crash occurs, the pace reverts to its initial moderate value, and increases with each score, as before.

TAIL LENGTH : Whenever a crash occurs, both players' tails grow longer. The game plays quite differently as it progresses. At the beginning of a game, both players have short tails and are highly maneuverable. At this stage the game is a "foot race" to score the targets. As players crash and tails get longer, a blocking strategy is added to the race for the targets. This constantly changing nature of the game is designed to provide long-lasting appeal, and insure a long earning history.

SINGLE PLAYER : HUSTLE has been designed to be just as exciting for one player as it is for two. A single player plays against himself, and not against the computer.

The single player game is initiated by simply pressing the ONE PLAYER START button instead of the TWO PLAYER START button after inserting a coin. The controls for one player are located on the right side of the control panel. The game plays the same as for two players, with these exceptions :
1. There is a single arrow and tail, instead of two.
2. Crashes are scored as PENALTY points, with the same score as in the two player game. That is, a crash scores 400 plus all on-screen targets into the PENALTY score.
3. At the end of the game, the PENALTY points are subtracted from the player's score.

The object of the single player game is to rack up as many points as possible. The game action is the same as the two player game, with the lengthening tail and the accelerating pace.

- TECHNICAL -

Prom stickers : 16-21

Main CPU : Intel 8080 (@ 2.079 Mhz)
Sound Chips : Discrete circuitry

Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 2

Players : 2
Control : 4-way joystick

- TRIVIA -

Released in May 1977.

To promote the game, Gremlin sent two scantily-clad 'Gremlin Girls' on a 12-city tour where they took on all comers at the game. Players who won 2 out of 3 games won a hundred dollar bill. The company claimed that out of 1233 challengers, only seven won the cash.

- TIPS AND TRICKS -

FREE GAMES : For areas of the country where free games are legal, HUSTLE can be set to award free games for scores of 11,000, 13,000, 15,000 or 17,000 points. The game is shipped with the free game option disabled. If free games are legal in your area, it is highly recommended that you enable them --- they provide an extremely powerful incentive to play the game. Free games are awarded only in the single player game, since the two player game could give free games any time two players cooperated to give one of the players a very high score.

It is not possible to win two free games in a row (i.e. no free games on free games). Whenever free games are enabled, the message SCORE XX000 POINTS FOR FREE GAME appears on the screen just after the ONE PLAYER START button is pressed. The XX will be 11, 13, 15, or 17 depending on how you jumper the game. This message is displayed for about 5 seconds, and then the single player game begins. Whenever a free game is won, the message FREE GAME! is momentarily displayed on the screen, followed by the message PRESS START. If at this point ONE PLAYER START is pressed, the free game score message will not be displayed before the game starts, since a second consecutive free game will not be awarded. It is also possible to press the TWO PLAYER START after a free game is awarded and play a two player game.

GAME TIME : The top margin of the game contains the word TIME, with a two digit timer above it. The game starts with a time value of 90, and decrements to 0, at which time the game is over. The timer actually counts player moves rather than 'ticking' once per second. Also, the timer stops during all scoring. These effects produce a repeatable game time of about 2 minutes.

It is possible to shorten the game time to about 1-1/2 minutes by changing an internal jumper. In this case, the timer still begins at 90, but it ticks faster.

- SERIES -

1. Blockade (1976)
2. Comotion (1976)
3. Hustle (1977)

- PORTS -

* Computers :
TI99

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1156&o=2

$end


$sg1000=hustle,
$bio

Hustle Chumy (c) 1984 Compile.

- TECHNICAL -

Model G-1035

- STAFF -

By: Masamitsu Niitani

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49038&o=2

$end


$ti99_cart=hustle,
$bio

Hustle [Model PHM 3034] (c) 1980 Texas Instruments

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84602&o=2

$end


$msx1_cart=hustle,hustlea,
$bio

Hustle! Chumy (c) 1984 General.

- STAFF -

by: Seki, Inoue, Oyo, Kobayashi, Masamitsu Niitani

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77143&o=2

$end


$msx1_cass=hustler,
$bio

Hustler (c) 1984 Bubble Bus Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94719&o=2

$end


$cpc_cass=hustler,
$bio

Hustler (c) 1985 Bubble Bus Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96727&o=2

$end


$pc98=hust2055,
$bio

Hustler 2055 (c) 1992 Pack-In-Video Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89697&o=2

$end


$cpc_cass=huxley,
$bio

Huxley Pig (c) 1990 Alternative Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96729&o=2

$end


$nes=hvckenct,
$bio

HVC Kensa Cassette Controller Test (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54160&o=2

$end


$sms=hwaran,
$bio

Hwarang Ui Geom (c) 1988 Samsung

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56065&o=2

$end


$info=chwy,
$bio

HWY Chase (c) 1980 Data East Corp.

A "Galaxian" type game. Shoot the flashing car (alien) on the screen the clear the level.

- TECHNICAL -

Runs on the "DECO Cassette System" Hardware.

Cartridge ID : Cassette DT-1010 and dongle DP-1010

- TRIVIA -

HWY (pronounced Highway) Chase was released in December 1980 in the Japanese arcades. It was the very first video game made for this system (Cassette No. 01) along with Sengoku Ninja-tai (known as Ninja out of Japan) and Manhattan.

It is said the title HWY Chase (HWY instead of Highway) was selected to easily recycle source code and materials made for 'Mad Rider', released earlier as a PCB, and known as 'Mad Alien' out of Japan.

The title screen of the game says: Fantastic! Exciting! Thrilling! in HWY Chase by Data East.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3870&o=2

$end


$nes=hyakki,
$bio

Hyakki Yagyou (c) 1989 Use

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54205&o=2

$end


$pcecd=hyakumon,
$bio

Hyaku Monogatari - Hontou ni Atta Kowai Hanashi (c) 1995 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58222&o=2

$end


$nes=waterwld,
$bio

Hyaku no Sekai no Monogatari - The Tales On A Watery Wilderness (c) 1991 ASK Kodansha Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54206&o=2

$end


$psx=hyakujuu,
$bio

Hyakujuu Sentai Gaoranger [Model SLPS-03353] (c) 2001 Konami Corp. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85288&o=2

$end


$cpc_cass=hybrid1,hybrid,
$bio

Hybrid (c) 1987 Starlight Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96730&o=2

$end


$n64=hybridh,hybridhu,
$bio

Hybrid Heaven (c) 1999 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57743&o=2

$end


$n64=hybridhj,
$bio

Hybrid Heaven [Model NUS-NHYJ] (c) 1999 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57744&o=2

$end


$amigaocs_flop=hybris,
$bio

Hybris (c) 1988 Discovery Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74273&o=2

$end


$cpc_cass=hybris,
$bio

Hybris (c) 2014 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96731&o=2

$end


$info=sc4hyde,sc4hydea,sc4hydeb,sc4hydec,
$bio

Hyde & Streak (c) 200? Mazooma Games.

Mazooma's Hyde & Streak is a innovative 5-pot and board game with a superb BIG MONEY feature. Players must get 3 Dr. Jekyll symbols in view to start the feature, or get 3 on the winline to start the Super Feature.

Advance around the board with the Hi Lo reel adding to the cash, blasts, knockouts, winspins and shots pots.

Fill the blasts, knockouts and winspins pots to the same level and a great feature is available to be taken.

- TECHNICAL -

[Model PR2036]

Technology : Scorpion 4
Cabinet : Eclipse with Note Acceptor facility.
Jackpot : £15 / £5
Stakes : 20p, 25p, 30p

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11902&o=2

$end


$msx2_flop=hydefos,hydefosbhydefosa,
$bio

Hydefos (c) 1989 Hertz [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101722&o=2

$end


$pc8801_flop=hydlide,hydlideb,hydlidea,
$bio

Hydlide (c) 1984 T&E Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92067&o=2

$end


$x1_flop=hydlide,hydlidea,
$bio

Hydlide (c) 1985 T&E Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86013&o=2

$end


$x1_cass=hydlide,
$bio

Hydlide (c) 1985 T&E Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86235&o=2

$end


$pc98=hydlide,
$bio

Hydlide (c) 1985 T&E Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89698&o=2

$end


$fm7_cass=hydlide,hydlidea,
$bio

Hydlide (c) 1985 T&E Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93735&o=2

$end


$msx2_flop=hydlide,hydlideb,hydlidec,hydlidea,
$bio

Hydlide (c) 1985 T&E Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101723&o=2

$end


$nes=hydlide,
$bio

Hydlide (c) 1989 FCI

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55216&o=2

$end


$x68k_flop=hydlide,
$bio

Hydlide (c) 1994 Yokoshiba Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88312&o=2

$end


$msx2_cart=hydlide3,
$bio

Hydlide 3 - The Space Memories (c) 1987 T&E Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51315&o=2

$end


$msx1_cart=hydlide3,
$bio

Hydlide 3 - The Space Memories (c) 1987 T&E Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52710&o=2

$end


$msx1_cart=hydlide3k,
$bio

Hydlide 3 - The Space Memories (c) 1987 Zemina [Korea]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77145&o=2

$end


$pc8801_flop=hydlide3,hydlide3b,hydlide3a,
$bio

Hydlide 3 - The Space Memories (c) 1987 T&E Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92068&o=2

$end


$x1_flop=hydlide3,hydlide3b,hydlide3a,
$bio

Hydlide 3 - The Space Memories (c) 1988 T&E Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86014&o=2

$end


$msx2_flop=hydlide3,hydlide3b,hydlide3a,
$bio

Hydlide 3 - The Space Memories (c) 198? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101724&o=2

$end


$x68k_flop=hydlide3,
$bio

Hydlide 3 - The Space Memories - Special Version (c) 1990 Brother Kougyou [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87775&o=2

$end


$nes=hydlide3,
$bio

Hydlide 3 - Yami Kara no Houmonsha (c) 1989 Namco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54207&o=2

$end


$pc98=hydlide3,
$bio

Hydlide 3 S.V. (c) 1989 T&E Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89699&o=2

$end


$pc8801_flop=hydlide3c,
$bio

Hydlide 3 Type A (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92069&o=2

$end


$x1_flop=hydlide2,hydlide2b,hydlide2a,
$bio

Hydlide II - Shine of Darkness (c) 1985 T&E Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86015&o=2

$end


$pc8801_flop=hydlide2,hydlide2b,hydlide2a,
$bio

Hydlide II - Shine of Darkness (c) 1985 T&E Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92070&o=2

$end


$fm7_disk=hydlide2,hydlide2a,
$bio

Hydlide II - Shine of Darkness (c) 1986 T&E Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93627&o=2

$end


$fm7_cass=hydlide2,hydlide2a,
$bio

Hydlide II - Shine of Darkness (c) 1986 T&E Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93736&o=2

$end


$msx1_cart=hydlide2,hydlide2a,
$bio

Hydlide II - Shine of Darkness (c) 1986 T&E Soft

- TECHNICAL -

Game ID: TEX-70

- TRIVIA -

Original price: 6400 Yen

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52711&o=2

$end


$x68k_flop=hydlide2,
$bio

Hydlide II Shine of Darkness (c) 199? Yokoshiba Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88313&o=2

$end


$nes=hydlidej,
$bio

Hydlide Special (c) 1986 Toemiland

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54208&o=2

$end


$nes=hydlideh,
$bio

Hydlide Special (c) 1987 FMG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69268&o=2

$end


$msx1_cart=hydlide,
$bio

Hydlide (c) 1985 T&E Soft

- TECHNICAL -

Model TEX-62

- TRIVIA -

A hidden message begins at address 5000 in the ROM:

HYDLIDE for MSX
Version 2.0
ROM cartridge 

Programmed
by  KATO EIJI
1985.10.-4    
 -   10.20
MESSAGE:
ANGOU-CODE O KAIDOKU DEKITAKATAWA, T&E SOFT KATO MADE GOIPPOU KUDASAI. TADASHISUBETE NO BIT NO IMI O KAIDOKU SHITEKUDASAI.
(Translation: Those who were able to decipher the code, please notify Kato of T&E Soft. However, please decipher the meaning of all the bits.)

HINT:
MY BIRTHDAY IS
S40.-9.21
(PLEASE GIVE ME A PRESENT)
(note: S40 is short for Showa 40 which stands for the year 1965)

MY CAR IS 
SKYLINE
2000GT-TURBO
NO.56-5912
(SKYLINE NO TURBO-SOUND WA SHIBIRERU HODO SAIKO-!!)
(translation: The Skyline's turbo sound is so awesome it makes me go numb!!)

MY BIKE IS '
KAWASAKI  
GPZ400R
NO. 2739
(YAPPARI BIKE WA HAYAI !!)
(translation: Bikes sure are fast!!)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77144&o=2

$end


$info=hydra,hydrap,hydrap2,
$bio

Hydra (c) 1990 Atari Games Corp.

An abstract racing game in which the player takes on the role of a special government courier, who must deliver a number of secret cargoes to their various destinations at the end of each stage. Gameplay consists of piloting a heavily-armed hovercraft over a series of waterways, avoiding or destroying the enemy craft and barriers that litter each level. Progress is hampered by mines, enemy hovercraft, logs and other obstacles. Money bags can be collected as well as extra fuel.

On-board fuel depletes at a steady pace and players must keep a look out for additional fuel cells. In addition to a forward-firing gun, the hovercraft is equipped with a 'Boost' function. Providing the player has enough boost fuel, the craft can be made to fly in the air for a limited time; useful for avoiding enemies and barriers, as well as for gaining access to certain bonus items.

- TECHNICAL -

Atari G1 hardware
Game ID : 136079

Main CPU : Motorola 68000 (@ 14.31818 Mhz), MOS Technology 6502 (@ 1.7895 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579 Mhz), OKI6295 (@ 9.037 Khz)

Players : 1
Control : stick
Buttons : 6

- TRIVIA -

Hydra was released in June 1990.

200 dedicated units were produced in the USA. The selling price was $2595.
750 conversion kits were produced in the USA and 100 in Ireland for European distribution. The selling price was $1295.

- UPDATES -

REVISION 1 :
* Build date : OS : 03MAY1990 19 :41 :10 / PROG : 14MAY1990 09 :57 :52

REVISION 2 :
* Build date : OS : 25MAY1990 11 :50 :03 / PROG : 25MAY1990 12 :36 :10

REVISION 3 :
* Build date : OS : 04JUN1990 18 :58 :46 / PROG : 08JUN1990 14 :19 :52

- STAFF -

Project Leaders : Dennis Harper, Milt Loper
Programmers : Dennis Harper, Andrew Burgess
Animators : Deborgh Short, Nick Stern, Chuck Eyler, Will Noble, Sharon Plotkin
Audio : Don Diekneite, Brad Fuller
Hardware : Sam Lee
Technicians : Cris Drobny, Gleen McNamara
Product manager : Linda Benzler
Project supervisor : Chris Downend
Cabinet : Ken Hata, Mike Jang, Ralph Perez
Controls : Jack Aknin
Video imaging : Rob Rowe, Andrew Burgess

- PORTS -

* Computers :
Amstrad CPC (1990)
Atari ST (1991)
Commodore C64 (1991)
Sinclair ZX Spectrum (1991)
Atari Lynx (1992)
Commodore Amiga

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1158&o=2

$end


$cpc_cass=hydra,
$bio

Hydra (c) 1990 Domark Group, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96732&o=2

$end


$amigaocs_flop=hydra,
$bio

Hydra (c) 1991 Domark Group, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74274&o=2

$end


$lynx=hydra,
$bio

Hydra (c) 1992 Atari Corp.

Hydra is an aquatic racing adventure in which your goal is to deliver a series of treasures, weapons, and other cargo without getting toasted by enemy warriors or crashing into one of the many hazards along the river.

Enemy thieves are trying to stealk the greatest treasures in Hydra. These are no ordinary museum pieces. Each of these valuable artifacts hides an important piece of the secret weapon needed to defeat the enemy. So the government issued you an experimental speed boat. You must use this powerful craft to navigate the treacherous rivers of Hydra and collect the treasures from the secret checkpoints before the enemy thieves get them first. If you succeed, you will be a very popular guy. Fail and you'll be all wet.

- TECHNICAL -

Cartridge ID: PA2073

- TRIVIA -

Reviews:
[FR] July/August 1992 - Consoles + N.11: 40/100
[FR] July 1992 - Joypad N.10: 70/100

Average note: 55/100

- SCORING -

Money:
Small Money Bags: $2500
Large Money Bags: $5000
Fire Ring (Bonus Dome Only): $5000

Points: 
Deliver Cargo: 10,000
Landing on disc in Bonus Dome: 1000 to 20,000
Collect Fire Ring: 200 to 10,000
Sink Ship: 5000
Destroy Flying Jet: 3000
Destroy Punk Island: 2000
Sink Gray Shooting Boat: 2000
Blast Helicopter: 1000
Shoot Halftrack: 500 
Blast Hovercraft: 500
Shoot Tug Boat: 400
Sink Armored Boat: 300
Blow Up Jet Ski: 200
Shoot Down Zeppelin: 200
Blast Police Boat: 100
Destroy Black Shawdon Boat: 100

- TIPS AND TRICKS -

* Learn to recognize cargo as it float in the water. Otherwise, you will not get paid. Without money, you cannot strengthen your craft. That means you will probably be creamed by enemy missiles.

* Get as much fuel as possible. Without it, you don't stand a chance.

* Know when to fly, and when to stay low. There are a few things in life more frustrating than missing all the money bags because you are in the wrong place at the wrong time.

* Shoot enemy craft whenever possible. The rewards are great.

- STAFF -

Programmer: Ed Schneider

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58825&o=2

$end


$info=hydrthnd,
$bio

Hydro Thunder (c) 1999 Midway Games, Incorporated.

Prepare for the power, speed and thrills of super-boat racing in some of the most treacherous watercourses imaginable. Select from 13 unique-handling, turbo-charged thunder boats. Race through 12 exhilarating tracks from all over the world.

- TECHNICAL -

Midway Quicksilver II Hardware

Main CPU : Intel Celeron 333/366MHz
Motherboard : Intel SE44BX-2
RAM : 64MB
Graphics Chips : Quantum Obsidian 3DFX

- TIPS AND TRICKS -

CHEAT CODES

* Tournament Mode : At the boat select screen, before you choose your vehicle, hold the HIGH & LOW view buttons and bring the throttle to Reverse. You'll hear a chime to confirm. This code disables the game's 'catch-up' feature. The code will also work in two player mode, but only if both players enter it.

* Solo Racing : At the boat select sceen before you select your boat hold down the low view and pilot buttons and pull the stick in reverse then you will be the only one racing on the track.

* Super Start : Before the race begins, keep the throttle in the STOP position. As the '3' begins to fade, throttle to full. As the '2' begins to fade, throttle to stop, and when the '1' begins to fade, throttle to full again. You will get a turbo start as well as a +4 second boost of fuel.

HIDDEN BOATS

* Get Hard Crafts : Get to the screen where you pick your craft. Press ALL THREE views at the SAME TIME and the hard catigory will be activated. This makes it easier to get the cheat crafts with the pilot code, and to get the hard crafts without having to go through all the normal trouble to get them.

* Race as Armed Response : To race as Armed Response, highlight Thresher and quickly press the pilot view button 3 times.

* Race as the Blowfish : To race as blowfish highlight Hazard and quickly press the pilot view button 3 times.

* Race as the Chumdinger : To race as chumdinger highlight Razorback and quickly press the pilot view button 3 times.

* Race as Tinytanic : To race as Tinytanic, highlight Tidal Blade and quickly press the pilot view button 3 times.

HIDDEN TRACKS

* Hydro Speedway Track : To race on the Hydro Speedway Track, highlight 'Lake Powell' at the track selection screen, then quickly press the PILOT button three times.

* The Nile Adventure : Activate the code to race at Hydro Speedway. If you earn a free game at this track, a new track will be available to select on your new game, the Nile Adventure. Be careful though, this race is VERY difficult.

SECRETS/SHORTCUTS

* Lost Island Shortcut : The first shortcut is behind the first waterfall. Go through this waterfall for a nine and a 4 second boost. Immediately thereafter, you will see some huts off to the left. Drive (DO NOT JUMP!) between the last hut and the rock just beyond it to access the second shortcut and grab those 2 boost that are just too high to get. The hidden boost in this track is in the volcano flames--you must jump the ramp to get it.

* Arctic Circle Shortcut : Look for a hole in the ice on the right side of the track about one-third of the way through. Hydro jump into it and you will go careening down a long tube. This should gain you several places. You will exit FAST, so be careful--there are some turns just head and you should not miss the boost fuel in them. There is another boost further down on the left side you can hydro jump to get and cut the corner short.
Towards the end of the race, you will see a hole in the ice to your right and a large ship just beyond that on the left. Drive toward the middleof the ship, crossing the ice bank, and you will recieve a secret boost. You will also enter the second shortcut. Try to exit the medium right turn on the outside because there is a long, flat ramp that will rocket you ahead a place or two right at the finish line.

* Lake Powell Secrets : On the Lake Powell track there are 3 secrets. First in the waterfall, go through it. Second is, when you round the corner where the teepee's are jump over the decking to find a secret tunnel. And 3rd when you get to the bridge with the two 4 sec. boosts, go up the incline that is in the middle. you can get the 9 sec boosts by doing so.

* Hydro Speedway : When the track splits in two, steer toward the grassy spot in between the waterways of the next split. Use your boosters to travel down this grassy spot.Jump the very last ramp of the track and hit (yes, HIT) the Start/Finish marquee on the right side about where the words 'to go' appear in 'laps to go'. You will flip through the air and recieve a 9 second boost.

- PORTS -

* Consoles : 
Sega Dreamcast [US] (September 8, 1999) "Hydro Thunder [Model T-9702N]" 
Sega Dreamcast [EU] (October 15, 1999) "Hydro Thunder [Model T-9702D-61]" 
Nintendo 64 [US] (February 29, 2000) "Hydro Thunder [Model NUS-NHTE-USA]" 
Nintendo 64 [EU] (May 14, 2000) "Hydro Thunder [Model NUS-NHTP-EUR]" 
Sony PlayStation [EU] (2000) "Hydro Thunder [Model SLES-02337]" 
Sony PlayStation [US] (February 29, 2000) "Hydro Thunder [Model SLUS-00847]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4154&o=2

$end


$n64=hydrothu,
$bio

Hydro Thunder (c) 2000 Midway Home Entertainment.

- TECHNICAL -

Model NUS-NHTE-USA

- TRIVIA -

Hydro Thunder for Nintendo 64 was released on February 29, 2000 in North America.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83880&o=2

$end


$n64=hydroth,hydrothf,
$bio

Hydro Thunder (c) 2000 Midway Home Entertainment.

- TECHNICAL -

Model NUS-NHTP-EUR

- TRIVIA -

Hydro Thunder for Nintendo 64 was released on May 14, 2000 in Europe.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57745&o=2

$end


$cpc_cass=hydrofol,
$bio

Hydrofool (c) 1987 FTL [Faster Than Light]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96733&o=2

$end


$megadriv=hyokkohj,
$bio

Hyokkori Hyoutan Jima - Daitouryou o Mezase! (c) 1992 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56566&o=2

$end


$nes=hyokkohj,
$bio

Hyokkori Hyoutan Jima - Nazo no Kaizokusen (c) 1992 Yutaka

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54209&o=2

$end


$gamegear=hyokkohj,
$bio

Hyokkori Hyoutanjima - Hyoutanjima no Daikoukai (c) 1992 Sega Enterprises, Limited.

- TECHNICAL -

[Model G-3218]

- TRIVIA -

This game is based on the Japanese puppet TV show Hyokkori Hyoutanjima, aired in 1991-1996 (remake of an older puppet show, aired in 1964-1969).

- TIPS AND TRICKS -

* Invincibility: Turn on the console holding 1+2 and wait for the Sega logo to finish (you can skip it by pressing START).

* Level Select: Press 1 x8, 2 x8, START at the title screen. Use 1 and 2 to select the level (displayed at the top of the screen).

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64634&o=2

$end


$pc98=hyouryuu,
$bio

Hyouryuu (c) 1996 Illusion Core

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89700&o=2

$end


$psx=hyouryuu,
$bio

Hyouryuu Ki - The Reportage Beyond The Sea [Model SLPS-02358] (c) 1999 KSS Media Ent. Co. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85289&o=2

$end


$info=m5hypalx,
$bio

Hypalinx (c) 200? Red Gaming.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15637&o=2

$end


$msx1_cart=hype,
$bio

Hype (c) 1987 al Alamiah

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77146&o=2

$end


$gbcolor=hype,
$bio

Hype - The Time Quest [Model CGB-BHQP-EUR] (c) 2000 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68047&o=2

$end


$saturn,sat_cart=h3dpinj,
$bio

Hyper 3D Pinball (c) 1997 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59248&o=2

$end


$saturn,sat_cart=h3dpinu,
$bio

Hyper 3D Pinball [Model T-7015H] (c) 1996 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60059&o=2

$end


$saturn,sat_cart=gebocker,
$bio

Hyper 3D Taisen Battle Gebockers - Gentei Pack (c) 1997 Make Software, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59249&o=2

$end


$info=hyperath,
$bio

Hyper Athlete (c) 1996 Konami.

A superb 3-D update of Konami's Track and Field series, in which up to 4 players compete in 11 different Olympic events. All 6 events from the legendary first game, 1983's "Track and Field", are included; but tellingly, only 3 events (swimming, pole vault and triple jump) are taken from the less accomplished sequel, Hyper Sports. Hyper Athlete uses the three-button control system of its predecessors (two RUN buttons and one ACTION button per player) and the 11 disciplines can be attempted in any order. The available events are :
* 100M DASH - Use the RUN buttons to run as fast as possible.
* LONG JUMP - Run to the take-off board then press and hold the ACTION button until you achieve the desired angle of jump (45 is optimal).
* FREESTYLE SWIMMING - Another straightforward "sprint" event, the only difference being that as you approach the end of you first length of the pool, press the ACTION button to 'flip' your swimmer and begin the return length.
* 110M HURDLES - Run and time jumps over the hurdles. the optimum jumping point is around the halfway point between the hurdles.
* HAMMER THROW - Gradually build up the power meter, the athlete will do three build-up spins followed by three full-speed spins; on the third full spin, hold and release the ACTION button to achieve the desired angle of throw (45 is optimal).
* DISCUS - Similar to the Hammer Throw, only this time, instead of gradually charging up the power meter, try for full power from the start. You must release the discus on the second spin. Be aware that on this event, the angle meter increases much faster than in other events.
* SHOT PUT - Start charging up the power meter and your character will bow down and lift his leg. As he begins to turn, hold the ACTION and release once the desired angle is achieved (45 is optimal).
* HIGH JUMP - Run to the bar as quickly as possible. When you reach it, a "Jump" caption appears; immediately press ACTION button to start the jump. The longer the button is held down, the less steep the angle of your jump, i.e. just tapping the button would generate a jump of 90 degrees.
* JAVELIN - Run to the line as quickly as possible, then press and hold ACTION, releasing to chose the desired angle of throw (50 is optimal).
* TRIPLE JUMP - Press RUN (LEFT and RIGHT) buttons repeatedly to gain speed, then hold ACTION to initiate the first jump. It should be noted that for the first two jumps, the angle meter does not appear. The player should hold the button down for about .5 of a second before releasing. When you land you will take one step forward, press ACTION only when you have taken a step to instigate the second jump. The angle meter comes into play on the third and final jump, and the desired angle is 45 degrees.
* POLE VAULT - This is by far the trickiest event of the game. Press the RUN buttons to start the run-up. Then, as you near the silver pole trap, hold ACTION and the pole will lower towards the trap (the closer it is, the more power you will have for the next part). Keep holding ACTION until you reach the top of the bar, then release. You will then let go of the pole and vault over.

- TECHNICAL -

Konami GV System hardware
Game ID : GV021

Main CPU : PSX (@ 16.9344 Mhz)
Sound Chips : SPU (@ 16.9344 Mhz), CD/DA (@ 16.9344 Mhz)

Players : 4
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Hyper Athlete was released in June 1996 in Japan only.

Hyper Athlete is actually an optimized version of the Sony PlayStation game, "Hyper Olympics in Atlanta [Model SLPM-86002]", also by Konami.

- SERIES -

1. Hyper Olympic [Model GX361] (1983, ARC) 
2. Hyper Olympic '84 [Model GX330] (1984, ARC) 
3. Hyper Sports Special [Model GX861] (1988, ARC) 
4. Hyper Athlete [Model GV021] (1996, ARC) 
5. Nagano Winter Olympics '98 (1998, ARC) 
6. Ganbare! Nippon! Olympic 2000 (2000, N64)
7. International Track & Field Summer Games (2000, N64)
8. New International Track & Field (2008, DS)
9. Hyper Sports Winter (2010 iPhone OS)
10. Hyper Sports Track & Field (2010 iPhone OS)

- STAFF -

Director: Satoshi Kushibuchi
Main Program: Masaki Hosoe ('Hogan')
Sequence & User Interface Program: akiHiro imAmura
3-D Background & Camera Work Program: Naoto Oshima
Animation & 3D Collision Program: Masaki Hosoe ('Hogan')
Character Design & Motion Edit: Plan 9 Keiichiro Toyama
Background Design: Satoshi Kushibuchi
Graphic Design: Shigeru Kobayashi
Sound Treatment: Masanori Adachi
Sound Program: Ryuichi
Background Music: Kosuke Soeda
Sound Effect: Hiroe Noguchi
Package Designer: Syougo Kumasaka, Madam Tanaka
Game Event Designer: Masaki Hosoe ('Hogan')
Supervisor: Halky

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1159&o=2

$end


$info=hyperbbc,hypbbc2pk,hypbbc2p,hyperbbca,
$bio

Hyper Bishi Bashi Champ (c) 1999 Konami Company, Limited.

A mini-game collection from Konami.

- TECHNICAL -

Konami System 573 Hardware.
Model No : GX908

Main CPU : R3000A 32 bit RISC processor, Clock - 33.8688MHz, Operating performance - 30 MIPS, Instruction Cache - 4KB 
BUS : 132 MB/sec. 
OS ROM : 512 Kilobytes 
Additional Sound Chips : Playstation SPU, 24 Channels, 44.1KHz sample rate, PCM audio source, Digital effects include: Envelope, Looping, Digital Reverb, Load up to 512K of sampled waveforms, Supports MIDI Instruments. 
Main RAM: 2 Megabytes 
Video RAM: 2 Megabyte 
Sound RAM : 512 Kilobytes 
Graphical Processor : 360,000 polygons/sec, Sprite/BG drawing, Adjustable frame buffer, No line restriction, 4,000 8x8 pixel sprites with individual scaling and rotation, Simultaneous backgrounds (Parallax scrolling) 
Sprite Effects : Rotation, Scaling up/down, Warping, Transparency, Fading, Priority, Vertical and horizontal line scroll 
Resolution : 256x224 - 740x480 
Colours : 16.7 million colors, Unlimited CLUTs (Color Look-Up Tables) 
Other Features : custom geometry engine, custom polygon engine, MJPEG decoder 
Roms : CD Based with a ROM key chip. 
Notes : PSX Based and up to 9 cabinets can be linked.
PCB : Inside Unit

- SERIES -

1. Bishi Bashi Championship Mini Game Senshuken (1996)
2. Super Bishi Bashi Champ (1998)
3. Handle Champ (1998)
4. Hyper Bishi Bashi (1999)
5. Gachaga Champ (1999)
6. Step Champ (1999)
7. Hyper Bishi Bashi Champ (1999)
8. Anime Champ (2000)
9. Salaryman Champ (2001)
10. Great Bishi Bashi Champ (2002)
11. Bishi Bashi Champ Online (2005)
12. The Bishi Bashi (2009)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3475&o=2

$end


$gameboy=hyprbb95,
$bio

Hyper Black Bass '95 [Model DMG-A95J-JPN] (c) 1995 Black Label

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66165&o=2

$end


$gameboy=hyperbb,
$bio

Hyper Black Bass [Model DMG-HPJ] (c) 1992 Hot-B [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66166&o=2

$end


$info=hcrash,hcrashc,
$bio

Hyper Crash (c) 1987 Konami Industry Company, Limited.

Drive through a course and reach the goal by crashing into other cars and destroying them.

- TECHNICAL -

Game ID : GX401

Main CPU : Motorola 68000 (@ 6.1444 Mhz)
Sound CPU : Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : VLM5030 (@ 3.579545 Mhz), Konami K007232 (@ 3.579545 Mhz), YM2151 (@ 3.579545 Mhz)

Players : 1
Control : paddle
Buttons : 3

- TRIVIA -

Hyper Crash was released in September 1987.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3760&o=2

$end


$psx=hypercra,
$bio

Hyper Crazy Climber (c) 1996 Nichibutsu.

- TECHNICAL -

Game ID: SLPS-00248

- TRIVIA -

Released on February 23, 1996 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85290&o=2

$end


$x1_flop=hyperdsk,
$bio

Hyper Disk Monitor (c) 198? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86016&o=2

$end


$info=hyprduel,hyprduel2,
$bio

Hyper Duel (c) 1993 TechnoSoft.

A horizontal-scrolling shoot-em-up for 1 or 2 players, Hyper Duel features 7 challenging levels. The game also has an impressive array of power-ups, including one that is essentially a second 'drone' ship that is almost identical to the players' own. Hyper Duel also has a unique feature in that players can hold down a button and transform their ships in large robots; In robot form the players' firepower is drastically increased but the weapon no longer only fires forwards, and will track the players' joystick movements. The robots will return to ship form once the button is released.

- TECHNICAL -

Main CPU : (2x) Motorola 68000 (@ 10 Mhz)
Sound Chips : Yamaha YM2151 (@ 4 Mhz), OKI6295 (@ 15.625 Khz)

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Released in October 1993.

- STAFF -

Main programmer : Godzy
Sub programmer : Fake Dwarf Giva
Main designer : Unbalance
Enemy programmers : Fake Dwarf Giva, Alpha, Godzy
Demo programmer : Alpha
Enemy designers : KRP, Silver Hammer, Guges.D, Unbalance
Map designers : No Remorse, KRP, Guges.D
Visual designer : KRP
Music & Sound effects composer : Tsukumo Hyakutaro
Hyper duel mechanic designer : Booby Master
Game & Screen play designer : Alpha
Assembler : Indick-Mst
Graphic editor : Yotaro
Music driver : Yunker Matai
CN editor : Surino Ginji
Manual : Shion
Illustrastion : Tamtam, Silver Hammer
Voices : Youyouryouyours
Directer & Producer : Zako
Executive Producer : Shigotonin

- PORTS -

* Consoles :
Sega Saturn (1996) "Hyper Duel [Model T-1809G]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1160&o=2

$end


$saturn,sat_cart=hyprduel,
$bio

Hyper Duel (c) 1996 TechnoSoft

- TECHNICAL -

Game ID: T-1809G

- TRIVIA -

Released on November 12, 1996 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59250&o=2

$end


$megadriv=hyperdnk,
$bio

Hyper Dunk (c) 1994 Konami Company, Limited.

- TRIVIA -

Reviews:
[FR] May 1995 - Consoles + N.32: 68%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56567&o=2

$end


$megadriv=hyperdnkj,hyperdnkjp,
$bio

Hyper Dunk - The Playoff Edition (c) 1994 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56568&o=2

$end


$gameboy=hyperdnk,
$bio

Hyper Dunk [Model DMG-DW-NOE] (c) 1991 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66167&o=2

$end


$info=sidearmsu,sidearmsur1,
$bio

Hyper Dyne SIDE ARMS (c) 1986 Capcom Company, Limited.

North American release. Game developed in Japan. For more information about the game itself, please see the original Capcom version entry.

- TRIVIA -

Hyper Dyne Side Arms was released in November 1986 in North America. Disributed by Romstar under license from Capcom.

- PORTS -

* Consoles : 
Nintendo NES [Unreleased Prototype] 
NEC TurboGrafx-16 [US] (1989) "Side Arms [Model RTGX10001]" 
Microsoft XBOX [US] (November 24, 2006) "Capcom Classics Collection Vol. 2" 
Sony PlayStation 2 [US] (November 24, 2006) "Capcom Classics Collection Vol. 2 [Model SLUS-21473]" 
Sony PlayStation 2 [AU] (April 11, 2007) "Capcom Classics Collection Vol. 2 [Model SLES-54561]" 
Sony PlayStation 2 [EU] (April 13, 2007) "Capcom Classics Collection Vol. 2 [Model SLES-54561]" 
Sony PlayStation 3 [PSN] [EU] (February 20, 2013) "Capcom Arcade Cabinet" 
Microsoft XBOX 360 [XBLA] [EU] (February 20, 2013) "Capcom Arcade Cabinet" 
Microsoft XBOX 360 [XBLA] [AU] (February 21, 2013) "Capcom Arcade Cabinet" 
Sony PlayStation 3 [PSN] [US] (March 19, 2013) "Capcom Arcade Cabinet: Game Pack 3 [DLC]" 
Microsoft XBOX 360 [XBLA] [US] (March 20, 2013) "Capcom Arcade Cabinet: Game Pack 3 [DLC]" 
Sony PlayStation 3 [PSN] [US] (May 21, 2013) "Capcom Arcade Cabinet: All-In-One Pack [DLC]" 
Microsoft XBOX 360 [XBLA] [US] (May 22, 2013) "Capcom Arcade Cabinet: All-In-One Pack [DLC]" 

* Handhelds : 
Sony PSP [US] (March 22, 2006) "Capcom Classics Collection Remixed [Model ULUS-10097]" 
Sony PSP [EU] (July 21, 2006) "Capcom Classics Collection Remixed [Model ULES-00347]" 

* Computers : 
PC [MS-DOS, 5.25"] [US] (1988) : re-released in 1991 
Commodore C64 [EU] (1988) 
Sinclair ZX Spectrum [EU] (1988) 
Amstrad CPC [EU] (1988) 
Atari ST [EU] (1988) 
Commodore Amiga [EU] (1989) 
Amstrad CPC [FR] (1990) "10 Jeux Spectaculaires"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2438&o=2

$end


$info=sidearms,sidearmsj,
$bio

Hyper Dyne SIDE ARMS (c) 1986 Capcom.

An evil alien race called the 'Bozon' are trying to wipe out Mankind, and Lieutenant Henry and Sergent Sanders are given the responsibility of saving the Human Race. They each climb into a Mobilsuit - a jet-powered, heavily armoured combat suit - and set out on their mission. 

Side Arms is a horizontally - and occasionally vertically - scrolling shoot-em-up for one or two players. Each player has two fire buttons, one for shooting ahead and one for shooting behind; crucial for a game in which enemies attack from all directions. Shooting certain enemies will reveal power-ups - displayed as 'POW' icons - and shooting the icons will either change their type, or reveal a special weapon. 

Finally, Side Arms features a unique power-up. These power-ups are hidden in the level and can be collected by shooting at their location with any weapon. By collecting a circle icon that flashed between the Greek 'Beta' and ok, both players can join together to become a single, highly powerful combat unit capable of firing in eight different directions. When a two-player unit is joined, BOTH players' controllers can control the unit's movement, which can cause the unit to not move if players decide to go in different directions to each other. The player who picks up this power-up will control the main weapon from his current list only and the other player will be able to fire the secondary eight-direction weapon. The eight-direction weapon can be fired by single presses or automatically by holding either fire button. 

In a two-player game, this form will break apart after one hit to the unit, returning to both players individual units. In a one-player game it will break apart after two hits, causing the second unit to be destroyed. 

Appearance of the super unit and the eight-directional weapon is dependant on which player gets the power-up. First-player unit is a primarily orange unit that fires red triangle projectiles one way. Second-player unit is a blue unit that fires blue boomerangs that fly out and return causing a slower rate of fire. 

The 8 available power-ups are : 
* Speed-up (POW symbol) 
* Speed-down (Reverse POW symbol, shows just before reaching Auto I or II) 
* Bit - (3 level power-up) 
* Spread Gun - (3 level power-up) 
* Mega Bazooka Launcher (2 level power-up) 
* 3-Way Shot (2 level power-up) 
* Auto I (Chain gun) 
* Auto II (3-Way Auto) 

Players are able to carry all of the game's available weapons simultaneously and can switch between each one to suit the situation. All weapons can also be powered-up by collecting a similar option.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 4 Mhz) 
Sound CPU : Zilog Z80 (@ 4 Mhz) 
Sound Chips : (2x) Yamaha YM2203 (@ 4 Mhz) 

Players : 2 
Control : 8-way joystick 
Buttons : 3

- TRIVIA -

Hyper Dyne Side Arms was released in November 1986.

Alfa Records released a limited-edition soundtrack album for this game (Capcom Game Music Vol.2 - 28XA-203) on March 25, 1988. 

The player one character appears as a bonus item in some Capcom games including : "19XX - The War Against Destiny", "Super Buster Bros.", "U.N. Squadron" and "Black Tiger".

- UPDATES -

The Original Japanese release has an extra screen at the attract mode with the word 'Zettai!! Gattai!!'.

- TIPS AND TRICKS -

* During the attract sequences, when the players are joined, you can even move the character around without having to add any credits.

- SERIES -

1. Section Z (1985)
2. Side Arms - Hyper Dyne (1986)

- STAFF -

Game Designers : Noritaka Funamizu (Poo), Yoshiki Okamoto (Kihaji Okamoto) 
Object Designers : Dekachin, Kawamoyan 
Scroll Designers : Toride No Yas, Miki Chan 
Supplement : Uhe Uhe, Kurichan 
Sound Designer : Tadanomi Surozoo 
Music Composer : Ayako Mori 
Hardware : Panchi Kubozoo (Punch Kubozoo) 
Software : Mr.

- PORTS -

* Consoles : 
NEC PC-Engine [JP] (July 14, 1989) "Side Arms - Hyper Dyne [Model H54G-1004]" 
NEC PC-Engine CD-ROM² [JP] (December 15, 1989) "Hyper Dyne Side Arms Special [Model HACD9002]" 
Sony PlayStation 3 [PSN] [JP] (February 19, 2013) "Capcom Arcade Cabinet [Model NPJB-00210]" 
Microsoft XBOX 360 [XBLA] [JP] (February 20, 2013) "Capcom Arcade Cabinet"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3313&o=2

$end


$pcecd=hyperdyn,
$bio

Hyper Dyne SIDE ARMS Special (c) 1989 NEC Avenue, Limited.

Hyper Dyne Side Arms Special is a horizontal scrolling shooter developed by NEC Avenue. This special edition, released only five months after the HuCard game, includes a port of the original Hyperdyne Side Arms arcade game, basically identical to the HuCard version with a remastered CD quality soundtrack, and a special version called Side Arms Before Christ. However, this exclusive mode is a lot more than just an arranged version of the original game. First of all, the weapon menu screen has been removed and collecting a weapon now simply activates it. Power-up icons automatically cycle through weapons and don't need to be shot at anymore, and the weapons behave slightly differently. Additionally, a new Fire Ball weapon has also been added, as well as a blast of energy (similar to the Mega Bazooka Launcher from the original game) that can be charged up by holding the fire button. Beside, NEC Avenue surprisingly removed the merging option (which was Side Arms's signature feature) and it is not possible for the Alpha and Beta mobile-suits to combine anymore. However Side Arms Before Christ consists of ten levels and features new exclusive bosses and levels, but is still single-player only.

- TECHNICAL -

Game ID: HACD9002

- TRIVIA -

Hyper Dyne Side Arms Special for PC-Engine CD was released on December 15, 1989 in Japan for 5400 Yen.

- STAFF -

CD-ROM STAFF
Produced By: Toshio Tabeta (Nec Av)
Game Designed By: Yoshiki Okamoto
Character Designed By: Susumu Ueda, Toshifumi Ohnishi
Scroll Designed by: Yuki Kyoutani, Miki Kijima
Music Arranged By: Capcom Sound Team
Programmed By: Masayuki Akahori, Yoshito Itoh, J.M. Kim (Bits)
Etc.: Yohichi Shibuya, Yukio Kawamura, Kazuo Sakatake, Gou Kimura, Hidefumi Inaya
And Special Thanks To: Akira Yasuda, Atsushi Kakuta, Kouji Ibiki Matsuda, Yukihiro Free Too, Hideki Hacker Mesuda, Chieki Sweeper Ochiah, Masas, Yasunori Takahara, Soni Kim

Presented By Nec Avenue.
Licensed By Capcom.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58223&o=2

$end


$pce=sidearms,
$bio

Hyper Dyne SIDE ARMS (c) 1989 NEC Avenue, Limited.

Side Arms is a horizontal scrolling shooter developed by NEC Avenue and conversion of Capcom's arcade of the same name. Life on planet Earth is on the brink of extinction - an alien race called the Bozon has launched an unprovoked invasion and is on a quest to systematically find and annihilate any kind of terrestrial life. However, a group of heavy armed forces led by human survivors desperately attempts to save the planet - two heavy mechanical suits (known as Alpha and Beta mobile-suits), manage to infiltrate deep into enemy territory and are now humanity's last hope for survival. The player takes control of Alpha and fights his way through a variety of colorful, enemy-packed levels. But Side Arms - Hyper Dyne introduces a few unique features that sets it apart from the crowd - for instance, the Alpha can fire in two directions (forward or backward) based on which action button is pressed. Additionally, and in the Capcom tradition (or early tradition in the mid-1980s), various enemies leave behind power-up icons when killed - however, these power-pods come with a twist and cycle through different weapons and Speed up/Speed down icons when shot. Weapons range from Bits, 5-Ways Shotgun, Mega Bazooka Launcher and 3-Ways. But if the player happens to shoot at these pods for too long, they eventually lock themselves up into a bonus item, such as a cow, a star or a Yashichi (the latter two grant the player with rapid-fire shots). Each weapon can be stored for later use (press Run to switch from one to the other), and each one can be powered up a maximum of three times (however, the last active weapon used is lost when the player takes a fatal hit). Another powerful weapon in the game is Beta - although the second player's mobile-suit is not playable in this port, it can nevertheless be called (through the use of hidden Alpha icons) and combine with the player for devastating effects. Side Arms consists of nine levels and is single player only.

- TECHNICAL -

HuCARD ID: H54G-1004
HuCARD Size: 2 Mbits.

- TRIVIA -

Hyper Dyne Side Arms for PC-Engine was released on July 14, 1989 in Japan for 5400 Yen.

The arcade game was originally released by Capcom in 1986. Although the PC-Engine version is an incredibly faithful conversion, it nevertheless shows some differences with the original arcade game. Firstly, the two-simultaneous player mode was omitted and only Alpha is playable here. Then, although players could switch from one weapon to another at the touch of a button in the original version, they have to pause the game in the PC-Engine port. Finally, and most probably the oddest change of all, the music track for the first level was changed and sounds completely different!

- TIPS AND TRICKS -

* Enter these codes at the title screen:
Black and White mode: Hold down Up, Buttons I and II, and press Run
Slow motion/frame skip: Down, I, II, Run

- STAFF -

Executive Producer: Norihiko Hamada (Capcom), Shigenobu Nanbu (NEC Avenue)
Director: Yoshito Itoh (Capcom), Toshio Tabeta (NEC Avenue)
Programmer: Yoshito Itoh (Capcom)
Character Design: Susumu Ueda
Scroll Design: Susumu Ueda, Naoe Nonomura
Music Compose: Takashi Tateishi
Special Thanks to: Akira Yasuda, Masayuki Akahori, Atsushi Kakuta, Yuki Kyoutani, Miki Kijima, Toshifumi Ohnishi, Yoshinori Takenaka, Tadakatsu Makiuchi, Koji Yoshida, Yoshiki Okamoto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58721&o=2

$end


$jaguar=hyperfrc,
$bio

Hyper Force (c) 2000 Songbird Productions.

- TECHNICAL -

Model CF3003

- TRIVIA -

Hyper Force was developed exclusively for the Atari Jaguar by Visual Impact, but unfortunately Atari stopped publishing Atari games before this one was released. It was later produced by Songbird Productions. This cartridge was produced in very limited quantities.

- TIPS AND TRICKS -

* Cheat Codes:
6888 7765 - Health
7127 4718 - Skip stage
8237 1578 - Skip level
1768 6965 - Weapon 1
2564 8133 - Weapon 2
3233 2861 - Weapon 3
4535 1378 - Weapon 4
5745 5953 - Weapon 5

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76424&o=2

$end


$x68k_flop=akiko,
$bio

Hyper Girl AKIKO - Premium Version (c) 1993 Ides

- TRIVIA -

Released on February 10, 1993 in Japan.

Original price: 7800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87035&o=2

$end


$snes=hypriria,
$bio

Hyper Iria [Model SHVC-AZEJ-JPN] (c) 1995 Banpresto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61476&o=2

$end


$gameboy=hyperlod,
$bio

Hyper Lode Runner (c) 1989 Bandai.

- TECHNICAL -

[Model DMG-HLA]

- TRIVIA -

Hyper Lode Runner was released on September 21, 1989 in Japan.

- SERIES -

1. Lode Runner (1983)
2. Lode Runner - The Bungeling Strikes Back (1984)
3. Championship Lode Runner [Model HFC-CR] (1985, Nintendo Famicom)
3. Championship Lode Runner [Model HBS-G047C] (1985, MSX)
3. Championship Lode Runner [Sega My Card] [Model C-57] (1985, SG-1000)
3. Championship Lode Runner (1985, FM-7)
4. Lode Runner - Majin No Fukkatsu (1985)
5. Lode Runner II [Model HBS-G039C] (1985, MSX)
6. Lode Runner's Rescue (1985, Commodore C64)
7. Lode Runner - Teikoku Kara no Dasshutsu (1986)
8. Super Lode Runner [Model IFD-SLR] (1987, Nintendo Famicom Disk System)
8. Super Lode Runner [Model IM-03] (1987, MSX 2)
9. Hyper Lode Runner [Model DMG-HLA] (1989, Nintendo Game Boy)
10. Lode Runner - Lost Labyrinth [Model PV1004] (1990, NEC PC-Engine)
11. Battle Lode Runner [Model HC93054] (1993, NEC PC Engine)
12. Lode Runner Twin - Justy to Liberty no Daibouken [Model SHVC-7Z] (1994, Super Famicom)
13. Lode Runner - The Legend Returns (1994, Windows)
14. Lode Runner On-Line - The Mad Monks' Revenge (1995, PC [MS Windows 95])
15. Lode Runner - The Legend Returns [Model T-25101G] (1996, Sega Saturn)
16. Lode Runner 2 (1998, PC [Windows 95])
17. Power Lode Runner [Model SHVC-BPLJ-JPN] (1999, Super Famicom)
18. Lode Runner 3-D [Model NUS-NLRJ-JPN] (1999, Nintendo 64)
19. Lode Runner for WonderSwan [Model SWJ-BPR004] (2000, Bandai WonderSwan)
20. Lode Runner - Domdom Dan no Yabou [Model DMG-BXLJ-JPN] (2000, Nintendo Game Boy Colors)
21. Lode Runner 2 [SuperLite 1500 Series] [Model SLPM-86460] (2000, Sony PlayStation)
22. Lode Runner - The Dig Fight (2000)
23. Lode Runner [Model AGB-A39J-JPN] (2003, Nintendo Game Boy Advance)
24. Cubic Lode Runner [Hudson Selection Vol.1] [Model DOL-GQRJ-JPN] (2003, Nintendo GameCube)
24. Cubic Lode Runner [Hudson Selection Vol.1] [Model SLPM-62404] (2003, Sony PlayStation 2)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47370&o=2

$end


$pc98=hypermj,
$bio

Hyper Mahjong Mangan Zenseki (c) 1993 Kawai Gakki Seisakushou

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89701&o=2

$end


$megadriv=hyperm,
$bio

Hyper Marbles (c) 1991 Sega Enterprises, Limited.

- TECHNICAL -

Released in 1991 in Japan for the Sega Meganet online service.

- STAFF -

Planning: Gray
Program: IZM
Art: Hiroyuki Kawaguchi (Hiro.K)
Music: Masafumi Ogata (M.O), Takayuki Nakamura (T.N)

- PORTS -

* Consoles : 
Sega Mega-CD [JP] (March 18, 1994) "Game no Kanzume Vol. 1 [Model G-6032]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93491&o=2

$end


$info=j2hypnot,
$bio

Hyper Note (c) 198? JPM International.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15831&o=2

$end


$nes=hyperol,hyperolg,
$bio

Hyper Olympic (c) 1985 Konami Industry Company, Limited.

- TRIVIA -

Hyper Olympic was released on June 21, 1985 in Japan.

Export releases:
[US] "Track & Field [Model NES-TR-USA]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54210&o=2

$end


$nes=hyperolh,
$bio

Hyper Olympic (c) 1987 FMG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69269&o=2

$end


$info=hpolym84,
$bio

Hyper Olympic '84 (c) 1984 Konami.

- TECHNICAL -

Game ID : GX330

Main CPU : Motorola M6809 (@ 2.048 Mhz)
Sound CPU : Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : DAC, SN76496 (@ 1.789772 Mhz), Sanyo VLM5030 (@ 3.58 Mhz)

Players : 4
Buttons : 4

- TRIVIA -

Hyper Olympic '84 was released in July 1984 in Japan. 

This game is known outside Japan as "Hyper Sports". 

For more information about the game, please see the Hyper Sports entry.

- SERIES -

1. Hyper Olympic [Model GX361] (1983, ARC) 
2. Hyper Olympic '84 [Model GX330] (1984, ARC) 
3. Hyper Sports Special [Model GX861] (1988, ARC) 
4. Hyper Athlete [Model GV021] (1996, ARC) 
5. Nagano Winter Olympics '98 (1998, ARC) 
6. Ganbare! Nippon! Olympic 2000 (2000, N64)
7. International Track & Field Summer Games (2000, N64)
8. New International Track & Field (2008, DS)
9. Hyper Sports Winter (2010 iPhone OS)
10. Hyper Sports Track & Field (2010 iPhone OS)

- PORTS -

* Consoles :
Sega SG-1000 [JP] (1985) Hyper Sports 
Nintendo Famicom [JP] (1985) "Hyper Sports [Model RC806]" 

* Computers :
MSX [JP] (June 1984) "Hyper Sports 1 [Model RC715]"
MSX [JP] (Nov. 1984) "Hyper Sports 2 [Model RC717]"
MSX [JP] (1985) "Hyper Sports 3 [Model RC733]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1162&o=2

$end


$gbcolor=hyprol2k,
$bio

Hyper Olympic - Winter 2000 [Model CGB-A3HJ-JPN] (c) 2000 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68048&o=2

$end


$msx1_cart=hyperol1k,
$bio

Hyper Olympic 1 (c) 198? Zemina.

Korean release.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95218&o=2

$end


$msx1_cart=hyperol1,
$bio

Hyper Olympic 1 (c) 1984 Konami

- TECHNICAL -

[Model RC710]

- TRIVIA -

Released in April 1984 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48144&o=2

$end


$msx1_cart=hyperol2,
$bio

Hyper Olympic 2 (c) 1984 Konami

- TECHNICAL -

[Model RC711]

- TRIVIA -

Released in April 1984 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48145&o=2

$end


$gbcolor=hyperol,
$bio

Hyper Olympic Series - Track & Field GB [Model DMG-AHDJ-JPN] (c) 1999 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68049&o=2

$end


$info=hyprolym,hyprolymb,hyprolymba,
$bio

Hyper Olympic (c) 1983 Konami.

- TECHNICAL -

Game ID : GX361

Main CPU : Motorola M6809 (@ 2.048 Mhz)
Sound CPU : Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : DAC, SN76496 (@ 1.789772 Mhz), Sanyo VLM5030 (@ 3.58 Mhz)

Players : 4
Buttons : 3
= > [1] Run, [2] Jump/Throw, [3] Run

In a 4-player game on an upright machine, players 1 and 3 share player 1's control, and players 2 and 4 share player 2's control.

- TRIVIA -

Hyper Olympic was released in October 1983 in Japan. It is known outside Japan as "Track & Field". For more information about the game, please see the "Track & Field" (non-Japanese version) entry. 

Hyper Olympic is a resounding success, especially amongst real-life athletes who live to take out their aggression on animate or inanimate objects. The game inspires an all-new level of two-player competition in arcades.

- UPDATES -

The bootleg version features different speech, as the original sound hardware could not be totally hacked - the slightly different voices are allegedly those of the bootleggers themselves! Also, it contains a typo : the word HEIGHT replaces the original HIGHT.

- SERIES -

1. Hyper Olympic [Model GX361] (1983, ARC) 
2. Hyper Olympic '84 [Model GX330] (1984, ARC) 
3. Hyper Sports Special [Model GX861] (1988, ARC) 
4. Hyper Athlete [Model GV021] (1996, ARC) 
5. Nagano Winter Olympics '98 (1998, ARC) 
6. Ganbare! Nippon! Olympic 2000 (2000, N64)
7. International Track & Field Summer Games (2000, N64)
8. New International Track & Field (2008, DS)
9. Hyper Sports Winter (2010 iPhone OS)
10. Hyper Sports Track & Field (2010 iPhone OS)

- PORTS -

Note: These are Japanese ports only. For ports released outside Japan, please see the "Track & Field" (non-Japanese version) entry.

* Consoles : 
Nintendo Famicom [JP] (June 21, 1985) "Hyper Olympic: Gentai Ban! [Model RC800]" 
Nintendo Game Boy [JP] (July 17, 1992) "Konamic Sports in Barcelona [Model DMG-KHJ]" 
Nintendo DS [JP] (March 15, 2007) Konami Arcade Collection [Model NTR-P-A5KJ (RY039-J1)]" 
Microsoft XBOX 360 [XBLA] [JP] (August 8, 2007) 
Nintendo DS [JP] (October 29, 2009) Konami Arcade Collection [Konami Dendou Selection] [Model NTR-ASKJ-JPN-1 (RY039-J4)]" 
Nintendo DS [JP] (July 24, 2008) "New International Hyper Sports DS [Model NTR-P-AFEJ]" 

* Computers : 
Spectravideo [JP] (1984) 
MSX [JP] (1984) 
MSX [JP] (April 1984) "Hyper Olympic 1 [Model RC710]" 
MSX [JP] (April 1984) "Hyper Olympic 2 [Model RC711]" 

* Others : 
VFD portable game [JP] (1984) "Hyper Olympic Challenge 5" by Bandai. 
LCD handheld game [JP] (1984) "Hyper Olympic Jumping Type" by Bandai. 
LCD handheld game [JP] (1984) "Hyper Olympic Running Type" by Bandai. 
LCD handheld game [JP] (1984) "Hyper Olympic Throwing Type" by Bandai.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1161&o=2

$end


$x1_flop=hyprol84,
$bio

Hyper Olympics '84 (c) 1984 dB-SOFT [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86017&o=2

$end


$x1_cass=hyprol84,hyprol84a,
$bio

Hyper Olympics '84 1 (c) 1984 dB-SOFT.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86236&o=2

$end


$n64=naganoj,
$bio

Hyper Olympics in Nagano 64 [Model NUS-NH5J] (c) 1997 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57746&o=2

$end


$info=hyperpac,hyperpacb,
$bio

Hyper Pacman (c) 1995 SemiCom.

This is an updated version of Namco's seminal "Pac-Man", featuring forced-perspective 3-D graphics that allow the players to jump over the enemy ghosts; in a similar fashion to Namco's "Pac-Mania", released in 1987. There are secret items and food to be found on each level that increases the player's power and score. The power-ups themselves consist of a shield, helmet lasers, speed and jump shoes. Players will face a boss encounter every ten stages and the game ends after the 30th stage.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 16 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2151 (@ 4 Mhz), OKI6295 (@ 7.575 Khz)

Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 57.50 Hz
Palette colors : 256

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Released in September 1995.

- TIPS AND TRICKS -

If you eat only the small dots and not the power dots, you will gain access to a secret stage on each round (with extend, shield, helmet lasers, speed, and jump shoes). If you play with the second player, the ghost will chase you less than the first player and you will be closer to the fixed items on each stage.

- SERIES -

1. Hyper Pacman (1995)
2. Twinkle (1997)

- STAFF -

Executive Producer : Jeon Jae Yeon
Game Designer : Han Seung Hoon
Main Programmer : Kim Hyun Ho
System Programmer : Kim Jin Woo
Sound Programmer : Oh Gyeong Hun
Graphic Designer : Hong Young Joo
Sound Composer / S.E : Jeon Seok Gee
Special Thanks : Whang O Sik, Oh Hyun Sook, Jung Il Bong, Jung Ui Jin, Her Eun Ock, Kim Jang Gun

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1163&o=2

$end


$gamegear=hypyak92,
$bio

Hyper Pro Yakyuu '92 (c) 1992 Sega Enterprises, Limited.

- TECHNICAL -

Cartridge ID: G-3217

- TRIVIA -

Reviews:
[FR] July/August 1992 - Consoles + N.11: 63/100
[FR] July 1992 - Joypad N.10: 71/100

Average note: 67/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64635&o=2

$end


$msx1_cart=hyprally,hyprallyb,hyprallyc,hyprallya,
$bio

Hyper Rally [Model RC718] (c) 1985 Konami Industry Co., Ltd. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77147&o=2

$end


$saturn,sat_cart=hyperrev,
$bio

Hyper Reverthion (c) 1996 TechnoSoft

- TECHNICAL -

Game ID: T-1803G

- TRIVIA -

Released on June 07, 1996 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59251&o=2

$end


$psx=hypersec,
$bio

Hyper Securities 2 [Model SLPS-01417] (c) 1996 Victor Interactive Software, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85291&o=2

$end


$saturn,sat_cart=hyprsecu,
$bio

Hyper Securities S (c) 1997 Pack-In-Video Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59252&o=2

$end


$pce=deadmoon,
$bio

Hyper Shooting DEAD MOON 月世界の悪夢 (c) 1990 TSS
(Hyper Shooting DEAD MOON - Tsuki Sekai no Akumu)

Dead Moon is a side-scrolling shooter published by TTS. In the near future, a mysterious comet has crashed into the Moon and an army of deadly alien invaders are slowly building up on it, ready to invade the Earth. The players takes control of a special space-fighter especially designed to counter the alien attack, and starts his journey from a futuristic city on Earth, and fights his way through six levels up the Moon and deep inside its core. The ship comes equipped with a standard and upgradeable weapon, as well as three smart bombs. The default weapon is a multi-way Vulcan gun (yellow), and more are available throughout the game - ring lasers (red), lasers (blue) and blaster waves (green). Each weapon can be upgraded by collecting power-up icons of the same type twice, and this up to four times - and when they finally reach their maximum power, the ship automatically gains an extra smart bomb. Weapons also double as a shield - each time the ship gets hit, it loses a power-level, preventing it to be destroyed until it reaches its lowest level. Secondary weapons can also be equipped, such as homing missiles and defense satellites. Finally, the ship's speed can also be adjusted at anytime during the game, allowing the player to adapt to a given situation.

- TECHNICAL -

Game ID: TS91001

- TRIVIA -

Released on February 22, 1991 in Japan for 7400 Yen.

- STAFF -

Game Design: T. Yoshimine, M. Tamura, K. Kawahata
Program: T. Yoshimine
Graphic: M. Tamura, K. Kawahata
Music: M. Ishimoda, Y. Sonoda
Sound Effect: H. Nishikawa, Terra
Adviser: E. Euda, T. Kajii, A. Kayamoto, K. Hayashi

Special Thanks: Cozono, J. Kojima, Sanbon's, T. Tagami, N. Satoh, Y. Honda, Y. Kawada, H. Kojima, H. Tanita, A. Ishida

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58557&o=2

$end


$bbca_cass,bbcb_cass=hyperspo,
$bio

Hyper Sports (c) 1984 Imagine Software.

- STAFF -

BBC version programmed by: Richard Kay

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51962&o=2

$end


$cpc_cass=hyperspt,
$bio

Hyper Sports (c) 1985 Imagine Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96736&o=2

$end


$nes=hyperspth,
$bio

Hyper Sports (c) 1987 FMG.

Pirate version by FMG.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69270&o=2

$end


$sg1000=hypersptk,
$bio

Hyper Sports (c) 198? Samsung

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65062&o=2

$end


$msx1_cart=hyperspt,hyperspta,
$bio

Hyper Sports 1 (c) 1984 Konami.

- TECHNICAL -

[Model RC715]

- TRIVIA -

Released in June 1984 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48147&o=2

$end


$msx1_cart=hypersp2k,
$bio

Hyper Sports 2 (c) 1986 Topia.

Korean release.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95196&o=2

$end


$sg1000=hypersp2,
$bio

Hyper Sports 2 (c) 198? Aaronix.

- TECHNICAL -

[Model R-101]

- TRIVIA -

This game was not originally programmed for the Sega SG-1000, it is a pirate port of the MSX game with the same name.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49040&o=2

$end


$msx1_cart=hypersp2,
$bio

Hyper Sports 2 (c) 1984 Konami.

- TECHNICAL -

[Model RC717]

- TRIVIA -

Released on November 1984 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48148&o=2

$end


$gba=hyprs2k2,
$bio

Hyper Sports 2002 Winter [Model AGB-AWIJ-JPN] (c) 2002 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71239&o=2

$end


$msx1_cart=hypersp3,hypersp3b,hypersp3a,
$bio

Hyper Sports 3 (c) 1985 Konami.

- TECHNICAL -

[Model RC733]

- TRIVIA -

Released on September 1985.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48154&o=2

$end


$info=hypsptsp,
$bio

Hyper Sports Special (c) 1988 Konami.

Go for the Gold in Konami's newest kit, Hyper Sports Special. Feel the thrill of competition as you test your Olympic skills against other world-class athletes. The Bronze is not enough, and even the Silver won't cut it - you are going for the Gold! However, you must at least qualify in each event in order to compete in the next event. 

Get pumped up to compete in the following events : 

1) 100m Dash : Race against the other athletes as well as the clock. This is just a warm-up compared to the events to come. 

2) Long Jump : Player dashes to the line, leaps, and propels his body as far as he is able. The player controls the speed and angle of the jump. 

3) 400m Relay (Qualifying Heat) : Speed and timing are crucial in this event. Player must coordinate the baton hand-off perfectly for the best qualifying time. 

4) Skeet Shooting : Player can aim left and right at the clay pigeons and must prove that he is a sure shot. A chance for bonus points is given for excellent marksmanship. 

5) 110m Hurdles : Player sprints down the track, timing his jumps perfectly to clear all of the hurdles and reach the finish line in time. 

6) Archery : This is a trial of the player's proficiency in using a bow and arrow. The player can decide the direction and force of the wind, which will help in demonstrating his skill as a sharpshooter. 

7) Javelin Throw : The player darts to the line and throws the javelin with all his might. The player controls the height of the javelin. 

8) High Jump : Another test of speed and strength as the player runs to the line and hurls his body over the bar. The player can control his angle above the bar. 

9) 400m Relay - The Final Race : The final test of physical training as the player faces the challenging relay again. 

GO FOR THE GOLD!

- TECHNICAL -

Game ID : GX861

Runs on Konami's "Chequered Flag" Hardware
Main CPU : KONAMI (@ 3 Mhz)
Sound CPU : Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), (2x) UPD7759 (@ 640 Khz)

Screen Orientation: Horizontal.
Video Resolution: 304x224 pixels.
Refresh rate: 60Hz.
Palette Colours: 2048

Players : 4 
Buttons : 3, depending on the event... 
= > 100m Dash : [1] Power, [2] Unused, [3] Power 
= > Long Jump : [1] Power, [2] Jump, [3] Power 
= > 400m Relay : [1] Power, [2] Relay, [3] Power 
= > Skeet Shooting : [1] Shoot, [2] Left, [3]Right 
= > 110m Hurdles : [1] Power, [2] Jump, [3] Power 
= > Archery : [1] Unused, [2] Shoot, [3] Unused 
= > Javelin Throw : [1] Power, [2] Shoot, [3] Power 
= > High Jump : [1] Power, [2] Jump, [3] Power

- TRIVIA -

Hyper Sports Special was released in July 1988 in Japan, just in time for the 1988 Summer Olympics held in Seoul, South Korea. 

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

Default high-score : 
1 H.O 50000 
2 M.O 49500 
3 J.N 49000 
4 A.S 48500 
5 T.O 48000 
6 K.K 47500 
7 H.A 47000 
8 A.N 46500 
9 H.I 46000 
10 Y.S 45500 
11 F.S 45000 
12 K.O 44500

Export releases:
"'88 Games"
"Konami '88"

- SERIES -

1. Hyper Olympic [Model GX361] (1983, ARC) 
2. Hyper Olympic '84 [Model GX330] (1984, ARC) 
3. Hyper Sports Special [Model GX861] (1988, ARC) 
4. Hyper Athlete [Model GV021] (1996, ARC) 
5. Nagano Winter Olympics '98 (1998, ARC) 
6. Ganbare! Nippon! Olympic 2000 (2000, N64)
7. International Track & Field Summer Games (2000, N64)
8. New International Track & Field (2008, DS)
9. Hyper Sports Winter (2010 iPhone OS)
10. Hyper Sports Track & Field (2010 iPhone OS)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1165&o=2

$end


$sg1000=hypersptt,
$bio

Hyper Sports [Model B-042] (c) 1985 Aaronix [Taiwan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65063&o=2

$end


$sg1000=hyperspt,
$bio

Hyper Sports (c) 1985 Sega Enterprises, Limited.

- TECHNICAL -

[Model G-1042]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49039&o=2

$end


$info=hyperspt,hypersptb,
$bio

Hyper Sports (c) 1984 Konami

Hyper Sports is a multi-event sports game and is the sequel to 1983's seminal "Track and Field". As with "Track and Field", the game supports up to four players and is controlled by two RUN buttons (renamed GO for this sequel) and one action - or UP - button. 

Tap GO and player will accelerate, shoot or lift. Push UP and player will jump or shoot. The game offers seven different Olympic-based events, and players must achieve qualification in each event in order to progress to the next. Game is over if you fail to qualify in an event.

The seven events are : 

1) Swimming-100M Freestyle : Use GO and UP buttons to regulate the speed and breath of swimmer. Tap GO button(s) to accelerate swimmer. Press UP button to allow swimmer to breath when 'breath' display appears on the screen. Swimmer will submerge if UP button is pressed any other time. Equal the computer's time for 3000 point bonus. 

2) Skeet Shooting : Push either GO button to shoot. Shooting direction, left or right, coincide with GO button. Shoot clay within the red window to score. Consecutive hits expand the window, in single increments, to maximum. A miss will reduce the window to the smallest shape. 500-point clay appears after nine (9) consecutive hits. 1000 point clay appears after 19 consecutive hits. Hit all clays for a 'perfect' score. 

3) Long Horse : Press and release either GO button to accelerate player, push UP button at a proper position on the ramp to jump to the horse and again to lift from the horse. While in the air, tap GO button(s) to control rolls and dismount pose. Points are decided on the number of rolls and dismount pose. 

4) Archery : Press either GO button to randomly stop wind reel. Reel will automatically stop at random if GO button is not pressed, wind reel displays wind direction and velocity (0 through 7 mph). Push UP button to shoot and hold to control angle. 

5) Triple Jump : Tap GO button(s) to accelerate player. Press UP button at a proper position to hop, step and jump. 

6) Weight Lifting : Push GO button, each time, to advance to the next heaviest class, once advanced, backing up to a lighter class can not be made. Press UP button to elect weight class. Tap GO button(s) to lift the weight, press UP button when bar bell flashes and continue tapping GO button(s) until the three judge indicators light up. 

7) Pole Vault : Push either GO button and release. Press UP button to vault and release at proper position to clear the bar.

- TECHNICAL -

Game ID : GX330 

Main CPU : Motorola M6809 (@ 2.048 Mhz) 
Sound CPU : Zilog Z80 (@ 3.579545 Mhz) 
Sound Chips : DAC, SN76496 (@ 1.789772 Mhz), Sanyo VLM5030 (@ 3.58 Mhz) 

Players : 4 
Buttons : 3 
= > [1] GO (LEFT), [2] UP, [3] GO (RIGHT)

- TRIVIA -

Hyper Sports was released in July 1984 by Centuri in the US, under license from Konami. 

While not quite achieving the commercial and critical success of "Track and Field", Hyper Sports still proved to be very popular among gamers and, like its prequel, really came into its own as a highly addictive multi-player experience. 

This game is known in Japan as "Hyper Olympic '84". 

This game is a resounding success, especially amongst real-life athletes who live to take out their aggression on animate or inanimate objects. The game inspires an all-new level of two-player competition in arcades. 

Kelly Kobashigawa holds the official record for this game with 538340 points. 

* BUG : If you 'get a mole' on the pole vault, but the jump qualifies as a world record, you will not be awarded your bonus points. 

* BUG 2 : The game lists 'Today's Top 10', but these are actually the 4th to 13th inclusive highest scores ever. The 14th to 20th highest scores ever are also stored, but never displayed - this is why the first game after switching on a well-used machine generally gets ranked 21st. The 1st to 3rd highest scores ever are displayed on a separate screen labelled 'Hyper Medalist'. 

* Oddity : If your time runs out on a weight lift and you have one red and two white lights displayed, the lift will be counted as successful. This is in accordance with actual competition weight lifting rules.

- TIPS AND TRICKS -

SWIMMING-100M FREESTYLE  :
* After a few seconds of swimming, 'breath' will appear, press the UP button to take a breath and continue swimming. To swim better, try to predict when you will need to take a breath, this is approximately every 2-3 seconds.
* If the two middle swimmers achieve a dead-heat, a frog appears and a 3,000 points bonus is awarded.

SKEET SHOOTING :
* Use GO (LEFT and RIGHT) buttons to shoot either the left or right target respectively. Try to hit an many consecutive targets as possible : If the player hits everything perfect then a bird will fly past. Hit that and the player is awarded a 3,000 point bonus.
* Shoot the final object with the left hand side target and a parrot will fly from right to left. This can be hit repeatedly for 1,000 points.

LONG HORSE :
* Press UP when you are at the end of the spring board, you will then spring onto the horse. Wait until you are in a fully upright handstand then press UP again to leap off the horse. Once in the air, hit the GO buttons repeatedly to spin. Ensure that your feet are facing the ground as you land.
* After launching from the horse, tap a RUN button to rotate so you land on your head. An object falls from the sky and a 3,000 points bonus is awarded.

ARCHERY :
* First, hit GO (LEFT and RIGHT) buttons to set the wind. Then hold the UP button until the angle gets to about 5.0', release the button and hope it hits the middle of the board. A 'nice' is achieved if a bullseye is made. If you get 8 nices, in the first or second round, you will move onto the next round where you can earn more points. There is a point bonus for getting all 'nices'; in the first round it is 3,000 points, in the second round it is 4,000 points and in the third round it is 6,000 points. If you get all 'nices', the moving target will be replaced by an apple, which can be hit for an increasing number of bonus points. When the apples appear, there is no angle factor, you just have to hit the button to fire the arrow.

TRIPLE JUMP :
* Press GO (LEFT and RIGHT) buttons repeatedly to gain speed. Then hold UP to get an angle of 45'; when you land you will take one step forward, press UP only when you have taken a step, then try to get a 45' angle again. Repeat for the final jump. If you hold UP just as your foot hits the board, you will get a distance boost.
* If your jump starts right on the line and also has the angles of 35, 41, and then 45 degrees, a rocket flies past and a 3,000 point bonus is awarded.  Note that this bonus is not seen if the jump sets a new world record.

WEIGHT LIFTING :
* Press GO (LEFT and RIGHT) buttons repeatedly to build up the weight-lifter's power. When he has enough power, he will lift up the weights and they will flash. Then whilst it is flashing, press UP. He will then stretch out his arms and you will have to keep pressing GO (LEFT and RIGHT) for him to keep it held above his head for 3 Beeps. When the 3 Beeps are over, you've qualified.
* Following a successful lift, pressing both run buttons the instant the dropped weights hit the floor causes 3 girls to be displayed, holding a '1000' sign. A 1,000 points bonus is awarded.

POLE VAULT :
* This is by far the trickiest event of the game. Press GO buttons to start the run. Then as you near the silver pole trap, hold UP and the pole will lower towards the trap (the closer it is, the more power you will get for the next part). Keep holding UP until you reach the top of the bar, then release. You will then let go of the pole and vault over. Hold UP just as you get half way over the bar and you will 'drift' to the right and hopefully over the bar itself. Once your character has let go of the pole, hitting the GO buttons can increase the height of the vault.

- SERIES -

1. Track & Field [Model GX361] (1983, ARC)
2. Hyper Sports [Model GX330] (1984, ARC)
3. '88 Games [Model GX861] (1988, ARC)
4. Hyper Athlete [Model GV021] (1996, ARC)
5. Nagano Winter Olympics '98 [Model GX720] (1998, ARC)
6. International Track & Field 2000 (2000, PS)
7. International Track & Field Summer Games (2000, N64)
8. New International Track & Field (2008, DS)
9. Hyper Sports Winter (2010 iPhone)
10. Hyper Sports Track & Field (2010 iPhone)

- PORTS -

* Computers : 
BBC Micro [EU] (1984) 
MSX [EU] (1984) "Hyper Sports 1 [Model RC715]" 
MSX [EU] (1984) "Hyper Sports 2 [Model RC717]" 
MSX [EU] (1985) "Hyper Sports 3 [Model RC733]" 
Commodore C64 [US] [EU] (1985) 
Sinclair ZX Spectrum [EU] (1985) : Does not have the Pole Vault event. 
Sinclair ZX Spectrum [EU] (1986) "Konami Coin-Op Hits" - ZX Spectrum version : Does not have the Pole Vault event. 
Amstrad CPC [EU] (1986)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1164&o=2

$end


$nes=hyperspt,hyperspt1,
$bio

Hyper Sports (c) 1985 Konami Industry Company, Limited.

- TECHNICAL -

Game ID: RC806

- TRIVIA -

Hyper Sports was released on September 27, 1985 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54211&o=2

$end


$info=hsf2,
$bio

Hyper Street Fighter II - The Anniversary Edition (c) 2004 Capcom USA, Incorporated.

North American release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Hyper Street Fighter II - The Anniversary Edition [Green Board]".

- TECHNICAL -

Runs on the "CP System II" hardware.
Blue Board [USA]

- PORTS -

Here is a list of ports released in North America, Europe, and Australia.

* Consoles : 
Microsoft XBOX [AU] (2004) "Street Fighter Anniversary Collection" 
Sony PlayStation 2 [EU] (May 28, 2004) "Hyper Street Fighter II - The Anniversary Edition [Model SLES-52444]" 
Sony PlayStation 2 [US] (August 31, 2004) "Street Fighter Anniversary Collection [Model SLUS-20949]" 
Microsoft XBOX [EU] (October 29, 2004) "Street Fighter Anniversary Collection" 
Sony PlayStation 2 [EU] (October 30, 2004) "Street Fighter Anniversary Collection" 
Microsoft XBOX [US] (February 22, 2005) "Street Fighter Anniversary Collection"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69644&o=2

$end


$info=hsf2j,
$bio

Hyper Street Fighter II - The Anniversary Edition (c) 2004 Capcom Company, Limited.

Here comes a new challenger... Every character, every move, every combo: one massive game to celebrate the 15 years of one of the greatest fighting game of all time.

- TECHNICAL -

Runs on the "CP System II" hardware.
Green Board [Japan]

Players: Up to 2 
Control: 8-way joystick per player
Buttons: 6 per player.
= > [1] LP (Jab), [2] MP (Strong), [3] HP (Fierce) 
= > [4] LK (Short), [5] MK (Forward), [6] HK (Roundhouse)

- TRIVIA -

Hyper Street Fighter II - The Anniversary Edition was released in December 2003 in Japan. It was known as the 38th CPS-II video game.

Known Export releases:
"Hyper Street Fighter II - The Anniversary Edition [Blue Board]"
"Hyper Street Fighter II - The Anniversary Edition [Grey Board]"

The core of the game is based on "Super Street Fighter II Turbo", but now players have up to five different versions of each character to choose from. 

The arcade intro has reverted back to the one found in "Super Street Fighter II - The New Challengers" with the new addition being the title screens from the previous SFII games alternating between lightning flashes. 

The title screens for the CPS1 games "Street Fighter II - The World Warrior", "Street Fighter II' - Champion Edition", and "Street Fighter II' - Hyper Fighting" are presented for the first time on the CPS2 hardware via this game's intro. 

Though the character select screen layout is the same as the one found in "Super Street Fighter II Turbo", its music has changed back to the character select music found in "Super Street Fighter II - The New Challengers, " which itself is a remixed version of the character select music from the CPS1 Street Fighter II games. 

The version of the character corresponds to the SFII game that they were playable in : 
'NORMAL' - "Street Fighter II - The World Warrior" 
'CHAMP' - "Street Fighter II' - Champion Edition"
- Japanese version : 'DASH' - "Street Fighter II' - Champion Edition"
'TURBO' - "Street Fighter II' - Hyper Fighting"
'SUPER' - "Super Street Fighter II - The New Challengers" 
'SUPER T' - "Super Street Fighter II Turbo"
- Japanese version : 'SUPER X' - "Super Street Fighter II X - Grand Master Challenge" 

Note: In 1-player mode and attract mode, the CPU only uses the 'SUPER X'/'SUPER T' version of each character. 

The playback format of the background music has changed from "Super Street Fighter II - The New Challengers". In the previous game, the background music will change to the 'Heavy Damage' version of the music on the second round onward when the KO sign flashes. In this game, the background music will change to the 'Heavy Damage' version of the music only if the character that triggered the KO sign to flash is in danger of losing his or her final round. 

Color schemes for the stage backgrounds are still the same as for "Super Street Fighter II - The New Challengers" and "Super Street Fighter II Turbo". However, a few background elements originally seen exclusively in "Street Fighter II - The World Warrior" have returned : 
1) The dual barrels and stack of boxes in Ken's stage (from "Champion Edition" to "Super Turbo" there was just a single barrel). 
2) The breakable 'Fuurinkazan' signs in Ryu's stage. 
3) The lantern on the left side of E. Honda's stage (originally seen exclusively on the SNES port of "Street Fighter II - The World Warrior"). 

Conversely, background elements that were present since "Super Street Fighter II - The New Challengers" are now missing : 
1) The toucan that flies away at round's end in Dee Jay's stage. 

Another change from the previous episodes can be seen at the character selection screen, when you go on Fei Long's profile, the colonial flag of Hong Kong was changed to the flag of China due to the handover in 1997. Street Fighter has to keep up with the times!

- TIPS AND TRICKS -

* Holding Start while selecting 'SUPER' for the version of your character will select the secret 'Super' version of the character as found in "Super Street Fighter II Turbo". 

* Pressing the Start button to select your character when using the 'NORMAL', 'SUPER', or 'Old Super' version of the character will select them in an alternate classic outfit, used originally when two players simultaneously used the old version of the same character in "Super Street Fighter II Turbo". 

* Holding Start while selecting 'SUPER T' for the version of your character will allow certain characters to 'store' their super combos.

- SERIES -

1. Street Fighter (1987)
2. Street Fighter II - The World Warrior [B-Board 90629B] (1991)
3. Street Fighter II' - Champion Edition [B-Board 91634B-2] (1992)
4. Street Fighter II' - Hyper Fighting [B-Board 91635B-2] (1992)
5. Super Street Fighter II - The New Challengers [Green Board] (1993)
6. Super Street Fighter II Turbo [Blue Board] (1994)
7. Street Fighter Alpha - Warriors' Dreams [Blue Board] (1995)
8. Street Fighter Alpha 2 [Blue Board] (1996)
9. Street Fighter III - New Generation (1997)
10. Street Fighter III - 2nd Impact : Giant Attack (1997)
11. Street Fighter Alpha 3 [Blue Board] (1998)
12. Street Fighter III - 3rd Strike : Fight For The Future (1999)
13. Hyper Street Fighter II - The Anniversary Edition [Green Board] (2003)
14. Street Fighter IV (2008)
15. Super Street Fighter IV - Arcade Edition (2010)
16. Ultra Street Fighter IV (2014)

- STAFF -

Planner : Oni-Suzuki, Mo-Z
Programmer : Shin., Hard. Yas, Meijin, Hyper Shinchan, Yu Kawamura, Yoji Mikami, Senor, .Seta
Special Programmer : Nobuaki Minomiya
Title Designer : Ukabin
Instruction Card Designer : Masako Honma, Minoru Nagaoka
Scroll Designer : Yoko Fukumoto, Kuwajima.C-Ya.R-W, Alecky.Eh
Sound Designer : Hiroaki X68K Kondo
Music Arranger : Mitsuhiko Takano
Producer : Kenzy Itsuno
Executive Producer : Yoshihiro Sudo
Executive Director : Noritaka Funamizu
Special Thanks : Satoshi Ise, Neo-G (H. Ishizawa), Matsukuni, Takashi Kubozono, Toru Kusano, Masayuki Fukumoto, Noriko Kato, Bug (Skill-Smith), Ru-pin, M. Masa

- PORTS -

Here is a list of ports released in Japan.

* Consoles : 
Sony PlayStation 2 [JP] (December 18, 2003) "Hyper Street Fighter II - The Anniversary Edition [Model SLPM-65496]" 
Sony PlayStation 2 [JP] (December 18, 2003) Hyper Street Fighter II - The Anniversary Edition [Special Anniversary Pack] [Model CPCS-10007]" 
Microsoft XBOX [JP] (October 28, 2004) "Street Fighter Anniversary Collection [Model STJ-00001]" 
Sony PlayStation 2 [JP] (January 25, 2007) Hyper Street Fighter II - The Anniversary Edition [CapKore] [Model SLPM-66636]". 
Sony PlayStation 2 [JP] (September 18, 2008) "Hyper Street Fighter II - The Anniversary Edition/Vampire: Darkstalkers Collection Value Pack [Model CPCS-01039]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3834&o=2

$end


$info=hsf2a,hsf2d,
$bio

Hyper Street Fighter II - The Anniversary Edition (c) 2004 Capcom Company, Limited.

Asian release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Hyper Street Fighter II - The Anniversary Edition [Green Board]".

- TECHNICAL -

Runs on the "CP System II" hardware.
Grey Board [Asia]

- PORTS -

Here is a list of ports released in Asia (excluding Japan).

* Consoles : 
Sony PlayStation 2 [KO] (July 22, 2004) "Street Fighter Anniversary Collection" 
Sony PlayStation 2 [KO] (September 3, 2008) "Street Fighter Anniversary Collection [PlayStation 2 Big Hit] [Model SLKA-25437]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69645&o=2

$end


$x68k_flop=hyperudv,
$bio

Hyper UD (c) 1988 East Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87776&o=2

$end


$snes=hyprvbalu,
$bio

Hyper V-Ball [Model SNS-HQ-USA] (c) 1994 Mc O'River

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63082&o=2

$end


$snes=hyprvbal,
$bio

Hyper V-Ball [Model SNSP-HQ-EUR] (c) 1994 Mc O'River

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63081&o=2

$end


$info=m4hypvip,m4hypvip__a,m4hypvip__b,m4hypvip__c,m4hypvip__d,m4hypvip__e,m4hypvip__f,m4hypvip__g,m4hypvip__h,m4hypvip__i,m4hypvip__j,m4hypvip__k,m4hypvip__l,m4hypvip__m,m4hypvip__n,m4hypvip__o,
$bio

Hyper Viper (c) 199? Barcrest.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=21253&o=2

$end


$info=m5hypvip,
$bio

Hyper Viper (c) 200? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41587&o=2

$end


$info=m4hypclb,m4hypclb__a,m4hypclb__b,m4hypclb__c,
$bio

Hyper Viper Club (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41345&o=2

$end


$pcecd=hyperwar,
$bio

Hyper Wars (c) 1994 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58224&o=2

$end


$x68k_flop=hyperwor,
$bio

Hyper Word (c) 1990 Sharp [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87777&o=2

$end


$psx=hyperral,
$bio

Hyper-Rally [Model SLPS-00462] (c) 1996 Harvest One [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85292&o=2

$end


$info=sc2hypr,sc2hypr1,sc2hypr1p,sc2hyprp,
$bio

Hyperactive (c) 1996 Bell-Fruit Mfg. Company, Limited. [B.F.M.].

- TECHNICAL -

[Model 6784]

- TRIVIA -

Released in June 1996 in the UK.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42197&o=2

$end


$info=sc4hyper,sc4hypera,
$bio

Hyperactive (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR2053]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42652&o=2

$end


$info=hypbl_l4,hypbl_l5,hypbl_l6,hypbl_l2,
$bio

Hyperball (c) 1981 Williams Electronics, Incorporated.

- TECHNICAL -

Williams System 7
Model Number : 509

Main CPU : M6808 (@ 895 KHz)
Sound CPU : M6808 (@ 894.750 KHz)
Sound chips : DAC, HC55516

- TRIVIA -

Approx. 4,500 units were produced.

- STAFF -

Designer : Steve Ritchie (SSR)
Artwork : Seamus McLaughlin
Software : Ed Suchocki (EJS)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3515&o=2

$end


$bbca_cass,bbcb_cass=hyprball,
$bio

Hyperball (c) 1990 Superior Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51963&o=2

$end


$cpc_cass=hyperbwl1,hyperbwl,
$bio

Hyperbowl [Model IA0155] (c) 1986 Mastertronic, Ltd. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96738&o=2

$end


$vectrex=hyprchas,
$bio

Hyperchase (c) 1982 GCE [General Consumer Electric]

Watch out for the guardrail! You're behind the wheel of your formula one racer about to start the world's toughest grand prix. Try to stay alive through city streets and country roads. Start your engine -- the start lights are counting down!

You have a choice of two game play options. They are:

GAME 1: You play against the clock.  You goal is to drive the course in as little time as possible.  Each crash wastes valuable time, but you can have an unlimited number of crashes.

GAME 2: Your goal is to accumulate as many points as possible. You gain points for speed and miles traveled over the course before losing 5 race cars.

- TECHNICAL -

Model HS-4040

Controls
Joystick: Controls position of your race car on the track.
Button 1: Up shift.
Button 2: Down shift.
Button 3: Brake.
Button 4: Accelerator.

- TRIVIA -

Export releases:
[EU] [UK] "Hyperchase [Model 8128]"

- SCORING -

In GAME 1, your score is the amount of time in seconds it takes you to complete the entire course. The lower your time, the better you drove.

In GAME 2, points are earned for the miles you travel as well as your speed. The higher your score, the better you drove.

- TIPS AND TRICKS -

Automatic Play: If you do not start your car on its route within 15 seconds, the car will begin to travel by itself.  However, you can take over command of the racer by just using the joystick and buttons.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82220&o=2

$end


$amigaocs_flop=hyperdom,
$bio

Hyperdome (c) 1989 Exocet

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74275&o=2

$end


$bbca_cass,bbcb_cass=hyperdri,
$bio

Hyperdrive (c) 19?? IJK

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51964&o=2

$end


$info=hyprdriv,
$bio

Hyperdrive (c) 1998 Midway Games.

Midway's futuristic arcade hover-racing game. Hyperdrive features custom arcade controls and state-of-the-art 3-D graphics.

- TECHNICAL -

Main CPU : R5000 (@ 200 Mhz)
Sound CPU : ADSP2115 (@ 16 Mhz)
Sound Chips : (2x) DMA-driven (@ 16 Mhz)

Players : 2
Control : stick
Buttons : 4

- TRIVIA -

Released in February 1998 in USA.

- TIPS AND TRICKS -

* Mirror Mode : Press View1 during the track select screen. Mirror mode flips the track right to left, so that all the right-hand turns become left-hand turns and vice versa.

* Expert Mode : Press View2 during the track select screen. Expert mode turns off the 'catch-up' code, so there is no computer help for the players that are behind. This is for players who want a fair-and-square head-to-head race without any computer assistance. Also in expert mode, the green guide boxes for the boost zones are disabled, and the 'help boxes', that pop are disabled.

* Mirror Mode and Expert Mode can both be active at the same time. Just hold down View1 and View2 at the same time during the track select screen.

* No Drones Mode : Press View1 during the ship select screen. This mode is included for the really good players who want the race solely the result of head-to-head racing, without the chance of the race being influenced by one person getting bumped by a drone, or by the drones clustering around one person and not the other.

* Cruise Control : If the player doesn't step on the gas pedal at the start of the game, then the game will automatically keep the gas pedal at 80% of max speed.

* Barrel Rolls : Double-tapping the yellow buttons makes the ship roll to the right and left. The player gets a small but useful speed boost if he can pull off a barrel roll.

* Afterburner : Double-tapping the gas pedal makes the ship speed up and the exhaust flare up.

- STAFF -

SOFTWARE : Matt Booty, Ed Keenan, Brian Eddy, Peter Giokaris
ART : Mike Ossian, Dave Zabloudil, Jim Rohn, Brian Morris, Tony Lentini
MUSIC/SOUND : Dan Forden

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3314&o=2

$end


$amigaocs_flop=hyperfor,
$bio

Hyperforce & Artificial Dreams (c) 199? Addictive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74276&o=2

$end


$amigaocs_flop=hyperion,
$bio

Hyperion (c) 1993 Black Legend

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74277&o=2

$end


$info=hyperspc,
$bio

Hyperspace (c) 198? Rumiano.

Clone of Atari's Asteroids, certainly unauthorized.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=36876&o=2

$end


$cpc_cass=hyperspc,
$bio

Hyperspace - Aventures Spatio-Temporelles (c) 1985 Cobra Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96739&o=2

$end


$vc4000=hyperspa,
$bio

Hyperspace (c) 1978 Interton Electronic.

- TECHNICAL -

[Cassette No. 38]

- TRIVIA -

Called Hyperespace in France.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49204&o=2

$end


$tutor=hyperspc,
$bio

Hyperspace [Model 8102] (c) 1983 Tomy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101368&o=2

$end


$snes=hyperznj,
$bio

HyperZone (c) 1991 HAL Laboratory, Incorporated.

HyperZone is a sort of 3D shooter by Hal Laboratory. The player takes control of a playing ship and the goal of the game is to reach the end of each stage and defeat a big and mean boss. The originality of the game is to offer the player a 3-D view intensively using Super Famicom's System 7. The view is from behind the ship, scenery and enemies scaling and rushing towards you. The game counts many stages and each of them sort of follow the same there, from a Cyber City in the first stage to lava lake and under water scenes in later levels. Other ships can be unlocked along the game, each of them having their own weapons and special attacks. Those attacks can be charged up by holding the fire button during the game (not available on the first ship). A good originality is that the status panel on top of the screen will also change when you switch to another ship. The game, even is you can control the speed, forces you to stay in the same ballpark. Go too slow and you'll get damaged.

- TECHNICAL -

Cartridge ID: SHVC-HZ

- TRIVIA -

Released on August 31, 1991 in Japan for 8500 Yen.

Reviews:
November 1991 - Consoles + N.2 [FR]: 35/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61477&o=2

$end


$snes=hyperznu,
$bio

HyperZone [Model SNS-HZ-USA] (c) 1991 HAL America, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63084&o=2

$end


$snes=hyperzn,
$bio

HyperZone [Model SNSP-HZ-EUR] (c) 1991 HAL Laboratory, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63083&o=2

$end


$info=m5hypno,
$bio

Hypnotic (c) 200? Vivid.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15665&o=2

$end


$a800=hypnland,
$bio

Hypnotic Land (c) 1992 Lindasoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86568&o=2

$end


$intv=hlights,
$bio

Hypnotic Lights (c) 1981 Mattel Electronics

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60897&o=2

$end


$msx1_cass=hypsys,hypsysa,
$bio

Hypsys (c) 1989 Techno Arts

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94720&o=2

$end


$cpc_cass=hypsys,
$bio

Hypsys [Model 3DR-207] (c) 1989 Dro Soft [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96740&o=2

$end


$info=ep_hyst,ep_hysta,
$bio

Hysteria (c) 2002 Impulse Gaming.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15375&o=2

$end


$cpc_cass=ialien,
$bio

I Alien (c) 1988 CRL Group PLC [London, England]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96741&o=2

$end


$famicom_flop=teachsmb,
$bio

アイアムアティーチャー スーパーマリオのセーター (c) 1986 Royal Kougyou
(I am a Teacher - Super Mario no Sweater)

- TECHNICAL -

Disk ID: ROY-ISM

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65356&o=2

$end


$famicom_flop=teacher,
$bio

アイアムアティーチャー 手あみのきそ (c) 1986 Royal Kougyou.
(I am a Teacher - Teami no Kiso)

- TECHNICAL -

Disk ID: ROY-ITK

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65357&o=2

$end


$ibm5150,ibm5150_cass=damiano,
$bio

I Damiano: The Wizard of Partestrada (c) 1985 Bantam Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83634&o=2

$end


$astrocde=feelfine,
$bio

I Feel Fine (c) 1986 Degler [Richard Degler]

- TRIVIA -

This music was originally released on tape format by George Moses. Richard 
Degler converted it to cartridge format and made the notes play along to the 
music on a musical staff.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86806&o=2

$end


$saturn,sat_cart=mickdnld,mickdnlda,
$bio

I Love Mickey Mouse - Fushigi no Oshiro Daibouken & I Love Donald Duck - Georgia Ou no Hihou [Sega Ages] (c) 1998 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59619&o=2

$end


$nes=softball,
$bio

I Love Softball (c) 1989 Coconuts Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54212&o=2

$end


$cdi=maest600,
$bio

I Maestri Olandesi del Seicento (c) 1995 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52901&o=2

$end


$pc8801_flop=isenryak,
$bio

I Senryaku (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92071&o=2

$end


$gba=ispy,
$bio

I Spy Challenger! [Model AGB-A4CE-USA] (c) 2002 Scholastic, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71240&o=2

$end


$a2600=iwantmom,
$bio

I Want My Mommy (c) 1983 ZiMAG

TEDDY WANT MOMMY
Poor Teddy. He's had a bad dream and now he wants his mommy. How about giving him a hand? Steer him toward the magical stardust ladders. Help him avoid the nasty dream demons who try to block his path. (Mom's sending special kisses to help him out too.) Now if the little guy can just make it up a couple of big mountains, he'll get a big bear hug.

MOVING TEDDY
To move Teddy, all you have to do is push the joystick left or right. If you think Teddy should go up to the next level, just move him on top of a flashing dot, press the action button on your controller, and push the joystick up. See? You should hear a neat rising sound. If you think Teddy should go down a ladder, just put him over the top of it, and push the joystick down.

- TECHNICAL -

Model 710-111

- SCORING -

Remember you're trying to get Teddy back to his mommy as fast as you can. The lower the number at the top of the screen, the faster you got there.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50579&o=2

$end


$info=sc4celeb,sc4celeba,sc4celebb,sc4celebc,sc4celebd,
$bio

I'm a Celebrity - Get Me Out of Here (c) 200? Bell-Fruit Games.

- TECHNICAL -

[Model PR1603]

- TRIVIA -

Based on the No.1 TV Show.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11528&o=2

$end


$info=sc5celeb,sc5celeba,sc5celebb,sc5celebc,sc5celebd,
$bio

I'm a Celebrity - Get Me Out of Here (c) 200? Bell-Fruit Games, Limited. [B.F.G.]

- TECHNICAL -

[Scorpion 5]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43728&o=2

$end


$ti99_cart=hiding,
$bio

I'm Hiding [Model PHM 3155] (c) 1983 Milton Bradley Co. [East Longmeadow, MA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84603&o=2

$end


$info=imsorry,
$bio

I'm Sorry (c) 1985 Sega.

Export release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Gonbee no I'm Sorry".

- TECHNICAL -

Game ID : 834-5707

Runs on the Sega "System 1" hardware.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1166&o=2

$end


$odyssey2=number,
$bio

I've Got Your Number (c) 1982 Philips Corp.

- TECHNICAL -

Game ID: AC9413

- STAFF -

Programmer: Ed Averett

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95658&o=2

$end


$cpc_cass=iball,
$bio

I, Ball (c) 1987 Firebird

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96742&o=2

$end


$cpc_cass=iball2,
$bio

I, Ball II - Quest for the Past (c) 1987 Firebird

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96743&o=2

$end


$info=irobot,
$bio

I, Robot (c) 1983 Atari.

I, Robot is a 3-D shoot-em-up in which the player controls the "Unhappy Interface Robot #1984"; a servant robot who has become self-aware and decided to rebel against the all-controlling Big Brother and his ever-watchful 'Evil Eyes'.

The game is set over a series of platform-based stages constructed from solid coloured blocks and to complete a stage, players must "eliminate the red zones". This is achieved by moving the robot over all of a stage's red surfaces, changing their colour to blue. The colour scheme - including target colour - changes every 26 levels, however. So while the target colour is red for the first 26 screens, it becomes yellow from Level 27, blue from Level 53 and magenta from Level 79.

In order to reach all of the platforms and surfaces, the Interface robot will need to jump. This must be carefully timed, however, as jumping is not allowed under Big Brother's strict regime and his Evil eye - sitting atop a pyramid at the back of the playfield - will open at regular intervals to watch over the interface robot. Should the eye be fully open - indicated by it turning red - when the robot is mid-jump, he will be spotted and destroyed, costing the player a life.

Once all of the coloured squares on a stage have been eliminated, the enemy's shield is destroyed and the Interface Robot will need to be guided to a final, previously inaccessible coloured square at the back of the playfield. The Evil Eye is then zapped and destroyed.

Some levels feature different background elements that affect gameplay, such as walls that must be shot and destroyed to reach coloured tiles, or indestructible moving columns that intermittently block access to coloured tiles, making timing difficult. There are also enemies to be shot or avoided, including birds, bombs and flying sharks.

Once the eye has been beaten, Interface Robot automatically jumps to the top of the pyramid and launches itself into space. A short inter-level "Space Wave" to the next stage follows. These stages feature polygonal objects hurling through space that must be either avoided or destroyed.

Every third level contains a red pyramid that must entered once all coloured squares are eliminated. Once inside, the Robot has one chance to collect as many bonus jewels as possible before destroying the Evil Eye. If the Robot is destroyed while inside the pyramid, he is immediately thrust back into space. The player must then battle through three more levels and destroy a further three Evil Eyes before getting another chance to collect any high scoring pyramid jewels.

After every fourth level, the Space Wave stage features a battle with Big Brother himself, shown as a huge, disembodied polygonal head. Big Brother constantly spits cone-shaped projectiles from his mouth and every single one of these must be shot or they will collide with and kill the player.

The head can be forced to rotate by repeatedly shooting the side of its face. If the head isn't facing the robot, danger is minimized since he won't fire his cone-shaped projectiles when facing away. Players must simply survive this encounter for about 20 seconds, after which Big Brother flies away and the next level begins.

I, Robot features 126 stages, with 26 unique level designs. After level 26, the designs repeat at a higher difficulty level and with an altered colour palette. The on-screen level counter is only two digits, so levels 100–126 are displayed as 0–26 respectively. On passing level 126, the player gets thrown back to a random earlier level.

Once the game is underway, pressing the one-player Start button will incrementally zooms the game's camera closer in to the action, while the two-player Start button pulls it further back, offering new viewing angles of the playfield. Closer camera angles result in higher score multipliers, due to the increased difficulty of visibility. In later levels, enemies known as "Viewer Killers" directly attack the player rather than the robot, forcing players to either switch camera angles, or move the robot to scroll the camera away from the Viewer Killers

'I, Robot' was - in both technical and design terms - ahead of its time and the game featured many new and ground-breaking innovations that the games industry would later adopt. The most striking and obvious of these was the game's graphics. While 'I, Robot' wasn't the world's first three-dimensional game, it was the first to feature solid, filled-polygon graphics, as opposed to the wire-frame graphics adopted by earlier titles. The concept of players being able to switch viewpoints also appeared here first.

The final innovation was 'Doodle City'. Instead of playing the game, players could instead choose to use the game's colourful three-dimensional objects to draw pictures on the monitor screen. Doodle City lasts for three minutes per credit, although players can switch back to playing 'I, Robot' at any time. When switching back to the game, the number of lives the player has is dictated by how much time was spent on Doodle City, with one life taken away for every minute in the "Ungame" mode.

- TECHNICAL -

There was only one kind of I, Robot machine made, the upright dedicated cabinet. The only other game that used this exact cabinet was "Firefox", although the "Major Havoc" cabinet was similar. The best way to describe this cabinet is to say that it looked really top heavy. This cabinet wasn't just a straight up and down affair; the monitor area, control panel, and bottom section were all different sizes and the whole machine flared out at the bottom. The game featured partial sideart in the form of a field of red, blue, and yellow blocks floating in a field of stars. The marquee showed an 'I, Robot' logo composed of 3-D multicolored blocks. There were no important decorations on the control panel or monitor bezel, although the monitor did have a pair of grill-like plastic plates on either side of it. The action was controlled with a single 'Hall Effect' joystick mounted centrally and a camera button on the side of the control panel. This joystick was a fairly new kind of gaming control, but it never did catch on, a few other titles such as "Road Runner" used this stick, but they are almost impossible to find today. A joystick that worked off of magnetic fields probably wasn't the best idea anyway. Some people have managed to replace these joysticks with other kinds of analog sticks, but it requires custom work, and doesn't have the same feel as the Hall Effect stick.

Game ID : 136029

Main CPU : Motorola M6809 (@ 1.5 Mhz)
Sound Chips : (4x) POKEY (@ 1.25 Mhz)

Screen orientation : Horizontal
Video resolution : 256 x 232 pixels
Screen refresh : 60.00 Hz
Palette colors : 96

Players : 1
Control : 8-way joystick with FIRING button
Buttons : 2 (VIEW, VIEW)

- TRIVIA -

I, Robot was released in June 1984 (even if titlescreen says 1983).

I, Robot was an utterly unique arcade experience, with several innovations that were frankly years ahead of their time : SOLID 3-D polygons, at a time when the first "Star Wars" game's wire frame antics were still blowing everyone away, appeared HERE first. Selectable camera angles; now a staple of 3d games, were another innovation that I, Robot introduced to the gaming world. The game's very uniqueness would also prove its downfall. Arcade goers of the time were seemingly unable to cope with the game's surrealism and groundbreaking graphics and I, Robot was a commercial flop. 750 units were produced and shipped worldwide but Atari only sold around 500 of them.

I, Robot was originally called "Ice Castles" and consisted of three boards rather than the usual two. At the time of I, Robot's development, Atari exercised the somewhat unusual policy of awarding bonuses to engineers based entirely on revenue from sales of the machines, WITHOUT taking into account the amount of engineering resources (man years) spent developing it. In other words, just the sales revenue minus the manufacturing cost. Consequently, Atari's engineers were motivated to spend ridiculous amounts of time doing little more than reducing the manufacturing cost. They decided that the only way to reduce the cost of the game hardware was to replace a lot of TTL logic with an ASIC. Unfortunately, they assigned very inexperienced people to do the ASIC design. The resulting chip had very low yield; it's unlikely that ANY of them worked over the normal voltage and temperature ranges that commercial semiconductors are normally rated for. By this time, however, the game was so late that they weren't allowed to fix the ASIC problems. Apart from the time it would take to redo the chip, fixing it would also require putting it in a larger package with more power and ground pins, and so the board would have to be redone as well.
So for each production unit they just tried chips until they found one that seemed to work, and shipped the unit. They threw away a lot of chips.

- SCORING -

Scoring in this game is a little complicated since many things score differently (even the same things can score differently) :
Birds, Balls, Spiked Balls, etc. on the Platforms : 25-100 pts.
Polygon Asteroids, Pyramids, Cones, etc. in Space : 1-300 pts.

Once you destroy the Eye on the Platforms round, you get whatever bonus is left. Bonuses are variable per Platform and range from 3000 to 7000 points and decrement as you play.

You get 100 points per jewel collected when you take out the Eye in the control area. There are a maximum of ten jewels in the control area. Your maximum score you can get, though, is 999 points.

In space, you get points for everything you can kill.

If your score is greater then the BEST time on the Platforms or the BEST score in Space, you get a bonus of 2,500 points. You do not receive this bonus if you get killed on the Platform or in Space and have to start again.

When you enter a transporter pod, you get 20,000 points/level skipped if you successfully complete the Platform you transported to. You can only go to level 79 this way.

- TIPS AND TRICKS -

* Hints for Game Play :
1) The player can advance to higher play levels while inside the Transporter.
2) Objects to be destroyed for points include a buzz saw, a soccer ball, a small ball dropped by a bird, the polygons, and a rolling log.
3) The player can achieve a bonus for shooting all of the tetrahedrons in a space wave. The player can also achieve bonus points by spelling I ROBOT by shooting the letters as they appear sequentially in space waves.
4) The player must shoot the polygons with SEVEN shots in order to destroy them and achieve points.

* Warp : Hold down both Start buttons when entering the transporter on level 1. You can now warp as high as level 10.

PLATFORMS :

* One block of claimed area will reduce the shield strength down by one. The shield strength is basically the total of all these unclaimed blocks per level. So if you see a shield strength of two, but don't see any unclaimed areas, this means you will definitely have to look around for them.

* Some Platform levels only have a few blocks separated by gaps while others have long walkways also separated by gaps. You must bridge the gaps between these blocks. To bridge any gap :
a) The game will show you when a gap can be bridged. The section under your robot will blink and a corresponding section across the gap will blink.
b) Bridges created are the same color that other claimed areas are.
c) If you jump when the Eye is open, your robot will be destroyed by the Eye.

* Sometimes unclaimed areas are hidden behind blocks. Use the point of view buttons to look for these areas.

* Your robot is equipped with lasers. They are useful when taking out the smaller objects such as birds and spiked balls. They won't work on the big beach balls or the walkway grinders.

* Using the above tip, remember to constantly shoot when you are jumping. Your lasers only fire toward the eye regardless of which way you jump. This usually prevents something from hitting your robot in mid-flight.

* Watch the shield below the Eye. The number will go down as long as you claim areas on the walkways.  If the number is at one or two and you don't see any unclaimed areas, change your point of view and look around for unclaimed areas.

* There are indestructible creatures called ''Point of View'' killers. If you don't change your point of view by the time these things make it to your robot, your robot will be destroyed.

* In the middle, at the bottom of the screen is a phrase showing you how often the Eye opens and closes.  This time is variable so you need to check out the bottom of the screen to see the frequency the eye opens. If there isn't a time, then it is once every five seconds.

* Keep in mind, you are on a timer. This basically means planning out in advance of where you want to move since there isn't really any time to sit around and take in the scenery.

* You must land on the unclaimed block in front of the eye in order to destroy it.

* Every third level, after you destroy the Eye from the outside, you will be able to enter a control area to take on the Eye in its environment. To make your job harder, a buzz saw starts at the back of this platform and eats it away toward the Eye. In addition, you may have to blast through walls in order to get the jewels and proceed toward the eye.

SPACE :

* The best way to get through this area is to rapidly shoot. Most objects require at least five to ten shots to take them out.

* Never let the tetras go. If you don't destroy them, they will come around from the backside and destroy your robot.

* There are other enemies such as tankers. If you hit them, they get mad and hit your robot from the backside if you don't destroy them.

* You can't destroy the saucers, but you can lead them into the rocks to kill them.

* You can also maneuver around the shapes but in the later levels, this is made harder by the life ring shaped objects that are on the outer edges.

* Every fourth level, you have to deal with a three-dimensional head.  Although not particularly tough, it is a nuisance :
a) Fire at one side of the head to force it to rotate around. If the head isn't facing your robot, the danger is minimized considerably since he won't fire his cone-shaped projectiles at your robot.
b) You must hit every cone-shaped projectile fired from the head. If you don't, they come around and hit your robot from the backside.
c) You will have to survive this encounter for about 20 seconds. After that, you will be done with that part of the level.

* If you successfully destroy the letters IROBOT during the Space part of the level, you get a 5000 point bonus.

* After level two, you must successfully land your robot on the next level Platform.

- STAFF -

Designed and programmed by : Dave Theurer (DAV), Russel Dawe (RUS), Cris Drobny
Hardware design by: Dave Sherman

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1167&o=2

$end


$info=i7000,
$bio

I-7000 (c) 1982 Itautec.

A personal computer from Itautec.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95545&o=2

$end


$jaguar=iwar,
$bio

I-War (c) 1995 Atari Corp.

It took 20 years to develop, but The Override Mainframe Supercomputer goes on-line exactly on schedule. Buried deep below a polar ice cap to keep its megaframe brain cool, its processing capability goes beyond any technology ever imagined. Before long, society begins to depend completely on The Override to handle the world information network, nicknamed The I-Way.

Override works for years without a glitch. Then, the problems start. Delays. Information transfer slows to a crawl, then stops. Viruses clog the I-Way, blocking information. Mutated databases create more viruses. Programs can't be written fast enough to stop The Override from what seems like inevitable self-destruction. A quick, powerful anti-virus craft must enter the circuits of the I-Way to destroy the mutant databases and information-clogging viruses.

You've been chosen to command the anti-virus tank through the I-Way. Eliminate the problems and pick up special tools and weapons to help you collect the viruses. Destroying the mutant databases and collecting data pods will allow you to destroy their core and stop the viruses from spreading. But, your enemies won't go away easily. They're programmed to attack anything that could impede their growth.

So, choose your tank, strap on your seatbelt and merge onto the I-Way. You are mankind's only hope.

- TECHNICAL -

Model J9043E

- STAFF -

Atari
Executive Producer: John Skruch
Producer: Ted Tahquechi
Lead Tester: Eric D. Riley
Testers: Bill Woods, Eric Johnson, Morgan Weiss, Tal Funke-Bilu, Hank Cappa
Marketing Product Manager: Jeanne Winding
Creative Services: Greg LaBrec, Trish Ward, Beeline Group

I-War Imagitec Design, 1995
Programmed by: Karl Vest, Andrew Seed
Graphics by: Andy Noble, Karl Vest, Andrew Seed
Designed by: Emerson Best
Levels by: Emerson Best, Karl Vest, Andrew Seed
Produced by: Bill Newsham
Music by Imagitec.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76425&o=2

$end


$info=iccash,
$bio

I.C. Cash (c) 2002 Atronic.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=7708&o=2

$end


$a2600=iqmemory,
$bio

I.Q. Memory Teaser (c) 19?? Suntek

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50580&o=2

$end


$sg1000=iq,
$bio

I.Q. (c) 1989 Unknown [Korea].

Korean version of Soukoban.

- TECHNICAL -

[Model G-36]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49041&o=2

$end


$pc98=io9104,
$bio

I/O Magazine Disk - April 1991 (c) 1991 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89702&o=2

$end


$pc98=io9204,
$bio

I/O Magazine Disk - April 1992 (c) 1992 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89703&o=2

$end


$pc98=io9008,
$bio

I/O Magazine Disk - August 1990 (c) 1990 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89704&o=2

$end


$pc98=io8912,
$bio

I/O Magazine Disk - December 1989 (c) 1989 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89705&o=2

$end


$pc98=io9012,
$bio

I/O Magazine Disk - December 1990 (c) 1990 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89706&o=2

$end


$pc98=io9212,
$bio

I/O Magazine Disk - December 1992 (c) 1992 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89707&o=2

$end


$pc98=io9102,
$bio

I/O Magazine Disk - February 1991 (c) 1991 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89708&o=2

$end


$pc98=io9202,
$bio

I/O Magazine Disk - February 1992 (c) 1992 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89709&o=2

$end


$pc98=io9001,
$bio

I/O Magazine Disk - January 1990 (c) 1990 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89710&o=2

$end


$pc98=io9201,
$bio

I/O Magazine Disk - January 1992 (c) 1992 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89711&o=2

$end


$pc98=io9007,
$bio

I/O Magazine Disk - July 1990 (c) 1990 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89712&o=2

$end


$pc98=io9207,
$bio

I/O Magazine Disk - July 1992 (c) 1992 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89713&o=2

$end


$pc98=io9307,
$bio

I/O Magazine Disk - July 1993 (c) 1991 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89714&o=2

$end


$pc98=io9006,
$bio

I/O Magazine Disk - June 1990 (c) 1990 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89715&o=2

$end


$pc98=io9106,io9106a,
$bio

I/O Magazine Disk - June 1991 (c) 1991 Unknown.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89716&o=2

$end


$pc98=io9206,
$bio

I/O Magazine Disk - June 1992 (c) 1992 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89718&o=2

$end


$pc98=io9003,
$bio

I/O Magazine Disk - March 1990 (c) 1990 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89719&o=2

$end


$pc98=io9103,io9103a,
$bio

I/O Magazine Disk - March 1991 (c) 1991 Unknown.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89720&o=2

$end


$pc98=io9203,
$bio

I/O Magazine Disk - March 1992 (c) 1992 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89722&o=2

$end


$pc98=io9005,
$bio

I/O Magazine Disk - May 1990 (c) 1990 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89723&o=2

$end


$pc98=io9105,
$bio

I/O Magazine Disk - May 1991 (c) 1991 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89724&o=2

$end


$pc98=io9205,
$bio

I/O Magazine Disk - May 1992 (c) 1992 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89725&o=2

$end


$pc98=io9011,
$bio

I/O Magazine Disk - November 1990 (c) 1990 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89726&o=2

$end


$pc98=io9211,
$bio

I/O Magazine Disk - November 1992 (c) 1992 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89727&o=2

$end


$pc98=io9010,
$bio

I/O Magazine Disk - October 1990 (c) 1990 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89728&o=2

$end


$pc98=io9210,
$bio

I/O Magazine Disk - October 1992 (c) 1992 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89729&o=2

$end


$pc98=io9310,
$bio

I/O Magazine Disk - October 1993 (c) 1991 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89730&o=2

$end


$pc98=io9009,
$bio

I/O Magazine Disk - September 1990 (c) 1990 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89731&o=2

$end


$pc98=io9109,
$bio

I/O Magazine Disk - September 1991 (c) 1991 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89732&o=2

$end


$pc98=io9209,
$bio

I/O Magazine Disk - September 1992 (c) 1992 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89733&o=2

$end


$info=4004clk,
$bio

i4004 Nixie Clock (c) 2008 John L. Weinrich.

A clock designed around a i4004 CPU. Its display consists of 6 Nixie tubes and 4 Neon Lamps.

- TECHNICAL -

[Model MCS-4]

- TRIVIA -

Mr. Weinrich designed this clock in occasion of his retirement in 2008.

- STAFF -

Designed by: John L. Weinrich

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57551&o=2

$end


$bbca_cass,bbcb_cass=ianbotha,
$bio

Ian Botham's Test Match (c) 1986 Tynesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51965&o=2

$end


$info=ibara,
$bio

Ibara (c) 2005 Cave Company, Limited.

- TECHNICAL -

Cave 3rd Generation Hardware

Main CPU : Hitachi SH-3 CPU, 133 Mhz Clock
Sound Chips : Yamaha YMZ770C-F

Players : 2
Control : 8-way Joystick
Buttons : 2
=> [A] Shot, [B] Bomb

- TRIVIA -

Ibara was released in June 2005.

Developed by Cave and distributed by AMI (Amusement Marketing International).

Cave released a limited-edition soundtrack album for this game (Ibara Original Soundtrack - CVST-0003) on 30/01/2006.

Shinji Hosoe, a famous video game music composer, participed on this game, even if he left Namco seven years before, in 1998 (He joined a music label called 'Super Sweep').

- TIPS AND TRICKS -

* Special Formations
Wide : Get 6 option items back-to-back.
Search : Get 5 bomb-chips back-to-back then get option item
Rolling : Get 5 symbols back-to-back then get option item
Back : Get 5 small shot items back-to-back then get option item

* Secret Modes :
Harder Mode (with very hard) : Hold Up on the title screen then start the game
Extended Mode (with two laps) : Hold Down on the title screen then start the game

* Secret Bonus : Use bomb when first stage starts and "Stage 1" is displayed

- SERIES -

1. Ibara (2005)
2. Ibara Kuro - Black Label (2006)
3. PinkSweets - Ibara Sorekara (2006)

- STAFF -

Producer : Kenichi Takano
Director/Programmer : Shinobu Yagawa
Chief Designer : Akira Wakabayashi
Designers : TNK, Hideki Nomura, Tamajo
Character Designer : Tomoyuki Kotani
Voicer Actors :
(Rose Garden) Teresa - Chiharu Komine, Lace - Nami Aoki, Shasta - Maiko Mori, Kasumi - Kumiko Ishihara, Midi - Mao Shimura, Meidi - Asako Naito
(Negotiator) Bond - Daisuke Matsumoto, Dyne - Akira Wakabayashi,
Music Composer : Shinji Hosoe (Super Sweep)
Sound Creators : Ayako Saso (Super Sweep), Daisuke Matsumoto
Supervisor : Sanae Ikeda
Special Assistants : Toshiaki Tomizawa, Takatsugu Furuhata, Atsushi Niitama, Yuji Inoue, Asuka Mochida, Junko Ueki, Kaori Itamura, Junji Seki, Yui Yoshii, Shunsuke Nakata, Tyap, Ikumi Fujiwara, Shimarisu Okoshi

- PORTS -

* Consoles :
Sony PlayStation 2 (Feb.21, 2006; "Ibara [Model SLPM-66301]")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4002&o=2

$end


$info=ibarablk,ibarablka,
$bio

Ibara Kuro - Black Label (c) 2006 Cave Company, Limited.

- TECHNICAL -

Cave 3th Generation Hardware

Main CPU : Hitachi SH-3 CPU, 133 Mhz Clock
Sound Chips : Yamaha YMZ770C-F

Players : 2
Control : 8-way joystick
Buttons : 4

- TRIVIA -

Developed by Cave and distributed by AMI (Amusement Marketing International).

Ibara Kuro Black Label was released in May 2006. It has a limited production with only 100 boards.

- SERIES -

1. Ibara (2005)
2. Ibara Kuro - Black Label (2006)
3. PinkSweets - Ibara Sorekara (2006)

- STAFF -

Producer : Kenichi Takano
Director/Programmer : Shinobu Yagawa
Programmer ("Black Label" Staff): Mamoru Furukawa
Chief Designer : Akira Wakabayashi
Designers : TNK, Hideki Nomura, Tamajo
Character Designer : Tomoyuki Kotani
Voicer Actors :
*Teresa*: Chiharu Komine
*Lace*: Nami Aoki
*Shasta*: Maiko Mori
*Kasumi*: Kumiko Ishihara
*Midi*: Mao Shimura
*Meidi*: Asako Naito
*Bond*: Daisuke Matsumoto
*Dyne*: Akira Wakabayashi

Music Composer : Shinji Hosoe (Super Sweep)
Sound Creators : Ayako Saso (Super Sweep), Daisuke Matsumoto
Supervisor : Sanae Ikeda
Special Assistants : Toshiaki Tomizawa, Takatsugu Furuhata, Atsushi Niiyama, Yuji Inoue, Asuka Mochida, Junko Ueki, Kaori Itamura, Junji Seki, Yui Yoshii, Shunsuke Nakata, Tyap, Ikumi Fujiwara, Shimarisu Okoshi

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5909&o=2

$end


$pc8801_flop=ibariba,
$bio

Ibariba (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92073&o=2

$end


$ibm5150,ibm5150_cass=diag,
$bio

IBM Advanced Diagnostics for the IBM PC 5150 (c) 1982 IBM

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83635&o=2

$end


$ibm5150,ibm5150_cass=ibmcobol,
$bio

IBM COBOL Compiler v 1.00 (c) 1982 IBM

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83636&o=2

$end


$ibm5150,ibm5150_cass=ibmdos10,ibmdos11,ibmdos2,ibmdos2a,ibmdos3,
$bio

IBM Personal Computer DOS (c) 1981 IBM

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83637&o=2

$end


$ibm5150,ibm5150_cass=diag202a,diag202b,diagn208,
$bio

IBM System Diagnostics (c) 198? IBM

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83638&o=2

$end


$msx1_cart=ibnmal,ibnmala,
$bio

Ibn Maleck [Model A006] (c) 1985 al Alamiah

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77148&o=2

$end


$msx1_cart=ibnsina1,ibnsina1a,
$bio

Ibn Sina 1 [Model S010] (c) 1985 al Alamiah

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77149&o=2

$end


$msx1_cart=ibnsina2a,ibnsina2,
$bio

Ibn Sina 2 [Model S012] (c) 1985 al Alamiah

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77150&o=2

$end


$bbca_cass,bbcb_cass=icarus,
$bio

Icarus (c) 19?? Mandarin

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51966&o=2

$end


$astrocde=icbmatk,icbmatkp,
$bio

ICBM Attack (c) 1982 Spectre Systems

A ship flies around the screen, and you control a cursor using The Special Controller. You can fire from various ground defenses. This creates an explosion at the spot of the cursor, you can't destroy the ship. Sometimes  there will be an extra, unmovable cursor or two. Obviously it's a bit glitchy.

- TRIVIA -

This cartridge was released into the public domain in 2001 by Brett Bilbrey, Mike Toth and Marian Nalepa (Spectre Systems). I.C.B.M. Attack requires a special hand controller to play - it can not be played without it. In 1985 Marian Nalepa said that only about 125 of these cartridges were released because of the difficulty of hand-assembling the controller. Paul Thacker was given access to recordings from BASIC cassettes in Brett Bilbrey's tape collection (the programmer of the game). "I found that some of the recordings labeled ICBM Attack would process, but wouldn't load correctly into AstroBASIC using :INPUT. But then I tried loading them with :RUN, and voila, up pops ICBM Attack. Actually, it's more a demo of ICBM Attack."

- STAFF -

Designed by: Brett Bilbrey
Sound by: Marion Nelepa

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86807&o=2

$end


$spc1000_cass=icbm,
$bio

ICBM Defence Project (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83523&o=2

$end


$msx1_cass=ice,
$bio

Ice (c) 1986 Eaglesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94721&o=2

$end


$megadriv=iceage,
$bio

Ice Age (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56569&o=2

$end


$gbcolor=iceage,
$bio

Ice Age (c) 200? Sintax [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68050&o=2

$end


$gba=iceage2u,
$bio

Ice Age 2 - The Meltdown [Model AGB-BIAE-USA] (c) 2006 Sierra Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71245&o=2

$end


$gba=iceage2,
$bio

Ice Age 2 - The Meltdown [Model AGB-BIAP] (c) 2006 Sierra Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71244&o=2

$end


$megadriv=iceage3,
$bio

Ice Age 3 (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56570&o=2

$end


$megadriv=iceage4,
$bio

Ice Age 4 (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56571&o=2

$end


$gbcolor=iceage2,
$bio

Ice Age II (c) 200? Sintax [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68051&o=2

$end


$gba=iceageu,
$bio

Ice Age [Model AGB-AIAE-USA] (c) 2002 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71243&o=2

$end


$gba=iceagej,
$bio

Ice Age [Model AGB-AIAJ-JPN] (c) 2002 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71242&o=2

$end


$gba=iceage,
$bio

Ice Age [Model AGB-AIAP] (c) 2002 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71241&o=2

$end


$x1_cass=iceblock,
$bio

Ice Block (c) 198? dB-SOFT [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86237&o=2

$end


$cpc_cass=icebreak,
$bio

Ice Breaker (c) 1990 Erbe Soft. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96746&o=2

$end


$info=ep_icebg,ep_icebga,ep_icebgb,ep_icebgc,ep_icebgd,ep_icebge,ep_icebgf,ep_icebgg,ep_icebgh,ep_icebgi,
$bio

Ice Burger (c) 2002 Maygay.

- TRIVIA -

Ice Burger was released in July 2002.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40851&o=2

$end


$nes=iceclimb,
$bio

Ice Climber (c) 1985 Nintendo [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55217&o=2

$end


$pc8801_flop=iceclimb,
$bio

Ice Climber (c) 1985 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92074&o=2

$end


$nes=iceclfds,
$bio

Ice Climber (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84032&o=2

$end


$gba=n_iceclm,
$bio

Ice Climber [Classic NES Series] [Model AGB-FICE-USA] (c) 2004 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70185&o=2

$end


$gba=f_iceclm,
$bio

Ice Climber [Famicom Mini] [Model AGB-FICJ-JPN] (c) 2004 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70617&o=2

$end


$famicom_flop=iceclimb,iceclimb1,
$bio

Ice Climber [Model FMC-ICD] (c) 1988 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65358&o=2

$end


$nes=iceclimbj,
$bio

Ice Climber (c) 1985 Nintendo.

- TECHNICAL -

Game ID: HVC-IC-JPN

- TRIVIA -

Ice Climber was released on January 30, 1985 in Japan at a retail price of 4500 Yen.

Export releases:
[US] "Ice Climber [Model NES-IC-USA]"

- STAFF -

Executive Producer: Hiroshi Yamauchi
Producer: Masayuki Uemura
Director: Kenji Miki
Programmers: Kazuaki Morita, Toshihiko Nakago
Graphic Designer: Tadashi Sugiyama
Music Composer: Akito Nakatsuka (NAK)
Music Programmer: Hirokazu Tanaka

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54213&o=2

$end


$info=icecold,
$bio

Ice Cold Beer (c) 1983 Taito.

Ice Cold Beer is a game made by Taito where you have to move a see-saw looking object down or forward in hopes that the ball will go in one of the correct holes. If you get the ball in the correct hole, you advance a level. If you make the ball go into one of the incorrect holes 3 times, the game is over.

- TRIVIA -

A clone of this game is known as "Zeke's Peak", which has no differences from the original.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=14120&o=2

$end


$info=icefever,
$bio

Ice Fever (c) 1985 Premier Technology.

- TECHNICAL -

Gottlieb System 80A
Model Number : 695

- TRIVIA -

Released in February 1985 in USA. Ice Fever is the last System 80A Game.

1,585 units were produced.

- STAFF -

Design by : John Trudeau
Art by : Larry Day

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5456&o=2

$end


$bbca_cass,bbcb_cass=icehocky,
$bio

Ice Hockey (c) 1986 Bug Byte

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51967&o=2

$end


$nes=icehocky,icehockyu,
$bio

Ice Hockey (c) 1988 Nintendo [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55218&o=2

$end


$a2600=icehockc,
$bio

Ice Hockey (c) 19?? CCE.

South American release. See Activision's "Ice Hockey [Model AG-012]" for more information about the game itself.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50582&o=2

$end


$nes=icehfds,
$bio

Ice Hockey (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84033&o=2

$end


$a2600=icehock,icehocke,
$bio

Ice Hockey (c) 1981 Activision

Ice hockey video game. The object of the game is to score more goals than your opponent in the three-minute time period.

Offense: The first thing to do is gain control of the puck, which you do by skating near it. When you've connected, you'll hear a "click" and the puck will begin  to move back and forth on your player's stick.
There are 32 shot angles. Your shot will go to the extreme left when the puck is at the left side of your player's stick; it will go to the extreme right when the puck is at the right side of your player's stick. All other shot angles occur when the puck is in between the two extremes. Players can only  shoot the puck forward towards their opponent's goal.

Defense: When on defense, use your stick to knock the puck away, or body-check your opponent to slow his attack.
When you're defending your goal, it's important to cut down your opponent's shot angle, since you want to make it has tough as you can for him to get a clean shot at your net.

Passing the Puck: Ice Hockey is a team game, and you should practice passing from your goalie to your forward. You'll find it impossible to play championship-quality hockey if you don't learn how to move the puck effectively. You have to understand the shot angles to become a good passer.

- TECHNICAL -

Model AG-012

- TIPS AND TRICKS -

Tips from Alan Miller, designer of Ice Hockey
(Alan Miller is a Senior Designer at Activision. A fierce video game competitior, he's also the designer of Checkers and Tennis by ACTIVISION.)

"My Activision Ice Hockey includes many of the features and much of the speed of real ice hockey."

"You really have to be quick right from the face-off. The player who controls the puck most often will wil the game. When you're on defense, don't be too eager to bring your goalie too far out of his net. A smart forward might try for an easy goal by angling his shot off the boards. "

"And here's a tip you might not discover, even after hours of ice time. When a loose puck is captured, it's automatically placed on the inside corner of your stick. So, as soon as the puck hits your stick, you can launch an extremely angled shot and surprise your opponent."

"So, lace up your skates and go to it! And drop me a line and let me know how you do".

- STAFF -

Programmer: Alan Miller

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50585&o=2

$end


$famicom_flop=icehocky,
$bio

Ice Hockey (c) 1988 Nintendo Company, Limited.

Ice Hockey is a cute ice Hockey game by Nintendo where up to two players can compete against each other in intense matches. The game offers them the ability to customize countless parameters of the gameplay. First of all each team counts five players (including a goalkeeper) and can be picked from six different countries. They include Japan, Usa, Poland, Canada, Russia and Czechoslovakia - it is however interesting to notice that Switzerland replaced Japan in the American version of the game. Three different types of teams can be also selected - thin, normal or big. Obviously, the first type is the fastest but the weakest and the last is the strongest but the slowest. Finally, our heavily padded players are defined from a set of parameters such as Sticking, Shot-Strength, Checking and Face Off. During the game, some subtle moves can be triggered - for instance by quickly pressing B, the player can fake a shot, but, if on the contrary, the B button is hold long enough, he will trigger a flip-shoot instead. Also, players can battle for the puck but the whole thing can quickly turn into a global fight. The game's speed and the time limit of each period (from 7, 10 or 15 minutes) can also be selected before a match.

- TECHNICAL -

Game ID: FMC-ICE

- TRIVIA -

Ice Hockey was released on January 21, 1988 in Japan for 2500 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65359&o=2

$end


$a2600=icehockebc,
$bio

Ice Hockey (c) 1983 Bit Corp.

- TECHNICAL -

Model PG216

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50583&o=2

$end


$gba=ice9,
$bio

Ice Nine [Model AGB-AR3E-USA] (c) 2003 BAM! Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71246&o=2

$end


$intv=icetrek,
$bio

Ice Trek (c) 1983 Imagic.

The legendary Nordic hero travels toward the isolated, sinister Ice Palace. He must cross miles of frozen tundra. Massive herds of caribou thunder by him. He tries to ski around them. If he must kill a caribou, the great and unforgiving Wildlife Goddess rises to avenge the loss! He must bridge a frigid lake, using a huge hook to catch and link floating icebergs. He must destroy other icebergs that can crash into his bridge!

When he reaches the Ice Palace, he assaults that loathsome landmark with enchanted fireballs! He must evade spikes hurled at him and melt the Ice Palace!

- TECHNICAL -

Model 720012

- STAFF -

Design/Program: Patrick Schmitz
Sound: Dave Durran

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60899&o=2

$end


$msx1_cart=iceworld,
$bio

Ice World [Model GPM-112] (c) 1985 Casio Computer Co., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77151&o=2

$end


$msx1_cass=icebreak,
$bio

Ice-Breaker (c) 1990 Topo Soft [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94722&o=2

$end


$info=ichiban,
$bio

Ichiban Jyan (c) 1991 Excel.

- TRIVIA -

Released in June 1991.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=45829&o=2

$end


$info=ichir,ichirj,ichirjbl,ichirk,
$bio

Ichidant-R - Puzzle & Action (c) 1994 Sega.

A puzzle game with lots of minigames.

- TECHNICAL -

Game ID : 834-10935

Runs Sega "System C-2" hardware.

Players : 2
Control : 8-way joystick
Buttons : 1

- TRIVIA -

Released in June 1994 in Japan.

- SERIES -

1. Tant-R - Puzzle & Action (1992)
2. Ichidant-R - Puzzle & Action (1994)
3. Treasure Hunt - Puzzle & Action (1997)

- PORTS -

* Consoles :
Sega Game Gear [JP] (Nov. 25, 1994) "Ichidant-R GG [Model G-3359]"
Sega Mega Drive [JP] (Jan. 13, 1995) "Ichidant-R [Model G-4128]"
Sega Saturn [JP] (Dec. 27, 1996) "Rouka ni Ichidant-R [Model GS-9043]"
Sony PlayStation 2 [JP] (Jan. 15, 2004) "Ichini no Tant-R to Bonanza Bros. [Sega Ages 2500 Series Vol.6] [Model SLPM-62433]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1168&o=2

$end


$gamegear=ichirgg,
$bio

Ichidant-R GG (c) 1994 Sega Enterprises, Limited.

- TECHNICAL -

[Model G-3359]

- TRIVIA -

Ichidant-R GG was released on November 25, 1994 in Japan.

The title screen is incorrect by displaying Puzzlle with two L!

- TIPS AND TRICKS -

* Sound Test: At the game mode selection screen, after the title screen, press START while holding down the 1 and 2.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48388&o=2

$end


$megadriv=ichir,
$bio

イチダントアール (c) 1995 Sega Enterprises, Limited.
(Ichidant-R)

- TECHNICAL -

Game ID: G-4128

Up to 4 players can compete with the Sega Tap [Model HAA-2652].

- TRIVIA -

Ichidant-R for Mega Drive was released on January 13, 1995 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48389&o=2

$end


$psx=ichigeki,
$bio

Ichigeki - Hagane no Hito [Model SLPS-02199] (c) 1999 Bandai Co., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85302&o=2

$end


$pc98=ichitar4,
$bio

Ichitaro Ver.4 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89738&o=2

$end


$pc98=ichitaroa,ichitaro,
$bio

Ichitaro Ver.5 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89739&o=2

$end


$pc98=ichita5d,
$bio

Ichitaro Ver.5' (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89740&o=2

$end


$pc98=ichihana,
$bio

Ichitaro ver4.0 + Hanako (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89741&o=2

$end


$cpc_cass=iconjon,
$bio

Icon Jon (c) 1986 Mirrorsoft, Ltd. [England]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96747&o=2

$end


$mc10=idcsavem,
$bio

Id.csavem (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87641&o=2

$end


$pc98=iikase2,
$bio

Idaten Ikase Otoko - Jinsei no Imi (c) 1989 Family Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89742&o=2

$end


$pc8801_flop=idatenik,idatenika,
$bio

Idaten Ikase Otoko - Kotoba de Ikasete (c) 1988 Family Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92075&o=2

$end


$pc98=iikase,
$bio

Idaten Ikase Otoko - Mugiko ni Aitai (c) 1989 Family Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89743&o=2

$end


$pc98=iikase3,
$bio

Idaten Ikase Otoko - Sengo Hen (c) 1990 Family Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89744&o=2

$end


$nes=ideyumj,
$bio

Ide Yousuke Meijin no Jissen Mahjong (c) 1987 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54214&o=2

$end


$msx2_cart=ideyumj,
$bio

Ide Yousuke Meijin no Jissen Mahjong (c) 1988 Pack-In-Video Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51316&o=2

$end


$nes=ideyumj2,
$bio

Ide Yousuke Meijin no Jissen Mahjong II (c) 1991 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54215&o=2

$end


$saturn,sat_cart=ideyousu,
$bio

Ide Yousuke Meijin no Shin Jissen Mahjong (c) 1996 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59253&o=2

$end


$n64=ideyosuk,
$bio

Ide Yousuke no Mahjong Juku [Model NUS-NIMJ] (c) 2000 Seta Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57747&o=2

$end


$psx=ideyousu,
$bio

Ide Yousuke no Mahjong Kyoshitsu [Model SLPS-02272] (c) 1999 Athena Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85303&o=2

$end


$gbcolor=ideyosuk,
$bio

Ide Yousuke no Mahjong Kyoushitsu GB [Model CGB-BIMJ-JPN] (c) 2000 Athena Co. Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68052&o=2

$end


$snes=ideanohi,
$bio

Idea no Hi [Model SHVC-ID] (c) 1994 Shouei System [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61514&o=2

$end


$msx1_cass=ideatype,
$bio

IdeaType - Instructor Mecanografico (c) 1985 Idealogic [Barcelona, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94723&o=2

$end


$bbca_cass,bbcb_cass=ideurope,
$bio

Identify Europe (c) 19?? Kosmos

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51968&o=2

$end


$bbca_cass,bbcb_cass=identiki,
$bio

Identikit (c) 1984 Stell

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51969&o=2

$end


$nes=idolhakk,
$bio

Idol Hakkenden (c) 1989 Towa Chiki

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54216&o=2

$end


$pce=idolhana,
$bio

Idol Hanafuda Fan Club (c) 1991 Game Express

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58611&o=2

$end


$famicom_flop=idolhot,
$bio

?????????? ??????????????? (c) 1987 Nintendo Company, Limited.
(Idol Hotline - Nakayama Miho no Tokimeki High School)

Nakayama Miho no Tokimeki High School was probably one of the first simulation, or more precisely, dating simulation title to hit the video game market. The player takes control of a young high school boy whose goal is to go out with his dream girl. And the game has an interesting twist : the player would try to go out with the girl that every Japanese teenager would like to date back in the 80's : Nakayama Miho. This name is of course totally unknown in the west, but she was a very popular Japanese pop idol in the 80's (Aidoru in Japanese ). The game starts at the end of a class and the player bumps into a cute girl wearing glasses called Mizuho. She accidentally drops a personal item and the hero naturally decides to pick it up and gives it back to her. But here he is stunned by her resemblance with Nakayama Miho, his dream girl. Then later on, the boy meets his brother who shows him a picture of the real Miho it took earlier on. But, oh surprise, what does he see there ? the same personal item is also on the photograph ! She has to be the real Miho ! A good knowledge of the Japanese language is necessary to enjoy the game in full, choice are varied and deeply influence the game. Real phone numbers were included with the game and gave the player the opportunity to receive advice but also to hear Nakayama Miho's real voice !

- TECHNICAL -

Game ID: FSC-THSE

- TRIVIA -

Nakayama Miho no Tokimeki High School was released on December 01, 1987 in Japan for 3500 Yen. This game was one of the game released by Nintendo on a blue disk. Like the other titles of the series, it was part of a contest and meant to be loaded onto a Disk Fax machine. The game's documentation mentions that the contest started on December 19th 1987 and ended on February 29th 1988. The players who entered the contest and were lucky enough to be picked up won an autographed phonecard or a special VHS tape. (Nintendo picked up 16000 winners - 8000 phonecards and 8000 videotapes).

Nakayama Miho was a Japanese Pop idol in the 80s. She is one of the few idols who managed to build a second career as an actress. She made her debuts when she was 15 in the movie Be-bop High School (Based on the manga/anime) in 1985.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65360&o=2

$end


$info=suchie3,
$bio

Idol Janshi Suchie-Pai 3 (c) 1999 Jaleco.

A mahjong game from Jaleco.

- TECHNICAL -

Runs on the Sega "NAOMI" hardware.

- TRIVIA -

Released in September 1999.

- SERIES -

1. Bishoujo Janshi Suchie-Pai [Model SHVC-JS] (1993, SFC)
2. Idol Janshi Suchie-Pai Special (1993, ARC)
3. Idol Janshi Suchie-Pai II (1994, ARC) 
4. Idol Janshi Suchie-Pai Special [Model IMP-SF0301] (1995, 3DO)
5. Idol Janshi Suchie-Pai Special [Model T-5701G] (1995, SAT)
6. Idol Janshi Suchie-Pai Limited [Model SLPS-00029] (1995, PSX)
7. Idol Janshi Suchie-Pai Remix [Model T-5704G] (1995, SAT)
8. Idol Janshi Suchie-Pai Special (1996, WIN3.1) 
9. Idol Janshi Suchie-Pai II [Model T-5705G] (1996, SAT)
10. Idol Janshi Suchie-Pai II Limited (1996, PSX)
11. Idol Janshi Suchie-Pai II Limited Special Pack (1996, PSX)
12. Idol Janshi Suchie-Pai Special (1997, WIN95)
13. Suchie-Pai Adventure - Doki Doki Nightmare [Model T-5713G] (1998, SAT)
14. Suchie-Pai Adventure Doki Doki Nightmare (1998, PSX)
15. Suchie-Pai Adventure Doki Doki Nightmare Special Package (1998, SAT)
16. Idol Janshi Suchie-Pai Mecha Genteiban - Hatsubai 5 Shuunen Toku Package [Model T-5716G] (1998, SAT)
17. Idol Janshi Suchie-Pai Secret Album [Model T-5717G] (1999, SAT)
18. Idol Janshi Wo Tsukuttyaou (1999, DREAM)
19. Idol Janshi Suchie-Pai III (1999, ARC)
20. Idol Janshi Suchie-Pai Collection Koushiki Digital Gengashuu (1999, WIN95)
21. Idol Janshi Suchie-Pai Desktop De Asonjyaou (2001, WIN95)
22. Idol Janshi Suchie-Pai III Shokai Gentei ban (2002, WIN95) 
23. Idol Janshi Suchie-Pai III Tsujou ban(2002, WIN95) 
24. Idol Janshi Suchie-Pai Fandisk Shokai Gentei ban (2002, WIN98) 
25. Idol Janshi Suchie-Pai Double Pack (2002, WIN98) 
26. JALECO The Best Idol Janshi Suchie-Pai Limited (2002, PSX) 
27. JALECO The Best Idol Janshi Suchie-Pai II Limited (2002, PSX)
28. Idol Janshi Suchie-Pai DVDPG Shokai Gentei ban (2003, DVD) 
29. Ultra Series Idol Janshi Suchie-Pai Special (2003, WIN98) 
30. YuYu Idol Janshi Suchie-Pai Special (2004, WIN98) 
31. Idol Janshi Suchie-Pai PC Memorial BOX (2005, WIN98) 
32. Idol Janshi Suchie-Pai III Remix (2007, DS/PSP)
33. Idol Janshi Suchie-Pai IV (2007, PS2)
34. Idol Janshi Suchie-Pai IV Portable (2010, PSP)

- PORTS -

* Consoles :
Sega Dreamcast (1999, "Idol Janshi o Tsukucchaou")
Sony PSP
Nintendo DS

* Computers :
Windows (Harvest)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4130&o=2

$end


$info=47pie2,47pie2o,
$bio

Idol Janshi Suchie-Pai II (c) 1994 Jaleco.

Idol Janshi Suchie-Pai II is a strip mahjong game featuring seven opponents in eight stages (the final boss, having two costumes).  The player's character is Suchi-Pai. At the start of the game, the player selects their first opponent out of the other Mahjong Pies.  The remaining Pies are played in a random sequence before moving on to the final three stages, all played in order.

As in the original game, stages are completed by removing all the tiles from a matching game played between rounds of mahjong, or by completely wiping out an opponents betting funds. Once a girl is defeated, the player is shown that girls strip sequence.

Matching tiles in the matching game reward the player with bonus items that are used to cheat during following hands of mahjong.  Some tiles are used to fill up a meter instead of giving an item.  Once the meter is full, a revealing animated sequence is played of a defeated Mahjong Pie, who then joins Suchi-Pai in assisting the player.

If the player loses all of their betting funds, then the game is over.

- TECHNICAL -

Jaleco Mega System 32 hardware

Main CPU : V70 (@ 20Mhz)
Sound CPU : Zilog Z80 (@ 4Mhz)
Sound Chips : YMF271 (@ 16.9344Mhz)

Screen orientation: horizontal
Video resolution: 320x224 pixels
Refresh rate: 60Hz.
Palette colours: 256

Players : 1

- TRIVIA -

Idol Janshi Suchie-Pai II was released in December 1994 in Japan.

The title of this game translates from Japanese as 'Idol MahJong Soldier Suchie-Pai 2'.

A Japanese OAV (original animated video) was released in 1996 based on this game. It shared the same title (including the II) despite being the first (and only) anime in the series.

- UPDATES -

Revision 1 :
* Software version : 1.0.

Revision 2 :
* Software version : 1.1.

- TIPS AND TRICKS -

On the final stage, if the player continues then the matching puzzle game is reset.

- SERIES -

1. Bishoujo Janshi Suchie-Pai [Model SHVC-JS] (1993, SFC)
2. Idol Janshi Suchie-Pai Special (1993, ARC)
3. Idol Janshi Suchie-Pai II (1994, ARC) 
4. Idol Janshi Suchie-Pai Special [Model IMP-SF0301] (1995, 3DO)
5. Idol Janshi Suchie-Pai Special [Model T-5701G] (1995, SAT)
6. Idol Janshi Suchie-Pai Limited [Model SLPS-00029] (1995, PSX)
7. Idol Janshi Suchie-Pai Remix [Model T-5704G] (1995, SAT)
8. Idol Janshi Suchie-Pai Special (1996, WIN3.1) 
9. Idol Janshi Suchie-Pai II [Model T-5705G] (1996, SAT)
10. Idol Janshi Suchie-Pai II Limited (1996, PSX)
11. Idol Janshi Suchie-Pai II Limited Special Pack (1996, PSX)
12. Idol Janshi Suchie-Pai Special (1997, WIN95)
13. Suchie-Pai Adventure - Doki Doki Nightmare [Model T-5713G] (1998, SAT)
14. Suchie-Pai Adventure Doki Doki Nightmare (1998, PSX)
15. Suchie-Pai Adventure Doki Doki Nightmare Special Package (1998, SAT)
16. Idol Janshi Suchie-Pai Mecha Genteiban - Hatsubai 5 Shuunen Toku Package [Model T-5716G] (1998, SAT)
17. Idol Janshi Suchie-Pai Secret Album [Model T-5717G] (1999, SAT)
18. Idol Janshi Wo Tsukuttyaou (1999, DREAM)
19. Idol Janshi Suchie-Pai III (1999, ARC)
20. Idol Janshi Suchie-Pai Collection Koushiki Digital Gengashuu (1999, WIN95)
21. Idol Janshi Suchie-Pai Desktop De Asonjyaou (2001, WIN95)
22. Idol Janshi Suchie-Pai III Shokai Gentei ban (2002, WIN95) 
23. Idol Janshi Suchie-Pai III Tsujou ban(2002, WIN95) 
24. Idol Janshi Suchie-Pai Fandisk Shokai Gentei ban (2002, WIN98) 
25. Idol Janshi Suchie-Pai Double Pack (2002, WIN98) 
26. JALECO The Best Idol Janshi Suchie-Pai Limited (2002, PSX) 
27. JALECO The Best Idol Janshi Suchie-Pai II Limited (2002, PSX)
28. Idol Janshi Suchie-Pai DVDPG Shokai Gentei ban (2003, DVD) 
29. Ultra Series Idol Janshi Suchie-Pai Special (2003, WIN98) 
30. YuYu Idol Janshi Suchie-Pai Special (2004, WIN98) 
31. Idol Janshi Suchie-Pai PC Memorial BOX (2005, WIN98) 
32. Idol Janshi Suchie-Pai III Remix (2007, DS/PSP)
33. Idol Janshi Suchie-Pai IV (2007, PS2)
34. Idol Janshi Suchie-Pai IV Portable (2010, PSP)

- STAFF -

Voices:
Suchi-Pai: Mika Kanai
Cherry Pie: Yuko Mizutani
Lemon Pie: Rica Matsumoto
Peach Pie: Konami Yoshida
Rumi Sasaki: Miina Tominaga
Milky Pie: ???
Shiho Katagiri: Akiko Yajima
Cecil Deringer: Ai Orikasa

Character Design: Kenichi Sonoda

- PORTS -

* Consoles :
Sony PlayStation (1996) "Idol Janshi Suchie-Pai II Limited"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1169&o=2

$end


$psx=idoljan2,
$bio

Idol Janshi Suchie-Pai II Limited [Model SLPS-00290-91-92] (c) 1996 Jaleco Co., Ltd. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85304&o=2

$end


$saturn,sat_cart=suchie2,
$bio

Idol Janshi Suchie-Pai II (c) 1996 Jaleco Company, Limited.

- TECHNICAL -

Game ID: T-5705G

- TRIVIA -

Idol Janshi Suchie-Pai II for Saturn was released on April 26, 1996 in Japan.

- SERIES -

1. Bishoujo Janshi Suchie-Pai [Model SHVC-JS] (1993, SFC)
2. Idol Janshi Suchie-Pai Special (1993, ARC)
3. Idol Janshi Suchie-Pai II (1994, ARC) 
4. Idol Janshi Suchie-Pai Special [Model IMP-SF0301] (1995, 3DO)
5. Idol Janshi Suchie-Pai Special [Model T-5701G] (1995, SAT)
6. Idol Janshi Suchie-Pai Limited [Model SLPS-00029] (1995, PSX)
7. Idol Janshi Suchie-Pai Remix [Model T-5704G] (1995, SAT)
8. Idol Janshi Suchie-Pai Special (1996, WIN3.1) 
9. Idol Janshi Suchie-Pai II [Model T-5705G] (1996, SAT)
10. Idol Janshi Suchie-Pai II Limited (1996, PSX)
11. Idol Janshi Suchie-Pai II Limited Special Pack (1996, PSX)
12. Idol Janshi Suchie-Pai Special (1997, WIN95)
13. Suchie-Pai Adventure - Doki Doki Nightmare [Model T-5713G] (1998, SAT)
14. Suchie-Pai Adventure Doki Doki Nightmare (1998, PSX)
15. Suchie-Pai Adventure Doki Doki Nightmare Special Package (1998, SAT)
16. Idol Janshi Suchie-Pai Mecha Genteiban - Hatsubai 5 Shuunen Toku Package [Model T-5716G] (1998, SAT)
17. Idol Janshi Suchie-Pai Secret Album [Model T-5717G] (1999, SAT)
18. Idol Janshi Wo Tsukuttyaou (1999, DREAM)
19. Idol Janshi Suchie-Pai III (1999, ARC)
20. Idol Janshi Suchie-Pai Collection Koushiki Digital Gengashuu (1999, WIN95)
21. Idol Janshi Suchie-Pai Desktop De Asonjyaou (2001, WIN95)
22. Idol Janshi Suchie-Pai III Shokai Gentei ban (2002, WIN95) 
23. Idol Janshi Suchie-Pai III Tsujou ban(2002, WIN95) 
24. Idol Janshi Suchie-Pai Fandisk Shokai Gentei ban (2002, WIN98) 
25. Idol Janshi Suchie-Pai Double Pack (2002, WIN98) 
26. JALECO The Best Idol Janshi Suchie-Pai Limited (2002, PSX) 
27. JALECO The Best Idol Janshi Suchie-Pai II Limited (2002, PSX)
28. Idol Janshi Suchie-Pai DVDPG Shokai Gentei ban (2003, DVD) 
29. Ultra Series Idol Janshi Suchie-Pai Special (2003, WIN98) 
30. YuYu Idol Janshi Suchie-Pai Special (2004, WIN98) 
31. Idol Janshi Suchie-Pai PC Memorial BOX (2005, WIN98) 
32. Idol Janshi Suchie-Pai III Remix (2007, DS/PSP)
33. Idol Janshi Suchie-Pai IV (2007, PS2)
34. Idol Janshi Suchie-Pai IV Portable (2010, PSP)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59254&o=2

$end


$psx=idoljans,
$bio

Idol Janshi Suchie-Pai Limited (c) 1995 Jaleco Co., Ltd.

- TECHNICAL -

Game ID: SLPS-00029

- TRIVIA -

Released on March 24, 1995 in Japan.

Re-Editions:
[JP] "Idol Janshi Suchie-Pai Special [Model SLPS-03509]" (2002)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85305&o=2

$end


$saturn,sat_cart=suchieme,
$bio

Idol Janshi Suchie-Pai Mecha Genteiban - Hatsubai 5 Shuunen Toku Package (c) 1998 Jaleco Company, Limited.

- TECHNICAL -

Game ID: T-5716G

- TRIVIA -

Released on November 26, 1998 in Japan.

- SERIES -

1. Bishoujo Janshi Suchie-Pai [Model SHVC-JS] (1993, SFC)
2. Idol Janshi Suchie-Pai Special (1993, ARC)
3. Idol Janshi Suchie-Pai II (1994, ARC) 
4. Idol Janshi Suchie-Pai Special [Model IMP-SF0301] (1995, 3DO)
5. Idol Janshi Suchie-Pai Special [Model T-5701G] (1995, SAT)
6. Idol Janshi Suchie-Pai Limited [Model SLPS-00029] (1995, PSX)
7. Idol Janshi Suchie-Pai Remix [Model T-5704G] (1995, SAT)
8. Idol Janshi Suchie-Pai Special (1996, WIN3.1) 
9. Idol Janshi Suchie-Pai II [Model T-5705G] (1996, SAT)
10. Idol Janshi Suchie-Pai II Limited (1996, PSX)
11. Idol Janshi Suchie-Pai II Limited Special Pack (1996, PSX)
12. Idol Janshi Suchie-Pai Special (1997, WIN95)
13. Suchie-Pai Adventure - Doki Doki Nightmare [Model T-5713G] (1998, SAT)
14. Suchie-Pai Adventure Doki Doki Nightmare (1998, PSX)
15. Suchie-Pai Adventure Doki Doki Nightmare Special Package (1998, SAT)
16. Idol Janshi Suchie-Pai Mecha Genteiban - Hatsubai 5 Shuunen Toku Package [Model T-5716G] (1998, SAT)
17. Idol Janshi Suchie-Pai Secret Album [Model T-5717G] (1999, SAT)
18. Idol Janshi Wo Tsukuttyaou (1999, DREAM)
19. Idol Janshi Suchie-Pai III (1999, ARC)
20. Idol Janshi Suchie-Pai Collection Koushiki Digital Gengashuu (1999, WIN95)
21. Idol Janshi Suchie-Pai Desktop De Asonjyaou (2001, WIN95)
22. Idol Janshi Suchie-Pai III Shokai Gentei ban (2002, WIN95) 
23. Idol Janshi Suchie-Pai III Tsujou ban(2002, WIN95) 
24. Idol Janshi Suchie-Pai Fandisk Shokai Gentei ban (2002, WIN98) 
25. Idol Janshi Suchie-Pai Double Pack (2002, WIN98) 
26. JALECO The Best Idol Janshi Suchie-Pai Limited (2002, PSX) 
27. JALECO The Best Idol Janshi Suchie-Pai II Limited (2002, PSX)
28. Idol Janshi Suchie-Pai DVDPG Shokai Gentei ban (2003, DVD) 
29. Ultra Series Idol Janshi Suchie-Pai Special (2003, WIN98) 
30. YuYu Idol Janshi Suchie-Pai Special (2004, WIN98) 
31. Idol Janshi Suchie-Pai PC Memorial BOX (2005, WIN98) 
32. Idol Janshi Suchie-Pai III Remix (2007, DS/PSP)
33. Idol Janshi Suchie-Pai IV (2007, PS2)
34. Idol Janshi Suchie-Pai IV Portable (2010, PSP)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59255&o=2

$end


$saturn,sat_cart=suchierm,
$bio

Idol Janshi Suchie-Pai Remix (c) 1995 Jaleco Company, Limited.

- TECHNICAL -

Game ID: T-5704G

- TRIVIA -

Idol Janshi Suchie-Pai Remix was released on September 29, 1995 in Japan.

- SERIES -

1. Bishoujo Janshi Suchie-Pai [Model SHVC-JS] (1993, SFC)
2. Idol Janshi Suchie-Pai Special (1993, ARC)
3. Idol Janshi Suchie-Pai II (1994, ARC) 
4. Idol Janshi Suchie-Pai Special [Model IMP-SF0301] (1995, 3DO)
5. Idol Janshi Suchie-Pai Special [Model T-5701G] (1995, SAT)
6. Idol Janshi Suchie-Pai Limited [Model SLPS-00029] (1995, PSX)
7. Idol Janshi Suchie-Pai Remix [Model T-5704G] (1995, SAT)
8. Idol Janshi Suchie-Pai Special (1996, WIN3.1) 
9. Idol Janshi Suchie-Pai II [Model T-5705G] (1996, SAT)
10. Idol Janshi Suchie-Pai II Limited (1996, PSX)
11. Idol Janshi Suchie-Pai II Limited Special Pack (1996, PSX)
12. Idol Janshi Suchie-Pai Special (1997, WIN95)
13. Suchie-Pai Adventure - Doki Doki Nightmare [Model T-5713G] (1998, SAT)
14. Suchie-Pai Adventure Doki Doki Nightmare (1998, PSX)
15. Suchie-Pai Adventure Doki Doki Nightmare Special Package (1998, SAT)
16. Idol Janshi Suchie-Pai Mecha Genteiban - Hatsubai 5 Shuunen Toku Package [Model T-5716G] (1998, SAT)
17. Idol Janshi Suchie-Pai Secret Album [Model T-5717G] (1999, SAT)
18. Idol Janshi Wo Tsukuttyaou (1999, DREAM)
19. Idol Janshi Suchie-Pai III (1999, ARC)
20. Idol Janshi Suchie-Pai Collection Koushiki Digital Gengashuu (1999, WIN95)
21. Idol Janshi Suchie-Pai Desktop De Asonjyaou (2001, WIN95)
22. Idol Janshi Suchie-Pai III Shokai Gentei ban (2002, WIN95) 
23. Idol Janshi Suchie-Pai III Tsujou ban(2002, WIN95) 
24. Idol Janshi Suchie-Pai Fandisk Shokai Gentei ban (2002, WIN98) 
25. Idol Janshi Suchie-Pai Double Pack (2002, WIN98) 
26. JALECO The Best Idol Janshi Suchie-Pai Limited (2002, PSX) 
27. JALECO The Best Idol Janshi Suchie-Pai II Limited (2002, PSX)
28. Idol Janshi Suchie-Pai DVDPG Shokai Gentei ban (2003, DVD) 
29. Ultra Series Idol Janshi Suchie-Pai Special (2003, WIN98) 
30. YuYu Idol Janshi Suchie-Pai Special (2004, WIN98) 
31. Idol Janshi Suchie-Pai PC Memorial BOX (2005, WIN98) 
32. Idol Janshi Suchie-Pai III Remix (2007, DS/PSP)
33. Idol Janshi Suchie-Pai IV (2007, PS2)
34. Idol Janshi Suchie-Pai IV Portable (2010, PSP)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59256&o=2

$end


$saturn,sat_cart=suchiese,
$bio

Idol Janshi Suchie-Pai Secret Album (c) 1999 Jaleco Company, Limited.

- TECHNICAL -

Game ID: T-5717G

- TRIVIA -

Released on March 18, 1999 in Japan.

- SERIES -

1. Bishoujo Janshi Suchie-Pai [Model SHVC-JS] (1993, SFC)
2. Idol Janshi Suchie-Pai Special (1993, ARC)
3. Idol Janshi Suchie-Pai II (1994, ARC) 
4. Idol Janshi Suchie-Pai Special [Model IMP-SF0301] (1995, 3DO)
5. Idol Janshi Suchie-Pai Special [Model T-5701G] (1995, SAT)
6. Idol Janshi Suchie-Pai Limited [Model SLPS-00029] (1995, PSX)
7. Idol Janshi Suchie-Pai Remix [Model T-5704G] (1995, SAT)
8. Idol Janshi Suchie-Pai Special (1996, WIN3.1) 
9. Idol Janshi Suchie-Pai II [Model T-5705G] (1996, SAT)
10. Idol Janshi Suchie-Pai II Limited (1996, PSX)
11. Idol Janshi Suchie-Pai II Limited Special Pack (1996, PSX)
12. Idol Janshi Suchie-Pai Special (1997, WIN95)
13. Suchie-Pai Adventure - Doki Doki Nightmare [Model T-5713G] (1998, SAT)
14. Suchie-Pai Adventure Doki Doki Nightmare (1998, PSX)
15. Suchie-Pai Adventure Doki Doki Nightmare Special Package (1998, SAT)
16. Idol Janshi Suchie-Pai Mecha Genteiban - Hatsubai 5 Shuunen Toku Package [Model T-5716G] (1998, SAT)
17. Idol Janshi Suchie-Pai Secret Album [Model T-5717G] (1999, SAT)
18. Idol Janshi Wo Tsukuttyaou (1999, DREAM)
19. Idol Janshi Suchie-Pai III (1999, ARC)
20. Idol Janshi Suchie-Pai Collection Koushiki Digital Gengashuu (1999, WIN95)
21. Idol Janshi Suchie-Pai Desktop De Asonjyaou (2001, WIN95)
22. Idol Janshi Suchie-Pai III Shokai Gentei ban (2002, WIN95) 
23. Idol Janshi Suchie-Pai III Tsujou ban(2002, WIN95) 
24. Idol Janshi Suchie-Pai Fandisk Shokai Gentei ban (2002, WIN98) 
25. Idol Janshi Suchie-Pai Double Pack (2002, WIN98) 
26. JALECO The Best Idol Janshi Suchie-Pai Limited (2002, PSX) 
27. JALECO The Best Idol Janshi Suchie-Pai II Limited (2002, PSX)
28. Idol Janshi Suchie-Pai DVDPG Shokai Gentei ban (2003, DVD) 
29. Ultra Series Idol Janshi Suchie-Pai Special (2003, WIN98) 
30. YuYu Idol Janshi Suchie-Pai Special (2004, WIN98) 
31. Idol Janshi Suchie-Pai PC Memorial BOX (2005, WIN98) 
32. Idol Janshi Suchie-Pai III Remix (2007, DS/PSP)
33. Idol Janshi Suchie-Pai IV (2007, PS2)
34. Idol Janshi Suchie-Pai IV Portable (2010, PSP)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59257&o=2

$end


$info=suchipi,
$bio

アイドル雀士スーチーパイ Special (c) 1993 Jaleco.
(Idol Janshi Suchie-Pai Special)

Idol Janshi Suchie-Pai Special is a strip mahjong game featuring seven playable characters. At the start of the game, the player may select from Mai, Yuki, Rumi, Shiho, Sayuri, Erika, or Rei. The player then plays against each girl in a random order.

After winning a hand, the player will play a matching game. The player is given a number of tries to match tiles according to how good of a winning hand they had.  Matching tiles reward the player with bonus items that can be used to cheat during following hands of mahjong. Each pair of tiles removed reveals a still-shot of the current opponent. If the board, is not cleared after all of the player's attempts are used the player must play another round of mahjong with the current opponent. After all tiles are removed from the matching game, or the opponents betting funds are completely depleted, the player is rewarded with the opponents only strip sequence and moves on to the next opponent.

If the player loses all of their betting funds, then the game is over.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 8 Mhz)
Sound Chips : OKI6295 (@ 24.242 Khz)

Players : 1

- TRIVIA -

Idol Janshi Suchie-Pai Special was released in December 1993 in the Japanese arcades.

- TIPS AND TRICKS -

* Secret Character : Kyouko is a hidden character. You have to get the maximum (Tumikomi) level before finishing Stage 7 (VS Reika) to fight her.

- SERIES -

1. Bishoujo Janshi Suchie-Pai [Model SHVC-JS] (1993, SFC)
2. Idol Janshi Suchie-Pai Special (1993, ARC)
3. Idol Janshi Suchie-Pai II (1994, ARC) 
4. Idol Janshi Suchie-Pai Special [Model IMP-SF0301] (1995, 3DO)
5. Idol Janshi Suchie-Pai Special [Model T-5701G] (1995, SAT)
6. Idol Janshi Suchie-Pai Limited [Model SLPS-00029] (1995, PSX)
7. Idol Janshi Suchie-Pai Remix [Model T-5704G] (1995, SAT)
8. Idol Janshi Suchie-Pai Special (1996, WIN3.1) 
9. Idol Janshi Suchie-Pai II [Model T-5705G] (1996, SAT)
10. Idol Janshi Suchie-Pai II Limited (1996, PSX)
11. Idol Janshi Suchie-Pai II Limited Special Pack (1996, PSX)
12. Idol Janshi Suchie-Pai Special (1997, WIN95)
13. Suchie-Pai Adventure - Doki Doki Nightmare [Model T-5713G] (1998, SAT)
14. Suchie-Pai Adventure Doki Doki Nightmare (1998, PSX)
15. Suchie-Pai Adventure Doki Doki Nightmare Special Package (1998, SAT)
16. Idol Janshi Suchie-Pai Mecha Genteiban - Hatsubai 5 Shuunen Toku Package [Model T-5716G] (1998, SAT)
17. Idol Janshi Suchie-Pai Secret Album [Model T-5717G] (1999, SAT)
18. Idol Janshi Wo Tsukuttyaou (1999, DREAM)
19. Idol Janshi Suchie-Pai III (1999, ARC)
20. Idol Janshi Suchie-Pai Collection Koushiki Digital Gengashuu (1999, WIN95)
21. Idol Janshi Suchie-Pai Desktop De Asonjyaou (2001, WIN95)
22. Idol Janshi Suchie-Pai III Shokai Gentei ban (2002, WIN95) 
23. Idol Janshi Suchie-Pai III Tsujou ban(2002, WIN95) 
24. Idol Janshi Suchie-Pai Fandisk Shokai Gentei ban (2002, WIN98) 
25. Idol Janshi Suchie-Pai Double Pack (2002, WIN98) 
26. JALECO The Best Idol Janshi Suchie-Pai Limited (2002, PSX) 
27. JALECO The Best Idol Janshi Suchie-Pai II Limited (2002, PSX)
28. Idol Janshi Suchie-Pai DVDPG Shokai Gentei ban (2003, DVD) 
29. Ultra Series Idol Janshi Suchie-Pai Special (2003, WIN98) 
30. YuYu Idol Janshi Suchie-Pai Special (2004, WIN98) 
31. Idol Janshi Suchie-Pai PC Memorial BOX (2005, WIN98) 
32. Idol Janshi Suchie-Pai III Remix (2007, DS/PSP)
33. Idol Janshi Suchie-Pai IV (2007, PS2)
34. Idol Janshi Suchie-Pai IV Portable (2010, PSP)

- STAFF -

Character Design: Kenichi Sonoda
Voice Cast: Mika Kanai
Original Animation: Takeshi Honda
Chief Programmer: TAURUS
Program: NOR, RYN
Graphic: APS., Hata P
Sound: TAKO
Special Thanks: HERŌ, MEI
Planning / Chief Graphic: Hata Muon

- PORTS -

* Consoles :
[JP] Panasonic 3DO (1995) "Idol Janshi Suchie-Pai Special [Model IMP-SF0301]"
[JP] Sega Saturn (1995) "Idol Janshi Suchie-Pai Special [Model T-5701G]"
[JP] Sony PlayStation (1995) "Idol Janshi Suchie-Pai Limited [Model SLPS-00029]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3500&o=2

$end


$saturn,sat_cart=suchiesp,
$bio

Idol Janshi Suchie-Pai Special (c) 1995 Jaleco Company, Limited.

- TECHNICAL -

Game ID: T-5701G

- TRIVIA -

Released on February 24, 1995 in Japan.

- SERIES -

1. Bishoujo Janshi Suchie-Pai [Model SHVC-JS] (1993, SFC)
2. Idol Janshi Suchie-Pai Special (1993, ARC)
3. Idol Janshi Suchie-Pai II (1994, ARC) 
4. Idol Janshi Suchie-Pai Special [Model IMP-SF0301] (1995, 3DO)
5. Idol Janshi Suchie-Pai Special [Model T-5701G] (1995, SAT)
6. Idol Janshi Suchie-Pai Limited [Model SLPS-00029] (1995, PSX)
7. Idol Janshi Suchie-Pai Remix [Model T-5704G] (1995, SAT)
8. Idol Janshi Suchie-Pai Special (1996, WIN3.1) 
9. Idol Janshi Suchie-Pai II [Model T-5705G] (1996, SAT)
10. Idol Janshi Suchie-Pai II Limited (1996, PSX)
11. Idol Janshi Suchie-Pai II Limited Special Pack (1996, PSX)
12. Idol Janshi Suchie-Pai Special (1997, WIN95)
13. Suchie-Pai Adventure - Doki Doki Nightmare [Model T-5713G] (1998, SAT)
14. Suchie-Pai Adventure Doki Doki Nightmare (1998, PSX)
15. Suchie-Pai Adventure Doki Doki Nightmare Special Package (1998, SAT)
16. Idol Janshi Suchie-Pai Mecha Genteiban - Hatsubai 5 Shuunen Toku Package [Model T-5716G] (1998, SAT)
17. Idol Janshi Suchie-Pai Secret Album [Model T-5717G] (1999, SAT)
18. Idol Janshi Wo Tsukuttyaou (1999, DREAM)
19. Idol Janshi Suchie-Pai III (1999, ARC)
20. Idol Janshi Suchie-Pai Collection Koushiki Digital Gengashuu (1999, WIN95)
21. Idol Janshi Suchie-Pai Desktop De Asonjyaou (2001, WIN95)
22. Idol Janshi Suchie-Pai III Shokai Gentei ban (2002, WIN95) 
23. Idol Janshi Suchie-Pai III Tsujou ban(2002, WIN95) 
24. Idol Janshi Suchie-Pai Fandisk Shokai Gentei ban (2002, WIN98) 
25. Idol Janshi Suchie-Pai Double Pack (2002, WIN98) 
26. JALECO The Best Idol Janshi Suchie-Pai Limited (2002, PSX) 
27. JALECO The Best Idol Janshi Suchie-Pai II Limited (2002, PSX)
28. Idol Janshi Suchie-Pai DVDPG Shokai Gentei ban (2003, DVD) 
29. Ultra Series Idol Janshi Suchie-Pai Special (2003, WIN98) 
30. YuYu Idol Janshi Suchie-Pai Special (2004, WIN98) 
31. Idol Janshi Suchie-Pai PC Memorial BOX (2005, WIN98) 
32. Idol Janshi Suchie-Pai III Remix (2007, DS/PSP)
33. Idol Janshi Suchie-Pai IV (2007, PS2)
34. Idol Janshi Suchie-Pai IV Portable (2010, PSP)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59258&o=2

$end


$saturn,sat_cart=fromanc2,
$bio

Idol Mahjong Final Romance 2 (c) 1995 ASK Kodansha Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59259&o=2

$end


$neocd=fromanc2,
$bio

Idol Mahjong Final Romance 2 [Model NGCD-098] (c) 1995 SNK [Shin Nihon Kikaku] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68142&o=2

$end


$saturn,sat_cart=fromanc4,
$bio

Idol Mahjong Final Romance 4 (c) 1998 Video System Company, Limited. [Kyoto, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59260&o=2

$end


$saturn,sat_cart=fromancr,
$bio

Idol Mahjong Final Romance R - Premium Package (c) 1996 ASK Kodansha Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59261&o=2

$end


$saturn,sat_cart=fromancra,
$bio

Idol Mahjong Final Romance R Audio Disc (c) 199? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59262&o=2

$end


$info=idhimitu,
$bio

Idol no Himitsu (c) 1989 Digital Soft.

A mahjong game.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 5 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.25 Mhz), DAC

Screen orientation : Horizontal
Video resolution : 512 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096

Player : 2
Control : mahjong keyboard

- TRIVIA -

Released in March 1989.

The title of this game translates from Japanese as 'Idol's Secret'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1170&o=2

$end


$pc98=idolprj2,
$bio

Idol Project 2 (c) 1995 KSS Media Ent. Co. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89745&o=2

$end


$nes=idolshis,
$bio

IDOL ???? (c) 1990 Hacker International.
(Idol Shisen Mahjong)

- TECHNICAL -

Game ID: HKI-01

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54217&o=2

$end


$info=fromance,
$bio

Idol-Mahjong Final Romance (c) 1991 Video System.

A mahjong game with night life overtones and special items.

- TECHNICAL -

Main CPU : (2x) Zilog Z80 (@ 6 Mhz)
Sound Chips : YM2413 (@ 3.579545 Mhz), OKI MSM5205 (@ 384 Khz)

Players : 1
Control : mahjong keyboard

- TRIVIA -

Released in December 1991.

- SERIES -

1. Idol-Mahjong Final Romance (1991)
2. Taisen Idol-Mahjong Final Romance 2 (1995)
3. Taisen Mahjong Final Romance R (1995)
4. Taisen Mahjong Final Romance 4 (1998)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1171&o=2

$end


$info=idolmj,
$bio

Idol-Mahjong Housoukyoku (c) 1988 System Service.

A mahjong game with stripping women! 'Is that a RON in your pants or are you just happy to see me?'

- TECHNICAL -

Main CPU : (2x) Zilog Z80 (@ 6 Mhz)
Sound Chips : General Instrument AY8910 (@ 2 Mhz), OKI MSM5205 (@ 384 Khz)

Screen orientation : Horizontal
Video resolution : 352 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048

Players : 1
Control : mahjong keyboard

- TRIVIA -

The title of this game translates from Japanese as 'Idol-Mahjong Broadcasting Studio'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1172&o=2

$end


$pc8801_flop=idols,
$bio

Idols (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92076&o=2

$end


$pc8801_flop=idoserr,
$bio

IDOS err (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92072&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=ieee488,
$bio

IEEE-488 [Model VIC-1112] (c) 198? Commodore, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84438&o=2

$end


$info=iemoto,iemotom,
$bio

Iemoto (c) 10/1987 Nichibutsu.

A mahjong game where the player battles mercenaries to save girls.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 5 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.25 Mhz), DAC (@ 1.25 Mhz)

Screen orientation : Horizontal
Video resolution : 512 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 65536

Player : 2
Control : mahjong keyboard

- TRIVIA -

The title of this game translates from Japanese as 'Principal'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1173&o=2

$end


$pc98=ieyasus,
$bio

Ieyasu Senki (c) 1996 Imagineer Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89746&o=2

$end


$pc98=if,
$bio

if - Invitations from Fantastic stories (c) 1993 Active Software [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91183&o=2

$end


$pc98=if2,
$bio

if 2 - Invitations from Fantastic stories (c) 1993 Active Software [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91184&o=2

$end


$pc98=if3,
$bio

if 3 - Invitations from Fantastic stories (c) 1995 Active Software [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91185&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=fltsim,fltsima,
$bio

IFR - Flight Simulator (c) 1983 Academy Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84439&o=2

$end


$msx2_flop=ifrfly,
$bio

Ifr-Fly (c) 1988 Philips Interactive Media, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101725&o=2

$end


$pcecd=iganin,
$bio

Iga Ninden Gaiou (c) 1993 Nichibutsu.

Iga Ninden Gaiou is an action game by Nichibutsu where the player takes control of a Samurai/Ninja who must rescue his lovely girlfriend. The game takes place in Ancient Japan where sword fights meet mystical magic and demons... but not only as later stages even transport the player to futuristic worlds and cities. The main character uses his sword most of the time to defeat his enemies. But he can also charge up and throw knives. RUN can also launch a mystical attack. But use those wisely as they are only available in a limited quantities. As expected in this sort of game, a boss awaits for you at the end of each stage and unlocks new powers and weapons when defeated.

- TECHNICAL -

Game ID: NBCD3003

- TRIVIA -

Iga Ninden Gaiou was released on December 10, 1993 in Japan for 7900 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58226&o=2

$end


$info=iganinju,
$bio

Iga Ninjutsuden - Goshin no Sho (c) 1988 Jaleco.

A ninja platform game from Jaleco.

- TECHNICAL -

Jaleco Mega System 1-A hardware

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound CPU : Motorola 68000 (@ 7 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.5 Mhz), (2x) OKI6295 (@ 30.303 Khz)

Players: 2
Control: 8-way joystick
Buttons: 2

- TRIVIA -

Iga Ninjutsuden was released in September 1988 in Japan. It was exported outside Japan as "Ninja Kazan".

The title of this game translates from Japanese as 'The Legend of Iga Ninjutsu - Book of the Five Gods'.

Iga is one of the two famous schools of ninjutsu (the ninja martial art), the other being Kouga.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1174&o=2

$end


$msx1_cart=iganinp2,
$bio

Iga Ninpouchou - Mangetsujou no Tatakai [Model GPm-128] (c) 1986 Casio Computer Co., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77153&o=2

$end


$msx1_cart=iganinpo,
$bio

Iga Ninpouchou [Model GPM-117] (c) 1985 Casio Computer Co., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77152&o=2

$end


$n64=iggyreck,iggyrecku,
$bio

Iggy's Reckin' Balls (c) 1998 Acclaim Entertainment, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57748&o=2

$end


$n64=iggyreckj,
$bio

Iggy-kun no Bura Bura Poyon [Model NUS-NWBJ] (c) 1998 Acclaim Japan [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57749&o=2

$end


$msx1_cass=igloo,
$bio

Igloo (c) 1985 Garbi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94724&o=2

$end


$info=igmo,
$bio

IGMO (c) 1984 Epos.

A platform game where you control a rather odd character who must avoid or destroy a variety of enemies.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 2.75 Mhz)
Sound Chips : General Instrument AY8910 (@ 2.75 Mhz)

Screen orientation : Vertical
Video resolution : 236 x 272 pixels
Screen refresh : 60.00 Hz
Palette colors : 32

Players : 1
Control : 8-way joystick
Buttons : 2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1175&o=2

$end


$gba=ignition,
$bio

Ignition Collection: Volume 1- 3 Games in 1: Animal Snap + World Tennis Stars + Super Dropzone (c) 2007 Ignition Ent., Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71247&o=2

$end


$nes=igokyurt,
$bio

Igo - Kyuu Roban Taikyoku (c) 1987 BPS [Bullet-Proof Software]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54218&o=2

$end


$famicom_flop=igokyuur,
$bio

?? ????? (c) 1987 BPS [Bullet-Proof Software]
(Igo - Kyuu Roban Taikyoku)

- TECHNICAL -

Disk ID: BPS-IGO

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65361&o=2

$end


$snes=igoclub,
$bio

Igo Club [Model SHVC-AIVJ-JPN] (c) 1996 Hect [Hector] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61515&o=2

$end


$pc8801_flop=igohyakk,
$bio

Igo Hyakka - Go to Shodan (c) 1985 Cross Media Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92077&o=2

$end


$pc8801_flop=igohyak2,
$bio

Igo Hyakka II - Sakata Keppuroku (c) 1987 Cross Media Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92078&o=2

$end


$nes=igomeikn,
$bio

Igo Meikan (c) 1990 Hector

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54219&o=2

$end


$pc98=igoseitn,
$bio

Igo Seiten (c) 1993 Home Data [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89747&o=2

$end


$nes=igoshin,
$bio

Igo Shinan (c) 1989 Hector

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54224&o=2

$end


$nes=igoshi91,
$bio

Igo Shinan '91 (c) 1991 Hect

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54220&o=2

$end


$nes=igoshi92,
$bio

Igo Shinan '92 (c) 1992 Hector

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54221&o=2

$end


$nes=igoshi93,
$bio

Igo Shinan '93 (c) 1992 Hector

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54222&o=2

$end


$nes=igoshi94,
$bio

Igo Shinan '94 (c) 1993 Hector

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54223&o=2

$end


$snes=ihatov,
$bio

Ihatov Monogatari [Model SHVC-H8] (c) 1993 Hect [Hector] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61516&o=2

$end


$x68k_flop=iinoyama,
$bio

Iinoyama no Oishii (c) 1994 Toukyou Kogei Daigaku Programming Kenkyuukai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88314&o=2

$end


$pc8801_flop=ijimetei,
$bio

Ijimete Iikai (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92079&o=2

$end


$amigaocs_flop=ikplus,
$bio

IK+ (c) 1988 System 3 Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74279&o=2

$end


$amigaocs_flop=ikplusa,
$bio

IK+ [Budget] (c) 1988 Hit Squad, The [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74280&o=2

$end


$cdi=ikmiklet,
$bio

Ik, Mik, Letterland - een leesavontuur met maan roos vis (c) 1996 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52902&o=2

$end


$x68k_flop=ikablade,
$bio

Ika Blade (c) 1992 Yax [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88315&o=2

$end


$info=ikarijp,ikarijpb,
$bio

Ikari (c) 1986 SNK.

SNK's answer to Capcom's 'Commando', released a year earlier, one or two players take on the role of a 'Rambo-esque' soldier as they fight on land and water to reach the village of Ikari. most of the action takes place on foot, although players will occasionally stumble across unoccupied enemy tanks which can be entered and driven. Standing between the players and their destination are a multitude of enemy soldiers, tanks, helicopters and static gun emplacements.

Each different enemy soldier-type is equipped with a different weapon, such as a semi-automatic machine gun, automatic machine gun, grenades, and super grenades. To assist the players in their struggle, a number of power-ups can be picked up, such as extended shot range and hand-grenades. As the players' munitions are depletable, additional ammo/grenades must to be picked up along the way. players can also enter tanks, which offer increased firepower as well as resistance to enemy shots. Too many enemy hits, however, will eventually see the tank explode - this is proceeded by a warning flash to allow the player to leave the tank before the explosion takes place. Should the player be caught inside when the tank explodes, a life is lost.

Unlike Capcom's 'Commando', Ikari features 360 degree gameplay, as a result of this the home conversions could never hope to match the arcade machine's rotary joystick controls.

- TECHNICAL -

Game ID : A5004 'IW'

Main CPU : (2x) Zilog Z80 (@ 4 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : (2x) YM3526 (@ 4 Mhz)

Players : 2
Control : dial
Buttons : 2

- TRIVIA -

Released in March 1986 in Japan.

The title of this game translates from Japanese as 'Anger'.

This game is known outside Japan as "Ikari Warriors".

The two heroes of the Ikari Warriors series, Paul and Vince, appear in the King of Fighters series as Ralf Jones and Clark Steel.

- SERIES -

1. Ikari (1986)
2. Dogosoken (1986)
3. Ikari III - The Rescue (1989)

- PORTS -

* Consoles :
Nintendo Famicom (1986, "Ikari [Model KAC-IK]")

* Computers :
MSX 2 (1987, "Ikari [Model SFX-IK]")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1176&o=2

$end


$nes=ikarih,
$bio

Ikari (c) 1987 FMG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69271&o=2

$end


$msx2_flop=ikari,ikarib,ikaria,
$bio

Ikari (c) 198? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101726&o=2

$end


$nes=ikari2j,
$bio

Ikari II - Dogosoken (c) 1988 KAC [K.Amusement Lising Co.].

Ikari II Dog?s?ken is an overhead military themed shooter developed by SNK and conversion of the arcade game originally released in 1986. Ralf and Clark are back, and shortly after completing their last mission, an emergency transmission reveals that a new threat is rising and is far worse than their prior job. Zang Zip, the War Dog, has enslaved the people of Earth and our two heroes must now travel to a strange alien world to save humanity. They come equipped with a standard machine gun and can pick up a range of new weapons along the way, such as the powerful bazooka (useful to also destroy obstacles), the boomerang (kill all enemies on its way) and the sword (close range). Weapons can be changed at anytime by accessing the status screen, and the warriors can also carry grenades and land mines which are primarily used to clear obstacles or defeat strong enemies. Each time the player collects a new weapon, the power gauge for that weapon increases and its attack level upgrades automatically. It is also interesting to notice that, unlike the first game, each weapon comes with unlimited ammo. Finally, a myriad of items are available throughout the game that can be stored and used at any time - they range from special temporary powers (Thunder, Wing and Arrow) to invincibility armors or extra health. Interestingly, each stage features a shop called a 'Bar' (or 'barshop' in the American version, which is apparently a strange mix between a shop and a bar). There, bounty hunters can be defeated in duel to acquire Hearts (the game's currency). As a side note, these hearts are also left behind by defeated enemies. Although Ikari II consists of five stages, special warp tiles are also scattered around each level and give access to small mini-games or mini-boss battles.

- TECHNICAL -

Cartridge ID: KAC-DS

- TRIVIA -

Ikari II for Famicom was released on April 16, 1988 in Japan.

Ikari II Dog?s?ken was an arcade game by SNK originally released in 1986. It was the sequel of Ikari, released the same year, and also featured a rotary joystick allowing players to shoot in one direction while moving in another. The Famicom port shows several differences (or added features) with the arcade game. Stores are now scattered throughout the game and odd looking hearts left behind by defeated enemies can be used as currency. Ralf and Clark have a life meter unlike the arcade game which featured a one-hit death (and three lives), and they can store any weapon they have collected, and use the status screen to switch from one to another. Some of the special power-ups are different too (and can be stored as well), and an exclusive flying wing was added to the Famicom port.

- TIPS AND TRICKS -

* Continues: Press A,B,B,A,A,A,A,A,A and B right after you die to continue. It however only works three times for the final boss fight.

- STAFF -

STAFF: Tama, Kita, Hamach, Tuka, Keiko

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47507&o=2

$end


$info=ikari3,ikari3j,ikari3u,ikari3k,
$bio

Ikari III - The Rescue (c) 1989 SNK.

Two shirtless Rambo-type players fight their way behind enemy lines to rescue a kidnapped hostage. Various military types must be killed by fist, knife, foot or gun. The players are occasionally marauded by tanks and helicopters as they scroll through the field.

- TECHNICAL -

Game ID : A7007 'IK3'

Main CPU : Motorola 68000 (@ 10 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), UPD7759 (@ 640 Khz)

Players : 2
Control : dial
Buttons : 3

- TRIVIA -

Ikari III was released in January 1989.

- SERIES -

1. Ikari Warriors (1986)
2. Victory Road (1986)
3. Ikari III - The Rescue (1989)

- PORTS -

* Consoles :
Nintendo Famicom (1990, "Ikari III [Model KAC-3D]")

* Computers :
Commodore C64 (1990)
IBM PC

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1177&o=2

$end


$nes=ikari3,
$bio

Ikari III - The Rescue (c) 1991 SNK [Shin Nihon Kikaku].

Export release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Ikari III [Model KAC-3D]".

- TECHNICAL -

Cartridge ID: NES-3D-USA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55219&o=2

$end


$nes=ikari3j,
$bio

?III (c) 1990 KAC [K.Amusement Lising Co.].
(Ikari III)

Ikari III is an action game by KAC and conversion of the arcade game of the same name originally released by SNK in 1989. The 'Crime Ghost', a secret organization led by the ruthless and megalomaniac commander Fausuto (aka 'Faust'), is poised to take over the world. In their pursuit of global domination, they have kidnaped the president's daughter and threaten to kill her if he doesn't step down from his position. His only hope is to summon the Ikari Warriors, and to convince them to rescue Erisu (aka 'Elise') from the enemy organization. Ikari III follows a radically different approach than its predecessors - both Ralf and Clark use their fists and feet as their primary weapons instead of their trademark machine guns and grenades. Thus, the meat of the game is to fight off swarms of enemy troops, and to throw combination of punches (A), kicks (B) and jump kicks (A+B) at them. However, the warriors can still collect temporary weapons along the way, all of which have very limited ammo (10 shots for the machine gun and a single throw for the grenades). The machine gun does a come-back during some of the boss battles though, and the player is granted unlimited ammunition until they finally bite the dust. Ikari III features six levels, exclusive cutscenes and a two simultaneous player mode.

- TECHNICAL -

Cartridge ID: KAC-3D

- TRIVIA -

Ikari III for Famicom was released on March 16, 1990 in Japan for 5600 Yen.

Ikari III was an arcade game by SNK originally released in 1989. With this installment, the series curiously departed from its traditional roots and relied on a beat'm up gameplay rather than an all out run'n'gun approach. The graphics changed accordingly and the character's sprites were much larger on the screen (which certainly was much more appropriate for this genre). Also, and unlike the first two episodes, Ikari III was structured into distinct levels. The Famicom port tested here shows significant differences - sprites are (obviously) a lot smaller on screen, the stages' layout is slightly different and features exclusive new bosses and enemies. The player can also only move and shoot in four directions instead of eight and the knife is nowhere to be seen. Finally, an exclusive underwater scuba diving level was added as well as cutscenes. Interestingly, the Japanese Famicom version only features three continues, unlike the American NES version which allows unlimited continues.

- STAFF -

Programer: Lonly Heart, Kattoi 2A03
Director: Oba
Designer: Tessa I, Tazen Sakamoto, Oh! Toki., Y. Maeda, Manoru....!, Gagamaru, Gero.Gero
Sound Composer: Kidon, Yoko.O, Hinjakun
Special Thanks: John.Guso, Kohyan
Producer: Eikichi Kawasaki

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47511&o=2

$end


$gameboy=ikariyo2,
$bio

Ikari no Yousai 2 [Model DMG-I2J] (c) 1992 Jaleco Company, Limited. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66169&o=2

$end


$gameboy=ikariyou,
$bio

Ikari no Yousai [Model DMG-IYJ] (c) 1991 Jaleco Company, Limited. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66168&o=2

$end


$snes=ikariyou,
$bio

????? (c) 1993 Jaleco Company, Limited.
(Ikari no Yousai)

Ikari no Yousai is a top-down overhead shooter by Jaleco and features a heavy armed warrior whose given task is to infiltrate a science laboratory and to find out what happened there. The uninviting place is now filled with legions of hostile aliens and odd-looking devices are scattered around every corner of the sprawling station. The player first comes equipped with a single Vulcan gun and a triple direction laser, but more sophisticated weaponry and items are later available such as the flamethrower or the reflective laser. As the game progresses, maps of the visited areas reveal their secrets and special booths give the player some clues on what exactly happened in the station (through simple animated cutscenes). But Ikari no Yousai is more than a simple overhead shooter, the game features many puzzled and some areas can be only unlocked by using a specific weapon or item.

- TECHNICAL -

Cartridge ID: SHVC-IY

- TRIVIA -

Released on April 23, 1993 in Japan for 8700 Yen.

Reviews:
[FR] April 1993 - Consoles + No. 18: 70/100

Export releases:
[US] Operation Logic Bomb
[EU] Operation Logic Bomb

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61517&o=2

$end


$info=ikari,ikaria,ikarinc,
$bio

Ikari Warriors (c) 1986 SNK.

SNK's answer to Capcom's 'Commando', released a year earlier, one or two players take on the role of a "Rambo-esque" soldier as they fight on land and water to reach the village of Ikari. most of the action takes place on foot, although players will occasionally stumble across unoccupied enemy tanks which can be entered and driven. Standing between the players and their destination are a multitude of enemy soldiers, tanks, helicopters and static gun emplacements.

Each different enemy soldier-type is equipped with a different weapon, such as a semi-automatic machine gun, automatic machine gun, grenades, and super grenades. To assist the players in their struggle, a number of power-ups can be picked up, such as extended shot range and hand-grenades. As the players' munitions are deletable, additional ammo/grenades must to be picked up along the way. players can also enter tanks, which offer increased firepower as well as resistance to enemy shots. Too many enemy hits, however, will eventually see the tank explode - this is proceeded by a warning flash to allow the player to leave the tank before the explosion takes place. Should the player be caught inside when the tank explodes, a life is lost.

Unlike Capcom's 'Commando', Ikari Warriors features 360 degree gameplay, as a result of this the home conversions could never hope to match the arcade machine's rotary joystick controls.

- TECHNICAL -

Game ID : A5004 'IW'

Main CPU : (2x) Zilog Z80 (@ 4 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : (2x) YM3526 (@ 4 Mhz)

Screen orientation : Vertical
Video resolution : 216 x 288 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024

Players : 2
Control : dial
Buttons : 2

- TRIVIA -

Released in March 1986.

This game is known in Japan as "Ikari".

The two heroes of the Ikari Warriors series, Paul and Vince, appear in the King of Fighters series as Ralf Jones and Clark Steel.

Stan Szczepanski holds the official record for this game with 1,799,000 points.

- TIPS AND TRICKS -

* When driving a tank, try to avoid upgrading from cannonballs to missiles. Cannonballs explode as supergrenades, making it easier to hit gates and squadrons of men. Missiles, unfortunately, only take out one obstacle and will explode upon reaching their maximum range, which is rarely where you'd like the explosions to be.

* There are times when incoming missile triggers are impossible to avoid in the tank. A bug in the machine maximizes the number of explosions that can be onscreen at one time. When you MUST run over a trigger, fire off three shots rapidly timed to explode when the missile lands. With luck, the computer will be unable to generate the explosion and you and your tank can continue.

- SERIES -

1. Ikari Warriors (1986)
2. Victory Road (1986)
3. Ikari III - The Rescue (1989)

- PORTS -

* Consoles :
Nintendo Famicom (1986)
Atari 7800 (1989)
Atari 2600 (1990)

* Computers :
Commodore 16 (1987)
PC [Booter] (1987)
PC [MS-DOS, 5.25''] (198?)
Sinclair ZX Spectrum (1988)
Commodore C64 (1988)
Amstrad CPC (1988)
Amstrad CPC (1989, "12 Top Amstrad Hits")
Commodore Amiga (1989)
Atari ST (1989)
MSX2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1178&o=2

$end


$cpc_cass=ikari,
$bio

Ikari Warriors (c) 1986 Elite Systems, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96748&o=2

$end


$nes=ikari,ikariua,ikariu,
$bio

Ikari Warriors (c) 1987 SNK [Shin Nihon Kikaku] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55220&o=2

$end


$ibm5150,ibm5150_cass=ikari,
$bio

Ikari Warriors (c) 1987 Data East Corp. [Tokyo, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83639&o=2

$end


$amigaocs_flop=ikari,
$bio

Ikari Warriors (c) 1988 Elite

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74282&o=2

$end


$nes=ikari2,
$bio

Ikari Warriors II - Victory Road (c) 1988 SNK [Shin Nihon Kikaku].

Export release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Ikari II - Dogosoken [Model KAC-DS]".

- TECHNICAL -

Cartridge ID: NES-VR-USA

- TIPS AND TRICKS -

* Continues (USA version only): Press A,B,B and A right after you die to continue. It however only works three times for the final boss fight.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55221&o=2

$end


$a2600=ikari,ikarie,
$bio

Ikari Warriors (c) 1989 Atari Corporation.

Ikari Warriors is a one or two player game of survival. You and your partner move behind enemy lines in the hopes of wiping out the enemy. You begin the game with 50 grenades, 99 rounds of ammunition, and 3 lives. If your luck you can capture a tank to protect you from enemy fire.

Move your controller to manoeuvre through the jungle. Your main weapons are machine guns and grenades. To fire bullets and tank shells, press the fire button. To toss grenades, hold down the fire button for one or two seconds until the grenade launches.

Watch you bullet and grenade supply carefully. Pick up new supplies before you run out. To pick up new supplies, simply walk over a supply icon. There are no icons that up-grade your fire power. (See items.)

The tank, which moves only on dry land, provides safety from enemy bullets. To enter the tank, move your player onto the top of the tank.

The tank can be destroyed by enemy grenades. If the tank sustains damages while you are inside you go with it. To exit the tank, hold down the fire button for one or two seconds. Press the fire button to fire shots from the tank.

You must pick up fuel along the way to keep the tank moving. The tank explodes if it runs out of gas, so don't miss the energy supply icons!

In your journey through the jungle you will occasionally encounter a river or the sea. You will have to cross the water in order to continue. You can still fire while you are in the water. 

If you come into physical contact with an enemy soldier you lose a life. You can hide behind rock and rubble to avoid enemy gunfire. However you will still be vulnerable to their grenades, so watch out!

Each time the enemy makes a successful hit you lose a life. You receive a bonus life every 10,00 points. The fame is over when you lose your last life. To win the game, you must rescue the colonel being held captive by the enemy.

- TECHNICAL -

Model CX26177

- SCORING -

Enemy Soldier: 100 points
Helicopter: 200 points
Enemy Tank: 200 points
Bunker: 300 points
Gate: 300 points
Buildings: 200/300 points

- TIPS AND TRICKS -

* Conserve bullets and grenades.

* Plan your attack carefully. Dash in quickly, shoot, and back off before the enemy has a chance to aim and shoot back!

* If you come into contact with an enemy soldier you lose a life.

* Learn enemy locations and anticipate enemy attacks.

* Run over enemy soldiers with your tank. It saves ammo!

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50586&o=2

$end


$a7800=ikari,ikariu,
$bio

Ikari Warriors [Model CX7862] (c) 1990 Atari Corp. [Sunnyvale, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50142&o=2

$end


$amigaocs_flop=ikaria,
$bio

Ikari Warriors [Tenstar Pack] (c) 1988 Elite

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74283&o=2

$end


$nes=ikarij,
$bio

Ikari (c) 1986 KAC [K.Amusement Lising Co.].

Ikari is an overhead military themed shooter developed by Micronics and conversion of SNK's arcade game originally released in 1986. The game revolves around two Rambo-like warriors (complete with torso attached shorts and red headbands) who crash in an enemy infested jungle. Their objective is clear - they must now proceed towards the enemy headquarters, blow up tanks, gun turrets, fortified bunkers and lynch the enemy leader. Our commando-warriors, Ralf and Clark, come equipped with a standard machine gun and throwing grenades. More weapons can be picked up from downed enemies such as Fire Bullets (F), Long Range gun (L), spread/triple shot gun or bomb grenades (B). Other special and secret items are also available for the picking such as Speed ups (S), kill all enemies on screen (K), the rare mega-ammo (H) that fully refills the player's ammunition supply or the knife that kills enemies by simply touching them. All the ranged weapons have limited ammo and must be continually resupplied. But the meat of the game really lies in the vehicles - a tank and an helicopter can be acquired along the way, they both are bullet-proof and deal a fair amount of damage to enemy units. They however run on fuel and simply self-destruct when depleted. Ikari features four gigantic levels and a two simultaneous player mode.

- TECHNICAL -

Cartridge ID: KAC-IK

- TRIVIA -

Ikari for Famicom was released on November 26, 1986 in Japan for 5500 Yen.

Ikari was an arcade game by SNK originally released in 1986. This Famicom port by Micronics shows many differences with the arcade game. First of all, the game is split into four large areas whereas the arcade was a long uninterrupted level. Players can also pilot helicopters and new enemies have been added to the mix as well. Interestingly, the last boss is also completely different. The arcade game ends on a rotting general - this is also the case in this version, however, a hidden staircase leads to the final and fourth level. There, players fight the final boss, a large smiling skull-face.

- TIPS AND TRICKS -

Infinite continues: When you lose a life, the screen holds for a few seconds right before the dramatic 'Game Over'. To continue, press A, B, B, A before the Game Over screen appears.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47504&o=2

$end


$msx2_cart=ikari,ikaria,
$bio

Ikari (c) 1987 SNK [Shin Nihon Kikaku].

- TECHNICAL -

[Model SFX-IK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47505&o=2

$end


$info=ikaruga,
$bio

Ikaruga (c) 2001 Treasure.

A shoot-em-up arcade game which brings a perfect blend of classic arcade shooting and original gameplay. The player's ship can switch between two different 'polarities' : White and Dark. The Dark polarity can absorb dark colored enemy bullets while the White polarity can absorb white-colored enemy bullets. If the player kills 3 enemies of the same color in a row, a combo is built up that adds to the score.

- TECHNICAL -

Runs on the Sega "NAOMI GD-ROM System" hardware.

Players : 2
Control : 8-way joystick
Buttons : 3
=> [A] Shoot, [B] Polarity, [C] Laser

- TRIVIA -

Ikaruga was released in December 2001.

Ikaruga's prototype title was "Project RS-2", referring to Treasure's previous shooter, "Radiant Silvergun". This game is NOT a true sequel, but a spiritual sequel, to Radiant Silvergun.

- UPDATES -

Prototype version has :
* No changes to the fighter's specifications concerning polarity.
* Number of shots your fighter can fire is limited.
* To replenish your supply of bullets have to absorb enemy bullets.
* Can unleash successive Energy Releases.
* When reserves run out, can only fire short-range blank shots, only effective at close quarter.

- SERIES -

1. Radiant Silvergun (1998)
2. Ikaruga (2001)

- STAFF -

Director : HIROSHI IUCHI
Co-Director : ATSUTOMO NAKAGAWA
Character/Object design : E. SUZUKI
BG graphic design : HIROSHI IUCHI
Music by : HIROSHI IUCHI
Sound effect/GM data edit : SATOSHI MURATA

--G-Rev Staff--
Management : HIROYUKI MARUYAMA
Sub program : KATYUYUKI FUJITA
BG graphic design : HIDEYUKI KATOH
Art works : YASUSHI SUZUKI
PC edition prototype/Tutorial game program : SHIROTG
Receptionist : HARUKO HOSAKA
Executive Producer : MASATO MAEGAWA

- PORTS -

* Consoles :
Sega Dreamcast (2002)
Nintendo GameCube (2003)
Microsoft XBOX 360 (2008, "Xbox Live Arcade")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1179&o=2

$end


$pc8801_flop=arigato,
$bio

Ikase Otoko Nyuumon - Ai wo Arigato (c) 1990 Family Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92080&o=2

$end


$pc98=dendbus,dendbusa,
$bio

Ike Ike Dendai Bus (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89748&o=2

$end


$nes=ikeike,
$bio

Ike Ike! Nekketsu Hockey Bu - Subette Koronde Dai Rantou (c) 1992 Technos Japan Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54225&o=2

$end


$pc8801_flop=ikenaise,
$bio

Ikenai Sekai P5 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92081&o=2

$end


$pc98=ikenie,
$bio

Ikenie - Kyouraku no Shinden (c) 1994 Cat's Pro [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89749&o=2

$end


$nes=ikinarim,ikinarimp,
$bio

Ikinari Musician (c) 1987 Tokyo Shoseki

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54226&o=2

$end


$nes=ikinarimh,
$bio

Ikinari Musician (c) 1987 FMG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69272&o=2

$end


$x68k_flop=ikkakutc,
$bio

Ikkaku Toushi Cecil (c) 1993 T&H Project

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88316&o=2

$end


$info=ikki,
$bio

いっき (c) 1985 Sun Electronics Corporation.
(Ikki)

A maze/top-down shooter game.

Set in the ancient medieval Japan, where a poor farming village is planning an insurrection to overthrow their feudal overlord. However, the only participants in the revolt are the player's character, Gonbe, and the optional second-player character, Tago, and the player battles against an army of ninjas, armed samurai a ghosts, and foot soldiers. The game has a great and colorful levels design, inspired in customs and myths Japanese of that time.

The character's movement is controlled with an 8-way joystick, and pressing the single button allows the player to attack by throwing a sickle. The direction in which the sickle is thrown cannot be determined by the player, and the weapon will automatically head towards the closest enemy. This forces an emphasis on avoiding attacks rather than attacking aggressively. The right side of the screen displays the player's points, along with a map of the level. The location of koban coins is displayed on this map, but players must circumvent walls and other barriers to go to those locations. The level is completed when the player picks up all 8 gold koban coins which are spread throughout the map, or if they capture the daikan (Japanese feudal lord) that can randomly appear during the level. 
The player loses a life when they come in contact with any of the enemy characters or projectiles. 

A bonus stage exist and some extras actions gameplay like grab a key to save a prisoner and especial items to increase speed of the character.

- TECHNICAL -

Game ID : TVG17

Main CPU : (2x) Zilog Z80 (@ 4 Mhz)
Sound Chips : SN76496 (@ 2 Mhz), SN76496 (@ 4 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 1

- TRIVIA -

Ikki was released in July 1985 in Japan.

The title of this game translates from Japanese as 'insurrection' (like peasant against the shogun).

This game is known outside Japan as "Boomerang", and also as "Farmers Rebellion".

The main characters was officially called 'Gonbe' and 'Tago'. It makes a cameo appearance in "Atlantis no Nazo".

- PORTS -

* Consoles :
Nintendo Famicom [JP] (November 28, 1985) "Ikki [Model SS3-4900]" 

* Others : 
Mobile phones [JP] (July 2006) "Ikki Mobile"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1180&o=2

$end


$nes=ikkih,
$bio

Ikki (c) 1987 FMG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69273&o=2

$end


$nes=ikki,
$bio

いっき (c) 1985 Sunsoft
(Ikki)

- TECHNICAL -

Game ID: SS3-4900
Barcode: 4907940100035

- TRIVIA -

Ikki for Nintendo Famicom was released on November 28, 1985 in Japan at a retail price of 4900 Yen.

Based on the coin-op of the same name.

- STAFF -

Developed by SUNSOFT.

- PORTS -

* Consoles : 
Sony PlayStation [JP] (October 4, 2001) "Memorial Series Sunsoft Vol.1 [Model SLPS-03135]" 
Nintendo Wii [Virtual Console] [JP] (January 16, 2007) [Model FAYJ] 
Nintendo Wii U [Virtual Console] [JP] (May 22, 2013) [Model FBEJ] 

* Handhelds : 
Nintendo 3DS [Virtual Console] [JP] (February 13, 2013) [Model TB3J]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54227&o=2

$end


$pc98=ikuikup,
$bio

Ikuiku Pakkun (c) 1992 Silky's [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89750&o=2

$end


$info=galeone,
$bio

Il Galeone (c) 2000 San Remo Games srl.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101116&o=2

$end


$info=ilpag,
$bio

Il Pagliaccio (c) 199? Unknown.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=29148&o=2

$end


$cdi=renflori,
$bio

Il Rinascimento a Firenze (c) 1992 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52903&o=2

$end


$msx1_cart=iligks,
$bio

Iligks (c) 1984 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77154&o=2

$end


$pc8801_flop=illumina,
$bio

Illumina (c) 1990 Cocktail Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92082&o=2

$end


$x68k_flop=illumina,
$bio

Illumina (c) 1991 Cocktail Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87778&o=2

$end


$pc98=illumina,
$bio

Illumina! (c) 1990 Cocktail Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89751&o=2

$end


$x68k_flop=illcity,
$bio

Illusion City - Genei Toshi (c) 1992 Brother Kougyou [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87779&o=2

$end


$pc98=illcity,
$bio

Illusion City - Genei Toshi (c) 1992 Micro Cabin Co. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89752&o=2

$end


$snes=illgaia,illgaiap,
$bio

Illusion of Gaia (c) 1994 Nintendo Company, Limited.

North American release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Gaia Gensouki [Model SHVC-JG]".

Teaser text from the American version:
Journey into the Dark Side of an Ancient Civilization:
Radiating an ominous light in its path, the Chaos Comet threatens the existence of the planet. Battles erupt and a tentative peace is returned to the lands. Danger lurks as the Chaos Comet orbits and dreadful beasts lie waiting. In the Age of Exploration a boy named Will is born. Tragedy strikes during an expedition to the Tower of Babel separating Will from his father. Telekinetic forces awaken as Will returns top South Cape. Armed with his transformation abilities of two great warriors, Will must save the planet. Gaia, Will's guiding spirit, bestows magical powers and advice along his journey. With the help of his friends Will must battle relentless enemies and solve the puzzles of the ancien ruins. Patience and knowledge are essential to reunite this father and son.

- TECHNICAL -

Cartridge ID: SNS-JG-USA

- STAFF -

English Text By: Scott Pelland, Tim Rooney, Robert L. Jerauld
Enix America Staff: Tsuneo Morita, Paul Bowler, Paul Handelman, Jake Kazdal

For original Staff, please see the original Japanese release entry; "Gaia Gensouki [Model SHVC-JG]".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63085&o=2

$end


$snes=illtimef,
$bio

Illusion of Time (c) 1995 Nintendo Company, Limited.

- TECHNICAL -

Cartridge ID: SNSP-JG-FRA

- TRIVIA -

Reviews:
[FR] July 1995, Consoles + N.45: 92/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63087&o=2

$end


$snes=illtime,illtimega,illtimeg,illtimes,
$bio

Illusion of Time [Model SNSP-JG-NOE] (c) 1994 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63086&o=2

$end


$msx2_flop=illusnip,
$bio

Illusion Sniper's (c) 1994 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101727&o=2

$end


$coleco=illusion,
$bio

Illusions (c) 1984 Coleco Industries, Incorporated. [Amsterdam, NY, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53293&o=2

$end


$snes=illvania,
$bio

Illvanian no Shiro [Model SHVC-ARIJ-JPN] (c) 1994 Clary

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61518&o=2

$end


$info=illvelo,
$bio

Illvelo (c) 2008 MileStone.

A cartoon style shoot'em up.

- TECHNICAL -

Runs on the Sega "NAOMI" hardware.

- TRIVIA -

Released in June 2008 in Japan.

'Illvelo' stands for 'Illmatic Envelope'.

- PORTS -

* Consoles : 
Nintendo Wii (2008)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=21309&o=2

$end


$cpc_cass=ilogical,
$bio

Ilogic All [Model CPC60] (c) 2009 Unknown [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99815&o=2

$end


$amigaocs_flop=ilyad,
$bio

Ilyad (c) 1991 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74284&o=2

$end


$info=ep_imj,
$bio

Im a Jackpot - Get Me Out of Here! (c) 199? Global Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=18227&o=2

$end


$pc98=imadoki,
$bio

Imadoki Junjou Monogatari (c) 1991 Allot [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89753&o=2

$end


$x68k_flop=image,
$bio

Image (c) 1992 Software House Parsley [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87780&o=2

$end


$pc98=image,
$bio

image (c) 1992 Software House Parsley [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91186&o=2

$end


$info=imgfight,imgfightj,
$bio

Image Fight (c) 1988 Irem.

Image Fight is a vertically scrolling shoot-em-up with an original premise. The game's first five stages are supposed to be a 'simulation' and serve as training to test the player's abilities. Player's will receive a penalty if their hit-ratio is too low.

Once players have proved themselves on the opening stages, they will progress to the game's last three stages, blasting off into space on a mission to destroy the alien vegetation surrounding the Moon's main computer. If the player fails in the mission, they must endure the dreaded 'Penalty Zone'. Features a high level of challenge, a wide variety of weapons and the ability to change speed.

If the player's ship is equipped with one or more red/blue extra guns, pushing both Action buttons simultaneously will sling the guns forward in a boomerang-like fashion. This is a powerful and destructive method and can be done an unlimited number of times.

- TECHNICAL -

Irem M-72 system hardware

Main CPU : V30 (@ 8 Mhz)
Sound CPU : Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), DAC

Players : 2
Control : 8-way joystick
Buttons : 4

- TRIVIA -

Image Fight was released in November 1988.

The OF-1 (the player's ship) appears as an unlockable ship in the Sony PlayStation 2 game "R*Type Final".

Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Image Fight : G.S.M Irem 1 - D28B0012) on January 21, 1989.

- TIPS AND TRICKS -

* Secret Invincibility :
1) Turn DIP 2-7 ON.
2) Reset the game with holding Player 2-Button 2 (Speed Change button).
3) You will be able to start a game with invincibility.

- SERIES -

1. Image Fight (1988, ARC)
2. Image Fight II - Operation Deepstriker [Model ICCD2002] (1991, PCE CD)

- STAFF -

Sound composer : Sclap

Staff from default highscore table: Abiko, Ayako, Nabe, Syu. S, Ohig, Momoko, Kosas, Akio, kanae, Tarao

- PORTS -

* Consoles :
Nintendo Famicom [JP] (March 16, 1990) "Image Fight [Model IF-14]"
Nintendo NES [US] (July 1990) "Image Fight [Model NES-F9-USA]"
NEC PC-Engine [JP] (July 27, 1990) "Image Fight [Model IC02003]"
Sony PlayStation [JP] (March 19, 1998) "Image Fight & X-Multiply [Model SLPS-01267]"
Sega Saturn [JP] (August 20, 1998) "Image Fight & X-Multiply [Model T-26110G]"

* Computers :
FM Towns [JP] (1990) Image Fight
Sharp X68000 [JP] (December 14, 1990) "Image Fight [Model IX68-02]"
PC [MS Windows, Online] [EU] (December 9, 2011) "IREM Arcade Hits" by DotEmu 
Apple MacIntosh [Online] [US] (August 21, 2011) "Irem Arcade Hits" by DotEmu 
PC [Desura] [US] (November 2, 2013) "IREM Arcade Hits" by Plug In Digital

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1181&o=2

$end


$saturn,sat_cart=imgftxm,
$bio

Image Fight & X Multiply (c) 1998 Xing Ent.

- TECHNICAL -

[Model T-26110G]

- TRIVIA -

Arcade Gears Vol. 4 was released on August 20, 1998 in Japan.

- TIPS AND TRICKS -

Stage Select : At the title screen, press and hold L+R+Start at the same time.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47450&o=2

$end


$psx=imagefig,
$bio

Image Fight & X-Multiply (c) 1998 Xing Ent.

- TECHNICAL -

Model # SLPS-01267

- TRIVIA -

Image Fight & X-Multiply was released on March 19, 1998 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47449&o=2

$end


$pcecd=imagef2,
$bio

Image Fight II - Operation Deepstriker (c) 1992 Irem Corp.

Image Fight 2 is a vertical shooter by Irem and sequel of the arcade game Image Fight originally released in 1988. Humanity tries to rebuild itself from the aftermath of the first Image Fight - the computer on the moon was destroyed and peace had finally returned. But three years after the attack, a space probe detects unknown objects hurtling towards planet Earth. The signs are clear - a massive alien invasion is underway. After a first encounter around Saturn, Image Fight requires the player to progress through four simulation stages - the last six real stages can only be accessed if the simulation achievement rating is greater enough. Failing this requirements leads to a short but intense Penalty Area. All the primary weapons from the original game are also here for the taking. Up to three colored orbs can be attached to the ship and either fire forwards (blue) or in the opposite way the ship is moving (Red). Secondary devices are also available and can be equipped at the front of the ship - they include all kind of lasers and missiles. However the only way to switch to a different device is to receive a direct hit.

- TECHNICAL -

Game ID: ICCD2002

- TRIVIA -

Image Fight 2 was released on December 18, 1992 in Japan for 7700 Yen.

Reviews:
[FR] March 1993 - Consoles + No. 18: 79/100

- TIPS AND TRICKS -

Full Power
Pause during the game and press Right, I, Down, I, Left and I. A chime will sound to indicate that ship is now equipped with all three pods. Unpause and resume the game.

- SERIES -

1. Image Fight (1988, ARC)
2. Image Fight II - Operation Deepstriker [Model ICCD2002] (1991, PCE CD)

- STAFF -

CAST
Show Sawamura: Tohru Furuya
Falong Lie: Yuka Koyama
Gregolie Craus: Yusaku Yara
Niel. L. Fargason: Takeshi Aono
Dr. Arzerstein: Kohei Miyauchi
Masaya Sawamura: Michihiro Ikemizu
Operater A: Shinichiro Ohta
Operater B: Yuko Nagashima
Narrator: Hirohiko Kakegawa

STAFF
(GAME PART)
Game Designer: Yamashi
Object Designer: Nabe
Background Designer: Uma, Gucchi
Programmer: Kan-Chan
Sound: H!, Hiroshi

(VISUAL PART)
Director: Bros. T.T
Character Designer: Heart øF Klaxon
Animater: Frees Moøn
Digitizer: BøW!, Hirorin, Sizu, Tomo
Programmer: Get A$, Kitutuki
Music Composer: H!
3D Graphics Animation: Fuku-Chan, Ran

Special Thanks: Aoni Production, Swara Sound Systems, Tavac, Henkomi, Syun Kazakami
Producer: Kozo Okada, Motoyuki Yoshioka
Executive Producer: Yoshiyuki Takashima

- PORTS -

* Consoles :
Nintendo Wii [Virtual Console] [JP] (December 11, 2007)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58227&o=2

$end


$pce=imagefgt,
$bio

Image Fight (c) 1990 Irem Corp.

Image Fight is an intense vertical shooter by Irem and is the conversion of their own arcade game released back in 1988. The player takes control of the OF-1, a powerful Orbit Fighter ship codenamed Daidalos on a mission to annihilate the Moon defense system which suddenly went out of control. The rather unique feature of Image Fight is the "simulation mode" (called 'Image Fight') that precedes the "real battle" (called 'Real Fight'). The game counts a grand total of eight zones - the first five are Combat Training Stages and happen in a virtual space where the player must at least achieve a whooping 90% destruction ratio. If successful, the Real Combat reveals itself and the player gets launched in outer space and fly through three more stages. Just like with any traditional shooter, the ship can be upgraded by collecting flying capsules. They come in two flavors - the first are colored pods (blue and red) which hang around the ship and either fire straight ahead or in the opposite direction the fighter is facing. Those pods can also be thrown at the enemies to inflict more damage. The other kind are various devices that attach at the front of the ship and greatly improve its fire power - they include Bubble lasers, Homing Lasers, V Lasers or the powerful Drill Laser. Sadly, only one can be collected at the same time and the only way to dispose of them is to get hit. Finally, the speed of the ship can be adjusted anytime during the game and the resulting blast of energy can even be used to damage enemy ships.

- TECHNICAL -

Game ID: IC02003

- TRIVIA -

Image Fight for the PC-Engine was released on July 27, 1990 in Japan for 7000 Yen.

- TIPS AND TRICKS -

* Play as Mr Heli !:
At the title screen, press select to go to the sound test screen. There scroll all the way down and highlight "Song C". Press and hold (all together) down, select and II + I. A new song called "Mr Heli" should appear. Highlight it, press I and then Run.

- PORTS -

* Consoles :
Nintendo Wii [Virtual Console] [JP] (August 7, 2007) 
Nintendo Wii U [Virtual Console] [JP] (June 24, 2015) [Model PPEJ] 

* Others : 
Apple iPhone/iPad [US] (December 20, 2010) "TurboGrafx-16 GameBox [Model 406585960]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47446&o=2

$end


$nes=imagefgtj,
$bio

Image Fight (c) 1990 Irem Corp.

Image Fight is a vertical shooter by Irem and conversion of their own arcade game originally released in 1988. In the year 20xx, aliens from a distant galaxy have successfully destroyed our central computer on the moon and various other human military targets. Earth scientists decide to send their latest OF-1 space-fighter and their best pilots to counter the invasion. Image Fight, however, requires the player to first complete five Combat Simulation Stages before unlocking the last three Real Combat Stages. Beside, these real stages can only be accessed if the achievement rating is greater than 90% at the end of the simulation phase! The first major features of the game are flying pods that come in two different colors - red pods fire opposite to the way the ship is moving and blue pods only fire forward. The OF-1 can however only carry three pods at the same time and pressing the two buttons simultaneously throws them at the enemies for fairly heavy damage. Special weapon components can also be attached to the ship - they come in nine flavors such as Reflective Balls, Drilling Laser, V-Cannon, Rippling Laser and so forth. However, only one component can be equipped at the same time and the only way to install a new one is to receive a frontal hit.

- TECHNICAL -

Cartridge ID: IF-14

- TRIVIA -

Image Fight for Famicom was released on March 16, 1990 in Japan for 6500 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47445&o=2

$end


$x68k_flop=imagefig,
$bio

Image Fight (c) 1990 Irem Corp.

- TECHNICAL -

[Model IX68-02]

- TRIVIA -

Image Fight for X68000 was released on December 14, 1990 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47447&o=2

$end


$nes=imagefgt,
$bio

Image Fight (c) 1990 Irem Corp.

Export release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Image Fight [Model IF-14]".

- TECHNICAL -

Cartridge ID: NES-F9-USA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55222&o=2

$end


$pico=imagtrn,
$bio

Image Training for the Right Side of the Brain - The Arithmetic & ABC Fight vs Mojars (c) 2004 Sega Toys

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75696&o=2

$end


$a2600=imagicsl,
$bio

Imagic Selector ROM (c) 1982 Imagic

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50587&o=2

$end


$pc8801_flop=imdep1,
$bio

Imagical Musion Depot Vol. 1 (c) 1994 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92083&o=2

$end


$pc8801_flop=imdep2,
$bio

Imagical Musion Depot Vol. 2 (c) 1995 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92084&o=2

$end


$pc8801_flop=imdep3,
$bio

Imagical Musion Depot Vol. 3 (c) 1996 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92085&o=2

$end


$cpc_cass=imagicolf,imagicol,imagicolt,
$bio

Imaginario Colectivo (c) 2012 Unknown [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96750&o=2

$end


$cpc_cass=imaginat,
$bio

Imagination (c) 1986 Firebird

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96751&o=2

$end


$cdi=imaginat,
$bio

Imagination in Motion - A New Era in 3D Chill Out Video (c) 1996 AIMS Multimedia

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52904&o=2

$end


$info=imago,imagoa,
$bio

Imago (c) 1983 Acom.

An early vertical shoot 'em up.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound CPU : Zilog Z80 (@ 1.536 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.536 Mhz)

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 322

Players : 1
Control : 8-way joystick
Buttons : 1

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1182&o=2

$end


$x68k_flop=imazoman,
$bio

Imazoman (c) 199? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88317&o=2

$end


$info=imekura,
$bio

Imekura Mahjong (c) 1994 Sphinx.

Imekura Mahjong is an adult mahjong game with six live-action AV actresses as opponents.  Imekura Mahjong is not exactly a strip mahjong game as many of the girls start out nude in their first "strip" scene, with following scenes featuring the girls in more suggestive poses.

An adult scene is shown every time the player wins a hand.  Each girl features three adult scenes, the first two consisting of a still image, and the last featuring a super low frame-rate video.  If a girls betting funds are completely depleted, then all of her remaining adult scenes are shown.

The player loses the game once all of his betting funds are depleted.

CAST:
Shiori - Bust: 83, Waist: 58, Hips: 85
Mariko - Bust: 85, Waist: 56, Hips: 87
Asuka - Bust: 82, Waist: 54, Hips: 86
Hitomi - Bust: 87, Waist: 59, Hips: 87
Yumika - Bust: 89, Waist: 60, Hips: 90
Hiroko - Bust: 81, Waist: 57, Hips: 82

- TECHNICAL -

Main CPU : Zilog Z80 (@ 6 Mhz)
Sound CPU : Zilog Z80 (@ 8 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC

Screen orientation : Horizontal
Video resolution : 640 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 512

Players : 2
Control : mahjong keyboard

- TRIVIA -

Imekura Mahjong was released in October 1994 in Japan.

The title of this game translates from Japanese as 'Image Club Mahjong'.

- STAFF -

Developed by AV Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1183&o=2

$end


$pc8801_flop=imenes,
$bio

Imenes (c) 19?? Grass Roots Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92086&o=2

$end


$intv=imitc,
$bio

IMI Test Cartridge (c) 1978 Mattel Electronics

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60898&o=2

$end


$pc8801_flop=imitcity,
$bio

Imitation City (c) 1987 Data West, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92087&o=2

$end


$pc98=imitatn,
$bio

Imitation wa Aisenai (c) 1989 Great [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89754&o=2

$end


$pc8801_flop=imitatn,
$bio

Imitation wa Aisenai (c) 1989 Great [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92088&o=2

$end


$x68k_flop=imitatn,
$bio

Imitation wa Aisenai (c) 1990 Great [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87781&o=2

$end


$a2600=immiesagp,
$bio

Immies & Aggies - Immies and Aggies (c) 1983 ZiMAG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50589&o=2

$end


$a2600=immiesag,
$bio

Immies & Aggies (c) 1983 CCE

- TECHNICAL -

Model C-838

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50588&o=2

$end


$pc98=immoral1,
$bio

Immoral Study Scenario 1 - Reiko Shirakawa (c) 19?? Scoop [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89755&o=2

$end


$pc98=immoral2,
$bio

Immoral Study Scenario 2 - Yuka Iijima (c) 19?? Scoop [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89756&o=2

$end


$pc98=immoral3,
$bio

Immoral Study Scenario 3 - Manami Asakura (c) 19?? Scoop [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89757&o=2

$end


$bbca_cass,bbcb_cass=imogen,
$bio

Imogen (c) 1986 Micro Power

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51970&o=2

$end


$bbca_cass,bbcb_cass=imogenpias,
$bio

Imogen [Play It Again Sam] (c) 198? Superior Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51971&o=2

$end


$info=imolagp,imolagpo,
$bio

Imola Grand Prix (c) 1981 Leante Games.

- TECHNICAL -

Main CPU : (2x) Zilog Z80 (@ 4 Mhz)
Sound Chips : General Instrument AY8910 (@ 2 Mhz)

Players : 1
Control : dial
Buttons : 3

- STAFF -

Designed by: Augusto Alberici

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3866&o=2

$end


$bbca_cass,bbcb_cass=impact,
$bio

Impact (c) 1987 Audiogenic

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51972&o=2

$end


$saturn,sat_cart=impactraj,impactrad,
$bio

Impact Racing (c) 1997 Coconuts Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59263&o=2

$end


$saturn,sat_cart=impactra,impactrad,
$bio

Impact Racing (c) 1997 JVC

- TECHNICAL -

Game ID: T-6010H-50

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60325&o=2

$end


$saturn,sat_cart=impactrau,
$bio

Impact Racing [Model T-8139H] (c) 1996 Acclaim Entertainment, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60060&o=2

$end


$info=sc1impc,
$bio

Impact (c) 1996 ELAM.

- TECHNICAL -

Model 5957

- TRIVIA -

Impact was released in July 1996.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=21290&o=2

$end


$amigaocs_flop=impact,
$bio

Impact! (c) 1987 Audiogenic

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74285&o=2

$end


$info=scrambp,
$bio

Impacto (c) 1981 Bill Port S.A.

Spanish bootleg of Scramble

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72504&o=2

$end


$nes=impjudge,
$bio

Impartial Judge (c) 19?? Waixing Computer & Technology Co., Ltd. [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76807&o=2

$end


$pc98=impforce,impforcea,
$bio

Imperial Force (c) 1990 Systemsoft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89758&o=2

$end


$x68k_flop=imperial,
$bio

Imperial Force (c) 1991 System Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87782&o=2

$end


$amigaocs_flop=imperium,
$bio

Imperium (c) 1990 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74286&o=2

$end


$snes=imperium,
$bio

Imperium (c) 1992 Vic Tokai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63088&o=2

$end


$pcecd=implode,
$bio

Implode (c) 2002 MindRec

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58496&o=2

$end


$cpc_cass=impossab,
$bio

Impossaball (c) 1987 Hewson Consultants

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96752&o=2

$end


$amigaocs_flop=impossam,
$bio

Impossamole (c) 1990 Gremlin Graphics Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74287&o=2

$end


$cpc_cass=impossam,
$bio

Impossamole (c) 1990 Gremlin Graphics Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96755&o=2

$end


$cpc_cass=impossams,
$bio

Impossamole [Model AM-573] (c) 1990 Gremlin Graphics Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96754&o=2

$end


$tg16=impossam,
$bio

Impossamole [Model TGX040062] (c) 1991 NEC Home Electronics, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84321&o=2

$end


$c64_cart,c64_flop=impmiss,
$bio

Impossible Mission (c) 1984 Epyx Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53601&o=2

$end


$bbca_cass,bbcb_cass=impmiss,
$bio

Impossible Mission (c) 19?? US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51973&o=2

$end


$sms=impmiss,impmissp,
$bio

Impossible Mission (c) 1990 US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56066&o=2

$end


$amigaocs_flop=impm2025,
$bio

Impossible Mission 2025 - The Special Edition (c) 1994 Microprose Software, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74288&o=2

$end


$apple2gs=impmiss2,
$bio

Impossible Mission II (c) 1988 Epyx, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49774&o=2

$end


$amigaocs_flop=impmiss2,
$bio

Impossible Mission II (c) 1988 US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74289&o=2

$end


$cpc_cass=impmiss2,
$bio

Impossible Mission II (c) 1988 Epyx Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96759&o=2

$end


$a7800=impmiss,impmissu,
$bio

Impossible Mission [Model CX7832] (c) 1987 Atari Corp. [Sunnyvale, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50143&o=2

$end


$cpc_cass=impmissa,impmiss,
$bio

Impossible Mission [Model EPTx4001] (c) 1986 Epyx Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96756&o=2

$end


$nes=impmiss2,
$bio

Impossible Mission-II (c) 1989 American Video Entertainment

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55223&o=2

$end


$info=j6impuls,j6impulsa,j6impulsb,j6impulsc,j6impulsd,j6impulse,j6impulsf,
$bio

Impulse (c) 1998 JPM International.

- TECHNICAL -

Impact

- TRIVIA -

Impulse was released in June 1998 in the UK.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15830&o=2

$end


$info=j6impls,
$bio

Impulse (c) 1998 Crystal Leisure.

- TECHNICAL -

IMPACT

- TRIVIA -

Released in June 1998.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41943&o=2

$end


$amigaocs_flop=in80days,
$bio

In 80 Days Around the World (c) 1987 Rainbow Arts

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74290&o=2

$end


$info=j2penny,
$bio

In for a Penny In for a Pound (c) 198? PCP.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40991&o=2

$end


$bbca_cass,bbcb_cass=atahaulp,
$bio

In Search of Atahaulpa (c) 19?? Lee

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51974&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=inchips,
$bio

In The Chips [Model Vi CH C] (c) 1983 Creative Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84440&o=2

$end


$pc98=inthedun,
$bio

In the Dungeon (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89759&o=2

$end


$info=inthunt,inthuntu,
$bio

In The Hunt (c) 1993 Irem.

Export version. For more information about the game itself, please see the original Japanese version entry; "Kaitei Daisensou".

- TRIVIA -

In The Hunt was released in April 1993. It is known in Japan as "Kaitei Daisensou".

Derrick Hoor holds the official record for this game with 908,904 points.

- UPDATES -

The specific USA version has the "Winners Don't Use Drugs" screen.

- TIPS AND TRICKS -

There are four endings to the game. You get two of them if you beat the game in 1 Player mode without using a continue or using at least one.
The other two endings are obtained by playing in 2 Player mode. Once you beat the last boss, both players will have a battle. If either win, you get an ending, but if you let the timer run out, you get another ending.

- PORTS -

* Consoles :
Sega Saturn [US] (1996) [Model T-10001H] 
Sega Saturn [EU] (1996) [Model T-10001H-50] 
Sony PlayStation [US] (March 1996) [Model SLUS-00172]
Sony PlayStation [EU] (October 1996) [Model SLES-00342]

* Computers :
PC [MS Windows 95, CD-ROM] (1997)
PC [MS Windows, Online] [EU] (December 9, 2011) "IREM Arcade Hits" by DotEmu 
Apple MacIntosh [Online] [US] (August 21, 2011) "Irem Arcade Hits" by DotEmu 
PC [Desura] [US] (November 2, 2013) "IREM Arcade Hits" by Plug In Digital

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1184&o=2

$end


$saturn,sat_cart=inthunt,
$bio

In the Hunt (c) 1997 Kokopeli

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60326&o=2

$end


$saturn,sat_cart=inthuntu,
$bio

In the Hunt [Model T-10001H] (c) 1996 Kokopeli

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60061&o=2

$end


$info=smih0788,smih0789,smih0790,smih0791,smih0792,smih0793,
$bio

In the Money (c) 2008 Bally Gaming, Incorporated.

- TECHNICAL -

[Bally Signature Series]

Software Part Number: ASGITM5217UI-00
Game Kit #146982 ALPHA S9000
Game Kit #146976 ALPHA Elite S9E
Game Kit #146985 CineReels

- UPDATES -

SMI #H0788
Min/Max%: 84.61%/85.15%
Max Bet: 5

SMI #H0789
Min/Max%: 87.20%/87.74%
Max Bet: 5

SMI #H0790
Min/Max%: 89.86%/90.39%
Max Bet: 5

SMI #H0791
Min/Max%: 91.41%/91.94%
Max Bet: 5

SMI #H0792
Min/Max%: 93.82%/94.36%
Max Bet: 3

SMI #H0793
Min/Max%: 95.67%/96.21%
Max Bet: 5

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46144&o=2

$end


$gamegear=wakevamp,
$bio

In the Wake of Vampire (c) 1992 SIMS.

- TECHNICAL -

[Model T-44047]

- TRIVIA -

This game was released with different titles in the various regions: "Master of Darkness" in Europe, "Vampire - Master of Darkness" in the US.

- TIPS AND TRICKS -

* Cheat Menu: During the title screen, press START and, before the screen fades out, hold Up+1+2 until the Cheat Menu appears.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64636&o=2

$end


$gameboy=inyourfc,
$bio

In Your Face [Model DMG-YF-USA] (c) 1990 Jaleco Company, Limited. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66170&o=2

$end


$info=nmaster,
$bio

In'nin - The Ninja Master (c) 1995 Banpresto.

3 selectable characters cooperatively battle huge, innovative monsters, Dadandarn/Monster Maulers style.

- TECHNICAL -

Game ID : BP947A

Cave 1st Generation Hardware

Main CPU : MC68000 (@ 16 Mhz)
Sound CPU : Zilog Z80 [Optional]
Sound Chips : Yamaha YMZ280B (@ 16.9344 Mhz) or OKIM6295 x (1 or 2) + YM2203 / YM2151 [Optional]
Other : 93C46 EEPROM

Players : 2
Control : 8-way joystick
Buttons : 4
=> [A] Weak Attack, [B] Medium Attack, [C] Strong Attack, [D] Shoot/Throw Weapon

- TRIVIA -

Developed by Pandorabox. In'nin The Ninja Master was Released in November 1995 in Japan by Banpresto. It is known outside Japan as "Metamoqester".

The game is an off shoot of the, then popular, In'nin series of RPGs by Pandora Box, stretching across the Game Boy, Super Famicom and PlayStation.

The symbols that appear on floating balls in the attract mode are Siddham, a writing system used in Japan for writing Buddhist mantras and sutras in Sanskrit.

- STAFF -

Planners : Takehiko Hoashi, Kenji Tanii, Kaim Labo
Designers : Motakazu Tokoro (Player), Takehiko Hoashi (Monster and stage)
CG Designers : Masahiko Takai, Toshinobu Komazawa and MOSScorop staff
Sound designer : Satoshi Akamatsu
Programmers : Kenji Tanii, Satoshi Akamatsu
Hardware : Kazuhisa Takasu, Masahito Aizawa
Voices : Misato Suzuki, Yukimasa Kishino, Kenji Tanii, Satoshi Akamatsu, Takehiko Hoashi
Mouhitu Designer : Tomoyo Sekiguchi with Pen
Cell Animation : Motokazu Tokoro, Arcadia
Special Thanks : Pepe, Mayumi Ohno, Action Castaff, Aoni Production, Osamu Saitoh, Masato Nakashima

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1882&o=2

$end


$n64=basshunt,basshuntu,
$bio

In-Fisherman - Bass Hunter 64 (c) 1999 Take Two Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57750&o=2

$end


$a800=stordemo,
$bio

In-Store Demonstration (c) 1979 Atari, Inc. [Sunnyvale, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86571&o=2

$end


$psx=inagawaj,
$bio

Inagawa Junji - Kyoufu no Yashiki [Model SLPS-02142] (c) 1999 Visit [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85306&o=2

$end


$snes=inazuma,
$bio

Inazuma Serve da! Super Beach Volley [Model SHVC-AV7J-JPN] (c) 1995 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61519&o=2

$end


$msx1_cass=inca,incaa,
$bio

Inca (c) 1987 Eaglesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94725&o=2

$end


$info=inca,
$bio

Inca (c) 199? Promat

An adult puzzle game.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 5.5 Mhz)
Sound Chips : YM2203 (@ 2.75 Mhz)

Screen orientation : Horizontal
Video resolution : 512 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 512

Players : 2
Control : 8-way joystick
Buttons : 3

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3364&o=2

$end


$cpc_cass=incacurs,
$bio

Inca Curse [Model PMANA02] (c) 1985 Paxman Promotions [Geoffs Records div.]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96762&o=2

$end


$info=ep_inca,ep_incaa,ep_incab,
$bio

Inca Dinka Do (c) 199? Extreme Gaming.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40854&o=2

$end


$a2600=incagold,
$bio

Inca Gold (c) 19?? Zellers

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50590&o=2

$end


$cdi=incac,inca,incab,incaa,
$bio

Inca (c) 1994 Coktel Vision.

It is quiet now. The Inca Huayna Capac has foreseen it all. Although death is imminent, he is at peace for he knows that the Three Great Inca Powers - time, matter and energy - are safe, sent into space, out of reach of the conquistadors. So Chosen One, go forth. Take your gallant ship and soar through the heavens. Use your nine sacred jewels for combat and locate the Powers. Be just! Be swift! Have courage!

- TECHNICAL -

Model 810 0126

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52905&o=2

$end


$info=incanp,
$bio

Incan Pyramid (c) 2001 Konami Gaming, Incorporated.

A 5-reel video slot machine with an Inca theme. WIN UP TO 100 FREE GAMES!

- TECHNICAL -

Konami Endeavour Series hardware
Game ID: ES104

Button panel (600 credit version):
Top Box buttons :

Collect
Information
Help

Older versions don't have an Information button, it's replaced with Help and the last button is covered with a blank tab.

Top row buttons :
Bet 1 credits
Bet 2 credits
Bet 3 credits
Bet 5 credits
Bet 10 credits
Bet 20 credits

Bottom row buttons :
Play 1 Line / Red
Play 5 Lines
Play 10 Lines
Play 20 Lines
Play 25 Lines
Play 30 Lines / Black
Gamble
Take Win

- TRIVIA -

An updated version was released in 2007 (Konami K2V hardware - Game ID : KS048). In this version, the substitute has been changed to the 'Man' from "Empire of the Pyramids". Other graphics have been changed, along with the music. The Top Box artwork remains unchanged though.

Incan Pyramid is also available on the Wild Fire progressive jackpot.

The game "Rapid Fire" is also based on Incan Pyramid.

- SCORING -

All pays are left to right, except scatters which pay any. Man substitutes for all symbols except scattered Pyramid.

Man: 2 = 10, 3 = 100, 4 = 1000, 5 = 4000
Statue: 2 = 2, 3 = 50, 4 = 200, 5 = 1000
Eagle: 2 = 2, 3 = 50, 4 = 150, 5 = 750
Bangle: 2 = 2, 3 = 25, 4 = 100, 5 = 500
Feathers: 3 = 20, 4 = 50, 5 = 250
Dog: 3 = 20, 4 = 50, 5 = 250
Ace: 3 = 10, 4 = 25, 5 = 150
King: 3 = 10, 4 = 25, 5 = 150
Queen: 3 = 5, 4 = 15, 5 = 100
Jack: 3 = 5, 4 = 15, 5 = 100
Ten: 2 = 2, 3 = 5, 4 = 10, 5 = 100
Nine: 2 = 2, 3 = 5, 4 = 10, 5 = 100
Pyramid: 3 = 2, 4 = 12, 5 = 100

During Feature Spin:
15 Birds = 100 free games
14 Birds = 75 free games
13 Birds = 50 free games
12 Birds = 36 free games
11 Birds = 33 free games
10 Birds = 30 free games
9 Birds = 27 free games
8 Birds = 24 free games
7 Birds = 21 free games
6 Birds = 18 free games
5 Birds = 15 free games

- TIPS AND TRICKS -

3, 4 or 5 Pyramids triggers feature spin.
During feature spin, only birds appear on the reels.
The more birds spun up, the more free games are won as per the chart.

During the free games, all wins are doubled. The feature spin can be won during the free games if 3 or more Pyramids are spun up, and will go back to the bird screen to add more games as per the table again. As the game says, 'MORE BIRDS MORE FREE GAMES!'.

Hint: Most of the time you can tell how many games are won by simply counting the birds and multiplying by 3 (you rarely get enough birds for 50 or more games!).

Gamble Feature:
Incan Pyramid has a standard red/black double up feature.

Press Red or Black button to attempt to double your current win. If you are correct, your win is doubled. If you're incorrect, you lose the credits bet.

Gamble Feature ends when you press Take Win, lose, or if you pick 5 correct cards in a row in the same feature.

- SERIES -

1) Treasures of the Inca (1998)
2) Incan Pyramid (2001)
3) Ocean Pearl (2002)
4) Rapid Fire (2005)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4999&o=2

$end


$snes=incantau,
$bio

Incantation [Model SNS-AIYE-USA] (c) 1996 Titus

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63090&o=2

$end


$snes=incanta,
$bio

Incantation [Model SNSP-AIYP-EUR] (c) 1996 Titus

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63089&o=2

$end


$alice90=incv40,incv80,
$bio

Incrustation Vidéo (c) 1985 Matra Datasysteme.

- TECHNICAL -

Game ID: 0000141

- STAFF -

by: Catherine Muset

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87565&o=2

$end


$info=id4,id4_201,
$bio

Independence Day (c) 1996 Sega Pinball.

- TECHNICAL -

Model Number : 45

- TRIVIA -

Sega's Independence Day got the 'CoinSlot 1996 Game of the Year' in the UK.

Approx. 1,500 units were produced.

- STAFF -

Design by : Rob Hurtado
Art by : Jeff Busch
Dots/Animation by : Kurt Andersen
Mechanics by : Rob Hurtado
Music & Sounds by : Brian Schmidt
Software by : Neil Falconer, Orin Day

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5457&o=2

$end


$saturn,sat_cart=indepday,
$bio

Independence Day - The Game (c) 1996 Fox Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60327&o=2

$end


$saturn,sat_cart=indepdayu,
$bio

Independence Day [Model T-16104H] (c) 1997 Fox Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60062&o=2

$end


$info=smi538,smi539,smi540,smi541,smi546,
$bio

Independence Pay (c) 2003 Bally Gaming, Incorporated.

2-Coin Multiplier slot.

- UPDATES -

SMI: 538
Part Number: E843611X-05
Art Form: TR7-5006
Max Coin percentage: 88,02%

SMI: 539
Part Number: E843711X-05
Art Form: TR7-5006
Max Coin percentage: 90,01%

SMI: 540
Part Number: E843811X-05
Art Form: TR7-5006
Max Coin percentage: 92%

SMI: 541
Part Number: E843911X-05
Art Form: TR7-5006
Max Coin percentage: 95,99%

SMI: 546
Part Number: E844011X-05
Art Form: TR7-5006
Max Coin percentage: 97,5%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=45295&o=2

$end


$info=smi628,smi655,smi799,smi893,smi976,smi9975,
$bio

Independence Pay (c) 200? Bally Gaming, Incorporated.

- UPDATES -

SMI: 628
Part Number: E844611X-05
Art Form: TR7-5008
Max Coin percentage: 88%

SMI: 655
Part Number: E844711X-05
Art Form: TR7-5008
Max Coin percentage: 90%

SMI: 799
Part Number: E844811X-05
Art Form: TR7-5008
Max Coin percentage: 92%

SMI: 893
Part Number: E844911X-05
Art Form: TR7-5008
Max Coin percentage: 96%

SMI: 976
Part Number: E845011X-05
Art Form: TR7-5008
Max Coin percentage: 97,49%

SMI: 9975
Art Form: TR7-5008
Max Coin percentage: 94,02%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=45305&o=2

$end


$info=indianbtbr,
$bio

Indian Battle (c) 1983 Taito do Brazil.

Brazilian release.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72300&o=2

$end


$info=indianbt,
$bio

Indian Battle (c) 1980 Taito.

A Western-themed game that features a battle between cowboys and Indians in a desert.

- TECHNICAL -

[Upright model]

Main CPU : Intel 8080 (@ 1.9968 Mhz)
Sound Chips : SN76477 (@ 1.9968 Mhz), discrete circuitry, Speaker

Players : 2
Control : 2-way Joystick
Buttons : 1

- TRIVIA -

Released in October 1980.

Also released as : "Indian Battle [Cocktail model]".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4546&o=2

$end


$info=indiandr,
$bio

Indian Dreaming (c) 1998 Aristocrat.

A 5-reel video slot machine with a Native American theme.

- TECHNICAL -

Aristocrat MKV series 2 hardware. Also released on the MKVI hardware.

MVP cabinet (14 button) layout :

Top row buttons :
Collect
Bet 1 Credit / Heart
Bet 2 Credits / Diamond
Bet 5 Credits
Bet 10 Credits / Club
Bet 20 Credits / Spade

Bottom row buttons :
Service
Play 3 Ways (1 credit) / Red
Play 9 Ways (3 credits)
Play 27 Ways (7 credits)
Play 81 Ways (15 credits)
Play 243 Ways (25 credits) / Black
Gamble
Take Win / Start Feature

A 200 credit version is also made. This version has bet buttons of 1, 2, 3, 5 and 8 instead.

- TRIVIA -

Indian Dreaming was released in December 1998.

The feature sound on the MKV versions of the game are three sounds in one - an Indian dance, drums and a buffalo horn (the high pitched noise). Later games only play the Indian dance, drums or just a feature bell.

Later MKVI versions have a Reel Power logo instead of the 'Way Bet' graphics on the sides.

Because of the payouts of these machines, being a multiple of 5, some win sounds are never used but are still in the game. However, if you get the free games feature on the original MKV version betting 10 credits (by 3 ways) it will play the 'Win 18 credits' sound after the Indian dance sound finishes. You can occasionally get other sounds to play during the free games if a win is substituted with a Tepee. Machines at Crown Casino (Melbourne, Australia) play the wrong credit win sounds, however this is noticeable on almost every MKV machine there. As of September 2007, only one 'original' MKV version exists there, a 20 cent machine, not counting the 2 cent 'Born to be Wild' Hyperlink jackpot machines. All other Indian Dreaming machines have been upgraded to MKVI (2006) versions.

A 'Cash Express' version, released in 2006, shows two of the main items in the EGM info/odds screen as Indian Chief and Totem Pole, rather than just Chief and Totem.

- UPDATES -

There are 2 types of the MKV version of Indian Dreaming - the later version has the dollar amount under the credits and a clock at the bottom of the screen. When the 3 Dream Catchers come up the credits add up straight away while the old version counts up like normal. If the Dream Catchers come up during the free games it goes up like normal. You can't press anything to speed up the free games, but if you insert a coin the meter goes up by 100 instead of 1 due to the sound being cut off.

The coin trick doesn't work on the Crown Casino versions; these games go all the way to 1000 credits before going up by 25's, regardless if the music stops or not. This can be a slow experience if you get 5 Dream Catchers on a bet of 50 or more.

The MKVI versions are similar to the game "Pompeii". Later versions don't display the Way Bet signs on the sides, instead they just show a Reel Power logo. Some machines play the Indian dance sound when you get the feature, while others ring a bell, or do both. Some machines also play drums when a win is substituted with a Tepee.

- SCORING -

All pays are left to right, including scatters.

Tepee appears on reels 2 and 4 only and substitutes for all symbols.

Chief : 3 = 500, 4 = 1000, 5 = 2500
Buffalo : 3 = 100, 4 = 500, 5 = 2000
Totem Pole : 3 = 100, 4 = 200, 5 = 1000
Hatchet : 3 = 50, 4 = 10, 5 = 1000
Ace : 3 = 20, 4 = 100, 5 = 200
King : 3 = 15, 4 = 50, 5 = 200
Queen : 3 = 10, 4 = 20, 5 = 100
Jack : 3 = 10, 4 = 20, 5 = 100
Ten : 2 = 5, 3 = 10, 4 = 20, 5 = 100
Nine : 2 = 5, 3 = 10, 4 = 20, 5 = 100
Dream Catcher : 3 = 5, 4 = 20, 5 = 50

- TIPS AND TRICKS -

* Tepee substitutes for all symbols. Scattered Dream Catchers pay left to right only (must be the first 3, 4 or all 5).

* Feature : Spin up 3 or more Dream Catchers to trigger the feature. Select the amount of free games, each has a different multiplier.

* During the free games the Tepee substitutes are x3 and/or x5 respectively. If both symbols substitute in a win it is x15.

* Free Games Feature :
Spin up 3, 4 or 5 Dream Catchers for 10, 15 or 20 free games respectively.
During the free games the Tepee substitutes are x3 and/or x5 respectively. If both symbols substitute in a win it is x15.
Free games can also be won during the feature.

- SERIES -

1) Reelin-n-Rockin (1998)
2) Indian Dreaming (1999)
3) Reelin-n-Rockin [Multi-line] (2000)
4) Indian Dreaming [Multi-line] (2000)
5) Pompeii (2001)
6) Mystic Power (2002)
7) Thai Princess (2002)
8) Dream Catcher (2002)
9) Indian Dreaming [Lady Luck] (2003)
10) Indian Dreaming 2nd Chance (2003)
11) Pride of Africa (2005)
12) Wild Tepee [Power Pay] (2007)
13) Reelin' n Boppin' (2008)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4950&o=2

$end


$info=indianmm,
$bio

Indian Dreaming [Maximillion$ Jackpot Version] (c) 200? Aristocrat.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40790&o=2

$end


$msx1_cart=indianb,
$bio

Indian no Bouken [Model MX-1009] (c) 1983 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77155&o=2

$end


$info=j5indsum,
$bio

Indian Summer (c) 199? JPM International.

- TECHNICAL -

System 5

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41039&o=2

$end


$info=j6indy,j6indya,j6indyb,j6indyc,j6indyd,j6indye,j6indyf,j6indyg,j6indyh,j6indyi,j6indyj,j6indyk,
$bio

Indiana Jones (c) 1996 JPM International.

- TECHNICAL -

Impact

- TRIVIA -

Indiana Jones was released in May 1996 in the UK.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15829&o=2

$end


$info=indy_210,indy_113a,indy_113f,indy_113g,indy_113i,indy_113l,indy_114a,indy_114f,indy_114g,indy_114i,indy_114l,indy_116a,indy_116f,indy_116g,indy_116i,indy_116l,indy_210f,
$bio

Indiana Jones (c) 2008 Stern Pinball, Incorporated.

- TRIVIA -

Indiana Jones (Version 01.00) was released on April 22, 2008.

- UPDATES -

V 2.1 - 9-January-2009
====================
- Fixed a potential problem where persistent style auditing could cause older game versions to stop running in 50HZ countries.

V 02.00 - 12-December-2008
====================
- Fixed a problem with ball search and the multiball system. Ball search was not correctly setting the endball count after balls were released from lock devices.

V 01.16 - 19-September-2008
====================
- corrected Base/Range values for Bump-N-Win. Version 1.15 was released with incorrect values

V 01.15 - 18-September-2008
====================
- added motor tests for the ark, cairo swordsman & temple of doom motors.
- fixed a problem where a shot into the Temple of Doom hole awards both TOD and LC awards.
- added chaos kick code to the auto-plunger.
- added a 'BALL_SEARCH' event for the trough, in an effort to stop the (45 degree problem) with 8 balls in a 5 ball trough. Implemented re-kicks for the ark motor.
- fixed a problem where slings and bumpers sometimes score during ball search.

V 01.14 - 9-June-2008
====================
- added new boulder rolling sound, changed extra ball sound f/x.
- added 87x32 display transitions
- cairo swordsman maxs out at 7 visits

V 01.13 - 16-May-2008
====================
- added a new indy font to accommodate scores up to 19,999,990 in anticipation of higher jackpot values for movie levels 2,3,4,5
- fixed a height problem with the old indy font
- changed raiders rule for levels 2,3,4,5 (complete switches to light jackpot/superjackpot at the ark)
- raiders rules 3 & 4 are now swapped
- fixed the number 4 in the INDY14x24O font, it would overlap any preceding number

V 01.12 - 12-May-2008
====================
- added a new jackpot scene to Temple
- complete the cairo swordsman 3 times to light extra ball
- complete level 1 of each movie to light extra ball
- added speech to german rule
- made last crusade 1 shot harder (which will now make raiders a bit easier)
- mystery will not select cairo swordsman as an award if cairo swordsman is active
- added jackpot speech to all of the raiders movie modes
- next scene now worth 1 million+
- added difficulty to temple levels 4 & 5
  
V 01.11 - 9-May-2008
====================
- added new sounds and speech  

V 01.10 - 7-May-2008
====================
- added new sound effects and speech to movie mode jackpots

V 01.09 - 6-May-2008
====================
- added german rule (dots only), added movie "completed" speech, super jackpots added to choreography at grail eject, fixed map audits, fixed grail eject choreography when making a super jackpot at the grail eject, added scores for lighting mystery, tweaked raiders difficulty, added super spinner sounds, fixed grace period jackpots/supers

V 01.08 - 5-May-2008
====================
- bumpers now make sounds during movie modes, no silence during hstd enter initials start, added super spinner rule, removed message from ramp entrance rule (just shows artwork), fixed mystery dink sound, new raiders start/bg light effects, cleaned up indyjones lamps during temple/crusade, x marks the spot stops flashing during start choreography.

V 01.07 - 2-May-2008
====================
- cairo swordsman, gross hurry ups are now paused ( by pop bumpers, mball devices, etc..), tweaked extra ball, shoot again, special lit speech/sounds/choreography, made last crusade (movie 1) a little harder (now that timers are paused), made raiders (movie 1) a little easier to help balance the average scores between movies, tweaked mystery speech/priorities, add art to big points, x marks the spot announces when it is over.

V 01.06 - 1-May-2008
====================
- added speech to end of ball bonus & gross hurry ups. Ramp display effects come up faster so you can read text, Temple doors now use a larger font

V 01.05 - 30-April-2008
=======================
- added Final Adventure, added speech, sounds to final adventure jackpots/supers.
- Kingdom resets at 50 ramps. Final Adventure resets movie modes. The order of Movie
- modes scenes 2/3/4 can now be changed via the pops.
- added new ramp ball stop driver to stop ball on the ramp which now stops the ball for all ramp awards
- new final mode music, added extra choreography, added speech to xmarks the spot
- added speech for MAP completions

V 01.04 - 28-April-2008
====================
- special rule added, slings toggle outlanes, fixed a problem where the jones award was not correctly indicating that a target was scored, last crusade/raiders/temple now have new background and total pages, removed little points from mystery, added special to mystery, fixed mystery sounds (via return lane)
- added new sound effects and speech to movie mode jackpots

V 01.03 - 24-April-2008
====================
- new skill shot 'dink' sound, new enter initials 'dink', new kingdom eject and jackpot sounds, added temple and raiders movie modes 4 & 5.
- added new sounds and speech  

V 01.02 - 23-April-2008
====================
- Added ball search for the Ark device. If there are too many balls in the game, then ball search is started when the start button is pressed. This is a fix for the person who takes the balls out of the Ark by hand and puts them in the trough.
- Corrected the switch debounce times (close and open) for the trough jam device.
- fixed overlapping text in bonus display effect (Spanish), added light shows to raiders last crusade & temple awards
- added hstd initials music & f/x

V 01.01 - 22-April-2008
====================
- fixed text on bonus screen (italian text was too large)
- made 'next scene' display effect higher priority than bumpers
- added many new sound effects to movie modes

- STAFF -

Music : David D. Thiel
Sound Effects : David D. Thiel
Custom Voice Session Direction : David D. Thiel

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=24903&o=2

$end


$megadriv=indyrus,
$bio

Indiana Jones - Koridory Vremeni (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56572&o=2

$end


$gameboy=indysaig,
$bio

Indiana Jones - Saigo no Seisen [Model DMG-J5J] (c) 1994 Coconuts Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66171&o=2

$end


$info=ij_l7,ij_l3,ij_l4,ij_l5,ij_l6,ij_lg7,
$bio

Indiana Jones - The Pinball Adventure (c) 1993 Williams Electronics Games, Incorporated.

- TECHNICAL -

Williams WPC (DCS)
Model Number : 50017

Main CPU : Motorola M6809 (@ 2 Mhz)
Sound CPU : ADSP2105 (@ 10 Mhz)
Sound Chips : DMA-driven (@ 10 Mhz)

- TRIVIA -

Released in July 1993. This was the first pinball game to use Williams / Midway's new DCS Sound system. This game was part of WMS' SuperPin series.

First pinball machine with a player-controlled mini playfield.

Features custom speech by actor John Rhys-Davies (Sallah).

12,716 units were produced.

One of the jackpot awards during Quick Multiball is "The Fish of Tayles". This is a reference to Mark Ritchie's previous game, 1992's "Fish Tales".

Watch the background during the Shoot Again animation, the top right figure is a cow and DOHO can be seen to the left of it. 

DOHO is written vertically on the crate to the right in the match animation. 
DOHO can be seen on the road sign in the Dr. Jones loop animation sequence. 

During 'Find Marion' mode, after finding Marion, the shoot out scene can be ended in 2 ways; either shooting the mode start hole, or pulling the gun trigger. After completing the shootout sequence, a face of a woman can be seen on the side of the building in the background.

Michael Jackson used to own this game (Serial number: 53317160772). It was sold at the official Michael Jackson Auction on Apr. 24th, 2009.

- UPDATES -

Version P-4
Date : July 13, 1993
- Added buy-in.
- Added a bunch of adjustments.
- Added translations.
- Added light shows and effects.

Version L-1
Date : July 16, 1993
- Initial release to production.
- Added some light shows.

Version L-2
Date : July 17, 1993
- Slowed down the blink rate on the buy-in button lamp.

Version L-3
Date : July 22, 1993
- Changed plane sounds on the hurry up mode.
- Changed logic on the diverter after jackpot collected.

Version L-4
Date : August 3, 1993
- Enhanced ball search on the popper.

Version L-5
Date : September 2, 1993
- This version allows use of French Text (A.2 21 Language can now be set to French).

Version L-6
Date : October 13, 1993
- Updated pricing modes to enable $1.00 play.
- Fixed a problem in the "complete all modes" that could cause the mini playfield shots to not be collectable.
- The Gun Trigger would not allow buy-in if player tilted on the last ball (NOTE : The Gun Trigger does not normally cause buy-in; it must be set that way by adjustment).
- Drop targets are no longer cycled when the coin door is open. This prevents them from being marked bad because the interlock switch is open.
- Fixed the third pass of Choose Wisely, which moved very slowly.

Version L-7
Date : November 22, 1993
- Added a delay on switching the mini-playfield motor direction to help keep the motor from fatiguing.
- Lengthened the firing time on the Path of Adventure up/down post coil.
- Lengthened the firing time on the underplayfield trough post coil.

- STAFF -

Playfield Design & Concepts : Mark Ritchie (MDR)
Illustration & Conceptual Design : Doug Watson (DTW)
Software & Concepts : Brian Eddy (BRE)
Mechanical Design : Jack Skalon (JWS)
Sounds : Chris Granner, Rich Karstens
Video Animation : Scott Slomiany (Scott Matrix), Eugene Geer
Support : Lou Isbitz, Karen Trybula

Special Thanks To : George Lucas, all the People at LucasFilm Lecensing Division

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5291&o=2

$end


$amigaocs_flop=indyatad,indyatadf,indyatadg,
$bio

Indiana Jones and the Fate of Atlantis (c) 1993 US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74291&o=2

$end


$cpc_cass=indyatln,
$bio

Indiana Jones and the Fate of Atlantis (c) 1993 US Gold, Ltd. [Birmingham, UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96763&o=2

$end


$n64=indyinfm,
$bio

Indiana Jones and the Infernal Machine (c) 2000 LucasArts

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57751&o=2

$end


$gbcolor=indyinfm,
$bio

Indiana Jones and the Infernal Machine [Model CGB-BIJE-USA] (c) 2001 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68053&o=2

$end


$amigaocs_flop=indycrus,indycradg,indycradi,indycrad,
$bio

Indiana Jones and the Last Crusade (c) 1989 US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74292&o=2

$end


$msx1_cass=indycrus,indycrusa,
$bio

Indiana Jones and the Last Crusade (c) 1989 Erbe Software [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94726&o=2

$end


$cpc_cass=indycrus,
$bio

Indiana Jones and the Last Crusade (c) 1989 US Gold, Ltd. [Birmingham, UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96764&o=2

$end


$sms=indycrus,indycrusp,
$bio

Indiana Jones and the Last Crusade (c) 1990 US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56067&o=2

$end


$nes=indycrst,
$bio

Indiana Jones and the Last Crusade (c) 1991 Taito Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55225&o=2

$end


$megadriv=indycrus,
$bio

Indiana Jones and the Last Crusade (c) 1992 US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56573&o=2

$end


$megadriv=indycrusu,
$bio

Indiana Jones and the Last Crusade (c) 1992 US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57254&o=2

$end


$nes=indycrus,indycrusu,
$bio

Indiana Jones and the Last Crusade (c) 1993 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55224&o=2

$end


$amigaocs_flop=indycradf,
$bio

Indiana Jones and the Last Crusade [Fun Radio la Compil Micro 3] (c) 1989 US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74293&o=2

$end


$gamegear=indycrus,
$bio

Indiana Jones and the Last Crusade (c) 1992 US Gold

- TECHNICAL -

[Model 79028-50]

- TRIVIA -

This game is based on the 1989 movie with the same title.

- TIPS AND TRICKS -

* Stage Skip: Pause the game and press 1 x5, 2, 1 x5, 2. When paused, press any direction on the D-Pad to skip the current stage.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64637&o=2

$end


$gameboy=indycrus,
$bio

Indiana Jones and the Last Crusade [Model DMG-J5-USA] (c) 1994 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66172&o=2

$end


$info=indytemp,indytempd,indytemp2,indytemp3,indytemp4,
$bio

Indiana Jones and the Temple of Doom (c) 1985 Atari Games Corp.

The player takes on the role of action movie hero, Indiana Jones, in a game that takes place over 3 different zones; the mines, a minecart chase and the temple. The first level features a number of platforms, ladders and slides and Indy must free kidnapped children by finding their cages and whipping them open.

The player must also keep an eye out for rattlesnakes and Thuggee guards. The second zone is a recreation of the infamous minecart chase in the movie and the player must guide Indy's cart to the bottom of the mine; keeping ahead of enemy carts and voiding traps and track-side enemies. The final area takes place in the temple itself and Indy must make his way to the altar and retrieve the Sankara stone. Indy must avoid guards and also flaming hearts thrown by the game's enemy boss, Mola Ram.

The player can choose to start the game on any one of 3 difficulty levels : easy, medium and hard. These are selected at the beginning of the game by entering the corresponding door. Once all 3 Sankara stones have been collected, Indy must work his way through a final mine and minecart section, before making his escape on the rope bridge and facing Mola Ram once and for all. Playing the easy level will not include this level the first time Indy acquires all three stones. Instead, a message will appear stating that Indy escaped on the rope bridge. The player is then returned to the game, starting again on a more difficult mines level.

- TECHNICAL -

Game ID : 136036

Runs on the "Atari System 1" hardware.

Players: 2
Control: 8-way joystick
Buttons: 1

- TRIVIA -

Indiana Jones and the Temple of Doom was released in August 1985.

1139 dedicated units were produced in the USA. Selling price was $1945.
And 1696 conversion kits were produced. Selling price: $595.

Theme music and sound effects are from the movie of the same name. This is the first Atari System I game to use speech capability to talk to players.

Official world records for this game (for each difficulty and number of starting lives) are :
Hard (7 lives) : Cliff Reese with 1,993,530 points
Hard (3 lives) : Cliff Reese with 1,410,930 points
Med. (3 lives) : Cliff Reese with 945,070 points
Easy (3 lives) : Cliff Reese with 800,000 points

- TIPS AND TRICKS -

At the difficulty select screen, whip all the hanging skeletons and both snakes to receive a 5,000 point 'Completion Bonus'. Whipping all the gas cannisters in the mines stage gives a 'Pyro Bonus' and whipping every bone pile and snake in the altar stage also gives a bonus. On levels which feature pits of molten lava, whipping enemy guards until they fall in the lava will earn additional bonus points.

- STAFF -

Directed by : Peter Lipson
Produced by : Mike Hally
Location Supv. : Rob Rove
Voice Coach : Earl Vickers
Music / Audio effects : Hal Canon, Dennis Harper
Costumes & special effects : Susan G. McBride, Alan Murphy, Will Noble
Set designer : Dave Ralston

- PORTS -

* Consoles :
Nintendo Famicom (1988)

* Computers :
Atari ST (1985)
Amstrad CPC (1987)
Apple II
Commodore C64 (1987)
Commodore Amiga
Sinclair ZX Spectrum (1987)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1185&o=2

$end


$msx1_cass=indy,
$bio

Indiana Jones and the Temple of Doom (c) 1987 US Gold, Ltd. [Birmingham, UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94727&o=2

$end


$cpc_cass=indy,
$bio

Indiana Jones and the Temple of Doom (c) 1987 US Gold, Ltd. [Birmingham, UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96767&o=2

$end


$nes=indy1,indy,
$bio

Indiana Jones and the Temple of Doom (c) 1988 Mindscape, Incorporated. [Northbrook, IL, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55226&o=2

$end


$nes=indyunl,
$bio

Indiana Jones and the Temple of Doom (c) 1988 Tengen

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55227&o=2

$end


$amigaocs_flop=indy,
$bio

Indiana Jones and the Temple of Doom (c) 1989 Mindscape, Incorporated. [Northbrook, IL, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74294&o=2

$end


$snes=indyadvj,
$bio

Indiana Jones' Greatest Adventures [Model SHVC-AIJJ-JPN] (c) 1995 LucasArts Ent. Co.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61520&o=2

$end


$snes=indyadvu,
$bio

Indiana Jones' Greatest Adventures [Model SNS-AIJE-USA] (c) 1994 JVC

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63092&o=2

$end


$snes=indyadv,
$bio

Indiana Jones' Greatest Adventures [Model SNSP-AIJP-EUR] (c) 1994 JVC

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63091&o=2

$end


$info=turbobl,
$bio

Indianapolis (c) 1981 Unknown.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96219&o=2

$end


$info=i500_11r,i500_11b,i500_10r,
$bio

Indianapolis 500 (c) 1994 Midway.

- TECHNICAL -

Midway WPC-Security
Model Number : 50026

Main CPU : Motorola M6809 (@ 2 MHz)
Sound CPU : ADSP2105 (@ 10 MHz)
Sound chip : DMA-driven DAC

- TRIVIA -

Released in August 1995. 2,249 units were produced.

COW is spelt with the Spanner Targets.

The last souvenir is a cow.

In 'Wrong Turn' you can see a cow in the farmer animation. 

Sometimes a cow appears on the Pit Stop, being refuled/milked. You can also see this cow intentionally : 
1. Advance the speedway light to Quick Pit, using the right ramp. 
2. Light the Award Speedway light on the right loop. 
3. Shoot the right loop. 
4. Hit the Launch button rapidly when the animation starts. The cow appears!

DOHO is spelt with the Spanner Targets, and is also sometimes seen in the skid/crasch animation in the Video mode.

- UPDATES -

Version 1.0 (Changes from prototype 0.8)
Date : August 4, 1995
- This is the release of software for production.
- Corrected an error in the replay system to made it impossible to adjust Replay Boost to OFF.
- In the diagnostic test menu, the coindoor G.I. string was incorrectly stated to be in the WHT-GRN string.  It now correctly states the WHT-VIO string.
- The 10-point switch located at the jet bumper arena exit did not score any points; now it does.

Version 1.1
Date : November 1, 1995
- Removed German Price Fixing, and updated Belgium Coinage tables.
- After a player finished entering his/her initials for a Pit Champion high score, the record time would be displayed incorrectly at the end of the effect. Nothing else was affected.
- If the game was re-started while a ball was held in the pit stop diverter, the diverter would remain open until ball search.
- When installing pre-sets EASY or EXTRA HARD the word INSTALLED would not appear.

- STAFF -

Design : Dennis Nordman (DEN)
Artwork : Dan Hughes
Software : Mike Boon (MAB), Craig Sylla (CJS)
Dots/Animation : Adam Rhine (ASR), Brian Morris (BCM)
Mechanics : Win Schilling (WIN), Armando Zuniga
Music & Sounds : Chris Granner (CG)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5462&o=2

$end


$amigaocs_flop=indy500,
$bio

Indianapolis 500 - The Simulation (c) 1990 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74295&o=2

$end


$ibm5150,ibm5150_cass=indy500,
$bio

Indianapolis 500: The Simulation (c) 1989 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83640&o=2

$end


$msx2_flop=indianqs,
$bio

Indianquest (c) 1992 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101728&o=2

$end


$pc8801_flop=indohime,
$bio

Indo no Ohime-sama - Nankinbatakede Ohanami 2 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92089&o=2

$end


$cpc_cass=indorace,
$bio

Indoor Race [Model 160074] (c) 1987 Mind Games Espana, S.A.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96769&o=2

$end


$info=idsoccer,idsoccera,
$bio

Indoor Soccer (c) 1985 Universal.

A two-on-two soccer game.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.9 Mhz), (2x) Zilog Z80 (@4mhz)
Sound Chips : (4x) Texas Instruments SN76496 (@ 4 Mhz), OKI MSM5205 (@ 384 Khz)

Screen orientation : Horizontal
Video resolution : 240 x 192 pixels
Screen refresh : 60.00 Hz
Palette colors : 258

Players : 2
Control : Double 8-way joysticks
Buttons : 2

- TRIVIA -

Released in March 1985.

- PORTS -

* Computers :
Commodore C64 (1989)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1186&o=2

$end


$cpc_cass=indorsoc,
$bio

Indoor Soccer (c) 1986 Magnificent 7 Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96770&o=2

$end


$bbca_cass,bbcb_cass=indoorso,
$bio

Indoor Soccer (c) 1988 Alternative

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51975&o=2

$end


$cpc_cass=indorspt,
$bio

Indoor Sports (c) 1987 Advanced Soft. Promotions

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96772&o=2

$end


$bbca_cass,bbcb_cass=indoorsp,
$bio

Indoor Sports (c) 19?? Tynesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51976&o=2

$end


$nes=indora,
$bio

Indora no Hikari (c) 1987 Kemco

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54228&o=2

$end


$info=indy4,
$bio

Indy 4 (c) 1976 Kee Games.

Now it's a 4 car race with Indy 4. Up to 4 drivers in 4 different colored cars can compete on a fast new track.

- TRIVIA -

Released in May 1976.

- SERIES -

1. Indy 800 (1975)
2. Indy 4 (1976)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3398&o=2

$end


$info=j6indyge,
$bio

Indy 500 (c) 199? JPM International.

- TECHNICAL -

System 6

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41040&o=2

$end


$info=indy500,indy500d,indy500to,
$bio

Indy 500 - Indianapolis Motor Speedway (c) 1995 Sega.

Ladies and Gentlemen, Start Your Engines!!

- TECHNICAL -

Runs on the Sega "Model 2B" hardware.

Players : 2
Control : 8-way joystick
Buttons : 4

- TRIVIA -

Indy 500 was released in July 1995.

One of the songs from this game was featured on a soundtrack called 'SEGA-Con', which is a collection of classic Sega songs.

- TIPS AND TRICKS -

* Fifth View : To access a secret fifth view, switch to the fourth view during the race, then press any two view change buttons simultaneously.

* Mirror Mode : Hold the red zoom in button while pressing Start to begin the game. All of the track graphics and text will be flipped horizontally.

* Mirror Mode And Power Steering : Hold both Zoom buttons while pressing Start to begin your game. You'll be playing in mirror mode and the steering wheel will turn more freely. Note : These tricks will only work on the 'twin type' machines and not on the deluxe 'dx' type.

* Backwards Tracks : Hold the shift lever Down while starting a game. You'll be driving the track in the opposite direction. Note : That in a multiplayer game the course direction is determined with majority rule; that is it won't work unless the majority of the players hold their shifter Down at this time.

* Drive The Pace Car : After choosing a course-but before the race starts, step on the Brake and simultaneously press the Start button. You'll be driving the mustang pace car.

* Vs. Pace Cars : After choosing a course-but before the race starts, step on the Brake and simultaneously push the shift lever Up. This will change your opponents car to pace cars. Note : That in a multiplayer game, this will only change the appearance of the cars which are controlled by your game board (your screen only will be affected).

* Front View : To see your car from front to back, switch to the third or fourth view during the race, then press the Start button and both view change buttons simultaneously.

* Position Markers : Hold the Start button when changing views to make the car's position markers appear above the cars.

* Trailer Tricks : At the transmission select screen, step on the Brake to close the door on the trailer that holds your car or step on the Gas to view your car coming out of the trailer.

* Bird Trick : When driving on the 'Highland Raceway' track in 'Backwards Track Mode' a flock of birds will cling to your car. If you immediately make a u-turn and drive in the opposite direction, the birds will stick with you for the rest of the game.

- STAFF -

Code development: AM1 division
Simulation Code: Attila Vass (AM1)
Music: Tomoyuki Kawamura, David Leytze

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1187&o=2

$end


$a2600=indy500e,indy500,
$bio

Indy 500 (c) 1977 Atari, Incorporated.

RACE CAR: Whether you compete against the clock or another player, your race car tackles the curves of some dangerous tracks.

During one-player games, you race against the clock using your left Controller to move the car. The top left number on the playfield is the number of laps;the top right number is the time keeper.

In two-player games, players race against each other. The top two numbers represent the number of laps each player completes. The right score refers to the right Controller player; the left number shows the left Controller player's score.

You'll hear the engines when they accelerate, and the CRASH when your car crashes into the opponents car or playfield boundaries.

Car races begin at the starting line. Then, get ready, get set...GO!

GAME 1 - Grand Prix Track
Hang onto your hats as you round the turns on this track. You're racing against an opponent who's out to complete 25 laps first to be the winner. Give him a run for his money!

GAME 2 - Grand Prix Race Track (Time Trial)
Race against the clock on the Grand Prix track. You have 60 seconds to complete as many laps as possible. Try to beat your last record. Great practice for your races against opponents on this track.

GAME 3 - Devil's Elbow Track
You have some wicked turns to master before you conquer this track. At high speed, you race against an opponent. Faster and faster you steer your race car to be the first to complete 25 laps.

GAME 4 - Devil's Elbow Track (Time Trial)
It's the race against the devil as you practice for those competitive races. Race against the clock and try to complete as many laps as possible in 60 seconds.

CRASH n' SCORE: Score points by crashing! Each player controls one race car with a hand-held Controller. The white square is your target. When it appears on the playfield, race cars attempt to crash into it. When the crash occurs, the player scores one point and the square disappears.

The square reappears at random on another part of the playfield. Hear the engines roar, and the CRASH when your car collides with the opponent's car. A "BEEP" will tell you when you score one point.

Move your car off any side of the playfield, and it will reappear on the opposite side. For example, steer the car off the top of the playfield and it will appear at the bottom of the playfield. This feature is one strategy to use to reach the square first!

Cars are color coordinated with the scores at the top of the field. The score at the right refers to the right Controller player; the left number show the left Controller player's score.

GAME 5 - Crash n' Score - I Track
In two player games, players compete for crashes with the box.
The first player to score 50 hits wins the game.

GAME 6 - Crash n' Score - I Track (Time Trial)
The player races against the clock to score as many hits as possible in 60 seconds. The top left number is the number of hits; the top right number is the time keeper.

GAME 7 - Crash n' Score - II Track
Two players move at high speeds to be the first to score 50 hits. The playfield is more complex with six treacherous barriers.

GAME 8 - Crash n' Score II (Time Trial)
One player races at high speed against the clock. The player's object? To score as many hits as possible in 60 seconds on a playfield with six treacherous barriers.

TAG: Two persons play these games like a regular game of tag. Each player controls one car. The car that is NOT blinking is 'it'.

When your car is blinking, you must avoid becoming tagged by your opponent's car. (it) Score one point for every second you avoid the tag.

When the it car tags your race car, your car starts to blink. Now you are it and must tag the blinking car.

Move your car off any side of the playfield, and it will reappear on the opposite side. For example, steer your car off the top of the playfield and it will reappear at the bottom of the playfield.

The two numbers at the top of the playfield represent each player's score. The top right score refers to the right Controller player; the left number is the left Controller player's score.

GAME 9 - Tag - Barrier Chase Track
The first player to tally up 99 points wins the game.

GAME 10 - Tag - Motor Hunt Track
The first player to tally up 99 points on this complicated playfield wins. The race cars move at high speed.

ICE RACE: Cars race around the icy track and compete against each other or the clock. The ice makes steering on the track difficult. 

In tow-player games, players race against each other. The top two numbers represent the number of laps each player has completed. The right score refers to the right Controller player; the left number is the left Controller player's score.

During one-player time trial games, the player uses the left Controller to race against the clock. The top left number is the number of laps; the top right number is the time keeper.

You'll hear the engines when they accelerate, and the CRASH when your car crashes into the opponents car or playfield boundaries.

GAME 11 - Ice Sprint Race Track
Punch the engines on the straightaway, and be cautious on the curves as you try to be the first to complete 25 laps.

GAME 12 - Ice Sprint Track (Time Trial)
Get the feel of the track as you race against yourself and time. Your goal? To complete as many laps as possible in 60 seconds.

GAME 13 - Ice Rally Track
Your race car is moving at high speed as you maneuver those sharp turns to beat your opponent on ice. The first player to complete 25 laps claims victory.

GAME 14 - Ice Rally Track (Time Trial)
The seconds tick away as you try to complete as many laps as possible in 60 seconds.

- TECHNICAL -

Model CX2611

- SCORING -

In one-player time trial games, you race against the clock. See how many laps you can make around the tracks in 60 seconds. Race against another player in two-player racing games. The first player to complete 25 laps wins.

In games of Crash n' Score, a player scores one point each time his race car crashes into the white square. In one-player games, a player has 60 seconds to make as many hits as possible. In two-player games, the first player to score 50 points wins.

During two-player Tag (tm) games, you score one point for each second you avoid being tagged by your opponent.

In all games you lose only time, not points, when you crash into any playfield boundary or barrier.

- STAFF -

Programmer: Ed Riddle

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50591&o=2

$end


$psx=indy500j,
$bio

Indy 500 [Model SLPS-00860] (c) 1997 Tomy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85307&o=2

$end


$info=indy800,
$bio

Indy 800 (c) 1975 Kee Games.

Gentlemen, start your engines... Players drop quarters. Each driver grabs his steering wheel, carefully lines up for the start... Ready... in less than a heartbeat... the race is on! The red is ahead... no, now the yellow. Look out! The blue car is going into a controlled skid... Rugged steel foot pedals for gas and brakes challenge tming and skill around hairpin turns. Watch out for the wall!

- TECHNICAL -

The game is housed in a massive cabinet!! This machine takes up a phenomenal amount of floorspace; 16 square feet, which is truely massive for something from this era. The game has a truly massive game board. It is a card rack system, containing a board for each of the eight cars, sync, coin control and score boards.

- TRIVIA -

Released in April 1975.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3392&o=2

$end


$info=m4indycr,m4indycr__a,m4indycr__b,m4indycr__c,m4indycr__d,m4indycr__e,m4indycr__f,
$bio

Indy Cars (c) 199? BWB.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41346&o=2

$end


$n64=indy2k,
$bio

Indy Racing 2000 (c) 2000 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57752&o=2

$end


$msx2_cart=aclassmj,
$bio

Inemuri-ryuu Asada Tetsuya no A-kyuu Mahjong (c) 1988 Pony Canyon, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51317&o=2

$end


$msx2_flop=aclassmj,
$bio

Inemuri-ryuu Asada Tetsuya no A-kyuu Mahjong (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101729&o=2

$end


$bbca_cass,bbcb_cass=inertia,
$bio

Inertia (c) 1990 4th Dimension

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51977&o=2

$end


$cpc_cass=inertie,
$bio

Inertie (c) 1987 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96773&o=2

$end


$cpc_cass=inferunr,
$bio

Infernal Runner (c) 1985 Loriciels [France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96774&o=2

$end


$a2600=infernal,
$bio

Infernal Tower (c) 1983 Carrere Video.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50592&o=2

$end


$info=minferno,
$bio

Inferno (c) 1977 Meadows Games.

- TECHNICAL -

Main CPU : S2650 (@ 208.333 Khz)

Screen orientation : Horizontal
Video resolution : 256 x 184 pixels
Screen refresh : 60.00 Hz
Palette Colors : 2

Players : 2
Control : 8-way joystick
Buttons : 1

- TRIVIA -

Released in December 1977.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1189&o=2

$end


$info=inferno,
$bio

Inferno (c) 1984 Williams.

Players walk around a 3-quarters perspective maze shooting at various enemies. After shooting an enemy the enemy's 'soul' (a dark version of itself) attempts to make its way to the top of the screen to an awaiting monster mouth. The player must touch the enemy soul before it gets there or a more difficult enemy is regenerated.

Inferno's maze layout is somewhat similar to Crystal Castles, but without the wide changes in maze height. There seems to be only 3 or 4 'heights' of the maze, which the player can reach via small stairways.

- TECHNICAL -

Main CPU : Motorola M6809 (@ 1 Mhz)
Sound CPU : M6808 (@ 1 Mhz)
Sound Chips : DAC

Screen orientation : Horizontal
Video resolution : 276 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024

Players : 2
Control : Double 8-way joysticks
Buttons : 1

- TRIVIA -

Approximately 50 units were produced.

- STAFF -

From highscore table : Python Anghelo (PVA), Bill Pfutzenreuter (PFZ), Bill Parod (PAR), Ed Suchocki (EJS), Mark Loffredo (ML ), Lou Isbitz (LOU)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1188&o=2

$end


$info=ep_ifern,ep_iferna,
$bio

Inferno (c) 199? Impulse Gaming.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40852&o=2

$end


$info=m1infern,m1inferna,m1infernb,m1infernc,m1infernd,m1inferne,m1infernf,m1inferng,m1infernh,m1inferni,m1infernj,m1infernk,m1infernl,
$bio

Inferno (c) 199? Maygay.

- TECHNICAL -

M1A/B

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41995&o=2

$end


$amigaocs_flop=infestat,
$bio

Infestation (c) 1990 Psygnosis, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74296&o=2

$end


$amigaocs_flop=infidel,
$bio

Infidel (c) 1986 Infocom

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74297&o=2

$end


$a2600=infiltra,
$bio

Infiltrate (c) 1981 Apollo.

You are a secret agent on a mission of crucial importance. Your mission is to infiltrate a top secret fortress. You must capture enemy documents and get out alive.  Your challenge: the diabolical maze of corridors and elevators designed to confuse you and keep you from the documents. Your danger: enemy assassins programmed to shoot on sight. Your weapon: a high-power laser gun as powerful as that of the enemy. Your advantage: you're sharp enough to duck when they shoot. It's a hectic chase. Hop an elevator. Survive enemy fire. Fire back. Duck. Infiltrate... if you dare!

When you are playing in the two-player mode, each time you lose an agent, it will be your opponents turn... until he loses an agent. At the end of the game, the score of the first player will flash first, alternating with the score of the second player. There are 12 variations of INFILTRATE as shown in the game matrix below. Also, each player may individually select either novice (limited assassin shot range) or expert (unlimited assassin shot range) by setting the difficulty switch in the proper position.  As play progresses, the robots will become smarter, quicker and more tenacious...so beware! For those who really want a challenge, the Invisible Assassins feature may be selected in which the enemy figures are visible only while the are riding elevators!

- TECHNICAL -

Model AP2006

- TRIVIA -

Known as "Nid D'Espions" in France.

- SCORING -

Your agent must reach both top and bottom floors in order to get the secret documents he seeks, and he recieves 3,000 points each time he traverses all levels from either bottom to top, or top to bottom. On the way, shooting assassins will not only keep him alive, but also earn you 250 points for each assassin destroyed, plus 75 bonus points if the assassin is riding an elevator when destroyed. You have three agents to accomplish your mission. The hats displayed above your score show haw many agents you have in reserve. With each 10,000 points you earn, you will gain one additional agent, up to a maximum of six.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50593&o=2

$end


$cpc_cass=infiltrt,
$bio

Infiltrator (c) 1986 US Gold, Ltd. [Birmingham, UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96775&o=2

$end


$nes=infiltrt,
$bio

Infiltrator (c) 1990 Mindscape, Incorporated. [Northbrook, IL, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55228&o=2

$end


$pc8801_flop=infiniti,
$bio

Infinitia (c) 1991 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92090&o=2

$end


$bbca_cass,bbcb_cass=infinity,
$bio

Infinity (c) 19?? White Panther

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51978&o=2

$end


$msx2_flop=infinity,infinitya,
$bio

Infinity (c) 1991 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101730&o=2

$end


$ngpc=infinity,
$bio

Infinity Cure [Model NEOP01090] (c) 2000 KID [Kindle Imagine Develop]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82535&o=2

$end


$msx1_cart=inforace,
$bio

Info Race [Model P079] (c) 1990 al Alamiah

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77156&o=2

$end


$a800=is3000,
$bio

INFO/soft 3000 Text Generator v3.3 (c) 1986 INFO/soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86569&o=2

$end


$a800=is5000,
$bio

INFO/soft 5000 Graphic Generator v5.3 (c) 1986 INFO/soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86570&o=2

$end


$cpc_cass=infodrod,
$bio

Infodroid (c) 1986 Beyond Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96777&o=2

$end


$gameboy=fratrans,
$bio

InfoGenius Systems - Berlitz French Language Translator [Model DMG-FH-USA] (c) 1991 GameTek

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66174&o=2

$end


$gameboy=esptrans,
$bio

InfoGenius Systems - Berlitz Spanish Language Translator [Model DMG-NL-USA] (c) 1991 GameTek

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66176&o=2

$end


$gameboy=travguid,
$bio

InfoGenius Systems - Frommer's Travel Guide [Model DMG-GD-USA] (c) 1991 GameTek

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66178&o=2

$end


$gameboy=persorg,
$bio

InfoGenius Systems - Personal Organizer [Model DMG-ZR-UKV] (c) 1991 GameTek

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66179&o=2

$end


$gameboy=persorgu,
$bio

InfoGenius Systems - Personal Organizer [Model DMG-ZR-USA] (c) 1991 GameTek

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66180&o=2

$end


$gameboy=spelchek,
$bio

InfoGenius Systems - Spell Checker and Calculator [Model DMG-SL-UKV] (c) 1991 GameTek

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66181&o=2

$end


$msx1_cass=atvmsx,
$bio

Informatica y BASIC MSX (c) 198? ATV

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94728&o=2

$end


$msx1_cart=infobank,
$bio

Information Bank (c) 1988 Methali

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77157&o=2

$end


$pc98=inhearth,
$bio

Inherit the Earth - Arashi no Orb (c) 1995 Starcraft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89760&o=2

$end


$bbca_cass,bbcb_cass=inherita,
$bio

Inheritance (c) 19?? Hessel

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51979&o=2

$end


$pc8801_flop=inindo,inindoa,
$bio

Inindo (c) 1991 Koei Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92091&o=2

$end


$snes=inindo,
$bio

Inindo - Way of the Ninja [Model SNS-IN-USA] (c) 1993 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63093&o=2

$end


$msx2_cart=inindo,
$bio

Inindou - Datou Nobunaga (c) 1991 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51318&o=2

$end


$x68k_flop=inindo,
$bio

Inindou - Datou Nobunaga (c) 1991 Koei Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87783&o=2

$end


$pc98=inindo,
$bio

Inindou - Datou Nobunaga (c) 1991 Koei Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89761&o=2

$end


$msx2_flop=inindo,inindoa,
$bio

Inindou - Datou Nobunaga (c) 1991 Koei Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101731&o=2

$end


$gba=initiald,
$bio

Initial D - Another Stage [Model AGB-AINJ-JPN] (c) 2002 Sammy Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71248&o=2

$end


$info=initd,initdexp,initdexpo,initdo,
$bio

Initial D Arcade Stage (c) 2002 Sega.

- TECHNICAL -

Sega New Arcade Operation Machine Idea 2 (NAOMI 2) GD-Rom hardware

- TRIVIA -

Released in March 2002.

- SERIES -

1. Initial D (1999, PlayStation)
2. Initial D Arcade Stage (2002, Arcade)
3. Initial D Arcade Stage Ver.2 (2002, Arcade)
4. Initial D Special Stage [SLPM 65268] (2003, PS2)
5. Initial D Arcade Stage Ver. 3 [GDS-0032B] (2004, Arcade)
6. Initial D Arcade Stage 4 (2006, Arcade)
7. Initial D Arcade Stage 5 (2009, Arcade)
8. Initial D Arcade Stage 6 AA (2011, Arcade)
9. Initial D Arcade Stage 7 AAX (2012, Arcade)
10. Initial D Arcade Stage 8 Infinity (2014)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4028&o=2

$end


$info=initiad4,initiad4c,
$bio

頭文字D ~Arcade Stage 4~ (c) 2006 Sega.
(Initial D Arcade Stage 4)

- TECHNICAL -

Sega Lingbergh Hardware

CPU : Intel Pentium 4 3.0G HT (800Mhz FSB - 1MB L2 Cache)
GFX : NVIDIA GeForce 6 Series GPU
GFX Memory : 256MB (256 bit GDDR3)
OS : Montavista Linux
GFX Capabilities : Vertex Shader 3.0, Pixel Shader 3.0
Audio : 3D audio synthesizer chip onboard, possible to have 64 sounds playing simultaneously, 5.1 surround output.
Video output: One analog D-Sub, Two Digital DVI outputs.
Display : Single or dual monitor support. Can output the same picture to each monitor or different pictures on each monitor, the resolution for each of the 2 monitors can also be different.
Sound output: The two front speakers have RCA connectors, SPDIF for full surround.
Resolution : HDTV (High Definition)
RAM : 1024MB 184pin DDR SD-RAM PC3200 (2x 512MB DDR 400 sticks)
LAN : 10/100/1000 TBase Gigabit Network
Other : DVD Drive Support, USB2.0 (x4) - Sega ALL.NET online support.
Connector Format : JVS
Protection : High Spec original security module.

- TRIVIA -

Even if titlescreen says 2006, the game was released in February 2007 in Japan.

- SERIES -

1. Initial D (1999, PlayStation)
2. Initial D Arcade Stage (2002, Arcade)
3. Initial D Arcade Stage Ver.2 (2002, Arcade)
4. Initial D Special Stage [SLPM 65268] (2003, PS2)
5. Initial D Arcade Stage Ver. 3 [GDS-0032B] (2004, Arcade)
6. Initial D Arcade Stage 4 (2006, Arcade)
7. Initial D Arcade Stage 5 (2009, Arcade)
8. Initial D Arcade Stage 6 AA (2011, Arcade)
9. Initial D Arcade Stage 7 AAX (2012, Arcade)
10. Initial D Arcade Stage 8 Infinity (2014)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=7964&o=2

$end


$info=initdv3j,initdv3jb,initdv3e,inidv3ca,
$bio

Initial D Arcade Stage Ver. 3 (c) 2004 Sega.

"Initial D Arcade Stage Ver 3" is a car racing game with 3 different game modes : 'Legend of the Streets', 'Time Attack', and 'The Bunta Challenge!'.

Legend of the Streets : Battle rival characters man to man on 9 different courses. Each checkpoint you pass adds time to the overall time limit. The first one across the finish line with the allotted time wins. If you run out of time or cross the finish line second, you lose. Once you've defeated all 28 rival characters, you'll get a chance to race against a hidden rival character I and a hidden rival character II (final battle/race). Defeat them and you'll race for the title of street legend against the last hidden rival character (special battle/race). Only when the title is yours will you get to see the ending.

Time Attack : This is a race against time. The goal is to cross the finish line as quickly as you can. Direction, Time of Day and Weather can be selected for each of the nine courses - note that Happogahara and Akina (Snow) can only be set to Night. Each checkpoint you pass adds time to the overall time limit. When you cross the finish line, a password is displayed. (The password is not displayed when you don't use the card.) You may use this password to participate in the online Internet rankings. In order to register the password, you must have played the game with a card and you'll need to enter the 3 digit number or KEY printed on the front of the card.

The Bunta Challenge : Race head-to-head against a single rival, Fujiwara Bunta, on eight different courses: Myogi, Usui, Akagi, Akina (Snow on Level 11), Happogahara, Shomaru and Tsuchisaka. For each course, only Dry or Night conditions may be selected.

- TECHNICAL -

Sega New Arcade Operation Machine Idea 2 (NAOMI 2) GD-Rom hardware
Model : GDS-0032B

- TRIVIA -

"Initial D Ver. 3" was released in January 2004.

- SERIES -

1. Initial D (1999, PlayStation)
2. Initial D Arcade Stage (2002, Arcade)
3. Initial D Arcade Stage Ver.2 (2002, Arcade)
4. Initial D Special Stage [SLPM 65268] (2003, PS2)
5. Initial D Arcade Stage Ver. 3 [GDS-0032B] (2004, Arcade)
6. Initial D Arcade Stage 4 (2006, Arcade)
7. Initial D Arcade Stage 5 (2009, Arcade)
8. Initial D Arcade Stage 6 AA (2011, Arcade)
9. Initial D Arcade Stage 7 AAX (2012, Arcade)
10. Initial D Arcade Stage 8 Infinity (2014)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4030&o=2

$end


$info=initdv2j,initdv2e,initdv2jo,
$bio

Initial D Arcade Stage Ver.2 (c) 2002 Sega.

- TECHNICAL -

Sega New Arcade Operation Machine Idea 2 (NAOMI 2) GD-Rom hardware

- TRIVIA -

Released in December 2002.

- SERIES -

1. Initial D (1999, PlayStation)
2. Initial D Arcade Stage (2002, Arcade)
3. Initial D Arcade Stage Ver.2 (2002, Arcade)
4. Initial D Special Stage [SLPM 65268] (2003, PS2)
5. Initial D Arcade Stage Ver. 3 [GDS-0032B] (2004, Arcade)
6. Initial D Arcade Stage 4 (2006, Arcade)
7. Initial D Arcade Stage 5 (2009, Arcade)
8. Initial D Arcade Stage 6 AA (2011, Arcade)
9. Initial D Arcade Stage 7 AAX (2012, Arcade)
10. Initial D Arcade Stage 8 Infinity (2014)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4029&o=2

$end


$gameboy=initiald,
$bio

Initial D Gaiden [Model DMG-AIDJ-JPN] (c) 1998 Kodansha

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66182&o=2

$end


$info=inidv3cy,inidv3ca,
$bio

Initial D Version 3 [Cycraft Edition] (c) 2006 Sega Enterprises, Limited.

- TECHNICAL -

[GDS-0039B]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48946&o=2

$end


$alice32=ibasic1,
$bio

Initiation au Basic 1 (c) 1984 Infogrames Interactive, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87583&o=2

$end


$alice32=ibasic2,
$bio

Initiation au Basic 2 (c) 1984 Infogrames Interactive, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87584&o=2

$end


$alice32=ibasic3,
$bio

Initiation au Basic 3 (c) 1984 Infogrames Interactive, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87582&o=2

$end


$alice32=ibasic4,
$bio

Initiation au Basic 4 (c) 1984 Infogrames Interactive, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87585&o=2

$end


$cpc_cass=initbas1,
$bio

Initiation Au Basic Amstrad - 1ere Partie: Premiers Pas [Model SOFT 411] (c) 1985 Amsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96778&o=2

$end


$pc98=injugen,
$bio

Injuu Genmu (c) 1993 Ringer Bell [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89762&o=2

$end


$pc98=injugen2,
$bio

Injuu Genmu II - Brain Burst!! (c) 1993 Ringer Bell [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89763&o=2

$end


$pc8801_flop=inkpotda,
$bio

Ink Pot Data (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92092&o=2

$end


$pc8801_flop=inkpotop,
$bio

Ink Pot Option (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92093&o=2

$end


$pc8801_flop=inkpotsy,
$bio

Ink Pot System (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92094&o=2

$end


$bbca_cass,bbcb_cass=innerspa,
$bio

Inner Space (c) 19?? Potter

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51980&o=2

$end


$pc8801_flop=innerspa,
$bio

Inner Space (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92095&o=2

$end


$info=sc4inspn,sc4inspna,
$bio

Inner Spin (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR2555]

[Scorpion 4]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43034&o=2

$end


$info=sc5inspn,sc5inspna,
$bio

Inner Spin (c) 200? Mazooma Games.

- TECHNICAL -

[Scorpion 5]
[Model PR2555]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42657&o=2

$end


$amigaocs_flop=innocent,
$bio

Innocent Until Caught (c) 1994 Psygnosis, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74298&o=2

$end


$vboy=innsmout,
$bio

???????? (c) 1995 I'Max.
(Innsmouth no Yakata)

- TECHNICAL -

Model VUE-VIMJ-JPN

- TRIVIA -

Released on October 13, 1995 in Japan for 4,900 Yens.

- STAFF -

Executive Producer: Kazuo Imanari
Producer: Noriyuki Munekiyo
Product Manager: Hiroyuki Kotani
Director: Naoki Kato
Planner: Sadaharu Katori
Main Programmer: Hiroshi Hashiguchi
Programmer: Hanya Ooishi
Designer: Kouji Umehara
Sound Composer: Yoshiyuki Ishii, Dota Andoh
Sound Programmer: Takashi Hirose
Sales Promoter: Hiroki Komuro, Tetsuya Nakane, Shinobu Nojima
Public Relations: Satoshi Iwasaki, Fumiko Takeuchi

Test Player: Norikaza Nakazato, Hideo Sudo, Yoshikazu Ooishi

Special Thanks: Yasushi Nirasawa (Title Monster Design), Atsushi Suzuki, Yasuyuki Kawaguchi, Avatar

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82365&o=2

$end


$pc8801_flop=inouetak,
$bio

Inoue & Takahashi (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92096&o=2

$end


$pcecd=inouemam,
$bio

Inoue Mami - Kono Hoshi ni Tatta Hitori no Kimi (c) 1992 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58228&o=2

$end


$cpc_cass=inquisit,
$bio

Inquisitor - Shade of Swords (c) 1987 Chip [Paris, France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96779&o=2

$end


$info=inquiztr,
$bio

Inquizitor (c) 1989 B.F.M. [Bell-Fruit Mfg. Company, Limited.].

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=21243&o=2

$end


$x1_cass=insectwa,
$bio

Insect War (c) 198? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86238&o=2

$end


$info=insector,
$bio

Insector (c) 1982 Gottlieb.

You are a can of bug spray. Collect the jewels on the screen and destroy all the bugs.

- TECHNICAL -

Main CPU : I8086 (@ 5 Mhz)
Sound CPU : MOS Technology M6502 (@ 894.886 Khz)
Sound Chips : DAC

Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 61.00 Hz
Palette colors : 16

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

This was Skelly's second game for Gottlieb, but it was never released. Number produced estimated at 1 or 2 units. This game represents Skelly's own answer to "Robotron - 2084".

The cool thing about Insector is the three-letter code in at the start. Tim Skelly used this value as a seed for each player's pseudo random number generator. That way, if you want exactly the same game every time, you enter the same three letters. If you wanted to handicap yourself, you would enter different letters and let the other player enter their usual letters, etc.

- TIPS AND TRICKS -

* Make The Game Easier : Tim put in this game a secret code that made the game easier. Enter 'DDT' on the three-letter start (David Thiel's initials).

- STAFF -

Designed & programmed by : Tim Skelly
Audio by : David D. Thiel

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1190&o=2

$end


$info=insectx,insectxj,
$bio

Insector X (c) 1989 Taito Corp.

Battle against the insect army with your special insecticide weapons.

The Burgoid, a tribe of midgets with dreams of conquest, have turned insects into cyborgs and formed them into a vast army which is now on the move and intending to invade planet Earth! 

To wipe out these mega-insects - which are invulnerable to ordinary weapons - humans have created an insect-sized warrior called Yanmer. The warrior wears a suit, giving him special powers and wings that are more efficient than a jet engine. 

You are Yanmer, and your mission is to destroy the Burgoid Monarch and save mankind from disaster!

- TECHNICAL -

Prom Stickers : B97

Main CPU : (2x) Zilog Z80 (@ 6 Mhz)
Sound Chips : YM2203 (@ 3 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Insector X was released in August 1989.

- TIPS AND TRICKS -

* INSTRUCTIONS:
- Press the Fire button to make a normal attack.
- Press the Special Attack button to use the special weapon (once you have picked up an insecticide can). 
- Power-up items appear when you defeat the Hawk Moth enemy. 
- The insecticide can is dropped by the middle boss on each stage and your special weapon becomes stronger as you pick up more insecticide cans. The colour of the can cycles between blue and brown:
-- Blue : Anti-air weapon
-- Brown : Air-to-ground weapon

* ITEMS
(P): Increases shot power
(PP): Increases shot power by two levels
(S): Increases your movement speed
(A): Auto-fire
(1UP): Extra life awarded
(Acorn): 1000 points awarded
(Thunder): Destroys all on-screen enemies

- PORTS -

* Consoles :
Sega Mega Drive [KO] (1990) "Gonchung Gundan [Model GM 4001 HG]" 
Sega Mega Drive [BR] (1990) by Tec Toy
Sega Genesis [US] (1990) "Insector X [Model 47036]" 
Sega Mega Drive [JP] (September 7, 1990)
Nintendo Famicom [JP] (September 20, 1990) "Insector X [Model TFC-IS]" 
Sony PlayStation 2 [JP] (August 25, 2005) "Taito Memories Gekan [Model SLPM-66092]" 
Sony PlayStation 2 [AU] (March 30, 2006) "Taito Legends 2 [Model SLES-53852]" 
Microsoft XBOX [EU] (March 31, 2006) "Taito Legends 2" 
Sony PlayStation 2 [EU] (March 31, 2006) "Taito Legends 2 [Model SLES-53852]" 
Sony PlayStation 2 [US] (May 16, 2007) "Taito Legends 2 [Model SLUS-21349]" 

* Computers : 
PC [MS Windows, CD-ROM] [EU] (March 31, 2006) "Taito Legends 2" 
PC [MS Windows, CD-ROM] [US] (July 10, 2007) "Taito Legends 2"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1191&o=2

$end


$megadriv=insectxj,
$bio

Insector X (c) 1990 Hot-B

- TRIVIA -

Insector X for Mega Drive was released on September 7, 1990 in Japan.

This game is known in South Korea as "Gonchung Gundan".

Known export releases: 
[US] "Insector X [Model 47036]" by Sage's Creation
[KO] "Gonchung Gundan [Model GM 4001 HG]" by HiCOM
[BR] "Insector X" by Tec Toy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56574&o=2

$end


$megadriv=insectx,
$bio

Insector X (c) 1990 Sages Creation

North American release.

- TECHNICAL -

Cartridge ID: 47036

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57255&o=2

$end


$nes=insectx,
$bio

Insector X (c) 1990 Taito Corp.

- TECHNICAL -

Cartridge ID: TFC-IS-5900

- TRIVIA -

Insector X for Famicom was released on September 21, 1990 in Japan.

This is the 33th title published by Taito on the Famicom.

- TIPS AND TRICKS -

* Secret message: Enter the OPTION MODE menu, then move the cursor to the EXIT option. Press Right 35 times, then press Left once. The message, PRGD. BY JYOJI HIRAYAMA will appear.

* Level select and No-Hit Mode: Enter the OPTION MODE menu, then move the cursor to the EXIT option. Press Right any number of times except 35, then press Left. At the BOY/GIRL select menu, press Up to cycle through the levels, and Down to toggle HIT/NOT mode, to play with normal lives, or invincibility, accordingly.

- STAFF -

Programmed by: JYOJI HIRAYAMA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54229&o=2

$end


$cpc_cass=insidoutds,
$bio

Inside Outing [Model 3DG 001] (c) 1988 Dro Soft [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96780&o=2

$end


$cpc_cass=insidout,
$bio

Inside Outing [Model EDG 21AM] (c) 1987 Edge, The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96781&o=2

$end


$pc98=insider2,
$bio

Insiders - Network no Bouken - Eve ga Inai (c) 1993 ASCII Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95234&o=2

$end


$pc98=insiders,
$bio

Insiders - PC Naibu e no Tabi - Maou Halton no Wana (c) 1988 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89764&o=2

$end


$pc98=insiderm,
$bio

Insiders - PC Naibu e no Tabi - Maou Halton no Wana (c) 1994 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89765&o=2

$end


$pc98=inspectr,
$bio

Inspector - Jikuu Sasatsukan Hayate (c) 1994 Altacia.

- TRIVIA -

Released on June 09, 1994 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48512&o=2

$end


$snes=inspgadg,
$bio

Inspector Gadget (c) 1993 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63094&o=2

$end


$gba=inspgadgu,
$bio

Inspector Gadget - Advance Mission [Model AGB-AIGE-USA] (c) 2001 DreamCatcher Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71250&o=2

$end


$gba=inspgadg,
$bio

Inspector Gadget - Advance Mission [Model AGB-AIGP] (c) 2001 LSP [Light & Shadow Production]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71249&o=2

$end


$gbcolor=inspgadgu,
$bio

Inspector Gadget - Operation Madkactus [Model CGB-BIGE-USA] (c) 2001 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68056&o=2

$end


$gbcolor=inspgadg,
$bio

Inspector Gadget - Operation Madkactus [Model CGB-BIGP-EUR] (c) 2000 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68055&o=2

$end


$gba=inspgrac,
$bio

Inspector Gadget Racing [Model AGB-AIRP] (c) 2002 LSP [Light & Shadow Production]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71251&o=2

$end


$amigaocs_flop=griffu,
$bio

Inspektor Griffu - Ein Toter hat Heimweh (c) 1990 Ariolasoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74299&o=2

$end


$a800=instados,
$bio

InstaDOS (c) 2002 Sunmark

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86572&o=2

$end


$info=sc2inst,sc2inst1,sc2inst1p,sc2inst2,sc2inst2p,sc2inst3,sc2inst3p,sc2inst4,sc2inst4p,sc2inst5,sc2inst6,sc2instp,
$bio

Instant Jackpots (c) 1995 Bell-Fruit Mfg.

- TECHNICAL -

SCORPION 2
[Model 6517]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=21291&o=2

$end


$info=m1imclb,m1imclba,m1imclbb,
$bio

Instant Millionaire Club (c) 199? Maygay.

- TECHNICAL -

M1A/B

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41994&o=2

$end


$pc8801_flop=instantm,
$bio

Instant Music (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92097&o=2

$end


$info=m3replay,
$bio

Instant Replay (c) 198? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41196&o=2

$end


$info=m1inwin,m1inwina,m1inwinb,m1inwinc,m1inwinf,m1inwinh,m1inwini,m1inwinj,m1inwink,m1inwinl,m1inwinm,m1inwinn,m1inwino,m1inwinp,m1inwinq,m1inwinr,m1inwins,m1inwint,m1inwinu,m1inwinv,m1inwinw,m1inwinx,
$bio

Instant Win (c) 199? Maygay.

- TECHNICAL -

M1A/B

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41996&o=2

$end


$info=inwinner,
$bio

Instant Winner (c) 2005 WMS Gaming, Incorporated.

- TRIVIA -

Released in August 2005.

- STAFF -

Bonus rounds arts: Shawn Smith

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=37390&o=2

$end


$info=instruct,
$bio

Instructor 50 (c) 1978 Signetics.

A small system designed to teach the use and programmation of the Signetics 2650 CPU. Also a real micro-computer with a tape interface to save and load programs, and a S-100 compatible expansion bus.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103281&o=2

$end


$msx1_cart=instruct,instructa,
$bio

Instructor [Model AQ004] (c) 1985 Barq

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77158&o=2

$end


$megadriv=instchp1,instchp9,instchp8,instchp7,instchp6,instchp5,instchp4,instchp3,instchp2,
$bio

Instruments of Chaos Starring Young Indiana Jones (c) 1994 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56575&o=2

$end


$megadriv=instch,
$bio

Instruments of Chaos Starring Young Indiana Jones (c) 1994 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57256&o=2

$end


$x68k_flop=integral,
$bio

Integral Arm (c) 1992 Yoshitaka Higashi

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88318&o=2

$end


$info=imds2,
$bio

Intellec Microcomputer Development System Series II (c) 1979 Intel.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103334&o=2

$end


$vc4000=intel1,
$bio

Intelligenz I (c) 1978 Interton Electronic.

- TECHNICAL -

[Cassette No. 9]

- TRIVIA -

Also called Intelligence I outside Germany.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49205&o=2

$end


$vc4000=intel2,
$bio

Intelligenz II (c) 1978 Interton Electronic.

- TECHNICAL -

[Cassette No. 15]

- TRIVIA -

Also called Intelligence II outside Germany.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49206&o=2

$end


$vc4000=intel3,
$bio

Intelligenz III (c) 1978 Interton Electronic.

- TECHNICAL -

[Cassette No. 16]

- TRIVIA -

Also called Intelligence III outside Germany.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49207&o=2

$end


$vc4000=reversi,
$bio

Intelligenz IV/Attacke (c) 1978 Interton Electronic.

- TECHNICAL -

[Cassette No. 21]

- TRIVIA -

Also called Intelligence IV/Attack outside Germany, and Intelligence IV/Attaque in France.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49208&o=2

$end


$info=intv,
$bio

Intellivision (c) 1979 Mattel Electronics.

The Intellivision is a home video game console.

- TRIVIA -

Development of the console began in 1978, less than a year after the introduction of its main competitor, the Atari 2600. The word intellivision is a portmanteau of 'intelligent television'.

The Intellivision can be considered the first 16-bit game console, as it has a 16-bit microprocessor.

The Intellivision was also the first system to feature downloadable games. However, since there was no storage device the games vanished once the machine was turned off. In 1981, General Instrument teamed up with Mattel to roll out the PlayCable, a device that allowed the downloading of Intellivision games via cable TV.

Intellivision was the first game console to provide real-time human and robot voices in the middle of gameplay, courtesy of the IntelliVoice module. The voice chip used, the SPO256 Orator, was developed jointly by Mattel and General Instrument.

Intellivision was the first console to feature a controller with a directional pad that allowed 16 directions. The disc-shaped pad allowed players to control action without lifting the thumb and was considered by many Intellivision users to be a useful innovation.

The Intellivision was also the first game console or home computer to offer a musical synthesizer keyboard. The music synthesizer keyboard was designed as a secondary add-on for the ECS, and was intended to lead to a series of music-oriented software titles for both educational and entertainment purposes, but only one title, Melody Blaster, was ever released.

Intellivision was also the first console to have a complete built-in character font. While Odyssey² had a limited character font (uppercase alphabet, numerals, and some other characters), Intellivision's system font had complete upper- and lowercase alphabets, numerals, and almost all of the punctuation and symbols found on standard computer keyboards.

Over 3 million Intellivision units were sold and a total of 125 games were released for the console.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103336&o=2

$end


$info=jollycdab,
$bio

Inter Game Poker (c) 1990 Inter Games.

- TECHNICAL -

Main CPU : M65SC02 (@ 3 Mhz)
Sound Chips : General Instrument AY8910 (@ 4 Mhz)

Screen orientation : Horizontal
Video resolution : 384 x 232 pixels
Screen refresh : 50.00 Hz
Palette colors : 16

Players : 1
Buttons : 7

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4523&o=2

$end


$info=interact,
$bio

Interact Model One (c) 1979 Interact Electronics.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103335&o=2

$end


$psx=intcdv1m,
$bio

Interactive CD Sampler Disc - Volume 01 (c) 1995 Sony Computer Ent. America.

Volume 01 features:

- Playable Demos:
Loaded
Mortal Kombat 3
Twisted Metal
Warhawk
Wipeout

- Videos:
Descent
Destruction Derby
NFL GameDay
NHL FaceOff

- TECHNICAL -

Game ID: SCUS-94955

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102179&o=2

$end


$psx=intcdv2,
$bio

Interactive CD Sampler Disc - Volume 02 (c) 1996 Sony Computer Ent. America.

Volume 02 features:

- Playable Demos:
Assault Rigs
Bogey Dead 6
Chronicles of the Sword
Die Hard Trilogy
NBA ShootOut
Road & Track Presents: The Need for Speed
VR Soccer '96
Warhawk

- Videos:
Aquanaut’s Holiday
Krazy Ivan
MLB Pennant Race
Street Fighter Alpha: Warriors' Dreams

- TECHNICAL -

CD ID: SCUS-94957

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102180&o=2

$end


$psx=intcdv30,intcdv31,intcdv32,
$bio

Interactive CD Sampler Disc - Volume 03 (c) 1996 Sony Computer Ent. America.

Volume 03 features:

- Playable Demos:
2Xtreme
Blast Chamber
Crash Bandicoot
Formula 1
NCAA Football GameBreaker
NFL GameDay '97
NHL FaceOff '97
Rally Cross
Ridge Racer Revolution
Tekken 2
The King of Fighters '95
Tunnel B1

- Videos:
Jet Moto
NFL GameDay '97
Twisted Metal 2

- TECHNICAL -

CD ID: SCUS-94959

- UPDATES -

There are three variants of this particular demo disc. The first, released in 1996, contained the playable demos The King of Fighters '95 and Tunnel B1 - both of which were replaced by NFL GameDay '97 and Ridge Racer in the second version labeled Interactive CD Sampler Pack - Volume 3.5 [SCUS-94177] in 1997.

A third edition also titled Volume 3.5 [SCUS-94966] had a playable demo of NFL GameDay '97 instead of the demo video in the previous version. As far as hidden content differences, the only replacement is a Carnage Heart video in both versions of Volume 3.5 replacing a Project: Horned Owl video seen in the original Volume 3.

- TIPS AND TRICKS -

- Hidden Content:

Carnage Heart (Video) – Highlight "Rally Cross" and press Triangle, Square, Square.

Crash Bandicoot (Cheat Codes) – Highlight "Crash Bandicoot" and press Square, Square, Triangle.

Independence Day (Video) – Highlight "Blast Chamber" and press Triangle, Circle, Triangle.

Jumping Flash! 2 (Video) – Highlight "NFL FaceOff '97" and press Square, Triangle, Circle.

Motor Toon Grand Prix (Video) – Highlight "Formula 1" and press Square, Triangle, Square.

NCAA Football GameBreaker (Cheat Codes) – Highlight "NCAA Football GameBreaker" and press Circle, Triangle, Circle.

Project: Horned Owl (Video) – Highlight "Tunnel B1" and press Triangle, Square, Square.

Ridge Racer Revolution (Cheat Codes) – Highlight "Ridge Racer Revolution" and press Circle, Triangle, Square.

Tekken 2 (Cheat Codes) – Highlight "Tekken 2" and press Triangle, Triangle, Square.

The King of Fighters '95 (Cheat Codes) – Highlight "The King of Fighters '95" and press Triangle, Circle, Square.

Tobal No. 1 (Video) – Highlight "Jet Moto" and press Circle, Circle, Triangle.

Twisted Metal 2 (Cheat Codes) – Highlight "Twisted Metal 2" and press Square, Circle, Triangle.

Twisted Metal 2 (Video) – Highlight "2Xtreme" and press Circle, Square, Circle.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102181&o=2

$end


$psx=intcdv4,
$bio

Interactive CD Sampler Disc - Volume 04 (c) 1997 Sony Computer Ent. America.

Volume 04 features:

- Playable Demos:
Ace Combat 2
Armored Core
CART World Series
Croc: Legend of the Gobbos
I.Q.: Intelligent Qube
PaRappa the Rapper
Porsche Challenge
RayStorm
Steel Reign
Treasures of the Deep

- Videos:
NFL GameDay '98
NHL FaceOff '98

- TECHNICAL -

Game ID: PBPX-95002

- TIPS AND TRICKS -

- Hidden Content:

Blasto (Video) – Highlight "Treasures of the Deep" and press Square, Triangle, Circle.

Cardinal Syn (Video) – Highlight "CART World Series" and press Square, Triangle, Square.

Crash Bandicoot 2: Cortex Strikes Back (Video) – Highlight "Ace Combat 2" and press Circle, Square, Triangle.

Exodus (Video) – Highlight "PaRappa the Rapper" and press Triangle, Triangle, Square.

Fighting Force (Playable Demo) – Highlight "Porsche Challenge" and press Circle, Circle, Triangle.

PlayStation Underground CD Magazine (Commercial/Ad Spot) – Highlight "NFL GameDay '98" and press Triangle, Circle, Square.

Spawn: The Eternal (Video) – Highlight "RayStorm" and press Circle, Square, Circle.

Tomb Raider II (Video) – Highlight "I.Q.: Intelligent Qube" and press Square, Circle, Triangle.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102182&o=2

$end


$psx=intcdv5,
$bio

Interactive CD Sampler Disc - Volume 05 (c) 1997 Sony Computer Ent. America.

Volume 05 features:

- Playable Demos:
Armored Core
Colony Wars
Cool Boarders 2
Crash Bandicoot 2: Cortex Strikes Back
Fighting Force
Intelligent Qube
Jet Moto 2
NFL GameDay '98
NHL FaceOff '98
PaRappa the Rapper
Star Wars: Masters of Teräs Käsi
Tomb Raider II

- Videos:
Final Fantasy VII
Gex 2: Enter the Gecko
Gran Turismo

- Commercials/Ad Spots:
PlayStation Underground CD Magazine (Promotional Video)

- TECHNICAL -

CD ID: SCUS-94224

- TRIVIA -

Originally released in Q4 1997.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102183&o=2

$end


$psx=intcdv6,
$bio

Interactive CD Sampler Disc - Volume 06 (c) 1998 Sony Computer Ent. America.

Volume 06 features:

Playable Demos:
Bloody Roar
Cool Boarders 2
Crash Bandicoot 2: Cortex Strikes Back
Gex 2: Enter the Gecko
Hot Shots Golf
Jet Moto 2
NHL FaceOff '98
PaRappa the Rapper
Pitfall 3D: Beyond the Jungle
Tomb Raider II
WCW Nitro

Videos:
Blasto
MLB '99
NBA ShootOut '98
Resident Evil 2
SaGa Frontier
Tomba!

Commercials/Ad Spots:
PlayStation Underground CD Magazine (Promotional Video)

- TECHNICAL -

CD ID: PBPX-95004

- TRIVIA -

Originally released in Q1 1998.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102184&o=2

$end


$psx=intcdv7,
$bio

Interactive CD Sampler Disc - Volume 07 (c) 1998 Sony Computer Ent. America.

Volume 07 features:

- Playable Demos:
Blasto
Einhänder
Gex 2: Enter the Gecko
Gran Turismo
Hot Shots Golf
Jersey Devil
NBA ShootOut '98
Tekken 3
Tomb Raider II
Tomba!

- Videos:
Metal Gear Solid
MLB '99
NFL Xtreme
Resident Evil 2
Spyro the Dragon

- Commercials/Ad Spots:
PlayStation Underground CD Magazine (Promotional Video)

- TECHNICAL -

CD ID: PBPX-95006

- TRIVIA -

Originally released in Q3 1998.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102185&o=2

$end


$psx=intcdv8,
$bio

Interactive CD Sampler Disc - Volume 08 (c) 1998 Sony Computer Ent. America.

Volume 08 features:

- Playable Demos:
Cool Boarders 3
Gran Turismo
Legacy of Kain: Soul Reaver
MediEvil
Metal Gear Solid
NFL Xtreme
Ninja: Shadow of Darkness
Spyro the Dragon
Test Drive 5
WWF War Zone

- Videos:
NFL GameDay '99
NHL FaceOff '99
Parasite Eve
Rugrats: Search for Reptar

- Commercials/Ad Spots:
PlayStation Underground CD Magazine (Promotional Video)
Threadz (Promotional Video)

- TECHNICAL -

CD ID: PBPX-95009

- TRIVIA -

Originally released in Q3 1998.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102186&o=2

$end


$psx=intcdv9,
$bio

Interactive CD Sampler Disc - Volume 09 (c) 1998 Sony Computer Ent. America.

Volume 09 features:

- Playable Demos:
Brave Fencer Musashi
Bust-a-Move 4
Cool Boarders 3
Crash Bandicoot 3: Warped
Disney/Pixar’s A Bug's Life
Gran Turismo
MediEvil
Metal Gear Solid
NFL GameDay '99
NHL FaceOff '99
Rally Cross 2
Spyro the Dragon
Tomb Raider III: Adventures of Lara Croft
Wild 9

- Videos:
Rugrats: Search for Reptar
Twisted Metal III

- TECHNICAL -

CD ID: PBPX-95010

- TRIVIA -

Originally released in Q4 1998.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102187&o=2

$end


$psx=intcdv10,
$bio

Interactive CD Sampler Disc - Volume 10 (c) 1999 Sony Computer Ent. America.

Volume 10 features:

- Playable Demos:
Bust-a-Groove
Bust-a-Move 4
Contender
Cool Boarders 3
Crash Bandicoot 3: Warped
Disney/Pixar's A Bug's Life
Ehrgeiz: God Bless the Ring
NFL GameDay '99
NHL FaceOff '99
R4: Ridge Racer Type 4
Rugrats: Search for Reptar
Spyro the Dragon
Syphon Filter
WCW/nWo Thunder

- Commercials/Ad Spots:
Threadz (Promotional Video)

- TECHNICAL -

CD ID: PBPX-95011

- TRIVIA -

Originally released in Q1 1999.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102188&o=2

$end


$psx=intcdv11,
$bio

Interactive CD Sampler Disc - Volume 11 (c) 1999 Sony Computer Ent. America.

Volume 11 features:

- Playable Demos:
3Xtreme
Ape Escape
Contender
Croc 2
Interplay Sports Baseball 2000
Jade Cocoon: Story of the Tamamayu
MLB 2000
Sesame Street: Elmo’s Letter AdventureC
The Next Tetris
Tony Hawk’s Pro Skater

- Videos:
NFL GameDay 2000
NFL Xtreme 2

- Commercials/Ad Spots:
PlayStation Underground CD Magazine (Promotional Video)

- Interviews:
John Mobley - Linebacker for Denver Broncos
Dermontti Dawson - Center for Pittsburgh Steelers
Warren Sapp - Defensive Tackle for Tampa Bay Buccaneers
Terrell Davis - Running Back for Denver Broncos
Darrell Russell - Defensive Tackle for Oakland Raiders
Jerome Bettis - Running Back for Pittsburgh Steelers
Dick Enberg - Sportscaster
Phil Simms - Sportscaster
Ryan Leaf - Quarterback for San Diego Chargers
Jason Sehorn - Cornerback for New York Giants
Mike Alstott - Fullback for Tampa Bay Buccaneers
Marshall Faulk - Running Back for St. Louis Rams
Jessie Armstead - Linebacker for New York Giants
Neil Smith - Defensive End for Denver Broncos
Jessie Tuggle - Linebacker for Atlanta Falcons
Michael Strahan - Defensive End for New York Giants
Ted Washington - Nose Tackle for Buffalo Bills
Ruben Brown - Guard for Buffalo Bills
John Randle - Defensive Tackle for Minnesota Vikings
Ray Buchanan - Cornerback for Atlanta Falcons

- TECHNICAL -

CD ID: SCUS-94463

- TRIVIA -

Originally released in Q1 1999.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102189&o=2

$end


$cdi=interdec,
$bio

Interactive Math - Decimals (c) 1994 Gulliver Ritchie Associates

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52906&o=2

$end


$cdi=interper,
$bio

Interactive Math - Percentages (c) 1994 Gulliver Ritchie Associates

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52907&o=2

$end


$saturn,sat_cart=tndrstm,tndrstma,roadblst,roadblsta,
$bio

Interactive Movie Action: Thunder Storm + Road Blaster (c) 1995 Ecseco Development

- TRIVIA -

Released on October 20, 1995 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59826&o=2

$end


$info=m4intcep,m4intcepa,m4intcepb,
$bio

Interceptor (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41347&o=2

$end


$cpc_cass=interchn,
$bio

Interchange [Model HT094] (c) 1991 Hi-Tec Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96782&o=2

$end


$cpc_cass=interdic,
$bio

Interdictor Pilot (c) 1985 Supersoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96783&o=2

$end


$bbca_cass,bbcb_cass=intergal,
$bio

Intergalactic Trader (c) 1983 Micro Power

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51981&o=2

$end


$pc8801_cass=intadv,
$bio

Intern Adventure (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91233&o=2

$end


$cpc_cass=int3dten,
$bio

International 3D Tennis [Model PAL 1241] (c) 1990 Palace Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96784&o=2

$end


$amigaocs_flop=3dtennis,
$bio

International 3D Tennis [Super Sim Pack] (c) 1990 Palace Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74300&o=2

$end


$cpc_cass=7cardstd,
$bio

International 7 Card Stud (c) 1986 Martech

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64150&o=2

$end


$nes=intcrick,intcrickp,
$bio

International Cricket (c) 1992 Laser Beam

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55229&o=2

$end


$info=intcup94,
$bio

International Cup '94 (c) 1994 Taito.

A soccer game from Taito.

- TECHNICAL -

Runs on the "Taito F3 System" Hardware.

Prom Stickers : D78

Players : 4
Control : 8-way joystick
Buttons : 4

- TRIVIA -

This game is also known as "Hattrick Hero '94".

The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to 'AAA'.

- SERIES -

1. Euro Champ '92 (1992)
2. Taito Cup Finals (1993)
3. International Cup '94 (1994)
4. Taito Power Goal (1994)

- STAFF -

Planner : Takeshi Kobori
Character design : Takeshi Kobori, Yuji Sakamoto, Hideyuki Kato, Hiroyo Kujirai, Hiromi Mikami, Shinjiro Sugitani
Software : Kazutomo Ishida, Kusago Nagahara, Shinji Soyano, Kousuke Usami, XXX Hayashi
Software Super Cup Version : Masashi Tsuzura, Yasutaka
Design : Naoto Hashizume, Takeshi Kobori
Sound : Shuichiro Nakazawa (Zuntata)
Hardware : Katsumi Kaneoka
Assistant : Shin Tanaka
Director : Takeshi Kobori (Marutake)

* Cast :
Player & GK : Masashi Tsuzura
Manager : Suminori Hase, Yuji Sakamoto
Referee : Shin Tanaka
Lady : Seiji Kawakami
Doctor : Hiroto Nizato
Nurse : Hiromi Mikami
Stunt : Tomohisa Yamashita

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1192&o=2

$end


$cpc_cass=intfootb,
$bio

International Football (c) 1990 Cult

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96786&o=2

$end


$amigaocs_flop=inticeh,
$bio

International Ice Hockey (c) 1991 Impulze

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74301&o=2

$end


$msx1_cass=ik,ikb,ika,
$bio

International Karate (c) 1986 Endurance Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94729&o=2

$end


$gbcolor=ik2000,
$bio

International Karate 2000 [Model CGB-BIKP-EUU] (c) 2000 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68057&o=2

$end


$gba=ika,
$bio

International Karate Advanced [Model AGB-AIKP-EUR] (c) 2002 Studio 3

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71252&o=2

$end


$cpc_cass=ikphs,
$bio

International Karate Plus [Model 08] (c) 19?? Hit Squad, The [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99080&o=2

$end


$cpc_cass=ikps,
$bio

International Karate Plus [Model 22322] (c) 1987 Proein Soft Line [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96789&o=2

$end


$gba=ikplusu,
$bio

International Karate Plus [Model AGB-A3KE-USA] (c) 2003 Ignition Ent., Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71254&o=2

$end


$gba=ikplus,
$bio

International Karate Plus [Model AGB-A3KP-EUR] (c) 2003 Ignition Ent., Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71253&o=2

$end


$cpc_cass=ikp,
$bio

International Karate Plus [Model URK 713] (c) 1988 System 3 Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96790&o=2

$end


$cpc_cass=ik,
$bio

International Karate [Model EAC 010] (c) 1986 Endurance Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96787&o=2

$end


$cpc_cass=intmanag,
$bio

International Manager (c) 198? D & H Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96791&o=2

$end


$bbca_cass,bbcb_cass=megaspor,
$bio

International Megasports (c) 19?? Audiogenic

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51982&o=2

$end


$cpc_cass=ninjarab,
$bio

International Ninja Rabbits [Model TAM 104] (c) 1992 Erbe Soft. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96792&o=2

$end


$amigaocs_flop=int1dayc,
$bio

International One Day Cricket (c) 1994 Challenge Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74302&o=2

$end


$gbcolor=intrally,
$bio

International Rally [Model DMG-ARLE-USA] (c) 2000 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68058&o=2

$end


$cpc_cass=intrugby,
$bio

International Rugby (c) 1985 Artic Computing, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96794&o=2

$end


$megadriv=intrugby,
$bio

International Rugby (c) 1993 Domark

- TRIVIA -

The game was presented at the ECTS (European Computer Trading Show) on September 05, 1993.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56576&o=2

$end


$cpc_cass=rugbysim,
$bio

International Rugby Simulator [Model 3138] (c) 1988 Codemasters Soft. Co., Ltd., The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96795&o=2

$end


$snes=intsensb,
$bio

International Sensible Soccer - World Champions Limited Edition (c) 1994 Sony Imagesoft

- TECHNICAL -

Model SNSP-8S-UKV-1

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63095&o=2

$end


$c64_cart,c64_flop=isoccer,
$bio

International Soccer (c) 1983 Commodore

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53602&o=2

$end


$amigaocs_flop=intsocz,
$bio

International Soccer (c) 1993 Zeppelin Platinum

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74303&o=2

$end


$amigaocs_flop=intsocch,intsoccha,
$bio

International Soccer Challenge (c) 1990 MicroStyle

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74304&o=2

$end


$a2600=intsocre,intsocre1,
$bio

International Soccer (c) 1989 Telegames.

Re-edition. See 1982's "International Soccer [Model MT5687]" for more information about the game itself.

- TECHNICAL -

Model 5687 A279

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50596&o=2

$end


$a2600=intsocr,
$bio

International Soccer (c) 1982 M Network.

The object of the game is to score more goals than your opponent in two simulated 45-minute periods. A goal is scored by kicking the ball into your opponent's net. Each player has a 4-man team. You control one man on your team Computer controls the other 3 and moves them to simulate a  full 11-man team. You see 1/3 of the soccer field at any given time during game play. Screen moves (scrolls) to follow game play.

There are 2 teams - YELLOW and BLUE. For the first half, Yellow defends the TOP goal, Blue defends the bottom goal. Teams switch ends for the second half.

A KICK-OFF begins each half of the game and starts play after a goal is scored. Yellow team kicks off the first half. Blue team kicks off the Second half. Team scored AGAINST klcks off after a goal.

To kick off, move the man in the kick-off circle. Until this happens, player on defense has no control over his team. Once the man in the kick-off circle is moved, both teams may try for possession of the ball. To get possession, move your man so he touches the ball.

WHEN YOU HAVE THE BALL, move it toward your opponent's goal by dribbling or passing. Shoot into the net.

When a goal is scored, the CLOCK STOPS and the ball returns to the kick-off circle. Teams take up kick-off positions CLOCK STARTS again at kick-off.
    
WHEN PLAYING DEFENSE, try to steal or intercept he ball. Your man can outrun the ball carrier. If your opponent gets close to your goal, move your controlled man to protect it. Computer controlled men might not stop the ball.
                                                       
No offsides, goalies, throw-ins, corner kicks, goal kicks, penalties, time-outs or overtime.

- TECHNICAL -

Model MT5687

- TIPS AND TRICKS -

* LEARN TO PASS EFFECTIVELY. Watch how team members move off and on screen, as the screen scrolls. Make the scrolling effect work to your advantage with off-screen passing.

* WATCH YOUR AIM when you pass or shoot. Wild shots and passes may be intercepted by your opponent

* STEAL THE BALL. Remember that the man with the ball is  slowed down by dribbling.

* WHEN PLAYING DEFENSE, if your controlled man falls too far behind the man with the ball, let him drop back all the way off screen. He will reappear in front of the man with the ball.

* Remember that the BEST DEFENSE IS A GOOD OFFENSE. Get possession of the ball and keep it until you score!

- STAFF -

Programmer: Kevin Miller

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50595&o=2

$end


$cpc_cass=intspedw,
$bio

International Speedway (c) 1988 Silverbird Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96796&o=2

$end


$amigaocs_flop=intsport,
$bio

International Sports Challenge (c) 1992 Empire Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74305&o=2

$end


$n64=iss98,iss98u,
$bio

International Superstar Soccer '98 (c) 1998 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57753&o=2

$end


$gbcolor=iss99u,
$bio

International Superstar Soccer '99 [Model DMG-AWZE-USA] (c) 2000 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68060&o=2

$end


$gbcolor=iss99,
$bio

International Superstar Soccer '99 [Model DMG-AWZP-EUR] (c) 2000 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68059&o=2

$end


$n64=iss2k,iss2ka,iss2ku,
$bio

International Superstar Soccer 2000 (c) 2000 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57754&o=2

$end


$gbcolor=iss2ku,
$bio

International Superstar Soccer 2000 [Model CGB-BWE-USA] (c) 2000 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68063&o=2

$end


$gbcolor=iss2k,
$bio

International Superstar Soccer 2000 [Model DMG-AIGE-USA] (c) 2000 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68061&o=2

$end


$gbcolor=iss2k,
$bio

International Superstar Soccer 2000 [Model DMG-AIGP-EUR] (c) 2000 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68062&o=2

$end


$n64=iss64,iss64u,
$bio

International Superstar Soccer 64 (c) 1997 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57755&o=2

$end


$gba=issadv,
$bio

International Superstar Soccer Advance [Model AGB-AY2P-EUR] (c) 2003 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71256&o=2

$end


$snes=issdxu,
$bio

International Superstar Soccer Deluxe (c) 1995 Konami Company, Limited.

North American version. For more information about the game itself, please see the original Japanese version entry; "Jikkyou World Soccer 2 - Fighting Eleven [Model SHVC-AWJJ-JPN]".

- TECHNICAL -

[Model SNS-AWJE-USA]

- TRIVIA -

International Superstar Soccer Deluxe was released in November 1995 in USA.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63099&o=2

$end


$snes=issdx,
$bio

International Superstar Soccer Deluxe (c) 1995 Konami Company, Limited.

European version. For more information about the game itself, please see the original Japanese version entry; "Jikkyou World Soccer 2 - Fighting Eleven [Model SHVC-AWJJ-JPN]".

- TECHNICAL -

[Model SNSP-AWJP-EUR]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63098&o=2

$end


$megadriv=issdx,
$bio

International Superstar Soccer Deluxe (c) 1996 Konami Company, Limited.

Mega Drive port of "International Superstar Soccer Deluxe [Model SNS-AWJE-USA]".

- TECHNICAL -

[Model T-95196-50]

- TRIVIA -

Game re-programmed for Sega Mega Drive by Factor 5.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56577&o=2

$end


$gba=iss,
$bio

International Superstar Soccer [Model AGB-AISP] (c) 2001 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71255&o=2

$end


$gameboy=iss,
$bio

International Superstar Soccer [Model DMG-AIGE-USA] (c) 1998 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66183&o=2

$end


$snes=issu,
$bio

International Superstar Soccer [Model SNS-3U-USA] (c) 1995 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63097&o=2

$end


$snes=iss,
$bio

International Superstar Soccer [Model SNSP-3U-EUR] (c) 1995 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63096&o=2

$end


$info=intlaser,
$bio

International Team Laser (c) 1988 Midway Mfg. Co.

- STAFF -

Designer & Developer : Jeff Nauman, Brian Colin

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=29063&o=2

$end


$cpc_cass=intennis,
$bio

International Tennis (c) 1992 Zeppelin Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96798&o=2

$end


$cdi=tennisop,tennisops,tennisopg,
$bio

International Tennis Open (c) 1993 Philips Interactive Media, Incorporated.

Experience all of the thrills of International Tournaments live! Embark on a whirlwind tour of the professional circuit, visiting London, Paris and New York. You'll compete with the world's greatest players. Full commentaries on your matches. Player's performances are expertly analyzed... Just like on television.

- TECHNICAL -

Model 810 0030

- TRIVIA -

Export releases:
[US] "International Tennis Open [Model 310690274-2]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52908&o=2

$end


$cdi=tennisopi2,tennisopg2,tennisop2,tennisopu,
$bio

International Tennis Open (c) 1994 Philips Interactive Media, Inc.

Experience all of the thrills of International Tournaments live! Embark on a whirlwind tour of the professional circuit, visiting London, Paris and New York. You'll compete with the world's greatest players. In 2 player mode, you can play against a friend or partner of your choice. Now you and your friends can enjoy all the sensations of first class tennis. So grab your remotes! Full commentaries on your matches. Player's performances are expertly analyzed... Just like on television.

- TECHNICAL -

Model 810 0082

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82279&o=2

$end


$snes=ittj,
$bio

International Tennis Tour [Model SHVC-IT] (c) 1993 Micro World

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61521&o=2

$end


$snes=ittu,
$bio

International Tennis Tour [Model SNS-IT-USA] (c) 1993 Taito Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63101&o=2

$end


$snes=itt,
$bio

International Tennis Tour [Model SNSP-IT-EUR] (c) 1993 Taito Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63100&o=2

$end


$info=inttoote,inttootea,
$bio

International Toote (c) 1998 Coinmaster.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=21546&o=2

$end


$n64=itf,
$bio

International Track & Field - Summer Games (c) 2000 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57756&o=2

$end


$gbcolor=itfsummr,
$bio

International Track & Field - Summer Games [Model CGB-B3HP-EUR] (c) 2000 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68066&o=2

$end


$n64=itfu,
$bio

International Track & Field 2000 (c) 2000 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57757&o=2

$end


$gbcolor=itfu,
$bio

International Track & Field [Model DMG-AHDE-USA] (c) 2000 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68065&o=2

$end


$gbcolor=itf,
$bio

International Track & Field [Model DMG-AHDP-EUR] (c) 2000 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68064&o=2

$end


$saturn,sat_cart=intvgoal,
$bio

International Victory Goal (c) 1997 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60328&o=2

$end


$amigaocs_flop=intphase,
$bio

Interphase (c) 1989 Image Works

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74306&o=2

$end


$cpc_cass=intplanet,
$bio

Interplanetary Trader (c) 1985 Datacom Publications

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96799&o=2

$end


$odyssey2,g7400=interpol,
$bio

Interpol (c) 2000 Silicium Editions.

- TECHNICAL -

Game ID: 61

- TRIVIA -

The Eprom of the unreleased game INTERPOL was found in Eindhoven (NL) in 1999 by Nicolas Sapin. The program was made in 1983 or 1984 by GST video, a company what worked for PHILIPS in the eighties.

INTERPOL was released by Silicium Editions in 2000 for VIDEOPAC by number 61 in a limited run of 50 copies. Sales started in October 2000.

- STAFF -

2000 Edition By: Olivier Boisseau, John Dondzilla, Jaro Gielens, Nicolas Sapin, Silicium, Sylvain De Chantal

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95614&o=2

$end


$info=intrscti,
$bio

Intersecti (c) ???? Unknown.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 4 Mhz)

Screen orientation : Horizontal
Video resolution : 256 x 512 pixels
Screen refresh : 60.00 Hz
Palette colors : 256

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5570&o=2

$end


$info=istellar,
$bio

Interstellar Laser Fantasy (c) 1983 Funai.

Your mission is to fly to distant worlds battling alien spaceships and destroying alien bases. Armed with lasers and bombs, you travel across alien deserts, through space caverns, and into bizarre wire framed cities to find and destroy the Delta UFO.

- TECHNICAL -

This game uses a laser disc.

- TRIVIA -

Released in December 1983.

The laser disc background images were created by Japan-based company, Gakken.

- SERIES -

1. Interstellar Laser Fantasy (1983)
2. Interstellar Zangus (1985)

- PORTS -

* Computers :
Pioneer Palcom PX-7 ("Inter Stellar")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4495&o=2

$end


$cpc_cass=intobliv,
$bio

Into Oblivion [Model IA0106] (c) 1986 Mastertronic, Ltd. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96802&o=2

$end


$xegs=eaglnest,
$bio

Into the Eagle's Nest [Model RX8114] (c) 1988 Atari Corp. [Sunnyvale, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51242&o=2

$end


$cpc_cass=eaglenst,
$bio

Into the EAGLES NEST (c) 1986 Pandora

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96803&o=2

$end


$info=intrepid,intrepid2,intrepidb,
$bio

Intrepid (c) 1983 Nova Games.

Intrepid is a game in which the player must use a 4-way joystick to take up control of a secret agent Intrepid whose objective is to enter an embassy, find and retrieve a secret plan, then escape as fast as he can. There are eight items that Spy 001 must find by looking around the rooms these doors lead to which are all worth 300 points when collected: a key (which unlocks the locked door on the fourth floor), a combination (which is needed to open the locked safe), an ID card (which allows Spy 001 to bypass the embassy's security systems without electrocution), a disguise (this allows Spy 001 to bypass the sentry, without getting recognized), an umbrella (which allows Spy 001 to jump off the embassy roof without falling to his death), a wrench (which is to sabotage the elevator, and trap the guards at the bottom of its shaft), a map (which shows the locations of the remaining items) and a pair of running shoes (which allow Spy 001 to move faster). 

If Spy 001 should fall down the elevator shaft, get caught by the guards, or get recognized by the sentry at the safe, he'll lose a life. If he should jump off the roof before he's opened the safe (but after he's sabotaged the elevator), it is physically impossible for him to reenter the embassy. Should this happen, the bonus timer shall immediately decrease to 0 and cost him a life. Once Spy 001 accomplishes his mission, he'll proceed to his next mission which has more guards.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound CPU : Zilog Z80 (@ 2.5 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.536 Mhz)

Players : 2
Control : 4-way joystick
Buttons : 1

- TRIVIA -

Released in November 1983 in Canada. 

The guards in this game are dressed in red, which is the color of the uniforms traditionally worn by the Royal Canadian Mounted Police.  

The melody that can be heard playing when you lose a game life is from 'The Imperial March (Darth Vader's Theme)' from the "Star Wars" movie franchise. 

The song that plays when you successfully reach the vault and retrieve the secret plans is the beginning of the Canadian national anthem, 'O Canada'.

When you jump off the roof, the song that is heard playing as you parachute to the ground with the umbrella is 'La Donna E Mobile' from the Giuseppe Verdi opera "Rigoletto". 

Mauro Peruzi holds the official record for this game with 109130 points.

- SCORING -

Time bonus : 50 points per guard who spots you.
Collecting an object : 300 points.
Collecting secret plans : points remaining on counter.
Leaving the embassy : points remaining on counter.

- TIPS AND TRICKS -

* Always enter the rooms in the order 4, 3, 2, 1, 5. This way you get the jetshoes first as they are always on the 4th floor, and the guards are furthest away from you.

* Never exit a room until all the guards have entered. This way you won't bump into one outside, where they are harder to avoid.

* Always leave the embassy by jumping off the roof with the umbrella, as you get more points as it's a quicker route out.

* When the guards have all entered the room, wait until they get close to you, before running for the exit. They can only turn at 90 degrees and you can outrun them.

- SERIES -

1. Intrepid (1983)
2. Zarya Vostoka (1984)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1193&o=2

$end


$info=intrepidb3,
$bio

Intrepid (c) 1984 Elsys Software.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48291&o=2

$end


$msx1_cass=intrepid,
$bio

Intrepido (c) 1988 Mind Games Espana, S.A.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94730&o=2

$end


$info=j5intr,j5intra,j5intrb,j5intrc,
$bio

Intrigue (c) 199? JPM International.

- TECHNICAL -

System 5

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41041&o=2

$end


$amigaocs_flop=intrigue,
$bio

Intrigue a la Renaissance (c) 1990 Coktel Vision

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74307&o=2

$end


$x68k_flop=intropro,
$bio

Intro Pro 68K (c) 1991 Sprite [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88319&o=2

$end


$msx1_cass=mpc100,
$bio

Introducing the Sanyo MPC-100 Micro (c) 1985 Sanyo [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94731&o=2

$end


$ti99_cart=genetics,
$bio

Introduction to Plant Genetics [Model PHM 3173] (c) 1984 Texas Instruments

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84604&o=2

$end


$info=intruder,
$bio

Intruder (c) 1980 Game Plan, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31782&o=2

$end


$pc98=intruder,intrudera,
$bio

Intruder - Sakura Yashiki no Tansaku (c) 1989 Alicesoft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89766&o=2

$end


$pc8801_flop=intruder,intrudera,
$bio

Intruder - Sakura Yashiki no Tansaku (c) 1989 Alicesoft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92098&o=2

$end


$msx2_flop=intruder,
$bio

Intruder - Sakura Yashiki no Tansaku (c) 1989 Alicesoft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101732&o=2

$end


$bbca_cass,bbcb_cass=intruder,
$bio

Intruders (c) 19?? Interceptor Software.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51983&o=2

$end


$bbca_cass,bbcb_cass=inu,
$bio

Inu (c) 19?? MRJ

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51984&o=2

$end


$info=inunoos,
$bio

Inu no Osanpo (c) 2001 Sega.

A unique game where you have to walk a on-screen dog and make it happy.

- TECHNICAL -

Runs on the Sega "NAOMI" hardware.

- TRIVIA -

Inu no Osanpo was released in October 2001 in Japan.

Developed by WOW Entertainment.

The title translates from Japanese as "Walk the dog".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4909&o=2

$end


$gba=inukkocl,
$bio

Inukko Club [Model AGB-AI9J-JPN] (c) 2002 Jorudan Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71257&o=2

$end


$wscolor=inuyfema,
$bio

Inuyasha - Fuuun Emaki [Model SWJ-BANC26] (c) 2002 Bandai Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86453&o=2

$end


$wscolor=inuyksen,
$bio

Inuyasha - Kagome no Sengoku Nikki [Model SWJ-BANC1B] (c) 2001 Bandai Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86454&o=2

$end


$wscolor=inuykyum,
$bio

Inuyasha - Kagome no Yume Nikki [Model SWJ-BANC32] (c) 2002 Bandai Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86455&o=2

$end


$gba=inuyasha,
$bio

Inuyasha - Naraku no Wana! Mayoi no Mori no Shoutaijou [Model AGB-AIYJ-JPN] (c) 2003 Takara Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71258&o=2

$end


$psx=inuyasso,
$bio

InuYasha - Sengoku Otogi Kassen [Model SLPS-03504] (c) 2002 Bandai Co., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85308&o=2

$end


$psx=inuyasha,
$bio

Inuyasha RPG [Model SLPS-03374] (c) 2001 Bandai Co., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85309&o=2

$end


$nes=invader,
$bio

Invader (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84034&o=2

$end


$info=invspace,
$bio

Invader from Space (c) 1980 Epoch Co., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94363&o=2

$end


$gba=invader,
$bio

Invader [Model AGB-AIVP] (c) 2002 Xicat Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71259&o=2

$end


$info=invrvnge,invrvngea,invrvngeb,invrvngegw,invrvngedu,
$bio

Invader's Revenge (c) 1979 Zenitone Microsec.

Invader's Revenge is a simple two-dimensional shooter. You control your fighter to defend your supply against an endless stream of alien invaders. Once you clear out one wave of 6 invaders, another wave comes in to take your fuel. After seven waves of alien invaders, you will then be given the chance to dock with your base to refuel. Of course, you have to navigate the hazards to get to your base. Your objective is simple, prevent the aliens from taking or destroying your fuel supply.

- TECHNICAL -

Main CPU : Intel 8080 (@ 1.9968 Mhz)
Sound Chips : SN76477 (@ 1.9968 Mhz), discrete circuitry

Screen orientation : Vertical
Video resolution : 224 x 260 pixels
Screen refresh : 59.54 Hz
Palette colors : 2 (overlays)

Players : 2
Buttons : 3 (LEFT, RIGHT, FIRE)

- TRIVIA -

Invader's Revenge was one of a long string of "Space Invaders" clones to hit the market after the runaway success of Space Invaders in 1978. This game was developed by a company within the United Kingdom. Zenitone Microsec also went on to develop other Space Invader clones such as "Super Invaders" and "Space Attack II". All these games were distributed in Europe, Invader's Revenge was distributed in Germany by Dutchford.

- TIPS AND TRICKS -

* When you start the game, your fighter will be in the middle, at the bottom of the screen above the fuel storage area with 26 units of fuel. Your goal is to blast the invaders into dust. Each wave of invaders consists of six alien ships. You will go through seven waves of invaders before you have a chance to dock.  The order of the invaders is (by their point value) : 10, 20, 30, 50, 20, 30, and 50.

* The alien invaders will attempt to make you lose your fuel one of two ways :
a) By getting to the bottom of the screen and actually picking up the fuel to bring back to the UFO. You can shoot these aliens down to recover a fuel unit.
b) The aliens will drop bombs upon your fuel supply to cause you to lose a unit. These bombs can be shot down.

* Just like the original game, when the invaders get to the left or right side of the screen, they will drop down a level. In addition to dropping down, an invader may peel away from the formation and head down to attempt to take one of your fuel units.

* Learn the different formations the invaders show. Some of the formations are :
a) In a straight line across.
b) In two straight lines across.
c) In a staggered formation that resembles a '>' or '<'.
d) One invader on each row for six rows.

* When shot, some invaders don't explode. Instead, you literally will shoot them down. After they are shot, the invader will head straight toward your fighter. Make sure you quickly move from under an invader after you have shot it to prevent this from happening.

* As in "Space Invaders", shoot the right or leftmost invader to prevent them from dropping another level down. In addition, the fewer invaders there are, the faster they travel across the screen.  Make sure you adjust for this.

* Your primary objective is to prevent the invaders from stealing or destroying your fuel supply. If you lose all of your fuel, your game will be over regardless of the number of fighters you have left.

* Docking can be quite a chore. You must navigate around some space debris in order to get to your base to refuel. Watch your fuel supply because you can burn it up very quickly if you're not careful.

* As the game progresses, the invaders get more aggressive and will send down two or even three of their numbers to attempt to steal your fuel. In addition, the UFO at the top of the screen moves back and forth to drop bombs on you.

* Learn to conserve your firepower and only shoot at sure targets. The reason  is the fact you can only have one shot on the screen at any time.

* Since there is no cover, make sure you are moving around constantly. If you don't move your fighter around, you are just inviting trouble to happen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1194&o=2

$end


$info=vinvader,
$bio

Invaders (c) 1981 Vtech.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83234&o=2

$end


$bbca_cass,bbcb_cass=invaders,
$bio

Invaders (c) 1982 Superior Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51986&o=2

$end


$msx1_cass=invaders,
$bio

Invaders (c) 1986 LiveWire Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94732&o=2

$end


$bbca_cass,bbcb_cass=invaderb,
$bio

Invaders (c) 19?? Bug Byte

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51985&o=2

$end


$mc10=invaders,
$bio

Invaders (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87642&o=2

$end


$info=m5invad,
$bio

Invaders (c) 200? Red Gaming, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41588&o=2

$end


$odyssey2=invaders,
$bio

Invaders from Hyperspace! (c) 1979 Magnavox.

- TECHNICAL -

Game ID: AK9414

- STAFF -

Programmer: Ed Averett

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95615&o=2

$end


$info=invasion,
$bio

Invasion (c) 1979 Sidam.

Italian pirate release of Taito's Space Invaders.

- TECHNICAL -

Main CPU : Intel 8080 (@ 1.9968 Mhz)
Sound Chips : SN76477 (@ 1.9968 Mhz), Samples

Screen orientation : Vertical
Video resolution : 224 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2

Players : 2
Control : 2-way joystick
Buttons : 1

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1196&o=2

$end


$info=invasiona,invasionb,invasionrz,invasionrza,
$bio

Invasion (c) 1979 RZ Bologna.

Italian pirate release of Taito's Space Invaders.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32556&o=2

$end


$msx1_cass=invasion,invasiona,
$bio

Invasion (c) 1987 Bulldog Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94733&o=2

$end


$amigaocs_flop=invasion,
$bio

Invasion (c) 1989 ECP

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74308&o=2

$end


$info=invasnab,invasnab4,invasnab3,
$bio

Invasion - The Abductors (c) 1999 Midway Games, Incorporated.

There was a time, thousands of years ago when 'visitors' arrived on earth and chose humans for a great experiment. They gave humans the ability to learn in order to watch them evolve and expand their minds beyond their primitive means.
Now the experiment is complete and the 'visitors' have returned to harvest their crop. At this moment, their great ships are arriving at major cities around the globe preparing to conquer and claim what is rightfully theirs... the human race.

To stop the invasion you must complete 4 separate missions by defeating the invading aliens that are abducting and mutating humans, snatching monuments and creating havoc in the world. The fate of the plant is in your hands!

- TECHNICAL -

Midway Zeus hardware

Main CPU : TMS32031 (@ 50 Mhz)
Sound CPU : ADSP2104 (@ 16 Mhz)
Sound Chips : (2x) DMA-driven (@ 16 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 6

- TRIVIA -

Released on December 14, 1999.

- STAFF -

Developed by Play Mechanix.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3509&o=2

$end


$cpc_cass=zombimona,zombimon,
$bio

Invasion of the Zombie Monsters (c) 2013 Relevo Videogames [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96805&o=2

$end


$cpc_cass=invasion,
$bio

Invasion [Model BA0168] (c) 1987 Bulldog Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96804&o=2

$end


$amigaocs_flop=investa,
$bio

Inve$t [No. 1 Collection] (c) 1990 Starbyte

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74309&o=2

$end


$amigaocs_flop=invest,
$bio

Inve$t [World of Business] (c) 1990 Starbyte

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74310&o=2

$end


$msx1_cass=invierte,
$bio

Invierte y Gana (c) 1986 DIMensionNEW [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94734&o=2

$end


$cpc_cass=invygana,
$bio

Invierte y Gana (c) 1986 Idealogic [Barcelona, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96806&o=2

$end


$info=invinco,
$bio

Invinco (c) 1979 Sega.

Another game in spired by "Space Invaders", this one includes some innovation on the aliens : One row blinks in and out of view, another row's aliens roll so as to make themselves harder or easier to hit, and a 3rd row of aliens each take (at least) 3 hits to kill. A 4th row has aliens that turn into bombs, blowing up everything around them to make your job somewhat easier.

- TECHNICAL -

Game ID : 310-318

Main CPU : Zilog Z80 (@ 1.93356 Mhz)
Sound Chips : Samples

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 64

Players : 2
Control : 2-way joystick
Buttons : 1

- TRIVIA -

Released during November 1979.

- SCORING -

Bottom Blue aliens : 100 points
White aliens : 200 points
Yellow aliens : 300 points
Light Blue Aliens : 400 ponts
Top Blue Aliens : 800 points
UFOs : 1,000 - 2,000 points

- TIPS AND TRICKS -

Time your shots when aiming at certain targets. The white aliens turn invisible on you, so try to hit them when they're visible on the screen. Also, there's a period of time that the top aliens are invulnerable to your shots while they change to another form; wait a second or so before shooting them again so you don't waste shots and time.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1197&o=2

$end


$info=invds,
$bio

Invinco & Deep Scan (c) 1980 Sega.

Invinco is a game inspired by "Space Invaders", with some innovation on the aliens: One row blinks in and out of view, another row's aliens roll so as to make themselves harder or easier to hit, and a 3rd row of aliens each take (at least) 3 hits to kill. A 4th row has aliens that turn into bombs, blowing up everything around them to make your job somewhat easier.

Deep Scan is a sub hunting game.

- TECHNICAL -

Game ID : 367-382

Main CPU : Zilog Z80 (@ 1.93356 Mhz)

Players : 2
Control : 2-way joystick
Buttons : 3

- TRIVIA -

Released during May 1980.

- SCORING -

For Invinco :
Bottom Blue aliens : 100 points
White aliens : 200 points
Yellow aliens : 300 points
Light Blue Aliens : 400 ponts
Top Blue Aliens : 800 points
UFOs : 1,000 - 2,000 points

- TIPS AND TRICKS -

For Invinco :

* Time your shots when aiming at certain targets. The white aliens turn invisible on you, so try to hit them when they're visible on the screen. Also, there's a period of time that the top aliens are invulnerable to your shots while they change to another form; wait a second or so before shooting them again so you don't waste shots and time.

- PORTS -

* Consoles :
Atari 2600 [Sub Scan] (1982, published by Sega)
Sega Saturn (Included in Die Hard Arcade)

* Computers :
X68000 (1989)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1198&o=2

$end


$info=invho2,
$bio

Invinco & Head On 2 (c) 1980 Sega.

Head On 2 is a 2-D maze racing game. You control your car through the maze to pick up the dots while at the same time avoiding the car, or cars, that are constantly trying to ram you. Successfully get through one maze and many more await you. This is good practice for freeway driving in the big city.

Invinco is a game inspired by "Space Invaders" with some innovation on the aliens : One row blinks in and out of view, another row's aliens roll so as to make themselves harder or easier to hit, and a 3rd row of aliens each take (at least) 3 hits to kill. A 4th row has aliens that turn into bombs, blowing up everything around them to make your job somewhat easier.

- TECHNICAL -

Game ID : 271-286

Main CPU : Zilog Z80 (@ 1.93356 Mhz)
Sound Chips : Discrete circuitry

Players : 2
Control : 4-way joystick
Buttons : 2

- TRIVIA -

Released in March 1980.

- SCORING -

For Head On 2 :
Dots : 5 points X number of cars on field.
Diamonds : 25 points X number of cars on field.

For Invinco :
Bottom Blue Aliens : 100 points
White aliens : 200 points
Yellow aliens : 300 points
Light Blue Aliens : 400 points
Top Blue Aliens : 800 points
UFOs : 1,000 - 2,000 points

- TIPS AND TRICKS -

For Head On 2 :

* Always be aware of where the Jam Car(s) is/are located. They can only make one lane change at a time but that lane change may be into your lane.

* The faster you go, the fewer lanes you can cross. At full acceleration, you will only be able to change one lane at a time. In the earlier levels, this will be fine since you will only be dealing with one car. In the multiple Jam Car levels, this can be a very bad thing. Decelerate (take your finger off the accelerate button) to go across multiple lanes.

* The Jam Car(s) always travel in a clockwise motion while you travel in a counterclockwise motion. Remember that so that you don't get confused when there are multiple cars in the maze. Also, the color of the Jam Car is red while yours is white.

* Don't try to get all the dots on one of the lanes. You need to anticipate where your next move is well before you enter the lane change area since you cannot change lanes at any other time. Sometimes, on the earlier levels, it is best to do a staggered type dot pickup where you do lane one, change to lane two, to lane three, lane four, lane five, then back to lane one. If you time it right, the Jam Car or Cars will still be in the maze.

* Don't let the speed of the Jam Car(s) throw you. Just plan to be out of your lane and in the lane change area before them. If both cars enter at the same time, you run a big risk of a collision.

For Invinco :

* Time your shots when aiming at certain targets. The white aliens turn invisible on you, so try to hit them when they're visible on the screen. Also, there's a period of time that the top aliens are invulnerable to your shots while they change to another form; wait a second or so before shooting them again so you don't waste shots and time.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1199&o=2

$end


$cpc_cass=invitatn,
$bio

Invitation (c) 1987 Loriciels [France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96807&o=2

$end


$segacd=inxs,
$bio

INXS [Model 4902] (c) 1992 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60744&o=2

$end


$megacd,megacdj=inxs,
$bio

INXS [Model 4902] (c) 1993 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60622&o=2

$end


$mc10=iorecov,
$bio

IO Recovery (c) 1985 Pollock [Graham Pollock]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87640&o=2

$end


$pc98=iomega,
$bio

Iomega Zip 5.1J (c) 19?? Iomega

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89767&o=2

$end


$info=ipminvad,ipminvad1,
$bio

IPM Invader (c) 1979 IPM Corp.

- TECHNICAL -

Main CPU : MOS Technology M6502 (@ 2.5 Mhz)

Screen orientation : Vertical
Video resolution : 224 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 8

Players : 2
Control : 2-way joystick
Buttons : 1

- TRIVIA -

Released in January 1979. Known as the poor mans version of "Space Invaders".

Irem was founded in 1974 as 'IPM Corp.' in Hakusan, Japan. Like most of their contemporaries, the company's initial purpose was to produce and rent out electronic leisure machinery to various sections of the entertainment industry. With the advent of arcade videogaming and the hugely popular "Space Invaders" (1978), Irem opted to move into the development and manufacturing of their own titles. They rapidly released their own 'invader clone', the aptly named IPM Invader.

IPM Invader was a crude and shameless copycat of Taito's milestone, but yet the sheer popularity of arcade rooms at the time saw the game do well enough to convince the company that games were a viable business opportunity.
In 1979 they changed their corporate name to Irem Corp., an acronym for 'International Rental Electronics Machines'. This would stand until the mid-80s, when it would then be changed to 'Innovations in Recreational Electronic Media'.
For their first few years, Irem's output was average at best. If anything it could almost be considered poor: random invader clones and poorly produced action games disappeared amongst the numerous other titles of the day.

- UPDATES -

It is like "Space Invaders", with identical graphics. It uses a color monitor instead of a black and white monitor with a color overlay.

It has the addition of the famous 'coffee break'. What's the 'coffee break'? The 'coffee break' is a unique feature in IPM Invaders whereas after every 3rd wave or pattern of invaders, the 'coffee break' appears.

Another unique feature in IPM Invader is the 'capsules'. When dip switch settings are changed to advanced settings, the game becomes more difficult with the introduction of the UFO (mystery score ship) dropping 'capsules' that hatch into new invaders. The 'capsules' cannot be destroyed until they hatch, and are dropped across the screen to defeat the players 'narrow column' strategy.

- SCORING -

Large Invader : 10 points
Medium Invader : 20 points
Small Invader : 30 points
UFO : 50 to 300 points

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1200&o=2

$end


$info=ippatsu,
$bio

Ippatsu Gakuten (c) 1986 Public Software.

- TRIVIA -

Released in March 1986.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=19457&o=2

$end


$saturn,sat_cart=gamblkng,
$bio

Ippatsu Gyakuten - Gambling King e no Michi (c) 1996 BMG Victor

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59264&o=2

$end


$snes=ippatsu,
$bio

Ippatsu Gyakuten [Model SHVC-AUMJ-JPN] (c) 1996 Planning Office WADA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61522&o=2

$end


$gameboy=ippatsu,
$bio

Ippatsu Gyakuten! DX Bakenou [Model DMG-BHJ] (c) 1991 Asmik Ace Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66185&o=2

$end


$pc98=ippatsu,
$bio

Ippatsu Jang! (c) 1995 May-Be Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89768&o=2

$end


$a2600=iq180,
$bio

IQ 180 (c) 19?? HomeVision.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50581&o=2

$end


$pcecd=iqpanic,
$bio

IQ Panic (c) 1992 IGS Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58225&o=2

$end


$info=iqpipe,
$bio

IQ Pipe (c) 1991 AMT.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31878&o=2

$end


$info=iqblock,
$bio

IQ-Block (c) 1993 IGS.

- TECHNICAL -

Game ID : 0036-5

Main CPU : Zilog Z80 (@ 6 Mhz)
Sound Chips : YM2413 (@ 3.579545 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 4

- TRIVIA -

Released in October 1993.

IGS even misspelled 'INSER COIN' during the demo mode instead of 'INSERT COIN'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1201&o=2

$end


$megadriv=iraqwar,iraqwara,
$bio

Iraq War 2003 (c) 199? Tomsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56578&o=2

$end


$pc98=ireen,
$bio

Ireen (c) 1991 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89769&o=2

$end


$pc8801_flop=ireen,
$bio

Ireen (c) 1991 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92099&o=2

$end


$psx=iremarca,
$bio

Irem Arcade Classics (c) 1996 I'Max.

3-in-1 arcade classic compilation for your Sony PlayStation.
"10-Yard Fight" (1983)
"Zippy Race" (1983)
"Spartan X" (1984)

- TECHNICAL -

Model # SLPS-00341

- TRIVIA -

Irem Arcade Classics was released on April 26, 1996 in Japan. It was then released on the Sony PlayStation Network on October 27, 2010 as a PSOne Classic.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47360&o=2

$end


$saturn,sat_cart=iremac,
$bio

Irem Arcade Classics (c) 1996 I'Max.

3-in-1 classic compilation for your Sega Saturn.
"10-Yard Fight" (1983)
"Zippy Race" (1983)
"Spartan X" (1984)

- TECHNICAL -

[Model T-22403G]

- TRIVIA -

Irem Arcade Classics was released in April 1996 in Japan.

The games are perfectly replicated, the only problem is that there is no backup/save feature for high scores.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47359&o=2

$end


$info=ww3,
$bio

Irem Declares WW III (c) 1981 Irem Corp.

- TRIVIA -

Released in February 1981.

'WW III' stands for 'World War 3'

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=27597&o=2

$end


$gba=iridion,
$bio

Iridion 3D (c) 2001 Majesco Sales, Incorporated.

- TECHNICAL -

Model AGB-AI3E-USA

- TRIVIA -

Released on May 29, 2001 in USA.

- TIPS AND TRICKS -

Level select: On the password screen, enter *SH0WT1M3* to get access to an options menu with the level selection features enabled.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71260&o=2

$end


$gba=iridion2u,
$bio

Iridion II [Model AGB-AI2E-USA] (c) 2003 Majesco Sales, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71263&o=2

$end


$gba=iridion2,
$bio

Iridion II [Model AGB-AI2P] (c) 2003 Vivendi Universal Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71262&o=2

$end


$pc98=iris,
$bio

Iris-tei Serenade (c) 1992 Agumix [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89770&o=2

$end


$pc98=irisomk,
$bio

Iris-tei Serenade - Special na O-ma-ke (c) 19?? Agumix [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89771&o=2

$end


$pc98=irium,
$bio

Irium (c) 1993 Orange House

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89772&o=2

$end


$x1_flop=irohanih,
$bio

Irohanihoheto (c) 1988 Angel [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86018&o=2

$end


$x68k_flop=irohanih,
$bio

Irohanihoheto (c) 1988 Zenryutsu [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87784&o=2

$end


$pc8801_flop=irohanih,
$bio

Irohanihoheto (c) 1988 Zenryutsu [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92100&o=2

$end


$info=iron,
$bio

Iron (c) 1996 Unknown.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32542&o=2

$end


$snes=ironcommj,
$bio

Iron Commando - Koutetsu no Senshi [Model SHVC-AICJ-JPN] (c) 1995 Poppo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61523&o=2

$end


$snes=ironcomm,
$bio

Iron Commando [European Prototype] (c) 199? Arcade Zone, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63102&o=2

$end


$info=ironfort,ironfortj,
$bio

Iron Fortress (c) 1998 Eolith.

A top view multi-directional shooter tank  video game.

The players, take the control a tank, handled by four military warriors to choose,  in a city and must destroy a variety of enemy tanks in each level and guard the base to complete the mission.

- TECHNICAL -

Main CPU : E1-32N (@ 44.9 Mhz)
Sub CPU : I8032 (@ 12 Mhz)
Sound CPU : I8052 (@ 24 Mhz)

Sound Chips : QS1000 (@ 24.000000 Mhz), 2x speaker

Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768

Players : 2
Control : 4-way joystick
Buttons : 1 (FIRE)

- STAFF -

President : Jeon Tae Young
Head Director : Jeon Ju Young
Main Director : Park Tae Young
Chief : Lee Seon Ho
Planning Progress : Kim Eun Chang
Main Program : Kim Yun Tai
Sub Program : Choi Nack Chan, Choi Sang Il
Graphic Design : Song Won Young
Character Design : Kang Jung Ho
Visual Design : Rho Myung
Music Director : Han Seung
Hardware Chief : Shin Woo Kyun
Engineer : Kim Han Byeol, Hong Eun A, Lee Jung Hun, Hong Sung Pyo
Serve Director : Lee Sang Hyun
Business : Kim Ki Nam, Jang Beyong Hun, Kwon Heuk Kun, Lee Jeong Yn, Yoo Hyun Jung, Park Sun Bok
Serve Planning : Choi In Chul
Information : Hwang Hyun Ho, Son Ji Young, Lee Eun Kyoung

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=29378&o=2

$end


$segacd=ironhlx,
$bio

Iron Helix [Model T-124015] (c) 1994 Spectrum Holobyte

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60745&o=2

$end


$info=ironhors,
$bio

Iron Horse (c) 1986 Konami Industry Company, Limited.

Iron Horse is a side-scrolling platform game in which the player takes on the role of a cowboy train-robber. The cowboy can use either his fists, pistols or a whip and must work his way along a moving train, killing enemy cowboys and collecting money and special weapons.

- TECHNICAL -

Game ID : GX560

Main CPU : Motorola M6809 (@ 3.072 Mhz)
Sound CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : YM2203 (@ 3.072 Mhz), (3x) RC (@ 3.072 Mhz)

Players : 2
Control : 4-way joystick
Buttons : 3

- TRIVIA -

Iron Horse was released in January 1986.

This game is known in Japan as "Dai Ressya Goutou".

A bootleg of this game is known as "Far West".

- PORTS -

* Computers :
Commodore C64 [US] [EU] (1987)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1203&o=2

$end


$gba=ironkid,
$bio

Iron Kid (c) 2007 Daiwon C&A Holdings Company, Limited. [Korea]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71264&o=2

$end


$amigaocs_flop=ironlord,ironlordf,ironlordg,
$bio

Iron Lord (c) 1989 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74311&o=2

$end


$info=ironmaid,
$bio

Iron Maiden (c) 1981 Stern Electronics.

- TECHNICAL -

Model Number : 151

- TRIVIA -

Approx. 1,200 units were produced. This pinball machine was the last multi-level game from this manufacturer.

- STAFF -

Design by : Brian Poklacki
Art by : Parkinson

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5463&o=2

$end


$info=im2_140,im2_100,im2_110,im2_120,
$bio

Iron Man (c) 2010 Stern Pinball, Incorporated.

- TRIVIA -

Iron Man (1.0) was released on April 19, 2010.

Based off of the 'Iron Man' film series, and was made to promote for the then-released film 'Iron Man 2'.

- UPDATES -

V 01.82 - 17-July-2014
====================
System Changes:
- Games built with CPU Part #520-5352-00 need to use V1.81 code.
- Games built with CPU Part #520-5246-00 need to use V1.82 code. 
- CPU Part #520-5352-00 is built with an FTDI USB chip
- CPU Part #520-5246-00 is built with an Atmel USB chip
- There are no game rule changes between V1.81 & V1.82
- Fixed small bug with stern logo in attract mode

V 01.81 - 5-July-2014
====================
System Changes:
- rebuild of game code and assests

V 01.8 - 1-July-2014
====================
System Changes:
- Set up an adjustment that lets you pick the new light shows or the old
- Copied all the needed classic light strings (STD) into the new ironman game.
- Copied all the needed lamp string strings from the STD edition to the new one
- Set up a lamp for the iron monger chest light in the coil table
- Copied over all LE code that is needed from STD edition
- Put in code so that if adjustment is set to new LE it shows the new stern logo, and if it is set to the old LE it shows the old stern logo, in attract mode
- Added an adjustment so users can select whether they are using LED’s or incandescent lamps in their game (regardless of hardware version)
- Reworked the flash lamp effects that go from dim to light or vice versa (for games with LED lights)
- Commented out the attract mode dim to bright effect if the game is using led lights, but it will still run the effect if incandescent lights are selected
- Added the iron monger chest light to the iron monger speech FS so that his chest light will blink with his speech
- Changed the LED LE for bogey ready to a flashing effect because the new LED lights don’t work well on dim to bright LE.  The LE is unchanged for those who still have incandescent lamps in their playfields
- Fixed a score display bug in mini wizard mode Jerico, where the score would go off screen if it was 100 million or higher
- Changed ironman mode ready effect so it doesn’t use dim to bright LE when set to LED
- Changed ironman mode background (during mode) LE so that it builds up and then down, instead of just what it did originally which was blink.
- Changed the iron monger super jackpot LE effect it was repeating until the DE was done, now it only repeats twice before stopping
- Changed the  monger multiball hit award LE flash lamps to fs invalid so the LE will still show through when iron monger talks
- fixed a bug that was keeping the iron monger start effect from running when it should, part of the fix was to write a new alternate LE for the last hit on the iron monger before multiball starts
- fixed do or die LE for background as they were doing a dim to bright effect
- Created a mask version of the function lss_sweep_off_down_mask and lamp_string_off_mask to help reveal mode shots sooner after certain LE
- Made special iron monger chest light shows for various LE in iron monger attack and iron monger multiball
- Added shooter lane LE, for when you plunge the ball

V 01.6 - 10-November-2011
====================
System Changes:
- Fixed a boot-up issue where the game would occasionally not power up properly
- Modified tilt to handle game images of larger size.
- Added a flash image verification at power-up when left flipper is held.
- Added a checksum to the end of the image file.
- Added an adjustment where you can disable the tilt mechanism when the coin door is opened.
- Fixed an issue where auxiliary coils were not being turned off properly.
- Fixed a flipper issue where the power coils would be reactivated incorrectly.
- Fixed an issue where the number of days remaining in a tournament during attract mode showed incorrectly.
- Fixed an issue in an image decompression algorithm.
- Added checksum generation for blocks read and programmed.
- Added some amount of error detection/recovery.
- Fixed the 5x5 font.
- Modified USB code to be more efficient.
- Compressed some artwork for memory management.
- Fixed a motor issue where it ran in the wrong direction.
- Fixed some minor font issues.
- Fixed deltronics S timings ticket redemption.
- Added premium i/o unlock code.
- Added serial port connection software and interface.
- Fixed an issue with test mode and flippers.
- Fixed a bug with the test menu system that resulted in flippers being switched off during test.
- Renamed 'standard' to 'classic'.
- Added Utility/installs menu (UTIL/INST) subitems now displays.
- Added a check to see if multiple sets of adjustment overrides are installed.

Game Changes:
- Added instant info.

V 01.5 - 9-September-2010
====================
- removed iron monger middle position switches/logic as they were not being used.
- The background lamp effect for wizard mode multiball was not toggling the 'on_phase'. This has been corrected.
- Wizard mode multiball background lamp effect was not setting mask bits for some shot lamp string to show up. This has been corrected.
- Fixed bogey ramp adjustment.
- Fixed capitalization issues.
- Changed DoD hurry-up scoring from 50M->25M to 35M->15M.
- Iron monger attack was not checking all of the right things before deciding it was OK to start the mode. This has been corrected.

V 01.4 - 28-April-2010
====================
- fixed a speech bug where OS talked too frequently during Iron Monger Multiball.

V 01.3 - 27-April-2010
====================
- Changed Bogey scoring.
- Changed Whiplash scoring.
- Changed Iron Monger scoring.
- Added speech for Iron Monger multiball.
- Removed spinner effects.
- Added Iron Monger Super Jackpot award dots, sounds, and shaker motor shaking.
- Fixed up text offsets for bonus.

V 01.2 - 26-April-2010
====================
- French text added.
- Added more Tony Stark, Jarvis speech.
- Cleaned up mini wizard mode background display effect.
- Added shaker motor code to Iron Monger, Whiplash and Do or Die.
- Added code to pause the Whiplash Multiball ball timer while the multiball is starting.

V 01.1 - 21-April-2010
====================
- Italian text added.
- Fixed a problem where War Machine jackpot arrows were turned off during a jackpot lightshow.  
- Added shaker motor shaking to mini wizard mode (Jericho). Added dots for shot awards. Spinner and pop bumper lamps now on solid instead of blinking.
- Fixed a problem that caused the Iron Monger magnet to possibly fire multiple times at the start of Iron Monger Multiball.
- Added shaker code to FastScoring, Hurryup, IronMan targets, Bogey Chase, War Machine & War Machine Multiball.
- S.H.I.E.I.D add-a-ball was not restarting multiballs when awarded during the grace period. This has been corrected.
- Added monger magnet toss to Iron Monger Multiball and Jericho.
- Increased the volume on some speech.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=33954&o=2

$end


$saturn,sat_cart=ironmanj,
$bio

Iron Man X-O Manowar in Heavy Metal (c) 1996 Acclaim Japan [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59265&o=2

$end


$saturn,sat_cart=ironman,
$bio

Iron Man X-O Manowar in Heavy Metal (c) 1996 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60329&o=2

$end


$gamegear=ironman,ironman1,
$bio

Iron Man X-O Manowar in Heavy Metal (c) 1996 Acclaim Ent., Incorporated.

- TIPS AND TRICKS -

* Level Select: Enter PKTPCN as password. The message 'You Da Man' will appear if entered correctly. Now, during the game, pause and hold either down, or up while unpausing the game. You will access the developer menu where you can select the level to play.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64638&o=2

$end


$saturn,sat_cart=ironmanu,
$bio

Iron Man X-O Manowar in Heavy Metal [Model T-8119H] (c) 1996 Acclaim Entertainment, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60063&o=2

$end


$msx1_cass=ironwar,
$bio

Iron of the War (c) 198? Mind Games Espana, S.A.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94735&o=2

$end


$jaguar=ironsol2,
$bio

Iron Soldier 2 (c) 1997 Telegames

- TECHNICAL -

Model JA810

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76427&o=2

$end


$jaguar=ironsold,
$bio

Iron Soldier (c) 1994 Atari Corp.

Industry has taken over the planet. Three-quarters of the Earth's surface is covered with concrete and steel cities and wastelands. The Iron Fist Corporation (IFC) has used military force to conquer national governments and create a worldwide military dictatorship.

Recently, the IFC developed a new weapon for use in urban areas: a 42-foot tall piloted robot, known as the Iron Soldier (or, IS). With such a weapon, they will have no trouble maintaining their hold on the populace.

However, an organization has been formed to stop the IFC. This group, known as the Resistance, has even managed to capture an early production model of the Iron Soldier unit.

This is where you come in. As a member of the Resistance, your job is to pilot the Iron Soldier in a one-man war against Iron Fist. The fate of the world rests on your shoulders, but at least your IS's shoulders can mount rockets...

- TECHNICAL -

Model J9026E

- TIPS AND TRICKS -

* GETTING THROUGH A MISSION
- Read the Briefing carefully so you know what you must do to complete a level. It may take you a few tries before you figure out exactly where and what your objectives are.
- Choose your weapons carefully.
- Try breaking open buildings and remember what kind of crates are in them if any.
- If you can't solve a mission, try taking a different route. There are many ways to go, some are easier and faster than others.
- Enemies that move quickly are easier to hit if you fire just in front of them, so they move into your shots. This is called leading the target.

* FIGHTING TANKS
- Use buildings for cover. Don't stand out in the open, or you will be surrounded.
- You can often kill tanks by hiding from them until very close, then stepping on them!
- You can kill tanks at long range with the rocket launcher - aim just a little bit high when doing this.
- You can shoot tanks at close range with the Gatling Gun, but aim low to stop any rockets they may fire.
- When fighting the Heavy Tank, avoid it until it is close, then cut it up with a Chain Cutter.

* FIGHTING HELICOPTERS AND V.T.O.L.s
- Use the gatling gun at close range. Hide in skyscrapers, and watch your radar. When they come around the corner, blast 'em!
- If you catch a V.T.O.L. on the ground, don't get too close - shoot it with the Rail Cannon or Rifle before it takes off.
- Try to get the V.T.O.L.s to drop bombs on fuel tanks - they'll blow themselvers up!
- Be sure to kill V.T.O.L.s before they get too close.

* AVOIDING ROCKETS
- You can shoot down rockets with the Gatling Gun, but it is safer to dodge them.
- Watch the rockets on the radar and move perpendicular to their flight path to avoid them.
- Be sure not to get too close to rocket launchers.
- The rail cannon will destroy rocket launchers at long range. Rockets do a lot of damage, so be careful!

* FIGHTING SHIPS
- If the ships are close enough to shore, use grenades.
- Ships have good side armor, so rockets aren't too effective.
- The ships fire at you if you get close, but it only takes two well-placed grenades to destroy a ship. Otherwise, it takes about 15 rockets.

* FIGHTING IS UNITS
- Try to use cover.
- If you have rockets, try to fire them when the enemy IS is not shooting at you.
- Throw grenades as accurately as possible, leading the target some since the Grenades are slow.
- Most IS units stop firing if you get in close enough, but watch out for their punch!
- Use your fists or the Chain Cutter at close range, and back up a little bit when you think it's going to punch you. Then move back in again if it turns away from you.

* CHEATS (at Options Screen, unless otherwise noted):
- All Weapons & Levels: 3,7,6,6,8,2,4,2 (border flash confirms)
- Unlimited Ammo: 2,7,2,8,3,7 ("CRATES" on phone pad)
- Extra fast rotation: A+C while turning (during game play)
- Repair: Hit yourself with a Cruise Missile 
(only during the low energy warning!)
- Mission Pass/Fail: 2,8,8,8,6,6,7,7,3,7,7 
(then during game play press: '*' = Fail, '#' = Pass)

* EASTER EGGS (at Options Screen, unless otherwise noted):
- Insane Difficulty: 6,8,2,4 (OUCH on phone pad)
- Display Mission Stats: 8 (during game play)
- Single-Frame Advance: Pause, 1 or 3 (during game play)
- Swivel Mech View: At mech configuration screen, select add or remove weapon then press 1 or 2 to swivel mech.
- Scroll Title Screen: At 'Iron Soldier' logo, use joypad to manually scroll screen up or down.

- STAFF -

Main Coding: Michael Bittner
Additional Coding: Marc Rosocha
Graphics: Christian Reissmller, Bleick Bleicken, Oliver Lindau
Enemy, Building and Level Design: Sean Patten, Marc Rosocha
Game Music: Mario Knezovic, Joachim Gierveld
Title Music: Nate Brenholdt
3D Models: Marc Rosocha, Michael Bittner, Sean Patten, Donald Wang
Sound Effects: Marc Rosocha, Ted Tahquechi, Nate Brenholdt
Game Concept: Sean Patten
Original Mech Design: Mark J.L. Simmons
Manual By: Sean Patten
Game Testing: Tal Funke-Bilu, Dan McNamee, Andrew Keim, Scott Hunter, Joe Sousa, Martin Mller, Hank Cappa, Harry Kinney
Special Thanks to: Normen B. Kowalewski, Hans-Martin Kr”ber, Kathie Sleeper, Paul Foster, James Grunke, Anke Frey, Birger Zimmermann, Thomas Detert, Ulrike Bilda, Heinz Rudolf, Gerhard Seiler, Klaus-Peter Plog, Stefan Kimmlingen, Manfred Trenz, Jrg Seebohn

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76426&o=2

$end


$cpc_cass=ironsphr,
$bio

Iron Sphere [Model CPC6] (c) 2006 Cronosoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96808&o=2

$end


$saturn,sat_cart=ironstrm,
$bio

Iron Storm [Model T-12701H] (c) 1996 Working Designs

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60064&o=2

$end


$nes=irontank,irontanku,
$bio

Iron Tank - The Invasion of Normandy (c) 1988 SNK [Shin Nihon Kikaku] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55230&o=2

$end


$amigaocs_flop=irontrck,
$bio

Iron Trackers [Budget] (c) 1989 Smash 16

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74312&o=2

$end


$info=ironclad,ironclado,
$bio

Ironclad - Brikin'ger Choutetsu (c) 1996 Saurus.

It is a pseudo 3-D (3/4 perspective) horizontal shoot'em up.

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : 0220

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2610 (@ 8 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 3
=> [A] Shoot, [B] Robot, [C] Hyper bomb

- TRIVIA -

This game is a very rare prototype. It was shown in MVS format at the March 1996 ACME show in Orlando, Florida.

- STAFF -

Director : Takehiro Uematsu
Screen Play : Makoto Maeda
Program Producer : Masaaki Yuuki
Character Program : Naoto Suzuki
Screen Program : Takashi Shishido
Character Artist : Masato Miyoshi, Kengo Tanaka, Kaori Itou, Keisuke Tsugita
Screen Artist : Sachiko Miyoshi, Miwako Kojima, Yuuko Hara, Yuri Tachikawa, Sumire Azuma
Sound Producer : Shinichi Yamazaki
Sound Effects : Kazuhiko Oshikiri, Hideki Nagai
Music : Hiroyuki Takei
Promotion Stuff : Kimihiko Kobayashi, Koutarou Noumura, Tomoo Yoda, Yumiko Yasui, Miwa Izumi
Special Thanks : Kenji Ishimoto, Shirou Nakamura, Youichi Satou, Kiyoshi Matsueda, Naohide Nakagawa
Producer : Yasushi Okahara
Executive Producer : Nobuyuki Tanaka

- PORTS -

* Consoles :
SNK Neo-Geo CD (1996)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4234&o=2

$end


$info=offroad,offroadt,offroadt2p,
$bio

Ironman Ivan Stewart's Super Off-Road (c) 1989 Leland Corporation. 

In his never ending quest for adventure and excitement, man invented off-road racing. These races were then brought before the masses by converting huge sports stadiums into dirt and mud obstacle courses in which off-road 'Ironmen' battled for top honors. 

Now the Leland Corporation brings this fast moving, hard driving sport to the video game arena. 

Ironman Ivan Stewart's Super Off-Road is stadium off-road racing at it's best. One to three players are asked to test their dirt track skills against the best dirt truck driver in the world. 

Contestants compete on eight different tracks with a total of 16 configurations and these courses are packed with enough jumps, bumps, hills, and holes to challenge even the most skillful driver. 

Winning drivers earn 'cash' prizes, and use this 'cash' to 'buff out' their machines. At the end of each race, players take their trucks to the 'Speed Shop' to buy better shocks, tires, engines, and higher top speed. They can also buy nitro packs to help them blast over the jumps and through the mud. 

The 'Convert-a-Credit' feature allows drivers to add to their winnings by using credits as 'cash'. Each additional quarter, when converted, becomes $200,000 in game 'cash' and this additional 'cash' may be used for purchases in the 'Speed Shop'.

- TECHNICAL -

Main CPU : (2x) Zilog Z80 (@ 6 Mhz)
Sound CPU : I80186 (@ 8 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.666 Mhz), Custom (@ 1.666 Mhz)

Players : 3
Control : dial
Buttons : 1

- TRIVIA -

Ironman Ivan Stewart's Super Off-Road was released in April 1989. 

Ivan Ironman Stewart's Super Off-Road is the first arcade game to feature Dynamic Play Adjustment (DPA), the cpu would change the speed and skill of the grey car (supposedly Mr. Stewart himself) in relation to your performance in the game, in order to ensure high earnings and close contests. 

Ivan Stewart is a legend in Off-Road racing. He gained his nickname 'Ironman' as a result of competing in many marathon treks through the desert. Each time he won a Baja 500 or Baja 1000 race, held in the heat of Mexico, Stewart received an 'Ironman' award. Mickey Thompson, the man behind the Off-Road Championship Grand Prix Series began referring to Ivan Stewart as 'The Ironman of Off-Road Racing' after he picked up the Drivers' Points Championship in two successive years. While the tag has been shortened a bit, the title 'Ironman' has stuck. 

An upgrade kit for this game exists and is called 'The Track-Pack' (see Updates section for more info).

- UPDATES -

* The Track Pack : This upgrade contains eight brand-new tracks which are : Shortcut, Cutt-off Pass, Pig Bog, Rio Trio, Leapin' Lizards, Redoubt About, Boulder Hill and Volcano Valley.

- STAFF -

Direction : John Rowe, Medo Moreno, Dan Viescas
Technical advisor : Ivan Stewart
Concept / Team leader : John Morgan
Software : John Morgan, Earl Stratton, Hartono Tjitro
Graphics : Steve High, Kevin Lydy, Dok Whitson, Jerry Huber
Music : Sam Powell
Sound : Mike Enright, Michelle Simon
Hardware : Eric Henderson, Dennis Sable, Dave Scott

- PORTS -

* Consoles : 
Nintendo NES [US] (April 1990) "Ivan 'Ironman' Stewart's Super Off-Road [Model NES-WU-USA]" 
Nintendo NES [EU] (March 14, 1991) "Ivan 'Ironman' Stewart's Super Off Road [Model NES-WU-EUR]" 
Nintendo SNES [US] (December 1991) "Super Off Road [Model SNS-OR-USA]" 
Sega Master System [EU] (1992) "Super Off Road [Model MK-27059]" 
Nintendo Super Famicom [JP] (July 3, 1992) "Super Off Road [Model SHVC-FR]" 
Nintendo SNES [EU] (June 24, 1993) "Super Off Road [Model SNSP-OR-EUR]" 
Nintendo SNES [US] (September 1993) "Super Off Road - The Baja [Model SNS-R8-USA]" 
Sega Genesis/Mega Drive [US] [EU] (1994) "Super Off Road" 
Nintendo Super Famicom [JP] (June 17, 1994) "Super 4WD - The Baja [Model SHVC-R8=JPN]" 
Sony PlayStation 2 [AU] (2005) "Midway Arcade Treasures 3 [Model SLES-53666]" 
Microsoft XBOX [US] (September 27, 2005) "Midway Arcade Treasures 3" 
Sony PlayStation 2 [US] (September 27, 2005) "Midway Arcade Treasures 3 [Model SLUS-21094]" 
Microsoft XBOX [EU] (October 14, 2005) "Midway Arcade Treasures 3" 
Sony PlayStation 2 [EU] (October 14, 2005) "Midway Arcade Treasures 3 [Model SLES-53666]" 
Nintendo GameCube [US] (October 26, 2005) "Midway Arcade Treasures 3 [Model DOL-GE3E-USA]" 
Microsoft XBOX 360 [US] (November 6, 2012) "Midway Arcade Origins" 
Sony PlayStation 3 [US] (November 6, 2012) "Midway Arcade Origins [Model BLUS-31083]" 
Microsoft XBOX 360 [EU] (November 15, 2012) "Midway Arcade Origins" 
Sony PlayStation 3 [EU] (November 15, 2012) "Midway Arcade Origins [Model BLES-01768]"

* Handhelds : 
Atari Lynx [US] (1991) "Super Off-Road [Model LX105]" 
Sega Game Gear [US] [EU] (1992) "Super Off Road" 
Nintendo Game Boy [US] (November 1992) "Super Off Road [Model DMG-OR]" 

* Computers : 
Sinclair ZX Spectrum [EU] (1990) "Ironman Ivan Stewart's Super Off Road Racer" 
Amstrad CPC [EU] (1990) 
Commodore Amiga [EU] (1990) 
Commodore C64 [US] [EU] (1990) 
Atari ST [EU] (1990) 
PC [MS-DOS, 5.25"] [US] (1990) 
Commodore C64 [EU] (1991) "2 Hot 2 Handle" 
Commodore Amiga [EU] (1991) "2 Hot 2 Handle" 
PC [MS Windows, CD-ROM] [US] (February 17, 2006) "Midway Arcade Treasures Deluxe Edition"
PC [MS Windows, CD-ROM] [EU] (March 17, 2006) "Midway Arcade Treasures Deluxe Edition" by Zoo Digital Publishing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1204&o=2

$end


$gameboy=ironmanx,
$bio

Ironman X-O Manowar in Heavy Metal [Model DMG-AXIE-USA] (c) 1996 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66186&o=2

$end


$nes=ironswrd,ironswrdu,
$bio

IronSword - Wizards & Warriors II (c) 1989 Acclaim Entertainment, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55231&o=2

$end


$nes=keibahg,
$bio

Isaki Shuugorou no Keiba Hisshou Gaku (c) 1990 Imagineering

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54230&o=2

$end


$pc98=isaku,
$bio

Isaku (c) 1995 Elf [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89773&o=2

$end


$info=isbc86,
$bio

ISBC 86/12A (c) 1978 Intel.

Single board computer.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103282&o=2

$end


$amigaocs_flop=ishar,
$bio

Ishar - Legend of the Fortress (c) 1992 Silmarils

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74313&o=2

$end


$amigaocs_flop=ishara,
$bio

Ishar - Legend of the Fortress [Ishar Trilogy] (c) 1992 Silmarils

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74314&o=2

$end


$amigaocs_flop=ishar2,ishar2a,ishar2g,
$bio

Ishar 2 - Messengers of Doom (c) 1993 Silmarils

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74315&o=2

$end


$gameboy=ishidayo,
$bio

Ishida Yoshio Tsume Go Paradise [Model DMG-IGJ] (c) 1990 Pony Canyon, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66188&o=2

$end


$megadriv=ishido,
$bio

Ishido - The Way of Stones (c) 1990 Accolade, Incorporated. [San Jose, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57257&o=2

$end


$pc98=ishido,
$bio

Ishido - The Way of Stones (c) 1990 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89774&o=2

$end


$pc8801_flop=ishido,
$bio

Ishido - The Way of Stones (c) 1990 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92101&o=2

$end


$x68k_flop=ishido,
$bio

Ishido - The Way of Stones (c) 1991 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87785&o=2

$end


$msx2_flop=ishido,
$bio

Ishido - The Way of Stones (c) 1991 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101733&o=2

$end


$gameboy=ishido,
$bio

Ishido - The Way of Stones [Model DMG-ST-USA] (c) 1990 Nexoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66190&o=2

$end


$gameboy=ishidoj,
$bio

Ishido - The Way of Stones [Model DMG-STJ] (c) 1990 ASCII Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66189&o=2

$end


$lynx=ishido,
$bio

Ishido - The Way of Stones (c) 1991 Atari Corp.

- TECHNICAL -

Model PA2065

- STAFF -

Programmer: Steve Marschner

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58826&o=2

$end


$famicom_flop=ishido,
$bio

?? (c) 1990 Hiro Company, Limited.
(Ishido)

- TECHNICAL -

Disk ID: HIR-ISD

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65362&o=2

$end


$megacd,megacdj=ishiihis,
$bio

Ishii Hisaichi no Daisekai [Model G-6016] (c) 1994 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60522&o=2

$end


$pc8801_flop=ishingam,
$bio

Ishin Game Center no Arashi (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92102&o=2

$end


$pc98=ishinara,
$bio

維新の嵐 (c) 1988 Koei Co., Ltd.
(Ishin no Arashi)

- TRIVIA -

Ishin no Arashi for PC-98 was released in June 1988 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89775&o=2

$end


$msx2_cart=ishinara,
$bio

維新の嵐 (c) 1989 Koei
(Ishin no Arashi)

- TRIVIA -

Ishin no Arashi for MSX was released on November 30, 1989 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51319&o=2

$end


$x1_flop=ishinara,
$bio

Ishin no Arashi (c) 1989 Koei Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86019&o=2

$end


$pc8801_flop=ishinara,ishinarab,ishinaraa,
$bio

維新の嵐 (c) 1989 Koei Co., Ltd.
(Ishin no Arashi)

- TRIVIA -

Ishin no Arashi for PC-88 was released in April 1989 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92103&o=2

$end


$msx2_flop=ishinara,
$bio

Ishin no Arashi (c) 1989 Koei Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101734&o=2

$end


$x68k_flop=ishinara,
$bio

維新の嵐 (c) 1990 Koei Co., Ltd.
(Ishin no Arashi)

- TRIVIA -

Ishin no Arashi for X68000 was released on April 14, 1990 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87786&o=2

$end


$nes=ishinara,
$bio

維新の嵐 (c) 1990 Koei.
(Ishin no Arashi)

- TECHNICAL -

Game ID: KOE-XK

- TRIVIA -

Ishin no Arashi for Famicom was released on September 15, 1990 in Japan.

- STAFF -

Producer: Youichi Erikawa (Kou Shibusawa)
Music Composers: Yoko Kanno, Mitsuo Yamamoto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54231&o=2

$end


$saturn,sat_cart=ishinara,
$bio

維新の嵐 (c) 1997 Koei.
(Ishin no Arashi)

- TECHNICAL -

Game ID: T-7645G

- TRIVIA -

Ishin no Arashi for Saturn was released on September 25, 1997 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59266&o=2

$end


$pc8801_flop=ishisans,
$bio

Ishisanshu (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92104&o=2

$end


$msx1_cart=islam5,islam5b,islam5a,
$bio

Islam Built on Five [Mdel R059] (c) 1986 al Alamiah

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77159&o=2

$end


$info=island,islanda,islandb,islandc,island_2,
$bio

Island (c) 2005 Igrosoft.

Island is a 5-reel video slot machine game with bonus and super-bonus games, with an additional possibility of increasing the reward during a risk-game.

- TRIVIA -

Released in July 2005.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=12052&o=2

$end


$gba=legoisln,
$bio

Island - Xtreme Stunts [Model AGB-AXTE-USA] (c) 2002 EA Games [Electronic Arts, Incorporated.]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71265&o=2

$end


$info=island2,island2a,island2_3,island2_3a,island2_4,island2_4a,island2_5,island2_6,island2b,island2c,
$bio

Island 2 (c) 2006 Igrosoft.

Island 2 is a 5-reel video slot machine game with bonus and super-bonus games, with an additional possibility of increasing the reward during a risk-game.

- TRIVIA -

Island 2 was released in May 2006 in Russia.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=12055&o=2

$end


$bbca_cass,bbcb_cass=islaxaan,
$bio

Island of Xaan (c) 1984 Robico

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51987&o=2

$end


$bbca_cass,bbcb_cass=islandia,
$bio

Islandia (c) 19?? Red Shift

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51988&o=2

$end


$nes=isolatwr,
$bio

Isolated Warrior (c) 1991 Nintendo.

European release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Max Warrior - Wakusei Kaigenrei [Model VAP-ZN(9507)]"

- TRIVIA -

Reviews:
November 1991 - Consoles + N.2 [FR]: 80/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55232&o=2

$end


$nes=isolatwru,
$bio

Isolated Warrior (c) 1991 NTVIC.

North American release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Max Warrior - Wakusei Kaigenrei [Model VAP-ZN(9507)]".

Description from USA box:

They're coming to your town!

Isolated Warrior is a high-speed, uniquely developed game based on a 3-D concept that features over 40 types of enemy creatures, realistic graphics and explosive sound effects! Become Max Maverick, a lone warrior, who must defeat the awesome creatures that attack his highly civilized planet!

- TECHNICAL -

Game ID: NES-W6-USA

- TRIVIA -

Isolated Warrior was released in February 1991 in USA.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55233&o=2

$end


$cpc_cass=isoleur,
$bio

Isoleur [Model CP 010] (c) 1985 Sprites [France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96809&o=2

$end


$snes=isozuri,
$bio

Isozuri - Ritou Hen [Model SHVC-A5IJ-JPN] (c) 1996 Pack-In-Video Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61524&o=2

$end


$amigaocs_flop=issphere,
$bio

ISS - Incredible Shrinking Sphere (c) 1989 Electric Dreams Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74281&o=2

$end


$cpc_cass=iss,
$bio

ISS - Incredible Shrinking Sphere (c) 1989 Electric Dreams Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96744&o=2

$end


$gba=issekiha,
$bio

Isseki Hatchou - Kore 1ppon de 8shurui! [Model AGB-AIEJ-JPN] (c) 2002 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71266&o=2

$end


$msx2_flop=issekini,
$bio

Isseki ni Kakeru Seishun (c) 1988 LOG [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101735&o=2

$end


$pc8801_flop=issekini,
$bio

Issekini Kakeru Seishun (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92105&o=2

$end


$pico=ihthomas,
$bio

Issho ni Hashirou Kikansha Thomas (c) 199? Bandai Co., Ltd.

- TECHNICAL -

Game ID: T-133140

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96310&o=2

$end


$msx1_cart=issun,issuna,issunh,
$bio

Issunboushi no Donnamondai [Model GPM-132] (c) 1987 Casio Computer Co., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77160&o=2

$end


$saturn,sat_cart=zico,
$bio

Isto E Zico - Zico no Kangaeru Soccer (c) 1996 Mizuki

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59267&o=2

$end


$amigaocs_flop=itcame,
$bio

It Came from the Desert (c) 1989 Mirrorsoft

- PORTS -

* Consoles :
TurboGraphx CD [US] "It Came from the Desert [Model HCD8003]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74316&o=2

$end


$megadriv=itcame,
$bio

It Came from the Desert (c) 1990 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57258&o=2

$end


$pcecd=itcame,
$bio

It Came from the Desert (c) 1992 Cinemaware Corp.

It Came From The Desert is a Video Adventure by Mirrorsoft and based on Cinemaware's game released for the Amiga and PC computers. The game takes place in the 1950s, in the small town of Lovelock lost somewhere in the most desolate areas of California. The player incarnates Buzz Lincoln - a young man who, helped by the local geologist Dr.Horton T.Pangbourne tries to investigate some unnatural happenings - twenty feet tall Ants seem to be roaming in the nearby desert and no one in town seems to have seen a thing. The goal of the game is to fight the giant insects and also to convince the townspeople of the danger they are in - and time is against him and he only has eight days to achieve his goal. And danger there is as our giant Ants can turn humans into Ant-droids zombies. It Came From The Desert features motion video sequences that unfold the story based on the player's actions and choices. Parts of the game feature simple action phases such as side-scrolling sequences where our hero, armed with a gun and grenades, fight the creatures inside their den, or creepy shooting phases where flesh-eating ants have to be gun down before they turn incapacitated town people into skeletons.

- TECHNICAL -

Game ID: HCD8003

- TRIVIA -

It Came From The Desert was first released for the Amiga in 1989 and then ported to PC Computers in 1991 and the TurboGrafx CD in 1992. The Turbo CD version is however very different from the original game - it uses digitized 'captured' animations rather than drawn graphics. The game's structure was also rearranged and the various dialogs changed. Most of the action sequences are unique to the version - only a couple were borrowed from the Amiga original.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58497&o=2

$end


$info=sc5iab,sc5iaba,
$bio

It's a Bullseye (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR2316]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42653&o=2

$end


$cpc_cass=itsako,
$bio

It's a Knockout (c) 1986 Ocean Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96810&o=2

$end


$info=m1itsko,m1itskoa,m1itskob,m1itskoc,m1itskod,m1itskoe,m1itskof,m1itskog,m1itskoh,m1itskoi,m1itskoj,m1itskok,m1itskol,m1itskom,m1itskon,m1itskoo,m1itskop,m1itskoq,m1itskor,m1itskos,m1itskot,m1itskou,
$bio

It's a Knockout (c) 199? Maygay.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32131&o=2

$end


$gbcolor=wldrally,
$bio

It's a World Rally [Model DMG-ARLJ-JPN] (c) 1999 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68067&o=2

$end


$bbca_cass,bbcb_cass=itsmagic,
$bio

It's Magic (c) 19?? Central Computing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51989&o=2

$end


$gba=mrpants,
$bio

It's Mr. Pants [Model AGB-BPIE-USA] (c) 2005 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71267&o=2

$end


$coleco=onlyrock,
$bio

It's Only Rock 'n' Roll (c) 1984 K-Tel International, Limited. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53294&o=2

$end


$info=j6showtm,j6showtma,j6showtmb,j6showtmc,j6showtmd,j6showtme,j6showtmf,j6showtmg,j6showtmh,j6showtmi,j6showtmj,j6showtmk,j6showtml,
$bio

It's Showtime (c) 199? JPM International.

- TECHNICAL -

Impact

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=18215&o=2

$end


$info=sc2call,sc2callp,sc2callc,sc2callcp,
$bio

It's Your Call (c) 199? Global Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40100&o=2

$end


$psx=itadakis,
$bio

Itadaki Street - Gorgeous King [Model SLPM-86120] (c) 1998 Enix, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85310&o=2

$end


$nes=itadaki,
$bio

Itadaki Street - Watashi no Mise ni Yottette (c) 1991 ASCII Corporation.

- TRIVIA -

Released on March 21, 1991 in Japan.

- TIPS AND TRICKS -

* Sound test: Press Up + Select + Start on the title screen.

- STAFF -

Prog. By: Fukashi (CreamSoft)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54232&o=2

$end


$snes=itadaki2,itadaki2p,
$bio

Itadaki Street 2 - Neon Sign wa Barairo ni [Model SHVC-I2] (c) 1994 Enix, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61525&o=2

$end


$amigaocs_flop=ita90wcs,
$bio

Italia '90 - World Cup Soccer (c) 1990 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74317&o=2

$end


$amigaocs_flop=ita90wcsa,
$bio

Italia '90 - World Cup Soccer [Addicted to Fun - Sports Collection] (c) 1990 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74318&o=2

$end


$amigaocs_flop=italia90,
$bio

Italia 1990 (c) 1990 Codemasters Software Company, Limited., The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74319&o=2

$end


$amigaocs_flop=itanight,
$bio

Italian Night 1999 (c) 1992 Simulmondo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74320&o=2

$end


$cpc_cass=italscar,
$bio

Italian Supercar [Model 3269] (c) 1990 Codemasters Soft. Co., Ltd., The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96811&o=2

$end


$amigaocs_flop=italy90,
$bio

Italy 1990 (c) 1990 US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74321&o=2

$end


$cpc_cass=ita1990,
$bio

Italy 1990 (c) 1990 US Gold, Ltd. [Birmingham, UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96812&o=2

$end


$amigaocs_flop=italy90w,
$bio

Italy 1990 - Winners Edition [Super Sim Pack] (c) 1990 US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74323&o=2

$end


$amigaocs_flop=italy90a,
$bio

Italy 1990 [Budget] (c) 1990 Kixx

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74322&o=2

$end


$info=sushimar,
$bio

Itazura Daisuki! Sushimaru Kun (c) 1997 Sigma Enterprises, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94333&o=2

$end


$info=itazuram,
$bio

Itazura Monkey (c) 2000 Sammy Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=37106&o=2

$end


$info=itaten,
$bio

Itazura Tenshi (c) 1984 Nichibutsu.

A shoot 'em up with an angel that has to make a constelation. Win the heart of a lovely angel who draws the beautiful constellations in the sky. A fanciful game of romance with a touch of fairy tales.

- TECHNICAL -

Players : 1
Control : 8-way joystick
Buttons : 1

- TRIVIA -

Released in November 1984 in Japan.

The title of this game translates from Japanese as 'Lovely Angel'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4014&o=2

$end


$gameboy=itchy,
$bio

Itchy & Scratchy in Miniature Golf Madness! [Model DMG-YH-USA] (c) 1994 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66191&o=2

$end


$x68k_flop=itekomas,
$bio

Itekomashi (c) 199? Hi Kon Ren Kikaku

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87787&o=2

$end


$n64=itoishig,
$bio

Itoi Shigesato no Bass Tsuri No. 1 Kettei Ban! [Model NUS-NIBJ] (c) 2000 Nintendo [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57758&o=2

$end


$snes=itoibass,
$bio

Itoi Shigesato no Bass Tsuri No. 1 [Model SHVC-ZBPJ-JPN] (c) 1997 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61526&o=2

$end


$snes=itouhata1,itouhata,
$bio

Itou Hatasu Rokudan no Shougi Doujou [Model SHVC-Q2 (c) 1994 ASK Kodansha Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61527&o=2

$end


$wswan=itoujunj,
$bio

Itou Junji Uzumaki - Noroi Simulation [Model SWJ-OMM002] (c) 2000 Omage Micott, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86339&o=2

$end


$pico=itsudemo,
$bio

Itsudemo Issho Doraemon Set [Model HPC-6081] (c) 199? Sega Toys

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75697&o=2

$end


$gbcolor=itsudemo,
$bio

Itsudemo Pachinko GB - CR Monster House [Model CGB-BCRJ-JPN] (c) 2000 Tam [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68068&o=2

$end


$gameboy=itsudemo,
$bio

Itsudemo! Nyan to Wonderful [Model DMG-ACAJ-JPN] (c) 1998 Banpresto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66193&o=2

$end


$pc98=itsukado,
$bio

Itsuka Dokoka de. - Erotic Baka Novel Series 2 (c) 1995 Cocktail Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89776&o=2

$end


$pc98=iuc001,
$bio

IUC Disk Kaihou #001 (c) 19?? Ides [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89734&o=2

$end


$pc98=iuc002,
$bio

IUC Disk Kaihou #002 (c) 19?? Ides [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89735&o=2

$end


$pc98=iuc003,
$bio

IUC Disk Kaihou #003 (c) 19?? Ides [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89736&o=2

$end


$pc98=iuc004,
$bio

IUC Disk Kaihou #004 (c) 19?? Ides [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89737&o=2

$end


$cpc_cass=offroad,
$bio

Ivan 'Ironman' Stewart's Super Off Road (c) 1990 Virgin Games, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96813&o=2

$end


$nes=offroad,
$bio

Ivan 'Ironman' Stewart's Super Off Road (c) 1991 Nintendo.

- TECHNICAL -

Game ID: NES-WU-EUR

- TRIVIA -

Ivan 'Ironman' Stewart's Super Off Road for NES was released on March 14, 1991 in Europe.

Reviews:
1990 - Consoles + HS N.2 [FR]: 84/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55234&o=2

$end


$nes=offroadu,
$bio

Ivan 'Ironman' Stewart's Super Off Road (c) 1990 Tradewest, Incorporated.

- TECHNICAL -

Game ID: NES-WU-USA

- TRIVIA -

Ivan 'Ironman' Stewart's Super Off Road for NES was released in April 1990 in North America.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55235&o=2

$end


$amigaocs_flop=offroad,
$bio

Ivan Ironman Stewart's Super Off Road (c) 1990 Mastertronic, Limited. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74324&o=2

$end


$amigaocs_flop=ivanhoe,
$bio

Ivanhoe (c) 1990 Ocean Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74325&o=2

$end


$info=ivorytsk,
$bio

Ivory Tusk (c) 199? Konami Australia Pty, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43654&o=2

$end


$fm7_cass=sanjutsu,
$bio

Iwasanjutsunari (c) 1982 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93737&o=2

$end


$pc8801_flop=iwasanju,
$bio

Iwasanjutsunari (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92106&o=2

$end


$info=mjcomv1,
$bio

Iwatani Tenhoo no Mahjong Comic Gekijou Vol. 1 (c) 1991 Dynax.

- TRIVIA -

Released in August 1991.

The title translates from Japanese as "Iwatani Tenho's Mahjong Comic Theater Vol. 1".

Tenho Iwatani is a Japanese comic book artist, and his comics are featured throughout the game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=18769&o=2

$end


$info=ixion,
$bio

Ixion (c) 1983 Sega.

This is a shoot 'em up game where the player has to collect letters for points.

All the letters must be collected to reach the KAILO round. The player receives 500 to 8000 points for collecting gold letters. Enemies are worth 200 points & crystals are worth 1000 points. The KAILO ball heals tiles while the OLIAK ball destroys tiles. A bonus ship is awarded every 100000 points.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.04125 Mhz), I8035 (@ 400 Khz)
Sound Chips : Custom (@ 400 Khz)

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 256

Players : 2
Control : Dial
Buttons : 1

- TRIVIA -

Released in January 1983.

- PORTS -

* Consoles :
Atari 2600 (1984) : Unreleased prototype

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1206&o=2

$end


$a2600=ixion,
$bio

Ixion (c) 1984 Sega Enterprises, Limited.

- TRIVIA -

Unreleased prototype of an unreleased coin-op game.

- STAFF -

Programmer: Stance Nixon

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50597&o=2

$end


$fm7_cass=ixion,
$bio

Ixion (c) 1985 Try-Base [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93738&o=2

$end


$cpc_cass=iznogoud,
$bio

Iznogoud [Model 60130381] (c) 1987 Zafiro Soft. Division [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96814&o=2

$end


$pc8801_flop=izumi,
$bio

Izumi (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92107&o=2

$end


$msx2_flop=izumicbl,
$bio

Izumic Ballade (c) 1996 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101736&o=2

$end


$snes=izzyqstu,izzyqstup,
$bio

Izzy's Quest for the Olympic Rings [Model SNS-AIZE-USA] (c) 1995 US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63104&o=2

$end


$snes=izzyqst,
$bio

Izzy's Quest for the Olympic Rings [Model SNSP-AIZP-EUR] (c) 1995 US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63103&o=2

$end


$pc98=jhiglasv,
$bio

J no Higeki - Las Vegas Renzoku Satsujin Jiken (c) 1992 Thinking Rabbit [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89777&o=2

$end


$pcecd=jthunder,
$bio

J Thunder (c) 1990 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58229&o=2

$end


$cdi=jinvente,
$bio

J'invente mes histoires 2 - Rêves d'étoiles (c) 1992 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52909&o=2

$end


$ibm5150,ibm5150_cass=jbird,
$bio

J-Bird (c) 1983 Kuperberg [Greg Kuperberg]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83641&o=2

$end


$info=vshoot,
$bio

J-League Soccer V-Shoot (c) 1994 Namco.

A soccer game featuring the top league teams of Japan.

- TECHNICAL -

Namco System NB-1 hardware
Game ID : VSJ

Main CPU : Motorola 68EC020 (@ 24.192 Mhz), M37702 (@ 16.128 Mhz)
Sound Chips : C352 (@ 16.128 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Released in September 1994.

This game is an official licensed product of the J-League.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1207&o=2

$end


$pcecd=jbharold,
$bio

J. B. Harold Murder Club (c) 1991 Riverhill Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58498&o=2

$end


$pcecd=jbharoldj,
$bio

J. B. Harold Satsujin Club (c) 1990 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58230&o=2

$end


$megadriv=jlcs,
$bio

J. League Champion Soccer (c) 1993 Game Arts Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56579&o=2

$end


$saturn,sat_cart=gogogoal,
$bio

J. League Go Go Goal! (c) 1997 Tecmo, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59268&o=2

$end


$pce=jleag11,
$bio

J. League Greatest Eleven (c) 1993 Nichibutsu [Nihon Bussan Company, Limited.] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58612&o=2

$end


$pc98=jlwave,
$bio

J. League Hyper Soccer - Wave no Arashi (c) 1993 C2 World

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89778&o=2

$end


$saturn,sat_cart=jlstrik,
$bio

J. League Jikkyou Honou no Striker (c) 1998 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59269&o=2

$end


$saturn,sat_cart=jltsukb,jltsuk,jltsuka,jltsukc,jltsuke,
$bio

J. League Pro Soccer Club wo Tsukurou! (c) 1996 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59270&o=2

$end


$saturn,sat_cart=jltsuk2,jltsuk2a,jltsuk2b,jltsuk2c,jltsuk2d,jltsuk2e,
$bio

J. League Pro Soccer Club wo Tsukurou! 2 (c) 1997 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59271&o=2

$end


$megadriv=jlpsa,jlps,
$bio

J. League Pro Striker '93 (c) 1993 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56580&o=2

$end


$megadriv=jlps2,
$bio

J. League Pro Striker 2 (c) 1994 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56581&o=2

$end


$megadriv=jlpsp,
$bio

J. League Pro Striker Perfect (c) 1993 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56582&o=2

$end


$pcecd=jleagt94,
$bio

J. League Tremendous Soccer '94 (c) 1994 NEC Home Electronics, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58231&o=2

$end


$saturn,sat_cart=jlv96,jlv96b,jlv96a,
$bio

J. League Victory Goal '96 (c) 1996 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59272&o=2

$end


$saturn,sat_cart=jlv97,jlv97b,jlv97a,
$bio

J. League Victory Goal '97 (c) 1997 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59273&o=2

$end


$saturn,sat_cart=jbharold,jbharolda,
$bio

J.B. Harold - Blue Chicago Blues (c) 1995 Riverhill Software

- TECHNICAL -

Game ID: T-5302G

DISC 1 color: Red
DISC 2 color: Blue

- TRIVIA -

Released on September 22, 1995 in Japan.

Film production filmed at Lindsey Studio and Chicago/Los Angeles.

- STAFF -

PRODUCTION
Producer: Kazuhiro Okazaki
Director: Toshiaki Kawasaki
Planning / Scenario: Rika Suzuki
Game Design: Takuya Miyagawa
Program: Kinya Yokoyama, Hiroshi Watanabe, Norikazu Yasunaga
CG Work: Koji Hori
Music: Hiroaki Iwatani
Voice Editing: Ken Inaoka
Video Editing, Japanese Version: Qtec Corporation
Public Relations: Kiyokazu Hara
Art Coordination: Yumi Kawasaki, Tetsuhito Kobayashi
Design: Nobuo Kōya
Special Thanks: Yoshihiko Miyazaki, Maho Shirouchi, Atsushi Fukuda, Manabu Nakata, Tomohiko Tanaka, Kenichi Koga, Shinji Matsumoto, Hideyuki Miyahara

FILM PRODUCTION
Overall Supervision: Joy Ryan
Director: Neal Allen
Photography Director: Gregory Ryan Alosio
Camera: Gary Wagner
Editing: Ina Torstensson

VOICE CAST
J.B. Harold: Daisuke Gouri
Ted Rossen: Yuusaku Yara
Cindy White: Hiroko Emori
Julia Fortsis: Yōko Kawanami
Angie Hart: Junko Hagimori
James Hart: Masaharu Satou
Melanie Hart: Kyoko Terase
Bryce Rich: Kazuyuki Sogabe

CAST
J.B. Harold: Richard A. Hench
Ted Rossen: Peter Dryden
Cindy White : Kandeyce Jensen
Julia Fortsis: Elisa Marchand
Angie Hart: Lisa Pepper
James Hart: Hardy Monroe
Melanie Hart: Moira Price
Bryce Rich: Jack Turturici

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59274&o=2

$end


$pc98=dcconnec,
$bio

J.B. Harold 3 - D.C. Connection (c) 1989 Riverhill Software [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89781&o=2

$end


$pc8801_flop=dcconnec,
$bio

J.B. Harold 3 - D.C. Connection (c) 1989 Riverhill Software [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92108&o=2

$end


$x68k_flop=manhatrq,
$bio

J.B. Harold Series #2 - Manhattan Requiem - Angels Flying in the Dark (c) 1987 Riverhill Software [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87788&o=2

$end


$pc98=manhatrq,
$bio

J.B. Harold Series #2 - Manhattan Requiem - Angels Flying in the Dark (c) 1987 Riverhill Software [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89782&o=2

$end


$pc8801_flop=manhatrqmanhatrqa,
$bio

J.B. Harold Series #2 - Manhattan Requiem - Angels Flying in the Dark (c) 1987 Riverhill Software [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92109&o=2

$end


$msx2_flop=manhatrq,
$bio

J.B. Harold Series #2 - Manhattan Requiem - Angels Flying in the Dark (c) 1988 Riverhill Soft. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101737&o=2

$end


$x1_flop=manhatrq,
$bio

J.B. Harold Series 2 - Manhattan Requiem - Angels Flying in the Dark (c) 1987 Riverhill Software [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86020&o=2

$end


$tg16=jjnjeff,
$bio

J.J. & Jeff [Model TGX020014] (c) 1990 NEC Home Electronics, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84322&o=2

$end


$info=jjsquawk,jjsquawkb,jjsquawkb2,jjsquawko,
$bio

J.J. Squawkers (c) 1993 Athena / Able.

Nice colored platform game with fun characters who throw cool weapons!

- TECHNICAL -

Main CPU : Motorola 68000 (@ 16 Mhz)
Sound Chips : X1-010 (@ 16 Mhz)

Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in December 1993.

A Hack of this game is known as "Simpson Junior".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1208&o=2

$end


$snes=jl96drem,
$bio

J.League '96 Dream Stadium [Model SHVC-AJ6J-JPN] (c) 1996 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61528&o=2

$end


$gameboy=jlbigwav,
$bio

J.League Big Wave Soccer [Model DMG-AJSJ-JPN] (c) 1995 Tomy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66194&o=2

$end


$n64=jldyna64,
$bio

J.League Dynamite Soccer 64 [Model NUS-NDSJ] (c) 1997 Imagineer [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57759&o=2

$end


$n64=jleleven,
$bio

J.League Eleven Beat 1997 [Model NUS-NJEJ] (c) 1997 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57760&o=2

$end


$snes=jlexct94a,jlexct94,
$bio

J.League Excite Stage '94 [Model SHVC-JL] (c) 1994 Epoch Company, Limited.

- TRIVIA -

Reviews:
[FR] September 1994, Consoles + N.35: 90%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61529&o=2

$end


$snes=jlexct95,jlexct95p,
$bio

J.League Excite Stage '95 (c) 1995 Epoch Company, Limited.

- TECHNICAL -

Game ID: SHVC-AJ2J-JPN

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61530&o=2

$end


$snes=jlexct96a,jlexct96,
$bio

J.League Excite Stage '96 [Model SHVC-AE3J-JPN] (c) 1996 Epoch Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61531&o=2

$end


$gbcolor=jlexcstg,
$bio

J.League Excite Stage GB [Model CGB-AESJ-JPN] (c) 1999 Epoch Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68070&o=2

$end


$gbcolor=jlexcstt,
$bio

J.League Excite Stage Tactics [Model CGB-AJEJ-JPN] (c) 2001 Epoch Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68071&o=2

$end


$gameboy=jlfight,
$bio

J.League Fighting Soccer - The King of Ace Strikers [Model DMG-JLJ] (c) 1992 IGS Corp. [Information Global Service]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66195&o=2

$end


$nes=jlfight,
$bio

J.League Fighting Soccer - The King of Ace Strikers (c) 1993 IGS Corp.

- TECHNICAL -

[Model IGS-JS]

- TRIVIA -

Released on June 19, 1993 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54233&o=2

$end


$gamegear=jleagu94,
$bio

J.League GG Pro Striker '94 [Model G-3417] (c) 1994 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64639&o=2

$end


$gameboy=jllive95,
$bio

J.League Live '95 [Model DMG-AWGJ-JPN] (c) 1995 Electronic Arts Victor [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66196&o=2

$end


$n64=jllive64,
$bio

J.League Live 64 [Model NUS-NJLJ] (c) 1997 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57761&o=2

$end


$gba=jleagpc2,
$bio

J.League Pocket 2 [Model AGB-AJ2J-JPN(RK282-J1)] (c) 2002 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71270&o=2

$end


$gba=jleagpck,
$bio

J.League Pocket [Model AGB-AJPJ-JPN(RK240-J1)] (c) 2001 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71269&o=2

$end


$gba=jleagpro,
$bio

J.League Pro Soccer Club o Tsukurou! Advance [Model AGB-AC2J-JPN] (c) 2002 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71271&o=2

$end


$pc98=jlps93,jlps93a,
$bio

J.League Professional Soccer 1993 (c) 1993 Victor Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89779&o=2

$end


$gamegear=jleague,
$bio

J.League Soccer - Dream Eleven (c) 1995 Sega Enterprises, Limited.

- TECHNICAL -

[Model G-3431]

- TIPS AND TRICKS -

* PK game: At the title screen, enter Up, Down, Up, Down, Up, Down, Up, Down. Even if apparently nothing has changed, when you start the game, both Exhibition and Tournament will consist of a Penalty Kick game instead of the usual match.

* Control Time and Score: At the title screen, enter Up, Down, Up, Down, Left, Right, Left, Right. Now if you pause the game and unpause it while holding a directional key, you will change either the score or the time. Namely: unpausing while holding Left will increase 1P score by a unit; unpausing while holding Right will increase 2P score by a unit; unpausing while holding Up will reset the timer to 0; unpausing while holding Down will reduce the remaining time of the match to 0:30 seconds.

* Display Team Positions: At the title screen, enter Down x8. Now if you pause the game you will see the positions of the players in the field.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64640&o=2

$end


$snes=jlprime2,
$bio

J.League Soccer Prime Goal 2 [Model SHVC-2H] (c) 1994 Namco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61533&o=2

$end


$snes=jlprime3,
$bio

J.League Soccer Prime Goal 3 (c) 1995 Namco, Limited.

- TECHNICAL -

Package ID: Model SHVC-P-AJ3J(JPN)
Game ID: Model SHVC-AJ3J-JPN

- TRIVIA -

J.League Soccer Prime Goal 3 was released on August 04, 1995 in Japan.

Reviews:
Famicom Tsushin [JP]: 26/40

The game was released in Europe as "90 Minutes - European Prime Goal [Model SNSP-AJ3P-EUR]".

- STAFF -

Music: Eriko Imura

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61534&o=2

$end


$snes=jlprimea,jlprime,
$bio

J.League Soccer Prime Goal (c) 1993 Namco, Limited.

- TECHNICAL -

Model SHVC-JE

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61532&o=2

$end


$snes=jlssoc95,
$bio

J.League Super Soccer '95 - Jikkyou Stadium [Model SHVC-AJSJ-JPN] (c) 1995 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61535&o=2

$end


$snes=jlssocr,
$bio

J.League Super Soccer [Model SHVC-VX] (c) 1994 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61536&o=2

$end


$n64=jltactic1,jltactic,
$bio

J.League Tactics Soccer [Model NUS-NSJJ] (c) 1999 ASCII Entertainment Software, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57762&o=2

$end


$saturn,sat_cart=vgoalb,vgoal,vgoala,
$bio

J. League Victory Goal (c) 1995 Sega Enterprises, Limited.

- TRIVIA -

Reviews:
[FR] March 1995, Consoles + N.41: 90/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59874&o=2

$end


$gba=jleagw11,
$bio

J.League Winning Eleven Advance 2002 [Model AGB-A2JJ-JPN(RK307-J1)] (c) 2002 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71272&o=2

$end


$nes=jlwingol,
$bio

J.League Winning Goal (c) 1994 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54234&o=2

$end


$gameboy=jlwingol,
$bio

J.League Winning Goal [Model DMG-W7J] (c) 1994 Electronic Arts Victor [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66197&o=2

$end


$msx1_cart=jpwinkle,
$bio

J.P. Winkle (c) 1986 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77161&o=2

$end


$msx1_cart=jpwinklek,
$bio

J.P. Winkle (c) 198? Zemina.

Korean release.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95198&o=2

$end


$snes=lotru,
$bio

J.R.R. Tolkien's The Lord of the Rings - Volume One [Model SNS-64-USA] (c) 1994 Interplay

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63106&o=2

$end


$snes=lotr,lotrg,
$bio

J.R.R. Tolkien's The Lord of the Rings - Volume One [Model SNSP-64-EUR] (c) 1994 Interplay

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63105&o=2

$end


$famicom_flop=jtmk,
$bio

???????? ??? ??????????? (c) 1988 Bandai
(Jaaman Tanteidan Marine Kumi - Maruhi Jigoma Sousa File)

- TECHNICAL -

Disk ID: BAN-MAR

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65363&o=2

$end


$msx1_cass=jabato,
$bio

Jabato (c) 1989 Aventuras AD [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94736&o=2

$end


$cpc_cass=jabato,
$bio

Jabato [Model AMS 2890044] (c) 1989 Dinamic Soft. [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96815&o=2

$end


$info=jackbean,
$bio

Jack & The Beanstalk (c) 199? Doyle & Assoc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=97867&o=2

$end


$info=mg_jv,
$bio

Jack & Vera (c) 199? Maygay.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42403&o=2

$end


$pc98=jack,
$bio

Jack - Haitoku no Megami (c) 1995 Silky's [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89785&o=2

$end


$pc8801_flop=jacklasv,
$bio

Jack - Las Vegas Renzoku Satsujin (c) 1988 Takeru [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92114&o=2

$end


$bbca_cass,bbcb_cass=jackbean,
$bio

Jack and the Beanstalk (c) 1984 Superior Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51993&o=2

$end


$cpc_cass=jackbean,
$bio

Jack and the Beanstalk (c) 1985 Thor Computer Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96823&o=2

$end


$c64_cart,c64_flop=jackattk,
$bio

Jack Attack (c) 1983 Commodore

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53603&o=2

$end


$bbca_cass,bbcb_cass=jackatta,
$bio

Jack Attack (c) 1986 Bug Byte

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51992&o=2

$end


$vboy=jackbrosj,
$bio

???????????????????(c) 1995 Atlus Co., Ltd.
(Jack Bros. no Meiro de Hiihoo!)

- TECHNICAL -

Model VUE-VJBJ-JPN

- TRIVIA -

Reviews:
[JP] Famitsu (October 06, 1995): 20/40
[JP] VB Guide 2 (1997): 90.5%

- TIPS AND TRICKS -

* Sound Test: Can be accessed with the following button combination with the left D-pad, on the title screen: Up, Up, Up, Down, Down, Down, Down.

* Hard mode: To access a harder difficulty level, press the following combination on the title screen using the left D-Pad: 6 x Right, 3 x Left, 6 x Right. 
If you did it right, "For Super Players" appears under the "Jack Bros." logo. The differences to normal mode are more and differently placed enemies, different textures in the levels, differently looking boulders and warp tiles, more jack traps and different passwords.

* Play as Pixie: To access Pixie as another playable character, type in '4649' on the password screen but confirm the '9' by pressing and keeping pressed L and R Triggers, Select and A simultaneously instead of using the A Button.

- STAFF -

Producer: H. Yokoyama
Director: K. Mishima
Assistant Director: T. Maruyama
Main-Sub Programmer: M. Kobayashi
All Graphic Works By: S. Takashima
All Sound Works By: Yanda
Atlus Software Inc.: J. Yamamoto, S. Shibata, M. C. Rieman
Manual Design: K. Hisada
Marketing: T. Hanya, N. Kawai, K. Yamamoto, E. Shiota, Y. Ebihara
Publicity: S. Aihara, T. Komatsu, F. Ishii, M. Iden, S. Minowa

Special Thanks: M. Sugiura, T. Fujita, H. Hoshino

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82367&o=2

$end


$vboy=jackbros,
$bio

Jack Bros. [Model VUE-VJBE-USA] (c) 1995 Atlus Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82366&o=2

$end


$info=m5jackbx,m5jackbx03,
$bio

Jack in the Box (c) 200? Empire Games, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=19937&o=2

$end


$pc8801_flop=nicklaus,
$bio

Jack Nicklaus Championship Golf (c) 1990 Cross Media Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92115&o=2

$end


$amigaocs_flop=nicklcd2,
$bio

Jack Nicklaus Course Disk 2 (c) 1989 Accolade, Incorporated. [San Jose, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74326&o=2

$end


$jaguar=cybrgolf,
$bio

Jack Nicklaus Cyber Golf examples [Prototype] (c) 1994 Atari Corp. [Sunnyvale, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76428&o=2

$end


$msx2_flop=nicklaus,nicklausbnicklausa,
$bio

Jack Nicklaus Golf (c) 1990 Victor Ent. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101738&o=2

$end


$cpc_cass=nicklaus,
$bio

Jack Nicklaus Golf [Model 3 AL-235-1~2] (c) 1989 Dro Soft [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96816&o=2

$end


$gameboy=nicklausf,
$bio

Jack Nicklaus Golf (c) 1992 Tradewest, Incorporated.

- TECHNICAL -

Cartridge ID: DMG-JN-FAH

- TRIVIA -

Reviews:
[FR] May 1993 - Consoles + N.20: 92/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66200&o=2

$end


$gameboy=nicklaus,
$bio

Jack Nicklaus Golf [Model DMG-JN-USA] (c) 1992 Tradewest, Incorporated. [Corsicana, TX, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66198&o=2

$end


$snes=nicklausu,
$bio

Jack Nicklaus Golf [Model SNS-JN-USA] (c) 1992 Tradewest, Incorporated. [Corsicana, TX, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63108&o=2

$end


$snes=nicklaus,nicklausf,
$bio

Jack Nicklaus Golf [Model SNSP-JN-EUR] (c) 1992 Tradewest, Incorporated. [Corsicana, TX, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63107&o=2

$end


$amigaocs_flop=nickluso,
$bio

Jack Nicklaus Presents The Great Courses of the U.S. Open (c) 1991 Accolade, Incorporated. [San Jose, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74327&o=2

$end


$amigaocs_flop=nickl89,
$bio

Jack Nicklaus Presents The Major Championship Courses of 1989 (c) 1989 Accolade, Incorporated. [San Jose, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74328&o=2

$end


$pcecd=nicklaus,
$bio

Jack Nicklaus Turbo Golf (c) 1990 Accolade, Incorporated. [San Jose, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58499&o=2

$end


$pcecd=nicklausj,
$bio

Jack Nicklaus World Tour Golf (c) 1990 Victor Entertainment [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58232&o=2

$end


$x68k_flop=nicklaus,
$bio

Jack Nicklaus' Golf (c) 1989 Victor Musical Industries, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87789&o=2

$end


$x68k_flop=nicklausc1,
$bio

Jack Nicklaus' Golf Tsuika Course 1 (c) 1989 Victor Musical Industries, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87790&o=2

$end


$x68k_flop=nicklausc2,
$bio

Jack Nicklaus' Golf Tsuika Course 2 (c) 1990 Victor Musical Industries, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87791&o=2

$end


$apple2gs=nicklaus,
$bio

Jack Nicklaus' Greatest 18 Holes of Major Championship Golf (c) 1989 Accolade, Incorporated.

- TRIVIA -

Released on May 1989.

- STAFF -

Designed by: Ned Martin

Apple IIGS version: Tony Manso
Producer: Keith Orr
Manual by: Jeff Hoff
Course Sheet by: Roseann Mitchell

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49795&o=2

$end


$pce=nicklaus,
$bio

Jack Nicklaus' Greatest 18 Holes of Major Championship Golf (c) 1989 Victor Interactive Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58613&o=2

$end


$nes=nicklaus,nicklausu,
$bio

Jack Nicklaus' Greatest 18 Holes of Major Championship Golf (c) 1990 Konami Industry Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55236&o=2

$end


$tg16=nicklaus,
$bio

Jack Nicklaus' Turbo Golf [Model ATGX02JTTG] (c) 1990 Accolade, Inc. [San Jose, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84323&o=2

$end


$amigaocs_flop=nicklunl,
$bio

Jack Nicklaus' Unlimited Golf & Course Design (c) 1990 Accolade, Incorporated. [San Jose, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74329&o=2

$end


$info=pottnpkr,potnpkra,potnpkrb,potnpkrc,potnpkrd,potnpkre,ngold,ngolda,ngoldb,potnpkrf,
$bio

Jack Potten's Poker (c) 198? Unknown.

- TECHNICAL -

Main CPU : MOS Technology M6502 (@ 625 Khz)

Palette colors : 64

Players : 1
Buttons : 10

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=7959&o=2

$end


$info=jackrabt,jackrabt2,jackrabts,
$bio

Jack Rabbit (c) 1984 Zaccaria.

A rabbit tries to collect carrots while being chased by weasels.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound CPU : (2x) M6802 (@ 895 Khz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.79 Mhz), (2x) DAC, Texas Instruments TMS5220 (@ 640 Khz)

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 512

Players : 2
Control : 4-way joystick
Buttons : 1

- TRIVIA -

Released in January 1984.

Massimiliano Pellegrini holds the official record for this game with 2,920,000 points.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1210&o=2

$end


$info=jack,jack2,jack3,
$bio

Jack the Giantkiller (c) 1982 Cinematronics.

This game plays a lot like "Donkey Kong" except that the controls are not quite as smooth. There are 5 screens to master if you want to help Jack in his mission. You do not get to play each screen at first, they are added on as you progress through the game. The first time through the game skips from screen 1 right to screen 4.
* The 1st screen is fairly simple, you just have to climb to the top of the beanstalk. There are a few enemies, but they can be defeated by simply tossing beans at them. You can find the beans scattered all around the stalk, and picking one up adds one to your ammunition count (or two, depending on the dip switch settings).
* In the 2nd screen, Jack manuevers through the clouds and attempts to cross the drawbridge into the castle, but lions and birds stand in his way.
* The 3rd screen has Jack climbing the castle stairway in a scene that was obviously inspired by "Donkey Kong". Avoid the cat and the mouse and you can make it to the top.
* On the 4th screen you have to jump from platform to platform until you reach the giant's lair. There will be several treasures, grab the flashing one and try to make your escape.
* The 5th screen is the first one again, except that this time you are climbing down the beanstalk, and you have falling rocks to dodge, and the giant himself may even be after you (that one depends on the level).

After making it back to your house you get to watch a little intermission before going after the next treasure. There are four different treasures altogether. The last one is the princess, when you have her the giant himself will follow you down the beanstalk, and you must chop it down to defeat him. After rescuing the princess the game starts over with increased difficulty.

- TECHNICAL -

Jack The Giantkiller was available in 2 different dedicated cabinets, and upright and a cocktail. The cocktail one really lent itself to easy conversion due to the large control panels, so the upright is far more common. The upright machine came in a conservatively designed cabinet that had curves instead of sharp angles. This same cabinet was also used for "Zzyzzyxx", "Naughty Boy", and "Boxing Bugs". The marquee showed Jack about to get squished by a giant boot as he runs over clouds toward the beanstalk, while carrying the golden goose. The sideart was a large sticker and it showed Jack scaling an immense beanstalk while a bearded giant points at him with a menacing look on his face. The monitor bezel shows a few more images of Jack and the Giant, while the control panel contained game instructions. The one really nice thing about the artwork on this machine was that it all actually appears to have been done by the same artist, in the same style, with the same color scheme. So many games seem to have trouble with that. The cocktail version of the game came in a small table format that had woodgrained sides, and control panels on either end. Most cocktail tables tended to have tiny control panels that were in strange places, but the panels on this game were full sized, and were right up next to the monitor with only a slight downward slant to them. The game's top glass had beanstalk graphics bordering the screen, and the control panel overlays were exactly the same as the upright machine, except for a few stripes, and the lack of start buttons on panel for the second player. Some game cabinets just scream out 'easy conversion' to the arcade operator, and this was one of them. The large control panels and 19'' monitor meant that you could easily convert this one into almost anything, so that is what happened to almost all of them. Only the "Joust" cocktail seemed to be even better for conversions, as it had the players sitting side by side. Both machines used a standard 19'' arcade monitor and used a unique wiring harness that was not JAMMA compatible.

Main CPU : Zilog Z80 (@ 3 Mhz)
Sound CPU : Zilog Z80 (@ 1.5 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.5 Mhz)

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 32

Players : 2
Control : 8-way joystick
Buttons : 2 (jump and shoot)

- TRIVIA -

Released in May 1982.

This game is known in Japan as "Treasure Hunt".

Jack the Giantkiller is based on the classic fairytale known as 'Jack And The Beanstalk'.

Mike Klager holds the official record for this game with 9,401,050 points.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1211&o=2

$end


$info=sc4jack,sc4jacka,sc4jackb,sc4jackc,sc4jackd,sc4jacke,sc4jackf,sc4jackg,
$bio

Jack the Kipper (c) 200? Mazooma Games.

Jack The Kipper is a Tic Tac Toe feature entry with hidden features provided by boxed symbols.

The top game incorporates a flexi strip as part of the main board layout. Collecting three Cases accesses the Super Board. Players move around the board collecting nudges and features that can be collected at any time. There are also Fruit Blast squares, where the player will be offered wins from the fruits in view on the reels.

When in the Super Board, landing on Super Shots squares will add winnings into the Cash Pot, available to collect at any time.

Collecting 3 Cases for a second time will lock the player into the Super Board guaranteeing a maximum win.

Collecting Super KOs awards knockouts above the current cash ladder level.

- TECHNICAL -

Technology : Scorpion 4
[Model PR2078]

Cabinet : Eclipse Front-Opening
Jackpot : £25
Stakes : 30p

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11893&o=2

$end


$c64_cart,c64_flop=jacknpr,
$bio

Jack the Nipper (c) 1986 Gremlin Graphics

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53604&o=2

$end


$msx1_cass=jacknip,jacknipa,
$bio

Jack the Nipper (c) 1986 Gremlin Graphics Software, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94737&o=2

$end


$cpc_cass=jacknipr,
$bio

Jack The Nipper (c) 1986 Gremlin Graphics Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96817&o=2

$end


$msx1_cass=jacknip2,
$bio

Jack the Nipper II - In Coconut Capers (c) 1987 Gremlin Graphics Software, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94738&o=2

$end


$cpc_cass=jacknip2,
$bio

Jack The Nipper II in Coconut Capers (c) 1987 Gremlin Graphics Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96819&o=2

$end


$cpc_cass=jackripr,
$bio

Jack The Ripper (c) 1988 CRL Group PLC [London, England]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96821&o=2

$end


$info=jb_10r,jb_10b,
$bio

Jack*Bot (c) 1995 Williams Electronics Games, Incorporated.

- TECHNICAL -

Williams WPC-Security
Model Number : 50051

Main CPU : Motorola M6809 (@ 2 MHz)
Sound CPU : ADSP2105 (@ 10 MHz)
Sound chip : DMA-driven DAC

There are prototype games that run on the WPC-95 System.

- TRIVIA -

2,428 units were produced. This game was dedicated to the memory of Joe Joos Jr. (Joe Joos jr. is the designer of many cool toys in pinball, i.e. the 5 bank target, catapult arm, Thing, and the ferris wheel).

The playfield layout is identical to 1986's "Pin*Bot".

Sometimes a cow face can be seen on a reel during Casino Run.

- UPDATES -

Version 0.4
Date : May 30, 1995
- This is the first release of software for production of sample games.

Version 1.0
Date : August 7, 1995
- This is the release of software for production.
- After multiball, visor now closes after hitting an out of the way switch.
- Cheating now available in Casino Run, Bonus, and Match.
- Buy-in button blinks any time cheating is available.
- Super Jack*Bot now available in multiball (hit a visor hole for a jack-bot then quickly hit the other visor hole).
- Multiball and Casino Run start display effects may now be canceled by pressing both flipper buttons.
- Cheating hint added to the attract mode.
- 3rd multiball now requires 2 completion's of the chest (was 4th multiball).
- Translations added for German, French, & Spanish.
- Solar Jet and Cash-In awards are now given if the modes are running at the start of Multiball or Casino Run.
- Cash-In award now gives 2x bonus (was 1x).
- Game saucer now holds ball for about 7 sec. in Multiball. 3 matching Casino Run symbols awards a Special.
- MK3 hints now given sometimes if players hold in the flippers during casino run.
- Manual Tournament Mode activation is now allowed (hold both flipper buttons before starting a game) .
- Card that will be spotted from the drop targets now blinks.

- TIPS AND TRICKS -

In the Attract mode, press the Extra Ball button when the display shows 'In memory of Joe Joos jr.'

Tapp the Extra Ball button while starting : 
1) Pinbot Poker to make Pinbot pull out an ace of clubs from his sleeve. 
2) Keno to get Pinbot to make all 25 squares match for 99,000,00. 
3) Slot machine to get Pinbot to change reels to 'Light Extra Ball'. 
4) Roll the Dice to get Pinbot to flip the dice to 12 x Dice Bonus. 
5) Casino Run to hear a cow moo, and now each shot to 'spin the reels' during Casino Run changes the first bomb into another award (only works once per Casino Run). 
6) End of Ball Bonus (with 2x to 5x) to get an extra bonus multiplier. 
These cheats are not sure to work all the time, but when they do you'll hear Pinbot saying : 'Look over there', 'Look Hally's Comet', or 'Look there's Rudy'.

- SERIES -

1. Pin*Bot (1986)
2. The Machine - Bride of Pin*Bot (1991)
3. Jack*Bot (1995)

- STAFF -

Original Design : Barry Oursler (BSO), Joe Joos Jr.
Game Design : Larry DeMar (LED), Jim Patla
Software / Design : Louis Koziarz (LNK), Larry DeMar
Artwork : Doug Watson (DTW), John Youssi (J Y), Greg Freres, Paul Barker
Music and Sound FX : Jon Hey (JWH), Chris Granner
Speech Effects : Dave Zabriske, Lia Mortensen, Stefan Besse, Michael Sengelmann
Dot Matrix Art : Adam Rhine, Brian Morris
Mechanical Engineering : Robert C. Friesl, Bob Brown, John Krutsch
Electrical Engineering : Chuck Bleich, Steve Vornsand, Scott Goska, Steve Phillips
Prototype Engineering : Jim Shird, Jose Delgado, Kent Pemberton, Barry Morris
Software Support : Ted Estes, Matt Coriale
Engineering Support : John McCaffer, Kathy Kline, Steve Kordek, Dale Prosse, Butch Ortega, Elaine Johnson
Publications : Karen Trybula, Betty Purcell, Nina Clemente, Norma Rodriguez, Herb Foss
Manufacturing : Ernie Pellegrino, Scott McAdam, Don Hassler, Fergie
Parts Wizards : Kim Walman, Vic Sarkan
Sales / Marketing : Joe Dillon, Roger Sharpe, Rachel Davies, Mark Chan, Lenore Sayers, Michael Sengelmann
Marketing : Jim Greene, Christa Woss, Michael Gottlieb, Darren Walker, Andy Lycke, Joanne Faux
Executive Producers : Neil Nicastro, Ken Fedesna
Wizard Testing : Lyman F. Sheats, Jim Shird

Special Thanks : Steve Ritchie, Scott Slomiany, Rick Schieve
Extra Special Thanks : Vicki L. Kamm, Rosalie Koziarz

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5341&o=2

$end


$info=jackal,jackalr,
$bio

Jackal (c) 1986 Konami.

For more information about the game itself, please see the Japanese version entry, "Tokushu Butai Jackal [Model GX631]".

- TECHNICAL -

Main CPU: M6809 (@ 1.536000 Mhz), M6809 (@ 1.843200 Mhz)
Sound CPU: YM2151 (@ 3.479545 Mhz)

Players: 2
Control: 8-way Joystick, Rotary Joystick
Buttons: 2

Screen: 224 x 240 (V) @ 60 Hz
Colors: 768 Colors

- TRIVIA -

Jackal was released in October 1986.

This game is known in US as "Top Gunner" and in Japan as "Tokushu Butai Jackal" (translates from Japanese as 'Special Force Jackal').

- PORTS -

* Computers :
Commodore C64 [EU] (1987)
Sinclair ZX Spectrum [EU] (1987)
Amstrad CPC [EU] (1988)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1212&o=2

$end


$nes=jackal,
$bio

Jackal (c) 1988 Konami Industry Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55237&o=2

$end


$cpc_cass=jackal,
$bio

Jackal (c) 1988 Konami Co., Ltd. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96824&o=2

$end


$nes=jchanj,
$bio

Jackie Chan (c) 1990 Hudson Soft.

- PORTS -

* Consoles :
[JP] Pc-Engine (1991) "Jackie Chan [Model HC90032]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54236&o=2

$end


$info=tvjchan,
$bio

Jackie Chan (c) 1991 TOURVision.

Unlicensed Spanish game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84982&o=2

$end


$info=jchan,
$bio

Jackie Chan - The Kung-Fu Master (c) 1995 Kaneko Company, Limited.

Features digitized fighters, the bosses are three different versions of Jackie Chan. Pretty funny game, responsive controls, a bit of Jackie 'engrish', loads of little videos and funny stuff.

- TECHNICAL -

Main CPU : (2x) Motorola 68000 (@ 16 Mhz)
Sound Chips : Yamaha YMZ280B (@ 14.3182 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 4

- TRIVIA -

Jackie Chan was released in May 1995.

This game is also known as "Jackie Chan in Fists of Fire".

Funnily enough, such a rare and unknown game is VERY WELL protected, some say the protection in this game is worse than the one found in CPS2 boards. Recommended to collectors who want an unique game in their collection that plays well and has a nice display value, since almost nobody knows this little jewel.

Jackie Chan (born Chan Kong Sang; April 7, 1954) is a Chinese actor, action choreographer, film director, producer, martial artist, comedian, screenwriter, singer and stunt performer.

- STAFF -

* Cast:
Thorsten: Thorsten Nickel
Sam: Sam Wong
Kim-Maree: Kim-Maree Penn
Lau: Lau-Tak
Yeung: Yeung Ching-Ching
Mysterious Lion: Sam Wong

Producer: Jackie Chan
Director: Masahiro Kawakami
Programmer: Masahiro Honma
Art Director: Masahiro Kawakami
Design: Takamitsu Nemoto, Tatsuya Yosikawa, Hideo Osawa, Fusayuki Watariguchi, Naoko Kobayasi
Sound: Tatsuya Watanabe, Kaoru Yasuda
Hardware: Noboru Kouno, Masahiko Moriya

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1213&o=2

$end


$gba=jchan,
$bio

Jackie Chan Adventures - Legend of the Darkhand [Model AGB-AJCE-USA] (c) 2001 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71275&o=2

$end


$info=jchan2,
$bio

Jackie Chan in Fists of Fire - Cheng Long Densetsu (c) 1995 Kaneko Company, Limited.

Features digitized fighters, the bosses are 3 different versions of Jackie Chan. Pretty funny game, responsive controls, a bit of Jackie 'engrish', loads of little videos and funny stuff.

- TECHNICAL -

Main CPU : (2x) Motorola 68000 (@ 16 Mhz)
Sound Chips : Yamaha YMZ280B (@ 14.3182 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 4

- TRIVIA -

Jackie Chan in Fists of Fire was released in October 1995 in Japan.

The subtitle translates from Japanese as 'Cheng Long Legend'.

One of Jackie Chan's early stage names was "Sing Lung", which can also be read as 'Cheng Long', which literally means 'become the dragon'. This was done to promote him as a new Bruce Lee type of figure in Chinese cinema, with Bruce Lee being known as Lei Siu-lung which means 'Little Dragon'.

This game is also known as "Jackie Chan - The Kung-Fu Master".

Funnily enough, such a rare and unknown game is VERY WELL protected, some say the protection in this game is worse than the one found in CPS2 boards. Recommended to collectors who want an unique game in their collection that plays well and has a nice display value, since almost nobody knows this little jewel.

Jackie Chan (born Chan Kong Sang; April 7, 1954) is a Chinese actor, action choreographer, film director, producer, martial artist, comedian, screenwriter, singer and stunt performer.

- STAFF -

Producer: Jackie Chan
Director: Masahiro Kawakami
Programmer: Masahiro Honma
Art Director: Masahiro Kawakami
Design: Takamitsu Nemoto, Tatsuya Yosikawa, Hideo Osawa, Fusayuki Watariguchi, Naoko Kobayasi
Sound: Tatsuya Watanabe, Kaoru Yasuda
Hardware: Noboru Kouno, Masahiko Moriya

* Cast:
Thorsten: Thorsten Nickel
Sam: Sam Wong
Kim-Maree: Kim-Maree Penn
Lau: Lau-Tak
Yeung: Yeung Ching-Ching
Mysterious Lion: Sam Wong

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3816&o=2

$end


$pce=jchan,
$bio

???????? ?? (c) 1991 Hudson Soft.
(Jackie Chan)

Jackie Chan is a side scrolling platform/action game by Hudson Soft and features the martial arts legend Jackie Chan (hence the name). The game tells the story of Jackie, a kung fu expert, and his girlfriend Josephine. One day, an evil sorcerer comes to China in an attempt to rule the country - he knows that he is no match for the two fighters, and he decides to kidnap Josephine in an effort to weaken Jackie. As expected, he hurries to her rescue, and thus begins an incredible adventure in which Jackie will fight legions of foes and eventually teach the evil sorcerer a very valuable lesson. Naturally, Jackie can punch, kick or jump - but he can also use four different special moves. They come in limited quantities and range from Tornado Attacks, Sky Attacks to devastating Spin Kicks. However, these attacks (as well as special items) must be collected along the way by kicking or punching item frogs, which also release energy bowls (extra life), bonus bells (access bonus stages) or psycho waves. The latter is another of Jackie's secret weapon - he can charge up (by holding the second action button) and release a limited amount of fireballs to inflict significant damages to surrounding enemies. Finally, enemies leave behind purple orbs that can be collected for extra lives. Jackie Chan consists of five large areas made up of several sub-stages each.

- TECHNICAL -

Game ID: HC90032

- TRIVIA -

Released on January 18, 1991 in Japan for 6500 Yen.

This is the 36th title produced by Hudson Soft for the PC-Engine.

Jackie Chan was originally released for the Famicom system in 1990. Both PC Engine and Famicom versions have a lot of differences though - the stage layout is substantially different, some enemies look different and the PC Engine game features a couple of exclusive mini bosses. The purple orb system is also slightly different - because defeated enemies from the Famicom version don't drop as many orbs as the PC Engine port, then the player needs to collect a lot more of them (100 instead of 30) in order to gain an extra life. Finally, the PC Engine version is a lot more difficult overall.

- STAFF -

Game Design: Dionysus.Hal
Program Design: Papa.Tomohide
Character Design: Hiropon.Ozaki
Sound Design: Sinkon.Kiyoshi
Visual Design: Oni.TaiJi
Produce: Ura.Desu

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58614&o=2

$end


$tg16=jchan,
$bio

Jackie Chan's Action Kung Fu [Model TGX040079] (c) 1992 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84324&o=2

$end


$nes=jchan,jchanu,
$bio

Jackie Chan's Action Kung-Fu (c) 1990 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55238&o=2

$end


$info=jackler,
$bio

Jackler (c) 1982 Unknown.

Pirate version of Jungler.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69776&o=2

$end


$nes=jackpot,
$bio

Jackpot (c) 1990 HES [Home Entertainment Suppliers].

- TRIVIA -

Jackpot for NES was released in 1990 (exact date unknown) in Australia.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55239&o=2

$end


$info=gjackpot,
$bio

Jackpot - Gin Rummy & Black Jack (c) 1980 Gakken.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94359&o=2

$end


$info=pr_jkpt7,
$bio

Jackpot 7's (c) 199? Project.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32132&o=2

$end


$info=m4jp777,
$bio

Jackpot 777 (c) 199? Cotswold Microsystems.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42054&o=2

$end


$info=ep_jakbn,ep_jakbna,ep_jakbnb,ep_jakbnc,
$bio

Jackpot and the Beanstreak (c) 199? Extreme Gaming.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40147&o=2

$end


$info=j2jackbr,
$bio

Jackpot Bars (c) 198? JPM International.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32133&o=2

$end


$info=ec_jackb,
$bio

Jackpot Bars (c) 19?? Electrocoin Automatics, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42942&o=2

$end


$info=as_jackb,
$bio

Jackpot Bell (c) 200? Astra Games, Limited. [Novomatic Group].

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41834&o=2

$end


$info=b85jpclb,b85jpclba,b85jpclbb,b85jpclbc,
$bio

Jackpot Club (c) 1987 Bell-Fruit Mfg. Company, Limited.

- TECHNICAL -

System 85

- TRIVIA -

Jackpot Club was released in December 1987 in the UK.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41869&o=2

$end


$info=SS3364,SS3365,SS3366,SS3367,SS3368,
$bio

Jackpot Devil (c) 199? IGT.

4-Reel, 3-Coin Multiplier.

- TECHNICAL -

[Model 111A]

- UPDATES -

SS3364
SS3365
SS3366
SS3367
SS3368

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=97956&o=2

$end


$info=j2jackdc,
$bio

Jackpot Dice (c) 198? JPM International.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40968&o=2

$end


$info=X002425P,X002426P,X002427P,X002428P,X002429P,
$bio

Jackpot Double Bonus Poker (c) 199? IGT [International Game Technologies].

- UPDATES -

X002425P
X002426P
X002427P
X002428P
X002429P

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46370&o=2

$end


$info=m4jpgem,m4jpgem__0,m4jpgem__1,m4jpgem__2,m4jpgem__3,m4jpgem__4,m4jpgem__5,m4jpgem__6,m4jpgem__7,m4jpgem__8,m4jpgem__9,m4jpgem__a,m4jpgem__b,m4jpgem__c,m4jpgem__d,m4jpgem__e,m4jpgem__f,m4jpgem__g,
$bio

Jackpot Gems (c) 199? Barcrest.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15057&o=2

$end


$info=m4jpgemc,m4jpgemc__a,m4jpgemc__b,m4jpgemc__c,m4jpgemc__d,m4jpgemc__e,m4jpgemc__f,m4jpgemc__g,m4jpgemc__h,m4jpgemc__i,m4jpgemc__j,m4jpgemc__k,m4jpgemc__l,m4jpgemc__m,m4jpgemc__n,m4jpgemc__o,
$bio

Jackpot Gems Classic (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41354&o=2

$end


$info=m5jcptgn,
$bio

Jackpot Genie (c) 199? Red Gaming, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40144&o=2

$end


$info=ss7683,ss3961,ss4349,
$bio

Jackpot Jewels (c) 1992 IGT [International Game Technologies].

1-Coin slot. Play $100 Token.

- TECHNICAL -

Paytable #: 147C

Available for cabinets:
Wide 16in. Top [Model 5138]
Wide 9in. Top [Model 5038]
Wide Round [Model 4938]
Slant w/Round Top [Model GB38]

- TRIVIA -

Released in February 1992.

- UPDATES -

SS3961
SS4349
------
SS7683

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=26370&o=2

$end


$info=ss4290,ss4289,
$bio

Jackpot Jewels (c) 1992 IGT.

1-Coin slot. Play $25 Token.

- TECHNICAL -

Paytable # 147D

Available for cabinets:
Wide 16in. Top [Model 5138]
Wide 9in. Top [Model 5038]
Wide Round [Model 4938]
Slant w/Round Top [Model GB38]
S+ Slant w/Emb BV [Model GC38]
Slant w/Twin Top Box w/Emb BV [Model GR38]

- UPDATES -

SS4290
SS4289

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=97948&o=2

$end


$info=jjpoker,jjpokerb,
$bio

Jackpot Joker Poker (c) 1983 Enter-Tech.

- STAFF -

Programmers: Paul Walters

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=22963&o=2

$end


$info=m4jakjok,m4jakjok__a,m4jakjok__b,m4jakjok__c,
$bio

Jackpot Jokers (c) 199? BWB.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15192&o=2

$end


$info=m5jakjok,
$bio

Jackpot Jokers (c) 200? Lowen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41590&o=2

$end


$info=sc4jjok,sc4jjoka,
$bio

Jackpot Jokers (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR1609]

[Scorpion 4]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43035&o=2

$end


$info=sc5jjok,sc5jjoka,
$bio

Jackpot Jokers (c) 200? Bell-Fruit Games.

- TECHNICAL -

[Scorpion 5]
[Model PR1609]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11525&o=2

$end


$info=m4jpjmp,m4jpjmpa,
$bio

Jackpot Jump (c) 199? Barcrest.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15058&o=2

$end


$info=sc4jjunc,sc4jjunca,sc4jjuncb,sc4jjuncc,sc4jjuncd,sc4jjunce,sc4jjuncf,sc4jjuncg,sc4jjunch,sc4jjunci,
$bio

Jackpot Junction (c) 2002 Bell-Fruit Games.

- TECHNICAL -

[Model PR1304]

- TRIVIA -

Released in June 2002.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11541&o=2

$end


$info=ss4795,ss3379,ss3378,ss3380,
$bio

Jackpot Jungle (c) 199? IGT [International Game Technologies]

2-Coin multiplier.

- TECHNICAL -

Game ID: 114A

- UPDATES -

SS4795
SS3379
SS3378
SS3380

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46156&o=2

$end


$info=ss3666,ss3473,ss3474,ss3475,ss3476,ss3477,
$bio

Jackpot Jungle (c) 199? IGT [International Game Technologies].

3-Coin Multiplier slot.

- TECHNICAL -

[Model 114B]

- TIPS AND TRICKS -

SS3666
RS/SS3473
SS3474
RS/SS3475
SS3476
SS3477

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=45984&o=2

$end


$info=ss3485,ss3555,ss3556,ss3557,ss3358,
$bio

Jackpot Jungle (c) 1994 IGT (International Game Technologies).

- TECHNICAL -

Game ID: 129A

- TRIVIA -

Released in June 1994.

- UPDATES -

SS3485
SS3555
SS3556
SS3557
SS3558

- PORTS -

* Computers :
MS-Windows (2009, "IGT Slots - Texas Tea")
Mac OS X (2009, "IGT Slots - Texas Tea")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=10475&o=2

$end


$info=j6jackjs,j6jackjsa,j6jackjsb,j6jackjsc,
$bio

Jackpot Justice (c) 199? QPS Interactive.

- TECHNICAL -

Impact

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41109&o=2

$end


$info=ad5jckmo,ad5jckmoa,ad5jckmob,ad5jckmoc,ad5jckmod,ad5jckmoe,
$bio

Jackpot Monopoly (c) 200? Mazooma Games.

- TECHNICAL -

ADDER 5

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42660&o=2

$end


$info=m1jpmult,m1jpmulta,
$bio

Jackpot Multiplier (c) 199? Maygay.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32134&o=2

$end


$info=jptparty,
$bio

Jackpot Party (c) 1998 WMS Gaming.

Jackpot Party, has had players dancing in casino aisles for years, and that dancing is sure to continue for years to come with Jackpot Party COLOR DOTAMTION!

Using the same 5-line style math and play mechanics as the original with the additional of a Party Animal re-trigger that will randomly show up during the bonus.

The Jackpot Party Bonus is triggered by 3 'Party Favor' symbols scattered on the reels. The COLOR DOTAMTION top box screen will change to display an instructional screen. The screen then changes to a 6x5 grid of tiles and an icon of an animating hand. The hand will slowly move over each tile. The player presses the Max Bet Spin Button to select the tile that the hand icon is directly pointing towards. Each tile has either a credit value or a 'Pooper'. If the player selects a tile with a credit value, the number revealed is added to the Bonus Total meter and the hand continues to move over tiles. The player continues to choose a tile as more credit values are awarded. The player may continue picking as long as each tile chosen reveals a credit value. If the player chooses a tile with the word 'POOP' the party is interrupted by one of the 'party Poopers', ending the bonus. The titles that were not selected flip to reveal the bonus values that the player had missed. Sometimes the bonus can be re-initiated if the 'Party Animal' pops onto the screen after 'pooping' out. This may happen randomly during bonus play.

- TRIVIA -

Released in May 1998.

- STAFF -

Glass Art by: Shawn Smith

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=6206&o=2

$end


$info=X002297P,X002270P,X002271P,
$bio

Jackpot Poker (c) 1997 IGT [International Game Technologies].

- TECHNICAL -

B10BEX; CLASSIC UPRIGHT CABINET
IABEX; IMBEDDED BILL ACCEPTOR CABINET
29BEX; SLANT CABINET WITH TOP BOX
36BEX; DROP IN BAR CABINET WITH FLAT SCREEN
37BEX; DROP IN BAR CABINET WITH SLANT SCREEN
GDBEX; SLANT CABINET WITH IBA TOP BOX
QABEX; FLAT BAR WITH IMBEDDED BILL ACCEPTOR

- UPDATES -

X002297P
X002270P
X002271P

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=37677&o=2

$end


$info=jackpool,
$bio

Jackpot Pool (c) 1997 Electronic Projects.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound Chips : OKI6295 (@ 8 Khz)

Screen orientation : Horizontal
Video resolution : 512 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 512

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4542&o=2

$end


$info=as_jpx,as_jpxa,as_jpxb,
$bio

Jackpot X (c) 200? Astra Games, Limited. [Novomatic Group].

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41838&o=2

$end


$info=jack2opn,
$bio

Jacks to Open (c) 1984 Mylstar Electronics.

A remake of the one-player Electro-mechanical game Gottlieb's 1977 "Jacks Open".

- TECHNICAL -

Gottlieb System 80A
Model Number : 687

Main CPU : MOS Technology M6502 (@ 850 KHz)
Sound CPU : MOS Technology M6502 (@ 1 MHz)
Sound Chips : DAC

- TRIVIA -

Released in May 1984

2,350 units were produced.

- SERIES -

1. Jacks Open (1977)
2. Jacks to Open (1984)

- STAFF -

Designer : Ed Krynski
Artwork : David Moore

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5412&o=2

$end


$info=funjacks,
$bio

Jacks (c) 1979 Funtronics.

LED game.

- TECHNICAL -

Model 1603

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101084&o=2

$end


$info=zaxxonb,
$bio

Jackson (c) 1982.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.04125 Mhz)
Sound Chips : Samples

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 256

Players : 2
Control : 8-way joystick
Buttons : 1

- TRIVIA -

This game is a bootleg of "Zaxxon".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1214&o=2

$end


$msx1_cass=jackcity,
$bio

Jackson City (c) 1990 G.LL.Software [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94739&o=2

$end


$cpc_cass=jackcity,
$bio

Jackson City (c) 1990 GLL Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96826&o=2

$end


$svision=jackyluc,
$bio

Jacky Lucky (c) 1992 Bon Treasure

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95449&o=2

$end


$gbcolor=jagainu,
$bio

Jagainu-kun [Model DMG-B39J-JPN] (c) 2000 Victor Interactive Software, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68072&o=2

$end


$vc4000=hunting,
$bio

Jagd (c) 1978 Interton Electronic.

- TECHNICAL -

[Cassette No. 12]

- TRIVIA -

Also called Hunting outside Germany, and Chasse in France.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49209&o=2

$end


$pc8801_cass=jagey,
$bio

Jagey (c) 1985 MIA [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91234&o=2

$end


$svision=jagbombr,
$bio

Jaguar Bomber [Model SV10025] (c) 1992 Bon Treasure

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95450&o=2

$end


$amigaocs_flop=xj220,
$bio

Jaguar XJ220 (c) 1992 Core Design

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74330&o=2

$end


$megacd,megacdj=jagxj220,
$bio

Jaguar XJ220 [Model 4602] (c) 1993 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60623&o=2

$end


$megacd,megacdj=jagxj220,
$bio

Jaguar XJ220 [Model T-60094] (c) 1993 Victor Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60523&o=2

$end


$segacd=jagxj220,
$bio

Jaguar XJ220 [Model T-6406] (c) 1993 JVC Musical Industries, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60746&o=2

$end


$msx1_cart=jagur,jagura,
$bio

Jagur (c) 1987 Hudson Soft [Hudson Group]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52712&o=2

$end


$cpc_cass=jksquash,
$bio

Jahangir Khan World Championship Squash (c) 1991 Krisalis Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96827&o=2

$end


$amigaocs_flop=khanwcs,
$bio

Jahangir Khan's World Championship Squash (c) 1991 Krisalis

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74331&o=2

$end


$cpc_cass=jaialai,
$bio

Jai Alai (c) 1990 Opera Soft [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96828&o=2

$end


$msx1_cass=jaialai,
$bio

Jai Alai (c) 1991 Opera Soft [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94740&o=2

$end


$info=hb_jailb,hb_jailba,
$bio

Jail Break (c) 200? QPS Interactive.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15608&o=2

$end


$info=jailbrek,jailbrekb,
$bio

Jail Break (c) 1985 Konami.

Export version. For more information about the game itself, please see the original Japanese version entry: "Manhattan 24 Bunsho - NY 151 Nishi Dai 100 Street [Model GX507]"

- TECHNICAL -

Game ID : GX507

- TRIVIA -

This game is known in Japan as "Manhattan 24 Bunsho - NY 151 Nishi Dai 100 Street [Model GX507]"

Donn Nauert holds the official record for this game with 185900 points.

- PORTS -

* Computers :
Amstrad CPC [EU] (1986)
Commodore C64 [EU] (1986)
Sinclair ZX Spectrum [EU] (1987)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1215&o=2

$end


$cpc_cass=jailbrek,
$bio

Jail Break [Model KN 501] (c) 1986 Konami Co., Ltd. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96829&o=2

$end


$psx=jailbrea,
$bio

JailBreaker [Model SLPS-02076/77] (c) 1999 Nec InterChannel, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85311&o=2

$end


$nes=jajageki,
$bio

Jajamaru Gekimaden - Maboroshi no Kinmajou (c) 1990 Jaleco Company, Limited. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54237&o=2

$end


$gba=jajamaru,
$bio

Jajamaru Jr. Denshouki - Jalecolle mo Arisourou [Model AGB-BNJJ-JPN] (c) 2004 Jaleco Company, Limited. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71277&o=2

$end


$nes=jajaninp,
$bio

Jajamaru Ninpouchou (c) 1989 Jaleco Company, Limited. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54238&o=2

$end


$nes=jajamaru,
$bio

Jajamaru no Daibouken (c) 1986 Jaleco Company, Limited. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54239&o=2

$end


$snes=jakicrsh,
$bio

?????????????? ????  (c) 1992 Naxat Soft
(Jaki Crush - Yokoshima Oni Hakai)

Jaki Crush is a pinball game by Naxat Soft, and the third episode in a series that gained popularity on the PC-Engine system. This opus borrows its aesthetic from Japanese folklore and mythology - Jaki is the name of an evil spirit (or eerie aura from a cursed place) and for that matter, the game features all kind of Japanese demons, dragons and spectral monsters. Jaki Crush consists of three large screens that smoothly scroll vertically as the ball moves around the table. Like any other games in the series, Jaki Crush plays very much like an actual pinball machine and includes flippers, bumpers and other traditional obstacles. However, Naxat incorporated several features unique to video games - such as wandering enemies, hidden screens, ball upgrades, bosses and expansive visual effects. The most noticeable feature is undoubtedly the ghostly demon face (in the 'Crush' tradition) that becomes more tangible as the game progresses. All six bonus stages are also hidden from view, and can be accessed by sending the ball through narrow passageways, or by cracking open parts of the playfield and sending the ball through certain ramps. Jaki Crush includes an alternating and versus two-player mode.

- TECHNICAL -

[Model SHVC-JH]

- TRIVIA -

Jaki Crush was released on December 18, 1992 in Japan for 8500 Yen.

- TIPS AND TRICKS -

Special Password: 
CRUSHEND - start the game and hit anything on the table to see the end sequence.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47766&o=2

$end


$pc8801_flop=jaleck,
$bio

Jaleck (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92116&o=2

$end


$pc8801_flop=jaleck88,
$bio

Jaleck 88 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92117&o=2

$end


$x68k_flop=jaleckex,
$bio

Jaleck Expert-68K (c) 1989 SSL [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88320&o=2

$end


$psx=jalecoco,
$bio

Jaleco Collection Vol.1 [Model SLPS-03562] (c) 2003 PCCW Japan [Pacific Century Cyber Work] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85312&o=2

$end


$gameboy=jcupsocr,
$bio

Jaleco J.Cup Soccer [Model DMG-JVJ] (c) 1993 Jaleco Company, Limited. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66201&o=2

$end


$snes=bigrun,
$bio

Jaleco Rally Big Run - The Supreme 4WD Challenge (c) 1991 Jaleco Company, Limited.

- TECHNICAL -

Game ID: SHVC-BR

- TIPS AND TRICKS -

Option mode: Press Select at the title screen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61544&o=2

$end


$pc8801_flop=jam1,jam1a,
$bio

Jam Disk Magazine Vol.1 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92118&o=2

$end


$info=jambo,
$bio

Jambo! Safari (c) 1999 Sega Enterprises, Limited.

Players have to locate the animals for capture and then just like real rangers players have to maneuver their jeep to humanely catch wild animals! Once captured they return to base camp to examine and tag their catch!

- TECHNICAL -

Runs on the Sega "NAOMI" hardware.

- TRIVIA -

Released in September 1999.

Jambo! Safari is a part of the Sega's 'Real Life Career Series', others are "Emergency Call Ambulance", "Brave Firefighters", "Airline Pilots", "18 Wheeler - American Pro Trucker" and "Crazy Taxi".

Michael Jackson used to own this game (Serial number: 9061323). It was sold at the official Michael Jackson Auction on April 24th, 2009.

- PORTS -

* Consoles :
Nintendo DS - (Jambo! Safari: Animal Rescue) - USA
Nintendo DS - (Jambo! Safari: Ranger Adventure) - Europe
Nintendo Wii - (Jambo! Safari: Animal Rescue) - USA
Nintendo Wii - (Jambo! Safari: Ranger Adventure) - Europe
Sega Dreamcast - (A collection including "Jambo! Safari", "Brave Firefighters", and "Emergency Call Ambulance" was planned but not released.)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3407&o=2

$end


$megadriv=jbdougko,
$bio

James 'Buster' Douglas Knockout Boxing (c) 1990 Taito Corporation

A port of the arcade title "Final Blow" by Taito.

- TRIVIA -

James 'Buster' Douglas Knockout Boxing for Genesis was released on June 1, 1990 in North America.

This port of Taito's "Final Blow" features then-World Heavyweight Champion James 'Buster' Douglas. The game was released immediately after his historic victory over 'Iron' Mike Tyson in Tokyo, Japan. The game was one of the key games used to market the console as part of the 'Genesis Does What Nintendon't' Campaign, particularly since Nintendo used Mike Tyson for its "Mike Tyson's Punch-Out!!" video game.

This game was re-released in 1992 as a Sega Classics edition.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85097&o=2

$end


$sms=jbdougko,jbdougkop,
$bio

James 'Buster' Douglas Knockout Boxing (c) 1990 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56068&o=2

$end


$megadriv=jbdougkoe,
$bio

James 'Buster' Douglas Knockout Boxing (c) 1991 Taito Corporation.

European release.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85096&o=2

$end


$c64_cart,c64_flop=jbond,
$bio

James Bond (c) 1984 Parker Bros.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53605&o=2

$end


$info=m1jbond,m1jbonda,m1jbondb,m1jbondc,m1jbondd,m1jbonde,m1jbondf,m1jbondg,m1jbondh,m1jbondi,m1jbondj,m1jbondk,m1jbondl,m1jbondm,m1jbondn,m1jbondo,m1jbondp,m1jbondq,
$bio

James Bond (c) 199? Maygay.

- TECHNICAL -

M1A/B

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41997&o=2

$end


$amigaocs_flop=jbond,
$bio

James Bond - The Stealth Affair (c) 1990 Interplay

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74332&o=2

$end


$a2600=jbond,
$bio

James Bond 007 (c) 1984 Parker Bros.

When it comes to fast-paced action and intrigue, nobody does it better than Bond. James Bond.

But you can try when you reenact scenes from four great James Bond movie classics.

007's specially designed vehicle will take you on the ride of your life - over land, in the air, and under the sea! Through it all you must avoid obstacles, avert enemies, and accomplish four different missions!

Raid a sunken ship in For Your Eyes Only. Illuminate the night for an oil rig rescue raid in Diamonds Are Forever. Get Stromberg and his undersea hideaway in The Spy Who Loved Me. Save the Earth from cosmic catastrophe in Moonraker. 

Multiple levels and special effects add challenge and excitement. It's the best of bond in one great game!

- STAFF -

By: JOE GAUCHER, LOUIS MARBEL

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50598&o=2

$end


$coleco=jbond,
$bio

James Bond 007 (c) 1984 Parker Bros.

- STAFF -

Programmer: Paul Crowley

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53295&o=2

$end


$a800=jbond,
$bio

James Bond 007 (c) 1984 Parker Bros. [Beverly, MA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86573&o=2

$end


$megadriv=jb007,
$bio

James Bond 007 - The Duel (c) 1992 Domark

- TRIVIA -

Reviews:
[FR] May 1993 - Consoles + No. 20: 78/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56583&o=2

$end


$megadriv=jb007u,
$bio

James Bond 007 - The Duel (c) 1992 Domark

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57259&o=2

$end


$sms=jb007b,
$bio

James Bond 007 - The Duel (c) 1993 Tec Toy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56069&o=2

$end


$sms=jb007,
$bio

James Bond 007 - The Duel (c) 1993 Domark

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56070&o=2

$end


$megadriv=jb007j,
$bio

James Bond 007 - The Duel (c) 1993 Tengen

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56584&o=2

$end


$gamegear=jb007,
$bio

James Bond 007 - The Duel [Model T-88038-50] (c) 1993 Domark Group, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64641&o=2

$end


$info=jamesb,jamesb2,
$bio

James Bond 007 (c) 1980 Gottlieb.

- TECHNICAL -

Gottlieb System 80
Model Number : 658

Main CPU : MOS Technology M6502 (@ 850 KHz)
Sound CPU : MOS Technology M6502 (@ 894.886 Khz)
Sound Chips : DAC

- TRIVIA -

Released in October 1980.

The game was originally released as a time-based game, but after it flopped with pinball players, software was quickly released to allow normal 3 or 5-ball play.

3,625 units were produced.

- STAFF -

Designer : Allen Edwall
Artwork : Doug Watson

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4568&o=2

$end


$gameboy=jb007,
$bio

James Bond 007 [Model DMG-AW7E-USA-1] (c) 1998 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66202&o=2

$end


$nes=jbjr,jbjru,
$bio

James Bond Jr (c) 1992 THQ

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55240&o=2

$end


$snes=jbjru,
$bio

James Bond Jr. [Model SNS-JJ-USA] (c) 1992 THQ

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63110&o=2

$end


$snes=jbjr,
$bio

James Bond Jr. [Model SNSP-JJ-NOE] (c) 1992 THQ

- TRIVIA -

Reviews:
[FR] December 1992 - Consoles + N.15: 61%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63109&o=2

$end


$a5200=jbond,
$bio

James Bond (c) 1984 Parker Bros

In this game, you are Bond. James Bond, 007, the world's most famous secret agent. Renowned for your cool and confidence (not to mention your biting wit), you've been selected by the British Secret Service for four clandestine, utterly critical, and nearly impossible missions.

These will be accomplished at the controls of a specially designed multi-purpose craft that boasts extraordinary capabilities. It has the properties of a car, a plane, and a submarine. And it's equipped with the latest weaponry. We think you'll find it more than adequate.

In brief, Mr. Bond, this is what lies ahead. First stop, Las Vegas in Diamonds Are Forever. No casinos, here. Rather, you've got to cross the desert in the dead of night. A very romantic place, indeed, when you're not being shot at.

We know you like a change of scenery, Bond, so the next stop is Sardinia in The Spy Who Loved Me. Stromberg's underwater laboratory is your destination in this one. We're confident you'll know just what to do when you reach it.

In Moonraker, you'll recognise your old nemesis Hugo Drax and his poison satellites. From your position on the lake, you must stop the satellites from ever reaching Earth.

We thought we'd top off the assignment with For Your Eyes Only. This one will take you below sea level to a sunken World War II fishing trawler. Could be the most hazardous mission of all. We're only thinging of you, Bond. We know your fondness for the Greek islands.

Oh, about the details, read on. We want you prepared for the assault . . . armed frogmen, missiles, mines and the like. Not to worry. Good luck, Bond. And Bon Voyage!

- TECHNICAL -

Model 9100

- SCORING -

Diamond: 50
Frogman: 200
Ocean floor missile: 100
Mushroom mine: 100
Space shuttle: 200
Poison satellite: 500
Mini-sub: 200
Mini-sub mine: 100
Mission accomplished: 5,000
Each remaining craft at the end of the game: 3,000

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50049&o=2

$end


$amigaocs_flop=shogun,
$bio

James Clavell's Sh?gun (c) 1989 Infocom

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74333&o=2

$end


$cpc_cass=shoguns,
$bio

James Clavell's Shogun [Model AS-101] (c) 1986 Discovery Informatic [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96831&o=2

$end


$cpc_cass=shogun,
$bio

James Clavell's Shogun [Model VGE 9004] (c) 1986 Virgin Games, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96832&o=2

$end


$cpc_cass=debugmip,
$bio

James Debug - Le Mystere de l'Ile Perdue (c) 1986 Coktel Vision

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96833&o=2

$end


$gba=robocodu,
$bio

James Pond - Codename RoboCod [Model AGB-AJDE-USA] (c) 2005 Valcon Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71279&o=2

$end


$gba=robocod,
$bio

James Pond - Codename RoboCod [Model AGB-AJDP] (c) 2005 Play It

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71278&o=2

$end


$amigaocs_flop=jpond,
$bio

James Pond - Underwater Agent (c) 1990 Millennium Game Products

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74334&o=2

$end


$amigaocs_flop=jponda,
$bio

James Pond - Underwater Agent [Chart Attack] (c) 1991 Gremlin Graphics Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74335&o=2

$end


$sms=robocod,
$bio

James Pond 2 - Codename RoboCod (c) 1993 US Gold

- TRIVIA -

Reviews:
[FR] November 1993 - Consoles + N.25: 91%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56071&o=2

$end


$snes=jpond3,
$bio

James Pond 3 - Operation Starfish (c) 1993 Electronic Arts.

- TRIVIA -

Reviews:
[FR] April 1995, Consoles + N.42: 85/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63111&o=2

$end


$gamegear=jpond3,
$bio

James Pond 3 - Operation Starfish (c) 1994 US Gold

- TECHNICAL -

Cartridge ID: T-79158-50

- TRIVIA -

Reviews:
[FR] June 1995, Consoles + N.44: 87/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64642&o=2

$end


$amigaocs_flop=robocod,
$bio

James Pond II - Codename RoboCod (c) 1991 Millennium Game Products

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74336&o=2

$end


$megadriv=robocodj,
$bio

James Pond II - Codename RoboCod (c) 1993 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56585&o=2

$end


$amigaocs_flop=robocoda,
$bio

James Pond II - Codename RoboCod [Budget] (c) 1991 Kixx

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74337&o=2

$end


$gamegear=robocod,
$bio

James Pond II - Codename RoboCod [Model 79068-50] (c) 1993 US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64643&o=2

$end


$gamegear=robocodu,
$bio

James Pond II - Codename RoboCod (c) 1993 US Gold

- TECHNICAL -

[Model 79068]

- TIPS AND TRICKS -

* Cheat Mode: At the start of the game, collect the items above the house in the following order: Cake, Hammer, Earth globe, Apple and Tap (spelling CHEAT). These items are after the third pit in the first stage. You will become invincible. Enter the first door and go to the left to quit the stage. After that, all doors will be unlocked.

* Power Up: In the first stage, after passing the first spike pit, you will find some items. Take them in the following order: Penguin, Oil can, Wine glass, Earth globe and Racket (spelling POWER).

* Infinite Lives: In the first stage, after passing the second spike pit, you will find some items. Take them in the following order: Lips, Ice cream, Violin, Earth globe and Snowman (spelling LIVES).

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64644&o=2

$end


$snes=jpondcs,
$bio

James Pond's Crazy Sports (c) 1993 Seika

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63112&o=2

$end


$x68k_flop=jammes,
$bio

Jammes (c) 1993 Dream Staff

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88321&o=2

$end


$snes=jammes,
$bio

Jammes [Model SHVC-AJMJ-JPN] (c) 1995 Carrozzeria Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61545&o=2

$end


$cpc_cass=jammin,
$bio

Jammin [Model SOFT 911] (c) 1985 Amsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96834&o=2

$end


$megadriv=jammit,
$bio

Jammit (c) 1994 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57260&o=2

$end


$snes=jammit,
$bio

Jammit (c) 1994 GTE Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63113&o=2

$end


$x68k_flop=janjaka,
$bio

Jan Jaka Jan (c) 1992 Elf [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87792&o=2

$end


$pc98=janjaka,
$bio

Jan Jaka Jan (c) 1992 Elf [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89786&o=2

$end


$info=jjparads,
$bio

Jan Jan Paradise (c) 1996 Electro Design.

A mahjong game with 12 selectable player and opponent characters. At the start of the game the player gets his choice out of three randomly selected girls to be his player character. Then, before every match the player selects his next opponent out of the three randomly presented characters. Each character features three different strip images and one animated strip sequence. When the player defeats an opponent, the final strip image of the opponent is replaced with the animated sequence. When the player loses he is treated to the booby-prize, all of the player character's strip images are shown excluding the animated sequence.

- TECHNICAL -

Kaneko Super Nova System hardware

Main CPU : SH-2 (@ 28.638 Mhz)
Sound Chips : Yamaha YMZ280B (@ 16.666666 Mhz)

Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768

Players : 1
Control : 8-way Joystick
Buttons : 2

- TRIVIA -

Released in December 1996 in Japan.

Eight of the Twelve characters in Jan Jan Paradise also appear in the Kaneko game "Gals Panic S".

The title of this game translates from Japanese as 'Mahjong Mahjong Paradise'.

- SERIES -

1. Jan Jan Paradise (1996)
2. Jan Jan Paradise 2 (1997)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1216&o=2

$end


$info=jjparad2,
$bio

Jan Jan Paradise 2 (c) 1997 Electro Design.

A mahjong game with 12 selectable player and opponent characters. At the start of the game the player selects his player character. Then, before every match the player selects his next opponent. Unlike in the original, Jan Jan Paradise, the player is allowed to select his character and opponent out of all 12 characters instead of just out of three characters at a time.  Each character features three different strip images and one animated strip sequence. When the player defeats an opponent, the final strip image of the opponent is replaced with the animated sequence. But unlike in the original, the player is shown the final still strip images of each character he has defeated in a 'gals collection', shown after the player's game is over. When the player loses he is treated to the booby-prize, all of the player character's strip images are shown excluding the animated sequence.

- TECHNICAL -

Kaneko Super Nova System hardware

Main CPU : SH-2 (@ 28.638 Mhz)
Sound Chips : Yamaha YMZ280B (@ 16.666666 Mhz)

Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768

Players : 1
Control : 8-way Joystick
Buttons : 2

- TRIVIA -

The title of this game translates from Japanese as 'Mahjong Mahjong Paradise 2'.

- SERIES -

1. Jan Jan Paradise (1996)
2. Jan Jan Paradise 2 (1997)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1217&o=2

$end


$x68k_flop=jankencb,
$bio

Jan Ken Club (c) 19?? Dream Project

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88322&o=2

$end


$info=janoh,janoha,
$bio

Jan Oh (c) 1984 Toaplan Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=19617&o=2

$end


$pc98=janoh,
$bio

Jan Oh! Quest (c) 1992 Pixy Bell [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89787&o=2

$end


$pc98=janborg,
$bio

Jan-borg Suzume (c) 1990 Studio Offside

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89788&o=2

$end


$pc8801_flop=janborg,janborga,
$bio

Jan-borg Suzume (c) 1990 PonyTale Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92119&o=2

$end


$x68k_flop=jane,
$bio

Jane (c) 1991 System House Oh!

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87793&o=2

$end


$pc8801_flop=jangball,
$bio

Jang Ball (c) 1987 Cross Media Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92120&o=2

$end


$sms=jangpun3,
$bio

Jang Pung 3 (c) 1994 Sanghun

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56072&o=2

$end


$gamegear=jangpun2,
$bio

Jang Pung II (c) 1993 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64645&o=2

$end


$sms=jangpun2,
$bio

Jang Pung II (c) 1993 Sieco.

Korean game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95284&o=2

$end


$sms=janggun,
$bio

장군의 아들 (c) 1992 Daou Infosys
(Janggun ui Adeul)

- TRIVIA -

Released in December 1992 in South Korea.

- STAFF -

Designers: Baek Nam Kil, Ha Sang Yeon

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56073&o=2

$end


$info=jyangoku,
$bio

Jangokushi - Haou no Saihai (c) 1999 Capcom.

A mahjong game from Capcom.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 11.8 Mhz), Zilog Z80 (@ 8 Mhz)
Sound Chips : Q-Sound (@ 4 Mhz)

Players : 2
Buttons : 6

- TRIVIA -

Jangokushi Haou no Saihai was released in May 1999

The title of this game translates from Japanese as 'Jong Countries' Intentions - Supreme Ruler's Dice and Tiles'.

The title 'Jangokushi' is a pun on 'Sangokushi', the saga of the Three Kingdoms, which this game is based on.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=8456&o=2

$end


$info=jangou,
$bio

Jangou (c) 1983 Nichibutsu.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=29150&o=2

$end


$pc98=jangou1,
$bio

Jangou 1 (c) 1987 Victor Musical Industries, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89790&o=2

$end


$pc8801_flop=jango1,
$bio

Jangou 1 (c) 1988 Cross Media Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92121&o=2

$end


$x68k_flop=jangou1,
$bio

Jangou 1 (c) 1989 Victor Musical Industries, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87794&o=2

$end


$pc98=jangou2,
$bio

Jangou 2 - Kouchinou Ban (c) 1989 Victor Musical Industries, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89791&o=2

$end


$x68k_flop=jangou2,
$bio

Jangou 2 - Tsuyochinouban (c) 1990 Victor Musical Industries, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87795&o=2

$end


$pc98=jangou3,
$bio

Jangou 3 (c) 1992 Victor Musical Industries, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89792&o=2

$end


$pc98=jangou4,
$bio

Jangou 4 (c) 1994 Victor Ent. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89793&o=2

$end


$info=jngolady,
$bio

Jangou Lady (c) 1984 Nichibutsu.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=29151&o=2

$end


$n64=jangsim,
$bio

Jangou Simulation Mahjong Dou 64 [Model NUS-NMAJ] (c) 1997 Video System Company, Limited. [Kyoto, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57763&o=2

$end


$megacd,megacdj=jangouwc,
$bio

Jangou World Cup [Model T-60124] (c) 1993 Victor Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60524&o=2

$end


$nes=jangou,
$bio

Jangou (c) 1990 Victor Musical Industries, Incorporated.

- TECHNICAL -

[Model VFR-Q3]

- TRIVIA -

Jangou was released on August 30, 1990 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54240&o=2

$end


$msx1_cart=janka,
$bio

Janka (c) 1985 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77162&o=2

$end


$pc98=janken,
$bio

JanKen (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89789&o=2

$end


$info=jankenmn,
$bio

Janken Man Kattara Ageru (c) 1991 Sanwaizu.

- TECHNICAL -

Width: 300mm
Depth: 350mm
Height: 1340mm
Weight: 60kg

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=36033&o=2

$end


$gameboy=jankenmn,
$bio

Jankenman [Model DMG-JAJ] (c) 1991 NCS [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66204&o=2

$end


$pc98=janknpon,
$bio

Jankenpon (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89794&o=2

$end


$pc98=jankirou,
$bio

Jankirou (c) 1994 Fairytale [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89795&o=2

$end


$gbcolor=jankyus,
$bio

Jankyuusei - Cosplay Paradise [Model CGB-BHGJ-JPN] (c) 2001 Elf [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68073&o=2

$end


$gbcolor=janosch,
$bio

Janosch - Das grosse Panama-Spiel [Model CGB-AJOD-NOE] (c) 1999 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68074&o=2

$end


$pc98=janout,
$bio

Janou Touryuumon (c) 1991 Game Arts Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89796&o=2

$end


$pc98=janout2,
$bio

Janou Touryuumon II (c) 1991 Game Arts Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89797&o=2

$end


$megadriv=janout,
$bio

雀皇登竜門 (c) 1993 Sega Enterprises, Limited.
(Janou Touryuumon)

Port of an original PC-98 game by Game Arts.

- TECHNICAL -

Game ID: G-4096
Cartridge ID: 670-3158
Cover ID: 670-3159

- TRIVIA -

Released on November 5, 1993 in Japan for 6,800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56586&o=2

$end


$info=janputer,
$bio

Janputer (c) 1981 Taito Corp.

- TRIVIA -

Released in May 1981 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32139&o=2

$end


$info=janptr96,
$bio

Janputer '96 (c) 1996 Nakanihon, Incorporated. [Dynax Soft Division]

A mahjong game from the Dynax Soft division.

- TECHNICAL -

[Model NS503X]

Main CPU : Zilog Z80 (@ 6 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.536 Mhz)

Players : 2

- TRIVIA -

Janputer '96 was released in September 1996 in Japan.

- UPDATES -

VER. 1.00J

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5945&o=2

$end


$info=janptrsp,
$bio

Janputer Special (c) 1997 Nakanihon, Incorporated. [Dynax Soft Division].

- TECHNICAL -

[Model NS511]

- UPDATES -

VER. 100J

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=36801&o=2

$end


$msx2_cart=jansei,janseia,
$bio

Jansei (c) 1986 Sony [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51320&o=2

$end


$info=janshi,
$bio

Janshi (c) 1992 Eagle.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=29369&o=2

$end


$info=janshin,
$bio

Janshin Densetsu - Quest of Jongmaster (c) 1994 Aicom.

A mahjong game with Role-Playing-Game elements and selectable items.

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID: NGM-048

[SNK MVS Neo-Geo Controls]
2 players - 4 buttons per player (2 usables).

- TRIVIA -

Released in June 1994.

The title of this game translates from Japanese as 'Jong God Legend'.

Janshin Densetsu appears to be a complete ripoff of 1991's "Mahjong Quest" by Taito. The basic premise is the same : a girl in an RPG-style format walking along a world map and encountering enemies which are battled through mahjong matches. The enemy encounter screens have identical borders and the enemies are drawn in the same comic-anime style. Before each mahjong match, there are selectable spells that can be bought with stored MP, the screen and spells being identical in both cases. The player also has a Sword and Shield which can be activated during a match which give the player special abilities. The in-game text is virtually identical. The mahjong tiles themselves look almost exactly the same save for the backs; the mahjong game screen itself is almost exactly the same. Even upon defeating an enemy, they are turned into a scantily-clad woman as does your character when she is defeated. The only major difference between the two seems to be that "Mahjong Quest" is controlled with a mahjong control panel and Jyanshin Densetsu is controlled with the MVS Neo-Geo joystick. The next Aicom game on SNK Neo-Geo MVS is 1995's "Pulstar", shares lots of similarities with "R*Type" as well.

- PORTS -

* Consoles :
SNK Neo-Geo CD (1995)
NEC PC-Engine Arcade CD (1995)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1219&o=2

$end


$pcecd=jongmstr,
$bio

Janshin Densetsu - Quest of Jongmaster (c) 1995 NEC Home Electronics, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58233&o=2

$end


$neocd=janshin,
$bio

Janshin Densetsu - Quest of the Jongmaster [Model AICD-048] (c) 199? SNK [Shin Nihon Kikaku] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68143&o=2

$end


$x68k_flop=janshqstjanshqstd,
$bio

Janshin Quest (c) 1994 SPS [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87796&o=2

$end


$gameboy=janshir2,
$bio

Janshirou II - Sekai Saikyou no Janshi [Model DMG-J4J] (c) 1994 Sammy Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66206&o=2

$end


$gameboy=janshiro,
$bio

Janshirou [Model DMG-JFJ] (c) 1992 Sammy Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66205&o=2

$end


$info=jansou,jansoua,
$bio

Jansoh (c) 1985 Dyna Computer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=30694&o=2

$end


$gameboy=jantaku,
$bio

Jantaku Boy [Model DMG-GJJ] (c) 1992 Namco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66207&o=2

$end


$saturn,sat_cart=jantbcp,
$bio

Jantei Battle Cos-Player (c) 1997 Daiki

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59275&o=2

$end


$pcecd=jantei,
$bio

Jantei Monogatari (c) 1990 Telenet [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58234&o=2

$end


$megadriv=jantei,
$bio

Jantei Monogatari (c) 1991 Reno

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56587&o=2

$end


$pcecd=jantei2k,
$bio

Jantei Monogatari II - Uchuu Tantei Divan Kanketsu Hen (c) 1992 Atlus Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58235&o=2

$end


$pcecd=jantei2s,
$bio

Jantei Monogatari II - Uchuu Tantei Divan Shutsudou Hen (c) 1992 Atlus Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58236&o=2

$end


$pcecd=jantei3,
$bio

Jantei Monogatari III - Saver Angels (c) 1993 Atlus Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58237&o=2

$end


$info=janyoup2,
$bio

Janyou Part II (c) 1983 Cosmo Denshi.

- TRIVIA -

Released in July 1983.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=19623&o=2

$end


$msx2_cart=janyu,
$bio

Janyuu (c) 1987 TechnoSoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51321&o=2

$end


$msx1_cart=janyuu,
$bio

Janyuu (c) 1987 TechnoSoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77163&o=2

$end


$snes=janyuuki,
$bio

Janyuuki - Gokuu Randa [Model SHVC-AV4J-JPN] (c) 1995 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61546&o=2

$end


$x68k_flop=japan213,
$bio

Japan 2136 Nihon Gokei (c) 1990 Login Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87797&o=2

$end


$pc98=japanbas,
$bio

Japan Bashing (c) 1992 Systemsoft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89798&o=2

$end


$saturn,sat_cart=jsbc96,
$bio

Japan Super Bass Classic '96 (c) 1996 Naxat Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59276&o=2

$end


$pc98=jpquizz,
$bio

Japanese Cult Quiz Zipang (c) 1993 Wild Life [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89799&o=2

$end


$msx1_cart=msxwritj,
$bio

Japanese MSX-Write (c) 1986 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77164&o=2

$end


$msx2_cart=msxwrit2,
$bio

Japanese MSX-Write II (c) 1988 ASCII

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51322&o=2

$end


$nes=jarinko,
$bio

Jarinko Chie - Bakudan Musume no Shiawase Sagashi (c) 1988 Konami Industry Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54241&o=2

$end


$pc8801_flop=jark,
$bio

Jark (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92122&o=2

$end


$bbca_cass,bbcb_cass=jars,
$bio

Jars (c) 198? Acornsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51994&o=2

$end


$c64_cart,c64_flop=jarsrev,
$bio

Jars' Revenge (c) 2011 RGCD

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53606&o=2

$end


$pce=necromcr,
$bio

Jaseiken Necromancer (c) 1988 Hudson Soft.

Jaseiken Necromancer can be considered as the first Role Playing Game for the PC Engine system. It was popular in japan despite the controversy of blood blowing out of killed enemy characters. This is probably the first feature that will surprise any player. Graphics are far from the cute Dragon Quest, or semi-cute Final Fantasy series. Some of the first enemies the player will encounter are giant dark butterflies or weird looking zombies with their bodies cut in half and their intestines out on the floor. Without forgetting, as mentioned earlier, the burst of blood that spurts out of enemy monsters when they get the final hit. Nevertheless, Jaseiken Necromancer is a traditional Role Playing Game, with a team of players wandering around a map, resting in villages where new weapons and other items can be purchased. Characters get upgrades following a classic system based on experience points. The game happens during Middle Ages and monsters have invaded the country. The king has been murdered and the player, at the head of a team of three, goes on a journey to save the world and defeat the Evil Saint Necromancer.

- TECHNICAL -

Game ID: HC62005

- TRIVIA -

Jaseiken Necromancer was released on January 22, 1988 in Japan for 4500 Yen.

Up to six episodes were planned for this title, but none of them ever happened. However Necromancer 2 and Necromancer 3 may exist as prototypes or limited editions.

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [JP] (December 2, 2006) [Model PAJJ] 

It was then released on the PlayStation Network as a PC-Engine Classic on December 16, 2009. PSN release ID: NPJJ-30005

* Others : 
Apple iPhone/iPad [US] (December 20, 2010) "TurboGrafx-16 GameBox [Model 406585960]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58661&o=2

$end


$megadriv=draxos,
$bio

Jashin Draxos (c) 1993 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56588&o=2

$end


$x68k_flop=jastis,
$bio

Jastis (c) 1990 ASM [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88323&o=2

$end


$info=jspecter,jspecter2,
$bio

Jatre Specter (c) 1979 Jatre.

Space Invader's clone. Jatre Specter is faster than the original "Space Invaders".

- TECHNICAL -

Main CPU : Intel 8080 (@ 1.9968 Mhz)
Sound Chips : SN76477 (@ 1.9968 Mhz)

Screen orientation : Vertical
Video resolution : 224 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2

Players : 2
Control : 2-way joystick
Buttons : 1

- SCORING -

Large Invader : 10 points
Medium Invader : 20 points
Small Invader : 30 points
UFO : 50 to 300 points

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1220&o=2

$end


$c64_cart,c64_flop=jawbreak,
$bio

Jaw Breaker (c) 1983 Sierra On-Line, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53607&o=2

$end


$a800=jawbrek2,
$bio

Jawbreaker II (c) 1982 Sierra On-Line, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86574&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=jawbrek2,jawbrek2p,
$bio

Jawbreaker II [Model JBL-401] (c) 1981 Sierra On-Line, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84441&o=2

$end


$ti99_cart=jawbreak,
$bio

Jawbreaker II [Model PHM 3194] (c) 1983 Sierra On-Line, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84605&o=2

$end


$a2600=jawbreak,jawbreake,jawbreake1,jawbreake2,
$bio

Jawbreaker (c) 1982 Tigervision.

You're in a candy factory filled with candy bars, smiling faces and sliding doors. Score points by munching candy bars as you maneuver through the maze. But watch out for the smiling faces. They'll munch you (exclamation) eat the vitamin pill for the extra energy you need to munch the smiling faces and score bonus points.

- TECHNICAL -

Model 7-002

- STAFF -

Programmer: John Harris

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50599&o=2

$end


$nes=jaws,
$bio

Jaws (c) 1987 LJN

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55241&o=2

$end


$amigaocs_flop=jaws,jawsa,
$bio

Jaws (c) 1989 Screen 7

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74338&o=2

$end


$cpc_cass=jaws,
$bio

Jaws (c) 1989 Screen 7

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96836&o=2

$end


$gbcolor=jayspiel,
$bio

Jay und die Spielzeugdiebe [Model CGB-BJYD-NOE] (c) 2000 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68075&o=2

$end


$cdi=jazzgianf,
$bio

Jazz - Les Geants de Big Band à la Bossa Nova (c) 1993 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52910&o=2

$end


$cdi=jazzgian,
$bio

Jazz Giants - From Big Band to Bossa Nova (c) 1992 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52911&o=2

$end


$gba=jazzjack,
$bio

Jazz Jackrabbit (c) 2002 Jaleco Company, Limited.

- TECHNICAL -

Model AGB-AJJE-USA

- TRIVIA -

Released on November 19, 2002 in USA.

- TIPS AND TRICKS -

Level Select: Enter the following code at the main menu: Left, Down, L, L, Up, Down, R, Right, Up, Right, L, R. A Level Select option will appear at the bottom of the menu.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71280&o=2

$end


$snes=jbsuperb,
$bio

JB The Super Bass [Model SHVC-A94J-JPN] (c) 1995 N&G Project

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61537&o=2

$end


$bbca_cass,bbcb_cass=jcbdiggr,
$bio

JCB Digger (c) 1983 Acornsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51990&o=2

$end


$pc98=jealousy,
$bio

Jealousy (c) 1995 Inter Heart [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89800&o=2

$end


$amigaocs_flop=joanarcg,
$bio

Jeanne d'Arc (c) 1989 Chip [Paris, France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74339&o=2

$end


$pc98=jedai,
$bio

Jedai (c) 1994 DO [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89801&o=2

$end


$x68k_flop=jeena,
$bio

Jeena no Taibouken (c) 1990 T&H Project

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88324&o=2

$end


$gameboy=jeepjamb,
$bio

Jeep Jamboree [Model DMG-JJ-USA] (c) 1992 Virgin Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66208&o=2

$end


$gbcolor=xsracing,
$bio

Jeff Gordon XS Racing [Model DMG-AJZE-USA] (c) 1999 ASC Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68076&o=2

$end


$snes=jeffseup,
$bio

Jeff's Shoot'Em Up [USA Prototype] (c) 199? Iguana Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63114&o=2

$end


$pc8801_flop=jehard,jeharda,
$bio

Jehard (c) 1987 Xtal Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92123&o=2

$end


$nes=drjekyllj,
$bio

Jekyll Hakase no Houma ga Toki (c) 1988 Toho Cinephile-Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54242&o=2

$end


$x1_cass=jelda,jeldab,jeldaa,
$bio

Jelda (c) 1983 Carry Lab. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86240&o=2

$end


$pc8801_cass=jelda,
$bio

Jelda (c) 1983 Carry Lab. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91235&o=2

$end


$fm7_cass=jelda2,
$bio

Jelda 2 (c) 1984 Carry Lab. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93739&o=2

$end


$pc8801_cass=jelda2,jelda2a,
$bio

Jelda II (c) 1984 Carry Lab. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91236&o=2

$end


$snes=jellyboy,
$bio

Jelly Boy (c) 1991 Ocean

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63115&o=2

$end


$megadriv=jellyboy,
$bio

Jelly Boy (c) 199? Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56589&o=2

$end


$snes=jellybo2,
$bio

Jelly Boy 2 [Prototype] (c) 1994 Game Freak

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61547&o=2

$end


$gameboy=jellyboy,
$bio

Jelly Boy [Model DMG-AJBP-UKV] (c) 1991 Ocean Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66209&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=jellym1,jellym2,
$bio

Jelly Monster [Model VIC-1905] (c) 1981 Commodore, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84442&o=2

$end


$psx=jellyfis,
$bio

Jellyfish - The Healing Friend [Model SLPS-02892] (c) 2000 Visit [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85313&o=2

$end


$megadriv=jennifct,
$bio

Jennifer Capriati Tennis (c) 1992 Renovation

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57261&o=2

$end


$info=grdnstrmk,grdnstrmg,grdnstrmj,
$bio

Jeon Sin - Guardian Storm (c) 1998 Afega.

A vertically scrolling shoot 'em up.

- TECHNICAL -

Prom Stickers : GST-xx

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2151 (@ 4 Mhz), OKI6295 (@ 7.575 Khz)
RAM : (8x) LH52B256, (7x) 6116

Screen orientation : Vertical
Video resolution : 256 x 256 pixels
Screen refresh : 56.00 Hz
Palette colors : 768

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Guardian Storm was released in May 1998.

The title of this game translates from Korean as 'Battle God'.

Pne of the player charater is ripped from a famous South Korean comics; "Flying superboard" written by Huh Young Man.

- STAFF -

Hardware designer: Cho Nam Jung
Programmer: Oh Gyeong Hun
Background designers: Park Kyong Su, Kim Eun Jin
Animation: Kim Young Mi, Le Hoan Ki, Kim Jin Young
Sound: Park Chi Ho
Director: Ryou Hai Sung

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2383&o=2

$end


$spc1000_cass=keenon,
$bio

Jeontuham Keenon (c) 198? Samsung Software [Korea]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83524&o=2

$end


$adam_flop=jeopardy,jeopardya,
$bio

Jeopardy (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82654&o=2

$end


$nes=jeopardy1,jeopardy,
$bio

Jeopardy! (c) 1988 GameTek

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55242&o=2

$end


$megadriv=jeopardy,
$bio

Jeopardy! (c) 1992 GameTek

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57262&o=2

$end


$snes=jeopardy,
$bio

Jeopardy! (c) 1992 GameTek

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63116&o=2

$end


$n64=jeopardy,
$bio

Jeopardy! (c) 1998 GameTek

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57764&o=2

$end


$nes=jeopar25,
$bio

Jeopardy! 25th Anniversary Edition (c) 1990 GameTek

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55243&o=2

$end


$megadriv=jeopardd,
$bio

Jeopardy! Deluxe (c) 1993 GameTek

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57263&o=2

$end


$snes=jeopardd,
$bio

Jeopardy! Deluxe Edition (c) 1994 GameTek

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63117&o=2

$end


$nes=jeoparjr,
$bio

Jeopardy! Junior Edition (c) 1989 GameTek

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55244&o=2

$end


$gameboy=jeopardp,
$bio

Jeopardy! Platinum Edition [Model DMG-APJE-USA] (c) 1996 GameTek

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66211&o=2

$end


$megadriv=jeopards,
$bio

Jeopardy! Sports Edition (c) 1993 GameTek

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57264&o=2

$end


$snes=jeopards,
$bio

Jeopardy! Sports Edition (c) 1994 GameTek

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63118&o=2

$end


$gamegear=jeopards,
$bio

Jeopardy! Sports Edition (c) 1994 GameTek

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64647&o=2

$end


$gameboy=jeopards,
$bio

Jeopardy! Sports Edition (c) 1994 GameTek

- TECHNICAL -

Game ID: DMG-JE-USA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66212&o=2

$end


$gameboy=jeopardt,
$bio

Jeopardy! Teen Tournament (c) 1996 GameTek

- TECHNICAL -

Game ID: DMG-AJQE-USA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66213&o=2

$end


$cdi=jeopardy,
$bio

Jeopardy! (c) 1994 Philips Interactive Media, Incorporated.

Now you can play the world's most popular answer and question TV game show. You stand in front of the cameras, hand at the buzzer as TV host, Alex Trebek, calls you by name. Advance from Round One to Double Jeopardy and then Final Jeopardy to the Jeopardy Hall of Fame.

- TECHNICAL -

Model 310690213-2

- TRIVIA -

Released in USA only.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52912&o=2

$end


$gameboy=jeopardy,
$bio

Jeopardy! [Model DMG-JP-USA] (c) 1991 GameTek

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66210&o=2

$end


$gamegear=jeopardy,
$bio

Jeopardy! [Model T-83038] (c) 1993 GameTek

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64646&o=2

$end


$segacd=jeopardy,
$bio

Jeopardy! [Model T-93095] (c) 1994 Sony Imagesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60747&o=2

$end


$n64=jmcgrath,jmcgrathu,
$bio

Jeremy McGrath Supercross 2000 (c) 2000 Acclaim Entertainment, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57765&o=2

$end


$gbcolor=jmcgrath,
$bio

Jeremy McGrath Supercross 2000 [Model CGB-AJUE-USA] (c) 2000 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68077&o=2

$end


$snes=jerryboy,
$bio

Jerry Boy (c) 1991 Epic/Sony Records [Sony Music Ent., Incorporated.]

Jerry Boy is a cute platform game by Epic and published by Sony. The game starts when the young prince Jerry is about to marry the lovely Emmy. But things are about to change for the worse. Tom, Jerry's jealous brother, engages the services of a ruthless wizard and turns the poor prince into a blue slime. The young man escapes but gets swept away into the city sewage system. He then is most fortunately rescued by a kind old man - Jelly boy now embarks on a long journey to reclaim his identity and to find his lovely girlfriend. Jerry has the incredible ability to control his gelatinous body - he can flatten or stretch it to hit nearby enemies or stick to walls and ceilings. He can also swallow all kind of items usually found inside plants and use their unique properties - red balls can be thrown at the enemies (or collected for extra life), Iron balls can be used as a projectiles, green seeds can grow sort of beanstocks to climb on and so forth... The game has a lot more surprises in store such as the five letter flags that spell Jerry hidden in each area. Finally, every couple of stages, Jerry visits villages or towns - there he has the opportunity to talk to people and learn a bit more about what lies ahead.

- TECHNICAL -

Cartridge ID: SHVC-JB

- TRIVIA -

Released on September 13, 1991 in Japan for 8500 Yen.

Reviews:
[FR] November 1991 - Consoles + N.3: 89/100

Export releases:
[US] "Smartball [Model SNS-JB-USA]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61548&o=2

$end


$megadriv=pigskinf,
$bio

Jerry Glanville's Pigskin Footbrawl (c) 1992 Razorsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57265&o=2

$end


$info=jestmagi,
$bio

Jester Magic (c) 2003 Konami Gaming, Incorporated.

- TECHNICAL -

Konami Endeavour

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=12064&o=2

$end


$x1_flop=jesus,jesusd,
$bio

Jesus (c) 1987 Enix, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86021&o=2

$end


$pc8801_flop=jesus,jesusa,jesusd,
$bio

Jesus (c) 1987 Enix, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92124&o=2

$end


$msx2_flop=jesus,
$bio

Jesus (c) 1987 Enix, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101739&o=2

$end


$nes=jesus,
$bio

ジーザス 恐怖のバイオ・モンスター (c) 1989 King Records.
(Jesus - Kyoufu no Bio Monster)

Japanese sci-fi adventure game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54243&o=2

$end


$x68k_flop=jesus2,
$bio

Jesus II (c) 1991 Enix, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87798&o=2

$end


$pc98=jesus2,
$bio

Jesus II (c) 1991 Enix, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89802&o=2

$end


$pc8801_flop=jesus2,jesus2a,jesus2d,
$bio

Jesus II (c) 1991 Enix, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92125&o=2

$end


$fm77av=jesus,
$bio

Jesus [Model E-G195] (c) 1987 Enix, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93846&o=2

$end


$mc10=jet,
$bio

Jet (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87643&o=2

$end


$pc98=jet,
$bio

Jet - F-16/F-18 Combat Simulator (c) 1989 subLOGIC

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89803&o=2

$end


$cpc_cass=jetbike,
$bio

Jet Bike Simulator [Model 10064] (c) 1988 Codemasters Soft. Co., Ltd., The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96838&o=2

$end


$msx1_cass=jetbomb,jetbomba,
$bio

Jet Bomber (c) 1985 Aackosoft [Netherlands]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94741&o=2

$end


$msx1_cart=jetbomb,
$bio

Jet Bomber [Model GA013] (c) 1985 al Alamiah

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77165&o=2

$end


$gbcolor=jetdego,
$bio

Jet de Go! [Model CGB-BJEJ-JPN] (c) 2000 Altron Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68079&o=2

$end


$info=jetfight,jetfighta,
$bio

Jet Fighter (c) 1975 Atari.

Jet Fighter puts the players in the middle of a split-second 1-on-1 air battle. The object being to hit your opponent more times than they hit you in the specified time frame. You get a point every time you hit your opponent and vice versa. When hit, your plane spins around and an explosion noise is heard. After a few seconds, the plane recovers then flies off in another random direction ready to fire again.

- TRIVIA -

Released in October 1975.

- STAFF -

Designed by : Lyle Rains

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3393&o=2

$end


$msx1_cass=jetfaack,
$bio

Jet Fighter (c) 1985 Aackosoft [Netherlands]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94742&o=2

$end


$msx1_cass=jetfight,jetfightb,jetfighta,
$bio

Jet Fighter (c) 1988 Eurosoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94743&o=2

$end


$n64=jetforce,jetforceu,jetforceu1,
$bio

Jet Force Gemini (c) 1999 Nintendo [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57766&o=2

$end


$gba=jetgrind,
$bio

Jet Grind Radio [Model AGB-AJRE-USA] (c) 2003 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71281&o=2

$end


$pc98=jetkun,
$bio

Jet Kun (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89804&o=2

$end


$bbca_cass,bbcb_cass=jetpjack,
$bio

Jet Power Jack (c) 1984 Micro Power

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51995&o=2

$end


$gba=jetsetr,
$bio

Jet Set Radio [Model AGB-AJRP] (c) 2004 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71282&o=2

$end


$bbca_cass,bbcb_cass=jetsetw,
$bio

Jet Set Willy (c) 1984 Tynesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51996&o=2

$end


$msx1_cass=jetsetw,
$bio

Jet Set Willy (c) 1984 Software Projects

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94744&o=2

$end


$msx1_cart=jetsetw,jetsetwa,
$bio

Jet Set Willy (c) 1985 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77166&o=2

$end


$cpc_cass=jetsetw2a,jetsetw2ac,jetsetw2,
$bio

Jet Set Willy - The Final Frontier (c) 1985 Software Projects

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96839&o=2

$end


$bbca_cass,bbcb_cass=jetsetw2,
$bio

Jet Set Willy II (c) 1985 Tynesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51997&o=2

$end


$amigaocs_flop=jetsetw2,
$bio

Jet Set Willy II (c) 1992 Software Projects

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74340&o=2

$end


$msx1_cass=jetsetw2,jetsetw2h,
$bio

Jet Set Willy II - The Final Frontier (c) 1985 Software Projects

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94745&o=2

$end


$x1_flop=jetterm,
$bio

Jet Turbo Terminal (c) 198? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86022&o=2

$end


$info=waveshrk,jetwave,jetwavej,
$bio

Jet Wave (c) 1996 Konami.

- TECHNICAL -

Konami GTI Club Hardware
ID: GX678

CPU : PowerPC 403GA @ 64 MHz
3D DSP : ADSP-21062 (SHARC) @ 36 MHz
Sound CPU : 68EC000 @ 16 MHz
Sound chips : Ricoh RF5C400 PCM 32Ch, 44.1 kHz Stereo, 3D Effect Spatializer.
Graphics (Custom 3D) : 2 x KS10071

- TRIVIA -

Released in June 1996.

This game is also known as "Wave Shark".

Soundtrack releases :
GTI Club c/w Jet Wave & Winding Heat Original Game Soundtrack [King Records - KICA-7751 - Feb 5, 1997]

- STAFF -

Composed by : Mutsuhiko Izumi

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4183&o=2

$end


$pc8801_flop=jet88011,
$bio

JET-8801A Dictionary (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92111&o=2

$end


$pc8801_flop=jet8801a,
$bio

JET-8801A Print Studio (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92110&o=2

$end


$pc8801_flop=jet88012,jet88013,
$bio

JET-8801A System (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92112&o=2

$end


$bbca_cass,bbcb_cass=jetbootj,
$bio

Jet-Boot Jack (c) 1984 English Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51998&o=2

$end


$cpc_cass=jetbootj,
$bio

Jet-Boot Jack [Model SOFT 172] (c) 1984 Amsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96842&o=2

$end


$pc8801_flop=jettermi,
$bio

JET-Terminal v1.0 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92113&o=2

$end


$bbca_cass,bbcb_cass=jetboat,
$bio

Jetboat (c) 1984 Software Invasion

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51999&o=2

$end


$bbca_cass,bbcb_cass=jetpac,
$bio

Jetpac (c) 1984 Ultimate

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52000&o=2

$end


$cpc_cass=jetpaca,jetpac,
$bio

Jetpac (c) 2014 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96844&o=2

$end


$amigaocs_flop=jetsons,
$bio

Jetsons - The Computer Game (c) 1992 HiTec Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74341&o=2

$end


$amigaocs_flop=jetstrik,
$bio

Jetstrike (c) 1993 Rasputin

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74342&o=2

$end


$odyssey2,g7400=2qllbskt,
$bio

Jeu de Quilles + Basketball (c) 1978 Radiola La Radiotechnique.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95616&o=2

$end


$alice32=jeulys,
$bio

Jeu Des 6 Lys (c) 1984 Infogrames Interactive, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87586&o=2

$end


$pico=kpwdrivek,
$bio

Jeulgeoun Deuraibeu (c) 199? Samsung.

- TECHNICAL -

Game ID: 837-12905A

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96314&o=2

$end


$info=m4jwlcwn,m4jwlcwn__0,m4jwlcwn__1,m4jwlcwn__2,m4jwlcwn__3,m4jwlcwn__4,m4jwlcwn__5,m4jwlcwn__6,m4jwlcwn__7,m4jwlcwn__8,m4jwlcwn__9,m4jwlcwn__a,m4jwlcwn__b,m4jwlcwn__c,m4jwlcwn__d,m4jwlcwn__e,m4jwlcwn_f,
$bio

Jewel in the Crown (c) 199? Barcrest.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15056&o=2

$end


$megadriv=jewelmsj,
$bio

Jewel Master (c) 1991 Sega Enterprises, Limited.

- TRIVIA -

Reviews:
November 1991 - Consoles + N.2 [FR]: 79/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56590&o=2

$end


$snes=bsjol1,
$bio

Jewel of Live (c) 199? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61549&o=2

$end


$info=m5jlstrk,
$bio

Jewel Strike (c) 199? Red Gaming.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15632&o=2

$end


$cpc_cass=jewelbab,
$bio

Jewels of Babylon (c) 1984 Interceptor Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96845&o=2

$end


$msx1_cass=jeweldrk,jeweldrka,
$bio

Jewels of Darkness (c) 1986 Level 9 Computing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94746&o=2

$end


$saturn,sat_cart=jeworacl,
$bio

Jewels of the Oracle (c) 1996 Sunsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60330&o=2

$end


$pc98=jg,
$bio

JG (c) 1992 Zeit [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89783&o=2

$end


$gba=jgtogolf,
$bio

JGTO Kounin Golf Master - Japan Golf Tour Game (c) 2001 Konami Corp.

- TECHNICAL -

Cartridge ID: AGB-P-AGRJ(RK238-J1)

- TRIVIA -

Released on March 21, 2001 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71273&o=2

$end


$gba=jgtoglfm,
$bio

JGTO Kounin Golf Master Mobile - Japan Golf Tour Game [Model AGB-AGMJ-JPN(RK252-J1)] (c) 2001 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71274&o=2

$end


$nes=jdszs,
$bio

激斗圣战士 (c) 19?? Waixing Computer & Technology Co., Ltd.
(Ji Dou Sheng Zhan Shi)

- TECHNICAL -

[Model ES-1117]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76808&o=2

$end


$nes=montcrst,
$bio

基督山恩仇记 Le Comte De Monte-Cristo (c) 19?? Waixing Computer & Technology Co., Ltd.
(Ji Du Shan En Chou Ji - Le Comte De Monte-Cristo)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76809&o=2

$end


$nes=jijiazs,jjzs1,jjzs2,jjzs3,jjzs4,jjzs5,jjzs6,
$bio

Ji Jia Zhan Shi (c) 1996 XianFeng Katong [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76810&o=2

$end


$nes=jijiazs,
$bio

Ji Jia Zhan Shi (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84035&o=2

$end


$nes=dbz2ca,
$bio

激战弗利萨之孙悟饭 (c) 19?? Waixing Computer & Technology Co., Ltd.
(Ji Zhan Fu Li Sa Zhi Sun Wu Fan)

- TECHNICAL -

[Model ES-1094]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76811&o=2

$end


$nes=jafy,
$bio

?A - China soccer league for division A (c) 19?? Waixing Computer & Technology Co., Ltd.
(Jia A - China soccer league for division A)

- TECHNICAL -

[Model ES-1045]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76812&o=2

$end


$nes=jianxqy,
$bio

剑侠情缘 (c) 19?? Shenzen Jincota.
(Jian Xia Qing Yuan)

- TECHNICAL -

Game ID: KT-1020

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76813&o=2

$end


$sg1000=champkent,
$bio

Jiandao (c) 198? Unknown [Taiwan].

Taiwanese version of "Champion Kendou".

- TECHNICAL -

[Model R-067]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49042&o=2

$end


$info=cultures,
$bio

Jibun wo Migaku Culture School Mahjong Hen (c) 1994 Face.

An adult mahjong game featuring eight female opponents. After every mahjong match there is a bonus game where the player can win items to help him cheat in the following match.

- TRIVIA -

The title of this game translates from Japanese as 'Refine Yourself Culture School Mahjong Compilation'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=19601&o=2

$end


$pico=moomin,
$bio

Jidou Eiken Taiou Soft Moomin to Eigo Tanjoubi no Okurimono [Model T-181010] (c) 1995 Obunsha

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75698&o=2

$end


$info=sc4jiggn,
$bio

Jiggery Pockery (c) 200? Nova.

- TECHNICAL -

[Model PR7044]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42661&o=2

$end


$info=sc4jiggr,sc4jiggra,sc4jiggrb,sc4jiggrc,
$bio

Jiggery Pokery (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR7021]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42662&o=2

$end


$info=m4jiggin,m4jiggina,
$bio

Jiggin in the Riggin (c) 199? Global Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42053&o=2

$end


$nes=jigokugm,
$bio

Jigoku Gokuraku Maru (c) 1990 Pack-In-Video Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54244&o=2

$end


$info=jigkmgri,
$bio

Jigoku Meguri (c) 1988 Taito.

Jigoku Meguri is a platform game where the player controls a monk. His weapons are bubbles of various colours which can be powered up until they become almost as large as the player. The monk battles snakes, giant eyeballs, ghosts and other enemy creatures.

- TECHNICAL -

Prom Stickers : B41

Main CPU : Motorola 68000 (@ 8 Mhz), Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2610 (@ 8 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Jigoku Meguri was released in June 1988 in Japan.

The title of this game translates from Japanese as 'Hell Patrol'.

This game is known outside Japan as "Bonze Adventure".

The main character, Bonze Kackremboh, is a Buddhist monk whose main weapons are Buddhist prayer beads, called 'mala' beads. 'Bonze' is an English word denoting a Buddhist monk or priest. Kackremboh is his given name :). Emma, the lord of the underworld mentioned in the introduction screen, is Emma-O, the Japanese Buddhist god of the Underworld. Traditionally, Emma-O keeps track of a mortal's life and decides the punishment of those sent to the Underworld in accordance with Buddhist law.

- TIPS AND TRICKS -

* Items list
Charm: Bonus points.
Beads: Increases your shot frequency.
Comma Bead: Increases your shot distance.
Red Bead: Fire special attack.
Green Bead: Explosive special attack.
Purple Bead: Thunder special attack.
Mirror: Temporary invincibility. It also allows you to break barriers.
Bonze Doll: Extra life.
Candle: Extra candles.
Kannon Statue: Enables a shield to protect you from one hit.

- STAFF -

Game director : Yasumasa Sasabe
Creaters : Crazy-Yoshikawa, Creamy Tetsu
Creature designed by : Junji Yarita
Game design director : Hidehiro Fujiwara
Game designer : Kenshi Kaito
Character designers : Yoshihiko Wakita, Tetsuo Kitagawa, Minori Ishino, Takako Kojima
Hardware director : Takashi Ohara
Art director : Hiroyasu Nagai
Sound directed by : Hisayoshi Ogura
Assistants : Yasuhisa Watanabe, Y. Ohashi, C. Ichikawa

- PORTS -

These are Japanese ports only. For ports released outside Japan, please see the non-Japanese version entry; "Bonze Adventure".

* Consoles : 
NEC PC-Engine [JP] (August 3, 1990) "Jigoku Meguri [Model TP02013]" 
Sony PlayStation 2 [JP] (July 28, 2005) "Taito Memories Joukan [Model SLPM-66057]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1221&o=2

$end


$pce=jigomegu,
$bio

地獄めぐり (c) 1990 Taito Corp.
(Jigoku Meguri)

Jikogu Meguri is a platform/action game by Taito and is the conversion of an arcade game released by the same company in 1988. The player takes control of a small and completely bald Buddhist monk, the high priest bonze Kackremboh, who is on a perilous journey through the depths of Hell. Emma, the king of the underworld, has gone crazy and our hero's mission is to stop him and his minions. The monk can use his magical powers and shoot bouncing marbles which curiously look like large traditional Buddhist prayer beads. They start rather small but power-ups get them to grow larger and larger, and they eventually become as big as our hero monk. They also come in different colors, each of which represents a specific power - red for fire, purple for lightening etc... These powers can be unleashed by the bonze if he crouches when firing, but this technique dramatically lowers his overall attack power. Other special items are scattered throughout the game and can help the monk in his quest - such as invincibility mirrors and extra lives.

- TECHNICAL -

Game ID: TP02013

- TRIVIA -

Jigoku Meguri for PC-Engine was released on August 3, 1990 in Japan for 6600 Yen.

Jikogu Meguri was first released in the arcades by Taito in 1988. The PC Engine conversion is fairly close to the original arcade game, only a handful of enemies were omitted.

- STAFF -

Staff: M. Fukazawa, H. Kato, H. Takahashi, Y. Suguhara, H. Ichisumi, Y. Takasu, K. Asakura, T. Kasuya, T. Kuniyosi, K. Hisa, K. Sasaki, H. Yamamoto, S. Nakada, K. Kusatu

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [JP] (December 16, 2008)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58615&o=2

$end


$pc8801_flop=jigokurn,
$bio

Jigoku no Renshumondai (c) 1984 HummingBird [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92126&o=2

$end


$pc8801_flop=jigokusn,
$bio

Jigoku no Satamo nani shidai (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92127&o=2

$end


$pc8801_flop=jigsaw,
$bio

Jigsaw (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92128&o=2

$end


$cdi=jigsaw,
$bio

Jigsaw - The Ultimate Electronic Challenge (c) 1992 Philips Interactive Media, Incorporated.

Choose a full-color picture from our library, break it into pieces, and then put it back together right on your TV screen. Over 3000 puzzles provide endless family fun.

- TECHNICAL -

Model 310690029-2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52913&o=2

$end


$snes=jigsaw,
$bio

Jigsaw Party [Model SHVC-25] (c) 1994 Hori

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61550&o=2

$end


$amigaocs_flop=jigsawpm,
$bio

Jigsaw Puzzlemania (c) 1990 Artworx

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74343&o=2

$end


$cpc_cass=jigsawrs,
$bio

Jigsaw Rescue (c) 2013 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96846&o=2

$end


$msx1_cart=jigsaw,
$bio

Jigsaw Set (c) 1983 MIA [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77167&o=2

$end


$psx=jigsawwo,
$bio

Jigsaw World (c) 1999 HECT.

Re-Edition (Honkakuha de 1300-en release). Game originaly released in 1995. See the original release entry for more information about the game itself; "Jigsaw World [Model SLPS-00028]".

- TECHNICAL -

Game ID: SLPS-02251

- TRIVIA -

Released on September 14, 1999 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85314&o=2

$end


$famicom_flop=mettomag,mettomag1,
$bio

???? ?????? (c) 1987 Square Company, Limited.
(Jikai Shounen Metto Mag)

- TECHNICAL -

Disk ID: SQF-MTM

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65364&o=2

$end


$n64=jikkg1a,jikkg1,
$bio

Jikkyou GI Stable [Model NUS-NGSJ] (c) 1999 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57767&o=2

$end


$n64=jikkjlea,
$bio

Jikkyou J.League - Perfect Striker (c) 1996 Konami Company, Limited.

- TECHNICAL -

Model NUS-NJPJ

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57769&o=2

$end


$n64=jikkjl99a,jikkjl99,
$bio

Jikkyou J.League 1999 - Perfect Striker 2 [Model NUS-NPSJ] (c) 1999 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57768&o=2

$end


$saturn,sat_cart=jikkparo,
$bio

Jikkyou Oshaberi Parodius - Forever with Me (c) 1996 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59277&o=2

$end


$snes=jikkparo,
$bio

Jikkyou Oshaberi Parodius (c) 1995 Konami Company, Limited.

- TECHNICAL -

Game ID: SHVC-AJOJ-JPN

- TRIVIA -

Released on December 15, 1995 in Japan.

- SERIES -

1. Parodius - Tako wa Chikyuu o Sukuu [Model RC759] (1988, MSX)
2. Parodius Da! Shinwa kara Owarai e [Model GX955] (1990, ARC)
3. Gokujyou Parodius! Kako no Eikou wo Motomete [Model GX321] (1994, ARC)
4. Jikkyou Oshaberi Parodius [Model SHVC-AJOJ-JPN] (1995, SFC)
5. Sexy Parodius (1996, ARC)

- STAFF -

Director: Nobuhiro Matsuoka
Main Program: Nobuhiro Matsuoka
Player Program: Masatsugu Nagata
Enemy Program: Akiyuki Yoshida (Chacha Yoshida)
Program Assist: Kenji Masakane
Map Graphics: Sangoro Tsubaki, Kousama!
Player Graphics: Monami My Love
Obj Graphics: Kentaro Hisai
Boss Graphics: Kazutomo Terada
Deisgn Assist: Kumiko Kimoto
Sound Producer: Kazuhiko Uehara
Sound Design: Masanari Iwata, Tomoya Tomita, Saiko Miki, Takahito Uenishi, Nobuyuki Akena
Product Design: Kazuhiro Namba, Takashi Kakuta
Broadcaster: Joji Yanami
Illustration: Yoshitoh Asari
Producer: Shigeharu Umezaki
Executive Producer: Kuniaki Kinoshita

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61551&o=2

$end


$snes=jikkwres,
$bio

Jikkyou Power Pro Wrestling '96 - Max Voltage [Model SHVC-AJXJ-JPN] (c) 1996 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61552&o=2

$end


$snes=powyak94,
$bio

Jikkyou Powerful Pro Yakyuu '94 (c) 1994 Konami Company, Limited.

- TECHNICAL -

Game ID: SHVC-YX

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61553&o=2

$end


$saturn,sat_cart=jkpwer95,
$bio

Jikkyou Powerful Pro Yakyuu '95 - Kaimaku-ban (c) 1995 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59278&o=2

$end


$snes=powyak96a,powyak96,
$bio

Jikkyou Powerful Pro Yakyuu '96 - Kaimaku Ban (c) 1996 Konami Company, Limited.

- TECHNICAL -

Game ID: SHVC-A57J-JPN

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61554&o=2

$end


$info=powyak96,
$bio

Jikkyou Powerful Pro Yakyuu '96 (c) 1996 Konami.

A cartoony baseball game from Konami.

- TECHNICAL -

Konami GV System hardware
Game ID : GV017

Main CPU : PSX (@ 16.9344 Mhz)
Sound Chips : SPU (@ 16.9344 Mhz), CD/DA (@ 16.9344 Mhz)

Players : 4
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Jikkyou Powerful Pro Yakyuu '96 was released in May 1996 in Japan.

The title of this game translates from Japanese as 'Real Condition Powerful Pro Baseball '96'.

- SERIES -

1. Jikkyou Powerful Pro Yakyuu '96 (1996)
2. Jikkyou Powerful Pro Yakyuu EX (1998)

- PORTS -

* Consoles :
Nintendo Super Famicom [JP] (July 19, 1996; "Jikkyou Powerful Pro Yakyuu '96 Kaimakuban [Model SHVC-A57J]")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3286&o=2

$end


$snes=powyak98,
$bio

Jikkyou Powerful Pro Yakyuu - Basic Ban '98 (c) 1998 Konami Company, Limited.

- TECHNICAL -

[Model SHVC-AJ5J-JPN]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61555&o=2

$end


$snes=powyak2a,powyak2,
$bio

Jikkyou Powerful Pro Yakyuu 2 (c) 1995 Konami Company, Limited.

- TECHNICAL -

[Model SHVC-AP2J-JPN]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61556&o=2

$end


$n64=powyak2k,powyak2ka,
$bio

Jikkyou Powerful Pro Yakyuu 2000 (c) 2000 Konami Company, Limited.

- TECHNICAL -

Game ID: NUS-NPAJ

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57770&o=2

$end


$snes=powyk397a,powyk397,
$bio

Jikkyou Powerful Pro Yakyuu 3 - '97 Haru (c) 1997 Konami Company, Limited.

- TECHNICAL -

[Model SHVC-AQ7J-JPN]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61558&o=2

$end


$snes=powyak3,powyak3a,
$bio

Jikkyou Powerful Pro Yakyuu 3 (c) 1996 Konami Company, Limited.

- TECHNICAL -

[Model SHVC-A3JJ-JPN]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61557&o=2

$end


$n64=powyak4,powyak4a,
$bio

Jikkyou Powerful Pro Yakyuu 4 (c) 1997 Konami Company, Limited.

- TECHNICAL -

Game ID: NUS-NP4J

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57771&o=2

$end


$n64=powyak5,powyak5a,powyak5b,
$bio

Jikkyou Powerful Pro Yakyuu 5 (c) 1998 Konami Company, Limited.

- TECHNICAL -

Game ID: NUS-NP5J

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57772&o=2

$end


$n64=powyak6,powyak6a,powyak6b,
$bio

Jikkyou Powerful Pro Yakyuu 6 (c) 1999 Konami Company, Limited.

- TECHNICAL -

Game ID: NUS-NP6J

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57773&o=2

$end


$n64=powyk2k1,powyk2k1a,
$bio

Jikkyou Powerful Pro Yakyuu Basic Ban 2001 (c) 2001 Konami Company, Limited.

- TECHNICAL -

Game ID: NUS-NPEJ

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57774&o=2

$end


$info=powyakex,
$bio

Jikkyou Powerful Pro Yakyuu EX (c) 1998 Konami Company, Limited.

A cartoony baseball game from Konami.

- TECHNICAL -

Konami System 573 Hardware

Main CPU : PSX (@ 16.9344 Mhz)
Sound Chips : SPU (@ 16.9344 Mhz)

Players : 2
Buttons : 3

- TRIVIA -

Released in April 1998.

The title of this game translates from Japanese as 'Real Condition Powerful Pro Baseball EX'.

- SERIES -

1. Jikkyou Powerful Pro Yakyuu '96 (1996)
2. Jikkyou Powerful Pro Yakyuu EX (1998)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4199&o=2

$end


$saturn,sat_cart=powyaks,
$bio

Jikkyou Powerful Pro Yakyuu S (c) 1997 Konami Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59279&o=2

$end


$snes=jikksocra,jikksocr,
$bio

Jikkyou World Soccer - Perfect Eleven (c) 1994 Konami Company, Limited.

- TECHNICAL -

Cartridge ID: SHVC-3U

- TRIVIA -

The game was presented at the 1994 Tokyo Omocha Show in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61559&o=2

$end


$n64=jikksc98b,jikksc98a,jikksc98,
$bio

Jikkyou World Soccer - World Cup France '98 [Model NUS-NWSJ] (c) 1998 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57775&o=2

$end


$snes=jikkscr2,jikkscr2p,
$bio

Jikkyou World Soccer 2 - Fighting Eleven (c) 1995 Konami Company, Limited.

- TECHNICAL -

[Model SHVC-AWJJ-JPN]

- TRIVIA -

Jikkyou World Soccer 2 was released on September 22, 1995 in Japan.

- STAFF -

Character Designer: Masatsugu Hashimoto, Fumimasa Katakami, Tetsuya Kondo, Toru Yamazaki
Director: Yasuo Okuda
Producer: Katsuya Nagae
Product Designer: Kazuhiro Namba
Programmer: Akinori Hiromi, Kouji Kuri, Eiji Nakagawa, Yasuo Okuda
Sound Designer: Hideyuki Eto, Tomoya Tomita,Harumi Ueko
Sound Producer: Kazuhiko Uehara

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61560&o=2

$end


$n64=jikkscr3,
$bio

Jikkyou World Soccer 3 [Model NUS-NJ3J] (c) 1997 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57776&o=2

$end


$gba=jikkscp2,
$bio

Jikkyou World Soccer Pocket 2 [Model AGB-AJKJ-JPN(RK312-J1)] (c) 2002 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71284&o=2

$end


$gba=jikksocp,
$bio

Jikkyou World Soccer Pocket [Model AGB-AJWJ-JPN(RK267-J1)] (c) 2001 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71283&o=2

$end


$pc8801_flop=jikunoha,
$bio

Jikuu no Hanayome (c) 1988 Kogado Studio [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92129&o=2

$end


$msx2_flop=jikunoha,jikunohaa,
$bio

Jikuu no Hanayome (c) 1989 Kogado Studio [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101740&o=2

$end


$gameboy=jikusenk,
$bio

Jikuu Senki Mu [Model DMG-H1J] (c) 1991 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66214&o=2

$end


$n64=turokj,
$bio

Jikuu Senshi Turok (c) 1997 Acclaim Japan.

- TECHNICAL -

Model NUS-NTUJ

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57777&o=2

$end


$pc98=mistyfls,mistyflsa,
$bio

Jikuu Sousakan Pretty Angel - Misty Flash (c) 1994 Peppermint Kids [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89805&o=2

$end


$saturn,sat_cart=jikudrac,jikudraca,
$bio

Jikuu Tantei DD - Dracula Detective - Maboroshi no Lorelei (c) 1996 ASCII Entertainment Software, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59280&o=2

$end


$nes=debias,
$bio

Jikuu Yuuden - Debias (c) 1987 Namco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54245&o=2

$end


$gbcolor=bearblueu,
$bio

Jim Henson's Bear in the Big Blue House [Model CGB-BB7E-USA] (c) 2002 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68081&o=2

$end


$gbcolor=bearblue,
$bio

Jim Henson's Bear in the Big Blue House [Model CGB-BBNP-EUR] (c) 2002 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68080&o=2

$end


$gba=mupptshw,
$bio

Jim Henson's Muppets - On with the Show! [Model AGB-AZME-USA] (c) 2003 TDK Mediactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71285&o=2

$end


$snes=wildcats,
$bio

Jim Lee's WildC.A.T.S - Covert Action Teams (c) 1995 Playmates Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63119&o=2

$end


$megadriv=jimpower,
$bio

Jim Power - The Arcade Game (c) 199? Loriciels [France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57266&o=2

$end


$snes=jimpower,
$bio

Jim Power - The Lost Dimension in 3D [European Prototype] (c) 1993 Electro Brain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63120&o=2

$end


$snes=jimpoweru,
$bio

Jim Power - The Lost Dimension in 3D [Model SNS-6J-USA] (c) 1993 Electro Brain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63121&o=2

$end


$amigaocs_flop=jimpower,
$bio

Jim Power in Mutant Planet (c) 1992 Loriciels.

- PORTS -

* Consoles :
PCE CD [JP] "Jim Power in Mutant Planet [Model NWCD2006]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74344&o=2

$end


$pcecd=jimpower,
$bio

Jim Power in Mutant Planet (c) 1993 Micro World

Jim Power is a futuristic side-scroller plaform game by the french company Loriciel. The president's daughter has been kidnapped by a mean mutant called vulghor. He has taken her to his mutant planet, and it is Jim's duty to bring her back. Jim has now been beamed up through the cosmos in a green burst of light and is about to land on the Mutant Planet. Once on the ground, Jim Power can use a laser gun and also charge up a powerful, but limited, Smart Bomb attack. Each stage is divided into sub-sections and special keys need to be collected along the way to unlock them. Each level has also a time limit (which can be increased by collecting little clocks) and Jim will lose a precious life if he doesn't reach the end of the area before the final countdown. Jim will also suffer instant death if hit by an enemy and will have to start the section all over again. One of the great feature of Jim Power is the variation in level design. At the end of the first stage, for instance, Jim grabs a jet-pack and flies off at full speed and the game turns into a horizontal shooter for a short time. The game counts many large stages and a simple password system allows the player to save his progress at the end of each one of them.

- TECHNICAL -

Game ID: NWCD2006

- TRIVIA -

Jim Power was released on March 19, 1993 in Japan fr 6800 Yen.

Reviews:
[FR] June 1993 - Consoles + N.21: 76/100

Jim Power first came out for the Amiga and this PC Engine version show many differences. Jim Power, the hero of the game, looks different and now wears a hat and special glasses.

- STAFF -

Original Concept: Fernando Velez, Guillaume Dubail
Programming: Alain Fernandes
Graphics: Guillaume Dubail
Musics And Fx: Chris Hulsbeck
Product Manager: Christophe Gomez
Development Manager: Bernard Aure

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58238&o=2

$end


$info=m1jdwins,m1jdwinsa,m1jdwinsb,m1jdwinsc,m1jdwinsd,m1jdwinse,m1jdwinsf,m1jdwinsg,m1jdwinsh,m1jdwinsi,m1jdwinsj,m1jdwinsk,m1jdwinsl,m1jdwinsm,m1jdwinsn,
$bio

Jim's Winning Streak (c) 199? Maygay.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40214&o=2

$end


$cpc_cass=jimmybus,
$bio

Jimmy Business [Model AMK007] (c) 1985 Andromeda Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96847&o=2

$end


$snes=connorsj,
$bio

Jimmy Connors Pro Tennis Tour (c) 1993 Misawa Ent.

- TECHNICAL -

Game ID: SHVC-JC

- TRIVIA -

Released on October 29, 1993 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61561&o=2

$end


$snes=connorsu,
$bio

Jimmy Connors Pro Tennis Tour (c) 1994 Ubi Soft

- TECHNICAL -

Game ID: SNS-JC-USA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63123&o=2

$end


$snes=connors,connorsf,connorsg,
$bio

Jimmy Connors Pro Tennis Tour (c) 1994 Ubi Soft

- TECHNICAL -

Game ID: SNSP-JC-EUR

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63122&o=2

$end


$nes=connors,connorsr,connorsu,
$bio

Jimmy Connors Tennis (c) 1993 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55245&o=2

$end


$gameboy=connors,
$bio

Jimmy Connors Tennis [Model DMG-JC-USA] (c) 1993 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66215&o=2

$end


$gameboy=connorsj,
$bio

Jimmy Connors Tennis [Model SMG-JCA] (c) 1993 Misawa Ent. Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66217&o=2

$end


$lynx=connors,
$bio

Jimmy Connors' Tennis (c) 1993 Atari Corp.

- TECHNICAL -

Model PA2085

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58827&o=2

$end


$snes=jimmyhou,
$bio

Jimmy Houston's Bass Tournament U.S.A. (c) 1995 American Sammy Corp. [Torrance, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63124&o=2

$end


$gba=jimnvsjng,
$bio

Jimmy Neutron Boy Genius vs. Jimmy Negatron (c) 2002 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71289&o=2

$end


$gba=jimneutru,
$bio

Jimmy Neutron Boy Genius [Model AGB-AJNE-USA] (c) 2001 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71288&o=2

$end


$gba=jimneutr,
$bio

Jimmy Neutron Boy Genius [Model AGB-AJNP] (c) 2001 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71287&o=2

$end


$gba=jimnattwf,
$bio

Jimmy Neutron un Garcon Genial - L'Attaque des Twonkies (c) 2004 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71290&o=2

$end


$gba=jimnvsjngp,
$bio

Jimmy Neutron vs. Jimmy Negatron [Prototype] (c) 2002 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71291&o=2

$end


$gbcolor=jimmywhi,
$bio

Jimmy White's Cueball (c) 2000 Vatical Entertainment.

- TECHNICAL -

Model CGB-BJWP-EUR

- TRIVIA -

Jimmy White's Cueball was Released on December 20, 2000 in USA.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68082&o=2

$end


$megadriv=jimmywws,
$bio

Jimmy White's Whirlwind Snooker (c) 1991 Virgin Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56591&o=2

$end


$amigaocs_flop=jimmywwsa,jimmywws,
$bio

Jimmy White's Whirlwind Snooker (c) 1991 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74345&o=2

$end


$amigaocs_flop=jimmywwsb,
$bio

Jimmy White's Whirlwind Snooker [Award Winners Gold Edition] (c) 1991 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74346&o=2

$end


$amigaocs_flop=jimmyfj,
$bio

Jimmy's Fantastic Journey (c) 1994 Lionheart

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74347&o=2

$end


$cpc_cass=jimmysm,
$bio

Jimmy's Soccer Manager (c) 1992 Beyond Belief Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96848&o=2

$end


$info=jin,
$bio

JIN (c) 1982 Falcon.

A "Qix" rip-off, very slow paced, dull graphics, and sounds straight from "Defender".

- TECHNICAL -

Main CPU : Motorola M6809 (@ 1 Mhz), OKI M6808 (@ 894.75 Khz)
Sound Chips : DAC

Screen orientation : Vertical
Video resolution : 239 x 316 pixels
Screen refresh : 60.00 Hz
Palette colors : 16

Players : 2
Control : 8-way Joystick
Buttons : 2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4524&o=2

$end


$nes=jgscs,
$bio

Jin Gwok Sei Chuen Saang (c) 1990 Computer & Ent. [Taiwan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76814&o=2

$end


$gbcolor=jyqxc2,
$bio

Jin Yong Qun Xia Chuan II (c) 200? Guangzhou Li Cheng

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68083&o=2

$end


$nes=sjjs,
$bio

金庸群侠传-书剑江山 (c) 200? Nanjing
(Jin Yong Qun Xia Zhuan - Shu Jian Jiang Shan)

- TECHNICAL -

Game ID: NJ031

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76815&o=2

$end


$nes=jinghy,
$bio

??? (c) 19?? Waixing Computer & Technology Co., Ltd.
(Jing Hua Yuan)

- TECHNICAL -

[Model ES-1033]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76816&o=2

$end


$nes=jkxz,jkxz2,jkxz1,
$bio

荊軻新傳 (c) 1992 Supertone.
(Jing Ke Xin Zhuan)

- TECHNICAL -

Game ID: S-01

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76817&o=2

$end


$gbcolor=jinglw3,
$bio

Jing Ling Wang III (c) 200? Sintax.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68084&o=2

$end


$nes=biohazb,
$bio

Jing Wei Tian Hai (c) 2003 HengGedianzi.

Chinese game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95249&o=2

$end


$sg1000=jingwumn,jingwumna,
$bio

Jing Wu Men (c) 198? Aaronix.

Taiwanese version of "Dragon Wang".

- TECHNICAL -

[Model R-046]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49043&o=2

$end


$info=jingystm,
$bio

Jingi Storm - The Arcade (c) 2006 Atrativa Japan.

A fighting game, with nine selectables male characters plus three secret characters.

In the gameplay all the nine fighters have female companions, whose only purpose is to deliver the winning/losing lines at the end of each match, the particularity is that being defeated these, the girls are shown in sexy poses depending on how badly the losing player was defeated.

- TECHNICAL -

Mode No : GDL-0037

Runs on the Sega "NAOMI GD-ROM System" hardware.

- TRIVIA -

Released in September 2006.

During the first location test of the game the girls on the losing side would strip, and her clothing would dissapear and ending partially nude in suggestive poses in four levels depending on how badly the losing player was beaten, however, this feature has been removed from the final version and censored using the same images but reedited to show soft images without any nudity.

This game have similarities in some levels and characters, presumably was developed using the canceled game "Force Five".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31514&o=2

$end


$info=jingbell,jingbella,jingbellb,jingbellc,jingbelli,
$bio

Jingle Bell (c) 1995 IGS.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=16255&o=2

$end


$famicom_flop=jingoro,
$bio

Jingorou (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65365&o=2

$end


$amigaocs_flop=jinks,
$bio

Jinks (c) 1988 Euro Gold Starline

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74348&o=2

$end


$cpc_cass=jinks,
$bio

Jinks (c) 1988 Rainbow Arts

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96849&o=2

$end


$a800=jinks,
$bio

Jinks (c) 200? Video 61

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86575&o=2

$end


$a7800=jinks,jinksu,
$bio

Jinks [Model CX7857] (c) 1989 Atari Corp. [Sunnyvale, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50144&o=2

$end


$info=tvdensho,
$bio

Jinmu Densho (c) 1991 TOURVision.

Unlicensed Spanish game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101133&o=2

$end


$pce=jinmu,jinmu1,
$bio

神武伝承 (c) 1989 Big Club.
(Jinmu Denshou)

You control a samurai who fight with a sword. The game has a 'space harrier' kind of 3-D view and you must destroy magic creatures ( ghosts, ghouls, ninjas, skeletons, dragons, crabs) through seven levels. A small character will help you during the game and give you new weapons or increases your energy.

- TECHNICAL -

Game ID: BG01003

- TRIVIA -

Released on June 28, 1989 in Japan for 6700 Yen.

- TIPS AND TRICKS -

Level Passwords:
Level 1: CGUEA-UQQBBW
Level 2: BKUEA-SYRAA4
Level 3: 5OUEA-XASFBU
Level 4: USUEA-XTQDB2
Level 5: 1WUEA-WVZGBU
Level 6: X0UEA-YSWBAK
Level 6 (Best weapon): AKISH-INOSAN
Level 7: 14UEA-UTRDAM

Level 1 (2nd loop): KG2EA-AHVGAS
Level 2 (2nd loop): GK2EA-EISICY
Level 3 (2nd loop): EO2EA-DCWEBS
Level 4 (2nd loop): QS2EA-CDTIAC
Level 5 (2nd loop): RW2EA-CCYHAK
Level 6 (2nd loop): 101BA-BCQIAM
Level 7 (2nd loop): Q42EA-ABSBEG

- STAFF -

Program: F. Fukaya, T. Kawaguchi
Music: M. Uno
Goblin Sound: Benjamin. Hebi
Graphic: K. Nakajima, A. Sekine
Original Writer: M. Akishino
Producer: Eiko. Iida

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58616&o=2

$end


$pc98=jinneh,
$bio

Jinn - Eternal Hero (c) 1994 Tenshindo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89806&o=2

$end


$gbcolor=jinsei,
$bio

Jinsei Game - Tomodachi Takusan Tsukurou yo! [Model DMG-ACJJ-JPN] (c) 1999 Takara Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68085&o=2

$end


$n64=jinsei64,
$bio

Jinsei Game 64 [Model NUS-NJGJ] (c) 1999 Takara Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57778&o=2

$end


$gba=jinsei,
$bio

Jinsei Game Advance [Model AGB-AZGJ-JPN] (c) 2002 Takara Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71292&o=2

$end


$gameboy=jinseidn,
$bio

Jinsei Game Densetsu [Model DMG-JGJ] (c) 1991 Takara Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66219&o=2

$end


$gameboy=jinsei,
$bio

Jinsei Game [Model DMG-AZGJ] (c) 1995 Takara Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66218&o=2

$end


$pc98=jinseiq,
$bio

Jinsei Quiz Game Da (c) 1992 Ucom [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89807&o=2

$end


$amigaocs_flop=jinxter,
$bio

Jinxter (c) 1987 Rainbird

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74349&o=2

$end


$sg1000=jinzita,
$bio

Jinzita (c) 198? Aaronix.

- TECHNICAL -

[Model Y-106]

- TRIVIA -

This game was not originally programmed for the Sega SG-1000, it is a pirate port of the MSX game "King's Valley".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65064&o=2

$end


$saturn,sat_cart=lastjudg,lastjudga,
$bio

Jinzou Ningen Hakaider - Last Judgement (c) 1996 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59281&o=2

$end


$msx2_flop=jipshi,
$bio

Jipshi (c) 1988 Champion Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101741&o=2

$end


$psx=jiroaka,
$bio

Jiro Akagawa - Majotachi No Nemuri - Fukkatsu Matsuri [Model SLPS-01863] (c) 1999 Victor Interactive Software, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85315&o=2

$end


$gbcolor=jisedai,
$bio

Jisedai Begoma Battle Beyblade [Model CGB-AG5J-JPN] (c) 1999 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68086&o=2

$end


$msx1_cart=jis4mj,
$bio

Jissen - 4-nin Mahjong [Model HBS-G024C] (c) 1984 Sony Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77168&o=2

$end


$snes=bassusa,
$bio

Jissen Bass Fishing Hisshouhou in USA [Model SHVC-AFUJ-JPN] (c) 1995 Sammy Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61562&o=2

$end


$pc98=jbillrd,
$bio

Jissen Billiards (c) 1989 Pack-In-Video Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89808&o=2

$end


$x68k_flop=billiard,
$bio

Jissen Billiards (c) 1990 Pack-In-Video Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87799&o=2

$end


$snes=jissenky,
$bio

Jissen Kyoutei [Model SHVC-AKOJ-JPN] (c) 1995 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61563&o=2

$end


$saturn,sat_cart=jissenmj,
$bio

Jissen Mahjong (c) 1995 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59282&o=2

$end


$gbcolor=jissen,
$bio

Jissen ni Yakudatsu Tsumego [Model CGB-BJTJ-JPN] (c) 2000 Pony Canyon, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68087&o=2

$end


$gba=jpslotja,
$bio

Jissen Pachi-Slot Hisshouhou! Juuou Advance [Model AGB-AJUJ-JPN] (c) 2002 Sammy Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71293&o=2

$end


$snes=jpslothc,
$bio

Jissen Pachi-Slot Hisshouhou! Classic (c) 1995 Sammy Corp.

- TECHNICAL -

[Model SHVC-AJCJ-JPN]

- TRIVIA -

Released in July 7, 1995 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47608&o=2

$end


$snes=jpslott2,
$bio

Jissen Pachi-Slot Hisshouhou! Twin Vol.2 (c) 1997 Sammy Corp.

- TECHNICAL -

[Model SHVC-P-AZOJ]

- TRIVIA -

Released on September 12, 1997 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47612&o=2

$end


$snes=jpslottw,
$bio

Jissen Pachi-Slot Hisshouhou! Twin [Model SHVC-AZHJ-JPN] (c) 1997 Sammy Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61564&o=2

$end


$snes=jpsloth,
$bio

Jissen Pachi-Slot Hisshouhou! (c) 1993 Sammy Corp.

- TECHNICAL -

[Model SHVC-PI]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47602&o=2

$end


$snes=jpachih2,
$bio

Jissen Pachinko Hisshouhou! 2 [Model SHVC-A9ZJ-JPN] (c) 1996 Sammy Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61565&o=2

$end


$saturn,sat_cart=jpachitw,
$bio

Jissen Pachinko Hisshouhou! Twin (c) 1997 Sammy Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59283&o=2

$end


$saturn,sat_cart=jpachi3,jpachi3a,
$bio

Jissen Pachislot Hisshouhou! 3 (c) 1996 Sammy Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59284&o=2

$end


$snes=jissenmj,
$bio

Jissen! Mahjong Shinan [Model SHVC-AJIJ-JPN] (c) 1995 ASK Kodansha Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61566&o=2

$end


$snes=jpsloth2,
$bio

Jissen! Pachi-Slot Hisshouhou! 2 [Model SHVC-XU] (c) 1994 Sammy Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61567&o=2

$end


$snes=jpslothy,
$bio

Jissen! Pachi-Slot Hisshouhou! Yamasa Densetsu [Model SHVC-AY8J-JPN] (c) 1996 Sammy Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61568&o=2

$end


$saturn,sat_cart=jpachi4,
$bio

Jissen! Pachislot Hisshouhou! 4 (c) 1997 Sammy Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59285&o=2

$end


$saturn,sat_cart=jpachiih,
$bio

Jissen! Pachislot Hisshouhou! Iron Hook (c) 1996 Sammy Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59286&o=2

$end


$gba=fzeroc,
$bio

Jisu F-Zero Weilai Saiche (c) 2007 iQue [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71294&o=2

$end


$nes=jisuanqi,
$bio

Jisuanqi (c) 19?? Unknown [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76818&o=2

$end


$info=jituroku,
$bio

Jitsuroku Maru-chi Mahjong - Sugoku H na Kokuhaku Hen (c) 1993 Windom.

A mahjong game.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 6 Mhz)
Sound CPU : Zilog Z80 (@ 8 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC

Screen orientation : Horizontal
Video resolution : 640 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 256

Players : 2

- TRIVIA -

The title of this game translates from Japanese as 'Mahjong True Shameful Story - Super Hentai Confession Book'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3552&o=2

$end


$info=jitsupro,
$bio

Jitsuryoku!! Pro Yakyuu (c) 1989 Jaleco.

A baseball game from Jaleco.

- TECHNICAL -

Jaleco Mega System 1-A hardware

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound CPU : Motorola 68000 (@ 7 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.5 Mhz), (2x) OKI6295 (@ 30.303 Khz)

Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Released in July 1989.

The title of this game translates from Japanese as 'Power!! Pro Baseball'.

- SERIES -

1. Moero!! Pro Yakyuu Homerun (1988)
2. Jitsuryoku!! Pro Yakyuu (1989)

- STAFF -

Programmed by : Banba Ishizu
Designed by : K. Motono, Junko Aki, Tama
Produced by : S. Mori

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1222&o=2

$end


$info=sc4jive,
$bio

Jive Money (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR2096]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42663&o=2

$end


$info=sc4jivea,sc4jiveb,sc4jivec,sc4jived,
$bio

Jive Money (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR2160]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62063&o=2

$end


$nes=jjtobi2,
$bio

??? ??? Tobidase Daisakusen Part 2 (c) 1987 Square Company, Limited.
(JJ Tobidase Daisakusen Part 2)

- TRIVIA -

JJ was the last game by Square to utilize the 3-D mode and 3-D glasses, and was Square's last work before the inception of the popular Final Fantasy franchise.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54235&o=2

$end


$amigaocs_flop=joanarc,
$bio

Joan of Arc (c) 1989 GO!

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74350&o=2

$end


$info=jockeyc,
$bio

Jockey Club (c) 1990 Visco.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32140&o=2

$end


$info=jclub2,jclub2o,jclub2ob,
$bio

Jockey Club II (c) 1997 Seta Co. Ltd.

- TRIVIA -

Jockey Club II was released in June 1997.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32263&o=2

$end


$info=jockeygp,jockeygpa,
$bio

Jockey Grand Prix (c) 2001 BrezzaSoft.

A gambling betting game with horse racing theme.

- TECHNICAL -

SNK NeoGeo MVS hardware

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2610 (@ 8 Mhz)
Game size: 84 Megs

[SNK MVS Neo-Geo Controls]
2 players - 4 buttons per player.

- TRIVIA -

Developed in cooperation with Sun Amusement.

This game was never released on the NeoGeo AES home console. There is no real game play, just pick the horse for the win. Coin hopper payout winnings.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3884&o=2

$end


$cpc_cass=dartcomp,
$bio

Jocky Wilson's Darts Compendium (c) 1990 Zeppelin Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96850&o=2

$end


$x1_flop=jodanos,jodanosa,
$bio

Jodan-OS (c) 198? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86023&o=2

$end


$megadriv=joemac,
$bio

Joe & Mac (c) 1991 Takara Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57267&o=2

$end


$nes=joemac,joemacu,
$bio

Joe & Mac (c) 1992 Data East Corp.

- TRIVIA -

Reviews:
[FR] June 1992 - Consoles + N.10 (Pages 114-116): 70/100
[FR] July 1992 - Joypad N.10: 91/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55246&o=2

$end


$snes=joemacu,
$bio

Joe & Mac (c) 1992 Data East Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63125&o=2

$end


$snes=joemac,joemacp,
$bio

Joe & Mac - Caveman Ninja (c) 1992 Elite Systems

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63126&o=2

$end


$gameboy=joemac,
$bio

Joe & Mac - Caveman Ninja [Model DMG-JM-UKV] (c) 1993 Data East Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66221&o=2

$end


$snes=joemacj,
$bio

Joe & Mac ????? (c) 1991 Data East Corp.
(Joe & Mac - Tatakae Genshijin)

Joe & Mac is a cartoony side-scrolling platform game by Data East, conversion of their own arcade game. Two cavemen embark on a journey to save their lovely girls kidnaped by their next-door rival clan. Our heroes' main weapon is a short range neolithic club they can use to strike and hit their various enemies - bad cavemen, pterodactyls, piranhas and so forth... Dinosaur eggs are scattered around each stage and often hide better weapons such as boomerangs, bones, fire balls and stone wheels. Players can also toggle between these weapons at any time during the game by pressing Select. Our cavemen can also jump on their enemies' heads to reach high platforms or hidden areas. The world is divided into small areas and our friends walk along a map, fighting their way from one location to the next. Once a stage is completed, it can be skipped or visited again at will. Checkpoints are also located on the map and help the player in his quest and special blue paths lead to simple mini-games (only accessible by collecting keys scattered around the game).

- TECHNICAL -

[Model SHVC-JT]

- TRIVIA -

Released on December 06, 1992 in Japan for 8500 Yen.

Joe & Mac - Tatakae Genshijin was first released in the arcades by Data East in 1991. This Super Famicom version is quite different from the original arcade game. The level structure was changed so the world features a map and all stages have to be played in a specific order, whereas the arcade had a non-linear structure and players could pick a different route at the end of each area.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61570&o=2

$end


$snes=joemac2u,joemac2up,
$bio

Joe & Mac 2 - Lost in the Tropics [Model SNS-J3-USA] (c) 1994 Data East Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63127&o=2

$end


$snes=joemac3,joemac3p,
$bio

Joe & Mac 3 - Lost in the Tropics [Model SNSP-J3-EUR] (c) 1994 Data East Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63128&o=2

$end


$info=joemacr,joemacra,joemacrj,
$bio

Joe & Mac Returns (c) 1994 Data East Corp.

For this sequel to the sideways scrolling 1991 beat-em-up, "Caveman Ninja", Data East chose to eschew the former's gameplay and create a single-screen platformer with gameplay hugely similar to Toaplan's "Snow Bros.", released in 1990.

- TECHNICAL -

Main CPU : ARM (@ 28 Mhz)
Sound Chips : OKI6295 (@ 7.627 Khz), OKI6295 (@ 15.255 Khz)

Players : 2
Control : 8-Way Joystick
Buttons : 2
=> [A] Attack With Club, [B] Jump

- TRIVIA -

Joe & Mac returns was released in May 1994.

- UPDATES -

The only difference between the 2 revisions is that the earlier contains an original bug whereby if you get the 'transport to special stage' powerup at exactly the wrong time the game doesn't progress to the special stage, and you become stuck on the level you're on. The later revision fixes that bug.

- SERIES -

1. Tatakae Genshijin - Joe & Mac (1991)
2. Tatakae Genshijin 2 - Rookie no Bouken (1992, Nintendo Super Famicom)
3. Tatakae Genshijin 3 - Shujaku-ha Yappari Joe & Mac (1993, Nintendo Super Famicom)
4. Joe & Mac Returns (1994)

- STAFF -

Project Manager : Sanosan
Planner : Makoto Kikuchi
Software : Wataru Iida, Kei Ichikawa, Kazuhiko Kobari
Graphic : Makoto Bizarre Nozu, Seiji Satoh, Gashima
Music & SE : MR*K
Hardware : Dr. Yaj Mahal, Taihey Satoh

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3491&o=2

$end


$gameboy=joemacu,
$bio

Joe & Mac [Model DMG-JM-USA] (c) 1993 Data East Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66220&o=2

$end


$amigaocs_flop=joemac,
$bio

Joe and Mac - Caveman Ninja (c) 1993 Data East Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74353&o=2

$end


$bbca_cass,bbcb_cass=joeblade,
$bio

Joe Blade (c) 1987 Players

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52001&o=2

$end


$cpc_cass=joeblade,
$bio

Joe Blade (c) 1987 Players Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96851&o=2

$end


$amigaocs_flop=joeblade,
$bio

Joe Blade (c) 1988 Players Premier

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74351&o=2

$end


$msx1_cass=joeblade,
$bio

Joe Blade (c) 1989 Players Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94747&o=2

$end


$amigaocs_flop=joeblad2,
$bio

Joe Blade 2 [Budget] (c) 1988 Smash 16

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74352&o=2

$end


$bbca_cass,bbcb_cass=joeblad2,
$bio

Joe Blade II (c) 1988 Players

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52002&o=2

$end


$cpc_cass=joeblad2,
$bio

Joe Blade II (c) 1988 Players Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96852&o=2

$end


$cpc_cass=joeblad3,
$bio

Joe Blade III (c) 1989 Players Premier

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96853&o=2

$end


$sms=joemont,
$bio

Joe Montana Football (c) 1990 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56074&o=2

$end


$megadriv=joemont,
$bio

Joe Montana Football (c) 1990 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56592&o=2

$end


$info=mt_stf,
$bio

Joe Montana II - Sports Talk Football (c) 1991 Sega.

- TECHNICAL -

Runs on the "Mega-Tech System" hardware.
Cartridge ID: 610-0239-58

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3437&o=2

$end


$megadriv=joemont2a,joemont2,
$bio

Joe Montana II Sports Talk Football (c) 1991 Sega Enterprises, Limited.

- TRIVIA -

Reviews:
March 1992 - Joypad N.6 [FR]: 80/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56593&o=2

$end


$gamegear=joemont,
$bio

Joe Montana's Football [Model 2403] (c) 1991 Sega Enterprises, Limited.

- TRIVIA -

Reviews:
March 1992 - Consoles + N.8 (Page 137) [FR]: 30/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64648&o=2

$end


$gamegear=joemontj,
$bio

Joe Montana's Football [Model G-3305] (c) 1992 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64649&o=2

$end


$segacd=joemonta,joemont,
$bio

Joe Montana's NFL Football [Model 4201] (c) 1993 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60748&o=2

$end


$bbca_cass,bbcb_cass=joey,
$bio

Joey (c) 1985 Blue Ribbon

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52003&o=2

$end


$m5_cass=jogging,
$bio

Jogging (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95318&o=2

$end


$svision=johnadv,
$bio

John Adventure [Model SV10036] (c) 199? Watara

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95451&o=2

$end


$amigaocs_flop=barnesef,
$bio

John Barnes European Football (c) 1992 Krisalis

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74354&o=2

$end


$mc10=conlife,
$bio

John Conway's Life (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87644&o=2

$end


$ibm5150,ibm5150_cass=jelwayqb,
$bio

John Elway's Quarterback (c) 1988 Melbourne House [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83642&o=2

$end


$apple2gs=jelwayqb,
$bio

John Elway's Quarterback (c) 1989 Melbourne House.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49797&o=2

$end


$nes=jelwayqb,
$bio

John Elway's Quarterback (c) 1989 Tradewest, Incorporated. [Corsicana, TX, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55247&o=2

$end


$info=teamqb,teamqb2,
$bio

John Elway's Team Quarterback (c) 1988 Leland.

- TECHNICAL -

Main CPU : (2x) Zilog Z80 (@ 6 Mhz)
Sound CPU : I80186 (@ 8 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.666666 Mhz), Custom (@ 1.666666 Mhz)

Screen orientation : Vertical
Video resolution : 240 x 320 pixels
Screen refresh : 60.00 Hz
Palette Colors : 1024

Players : 4
Control : Stick
Buttons : 1

- SERIES -

1. Quarterback (1987)
2. John Elway's Team Quarterback (1988)
3. All American Football (1989)

- STAFF -

Direction : John Rowe, Medo Moreno
Software : Bob Skinner, Phil Sorger, John Morgan, Steve Hostetler
Graphics : Kevin Lydy
Music : Sam Powell
Hardware : Eric Henderson, Dennis Sable, Dave Scott
Technical advisors : John Elway, Patrick Curran

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1223&o=2

$end


$amigaocs_flop=lowedart,
$bio

John Lowe's Ultimate Darts (c) 1989 Gremlin Graphics Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74355&o=2

$end


$pcecd=madden,
$bio

John Madden Duo CD Football (c) 1993 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58500&o=2

$end


$snes=madden,
$bio

John Madden Football (c) 1991 Electronic Arts.

- TRIVIA -

Reviews:
March 1992 - Joypad N.6 [FR]: 80/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63131&o=2

$end


$amigaocs_flop=madden,
$bio

John Madden Football (c) 1992 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74356&o=2

$end


$megadriv=madd93ce,
$bio

John Madden Football '93 - Championship Edition (c) 1992 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57268&o=2

$end


$snes=madden93ua,madden93u,
$bio

John Madden Football '93 [Model SNS-MF-USA] (c) 1992 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63130&o=2

$end


$snes=madden93,
$bio

John Madden Football '93 [Model SNSP-MF-EUR] (c) 1992 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63129&o=2

$end


$megadriv=maddenj,
$bio

John Madden Football - Pro Football (c) 1992 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56594&o=2

$end


$n64=daikatan,daikatanu,
$bio

John Romero's Daikatana (c) 2000 Kemco

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57779&o=2

$end


$n64=daikatanj,
$bio

John Romero's Daikatana [Model NUS-NDWJ] (c) 2000 Kemco

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57780&o=2

$end


$saturn,sat_cart=johnnybzj,
$bio

Johnny Bazooka (c) 1996 Coconuts Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59287&o=2

$end


$saturn,sat_cart=johnnybz,
$bio

Johnny Bazookatone (c) 1996 US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60331&o=2

$end


$saturn,sat_cart=johnnybzu,
$bio

Johnny Bazookatone [Model T-7909H] (c) 1996 US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60065&o=2

$end


$segacd=johnnymn,
$bio

Johnny Mnemonic (c) 19?? Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60749&o=2

$end


$info=jm_12r,jm_12b,jm_05r,
$bio

Johnny Mnemonic Meet the Ultimate Hard Drive (c) 1995 Williams Electronics Games, Incorporated.

- TECHNICAL -

Williams WPC-Security System
Model Number : 50042

Main CPU : Motorola M6809 (@ 2 MHz)
Sound CPU : ADSP2015 (@ 10 MHz)
Sound Chip : DMA-driven DAC (@ 10 MHz)

- TRIVIA -

Released in October 1995. 2,756 units were produced.

Based on the 1995 movie, starring Keanu Reeves.

Cow 1 : Sometimes during Midnight Multiball a 'Moo!' can be heard and seen on the display when a switch is hit. This only occurs once per multiball and +/- 50 % of the multiballs. 

Cow 2 : Wait long enough during attract mode and then press either one of the flipper buttons or the launch button. At random occasions you may hear a 'Moo!'.

Crazy Bob operates the 3x3 matrix.

- UPDATES -

Version 0.4
Date : August 25, 1995
- This is the release of software for production of sample games.

Version 1.0
Date : October 2, 1995
- This is the release of software for production.
- Added a cyberspace multiball lamp effect.
- Fixed a condition where the left diverter did not always open following a ball plunge into the jets.
- Fixed a condition where following the first Cyberspace Multiball, the hand popper shot call arrow would be lit for no reason.
- Changed the throwing spikes to carry from ball-to-ball until they are completed the first time.
- Can now cancel buy-in on the launch button.
- Added a game over lamp effect.
- Corrected a display error where at game over with multiple players, a portion of the final player up's score would be partially wiped away.
- Added (non Tournament) hand cabinet button cheat codes. 
- Changed touch tone multiball jackpot rules to be worth the effort of making the shots.
- Now the hand is moved to the back during game over to improve the chances of the hand being in an optimal position for shipment.
- If we determine the hand to be broken, and we are trying to clear the hand popper (except in multiball) the diverter is opened to give the ball additional room to exit.
- Fixed a condition where the game over music would terminate prematurely.
- Improved flaky ball-in-hand switch behavior.
- Changed hand popper behavior to switch to a soft kick after failing to clear, when the hand is not marked bad.

Version 1.1
Date : October 2, 1995
- The text TO ADVANCE YAKUZA and POWER MASTER now fits the display in all languages.
- Added a ball search delay at the end of Powerdown during the YOU ARE THE MASTER speech.

Version 1.2
Date : October 31, 1995
- Corrected an erroneous error report on hand detected during burn-in.
- Increased hand popper kick strength slightly for use when hand is broken.
- Made the matrix award relative position more random.
- Incorporated new Tournament Mode code fixes.

- TIPS AND TRICKS -

Start a game just before midnight to enable 'Midnight Multiball'.

Tournament Mode : press and hold both flipperbuttons for about 5 seconds during attract mode, then watch the display.

- STAFF -

Designer : George Gomez
Artwork : John Youssi
Software : Tom Uban
Dots/Animation : Adam Rhine, Brian Morris
Mechanics : Tom Kopera
Music & Sounds : Dave Zabriskie

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3526&o=2

$end


$info=jnero,
$bio

Johnny Nero: Action Hero (c) 2004 ICE [Innovative Concepts in Entertainment].

In "Johnny Nero - Action Hero", the player takes on the persona of Johnny Nero. Johnny is a comic book hero that plays in three very different 3-dimensional worlds:
- Space Wars – An evil alien empire is at war with the human race. Johnny Nero is all that stands between them and our total annihilation.
- Curse of The Mummy King – Johnny battles hordes of Egyptian evil enemies and an ancient Pharaoh to recover the priceless Jewel of Amon-Ra.
- Ghost Town – Johnny is a gun-for-hire paid to clean out the evil sheriff and his gun slinging hordes of undead.
Players shoot on-screen enemies and power-ups and shoot off screen to reload. There are 2 modes : Standard and Guns of Fury. The Guns of Fury mode allows one player to play with both guns.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=21297&o=2

$end


$bbca_cass,bbcb_cass=johnyreb,
$bio

Johnny Reb (c) 1984 Lothlorien

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52004&o=2

$end


$cpc_cass=johnnyrb,
$bio

Johnny Reb (c) 1984 MC Lothlorien

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96854&o=2

$end


$cpc_cass=johnnyr2,
$bio

Johnny Reb II [Model LTA9] (c) 1986 MC Lothlorien

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96855&o=2

$end


$msx1_cass=comomolo,comomoloa,
$bio

Johny Comomolo in 3-2-1 Fire (c) 1986 Dro Soft [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94748&o=2

$end


$info=joinem,
$bio

Join 'em (c) 1983 Global.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 8 Mhz)

Screen orientation : Vertical
Video resolution : 256 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256

Players : 1

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3872&o=2

$end


$info=jojoj,jojojr1,
$bio

JoJo no Kimyou na Bouken (c) 1998 Capcom Company, Limited.

A one-on-one 2-D fighter with excellent animation and sound.

- TECHNICAL -

Capcom Play System III Hardware (CPS III)
CD Number : CAP-JJK000
CD Label : CAP-JJK-140

Main CPU : Hitachi SH2 (possibly 2)
Storage : SCSI CD Rom, RAM and Flash ROM.
RAM : SIMMs on the left w/ 16M of data each (each has 8x 16M Flash ROMs, there's 4 SIMMs plugged in on this board). SIMMs on the right w/ 8M each (there's 4 Flash ROMs on each board and there are 2 SIMMs plugged in)
OSC : 60MHz. 42.9545MHz, XTAL 3.6864MHz.

Players : 2
Control : 8-Way Joystick

- TRIVIA -

JoJo no Kimyou na Bouken was released in December 1998 in Japan. It is known outside Japan as "JoJo's Venture".

The game is based on the 3rd story of the manga from Araki Hirohiko.

- TIPS AND TRICKS -

* Play as Dio : At the character select screen do the following to make Dio appear...
highlight Alessy and press START
highlight D'Bo and press START
highlight Chaca and press START
highlight Milder and press START (x3)

* Play as Shadow Dio : At the character select screen do the following to make Shadow Dio appear...
highlight Alessy and press START
highlight D'Bo and press START
highlight Chaca and press START
highlight Milder and press START (x3)
highlight Dio and press START (x10)

* Play as Young Joseph : Enter the following at the character select for Young Joseph... 
highlight Jotaro and press START
highlight Polnareff and press START
highlight Joseph and press START
highlight Kakyoin and press START
highlight Iggi and press START
highlight Avdol and press START
highlight joseph and press & hold START until Young Joseph appears.

* Unlock time release characters : To unlock the time release characters all at once, you need access to the machine's test menu. From there, go to Configuration, then Game, and enter the following code. A sound will confirm it. P1 Up, Down, Right, Left, Button 1, Button 2, Button 3, Button 4

- SERIES -

1. JoJo no Kimyou na Bouken (1998)
2. JoJo no Kimyou na Bouken - Mirai e no Isan (1999)

- STAFF -

Planner : Obata Shinichiro, Yoshifumi Fukuda (Yo CC Fukuda), Ohashi Mamoru
Programmer : Tomohiro Ueno, Batayon, Hideo Sako (HDO), T. Kimoto (Dress), Y. Inada (INE), Oh!Ya!, Yoji Mikami (GM009p)
Scroll Design : Nakatsuka, Kisabon, Morisaki Chiezou, Inoyan, Kanno, Yamasan, Kajita
Object Desig n: Ball Boy, Q, Kaname, Tsuyoshi, Fujii & Peliko, Ahogen hiroshi, Narancia, Tatsuya Oshima, Yoshihiro Goda, Shiniya M, Mizuho, M. Katagiri
Design Works : Ukabin, Da-Uchi, Sakomizu
Music Compose : Yuko Takehara, Setsuo Yamamoto
Sound Design : Moe-T (MIGYA), E. Masayuki (UP-TAIL)
Voice Actor : Egawa Hisao, Ohkawa Tohru, Ohtsuka Yoshitada, Kishi Yuji, Tareki Tsutomu, Chiba Isshin, Nagasako Takashi, Nagasawa Miki, Madono Mitsuaki, Yanada Kiyoyuki
Producer : Kouji Nakajima
General Producer : Noritaka Funamizu
Executive Producer : Yoshiki Okamoto

- PORTS -

* Consoles : 
Sony PlayStation [JP] (October 14, 1999, "JoJo no Kimyou na Bouken [Model SLPS-02236]") 
Sony PlayStation [JP] (January 25, 2001, "JoJo no Kimyou na Bouken [CapKore] [Model SLPS-86721] ")

For ports released outside Japan, please see the Export version entry; "JoJo's Venture".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11037&o=2

$end


$info=jojobar1,jojoban,jojobanr1,
$bio

JoJo no Kimyou na Bouken - Mirai e no Isan (c) 1999 Capcom.

The sequel of "JoJo no Kimyou na Bouken" with just extra characters.

- TECHNICAL -

Capcom Play System III hardware (CPS III)
CD Number : CAP-JJM000
CD Label : CAP-JJM-110

Main CPU : Hitachi SH2 (possibly 2)
Storage : SCSI CD Rom, RAM and Flash ROM.
RAM : SIMMs on the left w/ 16M of data each (each has 8x 16M Flash ROMs, there's 4 SIMMs plugged in on this board). SIMMs on the right w/ 8M each (there's 4 Flash ROMs on each board and there are 2 SIMMs plugged in)
OSC : 60MHz. 42.9545MHz, XTAL 3.6864MHz.

Players : 2
Control : 8-way joystick

A CPS2 kick harness is needed to use the extra attack buttons.

- TRIVIA -

One of the last games released for the CPS3 hardware. It was released in September 1999 in Japan. It is known outside Japan as "JoJo's Bizarre Adventure".

The Game is based on the 3rd story of the manga from Araki Hirohiko. 

A cartridge only version of this game was available in Japan. Unlike standard CD-Rom CPS3 kits, the cartridge only version boots up in a matter of seconds. 

Suleputer released a limited-edition soundtrack album for this game (Jojo's Bizarre Adventure Original Soundtrack - CPCA-1022) on February 20, 1999.

- TIPS AND TRICKS -

* Play as Dio : At the character select screen do the following to make Dio appear... 
highlight Alessy and press START 
highlight D'Bo and press START 
highlight Chaca and press START 
highlight Milder and press START (x3) 

* Play as Shadow Dio : At the character select screen do the following to make Shadow Dio appear... 
highlight Alessy and press START 
highlight D'Bo and press START 
highlight Chaca and press START 
highlight Milder and press START (x3) 
highlight Dio and press START (x10) 

* Play as Young Joseph : Enter the following at the character select for Young Joseph... 
highlight Jotaro and press START 
highlight Polnareff and press START 
highlight Joseph and press START 
highlight Kakyoin and press START 
highlight Iggi and press START 
highlight Avdol and press START 
highlight joseph and press & hold START until Young Joseph appears. 

* Unlock time release characters : To unlock the time release characters all at once, you need access to the machine's test menu. From there, go to Configuration, then Game, and enter the following code. A sound will confirm it. P1 Up, Down, Right, Left, Button 1, Button 2, Button 3, Button 4. If you hear Dio's 'Wryyyyyy', it was successful. Proceed to 'Save and Exit', and the new playable characters will be available on the opposite sides of the character selection screen. They consist of : Shadow Dio, Kahn, New Kakyoin, Hol Horse with Boingo, Rubber Soul, and Young Joseph. 

* Developer Mode: In order to access the hidden developer menu, the second byte of the arcade game's region value needs to be set to "7". Once done, the following options are available: 
Pressing button 5 during gameplay will pause the gameplay until it is pressed again. 
Pressing button 6 during gameplay will slow the game down. Pressing it while paused from button five will act as a frame advance. 
Holding button 1 while activating the service menu will open a developer's test menu.

- SERIES -

1. JoJo no Kimyou na Bouken (1998)
2. JoJo no Kimyou na Bouken - Mirai e no Isan (1999)

- STAFF -

Planner : Obata Shinichiro, Yoshifumi Fukuda (Yo JB Fukuda), Ohashi Mamoru, Koji Shimizu
Programmer : Tomohiro Ueno, Batayon, Hideo Sako (HDO), T. Kimoto (Dress), Y. Inada (INE), Oh!Ya!, Yoji Mikami (BD1)
Scroll Design : Nakatsuka, Kisabon, Chie Morisaki, Inoyan, Kanno, Yamasan, Masanori Kajita, Takashi Fujiwara
Object Design : Ball Boy, Q, Kaname, Tsuyoshi, Fujii & Peliko, Ahogen hiroshi, Narancia, Tatsuya Oshima, Yoshihiro Goda, Shiniya M, Mizuho, M. Katagiri, Nishimura M, Ohsumi Tomohiko
Design Works : Ukabin, Da-Uchi, Sakomizu
Music Compose : Yuko Takehara, Setsuo Yamamoto
Sound Design : Moe-T, Masayuki Endo
Voice Actor : Egawa Hisao, Ohkawa Tohru, Ohtsuka Yoshitada, Kishi Yuji, Tareki Tsutomu, Chiba Isshin, Nagasako Takashi, Nagasawa Miki, Madono Mitsuaki, Yanada Kiyoyuki, Hayami Show, Yasuhara Yoshito, S. Obata
Producer : Kouji Nakajima
General Producer : Noritaka Funamizu
Executive Producer : Yoshiki Okamoto

- PORTS -

* Consoles : 
Sega Dreamcast [JP] (November 25, 1999) "JoJo no Kimyou na Bouken [Model T-1205M] "
Sega Dreamcast [JP] (October 26, 2000) "JoJo no Kimyou na Bouken - Mirai e no Isan for Matching Service" [Model T-1231M] 
Sony PlayStation 3 [PSN] [JP] (August 21, 2012, "Jojo no Kimyou na Bouken - Miraihe no Isan HD Ver. [Model NPJB-00207]") 
Microsoft XBOX 360 [XBLA] [JP] (August 22, 2012, "Jojo no Kimyou na Bouken - Miraihe no Isan HD Ver.")

For ports released outside Japan, please see the Export version entry; "JoJo's Bizarre Adventure".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11038&o=2

$end


$snes=jojo,
$bio

JoJo no Kimyou na Bouken (c) 1993 Cobra Team

- TECHNICAL -

[Model SHVC-JK]

- TRIVIA -

JoJo no Kimyou na Bouken was released on May 05, 1993 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61569&o=2

$end


$info=jojoba,jojobane,jojobaner1,
$bio

JoJo's Bizarre Adventure (c) 1999 Capcom. 

Export version. For more information about the game itself, please see the original Japanese version entry; "JoJo no Kimyou na Bouken - Mirai e no Isan".

- SERIES -

1. JoJo's Venture (1998)
2. JoJo's Bizarre Adventure (1999)

- PORTS -

* Consoles : 
Sega Dreamcast [US] (October 31, 1999) [Model T-1206N] 
Sega Dreamcast [EU] (November 25, 1999) [Model T-7007D-50]
Microsoft XBOX 360 [XBLA] [US] [EU] (August 22, 2012, "Jojo's Bizarre Adventure HD")  
Sony PlayStation 3 [PSN] [US] (August 22, 2012, "Jojo's Bizarre Adventure HD")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3295&o=2

$end


$info=jojo,jojon,jojojr2,jojonr1,jojonr2,jojor1,
$bio

JoJo's Venture (c) 1998 Capcom Company, Limited.

Export version. For more information about the game itself, please see the original Japanese version entry; "JoJo no Kimyou na Bouken".

- SERIES -

1. JoJo's Venture (1998)
2. JoJo's Bizarre Adventure (1999)

- PORTS -

* Consoles : 
Sony PlayStation [EU] (2000) [Model SLES-02599] 
Sony PlayStation [US] (March 31, 2000) [Model SLUS-01060]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3294&o=2

$end


$msx2_flop=joker,jokera,
$bio

Joker (c) 1988 Birdy Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101742&o=2

$end


$x68k_flop=joker,
$bio

Joker (c) 1991 Birdy Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87800&o=2

$end


$pc98=joker,
$bio

Joker (c) 1991 Birdy Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89809&o=2

$end


$info=m4jok2k,m4jok2k__a,m4jok2k__b,
$bio

Joker 2000 (c) 19?? BDD.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42961&o=2

$end


$info=jokercrd,
$bio

Joker Card (c) 1993 Vesely Svet.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=28404&o=2

$end


$msx2_flop=joker2,joker2a,
$bio

Joker II (c) 1989 Birdy Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101743&o=2

$end


$x68k_flop=joker2,
$bio

Joker II (c) 1992 Birdy Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87801&o=2

$end


$pc98=joker2,
$bio

Joker II (c) 1992 Birdy Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89810&o=2

$end


$info=m5jokpak,
$bio

Joker in the Pack (c) 200? BWB.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41594&o=2

$end


$info=jkrmast,
$bio

Joker Master (c) 199? Unknown.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=33664&o=2

$end


$pc8801_flop=joker2,
$bio

Joker no Yabou 2 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92130&o=2

$end


$pc8801_flop=joker3,
$bio

Joker no Yabou 3 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92131&o=2

$end


$info=jokpoker,jokpokera,jokpokerb,jokpokerc,
$bio

Joker Poker (c) 1982 Greyhound Electronics.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : DAC

Palette colors : 256

Players : 1
Buttons : 9

- UPDATES -

VERSION 16.03B
VERSION 16.03BI
VERSION 16.04BI

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=7984&o=2

$end


$info=jpcoin2,
$bio

Joker Poker (c) 1990 Coinmaster.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48292&o=2

$end


$info=jpcoin,
$bio

Joker Poker (c) 1990 JPM International.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42340&o=2

$end


$info=pepp0065,pepp0426,pepp0428,pepp0429,pepp0568,PP0050,X002441P,PP0588,PP0047,PP0455,X000455P,PP0536,PP0171,X000171P,PP0459,X000459P,PP0053,PP0458,X000458P,X002338P,X002461P,
$bio

Joker Poker (c) 199? IGT [International Game Technologies].

- TECHNICAL -

B1076X; CLASSIC UPRIGHT CABINET
IA76X; IMBEDDED BILL ACCEPTOR CABINET
2976X; SLANT CABINET WITH TOP BOX
3676X; DROP IN BAR CABINET WITH FLAT SCREEN
3776X; DROP IN BAR CABINET WITH SLANT SCREEN
GD76X; SLANT CABINET WITH IBA TOP BOX
GK76X; SLANT CABINET WITHOUT IBA TOP BOX
VO76X; 17" MONITOR w/12" TOP BOX
VC76X; 19" MONITOR w/12" ROUND TOP
VB76X; 19" MONITOR w/ROUND TOP

- UPDATES -

PP0050 / X002441P
PP0588
PP0047
PP0455 / X000455P
PP0536
PP0568 / PP0426 - NON DOUBLE-UP ONLY
PP0171 / X000171P
PP0459 / X000459P / PP0428 - NON DOUBLE-UP ONLY
PP0053
PP0458 / X000458P / PP0429 - NON DOUBLE-UP ONLY
X002338P
X002461P

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46359&o=2

$end


$info=mainline,
$bio

Joker Poker / Jacks Plus (c) 198? Mainline.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32547&o=2

$end


$info=jokrpokr,
$bio

Joker Poker [Model 417] (c) 1978 Gottlieb.

- TECHNICAL -

Gottlieb System 1
Model Number : 417

- TRIVIA -

9,280 units were produced.

- STAFF -

Design by : Ed Krynski
Art by : Gordon Morison

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5648&o=2

$end


$info=jokrwild,jwildb52,jwildb52a,jwildb52h,
$bio

Joker's Wild (c) 1988 Sigma Enterprises, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=28903&o=2

$end


$info=segajw,
$bio

Joker's Wild (c) 198? Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=29965&o=2

$end


$info=j2jokers,
$bio

Jokers (c) 198? JPM International.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40969&o=2

$end


$info=m4jok300,
$bio

Jokers 300 (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41350&o=2

$end


$info=j5jokgld,j5jokglda,j5jokgldb,j5jokgldc,j5jokgldd,j5jokglde,j5jokgldf,j5jokgldg,j5jokgldh,
$bio

Jokers Gold (c) 198? JPM International.

- TECHNICAL -

System 5

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15828&o=2

$end


$info=j6jkrgld,
$bio

Jokers Gold (c) 200? JPM International.

- TECHNICAL -

Impact

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41111&o=2

$end


$info=m4jokmil,
$bio

Jokers Millenium (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41351&o=2

$end


$info=j6jkrpls,j6jkrplsa,j6jkrplsb,j6jkrplsc,j6jkrplsd,j6jkrplse,
$bio

Jokers Plus (c) 2002 JPM.

Jokers Plus is a 4-reel, multi-stake and award card game utilising a combination of 'buying' reel and win lines on various stakes to provide up to 10 winlines on 4 reels.

- TECHNICAL -

IMPACT hardware
Housed in the Electra cabinet.

- TRIVIA -

Released in October 2002 in Poland, Ukraine, Czech Republic, Latvia, Lithuania and Slovakia.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11740&o=2

$end


$info=j6jkpldx,j6jkpldxa,
$bio

Jokers Plus Deluxe (c) 199? JPM International.

- TECHNICAL -

Impact

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41110&o=2

$end


$info=b85jkwld,
$bio

Jokers Wild (c) 1992 B.F.M.

- TRIVIA -

Jokers Wild was released in July 1992 in the UK.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=21292&o=2

$end


$info=pr_jkrwd,
$bio

Jokers Wild (c) 199? Project Coin Machines, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40201&o=2

$end


$info=j6jkwld,
$bio

Jokers Wild (c) 199? JPM International.

- TECHNICAL -

Impact

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41112&o=2

$end


$info=hb_jkrwl,hb_jkrwla,
$bio

Jokers Wild (c) 200? Fair Games UK, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42326&o=2

$end


$info=ss3219,ss3221,
$bio

Jokers Wild! [5-Bar] (c) 199? IGT [International Game Technologies]

2-Coin Multiplier slot.

- UPDATES -

SS3219
SS3221

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46157&o=2

$end


$info=ss1377,ss1691,ss1665,
$bio

Jokers Wild! [5-Bar] (c) 199? IGT [International Game Technologies]

3-Coin Multiplier slot.

- UPDATES -

SS1377
SS1665
SS1691

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=45985&o=2

$end


$info=ss1283,
$bio

Jokers Wild! [5-Bar] (c) 199? IGT [International Game Technologies].

5-Coin Multiplier slot.

- UPDATES -

SS1283

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46325&o=2

$end


$info=ss3021,rs3525,ss3124,ss3022,ss3023,ss3018,ss3256,ss3024,ss3334,ss3025,
$bio

Jokers Wild! (c) 199? IGT [International Game Technologies].

4-Reel, 2-Coin Multiplier slot.

- TECHNICAL -

Model 33I

- UPDATES -

SS3021
RS3525
SS3124
SS3022
SS3023
SS3018
SS3256
SS3024
SS3334
SS3025

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46357&o=2

$end


$info=ss1348,ss1397,ss1353,
$bio

Jokers Wild! (c) 199? IGT [International Game Technologies].

3-Coin Multiplier slot.

- TECHNICAL -

Model 33I

- UPDATES -

SS1348
SS1353
SS1397

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=45986&o=2

$end


$info=SS3147,SS3148,SS3149,SS3150,
$bio

Jokers Wild! [Model 33I] [6-Coin] (c) 199? IGT.

4-Reel, 6-Coin Mutliplier slot.

- UPDATES -

SS3147
SS3148
SS3149
SS3150

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=97953&o=2

$end


$info=ss1492,ss1491,ss1493,ss1494,ss1490,ss1495,ss3856,
$bio

Jokers Wild! (c) 199? IGT [International Game Technologies].

3-line slot featuring 5-BAR symbols.

- TECHNICAL -

Model 49A

- UPDATES -

SS1492
SS1491
SS1493
SS1494
SS1490
SS1495
SS3856

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46339&o=2

$end


$info=ss1352,ss1135,
$bio

Jokers Wild! [Normal Bar] (c) 199? IGT [International Game Technologies]

2-Coin Multiplier slot.

- UPDATES -

SS1352
SS1135

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46159&o=2

$end


$info=ss1281,
$bio

Jokers Wild! [Normal Bar] (c) 199? IGT [International Game Technologies].

5-Coin Multiplier slot.

- UPDATES -

SS1281

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46326&o=2

$end


$info=ss1655,ss1656,
$bio

Jokers Wild! [Super Bar] (c) 199? IGT [International Game Technologies].

- UPDATES -

SS1655
SS1656

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46158&o=2

$end


$info=jokrz_l6,jokrz_l3,
$bio

Jokerz! (c) 1988 Williams Electronics Games, Incorporated.

- TECHNICAL -

Williams System 11B

Main CPU : M6808 (@ 1 MHz)
Sound CPU : Motorola M6809 (@ 2 MHz), OKI M6808 (@ 1 MHz)
Sound chips : Yamaha YM2151 (@ 3.579545 MHz), (2x) DAC, (2x) HC55516

This game uses a special stereo version of the audio board which is not compatible with any other System 11 game.

- TRIVIA -

On the backglass, the joker is artist John Youssi.

- STAFF -

Designers : Barry Oursler (BSO), Python Anghelo (PVA)
Artwork : Mark Sprenger, John Youssi
Software : Bill Pfutzenreuter (Pfutz) (PFZ)
Mechanics : Joe Joos Jr.
Music : Chris Granner (Granzo) (CPG)
Sounds : Chris Granner, Jon Hey

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5344&o=2

$end


$info=jollycrd,jolyc3x3,jolydab,jolyccrb,jolyccra,jolycdit,jolycdib,jolycdsp,jolycdic,
$bio

Jolly Card (c) 1985 TAB-Austria.

A video poker game.

- TECHNICAL -

Main CPU : M65SC02 (@ 2 Mhz)
Sound Chips : General Instrument AY8910 (@ 2 Mhz)

Players : 1
Buttons : 7

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4525&o=2

$end


$info=jolyccrb,
$bio

Jolly Card (c) 1986 Fun World.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=36477&o=2

$end


$info=jolycdev,
$bio

Jolly Card (c) 1998 Evona Electronic.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=36478&o=2

$end


$info=jolyc980,jolycmzs,
$bio

Jolly Card Professional 2.0 (c) 2000 Spale-Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=22899&o=2

$end


$info=m4jolgem,m4jolgem__0,m4jolgem__1,m4jolgem__2,m4jolgem__3,m4jolgem__4,m4jolgem__5,m4jolgem__6,m4jolgem__7,m4jolgem__8,m4jolgem__9,m4jolgem__a,m4jolgem__b,m4jolgem__c,m4jolgem__d,m4jolgem__e,
$bio

Jolly Gems (c) 199? Barcrest.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40141&o=2

$end


$info=m5jlyjwl,m5jlyjwl01,m5jlyjwl02,
$bio

Jolly Jewels (c) 200? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41592&o=2

$end


$info=jollyjgr,
$bio

Jolly Jogger (c) 1982 Taito Corp.

It's a nice day to go jogging, and you feel like covering the whole city. So what could go wrong? Oh yeah, three bullies out to beat you up. Thankfully some blocks have things that scare them and allow you to knock them out.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : General Instrument AY8910 (@ 3.579545 Mhz)

Players : 2
Control : 4-way Joystick

- TRIVIA -

Jolly Jogger was released in September 1982 in Japan.

- SCORING -

Running over each segment : 1 point
Surrounding a boxed-in area : 10 ponts
Surrounding a power box : 100 points
Bashing enemies : 300, 500, 700 points
Rack Finishing Bonus : time remaining on fuse

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4551&o=2

$end


$info=jolyjokr,jolyjokra,jolyjokrb,
$bio

Jolly Joker (c) 199? Impera GmbH.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=22966&o=2

$end


$info=m4joljok,m4joljokd,m4joljokh,
$bio

Jolly Joker (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41352&o=2

$end


$info=sc4jolly,sc4jollya,
$bio

Jolly Jousting (c) 200? QPS Interactive.

- TECHNICAL -

[Model PR2054]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42666&o=2

$end


$info=jolypark,
$bio

Jolly Park (c) 1996 Spinball.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5649&o=2

$end


$info=m5jlyrog,m5jlyroga,
$bio

Jolly Roger (c) 200? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41593&o=2

$end


$info=as_jolly,
$bio

Jolly Roger (c) 200? Astra Games, Limited. [Novomatic Group].

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41837&o=2

$end


$info=m4joltav,m4joltava,m4joltavb,
$bio

Jolly Taverner (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41353&o=2

$end


$cpc_cass=jbsquash,
$bio

Jonah Barrington's Squash [Model IA 0310] (c) 1987 Mastertronic, Ltd. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96856&o=2

$end


$saturn,sat_cart=jonahlom,jlrug,
$bio

Jonah Lomu Rugby (c) 1997 Sports Master

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60332&o=2

$end


$pc98=jonason,
$bio

Jonason - Kairai no Mai (c) 1994 XYZ [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89811&o=2

$end


$amigaocs_flop=jonathan,
$bio

Jonathan (c) 1993 Software 2000

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74357&o=2

$end


$msx1_cart=jongfrnd,
$bio

雀フレンド (c) 1984 Nidecom
(Jong Friend)

- TRIVIA -

Original price: 4800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77169&o=2

$end


$x1_cass=jongkyo,
$bio

Jong Kyo (c) 1983 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86241&o=2

$end


$pc8801_flop=jongkyo,
$bio

Jong Kyo (c) 1983 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92132&o=2

$end


$m5_cart=jongkyo,
$bio

Jong Kyo (c) 1983 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95352&o=2

$end


$msx1_cart=jongkyo,
$bio

Jong Kyo [Model MXHI 11033] (c) 1983 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77170&o=2

$end


$info=choko,
$bio

Jong Pai Puzzle Choko (c) 2001 Mitchell Corp.

An adult shanghai game from Mitchell. The objective is to clear the board of matching tiles before the timer runs out.

Each level consists a board with two or more columns of tiles and walls slowly moving toward the center of the board.  Every time a matching pair of tiles is cleared from the board the two columns momentarily shift away from the center. The game is lost if the opposing columns of tiles run into each other or into the wall. In order to legally remove matching tiles no walls or other tiles can be in a path with two or fewer bends between the matching tiles. Once per stage, the player can request help and the two columns will shift to their starting positions and matching tiles will be highlighted for a short time. If the player cannot legally remove any more tiles then the board is 'deadlocked', and the game is lost.

If the player clears the board before the timer runs out, the background girl will change into a more revealing state of undress and this new image of her will be the background for the next stage.  If the timer reaches zero the player can still attempt to clear the board but the background image will not change.  The game features four girls with two background images each and a topless image that is revealed after defeating the girl's second stage within the time limit. 
If the game is lost, upon continuing the player may select to attempt to clear the same board or try a new board of tiles.

- TECHNICAL -

Runs on the "CP System II" hardware.
Board: Green (Japan)

Players: Up yo 2.
Control: 8-way Joystick per player.
Buttons: 6 per player.

- TRIVIA -

Jong Pai Puzzle Choko was released in August 2001 in Japan only. It was known as the 37th game released for the CPS-II hardware.

The title translates from Japanese as 'Yangtze River Mahjong Tile Puzzle'. The kanji 'Choko' is the Japanese name of the Chinese Yangtze River.

- STAFF -

Concept Designer : Akihiro Akaishi
Planner : Futoshi Kuwahara, Satoru Tsujita
Programmer : Kaname Wada, Shigeru Komiya
Graphic Designer Object : Eiko Kato, Kazue Matsunaga, TTO
Graphic Designer Scroll : Satoshi Ida, Sachiko Shibuya, Hiroshi Katayama
Sound BGM Composer : Takafumi Wada, Takashi Kouga, Tomoyuki Takano
Sound SE Designer : Shin Yamazaki
Executive Producer : Roy Ozaki, Koichi Niida

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=460&o=2

$end


$info=janyuki,
$bio

Jong Yu Ki (c) 1988 Dynax.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=24246&o=2

$end


$nes=jongbou,
$bio

Jongbou (c) 1987 KAC [K.Amusement Lising Co.] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54246&o=2

$end


$info=jongkyo,
$bio

Jongkyo (c) 1985 Kiwako.

- TRIVIA -

The title translates from Japanese as "Crazy Jong".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=19978&o=2

$end


$gba=jonnymos,
$bio

Jonny Moseley Mad Trix [Model AGB-AJME-USA] (c) 2002 3DO Company, The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71295&o=2

$end


$cpc_cass=jonnyqst,
$bio

Jonny Quest |Model HT 165] (c) 1991 Hi-Tec Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96857&o=2

$end


$info=jopac,
$bio

Jopac JO 7400 (c) 1983 Brandt.

- TRIVIA -

Released in December 1983 in France.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95747&o=2

$end


$gameboy=jordanb,
$bio

Jordan vs Bird - One on One [Model DMG-JB-USA] (c) 1992 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66222&o=2

$end


$gameboy=jordanbj,
$bio

Jordan vs Bird - One on One [Model DMG-JBA] (c) 1993 Electronic Arts Victor [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66225&o=2

$end


$nes=jordanb,
$bio

Jordan vs. Bird - One on One (c) 1989 Milton Bradley Co.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55248&o=2

$end


$pc98=joro2,
$bio

Joro v2 (c) 19?? Unknown.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89812&o=2

$end


$gbcolor=joryujan,
$bio

Joryuu Janshi ni Chousen GB - Watashi-tachi ni Chousen Shitene [Model DMG-A55J-JPN] (c) 1999 Culture Brain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68088&o=2

$end


$pc98=joseisha,
$bio

Josei Shain o Ikasu Hou (c) 1988 Champion Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89813&o=2

$end


$fm7_cass=panic,
$bio

Joshi Ryou Panic (c) 1983 Enix, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93740&o=2

$end


$info=josvolly,
$bio

Joshi Volleyball (c) 1983 Taito.

A volleyball game.

- TECHNICAL -

Main CPU : (2x) Zilog Z80 (@ 3 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.5 Mhz)

Players : 2
Control : 8-way Joystick
Buttons : 2

- TRIVIA -

Released in October 1983 in Japan.

The title of this game translates from Japanese as 'Women's Volleyball'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1226&o=2

$end


$fm7_cass=private,
$bio

Joshidai-sei Private (c) 1984 Nihon Falcom [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93741&o=2

$end


$pc8801_flop=joshikos,
$bio

Joshidaisei Kousai Zukan (c) 1987 Cross Media Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92133&o=2

$end


$pc8801_flop=joshiprv,
$bio

Joshidaisei Private (c) 1983 Nihon Falcom [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92134&o=2

$end


$pc98=joshisei,
$bio

Joshikou Seifuku Monogatari (c) 1994 KSS Media Ent. Co. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89814&o=2

$end


$x68k_flop=joshidol,
$bio

Joshikousei Idol Osanazuma Funsenki (c) 1988 Zenryutsu [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87802&o=2

$end


$pc8801_flop=joshipan,
$bio

Joshiryo Panic (c) 1983 Enix, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92135&o=2

$end


$x68k_flop=joshua,
$bio

Joshua (c) 1992 Panther Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87803&o=2

$end


$pc98=joshua,
$bio

Joshua (c) 1992 Panther Software [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89815&o=2

$end


$nes=joshua1,joshua,
$bio

Joshua & the Battle of Jericho (c) 1992 Wisdom Tree

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55249&o=2

$end


$megadriv=joshua,
$bio

Joshua & The Battle of Jericho (c) 1992 Wisdom Tree

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57269&o=2

$end


$gameboy=joshua,
$bio

Joshua & the Battle of Jericho (c) 1992 Wisdom Tree

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66226&o=2

$end


$x68k_flop=jotei1,
$bio

Jotei Senki 1 Queen Edition (c) 1994 Linner System

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88325&o=2

$end


$x68k_flop=jotei2,
$bio

Jotei Senki 2 Legend of Heroines (c) 1994 Linner System

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88326&o=2

$end


$x68k_flop=jotei3,
$bio

Jotei Senki 3 The Queen of Fighters (c) 1994 Linner System

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88327&o=2

$end


$x68k_flop=jotei4,
$bio

Jotei Senki 4 Heroines Forever (c) 1995 Linner System

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88328&o=2

$end


$x1_flop=jotunn,
$bio

Jotunn (c) 1988 Xain Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86024&o=2

$end


$pc98=jotunn,
$bio

Jotunn (c) 1988 Xain Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89816&o=2

$end


$pc8801_flop=jotunn,
$bio

Jotunn (c) 1988 Xain Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92136&o=2

$end


$msx2_flop=jotunn,jotunna,
$bio

Jotunn (c) 1988 Xain Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101744&o=2

$end


$psx=jounetsu,
$bio

Jounetsu Nekketsus - Nakimushi Coach no Nikki [Model SLPS-00936] (c) 1997 Asmik Ace Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85316&o=2

$end


$svision=jrnywest,
$bio

Jouney to the West (c) 199? Watara

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95452&o=2

$end


$amigaocs_flop=journey,
$bio

Journey (c) 1989 Infocom

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74358&o=2

$end


$a2600=journeye,
$bio

Journey Escape - Rock 'n' Roll Escape (c) 1983 Gameworld

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50601&o=2

$end


$a2600=journey,
$bio

Journey Escape (c) 1982 Data Age, Incorporated.

You must lead all 5 members of JOURNEY through waves of pesky characters and backstage obstacles to the Scarab Escape Vehicle before time runs out. You must also protect $50,000 in concert cash from grasping groupies, photographers, and 
promoters.

- TECHNICAL -

Model 116006

- SCORING -

At the start of the game, you will have $50,000 and 60 units of time. Each time you get stopped by a groupie, photographer or promoter you will lose some of your money.  For example, contacting a groupie will result in a loss of $300, a photographer $600 and a promoter $2,000. Each time you contact a Manager, you will gain a bonus of $9,900.

If you make it to your escape vehicle before your time runs out, any extra time will be applied to the next band member. If you manage to get all five band members into the escape vehicle with time to spare, the extra time will be converted to a bonus of $100 for each unit of time saved.

Once the five players are safely in their vehicle, the game will revert to the introductory scene for about 15 seconds, after which time it will automatically switch to the game play scene and an additional $50,000 will be added to your score.

- TIPS AND TRICKS -

Once you have started the game play, use your joystick controller to guide each JOURNEY band member past the stage barriers, groupies, photographers and promoters.  You will only have 60 units of time to reach the escape vehicle, so you must move past the obstacles as fast as possible. For maximum speed, hold the joystick controller in the forward position. When the player moves about two-thirds up the screen, all the obstacles will pass by faster.

Try to contact a roadie or a manaer when they appear. Once you've made contact with a roadie, a series of musical notes will play in rapid succession.  As long as the notes are playing, you will be able to run up the middle without being stopped by the obstacles. The manager's appearance will be rare, but if you are fortunate enough to contact him, you will earn an additional $9,900 and will be able to run through the entire crowd to the escape vehicle without being stopped. The time you have just saved can be applied to the next JOURNEY band member.  But be careful!  Move too fast and you may miss the escape vehicle.

NOTE: For extra quick sideways or backward (downward) moves, use the fire control button while shifting the joystick in the desired direction. Since the promoters will cost you more money than the groupies or photographers, greater attention should be given to avoiding the promoters.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50600&o=2

$end


$gamegear=striderr,
$bio

Journey from Darkness - Strider Returns [Model T-79048] (c) 1992 US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64650&o=2

$end


$nes=silius,siliusu,
$bio

Journey to Silius (c) 1990 Sunsoft.

North American release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "RAF World [Model TEC-RF]"

- TECHNICAL -

Game ID: NES-4S-USA

- TRIVIA -

This American version features a different design for the player character than the one used in the Japanese and European versions of the game (which depicted the main character in a futuristic armor and helmet, instead of having his head exposed). A pre-release build of the Japanese version, simply titled Rough, featured the same player character design used for the retail release of the American version.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55250&o=2

$end


$amigaocs_flop=jcearth,
$bio

Journey to the Center of the Earth (c) 1988 US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74359&o=2

$end


$msx1_cass=j2cearth,
$bio

Journey to the Centre of the Earth (c) 1985 Bug Byte

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94749&o=2

$end


$a800=jrnyplnt,
$bio

Journey to the Planets (c) 1983 Roklan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86576&o=2

$end


$info=journey,
$bio

Journey (c) 1983 Bally Midway.

The Play mode begins when either the 1-PLAYER or the 2-PLAYER START button is pressed. The Play mode ends when all of your performers have been eliminated. When this happens, GAME OVER is written across the center of the monitor screen.

ON THE SCREEN : The game is made up of groups of 5 sequences for each rack. When play begins, all the performers run onto the screen and jump aboard their transport ship, the Scarab. The Scarab then lifts off and heads for a point in space that is at the center of a grouping of five planets. (The song that is played in the background during this scene is 'Lights'.) Each group member's instrument is on a different planet.

At the beginning of each sequence, when a 2-PLAYER game has been selected, the game tells which player is up.

Also indicated in each sequence of each rack is the number of players (1 or 2), a running total of the player score(s), and the highest game score to date.

PLAY BEGINS : From this point, the player has approximately 10 seconds to decide which planet he wants to take the Scarab to (which performer’s instrument he wants to retrieve). The Scarab is guided to the planet of your choice by using the control stick to direct its movement.

OBSTACLES : On each planet there are various obstacles that must be overcome in order for that particular performer to retrieve his instrument and make his way back to the Scarab.

1st PLANET - Microphone : Steve Perry must pass between the turnstiles without touching them, get his microphone, and shoot his way back to the Scarab. The background song for this scene is 'Don't Stop Believing'.

2nd PLANET - Bass : Here, Ross Valory must leap onto the elevating pedestals, timing his assent to grab his bass as it passes by him at the top of the screen, and shoot his way back to the Scarab. The song played in the background here is 'Keep On Running'.

3rd PLANET - Keyboard : Here, Jonathan Cain must leap the moving conveyor belt ridges without being touched to reach his keyboard and then must shoot his way back to the Scarab. The background song here is 'Stone in Love'.

4th PLANET - Guitar : With his jet pack, Neal Schon must traverse the dangerous passages in this cavern to finally retrieve his guitar and then fight his way back to the Scarab. 'Chain Reaction' plays in the background here.

5th PLANET - Drums : Steve Smith must jump from drum-head to drum-head, landing on all of them at least once in order to reach his drums. He then must shoot his way back to the Scarab. 'Wheel in the Sky' is the background song here.

ALL INSTRUMENTS RETRIEVED : All the performers now move to a stage and give a performance of 'Separate Ways (Worlds Apart)', their latest hit blockbuster at the time of this game's release. They will play as long as Herbie, the bouncer (controlled by the player), can keep the excited fans from overrunning the stage. When this happens, play starts all over again in the next rack which will be more difficult to complete. The performers all have to retrieve their instruments again.

SEQUENCES : Play ends in any particular sequence when one of 3 things happens.
a. The performer has a mishap and, except for Steve Perry, falls to the bottom of the screen. (A sample of 'Who's Crying Now' will play in the background.)
b. The performer retrieves his instrument and shoots his way back to the Scarab.
c. The excited fans storm the stage (play advances to the next rack of 5 sequences).

PERFORMERS : When on each of the 5 planets, the performer's movements are controlled by the control stick on the games control panel. They can basically move in any direction.

MISHAP : Play will begin again (if you have reserve performers left) in space, all performers are in the Scarab, and the player has approximately 10 seconds to pick the next planet he wants to try.
NOTE : You cannot pick a planet where the performer has already retrieved his instrument. These planets are indicated to the player by a wavey white ring around them.
If there are no more reserve performers left, GAME OVER is written across the screen.

SCARAB VEHICLE : The Scarab can move in any direction on the screen. Its movements are controlled by the control stick on the games control panel.

FIRE CONTROL BUTTONS : These control the rate of fire of your performer in; either left, right, up, or down directions (certain performers can only fire in certain directions). There are 2-fire control buttons on the Upright models to allow both left and right handed persons to play the game easily.

CONTROL STICK : By using the control stick you can position the Scarab/performer/bouncer at any location you desire on the screen.

BONUS PERFORMERS : These can be awarded to the player as he reaches or passes certain preselected point values. This feature is adjustable by the game's owner/operator.

GAME ENDS : When your last performer is eliminated. GAME OVER is written across the monitor screen.

- TECHNICAL -

Bally Midway MCR 2 hardware
Upright model
Game No. 358

Main CPU : Zilog Z80 (@ 2.496 Mhz)
Sound CPU : Zilog Z80 (@ 2 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 2 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 1

- TRIVIA -

Journey was released in March 1983.

Used digitized faces of the band members, photographed with a camera designed by Ralph Baer, father of the home video game console. The machine contained a tape loop of the song 'Separate Ways (Worlds Apart)' in the concert scene at the end of each level. Rushed through the 1982 Christmas holidays by the Marvin Glass & Associates because Bally/Midway wanted the game to coincide with the release of the band's Frontiers album. They took all the images of the band backstage at a Salt Lake City concert. There was talk of using the game as part of the road show, but that fell through.

The story about the idea of players being able to take photos of their own face being dropped due to their taking pictures of certain body parts did not occur with this game, but with an earlier prototype called Clone. That game was dropped but when Baer heard about Journey, he saw a new opportunity to use his digitizing camera technology.

The background music includes the Journey songs : 'Chain Reaction', 'Don't Stop Believin', 'Lights', 'Keep On Running', 'Stone In Love' and 'Wheel In The Sky'. A mishap on a planet will result in the playing of a small sample of 'Who's Crying Now'.

Outside of this game, the Scarab vehicle appears in the front cover of the band's 'Escape' album, released in 1981.

The giant head that appears in the attract mode's title sequence (and the Scarab flies into at the beginning of the game) is from the front cover of the band's 'Frontiers' album, released in 1983 (the same year this game was released).

The logo on the marquee is the same logo as on the front of the 'Frontiers' album. This logo is identical to that of the Magnavox Odyssey2 video game console released in 1978.

The side art is also the same image as the front cover of the 'Frontiers' album, with logo and giant head together.

Joe Maurizi holds the official record for this game with 10,000,125 points.

- TIPS AND TRICKS -

* Secret screen : on Journey's attract screen (the one with the giant head), press all the buttons (Blast, 1P Start, 2P Start) and the joystick to the Left and you'll get a screen with the programmer's names and tiny digitized pictures.

- STAFF -

Designed and programmed by : Elaine Ditton, Richard Ditton (founders of Incredible Technologies).
Graphics by : Scott Morrison
Sounds : Elaine Ditton, Steve Meyer
Hardware : Cary Mednick, Robert Ploussard, Ashok Charles

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1227&o=2

$end


$snes=joushomj,
$bio

Joushou Mahjong Tenpai [Model SHVC-ZTMJ-JPN] (c) 1995 Enix, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61571&o=2

$end


$info=joust,joustwr,joustr,
$bio

Joust (c) 1982 Williams.

Joust is a platform-based action combat game for one or two-players (with the two-player game offering either team-up OR head-to-head combat; the first time arcade gamers were given this choice) in which each player controls a knight riding on the back of a flying ostrich. 

The object of the game is to progress through platform-based levels by defeating groups of buzzard-riding enemy knights. This is achieved by 'jousting'; both enemy and player knights carry a lance and must fly around the level (actioned by repeatedly hitting the 'Flap' button) trying to oust rival knights from their steeds by ramming them with the lance. This can only be achieved if the attacking rider is above the enemy knight when the lance connects. A collision of equal elevations results in the two knights bouncing off each other, but if a player is lower than their enemy at the instant of contact, they themselves will be knocked from their steed and lose a life. 

A defeated enemy will turn into an egg that falls to the bottom of the screen. This must be quickly collected by players as if the egg lands on a platform and isn't retrieved in time, it will eventually hatch into another enemy knight that must be defeated again. 

Joust features three different types of enemy knights - Bounder, Hunter, and Shadow Lord - with each earning players different points values when defeated. A pterodactyl will appear after a predetermined time to hunt the players. 

Accurately navigating the player Knights can be initially quite difficult as control is strongly affected by both gravity and inertia. Players can lose a life by either being knocked from their steed by an enemy knight, or by falling into the lava pit at the bottom of each level.

- TECHNICAL -

* The upright version of Joust was a dedicated cabinet. It is similar in shape to other Williams games from that era, but it is not identical to them. The cabinet is largely black with no painted art on the front of the machine. But it does have sideart, in this case a four-color painted rendering of a knight riding a large bird, while carrying a lance. This design is fairly simple when compared to the sideart on other games, and can be repainted by hand, as long as you are careful. The control panel, monitor bezel, and marquee are all filled with the expected graphics. The marquee especially is a stunning rendition of the Joust logo, and two riders inside the Joust world. Your Joust machine will come with either 2-way leaf switch joysticks, or 2-way optical ones. The early cabinets had the optical ones, while the later ones used the leaf stick ones. 

* The cocktail version (a cocktail game is a sit down table version), is notable because it was one of the most popular cocktail cabinets for conversion to newer titles. You see most cocktail tables originally held games that had monitors in a vertical orientation, and had a set of player controls on each end of the table. By 1985 no one was really making many vertical games, especially not ones that were one player at a time, and could flip the screen for the second player. But the Joust table was different. It had a horizontal monitor, and the players sat side by side, instead of at opposite ends of the table. This allowed the Joust cocktail cabinet to be used for all sorts of newer games. Electronically the cocktail version of Joust was identical to the upright version. The cocktail cabinet did not feature a lot of art, and was mostly black.

The Joust PCBs are functionally identical to those used in "Defender", "Robotron - 2084", "Bubbles", "Sinistar", and "Stargate", only the ROM chips are different.

Main CPU : Motorola M6809 (@ 1 Mhz)
Sound CPU : M6808 (@ 894.75 Khz)
Sound Chips : DAC

Players : 2
Control : 2-way joystick (LEFT and RIGHT)
Buttons : 1 (FLAP)

- TRIVIA -

Joust was released in September 1982. 

The name of this game is a reference for 'Jousting'. Jousting is a competition between two knights on horse-back, wherein each knight tries to knock the other off his mount. Jousting was popular in medieval times. 

Joust shares some sounds from "Defender" and "Stargate". 

James Vollandt holds the official record for this game on 'Marathon' settings with 107,216,700 points. 
Don Morlan holds the official record for this game on 'Tournament' settings with 1,002,500 points. 

A Joust unit appears in the 1983 movie 'Joysticks'. 

A Joust unit appears (multiple times) in a 'Columbo' tv movie episode : (Murder, Smoke and Shadows) directed by James Frawley.

- UPDATES -

Red version has a default high score of 107,212 points, Green and Yellow versions have 109,102 points as the default high score. Also, the Green version fixes a well known bug that allowed you to endlessly kill Pterodactyls on certain levels, thus achieving incredible scores.

- SCORING -

Killing enemies : 
Bounder (Red) : 500 points. 
Hunter (Silver/Gray) : 750 points. 
Shadow Lord (Blue) : 1,000 points. 
Pterodactyl : 1,000 points. 

Getting killed : 50 points. 

Picking up eggs or hatchlings : 250, 500, 750, or 1,000 points (progressive). The progression starts again when the player is killed or starts the next wave. 

Picking up an egg before it touches the ground : 500 points. 

Not dying during a Survival Wave : 3,000 points. 

If neither player kills the other during a Team Wave (2-player game only) : 3,000 points for each player. 

The first player who kills the other player during a Gladiator Wave (2-player game only) : 3,000 points.

- TIPS AND TRICKS -

* When you start the game, your man will be at the entry point at the bottom of the playing field. From the other entry points, enemy riders will appear. It will then be up to you to successfully defeat them. Learning to flap your ostrich's wings is the most vital aspect of this game. How fast or slow you flap the wings determines speed and maneuverability. Once you get good, you will be able to glide around and only flap for either altitude or to hit an enemy rider.

* The name of the game is height. Whoever is the higher rider during a joust is the winner. If you and an enemy collide on the same level, the impact will knock you both backwards a little and turn you both around. This can prove to be dangerous if more then one enemy is coming for you since the first one turns you around and the second knocks you off your mount.

* You need to pay particular attention to the screen setup on each wave. Different platforms may collapse forcing you to readjust your strategy accordingly. Using the 20-wave example from Chapter 6.4, I will give you some basic strategies...
a) During the non-pterodactyl waves and platform one is intact, your best bet is to hang out under the right side of platform one. The enemy riders have to drop to get to you.  Just a quick press of the flap button should give you altitude over them and the easy kill.
b) If you lose platform one, the next best place is platform five. This forces the enemy riders to rise up to you. If you hover over the left or right edge, you can drop on enemy riders trying to rise up from the areas of platforms two and three. Of course, if any make it to your level, just sit on that entry point. When an enemy rider gets near, rapidly climb and move over toward the enemy to knock them off their mount.
c) When you only have platforms two and three, you will use a modified strategy from the one above. You will hover around the area that platform five was at. This forces the enemy riders to rise up to you, thereby exposing themselves to you dropping down on them.
d) If any of the above have Shadow Lords in them, you will have to be prepared to move around quickly since Shadow Lords are very fast and they tend to bounce off the top of the game screen.

* There are a couple of ways to kill off the pterodactyl during the pterodactyl waves :
1) First of all, you must be facing the pterodactyl in order to kill it.
2) If platform one still exists, then just wait for the pterodactyl and be ready for it to choke itself on your lance. If there are multiple pterodactyls, they usually come from opposite sides so the first one will have you turned around to meet the second one.
3) If platform one is gone, they use platform two to do your prehistoric hunting. If there are multiple pterodactyls, then you will have to move around until the second and subsequent pterodactyls are coming at your rider head on while you sit atop platform two.
4) If you are real good, you can kill the pterodactyls off in the air. You just have to make sure that your lance is evenly aligned with the pterodactyls mouth.
5) Pterodactyls also show up if you take too long on a wave. These can't be killed using the platform method. The only way is either in the air or to lose a man.
6) Some players take out all the enemy riders but one. Then they lead this rider toward the lave so the Lava Troll can grab them. The player then sits and hunts pterodactyls. This is a long process that is definitely loaded with peril.
7) If you get killed before killing the pterodactyl, it is very hard to get in position to kill the pterodactyl since it does involve a sort of rhythm. Also keep in mind that the enemy riders will still be trying to dismount you as you are hunting.

* The Pterodactyl Trick : Classic trick! Doesn't work on upgraded Joust machines, or on "Joust 2". Trick the last jouster on the stage to fly to the lava and get trapped by the lava troll. Then wait in the center of the middle platform. When a pterodactyl comes out, it'll fly right into your lance. The next part takes a fair amount of practice : When the pterodactyl has hit you, your character will be knocked back. Jiggle the joystick so that your mount is back in the middle of the ledge again. Keep doing this. Eventually there'll be a steady stream of pterodactyls and you'll be killing 'em about two per second, for 1,000 points each. When you make a mistake and get killed, the trapped jouster will escape. On the last board in which this works (47), the jouster will not escape.

* The Lava Troll hazard isn't too major unless you fly too close to the surface of the lava. If you do happen to get grabbed, flap rapidly to escape.  It is also easy to hit enemies immobilized by the troll.

* After you hit an enemy rider, they become an egg. After a few seconds, the egg will hatch to the next hardest enemy rider. For example, a Bounder becomes a Hunter; a Hunter becomes a Shadow Lord. After that, it will always be a Shadow Lord. Some players leave one egg and then hover over it. When the enemy buzzard comes to pick up the rider, you knock him off the saddle again and collect the points. Again, the pterodactyl will show up soon to end this fun.

* Make sure you don't knock too many enemy riders off at once or there will be eggs scattered all over the place. This makes it hard to keep the enemy population down to a dull roar.

* Whenever your rider gets killed, he will appear at the entrance point all shimmery. If you let the sequence go, it will take up to five seconds for your rider to appear. During that time, he is immune to all attacks. Your rider will enter at the point there is the least amount of enemies. This is usually the very bottom platform. Keep in mind, the enemies also enter at these points.

* The game does reach a point where there are so many enemy riders running around, they are constantly bumping into one another. This, in effect, creates a wall which is very difficult and hazardous to navigate through. This means you have to split up the enemy

* If you die during a wave, try quickly to get your bearings so that you can get in position to continue depleting the enemy forces.

* The above tips are as valid for the two-player game as they are for the one-player game. In the two-player game, though, you and the other player can cover each other to make it more difficult for the enemy to knock you off your mounts.

* Phantom Energizer : In a two-player game (on a screen just before the middle ledge disappears) clear all opponents except one. Kill him, leaving the egg in the middle of the bottom platform. Player 1 stands on the bottom energizer while player 2 jumps in the lava. If player 2 appears on the top energizer, then the trick will work. Player 1 then gets the egg. The 'phantom' ledge should remain.

- SERIES -

1. Joust (1982)
2. Joust 2 - Survival of the Fittest (1986)

- STAFF -

Designed by: John Newcomer (JRN)
Programmed by: Bill Pfutzenreuter (PFZ)
Game art by: Jan Hendricks (JAN)
Cabinet art by: Python Vladimir Anghelo
Others: (KFL), (CWK), Mike Stroll (MRS)

- PORTS -

* Consoles : 
Atari 2600 [US] [JP] (1983) "Joust [Model CX2691]"
Colecovision [US] : Unreleased prototype
Atari 5200 [US] (1983) "Joust [Model CX5240]"
Atari XEGS 
Atari 7800 [US] (1986) "Joust [Model CX7806]"
Nintendo Famicom [JP] (October 30, 1987) "Joust [Model HAL-JU]"
Nintendo NES [US] (Octboer 1988) "Joust [Model NES-JU-USA]"
Sega Genesis [US] (1996) "Williams Arcade's Greatest Hits" 
Sega Mega Drive [EU] (1996) "Arcade's Greatest Hits [Model T-97126]" 
Sega Saturn [US] (1996) "Arcade's Greatest Hits [Model T-9703H]" 
Sony PlayStation [US] (April 10, 1996) "Williams Arcade's Greatest Hits [Model SLUS-00201]" 
Sony PlayStation [EU] (September 1, 1996) "Williams Arcade's Greatest Hits [Model SLES-00323]" 
Nintendo SNES [US] (October 1996) "Williams Arcade's Greatest Hits [Model SNS-AW8E-USA]" 
Nintendo SNES [EU] (January 8, 1997) "Williams Arcade's Greatest Hits [Model SNSP-AW8P-EUR]" 
Sega Dreamcast [US] (June 27, 2000) "Midway's Greatest Arcade Hits Vol. 1 [Model T-9713N]" 
Sega Dreamcast [EU] (July 28, 2000) "Midway's Greatest Arcade Hits Vol. 1 [Model T-9710D-50]" 
Nintendo 64 [US] (November 14, 2000) "Midway's Greatest Arcade Hits Vol. 1 [Model NUS-NAIE-USA]" 
Sony PlayStation 2 [US] (November 18, 2003) "Midway Arcade Treasures [Model SLUS-20801]" 
Microsoft XBOX [US] (November 24, 2003) "Midway Arcade Treasures" 
Nintendo GameCube [US] (December 18, 2003) "Midway Arcade Treasures [Model DOL-GAKE-USA]" 
Microsoft XBOX [EU] (February 6, 2004) "Midway Arcade Treasures" 
Sony PlayStation 2 [EU] (February 6, 2004) "Midway Arcade Treasures [Model SLES-51927]" 
Microsoft XBOX 360 [XBLA] [US] (November 22, 2005) [retired in 2010] 
Microsoft XBOX 360 [XBLA] [EU] (December 2, 2005) [retired in 2010] 
Microsoft XBOX 360 [XBLA] [JP] (December 10, 2005) [retired in 2010] 
Sony Playstation 3 [PSN] [US] (May 24, 2007) 
Sony Playstation 3 [PSN] [EU] (June 15, 2007)
Microsoft XBOX 360 [US] (November 6, 2012) "Midway Arcade Origins" 
Sony PlayStation 3 [US] (November 6, 2012) "Midway Arcade Origins [Model BLUS-31083]"
Microsoft XBOX 360 [EU] (November 15, 2012) "Midway Arcade Origins" 
Sony PlayStation 3 [EU] (November 15, 2012) "Midway Arcade Origins [Model BLES-01768]"

* Handhelds : 
Atari Lynx [US] (1992) "Joust [Model PT5005]" 
Nintendo Game Boy [EU] (1995) "Arcade Classic No. 4 - Defender & Joust [Model DMG-ADJP-UKV]" 
Nintendo Game Boy [US] (October 1995) "Arcade Classic No. 4 - Defender & Joust [Model DMG-ADJE-USA]" 
Nintendo Game Boy Color [US] (March 1999) "Arcade Hits - Joust & Defender [Model DMG-AADE-USA]" 
Nintendo Game Boy Color [EU] (April 1999) "Arcade Hits - Joust & Defender [Model DMG-AADP-EUR]" 
Nintendo Game Boy Advance [US] (November 22, 2001) "Midway's Greatest Arcade Hits [Model AGB-AM3E-USA]" 
Nintendo Game Boy Advance [EU] (November 30, 2001) "Midway's Greatest Arcade Hits [Model AGB-AM3P-EUR]" 
Sony PSP [US] (December 13, 2005) "Midway Arcade Treasures Extended Play [Model ULUS-10059]"
Sony PSP [EU] (February 24, 2006) "Midway Arcade Treasures Extended Play [Model ULES-00180]" 

* Computers : 
PC [Booter] [US] (1983) 
Atari 800 [US] (1983) "Joust [Model RX8044]" 
ZX Spectrum (unofficial port) (1983)
Apple IIE (Jouster) (unofficial port) (1983)
Vic-20 (Space Joust) (unofficial port) (1983)
Commodore C64 [US] [EU] (1984) "Jouste"
BBC Micro (Atarisoft - unreleased)
Commodore 64 (Atarisoft - unreleased)
Vic-20 (Atarisoft - unreleased)
TI99/4A (Atarisoft - unreleased)
Sinclair QL (Knight Flight) (unofficial port) (1985)
Atari ST [EU] (1986) 
Amstrad CPC [EU] (1986) 
Apple MacIntosh [US] (1994) 
PC [MS Windows 3.1/DOS, CD-ROM] [US] (1995) "Williams Arcade Classics" 
PC [MS Windows 95/DOS, CD-ROM] [US] (1996) "Williams Arcade Classics" 
PC [MS Windows, CD-ROM] [US] (August 27, 2004) "Midway Arcade Treasures" 
PC [MS Windows, CD-ROM] [EU] (November 23, 2004) "Midway Arcade Treasures"

* Others : 
Palm OS [US] (August 2001) "Midway Arcade Classic" 
Tiger Game.com [US] (1997) "Williams Arcade Classics [Model 71-722]" 
Mobile Phones [US] (November 1, 2004) 
Apple iPhone/iPod [US] (February 23, 2012) "Midway Arcade [Model 476467441]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1228&o=2

$end


$info=jst_l2,jst_l1,
$bio

Joust (c) 1983 Williams Electronics, Incorporated.

- TECHNICAL -

Williams System 7
Model Number : 519

- TRIVIA -

Originally named 'Conflict'.

402 units units were produced.

- STAFF -

Design by : Barry Oursler
Art by : Constantino Mitchell

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5466&o=2

$end


$coleco=joust,
$bio

Joust (c) 1983 Atarisoft

- TRIVIA -

This game is only known as a prototype and was never officialy released to the Colecovision public.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53296&o=2

$end


$a800=joust,
$bio

Joust (c) 1983 Atari, Inc. [Sunnyvale, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86577&o=2

$end


$bbca_cass,bbcb_cass=joust,
$bio

Joust (c) 19?? Aardvark

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52005&o=2

$end


$info=joust2,joust2r1,
$bio

Joust 2 - Survival of the Fittest (c) 1986 Williams Electronics, Incorporated.

On the planet of the floating cliffs, society calls upon its wing-mounted Gladiators to solve conflicts. You, the Gladiator, must enter the fray, participating in a challenge of honor, a Joust... where only the fittest survive! 

The legend of "Joust" continues in Joust 2. Players must solve the puzzle of what strategy will be most effective in dealing with the buzzards and other winged enemies on each of Joust 2's 35 different backgrounds. 

The object of Joust 2 is to defeat all winged enemies by colliding with them. To survive a collision (joust), the Gladiator's lance must be higher. 

Defeating a Buzzard Enemy in a Joust causes release of an Egg. Eggs may be caught in the air or collected on landing areas for bonus points. Be Careful! Eggs falling into the Lava form into aggressive mutants, while uncollected Eggs hatch into dangerous warriors. 

Danger lurks everywhere! Giant Statues come to life; Bats fall out of crystals embedded in the rocks; Lava Trolls and Water Monsters eat unsuspecting bird-mounts; Lightning fills the air; and Unbeatable? Pterodactyls patrol the skies. A gigantic Knight presides on several waves. You, the Gladiator, must destroy him! Hitting all four of his red pins explodes the Knight and all his servants. 

Gold Egg Feature : A Gold Egg may randomly appear on any wave. Collecting the Gold Egg before it hatches opens a window of awards in the background. To collect an award, step on the red button above the window before a timer expires. Both players reap the benefits of the posted award, which may include bonuses of 1,000 to 10,000 points, 'super zapping' all enemies on the screen, or even receiving an extra life. 

Prepare thyself for War! 

Buy-In : Joust 2 is designed for action entertainment for one or two simultaneous players. Players who have started the game may continue where they left off by using the buy-in feature. When a player has used all of his lives, he will hear : "Wish to continue?" A 10-second timer appears in the players score area to allow the game to continue by using a Credit, or inserting a coin, before the player presses the Start button. 

Level Selection : At the beginning of a game, the player selects, via the Flap button, one of six different waves, corresponding to the player's skill level. Then, pressing the Start button begins the game. If the player wins the starting wave, he receives an award of points, approximating the scoring from preceding waves.

- TECHNICAL -

This game uses a redesign of the 'Williams Classic' platform. It is not compatible with the older titles, but they could possibly run on this platform with a little bit of tweaking. The game is contained on a set of two PCB boards, and a third board does audio duties. This title was released in an upright dedicated cabinet that was very similar in design to the original "Joust" cabinet (you would have to set them side by side to be able to spot the differences). It is decorated with stencil style painted side-art of a knight riding on a large bird (this was one of the last games to have stenciled side-art, stickers and other painting methods had been the norm for several years). The rest of the cabinet artwork is all based on the original "Joust" artwork, but has much more detail. The biggest difference between this cabinet and an original "Joust" cabinet is that this game uses a vertical monitor, rather than a horizontal one. 

Main CPU : Motorola M6809 (@ 1 Mhz) 
Sound CPU : M6808 (@ 1 Mhz), M6809 (@ 2 Mhz) 
Sound Chips : Yamaha YM2151 (@ 3.57958 Mhz), DAC, HC55516 (@ 3.57958 Mhz) 

Players : 2 
Control : 2-Way Joystick 
Buttons : 2 
=> [1] Flap; [2] Transform

- TRIVIA -

Joust 2 - Survival of the Fittest was released in December 1986. 

This year, the arcade industry was in a big slump, the golden age had been over for a few years, and the brief revival of the late 80s had not yet begun. Williams decided to do a sequel to their classic Joust title, and came up with Joust 2 - Survival of the Fittest. This was a complete update to the original with new enemies and a variety of different levels, but it had one little flaw, it just simply was not as fun as the original. It was a great game on its own, but not when compared to "Joust". They only ended up making about 1,000 of these, and most of them saw little action on the arcade floor. The players seemed to prefer the original "Joust" (which most arcades still had back then). Most of these machines ended up being pulled from the arcades after only a few months, and have survived to the present day in excellent conditions (It seems they were pulled for lack of profits, but most of them were not converted, because by 1986 most operators had a whole warehouse full of games to convert, and would usually select an older title rather than a new one that they could possibly sell off to someone else). 

Dwayne Richard holds the official record for this game with 2,655,600 points.

- SERIES -

1. Joust (1982)
2. Joust 2 - Survival of the Fittest (1986)

- STAFF -

Designed by : John Newcomer (JRN)
Programmed by : Joe Hellesen (JOE), Kristina Donofrio (KVD), Warren Davis (WBD)
Sounds by : Chris Granner (C G)
Graphics by : John Newcomer (JRN), Jack E. Haeger
Cabinet graphics by : Tim Elliott

- PORTS -

* Consoles : 
Sony PlayStation [US] (November 30, 1997) "Arcade's Greatest Hits - The Midway Collection 2 [Model SLUS-00450]" 
Sony PlayStation [EU] (March 1998) "Arcade's Greatest Hits - The Midway Collection 2 [Model SLES-00739]"
Sony PlayStation 2 [US] (November 18, 2003) "Midway Arcade Treasures [Model SLUS-20801]" 
Microsoft XBOX [US] (November 24, 2003) "Midway Arcade Treasures" 
Nintendo GameCube [US] (December 18, 2003) "Midway Arcade Treasures [Model DOL-GAKE-USA]" 
Microsoft XBOX [EU] (February 6, 2004) "Midway Arcade Treasures" 
Sony PlayStation 2 [EU] (February 6, 2004) "Midway Arcade Treasures [Model SLES-51927]" 
Microsoft XBOX 360 [US] (November 6, 2012) "Midway Arcade Origins" 
Sony PlayStation 3 [US] (November 6, 2012) "Midway Arcade Origins [Model BLUS-31083]"
Microsoft XBOX 360 [EU] (November 15, 2012) "Midway Arcade Origins" 
Sony PlayStation 3 [EU] (November 15, 2012) "Midway Arcade Origins [Model BLES-01768]"

* Computers : 
PC [MS Windows 95, CD-ROM] [US] (1997) "Arcade's Greatest Hits - The Midway Collection 2" 
PC [MS Windows, CD-ROM] [US] (August 27, 2004) "Midway Arcade Treasures" 
PC [MS Windows, CD-ROM] [EU] (November 23, 2004) "Midway Arcade Treasures"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1229&o=2

$end


$a2600=joust,jouste,joustp,
$bio

Joust (c) 1983 Atari, Incorporated.

The objective of JOUST is to defend yourself and score points by unseating opponents in a joust. The winner of a joust is the rider whose mount is highest at the moment of contact. If the mounts are of equal height, the joust is a draw.

Your opponents are the Buzzard Riders. There are three types, each more dangerous than the last: the Bounders (wearing red), the Hunters (wearing gray), and the Shadow Lords (wearing blue).

When you unseat a Buzzard Rider in a joust, he and his mount turn into an egg and float ominously around the jousting arena. If you grab the egg, it will disappear and you'll score bonus points. If you don't grab the egg it will eventually hatch into an even more dangerous opponent.

When you lose a joust, you'll materialize again on the bottom ledge -- if you have any lives remaining. Until you fully materialize, you're protected from attack. Once your bird is moved, however, you become fair game for a joust.

There are two game variations in Joust -- EASY and SKILLED. EASY game variations are identified by a teddy-bear symbol next to the score. In EASY game variations you face only one opponent at a time, and the Hunters, Shadow Lords, and pterodactyls do not appear.

- TECHNICAL -

Model CX2691

- SCORING -

Unseating a Buzzard Rider:     
Bounder: 500 Points
Hunter: 750 Points
Shadow Lord: 1500 Points

Collecting Eggs:
1st egg: 250 Points
2nd egg: 500 Points
3rd egg: 750 Points
4th egg and each egg thereafter: 1000 Points
                 
Losing a life: 50 Points
Unseating another player (two-player game): 2000 Points
Survivng a Survival Wave: 3000 Points
Cooperating in a Team Wave: 3000 Points
Unseating another player in a Gladiator Wave: 3000 Points
Destroying a pterodactyl: 1000 Points

- TIPS AND TRICKS -

* Play the EASY version first to learn how to control your bird. Try keeping your flight steady and even, rather than bouncing off ledges.

* Learn the flight patterns of the Buzzard Riders. Try to predict when an area should be avoided, or where to expect the next Rider.

* Clear the screen of opponents as soon as you can. If too much time passes, the pterodactyl will appear.

* Collect eggs quickly. If you wait too long, they'll hatch into new Buzzard Riders.

* Stay away from the sides of the jousting arena since a Buzzard Rider or pterodactyl could appear unexpectedly.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50602&o=2

$end


$a5200=joust,
$bio

Joust (c) 1983 Atari, Incorporated.

- TECHNICAL -

Model CX5240

- TIPS AND TRICKS -

* Play the NOVICE version first to learn how to control the bird. Try keeping your flight even and steady, rather than bouncing off of ledges.

* Stay away from the sides of the jousting arena, since a Buzzard Rider or Pterodactyl could appear unexpectedly.

* Collect eggs quickly after they reach the ground. If you wait too long, they'll hatch into new Buzzard Riders.

* Clear your screen of opponents as quickly as possible. The pterodactyl will appear if you wait too long.

* Stay as high as possible on the screen, then drop down on your opponents.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50050&o=2

$end


$a7800=joust,joustu,
$bio

Joust (c) 1984 Atari, Incorporated.

- TECHNICAL -

Model CX7806

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50145&o=2

$end


$nes=joustj,
$bio

Joust (c) 1987 HAL Laboratory, Incorporated.

- TECHNICAL -

[Model HAL-JU]

- TRIVIA -

Joust for Famicom was released on October 30, 1987 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54247&o=2

$end


$nes=joust,
$bio

Joust (c) 1988 HAL Laboratory, Incorporated.

- TECHNICAL -

[Model NES-JU-USA]

- TRIVIA -

Released in October 1988 in North America.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55251&o=2

$end


$lynx=joust,
$bio

Joust (c) 1992 Shadowsoft.

You don a suit of armor, choose your weapon - a worn but sturdy lance. You climb onto a cyborg ostrich, grab the reins of your faithful mount and fly off to wage battle against the enemy.

In the distance you see an enemy vulture appear on a creator pad. You ready your lance and prepare to do battle. As you draw close to the enemy Bounder, you rise above him and prepare to defeat him with a quick swooping attack. You sweep down from the sky and dismount the enemy rider with a powerful blow. You have defeated the enemy... this time.

Welcome to the medieval arena of Joust.

- TECHNICAL -

Model PT5005

- SCORING -

Bounder: 500 points
Hunter: 750 points
Shadow Lord: 1,500 points
Pterodactyl: 1,000 points
Ostrich and Stork: 2,000 points

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58828&o=2

$end


$nes=jovial,
$bio

Jovial Race (c) 199? Unknown [Taiwan].

- TECHNICAL -

Game ID: TC-001

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76765&o=2

$end


$neocd=joyjoy,
$bio

Joy Joy Kid (c) 1994 SNK [Shin Nihon Kikaku].

- TECHNICAL -

[Model NGCD-021]

- TRIVIA -

Joy Joy Kid for Neo-Geo CD was released on September 9, 1994 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47589&o=2

$end


$info=joyjoy,
$bio

Joy Joy Kid (c) 1990 SNK.

Two cute little kids need you to help rescue their villages. Their way is blocked by rows of blocks. Destroy the rows of blocks and help them reach the head God so their villages can be saved.

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : NGM-021

[SNK MVS Neo-Geo Controls]
2 players - 4 buttons per player (2 usables).
=> [Joystick] 8-way, [A] Turn block, [B] Use L-Ball

- TRIVIA -

Joy Joy Kid was released in November 1990 in Japan.

This game is known outside Japan as Puzzled.

- SCORING -

Each row of blocks : 100 points
Finishing of each screen : 1,000 (1st set) to 10,000 (12th set)

- STAFF -

Producer : Eikichi Kawasaki
Planner : CHP Nakata
Programmer : Nishidon (Nishido~N)
Designers : N-Chyuing Born, Komura, Burio Egresias, Sankoh Chokkyu, Shimachan -PU-
Sound : Jojoha Kitapy (Jojoha Kitamura)
Special Thanks : Hiroshi Matsumoto, Higashi Pon (Higashi Pon MK-2)

- PORTS -

* Consoles :
SNK Neo-Geo [JP] (July 1, 1991, "Joy Joy Kid [Model NGH-021]")
SNK Neo-Geo [US] (July 1, 1991, "Puzzled [Model NGH-021]")
SNK Neo-Geo CD [JP] (September 9, 1994, "Joy Joy Kid [Model NGCD-021]")
SNK Neo-Geo CD [US] (1994, "Puzzled [Model NGCD-021E]")
Nintendo Wii [Virtual Console] [JP] (June 14, 2011)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2089&o=2

$end


$nes=joymech,
$bio

Joy Mech Fight (c) 1993 Nintendo.

Joy Mech Fight is a fighting game by Nintendo. The story starts in a laboratory where two scientists, Dr. Iwan Warunatchi and Dr. Ritoru ?mon, have been busy working on powerful humanoid robots. But the friendship between the two men is stained when Dr. Iwan steals seven prototypes and decides to take over the world. From his refuge tower, he terrorizes the townspeople and wreaks havoc on the streets. Dr. Ritoru reprograms a pink comedy-actor (and goofy looking) robot called Sukapon (also known as Skapon) and sends him to face his evil arch nemesis and fight his army of robots one at the time. Each area of the game poses different challenges and provides each time eight robots to fight against. Interestingly, Dr. Ritoru will be able to reprogram the first seven robots (Honoo, Tiger, Neo, Senj?, Sasuke, Eye and Giant) and build the team that will give the player the best chance of success. Each robot starts off with a life bar (located at the bottom of the screen) and two hearts. After each knockout, the winner regains some life whereas the other opponent loses a heart but regains a full life bar. Robots can jump, kick, punch and block attacks - each one comes with special attacks such as claws, sparks, drills and so forth. Button combinations trigger all kind of grab, sweep, fireball, beams, suplex and sliding attacks. Joy Mech Fight features a story mode (with auto-save), several versus modes (including a 'COM vs COM') and a grand total of thirty six different robots.

- TECHNICAL -

Game ID: HVC-JM

- TRIVIA -

Joy Mech Fight was released on May 21, 1993 for 4900 Yen.

This game was never released outside Japan.

- STAFF -

Director: Koichi Hayashida
Character Design: Noriyuki Harada
Graphic Designer: Noriyuki Harada, Ena Yanagawa, Etsuko Kageyama, Naohime Nakagawa
Robot Action Designer: Syuzou Kousaka
Programmer: Koichi Hayashida, Kouichirou Eto
Sound Designer: Hideaki Shimizu
Special Thanks to: Noriaki Sakairi, Haruo Ohta, Kazuto Nakaya, Keizou Ohta, Chikako Akimoto, Kazumasa Noda

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54248&o=2

$end


$info=joystand,
$bio

Joy Stand Private (c) 1997 Yuvo.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96860&o=2

$end


$pc8801_flop=joystick,
$bio

Joy Stick (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92137&o=2

$end


$cpc_cass=joydraw,
$bio

Joydraw [Model 303] (c) 1985 ESCON GmbH

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96858&o=2

$end


$info=joyfulr,
$bio

Joyful Road (c) 1983 SNK.

A weird driving game with a car that has long arms that reach out to grab a variety of edible items that appear along roadside.

The object is to drive safely down the road. Pick up enough fuel to stay alive while avoiding other vehicles that go by, grab as many bonus objects as possible including apples, cherries, bananas, acorns, live fish and money, and park your car in the garage. Driving while trying to pick up the goodies is difficult and you can crash very easily on the narrow roads. The pace of the game is frustrating because the hands move slowly while the car itself moves really fast, especially in the later rounds. If one of your hands hits a tree or any other foreign object in its quest for food, the car winces in pain for a few moments until it can use its hands again.

You can get a bonus for putting used-up food into garbage cans. Grabbing fish which leap out of surrounding rivers is a safe bet, but most other bonuses are placed, so you can crash if you try to grab them. The best strategy is only to go for the fuel, since the car is a big gas guzzler and you can also get a bonus for leftover fuel at the end of the drive.

- TECHNICAL -

Game ID : A2001

Main CPU : Zilog Z80 (@ 3.75 Mhz)
Sound CPU : Zilog Z80 (@ 3.75 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.5 Mhz)

Players : 2
Control : Double 8-way joysticks

- TRIVIA -

Released in January 1983.

This game is known in US as "Munch Mobile".

- PORTS -

* Others :
Texas Instruments TI-99/4A (1983)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1230&o=2

$end


$info=joyman,
$bio

Joyman (c) 1982 Monster.

- TRIVIA -

This hack of "PuckMan" drastically changes the artwork of both Pac-Man and the ghosts, to some more abstract yellow character, and various colored cyclopes respectively (the eyes have naturally been turned into one single eye).

Joyman also contains a very altered maze, changing the colors, and the arrangment of the allies. The allies are arranged more like columns than before.

There are dots that straddle several of the allies. While the dots are present, and as long as Joyman does not lose a life, Joyman can continue to pass through the gaps in allies. However, if Joyman loses a life, some of the gaps close upon his return in the next life.

The bonus prizes and the music have also changed.

- SCORING -

Dot : 20 points.
Power Pill : 80 points.
Cyclopes : 200, 400, 800, 1600 points.
Horse : 100 points.
Xmas Tree : 300 points.
2 Headed Bird : 500 points.
Rabbit : 700 points.
Sailboat : 1000 points.
Car : 2000 points.
Yellow Face : 3000 points.
Shield : 5000 points.

- TIPS AND TRICKS -

Losing a life can cause the maze to change. There are places in the maze where the walls are broken and dots are placed. As long as you have not lost a life, you can go through the walls and eat the dots. However, once you do lose a life, the walls fill in the spaces where you've already eaten the dots, making the rack that much harder to fill.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1231&o=2

$end


$msx1_cart=joytelop,
$bio

Joytelop [Model HS-R7501] (c) 1985 Victor Interactive Software, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77171&o=2

$end


$info=m4jpmcla,
$bio

JPM Classic (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41398&o=2

$end


$info=j6supbrk,j6supbrka,j6supbrkb,j6supbrkc,j6supbrkd,j6supbrke,j6supbrkf,j6supbrkg,j6supbrkh,j6supbrki,j6supbrkj,
$bio

JPM's Super Breakout (c) 2000 JPM International.

- TECHNICAL -

Impact

- TRIVIA -

JPM's Super Breakout was released in July 2000 in the UK.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15799&o=2

$end


$bbca_cass,bbcb_cass=jr,
$bio

JR (c) 19?? Software For All

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51991&o=2

$end


$a5200=jrpacman,
$bio

Jr Pacman (c) 1984 Atari, Incorporated.

- TECHNICAL -

Model CX5251

- TRIVIA -

Unreleased prototype.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50051&o=2

$end


$a800=jrpacman,
$bio

Jr. Pac-Man (c) 1997 Video 61

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86578&o=2

$end


$a7800=jrpacman,
$bio

Jr. Pac-Man (c) 2009 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50146&o=2

$end


$a2600=jrpacman,jrpacmane,
$bio

Jr. Pac-Man (c) 1988 Atari Corporation.

On the playground maze, Jr. Pac-Man runs like mad, eating every dot in sight while trying to avoid up to four ghost bullies -- Inky, Blinky, Pinky, and Tim. You start the game with three turns, and lose a turn every time a bully catches Junior.

Have Junior eat a power pill when the ghost bullies start closing in. Suddenly, he's stronger than the bullies -- they're running from him!  Be aggressive and get them!

Watch for a toy-shaped candy that tromps across the playground. It turns every dot it touches into a bigger dot worth more points. But have Junior eat it before it goes too far -- it can destroy the power pills!

- TECHNICAL -

Model CX26123

- SCORING -

First ghost: 200 points
Second ghost: 400 points
Third ghost: 800 points
Fourth ghost: 1600 points

Tricycle: 100 points
Kite: 200 points
Drum: 500 points
Balloon: 700 points
Train: 1000 points
Kitty: 2000 points
Root beer: 5000 points

Dot: 10 points
Dot touched by toy candy: 50 points
Energy pill: 50 points

At 15,000 points, you earn a bonus turn.

- TIPS AND TRICKS -

Don't let Jr. Pac-Man eat the power pills too early.  Wait until the bullies gain on him, then have him tease them toward a pill, quickly gobble it, and immediately chase them.

Have Junior eat as many dots as he can before he east the power pills.  This gives him more clear paths for chasing bullies.

Dots worth ten points slow Jr. Pac-Man down.  Dots worth 50 points slow him down even more.  So, when the bullies close in, have Junior dash into a clear path to outrun them.

Jr. Pac-Man turns corners faster than the ghost bullies.  When the bullies are closing in, have him make lots of direction changes to outrun them.

Get to know the bullies' personalities.  Each one is unique, and you can use that fact to your advantage.

Allow the toy candies to transform as many dots as possible into 50-point dots.  But have Junior eat the candies before they destroy the power pills.

Pay attention to game sounds, such as the tromping sound of toy candies.  They'll clue you to what's happening in parts of the maze you can't see.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50603&o=2

$end


$info=jrpacman,jrpacmbl,jrpacmanf,
$bio

Jr. Pac-Man (c) 1983 Bally Midway.

One of many sequels to the legendary "Pac-Man", Jr. Pac-Man features the character of Pac-Man's son. For the first time in the series' history, side-scrolling mazes were introduced, with each maze being two screens wide. 

This time, the mazes have no exit tunnels through which players can make an escape. The bonus items that appear move around the maze and are now something of a mixed blessing, as not only will they destroy any Power Pills they come across, but they will also turn any normal dots they pass over into large dots that slow the player's movements considerably, but are worth more points than normal dots if eaten by the player. Any mutated dots in the maze will disappear if the player loses a life. 

The Pac character is once again pursued by four ghosts (Blinky, Pinky, Inky and Tim) in his quest to eat all of the dots in each maze. And, as before, numerous Power Pills litter the mazes that, when eaten, allow Jr. to eat the pursuing ghosts. 

As with previous "Pac-Man" games, intermissions are featured between certain levels. Jr. Pac-Man's intermissions are episodic in nature, like those found in "Ms. Pac-Man". Jr. Pac-Man's story tells of the blossoming love between Jr. Pac-Man and a small ghost named Yum-Yum. 

Act I - Jr. Meets Yum-Yum : Jr. Pac-Man steps outside his home to play. He spots Yum-Yum beyond the fence in his yard and goes outside to meet her. Blinky, hiding in the shadows, comes out from hiding to catch Jr. However Ms. Pac-Man, keeping a watchful eye over her child, sees the commotion from her window and runs out to the yard to eat a Power Pill and chase both ghosts away while Jr. returns to the safety of home. This intermission is played after Round 1. 

Act II - The Gift : It seems that Jr. can't get the enchanting young ghost out of his mind, so he proceeds to bring a balloon to her as a gift the next day. Excited to see her, he meets her on a bridge and hands her the balloon, when we catch a glimpse of Blinky lurking behind a bush. This intermission is played after Round 3. 

Act III - They Escape : Blinky moves from one bush to the another, startling Yum-Yum into releasing the balloon. Blinky attempts to capture Jr. once and for all, but once again, Ms. Pac-Man comes to the rescue. Blinky chases her off to the left, while Jr. Pac-Man and Yum-Yum escape to the right. Once alone, they gaze in to each other's eyes and fall in love, with hearts appearing all around them. This intermission is played after Rounds 5, 7, and 9.

- TECHNICAL -

[Game No. 0A29]

Game was available either as one of 2 kits to update a "Pac-Man" upright cabinet or cocktail table cabinet. It was also available as a dedicated game using a "Mappy"-style cabinet.

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : Namco 3-channel WSG (@ 96 Khz)

Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.61 Hz
Palette colors : 16

Players : 2
Control : 4-way joystick

- TRIVIA -

Jr. Pac-Man was released in October 1983.

Jr. Pac-Man was developed by 'General Computer Corporation' (GCC) for Bally/Midway and is essentially an enhancement to "Ms. Pac-Man" (which is, in itself, an enhanced version of the original "Pac-Man"). Much of the original "Pac-Man" code is still present and even the 'GENERAL COMPUTER CORPORATION Hello, Nakamura.' message that featured in "Ms. Pac-Man" is present.

Jr. Pac-Man runs on a modified "Pac-Man" hardware, with additional horizontal scrolling support. This was the first "Pac-Man" game in which the maze is larger than the visible area; requiring the screen to scroll.

There are a number of hidden bonus objects that were never used by the developers. To see them, set 'CHEATS' to 'Always have blue ghosts'; play a game, repeatedly eat the ghosts until you get past 1600 points. The game was coded to deal with such high bonus values and assigns a hexadecimal value to the score value after 1600. The hexadecimal scores equate to a graphic in the game. After eating somewhere in the neighborhood of 20-30 ghosts consecutively, the hidden objects will appear. There is a rattle, a baby's dummy, a cowboy hat and a skateboard.

Abner Ashman holds the official record for this game with 1500000 points on February 2, 2002. In the game where he "officially" got this record, there was a power outage that shut down his game at approximately that score... and he still had not lost a man up to that point!

A bootleg of this game runs on the "Pengo" hardware.

A Jr. Pac-Man unit appears in the 1983 movie 'Joysticks'.

- SCORING -

Dot : 10 points.
Mutated Dot : 50 points.
Powerpill : 50 points.
Ghosts : 200, 400, 800 and 1600 points.
Cycle : 100 points.
Kite : 200 points.
Drum : 500 points.
Balloon : 700 points.
Train : 1000 points.
Cat : 2000 points.
Beer! : 5000 points.

- TIPS AND TRICKS -

MAZE STRATEGY

The first maze, which has 548 dots and six Power Pills, offers a good mix of straight-a-ways and islands. The two power pills on either side of the ghosts' den cannot be destroyed by bonuses, so try to save them for later in the stage. The ghosts move slow enough that you can plan out your strategy and wait by power pills for ghosts to gather nearby before eating them. 

The second maze has 560 dots, six Power Pills, and features more long stretches than the first maze, but there are many escape routes, so you shouldn't worry about getting trapped. Use the 'staircase' section of the maze on the far ends to put distance between you and any trailing ghosts. It's possible to 'trap' the ghosts so that you can complete a lot of the maze without them chasing you. Position Jr. to either the far left or far right hand side of the maze; thus causing the center of the maze to scroll off-screen. You should see the ghosts in the corridors above the ghosts' den; they will stay in those corridors as long as you are on either the left or right hand side of the maze. This works because the game has logic to reverse the ghosts' direction when they go off screen.

The third maze has 526 dots, six Power Pills, and features small circular sections that you should approach with caution. It can be hard to read which directions the ghosts will move in around them and lead to unavoidable collisions. By this maze, the ghosts are speeding up, so take the time to cross from one section of the maze to the other to prevent the ghosts from surrounding you. 

The fourth maze has 526 dots, six Power Pills, and features islands on the bottom that can be both helpful and harmful. They allow you multiple paths to take in order to escape from one ghost, but they also provide multiple pathways for a number of ghosts to surround you. Clear as much of the bottom sections as you can before you eat the Power Pill. Then use the Pill and eat any ghost in the area before time runs out. Then finish the section if possible before moving on. 

The fifth maze has 528 dots, six Power Pills, and features islands that are scattered throughout. Cross back and forth across the entire maze to prevent the ghosts from ganging up on you in any one section of the maze. Power pills are becoming less effective at this point. Don't sacrifice yourself trying to stop a bonus item from destroying a power pill. 

The sixth maze has many S-turns that offer the ghosts multiple opportunities to trap you from either end. Keep the ghosts behind you by crossing back and forth. To make matters worse, you only get four Power Pills instead of six. Aside from the Power Pills, there are a total of 512 dots in this maze. Don't let the bonus item transform too many of the dots into mutated dots in this maze, or you will have a harder time avoiding ghosts while being slowed down by the large dots. 

The seventh and final maze is by far the most dangerous maze to Jr.'s survival. The center is relatively safe, but the sides of the maze are deadly. There are 540 dots and only four Power Pills in this maze. The Power Pills are situated in odd corners. The far path around the outside of the maze is considerably dangerous as it is easy to get trapped trying to clear it. And the Power Pills simply aren't effective long enough to keep you safe. The smaller sections between the side Power Pills is also easy to become trapped in. Only enter if the coast looks clear, and make sure that you have an exit strategy if a ghost decides to enter this small section with you. For all of your planning, success in this maze depends on a considerable amount of luck.

After you finish the seventh maze, the mazes cycle from the fourth through the seventh in a repeating loop.

- SERIES -

1. Pac-Man (1980, ARC)
2. Ms. Pac-Man (1981, ARC)
3. Super Pac-Man (1982, ARC) 
4. Pac-Man Plus (1982, ARC)
5. Jr. Pac-Man (1983, ARC)
6. Professor Pac-Man (1983, ARC)
7. Pac-Land (1984, ARC) 
8. Pac-Mania (1987, ARC) 
9. Pac-Attack (1993, SNES, Genesis; 1994, Game Boy, Game Gear)
10. Pac-Man 2 - The New Adventures [Model SNS-25-USA] (1994, SNES, Genesis)
11. Pac-In-Time [Model SNS-APTE-USA] (1994, SNES, PC) 
12. Pac-Man Arrangement (1996, ARC) : part of "Namco Classics Collection Vol.2"
13. Pac-Man VR (1996, ARC)
14. Pac-Man World [Model SLUS-00439] (1999, PS) 
15. Pac-Man - Adventures in Time (2000, PC)
16. Ms. Pac-Man - Maze Madness [Model SLUS-01018] (2000, PS) 
17. Ms. Pac-Man - Quest for the Golden Maze (2001, PC)
18. Pac-Man All-Stars (2002, PC)
19. Pac-Man Fever [Model SLUS-20197] (2002, PS)
20. Pac-Man World 2 [Model SLUS-20224] (2002, PS2, GC, XBOX) 
21. Pac-Man Vs. [Model DOL-PRJE-USA] (2003, GC)
22. Pac-Pix [Model NTR-APCE-USA] (2005, DS) 
23. Pac-Man Pinball Advance [Model AGB-BP8E-USA] (2005, GBA)
24. Pac-Man Arrangement (2005, PSP) : part of "Namco Museum Battle Collection [Model ULUS-10035]" 
25. Pac'n Roll [Model NTR-APNE-USA] (2005, DS) 
26. Pac-Man World 3 [Model SLUS-21219] (2005, PSP, PS2, GC, XBOX, PC, DS)
27. Pac-Man World Rally [Model SLUS-21328] (2006, GameCube, PS2, PSP, PC)
28. Pac-Man Championship Edition (2007, XBLA) 
29. Pac-Man Championship Edition DX (2010, XBLA, PSN) 
30. Pac-Man Party [Model RVL-SP7E-USA] (2010, Wii)
31. Pac-Man Battle Royale (2011, ARC) 
32. Pac-Man Tilt (2011, 3DS) : part of "Pac-Man & Galaga Dimensions [Model CTR-APGE-USA]"
33. Pac-Man Championship Edition DX+ (2013, XBLA, PSN, Steam)
34. Pac-Man Dash! (2013, Android/iOS)
35. Pac-Man and the Ghostly Adventures (2013, 3DS, XBOX 360, PS3, Wii U, PC)
36. Pac-Man and the Ghostly Adventures 2 (2014, 3DS, XBOX 360, PS3, Wii U, PC)

- PORTS -

* Consoles : 
Atari 2600 [US] (1984) "Jr. Pac-Man [Model CX26123]"
Atari 5200 [US] "Jr. Pac-Man [Model CX5251]" (unreleased prototype) 

* Computers : 
Commodore C64 [US] [EU] (1988) 
PC [MS-DOS, 5.25"] [US] (1988)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1232&o=2

$end


$snes=jrapatd,
$bio

JRA PAT - Wide Taiyouban [Model SHVC-TJDJ-JPN] (c) 1999 NTT

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61540&o=2

$end


$snes=jrapate,
$bio

JRA PAT - Wide Taiyouban [Model SHVC-TJEJ-JPN] (c) 1999 NTT

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61541&o=2

$end


$snes=jrapata,
$bio

JRA PAT [Model SHVC-TJAJ-JPN] (c) 1996 NTT

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61538&o=2

$end


$snes=jrapatb,
$bio

JRA PAT [Model SHVC-TJBJ-JPN] (c) 1996 NTT

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61539&o=2

$end


$info=jt104,
$bio

JT-104 (c) 1987 United Amusements.

Strange title screen modification of Rad Action.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83477&o=2

$end


$x1_cass=dstuka,dstukaa,
$bio

JU87A DSTUKA (c) 1987 Micronet [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86239&o=2

$end


$info=jdreddp,
$bio

Judge Dredd (c) 1992 Midway.

Here comes the judge! A beat-'em-up action based on the comics book of the same name.

- TECHNICAL -

The control panel did indeed come from NARC. Midway pioneered the multi-color cabinet printing (till then all cabinets where 4 color process). Midway started the mixing of colors. The cabinet was the standard Midway universal cabinet, about the only thing unique about it was the red piping down the side.

The side of the cabinet had a 3-D Judge head. After Killer Instinct from Rare made it to the Midway offices it was bitter sweet yet again that Judge Dredd was the first to have 3-D art on the side of the cabinet art.

Midway T Unit hardware

Main CPU : TMS34010 (@ 6.25 Mhz)
Sound CPU : Motorola M6809 (@ 2 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.57958 Mhz), DAC, OKI6295 (@ 8 Khz)

Players : 3
Control : 8-way joystick
Buttons : 4

- TRIVIA -

In 1992, Midway developed an arcade scrolling beat-em-up based on the popular British comic series, Judge Dredd. The reason Judge Dredd came about was primarily because Midway was having such great success with Terminator 2, they were looking for other movie licensed IP to work with. The Judge Dredd movie had just been announced and so that's why they picked it up. The actual premise of the game was it was supposed to be a cross between Mortal Kombat and Teenage Mutant Ninja Turtles.

The game ran on the same hardware as Mortal Kombat II, and utilised a similar digitised graphical style. The digitized approach was there simply because they had such success with Terminator 2, MK and NBA Jam, it was a Midway signature. Midway actually pioneered the new way of capturing video in real time that MK II used to create such clearer imagery than MK I had. MK I used a video camera and taped all the action, then it was captured later. This time they actually captured directly on the bluescreen stage and got MUCH better results (MK II used the same approach).

Judge Dredd had the first ingame sprites of any Midway game to use 3-D graphics. The designer used an Amiga in the back room to make the animations for the Willis Power Tower. Realizing that the Amiga was on the way out, he wanted new software since he had been making 3-D graphics and requested the order of Autodesk 3-D Studio. They found a local dealer of that powerful art software, he organized a demo, got approval and Midway was officially in the business of officially using third party 3-D software for the rest of their games.

According to the designer, only 4 machines were made. The game reached a near-complete state, with some odd glitches here and there, but with 3 stages finished, and 3 bonus stages after each main level. The game never reached mass-production, it failed at location test.

LOCATION TEST REPORT - Why did it fail ?
1) Total approach not right for time of release. Kids all want to fight/compete against each other, not work with each other. Sideways punch kick/path games not popular at this current time. 
2) First wave way to long, gets monotonous too quickly.
3) Should be at least two more enemies to fight in wave one. There should be more diversity of behavior between enemies.
4) Only new thing as you go on through wave one is the background.
5) Not enough special moves on Dredds part.
6) The eight angle attacking is sometimes confusing, almost as if too much control is given to the player.
7) The game gives you no feeling of accomplishment. When the wave is over the player is left feeling 'so what ?'.
8) There is not enough 'overboard' activities going on. The animations are not exaggerated enough, not enough is made of explosions etc.
9) There are no skills to the game. One player doesn't feel like he is getting better. What is there to learn besides where the secret shields are ?
10) The control of Dredd doesn't feel quite right, either he doesn't react fast enough or he reacts too fast. Also the physics of the jump and jump kick are not right.  
11) The background is too detailed and 'busy', the players eyes are drawn to what is going on behind them rather than on the play itself.
12) Too much memory was spent on the backgrounds rather than the principle characters.
13) The colors on all the principle characters were washed out, not bright enough.
14) The background colors were not dark and foreboding enough, Mega City 1 is supposed to be a dark, Gothic place not bright with pastel shades.
15) The balance for one player is off, it is far easier to play with two or three players than just with one , which is by far the majority of play. 
16) The first boss, Fink Angel is neither fun to play nor is he a challenge. Also, it is not explained who a half naked scrawny runt is beating the crap out of a trained law enforcement officer. This doesn't make sense.
17) The sewer wave is not necessary and hinders the action.
18) The holographic target shoot out is fun to point, but serves no purpose in the game.
19) The citizen walking across the back of the street does not respond to all the violence and mayhem going on in the play area. The only reaction is when she is hit. This does not make sense.
20) There is not enough interaction with the background. What there is is hidden and there is no clue (or incentive) to work it out.
21) The block war flying characters look wrong and don't make much sense.
22) The licence has not bought the game anything.  Not enough people know who Judge Dredd is and what the world he inhabits is like.  The game is full of little points which Dredd officadoes will pick up but are meaningless to the average game player.  Whilst the fighting is better than Turtles or X-Men, they have a much more readily identifiable player image, which helps them along. Also, this licence prevents the player from fighting other Judges since it is a primary requisite that the Judges never be seen to do anything which might be construed as breaking the law.

In Wave 1, it has been planned you could smash up most of the store fronts in the original implementation. It had to go because of memory constraints.

The last level was planned, it was basically Judge Death in Resyk, he was reanimating corpses that were rolling out on a conveyor belt at the back of the screen and you were shooting them and him. You'd have your gun but it could be knocked out of your hand and you'd be manno e-manno until another one dropped into the level. The development team actually had most of it running but it was never finished.

There was another level we had which got cut: the motorcycle chase. It was a top down thing, where you were on his bike and you had to chase a car on a high ramp over the city. The ramp was damaged so you had to jump sections. It was originally designed to be like Spy Hunter. They cut it because it was no challenge (a few jumps, some left and right and that was it). Looked gorgeous though, but all that really nice Mega City At Night imagery took up way too much image space, so they cut it entirely. The idea was to have a shooting gallery, then a real game level, then the bike chase, then a real game level, then the shooting gallery, etc.

In Wave 1, some of the civilians you can protect are walking with miniature Goros (from "Mortal Kombat") as pets.

The rat [from the sewers in Wave 1]: You just couldn't grab some public domain digital image of a rat off the internet in 1992. All images worth scanning are in print, so the design team couldn't flat scan anything due to fear of copyright infringement laws. So they got a Rat. They got the rat from a pet store, he was to be snake food. RATTO. They filmed it. Then they had a rat. In the office, a designer (Eric Kinkead) ended up adopting and keeping the rat in a cage at its apartment.

- TIPS AND TRICKS -

Incomplete level hidden: In the Test Menu, you can select what level (or WAV as the game refers to them) you want to start from in the Game Adjustments menu. Selecting Wave 27 takes you to an unfinished level that serves as a Boss Rush where you fight the three boss characters (Fink Angel, Mean Machine, Precious Leglock) one after another. However, since the stage isn’t finished, completing it leaves Dredd stuck, unable to continue.

- STAFF -

Software & designers : Mark Penacho, Jake Simpson (JMS)
Art & designers : Tim Coman (TJC), John Vogel (JCV), Eric Kinkead (EWK)
Sounds & music : John Hey (J H)
Additional software : George N. Petro
Hardware support : Sheridan Oursler, Pat Cox, Ray Macika, John Lowes, Cary Mednick
Stop motion models : Curt Chiarelli

* CAST :
Judge Dredd : Sal Divita
Junior Angel : Fink Angel
Pa Angel : Tim Coman (TJC)
Mean Angel : Mark Lofredo
Block Warrior : John Vogel (JVC)
Block Boss : Marty Martinez
Citizen : Cathy Simpson
Chief Judge McGrude : Dawn Peterson

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1234&o=2

$end


$info=jd_l7,jd_l1,jd_l6,jd_l4,jd_l5,
$bio

Judge Dredd (c) 1993 Midway.

- TECHNICAL -

Midway WPC (DCS)
Model Number : 20020

Main CPU : Motorola M6809 (@ 2 MHz)
Sound CPU : ADSP2105 (@ 10 Mhz)
Sound Chips : DMA-driven DAC (@ 10 Mhz)

- TRIVIA -

Released in August 1993.

This game is based on the original '2000 AD' comic book series, not the movie.

This game was part of WMS' SuperPin series. It is also the only game in the line to feature a SuperGame mode (which costs two credits to play).

The criminal in '35 years for arms dealing' is the girl getting kissed from "Creature from The Black Lagoon".

The criminal in '15 years for auto theft' is the snackbar operator from "Creature from The Black Lagoon".

- UPDATES -

Version L-1
Date : August 18, 1993
- Initial release for production.

Version L-2
Date : August 25, 1993
- Balls are no longer locked on planet ring.

Version L-3
Date : August 30, 1993
- German pricing fix.

Version L-4
Date : September 8, 1993
- USA pricing fix.

Version L-5
Date : September 27, 1993
- Added audits on left and right drains.
- Left ramp enter switch no longer reports errors.
- Improved right ball shooter logic.

Version L-6
Date : October 12, 1993
- Changed 'lock ball' message due to rule change.
- Changed USA default pricing from $0.50 to 6/$2
- Fixed planet test switch number.
- Switch 28 (not used) no longer shows up in test report.
- Increased delays between firing of certain coils to reduce stress on the coil fuse.

Version L-7
Date : January 6, 1994
- Fixed pricing for Italy buy-in.
- Improved the ball shooter logic -- left and right.
- Fixed the SuperGame replay level calculation.
- Added a ball saver timer adjustment.
- Added coin door interlock message.

- TIPS AND TRICKS -

* Press the red buttons when :
1) You shoot the Sniper Tower to recollect the value and the sniper smacks into a wire fence. 
2) The Safecracker guy opens the safe and smiles. 
3) Judge Dredd speaks into a C.B. and tells you to 'get the Extra Ball'.

* Hidden audits : In Attract mode when the display reads CREDITS, press 1L,1R,1L,1R,1L quickly. This will show audits about played Super Games.

- STAFF -

Designer : John Trudeau (Dr. Flash) (J T)
Artwork : Kevin O'Connor
Software : Jeff Johnson (JBJ)
DMD Animation : Scott Slomiany, Eugene Geer
Mechanics : Ernie Pizarro
Music : Paul Heitsch (PNH), Vince Pontarelli
Sound : Paul Heitsch

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5299&o=2

$end


$megadriv=jdredd,
$bio

Judge Dredd (c) 1995 Acclaim Entertainment, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56595&o=2

$end


$megadriv=jdreddp1,jdreddp2,
$bio

Judge Dredd (c) 1995 Acclaim Entertainment, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57270&o=2

$end


$info=jdredd,jdreddb,
$bio

Judge Dredd Arcade (c) 11/1997 Acclaim.

- TECHNICAL -

Main CPU : SPU (@ 16.9344 Mhz)
Sound Chips : SPU (@ 16.9344 Mhz)

Screen orientation : Horizontal
Video resolution : 640 x 480 pixels
Screen refresh : 60.00 Hz
Palette Colors : 65536

Players : 2
Control : 8-way joystick
Buttons : 6

- TRIVIA -

The game was NOT based on the film at all - in fact it was begun long before programmers/designers knew about the film. During it's lifetime it went through three name changes (two being completely non-dredd related) before finally changing back into a Dredd based game!

- UPDATES -

REV. B :
* Build date : "12 :22 :24 Nov 26 1997"

REV. C :
* Build date : "12 :08 :44 Dec 17 1997"

- STAFF -

*Team Gremlin*
Lead Programmer: Jim Tebbutt
Lead 3D Artists: Syd Franklin, Dave Lewis
Character Models & Graphics: Matt Sandford, Nick Tipping, Mick Hurst
Front End Programmer: Alex 'Ferret' Ferrier
Additional Programming: Phil Rankin, Jake Habgood, Paul Hiley
Motion Capture Engineers: Mike Sheehan, Tony Wills, Rob Millington
Product Support: Rob Millington, Simon Short
Capture Artists: Alex Kelly, Brian Aiken
Sound FX: Raymond Usher Allan Walker
In-Game Music: Stuart Ross
Software Manager: Tim Heaton
Quality Assurance Manager: Carl Cavers
Creative Manager: Pat Phelan
Test Supervisor: Jon Watson
Lead Tester: Julia Sturman
Product Testers: Travis Ryan, Steven Woodward, Matt Tuckett, Eric Booker
Produced by: Steven Zaluo

*Video Cut Sequences*
Judge Dredd: Richard Waters
Royston Bean: Christopher Wilkinson
The Mayor: David Fredrickson
Chief Judge: Marc Finn
Control Judge: Tina Pelini
Bodyguard: Ade Carless
Litter Geek: Ricki Martin
Lighting Director: Marc Clayton
Camera Operator: Darren Mills
Music: Pat Phelan
Costume Stylist: Jon Musson
Make-Up Designer: Abigail Graves
Make-Up Assistant: Judith Crowe
Prop Construction: Nik Hull 
Live Special Effects: Cyberteknix
Graphics & Storyboards: Les Spink
Production Assistance: Ade Carless, Keith Dando
Digital Speech Effects: Darren Mills
FMV written, directed & produced by: Allan Coltman

*Acclaim Team*
System Software: Mike Sundius
Custom Hardware: Jim Hunkins
Engineering Manager: Manoj Bhatnagar
Marketing Manager: Phil Alne
Hardware Engineer: David Rayes

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1233&o=2

$end


$gameboy=jdredd,
$bio

Judge Dredd [Model DMG-AJDE-USA] (c) 1995 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66227&o=2

$end


$gameboy=jdreddj,
$bio

Judge Dredd [Model DMG-AJDJ-JPN] (c) 1995 Acclaim Japan [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66229&o=2

$end


$snes=jdreddj,
$bio

Judge Dredd (c) 1995 Acclaim Ent., Incorporated.

Japanese release. Game developed in USA. See original "Judge Dredd [Model SNS-AJDE-USA]" for more information about the game itself.

- TECHNICAL -

Model SHVC-AJDJ-JPN

- TRIVIA -

Released on October 27, 1995 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61572&o=2

$end


$snes=jdreddu,jdreddus,
$bio

Judge Dredd (c) 1995 Acclaim Ent., Incorporated.

- TECHNICAL -

Model SNS-AJDE-USA

- TRIVIA -

Released in June 1995 in USA.

- UPDATES -

A hidden developer message can be found at the very beginning of the ROM.

- STAFF -

Producers (Acclaim): Mike Arkin, Mark Flitman, Tyrone Miller
Producers (Probe): Greg Michael, Keith Jackson, Tony Porter, James Stewart
Musician: Andy Brock
Mappers: Simon Bland, Ben O'Reilly, Andy Cambridge
Background graphics: Anthony 'Blizzard' Rosbottom, Phil Williams, Steve Middleton
Sprite graphics: Eric Bailey, Pierson Lippard, Darren Goodacre, Lloyd Chidgzey
Programmer: Carl Muller
Programming thanks: Dan Phillips, Rob Northen, David Shea

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63133&o=2

$end


$snes=jdredd,
$bio

Judge Dredd (c) 1995 Acclaim Ent., Incorporated.

European release. Game developed in USA. See original "Judge Dredd [Model SNS-AJDE-USA]" for more information about the game itself.

- TECHNICAL -

Model SNSP-AJDP-EUR

- TRIVIA -

Released on August 24, 1995 in Europe.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63132&o=2

$end


$gamegear=jdredd,
$bio

Judge Dredd (c) 1995 Acclaim Ent., Incorporated.

- TECHNICAL -

[Model T-81228]

- TRIVIA -

This game is based on the 1995 movie with the same title, in turn based on the UK comics by John Wagner and Carlos Ezquerra.

- TIPS AND TRICKS -

* Stage select: In the main menu, put the cursor on "Start Game" and enter 2, Left, Right, Left, Right,1, START.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64653&o=2

$end


$saturn,sat_cart=judgefrc,
$bio

Judgement Force (c) 1996 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60066&o=2

$end


$wscolor=jsilver,jsilver1,
$bio

Judgement Silversword - Rebirth Edition (c) 2004 Qute Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86456&o=2

$end


$nes=juedai,
$bio

绝代双骄 (c) 200? Nanjing.
(Jue Dai Shuang Jiao)

- TECHNICAL -

Game ID: NJ060

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76819&o=2

$end


$nes=jdyx,
$bio

???? (c) 19?? Waixing Computer & Technology Co., Ltd.
(Jue Dai Ying Xiong)

- TECHNICAL -

[Model ES-1022]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76820&o=2

$end


$info=jzth,
$bio

Jue Zhan Tian Huang (c) 2000 Unknown.

- TRIVIA -

Released in May 2000.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47738&o=2

$end


$cpc_cass=juegams1,juegams1a,
$bio

Juegue con Su Amstrad 01 - Kart 3000 (c) 1986 Sygran

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96973&o=2

$end


$cpc_cass=juegams2,
$bio

Juegue con Su Amstrad 02 - West (c) 1987 Sygran

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96974&o=2

$end


$cpc_cass=juegams3,
$bio

Juegue con Su Amstrad 03 - Max (c) 1987 Sygran

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96975&o=2

$end


$cpc_cass=juegams7,
$bio

Juegue con Su Amstrad 07 - Aton (c) 1987 Sygran

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96976&o=2

$end


$msx1_cass=juegue01,juegue01a,
$bio

Juegue con su MSX - Issue 01 - Carr 2000 (c) 198? Grupo de Trabajo Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94750&o=2

$end


$cpc_cass=juggernt,
$bio

Juggernaut (c) 1985 CRL Group PLC [London, England]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96977&o=2

$end


$bbca_cass,bbcb_cass=jugglepu,
$bio

Juggle Puzzle (c) 1984 Acornsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52006&o=2

$end


$pc8801_flop=jugstone,
$bio

Juggler Stone (c) 1985 Union Planning

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92138&o=2

$end


$svision=juggler,
$bio

Juggler [Model SV10043] (c) 1992 Bon Treasure

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95453&o=2

$end


$c64_cart,c64_flop=juice,
$bio

Juice! (c) 1983 Tronix

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53608&o=2

$end


$info=m5jcy,
$bio

Juicy Fruits (c) 200? Empire Games, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41591&o=2

$end


$info=juju,jujub,jujuba,
$bio

JuJu Densetsu (c) 1989 TAD.

The game is a typical platformer in which the player must traverse several levels with a miniboss at the end. Despite his apparent handicap - his slowness as an ape - and the fact that almost any attack can kill him, Toki is able to spit powerful shots that will help him in defeating enemies and obstacles that try to slow him down in his mission. There is a timer for each stage. 

JuJu can make use of items such as power-ups for his spit: lucky rabbit feet which can give Toki bursts of super-human agility and jumping skill, clocks which add extra time to the countdown, fruit which can add to JuJu's bonus points, keys which unlock bonus areas, a special helmet that protects him from upwards attacks, extra lives, and magic coins which when collected in abundance can obtain Juju an extra life.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 10 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : YM3812 (@ 3.579545 Mhz), OKI6295 (@ 8 Khz)

Players : 2
Control : 8-Way Joystick
Buttons : 2
=> Spit, Jump

- TRIVIA -

According to the TAD president, Tadashi Yokoyama: One day in December 1988, a freelance artist came at TAD with a portfolio of designs including this monkey. The team was motivated to do a game around this funny monkey.

On February 02, 1989, the first prototype was ready: one level, no enemies, no musics and the monkey can jump only (no shoot). At this point, they decided to reprogram the game entirely from 0. Note JuJu Densetsu was coded with the same system used by the neogeo coders at SNK.

During the first location test (at the TAD office) on September 07, 1989, many new ideas came to the developers but most of them were not included in the final product (i.e: snakes on the first stage), because lack of time.

On September 15, 1989. a public location test was done in Japan AND in the USA (University of Washington). A second test was done in October. After this test, they decided to program the end of the game (done by a non-programmer in a week-end). Note: The girl you have to save is brune in the attract mode and blonde at the end.

The game was finished on November 06, 1989.

Then, after about 10 months of development, JuJu Densetsu was finally released on December 08, 1989 in Japan by TAD. 3148 arcade boards were sold. Export releases: "Toki".

The title of this game translates from Japanese as 'Legend of JuJu'.

The devil monkey with horns from the level 2 is called Bellzador (Dev. code name: Akuma Zaru) and has the most complex AI routine. It takes 27 pages 'A4' format in the source code. Its desing and patern were inspired by Red Arremer from Makaimura.

There is some unused sprites for the character's animation in the game code.

On February 26, 1990, TAD know that pirate versions of their game appear on the market.

This was the last video game developed by TAD. A sequel was planned (JuJu 2! an action puzzle game) for the Super Famicom but the company closed its door 2 months after the JuJu Desnsetsu release. Fortunately, the source code of JuJu 2 was sold to Altron Corp. who released the game as "Little Magic [Model SHVC-LI]".

- TIPS AND TRICKS -

BAD ENDING
----------
You can reach a 'Bad Ending' if you died last life (After the 5th continue) in Stage 6 (Final Stage).

DEBUG MODE
----------
Mr. Akira Sakuma, programmer of this game, divulged this trick in October 2015. 26 years after the release in Japan!
In order to access the JuJu Densetsu hidden Debug Mode: use a hex editor, and open the file k10_4e.bin, and at offset $244, replace the '00' by '0F'.

On screen you have then the following:
AXX
BXX
MXX
TXX
IXX

A is corresponding to the visible enemies on screen
B is corresponding to the enemies loaded in memory but not visible on screen
M is corresponding to the number of enemies projectiles/shots on screen
T is corresponding to the Traps sets on screen
I is corresponding to the Items visible on screen

- STAFF -

Game Designer: Haruki Kitahara (Kitahara)
Programmers: Akira Sakuma (Sakuma), Takashi Nishizawa (Nishizawa), Tsukasa Aoki (Aoki)
Graphic Designers: H. Kakiuchi (Kakiuchi), Junichi Fujisaku (Fujisaku), Jun Matsubara (Matsubara)
Musics & Sound: Yusaku Aoki, Yukihiko Kitahara

- PORTS -

* Consoles :
[JP] Nintendo Famicom (July 19, 1991) "JuJu Densetsu [Model DTF-5J]"
[JP] Sega Mega Drive (January 31, 1992) "JuJu Densetsu [Model G-4064]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1235&o=2

$end


$nes=juju,
$bio

JuJu Densetsu (c) 1991 Taito Corp.

Juju Densetsu is a multi-scrolling action game by Taito, and adaptation of the arcade game of the same name developed by TAD Corporation and originally released in 1989. The game takes place on a mysterious tropical island and follows the story of an handsome primitive man called Juju (known as Toki in the west). His beloved girlfriend Miho, the island's princess, has been kidnapped by the the evil priest Vookimedlo, and Juju now embarks on a long and perilous journey to save the poor damsel. But the evil enchanter placed our hero under a magic spell, and turned him into a grotesque ape-like creature. Juju now needs to travel through six uniquely themed, and multi directional scrolling stages (caves, underwater lake, volcano, icy mountain and thick jungle), and ultimately reach Vookimedlo's golden palace. JuJu can walk, jump and shoot all kind of fire-projectiles through his mouth, from simple fireballs to triple shots, twin-wave blasts and deadly flames. He can also collect special items along the way, such as the Football Helmet (temporary shield), white shoes (high jump), clocks (extra time), fruits (points), coins (for extra lives) and, later in the game, keys to unlock doors and obstacles. JuJu can repeatedly jump on certain enemies to defeat them, or to reach seemingly unattainable items or platforms. Juju Densetsu also features a alternating two-player mode.

- TECHNICAL -

Cartridge ID: DTF-5J

- TRIVIA -

JuJu Densetsu for Famicom was released on July 19, 1991 in Japan for 5900 Yen. This is the 38th title published by Taito for the Famicom.

JuJu Densetsu was an arcade game originally released in 1989 by TAD Corporation. However, the entire game was redesigned while keeping the core, structural concept. It features different stage layouts, various exclusive levels and enemies, but overall lacks the polish from the original game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54249&o=2

$end


$megadriv=toki1,toki,
$bio

JuJu Densetsu (c) 1991 Sega Enterprises, Limited.

This Mega Drive conversion uses the same sprites as the original TAD's Arcade game but had the level data rewritten for a better console gaming experience.

- TECHNICAL -

Game ID: G-4064
Cartridge ID: 670-1906
Cartridge Size: 4 Mb
Cover ID: 670-1907
Barcode: 4 974365 540647

- TRIVIA -

JuJu Densetsu for Mega Drive was released on January 31, 1992 in Japan.

Reviews:
April 1992 - Joypad N.7 (Page 72-75) [FR]: 91/100

- STAFF -

Game Design: Gonchan
Programmer: Toshiaki Yajima (Yajima), Tsukasa Aoki (Aoki)
Character: Kanchan, Toriumi, Hiroyuki Hirama (Hirama), Okiyama
Sound: Masayuki Nagao (Nagao), Hirofumi Murasaki (Murasaki), Morihiko Akiyama (Akiyama)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57000&o=2

$end


$gba=jukammu,
$bio

Juka and the Monophonic Menace [Model AGB-BJKE-USA] (c) 2005 SouthPeak Interactive, LLC

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71297&o=2

$end


$gba=jukamm,
$bio

Juka and the Monophonic Menace [Model AGB-BJKP] (c) 2005 Zoo Digital Publishing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71296&o=2

$end


$coleco=jukebox,
$bio

Juke Box (c) 1984 Spinnaker Software Corp

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53297&o=2

$end


$c64_cart,c64_flop=jukebox,
$bio

Juke Box (c) 1984 Spinnaker Software Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53609&o=2

$end


$ibm5150,ibm5150_cass=1on1,
$bio

Julius Erving and Larry Bird go One-on-One (c) 1984 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83643&o=2

$end


$bbca_cass,bbcb_cass=jumbo,
$bio

Jumbo (c) 19?? Molimerx

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52007&o=2

$end


$a800=jumbojet,
$bio

Jumbo Jet Pilot (c) 1982 Thorn EMI Video

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86579&o=2

$end


$nes=holein1,
$bio

Jumbo Ozaki no Hole in One Professional (c) 1988 HAL Laboratory, Incorporated.

- TECHNICAL -

[Model HAL-JO]

- TRIVIA -

Released on February 01, 1988 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54250&o=2

$end


$snes=holein1j,
$bio

Jumbo Ozaki no Hole in One [Model SHVC-JO] (c) 1991 HAL Laboratory, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61573&o=2

$end


$info=sgmastj,sgmastc,
$bio

Jumbo Ozaki Super Masters (c) 1989 Sega.

A golf game from Sega.

- TECHNICAL -

Game ID: 317-0058-05c

Runs on the Sega "System 24" hardware.

Players: 2
Control: 8-way joystick
Buttons: 3

- TRIVIA -

Released in August 1989.

Masashi 'Jumbo' Ozaki (born January 24, 1947) is one of the greatest Japanese golfers of all time. He is the most successful player on the Japan Golf Tour, having led the money list a record 12 times and won 94 tournaments.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3718&o=2

$end


$info=jumpbug,jumpbugb,
$bio

Jump Bug (c) 1981 Rock-ola.

The player controls a VW Beetle that jumps through 8 scenarios collecting money and jewels. Shoot or avoid the enemies.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.78975 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 1

- TRIVIA -

Released during December 1981.

The game was originally developed by Alpha Denshi.

Hoei International (which became Coreland Technology in 1982) supported its development mainly by supporting Alpha Denshi with funding.

Rock-ola Mfg. Corp. licensed this game from SEGA.

A bootleg of this game was released with SEGA copyright.

Allen Rager holds the official record for this game with 850,350 points.

- PORTS -

* Consoles :
Emerson Arcadia

* Computers :
NEC PC 9801 (1996)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1236&o=2

$end


$arcadia=jumpbug,jumpbuga,
$bio

Jump Bug (c) 1982 Emerson Radio Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49260&o=2

$end


$info=jumpcoas,jumpcoast,
$bio

Jump Coaster (c) 1983 Kaneko Company, Limited.

You control a caped man who attempts to rescue his girlfriend while attempting to avoid monkeys on roller coasters.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.536 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 1

- TRIVIA -

Released in May 1983.

- STAFF -

Programmed by: M. Kuribayashi
(according to US copyright records)

- PORTS -

* Computers :
MSX (1984)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1237&o=2

$end


$msx1_cart=jumpcstr,
$bio

Jump Coaster (c) 1984 Nippon Columbia

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77173&o=2

$end


$pc98=jumphero,
$bio

Jump Hero (c) 19?? Compile

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89817&o=2

$end


$amigaocs_flop=jumpjet,
$bio

Jump Jet (c) 1987 Anco

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74360&o=2

$end


$bbca_cass,bbcb_cass=jumpjet,
$bio

Jump Jet (c) 19?? Doctorsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52008&o=2

$end


$cpc_cass=jumpjet,
$bio

Jump Jet [Model 3MC002] (c) 1985 Dro Soft [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96979&o=2

$end


$info=jumpjump,
$bio

Jump Jump (c) 1999 Comad.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=44912&o=2

$end


$info=jumpkids,
$bio

Jump Kids (c) 1993 Comad Industry Company, Limited. 

Control a baby to slap enemies and collect items.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 12 Mhz), Zilog Z80 (@ 4 Mhz)
Sound Chips : OKI6295 (@ 7.575 Khz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

This game is more like a bootleg or hack than an original game; a lot of the game code is taken directly from Data East's "Tumble Pop".

- STAFF -

Director : An Ks
Programmers : Ruy Jh, RA, Js, Park Ym
Designers : Kim Ju, Seo Hs, Lee Sg, Hwang Jw, Son Bw, Son Hw
Sound : Kwan Dy
Hardware : Kim My, Yoon Yj

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1238&o=2

$end


$msx1_cart=jumpland,
$bio

Jump Land (c) 1985 Nippon Columbia

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77174&o=2

$end


$msx1_cart=jump,
$bio

Jump [Model 20162] (c) 1985 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77172&o=2

$end


$cpc_cass=jump,
$bio

Jump [Model AM-1258] (c) 1991 Zigurat Soft [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96978&o=2

$end


$pc8801_cass=jump,
$bio

Jump! (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91237&o=2

$end


$snes=jumpind,
$bio

Jumpin' Derby [Model SHVC-AJUJ-JPN] (c) 1996 Naxat Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61574&o=2

$end


$info=m5jmpjok,m5jmpjok11,m5jmpjoka,m5jmpjokb,
$bio

Jumpin' Jokers (c) 200? Vivid.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15664&o=2

$end


$nes=jumpink,
$bio

Jumpin' Kid - Jack to Mame no Ki Monogatari (c) 1990 Asmik

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54251&o=2

$end


$info=jumping,jumpinga,jumpingi,
$bio

Jumping (c) 1989.

Bootleg of "Rainbow Islands - The Story of Bubble Bobble 2".

The main character has been redrawn, as well as the rainbow, the title screen and several other things.

The sound is slightly different because this bootleg board uses two YM2203 sound processors, while the original game uses a single YM2151.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 8 Mhz), Zilog Z80 (@ 4 Mhz)
Sound Chips : (2x) Yamaha YM2203 (@ 3.579545 Mhz)

Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 8192

Players : 1
Control : 2-way joystick
Buttons : 2

- TRIVIA -

Bugs : the bootleggers didn't defeat the protection completely : secret rooms are broken, some dying enemy sprites have obviously wrong graphics, monsters are falling through platforms etc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1239&o=2

$end


$odyssey2,g7400=acrobat,acrobata,
$bio

Jumping Acrobats (c) 1981 Philips Corp.

- TECHNICAL -

Game ID: 33

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95617&o=2

$end


$info=jmpbreak,
$bio

Jumping Break (c) 1999 F2 System.

- TRIVIA -

Released in February 1999.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31486&o=2

$end


$info=jcross,
$bio

Jumping Cross (c) 1984 SNK.

A motocross racing game.

- TECHNICAL -

Main CPU : (2x) Zilog Z80 (@ 3.36 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 2 Mhz), Namco (@ 24 khz)

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 61.00 Hz
Palette Colors : 288

Players : 2
Control : 4-way joystick
Buttons : 2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1240&o=2

$end


$info=m5jmpgem,m5jmpgem01,m5jmpgem03,
$bio

Jumping Gems (c) 200? Empire Games Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15314&o=2

$end


$info=m5jmpgmc,
$bio

Jumping Gems Club (c) 200? Empire Games Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15320&o=2

$end


$a2600=jumpjack,
$bio

Jumping Jack (c) 1983 Dynamics

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50604&o=2

$end


$info=jjack,
$bio

Jumping Jack (c) 1984 Universal.

Jump from one place to another. Avoid hitting obstacles. Gather bonus items for points.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.9 Mhz), (2x) Zilog Z80 (@4mhz)
Sound Chips : (4x) Texas Instruments SN76496 (@ 4 Mhz)

Screen orientation : Vertical
Video resolution : 192 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 258

Players : 2
Control : 4-way joystick
Buttons : 2

- TRIVIA -

Released in January 1984.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1241&o=2

$end


$msx1_cass=jumpjack,
$bio

Jumping Jack (c) 1986 LiveWire Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94751&o=2

$end


$m5_cart=jumpjack,
$bio

Jumping Jack (c) 1986 SPC Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95353&o=2

$end


$info=m4jjc,m4jjca,
$bio

Jumping Jack Cash (c) 199? PCP.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41349&o=2

$end


$info=sc4jjc,sc4jjca,sc4jjcb,sc4jjcc,sc4jjcd,sc4jjce,sc4jjcf,sc4jjcg,sc4jjch,sc4jjci,
$bio

Jumping Jack Cash (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR2152]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42664&o=2

$end


$info=m4jflash,m4jflash__a,m4jflash__b,m4jflash__c,m4jflash__d,m4jflash__e,m4jflash__f,m4jflash__g,m4jflash__h,m4jflash__i,
$bio

Jumping Jack Flash (c) 199? BWB.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41348&o=2

$end


$info=sc4jjfc,sc4jjfd,sc4jjfe,sc4jjff,sc4jjfj,sc4jjfk,sc4jjfl,sc4jjfm,
$bio

Jumping Jack Flash (c) 200? Bell-Fruit Games, Limited. [B.F.G.]

- TECHNICAL -

[Model PR4607]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61763&o=2

$end


$info=sc4jjf,sc4jjfa,sc4jjfb,sc4jjfg,sc4jjfh,sc4jjfi,
$bio

Jumping Jack Flash (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR6807]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42665&o=2

$end


$amigaocs_flop=jumpingj,
$bio

Jumping Jack'Son (c) 1990 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74361&o=2

$end


$info=jumpjkpt,
$bio

Jumping Jackpots (c) 2002 Atronic.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=7715&o=2

$end


$info=as_jmpj,as_jmpja,
$bio

Jumping Jackpots (c) 200? Astra Games, Limited. [Novomatic Group].

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41836&o=2

$end


$info=pr_jumpj,pr_jumpja,
$bio

Jumping Jacks (c) 199? Project Coin Machines, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42099&o=2

$end


$info=jpopnics,
$bio

Jumping Pop (c) 1992 Nics.

A rip-off of "Plump Pop".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=25258&o=2

$end


$info=jumppop,jumppope,
$bio

Jumping Pop (c) 2001 ESD [Excellent Soft Design].

The object of the game is to defeat the monsters by sucking them into your vacuum. Once the monsters are inside your vacuum, they can then be used to fire outward at other monsters. But beware - if you keep the monsters inside your vacuum for too long it will explode.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 16 Mhz)
Sound CPU : Zilog Z80 (@ 3.5 Mhz)
Sound Chips : YM3812 (@ 3.5 Mhz), OKI6295 (@ 6.628 Khz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Jumping Pop was released in June 2001.

This game appears to be a hack of "Tumble Pop" by Data East. Many of the game's sprites exist including the protagonists. The backgrounds are replaced with pictures of girls.

- SCORING -

Power Up : ???
Speed Up : ???
Barrier : ???
Plasma Gun : ???
Hyper Cleaner : ???
Alphabet : ???
1UP : ???
Rainbow Crystal : ???
Coin : ???
Big Coin : ???
Money : ???
Big Money : ???
Ruby : ???
Big Ruby : ???
Diamond : ???
Big Diamond : ???

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3459&o=2

$end


$msx1_cart=jumprabt,
$bio

Jumping Rabbit (c) 1984 MIA [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77175&o=2

$end


$x68k_flop=jumpsimn,
$bio

Jumping Simon (c) 19?? Tonarinokooringu

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88329&o=2

$end


$a800=jumpman,
$bio

Jumpman (c) 1983 Epyx Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86580&o=2

$end


$ibm5150,ibm5150_cass=jumpman,
$bio

Jumpman (c) 1984 IBM

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83644&o=2

$end


$cpc_cass=jumpman,
$bio

Jumpman (c) 1986 Blaby Computer Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96982&o=2

$end


$c64_cart,c64_flop=jmpmanjr,
$bio

Jumpman Junior (c) 1983 Epyx Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53610&o=2

$end


$a800=jmpmanjr,
$bio

Jumpman Junior (c) 1983 Epyx Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86581&o=2

$end


$coleco=jmpmanjr,jmpmanjra,
$bio

Jumpman Junior (c) 1984 Epyx Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53298&o=2

$end


$gbcolor=jumpstar,
$bio

JumpStart Dino Adventure - Field Trip [Model CGB-BJQE-USA] (c) 2001 Knowledge Adventure, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68089&o=2

$end


$ti99_cart=jumpy,
$bio

Jumpy (c) 1983 Sofmachine

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84606&o=2

$end


$saturn,sat_cart=ropeclub,
$bio

Jun Classic Country Club & Rope Club (c) 1997 T&E Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59288&o=2

$end


$info=junai,
$bio

Junai - Manatsu no First Kiss (c) 1998 Nichibutsu.

- TRIVIA -

Released in July 1998.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=29218&o=2

$end


$info=junai2,
$bio

Junai 2 - White Love Story (c) 1998 Nichibutsu [Nihon Bussan Company, Limited.].

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43917&o=2

$end


$gamegear=junctionj,junction,
$bio

Junction [Model T-22017] (c) 1991 Micronet

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64655&o=2

$end


$saturn,sat_cart=jungrhyt,jungrhyta,
$bio

Jung Rhythm (c) 1998 Altron Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59289&o=2

$end


$info=jungleby,
$bio

Jungle Boy (c) 1982 Taito Corp.

- TRIVIA -

Prototype of "Jungle King".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=29881&o=2

$end


$info=sc4jbuck,sc4jbucka,sc4jbuckb,sc4jbuckc,sc4jbuckd,
$bio

Jungle Bucks (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR7103]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42659&o=2

$end


$a2600=jfever,
$bio

Jungle Fever (c) 1982 PlayAround

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50605&o=2

$end


$info=j6jungfv,
$bio

Jungle Fever (c) 199? Ace Coin Equipment, Limited.

- TECHNICAL -

Impact

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41113&o=2

$end


$info=jungleh,
$bio

Jungle Hunt (c) 1982 Taito American Corp.

Export release. Game developed in Japan. See the original "Jungle King" for more information about the game itself (except for differences and ports listed here).

- TRIVIA -

Released in October 1982, this reworked version of "Jungle King" was the end result of a copyright infringement lawsuit filed against Taito by the estate of Edgar Rice Burroughs, the creator of Tarzan.

Here's what makes Jungle Hunt different from Jungle King: 
* Music is played at the places where the Tarzan yell was originally heard - at the beginning of the game and at the end of the avalanche stage - the same music that plays upon completion of the river stage. 
* The player character is a safari-suited jungle explorer clad in a pith helmet, jacket, and shorts, instead of the Tarzan look-alike. 
* The life-lines that the player character swings on between the trees in the first stage are ropes instead of vines.

The original version of the game, known as Jungle King, featured a character who looked like the well known (and very much copyrighted) Tarzan. The character even sounded like Tarzan when he bellowed out the famous scream after finishing the boulder stage (and at the beginning of the game). So, for legal reasons, the name was changed to 'Jungle Hunt' and the player character was changed to resemble a classic safari-suited jungle explorer complete with the standard issue pith helmet, jacket, and shorts. The bellowed scream at the end of the boulder stage was also entirely removed, replaced by the music from the end of the river stage.

A Jungle Hunt unit appears in the 1983 movie 'WarGames'. 

Michael Torcello holds the official record for this game with 1,510,220 points.

MB (Milton Bradley) released a board-game based on this video-game (same name) in 1983.

- PORTS -

* Consoles : 
Atari 2600 [US] (1983) "Jungle Hunt [Model CX2688]"  
Atari 2600 [JP] (1983)
Colecovision [US] (1983) "Jungle Hunt [Model 70007]" 
Atari 5200 [US] (1983) "Jungle Hunt [Model CX5222]" 
Atari XEGS 
Microsoft XBOX [EU] (October 14, 2005) "Taito Legends" 
Sony PlayStation 2 [EU] (October 14, 2005) "Taito Legends [Model SLES-53438]" 
Microsoft XBOX [US] (October 25, 2005) "Taito Legends" 
Sony PlayStation 2 [US] (October 25, 2005) "Taito Legends [Model SLUS-21122]" 
Sony PlayStation 2 [KO] (July 18, 2006) "Taito Legends [Model SLKA-15056]" 

* Computers : 
Atari 800 [US] (1982) "Jungle Hunt [Model RX8049]" 
Apple II [US] (1983) 
PC [Booter] [US] (1983) 
Commodore C64 [US] (1983) "Jungle Hunt [Model RX8530]" 
Commodore C64 [EU] (1983)
Texas Instruments TI-99/4A [US] (1983) 
Commodore VIC-20 [US] (1984) 
PC [MS Windows, CD-ROM] [EU] (October 14, 2005) "Taito Legends" 
PC [MS Windows, CD-ROM] [US] (November 10, 2005) "Taito Legends"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1242&o=2

$end


$info=junglehbr,
$bio

Jungle Hunt (c) 1983 Taito do Brazil.

- TRIVIA -

Brazilian version of "Jungle King". 

Unlike the Taito America version, the only post-lawsuit change made in this version was the name of the game. No other changes were implemented. 

For more information about the game itself, please see the original Taito "Jungle King" entry.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46443&o=2

$end


$a2600=junglehc,junglehc1,
$bio

Jungle Hunt (c) 1983 CCE.

South American release. See Atari's "Jungle Hunt [Model CX2688]" for more information about the game itself.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50607&o=2

$end


$ibm5150,ibm5150_cass=jungleh,
$bio

Jungle Hunt (c) 1983 Atarisoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83645&o=2

$end


$ti99_cart=jungleht,
$bio

Jungle Hunt (c) 1983 Atarisoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84607&o=2

$end


$coleco=jungleh,
$bio

Jungle Hunt (c) 1983 Atarisoft.

Colecovision's port of the Taito arcade classic.

- TECHNICAL -

Cartridge ID: 70007

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53299&o=2

$end


$a2600=jungleh,junglehe,junglehp2,junglehp1,
$bio

Jungle Hunt (c) 1983 Atari, Incorporated.

Home version of the Taito arcade hit!

The object of JUNGLE HUNT is to rescue Sir Dashly's kidnapped mate, who, after hours of valiant fighting, was overpowered by two man-eating (and woman-eating) savages.

To rescue Lady P., you'll have to make your way past four sets of obstacles: the vines of the Forest, the crocodiles of Reptile River, a landslide of bouncing boulders, and the spears of the two masked cannibals. You'll score points for each obstacle Sir Dashly successfully overcomes; you'll also score bonus points for rescuing Lady P.

Since jungle hunting is a dangerous business, you are given five lives at the start of the game. The number of lives remaining is shown on the upper left of your screen. At 10,000 points you are given one extra life - if you survive that long!

When you begin the game you are given 500 seconds to reach Lady Penelope. A timer counts down the seconds until you reach her. You'll score more bonus points for rescuing her quickly, so don't dawdle while you're jumping vines or avoiding crocodiles.

The obstacles you'll encounter on your adventure are:
DEADLY
FOREST

The Deadly Forest is a swinging place once you get to know it. Here you'll test your coordination and timing as you jump from vine to vine. Since some vines swing faster than others, you'll have to time your leaps carefully. Make a wrong move, and Sir Dashly is finished !

REPTILE
RIVER

The Reptile River is filled with schools of cantankerous crocodiles. Make Sir Dashly swim out of their way or fend them off with his knife. Beware of any crocodile with its mouth fully open - his knife will be useless against it.

Most of the crocodiles swim in groups of three, but occasionally you'll find a rogue crocodile swimming alone. Rogue crocodiles are worth more points than other crocodiles. Watch out for them! They swim more erratically than the other crocodiles, and often drop down when you least expect it.

Use your Joystick to steer Dudley underwater, but keep your eyes on the air meter at the top of your screen (see Figure 1). If Dudley is still underwater when the meter runs out, he'll have to breath water - and you'll lose a life!

BOULDER
FIELD

After you successfully cross Reptile River, you'll encounter a landslide of tumbling boulders. There are two sizes of boulders: small rolling rocks and larger bouncing boulders. Leap over the small rocks to avoid getting crushed. Larger boulders are harder to avoid - you'll have to leap over, run under, or duck beneath them to keep out of their way.

CANNIBAL   
CAMP

You're finally within reach of Lady Penelope, but she's being guarded by spear-wielding savages. You must guide our hero over the spears of the savages and run to the waiting arms of Lady Penelope. Watch out for the tips of the spears. They're poisoned !

After a tearful reunion with his beloved wife Sir Dashly returns to the Deadly Forest for the next level of play. The game becomes increasingly difficult as you move on to higher levels. You can continue to play until you run out of players, or until the timer runs out.

- TECHNICAL -

Model CX2688

- SCORING -

Jumping to a Vine: 100 points.
Running under a boulder: 50 points.
Stabbing a Crocodile (Closed jaws): 100 points.
Ducking under a boulder: 100 points.
Stabbing a Crocodile (Partially open jaws): 200 points.
Jumping over a boulder: 200 points.
Stabbing a Rogue crocodile: 300 Points.
Jumping over a cannibal: 200 points.

BONUSES
Bonus life: At 10,000 points
Rescuing Lady P.: 3xTimer value
Each time you exit a section of the jungle: 500 points

- TIPS AND TRICKS -

* The faster you rescue Lady P. the more bonus points you'll receive, so don't waste any time getting to her. The Deadly Forest can be especially time-consuming practice jumping from vine to vine as quickly as possible.

* A crocodile's underbelly is particularly vulnerable, try to come from beneath when stabbing one.

* Since rogue crocodiles are worth up to three times more points than the crocodiles swimming in groups, try to stab them when possible. Watch out, though! The rogues move more erratically than the other crocodiles, and can easily hit you before you're ready.

* If you wish to conserve lives, simply avoid the crocodiles instead of stabbing them.

* For an extra lift when jumping over boulders and cannibals, push your Joystick forward after you make Sir Dashly jump. Not only will he jump higher, but he'll also stay aloft longer.

* To score extra points, try jumping over the large boulders. You'll get up to four times more points than ducking or running beneath them. Time your jump carefully though, since large boulders bounce higher than small boulders.

- PORTS -

* Others : 
Atari Flashback 4 [US] (November 13, 2012) by AtGames 
Atari Flashback 5 [US] (October 1, 2014) by AtGames

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50606&o=2

$end


$a5200=jungleh,
$bio

Jungle Hunt (c) 1983 Atari, Incorporated.

A leisurely Jungle safari turned into fiasco when your lady friend was kidnapped by two cannibals. They'll turn her into soup if you don't rescue her quickly!

To rescue your friend, you'll need to make your way past four obstacles: a jungle where you'll jump from rope to rope, a river filled with open-jawed crocodiles, a landslide of boulders, and a cannibal campsite where your friend hangs suspended over a steaming pot of soup. use your Joystick to swim through the river and to run on dry land; use the red fire buttons to jump and to use your knife against the crocodiles.

You'll score points as you overcome obstacles, and you'll also score bonus points for rescuing your friend.

You're given three lives at the start of the game. At 10,000 points you are given one extra life - if you survive that long.

When you begin the gane you have 500 seconds to complete your rescue mission. A timer counts down the seconds as you play. The sooner you rescue your friend, the more bonus points you'll earn - so don't dawdle.

- TECHNICAL -

Model CX5222

- SCORING -

Jumping to a rope: 100 points
Stabbing a crocodile: 100 points closed jaws
Stabbing a crocodile (upper river): 200 points open jaws
Stabbing a crocodile: 200 points closed jaws
Stabbing a crocodile (lower river): 300 points open jaws
Running under a boulder: 50 points
Ducking under a boulder: 100 points
Jumping over a boulder: 200 points
Jumping over a cannibal: 200 points

- TIPS AND TRICKS -

* The sooner you rescue your friend the more bonus points you'll receive. The deadly Jungle can be especially time-consuming, so practice jumping from rope to rope as quickly as possible.

* If a rope is occupied by a pushy monkey, wait until it climbs up to the top before making your jump

* A crocodile's underbelly is particularly vulnerable; try to come from beneath when stabbing one.

* If you want to conserve lives, simply avoid the crocodiles instead of stabbing them.

* For an extra lift whn jumping over boulders and cannibals, push the joystick forward before you jump. Not only will you jum higher, but you'll also stay aloft longer.

* Sometimes you'll find a large boulder rolling faster than a small boulder. Try to time your leap so that you jump over both at the same time.

* Time your leaps over the cannibals' spears so you reach your friend when she's descending towards the pot. If you leap when she's too high, you'll fall into the soup!

- STAFF -

Programmer: Allen Merrell

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50052&o=2

$end


$a800=jungleh,
$bio

Jungle Hunt (c) 1983 Atari, Incorporated.

Atari 800's port of the Taito arcade classic.

- TECHNICAL -

Game ID: RX8049

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84913&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=jungleh,
$bio

Jungle Hunt [Model RX8529] (c) 1984 Atarisoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84443&o=2

$end


$c64_cart,c64_flop=jungleh,
$bio

Jungle Hunt (c) 1983 Atari, Incorporated.

Commodore 64's port of Taito's arcade classic.

- TECHNICAL -

Game ID: RX8530

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53611&o=2

$end


$info=m4jungjk,m4jungjk__a,m4jungjk__b,m4jungjk__c,m4jungjk__d,m4jungjk__e,
$bio

Jungle Jackpots (c) 199? QPS Interactive.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42374&o=2

$end


$cpc_cass=junglejn,
$bio

Jungle Jane [Model BBA 066] (c) 1986 Bug Byte

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96983&o=2

$end


$info=m4jungj,m4jungja,m4jungjb,m4jungjc,
$bio

Jungle Japes (c) 199? Coin World.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42373&o=2

$end


$bbca_cass,bbcb_cass=jungleji,
$bio

Jungle Jive (c) 1984 Virgin Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52009&o=2

$end


$info=as_jjive,as_jjivea,as_jjiveb,as_jjivec,as_jjived,as_jjivee,as_jjivef,as_jjiveg,
$bio

Jungle Jive (c) 200? Astra Games, Limited. [Novomatic Group].

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41835&o=2

$end


$info=junglek,junglekj2,junglekas,
$bio

Jungle King (c) 1982 Taito.

Jungle King is a jungle adventure game where players take on the role of Jungle King, a Tarzan-like jungle man, who is going in search of his Jungle Princess, who has been kidnapped by a pair of barbaric cannibals. 

Jungle King has four stages, each with its own unique scenarios, so each stage could be considered a separate game in its own right. 

It is noticable that this game scrolls from right to left, while the vast majority of scrollers go from left to right, although most people probably wouldn't even notice that. 

Jungle King's gameplay is very similar to that of Activision's "Pitfall", a classic arcade game released on many home computer and console formats of the time. 

The game's stages are as follows : 
* The first stage, which may have been the best stage in the game, is set in a forest with a series of swinging vines. Players must use the JUMP button to move from right to left across the vines, while avoiding the monkeys that can send Jungle King falling to the ground. This level is easy to master, but players must time their jumps carefully to make it to the next vine. 
* The second stage is set under a jungle river. Players must guide Jungle King through a river infestest with alligators and crocodiles. This stage features a 'breath meter' that must be carefully watched to avoid drowning (players simply swim up to the surface to get more air). Jungle King is armed with a knife with which he can stab the crocs and gators, but this can only be done when their mouths are not fully open. 
* The third stage is an avalanche with boulders rolling down a hill. The player simply uses the joystick to control Jungle King's climbing speed up the hill, and the JUMP button to leap over rolling boulders until they reach the end of the stage. 
* The fourth and final stage has the player guiding Jungle King through a cannibal village. Jungle King must jump over the cannibals while their spears are down, and eventually make his way towards his Jungle Princess, who is being lowered into a pot to be boiled for supper. 

On completion of the game, players are rewarded with a short 'I Love You' ending, and then the game begins again with increased difficulty.

- TECHNICAL -

Jungle King used the familiar 'Taito Classic' cabinet that was used for a variety of early 1980's games. This was a rather short cabinet, and had a monitor that was laid back at more than a 45 degree angle. Most of these cabinets featured the same painted sideart which consisted of an ornate border and a 'Taito' logo. Many other early Taito games will plug right into the machine without modification (although the boardsets for these early games tend to be expensive). The marquee to this title showed a 'Jungle King' logo, with the hero to the right of it and a (rather slutty looking) blond woman tied to a tree on the left hand side. Jungle greenery filled the rest of the marquee's surface area. The monitor bezel was decorated with a red and orange design, while the control panel overlay had a cartoony jungle scene on it. 

Runs on the "Taito SJ System" hardware.
Prom Stickers: KN

Players: 2 
Control: 8-way joystick 
Buttons: 1 (JUMP/KNIFE)

- TRIVIA -

Released in August 1982, this is how "Jungle Hunt" started life. 

Jungle King was the first 'side-scrolling, jumping & attacking game with a humanoid character', appearing in arcades three years before Miyamoto's classic "Super Mario Bros.".

This was also the first video game ever to feature a Tarzan look-alike as a playable character. But, Taito never bothered to get permission from the estate of Edgar Rice Burroughs, so they were sued for copyright infringement for using Tarzan's likeness. So this title quickly went out of production, and is rather rare today. They later reworked the graphics, and the game reappeared in October 1982 as Jungle Hunt. Please see the Taito America "Jungle Hunt" entry for a list of the cosmetic changes made to the game. 

A prototype of this game is known as "Jungle Boy". 

A reworked version of this game is known as "Pirate Pete". 

This game was released in Brazil in 1983 under the "Jungle Hunt" moniker, but none of the other post-lawsuit changes made for the Taito America version were implemented. 

A Jungle King unit appears in the 1983 movie 'Joysticks'.

- UPDATES -

A version of Jungle King is known to exist with alternate sound.

- SCORING -

Successfully jumping between vines : 100 points 
Stabbing Crocodiles and Alligators : 100 points 
- with open jaws : +100 points
- in deep water : +100 points 
Jumping over a rock : 200 points 
Ducking under a rock : 100 points
Running under a rock : 50 points 
Jumping over a cannibal : 100 points 
Finishing stages 1-3 : 500 points 
Finishing stage 4 (jump into and rescue woman) : timer bonus

- TIPS AND TRICKS -

* Forest : 
1) The main thing to remember on this stage is timing. Some vines swing faster then others. As you go farther into the game, the vines will really start to swing fast so you must be able to time your jumps accordingly. 
2) The best place to catch a vine is in the middle or lower (ideally the bottom of the vine is the best). This way, you give yourself enough jumping room to get to the next vine. 
3) Don't just start jumping to the vines without looking. If a vine is moving away from you, wait until it's halfway to you, then jump. 
4) At the later levels, monkeys will appear on the vines. If you hit a monkey while trying to leap for a vine, the monkey will knock you down to the ground. 
5) After the fourth level, your jumps will become slower. You will need to start your jump before the vine you are on reaches its maximum forward swing position. This will give you a small boost in jumping power. 

* River : 
1) On this stage, you will be swimming through a jungle river. Things to remember are to keep track of your Diving Display. If the bar goes all the way to the left, your man will become a floater. Swim up to the surface every now and then for a breath of air. 
2) The biggest hazards are the crocodiles and alligators. Fortunately, you have your trusty knife with you. In order to kill a croc or gator, their mouths have to be closed. If they aren't, you will become free food. Also, if you collide with any part of a croc or a gator, you will die. Extra points are awarded if you stab them when their mouths are partially open, or if they are deep in the water. There are two types of alligators distinguishable by their "teeth". Small-toothed alligators act normal. Big-toothed alligators, however, are faster, will try to follow you, and will move up and down very quickly. 
3) Another hazard is the air bubbles. If you happen to swim into them, they will push you immediately to the surface regardless of what hazards may be in your way. The best way to work around this is to vary your speed by moving the joystick left and right and time it so that there are no hazards above the air bubbles. 

* Avalanche : This is probably the easiest screen.
1) The main obstacle here are large and small boulders which you must dodge in some way. The small boulders can be avoided by jumping over them, but to dodge the large ones, you may either jump, run, or duck by pulling down on the joystick.
2) Moving the joystick left or right controls your speed up the hill. If you hold the joystick left or right, your character will jump at mid-level. If you hold the joystick in an up-left or up-right position, he will jump at his peak level. Try to judge whether a boulder is going to be high or low by the time it reaches your current position. If it's going to be in mid-air, and you find it unsafe to jump or duck, just move to a safer position as quickly as possible. 
3) In later levels, the larger boulders are seen more frequently, and small boulders fall down the mountain in groups. 

* Cannibals : Probably the hardest screen because you have to time your jumps in between the two cannibals... 
1) Get right next to the first cannibal. Keep in mind, you can only jump when their spears aren't in the air or you will be skewered. 
2) Also, watch the vine that Jungle Princess is tied to. It is going up and down, so you have to time your jumps for both the cannibals and your woman. 
3) The cannibals wander back and forth at slightly different rates. Because of this, they get close together, then spread out again. 
4) You have to jump between the cannibals, then jump up when Jungle Princess is at the lowest point on the vine. This will require timing and there is no pattern or trick. Just keep in mind that if you can't get to her, jump back to your original position or the second cannibal will get you. 
5) On the later levels, everything moves much quicker, and a third cannibal joins them up on the tree. He will shoot blow darts at you that you must move to avoid.

- PORTS -

Home conversions didn't start appearing until long after the aforementioned lawsuit by the Edgar Rice Burroughs estate against Taito was settled. Please see the Jungle Hunt (Taito America) entry.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1243&o=2

$end


$info=jngld_l2,jngld_l1,
$bio

Jungle Lord (c) 1981 Williams Electronics, Incorporated.

- TECHNICAL -

Williams System 7
Model Number : 503

- TRIVIA -

6,000 units were produced. The first games had a red cabinet (rare, approx. 100 made), the later ones were blue and the tiger artwork was slightly changed. Some playfield art was also slightly modified as were some of the playfield colors.

- STAFF -

Design by : Barry Oursler
Art by : Constantino Mitchell

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5467&o=2

$end


$snes=jungletc,
$bio

Jungle no Ouja Tar-chan - Sekaimanyuu Daikakutou no Maki [Model SHVC-5J] (c) 1994 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61577&o=2

$end


$gameboy=jungletc,
$bio

Jungle no Ouja Tar-chan [Model DMG-J3J] (c) 1994 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66233&o=2

$end


$saturn,sat_cart=junglprk,
$bio

Jungle Park - Saturn Shima (c) 1998 BMG Interactive Entertainment [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59290&o=2

$end


$saturn,sat_cart=junglprkgen,
$bio

Jungle Park - Saturn Shima [Genteiban] (c) 1998 BMG Interactive Entertainment [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59291&o=2

$end


$psx=junglepa,
$bio

Jungle Park [Model SLPS-01086] (c) 1998 Digitalogue

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85317&o=2

$end


$megadriv=jstrikep,
$bio

Jungle Strike (c) 1993 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57271&o=2

$end


$amigaocs_flop=jstrike,
$bio

Jungle Strike (c) 1994 Ocean Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74362&o=2

$end


$gamegear=jstrike,
$bio

Jungle Strike (c) 1995 Black Pearl

- TIPS AND TRICKS -

* Level Passwords: At the main menu press 1 (to access the password screen) and enter these passwords to start from the corresponding level

Level 2 : 1B7L1FF4
Level 3 : 212G1PK4
Level 4 : 00JG9W64
Level 5 : 90KZ93NO

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64656&o=2

$end


$megadriv=jstrikej,
$bio

Jungle Strike - Uketsugareta Kyouki (c) 1993 Electronic Arts.

- TRIVIA -

Reviews:
[FR] June 1993 - Consoles + N.21: 91/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56596&o=2

$end


$snes=jstrikej,
$bio

Jungle Strike - Uketsugareta Kyouki [Model SHVC-AJGJ-JPN] (c) 1995 Electronic Arts Victor [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61575&o=2

$end


$gameboy=jstrike,
$bio

Jungle Strike [Model DMG-AJGE-USA] (c) 1995 Ocean Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66230&o=2

$end


$snes=jstrikeu,
$bio

Jungle Strike [Model SNS-AJDE-USA]) (c) 1995 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63135&o=2

$end


$snes=jstrike,
$bio

Jungle Strike (c) 1995 Electronic Arts.

- TECHNICAL -

Cartridge ID: SNSP-AJGP-EUR

- TRIVIA -

Reviews:
[FR] July 1995, Consoles + N.45: 90/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63134&o=2

$end


$cpc_cass=junglewf,
$bio

Jungle Warfare (c) 1989 Virgin Mastertronic

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96984&o=2

$end


$msx1_cass=jungwarr,
$bio

Jungle Warrior (c) 1990 Zigurat Soft [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94752&o=2

$end


$cpc_cass=jungwarr,
$bio

Jungle Warrior [Model JW-012-AMS] (c) 1990 Zigurat Soft [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96985&o=2

$end


$snes=jwars2,
$bio

Jungle Wars 2 - Kodai Mahou Atimos no Nazo [Model SHVC-JW] (c) 1993 Pony Canyon, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61576&o=2

$end


$gameboy=jwars,
$bio

Jungle Wars [Model DMG-JWJ] (c) 1991 Pony Canyon, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66232&o=2

$end


$info=junglers,
$bio

Jungler (c) 1981 Stern Electronics, Incorporated.

- TRIVIA -

Released in March 1982 by Stern (even if the title screen says 1981), under license from Konami. For more information about the game itself, please see the original Konami entry.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46442&o=2

$end


$tutor=jungler,
$bio

Jungler (c) 1981 Tomy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101347&o=2

$end


$arcadia=jungler,
$bio

Jungler (c) 1982 UA, Limited.

- TECHNICAL -

[Cartridge No. 23]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49261&o=2

$end


$info=jungler,gjungler,
$bio

Jungler (c) 1981 Konami.

The player controls a snake-like ship moving around a number of mazes chasing 3 similar computer controlled ships. Being hit by bullets reduces the length of the ships. Ships are destroyed either when their length is reduced to zero or when they collide with a longer ship.

- TECHNICAL -

Game ID : GX327

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound CPU : Zilog Z80 (@ 1.789772 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.789772 Mhz), (6x) RC

Players : 2
Control : 4-way joystick
Buttons : 1

- TRIVIA -

Jungler was released in December 1981.

Joe Startz holds the official record for this game with 180720 points.

- SCORING -

Running over enemy : 80-640 points; 80 points per segment.
Shooting enemy : 60 points for segment, 500 points for head.
Fruit : 500 points plus segment added.

- TIPS AND TRICKS -

* Don't get in front of red worms if you can avoid it. Yellow worms can be gotten in front of with caution, and green worms should be no problem (although you'd better watch out for the shooters).

* To shrink the opponents' worm down, shoot the tail.

- PORTS -

* Consoles :
Emerson Arcadia [US] (1982) [Model 1023]

* Computers :
Commodore VIC-20 [US] (1982) "Serpentine [Model VI SE C]"
Tommy Tutor

* Others :
VFD handheld game [JP] (19??) released by Gakken.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1244&o=2

$end


$x1_flop=uedabgm1,
$bio

Junichi Ueda BGM Collection Vol.1 for X1 (c) 198? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86025&o=2

$end


$x1_flop=uedabgm2,
$bio

Junichi Ueda BGM Collection Vol.2 for X1 (c) 198? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86026&o=2

$end


$info=jrking,
$bio

Junior King (c) 1982 Unknown.

Bootleg/Hack of "Donkey Kong Jr.".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=24512&o=2

$end


$bbca_cass,bbcb_cass=jnrmath,
$bio

Junior Maths Pack (c) 19?? Micro Power

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52010&o=2

$end


$bbca_cass,bbcb_cass=jnrmath1,
$bio

Junior Maths Part1 (c) 19?? Tynesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52011&o=2

$end


$bbca_cass,bbcb_cass=jnrmath2,
$bio

Junior Maths Part2 (c) 19?? Tynesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52012&o=2

$end


$pc98=junkjan2,
$bio

Junk Jankey's 2 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89818&o=2

$end


$info=jy_12,jy_03,jy_11,
$bio

Junk Yard (c) 1997 Williams Electronics Games, Incorporated.

- TECHNICAL -

Williams WPC-95
Model Number : 50052

Main CPU : Motorola M6809 (@ 2 MHz)
Sound CPU : ADSP2105 (@ 10 MHz)
Sound chip : DMA-driven DAC

- TRIVIA -

Released in January 1997. 3,013 units were produced.

Sometimes when the crane hits the car targets, DOHO comes up on the display. 

Crazy Bob is the owner of the Junkyard.

- UPDATES -

Revision 1.0
Date : 01/06/97
This is the first production release. Major changes since prototype 0.3 :
- A cooling-off period is now enforced for the bus diverter coil.This was to help prevent the coil from overheating.
- PAYBACK TIME was removed from the time machine feature. The scoring was out of balance with the rest of the game.
- Crane error detection was implemented.
- Overall, the scores on the game were reduced by half.
- Several sound and display timing issues were cleaned up.

Revision 1.1
Date : 01/23/97
- Wire colors will now be correct in SWITCH TEST.
- German printers will now format correctly.
- The spinner no longer can score erroneously.
- Added French and Spanish translations.
- Fixed Fireworks display and lamp show during Radar Adventure.

Revision 1.2
Date : 07/03/97
- German pricing updated.
- Escape from DOG will score correctly.

- TIPS AND TRICKS -

When the Time Machine clock shows 3:33, hit both flippers 3 times to start the Secret mode.

Push START button during Saucer Attack Wave to clear the screen.

- STAFF -

Concept by : Barry Oursler, Dwight Sullivan, Adam Rhine
Design by : Barry Oursler, Dwight Sullivan
Art by : Paul Barker, Pat McMahon
Mechanics by : Zofia Bil, Brad Cornell
Music & Sounds by : Kurt Goebel
Software by : Dwight Sullivan, Graham West

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5468&o=2

$end


$x68k_flop=junkerpr,
$bio

Junker Pro-68K (c) 1990 Gold Cats Project

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88330&o=2

$end


$megadriv=junker,
$bio

Junker's High (c) 1992 SIMS.

- TRIVIA -

Reviews:
[FR] November 1992 - Consoles+ No. 14: 47/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56597&o=2

$end


$ti99_cart=junkmnj,
$bio

Junkman Junior (c) 1986 DaTaBioTics

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84608&o=2

$end


$info=junofrstg,
$bio

Juno First (c) 1983 D. Gottlieb & Company.

North american version. For more information about the game itself, please see the original Konami version entry; "Juno First [Model GX310]".

- TECHNICAL -

Game No. GV-122

- TRIVIA -

Juno First was released by Gottlieb in September 1983 in the USA, under lisence from Konami.

- PORTS -

* Computers :
Commodore C64 [US] (1984)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=39712&o=2

$end


$info=junofrst,
$bio

Juno First (c) 1983 Konami.

Pilot a space fighter through waves of aliens, using warps and the 'mystery' to escape danger and gain extra points. Aliens mutate into more dangerous forms the longer they survive.

- TECHNICAL -

Game ID : GX310

Main CPU : Motorola M6809 (@ 1.5 Mhz)
Sound CPU : Zilog Z80 (@ 1.78975 Mhz), I8039 (@ 533.333 Khz)
Sound Chips : General Instrument AY8910 (@ 1.78975 Mhz), DAC, (3x) RC (@ 1.789772 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Juno First was released in July 1983 by Konami.

Tom Gibson holds the official record for this game with 78888980 points.

Released in North America as "Juno First [GV-122]"

- TIPS AND TRICKS -

* Shooting the asteroid will cause a astronaut to appear. Touching this astronaut will engage a bonus mode. In this mode, the enemy ships will stop firing for 10 seconds and each enemy destroyed will earn the player bonus points.

* To take full advantage of the bonus mode, avoid shooting enemy ships for about the first 20 seconds of the wave until the asteroid appears and you activate bonus mode. This will allow you to kill more enemies while in bonus mode.

* Don't forget to use your warp button - it can get you out of some sticky situations. You have 3 warps per level, and warps do not carry over to the next level.

* An extra ship is awarded at every 100,000 points, but be aware that the score rolls over after 1,000,000 points.

- PORTS -

* Computers :
MSX [EU] (1983)
MSX [JP] (1984)
Commodore C64 [EU] (1984)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1245&o=2

$end


$msx1_cart=junofrst,junofrsta,
$bio

Juno First [Model HBS-G002C] (c) 1983 Sony Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77176&o=2

$end


$pc8801_cass=juokaime,
$bio

Juo Kaimei - Jissen Tsugi no Isshu (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91238&o=2

$end


$info=jupiter2,
$bio

Jupiter II (c) 1976 Wave Mate.

- TRIVIA -

The Jupiter II was available in a KIT form for $1,225 or fully assembled for $1,885.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103251&o=2

$end


$info=jupiter3,
$bio

Jupiter III (c) 1976 Wave Mate.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103252&o=2

$end


$c64_cart,c64_flop=jlander,
$bio

Jupiter Lander (c) 1982 HAL Laboratory

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53612&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=jlander,
$bio

Jupiter Lander [Model VIC-1907] (c) 1981 Commodore, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84444&o=2

$end


$amigaocs_flop=jupiter,
$bio

Jupiter's Masterdrive (c) 1990 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74363&o=2

$end


$gbcolor=jboy2,jboy2a,
$bio

Jurassic Boy 2 (c) 199? Sachen.

- TECHNICAL -

Game ID: EB-002

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68090&o=2

$end


$nes=jboy2,
$bio

Jurassic Boy 2 [Model TC-028] (c) 19?? Sachen [Taiwan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76821&o=2

$end


$info=ss4606,ss4607,ss4608,ss7256,ss4609,ss4610,ss4611,
$bio

Jurassic Jackpots (c) 1993 IGT [International Game Technologies].

2-Coin Multiplier slot.

- TECHNICAL -

Game ID: 205A

- UPDATES -

SS4606
SS4607
SS4608
SS7256
SS4609
SS4610
SS4611

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46160&o=2

$end


$info=ss4612,ss4613,ss4614,ss7288,ss4615,ss4616,ss4617,
$bio

Jurassic Jackpots (c) 1993 IGT [International Game Technologies].

3-Coin Multiplier slot.

- TECHNICAL -

[Model 205B]

- UPDATES -

SS4612
SS4613
SS4614
SS7288
SS4615
SS4616
SS4617

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=37619&o=2

$end


$info=jpark,jparkj,jparkja,jparkjc,
$bio

Jurassic Park (c) 1993 Sega.

An on-the-rails lightgun game for 1 or 2 players, based on the groundbreaking Steven Spielberg movie of the same name.

Jurassic Park features Sega's often-used and highly effective sprite scaled graphics and is very similar in style to another Sega Lightgun shoot-em-up, 1991's "Rail Chase". For subsequent games in the series, graphics technology had moved on somewhat and scaled sprites were dropped in favour of far superior textured polygons.

- TECHNICAL -

Runs on the Sega "System 32" hardware.

Players: 2
Control: lightgun
Buttons: 1

- TRIVIA -

Jurassic Park was released in February 1994 in Japan (even if titlescreen says 1993).

- SERIES -

1. Jurassic Park (1993)
2. The Lost World - Jurassic Park (1997)
3. The Lost World Special - Jurassic Park (1998)
4. Jurassic Park III (2001)

- STAFF -

Directors : Juro Watari, Kenji Kanno
Programmers : Takeshi Goden, Toshikazu Goi, Kenji Yamamoto, Mari Tsuruzoe, Hideshi Kawatake, Akira Ohe
Graphic designers : kyoshi Ieizumi, Megumi Matsuda, Nahoko Naruke, Kenji Arai, Seiichi Yamagata, Jun Uriu, Shinichi Nakagawa
Sound : Saeko Sasaki, Maki Morrow
Mechanical designers : Yasuo Ishikawa, Masayoshi Yamada
Electrical designers : Hiroki Koyama, Tomoyuki Goto
Industrial designers : Kimio Tsuda, Hiroyuki Yoshimi

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1246&o=2

$end


$nes=jpark,jparku,
$bio

Jurassic Park (c) 1993 Ocean

- TRIVIA -

Reviews:
[FR] November 1993 - Consoles + N.25: 79%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55252&o=2

$end


$sms=jpark,
$bio

Jurassic Park (c) 1993 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56075&o=2

$end


$megadriv=jpark,jparkj,
$bio

Jurassic Park (c) 1993 Sega Enterprises, Limited.

- TRIVIA -

Reviews:
[FR] October 1993 - Consoles + N.24: 83%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56598&o=2

$end


$megadriv=jparku,jparkup,
$bio

Jurassic Park (c) 1993 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57272&o=2

$end


$amigaocs_flop=jpark,
$bio

Jurassic Park (c) 1993 Ocean Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74364&o=2

$end


$megadriv=jparkrep9,jparkrep8,jparkrep7,jparkrep6,jparkrep5,jparkrep4,jparkrep3,jparkrep2,jparkrep1,
$bio

Jurassic Park - Rampage Edition (c) 1994 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56599&o=2

$end


$nes=jparklw,
$bio

Jurassic Park - The Lost World (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55253&o=2

$end


$snes=jpark2u,jpark2up,
$bio

Jurassic Park II - The Chaos Continues [Model SNS-A2JE-USA] (c) 1994 Ocean

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63139&o=2

$end


$snes=jpark2,
$bio

Jurassic Park II - The Chaos Continues [Model SNSP-A2JP-EUR] (c) 1994 Ocean

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63138&o=2

$end


$info=jpark3,jpark3u,
$bio

Jurassic Park III (c) 2001 Konami Corporation.

A 3-D motion-sensor shooting game where players shoot at rampaging dinosaurs.

- TECHNICAL -

Konami Viper hardware

Main CPU : MPC8240 (@ 200 Mhz)

- TRIVIA -

Jurassic Park III was released in July 2001.

Just like in the movie, you will have to escape from the Isla Sorna island, crowded of deadly dinosaurs...

- SERIES -

1. Jurassic Park (1993)
2. The Lost World - Jurassic Park (1997)
3. The Lost World Special - Jurassic Park (1998)
4. Jurassic Park III (2001)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4062&o=2

$end


$gba=jpark3aa,
$bio

Jurassic Park III - Advanced Action [Model AGB-AJQJ-JPN(RK254-J1)] (c) 2001 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71298&o=2

$end


$gba=jpark3da,
$bio

Jurassic Park III - Dino Attack [Model AGB-AJQP-EUR] (c) 2001 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71299&o=2

$end


$gba=jpark3ia,
$bio

Jurassic Park III - Island Attack [Model AGB-AJQE-USA] (c) 2001 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71300&o=2

$end


$gba=jpark3pbj,
$bio

Jurassic Park III - Kyouryuu ni Ainiikou! [Model AGB-AJ3J-JPN(RK255-J1)] (c) 2001 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71301&o=2

$end


$gba=jpark3pbu,
$bio

Jurassic Park III - Park Builder [Model AGB-AJ3E-USA] (c) 2001 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71303&o=2

$end


$gba=jpark3pb,
$bio

Jurassic Park III - Park Builder [Model AGB-AJ3P] (c) 2001 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71302&o=2

$end


$gba=jpark3dfu,
$bio

Jurassic Park III - The DNA Factor [Model AGB-ADNE-USA] (c) 2001 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71305&o=2

$end


$gba=jpark3df,
$bio

Jurassic Park III - The DNA Factor [Model AGB-ADNP] (c) 2001 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71304&o=2

$end


$gba=jpark3dfj,
$bio

Jurassic Park III - Ushinawareta Idenshi [Model AGB-ADNJ-JPN(RK248-J1)] (c) 2001 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71306&o=2

$end


$gba=jparkins,
$bio

Jurassic Park Institute Tour - Dinosaur Rescue [Model AGB-AJ8J-JPN] (c) 2003 Rocket Co.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71307&o=2

$end


$gameboy=jpark2,
$bio

Jurassic Park Part 2 - The Chaos Continues (c) 1994 Ocean Software, Limited.

- TECHNICAL -

Game ID: DMG-A2JE-USA

- STAFF -

Code: Frédéric Zimmer, Fernando Velez, Pierre Adane
Graphics: Christophe Soeur, Sylvain Dessoly, Philippe Dessoly
Music: Jonathan Dunn

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66238&o=2

$end


$gamegear=jpark,
$bio

Jurassic Park [Model 2511] (c) 1993 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64657&o=2

$end


$segacd=jpark,jparkp,
$bio

Jurassic Park [Model 4410] (c) 1994 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60750&o=2

$end


$megacd,megacdj=jparkg,
$bio

Jurassic Park [Model 4411-18] (c) 1993 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60625&o=2

$end


$megacd,megacdj=jpark,
$bio

Jurassic Park [Model 4783] (c) 1993 Sega Enterprises, Limited.

- TRIVIA -

Reviews:
[FR] August 1994 - Consoles + N.34: 74%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60624&o=2

$end


$info=jupk_513,jupk_501,jupk_g51,
$bio

Jurassic Park (c) 1993 Data East Pinball.

- TECHNICAL -

Game ID: 500-5520-01

Data East Version 3 (BSMT & 128x32 Display)

Main CPU : M6808 (@ 1 MHz)
Sound CPU : Motorola M6809 (@ 2 MHz)
Display CPU : Motorola M6809 (@ 4 MHz)
Sound chips : BSMT2000 (@ 24 MHz)

- TRIVIA -

Released in June 1993, which was around the same time the movie of the same name was released in theaters.

Sometimes during attract mode, when the 'BSMT 2000' logo appears on the DMD, a brachiosaurus cry from the movie can be heard.

- UPDATES -

Earlier ROMs of this game will have a preview for "Last Action Hero" during attract mode, if the 'Next Game Promotion' feature in the test menu is turned on. Later ROMs do not have the preview at all.

- SERIES -

1. Jurassic Park (1993)
2. The Lost World - Jurassic Park (1997)

- STAFF -

Game Design: Ed Cebula (EDC), Neil Falconer (NF), Joe Kaminkow
Game Software: Neil Falconer
Display Software: John Carpenter (JWC)
Mech. Design: John Lund, Joe Balcer, John Borg, Norm Wurz
Game Art: Markus Rothkranz, Kurt Andersen (KMA)
Sounds & Music: Brian Schmidt
Pixelators: Jack Liddon (JAK), Kurt Andersen
Software Support: Kristina Donofrio, Lonnie Ropp, Masaya Horiguchi, Don Schild, Eric Winston
Cables: Phillis
BOM: Sarah Bagnola
Technical Support: Arnie Aarstad, Jim Gorman
Special Thanks To: Stan Winston, Pete Hylak, Craig Fitpold, Brian Poklacki, Ron Hayes
Special Thanks To: Everyone at Universal, Amblin, MCA, John Hornick, Michael Malone, Sid Kaufman, Brad Globe, Marvin Levy, Barbara Ritchie, Kathy Kennedy, Denise Dole

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5322&o=2

$end


$gameboy=jpark,
$bio

Jurassic Park [Model DMG-JQ-NOE] (c) 1993 Ocean Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66234&o=2

$end


$gameboy=jparku,
$bio

Jurassic Park (c) 1993 Ocean Software, Limited.

- TECHNICAL -

Game ID: DMG-JQ-USA

- STAFF -

Coding by: Gerald Weatherup, Paul Robinson, Debbie Hardin, Mark Rogers
Artwork by: Steven Kerry, Ray Musci, Jon Beard, Martin McDonald, Francesca Roosen, Damon Jenkins, Alan Pashley, Sherrie Hinson Zook, Neal Zook, Chris Kerry, Lynnie Mojadera
Music by: Jonathan Dunn

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66237&o=2

$end


$gamegear=jparkj,
$bio

Jurassic Park (c) 1993 Sega Enterprises, Limited.

- TECHNICAL -

[Model G-3229]

- TRIVIA -

This game is based on the 1993 movie with the same title.

- TIPS AND TRICKS -

* Sound test: Turn on the console with START held (this will work only in the Japanese version of the game).

* Unlock Tyrannosaurus Stage: Clear all four levels without continuing (order does not matter).

- STAFF -

Director : Asohy
Producer : Jun Tsu Chi
Chief Programmer : ToToYo
Programmer : Com Blue, Saku, Ken-san
Art Work : Ei-Ei-O, Jyouoh A.K.K., Tez-Mania
Sound Management : Lotty, N.Gee
Planner : LLG, Suu Sang
Special Thanks : Hase, James S., Jessy T., Steve B., Kazu

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64658&o=2

$end


$megacd,megacdj=jpark,
$bio

Jurassic Park [Model G-6038] (c) 1994 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60525&o=2

$end


$snes=jparkj,
$bio

Jurassic Park [Model SHVC-J8] (c) 1994 Jaleco Company, Limited. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61578&o=2

$end


$snes=jparkua,jparku,
$bio

Jurassic Park [Model SNS-J8-USA] (c) 1993 Ocean

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63137&o=2

$end


$snes=jpark,jparkp,jparki,jparks,
$bio

Jurassic Park (c) 1993 Ocean

- TECHNICAL -

Cartridge ID: SNSP-J8-EUR

- TRIVIA -

Reviews:
[FR] November 1993 - Consoles + N.25: 91%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63136&o=2

$end


$snes=jparkf,
$bio

Jurassic Park (c) 1993 Ocean Software, Ltd.

- TECHNICAL -

Cartridge ID: SNSP-J8-FRA/SFRA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88463&o=2

$end


$snes=jparkg,
$bio

Jurassic Park (c) 1993 Ocean Software.

- TECHNICAL -

Game ID: SNSP-J8-NOE/SFRG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88464&o=2

$end


$info=sp_juras,
$bio

Jurassic Trial (c) 199? Ace Coin Equipment, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42246&o=2

$end


$pc8801_flop=jusenkil,
$bio

Jusenki L-Gaim (c) 1985 Bandai Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92139&o=2

$end


$nes=justbred,
$bio

Just Breed (c) 1992 Enix, Limited.

- TECHNICAL -

Cartridge ID: EFC-I5

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54252&o=2

$end


$info=m1jtjob,m1jtjoba,m1jtjobb,m1jtjobc,m1jtjobd,m1jtjobe,
$bio

Just the Job (c) 199? Global Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42345&o=2

$end


$info=ep_jsttt,ep_jsttta,ep_jstttb,ep_jstttc,ep_jstttd,ep_jsttte,ep_jstttf,ep_jstttg,
$bio

Just the Ticket (c) 199? Maygay.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15511&o=2

$end


$gba=jlin4allu,jlin4allup,
$bio

Justice League - Injustice for All [Model AGB-AJLE-USA] (c) 2002 Midway Home Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71309&o=2

$end


$gba=jlin4all,
$bio

Justice League - Injustice for All [Model AGB-AJLP] (c) 2002 Midway Home Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71308&o=2

$end


$gba=jlchron,
$bio

Justice League Chronicles [Model AGB-BJLE-USA] (c) 2003 Midway Home Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71310&o=2

$end


$gba=jlhflashu,
$bio

Justice League Heroes - The Flash [Model AGB-BJHE-USA] (c) 2006 WB Games [Warner Bros.]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71312&o=2

$end


$gba=jlhflash,
$bio

Justice League Heroes - The Flash [Model AGB-BJHP] (c) 2006 WB Games [Warner Bros.]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71311&o=2

$end


$megadriv=jleague,
$bio

Justice League Task Force (c) 1995 Acclaim Entertainment, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56600&o=2

$end


$snes=jleaguej,
$bio

Justice League Task Force [Model SHVC-AJLJ-JPN] (c) 1995 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61579&o=2

$end


$snes=jleagueu,jleagueup,
$bio

Justice League Task Force [Model SNS-AJLE-USA] (c) 1995 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63141&o=2

$end


$snes=jleague,
$bio

Justice League Task Force [Model SNSP-AJLP-EUR] (c) 1995 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63140&o=2

$end


$cpc_cass=justin,
$bio

Justin (c) 2005 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96986&o=2

$end


$snes=juteisen,
$bio

Jutei Senki [Model SHVC-JU] (c) 1993 Enix, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61580&o=2

$end


$pc8801_flop=cygnus,
$bio

Juu Kidou Sentai Cygnus (c) 1984 Nihon Soft Bank [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92140&o=2

$end


$gbcolor=jukosenk,
$bio

Juukou Senki Bullet Battlers [Model DMG-AZXJ-JPN] (c) 1999 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68091&o=2

$end


$info=altbeastj3,altbeastj2,altbeastj,altbeastj1,altbeastj3d,
$bio

Juuouki (c) 1988 Sega.

The goddess Athena has been abducted by the Lord of the Underworld. Her father, the great god Zeus, searched for a brave warrior strong enough to save her. He chose a brave warrior who died with honour & courage on the battlefield. Zeus raised the warrior from the grave and granted him the power to morph into a powerful, holy beast in order to do battle against the unspeakable horrors of the Underworld.

Juuouki is a 1-player sideways scrolling beat-em-up. The game begins with the player controlling the human form of the resurrected warrior. During the levels the warrior will be attacked by a number of flashing animals. Destroying these creatures will result in an orb being dropped. If the player picks up an orb, he will begin his transformation from human into 'Beast'. Once 3 orbs have been collected, the transformation is complete. In beast form the player's character is much faster and stronger than in the human form, and also has the ability to throw fireballs at the enemy. At the end of each stage, after the boss fight, the player's special powers are taken from him and he once again reverts to human form.

The action in Juuouki veers from being untypically slow-paced and sedate for a game of this nature, but the game's premise and graphical flair helped to separate it from other rivals of the genre.

- TECHNICAL -

Game ID : 317-0065

Runs on the Sega "System 16B" hardware.

Players: 2
Control: 8-way joystick
Buttons: 3
=> PUNCH, KICK, JUMP

- TRIVIA -

The title of this game translates from Japanese as 'Beast King Account'.

Export releases:
"Altered Beast".

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

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

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

The Last Boss of game, a pink rhino named lord Neff, appear, on the 2012 animation movie "Wreck-It Ralph" from Walt Disney Animation Studios.

Pony Canyon / Scitron released a limited-edition soundtrack album for this game (G.S.M. SEGA 1 - D28B0002) on July 7, 1988.

- UPDATES -

317-0065 : Uses a standard 16B.

317-0068

317-0077 : Uses an additional I8751 @ 8 Mhz.

- SCORING -

Bird : 300 points
Bull Warrior : 500 points
Demon Warrior : 300 points
Flying Demon : 500 points
Flying Demon with Maul : 500 points
Frog : 0 points
Goat Warrior : 300 points
Headless Skeleton : 100 points
Insect Warrior : 100 points
Snake : 500 points
Spiked Ball : 100 points
Turtle : 500 points
Unicorn Warrior : 300 points
Wolves (brown or white) : 1,000 points
Zombie : 100 points

You also get points for clearing an area. These bonuses range from 20,000 points to 100,000 points depending on how fast you cleared the level and enemies killed.

- TIPS AND TRICKS -

* General strategies level by level...

LEVEL 1 : You start off in a graveyard on this level. You will immediately be assaulted by zombies and headless skeletons. Watch out for the tall, granite blocks since they usually release one of these enemies.

BOSS 1 : A pretty easy boss. It takes about 15 hits to put him down. This boss will throw five to seven heads at your location. The best way to counter this threat is to stay in one place and go into the gaps between the heads. When the heads quit falling, hit the boss a couple of times and repeat the above process.

LEVEL 2 : You will be going through the swamps on this level.
1) A big hazard are the frogs. They will latch onto your characters head and drain their energy. Rapidly move the joystick left and right to shake them off.
2) To kill the snakes, you have to hit either their rattle or head. You will be warned of their location by a rattle either sticking out of the ground or the air above.

BOSS 2 : The boss transforms into a giant plant with eyes. He will launch ten eyes, which will slowly drift toward your character. You must destroy all of these eyes to get to the boss himself. In order to score hits, you must hit the central eye. You have to be quick since this boss will put up another wall of eyes to block your attacks. It takes about 20 hits to eradicate this plant.

LEVEL 3 : You are now entering the caves. The biggest danger is all the crevices. Make sure you keep to the ledges and avoid falling or getting knocked off of them.

1) The Insect Warriors are pretty easy to take care of, although they can cause considerable problems if you are on a ledge.
2) To defeat the turtles, you must first get them out of their shell.
3) The demons and birds present the greatest hazard since they will knock you off the ledges.
4) A good tactic for all the enemies is to let them follow you. Then jump over a crevice and they will fall in.

BOSS 3 : This battle is a little harder. You will have to move around quite a bit to avoid taking damage. In order to affect this boss, you must push the cauldron all the way back to the wall until the dragon's head is sticking straight out. This boss launches rings of fire and ice so you must quickly push the cauldron back, get in your hits, and retreat quickly to avoid this attack. After 25 hits, this boss is toast.

LEVEL 4 : You have entered what appears to be a city.
1) You have already dealt with most of these enemies. Just use the tactics you used from the first level to take care of them.
2) The flying demons present a moderate threat. They will dive down on your character when you are stopped. The best way to deal with them is to entice them to attack then hit them when they are rising up again.

BOSS 4 : Another rough boss battle. This time he takes the form of a blue dragon's head. You must hit this boss from underneath to affect him. He moves in a slow circle so time your jumps accordingly. He spits out a solid stream of fireballs. You can duck under most of them. For the ones you can't, just jump toward the boss. In addition to fireballs, he also launches one or two small red dragons to further harass your character. These can be taken out with normal attacks. After 30 hits, you can send this boss packing.

LEVEL 5 : The final level, you will be some ruins. You will encounter some pretty vicious enemies on this level.  They each have strengths to their credit.
1) The Goat Warriors are quick. They come in for a quick strike and retreat.
2) The Unicorn Warriors jump around and make difficult targets to get a bead on.
3) The Bull Warriors can level your character in a single blow if you aren't careful.
4) The Spiked Balls will continuously roll into your character until defeated.

All these enemies work in tandem to wear your character down quickly and they tend to appear in mixed groups so you will have to do a lot of hitting and running to survive them.

BOSS 5 : The final boss and appropriately the toughest boss. The boss appears as a large warrior in the shape of a rhino. He has two attacks : The first one is basically going toe-to-toe with your character and beating the stuffing out of him. The second is a charge. The charge will be proceeded by steam coming out of the rhino's nostrils.
1) You will have to constantly move around to avoid this bosses attacks. You can defuse the charge and send this boss backwards by hitting him as he is charging.
2) The boss starts out as a gray color. He will turn red after about 30 hits. He will then turn purple after another 30 hits. 30 more hits and you have accomplished your goal.

Congratulations, you are now a god.

- SERIES -

1. Juuouki (1988, ARC)
2. Altered Beast - Guardian of the Realms (2002, GBA)
3. Juuouki - Project Altered Beast (2005, PS2)

- STAFF -

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

- PORTS -

NOTE: Ports listed here are Japanese releases only.

* Consoles :
Sega Mega Drive [JP] (November 27, 1988) "Juuouki [Model G-4001]"
NEC PC-Engine CD [JP] (September 22, 1989) "Juuouki [Model HACD9001]"
NEC PC-Engine [JP] (September 29, 1989) "Juuouki [Model H68G-1006]"
Nintendo Famicom [JP] (1990) "Juuouki [Model ASM-9J]"
Nintendo Wii [Virtual Console Arcade] [JP] (June 2, 2009) [Model E6XJ] 
Microsoft XBOX 360 [XBLA] [JP] (June 10, 2009)
Sony PlayStation 3 [PSN] [JP] (August 31, 2011) "Juuouki [Model NPJB-00131] 

* Handhelds : 
Nintendo 3DS [eShop] [JP] (May 29, 2013) "3D Juuouki [Model CTR-JA7J-JPN]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1247&o=2

$end


$nes=juuouki,
$bio

Juuouki (c) 1990 Asmik.

- TECHNICAL -

Game ID: ASM-9J

- TRIVIA -

Juuouki for Famicom was released on July 20, 1990 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54253&o=2

$end


$megadriv=juuouki1,juuouki,
$bio

Juuouki (c) 1988 Sega Enterprises, Limited.

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

- TECHNICAL -

Game ID: G-4001
Barcode: 4 974365 540012

- TRIVIA -

Juuouki for Mega Drive was released on November 27, 1988 in Japan.

This represents the Sega Mega Drive port of the arcade version. Juuouki was the first game that was offered by Sega as a bundle with its 16-bit console.

Known export releases : 
[US] "Altered Beast [Model 1100]"
[EU] "Altered Beast [Model 1100-50]" 
[KO] "Suwanggi"
[BR] "Altered Beast" by Tec Toy

- TIPS AND TRICKS -

* Beast Select : At the title screen, hold A+B+C+Downleft and then press Start. A menu that allows selection of the beast for each round should appear.

* Level / Beast Select : On the main title screen, press B+Start to access the Hidden options screen. From here, you can select the difficulty, which level you wish to start at and what kind of beast to play as.

* Sound Test : At the title screen, hold A+C+Upright and then press Start.

* Continue : When you run out of lives and the game ends, wait for the title screen to appear. Hold A and press Select to continue from the stage at where you died.

- STAFF -

Coordinate: No Nukes
Designer: Rieko Kodama (Phoenix Rie), Udi 
Programmer: Tasi , Tatsuo Matsuda (Healthy Tats), Hiroshi Momota (Momonga Momo)
Sound: Kazuhiko Nagai (Nav)
Special Thanks To: Team Shinobi

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [JP] (December 2, 2006) [Model MAAJ]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56601&o=2

$end


$pce=juuouki,juuouki1,
$bio

Juuouki (c) 1989 NEC Avenue, Limited.

- TECHNICAL -

Game ID: H68G-1006

- TRIVIA -

Juuouki was released on September 29, 1989 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58617&o=2

$end


$pcecd=juuouki,
$bio

Juuouki (c) 1989 NEC Avenue, Limited.

The adaptation of the famous arcade game released by Sega. Zeus' daughter, the beautiful goddess Athena, has been abducted by the cruel Lord of the Underworld. The hero of the game is brought back to life from the dead to defeat the approaching army of zombies and monsters. To fulfil his mission, has been granted amazing powers - the main one being the ability to transform into powerful mythical beasts. Juuouki is a horizontal action game - the action first takes place in a grave yard but our hero soon travels through five large areas, from dark caves to creepy swamps. Power orbs can be picked up along the way by killing two-headed white wolves. Once three orbs are collected, our character turns into a powerful beast. Each stage features a new transformation (which gets recycled in later levels) such as human-wolf, human-dragon or human-bear, and they all come with their own set of powers and special attacks. Once the 'beast-form' is reached, the Lord Of Underworld appears and casts a powerful spell which turns him into a huge creature that must be defeated to unlock the next area.

- TECHNICAL -

Game ID: HACD9001

- TRIVIA -

Juuouki for PC-Engine CD was released on September 22, 1989 in Japan.

The original arcade game by Sega was released in 1988.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58239&o=2

$end


$nes=metalstrj,
$bio

??????????? (c) 1992 Irem Corp.
(Juuryoku Soukou Metal Storm)

Battle Station Cyberg's massive computer that keeps peace throughout the solar system is no longer user friendly. It's gone wildly out of control. The LaserGun it operates has already destroyed Neptune. Earth is its next target.

As a high-tech hotshot, you must enter Cyberg's core and activate the system's self-destruct mechanism. Mankind is relying on your know-how and toughness to see this thing through. But time is running out...

Oh yes, one more thing. the powers of your 'Gravity Flip' Suit are essential for a successful outcome to this mission. The Suit empowers you to proceed both upside down and rightside up as you dash to put this computer permanently 'on the blink!'

- TECHNICAL -

Model IF-21

- TRIVIA -

Metal Storm was released on April 24, 1992 in Japan. One year after the USA release (1991) but this Japanese released should be considered as the original since the game was developed in Japan.

Export releases:
[US] "Metal Storm [Model NES-4M-USA]"

Although the Famicom does not directly support parallax scrolling, programmers continuously redrew the tiles making up the game's backgrounds in order to animate them scrolling at a different rate than the foreground, giving an illusion of depth, notably in the game's third and fifth stages where there is a second background layer that appears to scroll behind the first.

Cameo: During stage 6 boss fight, the battleship from stage 3 of the first R-Type can be seen several times in the background.

- STAFF -

Developed by: Tamtex

Music Composed by: Toru Watanabe
Sound Effects by: Ikuko Mimori
Other Staffers: Yousuke Hayashida, Takayuki Kudou, Osami Okano, Youichi Suzuki
Characters Designed by: Sadamitsu Numayama
Graphics by: Kiyoshi Utata
Programmed by: Hikaru Yamashita
Directed by: Kengo Miyata
Produced by: Hiroshi Futami

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54254&o=2

$end


$psx=juusouki,
$bio

Juusou Kihei Valken 2 [Model SLPS-00854] (c) 1999 Masaya

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85318&o=2

$end


$nes=juveiq,juveiq1,
$bio

Juvei Quest (c) 1991 Namco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54255&o=2

$end


$snes=jwpjoshi,
$bio

JWP Joshi Pro Wrestling - Pure Wrestle Queens [Model SHVC-AJWJ-JPN] (c) 1994 Jaleco Company, Limited. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61542&o=2

$end


$pc98=jyb,
$bio

JYB (c) 1993 Cocktail Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89784&o=2

$end


$msx1_cass=kset01,
$bio

K'set - Issue 01 (c) 1985 Ediciones y Textos

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94753&o=2

$end


$msx1_cass=kset02,
$bio

K'set - Issue 02 (c) 1985 Ediciones y Textos

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94754&o=2

$end


$saturn,sat_cart=k1fight,
$bio

K-1 Fighting Illusion Shou (c) 1997 Xing Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59292&o=2

$end


$gba=k1pgp2,
$bio

K-1 Pocket Grand Prix 2 [Model AGB-A2OJ-JPN(RK314-J1)] (c) 2002 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71328&o=2

$end


$gba=k1pgp,
$bio

K-1 Pocket Grand Prix [Model AGB-AKVJ-JPN(RK278-J1)] (c) 2002 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71327&o=2

$end


$a800=kantiks,
$bio

K-Razy Antiks (c) 1982 CBS Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86583&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=kantiks,
$bio

K-Razy Antiks [NTSC] (c) 1982 CBS Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86853&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=kantiksp,kpatrol,
$bio

K-Razy Antiks [PAL] (c) 1982 CBS Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86854&o=2

$end


$a800=kritterk,
$bio

K-Razy Kritters (c) 1981 K-Byte

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86584&o=2

$end


$a800=kritterc,
$bio

K-Razy Kritters (c) 1982 CBS Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86585&o=2

$end


$a800=kshootk,
$bio

K-Razy Shoot Out (c) 1981 K-Byte

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86586&o=2

$end


$a5200=kshoot,
$bio

K-Razy Shoot Out (c) 1982 Kay Enterprizes Co.

- TECHNICAL -

Model 4L 2712

- STAFF -

Programmers: Keith Dreyer, Torre Meeder

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50053&o=2

$end


$a800=kshootc,
$bio

K-Razy Shout Out (c) 1982 CBS Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86587&o=2

$end


$a800=kpatrol,
$bio

K-Star Patrol (c) 1982 CBS Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86588&o=2

$end


$odyssey2=kcmunch,
$bio

K.C. Munchkin! (c) 1981 Philips Corp.

- TECHNICAL -

Game ID: AC9435

- STAFF -

Programmer: Ed Averett

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95618&o=2

$end


$odyssey2=kckrazy,
$bio

K.C.'s Krazy Chase! (c) 1982 Philips Corp.

- TECHNICAL -

Game ID: AC9442

- STAFF -

Programmer: Ed Averett

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95588&o=2

$end


$info=kgbird,kgbirda,
$bio

K.G. Bird (c) 1996 Aristocrat.

A 5-reel video slot machine.

- TECHNICAL -

Aristocrat MKV Series 1 hardware.

- TRIVIA -

This game has the same theme as "Jailbird [Mr. Cashman]".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=19147&o=2

$end


$snes=rummenig,rummenigs,
$bio

K.H. Rummenigge's Player Manager [Model SNSP-PJ-NOE] (c) 1993 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63142&o=2

$end


$gbcolor=koprobox,
$bio

K.O. - The Pro Boxing [Model CGB-BKOJ-JPN] (c) 2000 Altron Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68092&o=2

$end


$cpc_cass=kya,
$bio

K.Y.A. (c) 1987 Loriciels [France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96987&o=2

$end


$cpc_cass=kyas,
$bio

K.Y.A. [Model 22241] (c) 1987 Proein Soft Line [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96988&o=2

$end


$info=k1003,
$bio

K1003 (c) 1978 Robotron.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103283&o=2

$end


$amigaocs_flop=k240,
$bio

K240 (c) 1994 Gremlin Graphics Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74365&o=2

$end


$info=k28,
$bio

K28 - Talking Learning Computer (c) 1981 Tiger Electronic Toys, Inc.

- TECHNICAL -

Model 7-230

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103445&o=2

$end


$info=k28m2,
$bio

K28 - Talking Learning Computer (c) 1985 Tiger Electronic Toys, Inc.

- TECHNICAL -

Model 7-232

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103446&o=2

$end


$megadriv=kagekij,
$bio

Ka-Ge-Ki (c) 1991 Hot-B

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56602&o=2

$end


$megadriv=kageki,
$bio

Ka-Ge-Ki - Fists of Steel (c) 1991 Sages Creation

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57273&o=2

$end


$pc8801_flop=kabbalan,
$bio

Kabbala no Himitsu (c) 1987 Zenryutsu [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92141&o=2

$end


$svision=kabiisl,
$bio

Kabi Island - Gold in Island (c) 199? Watara

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95454&o=2

$end


$snes=kablooey,
$bio

Kablooey (c) 1992 Kemco

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63143&o=2

$end


$a2600=kabobber,
$bio

Kabobber (c) 1983 Activision

- TRIVIA -

Unreleased prototype.

- STAFF -

Programmer: Rex Bradford

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50608&o=2

$end


$a800=kaboom,
$bio

Kaboom! (c) 1983 Activision, Inc. [Santa Clara, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86589&o=2

$end


$a2600=kaboomc,
$bio

Kaboom! (c) 19?? CCE

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50610&o=2

$end


$a2600=kaboom,kaboome,
$bio

Kaboom! (c) 1981 Activision

The object of the game is to catch as many bombs as you can and get as close as possible to the 999,999 maximum points.

- TECHNICAL -

Model AX-010

- TIPS AND TRICKS -

Tips from Larry Kaplan, designer of Kaboom!
Larry Kaplan is also the designer of Bridge by ACTIVISION.  A senior member of the Activision Design Team, Larry is a well-known expert in the field of video game design.

"To do well at Kaboom!, you'll need all the reflexes, endurance, and concentration you can muster.  Don't be frustrated if things don't go well at first. It takes a fair amount of practice, especially to catch the bombs at higher speeds."

"You'll notice that you'll be improving in stages. The first plateau is the 1000 point mark. Mastery at Bomb Groups 5 and 6 is necessary to do well here. Conquering Bomb Group 7 will place you at the 2000 point level.  As you develop the stamina and concentration needed to progress, you'll conquer Bomb Group 8. From then on, it's a matter of fine-tuning your skills and extending your endurance to improve your score."

"If you hit the 10,000 point level, that really impresses the 'Mad Bomber', and he'll show his appreciation.  Watch for it."

"Here's one special trick we have discovered to help build up your score while maintaining some control of the game. If you have all 3 buckets and you're just about to cross a 1000 point level(1000, 2000, 3000, etc.), miss one of the bombs on purpose!  You will lose your bottom bucket, but you will start over at the next lower difficulty level. And that'll give you a few bombs to catch at a slower speed. Then, after you've gone over the 1000 point level, you will get your bucket back anyway, so you haven't lost a thing. Since you will be plahing for a while at a slower speed, it gives you a breather, but keeps you in the game."

"If you really become good at Kaboom!, try it with the difficulty switches set at a(up). Since the buckets are only half the regular size, you'll really have to be quick."

"Please take time out from your bomb chasing to drop me a line. It would be great to hear from you."

- STAFF -

Programmer: Larry Kaplan
Graphics: David Crane

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50609&o=2

$end


$a5200=kaboom,
$bio

Kaboom! (c) 1983 Activision

- TECHNICAL -

Model FZ-001

- TRIVIA -

Back in the 80s, if you scored 1800 or more points in game variation 1 or 2, you could send to Activision a picture of your achievement (TV screen). They'll gladly enroll you in the 'Bucket Brigade' club and send you the official 'Bucket Brigade' emblem.

- TIPS AND TRICKS -

Tips from Paul Wilson
Paul Wilson has a PhD in Physics from Michigan State University. He grew up on a farm in Minnesota and continues to enjoy vegetable gardening.
"I have found that the Mad Bomber is really not such a bad guy. It's just that he knows all the tricks of his trade. Here are a few tricks that I use to score well at Kaboom!"
"First and foremost, select the big water buckets. They are twice as large as the small ones, so you double your chances of catching the Mad Bomber's bombs. And practice moving the buckets back and forth. You'll need to develop the touch to know just how far to move the control stick to move the buckets from one side of the screen to the other."
"Once you reach the higher bomb levels, you'll notice that the Mad Bomber really starts dropping the bombs fast. You won't be able to aim and line-up your buckets under each bomb. If you watch closely, you'll begin to recognize patterns. Follow the bomb patterns, and move your buckets accordingly."
"If you are playing Pitch & Catch and you are controlling the buckets, position your buckets under the Mad Bomber before pressing the red button. It's the only way to ever guarantee catching any bombs."
"And if you ever score 10,000 points or more, the Mad Bomber will show you how impressed he is. Watch for it!"
"When your water buckets are completely filled with the Mad Bomber's bombs, and you have the time, drop me a line. It would be a blast to hear from you."

- STAFF -

Programmer: Paul Willson
Designer: Larry Kaplan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50054&o=2

$end


$nes=kabuki,
$bio

Kabuki - Quantum Fighter (c) 1991 Nintendo

- TRIVIA -

Reviews:
November 1991 - Consoles + N.2 [FR]: 90/100
October 1991 - Joypad N.1 [FR]: 92/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55254&o=2

$end


$nes=kabukiu,
$bio

Kabuki - Quantum Fighter (c) 1991 HAL Laboratory

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55255&o=2

$end


$pc8801_cass=kabuki,
$bio

Kabuki Advgame (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91239&o=2

$end


$snes=kabukimj,
$bio

Kabuki Chou Reach Mahjong Tonpuusen [Model SHVC-IF] (c) 1994 Pony Canyon, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61581&o=2

$end


$snes=kabukirc,
$bio

Kabuki Rocks [Model SHVC-QR] (c) 1994 Atlus Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61582&o=2

$end


$info=kabukiz,kabukizj,
$bio

Kabuki-Z (c) 1988 Taito Corporation.

Control a samurai on 5 levels of slashing bloody action featuring a 'fatality' on each level's boss.

- TECHNICAL -

Prom Stickers: B50

Main CPU: (3x) Z80 (@ 6 Mhz)
Sound Chips: YM2203 (@ 3 Mhz), DAC

Screen Orientation: Horizontal
Video Resolution: 256 x 224 Pixels
Screen Refresh: 59.15 Hz
Palette Colors: 512

Players: 2
Control: 8-Way Joystick
Buttons: 2
=> Slash, Defend

- TRIVIA -

Kabuki-Z was released in August 1988.

- STAFF -

Developed by: Kaneko

Main Designer: Hiroshi Kaneko
Character Designers: Ayako Funatsu, Tokuhisa Tagima, Keisuke Matsuoka, Akiko Kuratan, Toshiko Okimoto, Junko Yazaki, Yuuko Mabuchi, Chiharu Takekoshi, Sadam Fuzihira, Hidefumi Ichikawa
Music & Effects: Tatsuya Watanabe
Sound Enginnier: Seiichi Aizu
Main Programmer: Nobuyuki Narita
Sub Programmer: Hidemi Hamada
Special Thanks: Hiroshi Kikuchi

- PORTS -

This game was supposed to be ported on Megadrive under the name "Tenkuu Retsuden Musashi" (translates from Japanese as 'Tales of heaven'), by Kaneko. 'Musashi' is the name of a legendary samurai, it then means a great warrior. The port was cancelled.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3728&o=2

$end


$pc8801_flop=kabulspy,
$bio

Kabul Spy (c) 1984 Starcraft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92142&o=2

$end


$nes=kabudojo,
$bio

Kabushiki Doujou (c) 1989 Hector

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54256&o=2

$end


$gameboy=kykeib94,
$bio

Kachiuma Yosou Keiba Kizoku EX '94 [Model DMG-QEJ] (c) 1994 King Records

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66241&o=2

$end


$gameboy=kykeib95,
$bio

Kachiuma Yosou Keiba Kizoku EX '95 [Model DMG-AQEJ-JPN] (c) 1995 King Records

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66242&o=2

$end


$gameboy=kykeiba,
$bio

Kachiuma Yosou Keiba Kizoku [Model DMG-K6J] (c) 1993 King Records

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66240&o=2

$end


$snes=kachiuma,
$bio

Kachiuma Yosou Soft - Baken Renkinjutsu [Model SHVC-4K] (c) 1994 KSS [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61583&o=2

$end


$snes=kachoush,
$bio

Kachou Shima Kousaku [Model SHVC-UK] (c) 1993 Yutaka

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61584&o=2

$end


$x68k_flop=kachofug,
$bio

Kachoufuugetsu Gaiden (c) 1993 Ray [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88331&o=2

$end


$x68k_flop=kaerimic,
$bio

Kaerimichi wa Kiken ga Ippai (c) 1990 DO [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87804&o=2

$end


$pc98=kaerimic,
$bio

Kaerimichi wa Kiken ga Ippai (c) 1990 DO [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89824&o=2

$end


$gba=kaerubbk,
$bio

Kaeru B Back [Model AGB-AKDJ-JPN] (c) 2002 Kadokawa Shoten

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71329&o=2

$end


$psx=kaerunoe,
$bio

Kaeru no Ehon - Nakushita Kioku o Motomete [Model SLPS-02332] (c) 1999 Victor Interactive Software, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85319&o=2

$end


$gameboy=kaerutam,
$bio

Kaeru no Tame ni Kane wa Naru [Model DMG-OKJ] (c) 1992 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66243&o=2

$end


$famicom_flop=kmario,kmario2,kmario3,kmario4,kmario1,
$bio

かえってきたマリオブラザーズ (c) 1988 Nintendo Company, Limited.
(Kaettekita Mario Bros.)

- TECHNICAL -

Disk ID: FMC-KMAR

- TRIVIA -

Kaettekita Mario Bros. for Famicom Disk System was released on September 30, 1988 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65366&o=2

$end


$pc8801_flop=kaetantx,
$bio

Kaettekita Tantei-dan X (c) 1990 Heart Denshi [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92143&o=2

$end


$msx2_flop=kaetantx,
$bio

Kaettekita Tantei-dan X (c) 1990 Heart Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101745&o=2

$end


$nes=kaetteki,
$bio

Kaettekita! Gunjin Shougi - Nanya Sore!? (c) 1989 Sofel

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54257&o=2

$end


$pc8801_flop=kagai1,
$bio

Kagai Jugyo Vol. 1 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92144&o=2

$end


$pc8801_flop=kagai2,
$bio

Kagai Jugyo Vol. 2 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92145&o=2

$end


$pc8801_flop=kagai3,
$bio

Kagai Jugyo Vol. 3 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92146&o=2

$end


$pc8801_flop=kagai4,
$bio

Kagai Jugyo Vol. 4 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92147&o=2

$end


$sg1000=kagaku,
$bio

Kagaku - Gensokigou Master [Model E-107] (c) 1983 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65065&o=2

$end


$snes=kagaharl,
$bio

??????????? (c) 1994 Altron Corp.
(Kagakusha Harley no Haran Banjou)

Kagakusha Harley no Haran Banjyou is a side-scrolling platform game by Visual Concepts. The young Harley, a brilliant scientist in a green suit and black shades, is busy working on a revolutionary shrinking machine when disaster strikes. The device explodes in a bang and its pieces get scattered all over the place. Getting them back would be an easy task if only Harley hadn't shrunk to the size of a mouse. He now must retrieve all the lost pieces and reassemble the precious machine in order to get back to his old self. Our tiny hero can use a large library of weapons that he collects along the way - nails, marbles, tacks, rubber bands and so forth. They however all come in limited quantities and our miniaturized scientist must always make sure that he doesn't run out of ammo. He also comes with a jet-pack and a limited amount of fuel. The device can be used in many occasion to reach high platforms or fly over hazards and googly-eyed ticks. Areas are varied and later stages get Harley to drive a toy tank or swim at the bottom of a maze-like sink.

- TECHNICAL -

Cartridge ID: SHVC-HV

- TRIVIA -

Released on October 28, 1994 in Japan for 8900 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61585&o=2

$end


$pcecd=kagami,
$bio

Kagami no Kuni no Legend (c) 1989 Victor Entertainment [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58241&o=2

$end


$pc98=riskyjwl,
$bio

Kagayake! Kirakira Senshi Risky Jewel (c) 1994 Natsume, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89825&o=2

$end


$nes=kage,
$bio

Kage (c) 1990 Natsume

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54258&o=2

$end


$nes=legkageh,
$bio

Kage no Densetsu (c) 1987 FMG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69274&o=2

$end


$x1_flop=legkage,
$bio

Kage no Densetsu - The Legend of Kage (c) 1987 Nidecom [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86027&o=2

$end


$msx1_cart=legkage,legkagea,
$bio

影の伝説 (c) 1986 Taito Corp.
(Kage no Densetsu)

- TECHNICAL -

Model MSX-9

- TRIVIA -

Original price: 4900 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77177&o=2

$end


$nes=legkagej,
$bio

Kage no Densetsu (c) 1986 Taito Corp.

- TECHNICAL -

Cartridge ID: TFC-KD-4900

- TRIVIA -

Kage no Densetsu for Famicom was released on April 18, 1986 in Japan.

It was the 7th title published by Taito on the Famicom.

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [JP] (December 19, 2006) [Model FATJ] 
Nintendo Wii U [Virtual Console] [JP] (June 4, 2014) [Model FCKJ] 

* Handhelds : 
Nintendo 3DS [Virtual Console] [JP] (January 22, 2014) [Model TDZJ]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54259&o=2

$end


$info=kageki,kagekij,kagekih,
$bio

火激 (c) 1988 Taito.
(Kageki)

A rather silly 1-on-1 beat-'em-up style affair against various gang members.

- TECHNICAL -

Board Number : M6100309B
Prom Stickers : B35

Main CPU : Zilog Z80 (@ 6 Mhz), Zilog Z80 (@ 4 Mhz)
Sound Chips : YM2203 (@ 3 Mhz), Samples (@ 3 Mhz)

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 512

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in April 1988.

The title of this game translates from Japanese as 'Extreme'.

Developed by Kaneko.
Licensed to Romstar for US manufacture and distribution (03/1988).

- STAFF -

Game designer / Director : Hiroshi Kaneko
Production supervisor : H. Kikuchi
Project leader : K. Oikawa
Project sub leader : Hiromi Mikami
Programmers : K. Oikawa, H. Saigusa, N. Narita, T. Katoh
Graphic supervisor : M. Oikawa
Graphic designers : T. Tajima, Kazuhiro Fujimoto, K. Matsuoka, A. Funatsu, A. Kuratani, T. Okimoto, K. Awato, M. Ichikawa
Sound supervisor : Tatsuya Watanabe
Sound editer : S. Aizu
Hard designer : H. Nagayoshi
Rom editers : T. Hamada, H. Hamada, S. Igarashi, Y. Yamauchi

- PORTS -

* Consoles :
Sega Mega Drive (1991)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1248&o=2

$end


$nes=kagero,
$bio

Kagerou Densetsu (c) 1990 Pixel Technologies

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54260&o=2

$end


$pc98=kagerome,
$bio

Kagerou Meikyuu (c) 1990 Heart Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89826&o=2

$end


$msx2_flop=kagerome,
$bio

Kagerou Meikyuu (c) 1990 Heart Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101746&o=2

$end


$pc8801_flop=keyhmurd,
$bio

Kagi Ana Satsujin Jiken - Keyhole Murder (c) 1983 Thinking Rabbit [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92148&o=2

$end


$x1_cass=kagiri,kagiria,
$bio

Kagirinaki Tatakai (c) 1983 Enix, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86242&o=2

$end


$nes=kaguya,
$bio

Kaguya Hime Densetsu (c) 1988 Victor Musical Industries, Incorporated.

- TECHNICAL -

[Model VFR-K1]

- TRIVIA -

Kaguya Hime Densetsu was released on December 16, 1988 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54261&o=2

$end


$nes=kaijumon,
$bio

Kaijuu Monogatari (c) 1988 Namco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54262&o=2

$end


$gameboy=kaijugod,
$bio

Kaijuu Ou Godzilla [Model DMG-G7J] (c) 1993 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66244&o=2

$end


$psx=kaikanph,
$bio

Kaikan Phrase - Datenshi Kourin [Model SLPM-86438] (c) 2000 Enix, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85320&o=2

$end


$pc98=kainikki,
$bio

Kaiketsu Nikki (c) 1994 Ange [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89827&o=2

$end


$info=yanchamr,
$bio

Kaiketsu Yanchamaru (c) 1986 Irem.

- TECHNICAL -

Irem M-62 system hardware

Main CPU : Zilog Z80 (@ 4 Mhz)
Sound CPU : Motorola M6803 (@ 894.886 Khz)
Sound Chips : (2x) General Instrument AY8910 (@ 894.886 Khz), (2x) MSM5205 (@ 384 Khz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Kaiketsu Yanchamaru was released in December 1986 in Japan. It is known outside Japan as "Kid Niki - Radical Ninja" 

The title of this game translates from Japanese as 'Wonder Boy Yanchamaru'. 

Alfa Records released a limited-edition soundtrack album for this game (R*Type : Irem Game Music - 28XA-199) on January 25, 1988.

- UPDATES -

In the non-Japanese versions ("Kid Niki - Radical Ninja"), Kid Niki has spiky hair and a little rat tail. In Kaiketsu Yanchamaru, Kid Niki has a more traditional Japanese haircut.

- SERIES -

1. Kaiketsu Yanchamaru (1987) 
2. Kaiketsu Yanchamaru 2 - Karakuri Land [Model IF-22] (1991, Nintendo Famicom)
3. Kaiketsu Yanchamaru 3 - Taiketsu! Zouringen (1993, Nintendo Famicom)

- PORTS -

* Consoles : 
Nintendo Famicom [JP] (October 2, 1987) [Model IF-07]
Nintendo Game Boy [JP] (1991) "Gensou Yanchamaru"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1249&o=2

$end


$nes=kaikeyan,
$bio

Kaiketsu Yanchamaru (c) 1987 Irem Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54263&o=2

$end


$nes=kaikeya2,
$bio

Kaiketsu Yanchamaru 2 - Karakuri Land (c) 1991 Irem Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54264&o=2

$end


$nes=kaikeya3,
$bio

Kaiketsu Yanchamaru 3 - Taiketsu! Zouringen (c) 1993 Irem Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54265&o=2

$end


$gba=kaikzoro,
$bio

Kaiketsu Zorori to Mahou no Yuuenchi - Ohimesama o Sukue! [Model AGB-BKOJ-JPN] (c) 2004 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71330&o=2

$end


$pc8801_flop=kaiketsu,
$bio

Kaiketsu! Oyabun-man 2 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92149&o=2

$end


$psx=kainthev,
$bio

Kain the Vampire (c) 1997 BMG Interactive Ent.

Japanese release. Game developed in the USA.

- TECHNICAL -

Game ID: SLPS-00743

- TRIVIA -

Released on May 30, 1997 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85321&o=2

$end


$pc98=kairakuo,
$bio

Kairaku no Okite - Aoi Taiken (c) 1994 Moonchild Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89828&o=2

$end


$info=marstv,
$bio

Kaisen Channel Mars TV (c) 1999 Sega Enterprises, Limited. 

This game involves groups of three players who compete in a series of TV quiz shows held on Mars. In order to become the most famous contestant, you must win the various mini-games on offer.

- TECHNICAL -

Sega Naomi Hardware

CPU : Hitachi SH-4 32-bit RISC CPU (200 MHz 360 MIPS / 1.4 GFLOPS)
Graphic Engine : PowerVR 2 (PVR2DC)
Sound Engine : ARM7 Yamaha AICA 45 MHZ (with internal 32-bit RISC CPU, 64 channel ADPCM)
Main Ram : 32 megs
Main Memory : 32 MByte
Graphic Memory : 16 MByte
Sound Memory : 8 MByte
Media : ROM Board (maximum size of 172MBytes) / GD-Rom
Simultaneous Number of Colors : Approx. 16,770,000 (24bits)
Polygons : 2.5 Million polys/sec
Rendering Speed : 500 M pixel/sec
Additional Features : Bump Mapping, Fog, Alpha-Bending (transparency), Mip Mapping (polygon-texture auto switch), Tri-Linear Filtering, Anti-Aliasing, Environment Mapping, and Specular Effect.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71057&o=2

$end


$gameboy=navyblue,
$bio

Kaisen Game - Navy Blue [Model DMG-NBA] (c) 1989 Use Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66245&o=2

$end


$x68k_flop=kaisengd,
$bio

Kaisen Game Daa! (c) 1990 Project Team Interrupt

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88332&o=2

$end


$cpc_cass=kaiserg,
$bio

Kaiser (c) 1985 Ariolasoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96990&o=2

$end


$info=kaiserkn,kaiserknj,
$bio

Kaiser Knuckle (c) 1994 Taito.

A one-on-one fighting game featuring nine selectable characters and three end bosses, controlled with a single joystick and six buttons. In addition to the usual kicks and punches, each character also has a number of special moves, that can be utilized via complex joystick and button combinations. In the one player game, players can chose their first opponent, with subsequent opponents chosen randomly by the game.

Unusually for a game of this type, Kaiser Knuckle features blood; something that had hitherto only been associated with Midway's "Mortal Kombat" series. The blood option can be switched off in the game's dip settings.

Kaiser Knuckle was Taito's answer to Capcom's Street Fighter II during the fighting game trend of the 90s. Despite showing highly detailed and unique content in the arcades, it didn't catch enough attention to become a success and was never ported to home consoles.

A unique feature is that this was the first and only fighting game to feature five different strength for basic punches and kicks.

Another unique feature are power zones, these are activated when landing a special move when a character's Power (Crush in the Japanese version) meter is full. Power zones contain electricity or fire that can help improve a character's special move. Stage backgrounds can also be destroyed by the combat, getting hit fills the Power meter and when a special move connects when it is full, it greatly damages the background walls and can unlock the fire or electric zones found in levels.

- TECHNICAL -

Runs on the "Taito F3 System" Hardware.

Prom Stickers : D84

Players : 2
Control : dial
Buttons : 6 (Weak Punch, Medium Punch, Strong Punch, Weak Kick, Medium Kick, Strong Kick)

- TRIVIA -

Kaiser Knuckle was released in July 1994 in Japan.

This game was known in US as "Global Champion".

An updated prototype of this game is known to exists as "Dan-Ku-Ga". The project was cancelled.

- STAFF -

Image Illustrator : Nobuteru Yuki
Project Leader : Takeshi Kobori
Planners : Takeshi Kobori, Hiromi Mikami, Yuji Sakamoto, Hiroshi Aoki
Main Character Designers : Yuji Sakamoto, Takeshi Kobori
Character Designers : Hiroto Nizato, Hiromi Mikami, Atsushi Iwata, Shinichi Arai, Makoto Fujita, Horitaka Kawamoto, Takayuki Isobe, Shin Tanaka, Shinjiro Sugitani, Seiji Kawakami, Kazuhiro Numata, Yukiwo Ishikawa (Yukio Abe), Nobuhiro Hiramatsu, Hiroyo Kujirai, Tomohisa Yamashita, Tsuyoshi Tanigawa, Hideyuki Kato, Keisuke Nishioka, Tatsuya Ushiroda, Hiroshi Nishida
Assistants : Peacock, Production IG, Vap
Main Programmer: Hiroshi Aoki
Programmers : Kosuke Usami, Kumi Tsuchiya, Tatsuo Nakamura, Isao Oyama
Music Composer : Yasuhisa Watanabe (Zuntata)
Sound Effect Designer : Katsuhisa Ishikawa (Zuntata)
Recording Engineer : Munehiro Nakanishi (Zuntata)
System Engineers : Katsumi Kaneoka, Hironobu Suzuki
Designers : Kumi Mizobe, Takeshi Kobori
Mechanic engineer : Koichi Otsu

* CAST :
Kazuya : Kazuki Yao
Barts : Ryutaro Okiayu
Lihua : Saeko Shimazu
Liza : Aya Hisakawa
Gekkou : Hideo Ishikawa
J-McCoy : Kazunari Tanaka
Wulong : Yasushi Horibata
Marco : Ichiro Otowa
Boggy : Andrew Holms
Gonzales : Hisao Egawa
Azteca : Ryu Kuzu
General : Steve Yamashita
Narrator : Randy Sexton

Special Thanks : Yoshihisa Nagata, Yuji Iwasaki, Minoru Masuyama, Yasuo Tsumori, Tsukasa Oshima, Akira Kurayabashi, Tatsuhiko Abe, Kenji Nakatsuka, Makoto Tanaka, Takao Kawashima, Koichi Morita, S.Yamakata, VG Kumagaya R&D, VG Tokyo R&D, VG Osaka R&D, Taito America, Taito Europe, Ebina Factory

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1250&o=2

$end


$cpc_cass=kaiser,
$bio

Kaiser [Model AS32904] (c) 1986 Ariolasoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96991&o=2

$end


$gba=kaisertl,
$bio

Kaisertal - Fight the Necronis War (c) 2001 Formula

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71331&o=2

$end


$psx=kaisokut,
$bio

Kaisoku Tenshi - The Rapid Angel [Model SLPS-01553] (c) 1998 Techno Soleil

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85322&o=2

$end


$snes=kaitetsu,
$bio

???? ?????  (c) 1994 Athena Co. Ltd.
(Kaite Tsukutte Asoberu Dezaemon)

Dezaemon is a vertical shooter editor developed and published by Athena, and it is the second title from the long-running and unique series of the same name. This unique game comes with an already build-in vertical shooter called "Daioh Gale", but this is only half of what's on offer here. Dezaemon allows the player to create his own vertical shooters - to draw all the in-game sprites, design the levels, edit enemy attack patterns, customize power-ups and even compose the music tracks. Daioh Gale somehow shows what the editor is capable of and features six levels, waves of all king of enemy ships, power-ups, special effects and large bosses - and all aspects of this built-in game can be used as a template, changed and tailored with the editor. Dezaemon is all in Japanese though, so anyone not familiar with the language should expect a bit of trial and errors - but the overall interface is almost completely free of text and relies on easily recognizable and comprehensible icons and menus.

- TECHNICAL -

[Model SHVC-66]

- TRIVIA -

Released on September 20, 1994 in Japan for 12900 Yen.

Interestingly, Daioh Gale, the sample shooter included with Dezaemon, is loosely based on Daioh, an arcade game originally developed by Athena and released in 1993. Although the space-fighters featured in both games look relatively the same, the gameplay and weapon system are quite different, and, in the end, Daioh Gale is a lot more straightforward and conventional than its arcade parent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61586&o=2

$end


$info=kaiteids,
$bio

Kaitei Daisensou (c) 1993 Irem Corp.

Kaitei Daisensou is a sideways-scrolling shoot-em-up for one or two-players. Each player takes control of a submarine and must shoot their way through the game's six levels as they are attacked from both beneath the water in which the submarine moves (by enemy subs, gun emplacements, mines etc.), as well from above the water-line, by boats, jet fighters and helicopters. Numerous power-ups can be collected to boost the sub's meagre fire-power. 

This is a superb game, created by the ame team behind the legendary "R*Type" series. The superbly-rendered graphics are very similar in style to Irem's "R*Type Leo", released a year earlier. Kaitei Daisensou would prove to be Irem's last 'traditional' arcade shoot'em up, although two further R*Type sequels were released for home consoles (see R*Type Series section for more info).

- TECHNICAL -

Irem M-92E system hardware

Main CPU : V33 (@ 9 Mhz), V30 (@ 7.15909 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), GA20 (@ 3.579545 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

The title of this game translates from Japanese as 'Great Underwater War'.

This game is known in outside Japan as "In The Hunt".

- STAFF -

Designers : Akio, Susumu, Tomohiro, Ken Kui, Kozo, Takeshi
Programmer : Nobu, Wanderer
Sound creator : Ai Ai
Publicity staff : S. Sakomizu (Sakomizu)
Planner : Tobi_Nag
Assistants : Watashiha Sekaino, Honda Chitsujyo, Nanoda Yotte, Kono Oounabarani, Ikitoshi Ikerumono, Sono Chino, Itteki Mademo, Subete Watashino, Mono Nanoda

- PORTS -

* Consoles :
[JP] Sony PlayStation (1995) "Kaitei Daisensou [Model SLPS-00086]"
[JP] Sega Saturn (1995) "Kaitei Daisensou [Model T-15006G]"
[JP] Sony PlayStation (2000) "Kaitei Daisensou [Model SLPS-02790]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1251&o=2

$end


$saturn,sat_cart=inthuntj,inthuntja,
$bio

Kaitei Daisensou (c) 1995 Imagineer.

- TECHNICAL -

Game ID: T-15006G

- TRIVIA -

Kaitei Daisensou for Saturn was released on December 15, 1995 in Japan.

Export releases:
[EU] "In The Hunt [Model T-10001H-50]"

- STAFF -

Program: Yoshiki Sawamura, Takeshi Kataoka
Sound: Jun Senoue, Masahiro Itō
Special Thanks: Yasuhiro Nomura, Hiroyuki Yagi, Takashi Matsuda, Atsushi Ohsuga, Naoko Shida, Sega Kansai, Hiroya Kita (Irem Corp.)
Debuger: Masahiro Kanno, Kengo Arai, Takashi Onozato, Hideo Yamaguchi, Takanori Hanabusa, Atsuki Takeda, Shinji Okano, Yoshihisa Ohmaki, Masayoshi Nagai, Norio Kobayashi, Yumiko Tazawa, Naoyo Tamagawa, Mizuka Takahashi
Supervisor: Shouichi Iida
Advertising Director: Kōichirō Sakurai, Masahiro Uramoto
Marketing Director: Seiji Tashiro, Shuhei Iida, Hideyuki Kashimura
Director: Ichirō Honma
Executive Producer: Takayuki Kamikura

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47456&o=2

$end


$gbcolor=kaiteide,
$bio

Kaitei Densetsu!! Treasure World [Model DMG-BDTJ-JPN] (c) 2000 DaZZ [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68093&o=2

$end


$info=kaitei,kaitein,
$bio

Kaitei Takara Sagashi (c) 1980 Namco.

A boat lowers the player towards the bottom of the screen. Try to avoid the fish or push left or right to fire a harpoon at them. When at the bottom, if you walk over one of treasure caches, you will be lowered into it. Then you will be raised back to the ship (again, avoid the fish).

- TECHNICAL -

Main CPU : Intel 8080 (@ 2.048 Mhz)
Sound Chips : Custom (@ 2.048 Mhz)

Players : 2
Control : 2-way joystick
Buttons : 1

- TRIVIA -

Kaitei Takara Sagashi was released in May 1980 in Japan.

The title of this game translates from Japanese as 'Underwater Treasure Hunting'.

K'K-Tokki originally developed this game (as a prototype) and sold it to Namco, where it was completely rewritten.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1252&o=2

$end


$psx=kaitohra,
$bio

Kaitohranma Miyabi [Model SLPS-01825] (c) 1999 Imageneer Co., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85323&o=2

$end


$saturn,sat_cart=sainttl,
$bio

Kaitou Saint Tail (c) 1997 Tomy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59293&o=2

$end


$pico=sainttl,
$bio

Kaitou Saint Tail - Saint Tail to One, Two, Three! (c) 1996 SEGA Enterprises, Ltd.

- TECHNICAL -

Game ID: HPC-6035

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96325&o=2

$end


$gamegear=sainttal,
$bio

Kaitou Saint Tale (c) 1996 Sega Enterprises, Limited.

- TECHNICAL -

[Model G-3382]

- TRIVIA -

This game is based on the Anime Kaitou Saint Tail, aired in 1994-1996, in turn based on Megumi Tachikawa's manga with the same title.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64659&o=2

$end


$info=kaiunqz,
$bio

Kaiun Quiz (c) 1999 Namco.

- TRIVIA -

Developed by MOSS. Kaiun Quiz was Released in December 1999 in Japan only.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=21382&o=2

$end


$x68k_flop=kaizoku,
$bio

Kaizoku (c) 1993 ORB [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88333&o=2

$end


$pce=shubibi2,
$bio

Kaizou Choujin Shubibinman 2 - Aratanaru Teki (c) 1991 Masiya

Kaizou Choujin Shubibinman 2 is the sequel to the more than average first title released in 1989 for the PC Engine system. The strong Tasuke and the cute Kyapiko are back in this intense side scrolling action game. This time around, our heroes have swapped their power-swords for more conventional laser guns. The guns can also be charged up (by holding the fire button) to unleash powerful blasts of energy. Another interesting feature of the game is the alternance of platform and shooting stages. For instance, right after the first level and the crazy chase jumping from building tops to building tops, our heroes embark on a pocket-submarine and get their way through a treacherous underwater cave. A two simultaneous player mode is available and, interestingly, both players share the same life bar.

- TECHNICAL -

HuCARD ID: NCS91001
HuCARD Size: 4 Mbits.

- TRIVIA -

Released on April 27, 1991 in Japan for 6600 Yen.

Export releases:
[US] "Shockman [Model TGX040087]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58619&o=2

$end


$pcecd=shubibi3,
$bio

Kaizou Choujin Shubibinman III - Ikai no Princess (c) 1992 NCS

Shubibinman 3, the third episode of the Shubibinman series featuring Tasuke and the cute ginger haired Kyapiko. The story starts when our two heroes enjoy a well deserved vacation break on a sunny beach. But a curious spaceship pierces the clouds overhead and flies at full speed towards the city. Onboard, a princess from a distant world and her two bodyguards are on a mission to awake some evil forces. Our two heroes embark again on a new mission to save the world with the help of their power suits and swords. They can also charge up a powerful ball of energy by holding the fire button and with enough training, time and patience, players can even slightly control the direction and motion of the lethal attack. Levels are incredibly structured and tons of original features get constantly thrown at the player. For instance, the first stage sees our hero piloting a huge running robot a some point, taking down enemies with a lighting bolt gun. A two simultaneous players mode is available and some parts of the game offers intense teamplay action.

- TECHNICAL -

Game ID: NSCD 2010

- TRIVIA -

Released on February 28 1992 in Japan for 6800 Yen.

Reviews:
April 1992 - Consoles + N.8 (Page 92-93) [FR]: 80/100
May 1992 - Joypad N.8 (Page 116-118) [FR]: 89/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58242&o=2

$end


$snes=shubibi0,shubibi0a,
$bio

Kaizou Choujin Shubibinman Zero (c) 199? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61587&o=2

$end


$pce=shubibi,
$bio

改造町人シュビビンマン (c) 1989 NCS
(Kaizou Choujin Shubibinman)

Kaizou Choujin Shubibinman is a side scrolling action game by Masaya and published by NCS. A crazy, yet genius professor named "Doc" sends two of his brand new and most skilled cyborgs (a boy called Tasuke and a red haired girl named Kuapiko) against an army of evil machines that have taken over the city. With the help of their special suits and powerful energy-swords, they fight waves of enemies of increasing strength, as well as bigger and badder bosses until they eventually reach the lair of their furious leader - the evil Dark Skull. Unlike other games of its kind, the action starts in the professor's laboratory and players are free to choose the path the characters take until they finally reach their final destination - the Dark Skull's castle. The game is really flexible on that aspect of the gameplay - a map shows the locations of the various areas to visit and players can always go back and take a different path if they wish to. Although stages can be optionally skipped, some of them give players a chance to collect unique power-up items. Enemies drop all kind of items when killed - power-cells, invulnerability, super-jump, smart-bombs and so forth. They also drop gold bars and the accumulated treasure can be later used to purchase new upgrades from Doc's laboratory. Finally, a two player simultaneous mode is available where players can execute combination combos and attacks.

- TECHNICAL -

HuCARD ID: NCS89004
HuCARD Size: 2 Mbits.

- TRIVIA -

Kaizou Choujin Shubibinman for the PC-Engine was released on March 18, 1989 in Japan for 5200 Yen.

- TIPS AND TRICKS -

* Invincibility :
During the game, Pause and enter the following code : up, up, select, down, II, select and run. This code has to be entered again after each stage.

- PORTS -

* Consoles :
Nintendo Wii [Virtual Console] [JP] (March 23, 2007) [Model PAUJ] 
Nintendo Wii U [Virtual Console] [JP] (December 16, 2015) [Model PPHJ] 

It was then released on the Sony PlayStation Network as a PC-Engine Classic on January 19, 2011. PSN release ID: NPJJ-30046

* Others : 
Apple iPhone/iPad [US] (December 20, 2010) "TurboGrafx-16 GameBox [Model 406585960]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58618&o=2

$end


$nes=kakefu,
$bio

Kakefu-kun no Jump Tengoku - Speed Jigoku (c) 1988 Vic Tokai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54266&o=2

$end


$pc98=spellmst,
$bio

Kaki Taoshi - Spell Master (c) 19?? Nichikon [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89829&o=2

$end


$msx1_cart=kakikuke,
$bio

Kakikukekon [Model GPM-503] (c) 1985 Casio Computer Co., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77178&o=2

$end


$pc98=kakinoki,
$bio

Kakinoki Shougi (c) 1994 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89830&o=2

$end


$saturn,sat_cart=kakinoki,
$bio

Kakinoki Shougi (c) 1995 ASCII Entertainment Software, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59294&o=2

$end


$snes=kakinoki,
$bio

Kakinoki Shougi [Model SHVC-AKAJ-JPN] (c) 1995 ASCII Ent. Software, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61588&o=2

$end


$gameboy=kakomunj,
$bio

Kakomunja [Model DMG-KMJ] (c) 1990 Naxat Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66246&o=2

$end


$psx=kakugono,
$bio

Kakugo no Susume [Model SLPS-00799] (c) 1997 Tomy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85324&o=2

$end


$gbcolor=kakurenb,
$bio

Kakurenbo Battle Monster Tactics [Model CGB-BMF-JPN] (c) 2000 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68094&o=2

$end


$n64=fcmaniax,
$bio

Kakutou Denshou - F-Cup Maniax [Model NUS-NFYJ] (c) 1999 Imagineer [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57781&o=2

$end


$pcecd=algunos,
$bio

Kakutou Haou Densetsu Algunos (c) 1994 Intec, Inc.

Algunos is a traditional fighting game by Fill-In-Cafe. As expected, the player can either enjoy the game in a solo story mode where the game's plot unfolds as he fights his way through numerous one-on-one encounters, or in Battle mode where he can play against a computer (or friend) controlled enemy. The game counts ten different fighters : Jenius, Asasin, Arcer, Samohan, Greeze, Orga, Lobo, Blocken, Jyobei and Daibuster. Every single one of them has different attacks and set of techniques the player has to learn and master. Controls are fairly simple and straight forward - one button executes a short attack and the other a long attack. If both bottons are pressed, the fighter grabs and throws his enemy in the air. Most of the fighters in Algunos use their bare hands but some also use weapons like swords (which was quite an unusual feature back when the game was published).

- TECHNICAL -

Game ID: IGCD-3007

- TRIVIA -

Algunos was released on january 28, 1994 in Japan for 7800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58243&o=2

$end


$pc98=ryoko,
$bio

Kakutou Musume Ryoko (c) 1993 Musumeya

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89831&o=2

$end


$gbcolor=bistrogf,
$bio

Kakutou Ryouri Densetsu Bistro Recipe - Gekitou Foodon Battle Hen [Model DMG-AWRJ-JPN] (c) 1999 Banpresto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68095&o=2

$end


$gbcolor=bistrokb,
$bio

Kakutou Ryouri Densetsu Bistro Recipe - Kettou Bistgarm Hen [Model DMG-A2WJ-JPN] (c) 1999 Banpresto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68096&o=2

$end


$wswan=bistrowb,
$bio

Kakutou Ryouri Densetsu Bistro Recipe - Wonder Battle Hen [Model SWJ-BPR002] (c) 1999 Banpresto [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86340&o=2

$end


$pc98=kakyusei,
$bio

Kakyuusei (c) 1996 Elf [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89832&o=2

$end


$saturn,sat_cart=kakyusei,
$bio

Kakyuusei (c) 1997 Elf

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59295&o=2

$end


$pc98=kakyuseisp,
$bio

Kakyuusei Special Disk (c) 1996 Elf [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89833&o=2

$end


$mc10=kaleido,
$bio

Kaleido (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87645&o=2

$end


$pc8801_flop=kaleidos,kaleidosa,
$bio

Kaleidoscope (c) 1985 Hot-B [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92150&o=2

$end


$fm7_cass=kscope,
$bio

Kaleidoscope (c) 1985 Hot-B [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93742&o=2

$end


$x1_flop=kaleidos,
$bio

Kaleidoscope (c) 198? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86028&o=2

$end


$mc10=kaleidos,
$bio

Kaleidoscope (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87646&o=2

$end


$pc8801_flop=kaleidhw,
$bio

Kaleidoscope - Hakkan Wakusei (c) 1986 Hot-B [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92151&o=2

$end


$info=sc4kalei,sc4kaleia,sc4kaleib,sc4kaleic,sc4kaleid,sc4kaleie,
$bio

Kaleidoscope (c) 200? QPS Interactive.

- TECHNICAL -

[Model PR2538]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42668&o=2

$end


$famicom_flop=kalin,
$bio

?????? (c) 1987 Square Company, Limited.
(Kalin no Tsurugi)

- TECHNICAL -

[Model SQF-KRN]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65367&o=2

$end


$gba=kamaita,
$bio

Kamaitachi no Yoru Advance [Model AGB-AKZJ-JPN] (c) 2002 Chun Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71332&o=2

$end


$snes=kamaita,kamaita1,
$bio

Kamaitachi no Yoru (c) 1994 Chun Soft

- TECHNICAL -

Cartridge ID: SHVC-EU

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61589&o=2

$end


$info=kamakazi3,
$bio

Kamakazi III (c) 1980 Video Games United Kingdom Limited.

Colored & faster clone of "Galaxian".

- TRIVIA -

Kamakazi III was the first full color video game made by Video Games UK Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4590&o=2

$end


$nes=urashima,
$bio

亀の恩返し・ウラシマ伝説 (c) 1988 Hudson Soft.
(Kame no Ongaeshi - Urashima Densetsu)

- TRIVIA -

Kame no Ongaeshi was released on August 26, 1989 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54267&o=2

$end


$info=j6kamel,
$bio

Kameleon (c) 2000 JPM International.

- TECHNICAL -

Impact

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15794&o=2

$end


$nes=kameninj,
$bio

Kamen no Ninja - Akakage (c) 1988 Toei Animation

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54270&o=2

$end


$nes=kamennh,
$bio

????? ?? (c) 1990 Capcom Company, Limited.
(Kamen no Ninja - Hanamaru)

Kamen no Ninja Hanamaru is a side-scrolling platform game by Capcom. Hanamaru, a ninja boy in training, is sent on a mission to investigate bizarre happenings and disappearances. In a local theme park called Leisure Island, children have been mysteriously disappearing and these disappearances are being attributed to a ruthless rival gang of ninjas. Equipped with his red mask and a mechanical hawk, it is up to the brave Hanamaru to journey throughout the park's fourteen areas and to rescue the captive children. The young ninja can run, jump or allow his hawk companion to attack enemies at long range. He can also collect special scrolls to increase his magic powers and cast various spells (press Down and B to activate them) - they range from lightning attack (kills all enemies on screen), ground shake (kills all enemies on the ground), Fire Hawk (unleashes the hawk super dive attack) and super jump (increases jumping speed for a short amount of time). Various special items are also available throughout the game, such as extra lives, invincibility and battle cards. Battle cards are a very important part of the gameplay - every now and then, Hanamaru encounters a boss that he must fight in a really unusual way (and apparently loosely based on the traditional Japanese disciplines of Ninjutsu). Boss battles are round based, and the player must pick a card with a higher face value than his opponent, and the difference represents how much damage the player (or the boss) takes. Thankfully, Hanamaru can collect special battle cards along the way - some can double or triple the face value of a card, whereas others prevent the boss from being able to attack for a round, or help Hanamaru regain some life. Although most of the game offers traditional side scrolling platformer action, several levels try out very different gameplay styles (Hanamaru can ride a Skateboard in some stages, or fly through the air with the help of his hawk companion).

- TECHNICAL -

Cartridge ID: CAP-JE

- TRIVIA -

Kamen no Ninja Hanamaru was released on March 16, 1990 in Japan for 5800 Yen.

Hanamaru shares a striking resemblance with Akakage (aka Red Shadow), a popular Japanese ninja who also wears a similar red mask. The character was originally created by Mitsuteru Yokoyama in 1967 (better known for his works Tetsujin 28-go or Giant Robo), and was featured in several manga, anime and movies (the ninja also starred in its own Famicom game called "Kamen no Ninja - Akakage" and published by Toei Animation in 1988!). Fortunate coincidence or incidental inspiration ?

- TIPS AND TRICKS -

* Hidden bonus stages: Four different 'whack-a-mole' bonus stages are hidden throughout the game. To unlock them, the player must jump on specific areas of the background - they are located on stage 2, 6, 7 and 9 (marked on the pictures on the right). These bonus stages award Hanamaru with extra continues and warp him to the next level - as long as he can manage to whack enough enemies on the head though, and will be sent back to the beginning of the level in case of failure!

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54271&o=2

$end


$saturn,sat_cart=kamenrid,kamenrida,
$bio

Kamen Rider - Sakusen File 1 (c) 1997 Toei Video

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59296&o=2

$end


$pico=kamen555,
$bio

Kamen Rider 555 (c) 2003 Bandai Co., Ltd.

- TECHNICAL -

Game ID: T-1334505

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96312&o=2

$end


$pico=kamenrid,
$bio

Kamen Rider Agito & Kuuga - Wild Battle [Model T-133360] (c) 2001 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75699&o=2

$end


$psx=kamenrag,
$bio

Kamen Rider Agito [Model SLPS-03344] (c) 2001 Bandai Co., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85326&o=2

$end


$famicom_flop=kamenrid,
$bio

?????????? ????????? (c) 1988 Bandai
(Kamen Rider Black - Taiketsu Shadow Moon)

- TECHNICAL -

[Model BAN-BLA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65368&o=2

$end


$nes=kamenrid,
$bio

Kamen Rider Club - Gekitotsu Shocker Land (c) 1988 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54268&o=2

$end


$psx=kidkamen,
$bio

Kamen Rider Heroes [Model SLPS-03403] (c) 2002 Bandai Co., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85343&o=2

$end


$psx=kamenrku,
$bio

Kamen Rider Kuuga [Model SLPS-03090] (c) 2000 Bandai Co., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85327&o=2

$end


$psx=kamenrry,
$bio

Kamen Rider Ryuki [Model SLPS-03495] (c) 2002 Bandai Co., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85328&o=2

$end


$nes=kamenrsd,
$bio

Kamen Rider SD - Guranshokkaa no Yabou (c) 1993 Angel

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54269&o=2

$end


$gameboy=kamenrsd,
$bio

Kamen Rider SD - Hashire! Mighty Riders [Model DMG-R6J] (c) 1993 Yutaka

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66247&o=2

$end


$snes=kamenrsd,
$bio

Kamen Rider SD - Shutsugeki!! Rider Machine [Model SHVC-KA] (c) 1993 Yutaka

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61591&o=2

$end


$megacd,megacdj=kamenrzo,
$bio

Kamen Rider ZO [Model T-141013] (c) 1994 Toei Animation [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60526&o=2

$end


$snes=kamenrid,
$bio

Kamen Rider (c) 1993 Bandai

- TECHNICAL -

Model SHVC-K4

- TRIVIA -

Released on November 12, 1993 in Japan.

- STAFF -

PRODUCE: J. SATO
GAME DESIGN: Y. TAKEYA
C.G.: K. YAMANE, N. AOKI
PROGRAM: T. IWASAKI, H. KUWAMURA, K. SASAOKA
SP THANKS: A. GUNJI, S. KOBAYASHI

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61590&o=2

$end


$psx=kamenrid,
$bio

Kamen Rider [Model SLPS-01570] (c) 1998 Bandai Co., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85325&o=2

$end


$gba=kamikiju,
$bio

Kami no Kijutsu - Illusion of the Evil Eyes [Model AGB-AG2J-JPN(RK280-J1)] (c) 2002 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71333&o=2

$end


$pc98=kaminoma,
$bio

Kami no Machi (c) 1989 Panther Software [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89834&o=2

$end


$pc8801_flop=kaminoma,kaminomad1,kaminomad2,
$bio

Kami no Machi (c) 1989 Studio Panther [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92152&o=2

$end


$msx2_flop=kaminoma,
$bio

Kami no Machi (c) 1990 Panther Soft. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101747&o=2

$end


$pc8801_flop=kaminomamd,
$bio

Kami no Machi Music Disk (c) 1989 Studio Panther [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92153&o=2

$end


$pc98=kamikg,
$bio

Kamigami no Daichi - Kojiki Gaiden (c) 1993 Koei Co., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89835&o=2

$end


$info=kamikaze,
$bio

Kamikaze (c) 1980 Leijac.

Kamikaze is a simple 2-D shooter. You control your laser base against an endless stream of alien invaders. The invaders don't come in set waves. Instead, they come in a constant stream. Once you have gotten through one barrage of aliens, more are just behind to continue the action. Your job is to keep them from overwhelming you with their superiority in numbers. Kill or be killed, that is the objective.

Kamikaze is one of the follow-up games that rode on the wave of the "Space Invaders" craze. The game itself is simple in concept but the action gets fast paced real quickly. Especially since several things can be going on at the same time during the game.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 2 Mhz)
Sound Chips : Discrete circuitry

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 8

Players : 2
Button : 3
=> LEFT, RIGHT, FIRE

- TRIVIA -

Released in May 1980 in Japan.

Export releases:
"Astro Invader"

Although all the screen colors are generated by the game's hardware as opposed to a screen overlay, there are varying bands of color dependent upon where the aliens are displayed vertically. At different heights, the aliens and their saucers are displayed in various colors. When a player's ship is destroyed, the entire display is drawn in red.

- SCORING -

Alien spacecraft, not moving, in their stalls : 10 points
Alien spacecraft moving into stalls or dropping toward you : 20 points
UFO : 100, 200, 300, or 400 points.

- TIPS AND TRICKS -

* When you start the game, your base will be in the middle, at the bottom of the screen in the area in between the stalls. When the game starts, a large UFO will enter the top of the screen. It will have the number 200 in it. That is how many alien spacecraft that 'mother' ship is going to attack you with. The 'mother' ship will land on the platform and the game will commence or continue. When the 'mother' ship expends all 200 of its ships, all gameplay freezes and a new 'mother' ship will enter with 200 more alien spacecraft. This cycle will keep going until you lose all of your bases.

* A stall will hold 4 invaders. If you haven't reduced that number down, the 5th invader on will drop to the ground.  When an invader hits the ground, it just doesn't hit, it produces a blast radius a little wider then the stall it fell from. Your laser base can be destroyed by this 'indirect' fire.

* Just as deadly are the UFO's that show up. They can appear out of any of the open areas (as denoted in the playing field). They don't shoot or look threatening. The problem is, when they land on the ground, your base will be destroyed.

* The 'mother' ship starts to distribute invaders starting with stall number 1 and works from left to right. Then it works from right to left and so on. The pattern is like this:  1, 2, 3, 4, 5, 6, 7, 8, 9, 0, 9, 8, 7, 6, 5, 4, 3, 2, 1, 1, 2...  As you can see, the right side will fill up quicker if you don't act quickly. This only works on odd numbered boards. On the even numbered boards, the 'mother' ship will stack the invaders on the same side as your laser base.

* The best strategy for this game is to keep the middle as open as possible. Keep stalls 4, 5, 6, and 7 as cleared of invaders as possible. Prevent these stalls from building up their maximum of 4 invaders. This will give you some breathing room plus it will help when dealing with the UFO's that come down on the left or right sides.

* There is a pattern on how the invaders are distributed. Use this knowledge when you are moving along the bottom of the screen. If you have stalls topped off and invaders are dropping, watch which way the 'mother' ship is distributing the aliens. If it is from right to left, then the aliens will fall from the farthest stall away from you and come inward. If it is from left to right, then the invaders will fall away from you. This is good if you are trying to make it to one side or the other to know how the invaders are falling.

* You can shoot the aliens that are falling but keep in mind, there probably is another that is on the left or right side that will hit the ground. Given that the blast radius is wider then the stall, it's better to let it go. Just keep the stalls (especially 4, 5, 6, and 7) cleared as best as possible.

* When the 'mother' ship is down to its last few invaders, make sure you are not in a position to get blasted the moment the new 'mother' ship arrives to continue the action. Nothing like having an falling invader inches from your laser base and the action pauses only to unpause and you get your base destroyed.

* Although the UFO seems to come out at random times and places, there does appear to be a pattern. It seems to come down the center mostly but it also has a pattern as to when it comes down the right and left sides.

- PORTS -

* Computers :
VTech Laser-VZ

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1253&o=2

$end


$amigaocs_flop=kamikaze,
$bio

Kamikaze (c) 1990 Codemasters Software Company, Limited., The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74367&o=2

$end


$x68k_flop=kamikaze,
$bio

Kamikaze (c) 19?? Something Good

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87805&o=2

$end


$info=kamikcab,
$bio

Kamikaze Cabbie. (c) 1984 Data East USA, Incorporated.

- TECHNICAL -

Main CPU : DECO (@ 2 Mhz)
Sound CPU : MOS Technology M6502 (@ 1.5 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.5 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in August 1984.

A bootleg of this game is known as "Yellow Cab".

- STAFF -

Planning by : K. Suzuki, H. Nagai
Software by : M. Noguchi, H. Matsuura
Hardware by : K. Hoshino, Kenji Nishikawa

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1254&o=2

$end


$a2600=kamikaze,
$bio

Kamikaze Saucers (c) 1983 Syncro

- TRIVIA -

Unreleased prototype.

- STAFF -

Programmer: Dan Wolf

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50612&o=2

$end


$msx2_flop=namicanv,
$bio

Kamiya Tantei Jimusho - Namida no Canvas (c) 1992 Brother Kougyou [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101748&o=2

$end


$info=riot,
$bio

Kamniari Kishi Riot (c) 1992 NMK.

- TECHNICAL -

Main Board number : 8901A-4
Rom Board number : B-82778

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2151 (@ 4 Mhz), OKI6295 (@ 7.575 Khz)

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Released in January 1992 in Japan.

The title translates from Japanese as "Rolling Thunder Riot".

Developed by Tecmo. Presidents of Tecmo and NMK were very close in the 1990s.

A very few boards were released in Japan.

- STAFF -

Sound Composer: Mikio Saito (Metal Yuhki)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3843&o=2

$end


$amigaocs_flop=kampfgrp,
$bio

Kampfgruppe (c) 1987 SSI

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74368&o=2

$end


$pc8801_flop=kamuiken,
$bio

Kamui no Ken (c) 1985 Comptiq [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92154&o=2

$end


$fm7_cass=kamuiken,
$bio

Kamui no Ken (c) 1985 Comptiq [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93743&o=2

$end


$snes=bskan3,
$bio

Kanaderu Convert 3 (c) 199? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61592&o=2

$end


$snes=bskan3c,
$bio

Kanaderu Convert 3c (c) 199? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61593&o=2

$end


$snes=bskan4,
$bio

Kanaderu Convert 4 (c) 199? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61594&o=2

$end


$snes=bskanrpg,
$bio

Kanaderu Convert RPG Maker Data (c) 199? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61595&o=2

$end


$pc8801_flop=kanaikun,kanaikuna,
$bio

Kanai-kun no Uta (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92155&o=2

$end


$pc98=kanako,
$bio

Kanako (c) 1996 Fairytale [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89836&o=2

$end


$psx=kanakoen,
$bio

Kanako Enomoto - Junk Brain Diagnosis [Model SLPS-01937] (c) 1999 Oracion, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85329&o=2

$end


$info=kanatuen,
$bio

Kanatsu-en no Onna (c) 1988 Panac.

A mahjong game with lots of shirtless girls.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 5 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.25 Mhz), DAC

Player : 2
Control : mahjong keyboard

- TRIVIA -

Kanatsu-en no Onna was released in September 1988 in Japan.

The title of this game translates from Japanese as 'Women of Kanazuen'.

The title refers to the Kanazuen, Gifu soapland scene. A 'soapland' is basically a bathhouse where one pays to be bathed by women and is associated with prostitution.

- UPDATES -

'Kyukyoku no Hito' has a storyline and has different titlescreen and Bet/Coin screen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1255&o=2

$end


$saturn,sat_cart=kanazawa,
$bio

Kanazawa Shougi (c) 1995 Seta Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59297&o=2

$end


$bbca_cass,bbcb_cass=kane,
$bio

Kane (c) 1986 Mastertronic, Limited. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52013&o=2

$end


$cpc_cass=kane,
$bio

Kane [Model IA 0096] (c) 1986 Mastertronic, Ltd. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96992&o=2

$end


$nes=kangtww,
$bio

Kang Ti Wu Wang (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84036&o=2

$end


$info=kangaroo,kangaroob,
$bio

Kangaroo (c) 1982 Sun Electronics.

A platform game in which the player controls a mother Kangaroo who must climb through the treetops trying to rescue her captured son. Numerous monkeys, the kidnappers of her child, roam the levels set on stopping the player's progress. The monkeys constantly throw apples at the Kangaroo which must either be avoided (either by ducking or jumping, depending on the height of the approaching apple), or punched away, the latter of which allows the Kangaroo to punch the apple back towards the attacking monkey.

If the player stalls for too long or does not punch either an apple or a monkey, a giant ape will appear and steal the Kangaroo's boxing gloves, leaving the player temporarily defenseless. The gloves are returned after a short time.

Fruit and vegetables litter the levels and can be picked up for bonus points. Each level also has a bell hanging from one of its platforms, which can be punched to make fruit and vegetable items appear. The game consists of 4 different stages, once these are completed the game begins again with an increased level of difficulty.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 2.5 Mhz)
Sound CPU : Zilog Z80 (@ 2.5 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.25 Mhz)

Screen orientation : Vertical
Video resolution : 240 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 24

Players : 2
Control : 8-way joystick
Buttons : 1 (PUNCH)

- TRIVIA -

Released in June 1982 by Sun Electronics.

David Kirk holds the official record for this game with 921,800 points.

Kangaroo also spawned a cartoon series of the same name : Ruby-Spears Productions. Produced By Joe Ruby, Ken Spears. Aired as part of the second season of 'Saturday Supercade' on CBS.

- PORTS -

* Consoles :
Atari 2600 (1983)
Atari 5200 (1983)

* Computers :
Atari 800 (1983)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1256&o=2

$end


$info=kangarooa,
$bio

Kangaroo (c) 1982 Atari, Incorporated.

- TECHNICAL -

Game ID @ Atari : 136008

- TRIVIA -

Kangaroo was released in June 1982 by Atari under license from Sun Electronics. 

9,803 units were produced by Atari. The intro price was $2095.

For more information about the game itself, please see the original Sun Electronics entry.

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

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=34841&o=2

$end


$a800=kangaroo,
$bio

Kangaroo (c) 1983 Atari, Inc. [Sunnyvale, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86590&o=2

$end


$spc1000_cass=kangaroo,
$bio

Kangaroo (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83525&o=2

$end


$info=ss4649,ss4650,ss4651,ss4652,ss4653,
$bio

Kangaroo (c) 1994 IGT [International Game Technologies].

2-Coin Multiplier slot.

- TECHNICAL -

[Model 209A]

- UPDATES -

SS4649
SS4650
SS4651
SS4652
SS4653

- PORTS -

* Computers :
Microsoft Windows (2008, "IGT Slots - Little Green Men")
Mac Os X (2008, "IGT Slots - Little Green Men")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=36679&o=2

$end


$info=ss4654,ss4655,ss4656,ss4657,ss4658,ss4659,
$bio

Kangaroo (c) 1994 IGT.

- TECHNICAL -

[Model 209B]

- UPDATES -

SS4654
SS4655
SS4656
SS4657
SS4658
SS4659

- PORTS -

* Computers :
Microsoft Windows (2010, "IGT Slots - Wolf Run")
Mac OS X (2010, "IGT Slots - Wolf Run")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=10464&o=2

$end


$a2600=kangaroo,kangarooe,
$bio

Kangaroo (c) 1983 Atari, Incorporated.

The object of the game is to score as many points as you can while helping Mother Kangaroo rescue her precious baby. Use your joystick controller to guide Mother Kangaroo. You star the game with three lives.

During this rescue mission, Mother Kangaroo encounters many obstacles. Push your joystick up to help her climb ladders, hop over logs, and jump over apples; pull the joystick down to help her duck under apples. Help her pick bonus fruit, and ring the bell at the top of the screen by making her hop up to touch the fruit and bell. Push the joystick diagonally right and left to help Mother Kangaroo take Super Leaps across broken logs. Press the red fire button to make Mother Kangaroo throw punches at monkeys and apples.

KANGAROO has two skill levels: novice and advance for one or two players. Game play will progress by level with both skill levels. Each level has three screens. A screen is completed when Mother Kangaroo reaches her baby.  When all three screens are completed, the screen flashes, and you begin a more difficult round of the same three screens.

Screen 1 - This is the easiest screen.  To capture her baby, Mother Kangaroo must hop along tree branches and climb up ladders while avoiding monkeys and apples.

Screen 2 - This is the most difficult screen because Mother Kangaroo must take Super Leaps across several broken logs to reach her baby.

Screen 3 - The third screen is similar to both screen one and screen two. Mother Kangaroo encounters more logs and branches and ladders for an increased challenge during her rescue mission.

To score points, Mother Kangaroo picks fruit, punches monkeys and apples, and rescues Baby Kangaroo.

Mother Kangaroo earns extra points for picking even more fruit. She can ring the bell (up to three times in one screen) to replenish the fruit. Then she can climb up and down the screen to pick all the fruit.

- TECHNICAL -

Model CX2689

- SCORING -

During your turn, your score is displayed at the lower right side of the screen. The number of lives remaining is indicated with boxes at the lower left side of the screen.

Monkeys - Punch a monkey and score 200 points. However if a monkey touches Mother Kangaroo, you lose a life.

Apples - Apples are dropped and thrown at Mother Kangaroo. Punch a falling apple and score 200 points; Punch a thrown apple and score 100 points. If an apple touches Mother Kangaroo, you lose a life.

Fruit - The game begins with three strawberries, each worth 100 points. Mother Kangaroo can score bonus points by jumping up and picking the fruit. When she jumps up and rings the bell, the fruit she has picked is replaced with more valuable fruit.
Strawberries: 100 Points
Tomatoes: 200 Points
Cherries: 400 Points
Pineapples: 800 Points

One bonus life is earned every 20,000 points.

Bonus Timer - The number at the lower center of the screen is the Bonus Timer. It starts at 2000 points at the beginning of each turn. The longer it takes Mother Kangaroo to rescue her baby, the more bonus points you lose.  After Baby Kangaroo is rescued, the remaining bonus points are added to your score. If the Bonus Timer runs down to zero, you lose a life.

- TIPS AND TRICKS -

When a monkey moves toward you, ready to throw an apple, watch the direction of its throwing arm. If it winds back underhand, the apple will be thrown low, so jump over it. If it winds up overhand, the apple will be thrown high, so duck under it. As you progress to higher levels, apples will be thrown mid-level, so either punch them or jump over them.

Time your ladder climbing carefully so you can be out of the firing range of falling apples.

Monkeys are usually most dangerous when you move away from them, so try to move toward them so you can punch them before they can throw apples.

Time your jumps carefully. Mother Kangaroo can leap from the edge of a branch or log, but she must land flat on her feet. When preparing for a Super Leap, make Mother Kangaroo walk to the end of the log with her toes hanging over the edge. Then pull the joystick back and immediately push it up in the direction of her leap.

For a high score, climb up and down each screen until every type of fruit is picked.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50613&o=2

$end


$a5200=kangaroo,
$bio

Kangaroo (c) 1982 Atari, Incorporated.

The object of Kangaroo is to score as many points as you can while helping Mother Kangaroo rescue her precious baby. Use your 5200 controller to guide Mother Kangaroo.

During this rescue mission, Mother Kangaroo encounters many obstacles. Push your joystick up to help her climb ladders, hop over logs, jump over apples, pick bonus fruits and ring the bell. Pull the joystick down to help her duck under apples. Push the joystick diagonally right or left to help Mother Kangaroo take a Super Leap across a broken log. Press any red fire button to help her punch monkeys and apples.

- TECHNICAL -

Model CX5229

- TIPS AND TRICKS -

* When a monkey moves toward you, ready to throw and apple, watch the direction of its throwing arm. If it winds back underhand, the apple will be thrown low like a bowling ball, so jump over it. If it winds up overhand, the apple will be thrown high, so duck under it. As you progress to higher levels, apples will be thrown mid-level, so you can either punch them or jump over them.

* Time your ladder climbing carefully so you can be out of the firing range of falling apples.

* Monkeys are usually the most dangerous when you are moving away from them. Try moving toward them so you can punch them before they can throw apples.

* Time your jumps carefully. Mother Kangaroo can leap from the edge of a branch or a log, but she must land flat on her feet. When preparing for a Super Leap, make Mother Kangaroo walk to the end of the log with her toes hanging over the edge. Then pull your joystick back and immediately push up in the direction of her leap.

* For a high score, climb up and down every screen until all the fruit is picked.

* To score high points on the third screen, punch out all the monkeys in the column; each monkey is worth 400 points.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50055&o=2

$end


$pc98=kangokuc,
$bio

Kangoku Country Club (c) 1996 Dollhouse [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89837&o=2

$end


$alice32=kangou,
$bio

Kangourou (c) 1985 Matra Datasysteme.

- TECHNICAL -

Cassette No. 0000307

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49728&o=2

$end


$a2600=kanguru,
$bio

Kanguru (c) 1983 Zirok

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50614&o=2

$end


$gbcolor=kanjibo2,
$bio

Kanji Boy 2 [Model DMG-A2CJ-JPN] (c) 2000 J-Wing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68098&o=2

$end


$gbcolor=kanjibo3,
$bio

Kanji Boy 3 [Model CGB-BK3J-JPN] (c) 2003 J-Wing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68099&o=2

$end


$gbcolor=kanjiboy,
$bio

Kanji Boy [Model DMG-AWKJ-JPN] (c) 1999 J-Wing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68097&o=2

$end


$gbcolor=kanjipzl,
$bio

Kanji de Puzzle [Model DMG-BKAJ-JPN] (c) 2000 M²TO, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68100&o=2

$end


$pc98=kankin,
$bio

Kankin (c) 1995 Illusion Core

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89838&o=2

$end


$info=gostop,
$bio

韩国花札 GO-STOP (c) 2001 Visco Corp.
(Kankoku Hanafuda Go-Stop)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83030&o=2

$end


$pc8801_flop=kankokuh,
$bio

Kankoku Heigo 1991 (c) 1991 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92156&o=2

$end


$x68k_flop=kankyoss,
$bio

Kankyou Soft Shuu (c) 1993 Hazama Kuroo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88334&o=2

$end


$nes=kanshaku,
$bio

かんしゃく玉なげカン太郎の東海道五十三次 (c) 1986 Sunsoft
(Kanshakudama Nage Kantarou no Toukaidou Gojuusan Tsugi)

- TECHNICAL -

Game ID: SS5-4900
Barcode: 4907940100059

- TRIVIA -

Released on Jul 03, 1986 in Japan. It was never released outside of Japan. 

The title can be translated from Japanese as "explosive throwing Kantarou and the 53 stations of the Tokaido".

- STAFF -

Developed by: SUNSOFT

- PORTS -

* Consoles :
On December 27, 2001, the game was released on the PlayStation as part of Memorial Series: Sunsoft Vol. 3.

* Computers :
On June 29, 2001, the game was released for the Windows platform as part of Sunsoft Classic Games 2.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54272&o=2

$end


$pico=kanshuno,
$bio

Kanshuu Unou Image Training - Hiragana - Katakana [Model T-075020] (c) 2000 Pony Canyon, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75700&o=2

$end


$saturn,sat_cart=gnine,gninea,gnineb,
$bio

Kanzen Chuukei Pro Yakyuu Greatest Nine (c) 1995 Sega Enterprises, Limited.

- TRIVIA -

The game was presented at the 1994 Tokyo Omocha Show in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59298&o=2

$end


$msx2_flop=kkk,kkka,
$bio

Kanzen Kouryaku Kyokugen (c) 1997 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101749&o=2

$end


$gbcolor=kanzumep,
$bio

Kanzume Monsters Parfait [Model DMG-AQPJ-JPN] (c) 1999 Starfish, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68101&o=2

$end


$gameboy=kanzume,
$bio

Kanzume Monsters [Model DMG-AKMJ-JPN] (c) 1998 I'Max [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66248&o=2

$end


$gba=kaou,
$bio

Kao the Kangaroo [Model AGB-AKKE-USA] (c) 2001 Titus

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71335&o=2

$end


$gba=kao,
$bio

Kao the Kangaroo [Model AGB-AKKP] (c) 2001 Titus

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71334&o=2

$end


$info=kaos,
$bio

Kaos (c) 1981 GamePlan.

A vertical maze game featuring a little man chasing dollars.

- TECHNICAL -

Main CPU : MOS Technology M6502 (@ 894.75 Khz)
Sound CPU : MOS Technology M6502 (@ 894.75 Khz)
Sound Chips : General Instrument AY8910 (@ 1.7895 Mhz)

Screen orientation : Vertical
Video resolution : 256 x 256 pixels
Screen refresh : 57.00 Hz
Palette colors : 8

Players : 2
Control : 2-way joystick
Buttons : 3

- TRIVIA -

Released in December 1981.

Kaos is making its first appearance at the AMOA Show. It is GamePlan's first design in the video field and everything from hardware to software has been created by GamePlan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1257&o=2

$end


$pc98=kaouder,
$bio

Kaou Derby (c) 1992 Progress [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89839&o=2

$end


$info=j6kapang,j6kapanga,
$bio

Kapang! (c) 199? Crystal Leisure.

- TECHNICAL -

IMPACT

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15285&o=2

$end


$gba=kappakai,
$bio

Kappa no Kai-kata - Kaatan Daibouken! [Model AGB-BK8J-JPN(RK372-J1)] (c) 2005 Konami Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71336&o=2

$end


$nes=karakuri,
$bio

Karakuri Kengouden - Musashi Road - Karakuribito Hashiru! (c) 1991 Yutaka

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54273&o=2

$end


$gameboy=karakuri,
$bio

Karakuri Kengouden Musashi Road [Model DMG-MUJ] (c) 1991 Yutaka

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66249&o=2

$end


$pc8801_flop=karaninp,
$bio

Karakuri Ninpou - Adventure in Incognito House (c) 1984 Enix, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92157&o=2

$end


$msx1_cart=karamaru,
$bio

Karamaru - Chindou Chuu [Model HM-103] (c) 1985 HAL Laboratory, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77179&o=2

$end


$gameboy=karamuch,
$bio

Karamuchou no Daijiken [Model DMG-AKDJ-JPN] (c) 1997 Starfish, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66250&o=2

$end


$gbcolor=karamuok,
$bio

Karamuchou wa Oosawagi! Okawari! (c) 2000 Starfish, Incorporated.

- TECHNICAL -

Game ID: DMG-BOOJ-JPN

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68102&o=2

$end


$gbcolor=karamupl,
$bio

Karamuchou wa Oosawagi! Polinkies to Okashina Nakama-tachi (c) 1998 Starfish, Incorporated.

- TECHNICAL -

Game ID: DMG-AOPJ-JPN

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68103&o=2

$end


$gbcolor=karankor,
$bio

Karan Koron Gakuen - Hanafuda Mahjong [Model CGB-AHFJ-JPN] (c) 2000 J-Wing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68104&o=2

$end


$nes=musicboxa,
$bio

Karaoke (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84037&o=2

$end


$cdi=karaokec,
$bio

Karaoke Collection Nr. 5 (c) 1993 Giunti Multimedia

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52914&o=2

$end


$cdi=karaoke1,
$bio

Karaoke Klassics 1 - Family Favorites (c) 1993 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52915&o=2

$end


$cdi=karaoke2,
$bio

Karaoke Klassics 2 - Greatest Love Duets Volume 1 (c) 1993 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52916&o=2

$end


$cdi=karaoke3,
$bio

Karaoke Klassics 3 - Male Standards Volume 1 (c) 1993 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52917&o=2

$end


$cdi=karaoke4,
$bio

Karaoke Klassics 4 - Contemporary Pop Female Volume 1 (c) 1993 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52918&o=2

$end


$cdi=karaoke5,
$bio

Karaoke Klassics 5 - Special Occasions (c) 1994 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52919&o=2

$end


$info=introdon,
$bio

Karaoke Quiz Intro Don Don! (c) 1996 Sunsoft.

A karaoke quiz game.

- TECHNICAL -

Runs on the "ST-V [Sega Titan Video Game System]" hardware.
Cartridge ID: [Model 610-0374-05]

Players: 2
Control: 8-way joystick
Buttons: 6

- TRIVIA -

Karaoke Quiz Intro Don Don was released in February 1996.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1258&o=2

$end


$nes=karaok1,
$bio

???? ???? (c) 1987 Bandai
(Karaoke Studio)

- TECHNICAL -

Game ID: BA-KARAOKE-VOL1

- TRIVIA -

Released on October 01, 1987 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54275&o=2

$end


$nes=karaok2,
$bio

???? ???? (c) 1988 Bandai
(Karaoke Studio)

- TECHNICAL -

Game ID: BA-KARAOKE-VOL2

- TRIVIA -

Released on February 02, 19888

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54276&o=2

$end


$nes=karaoke,
$bio

???? ???? (c) 1987 Bandai
(Karaoke Studio)

- TECHNICAL -

Game ID: BA-KARAOKE

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54274&o=2

$end


$pc8801_flop=karakun,
$bio

Karasawa-kun no Uta (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92158&o=2

$end


$a2600=karate,
$bio

Karate (c) 1982 Ultravision

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50615&o=2

$end


$a2600=karatee,karatee1,
$bio

Karate (c) 1982 Funvision

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50616&o=2

$end


$cpc_cass=karate,
$bio

Karate (c) 1987 Paxman Promotions [Geoffs Records div.]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96993&o=2

$end


$info=karatblz,karatblzu,karatblzj,karatblzbl,karatblza,
$bio

Karate Blazers (c) 1991 Video System Company, Limited.

A horizontally scrolling fighting game for 1 to 4 players. Each playable character (chosen from Mark, Glen, Akira and Gil) kicks and punches their way through a number of enemy-packed levels. In addition to kicking and punching, each character also has their own unique 'special attack'; a move that injures multiple on-screen enemies at the cost of some of the player's health.

While in no way original (drawing most of its inspiration from Capcom's "Final Fight"), Karate Blazers is both hugely playable and very fast and frenetic, with the amount of on-screen enemies at times overwhelming. The graphics are also well drawn and nicely animated.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 10 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2610 (@ 8 Mhz)

Players : 4
Control : 8-way joystick
Buttons : 4

- TRIVIA -

Released in August 1991 in Japan.

The boss of the 3rd stage is inspired by Sato, a character of the movie 'Black Rain' (directed by Ridley Scott and acted by Michael Douglas and Andy Garcia). Sato was interpreted by the Japanese actor Yusaku Matsuda, died shortly after the movie was made. Even the stage when you fight the boss (the factory) seems somehow inspire from the movie's background (in a movie's scene, Nick - interpreted by Michael Douglas - try to defeat Sato in a steelworks, quite similar to the game's stage).

- STAFF -

Game Designer: Naozumi Yorichika (N. Yorichika) 
Programmers: Good Townsman, Moo Yagiyama2, Willful Rabbit
Visual Designers: Naozumi Yorichika (N. Yorichika), Shoko Ishimoto, Yoshihiro Funada (Y. Funada), T. Nishigaki, Hikihara, T. Akamatsu, K. Yamamotoya, H. Motono, Hikari Hino (H. Hino), Hyoue Ogawa, Akira, Takashi Itoh
Sound Designers: Kenji Okuda, Naoki Itamura, Suda Akira
Special Thanks: Akisama, Yamacyan, A. Nonami, W. Yamazaki

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1259&o=2

$end


$info=kchamp,
$bio

Karate Champ (c) 1984 Data East USA.

A seminal 1-on-1 fighting game set over the course of a karate tournament, Karate Champ was the first game of its type and would influence every game of the fighting genre that followed. Karate Champ's control system utilised a somewhat awkward dual joystick control system, with simultaneous joystick manipulation required to execute even the simplest of kicks.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3 Mhz)
Sound CPU : Zilog Z80 (@ 3 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.5 Mhz), DAC

Players : 2
Control : Double 4-way joysticks

- TRIVIA -

Karate Champ was released in September 1984 in the USA.

This game is known in Japan as "Karate Dou".

This is where an entire genre began; the 1-on-1 fighting game. The list of titles Karate Champ would go on to inspire is near-endless - needless to say, without this game, "Street Fighter", and countless others like it, might never have happened. The only description that can truly do this game justice is seminal.

Alexander Stojanovic holds the official record for this game with 250600 points on January 7, 2011.

Michael Jackson used to own this game. It was sold at the official Michael Jackson Auction on April 24, 2009.

- PORTS -

* Consoles :
Nintendo Famicom [US] (November 1986) "Karate Champ [Model NES-KC]" 

* Computers :
Tandy Color Computer [US] (1985) "Karate" 
Apple II [US] (1985) 
Commodore C64 [US] [EU] (1985) 

Others : 
Apple iPhone/iPad [US] (May 20, 2010) [Model 335387077] 
Apple iPhone/iPad [US] (August 24, 2010) "Karate Champ XL [Model 385462349]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1260&o=2

$end


$nes=karatech1,karatech,
$bio

Karate Champ (c) 1986 Data East Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55256&o=2

$end


$famicom_flop=karatech,
$bio

Karate Champ [Model DFC-KAR] (c) 1988 Data East Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65369&o=2

$end


$info=kchampvs,kchampvs2,
$bio

Karate Champ (c) 1984 Data East USA, Incorporated.

- TECHNICAL -

Control : Double 4-way joysticks
Players : 2

- TRIVIA -

This game is known in Japan as "Taisen Karate Dou - Seishun Bishoujo Hen".

This [Player vs Player] version was released in October 1984 (one month after the original version). However, it differs slightly from its single-player sibling. There is a greater variation in backgrounds, for example, with a variety of outdoor locations as opposed to the standard martial arts dojos of the earlier version. The sound effects also seem to be a little 'sharper', with the speech, in particular, much improved.

This version of the game can be seen in the 1988 film "Bloodsport".

- PORTS -

* Consoles :
Nintendo Famicom [US] (November 1986) "Karate Champ [Model NES-KC]" 

* Computers :
Tandy Color Computer [US] (1985) "Karate" 
Apple II [US] (1985) 
Commodore C64 [US] [EU] (1985) 

Others : 
Apple iPhone/iPad [US] (May 20, 2010) [Model 335387077] 
Apple iPhone/iPad [US] (August 24, 2010) "Karate Champ XL [Model 385462349]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=39710&o=2

$end


$bbca_cass,bbcb_cass=karatecs,
$bio

Karate Combat [The Superior Collection Vol.1] (c) 198? Superior Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52014&o=2

$end


$info=karatedo,
$bio

Karate Dou (c) 1984 Data East.

Classic karate tournament game.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3 Mhz)
Sound CPU : Zilog Z80 (@ 3 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.5 Mhz), DAC

Players : 2
Control : Double 4-way joysticks

- TRIVIA -

Karate Dou was released in September 1984 in Japan.

The title of this game translates from Japanese as 'The Way of Karate'.

This game is known outside Japan as "Karate Champ".

- UPDATES -

This version has some differences :
* It has a different storyline : you would fight your way through tournaments at various levels and finally end up at the nationals.
* Japanese voices are used.
* The bonus stages are different : kicking a vase, kicking apples out of another man's hands and off his head and jumping up and kicking a tall post.

- PORTS -

* Consoles : 
Nintendo Famicom Disk [JP] (July 22, 1988) "Karate Champ [Model DFC-KAR]" 
Sony PlayStation 2 (July 21, 2005) "Oretachi Geasen Zoku Sono 3 - Karate Michi [Model SLPM-62628]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1261&o=2

$end


$gbcolor=karatej,
$bio

Karate Joe (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68105&o=2

$end


$nes=karateka,karatekap,
$bio

Karateka (c) 1985 Soft Pro International

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54277&o=2

$end


$msx1_cass=karateka,
$bio

Karateka (c) 1986 Dro Soft [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94755&o=2

$end


$nes=karatekah,
$bio

Karateka (c) 1987 FMG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69275&o=2

$end


$pc98=karateka
$bio

Karateka (c) 1988 Broderbund Japan.

- TRIVIA -

Released in November 1988 in Japan.

- STAFF -

By: Jordan Mechner

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48539&o=2

$end


$cpc_cass=karateka,
$bio

Karateka (c) 1990 Broderbund Sarl [France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96994&o=2

$end


$cpc_cass=karatekas,
$bio

Karateka [Model 3 BB-262] (c) 1990 Dro Soft [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96995&o=2

$end


$a7800=karateka,karatekau,
$bio

Karateka [Model CX7822] (c) 1987 Atari Corp. [Sunnyvale, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50147&o=2

$end


$xegs=karateka,
$bio

Karateka [Model RX8095] (c) 1988 Atari Corp. [Sunnyvale, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51243&o=2

$end


$pc8801_flop=karetofu,
$bio

Kare to Futari no Skyline (c) 1990 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92159&o=2

$end


$x68k_flop=kareinar,
$bio

Karei Naru Jinsei Minasan no Okagedesu (c) 1992 Ides [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87806&o=2

$end


$fm7_cass=kaito,
$bio

Karei Naru Kaitou (c) 1983 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93744&o=2

$end


$pc8801_flop=kareinar,kareinara,
$bio

Kareinaru Erotic Memory (c) 1987 Dot Kikaku

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92160&o=2

$end


$pc98=kareinar,
$bio

Kareinaru Jinsei - Minasan no Okage Desu. (c) 1991 Fairytale [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89840&o=2

$end


$pc98=kareina2,
$bio

Kareinaru Jinsei 2 (c) 1994 Fairytale [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89841&o=2

$end


$info=karianx,
$bio

Karian Cross (c) 1997 Deniam.

A puzzle game similar to "Puyo Puyo". Get 3 like-colored objects together to make them disappear. Getting multiple combinations causes more blocks to fall on your opponents side.

- TECHNICAL -

Deniam-16b hardware

Main CPU : Motorola 68000 (@ 12.5 Mhz), Zilog Z80 (@ 6.25 Mhz)
Sound Chips : YM3812 (@ 3.125 Mhz), OKI6295 (@ 8 Khz)

Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048

Players : 2
Control : 4-way joystick
Buttons : 3

- TRIVIA -

Released in April 1997.

- STAFF -

Director : HanWoo Kim
Game designer : ChangKyun Roh
Game programmer : Hermit, Khan
Sound programmer : Kwanny
Visual character designer : Deesis
Character item designer : Won
BG and sprite designer : Dongo
Music & Sound : Temp
Voice dubbing : PilJin Kim, HyunJeoung Um, MinSeong Kim, Sinki Kim
H/W designer : MinHong Park
Management : SangChul Lee

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1262&o=2

$end


$cpc_cass=karlthnt,
$bio

Karl's Treasure Hunt (c) 1984 Software Projects

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96996&o=2

$end


$bbca_cass,bbcb_cass=karlskav,
$bio

Karls Kavern (c) 19?? Software Projects

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52015&o=2

$end


$pc8801_flop=karnasan,
$bio

Karna-san no Katakiuchi (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92161&o=2

$end


$gba=karnaajr,
$bio

Karnaaj Rally [Model AGB-AYKE-USA] (c) 2002 Jaleco Company, Limited. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71337&o=2

$end


$info=karnovj,karnov,karnova,
$bio

Karnov (c) 1987 Data East.

Karnov is a 2-D, platform style game. You control Karnov through 9 scenes. Each of these scenes gives you piece of a map (except the first scene). Get all the pieces of the map and you get to the treasure. Your journey won't be easy though. You will be going through some rough environment such as towns, forests, oceans, and caves. To further make your travels a hazard, different enemies attempt to end Karnov's life prematurely and prevent him from getting to the treasure. To aid Karnov in his adventures, he has certain items that he can draw from his inventory. In addition, there are other items that can make Karnov a potent foe of those wishing to harm him. You must complete each scene in order to advance to the next scene. All in a days work of a hearty explorer.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 10 Mhz)
Sound CPU : MOS Technology M6502 (@ 1.5 Mhz)
Sound Chips : YM2203 (@ 1.5 Mhz), YM3526 (@ 3 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2 (JUMP, SELECT)

- TRIVIA -

Karnov was released in January 1987.

The main character became the famous Data East icon and appeared in many other games of the manufacturer.

Karnov's full name is 'Jinborov Karnovski'.

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

- UPDATES -

The US version has :
* More enemies.
* The ostrich in level 1.
* The red serpents.
* This version hurries you along if you dawdle by dropping invincible plants that fire at you and red serpents when you put up your ladder - this doesn't happen in the Japanese version.
* When you use Boomerang or Flame, after it is used up you return to your original triple fire (in Japanese version, you go back to base single fire).
* Some of the placements are different for the random items.

- SCORING -

Scoring in this game is relatively hard since there are a lot of things you can get points for. Here is the scoring table :
GREEN-HOODED CREATURE : 1400 Points
GRAY ROCK GOLEM : 400 Points
BROWN ROCK GOLEM : 1000 Points
SMALL FLYING DEMON : 1000 Points
LARGE FLYING DEMON : 1800 Points
OSTRICH RIDERS : 2000 Points
GARGOYLE : 1800 Points
KNIGHT : 400 Points
VULTURE : 110 Points
STATUE (PER SEGMENT) : 400 Points
EAGLE : 400 Points
GOLD STATUE : 5000 Points
SPIRIT : 600 Points
EARTH ELEMENTAL, S : 1600 Points
EARTH ELEMENTAL, L : 2600 Points
RED SERPENT : 12000 Points
BAT : 110 Points
GREEK FIGHTERS : 800 Points
SEAGULLS : 110 Points
SEAWEED : 1000 Points
CLAMS : 400 Points
SEA WARRIORS : 800 Points
SMALL MERMAN : 800 Points
EXPLODING OWLS : 1000 Points
LARGE STATUE (GROUND) : 1800 Points
GREEN MONKEY : 400 Points
TREE SPIRIT : 1000 Points
MUMMY : 2000 Points

* Bosses :
MERMAN : 2600 Points
TRAINER : 5000 Points / LION : 7000 Points
T-REX : 12000 Points
SCORPION WOMAN : 12000 Points
TWO-HEADED DRAGON : 20000 Points
WIZARD : 30000 Points

- TIPS AND TRICKS -

* The Bosses : There are six different bosses you have to deal with in this game. Some of the scenes will reuse these bosses again. Sometimes you will even get more then one of the same kind of boss to tangle with either at the end of a scene or somewhere within the scene (this is especially true in the later scenes). Listed below are the bosses and a couple of tactics that you can use to defeat them. It is best to have your full firepower to tangle with these bosses instead of just using your pathetic one shot.

MERMAN : His mode of attack is to throw water balls at you and jump around. He is one of the easier bosses to deal with.
1) When he enters the screen, start firing on him. If your shot power is enhanced, you may be able to take him out before he has a chance to attack.
2) If you don't take him out when he enters, be prepared to jump because he will throw a water ball at your character.
3) Continue to jump back and forth. Fire on him when you land and you should take care of him quickly.

TRAINER AND LIONS : This boss comes on the screen as a man holding two lions on a leash. The lions
spit fire in addition to a claw attack.
1) The first thing you don't want to do is take out the trainer first. If you do, the two lions will immediately attack.
2) Go to the left side, duck, and start hacking away at the lions. It will take several shots to take one of the lions down.
3) When the trainer and lions get about three-quarters of the way across the screen, jump over them and repeat the above from the right side.
4) Once the lions are taken care of, take out the trainer. Again, watch out for the fireballs.

SCORPION WOMAN : She's big and she's bad. She will usually come crawling down a wall to do battle with Karnov. She likes to spit a massive barrage of fire at Karnov.
1) You must hit the Scorpion Woman in her torso, hitting her body won't hurt her.
2) Every time you score a hit, she will rear up and let loose with a barrage of fire.
3) Jump around the screen and jump over her to avoid her fire. Make sure that when you jump, she isn't reared up or you will be killed.
4) She tends to lay a pattern of fire from top to bottom. Remember this when you are jumping so you don't jump into her line of fire.
5) Continue to jump around her and fire and you should have this bug squashed in no time.

TYRANNOSAURUS REX : This big old dinosaur is not only very large, it also has a very nasty breath
weapon. Because he is so tall, it makes it even more of a challenge to hit his head (which you must do to kill him).
1) When the Tyrannosaurus Rex (T-Rex) first enters the area, jump straight up and sent a heavy volume of fire his way. He will flash when hits are scored.
2) The T-Rex is pretty quick so don't get yourself caught in a corner. The T-Rex will either barbeque or just stomp on Karnov. Jumping around is the key to avoid this problem.
3) Try to jump to the far sides (left or right) so that you can get at least a couple of shots off when you jump vertically. The T-Rex will usually almost be on Karnov after the second volley.
4) Continue to maneuver around and you will have dinosaur steaks for dinner.

TWO-HEADED DRAGON : Besides the wizard, this is one of the most brutal bosses. His breath weapon is very nasty and so is his bite. The breath weapon can get Karnov in two ways. The first way is a direct hit. The other way is when it explodes against some object. Fragments will explode outwards and could hit Karnov.
1) This will require you to do some very fancy maneuvering. The dragon is slow but it more then makes up for that in offensive capabilities.
2) When the dragon fires on Karnov, watch where the shot fragments go. You must hit the heads to kill this dragon off. The best way might be to find a ledge to take shots at it.
3) You will only have time for one shot before you have to move since the dragon's firepower covers such a broad area.
4) Again, jump around and make your shots count. Eventually you will add some dragon heads to your collection.

WIZARD : You will only encounter this boss once since he is the final boss. He has a nasty offensive spell and a couple of good defensive moves. The bad part of this boss is that when you enter his area, you lose all your inventory items and power-ups.
1) Right before you enter the Wizard's area, equip the Jump/Running Shoes and Boomerang. Then enter his area.
2) You will see three ledges (one high and two low). The Wizard maneuvers around these ledges and fires out a ring of stars. These can be tricky to avoid but it can be done.
3) Instead, when the Wizard appears on one of the two lower ledges, fire the boomerang at him. Depending on whether the machine is set to easy or hard will determine whether the boomerang kills him or not. If it doesn't, a few more shots should finish him off.
4) If you don't have the boomerang, be prepared for a very long fight. You must concentrate on avoiding his fire while getting shots in on him. This means constantly moving around.
5) It will take a lot of shots to bring him down and end his magical days.

* Below are some basic strategies for getting through the game...
1) You will have 200 seconds to get through each scene. This means you must plan for good time management in order to have enough time to deal with the scene bosses.
2) Remember, you can move in eight directions on the screen. Use this to your advantage to avoid an enemy's fire while taking them down at the same time.
3) There are a lot of items that are hidden from your view (either because they are too high or because they are truly hidden). Use the Ladder and Mask at all times to get the most amount of items you can.
4) Some areas have alternate routes. This means you will have to decide beforehand since you won't be able to backtrack to go on another path.
5) The game scrolls along with the character which means that once you have passed an area, you cannot return to it again.
6) Try to jump instead of walk. The reason is that sometimes items fall from the sky or ceiling making it that much easier to collect them.
7) If you take too long in a part of the scene, indestructible seeds will fall from the top of the screen. Once they hit the ground, they become indestructible flowers that shoot fire. To avoid this, move through each scene quickly.

* SCENE 1 : This is  one of the easier levels to introduce you to the game.
1) You start off on a platformed area. Immediately collect the Ladder and move to the right.
2) Green-Hooded Creatures will attack Karnov. Once disposed of, use the Ladder to collect the Bomb.
3) You will then encounter a Gray Rock Golem atop a rock. The Gray Rock Golem will throw a rock every two seconds. You can destroy the rock but you get no points. Once you take out the golem, jump on the area he was and use the Ladder to retrieve the Super Fireball and Jump/Running Shoes (you can get the shoes by jumping in the same area since they will fall to the ground).
4) Some more Green-Hooded Creatures will attack.
5) You will see a Gargoyle in a tree. Behind it will be a Orange Sphere. Take out the Gargoyle and retrieve the sphere.
6) Ostrich Riders will attack. After you dispose of them, use the Ladder to retrieve the three K's midway on the first building.
7) Before the stairs, you will have to tangle with a Brown Rock Golem. The Brown Rock Golem will throw rocks any time you hit it. Again, rocks get you no points.
8) When you get to the stairs, you will be assaulted by Large Flying Demons and a couple of Ostrich Riders.
9) Knights will attack when you get to the top of the steps. After you dispose of them, use your Ladder to get two Bombs.
10) About three-quarters of the way across the bridge you will be attacked by Small Flying Demons.
11) Another Gray Rock Golem awaits you on the bridge. Behind it will be a Brown Rock Golem.
12) After you go down the stairs, you will be attacked by a Gargoyle, Small Flying Demons, and Knights.  After you have made it through them, jumping will get you a set of Jump/Running Shoes.
13) You will be attacked by some more Ostrich Riders before you have to encounter the boss.
14) Boss battle against the MERMAN.

* SCENE 2 : You get to navigate through some ancient ruins in this scene.  The big threats are the Statues and Gold Men.
1) This level starts you off by going through the Statues. They are five columns high with a head that spits fire. After the third Statue, use the Ladder to get the Wings and Super Fireball.
2) After you deal with the fourth Statue, you will have to deal with the Gray Rock Golem.
3) You will next be attacked by Eagles and Large Flying Demons.  Then the Small Flying Demons will attack. After you take care of them, use your Ladder to get five K's.
4) More Large Flying Demons block your path as you head up the mountain.
5) At the area where a ladder goes up, you will encounter a short Statue three columns high with a head spitting fire.
6) At the top of the mountain is a Gold Statue. It attacks by shooting a spread of fire in Karnov's direction. It cannot be hit when it is firing.
7) After another round of Large Flying Demons, you have to deal with another Gold Statue.
8) Knights and Small Flying Demons make this next part challenging. After you are done, use the Ladder to collect three Bombs, a Mask, Super Fireball, and three K's.
9) Boss battle against the TRAINER AND LIONS.

* SCENE 3 : This next scene takes you through a battered forest. There are a lot of chasms
in the ground. In addition, you will navigating through some caves.
1) Collect the Super Fireball and move right. You will see a Gargoyle with a Orange Sphere behind it. After you defeat it, collect the sphere and use the Ladder to collect the Diving Helmet, Run/Jumping Shoes, and five K's. Use a bomb at the base of the tree to knock it down and make a bridge.
2) When you cross over, a Spirit will release from the tree. Sometimes a Red Serpent will also attack.
3) You will then have to jump over two chasms while being attack by Eagles. After that attack, you will have to jump over a third chasm. After the third chasm, use you Ladder to collect three Bombs.
4) You will then see some mounds of dirt. The object is to jump from the top of one to the other. If you fall in the gap, you will be attacked by a Small Earth Elemental.
5) Remember that Boss Merman you battled before. Well, he's back again for another rematch.  Take care of him again.
6) After the fish fry, you will encounter a Brown, then Gray Golem. Continuing on, you will be attacked by Small Flying Demons and another Brown Rock Golem. Use the Ladder after this to collect the Super Fireball and three K's.
7) You will go through a Brown Rock Golem and Small Flying Demons. After this, use the Ladder to get another five K's.
8) Eagles will attack setting the stage for the next boss battle.
9) Boss battle against the TYRANNOSAURUS REX.

* SCENE 4 : This scene has you going through a cave. You won't be able to jump around as much in here due to the fact of all the chasms and small areas.
1) When you enter the cave, you can equip your Mask to see more things to get. You can collect four K's, a Mask, Ladder, and two Bombs.
2) Continuing onward, you must now navigate through some volcanoes. There are five in the ceiling and four on the ground. If you crouch next to the volcanoes on the ground, the lava bombs can't hit you. Time it so you can safely navigate through this area.
3) After getting through the volcanoes, you will encounter some conveyor belts. The first one rotates to the left so be careful when you jump on it.
4) Jump to the next conveyor belt which is rotating to the right. Turn left and jump on that one which is rotating left again. Climb the ladder and you will enter a cave with twelve K's.
5) When you exit the cave, a Brown Rock Golem awaits. Clear him out and jump. You will either hit the second conveyor belt you jumped on or a rocky ledge. Either way, make sure you are on the rocky ledge that has the K on it.
6) Bats will attack as you move up these ledges with K's on them.
7) At the end of the ledge is a platform. If you go to the end of the platform, the boss awaits.
8) Drop down off the ledges to floor level and the boss battle with the SCORPION WOMAN will occur.

* SCENE 5 : This scene takes you underwater. There are a couple of islands with things on them but the primary part is still underwater. This is also a short scene.
1) Karnov starts from the cliff. Hopefully you managed to get the Diving Helmet. If not, your game will be finished very quickly.
2) Right at the bottom where Karnov enters the water, there is a stack of K's. The big enemies to watch out for in this area are the Seaweed and Clams.
3) When you get to the first island, get onto it. You will have to deal with the Boss MERMAN again (doesn't he ever give up?). Anyway, after dealing with him, get the three Bombs, Diving Helmet, Mask, Run/Jumping Shoes, and the Orange Sphere. Then go back into the water.
4) If you choose to go under the island, you can go into the little cave to collect the K's. The Sea Warriors and Small Merman will be on the attack.
5) This second part of the swimming has you going against Sea Warriors and Small Merman. Just watch out for the Sea Warriors because they like to throw their spears down in addition to sideways.
6) When you climb up on the next island, you will have to deal with the boss.
7) The boss battle has you against a TYRANNOSAURUS REX again but this isn't the only one. You will have to defeat a second TYRANNOSAURUS REX to finish this scene.

* SCENE 6 : This scene will keep you very busy. There are a lot of enemies and very few items to collect.
1) You will be immediately attacked by Knights and Large Flying Demons. After you clear them out, Eagles and Green-Hooded Creatures will attack.
2) After the Green-Hooded Creatures attack, use the Ladder to collect the Wings.
3) You will now have to battle two Boss MERMAN. After you take them out, Large Flying Demons will attack.
4) You will need to climb up this building then go across. You will attacked by more Large Flying Demons.
5) When you come down on the other side, you will be attacked by the TRAINER AND LIONS.
6) You will climb again and on the path with be 14 Exploding Owls. Exploding Owls are so named that when you hit them, they explode throwing shrapnel all over. Jump to avoid.
7) After the owls, prepare for the boss.
8) You will have to tangle with two SCORPION WOMAN to finish this scene.

* SCENE 7 : This is a short level. There are a few treasures for the taking. The enemies aren't as bad as in scene 6 but there are still a lot of them.
1) You first will be attacked by a group of Greek Fighters along with Eagles.
2) You next will need to navigate through the Large Statues. There are a total of five to navigate through.
3) Next you will need to climb the pyramid. When you get to the first level with a doorway, use a bomb to blow the door open.
4) Go in and you will be attacked by more Greek Fighters. Go up the incline and prepare for a boss.
5) This battle involves the TWO-HEADED DRAGON.
6) After clearing out the dragon, continue to the right and jump the gap. Climb up to the top platform.  A mummy will attack. Mummies are tough creatures that turn into a tombstone every time they are hit. They can take a lot of punishment.
7) Once you take out the mummy, go all the way to the right and a platform will extend.
8) Go back left and prepare for the next boss before dropping into the hole.
9) When you drop into the hole, you will be up close and personal with a TYRANNOSAURUS REX. Finish him off and head up the steps.
10) Be very careful on this part, there are boulder traps for each step so either jump back or destroy them with firepower.
11) Collect the fourteen K's and finish climbing. At the top of the steps, bats will attack.
12) After that, another boss battle with another TWO-HEADED DRAGON will finish the scene.

* SCENE 8 : Another scene where things will be tough. You will be dealing with the spirits on this scene.
1) Knights will attack you along with Small Flying Demons.
2) You will then be attacked by a Spirit and further beyond, two Large Statues also firing on Karnov.
3) A group of Green Monkeys will attack. After they attack, use the Ladder to get another Ladder and Run/Jumping Shoes.
4) Tree Spirits will descend to do battle with Karnov along with a Spirit. Collect the four K's.
5) Large Flying Demons and more Tree Spirits will attack. After that, Small Flying Demons will get in their licks.  Collect the four K's.
6) The boss battle will be another TYRANNOSAURUS REX to finish off the scene.

* SCENE 9 : This is the last scene to be completed. This area is very tough and you will be hard pressed in the time department to finish it. Don't get involved in all the little battles. Get to the Wizard as quickly as possible.
1) Use your Ladder to collect the two Bombs, Run/Jump Shoes, Super Fireball, Mask, and a Ladder.
2) You will then be attacked by Knights and Large Flying Demons until you get to the platform areas. Then Bats will make a brief appearance.
3) When you get to the platforms, don't go up. Instead, jump the chasm to the right. You will be attacked by a Boss MERMAN. Although space is tight, you should take him out.
4) You will also notice that Small Earth Elementals are spilling over the ledges. This is the desired effect so you don't have to deal with them up top.
5) Now, go back to the right and climb the platforms. At the top of the second platform, Small Flying Demons may attack.
6) Go to the right to the next ledge. Use heavy firepower to hit the large mounds of dirt. These will change into Large Earth Elementals. There are three of them.
7) Keep going right. At the end of the ledge, jump to the right. You will land on another ledge.  If you just drop, you will land in a pit with a lot of mummies.
8) Take care of the two mummies from the ledge and look to the right. You will see two SCORPION WOMAN. Don't worry about them right now, just avoid their fire.
9) Climb up the two sets of ladders and head right.  At the end of the ledge, drop off. You will see a wall to the right. Fire on it and the wall opens up. Before going in, power yourself up.
10) Enter this area for the last boss fight with the WIZARD.

- PORTS -

* Consoles : 
Nintendo Famicom [JP] (December 18, 1987)
Nintendo NES [US] (January 1988) "Karnov [Model NES-KV-USA]" 

* Computers : 
PC [Booter] [US] (1987)
Amstrad CPC [EU] (1988)
Sinclair ZX Spectrum [EU] (1988)
Commodore C64 [US] [EU] (1988)

* Others : 
LCD handheld game [US] (1989) released by Tiger Electronics : features 9 levels.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1263&o=2

$end


$nes=karnovj,karnovj1,
$bio

Karnov (c) 1987 Namco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54278&o=2

$end


$ibm5150,ibm5150_cass=karnov,
$bio

Karnov (c) 1987 Data East Corp. [Tokyo, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83646&o=2

$end


$nes=karnov,
$bio

Karnov (c) 1988 Data East Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55257&o=2

$end


$cpc_cass=karnov,
$bio

Karnov [Model UQK 625] (c) 1988 Electric Dreams Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96997&o=2

$end


$info=karnovr,
$bio

Karnov's Revenge (c) 1994 Data East Corp.

The quest to defeat the mysterious Baron of Battlers, the mysterious "K", is on. In order to get to this grotesque gladiator, you need to fight your way through 13 with the most skilled, most deadly of all combatants in the world of physical contact. Use your powers of pulverization, psychic energy blasts, and ridiculous strength to become the explosive fighting god in FIGHTER'S HISTORY DYNAMITE!!!

Don't just participate in history, MAKE IT! The sequel of the first "Fighter's History", this time ported in the Neo Geo MVS Hardware. In this new version of the original game several changes and improvements were made to enhance the gameplay: now the battles are faster and more technical, with the usual friendly combo system that makes the fight so spectacular. There are also some powerful hidden moves added for most of the characters. Even the graphic was slightly enhanced, with a nice color palette and some wonderful backgrounds (especially Zazie's).

The game actually suffered from the reputation to be a 'SFII clone' given by the general opinion from the first episode. Thanks to this new chapter of the saga, which was particularly appreciated by the Neo Geo fans because it is one of the rare 'SFII style' beat'em ups on the Neo Geo this changed.

A really nice and classical beat'em up, still worthy to be played, especially for the real fans of the 2-D beat'em up.

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : NGM-066

[SNK MVS Neo-Geo Controls]
2 Players - 4 Buttons Per Player.
=>[Joystick] 8-Way, [A] Fast Punch [B] Strong Punch [C] Fast Kick [D] Strong Kick

- TRIVIA -

Karnov's Revenge was released March 17, 1994. An important fact about this game is that it's the third Data East game to be manufactured on the Neo-Geo hardware.

This game is known in Japan and USA as "Fighter's History Dynamite" while in Europe as Karnov's Revenge.

New features and changes of the game:
* The controls discard the six button system of the first episode for the typical four buttons of the Neo Geo pad. In this way, the middle punch and middle kick attack are no longer available.
* New stages for every character and new background music.
* The portrait of every character was retouched a bit. Especially, the portraits of FeiLin and Karnov were both redrawn.
* New color schemes for the alternative suit's color of every character. However, the standard suit color of all the characters is still the same as that of the first Fighter's History episode.
* New vocal samples for every characters, except for Clown, Karnov and Mizoguchi: however, for Mizoguchi new samples for the win poses and a new 'scream of defeat' was added (in the first Fighter's History, when Mizoguchi lost, she emitted the generic KO sample shared with other characters).
* The in-game sprites of every character were retouched slightly in some determinate frames. 
* The design of Karnov was redrawn from the first episode.
* Faster gameplay. 
* New moves and new tricks for every character.
* New endings for every character. Even Clown and Karnov now have their own ending sequence.

The stage of Marstorius takes place in a ring placed inside the Colosseum of Rome.

The three children in the middle of the Samchay's stage are the two little brothers and sister of Samchay.

The extra round against the bull named 'Ox' (see TIPS AND TRICKS section to learn more) is a retrieval to the similar bonus game in "Karate Champ" (one of the first fighting games of the history, developed by same Data East on 1984).

Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Fighter's History Dynamite & Flying Power Disc - PCCB-00149) on March 18, 1994.

- TIPS AND TRICKS -

* Karnov's Revenge introduced 'one-two attacks' to the series. Players can press a Strong attack button while connecting with a Weak attack button to chain the attacks into themselves.

The following special moves aren't listed in the instruction manual. These secret moves aren't super moves, just hidden special moves with less obvious motions. Samchay, Clown, and Karnov do not have these moves. Here's a quick legend: U=Up, D=Down, B=Back, F=Forward, DF=Down/Forward, and so on. A=Button A (LP), B=Button B (HP), C=Button C (LK), D=Button D (HK). Charge=Hold listed direction for 2 or more seconds

RAY
Thunder Dynamite Tackle: Charge B, F, F + A or B (Initial backward charge is longer than normal)

FEILIN
Kakkou HakkakuSoubiKen: Charge D, DB, DF, F, UF + A or B (can also be charged with DB, but may not come out as often, slides through projectiles)

RYOKO
KataGuruma: F, UF, U, UB, B + A or B (perform near opponent, may be done back to forward or forward to back regardless of facing left or right, doesn't damage opponent but sets them up for juggle combos)

MATLOK
Loop Hurricane: Charge D, U + C and D (tap C+D to maintain spin, can move left or right)

LEE
MouKo Kouhazan: B, F, DB, DF + A and B (destroys projectiles)

MIZOGUCHI
Shotensai: B, DB, D + A, B, C and D (press all four buttons simultaneously, perform close to your opponent)

JEAN
Rodanto: Charge F, D, DB, B + C or D (can be charged with DF)

MARSTORIUS
Drill Power Slam: F, UF, U, UB, B + A or B (may be done back to forward or forward to back regardless of facing left or right)

YUNGMIE
Fire Kick: Tap A and C repeatedly (can then move left and right)

ZAZIE
Deshikakato: U, D + C or D


* Beat the game without using a continue to see all the characters in chibi form grouped together during the credits. 

* If you beat the game without losing a single round you'll get an extra secret fight against a bull (Ox).

* Weak Points: The Weak Points and the relates dizzy system remained the same of the first episode. Thus, heavy hits will flash the weak point (determinate part of the suit of the character) and after a while further hits taken will make fly away the weak point with a BOING! sound and the character will get dizzy. Here is the list of weak point for all the characters of the game...
Ray : lightning (on shirt) 
Feilin : breastplate
Ryoko : headband
Matlock : headgear
Lee : knees
Mizoguchi : headband
Jean : leg band
Marstorius : leg warmers
Yungmie : waistband
Zazie : headband 
Clown : mask
Karnov : necklace
Ox (bull) : horns

- SERIES -

1. Fighter's History (1993, Arcade) 
2. Karnov's Revenge [Model NGM-066] (1994, Arcade) 
3. Fighter's History - Mizoguchi Kikiippatsu!! [Model SHVC-AF3J-JPN] (1995, Super Famicom)

- STAFF -

Project Leader : Min
Planners : Shintoku, Nod Suzuki
Software Designers : Min, Hal, Nod Suzuki
Graphic Designers : Shintoku, Mori 2, Oguri, Kazumi, Yoshinari Kaihou, Chie Kitahara, Masateru Inagaki (072Inagaki), Yuzuru Tsukahara, Hiroki Narisawa, Yasuko Kurohiji, Seiji Satoh, Gashima, H. Shibahara, Koji Tomura
Sound Composers : Seiichi Hamada (Atomic), Tomoyoshi Sato (Tom), Seilah, Masaaki Iwasaka (Koremasa), Shogo
Special Thanks To : Hiroaki Yoshida (Maro), Steve Miller, E. Kariya, M. Andoh, A. Taya, Ichikawa, Murata, Takatoshi Katahata

- PORTS -

* Consoles :
SNK Neo-Geo [JP] (April 28, 1994) "Fighter's History Dynamite [Model NGH-066]" 
SNK Neo-Geo [US] (April 28, 1994) "Fighter's History Dynamite [Model NGH-066]" 
SNK Neo-Geo [EU] (April 28, 1994) "Karnov's Revenge [Model NGH-066]" 
SNK Neo-Geo CD [US] [JP] (December 22, 1994) "Fighter's History Dynamite [Model DECD-003]" 
Sega Saturn [JP] (July 4, 1997) "Fighter's History Dynamite [Model GS-9107]" 
Sega Saturn [JP] (July 4, 1997) "Fighter's History Dynamite [Model GS-9153]" : with 1MB RAM Cart 
Zeebo [MX] [BR] (April 16, 2010)
Nintendo Wii [Virtual Console] [JP] (June 8, 2010) "Fighter's History Dynamite" 
Nintendo Wii [Virtual Console] [US] (December 3, 2010) "Fighter's History Dynamite" 
Nintendo Wii [Virtual Console] [EU] (December 27, 2010) "Karnov's Revenge"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1264&o=2

$end


$x68k_flop=karouden,karoudensd,karoudensds,
$bio

Karou Densetsu (c) 1993 DCS [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88335&o=2

$end


$x68k_flop=karoudenhd,
$bio

Karou Densetsu Honban (c) 1997 DCS [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88336&o=2

$end


$x68k_flop=karoudsp,
$bio

Karou Densetsu Special (c) 1993 DCS [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88337&o=2

$end


$info=karous,
$bio

Karous (c) 2006 MileStone, Incorporated..

Karous is about a girl born of a union between an angel and a human. She gets firepower by gaining equipment like a swords, shields and guns.

- TECHNICAL -

Model No GDL-0040

Runs on the Sega "NAOMI GD-ROM System" hardware.

- TRIVIA -

'Karous' meaning 'Crow' in English.

- PORTS -

* Consoles :
Sega Dreamcast (2007, Milestone)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=7954&o=2

$end


$info=kartduel,
$bio

Kart Duel (c) 2000 Namco.

- TECHNICAL -

[Standard model]
Dimensions : H1435xD1995xH1990(mm)
Weight : 178kg

- TRIVIA -

Released in May 2000 in Japan.

Also released as "Kart Duel [Deluxe model]".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=29508&o=2

$end


$nes=kartfghta,kartfght,
$bio

Kart Fighter (c) 1993 Ge De Industry Co.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84038&o=2

$end


$amigaocs_flop=kartgp,
$bio

Karting Grand Prix (c) 1988 Anco

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74370&o=2

$end


$amigaocs_flop=kgplas,
$bio

Karting Grand Prix & Las Vegas [Sextett] (c) 1988 Anco

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74369&o=2

$end


$fm7_cass=karuizaw,
$bio

Karuizawa Yukai Annai (c) 1985 Enix, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93745&o=2

$end


$msx1_cart=karuizaw,
$bio

Karuizawa Yuukai Annai (c) 1985 Enix, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52713&o=2

$end


$x1_flop=karuizaw,
$bio

Karuizawa Yuukai Annai (c) 1985 Enix, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86029&o=2

$end


$pc8801_flop=karuizaw,karuizawa,
$bio

Karuizawa Yuukai Annai (c) 1985 Enix, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92162&o=2

$end


$snes=karuraou,
$bio

Karura Ou [Model SHVC-OH] (c) 1994 Epic/Sony Records [Sony Music Ent., Incorporated.] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61596&o=2

$end


$pc8801_flop=kasangen,
$bio

Kasangen (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92163&o=2

$end


$pc8801_flop=kaseijin,
$bio

Kaseijin (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92164&o=2

$end


$gbcolor=kaseki2,
$bio

Kaseki Sousei Reborn II - Monster Digger [Model DMG-ARMJ-JPN] (c) 1999 Starfish, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68106&o=2

$end


$gameboy=kaseki,
$bio

Kaseki Sousei Reborn [Model DMG-AKRJ-JPN] (c) 1998 Starfish, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66251&o=2

$end


$snes=kashiwag,
$bio

Kashiwagi Shigetaka no Top Water Bassing [Model SHVC-AVFJ-JPN] (c) 1995 VAP Game [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61597&o=2

$end


$info=kas89,
$bio

Kasino '89 (c) 1989 SFC s.r.l.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43918&o=2

$end


$jaguar=kasumi,
$bio

Kasumi Ninja (c) 1994 Atari Corp.

For many generations, rumors have persisted of a small, well-hidden island known as Kasumi, which has produced the world's most renowned ninjas. With the help of the Preeminent Celestials, the island is kept shrouded in secrecy. An impenetrable wall of mist surrounds the island, making it undetectable to modern technology. Those who find the island uninvited, are never heard from again.

All your life you have trained hard in body and spirit at the only home you have known: the Dragon Cloud Temple on Kasumi Island. At the temple you are trained by the Elders, a group of three wise and powerful Ninjas. This group of Elders consists on Hiei, who embodies the lighter aspects of human nature; Kaioh, who embodies the aspect of indifference; and Gyaku, who embodies the darker side of human nature. This balance of good and evil is what keeps the portal to the netherworld closed.

Using the blackest magic, Gyaku eliminate the other two Elders, throwing the cosmic forces out of alignment. When this happened, the gate to the demon world was blown open and Gyaku became possessed by the most powerful demon in the netherworld. With this power, Gyaku could destroy the Earth!

Your fate has been preordained by the Celestials to fulfill a great and terrible prophecy. You were told of this by the Elders when you were very young. Throughout your life you wondered what it meant. Now you are sure it is your destiny to defeat Gyaku, close the gate to the netherworld and restore balance to the universe.

The Celestials cannot help you directly, but they have blessed you with the power of absorbing other's abilities. To gain these abilities, you must defeat a variety of champions representing the best fighters in the world. They have been chosen by the Celestials to aid you in your quest. Only through persistence and preseverance, you will have a chance to challenge Gyaku.

- TECHNICAL -

Model J9012E

- STAFF -

Lead Programmer: Pete Wiseman (Ninja God)
Adt. Programming: Nob Nicholson, Tony Stockton, Mark Lyhan
Producers: Tad Tahquechi, Jim Gregory
Art: Andy Gavin (Mutton Head), Andy Johnson (Jigsaw), Martin Kilner (Kaneda)
Art Support: Greg Irwin
Music: Steve Lord (Bazza From Nazza)
Design: Jim Gregory, Ted Tahquechi, Sam Tramiel, Hank Cappa, Joe Sousa
Sound FX: Ted Tahquechi, Steve Lord
Video Producer: Gary Cowan
Lighting/Cameraman: Steve Hughes
Fight Coordinator: Ged Moran
Fight Performers: Andy Gavin, Alan Siddal, Julie Ellis, Lynn Lowton, Ian McCranor, Gene Sovo	
Support Services: Vector Television Studios, Stockport (England), Equinox Film/TV Production (Manchester, England)
Manual Design: Kasumi Krew
Lead Tester: Hank Cappa (Son Goku)
Testers: Tal Funke-Bilu (New Guy), Scott Hunter (Soup), Lance Lewis (#1 Smart Guy), Tom Gillen (Blast Man), Dan McNamee (The Fonz), Joe Sousa (Oof), David Gregory, Paul Gregory, Andrew Keim (Mr. Hardwear)	
Special Thanks To: Carrie Tahquechi (Mrs. Everything), Terry Brewster, Manuel Sousa, Faran Thomason (Fa Fa Flowley), Todd Craig/White Dragon, Mike Forcier, Paul Foster, James Grunke, Purple Hampton, Harry Kinney (Kinko), John Skruch, Sam Tramiel, Atsuko Scott, Howard Stern,Traci Topps, Akira Toriyama

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76429&o=2

$end


$cpc_cass=kattrap,
$bio

Kat Trap (c) 1987 Streetwise

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96999&o=2

$end


$snes=katsrun,
$bio

Kat's Run - Zen-Nihon K-Car Senshuken [Model SHVC-AKCJ-JPN] (c) 1995 Atlus Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61598&o=2

$end


$amigaocs_flop=katakis,
$bio

Katakis (c) 1988 Rainbow Arts

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74372&o=2

$end


$amigaocs_flop=katakisa,
$bio

Katakis [Highlights] (c) 1988 Rainbow Arts

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74371&o=2

$end


$bbca_cass,bbcb_cass=katakomb,
$bio

Katakombs (c) 19?? Golem

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52016&o=2

$end


$a2600=katastro,
$bio

Katastrophen-Einsatz (c) 1983 Quelle

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50617&o=2

$end


$x68k_flop=kateikyo,
$bio

Kateikyoushi Adventure (c) 19?? Micro Hage Chabin

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88338&o=2

$end


$x68k_flop=kateiky2,
$bio

Kateikyoushi Adventure 2 (c) 1989 Micro Hage Chabin

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88339&o=2

$end


$cdi=kathy,kathyu,
$bio

Kathy Smith - Personal Trainer (c) 1995 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52920&o=2

$end


$pce=katochan,
$bio

Kato Chan & Ken Chan (c) 1987 Hudson Soft.

Kato Chan & Ken Chan is a wacky side-scrolling platform game based on a popular Japanese variety show and featuring Kato Chan (Cha Kato) and Ken Chan (Ken Shimura). The story starts when Kato and Ken, both members of their own Detective Agency, receive an important phone call. A rich man has been kidnaped (or at least, this is what the American version says) and their mission is to find him and bring him back. The player can either control Kato or Ken, but both of them have the same kind of (wacky) abilities. They walk through stages, kick anything they see, get chased by craxy dogs, collect money to be used in strange slot machines... Humor here is weird and lowbrow, either Kato or Ken can fart at enemies, birds can drop turds at you, and toilets need to be used to refill their life bars.

- TECHNICAL -

Game ID: HC62006

- TRIVIA -

Released on November 30, 1987 in Japan for 4900 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58620&o=2

$end


$psx=katohifu,
$bio

Kato Hifumi Ku-dan - Shogi Club [Model SLPS-02078] (c) 1999 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85330&o=2

$end


$snes=katohifu,
$bio

Katou Hifumi Kudan - Shougi Club [Model SHVC-A9HJ-JPN] (c) 1997 Hect [Hector] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61599&o=2

$end


$gbcolor=katohifu,
$bio

Katou Hifumi Kudan - Shougi Kyoushitsu [Model DMG-AKHJ-JPN] (c) 1999 Culture Brain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68107&o=2

$end


$gameboy=kattobi,
$bio

Kattobi Road [Model DMG-K5J] (c) 1993 Namco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66252&o=2

$end


$psx=kattobit,
$bio

Kattobi Tune [Model SLPS-01253] (c) 1998 Genki Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85331&o=2

$end


$pce=kattobi,
$bio

Kattobi! Takuhai Kun (c) 1990 Tonkin House

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58621&o=2

$end


$famicom_flop=kattobiw,
$bio

????!?? (c) 1989 Pack-In-Video Company, Limited.
(Kattobi! Warabe Ko)

- TECHNICAL -

Disk ID: PAC-KTD

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65370&o=2

$end


$nes=kawanus,
$bio

Kawa no Nushi Tsuri (c) 1990 Pack-In-Video Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54279&o=2

$end


$pcecd=kawanus,
$bio

Kawa no Nushi Tsuri - Shizenha (c) 1992 Pack-In-Video Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58244&o=2

$end


$snes=kawanus2,
$bio

Kawa no Nushi Tsuri 2 [Model SHVC-AKNJ-JPN] (c) 1995 Pack-In-Video Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61600&o=2

$end


$gba=kawans34,
$bio

Kawa no Nushi Tsuri 3 & 4 [Model AGB-BN4J-JPN] (c) 2006 Marvelous Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71338&o=2

$end


$gameboy=kawanus3,
$bio

Kawa no Nushi Tsuri 3 [Model DMG-A7KJ-JPN] (c) 1997 Victor Interactive Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66253&o=2

$end


$gbcolor=kawanus4,
$bio

Kawa no Nushi Tsuri 4 [Model DMG-VUTJ-JPN] (c) 1999 Victor Interactive Software, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68108&o=2

$end


$gba=kawanus5,
$bio

Kawa no Nushi Tsuri 5 - Fushigi no Mori kara [Model AGB-AN5J-JPN] (c) 2002 Victor Interactive Software, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71339&o=2

$end


$pc8801_flop=kawaisat,
$bio

Kawai Satomi no Nakayokushitene (c) 1988 Uchuu Kikaku [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92165&o=2

$end


$x68k_flop=kawaisou,
$bio

Kawai Sou Monogatari Kanketsuhen (c) 1988 Master Piece

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88340&o=2

$end


$gba=kawaikw,
$bio

Kawaii Koinu Wonderful [Model AGB-B82J-JPN] (c) 2004 MTO, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71340&o=2

$end


$pico=kawai3s,
$bio

Kawaii Nakama wo Sodate you! 3-tsu no Shippo [Model HPC-6055] (c) 1998 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75701&o=2

$end


$gba=kawaipg2,
$bio

Kawaii Pet Game Gallery 2 [Model AGB-BKPJ-JPN] (c) 2004 Culture Brain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71342&o=2

$end


$gba=kawaipg,
$bio

Kawaii Pet Game Gallery [Model AGB-BKGJ-JPN] (c) 2003 Culture Brain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71341&o=2

$end


$gbcolor=kawaipt2,
$bio

Kawaii Pet Shop Monogatari 2 [Model DMG-BMNJ-JPN] (c) 2000 Taito Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68110&o=2

$end


$gba=kawaipt3,
$bio

Kawaii Pet Shop Monogatari 3 [Model AGB-A63J-JPN] (c) 2002 PCCW Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71343&o=2

$end


$gbcolor=kawaipet,
$bio

Kawaii Pet Shop Monogatari [Model DMG-AEIJ-JPN] (c) 1999 Taito Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68109&o=2

$end


$pc8801_flop=kawaisom,kawaisoma,
$bio

Kawaiso Monogatari (c) 1987 System Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92166&o=2

$end


$pc98=kawaisom,
$bio

Kawaisou Monogatari (c) 1988 Systemsoft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89842&o=2

$end


$pc98=kawanaka,
$bio

Kawanakajima Ibunroku (c) 1992 KSK [Kure Software Koubou] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89843&o=2

$end


$x68k_flop=kawaichi,
$bio

Kawarazaki ke no Ichizoku (c) 1993 Silky's [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87807&o=2

$end


$pc98=kawaraza,
$bio

Kawarazaki-ke no Ichizoku (c) 1992 Silky's [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89844&o=2

$end


$snes=kawacarb,
$bio

Kawasaki Caribbean Challenge (c) 1993 GameTek

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63144&o=2

$end


$megadriv=kawasakip,
$bio

Kawasaki Superbike Challenge (c) 1994 Time Warner Interactive

- TRIVIA -

Reviews:
[FR] April 1995, Consoles + N.42: 78/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57274&o=2

$end


$snes=kawasakiu,
$bio

Kawasaki Superbike Challenge [Model SNS-AKEE-USA] (c) 1995 Time Warner Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63146&o=2

$end


$snes=kawasaki,
$bio

Kawasaki Superbike Challenge [Model SNSP-AKEP-EUR] (c) 1995 Time Warner Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63145&o=2

$end


$gamegear=kawasaki,
$bio

Kawasaki Superbike Challenge [Model T-88098] (c) 1995 Domark Group, Limited.

- STAFF -

Conversion by : Teque London Ltd.
Programming By : Alistair Mann
GFX : Shaun McClure
GFX : FAD
SFX : Steve Morgan
Producer : Tony Love

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64660&o=2

$end


$x68k_flop=kax,
$bio

Kax (c) 1989 Takashi Imai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88341&o=2

$end


$bbca_cass,bbcb_cass=kayleth,
$bio

Kayleth (c) 19?? US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52017&o=2

$end


$info=k286i,
$bio

Kaypro 268i (c) 1985 Kaypro Corporation.

- TECHNICAL -

The dark gray exterior, not to mention the large footprint of the system unit, make it look imposing. It consists of three components: a display, a detachable keyboard, and a system unit housing the cpu, disk drives, and electronic wonders of the system.

The heart of the 286i is the 80286 microprocessor operating at 6MHz. It comes with 512K RAM on the motherboard, expandable to 640K (the limit recognized by MS-DOS).

- TRIVIA -

Following the success of the "Kaypro II", Kaypro moved on to produce a long line of similar computers into the mid 80s. Exceedingly loyal to its original core group of customers, Kaypro continued using the CP/M operating system long after it had been abandoned by its competitors. It wasn't until 1985 that Kaypro began producing IBM compatible MS-DOS machines, the Kaypro 16 (transportable, same form factor as the Kaypro II), the Kaypro PC, Kaypro 286i, the Kaypro 386, and the Kaypro 2000. The slow start into the IBM clone market would have serious ramifications.

The Kaypro 286i was the first 286 IBM PC AT clone/compatible. The 'i' stands for Impressive.

The base model with 512K RAM, two 1.2Mb floppy drives, one serial and two parallel ports, and graphics board costs $4500. The RGB monitor retails for $595.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64070&o=2

$end


$a2600=kaykaper,
$bio

Kaystone Kapers (c) 1983 Digitel

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50618&o=2

$end


$pcecd=kazekiri,
$bio

?? Ninja Action (c) 1994 Naxat Soft.
(Kaze Kiri - Ninja Action)

Kaze Kiri is a side-scrolling ninja action game by Naxat Soft. The game takes place in Feudal Japan where the kingdom princess Shizuhime is abducted by a group of mysterious ninjas. A feared swordsman called Kaze Kiri, hero of the game, is given the task to rescue the poor girl and restore order. Our ninja can can use a broad variety of fightings skills - he can run, jump, dash and slash without mercy anyone who gets in his way. His primary weapon is a Katana sword but he can also use deadly Kunai daggers to take out his enemies from afar. His ninja skills also allow him to use tricks and disappear for a short amount of time or to regain health by standing still. Kaze Kiri is a beat'm up at heart and each stage is pretty much a straight line to the boss without platforms to jump on nor land obstacles to overcome. The game is composed of nineteen sub-stages and follows a traditional beat'm up structure where every single enemy needs to be eliminated to proceed. A bar at the top of the screen shows how many enemies are still around and helps the player achieve his mission.

- TECHNICAL -

Game ID: NXCD3025

- TRIVIA -

Kaze Kiri - Ninja Action was released on April 28, 1994 in Japan for 8600 Yen.

- TIPS AND TRICKS -

Finishing the game unlocks the playable female ninja Suzu.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58245&o=2

$end


$pcecd=xanadu,
$bio

Kaze no Densetsu Xanadu (c) 1994 NEC Home Electronics, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58246&o=2

$end


$pcecd=xanadu2,
$bio

Kaze no Densetsu Xanadu II (c) 1995 Nihon Falcom

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58247&o=2

$end


$wswan=klonoa,
$bio

Kaze no Klonoa - Moonlight Museum [Model SWJ-BAN008] (c) 1999 Bandai Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86341&o=2

$end


$gba=klonoaj,
$bio

Kaze no Klonoa - Yumemiru Teikoku [Model AGB-AKLJ-JPN] (c) 2001 Namco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71344&o=2

$end


$gba=klonoag2,
$bio

Kaze no Klonoa G2 - Dream Champ Tournament [Model AGB-AN6J-JPN] (c) 2002 Namco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71345&o=2

$end


$psx=kazenono,
$bio

Kaze no Notam - Notam of Wind (c) 1997 Artdink Corp.

- TECHNICAL -

Game ID: SLPS-00912

- TRIVIA -

Released on September 11, 1997 in Japan only.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85332&o=2

$end


$pc98=fantgrl1,
$bio

Kazuma CG Collection - Fantastic Girls Vol.1 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89845&o=2

$end


$x1_flop=moritash,
$bio

Kazuo Morita no Shougi (c) 1985 Enix, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86030&o=2

$end


$gbcolor=kaptnblb,
$bio

Käpt'n Blaubär - Die verrückte Schatzsuche [Model CGB-BVRD-NOE] (c) 2001 Ravensburger Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68189&o=2

$end


$cpc_cass=kcpascal,
$bio

KC Pascal (c) 198? Veb Mikroelektronik

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96989&o=2

$end


$pc98=kddcg1,
$bio

KDD CG 1 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89819&o=2

$end


$pc98=kddcg2,
$bio

KDD CG 2 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89820&o=2

$end


$msx1_cass=kerulen,kerulena,
$bio

Ke Rulen los Petas (c) 1989 Iber Software [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94756&o=2

$end


$cpc_cass=kerulenp,
$bio

Ke Rulen los Petas (c) 1989 Iber Soft. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=97001&o=2

$end


$amigaocs_flop=keef,
$bio

Keef the Thief (c) 1989 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74373&o=2

$end


$gbcolor=keepblnc,
$bio

Keep the Balance [Model CGB-BKNP-EUR] (c) 2001 JoWooD Productions AG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68111&o=2

$end


$cdi=bonjovi,
$bio

Keep The Faith - An Evening with Bon Jovi (c) 1993 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52921&o=2

$end


$x68k_flop=keeper,
$bio

Keeper (c) 1993 Dempa Shinbunsha [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87808&o=2

$end


$snes=keeper,
$bio

Keeper (c) 1994 Datam Polystar

Keeper is the conversion of a cute puzzle game published by Datam Polystar and originally released for the Sharp X68000 computer. Strange fossil stones have surfaced after the terrible eruption of Mt Cod and two weird looking fluffy animals with pointy ears and big eyes seem to be the nearby village's only hope - our unlikely guardian heroes must now protect the water springs and collect the buried marine fossils to save the day. Interestingly, two other characters can also be played as - the cute Makendou and he weird looking black Maririn. Keeper's game mode features a five by five grid where colored fossil stones randomly appear at a constant rate. Our heroes can freely move around the grid and can either pull or push the colored stones - if three or more of the same color or the same symbol happen to be aligned, they automatically disappear. And to help our fluffy heroes in their journey, special blocks also randomly appear and can freeze time for a short moment or have the power to replace any block and consequently help the player overcome increasingly desperate situations. A Puzzle mode borrows the same concept but gives the player a set number of blocks that need to be cleared up within a limited number of moves. This mode features a simple password system and each one of the sixty levels can be revisited at will. The two play modes also feature a two simultaneous player option that can be enjoyed in cooperative or a more intense versus form.

- TECHNICAL -

Cartridge ID: SHVC-K9

- TRIVIA -

Keeper was first released in 1993 for the Sharp X68000 computer by Success and ASCII Entertainment.

The Super Famicom game was presented at the Famicom Spaceworld' 93 in August 1993 in Japan. It was then released on July 15, 1994 for 7200 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61601&o=2

$end


$snes=keiba8s2,
$bio

Keiba Eight Special 2 [Model SHVC-82] (c) 1994 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61603&o=2

$end


$snes=keiba8sa,keiba8s,
$bio

Keiba Eight Special [Model SHVC-8K] (c) 1993 Misawa Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61602&o=2

$end


$psx=keibaeaf,
$bio

Keiba Eito '98 Akifuyu [Model SLPS-01640] (c) 1998 Shangri-La

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85333&o=2

$end


$psx=keibaeit,
$bio

Keiba Eito '98 Haru Natsu [Model SLPS-01372] (c) 1998 Shangri-La

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85334&o=2

$end


$psx=keibasai,
$bio

Keiba Saishou no Housoku '95 [Model SLPS-00063] (c) 1995 Copya System, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85335&o=2

$end


$nes=keibasim,
$bio

Keiba Simulation - Honmei (c) 1989 Nichibutsu [Nihon Bussan Company, Limited.] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54280&o=2

$end


$wswan=keibayos,
$bio

Keiba Yosou Shien Soft - Yosou Shinkaron [Model SWJ-MDE001] (c) 1999 Media Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86342&o=2

$end


$gbcolor=keibajou,
$bio

Keibajou e Ikou! Wide [Model DMG-ASCJ-JPN] (c) 2000 Hect [Hector] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68112&o=2

$end


$pc98=keichu,
$bio

Keichu (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89846&o=2

$end


$msx2_flop=keijidd,keijidda,
$bio

Keiji Dai Dageki - Shachou Reijou Yuukai Jiken (c) 1987 Family Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101750&o=2

$end


$pc8801_flop=keikocha,
$bio

Keiko-chan no Himitsu (c) 1984 Champion Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92167&o=2

$end


$saturn,sat_cart=keio2,
$bio

Keio 2 - Flying Squadron (c) 1997 JVC

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60333&o=2

$end


$megacd,megacdj=keio,keiod,
$bio

Keio Flying Squadron [Model T-60185-50] (c) 1994 JVC

- TRIVIA -

Reviews:
[FR] April 1995, Consoles + N.42: 87/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60626&o=2

$end


$segacd=keio,
$bio

Keio Flying Squadron [Model T-60185] (c) 1994 JVC Musical Industries, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60751&o=2

$end


$saturn,sat_cart=keio2j,
$bio

Keiou Yuugekitai - Katsugeki Hen (c) 1996 Victor Entertainment [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59299&o=2

$end


$megacd,megacdj=keio,
$bio

Keiou Yuugekitai [Model T-60114] (c) 1993 Victor Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60527&o=2

$end


$info=p911j,
$bio

Keisatsukan Shinjuku 24ji (c) 2001 Konami Corp.

Taking the role of a Los Angeles Police Officer, you fight members of the Japanese Mafia. This unique game senses body movement rather than requiring the player to move individual controls.

- TECHNICAL -

Main CPU : MPC8240 (@ 200 Mhz)

- TRIVIA -

Released in December 2000.

This game is known in Europe as "Police 24/7" and in the US as "Police 911".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=14138&o=2

$end


$gbcolor=telefngp,
$bio

Keitai Denjuu Telefang - Power Version [Model DMG-BTXJ-JPN] (c) 2000 Natsume, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68113&o=2

$end


$gbcolor=telefngs,
$bio

Keitai Denjuu Telefang - Speed Version [Model DMG-BTZJ-JPN] (c) 2000 Natsume, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68114&o=2

$end


$gba=telfng2p,
$bio

Keitai Denjuu Telefang 2 - Power [Model AGB-ATPJ-JPN] (c) 2002 Natsume, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71346&o=2

$end


$gba=telfng2s,
$bio

Keitai Denjuu Telefang 2 - Speed [Model AGB-ATSJ-JPN] (c) 2002 Natsume, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71347&o=2

$end


$wswan=handsonr,
$bio

Keitai Gyogun Tanchiki - WonderSwan Handy Sonar [Model SWJ-BAN00F] (c) 1999 Bandai Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86343&o=2

$end


$gameboy=keitak8s,
$bio

Keitai Keiba Eight Special [Model DMG-A8GJ-JPN] (c) 1994 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66254&o=2

$end


$tg16=keithcor,
$bio

Keith Courage in Alpha Zones [Model TGX020001] (c) 1989 NEC Home Electronics, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84325&o=2

$end


$info=keith,
$bio

Keith Courage in Alpha Zones (c) 1989 Hudson Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=44984&o=2

$end


$saturn,sat_cart=kekkon,
$bio

Kekkon - Marriage (c) 1995 Shogakukan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59300&o=2

$end


$saturn,sat_cart=kekknzen,
$bio

Kekkon - Marriage - Zenya (c) 1995 Shogakukan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59301&o=2

$end


$pc98=kekkokam,
$bio

Kekkou Kamen - Oshioki Paradise no Maki (c) 1994 Dynamic Production

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89847&o=2

$end


$pc8801_flop=kekkyoku,
$bio

Kekkyoku Mattaku Kyutaku Quiz (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92168&o=2

$end


$nes=antarct,antarct1,
$bio

?????????? (c) 1985 Konami Industry Company, Limited.
(Kekkyoku Nankyoku Daibouken)

- TECHNICAL -

Model KON-RC804

- TRIVIA -

Antarctic Adventure was released on April 22, 1985 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53830&o=2

$end


$info=keks,keks_2,keks_2a,keksa,keksb,keks_2b,keksc,keks_2c,keks_2d,keks_2e,keks_2f,keks_2g,keks_3,keks_3a,keks_3b,keks_4,keks_5,
$bio

Keks (c) 2006 Igrosoft.

Keks is a 5-reel video slot machine game with bonus and super-bonus games, with an additional possibility of increasing the reward during a risk-game.

- TRIVIA -

Keks was released in March 2006 in Russia.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=12054&o=2

$end


$gbcolor=kellyclb,
$bio

Kelly Club - Clubhouse Fun [Model CGB-BKIE-USA] (c) 2001 Knowledge Adventure, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68115&o=2

$end


$gba=kellyslt,
$bio

Kelly Slater's Pro Surfer [Model AGB-AS3E-USA] (c) 2002 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71348&o=2

$end


$amigaocs_flop=kellyx,
$bio

Kelly X [Budget] (c) 1989 16 Blitz

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74374&o=2

$end


$pc98=kemesis,
$bio

Kemesis (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89848&o=2

$end


$msx2_cart=kempelen,
$bio

Kempelen Chess (c) 1988 Pony Canyon, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51323&o=2

$end


$gameboy=kengriff,
$bio

Ken Griffey Jr. presents Major League Baseball [Model DMG-AKGE-USA] (c) 1997 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66255&o=2

$end


$snes=kengriff1,kengriff,
$bio

Ken Griffey Jr. Presents Major League Baseball (c) 1994 Nintendo Company, Limited.

- TECHNICAL -

Model SNS-JR-USA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63147&o=2

$end


$n64=kengriff,
$bio

Ken Griffey Jr.'s Slugfest (c) 1999 Nintendo [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57782&o=2

$end


$gbcolor=kengriff,
$bio

Ken Griffey Jr.'s Slugfest [Model CGB-AYAE-USA] (c) 1999 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68116&o=2

$end


$snes=kengrwin,
$bio

Ken Griffey Jr.'s Winning Run [Model SNS-A9GE-USA] (c) 1996 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63148&o=2

$end


$info=kenseim,
$bio

拳聖土竜 Street Fighter II (c) 1994 Capcom Company, Limited.
(Ken Sei Mogura - Street Fighter II)

Ken Sei Mogura is an arcade 'Whack-a-Mole' style game. The game play like any other 'Whack-a-Mole' style game, with a 'Street Fighter II' theme. Player one's side assumes Ryu and Player two's ide is Chun-Li. The moles are replaced with M.Bisons. On the games screen, it shows the two hitting a chibi style M.Bison with mallets in Bison's actual 'SFII' stage in Thailand.

- TECHNICAL -

Runs on the "CP System" hardware

Screen Orientation: Horizontal

Players: 2
Buttons: 6

- TRIVIA -

Ken Sei Mogura was released on April 18, 1994 in Asia only.

- UPDATES -

Ver. 1.00

- STAFF -

Developed by: Togo/Sigma

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11039&o=2

$end


$pc8801_flop=kenmaho,
$bio

Ken to Maho (c) 1983 Koei Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92169&o=2

$end


$coleco=kubjpok,
$bio

Ken Uston Blackjack-Poker (c) 1983 Coleco Industries, Incorporated. [Amsterdam, NY, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53300&o=2

$end


$info=kengo,kengoa,
$bio

Ken-Go (c) 1991 Irem Corp.

- TECHNICAL -

Irem M-84 system hardware

Main CPU : V30 (@ 8 Mhz)
Sound CPU : Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), DAC

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Developed by Nanao Corporation, Ken-Go was released in February 1991 by Irem.

The title of this game translates from Japanese as 'Master Fencer'.

This game is known as "Lightning Sword" in Europe.

- STAFF -

From highscore table : Hiroron, Miekun, Sakotan, Kimichan, Kazukun, Nanao Corp, ORS, Yoriko, Okami, X Chan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1265&o=2

$end


$snes=kendo,
$bio

Kendo Rage (c) 1993 Seta Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63149&o=2

$end


$msx1_cart=stonewis,
$bio

Kenja no Ishi - The Stone of Wisdom [Model GPM-125] (c) 1986 Casio Computer Co., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77180&o=2

$end


$psx=kenkiipp,
$bio

Kenki Ippatsu! Crane Master ni Narou! [Model SLPS-02831] (c) 2000 FAB Communication Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85336&o=2

$end


$amigaocs_flop=kennedy,
$bio

Kennedy Approach (c) 1988 Microprose Software, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74375&o=2

$end


$cpc_cass=kennydal,
$bio

Kenny Dalglish Soccer Manager [Model C02] (c) 1989 Cognito

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=97002&o=2

$end


$cpc_cass=kennydmt,
$bio

Kenny Dalglish Soccer Match [Model 4 SHI-944] (c) 1990 Impressions

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=97003&o=2

$end


$amigaocs_flop=dalglish,
$bio

Kenny Dalglish's Soccer Manager (c) 1989 Cognito

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74376&o=2

$end


$info=comg094,comg127,comg164,comg168,comg272a,comg272b,
$bio

Keno (c) 1981 Cal Omega.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=22973&o=2

$end


$sms=kenseid,
$bio

Kenseiden (c) 1988 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56076&o=2

$end


$sms=kenseidj,
$bio

Kenseiden (c) 1988 Sega Enterprises, Limited.

- TECHNICAL -

Game ID: G-1358

- TRIVIA -

Released on June 2, 1988 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55878&o=2

$end


$bbca_cass,bbcb_cass=kensingt,
$bio

Kensington (c) 1984 Leisure Genius

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52018&o=2

$end


$x68k_flop=kensoson,
$bio

Kensou Sono Yon (c) 1992 Zoom

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87809&o=2

$end


$cpc_cass=kentel,
$bio

Kentel (c) 1987 Enter [Paris, France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=97004&o=2

$end


$cpc_cass=kentilla,
$bio

Kentilla [Model IA 0104] (c) 1985 Mastertronic, Ltd. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=97005&o=2

$end


$snes=kentouou,
$bio

Kentou Ou World Champion (c) 1992 Sofel

- TECHNICAL -

Cartridge ID: SHVC-BX

- TRIVIA -

Reviews:
[FR] July 1992 - Joypad N.10: 49/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61604&o=2

$end


$cpc_cass=kentkrac,
$bio

Kentucky Racing [Model AS782] (c) 1990 Alternative Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=97006&o=2

$end


$gameboy=yaiba,
$bio

Kenyuu Densetsu Yaiba [Model DMG-YYJ] (c) 1994 Banpresto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66257&o=2

$end


$gamegear=yaiba,
$bio

Kenyuu Densetsu Yaiba (c) 1994 Sega Enterprises, Limited.

- TECHNICAL -

[Model G-3346]

- TRIVIA -

Kenyuu Densetsu Yaiba was released on September 09, 1994 in Japan.

The game is based on the Anime Kenyuu Densetsu Yaiba, aired in 1993-1994, in turn based on Gosho Aoyama's manga with the same title.

- TIPS AND TRICKS -

* Options Screen: At the title screen enter 2 x5, 1 x2, 2 x5, 1, 1+2.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64662&o=2

$end


$snes=yaiba,
$bio

Kenyuu Densetsu Yaiba [Model SHVC-YB] (c) 1994 Banpresto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61605&o=2

$end


$info=j7kerchn,
$bio

Ker-Chinq (c) 200? JPM International.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42336&o=2

$end


$x68k_flop=kerakera,
$bio

Kera Kera Boshi (c) 1992 Ides [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87810&o=2

$end


$pc98=kerakera,
$bio

Kerakera ☆ Hoshi (c) 1992 Cocktail Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89849&o=2

$end


$saturn,sat_cart=keriotos,
$bio

Keriotosse (c) 1998 Masudaya

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59302&o=2

$end


$snes=kerokero,
$bio

Kero Kero Keroppi no Bouken Nikki - Nemureru Mori no Keroleen [Model SHVC-NE] (c) 1994 Character Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61606&o=2

$end


$nes=kerodai,
$bio

Kero Kero Keroppi no Daibouken (c) 1991 Character Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54281&o=2

$end


$nes=kerodai2,
$bio

Kero Kero Keroppi no Daibouken 2 - Donuts Ike Wa Oosawagi! (c) 1993 Character Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54282&o=2

$end


$pico=kerohar,
$bio

Kero Kero Keroppi no Harikiri Undoukai [Model HPC-6006] (c) 1993 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75702&o=2

$end


$pico=keroiro,
$bio

Kero Kero Keroppi no Irokatachi [Model T-150100] (c) 1995 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75703&o=2

$end


$info=keroppi,keroppij,
$bio

Kero Kero Keroppi no Issho ni Asobou (c) 1993 Sammy.

- TRIVIA -

Kero Kero Keroppi no Issho ni Asobou was released in April 1993.

Developed by Sekarabe for Sammy.

Keroppi is Sanrio's famous character and is used in many products in Japan (like Hello Kitty).

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32410&o=2

$end


$psx=kerokero,
$bio

Kero Kero King [Model SLPM-86621] (c) 2000 Media Factory [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85337&o=2

$end


$nes=kerosplb,
$bio

Keroppi to Keroriinu no Splash Bomb! (c) 1993 Character Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54283&o=2

$end


$gba=keroguns,
$bio

Keroro Gunsou - Taiketsu! Gekisou Keronprix Daisakusen de Arimasu!! [Model AGB-BKJJ-JPN] (c) 2004 Sunrise Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71349&o=2

$end


$gba=ggoemn12,
$bio

Kessaku Sen! Ganbare Goemon 1, 2 - Yuki Hime to Magginesu [Model AGB-BG2J-JPN(RK370-J1)] (c) 2005 Konami Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71350&o=2

$end


$snes=dokapon4,
$bio

Kessen! Dokapon Oukoku IV - Densetsu no Yuusha-tachi [Model SHVC-IX] (c) 1993 Asmik

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61607&o=2

$end


$cdi=kethergo,kethero,ketheroa,kether,ketherg,ketheru,ketherd,
$bio

Kether (c) 1993 Philips Interactive Media, Incorporated.

You are Melkhor, Galactic Knight of Light. You have been chosen to save the Princess of Wisdom from the evil forces of Khork. Enoy, Emperor of Light, will guide you as you fight the powerful laser artillery of Hod, battle the killer vessels of Gebourah and defeat the Dark Knights of the Temples.

- TECHNICAL -

Model 810 0128

- TRIVIA -

Export releases:
[US] "Kether [Model 310690218-2]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52922&o=2

$end


$pc98=uranai35,uranai,
$bio

Ketsuekigata-boshi Uranai (c) 19?? Kogaku System

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89850&o=2

$end


$info=ket,keta,ketb,ket1,ketarr,ketarr10,ketarr15,ketarr151,ketarrf,ketarrs15,ketarrs151,
$bio

Ketsui - Kizuna Jigoku-tachi (c) 2003 Cave.

The continuous industrialization that started in 1900, finally led to unavoidable consequences in the middle of the 21st century. The waterlevel rose worldwide and threatened many coastal countries. So the shorelines had to be modified In order to save the human civilization from drowning. It was a time of great confusion about the future, and nobody thought about war. Well, almost... There was one company called EVAC corporation, who made a great profit from underhand productions and exports of weapon systems. When the United Nations discovered their illegal trades, they pointed EVAC to the global ban of weapon imports and exports, and asked them to stop their productions and to destroy their weapon facilities immediately. EVAC rejected all accusations and refused to take any actions. So a preventive war was started by the United Nations to stop the EVAC corporation.

- TECHNICAL -

IGS PGM hardware

Main CPU : Motorola 68000 (@ 20 Mhz)
Sound CPU : Zilog Z80 (@ 8.468 Mhz)
Sound Chips : ICS2115 (@ 8.468 Mhz)

Players : 2
Control : 8-way Joystick
Buttons : 3
=> [A] Fire, [B] Bomb, [C] Autofire

- TRIVIA -

Ketsui was released in January 2003.

Developed/Produced by Cave and Sales by AMI (Amusement Marketing International).

Cave released a limited-edition soundtrack album for this game (Dodonpachi Dai-Ou-Jou / Ke-Tsu-I - Kizunajigokutachi - Original Sound Track - CVST-0000) on 06/06/2003.

- TIPS AND TRICKS -

* High Scoring : The key to high scoring is moving up close (VERY close) to your enemies and blasting them for point boxes labeled 1 through 5 (Five is worth the most, of course).

* Lock-Shot Properties: With Lock-Shot active your helicopter will move slower. You start with 2 pods, one on each side of the helicopter. each can lock onto a target. After powering up twice you will gain 2 more pods (total of 4) and have the ability to lock onto four separate targets. Usually you just have all pods lock onto one target for max damage. You do NOT do more damage closer to enemies. However, when closer, you lock on faster, and less enemies will be in the way of your pods and the target, so you will end up dealing more. Your Helicopter will shoot a beam out in front. It CANNOT reach full screen! You will see it end at about 3/4 from the bottom. The Beam DOES do damage, albeit very little, but it can add up. Lock-Shot will lock onto enemies quicker the closer you are. It will not let go until you release A or the target is destroyed. During Boss Battles, it is quicker to hold C, wait just until the Boss can be damaged, then hold down A. You have to be close for this. Enemies will drop more Chips when Lock-Shot mode is active. You must get in the habit of keeping Lock-Shot HELD DOWN even after an enemy is destroyed, because there are several that will continue to drop boxes even after death or explode multiple times.

* The Score Bar:
- 1st Row: Multiplier Overall Counter. Multiplier used in [after] the boss fight. It's the total sum of all chips gathered up until the boss fight. Unless you die, it will not deplete until the boss fight.
- 2nd Row: Multiplier Counter (1-999). 
Multiplier used in stage. Grows as you gather Multiplier Chips, but depletes as you use your lock shot, and if you die.
- Multiplier Chip Rate: The type of chip you get when you kill enemies with the lock shot. When the Multiplier timer reaches 0, it'll be reset when you kill an enemy with your normal shot, and is valid until the timer reaches 0.
- 3rd Row: Current chip NUMBER (1-5). Measures the time the chip rate is valid. Will rise as you kill enemies with the shot or lock shot, but the chip rate will return to 1 when the timer hits zero. The multiplier is raised as you gather multiplier chips. Basically you need to remember that killing an enemy at close distance produces are larger chip. Conversely, what depletes the multiplier is destroying enemies with the lock shot. Depending on the type of enemy, they can take off up to 1/30 to 1/10 of the entire value (popcorn enemies deplete it by a small amount, whereas bosses deplete it by a large one). If you die, it will decrease by 1/4.
- Characteristics of the multiplier at the boss fight: Unlike points 1 and 2, during the boss fight, the value of the overall multiplier counter is applied straight up. However, there's few chances to raise it during the boss fight, and it will quickly deplete as time passes. Certain bosses are better to ignore their parts and just kill quickly.

* End of Level Bonus = TOTAL CHIPS AQUIRED x (LIVES x 500 points + BOMBS X 50 points)

* Boss form change timing: you want your bullets from Shot to destroy the boss, but be able to get into Lock-Shot mode. I get the bosses life bar just a bit before the form change. You must get the feel.
These are for 1P.
> 1st Boss: between N and S of INSERT COIN
> 2nd Boss: between S and E of INSERT COIN
> 3rd Boss : the 1P score in the middle of the 100s place
> 4th Boss: First Form: Between N and S of INSERT COIN. Second Form: The 1P score between 1000 and 100.
> 5th Boss: First Form: There is no marking to indicate, if you constantly damage him with Lock-Shot, it is when he returns to his first pattern. Second Form: The 1P score at about 10,000. I don't look at this, it is during the second time of his final attack.

* Loops requirements:
- NORMAL "TSUUJOU" LOOP - Total DEATHS + BOMBS => 6
> Instead of releasing chips, enemies release Suicide bullets.
> Suicide Bullets are PINK.
> Chip Number is ALWAYS 1.
> You can stop suicide bullets from being released (seal) by being within a certain radius of enemies.
> If suicide bullets are sealed, then no chips are gained.
> Difficulty is drastically increased.

- SPECIAL "URA" LOOP (AKA REVERSE LOOP/SIDE) - NO MISS/NO BOMBS, 120+ Million Score
> A text message is given "WELCOME TO THE SPECIAL ROUND" before starting.
> Suicide bullets are BLUE.
> There is a greater number of suicide bullets and they are quicker.
> The distance which you can seal suicide bullets is decreased.
> When suicide bullets are sealed, the number that was due to be discharged will be added to your multiplier (I will figure it out exactly as I get there)
> The rate of decrease when an enemy is destroyed with lock-shot is decreased.
> During Boss Battles, the reduction speed of the Total Multiplier Overall Counter is slowed.
> End of round bonus DOUBLES.
> During the 5th Boss, after the second form is destroyed, DOOM will appear.

- SERIES -

1. Ketsui - Kizuna Jigoku-tachi (2003)
2. Ketsui - Kizuna Jigoku-tachi [Death Label] [Model NTR-YKDJ-JPN] (2008)

- STAFF -

Producer: Kenichi Takano
Director: Tsuneki Ikeda
Programmer: Tsuneki Ikeda, Takashi Ichimura
Chief Designer: Akira Wakabayashi
Character Design: Tomoharu Saito
Mechanic Design: Akira Wakabayashi, Kengo Arai, Hiroyuki Tanaka, 
Background Design: Hiroyuki Tanaka, Hideki Nomura
Music Producer: Manabu Namiki
Special Assist: Toshiaki Tomizawa, Yasushi Imai, Satoshi Kouyama

- PORTS -

* Consoles :
Microsoft XBOX 360 (Apr.22, 2010; "Ketsui - Kizuna Jigoku-tachi [Extra] [Model JES1-00042]")
Microsoft XBOX 360 (Apr.22, 2010; "Ketsui - Kizuna Jigoku-tachi [Extra] [Shokai Gentei Ban] [Model JES1-00043]")
Sony Playstation 3 (Jul 25, 2013; "Ketsui - Kizuna Jigoku-tachi [Extra] [Model BLJM-61060]")
Sony Playstation 3 (Jul 25, 2013; "Ketsui - Kizuna Jigoku-tachi [Extra] [Limited Edition] [Model FVGK-0087]")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3998&o=2

$end


$cpc_cass=kettle,kettlels,
$bio

Kettle (c) 1986 Alligata Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=97007&o=2

$end


$gbcolor=kettoubw,
$bio

Kettou Beast Wars - Beast Senshi Saikyou Ketteisen [Model DMG-AB7J-JPN] (c) 1999 Takara Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68117&o=2

$end


$snes=keeganpm,
$bio

Kevin Keegan's Player Manager (c) 1993 Imagineer Company, Limited.

- TRIVIA -

Reviews:
[FR] May 1995 - Consoles + N.32: 71%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63150&o=2

$end


$pc8801_flop=keyon,
$bio

Key On (c) 1990 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92170&o=2

$end


$ti99_cart=span12,
$bio

Key to Spanish 1 [Model PHM 3126] (c) 1983 Texas Instruments

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84609&o=2

$end


$ti99_cart=span34,
$bio

Key to Spanish 3 (c) 1983 Texas Instruments

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84610&o=2

$end


$ti99_cart=span56,
$bio

Key to Spanish 4 (c) 1983 Texas Instruments

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84611&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=keyquest,
$bio

Key-Quest (c) 1983 Microware

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86855&o=2

$end


$odyssey2=keyboard,
$bio

Keyboard Creations! (c) 1980 Philips Corp.

- TECHNICAL -

Game ID: AC9433

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95619&o=2

$end


$mc10=keyboard,
$bio

Keyboard Skills (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87647&o=2

$end


$nes=kbtrans,
$bio

Keyboard Transformer (c) 1994 Unreal World Group

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55258&o=2

$end


$info=kbm,
$bio

Keyboardmania (c) 2000 Konami Company, Limited.

- TECHNICAL -

Konami Bemani Firebeat Hardware

CPU : IBM Power PC 403GCX
Graphics System : Konami custom (sprite style chip)
Sound : Yamaha YMZ280B
Software : DVD Drive, CD-ROM drive & Dongle
Graphics Notes : Can draw arbitrary sized images from VRAM, which is laid out like a 2D texture sheet, also all the images are packed 16-bit pixels so there's no palette.
Storage Media : CD-ROM (Program) & CD-ROM (CD-DA Audio)

- TRIVIA -

Released in February 2000.

- SERIES -

1. Keyboardmania (2000)
2. Keyboardmania 2ndMIX (2000)
3. Keyboardmania 3rdMIX (2001)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4932&o=2

$end


$info=kbm2nd,
$bio

Keyboardmania 2ndMIX (c) 2000 Konami Corp.

- TECHNICAL -

Konami Bemani Firebeat Hardware

CPU : IBM Power PC 403GCX
Graphics System : Konami custom (sprite style chip)
Sound : Yamaha YMZ280B
Software : DVD Drive, CD-ROM drive & Dongle
Graphics Notes : Can draw arbitrary sized images from VRAM, which is laid out like a 2D texture sheet, also all the images are packed 16-bit pixels so there's no palette.
Storage Media : CD-ROM (Program) & CD-ROM (CD-DA Audio)

- TRIVIA -

Released in October 2000.

- TIPS AND TRICKS -

* Pressure Mode : Hold the wheel down while in the mode selection screen and the 'Pressure' mode will come up.

* Unlock More Songs :
Mighty Guy (Long Version) - Have a SS rating for your 1st song and it will come out in the 3rd stage.
Morning Music (Original) - Have a SS rating for your 1st song and it will come out in the 2nd stage.
Presto - Have a SS rating for your 1st song and it will come out in the 3rd stage.

- SERIES -

1. Keyboardmania (2000)
2. Keyboardmania 2ndMIX (2000)
3. Keyboardmania 3rdMIX (2001)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4931&o=2

$end


$info=kbm3rd,
$bio

Keyboardmania 3rdMIX (c) 2000 Konami Corp.

- TECHNICAL -

Konami Bemani Firebeat Hardware

CPU : IBM Power PC 403GCX
Graphics System : Konami custom (sprite style chip)
Sound : Yamaha YMZ280B
Software : DVD Drive, CD-ROM drive & Dongle
Graphics Notes : Can draw arbitrary sized images from VRAM, which is laid out like a 2D texture sheet, also all the images are packed 16-bit pixels so there's no palette.
Storage Media : CD-ROM (Program) & CD-ROM (CD-DA Audio)

- TRIVIA -

It was shown at the February 2001 AOU (Arcade Operators Union) in Japan.

- SERIES -

1. Keyboardmania (2000)
2. Keyboardmania 2ndMIX (2000)
3. Keyboardmania 3rdMIX (2001)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4930&o=2

$end


$a2600=keystone,
$bio

Keystone (c) 19?? Tigervision [Tiger Electronic Toys, Incorporated.]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50619&o=2

$end


$coleco=keykaper,
$bio

Keystone Kapers (c) 1984 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53301&o=2

$end


$a800=keykaper,
$bio

Keystone Kapers (c) 1984 Activision, Inc. [Santa Clara, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86591&o=2

$end


$a2600=keykaperdv,
$bio

Keystone Kapers (c) 19?? Digivision

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50621&o=2

$end


$a2600=keykaperr,
$bio

Keystone Kapers (c) 19?? Robby

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50622&o=2

$end


$a2600=keykapersv,
$bio

Keystone Kapers (c) 19?? Shock Vision

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50623&o=2

$end


$a2600=keykaper,keykapere1,keykaper1,keykapere,
$bio

Keystone Kapers (c) 1983 Activision

- TECHNICAL -

Model AX-025

- SCORING -

Points are earned each time a Krook is apprehended. The sooner you catch him, the more points you'll get. Krooks 1 through 8 are worth 100 times the amount left on Bonus Timer. Krooks 9 through 16 are worth 200 times the amount left on Bonus Timer. After your 16th arrest, each Krook will be worth 300 times the amount left on Bonus Timer. Also, every recovered moneybag and suitcase is worth 50 points.

- TIPS AND TRICKS -

TIPS FROM GARRY KITCHEN, DESIGNER OF KEYSTONE KAPERS.
Garry is a top-notch designer with a great variety of interests. Besides playing video games, Garry likes to read fiction and draw with pencil and charcoal. He's a natural at ping-pong, too, and loves to travel. We're glad he found his way to Activision.

"Hi gang. I'll begin by saying one thing: DON'T GET STUCK ON THE ROOF!! Because - surprise! - you can't get back down! To avoid this embarrassing predicament, stay behind the Krook and don't go to the roof until he's up there."

"As your score rises, the beachballs bounce higher. Forget about trying to jump over them. Instead, DUCK! Also, the biplanes and shopping carts start coming in waves, so learn their rhythms and do the 'Keystone Strut'. To the tune of the shopping carts it's, 'Jump... run two steps... Jump... run two steps.. etc.' To the biplane beat it's, 'Duck... run three steps... duck... run three steps...etc.' Learn to adjust to changing rhythms"

"And, to save yourself a few steps, have Kelly JUMP onto the escalators. He'll be halfway up already. Now, go out and get those guys! And, when you take a break, write to me. I want a FULL report!"

- STAFF -

Programmer: Garry Kitchen

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50620&o=2

$end


$a5200=keykaper,
$bio

Keystone Kapers (c) 1983 Activision

- TECHNICAL -

Model FZ-006

- SCORING -

Each time a crook is apprehended, you'll receive points based on the time remaining. Also, 50 points are awarded for each recovered suitcase or gold bag.

- STAFF -

Programmer: Alex DeMeo
Designer: Garry Kitchen

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50056&o=2

$end


$msx1_cart=keykaper,keykapera,
$bio

Keystone Kapers [Model R48X5503] (c) 1984 Pony Canyon, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77181&o=2

$end


$a2600=keykaperc,keykaperc1,
$bio

Keystone Kappers (c) 1983 CCE

- TECHNICAL -

Model C-816

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50625&o=2

$end


$a2600=keykaperz,
$bio

Keystone Keypers (c) 1983 Zirok

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50626&o=2

$end


$amigaocs_flop=kgb,kgbf,
$bio

KGB (c) 1992 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74366&o=2

$end


$amigaocs_flop=khalaan,
$bio

Khalaan (c) 1991 Electronic Zoo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74377&o=2

$end


$psx=khamraij,
$bio

Khamrai [Model SLPS-02640] (c) 2000 Namco, Ltd. [Tokyo, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85338&o=2

$end


$msx1_cass=khazzad,
$bio

Khazzad-Dum (c) 1989 System 4 de Espana, S.A. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94757&o=2

$end


$pc98=ki,
$bio

Ki - Aku no RPG (c) 1991 Soft Plan [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89851&o=2

$end


$nes=questki,
$bio

Ki no Bouken - The Quest of Ki (c) 1988 Namco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54284&o=2

$end


$pcecd=kiaidan,
$bio

Kiaidan 00 (c) 1992 Telenet Japan.

Kiaidan 00 is a horizontal shooter from Telenet. You take control of a flying robot through seven massive stages. Fight against armies of flying insectoid enemies and other space ships and humanoid robots. The game designs are really similar to early Sunrise animations or Toei classic japanese series like Mazinga Z and Grandizer. Your robot can use different sort of weaponery, from standard blue spreading bullets, to green laser waves and even a sort of 'yoyo' attack. Stages have a standard structure with quite big end of level bosses. Your main weapon can also be charged and trigger a powerful and destructive attack. Use it to finish a boss and unfold a different inbetween level animation sequence !

- TECHNICAL -

Game ID: TJD2031

- TRIVIA -

Kiaidan 00 was released on October 23, 1992 in Japan for 6980 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58248&o=2

$end


$nes=kibord3,
$bio

Kibord 003 (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55259&o=2

$end


$pc98=kibunpas,
$bio

Kibun wa Pastel Touch (c) 1989 Great [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89852&o=2

$end


$pc8801_flop=kibunpas,kibunpasa,
$bio

Kibun wa Pastel Touch! (c) 1989 Great [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92171&o=2

$end


$x68k_flop=kibunpas,
$bio

Kibun wa Pastel Touch!! (c) 1990 Great [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87811&o=2

$end


$gamegear=kickrush,
$bio

Kick & Rush [Model T-44057] (c) 1993 SIMS [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64663&o=2

$end


$info=bmsoccer,
$bio

Kick - The Goal Soccer (c) 1979 Bambino, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94342&o=2

$end


$info=kick4csh,
$bio

Kick 4 Cash (c) 2004 Sega Enterprises, Limited.

- TRIVIA -

Released in June 2004.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=34044&o=2

$end


$info=kicknrun,
$bio

Kick and Run (c) 1986 Taito Corp.

A soccer game from Taito.

- TECHNICAL -

Prom Stickers : A87

Main CPU : (3x) Z80, Motorola M68705
Sound Chips : YM2203

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Kick and Run was released in November 1986.

The spelling of 'Argentina' is wrong, it is spelt 'Argentine' (this is the French word for Argentina).

- STAFF -

Programmer : Takeshi Ishizashi

- PORTS -

* Consoles :
Nintendo Famicom Disk [JP] (September 13, 1988) "Kick and Run [TFD-KIC]" 
Sony PlayStation 2 [JP] (January 25, 2007) "Taito Memories II Joukan [Model SLPM-66649]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1266&o=2

$end


$info=kicknrunu,
$bio

Kick and Run (c) 1986 Taito America Corp.

The US release of this soccer video game.

- TRIVIA -

Released in November 1986.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=36339&o=2

$end


$famicom_flop=kickrun,
$bio

Kick and Run [Model TFD-KIC] (c) 1988 Taito Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65372&o=2

$end


$info=kickboy,
$bio

Kick Boy (c) 1983 Nichibutsu [Nihon Bussan Company, Limited.].

A shooter type maze game, where you play a role of an boy and will have to avoid and destroy all the annoying dogs kicking a soccer ball for hit them and come to the bonnus stage or next level.

- TECHNICAL -

Main CPU : (2x) Zilog Z80 (@ 4 Mhz)

Players : 2
Control : 8-way Joystick
Buttons : 2

- TRIVIA -

Released in December 1983 in Japan.

Also known as "Dacholer".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3861&o=2

$end


$famicom_flop=kickchal,
$bio

????? ???????? ??????????? (c) 1988 VAP Game.
(Kick Challenger Air Foot - Yasai no Kuni no Ashi Senshi)

- TECHNICAL -

[Model VAP-AFT]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65371&o=2

$end


$info=kftgoal,
$bio

Kick for the Goal (c) 1994 Jaleco [Japan Leisure Co. Ltd.].

- TRIVIA -

Released in September 1994.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=28905&o=2

$end


$info=kickgoal,
$bio

Kick Goal (c) 1995 TCH.

A five-a-side soccer game.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 12 Mhz), PIC16C57 (@ 750 Khz)
Sound Chips : OKI6295 (@ 9.09 Khz)

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Kick Goal was released in May 1995.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1267&o=2

$end


$msx1_cart=kickit,kickita,
$bio

Kick It [Model SR-002] (c) 1986 HAL Laboratory, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77182&o=2

$end


$info=kickc,
$bio

Kick Man (c) 1981 Midway Mfg. Co.

- TECHNICAL -

[Cocktail model]
[Game No. 515]

The cocktail version of this game came in the ever popular Midway cocktail table, which was the same one used for "Pac-Man", "Galaga", and many others. The only decoration was the title of the game which was silk screened under the glass. You will probably never see one of the cocktail versions anyway. In the last few years it seems that almost all Midway cocktails seem to have been converted to "Ms. Pac-Man" or "Galaga" (probably because that is a very profitable conversion to make).

- TRIVIA -

For more information about the game itseld, please see the Upright model entry.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=37041&o=2

$end


$info=kick,kickman,
$bio

Kick Man (c) 1981 Midway.

Move a man on a unicycle and catch falling balloons and Pac-Men on your head. Use the Kick button to make the character's legs kick out and knock balloons back up for another try. Balloons stack up eight high and then the man will pop them. Stack Pac-Men for bonus points.

- TECHNICAL -

[Upright model]
[Game No. 968]

The upright machine had yellow and orange painted side-art of a guy on a unicycle kicking balloons up onto his spiked helmet. The guy on the side-art looks more like an athlete than a clown, and doesn't resemble the game character at all. The marquee has an orange logo superimposed over a city skyline. Moving downward the game has an attractive monitor bezel that extends the background graphics that are already in the game. The control panel features a large black trackball, and a pair of huge 'Kick' buttons that light up when the machine is turned on.

Bally Midway MCR 1 hardware

Main CPU : Zilog Z80 (@ 2.496 Mhz)
Sound CPU : Zilog Z80 (@ 2 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 2 Mhz)

Players : 2
Control : Trackball
Buttons : 1 (KICK)

- TRIVIA -

Kick Man was released in December 1981 and was planned as a sequel to "Pac-Man", but didn't catch on to anywhere near the same degree. The game was actually first developed back in 1978 as a black and white game entitled 'Catch 40'. Midway never actually got around to releasing 'Catch 40', so they reworked it in color and released it as 'Kick'. Then they turned around a few months later and re-released the game as 'Kick Man'. 'Kick' and 'Kick Man' are essentially the exact same game. The only difference is in the title screen.

A Kick Man unit appears in the 1982 movie 'Jekyll & Hyde... Together Again' and in the 1982 movie 'Fast Times at Ridgemont High'.

- SCORING -

Balloons:
Blue: 15 points.
Red: 10 Points.
Yellow: 5 points.

Ghosts:
Inky (blue): 25 points.
Pinky (pink): 25 points.
Clyde (Orange): 25 points.
Blinky (red): 25 points.

- STAFF -

Original game (Catch 40) by: Ron Halliburton
Conversion to the color system: Don Zimmer, Bill Adams, Henry Ross

- PORTS -

* Computers :
Commodore C64 [EU] (1982)
Commodore C64 [US] (1982) "Kickman [Model C-64 602]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1268&o=2

$end


$nes=kickmast,
$bio

Kick Master (c) 1992 Taito Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55260&o=2

$end


$amigaocs_flop=kickoff,
$bio

Kick Off (c) 1989 Anco

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74378&o=2

$end


$cpc_cass=kickoff,
$bio

Kick Off (c) 1990 Anco Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=97009&o=2

$end


$nes=kickoff,
$bio

Kick Off (c) 1992 Imagineering.

- TRIVIA -

Reviews:
April 1992 - Joypad N.7 (Page 70-71) [FR]: 69/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55261&o=2

$end


$snes=kickoff,
$bio

Kick Off (c) 1993 Imagineer Company, Limited.

- TRIVIA -

Reviews:
[FR] December 1992 - Consoles + N.15: 76%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63151&o=2

$end


$amigaocs_flop=koffet,
$bio

Kick Off + Extra Time (c) 1989 Top Shots

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74379&o=2

$end


$amigaocs_flop=kickoffex,
$bio

Kick Off - Extra Time (c) 1989 Anco

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74380&o=2

$end


$info=kickoff,
$bio

Kick Off - Jaleco Cup (c) 1988 Jaleco.

A soccer game from Jaleco.

- TECHNICAL -

Jaleco Mega System 1-A hardware

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound CPU : Motorola 68000 (@ 7 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.5 Mhz), (2x) OKI6295 (@ 30.303 Khz)

Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in June 1988.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1269&o=2

$end


$amigaocs_flop=kickoff2a,kickoff2a1200,kickoff2,kickoff2g,kickoff2i,kickoff2s,
$bio

Kick Off 2 (c) 1990 Anco

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74381&o=2

$end


$cpc_cass=kickoff2,
$bio

Kick Off 2 (c) 1990 Anco Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=97012&o=2

$end


$amigaocs_flop=kickoff2ge,
$bio

Kick Off 2 - Giants of Europe (c) 1990 Anco

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74382&o=2

$end


$amigaocs_flop=kickoff2re,
$bio

Kick Off 2 - Return to Europe (c) 1991 Anco

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74383&o=2

$end


$amigaocs_flop=kickoff2fwa,kickoff2fw,kickoff2fwg,
$bio

Kick Off 2 - The Final Whistle (c) 1991 Anco

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74384&o=2

$end


$amigaocs_flop=kickoff2wt,
$bio

Kick Off 2 - Winning Tactics (c) 1991 Anco

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74385&o=2

$end


$amigaocs_flop=koff2wc,koff2wca,koff2wcg,koff2wcg1,koff2wci,
$bio

Kick Off 2 Plus World Cup '90 (c) 1990 Anco

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74386&o=2

$end


$cpc_cass=kickoff2s,
$bio

Kick Off 2 [Model 4 SHO-933] (c) 1990 System 4 de Espana, S.A. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=97011&o=2

$end


$amigaocs_flop=kickoff3,
$bio

Kick Off 3 (c) 1994 Anco

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74387&o=2

$end


$megadriv=kickoff3,
$bio

Kick Off 3 - European Challenge (c) 1994 Vic Tokai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56603&o=2

$end


$snes=kickoff3,kickoff3p,
$bio

Kick Off 3 - European Challenge (c) 1994 Vic Tokai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63152&o=2

$end


$amigaocs_flop=koff3ec,
$bio

Kick Off 3 - European Challenge (c) 1994 Anco

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74388&o=2

$end


$info=kickridr,
$bio

Kick Rider (c) 1984 Universal.

A road-race game where the view is from above. You control a motorbike with opponents on motorcycles who jostle you with their legs, and the occasional car. Played against the clock with points for passing.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.9 Mhz), (2x) Zilog Z80 (@4mhz)
Sound Chips : (4x) Texas Instruments SN76496 (@ 4 Mhz)

Screen orientation : Horizontal
Video resolution : 240 x 192 pixels
Screen refresh : 60.00 Hz
Palette colors : 258

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in September 1984 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1270&o=2

$end


$info=kikstart,
$bio

Kick Start Wheelie King (c) 1984 Taito.

A motorcycle racing game from Taito.

- TECHNICAL -

Runs on the "Taito SJ System" hardware.
Prom Stickers : A20

Players: 2
Control: 2-way joystick
Buttons: 4

- TRIVIA -

Released in July 1984 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1271&o=2

$end


$a800=kickback,
$bio

Kickback (c) 1982 Thorn EMI Video

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86592&o=2

$end


$pce=kickball,
$bio

Kickball (c) 1990 Masiya

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58622&o=2

$end


$info=kicker,
$bio

Kicker (c) 1985 Konami Industry Company, Limited.

For more information on the game itself, please see the original "Shao-Lin's Road" entry.

- TECHNICAL -

Game ID : GX477

Main CPU : Motorola M6809 (@ 1.25 Mhz)
Sound Chips : SN76496 (@ 1.536 Mhz), SN76496 (@ 3.072 Mhz)

Players : 2
Control : 4-way joystick
Buttons : 2

- TRIVIA -

Kicker was released in April 1985.

This game is also known as "Shao-Lin's Road".

- PORTS -

* Consoles : 
Nintendo DS [EU] (October 26, 2007) "Konami Arcade Classics [Model NTR-P-ACXP]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1272&o=2

$end


$info=kikcubicb,
$bio

Kickle Cubele (c) 1988 Unknown.

- TECHNICAL -

Main CPU : (2x) Zilog Z80 (@ 3.579645 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579645 Mhz), DAC (@ 3.579645 Mhz)

Screen orientation : Horizontal
Video resolution : 384 x 256 pixels
Screen refresh : 55.00 Hz
Palette colors : 256

Players : 2
Control : 4-way Joystick
Buttons : 2

- TRIVIA -

This game is a bootleg of "Meikyuujima".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4233&o=2

$end


$nes=kickle,
$bio

Kickle Cubicle (c) 1990 Nintendo [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55262&o=2

$end


$nes=kickleu,
$bio

Kickle Cubicle (c) 1990 Irem Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55263&o=2

$end


$c64_cart,c64_flop=kickman,
$bio

Kickman (c) 1982 HAL Laboratory

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53613&o=2

$end


$info=mt_kcham,
$bio

Kid Chameleon (c) 1992 Sega.

See the original genesis release entry, "Kid Chameleon [Model 1010]", for more information about the game itself.

- TECHNICAL -

Runs on the "Mega-Tech System" hardware.
Cartridge ID: 610-0239-60

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2359&o=2

$end


$megadriv=kidcham,
$bio

Kid Chameleon (c) 1992 Sega Enterprises, Limited.

European/Australian release. Game developed in USA. For more information about the game, please see the original Japanese release entry; "Kid Chameleon [Model 1010]".

- TECHNICAL -

[EU] Game ID: 1010-50
[EU] Cartridge ID: 670-2131-50
[EU] Package ID: 670-2131-50

- TRIVIA -

Reviews:
[FR] May 1992 - Joypad N.8 (Page 82-85): 96/100

- PORTS -

* Consoles : 
Sony PlayStation 2 [EU] (February 2, 2007) "Sega Mega Drive Collection [Model SLES-54333]" 
Sony PlayStation 2 [AU] (February 8, 2007) "Sega Mega Drive Collection" 
Nintendo Wii [Virtual Console] [EU] (May 31, 2007) [Model MBCP] 
Microsoft XBOX 360 [EU] (February 20, 2009) "SEGA Mega Drive Ultimate Collection [Model 384-40210]" 
Sony PlayStation 3 [EU] [AU] (February 20, 2009) "SEGA Mega Drive Ultimate Collection [Model BLES-00475]" 
Microsoft XBOX 360 [AU] (February 26, 2009) "Sega Mega Drive Ultimate Collection" 

* Handhelds : 
Sony PSP [EU] (February 2, 2007) "Sega Mega Drive Collection [Model ULES-00556]" 
Sony PSP [AU] (February 8, 2007) "Sega Mega Drive Collection [Model ULES-00556]" 

* Computers : 
PC [Steam] [EU] (September 13, 2010) both stand-alone and as part of "SEGA Mega Drive Classics Pack 2" 
PC [MS Windows, CD-ROM] [EU] (October 15, 2010) "Sega Mega Drive Classics Collection Vol. 2" 
PC [MS Windows, DVD-ROM] [EU] (March 18, 2011) "Sega Mega Drive Classic Collection - Gold Edition" 
PC [Steam] [EU] (March 25, 2011) "SEGA Mega Drive Classics Collection" 

* Other : 
Arcade [EU] (May 1992) "Kid Chameleon [Model 610-0239-60]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70733&o=2

$end


$megadriv=kidchamu,
$bio

Kid Chameleon (c) 1992 Sega of America, Incorporated.

Wild Side is the newest game in town. All the kids are wild to play it. It's a machine that surrounds you with flame-belching, body-snatching monsters. Step inside and it's just you against the madness. It's fast, dangerous and almost impossible to beat. One other thing - it's a kid-eater!

Until Kid Chameleon takes charge. He bursts open blocks, finds helmets and - Blam! - he transforms into a brick-smashing Berzerker! Crunch! He's a buzzing Micromax, hacking Maniaxe, or jet-powered Skycutter. By bashing blocks, he builds up superpowers for the monster-mash ahead!

Crabuloids, Skull Chompers, Killer Slime! Kid Chameleon wipes 'em out with hair-raising leaps! He scrambles up walls, skates across ceilings and squeezes through escape holes. With more than 1,850 screens, 103 levels, and loads of secret paths, there's always a way out. And they all lead to the lair of the Elsewhere Evilmeister, Heady Metal!

- TECHNICAL -

Game ID: 1010
Cartridge ID: 670-2130
Package ID: 670-2131
Barcode: 0 10086 01010 7

- TRIVIA -

Kid Chameleon for Genesis was released on May 28, 1992 in North America.

You can get a powerup that would turn Kid Chameleon into Rick from "Splatterhouse".

Export releases.
[EU] "Kid Chameleon [Model 1010-50]" 
[JP] "Chameleon Kid [Model G-4070]"
[KO] "Kid Chameleon" by Samsung
[BR] "Kid Chameleon" by Tec Toy

- TIPS AND TRICKS -

* 5,000 Bonus Points : Complete any level without collecting any special items to get 5,000 bonus points.

- STAFF -

Developed by Sega Technical Institute

Game Design: Hoyt Ng, Broderick Macaraeg, William G. Dunn, Graeme Bayless
Programming: B. C. Tchiu Le, Bill Willis, Steve Woita, Mark Cerny
Art: Craig Stitt, Alan Ackerman, Yasushi Yamaguchi, Brenda Ross, Paul Mica
Sound: Nu Romantic Production
Special Thanks: Scott Chandler, Hugh Bowen, Haven Dubrul, Test Group

- PORTS -

* Consoles : 
Sony PlayStation 2 [US] (November 7, 2006) "Sega Genesis Collection [Model SLUS-21542]" 
Nintendo Wii [Virtual Console] [US] (May 28, 2007) [Model MBCE] 
Microsoft XBOX 360 [US] (February 10, 2009) "Sonic's Ultimate Genesis Collection [Model 68034]" 
Sony PlayStation 3 [US] (February 10, 2009) "Sonic's Ultimate Genesis Collection [Model BLUS-30259]" 

* Handhelds : 
Sony PSP [US] (November 16, 2006) "Sega Genesis Collection [Model ULUS-10192]" 

* Computers : 
PC [MS Windows, CD-ROM] [JP] (September 22, 2000) "Sega Archives from USA Vol. 3" 
PC [MS Windows, CD-ROM] [US] (2000) "Sega Smash Pack 2" 
PC [Steam] [US] (September 13, 2010) "Kid Chameleon [Model 34311]" : both stand-alone and as part of "SEGA Genesis Classics Pack 2" 
PC [MS Windows, DVD-ROM] [US] (March 15, 2011) "Sega Genesis Classic Collection - Gold Edition" 
PC [Steam] [US] (March 25, 2011) "SEGA Genesis Classics Collection"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93467&o=2

$end


$megadriv=kidchamk,
$bio

Kid Chameleon (c) 1992 Samsung

South Korean release. Game developed in USA. For more information about the game, please see the original Japanese release entry; "Kid Chameleon [Model 1010]".

- TECHNICAL -

Game ID: GM8036JG

- PORTS -

* Consoles : 
Sony PlayStation 3 [KO] (February 10, 2009) "Sonic's Ultimate Genesis Collection" by SCEI

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93468&o=2

$end


$amigaocs_flop=kidchaos,
$bio

Kid Chaos (c) 1994 Ocean Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74389&o=2

$end


$gameboy=kiddrac,
$bio

Kid Dracula [Model DMG-DF-USA] (c) 1993 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66258&o=2

$end


$amigaocs_flop=kidglove,
$bio

Kid Gloves (c) 1990 Millennium Game Products

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74390&o=2

$end


$amigaocs_flop=kidglov2,
$bio

Kid Gloves II (c) 1992 Millennium Game Products

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74391&o=2

$end


$nes=kidicars,kidicars1,
$bio

Kid Icarus - Angel Land Story (c) 1987 Nintendo.

- TECHNICAL -

[Model NES-KI]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55264&o=2

$end


$gameboy=kidicar,
$bio

Kid Icarus of Myths and Monsters (c) 1991 Nintendo Company, Limited.

Palutena had a nightmare, of an invasion by the demon Orcos and his minions. The goddess summons Pit – the leader of her army – and commands him to enter a special training that will give him the power to use Angel Land's three sacred treasures. Will Pit be able to overcome the threat that is Orcos?

- TECHNICAL -

Cartridge ID: DMG-KA-USA

- TRIVIA -

Kid Icarus of Myths and Monsters was released on November 05, 1991 in North America.

Unlike the first Kid Icarus, this game was released exclusively in the United States and Europe (as "Kid Icarus of Myths and Monsters [Model DMG-KA-UKV]"), until the game was re-released as part of the Nintendo 3DS Virtual Console where it made its japanese debut in February 8, 2012.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66260&o=2

$end


$snes=kidklownu,
$bio

Kid Klown in Crazy Chase [Model SNS-ZI-USA] (c) 1994 Kemco

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63154&o=2

$end


$snes=kidklown,
$bio

Kid Klown in Crazy Chase [Model SNSP-ZI-EUR] (c) 1994 Kemco

- TRIVIA -

Reviews:
[FR] April 1995, Consoles + N.42: 75/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63153&o=2

$end


$nes=kidklown,
$bio

Kid Klown in Night Mayor World (c) 1993 Kemco

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55265&o=2

$end


$snes=kidklownj,
$bio

Kid Klown no Crazy Chase (c) 1994 Kemco

Kid Klown no Crazy Chase is an cute isometric action game by Kemco. The princess of the Klown Kingdom has been kidnaped by the evil Blackjack and it is a young clown given duty to bring her back. However, despite this interesting background story, the goal of the game is to run down a hill and to stop a bomb before it blows up. And to do so, our hero has the crazy mission to stop the really long fuse from lighting the bomb. Kid Klown can move sideways and the up/down buttons are used to change his speed - this obviously implies that our friend can't run backwards and backtrack his steps. Stages are of course full of hazards and Blackjack won't leave our clown friend alone for a second. The game requires a lot more than jumping over obstacles (such as small bushes, puddles, spikes and banana peels) - Kid Klown also has to dodge cars, logs, giant axes and boulders thrown at him. Floating balloons are also scattered around each stage and must be jumped at to free playing cards, coins and various other items hidden inside. If Kid Clown fails to find four different cards (Hearts, Spades, Diamonds and Clubs), he has to go back to the beginning of the stage and try again - thankfully, any already collected card stays in his equipment. The game also counts few hidden bonus stages and two mini games where all the accumulated coins scattered around the game can be used to buy lives and continues.

- TECHNICAL -

[Model SHVC-ZI]

- TRIVIA -

Released on October 21, 1994 in Japan for 6800 Yen.

- TIPS AND TRICKS -

Level select
------------
Hold L, then R on controllers one and two at the title screen. Press one of the following buttons to start at the corresponding level.
Level 2
Press A. 
Level 3
Press B. 
Level 4
Press X. 
Level 5
Press Y.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61608&o=2

$end


$nes=kidkool,
$bio

Kid Kool and the Quest for the Seven Wonder Herbs (c) 1990 Vic Tokai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55266&o=2

$end


$info=kidniki,kidnikiu,
$bio

Kid Niki - Radical Ninja (c) 1986 Irem.

Export version. For more information about the game itself, please see the original Japanese version entry; "Kaiketsu Yanchamaru".

- TRIVIA -

Kid Niki Radical Ninja was released in December 1986. It is known in Japan as "Kaiketsu Yanchamaru".

In this Export version, Kid Niki has spiky hair and a little rat tail. In the Japanese version, Kid Niki has a more traditional Japanese haircut.

- SERIES -

1. Kid Niki - Radical Ninja (1986)
2. Kaiketsu Yanchamaru 2 - Karakuri Land (1991, Nintendo Famicom)
3. Kaiketsu Yanchamaru 3 - Taiketsu! Zouringen (1993, Nintendo Famicom)

- PORTS -

* Consoles :
Nintendo Famicom (1987)
Nintendo Game Boy

* Computers :
Commodore C64 (1987)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1273&o=2

$end


$info=kidnikiu,
$bio

Kid Niki - Radical Ninja (c) 1986 Data East USA, Incorporated.

Specific US release. For more information about the game itself, please see the original Japanese version entry; "Kaiketsu Yanchamaru".

- TRIVIA -

Kid Niki Radical Ninja was released in December 1986 in USA.

- PORTS -

The following ports are US releases only : 

* Consoles : 
Nintendo NES [US] (November 1987) [Model NES-KD] 

* Computers : 
Commodore C64 [US] (1987) 
Apple II [US] (1987)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=36340&o=2

$end


$nes=kidniki1,kidniki,
$bio

Kid Niki - Radical Ninja (c) 1987 Data East Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55267&o=2

$end


$info=horekid,horekidb,
$bio

キッドのホレホレ大作戦 (c) 1987 Nichibutsu.
(Kid no Hore Hore Daisakusen)

- TECHNICAL -

The board consists of two PCB's connected with two ribbon cables.

* PCB 1 :
Main CPU : Motorola 68000 (@ 8 Mhz)
ROMS: 1 - 8

* PCB 2 :
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM3526 (@ 4 Mhz), (2x) DAC
ROMS : 9 - 16

Players: Up to 2
Control: 8-way joystick
Buttons: 3

- TRIVIA -

Kid no Hore Hore Daisakusen was released in April 1987 in the Japanese arcades.

The title of this game translates from Japanese as 'Dig Dig Kid's Great Operation'

An Italian bootleg / hack of this game is known as "Booby Kids".

- STAFF -

Sound composers : Kenji Yoshida, Hiroshi Funaba

- PORTS -

* Consoles :
Nintendo Famicom (1987) "Booby Kids [Model NBF-BB]"
Nintendo Game Boy ("Booby Boys")
NEC PC-Engine (1990, "Cratermaze")
NEC PC-Engine ("Doraemon Meikyuu Daisakusen") - featuring Doraemon characters.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1274&o=2

$end


$gba=kidpaddl,
$bio

Kid Paddle [Model AGB-BYLP-EUR] (c) 2005 Atari Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71351&o=2

$end


$gba=kidcards,
$bio

Kid's Cards [Model AGB-BCXE-USA] (c) 2005 Majesco Sales, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71352&o=2

$end


$nes=kiddysun,
$bio

Kidddy Sun in Fantasia (c) 1987 EraTech.

A pirate hack of "Adventure Island" featuring different sprites.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65170&o=2

$end


$nes=kiddysun,
$bio

Kidddy Sun in Fantasia (c) 1987 EraTech [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76822&o=2

$end


$snes=ggundam,
$bio

Kidou Butouden G Gundam (c) 1994 Bandai

- TECHNICAL -

[Model SHVC-AGMJ-JPN]

- SERIES -

1. Mobile Suit Gundam (1993)
2. Mobile Suit Gundam EX Revue (1994)
3. Kidou Butouden G Gundam [Model SHVC-AGMJ-JPN] (1994, Super Famicom)
4. Final Shooting - Mobile Suit Gundam (1995)
5. Kidou Senshi Gundam W - Endless Duel (1996, Super Famicom)
6. Gundam Battle Assault (1998, PlayStation)
7. Mobile Suit Gundam - Giren's Greed, Blood of Jion (2000, PlayStation)
8. Mobile Suit Gundam - Journey to Jaburo (2000, PS2)
9. Mobile Suit Gundam - Federation Vs. Zeon (2001)
10. Mobile Suit Gundam - Federation Vs. Zeon Deluxe (2001)
11. Mobile Suit Gundam - Jionic Front (2001, PS2)
12. Mobile Suit Z Gundam - AEUG Vs. Titan (2003)
13. Mobile Suit Gundam SEED (2003, Sony PS2)
14. Mobile Suit Gundam - Encounters in Space (2003, Sony PS2)
15. Mobile Suit Gundam - Pilots Locus (2004, GameCube)
16. Mobile Suit Gundam Vs. Gundam Z (2004, GameCube)
17. Mobile Suit Gundam SEED - Never Ending Tomorrow (2004, PS2)
18. Mobile Suit Z Gundam - AEUG Vs. Titan DX (2004)
19. Mobile Suit Gundam - One Year War (2005, PS2)
20. Mobile Suit Gundam SEED - Federation VS ZAFT (2005)
21. Mobile Suit Gundam Climax U.C. (2006, PS2)
22. Mobile Suit Gundam SEED Destiny - Federation VS ZAFT II (2006)
23. Mobile Suit Gundam SEED Destiny - Federation VS ZAFT II Plus (2006, PS2)
24. Kidou Senshi Gundam - Senjou no Kizuna (2006)
25. Mobile Suit Gundam - Gundam VS. Gundam (2008)
26. Mobile Suit Gundam: Gundam vs. Gundam Next (2009)
27. Mobile Suit Gundam Extreme Vs. (2010)
28. Mobile Suit Gundam Extreme VS. Full Boost (2012)
29. Mobile Suit Gundam Extreme VS. Maxi Boost (2014)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61609&o=2

$end


$gba=kidopuyo,
$bio

Kidou Gekidan Harouza Haro Ichiza - Haro no Puyo Puyo (c) 2005 Bandai.

- TECHNICAL -

Cartridge ID: [Model AGB-BH6J-JPN]
Package ID: [Model AGB-P-BH6J]

- TRIVIA -

rtReleased on July 21, 2005 in Japan.

- SERIES -

1. Puyo Puyo (1991, MSX 2)
2. Puyo Puyo (1992, Arcade)
3. Puyo Puyo 2 (1994, Arcade)
6. Puyo Puyo Sun [Model 610-0374-11] (1996, Arcade)
7. Puyo Puyo Da! -featuring ELLENA System- (1999, Arcade)
8. Puyo Puyo 4 [Model HDR-0014] (1999, Dreamcast)
9. Puyo Puyo Fever (2003, Arcade)
10. Puyo Puyo Fever 2 [SLPM 66104] (2005, PS2)
11. Kidou Gekidan Harouza Haro Ichiza - Haro no Puyo Puyo [Model AGB-BH6J-JPN] (2005, GBA)
12. Puyo Puyo! 15th Anniversary [Model NTR-P-APUJ] (2006, Nintendo DS)
13. Puyo Puyo!! 20th Anniversary [Model NTR-P-TP4J] (2011, Nintendo DS)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47760&o=2

$end


$megadriv=patlabor,
$bio

Kidou Keisatsu Patlabor - 98-shiki Kidou Seyo! (c) 1992 Ma-Ba

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56604&o=2

$end


$pcecd=patlabor,
$bio

Kidou Keisatsu Patlabor - Griffon Hen (c) 1993 Riverhill Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58249&o=2

$end


$psx=kidoukei,
$bio

Kidou Keisatsu Patlabor - Mobile Police Patlabor - Game Edition (c) 2000 Bandai Co., Ltd.

- TECHNICAL -

Game ID: SLPS-02239

- TRIVIA -

Released on November 30, 2000 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85339&o=2

$end


$gameboy=patlabor,
$bio

Kidou Keisatsu Patlabor - Nerawareta Machi 1990 [Model DMG-MOJ] (c) 1990 Yutaka

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66262&o=2

$end


$snes=patlabor,
$bio

Kidou Keisatsu Patlabor [Model SHVC-PX] (c) 1994 BEC

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61610&o=2

$end


$gbcolor=nadesico,
$bio

Kidou Senkan Nadesico - Ruri Ruri Mahjong [Model CGB-AQNJ-JPN] (c) 1999 King Records

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68118&o=2

$end


$saturn,sat_cart=ksn3year,
$bio

Kidou Senkan Nadesico - The Blank of 3 Years (c) 1998 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59303&o=2

$end


$saturn,sat_cart=ksnyap,
$bio

Kidou Senkan Nadesico - Yappari Saigo ha [Ai ga Katsu] ? (c) 1997 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59304&o=2

$end


$arcadia=gundam,
$bio

Kidou Senshi Gundam (c) 1983 Bandai.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49262&o=2

$end


$saturn,sat_cart=ksgundam,ksgundama,ksgundamb,
$bio

Kidou Senshi Gundam (c) 1995 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59305&o=2

$end


$snes=gndmxdim,
$bio

Kidou Senshi Gundam - Cross Dimension 0079 [Model SHVC-78] (c) 1995 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61611&o=2

$end


$saturn,sat_cart=ksgdgihr,ksgdgihra,ksgdgihrb,
$bio

Kidou Senshi Gundam - Gihren no Yabou (c) 1998 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59306&o=2

$end


$saturn,sat_cart=ksgdgihk,ksgdgihka,
$bio

Kidou Senshi Gundam - Gihren no Yabou Kouryaku Shireisho (c) 1998 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59308&o=2

$end


$saturn,sat_cart=ksgdgihrsg,
$bio

Kidou Senshi Gundam - Gihren no Yabou [Shokai Genteiban] (c) 1998 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59307&o=2

$end


$wscolor=gundtoku,
$bio

Kidou Senshi Gundam - Giren no Yabou - Tokubetsu Hen - Aoki Hoshi no Hasha [Model SWJ-BANC3A] (c) 2003 Bandai Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86457&o=2

$end


$pc8801_flop=gundamdt,
$bio

Kidou Senshi Gundam - Gundam Daichi ni Tatsu (c) 1984 Rapport [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92172&o=2

$end


$fm7_cass=gundam,
$bio

Kidou Senshi Gundam - Jet Stream Attack (c) 1984 Bandai Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93746&o=2

$end


$msx2_flop=msfield,
$bio

Kidou Senshi Gundam - MS Field (c) 1988 Family Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101751&o=2

$end


$pc8801_flop=msfield,msfielda,
$bio

Kidou Senshi Gundam - MS Field (c) 1989 Family Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92173&o=2

$end


$pc8801_cass=gundam2,
$bio

Kidou Senshi Gundam 2 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91240&o=2

$end


$snes=gndmf91,
$bio

Kidou Senshi Gundam F91 - Formula Senki 0122 [Model SHVC-GP] (c) 1991 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61612&o=2

$end


$saturn,sat_cart=ksgdg1,ksgdg1a,ksgdg1b,
$bio

Kidou Senshi Gundam Gaiden I - Senritsu no Blue (c) 1996 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59309&o=2

$end


$saturn,sat_cart=ksgdg1tai,
$bio

Kidou Senshi Gundam Gaiden I - Senritsu no Blue Taikenban (c) 1996 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59311&o=2

$end


$saturn,sat_cart=ksgdg1sp,
$bio

Kidou Senshi Gundam Gaiden I - Senritsu no Blue [Shokai Press Tokushu Package Shiyou] (c) 1996 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59310&o=2

$end


$saturn,sat_cart=ksgdg2ao,
$bio

Kidou Senshi Gundam Gaiden II - Ao wo Uketsugu Mono (c) 1996 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59313&o=2

$end


$saturn,sat_cart=ksgdg2aogen,
$bio

Kidou Senshi Gundam Gaiden II - Ao wo Uketsugu Mono [Genteiban] (c) 1996 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59312&o=2

$end


$saturn,sat_cart=ksgdg3sm,
$bio

Kidou Senshi Gundam Gaiden III - Sabakareshi Mono (c) 1997 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59315&o=2

$end


$saturn,sat_cart=ksgdg3smgen,
$bio

Kidou Senshi Gundam Gaiden III - Sabakareshi Mono [Genteiban] (c) 1997 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59314&o=2

$end


$wswan=gundmsvs,
$bio

Kidou Senshi Gundam MSVS [Model SWJ-BAN015] (c) 1999 Bandai Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86344&o=2

$end


$gba=gundseed,
$bio

Kidou Senshi Gundam Seed - Tomo to Kimi to Koko de. [Model AGB-BGNJ-JPN] (c) 2004 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71353&o=2

$end


$gba=gundsedd,
$bio

Kidou Senshi Gundam Seed Destiny [Model AGB-B42J-JPN] (c) 2004 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71354&o=2

$end


$wscolor=gundseed,
$bio

Kidou Senshi Gundam Seed [Model SWJ-BANC36] (c) 2003 Bandai Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86458&o=2

$end


$wscolor=gundvol1,
$bio

Kidou Senshi Gundam Vol. 1 - Side 7 [Model SWJ-BANC07] (c) 2001 Bandai Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86459&o=2

$end


$wscolor=gundvol2,
$bio

Kidou Senshi Gundam Vol. 2 - Jaburo [Model SWJ-BANC17] (c) 2001 Bandai Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86460&o=2

$end


$wscolor=gundvol3,
$bio

Kidou Senshi Gundam Vol. 3 - A Baoa Qu [Model SWJ-BANC25] (c) 2002 Bandai Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86461&o=2

$end


$info=sdgndmps,
$bio

Kidou Senshi SD Gundam - Psycho Salamander no Kyoui oh (c) 1991 Banpresto.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 10 Mhz)
Sound CPU : Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), OKI6295 (@ 8 Khz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in September 1991.

The title of this game translates from Japanese as "Mobile Suit Super Deformed Gundam - Menace of Psycho Salamander".

For fanatics of this game, here is the full cast :
MS-05 : Zaku
MS-06 : Zaku II
MSM-04 : Acguy
MSM-04 N : Acgguy
MS-06 FZ : Zaku-Kai
MSM-03 : Gog
RMS-108 : Marasai
MS-09 : Dom
MA-07 : Grublo
U-Con
RMS-192M : Zaku-Mariner
MSM-10 : Zogg
MSM-07 : Z'Gok
Mad Angler
MS-07 H : Gouf Type-H
RMS-106 : Hizack
MSM-03 C : Hygog
MSM-07 E : Z'Gok E
MS-18 E : K?mpfer
RMS-154 : Barzam
MS-09 R : Rick Dom
MA-04 X : Zakrelo
MS-14 : Gelgoog
PMX-000 : Messala
Prinz Eugen
MAX-03 : Adzam
Magella-Attack
MS-15 : Gyan
MS-06 D : Desert-Zaku
MS-07 : Gouf
MA-08 : Byg Zam
MS-06 K : Zaku-Cannon
AMS-119 : Geara-Doga
NRX-044 : Asshimar
MS-06 Z : Bishop
MSN-03 : Jagd-Doga
MS-14 JG : Gelgoog J
MS-09 RII : Rick Dom II
RMS-117 : Galbady Beta
RX-139 : Hambrabi
NRX-055 : Bound-Doc
MRX-009 : Psyco-Gundam
PMX-001 : Palace-Athene
MS-06 R : Zaku Type-R
PMX-003 : The-O
MS-13 : Gassha
MA-05 : Bygro
NZ-333 : Alpha-Azieru
MS-06 S : Zaku
MSM-07 S : Z'Gok
MS-14 S : Gelgoog
MSN-02 : Sazabi
MSN-04 : Ziong
MAN-08 : Elmeth
Psyco-Salamander
General-Gundam
RGM-79 : GM
Halo
RX-78-2 : Gundam
RX-78-1 : Prototype-Gundam

- STAFF -

Producers : K. Kawaguchi, Toshifumi Kawashima
Main programmer : Big Common
Sub programmer : Merkava Mk II
Graphic designers : J.F. Sebastian, Muten Roshi
Sound programmer : King Bee
Art directors : Senba Takatsuna, Ohno Wepokichi

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1275&o=2

$end


$snes=vgundam,
$bio

Kidou Senshi V Gundam [Model SHVC-VU] (c) 1994 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61613&o=2

$end


$snes=zgundam,
$bio

Kidou Senshi Z Gundam - Away to the Newtype [Model SHVC-AO6J-JPN] (c) 1996 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61614&o=2

$end


$nes=zgundam,zgundamfv,
$bio

Kidou Senshi Z Gundam - Hot Scramble (c) 1986 Bandai

- TECHNICAL -

Barcode: T4902425 06816 9

- TRIVIA -

Released on August 28, 1986 in Japan.

- STAFF -

Game Design: Masanobu Endoh
Game Program: Hiroshi Shimaoka
2nd Unit Game Design: Satoshi Naitou (Thomas Akynd Knight)
2nd Unit Game Program: Koichi Yamamoto (Charlie Yamamo)
Sound Effect: Nobuyuki ounogi
Music composed by: Neil Sedaka
Sound Program: Nobuyuki ounogi
Visual Effect: Hiroshi Shimaoka
Mobile Suit Design: Kunio oukawara, Kazumi Fujita, Mamoru Nagano, Makoto Kobayashi
Space Fortress and Fa Yuilee CG assisted by: Norihiro Sekizuka
Character Coding: Masanobu Endoh
Map Making: Satoshi Naitou (Thomas Akynd Knight), Yasuhiro ouhori
Space Scene Layout: Masanobu Endoh, Haruhisa Yajima (Yaj Mahal from India)
Data Coding: Haruhisa Yajima (Yaj Mahal)
Original Story: Yoshiyuki Tomino
Product Management: Eisaku Maniwa, Hazure Moroboshi
Marketing: Shinji Hashimoto (Meijin)
Hard Ware Support: Akinobu Hoshi
Special Thanks to: Mikio Ishigami, Takashi Nakada, Makoto Mishina, Kunihiko Imai
Programmed at Game Studio Harajuku by: HP64000 LD System
Hewlett Packard Character coded by: Kazuo Kurosu (Kei Cross)
Character Editor: SMC-Sony
Copyright: Nippon Sunrise, Soutsu Agency, Bandai
Dedicated to: Mobile suit mania
Directed by: Masanobu Endoh

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54285&o=2

$end


$nes=zgundamh,
$bio

Kidou Senshi Z Gundam - Hot Scramble (c) 1987 FMG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69276&o=2

$end


$gba=f_zgundm,
$bio

Kidou Senshi Z Gundam - Hot Scramble [Famicom Mini] [Model AGB-FGZJ-JPN] (c) 200? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70615&o=2

$end


$saturn,sat_cart=kszgdkou,
$bio

Kidou Senshi Z Gundam - Kouhen Uchuu wo Kakeru (c) 1997 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59316&o=2

$end


$saturn,sat_cart=kszgdzen,kszgdzenb,kszgdzena,kszgdzenc,
$bio

Kidou Senshi Z Gundam - Zenpen Zeta no Kodou (c) 1997 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59317&o=2

$end


$psx=kidousen,
$bio

Kidou Senshi Z-Gundam [Model SLPM-80139] (c) 199? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85340&o=2

$end


$snes=dion,
$bio

機動装甲 ダイオン (c) 1992 Vic Tokai
(Kidou Soukou DION)

Kidou Soukou Dion is a vertical shooter by Vic Tokai. In the year 2027, machines have conquered the world of humans. But more than a millennium later, a group of enslaved robots decide to revolt against their new masters and put all their efforts together to build a special fighting suit. However, only a human can wear and control the power-suit. We must admit that Kid? S?k? Dion story line is very unusual. The player takes control of this humanoid-suit and flies through enemy forces. One of the originality of the game is to use a weapon system based on experience points - Each defeated enemy gives the suit experience points, in a way similar to a role playing game. A counter at the top of the screen displays how many points are needed before the current weapon can be upgraded to the next level. However, weapons instantly lose their current upgrade as soon as the ship gets hit. The game also offers four different weapons that can be switched at any time during the game : Vulcan Gun, Homing Lasers, Green forward beam-laser and Blue side-way gun. Kidou Soukou Dion features six varied and usually long areas, with a middle-stage and an even tougher end of stage boss.

- TECHNICAL -

Cartridge ID: SHVC-DY

- TRIVIA -

Released on December 14, 1992 in Japan for 8500 Yen.

Export releases:
[US] "Imperium [Model SNS-DN-USA]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61615&o=2

$end


$gba=anglayer,
$bio

Kidou Tenshi Angelic Layer - Misaki to Yume no Tenshi-tachi [Model AGB-AALJ-JPN] (c) 2001 Epoch Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71355&o=2

$end


$pc98=kids,
$bio

Kids - SAP 2nd. File (c) 1991 Great [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89853&o=2

$end


$x68k_flop=sap2,
$bio

Kids - SAP 2nd. File (c) 1992 Great [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87812&o=2

$end


$c64_cart,c64_flop=kidskeys,
$bio

Kids on Keys (c) 1983 Spinnaker Software Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53614&o=2

$end


$a800=kidskeys,
$bio

Kids on Keys (c) 1983 Spinnaker Software Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86593&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=kidskeys,
$bio

Kids on Keys (c) 1983 HES [Human Engineered Software]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86856&o=2

$end


$coco_cart=kidskeys,
$bio

Kids on Keys (c) 1984 Tandy Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53444&o=2

$end


$megacd,megacdj=kidssite,
$bio

Kids on Site [Model T-162015-50] (c) 1994 Digital Pictures

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60627&o=2

$end


$segacd=kidssite,
$bio

Kids on Site [Model T-162015] (c) 1994 Digital Pictures

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60752&o=2

$end


$gba=kien,
$bio

Kien [Prototype] (c) 2004 DSI Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71356&o=2

$end


$famicom_flop=kietapr,
$bio

???????? (c) 1986 Imagineer Company, Limited.
(Kieta Princess)

- TECHNICAL -

Model IMA-KIE

- TRIVIA -

Released on December 20, 1986 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65373&o=2

$end


$pc98=kigen,
$bio

Kigen - Kagayaki no Hasha (c) 1991 Riverhill Software [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89854&o=2

$end


$gba=mechpltnj,
$bio

Kikaika Guntai - Mech Platoon [Model AGB-AKGJ-JPN] (c) 2001 Kemco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71357&o=2

$end


$pc98=dismix2,dismix2a,
$bio

Kikan Dismix Dai-2-Gou (c) 1990 Softpal [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89855&o=2

$end


$pc98=dismix0,
$bio

Kikan Dismix Soukan Junbi-gou (c) 1990 Softpal [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89856&o=2

$end


$pc98=dismix1,dismix1a,
$bio

Kikan Dismix Soukan-gou (c) 1990 Softpal [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89857&o=2

$end


$gbcolor=kikathom,
$bio

Kikansha Thomas - Sodor-tou no Nakama-tachi [Model CGB-BBWJ-JPN] (c) 2001 Tam [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68119&o=2

$end


$pico=thomas,
$bio

Kikansha Thomas ni Notte [Model T-133060] (c) 1994 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75704&o=2

$end


$pico=kikilala,
$bio

Kiki & Lala - Hoshi no Kazu Asobi [Model HPC-6133] (c) 2003 Sega Toys

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75705&o=2

$end


$info=mayumi,
$bio

Kiki Ippatsu Mayumi-chan (c) 1988 Victory L.L.C.

A mahjong game with cheerleaders and a password feature.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 5 Mhz)
Sound Chips : YM2203 (@ 2.5 Mhz)

Players : 2

- TRIVIA -

The title of this game translates from Japanese as 'Mayumi-chan One Shot'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1277&o=2

$end


$info=kikikai,
$bio

奇々怪界 (c) 1986 Taito Corp.
(KiKi KaiKai)

Priestess Sayo-chan must repel ghosts in order to rescue Seven Lucky Gods!

The Seven Lucky Gods have been kidnapped by giant ghosts. Armed with talismans and a purification rod, Sayo-Chan must travel to the ghost village and defeat the enemies who are determined to stop her rescuing the Gods.

- TECHNICAL -

Prom Stickers : A85

Main CPU : (2x) Zilog Z80 (@ 6 Mhz), Motorola M68705 (@ 2 Mhz)
Sound Chips : YM2203 (@ 3 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

KiKi KaiKai was released in October 1986.

The title of this game translates from Japanese as 'Strange Old Story of Mystery World'.

This game is also known as "Knight Boy".

The main character is actually a Shinto priestess (as is Miko from "Tengai"). Her main weapons are 'o-fuda', which are talismans that she shoots. She also has a purification rod that she uses to swipe at enemies up close.

- TIPS AND TRICKS -

* Secret characters : when 'Game Over' screen appears, hold UP key until the screen change. The bear (kuma) and the valley (tani) should appear on the title screen. It means that this game have been developed by Taito Kumagaya (kuma + tani) Laboratory. And if you start the game when these characters are displayed,  on life is added to your play (3 by default, the game should start with 4 lives).

* Wave a flag at a lamp post with a red orb inside it and you will get a powerup.

* There are several types of letters or messages  :
White - increase range
Red - increse firepower
Yellow - big letters

* You can also pick up 'eggs' along the way. These eggs are activated by hitting fire & flag at the same time.
Blue - freezes all monsters for a given period of time, also those off screen.
Yellow - kill everything on screen.

* The 'gremlins' don't kill you but they slow you down. You can lose them by running around a lamppost.

- SERIES -

1. KiKi KaiKai (1986, Arcade)
2. Kiki KaiKai - Nazo no Kuro Manteau [Model SHVC-KK] (1992, Super Famicom)
3. Kiki KaiKai - Tsukiyo Soushi [Model SHVC-3N] (1994, Super Famicom)
4. Kiki KaiKai Advance [Model AGB-AKIJ-JPN] (2001, GBA)

- STAFF -

Author : Hisaya Yabusaki
Programmer : Kazutomo Ishida, Daisuke Sasaki
Character Designer : Nenko Nishimura, Kazuya Mikata
Sound Effector : Naoto Yagishita
Music Composer : Hisayoshi Ogura
Director : Mikio Hatano

- PORTS -

* Consoles :
Nintendo Famicom Disk System [JP] (August 28, 1987) "Kiki KaiKai - Dotou Hen [Model TFD-KIK]" 
NEC PC-Engine [JP] (March 27, 1990) "KiKi KaiKai [Model TP02009]" 
Sony PlayStation 2 [JP] (July 28, 2005) "Taito Memories Joukan [Model SLPM-66057]" 
Sony PlayStation 2 [AU] (March 30, 2006) "Taito Legends 2 [Model SLES-53852]" 
Microsoft XBOX [EU] (March 31, 2006) "Taito Legends 2" 
Sony PlayStation 2 [EU] (March 31, 2006) "Taito Legends 2 [Model SLES-53852]" 
Sony PlayStation 2 [US] (May 16, 2007) "Taito Legends 2 [Model SLUS-21349]" 

* Handhelds : 
Sony PSP [AS] (January 3, 2006) "Taito Memories Pocket [Model UCAS-40040]" 
Sony PSP [JP] (January 5, 2006) "Taito Memories Pocket [Model ULJM-05076]" 
Sony PSP [KO] (February 10, 2006) "Taito Memories Pocket" 
Sony PSP [EU] (October 6, 2006) "Taito Legends Power-Up [Model ULES-00473]" 
Sony PSP [AU] (November 9, 2006) "Taito Legends Power-Up [Model ULES-00473]" 
Sony PSP [US] (May 17, 2007) "Taito Legends Power-Up [Model ULUS-10208]" 


* Computers : 
PC [MS Windows, CD-ROM] [EU] (March 31, 2006) "Taito Legends 2" 
PC [MS Windows, CD-ROM] [US] (July 10, 2007) "Taito Legends 2" 
MSX [JP] (February 10, 1987)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1278&o=2

$end


$info=tvkaikai,
$bio

Kiki Kaikai (c) 1991 TOURVision.

Unlicensed Spanish game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101145&o=2

$end


$famicom_flop=kikikai,
$bio

???? ??? (c) 1987 Taito Corporation.
(Kiki KaiKai - Dotou Hen)

Here is probably one of the fist home version of Taito's classic action game Kiki Kaikai featuring the cute and young priestess Sayo. It is in a way the conversion of the arcade game released a year earlier - this version is however very different and borrows a lot of original elements from the arcade game (such as story, scenery and enemies) but goes in its own direction entirely. Once again, Sayo's beloved family members have been turned into demons and she must embark on a journey to rescue them from the Dark World. Like with any other Kiki Kaikai game in the series, Sayo is armed with a magic duster wand and magic cards. However, cards are only available in a limited quantities and she must defeat enemies with her wand to refill her stack. Unlike other games in the series, stages are vast and are built more like mazes. A gate leading to the local demon is hidden somewhere in each area and she has to pay a toll (usually 50 magic cards) to pass through. Before she does, she must keep in mind that some demons can only be defeated with those precious magic cards, so she should make sure to collect enough before rushing into action. Once a demon is defeated and consequently one of the family member freed, she enters a bonus level above the clouds. There, more magic cards can be collected but beware of the holes hidden within the fluffy carpet of clouds...

- TECHNICAL -

Game ID: TFD-KIK

- TRIVIA -

Kiki KaiKai was released on August 28, 1987 in Japan for 3800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65374&o=2

$end


$snes=kikikain,
$bio

???? ?????? (c) 1992 Natsume.
(Kiki KaiKai - Nazo no Kuro Manteau)

Kiki KaiKai Nazo No Kuro Manto is an top-down action game by Natsume. This totally new (and exclusive) episode of the series is a colorful overview action game featuring a cute and young little Japanese maiden called Sayo. Creatures all over the country are under a spell and have now become evil and it is her duty to find out what is going on and to destroy the source of this dark magic. She can use Shinto magic and her main weapons are a set of powerful throwing prayer cards and a duster magic wand. Like in the arcade version, she is accompanied by a raccoon who becomes here a second playable character. He can throw leaves instead of prayer cards and swipe monsters with his tail. Special attack moves have now also be added to the mix - when holding the fire button, Sayo can unleash a spinning swipe and the raccoon can turn into an indestructible statue for a short amount of time. They both start the game with a limited amount of energy-hearts but more can be gained along the way when stages are completed. Weapons can also be upgraded by collecting special items that some enemies drop in battle, they include blue orb (power-up the main weapon), red orb (fireballs), bombs and so forth. Some friend spirits are even hidden inside some elements of the scenery and freeying them awards the players with special items and other goodies.

- TECHNICAL -

Cartridge ID: SHVC-KK

- TRIVIA -

Released on December 22, 1992 in Japan for 8500 Yen.

Reviews:
[FR] December 1992 - Consoles + N.15: 91%

- SERIES -

1. KiKi KaiKai (1986, Arcade)
2. Kiki KaiKai - Nazo no Kuro Manteau [Model SHVC-KK] (1992, Super Famicom)
3. Kiki KaiKai - Tsukiyo Soushi [Model SHVC-3N] (1994, Super Famicom)
4. Kiki KaiKai Advance [Model AGB-AKIJ-JPN] (2001, GBA)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61616&o=2

$end


$snes=kikikait,
$bio

Kiki KaiKai - Tsukiyo Soushi (c) 1994 Natsume.

- TECHNICAL -

Game ID: SHVC-3N

- SERIES -

1. KiKi KaiKai (1986, Arcade)
2. Kiki KaiKai - Nazo no Kuro Manteau [Model SHVC-KK] (1992, Super Famicom)
3. Kiki KaiKai - Tsukiyo Soushi [Model SHVC-3N] (1994, Super Famicom)
4. Kiki KaiKai Advance [Model AGB-AKIJ-JPN] (2001, GBA)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61617&o=2

$end


$gba=kikikai,
$bio

Kiki KaiKai Advance (c) 2001 Altron Corp.

- TECHNICAL -

Game ID: AGB-AKIJ-JPN

- SERIES -

1. KiKi KaiKai (1986, Arcade)
2. Kiki KaiKai - Nazo no Kuro Manteau [Model SHVC-KK] (1992, Super Famicom)
3. Kiki KaiKai - Tsukiyo Soushi [Model SHVC-3N] (1994, Super Famicom)
4. Kiki KaiKai Advance [Model AGB-AKIJ-JPN] (2001, GBA)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71358&o=2

$end


$msx2_cart=kikikai,
$bio

奇々怪界 (c) 1987 Sony.
(Kiki KaiKai)

- TECHNICAL -

Model HBS-G063C

- TRIVIA -

Released on February 10, 1987 in Japan. Original price: 5800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51324&o=2

$end


$pce=kikikai,
$bio

奇々怪界 (c) 1990 Taito Corp.
(Kiki KaiKai)

Kiki Kaikai is a top-down action game by Taito and conversion of their own arcade game originally released back in 1986. The protagonist of the game is a cute little girl called Sayo and her duty is to rescue her family members from the Dark World. Each stage is populated by creatures borrowed from Japanese mythology and folklore and Sayo must find the key hidden someplace in the area and guarded by a vicious boss. But Sayo Chan is not empty-handed and she has two weapons at her disposal - her magic duster-wand is quite effective in close combat but her long range magic cards are definitely the meat of the game. Flying ghosts, skeletons and zombies won't stand a chance against fully-powered magic cards and Sayo can upgrade them in many ways. Powerful magic balls can also be collected along the way and they can destroy everything on screen in the blink of an eye (press I and II simultaneously to release them). Finally, the game is far from linear and later stages offer different routes.

- TECHNICAL -

Game ID: TP02009

- TRIVIA -

Kiki KaiKai for PC-Engine was released on March 27, 1990 in Japan for 5500 Yen.

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [JP] (July 8, 2008)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58623&o=2

$end


$x68k_flop=kikoyosa202,kikoyosa,
$bio

Kikori no Yosaku (c) 1991 IJI Team

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88342&o=2

$end


$gameboy=metaljck,
$bio

Kikou Keisatsu Metal Jack [Model DMG-M5J] (c) 1992 Takara Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66263&o=2

$end


$snes=metaljck,
$bio

Kikou Keisatsu Metal Jack (c) 1992 Atlus Company, Limited.

- TECHNICAL -

Cartridge ID: SHVC-MJ

- TRIVIA -

Reviews:
[FR] Consoles+ No. 13 (October 1992): 46/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61618&o=2

$end


$ngpc=kikousei,
$bio

Kikou Seiki Unitron - Sono Tsuide. Hikari Umareru Chi Yori. [Model NEOP00500] (c) 2000 SNK Corp. [Shin Nihon Kikaku] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82536&o=2

$end


$x68k_flop=kikoshid,kikoshidd,
$bio

Kikou Shidan - Panzer Division (c) 1990 Artdink Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87813&o=2

$end


$pc98=kikoshid,
$bio

Kikou Shidan - Panzer Division (c) 1990 Artdink Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89858&o=2

$end


$pc98=kikoshi2,
$bio

Kikou Shidan II - Panzer Division (c) 1992 Artdink Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89859&o=2

$end


$pc98=valkaizr,
$bio

Kikou Soushin Val-Kaizer (c) 1992 Silence [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89860&o=2

$end


$cpc_cass=kikstrt2,
$bio

Kikstart II [Model IA 0188] (c) 1987 Mastertronic, Ltd. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=97013&o=2

$end


$snes=kikunim2,
$bio

Kikuni Masahiko no Jantoushi Doraou 2 [Model SHVC-2K] (c) 1993 Planning Office WADA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61620&o=2

$end


$snes=kikunima,
$bio

Kikuni Masahiko no Jantoushi Doraou [Model SHVC-JD] (c) 1993 Planning Office WADA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61619&o=2

$end


$odyssey2=ktaa,
$bio

Kill the Attacking Aliens (c) 2003 XYPE.

In KTAA, you have been selected to defend planet Earth and its moon colony against alien invaders. Your ship is equipped with a powerful quantum cannon and a strong defensive shield. Your mission is to destroy all of the aliens and prevent the objects on earth from being bombed.

- STAFF -

By: Soeren Gust
Did lots of testing and had many suggestions to improve KTAA: René van den Enden
Suggested the train level: Rafael A. Cardoso Silva
The O2EM emulator was a great help during development, its internal debugger made debuggin much easier. So I want to thank: Daniel Boris (for creating O2EM), André Rodrigues (for maintaining and improving it)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95620&o=2

$end


$gba=killswtcu,
$bio

Kill.Switch [Model AGB-BKHE-USA] (c) 2004 DSI Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71360&o=2

$end


$gba=killswtc,
$bio

Kill.Switch [Model AGB-BKHP] (c) 2004 Zoo Digital Publishing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71359&o=2

$end


$bbca_cass,bbcb_cass=killa,
$bio

Killa the Upgrade (c) 19?? Bit Twiddlers

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52019&o=2

$end


$bbca_cass,bbcb_cass=killaped,
$bio

Killapede (c) 1986 Players

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52020&o=2

$end


$cpc_cass=killaped,
$bio

Killapede (c) 1986 Players Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=97014&o=2

$end


$cpc_cass=killedud,
$bio

Killed Until Dead (c) 1987 US Gold, Ltd. [Birmingham, UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=97017&o=2

$end


$gba=kill3dpu,
$bio

Killer 3D Pool [Model AGB-B3LE-USA] (c) 2005 DSI Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71362&o=2

$end


$gba=kill3dp,
$bio

Killer 3D Pool [Model AGB-B3LP] (c) 2005 Zoo Digital Publishing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71361&o=2

$end


$psx=killerba,
$bio

Killer Bass [Model SLPS-02747] (c) 2000 Magical Co. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85347&o=2

$end


$odyssey2,g7400=bees,
$bio

Killer Bees (c) 198? Philips Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95761&o=2

$end


$odyssey2=bees,
$bio

Killer Bees! (c) 1983 Philips Corp.

- TECHNICAL -

Game ID: AC9447

- STAFF -

Programmer: Robert S. Harris (ROSHA)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95621&o=2

$end


$cpc_cass=killercb,
$bio

Killer Cobra [Model IA 0233] (c) 1987 Mastertronic, Ltd. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=97018&o=2

$end


$info=killcom,
$bio

Killer Comet (c) 1980 Centuri.

An early shooter. You goal is the destroy the invading ships around the screen. You can only fire upwards.

- TECHNICAL -

Main CPU : MOS Technology M6502 (@ 894.75 Khz)
Sound CPU : MOS Technology M6502 (@ 894.75 Khz)
Sound Chips : General Instrument AY8910 (@ 1.7895 Mhz)

Screen orientation : Horizontal
Video resolution : 256 x 256 pixels
Screen refresh : 57.00 Hz
Palette colors : 8

Players : 2
Control : 8-way joystick
Buttons : 4

- TRIVIA -

Released in October 1980.

Developed by GamePlan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1279&o=2

$end


$bbca_cass,bbcb_cass=killergo,
$bio

Killer Gorilla (c) 1984 Micro Power

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52021&o=2

$end


$cpc_cass=kgorilla,
$bio

Killer Gorilla (c) 1985 Micro Power

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=97020&o=2

$end


$cpc_cass=2_kggaun,
$bio

Killer Gorilla + Gauntlet (c) 1985 Micro Power

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=97019&o=2

$end


$info=kinst,kinst14,kinst13,kinstp,
$bio

Killer Instinct (c) 1994 Midway Mfg. Co.

10 genetically engineered fighters engage in 1-on-1 combat in a tournament arranged by the sinister 'Ultratech', the organization behind the genetic creation of the fighters. The tournament soon turns into a battle for survival.

Each player starts the game with 2 energy bars, which represent the amount of health each player has for the entire game. Once the first bar is depleted, the player falls, gets up and starts to use the second energy bar. A voice will subsequently announce either 'Round Two' or 'Killer Instinct!'. The player who wins the first round gets to keep their remaining energy, and still has the second bar to use in future fights. This gives an advantage to the player who wins the first round.

Killer Instinct introduced incredibly complex combos to the fighting genre, as well as including the Fatalities and Humiliations made famous by Midway's "Mortal Kombat" Series.

- TECHNICAL -

Main CPU : R4600 (@ 100 Mhz)
Sound CPU : ADSP2105 (@ 10 Mhz)
Sound Chips : DMA-driven (@ 10 Mhz)

Screen Orientation : Horizontal
Video Resolution : 320 x 240 Pixels
Screen Refresh : 60.00 Hz
Palette Colors : 32768

Players : 2
Control : 8-Way Joystick
Buttons : 6
=> [1] QP, [2] MP, [3] FP
=> [4] QK, [5] MK, [6] FK

- TRIVIA -

Killer Instinct was released in October 1994. Manufactured & sold by Midway, under license from Nintendo. Developed by Rare.

This is the first arcade game to use a hard disk drive for mass storage. Killer Instinct's superbly-rendered graphics were considered to be among the finest of their day. The entire game was pre-rendered using SGI computers (Silicon Graphics Incorporated). In addition to this, the backgrounds themselves were pre-rendered as a 'movie', which simply adjusted frames based on your current location. Killer Instinct was the first game to feature 'auto-combos'.

Jago is considered as Killer Instinct's version of Street Fighter's Ryu.

The Glacius character design is rumoured to be influenced by the T-1000 from the Hollywood film 'Terminator 2'.

The character Sabrewulf appears as an enemy in the game 'Sabre Wulf', released by Rare (known at the time as "Ultimate Play the Game) on a variety of home computers during the 1980s, and later resurrected for the Nintendo Game Boy Advance.

"Cruis'n USA" and Killer Instinct were both released as public previews for the then upcoming 'Nintendo Ultra 64' console (later renamed the 'Nintendo 64'). Killer Instinct was the first game to be ported to a home console; NOT to the Nintendo 64, as intended, but to the Nintendo Super NES. This was due to the Nintendo 64's development falling severely behind schedule. Only "Cruis'n USA" would actually appear on the Nintendo 64.

The Nintendo 64's hardware is totally different - and vastly inferior to - the arcade hardware that drove 'Cruis'n USA' and 'Killer Instinct' (which, incidentally, were also different from each OTHER). In the end, neither game actually represented what the Nintendo 64 console was actually capable of and the home conversions were generally considered to be a severe disappointment.

Brad Russell holds the official record for this game with 477,250 points.

Nintendo/Rare released a limited-edition soundtrack album for this game (Killer Cuts - 1948-1-1 HMG) on 1995. Besides being sold separately, the soundtrack was bundled with the initial release of the Nintendo Super Famicom version of the game in limited quantity.

A Killer instinct unit appears in the 2002 movie 'Comic Book Villains'.

- UPDATES -

PROTOTYPE 1 :
* Software version : 4.7

REVISION 1 :
* Software version : 1.3

REVISION 2 :
* Software version : 1.4

REVISION 3 :
* Software version : 1.5d

- TIPS AND TRICKS -

* Basic Controls :
Each player's fighter is controlled using six buttons and one joystick. Anyone familiar with Capcom's 'Street Fighter' series will find KI's button layout familiar. The top row of buttons are for high attacks/punches and the bottom row are for low ones. 
The buttons are :
1 = Quick Punch 2 = Middle Punch 3 = Fierce Punch
4 = Quick Kick 5 = Middle Kick 6 = Fierce Kick
Pull the joystick away from your opponent to block.

* Play as Eyedol (on the 1.5d chip) : Select CINDER and when the VS animation starts, hold Right on the joystick and press 1, 4, 3, 5, 2, 6. If you do it right, the game will say 'Eyedol'.

* Stage Select / Music Select : After choosing the character you want with the Start button, immediately press and hold Up or Down along with one of the Punch or Kick buttons. Different combinations allow different boards. The first player to choose their character gets to choose the stage. The second player gets to choose the music with the same method. The selectable levels are as follows;
Mountain Temple : (Up+LP)
Dungeon : (Up+MP)
Mountain Shrine : (Up+HP)
Castle Rofftop : (Up+LK)
City Rooftop in Chicago : (Up+MK)
Desert Rooftop : (Up+HK)
Canyon : (Down+LP)
Altar : (Down+MP)
Warehouse Basement : (Down+HP)
Chicago Alleyway : (Down+LK)
Castle : (Down+MK)
Industrial Warehouse : (Down+HK)
Desert Rooftop : (Down+Start)
Sky top : Player 1 (Down MK), Player 2 (Down+MK)
Boxing Gym : ???
Eydol's Lair : ???
Tiger Shrine : ???

* Last Breath : This allows players one last chance for life, and allows them to gain enough energy to take one more hit. After the voice says 'No Mercy', the player can start rotating the joy stick and mashing the buttons. Their combatant will then get back up and start to fight again. This MUST do this before the opponent starts doing the 'No Mercy' move. 

* Power Up : The Power up bar is the white flashing vertical bar that is situated in the player's health bar. This allows the fighters to unleash more devastating moves, such as the Shadow moves and Triple projectiles. The bar is usually powered up by doing a combo breaker. 'Sabrewulf' can get it by doing his Energy Howl, and Spinal can get it by obtaining skulls. If the bar is NOT flashing, then the player's gither is not powered up.

* Turbo Mode : During the 'Vs Animation', if both players hold the joystick to the RIGHT, and hold buttons 1+2+3. A 'swish' sound will play indicating that the TURBO mode is now active. It's also possible to activate the TURBO mode in the single player game, but the player must still do the stated actions on the second player controls.

* Combo Breaker : During the 'Vs Animation' (after character selection and just prior to the bout starting), if both players push DOWN and START, the announcer says 'Combo Breaker'. Combo Breakers are now much easier to achieve.

* High Scores Table : During the demo mode, press UP on both joysticks to view the high scores.

* Random Character Select : At the 'Character Select' screen, press UP while pressing START and the game will select a character at random.

* Different Coloured Outfits : Once you have chosen your chosen character (and have not pressed a button) moving the joystick UP and DOWN will allow you to change the colours of your player's outfit.

* Humiliation (Only available if you haven't lost any energy bars during the battle) :
T.J COMBO : (Stand anywhere) Down(x3), LP.
JAGO : (Stand anywhere) Forward, Downforward, Down, Downback, Back, MK.
GLACIUS : (Stand anywhere) Forward(x2), Back, LK.
SPINAL : (Stand anywhere) Back, DownBack, Down, Downforward, Forward, HK.
ORCHID : (Stand anywhere) Forward, DownForward, Down, Downback, Back, HP.
CHIEF THUNDER : (Stand anywhere) Down(x3), Forward, LK.
FULGORE : (Stand anywhere) Back, DownBack, Down, Downforward, Forward, MK.
CINDER : (Stand anywhere) Back(x3), HK.
SABREWULF : (Stand anywhere) Forward(x3), LP.
RIPTOR : (Stand anywhere) Down(x2), Forward(x2), HP.

* No Mercy - T.J COMBO :
1. (Stand close to opponent) Back(x2), Forward(x2), MP - A bell rings, he jabs his opponent in the gut and then turns his back to the viewer, and breaks the opponent's neck.
2. (Stand close to opponent) Back, BackDown, Down, DownForward, Forward, HK - He punches his opponent and then spin punches them into the glass of the screen.

* No Mercy - JAGO :
1. (About 1 person-width away) Back, Forward(x2), LP - Jago takes out his sword and slices his opponent a few times. The last strike hits him in his crotch area.
2. (Stand anywhere) Back(x2), Forward(x2), MP - Jago sits Indian style and meditates while his eyes are glowing. Then a car falls from the sky landing on his opponent.

* No Mercy - GLACIUS :
1. (Stand 2 person-widths away) Back, DownBack, Down, Down-Forward, Forward, MP - Glacius extends a long pick from his hand freezing his opponent by touching them.
2. (Stand 1 person-width away) Forward, Down-Forward, Down, Down-Back, Back, MK - Glacius turns into a liquid metal blob and covers his opponent resulting in the opponent being absorbed.
3. (Stand 2 person-widths away) Back(x3), HK - Glacius turns into a pool of liquid metal and slides under the opponent. The opponent is sucked down into the pool.

* No Mercy - SPINAL :
1. (Stand far from opponent) Back(x3), MK - Another skeleton comes out of the ground and grabs opponent's body, and brings it down with him.
2. (Stand close to opponent) Back(x2), Forward, LK - Spinal slices the opponent with a sword twice and then pierces him with a spike that emerges from his shield three times.

* No Mercy - ORCHID :
1. (Stand 1 person-width away) Down, Forward, Back, LK - The opponent turns into a frog. After that press HK and if you're close enough you will step on them and kill them.
2. (Stand 1 to 6 person-widths away) Back(x2), Forward(x2), LP - Orchid turns to opponent and opens up her shirt to expose chest to them. Opponent falls over dead (Another Orchid just gets upset).

* No Mercy - CHIEF THUNDER :
1. (Stand half a screen away from opponent) Back, Down, Forward, HP - He will do a sort of rain dance, aim his axe at the enemy, who will then go into convulsions as electricity seems to hit him.
2. (Stand close to opponent) Forward, Down, Back, HK - He does a super hatchet uppercut, resulting with various parts remaining of the different opponents.

* No Mercy - FULGORE :
1. (Stand 2 person-widths away) Forward, Down, DownBack, HP - He shoots a laserbeam from his head and fries his opponent.
2. (Stand 3/4 of the screen away) Back, Down, Forward, HK - His head opens up and a Turret gun blows you away.

* No Mercy - CINDER :
1. (Stand 2 person-widths away) Back(x3), MP - Cinder forms a hole on the ground that slides under the opponent and sucks them in.
2. (Stand 2 person-widths away) Back, Down, Forward, LK - Cinder flares up then shoots a flame from his finger and melts the opponent into a pool of liquid.

* No Mercy - SABREWULF :
1. (Stand close to opponent) Back(x3), MK - Sabrewulf extends a claw and rams it into the gut of his opponent.
2. (Stand 1 person-width away) Back(x2), Forward, MP - Sabrewulf spin slaps his opponent onto the glass of the view screen.

* No Mercy - RIPTOR :
1. (Stand close to opponent) Back, Down, Forward, MP - Riptor jumps at his opponent and the screen goes black. Next you see him with a big belly burping and farting.
2. (Stand anywhere) Back(x3), MK - Riptor spits acid at his opponent frying them.
3. (Stand 2 person-widths away) Forward(x2), Back, HK - Riptor slashes the opponent with his tail.

- SERIES -

1. Killer Instinct (1994)
2. Killer Instinct 2 (1996)
3. Killer Instinct (2013, Xbox One)

- STAFF -

* Game Development :
Head programmer : Mark Betteridge
Gameplay programmer : Chris Tilston
Technical programmer : Martin Hollis
3D programming : Robert Harrison
Character design and models : Kevin Bayliss
Background design and models : Chris Seavor, Tim Stamper
Additional graphics : Dave Child, Adrian Smith, Carl Tilley, Keri Gunn
Music and sound : Robin Beanland, Greame Norgate
Hardware design : Chris Stamper, Pete Cox
Character voices : Chris Sutherland, Dave Child, Ken Lobb, Dean Smith, Louise Stamper
Motion capture actors : Kevin Bayliss, Simon Farmer, Louise Stamper, Dean Smith
Motion capture set up : Chris Tilston, Kevin Bayliss, Simon Farmer
Game desin : Chris Tilston, Mark Betteridge, Kevin Bayliss
Additional Design : Ken Lobb

* Game Manufacture :
Executive producers : Neil Nicastro, Ken Fedesna, Wally Smolucha, Paul Dussault
Hardware : Cary Mednick, Steve Norris, Pat Cox, John Lowes, Mike Lynch
Mechanical : Matt Davis, Ray Czajka
Sound : Matt Booty, Ed Keenan
Cabinet graphics : Nik Ehrlich

- PORTS -

* Consoles :
Nintendo Super Famicom (1995)
Nintendo Game Boy (1995)
Xbox One (2013) Killer Instinct Ultra Edition - Killer Instinct Classic

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1280&o=2

$end


$info=kinst2,kinst213,kinst211,kinst210,kinst2k4,kinst2k3,
$bio

Killer Instinct 2 (c) 1996 Midway Mfg. Co.

A great sequel of the previous game include new features and new characters. 

The plot follows on where the first installment left off. Eyedol's death at the hands of Orchid accidentally sets off a time warp, transporting some of the combatants back in time and allowing the Demon Lord Gargos to escape from Limbo.

Now, trapped 2000 years in the past, the warriors that survived Killer Instinct, along with several new faces, fight for the right to face Gargos in combat. Each character that survived the journey from the first game has a corresponding background story, while new characters on this installment are native inhabitants of this past time period. Some fighters, like T.J. Combo who survives from the original, just want to get home. Others, like new character Tusk, want to bring an end to Gargos and his reign of evil. This time there is no tournament or prize money, just a fight to the finish with the fate of the future hanging in the balance.

- TECHNICAL -

Main CPU : R4600 (@ 100 Mhz)
Sound CPU : ADSP2105 (@ 10 Mhz)
Sound Chips : DMA-driven (@ 10 Mhz)

Screen Orientation : Horizontal
Video Resolution : 320 x 240 Pixels
Screen Refresh : 60.00 Hz
Palette Colors : 32768

Players : 2
Control : 8-Way Joystick
Buttons : 6
=> [1] QP, [2] MP, [3] FP
=> [4] QK, [5] MK, [6] FK

- TRIVIA -

Killer Instinct 2 was released in January 1996. Manufactured & sold by Midway under license from Nintendo. Developed by Rare.

In addition to the already impressive amount of endings the game has, there are still a bunch of others that were never "tied into the game", according to programmer Chris Tilston. However, thanks to a text dump, they have been found. It is unknown what the conditions to unlock them were going to be. These are the unused endings:

Fulgore:
1) WITH ALL TASKS SUCCESSFULLY COMPLETE, FULGORE WANDERS FOREVER IN THE PAST, LOST AND DEVOID OF PURPOSE.
2) FULGORES FAILURE TO ELIMINATE ORCHID IS A FATAL MISTAKE, WHICH HE DOES NOT LIVE TO REGRET.
3) WITH FULGORES DEATH, ALL REMAINING TRACES OF ULTRATECH ARE ERASED. THE FORCES OF EVIL HAVE LOST THIS FIGHT.

Jago:
1) JAGO WILL FEEL FOREVER EMPTY, BUT ULTRATECH IS DESTROYED. HIS QUEST TO SMASH THE EVIL THERE IS OVER - BUT AT WHAT COST...?
2) TOGETHER THEY UTTERLY DESTROY THE REMNANTS OF THE ULTRATECH CORPORATION. THE FORCES OF GOOD HAVE WON AN IMPORTANT BATTLE.
3) JAGO IS DEAD, BUT AT LEAST HE STOPPED ULTRATECH - OR DID HE... FULGORE HAS A NEW TARGET - JAGO'S ANCESTORS. IF JAGO WASN'T BORN, HE COULDN'T DESTROY ULTRATECH. FULGORE WILL WAIT...
4) FULGORE SURVIVES AND REBUILDS ULTRATECH FROM ITS BURNING ASHES. JAGO AND ORCHID WILL RISE AND FACE THIS FOE AGAIN AS A TEAM.
5) JAGO AND ORCHID UTTERLY DESTROY THE REMNANTS OF THE ULTRATECH CORPORATION. THE FORCES OF GOOD ARE VICTORIOUS ONCE MORE.

TJ Combo:
1) USING THE GOLD FOUND IN THE PAST HE LIVES HIS LONG LIFE LIKE A KING, FINALLY DYING AN OLD AND HAPPY MAN.
2) NOBODY BELIEVES HIS STORY ON HIS RETURN, BUT HE CARES NOT. HE'S RICH, HE'S MEAN AND HE'S BACK.

Spinal:
1) NOT ONLY HAS SPINAL DEFEATED HIS HATED MASTER, HE HAS ALSO RECOVERED THE ARTIFACT USED TO SUMMON HIM. HIS DESTINY LIES IN HIS OWN HANDS.
2) BUT WHILE HIS DESTINY CAN BE ALTERED SPINAL'S FATE REMAINS FIXED AS A VENGEFUL ENEMY ARRIVES TO SETTLE A SCORE.
3) USING THE ARTIFACT, SPINAL BOLDLY RAISES AN ARMY OF UNDEAD WARRIORS. WITH FEW LEFT TO STAND IN HIS WAY, THE WORLD WILL SURELY FALL.

Sabrewulf:
1) BUT STUMBLING INTO THE ALIENS SHIP IS A FATAL MISTAKE. SEIZING THE CHANCE FOR REVENGE, THE ALIENS SHOW POOR SABREWULF NO MERCY.
2) WITH TECHNOLOGY RETRIEVED FROM GLACIUS'S SHIP, HE FINALLY DISCOVERS A CURE AND RETURNS TO HUMAN FORM FREE AT LAST OF THE BEAST.

Maya:
1) WITH THE LOSS OF THE EARTH GODDESS'S PROTECTION, THE NATION OF AMAZONIA IS LUCKY ENOUGH TO FIND A NEW GUARDIAN.
2) BUT WITH THE EARTH GODDESS NO LONGER WATCHING OVER THEM, ONLY MAYA REMAINS TO STAND ALONE AGAINST THE ENEMIES OF AMAZONIA.

- UPDATES -

REVISION 1 :
* Software version : 1.0

REVISION 2 :
* Software version : 1.1

REVISION 3 :
* Software version : 1.3

REVISION 4 :
* Software version : 1.4

- TIPS AND TRICKS -

* Play As Gargos : At the character selection screen, hold Up on the joystick, then press FP, MP, MK, FK, MP, QP, QK, MK.

* Random Select : At the character selection screen, hold Up on the joystick and press the Start button.

* Speed Codes : The following combinations should be held at the 'VS' screen to change the speed setting of the match.
Turbo speed - Down+MP or MK.
Ultra speed - Down+FP or FK.
Cancel speed code - Down+QP or QK.

* Stage Select / Music Select : After choosing the character you want with the Start button, immediately press and hold Up or Down along with one of the Punch or Kick buttons. Different combinations allow different boards. The first player to choose their character gets to choose the stage. The second player gets to choose the music with the same method.
Up+LP - Sabrewulf stage.
Up+MP - Maya stage.
Up+HP - Glacius stage.
Up+LK - Tusk stage.
Up+MK - Fulgore stage.
Up+HK - Orchid stage.
Down+LP - Jago stage.
Down+MP - Gargos stage.
Down+HP - T.J. Combo stage.
Down+LK - Kim Wu stage.
Down+MK - Spinal stage.
Down+HK - Spinal stage.
Down+MK (both controllers) - Sky Platform.

* Alternate Costumes : At the character select screen, press Up or Down on the joystick.

* Finishers : 'Ultra combo' and 'Ultimates' are within-combo, 'No Mercy' can be done anywhere.

COMBO :
Assault : B, F, [FK]
Ultra Combo : F, B, [FP]
Ultimate - 'Screen Punch' : Hold [QK], release [QK]. TJ punches opponent, he flies the friendly skies.
No Mercy - 'Gun'em Down' : (F), DF, D, DB, B, F [FK]. TJ takes out a gun, and shots the crap out of the opponent.

FULGORE :
Assault : F, D, DF, [QP]
Ultra Combo : F, D, DF, [QK]
Ultimate - 'Heavy Artillery' : F, B, DB, D, DF, F, [MK]. Fulgore turns into a battletech and shoots heavy artillery at opponent.
No Mercy - 'Lazer': B, DB, D, DF, F, B, [MP]. laser falls from the sky, your opponents veins and a whole bloody mess is left behind.

GLACIUS :
Assault : D, DB, B, [QK]
Ultra Combo : D, DF, F, [QK]
Ultimate - 'Ice Spear' : F, DF, D, DB, B, F, [MK]. Glacius stabs the opponent with an ice pick.
No Mercy - 'Ice Crusher' : B, D, DB, B, [QK]. Glacius grabs his opponent, freezes him and blam!

JAGO :
Assault : DB, D, DF, [QK]
Ultra Combo : DF, D, DB, [QK]
Ultimate - 'Laser Sword Stab' : F, D, DF, [FK]. Uhm hah yiha! Nice swords play by Jago.
No Mercy - 'Fireball Scorcher' : F, DF, D, DB, B, F ,[MP]. The tiger spirit within Jago causes a dragon to appear. He burns the crap out of the character.

KIM-WU :
Assault : D, DB, B, [QK]
Ultra Combo : D, DF, F, [QK]
Ultimate - 'Star' : B, DB, D, DF, F, B, [QK]. A star explodes in your face!!!
No Mercy - 'Chest Stomp' : (B), F, B, DB, D, DF, F, [MK]. Kim-Wu goes wild and steps on your chest! Yippie!

MAYA :
Assault : (F), B, [FP]
Ultra Combo : (F), B, [FK]
Ultimate - 'Elephant' : F, DF, D, DB, B, F, [QK]. An elephant magically fall on your opponent.
No Mercy - 'Shrinker' : B, DB, D, DF, F, B, [QP]. A red ray its emitted from Maya's forehead. The opponent is shrunk down to size.

ORCHID :
Assault : D, DF, F, [FP]
Ultra Combo : D, DB, B, [QK]
No Mercy - 'Scorcher' : B, F, DF, D, DB, B, [MK]. Orchid throws a fireball that fries the opponent.

SABERWULF :
Assault : F, B, [QK]
Ultra Combo : B, F, [QK]
Ultimate - 'Electrocution' : Hold [FK], Release [FK]. Electrifying!
No Mercy - 'Bat Attack' : Hold [QP] Release [QP]. A flock of bats carry the character off screen. Then you hear a loud scream and blood drips.

SPINAL :
Assault : B, DB, D, DF, F, [FP]
Ultra Combo : F, DF, D, DB, B, [FP]
Ultimate - 'Sword Play' : D, D, [QK]. Spinals starts cutting the opponent then he fries him with lighting!
No Mercy - 'Skull Drop' : D, DF, F, D, DF, F, [QP]. A BIG ass skull falls on the opponent.

TUSK :
Assault : B, DB, D, DF, F, [MP]
Ultra Combo : F, DF, D, DB, B, [MP]
Ultimate - 'Dinosaur Attack' : F, D, DF, [MK]. A dinosaur appears in the middle of nowhere and has a snack.
No Mercy - 'Meteor Shower' : B, DB, D, DF, F, B, DB, D, DF, F, [MP]. Lots of meteors come down at the opponent.

* Unlock the endings:
"Kill" a character means to perform an Ultimate/No Mercy/Stage Fatality on the character and then proceed to defeat Gargos.

Jago Ending: 1- Don't kill Orchid or Fulgore, 2- Kill Orchid and Fulgore, 3- Kill Orchid, but bot Fulgore, 4- Kill Fulgore, but not Orchid.

Orchid Ending: 1- Don't kill Sabrewulf or Jago, 2- Kill Sabrewulf and Jago, 3- Kill Sabrewulf, but bot Jago, 4- Kill Jago, but not Sabrewulf.

Fulgore Ending: 1- Don't kill Orchid or Jago, 2- Kill Orchid and Jago, 3- Kill Orchid, but bot Jago, 4- Kill Jago, but not Orchid.

Glacius Ending 1 & 2: Destroy the wall in Sabrewulf's stage and then kill Sabrewulf or let him live.
Glacius Ending 3 & 4: Do not destroy the wall in Sabrewulf's stage, but kill Sabrewulf or let him live.

Tusk Ending 1 & 2: Destroy the hanging piece of wing in Glacius' stage and then kill TJ Combo or let him live.
Tusk Ending 3 & 4: Do not destroy the hanging piece of wing in Glacius' stage, but kill TJ Combo or let him live.

Kim Wu Ending 1 & 2: Without using a continue, kill Spinal or let him live.
Kim Wu Ending 3 & 4: Use at least 1 continue and kill Spinal or let him live.

Maya Ending 1 & 2: Kill Tusk or let him live.

Spinal Ending 1 & 2: Kill Kim Wu or let her live.

Sabrewulf Ending 1 & 2: Kill Glacius or let him live.

TJ Combo Ending 1 & 2: Kill Tusk or let him live.

- SERIES -

1. Killer Instinct (1994)
2. Killer Instinct 2 (1996)
3. Killer Instinct (2013, Xbox One)

- STAFF -

* Game Development :
Head programmer : Mark Betteridge
Gameplay programmer : Chris Tilston
Character design and models : Kevin Bayliss
Background design and models : Chris Seavor
Music and sound : Robin Beanland
3-D background, frontend programmer : Robert Harrison
Artificial intelligence programmer : Tony Wong
Additional programming : Martin Mollis
Rendered sequences : Lee Musgrave
Additional graphics : Don Murphy, Philip Dunnie, Keri Gunn
Character voices : S. Yamashiro, M. Yamada, Luise Stamper, Chris Seavor, Isaac Marshall, Armond Williams, Adrian Smith, Keiko Tamura, Keri Gunn, Ken Lobb, Chris Sutherland
Vocals : Faye Newborough
Live guitar and trumpet : Grant Kirkhope
Chants and sound FX : The Lads
Motion capture Actors : Kevin Bayliss : Simon Farmer, Louise Stamper, Dean Smith, Jon Paul Jenkins
Quality assurance : Huw Ward, James Charlesworth, Gavin Hood, Ken Lobb, ISaac Marshall, Henry Sterchi, Armond Williams, Melvin 'Medium kick' Forest, Shane Lewis, Kyle Carlson, Joe Stamper, Darren Walker, Eddie Ferrier
Game design and game producers : Chris Tilston, Mark Betteridge, Kevin Bayliss
Additional design : Ken Lobb, James Charlesworth, Gavin Hood
Hardware design : Chris Stamper, Pete Cox

* Game Manufacture :
Executive producers : Neil Nicastro, Ken Fedesna, Paul Dussault
Hardware : Cary Mednick, Steve Correll, Pat Cox, Al Lasko, John Lowes, Mike Lynch
Mechanical : Ted Valavanis, Chris Bobrowski, Donna Conrad, Gail Jonkovski, Keith Novak, Tom Sedor
Cabinet graphics : Nik Ehrlich

- PORTS -

* Consoles :
Nintendo SNES [Unreleased Prototype]
Nintendo 64 ("Killer Instinct Gold")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1281&o=2

$end


$n64=kigold,kigoldu2,kigoldu1,kigoldu,
$bio

Killer Instinct Gold (c) 1997 Nintendo [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57783&o=2

$end


$gameboy=kinst,
$bio

Killer Instinct (c) 1995 Nintendo Company, Limited.

- TECHNICAL -

[Model DMG-AKLE-USA]

- STAFF -

Programmer: Robert Harrison
Graphics: Keri Gunn, Kevin Bayliss, Dean Smith
Music: Graeme Norgate
Original Game: Mark Betteridge, Kevin Bayliss, Chris Tilston, Martin Hollis, Robert Harrison, Chris Seavor, Tim Stamper, Robin Beanland, Graeme Norgate, Chris Stamper, Pete Cox, Ken Lobb
Game Testing: Huw Ward, Gary Richards, John Hastie, John A. Charlesworth, Gavin Hood, Paul Weaver, Robert Johnson, Ken Lobb, Henry C. Sterchi, Isaac Marshall, Armond Williams Jr., Richard S. Richardson, Chris Needham, Joe Stamper Jr.
Special Thanks: Paul Machacek, Chris Sutherland, Steve Patrick

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66264&o=2

$end


$snes=kinstu1,kinstup,kinstu,
$bio

Killer Instinct [Model SNS-AKLE-USA] (c) 1995 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63156&o=2

$end


$snes=kinst,
$bio

Killer Instinct [Model SNSP-AKLP-FRG] (c) 1995 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63155&o=2

$end


$cpc_cass=kring,
$bio

Killer Ring [Model AS 54664] (c) 1987 Ariolasoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=97021&o=2

$end


$a2600=killsat,killsate,killsatp,
$bio

Killer Satellites (c) 1983 Starpath Corp.

- TECHNICAL -

Model AR4103

- STAFF -

Programmer: Kevin Norman

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50627&o=2

$end


$amigaocs_flop=killball,
$bio

Killerball [Action Sport] (c) 1991 Microïds

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74392&o=2

$end


$c64_cart,c64_flop=killer,
$bio

Killercart (c) 1986 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53615&o=2

$end


$amigaocs_flop=killmach,
$bio

Killing Machine (c) 1992 Atlantis

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74393&o=2

$end


$x1_cass=kimdan2,kimdan2a,
$bio

Kim Kim Dan Dan 2 (c) 198? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86243&o=2

$end


$info=kim1,
$bio

KIM-1 (c) 1975 MOS Technologies.

A small 6502-based single-board computer.

- TRIVIA -

The KIM-1, short for Keyboard Input Monitor, was very successful in that period, due to its low price (following from the inexpensive 6502) and easy-access expandability.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=39517&o=2

$end


$pc98=orangerd,
$bio

Kimagure Orange Road - Natsu no Mirage (c) 1988 Micro Cabin Co. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89861&o=2

$end


$pc8801_flop=orangerd,
$bio

Kimagure Orange Road - Natsu no Mirage (c) 1988 Micro Cabin Co. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92174&o=2

$end


$msx2_flop=orangerd,orangerda,
$bio

Kimagure Orange Road - Natsu no Mirage (c) 1988 Micro Cabin Co. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101752&o=2

$end


$info=kimbldhl,kimblz80,
$bio

Kimble Double Hi-Lo (c) 198? Kimble.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32543&o=2

$end


$x68k_flop=kimidake,
$bio

Kimi Dake ni Ai o... (c) 1991 Game Technopolis

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87814&o=2

$end


$pc98=kimidak,
$bio

Kimi Dake ni Ai o... (c) 1991 Game Technopolis [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89862&o=2

$end


$msx1_cart=kinasai,
$bio

Kinasai (c) 1984 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77183&o=2

$end


$pc98=kinbaku,
$bio

Kinbaku no Yakata (c) 1995 XYZ [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89863&o=2

$end


$snes=kindaimj,
$bio

Kindai Mahjong Special [Model SHVC-AKJJ-JPN] (c) 1995 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61621&o=2

$end


$gbcolor=kindajik,
$bio

Kindaichi Shounen no Jikenbo - 10nenme no Shoutaijou [Model DMG-BKSJ-JPN] (c) 2000 Banpresto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68120&o=2

$end


$saturn,sat_cart=kindaich,kindaicha,
$bio

Kindaichi Shounen no Jikenbo - Hoshimitou Kanashimi no Fukushuuki (c) 1998 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59318&o=2

$end


$psx=kindaich,
$bio

Kindaichi Shounen no Jikenbo 3 - Seiryuu Densetsu Satsujin Jiken [Model SLPS-02223/24] (c) 1999 Kodansha

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85348&o=2

$end


$pc98=kindanke,
$bio

Kindan no Ketsuzoku (c) 1993 C's Ware

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89864&o=2

$end


$pc98=kindapar,
$bio

Kindan no Paradise (c) 1989 Zenryutsu [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89865&o=2

$end


$pc8801_flop=kindapar,
$bio

Kindan no Paradise (c) 1989 Zenryutsu [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92175&o=2

$end


$odyssey2=kndrvrkr,
$bio

Kinder im Verkehr 1 (c) 1982 Philips Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95622&o=2

$end


$a800=kindcomp,
$bio

KinderComp (c) 1982 Spinnaker Software Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86594&o=2

$end


$c64_cart,c64_flop=kindcomp,
$bio

KinderComp (c) 1983 Spinnaker Software Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53616&o=2

$end


$coco_cart=kindcomp,
$bio

Kindercomp (c) 1984 Tandy Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53445&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=kindcomp,
$bio

Kindercomp (c) 1984 HES [Human Engineered Software]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86857&o=2

$end


$msx2_flop=kineticc,
$bio

Kinetic Connection (c) 1986 Sony Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101753&o=2

$end


$famicom_flop=kinetic2,
$bio

Kinetic Connection II [Model IFD-KI2] (c) 1987 Irem Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65376&o=2

$end


$gamegear=kineticc,
$bio

Kinetic Connection [Model G-3401] (c) 1991 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64664&o=2

$end


$cpc_cass=kinetik,
$bio

Kinetik [Model 3 FI 005] (c) 1987 Dro Soft [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=97022&o=2

$end


$info=kingball,kingballj,
$bio

King & Balloon (c) 1980 Namco.

The player controls two green men (likely soldiers in the king's army) with an orange cannon that fires at squads of descending balloons. You must protect the King and prevent him from being captured and carried away by one of the balloons. Unlike most shooter games, the player's cannon can be hit and destroyed any number of times; it is the King that must be protected. The game ends when the king is carried away three times.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound CPU : Zilog Z80 (@ 2.5 Mhz)
Sound Chips : Tone generator, discrete circuits, and a DAC for speech

Players : 2
Control : 2-way joystick
Buttons : 1 (FIRE)

- TRIVIA -

King & Balloon was released in October 1980 in Japan by Namco. It was released in North America by GamePlan the same year.

King & Balloon is the first game from Namco to feature voices.

Kevin Olkowski holds the official record for this game with 48900 points.

- UPDATES -

The voices differed between Japanese and U.S. versions. In the Japanese version, the abducted king yelled 'Help! Help!', but with heavy Japanese pronunciation, sounding more like 'Herupuu!'. In the U.S. version, the voice was redone as a more English-sounding 'Help!'.

- SCORING -

On single balloons, first score is in formation, second score diving or rising, third score is rising with King in tow.
Red Balloons : 50, 100, 150
Orange Balloons : 40, 80, 120
Yellow Balloons : 30, 60, 90
White balloons : 20, 40, 60

On combination balloons, first score is first hit, second score is second hit, third score is third hit. First color is balloon color, second color is line/gondola color
Red/White : 500, 1,000, 1,500
Orange/Yellow : 400, 600, 1,000
Yellow/Orange : 300, 500, 700
White/Red : 200, 300, 500

- TIPS AND TRICKS -

* A player can easily top 100,000 or more on this game using two basic tactics: maximizing the points available, and ensuring the cannon is always best placed to destroy any balloon that grabs the king. Since all cannons are expendable, success often depends on their deliberate tactical destruction.

* Keep an eye out for the giant balloon. These balloons are worth more point than regular balloons. Shooting it once makes it become a medium-sized balloon, and shooting it a second time reverts it back to being a normal balloon. 

* Giant balloons never appear by themselves - there will always be at least one small balloon on the screen at the same time. As soon as you see a giant balloon start to form, let a normal balloon destroy your cannon as soon as possible. This should give you enough grace time when you reappear to fire three shots at the giant balloon for 3000 points, and then position yourself correctly if there is a balloon attempting to abduct the king. It is possible to destroy 5 or 6 giant balloons by per level, gaining you around 20,000 points.

* Try to keep the level going as long as possible unless you're down to your last 6  balloons -  at this point giant balloons rarely from.

* Just like Galaxian, the game only goes up to round 48. If round 48 is completed, the game will continue to work but will always report the level as 48.

- PORTS -

* Consoles :
Sony PlayStation [JP] (October 30, 1997) "Namco Museum Encore [Model SLPS-01050]" 
Microsoft XBOX 360 [US] (November 4, 2008) "Namco Museum - Virtual Arcade [Model 21022]"
Microsoft XBOX 360 [EU] (May 15, 2009) "Namco Museum - Virtual Arcade" 
Microsoft XBOX 360 [AU] (June 4, 2009) "Namco Museum - Virtual Arcade" 
Microsoft XBOX 360 [JP] (November 5, 2009) "Namco Museum - Virtual Arcade [Model 2RD-00001]" 
Nintendo Wii [US] (November 16, 2010) "Namco Museum Megamix" 

* Handhelds : 
Sony PSP [US] (August 23, 2005) "Namco Museum Battle Collection [Model ULUS-10035]" 
Sony PSP [EU] (December 9, 2005) "Namco Museum Battle Collection [Model UCES-00116]" 
Sony PSP [JP] (February 23, 2006) "Namco Museum Vol.2 [Model ULJS-00047]" 
Sony PSP [KO] (November 8, 2007) "Namco Museum Vol.2" 

* Computers :
MSX [JP] (1984) 
MSX [EU] (1984) by Bug-Byte 
PC [MS Windows, CD-ROM] [JP] (December 24, 1998) "Namco History Vol.4"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1282&o=2

$end


$msx1_cass=kingball,
$bio

King & Balloon (c) 1988 Bug Byte

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94758&o=2

$end


$sms=kingball,
$bio

King & Balloon (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56077&o=2

$end


$msx1_cart=kingball,kingballa,
$bio

King & Balloon [Model 05] (c) 1984 Namco, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77184&o=2

$end


$a2600=kingarth,
$bio

King Arthur (c) 1983 Quelle.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50628&o=2

$end


$snes=kingarth,
$bio

King Arthur & The Knights of Justice [Model SNS-AAKE-USA] (c) 1995 Enix, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63157&o=2

$end


$snes=kingartwu,kingartwup,
$bio

King Arthur's World [Model SNS-RC-USA] (c) 1993 Jaleco Company, Limited. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63159&o=2

$end


$snes=kingartw,
$bio

King Arthur's World [Model SNSP-RC-EUR] (c) 1993 Jaleco Company, Limited. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63158&o=2

$end


$pc98=kingbred,
$bio

King Breeder (c) 1991 Teichiku Records

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89866&o=2

$end


$pc8801_flop=kingbred,kingbreda,
$bio

King Breeder (c) 1991 Artec [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92176&o=2

$end


$info=as_kingc,as_kingca,
$bio

King Cash (c) 200? Astra Games, Limited. [Novomatic Group].

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41839&o=2

$end


$info=sc2kcclb,sc2kcclbp,
$bio

King Cash Club (c) 1993 Bell-Fruit Mfg. Company, Limited. [B.F.M.]

- TECHNICAL -

[Model PR6034]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61728&o=2

$end


$info=sc2kcclb1,sc2kcclb1p,
$bio

King Cash Club (c) 1993 Bell-Fruit Mfg. Company, Limited. [B.F.M.].

Dual Stake version.

- TECHNICAL -

Model PR6184

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42198&o=2

$end


$info=m5kcclb,m5kcclb24,
$bio

King Cobra Club (c) 200? Empire Games Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15295&o=2

$end


$info=kingdrby,
$bio

King Derby (c) 1981 Tazmi.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31351&o=2

$end


$info=kingdrbb,kingdrbb2,
$bio

King Derby (c) 1981 Casino Electronics.

- TRIVIA -

A bootleged version is know to exists with a 1986 copyright date on the titlescreen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=33614&o=2

$end


$pc8801_flop=kingflap,kingflapa,
$bio

King Flappy (c) 1985 dB-SOFT [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92177&o=2

$end


$info=m4kingg,m4kingg__a,
$bio

King George (c) 19?? BDD.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42962&o=2

$end


$n64=kinghill,
$bio

King Hill 64 - Extreme Snowboarding [Model NUS-NSBJ] (c) 1998 Kemco

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57784&o=2

$end


$gameboy=kjbible,
$bio

King James Bible (c) 1994 Wisdom Tree

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66267&o=2

$end


$info=m5kingko,m5kingko04,m5kingko05,
$bio

King K.O. (c) 200? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41595&o=2

$end


$info=m5kkebab,m5kkebab10,m5kkebaba,
$bio

King Kebab (c) 2000 Barcrest.

- TRIVIA -

King Kebab was released in November 2000 in UK.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15055&o=2

$end


$gba=kingkong,
$bio

King Kong - The Official Game of the Movie [Model AGB-BKQP-EUR] (c) 2005 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71363&o=2

$end


$nes=kingkon2,
$bio

King Kong 2 - Ikari no Megaton Punch (c) 1986 Konami Industry Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54286&o=2

$end


$msx2_cart=kingkon2,
$bio

King Kong 2 - Yomigaeru Densetsu (c) 1986 Konami Industry Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51325&o=2

$end


$msx2_cart=kingkon2k,
$bio

King Kong 2 - Yomigaeru Densetsu (c) 1987 Zemina

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51326&o=2

$end


$info=sc4kkong,sc4kkonga,sc4kkongb,sc4kkongc,sc4kkongd,sc4kkonge,sc4kkongf,sc4kkongg,sc4kkongh,sc4kkongi,sc4kkongj,
$bio

King Kong Cash (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR2161]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=18194&o=2

$end


$a2600=kingkong,kingkonge,kingkonge1,
$bio

King Kong (c) 1982 Tigervision.

King Kong has captured the girl and put her on top of the Empire State Building. You must climb up and save her. But watch out, King Kong is throwing bombs. If you're quick, you can jump over them and score points. But if you miss, you'll be blown to bits. Some of the bombs are magic. if you jump them, you'll score extra points and get boosted to the next higher floor. There are holes in some of the floors too. You have to take a running jump to get over these, or else you'll fall through... and splat.

When you are ready to play, press the game reset switch. King Kong will jump up to the seventh floor of the building and put the girl on top of the building. You will start with three men, displayed at the lower left of the TV screen for player one: at the lower right for player two. When your man is killed, the number of men you have left will be displayed. When you've lost your third man, the game is over. At the end of a two player game, the players' scores will be displayed alternately. Player one's score will be displayed with a man at the lower left, player two's with a man at the lower right.

- TECHNICAL -

Model 7-001

- SCORING -

Jumping over a bomb will add 25 points to your score. Jumping over a magic bomb will add 125 points to your score. Bonus points are displayed at the top right of the TV screen. The bonus points start at 990 and count down at 10 points per second. When the man reaches the top of the building, the bonus points will be added to your score. The faster you get the man to the top, the higher your bonus. If the bonus points reach zero, your man is killed.

- STAFF -

Programmer: Karl T. Olinger

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50629&o=2

$end


$msx1_cass=kingleon,
$bio

King Leonard (c) 1986 Mind Games Espana, S.A.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94759&o=2

$end


$cpc_cass=kingleon,
$bio

King Leonard [Model 160038] (c) 1986 Mind Games Espana, S.A.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=97140&o=2

$end


$nes=kingnept,
$bio

King Neptune's Adventure (c) 1990 Color Dreams

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55268&o=2

$end


$psx=kingofbo,
$bio

King of Bowling 2 - Professional-Hen [Model SLPS-01541] (c) 1998 Coconuts Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85349&o=2

$end


$info=kingofb,
$bio

King of Boxer (c) 1985 Woodplace, Incorporated.

A boxing game from Woodplace.

- TECHNICAL -

Main CPU : (3x) Z80 (@ 4 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.5 Mhz), DAC

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

King of Boxer was released in June 1985.

This game is known in US as "Ring King".

The song that is heard playing when you enter your name into the high score list is 'Baby Elephant Walk', written by Henry Mancini, from the movie 'Hatari'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1283&o=2

$end


$pce=kingcasn,
$bio

King of Casino (c) 1990 Victor Interactive Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58624&o=2

$end


$tg16=kingcasn,
$bio

King of Casino [Model TGX020033] (c) 1990 NEC Home Electronics, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84326&o=2

$end


$apple2gs=kingchgo,
$bio

King of Chicago (c) 1989 Cinemaware.

- STAFF -

Written and Directed by: Doug Sharp
Executive Producers: Robert Jacob, Phyllis Jacob
Associate Producer: John Cutter
Original Music Composed by: Eric Rosser
Dialogue Coach: Paul Walsh
Edited by: Inga Velde

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49775&o=2

$end


$info=b85koc,b85koca,
$bio

King of Clubs (c) 1985 Bell-Fruit Mfg. Company, Limited.

- TECHNICAL -

System 85

- TRIVIA -

King of Clubs was released in August 1985 in the UK.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42308&o=2

$end


$info=j2kingcl,
$bio

King of Clubs (c) 198? JPM International.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40970&o=2

$end


$info=as_koc,as_koca,
$bio

King of Clubs (c) 200? Astra Games, Limited. [Novomatic Group].

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41840&o=2

$end


$info=kdynastg,
$bio

King of Dynast Gear (c) 1999 EZ Graphics.

- TECHNICAL -

Main CPU : E1-32XT

Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768

Players : 2
Control : 8-way Joystick
Buttons : 2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4941&o=2

$end


$ngp=kof_mlon,
$bio

King of Fighters R-1 & Melon-chan no Seichou Nikki (c) 199? SNK Corp.

- TECHNICAL -

Cartridge ID: NEOP00130

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82537&o=2

$end


$ngp=kofr1,
$bio

King of Fighters R-1 (c) 1998 SNK [Shin Nihon Kikaku]

- TECHNICAL -

[Pocket Kakutou Series]
[Model NEOP00010]

- TRIVIA -

Released on October 28, 1998 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47877&o=2

$end


$ngpc=kofr2,kofr2d2,kofr2d,
$bio

King of Fighters R-2 (c) 1999 SNK [Shin Nihon Kikaku].

- TECHNICAL -

[Model NEOP00230]
[Pocket Kakutou Series]

- TRIVIA -

Released on March 25, 1999 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47905&o=2

$end


$info=koftball,
$bio

King of Football (c) 1995 BMC.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=26832&o=2

$end


$info=kog,
$bio

King of Gladiator (c) 1997 Unknown.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 12 Mhz), Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2610 (@ 8 Mhz)

Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096

Players : 2
Control : 8-way Joystick
Buttons : 4

- TRIVIA -

This game is a hack of "The King of Fighters '97".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4741&o=2

$end


$nes=kingof,
$bio

King of Kings (c) 1988 Namco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54287&o=2

$end


$ti99_cart=kingcast,
$bio

King of the Castle (c) 1984 Navarone

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84612&o=2

$end


$megadriv=kotmu,
$bio

King of the Monsters (c) 1993 Takara Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57276&o=2

$end


$neocd=kotm2,
$bio

King of the Monsters 2 - The Next Thing (c) 1994 SNK [Shin Nihon Kikaku].

- TECHNICAL -

[Model NGCD-039]

- TRIVIA -

King of the Monsters 2 The Next Thing for Neo-Geo CD was released on September 9, 1994 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47659&o=2

$end


$info=kotm2,kotm2p,
$bio

King of the Monsters 2 - The Next Thing (c) 1992 SNK [Shin Nihon Kikaku].

This sequel adds a few new elements such as small, annoying enemies on the battlefield in addition to the main foe in each stage.

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID: NGM-039

[SNK MVS Neo-Geo Controls]
2 Players - 4 Buttons Per Player (3 Usables).
=> [Joystick] 8-Way, [A] Punch [B] Kick [C] Jump

- TRIVIA -

King of the Monsters 2 was released on May 25, 1992.

- SERIES -

1. King of the Monsters [Model NGM-016] (1991)
2. King of the Monsters 2 - The Next Thing [Model NGM-039] (1992)

- STAFF -

Planner & Director : Hamachi Papa
Chief Designer : Mitsuzo (Mitsuzou)
Main Character Designers : Abe, Taka, Pan, Ponda, Ahokamen
Main Scroll Designers : Sakai Goma, Manoru
Sub Designers : Kilitao, Bob Fukumizu
Main Programmer : Magi2
Sub Programmers : Hiroshi & Tadashi, Nishiura, Cyber Kondo, Atomic Abe
Music Designers : Tarkun, Toshio Shimizm (Shimizum), Jojoha Kitapy, Team C2H5OH
Producer : Kawano
Executive Producer : Eikichi Kawasaki

- PORTS -

* Consoles :
SNK Neo-Geo [JP] (June 19, 1992; "King of the Monsters 2 - The Next Thing [Model NGH-039]")
SNK Neo-Geo [US] (June 19, 1992; "King of the Monsters 2 - The Next Thing [Model NGH-039]")
Nintendo Super Famicom [JP] (December 22, 1993; "King of the Monsters 2 - The Next Thing [Model SHVC-KT]")
Nintendo Super NES [US] (June ??, 1994; "King of the Monsters 2 [Model SNS-A7SE]")
SNK Neo-Geo CD [JP] (September 9, 1994; "King of the Monsters 2 - The Next Thing [Model NGCD-039]")
Sega Genesis [US] (??? ??, 1994; "King of the Monsters 2 [Model T-103056]")
Nintendo Wii [Virtual Console] [JP] (April 12, 2011)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1295&o=2

$end


$snes=kotm2j,
$bio

King of the Monsters 2 - The Next Thing (c) 1993 Takara Company, Limited.

- TECHNICAL -

[Model SHVC-KT]

- TRIVIA -

King of the Monsters 2 for SFC was released on December 22, 1993 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47657&o=2

$end


$snes=kotm2,
$bio

King of the Monsters 2 (c) 1994 Takara USA Corp.

- TECHNICAL -

[Model SNS-A7SE]

- TRIVIA -

King of the Monsters 2 for Super NES was released in June 1994 in North America

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47658&o=2

$end


$megadriv=kotm2,
$bio

King of the Monsters 2 (c) 1994 Takara USA Corp.

- TECHNICAL -

[Model T-103056]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47660&o=2

$end


$megadriv=kotm,kotmj,
$bio

King of the Monsters (c) 1993 Takara Co.

- TECHNICAL -

Game ID: G-4104

- TRIVIA -

King of the Monsters for Mega Drive was released on November 26, 1993 in Japan.

Reviews:
[FR] June 1993 - Consoles + N.21: 89/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47600&o=2

$end


$info=kotm,kotmh,
$bio

King of the Monsters (c) 1991 SNK.

If "Rampage" were a beat-'em-up and set in Japan, it would be King of the Monsters. Destroy the city while destroying your opponent!

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : NGM-016

[SNK MVS Neo-Geo Controls]
2 Players - 4 buttons per player (3 usables).
=> [Joystick] 8-way, [A] Punch [B] Kick [C] Run

- TRIVIA -

Released in February 1991.

Pony Canyon / Scitron released a limited-edition soundtrack album for this game (King of the Monsters / Quiz Daisousasen - G.S.M. 1500 / PCCB-00072) on 21/09/1991.

- SERIES -

1. King of the Monsters [Model NGM-016] (1991)
2. King of the Monsters 2 - The Next Thing [Model NGM-039] (1992)

- STAFF -

Producer & Director : Hamachi Papa
Chiff designer : Mitsuzo
Main designer : Tomomi
Background designers : Taka, Sakai
Character designers : Joe Toshiaki, Cagamaru, Yu-Zo, Y-Tick, Fuziki Boke
Main programmer : Makoto
Assistant programmer : Yamatan
Sound creaters : Tarukun, Konny, Ten6 Jaguars

Special thanks : Y. Ebara, H. Tanaka, M. Yokoyama, Yoko Hiro

- PORTS -

* Consoles :
SNK Neo-Geo [JP] (July 1, 1991; "King of the Monsters [Model NGH-016]")
Nintendo Super Famicom [JP] (July 31, 1992; "King of the Monsters [Model SHVC-KM]")
Sega Mega Drive [JP] (Nov. 26, 1993; "King of the Monsters [Model G-4104]")
Sony PlayStation 2 [US] May 05, 2008 "SNK Arcade Classics Vol.1 [Model SLUS-21724]"
Sony PSP [US] May 05, 2008 "SNK Arcade Classics Vol.1 [Model ULUS-10338]"
Sony PlayStation 2 [KO] May 29, 2008 "SNK Arcade Classics Vol.1 [Model SLKA-25424]"
Nintendo Wii [US] July 29, 2008 "SNK Arcade Classics Vol.1 [Model RVL-P-RNCE]"
Sony PSP [EU] Oct. 17, 2008 "SNK Arcade Classics Vol.1 [Model ULES-01105]"
Nintendo Wii [EU] Oct. 31, 2008 "SNK Arcade Classics Vol.1 [Model RVL-P-RJZP]"
Sony PlayStation 2 [EU] Nov. 21, 2008 "SNK Arcade Classics Vol.1 [Model SLES-55232]"
Sony PSP [JP] May. 21, 2009 "SNK Arcade Classics Vol.1 [Model ULJS-193]"

* Computers :
PC (2000)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1294&o=2

$end


$snes=kotmj,
$bio

King of the Monsters (c) 1992 Takara Company, Limited.

King of the Monsters is the conversion of the unusual fighting game released by SNK for their Neo Geo Arcade system in 1991. Four giant monster beasts, highly inspired by those classic Toho Japanese TV shows aired in the 70s, battle to decide who will finally take over the world. Each monster has, of course, its own set of special attacks and moves. Geon is a big lezard (somehow Godzilla like), Astro guy is a human shaped hero (an interesting mix of Ultra Man and Captain America), Beetle Mania is a humanoid insect and finally Rocky is a sort of stone-like monster. Each battle is a one-on-one fight against another giant monster controlled by the system. And each one of them take place in a different location in Japan. Various ground elements such as cars, buildings and other famous Japanese landmarks can of course be destroyed. Some broken pieces of the background can even be used against the other opponent. Each area is also surrounded by an electric field that can be used as a weapon, without forgetting the human army trying to stop the monsters with the help of tanks and other weapons. Each monster has a list of regular attacks (including punches, kicks and jumps), a projectile attack (like fireballs or rocks) and also feature an interesting selection of traditional wrestling moves that can be upgraded using hidden power-ups. A two simultaneous player mode is also available.

- TECHNICAL -

Cartridge ID: SHVC-KM

- TRIVIA -

King of the Monsters for Super Famicom was released on July 31, 1992 in Japan for 8800 Yen.

This Super Famicom version of King of the Monsters is quite close to the original Neo geo title... However, two playable monsters are sadly missing - the slimy Poison Ghost and the giant King Kong like monkey named Woo are nowhere to be seen. The other missing option is the ability for two players to fight two monsters at the same time.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47599&o=2

$end


$snes=kotmu,
$bio

King of the Monsters [Model SNS-KM-USA] (c) 1992 Takara Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63161&o=2

$end


$snes=kotm,
$bio

King of the Monsters [Model SNSP-KM-NOE] (c) 1992 Takara Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63160&o=2

$end


$intv=kingotm,
$bio

King of the Mountain (c) 1982 Mattel Electronics

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60900&o=2

$end


$info=m1kingsw,m1kingswa,m1kingswb,m1kingswc,
$bio

King of the Swingers (c) 199? Global Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42346&o=2

$end


$gameboy=kingzoo,
$bio

King of the Zoo (c) 1990 Nintendo Company, Limited.

- TECHNICAL -

Cartridge ID: DMG-PW-NOE

- TRIVIA -

Reviews:
September 1991 - Consoles + N.1 [FR]: 79/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66268&o=2

$end


$x68k_flop=kingou2,
$bio

King Ou II The Kick Master (c) 1993 Dragon Studio

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88343&o=2

$end


$info=kingpin,maxideal,
$bio

King Pin (c) 1983 ACL [American Communication Laboratories] Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=17491&o=2

$end


$megadriv=kingsalj,
$bio

King Salmon (c) 1992 Hot-B

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56605&o=2

$end


$megadriv=kingsal,
$bio

King Salmon - The Big Catch (c) 1993 Vic Tokai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57275&o=2

$end


$msx1_cass=kingsize,
$bio

King Size - 50 Games in One Pack (c) 1986 Robtek

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94760&o=2

$end


$info=kingtut,
$bio

King Tut (c) 199? Konami.

- TECHNICAL -

Konami Tasman hardware.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=23327&o=2

$end


$info=sc5kingxb,sc5kingxd,
$bio

King X Triple (c) 200? Bell-Fruit Games, Limited. [B.F.G.]

- TECHNICAL -

[Model PR2279]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62087&o=2

$end


$info=sc5kingx,sc5kingxa,
$bio

King X (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR2077]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42669&o=2

$end


$info=sc5kingxc,sc5kingxe,
$bio

King X (c) 200? Bell-Fruit Games, Limited. [B.F.G.]

- TECHNICAL -

[Model PR2336]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62086&o=2

$end


$pc98=kingsbty,
$bio

King's Bounty (c) 1994 Starcraft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89867&o=2

$end


$pc98=kingdung,
$bio

King's Dungeon - The Story of Heroes (c) 1992 Soft Plan [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89868&o=2

$end


$msx1_cart=kingkngt,kingkngtb,kingkngta,
$bio

King's Knight (c) 1986 Square Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52714&o=2

$end


$nes=kingkngth,
$bio

King's Knight (c) 1987 FMG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69277&o=2

$end


$x1_flop=kingkngt,
$bio

King's Knight Special (c) 1987 Square Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86031&o=2

$end


$pc8801_flop=kingkngt,kingkngta,
$bio

King's Knight Special (c) 1987 Square Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92178&o=2

$end


$nes=kingkngt,
$bio

King's Knight (c) 1989 Square Company, Limited.

North American release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "King's Knight [Model SQF-KG]"

- TECHNICAL -

Game ID: NES-KG-USA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55269&o=2

$end


$nes=kingkngtj,
$bio

King's Knight (c) 1986 Square Company, Limited.

King's Knight is a vertical fantasy-themed action shooter (with a sprinkling of RPG elements) by Square. The kingdom of Orusea was at peace, until the day princess Claire was kidnaped by Torufidan, a fierce and evil dragon from the hostile kingdom of Izander. The king sends four of his best warriors to rescue the poor damsel in distress - Ray Jack the knight, Kaliva the wizard, Barusa the monster and Toby the thief. But before rushing on to the dragon's castle, they must each first undergo a training phase though four different levels. As they individually fight their way through each location, they come across enemies but also trees and other elements of the scenery that they can destroy with their main projectile weapon. Most of them hide all kind of monsters but also reveal power-up items which give each hero a chance to increase four of their fighting abilities - white crystals (attack), shields (defense), springs (jump) and Boots (speed). Each training-level also features miscellaneous items such as up and down shaped stones that replenish or reduce health, staircases that lead to secret underground stages and magic elements (Elements are important and four of each must be collected in order to cast magic spells during the final battle). Once the training phase is over, all four warriors then unite for the fifth and final level - however, anyone unable to survive their training stage will not join the final battle which greatly compromises the success of the rescue operation. New special items also appear throughout this final stage - the most noticeable (and important) are Arrow icons that give the player a chance to rotate the team and switch to a different group leader. Finally, a continue option is available from the title screen and gives players an opportunity to upgrade all four warriors after a game over (see the 'secrets' section).

- TECHNICAL -

Game ID: SQF-KG

- TRIVIA -

King's Knight was released on September 18, 1986 in Japan for 4900 Yen.

Export releases:
"King's Knight [Model NES-KG-USA]"

- STAFF -

Programmed by Workss.

- PORTS -

* Computers :
MSX (1987)
Nec PC-8801 (1987) "King's Knights Special"
Sharp X1 (1987) "King's Knights Special"
Fujitsu FM-7 (Canceled?)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54288&o=2

$end


$ibm5150,ibm5150_cass=kingqst,
$bio

King's Quest (c) 1984 IBM

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83647&o=2

$end


$amigaocs_flop=kingqst,
$bio

King's Quest - Quest for the Crown (c) 1987 Sierra On-Line, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74394&o=2

$end


$sms=kingqst,kingqstp,
$bio

King's Quest - Quest for the Crown (c) 1989 Parker Bros.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56078&o=2

$end


$amigaocs_flop=kingqst1,
$bio

King's Quest 1 - Quest for the Crown [Enhanced] (c) 1991 Sierra On-Line, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74395&o=2

$end


$ibm5150,ibm5150_cass=kingqst2a,kingqst2,
$bio

King's Quest II - Romancing the Throne (c) 1985 Sierra On-Line, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83648&o=2

$end


$amigaocs_flop=kingqst2a,kingqst2,
$bio

King's Quest II - Romancing the Throne (c) 1988 Sierra On-Line, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74396&o=2

$end


$amigaocs_flop=kingqst2b,
$bio

King's Quest II - Romancing the Throne [Budget] (c) 1988 Kixx

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74397&o=2

$end


$amigaocs_flop=kingqst3,
$bio

King's Quest III - To Heir is Human (c) 1989 Sierra On-Line, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74398&o=2

$end


$ibm5150,ibm5150_cass=kingqst4,kingqst4m,
$bio

King's Quest IV - The Perils of Rosella (c) 1988 Sierra On-Line, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83649&o=2

$end


$amigaocs_flop=kingqst4,
$bio

King's Quest IV - The Perils of Rosella (c) 1990 Sierra On-Line, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74399&o=2

$end


$pc98=kingqst5,
$bio

King's Quest V (c) 1991 Sierra On-Line, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89869&o=2

$end


$nes=kingqst5,
$bio

King's Quest V (c) 1992 Konami Co., Ltd

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55270&o=2

$end


$amigaocs_flop=kingqst5,
$bio

King's Quest V - Absence Makes The Heart Go Yonder (c) 1991 Sierra On-Line, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74400&o=2

$end


$amigaocs_flop=kingqst6,
$bio

King's Quest VI - Heir Today, Gone Tomorrow (c) 1994 Sierra On-Line, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74401&o=2

$end


$spc1000_cass=kingval,
$bio

King's Valley (c) 1986 SMC [Sammi Computer] [Korea]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83526&o=2

$end


$msx1_cart=kingval2,
$bio

King's Valley II [Model RC760] (c) 1988 Konami Industry Co., Ltd. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77186&o=2

$end


$msx1_cart=kingval,kingvalb,kingvalc,kingvald,kingvala,
$bio

King's Valley [Model RC727] (c) 1985 Konami Industry Co., Ltd. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77185&o=2

$end


$cdi=kingdom,
$bio

Kingdom - Shadoan (c) 1996 Philips Interactive Media, Incorporated.

Travel across distant lands, encounter friends and strangers, and gather magical items to aid you in your battle against Torlock The Twisted to restore freedom to the Five Kingdoms. Courage and ingenuity will be required to survive in these dangerous lands. Every move you make will present you with greater challenges and more fantastic rewards.

- TECHNICAL -

Model 810 0280

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52923&o=2

$end


$cdi=kingdomu,
$bio

Kingdom - The Far Reaches (c) 1995 Philips Interactive Media, Incorporated.

Venture into a fully-animated gameworld of wizards and spectres, of bright steel and dark magic, of heroic deeds and base treacheries. You are Lathan, striving to restore an amulet of great power - now scattered throughout three kingdoms - and defeat the evil Torlock, whose reign of terror has vanquished your homeland. Collect items of power and magic, learn clues to determine friend from foe and strive to return Princess Grace Delight to the throne, as every move you make opens new vistas of awesome animation and the chance to conquer The Far Reaches!

- TECHNICAL -

Model 310690262-2

- TRIVIA -

Export releases:
[EU] "Kingdom - The Far Reaches [Model 810 0252]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52924&o=2

$end


$gameboy=kingcrus,
$bio

Kingdom Crusade [Model DMG-KC-USA] (c) 1992 Electro Brain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66269&o=2

$end


$info=kingdmgp,
$bio

Kingdom Grandprix (c) 1994 Eighting / Raizing.

A vertically scrolling shooter with a racing theme. You have the choice of either firing (when the button is pressed) or boosting (when the button is held).

- TECHNICAL -

Main CPU : Motorola 68000 (@ 16 Mhz), Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.375 Mhz), OKI6295 (@ 7.575 Khz)

Screen orientation : Vertical
Video resolution : 240 x 320 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in September 1994.

This game is known in Japan as "Shippu Mahou Daisakusen - Kingdom-Grandprix" (the title became the subtitle).

- SERIES -

1. Sorcer Striker (1993)
2. Kingdom Grandprix (1994)
3. Dimahoo [Blue Board] (2000)

- STAFF -

Voice : Hiroaki Ishikawa, Juurota Kosugi, Miki Ito, Rikako Aikawa
Graphics : Kazuyuki Nakashima, Kenichi Yokoh, Ryuichi Yamakawa
Program : Yuichi Toyama (Healthy Toyama), Yasunari Watanabe
Music Compose & S.E. : Hitoshi Sakimoto (YmoH.S), Masaharu Iwata (Rezon)
Special Thanks To: Atsuhiro Motoyama
Art Work : Akihiro Yamada

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1296&o=2

$end


$gba=kinghrtsu,
$bio

Kingdom Hearts - Chain of Memories [Model AGB-B8CE-USA] (c) 2004 Square Enix Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71366&o=2

$end


$gba=kinghrtsj,
$bio

Kingdom Hearts - Chain of Memories [Model AGB-B8CJ-JPN] (c) 2004 Square Enix Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71365&o=2

$end


$gba=kinghrts,
$bio

Kingdom Hearts - Chain of Memories [Model AGB-B8CP-EUR] (c) 2005 Square Enix Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71364&o=2

$end


$bbca_cass,bbcb_cass=kofhamil,
$bio

Kingdom of Hamil (c) 1983 Acornsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52022&o=2

$end


$bbca_cass,bbcb_cass=kingdomk,
$bio

Kingdom of Klein (c) 1984 Epic

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52023&o=2

$end


$cpc_cass=speldome,
$bio

Kingdom of Speldome (c) 1985 Tynesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99677&o=2

$end


$amigaocs_flop=kingmakr,
$bio

Kingmaker (c) 1993 US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74402&o=2

$end


$info=kingman,
$bio

Kingman (c) 1982 Tomy.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94364&o=2

$end


$info=kpv106,
$bio

Kingpin (c) 1996 Capcom Coin-Op, Incorporated.

- TECHNICAL -

Capcom A0015405

Main CPU : 68306 (@ 24 MHz)
Sound CPU : I8752 (@ 12 MHz)
Sound Chip : (2x) TMS320AV120

- TRIVIA -

9 units were produced!

- STAFF -

Designer : Mark Ritchie
Art : Stan Fukuoka
Software : Tony DeFeo (TND), Steven P. King
Dots/Animation : Kevin Loza, Denise Wallner (DMW)
Mechanics : Chris Shipman, Kathy Adams
Cable-head : Bill Ziegler
Music and Sounds : Chris Granner

VOICES :
Johnny Law, The Kid : Chris Granner
The Kingpin, Frank Gritti : Mark Ritchie
Dutch Shotz : Steve Ritschdorf
Trixie Turner : Denise Wallner
Pat O'Bunion : Jerry Brennan
Jimmy 'The Zit' Zambone : Tony Pastori
Rocco LaMacho : Tony DeFeo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5470&o=2

$end


$amigaocs_flop=kingpin,
$bio

Kingpin - Arcade Sports Series Bowling (c) 1995 Team 17

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74403&o=2

$end


$info=m4kingq,m4kingq__a,m4kingq__b,m4kingq__c,m4kingq__d,m4kingq__e,m4kingq__f,m4kingq__g,m4kingq__h,m4kingq__i,m4kingq__j,m4kingq__k,m4kingq__l,m4kingq__m,m4kingq__n,m4kingq__o,m4kingq__p,
$bio

Kings & Queens (c) 199? BWB.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41355&o=2

$end


$info=m4kingqc,m4kingqc__0,m4kingqc__1,m4kingqc__2,m4kingqc__3,m4kingqc__4,m4kingqc__5,m4kingqc__a,m4kingqc__b,m4kingqc__c,m4kingqc__d,m4kingqc__e,m4kingqc__f,m4kingqc__g,m4kingqc__h,m4kingqc__i,
$bio

Kings & Queens Classic (c) 199? BWB.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41356&o=2

$end


$info=m4kqclub,
$bio

Kings & Queens Club (c) 199? Newby.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41357&o=2

$end


$info=m5kingqc,m5kingqc06,m5kingqc07,m5kingqc08,
$bio

Kings & Queens Club (c) 200? Empire Games, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41596&o=2

$end


$info=m4kingqn,m4kingqna,
$bio

Kings & Queens Club (c) 200? Crystal Leisure.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42055&o=2

$end


$info=sc1kings,
$bio

Kings Club (c) 1996 ELAM.

- TECHNICAL -

Model 6246

- TRIVIA -

Kings Club was released in June 1996.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=21293&o=2

$end


$info=kosteel,
$bio

Kings of Steel (c) 1984 Bally Midway Mfg. Co.

- TECHNICAL -

Bally/Midway MPU AS-2518-35 (Cheap Squeak)
Model Number : 1390

Main CPU : M6800 (@ 475 KHz)
Sound CPU : Motorola M6803 (@ 895 KHz)
Sound Chips : DAC

- TRIVIA -

2,900 units were produced.

- STAFF -

Designer : Greg Kmiec
Artwork : Doug Watson

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5471&o=2

$end


$nes=kotbeach,
$bio

Kings of the Beach (c) 1990 Ultra Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55271&o=2

$end


$snes=kingchu,
$bio

Kingyo Chuuihou! Tobidase! Game Gakuen [Model SHVC-J7] (c) 1994 Jaleco Company, Limited. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61622&o=2

$end


$gameboy=kingchu,
$bio

Kingyo Chuuihou! Wapiko no Wakuwaku Stamp Rally! [Model DMG-KTJ] (c) 1991 Yutaka

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66270&o=2

$end


$gameboy=kingchu2,
$bio

Kingyo Chuuihou! 2 - Gyopi-chan o Sagase! [Model DMG-KJJ] (c) 1992 B-AI

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66271&o=2

$end


$gameboy=kininko,
$bio

Kinin Koumaroku Oni [Model DMG-ONJ] (c) 1990 Banpresto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66272&o=2

$end


$gba=kinnibkk,
$bio

Kinniku Banzuke - Kimero! Kiseki no Kanzen Seiha [Model AGB-AK5J-JPN(RK272-J1)] (c) 2001 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71367&o=2

$end


$gba=kinnibkd,
$bio

Kinniku Banzuke - Kongou-kun no Daibouken! [Model AGB-AK4J-JPN(RK250-J1)] (c) 2001 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71368&o=2

$end


$gbcolor=kinniban,
$bio

Kinniku Banzuke GB - Chousensha wa Kimida! [Model DMG-A5KJ-JPN] (c) 1999 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68121&o=2

$end


$gbcolor=kinnibn2,
$bio

Kinniku Banzuke GB2 - Mezase! Muscle Champion [Model DMG-B6KJ-JPN] (c) 2000 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68122&o=2

$end


$gbcolor=kinnibn3,
$bio

Kinniku Banzuke GB3 - Shinseiki Survival Retsuden! [Model DMG-B7KJ-JPN] (c) 2001 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68123&o=2

$end


$pc8801_cass=kinnikum,
$bio

Kinnikuman (c) 1984 Bandai Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91241&o=2

$end


$msx1_cart=kinnikumk,
$bio

Kinnikuman - Colosseum Deathmatch (c) 198? San Ho.

Korean release.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95199&o=2

$end


$msx1_cart=kinnikum,kinnikuma,
$bio

(キン肉マン コロシアム デスマッチ (c) 1985 Bandai
(Kinnikuman - Colosseum Deathmatch)

- TECHNICAL -

Game ID: BMX-005

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77187&o=2

$end


$snes=kinnikum,
$bio

Kinnikuman - Dirty Challenger (c) 1992 Yutaka

- TECHNICAL -

Model SHVC-KI

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61623&o=2

$end


$famicom_flop=kinnikum,
$bio

????? ????????? (c) 1987 Bandai.
(Kinnikuman - Kinniku Ookurai Soudatsusen)

Kinnikuman is a simple platform/action game by Bandai and features the famous wacky Japanese wrestler and hero of a very popular comic book and anime in the late 70s and known as Muscleman in the west. At the start, each stage is filled up with demon like enemies who try to hit our hero-wrestler with their maces. Later on, some of them will even throw axes and fireballs at him. Kinnikuman can only punch and kick but his enemies won't oppose too much resistance and one hit is usually enough to defeat them. Interestingly, by pressing Start and Select during the game, the player can switch to another character - three wrestlers are available from the start but the player can only switch from one to another for a limited amount of time. A boss is of course waiting for Kinnikuman at the end of each area. They are tougher and more vicious than those weak demons and all our hero's wrestling moves and tricks will be needed to get them down for good. Those special moves are only available during boss encounters and are triggered by button combinations - like direction + A to grab and slam an opponent on the ground. The bosses vary from a skeletal robot firing lasers to the evil robot-blender who will mix Kinnikuman up to death.

- TECHNICAL -

Game ID: BAN-KNM

- TRIVIA -

Kinnikuman was released on May 01, 1987 in Japan for 3300 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65377&o=2

$end


$nes=musclej,musclej1,
$bio

Kinnikuman - MUSCLE Tag Match (c) 1985 Bandai.

- TRIVIA -

Kinnikuman was released on November 08, 1985 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54289&o=2

$end


$nes=muscleh,
$bio

Kinnikuman - MUSCLE Tag Match (c) 1987 FMG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69278&o=2

$end


$gameboy=kinnikum,
$bio

Kinnikuman - The Dream Match [Model DMG-KWJ] (c) 1992 Yutaka

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66273&o=2

$end


$gba=kinnikmn,
$bio

Kinnikuman II-Sei - Seigi Choujin e no Michi [Model AGB-AK2J-JPN] (c) 2002 Banpresto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71369&o=2

$end


$wscolor=kikuchou,
$bio

Kinnikuman IIsei - Choujin Seisenshi [Model SWJ-BANC34] (c) 2003 Bandai Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86462&o=2

$end


$wscolor=kikudrmt,
$bio

Kinnikuman IIsei - Dream Tag Match [Model SWJ-BANC20] (c) 2002 Bandai Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86463&o=2

$end


$info=kinniku,
$bio

Kinnikuman Muscle Grand Prix (c) 2006 Banpresto.

Wrestling game featuring 16 wrestlers and 11 stages.

- TECHNICAL -

System 246

- TRIVIA -

Kinnikuman Muscle Grand Prix was released in March 2006 in Japan. It is based on the popular wrestling Anime and Manga.

- SERIES -

1. Kinnikuman Muscle Grand Prix (2006)
2. Kinnikuman Muscle Grand Prix 2 (2007)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=7947&o=2

$end


$info=kinniku2,
$bio

Kinnikuman Muscle Grand Prix 2 (c) 2007 Banpresto.

- TECHNICAL -

Namco System 246

- TRIVIA -

Kinnikuman Muscle Grand Prix 2 was released in June 2007 in Japan.

- SERIES -

1. Kinnikuman Muscle Grand Prix (2006)
2. Kinnikuman Muscle Grand Prix 2 (2007)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=14753&o=2

$end


$pc8801_flop=kinsenst,
$bio

Kinsen Street (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92179&o=2

$end


$info=renju,
$bio

Kira Kira Gomoku Narabe Renju Kizoku (c) 1994 Visco Corp.

A Gomoku game (a Japanese connect four type of game).

- TECHNICAL -

Main CPU : Zilog Z80 (@ 8 Mhz)
Sound Chips : ST0016 (@ 8 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Kira Kira Gomoku Narabe Renju Kizoku was released in January 1995 in Japan (even if the titlescreen says 1994).

The title of this game translates from Japanese as 'Glittering Gomoku Narabe Renju Noble'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3324&o=2

$end


$pc98=kirakira,
$bio

Kirakira Megami Sensei (c) 1993 Birdy Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89870&o=2

$end


$info=kirameki,
$bio

Kirameki Star Road - Intro Club (c) 1997 Taito.

Kirameki Star Road is a music trivia game for one or two players where the player assumes the role of a music talent scout. At the start of the game the player chooses one of three girls to promote as a new music idol.  The object of the game is to listen to a piece of popular music and select the correct musician or title for the song before the timer runs out. After getting a set number of questions right, the player will be rated on their performance and will be shown how the girls popularity is advancing within certain demographics.

At each new stage the player gets to pick the genre from which the music selections will be pooled from and also gets to see the selected girl in a new costume. In the first stage the girl is scouted in her school uniform, the second stage involves a swimsuit audition, and later stage costumes are decided by the genre of music selected for that stage.

At certain stages in the game, the player is treated to a mini-game instead of the usual trivia.  Stage three is a dance stage, where the player is shown a combination of joystick and button moves and must then repeat them from memory.  Stage six is a photo shoot stage, where the player must attempt to frame the girl in a series of photos as the camera quickly shifts around. And Stage eight requires the player to shake off nosy tabloid paparazzi.

Each mistake in the trivia or mini games leads to a lost life.  The game is over once a player looses all their lives.

- TECHNICAL -

Runs on the "Taito F3 System" Hardware.

Game ID : F3-System No. 17
Prom Stickers : E44

Players : 2
Control : 8-way joystick
Buttons : 4

- TRIVIA -

Released in August 1997.

The title of this game translates from Japanese as 'Glittering Star Road - Intro Club'.

One charater wears the clothes of Cindy from Taito's famous fighting game "Psychic Force".

- STAFF -

Music by : Tamayo Kawamoto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1297&o=2

$end


$n64=kiratt64,
$bio

Kiratto Kaiketsu! 64 Tanteidan [Model NUS-N64J] (c) 1998 Imagineer [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57785&o=2

$end


$gba=kirbyamu,
$bio

Kirby & the Amazing Mirror [Model AGB-B8KE-USA] (c) 2004 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71371&o=2

$end


$gba=kirbyam,
$bio

Kirby & the Amazing Mirror [Model AGB-B8KP] (c) 2004 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71370&o=2

$end


$gba=kirbyndlu,
$bio

Kirby - Nightmare in Dream Land [Model AGB-A7KE-USA] (c) 2002 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71373&o=2

$end


$gba=kirbyndl,
$bio

Kirby - Nightmare in Dream Land [Model AGB-A7KP] (c) 2003 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71372&o=2

$end


$n64=kirby64,kirby64u,
$bio

Kirby 64 - The Crystal Shards (c) 2000 Nintendo.

North American release. Game developed in Japan.

- TECHNICAL -

Game ID: NUS-NK4E-USA

- TRIVIA -

Released on June 26, 2000 in the USA.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57786&o=2

$end


$snes=kirbybow,
$bio

??????? (c) 1994 Nintendo Company, Limited.
(Kirby Bowl)

Kirby Bowl is an isometric action/mini golf game developed by HAL Laboratory and published by Nintendo. The ever cute and popular pink Kirby returns as the main protagonist in this unusual spin off. The evil King Dedede has stolen all the stars from the sky, and Kirby rushes off to the villain's floating castle to save Dream Land once again. The player is charged with the task of helping the titular character completing all kind of levels designed like cute miniature golf courses. But here, unlike other tiles in the franchise, Kirby acts as a golf ball and the player has to push the little round character and send him into exit holes in order to progress through the game. However, these exit holes are nowhere to be seen at the beginning of each level. In practice, Kirby has to hit all the enemies found on the course first, and the last enemy then magically turns into the exit that leads to the next stage. Kirby Bowl, despite its non-traditional nature for a Kirby game, still holds onto what made the series so popular in the first place. Our puffball can obtain different abilities from his enemies, and can turn into an U.F.O, grow sharp spikes or float with the help of an umbrella. He can also do a large variety of moves (jump over obstacles, spin or bounce) and the player often has to strategically balance strength and spin to achieve the perfect shot. Additionally, before making a shot, the player can even plot his next move and visualize the ideal trajectory! Finally, Kirby's life is symbolized by small red tomatoes - he loses one each time he makes a shot, and wins one each time he hits an enemy or finishes a hole. If he loses all his tomatoes then he loses a life, and once all the lives are gone then the game is over. Kirby Bowl consists of eight courses made out of eight holes each and also includes a two-player versus mode.

- TECHNICAL -

Cartridge ID: SHVC-CG

- TRIVIA -

Kirby Bowl was released on September 21, 1994 in Japan for 7900 Yen.

Interestingly, Kirby Bowl was not originally intended to endorse any particular franchise. The first version of the game was apparently developed by Nintendo around 1992 and called Special Tee Shot. Additionally, this first version didn't even feature Kirby at all! The main character was a cute little red ball with googly eyes and the game used the same core gameplay as Kirby Bowl. But the ball couldn't steal powers from his enemies and could only gain a Power Shot (which doubled the strength for the next shot). The player also didn't need to defeat all the enemies on the playfield to make the exit hole appear. Special Tee Shot was never officially realized on cartridge, but it was apparently broadcasted by Nintendo via the Stellaview System in 1996. , and this exclusively in Japan. Interestingly, Special Tee Shot was featured at the back of the box of the early Super Nintendo system console in the United States (from the Super NES Control Set), with a short description - "Blast the ball off the tee to clink and clank as it bounces off of wacky obstacles on a sky-high, high-tech golf course of the future! The Super NES accurately plots the path of your shot for the most realistic and fun feel in a golf game yet!". It was also mentioned in the Nintendo Power magazine from June 1992 (Vol.37) and described there as a "hybrid golf/billiards game" (and even included a screen shot) - so Special Tee Shot was definitively in development at Nintendo in 1992, which was further confirmed by the discovery of a prototype cartridge in 2004 (and seemingly also dated 1992).

- STAFF -

Director: Takashi Saito
Programmers: Tetsuya Abe, Teruyuki Gunji, Seiji Otoguro, Yoshimi Takahashi, Makoto Kanai
Satoshi Mitsuhara, Kei Nakajima
Map CAD Programmers: Hiroaki Suga, Takumi Kawagoe
C.G. Designers: Shigeru Hashiguchi, Tadashi Hashikura, Kazuya Miura
Map Designers: Shinichi Shimomura, Kensuke Tanabe, Hideki Fujii
Music Composer: Hirokazu Ando
Originally Designed: Tatsuya Hishida, Shinya Takahashi
Special Thanks To: Satoshi Ishida, Chieko Obikane, Hironobu Kakui, Shigeki Yamashiro, Takaaki Kazuno, Senji Kirose, Masaya Akiyama, Shane C Allala, Jim Wornell, Dan Owsen
Producers: Shigeru Miyamoto, Satoru Iwata
Co-Producers: Yasuhiro Sakai, Takao Shimizu
Executive producer: Hiroshi Yamauchi

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61624&o=2

$end


$gameboy=kirbyblcj,
$bio

Kirby no Block Ball [Model DMG-AKXJ-JPN] (c) 1995 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66274&o=2

$end


$gameboy=kirbykk,
$bio

Kirby no Kirakira Kids [Model DMG-AKCJ-JPN] (c) 1997 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66275&o=2

$end


$snes=kirbykk,
$bio

Kirby no Kirakira Kids [Model SHVC-BKKJ-JPN] (c) 1998 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61625&o=2

$end


$snes=bskirbb,
$bio

Kirby no Omochabako - Baseball (c) 199? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61626&o=2

$end


$snes=bskirgb,
$bio

Kirby no Omochabako - Guruguru Ball (c) 199? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61627&o=2

$end


$snes=bskirkuz,bskirkuza,
$bio

Kirby no Omochabako - Hoshi Kuzushi (c) 199? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61628&o=2

$end


$snes=bskirpin,
$bio

Kirby no Omochabako - Pinball (c) 199? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61629&o=2

$end


$gameboy=kirbypinj,
$bio

Kirby no Pinball [Model DMG-K9J] (c) 1993 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66276&o=2

$end


$snes=kirbyss,
$bio

Kirby Super Star [Model SNS-AKFE-USA] (c) 1996 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63162&o=2

$end


$gbcolor=kirbytlt,
$bio

Kirby Tilt 'n' Tumble [Model CGB-KTNE-USA] (c) 2001 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68124&o=2

$end


$nes=kirbyc,
$bio

Kirby's Adventure (c) 1993 Nintendo Co., Ltd.

Canadian release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Hoshi no Kirby - Yume no Izumi no Monogatari [Model HVC-KI]".

- TECHNICAL -

Game ID: NES-KR-CAN

- TRIVIA -

Kirby's Adventure for NES was released on September 27, 1993 in Canada.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76768&o=2

$end


$nes=kirbyf,
$bio

Kirby's Adventure (c) 1993 Nintendo Co., Ltd.

French release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Hoshi no Kirby - Yume no Izumi no Monogatari [Model HVC-KI]".

- TECHNICAL -

Game ID: NES-KR-FRA

- TRIVIA -

Kirby's Adventure was released on December 09, 1993 in France.

Reviews:
[FR] September 1993- Consoles + N.23: 88%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77631&o=2

$end


$nes=kirbyg,
$bio

Kirby's Adventure (c) 1993 Nintendo Co., Ltd.

German release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Hoshi no Kirby - Yume no Izumi no Monogatari [Model HVC-KI]".

- TECHNICAL -

Game ID: NES-KR-NOE

- TRIVIA -

Kirby's Adventure for NES was released on June 27, 1993 in Germany.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77632&o=2

$end


$nes=kirby,
$bio

Kirby's Adventure (c) 1993 Nintendo Co., Ltd.

Scandinavian release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Hoshi no Kirby - Yume no Izumi no Monogatari [Model HVC-KI]".

- TECHNICAL -

Game ID: NES-KR-SCN

- TRIVIA -

Kirby's Adventure for NES was released on December 09, 1993 in Sweden.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77630&o=2

$end


$nes=kirbyu1,kirbyu,kirbyu2,
$bio

Kirby's Adventure (c) 1993 Nintendo.

North American release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Hoshi no Kirby - Yume no Izumi no Monogatari [Model HVC-KI]".

- TECHNICAL -

Game ID: NES-KR-USA

- TRIVIA -

Kirby's Adventure for NES was released in May 1993 in North America.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55272&o=2

$end


$snes=kirbyava,
$bio

Kirby's Avalanche [Model SNS-PQ-USA-1] (c) 1995 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63163&o=2

$end


$gameboy=kirbyblc,
$bio

Kirby's Block Ball [Model DMG-AKXE-USA] (c) 1995 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66277&o=2

$end


$snes=kirbydcu,
$bio

Kirby's Dream Course (c) 1995 Nintendo Company, Limited.

North American release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Kirby Bowl [Model SHVC-CG]".

- TECHNICAL -

Cartridge ID: SNS-CG-USA

- TRIVIA -

There is an interesting difference between the original Japan release of Kirby Bowl and the American and European versions. The animated introduction sequence was completely removed, probably in an attempt to keep the production cost down (the Japanese version has a ROM size of 10 Mbits, whereas the American and European versions is 8 Mbits).

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63165&o=2

$end


$snes=kirbydc,
$bio

Kirby's Dream Course (c) 1995 Nintendo Company, Limited.

European release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Kirby Bowl [Model SHVC-CG]".

- TECHNICAL -

Cartridge ID: SNSP-CG-UKV

- TRIVIA -

There is an interesting difference between the original Japan release of Kirby Bowl and the American and European versions. The animated introduction sequence was completely removed, probably in an attempt to keep the production cost down (the Japanese version has a ROM size of 10 Mbits, whereas the American and European versions is 8 Mbits).

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63164&o=2

$end


$gameboy=kirby2,
$bio

Kirby's Dream Land 2 [Model DMG-AKBE-USA] (c) 1995 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66283&o=2

$end


$snes=kirby3,
$bio

Kirby's Dream Land 3 (c) 1997 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63166&o=2

$end


$gameboy=k
$bio

Kirby's Dream Land [Model DMG-KY-EUR] (c) 1992 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66282&o=2

$end


$gameboy=kirby,
$bio

Kirby's Dream Land [Model DMG-KY-USA] (c) 1992 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66279&o=2

$end


$snes=kirbyfun,
$bio

Kirby's Fun Pak [Model SNSP-AKFP-EUR] (c) 1996 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63167&o=2

$end


$snes=kirbygt,
$bio

Kirby's Ghost Trap (c) 1995 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63168&o=2

$end


$gameboy=kirbypin,
$bio

Kirby's Pinball Land [Model DMG-K9-USA] (c) 1993 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66285&o=2

$end


$gameboy=kirbystr,
$bio

Kirby's Star Stacker [Model DMG-AKCE-USA] (c) 1997 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66288&o=2

$end


$gbcolor=kiriku,
$bio

Kirikou (c) 2001 Wanadoo Edition

- TECHNICAL -

Model CGB-BKKP-EUR

- STAFF -

Programmer: Martial Benoit
Level designer: Julien Cartier
Bosses' programming: Fabrice Rodet
Graphics artist: Bertrand Dupuy
Tester: Olivier Barjon

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68125&o=2

$end


$pc98=kirishim,
$bio

Kirishima Shinryoushitsu no Gogo (c) 1995 May-Be Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89871&o=2

$end


$msx2_cart=kisei,
$bio

Kisei (c) 1987 Sony [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51327&o=2

$end


$pc8801_flop=kisei,
$bio

Kisei (c) 1987 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92180&o=2

$end


$info=kisekaeh,
$bio

Kisekae Hanafuda (c) 1995 I'Max.

A hanafuda game.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 8 Mhz)
Sound Chips : ST0016 (@ 8 Mhz)

Screen orientation : Horizontal
Video resolution : 1024 x 1024 pixels
Screen refresh : 60.00 Hz
Palette colors : 1025

Players : 1

- TRIVIA -

Released in December 1995.

The title of this game translates from Japanese as 'Dress-up Hanafuda'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3362&o=2

$end


$info=kisekaem,
$bio

Kisekae Mahjong (c) 1995 I'Max.

A mahjong game.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 8 Mhz)
Sound Chips : ST0016 (@ 8 Mhz)

Screen orientation : Horizontal
Video resolution : 1024 x 1024 pixels
Screen refresh : 60.00 Hz
Palette colors : 1025

Players : 1

- TRIVIA -

Released in September 1995.

The title of this game translates from Japanese as 'Dress-up Mahjong'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3363&o=2

$end


$gbcolor=kisekae2a,kisekae2,
$bio

Kisekae Series 2 - Oshare Nikki [Model CGB-B23J-JPN] (c) 2001 Victor Interactive Software, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68168&o=2

$end


$gbcolor=kisekae3,
$bio

Kisekae Series 3 - Kisekae Hamster [Model CGB-BKHJ-JPN] (c) 2001 Victor Interactive Software, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68169&o=2

$end


$gba=kisekkog,
$bio

Kisekko Gurumii - Chesty to Nuigurumi-tachi no Mahou no Bouken [Model AGB-A2VJ-JPN] (c) 2003 MTO, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71374&o=2

$end


$x68k_flop=kisehazu,
$bio

Kisetsu Hazure no Yousei (c) 1993 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88344&o=2

$end


$megadriv=kishiden,
$bio

Kishi Densetsu (c) 1993 Hot-B

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56606&o=2

$end


$x68k_flop=kishikai,
$bio

Kishikaisei Taiho Shichimauzo Hyouka Ban (c) 1992 Team Phantom

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88345&o=2

$end


$snes=zenkibr,
$bio

Kishin Douji Zenki - Battle Raiden [Model SHVC-AZ6J-JPN] (c) 1995 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61630&o=2

$end


$snes=zenkidr,
$bio

Kishin Douji Zenki - Denei Raibu [Model SHVC-AZDJ-JPN] (c) 1995 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61631&o=2

$end


$snes=zenkitm,
$bio

Kishin Douji Zenki - Tenchi Meidou [Model SHVC-AZTJ-JPN] (c) 1996 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61632&o=2

$end


$gamegear=zenki,
$bio

Kishin Douji Zenki [Model G-3373] (c) 1995 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64665&o=2

$end


$snes=kishinko,kishinkop,
$bio

Kishin Kourinden Oni [Model SHVC-HD] (c) 1994 Banpresto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61633&o=2

$end


$pc8801_flop=kishuoke,
$bio

Kishu! Okehazama (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92181&o=2

$end


$pcecd=kisoulo2,
$bio

Kisou Louga II - The Ends of Shangrila (c) 1995 NEC Home Electronics, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58251&o=2

$end


$pcecd=kisoulou,
$bio

Kisou Louga (c) 1993 Kogado Studio

Kisou Louga is an interesting mix of fantasy war game and role playing game. The game offers awesome full screen animations. The game starts as the two main characters (Buaisu and Gaimu ?) rescue a beautiful girl (Erena) being chased by dark and evil knights. She joins them and tells the story of an evil man and his army of knights. As any traditional strategy game, fights are round based and always start with a scrollable top view of the battle field. During each round, you can either move your characters or engage a close combat if you are close enough to your enemy. The view then zooms in and displays your opponents and yourself, and enclose any characters near to this area. The game is really varied and the Japanese language is only a limitation if you want to know more about the storyline.

- TECHNICAL -

Game ID: KSCD3004

- TRIVIA -

Kisou Louga was released on December 03, 1993 in Japan for 8800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58250&o=2

$end


$pc98=genkaisr,genkaisra,
$bio

Kisou Shinden Gen-Kaiser (c) 1995 TGL.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89872&o=2

$end


$pc98=kiss,
$bio

Kiss (c) 1992 Ange [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89873&o=2

$end


$cdi=kiss,
$bio

Kiss (c) 1994 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52925&o=2

$end


$x68k_flop=kiss,
$bio

Kiss (c) 1994 KOS

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87816&o=2

$end


$x1_flop=kissmurd,
$bio

Kiss of Murder - Satsui no Seppun (c) 1987 Riverhill Software [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86032&o=2

$end


$pc8801_flop=kissmurd,kissmurda,
$bio

Kiss of Murder - Satsui no Seppun (c) 1987 Riverhill Software [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92182&o=2

$end


$x68k_flop=kissmurd,
$bio

Kiss of Murder - Satsui no Seppun (c) 1988 Riverhill Software [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87815&o=2

$end


$pc98=kissmurd,
$bio

Kiss of Murder - Satsui no Seppun (c) 1988 Riverhill Software [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89874&o=2

$end


$msx2_flop=kissmurd,
$bio

Kiss of Murder - Satsui no Seppun (c) 1988 Riverhill Soft. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101754&o=2

$end


$gba=kissxkis,
$bio

Kiss x Kiss Seirei Gakuen [Model AGB-B2KJ-JPN] (c) 2004 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71375&o=2

$end


$wswan=kissyori,
$bio

Kiss Yori... - Seaside Serenade [Model SWJ-KDX001] (c) 1999 KID [Kindle Imagine Develop]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86345&o=2

$end


$saturn,sat_cart=kissyori,
$bio

Kiss Yori... [Shokai Genteiban] (c) 1999 KID

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59319&o=2

$end


$info=kiss,kissp,
$bio

Kiss (c) 1979 Bally Mfg. Corp.

- TECHNICAL -

Model Number : 1152

- TRIVIA -

Released in June 1979. 17,000 units were produced.

The development of this game took 14 months (started in June 79).

- STAFF -

Design by : Jim Patla
Art by : Kevin O'Connor

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5472&o=2

$end


$bbca_cass,bbcb_cass=kissink,
$bio

Kissin' Kousins (c) 1985 English Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52024&o=2

$end


$bbca_cass,bbcb_cass=kisspink,
$bio

Kissing the Pink - The Other Side of Heaven (c) 19?? The Program Bureau

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52025&o=2

$end


$saturn,sat_cart=astalja,astalj,
$bio

Kisuishou Densetsu Astal (c) 1995 Sega Enterprises, Limited.

- TECHNICAL -

Game ID: GS-9019

- TRIVIA -

Released on April 28, 1995 in Japan.

There's an unused sprite in the game's code of what appears to be Mario, though the sprite's palette is more inline to that of his original outfit of red dungarees with a blue shirt.

- STAFF -

Planning/Original Concept: Tsuyoshi Sugai, Motomu Hayashi
Game Design: Tsuyoshi Sugai, Masahito Shimizu
Character Design: Motomu Hayashi
Original Story: Motomu Hayashi, Toshiyasu Kamiko
Art Director: Mika Okada
Music Director: Yukifumi Makino

Programmers
Main Programmer: Kazuyuki Mukaida
Player Programmer: Kazuyuki Mukaida, Atsutoshi Takahashi
System Programmer: Yoshiyuki Kumazaki (Hitachi TS)
Enemy Programmer: Atsutoshi Takahashi, Shin Futakawame, Hiroaki Sakamoto, Yoshiyuki Kumazaki (Hitachi TS), Yasumaro Hotta
Tools Production: Takashi Ando
Special Effects Production: Takashi Ando
Programming Coordinator: Atsutoshi Takahashi

Planning
Map Design/Enemy Settings: Tsuyoshi Sugai, Toshiyasu Kamiko, Masaru Onuma

Artists
Background: Mika Okada, Naoko Hamada, Hiroyuki Kawaguchi, Masahiro Sanpei, Saori Wada
Character Production: Motomu Hayashi, Hiroyuki Kawaguchi, Naoko Hamada, Yukinobu Asai, Yuji Uekawa
3D Graphics Operator: Shiro Kinemura
Title Design: Mika Okada, Hiroyuki Kawaguchi

Sound Staff
Music: Tatsuyuki Maeda, Tatsuya Kozaki
Sound Effects: Tatsuyuki Maeda, Tatsuya Kozaki
Recording Staff: Tatsutoshi Narita, Naoyuki Machida, Shinji Kawahira, Fumitaka Shibata

Animation Staff
Introduction Production/Editing: Hiroyuki Kawaguchi, Toshiyasu Kamiko, Yoshio Inoue, Mika Okada, Ryuta Ueda
Director: Toshihiko Masuda (Tokyo Movie Shinsha Co. Ltd.)
Art Director: Toshiharu Mizutani (Tokyo Movie Shinsha Co. Ltd.)
Color: Tomoko Sakai (Tokyo Movie Shinsha Co. Ltd.)
Producer: Koji Takeuchi (Tokyo Movie Shinsha Co. Ltd.)

Opening/Ending Theme Music
Music by: Tatsuyuki Maeda
Arranged by: Tatsuyuki Maeda
Ending/Event Animation Production: Masahiro Sanpei, Saori Wada, Tatsuyuki Maeda, Naoko Hamada, Yukinobu Asai, Motomu Hayashi, Mika Okada, Hiroyuki Kawaguchi, Takashi Ando
End Credits Background: Mika Okada, Hiroyuki Kawaguchi, Masaru Onuma, Takashi Ando, Miho Takayanagi, Hiroshi Nishiyama
Special Thanks: Kumi Hasegawa, Kenji Satoh, Junichi Tsuchiya, Hiroshi Aso, Noriyoshi Oba, Shuichi Katagi, Toshinori Asai, Ko Tanaka, Atsushi Seimiya, Kiyotaka Ogawa, Shinichi Higashi, Kentaro Yoshida, Takashi Iwade, Michikazu Tamamura, Hirotsugu Kobayashi, James Spahn
Director: Masahito Shimizu
Producer: Makoto Oshitani

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59320&o=2

$end


$psx=kisyadeg,
$bio

Kisya de Go! [Model SLPM-86449] (c) 2000 Taito Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85350&o=2

$end


$pc8801_flop=kitahei,
$bio

Kitahei (c) 1985 SPS [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92183&o=2

$end


$pc98=kitahei,
$bio

Kitahei (c) 1988 SPS [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89875&o=2

$end


$x68k_flop=kitahei,
$bio

Kitahei 68K (c) 1992 SPS [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87817&o=2

$end


$gameboy=kitchenp,
$bio

Kitchen Panic (c) 1991 Coconuts Japan.

- TECHNICAL -

Model DMG-KPJ

- TRIVIA -

Released on May 10, 1991 in Japan.

- STAFF -

Programmed by: Motos Kanayama

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66291&o=2

$end


$psx=kitchenp,
$bio

Kitchen Panic [Model SLPS-01395] (c) 1998 Panther Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85351&o=2

$end


$svision=kitchenw,
$bio

Kitchen War (c) 1992 Bon Treasure

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95455&o=2

$end


$nes=kitedai,
$bio

Kiteretsu Daihyakka (c) 1990 Epoch Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54290&o=2

$end


$gameboy=kitereda,
$bio

Kiteretsu Daihyakka - Bouken Ooedo Juraki [Model DMG-VIJ] (c) 1994 Video System Company, Limited. [Kyoto, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66292&o=2

$end


$snes=kiterets,
$bio

Kiteretsu Daihyakka - Choujikuu Sugoroku [Model SHVC-AVKJ-JPN] (c) 1995 Video System Company, Limited. [Kyoto, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61634&o=2

$end


$pico=kitereda,
$bio

Kiteretsu Daihyakka - Edo ni Itte Kiteretsu Saisamaniau Nari [Model HPC-6015] (c) 1994 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75706&o=2

$end


$pc98=kitojima,
$bio

Kitoujima Joshi Keimusho (c) 1994 Illusion Core

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89876&o=2

$end


$info=kittenk,
$bio

Kitten Kaboodle (c) 1988 Konami.

Export release. Game developed in Japan. See The original Japanese release entry, "Nyan Nyan Panic", for more information about the game itself.

- TECHNICAL -

Game ID : GX712

Players : 2
Control : 8-way joystick
Buttons : 2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1298&o=2

$end


$pc98=kittyw2,
$bio

Kitty World 2 (c) 1994 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89877&o=2

$end


$nes=kittycat,
$bio

Kitty's Catch (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55273&o=2

$end


$pc98=kiwame,
$bio

Kiwame (c) 1992 LOG [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89878&o=2

$end


$x68k_flop=kiwame,
$bio

Kiwame (c) 1993 LOG [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87818&o=2

$end


$pc98=kiwamedd,
$bio

Kiwame Daidougi (c) 1995 Mainichi Communications

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89879&o=2

$end


$pc98=kiwame2,
$bio

Kiwame II (c) 1993 LOG [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89880&o=2

$end


$gba=kiwamedx,
$bio

Kiwame Mahjong Deluxe - Mirai Senshi 21 [Model AGB-AKMJ-JPN] (c) 2001 Athena Co. Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71376&o=2

$end


$nes=kiwikraz,
$bio

Kiwi Kraze (c) 1991 Taito Corp.

- TECHNICAL -

Cartridge ID: NES-2K-USA

- TRIVIA -

Kiwi Kraze was released in March 1991 in North America. It is known in Europe and Australia as "The New Zealand Story [Model NES-38]".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55274&o=2

$end


$bbca_cass,bbcb_cass=kix,
$bio

Kix (c) 1986 Superior Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52026&o=2

$end


$pc98=kizuato,
$bio

Kizuato (c) 1996 Leaf [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89881&o=2

$end


$gameboy=kizuchid,
$bio

Kizuchida Quiz da Gen-san da! [Model DMG-QGJ] (c) 1992 Irem Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66293&o=2

$end


$info=kotbinyo,
$bio

Kkot Bi Nyo (c) 1997 Shinwhajin [Dynax Soft Division].

Korean version of "Hana Kanzashi". For more information about the game itself please see the original Hana Kanzashi entry.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49924&o=2

$end


$info=kotbinsp,
$bio

Kkot Bi Nyo Special (c) 1997 Shinwhajin [Dynax Soft Division]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49926&o=2

$end


$info=kkotnoli,
$bio

Kkot Nori (c) 1989 NamHan Industry.

A lucky 8 line hack used in Korea.

- TECHNICAL -

Unlike Lucky 8 Lines, this game has just 6 buttons.
Button order : Big-Small-Double UP-Take Score-Start-Bet (from left to right).

- TRIVIA -

The title of this game translates from Korean as 'Flower Playing'.

The 29th April 1989, NamHan Industry passed KMRB (Korea Media Rating Board) license.

In the '80s Korea was a developing country which had a military administration over the past 20 years. Most people seldom thought about slot machines at that time.

In 1987, First Lucky 8 Lines was released in Korea. Surely it was the best seller in the arcade market until SF2 came out. The real pachi-slot machines existed before, (although prohibited) but Lucky 8 Lines was freely playable in the arcade even with hopper until the government prohibited it.

The success of Lucky 8 Lines met the twist of fate. A Korean TV debate program 'Woman' (KBS) informed about nudity in Lucky 8 Lines. Korea YWCA also reported that this nasty game was played by elementary school students (Korea YWCA does still co-work with KMRB.) In fact, some nudity games existed before but popularity matters.

After this event, the arcades removed Lucky 8 Lines and replaced it with a more moderate one. Kkot Nori was one of the moderate versions of Korean digital reel games (though it was truly a bootleg).

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=30236&o=2

$end


$info=phklad,
$bio

Klad (c) 19?? Unknown.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=34172&o=2

$end


$nes=klashbal,
$bio

KlashBall (c) 1991 Sofel

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55275&o=2

$end


$info=klax,klaxj,klax2,klax3,klaxd,klaxp1,klaxp2,klax2bl,
$bio

Klax (c) 1989 Atari Games.

The tiles klank end over end down the ramp. Catch them on the paddle, or they fall in the pit. Flip them from the paddle into the bins, matching the same-colored tiles horizontally, vertically, or diagonally. Each line of colored tiles is a Klax. When you've made a Klax, you hear a fanfare. When you complete a wave, the crowd cheers. Let a tile fall in the pit, and you hear a scream as it falls in. If you fail to complete a wave, the crowd is disappointed. Stay alive, complete the waves and don't drop any tiles!

Catch the tiles as they come to the end of the ramp on the paddle. Flip a tile into a bin by pressing the start/flip button. Pull the joystick forward to increase the speed of the closest tile as it klanks down the ramp. Push the joystick back and toss the top tile on the paddle back on the ramp and gain a little time.

The paddle can hold up to five tiles. As long as the green light is on below the paddle, you can pile more tiles on the paddle. When the red light appears, you must flip at least one tile in a bin or toss it back on the ramp before you can collect any more tiles. You can flip tiles into a bin as long as the green light is on below the bin.

To succeed in Klax, make points and also complete each wave. Create a horizontal, vertical, or diagonal row of at least three tiles (just like in tic-tac-toe) in the bins to make a Klax and make points. You receive the most points for diagonals, less for horizontals and the least for verticals. When you create a Klax, the tiles in the Klax disappear to make room for more tiles in the bins.

Each wave has a different task to be completed, which is shown on the To Go Meter. This task could be making a certain number of Klaxes or points or surviving a certain number of tiles. Complete the task before too many tiles drop in the pit and you complete the wave. When you complete a wave, you receive bonus points for the tiles remaining on the ramp, on the paddle, and any empty spaces in the bins. If you fail, you can start again at the same wave.

Klax does not have a clock for you to race against, but as your playing time increases, the tiles klank down the ramp faster and faster.

Waves : When you first enter the game, you can start at wave 1, 6, or 11. Wave 1 teaches you how to play the game and use the controls. At every fifth wave you can choose to play the next wave, the fifth wave beyond, or the tenth wave beyond.

Klax has five different types of waves and more than five different backgrounds. There are five waves per level, and one hundred waves to complete.

Each time you begin a wave, the To Go meter shows what kind of Klaxes or how many points you need to accumulate to complete the wave. The different types of waves are :
* Klaxes To Go, which are the easiest. Just create Klaxes horizontally, vertically or horizontally. Create enough Klaxes to complete the wave before you drop too many tiles in the pit.
* Tiles To Go requires you to survive a certain number of tiles. Create Klaxes in any of the three ways to collect points and to clear the bins to hold more tiles.
* Points To Go requires you to make a certain number of points. Create Klaxes to collect points but make diagonals, four- or five-of-a-kind Klaxes, and simultaneous Klaxes for higher points.
* Diagonals To Go requires you to create diagonals. Create Klaxes in any way to collect points; but only the correct number of diagonals will complete the wave.
* Horizontals To Go requires you to create horizontals. Only horizontal Klaxes will complete the wave; but you can create Klaxes vertically and diagonally to collect points.

You see several kinds of information on the screen. These are the :
* To Go Meter which continuously calculates the number of Klaxes, tiles, points, diagonals or horizontals still required to complete the wave. The number depends on the type of wave you are playing.
* Drop Count, which shows the number of dropped tiles. The drop count is continuously calculated. When the number of tiles dropped is reached, the wave is over.
* High Score, which shows the highest score to date, regardless of the number of continues that player had.
* Wave Indicator, which shows what wave you are playing.

- TECHNICAL -

Game ID : 136075

Main CPU : Motorola 68000 (@ 7.15909 Mhz)
Sound Chips : OKI6295 (@ 6.779 Khz)

Players : 2
Control : 8-way joystick
Buttons : 1

- TRIVIA -

Even if title screen says 1989, Klax was released in February 1990.

550 dedicated upright were produced in the USA and 451 in Ireland for European distribution. The selling price was $1,895.
500 dedicated cabaret were produced in the USA and 306 in Ireland. The selling price was $1,695.
4,800 conversion kits were produced in the USA and 958 in Ireland. The selling price was $895.

Dave Akers originally programmed this in Amiga Basic, then ported it line-by-line to C. It was written in just a few weeks on "Escape From the Planet of the Robot Monsters" hardware.

- UPDATES -

The prototype versions have different graphics, only one background with different palettes, and uglier tiles. Tiles sometimes look wrongly placed. When you throw the tile back, it's flying much further (approx. 6 seconds instead of 1). This version has 'By MSP and DSA' on the title screen.

- SCORING -

3 Vertical Klax : 50 points 
4 Vertical Klax : 10,000 points 
5 Vertical Klax : 15,000 points 
3 Horizontal Klax : 1,000 points 
4 Horizontal Klax : 5,000 points 
5 Horizontal Klax : 10,000 points 
3 Diagonal Klax : 5,000 points 
4 Diagonal Klax : 10,000 points 
5 Diagonal Klax : 20,000 points 
Large 'X' Klax : 80,000 points 
Big Sandwich : 100,000 - 440,000 points

- STAFF -

Team Leader : John Ray (RAY)
Team : David S. Akers (DSA), Brad Fuller, Tim Hubberstey (TJH), Farrokh Khodadadi (FRK), Pat McCarthy (PMC), Jerry Momoda, Mark Stephen Pierce (MSP), John Salwitz (JFS)

- PORTS -

* Consoles : 
NEC TurboGrafx-16 [US] (1990) "Klax [Model TTGX20001]" 
Sega Mega Drive [BR] (1990) by Tec Toy 
Sega Mega Drive [EU] (1990) 
Atari 2600 [US] (1990) "Klax [Model CX26192] 
Nintendo NES [US] (1990) 
Amstrad GX4000 [EU] (1990) 
NEC PC-Engine [JP] (August 10, 1990) "Klax [Model TG90001]" 
Sega Genesis [US] (September 6, 1990) 
Sega Mega Drive [JP] (September 7, 1990) "Klax [Model T-14063]" 
Nintendo Famicom [JP] (December 14, 1990) "Klax [Model HFC-V6]" 
Sega Master System [EU] (1991) "Klax [Model 301040]" 
Atari 7800 [US] (1992) "Klax [Model CX7888]" : unreleased 
Sony PlayStation [US] (September 30, 1999) "Arcade Party Pak [Model SLUS-00952]"
Sony PlayStation [EU] (February 23, 2001) "Arcade Party Pak [Model SLES-02339]" 
Atari 7800 [US] (2002) by ResQsoft Productions 
Sony PlayStation 2 [US] (November 18, 2003) "Midway Arcade Treasures [Model SLUS-20801]" 
Microsoft XBOX [US] (November 24, 2003) "Midway Arcade Treasures" 
Nintendo GameCube [US] (December 18, 2003) "Midway Arcade Treasures [Model DOL-GAKE-USA]" 
Microsoft XBOX [EU] (February 6, 2004) "Midway Arcade Treasures" 
Sony PlayStation 2 [EU] (February 6, 2004) "Midway Arcade Treasures [Model SLES-51927]" 

* Handhelds : 
Atari Lynx [US] (1990) "Klax [Model PA2031]" 
Nintendo Game Boy [JP] (1990) "Klax [Model DMG-KLA]" 
Nintendo Game Boy [EU] (1991) 
Nintendo Game Boy [US] (July 1991) "Klax [Model DMG-KX-USA]" 
Sega Game Gear [US] [EU] (1992) 
Nintendo Game Boy Color [EU] (1999) "Klax [Model CGB-ALXP-EUR]" 
Nintendo Game Boy Color [US] (April 1999) "Klax [Model CGB-ALXE-USA]" 
Nintendo Game Boy Advance [US] (August 16, 2005) "2 Games in One! Marble Madness + Klax [Model AGB-B68E-USA]" 
Nintendo Game Boy Advance [EU] (September 16, 2005) "2 Games in One! Marble Madness + Klax [Model AGB-B68P-EUR]" 
Sony PSP [US] (December 13, 2005) "Midway Arcade Treasures Extended Play [Model ULUS-10059]"
Sony PSP [EU] (February 24, 2006) "Midway Arcade Treasures Extended Play [Model ULES-00180]" 

* Computers : 
MSX [EU] (1989) 
BBC Micro [EU] (1990) 
Commodore C64 [US] [EU] (1990) 
Amstrad CPC [EU] (1990) 
Amstrad CPC+ [EU] (1990) 
Commodore Amiga [US] (1990) 
Atari ST [EU] (1990) 
Sam Coupe [EU] (1990) by Domark 
Sinclair ZX Spectrum [EU] (1990) 
Sharp X68000 [JP] (December 14, 1990) by Hudson 
NEC PC 8801 [JP] (1990) by Hudson 
NEC PC 9801 [JP] (1990) by Hudson 
PC [MS-DOS, 3.5"] [US] (1992) 
PC [MS Windows, CD-ROM] [US] (August 27, 2004) "Midway Arcade Treasures" 
PC [MS Windows, CD-ROM] [EU] (November 23, 2004) "Midway Arcade Treasures"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1300&o=2

$end


$bbca_cass,bbcb_cass=klax,
$bio

Klax (c) 1990 Domark

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52027&o=2

$end


$amigaocs_flop=klax,
$bio

Klax (c) 1990 Domark Group, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74404&o=2

$end


$x68k_flop=klax,
$bio

Klax (c) 1990 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87819&o=2

$end


$x68k_flop=klaxpm,
$bio

Klax (c) 1990 Project M

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87820&o=2

$end


$pc98=klax,
$bio

Klax (c) 1990 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89882&o=2

$end


$pc8801_flop=klax,
$bio

Klax (c) 1990 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92184&o=2

$end


$msx1_cass=klax,
$bio

Klax (c) 1990 Domark Group, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94761&o=2

$end


$cpc_cass=klax,
$bio

Klax (c) 1990 Domark Group, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=97141&o=2

$end


$sms=klax,
$bio

Klax (c) 1991 Tengen

- TECHNICAL -

Model 301040-0160

- TRIVIA -

Reviews:
July/August 1992 - Consoles + N.11 [FR]: 68/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56079&o=2

$end


$megadriv=klax,
$bio

Klax (c) 1990 Tengen.

European release.

- TECHNICAL -

Model # 301040-0170

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83367&o=2

$end


$gbcolor=klax,
$bio

Klax (c) 1999 Midway Home Ent.

- TECHNICAL -

Model CGB-ALXE-USA

- TRIVIA -

Klax for Game Boy Color was released in April 1999 in North America.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68170&o=2

$end


$a2600=klax,klaxp2,klaxp1,
$bio

Klax (c) 1990 Atari Corporation.

You've selected your level, and now the colored tiles start to tumble down the ramp. you zoom your paddle back and forth to catch the tiles and flip them into the bins to create rows of same colored tiles, The rows can be vertical, horizontal or diagonal, and three or more tiles ina row create a Klax.

Sounds Easy, right? It is, until the tiles speed up and tumble down the ramp so fast you can barely keep up! Faster and faster, your paddle becomes a blur as you struggle to keep up with the pace. Will you ace the wave or are you destined to fail? Either way, you'll find yourself quickly addicted to the good klean fun of tic-tac-KLAX!

The object  of the game is to accurately place colored tiles that tumble faster and faster down the ramp. To earn points and to progress from level to level, you must place the tiles in vertical, horizontal, or diagonal patterns called Klaxs. Three or more same colored tiles in a row is a Klax.

The colored tiles advance down the ramp toward a paddle that you control with the joystick. You must move the paddle back and forth in the paddle slide to catch the tumbling tiles as they arrive at the bottom of the ramp. Move the paddle by pushing the joystick right or left. The tiles fall onto the paddle. You can stack a maximum of five tiles on your paddle at a time.

To form Klaxs you must flip tiles into five bins below the paddle slide. To flip a tile from the paddle into a bin, position the paddle over the desired bin and press the fir button. The top tile on your paddle flips into the bin.

Each time you make a Klax the entire Klax highlights and disappears from the bins. That gives you more room to place more tiles. You receive points for every Klax you complete. If you plan ahead and create more complex Klaxs, you earn more points. You also receive points for empty spaces left in the bins and for any tiles left on the ramp when you complete a wave.

Use wild tiles (which count as any color) to complete especially complex Klaxs. Wild tiles flash multiple colors in turn as they tumble down the ramp.

You can also make the tiles come down the ramp more quickly. Just pull the joystick toward you to increase the speed of the tiles.

If you don't  want a particular tile on your paddle anymore, or you want to rearrange the tiles on your paddle, push forward on the joystick to flip the top tile back up the ramp. but be careful! You don't want too many tiles on the ramp at one time. If your paddle is full, or you don't get to a tile in tile,the tile falls into a deadly drop zone. You don't want that on your consience, do you? And if too many tiles fall into the drop zone abyss, it's the end of the game.

Each of the 100 Klax waves has an objective. The objective is displayed before you begin each level. On some waves you must archieve a certain number of horizontal or diagonal Klaxs. Some waves require you to survive a number of tiles any way you can, placing the tiles quickly to make Klaxs and freeing up space in the bins for the tumbeling tiles. Still other waves require you to earna certain number of points.

Tiles move faster and faster and you become more and more frantic to place them before they fall into the drop zone. The game ends if you fill up all 25 spaces in the bins before you have completed the level objective, or if you let too many tiles fall of the ramp.

If you fail to successfully complete a wave, you will be given the choice of continuing or starting over. Move the joystick up or down to move the arrow next to your selection, and press the fire button. Starting over returns you to the Title screen. continuing allows you to try the level again.

- TECHNICAL -

Model CX26192

- TRIVIA -

Klax was only released in PAL format. Only 10 NTSC prototypes are known to exist.

- SCORING -

During game play you receive points for the Klaxs you create. When you complete a wave,  any of the following bonus points earned will be added to your score: points for the empty spaces left in the loading bins, all tiles left on the ramp when you complete a wave, and any warp bonus points that apply to the wave.

Sometimes placing a tile will result in a multiple Klax. For example, you could complete both a vertical and a diagonal Klax with the placement of a single key tile. If this occurs, you receive multiple Klax bonus points in addition to the points for each Klax. Multiple Klaxs are also worth more than one Klax towards the completion of certain waves.


Vertical Klax
3 tiles: 50 points. 1 Klax
4 tiles: 1,000 points. 2 Klaxs
5 tiles: 1,500 points. 3 Klaxs


Horizontal Klax
3 tiles: 100 points. 1 Klax
4 tiles: 500 points. 2 Klaxs
5 tiles: 1,000 points.3 Klaxs


Diagonal Klax
3 tiles: 500 points. 1 Klax
4 tiles: 1,000 points. 2 Klaxs
5 tiles: 1,500 points. 3 Klaxs


To create a four tile vertical Klax, place two tiles of the same color in one bin. Then place a tile of a second color in that same bin, and finally two more of the first color. Now make the middle tile disappear by involving it in a horizontal or diagonal Klax.

You can also create four tile vertical Klaxs by stacking tiles very quickly while another Klaxs is being scored.

- TIPS AND TRICKS -

* Try for complex Klaxs on lower level waves to increase your score. Go for chain reactions and simultaneous Klaxs.

* Don't throw too many tiles back up onto the ramp. You can get into trouble very quickly!

* Try for more complex Klaxs on Points Waves. Get the big points quickly - you probably will not be able to complete the level with simple, vertical Klaxs.

* Sometimes simple Klaxs work best. Don't get cocky on a high level Tile Wave, or you will end up with five full bins and a bunch of tiles with nowhere to go.

* Use wild tiles to complete multiple Klaxs.

- STAFF -

Programmer: Steve DeFrisco

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50630&o=2

$end


$a7800=klax,
$bio

Klax [Model CX7888] (c) 1992 Atari Corp. [Sunnyvale, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50148&o=2

$end


$gameboy=klaxj,
$bio

Klax (c) 1990 Hudson Soft.

- TECHNICAL -

Model DMG-KLA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66294&o=2

$end


$gameboy=klax,
$bio

Klax (c) 1991 Mindscape, Incorporated.

- TECHNICAL -

Model DMG-KX-USA

- TRIVIA -

Klax for Game Boy was released in July 1991 in North America.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66295&o=2

$end


$nes=klaxj,
$bio

Klax (c) 1990 Hudson Soft.

Japanese release. Game developed in USA. See the original USA entry release; "Klax [Model TGN-019-KX]" for more information about the game itself.

- TECHNICAL -

Game ID: HFC-V6

- TRIVIA -

Klax for Famicom was released on December 14, 1990 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54291&o=2

$end


$lynx=klax,
$bio

Klax (c) 1990 Atari Corp.

You've selected your level, and now the colored tiles start to tumble down the ramp. You zoom your paddle back and forth to catch the tiles and flip them into the bins to create rows of same colored tiles. The rows can be vertical, horizontal, or diagonal, and three or more tiles in a row creates a Klax.

Sounds easy right? It is, until the tiles speed up and tumble down the ramp so fast you can bare you keep up! Faster and faster your paddle becomes a blur as you struggle to keep up with the pace. Will you hear the wild cheers and applause as you ace the wave or will you cringe under the disappointed groans of the Klax audience when you lose? Either way you'll find yourself quickly addicted to the good klean fun of tic-tac-KLAX!

- TECHNICAL -

Model PA2031

- TRIVIA -

Reviews:
1990 - Consoles + HS N.2 [FR]: 93/100

- TIPS AND TRICKS -

* Try for complex Klaxs on lower level waves to increase your score. Go for chain reactions and simultaneous Klaxs.

* Don't throw too many tiles back up onto the ramp. You can get into trouble very quickly!

* Try for more complex Klaxs on Points Waves. Get the big points quickly -- you probably will not be able to complete the level with simple,vertical Klaxs.

* Sometimes simple Klaxs work best. Don't get cocky on a high level Tile Wave, or you will end up with five full bins and a bunch of tiles with nowhere to go.

* Use wild tiles to complete multiple Klaxs.

* Level Skip: create a Big X on level 6 to warp to level 51, and receive 60,000 bonus points. Create a Big X on level 11 to warp to level 56 with a 60,000 point bonus.

- STAFF -

Programmer: Greg Omi

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58829&o=2

$end


$megadriv=klaxj,
$bio

Klax (c) 1990 Namco, Limited.

- TECHNICAL -

Game ID: T-14063

- TRIVIA -

Klax for Mega Drive was released on August 10, 1990 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56607&o=2

$end


$gamegear=klax,
$bio

Klax (c) 1992 Tengen, Incorporated.

- TECHNICAL -

[Model T-48048-50]

- TIPS AND TRICKS -

* Level Select: At the title screen enter 1 x4, 2 x4. You will reach a screen where you can increase the Wave number (i.e. the level) by pressing Down.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64666&o=2

$end


$pce=klax,
$bio

Klax (c) 1990 Tengen, Incorporated.

- TECHNICAL -

Model TG90001

- TRIVIA -

Klax for PC-Engine was released on August 10, 1990 in Japan.

Reviews:
[FR] Player One (Oct. 1990): 79/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58625&o=2

$end


$nes=klax,klaxp,
$bio

Klax (c) 1990 Tengen.

For one or two players, KLAX makes you move fast - and think faster!

Catch colored tiles coming down a conveyor belt. Score big points by arranging them in same-colored stacks of threes - vertically, horizontally or diagonally. A tic-tac-tile game if you will.

Sounds easy? It is... until the tiles come tumbling at you so fast, you'll go nuts trying to catch them all - while figuring out where best to stack them before you run out of room!

No matter how tough it gets, the hardest part is pulling yourself away from this fun, fast, and totally addictive game!

- TECHNICAL -

Model # TGN-019-KX

- TRIVIA -

Klax was the first video game with versions for all three of 1990's leading consoles, the NES, the Genesis and the TurboGrafx-16.

Export releases:
[JP] "Klax [Model HFC-V6]"

- STAFF -

Original Game Design: Dave Akers, Mark Stephen Pierce

Programming: Dave O'Riva
Graphics: Greg Williams
Music: Dave O'Riva, LX Rudis

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55276&o=2

$end


$tg16=klax,
$bio

Klax [Model TTGX20001] (c) 1990 Tengen, Inc. [Milpilas, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84327&o=2

$end


$info=klondkp,
$bio

KlonDike+ (c) 1999 Eolith.

This game is like Freecell.

- TECHNICAL -

Eolith 16 bits hardware

Main CPU : HyperStone E1-16T @ 60 Mhz
Sound Chips : OKI6295 @ 1 MHz

Screen orientation : Horizontal
Video resolution : 320 x 200 pixels
Screen refresh : 60.00 Hz
Palette colors : 256

Players : 1
Control : 8-way Joystick
Buttons : 1

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4920&o=2

$end


$gba=klonoau,
$bio

Klonoa - Empire of Dreams [Model AGB-AKLE-USA] (c) 2001 Namco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71378&o=2

$end


$gba=klonoa,
$bio

Klonoa - Empire of Dreams [Model AGB-AKLP] (c) 2001 Namco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71377&o=2

$end


$gba=klonoa2,
$bio

Klonoa 2 - Dream Champ Tournament [Model AGB-AN6E-USA] (c) 2005 Namco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71379&o=2

$end


$gba=klonoahr,
$bio

Klonoa Heroes - Densetsu no Star Medal [Model AGB-Ak7J-JPN] (c) 2002 Namco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71380&o=2

$end


$gbcolor=klustaru,
$bio

Klustar [Model DMG-AKUE-USA] (c) 1999 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68173&o=2

$end


$gbcolor=klustar,
$bio

Klustar [Model DMG-AKUP-EUR] (c) 1999 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68172&o=2

$end


$n64=knifeedg,knifeedgu,
$bio

Knife Edge - Nose Gunner (c) 1998 Kemco

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57787&o=2

$end


$n64=knifeedgj,
$bio

Knife Edge - Nose Gunner [Model NUS-NKEJ] (c) 1998 Kemco

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57788&o=2

$end


$psx=knightba,
$bio

Knight & Baby [Model SLPS-01531] (c) 1998 Tamsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85352&o=2

$end


$x68k_flop=knightar,
$bio

Knight Arena (c) 1994 Team Xelf

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88346&o=2

$end


$x68k_flop=knghtarm,knghtarmd,
$bio

Knight Arms - The Hyblid Framer (c) 1989 Arsys Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87821&o=2

$end


$info=knightb,
$bio

Knight Boy (c) 1986 Taito.

A platform game where you fight ghosts and zombies and other creatures of the afterlife.

- TECHNICAL -

Main CPU : (2x) Zilog Z80 (@ 6 Mhz), Motorola M68705 (@ 2 Mhz)
Sound Chips : YM2203 (@ 3 Mhz)

Players : 2
Control : 8-way Joystick
Buttons : 2

- TRIVIA -

Released in October 1986.

This game is also known as "KiKiKaiKai".

- TIPS AND TRICKS -

* Secret characters : when the 'Game Over' screen appears, hold the UP key until the screen changes. The bear (kuma) and the valley (tani) should appear on the title screen. It means that this game has been developed by Taito Kumagaya (kuma + tani) Laboratory. And if you start the game when these characters are displayed,  one life is added to your play (3 by default, so the game should start with 4 lives).

* Wave a flag at a lamp post with a red orb inside it and you will get a powerup.

* There are several types of letters or messages :
White - increase range
Red - increase firepower
Yellow - big letters

* You can also pick up 'eggs' along the way. These eggs are activated by hitting fire & flag at the same time.
Blue - freezes all monsters for a given period of time, also those off screen.
Yellow - kill everything on screen.

* The 'gremlins' don't kill you but they slow you down. You can lose them by running around a lamppost.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4719&o=2

$end


$cpc_cass=knigtfrc,
$bio

Knight Force (c) 1989 Titus [Gagny, France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=97144&o=2

$end


$amigaocs_flop=knigtfrc,
$bio

Knight Force (c) 1990 Titus

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74405&o=2

$end


$cpc_cass=knigtgam,
$bio

Knight Games (c) 1986 English Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=97145&o=2

$end


$msx1_cass=knighost,
$bio

Knight Ghost (c) 1987 Dro Soft [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94762&o=2

$end


$cpc_cass=knigtgst,
$bio

Knight Ghost [Model 3JS001] (c) 1987 Juliet Soft. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=97148&o=2

$end


$bbca_cass,bbcb_cass=knightl,
$bio

Knight Lore (c) 1984 Ultimate

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52028&o=2

$end


$cpc_cass=knightlru,
$bio

Knight Lore (c) 1984 Ultimate Play The Game

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=97150&o=2

$end


$msx1_cass=knightlr,
$bio

Knight Lore (c) 1985 Ultimate Play The Game

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94763&o=2

$end


$spc1000_cass=knightlr,
$bio

Knight Lore (c) 1986 SMC [Sammi Computer] [Korea]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83527&o=2

$end


$famicom_flop=knightlr,
$bio

??????? ~?????~ (c) 1986 Jaleco Company, Limited.
(Knight Lore - Majou no Ookami Otoko)

Knight Lore is a a 3D isometric adventure game by Jaleco. Saberman, the hero of the game, has been cursed by an evil wizard. Every nights, he turns into a creepy werewolf and he is on a journey to retrieve all the necessary ingredients to create a magic potion. This potion, he hopes, will get him to return to his human shape. The game starts in a dark forest, somewhere in there the wizard awaits for the potion's ingredients such as diamonds, bottles etc... Our hero's task is to wander around and find them, one at the time, and bring them back to him. But our hero must watch out, he turns into a werewolf at night and the wizard won't hesitate to use his magic against him. Saberman must make sure to always approach him as a human. Up to three items can be carried at the same time, they can also be dropped on the ground and climbed to reach higher platforms. However, once a new ingredient is delivered to the wizard, our hero leaves empty handed and lose all stored items. Series of enemies and hazards are of course scattered along his path, such as spirits, spikes or pits. Once all the ingredients are collected, the game jumps to another location where more objects need to be found with meaner hazards and enemies. This is also the point where the player's progress can be saved.

- TECHNICAL -

Game ID: JFD-KLM

- TRIVIA -

Knight Lore was released on December 19, 1986 in Japan for 3200 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65378&o=2

$end


$msx1_cart=knightlr,
$bio

Knight Lore [Model ND-04MR] (c) 1986 Jaleco Co., Ltd. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77188&o=2

$end


$cpc_cass=knightlr,
$bio

Knight Lore [Model RA 010] (c) 1984 Ricochet [Mastertronic Group] [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=97149&o=2

$end


$x68k_flop=knightmk,
$bio

Knight Maker (c) 1991 Yamamoto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88347&o=2

$end


$famicom_flop=knightmo,
$bio

?????? (c) 1990 Nintendo Company, Limited.
(Knight Move)

- TECHNICAL -

Model FMC-KMV

- TRIVIA -

Released on June 05, 1990 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65379&o=2

$end


$a2600=knightwn,knightwne,
$bio

Knight on the Town (c) 1982 PlayAround

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50631&o=2

$end


$amigaocs_flop=knigtorc,
$bio

Knight Orc (c) 1987 Rainbird

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74406&o=2

$end


$msx1_cass=knigtorc,knigtorch2,knigtorch1,
$bio

Knight Orc (c) 1987 Rainbird Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94764&o=2

$end


$cpc_cass=knigtorc,
$bio

Knight Orc (c) 1987 Level 9 Computing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=97153&o=2

$end


$gameboy=knightqs,
$bio

Knight Quest [Model DMG-FW-USA] (c) 1992 Taito Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66297&o=2

$end


$gameboy=knightqsj,
$bio

Knight Quest (c) 1991 Taito Corp.

- TECHNICAL -

Cartridge ID: DMG-FWJ

- TRIVIA -

Reviews:
November 1991 - Consoles + N.3 (Page 136) [FR]: 76/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66296&o=2

$end


$cpc_cass=knightr,
$bio

Knight Rider (c) 1985 Ocean Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=97154&o=2

$end


$nes=knightrj,
$bio

Knight Rider (c) 1988 Pack-In-Video Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54292&o=2

$end


$nes=knightr,knightru,
$bio

Knight Rider (c) 1989 Acclaim Entertainment, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55277&o=2

$end


$pce=knightrs,
$bio

Knight Rider Special (c) 1989 Pack-In-Video Company, Limited.

Fans of Knight Rider and David Hasselhoff can stop hyperventilating now. Knight Rider Special is based on the famous TV series where a special car could talk and jump over fences. You drive the red eyed car and you must catch criminal cars. Of course, all of this must be done within a set time limit. As you progress, you also get extra equipment.

- TECHNICAL -

Game ID: PV1003

- TRIVIA -

Released on December 22, 1989 in Japan for 5800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58626&o=2

$end


$msx1_cass=knightym,
$bio

Knight Tyme (c) 1986 Mastertronic, Ltd. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94765&o=2

$end


$cpc_cass=knigttym,
$bio

Knight Tyme (c) 1986 Mastertronic, Ltd. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=97156&o=2

$end


$info=kngtmare,
$bio

Knightmare (c) 1983 Gottlieb.

- TECHNICAL -

Main CPU : I8086 (@ 5 Mhz)
Sound CPU : MOS Technology M6502 (@ 894.886 Khz)
Sound Chips : DAC (@ 894.886 Khz)

Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 61.00 Hz
Palette Colors : 16

Players : 1
Control : Double 2-way joysticks
Buttons : 2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3493&o=2

$end


$amigaocs_flop=knightmr,
$bio

Knightmare (c) 1991 Mindscape, Incorporated. [Northbrook, IL, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74407&o=2

$end


$msx1_cart=knightmrk,
$bio

Knightmare - Majou Densetsu (c) 198? Zemina.

Korean release.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95200&o=2

$end


$msx1_cart=knightmr,knightmrb,knightmra,
$bio

Knightmare - Majou Densetsu [Model RC739] (c) 1986 Konami Industry Co., Ltd. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77189&o=2

$end


$msx1_cart=knightm2k,
$bio

Knightmare II - The Maze of Galious (c) 1987 Zemina [Korea]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77191&o=2

$end


$sms=knightm2,
$bio

Knightmare II - The Maze of Galious (c) 199? Zemina

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56080&o=2

$end


$msx1_cart=knightm2,
$bio

Knightmare II - The Maze of Galious [Model RC749] (c) 1987 Konami Industry Co., Ltd. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77190&o=2

$end


$msx1_cart=knightm3,
$bio

Knightmare III - Shalom [Model RC754] (c) 1987 Konami Industry Co., Ltd. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77192&o=2

$end


$cpc_cass=knightmr,
$bio

Knightmare [Model UQK 581] (c) 1987 Activision, Inc. [Santa Clara, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=97157&o=2

$end


$cpc_cass=knigtdem,
$bio

Knights & Demons (c) 2013 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=97160&o=2

$end


$amigaocs_flop=crystaln,crystalng,
$bio

Knights of the Crystallion (c) 1990 US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74408&o=2

$end


$info=knightsja,
$bio

Knights of the Round (c) 1991 Capcom Company, Limited.

King Arthur, Sir Lancelot and Percival slash through medieval England to save the peasants from enslavement. Featuring a level-up system which gives the fighters new weapons and armor.

- TECHNICAL -

Runs on the "CP System" hardware.
B-Board #: 89625B-1

Players: Up to 3 simultaneous
Control per player: 8-Way Joystick
Buttons per player: 2
=> [1] Attack, [2] Jump

- TRIVIA -

Knights of the Round was released in November 1991 in the Japanese arcades. It was known there as the 18th video game made for the CP-S system.

Knights of the Round is based on the story of King Arthur and the Knights of the Round Table. 

Len Hanley holds the official record for this game with 431,450 points.

Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Varth : G.S.M Capcom 6 - PCCB-00110) on February 19, 1993.

Known re-release: "Knights of the Round [B-Board 91634B-2]"
Known Export release: "Knights of the Round [B-Board 91635B-2]"

- TIPS AND TRICKS -

Earning Extra Lives : In Stage 2, lose 1 life against boss. Beat him. When you come to the 3rd stage, don't break the barricades, just wait. First kill the Fat-Man and the Soldier. 
Warning : If you launch a desperation attack (attack+jump), all the effort will be lost. 
Then wait until the Bird Man comes run against you. Hit him with a strong strike (Push front+punch). Don't hit him while is recovering. Wait until he runs to you again and make the same. you can kill him after 3 strikes (unless with Lancelot). 
If you're done correctly, hit the barricade of the above, don't pick the food, try to turn apart it, and you'll get a surprise... a chess piece with 2 lives (2Up) waiting for you. 
If you kill the second Bird-Man in the same way, the second item in the barricade will give you 1 more level (green sceptre). 
If you remember, a 3rd Bird-Man gets into the castle when you break the bridge's barricade. Do the same trick with him inside, break the down barricade, break the item and you'll get one more life (1Up).

- STAFF -

Game Designers : Boyoyon, Hachi, K. Suke, Nis 7
Music Sound : Isao Abe (Oyaji)
Programmers : Ayrton Tsuna !!, Hero Hero, Cky
Object Designers : Ikusan Z, Tanuki, Imomushi, Jun Matsumura (Jun), Sho
Scroll Designers : Fukumoyan, Pooh!, Kyochan, Marchan

- PORTS -

Here is a list of Japanese ports. For ports released in other regions, please see the Export version entry; "Knights of the Round [B-Board 91635B-2]"

* Consoles : 
Nintendo Super Famicom [JP] (June 10, 1994) "Knights of the Round [Model SHVC-LO]" 

* Handhelds : 
Sony PSP [JP] (September 7, 2006) "Capcom Classics Collection [Model ULJM-05104]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1301&o=2

$end


$info=knightsj,
$bio

Knights of the Round (c) 1991 Capcom Company, Limited.

Japanese re-release. For more information about the game itself, please see the original Japanese release entry; "Knights of the Round [B-Board 89625B-1]".

- TECHNICAL -

Runs on the "CP System" hardware.
B-Board #: 91634B-2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69765&o=2

$end


$info=knights,knightsu,knightsb,
$bio

Knights of the Round (c) 1991 Capcom Company, Limited.

Export release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Knights of the Round [B-Board 89625B-1]".

- TECHNICAL -

Runs on the "CP System" hardware.
B-Board #: 91635B-2

- PORTS -

Here is a list of ports released outside Japan. To see Japanese ports, please see the original Japanese version entry; "Knights of the Round [B-Board 89625B-1]"

* Consoles : 
Nintendo SNES [EU] (1994) "Knights of the Round [Model SNSP-LO-EUR]" 
Nintendo SNES [US] (April 1994) "Knights of the Round [Model SNS-LO-USA]" 
Microsoft XBOX [US] (November 24, 2006) "Capcom Classics Collection Vol. 2" 
Sony PlayStation 2 [US] (November 24, 2006) "Capcom Classics Collection Vol. 2 [Model SLUS-21473]" 
Sony PlayStation 2 [AU] (April 11, 2007) "Capcom Classics Collection Vol. 2 [Model SLES-54561]" 
Sony PlayStation 2 [EU] (April 13, 2007) "Capcom Classics Collection Vol. 2 [Model SLES-54561]" 

* Handhelds : 
Sony PSP [US] (October 24, 2006) "Capcom Classics Collection Reloaded [Model ULUS-10134]" 
Sony PSP [EU] (November 10, 2006) "Capcom Classics Collection Reloaded [Model ULES-00377]" 
Sony PSP [AU] (November 16, 2006) "Capcom Classics Collection Reloaded"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69766&o=2

$end


$snes=kotrj,
$bio

Knights of the Round (c) 1994 Capcom Company, Limited.

JOIN THE SEARCH FOR THE LEGENDARY GRAIL!

Legend says that the man who pulls the sword, Excalibur, from the stone is destined to be king. But even the power of Excalibur can not release Britain from the chaos into which it has plunged. Years of civil war have taken their toll and now only the power of the legendary grail can bring peace back to the land.

Join Arthur, Lancelot and Percival, each with their own strengths and weaknesses, as they begin their quest for the magic grail in seven stages filled with power-ups and medieval magic! Do battle with evil knights, petty tyrants and sinister sorcerers as you fight through the darkest trials that evil can muster. Defeat them all to reclaim the grail and you may assume your rightful place as a Knight of the Round!

For 1 or 2 player simultaneous play.

- TECHNICAL -

Game ID: SHVC-LO

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61635&o=2

$end


$snes=kotru,
$bio

Knights of the Round (c) 1994 Capcom Company, Limited.

North American release. Game developed in Japan. For more information on the game itself, please see the original Japanese version entry; "Knights of the Round [Model SHVC-LO]".

- TECHNICAL -

Game ID: SNS-LO-USA

- TRIVIA -

Knights of the Round for Super NES was released in April 1994 in North America.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63170&o=2

$end


$snes=kotr,
$bio

Knights of the Round (c) 1994 Capcom Company, Limited.

European release. Game developed in Japan. For more information on the game itself, please see the original Japanese version entry; "Knights of the Round [Model SHVC-LO]".

- TECHNICAL -

Game ID: SNSP-LO-EUR

- TRIVIA -

Knights of the Round for Super NES was released in 1994 (exact date unknown) in North America.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63169&o=2

$end


$amigaocs_flop=knigtskya,knigtsky,
$bio

Knights of the Sky (c) 1991 Microprose Software, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74409&o=2

$end


$pc98=knighsky,
$bio

Knights of the Sky (c) 1993 MicroProse Japan K.K.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89883&o=2

$end


$info=kov,kov115,kov100,kovplus,kovplusa,
$bio

Knights of Valour (c) 1999 IGS.

A very good beat-'em-up with lots of special moves and great artwork.

- TECHNICAL -

IGS PGM hardware

Main CPU : Motorola 68000 (@ 20 Mhz)
Sound CPU : Zilog Z80 (@ 8.468 Mhz)
Sound Chips : ICS2115 (@ 8.468 Mhz)

Control per player: 8-way joystick
Buttons per player: 4

- TRIVIA -

Released in February 1999.

Licensed to Alta for Japan distribution.

This game is also known as "Sangoku Senki" (translates from Japanese as 'Knights of the Three Kingdoms').

Based on the Three Kingdoms saga.

- UPDATES -

"Knights of Valour Plus" is an upgrade with some differences :
* The bonus after every stage is higher for the original version.
* The colour of the lifebar is different for the 2 versions (yellow and green).
* The three secret characters in the original version are already unlocked.
* 2 new characters, the white Huang Zhong and the red Zhang Fei.

- TIPS AND TRICKS -

* Play As Diao Chan : Press B, C, D, Up, Right, Down, Left, Up, Right, Down, Left.

* Play As Xu Zhu : Press Left, B, C, Up, D(x2), B, C, Right, B(x3), C, Right, C(x2), B, C.

* Play As Zhang Liao : Press D, B(x2), C, D, Up, Down, Left, Right, Up, Down, Left, Right, B, C, D.

* Play As Zhuge Liang : Press Down(x2) B, Left, Down, Right, C, Left, Up, Right, D, Left(x2), B.

* Internet Ranking Mode : To play in the Internet Ranking mode, hold Up+B on first player and Down+C on second player before pressing Start.

- SERIES -

1. Knights of Valour (1999)
2. Knights of Valour Superheroes (1999)
3. Knights of Valour 2 (2000)
4. Knights of Valour 2 - Nine Dragons (2001)
5. Knights of Valour 2 - Bushou Retsuden
6. Knights of Valour Superheroes Plus (2004)
7. Knights of Valour - The Seven Spirits (2004)
8. Knights of Valour 2 - New Legend (2008)
9. Knights of Valour 3 (2011)

- STAFF -

Executive producer : Ray
Directors : Zhong Ren Gau, Keith Young, Andy Chu
Programmers : Alf, Why, Fred Liao, Yao Wen Lo, Mssheir, LTH
Hardware : Franklin Wu
Stylists : Joseph Chang, Muta Chen, Chun Lung Wu, Benson, Hark Lin
Pictures : Yao Kun Lai, Szu Chiang Wu, Pon-Pon Peng, Su Ping Chen, Abthony Ling, Yu Jem Lin, Gui Xin Xu, Hanks, Chia Sen Yeh, Mei Sen Chune, Hsien Chin Chou, Hsu Wei Chu, Feng Chiu Fu, Sheng Kai Chang, Ricky, Sung Chih Lin, Elvis Chen, Yang, Jeffrey Chang, Owl, Leo
Music conductor : Ray
Music & Sound effects by : Eddie Yao, Dean
Producers : Ko-Chu Lee, Paulchiang, A.C. Chen, Tzung-Hui Cheng

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1302&o=2

$end


$info=kovshxas,
$bio

Knights of Valour - Aoshi Sanguo (c) 2008 Unknown.

- TRIVIA -

Released in October 2008.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47520&o=2

$end


$info=kovlsjb,kovlsjba,
$bio

Knights of Valour - Luan Shi Jie Ba (c) 200? Unknown.

- TRIVIA -

Also known as "Sangoku Senki - Luan Shi Jie Ba".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=36330&o=2

$end


$info=kovlsqh,
$bio

Knights of Valour - Luan Shi Quan Huang (c) 2004 Unknown.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=45427&o=2

$end


$info=kovlsqh2,
$bio

Knights of Valour - Luan Shi Quan Huang 2 (c) 200? Unknown.

- TRIVIA -

Also known as "Sangoku Senki - Luan Shi Quan Huang 2".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=36331&o=2

$end


$info=kovqhsgs,
$bio

Knights of Valour - Quan Huang San Guo Special (c) 200? Unknown.

- TRIVIA -

Released in November 2008.

Also known as "Sangoku Senki - Quan Huang San Guo Special".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=36332&o=2

$end


$info=kovsgqyz,kovsgqyza,kovsgqyzb,
$bio

Knights of Valour - San Guo Qun Ying Zhuan (c) 200? Unknown.

- TRIVIA -

Also known as "Sangoku Senki - San Guo Qun Ying Zhuan".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=26729&o=2

$end


$info=kov7sprt,
$bio

Knights of Valour - The Seven Spirits (c) 2004 IGS.

- TECHNICAL -

Sammy Atomiswave Hardware

CPU : Hitachi SH-4 32-bit RISC CPU (200 MHz 360 MIPS / 1.4 GFLOPS)
Graphic Engine : PowerVR 2 (PVR2DC)
Sound Engine : ARM7 Yamaha AICA 45 MHZ (with internal 32-bit RISC CPU, 64 channel ADPCM)
Main Ram : 32 megs
Main Memory : 16 MByte
Graphic Memory : 16 MByte
Sound Memory : 8 MByte
Media : ROM Board
Simultaneous Number of Colors : Approx. 16,770,000 (24bits)
Polygons : 2.5 Million polys/sec
Rendering Speed : 500 M pixel/sec
Additional Features : Bump Mapping, Fog, Alpha-Bending (transparency), Mip Mapping (polygon-texture auto switch), Tri-Linear Filtering, Anti-Aliasing, Environment Mapping, and Specular Effect.

- TRIVIA -

Released in December 2003.

- SERIES -

1. Knights of Valour (1999)
2. Knights of Valour Superheroes (1999)
3. Knights of Valour 2 (2000)
4. Knights of Valour 2 - Nine Dragons (2001)
5. Knights of Valour 2 - Bushou Retsuden
6. Knights of Valour Superheroes Plus (2004)
7. Knights of Valour - The Seven Spirits (2004)
8. Knights of Valour 2 - New Legend (2008)
9. Knights of Valour 3 (2011)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4691&o=2

$end


$info=kovytzy,
$bio

Knights of Valour - Yi Tong Zhong Yuan (c) 2004 IGS.

- TRIVIA -

Released in March 2004.

This game was also known as "Sangoku Senki - Yi Tong Zhong Yuan".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69051&o=2

$end


$info=kov2,kov2106,kov2100,kov2102,kov2103,kov2101,
$bio

Knights of Valour 2 (c) 2000 IGS.

A very good side-scrolling fighting game set in medieval China.

- TECHNICAL -

IGS PGM hardware

Main CPU : Motorola 68000 (@ 20 Mhz), Zilog Z80 (@ 8.468 Mhz), ARM7 (@ 20 Mhz)
Sound Chips : ICS2115 (@ 20 Mhz)

Control per player: 8-way Joystick
Buttons per player: 4

- TRIVIA -

Released in November 2000.

This game is also known as "Sangoku Senki Bushou Souha" (translates from Japanese as 'Knights of the Three Kingdoms - Commander's Struggle For Supremacy').

- TIPS AND TRICKS -

* Secret Characters : on the character selection screen, hold START button then input the following codes...
Koumei : D, B, D, C(x2), B, D, B, UP, DOWN
Chouzen : C, D, B(x2), C, D, UP, DOWN, UP, DOWN
Housuu : B, C, D, UP, DOWN, LEFT(x2), RIGHT, C, D
Sonken : B(x3), C, D, C, B(x2), DOWN(x2)

- SERIES -

1. Knights of Valour (1999)
2. Knights of Valour Superheroes (1999)
3. Knights of Valour 2 (2000)
4. Knights of Valour 2 - Nine Dragons (2001)
5. Knights of Valour 2 - Bushou Retsuden
6. Knights of Valour Superheroes Plus (2004)
7. Knights of Valour - The Seven Spirits (2004)
8. Knights of Valour 2 - New Legend (2008)
9. Knights of Valour 3 (2011)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1303&o=2

$end


$info=kov2nl,kov2nlo,kov2nloa,
$bio

Knights of Valour 2 - New Legend (c) 2008 IGS Company, Limited.

- TRIVIA -

Released in August 2008.

- SERIES -

1. Knights of Valour (1999)
2. Knights of Valour Superheroes (1999)
3. Knights of Valour 2 (2000)
4. Knights of Valour 2 - Nine Dragons (2001)
5. Knights of Valour 2 - Bushou Retsuden
6. Knights of Valour Superheroes Plus (2004)
7. Knights of Valour - The Seven Spirits (2004)
8. Knights of Valour 2 - New Legend (2008)
9. Knights of Valour 3 (2011)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=26454&o=2

$end


$info=kov2p,kov2p202,kov2p204,
$bio

Knights of Valour 2 - Nine Dragons (c) 2001 IGS.

A very good side-scrolling fighting game set in medieval China.

- TECHNICAL -

IGS PGM hardware

Main CPU : Motorola 68000 (@ 20 Mhz), Zilog Z80 (@ 8.468 Mhz), ARM7 (@ 20 Mhz)
Sound Chips : ICS2115 (@ 20 Mhz)

Control per player: 8-way Joystick
Buttons per player: 4

- TRIVIA -

Knights of Valour 2 Nine Dragons was released in August 2001.

- SERIES -

1. Knights of Valour (1999)
2. Knights of Valour Superheroes (1999)
3. Knights of Valour 2 (2000)
4. Knights of Valour 2 - Nine Dragons (2001)
5. Knights of Valour 2 - Bushou Retsuden
6. Knights of Valour Superheroes Plus (2004)
7. Knights of Valour - The Seven Spirits (2004)
8. Knights of Valour 2 - New Legend (2008)
9. Knights of Valour 3 (2011)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3850&o=2

$end


$info=kov3,
$bio

Knights of Valour 3 (c) 2011 IGS [International Game System].

- TRIVIA -

Released in May 2011.

- SERIES -

1. Knights of Valour (1999)
2. Knights of Valour Superheroes (1999)
3. Knights of Valour 2 (2000)
4. Knights of Valour 2 - Nine Dragons (2001)
5. Knights of Valour 2 - Bushou Retsuden
6. Knights of Valour Superheroes Plus (2004)
7. Knights of Valour - The Seven Spirits (2004)
8. Knights of Valour 2 - New Legend (2008)
9. Knights of Valour 3 (2011)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40075&o=2

$end


$info=kovsh,kovsh101,kovsh102,kovsh103,kovsh100,
$bio

Knights of Valour Superheroes (c) 1999 IGS.

A very good side-scrolling fighting game set in medieval China.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 20 Mhz), Zilog Z80 (@ 8.468 Mhz), ARM7 (@ 20 Mhz)
Sound Chips : ICS2115 (@ 20 Mhz)

Control per player: 8-way joystick
Buttons per player: 4

- TRIVIA -

Knights of Valour Superheroes was released in January 2000 in Taiwan (even if the titlescreen says 1999).

This game is also known as "Sangoku Senki Superheroes".

- SERIES -

1. Knights of Valour (1999)
2. Knights of Valour Superheroes (1999)
3. Knights of Valour 2 (2000)
4. Knights of Valour 2 - Nine Dragons (2001)
5. Knights of Valour 2 - Bushou Retsuden
6. Knights of Valour Superheroes Plus (2004)
7. Knights of Valour - The Seven Spirits (2004)
8. Knights of Valour 2 - New Legend (2008)
9. Knights of Valour 3 (2011)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1304&o=2

$end


$info=kovshp,kovshpa,
$bio

Knights of Valour Superheroes Plus (c) 2004 IGS.

- TRIVIA -

Released in September 2004.

- SERIES -

1. Knights of Valour (1999)
2. Knights of Valour Superheroes (1999)
3. Knights of Valour 2 (2000)
4. Knights of Valour 2 - Nine Dragons (2001)
5. Knights of Valour 2 - Bushou Retsuden
6. Knights of Valour Superheroes Plus (2004)
7. Knights of Valour - The Seven Spirits (2004)
8. Knights of Valour 2 - New Legend (2008)
9. Knights of Valour 3 (2011)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31537&o=2

$end


$gba=knigtkdmu,
$bio

Knights' Kingdom [Model AGB-BKNE-USA] (c) 2004 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71382&o=2

$end


$gba=knigtkdm,
$bio

Knights' Kingdom [Model AGB-BKNP] (c) 2004 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71381&o=2

$end


$x1_flop=knither,
$bio

Knither - Demon Crystal II (c) 1987 Dempa Shinbunsha [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86033&o=2

$end


$pc8801_flop=knither,
$bio

Knither - Demon Crystal II (c) 1987 Dempa Shinbunsha [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92185&o=2

$end


$msx1_cart=knithers,
$bio

Knither Special (c) 1987 Dempa [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77193&o=2

$end


$info=ss4087,ss3886,ss3658,ss3659,ss3660,ss0189,ss3955,
$bio

Knock Down! (c) 199? IGT [International Game Technologies].

2-Coin Multiplier slot.

- TECHNICAL -

Game ID: 140A

- UPDATES -

SS4087
SS3886
SS3658
SS3659
SS3660
SS0189
SS3955

- PORTS -

* Computers :
MS-Windows (2012, "IGT Slots - Diamond Galaxy")
Mac OS X (2012, "IGT Slots - Diamond Galaxy")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46161&o=2

$end


$info=ss4088,ss3887,ss3675,ss3676,ss3677,ss3834,ss3883,ss3835,
$bio

Knock Down! (c) 1992 IGT.

3-Coin Multiplier slot.

- TECHNICAL -

Model 140B

- UPDATES -

SS4088
SS3887
SS3675
SS3676
SS3677
SS3834
SS3883
SS3835

- PORTS -

* Computers :
Microsoft Windows (2008, "IGT Slots - Little Green Men")
Mac Os X (2008, "IGT Slots - Little Green Men")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=10465&o=2

$end


$info=sc4knokb,sc4knokc,
$bio

Knock Out (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR2057]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62056&o=2

$end


$info=sc4knok,sc4knoka,
$bio

Knock Out (c) 200? Mazooma Games.

This fun themed AWP has proved a top earner on all sites since it's test debut, and shows no sign of stopping. Players must get 3 feature symbols in view to start the feature, or 3 on the winline to start the Super Feature, where all wins have a repeat chance attached! In the reel game there is a joker symbol which appears randomly to award one of 5 bonuses.

Once in the feature the player may advance around the board using the Hi Lo reel, and when on a position, Hi Lo gamble for the square's award to be added again.
Landing on +spins positions spins the fleximech, adding bucket symbols into the award panel, and when 3 of the same colour are lit, pays the associated prize into the award bank.

- TECHNICAL -

[Model PR7061]

Technology : Scorpion 4
Cabinet : Eclipse with Note Acceptor facility.
Jackpot : £25 / £5 / £8
Stakes : 20p, 25p, 30p, 10p

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11899&o=2

$end


$info=knockout,knockoutb,knockoutc,
$bio

Knock Out!! (c) 1982 KKK.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.78975 Mhz)

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette Colors : 98

Players : 2
Control : 4-way joystick
Buttons : 1

- TRIVIA -

This game is also known as "Triple Punch" (KKI).

Leo Daniels holds the official record for this game with 11,165,570 points.

- TIPS AND TRICKS -

* Begin by filling in the box in the lower left-hand corner. Once you've done that, fill in the two boxes (vertically) to its right, then the three to their right, and so on until you've effectively wrapped around the playfield and are back at the first box you filled in. Just repeat this motion until all of the boxes are full.

* Filling in boxes two at a time will give you twice the points of each of the boxes. Filling in three boxes at a time (this is done by going over the point shared by the three boxes last) gives you four times points for the boxes.

You can also get points by punching out enemies. If you can punch out an enemy while the ambulance is still on the screen, you get six hundred points instead of the three hundred for just punching out an enemy.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1305&o=2

$end


$msx1_cass=knockout,
$bio

Knockout (c) 1985 Alligata Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94766&o=2

$end


$n64=kk2000,kk2000u,
$bio

Knockout Kings 2000 (c) 1999 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57789&o=2

$end


$gbcolor=kkings,
$bio

Knockout Kings [Model CGB-AXKE-USA] (c) 1999 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68174&o=2

$end


$info=ep_kopcl,ep_kopcla,ep_kopclb,
$bio

Knockout Punch Club (c) 199? Global Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40857&o=2

$end


$bbca_cass,bbcb_cass=knowpsiq,
$bio

Know Your Own Personality (c) 1984 Mirrorsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52029&o=2

$end


$msx1_cart=knowledg,
$bio

Knowledge (c) 1988 Barq

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77194&o=2

$end


$info=kbash2,
$bio

Knuckle Bash 2 (c) 1999 Unknown manufacturer.

4 wacky characters go after the Bulls and others who would dare threaten the peace of the city!

- TECHNICAL -

Main CPU : Motorola 68000 (@ 16 Mhz)
Sound Chip : OKI6295 (@ 7.575 Khz)

Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

This bootleg of the Toaplan original game, Knuckle Bash:
* Does not run on the YM2151 sound hardware.
* Has a different title screen.
* Levels are in different order.
* The football player is selectable from the very beginning.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5427&o=2

$end


$info=kbash,kbashk,
$bio

Knuckle Bash (c) 1993 Toaplan Company, Limited.

3 wacky characters go after the Bulls and others who would dare threaten the peace of the city!

- TECHNICAL -

Game ID : TP-023

Main CPU : Motorola 68000 (@ 16 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.375 Mhz), OKI6295 (@ 7.575 Khz)

Control per player: 8-way joystick
Buttons per player: 3

- TRIVIA -

Knuckle Bash was released in May 1993.

Licensed to Atari Games for European and North American distribution.

- TIPS AND TRICKS -

* Hidden Functions : If the 'Invulnerability dip switch' is enabled, you are invulnerable but you may also 'Pause' the game with P2 Start and restart with P1 Start.

- SERIES -

1. Knuckle Bash (1993)
2. Knuckle Bash 2 (1999)

- STAFF -

Designer : Junya Inoue

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1306&o=2

$end


$msx2_flop=knuckdst,
$bio

Knuckle Duster (c) 1996 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101755&o=2

$end


$info=knckhead,knckheadj,knckheadjp,
$bio

Knuckle Heads (c) 1992 Namco.

Weapon based arcade fighting game released in 1993 by Namco during the fighting game boom started by Capcom's Street Fighter II. Notable for having a jump button and multi-player matches allowing up to four players to play simultaneously.

- TECHNICAL -

Namco System NA-2 hardware
Game ID : KH

Main CPU : Motorola 68000 (@ 12.52825 Mhz)
Sound Chips : Namco (@ 32 Khz)

Control per player: 8-way joystick
Buttons per player: 3

- TRIVIA -

Even if the title screen says '1992', Knuckle Heads was released in March 1993 in Japan.

The names of the female fighters (Claudia Silva and Christine Myao) appear on a 'Soul Edge Tour' shirt worn by a female character in the 1996 game "Dancing Eyes".

Soundtrack releases :
Namco Game Sound Express Vol.9 / Knuckle Heads - Victor Entertainment - VICL-15019 - May 21, 1993

- STAFF -

Planners : O. Sugi, Captain Gan
Programmers : SAM. Uruyama, Furin-Yanagi-Kazan-CD
Chief of visual designers : H. Kikuchi, KIM
Visual designers : M. FukuChan, Tsuchidarya-, N. Kumagari, G-NAS.Y, H-DAIO
Logo and graphic designer : Cho-Itoh
Illustration : Mr. Shigeri
Sound composer : Takayuki Aihara (John Aihara)

* CAST :
Vincent, Darell : N. Tobita
Fujioka : T. Morikawa
Chris : M. Hayashibara
Silva : K. Misuishi
Vaike : T. Yanagihara

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1307&o=2

$end


$info=kncljoe,kncljoea,
$bio

Knuckle Joe (c) 1985 Seibu Kaihatsu.

A side-scrolling fighting game.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 5.5 Mhz)
Sound CPU : Motorola M6803 (@ 894.886 Khz)
Sound Chips : (2x) General Instrument AY8910 (@ 894.886 Khz), (2x) MSM5205 (@ 384 Khz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in April 1985.

Licensed to Taito for manufacture and distribution.

A bootleg of this game is known as "Bone Crusher".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1308&o=2

$end


$msx1_cart=knucklej,
$bio

Knuckle Joe (c) 1989 ProSoft [Korea]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77195&o=2

$end


$megadriv=knucklp,
$bio

Knuckles in Sonic 2 (c) 1994 Sega.

Not actually a separate game, but a special combination of Sonic and Knuckles and Sonic 2. On the original hardware, this is played by plugging Sonic 2 into the Sonic and Knuckles cartridge. 

Despite the appearances, this is not actually a combination of the two games the way that Sonic 3 is with Sonic and Knuckles. Instead, this is a dedicated copy (a prototype) of Sonic 2 edited to include Knuckles embedded in S&K, and this is only accessed if Sonic 2 if plugged into the game at power on.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56608&o=2

$end


$x68k_flop=konetjk1,
$bio

Ko Net Joker Developer Release (c) 1998 Toyoshima

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87822&o=2

$end


$x68k_flop=konetjk2,
$bio

Ko Net Joker Developer Release 2 (c) 1998 Toyoshima

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87823&o=2

$end


$info=kopunch,
$bio

KO Punch (c) 1981 Sega.

- TECHNICAL -

Game ID : 834-0103

Main CPU : Intel 8080 (@ 4 Mhz)

Screen orientation : Vertical
Video resolution : 240 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 8

Players : 2
Control : 4-way joystick
Buttons : 4

- TRIVIA -

Released during October 1981.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1309&o=2

$end


$pcecd=koseikib,
$bio

KO Seiki Beast - Gaia Fukkatsu Kanketsu Hen (c) 1994 Pack-In-Video Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58240&o=2

$end


$pc98=koseibf,koseibfa,
$bio

KO Seiki Beast Sanjuushi - Gaia no Fukkatsu (c) 1992 Matrix [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89821&o=2

$end


$pc98=koseirj,
$bio

KO Seiki Beast Sanjuushi - Rastak no Joou (c) 1993 Matrix [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89822&o=2

$end


$x68k_flop=kowindow,
$bio

Ko-Window (c) 19?? DoGA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87824&o=2

$end


$x68k_flop=kowinap1,
$bio

Ko-Window Application Shuu 1 (c) 1991 Takeru [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87825&o=2

$end


$x68k_flop=kowinap2,
$bio

Ko-Window Application Shuu 2 (c) 1992 Takeru [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87826&o=2

$end


$x68k_flop=kowinap3,
$bio

Ko-Window Application Shuu 3 (c) 1992 Takeru [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87827&o=2

$end


$x68k_flop=kowinap4,
$bio

Ko-Window Application Shuu 4 (c) 1993 Takeru [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87828&o=2

$end


$info=koalamnt,
$bio

Koala Mint (c) 2000 Aristocrat.

A video slot machine with 5 reels and 20 lines. This game was also released with 9 lines.

- TECHNICAL -

Runs on the Aristocrat MKV Series 2 hardware but was also released on the MKVI hardware.

MKV 20 Lines:
Game has 14 buttons.
Bet buttons: 1, 2, 3, 5, 10 credits
Line buttons: 1, 5, 10, 15, 20 lines
Extra buttons: Collect (yellow), Service (green), Gamble (purple), Take Win/Start Feature (orange)

MKV 9 Lines:
Game has 14 buttons.
Bet buttons: 1, 2, 3, 5, 10 credits
Line buttons: 1, 3, 5, 7, 9 lines
Extra buttons: Collect (yellow), Service (green), Gamble (purple), Take Win/Start Feature (orange)

MVP MKVI conversion cabinet:
Game has 14 buttons.
Bet buttons: 1, 2, 3, 5, 10 credits
Line buttons: 1, 5, 10, 15, 20 lines
Extra buttons: Take Win/Collect (orange), Service (green), Gamble (purple), Spin/Start Feature (yellow)

The line buttons are also used for a gamble feature:
1 line - 2 to 1, 5 (or 3) lines - 3 to 1, 10 (or 5) lines - 5 to 1, 15 (or 7) lines - 10 to 1, 20 (or 9) lines - 100 to 1.

- TIPS AND TRICKS -

Free Game Features : All Koala anywhere on reels 1 and 5 starts 10 free games. During the free games win a bonus of 2, 5, 10, 20, 50 or 100 credits (x total bet) for every COIN appearing anywhere in the window. The feature can be won again during the free games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5062&o=2

$end


$a800=kpainter,
$bio

Koala Painter (c) 1983 Koala

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86595&o=2

$end


$famicom_flop=holdup,
$bio

Kobayashi Hitomi no Hold Up (c) 19?? Hacker International

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65381&o=2

$end


$famicom_flop=shockten,
$bio

Kobayashi Hitomi Shocking Tennis (c) 19?? Hacker International

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65380&o=2

$end


$ibm5150,ibm5150_cass=kobanaru,
$bio

Kobayashi Naru (c) 1987 Mastertronic, Ltd. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83650&o=2

$end


$cpc_cass=kobayanr,
$bio

Kobayashi Naru [Model IA 0159] (c) 1987 Mastertronic, Ltd. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=97161&o=2

$end


$n64=kobenba,kobenbau,
$bio

Kobe Bryant in NBA Courtside (c) 1998 Nintendo [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57790&o=2

$end


$pc8801_flop=koberenm,
$bio

Kobe Renai Monogatari (c) 1989 Zain Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92186&o=2

$end


$x68k_flop=koberenm,
$bio

Kobe Renai Monogatari (c) 1990 Zain Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87829&o=2

$end


$pc98=noriko,
$bio

Kobishoujo Noriko - Part I (c) 1988 System House Oh!

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89884&o=2

$end


$pc8801_flop=noriko,norikoa,
$bio

Kobishoujo Noriko - Part I (c) 1988 System House Oh!

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92187&o=2

$end


$x68k_flop=noriko,
$bio

Kobishoujo Noriko - Part I (c) 1989 System House Oh!

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87830&o=2

$end


$saturn,sat_cart=kkkrace,
$bio

Kochira Katsushikaku Kameari Kouenmae Hashutsujo Nakagawa Land Dai Race! no Maki (c) 1997 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59321&o=2

$end


$saturn,sat_cart=kkkracesa,
$bio

Kochira Katsushikaku Kameari Kouenmae Hashutsujo Nakagawa Land Dai Race! no Maki [Satakore] (c) 1998 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59322&o=2

$end


$psx=kochirak,
$bio

Kochira Katsushikaku Kameari Kouenzen [Model SLPS-00922] (c) 1997 Bandai Co., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85353&o=2

$end


$info=dinoking,
$bio

Kodai Oja Kyoryu King (c) 2005 Sega Amusements, Incorporated.

In this interesting game, you use trading cards of dinosaurs to engage in a 'rock paper scissors' type of battle the nefarious Alpha Gang whose mission is to take over the world with their dinosaurs. players can also compete against one another.

- TECHNICAL -

Sega Aurora Hardware

Main CPU : Hitachi SH-4 32-bit RISC CPU @ 300MHz
Graphic Engine : Imagination Technologies Power VR MBX+VGP @ 150MHz
Sound Engine : ADPCM Sound
Triangle Rendering : 10M Polygons/sec
Fill Rate : 150M Pixel/sec
Max Resolution : 1280x1024
Other Features : Ethernet and USB

- TRIVIA -

This game is known outside Japan "Dinosaur King".

The name of this game can be translated as 'Ancient Ruler Dinosaur King'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=14072&o=2

$end


$info=dinoki25,
$bio

Kodai Oja Kyoryu King - D-Team VS. the Alpha Fortress (c) 2008 Sega Enterprises, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86627&o=2

$end


$info=dinokior,
$bio

Kodai Oja Kyoryu King - Operation: Dinosaur Rescue (c) 2006 Sega Enterprises, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86582&o=2

$end


$saturn,sat_cart=koden,
$bio

Koden Koureijjyutsu Hyaku Monogatari - Hontoni Atta Kowai Hanashi [Satakore] (c) 1998 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59323&o=2

$end


$snes=bskodom1,
$bio

Kodomo Chousadan Mighty Pockets - ChoUSA 1 - Junk-ya Black no Ie (c) 199? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61636&o=2

$end


$snes=bskodom2,
$bio

Kodomo Chousadan Mighty Pockets - ChoUSA 2 - Hanzai Toshi Big Apple (c) 199? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61637&o=2

$end


$snes=bskodom3,
$bio

Kodomo Chousadan Mighty Pockets - ChoUSA 3 - Kyakusen Queen Patra no Nazo (c) 199? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61638&o=2

$end


$msx1_cart=koedoli,
$bio

Koedoli (c) 1988 Aproman [Korea]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77196&o=2

$end


$a5200=koffiyk,
$bio

Koffi - Yellow Kopter (c) 2002 Ron LLoyd.

Homebrew game.

- TECHNICAL -

Model RL5201

- STAFF -

Programmer: Ron Lloyd

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50057&o=2

$end


$gbcolor=kogurugu,
$bio

Koguru Guruguru - Guruguru to Nakayoshi [Model DMG-BKGJ-JPN] (c) 2001 Sting [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68176&o=2

$end


$x1_flop=kohakuir,
$bio

Kohakuiro no Yuigon - Seiyou Karuta Renzoku Satsujin Jiken (c) 1988 Riverhill Software [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86034&o=2

$end


$x68k_flop=kohakuir,
$bio

Kohakuiro no Yuigon - Seiyou Karuta Renzoku Satsujin Jiken (c) 1988 Riverhill Software [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87831&o=2

$end


$pc8801_flop=kohakuir,kohakuira,
$bio

Kohakuiro no Yuigon - Seiyou Karuta Renzoku Satsujin Jiken (c) 1988 Riverhill Software [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92188&o=2

$end


$fm77av=kohakuir,kohakuira,
$bio

Kohakuiro no Yuigon - Seiyou Karuta Renzoku Satsujin Jiken (c) 1988 Riverhill Software [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93847&o=2

$end


$psx=kohnisho,
$bio

KohniShogun [Model SLPS-02955] (c) 2000 ASK

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85354&o=2

$end


$ngpc=koikoi,
$bio

Koi Koi Mahjong [Model NEOP00910] (c) 2000 SNK Corp. [Shin Nihon Kikaku] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82538&o=2

$end


$info=koikoi,
$bio

Koi Koi Part 2 (c) 1982 Kiwako.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.867 Mhz)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11295&o=2

$end


$info=koikois,
$bio

Koi Koi Shimasyo (c) 1995 Visco Corp.

Koi Koi Shimasho is a strip hanafuda game featuring four school girl opponents. This game features beautifully animated in-game dialogue. Yet rewards a well played round with surprisingly flat, still-shot strip sequences.

- TECHNICAL -

Main CPU : Zilog Z80
Sound Chips : ST0016

Players : 2
Buttons : 3

- TRIVIA -

Koi Koi Shimasyo was released in June 1995 in Japan.

- SERIES -

1. Koi Koi Shimasyo (1995)
2. Koi Koi Shimasyo 2 - Super Real Hanafuda (1997)

- PORTS -

* Consoles :
Sega Saturn (1998, "Lovely Pop 2 In 1 Jan Jan Koi Shimasho")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4469&o=2

$end


$info=koikois2,
$bio

Koi Koi Shimasyo 2 - Super Real Hanafuda (c) 1997 Visco.

Koi Koi Shimasho 2 is a strip hanafuda game featuring eight beautiful opponents. While the character designs are simpler than in the original, Koi Koi Shimasho 2 makes up for it with decently animated dialogue sequences and well animated stripping sequences.

- TECHNICAL -

Main CPU : V60 (@ 16 Mhz)
Sound Chips : ES5506 (@ 16 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Koi Koi Shimasyo 2 was released in December 1997 in Japan.

'Koi Koi' is one of many games that is played with hanafuda cards.

- SERIES -

1. Koi Koi Shimasho - Super Real Hanafuda (1995)
2. Lovely Pop Mahjong JangJang Shimasho (1996)
3. Koi Koi Shimasho 2 - Super Real Hanafuda (1997)
4. Lovely Pop Mahjong JangJang Shimasho 2 (2000)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1311&o=2

$end


$info=rockragj,
$bio

Koi no HotRock - John, Rick & She-na (c) 1986 Konami.

Two rock stars must battle through 5 stages battling enemies from different time periods.

- TECHNICAL -

Game ID : GX620

Main CPU : HD6309 (@ 3 Mhz)
Sound CPU : Motorola M6809 (@ 1.5 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), Sanyo VLM5030 (@ 3.579545 Mhz)

Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 64

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in December 1986.

The title of this game translates from Japanese as 'HotRock of Love - John, Rick & She-na'.

This game is known outside Japan as "Rock'n Rage".

She-na is the girl you have to save in "Violent Storm".

Alfa Records released a limited-edition soundtrack album for this game (The Konamic Game Freaks - 28XA-135) on 25/05/1987.

- STAFF -

Game programmers : Lovely Sugimo, John Yamagushi, Rick Nagasawa, Yuki Itoh, Guitar Nagata, Mike Takabayashi, Super Oka, Rock Ozawa, Water Hamada
Video graphics designers : Shena Urata, Sweet Satoh
Sound effects : Fancy Fukutake, Kiyoko Mizutani (Can Mizutani), Drum Terashima, River Gushiken, Sand Muraoka
Hardware designer : Barrel Akiyama

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1312&o=2

$end


$saturn,sat_cart=ksumfant,
$bio

Koi no Summer Fantasy - in Miyazaki Seagaia - Okina Megumi (c) 1997 Bandai Visual

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59324&o=2

$end


$snes=bskoiwab,
$bio

Koi wa Balance - Tatoeba K-kun no Tabou na Ichinichi Hen (c) 199? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61639&o=2

$end


$gameboy=koiwakak,
$bio

Koi wa Kakehiki [Model DMG-KIJ] (c) 1991 Pony Canyon, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66298&o=2

$end


$pc98=koihime,
$bio

Koihime Mystic Princess (c) 1995 Silky's [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89885&o=2

$end


$gba=koiissho,
$bio

Koinu to Issho - Aijou Monogatari [Model AGB-BDIJ-JPN] (c) 2003 Culture Brain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71383&o=2

$end


$gba=koiissh2,
$bio

Koinu to Issho 2 [Model AGB-BI2J-JPN] (c) 2004 Culture Brain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71384&o=2

$end


$gba=koinuchn,
$bio

Koinu-chan no Hajimete no Osanpo - Koinu no Kokoro Ikusei Game [Model AGB-BISJ-JPN] (c) 2003 TDK Core

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71385&o=2

$end


$psx=kojinkyo,
$bio

Kojin Kyouju - La Lecon Particuliere [Model SLPS-01354] (c) 1998 MYCOM

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85355&o=2

$end


$pc98=kokgolf,
$bio

KOK Golf (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89823&o=2

$end


$pc98=kokoraku,
$bio

Koko wa Rakuensou (c) 1994 Foster [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89886&o=2

$end


$pc98=kokorak2,
$bio

Koko wa Rakuensou 2 (c) 1995 Foster [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89887&o=2

$end


$info=eto,
$bio

Kokontouzai Eto Monogatari - Neko Datte Eto no Nakama ni Naritakatta (c) 1994 Visco.

Place up to 3 blocks of the same colour, horizontally, vertically or in an 'L' shape which can be done in any direction.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 8 Mhz), Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2151 (@ 4 Mhz)

Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 4096

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in May 1994.

The title of this game translates from Japanese as 'Once Upon A Time Chinese Zodiac Story - The Cat Who Wanted To Become Part of the Chinese Zodiac'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1313&o=2

$end


$cpc_cass=kokotoni,
$bio

Kokotoni Wilf (c) 1989 Elite Systems, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=97162&o=2

$end


$msx2_flop=kokuhaku,
$bio

Kokuhaku - Declare (c) 1998 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101756&o=2

$end


$pc8801_flop=saotomeg,
$bio

Kokuren Uchuu-Gun Shikan - Saotome Gakuen Nyuugaku Annai (c) 1989 Zenryutsu [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92189&o=2

$end


$pc98=ripsv,
$bio

Kokuritsu Kidou Sentai RIPS V (c) 1992 Great [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89888&o=2

$end


$fm7_cass=kokushi,
$bio

Kokushi Musou (c) 1983 Pony Canyon, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93747&o=2

$end


$pc8801_flop=kokyakuk,
$bio

Kokyaku Kanri (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92190&o=2

$end


$nes=kolaok,kolaoka,
$bio

Kola OK (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84039&o=2

$end


$32x=kolibri,
$bio

Kolibri (c) 1995 SEGA Enterprises, Ltd.

- TECHNICAL -

Game ID: 84518

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96295&o=2

$end


$info=kollon,kollonc,
$bio

Kollon (c) 2003 Taito Corp.

- TECHNICAL -

Runs on the "Taito G-Net" hardware.

- TRIVIA -

Released in November 2003.

Developed by Cyberfront.

- PORTS -

* Consoles :
Sony PSP (2004, "Ultimate Block Party") [USA]
Sony PSP (2004, "Koloomn") [Europe]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=29894&o=2

$end


$megadriv=kolobok,
$bio

Kolobok - Pyramid (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56609&o=2

$end


$x68k_flop=koma,
$bio

Koma (c) 19?? Yancha

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88348&o=2

$end


$pc8801_flop=komeinoh,
$bio

Komei no Hakuusen (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92191&o=2

$end


$pc8801_flop=komoriai,komoriaib,komoriaia,
$bio

Komori Ai no Dokidoki Rally (c) 1988 Uchuu Kikaku [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92192&o=2

$end


$psx=komotchi,
$bio

Komotchi [Model SLPS-03121] (c) 2001 Victor Interactive Software, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85356&o=2

$end


$x1_flop=powermj,
$bio

Kon'yamo Asamade Powerful Mahjong (c) 1988 dB-SOFT [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86035&o=2

$end


$pc8801_flop=powermj,powermjb,powermja,
$bio

Kon'yamo Asamade Powerful Mahjong (c) 1988 dB-SOFT [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92193&o=2

$end


$pc98=powermj2,
$bio

Kon'yamo Asamade Powerful Mahjong 2 (c) 1988 dB-SOFT [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89889&o=2

$end


$msx2_flop=powermj2,powermj2a,
$bio

Kon'yamo Asamade Powerful Mahjong 2 (c) 1988 dB-SOFT [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101757&o=2

$end


$x68k_flop=powermj2,
$bio

Kon'yamo Asamade Powerful Mahjong 2 (c) 1989 dB-SOFT [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87832&o=2

$end


$pc8801_flop=powermj2,powermj2a,powermj2b,
$bio

Kon'yamo Asamade Powerful Mahjong 2 (c) 1989 dB-SOFT [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92194&o=2

$end


$pc8801_flop=powerfmjd,
$bio

Kon'yamo Asamade Powerful Mahjong Data 1 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92195&o=2

$end


$info=smis0502048,smis0502049,smis0502050,smis0502051,smis0502052,
$bio

Kona Gold (c) 200? Bally Gaming, Incorporated.

- TECHNICAL -

Game Kit #108333 (CineVision)
Game Kit #108357 (M9000 Oval Top)

- UPDATES -

SMI #S0502048
SMI #S0502049
SMI #S0502050
SMI #S0502051
SMI #S0502052

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=45971&o=2

$end


$snes=bsdoki,bsdoki1,
$bio

Konae-chan no Dokidoki Penguin Kazoku (c) 199? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61640&o=2

$end


$info=konami88,
$bio

Konami '88 (c) 1988 Konami Industry Company, Limited.

Export release. Game developed in Japan by Konami. For more information, please see the original Japanese release entry: "Hyper Sports Special [Model GX861]".

- TECHNICAL -

Game ID : GX861

- TRIVIA -

Konami '88 was released in July 1988.

- SERIES -

1. Track & Field (1983) 
2. Hyper Olympic '84 (1984) 
3. Konami '88 [Model GX861] (1988) 
4. Hyper Athlete (1996)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1316&o=2

$end


$psx=konami80,
$bio

Konami 80's Arcade Gallery (c) 1999 Konami Company, Limited.

- TECHNICAL -

Model # SLPM-86228

- TRIVIA -

Released on May 13, 1999 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48139&o=2

$end


$info=konam80s,konam80k,konam80a,konam80u,
$bio

Konami 80s AC Special (c) 1998 Konami Company, Limited.

This game contains a collection of Konami arcade hits from the 80's. The 10 games included in the collection are :
1. "Time-Pilot" (1982)
2. "Scramble" (1981)
3. "Rock'n Rope" (1983)
4. "Pooyan" (1982)
5. "Yie ar Kung-Fu" (1985)
6. "Super Cobra" (1981)
7. "Circus Charlie" (1984)
8. "Gyruss" (1983)
9. "Road Fighter" (1984)
10. "Shao-Lin's Road" (1985)

- TECHNICAL -

Konami System 573 Hardware

Main CPU : PSX (@ 16.9344 Mhz)
Sound Chips : SPU (@ 16.9344 Mhz)

Players : 2
Buttons : 3

- TRIVIA -

Released in November 1998. 

This game is known in Japan as "Konami 80s Arcade Gallery".

- PORTS -

* Consoles :
Sony PlayStation (1999, "Konami Arcade Classics")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4197&o=2

$end


$info=konam80j,
$bio

Konami 80s Arcade Gallery (c) 1998 Konami Company, Limited.

This game contains a collection of Konami arcade hits from the 80's. The 10 games included in the collection are :
1. "Time-Pilot" (1982)
2. "Scramble" (1981)
3. "Rock'n Rope" (1983)
4. "Pooyan" (1982)
5. "Yie ar Kung-Fu" (1985)
6. "Super Cobra" (1981)
7. "Circus Charlie" (1984)
8. "Gyruss" (1983)
9. "Road Fighter" (1984)
10. "Shao-Lin's Road" (1985)

- TECHNICAL -

Main CPU : PSX (@ 16.9344 Mhz)
Sound Chips : SPU (@ 16.9344 Mhz)

Players : 2
Buttons : 3

- TRIVIA -

Released in November 1998.

This game is known outside Japan as "Konami 80s AC Special".

- PORTS -

* Consoles :
Sony PlayStation [JP] (May 13, 1999) "Konami 80's Arcade Gallery [Model SLPM-86228]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=7975&o=2

$end


$saturn,sat_cart=konmsx,
$bio

Konami Antiques MSX Collection Ultrapack (c) 1998 Konami Company, Limited.

Includes all 30 games featured in the PlayStation volumes.

- TECHNICAL -

[Model T-9530G]

- TRIVIA -

Konami Antiques MSX Collection Ultrapack was released on July 23, 1998 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48074&o=2

$end


$psx=kmsx1,
$bio

Konami Antiques MSX Collection Vol.1 (c) 1997 Konami.

Features MSX games:
- Konami no Boxing
- Konami no Ping Pong
- Hyper Sports 2
- Mopiranger
- Kekkyoku Nankyoku Daib?ken
- Yie Ar Kung-Fu
- Road Fighter
- Sky Jaguar
- Gradius
- Gofer no Yabou Episode II

- TECHNICAL -

Model # SLPM-86052

- TRIVIA -

The Konami Antiques MSX Collection Vol.1 was released on November 20, 1997 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48071&o=2

$end


$psx=kmsx2,
$bio

Konami Antiques MSX Collection Vol.2 (c) 1998 Konami Company, Limited.

Features MSX games:
- Konami no Golf
- Konami no Billiards
- Hyper Sports 3
- Wanpaku Athletic
- Magical Tree
- Yie Ar Kung-Fu II
- Knightmare
- Super Cobra
- TwinBee
- Gradius 2

- TECHNICAL -

Model # SLPM-86062

- TRIVIA -

Released on January 22, 1998 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48072&o=2

$end


$gba=konamiacj,
$bio

Konami Arcade Game Collection [Model AGB-AKCJ-JPN(RK275-J1)] (c) 2002 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71386&o=2

$end


$gba=konamiacu,
$bio

Konami Collector's Series - Arcade Advanced [Model AGB-AKCE-USA] (c) 2002 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71387&o=2

$end


$gba=konamiac,
$bio

Konami Collector's Series - Arcade Classics [Model AGB-AKCP] (c) 2002 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71388&o=2

$end


$msx2_flop=konagcbh,
$bio

Konami Game Collection Bangai-hen (c) 1989 Konami Co., Ltd. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101758&o=2

$end


$gbcolor=konamic1,
$bio

Konami GB Collection Vol.1 [Model DMG-AF5P-EUR] (c) 2000 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68177&o=2

$end


$gameboy=konamic1,
$bio

Konami GB Collection Vol.1 [Model DMG-AJIJ-JPN] (c) 1997 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66299&o=2

$end


$gbcolor=konamic2,
$bio

Konami GB Collection Vol.2 [Model DMG-AF6P-EUR] (c) 2000 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68178&o=2

$end


$gbcolor=konamic3,
$bio

Konami GB Collection Vol.3 [Model DMG-AF7P-EUR] (c) 2000 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68179&o=2

$end


$gbcolor=konamic4,
$bio

Konami GB Collection Vol.4 [Model DMG-AF8P-EUR] (c) 2000 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68180&o=2

$end


$gameboy=kongolf,
$bio

Konami Golf [Model DMG-KG-UKV] (c) 1994 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66303&o=2

$end


$info=konamigt,
$bio

Konami GT (c) 1985 Konami.

Drive your car through a series of courses, avoiding other cars and motorcycles. Drive through fuel bubbles to gain more fuel. Run out of fuel and it's game over.

- TECHNICAL -

Game ID : GX561

Main CPU : Motorola 68000 (@ 9.216 Mhz)
Sound CPU : Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.789772 Mhz), K005289 (@ 1.789772 Mhz)

Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.61 Hz
Palette colors : 2048

Players : 1
Control : dial
Buttons : 3

- TRIVIA -

Konami GT was released in October 1985.

This game is also known as "Konami RF2 - Red Fighter".

Alfa Records released a limited-edition soundtrack album for this game (Konami Game Music Vol.2 - ALC-22904) on September 25, 1986.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1314&o=2

$end


$nes=hyprsocr,
$bio

Konami Hyper Soccer (c) 1992 Konami Co., Ltd

- TRIVIA -

Reviews:
[FR] June 1992 - Consoles + N.10 (Pages 117): 76/100
[FR] July 1992 - Joypad N.10: 79/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55278&o=2

$end


$gba=krazyracu,krazyracup,
$bio

Konami Krazy Racers [Model AGB-AKWE-USA] (c) 2001 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71390&o=2

$end


$gba=krazyrac,
$bio

Konami Krazy Racers [Model AGB-AKWP] (c) 2001 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71389&o=2

$end


$msx1_cart=gmasterj,gmasterja,
$bio

Konami no Game wo 10-bai Tanoshimu Cartridge [Model RC735] (c) 1985 Konami Industry Co., Ltd. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77197&o=2

$end


$msx1_cart=pingpongk,
$bio

Konami no Ping Pong (c) 198? Zemina.

Korean release.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95206&o=2

$end


$msx1_cart=pingpong,pingpongb,pingpongc,pingponga,
$bio

Konami no Ping Pong (c) 1985 Konami.

- TECHNICAL -

[Model RC731]

- TRIVIA -

Released on May 1985.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48153&o=2

$end


$msx1_cart=gmaster2,gmaster2a,
$bio

Konami no Shin 10-bai Cartridge (c) 1988 Konami Industry Co., Ltd.

- TECHNICAL -

Game ID: RC755

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77198&o=2

$end


$msx2_flop=uranaisn,uranaisna,
$bio

Konami no Uranai Sensation (c) 1988 Konami Co., Ltd. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101759&o=2

$end


$info=rf2,
$bio

Konami RF2 - Red Fighter (c) 1985 Konami.

Drive your car through a series of courses, avoiding other cars and motorcycles. Drive through fuel bubbles to gain more fuel. Run out of fuel and it's game over.

- TECHNICAL -

Game ID : GX561

Main CPU : Motorola 68000 (@ 9.216 Mhz)
Sound CPU : Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.789772 Mhz), K005289 (@ 1.789772 Mhz), Sanyo VLM5030 (@ 3.579545 Mhz)

Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.61 Hz
Palette colors : 2048

Players : 1
Control : dial
Buttons : 3

- TRIVIA -

Konami RF2 - Red Fighter was released in October 1985. 

This game is also known as "Konami GT".

Alfa Records released a limited-edition soundtrack album for this game (Konami Game Music Vol.2 - ALC-22904) on September 25, 1986.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1315&o=2

$end


$gba=krazyracj,
$bio

Konami Wai Wai Racing Advance [Model AGB-AKWJ-JPN(RK212-J1)] (c) 2001 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71391&o=2

$end


$nes=waiwai,
$bio

??? ???????? (c) 1988 Konami Industry Company, Limited.
(Konami Wai Wai World)

Konami Wai Wai World is an action/platform game by Konami. The evil Daima? Warud? has kidnaped six popular Konami characters and holds them captive against their will - Goemon, Simon (Simon Belmont), F?ma (Getsuf?ma), Mikey (Michael Walsh), Moai (Moai Alexandria) and Kong (King Kong). The scientist Dr. Cinnamon, alerted to the situation, sends two of his best agents (Konami Man and the cyborg Konami Lady) to save the day. Their mission is to travel through six different Konami worlds, and to retrieve each prison key in order to free the captive prisoners. Once a character is rescued, he becomes instantly playable and can be switched at any point during the game. Each character also comes with his own set of unique abilities and a secondary weapon (hidden within each level), and this combination requires the player to always pick the hero that suits best a given situation - for instance Goemon is the only one capable of opening treasure chests, F?ma and Moai can destroy blocks and Mickey can crawl into small openings. Furthermore, Dr Cinnamon's lab acts as the game's hub from which the player can visit (or revisit) all six levels in any order, or revive a fallen character (thanks to Dr Cinnamon's younger brother, Dr. Simon). Defeated enemies also drop two kind of items - health items (hearts) or ammunition/bullets. The latter are an important aspect of the game - each character can equip a special weapon and ammunition is used each time such weapon is fired, and some consume more bullets than others (reviving dead characters also costs bullets). Like secondary weapons, special items are also hidden throughout the game, such as Power Capsules (increases attack), Rice Balls (automatically heals a character), Potions (restore health) and the Mantle (gives Konami man and Konami Girl the ability to fly). Finally, when all six characters are rescued, the player gains access to a last area (through the lab's mysterious third door) and flies Konami's legendary Twin Bee or Vic Viper ships to face the final boss. Konami Wai Wai World also features a simultaneous cooperative two-player mode, and a password system to save the game progress.

- TECHNICAL -

Cartridge ID: RC825

- TRIVIA -

Konami Wai Wai World was released on January 14, 1988 in Japan for 5500 Yen.

- STAFF -

Main Programer: Shinamon Kazuhiro
Progammer: Saimon Tsukasa
Graphics: Getsu Nakamoto, Kusaka Susumu
Sound: Rasshaa Sakamoto, Shigechan, Damian Fujio

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54293&o=2

$end


$gbcolor=konamiwg,
$bio

Konami Winter Games [Model CGB-A3HP-EUR] (c) 2000 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68181&o=2

$end


$msx1_cart=konbball,konbballa,
$bio

Konami's Baseball [Model RC724] (c) 1985 Konami Industry Co., Ltd. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77199&o=2

$end


$msx1_cart=konbill,
$bio

Konami's Billiards [Model RC706] (c) 1984 Konami Industry Co., Ltd. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77200&o=2

$end


$msx1_cart=konboxin,konboxinb,konboxina,
$bio

Konami's Boxing [Model RC736] (c) 1985 Konami Industry Co., Ltd. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77201&o=2

$end


$msx1_cart=konfootb,konfootbb,konfootba,
$bio

Konami's Football [Model RC732] (c) 1985 Konami Industry Co., Ltd. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77202&o=2

$end


$msx1_cart=kongolf,kongolfb,kongolfa,
$bio

Konami's Golf [Model RC723] (c) 1985 Konami Industry Co., Ltd. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77203&o=2

$end


$info=opengolf,opengolf2,
$bio

Konami's Open Golf Championship (c) 1994 Konami.

A golf game from Konami.

- TECHNICAL -

Konami GX hardware
Game ID : GX218

Main CPU : Motorola 68EC020 (@ 24 Mhz)
Sound CPU : Motorola 68000 (@ 9.2 Mhz)
Sound Chips : (2x) K054539 (@ 48 Khz)

Players : 4
Control : paddle
Buttons : 3

- TRIVIA -

Released in May 1994.

This game is known in Japan as "Golfing Greats 2".

- SERIES -

1. Golfing Greats (1991)
2. Konami's Open Golf Championship (1994)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1317&o=2

$end


$info=pingpong,
$bio

Konami's Ping Pong (c) 1985 Konami.

Konami's Ping Pong is a playable if simplistic Table Tennis simulation for one or two players. Ping Pong offers three different types of shot; Top spin, Back Spin and Smash. The actual gameplay centers on shot timing and shot choice, with the players' bats moving automatically to track the movement of the ball.

In the single player mode, the player can opt to play the game on any one of five different skill levels.

- TECHNICAL -

Game ID : GX555

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : SN76496 (@ 2.304 Mhz)

Players : 2
Control : 2-way joystick
Buttons : 2

- TRIVIA -

Konami's Ping Pong was released in June 1985.

This game features Penguin (later renamed Pentarou) in the title screen and as a spectator. He is the main character in Antarctic Adventure and Penguin Adventure on the MSX and also appeared in many other Konami titles like the Parodius and Game Master series.

- PORTS -

* Consoles :
Nintendo Famicom Disk [JP] (May 30, 1987) "Smash Ping Pong [Model FMC-PPN]" 
Nintendo Wii [Virtual Console] [JP] (November 25, 2008) Famicom Disk version
Nintendo Wii [Virtual Console] [EU] (July 17, 2009) Japanese Famicom Disk version : import game, as "Smash Table Tennis"

* Computers :
Sinclair ZX Spectrum [EU] (1985) 
MSX (JP] (May 1985) "Konami no Ping Pong [Model RC731]" 
MSX [EU] (1985) "Konami's Ping Pong [Model RC731]" 
Sinclair ZX Spectrum [EU] (1986) "Konami's Ping Pong" 
Sinclair ZX Spectrum [EU] (1986) "Konami Coin-Op Hits" 
Commodore C64 [US] [EU] (1986)
Amstrad CPC [EU] (1986)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1318&o=2

$end


$msx1_cart=konsoccr,konsoccrb,konsoccrc,konsoccra,
$bio

Konami's Soccer [Model RC732] (c) 1985 Konami Industry Co., Ltd. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77204&o=2

$end


$msx1_cart=kontennk,
$bio

Konami's Tennis (c) 198? ProSoft [Korea]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77206&o=2

$end


$msx1_cart=kontenn,kontenna,
$bio

Konami's Tennis [Model RC720] (c) 1985 Konami Industry Co., Ltd. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77205&o=2

$end


$gameboy=konbaskt,
$bio

Konamic Basket [Model DMG-DWJ] (c) 1991 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66304&o=2

$end


$gameboy=kongolfj,
$bio

Konamic Golf [Model DMG-KGA] (c) 1991 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66305&o=2

$end


$gameboy=koniceh,
$bio

Konamic Ice Hockey [Model DMG-UBJ] (c) 1992 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66306&o=2

$end


$famicom_flop=konamice,
$bio

Konamic Ice Hockey [Model KDS-HOC] (c) 1988 Konami Industry Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65382&o=2

$end


$gameboy=konbarc,
$bio

Konamic Sports in Barcelona [Model DMG-KHJ] (c) 1992 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66307&o=2

$end


$nes=konseul,
$bio

コナミック スボーツ イン ソウル (c) 1989 Konami Industry Company, Limited.
(Konamic Sports in Seoul)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54294&o=2

$end


$famicom_flop=kntennis,
$bio

Konamic Tennis [Model KDS-TNI] (c) 1988 Konami Industry Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65383&o=2

$end


$gbcolor=konchufg,
$bio

Konchuu Fighters [Model CGB-BZZJ-JPN] (c) 2002 Digital Kids

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68182&o=2

$end


$gbcolor=konchuh2,
$bio

Konchuu Hakase 2 [Model DMG-A2KJ-JPN] (c) 1999 J-Wing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68183&o=2

$end


$gbcolor=konchuh3,
$bio

Konchuu Hakase 3 [Model CGB-A3KJ-JPN] (c) 2001 J-Wing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68184&o=2

$end


$gameboy=konchuhka,konchuhk,
$bio

Konchuu Hakase [Model DMG-AKJJ-JPN] (c) 1998 J-Wing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66308&o=2

$end


$gba=konchmbm,
$bio

Konchuu Monster Battle Master [Model AGB-BQBJ-JPN] (c) 2005 Culture Brain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71392&o=2

$end


$gba=konchmbs,
$bio

Konchuu Monster Battle Stadium [Model AGB-BQSJ-JPN] (c) 2005 Culture Brain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71393&o=2

$end


$gba=konchmor,
$bio

Konchuu no Mori no Daibouken - Fushigi na Sekai no Juunin-tachi [Model AGB-BQKJ-JPN] (c) 2005 Culture Brain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71394&o=2

$end


$info=konek,
$bio

Konek-Gorbunok (c) 1988 Terminal.

The player controls a boy named Ivan, a peasant's son and his magic steed (Humpbacked Horse) to carry out the many unreasonable demands entrusted by the Tsar. During his adventure he will have to avoid various obstacles and hazards on the level and use your weapon and must try to capture the beautiful magic firebird for the Tsar, to keep his magic horse, and find his love of beautiful Tsar-Maid (Princess) to live happily ever after.

- TECHNICAL -

TIA-MC-1

Main CPU : Intel 8080 (@ 1.777777 Mhz)
Sound Chips : Custom (@ 1.777777 Mhz)

Screen orientation : Horizontal
Video resolution : 256 x 256 pixels
Screen refresh : 50.00 Hz
Palette colors : 256

Players : 1
Control : 4-way joystick
Buttons : 2

- TRIVIA -

The title of this game translates from Russian as 'Little Humped Horse'.

The game is based on the Russian fairy tale with the same title, written by Peter Pavlovich Ershov.

There is no level 15. Each screen has its own tilemap and code. There is a tilemap for level 15 but there's not any code for this.

- TIPS AND TRICKS -

On the 5th level (with a dog) you can walk backwards to avoid the dog.

Use the test button to skip levels.

Levels after level 9 appear to be a bonus game (you go in-castle).

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=7755&o=2

$end


$famicom_flop=koneko,konekod,
$bio

???? The Adventures of Chatran (c) 1986 Pony Canyon, Incorporated.
(Koneko Monogatari - The Adventures of Chatran)

- TECHNICAL -

Cartridge ID: PNF-COM

- TRIVIA -

Released on September 19, 1986 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65384&o=2

$end


$msx1_cart=koneko,
$bio

Koneko no Daibouken - Chibi-chan ga Iku [Model GPM-124] (c) 1986 Casio Computer Co., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77207&o=2

$end


$msx1_cass=kong,
$bio

Kong (c) 1988 Eurosoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94767&o=2

$end


$info=kong,
$bio

Kong (c) 198? Taito do Brazil.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46703&o=2

$end


$gba=kongkatlu,
$bio

Kong - King of Atlantis [Model AGB-BK7E-USA] (c) 2005 Majesco Sales, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71396&o=2

$end


$gba=kongkatl,
$bio

Kong - King of Atlantis [Model AGB-BK7P] (c) 2005 Majesco Sales, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71395&o=2

$end


$gba=kong8wnd,
$bio

Kong - The 8th Wonder of the World [Model AGB-BKQE-USA] (c) 2005 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71397&o=2

$end


$gba=kongas,kongasu,
$bio

Kong - The Animated Series [Model AGB-AKQE-USA] (c) 2002 BAM! Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71398&o=2

$end


$cpc_cass=kongsb,
$bio

Kong Strikes Back (c) 1984 Ocean Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=97164&o=2

$end


$msx1_cass=kongrev,
$bio

Kong's Revenge (c) 1991 Zigurat Soft [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94768&o=2

$end


$cpc_cass=kongsrev,
$bio

Kong's Revenge (c) 1991 Zigurat Soft [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=97165&o=2

$end


$gba=gashbmb,
$bio

Konjiki no Gashbell!! Makai no Bookmark [Model AGB-BKBJ-JPN] (c) 2004 Banpresto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71399&o=2

$end


$gba=gashbuy2,
$bio

Konjiki no Gashbell!! Unare! Yuujou no Zakeru 2 [Model AGB-BGYJ-JPN] (c) 2004 Banpresto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71401&o=2

$end


$gba=gashbuyz,
$bio

Konjiki no Gashbell!! Unare! Yuujou no Zakeru [Model AGB-A4GJ-JPN] (c) 2003 Banpresto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71400&o=2

$end


$gba=gashbcrd,
$bio

Konjiki no Gashbell!! The Card Battle for GBA [Model AGB-BKEJ-JPN] (c) 2005 Banpresto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71402&o=2

$end


$gba=gashbyz,
$bio

Konjiki no Gashbell!! Yuujou no Zakeru - Dream Tag Tournament [Model AGB-BUDJ-JPN] (c) 2005 Banpresto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71403&o=2

$end


$info=konotako,
$bio

Kono e Tako (c) 2003 Mitchell Corporation.

A puzzle game.

- TECHNICAL -

Namco System 10 Hardware

Main CPU : R3000A 32 bit RISC processor, Operating performance - 30 MIPS, Instruction Cache - 4KB
OSC : 53.693175MHz and 101.4912MHz
BUS : 132 MB/sec.
OS ROM : 512 Kilobytes
Additional Sound Chips : Playstation SPU, 24 Channels, 44.1KHz sample rate, PCM audio source, Digital effects include: Envelope, Looping, Digital Reverb, Load up to 512K of sampled waveforms, Supports MIDI Instruments.
Main RAM: 2 Megabytes
Video RAM: 2 Megabyte
Sound RAM : 512 Kilobytes
Graphical Processor : 360,000 polygons/sec, Sprite/BG drawing, Adjustable frame buffer, No line restriction, 4,000 8x8 pixel sprites with individual scaling and rotation, Simultaneous backgrounds (Parallax scrolling)
Sprite Effects : Rotation, Scaling up/down, Warping, Transparency, Fading, Priority, Vertical and horizontal line scroll
Resolution : 256x224 - 740x480
Colours : 16.7 million colors, Unlimited CLUTs (Color Look-Up Tables)
Other Features : custom geometry engine, custom polygon engine, MJPEG decoder
Roms : Roms and some CD/DVD Based (Drum Master)

Players : 1
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released on November 19, 2003 in Japan.

This game was distributed by Capcom.

The name of this game can be translated as "This Good Octopus".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4416&o=2

$end


$saturn,sat_cart=yuno,
$bio

Kono Yo no Hate de Koi wo Utau Shoujo Yu-No (c) 1997 Elf

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59325&o=2

$end


$pc98=konpeki,
$bio

Konpeki no Kantai (c) 1994 Micro Cabin Co. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89890&o=2

$end


$snes=konpeki,
$bio

Konpeki no Kantai [Model SHVC-ADFJ-JPN] (c) 1995 Angel [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61641&o=2

$end


$intv=koolaidm,
$bio

Kool-Aid Man (c) 1983 Mattel Electronics.

It's the next best thing to two games in one! Except that you must play your way up through the first part before starting the second. There are 13 skill levels... including a super-easy level for the very young.

In PART ONE, two children are trapped in a haunted house. A pair of insatiable THIRSTIES keeps trying to catch them. You must help the children collect the makings for a batch of KOOL-AID... sugar & pitcher, plus a packet of KOOL-AID soft drink mix. When the children bring the makings to the kitchen sink, KOOL-AID MAN comes to the rescue!

PART TWO begins when KOOL-AID MAN breaks through a wall of the house! Now, you control KOOL-AID MAN. Points are won for making KOOL-AID MAN catch PHANTOM FLAVORS and the two THIRSTIES!

- TECHNICAL -

Model 4675

YOUR CONTROLS
KEYPAD 1, 2, 3, DISC: Select game speed
ANY KEYPAD KEY (1 through 9, CLEAR, 0, ENTER): Switch between boy & girl
ANY SIDE ACTION KEY: Pick up and set down
DISC: Move the children

- TRIVIA -

On December 6, 1982, all of the programmers and graphic artists were herded into a conference room and shown a series of TV commercials -- the new Kool-Aid ad campaign. It was announced that Marketing had made a tie-in deal to release Intellivision and M Network Atari 2600 Kool-Aid Man cartridges. The games were scheduled to be ready in about 6 months, which meant that programming had to begin immediately. Worse, they wanted game-screen mockups to appear in the 1983 Mattel Electronics catalog at the Consumer Electronics Show -- one month away. A two-week contest to come up with the best game concept was announced. Separate ideas were developed for Intellivision and Atari 2600.

This led to a confrontation with Marketing. The programmers' viewpoint was that the features of a game should be tailored to the system it would be played on, to take full advantage of the system's strengths. Marketing, on the other hand, wanted games designed for multiple systems, with the features being the same on each system. If a game couldn't be ported to other systems, it shouldn't be done on any system.

The programmers argued that this meant all games would have to be designed for the lowest common denominator -- the Atari 2600. Marketing argued that keeping the features the same would make games easier to advertise and make word-of-mouth among customers more favorable.

This was the programmers' chance to make a stand, insisting that because of the tight schedule, the Intellivision and Atari versions of Kool-Aid Man would have to be developed independently and differently -- there was no time to create a design that could be implemented on both systems.

Reluctantly, Marketing agreed, and two entirely different versions of Kool-Aid Man were developed, designed to take best advantage of each system. The winning design for the Intellivision version came from programmer Vladimir Hrycenko. Steve Tatsumi did the design and program for Atari Kool-Aid Man.

Programming won the battle, but Marketing won the war -- they never again allowed different versions of a game tailored for different systems.

- SCORING -

All scoring happens in Part Two!
* ALL PHANTOM FLAVORS worth: 10X NUMBER ON GAME CLOCK
* BOTH THIRSTIES work: NUMBER ON GAME CLOCK
 
Score is DOUBLED at the end of Part One if neither child has been immobilized by a THIRSTIE.

All points are MULTIPLIED by the SKILL LEVEL of play when they were earned! (For example, if the SKILL LEVEL is 5 -- FIVE TIMES your point total for that round.) That GRAND POINT TOTAL is added to the points you've earned during lower levels of play.

- TIPS AND TRICKS -

* Use TWO hands. One on the DISC, The other on a SIDE-ACTION KEY. That way you're ready to MOVE the child and PICK UP the pitcher, sugar, etc.

* Complete Part One FAST! Then you'll have MORE SCORING TIME during Part Two.

* At HIGHER Skill Levels STAY AWAY from the THIRSTIES. As difficulty increases, THIRSTIES get smarter!

* In Part Two, keep KOOL-AID MAN close to the MIDDLE FLOOR of the house! This is the best place to catch the most PHANTOM FLAVORS!

- STAFF -

Design: Vladimir Hrycenko, Mark Kennedy
Program: Mark Kennedy
Graphics: Monique Lujan-Bakerink

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60901&o=2

$end


$a2600=koolaidm,
$bio

Kool-Aid Man (c) 1983 M Network

- TECHNICAL -

Model MT4648

Controls:
Use your Left Joystick Controller to move Kool-Aid Man. (The Right Joystick is not used in this game.) Be sure your controller cable is securely plugged into the back of the game console. Hold the controller with the word TOP facing the top of the T.V. screen.
- Push joystick LEFT to move Kool-Aid Man LEFT.
- Push joystick RIGHT to move Kool-Aid Man RIGHT.
- Push joystick FORWARD to move Kool-Aid Man UP.
- Push joystick BACK to move Kool-Aid Man DOWN.
Note: The red button is not used in this game!

- TRIVIA -

On December 6, 1982, all of the programmers and graphic artists were herded into a conference room and shown a series of TV commercials -- the new Kool-Aid ad campaign. It was announced that Marketing had made a tie-in deal to release Intellivision and M Network Atari 2600 Kool-Aid Man cartridges. The games were scheduled to be ready in about 6 months, which meant that programming had to begin immediately. Worse, they wanted game-screen mockups to appear in the 1983 Mattel Electronics catalog at the Consumer Electronics Show -- one month away. A two-week contest to come up with the best game concept was announced. Separate ideas were developed for Intellivision and Atari 2600.

This led to a confrontation with Marketing. The programmers' viewpoint was that the features of a game should be tailored to the system it would be played on, to take full advantage of the system's strengths. Marketing, on the other hand, wanted games designed for multiple systems, with the features being the same on each system. If a game couldn't be ported to other systems, it shouldn't be done on any system.

The programmers argued that this meant all games would have to be designed for the lowest common denominator -- the Atari 2600. Marketing argued that keeping the features the same would make games easier to advertise and make word-of-mouth among customers more favorable.

This was the programmers' chance to make a stand, insisting that because of the tight schedule, the Intellivision and Atari versions of Kool-Aid Man would have to be developed independently and differently -- there was no time to create a design that could be implemented on both systems.

Reluctantly, Marketing agreed, and two entirely different versions of Kool-Aid Man were developed, designed to take best advantage of each system. The winning design for the Intellivision version came from programmer Vladimir Hrycenko. Steve Tatsumi did the design and program for Atari Kool-Aid Man.

Programming won the battle, but Marketing won the war -- they never again allowed different versions of a game tailored for different systems.

- SCORING -

Your score at the top-center of the screen will increase by 100 points for every Thirstie you catch.

Timing: There are 30 Thirsties trying to drink the water out of your pool. If you catch every one of them before they drink all the water, you WIN and automatically move on to the next level of difficulty.

If the Thirsties drink all the water out of your swimming pool before you catch every one of them, the game is over.

Bonus Points: Bonus points are awarded for the time left on the clock at the end of each round. So, catch all the Thirsties as fast as you can for the best score possible!

- TIPS AND TRICKS -

When Kool-Aid Man gets bounced around by the Thirsties, relax! It will only last a few seconds. Just be ready to take over when he settles down.

Go after every Ingredient you can.  While you're unaffected by the moving Thirsties, you can catch a lot of other Thirsties who are stealing the water out of your pool.

- STAFF -

Programmer: Steve Tatsumi

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50632&o=2

$end


$x68k_flop=korakora,
$bio

Kora Kora (c) 1990 KK Software Device

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88349&o=2

$end


$pce=proyak89,
$bio

Kore Ga Pro Yakyuu '89 (c) 1989 Intec

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58627&o=2

$end


$pce=proyak90,
$bio

Kore Ga Pro Yakyuu '90 (c) 1990 Intec

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58628&o=2

$end


$pc8801_flop=koregauw,
$bio

Kore ga Uwasa no Golympic (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92196&o=2

$end


$x68k_flop=korette,
$bio

Korette Deesure Jong! (c) 19?? T&H Project

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88350&o=2

$end


$info=m5korma,m5korma12,
$bio

Korma Chameleon (c) 200? Empire Games, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=19948&o=2

$end


$info=m5kormcl,
$bio

Korma Chameleon Club (c) 200? Empire Games, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41597&o=2

$end


$gameboy=korodice,
$bio

Koro Dice [Model DMG-KKA] (c) 1990 King Records

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66309&o=2

$end


$gba=korokoro,
$bio

Koro Koro Puzzle - Happy Panechu! [Model AGB-KHPJ-JPN] (c) 2002 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71404&o=2

$end


$info=korokoro,
$bio

Koro Koro Quest (c) 1999 Takumi.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 16 Mhz)
Sound Chips : Yamaha YMZ280B (@ 16.9344 Mhz)

Players : 1
Buttons : 2

- STAFF -

Executive Producer : T. Fujimoto, T. Namisaki
Producer : Y. Ozaki, M. Kitazawa, K. Takasu
Director: K. Kusaka, R. Kawahata
Planner : Y. Kajiwara, H. Yamaguti
Programmer : T. Matuda, N. Nakajima
Chief Designer : M. Oose
Designer : M. Yumoto, N. Nakahara
Character Design : A. Ito, N. Akiyama
Mechanic : K. Fujimoto, N. Nakayama
Sound : Y. Kaminisi, N. Sawai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4444&o=2

$end


$gbcolor=korokoro,
$bio

Korokoro Kirby [Model CGB-KKKJ-JPN] (c) 2000 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68185&o=2

$end


$psx=korokoro,
$bio

Korokoro Post Nin [Model SLPS-03479] (c) 2002 Media Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85357&o=2

$end


$msx2_cart=kororift,
$bio

Koronis Rift (c) 1987 Pony Canyon, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51328&o=2

$end


$pc98=koroshi,
$bio

Koroshi no Dress (c) 1987 Fairytale [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89891&o=2

$end


$pc8801_flop=koroshi,
$bio

Koroshi no Dress (c) 1987 Fairytale [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92197&o=2

$end


$pc98=koroshi2,
$bio

Koroshi no Dress 2 (c) 1989 Fairytale [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89892&o=2

$end


$pc8801_flop=koroshi2,
$bio

Koroshi no Dress 2 (c) 1989 Fairytale [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92198&o=2

$end


$msx2_flop=koroshi2,
$bio

Koroshi no Dress 2 (c) 1990 Fairytale [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101760&o=2

$end


$info=korosuke,
$bio

Korosuke Roller (c) 1981 Kural Electric.

- TRIVIA -

This game is also known as "Crush Roller". For more information about the game, please see the "Crush Roller" entry. 

This version of the game adds a button to teleport to a random spot on the board - restricted to a spot that has already been painted.

For a period of time the yellow blog will clean up what you've lain down on the streets. That time only lasts a few seconds at first (longer as you finish off more racks), but will leave you with more stuff to paint over.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1319&o=2

$end


$info=kosmokil,
$bio

Kosmo Killer (c) 198? BEM.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 2 Mhz)
Sound Chips : Samples

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 8

Players : 2
Control : 2-way Joystick
Buttons : 1

- TRIVIA -

This game is an Italian bootleg of "Astro Invader".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4707&o=2

$end


$famicom_flop=kosodate,
$bio

Kosodate Gokko (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65385&o=2

$end


$wswan=kosodate,
$bio

Kosodate Quiz Dokodemo - My Angel [Model SWJ-BAN007] (c) 1999 Bandai Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86346&o=2

$end


$psx=kosodate,
$bio

Kosodate Quiz Motto My Angel [Model SLPS-01885] (c) 1999 Namco, Ltd. [Tokyo, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85358&o=2

$end


$info=myangel,
$bio

Kosodate Quiz My Angel (c) 1996 Namco.

A Japanese quiz game featuring cute little children.

- TECHNICAL -

Game ID: KQ

Main CPU : Motorola 68000 (@ 16.2652 Mhz)
Sound Chips : X1-010 (@ 16.666666 Mhz)

Players : 2
Buttons : 4

- TRIVIA -

Released in July 1996.

The title of this game translates from Japanese as 'Raising Children Quiz My Angel'.

- SERIES -

1. Kosodate Quiz My Angel (1996)
2. Kosodate Quiz My Angel 2 (1997)
3. Kosodate Quiz My Angel 3 (1998)

- PORTS -

* Consoles :
Sony PlayStation (1997)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1320&o=2

$end


$info=myangel2,
$bio

Kosodate Quiz My Angel 2 (c) 1997 Namco.

A Japanese quiz game featuring cute little children.

- TECHNICAL -

Game ID: KQS

Main CPU : Motorola 68000 (@ 16.2652 Mhz)
Sound Chips : X1-010 (@ 16.666666 Mhz)

Players : 2
Buttons : 4

- TRIVIA -

Released in May 1997.

The title of this game translates from Japanese as 'Raising Children Quiz My Angel 2'.

- SERIES -

1. Kosodate Quiz My Angel (1996)
2. Kosodate Quiz My Angel 2 (1997)
3. Kosodate Quiz My Angel 3 (1998)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1321&o=2

$end


$info=myangel3,
$bio

Kosodate Quiz My Angel 3 (c) 1998 Namco.

A Japanese quiz game featuring cute little children.

- TECHNICAL -

Namco System 11 hardware
Game ID : KQT

Main CPU : PSX (@ 16.9344 Mhz), M37702 (@ 16.384 Mhz)
Sound Chips : C352 (@ 25.4016 Mhz)

Players: 2
Buttons: 4

- TRIVIA -

Kosodate Quiz My Angel 3 was Released in March 1998 in Japan.

The title of this game translates from Japanese as 'Raising Children Quiz My Angel 3'.

- SERIES -

1. Kosodate Quiz My Angel (1996)
2. Kosodate Quiz My Angel 2 (1997)
3. Kosodate Quiz My Angel 3 (1998)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1322&o=2

$end


$pico=kosumemk,
$bio

Kosume Pico Motto Kawaiku Naritai na (c) 2002 SEGA Toys.

- TECHNICAL -

Game ID: HPC-6112

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96313&o=2

$end


$pc98=kotestu,
$bio

Kotestu no Daibouken (c) 1996 T2 [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89893&o=2

$end


$psx=kotetsur,
$bio

Kotetsu Reiki - Steel Dom [Model SLPS-00431] (c) 1996 Tecno-Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85359&o=2

$end


$gbcolor=kotobatt,
$bio

Koto Battle - Tengai no Morihito [Model CGB-BAJJ-JPN] (c) 2001 AlphaDream Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68186&o=2

$end


$gba=kotobapz,
$bio

Kotoba no Puzzle - Mojipittan Advance [Model AGB-A8MJ-JPN] (c) 2002 Namco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71405&o=2

$end


$info=knpuzzle,
$bio

Kotoba no Puzzle: Mojipittan (c) 2001 Namco.

A series of Japanese word puzzle video games.

- TECHNICAL -

Namco System 10 Hardware
Game ID : KPM

Main CPU : R3000A 32 bit RISC processor, Operating performance - 30 MIPS, Instruction Cache - 4KB
OSC : 53.693175MHz and 101.4912MHz
BUS : 132 MB/sec.
OS ROM : 512 Kilobytes
Additional Sound Chips : Playstation SPU, 24 Channels, 44.1KHz sample rate, PCM audio source, Digital effects include: Envelope, Looping, Digital Reverb, Load up to 512K of sampled waveforms, Supports MIDI Instruments.
Main RAM: 2 Megabytes
Video RAM: 2 Megabyte
Sound RAM : 512 Kilobytes
Graphical Processor : 360,000 polygons/sec, Sprite/BG drawing, Adjustable frame buffer, No line restriction, 4,000 8x8 pixel sprites with individual scaling and rotation, Simultaneous backgrounds (Parallax scrolling)
Sprite Effects : Rotation, Scaling up/down, Warping, Transparency, Fading, Priority, Vertical and horizontal line scroll
Resolution : 256x224 - 740x480
Colours : 16.7 million colors, Unlimited CLUTs (Color Look-Up Tables)
Other Features : custom geometry engine, custom polygon engine, MJPEG decoder

- TRIVIA -

Released in December 2001 in Japan only.

The title of this game translates from Japanese as 'Word Puzzle Mojipittan'.

- STAFF -

Designed by: Hiroyuki Goto

- PORTS -

* Consoles :
Sony PlayStation 2 (2003, "Kotoba no Puzzle Mojipittan")
Nintendo Game Boy Advance (2003, "Kotoba no Puzzle Mojipittan")
Sony PSP (2004, "Kotoba no Puzzle Mojipittan Daijiten")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5102&o=2

$end


$cpc_cass=kotorshd,
$bio

Kotoran's Shadow (c) 2014 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=97166&o=2

$end


$nes=kdbshong,
$bio

口袋宝石-红 (c) 200? Nanjing.
Kou Dai Bao Shi - Hong

- TECHNICAL -

Game ID: NJ002

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76823&o=2

$end


$nes=kdbsjin,
$bio

口袋宝石-金 (c) 200? Nanjing.
(Kou Dai Bao Shi - Jin)

- TECHNICAL -

Game ID: NJ003

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76824&o=2

$end


$nes=kdbslan,
$bio

口袋宝石-蓝 (c) 200? Nanjing.
(Kou Dai Bao Shi - Lan)

- TECHNICAL -

Game ID: NJ001

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76825&o=2

$end


$nes=kdbsyin,
$bio

口袋宝石-银 (c) 200? Nanjing.
(Kou Dai Bao Shi - Yin)

- TECHNICAL -

Game ID: NJ004

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76826&o=2

$end


$nes=koudaigs,koudaig2,
$bio

Kou Dai Guai Shou (c) 19?? HengGedianzi.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76827&o=2

$end


$nes=kdgsbj,
$bio

Kou Dai Guai Shou - Bai jin Ban (c) 19?? Shenzen Jincota.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95256&o=2

$end


$nes=kdgsfc,
$bio

Kou Dai Guai Shou - Fei Cui Ban (c) 19?? Shenzen Jincota.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95252&o=2

$end


$gbcolor=pokesaphc,pokesaphch,
$bio

Kou Dai Guai Shou - Lan Bao Shi (c) 200? Sintax [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68187&o=2

$end


$nes=kdgslb1,kdgslb3,
$bio

Kou Dai Guai Shou - Luye Ban (c) 19?? HengGedianzi.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95253&o=2

$end


$nes=kdgszz,
$bio

Kou Dai Guai Shou - Zhen Zhu Ban (c) 199? Shenzen Jincota.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95257&o=2

$end


$nes=kdgszs,
$bio

Kou Dai Guai Shou - Zuan Shi Ban (c) 19?? Shenzen Jincota.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95255&o=2

$end


$nes=koudaig3,
$bio

Kou Dai Guai Shou III (c) 199? HengGedianz.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95258&o=2

$end


$nes=koudaijl,
$bio

????-? (c) 19?? Waixing Computer & Technology Co., Ltd.
(Kou Dai Jing Ling - Jin)

- TECHNICAL -

[Model ES-1088]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76828&o=2

$end


$nes=pokesj,
$bio

Kou Dai Jing Ling - Pocket Monster - ShuiJing (c) 19?? Mars [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84040&o=2

$end


$nes=kdgslb2,
$bio

Kou Dai Yao Guai - Luye Ban (c) 19?? HengGedianzi.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95254&o=2

$end


$nes=pokeszs,
$bio

???? ?? (c) 19?? Waixing Computer & Technology Co., Ltd.
(Kou Dai Yao Guai - Zuan Shi Ban)

- TECHNICAL -

[Model ES-1090]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76829&o=2

$end


$nes=kdzs,
$bio

口袋钻石 (c) 200? Nanjing
(Kou Dai Zuan Shi)

- TECHNICAL -

Game ID: NJ010

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76830&o=2

$end


$pc8801_flop=koutoryu,
$bio

Kou to Ryuho (c) 1988 Soft Plan [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92199&o=2

$end


$gba=kouchuom,
$bio

Kouchu Ouja Mushiking - Greatest Champion e no Michi [Model AGB-BK6J-JPN] (c) 2005 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71406&o=2

$end


$psx=koudelka,
$bio

Koudelka [Model SLPM-80490] (c) 199? SNK Corp. [Shin Nihon Kikaku] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85360&o=2

$end


$saturn,sat_cart=initiald,
$bio

Koudou Saisoku Densetsu - Kashiramoji D ~ Initial D (c) 1998 ASK Kodansha Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59326&o=2

$end


$msx1_cart=koufi,koufia,
$bio

Koufi [Model A001] (c) 1984 al Alamiah

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77208&o=2

$end


$pc98=kounikki,
$bio

Koukan Nikki (c) 1994 Fairy Dust [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89894&o=2

$end


$pc98=kounikk2,
$bio

Koukan Nikki Dai-II-Shou - Seiya o Anata to (c) 1995 Fairy Dust [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89895&o=2

$end


$gameboy=koukiats,
$bio

Koukiatsu Boy [Model DMG-AKEJ-JPN] (c) 1998 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66310&o=2

$end


$gba=kujueigo,
$bio

Koukou Juken Advance Series Eigo Koubun Hen - 26 Units Shuuroku [Model AGB-A54J-JPN] (c) 2001 Keynet, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71407&o=2

$end


$gba=kujueiju,
$bio

Koukou Juken Advance Series Eijukugo Hen - 650 Phrases Shuuroku [Model AGB-A56J-JPN] (c) 2001 Keynet, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71408&o=2

$end


$gba=kujueita,
$bio

Koukou Juken Advance Series Eitango Hen - 2000 Words Shuuroku [Model AGB-A52J-JPN] (c) 2001 Keynet, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71409&o=2

$end


$pc98=kokokyos,
$bio

Koukou Kyoushi - Sei Erika Jogakuin Hen (c) 1994 Wishbone

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89896&o=2

$end


$psx=koukrose,
$bio

Koukroseatro - Yuukyuu no Hitomi [Model SLPS-02385] (c) 1999 Sunsoft [Sun Electronics div.] [Kounan, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85361&o=2

$end


$info=legofair,
$bio

Koukuu Kihei Monogatari - The Legend of Air Cavalry (c) 1988 SNK.

A vertically scrolling helicopter shoot'em up.

- TECHNICAL -

Game ID : A7003 'KK'

Main CPU : (2x) Zilog Z80 (@ 4 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), Y8950 (@ 4 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in June 1988 in Japan.

The title of this game translates from Japanese as 'Flying Cavalry Story'.

This game is known outside Japan as "Chopper I".

- STAFF -

Supervisor : Eikichi Kawasaki
Producer : Tamadachi
Programmer : SNK Jr.
Designers : Okitaka, Madaka, Warasan
Sound creater : Kanata
Adviser : Tosikita

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1324&o=2

$end


$pc98=kounaiss,
$bio

Kounai Shasei Special Disk (c) 199? Fairytale [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89897&o=2

$end


$pc98=kounais1,
$bio

Kounai Shasei Vol. 1 - Yo ni mo H na Monogatari (c) 1991 Fairytale [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89898&o=2

$end


$pc98=kounais2,
$bio

Kounai Shasei Vol. 2 - Bishoujo Kamen no Nazo - Bishoujo Kamen Kenzan! (c) 1991 Fairytale [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89899&o=2

$end


$pc98=kounais3,
$bio

Kounai Shasei Vol. 3 - Sailor-fuku Senshi Akko-chan tai Bishoujo Kamen (c) 1991 Fairytale [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89900&o=2

$end


$bbca_cass,bbcb_cass=kourtyd,
$bio

Kourtyard (c) 19?? Godax

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52030&o=2

$end


$snes=bscasino,
$bio

Kouryaku Casino Bar Nichiyoubi & Game Tora no Ooana Special (c) 199? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61643&o=2

$end


$snes=casinobr,
$bio

Kouryaku Casino Bar [Model SHVC-AOOJ-JPN] (c) 1995 Nichibutsu [Nihon Bussan Company, Limited.] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61642&o=2

$end


$snes=villgust,
$bio

Kouryuu Densetsu Villgust - Kieta Shoujo [Model SHVC-VL] (c) 1992 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61644&o=2

$end


$nes=villgust,
$bio

Kouryuu Densetsu Villgust Gaiden (c) 1993 Angel

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54295&o=2

$end


$snes=koryumim,
$bio

Kouryuu no Mimi [Model SHVC-AKVJ-JPN] (c) 1995 VAP Game [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61645&o=2

$end


$saturn,sat_cart=kouryuu,kouryuua,
$bio

Kouryuu Sangoku Engi (c) 1996 Xing Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59327&o=2

$end


$x68k_flop=kouryuuk,
$bio

Kouryuuki (c) 1993 Koei Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87833&o=2

$end


$pc98=kouryuu,
$bio

Kouryuuki (c) 1993 Koei Co., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89901&o=2

$end


$snes=kouryuuk,
$bio

Kouryuuki [Model SHVC-QG] (c) 1994 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61646&o=2

$end


$psx=kouryuuk,
$bio

Kouryuuki [Model SLPS-01338] (c) 1998 Koei Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85362&o=2

$end


$nes=koshien,
$bio

Koushien (c) 1989 KAC [K.Amusement Lising Co.] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54296&o=2

$end


$snes=koshien2,
$bio

Koushien 2 [Model SHVC-KQ] (c) 1992 KAC [K.Amusement Lising Co.] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61647&o=2

$end


$snes=koshien3,
$bio

Koushien 3 [Model SHVC-3V] (c) 1994 Magical Co.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61648&o=2

$end


$snes=koshien4,
$bio

Koushien 4 [Model SHVC-A4VJ-JPN] (c) 1995 Magical Co.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61649&o=2

$end


$gbcolor=koshien,
$bio

Koushien Pocket [Model DMG-AKSJ-JPN] (c) 1999 Magical Co.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68188&o=2

$end


$pc98=kchoujin,
$bio

Kousoku Choujin (c) 1996 Foster [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89902&o=2

$end


$x68k_flop=kosogens,
$bio

Kousoku Genshu (c) 1990 Darekasan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88352&o=2

$end


$snes=kousoku,
$bio

Kousoku Shikou Shougi Ou [Model SHVC-ASGJ-JPN] (c) 1995 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61650&o=2

$end


$snes=koukish2,
$bio

Koutetsu no Kishi 2 - Sabaku no Rommel Gundan [Model SHVC-2Z] (c) 1994 Asmik

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61652&o=2

$end


$snes=koukish3,
$bio

Koutetsu no Kishi 3 - Gekitotsu Europe Sensen [Model SHVC-APZJ-JPN] (c) 1995 Asmik

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61653&o=2

$end


$snes=koukishi,
$bio

Koutetsu no Kishi [Model SHVC-PZ] (c) 1993 Asmik

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61651&o=2

$end


$megadriv=koteteik,
$bio

Koutetsu Teikoku (c) 1992 Hot-B

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56610&o=2

$end


$gba=koteteik,
$bio

Koutetsu Teikoku from HOT-B [Model AGB-BKTJ-JPN] (c) 2004 Starfish, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71410&o=2

$end


$info=strahl,strahla,
$bio

Koutetsu Yousai Strahl (c) 1992 UPL.

The game takes place in modern times where a great depression has swept over the world. Amidst the depression and its riots of jobless workers, a mad scientist starts his plan of world domination. Taking command in the titular fortress orbiting Earth, the evil Doctor Gegeben Funkerun uses his own robots, flying fortresses and mercenaries to wreak havoc across the globe until all his demands are met. Assisting the attacked and weakened governments, workers across the nations help develop a series of jet fighters called the Aizerun Geist to use against the forces of Dr. Funkerun and save the world.

Before each stage begins, players are given a choice of weapons to purchase at a hangar for the Aizerun Geist. There are four weapons within three tiers to choose from including Main Attack, Sub Weapon and Bomb. Of the Main Attack the player can choose Twin Shot, Laser, Heavy Laser and the Charge Shot. Of the Sub Weapons, players can choose additional firepower, Homing Missiles, Shielded Options or an energy barrier. Players can stock up on multiple bombs including Small bombs, rockets, larger bombs or napalm.

The Aizerun Geist provides tactical advantages during combat with the use of its manually directional Sub Weapon. Players are able to direct additional firepower in five directions including vertical and horizontal by pressing the bomb button while firing. The game runs for six stages through various settings such as a jungle, stormy skies, Tokyo and Fortress Strahl itself.

- TECHNICAL -

Game ID : UPL-91074

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound Chips : YM2203 (@ 1.5 Mhz), (2x) OKI6295 (@ 24.242 Khz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in February 1992.

Co-produced by Nihon Maicom Kaihatsu (NMK) and Sales by Taito.

The title of this game translates from Japanese as 'Steel Fortress Strahl'.

After producing this video game, UPL went bankrupt in February 1992. So, they cancelled 2 game projects: 'Break Show' and 'High speed! ~do'. Some staff members established a new video game company called 'Sekarabe'.

- STAFF -

Game designer : Kinya Adyama
Game programmer : Ken-Ichi Kunikyo
Music composer : Yoshio Nagashima
Object designers : Kadru Kamigiku, Ichiro Shibasaki, Mutsuo Kaneko, Kinya Adyama
Background designers : Mindru Tomizawa, Megumi Fujii
Hardware works : Nobuyuki Narita

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1325&o=2

$end


$psx=koyasaia,
$bio

Koyasai - A Sherd of Youthful Memories [Model SLPS-01775] (c) 1999 Shoeisha Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85363&o=2

$end


$info=kroozr,
$bio

Kozmik Krooz'r (c) 1982 Bally Midway.

Kozmik Krooz'r is a shoot-'em-up game in which players guide Kapt. Krooz'r to a rotating mothership at the top of the playfield, one which can only be entered when its tractor beam is operational. Players can also shoot enemies in one of eight directions and deflect firepower during their journey. Every fifth round there is a bonus round where Kapt. Krooz'r must pick up space junk.

- TECHNICAL -

[Game No. 639]
Cabinet dimensions : 71,75'' High x 25'' Wide x 40'' Deep.

The cabinet design was unique for its time, as the mothership is not stored as part of the game's graphics. The spaceship is a physical plastic object. A series of mirrors projects the mothership just above the game's monitor, giving a much sharper and smoother image as it rotates more than what could be achieved on the hardware at the time. Very few Kozmik Krooz'r cabinets were manufactured, making a working copy of the game very rare.

Bally Midway MCR 2 hardware

Main CPU : Zilog Z80 (@ 2.496 Mhz)
Sound CPU : Zilog Z80 (@ 2 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 2 Mhz)

Screen orientation : Horizontal
Video resolution : 512 x 480 pixels
Screen refresh : 30.00 Hz
Palette colors : 64

Players : 2
Control : 8-way joystick with a trigger, spinner knob

- TRIVIA -

The game was originally called Mother-ship, and the mechanics were developed by Marvin Glass. However, the realistic-looking game did not test very well, it was supposed to use a mirror to reflect the image of a ship onto the play-field. In an attempt to save the project, Bill's new design of the game introduced the cute green alien called Kapt. Krooz'r that Bally Midway executives hoped would be the next fad like "Pac-Man" was for Namco (NOTE : Kapt. Krooz'r's next appearance was in "Wacko").

- SCORING -

Ram Ship : 100 points 
Shooter Ship : 200 points 
Strike Ship : 200 points 
Scout Ship : 300 points 
Speed Demon : 2,500 points 
Space Mine : 100 points 
Formation Fighter : 100 points 
Mine Layer : 200 points 
Spy Ship : 300 points

- STAFF -

Lead programmer : Richard Clark (Sarge)
Artist / Animator : Brian Colin

- PORTS -

Kozmik Krooz'r was not released for home systems, though was included in the 2004 release of Midway Arcade Treasures 2. Here the mothership is represented by 3-D polygons.

* Consoles : 
Sony PlayStation 2 [AU] (2004) "Midway Arcade Treasures 2" 
Microsoft XBOX [US] (October 11, 2004) "Midway Arcade Treasures 2 [Model MWO-3201W]" 
Nintendo GameCube [US] (October 11, 2004) "Midway Arcade Treasures 2 [Model DOL-GAYE-USA]" 
Sony PlayStation 2 [US] (October 11, 2004) "Midway Arcade Treasures 2 [Model SLUS-20997]" 
Microsoft XBOX [EU] (October 29, 2004) "Midway Arcade Treasures 2" 
Sony PlayStation 2 [EU] (October 29, 2004) "Midway Arcade Treasures 2 [Model SLES-52844]"

* Computers : 
PC [MS Windows, CD-ROM] [US] (February 17, 2006) "Midway Arcade Treasures Deluxe Edition"
PC [MS Windows, CD-ROM] [EU] (March 17, 2006) "Midway Arcade Treasures Deluxe Edition" by Zoo Digital Publishing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1326&o=2

$end


$info=kozure,
$bio

Kozure Ookami (c) 1987 Nichibutsu.

A side-scrolling shooter with beat-'em-up elements featuring the KILLER BABY CARRIAGE CANNON!

- TECHNICAL -

Main CPU : Motorola 68000 (@ 8 Mhz)
Sound CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in December 1987 in Japan.

Based on the manga 'Lone Wolf and Cub'.

Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Mahjong Sound Graffiti : G.S.M. Nichibutsu 2 - PCCB-00051) on 21/01/1991.

- TIPS AND TRICKS -

To jump press both the attack and block buttons.
Break the stone statues in background for power-ups.
To use an additional weapon, press block when you have the baby cart.

- STAFF -

Sound composer : Kenji Yoshida

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1310&o=2

$end


$msx2_flop=kpiball,
$bio

Kpiball (c) 2000 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101761&o=2

$end


$bbca_cass,bbcb_cass=krakout,
$bio

Krakout (c) 1987 Gremlin

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52031&o=2

$end


$msx1_cass=krakout,krakouta,
$bio

Krakout (c) 1987 Gremlin Graphics Software, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94769&o=2

$end


$cpc_cass=krakout,
$bio

Krakout (c) 1987 Gremlin Graphics Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=97167&o=2

$end


$info=kram,kram2,kram3,
$bio

Kram (c) 1982 Taito America Corp.

You control KRAM and build walls to prevent the bad guys from getting you.

- TECHNICAL -

Prom Stickers : KS

Main CPU : (2x) M6809 (@ 1.25 Mhz), Motorola M68705 (@ 1 Mhz)
Sound CPU : M6802 (@ 921.6 Khz)
Sound Chips : Discrete

Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in June 1982.

Brian Miller holds the official record for this game with 176,700 points.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1327&o=2

$end


$pc8801_flop=kramus,
$bio

Kramus (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92200&o=2

$end


$lynx=krazyace,
$bio

Krazy Ace - Miniature Golf (c) 1993 Telegames

- TECHNICAL -

Model L204

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58830&o=2

$end


$info=krzybowl,
$bio

Krazy Bowl (c) 1994 American Sammy.

A 10-pin bowling game.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 16 Mhz)
Sound Chips : X1-010 (@ 16 Mhz)

Screen orientation : Vertical
Video resolution : 240 x 304 pixels
Screen refresh : 60.00 Hz
Palette colors : 512

Players : 2
Control : trackball
Buttons : 3

- TRIVIA -

Released in August 1994.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1328&o=2

$end


$saturn,sat_cart=krazyivnj,
$bio

Krazy Ivan (c) 1997 Soft Bank

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59328&o=2

$end


$saturn,sat_cart=krazyivng,krazyivn,
$bio

Krazy Ivan (c) 1997 Psygnosis

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60334&o=2

$end


$nes=krazykrp,krazykr,
$bio

Krazy Kreatures (c) 1990 American Video Entertainment

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55279&o=2

$end


$bbca_cass,bbcb_cass=kremlin,
$bio

Kremlin (c) 1983 Doctorsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52032&o=2

$end


$vc4000=outersc,
$bio

Krieg im Weltraum (c) 1978 Interton Electronic.

- TECHNICAL -

[Cassette No. 19]

- TRIVIA -

Also called Outer Space Combat outside Germany, and Guerre dans l'Espace in France.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49210&o=2

$end


$segacd=kriskros,
$bio

Kris Kross [Model SCD-J2620] (c) 1992 Sony Imagesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60753&o=2

$end


$megacd,megacdj=kriskros,
$bio

Kris Kross [Model T-93025-50] (c) 1993 Sony Imagesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60628&o=2

$end


$cpc_cass=kristal,
$bio

Kristal (c) 1985 Core [Evry, France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=97169&o=2

$end


$msx1_cass=krom,
$bio

Krom - El Guerrero Invencible (c) 1989 OMK Software [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94770&o=2

$end


$msx2_flop=kruiswrd,
$bio

Kruiswoord Generator (c) 1986 Radarsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101762&o=2

$end


$a2600=krullc,
$bio

Krull (c) 19?? CCE

South American release. See Atari's "Krull [Model CX2682]" for more information about the game itself.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50634&o=2

$end


$info=krullp,
$bio

Krull (c) 1983 Gottlieb.

- TECHNICAL -

Model Number : 676

- TRIVIA -

10 units are known to exist, Krull never went into production.

- STAFF -

Design by : John Trudeau
Art by : Margaret Hudson

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5473&o=2

$end


$a2600=krull,krullp,
$bio

Krull (c) 1983 Atari, Incorporated.

Your mission is to find and enter the Beast's Black Fortress, rescue Princess Lyssa, and destroy the Beast. The task is not an easy one, for the location of the Black Fortress changes with each sunrise on Krull.

To discover the location of the Black Fortress, you must travel to the lair of the Widow of the Web. Inside the cavern is a gigantic web, a poisonous Crystal Spider that guards the web, and the Widow's Cocoon. When you stand on the cocoon, a blinking light points to one of eight pathways leading to the Black Fortress. If you go down the correct pathway before the next sunrise, you'll find the Black Fortress and the Beast.

If you cannot find the Fortress before sunrise, however, you must return to the cocoon to find the new location of the Fortress.

Inside the Black Fortress you must rescue Lyssa as you dodge fireballs thrown by the Beast. Once Lyssa is free, she will give you the power to destroy the Beast.

You begin the game with three lives. Extra lives and special weapons called Glaives can be picked up when you travel across the Iron Desert during the course of the game.

Sunrise and Sunset: At the top of you screen is a strip showing the passage of the sun, The color of the strip shows the time of day: red indicates sunrise and sunset, blue indicates daytime, and black indicates nighttime.

- TECHNICAL -

Model CX2682

- TRIVIA -

The game was originally planned as an Atari 5200 game.

- SCORING -

Stabbing Slayers: 10-90 Points.
Reaching the Widow's Cocoon: 500 Points.
Jumping Web Strands: 40-60 Points.
Destroying the Beast: 3000 Points.
Breaking into Lyssa's Prison: 70 Points per chunk.

- TIPS AND TRICKS -

* Start playing on Game level 2 - the Beginner version - to become familiar with game play. Then move on to harder levels.

* Make sure you have at least one Glaive before entering the Black Fortress, since you'll need a weapon to rescue Princess Lyssa and fight the Beast.

* If you think you may not have enough time to reach the Black Fortress before sunrise, simply wait on the Widow's Cocoon until the next sunrise. Then go down the new path to the Black Fortress.

* Try to reach the Widow's Cocoon from the upper left side of the web. Maneuver yourself to the web center - the movement of the web will pull you up to the cocoon.

- STAFF -

Programmer: Dave Staugas

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50633&o=2

$end


$info=krull,
$bio

Krull (c) 1983 Gottlieb.

The left joystick controls the movement of the player character, Colwyn. He can be moved in any one of eight directions. The right joystick controls the movement of the player's weapon, the glaive. It can be thrown in any one of eight directions. Four glaives can be in flight at one time and will return to Colwyn with a boomerang-type action. The one and two player select buttons are also located on the panel.

Krull consists of five subgames :
1. The Mountain Game.
2. The Swamp Game.
3. The Fortress Game.
4. The Hexagon Game.
5. The Beast Game.

The player must accomplish a task in each of the five games with eight levels of difficulty in each. All eight levels can be reached in one task based on the time spent performing that task (amount of time spent on that subgame). The total number of lethal characters on the screen at one time increases as the levels increase.

FROM THE SKY WILL COME THE BLACK FORTRESS. FROM THE FORTRESS WILL COME THE SLAYERS, TO DEVOUR THE PLANET OF KRULL. THEN SHALL A GIRL OF ANCIENT NAME BECOME QUEEN, AND THE KING SHE CHOOSES SHALL RULE THE PLANET.

The planet Krull is threatened by the Beast. His army of Slayers has brought terror to the land. Colwyn must stop this terror and save the land and its people. On the day Colwyn is to wed the Princess Lyssa, the Slayers, army of the Beast, kidnap her to become the Beast's bride. Colwyn must reach the Black Fortress and reclaim his Princess. He who marries the Princess shall be king. The Beast must not be allowed to rule the planet.

A prophet acquaints Colwyn with the magical properties of the glaive, a five-bladed sword, which Colwyn must acquire. To accomplish this task, he must climb the mountain and collect the five individual blades of the glaive in order to assemble the weapon. The blade is picked up by touching Colwyn to the blade. Boulders are fatal and must be avoided. The weapon joystick is not utilized in this subgame. The player is awarded 1,000 points for each blade picked up. Points are also awarded for placing Colwyn in a dangerous position in front of one or more boulders.

During his travels to discover the Black Fortress, Colwyn comes upon an army of eight men that he befriends and recruits to help him in his quest to destroy the Beast so that Krull can be safe from his evil.

With no intentions of losing his newly acquired bride without bloodshed, the Beast orders an army of Slayers to stop Colwyn and his friends. Forging through the quicksand-riddled swamps, Slayers materialize from the soil and Colwyn prepares for battle. In the second subgame, Colwyn must save as many friends as possible while killing all of the Slayers. The friends are saved by touching them and the Slayers are destroyed by the glaive. The Slayers themselves and their spears must be avoided. The game begins with eight friends. The number of friends saved is the number of friends carried over into future subgames. The friends can eliminate the Slayers with hand-to-hand combat but can also be destroyed themselves. Receiving three blows either by hand-to-hand or by the Slayers spear is fatal to the friends. The subgame ends when there are no longer any friends to save and all of the Slayers have been eliminated. Avoid quicksand, as it slows Colwyn's attack. Each friend saved awards 1,000 points (maximum 8,000 points) and 100 points for each Slayer the player eliminates.

After days of travel, Colwyn and his men have found the Black Fortress in the Iron Desert where many dangers await them. While attempting to lead his men through the dangerous narrow passageways that lead to the Fortress, Slayers materialize once again in a second attempt to stop Colwyn's struggle. In this third subgame, Colwyn must pick up all of his friends and deposit them safely into the hexagon while again combating the Slayers. The total number of friends in this subgame is equal to the total number of friends saved in Subgame 2. This subgame concludes when all of the friends have been delivered to the hexagon. The player is awarded 1,000 points for each friend delivered to the hexagon, 100 points for each Slayer he destroys and 100 points for each Slayer remaining when the last friend is delivered to the hexagon.

Victorious in battle, Colwyn must now attempt to release his friends from the hexagon. Unlike entry, exiting the hexagon is a struggle deservant of its own merit. Once again Colwyn must call upon the power of the glaive. Release of his friends is accomplished by throwing the glaive at the front wall while it is black only. Any glaive striking the wall while it is not black will stick in the wall until the wall becomes black. The Slayers, of course, attempt to stop Colwyn's efforts. In his own attempt for survival, Colwyn must fight them off and avoid their spears. The subgame ends when the last black wall is broken through and the friends have escaped. The player is awarded 100 points for each Slayer he puts an end to, 100 points for each Slayer remaining when the friends are set free and 1,000 points for the first black wall destroyed, 2,000 points for the second, 3,000 points for the third and 4,000 points for the fourth.

Now inside the Black Fortress, Colwyn secedes from his friends in order to rescue the Princess Lyssa. He finds her in a large cave carefully guarded by the Beast. He knows that the only way to reclaim his bride and conserve the planet is to forge into battle with the Beast. In the fifth subgame, the player moves Colwyn towards the Princess in order to reach her. As he progresses, the Beast attempts to stop him by throwing fireballs at him. The fireballs must be avoided or destroyed by the glaive. If not destroyed, the fireballs will ricochet off of the walls. Destroying a fireball awards the player 100 points multiplied by the number of fireballs in flight. The Beast is momentarily stunned when hit with a glaive and awards the player 100 points. The Beast cannot be destroyed and the player must avoid touching him. When Colwyn reaches the Princess, his friends, following the pandemonium of the battle, appear and chase the Beast off, awarding 1000 points per friend. The total number of friends in this subgame is equal to the total number of friends saved in Subgame 2.

- TECHNICAL -

Game ID : GV-105

Main CPU : I8086 (@ 5 Mhz)
Sound CPU : MOS Technology M6502 (@ 894.886 Khz)
Sound Chips : DAC

Screen orientation : Vertical
Palette colors : 16

Players : 2
Control : Double 8-way joysticks

- TRIVIA -

Krull was released in March 1983.

this game is known in Japan as "Ginga Densetsu Krull" (translates from Japanese as 'Galactic Legend Krull').

Krull was designed and programmed in 10 months. Chris and Matt started on it in early May of 1982 and finished in February of 1983. It is Gottlieb's first movie-themed video game.

Jason Curran holds the official record for this game with 421,590 points.

About the movie : Krull is a world deep in a far-away galaxy, a culture of myth and magic. The kingdoms of Krull, in the past divided by wars, have united to battle the terrible enemy who seeks to dominate them... the Beast. He is a powerful dark force who has returned from Krull's ancient past, determined to destroy all those who oppose him. 
Krull is a $25 million dollar fantasy adventure from Columbia Pictures. To create this special-effect epic, Columbia Pictures has assembled the industry's top talent, people who helped bring Superman and The Empire Strikes Back to the screen. Like those top-grossing films, Krull will appeal primarily to young people under age 25, the most important demographic group for game operators.

- SCORING -

Running in front of a boulder (Stage 1) : #points/sec?.
Killing a Slayer (any Stage) : 100 points.
Collecting an army member (Stage 2) : 1000 points.
Depositing an army member at the Hexagon (Stage 3) : 1000 points.

Destroying Hexagon wall (Stage 4) :
1st wall : 1000 points.
2nd wall : 2000 points.
3rd wall : 3000 points.
4th wall : 4000 points.

Destroying the Beast's fireball (stage 5) : 100 points.
Stunning the Beast (Stage 5) : 100 points.
Bonus for Surviving army members (Stage 5) : 1000 points per army member

- TIPS AND TRICKS -

* Hidden Heads : Press and hold down the Select button (which is utilized in the operator mode) and reset the machine. 63 Black & White faces representing 'Bob' Dobbs will bounce around the screen.

- STAFF -

Designed and programmed by : Matt Householder, Chris Krubel
Graphics by : Jeff Lee
Audio by : David D. Thiel
Cabinet graphics : Terry Doerzaph

- PORTS -

* Consoles :
Atari 2600 (1983)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1329&o=2

$end


$gameboy=krustyw,
$bio

Krusty World [Model DMG-FKJ] (c) 1994 Acclaim Japan [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66311&o=2

$end


$snes=krustywj,
$bio

Krusty World [Model SHVC-FH] (c) 1993 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61654&o=2

$end


$nes=krustyfh,krustyfhu,
$bio

Krusty's Fun House (c) 1992 Acclaim Entertainment, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55280&o=2

$end


$sms=krustyfh,
$bio

Krusty's Fun House (c) 1992 Flying Edge

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56081&o=2

$end


$amigaocs_flop=krustyfh,
$bio

Krusty's Fun House (c) 1993 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74410&o=2

$end


$gameboy=krustyfh,
$bio

Krusty's Fun House (c) 1993 Acclaim Ent., Incorporated.

- TECHNICAL -

Game ID: DMG-FK-USA

- STAFF -

Special Thanks to: Tyrone Miller, Eric Samulski, Mili Smythe
Development: Carol Albert, Michael Arkin, Joseph Mazziotto, Billy Pidgeon, Tom Rademacher (The Black Team)
Program: Antony McCabe (Denton Designs)
Graphics: Patrick Fox
Music Programming: David Whittaker
Level Design: Patrick Fox, Scott Williams
Producer: Michael Wolliston
The Simpsons characters created by: Matt Groening

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66312&o=2

$end


$gamegear=krustyfh,
$bio

Krusty's Fun House [Model T-81078-50] (c) 1992 Flying Edge

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64668&o=2

$end


$megadriv=krusty,krusty1,
$bio

Krusty's Super Fun House (c) 1992 Flying Edge.

- TRIVIA -

Reviews:
[FR] August 1992 - Joypad N.11: 81/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71184&o=2

$end


$snes=krustyfhu1,krustyfhu,
$bio

Krusty's Super Fun House [Model SNS-FH-USA] (c) 1992 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63172&o=2

$end


$snes=krustyfh1,krustyfh,
$bio

Krusty's Super Fun House (c) 1992 Acclaim Ent., Incorporated.

- TECHNICAL -

Cartrdige ID: SNSP-FH-EUR

- TRIVIA -

Reviews:
[FR] August 1992 - Joypad N.11: 84/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63171&o=2

$end


$msx1_cass=krypton,
$bio

Krypton (c) 1986 Manhattan Transfer

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94771&o=2

$end


$amigaocs_flop=kryptegg,
$bio

Krypton Egg [Big Box] (c) 1990 HitSoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74411&o=2

$end


$info=mg_kf,
$bio

Krypton Factor (c) 199? Maygay.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42404&o=2

$end


$fm77av=9gyokudn,9gyokudna,
$bio

Ku Gyoku Den [Model FUTJ-19002] (c) 1986 Tecno Soft [TechnoSoft] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93848&o=2

$end


$psx=kuronjo,
$bio

Ku-Ron Jo [Model SLPS-03063] (c) 2000 Media Rings Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85364&o=2

$end


$info=klxyj,
$bio

Kuai Le Xi You Ji (c) 200? IGS.

- TECHNICAL -

Main CPU : ARM7 (@ 20 Mhz)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=12486&o=2

$end


$pc8801_flop=kubokido,
$bio

Kubo Kido Butai (c) 1983 Kiya Tsusho

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92201&o=2

$end


$msx1_cass=kubus,
$bio

Kubus (c) 1985 Kuma Computers, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94772&o=2

$end


$pc8801_cass=kuchusen,
$bio

Kuchusen - Sky Tactics (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91242&o=2

$end


$x68k_flop=kudokika,
$bio

Kudokikata Oshiemasu (c) 1988 Hard [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87834&o=2

$end


$pc8801_flop=kudokika,
$bio

Kudokikata Oshiemasu (c) 1988 Hard [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92202&o=2

$end


$msx2_flop=kudokika,kudokikaa,
$bio

Kudokikata Oshiemasu (c) 1988 Hard [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101763&o=2

$end


$x1_flop=kudokika,
$bio

Kudokikata Oshiemasu (c) 198? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86036&o=2

$end


$famicom_flop=kudokik2,
$bio

Kudokikata Oshiemasu 2 - Kind Gals (c) 1989 Wild Turtle.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65375&o=2

$end


$pc98=kudokik2,
$bio

Kudokikata Oshiemasu II - Kind Gal's (c) 1987 Hard [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89903&o=2

$end


$x68k_flop=kudokik2,
$bio

Kudokikata Oshiemasu II - Kind Gal's (c) 1988 Hard [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87835&o=2

$end


$pc8801_flop=kudokik2,
$bio

Kudokikata Oshiemasu II - Kind Gal's (c) 1988 Hard [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92203&o=2

$end


$msx2_flop=kudokik2,kudokik2b,kudokik2a,
$bio

Kudokikata Oshiemasu II - Kind Gal's (c) 1988 Hard [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101764&o=2

$end


$x1_flop=kugyokud,kugyokuda,
$bio

Kugyokuden (c) 1986 Tecno Soft.

- TRIVIA -

Released on December 1986 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86037&o=2

$end


$pc8801_flop=kugyokud,kugyokuda,
$bio

Kugyokuden (c) 1987 Tecno Soft [TechnoSoft] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92204&o=2

$end


$msx2_flop=kugyokud,kugyokuda,
$bio

Kugyokuden (c) 1987 Tecno Soft [TechnoSoft] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101765&o=2

$end


$info=kuhga,
$bio

Kuhga - Operation Code Vapor Trail (c) 1989 Data East Corporation.

A vertically scrolling shooter from Data East. Choose 1 of 3 different jet fighters to save New York City and defeat the terrorist organization DAGGER.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound CPU : Hudson Soft HuC6280 (@ 8.055 Mhz)
Sound Chips : YM2203 (@ 4.0275 Mhz), YM2151 (@ 3.58 Mhz), OKI6295 (@ 7.757 Khz), OKI6295 (@ 15.514 Khz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

The title of this game translates from Japanese as 'Sky Fang - Operation Code Vapor Trail'.

This game is known outside Japan as "Vapor Trail - Hyper Offence Formation".

Soundtracks:
Kuhga - Pony Canyon/Scitro [PCCB-0002] (May 21, 1990)
Data East Retro Game Music Collection - TEAM Entertainment [KDSD-00366] (July 21, 2010)

- TIPS AND TRICKS -

* Option Screen: Press the Service switch and then reset the machine. If done right, you'll enter an options menu where you can select the starting stage, the loop, listen to the music and sound effects.

- SERIES -

1. Kuhga - Operation Code Vapor Trail (1989)
2. Wolf Fang - Ku-U-Ga 2001 (1991)
3. Skull Fang (1996)

- STAFF -

Game Designer : Hironori Kobayashi
Developer : Min
Game Programmers : Min, Mya, Hal, HMD
Graphic Designers : T.A, F. Ohnisi, Takahide Koizumi, Kinya Aoyama, Nabesima, Sonomi Nagao, Kazumi Enomoto, Chika Shamoto, Makoto Kawamura, Inopita, Jun Matsuda
Hard Designer : Kenichi Fujimoto
Sound Creaters : Hiroaki Yoshida (Maro), Azusa Hara (Ahsa), Tatsuya Kiuchi (Kiwich), Fuse, Hitomi Komatsu, Joe Kaminkow

Special Thanks : Koji Akibayashi, Solomon, Yoshiaki Honda (Yoshi Honda), Kazuyuki  Kurata, EX, Lungfish, Yoshiyuki Urushibara, Makoto Kikuchi (Thor-Kikuchi)

- PORTS -

* Consoles :
Sega Mega Drive [JP] (August 2, 1991) "Kuhga - Operation Code Vapor Trail [Model T-49043]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1330&o=2

$end


$megadriv=kuuga,
$bio

Kuhga - Operation Code Vapor Trail (c) 1991 Telenet.

- TECHNICAL -

[Model T-49043]

- TRIVIA -

Kuhga for Mega Drive was released on August 02, 1991 in Japan.

Reviews:
November 1991 - Consoles + N.2 [FR]: 92/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47917&o=2

$end


$pc98=kui2quiz,
$bio

Kui Kui Quiz (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89904&o=2

$end


$nes=kujaku,
$bio

Kujaku Ou (c) 1988 Pony Canyon, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54297&o=2

$end


$msx2_flop=kujaku,
$bio

Kujaku Ou (c) 1988 Pony Canyon, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101766&o=2

$end


$nes=kujaku2,
$bio

Kujaku Ou 2 (c) 1990 Pony Canyon, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54298&o=2

$end


$megadriv=kujaku2,
$bio

Kujaku Ou 2 - Geneijou (c) 1989 Sega Enterprises, Limited.

- TRIVIA -

Reviews:
[FR] Player One (Oct. 1990): 89/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56611&o=2

$end


$sms=kujaku,
$bio

Kujaku Ou (c) 1988 Sega Enterprises, Limited.

- TECHNICAL -

Game ID: G-1366

- TRIVIA -

Released on September 23, 1988 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55879&o=2

$end


$x68k_flop=kukeisf,
$bio

Kukei SF (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88353&o=2

$end


$amigaocs_flop=kult,
$bio

Kult (c) 1989 Exxos

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74412&o=2

$end


$amigaocs_flop=kulta,
$bio

Kult [Budget] (c) 1989 Boeder

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74413&o=2

$end


$cdi=kultur,
$bio

Kulturberg Naturtal - Eine Tirolreise auf cd-i (c) 1994 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52926&o=2

$end


$msx1_cass=kumafort,kumaforta,
$bio

Kuma Forth (c) 1984 Kuma Computers, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94773&o=2

$end


$msx1_cass=kumalogo,kumalogoa,
$bio

Kuma Logo (c) 1984 Kuma Computers, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94774&o=2

$end


$pico=poohcrs,
$bio

Kuma no Pooh-san - Christopher Robin wo Sagase [Model T-255040] (c) 1998 Kodansha

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75707&o=2

$end


$pico=poohtth,
$bio

Kuma no Pooh-san - Tanoshii Tashizan - Hikizan [Model HPC-6137] (c) 2004 Sega Toys

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75708&o=2

$end


$gameboy=kumapuut,
$bio

Kuma no Puutarou - Takara Sagashi da Ooiri Game Battle! [Model DMG-AKPJ-JPN] (c) 1996 Takara Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66314&o=2

$end


$saturn,sat_cart=kuttuket,
$bio

Kumitate Battle Kuttu Ketto (c) 1998 TechnoSoft Co., Ltd.

- TECHNICAL -

Game ID: T-1813G

- TRIVIA -

Released on April 02, 1998 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59329&o=2

$end


$pico=kumon1k,
$bio

Kumon no Sukusuku Ressun 1-Kara 30-made no Suuji (c) 2001 Kumon Publishing Co., Ltd.

- TECHNICAL -

Game ID: T-300010

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96315&o=2

$end


$pc98=kumuken,
$bio

Kumudouru no Ken - Master the Blind Touch (c) 1991 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89905&o=2

$end


$lynx=kungfood,
$bio

Kung Food (c) 1992 Atari Corp.

Kung Food is an action adventure game.

Your kitchen is usually a safe, warm place. Not any more. The top secret chemical you stored in your freezer became active when the door was left open. Now the contents of your freezer have come to life, and the effects of this chemical have spread throughout the kitchen. Even you have been transformed. Reduced to a little green man, you must boldly go to your freezer and destroy such transformed tidbits as ice demons and killer kung fu carrots. If you fail, your fearsome food will conquer the world.

- TECHNICAL -

Model PA2076

- SCORING -

After you pick up some points, they appear in the upper right corner of the screen. Your total is also on the screen that appears when you lose a lite. Points are awarded as follows:
All powerups: 200
Ice man: 300
Sausage man: 200
Tomato: 400
Pea: 100
Ice king: 2000 + 100 per strike
Carrot: 300
Mash man: 200
Big batter man: 2000 + 200 per strike
Fly: 600
Rat: 600
Rat riding sausage: 2000 + 300 per strike
Green slimy: 600
Big green slimy: 2000 + 400 per strike
Bubble bottle: 800 + 100 per strike
Apple copter: 2500 + 500 per strike
Spider: 400
Ant: 1000
Wasp: 800
Slug:  1000
Snail: 600
Red whirlwind plant: 5000 + 600 per strike
Yellow whirlwind plant: 25000 + 700 per strike

- STAFF -

Programmers: C.F. Urquhart, S.A. Mitchell

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58831&o=2

$end


$a2600=kungfu,
$bio

Kung Fu (c) 1983 Bit Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50635&o=2

$end


$info=kungfu,
$bio

Kung Fu (c) 1992 IGS Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=97868&o=2

$end


$info=j6kungfu,j6kungfua,j6kungfub,j6kungfuc,j6kungfud,
$bio

Kung Fu (c) 199? Ace Coin Equipment, Limited.

- TECHNICAL -

Impact

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41114&o=2

$end


$info=j6kfc,j6kfca,j6kfcb,
$bio

Kung Fu Club (c) 199? Crystal Leisure.

- TECHNICAL -

IMPACT

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15278&o=2

$end


$sms=kungfuk,
$bio

Kung Fu Kid (c) 1987 Sega Enterprises, Limited.

- TECHNICAL -

Model 5078

- TRIVIA -

This game is known in Japan as "Makai Retsuden", and in Brazil as "Sapo Xule - O Mestre do Kung Fu".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56082&o=2

$end


$msx1_cart=kungfum,kungfumb,kungfuma,
$bio

Kung Fu Master (c) 1983 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77209&o=2

$end


$megadriv=kfpanda2,
$bio

Kung Fu Panda 2 (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56612&o=2

$end


$a2600=kungfusk,
$bio

Kung Fu Superkicks (c) 1987 Xonox.

- TECHNICAL -

Model 6082 A145

- TRIVIA -

Also known as "Pursuit of the Ninja".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50637&o=2

$end


$nes=kungfu,
$bio

Kung Fu (c) 1987 Nintendo.

European release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Spartan X [Model HVC-SX]".

- TECHNICAL -

Model NES-SX-NOE

- TRIVIA -

Kung Fu for NES was released on April 15, 1987 in Europe.

The arcade version of the game is known as "Kung-Fu Master".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55281&o=2

$end


$nes=kungfuju,
$bio

Kung Fu (c) 1985 Nintendo.

North American release. Game developed in Japan. For more information about the game, please see the original Japanese release entry; "Spartan X [Model HVC-SX]".

- TECHNICAL -

Model NES-SX-USA

- TRIVIA -

Kung Fu for NES was released in October 1985 in North America.

The arcade version of the game is known as "Kung-Fu Master".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54299&o=2

$end


$info=pc_kngfu,
$bio

Kung Fu (c) 1985 Nintendo.

PlayChoice-10 version. For more information, please see the original NES version.

- TECHNICAL -

Nintendo PlayChoice-10 hardware
Game ID : SX

Main CPU : Zilog Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz)
Sound Chips : Zetex N2A03 (@ 1.789772 Mhz), DAC

Players : 2
Control : 8-way joystick
Buttons : 2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1806&o=2

$end


$cpc_cass=kungfu,
$bio

Kung-Fu (c) 1986 Bug Byte

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=97170&o=2

$end


$nes=kungfuh,
$bio

Kung-Fu Heroes (c) 1989 Culture Brain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55282&o=2

$end


$info=kungfum,kungfub,kungfumd,
$bio

Kung-Fu Master (c) 1984 Irem Corp.

For more complete information on the game itself, please see the original Japanese version entry; "Spartan X".

- TRIVIA -

Kung-Fu Master was released in December 1984 outside Japan. Originally known in Japan as as "Spartan X". 

Licensed to Data East for US manufacture and distribution. Kung-Fu Master was the first game that Irem licensed to Data East and was also the first of two genre-defining fighting games released by Data East that year; the other being 'Karate Champ', the world's first one-on-one fighting game.

A bootleg of this game was released by O.K. corp. in 1985. 

Mike Sullivan holds the official record for this game with 1,349,040 points.

- UPDATES -

Differences between Spartan X and Kung-Fu Master :
* During the demo screen the word Kung-Fu (in 'A KUNG-FU MASTER, THOMAS....') is spelled 'KANFU' in Spartan X.
* Spartan X has an additional copyright notice that is not in Kung-Fu Master : '(C)1984 Paragon Films Ltd., Towa Promotion'.

- SERIES -

1. Kung-Fu Master (1984, Arcade)
2. Vigilante (1988, Arcade)
3. Spartan X 2 (1991, Famicom)

- PORTS -

* Consoles : 
Nintendo Famicom [AS] (1984) "Kung Fu" 
Atari 2600 [US] (May 12, 1987) "Kung-Fu Master [Model AG-039]" by Activision
Nintendo NES [US] (October 1985) "Kung Fu [Model NES-SX-USA]" 
Nintendo NES [EU] (April 15, 1987) "Kung Fu [Model NES-SX-NOE]" 
Atari 7800 [US] (1989) "Kung-Fu Master [Model AM-039-04]" by Absolute Entertainment

* Handhelds : 
Nintendo Game Boy [EU] (1991) "Kung Fu Master [Model DMG-SX-NOE]" 
Nintendo Game Boy [US] (February 1991) "Kung Fu Master [Model DMG-SX]" 

* Computers : 
Apple II [US] (1985) "Kung Fu Master" 
Commodore C64 [US] [EU] (1985) "Kung Fu Master" 
Sinclair ZX Spectrum [EU] (1986) "Kung-Fu Master" by U.S. Gold 
Amstrad CPC [EU] (1987) "Kung-Fu Master"
PC [MS Windows, Online] [EU] (December 9, 2011) "IREM Arcade Hits" by DotEmu 
Apple MacIntosh [Online] [US] (August 21, 2011) "Irem Arcade Hits" by DotEmu 
PC [Desura] [US] (November 2, 2013) "IREM Arcade Hits" by Plug In Digital

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1331&o=2

$end


$info=kungfub2,
$bio

Kung-Fu Master (c) 1985 OK Corp.

Bootleg version of the Irem original.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=35670&o=2

$end


$c64_cart,c64_flop=kungfum,
$bio

Kung-Fu Master (c) 1985 Data East Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53617&o=2

$end


$cpc_cass=kungfums,
$bio

Kung-Fu Master (c) 1986 Erbe Soft. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=97171&o=2

$end


$cpc_cass=kungfum,
$bio

Kung-Fu Master (c) 1986 US Gold, Ltd. [Birmingham, UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=97172&o=2

$end


$a2600=kungfumc,
$bio

Kung-Fu Master (c) 1987 CCE.

South American release.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50636&o=2

$end


$a2600=kungfum,kungfume,
$bio

Kung-Fu Master (c) 1987 Activision, Incorporated.

The lovely Princess Victoria is being held captive in the Evil Wizard's temple. As the Kung-Fu Master, you're the only one powerful enough to rescue her.

The temple itself wouldn't pose that much of a problem. Except that it has five different levels. And each one is crawling with a tireless army of enemies.

Using your superb martial arts skills, you'll have to oust henchmen, knife-throwers, dragons, and a slew of other not-very-nice types.

If you manage to clean out everybody on a level, you'll automatically go to the next level.  And your energy meter and timer will be reset.

Once you succeed in rescuing Princess Victoria, you'll be sent back down to the first floor for more kicking and punching and jumping. Only this time things will happen even faster and more furiously.

Note on two-player games: In a two player game, play alternates whenever a player loses a life.  The second-player's timer, score, and energy bar replace thos of the first player, and so on. If one player loses all of his lives, the other player continues without interruption until the game is over.

- TECHNICAL -

Model AG-039

- TRIVIA -

Licensed by Data East

- TIPS AND TRICKS -

* Don't use punches and kicks randomly. A true martial artist knows when to apply them at just the right moment.

* Try to figure out which type of blow works best against which opponents. Most of them have certain weak spots.

* Don't try to battle the snake-just stay out of its way.

* Remember: no one opponent can kill you outright.  But they all rob you of energy.  So if an opponent happens to hit you just when your energy is low enough, he may end up killing you.

* Keep a close eye on the timer. When it runs out, so does your life.

- STAFF -

Programmer: Dan Kitchen

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50638&o=2

$end


$a7800=kungfum,kungfumu,
$bio

Kung-Fu Master [Model AM-039-04] (c) 1989 Absolute Entertainment, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50149&o=2

$end


$gameboy=kungfu,
$bio

Kung-Fu Master [Model DMG-SX-USA] (c) 1991 Irem Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66315&o=2

$end


$scv=kungfurd,
$bio

Kung-Fu Road (c) 1985 Epoch Company, Limited.

- TECHNICAL -

[Model 17 NO.09230]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31506&o=2

$end


$info=kungfur,
$bio

Kung-Fu Roushi (c) 1987 Namco.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31352&o=2

$end


$svision=kungfust,
$bio

Kung-Fu Street (c) 1993 Thin Chen Enterprise

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95456&o=2

$end


$info=kungfut,kungfuta,
$bio

Kung-Fu Taikun (c) 1984 Seibu Kaihatsu.

- TECHNICAL -

This game use a microphone.

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound CPU : Zilog Z80 (@ 1.78975 Mhz)
Sound Chips : (3x) General Instrument AY8910 (@ 1.536 Mhz)

Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 256

Players : 2
Control : 2-way joystick
Buttons : 3

- TRIVIA -

The title of this game translates from Japanese as 'Kung Fu Lord'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1332&o=2

$end


$msx1_cart=kungfutk,
$bio

Kung-Fu Taikun (c) 198? Zemina [Korea]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77211&o=2

$end


$msx1_cart=kungfut,kungfuta,
$bio

Kung-Fu Taikun [Model PS-2011G] (c) 1985 Toshiba EMI [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77210&o=2

$end


$gamegear=kunichn2,
$bio

Kuni-chan no Game Tengoku Part 2 [Model G-3322] (c) 1992 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64670&o=2

$end


$gamegear=kunichan,
$bio

Kuni-chan no Game Tengoku [Model G-3303] (c) 1991 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64669&o=2

$end


$gba=kuniocl1,
$bio

Kunio Kun Nekketsu Collection 1 [Model AGB-B9AJ-JPN] (c) 2005 Atlus Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71411&o=2

$end


$gba=kuniocl2,
$bio

Kunio Kun Nekketsu Collection 2 [Model AGB-B9BJ-JPN] (c) 2005 Atlus Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71412&o=2

$end


$gba=kuniocl3,
$bio

Kunio Kun Nekketsu Collection 3 [Model AGB-B9CJ-JPN] (c) 2006 Atlus Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71413&o=2

$end


$info=sdodgeb,
$bio

くにおの熱血闘球伝説 (c) 1996 Technos Japan Corp.
(Kunio no Nekketsu Toukyuu Densetsu)

The popular game of Dodge Ball is a rather unique sport in which teams of three players try to knock each other out with the help of special moves and team attacks. In this game you take control of a team and must beat all other teams (you can even recruit the other team's leader after beating them!) in order to face the  current Dodge Ball champion and take the title. Features cool anime style graphics, catchy music & great sound effects, plenty of moves at your disposal and a solid challenge level. Dodge Ball anyone? :)

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : NGM-208

Players : 2
Control : 8-way joystick
Buttons : 4
=> [A] Shoot/Catch, [B] Pass/Dodge, [C] Jump, [D] Faint/Provoke

- TRIVIA -

Literaly 'Kunio's Hotblooded Dodgeball Legend'.

This game is known outside Japan as 'Super Dodge Ball'.

This game runs on the Neo-Geo MVS but was never released on the Neo-Geo AES home console.

This is yet another game by Technos that features characters inspired by the River City Ransom manga. In the overhead map at the beginning of each match, all characters are drawn in a comical small body style, apparently as an homage of the famous NES games that featured the River City Ransom characters.

Kunio appears in "Renegade" / "Nekketsu Kouha Kunio-Kun" as main characters.

After the release of this game, Technos Japan went bankrupt (December 15, 95). Since the licenses of Kunio-Kun and Dodge-Ball had a great values in the 90's, former Technos Japan staff established a new company.

- UPDATES -

The International versions of this game are almost identical to the Japanese version (no voice cuts as in the Magical Drop games), only the title screen is completely different & the fact that Shinji's taunt is censored outside Japan (Instead of merely shaking his fist angrily at his opponents, Shinji gives them the middle finger!).

- TIPS AND TRICKS -

* Characters turn VERY slowly in this game, this means that you can score free hits if you either run past them and smack them with the ball, or pass the ball to a teammate that has already been defeated!

* Beat the game without continuing to see a special screen after the credits with all the characters grouped together.

- SERIES -

1. Super Dodge Ball (1987, ARC)
2. Kunio no Dodgeball dayo Zen'in Shuugou! (1993, SFC)
3. Kunio no Nekketsu Toukyuu Densetsu [Model NGM-0208] (1996, MVS)
4. Super Dodge Ball Advance (2001, GBA)
5. Super Dodgeball Brawlers (2008, NDS)

- STAFF -

Game designer : Scirocco
Chief programmer : Makoto Satou
Assistant director : Shouichi Toyoshima
Character designers : Toru Tsuboya, Scirocco
C.V. supervisor : T?ru Furuya
Bitmap artists : Tsuyoshi Otake, Tetsuya Wahira, Toru Tsuboya, Haruyuki Watanabe, Kouji Maruta, Tadashi Maruyama
Programmers : Takahiro Takenouchi, Hiroe Tsuchida, Takeshi Hosono
Graphic assistants : Masamichi Katagiri, Kunihiro Hirabayashi, Takuto Mori, Koji Yamada, Hideki Hoshiya, Koji Ogata, Shun-Ichi Baba (Algo-Nicus)
Sound programmer : Bob
Sound composer : Ida
Sound effects : Taku
Sound : Fumio Suzuki, Tadashi Takatsuka
Animation : Hidekazu Ohara, Takashi Ajiri (SnowLightStaff)

* Character Voices :
Kunio : Ryo Horikawa
Riki : Masaaki Okura
Sabu : Yukimasa Kishino
Misuzu : Keiko Yamamoto
Shinji : Hisao Egawa
Kenji : Toru Furuya
Miyuki : Yuka Koyama
D.B.Maou : Daisuke Gouri
Announcer : Manami Nakayama

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2713&o=2

$end


$snes=kunioode,
$bio

Kunio no Oden [Model SHVC-QO] (c) 1994 Technos Japan Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61655&o=2

$end


$snes=kuniodbs,
$bio

Kunio-kun no Dodge Ball dayo Zenin Shuugou! Tournament Special (c) 1993 Technos Japan Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61657&o=2

$end


$snes=kuniodb,
$bio

Kunio-kun no Dodge Ball dayo Zenin Shuugou! [Model SHVC-ND] (c) 1993 Technos Japan Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61656&o=2

$end


$gameboy=kuniokun,
$bio

Kunio-kun no Jidaigeki dayo Zenin Shuugou! [Model DMG-JXJ] (c) 1993 Technos Japan Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66317&o=2

$end


$nes=kunioscr,
$bio

Kunio-kun no Nekketsu Soccer League (c) 1993 Technos Japan Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54300&o=2

$end


$psx=kunoichi,
$bio

Kunoichi Torimonocho [Model SLPS-01773] (c) 1999 GMF

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85365&o=2

$end


$saturn,sat_cart=kunoichi,
$bio

Kunoichi Torimonochou (c) 1998 CRI [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59330&o=2

$end


$pc98=kurayami,
$bio

Kurayami (c) 1996 Melody [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89906&o=2

$end


$pc8801_flop=kurayami,
$bio

Kurayami no Shiten (c) 1986 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92205&o=2

$end


$info=kurikintj,kurikinta,kurikint,kurikintu,
$bio

Kuri Kinton (c) 1988 Taito Corporation.

With your super kung-fu skills, penetrate the enemy's headquarters to rescue the Chris family.

At the end of the 20th century, the world has gone through vast changes. Country borders around the world are constantly changing and every day brings further territorial expansion and new threats of power struggles. 

A member of the World Secret Police Organization (WSPO) has obtained information about an upcoming coup, but before it could be turned over to the WSPO he and his daughter were captured. Before his capture he was able to send a detailed letter to his counterpart in the People's Republic of China, code-named Kuri Kinton, along with a plea for help. 

It's all up to Kuri Kinton now to save the captives and restore the delicate balance of power.

- TECHNICAL -

Runs on the Taito L System Hardware.
Board Number : J1100147A
Prom Stickers : B42

Main CPU : (2x) Zilog Z80 (@ 6 Mhz)
Sound Chips : YM2203 (@ 3 Mhz)

Screen Orientation : Horizontal
Video Resolution : 320 x 224 Pixels
Screen Refresh : 60.00 Hz
Palette Colors : 256

Players : 2
Control : 8-Way Joystick
Buttons : 2
=> Attack, Jump

- TRIVIA -

Kuri Kinton was released in July 1988 in Japan.

The title of this game translates from Japanese as 'Honor League Gold Association'. Note that there is a Japanese dish called 'kuri-kinton' which is mashed sweet potatoes and chestnuts.

Zuntata Records released a limited-edition soundtrack album for this game (Zuntata History L'ab-normal 1st - ZTTL-0038) on April 1, 1999.

- UPDATES -

The prototype version has :
* Difficulty very unoptimized.
* Dipswitches for invincibility and slow motion.
* No end credits.
* No water in level 2/3, only brown garbage instead.
* Some other minor things (graphic glitches vs. bosses, bad-oriented continue screen, etc.).
* The green carpet in level 2 isn't animated.

- TIPS AND TRICKS -

INSTRUCTIONS:

- Holding down the Attack button charges up your power and allows you to shoot an energy ball. 

- When you stand still for a period of time, an aura appears around your body, which increases your attack and defence power. Your aura has three phases and can be upgraded from red to yellow and then to blue:
-- Red Aura : Increases attack power by 25%. Disappears when hit. 
-- Yellow Aura : Increases attack power by 50%. Downgrades to red when hit. 
-- Blue Aura : Increases attack power by 75%. Downgrades to yellow when hit. 

- Pay close attention to your energy level as well as the energy level of attacking enemies. 

- The game ends when you run out of energy or the last boss is destroyed. 

- There are a total of five different levels and a powerful leader to eliminate at the end of each level. When you destroy a leader, you will be awarded bonus points and extra power, and you will advance to the next level.

- STAFF -

Creators : Wolf Kato, Crusher Ishikawa, Yasuyuki Hiwatashi
Hardware Designers : Hiroyuki Noguchi, Minoru Yoshimura
Sound Designers : Masahiko Takagi, Yasuhisa Watanabe
Character Designers : Seiji Kawakami, Yoshihiko Wakita, s.c. Mizutani, s.c. Tomita, s.c. Kimura, s.c. Kusano, Thanks Santasan
Publicity Supervisor : Naoko Yoshida
Special Thanks To : Takeshi Murata, Kyoji Shimamoto, Takeshi Ishizashi, Onijust (Onijust. H), Hideki Hashimoto, Toshiaki Tsukano, Takeshi Ishii, Akira Saitou, Takako Kojima, Toshiyuki Nishimura, Toshio Kohno, Junji Yarita, Hiroyuki Sakou, Yukiwo Ishikawa (Yukio Ishikawa), Tsutomu Yoshikawa
Game Designer : Kei. S

- PORTS -

* Consoles :
Sony PlayStation 2 [JP] (July 28, 2005) "Taito Memories Joukan [Model SLPM-66057]" 
Sony PlayStation 2 [AU] (March 30, 2006) "Taito Legends 2 [Model SLES-53852]" 
Microsoft XBOX [EU] (March 31, 2006) "Taito Legends 2" 
Sony PlayStation 2 [EU] (March 31, 2006) "Taito Legends 2 [Model SLES-53852]" 
Sony PlayStation 2 [US] (May 16, 2007) "Taito Legends 2 [Model SLUS-21349]" 
Sony PlayStation 2 [JP] (June 28, 2007) "Taito Memories Joukan [Eternal Hits]" 

* Handhelds : 
Sony PSP [AS] (January 3, 2006) "Taito Memories Pocket [Model UCAS-40040]" 
Sony PSP [JP] (January 5, 2006) "Taito Memories Pocket [Model ULJM-05076]" 
Sony PSP [KO] (February 10, 2006) "Taito Memories Pocket" 
Sony PSP [EU] (October 6, 2006) "Taito Legends Power-Up [Model ULES-00473]" 
Sony PSP [AU] (November 9, 2006) "Taito Legends Power-Up [Model ULES-00473]" 
Sony PSP [US] (May 17, 2007) "Taito Legends Power-Up [Model ULUS-10208]" 

* Computers : 
PC [MS Windows, CD-ROM] [EU] (March 31, 2006) "Taito Legends 2" 
PC [MS Windows, CD-ROM] [US] (July 10, 2007) "Taito Legends 2"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1333&o=2

$end


$pc8801_flop=kuroneko,
$bio

Kuro Neko so Sozoku Satsujin Jiken (c) 1984 Union Planning

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92206&o=2

$end


$saturn,sat_cart=literary,
$bio

Kuro no Danshou - The Literary Fragment (c) 1997 OZ Club

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59331&o=2

$end


$saturn,sat_cart=literaryg,
$bio

Kuro no Danshou - The Literary Fragment [Genteiban] (c) 1997 OZ Club

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59332&o=2

$end


$psx=kuronoke,
$bio

Kuro no Ken - Blade of the Darkness [Model SLPS-01030] (c) 1997 CD Bros.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85366&o=2

$end


$nes=kachiuma,
$bio

Kurogane Hiroshi no Yosou Daisuki! Kachiuma Densetsu (c) 1990 Nichibutsu [Nihon Bussan Company, Limited.] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54301&o=2

$end


$gba=kurogolf,
$bio

Kurohige no Golf Shiyouyo [Model AGB-AGOJ-JPN] (c) 2002 Tomy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71414&o=2

$end


$gba=kurokrtt,
$bio

Kurohige no Kurutto Jintori [Model AGB-AKUJ-JPN] (c) 2001 Tomy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71415&o=2

$end


$psx=cielgris,
$bio

Kuroi Hitomi no noir - Cielgris Fantasm [Model SLPS-01450] (c) 1999 Gust [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85367&o=2

$end


$pc8801_flop=kurokami,
$bio

Kurokami no Densetsu (c) 1990 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92207&o=2

$end


$pc8801_flop=kurokiyu,
$bio

Kuroki Yusha (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92208&o=2

$end


$pc98=kuroneko,
$bio

Kuroneko Kan (c) 1993 Fairy Dust [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89907&o=2

$end


$cdi=kursbuch,
$bio

Kursbuch Gesundheit (c) 1995 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52927&o=2

$end


$pc98=kuru,
$bio

Kuru (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89908&o=2

$end


$x68k_flop=kurukuru,
$bio

Kuru Kuru Puzzle (c) 1994 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88354&o=2

$end


$info=kurukuru,
$bio

Kuru Kuru Pyon Pyon (c) 1990 Success.

HOW TO PLAY:
- Insert tokens (medals)..
- You can bet to any (or all) of the following 5 characters: Bote, Oume, Pyoko, Kunio, and Pyon Pyon. Press start, and the reels start to roll. You'll win if you can get 3 of the choosen character(s) in a row, column or diagonal.
- The black tadpoles behave just like jokers... If you have 2 choosen characters in a row and the remaining one is a black tadpole, it will transform into another character to complete the 3 in a row, allowing you to win.
- Red tadpoles are a bonus. Once you get one, it will go to the right panel, revealing a number. This number represents the extra credits you won.

- TECHNICAL -

The cabinet was made by Taiyo Jidoki

- TRIVIA -

Kuru Kuru Pyon Pyon was released in July 1990.

The game name could be translated as 'Croak Croak Hop Hop'. Kuru is the frog sound, and Pyon is the sound of jumps.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61485&o=2

$end


$saturn,sat_cart=kurubush,
$bio

Kurubushi Kyoudai Gekijou Dai-ikkan Mahjong-hen (c) 1996 Yumedia

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59333&o=2

$end


$info=kurucham,
$bio

Kurukuru Chameleon (c) 2006 Starfish

- TECHNICAL -

Model No : GDL-0034

Runs on the Sega "NAOMI GD-ROM System" hardware.

- TRIVIA -

Released in March 2006 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31538&o=2

$end


$info=kurufev,
$bio

Kurukuru Fever (c) 2002 Aruze.

- TRIVIA -

Released in August 2003.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=27327&o=2

$end


$gba=kurukuruj,
$bio

Kurukuru Kururin [Model AGB-AKRJ-JPN] (c) 2001 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71417&o=2

$end


$gba=kurukuru,
$bio

Kurukuru Kururin [Model AGB-AKRP-EUR] (c) 2001 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71416&o=2

$end


$psx=kurumimi,
$bio

Kurumi Miracle [Model SLPS-00786] (c) 1997 Banpresto [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85368&o=2

$end


$pc98=kurumicn,
$bio

Kurumi-chan Ninja (c) 1995 Janis [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89909&o=2

$end


$pc98=kurunpa,
$bio

Kurunpa! (c) 1995 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89910&o=2

$end


$wscolor=kurupara,
$bio

Kurupara! [Model SWJ-TMCC01] (c) 2001 Tom Create

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86464&o=2

$end


$saturn,sat_cart=kururinp,
$bio

Kururin Pa! (c) 1996 Sky Think System

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59334&o=2

$end


$psx=kururinp,
$bio

Kururin Pa! [Model SLPS-00066] (c) 1995 Sky Think System

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85369&o=2

$end


$gba=kururinp,
$bio

Kururin Paradise [Model AGB-A9QJ-JPN] (c) 2002 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71418&o=2

$end


$x68k_flop=kurukaji,
$bio

Kurutta Kajitsu (c) 1992 Ides [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87836&o=2

$end


$pc98=kurutta,
$bio

Kurutta Kajitsu (c) 1992 Fairytale [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89911&o=2

$end


$pc8801_flop=kuryutos,kuyruto,
$bio

Kuryuto (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92209&o=2

$end


$info=ksayakyu,
$bio

Kusa Yakyuu (c) 1985 Taito.

A baseball game from Taito Corporation.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 4 Mhz)
Sound CPU : Zilog Z80 (@ 40 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 2 Mhz), DAC

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Kusa Yakyuu was released in October 1985 in Japan.

The title of this game translates from Japanese as 'Sandlot Baseball'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1334&o=2

$end


$pc98=kusuriyu,
$bio

Kusuriyubi no Kyoukasho (c) 19?? Active Software [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89912&o=2

$end


$mc10=kutenkam,
$bio

Kutenkamen (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87648&o=2

$end


$pc98=kubosenk,
$bio

Kuubo Senki (c) 1994 General Support [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89913&o=2

$end


$psx=kuubosen,
$bio

Kuubo Senki [Model SLPS-01854] (c) 1999 Unbalance

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85370&o=2

$end


$pc98=kuunyan,
$bio

Kuunyan no Namida (c) 1994 General Software [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89914&o=2

$end


$saturn,sat_cart=gulliver,gullivera,
$bio

Kuusou Kagaku Sekai Gulliver Boy (c) 1996 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59335&o=2

$end


$gameboy=gulliver,
$bio

Kuusou Kagaku Sekai Gulliver Boy - Kuusou Kagaku Puzzle Purittopon!! [Model DMG-AGBJ-JPN] (c) 1995 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66318&o=2

$end


$pcecd=gulliver,
$bio

Kuusou Kagaku Sekai Gulliver Boy (c) 1995 Hudson Soft.

Gulliver Boy is a Role Playing Game by Red and published by Hudson Soft. The game takes place in a fantasy world based around real locations throughout Europe. The story begins in Venise (Italy) where two boys, the courageous Gulliver and his friend Edison, are being chased by weird looking masked creatures. Edison is a clever inventor and the two friends manage to escape by using one of his latest invention - a flying helicopter bag ! But things do not really go according to plan and they crash head on into a the large St Mark's Basilica from St Mark's Square. The building collapses and Gulliver is arrested and sent to a detention magic school. The player takes control if Gulliver who's first task will be to run away from detention and look for his friend Edison. Gulliver Boy follows traditional structures from the genre with creative alternatives. Our hero can visit towns, buy equipment and various items (and later even trade some of them to other cities for profit), and Inns allow him to replenish his life and save the game's progress. Trading is an important part of Gulliver Boy (trading centers are buildings with an anchor symbol on them) and are often the only way to gain money. Gulliver starts on his own but the team soon counts three characters (Gulliver, Edison and the cute Misti). A fourth member can join the party but the player can't directly control him. However, unlike other Role Playing Games, fights are not random and group of enemies are clearly visible on the screen and wonder around the map.

- TECHNICAL -

Game ID: HCD5076

- TRIVIA -

Gulliver Boy was released on May 26, 1995 in Japan for 7800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58252&o=2

$end


$snes=gulliver,
$bio

?????? ??????? (c) 1996 Bandai
(Kuusou Kagaku Sekai Gulliver Boy)

Gulliver Boy is an action/adventure game by Bandai and based on a Japanese anime produced in 1995. It tells the adventures of Gulliver, a young boy with magical abilities. The games takes place in a fantasy world heavily inspired by European influences where Spain (leaded by the evil Judo) plots to take over the World and steal all the mysterious Blue Stones. The game begins in Venice (Italy) after the city was devastated by a terrible flood. There, Gulliver meets his cute and blond friend Misty and the genius Edison, a rather clever and creative kid always creating crazy and often useful inventions. But soon an evil moon-shaped character appears and kidnaps the poor girl and takes her off to an unknown location. Our friends have now to get her back and find out what is going on. Once the introduction cut scene is over, our heroes can freely walk around town. Gulliver is equipped with a magical glove from which a beam of blue light can be charged up and used to strike enemies. Edison has a limited, yet renewable, stock of bombs. Interestingly, only one character can be played at the same time and players get to switch between them at the press of a button. When a character is not in use, he will slowly regain life and, in the case of Edison, bombs. Our heroes can also level-up. Defeated foes sometimes drop experience icons. Those are usually worth ten points and are color coded (they indicate who can use the points - pink for Gulliver, green for Edison and yellow for Misty). Finally, the game also has usable items such as Hearts (life) or Potions (health).

- TECHNICAL -

Cartridge ID: SHVC-AKUJ-JPN

- TRIVIA -

Released on June 28, 1996 in Japan for 7800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61658&o=2

$end


$megadriv=kuzyaeo,
$bio

Kuzya - Ekologiya V Opasnosti (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56613&o=2

$end


$megadriv=kuzyamd,
$bio

Kuzya - V Mire Dinozavrov (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56614&o=2

$end


$x68k_flop=ku2,
$bio

Ku² (c) 1993 Panther Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87837&o=2

$end


$x68k_flop=ku2fr,
$bio

Ku² Front Row (c) 1993 Panther Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87838&o=2

$end


$cpc_cass=kwah,
$bio

Kwah! [Model MH 744] (c) 1986 Melbourne House [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99814&o=2

$end


$a2600=kwibble,
$bio

Kwibble (c) 1983 Imagic

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50639&o=2

$end


$cpc_cass=kwiksnax,
$bio

Kwik Snax Dizzy [Model 3370] (c) 1990 Codemasters Soft. Co., Ltd., The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=97173&o=2

$end


$gameboy=kwirk,
$bio

Kwirk [Model DMG-AP-USA] (c) 1990 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66319&o=2

$end


$pc8801_flop=kyankyan,
$bio

Kyan Kyan Collection (c) 1987 Aisel [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92210&o=2

$end


$pc8801_flop=kyapiglf,
$bio

Kyapikyapi Golf Ver.II (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92211&o=2

$end


$x68k_flop=kyarukan,
$bio

Kyarukan (c) 1990 Toy Pops

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88355&o=2

$end


$pc98=kyarukan,
$bio

Kyarukan (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89915&o=2

$end


$nes=kyattont,
$bio

Kyattou Ninden Teyandee (c) 1991 Tecmo, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54302&o=2

$end


$snes=kylepett,
$bio

Kyle Petty's No Fear Racing (c) 1995 Williams Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63173&o=2

$end


$pc8801_flop=kyodaiji,
$bio

Kyodai Jishin (c) 1983 Union Planning

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92212&o=2

$end


$pc8801_flop=kyofuno2,
$bio

Kyofu no 200 Yen Disk (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92213&o=2

$end


$info=brkthruj,
$bio

Kyohkoh-Toppa (c) 1986 Data East.

Kyohkoh-Toppa is a horizontally scrolling shoot'em up in which the player drives an armoured car, equipped with a front-mounted gun and super jump capability. The aim of the game is to fight through five enemy-controlled zones to retrieve a stolen top-secret fighter plane, the PK430.

The game's levels force-scroll from right to left, although the vehicle's speed - and rate of scrolling - can be slowed down and speeded up to some degree. As well as a forward-firing gun, the car can be made to jump huge distances. This is necessary to avoid background obstacles such as rock falls and broken bridges. It can also be used to avoid incoming enemy fire and vehicles. Land mines also litter the levels and need to be shot or avoided.

Kyohkoh-Toppa consists of five stages: Mountain, Bridge, Prairie, City and Airfield.

- TECHNICAL -

Main CPU : Motorola M6809 (@ 1.25 Mhz)
Sound CPU : Motorola M6809 (@ 1.25 Mhz)
Sound Chips : YM2203 (@ 1.5 Mhz), YM3526 (@ 3 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Kyohkoh-Toppa was released in February 1986 in Japan.

The title of this game translates from Japanese as 'Strong Journey Break Thru'.

This game is known outside Japan as "Break Thru".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1335&o=2

$end


$pc8801_cass=kyokiyak,
$bio

Kyoki no Yakata (c) 1983 Nihon Falcom [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91243&o=2

$end


$info=bonkadv,
$bio

Kyokyoku !! PC Genjin - Special Arcade Version (c) 1994 Kaneko Company, Limited.

A platform game, based on the NEC PC Engine game of the same name, consisting of 21 stages fighting dinosaurs and other creatures.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 16 Mhz)
Sound Chips : (2x) OKI6295 (@ 12 Khz)

Players : 2
Control : 8-Way Joystick
Buttons : 2
=> [A] Head butt, [B] Jump

- TRIVIA -

This game is known outside Japan as "Bonk's Adventure - Arcade Version" and in Europe as "B.C. Kid".

This game had a ticket payout mechanism meaning you could also win cheesy prizes.

- UPDATES -

* In the Korean version titlescreen, the 'KANEKO' standard logo is replaced by 'KA' with a cat (which is pronounced 'NEKO' in Japanese).

- TIPS AND TRICKS -

Bonk attacks enemies by "bonking" them with his large, invincible forehead. Bonk starts the game with three hearts' worth of health, which are depleted to blue as Bonk takes damage, and three extra lives. Bonk's health can be restored in increments by collecting fruits and vegetables.

Bonk can also collect pieces of meat as power-ups; these lend him special abilities and make him stronger. There are three stages of power-up: his normal self, a second stage during which he can stun enemies by pounding on the ground, and a third stage where he becomes temporarily invulnerable. Meat can be found in two varieties: big meat and small meat. The effects of meat are additive but wear off over time. A small meat gives Bonk the second stage of meat power but will eventually decay into the first stage of meat power, and then back into regular Bonk. Eating a small meat while in stage two will put Bonk into the third, invincible stage of meat power. And eating either size of meat while in the third stage of meat power-up will reset the timer on Bonk's meat power.

Bonk can occasionally collect red heart power-ups that refill an entire heart worth of health, or even more rarely, a large red heart, which restores all of Bonk's missing health. There are also two rare, blue heart power-ups in the game which will increase Bonk's maximum health by one heart.

Bonking an enemy will typically knock it backward and slightly into the air. Defeating an enemy yields points and also releases a small "smiley" power-up. Bonk's smileys are totaled at the end of each stage after defeating the boss of that stage. The player is given additional points and a caveman type congratulation based on how many smileys were collected.

- SERIES -

1. PC Genjin [Model HC89024] (1989, PCE)
2. PC Genjin 2 [Model HC91043] (1991, PCE)
3. GB Genjin [Model DMG-GKJ] (1992, GB)
4. PC Genjin 3 [Model HC93063] (1993, PCE)
5. GB Genjin 2 [Model DMG-RJJ] (1994, GB)
6. Kyokyoku !! PC Genjin - Special Arcade Version (1994, ARC)
7. Super Genjin [Model SHVC-ZH] (1994, SFC)
8. Super Genjin 2 [Model SHVC-AZ7J-JPN] (1995, SFC)
9. PC Genjin (2002, GC)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=313&o=2

$end


$nes=kyonshi2,kyonshi2a,
$bio

Kyonshiizu 2 (c) 1987 Taito Corp.

- TECHNICAL -

Game ID: TFC-KR-5500

- TRIVIA -

Released on September 25, 1987 in Japan.

It was the 12th title published by Taito on the Famicom.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54303&o=2

$end


$nes=kyorolnd,
$bio

Kyoro-chan Land (c) 1992 Hiro

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54304&o=2

$end


$gameboy=kyorolnd,
$bio

Kyoro-chan Land [Model DMG-CJJ] (c) 1992 Hiro Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66321&o=2

$end


$psx=kyorocha,
$bio

Kyorochan no Purikura Daisakusen [Model SLPS-01692] (c) 1999 Tomy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85371&o=2

$end


$pc8801_flop=kyoshing,
$bio

Kyoshin Gorg (c) 1985 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92214&o=2

$end


$fm7_cass=gorg,
$bio

Kyoshin Gorg (c) 1985 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93748&o=2

$end


$pc8801_flop=kyotoury,
$bio

Kyoto Uryuden (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92215&o=2

$end


$pc98=kyocamp,
$bio

Kyou mo Campus Hana Ranman (c) 1991 Computer Brain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89916&o=2

$end


$pc98=kyohaku,
$bio

Kyouhaku (c) 1996 AIL [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89917&o=2

$end


$pc98=joshiman,
$bio

Kyouiku Jisshuu - Joshikousei Maniacs (c) 1996 Tetratech.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89919&o=2

$end


$pc98=kyoukan2,
$bio

Kyoukan 2nd S (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89920&o=2

$end


$pc98=kyoukank,
$bio

Kyoukan K (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89921&o=2

$end


$pc98=kyoukany,
$bio

Kyoukan Y (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89922&o=2

$end


$pc98=kyokoiji,
$bio

Kyouko no Ijiwaru (c) 1994 PonyTale Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89923&o=2

$end


$nes=juranger,
$bio

Kyouryuu Sentai Juuranger (c) 1992 Angel

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54305&o=2

$end


$wswan=kyousoub,
$bio

Kyousouba Ikusei Simulation KEIBA (c) 1999 BEC.

- TECHNICAL -

Game ID: SWHJ-BEC001

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86347&o=2

$end


$a2600=kyphus,
$bio

Kyphus (c) 1982 Apollo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50640&o=2

$end


$pc98=kyrandi2,
$bio

Kyrandia 2 - The Hand of Fate (c) 1995 Starcraft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89924&o=2

$end


$info=kyros,
$bio

Kyros (c) 1987 World Games.

Export release. Game developed in Japan. For more information, please see the original Japanese release entry; "Kyros no Yakata".

- TRIVIA -

Kyros was released in May 1987.

- PORTS -

* Computers :
Amstrad CPC (1986) "Desolator"
Atari ST (1986) "Desolator"
Commodore C64 (1988) "Desolator"
Sinclair ZX Spectrum (1988) "Desolator"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1336&o=2

$end


$info=kyrosj,
$bio

カイロスの館 (c) 1986 Alpha Denshi.
(Kyros no Yakata)

A vertically scrolling beat-em-up where you fight against monsters.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 6 Mhz)
Sound CPU : Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : (3x) YM2203 (@ 3 Mhz), DAC

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Kyros no Yakata was released in December 1986 in Japan.

The title of this game translates from Japanese as 'Kyros' Mansion'.

This game is known outside Japan as "Kyros".

- STAFF -

Programmers : Akira Kobayasi, Hiroyuki Ryu, Hideo Samoda
Sound : Satoshi Hagitani
Designers : Pop House, Keniti Sakanishi
Producer : Hatsue Honba
Ochya Kumi : Tomoharu
Lunch : Wakana

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1337&o=2

$end


$psx=kyuinjap,
$bio

Kyuin [Model SLPS-00214] (c) 1996 Media Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85372&o=2

$end


$x68k_flop=kyunkyun,
$bio

Kyun Kyun Fruit Napple City 1 (c) 1991 Yuuichi

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88356&o=2

$end


$x68k_flop=kyunkyu2,
$bio

Kyun Kyun Fruit Napple City 2 (c) 1991 Yuuichi

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88357&o=2

$end


$info=kyukaidk,kyukaidko,
$bio

Kyuukai Douchuuki (c) 1990 Namco.

- TECHNICAL -

Namco System 2 hardware
Game ID : KY

Main CPU : (2x) Motorola 68000 (@ 12.288 Mhz), M6809 (@ 3.072 Mhz), HD63705 (@ 2.048 Mhz)
Sound Chips : C140 (@ 21.39 Khz), YM2151 (@ 3.57958 Mhz)

Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.61 Hz
Palette Colors : 8192

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Released in May 1990.

The title of this game translates from Japanese as 'Baseball World Travel Journal'.

Characters from "Yokai Douchuuki" appear in this game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1341&o=2

$end


$megadriv=kyukaidk,
$bio

Kyuukai Douchuuki (c) 1991 Namco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56615&o=2

$end


$nes=khkoshn,
$bio

Kyuukyoku Harikiri Koushien (c) 1992 Taito Corp.

- TECHNICAL -

Game ID: TFC-KHK-6900

- TRIVIA -

Released on March 19, 1992 in Japan. It was the 42th title made by Taito for the Famicom.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54306&o=2

$end


$nes=khstad,
$bio

Kyuukyoku Harikiri Stadium (c) 1988 Taito Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54307&o=2

$end


$nes=khstad88,
$bio

Kyuukyoku Harikiri Stadium - '88 Senshu Shin Data (c) 1988 Taito Corp.

- TECHNICAL -

Game ID: TFC-KHS-5500

- TRIVIA -

Released on June 28, 1988 in Japan. It was the 18th game published by Taito on the Famicom.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54308&o=2

$end


$nes=khstadh,
$bio

Kyuukyoku Harikiri Stadium - Heisei Gannen Ban (c) 1989 Taito Corp.

- TECHNICAL -

Game ID: TFC-KHH-6800

- TRIVIA -

Released on July 21, 1989 in Japan.

It was the 25th title published by Taito for the Famicom.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54309&o=2

$end


$nes=khstad3,
$bio

Kyuukyoku Harikiri Stadium III (c) 1991 Taito Corp.

- TECHNICAL -

Game ID: TFC-KHIII-6900

- TRIVIA -

Released on March 01, 1991 in Japan.

This is the 34th title published by Taito on the Famicom.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54310&o=2

$end


$pc98=kkshinan,
$bio

Kyuukyoku Kakutou Shinan (c) 1994 Softec [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89925&o=2

$end


$pc98=kyukyomj,
$bio

Kyuukyoku Mahjong - Idol Graphic (c) 1993 Dott Plan [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89926&o=2

$end


$pce=kyukyomj,
$bio

Kyuukyoku Mahjong - Idol Graphics (c) 1992 Game Express

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58629&o=2

$end


$pce=kyukyom2,
$bio

Kyuukyoku Mahjong II (c) 1993 Game Express

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58630&o=2

$end


$info=kyuhito,
$bio

Kyuukyoku no Hito (c) 1988 Roller Tron.

A mahjong game.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 5 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.25 Mhz), DAC

Player : 2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3555&o=2

$end


$info=kothello,
$bio

Kyuukyoku no Othello (c) 1990 Success.

- TECHNICAL -

Main CPU : V30 (@ 8 Mhz)
Sound CPU : Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : (2x) Yamaha YM2203 (@ 3.579545 Mhz), (2x) Custom (@ 8 Khz)

- TRIVIA -

Kyuukyoku no Othello was released in January 1990.

The title of this game translates from Japanese as 'Ultimate Othello'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3886&o=2

$end


$x68k_flop=ksgikadv,
$bio

Kyuukyoku Senki Gikadiver & Otsukerumono no Tetsujin & BQ Taikenban- (c) 1996 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88358&o=2

$end


$info=dadandrn,
$bio

Kyuukyoku Sentai Dadandarn (c) 1993 Konami.

A trio of supervillains unleashes an army of gross mutants on earth on order to start an alien invasion. Our only hope is the trio of superheroes known as the 'Ultimate Task Force'. Squash the evil mutants and put an end to the alien menace. Features excellent graphics & sound as well as plenty of moves to find!

- TECHNICAL -

Game ID : GX170

Main CPU : Motorola 68000 (@ 16 Mhz)
Sound CPU : Zilog Z80 (@ 8 Mhz)
Sound Chips : (2x) K054539 (@ 48 Khz)

Players : 4
Control : 8-way joystick
Buttons : 3 [WEAK ATTACK, MEDIUM ATTACK, STRONG ATTACK]

- TRIVIA -

Released in November 1993 in Japan.

The title of this game translates from Japanese as 'Ultimate Task Force Dadandarn'.

This game is known outside of Japan as "Monster Maulers".

The Kyuukyoku Sentai Dadandarn main theme song can be heard in the first fight of the game (see Updates section for more info). The white text at the bottom of the screen at the beginning of the first fight tells the name of the song and singer. The name of the song is "Tatakae! Dadandarn" ("Fight! Dadandarn") - Sung by Shimon Masato.

Kyuukyoku Sentai Dadandarn reflects a Japanese tradition of TV series featuring teams of brightly-suited martial artists called Super Sentai, 'sentai' meaning 'task force' or 'squad'. The titles usually follow the formula : two kanji + 'sentai' + silly 'Engrish', which Dadandarn follows to the letter. The best known of these series in the West is 'Kyouryuu Sentai Zyuuranger', which was made into the Mighty Morphin' Power Rangers.

This game can be seen being played in the second episode of the Japanese TV show "Ninja Sentai KakuRanger", which is part of the Super Sentai series explained above.

The bosses Brainy, Red Dragon and Moai Head are originally enemies and bosses from the "Gradius"/"Salamander" series, also by Konami.

King Records released a limited-edition soundtrack album for this game (Kyukyoku Sentai Dadandarn - KICA-7627) on 01/01/1994.

- UPDATES -

Differences between "Kyuukyoku Sentai Dadandarn" and "Monster Maulers" :
*The Kyukyoku Sentai Dadandarn main theme song can be heard in the FIRST stage only in KSD and in the LAST stage only in MM.
*The 'episode' titles shown before each fight are vocally announced in the Japanese version only.
* Eagle's nationality is unknown in Dadandarn, while he is an American in "Monster Maulers".

- STAFF -

Programmers : Tomo Yoshi, Yukihiro, Y.K 98, Garam....!, Yossy
Designers : Kengo, Andy!, Takepon, Yasu, Hitomi, Asa"DON", Kanbanmusume
Sound editor : Sakagon
Music : Koezou
Hardware : Pin, Grandpapa
Package : Popsky
Cast : A. Nakashima, H. Tanigawa, A. Takahashi, M. Chida, Monapaseri, D. Mastushima, M. Aoyama, Honkytonk Theater
Singer : Shimon Masato
Director : Kengo
Produce : Masa33

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1338&o=2

$end


$x68k_flop=ktiger,
$bio

Kyuukyoku Tiger (c) 1993 Kaneko Co., Ltd. [Tokyo, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87839&o=2

$end


$info=ktiger2,
$bio

Kyuukyoku Tiger II (c) 1995 Taito.

A vertically scrolling shooter.

- TECHNICAL -

Runs on the "Taito F3 System" Hardware.

Game ID : E15

Players : 4
Control : 8-way joystick
Buttons : 4

- TRIVIA -

Produced by Takumi Corp., a new company established by former Toaplan Japan staff.

Kyuukyoku Tiger II was released in November 1995 by Taito. The title of this game translates from Japanese as 'Ultimate Tiger II'.

This was the Takumi first arcade video game. But even if it was developed by former Toaplan Japan staff, this game was flop because nothing to do with old Toaplan classics and nothing to do with the first game of the serie, "Kyukyoku Tiger".

This game is known outside Japan as "Twin Cobra II".

The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to 'AAA'.

- SERIES -

1. Kyuukyoku Tiger (1987)
2. Kyuukyoku Tiger II (1995)

- PORTS -

* Consoles :
Sega Saturn [JP] (1997) "Kyuukyoku Tiger II Plus [Model T-18715G]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1340&o=2

$end


$saturn,sat_cart=ktiger2p,ktiger2pa,
$bio

Kyuukyoku Tiger II Plus (c) 1997 Naxat Company, Limited.

- TECHNICAL -

[Model T-18715G]

- TRIVIA -

Kyuukyoku Tiger II Plus was released on December 18, 1997 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49106&o=2

$end


$nes=ktiger,
$bio

Kyuukyoku Tiger (c) 1989 CBS [Sony Group].

- TECHNICAL -

[Model CBS-QT]

- TRIVIA -

Kyuukyoku Tiger for Famicom was released in August 04, 1989 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47429&o=2

$end


$megadriv=ktiger,
$bio

Kyuukyoku Tiger (c) 1991 Treco.

- TECHNICAL -

[Model T-24033]

- TRIVIA -

Kyuukyoku Tiger for Mega Drive was released on February 22, 1991 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47430&o=2

$end


$pce=ktiger,
$bio

Kyuukyoku Tiger (c) 1989 Taito Corp.

Kyukyoku Tiger was originally an arcade game made by Taito in 1987. The player takes control of an heavy armed helicopter and must shoot his way through ten long stages and endless waves of enemy helicopters, planes and tanks. New weapons can be of course collected along the way. You start with a simple vulcan gun, but large green helicopters (or large boats in later stages) drop new items when destroyed: Four-ways (Yellow), Laser (Green), Vulcan Gun (red) and short range Spread-bullets (Blue). Other special items can also be collect, like the ultra-handy S icons which will upgrade your current weapons, or the 1up for an extra life. Your last weapon, and not the least, is the powerfull napalm bomb. You start with a limited amount but they'll cleanup a fair amount of screen when used.

- TECHNICAL -

HuCARD ID: TP01001

- TRIVIA -

Kyuukyoku Tiger for PC-Engine was released on 31 March, 1989 in Japan for 5500 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47428&o=2

$end


$info=ktiger,
$bio

Kyuukyoku Tiger (c) 1987 Taito Corp.

A vertically scrolling shooter.

- TECHNICAL -

Game ID : TP-011
Prom Sickers: B30

Main CPU : Motorola 68000 (@ 7 Mhz), Zilog Z80 (@ 3.5 Mhz), TMS32010 (@ 3.5 Mhz)
Sound Chips : YM3812 (@ 3.5 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Developed by Toaplan. Kyuukyoku Tiger was released in October 1987 in Japan.

The title of this game translates from Japanese as 'Ultimate Tiger'.

This game is known outside Japan as "Twin Cobra".

Soundtrack releases :
Kyukyoku Tiger - G.S.M. Taito 2 [Pony Canyon / Scitron - D28B0008 - 1988.11.21]

- SERIES -

1. Kyuukyoku Tiger (1987)
2. Kyuukyoku Tiger II (1995)

- STAFF -

Music & sound created by : Tatsuya Uemura

- PORTS -

* Consoles :
NEC PC-Engine [JP] (March 31, 1989) [Model TP01001]
Nintendo Famicom [JP] (August 4, 1989) [Model CBS-QT] 
Sega Mega Drive [JP] (February 22, 1991) [Model T-24033] 
FM Towns Marty [JP] (1994)
Sony PlayStation [JP] (August 30, 1996; "Toaplan Shooting Battle 1 [Model SLPS-00436]") 

* Computers :
Sharp X68000 [JP] (January 15, 1993)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1339&o=2

$end


$pc98=kyuseish,
$bio

Kyuuseishu no Yabou (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89927&o=2

$end


$saturn,sat_cart=fantpinb,
$bio

球転界 (c) 1995 TechnoSoft.
(Kyuutenkai)

- TECHNICAL -

Game ID: T-1801G

- TRIVIA -

Released on August 25, 1995 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59336&o=2

$end


$snes=kmegami,
$bio

Kyuuyaku Megami Tensei [Model SHVC-AKMJ-JPN] (c) 1995 Atlus Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61659&o=2

$end


$info=kz26,
$bio

KZ-26 (c) 1984 Playmatic.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5650&o=2

$end


$info=pr_lday,pr_ldaya,
$bio

L' of a Day (c) 199? Project Coin Machines, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42100&o=2

$end


$cdi=morlov,
$bio

L'Affaire Morlov (c) 1996 Titus

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52928&o=2

$end


$cpc_cass=veracruz,
$bio

L'Affaire Vera Cruz (c) 1985 Infogrames Interactive, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=97174&o=2

$end


$msx2_flop=affaire,affairea,
$bio

L'Affaire... (c) 1986 Philips Interactive Media, Inc.

French adventure game.

- TECHNICAL -

Model VG 8913

- TRIVIA -

Export releases:
[JP] "L'Affaire... [Model MS-16]" (1988)

- STAFF -

Developed by Infogrames.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101767&o=2

$end


$cpc_cass=aigledor,
$bio

L'Aigle d'Or (c) 1986 Loriciels [France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=97175&o=2

$end


$amigaocs_flop=aigledo2,
$bio

L'Aigle d'Or - Le Retour (c) 1991 Loriciels [France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74414&o=2

$end


$gba=aiglguer,
$bio

L'Aigle de Guerre [Model AGB-ANPF] (c) 2001 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71433&o=2

$end


$cpc_cass=albmubi2,
$bio

L'Album UBI 2 (c) 1989 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=97176&o=2

$end


$cpc_cass=angecris,
$bio

L'Ange de Cristal (c) 1987 Ere Informatique [Paris, France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96489&o=2

$end


$cdi=angedemn,
$bio

L'Ange et le Demon (c) 1993 Philips Interactive Media, Incorporated.

The forces of evil have stolen the sword of the angel. In a deserted Mont Saint Michel, you will have to search for it, where a large number of interactive puzzles await you. 2500 still images and 250 audio sequences are some of the features you'll find on this disc, illustrating the ultimate battle between the angel and the demon.

- TECHNICAL -

Model 812 0038

- STAFF -

Developed by Smart Move.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52929&o=2

$end


$cpc_cass=zengara,
$bio

L'Anneau de Zengara (c) 1987 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=97177&o=2

$end


$cpc_cass=appsorcr,
$bio

L'Apprenti Sorcier [Model SOFT 4202] (c) 1985 Amsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=97178&o=2

$end


$cpc_cass=antiriadf,
$bio

L'Armure Sacree d'Antiriad (c) 1986 Palace Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=97179&o=2

$end


$amigaocs_flop=artguere,
$bio

L'Art de la Guerre (c) 1990 Broderbund Software, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74415&o=2

$end


$msx2_cart=emperor,
$bio

L'Empereur (c) 1990 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51329&o=2

$end


$pc98=emperor,
$bio

L'Empereur (c) 1990 Koei Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89928&o=2

$end


$pc8801_flop=emperor,
$bio

L'Empereur (c) 1990 Koei Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92216&o=2

$end


$msx2_flop=emperoremperora,
$bio

L'Empereur (c) 1990 Koei Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101768&o=2

$end


$nes=emperorj,
$bio

L'Empereur (c) 1991 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54312&o=2

$end


$nes=emperor,
$bio

L'Empereur (c) 1991 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55283&o=2

$end


$x68k_flop=emperor,
$bio

L'Empereur (c) 1991 Koei Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87840&o=2

$end


$cpc_cass=obsidianf,
$bio

L'Hepiss (c) 1985 Cobra Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98454&o=2

$end


$cpc_cass=heritage,
$bio

L'Heritage (c) 1986 Infogrames Interactive, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=97183&o=2

$end


$info=hexagone,
$bio

L'Hexagone (c) 1986 Christian Automatic.

- TRIVIA -

L'Hexagone was released in April 1986 in France.

Approximately 150 units were produced.

- STAFF -

Designed by: Christian Tabart
Art by: Agnès Dusaugey

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=6003&o=2

$end


$cpc_cass=oeilset,
$bio

L'Oeil de Set (c) 1987 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=97185&o=2

$end


$cdi=palmsprgf,
$bio

L'Open de Palm Springs (c) 1992 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52930&o=2

$end


$cdi=usineaux,
$bio

L'Usine aux Crayons (c) 1995 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52931&o=2

$end


$pcecd=ldis,
$bio

L-Dis (c) 1991 NCS.

L-Dis is a wacky horizontal shooter by NCS featuring cartoon graphics and mad weaponry and enemies such as giant bouncing eggs, huge flying army boats and evil red crabs. During an afternoon school break, the two heroes of L-Dis decide to play in the school's back yard. In their favorite hideout, they let they imagination free and draw fantasy animals and spaceships on the walls. But this time, a weird squary-shaped creature appears from nowhere and turns their drawings into real monsters. Our hero's girlfriend gets kidnaped as the threatening face of an evil woman appears in the sky. There's no choice, our courageous boy has to defeat all these enemies before they take over the city and the rest of the world. The game features three different difficulty modes (Easy, Normal and Hard) and only the two latter modes get the player to enjoy the game in full. Three different weapon-setups are also available form the start and they dictate how weapons behave later in the game. Weapons can be upgraded by shooting at cute yellow flying bags with wings which drop icons with Japanese inscriptions on them. This can be confusing at first for anyone not familiar with the Japanese language, just remember that pink icons usually power up weapons, blue icons give multiples and yellow icons give shields or bombs. These bombs can also be saved for later, they follow the ship and can be dropped at any time by pressing the other action button. L-Dis is a huge game with no less than six incredibly long stages.

- TECHNICAL -

Game ID: NSCD 0005

- TRIVIA -

L-Dis was released on April 05, 1991 in Japan for 6500 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58253&o=2

$end


$pc98=lest,
$bio

L-est (c) 1994 Miamisoft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89929&o=2

$end


$info=lagirl,
$bio

L.A Girl (c) 1992 Unknown.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32551&o=2

$end


$info=lamachin,
$bio

L.A.Machineguns - Rage of the Machines (c) 1998 Sega Enterprises, Limited.

During your mission, you will encounter enormous amounts of enemies ranging from human size robots to lightning fast weapon pods. The player is armed with a heavy machine gun which he uses to survive the 4 stages of the game.

- TECHNICAL -

Runs on the Sega "Model 3 Step 2.1" hardware.

- TRIVIA -

Released in December 1998.

- SERIES -

1. Gunblade NY - Special Air Assault Force (1996) 
2. L.A.Machineguns - Rage of the Machines (1998)

- PORTS -

* Consoles :
Nintendo Wii (2010, "Gunblade NY and LA Machine Guns - Arcade Hits")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3413&o=2

$end


$cpc_cass=lifexp0,
$bio

L.E.0 - Life Expectancy Zero (c) 1985 Blaby Computer Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98055&o=2

$end


$cpc_cass=abadiacr,
$bio

La Abadia del Crimen (c) 1987 Opera Soft [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=97188&o=2

$end


$msx1_cass=abadcrim,
$bio

La Abadia del Crimen (c) 1988 Opera Soft [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94775&o=2

$end


$msx2_flop=abadcrim,abadcrima,
$bio

La Abadia del Crimen (c) 2001 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101769&o=2

$end


$msx1_cass=abejasa3,
$bio

La Abeja Sabia - Analisis: Forma y Color (c) 1986 Anaya Multimedia

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94776&o=2

$end


$msx1_cass=abejasa2,
$bio

La Abeja Sabia - Seriaciones (c) 1986 Anaya Multimedia

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94777&o=2

$end


$cpc_cass=antiriads,
$bio

La Armadura Sacrada de Antiriad (c) 1986 Erbe Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=97181&o=2

$end


$msx1_cass=avenspac,
$bio

La Aventura Espacial (c) 1990 Aventuras AD [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94778&o=2

$end


$cpc_cass=avenspac,
$bio

La Aventura Espacial [Model IB-A-022] (c) 1990 Dinamic Soft. [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=97190&o=2

$end


$msx1_cass=avenorig,
$bio

La Aventura Original (c) 1989 Aventuras AD [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94779&o=2

$end


$cpc_cass=avenorig,
$bio

La Aventura Original (c) 1989 Dinamic Software.

- TECHNICAL -

Game ID: 890032

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64363&o=2

$end


$cdi=bandeann,
$bio

La Bande Annonce - Automne-Hiver 95-96 (c) 1996 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52932&o=2

$end


$cpc_cass=batallad,
$bio

La Batalla de Inglaterra [Juegos & Estrategia No. 4]  (c) 1985 Hobby Press [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65228&o=2

$end


$nes=crayonc,
$bio

La Bi Xiao Xin - Crayon Shin-Chan (c) 1995 Future Media [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76831&o=2

$end


$amigaocs_flop=bosmath3,
$bio

La Bosse des Maths - 3 ème (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74417&o=2

$end


$msx1_cass=casamald,
$bio

La Casa Maldita (c) 1986 Load and Run

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94780&o=2

$end


$alice32=cheninf,
$bio

La Chenille Infernale (c) 1984 Loriciels.

A 'snake' game.

- STAFF -

Programmed by: Paul Duarte
Music by: Marco Torreani

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49729&o=2

$end


$cpc_cass=chosegrt,
$bio

La Chose de Grotemburg (c) 1987 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=97191&o=2

$end


$alice32=clesons,
$bio

La Clé des Sons (c) 1985 Matra Datasysteme.

- TECHNICAL -

Game ID: 0000315

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87587&o=2

$end


$cpc_cass=coronamg,
$bio

La Corona Magica (c) 1990 Proein Soft Line [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=97193&o=2

$end


$cpc_cass=corona,
$bio

La Corona [Model 4 SFY-278] (c) 1988 System 4 de Espana, S.A. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=97192&o=2

$end


$cdi=vangoghs,
$bio

La Cosecha del Sol - Vincent Van Gogh Revivido (c) 1992 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52933&o=2

$end


$cpc_cass=courbous,
$bio

La Course a la Boussole [SOFT 448] (c) 1984 Amsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=97970&o=2

$end


$info=snspellfr,
$bio

La Dictée Magique (c) 1980 Texas Instruments.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84472&o=2

$end


$cpc_cass=diosacoz,
$bio

La Diosa de Cozumel - Ci-U-Than Trilogy I [Model AMS900001] (c) 1990 Dinamic Soft. [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=97973&o=2

$end


$cpc_cass=espsagrd,
$bio

La Espada Sagrada [Model AM 635] (c) 1990 Erbe Soft. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=97975&o=2

$end


$cpc_cass=estrelmu,
$bio

La Estrella de la Muerte [Model 5] (c) 1986 PPP Ediciones

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=97976&o=2

$end


$gba=famjngdw,
$bio

La Famille Delajungle - A la Poursuite de Darwin (c) 2001 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71447&o=2

$end


$gba=famjungl,
$bio

La Famille Delajungle - Le Film (c) 2002 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71448&o=2

$end


$cdi=famillep,
$bio

La Famille Papyrus (c) 1994 Hachette Livre

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52934&o=2

$end


$cpc_cass=foretinf,
$bio

La Foret Infernale (c) 1985 POWER Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=97977&o=2

$end


$cpc_cass=france,
$bio

La France (c) 1985 Core [Evry, France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=97978&o=2

$end


$gba=overhedgi,
$bio

La Gang del Bosco (c) 2006 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71449&o=2

$end


$cpc_cass=artillac,
$bio

La Geste d'Artillac (c) 1985 Infogrames Interactive, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=97979&o=2

$end


$alice32=greno,
$bio

La Grenouille a m'Alice (c) 1985 Matra Datasysteme [Paris, France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87588&o=2

$end


$cpc_cass=vajillas,
$bio

La Guerra de Las Vajillas [Model AMS 880012] (c) 1988 Dinamic Soft. [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=97980&o=2

$end


$msx1_cass=herencia,
$bio

La Herencia (c) 1987 Infogrames Interactive, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94781&o=2

$end


$pico=hucklowlpb,
$bio

La Journee La Plus Occupee de Huckle et Lowly (c) 1994 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75709&o=2

$end


$info=keyboard,
$bio

La Keyboard (c) 2001 Sega.

- TECHNICAL -

Model No. GDS-0017

Runs on the Sega "NAOMI GD-ROM System" hardware.

- TRIVIA -

Released in November 2001.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4145&o=2

$end


$megadriv=thorf,
$bio

La Légende de Thor (c) 1995 Sega Enterprises, Limited.

French release. Game developed in Japan. See "The Story of Thor - Hikari o Tsugumono [Model G-5543]" for more information about the game itself.

French description:
Il y a longtemps, deux sorciers, Reharl et Agito, s'affrontèrent dans une bataille gigantesque qui dévasta les Shadowlands du royaume d'Oasis. Ces deux sorciers tiraient leurs pouvoirs de bracelets magiques. Reharl contrôlait les esprits avec son bracelet en or et Agito provoquait chaos et destruction avec son bracelet en argent. Après la bataille aucun des deux sorciers ne survécut et les bracelets furent perdus.

Ali, un jeune et audacieux guerrier, découvre le bracelet en or et est élu pour mener à bien une tâche bien difficile : retrouver le bracelet en argent et mettre un terme à l'ambition démoniaque de son possesseur.

- TECHNICAL -

Model 1354-09

- TRIVIA -

Reviews:
[FR] March 1995, Consoles + N.41: 96/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56981&o=2

$end


$cdi=timemach,
$bio

La Machine à Remonter le Temps (c) 1994 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52935&o=2

$end


$cpc_cass=mansdrac,
$bio

La Mansion del Conde Dracula [Model 3] (c) 1986 PPP Ediciones

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=97983&o=2

$end


$cpc_cass=mansencd,
$bio

La Mansion Encantada (c) 1984 Anirog Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=97981&o=2

$end


$saturn,sat_cart=hidsoulss,
$bio

La Mansión de las Almas Ocultas (c) 1996 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59337&o=2

$end


$saturn,sat_cart=hidsoulss,
$bio

La Mansión de las Almas Ocultas (c) 1996 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60335&o=2

$end


$cdi=methlang,
$bio

La Methode de Langues Multimedia - Je parle l'Allemand (c) 1996 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52936&o=2

$end


$info=clapapa,
$bio

La Pa Pa (c) 1983 Data East Corp.

In La Pa Pa, you controls a tuba, trying to collect musical notes and bonus items for points while avoiding other instruments.

- TECHNICAL -

Runs on the "DECO Cassette System" hardware
Cartridge ID: Model DT-129

- TRIVIA -

It was known as the 29th video game made for this system (Cassette no. 29).

The game was exported as "Rootin' Tootin' [Model DT-129]".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=33107&o=2

$end


$info=laperla,
$bio

La Perla Nera (c) 2002 Nazionale Elettronica Giochi.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=26063&o=2

$end


$info=laperlag,
$bio

La Perla Nera Gold (c) 2001 Nazionale Elettronica Giochi.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=26062&o=2

$end


$x68k_flop=princros,
$bio

La Princesse Croissant (c) 1994 Fox Factory

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88359&o=2

$end


$amigaocs_flop=timebirdf,
$bio

La Quête de l'Oiseau du Temps (c) 1989 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74418&o=2

$end


$odyssey2,g7400=laquete,
$bio

La Quête des Anneux (c) 1982 Radiola La Radiotechnique.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95623&o=2

$end


$odyssey2,g7400=infernal,
$bio

La Ruche Infernale (c) 198? Radiola La Radiotechnique.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95762&o=2

$end


$megadriv=laruss95,
$bio

La Russa Baseball 95 (c) 1994 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57277&o=2

$end


$gameboy=lasama,lasamah,
$bio

La Sa Ma Chuan Qi - Story of Lasama [Model GS-04] (c) 19?? GYY [Taiwan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66322&o=2

$end


$cpc_cass=apshai,
$bio

La Trilogie du Temple d'Apshai (c) 1987 d3m Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=97988&o=2

$end


$pc8801_flop=lavaleur,
$bio

La Valeur (c) 1989 Kogado Studio [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92217&o=2

$end


$msx2_flop=lavaleur,lavaleura,
$bio

La Valeur (c) 1989 Kogado Studio [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101770&o=2

$end


$pcecd=lavaleur,
$bio

La Valeur (c) 1991 Kogado Studio

La Valeur is a traditional japanese RPG by Kogado and was probably the first game released by the company for the PC Engine system. A legend says that magic stones have appeared and have the power to grant their owner any wishes. At the same time, a strange temple has magically appeared from the sky and demons are now back to the country. Alan, a young hero and dragon slayer, embarks on a journey to free the country and his journey will start in a small village hidden within a forest along a winding river. His first mission will be to get the village headman's daughter back, and enter the dark cave nearby where she was brought in. A sword and some money are given to our hero from the start, but he will quickly realise that much more will be needed to get all the necessary equipment to fulfil his quest. La Valeur uses many traditional japanese elements : overhead view of the scene and experience and gold acquired during turn based fights. The game offers some original features though. For instance, objects are symbolised by little icons making the whole experience somehow less frustrating for non-japanese speaking players. Fights are also simplified and propose unusual fighting options like cut or pierces. The issue of a fight often depends upon what option and weapon are being used. When confronting a group of monsters, players do not have to worry about which one to hit first, they are all slashed at the same time and can all be killed in one blow. However monsters get stronger as your hero does, and a group of three giant slugs will obviously hit three times as hard... as one.

- TECHNICAL -

Game ID: KSCD1001

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58280&o=2

$end


$a2600=lostlugge,
$bio

La Valise Piégée (c) 1983 RCA Video Jeux.

French release. See Apollo's "Lost Luggage [Model AP2004]" for more information about the game itself.

French description:
Le carrousel de l'aéroport est devenu fou et projette les valises en l'air. Vite, il faut les rattraper avant qu'elles ne touchent le sol, et ne s'ouvrent, laissant s'envoler lingerie fine et vêtement de prix... Et attention à la valise noire! une théme classique traité avec beaucoup d'originalité.

- TECHNICAL -

Model RC710

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50487&o=2

$end


$msx1_cass=venganza,venganzab,venganzaa,
$bio

La Venganza de Johny Comomolo (c) 1986 Dro Soft [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94782&o=2

$end


$cpc_cass=drdoomrvs,
$bio

La Venganza del Dr. Muerte [Model 22597] (c) 1989 Proein Soft Line [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99590&o=2

$end


$cpc_cass=lavengan,
$bio

La Venganza Del Dr. Muerte! (c) 1989 Proein Soft Line [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96013&o=2

$end


$cpc_cass=villeinf,
$bio

La Ville Infernale (c) 1985 Cobra Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=97989&o=2

$end


$snes=lawares,
$bio

La Wares [Model SHVC-A8YJ-JPN] (c) 1995 Yutaka

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61660&o=2

$end


$msx1_cass=laberint,
$bio

Laberinto (c) 1985 Advance [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94783&o=2

$end


$a2600=labyrint,
$bio

Labyrinth (c) 1983 Quelle

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50641&o=2

$end


$bbca_cass,bbcb_cass=labyrint,
$bio

Labyrinth (c) 1984 Acornsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52034&o=2

$end


$x1_flop=labyrint,
$bio

Labyrinth (c) 1986 Pack-In-Video Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86038&o=2

$end


$msx2_cart=labyrint,labyrinta,
$bio

Labyrinth (c) 1987 Pack-In-Video Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51330&o=2

$end


$nes=labyrint,
$bio

Labyrinth (c) 1987 Tokuma Shoten Intermedia, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54313&o=2

$end


$nes=labyrinth,
$bio

Labyrinth (c) 1987 FMG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69279&o=2

$end


$pc8801_flop=labyrint,
$bio

Labyrinth (c) 1987 Pack-In-Video Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92218&o=2

$end


$info=ec_laby,ec_labya,
$bio

Labyrinth (c) 199? Electrocoin Automatics, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41881&o=2

$end


$msx2_flop=labyrint,labyrinta,
$bio

Labyrinth (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101771&o=2

$end


$cdi=labyrint,
$bio

Labyrinth of Crete (c) 1995 Philips Interactive Media, Incorporated.

Labyrinth of Crete is a game of intuition and discovery, set in the era of classic Greek mythology.

The game begins with a prologue, establishing the story. You are plucked from certain death and thrust into the midst of a feud between the king and queen of the gods. Zeus has commanded you to find a secret exit that Hera has included in his newly built labyrinth on the isle of Crete. You are the first mortal to enter this dread maze of madness.

Exploring the labyrinth reveals a total of 47 mind boggling puzzles. Each puzzle, when solved, opens a secret passageway that allows you further access to the depths of the mysterious labyrinth.

The Minotaur, half man half bull, guards the entrance. Other mythological creatures roam the corridors. When one attacks you, a god intervenes and spares your life. In return, you must prove yourself worthy and solve a puzzle of his/her devising. When the puzzle is solved, a brief animation awards you with one symbol from the zodiac.

In the first level of play, you encounter the gods Poseidon, Ares, Hephaestus, Hermes, and Hades. They provide you with clues to discover one possible means of escape. However Hestia, goddess of the hearth, advises you not to pursue this. It will offend Hera.

In the second level of play, you encounter the goddesses Athena, Aphrodite, Artemis, Demeter, and Eos. They provide you with clues to discover another possible means of escape. However Apollo, god of the sun, advises you not to pursue this either. It will offend Zeus.

In the end, it is the secret of the zodiac that provides you with a clever solution to your diplomatic dilemma. When all is solved, a finale brings the story to its surprising conclusion.

The game is replayable, for each puzzle has multiple solutions.

- TECHNICAL -

Model 810 0230

- STAFF -

Directed and Produced by CLIFF JOHNSON
Associate Producer: PAUL MITHRA
Art Supervisor: BRIAN ALLGEIER
Animation Supervisor: WENDELL RIGGINS
Software Engineers: SYLVANA NOMICOS, KELLY HOLTHAUS, CHRIS MIHALY
Production Supervisor: CARI FAIR
Design & Documentation Supervisor: THERON TROWBRIDGE
Executive Producer: DAVE McELHATTEN
Music: JIM ANDRON
Narrators: LINDA GARY, CHARLES HOWERTON
Zeus: PETER RENADAY
Hestia: MAGGIE ROSWELL
Apollo: CAM CLARKE
Hera: LINDA GARY
Somnus: CHARLES HOWERTON
Iris: PAULA TISO
Casting: CAM CLARKE
Sound Supervision: CARINA CAMAMILE
Sound Production: STEPHEN RATTER
Sound Creation by: soundelux MEDIA LABS
Sound Designers: MIKE REAGAN, SCOTT MARTIN GERSHIN, GREGORY J. HAINER, BRIAN BOWEN
Additional Audio: ALAN RANKIN, TERI MADSEN, CINDY L. GERSHIN
Sound Mix by: MICHAEL KELLER
Background and Game Art: BRADLEY PARKER
Additional Background Art: STEPHEN RATTER
Character Design: DIANA COCO
Special Animation Sequences: BRIAN ALLGEIER
Additional Animation Compositing: ROSS WORTHLEY
Creature Animation: ADAM VAN WYK
Effects Animation: WENDELL RIGGINS, ADAM VAN WYK, BRIAN ALLGEIER
Animation Clean-Up: MARVIE FISH
Ink & Paint: ROSS WORTHLEY, STEPHEN RATTER, DAVID LEBOVITZ
Ink & Paint: MARVIE FISH, LYS MILLER, WENDELL RIGGINS
Production Assistants: LYS MILLER, ANGELO SIMEONE, STUART COURTNEY
God & Goddess Animation Director: GORDON BROOKS
Character Animation: SUSAN ZYTKA
Key Animation Assistants: DIANA COCO, KAREN HARDENBERGH
Animation Breakdown & Inbetween: SUNG I NOH, CAROLYN GLIONA, LEONA KRUPKA
Additional Breakdown & Inbetween: PATRICIA BECKMANN, WENDELL RIGGINS
Adapted from the Original Game by: CLIFF JOHNSON, ALLEN PINERO
Written by: CLIFF JOHNSON, PAUL MITHRA
Game Design: CLIFF JOHNSON, PAUL MITHRA, THERON TROWBRIDGE
Visual Game Design: BRADLEY PARKER, STEPHEN RATTER
BOLT Engineering Support: DAVID TODD, KEN JORDAN
Special Thanks to: SARINA SIMON, DENNIS KOPP, LOU RIOS

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52937&o=2

$end


$info=labyrunr,labyrunrk,
$bio

Labyrinth Runner (c) 1987 Konami.

You control a warrior fighting through a labyrinth against spiders and other monsters.

- TECHNICAL -

Game ID : GX771

Main CPU : HD6309 (@ 3 Mhz)
Sound Chips : (2x) Yamaha YM2203 (@ 3 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Labyrinth Runner was released in January 1988 in Japan (even if the title screen says 1987).

This game is known outside Japan as "Trick Trap 1771 [Model GX771]".

- STAFF -

Chief programmer : K. Takabayashi
Programmers : Masaya. M, T. Kondo
Charactor designers : Dr. Hide, N. Ishii
Sound editor : J. Kaneda
Producer : S. Idaka

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1342&o=2

$end


$a2600=labyrint,labyrinta,
$bio

Labyrinth (c) 1982 Arcadia Corp.

- TECHNICAL -

Model AR-4200

- STAFF -

Programmer: Dennis Caswell

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50642&o=2

$end


$bbca_cass,bbcb_cass=labyrintsc,
$bio

Labyrinth [The Superior Collection Vol.?] (c) 198? Superior Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52035&o=2

$end


$amigaocs_flop=labangl2,
$bio

Labyrinthe d'Anglomania 2 (c) 1990 RETZ

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74419&o=2

$end


$amigaocs_flop=labombre,
$bio

Labyrinthe de la Reine des Ombres (c) 1991 RETZ

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74420&o=2

$end


$bbca_cass,bbcb_cass=llacoshe,
$bio

Labyrinths of Lacoshe (c) 1983 Micro Power

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52036&o=2

$end


$msx1_cart=laddrbld,
$bio

Ladder Building [Model 00100] (c) 1983 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77212&o=2

$end


$info=ladybug,ladybugb,ladybgb2,
$bio

Lady Bug (c) 1981 Universal.

In Lady Bug you guide a lady bug through a Pac-Man style maze, eating dots, and avoiding enemy insects. You lose a life if you run into a skull or get eaten by an enemy insect. Collect letters to spell EXTRA for a bonus life (just like in Mr. Do!), and SPECIAL for an extra credit. The maze has rotating doors which are just enough to give the game a slightly different feel than the Pac-Man series.

- TECHNICAL -

A proper Lady Bug arcade machine will be in a dedicated cabinet (specifically one of the ultra-curvy early Universal ones, "Mr. Do!", and many others used this same cabinet). Most games from Universal had no specific side art, just a painted 'Universal' logo, and a couple of colored stripes. This makes it possible to actually convert one Universal title into another one, without any loss in value. The joystick is mounted in the center of the control panel. Finally, this game uses a standard resolution monitor mounted vertically.

Main CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : (2x) Texas Instruments SN76496 (@ 4 Mhz)

Players : 2
Control : 4-way joystick

- TRIVIA -

Lady Bug was released in October 1981.

This game contains unused graphics for a large dinosaur.

Alessandro Laini holds the official record for this game with 4,102,830 points.

A bootleg was made in 1983 by TAI DLI on the "Galaxian" hardware.

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

- SCORING -

Eating a flower : 10 points x score multiplier value.
Collecting a heart : 100 points x score multiplier value.
Collecting a yellow letter : 300 points x score multiplier value.
Collecting a red letter : 800 points x score multiplier value.
Bonus vegetable : 1,000 points for the cucumber on level one, increasing by 500 points per level, up to a maximum value of 9,500 for the horseradish on level 18 onwards.

- TIPS AND TRICKS -

* Avoid running into skulls at all costs. They represent poison and are deadly to both you and the enemy insects. Not only that, but if you die by touching a skull yourself, all other skulls in the maze are replaced by flowers. If an enemy insect is poisoned by a skull, the skull disappears and the poisoned enemy insect is returned to its base in the center of the maze.

* Use the swing doors to block off the enemy insects' pursuit. Quickly flip a door as you pass it when an enemy insect is behind you and as long as the enemy insect is not too close, its route will be blocked and it will then have to find an alternative route to you. If the enemy insect is too close it will go through the door behind you and there may be no escape.

* Try to collect bonus vegetables when there are still skulls available on the maze. If, after you collect a bonus vegetable, an enemy bug is poisoned by a skull and returned to its base, when it leaves the base another vegetable will appear. This is the key to high scores on later levels when the vegetables are worth anything up to 9,500 points each.

* Get the score multiplier up to x5 as soon as possible. All points on the maze except bonus vegetables will then be multiplied by 5. You should get the hearts before getting ANY letters. The exception is when one of the letters is only 2 spaces above the enemy insects' base, and waiting for it to turn red may prove fatal. Alternatively you can try to collect a letter in this position when the enemy insects are frozen, when you have a few seconds to wait around for it to change.

* Collect all unneeded letters when they are red with the multiplier on x5 for 4,000 points each. For example if you already have the "X" for EXTRA collect it again when it is on red x5.

* Clear the flowers around the enemy insects' base at the start of each level from stage 5 onwards. This is especially important past stage 10 when the enemy insects' speed is much increased. You do not move any faster, and will need to have a good knowledge of the maze layout to avoid them.

* Use the swing doors to force the enemy insects to go where you want them to. Example: stay to the upper right of the enemy insects' base, and let them come to you. When they are close, move the door so they have to pass your position, and when they are past you move the door again, so that they have to go the long way round to get to you again. Wait until all four enemy insects are out and then you can get the bonus vegetable when the way is clear. Watch out though, as some breeds of enemy bugs are particularly stupid (or smart) and will not follow the route you want, but will lurk near you to try and trap you.

* Try to group all four enemy insects close together to increase your chances of getting the bonus vegetable.

* If you quickly flip the same revolving door several times in succession you will notice you move part way through it. You can now walk through this door without spinning it. Useful if you want to wait somewhere and make a getaway without moving the door.

- PORTS -

* Consoles : 
[US] Atari 2600: release cancelled
[US] Colecovision (1982) "Lady Bug [Model 2433]" 
[US] Mattel Intellivision (1983) "Lady Bug [Model 2483]" 

* Computers : 
[US] Tandy Color Computer (1982) "Doodle Bug"
[EU] BBC B (1983) "Bumble-Bee"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1343&o=2

$end


$info=ladybugg,
$bio

Lady Bug (c) 1983 Tai Dli.

Bootleg version of the Universal's original, made on the "Galaxian" hardware.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=35671&o=2

$end


$coleco=ladybug,
$bio

Lady Bug (c) 1982 Coleco Industries, Incorporated.

- TECHNICAL -

Game ID: 2433

- TRIVIA -

Differences from the arcade version: 
- Spell out 'SPECIAL' in the arcade version and you are awarded a free credit. Do the same in this port and you are presented with a bonus round, not featured in the arcade version, where you eat multiple vegetables for big bonus points.
- If you lose a life by running in to a skull, any remaining skulls in the maze just disappear. (In the arcade version, they are turned into flowers.)
- No tune is played while the enemy insects are frozen after you eat a bonus vegetable.
- If you enter the enemy insects' base when there is an enemy insect inside at ANY time, you will die.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53302&o=2

$end


$intv=ladybug,
$bio

Lady Bug (c) 1983 Coleco Industries, Incorporated.

Based on the Universal arcade game.

In this game, you direct a lady bug through a maze. While eating dots, she must avoid running over the poisonous skulls and encountering the evil insects which are out to devour her. Revolving doors permit her to change the maze, thwart her pursuers and get through!

- TECHNICAL -

Model 2483

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60902&o=2

$end


$info=ladyfrog,
$bio

Lady Frog (c) 1990 Mondial Games.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 4 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : General Instrument AY8910 (@ 2 Mhz), MSM5232 (@ 2 Mhz)

Screen orientation : Vertical
Video resolution : 200 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 512

Players : 2
Control : 4-way joystick
Buttons : 1

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1344&o=2

$end


$a2600=ladywadn,
$bio

Lady in Wading (c) 1982 PlayAround

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50643&o=2

$end


$info=ladykill,
$bio

Lady Killer (c) 1993 Mitchell Corp.

Lady killer is an adult, puzzle game featuring eight sexy women.  The objective of the game is to dive and leap through the surface of the play area to reveal the image of the girl underneath.

At the start of each level the player gets to select which girl he wants to reveal.  Her image is then shown and is then covered by the game board.  Then the level begins. The player must move to avoid the enemies while attempting to flip the tiles on the board by diving and surfacing through them.  Flipped tiles often reveal power-ups to help the player. The player is killed any time he touches or is shot by an enemy, but the player can kill enemies by flipping a tile that the enemy is standing on. Enemies will re-spawn until the level is completed. The level is completed once all of the tiles have been removed.

Each girl features five states of undress and four stages. During gameplay, the girl's silhouette remains visible through the surface of the game play area and while her state of dress changes between stages, her pose and silhouette will remain the same. Each girl also has a special stage featuring a mini-game of a sliding tile game or a number selecting game. After completing the final stage for each girl, the player is shown an erotic scene for that girl and the player must wiggle the joystick left and right to advance the scene.

The game is over when the player has lost all of his lives.  Upon continuing the player restarts the level he is currently on.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound CPU : uPD7810 (@ 12 Mhz)
Sound Chips : OKI6295 (@ 9.375 Khz), YM2413 (@ 3.579545 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in December 1993.

Licensed from Yanyaka.

This game is known in Japan as "Moeyo Gonta!!" (translates from Japanese as 'Burning Gonta!!').

This game was noted RC (refused classification) in Australia on August 9th 1996, after being submitted by the Victorian Police.

- SERIES -

1. Lady Killer (1993)
2. Party Time - Gonta The Diver II (1995)

- STAFF -

Character designers : Ken, Poco.P.!, 69, Utt, Tel, Mika, B.K.Akiko, M.H, Cx125, Ren
Sound : Y. Aoki, Saito
Soft : Mighty Boowy, Kinchan
Planning : 6th Sally
Voices : Mika, Tel, Kaoru, M.H, Y. Aoki, Poco.P.!, Yosm, Yots

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1345&o=2

$end


$info=ladylinr,
$bio

Lady Liner (c) 198? TAB-Austria.

8 liner from TAB-Austria.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=30131&o=2

$end


$info=ladylukt,
$bio

Lady Luck (c) 1980 Taito.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5475&o=2

$end


$info=ladyluck,
$bio

Lady Luck (c) 1986 Bally Midway Mfg. Co.

- TECHNICAL -

[No. 0E34]

Bally/Midway 6803 (Cheap Squeak)

Main CPU : Motorola M6803 (@ 895 KHz)
Sound CPU : Motorola M6803 (@ 895 KHz)
Sound Chip : DAC

- TRIVIA -

Lady Luck was released in March 1986.

- STAFF -

Designer : George Christian
Artwork : Greg Freres

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5368&o=2

$end


$info=ladymstr,
$bio

Lady Master - Lady Master of Kung Fu (c) 1985 Taito Corp.

A kung-fu platform game.

- TECHNICAL -

Main CPU : (3x) Z80
Sound Chips : General Instrument AY8910, (2x) DAC

Players : 2
Buttons : 2

- TRIVIA -

Lady Master was released in December 1985.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11064&o=2

$end


$pcecd=ladyphan,
$bio

Lady Phantom (c) 1991 Laser Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58254&o=2

$end


$msx1_cass=lsafary,
$bio

Lady Safary (c) 1988 OMK Software [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94784&o=2

$end


$info=ladyshot,ladyshota,
$bio

Lady Sharpshooter [Model 830] (c) 1985 Game Plan.

- TECHNICAL -

Model Number : 830

- TRIVIA -

Released in May 1985. 1,200 units were produced.

- SERIES -

1. Sharpshooter (1979)
2. Sharp Shooter II (1983)
3. Lady Sharpshooter (1985)

- STAFF -

Design by : Roger Sharpe

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5476&o=2

$end


$gba=ladysiau,
$bio

Lady Sia [Model AGB-ALDE-USA] (c) 2001 TDK Mediactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71451&o=2

$end


$gba=ladysia,
$bio

Lady Sia [Model AGB-ALDP] (c) 2001 TDK Mediactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71450&o=2

$end


$snes=ladystal,
$bio

Lady Stalker - Kako Kara no Chousen (c) 1995 Taito Corp.

- TECHNICAL -

Model SHVC-ALSJ-JPN

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61661&o=2

$end


$pce=ladyswrd,ladyswrd1,
$bio

Lady Sword (c) 1992 Game Express

Lady Sword is a Hentai game created by Game Express. You take control of a knight and you will travel deep into a dungeon. Screen displays a 3D view, similar to Double Dungeons. Each level count a mid-boss and an end-boss and if you are victorious you will get a picture of a woman (in cloth for the first fight, and a bit less clothed for the end boss). You will find new items and be able to use a couple of spells (healing and magic attack).

- TECHNICAL -

HuCARD ID: Unknown
HuCARD size: 8 Mbits

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58631&o=2

$end


$psx=lagnaclg,
$bio

Lagnacure Legend [Model SLPS-02832] (c) 2000 Artdink Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85386&o=2

$end


$psx=lagnacur,
$bio

Lagnacure [Model SLPS-01009] (c) 1997 Sony Computer Ent., Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85385&o=2

$end


$x68k_flop=lagoon,
$bio

Lagoon (c) 1990 Zoom

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87843&o=2

$end


$snes=lagoonj,
$bio

Lagoon [Model SHVC-LA] (c) 1991 Kemco

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61662&o=2

$end


$snes=lagoonu,
$bio

Lagoon [Model SNS-LA-USA] (c) 1991 Kemco

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63176&o=2

$end


$snes=lagoon,
$bio

Lagoon [Model SNSP-LA-EUR] (c) 1991 Kemco

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63174&o=2

$end


$snes=lagoong,
$bio

Lagoon [Model SNSP-LA-NOE] (c) 1991 Kemco

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63175&o=2

$end


$pc8801_flop=lagrange,
$bio

Lagrange L-2 - Escape from the Space Colony (c) 1984 Compaq [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92219&o=2

$end


$x1_flop=lagrange,
$bio

Lagrange L-2 - Escape from the Space Colony (c) 1985 Compaq [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86039&o=2

$end


$fm7_disk=lagrange,
$bio

Lagrange L-2 - Escape from the Space Colony (c) 1985 Compaq [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93628&o=2

$end


$nes=lagrange,
$bio

?????????? (c) 1991 Konami Industry Company, Limited.
(Lagrange Point)

Lagrange Point is a science fiction role playing game developed and published by Konami. In the 22nd century, humanity has begun to explore and colonize the worlds of other stars. Three outer-space space stations were built by the ISIS corporation at the Lagrange point between the Earth and the Sun - Satellite Base, Land 1 and Land 2. One day, after coming under attack by strange and mysterious mutant-like creatures, the Lands turn into hostile wastelands. Earth decides to send several expeditions to investigate the situation, but none returned. Lagrange Point stars Jin, a member of the third expedition on a mission to discover the truth behind the attack. But, as they reach their destination, he and his team are stalked by heavily armed robots and only Jin survives the attack. Lagrange Point follows a traditional RPG formula laid out by similar games at the time, such as top-down exploration, round based battles, stores, experience points and so forth. However, Konami added new concepts and valuable ideas to the mix. Although the player can control up to four characters at the same time, a total of ten different heroes can be played throughout the game, from humans to cyborgs and robots. Additionally, Battery Points (BP) replace the traditional magic points and are used to fuel attacks - however, although Health Points (HP) do increase after each level-up, Battery Points don't and B Tanks must be purchased throughout the game in order to do so. The player also doesn't automatically gain money after each battle and must instead visit Terminal Rooms to collect his loot - thankfully, these rooms can be found at every corner of the game's numerous cities and are also used to save the game in progress or heal the party. Lagrange Point's content is vast and expansive, and special vehicles give the player ample chance to roam the world in various degrees of style, from the Solar Car, the all-terrain Mobile to the Cruiser boat or the flying Hoverplane. As the game progresses, many more features are made available, such as the ability to combine and create new weapons in Factories or the option to leave characters behind for later use (both only available in the Satellite base).

- TECHNICAL -

Cartridge ID: RC851

Lagrange Point uses an onboard FM synthesis soundchip called the VRC 7 and it was apparently the only Famicom game produced by Konami to take advantage of the chip. The six extra sound channels of the VRC 7 give Lagrange Point's soundtrack an unique depth and definitively a 16-bit bit feel not found in any other games released for Nintendo's 8-bit system.

- TRIVIA -

Lagrange Point was released on April 26, 1991 in Japan for 8500 Yen.

Lagrange Point is especially interesting for a fairly unusual reason. In the fall of 1990 and to commemorate the 100th issue of the Japanese Family Computer Magazine (also known as 'Famimaga'), Konami apparently offered the readers the opportunity to send their opinion and ideas, and to contribute to the design of Lagrange Point. The project, called 'Game Kobo', allowed players to design some of the enemies, various character dialog and texts, parts of the soundtrack and even the final name of the game and the title's logo. After the game was released, Family Computer Magazine praised its numerous qualities and a four-episode comic even appeared within its pages (it was curiously never published as a stand-alone comic and only the first half was included in the offical guidebook).

Apparently, Lagrange Point wasn't a huge success - the 'late' release of the game (the Super Famicom system was already available in Japan in 1991) and the high production cost of the cartridge may have contributed to the low sales number. It was however later referenced in other Konami games, such as Motocross Maniacs Advance (Game Boy Advance, 2002) where a race track is named 'Lagrange Point', and two rearranged tracks can be found on the Kukeiha Club & Konami Kukeiha Club Best Vol.1 CD soundtrack originally released in 1997.

- STAFF -

Game Design: Med Okawa, Sanchan, Charlie Mata, Yutaka Kaminaga, Daisuke Fujii
Scenario Concept: Yuuichiro Enoki
Scenario: Ryosuke Saejima, Ryouchi Sato
Program: Takomonaka Higuchi, Hanaten Yamamura, Gomenne Horio
Character Design: Fujihiko Hosono
Graphic Design: Purple Oda, Elf Tateishi, Keroyon Teisaku, Madonna Taira
Music: Akio Dobashi, Noriyuki Takahashi, Tum's Boogie and The Resurrection Of Sabbath, Ku-Kei-Ha Club
Sound Design: Sukenomiya Fujito, Nazonazo Suzuki
Kurokotai: Yamada S.
Special Thanks to Family Computer Magazine and Game Kobo Readers.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54314&o=2

$end


$info=lagunar,
$bio

Laguna Racer (c) 1977 Midway.

A black and white racing from Midway.

- TECHNICAL -

Game No. 622

Main CPU : Intel 8080 (@ 1.9968 Mhz)

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 2

Players : 1
Control : paddle
Buttons : 2

- TRIVIA -

Released in September 1977.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1346&o=2

$end


$psx=lakemast,
$bio

Lake Masters Pro [Model SLPS-02177] (c) 1999 DaZZ [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85387&o=2

$end


$megadriv=lakers,
$bio

Lakers versus Celtics and the NBA Playoffs (c) 1991 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57278&o=2

$end


$cpc_cass=lalaprlg,
$bio

Lala Prologue (c) 2010 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=97990&o=2

$end


$psx=lalalapl,
$bio

Lalala PlayStation Trial Disk 1998 Summer [Model PAPX-90052] (c) 199? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85388&o=2

$end


$pc8801_flop=lalf,
$bio

Lalf (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92220&o=2

$end


$pc8801_flop=lalfv152,
$bio

Lalf (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92222&o=2

$end


$pc8801_flop=lalfgrap,
$bio

Lalf Graphic Tool (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92221&o=2

$end


$x68k_flop=lammal,
$bio

Lam-Mal (c) 1992 Ides [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87844&o=2

$end


$pc98=lammal,
$bio

Lam-Mal (c) 1992 Fairytale [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89949&o=2

$end


$info=sc1lamb,
$bio

Lambada (c) 199? Eurocoin.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42142&o=2

$end


$gameboy=lamborgh,
$bio

Lamborghini - American Challenge [Model DMG-L7-USA] (c) 1993 Titus

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66323&o=2

$end


$snes=lamborghu,
$bio

Lamborghini - American Challenge [Model SNS-L8-USA] (c) 1993 Titus

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63178&o=2

$end


$snes=lamborgh,
$bio

Lamborghini - American Challenge (c) 1993 Titus.

- TECHNICAL -

Cartridge ID: SNSP-L8-EUR

- TRIVIA -

Reviews:
[FR] January 1994 - Consoles + N.28: 88%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63177&o=2

$end


$pc8801_flop=lamia199,
$bio

Lamia 1999 (c) 1987 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92223&o=2

$end


$x68k_flop=lamp,
$bio

Lamp (c) 1994 Mits [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88360&o=2

$end


$amigaocs_flop=lancastr,
$bio

Lancaster [Supreme Challenge - Flight Command] (c) 1989 Actual Screenshots

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74421&o=2

$end


$amigaocs_flop=lancelot,
$bio

Lancelot (c) 1988 Mandarin

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74422&o=2

$end


$pico=mickblsti,
$bio

Lancio di Topolino nel Passato [Model 49024-13] (c) 1994 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75710&o=2

$end


$intv=landbttl,
$bio

Land Battle (c) 1982 Mattel Electronics

- TRIVIA -

A developer's message is hidden in the ROM at 0x0E47:
Glyn H. Anderson   
would like to wish you many happy hours  
of battling fun.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60903&o=2

$end


$info=landbrk,landbrka,
$bio

Land Breaker (c) 1999 Eolith.

32 levels featuring sexy background.

- TECHNICAL -

Eolith 32 bits hardware: Gradation 2D system

Main CPU : Hyperstone E1-32N @ 45 or 50 MHz

Sound: 
- CPU : 80c301/AT89c52
- General MIDI Chipset QDSP 1000 MIDI Player (80c32 CPU)
- MIDI 16th Channel(32 Poly) using as Effect EPROM : 512Kbytes
- MIDI Background Music EPROM : 512Kbytes. 
- TDA1519A (Philips) Stereo Power AMP

Video :
- Resolution : 320x340 or 512x384
- Color : 16 bit True Color/Dot
- Screen orientation : Horizontal
- Video resolution : 320 x 240 pixels
- Screen refresh : 60.00 Hz

Memory:
- 256KByte x2 VRAM
- 512Kbyte/1Mega main RAM

Players : 2
Control : 8-way Joystick
Buttons : 2

- TRIVIA -

This game is known in Korea as "Miss Tang Ja Ru Gi".

- STAFF -

President : Jeon Tae YOUNG
Producer : Jeon Ju YOUNG
Chief : Park Tae YOUNG
Planner : Song Won YOUNG
Programmer : Kim Chan SUU
Graphic Designer : Rho MYUNG, Kim Wan WON
Music director : Han SEUNG
Hardware Chief : Shin Woo KYON
Engineer : Lee Jung HOON, Kim Han BYEOL, Hong Young PYO, Hong Eun AH

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1347&o=2

$end


$info=landmakr,landmakrp,
$bio

Land Maker (c) 1998 Taito.

The objective of this game is to shoot a certain colored block to other blocks of the same color to create a building. The larger the building the greater damage that is done to the player's opponent which in effect speeds up the moving counter which pushes the blocks ever closer to the edge after which the player or opponent will lose the battle.

- TECHNICAL -

Runs on the "Taito F3 System" Hardware.

Prom Stickers : E61

Players : 4
Control : 8-way joystick
Buttons : 4

- TRIVIA -

Released in June 1998.

The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to 'AAA'.

- UPDATES -

REVISION 1 (Japanese release) :
* Software version : 2.01 J
* Build date : 1998/06/01 16 :30

REVISION 2 :
* Software version : 2.02 O
* Build date : 1998/06/02 17 :00

- TIPS AND TRICKS -

* Alternative Gameplay : press Shoot, Left, Right, Shoot on the titlescreen before inserting coins. If done correctly, a small character will appear. On the next play, you will play on different stage layout.

- STAFF -

Art Director & Character Designer : Hisakazu Kato
Game Director & Game Designer : Seiichi Nakakuki
Programmers : TMR, Hikaru Taniguchi, Yasutaka Hayashi
Character Designers : Akiyoshi Takada, Kazuhiro Fujimoto, Nobuhiro Osomi, Tohru Kawaishi
Game Designer : Masahiro Nomura
Sound : Yasuhisa Watanabe, Katsuhisa Ishikawa, Kouji Urita, Norihiro Furukawa
Designer : Toshiyuki Takenami
Voices : Lisle Wilkerson (Weapon), Brian Matt-Uhl
Land Makers : Seiji Kawakami, Keppel Maekawa, Nobuaki Kuroki, Naomitsu Abe, Yusuke Tsuda, Youichiro Kugimiya, Takayuki Tsuchiya, Naoto Ohmura
Special Thanks : Masaki Ogata, Yoshihiro Suzuki, Yoshihisa Nagata, Toshiaki Kato, Son Ken, Shigenobu Shimizu, Naomori Daira, Hyper Yoshihara, Daisuke Kobayashi, Kuri, CP All Staff, CP Marketing Staff, Peacock

- PORTS -

* Consoles :
Sony PlayStation (1999)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1348&o=2

$end


$sms=landill,
$bio

Land of Illusion Starring Mickey Mouse (c) 1992 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56083&o=2

$end


$gamegear=landill,
$bio

Land of Illusion Starring Mickey Mouse [Model 2509] (c) 1993 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64671&o=2

$end


$bbca_cass,bbcb_cass=landtezr,
$bio

Land of Tezrel (c) 19?? Omen

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52037&o=2

$end


$info=lsasquad,
$bio

Land Sea Air Squad (c) 1986 Taito America.

North American release. Game developed in Japan. See the original Japanese release for more information about the game itself; "Riku Kai Kuu Saizensen".

- TECHNICAL -

Board Number : M4300051B
Prom Stickers : A64

- TRIVIA -

Land Sea Air Squad was released in February 1986 in USA.

Robert Mruczek holds the official record for this game with 208550 points on June 3, 2001.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1349&o=2

$end


$bbca_cass,bbcb_cass=lander,
$bio

Lander (c) 19?? ASP Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52038&o=2

$end


$bbca_cass,bbcb_cass=landfall,
$bio

Landfall (c) 1983 Virgin Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52039&o=2

$end


$info=landgear,landgeara,landgearj,landgearja,
$bio

Landing Gear (c) 1995 Taito.

- TECHNICAL -

Taito JC System Type-C Hardware

Main CPU : 68040 @ 25Mhz
DSP : TMS320C51 @ 50 Mhz
MCU (protection) : MC68HC11
Sound CPU : 68EC000 @ 16MHz
Sound chip : Ensoniq ES5505 @ 16MHz
Sound chip DSPs : Ensoniq ES5510 (ESPR6) + Ensoniq OTISR2
Taito Chips : E07-11, TC0870HVP, TC0770CMU, TC0840GLU, TC0810
Board Layout : Main board + rom board
Hardware Features : Textured Polygons

- TRIVIA -

Released in February 1996 in Japan (Even if titlescreen says MCMXCV TAITO CORPORATION JAPAN(TAITO CORPORATION 1995)).

In Stage 1 (Expert), the BGM is a remake made from "Midnight Landing".

- TIPS AND TRICKS -

* When you're not been crashed in ground, you will be able to go across any
buildings.

* If you choose another stage, you are able to get perpect score (50 points) at take-off stage. 

* When speed (km) decline until specification speed, may appear 'wing stal'. This means you can't control your airplan. So, your airplan will fall on the ground.

* Walkthough
1) beginner, small airplan : no wind, very easy stage.
2) beginner, small jet airplan : 4km wind.
3) beginner, amphibious plane : 8km wind, difficulty stage.
4) beginner, middle jet airplan : 10km kind, rainy.
5) expert, middle jet airplan : same at beginer 4th stage.
6) expert, big jet airplan : you should conering at near airport.
7) expert, fighter : you should landing to carrier.
8) expert, space shultle, 15km wind, be careful very high additued and wind.

- SERIES -

1. Midnight Landing (1987)
2. Top Landing (1988)
3. Landing Gear (1995)
4. Landing High Japan (1998)
5. Jet De GO! (2000, Sega Dreamcast)
6. Jet De GO! (2002, Sony PlayStation 2)
7. Jet De GO! Pocket (2005, Sony PSP)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3307&o=2

$end


$info=landhigh,
$bio

Landing High Japan [Standard model] (c) 1999 Taito Corp.

- TECHNICAL -

Runs on the "Taito Type Zero" hardware.

- TRIVIA -

Released in December 1999 in Japan.

Also released as "Landing High Japan [Deluxe model]".

- SERIES -

1. Midnight Landing (1987)
2. Top Landing (1988)
3. Landing Gear (1995)
4. Landing High Japan (1998)
5. Jet De GO! (2000, Sega Dreamcast)
6. Jet De GO! (2002, Sony PlayStation 2)
7. Jet De GO! Pocket (2005, Sony PSP)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=29739&o=2

$end


$pc98=landlore,
$bio

Lands of Lore - The Throne of Chaos (c) 1994 Starcraft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89950&o=2

$end


$megadriv=landstlkg,
$bio

Landstalker - Die Schätze von König Nolo (c) 1993 Sega Enterprises, Limited.

German release entirely translated in Deutch. Game developed in Japan. See the original Japanese release entry for more information about the game itself; "Landstalker - Koutei no Zaihou [Model G-5517]".

- TECHNICAL -

Game ID: 1353-18
Cartridge ID: 670-3465-18
Package ID: 670-3466-18

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56617&o=2

$end


$megadriv=landstlkj,
$bio

ランドストーカー ～皇帝の財宝～ (c) 1992 Sega Enterprises, Limited.
(Landstalker - Koutei no Zaihou)

The player, as Ryle the treasure hunter, is tasked with searching for clues that lead to the treasure of King Nole. This is accomplished primarily by travelling through both outdoor areas and dungeons. All gameplay takes place in an isometric view, including plot-advancing scenes.

From the outset of the game, Ryle may walk, jump, swing his sword, climb ropes and ladders, talk to various non-player characters, and pick up and throw various objects. With very few exceptions, these basic actions do not change throughout the game, although Ryle's weapons and armor may be replaced with better versions thereof. There are a variety of items throughout the game, most of which either increase or restore health and attacking power or are important to advancing the plot or solving puzzles.

The game's dungeons are filled with monsters, traps, and puzzles that require the player to jump from platform to platform press switches and move blocks to climb on. Locked doors inhibit the player's progress, the player must find keys or beat enemies or puzzles to unlock them and progress further. Many dungeons and areas have a boss to defeat at the end. The monsters, puzzles and dungeons increase in difficulty as the game progresses. The player has health which is kept track of by hearts; health and the maximum health limit may be increased with items purchased in towns or found in dungeons. The player is not prevented from revisiting old towns and dungeons, and is frequently required to do so to advance the plot.

There are several optional side quests found in the game involving helping out the non-player characters. Ryle can complete these tasks for benefits, like increased attacking power and use of shortcut warps to travel across the overworld quicker. These can help the player but are not necessary to complete the game.

- TECHNICAL -

Game ID: G-5517
Cartridge ID: 670-2650
Cover ID: 670-2651
Barcode: 4 974365 555177

This Japanese version is region free unlike the Export versions.

- TRIVIA -

Landstalker was released on October 30, 1992 in Japan.

The Japanese version is region free unlike the Export versions:
[US] "Landstalker - The Treasures of King Nole [Model 1353]"
[EU] "Landstalker - The Treasures of King Nole [Model 1353-03]"
[FR] "Landstalker - Le Trésor du Roi Nole [Model 1353-09]"
[DE] "Landstalker - Die Schätze von König Nolo [Model 1353-18]"
[KO] "Landstalker [Model GM1668JG]" by Samsung Software
[BR] "Landstalker [Model 046140]" by Tec Toy
 
In 2005, it was announced that Landstalker will be remade for the Sony PSP, but the release date was canceled.

- TIPS AND TRICKS -

* Secret monster race: In the Casino, hold A+B+C+START on the P2 pad before entering the chicken race room. If done right, the chickens will turn into monsters.

- STAFF -

Developed by: Climax Entertainment

Chief Map Designer: Kenji Orimo
First Unit Map Designer: Yasuhiro Ōhori
Second Unit Map Designer: Yasuo Hayashi
Third Unit Map Designer: Ritsuko Hisasue
Map Assistant: Hiroyuki Sasaki, Ryushiro Miyazaki, Hiroto Nakashima, Mizuho Mochizuki
Chief CG Designer: Hidehiro Yoshida
First Unit CG Designer: Ryushiro Miyazaki
Second Unit CG Designer: Hiroto Nakashima
People OBJ CG Designer: Mizuho Mochizuki, Ryushiro Miyazaki, Hirotada Kakusaken
Third Unit CG Designer: Yōjirō Hirashita
Monster OBJ CG Designer: Hirotada Kakwaka
Item OBJ CG Designer: Yoshitaka Tamaki
CG Data Control Director: Hidehiro Yoshida
Chief Programmer: Kan Naitō
Talk Unit Programmer: Yoshinori Tagawa
Window Unit Programmer: Kiyoaki Matsumoto
3D Graphic Tool Programmer: Yasuhiro Kumagai
Logic Tool Programmer: Masumi Takimoto
Compress Tool Programmer: Haruki Kodera
Sound Effect Programmer: Dōgen Shibuya
Original Story: Yoshitaka Tamaki, Kenji Orimo, Kouhei Nomura
Scenario: Shinya Nishigaki
Music Composer: Motoaki Takenouchi
Character Design: Yoshitaka Tamaki
Testing Crew: Kōji Sugimori, Masahiro Oguro, Satoru Kajihara, Yutaka Noguchi, Kentaro Orimo, Taro Miyazaki, Toshiharu Iwasa
Special Thanks: Yoshiaki Wakino, Yutaka Kondo, Kunio Takayama, Tamotsu Nakamura, Hiroshi Sekine, Yoshimasa Arai, Tomoaki Ogawa, Gou Suzuki
Creative Director: Kenji Orimo
Executive Director: Kan Naitō
Monster / Trap Constructor: Yasuhiro Ōhori

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [JP] (September 3, 2007) [Model MBIJ]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56618&o=2

$end


$megadriv=landstlkf,
$bio

Landstalker - Le Trésor du Roi Nole (c) 1993 Sega Enterprises, Limited.

French release entirely translated in French. Game developed in Japan. See the original Japanese release entry for more information about the game itself; "Landstalker - Koutei no Zaihou [Model G-5517]".

Description from the French back cover:

Avec Landstalker, découvrez le plus grand jeu d'aventure jamais créé.

Entrez dans la peau de Nigel de Maple, Elfe des forêts et champion de la chasse aux trésors. A peine remis de votre première quête, vous partez à la recherche du fabuleux trésor du roi Nole sur l'île de Mercator. Alors soyez prêt à affronter toutes sortes de pièges, de grottes mystérieuses et à résoudre les énigmes qui se présenteront à vous lors de votre périple.

Soyez également prêt à rencontrer une toute nouvelle dimension de jeu : Grâce à une technique de programmation unique (le DDS 520), vous jouez dans un univers en trois dimensions. Cette technique permet en effet d'obtenir des effets de relief en 3D réellement impressionnants et novateurs. En plus, ce jeu mêle l'action à la technique du jeu de rôle permettant ainsi de vivre des aventures prenantes et passionnantes.

Enfin Landstalker est intégralement en français pour un plaisir de jeu total.

- TECHNICAL -

Game ID: 1353-09
Cartridge ID: 670-3465-09
Package ID: 670-3466-09

- TRIVIA -

Reviews:
[FR] October 1993 - Consoles + N.24: 94%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56619&o=2

$end


$megadriv=landstlk,
$bio

Landstalker - The Treasures of King Nole (c) 1993 Sega Enterprises, Limited.

European release. Game developed in Japan. See the original Japanese release entry for more information about the game itself; "Landstalker - Koutei no Zaihou [Model G-5517]".

- TECHNICAL -

Game ID: 1353-03
Cartridge ID: 670-3465-03
Package ID:670-3466-03

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [EU] (September 3, 2007) [Model MBIJ] 

* Computers : 
PC [Steam] [EU] (January 26, 2011) both stand-alone and as part of "SEGA Mega Drive Classics Pack 4" 
PC [MS Windows, CD-ROM] [EU] (February 4, 2011) "Sega Mega Drive Classics Collection Vol. 4" 
PC [MS Windows, DVD-ROM] [EU] (March 18, 2011) "Sega Mega Drive Classic Collection - Gold Edition" 
PC [Steam] [EU] (March 25, 2011) "SEGA Mega Drive Classics Collection"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56620&o=2

$end


$megadriv=landstlku,landstlkup,
$bio

Landstalker - The Treasures of King Nole (c) 1992 Sega Enterprises, Limited.

North American release. Game developed in Japan. See the original Japanese release entry for more information about the game itself; "Landstalker - Koutei no Zaihou [Model G-5517]".

- TECHNICAL -

Game ID: 1353
Cartridge ID: 670-3465
Package ID: 670-3466
Barcode: 0 10086 01353 5

- TRIVIA -

Landstalker - The Treasures of King Nole for Genesis was released on October 29, 1992 in North America.

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [US] (September 25, 2007) [Model MBIE] 

* Computers : 
PC [Steam] [US] (January 26, 2011) "Landstalker - The Treasures of King Nole [Model 71118]" : both stand-alone and as part of "SEGA Genesis Classics Pack 4" 
PC [MS Windows, DVD-ROM] [US] (March 15, 2011) "Sega Genesis Classic Collection - Gold Edition" 
PC [Steam] [US] (March 25, 2011) "SEGA Genesis Classics Collection"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57279&o=2

$end


$a2600=landungn,
$bio

Landung in der Normandie (c) 1983 Quelle

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50644&o=2

$end


$a2600=landungk,
$bio

Landungskommando (c) 1983 Quelle

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50645&o=2

$end


$ibm5150,ibm5150_cass=mastodon,
$bio

Lane Mastodon vs The Blubbermen (c) 1988 Infocom

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83651&o=2

$end


$megadriv=langriss,
$bio

Langrisser (c) 1991 NCS

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56621&o=2

$end


$saturn,sat_cart=langdram,
$bio

Langrisser - Dramatic Edition (c) 1998 NCS [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59338&o=2

$end


$pcecd=langriss,
$bio

Langrisser - Hikari no Matsuei (c) 1993 NCS

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58255&o=2

$end


$psx=langriss,
$bio

Langrisser I & II (c) 1997 NCS Corp.

- TECHNICAL -

Game ID: SLPS-00897

- TRIVIA -

Released on July 31, 1997 in Japan.

Re-Editions:
[JP] "Langrisser I & II [Model SLPS-01822]" (Masaya Best, 1999)
[JP] "Langrisser I & II [Model SLPM-86798]" (Chou Renka-ban, 2001)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85389&o=2

$end


$megadriv=langris2b,langris2a,langris2,
$bio

Langrisser II (c) 1994 NCS

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56622&o=2

$end


$saturn,sat_cart=lang3,lang3a,
$bio

Langrisser III (c) 1996 NCS [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59339&o=2

$end


$saturn,sat_cart=lang3sa,
$bio

Langrisser III [Satakore] (c) 1998 NCS [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59341&o=2

$end


$saturn,sat_cart=lang3gen,
$bio

Langrisser III [Shokai Genteiban] (c) 1996 NCS [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59340&o=2

$end


$saturn,sat_cart=lang4,
$bio

Langrisser IV (c) 1997 NCS [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59342&o=2

$end


$psx=langri45,
$bio

Langrisser IV & V Final Edition [Model SLPS-01818/19] (c) 1999 NCS Corp. [Nippon Computer Systems] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85390&o=2

$end


$saturn,sat_cart=lang4sa,
$bio

Langrisser IV [Satakore] (c) 1998 NCS [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59343&o=2

$end


$wswan=langriss,
$bio

Langrisser Millennium WS - The Last Century [Model SWJ-BAN024] (c) 2000 Bandai Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86348&o=2

$end


$saturn,sat_cart=lang5,
$bio

Langrisser V - The End of Legend (c) 1998 NCS [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59344&o=2

$end


$cdi=langg1,
$bio

Language Director - Deutsch Level 1 (c) 1993 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52938&o=2

$end


$cdi=langg2,
$bio

Language Director - Deutsch Level 2 (c) 1993 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52939&o=2

$end


$cdi=langg3,
$bio

Language Director - Deutsch Level 3 (c) 1994 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52940&o=2

$end


$cdi=lange1,
$bio

Language Director - English Level 1 (c) 1993 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52941&o=2

$end


$cdi=lange2,
$bio

Language Director - English Level 2 (c) 1993 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52942&o=2

$end


$cdi=langs1,
$bio

Language Director - Espanol Level 1 (c) 1994 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52943&o=2

$end


$cdi=langf1,
$bio

Language Director - Français Level 1 (c) 1993 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52944&o=2

$end


$cdi=langf2,
$bio

Language Director - Français Level 2 (c) 1993 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52945&o=2

$end


$cdi=langf3,
$bio

Language Director - Français Level 3 (c) 1994 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52946&o=2

$end


$msx1_cart=alnrom,
$bio

Language of Numbers [Model L101] (c) 1989 al Alamiah

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77213&o=2

$end


$info=lantutor,
$bio

Language Tutor (c) 1979 Texas Instruments.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=97869&o=2

$end


$info=lans2004,
$bio

Lansquenet 2004 (c) 1998 Unknown.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 12 Mhz), Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2610 (@ 8 Mhz)

Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096

Players : 2
Control : 8-way Joystick
Buttons : 4

- TRIVIA -

This game is a hack of "Shock Troopers - 2nd Squad".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4745&o=2

$end


$info=lapbylap,
$bio

Lap by Lap (c) 1986 Inder.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=9828&o=2

$end


$x1_flop=laplace,
$bio

Laplace no Ma (c) 1987 HummingBird [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86040&o=2

$end


$pc98=laplace,
$bio

Laplace no Ma (c) 1987 HummingBird [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89951&o=2

$end


$pc8801_flop=laplace,laplacea,
$bio

Laplace no Ma (c) 1987 HummingBird [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92224&o=2

$end


$msx2_flop=laplace,laplacea,
$bio

Laplace no Ma (c) 1989 HummingBird [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101772&o=2

$end


$x68k_flop=laplace,
$bio

Laplace no Ma (c) 1990 HummingBird [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87845&o=2

$end


$pcecd=laplace,laplacep,
$bio

Laplace no Ma (c) 1993 Human Entertainment

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58256&o=2

$end


$snes=laplace,
$bio

Laplace no Ma [Model SHVC-ADLJ-JPN] (c) 1995 Vic Tokai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61663&o=2

$end


$x1_flop=laptick,
$bio

Laptick (c) 1985 dB-SOFT [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86041&o=2

$end


$pc8801_flop=laptick,laptickp,
$bio

Laptick (c) 1985 dB-SOFT [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92225&o=2

$end


$msx1_cart=laptick2,
$bio

Laptick 2 [Model MS-G2115-L1] (c) 1986 db-Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77214&o=2

$end


$gba=traidlegu,
$bio

Lara Croft Tomb Raider - Legend [Model AGB-BL8E-USA] (c) 2006 Eidos Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71453&o=2

$end


$gba=traidleg,
$bio

Lara Croft Tomb Raider - Legend [Model AGB-BL8P-EUR] (c) 2006 Eidos Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71452&o=2

$end


$gba=traidpru,traidprup,
$bio

Lara Croft Tomb Raider - The Prophecy [Model AGB-AL9E-USA] (c) 2002 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71456&o=2

$end


$gba=traidpr,
$bio

Lara Croft Tomb Raider - The Prophecy [Model AGB-AL9P] (c) 2002 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71454&o=2

$end


$gba=traidprj,
$bio

Lara Croft Tomb Raider - The Prophecy [Model AGB-AUTJ-JPN] (c) 2002 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71455&o=2

$end


$pc98=largena,
$bio

Large Navigation (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89952&o=2

$end


$x68k_flop=larjis,
$bio

Larjis (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88361&o=2

$end


$snes=larrynix1,larrynix,
$bio

Larry Nixon's Super Bass Fishing [Model SHVC-QJ] (c) 1994 King Records

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61664&o=2

$end


$pico=lionkings,
$bio

Las Aventuras del Rey León [Model 49037-06] (c) 199? Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75711&o=2

$end


$gbcolor=powrpfbms,
$bio

Las Super Nenas - El Malvado Mojo Jojo [Model CGB-BJJS-ESP] (c) 2000 BAM! Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68200&o=2

$end


$gbcolor=powrpfbhs,
$bio

Las Super Nenas - Lucha con Ese [Model CGB-BBHS-ESP] (c) 2001 BAM! Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68201&o=2

$end


$gbcolor=powrpfpns,
$bio

Las Super Nenas - Panico en Townsville [Model CGB-BPTS-ESP] (c) 2000 BAM! Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68202&o=2

$end


$msx1_cass=tresluce,
$bio

Las Tres Luces de Glaurung (c) 1986 Erbe Software [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94785&o=2

$end


$cpc_cass=lucesglr,
$bio

Las Tres Luces de Glaurung (c) 1986 Erbe Soft. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=97991&o=2

$end


$odyssey2,g7400=lasvegas,
$bio

Las Vegas (c) 1980 Radiola La Radiotechnique.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95624&o=2

$end


$bbca_cass,bbcb_cass=lasvegas,
$bio

Las Vegas (c) 1982 RH Soft.

- TRIVIA -

Mode 7 slot machine written in BBC basic/assembler.

- STAFF -

Cassette based game written by: Stephen Ellwood

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52040&o=2

$end


$amigaocs_flop=lasvegas,
$bio

Las Vegas (c) 1987 Anco

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74423&o=2

$end


$x1_flop=lasvegas,
$bio

Las Vegas (c) 1987 Starcraft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86042&o=2

$end


$pc8801_flop=lasvegas,
$bio

Las Vegas (c) 1987 Starcraft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92226&o=2

$end


$info=lasvegas,
$bio

Las Vegas - Nevada (c) 198? Unknown.

- TECHNICAL -

Main CPU : M6802 (@ 2 Mhz)

Palette colors : 256

Players : 1
Buttons : 8

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=7987&o=2

$end


$odyssey2=lsvsblck,
$bio

Las Vegas Blackjack! (c) 1978 Magnavox.

- TECHNICAL -

Game ID: AJ9401

- STAFF -

Programmer: Sam Overton

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95566&o=2

$end


$cpc_cass=lasvegcs,
$bio

Las Vegas Casino (c) 1989 Zeppelin Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=97992&o=2

$end


$gbcolor=lasvegas,
$bio

Las Vegas Cool Hand [Model DMG-ACWE-USA] (c) 1998 Take-Two Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68203&o=2

$end


$snes=lasvegas,
$bio

Las Vegas Dream in Golden Paradise [Model SHVC-L6] (c) 1993 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61665&o=2

$end


$info=lvgirl94,
$bio

Las Vegas Girl - Girl '94 (c) 1994 Comad.

"Columns"-like game with pictures of nude girls!

- TECHNICAL -

Main CPU : Motorola 68000 (@ 10 Mhz)
Sound CPU : Zilog Z80 (@ 1 Mhz)
Sound Chips : OKI6295 (@ 8 Khz)

Screen orientation : Horizontal
Video resolution : 368 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 256

Players : 2
Control : 4-way joystick
Buttons : 3

- TRIVIA -

This game shares the same music with "Zero Zone", another Comad game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1350&o=2

$end


$intv=poker,
$bio

Las Vegas Poker & Blackjack (c) 1979 Mattel Electronics

Hit! Stick! Raise! Discard? Drop! You win! One or two players can play against the dealer in Las Vegas POKER & BLACKJACK. Rules are identical to Las Vegas table rules. You have a choice of BLACKJACK or three different POKER games, and if you win, you can carry your pretend winnings from one game to another. Keep in mind you'll need to be sharp to outplay the computerized dealer -- he knows what he's doing!

- TECHNICAL -

Model 2611

GAME CONTROLS
Select Game [1 - 6]:
[1] = FIVE CARD STUD
[2] = SEVEN CARD STUD
[3] = FIVE CARD DRAW
[4] = BLACKJACK
[5] = DEALERS CHOICE
[6] = SAME GAME 
[7] = HIT
[8] = DOUBLE DOWN
[9] = STAND
[Enter] = CALL/RAISE
LOWER SIDE BUTTONS = DROP
DISC = VIEW FACE DOWN CARDS

- TRIVIA -

Because it came free with the Intellivision Master Component during 1980, 1981 and most of 1982, Las Vegas Poker & Blackjack had the most distribution of any Intellivision cartridge: over 1,900,000 shipped by the end of 1982. When it was eventually replaced by Astrosmash as the free cartridge, distribution fell dramatically; only 2,500 Las Vegas Poker & Blackjack cartridges were shipped in the first six months of 1983.

- STAFF -

Program: David Rolfe

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60904&o=2

$end


$intv=roulette,
$bio

Las Vegas Roulette (c) 1979 Mattel Electronics.

Can you parlay your pile of chips into a fortune? Do you dare risk it all on a single number that you just know is due to come up on the next spin of the wheel? Here's a great party game with all the sound and color of the big casino. Place your bets... all bets down? Then here goes the big wheel of fortune -- clickety-click-click -- and cross your fingers as the wheel slows and the ball bounces toward your lucky number.

- TECHNICAL -

Model 1118

- STAFF -

Program: John Brooks

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60905&o=2

$end


$info=m4vegast,
$bio

Las Vegas Strip (c) 199? Barcrest.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15054&o=2

$end


$cpc_cass=lasvegvp,
$bio

Las Vegas Video Poker [Model USAA0113] (c) 1986 Mastertronic, Ltd. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=97993&o=2

$end


$amigaocs_flop=lasvegasa,
$bio

Las Vegas [Budget] (c) 1987 Prism Leisure

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74424&o=2

$end


$info=sc4lasv,sc4lasva,
$bio

Las Vegas (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR1209]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42670&o=2

$end


$pc8801_flop=lascivio,
$bio

Lascivious Oranges (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92227&o=2

$end


$info=laser2k1,
$bio

Laser 2001 (c) 2001 Unknown.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=26061&o=2

$end


$info=laserbas,laserbasa,
$bio

Laser Base (c) 1981 Amstar.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 4 Mhz)

Screen orientation : Vertical
Video resolution : 256 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 32

Players : 1

- TRIVIA -

Licensed to HOEI for manufacture and distribution.

This game is also known as "Future Flash".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3887&o=2

$end


$a2600=laserbas,
$bio

Laser Base (c) 1983 ITT Family Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50646&o=2

$end


$cpc_cass=laserbas,
$bio

Laser Basic (c) 1985 Ocean Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=97994&o=2

$end


$info=laserbat,
$bio

Laser Battle (c) 1981 Zaccaria.

- TECHNICAL -

Main CPU : S2650 (@ 3.579545 Mhz)
Sound Chips : SN76477 (@ 3.579545 Mhz), TMS3615 (@ 250 Khz), TMS3615 (@ 500 Khz)

Screen orientation : Horizontal
Video resolution : 224 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024

Players : 2
Control : 8-way Joystick
Buttons : 4

- TRIVIA -

This game was manufactured and distributed by Bally Midway in the USA as "Lazarian".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4567&o=2

$end


$cpc_cass=laserbls,
$bio

Laser Blast (c) 1985 Rocsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=97995&o=2

$end


$a2600=laserblsc
$bio

Laser Blast (c) 19?? CCE

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50648&o=2

$end


$a2600=laserbls,laserblsp,laserblse,
$bio

Laser Blast (c) 1981 Activision

Get set for the battle of your life. With Laser Blast by ACTIVISION, you're up against enemy attackers in a space shoot-out that defies description. But please, take time out to read these instructions. They're full of helpful hints on how to handle some very relentless adversaries. Good luck and good shooting!

Four game variations:
Game 1: Cadet Level
Game 2: Lieutenant Level
Game 3: Captain Level
Game 4: Commander Level

The difference between variations is how rapidly the speed and firing rate of the enemy ground attackers improves as the game progresses. The relative difficulty of an attack group is calculated by multiplying the speed times the firing rate for that group.

- TECHNICAL -

Model AG-008

- TIPS AND TRICKS -

Tips from David Crane, designer of Laser Blast
David Crane is also the designer of Dragster and Fishing Derby by ACTIVISION. He prides himself in taking on some of the most challenging game assignments possible.

"As you will quickly discover, Laser Blast is a game not only of skill but also of 'endurance'. There's really no time for taking breathers."

"And that brings me to my most important tip. Always keep your ship in motion and fire quickly! A 'moving' object is much harder to hit than one standing still. Since the attackers are continuously aiming and firing, you much be quick enough to dodge their fire, move into attack position and destroy their forces. Then quickly move on."

"It is possible to stay in one place and fire quickly enough to destroy your attackers before they zero in on you. But this is a very tough strategy to execute and demands superior skill and concentration."

"The game can get a little frustrating at times. But keep at it and you'll soon be eligible for membership in the Activision Federation of Laser Blasters.  And take time out from your space battles to drop me a line. I'd love to hear from you."

- STAFF -

Programmer: David Crane

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50647&o=2

$end


$bbca_cass,bbcb_cass=lsrcommd,
$bio

Laser Command (c) 1982 Micro Power

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52041&o=2

$end


$info=lsrcu_l2,
$bio

Laser Cue (c) 1984 Williams Electronics, Incorporated.

- TECHNICAL -

Williams System 7
Model Number : 520

- TRIVIA -

Originally named 'World Hockey', Laser Cue was the last System 7 game made by Williams. 2,800 units were produced.

- UPDATES -

A prototype version of this game had all playfield inserts marked as playing cards instead of billiard balls.

- STAFF -

Design by : Edward Tomaszewski
Art by : Pam Erickson

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5478&o=2

$end


$apple2gs=lsrforce,
$bio

Laser Force (c) 1989 Britannica Software.

- TRIVIA -

Developed by ESP (European Software Partners).

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49776&o=2

$end


$a2600=lasergate,
$bio

Laser Gate (c) 19?? Future Video Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50651&o=2

$end


$a2600=lasergat,
$bio

Laser Gate (c) 1983 CCE

- TECHNICAL -

Model C-860

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50650&o=2

$end


$a800=lasrgats,
$bio

Laser Gates (c) 1984 Imagic, Inc. [Los Gatos, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86596&o=2

$end


$a2600=lasrgats,lasrgatse,
$bio

Laser Gates (c) 1983 Imagic

Navigate the Dante Dart through the caverns of the Cryptic Computer.

Destroy Radar Mortars, Rock Munchers, Homing Missiles and Byte Bats.

Blast your way through Densepack Columns.

Time your approach in order to survive Flashing, Flexing and Fixed Forcefields.

Avoid colliding with the jagged walls of the Computer.

Reach and destroy each of the four Failsafe Detonators inside the Computer.

- TECHNICAL -

Model 03208

- SCORING -

Pass Forcefield: 400 points
Destroy Radar Mortar: 115 points
Destroy Rock Muncher: 325 points
Destroy Bat: 330 points
Destroy Homing Missile: 525 points
Destroy Detonator: 6507 points

- STAFF -

Programmer: Dan Oliver

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50652&o=2

$end


$cpc_cass=lasergen,
$bio

Laser Genius (c) 1986 Ocean Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=97996&o=2

$end


$info=lghost,lghostu,lghostd,lghostud,lghostj,
$bio

Laser Ghost (c) 1991 Sega.

A series of heinous events is in progress. Poltergeists are running rampant in the city. As if that wasn't bad enough, a little girl is kidnapped by one of the ghosts in broad daylight. Now it's up to Bill, Max, and Carol to put an end to the paranormal madness.

- TECHNICAL -

Game ID : 317-0164 / 317-0165 /  317-0166

Runs on the Sega "System 18" hardware.

Players: 3
Control: lightgun
Buttons: 2

- TRIVIA -

Laser Ghost was released in November 1990 in Japan.

On the title screen, there is a tombstone that makes a reference to Sega's 1989 shooter "Line of Fire".

There are two gimmicks about Laser Ghost. The first one is that the cabinet has 2 removable benches for players 1 and 3. The second gimmick is that the laser guns have a laser imaging device on top of the guns which gives the illusion of shooting real lasers onto the screen.

Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Formula : G.S.M. Sega 5 - PCCB-00059) on 21/04/1991.

- UPDATES -

FD1094 317-0164
* Japanese version.

FD1094 317-0165
* US version.

FD1094 317-0166
* World version.

- PORTS -

* Consoles :
Sega Master System (1991)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1352&o=2

$end


$sms=lghost,
$bio

Laser Ghost (c) 1991 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56084&o=2

$end


$info=lgp,lgpalt,
$bio

Laser Grand Prix (c) 1983 Taito.

You must first qualify in the 400 meter preliminary Drag Race. Once qualified, you move on to the 'GP Race', the 'Spark Race', and then the final 'Fantastic Race'. You have 70 seconds to reach the finish line by navigating through the course while avoiding collisions with the walls and other cars on the track.

- TECHNICAL -

This game uses a laser disc.

- TRIVIA -

Released in September 1983.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4496&o=2

$end


$nes=laserinv,
$bio

Laser Invasion (c) 1991 Konami Industry Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55285&o=2

$end


$bbca_cass,bbcb_cass=lsrlettr,
$bio

Laser Letters (c) 19?? Shards Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52042&o=2

$end


$cdi=lasrlord,lasrlorda,
$bio

Laser Lords (c) 1992 Philips Interactive Media, Incorporated.

Fasten your star-belts for the space adventure game that spans the universe. Beam down to seven planets and meet over 120 characters. Search for the information to prevent the evil Sarpedon from capturing the dreaded Condensation Crystal. You'll need to be at your very best in this awesome quest.

- TECHNICAL -

Model 814 0022

- TRIVIA -

Export releases:
[US] Model 310690074-2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52947&o=2

$end


$info=lsrquiz,
$bio

Laser Quiz (c) 1995 CD Express.

An Italian quiz game.

- TECHNICAL -

Cubo CD32 hardware (Amiga 68020, AGA based games system)

Main CPU : Motorola 68EC020 at 14.3 MHz
Memory : 2 MB Chip RAM, 1 MB ROM with Kickstart ROM 3.1 and integrated cdfs.filesystem, 1KB of FlashROM for game saves
Graphics/Chipset : AGA Chipset
Akiko chip, which handles CD-ROM and can do Chunky to Planar conversion
Proprietary (MKE) CD-ROM drive at 2x speed
Expansion socket for MPEG cartridge, as well as 3rd party devices such as the SX-1 and SX32 expansion packs.
4 8-bit audio channels (2 for left, 2 for right)
Gamepad, Serial port, 2 Gameports, Interfaces for keyboard

- TRIVIA -

All CD Express games were released only in Italy.

- SERIES -

1. Laser Quiz (1995)
2. Laser Quiz 2 (1995)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11289&o=2

$end


$info=lsrquiz2,
$bio

Laser Quiz 2 (c) 1995 CD Express.

An Italian quiz game featuring digitalized pictures.

- TECHNICAL -

Cubo CD32 hardware (Amiga 68020, AGA based games system)

Main CPU : Motorola 68EC020 at 14.3 MHz
Memory : 2 MB Chip RAM, 1 MB ROM with Kickstart ROM 3.1 and integrated cdfs.filesystem, 1KB of FlashROM for game saves
Graphics/Chipset : AGA Chipset
Akiko chip, which handles CD-ROM and can do Chunky to Planar conversion
Proprietary (MKE) CD-ROM drive at 2x speed
Expansion socket for MPEG cartridge, as well as 3rd party devices such as the SX-1 and SX32 expansion packs.
4 8-bit audio channels (2 for left, 2 for right)
Gamepad, Serial port, 2 Gameports, Interfaces for keyboard

- TRIVIA -

All CD Express games were released only in Italy.

- SERIES -

1. Laser Quiz (1995)
2. Laser Quiz 2 (1995)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11351&o=2

$end


$bbca_cass,bbcb_cass=lsreflex,
$bio

Laser Reflex (c) 19?? Talent

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52043&o=2

$end


$pcecd=lsoft1,
$bio

Laser Soft Visual Collection Volume I - Cosmic Fantasy Visual Shuu (c) 1993 Telenet [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58257&o=2

$end


$pcecd=lsoft2,
$bio

Laser Soft Visual Collection Volume II - Valis Visual Shuu (c) 1993 Telenet [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58258&o=2

$end


$amigaocs_flop=lasersqd,
$bio

Laser Squad (c) 1989 Blade

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74425&o=2

$end


$amigaocs_flop=lasersqdu,
$bio

Laser Squad (c) 1989 MicroIllusions

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74426&o=2

$end


$pc98=lasersq,
$bio

Laser Squad - Uchuu Kaiheitai (c) 1993 C2 World

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89953&o=2

$end


$info=lasstixx,
$bio

Laser Strixx (c) 1995 CD Express.

- TECHNICAL -

Cubo CD32 hardware (Amiga 68020, AGA based games system)

Main CPU : Motorola 68EC020 at 14.3 MHz
Memory : 2 MB Chip RAM, 1 MB ROM with Kickstart ROM 3.1 and integrated cdfs.filesystem, 1KB of FlashROM for game saves
Graphics/Chipset : AGA Chipset
Akiko chip, which handles CD-ROM and can do Chunky to Planar conversion
Proprietary (MKE) CD-ROM drive at 2x speed
Expansion socket for MPEG cartridge, as well as 3rd party devices such as the SX-1 and SX32 expansion packs.
4 8-bit audio channels (2 for left, 2 for right)
Gamepad, Serial port, 2 Gameports, Interfaces for keyboard

- TRIVIA -

All CD Express games were released only in Italy.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11291&o=2

$end


$a2600=laservol,
$bio

Laser Volley (c) 19?? Zellers

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50653&o=2

$end


$odyssey2,g7400=laser,
$bio

Laser War (c) 1980 Philips Corp.

- TECHNICAL -

Game ID: 18

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95627&o=2

$end


$info=lwar_a83,lwar_e90,
$bio

Laser War (c) 1987 Data East Pinball.

- TECHNICAL -

Game ID: 500-5501-01

Data East Version 1

Main CPU : M6808 (@ 1 MHz)
Sound CPU : Motorola M6809 (@ 2 MHz)
Sound chips : Yamaha YM2151 (@ 3.579545 MHz), OKI MSM5205 (@ 384 KHz)

- TRIVIA -

This was Data East's first pinball machine. It's also the first pinball machine ever to feature stereo sound and 2.1 channel (stereo plus sub-woofer) sound.

- STAFF -

Design by : Joe Kaminkow
Art by : Margaret Hudson, Kevin O'Connor
Music & Sounds by : David D. Thiel

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5479&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=laserzne,
$bio

Laser Zone (c) 1983 HES [Human Engineered Software]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86858&o=2

$end


$a2600=lasercad,
$bio

Lasercade (c) 1983 20th Century Fox.

3-D shooting gallery.

- TRIVIA -

Unreleased prototype. 'Lasercade' is short for 'Laser Arcade'.

- STAFF -

Designed by Videa.

Programmer: Lee Actor

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50654&o=2

$end


$cpc_cass=laserwrp,
$bio

Laserwarp [SOFT 126] (c) 1985 Amsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=97997&o=2

$end


$info=lasso,
$bio

Lasso (c) 1982 SNK.

- TECHNICAL -

Game ID : 'WM'

Main CPU : (2x) M6502 (@ 2 Mhz)
Sound CPU : MOS Technology M6502 (@ 600 Khz)
Sound Chips : (2x) Texas Instruments SN76496 (@ 2 Mhz)

Players : 2
Control : 4-way joystick
Buttons : 2

- TRIVIA -

Released in August 1982.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1353&o=2

$end


$ti99_cart=lasso,
$bio

Lasso (c) 1983 Texas Instruments

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84613&o=2

$end


$nes=lastact,
$bio

Last Action Hero (c) 1993 Sony Imagesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55286&o=2

$end


$info=lah_112,lah_110,lah_l104,lah_l108,
$bio

Last Action Hero (c) 1993 Data East Pinball.

- TECHNICAL -

Game ID: 500-5527-01

Data East Version 3 (BSMT2000 & 128x32 Display)

Main CPU : M6808 (@ 1 MHz)
Sound CPU : Motorola M6809 (@ 2 MHz)
Display CPU : Motorola M6809 (@ 4 MHz)
Sound chips : BSMT2000 (@ 24 MHz)

- TRIVIA -

Based on the 1993 movie, starring Arnold Schwarzenegger.

- STAFF -

Game Design: Lyman F. Sheats Jr. (LFS), John Borg, Tim Seckel, John Borg, Ed Cebula, Joe Kaminkow (JEK)
Game Software: Lonnie D. Ropp (LON)
Display Software: John Carpenter (JWC)
Mech. Design: Joe Balcer, Norm Wurz, John Lund
Dot Madness: Jack Liddon (JAK), Kurt Andersen (KRT)
Software Support: Kristina Donofrio, Masaya Horiguchi, Eric Winston, Neil Falconer
Cables: Phillis
Game Art: Markus Rothkranz, Kurt Andersen
Sounds & Music: Brian Schmidt
BOM: Sarah Bagnola
Technical Support: Arnie Aarstad, Jim Gorman, Doreen Clarke
Inspiration for 110%: Tetsuo Fukuda

Special Thanks To: Arnold Schwarzenegger, John McTiernan, Lester Borden, Lisa Manne, Cathy Varvaro, Susan Christison, Shelly Bungie, Bob Holmes, Jeff Bacon, George Najarian, Dino Daniella
Original Score By: AC/DC, Queensryche, Megadeth, Michael Kamen
Special Thanks To: The Entire Columbia and Sony Licensing Family

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4696&o=2

$end


$gameboy=lastact,
$bio

Last Action Hero [Model DMG-LR-USA] (c) 1993 Sony Imagesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66326&o=2

$end


$snes=lastactu,
$bio

Last Action Hero [Model SNS-L5-USA] (c) 1993 Sony Imagesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63180&o=2

$end


$snes=lastact,
$bio

Last Action Hero [Model SNSP-L5-EUR] (c) 1993 Sony Imagesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63179&o=2

$end


$gamegear=lastact,
$bio

Last Action Hero (c) 1992 Sony Imagesoft

- TECHNICAL -

[Model T-93048]

- TRIVIA -

This game is based on the 1993 movie with the same title.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64672&o=2

$end


$pcecd=lstalert,
$bio

Last Alert (c) 1990 Telenet Japan [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58501&o=2

$end


$wscolor=lastaliv,
$bio

Last Alive [Model SWJ-BANC15] (c) 2001 Bandai Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86465&o=2

$end


$x1_flop=lastarmg,
$bio

Last Armageddon (c) 1988 Brain Gray [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86043&o=2

$end


$pc98=lastarmg,
$bio

Last Armageddon (c) 1988 Brain Grey Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89954&o=2

$end


$pc8801_flop=lastarmg,lastarmga,
$bio

Last Armageddon (c) 1988 Brain Gray [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92228&o=2

$end


$msx2_flop=lastarmg,lastarmgb,lastarmga,
$bio

Last Armageddon (c) 1988 Brain Grey Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101773&o=2

$end


$x68k_flop=lastarmg,
$bio

Last Armageddon (c) 1989 Brain Gray [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87846&o=2

$end


$nes=lastarmg,
$bio

Last Armageddon (c) 1990 Yutaka

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54315&o=2

$end


$pcecd=lastarmg,lastarmg2,
$bio

Last Armageddon (c) 1990 Brain Gray

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58259&o=2

$end


$pc8801_flop=lastaraz,
$bio

Last Armaggedon Alien Zukan (c) 1988 Brain Gray [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92229&o=2

$end


$info=lastbank,
$bio

Last Bank (c) 1994 Excellent System.

- TRIVIA -

Released in December 1994 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=38791&o=2

$end


$x68k_flop=lastbatd,lastbat,
$bio

Last Batallion (c) 1991 Sting [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87847&o=2

$end


$amigaocs_flop=lastbtle,
$bio

Last Battle (c) 1991 Elite

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74427&o=2

$end


$info=mt_lastb,
$bio

Last Battle - Legend of the Final Hero (c) 1989 Sega.

- TECHNICAL -

Runs on the "Mega-Tech System" hardware.
Cartridge ID: 610-0239-20

- TRIVIA -

This game is known in Japan as "Hokuto no Ken - Shinseiki Matsu Kyuuseishu Densetsu" (translates from Japanese as 'Fist of the North Star - Waiting For The Savior of the New Century').

This game is based on the manga 'Hokuto no Ken' by Buronson and Tetsuo Hara. 'Hokuto' is the Japanese word for the constellation known in the west as 'The Big Dipper'. This is why the main character, Kenshirou, has seven scars in the shape of the big dipper on his chest, not just one scar representing the north star.

- UPDATES -

Changes from Japanese version :
* Blood removed, Enemies now just fly off screen instead of exploding.
* All characters are recolored.
* Characters were all given stupid names. Kenshirou became Aarzak, Bat became Max, Lin became Alyssa, etc.
* Chapter titles removed.

- TIPS AND TRICKS -

* Continue : When you lose your last life and the word 'Legend of the Final Hero' appear, hold A+B+C and then press Start to continue on the stage that you died on.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2360&o=2

$end


$snes=lastbib3,
$bio

Last Bible III [Model SHVC-ALBJ-JPN] (c) 1995 Atlus Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61666&o=2

$end


$saturn,sat_cart=lastbrnxj,lastbrnxjb,lastbrnxja,
$bio

Last Bronx (c) 1997 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59345&o=2

$end


$saturn,sat_cart=lastbrnx,
$bio

Last Bronx (c) 1997 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60336&o=2

$end


$info=lastbrnx,lastbrnxj,lastbrnxu,
$bio

Last Bronx - Tokyo Bangaichi (c) 1996 Sega.

- TECHNICAL -

Runs on the Sega "Model 2B" hardware.

Players: 2
Control: 8-way joystick
Buttons: 4

- TRIVIA -

Last Bronx was released in May 1996.

The subtitle of this game translates from Japanese as 'Tokyo Extra Earth'.

Sonic The Hedgehog is drawn on the wall of a building in Tommy's stage.

- TIPS AND TRICKS -

* Weird Weapon : Press the START button 13 times at the character select screen.

- STAFF -

Music : Tomoyuki Kawamura

- PORTS -

* Consoles :
Sega Saturn (1997)
Sony PlayStation 2 [SLPM 62687] (Jun.2006, "Sega Ages 2500 Series Vol.24")

* Computers :
PC [MS Windows] [HCJ-0130] (Feb.1998)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3602&o=2

$end


$saturn,sat_cart=lastbrnxu,
$bio

Last Bronx [Model 81078] (c) 1997 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60067&o=2

$end


$mc10=lastcoin,
$bio

Last Coin (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87654&o=2

$end


$m5_cass=lastday,
$bio

Last Day of the Earth (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95319&o=2

$end


$cpc_cass=lastduel,
$bio

Last Duel (c) 1989 GO! Media Holdings, Ltd. [US Gold Division]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=97999&o=2

$end


$info=lastduel,lastduelb,lastduelo,lastduelj,
$bio

Last Duel - Inter Planet War 2012 (c) 1988 Capcom Company, Limited.

Taking place in the year 2012 in an alternate galaxy, Last Duel involves the struggle between two planets Mu and Bacula. On planet Bacula, a strong warrior tribe known as the Galden rose to immense military power and conquered all of the societies on the planet. Unsatisfied with conquering just one planet, the Galden decided to conquer a neighboring terrestrial planet, Mu. Using advanced bioships, star fighters, and motor vehicles, the Galden invaded Mu, destroying many of its cities and taking the planet's ruler Queen Sheeta hostage. The remaining royal guards of Mu are deployed in space fighters that can transform into cars to rescue the queen and crush the Galden forces.

The player alternates each level between using car and space ship. The vehicle has two main attacks one of which varies depending on the form the vehicle took. In car mode, the vehicle can jump over pot holes and enemies. While in ship mode, the vehicle can perform a barrel roll, making it temporarily invincible.

The player can select Power-Ups that including a large, slow firing laser, a twin-shot, a wide shot and options that provided side attacks. Speed-Ups were only available in ship mode. Every driving section is timed and if the player is unable to reach the boss on time, they will lose a life. However, the moment the player encounters the boss, the timer will be removed.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 10 Mhz)
Sound CPU : Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : (2x) Yamaha YM2203 (@ 3.579545 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Last Duel was released in July 1988.

- STAFF -

Character designers : Donarudo Chiyo, Travail Kuniko, Tanado Oyu, Chakkari Minoru, Kuntakinte Ito, Hyper Kaz, Pradox Koichi
Music and sound : Tamayo Kawamoto (Golden Tamayo)
Programmers : Popo Yumiko, Yuzoh
Planning : Moomin Hiroyuki
Director : Piston Takashi

- PORTS -

* Consoles : 
Microsoft XBOX [US] (November 24, 2006) "Capcom Classics Collection Vol. 2" 
Sony PlayStation 2 [US] (November 24, 2006) "Capcom Classics Collection Vol. 2 [Model SLUS-21473]" 
Sony PlayStation 2 [AU] (April 11, 2007) "Capcom Classics Collection Vol. 2 [Model SLES-54561]" 
Sony PlayStation 2 [EU] (April 13, 2007) "Capcom Classics Collection Vol. 2 [Model SLES-54561]" 

* Handhelds : 
Sony PSP [US] (March 22, 2006) "Capcom Classics Collection Remixed [Model ULUS-10097]" 
Sony PSP [EU] (July 21, 2006) "Capcom Classics Collection Remixed [Model ULES-00347]" 

* Computers : 
Commodore C64 [US] [EU] (1988) 
Commodore Amiga [US] [EU] (1988) 
Sinclair ZX Spectrum [EU] (1989) 
Amstrad CPC [EU] (1989) 
Atari ST (1989) 
Amstrad CPC [EU] (1991) "Capcom Collection" 
Atari ST [EU] (1991) "Capcom Collection" 
Commodore C64 [EU] (1991) "Capcom Collection" 
Commodore Amiga [EU] (1991) "Capcom Collection" 
Sinclair ZX Spectrum [EU] (1991) "Capcom Collection"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1357&o=2

$end


$amigaocs_flop=lastduel,
$bio

Last Duel - Inter Planet War 2012 (c) 1989 US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74428&o=2

$end


$msx1_cass=lastdung,
$bio

Last Dungeon (c) 198? Grupo de Trabajo Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94786&o=2

$end


$info=lastfght,
$bio

Last Fighting (c) 2000 Subsino.

- TECHNICAL -

Main CPU : H8/3002 (@ 16 Mhz)

Screen orientation : Horizontal
Video resolution : 512 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 256

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4895&o=2

$end


$info=lastfort,lastforto,lastfortg,lastfortk,lastfortea,
$bio

Last Fortress - Paitoride (c) 1994 Metro.

Solitaire mahjong game.

- TECHNICAL -

Game ID : VG420

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound CPU : uPD7810 (@ 12 Mhz)
Sound Chips : OKI6295 (@ 9.375 Khz), YM2413 (@ 3.579545 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 1

- TRIVIA -

The subtitle of this game translates from Japanese as 'Tile Fortress'.

- SERIES -

1. Last Fortress - Paitoride (1994)
2. Paitoride II (1994)
3. Paitoride II - Adauchi Gaiden (1994)
4. Daitoride (1996)

- PORTS -

* Consoles :
Nintendo Super Famicom (1994, "Toride")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1358&o=2

$end


$info=lastfour,
$bio

Last Four (c) 2001 BRL.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101121&o=2

$end


$saturn,sat_cart=digipinu,
$bio

Last Gladiators - Digital Pinball [Model T-4804H] (c) 1996 Time Warner Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60068&o=2

$end


$pc98=lastgrdn,
$bio

Last Guardian - Juukyou no Shugosha (c) 1995 Anjin [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89955&o=2

$end


$pc98=lastgrd2,
$bio

Last Guardian 2 - Yomi no Fuuin (c) 1996 Anjin [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89956&o=2

$end


$neocd=lasthope,
$bio

Last Hope [Model NGDT-CD-300J] (c) 2007 NG:Dev.Team [Germany]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68144&o=2

$end


$pc8801_flop=lasthour,
$bio

Last Hours (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92230&o=2

$end


$info=lastlap,
$bio

Last Lap (c) 1978 Playmatic.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=6001&o=2

$end


$n64=lastleg,
$bio

Last Legion UX [Model NUS-NLLJ] (c) 1999 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57792&o=2

$end


$info=lastmisn,lastmisno,lastmisnj,
$bio

Last Mission (c) 1986 Data East.

Last Mission is a top-down multidirectional shooter developed by Data East and distributed in world wide release for the arcades in 1986.

The player assumes the role of an space pilot who has been exiled from their home galaxy for committing an unknown crime. The only way the player character can return is to restore their honor - and the only way to do so is to invade and defeat the alien nemesis.

- TECHNICAL -

Main CPU : (2x) M6809 (@ 2 Mhz)
Sound CPU : MOS Technology M6502 (@ 1.5 Mhz)
Sound Chips : YM2203 (@ 1.5 Mhz), YM3526 (@ 3 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Last Mission was released in October 1986.

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

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

- STAFF -

Game designer : Akira Sakuma
Advice : Yuji Gonod
Character designers : Harumi Nomura, Atsushi Kushima, Shinji Noda, Kouji Akibayashi, Super, Tak
Music composers : Yukihiko Kitahara, Michiya Hirasawa, A2usa Hara
Sound programmers : Tatsuo Yamaguchi

* Software :
System designer / Game programmer : Akira Sakuma
Assistant : Satoshi Imamura
Security CPU control : Tsuyoshi Hitazawa

* Hardware :
Prototype designer : Kenji Nishikawa
Engineers : Tomotaka Osada, Kenichi Fujimoto

- PORTS -

* Computers :
Commodore C64 [US] [EU] (1987)
Sinclair ZX Spectrum [EU]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1359&o=2

$end


$cpc_cass=lastnin2,
$bio

Last Ninja 2 (c) 1988 System 3 Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98002&o=2

$end


$amigaocs_flop=lastnin2,
$bio

Last Ninja 2 - Back With A Vengeance (c) 1990 System 3 Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74429&o=2

$end


$amigaocs_flop=lastnin2a,
$bio

Last Ninja 2 - Back With A Vengeance [Superheroes] (c) 1990 System 3 Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74430&o=2

$end


$cpc_cass=lastn2rm,
$bio

Last Ninja 2 Remix (c) 1990 System 3 Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98004&o=2

$end


$amigaocs_flop=lastnin3,
$bio

Last Ninja 3 (c) 1991 System 3 Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74431&o=2

$end


$bbca_cass,bbcb_cass=lastfree,
$bio

Last of the Free (c) 1986 Audiogenic

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52044&o=2

$end


$x68k_flop=lastpic2,
$bio

Last Piece II (c) 1990 POP Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88362&o=2

$end


$neocd=lresort,
$bio

Last Resort (c) 1994 SNK [Shin Nihon Kikaku].

- TECHNICAL -

[Model NGCD-024]

- TRIVIA -

Released on September 9, 1994 in Japan.

For more information about the game itself, please see the original MVS version.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47652&o=2

$end


$info=lresort,lresortp,
$bio

Last Resort (c) 1992 SNK.

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : NGM-024

[SNK MVS Neo-Geo Controls]
2 players - 4 buttons per player (2 used)
=> [A] Attack/Charge attack, [B] Restart the move

- TRIVIA -

Released in March 1992.

The city depicted in the first two stages of the game is very similar to that of Neo Tokyo from the anime film 'Akira'.

Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Garou Densetsu, Last Resort - PCCB-00087) on 21/05/1992.

- TIPS AND TRICKS -

Beat the game two times to see the real ending and credits.

- STAFF -

Producer : Yasumi Tozono
Designers : Yoshio Shimizo, Mitsuo Kodama, Tatsuya Shinkai, Toshimi Tanaka, Khozoh Nagashima, Hajime Itoh, Senaroh Hotta, Sahori Etoh, Eri Kohjitani
Sound : Toshio Shimizm, Tate Norio (Yamate)
Programmer : Takefumi Yamamoto (Syndicate)

- PORTS -

* Consoles :
SNK Neo-Geo [JP] (April 24, 1992; "Last Resort [Model NGH-024]")
SNK Neo-Geo CD [JP] (September, 9, 1994; "Last Resort [Model NGCD-024]")
Sony PlayStation 2 [US] May 05, 2008 "SNK Arcade Classics Vol.1 [Model SLUS-21724]"
Sony PSP [US] May 05, 2008 "SNK Arcade Classics Vol.1 [Model ULUS-10338]"
Sony PlayStation 2 [KO] May 29, 2008 "SNK Arcade Classics Vol.1 [Model SLKA-25424]"
Nintendo Wii [US] July 29, 2008 "SNK Arcade Classics Vol.1 [Model RVL-P-RNCE]"
Sony PSP [EU] Oct. 17, 2008 "SNK Arcade Classics Vol.1 [Model ULES-01105]"
Nintendo Wii [EU] Oct. 31, 2008 "SNK Arcade Classics Vol.1 [Model RVL-P-RJZP]"
Sony PlayStation 2 [EU] Nov. 21, 2008 "SNK Arcade Classics Vol.1 [Model SLES-55232]"
Sony PSP [JP] May. 21, 2009 "SNK Arcade Classics Vol.1 [Model ULJS-193]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1361&o=2

$end


$wswan=laststnd,
$bio

Last Stand [Model SWJ-BAN009] (c) 1999 Bandai Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86349&o=2

$end


$info=kyustrkr,
$bio

Last Striker (c) 1989 East Technology.

A manga soccer game.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 8 Mhz), Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2610 (@ 8 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Released in September 1989.

This game is known in Japan as "Kyuukyoku no Striker" (translates from Japanese as 'Final Striker').

- STAFF -

Planner : K. Kizaki
Programmers : H. Ikeda, E. Ogura, K. Kihara, T. Katayanagi
Graphic designers : T. Toshima, May-Kobayashi, A. Suzuki, Ichikawa
Music composer : Takaro. N
Sound programmer : A. Inoue
Voice : Cheer Girl

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1362&o=2

$end


$info=lastsurv,lastsurvd,
$bio

Last Survivor (c) 1989 Sega Enterprises, Limited.

You are with up to 2 players trapped in a maze with a load of other tough guys and monsters. You have a single key to the exit of the maze. To get out you need four keys. The only way to get them off other players is to kill them. First one to exit the maze wins.

Each player has a separate screen that shows, roughly, a fist person view of the maze. You can move right/left, up/down along the corridors and also rotate. You also have a weapon, a kind of gun that you can get upgraded if you stop at the shop  in the maze and have earned enough money by creaming the resident enemies on that level. Here you can also buy extra speed and armor that will absorb a few hits.

There are also map pillars that, when you bump into them, show the layout of the level and the location of everyone else within it.

- TECHNICAL -

Sega X Board hardware

Main CPU : (2x) Motorola 68000 (@ 12.5 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2151 (@ 4 Mhz), Sega (@ 4 Mhz)

Players : 2
Control : 8-way joystick

- TRIVIA -

Last Survivor was released in January 1989.

- PORTS -

* Computers :
FM Towns PC [JP] (1990)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3689&o=2

$end


$pc8801_flop=lasttarg,
$bio

Last Target (c) 1988 Seed Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92231&o=2

$end


$x1_flop=lastwar,
$bio

Last War (c) 198? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86044&o=2

$end


$msx2_flop=lastwar2,
$bio

Last War 2 (c) 1991 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101774&o=2

$end


$gbcolor=laura,
$bio

Laura [Model CGB-BLDP-EUR] (c) 2000 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68204&o=2

$end


$gbcolor=laurau,
$bio

Laura [Model CGB-BPXE-USA] (c) 2000 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68205&o=2

$end


$nes=lawwest,
$bio

Law of the West (c) 1987 Pony Canyon, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54316&o=2

$end


$nes=lawwesth,
$bio

Law of the West (c) 1987 FMG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69280&o=2

$end


$pc8801_flop=lawwest,
$bio

Law of the West (c) 1987 Pony Canyon, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92232&o=2

$end


$msx2_flop=laydock,laydockblaydockc,laydocka,
$bio

Laydock (c) 1986 T&E Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101775&o=2

$end


$x68k_flop=laydock,
$bio

Laydock (c) 1997 Hoshishiba Takayuki

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88363&o=2

$end


$fm77av=laydock,laydockb,laydocka,
$bio

Laydock [Model TEM-66] (c) 1986 T&E Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93849&o=2

$end


$saturn,sat_cart=layerse2,
$bio

Layer Section II (c) 1997 Media Quest.

- TECHNICAL -

Game ID: T-26409G

- TRIVIA -

Layer Section II for Saturn was released on October 30, 1997 in Japan.

The arcade version of the game is known as "Ray Storm".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59348&o=2

$end


$saturn,sat_cart=layersec,
$bio

Layer Section (c) 1995 Taito Corp.

- TECHNICAL -

Game ID: T-1101G

- TRIVIA -

Layer Section for Saturn was released on September 14, 1995 in Japan. It was the first title published by Taito on the Saturn. It was then re-released on April 25, 1997 as a Saturn Collection edition [Model T-1112G].

The arcade version of this game is known in Japan as "Rayforce", and in Europe as "Gunlock". This port for the Sega Saturn is known outside Japan as "Galactic Attack".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59346&o=2

$end


$saturn,sat_cart=layersecsa,
$bio

Layer Section [Satakore] (c) 1997 Taito Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59347&o=2

$end


$nes=layla,
$bio

Layla (c) 1986 db-Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54317&o=2

$end


$nes=laylah,
$bio

Layla (c) 1987 FMG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69281&o=2

$end


$c64_cart,c64_flop=lazarian,
$bio

Lazarian (c) 1983 Commodore

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53618&o=2

$end


$info=lazarian,
$bio

Lazarian (c) 1981 Bally Midway.

- TECHNICAL -

[Upright model]
[Game No 636]

Main CPU : S2650 (@ 3.579545 Mhz)
Sound Chips : SN76477 (@ 3.579545 Mhz), TMS3615 (@ 250 Khz), TMS3615 (@ 500 Khz)

Screen orientation : Horizontal
Video resolution : 224 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024

Players : 2
Control : 8-way Joystick
Buttons : 4

- TRIVIA -

Manufactured by Bally/Midway under license from Zaccaria.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4581&o=2

$end


$info=lzbal_l2,lzbal_t2,
$bio

Lazer Ball (c) 1979 Williams.

- TECHNICAL -

Williams System 6
Model Number : 493

- TRIVIA -

4,500 units were produced.

- STAFF -

Design by : Barry Oursler
Art by : Constantino Mitchell

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5477&o=2

$end


$msx1_cass=lazerbyk,lazerbykb,lazerbyka,
$bio

Lazer Bykes (c) 1985 PSS

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94787&o=2

$end


$info=lazercmd,
$bio

Lazer Command (c) 1976 Meadows Games.

You have an overhead view of a maze with two sides, the sides mirror each other. The left side of the screen is yellow, and the right side is green. On each side are fifteen tanks. The object is to blow up all of the opposing players tanks (or as many as you can before the timer runs out). You can only control one tank at a time, you can move them around and blast your opponents tanks (getting the active one is usually a good idea). When you get blasted, your tank vanishes, and you must move a little blip over to another tank to resume play (this blip is invisible unless it is against a wall). You can also leave your tank and head for another one by pressing the second button. This is just a great strategic title, it holds up even today. It is really worth playing if you like that sort of thing. Just be aware that this is a two player only title, so you will need a friend to play against.

- TECHNICAL -

Main CPU : S2650 (@ 672 Khz)
Sound Chips : DAC

Screen orientation : Horizontal
Video resolution : 256 x 230 pixels
Screen refresh : 60.00 Hz
Palette colors : 3

Players : 2
Control : 8-way joystick
Buttons : 2

Lazer Command had one ugly cabinet. It was just a big yellow box without any curves or angles at all. The control panel had two large 4-Way joysticks, that each had two fire buttons, these did not have a ball on top or anything like that, they were kind of like bicycle handgrips with fire buttons. The machine had sticker style sideart, which was a circle with an explosion inside that said 'Lazer Command'. The marquee was rather plain, and was simply labelled with the title in red letters, while the monitor bezel had detailed game instructions printed on it. The monitor was a black and white monochrome model with a green and yellow overlay.

- TRIVIA -

Released in October 1976.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1363&o=2

$end


$bbca_cass,bbcb_cass=lzrcycle,
$bio

Lazer Cycle (c) 1984 System 3 Software.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52045&o=2

$end


$info=lazrlord,
$bio

Lazer Lord (c) 1984 Stern Electronics.

- TRIVIA -

Only 1 unit exists, 'Lazer Lord' was a prototype machine and was the last machine manufactured by Stern

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5651&o=2

$end


$cpc_cass=lazertag,
$bio

Lazer Tag (c) 1988 Erbe Soft. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98005&o=2

$end


$c64_cart,c64_flop=lazrzone,
$bio

Lazer Zone (c) 1983 HesWare

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53619&o=2

$end


$gameboy=lazlolea,
$bio

Lazlos' Leap [Model DMG-S5-USA] (c) 1992 DTMC, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66328&o=2

$end


$info=m4lazy,m4lazya,m4lazyb,
$bio

Lazy Bones (c) 199? BWB.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15182&o=2

$end


$msx1_cass=lazyjon,lazyjonb,lazyjona,
$bio

Lazy Jones (c) 1985 Terminal Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94788&o=2

$end


$pico=magiccras,
$bio

Lápices de Colores Mágicos [Model HPC-49026-06] (c) 1994 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75715&o=2

$end


$info=shabdama,
$bio

LD Mahjong #4 Shabon-Dama (c) 1991 Nichibutsu [Nihon Bussan Company, Limited.].

- TRIVIA -

LD Mahjong #4 Shabon-Dama was released in June 1991 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48971&o=2

$end


$cpc_cass=5axe,
$bio

Le 5eme Axe (c) 1985 Loriciels [France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98006&o=2

$end


$info=bagnard,bagnarda,
$bio

Le Bagnard (c) 1982 Valadon Automation.

French version of "Bagman".

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.5 Mhz), TMS5110 (@ 640 Khz)

Players : 2
Control : 4-way joystick
Buttons : 1

- TRIVIA -

The title translates from French as 'The Convict'. For more information about the game, please see the "Bagman" entry.

- SERIES -

1. Le Bagnard (1982)
2. Super Bagman (1984)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=167&o=2

$end


$info=bagnardi,
$bio

Le Bagnard (c) 1982 Itisa Electronics.

Spanish release. For more information about the game itself, please see the original French release entry.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72294&o=2

$end


$cpc_cass=bagnenep,
$bio

Le Bagne de Nepharia [Model 102] (c) 1985 France Logiciels

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98007&o=2

$end


$alice32=cfran1,
$bio

Le Cartable Francais 1 (c) 1984 Infogrames Interactive, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87590&o=2

$end


$alice32=cfran2,
$bio

Le Cartable Francais 2 (c) 1984 Infogrames Interactive, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87591&o=2

$end


$alice32=cmaths1,
$bio

Le Cartable Maths 1 (c) 1984 Infogrames Interactive, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87592&o=2

$end


$alice32=cmaths2,
$bio

Le Cartable Maths 2 (c) 198? Infogrames Interactive, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87593&o=2

$end


$cpc_cass=diamanmd,
$bio

Le Diamant de l'Ile Maudite [Model 083] (c) 1985 Loriciels [France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98008&o=2

$end


$cpc_cass=worldwisf,
$bio

Le Geographe-France (c) 1984 Amsoft

- TECHNICAL -

Model SOFT 403

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100134&o=2

$end


$cpc_cass=jeuduroy,
$bio

Le Jeu du Roy (c) 1988 FIL [France Image Logiciel]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98009&o=2

$end


$cdi=jour95,
$bio

Le Journal interactif 1995 et Le Jeu des Stars de l'info (c) 1995 Philips Interactive Media, Incorporated.

- TECHNICAL -

Model 812 2504

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52949&o=2

$end


$cdi=jour94,
$bio

Le Journal Interactif 94 et Le Jeu des Stars de l'info (c) 1995 Philips Interactive Media, Incorporated.

More than one hour of full screen video, all of the images that made the news in 1994. You can choose which subjects you'd like to see and create your own news broadcast! Become one of the top TF1 reporters. Go out in the field, gather footage that HAS to be in the news and dazzle the chief editor with your news report.

- TECHNICAL -

Model 812 2504

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52948&o=2

$end


$info=leking,
$bio

Le King (c) 1983 Jeutel.

- TRIVIA -

500 units were produced.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=9885&o=2

$end


$amigaocs_flop=laberrar,
$bio

Le Labyrinthe d'Errare (c) 1989 RETZ

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74432&o=2

$end


$amigaocs_flop=lablexic,
$bio

Le Labyrinthe de Lexicos (c) 1990 RETZ

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74433&o=2

$end


$info=tntellfr,
$bio

Le Livre Magique (c) 1981 Texas Instruments.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96869&o=2

$end


$amigaocs_flop=mortviel,
$bio

Le Manoir de Mortvielle (c) 1988 Lankhor

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74434&o=2

$end


$saturn,sat_cart=hidsoulsf,
$bio

Le Manoir des Ames Perdues (c) 1996 Sega Enterprises, Limited.

French release. Game developed in Japan. See the original Japanese version for more information about the game itself; "Shinsetsu Yumemi Yakata - Tobira no Oku ni Darekaga... [Model GS-9005]".

French description from Back cover:

Laissez les portes du Manoir se refermer derrière vous pour découvrir Mike et Jun, deux de ses habitants, les secrets qu'il renferme. Pendant votre visite, vous lierez connaissance avec ses étranges pensionnaires qui ont tous de sombres et énigmatiques passés... Suspendus hors du temps, sont-ils à l'abri de leurs anciennes terreurs ou sont-ils prisonniers d'une illusion ? Cette question va précipiter les événements et menacer l'équilibre qui maintient le manoir au bord de l'abîme, entre imaginaire et réalité.

Un périple envoûtant dans un univers mystérieux ou l'aventure se joue en 3D et intégralement en Français.

- TECHNICAL -

Game ID: MK81012-05

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60337&o=2

$end


$c64_cart,c64_flop=lemans,
$bio

Le Mans (c) 1982 HAL Laboratory

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53620&o=2

$end


$msx1_cass=lemans,lemansa,
$bio

Le Mans (c) 1984 Electric Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94789&o=2

$end


$msx1_cart=lemans2,
$bio

Le Mans 2 [Model 5305] (c) 1984 Electric Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77215&o=2

$end


$info=lemans24,
$bio

Le Mans 24 (c) 1997 Sega.

The world's top 6 car manufacturers battle it out over 24 gruelling hours.

- TECHNICAL -

Runs on the Sega "Model 3 Step 1.5" hardware.

Players : 1
Control : paddle
Buttons : 8

- TRIVIA -

Released in June 1997 in Japan.

Hisaki Nimiya, who did the voice of the announcer in "Manx TT - Super Bike", and who later did the voice of the announcers in "Sega Water Ski" and "Get Bass - Sega Bass Fishing", did the announcer's voice in this game.

Marvelous Entertainment released a limited-edition soundtrack album for this game (Le Mans 24 - MJCA-00005) on 19/11/1997.

- TIPS AND TRICKS -

* Drive King Car :
1. Insert coin(s) 
2. Press (and hold) the break pedal down. 
3. Push Start. 
4. Select a course 
5. At the car selection screen, highlight 'Nismo', the vehicle on the far left. 
6. Hold Zoom-in + Zoom-out while pushing down on the accelerator. 
7. Release the brake pedal.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3410&o=2

$end


$gbcolor=lemans24,
$bio

Le Mans 24 Hours [Model CGB-B24P-NOE] (c) 2000 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68206&o=2

$end


$cpc_cass=megapack,
$bio

Le Megapack (c) 1989 Loriciels [France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98010&o=2

$end


$cpc_cass=millionf,
$bio

Le Millionnaire (c) 1985 Ere Informatique [Paris, France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98011&o=2

$end


$gameboy=lostwrldf,
$bio

Le Mond Perdu - Jurassic Park [Model DMG-ALWF-FRA] (c) 1997 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66329&o=2

$end


$cpc_cass=monde,
$bio

Le Monde (c) 1985 Core [Evry, France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98012&o=2

$end


$cpc_cass=mondmerv,
$bio

Le Monde des Merveilles (c) 1990 Ocean Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98013&o=2

$end


$alice32=motexpl,
$bio

Le Moteur a Explosion (c) 1984 Infogrames Interactive, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87594&o=2

$end


$odyssey2,g7400=magique,
$bio

Le Mûr Magique (c) 1981 Radiola La Radiotechnique.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95628&o=2

$end


$cpc_cass=kikekan,
$bio

Le Mystère de Kikekankoi [Model 051] (c) 1985 Loriciels [France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98014&o=2

$end


$alice32=pphinx,
$bio

Le Phinx d'or (c) 1984 Ediciel

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87595&o=2

$end


$cdi=renflorf,
$bio

Le Renaissance à Florence (c) 1992 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52950&o=2

$end


$gbcolor=lionkingf,
$bio

Le Roi Lion - Les Adventures de Simba [Model CGB-BLKF-FRA] (c) 2000 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68207&o=2

$end


$cpc_cass=sectomb,
$bio

Le Secret du Tombeau (c) 1986 Loriciels.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96103&o=2

$end


$cpc_cass=survivnt,survivnta,
$bio

Le Survivant (c) 1985 PSS

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98016&o=2

$end


$cpc_cass=osiris,
$bio

Le Talisman d'Osiris (c) 1987 Chip [Paris, France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98017&o=2

$end


$cpc_cass=temphero,
$bio

Le Temps des Heros (c) 1991 Loriciels [France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98018&o=2

$end


$cpc_cass=toursiec,
$bio

Le Tournoi du Siecle (c) 1985 POWER Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98019&o=2

$end


$cpc_cass=tresamaz,
$bio

Le Tresor de l'Amazone (c) 1985 POWER Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98020&o=2

$end


$cdi=tresilej,
$bio

Le Tresor de l'Ile aux Jeux (c) 1993 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52951&o=2

$end


$odyssey2,g7400=englouti,
$bio

Le Tresor Englouti (c) 198? Radiola La Radiotechnique.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95763&o=2

$end


$a2600=spacetun1,spacetune1,
$bio

Le Tunnel de L'Estace (c) 1982 Puzzy.

French release.

- TECHNICAL -

Model PG202

- TRIVIA -

The title of this game is misspelled. It should be 'Le Tunnel de L'Espace'

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50988&o=2

$end


$info=leadang,
$bio

Lead Angle (c) 1988 Seibu Kaihatsu.

Armed only with your trusty Tommy gun, you must exterminate all the main gangster families in order to reach the main kingpin so you can save your girl. Beware, they are waiting for you and will not go down without putting up a fight in this challenging shoot'em up.

- TECHNICAL -

Main CPU : (2x) V20 (@ 8 Mhz)
Sound CPU : Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : (2x) Yamaha YM2203 (@ 3.579545 Mhz), (2x) Custom (@ 8 Khz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Licensed to Tecmo for manufacture and distribution in Japan.

Released in July 1988. Very rare, only a few boards were released in Japan.

This game is known outside Japan as "Dead Angle" and in Spain as "Gang Hunter".

- STAFF -

Producer : Hitoshi Hamada
Director : T.Wada
Hard Wear : ???
Programmers : T. Takano, Kengo Kondo, S. Mori, H. Tomita
Music : ???
Art : M. Matsuzawa, S. Nagasaki, T. Komazawa

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4922&o=2

$end


$pc8801_flop=leader,
$bio

Leader (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92233&o=2

$end


$cpc_cass=leadbord,
$bio

Leader Board (c) 1986 US Gold, Ltd. [Birmingham, UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98021&o=2

$end


$cpc_cass=leadbordk,
$bio

Leader Board (c) 1986 Kixx

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98022&o=2

$end


$info=ar_ldrb,ar_ldrba,ar_ldrbb,
$bio

Leader Board Golf (c) 1988 Arcadia Systems.

A golf game.

- TECHNICAL -

Arcadia System hardware

Main CPU : Motorola 68000 (@ 7.15909 Mhz)
Sound Chips : Custom (@ 3.579545 Mhz)

Screen orientation : Horizontal
Video resolution : 671 x 216 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096

Players : 2
Control : 8-way Joystick
Buttons : 2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3822&o=2

$end


$amigaocs_flop=leadbg,
$bio

Leader Board Golf Simulation (c) 1986 US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74435&o=2

$end


$amigaocs_flop=leadbgt1,
$bio

Leader Board Golf Simulation - Tournament Disk #1 (c) 1986 US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74436&o=2

$end


$c64_cart,c64_flop=leadbg,
$bio

Leaderboard Golf (c) 1986 Access

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53621&o=2

$end


$pc98=leadquiz,
$bio

Leaders Quiz (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89957&o=2

$end


$x68k_flop=leadingc,
$bio

Leading Company (c) 1992 Koei Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87848&o=2

$end


$pc98=leadingc,
$bio

Leading Company (c) 1992 Koei Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89958&o=2

$end


$snes=leadingc,
$bio

Leading Company [Model SHVC-LC] (c) 1993 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61667&o=2

$end


$snes=leadjoc2,
$bio

Leading Jockey 2 [Model SHVC-ALJJ-JPN] (c) 1995 Carrozzeria Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61669&o=2

$end


$psx=leadingj,
$bio

Leading Jockey Highbred [Model SLPS-00348] (c) 1996 Harvest One [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85391&o=2

$end


$snes=leadjock,
$bio

Leading Jockey [Model SHVC-L9] (c) 1994 Carrozzeria Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61668&o=2

$end


$neocd=lbowling,
$bio

League Bowling (c) 1994 SNK [Shin Nihon Kikaku].

- TECHNICAL -

[Model NGCD-019]

- TRIVIA -

League Bowling for Neo-Geo CD was released on September 9, 1994 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47591&o=2

$end


$info=lbowling,
$bio

League Bowling (c) 1990 SNK [Shin Nihon Kikaku].

A colourful and playable ten-pin bowling game for 1 to 4 players, offering a choice of three scoring methods : 'Regulation', 'Flash' and 'Strike 90'.

The game begins with players selecting either a right or left-handed bowler, before choosing what weight they want their bowling balls to be. Once the match starts properly, Power and Direction meters will appear and players must use both their judgement and timing to select and execute the desired bowl. Timing is key as players are only allowed twenty seconds to make each shot.

The 'Strike 90' mode awards players ninety points for a strike and sixty points for a spare. In the 'Flash' game mode, the points flash across the lane as the players throw the ball. Should they succeed in knocking down the standing pins, the points that are displayed at the time the pins are struck will be added to the players' scores.

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : NGM-019

[SNK MVS Neo-Geo Controls]
2 Players - 4 Buttons Per Player (only 1 usable).
[Joystick] 8-Way, [A] Set Controls/Set Power

- TRIVIA -

League Bowling was released on December 10, 1990.

Nadia from Secret of Blue Water make a cameo in this game. She appears on the background (e.g : when you choose your hand, left or right, at the begin).

- PORTS -

* Consoles :
SNK Neo-Geo (July 1, 1991; "League Bowling [Model NGH-019]")
SNK Neo-Geo CD (Sept. 9, 1994; "League Bowling [Model NGCD-019]")
Sony PlayStation Store (Dec.2010)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1364&o=2

$end


$bbca_cass,bbcb_cass=leaguech,
$bio

League Challenge (c) 1986 Atlantis

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52046&o=2

$end


$cpc_cass=leaguech,
$bio

League Challenge [Model AT 407X] (c) 1987 Atlantis Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98023&o=2

$end


$info=lc_11,
$bio

League Champ (c) 1996 Williams Electronics Games, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=10327&o=2

$end


$cpc_cass=leaguefb,
$bio

League Football (c) 1991 Cult

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98025&o=2

$end


$intv=llight,
$bio

League of Light (c) 1983 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60906&o=2

$end


$amigaocs_flop=leander,leanderu,
$bio

Leander (c) 1991 Psygnosis, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74437&o=2

$end


$pc98=leap,
$bio

Leap - Toki ni Sarawareta Shoujo (c) 1995 Ange [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89959&o=2

$end


$bbca_cass,bbcb_cass=leapfrog,
$bio

Leap Frog (c) 19?? IJK

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52047&o=2

$end


$info=ss4205,ss4692,ss3991,ss3992,ss3993,ss3994,ss4302,ss3995,
$bio

Leap Frog (c) 199? IGT [International Game Technologies].

2-Coin Multiplier slot.

- TECHNICAL -

[Model 170A]

- UPDATES -

SS4205
SS4692
SS3991
SS3992
SS3993
SS3994
SS4302
SS3995

- PORTS -

* Computers :
MS-Windows (2012, "IGT Slots - Diamond Galaxy")
Mac OS X (2012, "IGT Slots - Diamond Galaxy")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46162&o=2

$end


$info=ss4693,ss3996,ss3997,ss3998,ss3999,ss4000,ss4001,ss8755,
$bio

Leap Frog (c) 1993 IGT.

3-Coin Multiplier slot.

- TECHNICAL -

[Model 170B]

- UPDATES -

ALL #
(Stops): (72) AAA
Top Award (Hits/Cycle): 500/1000/10K (1)
2nd Award (Hits/Cycle): 200/400/1000 (26)

# SS3996
Max %: 97.405
Hit Freq.: 25.271
Win Freq.: 3.96

# SS3997
Max %: 95.083
Hit Freq.: 25.036
Win Freq.: 3.99

# SS3998
Max %: 92.428
Hit Freq.: 24.578
Win Freq.: 4.07

# SS3999
Max %: 90.094
Hit Freq.: 24.359
Win Freq.: 4.11

# SS4000
Max %: 87.581
Hit Freq.: 23.999
Win Freq.: 4.17

# SS4001
Max %: 85.192
Hit Freq.: 23.620
Win Freq.: 4.23

# SS4693
Max %: 98.008
Hit Freq.: 25.271
Win Freq.: 3.96

# SS8755
Max %: 82.063
Hit Freq.: 23.171
Win Freq.: 4.32

- PORTS -

* Computers :
MS-Windows (2009, "IGT Slots - Texas Tea")
Mac OS X (2009, "IGT Slots - Texas Tea")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=10466&o=2

$end


$mc10=leapfrog,
$bio

Leapfrog (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87655&o=2

$end


$intv=lfun1,
$bio

Learning Fun I - Math Master Factor Fun (c) 1987 INTV.

You are a gorilla strolling along the banks of a river. Your path is suddenly blocked by an animal! Under the animal is a math problem. You must solve the problem correctly in order to continue your walk. 

Using the hand controller buttons, type in the answer IN REVERSE ORDER, the same way you would if solving the problem with paper and pencil. For example, if the problem were 8 + 4, you would press 

2 then 1 then ENTER to correctly answer 12. You will find that typing the numbers in reverse order will make it easier for you to solve difficult problems. 

If you make a mistake while typing in an answer, you can correct it by pressing CLEAR. Your answer so far will be erased and you can start over. You cannot press CLEAR after you have pressed ENTER. 

Get the answer right and you can go around the animal. Get it wrong and you will hear a buzz. Your path remains blocked. The correct answer will appear in BLUE. To see your (incorrect) answer, press and hold the DISC; your answer will be shown in WHITE. Press ENTER to jump into the river. You will continue on your way in the water. 

Whether on land or in the river, you will again be blocked by an animal with a new problem to solve. 

Player 1 answers problems on the LEFT side of the screen (for the BLACK gorilla) using the LEFT hand controller. Player 2 answers problems on the RIGHT side of the screen (for the YELLOW gorilla) using the RIGHT hand controller. Players can enter answers at the same time. 

If you entered 0 for Player 2's number of problems, the yellow gorilla will stay in one place throughout the game, cheering when you get answers correct.

- TECHNICAL -

Model 9002

- SCORING -

Your score appears above your gorilla. There are 2 numbers. The first number shows how many problems you have answered correctly. The second number shows how many problems you have answered so far. For example, if you have answered 5 problems and gotten 4 of them right, your score would be 4 / 5.

- STAFF -

Design/Program: David Warhol
Graphics: Connie Goldman
Sound: David Warhol

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60907&o=2

$end


$intv=lfun2,
$bio

Learning Fun II - Word Wizard Memory Fun (c) 1987 INTV

------------
WORD ROCKETS
------------
The WORD ROCKETS title screen appears. Press the DISC to begin.

OBJECT OF THE GAME
One or two players try to complete flying words! Load vowels on your wagon and launch them at the incomplete words in the sky. In a one-player game, player tries to beat his or her best time at completing 25 words. In a two-player game, first player to complete 25 words wins.

GAME PLAY 
As an incomplete word sails across the sky, press the left or right of the DISC to move your wagon over one of the vowels that will complete the word. The left hand controller moves the red wagon and the right hand controller moves the yellow wagon.

Once you are over a letter that will complete the word, press any SIDE ACTION KEY to load the letter on the wagon. Using the DISC again, position the wagon for launching. Take the speed and height of the word into account when lining up the wagon. Press the SIDE ACTION KEY again to launch!

Launch a correct vowel, hit the word, and score a point! The screen flashes and the word changes to either red or yellow, matching the color of the wagon that launched it. (Note: In a two player game, if both players hit the word with a correct vowel at the same time, the word will turn yellow, but both players will score a point.)

If the vowel will not correctly complete the word, it will bounce off. 

Note: As soon as you launch a vowel, another one will appear in its place. You can't load another vowel until the last one you launched is off the screen. If no vowel on screen will complete the current word, launch one and hope one you need appears.

---------
WORD HUNT
---------
The WORD HUNT title screen appears. Press the DISC. You are asked for the number of players. On the left hand controller, press 1 to play by yourself, 2 to play against a friend. Press ENTER to start the game.

OBJECT OF GAME 
Control a monkey to pick up letters to spell 3 words of up to 8 letters each. Think fast! The player with the highest score at the end of five 3-minute turns wins!

GAME PLAY 
15 letters are scattered on screen. The clock at top center starts to count down from 3 minutes. The left hand controller controls the blue monkey. In a two player game, the right hand controller controls the white monkey.

Use the DISC to move your monkey. Stop the monkey covering a letter you want to pick up and press any SIDE ACTION KEY. Your monkey picks up the letter with its tail. Move the monkey and letter out of the jungle to your half of the scoring area at the bottom of the screen. Drop the letter by again pressing any SIDE ACTION KEY, then run back into the jungle for another letter.

Pick up letters, in order, to spell any word of eight letters or less. As you drop the letters, they automatically line up. When you finish the word, press ENTER. (If the word is 8 letters long, you don't need to press ENTER.)

You can make corrections by pressing CLEAR to erase the last letter. You can press CLEAR as many times as needed.

If you accidentally pick up a letter you don't need, quickly dump it in the trash can located at the bottom center of the jungle. Move your monkey to cover the trash can, then press any SIDE ACTION KEY. 

In a two player game, you can cause trouble by watching what your opponent is trying to spell -- then grabbing the letters first and throwing them away! Careful -- two can play at that game!

When time runs out (3 minutes) or both players complete 3 words, it's time to check the words. An arrow points to the first word on the left. If the white player (on the right) wishes to challenge the word, check in the dictionary. If the word is not correctly spelled, the blue player must press his own CLEAR button (notice that the OK! on screen shows yes and no in the colors of the players who must answer). The word is erased from the screen and does not count toward the blue player's score. If the word is not challenged, or if is checked and found to be correct, blue player presses ENTER and 1 point is added to the blue player's score for each letter in the word. When playing by yourself, check your own words, pressing ENTER (correct) or CLEAR (wrong).

In a two-player game, after blue player's words are verified, repeat for the white player's words. After all words have been verified, there is a pause and another 3-minute turn starts. There are 5 turns in a game. To play another game, press RESET.

----------
CROSSWORDS
----------
The CROSSWORDS title screen appears. Press the DISC.

GAME PLAY 
Two players take turns spelling words on the grid. Each word must connect to another. Highest score after 20 moves wins.

At the beginning of the game, 7 letters are selected at random for each player. The letters for the left player (Tan) appear in a column at the left of the screen; the letters for the right player (Green) appear in a column at the right.

Tan looks for a word that can be spelled from the letters in his or her column. Not all letters have to be used, but each letter can only be used once. For example, if the letters in the column are R X E A K W B, the word "BEAR" could be spelled.

To place a word on the grid takes three steps: 

1. Press the hand controller DISC to select where the word will start on the grid. As you press the DISC, squares on the grid will light up. When the square you want the first letter to go is lighted, release the DISC.

2. Press 1 if you want the word to be spelled from the lighted square to the right. Press 2 if you want it spelled from the lighted square down. At the top of the grid is a reminder: 1 for right, 2 for down. You can also press 3 to pass when you cannot spell a word from the letters you have. The reminder is shown in the color of the player whose turn it is.

3. Press the numbers on the hand controller that are next to the letters that spell the word, then press ENTER. For example, to spell BEAR from the letters above, you would press 7 then 3 then 4 then 1 then ENTER. (If you change your mind or press the wrong number, you can correct it if you haven't pressed ENTER yet: press CLEAR to take back the last letter placed on the grid. You can press CLEAR repeatedly to take back as many letters as you need; press it enough times and you can return to step 2.) At the top of the screen is a reminder that you can press 1 through 7 (1-7), CLEAR (c), or ENTER (e). Again, the reminder is shown in the color of the player whose turn it is.

Green may now ACCEPT or CHALLENGE Tan's word. To accept, Green presses ENTER and Tan receives 1 point per letter in the word. (For the example BEAR, Tan receives 4 points.)

If Green challenges, the word is looked up in a dictionary. If the word is spelled correctly, Green presses ENTER and Tan receives the points. If the word is spelled incorrectly, Tan must press CLEAR repeatedly, removing the word from the board, and then ENTER to pass the turn to Green. Green presses ENTER, then it's his or her turn to place a word on the grid following the three steps above. (Note the color of the reminder line at top to see who has the option of pressing ENTER.)

The second word on the grid and each word thereafter must connect to a word already on the grid. For example, if Green had the letters O C H Q Y B G, he or she could spell the word HOBBY using the B already on the grid (worth 5 points).

If a word does not connect to a previous word when ENTER is pressed, the buzzer sounds and the word is automatically cleared. Try again.

If you add a word to the grid that extends a word already on the grid, you get points both for the word you add AND the extended word. For example, Tan adds SUN to the grid such that it turns BEAR into BEARS. Tan gets 3 points for SUN and 5 points for BEARS. Look for ways to extend the beginning and end of words: NOT can become NOTE and HOE can become SHOE.

When you place letters, EVERY new word formed must be a real word, otherwise NONE of them will be allowed.

NEW LETTERS 
At the end of your turn, new letters fill in the blanks left by letters used. If you cannot spell a word from the letters in your column, you can get 7 new letters by pressing 3. The penalty for doing this is losing your turn.

----------
MEMORY FUN
----------
The MEMORY FUN title screen appears. Press the DISC. You are asked for  the level number you want to play at. Using the left hand controller, answer from  1 (easiest) to 44 (hardest), then press ENTER. You are then asked for the number of players. Press 1 to play by yourself or 2 to play against a friend, then press ENTER. If you answered 2 players, you will then be asked if you want to take turns (press 1, then ENTER) or play at the same time (press 2, then ENTER).

OBJECT OF THE GAME 
Uncover letters hidden by squares on the grid, looking for pairs that match. Players compete for the highest number of matches.

GAME PLAY 
Using the DISC, point your arrow to a square on the grid (the left hand controller moves the red arrow; in a two-player game, the right hand controller moves the blue arrow). Press any SIDE ACTION KEY. The letter underneath the square is revealed. Select another square and again press any SIDE ACTION KEY. If the letters match, you score a point. If they don't, they are covered again and you keep searching.

Some squares have no letters underneath. These squares match with nothing, not even another empty square.

TWO PLAYERS 
Two players either take turns or play at the same time. When taking turns, only one arrow (red or blue) appears on screen at a time.

If both play at the same time, the game becomes one not only of memory, but also speed, strategy, and dexterity! Keep track not only of the letters you reveal, but also those of your opponent. Your opponent may uncover a letter that's the same as one you've uncovered -- but since letters appear in the players' colors and only letters of the same color can match, you'll have to wait until the letters are covered again. Then it's a race to see who can get to them first! Think ahead -- you can block your opponent's match by uncovering a letter he or she was going to uncover!

END OF GAME 
The game ends when all letters have been matched. How well both players did is displayed in their colors:
Score: Number of matches made.
Turns: Number of pairs revealed.
Percentage right: Percentage of pairs revealed that were matches.
Time: Total time of the game.
Average time per score: Time of game divided by number of matches player made.  

Player with higher score wins. If playing by yourself, work on increasing your percentage right while decreasing your average time per score.

- TECHNICAL -

Model 9006

- TRIVIA -

While enhancing the game CROSSWORDS, Dave accidentally left off a prefix that indicated a number was supposed to be base 10 instead of base 16. As a result, the computer only selects words beginning with letters A through T instead of A through Z.

- SCORING -

WORD ROCKETS
The score for the red wagon appears in the upper left corner, the score for the yellow wagon appears in the upper right. A clock is at top center to time yourself when playing alone -- how fast can you complete 25 words?

- STAFF -

Design/Program: David Warhol
Graphics: Connie Goldman
Sound: David Warhol

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60908&o=2

$end


$coleco=leeper,
$bio

Learning with Leeper (c) 1983 Sierra On-Line, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53303&o=2

$end


$c64_cart,c64_flop=leeper,
$bio

Learning with Leeper (c) 1983 Sierra On-Line, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53622&o=2

$end


$a800=leeper,
$bio

Learning with Leeper (c) 1983 Sierra On-Line, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86597&o=2

$end


$msx2_flop=leathrsk,
$bio

Leather Skirts (c) 1987 Methodic Solutions

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101776&o=2

$end


$amigaocs_flop=teramis,
$bio

Leavin' Teramis (c) 1990 Thalion

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74438&o=2

$end


$info=lectrono,
$bio

Lectronamo (c) 1978 Stern Electronics.

- TECHNICAL -

Model Number : 105

- TRIVIA -

Lectronamo was the first Stern game with electronic sound, generated by the SB-100 sound board.

2,423 units were produced.

- STAFF -

Design by : Mike Kubin

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5480&o=2

$end


$spc1000_cass=led,leda,
$bio

LED Display Designer (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83528&o=2

$end


$info=ledstorm,
$bio

LED Storm (c) 1988 Capcom Company, Limited.

A modern version of "Burnin' Rubber" / "Bump 'n' Jump" featuring 9 stages...
Stage 1 : Capital
Stage 2 : Net Wood Forest
Stage 3 : Coral Sea
Stage 4 : Big Cave Tunnel
Stage 5 : Ruins Desert
Stage 6 : Million Valley
Stage 7 : Thunder Road
Stage 8 : Marin Snow Pipe Way
Stage 9 : Sky City

- TECHNICAL -

Main CPU : Motorola 68000 (@ 10 Mhz)
Sound CPU : Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : (2x) Yamaha YM2203 (@ 3.579545 Mhz), OKI6295 (@ 7.759 Khz)

Players : 2
Control : 8-way joystick
Buttons : 1

- TRIVIA -

LED Storm was released in February 1989. It is also known as "Mad Gear".

LED stand for 'Lazer Enhanced Destruction'.

- STAFF -

Plan : Piston Takashi, Tomoshi Sadamoto
Game designer : Tomoshi Sadamoto
Programmers : N. Kaneko, Akikoro, Ken.Ken, Maekawa
Character designer : K. Ashenden
Art : Puttun. midori, Inu, Innocent Saicho
Sound : Ogeretsukun
Hard : Masayan

- PORTS -

* Computers : 
Commodore Amiga [US] [EU] (1988) 
Amstrad CPC [EU] (1988) 
Sinclair ZX Spectrum [EU] (1989) 
Commodore C64 [US] [EU] (1989) 
Atari ST [EU] (1989) 
Amstrad CPC [EU] (1991) "Capcom Collection" 
Atari ST [EU] (1991) "Capcom Collection" 
Commodore C64 [EU] (1991) "Capcom Collection" 
Commodore Amiga [EU] (1991) "Capcom Collection" 
Sinclair ZX Spectrum [EU] (1991) "Capcom Collection"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1365&o=2

$end


$amigaocs_flop=ledstorm,
$bio

LED Storm (c) 1988 GO!

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74416&o=2

$end


$cpc_cass=ledstorm,
$bio

LED Storm (c) 1988 GO! Media Holdings, Ltd. [US Gold Division]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=97186&o=2

$end


$info=leds2011,leds2011u,
$bio

LED Storm - Rally 2011 (c) 1988 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=39686&o=2

$end


$bbca_cass,bbcb_cass=ledgeman,
$bio

Ledge Man (c) 1984 Software Projects

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52048&o=2

$end


$cpc_cass=lenfamaz,
$bio

Lee Enfield in An Amazon Adventure (c) 1987 Infogrames Interactive, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98026&o=2

$end


$cpc_cass=lenftd,
$bio

Lee Enfield in The Tournament of Death (c) 1987 Infogrames Interactive, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98030&o=2

$end


$cpc_cass=lenfspac,
$bio

Lee Enfield is Space Ace (c) 1988 Infogrames Interactive, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98028&o=2

$end


$info=fitegolf,fitegolf2,
$bio

Lee Trevino's Fighting Golf (c) 1988 SNK.

A golf game.

- TECHNICAL -

Game ID : 'GU'

Main CPU : (2x) Zilog Z80 (@ 4 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : (2x) YM3526 (@ 4 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in May 1988.

This game is also known as "Country Club".

Lee Buck Trevino (born on December 1, 1939 in Dallas, Texas) is one of the legends of the golf world. Trevino won 6 majors in his career, winning the US Open twice (1968 and 1971), The Open Championship twice (1971 and 1972) and the PGA Championship twice (1974 and 1984). He also has 29 PGA Tour wins and 29 Champions tour wins and was inducted into the World Golf Hall of Fame in 1981.  He is an icon for Mexican Americans, and is often referred to as 'The Merry Mex' and 'Supermex'.

- PORTS -

* Consoles :
Nintendo Famicom (1988, "Fighting Golf [Model SFX-FI]")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1366&o=2

$end


$nes=leetrevn,leetrevnu,
$bio

Lee Trevino's Fighting Golf (c) 1988 SNK [Shin Nihon Kikaku] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55287&o=2

$end


$pc8801_flop=leftymou,
$bio

Lefty Mouse (c) 1986 Starcraft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92234&o=2

$end


$fm7_disk=leftymou,
$bio

Lefty Mouse (c) 1986 Starcraft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93629&o=2

$end


$nes=legwizrd,
$bio

Legacy of the Wizard (c) 1989 Broderbund Software, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55288&o=2

$end


$psx=legaiade,
$bio

Legaia Densetsu [Model PAPX-90055] (c) 199? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85392&o=2

$end


$info=legend,
$bio

Legend (c) 1986 Sega.

Side-scrolling beat 'em up. 

The player controls a young commander which uses a green armour and helmet and must defending the kingdom lands from invading enemies, following the orders and instructions given by the old king, for it you'll have to use money to making defect the enemy and recruit under your commands to form a legion of soldiers and make uses of different arms collected on the way, like bombs and arrows to defeat other enemies while you jump and dodges his attacks, always avoiding contact with any enemy for not to die and continue his legendary journey.

- TECHNICAL -

Main CPU : (2x) Zilog Z80
Sound Chips : (2x) General Instrument AY8910

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in February 1986.

Developed by Kyugo.

Legend was supposed to be published by Sega. But Kyugo wanted to sell the board themselves, so only a few boards were released.

- STAFF -

Staff : S. Miki, S. Kamei, Y. Tanaka, K. Nakayama, Miki Harada (M. Harada), M. Abe, Tanaka Inoue (T. Inoue), K. Maruyama

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1367&o=2

$end


$x1_flop=legend,
$bio

Legend (c) 1987 Quasar Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86045&o=2

$end


$pc8801_flop=legend,
$bio

Legend (c) 1987 Quasar Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92235&o=2

$end


$msx1_cass=legend,
$bio

Legend (c) 1988 Iber Software [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94790&o=2

$end


$amigaocs_flop=legend,
$bio

Legend (c) 1992 Mindscape, Incorporated. [Northbrook, IL, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74439&o=2

$end


$gameboy=legend,
$bio

Legend - Asu e no Tsubasa [Model DMG-LGJ] (c) 1991 Quest

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66330&o=2

$end


$amigaocs_flop=legdjel,legdjelg,
$bio

Legend of Djel (c) 1989 Tomahawk

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74440&o=2

$end


$gba=hourondo,
$bio

Legend of Dynamic Goushouden - Houkai no Rondo [Model AGB-AVDJ-JPN] (c) 2003 Banpresto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71457&o=2

$end


$amigaocs_flop=faerghala,faerghal,faerghalu,
$bio

Legend of Faerghail (c) 1990 Rainbow Arts

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74441&o=2

$end


$amigaocs_flop=faerghalg,
$bio

Legend of Faerghail (c) 1990 reLINE

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74442&o=2

$end


$info=loht,lohtj,lohtb,lohtb2,
$bio

Legend of Hero Tonma (c) 1989 Irem.

- TECHNICAL -

Irem M-72 system hardware

Main CPU : V30 (@ 8 Mhz)
Sound CPU : Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), DAC

Players : 2
Control : 8-way joystick
Buttons : 4

- TRIVIA -

Legend of Hero Tonma was released in April 1989.

Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Legend of Hero Tonma - PCCB-00004) on September 21, 1989.

- STAFF -

Music composed by : GEEO

- PORTS -

* Consoles :
Nintendo NES/Famicom [Unreleased Prototype] 
NEC PC-Engine [JP] (March 13, 1991) "Legend of Hero Tonma [Model IC03005]" 
NEC TurboGrafx-16 [US] (1993) [Model TGX040083] 

* Computers : 
PC [MS Windows, Online] [EU] (December 9, 2011) "IREM Arcade Hits" by DotEmu
Apple MacIntosh [Online] [US] (August 21, 2011) "Irem Arcade Hits" by DotEmu
PC [Desura] [US] (November 2, 2013) "IREM Arcade Hits" by Plug In Digital

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1368&o=2

$end


$info=tvtonma,
$bio

Legend of Hero Tonma (c) 1991 TOURVision.

Unlicensed Spanish game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101167&o=2

$end


$pce=loht,
$bio

Legend of Hero Tonma (c) 1991 Irem Corp.

Legend of Hero Tonma is the conversion of Irem's cute arcade game. The player takes control of a little caped boy called Tommy. The kingdom's princess has been kidnaped by an evil Goblin monster and he keeps her prisoner in his deepest dungeon. Tommy starts his adventures in a devastated village haunted by bouncing mummies and skeleton warriors. He will travel through many areas and affront the evil goblin in his terrifying castle. Tommy is not a usual kid. His cape allows him to hoover on short distances and his magic gloves can fire small, yet powerful, fireballs. Chests scattered around the game hide coins but also power-ups. Some will upgrade Tommy's fireballs, others will give him new powers like rotating shields or homing-fireballs. Tommy can also use another trick and jump on his enemies's heads and freeze them for a short amount of time. The visited world is vast and spreads over seven long stages.

- TECHNICAL -

HuCARD ID: IC03005
HuCARD Size: 4Mbits

- TRIVIA -

Legend of Hero Tonma for PC-Engine was released on March 13, 1991 for 7000 yen.

The original arcade game was released by Irem in 1989.

Known export release:
"Legend of Hero Tonma [Model TGX040083]"

- PORTS -

* Consoles :
Nintendo Wii [Virtual Console] [JP] (September 4, 2007) [Model PBMJ] 
Nintendo Wii U [Virtual Console] [JP] (March 18, 2015) [Model PPCJ]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47451&o=2

$end


$tg16=loht,
$bio

Legend of Hero Tonma (c) 1991 Turbo Technologies, Inc.

For more information about the game itself, please see the original Japanese version's entry; "Legend of Hero Tonma [Model IC03005]".

- TECHNICAL -

Game ID: TGX040083

- PORTS -

* Consoles :
Nintendo Wii [Virtual Console] [US] (September 24, 2007) [Model PBME] 
Nintendo Wii [Virtual Console] [EU] (September 28, 2007) [Model PBMP] 
Nintendo Wii [Virtual Console] [AU] (September 28, 2007) [Model PBMP]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84328&o=2

$end


$info=legendoh,
$bio

Legend of Heroes (c) 2000 Limenko.

Throughout the history of numerous disturbances, China has successfully tied over the difficulties with the help of heroes with bravery and wisdom.

Go back to the history of war and adversity; take an active part of four heroes defending their country against barbarians slaughtering innocent people, and save your motherland groaning in pain.

It features four-player play, variety of fight skills and weapons, and six spectacle stages with seven enemy bosses, unconventional adventurous stage map, threatening hidden booby traps.

- TECHNICAL -

Main CPU : E1-32XT (@ 80 Mhz)

Palette colors : 4096

Players : 4
Control : 8-way joystick
Buttons : 4

- TRIVIA -

Released in June 2000 in Japan and Korea.

- STAFF -

Direct: Lee Jin Yong (Gull Pong), Park Chan Kyu (Strider)
Program: Lee Jin Yong (Gull Pong), Seo Kwan Hee (Kwanny)
Graphic: Park Chan Kyu (Strider), Choi Sung Jun, Park Cheol Min

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4366&o=2

$end


$sms=legndill,
$bio

Legend of Illusion Starring Mickey Mouse (c) 1994 Tec Toy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56085&o=2

$end


$gamegear=legndill,legndillp6,legndillp4,legndillp5,legndillp3,legndillp2,legndillp1,
$bio

Legend of Illusion Starring Mickey Mouse [Model 2533] (c) 1994 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64673&o=2

$end


$saturn,sat_cart=lok1gp,
$bio

Legend of K-1 Grand Prix 96 (c) 1997 Pony Canyon, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59349&o=2

$end


$pc98=killcool,
$bio

Legend of Killcool (c) 1991 Soft Plan [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89960&o=2

$end


$info=lomakai,
$bio

Legend of Makai (c) 10/1988 Jaleco.

- TECHNICAL -

Jaleco Mega System 1-Z hardware

Main CPU : Motorola 68000 (@ 6 Mhz)
Sound CPU : Zilog Z80 (@ 3 Mhz)
Sound Chips : YM2203 (@ 1.5 Mhz)

Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 768

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

This game is known in Japan as "Makai Densetsu".

- TIPS AND TRICKS -

The correct spell at the end of the game is 'GIXGARD'.

- STAFF -

Sound composers : Shizuyoshi Okamura, K (Tecchan)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1370&o=2

$end


$pc98=sunnyna,
$bio

Legend of Pong Long Fighter Sunny'na (c) 1993 Software House Parsley [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89961&o=2

$end


$pc98=shalice,
$bio

Legend of Shalice (c) 1993 Maxima.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95243&o=2

$end


$nes=ghostlio,
$bio

Legend of the Ghost Lion (c) 1992 Kemco

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55289&o=2

$end


$amigaocs_flop=leglost,
$bio

Legend of the Lost (c) 1990 Impressions

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74443&o=2

$end


$gbcolor=rivking2u,
$bio

Legend of the River King 2 [Model DMG-BRKE-USA] (c) 2001 Crave Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68209&o=2

$end


$gbcolor=rivking2,
$bio

Legend of the River King 2 [Model DMG-BRKP-EUR] (c) 2001 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68208&o=2

$end


$gameboy=rivkingu,
$bio

Legend of the River King GB [Model DMG-AFHE-USA] (c) 1999 Natsume, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66332&o=2

$end


$gameboy=rivking,
$bio

Legend of the River King GB [Model DMG-AFHU-AUS] (c) 1999 Natsume, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66331&o=2

$end


$gbcolor=rivkingu,
$bio

Legend of the River King GB [Model DMG-ARKE-USA] (c) 1999 Natsume, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68211&o=2

$end


$gbcolor=rivking,rivkingg,
$bio

Legend of the River King GB [Model DMG-ARKP-EUR] (c) 1999 Victor Interactive Software, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68210&o=2

$end


$amigaocs_flop=legsword,
$bio

Legend of the Sword (c) 1988 Rainbird

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74444&o=2

$end


$cpc_cass=legend,
$bio

Legend [Model 4STU 804] (c) 1990 Delta Soft. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98033&o=2

$end


$snes=legendu,legendup,
$bio

Legend [Model SNS-6L-USA] (c) 1994 Seika

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63182&o=2

$end


$snes=legend,
$bio

Legend (c) 1994 Seika

- TECHNICAL -

Game ID: SNSP-6L-EUR

- TRIVIA -

Reviews:
[FR] September 1994, Consoles + N.35: 90%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63181&o=2

$end


$info=lwings,lwings2,lwingsb,
$bio

Legendary Wings (c) 1986 Capcom USA.

North American release. Game developed in Japan. For more information about the game itself, please see the original Japanese version entry; "Ares no Tsubasa - The Legendary Soldiers".

- TRIVIA -

Legendary Wings was released in November 1986 in North America.

Note: The original Japanese version featured two distinct player characters who are named in the game's attract sequence: Michel Heart (player 1), a woman in a pink bikini, and Kevin Walker, a man in blue trunks.

- UPDATES -

US Set 1: 
Both players control nameless male characters, one in red trunks, the other in blue trunks.

US Set 2: 
The Japanese version's characters are retained, however Player 1's character, Michelle Heart, wears a green bikini instead of a pink one.

- PORTS -

Here is a list of non-Japanese ports. To see Japanese ports, please see the original Japanese version entry; "Ares no Tsubasa - The Legendary Soldiers".

* Consoles : 
Nintendo NES [US] (July 1988) "Legendary Wings [Model NES-LE-USA]"
Microsoft XBOX [US] (September 27, 2005) "Capcom Classics Collection" 
Sony PlayStation 2 [US] (September 27, 2005) "Capcom Classics Collection [Model SLUS-21316]" 
Microsoft XBOX [EU] (November 18, 2005) "Capcom Classics Collection" 
Sony PlayStation 2 [EU] (November 18, 2005) "Capcom Classics Collection [Model SLES-53661]" 
Sony PlayStation 3 [PSN] [EU] (February 20, 2013) "Capcom Arcade Cabinet" 
Microsoft XBOX 360 [XBLA] [EU] (February 20, 2013) "Capcom Arcade Cabinet" 
Microsoft XBOX 360 [XBLA] [AU] (February 21, 2013) "Capcom Arcade Cabinet" 
Sony PlayStation 3 [PSN] [US] (March 19, 2013) "Capcom Arcade Cabinet: Game Pack 3 [DLC]" 
Microsoft XBOX 360 [XBLA] [US] (March 20, 2013) "Capcom Arcade Cabinet: Game Pack 3 [DLC]" 
Sony PlayStation 3 [PSN] [US] (May 21, 2013) "Capcom Arcade Cabinet: All-In-One Pack [DLC]" 
Microsoft XBOX 360 [XBLA] [US] (May 22, 2013) "Capcom Arcade Cabinet: All-In-One Pack [DLC]"

* Handhelds : 
Sony PSP [US] (March 22, 2006) "Capcom Classics Collection Remixed [Model ULUS-10097]" 
Sony PSP [EU] (July 21, 2006) "Capcom Classics Collection Remixed [Model ULES-00347]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1373&o=2

$end


$nes=lwings,
$bio

Legendary Wings (c) 1988 Capcom USA, Inc.

- TECHNICAL -

Game ID: NES-LE-USA

- TRIVIA -

Released in July 1988 in North America.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55290&o=2

$end


$msx1_cart=legendk,legendka,
$bio

Legendly Knight - Daemaseong (c) 1988 Topia [Korea]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77216&o=2

$end


$msx1_cass=legends,
$bio

Legends (c) 198? Mind Games Espana, S.A.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94791&o=2

$end


$nes=ldiamond,
$bio

Legends of the Diamond - The Baseball Championship Game (c) 1992 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55291&o=2

$end


$amigaocs_flop=legvalor,legvalora,
$bio

Legends of Valour (c) 1993 US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74445&o=2

$end


$amigaocs_flop=legvalorf,legvalorg,
$bio

Legends of Valour (c) 1993 US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74446&o=2

$end


$gba=legndwr2,
$bio

Legends of Wrestling II [Model AGB-A2LE-USA] (c) 2002 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71458&o=2

$end


$gba=legendzyk,
$bio

Legendz - Buhwarhaneun Siryeonyi Seom (c) 2004 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71459&o=2

$end


$gba=legendzs,
$bio

Legendz - Sign of Nekuromu [Model AGB-BLVJ-JPN] (c) 2005 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71460&o=2

$end


$gba=legendzy,
$bio

Legendz - Yomigaeru Shiren no Shima [Model AGB-BLJJ-JPN] (c) 2004 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71461&o=2

$end


$bbca_cass,bbcb_cass=legion,
$bio

Legion (c) 1983 Software Projects

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52049&o=2

$end


$info=legendb,
$bio

Legion (c) 1986 Unknown.

bootleg of "Legend".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=35663&o=2

$end


$info=legion,
$bio

Legion - Spinner-87 (c) 1987 Nichibutsu USA.

North American release. Game developed in Japan. See the original Japanese release for more information about the game itself; "Choutoki Meikyuu Legion".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72264&o=2

$end


$pcecd=legion,
$bio

Legion (c) 1990 Telenet Japan.

Legion is a horizontal shooter by Telenet and Renovation. The player takes control of a small spaceship and fights his way through a horde of enemy ships and facilities. The space-fighter starts off with a simple vulcan gun and there is a total of three powerup weapons available : vulcan-gun (red), laser (green) and homing-missiles (blue). There is also a small range of special icons, which appear every once in a while, and can either power-up the current weapon, add ground missiles or activate a shield around the ship. Finally, a smart bomb can be launched with the second action button and greatly damage everything on screen. Legion has an interesting level structure and different routes are provided at strategic points throughout the game. It is also the only shooter to play a narrative voice at the beginning of every stage, giving the game an unusual and authentic film noir touch.

- TECHNICAL -

Game ID: TJCD0010

- TRIVIA -

Legion was released on September 21, 1990 in Japan for 6780 Yen.

- STAFF -

Produce: Takashi Fukushima (Bu-Cho)
Game Design: Takashi Yasugahira (Gaira)
Character Design: Takaki Iwata, Takashi Yagi
Stage Design: Atushi Suzuki, Jun Nagao
Package Illust: Naoyuki Katou
Title Logo: Takashi Yagi
Program: Hiroshi Yoshida (Nuto-Nuto)
Music: Shinobu Ogawa, Takaharu Umezu, Hiroto Ootubo, Mitiko Naruke, Business Support Co. Ltd.
Co-opration: Tomoko Miura, Ken Takeda, Shigeru Kimura, Tetuji Matuzawa
Special Thanks: Baitoman Outa, Takumi Stone River, Kenichi Nishi, Jirou Fukushima, Kazuyuki Fukushima, Yuuji Fukushima

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58260&o=2

$end


$info=legionna,legionnau,legionnaj,
$bio

Legionnaire (c) 1992 TAD Corp.

3 vigilantes team up to save their leader's girlfriend from a ruthless crime syndicate that's been overrunning their city in this side-scrolling beat-em-up.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 10 Mhz)
Sound CPU : Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : YM3812 (@ 3.579545 Mhz), OKI6295 (@ 8 Khz)

Players: Up to 2
Control per player: 8-Way Joystick
Buttons per player: 2
=> Attack, Jump

- TRIVIA -

Legionnaire was presented at the ATE Show in March of 1992 in London, England.

Licensed to Fabtek for American distribution.

This game is known in Japan as "Saishu Kakutou Kizoku Legionnaire", which translates from Japanese as "Final Grappling Noble Legionnaire".

- UPDATES -

The US version is slightly different, it has the "Recycle It, Don't Trash It!" screen.

- STAFF -

Game Designer: J. Fujisaku, Y. Imamura
Programmer: T. Nishizawa, T. Hashimura
Graphic Designer: T. Shiraishi, J. Mastubara, J. Fujisaku, Y. Imamura
Sound Composer: Y. Aoki
Director: T. Nishizawa

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1375&o=2

$end


$cpc_cass=legdeath,
$bio

Legions of Death (c) 1987 Mind Games Espana, S.A.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98034&o=2

$end


$gbcolor=legoatmu,
$bio

LEGO Alpha Team [Model CGB-BLPE-USA] (c) 2000 LEGO Media [LEGO Group]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68192&o=2

$end


$gbcolor=legoatm,
$bio

LEGO Alpha Team [Model CGB-BLPP-EUR] (c) 2000 LEGO Media [LEGO Group]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68190&o=2

$end


$gba=legobionu,
$bio

LEGO Bionicle [Model AGB-ALBE-USA] (c) 2001 EA Games [Electronic Arts, Incorporated.]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71435&o=2

$end


$gba=legobion,
$bio

LEGO Bionicle [Model AGB-ALBP] (c) 2001 EA Games [Electronic Arts, Incorporated.]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71434&o=2

$end


$pico=legofun,
$bio

Lego Fun to Build [Model HPC-6032] (c) 1995 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75712&o=2

$end


$gba=legoisl2u,
$bio

LEGO Island 2 - The Brickster's Revenge [Model AGB-AL2E-USA] (c) 2001 EA Games [Electronic Arts, Incorporated.]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71439&o=2

$end


$gba=legoisl2,
$bio

LEGO Island 2 - The Brickster's Revenge [Model AGB-AL2P] (c) 2001 EA Games [Electronic Arts, Incorporated.]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71438&o=2

$end


$gbcolor=legoisl2u,
$bio

LEGO Island 2 - The Brickster's Revenge [Model CGB-BL2E-USA] (c) 2001 LEGO Media [LEGO Group]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68194&o=2

$end


$gbcolor=legoisl2,
$bio

LEGO Island 2 - The Brickster's Revenge [Model CGB-BL2P-EUR] (c) 2001 LEGO Media [LEGO Group]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68193&o=2

$end


$n64=legoracr,legoracru,
$bio

LEGO Racers (c) 1999 LEGO Media

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57791&o=2

$end


$gba=legorcr2u,
$bio

LEGO Racers 2 [Model AGB-ALRE-USA] (c) 2001 EA Games [Electronic Arts, Incorporated.]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71441&o=2

$end


$gba=legorcr2,legorcr2p,
$bio

LEGO Racers 2 [Model AGB-ALRP] (c) 2001 EA Games [Electronic Arts, Incorporated.]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71440&o=2

$end


$gbcolor=legoracru,
$bio

LEGO Racers [Model CGB-BLRE-USA] (c) 2000 LEGO Media [LEGO Group]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68196&o=2

$end


$gbcolor=legoracr,
$bio

LEGO Racers [Model CGB-BLRP-EUU] (c) 2000 LEGO Media [LEGO Group]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68195&o=2

$end


$gba=legosocr,
$bio

LEGO Soccer Mania [Model AGB-ALSE-USA] (c) 2002 EA Games [Electronic Arts, Incorporated.]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71436&o=2

$end


$gba=legoswr,
$bio

LEGO Star Wars - The Video Game [Model AGB-BLWE-USA] (c) 2005 Eidos Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71442&o=2

$end


$gba=legoswrj,
$bio

LEGO Star Wars - The Video Game [Model AGB-BLWJ-JPN] (c) 2005 Eidos Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71444&o=2

$end


$gba=legoswr2,
$bio

LEGO Star Wars II - The Original Trilogy [Model AGB-BL7P-EUR] (c) 2006 LucasArts Ent. Co.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71445&o=2

$end


$gba=legoswr2u,
$bio

LEGO Star Wars II - The Original Trilogy [Model AGB-BM7E-USA] (c) 2006 LucasArts Ent. Co.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71446&o=2

$end


$gbcolor=legostntu,
$bio

LEGO Stunt Rally [Model CGB-BLYE-USA (c) 2000 LEGO Media [LEGO Group]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68198&o=2

$end


$gbcolor=legostnt,
$bio

LEGO Stunt Rally (c) 2000 LEGO Media.

Scandinavian release.

- TECHNICAL -

Model CGB-BLYP-SCN

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68197&o=2

$end


$nes=ldhbkqcs,
$bio

雷电皇-比卡丘传说 (c) 200? Nanjing.
(Lei Dian Huang - Bi Ka Qiu Chuan Shuo)

- TECHNICAL -

Game ID: NJ046

- TRIVIA -

Title translates from Chinese as "Lightning Emperor: The Legend of Pikachu".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76832&o=2

$end


$gbcolor=leinujs,leinujsh,
$bio

Lei Nu Ji Shen (c) 2000 Gowin [Taiwan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68212&o=2

$end


$info=bgareggabla,
$bio

Lei Shen Zhuan Thunder Deity Biography (c) 1996 Unknown.

Chinese pirate version of Battle Garegga.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93954&o=2

$end


$amigaocs_flop=lslarry3,
$bio

Leisure Suit Larry 3 - Passionate Patti in Pursuit of the Pulsating Pectorals (c) 1990 Sierra On-Line, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74447&o=2

$end


$amigaocs_flop=lslarry5,
$bio

Leisure Suit Larry 5 - Passionate Patti Does A Little Undercover Work (c) 1992 Sierra On-Line, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74448&o=2

$end


$amigaocs_flop=lslarry2,
$bio

Leisure Suit Larry Goes Looking for Love (in Several Wrong Places) (c) 1989 Sierra On-Line, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74449&o=2

$end


$amigaocs_flop=lslarry,
$bio

Leisure Suit Larry in The Land of the Lounge Lizards (c) 1987 Sierra On-Line, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74450&o=2

$end


$bbca_cass,bbcb_cass=lemmsynd,
$bio

Lemming Syndrome (c) 1983 Dynabyte

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52050&o=2

$end


$info=lemmings,
$bio

Lemmings (c) 1991 Data East Corp.

A platform game where the player has to designate certain lemmings for certain tasks & try to figure a way to save as many of them from falling off cliffs and prevent them from dying in other ways. The lemmings can be set for walking (which they do by default), digging, climbing, building, blocking (preventing other lemmings from walking a certain direction), bashing, floating, and mining. There are several levels in 3 or 4 categories of difficulty.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 14 Mhz)
Sound CPU : Motorola M6809 (@ 4.0275 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.58 Mhz), OKI6295 (@ 7.757 Khz)

Players : 2
Control : trackball
Buttons : 2

- TRIVIA -

Developed by Psygnosis.

When the Arcade machine was being written, the CEO of Data East apparently wouldn't start a meeting without challenging the person to a 2-player version of lemmings! This is also where the fast forward of Lemmings 2 came from, we saw it in the Arcade version, and borrowed it. Its now very hard to play the original Amiga one without the fast forward. The arcade version was joystick or trackball.

- UPDATES -

The US cocktail version is slightly different, it has the "Winners Don't Use Drugs" screen.

- SERIES -

1. Lemmings (1990, Commodore Amiga) 
2. Oh No! More Lemmings (1991, Commodore Amiga) 
3. Lemmings Jr. (1991, Apple Macintosh)
4. Save The Lemmings! (1991, PC [MS-DOS]) : a short game featuring 8 unique Lemmings levels.
5. Christmas / Holiday Lemmings 1991 (1991, Commodore Amiga)
6. New Year Lemmings 1991/92 (1991, Commodore Amiga)
7. Cristmas / Holiday Lemmings 1992 (1992, Commodore Amiga)
8. Lemmings - The Official Companion (1993, PC [MS-DOS]) : A book with a bonus disk, featuring 16 new levels.
9. Lemmings 2 - The Tribes (1993, Commodore Amiga)
10. Christmas Lemmings 1993 (1993, Commodore Amiga) 
11. The Lemmings Chronicles / All New World of Lemmings (1994, PC [MS-DOS])
12. Christmas Lemmings 1994 (1994, Commodore Amiga) 
13. Lemmings Paintball (1996, PC [MS-DOS])
14. The Adventures of Lomax (1996, Sony Playstation)
15. 3D Lemmings (1995, PC [MS Windows])
16. VS Lemmings (2000, Nintendo Game Boy Color)
17. Lemmings Revolution (2000, PC [MS Windows])

- PORTS -

This prototype arcade version is already a port from an orginal computer game released in 1990 on the Commodore Amiga, and was later ported to severals system, here is the full list :

* Consoles : 
Nintendo Super Famicom [JP] (1991) "Lemmings [Model SHVC-LE]" 
Sega Game Gear [US] (1992) 
Sega Game Gear [EU] (1992) 
Sega Game Gear [BR] (1992) by Tec Toy
Sega Genesis [US] (1992) 
Sega Master System [BR] (1992) by Tec Toy  
Sega Master System [EU] (1992) "Lemmings [Model 7108]" 
Sega Mega Drive [AU] (1992) 
Sega Mega Drive [EU] (1992) "Lemmings [Model 670-2701]" 
Sega Mega Drive [KO] (1992) "Lemmings [Model GM 8037 JT]" 
Nintendo SNES [US] (March 1992) "Lemmings [Model SNS-LE]"
Nintendo NES [US] (November 1992) "Lemmings [Model NES-LG]" 
Nintendo SNES [EU] (October 22, 1992) "Lemmings [Model SNSP-LE]" 
Sega Mega Drive [JP] (November 20, 1992) "Lemmings [Model T-15063]" 
NEC PC-Engine Super CD [JP] (November 28, 1992) "Lemmings [Model SSCD2003]" 
Atari Lynx [US] (1993)
Nintendo Game Boy [EU] (1993) "Lemmings [Model DMG-L8-UKV] 
Panasonic 3DO [US] (1993) 
Philips CD-I [EU] (1993)
Sega Game Gear [JP] (February 5, 1993) "Lemmings [Model G-3317]" 
Nintendo NES [EU] (May 19, 1993) "Lemmings [Model NES-LG]" 
Nintendo Game Boy [JP] (September 23, 1993) "Lemmings [Model DMG-L8A]" 
Amiga CD32 [EU] (1994)
Nintendo Game Boy [US] (August 1994) "Lemmings [Model DMG-L8]" 
Panasonic 3DO [JP] (August 6, 1994) "Lemmings [Model FZ-SJ1656]" 
Philips CD-I [US] (1995)
Sony PlayStation [EU] (1998) "Lemmings and Oh No! More Lemmings [Model SLES-01461]" 
Sony PlayStation [US] (1998) "Lemmings and Oh No! More Lemmings [Model SLUS-00760]" 
Nintendo Game Boy Color [JP] (April 7, 2000) "Lemmings and Oh No! More Lemmings [Model CGB-ALEJ-JPN]" 
Nintendo Game Boy Color [US] (December 2000) "Lemmings and Oh No! More Lemmings [Model CGB-ALEE-USA]" 
Sony PSP [JP] (March 9, 2006) "Lemmings [Model UCJS-10028]" 
Sony PSP [EU] (March 10, 2006) "Lemmings [Model UCES-00109]" : also released as a "PSP Essentials" edition (October 6, 2010) 
Sony PSP [US] (May 23, 2006) "Lemmings [Model UCUS-98647]" : also released as a "Favorites" edition (October 17, 2012) 
Sony PlayStation 2 [AU] (October 2006) 
Sony PlayStation 2 [EU] (October 13, 2006) "Lemmings [Model SCES-54145]" 
Sony PSP [AU] (October 19, 2006) : also released as a "PSP Essentials" edition (2010) 
Sony PlayStation 3 [PSN] [US] (December 7, 2006) 
Sony PlayStation 3 [PSN] [JP] (December 14, 2006) 
Sony PlayStation 3 [PSN] [EU] (March 23, 2007) "Lemmings [Model NPEA-00004]" 
Sony PlayStation 3 [PSN] [KO] (June 16, 2007) 
Sony PSP [EU] (July 6, 2007) "Lemmings [Platinum] [Model UCES-00109/P]" 
Sony PSP [PSN] [EU] (April 9, 2009) 
Sony PSP [PSN] [US] [JP] (October 22, 2009) 
Sony PlayStation Vita [US] [EU] (December 5, 2012) 

* Computers :
Apple Macintosh [US] (1991)
PC [MS-DOS] [US] (1991)
Acorn Archimedes (1991)
Atari ST [EU] (1991)
NEC PC 98 [JP] (1991)
Sinclair ZX Spectrum [EU] (1991) 
Commodore Amiga [EU] (February 14, 1991) 
Amstrad CPC [EU] (1992)
Sinclair ZX Spectrum [EU] (1992) "Lemmings [Budget]" 
Commodore Amiga CDTV [EU] (1992) "CDTV Lemmings" 
Commodore C64 [EU] (1992)
Sharp X68000 [JP] (April 17, 1992) 
Commodore Amiga [EU] (1993) "Lemmings & Oh No! More Lemmings"
Commodore Amiga [US] (1993) 
Commodore C64 [US] (1993)
Sinclair Sam Coupe (1994)
PC [MS-DOS] [EU] (1995) "Lemmings & Oh No! More Lemmings"
IBM/Microsoft - OS/2 (never finished)
Amstrad PCW [EU]
FM Towns PC [JP]
Apple Macintosh [US] (1998) "Lemmings & Oh No! More Lemmings" 

* Others :
Mobile Phone [US] (April 2, 2005)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1376&o=2

$end


$sms=lemmings,lemmingsp,
$bio

Lemmings (c) 1991 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56086&o=2

$end


$amigaocs_flop=lemmings,lemmingsc,lemmingsu,lemmingsua,
$bio

Lemmings (c) 1991 Psygnosis, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74451&o=2

$end


$cpc_cass=lemmings,
$bio

Lemmings (c) 1991 Psygnosis, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98035&o=2

$end


$nes=lemmingsu,
$bio

Lemmings (c) 1992 Sunsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55293&o=2

$end


$megadriv=lemmings,
$bio

Lemmings (c) 1992 Sega Enterprises, Limited.

- TRIVIA -

Reviews:
[FR] December 1992 - Consoles + N.15: 95%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56623&o=2

$end


$pcecd=lemmings,
$bio

Lemmings (c) 1992 Sunsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58261&o=2

$end


$x68k_flop=lemmings,
$bio

Lemmings (c) 1992 Imagineer Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87849&o=2

$end


$nes=lemmings,
$bio

Lemmings (c) 1993 Ocean

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55292&o=2

$end


$amigaocs_flop=lemming2,lemming2u,
$bio

Lemmings 2 - The Tribes (c) 1993 Psygnosis, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74454&o=2

$end


$megadriv=lemming2,
$bio

Lemmings 2 - The Tribes (c) 1994 Psygnosis

- TRIVIA -

Reviews:
[FR] September 1994, Consoles + N.35: 90%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56624&o=2

$end


$megadriv=lemming2u,
$bio

Lemmings 2 - The Tribes (c) 1994 Psygnosis

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57281&o=2

$end


$gameboy=lemming2,
$bio

Lemmings 2 - The Tribes (c) 1994 Psygnosis, Limited.

- TECHNICAL -

Model DMG-AL2P-EUR

- STAFF -

Developed by Spidersoft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66337&o=2

$end


$snes=lemming2j,
$bio

Lemmings 2 - The Tribes [Model SHVC-L2] (c) 1994 Sunsoft

- TRIVIA -

The game was presented at the Famicom Spaceworld' 93 in August 1993 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61671&o=2

$end


$snes=lemming2u,
$bio

Lemmings 2 - The Tribes [Model SNS-L2-USA] (c) 1994 Psygnosis, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63186&o=2

$end


$snes=lemming2,
$bio

Lemmings 2 - The Tribes [Model SNSP-L2-EUR] (c) 1994 Psygnosis, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63185&o=2

$end


$amigaocs_flop=lemming2d,
$bio

Lemmings 2 Demo [The Future Entertainment Show] (c) 199? Psygnosis, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74455&o=2

$end


$amigaocs_flop=lemmingsa,
$bio

Lemmings [Award Winners Platinum Edition] (c) 1991 Psygnosis, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74452&o=2

$end


$amigaocs_flop=lemmingsb,
$bio

Lemmings [Book Club] (c) 1991 Psygnosis, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74453&o=2

$end


$gamegear=lemmings,lemmingsp,
$bio

Lemmings (c) 1992 Sega Enterprises, Limited.

- TECHNICAL -

Model 2431

- TIPS AND TRICKS -

* Level select: While the lemming is pulling the Sega logo onto the screen, hold 1+2 and press Left, Right, Up, Down, Left, Right. A sound will confirm the code. Choose the difficulty, then go to NEW LEVEL to select the level number using  Left and Right. Finally, select 1 Player to start at the selected stage.

- STAFF -

Developed by Probe Software.

Program: Dominic Wood
Artwork: Mark Knowles
Producer: Neil Young

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64676&o=2

$end


$cdi=lemmings,
$bio

Lemmings (c) 1994 Philips Interactive Media, Incorporated.

Lemmings is another classic game for CD-i. It's an intriguing +100 level game in which you help hordes of mindless but loveable creatures, known as lemmings to escape hostile worlds.

- TECHNICAL -

Model 810 0111

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52952&o=2

$end


$gbcolor=lemmings,
$bio

Lemmings [Model CGB-ALEE-USA] (c) 2000 Take-Two Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68213&o=2

$end


$gameboy=lemmingsa,lemmings,
$bio

Lemmings [Model DMG-L8-ESP] (c) 1993 Ocean Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66333&o=2

$end


$gameboy=lemmingsu,
$bio

Lemmings [Model DMG-L8-USA] (c) 1993 Ocean Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66336&o=2

$end


$gameboy=lemmingsj,
$bio

Lemmings [Model DMG-L8A] (c) 1993 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66335&o=2

$end


$lynx=lemmings,
$bio

Lemmings (c) 1993 Atari Corp.

Lemmings may be cute, but they're about as smart as a box of toothpicks. Give a toothpick some arms and legs and you can see why these little Lemmings are always getting themselves into trouble. This is where you come in. You see, Lemmings love to wander into places they don't belong, especially underground. The only problem is,Lemmings need sunlight to survive. Without the sun, these cuddly creatures are doomed. So as the sole member of the Save the Lemmings Foundation, you are the only one who can rescue these silly creatures, and save them from almost certain extinction.

- TECHNICAL -

Model PA2080

- TIPS AND TRICKS -

* Final Level Passwords: Enter these passwords to start from the final level 30, in the various difficulty settings: DIRTYGIRTY (FUN), HURTYHURTY (TRICKY), FIVEXSIXIS (TAXING), LEMMGFINAL (MAYHEM)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58832&o=2

$end


$snes=lemmingsj,
$bio

Lemmings (c) 1991 Sunsoft

Lemmings, our favorite green haired rodent critters, are back. Here is the Super Famicom version of one of the most popular video game franchise ever made. The goal of the game is simple. The lemmings, cute but not so bright little rodents, are on a mass migration. The player must guide them through endless levels, get them to walk around hazards, build tiny bridges or sacrifice themselves for the good of the lemming's society. Each stage starts in a similar way - a given number of Lemmings continuously fall from a sort of large trapdoor. Then the player can pick a lemming and give him an order such as digging, block the way or explode. This last feature is certainly the most 'talked about' among gamers. Watching a lemming shaking his head in despair and pop, leaving a hole in the ground is always a priceless moment. A limited amount of commands are available for every level and the player has to figure out how to get all (or most) of the lemmings to the stage's exit within a time limit. A given percentage of lemmings must be saved and failing to do so gets the player to start the level again. The game also offers a multi player split-screen challenge mode. There, two players have to get all of his/her lemmings through the exit door before the other opponent does. And nothing prevents them to sabotage each other's efforts. Finally, the game uses a simple password system to save the player's progress.

- TECHNICAL -

Cartridge ID: SHVC-LE

- TRIVIA -

Released on December 18, 1991 in Japan for 8500 Yen.

Lemmings first came out for the Amiga in 1991. It was developed by the British game company DMA design and published by Psygnosis. The game was a major breakthrough for the company. Lemmings was ported for most of the video game systems of the time and countless sequels followed. It can be considered as one of the most widely converted video game with other titles such as Tetris.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61670&o=2

$end


$snes=lemmingsu1,lemmingsu,
$bio

Lemmings [Model SNS-LE-USA] (c) 1992 Sunsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63184&o=2

$end


$snes=lemmings,
$bio

Lemmings [Model SNSP-LE-EUR] (c) 1992 Sunsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63183&o=2

$end


$msx2_flop=lemmings,
$bio

Lemmingso (c) 1997 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101777&o=2

$end


$pc98=lemonang,
$bio

Lemon Angel (c) 1990 MIN [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89962&o=2

$end


$pc8801_flop=lemonade,lemonadea,
$bio

Lemonade Soukan-Go (c) 1987 Champion Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92236&o=2

$end


$gba=lemnsnckg,
$bio

Lemony Snicket - Rätselhafte Ereignisse (c) 2004 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71462&o=2

$end


$gba=lemnsncki,
$bio

Lemony Snicket - Una Serie di Sfortunati Eventi (c) 2004 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71463&o=2

$end


$gba=lemnsnck,lemnsncka,
$bio

Lemony Snicket's A Series of Unfortunate Events [Model AGB-BLYE-USA] (c) 2004 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71464&o=2

$end


$x68k_flop=lenam,
$bio

Lenam - Sword of Legend (c) 1989 Hertz

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87850&o=2

$end


$msx2_flop=lenam,lenamb,lenama,
$bio

Lenam - Sword of Legend (c) 1989 Hertz [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101778&o=2

$end


$pc98=lenam,
$bio

Lenam - Sword of Legend (c) 1990 Hertz [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89963&o=2

$end


$cpc_cass=leng7egb,
$bio

Lenguaje - 7.° E. G. B. (c) 1986 Centro Pedagogico De Informatica [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98036&o=2

$end


$cpc_cass=lisp,
$bio

Lenguaje LISP (c) 1986 Amstrad Especial

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98037&o=2

$end


$pc98=leningrd,
$bio

Leningrad (c) 1987 Pony Canyon, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89964&o=2

$end


$pc8801_flop=leningrd,
$bio

Leningrad (c) 1987 Pony Canyon, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92237&o=2

$end


$snes=lennus,
$bio

Lennus - Kodai Kikai no Kioku [Model SHVC-LN] (c) 1992 Asmik

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61672&o=2

$end


$snes=lennus2,
$bio

Lennus II - Fuuin no Shito [Model SHVC-ALNJ-JPN] (c) 1996 Asmik

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61673&o=2

$end


$a800=llpaint,llpaintf,
$bio

Leo's 'Lectric Paintbrush (c) 1983 Chalkboard, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86598&o=2

$end


$msx1_cart=leonard,
$bio

Leonard (c) 1986 Mind Games Espana, S.A.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77217&o=2

$end


$info=leprechn,
$bio

Leprechaun (c) 1982 Tong Electronic.

The player controls a sleuth running through a forest, trying to get a Leprechaun's pot of gold. The pot of gold is randomly placed on the screen. When the pot of gold is touched, the player is taken to the next level. The Leprechaun chases the sleuth through the forest, trying to catch him. If he is caught, the player loses a life and starts over from the beginning of the level. After all lives are lost, the game ends. Should the Leprechaun reach the pot of gold first, it is then relocated to another forest. By touching the trees, the player's score increases, as does the value of the pot of gold. After each level and after every 30 seconds the Leprechaun's speed increases.

- TECHNICAL -

Main CPU : MOS Technology M6502 (@ 1.25 Mhz)
Sound CPU : MOS Technology M6502 (@ 1.5 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.78975 Mhz)

Screen orientation : Horizontal
Video resolution : 256 x 256 pixels
Screen refresh : 57.00 Hz
Palette Colors : 16

Players : 2
Control : 8-way joystick

- TRIVIA -

Like Tugboat, this game was designed to try to tap in to the market of very young children by being non-violent and distributed in extra small kid-sized cabinates.

The game is exactly like Game Plan's "Pot of Gold". except the machine is only about three and a half feet high and the difficulty factor is set for children ages three to five.

Jean Baudin holds the official record for this game with 412,690 points on June 8, 2001.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1377&o=2

$end


$info=leprechp,
$bio

Leprechaun (c) 1982 Pacific Polytechnical Corp.

- TRIVIA -

Licensed from Tong Electronic.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=39685&o=2

$end


$msx2_flop=leprechn,
$bio

Leprechaun (c) 1995 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101779&o=2

$end


$info=leprgld,leprglds,
$bio

Leprechaun's Gold (c) 2001 WMS Gaming.

Find out if you have the luck of the Irish by playing Leprechaun's Gold, the 5-reel video slot.

When three rainbow symbols land in any position on the 1st, 3rd and 5th reels players are on their way to Rainbow Land where Seamus the Sun will instruct them to choose from 18 pots of gold. Gold will appear in each pot as it is chosen, and players will receive a bonus award based on how much gold is in the pot. Players keep choosing pots and winning credits until they find the pot in which Lucky the Leprechaun is hiding. Lucky will whisk players away to his house and give them one last chance to win that big jackpot by picking between 5 large pots of gold.

Three gold coin symbols in any position on the 3rd, 4th, and 5th reels will send players to the Gold Coin Bonus, where they will choose one of the three gold coins to determine their game. The chosen coin will spin to reveal one of three awards : 5 free spins, a credit multiplier, or an automatic trigger into the Rainbow Land bonus round.

Players will be doing the Lucky Shuffle when they line up three four-leaf clover symbols on the 1st, 2nd and 3rd reels. A number will reveal itself on each clover, and the clovers will shuffle to reveal a credit amount, which is determined by the order in which the clovers stop. For example, if the clovers reveal the numbers 0, 1, and 2, you have the chance to earn from 12 to 210 credits!

- TECHNICAL -

Runs on the Stargames PC3 hardware.

5-reel video slot available in 5 line, 5/10/20/25/45/90 coin versions.

5-reel video slot available in 9 line, 9/18/45/90 coin versions.

5-reel video slot available in 20 line, 20/40/80/100/160/200 coin versions.

- TRIVIA -

Released in April 2001.

- SERIES -

1. Leprechaun's Gold (1997)
2. Leprechaun's Gold (2001)
3. Leprechaun's Gold - Gettin' Lucky (200?)
4. Leprechaun's Gold 2 - Gettin' Lucky (200?)
5. Leprechaun's Gold [Hot Hot Super Jackpot] (200?)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=6116&o=2

$end


$cpc_cass=ador,
$bio

Les A 100% d'Or (c) 1989 Ocean Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98038&o=2

$end


$gbcolor=buzzlghtf,
$bio

Les Aventures de Buzz l'Eclair [Model CGB-BUZF-FRA] (c) 2000 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68214&o=2

$end


$cpc_cass=jburton,
$bio

Les Aventures de Jack Burton (c) 1986 Activision, Inc. [Santa Clara, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98039&o=2

$end


$gba=jchanf,
$bio

Les Aventures de Jackie Chan - La Légende de la Main Noire (c) 2001 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71465&o=2

$end


$amigaocs_flop=moktar,
$bio

Les Aventures de Moktar (c) 1991 Titus

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74456&o=2

$end


$cdi=sandyadvf,
$bio

Les Aventures de Sandy au Cirque (c) 1993 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52953&o=2

$end


$pico=lionkingf,
$bio

Les Aventures du Roi Lion [Model 49037-09] (c) 199? Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75713&o=2

$end


$cpc_cass=chevalir,
$bio

Les Chevaliers (c) 1990 US Gold, Ltd. [Birmingham, UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98041&o=2

$end


$nes=chevlzod,
$bio

Les Chevaliers du Zodiaque - La Legende d'Or (c) 1992 Bandai.

French release. Game developed in Japan. See the original Japanese release entry for more information; "Saint Seiya - Ougon Densetsu [Model BA-SEIYA]".

French description from the Back cover:
Le Combat vient de commencer...
Tu vas jouer le rôle de Seiya,
Chevalier du Zodiaque.
Tu devras participer au tournoi
galactique et livrer bataille aux
Chevaliers d'Argent ou aux Chevaliers
d'Or pour te procurer l'armure sacrée
du Sagittaire.
Vas-y, Seiya! Combats le mal
au service de la justice !!!

- TECHNICAL -

Region: PAL-B
Cartridge ID: NES-OK-FRA/FRA

- TRIVIA -

Released on January 19, 1992 in France. 5 years after the original Japanese one.

The title of this game translates from French as "The Knights of the Zodiac - The Golden Legend"

Reviews:
November 1991 - Consoles + N.3 [FR]: 50/100

- TIPS AND TRICKS -

To start the game with all stats and cosmos at max level, Enter the following password:
TU.AS GAGNE!! TU.ES PASSE.. MAITRE!

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55294&o=2

$end


$cpc_cass=chiffmag,
$bio

Les Chiffres Magiques [Model SOFT 402] (c) 1984 Amsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96620&o=2

$end


$cpc_cass=diampeur,
$bio

Les Diamants de la Peur (c) 1985 POWER Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98042&o=2

$end


$msx1_cart=lesflics,
$bio

Les Flics (c) 1985 PSS

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77218&o=2

$end


$msx1_cass=lesflics,lesflicsa,
$bio

Les Flics (c) 1985 PSS

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94792&o=2

$end


$cpc_cass=geantarc,
$bio

Les Geants de l'Arcade (c) 1988 US Gold, Ltd.

- TRIVIA -

The title translates from French as 'Arcade's Greatests'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98043&o=2

$end


$a2600=spacecave,
$bio

Les Guerriers de l'espace (c) 1983 RCA Video jeux.

French release. See Apollo's "Space Cavern [Model AP2002]" for more information about the game itself.

French description:
Votre vaisseau spatial endommagé a atteri sur une étrange planète aux confins de la galaxie. Vous êtes attaqué par des robots guerriers qui vous électrocutent à distance. Vous croyez en être débarrassé que d'autres arrivent là ou vous ne les attendiez pas. le cauchemar prendra-t-il fin? Votre salut est dans vos mains.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50977&o=2

$end


$cdi=guignols,
$bio

Les Guignols de l'Info - Le Jeu! (c) 1996 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52954&o=2

$end


$cpc_cass=hitslor1,
$bio

Les Hits 1 de Loriciels (c) 1987 Loriciels [France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98044&o=2

$end


$cpc_cass=hitslor2,
$bio

Les Hits 2 de Loriciels (c) 1987 Loriciels [France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98045&o=2

$end


$cdi=frenchimf,
$bio

Les Impressionnistes Français (c) 1992 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52955&o=2

$end


$cpc_cass=jewelbabf,
$bio

Les Joyaux de Babylone (c) 1984 Interceptor Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98046&o=2

$end


$cpc_cass=justicer,
$bio

Les Justiciers (c) 1989 Ocean Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98048&o=2

$end


$msx2_flop=passvent,
$bio

Les Passagers du Vent (c) 1986 Infogrames Interactive, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101780&o=2

$end


$gbcolor=rugtotanf,
$bio

Les Razmoket - 100% Angelica [Model CGB-BAGF-FRA] (c) 2000 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68215&o=2

$end


$gba=razmkmf,
$bio

Les Razmoket - A Moi la Fiesta (c) 2002 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71466&o=2

$end


$n64=razmoket,
$bio

Les Razmoket - La Chasse aux Tresors (c) 1999 THQ

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57793&o=2

$end


$gba=razmkvpj,
$bio

Les Razmoket - Voler n'est pas jouer (c) 2001 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71467&o=2

$end


$gbcolor=rugtimetf,
$bio

Les Razmoket - Voyage dans le Temps [Model CGB-BRTF-FRA] (c) 1999 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68216&o=2

$end


$gbcolor=rugparisf,
$bio

Les Razmoket à Paris - Le Film [Model CGB-BRPF-FRA] (c) 2000 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68217&o=2

$end


$gba=razmkrdj,
$bio

Les Razmoket rencontrent les Delajungle (c) 2003 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71468&o=2

$end


$cpc_cass=hollywod,
$bio

Les Stars d'Hollywood (c) 1990 Ocean Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98049&o=2

$end


$cdi=vinsfran,
$bio

Les Vins de France (c) 1994 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52956&o=2

$end


$gbcolor=visiteur,
$bio

Les Visiteurs [Model DMG-AVGF-FRA] (c) 1999 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68218&o=2

$end


$amigaocs_flop=voyagtmp,
$bio

Les Voyageurs du Temps - La Menace (c) 1989 Delphine Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74457&o=2

$end


$x68k_flop=leshies,
$bio

Leshies (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88364&o=2

$end


$pc98=lesserm,lessermd,
$bio

Lesser Mern (c) 1992 Panther Software [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89965&o=2

$end


$snes=lester,
$bio

Lester the Unlikely (c) 1994 DTMC

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63187&o=2

$end


$astrocde=letitbe,
$bio

Let It Be (c) 1986 Degler [Richard Degler]

- TRIVIA -

This music was originally released on tape format by George Moses. Richard 
Degler converted it to cartridge format and made the notes play along to the 
music on a musical staff.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86808&o=2

$end


$info=sc4lir,sc4lira,sc4lirb,sc4lirc,sc4lird,sc4lire,sc4lirf,sc4lirg,sc4lirh,sc4liri,
$bio

Let It Roll (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR1001]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42676&o=2

$end


$info=m4goodtm,m4goodtm__0,m4goodtm__1,m4goodtm__2,m4goodtm__3,m4goodtm__4,m4goodtm__5,m4goodtm__6,m4goodtm__7,m4goodtm__8,m4goodtm__9,m4goodtm__a,m4goodtm__b,m4goodtm__c,m4goodtm__d,m4goodtm__e,
$bio

Let the Good Times Roll (c) 199? Barcrest.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15053&o=2

$end


$bbca_cass,bbcb_cass=letscoun,
$bio

Let's Count (c) 1984 Acornsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52051&o=2

$end


$msx1_cart=count1,
$bio

Let's Count 1 [Model P058] (c) 1989 al Alamiah

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77219&o=2

$end


$msx1_cart=count3,
$bio

Let's Count 3 [Model P088] (c) 1990 al Alamiah

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77220&o=2

$end


$info=letsgoju,
$bio

レッツ ゴー ジャングル! Lost on the Island of Spice (c) 2006 Sega Enterprises, Limited.
(Let's Go Jungle! Lost on the Island of Spice)

A young couple have taken a cheap holiday for a little excitement to a uninhabited jungle, untouched by man and technology. But tour turnas to terror as armies of giant life forms unleash a massive attack. Let’s Go Jungle has players working together to overcome a series of high tension, action packed enemies & obstacles in this fun filled jungle adventure.

- TECHNICAL -

Runs on the Sega "Lindbergh Yellow" Hardware.

Players: Up to 2 simultaneously.
Control: Lightguns (1 per player).

- TRIVIA -

Let's Go Jungle was released on December 14, 2006 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=7971&o=2

$end


$nes=llwin2k,
$bio

Let's Learn Windows 2000 (c) 19?? Unknown [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76833&o=2

$end


$snes=bspachi1,
$bio

Let's Pachinko Nante Gindama 1 (c) 199? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61674&o=2

$end


$snes=bspachi2,
$bio

Let's Pachinko Nante Gindama 2 (c) 199? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61675&o=2

$end


$snes=bspachi3,
$bio

Let's Pachinko Nante Gindama 3 (c) 199? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61676&o=2

$end


$snes=bspachi4,bspachi4a,
$bio

Let's Pachinko Nante Gindama 4 (c) 199? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61677&o=2

$end


$info=as_letsp,
$bio

Let's Party (c) 200? Astra Games, Limited. [Novomatic Group].

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41843&o=2

$end


$gba=letridd,
$bio

Let's Ride! Dreamer [Model AGB-BL9E-USA] (c) 2006 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71469&o=2

$end


$gba=letridff,
$bio

Let's Ride! Friends Forever [Model AGB-BEFE-USA] (c) 2007 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71470&o=2

$end


$gba=letridss,
$bio

Let's Ride! Sunshine Stables [Model AGB-B34E-USA] (c) 2005 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71471&o=2

$end


$n64=letsmash,
$bio

Let's Smash [Model NUS-NTSJ] (c) 1998 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57794&o=2

$end


$msx1_cart=think,
$bio

Let's Think [Model P041] (c) 1989 al Alamiah

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77221&o=2

$end


$info=crshrace,crshrace2,
$bio

Lethal Crash Race (c) 1993 Video System Company, Limited.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 16 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2610 (@ 8 Mhz)

Players : 3
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Lethal Crash Race was released in September 1993.

Licensed to Mc O'River for US and Canada manufacture and distribution.

This game is known in Japan as "Bakuretsu Crash Race" (translates from Japanese as 'Exploding Crash Race').

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1378&o=2

$end


$megadriv=lethalen,lethalenj,
$bio

Lethal Enforcers (c) 1993 Konami Company, Limited.

- TRIVIA -

Reviews:
[FR] January 1994 - Consoles + N.28: 79%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56625&o=2

$end


$megadriv=lethalenu,
$bio

Lethal Enforcers (c) 1993 Konami Company, Limited.

- TRIVIA -

This port of Lethal Enforcers is bundled with the Konami Justifier light gun which bears resemblance to the Konami issued revolvers seen in the original arcade game.

This game does not feature the enviromental interactivity elements (save for the tires of the cars in the car chase acts in The Bank Robbery and the Drug Dealer stages) that the Arcade version has.

This game is rated MA-17 (Mature Audiences Only) by Sega's Videogame Ratings Council.

Unlike the Super Nintendo port, the Genesis port of Lethal Enforcers retains the violence elements (i.e. the blood splatter with the "Innocent Victim" text above a civilian following his or her accidental shooting), as well as maintaining the original stage titles.

This port is known for penalizing players for either poor accuracy or by shooting innocent bystanders by forcing them to redo the stage that they either did not meet the required accuracy quota (i.e. setting the game on Easy difficulty requires 60% or more in accuracy) or shot a civilian.

Unlike the SNES port, The Genesis port of Lethal Enforcers features 2 modes which the player can select in the Options Screen. Arcade mode which has the player go through the main 5 stages in order, while Practice mode permits the game to be the Training Range.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57282&o=2

$end


$megadriv=le2,
$bio

Lethal Enforcers II - Gun Fighters (c) 1994 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56626&o=2

$end


$megadriv=le2u,
$bio

Lethal Enforcers II - Gun Fighters (c) 1994 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57283&o=2

$end


$info=le2,le2u,le2j,
$bio

Lethal Enforcers II - Gun Fighters (c) 1994 Konami.

Western style shooting game featuring digitized characters. The game consists of 5 stages : Bank Robbery, Stage Hold-Up, Saloon Showdown, Train Robbery, and Hide-Out. 

The player begins the game holding the rank of Sheriff, but if too many innocents or fellow lawmen are killed, the player can be demoted to Deputy or even Posse member. Complete a stage without killing any innocents, and the player is promoted to Deputy Marshal, further success can eventually lead to the player being promoted to the level of U.S. Marshal.

The player's gun can hold up to 6 bullets at a time. On each stage, there are special items that can be shot to reveal better weaponry, such as double rigs, rifles, 50 caliber sharps, shotguns, gatling guns and cannon. The gatling guns and cannon can only be used once but the double rigs, rifles, 50 caliber sharps and shotguns can be reloaded the same way as your regular 6-gun. Once a life is lost, any additional weapons are lost and the player is once again armed with only a 6-gun.

- TECHNICAL -

Konami GX hardware
Game ID : GX312

Main CPU : Motorola 68EC020 (@ 24 Mhz)
Sound CPU : Motorola 68000 (@ 9.2 Mhz)
Sound Chips : (2x) K054539 (@ 48 Khz)

Players : 2
Control : lightgun
Buttons : 1

- TRIVIA -

Lethal Enforcers II was released in March 1994.

This game is known as "Lethal Enforcers II - The Western" in Japan.

- UPDATES -

The US version has the "Recycle It, Don't Trash It!" screen.

- TIPS AND TRICKS -

Unlike the first game, some enemies here can take two shots to kill, depending on how you hit them.

The bosses on Stage 3 (the saloon showdown) are three gunslingers who need to be shot in the order that they try to draw their guns one after another, and if you fail to take them down properly, you'll have to try again. This can be very difficult to clear when two people are playing, since six gunslingers will appear, three for each player, and if one player fails, both players will have to face the gunslingers on their side again!

On the third area of Stage 5 (the hideout in the mining compound), you can shoot and break the cable for the mine elevator to reduce the number of enemies who appear in it.

- SERIES -

1. Lethal Enforcers (1992)
2. Lethal Enforcers II - Gun Fighters (1994) 	
3. Lethal Enforcers 3 (2005)

- STAFF -

* Staff : Yoshiaki Hatano, Jun Narita, Steve Johnson, Tetsuya Wada, T. Sekito, Yuichi Sakakura, Masahiro Ueno, Norio Takemoto, A. Nonami, H. Matsuura, T. Murayama, T. Maki, Toshiyuki Kakuta

* Cast : Angela Wolf, Bill Lenkowski, Bonnie Geils, Dan Monaghan, Debbie Puglia, George Limonez, Jennifer Lenarz, John Malek, Josie Nawrot, Juan Venecia, Jun Narita, Kathie McCarthy, Kay Wolf Jones, Kevin O'Donohue, Laura Fanella, Linda Nelson, Mark Porwit, Marlyse Cohen, Masahiro Ueno, Matt Chang, Meg Benes, Michael Blaustein, Michael Koziol, Michael Rudowicz, Michael Smith, Mike Gallo, Mike Rubin, Morlot Williams, Norio Takemoto, Patrick Kamka, Randy Severin, Renee Henry, Rich Wisniewski, Richard Rush, Rudy Rivera, Steve Bolf, Steve Jackson, Steve Johnson, Tetsuya Wada, Tina Ferguson, Xyla Gatilao, Yoshiaki Hatano

- PORTS -

* Consoles :
Sega Genesis/Mega Drive [US] [EU] [AU] (1994) 
Sega Mega-CD [EU] (1994) 
Sega CD [US] (November 24, 1994) [Model T-95025] 
Sega Mega-CD [JP] (November 25, 1994; "Lethal Enforcers II: The Western [Model T-95034]") 
Sony PlayStation [US] (1997, "Lethal Enforcers I & II [Model SLUS-00293]") 
Sony PlayStation [EU] (November 1997, "Lethal Enforcers I & II [Model SLES-00542]") 
Sony PlayStation [JP] (November 20, 1997; "Lethal Enforcers Deluxe Pack [Model SLPM-86025]")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1380&o=2

$end


$megacd,megacdj=le2,le2d,
$bio

Lethal Enforcers II - Gun Fighters [Model T-95025-50] (c) 1994 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60630&o=2

$end


$segacd=le2,
$bio

Lethal Enforcers II - Gun Fighters [Model T-95025] (c) 1994 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60755&o=2

$end


$megacd,megacdj=le2,
$bio

Lethal Enforcers II - The Western [Model T-95034] (c) 1994 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60529&o=2

$end


$info=lethalen,lethalenj,lethalenua,lethalenux,lethaleneab,lethaleneae,lethalenub,lethaleneaa,
$bio

Lethal Enforcers (c) 1992 Konami Company, Ltd

As an undercover police officer the player's mission is to put a stop to an array of criminals ranging from bank robbers, hijackers and numerous other law breakers. As well as upholding the law, players must also try to protect innocent members of the public from the criminal gangs, being careful not to accidentally shoot them. Shooting innocent victims will result in the player's energy level being severely reduced.

Lethal Enforcers is an on-the-rails light-gun game. The player is initially armed only with a standard issue revolver, but weapon upgrades such as a .357 Magnum, a shotgun and an automatic pistol can be collected by shooting at their on-screen counterparts as the game progresses. While some weapons can be reloaded, others can't and are only useful for a limited time. Any weapon upgrades are lost in the event of a player losing a life.

- TECHNICAL -

Game ID : GX191

Main CPU : HD6309 (@ 8 Mhz)
Sound CPU : Zilog Z80 (@ 8 Mhz)
Sound Chips : K054539 (@ 48 Khz)

Players : 2
Control : light-gun
Buttons : 1

- TRIVIA -

Lethal Enforcers was released in October 1992.

The game was a big hit in arcades, especially younger male audiences tended to widely accept the game. The mix of lightgun action, digitized graphics and sound and the multiplayer feature made this game an attractive addition for almost every arcade, quickly regaining the purchase cost in most cases.

The machine could be switched to "Street Mode" or "Arcade Mode" in the settings, where "Street mode" allowed the player to select the desired stage while "Arcade mode" followed the stages in strict order.

There were two different lightgun types used, a Revolver style lightgun that resembles the gun from the title screen and a slightly smaller gun that resembles a semi-automatic handgun.

The probable inspiration for the title screen introduction for Lethal Enforcers is the 1973 film 'Magnum Force' starring Clint Eastwood.

King Records released a limited-edition soundtrack album for this game (Konami Amusement Sounds '93 Summer - KICA-7616, 7617) on August 21, 1993.

Michael Jackson used to own this game (serial number: 191251). It was sold at the official Michael Jackson Auction on April 24, 2009.

- UPDATES -

The Japanese version differs from the US version in 3 aspects:

1. It is possible to see the ending in street mode provided that the main stages are selected and not the training range, but only on the japanese version.

2. Some of the criminals shout "Die, pigs!" as a taunt in the Japanese version. This taunt is omitted from the US version due to the "pig" taunt being considered as a strong direct insult towards police officers.

3. The reloading animation is different. In the japanese version, it shows how the gun is supposed to be reloaded, while the US version features an animation on how to reload by showing a female shooting the gun outside of the screen.

- TIPS AND TRICKS -

* On the first area of Stage 1 (the bank robbery), a masked gunman in black will roll out from behind the desk at the front of the room at the left end of the screen. You need to shoot the enemy as quickly as possible when he first appears, and if you do, an assault rifle will drop to the floor. Shoot it quickly to pick it up.

* On the second area of the same stage, in the street behind the bank, when you've nearly completed it, there will appear another masked gunman at the left end of the screen, and if you shoot him quickly enough the first time he pops out, a rifle will drop to the ground too. Shoot it quickly to get it before it disappears.

* On the third area of the Stage 3 (the airport), there are two terrorists with large rifles hidden inside two crates that take two shots to kill. When you complete the five stages the game has and the game starts again with increased difficulty, another of these gunmen will burst out of a luggage carrier on the second area of the same stage.

* At the left end of the third area on Stage 3, there's a fuel truck that takes a couple shots to blow up. If you can shoot it at the right moment, the explosion will affect at least one terrorist hiding behind it.

* On the first area of Stage 5 (the chemical plant), there's a bridge platform at the top right that leads above the office room. You can shoot this platform down with several shots to keep enemies from crossing it.

- SERIES -

1. Lethal Enforcers (1992)
2. Lethal Enforcers II - Gun Fighters (1994) 	
3. Lethal Enforcers 3 (2005)

- STAFF -

Programmer : Y. Hatano
Game Graphics : S. Johnson
Photographers : J. Narita, D. Marshall
Sound Effects : H. Maezawa
Music Composer : Kenichiro Fukui
Hardware Designers : H. Matsuura, H. Uenu
Cabinet Graphics : K Hale
Director : Y. Hatano

- PORTS -

* Consoles :
Sega Mega Drive [EU] (1993) 
Sega CD [US] (1993) [Model T-95015]
Sega CD [EU] (1993) [Model T-95015-50]
Sega Genesis [US] (July 25, 1993) 
Sega Mega Drive [JP] (December 10, 1993) [Model T-95073]
Sega Mega-CD [JP] (October 29, 1993) [Model T-95014]
Nintendo SNES [EU] (1994) [Model SNSP-LK]
Nintendo SNES [US] (January 1994) [Model SNS-LK] 
Nintendo Super Famicom [JP] (March 11, 1994) [Model SHVC-LK]
Sony PlayStation [US] (1997, "Lethal Enforcers I & II [Model SLUS-00293]")
Sony PlayStation [EU] (November 1997, "Lethal Enforcers I & II [Model SLES-00542]")
Sony PlayStation [JP] (November 20, 1997; "Lethal Enforcers Deluxe Pack [Model SLPM-86025]")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1379&o=2

$end


$snes=lethalenj,
$bio

Lethal Enforcers [Model SHVC-LK] (c) 1994 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61678&o=2

$end


$snes=lethalenu,
$bio

Lethal Enforcers (c) 1994 Konami Company, Limited.

- TECHNICAL -

Cartridge ID: SNS-LK-USA

- TRIVIA -

The Super Nintendo port of Lethal Enforcers is bundled with the Konami Justifier light gun which bears resemblance to the Konami-issued revolvers of the arcade game.

This port was known for maintaining the enviromental interactivity (i.e. shooting out glass windows) from the Arcade version which the Sega Genesis and Sega CD ports did not have.

Despite the box warned that the game was for mature audiences only, the SNES port of Lethal Enforcers was heavily censored.

Things that were censored
*Instead of showing a blood splatter with the "Innocent Victim" text whenever a civilian is shot, a neon green "caution!" sign pops up above the civilian's head. Interestingly enough, the shot civilian continues moving instead of being killed like in the Arcade version as well as the Sega Genesis, Sega CD, and eventually, the Playstation port (which was one half of Lethal Enforcers 1 and 2).

*Chinatown Assault was renamed Downtown Assault out of concern of stereotyping the chinese in a bad light.

*The Drug Dealer was renamed The Gunrunner as a result of Nintendo of America's strict policy on the mentioning or depiction of controlled substances in their games.

This port seems to be based on the japanese version of the Arcade version since the game features the "Street Mode" stage select, and that you're able to complete the game by completing the primary 5 stages (Bank Robbery, Downtown Assault, The Hijacking, The Gunrunners, Chemical Plant).

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63189&o=2

$end


$snes=lethalen,
$bio

Lethal Enforcers [Model SNSP-LK-UKV] (c) 1994 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63188&o=2

$end


$megacd,megacdj=lethalen,
$bio

Lethal Enforcers [Model T-95014] (c) 1993 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60528&o=2

$end


$megacd,megacdj=lethalen,
$bio

Lethal Enforcers [Model T-95015-50] (c) 1993 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60629&o=2

$end


$segacd=lethalen,
$bio

Lethal Enforcers (c) 1994 Konami Company, Limited.

- TECHNICAL -

[Model T-95015]

- TRIVIA -

This port of Lethal Enforcers is bundled with the Konami Justifier light gun which bears resemblance to the Konami issued revolvers seen in the original arcade game.

Like its Sega Genesis counterpart, this port does not feature the enviromental interactivity elements (save for the tires of the cars in the car chase acts in The Bank Robbery and the Drug Dealer stages) that the Arcade version has.

This game is rated MA-17 (Mature Audiences Only) by Sega's Videogame Ratings Council.

Unlike the Super Nintendo port, the Sega CD port of Lethal Enforcers retains the violence elements (i.e. the blood splatter with the "Innocent Victim" text above a civilian following his or her accidental shooting), as well as maintaining the original stage titles.

Like its Sega Genesis counterpart, This port is known for penalizing players for either poor accuracy or by shooting innocent bystanders by forcing them to redo the stage that they either did not meet the required accuracy quota (i.e. setting the game on Easy difficulty requires 60% or more in accuracy) or shot a civilian.

Like the Genesis port, the Sega CD port of Lethal Enforcers features 2 modes which the player can select in the Options Screen. Arcade mode which has the player go through the main 5 stages in order, while Practice mode permits the game to be the Training Range.

- STAFF -

Programmers: Y. Matsuhana, Moai Sasaki, M. Ueno, K. Hashimoto
Graphics: N. Takemoto, N. Sasaki
Sound Effects: Kazuki Muraoka, A. Fujio, K. Imai
Music Arrangement: Tappy Iwase
Guitar Player: Motoaki Furukawa (Konami Kukeiha Club)
Justifier Designers: M. Okada, T. Ohishi
Package Designers: Yoshihashi
Directors: Sasaki, Ueno
Producer: Tomikazu Hirita

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60754&o=2

$end


$info=lethalj,
$bio

Lethal Justice (c) 1996 The Game Room.

- TECHNICAL -

Main CPU : TMS34010 (@ 5 Mhz)
Sound Chips : (3x) OKI6295 (@ 15.151 Khz)

Players : 2
Control : lightgun
Buttons : 1

- TRIVIA -

An homage for 'Landerland Coin-op Laundry' appears in a level.

- STAFF -

Designed and programmed by: Kyle Hodgetts

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1381&o=2

$end


$info=lethalth,
$bio

Lethal Thunder (c) 1991 Irem.

- TECHNICAL -

Irem M-92 system hardware

Main CPU : V33 (@ 9 Mhz)
Sound CPU : V30 (@ 7.15909 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), GA20 (@ 3.579545 Mhz)

Screen orientation : Vertical
Video resolution : 240 x 320 pixels
Screen refresh : 60.00 Hz
Palette Colors : 2048

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

This game is known in Japan as "Thunder Blaster".

- TIPS AND TRICKS -

The game has 4 endings depending on your performance :
Ending 1 - Defeat all the bosses.
Ending 2 - Let 2 bosses escape and defeat the others.
Ending 3 - Let 3 bosses escape and defeat the others.
Ending 4 - Let all the bosses escape, including the last boss.

- STAFF -

Composed by : Hiroshi Kimura

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1382&o=2

$end


$info=nss_lwep,
$bio

Lethal Weapon (c) 1992 Ocean.

A platform action game that's loosely based on the first three Lethal Weapon movies starring Mel Gibson and Danny Glover.

- TECHNICAL -

Nintendo Super System hardware

Main CPU : G65C816 (@ 3.58 Mhz)
Sound CPU : SPC700 (@ 1.024 Mhz)
Sound Chips : Custom (@ 1.024 Mhz)

Screen orientation : Horizontal
Video resolution : 512 x 480 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768

Players : 4
Control : 8-way joystick
Buttons : 6

- TRIVIA -

Licensed to Nintendo.

- PORTS -

* Consoles :
Nintendo Super NES (1992)
Nintendo Game Boy (1993)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1846&o=2

$end


$amigaocs_flop=lweapon,
$bio

Lethal Weapon (c) 1992 Ocean Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74458&o=2

$end


$nes=lweapon,lweaponu,
$bio

Lethal Weapon (c) 1993 Ocean

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55295&o=2

$end


$nes=lweaponc,
$bio

Lethal Weapon (c) 19?? Unknown [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76834&o=2

$end


$info=lw3_208,lw3_200,lw3_205,lw3_207,
$bio

Lethal Weapon 3 (c) 1992 Data East Pinball.

- TECHNICAL -

Game ID: 500-5526-01

Data East Version 3 (BSMT2000 & 128x32 Display)

Main CPU : M6808 (@ 1 MHz)
Sound CPU : Motorola M6809 (@ 2 MHz)
Display CPU : Motorola M6809 (@ 4 MHz)
Sound chips : BSMT2000 (@ 24 MHz)

- TRIVIA -

Released in August 1992.

Sometimes a cow will appear in the Video mode. Since the cow appearances is a Williams/Bally joke and this being a DataEast game the cow is worth 1M if you shoot it! 

In the Attract mode, the instructions for the Video mode is : 'Help Murtaugh make hamburger'.

- UPDATES -

In software version 2.08, "Multiball" was changed to "Tri-Ball", because Williams owned the trademark to "Multiball".

- STAFF -

Game Design: Ed Cebula (EDC), Joe Kaminkow (JEK)
Game Software: Kristina Donofrio
Display Software: Lonnie D. Ropp
Display Art: Jack Liddon (JAK), Kurt Andersen
Software Support: Neil Falconer, Masaya Horiguchi, John Carpenter (JWC)
Inspiration for 110%: Tetsuo Fukuda
Mech. Design: John Lund (JLL), Ed Cebula, Joe Balcer
Cables: Phillis
Game Art: Marcus Rothkranz, Margaret Hudson
Special Thanks to: Joel Silver, Dick Donner, Mel Gibson, Danny Glover, Joe Pesci
Sounds & Music: Brian Schmidt

Special Thanks: Dan Romanelli, Luana Chambers, C. Sollecito, Silver Pictures, Warner Bros., C&C Music Factory, ZZ Top
Dedicated to the Memory of: Nick Wade

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4967&o=2

$end


$gameboy=lweapon,
$bio

Lethal Weapon (c) 1993 Ocean Software, Limited.

- TECHNICAL -

Model DMG-LT-USA

- TRIVIA -

Released in April 1993.

- STAFF -

Developed by Eurocom.

PROGRAMMED BY: TIM COUPE

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66338&o=2

$end


$snes=lweaponu,
$bio

Lethal Weapon [Model SNS-L3-USA] (c) 1992 Ocean

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63191&o=2

$end


$snes=lweapon,
$bio

Lethal Weapon (c) 1992 Ocean

- TECHNICAL -

Cartridge ID: SNSP-L3-EUR

- TRIVIA -

Reviews:
[FR] March 1993 - Consoles + No. 18: 86/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63190&o=2

$end


$amigaocs_flop=lxcess,
$bio

Lethal Xcess (c) 1991 Eclipse

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74459&o=2

$end


$amigaocs_flop=lzone,
$bio

Lethal Zone (c) 1991 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74460&o=2

$end


$astrocde=lttrmtch,
$bio

Letter Match + Spell 'n Score + Crosswords (c) 1978 Bally Mfg. Co.

- TECHNICAL -

[Model 4002]

- TRIVIA -

Released as part of the "Educational Series".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86809&o=2

$end


$a800=lprfct40,lprfct40a,
$bio

Letter Perfect (c) 1981 LJK

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86599&o=2

$end


$a800=lettrtut,
$bio

Letter Tutor (c) 1984 Atari, Inc. [Sunnyvale, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86600&o=2

$end


$x68k_flop=levelpnta,levelpnt,
$bio

Level Point (c) 199? Erenvmvrcom

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88365&o=2

$end


$info=levers,
$bio

Levers (c) 1983 Rock-ola.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.78975 Mhz)

Players : 2
Control : 8-way joystick

- TRIVIA -

Released in June 1983.

- STAFF -

Designed and programmed by: Joe Ulowetz, Joe Bak

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1383&o=2

$end


$cpc_cass=leviathns,
$bio

Leviathan (c) 1987 Erbe Soft. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98050&o=2

$end


$cpc_cass=leviathn,
$bio

Leviathan [Model IA 0306] (c) 1987 Mastertronic, Ltd. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98051&o=2

$end


$pc98=lex,
$bio

LEX (c) 1993 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89930&o=2

$end


$lynx=lexis,
$bio

Lexis (c) 1994 Songbird Productions.

- TECHNICAL -

Model CF2003

- TIPS AND TRICKS -

* Hidden Galaxian Game: If you complete the Pages game mode, you are given a code to reach a hidden Galaxian game. This code is a bit tricky to enter, but it works. At the Table of Contents page (the main menu), enter rapidly the sequence Left, Right, Left, Right, Up, Down, OPTION 1, OPTION 2, and then start the game (notice that the game mode in Setup must be Pages, which is the default settings). If you have entered the code correctly, you will warp to the end of Pages: after completing the last word, you will be required to enter your initials and then you will be communicated the Galaxian code (as if you have completed the game). Now, you can finally play the hidden game!

- STAFF -

Programmer: Dave Dies

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58833&o=2

$end


$x68k_flop=lexus2,
$bio

Lexus 2 (c) 199? SPC Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88366&o=2

$end


$gba=leaveter,
$bio

Léa - Passion Vétérinaire - My Pet Hotel (c) 2006 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71491&o=2

$end


$megadriv=lhxj,
$bio

LHX Attack Chopper (c) 1993 Electronic Arts.

- TRIVIA -

Reviews:
[FR] October 1992 - Consoles+ No. 13: 89/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56616&o=2

$end


$nes=lsyx,
$bio

梁山英雄 (c) 200? Nanjing.
(Liang Shan Ying Xiong)

- TECHNICAL -

Game ID: NJ023

- TRIVIA -

Title translates from Chinese as Liangshan Heroes.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76835&o=2

$end


$info=liblrabl,
$bio

Libble Rabble (c) 1983 Namco.

At first glance, the gameplay resembles Taito's Qix. The player controls two "arrows", one red (Libble) and one blue (Rabble) with a line strung between them. The object is to wrap the line around poles and surround Mushlins and enemies with it. The player can either close the loops themselves (worth more points for the Mushlins) or move both arrows to the same edge of the screen. The player clears a "season" when he or she harvests all the Mushlins.

Along the way, various enemies will appear and try to stop the player. The most common are four little hooded critters (Hobblins), which start each season in the corners. If the player catches them in a loop, they will be sent to the top of the screen for a short period of time. Other critters such as fireballs (Killers), sparks (Changers), and Demons will also appear. These can be killed by closing a loop around them. Sometimes, scissors-like enemies (Shears) appear, and if they cross the player's line, they cut it. If the player's line is ever cut by Shears or Demons, a new one is instantly made: directly between the two arrows.

Every so often when the player closes a line, a detector goes off indicating that the area that has been closed off has a treasure chest somewhere. To actually uncover the chest, the player must surround a small enough area which covers just the chest, and no other possible hiding places. The game guides the player along that step, first by challenging them to uncover a chest at the start of the game (and then by revealing the locations of the chests for the first two seasons). When the player actually uncovers a chest, six bonus creatures (Topcups) will pop out, then make for the edges. The player must corral them with the line and then close the loop to score the bonus for them: they mean bonus letters. If the player manages to complete a bonus word, the season is automatically cleared out and the player moves to a bonus stage where they must try to uncover and collect chests (to collect a chest, the player needs to close a loop around an opened chest) within a time limit.

The player loses a life if any of the assorted critters touch one of the arrows or if he or she runs out of time (the border is the player's timer, and he or she can boost the time by looping Mushlins and plants), and the player gains an extra life at 40,000, 120,000, 200,000, 400,000, 600,000 and 1,000,000 points by default. After the 100th season, the season counter will stop at 99, similar to how Namco's Galaxian and King & Balloon's round indicators would stop after 48 rounds.

- TECHNICAL -

Game ID : LR

Main CPU : Motorola M6809 (@ 1.536 Mhz), 68000 (@ 6.144 Mhz)
Sound CPU : Motorola M6809 (@ 1.536 Mhz)
Sound Chips : Namco 8-channel WSG

Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.61 Hz
Palette colors : 256

Players : 2
Control : Double 8-way joysticks
Buttons : 1

- TRIVIA -

Released in December 1983. Namco's first 16 bits game.

- TIPS AND TRICKS -

* Easter Egg :
1) Enter service mode.
2) Turn off the service mode switch and turn it on again quickly to remain on the monitor test grid.
3) Enter the following sequence using the right joystick : Up(x9), Right(x2), Down(x9), Left(x2). '(c) 1983 NAMCO LTD.' will appear on the screen.

- STAFF -

Designed by : Toru Iwatani
Music by : Nobuyuki Ohnogi

- PORTS -

* Consoles :
FM Towns Marty (1993)
Nintendo Super Famicom (1994)

* Computers :
Sharp X68000 (1993)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1384&o=2

$end


$x68k_flop=libbler,libblerd,libblerd1,libblerd2,
$bio

Libble Rabble (c) 1993 Dempa Shinbunsha [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87851&o=2

$end


$snes=libbler,
$bio

Libble Rabble [Model SHVC-26] (c) 1994 Namco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61679&o=2

$end


$info=liberate,
$bio

Liberation (c) 1984 Data East.

A vertically scrolling shoot'em up game.

- TECHNICAL -

Main CPU : DECO (@ 2 Mhz)
Sound CPU : MOS Technology M6502 (@ 1.5 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.5 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in December 1984 in Japan.

This game is known in US as "Dual Assault".

A bootleg of this game was produced under the same name in 1985 by Life System Seoul.

- UPDATES -

The bootleg uses a M6502 @ 2 Mhz as main CPU instead of the DECO @ 2 Mhz.

- STAFF -

Staff : I. Fushiki, D. Kohama, Y. Ohba, Kenji Nishikawa

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1385&o=2

$end


$info=liberateb,
$bio

Liberation (c) 1985 Life System Seoul.

Bootleg of the Data East's original.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=39684&o=2

$end


$amigaocs_flop=liberatn,
$bio

Liberation - Captive II (c) 1994 Mindscape, Incorporated. [Northbrook, IL, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74461&o=2

$end


$info=liberatr,liberatr2,
$bio

Liberator (c) 1982 Atari.

The Liberator controls consist of a trackball, fire button, and shield button. The player controls a coordinated attack from four star ships at the corners of the screen. The primary target of the attack are enemy bases on a rotating planet in the center of the screen. The trackball is used to move a cross-shaped cursor. The fire button fires a missile at the cursor's location from your closest ship. The shield button is used to activate force fields around the ships. The shield can only take four hits each round, and the count is shared between all ships.

At the beginning of each level, the player is flying through outer space and spaceships fly on screen from the left and right and leave in an arc. They try to ram into your ships. Note that shields do not work during this stage.

After this stage, the player is taken to a view of a rotating planet. The most prominent enemies are red flashing missile bases. They shoot missiles, fireballs, and star balls at your ships. The enemy bases can also detach from the planet, turn into satellites, and orbit the planet while shooting missiles. Once all missile bases are destroyed, the player moves onto the next level. At higher levels, there is the white master base. It is very intelligent, and it can change the direction or speed of the planet rotation to avoid getting hit.

- TECHNICAL -

Game ID : 136012

Main CPU : MOS Technology M6502 (@ 1.25 Mhz)
Sound Chips : (2x) POKEY (@ 1.78979 Mhz)

Players : 2
Control : trackball
Buttons : 2
=> [A] FIRE, [B] SHIELDS

- TRIVIA -

Liberator was released in November 1982. The arcade game was not very popular and only 762 arcade machines were ever made. The intro price was $2,095.

Liberator is commonly described as the opposite of Missile Command. The objective of Missile Command is to defend your bases from a space-based attack. Liberator's objective is the exact opposite, destroy enemy bases as you orbit their planet.

Liberator features the character Commander Martin Champion of the Atari Force mini-comic books. This limited series was made by DC Comics for Atari and was packaged with certain science-fiction themed games for the Atari 2600 console, including "Star Raiders" and "Defender". The mini-comics span off into a full size Atari Force comic series and the Star Raiders graphic novel.

David Drake holds the official record for this game with 14,232,130 points.

- TIPS AND TRICKS -

Missiles can be destroyed, although some split into four smaller particles when destroyed.

Fireballs take four hits to destroy, but they slow down on each hit.

Star balls take four hits to destroy, much like fireballs. However, unlike fireballs, they return to normal speed soon after being hit.

Flying saucers will sometimes appear from the planet. flying saucers shoot a large, deadly laser which cannot be stopped.

Bonus ships can be earned, but they are not applied immediately. Instead, they are added only after each stage.
   
After inserting coins, if the player holds the fire button then presses the start button, they will be taken to a level select, allowing them to start at any third level (1, 4, 7... up to 22).

- STAFF -

Designed and programmed by : Dennis Harper

- PORTS -

* Consoles :
Microsoft XBOX [US] (November 16, 2004) "Atari Anthology [Model 26084]" 
Sony PlayStation 2 [US] (November 22, 2004) "Atari Anthology [Model SLUS-21076]" 
Microsoft XBOX [EU] (November 26, 2004) "Atari Anthology" 
Sony PlayStation 2 [EU] (February 18, 2005) "Atari Anthology [Model SLES-53061]" 
Microsoft XBOX [JP] (August 4, 2005) "Atari Anthology [Model B7X-00001]" 

* Handhelds : 
Nintendo DS [US] (March 8, 2011) "Atari Greatest Hits Vol.2 [Model NTR-BR7E-USA]" 

* Computers :
PC [MS Windows, CD-ROM] [US] (November 11, 2003) "Atari - 80 Classic Games in One! [Model 25069J]" 
PC [MS Windows, CD-ROM] [EU] (June 10, 2005) "Atari - 80 Classic Games in One! [Replay]" 

* Others :
Nokia N-Gage [US] (February 2006) "Atari Masterpieces Vol. II" 
Nokia N-Gage [EU] (March 30, 2006) "Atari Masterpieces Vol. II" 
Apple Store (2012) "Atari Greatest Hits" 
Google Play (2012) "Atari Greatest Hits"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1386&o=2

$end


$bbca_cass,bbcb_cass=liberatr,
$bio

Liberator (c) 1983 Gemini

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52052&o=2

$end


$cpc_cass=liberatr,
$bio

Liberator [Model 22534] (c) 1988 Proein Soft Line [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98052&o=2

$end


$info=lbgrande,lbgrandeja,
$bio

Libero Grande (c) 1997 Namco, Limited.

A very unique soccer game to say the least. In this game, you control just one player in the team - the star player!

- TECHNICAL -

Namco System 12 hardware
Game ID : LG

Main CPU : PSX (@ 16.9344 Mhz), H8/3002 (@ 14.7456 Mhz)
Sound Chips : C352 (@ 14.7456 Mhz)

Players : 2
Control : 8-way Joystick
Buttons : 6

- TRIVIA -

Libero Grande was released in October 1997.

The title refers to the 'Libero' position : the 'Libero' position was popularized thanks to German legend Franz Beckenbauer in the 1970's. At the 1990 World Cup, in Italy, even the Brazilian squad employed it for the very first time. Outraged Pelé severely criticized the national head coach Lazaroni as Brazil was eliminated early in the tournament. Conversely, at the World Cup 1990, Germany finished first while playing with a libero. Since Italy 1990, many teams have abandoned the use of the libero excluding many German and youth clubs. It's now evident that some teams are just not suited to play with a sweeper. The sweeper must always be 'the last player in defense'. His job is to close down gaps left by other defenders. The libero roams laterally, a few meters behind the last line of fullbacks (although he tries not to sway too far towards the flanks). He analyzes the development of plays, anticipates where open angles and passing lanes are forming and makes quick decisions about dealing with them. At times, more than one issue will present itself simultaneously thus making the sweeper's job even harder. Because they never mark enemy attackers, sweepers can move a great deal forward when their team is in possession. This frequently finds the enemy defense unprepared. When an unmarked player is unexpectedly introduced to a play, the opposite defense is faced with tough choices. Overall, the sweeper should be very perceptive (usually experienced) with good ball handling skills and confidence.

- UPDATES -

Software version : LG2/VER.A (World)
* Build date : 18:41:56, OCT 28 1997

- SERIES -

1. Libero Grande (1997, ARC)
2. Libero Grande 2 [Model SLPS-02950] (2000, PS)

- STAFF -

Game Design : Jun Moriwaki, Naoto Maeda, Hideki Hattori
Program : Tomohiro Kaneko, Hironori Sata, Masanobu Hoshino
Visual Design : Yasuyuki Osada, Kaori Akimoto, Mamoru Takahashi, K. Nakamura, Y. Wagatsuma, T. Kudo, H. Matsuoka, M. Onda, C. Takagi, Y. Kusakabe, K. Yanagita, Y. Hada, Tadashi Sato, Isshin Yabuki, Naoko Asano, Nami Takahashi, M. Yuri, Miki Naruse
Sound Compose : Masako Ougami, T. Tatsuta
Motion Capture : Takayasu Yanagihara, Satoshi Yamaguti, Y. Onishi, Toshiyuki Hagiwara, Miho Nakasaka, H. Numakami, H. Furuki
Led Program : T. Hijiya
Logo Design : H. Ito
Link Program : T. Ogawa
Technical Support : H. Yamazaki, F. Hasegawa, N. Tanaka
Quality Control : S. Tsuruya, S. Masukawa
Test Play : N. Yoshikawa, T. Kiuchi, Y. Nakabayashi, T. Arai, R. Sakamoto, O. Yoshida
Direction : Yukihiko Yagi, M. Oishi, H. Yoshizawa
Product Manage : Shigeru Yokoyama, K. Nakamura, H. Nakatani

- PORTS -

* Consoles :
[EU] Sony PlayStation (1998) "Libero Grande [Model SCES-01430]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3947&o=2

$end


$psx=liberogr,
$bio

Libero Grande 2 (c) 2000 Namco, Ltd.

- TECHNICAL -

Game ID: SLPS-02950

- SERIES -

1. Libero Grande (1997, ARC)
2. Libero Grande 2 [Model SLPS-02950] (2000, PS)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85393&o=2

$end


$pc98=liberty,
$bio

Liberty (c) 1989 Cocktail Soft.

- TRIVIA -

Released on November 17, 1989 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48527&o=2

$end


$pc8801_flop=liberty,
$bio

Liberty (c) 1989 Takeru [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92238&o=2

$end


$info=m4libty,
$bio

Liberty (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41358&o=2

$end


$x68k_flop=liberty,
$bio

Liberty Half Grade Up (c) 1994 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88367&o=2

$end


$megadriv=liberty,
$bio

Liberty or Death (c) 1994 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57284&o=2

$end


$snes=liberty,
$bio

Liberty or Death (c) 1994 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63192&o=2

$end


$x68k_flop=libido7,
$bio

Libido 7 (c) 1994 Libido

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87852&o=2

$end


$pc98=libido7,libido7a,
$bio

Libido 7 (c) 1994 Libido [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89966&o=2

$end


$pc98=chilambl,
$bio

Libros de Chilam Balam (c) 1992 Right Stuff Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89967&o=2

$end


$msx1_cass=licantro,
$bio

Licantropo (c) 1986 Onaki

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94793&o=2

$end


$pico=liccachn,
$bio

Licca-chan ni Naritai! [Model HPC-6098] (c) 2001 Sega Toys

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75714&o=2

$end


$gba=liccachn,
$bio

Licca-chan no Oshare Nikki [Model AGB-BRNJ-JPN] (c) 2004 Marvelous Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71472&o=2

$end


$amigaocs_flop=lic2kill,
$bio

Licence to Kill (c) 1989 Domark Group, Limited.

- STAFF -

Programmer: Colin Boswell
Graphics: Tony West
Music: David Whittaker
Design: John Kavanagh

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74462&o=2

$end


$msx1_cass=lic2kill,
$bio

Licence to Kill (c) 1989 Domark Group, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94794&o=2

$end


$cpc_cass=lic2kill,
$bio

Licence To Kill (c) 1989 Domark Group, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98053&o=2

$end


$info=ep_ltt,ep_ltta,
$bio

Licence to Thrill (c) 199? Global Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40860&o=2

$end


$bbca_cass,bbcb_cass=lickill,
$bio

License to Kill (c) 1989 Domark

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52053&o=2

$end


$bbca_cass,bbcb_cass=lickeyrt,
$bio

Lickey Route (c) 1985 DeeKay

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52054&o=2

$end


$astrocde=life,
$bio

Life (c) 1985 New Image.

- TRIVIA -

Mike White made fifteen of these, but Richard C. Degler did distribute some of
these cartridges himself as well.

- STAFF -

Written by: Richard C. Degler

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86810&o=2

$end


$pc98=lifendt2,
$bio

Life & Death 2: The Brain (c) 1992 Arrow Micro-Techs

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89968&o=2

$end


$amigaocs_flop=lifendth,
$bio

Life and Death (c) 1991 Mindscape, Incorporated. [Northbrook, IL, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74463&o=2

$end


$pc98=lifendth,
$bio

Life and Death (c) 1991 Ving [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89969&o=2

$end


$x68k_flop=lifendth,
$bio

Life and Death (c) 1992 Brother Kougyou [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87853&o=2

$end


$nes=salamand,
$bio

Life Force Salamander (c) 1989 Konami Industry Company, Limited.

European release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Salamander [Model RC821]".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55297&o=2

$end


$nes=lifefrce,
$bio

Life Force (c) 1988 Konami Industry Company, Limited.

North American release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Salamander [Model RC821]".

Text from this version:
Calling all Viper Pilots - the galaxy's on the edge of doom again! You've saved the innocent people of Gradius from the vile Bacterions. But now an even deadlier plague has slimed into the neighborhood. It's Zelos, an all-engulfing, planet-eating alien who's hungering to take a bite out of you! Only this time you don't have to rescue the millions of Gradians alone. You can call on a starfighter friend from the planet Latis, who'll fight beside you in his RoadBritish space destroyer. You'll both be gunning for max power-ups, with ripple lasers, plutonic missiles and impregnable force fields. But you better be on target. For this isn't your ordinary space scum. And to crush him you've gotta soar through his guts, blast past his death traps and ultimately blow out his heart. Good luck, Commander. The Galaxy's counting on you!

- TECHNICAL -

Game ID: NES-LF-USA

- TRIVIA -

Life Force was released on September 25, 1987 in the USA.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55296&o=2

$end


$msx1_cass=fastlane,
$bio

Life in the Fast Lane (c) 1987 Methodic Solutions

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94795&o=2

$end


$pc98=lifeismu,
$bio

Life is Music (c) 1992 Koei Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89970&o=2

$end


$info=lol,
$bio

Life of Luxury (c) 1998 WMS Gaming.

- TRIVIA -

Released in August 1999.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=7836&o=2

$end


$mc10=lifeed,
$bio

LIFE-ED (c) 198? Tamer [James Tamer]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87649&o=2

$end


$mc10=lifeedgl,
$bio

LIFE-ED Data Tape - Glidergun (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87650&o=2

$end


$mc10=lifeedos,
$bio

LIFE-ED Data Tape - Oscillators (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87651&o=2

$end


$mc10=lifeedrp,
$bio

LIFE-ED Data Tape - Rpentomino (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87652&o=2

$end


$info=lifefrce,
$bio

Lifeforce (c) 1986 Konami Industry Company, Limited.

- TECHNICAL -

Konami Nemesis Hardware
Game ID : GX587

Main CPU : MC 68000 @ 10Mhz / G400 Bios
Sound CPU : Zilog Z80
Sound chip : 2x AY-3-8910 psg 

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Lifeforce was released in October 1986. It is known as "Salamander" in Japan. For more information about the game, please see the original Japanese entry.

This US release is just like the Japanese original, only with slightly different color palettes.

Jason Wilson holds the official record for Lifeforce with 526,800 points.

- TIPS AND TRICKS -

* Weapons:
1) Ripple Laser: Expanding loops of destruction.
2) Toothpaste Laser: Nice stripy death-ray, makes a cool noise.
3) Missile: Ground-following, fires up & down.
4) Multiple: Strange blob things that follow you around, they have whatever weapons your ship has.

- SERIES -

1. Nemesis (1985)
2. Lifeforce (1986)
3. Gradius 2 (1987, MSX)
4. Vulcan Venture (1988)
5. Nemesis 3 - The Eve of Destruction (1988, MSX)
6. Gradius III (1989)
7. Gradius - The Interstellar Assault (1991, Nintendo Game Boy)  
8. Nemesis '90 Kai (1993, Sharp X68000)
9. Salamander 2 (1996)
10. Solar Assault - Gradius (1997)
11. Solar Assault - Revisited (1997)
12. Gradius Gaiden (1997, Sony PlayStation)
13. Gradius IV - Fukkatsu (1999)
14. Gradius Generation (2002, Nintendo Game Boy Advance)
15. Gradius V (2003, Sony PlayStation 2)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1387&o=2

$end


$info=lifefrcej,
$bio

Lifeforce (c) 1987 Konami.

- TECHNICAL -

[Model GX587]

- TRIVIA -

Release in June 1987. This re-release of "Salamander [Model GX587]" has more organic looking graphics and adopts the "Gradius [Model GX400]" power-up system.

Soundtrack releases:
[JP] Apr.09, 2003; Salamander Arcade Soundtrack [KOLA-030]

- PORTS -

* Consoles :
Sony PSP [JP] (January 25, 2007; "Salamander Portable [Model ULJM-05219]")
Sony PSP [JP] (March 13, 2008; "Salamander Portable [Konami The Best] [Model ULJM-05322]")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48164&o=2

$end


$saturn,sat_cart=lifescap,lifescapa,
$bio

Lifescape - Seimei 40 Okunen Haruka na Tabi (c) 1996 Media Quest

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59350&o=2

$end


$saturn,sat_cart=lifesca2,
$bio

Lifescape 2 Body Bionics - Kyoui no Shouuchuu Jintai (c) 1997 Media Quest

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59351&o=2

$end


$a800=lifespan,
$bio

Lifespan (c) 1983 Roklan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86601&o=2

$end


$cpc_cass=lifeterm,
$bio

Lifeterm [Model AS037] (c) 1987 Alternative Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98056&o=2

$end


$pc98=ligarued,
$bio

Ligarued (c) 1990 Game Technopolis [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89971&o=2

$end


$megadriv=lightcrs,
$bio

Light Crusader (c) 1995 Sega Enterprises, Limited.

European releases.

- TECHNICAL -

Game ID: 1187-50
Cartridge ID: 670-7037-50

Package ID:
[SP] 670-7038-06
[FR] 670-7038-09
[DE] 670-7038-18

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [EU] [AU] (December 7, 2007) [Model MBYP] 

* Computers : 
PC [Steam] [EU] (January 26, 2011) both stand-alone and as part of "SEGA Mega Drive Classics Pack 4" 
PC [MS Windows, CD-ROM] [EU] (February 4, 2011) "Sega Mega Drive Classics Collection Vol. 4" 
PC [MS Windows, DVD-ROM] [EU] (March 18, 2011) "Sega Mega Drive Classic Collection - Gold Edition" 
PC [Steam] [EU] (March 25, 2011) "SEGA Mega Drive Classics Collection"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93687&o=2

$end


$megadriv=lightcrsu,
$bio

Light Crusader (c) 1995 Sega Enterprises, Limited.

North American release.

- TECHNICAL -

Game ID: 1187

If you insert this cartridge in a PAL or a Japanese NTSC, the following message will be shown message is shown: "Developed for use only with NTSC GENESIS systems."

- TRIVIA -

Light Crusader for Genesis was released on May 25, 1995 in North America.

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [US] (December 31, 2007) [Model MBYE] 

* Computers : 
PC [Steam] [US] (January 26, 2011) "Light Crusader [Model 71119]" : both stand-alone and as part of "SEGA Genesis Classics Pack 4" 
PC [MS Windows, DVD-ROM] [US] (March 15, 2011) "Sega Genesis Classic Collection - Gold Edition" 
PC [Steam] [US] (March 25, 2011) "SEGA Genesis Classics Collection"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57285&o=2

$end


$megadriv=lightcrsj,lightcrsp,
$bio

Light Crusader (c) 1995 Sega Enterprises, Limited.

- TECHNICAL -

Game ID: G-5545
Cartridge ID: 670-6520
Package ID: 670-6521
Barcode: 4 974365 555450

- TRIVIA -

Light Crusader for Mega Drive was released on May 26, 1995 in Japan.

Export releases:
[US] "Light Crusader [Model 1187]"
[EU] "Light Crusader [Model 1187-50]"
[KO] "Light Crusader [Model GM95004JT]"

- STAFF -

Designed by: TREASURE

Main Programmer: Kazuhiko Ishida
Programmer: Masato Maegawa
Supporter: Keiji Fujita
Character and Background Art: Hiroshi Iuchi (H. Iuchi 9)
Character Art: Makoto Ogino (Oginon), Kaname Shindoh, Kōichi Kimura (Kafuichi)
Sound Director: Katsuhiko Suzuki
Music Composer: Aki Hata
Sound Effects: Satoshi Murata

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [JP] (November 13, 2007) [Model MBYJ]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56627&o=2

$end


$megadriv=lightcrsk,
$bio

Light Crusader (c) 1995 Sega Enterprises, Limited.

South Korean release.

- TECHNICAL -

Game ID: GM95004JT

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93688&o=2

$end


$bbca_cass,bbcb_cass=lightcyc,
$bio

Light Cycle (c) 19?? PSS

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52055&o=2

$end


$snes=lfantas2,
$bio

Light Fantasy II [Model SHVC-ALRJ-JPN] (c) 1995 Tonkin House

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61681&o=2

$end


$snes=lfantasy,
$bio

Light Fantasy [Model SHVC-LF] (c) 1992 Tonkin House

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61680&o=2

$end


$pc8801_flop=lightflp,
$bio

Light Flipper (c) 1983 Enix, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92239&o=2

$end


$cpc_cass=lforce,
$bio

Light Force (c) 1986 FTL [Faster Than Light]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98057&o=2

$end


$cpc_cass=lpmk2,lpmk2a,
$bio

Light Pen - Mark II (c) 1985 Electrics Studio

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98058&o=2

$end


$info=lightbr,lightbrj,
$bio

Lightbringer (c) 1994 Taito.

Four mythical heroes traverse dungeons and castles to find and defeat the source of evil corruptive power that is threatening their land. Gameplay is refreshingly less linear than most beat'em ups.

- TECHNICAL -

Runs on the "Taito F3 System" Hardware.

Prom Stickers : D69

Players : 4
Control : 8-way joystick
Buttons : 4

- TRIVIA -

Lightbringer was released in February 1994 in Japan. It was known outside Japan as "Dungeon Magic".

The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to '???'.

Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Lightbringer - PCCB-00154) on May 20, 1994.

- TIPS AND TRICKS -

* Characters list:

Ash is an ex-knight with excellent swordsmanship.
- Power Attack : Arc Sword - attacks enemies by leaping into the air.
- Special Attack : Berserk - temporary invincibility + continuous attacks.

Gren is a roving eastern warrior and is an expert in martial arts. 
- Power Attack : Break Off - makes a single attack with his sword.
- Special Attack : Fire Blast - explosion damages nearby enemies.

Cisty is a fairy with great magic and archery skills. Her whole family was destroyed long ago by the evil spirit. 
- Power Attack : Arrow - attacks distant enemies with an arrow.
- Special Attack : Summon - summons spirits to defeat enemies.

Vold is a very old and powerful magician who wields a magic staff. 
- Power Attack : Magic - attacks with various magical spells. 
- Special Attack : Meteors - causes meteor showers.

- STAFF -

Project leader : Keppel Maekawa
Game designers : Keppel Maekawa, Turtle Mizukami, Mucha
Software : Takahiro Natani, Hiroyuki Tanaka, Takafumi Kaneko, Toshiyuki Hayashi, Kunio Kuzukawa
Character designer : Kawamoyan
Character bit works : Kawamoyan, Makenjy, Zyjy-30, Akiyoshi Takada, Bibiko, Mari Fukusaki (Fire Fukusaki), Mochi Mochi Natsuko, Shigeki Yamamoto
All music and sound effects : Nakayama Jyotohei (Zuntata)
Music sound effects director : Hisayoshi Ogura (Zuntata)
Instructions : Naoto Hashizume
Image illustration : Kouichirou Yonemura
Hardware works : Hironobu Suzuki, Katumi Kaneoka

- PORTS -

* Consoles : 
Sony PlayStation 2 [JP] (July 28, 2005) "Taito Memories Joukan [Model SLPM-66057]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1388&o=2

$end


$megadriv=lightfor,
$bio

Lightening Force - Quest for the Darkstar (c) 1992 Sega Enterprises, Limited.

- TECHNICAL -

If you insert this cartridge in a PAL or a Japanese NTSC. The following message is shown: "This game will only operate on the NTSC System".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57286&o=2

$end


$info=lightfgt,
$bio

Lightfight (c) 1981 Milton Bradley Co.

- TECHNICAL -

Model 4144

- STAFF -

Programmed by: Chris Oberth

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95295&o=2

$end


$nes=2ccopcm,
$bio

Lightgun Game 2 in 1: Cosmocop + Cyber Monster [Model SA-023] (c) 1993 Sachen [Taiwan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76836&o=2

$end


$nes=2tcstc,
$bio

Lightgun Game 2 in 1: Tough Cop + Super Tough Cop [Model SA-024] (c) 1993 Sachen [Taiwan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76837&o=2

$end


$info=lightnin,
$bio

Lightning (c) 1981 Stern Electronics.

- TECHNICAL -

Model Number : 126

- TRIVIA -

2,350 units were produced.

- STAFF -

Design & Mechanics by : Joe Joos Jr.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5481&o=2

$end


$x68k_flop=lightbac,
$bio

Lightning Bacchus - The Knight of Iron (c) 1989 Masaya

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87854&o=2

$end


$pc8801_flop=lightbac,
$bio

Lightning Bacchus - The Knight of Iron (c) 1989 NCS Corp. [Nippon Computer Systems] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92240&o=2

$end


$pc98=lightbac,
$bio

Lightning Bacchus - The Knight of Iron (c) 1989 NCS Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95236&o=2

$end


$info=lgtnfght,lgtnfghtu,lgtnfghta,
$bio

Lightning Fighters (c) 1990 Konami.

Export release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Trigon [Model GX939]".

- TECHNICAL -

Game ID : GX939

- TRIVIA -

Lightning Fighters was released in May 1990 in North America.

In Lightning Fighters and Trigon, the original Japanese version, there are different rules depending on whether you start the game with one or two players. In a one-player game, you start with no bombs, and when you die the game restarts you at a checkpoint. In a two-player game, each life starts with one bomb, and when you die you respawn in place. There are some powerups that only appear in a two-player game and one that only appears in a one-player game. The game type cannot be changed once the game starts. A second player cannot join an originally one-player game; conversely, if one player dies in a two-player game the game remains in two-player mode and the second player can rejoin at any time.

In Lightning Fighters, even if you start a one-player game, the game is always in two-player mode: you respawn in place when you die and you start each life with one bomb stocked. This means that a second player can join midway into a one-player game. Unfortunately it also means that the powerup that only appears in one-player games in the other versions, does not appear at all in the US version.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1389&o=2

$end


$info=smih0986,smih0987,smih0988,smih0989,smih0990,smih0991,
$bio

Lightning Reels [Power Max Reels] (c) 2009 Bally Gaming, Incorporated.

- TECHNICAL -

[Bally Signature Series]
Software Part Number: ASGLGHREL0UI-01

Game Kit #157981 ALPHA S9000 
Game Kit #157715 ALPHA Elite S9E
Game Kit #157724 CineReels

- UPDATES -

SMI #H0986
Return % with 50 Credits Bet: 83.62%
Max % with 75 Credits Bet: 85.59%
Odds to JP (Max Bet played): 7,860,800

SMI #H0987
Return % with 50 Credits Bet: 84.89%
Max % with 75 Credits Bet: 88.49%
Odds to JP (Max Bet played): 7,860,800

SMI #H0988
Return % with 50 Credits Bet: 85.31%
Max % with 75 Credits Bet: 90.45%
Odds to JP (Max Bet played): 7,860,800

SMI #H0989
Return % with 50 Credits Bet: 85.31%
Max % with 75 Credits Bet: 92.32%
Odds to JP (Max Bet played): 3,930,400

SMI #H0990
Return % with 50 Credits Bet: 86.59%
Max % with 75 Credits Bet: 94.01%
Odds to JP (Max Bet played): 3,930,400

SMI #H0991
Return % with 50 Credits Bet: 85.31%
Max % with 75 Credits Bet: 95.99%
Odds to JP (Max Bet played): 3,930,400

- TIPS AND TRICKS -

Overall Hit Frequency: 33.96%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=45188&o=2

$end


$info=ltswords,
$bio

Lightning Swords (c) 1991 Irem Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98312&o=2

$end


$info=m1lca,m1lcaa,m1lcab,m1lcac,
$bio

Lights Camera Action (c) 199? Global Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42347&o=2

$end


$info=lca,lca2,
$bio

Lights... Camera... Action!  (c) 1989 Premier Technology Co.

- TECHNICAL -

Gottlieb System 3
Model Number : 720

- TRIVIA -

1,708 units were produced.

- STAFF -

Designer : Jon Norris
Artwork : Constantino Mitchell
Sound : Dave Zabriskie

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5482&o=2

$end


$pc98=like,
$bio

Like (c) 1994 Ange [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89972&o=2

$end


$nes=liko3in1,
$bio

LIKO Study Cartridge 3 in 1 (c) 19?? BBG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55284&o=2

$end


$gbcolor=lilmonst,
$bio

Lil' Monster [Model DMG-AJYE-USA] (c) 2000 Agetec, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68219&o=2

$end


$gba=lilliput,
$bio

Lilliput Oukoku - Lillimoni to Issho Puni! [Model AGB-BRPJ-JPN] (c) 2004 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71473&o=2

$end


$a2600=lilyadv,
$bio

Lilly Adventure (c) 1983 HomeVision

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50655&o=2

$end


$msx2_flop=lilo,
$bio

Lilo - La Conquista de la Fama (c) 1995 Unknown [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101781&o=2

$end


$pc98=lime,
$bio

Lime (c) 1989 Software House Parsley [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89973&o=2

$end


$x68k_flop=limeligt,
$bio

Lime Light (c) 1989 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88368&o=2

$end


$pc8801_flop=limeligh,
$bio

Lime Light (c) 1990 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92241&o=2

$end


$info=shangonle,
$bio

Limited Edition Hang-On (c) 1991 Sega.

'Limited Edition Hang-On' is a motorcycle-based racing game from Sega and is a remix of their superb 1987 game, 'Super Hang-On'.

Running on identical hardware, the graphics and gameplay remain the same, with players riding a turbo-powered bike trying to reach checkpoints within a tight time limit. As with 'Super Hang-On', players could press and hold a turbo button and push the bike to a breathtaking speed - necessary to beat the game's tight time limits.

As with the original game, players can chose to race on any one of four courses: Africa, Asia, America and Europe. Africa is the easiest and shortest of the four, with each subsequent course becoming both more demanding - with tighter bends and more aggressive rival racers - and having a greater number of stages to have to beat.

Limited Edition's only difference from 'Super Hang-On' is in its courses, which have been redesigned and are more forgiving than those of the original game.

- TECHNICAL -

Main CPU : (2x) Motorola 68000 (@ 12.5 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2151 (@ 4 Mhz), Sega (@ 4 Mhz)

Players : 1
Control : paddle
Buttons : 1

- TRIVIA -

Limited Edition Hang-On was released in April 1991.

Despite taking its gameplay from the second game in the series, 'Limited Edition Hang-On's deluxe cabinet was the same tilting motorbike mock-up used in the deluxe version of the FIRST game in the series, 1985's "Hang-On". The only notable difference was that the latter incarnation of the cab was blue, instead of the bright red of the original.

- SERIES -

1. Hang-On (1985)
2. Hang-On II (1985, Sega SG-1000)
3. Hang-On Jr. (1985)
4. Super Hang-On (1987)
5. Limited Edition Hang-On (1991)

- STAFF -

Music composed by : Katsuhiro Hayashi, Koichi Namiki

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3845&o=2

$end


$nes=linzexu,linzexub,linzexua,
$bio

林则徐禁烟 (c) 19?? Waixing Computer & Technology Co., Ltd.
(Lin Ze Xu Jin Yan)

- TECHNICAL -

[Model ES-1013]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76838&o=2

$end


$psx=linda3cu,
$bio

Linda 3 Cube Again [Model SCPS-10039] (c) 1997 Sony Computer Ent., Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85394&o=2

$end


$pcecd=linda3,
$bio

Linda³ (c) 1995 NEC Home Electronics, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58262&o=2

$end


$saturn,sat_cart=linda3,
$bio

Linda³ - Kanzenban (c) 1998 ASCII Entertainment Software, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59352&o=2

$end


$info=sc4linedd,sc4linede,sc4linedf,sc4linedg,sc4linedh,sc4linedi,
$bio

Line Dancer Arcade (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR7067]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43672&o=2

$end


$info=sc4ldcas,sc4ldcasa,sc4ldcasb,sc4ldcasc,sc4ldcasd,sc4ldcase,
$bio

Line Dancer Casino (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR7067]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42671&o=2

$end


$info=sc4lined,sc4lineda,sc4linedb,sc4linedc,
$bio

Line Dancer (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR7067]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42674&o=2

$end


$amigaocs_flop=loffire,
$bio

Line of Fire (c) 1990 US Gold.

- TRIVIA -

The game was written from July to November 1990.

- STAFF -

Written by: Richard Aplin
Graphics: Andy Heike, Nick Vincent

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74464&o=2

$end


$cpc_cass=loffire,
$bio

Line of Fire (c) 1990 US Gold, Ltd. [Birmingham, UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98059&o=2

$end


$sms=loffire,
$bio

Line of Fire (c) 1991 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56088&o=2

$end


$info=loffire,loffirej,loffireu,loffired,loffirejd,loffireud,
$bio

Line of Fire (c) 1989 Sega.

Line of Fire is a lightgun controlled shoot-em-up for one or two players, in which two commandos find a special weapon - a vehicle mounted, automatic machine pistol - hidden deep within an enemy base. Before they can escape to report their findings, however, they find themselves surrounded by enemy forces and must blast their way through enemy lines and escape, using the enemies' own super weapon against them.

As well as enemy troops, players will have to contend with artillery, tanks and helicopters. At the end of each stage they will face a powerful boss vehicle that must be destroyed to progress. Between stages, a map screen is displayed which shows the players' progress through the terrorist facility and towards freedom.

Ammunition is limited to a few clips of bullets for the machine gun, a small supply of hand grenades and a screen clearing missile, although additional supplies can be obtained by shooting the relevant icons as they appear during play.

Settings ranging from enemy bases to thick jungle.

- TECHNICAL -

This game came in two cabinets. The sit down cabinet has two separate seats. The guns are quite similar to "Laser Ghost"'s guns only without the laser device. The upright cabinet features the guns as 9mm Uzi-type light guns that are mounted to the cabinet like in "Operation Thunderbolt". Unlike Operation Thunderbolt however, Line of Fire's upright cabinet is much slimmer.

Sega X Board hardware
Game ID : 317-0134 to 317-0136

Main CPU : (2x) Motorola 68000 (@ 12.5 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2151 (@ 4 Mhz), Sega (@ 4 Mhz)

Players : 2
Control : lightgun
Buttons : 2

- TRIVIA -

Line of Fire was released in December 1989.

This game is known in Japan as "Bakudan Yarou" (translates from Japanese as 'Bomb Rascal').

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

- PORTS -

* Consoles :
A Sega Master System game called Line of Fire was released and shared the same storyline as the Arcade game. The game itself was very different and was a vertically scrolling shoot-em-up.

* Computers :
Amstrad CPC (1990)
Atari ST (1990)
Commodore C64 (1990)
Commodore Amiga (1990)
Sinclair ZX Spectrum (1990)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1390&o=2

$end


$info=m3lineup,
$bio

Line Up (c) 198? Barcrest.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15052&o=2

$end


$info=m4lineup,m4lineupa,
$bio

Line Up (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41359&o=2

$end


$msx2_flop=linebust,
$bio

Line-Buster (c) 1991 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101782&o=2

$end


$svision=linear,
$bio

Linear Racing [Model SV10007] (c) 199? Watara

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95457&o=2

$end


$mc10=linedemo,
$bio

Linedemo (c) 2011 Diffendaffer [James Diffendaffer]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87656&o=2

$end


$nes=lines,
$bio

Lines (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55298&o=2

$end


$nes=lingjihf,
$bio

???? - Shock (c) 19?? Waixing Computer & Technology Co., Ltd.
(Ling Jie Hu Fa - Shock)

- TECHNICAL -

[Model ES-1099]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76839&o=2

$end


$psx=lingrise,
$bio

Ling Rise [Model SLPS-01769] (c) 1999 Epoch Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85395&o=2

$end


$msx2_flop=lingo,lingoblingoa,
$bio

Lingo MSX2 (c) 1992 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101783&o=2

$end


$cdi=lingo,
$bio

Lingo (c) 1995 Philips Interactive Media, Incorporated.

Dutch language only.

With Lingo for CD-i, you can play your favorite Dutch TV-game any time you want to. Lingo is exciting, fun and educational all at once. You have to guess the word, containing five, six or seven letters, accompanied by the sounds just like the game show. You can add a time limit to make the game even harder. Play alone, against a friend or team versus team.

- TECHNICAL -

Model 814 0102

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52957&o=2

$end


$gameboy=lingo,
$bio

Lingo [Model DMG-LZ-NOE] (c) 1994 Altron Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66340&o=2

$end


$cdi=linkfoed,
$bio

Link - De Gezichten Van Het Kwaad (c) 1993 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52958&o=2

$end


$cdi=linkfoeg,
$bio

Link - Die Fratzen des Boesen (c) 1993 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52959&o=2

$end


$cdi=linkfoe,linkfoef,
$bio

Link - The Faces of Evil (c) 1993 Philips Interactive Media, Incorporated.

Ganon and his minions have seized the peaceful island of Koridai and imprisoned Zelda. Only Link can defeat Ganon. To do so, he must conquer the hideous Faces of Evil... Each more diabolic than the one before. Against all odds, Zelda must be freed and Koridai returned to harmony.

This fast-paced arcade-style game features 70 playfields. The friendliest and the meanest of 90 astonishing characters will talk to you in full animation. Encouter the spear-throwing Molblin, rock spitting Octoroks and much more.

- TECHNICAL -

Model 810 0080

- TRIVIA -

This game and its characters are based on Nintendo's Legend of Zelda games.

Export releases:
[US] 310690118-2 (October 10, 1993)
[FR] 8100089
[GE] 8130091

- STAFF -

Producer: Dale DeSharone
Script: Jonathan Merritt
Programmers: Linde Dynneson, John O'Brien, John Wheeler
Graphic Design: Rob Dunlavey
Video Production by Animation Magic.
Audio Production: William Havlicek
Music: William Havlicek, Tony Trippi

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52960&o=2

$end


$gba=f_zelda2,
$bio

Link no Bouken - The Legend of Zelda 2 (c) 2004 Nintendo Company, Limited.

The games that defined an era are ready to go on your Game Boy Advance!

Embark on a quest to find the Triforce of Courage, awaken Princess Zelda from an evil wizards spell and save Hyrule from ruin. Learn magic spells and collect items to increase your power!

- TECHNICAL -

Famicom Mini Series #25
Cartridge ID: AGB-FLBJ-JPN

- TRIVIA -

Released on August 10, 2004 in Japan.

- STAFF -

Executive Producer: Hiroshi Yamauchi (H. Yamauchi), Satoru Iwata (uncredited)
Producer: Shigeru Miyamoto (Miyahon)
Director: Tadashi Sugiyama (Sugiyan), Yoichi Yamada (Yamahen)
Designer: Kazunobu Shimizu (Isshin)
Sound Composer: Akito Nakatsuka (Tsukasan)
Programer: Kazuaki Morita (Morikazu), Tatsuo Nishiyama (Marumaru), Shigehiro Kasamatsu (Shigechan), Yasunari Nishida (Nishiyan), Toshihiko Nakago (Nakazoo)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70637&o=2

$end


$famicom_flop=zelda2a,zelda2,
$bio

リンクの冒険 The Legend of Zelda 2 (c) 1987 Nintendo Company, Limited.
(Link no Bouken - The Legend of Zelda 2)

A NEW QUEST FOR LINK
Young Link, the brave lad who bested the evil Ganon and saved the Princess in The Legend of Zelda has come of age. Now taller and stronger, this proud young man must face a new challenge--and an old enemy. Link's arch enemy has returned and cast a sleeping spell on Princess Zelda!

GAME PLAY
As Link, you set out in search of six palaces to find six gems. Return the gems to their rightful places--the foreheads of the stone statues. This helps you to break Ganon's evil spell. It's not an easy task--even for a seasoned fighter like Link. The game has both a vertical and horizontal perspective. The Overworld is much wider and the Underworld full of more mazes, secret places and mystery. Magic power, Life Strength and Money help you. You must travel through desert, forest, swampland and dark tunnels. You will encounter a great number of enemies--all different. Look for useful hidden items in dark caves. Ask for help from friendly townspeople. Ultimately you must face Ganon's wrath.

- TECHNICAL -

Cartridge ID: FMC-LNK

- TRIVIA -

Released on January 14, 1987 in Japan.

- STAFF -

Executive Producer: Hiroshi Yamauchi
Producer: Shigeru Miyamoto (Miyahon)
Director: Tadashi Sugiyama (Sugiyan), Yoichi Yamada (Yamahen)
Designer: Kazunobu Shimizu (Isshin)
Sound Composer: Akito Nakatsuka (Tsukasan)
Programmer: Kazuaki Morita (Morikazu), Tatsuo Nishiyama (Marumaru), Shigehiro Kasamatsu (Shigechan), Yasunari Nishida (Nishiyan), Toshihiko Nakago (Nakazoo)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65386&o=2

$end


$ti99_cart=asglink,
$bio

Link v0.99 (c) 1990 Asgard

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84614&o=2

$end


$sg1000=linkwrld,
$bio

Link World (c) 1987 Abstract Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65066&o=2

$end


$coleco=linklogc,
$bio

Linking Logic (c) 1984 SSC

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53304&o=2

$end


$c64_cart,c64_flop=linklogc,
$bio

Linking Logic (c) 1984 SSC

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53623&o=2

$end


$a800=linklogc,
$bio

Linking Logic (c) 1984 Fisher-Price

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86602&o=2

$end


$saturn,sat_cart=linkle,linklea,
$bio

Linkle Liver Story (c) 1996 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59353&o=2

$end


$amigaocs_flop=links,
$bio

Links - The Challenge of Golf (c) 1992 US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74465&o=2

$end


$amigaocs_flop=linksu,
$bio

Links - The Challenge of Golf (c) 1992 Access

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74466&o=2

$end


$segacd=linksa,links,
$bio

Links - The Challenge of Golf [Model T-70095] (c) 1994 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60756&o=2

$end


$amigaocs_flop=linkscc1,
$bio

Links Championship Course 1 - Firestone Country Club Akron, Ohio (c) 1992 US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74467&o=2

$end


$cpc_cass=linkwrdf,linkwfau,
$bio

Linkword Language Course - French (c) 1984 Protek Computing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98061&o=2

$end


$bbca_cass,bbcb_cass=lwordspa,
$bio

Linkword Spanish (c) 1984 Acornsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52056&o=2

$end


$info=linkypip,
$bio

Linky Pipe (c) 1998 Eolith.

- TRIVIA -

Released in December 1997.

- STAFF -

Planner: Kim Mi Youn, Park Jae Hyun
Main Graphics Layout: Kim Mi Youn
Main 2D Animation: Park Jae Hyun
Charactor Design: Ryu Ki Deok
2D Graphics & 2D Animation: Koo Bon Jin
Program Coder: Choi Hyun Jun
Music & Sound: Kang Woo Jin
Manager: Park Berm Seo
Special Thanks: Jun Ju Young, Kim Hyoung Jun, Kim Yun Tai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=29377&o=2

$end


$pc8801_flop=linnacha,
$bio

Linna-chan no Jikenbo (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92242&o=2

$end


$pc8801_flop=linnach1,
$bio

Linna-chan no Jikenbo II (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92243&o=2

$end


$nes=linuscc,
$bio

Linus Spacehead's Cosmic Crusade (c) 1992 Camerica

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55299&o=2

$end


$info=sc1linx,sc1linxp,
$bio

Linx (c) 1989 Bell-Fruit Mfg. Company, Limited.

- TECHNICAL -

Model 5420

- TRIVIA -

Linx was released in January 1989 in the UK.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42143&o=2

$end


$info=sc1linxa,
$bio

Linx (c) 1990 Bell-Fruit Mfg. Company, Limited. [B.F.M.]

- TECHNICAL -

Model 5613

- TRIVIA -

Linx was released in February 1990 in the UK.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61745&o=2

$end


$pc8801_flop=lion,
$bio

Lion (c) 1991 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92244&o=2

$end


$info=V0000862,V0000887,V0000886,V0000885,V0000884,
$bio

Lion Fish (c) 1997 IGT [International Game Technologies].

5-Reel, 9-Line slot.

- TECHNICAL -

Model 345A

- TRIVIA -

Released in February 1997.

- UPDATES -

V0000862
V0000887
V0000886
V0000885
V0000884

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=37683&o=2

$end


$nes=lionkccm,
$bio

Lion King (c) 1995 Unknown.

A pirate hack of "Wacky Races" featuring a Lion King sprite (standing on his feet!) as main character.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65171&o=2

$end


$amigaocs_flop=lionhart,
$bio

Lionheart (c) 1993 Thalion

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74468&o=2

$end


$famicom_flop=lipstic1,
$bio

Lipstick #.1 - Lolita Hen (c) 1988 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65387&o=2

$end


$famicom_flop=lipstic2,
$bio

Lipstick #.2 - Joshi Gakusei Hen (c) 1988 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65388&o=2

$end


$famicom_flop=lipstic3,
$bio

Lipstick #.3 - OL Hen (c) 1988 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65389&o=2

$end


$famicom_flop=lipstic4,
$bio

Lipstick #.4 - Hakui no Tenshi Hen (c) 1988 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65390&o=2

$end


$famicom_flop=lipstic5,
$bio

Lipstick #.5 - Stewardess Hen (c) 1988 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65391&o=2

$end


$pc98=lipstic1,
$bio

Lipstick #1 Lolita Hen (c) 1987 Fairytale [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89974&o=2

$end


$pc8801_flop=lipstic1,
$bio

Lipstick #1 Lolita Hen (c) 1987 Fairytale [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92245&o=2

$end


$pc8801_flop=lipstic2,
$bio

Lipstick #2 Joshigakusei Hen (c) 1987 Fairytale [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92246&o=2

$end


$pc8801_flop=lipstic3,
$bio

Lipstick #3 OL Hen (c) 1987 Fairytale [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92247&o=2

$end


$pc8801_flop=lipstic4,
$bio

Lipstick #4 Hakue no Tenshi Hen (c) 1987 Fairytale [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92248&o=2

$end


$pc8801_flop=lipstic5,
$bio

Lipstick #5 Stewardess Hen (c) 1987 Fairytale [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92249&o=2

$end


$pc98=lipsadv,
$bio

Lipstick Adventure (c) 1988 Fairytale [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89975&o=2

$end


$pc8801_flop=lipsadv,
$bio

Lipstick Adventure (c) 1988 Fairytale [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92250&o=2

$end


$x68k_flop=lipsadv,
$bio

Lipstick Adventure (c) 1989 Ides [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87855&o=2

$end


$msx2_flop=lipsadv,
$bio

Lipstick Adventure (c) 1989 Fairytale [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101784&o=2

$end


$pc8801_flop=lipsadv2,
$bio

Lipstick Adventure 2 (c) 1989 Fairytale [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92251&o=2

$end


$msx2_flop=lipsadv2,
$bio

Lipstick Adventure 2 (c) 1990 Fairytale [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101785&o=2

$end


$pc98=lipsadv3,
$bio

Lipstick Adventure 3 (c) 1988 Fairytale [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89976&o=2

$end


$x68k_flop=lipsadv3,
$bio

Lipstick Adventure 3 (c) 1993 Ides [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87856&o=2

$end


$x68k_flop=lipsadv2,
$bio

Lipstick Adventure II (c) 1990 Brother Kougyou [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87857&o=2

$end


$pc98=lipsadv2,
$bio

Lipstick Adventure II (c) 1990 Fairytale [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89977&o=2

$end


$pc8801_flop=lipstadv,
$bio

Lipstick Advert (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92252&o=2

$end


$info=liquidk,liquidku,
$bio

Liquid Kids (c) 1990 Taito Corp.

Export version. For more information about the game itself, please see the original Japanese version entry; "Mizubaku Daibouken".

- TECHNICAL -

Runs on the "Taito F2 System" hardware.

Game ID: F2-System No. 07

Board Number: K1100593A
Prom Stickers: C49

- TRIVIA -

This game is known in Japan as "Mizubaku Daibouken".

- UPDATES -

The US version has the "Winners Don't Use Drugs" screen.

- TIPS AND TRICKS -

* Teddy Bear Cheat : in the demo mode during the attract mode, press 20 times the bubble button and a cute picture of a bear will appear in the right bottom of the screen.

- PORTS -

* Consoles :
Sony PlayStation 2 [AU] (March 30, 2006) "Taito Legends 2 [Model SLES-53852]" 
Microsoft XBOX [EU] (March 31, 2006) "Taito Legends 2" 
Sony PlayStation 2 [EU] (March 31, 2006) "Taito Legends 2 [Model SLES-53852]" 
Sony PlayStation 2 [US] (May 16, 2007) "Taito Legends 2 [Model SLUS-21349]" 

* Computers :
Commodore Amiga (Unreleased)[N1]
PC [MS Windows, CD-ROM] [EU] (March 31, 2006) "Taito Legends 2" 
PC [MS Windows, CD-ROM] [US] (July 10, 2007) "Taito Legends 2" 

N1: A port of Liquid Kids was planned for release on the Commodore Amiga by Manchester's 'Ocean Software', but despite the game being completed, the publishers decided that Liquid Kids would fail at retail and its release was cancelled. The Amiga version's lead programmer finally released the code to the Amiga community in 2003, allowing gamers to enjoy what was a very accomplished conversion for the first time.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1391&o=2

$end


$bbca_cass,bbcb_cass=lisp,
$bio

LISP (c) 1982 Acornsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52033&o=2

$end


$mc10=listline,
$bio

List All Lines (c) 1986 Furr [Gary Furr]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87657&o=2

$end


$info=j2litnot,
$bio

Lite A Note Club (c) 198? Crystal Leisure.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40971&o=2

$end


$info=j2litean,
$bio

Lite-a-Nudge (c) 198? JPM International.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=18216&o=2

$end


$cdi=litildvl,litildvlu,
$bio

Litil Divil (c) 1994 Philips Interactive Media, Incorporated.

Pour Mutt has to journey through the underworld to collect the Mystic Pizza of Plenty. He has to battle the horrors of the Labyrinth or Chaos, over 5 fiendishly difficult levels and through 40 ghastly chambers of challenges! And you thought you had a bad day?!

- TECHNICAL -

Model 815 0056

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52975&o=2

$end


$gameboy=littisum,
$bio

Litti's Summer Sports [Model DMG-TM-NOE] (c) 1991 Interplay

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66341&o=2

$end


$info=as_lbt,as_lbta,
$bio

Little Big 10 (c) 200? Astra Games, Limited. [Novomatic Group].

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41841&o=2

$end


$info=ampro,
$bio

Little Board (c) 1980 Ampro.

A little board based on the Z80.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103372&o=2

$end


$gba=litlbstq,
$bio

Little Buster Q [Model AGB-ALQJ-JPN] (c) 2002 Tomy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71474&o=2

$end


$info=ltcasino,ltcasinn,
$bio

Little Casino (c) 1982 Digital Control.

- TECHNICAL -

Main CPU : MOS Technology M6502 (@ 2 Mhz)
Sound Chips : General Instrument AY8910 (@ 1 Mhz)

Screen orientation : Horizontal
Video resolution : 416 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 256

Players : 1
Buttons : 8

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1392&o=2

$end


$x68k_flop=lilchin,
$bio

Little Chinese (c) 1991 Takeboo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88369&o=2

$end


$x68k_flop=lilchind,
$bio

Little Chinese Dash (c) 199? Takeboo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88370&o=2

$end


$x68k_flop=lilchinf,
$bio

Little Chinese Final Edition (c) 199? Takeboo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88371&o=2

$end


$amigaocs_flop=littlecp,littlecpu,
$bio

Little Computer People (c) 1987 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74469&o=2

$end


$pc98=littlecp,
$bio

Little Computer People (c) 1987 Pony Canyon, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89978&o=2

$end


$pc8801_flop=littlecp,
$bio

Little Computer People (c) 1987 Pony Canyon, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92253&o=2

$end


$info=sc1ltdv,
$bio

Little Devil (c) 199? PCP.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42144&o=2

$end


$info=sc4ldvcl,
$bio

Little Devil Club (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR2421]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42672&o=2

$end


$info=sc4ldvl,sc4ldvla,sc4ldvlb,sc4ldvlc,
$bio

Little Devil (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR2376]

Scorpion 4

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42673&o=2

$end


$info=sc5ldvl,sc5ldvla,sc5ldvlb,sc5ldvlc,sc5ldvld,sc5ldvle,
$bio

Little Devil (c) 200? Mazooma Games.

- TECHNICAL -

[Scorpion 5]
[Model PR2376]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43111&o=2

$end


$info=as_ldl,as_ldla,as_ldlb,as_ldlc,as_ldld,as_ldle,
$bio

Little Devils (c) 200? Astra Games, Limited. [Novomatic Group].

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41842&o=2

$end


$fm7_cass=littleg,
$bio

Little Gang (c) 1983 Hard [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93749&o=2

$end


$info=lithero,
$bio

Little Hero! (c) 1987 HB Corporation.

Little Hero is a bootleg which derives from the Japanese version.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 4 Mhz)
Sound CPU : Motorola M6803 (@ 894.886 Khz)
Sound Chips : (2x) General Instrument AY8910 (@ 894.886 Khz), (2x) MSM5205 (@ 384 Khz)

Players : 2
Control : 8-way Joystick
Buttons : 2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3901&o=2

$end


$gba=litlg2k2,
$bio

Little League Baseball 2002 [Model AGB-ALCE-USA] (c) 2002 NewKidCo International, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71475&o=2

$end


$nes=littlelg,
$bio

Little League Baseball Championship Series (c) 1990 SNK [Shin Nihon Kikaku] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55300&o=2

$end


$nes=lilmagic,
$bio

Little Magic (c) 1990 Data East Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54318&o=2

$end


$snes=lilmagic,
$bio

Little Magic [European Prototype] (c) 1993 Altron Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63193&o=2

$end


$gbcolor=lilmagic,
$bio

Little Magic [Model CGB-ALJJ-JPN] (c) 1999 Altron Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68220&o=2

$end


$snes=lilmagicj,lilmagicjp,
$bio

Little Magic [Model SHVC-LI] (c) 1993 Altron Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61682&o=2

$end


$snes=litlemst,
$bio

Little Master - Nijiiro no Maseki [Model SHVC-ALMJ-JPN] (c) 1995 Tokuma Shoten Intermedia, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61683&o=2

$end


$gameboy=littlem,
$bio

Little Master - Raikuban no Densetsu [Model DMG-LAJ] (c) 1991 Tokuma Shoten Intermedia, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66342&o=2

$end


$gameboy=littlem2,
$bio

Little Master 2 - Raikou no Kishi [Model DMG-L2J] (c) 1992 Tokuma Shoten Intermedia, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66343&o=2

$end


$nes=mermaidr,
$bio

Little Mermaid (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55301&o=2

$end


$nes=mermaidj,mermaidjp,
$bio

Little Mermaid - Ningyo Hime (c) 1991 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54319&o=2

$end


$nes=nemo,
$bio

Little Nemo - The Dream Master (c) 1992 Nintendo.

European release. For more information about the game itself, please see the original North American release entry; "Little Nemo - The Dream Master [Model NES-LN-USA]"

- TECHNICAL -

Cartridge ID: NES-LN-NOE

- TRIVIA -

Reviews:
[FR] June 1992 - Consoles + N.10 (Pages 133): 92/100
[FR] June 1992 - Joypad N.9: 90/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55302&o=2

$end


$nes=nemou,
$bio

Little Nemo - The Dream Master (c) 1990 Capcom USA.

- TECHNICAL -

Cartridge ID: NES-LN-USA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55303&o=2

$end


$gbcolor=lilnicky,
$bio

Little Nicky [Model CGB-BLNE-USA] (c) 2000 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68221&o=2

$end


$nes=lilninjb,lilninjbu,
$bio

Little Ninja Brothers (c) 1992 Culture Brain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55304&o=2

$end


$gba=litlpats,
$bio

Little Patissier - Cake no Oshiro [Model AGB-BLIJ-JPN] (c) 2004 MTO, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71476&o=2

$end


$psx=littlepl,
$bio

Little Princess +1 - Maru Oukoku no Ningyou Hime 2 [Model SLPS-03012/13] (c) 2000 Nippon Ichi Software, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85396&o=2

$end


$psx=littlepr,
$bio

Little Princess - Marl Oukoku no Ningyou Hime 2 [Model SLPS-02376] (c) 1999 Nippon Ichi Software, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85397&o=2

$end


$info=lilprof,lilprof78,
$bio

Little Professor (c) 1976 Texas Instruments.

A backwards calculator designed for children ages 5 to 9. Instead of providing the answer to a mathematical expression entered by the user, it generates unsolved expressions and prompts the user for the answer

- TRIVIA -

The Little Professor was released on June 13, 1976.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94365&o=2

$end


$amigaocs_flop=littlepu,
$bio

Little Puff in Dragonland (c) 1989 Codemasters Software Company, Limited., The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74470&o=2

$end


$cpc_cass=lilpuff,
$bio

Little Puff [Model 3254] (c) 1989 Codemasters Soft. Co., Ltd., The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98062&o=2

$end


$nes=littlred,
$bio

Little Red Hood (c) 1990 HES [Home Entertainment Suppliers].

- TRIVIA -

Little Red Hood for NES was released in 1990 (exact date unknown) in Australia.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55305&o=2

$end


$nes=littlreda,
$bio

Little Red Hood - Xiao Hong Mao [Model TC-004] (c) 1989 Sachen [Taiwan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76840&o=2

$end


$info=littlerb,
$bio

Little Robin (c) 1993 TCH.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 12 Mhz)

Screen orientation : Horizontal
Video resolution : 320 x 246 pixels
Screen refresh : 60.00 Hz
Palette colors : 256

Players : 2
Control : 8-way Joystick
Buttons : 3

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4742&o=2

$end


$nes=lilsamsn,lilsamsnu,
$bio

Little Samson (c) 1992 Taito Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55306&o=2

$end


$pc8801_flop=littleva,littlevaa,
$bio

Little Vampire (c) 1988 Champion Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92254&o=2

$end


$pc98=lilvamp,
$bio

Little Vampire (c) 1988 Champion Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95237&o=2

$end


$msx2_flop=lilvamp,
$bio

Little Vampire (c) 1988 Champion Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101786&o=2

$end


$snes=livealiv,
$bio

Live A Live [Model SHVC-5V] (c) 1994 Square Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61684&o=2

$end


$cpc_cass=liveammo,
$bio

Live Ammo (c) 1987 Ocean Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98063&o=2

$end


$cpc_cass=liveldie,
$bio

Live and Let Die (c) 1988 Domark Group, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98064&o=2

$end


$amigaocs_flop=liveletd,
$bio

Live and Let Die [The James Bond Collection] (c) 1989 Domark Group, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74471&o=2

$end


$info=livegal,
$bio

Live Gal (c) 1987 Central Denshi.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 5 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.25 Mhz), DAC

Player : 2

- TRIVIA -

Released in May 1987.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3556&o=2

$end


$info=livequiz,
$bio

Live Quiz Show (c) 1999 Andamiro.

A Korean quiz game.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound Chips : Yamaha YMZ280B (@ 16.9344 Mhz)

Palette colors : 65536

Players : 3
Buttons : 4

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=9912&o=2

$end


$info=m5lvwire,m5lvwirea,
$bio

Live Wire (c) 200? BWB.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41599&o=2

$end


$cdi=mpython,mpythonu,
$bio

Live Without Monty Python (c) 1994 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52976&o=2

$end


$cpc_cass=liverpol,
$bio

Liverpool (c) 1992 Erbe Soft. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98065&o=2

$end


$amigaocs_flop=liverpol,
$bio

Liverpool - The Computer Game (c) 1992 Grandslam

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74472&o=2

$end


$info=m1liveam,m1liveama,m1liveamb,
$bio

Living In America (c) 1993 Maygay.

- TECHNICAL -

M1A/B

- TRIVIA -

Living In America was released in June 1993.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41998&o=2

$end


$ibm5150,ibm5150_cass=livnstn2,
$bio

Livingstone 2 (c) 198? Opera Soft [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83652&o=2

$end


$msx1_cass=livings2,
$bio

Livingstone II (c) 1989 Opera Soft [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94796&o=2

$end


$msx1_cass=livingst,livingsta,
$bio

Livingstone Supongo (c) 1986 Opera Soft [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94797&o=2

$end


$cpc_cass=livingst,
$bio

Livingstone Supongo (c) 1986 Opera Soft [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98066&o=2

$end


$msx2_flop=livingst,
$bio

Livingstone Supongo (c) 19?? Unknown [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101787&o=2

$end


$cpc_cass=livings2,
$bio

Livingstone Supongo II (c) 1989 Opera Soft [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98069&o=2

$end


$pc98=lixus,
$bio

Lixus (c) 1992 Fournine [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89979&o=2

$end


$x1_flop=lizard,
$bio

Lizard (c) 1984 Xtal Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86046&o=2

$end


$pc8801_flop=lizard,lizarda,
$bio

Lizard (c) 1984 Xtal Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92255&o=2

$end


$x1_cass=lizard,
$bio

Lizard (c) 1985 Xtal Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86244&o=2

$end


$fm7_cass=lizard,
$bio

Lizard (c) 1985 Micro Cabin Co. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93750&o=2

$end


$info=lizwiz,
$bio

Lizard Wizard (c) 1985 Techstar.

The player must use an eight-way joystick to take control of the Lizard Wizard, whose mission is to help free the people who are caught within the planet Zyfus. The Lizard Wizard does this by shooting the rocks that fly out of that erupting volcano at the bottom of the screen which will burst into flames if he misses them and get eaten by the dragon-like lizards for their fire. As the prisoners emerge from the volcano, the Lizard Wizard must also rescue them from the planet by taking them to the platforms on the surface. The player must also face Spydors on certain levels, which must be killed before they reach the surface.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : Namco 3-channel WSG (@ 96 Khz)

Players : 2
Control : 8-way joystick
Buttons : 1

- TRIVIA -

Released in November 1985.

Licensed to Sunn.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1394&o=2

$end


$gba=lizzieu,
$bio

Lizzie McGuire - On the Go! [Model AGB-BLME-USA] (c) 2003 Disney Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71478&o=2

$end


$gba=lizzie2,
$bio

Lizzie McGuire 2 - Lizzie Diaries [Model AGB-BL2E-USA] (c) 2004 Buena Vista Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71479&o=2

$end


$gba=lizzie3,
$bio

Lizzie McGuire 3 - Homecoming Havoc [Model AGB-BL3E-USA] (c) 2005 Buena Vista Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71480&o=2

$end


$gba=lizzie,
$bio

Lizzie McGuire [Model AGB-BLMP] (c) 2003 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71477&o=2

$end


$pc98=llp2,
$bio

LL Palace - No. 2 Genova (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89931&o=2

$end


$gbcolor=lnf2001,
$bio

LNF Stars 2001 (c) 2001 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68199&o=2

$end


$saturn,sat_cart=loaded,
$bio

Loaded (c) 1996 Gremlin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60338&o=2

$end


$info=ep_loadd,ep_loadda,
$bio

Loaded (c) 199? Maygay.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40859&o=2

$end


$saturn,sat_cart=loadedu,loadedp,
$bio

Loaded (c) 1996 Interplay.

One of the best 32-bit action/adventure games comes to the Sega Saturn. Take on the psychotic persona of one of six chronically pissed-off homicidal mutants and blast out of the brutal planet RAULF so you can slash and splatter your way across a lawless and unforgiving 3D-morphing galaxy.

- TECHNICAL -

Game ID: T-12519H

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60069&o=2

$end


$info=m4loadmn,m4loadmna,m4loadmnb,
$bio

Loads a Money (c) 199? Barcrest.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15051&o=2

$end


$segacd=loadstar,
$bio

Loadstar - The Legend of Tully Bodine [Model T-153015] (c) 1994 Rocket Science Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60757&o=2

$end


$megadriv=lobo,
$bio

Lobo (c) 1996 Ocean

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57287&o=2

$end


$ti99_cart=lobster,
$bio

Lobster Bay (c) 1983 Funware

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84615&o=2

$end


$pc8801_flop=localare,
$bio

Local Area (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92256&o=2

$end


$a2600=lochjaw,
$bio

Lochjaw (c) 1981 Apollo

features 16 game variations.

- TECHNICAL -

Model AP2005

- STAFF -

Programmer: Steve Stringfellow

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50656&o=2

$end


$info=V0000877,V0000878,V0000879,V0000880,V0000881,V0000882,V0000883,
$bio

Lock & Roll (c) 1997 IGT [International Game Technologies].

3-Reel, 1-Line slot.

- TECHNICAL -

Game ID: 347A

- TRIVIA -

Released in February 1997.

- UPDATES -

V0000877
V0000878
V0000879
V0000880
V0000881
V0000882
V0000883

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=37682&o=2

$end


$a2600=lnce,lnce1,
$bio

Lock 'n' Chase (c) 1989 Telegames

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50658&o=2

$end


$intv=lnc,lnc2,
$bio

Lock 'n' Chase (c) 1982 Mattel Electronics

Based on the Data East arcade game.

Your thief's robbing a local bank. Police are in hot pursuit! Make tracks down the vault corridors. Swipe gold coins and other treasures as you go! Keep one step ahead of the law! Lock doors and throw cops off your trail! Collide with a cop... he's caught! Keep on the run!

- TECHNICAL -

Model 5637

CONTROLS 
TO SELECT GAME SPEED: 1, 2, 3, Disc
TO SELECT NUMBER OF PLAYERS: 1, 2, Enter
TO LOCK A DOOR: any side button
TO MOVE THE THIEF: Disc

- TRIVIA -

Lock 'n' Chase was the first in a series of conversions based on Data East arcade games.

Mike Winans almost killed himself trying to fit the game into 4K. He finally proclaimed it couldn't be done and, reluctantly, 6K was authorized. Mike managed to just squeeze it into the 6K, although the control of Lupin wasn't ideal. (In the arcade game, the thief is named Lupin, a nice touch of personality that Mattel left out of our version.)

When the game was released, press and customers complained about how difficult it was to control Lupin. (You had to time turns precisely, or Lupin would stop dead.) The problem was considered bad enough that a running change was ordered: after the 6K cartridges were sold out, improved 8K versions would be released. By this time, Mike had transferred to the Design & Development department, so Julie Hoshizaki was assigned to make the improvement. The improved versions aren't marked on the package; the easiest way to tell if you have an improved version is to watch what happens when a cop catches Lupin. In the arcade game, Lupin collapses into his hat -- an animation there wasn't room for in the 6K version. The collapsing animation is in the 8K version.

Once you get 300,000 points, the scoring begins at zero again. At the end of each game you will see a number under the center score. [NOTE: A bug in the program keeps this number from showing up in a one-player game.] This tells you how many times you have reached 300,000. You can reach 300,000 a total of 200 times... for a possible score of 60 million!

In the arcade version, the thief is named Lupin, but not in the Mattel Electronics version. Why not? In the early 1900s, French author Maurice LeBlanc wrote a series of books featuring Arsene Lupin: Gentleman Thief. The books became popular in Japan, where they later inspired a series of comic books that were even more popular. The problem: the comic books were not authorized by LeBlanc. At the time, it was difficult enforcing a French copyright in Japan, so Lupin entered Japanese culture, eventually becoming synonymous with the word thief. The copyright was enforced in the United States, though, where the Japanese Lupin comics developed a following. In English translations, the name Lupin is often changed to Rupin to avoid the copyright problem. For the game Lock 'N' Chase, Mattel avoided the copyright problem by leaving out the name altogether.

An insignificant typo almost caused Mattel to dump tens of thousands of dollars of perfectly good ROMs and to delay the release of Lock 'N' Chase by several months. The legal department required programmers to include an ASCII copyright notice somewhere in every game so that it could be read if someone dumped the cartridge's object code. Traditionally, if there was room, the programmer would also include his or her name. (It was forbidden to hide your name in the game such that it could ever show up on screen, but object code was OK.) For Lock 'n' Chase, Mike included his, Peggi's, and Bill's name in the code. The day the game was to be shipped to the ROM factory, the three of them went to lunch to celebrate. At lunch, Mike realized for the first time that Peggi's last name is spelled 'Decarli'. He had spelled it 'de Carli' in the code. No problem; he went back after lunch, corrected it, then bid everyone farewell and went off to his new job in Design & Development. What Mike didn't know was that Bill Fisher, who was in charge of coordinating with the factory, had copied the finished game off of Mike's hard disk during lunch and shipped it out. Three months later, ten thousand plus ROMs were finished. Sample chips were sent back from the factory. Bill loaded one into a ROM reader, then compared the chip's checksum to the checksum of the archived version on Mike's hard disk. To Bill's horror, they didn't match. There was a bug in the ROMs! Programmers started playing the game for hours on end, trying to see how bad the bug was -- would the game crash? Marketing needed to know instantly if the game was releasable. Should they toss out tens of thousands of dollars worth of chips and lose at least three months time, or should they risk the bad publicity of sending out a bug-filled version? Finally, after a couple days of panic and anxiety, they asked Mike to come up from Design & Development to help track down the bug. After working on the problem for awhile, he slowly remembered lunch that day three months earlier. Learning how to spell Peggi's name.... Mike went to the archived version of the game, changed 'Decarli' back to 'de Carli' and recompiled the program. Now the checksums matched. Crisis averted, the cartridges went out.

- SCORING -

The scores show on the screen at all times: left player's score on the left, right player's on the right, and highest score since RESET in the center.

Each gold coin the thief picks up is worth 20 points.

CASH BAGS
Your thief can pick up four cash bags while he cleans out each vault:
Get 1st cash bag: 500 points.
Get 2nd cash bag: 1000 points.
Get 3rd cash bag: 2000 points.
Get 4th cash bag: 4000 points.

TREASURES
As the thief cleans out the vault the FIRST time he picks up hats. 
HAT = 200 points.

As the thief cleans out the vault the SECOND time he picks up crowns. 
CROWN = 300 points.

As the thief cleans out the vault the THIRD time he picks up briefcases. BRIEFCASE = 500 points.

As the thief cleans out the vault the FOURTH time he picks up  phones. PHONE = 100 points.

Discover 6 more treasures when you advance to higher levels.

- TIPS AND TRICKS -

* You can lock the thief behind doors to keep the cops away. Hope they move on and you can escape when the door unlocks!

* The police can come through the open side doors too...so don't stay around these areas!

* You can set the speed for the next game and at the same time keep the high score from the last game. Do this at the end of game by pressing 1, 2 or 3 for the slow speeds or press any LOCK DOOR (side) button for fastest speed. [NOTE: a bug in the program keeps this from working properly. Pressing the LOCK DOOR button will replay the game at the SAME speed instead of FASTEST. There is no way to go from a slower speed to the fastest while keeping the high score.]

* When the police are tailing close in any of the four corners, try to trap him in the corner by locking a door behind and in front of him. Get extra points for this!

* When you get 100,000 points, the game automatically sets up at the highest speed.

- STAFF -

Program: Mike Winans, Julie Hoshizaki
Graphics: Peggi Decarli
Sound: Bill Goodrich

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60909&o=2

$end


$a2600=lnc,
$bio

Lock 'n' Chase (c) 1982 M Network

The object of the game is to keep your thief one jump ahead of the police... and pick up as many gold bars as you can!!!  The police are trailing close behind.  You'll need fancy footwork to dodge 'em. Don't get cornered.  Slan a door to block their way.  Keep running!

- TECHNICAL -

Model MT5663

- SCORING -

Gold Bars: 20 points each.
Upper Treasure: 500, 1000, 2000 then 4000 points.
Lower Treasure: 250, 500, 1000, 2000, etc., doubling each time.
Trap a Cop: 2000 points each time (once per screen).

- TIPS AND TRICKS -

* Keep your thief on the run!  Always look for an escape route, the police are right behind you.

* Try to trap police between two doors on the lower left or right vertical corridors.  Get extra points for this feat.

* Don't stay around open side doors for long... the police can come through here too!

* Be careful in the corners. It's easy to get trapped there!

- STAFF -

Programmer: Bruce Pedersen

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50657&o=2

$end


$info=m5lock,m5locka,m5lock12,
$bio

Lock 'n' Load (c) 200? Red Gaming, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=26079&o=2

$end


$info=m5lockcl,m5lockcl15,m5lockcl14,
$bio

Lock 'n' Load Club (c) 200? Red Gaming.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15640&o=2

$end


$info=sc4lockb,sc4lockba,sc4lockbb,sc4lockbc,sc4lockbd,sc4lockbe,sc4lockbf,sc4lockbg,
$bio

Lock Buster (c) 2002 Bell-Fruit Games.

- TECHNICAL -

[Model PR1108]

- TRIVIA -

Lock Buster was released in January 2002 in the UK.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11547&o=2

$end


$ibm5150,ibm5150_cass=lockon,
$bio

Lock On (c) 1987 Data East Corp. [Tokyo, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83653&o=2

$end


$x68k_flop=lockon,
$bio

Lock On (c) 1989 Ookuroya

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88372&o=2

$end


$x68k_flop=lockon2,
$bio

Lock On 2 (c) 1989 Apple Software [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88373&o=2

$end


$x68k_flop=lockon3,
$bio

Lock On 3 (c) 1990 Apple Software [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88374&o=2

$end


$snes=lockon,
$bio

Lock On [Model SNS-AZ-USA] (c) 1993 Vic Tokai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63194&o=2

$end


$gameboy=lockncha,
$bio

Lock'n Chase [Model DMG-LCA] (c) 1990 Data East Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66344&o=2

$end


$info=lnc,
$bio

Lock'n'Chase (c) 1981 Data East.

The game is a maze game. Like "Pac-Man", you're trying to eat up dots while four cops (with the names Spiffy, Smarty, Scaredy and Silly) try to stop you. While you don't have energizers to eat the cops with, you CAN block them off with walls (or better yet, try to trap them in the corners). When you're finished eating dots, there are two exits for you to escape from the cops.

- TECHNICAL -

Main CPU : MOS Technology M6502 (@ 1.5 Mhz)
Sound CPU : MOS Technology M6502 (@ 500 Khz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.5 Mhz)

Players : 2
Control : 4-way joystick
Buttons : 1

- TRIVIA -

Lock'n'Chase was released in April 1981

Jerry Nickerson holds the official record for this game with 78180 points.

- SCORING -

Dot : 20 points
Hat : 200 points
Crown : 300 points
Suitcase : 500 points
Telephone : 100 points
Watch : 800 points
Camera : 1000 points
Sunglasses: 2000 points
Flashlight : 400 points
Key : 3000 points
Heart : 5000 points
Money bags : 500, 1000, 2000, 4000 points
Trap 1 Cop : 100 points
Trap 2 Cops : 300 points
Trap 3 Cops : 1000 points
Trap 4 Cops : 2000 points

- PORTS -

* Consoles :
Nintendo Game Boy [EU] [AU] (1990) 
Nintendo Game Boy [JP] (May 11, 1990) "Lock n' Chase [Model DMG-LCA]"  
Nintendo 3DS [Virtual Console] [JP] (November 2, 2011) Game Boy version) 
Nintendo 3DS [Virtual Console] [EU] [AU] (December 1, 2011) Game Boy version

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1395&o=2

$end


$info=clocknch,
$bio

Lock'n'Chase (c) 1981 Data East.

The game is a maze game. Like "Pac-Man", you're trying to eat up dots while four cops (with the names Spiffy, Smarty, Scaredy and Silly) try to stop you. While you don't have energizers to eat the cops with, you CAN block them off with walls (or better yet, try to trap them in the corners). When you're finished eating dots, there are 2 exits for you to escape from the cops.

- TECHNICAL -

Runs on the "DECO Cassette System" hardware

Model DT-111

- TRIVIA -

Lock'n'Chase was released in April 1981. It was known as the 11th video game made for this system (Cassette No. 11).

- SCORING -

Dot : 20 points
Hat : 200 points
Crown : 300 points
Suitcase : 500 points
Telephone : 100 points
Watch : 800 points
Camera : 1,000 points
Sunglasses : 2,000 points
Flashlight : 400 points
Key : 3,000 points
Heart : 5,000 points
Money bags : 500, 1,000, 2,000, 4,000 points
Trap 1 Cop : 100 points
Trap 2 Cops : 300 points
Trap 3 Cops : 1,000 points
Trap 4 Cops : 2,000 points

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=405&o=2

$end


$pc8801_flop=lockon,
$bio

Lock-On (c) 1990 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92257&o=2

$end


$info=lockon,lockonc,lockonph,
$bio

Lock-On - Tatsumi Air Force (c) 1986 Tatsumi Electronics Company, Limited.

A great 3-D jet simulator, using superb sprite-scaling technology.

You are a pilot to the Tatsumi Air Force and control a powerful Tatsumi 86 a hover jet fighter, through various war zone locations, sharpen your aim you must destroy every enemies in air and land and dodging missiles to reach the portal and go to the next level.

- TECHNICAL -

Main CPU : (3x) V30 (@ 8 Mhz), Zilog Z80 (@ 4 Mhz)
Sound Chips : YM2203 (@ 4 Mhz)

Players : 1
Control : Stick
Buttons : 4

- TRIVIA -

Lock-On Tatsumi Air Force was released in November 1986.

Licensed to Data East for US distribution.

- PORTS -

* Computers :
PC [Booter] (1987)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4209&o=2

$end


$info=lockload,lockloadu,
$bio

Locked 'n Loaded (c) 1994 Data East.

- TECHNICAL -

Game ID : MBM

Main CPU : ARM (@ 7 Mhz), HuC6280 (@ 4.0275 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.58 Mhz), (2x) OKI6295 (@ 7.627 Khz), OKI6295 (@ 15.255 Khz)

Control : lightgun
Buttons : 2

- TRIVIA -

Released in November 1994.

Known in Japan as "Gun Hard".

One interesting aspect of Locked 'N Loaded was the use of special Data East issued guns on the dedicated cabinet which could be reloaded by tapping the bottom of the gun just like a real gun.

Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Dunk Dream, Gun Hard - PCCB-00173) on 20/01/1995.

- STAFF -

Sound composer : Hiroaki Yoshida (MARO)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1396&o=2

$end


$bbca_cass,bbcb_cass=lockluck,
$bio

Locks of Luck (c) 19?? Magus

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52057&o=2

$end


$nes=locksmit,
$bio

Locksmith (c) 1991 Sachen.

- TECHNICAL -

Game ID: SA-017

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76766&o=2

$end


$info=locomotn,locoboot,
$bio

Loco-Motion (c) 1982 Centuri

A puzzle game where players control a train on railroad tracks.

- TECHNICAL -

Game ID : GX359

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound CPU : Zilog Z80 (@ 1.789772 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.789772 Mhz), (6x) RC (@ 1.789772 Mhz)

Players : 2
Control : 4-way joystick
Buttons : 1

- TRIVIA -

Released in April 1982 by Centuri, under license from Konami.

This game is also known as "Guttang Gottong".

Bud Wellington holds the official record for this game with 134,880 points.

- SCORING -

Countdown bonus : time remaining on counter.
Clearing a station : 100 points.
Random Exit Track : 150 points per crossing.
Clearing a level : 1,000 points.
Clearing a level by getting all passengers : 5,000 points.

- TIPS AND TRICKS -

* On early stages always go for the bonus stations, as they yield the biggest points score during normal gameplay.

* If a bonus station timer is getting low, don't go for it unless you are 100% sure you will make it. It's not worth risking a life for a 20 point bonus!

* Learn to move the track quickly, as this is the key to getting your train to its desired target. You should be able to move a piece of track 3 or 4 times while your train is still on it, moving at normal speed.

* If you have a long route opened up in front of you, run it at full speed, but remember it takes a couple of seconds at the end for your train to slow to its normal speed.

* When your train is moving along a long route try to plan where it will go next by moving pieces your train has already passed over and maybe even swapping some of those around ahead of you to change your route.

- PORTS -

* Consoles :
Mattel Intellivision (1982)
Atari 2600 (1983)

* Computers : 
Commodore C64 (1992)
Tommy Tutor

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1397&o=2

$end


$intv=locomotn,
$bio

Loco-Motion (c) 1982 Mattel Electronics.

Based on the Konami arcade game.

Are you ready? START YOUR ENGINE! You're in the engineer's seat with full control... or so you think! This railway challenges you with troubles galore!

Score as many points as possible by arranging track sections and routing the Train to pick up passengers at the stations. Don't delay or they get angry, riot and blow up stations! Avoid Crazy Train or Loop Sweeper collisions -- they're out to get you! And Crazy Tracks sidetrack you off in another direction! Panic at the wrong time and it may hurt! You have 3 Trains...keep playing until you lose all 3! Pick up all passengers on a screen and a new screen appears, with an even greater challenge!

- TECHNICAL -

Model 4438

YOUR CONTROLS
ANY SIDE ACTION KEY: Accelerator
ENTER: Panic Button

- SCORING -

The score is shown when you lose a Train or CLEAR a screen.
For each track section crossed: 10 points
For passengers picked up at stations: 100 points
Station Reward (bonus): Varies with time
For each Crazy Track crossed: 150 points
Clear a screen: 1000 points
Perfect Clear: 5000 points

- TIPS AND TRICKS -

* The piece of track that your Train is on may be switched into the blank. The Train will move with the track.

* Learn to identify in which direction a track goes (straight, right or left) by the color of the track.

* The piece of track your Train is on is lighted with a stationary yellow light. Use this light as an indicator of when you have safely moved onto the next piece of track.

* Go for the BONUS stations first! Score more points than those offered for picking up passengers at regular stations!

* Try to arrange track sections so that 2 CRAZY TRAINS crash. It will cause the addition of one pair of TRAIN STOPS on the tracks where the collisions occurred. A fixed hazard is easier to deal with than a moving one!

* Use your PANIC BUTTON wisely! Remember when used successfully, it cause the addition of one pair of TRAIN STOPS (a fixed hazard) to some piece of track...and those TRAIN STOPS carry over to the next screen!

* Bonus Trains at 10,000 points and every 70,000 points thereafter!

- STAFF -

Program: Daniel Bass
Track layouts: Dan Bass, Mark Buchignani
Graphics: Dan Bass, Joe Ferreira
Music/Sound Effects: Andy Sells

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60910&o=2

$end


$info=locomotp,
$bio

Locomotion (c) 1981 Zaccaria.

- TRIVIA -

'Locomotion' features artwork with much USA symbolism, including flag bunting, yet is produced by this Italian manufacturer.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5483&o=2

$end


$bbca_cass,bbcb_cass=locomoti,
$bio

Locomotion (c) 1985 BBC Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52058&o=2

$end


$cpc_cass=locomotn,
$bio

Locomotion (c) 1985 Mastertronic, Ltd. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98070&o=2

$end


$crvision=locomot,locomota,
$bio

Locomotive (c) 1983 Video Technology, Limited.

- TECHNICAL -

Model 8020

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53777&o=2

$end


$pc98=localba,
$bio

Locus Alba (c) 1995 Algolab [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89980&o=2

$end


$pc98=localbag,
$bio

Locus Alba Gaiden (c) 1995 Algolab [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89981&o=2

$end


$c64_cart,c64_flop=ldrun,
$bio

Lode Runner (c) 1983 Broderbund Software, Incorporated.

- TRIVIA -

Related Coin-op video game: "Lode Runner".

- STAFF -

By: Douglas E. Smith (Doug E. Smith), Dane Bigham

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47394&o=2

$end


$ibm5150,ibm5150_cass=ldrun,
$bio

Lode Runner (c) 1983 Broderbund Software, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83654&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=ldrun,
$bio

Lode Runner (c) 1983 Broderbund Software, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86859&o=2

$end


$pc8801_flop=ldrun,ldruna,ldrunb,
$bio

Lode Runner (c) 1983 System Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92258&o=2

$end


$info=ldrun,ldruna,
$bio

Lode Runner (c) 1984 Irem.

- TECHNICAL -

Irem M-62 system hardware

Main CPU : Zilog Z80 (@ 4 Mhz)
Sound CPU : Motorola M6803 (@ 894.886 Khz)
Sound Chips : (2x) General Instrument AY8910 (@ 894.886 Khz), (2x) MSM5205 (@ 384 Khz)

Players : 2
Control : 8-way joystick
Buttons : 2
=> [A] DIG LEFT, [B] DIG RIGHT

- TRIVIA -

Lode Runner arcade was released in July 1984 by Irem under license from Broderbund. 

The Bungeling Empire, made famous in the Lode Runner series, is also the antagonist in "Vs. Raid On Bungeling Bay". Both games were developed by Broderbund Software. 

Here is the full story of the game from one of the makers : The person most responsible for the development of Lode Runner was Doug Smith. He and I both lived with our parents in Renton, Washington, and commuted to school at the University of Washington in Seattle. Doug attempted to get into the Computer Science Department twice before settling on a Physics major. Later, I was accepted to the Computer Science Department, but guess which one of us became a millionaire. Doug eventually dropped out of college in the wake of Lode Runner's success. 

The earliest version of Lode Runner was written in Fortran on the University's VAX 1. It was called 'Kong' because of its similarities to "Donkey Kong". Since developing video games was not authorized use of the University's resources, it was known as 'graph' until its completion. 'graph' would prompt the user for a function, then crap out unless the secret password was entered to play 'Kong'. The secret password became common knowledge among students, so a 'show process' command would often report 80% of the users running 'graph'. 

The only co-author of 'Kong' was James Bratsanos (or something like that, I never met him). He contributed about 15% of the total man hours to the development of the Fortran version and 0% to later versions. 

'Kong' worked on ASCII terminals. The bricks were solid block characters, the player was a dollar sign, and the bad guys were paragraph symbols. A paragraph symbol is basically a backwards capitol P with a double vertical line. Everyone thought they looked like cobras, and referred to them as snakes. The player bounced along rapidly and was hard to control. You had to hit the space bar to make him stop moving. 

The next version was called 'Miner'. It was developed in Doug's bedroom in 6502 Assembly Language on an Apple II+ borrowed from Mark Ledbury. It was also Mark who prodded Doug to finish the game. Doug originally wanted to keep the bad guys as snakes, slithering around the screen. The most notorious 'feature' of this version is the lack of inter-square animation. Doug had stolen the four frame running man sequence from Dan Gorlin's "Choplifter" game, but still moved the man by leaps and bounds around the screen. It looked like he was ice skating. 

Doug submitted 'Miner' to four video game marketing companies : Broderbund, Electronic Arts, Sirius Software and Epyx. Broderbund offered him an advance of $10000 and 23% royalties on gross sales. One of the others offered him $100000 flat. He made the right choice : Broderbund, of course. Doug blamed Sirius for leaking a copy of Miner which was widely distributed in southern California. 

Broderbund gave him the advance with no strings attached other than he couldn't market it elsewhere. To get the royalties, he would have to complete the game to their satisfaction. This included the addition of inter-square animation, sound effects, and a new title page for a new name : Lode Runner. He would also have to deliver on the 150 screens he had promised. 

With new incentive, Doug worked around the clock, dropping his classes for the quarter (Spring, 1983). He wasn't creative enough to think of 150 screens (he had about 30), so he let the neighborhood kids come over and design screens with the screen editor. He paid the kids on a per screen basis for every one that ended up in the final release. The game was ready by Summer of 1983. 

Broderbund had an ex Walt Disney animator working in-house. For a cut of the profits, he would design a nice title page. Doug took him up on his offer. An in-house programmer, Dane Bingham, provided the Commodore C64 conversion and perhaps others. Doug worked on the conversion for the Atari 800 conversion himself. I'm not sure if he finished it. A Japanese company even made a little known arcade version with horrible sound. Doug offered James Bratsanos a flat payment for his role in the development of the Fortran version. James was surprised to receive anything at all, and accepted. 

Doug's royalties started pouring in. He broke Dan Gorlin's Broderbund record of $77000 in one month royalties. The last I heard, he had grossed 2 million dollars in total royalties. Apparently, he didn't get very good tax advice, because he paid about half of it to the IRS. With his net profits, Doug bought at Porsche 911 Carrera, a Bayliner speedboat, a house in Issaquah, and a wife (as a colleague once joked). 

With the money going out so fast, Doug realized that he didn't have enough to retire on. He started his own company called QAD. It stood for Quick And Dirty, but he was prepared to say Quality And Diversity if he felt someone couldn't handle the real name. He and his two partners, Chip Bulkeley and Mark Ledbury soon began another project named Ralph. It was to be one of the first video games to utilize double-hires Apple II hardware. Mark just did the graphics. Chip ended up doing more work than Doug and insisted on renegotiating their split before proceeding. The project became more and more overdue and was eventually scrapped. Doug went back to making new and improved versions of Lode Runner, his bread and butter. I haven't heard from him since. 

Although Broderbund is now owned by Mattel Interactive, Mr. Smith still owns the rights to Lode Runner. 

Alberto Manenti, Emanuele Lubiani and Massimo Gaspari all hold the official record for this game with 999999 points. 

Alfa Records released a limited-edition soundtrack album for this game (R*Type : Irem Game Music - 28XA-199) on January 25, 1988.

- TIPS AND TRICKS -

* If you finish a level in less than half of the time, the time bonus is multiplied by 2. 

* If you do not kill any enemy during a level, a 10000-point bonus is granted. 

* If you do not make any enemy fall in a hole during a level, a 20000 points bonus is granted! 

* If during a fall, you land on an enemy, you do not lose but obtain 1000 points. 

* Easter egg : there is a hidden monster from the next block on every level where digging is allowed (some levels have only stone, thus, the blaster cannot make holes). The monster can be uncovered by blasting the dirt that it is hiding in. Once it is uncovered, it will join in pursuing the player. If it is entrapped, it will leave behind a bonus of 3000 to 8000 points. Its entrapment will not count against the 20000 entrapment bonus.

- SERIES -

1. Lode Runner (1983)
2. Lode Runner - The Bungeling Strikes Back (1984)
3. Championship Lode Runner [Model HFC-CR] (1985, Nintendo Famicom)
3. Championship Lode Runner [Model HBS-G047C] (1985, MSX)
3. Championship Lode Runner [Sega My Card] [Model C-57] (1985, SG-1000)
3. Championship Lode Runner (1985, FM-7)
4. Lode Runner - Majin No Fukkatsu (1985)
5. Lode Runner II [Model HBS-G039C] (1985, MSX)
6. Lode Runner's Rescue (1985, Commodore C64)
7. Lode Runner - Teikoku Kara no Dasshutsu (1986)
8. Super Lode Runner [Model IFD-SLR] (1987, Nintendo Famicom Disk System)
8. Super Lode Runner [Model IM-03] (1987, MSX 2)
9. Hyper Lode Runner [Model DMG-HLA] (1989, Nintendo Game Boy)
10. Lode Runner - Lost Labyrinth [Model PV1004] (1990, NEC PC-Engine)
11. Battle Lode Runner [Model HC93054] (1993, NEC PC Engine)
12. Lode Runner Twin - Justy to Liberty no Daibouken [Model SHVC-7Z] (1994, Super Famicom)
13. Lode Runner - The Legend Returns (1994, Windows)
14. Lode Runner On-Line - The Mad Monks' Revenge (1995, PC [MS Windows 95])
15. Lode Runner - The Legend Returns [Model T-25101G] (1996, Sega Saturn)
16. Lode Runner 2 (1998, PC [Windows 95])
17. Power Lode Runner [Model SHVC-BPLJ-JPN] (1999, Super Famicom)
18. Lode Runner 3-D [Model NUS-NLRJ-JPN] (1999, Nintendo 64)
19. Lode Runner for WonderSwan [Model SWJ-BPR004] (2000, Bandai WonderSwan)
20. Lode Runner - Domdom Dan no Yabou [Model DMG-BXLJ-JPN] (2000, Nintendo Game Boy Colors)
21. Lode Runner 2 [SuperLite 1500 Series] [Model SLPM-86460] (2000, Sony PlayStation)
22. Lode Runner - The Dig Fight (2000)
23. Lode Runner [Model AGB-A39J-JPN] (2003, Nintendo Game Boy Advance)
24. Cubic Lode Runner [Hudson Selection Vol.1] [Model DOL-GQRJ-JPN] (2003, Nintendo GameCube)
24. Cubic Lode Runner [Hudson Selection Vol.1] [Model SLPM-62404] (2003, Sony PlayStation 2)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1398&o=2

$end


$sg1000=ldrunk,
$bio

Lode Runner (c) 1984 Unknown [Korea]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65067&o=2

$end


$fm7_cass=ldrun,
$bio

Lode Runner (c) 1984 Soft Pro International [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93751&o=2

$end


$bbca_cass,bbcb_cass=lrun,
$bio

Lode Runner (c) 1985 Software Projects

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52059&o=2

$end


$x1_flop=ldrun,
$bio

Lode Runner (c) 1985 Soft Pro International [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86047&o=2

$end


$xegs=ldrun,
$bio

Lode Runner (c) 1987 Atari Corp.

- TRIVIA -

Related Coin-Op video game: "Lode Runner".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47351&o=2

$end


$nes=ldrunh,
$bio

Lode Runner (c) 1987 FMG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69282&o=2

$end


$cpc_flop=loderunn,loderunn01,loderunn02,loderunn03,loderunn04,
$bio

Lode Runner (c) 1989 Broderbund Sarl.

- TRIVIA -

Lode Runner for CPC was released in March 1990 in France.

- STAFF -

Original version: Douglas E. SMITH
Program: Tony HUGUENOTTE, Frederik SPADA
Graphics: Christophe PERROTIN
Sound: Michel WINOGRADOFF
RD: Pascal JARRY

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47392&o=2

$end


$x68k_flop=ldrun1,ldrun,
$bio

Lode Runner (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88375&o=2

$end


$gbcolor=ldrun,
$bio

Lode Runner - Domdom Dan no Yabou (c) 2000 Xing.

- TECHNICAL -

[Model DMG-BXLJ-JPN]

- TRIVIA -

Released on April 28, 2000 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47377&o=2

$end


$info=ldrun3,
$bio

Lode Runner III - Golden Labyrinth (c) 1985 Irem Corp.

- TECHNICAL -

Irem M-62 system hardware

Main CPU : Zilog Z80 (@ 4 Mhz)
Sound CPU : Motorola M6803 (@ 894.886 Khz)
Sound Chips : (2x) General Instrument AY8910 (@ 894.886 Khz), (2x) MSM5205 (@ 384 Khz)

Players : 2
Control : 8-way joystick
Buttons : 2
=> [A] DIG LEFT, [B] DIG RIGHT

- TRIVIA -

Released in November 1985 by Irem under license from Broderbund.

This game is known in Japan as "Lode Runner - Majin No Fukkatsu" (translated as 'Lode Runner - Resurrection of the Demon'). 

Alfa Records released a limited-edition soundtrack album for this game (R*Type : Irem Game Music - 28XA-199) on 25/01/1988.

- SERIES -

1. Lode Runner (1983)
2. Lode Runner - The Bungeling Strikes Back (1984)
3. Championship Lode Runner [Model HFC-CR] (1985, Nintendo Famicom)
3. Championship Lode Runner [Model HBS-G047C] (1985, MSX)
3. Championship Lode Runner [Sega My Card] [Model C-57] (1985, SG-1000)
3. Championship Lode Runner (1985, FM-7)
4. Lode Runner - Majin No Fukkatsu (1985)
5. Lode Runner II [Model HBS-G039C] (1985, MSX)
6. Lode Runner's Rescue (1985, Commodore C64)
7. Lode Runner - Teikoku Kara no Dasshutsu (1986)
8. Super Lode Runner [Model IFD-SLR] (1987, Nintendo Famicom Disk System)
8. Super Lode Runner [Model IM-03] (1987, MSX 2)
9. Hyper Lode Runner [Model DMG-HLA] (1989, Nintendo Game Boy)
10. Lode Runner - Lost Labyrinth [Model PV1004] (1990, NEC PC-Engine)
11. Battle Lode Runner [Model HC93054] (1993, NEC PC Engine)
12. Lode Runner Twin - Justy to Liberty no Daibouken [Model SHVC-7Z] (1994, Super Famicom)
13. Lode Runner - The Legend Returns (1994, Windows)
14. Lode Runner On-Line - The Mad Monks' Revenge (1995, PC [MS Windows 95])
15. Lode Runner - The Legend Returns [Model T-25101G] (1996, Sega Saturn)
16. Lode Runner 2 (1998, PC [Windows 95])
17. Power Lode Runner [Model SHVC-BPLJ-JPN] (1999, Super Famicom)
18. Lode Runner 3-D [Model NUS-NLRJ-JPN] (1999, Nintendo 64)
19. Lode Runner for WonderSwan [Model SWJ-BPR004] (2000, Bandai WonderSwan)
20. Lode Runner - Domdom Dan no Yabou [Model DMG-BXLJ-JPN] (2000, Nintendo Game Boy Colors)
21. Lode Runner 2 [SuperLite 1500 Series] [Model SLPM-86460] (2000, Sony PlayStation)
22. Lode Runner - The Dig Fight (2000)
23. Lode Runner [Model AGB-A39J-JPN] (2003, Nintendo Game Boy Advance)
24. Cubic Lode Runner [Hudson Selection Vol.1] [Model DOL-GQRJ-JPN] (2003, Nintendo GameCube)
24. Cubic Lode Runner [Hudson Selection Vol.1] [Model SLPM-62404] (2003, Sony PlayStation 2)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1399&o=2

$end


$pce=ldrun,
$bio

Lode Runner - Lost Labyrinth (c) 1990 Pack-In-Video Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58632&o=2

$end


$info=ldrun3j,
$bio

Lode Runner - Majin no Fukkatsu (c) 1985 Irem Corp.

- TECHNICAL -

Irem M-62 system hardware

Main CPU : Zilog Z80 (@ 4 Mhz)
Sound CPU : Motorola M6803 (@ 894.886 Khz)
Sound Chips : (2x) General Instrument AY8910 (@ 894.886 Khz), (2x) MSM5205 (@ 384 Khz)

Players : 2
Control : 8-way joystick
Buttons : 2
=> [A] DIG LEFT, [B] DIG RIGHT

- TRIVIA -

Released in November 1985 by Irem under license from Broderbund.

The subtitle of this game translates from Japanese as 'Resurrection of the Demon'.

This game is known outside Japan as "Lode Runner - Golden Labyrinth".

Alfa Records released a limited-edition soundtrack album for this game (R*Type : Irem Game Music - 28XA-199) on January 25, 1988.

- SERIES -

1. Lode Runner (1983)
2. Lode Runner - The Bungeling Strikes Back (1984)
3. Championship Lode Runner [Model HFC-CR] (1985, Nintendo Famicom)
3. Championship Lode Runner [Model HBS-G047C] (1985, MSX)
3. Championship Lode Runner [Sega My Card] [Model C-57] (1985, SG-1000)
3. Championship Lode Runner (1985, FM-7)
4. Lode Runner - Majin No Fukkatsu (1985)
5. Lode Runner II [Model HBS-G039C] (1985, MSX)
6. Lode Runner's Rescue (1985, Commodore C64)
7. Lode Runner - Teikoku Kara no Dasshutsu (1986)
8. Super Lode Runner [Model IFD-SLR] (1987, Nintendo Famicom Disk System)
8. Super Lode Runner [Model IM-03] (1987, MSX 2)
9. Hyper Lode Runner [Model DMG-HLA] (1989, Nintendo Game Boy)
10. Lode Runner - Lost Labyrinth [Model PV1004] (1990, NEC PC-Engine)
11. Battle Lode Runner [Model HC93054] (1993, NEC PC Engine)
12. Lode Runner Twin - Justy to Liberty no Daibouken [Model SHVC-7Z] (1994, Super Famicom)
13. Lode Runner - The Legend Returns (1994, Windows)
14. Lode Runner On-Line - The Mad Monks' Revenge (1995, PC [MS Windows 95])
15. Lode Runner - The Legend Returns [Model T-25101G] (1996, Sega Saturn)
16. Lode Runner 2 (1998, PC [Windows 95])
17. Power Lode Runner [Model SHVC-BPLJ-JPN] (1999, Super Famicom)
18. Lode Runner 3-D [Model NUS-NLRJ-JPN] (1999, Nintendo 64)
19. Lode Runner for WonderSwan [Model SWJ-BPR004] (2000, Bandai WonderSwan)
20. Lode Runner - Domdom Dan no Yabou [Model DMG-BXLJ-JPN] (2000, Nintendo Game Boy Colors)
21. Lode Runner 2 [SuperLite 1500 Series] [Model SLPM-86460] (2000, Sony PlayStation)
22. Lode Runner - The Dig Fight (2000)
23. Lode Runner [Model AGB-A39J-JPN] (2003, Nintendo Game Boy Advance)
24. Cubic Lode Runner [Hudson Selection Vol.1] [Model DOL-GQRJ-JPN] (2003, Nintendo GameCube)
24. Cubic Lode Runner [Hudson Selection Vol.1] [Model SLPM-62404] (2003, Sony PlayStation 2)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1400&o=2

$end


$info=ldrun4,
$bio

Lode Runner - Teikoku Kara no Dasshutsu (c) 1986 Irem Corp.

- TECHNICAL -

Irem M-62 system hardware

Main CPU : Zilog Z80 (@ 4 Mhz)
Sound CPU : Motorola M6803 (@ 894.886 Khz)
Sound Chips : (2x) General Instrument AY8910 (@ 894.886 Khz), (2x) MSM5205 (@ 384 Khz)

Players : 2
Control : 8-way joystick
Buttons : 2
=> [A] DIG LEFT, [B] DIG RIGHT

- TRIVIA -

Released in November 1986 by Irem, under license from Broderbund.

The subtitle of this game translates from Japanese as 'Escape From the Empire'.

Alfa Records released a limited-edition soundtrack album for this game (R*Type : Irem Game Music - 28XA-199) on January 1, 1988.

- SERIES -

1. Lode Runner (1983)
2. Lode Runner - The Bungeling Strikes Back (1984)
3. Championship Lode Runner [Model HFC-CR] (1985, Nintendo Famicom)
3. Championship Lode Runner [Model HBS-G047C] (1985, MSX)
3. Championship Lode Runner [Sega My Card] [Model C-57] (1985, SG-1000)
3. Championship Lode Runner (1985, FM-7)
4. Lode Runner - Majin No Fukkatsu (1985)
5. Lode Runner II [Model HBS-G039C] (1985, MSX)
6. Lode Runner's Rescue (1985, Commodore C64)
7. Lode Runner - Teikoku Kara no Dasshutsu (1986)
8. Super Lode Runner [Model IFD-SLR] (1987, Nintendo Famicom Disk System)
8. Super Lode Runner [Model IM-03] (1987, MSX 2)
9. Hyper Lode Runner [Model DMG-HLA] (1989, Nintendo Game Boy)
10. Lode Runner - Lost Labyrinth [Model PV1004] (1990, NEC PC-Engine)
11. Battle Lode Runner [Model HC93054] (1993, NEC PC Engine)
12. Lode Runner Twin - Justy to Liberty no Daibouken [Model SHVC-7Z] (1994, Super Famicom)
13. Lode Runner - The Legend Returns (1994, Windows)
14. Lode Runner On-Line - The Mad Monks' Revenge (1995, PC [MS Windows 95])
15. Lode Runner - The Legend Returns [Model T-25101G] (1996, Sega Saturn)
16. Lode Runner 2 (1998, PC [Windows 95])
17. Power Lode Runner [Model SHVC-BPLJ-JPN] (1999, Super Famicom)
18. Lode Runner 3-D [Model NUS-NLRJ-JPN] (1999, Nintendo 64)
19. Lode Runner for WonderSwan [Model SWJ-BPR004] (2000, Bandai WonderSwan)
20. Lode Runner - Domdom Dan no Yabou [Model DMG-BXLJ-JPN] (2000, Nintendo Game Boy Colors)
21. Lode Runner 2 [SuperLite 1500 Series] [Model SLPM-86460] (2000, Sony PlayStation)
22. Lode Runner - The Dig Fight (2000)
23. Lode Runner [Model AGB-A39J-JPN] (2003, Nintendo Game Boy Advance)
24. Cubic Lode Runner [Hudson Selection Vol.1] [Model DOL-GQRJ-JPN] (2003, Nintendo GameCube)
24. Cubic Lode Runner [Hudson Selection Vol.1] [Model SLPM-62404] (2003, Sony PlayStation 2)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1401&o=2

$end


$info=ldrun2,
$bio

Lode Runner - The Bungeling Strikes Back (c) 1984 Irem Corp.

- TECHNICAL -

Irem M-62 system hardware

Main CPU : Zilog Z80 (@ 4 Mhz)
Sound CPU : Motorola M6803 (@ 894.886 Khz)
Sound Chips : (2x) General Instrument AY8910 (@ 894.886 Khz), (2x) MSM5205 (@ 384 Khz)

Players : 2
Control : 8-way joystick
Buttons : 2
=> [A] DIG LEFT, [B] DIG RIGHT

- TRIVIA -

Even if title screen says 1984, the game was released in January 1985 by Irem under license from Broderbund.

Alfa Records released a limited-edition soundtrack album for this game (R*Type : Irem Game Music - 28XA-199) on January 25, 1988.

- SERIES -

1. Lode Runner (1983)
2. Lode Runner - The Bungeling Strikes Back (1984)
3. Championship Lode Runner [Model HFC-CR] (1985, Nintendo Famicom)
3. Championship Lode Runner [Model HBS-G047C] (1985, MSX)
3. Championship Lode Runner [Sega My Card] [Model C-57] (1985, SG-1000)
3. Championship Lode Runner (1985, FM-7)
4. Lode Runner - Majin No Fukkatsu (1985)
5. Lode Runner II [Model HBS-G039C] (1985, MSX)
6. Lode Runner's Rescue (1985, Commodore C64)
7. Lode Runner - Teikoku Kara no Dasshutsu (1986)
8. Super Lode Runner [Model IFD-SLR] (1987, Nintendo Famicom Disk System)
8. Super Lode Runner [Model IM-03] (1987, MSX 2)
9. Hyper Lode Runner [Model DMG-HLA] (1989, Nintendo Game Boy)
10. Lode Runner - Lost Labyrinth [Model PV1004] (1990, NEC PC-Engine)
11. Battle Lode Runner [Model HC93054] (1993, NEC PC Engine)
12. Lode Runner Twin - Justy to Liberty no Daibouken [Model SHVC-7Z] (1994, Super Famicom)
13. Lode Runner - The Legend Returns (1994, Windows)
14. Lode Runner On-Line - The Mad Monks' Revenge (1995, PC [MS Windows 95])
15. Lode Runner - The Legend Returns [Model T-25101G] (1996, Sega Saturn)
16. Lode Runner 2 (1998, PC [Windows 95])
17. Power Lode Runner [Model SHVC-BPLJ-JPN] (1999, Super Famicom)
18. Lode Runner 3-D [Model NUS-NLRJ-JPN] (1999, Nintendo 64)
19. Lode Runner for WonderSwan [Model SWJ-BPR004] (2000, Bandai WonderSwan)
20. Lode Runner - Domdom Dan no Yabou [Model DMG-BXLJ-JPN] (2000, Nintendo Game Boy Colors)
21. Lode Runner 2 [SuperLite 1500 Series] [Model SLPM-86460] (2000, Sony PlayStation)
22. Lode Runner - The Dig Fight (2000)
23. Lode Runner [Model AGB-A39J-JPN] (2003, Nintendo Game Boy Advance)
24. Cubic Lode Runner [Hudson Selection Vol.1] [Model DOL-GQRJ-JPN] (2003, Nintendo GameCube)
24. Cubic Lode Runner [Hudson Selection Vol.1] [Model SLPM-62404] (2003, Sony PlayStation 2)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1402&o=2

$end


$info=loderndf,loderndfa,
$bio

Lode Runner - The Dig Fight (c) 2000 Psikyo.

- TECHNICAL -

Main CPU : SH-2 (@ 28.63635 Mhz)
Sound Chips : YMF278B (@ 28.63635 Mhz)

Players : 4
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Released in February 2000 in Japan.

Most of the PCB's were updated to 'Ver. B' at the factory, so the 'Ver. A' is very rare.

- TIPS AND TRICKS -

* Maintenance Code : In test mode enter this code...
5-0-8-2-0 : Some nice features appear include stages select, obj test, etc... and a complete Map editor!!

- SERIES -

1. Lode Runner (1983)
2. Lode Runner - The Bungeling Strikes Back (1984)
3. Championship Lode Runner [Model HFC-CR] (1985, Nintendo Famicom)
3. Championship Lode Runner [Model HBS-G047C] (1985, MSX)
3. Championship Lode Runner [Sega My Card] [Model C-57] (1985, SG-1000)
3. Championship Lode Runner (1985, FM-7)
4. Lode Runner - Majin No Fukkatsu (1985)
5. Lode Runner II [Model HBS-G039C] (1985, MSX)
6. Lode Runner's Rescue (1985, Commodore C64)
7. Lode Runner - Teikoku Kara no Dasshutsu (1986)
8. Super Lode Runner [Model IFD-SLR] (1987, Nintendo Famicom Disk System)
8. Super Lode Runner [Model IM-03] (1987, MSX 2)
9. Hyper Lode Runner [Model DMG-HLA] (1989, Nintendo Game Boy)
10. Lode Runner - Lost Labyrinth [Model PV1004] (1990, NEC PC-Engine)
11. Battle Lode Runner [Model HC93054] (1993, NEC PC Engine)
12. Lode Runner Twin - Justy to Liberty no Daibouken [Model SHVC-7Z] (1994, Super Famicom)
13. Lode Runner - The Legend Returns (1994, Windows)
14. Lode Runner On-Line - The Mad Monks' Revenge (1995, PC [MS Windows 95])
15. Lode Runner - The Legend Returns [Model T-25101G] (1996, Sega Saturn)
16. Lode Runner 2 (1998, PC [Windows 95])
17. Power Lode Runner [Model SHVC-BPLJ-JPN] (1999, Super Famicom)
18. Lode Runner 3-D [Model NUS-NLRJ-JPN] (1999, Nintendo 64)
19. Lode Runner for WonderSwan [Model SWJ-BPR004] (2000, Bandai WonderSwan)
20. Lode Runner - Domdom Dan no Yabou [Model DMG-BXLJ-JPN] (2000, Nintendo Game Boy Colors)
21. Lode Runner 2 [SuperLite 1500 Series] [Model SLPM-86460] (2000, Sony PlayStation)
22. Lode Runner - The Dig Fight (2000)
23. Lode Runner [Model AGB-A39J-JPN] (2003, Nintendo Game Boy Advance)
24. Cubic Lode Runner [Hudson Selection Vol.1] [Model DOL-GQRJ-JPN] (2003, Nintendo GameCube)
24. Cubic Lode Runner [Hudson Selection Vol.1] [Model SLPM-62404] (2003, Sony PlayStation 2)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1403&o=2

$end


$saturn,sat_cart=lodernlr,
$bio

Lode Runner - The Legend Returns (c) 1996 Patra.

- TECHNICAL -

[Model T-25101G]

- TRIVIA -

Lode Runner The Legend Returns was released on March 08, 1996 in Japan.

- SERIES -

1. Lode Runner (1983)
2. Lode Runner - The Bungeling Strikes Back (1984)
3. Championship Lode Runner [Model HFC-CR] (1985, Nintendo Famicom)
3. Championship Lode Runner [Model HBS-G047C] (1985, MSX)
3. Championship Lode Runner [Sega My Card] [Model C-57] (1985, SG-1000)
3. Championship Lode Runner (1985, FM-7)
4. Lode Runner - Majin No Fukkatsu (1985)
5. Lode Runner II [Model HBS-G039C] (1985, MSX)
6. Lode Runner's Rescue (1985, Commodore C64)
7. Lode Runner - Teikoku Kara no Dasshutsu (1986)
8. Super Lode Runner [Model IFD-SLR] (1987, Nintendo Famicom Disk System)
8. Super Lode Runner [Model IM-03] (1987, MSX 2)
9. Hyper Lode Runner [Model DMG-HLA] (1989, Nintendo Game Boy)
10. Lode Runner - Lost Labyrinth [Model PV1004] (1990, NEC PC-Engine)
11. Battle Lode Runner [Model HC93054] (1993, NEC PC Engine)
12. Lode Runner Twin - Justy to Liberty no Daibouken [Model SHVC-7Z] (1994, Super Famicom)
13. Lode Runner - The Legend Returns (1994, Windows)
14. Lode Runner On-Line - The Mad Monks' Revenge (1995, PC [MS Windows 95])
15. Lode Runner - The Legend Returns [Model T-25101G] (1996, Sega Saturn)
16. Lode Runner 2 (1998, PC [Windows 95])
17. Power Lode Runner [Model SHVC-BPLJ-JPN] (1999, Super Famicom)
18. Lode Runner 3-D [Model NUS-NLRJ-JPN] (1999, Nintendo 64)
19. Lode Runner for WonderSwan [Model SWJ-BPR004] (2000, Bandai WonderSwan)
20. Lode Runner - Domdom Dan no Yabou [Model DMG-BXLJ-JPN] (2000, Nintendo Game Boy Colors)
21. Lode Runner 2 [SuperLite 1500 Series] [Model SLPM-86460] (2000, Sony PlayStation)
22. Lode Runner - The Dig Fight (2000)
23. Lode Runner [Model AGB-A39J-JPN] (2003, Nintendo Game Boy Advance)
24. Cubic Lode Runner [Hudson Selection Vol.1] [Model DOL-GQRJ-JPN] (2003, Nintendo GameCube)
24. Cubic Lode Runner [Hudson Selection Vol.1] [Model SLPM-62404] (2003, Sony PlayStation 2)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47374&o=2

$end


$psx=loderun2,
$bio

Lode Runner 2 [SuperLite 1500 Series] (c) 2000 Success.

- TECHNICAL -

Model # SLPM-86460

- SERIES -

1. Lode Runner (1983)
2. Lode Runner - The Bungeling Strikes Back (1984)
3. Championship Lode Runner [Model HFC-CR] (1985, Nintendo Famicom)
3. Championship Lode Runner [Model HBS-G047C] (1985, MSX)
3. Championship Lode Runner [Sega My Card] [Model C-57] (1985, SG-1000)
3. Championship Lode Runner (1985, FM-7)
4. Lode Runner - Majin No Fukkatsu (1985)
5. Lode Runner II [Model HBS-G039C] (1985, MSX)
6. Lode Runner's Rescue (1985, Commodore C64)
7. Lode Runner - Teikoku Kara no Dasshutsu (1986)
8. Super Lode Runner [Model IFD-SLR] (1987, Nintendo Famicom Disk System)
8. Super Lode Runner [Model IM-03] (1987, MSX 2)
9. Hyper Lode Runner [Model DMG-HLA] (1989, Nintendo Game Boy)
10. Lode Runner - Lost Labyrinth [Model PV1004] (1990, NEC PC-Engine)
11. Battle Lode Runner [Model HC93054] (1993, NEC PC Engine)
12. Lode Runner Twin - Justy to Liberty no Daibouken [Model SHVC-7Z] (1994, Super Famicom)
13. Lode Runner - The Legend Returns (1994, Windows)
14. Lode Runner On-Line - The Mad Monks' Revenge (1995, PC [MS Windows 95])
15. Lode Runner - The Legend Returns [Model T-25101G] (1996, Sega Saturn)
16. Lode Runner 2 (1998, PC [Windows 95])
17. Power Lode Runner [Model SHVC-BPLJ-JPN] (1999, Super Famicom)
18. Lode Runner 3-D [Model NUS-NLRJ-JPN] (1999, Nintendo 64)
19. Lode Runner for WonderSwan [Model SWJ-BPR004] (2000, Bandai WonderSwan)
20. Lode Runner - Domdom Dan no Yabou [Model DMG-BXLJ-JPN] (2000, Nintendo Game Boy Colors)
21. Lode Runner 2 [SuperLite 1500 Series] [Model SLPM-86460] (2000, Sony PlayStation)
22. Lode Runner - The Dig Fight (2000)
23. Lode Runner [Model AGB-A39J-JPN] (2003, Nintendo Game Boy Advance)
24. Cubic Lode Runner [Hudson Selection Vol.1] [Model DOL-GQRJ-JPN] (2003, Nintendo GameCube)
24. Cubic Lode Runner [Hudson Selection Vol.1] [Model SLPM-62404] (2003, Sony PlayStation 2)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47391&o=2

$end


$n64=ldrun3d,ldrun3du,
$bio

Lode Runner 3-D (c) 1999 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57795&o=2

$end


$n64=ldrun3dj,
$bio

Lode Runner 3-D (c) 1999 Banpresto.

- TECHNICAL -

[Model NUS-NLRJ-JPN]

- TRIVIA -

Lode Runner 3-D was released on July 30, 1999 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47375&o=2

$end


$saturn,sat_cart=lodernex,
$bio

Lode Runner Extra (c) 1997 Patra [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59354&o=2

$end


$psx=loderunx,
$bio

Lode Runner Extra [Model SLPS-00641] (c) 1997 Patra [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85398&o=2

$end


$wswan=ldrun,
$bio

Lode Runner for WonderSwan (c) 2000 Banpresto.

- TECHNICAL -

Game ID: SWJ-BPR004

- TRIVIA -

Released on April 20, 2000 in Japan.

- SERIES -

1. Lode Runner (1983)
2. Lode Runner - The Bungeling Strikes Back (1984)
3. Championship Lode Runner [Model HFC-CR] (1985, Nintendo Famicom)
3. Championship Lode Runner [Model HBS-G047C] (1985, MSX)
3. Championship Lode Runner [Sega My Card] [Model C-57] (1985, SG-1000)
3. Championship Lode Runner (1985, FM-7)
4. Lode Runner - Majin No Fukkatsu (1985)
5. Lode Runner II [Model HBS-G039C] (1985, MSX)
6. Lode Runner's Rescue (1985, Commodore C64)
7. Lode Runner - Teikoku Kara no Dasshutsu (1986)
8. Super Lode Runner [Model IFD-SLR] (1987, Nintendo Famicom Disk System)
8. Super Lode Runner [Model IM-03] (1987, MSX 2)
9. Hyper Lode Runner [Model DMG-HLA] (1989, Nintendo Game Boy)
10. Lode Runner - Lost Labyrinth [Model PV1004] (1990, NEC PC-Engine)
11. Battle Lode Runner [Model HC93054] (1993, NEC PC Engine)
12. Lode Runner Twin - Justy to Liberty no Daibouken [Model SHVC-7Z] (1994, Super Famicom)
13. Lode Runner - The Legend Returns (1994, Windows)
14. Lode Runner On-Line - The Mad Monks' Revenge (1995, PC [MS Windows 95])
15. Lode Runner - The Legend Returns [Model T-25101G] (1996, Sega Saturn)
16. Lode Runner 2 (1998, PC [Windows 95])
17. Power Lode Runner [Model SHVC-BPLJ-JPN] (1999, Super Famicom)
18. Lode Runner 3-D [Model NUS-NLRJ-JPN] (1999, Nintendo 64)
19. Lode Runner for WonderSwan [Model SWJ-BPR004] (2000, Bandai WonderSwan)
20. Lode Runner - Domdom Dan no Yabou [Model DMG-BXLJ-JPN] (2000, Nintendo Game Boy Colors)
21. Lode Runner 2 [SuperLite 1500 Series] [Model SLPM-86460] (2000, Sony PlayStation)
22. Lode Runner - The Dig Fight (2000)
23. Lode Runner [Model AGB-A39J-JPN] (2003, Nintendo Game Boy Advance)
24. Cubic Lode Runner [Hudson Selection Vol.1] [Model DOL-GQRJ-JPN] (2003, Nintendo GameCube)
24. Cubic Lode Runner [Hudson Selection Vol.1] [Model SLPM-62404] (2003, Sony PlayStation 2)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47376&o=2

$end


$pc98=hldrun,hldruna,
$bio

Lode Runner Hozonban (c) 1989 Systemsoft.

It includes Lode Runner & Championship Lode Runner.

- TRIVIA -

Released in July 1989 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47393&o=2

$end


$msx1_cart=ldrun2,
$bio

Lode Runner II [Model HBS-G039C] (c) 1985 Sony.

Lode Runner returns with a new set of very hard levels on your MSX computer.

- SERIES -

1. Lode Runner (1983)
2. Lode Runner - The Bungeling Strikes Back (1984)
3. Championship Lode Runner [Model HFC-CR] (1985, Nintendo Famicom)
3. Championship Lode Runner [Model HBS-G047C] (1985, MSX)
3. Championship Lode Runner [Sega My Card] [Model C-57] (1985, SG-1000)
3. Championship Lode Runner (1985, FM-7)
4. Lode Runner - Majin No Fukkatsu (1985)
5. Lode Runner II [Model HBS-G039C] (1985, MSX)
6. Lode Runner's Rescue (1985, Commodore C64)
7. Lode Runner - Teikoku Kara no Dasshutsu (1986)
8. Super Lode Runner [Model IFD-SLR] (1987, Nintendo Famicom Disk System)
8. Super Lode Runner [Model IM-03] (1987, MSX 2)
9. Hyper Lode Runner [Model DMG-HLA] (1989, Nintendo Game Boy)
10. Lode Runner - Lost Labyrinth [Model PV1004] (1990, NEC PC-Engine)
11. Battle Lode Runner [Model HC93054] (1993, NEC PC Engine)
12. Lode Runner Twin - Justy to Liberty no Daibouken [Model SHVC-7Z] (1994, Super Famicom)
13. Lode Runner - The Legend Returns (1994, Windows)
14. Lode Runner On-Line - The Mad Monks' Revenge (1995, PC [MS Windows 95])
15. Lode Runner - The Legend Returns [Model T-25101G] (1996, Sega Saturn)
16. Lode Runner 2 (1998, PC [Windows 95])
17. Power Lode Runner [Model SHVC-BPLJ-JPN] (1999, Super Famicom)
18. Lode Runner 3-D [Model NUS-NLRJ-JPN] (1999, Nintendo 64)
19. Lode Runner for WonderSwan [Model SWJ-BPR004] (2000, Bandai WonderSwan)
20. Lode Runner - Domdom Dan no Yabou [Model DMG-BXLJ-JPN] (2000, Nintendo Game Boy Colors)
21. Lode Runner 2 [SuperLite 1500 Series] [Model SLPM-86460] (2000, Sony PlayStation)
22. Lode Runner - The Dig Fight (2000)
23. Lode Runner [Model AGB-A39J-JPN] (2003, Nintendo Game Boy Advance)
24. Cubic Lode Runner [Hudson Selection Vol.1] [Model DOL-GQRJ-JPN] (2003, Nintendo GameCube)
24. Cubic Lode Runner [Hudson Selection Vol.1] [Model SLPM-62404] (2003, Sony PlayStation 2)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47364&o=2

$end


$snes=ldruntw,
$bio

?????????? ?????????????? (c) 1994 T&E Soft.
(Lode Runner Twin - Justy to Liberty no Daibouken)

Lode Runner Twins is a cute platform game by T&E Soft and based on Brøderbund's popular franchise. The player controls a young knight (or a priestess) whose mission is to explore all the magic caves located underneath the kingdom's castle. Their first task is to retrieve all the candies stolen by some grey little devils. Just like with any traditional Lode Runner game, each level features multi-level platforms connected with ladders and horizontal ropes. Interestingly, the game can either be played in full-screen (press Select) or with a head-up-display taking half of the screen-space. Our heroes can also dig holes using their magic powers and trap (or slowdown) the various monsters wondering around each area. However, foes only disappear if the hole happens to collapse on them, and they will then automatically reappear somewhere in the stage - but watch out, players can also fall in these holes and they will be unable to climb back out. When all the candies (and various items) are collected, a ladder appears somewhere in the level and leads to the exit. Lode Runner Twins features several play modes: Story gets the player to explore countless stages (10 areas and a total of 100 stages)m and the game's progress can be saved using a simple password system, Free Play gives tons of levels to explore in no specific order, and finally the game also features an intense horizontal split-screen two-player battle mode.

- TECHNICAL -

Cartridge ID: SHVC-7Z

- TRIVIA -

Lode Runner Twin for SFC was released in July 29, 1994 in Japan for 8800 Yen.

- TIPS AND TRICKS -

Enter KAZE in the password menu to have access to all 100 stages.

- SERIES -

1. Lode Runner (1983)
2. Lode Runner - The Bungeling Strikes Back (1984)
3. Championship Lode Runner [Model HFC-CR] (1985, Nintendo Famicom)
3. Championship Lode Runner [Model HBS-G047C] (1985, MSX)
3. Championship Lode Runner [Sega My Card] [Model C-57] (1985, SG-1000)
3. Championship Lode Runner (1985, FM-7)
4. Lode Runner - Majin No Fukkatsu (1985)
5. Lode Runner II [Model HBS-G039C] (1985, MSX)
6. Lode Runner's Rescue (1985, Commodore C64)
7. Lode Runner - Teikoku Kara no Dasshutsu (1986)
8. Super Lode Runner [Model IFD-SLR] (1987, Nintendo Famicom Disk System)
8. Super Lode Runner [Model IM-03] (1987, MSX 2)
9. Hyper Lode Runner [Model DMG-HLA] (1989, Nintendo Game Boy)
10. Lode Runner - Lost Labyrinth [Model PV1004] (1990, NEC PC-Engine)
11. Battle Lode Runner [Model HC93054] (1993, NEC PC Engine)
12. Lode Runner Twin - Justy to Liberty no Daibouken [Model SHVC-7Z] (1994, Super Famicom)
13. Lode Runner - The Legend Returns (1994, Windows)
14. Lode Runner On-Line - The Mad Monks' Revenge (1995, PC [MS Windows 95])
15. Lode Runner - The Legend Returns [Model T-25101G] (1996, Sega Saturn)
16. Lode Runner 2 (1998, PC [Windows 95])
17. Power Lode Runner [Model SHVC-BPLJ-JPN] (1999, Super Famicom)
18. Lode Runner 3-D [Model NUS-NLRJ-JPN] (1999, Nintendo 64)
19. Lode Runner for WonderSwan [Model SWJ-BPR004] (2000, Bandai WonderSwan)
20. Lode Runner - Domdom Dan no Yabou [Model DMG-BXLJ-JPN] (2000, Nintendo Game Boy Colors)
21. Lode Runner 2 [SuperLite 1500 Series] [Model SLPM-86460] (2000, Sony PlayStation)
22. Lode Runner - The Dig Fight (2000)
23. Lode Runner [Model AGB-A39J-JPN] (2003, Nintendo Game Boy Advance)
24. Cubic Lode Runner [Hudson Selection Vol.1] [Model DOL-GQRJ-JPN] (2003, Nintendo GameCube)
24. Cubic Lode Runner [Hudson Selection Vol.1] [Model SLPM-62404] (2003, Sony PlayStation 2)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47373&o=2

$end


$pc8801_flop=ldrunc,
$bio

Lode Runner with Level Disks (c) 19?? System Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92259&o=2

$end


$gba=ldrun,
$bio

Lode Runner (c) 2003 Success.

- TECHNICAL -

[Model AGB-A39J-JPN]

- TRIVIA -

Released on February 21, 2003 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47378&o=2

$end


$sg1000=ldrunt,
$bio

Lode Runner [Model B-031] (c) 1984 Aaronix [Taiwan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65068&o=2

$end


$sg1000=ldrun,
$bio

Lode Runner (c) 1984 Sega Enterprises, Limited.

- TECHNICAL -

[Model G-1031]

- TRIVIA -

Released in November 1984 in Japan.

Related Coin-Op video game: "Lode Runner".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47353&o=2

$end


$msx1_cart=ldrun,ldruna,
$bio

Lode Runner (c) 1984 Sony.

- TECHNICAL -

[Model HBS-G020C]

- TRIVIA -

Released in November 1984 by Sony in Japan. Licensed from Broderbund Software.

Related Coin-Op video game: "Lode Runner".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47354&o=2

$end


$nes=ldrunj,
$bio

Lode Runner (c) 1984 Hudson Soft.

Lode Runner is a platform game by Hudson Soft and port of Brøderbund's classic originally released in 1983. The goal of the game is to infiltrate fifty different treasure rooms and to recover all the gold along the way in order to activate escape ladders. The task would be easy if only robot guards and other obstacles wouldn't try to prevent the player to lay his hands on all this loot. Although our hero doesn't have the ability to jump, he comes equipped with a laser drill pistol and can dig holes in the ground to trap his enemies (one button digs to his right, the other to his left, regardless of which direction he faces). However, these holes fill in again after a short amount of time, instantly killing anything trapped inside at the time (including the player). But before they do, any enemy trapped inside a pit will get stuck and will act as a cap, allowing the player to safely run over him. Interestingly, in some cases, guards can also carry gold and must be trapped in a pit in order to recover their loot and activate the escape ladder. To add depth to the gameplay there are also solid walls that can't be drilled into, trap doors, ladders that lead to higher platforms and hand bars to cross over gaps. Lode Runner also features a level editor where the player can create his own stages, and a two (not simultaneous) player mode.

- TECHNICAL -

Cartridge ID: HFC-LR

- TRIVIA -

Lode Runner for Famicom was released on July, 31 1984 in Japan for 4500 Yen.

Lode Runner is considered a classic among gamers and was originally released in 1983 by Brøderbund Software for the Apple II and programmed by Douglas Smith. The Famicom port of Lode Runner was developed by Hudson Soft and this was probably the first time a third party developer was allowed to use the franchise.

Export releases:
[US] "Lode Runner [Model NES-LO-USA]"

- TIPS AND TRICKS -

* Stage select: At any time during the game, press Select to access the stage select menu screen. Press A or B to pick a different level and press Start to play it.

- PORTS -

* Consoles :
Nintendo Wii [Virtual Console] [JP] (March 6, 2007) Famicom version

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47352&o=2

$end


$nes=ldrun,
$bio

Lode Runner (c) 1987 Broderbund Software, Incorporated.

- TECHNICAL -

NES-LO-USA

- PORTS -

* Consoles :
Nintendo Wii [Virtual Console] [US] (June 11, 2007) NES version 
Nintendo Wii [Virtual Console] [EU] (March 12, 2010) NES version

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55307&o=2

$end


$megacd,megacdj=lodoss,lodossdemo,
$bio

Lodoss Tou Senki - Eiyuu Sensou [Model G-6024] (c) 1994 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60530&o=2

$end


$pc98=lodossfk,
$bio

Lodoss Tou Senki - Fukujinzuke (c) 1989 HummingBird [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89982&o=2

$end


$msx2_flop=lodossfk,
$bio

Lodoss Tou Senki - Fukujinzuke (c) 1990 HummingBird [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101788&o=2

$end


$x68k_flop=lodossfk,
$bio

Lodoss Tou Senki - Fukujinzuke (c) 1991 Brother Kougyou [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87858&o=2

$end


$pc98=lodossf2,
$bio

Lodoss Tou Senki - Fukujinzuke 2 (c) 1992 HummingBird [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89983&o=2

$end


$pc98=lodossf3,
$bio

Lodoss Tou Senki - Fukujinzuke 3 (c) 1993 HummingBird [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89984&o=2

$end


$x68k_flop=lodoss2,
$bio

Lodoss Tou Senki II - Goshiki no Maryuu (c) 1992 HummingBird [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87859&o=2

$end


$pcecd=lodoss,
$bio

Lodoss Tousenki - Record of Lodoss War (c) 1992 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58263&o=2

$end


$pcecd=lodoss2,
$bio

Lodoss Tousenki II - Record of Lodoss War II (c) 1994 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58264&o=2

$end


$gbcolor=lodoss,
$bio

Lodoss-tou Senki - Eiyuu Kishiden GB [Model DMG-ARAJ-JPN] (c) 1998 Tomy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68222&o=2

$end


$snes=lodoss,
$bio

Lodoss-tou Senki [Model SHVC-ALWJ-JPN] (c) 1995 Kadokawa Shoten

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61685&o=2

$end


$cpc_cass=logstar4,
$bio

Log'Star N°4 (c) 1989 Logipresse [France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98071&o=2

$end


$cpc_cass=logstar5,
$bio

Log'Star N°5 (c) 1990 Logipresse [France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98072&o=2

$end


$cpc_cass=logstar6,
$bio

Log'Star N°6 (c) 1990 Logipresse [France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98073&o=2

$end


$info=logger,
$bio

Logger (c) 1982 Century Electronics.

A rip-off of Nintendo "Donkey Kong".

Help the unfortunate lumberjack to retrieve his axe and all tools stolen by a giant blue parrot for this you will have to climb the differents levels of the mountain and jump to dodge all the logs to reach the top and go to next level.

- TECHNICAL -

Main CPU : S2650 (@ 894.886 Khz)
Sound CPU : S2650 (@ 894.886 Khz)
Sound Chips : (2x) DAC (@ 894.886 Khz), TMS5110 (@ 640 Khz)

Screen orientation : Vertical
Video resolution : 248 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 16

Players : 2
Control : 8-way joystick
Buttons : 2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1404&o=2

$end


$x68k_flop=lcmyprin,
$bio

Logic Crush + Ahh My Princess! (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88376&o=2

$end


$coleco=logiclvl,
$bio

Logic Levels (c) 1984 SSC

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53305&o=2

$end


$c64_cart,c64_flop=logiclvl,
$bio

Logic Levels (c) 1984 SSC

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53624&o=2

$end


$a800=logiclvl,
$bio

Logic Levels (c) 1984 Fisher-Price

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86603&o=2

$end


$a800=logcmstr,logcmstrf,
$bio

Logic Master (c) 1983 Chalkboard, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86604&o=2

$end


$info=logicpro,
$bio

Logic Pro (c) 1996 Deniam.

A puzzle game.

- TECHNICAL -

Deniam-16b hardware

Main CPU : Motorola 68000 (@ 12.5 Mhz), Zilog Z80 (@ 6.25 Mhz)
Sound Chips : YM3812 (@ 3.125 Mhz), OKI6295 (@ 8 Khz)

Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048

Players : 2
Control : 4-way joystick
Buttons : 3

- TRIVIA -

Released in October 1996.

This game is known in Germany as "Croquis".

- SERIES -

1. Logic Pro (1996)
2. Logic Pro 2 (1997)

- STAFF -

Programmers : Jun-Young Kim, Kwanny
Graphic designers : Sang-Won Lee, Bong-Gun Shin
H/W Manager : Min-Hong Park
Musician : Coo-Hee Kwon
Radio performers : Jin-Phil Kim, Hyun-Jung Um, Min-Sung Kim
Planner : Jun-Young Kim
Director : Sang-Chul Lee

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1405&o=2

$end


$info=logicpr2,
$bio

Logic Pro 2 (c) 1997 Deniam.

A puzzle game.

- TECHNICAL -

Deniam-16c hardware

Main CPU : Motorola 68000 (@ 12.5 Mhz)
Sound Chips : YM3812 (@ 3.125 Mhz), OKI6295 (@ 8 Khz)

Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048

Players : 2
Control : 4-way joystick
Buttons : 3

- TRIVIA -

Released in June 1997.

- SERIES -

1. Logic Pro (1996)
2. Logic Pro 2 (1997)

- STAFF -

Executive producer : Jungyul Kim
Game designer : Bonggun Shin
Lead Programmer : Kwanhee Seo
Senior Programmers : Kwanny, KhanW, Sopepos
Tool programmers : Kwanny, Hermit, Sopepos
Sound Programmer : Kwanny
Art director / Illustrations : Bonggun Shin
Graphic designers : Bonggun Shin, Haejin Kim, Sangwon Lee
3D graphic artwork : Haejin Kim
C.G advisor : Seunghoon Park, Deesis
Music : Baeheon Kim
Sound designers : Baeheon Kim, Kwanhee Seo
Voices : Sevngho Cha, Hyunjung Jang, Piljin Kim, Keiko Ishizaka
Voice editer : Baeheon Kim
Game quality supervisor : Junyoung Kim
Puzzle makers : Sangwon Lee, Haejin Kim, Donghun Park, Gioh Hong
H/W PCB design : Myungsoo Ryu
H/W design supervisors : Sangcheul Lee, Junyoung Kim
H/W part : Bumsuk Kim, Jincheul Kim, Changwan Park, Hyoungkyu Choi, Heeyoung Kwak
Management : Songcheul Lee

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1406&o=2

$end


$info=lpadv,
$bio

Logic Pro Adventure (c) 1999 Amuse World Corp.

- TECHNICAL -

Sony ZN-1 hardware

- TRIVIA -

Released in February 1999 in Japan only.

Developed by Deniam (Korea) for Amuse World (Japan).

- STAFF -

All Programming: Kwanhee Seo
Sound Effect: Kwanhee Seo
Tools: Kwanhee Seo
TPS Porting: Kwanhee Seo
Game Design: Bonggun Shin
BG & Object GFX: Bonggun Shin
Illustration: Shunghoon Park
PSX Game Design: Shunghoon Park
Text GFX: Shunghoon Park
Executive Producer: Jungryul Kim
Management: Sangchul Lee
Public Relation: Sangchul Lee
Puzzle Makers: Sangwong Lee, Haejin Kim, Donghun Park, Sungwoo Park
BGM: Baeheon Kim, Yonggam Lee, Tecmo
Voices: Keiko Ishizaka

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=33504&o=2

$end


$saturn,sat_cart=logicpuz,logicpuza,
$bio

Logic Puzzle - Rainbow Town (c) 1996 Human Entertainment

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59355&o=2

$end


$bbca_cass,bbcb_cass=logic1,
$bio

Logic1 (c) 19?? Shiva

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52060&o=2

$end


$amigaocs_flop=logical,
$bio

Logical (c) 1991 Rainbow Arts

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74473&o=2

$end


$pc98=logical,logicald,
$bio

Logical (c) 1993 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89985&o=2

$end


$gbcolor=logicalu,
$bio

Logical [Model CGB-AOGE-USA] (c) 1999 Sunsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68224&o=2

$end


$gbcolor=logical,
$bio

Logical [Model CGB-AOGP-EUR] (c) 1999 Sunsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68223&o=2

$end


$cpc_cass=logiform,
$bio

Logiformes (c) 1986 Langage et Informatique

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98074&o=2

$end


$pc8801_flop=logindis,
$bio

Login Disk (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92260&o=2

$end


$pc98=ldb_16am,
$bio

LOGiN Disk & Book Series - 16 Colour Anime Tsukuuru (c) 1994 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89932&o=2

$end


$pc98=ldb_256c,
$bio

LOGiN Disk & Book Series - 256 Colour Paint Tool (c) 1994 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89933&o=2

$end


$pc98=ldb_advm35,ldb_advm,
$bio

LOGiN Disk & Book Series - Adventure Tsukuuru 98 (c) 1992 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89934&o=2

$end


$pc98=ldb_anim,
$bio

LOGiN Disk & Book Series - Anime Tsukuuru (c) 1993 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89935&o=2

$end


$pc98=ldb_cg3d35,ldb_cg3d,
$bio

LOGiN Disk & Book Series - CG Tsukuuru 3D (c) 1992 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89936&o=2

$end


$pc98=ldb_char35,ldb_char,
$bio

LOGiN Disk & Book Series - Character Tsukuuru 98 (c) 1994 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89937&o=2

$end


$pc98=ldb_draw35,ldb_draw,
$bio

LOGiN Disk & Book Series - Drawing Tool (c) 1992 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89938&o=2

$end


$pc98=ldb_hdai,
$bio

LOGiN Disk & Book Series - Hajimete no Daisenryaku (c) 1993 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89939&o=2

$end


$pc98=ldb_okho,ldb_okhoa,
$bio

LOGiN Disk & Book Series - Hokkaidou Rensa Satsujin - Okhotsk ni Shoyu (c) 1992 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89940&o=2

$end


$pc98=ldb_dccn,
$bio

LOGiN Disk & Book Series - J.B. Harold 3 - D.C. Connection (c) 1994 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89941&o=2

$end


$pc98=ldb_manh,ldb_manha,
$bio

LOGiN Disk & Book Series - Manhattan Requiem - Angels Flying in the Dark (c) 1993 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89942&o=2

$end


$pc98=ldb_onga,
$bio

LOGiN Disk & Book Series - Ongaku Tsukuruu - LOGiN Museum Edition (c) 1993 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89943&o=2

$end


$pc98=ldb_polm,ldb_polm35,
$bio

LOGiN Disk & Book Series - Polygon Modeling Tsukuuru (c) 1992 ASCII Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95235&o=2

$end


$pc98=ldb_poly35,ldb_poly,
$bio

LOGiN Disk & Book Series - Polygon Shooting Tsukuuru (c) 1994 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89944&o=2

$end


$pc98=ldb_rivh35,ldb_rivh,
$bio

LOGiN Disk & Book Series - Riverhill Mystery Selection (c) 1993 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89946&o=2

$end


$pc98=ldb_dnte,ldb_dntea,
$bio

LOGiN Disk & Book Series - RPG Tsukuuru Dante98 (c) 1992 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89945&o=2

$end


$pc98=ldb_shot,
$bio

LOGiN Disk & Book Series - Shooting Tsukuuru 98 (c) 199? ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89947&o=2

$end


$pc98=ldb_sima,ldb_sima35,ldb_simaa,
$bio

LOGiN Disk & Book Series - SimAnt (c) 1993 ASCII Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89948&o=2

$end


$pc98=login01,
$bio

Login Omake Disk Tsuushin No. 1 (c) 1991 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89986&o=2

$end


$pc98=login03,
$bio

Login Omake Disk Tsuushin No. 3 (c) 1991 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89987&o=2

$end


$pc98=login04,
$bio

Login Omake Disk Tsuushin No. 4 (c) 1991 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89988&o=2

$end


$pc98=login06,
$bio

Login Omake Disk Tsuushin No. 6 (c) 1992 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89989&o=2

$end


$pc98=login07,
$bio

Login Omake Disk Tsuushin No. 7 (c) 1992 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89990&o=2

$end


$pc98=login08,login08a,
$bio

Login Omake Disk Tsuushin No. 8 (c) 1992 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89991&o=2

$end


$pc98=login09,
$bio

Login Omake Disk Tsuushin No. 9 (c) 1993 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89992&o=2

$end


$pc98=loginsod,
$bio

Login Super Omake Disk (c) 1994 Unknown.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95238&o=2

$end


$pc8801_flop=loginsof,
$bio

Loginsoft Game Create System - Mamirin (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92261&o=2

$end


$cpc_cass=logist01,
$bio

Logistrad 01 (c) 1986 Logipresse [France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98075&o=2

$end


$cpc_cass=logist02,
$bio

Logistrad 02 (c) 1986 Logipresse [France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98076&o=2

$end


$cpc_cass=logist03,
$bio

Logistrad 03 (c) 1986 Logipresse [France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98077&o=2

$end


$cpc_cass=logist04,
$bio

Logistrad 04 (c) 1986 Logipresse [France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98078&o=2

$end


$cpc_cass=logist05,
$bio

Logistrad 05 (c) 1987 Logipresse [France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98079&o=2

$end


$cpc_cass=logist06,
$bio

Logistrad 06 (c) 1987 Logipresse [France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98080&o=2

$end


$cpc_cass=logist07,
$bio

Logistrad 07 (c) 1987 Logipresse [France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98081&o=2

$end


$cpc_cass=logist08,
$bio

Logistrad 08 (c) 1987 Logipresse [France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98082&o=2

$end


$cpc_cass=logist10,
$bio

Logistrad 10 (c) 1988 Logipresse [France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98083&o=2

$end


$cpc_cass=logist11,
$bio

Logistrad 11 (c) 1988 Logipresse [France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98084&o=2

$end


$cpc_cass=logist12,
$bio

Logistrad 12 (c) 1988 Logipresse [France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98085&o=2

$end


$cpc_cass=logo,
$bio

Logo (c) 1984 Kuma Computers, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98089&o=2

$end


$bbca_cass,bbcb_cass=logo2,
$bio

Logo2 (c) 19?? Computer Concepts

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52061&o=2

$end


$msx2_flop=logosman,
$bio

Logos Man (c) 1997 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101789&o=2

$end


$snes=logos,
$bio

Logos Panic Goaisatsu [Model SHVC-A6YJ-JPN] (c) 1995 Yutaka

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61686&o=2

$end


$pc8801_flop=lolitaya,lolitayaa,
$bio

Lolita - Yakyuken (c) 1983 PSK [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92262&o=2

$end


$pc8801_flop=lolita2,
$bio

Lolita 2 - Geko Chess (c) 1983 PSK [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92263&o=2

$end


$pc8801_flop=lolisynd,
$bio

Lolita Syndrome (c) 1983 Enix, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92264&o=2

$end


$pc8801_flop=lolitahd,lolitahda,
$bio

Lolita-hime no Densetsu (c) 1986 Bond Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92265&o=2

$end


$pc8801_flop=lolitah2,
$bio

Lolita-hime no Enikki - Ikenai Pose Shu (c) 1987 Bond Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92266&o=2

$end


$amigaocs_flop=lollypop,
$bio

Lollypop (c) 1995 Rainbow Arts

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74474&o=2

$end


$gameboy=loloj,
$bio

Lolo no Daibouken [Model DMG-LOJ] (c) 1994 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66347&o=2

$end


$amigaocs_flop=racrally,
$bio

Lombard RAC Rally (c) 1988 Mandarin

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74475&o=2

$end


$amigaocs_flop=racrallya,
$bio

Lombard RAC Rally [Budget] (c) 1988 Hit Squad, The [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74476&o=2

$end


$amigaocs_flop=racrallyg,
$bio

Lombard RAC Rally [The Power Pack] (c) 1988 Mandarin

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74477&o=2

$end


$a2600=london,
$bio

London Blitz (c) 1983 Avalon Hill

- TECHNICAL -

Model 50020

- STAFF -

Programmer: William J. Sheppard

Cover Art: Jim Talbot
Rules Paste-Up and Graphics: Jean Baer
Typesetting: Colonial Composition
Prep Dept. Coordinator: Elaine Adkins

Printing by Monarch Services.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50659&o=2

$end


$info=ep_lug,ep_luga,ep_lugb,ep_lugc,
$bio

London Underground (c) 199? Maygay.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40034&o=2

$end


$psx=lonesold,
$bio

Lone Soldier [Model SLPS-00322] (c) 1996 Virgin Interactive Ent., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85399&o=2

$end


$pc8801_flop=lonelyhe,
$bio

Lonely Heart (c) 1989 Swing Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92267&o=2

$end


$info=lbeach,
$bio

Long Beach (c) 1979 Olympia.

A classic IndyCar racing game.

- TECHNICAL -

Main CPU: M6800(@ 500.00 Khz)

Screen orientation: Horizontal
Video resolution: 480 x 232 pixels
Screen refresh: 60.00 Hz

Control: Steering wheel, Gear shift
Pedals: 1 (Accelerator)
Players: 1

- TRIVIA -

This game is inspired on the Long Beach Grand Prix the IndyCar racing event, that takes place every spring in downtown Long Beach area.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4640&o=2

$end


$info=lhb,lhbv33c,
$bio

Long Hu Bang (c) 1995 IGS.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 7.333333 Mhz)
Sound Chips : OKI6295 (@ 7.936 Khz)

Player : 1

- TRIVIA -

Released in October 1995.

- SERIES -

1. Long Hu Bang (1995)
2. Long Hu Bang II (1996)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3518&o=2

$end


$info=lhb2,
$bio

Long Hu Bang II (c) 1996 IGS.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 7.33 Mhz)
Sound Chips : OKI6295 (@ 7.936 Khz), YM2413 (@ 3.57 Mhz)

Players : 1

- TRIVIA -

Released in December 1996.

- SERIES -

1. Long Hu Bang (1995)
2. Long Hu Bang II (1996)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3516&o=2

$end


$info=lhzb3,
$bio

Long Hu Zheng Ba 3 (c) 200? IGS.

- TECHNICAL -

Main CPU : ARM7 (@ 20 Mhz)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=12484&o=2

$end


$info=lhzb4,
$bio

Long Hu Zheng Ba 4 (c) 200? IGS.

- TECHNICAL -

Main CPU : ARM7 (@ 20 Mhz)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=12485&o=2

$end


$nes=longhun,
$bio

?? (c) 19?? Waixing Computer & Technology Co., Ltd.
(Long Hun)

- TECHNICAL -

[Model ES-1129]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76841&o=2

$end


$pc8801_flop=longnigh,
$bio

Long Night (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92268&o=2

$end


$x68k_flop=longnigt,
$bio

Long Night Maikochan no Kiken na Yoru (c) 1991 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88377&o=2

$end


$nes=longzg,
$bio

??? (c) 19?? Waixing Computer & Technology Co., Ltd.
(Long Zhi Gu)

- TECHNICAL -

[Model ES-1137]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76842&o=2

$end


$nes=lzyx,
$bio

???? (c) 19?? Waixing Computer & Technology Co., Ltd.
(Long Zhu Ying Xiong)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76843&o=2

$end


$nes=longzz3,
$bio

Long Zhu Z3 Ren Zao Ren Lie Zhuan [Model ES-1130] (c) 19?? Waixing Computer & Technology Co., Ltd. [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76844&o=2

$end


$bbca_cass,bbcb_cass=lookshrp,
$bio

Look Sharp! (c) 1985 Mirrorsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52062&o=2

$end


$amigaocs_flop=loom,loomg,
$bio

Loom (c) 1990 Lucasfilm, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74478&o=2

$end


$pcecd=loom,
$bio

Loom (c) 1992 LucasArts

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58502&o=2

$end


$pcecd=loomj,
$bio

Loom (c) 1992 Victor Entertainment [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58265&o=2

$end


$bbca_cass,bbcb_cass=loonlift,
$bio

Looney Lift (c) 19?? H&H

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52063&o=2

$end


$gba=loonybia,
$bio

Looney Tunes - Back in Action [Model AGB-BLTE-USA] (c) 2003 EA Games [Electronic Arts, Incorporated.]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71481&o=2

$end


$gameboy=bugsyuka,
$bio

Looney Tunes - Bugs Bunny to Yukai na Nakama-tachi [Model DMG-LNJ] (c) 1992 Sunsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66350&o=2

$end


$gbcolor=looneycc,
$bio

Looney Tunes - Carrot Crazy [Model DMG-ABLE-USA] (c) 1999 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68228&o=2

$end


$gbcolor=looneytw,
$bio

Looney Tunes - Twouble! [Model DMG-AYRE-USA] (c) 1998 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68229&o=2

$end


$snes=looneybbu,
$bio

Looney Tunes B-Ball (c) 1995 Sunsoft

- TECHNICAL -

Model SNS-ALTE-USA

- TRIVIA -

Released in February 1995 in USA.

Export releases:
[EU] "Looney Tunes Basketball"

- STAFF -

By: Ned Martin

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63195&o=2

$end


$snes=looneybb,
$bio

Looney Tunes Basketball (c) 1995 Sunsoft

- TECHNICAL -

Cartridge ID: SNSP-ALTP-USA

- TRIVIA -

Reviews:
[FR] July 1995, Consoles + N.45: 85/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63196&o=2

$end


$gbcolor=looneymau,
$bio

Looney Tunes Collector - Alert! [Model CGB-ALME-USA] (c) 2000 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68230&o=2

$end


$gbcolor=looneyma,
$bio

Looney Tunes Collector - Martian Alert! [Model CGB-ALMP-UKV] (c) 2000 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68231&o=2

$end


$gbcolor=looneymaj,
$bio

Looney Tunes Collector - Martian Quest! [Model CGB-ALMJ-JPN] (c) 2001 Syscom Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68232&o=2

$end


$gbcolor=looneymr,
$bio

Looney Tunes Collector - Martian Revenge! [Model CGB-BLAP-UKV] (c) 2000 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68233&o=2

$end


$gba=looneydpu,
$bio

Looney Tunes Double Pack [Model AGB-BLNE-USA] (c) 2005 Majesco Sales, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71484&o=2

$end


$gba=looneydp,
$bio

Looney Tunes Double Pack [Model AGB-BLNP] (c) 2005 Majesco Sales, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71483&o=2

$end


$a5200=looneyh,
$bio

Looney Tunes Hotel (c) 1983 Atari, Incorporated.

- TRIVIA -

Unreleased prototype. The game is approx. 85% complete.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50058&o=2

$end


$gbcolor=looneyrcu,
$bio

Looney Tunes Racing [Model CGB-BLQE-USA] (c) 2001 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68235&o=2

$end


$gbcolor=looneyrc,
$bio

Looney Tunes Racing [Model CGB-BLQP-EUR] (c) 2001 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68234&o=2

$end


$gbcolor=looneyu,
$bio

Looney Tunes [Model DMG-ALTE-USA] (c) 1998 Sunsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68227&o=2

$end


$gbcolor=looney,
$bio

Looney Tunes [Model DMG-ALTP-EUR] (c) 1998 Sunsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68225&o=2

$end


$gameboy=looney,
$bio

Looney Tunes [Model DMG-LN-USA] (c) 1992 Sunsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66348&o=2

$end


$odyssey2=loony,
$bio

Loony Balloon (c) 1983 Philips Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95629&o=2

$end


$info=m5loony,
$bio

Loony Juice (c) 200? Vivid Gaming.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41598&o=2

$end


$bbca_cass,bbcb_cass=loonloco,
$bio

Loony Loco (c) 19?? Kansas

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52064&o=2

$end


$info=m3loony,
$bio

Loonybin (c) 198? PCP.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41185&o=2

$end


$x68k_flop=looperas,
$bio

Loop Eraser (c) 1991 Nihon Computer Club Renmei Kikaku

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87860&o=2

$end


$pc8801_flop=loopthel,
$bio

Loop the Loop (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92269&o=2

$end


$info=m4looplt,m4looplt__a,m4looplt__b,m4looplt__c,m4looplt__d,m4looplt__e,m4looplt__f,m4looplt__g,m4looplt__h,m4looplt__i,m4looplt__j,m4looplt__k,m4looplt__l,m4looplt__m,
$bio

Loop the Loot (c) 199? QPS Interactive.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42375&o=2

$end


$info=looper,
$bio

Looper (c) 1982 Orca.

This maze game is quite similar to "Pac-Man". The player controls a caterpillar that crawls along the branches of a maze-like tree eating nuts and strawberries while avoiding deadly bugs and a hungry bird. The caterpillar changes into a butterfly after everything has been eaten.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.5 Mhz)

Players : 2
Control : 8-way joystick

- TRIVIA -

Looper was released in January 1983.

This game is also known as "Changes".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1407&o=2

$end


$info=looping,loopingv,loopingva,
$bio

Looping (c) 1982 Video Games GmbH.

As the player begins his flight into Adventure-Land, his airplane is quickly surrounded by hot air balloons. WATCH OUT! These seemingly innocent colorful objects mean destruction.

Immediately the Player's flying skills are tested. The hot air balloons challenge and engage the Player in a fierce dogfight. The Player must loop his plane to avoid and destroy the swirling balloons.

As the Player continues his journey into Adventure-Land he encounters the Maze Tunnel. Now the Player must guide and loop his airplane through the labyrinth with precision movements.

- TECHNICAL -

The Looping arcade machine contains a series of relatively rare Texas Instruments CPUs and a dedicated DAC (Digital To Analog Converter) sound chip, capable of speaking audible commands to the player throughout his/her mission. The Texas Instruments CPUs are reportedly difficult to find if they need to be replaced, and original hardware is becoming scarce as the years go on.

Players : 2
Control : 2-way joystick (vertical)
Buttons : 2
=> [A] FIRE, [B] FLIGHT ACCELERATOR

- TRIVIA -

Released in April 1982. Looping was developed in Parma, Italy ans was completed in 8 months.

It was licensed to Venture Line for US manufacture and distribution.

David Teehee holds the official record for this game with 1,469,970 points.

- TIPS AND TRICKS -

Do not let too many hot-air balloons appear. Otherwise, the dreaded Red one will show up, making all of the other balloons move very quickly. Holding the SPEED button when diving or climbing will give you tighter turns. The longer you fly around in the pipes, the higher your score will get.

When you destroy the rockets, open the gate, finish flying through the plumbing and you will end up in the 'blob' room. Here a green blob repeatedly drops from a pipe in the ceiling. If you adjust your airplane's attitude just so, you will be able to hold down the joystick, the Fast button and the FIRE button, allowing your gun to destroy the blob each time you complete a loop 500 points each. This trick can be performed indefinitely, or at least as long as you are able!

- SERIES -

1. Looping (1982)
2. Sky Bumper (1982)

- STAFF -

Developed by: Giorgio Ugozzoli

- PORTS -

* Consoles :
Colecovision (1983)
Atari 2600 (1983 - Unreleased prototype /2003)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1408&o=2

$end


$a2600=looping,
$bio

Looping (c) 1983 Coleco Industries, Incorporated.

- TRIVIA -

Ultra rare prototype. Recovered and released by CGE Services, made available for purchase for the very first time ever, at the 'Classic Gaming Expo 2003'.

- STAFF -

Programmer: Ed Temple

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50660&o=2

$end


$coleco=looping,
$bio

Looping (c) 1983 Coleco Industries, Incorporated. [Amsterdam, NY, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53306&o=2

$end


$pc98=loopyq,
$bio

LoopyQ (c) 1992 Softec [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89993&o=2

$end


$bbca_cass,bbcb_cass=loopz,
$bio

Loopz (c) 1990 Audiogenic

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52065&o=2

$end


$nes=loopz,
$bio

Loopz (c) 1990 Mindscape, Incorporated. [Northbrook, IL, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55308&o=2

$end


$amigaocs_flop=loopz,
$bio

Loopz (c) 1990 Audiogenic

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74479&o=2

$end


$x68k_flop=loopz,
$bio

Loopz (c) 1991 Broderbund Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87861&o=2

$end


$pc98=loopz,
$bio

Loopz (c) 1991 Broderbund Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89994&o=2

$end


$lynx=loopz,
$bio

Loopz (c) 1992 Songbird Productions

- TECHNICAL -

Model CF2009

- STAFF -

Programmer: Rob Nicholson

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58834&o=2

$end


$gameboy=loopz,
$bio

Loopz [Model DMG-LPA] (c) 1991 Mindscape, Incorporated. [Northbrook, IL, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66351&o=2

$end


$cpc_cass=loopz,
$bio

Loopz [Model IB-A-032] (c) 1991 System 4 de Espana, S.A. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98091&o=2

$end


$info=PP0450,PP0450,PP0507,pepp0508,X000508P,
$bio

Loose Deuce Deuces Wild! (c) 1994 IGT [International Game Technologies].

- TECHNICAL -

B1058X; CLASSIC UPRIGHT CABINET
IA58X; IMBEDDED BILL ACCEPTOR CABINET
2958X; SLANT CABINET WITH TOP BOX
3658X; DROP IN BAR CABINET WITH FLAT SCREEN
3758X; DROP IN BAR CABINET WITH SLANT SCREEN
GD58X; SLANT CABINET WITH IBA TOP BOX
GK58X; SLANT CABINET WITHOUT IBA TOP BOX
VO58X; 17" MONITOR w/12" TB, EXTERNAL DROP BOX

- UPDATES -

PP0450
PP0450
PP0507
PP0508 / X000508P

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=37638&o=2

$end


$info=m5loot,m5loota,
$bio

Loot 'n' Khamun (c) 200? Vivid.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15662&o=2

$end


$info=j2lovsht,
$bio

Loot Shoot (c) 198? JPM International.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40973&o=2

$end


$info=j2loots,
$bio

Loot Shoot (c) 198? PCP.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41906&o=2

$end


$info=j2lovshd,
$bio

Loot Shoot Deluxe (c) 198? JPM International.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40972&o=2

$end


$cpc_cass=lopears,
$bio

Lop Ears (c) 1991 Players Premier

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98092&o=2

$end


$gbcolor=hirapzl2a,hirapzl2,
$bio

Loppi Puzzle Magazine - Hirameku Puzzle Dai-2-gou [Model DMG-B52J-JPN] (c) 2001 Success

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68236&o=2

$end


$gbcolor=hirapzl3a,hirapzl3,
$bio

Loppi Puzzle Magazine - Hirameku Puzzle Dai-3-gou [Model DMG-B53J-JPN] (c) 2002 Success

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68237&o=2

$end


$gbcolor=hirapzlsa,hirapzls,
$bio

Loppi Puzzle Magazine - Hirameku Puzzle Soukangou [Model DMG-B51J-JPN] (c) 2001 Success

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68238&o=2

$end


$gbcolor=kangpzl2a,kangpzl2,
$bio

Loppi Puzzle Magazine - Kangaeru Puzzle Dai-2-gou [Model DMG-B62J-JPN] (c) 2001 Success

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68239&o=2

$end


$gbcolor=kangpzl3a,kangpzl3,
$bio

Loppi Puzzle Magazine - Kangaeru Puzzle Dai-3-gou [Model DMG-B63J-JPN] (c) 2001 Success

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68240&o=2

$end


$gbcolor=kangpzlsa,kangpzls,
$bio

Loppi Puzzle Magazine - Kangaeru Puzzle Soukangou (c) 2001 Success.

- TECHNICAL -

Model DMG-B61J-JPN

- TRIVIA -

Released in November 2001 in Japan.

- STAFF -

Developed by Game Studio.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68241&o=2

$end


$pc98=lordmon,
$bio

Lord Monarch (c) 1991 Nihon Falcom [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89995&o=2

$end


$megadriv=lordmon,
$bio

Lord Monarch - Tokoton Sentou Densetsu (c) 1994 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56628&o=2

$end


$snes=lordmona,
$bio

Lord Monarch [Model SHVC-LM] (c) 1992 Epoch Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61687&o=2

$end


$psx=lordoffi,
$bio

Lord of Fist [Model SLPS-02168] (c) 1999 Media Works

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85400&o=2

$end


$info=lordgun,
$bio

Lord of Gun (c) 1994 IGS.

A light gun shooter similar to "Lethal Enforcers", but with animated graphics. There are 10 stages here.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 10 Mhz), Zilog Z80 (@ 5 Mhz)
Sound Chips : YM3812 (@ 3.579545 Mhz), OKI6295 (@ 7.575 Khz)

Players : 2
Control : lightgun
Buttons : 2

- TRIVIA -

Released in August 1994.

- STAFF -

Story by: Wu Szu Chiang, Anthony
Directed by: Anthony
Pictures: Wang Film Productions Co Ltd, IGS Graphics Department
Music: Julie Shen
Programs: Jackie, Liou Ching Nan, Chen Shi Fu, Anthony
Mechanism: Chang Li Sheng, Lee Ping
Hardware: Jang Jon Whay, Lee Long Light
Consultants: Lee, Jang, Chen, Lee, Jang, Chen, Lin, Chen, Siau, Wang, Loo, Liou

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3308&o=2

$end


$pc98=lordpanz,
$bio

Lord of Panzers (c) 1994 Systemsoft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89996&o=2

$end


$sms=lordswrdj,
$bio

Lord of Sword (c) 1988 Sega Enterprises, Limited.

- TECHNICAL -

Game ID: G-1361

- TRIVIA -

Released on June 2, 1988 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55880&o=2

$end


$megadriv=lotr,
$bio

Lord of the Rings (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56629&o=2

$end


$megadriv=lotrgs,
$bio

Lord of the Rings - The Return of the King (c) 199? Glorysun

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56630&o=2

$end


$cpc_cass=lotr1,
$bio

Lord of the Rings Game One (c) 1985 Melbourne House [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98093&o=2

$end


$amigaocs_flop=lotr1,lotr1f,lotr1g,
$bio

Lord of the Rings Vol. I (c) 1991 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74480&o=2

$end


$sms=lordswrd,
$bio

Lord of the Sword (c) 1988 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56089&o=2

$end


$pc98=lordwars,
$bio

Lord of Wars (c) 1988 Systemsoft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89997&o=2

$end


$pcecd=lordwars,
$bio

Lord of Wars (c) 1991 System Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58266&o=2

$end


$pc8801_flop=lordover,
$bio

Lord Over (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92270&o=2

$end


$msx1_cart=lordover,
$bio

Lord Over [Model 20121] (c) 1984 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77222&o=2

$end


$cpc_cass=lords,
$bio

Lords (c) 1984 MicroMor

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98094&o=2

$end


$cpc_cass=lordchao,
$bio

Lords of Chaos (c) 1990 Blade Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98095&o=2

$end


$amigaocs_flop=lordchao,
$bio

Lords of Chaos (c) 1991 Blade

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74481&o=2

$end


$cpc_cass=lordchaoex1,
$bio

Lords of Chaos - Expansion Kit One (c) 1990 Blade Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98096&o=2

$end


$cpc_cass=lordmidn,
$bio

Lords of Midnight [Model SOFT 957] (c) 1985 Amsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98097&o=2

$end


$amigaocs_flop=lotrealm,
$bio

Lords of the Realm (c) 1994 Impressions

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74482&o=2

$end


$amigaocs_flop=risinsun,
$bio

Lords of the Rising Sun (c) 1989 Mirrorsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74483&o=2

$end


$amigaocs_flop=risinsunu,
$bio

Lords of the Rising Sun (c) 1989 Cinemaware Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74484&o=2

$end


$pcecd=lordrsun,
$bio

Lords of the Rising Sun (c) 1992 Cinemaware Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58504&o=2

$end


$cdi=lordrsun,
$bio

Lords of the Rising Sun (c) 1992 Philips Interactive Media, Incorporated.

Rebellions must be launched and invaders must be eliminated in this epic 12th Century Samurai adventure. Interact with the four main characters portrayed by live-action actors. Win and become the Shogun, but never underestimate the enemy, for if you lose, you die...

- TECHNICAL -

Model 813 0078

- TRIVIA -

Export releases:
[US] 310690098-2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52977&o=2

$end


$pcecd=lordthun,
$bio

Lords of Thunder (c) 1993 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58503&o=2

$end


$segacd=lordthun,
$bio

Lords of Thunder [Model 4450] (c) 1995 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60758&o=2

$end


$megacd,megacdj=lordthun,
$bio

Lords of Thunder [Model T-143035-50] (c) 1995 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60631&o=2

$end


$bbca_cass,bbcb_cass=lordstme,
$bio

Lords of Time (c) 1983 Level 9 Computing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52066&o=2

$end


$cpc_cass=lordtime,
$bio

Lords of Time (c) 1984 Level 9 Computing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98098&o=2

$end


$sms=loretta,
$bio

ロレッタの肖像 (c) 1987 Sega Enterprises, Limited.
(Loretta no Shouzou)

- TECHNICAL -

Game ID: G-1315

- TRIVIA -

Released on February 18, 1987 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55881&o=2

$end


$cpc_cass=lorigrph,
$bio

Lorigraph [Model 090] (c) 1985 Loriciels [France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98099&o=2

$end


$msx1_cass=lorna,
$bio

Lorna (c) 1990 Topo Soft [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94798&o=2

$end


$cpc_cass=lorna,
$bio

Lorna (c) 1990 Topo Soft [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98100&o=2

$end


$info=lortium,
$bio

Lortium (c) 1987 Juegos Populares.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5652&o=2

$end


$cpc_cass=laswat,
$bio

Los Angeles SWAT [Model IA0136] (c) 1987 Entertainment USA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98101&o=2

$end


$gba=incredibs,
$bio

Los Increibles (c) 2004 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71485&o=2

$end


$cpc_cass=inhuman,
$bio

Los Inhumanos (c) 1990 Delta Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98102&o=2

$end


$cpc_cass=pajarbgk,
$bio

Los Pajaros de Bangkok [Model MAS 890028] (c) 1988 Dinamic Soft. [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98103&o=2

$end


$cpc_cass=planetss,
$bio

Los Planetas del Sistema Solar (c) 1985 GTS Editorial

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98104&o=2

$end


$cpc_cass=tempsagr,
$bio

Los Templos Sagrados (c) 1991 Dinamic Soft. [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98105&o=2

$end


$cpc_cass=lostcave,
$bio

Lost Caves and the Tomb of Doom (c) 1989 Players Premier

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98106&o=2

$end


$bbca_cass,bbcb_cass=lostcity,
$bio

Lost City (c) 1983 Superior Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52067&o=2

$end


$cdi=losteden,lostedeng,lostedend,
$bio

Lost Eden (c) 1995 Philips Interactive Media, Incorporated.

The Lost Eden, an alternative prehistoric past where man and dinosaur coexist. You are the start in this beautifully rendered first-person-perspective adventure. You must travel four continents and meet more than twelve different species of dinosaur each with its own distinct personality. It's your goal to restore the peace that once allowed man and beast to live harmoniously. You must find the secrets to travelling the lands of Eden, engaging the help of the dinosaurs and to rebuilding lost citadels. With full speech throughout and an original music score, The Lost Eden features unmatched graphic animation with fully rendered three dimensional characters and scenery.

- TECHNICAL -

Model 810 0292

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52978&o=2

$end


$bbca_cass,bbcb_cass=lostinsp,
$bio

Lost in Space (c) 19?? Salamander

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52068&o=2

$end


$info=lostspc,
$bio

Lost in Space (c) 1998 Sega Pinball, Incorporated.

- TECHNICAL -

Sega Whitestar
Model Number : 60

Main CPU : Motorola M6809 (@ 2 MHz)
Sound CPU : Motorola M6809 (@ 2 MHz)
Display CPU : Motorola M6809 (@ 4 MHz)
Sound chip : BSMT2000 (@ 24 MHz)

- TRIVIA -

Approximately 600 units were produced.

- TIPS AND TRICKS -

Press the following sequence to see the credits : 2L, 2R, 2L, 2R. 

To put the pin in Wizard mode hold the right flipperbutton and press start.

To put the pin in Tournament mode hold the left flipperbutton and press start.

- STAFF -

Software : Neil Falconer, Orin Day
Music and Sounds : Brian Schmidt
Art director : Jason J. Dominiak

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5443&o=2

$end


$a2600=lostlugg,lostlugg1,
$bio

Lost Luggage (c) 1981 Apollo

Airplanes land in the background as you attempt to retrieve your luggage from the airport carousel. It .suddenly goes amok. throwing oft suitcases which you try to catch using the Joystick Controller. If you fail to catch the luggage. it will burst open. spilling out your unmentionables. As the game advances, the torrent of suitcases descending upon you multiplies.

- TECHNICAL -

Model AP2004

- TRIVIA -

Known as "La Valise Piégée" in France.

- SCORING -

You initially receive four points for each suitcase you catch, but after each wave of suitcases, the difficulty increases and point value for each suitcase increases by one point.

- STAFF -

Programmer: Ed Salvo, Ernie Runyon
Sound: Larry Minor

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50661&o=2

$end


$amigaocs_flop=lostpatr,lostpatru,
$bio

Lost Patrol (c) 1990 Ocean Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74485&o=2

$end


$x1_flop=lostpow,
$bio

Lost Power (c) 1986 Winky Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86048&o=2

$end


$pc8801_flop=lostpow,lostpowa,
$bio

Lost Power (c) 1986 Winky Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92271&o=2

$end


$info=losttomb,losttombh,
$bio

Lost Tomb (c) 1982 Stern Electronics.

A shoot-em-up set in an ancient, South American pyramid, in which the player must explore a large number of single rooms in the search for treasure. Each room is filled with enemy creatures that must be killed or avoided. The player is equipped with a limited amount of whips and must collect as many items of treasure as possible.

The player is presented with options throughout the game, depending upon which rooms they wish to enter. Once a path is chosen, players must pick up treasures, kill all the monsters in their way, find the key and exit the room as fast as they can; avoiding the potential of setting off an earthquake. Upon exiting a level, the player is presented with a hallway which shows a number of doorways allowing access to any one of several different rooms. This allows players to pick their own route through the game, but the decision which room to tackle next must be taken quickly as players must reach their chosen room quickly or risk being attacked by a flock of screeching birds.

The player's character is armed with an eight-way firing gun (in a similar fashion to Williams' 1982 classic, "Robotron"). In addition to the gun, the player is also equipped with three whips, which can be used to either kill attacking creatures or to knock down any walls that bar the player's progress. Players are given the opportunity to purchase additional whips at the interludes between levels; this is done by inserting an extra credit into the arcade machine and pressing the relevant button.

Treasure must be constantly collected in order to stay alive.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound CPU : Zilog Z80 (@ 1.78975 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.78975 Mhz)

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette colors : 99

Players : 1
Control : Double 8-way joysticks (one to move, one to fire)
Buttons : 1 (WHIP)

- TRIVIA -

Released in January 1982.

One of the more unusual features in Lost Tomb is a false advertisement that appears. A graphic reads : 'And now a word from our sponsor' with the machine offering to sell the player 99 whips for one credit. A bargain for those intent on serious playing, but also an indication of how expensive this machine could prove to be.

Stern has introduced its first conversion kit with the release of Lost Tomb. 

Bill McCallister holds the official record for this game with 45,577,020 points.

- STAFF -

Designed and programmed by : Dan Lee

- PORTS -

* Computers:
Apple II
IBM PC
Atari 8-Bit
Commodore 64

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1410&o=2

$end


$info=lostreas,
$bio

Lost Treasure - The Electronic Deep-Sea Diving Game (c) 1982 Parker Bros.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103448&o=2

$end


$saturn,sat_cart=lostvik2,
$bio

Lost Vikings 2 - Norse by Norsewest (c) 1997 Interplay

- TECHNICAL -

Game ID: T12521H-50

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60339&o=2

$end


$nes=worldjen,
$bio

Lost Word of Jenny - Ushinawareta Message (c) 1987 Takara Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54321&o=2

$end


$mc10=lwpin,lwpina,
$bio

Lost World Pinball (c) 1983 Tandy Corp.

A pinball video games for your Tandy MC-10 computer.

- TECHNICAL -

Game ID: 26-3363

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49730&o=2

$end


$info=lostwrlp,
$bio

Lost World (c) 1978 Bally.

- TECHNICAL -

Bally MPU AS-2518-35 (Sound Module -32)
Model Number : 1119

Main CPU : M6800 (@ 475 MHz)
Sound Chip : Custom

- TRIVIA -

Released in August 1978. 10,330 units were produced.

The development of this game took 19 months (started in February 77).

Lost World was the first machine to use the second-generation AS-2518-35 hardware. It was also First machine to use electronic sounds, replacing chimes, and the first machine to use a photographic backglass.

At a Chicago Expo, artist Paul Farris stated humorously that the backglass figures were based on himself and his wife.

- STAFF -

Design by : Gary Gayton
Art by : Paul Faris

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5484&o=2

$end


$info=lostwrld,lostwrldo,
$bio

Lost Worlds (c) 1988 Capcom. 

Two jet-pack wearing marines must battle a powerful enemy force that has seized and inhabited their home planet - now known as 'Dust World' - and restore the planet to its former name of 'Earth'.

Lost Worlds' gameplay features multi-directional shooting, with the Marines being able to rotate through 360 degrees, allowing players to fire in any direction. When killed, enemies drop 'Zenny Coins' which can be used to upgrade weapons and player health at the shops that appear at the halfway point of each level. Forgotten Worlds features superb graphics and ingenious enemy design, and was converted to many different home formats.

- TECHNICAL -

Runs on the "CP System" hardware
B-Board #: 88618B-2
B-Board PALs: LWCHR
CPS-B #: CPS-B-01 DL-0411-10001

Players: Up to 2
Control: 8-way joystick, Spinner
Buttons: 1 per player.

- TRIVIA -

Lost Worlds was released in July 1988 in the Japanese arcade. It was the first video game released for this system (Known as 'CP-S No. 01').

The game is known outside Japan as "Forgotten Worlds". Here are some known export releases:
"Forgotten Worlds [B-Board 88618B-2]"
"Forgotten Worlds [B-Board 88621B-2]"

Lost Worlds is the third and final game in Capcom's 'Jet-Pack Hero' trilogy (with the first two games being 1985's "Section Z" and 1986's "Side Arms") and, as with the first two games, is a one or two player sideways scrolling shoot-em-up.

While Lost Worlds isn't a sequel to "Black Dragon", it does share similarities with it: In both games the player fights dragons, and also collects 'ZENNY' coins, money to buy weapons and armour in shops. Also, both games feature intros depicting dragons attacking cities.

The first player character, Unknown Soldier, appears as an assist character in "Marvel vs. Capcom - Clash of Super Heroes". The second player character appears in "Final Fight" as an enemy member of the Mad Gear gang; he was then called 'Two P' (for 2P, player 2).

The shop music used in this game was later remade and used as the shop music for "SNK vs. Capcom - Card Fighters Clash".

Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Daimakaimura : G.S.M. Capcom 1 - D28B-0011) on January 11, 1989.

- TIPS AND TRICKS -

The DRESS (lips icon): 
Only available on last stage(9)last shop. 
Investing 99990 on the DRESS, after clear the final boss the zenny spent on the items you have in your inventory is REFUNDED IN SCORE.

- STAFF -

Game designers : Akira Yasuda (Akiman), Akira Nishitani (Nin), Noritaka Funamizu (Poo), Kihaji Okamoto
Soft programmers : Youchi, Noriko, Takako, Nouchi
Object designers : Kurichan, Takata, Shinsyudon, Sintan, Emetaro
Scroll designers : Miki Chan (Mik), Hanachan, Kuramoyan, Nouochan, Black man
Sound : Tamayo Kawamoto, Yoshihiro Sakaguchi (Yukichan No papa)
Hardware : Shinji Kuchino
Mechatronics : Katuhiko Kamimori

- PORTS -

Here is a list of Japanese ports. To see ports released in other regions, please see the export version entry; "Forgotten Worlds [B-Board 88618B-2]".

* Consoles : 
Sega Mega Drive [JP] (November 18, 1989) "Forgotten Worlds [Model G-4016]" 
NEC PC-Engine Super CD-ROM² System (March 27, 1992) [Model NAPR1025] 
Sony PlayStation 2 [JP] (March 2, 2006) "Capcom Classics Collection [Model SLPM-66317]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1411&o=2

$end


$info=lotlot,
$bio

Lot Lot (c) 1985 Irem Corp.

In Lot Lot, you directly control one arrow and indirectly control another which follows after your original arrow with a (roughly) 4-second delay. When you press the button, any balls on the compartment that one arrow points to are immediately swapped with the contents of the compartment that the other arrow points to. The goal of Lot Lot is to get as many tiny balls (which resemble Pachinko balls) out of grid compartments and down into point slots in order to achieve a designated score, and advance to the next round.

- TECHNICAL -

Irem M-62 system hardware

Main CPU : Zilog Z80 (@ 4 Mhz)
Sound CPU : Motorola M6803 (@ 894.886 Khz)
Sound Chips : (2x) General Instrument AY8910 (@ 894.886 Khz), (2x) MSM5205 (@ 384 Khz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Lot Lot was released in September 1985. It was developed by Japanese entertainment media company Tokuma Shoten. Tokuma Shoten got into the video game industry after the meteoric rise in popularity in Japan. They licensed the game for distribution in the arcades to Irem, while they published the game themselves on home platforms, including the Famicom.

- PORTS -

* Consoles :
Nintendo Famicom [JP] (December 21, 1985) "Lot Lot [Model GTS-LL]" 

* Computers :
MSX [JP] (1986) 
NEC PC-8801 [JP]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1412&o=2

$end


$nes=lotlot,
$bio

Lot Lot (c) 1985 Tokuma Shoten Intermedia, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54322&o=2

$end


$pc8801_flop=lotlot,
$bio

Lot Lot (c) 1986 Tokuma Communications

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92272&o=2

$end


$nes=lotloth,
$bio

Lot Lot (c) 1987 FMG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69283&o=2

$end


$x68k_flop=lot3,
$bio

Lot Lot Lot (c) 19?? Nakatani Shuuyou

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88378&o=2

$end


$msx1_cart=lotlot,
$bio

Lot Lot [Model TSX-2] (c) 1985 Tokuma Shoten Intermedia, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77223&o=2

$end


$cpc_cass=loteriap,
$bio

Loteria Primitiva (c) 1987 Software Editores

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98107&o=2

$end


$msx1_cass=loteriap,loteriapa,
$bio

Loteria Primitiva (c) 198? Manhattan Transfer

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94799&o=2

$end


$snes=lotharss,
$bio

Lothar Matthäus Super Soccer [Model SNSP-AOMP-NOE] (c) 1995 Ocean

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63197&o=2

$end


$amigaocs_flop=matthaus,
$bio

Lothar Matthäus [Die Interaktive Fußballsimulation] (c) 1993 Ocean Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74486&o=2

$end


$info=m5lotta,
$bio

Lotta Luck (c) 1998 Barcrest.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15050&o=2

$end


$info=m4lotclb,m4lotclba,
$bio

Lottery Club (c) 199? Crystal Leisure.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42056&o=2

$end


$info=m1lotmil,m1lotmila,m1lotmilb,m1lotmilc,
$bio

Lottery Millionaire Club (c) 199? Maygay.

- TECHNICAL -

M1A/B

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41999&o=2

$end


$info=sp_lotto,
$bio

Lotto (c) 199? Ace Coin Equipment, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42247&o=2

$end


$info=lottofun,
$bio

Lotto Fun (c) 1987 H.A.R. Management.

Lotto Fun is a 'ping pong balls in a blower' type lottery game.

- TECHNICAL -

Main CPU : Motorola M6809 (@ 1 Mhz)
Sound CPU : M6808 (@ 894.75 Khz)
Sound Chips : DAC (@ 894.75 Khz)

Screen orientation : Horizontal
Video resolution : 292 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 16

Players : 1
Control : 8-way joystick

- SERIES -

1. Lotto Fun (1987)
2. Lotto Fun 2 (1993)

- STAFF -

Graphics by : Jeff Lee

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1413&o=2

$end


$info=lottof2,
$bio

Lotto Fun 2 (c) 1993 HAR Management.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 14.31818 Mhz), M6809 (@ 1.5 Mhz)
Sound Chips : BSMT2000 (@ 24 Mhz)

Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 65534

Players : 1
Control : 8-way Joystick
Buttons : 2

- SERIES -

1. Lotto Fun (1987)
2. Lotto Fun 2 (1993)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4512&o=2

$end


$info=m4lotty,
$bio

Lotty Time (c) 199? Union Games, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41361&o=2

$end


$pc98=lotus123,
$bio

Lotus 1-2-3 (c) 19?? Lotus [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89998&o=2

$end


$pc98=123note,
$bio

Lotus 1-2-3 Notebook (c) 19?? Lotus [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=89999&o=2

$end


$amigaocs_flop=lotus,lotusd,
$bio

Lotus Esprit Turbo Challenge (c) 1990 Gremlin Graphics Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74487&o=2

$end


$cpc_cass=lotuss,
$bio

Lotus Esprit Turbo Challenge (c) 1990 Erbe Soft. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98108&o=2

$end


$cpc_cass=lotus,
$bio

Lotus Esprit Turbo Challenge (c) 1990 Gremlin Graphics Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98109&o=2

$end


$amigaocs_flop=lotusa,
$bio

Lotus Esprit Turbo Challenge [Les Collectors] (c) 1990 Gremlin Graphics Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74488&o=2

$end


$pc98=freelncd,
$bio

Lotus Freelance (c) 19?? Lotus [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90000&o=2

$end


$megadriv=lotus2p,
$bio

Lotus II (c) 1993 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57288&o=2

$end


$amigaocs_flop=lotus3,
$bio

Lotus III - The Ultimate Challenge (c) 1992 Gremlin Graphics Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74489&o=2

$end


$info=sc1lotus,sc1lotusa,
$bio

Lotus Special Edition (c) 1997 ELAM

- TECHNICAL -

Model 6642

- TRIVIA -

Lotus Special Edition was released in January 1997.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=21294&o=2

$end


$amigaocs_flop=lotus2,
$bio

Lotus Turbo Challenge 2 (c) 1991 Gremlin Graphics Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74490&o=2

$end


$info=ss4649,ss4650,ss4651,ss4652,ss4653,
$bio

Louisiana Louie (c) 199? IGT [International Game Technologies]

2-Coin Multiplier slot.

- UPDATES -

SS4649
SS4650
SS4651
SS4652
SS4653

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46163&o=2

$end


$info=ss4654,ss4655,ss4656,ss4657,ss4658,ss4659,
$bio

Louisiana Louie (c) 1995 IGT [International Game Technologies].

3-Coin multiplier slot.

- TRIVIA -

Released in October 1995.

- UPDATES -

SS4654
SS4655
SS4656
SS4657
SS4658
SS4659

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=37651&o=2

$end


$psx=lovedest,
$bio

Love & Destroy [Model SCPS-10124] (c) 1999 Sony Computer Ent., Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85401&o=2

$end


$pc8801_cass=playboy,
$bio

Love Adventure Playboy (c) 1983 T&E Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91244&o=2

$end


$x1_flop=lovechas,lovechasa,
$bio

Love Chaser (c) 1987 Champion Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86049&o=2

$end


$pc98=lovechas,
$bio

Love Chaser (c) 1987 Champion Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90001&o=2

$end


$pc8801_flop=lovechas,
$bio

Love Chaser (c) 1987 Champion Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92273&o=2

$end


$msx2_flop=lovechas,lovechasb,lovechasa,
$bio

Love Chaser (c) 1987 Champion Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101790&o=2

$end


$gba=lovehina,
$bio

Love Hina Advance - Shukufuku no Kane wa Naru Kana [Model AGB-ALHJ-JPN] (c) 2001 Marvelous Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71486&o=2

$end


$gbcolor=lovehpty,
$bio

Love Hina Party [Model CGB-BLHJ-JPN] (c) 2001 Marvelous Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68242&o=2

$end


$gbcolor=lovehina,
$bio

Love Hina Pocket [Model CGB-BPHJ-JPN] (c) 2000 Marvelous Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68243&o=2

$end


$psx=lovelove,
$bio

Love Love Truck [Model SLPS-02112] (c) 1999 TYO

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85402&o=2

$end


$pc8801_flop=lovemate,
$bio

Love Mate (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92274&o=2

$end


$pc98=lovephnt,
$bio

Love Phantom (c) 1996 Love Gun [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90002&o=2

$end


$snes=loveqst,
$bio

Love Quest [Model SHVC-ALQJ-JPN] (c) 1995 Tokuma Shoten Intermedia, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61688&o=2

$end


$info=lovewin,
$bio

Love to Win (c) 2000 WMS Gaming.

- TRIVIA -

Released in May 2000.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=7835&o=2

$end


$info=lvcards,
$bio

Lovely Cards (c) 1985 Tehkan.

Amusement only gambling game, based heavily on the actual gambling game "Lovely Poker" by the same developers.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.536 Mhz)

Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 256

Players : 1

- STAFF -

Program: Shinichi Sakamoto (Cheabow)
Music: Shinichi Sakamoto (Cheabow)
Hardware: Y. Kotoyori
Planning: Kazutoshi Ueda
Design: Hideyuki Yokoyama, Michitaka Tsuruta, Rie Ishizuka (aka Rie Yatomi)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3274&o=2

$end


$pc8801_flop=lovelyga,
$bio

Lovely Gal (c) 1987 Champion Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92275&o=2

$end


$fm7_disk=lovelyga,
$bio

Lovely Gal (c) 1987 Champion Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93630&o=2

$end


$x68k_flop=lovelyho,
$bio

Lovely Horror - Ochame na Yuurei (c) 1988 Zenryutsu [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87862&o=2

$end


$pc98=lovelyho,lovelyhoa,
$bio

Lovely Horror - Ochame na Yuurei (c) 1988 Zenryutsu [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90003&o=2

$end


$pc8801_flop=lovelyho,
$bio

Lovely Horror - Ochamena Yuyrei (c) 1988 Zenryutsu [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92276&o=2

$end


$info=lvpoker,
$bio

Lovely Poker (c) 1985 Tehkan.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.536 Mhz)

Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 256

Players : 1
Buttons : 7

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4529&o=2

$end


$saturn,sat_cart=lovpop,
$bio

Lovely Pop 2 in 1 Jan Jan Koi Shimasho (c) 1998 Visco Corp. [Kyoto, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59356&o=2

$end


$info=janjans1,
$bio

Lovely Pop Mahjong JangJang Shimasho (c) 1996 Visco.

Lovely Pop Mahjong JangJang Shimasho is a strip mahjong game with extensively animated strip sequences. Mahjong matches are played against the members of an all female pop-band called 'VisKiss'. After defeating an opponent, the player is given the chance to play a mini-game to gain more points. Points can be spent at an item shop to buy items to help the player cheat in following rounds.

- TECHNICAL -

Main CPU : V60 (@ 16 Mhz)
Sound Chips : ES5506 (@ 16 Mhz)

Players : 1
Control : mahjong keyboard

- TRIVIA -

Released in September 1996 in Japan only.

The title of this game translates from Japanese as 'Let's Play Lovely Pop Mahjong Jong Jong'.

- SERIES -

1. Koi Koi Shimasho - Super Real Hanafuda (1995)
2. Lovely Pop Mahjong JangJang Shimasho (1996)
3. Koi Koi Shimasho 2 - Super Real Hanafuda (1997)
4. Lovely Pop Mahjong JangJang Shimasho 2 (2000)

- STAFF -

Original Concept : Hanayashiki Bottang
Character Design Chief Animator : Nishioka Shinobu Studio (2/X)
Key Animators : Hirayama Madoka, Horii Kumi, Nakajima Rie, Saitoh Hisashi, Ishihara Mitsuru, Matsuoka Hideaki, Nishioka Shinobu
Inbetweeners : Studio Wanpakku, Nakano Tsuyoshi
Color Key : Tomizawa Motomi
Ink and Paint : Tomizawa Motomi, Ishibashi Kanae, Ishibashi Rieko, Tsunoda Kayako, Studio Fantasia, Kuma Production, Light Foot
Special Effect Painter : Oota Noriyuki
Art Director : Iijima Yukiko
Background : Iijima Yukiko, Washizaki Hiroshi
Executive Producer : Sugita Atsuhiko
Animation Producer : Matsumoto Fumikazu
Associate Producer : Iwahata Gouichi
Traffic : Ishihira Shinji
Story Board : Sugita Atsuhiko
Director : Motonaga Keitaro
Produced By : Studio Ox
Sound : Light Link Music, Kamio Kenichi, Studio.PJ, Suemura Kennobuke, Ebihara Hiroshi

* Voice Actress :
Yachigusa Aya : Itoh Miki
Motoki Nana : Sasaki Run
Miyazawa Kotono : Kurosaki Ayako
Shimada Kanako : Igarashi Rei
Kawahara Hina : Kurihara Mikiko

Producer : Akiyama Tetsuo
Director : Don Gabachyo
Program Staff : Quwa.T, Tanigucchi, Suketto Abouter603
Graphic Staff : Yasushi Mak2, Mike Teru, Chibichan, Yusha Katsuwon, Yayopin, Rikopon

- PORTS -

* Consoles :
Sega Saturn (1998, "Lovely Pop 2 In 1 Jan Jan Koi Shimasho")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1414&o=2

$end


$info=janjans2,
$bio

Lovely Pop Mahjong JangJang Shimasho 2 (c) 2000 Visco.

Lovely Pop Mahjong JangJang Shimasho 2 is a strip mahjong game featuring matches against the four members of an all female music band called 'Tinkerbell'. After defeating an opponent the player is given the chance to play mini-games to gain more points to spend at a shop to buy cheat items.

Compared to the original, Lovely Pop Mahjong JangJang Shimasho 2 has very sparsely animated strip sequences, in place of the lavish animated sequences of the first game the player is given the unique opportunity to control the camera by scrolling up and down the image with occasional cuts to a close-up view of the girls most intimate parts.

- TECHNICAL -

Main CPU : V60 (@ 16 Mhz)
Sound Chips : ES5506 (@ 16 Mhz)

Players : 1

- TRIVIA -

Released in February 2000 in Japan only.

The title of this game translates from Japanese as 'Let's Play Lovely Pop Mahjong Jong Jong 2'.

- SERIES -

1. Koi Koi Shimasho - Super Real Hanafuda (1995)
2. Lovely Pop Mahjong JangJang Shimasho (1996)
3. Koi Koi Shimasho 2 - Super Real Hanafuda (1997)
4. Lovely Pop Mahjong JangJang Shimasho 2 (2000)

- STAFF -

Graphic : AIC (An Anime International)
Animation : Studio OX
Special Thanks : E-A_yasu, CameKichi

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4721&o=2

$end


$info=loverboy,
$bio

Lover Boy (c) 1983 GT Enterprise, Incorporated..

An adult maze game, with explicit sexual action levels in-between.

In this controversial game, you control a naked man with a purple fedora who runs around a city maze chasing and raping helpless women and must pick up all the women items, while avoid being caught by the police officers and their furious dog.

- TECHNICAL -

Main CPU :Z80 (@ 3.000000 Mhz) 
Sound CPU: Zilog Z80 (@ 3.000000 Mhz) 
Sound Chips : Speaker AY-3-8910A (@ 1.500000 Mhz)

Screen orientation : Horizontal
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 64

Players : 2
Control : 4-way joystick
Buttons : 1

- TRIVIA -

Lover Boy is a very rare and polemic arcade game, it was banned everywhere except it's origin country Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=19618&o=2

$end


$info=hotdex,
$bio

Loving Deads - The House of the Dead EX (c) 2008 Sega Enterprises, limited.

This is a more casual spin-off to the main games and adds a more humorous twist to the series. Players play either Zobio or Zobiko, a pair of young zombies in love, who seek to escape from captivity. As opposed to the general gameplay of the series, EX's levels are made up of a series of minigames. Sections are split up into various paths, some of which use the lightgun, such as shooting apples, and others which use a foot pedal on the machine, such as stomping on spiders. The goal of each level is to fulfil a quota within the time limit, indicated by long hands reaching towards each other.

- TECHNICAL -

Sega Lindbergh Hardware

CPU : Intel Pentium 4 3.0G HT (800Mhz FSB - 1MB L2 Cache)
GFX : NVIDIA GeForce 6 Series GPU
GFX Memory : 256MB (256 bit GDDR3)
OS : Montavista Linux
GFX Capabilities : Vertex Shader 3.0, Pixel Shader 3.0
Audio : 3D audio synthesizer chip onboard, possible to have 64 sounds playing simultaneously, 5.1 surround output.
Video output: One analog D-Sub, Two Digital DVI outputs.
Display : Single or dual monitor support. Can output the same picture to each monitor or different pictures on each monitor, the resolution for each of the 2 monitors can also be different.
Sound output: The two front speakers have RCA connectors, SPDIF for full surround.
Resolution : HDTV (High Definition)
RAM : 1024MB 184pin DDR SD-RAM PC3200 (2x 512MB DDR 400 sticks)
LAN : 10/100/1000 TBase Gigabit Network
Other : DVD Drive Support, USB2.0 (x4) - Sega ALL.NET online support.
Connector Format : JVS
Protection : High Spec original security module.

- TRIVIA -

The House of the Dead EX was released on December 17, 2008.

Zobio and Zobiko appear as playable characters who work together in Sonic and Sega All-Stars Racing for the Nintendo Wii, Sony PS3, and Microsoft Xbox 360, in the Nintendo DS version though, Zobio appears by himself.

- SERIES -

1. The House of the Dead (1996)
2. The House of the Dead 2 (1998)
3. The House of the Dead III (2003)
4. The House of the Dead 4 (2005)
5. Loving Deads - The House of the Dead EX (2008)
6. The House of the Dead - Overkill (2009, Nintendo Wii)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=26968&o=2

$end


$cdi=loving,
$bio

Loving for a Lifetime (c) 1994 Interlance

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52979&o=2

$end


$cdi=lovingg,
$bio

Loving for a Lifetime - Sex, Lust und Leben (c) 1994 Interlance

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52980&o=2

$end


$nes=lowgman,
$bio

Low G Man - The Low Gravity Man (c) 1990 Nintendo [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55309&o=2

$end


$nes=lowgmanu,
$bio

Low G Man - The Low Gravity Man (c) 1990 Taxan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55310&o=2

$end


$mc10=lprintpi,
$bio

LPrintPi (c) 198? Dionne [Greg Dionne]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87653&o=2

$end


$psx=lsddream,
$bio

LSD - Dream Emulator [Model SLPS-01556] (c) 1998 Asmik Ace Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85373&o=2

$end


$nes=lyxz,
$bio

???? (c) 19?? Waixing Computer & Technology Co., Ltd.
(Lu Ye Xian Zong)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76845&o=2

$end


$x68k_flop=lua,
$bio

Lua (c) 1993 Inter Heart

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87863&o=2

$end


$nes=luanshi,
$bio

乱世三国 (c) 200? Nanjing.
(Luan Shi San Guo)

- TECHNICAL -

Game ID: NJ051

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76846&o=2

$end


$gbcolor=lucapuzl,
$bio

Luca no Puzzle de Daibouken! [Model DMG-ARCJ-JPN] (c) 1999 Human Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68244&o=2

$end


$psx=luciferr,
$bio

Lucifer Ring [Model SLPS-01784] (c) 1998 Toshiba EMI [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85403&o=2

$end


$info=luckywld,luckywldj,
$bio

Lucky & Wild (c) 1992 Namco.

A hilarious 'drive 'n shoot' game starring two buddy cops on a mission to bring down a mafia gang. Player 1 (Lucky) both drives the car and fires a gun, Player 2 (Wild) uses just a gun. While playing, both cops trade funny banter and dialogue, and even make funny faces in the rearview mirror.

- TECHNICAL -

Derivative Namco System 2 hardware
Game ID : LW

Main CPU : (2x) Motorola 68000 (@ 12.288 Mhz), M6809 (@ 3.072 Mhz), HD63705 (@ 2.048 Mhz)
Sound Chips : C140 (@ 21.39 Khz), YM2151 (@ 3.57958 Mhz)

Players : 2
Control : steering wheel
Buttons : 1

- TRIVIA -

Even if titlescreen says 1992, Lucky & Wild was released in April 1993 in Japan.

Chad Johnson holds the official record for this game with 633,550 points.

Victor Entertainment released a limited-edition soundtrack album for this game (Namco Video Game Graffiti Vol.9 - VICL-8089) on 22/09/1993.

- STAFF -

Game designers : Taro Okamoto, S. Tohyama, Y. Kounoe
Programmers : /users/Ouchi!, /users/Yamashin, /users/Dwensuke
Visual designers : R. Iwaida, H. Kuwabara, Y. Mizusimanzo, M. Kubota, Turner, Shigemaru, S. Ino, Z. Bouya, Mahaho Tejima
Music & Sound effects by : Etsuo Ishii (141)
Industrial designer : Y. Chuma
Mechanical designers : H. Igarashi, TerraTaro., S. Sasaki, H. Inoue
Electrical designers : 036, D. Nakamura, K. Minami
Manual designer : Y. Tanabe

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1415&o=2

$end


$info=j2lucky2,
$bio

Lucky 2s (c) 198? JPM International.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40974&o=2

$end


$info=m4luck7,
$bio

Lucky 7 (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41362&o=2

$end


$info=ss6670,ss4754,ss4755,ss4756,ss7249,ss0199,ss4757,ss4758,ss4759,
$bio

Lucky 7's (c) 199? IGT [International Game Technologies].

2-Coin Multiplier slot.

- TECHNICAL -

Paytable #: 47B

- UPDATES -

SS4754
SS4755
SS4756
SS7249
SS4757
SS4758
SS4759
------
SS6670
SS0199

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46164&o=2

$end


$info=ss4760,ss4761,ss4762,ss7114,ss0205,ss4763,ss4764,ss4765,ss8684,
$bio

Lucky 7's (c) 1995 IGT [International Game Technologies].

3-Coin Multiplier slot.

- TECHNICAL -

[Model 47C]

- TRIVIA -

Released in March 1995.

- UPDATES -

SS4760
SS4761
SS4762
SS7114
SS0205
SS4763
SS4764
SS4765
SS8684

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=37635&o=2

$end


$info=lucky74,lucky74a,lucky74b,
$bio

Lucky 74 (c) 1988 Wing.

Poker game for amusement only.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=26840&o=2

$end


$info=sc4luck7,sc4luck7a,sc4luck7b,sc4luck7c,sc4luck7d,
$bio

Lucky 7s (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR2085]
Scorpion 4

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42682&o=2

$end


$info=l9nibble,
$bio

Lucky 9 (c) 198? Nibble.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103447&o=2

$end


$info=j_luckac,
$bio

Lucky Aces (c) 198? Unknown.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41955&o=2

$end


$info=j2luckar,
$bio

Lucky Arrows (c) 198? JPM International.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48762&o=2

$end


$info=sc4luckb0,sc4luckbq,sc4luckbr,sc4luckbs,sc4luckby,sc4luckbz,
$bio

Lucky Balls Casino Arcade (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR1033]
[Scorpion 4]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43037&o=2

$end


$info=sc4luckb,sc4luckba,sc4luckbb,sc4luckbc,sc4luckbd,sc4luckbe,sc4luckbf,sc4luckbg,sc4luckbh,sc4luckbj,sc4luckbk,sc4luckbl,sc4luckbm,sc4luckbn,sc4luckbo,sc4luckbp,sc4luckbt,sc4luckbu,sc4luckbv,sc4luckbw,
$bio

Lucky Balls Casino (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR1033]
[Scorpion 4]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43036&o=2

$end


$info=ss1721,ss1579,ss1581,ss1582,
$bio

Lucky Bar (c) 199? IGT [International Game Technologies].

- TECHNICAL -

[Model 63B]

- UPDATES -

SS1721
SS1579
SS1581
SS1582

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46340&o=2

$end


$info=luckboom,luckboomh,
$bio

Lucky Boom (c) 1996 Playmark.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46704&o=2

$end


$info=b85lucky,
$bio

Lucky Cards (c) 1986 Bell-Fruit Mfg. Company, Limited.

- TECHNICAL -

System 85

- TRIVIA -

Lucky Cards was released in December 1986 in the UK.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=21295&o=2

$end


$info=X002021P,X002030P,X002031P,X002032P,
$bio

Lucky Deal Poker (c) 1995 IGT [International Game Technologies].

- TECHNICAL -

B1017X; CLASSIC UPRIGHT CABINET
IA17X; IMBEDDED BILL ACCEPTOR CABINET
2917X; SLANT CABINET WITH TOP BOX
3617X; DROP IN BAR CABINET WITH FLAT SCREEN
3717X; DROP IN BAR CABINET WITH SLANT SCREEN
GD17X; SLANT CABINET WITH IBA TOP BOX
QA17X; FLAT BAR WITH IMBEDDED BILL ACCEPTOR

- UPDATES -

X002021P
X002030P
X002031P
X002032P

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=37672&o=2

$end


$info=m4luckdv,m4luckdvd,
$bio

Lucky Devil (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41363&o=2

$end


$info=b85luckd,
$bio

Lucky Dice (c) 1992 Bell-Fruit Mfg. Company, Limited.

- TECHNICAL -

System 85

- TRIVIA -

Lucky Dice was released in August 1992 in the UK.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41870&o=2

$end


$info=mmm_ldip,
$bio

Lucky Dip (c) 199? Maygay.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42409&o=2

$end


$info=ldrink,ldrinka,
$bio

Lucky Drink (c) 2004 Belatra.

Lucky drink is a 5-reel 15-line videoslot game machine with a maximum bet of 150 credits.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11573&o=2

$end


$info=luckfoun,
$bio

Lucky Fountain (c) 2005 Konami Gaming, Incorporated.

- TECHNICAL -

Konami Endeavour

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=12066&o=2

$end


$cpc_cass=luckyfrt,
$bio

Lucky Fruits (c) 1985 KnightSoft [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98110&o=2

$end


$info=luckgrln,
$bio

Lucky Girl (c) 1991 Wing.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=30059&o=2

$end


$info=lhaunt_4,lhaunt_5,lhaunt_6,lhaunt_4a,lhaunt_5a,lhaunt_6a,lhaunt_6b,lhaunt_6c,lhaunt_6d,lhaunt_6e,lhaunt_6f,lhaunt_7,lhaunt_8,lhaunt_2,lhaunt_10,
$bio

Lucky Haunter (c) 2003 Igrosoft.

Lucky Haunter is a 5-reel video slot machine game with bonus and super-bonus games, with an additional possibility of increasing the reward during a risk-game.

- TRIVIA -

Lucky Haunter was released in August 2003 in Russia.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=12047&o=2

$end


$info=ep_ll,ep_lla,
$bio

Lucky Ladders (c) 199? Extreme Gaming.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40858&o=2

$end


$info=ep_lukld,ep_luklda,
$bio

Lucky Ladders (c) 199? Maygay.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40861&o=2

$end


$info=luckylad,
$bio

Lucky Lady (c) 1985 Wing.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=38477&o=2

$end


$info=llcharm,llcharma,
$bio

Lucky Lady's Charm (c) 2003 AGI (Austrian Gaming Industries).

Looking for luck ? Then the charming LUCKY LADY is the right one to join in this enchanting 9-line, 5-reel video slot game. Together with her great variety of lucky charms LUCKY LADY pours attractive prizes on the players.

- TECHNICAL -

Cool Fire I

- TRIVIA -

Release date : September 25, 2003.

- TIPS AND TRICKS -

LUCKY LADY substitutes for all symbols except scatters and doubles when substituting. 3, 4 or 5 HAND SYMBOLS scattered on the screen trigger 15 free games. Free games wins are multiplied by 3. Free games can be won again during the feature. Free games are played at current bet.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11467&o=2

$end


$info=smis0502278,smis0502279,smis0502280,smis0502281,smis0502282,
$bio

Lucky Lamp [Stepper Slot] (c) 2008 Bally Gaming, Incorporated.

- TECHNICAL -

Game Kit #141410 CineReel
Game Kit #122800 ALPHA Elite S9E

- UPDATES -

SMI #S0502278
Min/Max %: 87.90%/87.90%
Odds to JP (40 lines played): 4,395

SMI #S0502279
Min/Max %: 89.89%/89.89%
Odds to JP (40 lines played): 3,662

SMI #S0502280
Min/Max %: 91.81%/91.81%
Odds to JP (40 lines played): 3,662

SMI #S0502281
Min/Max %: 93.92%/93.92%
Odds to JP (40 lines played): 3,139

SMI #S0502282
Min/Max %: 95.90%/95.90%
Odds to JP (40 lines played): 3,255

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46245&o=2

$end


$info=smis0502278,smis0502279,smis0502280,smis0502281,smis0502282,
$bio

Lucky Lamp (c) 2008 Bally Gaming.

- TECHNICAL -

Game Kit #115708 ALPHA M9000
Game Kit #115709 CineVision
Game Kit #115710 ALPHA Elite V20
Game Kit #141312 ALPHA Elite V20/20

- UPDATES -

SMI #S0502278
Min/Max%: 87.90%/87.90%
Odds to JP (40 lines played): 4395

SMI #S0502279
Min/Max%: 89.89%/89.89%
Odds to JP (40 lines played): 3662

SMI #S0502280
Min/Max%: 91.81%/91.81%
Odds to JP (40 lines played): 3662

SMI #S0502281
Min/Max%: 93.92%/93.92%
Odds to JP (40 lines played): 3139

SMI #S0502282
Min/Max%: 95.90%/95.90%
Odds to JP (40 lines played): 3255

- TIPS AND TRICKS -

Overall Hit Frequency: 27.03%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32104&o=2

$end


$info=m4lucklv,m4lucklv__0,m4lucklv__1,m4lucklv__2,m4lucklv__3,m4lucklv__4,m4lucklv__5,m4lucklv__6,m4lucklv__7,m4lucklv__8,m4lucklv__9,m4lucklv__a,m4lucklv__b,m4lucklv__c,m4lucklv__d,m4lucklv__e,
$bio

Lucky Las Vegas (c) 199? Barcrest.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=14955&o=2

$end


$info=j6luckla,j6lucklaa,j6lucklab,
$bio

Lucky Las Vegas (c) 199? JPM.

- TECHNICAL -

Impact

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41115&o=2

$end


$info=m4lvlcl,m4lvlcl__a,m4lvlcl__b,m4lvlcl__c,m4lvlcl__d,m4lvlcl__e,m4lvlcl__f,
$bio

Lucky Las Vegas Classic (c) 199? BWB.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41366&o=2

$end


$info=j6lucklo,j6luckloa,
$bio

Lucky Lottery Club (c) 199? Crystal Leisure.

- TECHNICAL -

IMPACT

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41935&o=2

$end


$info=m3llotto,
$bio

Lucky Lotto (c) 198? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41184&o=2

$end


$snes=luckyluk,
$bio

Lucky Luke (c) 1997 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63198&o=2

$end


$gbcolor=luckyldt,
$bio

Lucky Luke - Desperado Train [Model CGB-BLLP-FRA] (c) 2000 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68247&o=2

$end


$gba=luckyluk,
$bio

Lucky Luke - Wanted! [Model AGB-ALLP-EUR] (c) 2001 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71487&o=2

$end


$gbcolor=luckyluku,
$bio

Lucky Luke [Model CGB-ALQE-USA] (c) 1999 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68246&o=2

$end


$gbcolor=luckyluk,
$bio

Lucky Luke [Model CGB-ALQP-EUR] (c) 1999 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68245&o=2

$end


$gameboy=luckyluk,
$bio

Lucky Luke [Model DMG-ALLP-NOE] (c) 1996 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66354&o=2

$end


$gameboy=luckymon,
$bio

Lucky Monkey [Model DMG-LMJ] (c) 1991 Natsume, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66355&o=2

$end


$info=m4ln7,m4ln7__a,m4ln7__b,m4ln7__c,m4ln7__d,
$bio

Lucky No. 7 (c) 199? BWB.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41360&o=2

$end


$info=m1luckno,m1lucknoa,m1lucknob,m1lucknoc,m1lucknod,m1lucknoe,m1lucknof,m1lucknog,m1lucknoh,m1lucknoi,m1lucknoj,m1lucknok,m1lucknol,m1lucknom,m1lucknoo,m1lucknop,m1lucknoq,m1lucknor,m1lucknos,
$bio

Lucky Numbers (c) 199? Maygay.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40228&o=2

$end


$info=cluckypo,
$bio

Lucky Poker (c) 1981 Data East.

- TECHNICAL -

Runs on the "DECO Cassette System" hardware

Cartridge ID: Model DT-115

- TRIVIA -

Lucky Poker was released in February 1981. It was known as the 15th video game made for this system (Cassette No. 15).

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=406&o=2

$end


$info=luckyrlt,
$bio

Lucky Roulette Plus (c) 1990 Unknown.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=39525&o=2

$end


$info=lucky_l1,
$bio

Lucky Seven (c) 1978 Williams.

- TECHNICAL -

Williams System 3
Model Number : 480 (also produced in Electro-mechanical version as Model 476)

- TRIVIA -

4,332 units were produced (approx. 80 Electro-mechanical and 4,252 Solid State Electronic).

- STAFF -

Design by : Chris Otis
Art by : Christian Marche

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5485&o=2

$end


$info=luckshel,
$bio

Lucky Shell (c) 200? Extrema-Ukraine.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=12013&o=2

$end


$info=m4luckst,m4luckst__0,m4luckst__1,m4luckst__2,m4luckst__3,m4luckst__4,m4luckst__5,m4luckst__6,m4luckst__7,m4luckst__8,m4luckst__9,m4luckst__a,m4luckst__b,m4luckst__c,m4luckst__d,m4luckst__e,m4luckst_f,
$bio

Lucky Strike (c) 199? Barcrest.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=14954&o=2

$end


$info=m3lstrik,m3lstrika,
$bio

Lucky Strike Club (c) 198? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40106&o=2

$end


$info=m4lucksc,m4lucksc__a,m4lucksc__b,m4lucksc__c,m4lucksc__d,m4lucksc__e,m4lucksc__f,m4lucksc__g,m4lucksc__h,m4lucksc__i,m4lucksc__j,m4lucksc__k,m4lucksc__l,
$bio

Lucky Strike Club (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41364&o=2

$end


$info=luctoday,
$bio

Lucky Today (c) 1980 Sigma Enterprises.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : Samples

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette colors : 98

Players : 1
Control : 2-way Joystick
Buttons : 1

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4528&o=2

$end


$pc98=luckytr,
$bio

Lucky Travel (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90004&o=2

$end


$info=m4luckwb,m4luckwba,m4luckwbb,m4luckwbc,m4luckwbd,m4luckwbe,m4luckwbf,
$bio

Lucky Wild Boar (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41365&o=2

$end


$gameboy=lucle,
$bio

Lucle [Model DMG-LUA] (c) 1994 Vic Tokai [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66356&o=2

$end


$x68k_flop=lucyshot,
$bio

Lucy Shot (c) 1990 Softec [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87864&o=2

$end


$snes=lufia,
$bio

Lufia & The Fortress of Doom [Model SNS-ES-USA] (c) 1993 Taito Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63199&o=2

$end


$gbcolor=lufiau,
$bio

Lufia - The Legend Returns [Model CGB-BLCE-USA] (c) 2001 Natsume, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68250&o=2

$end


$gbcolor=lufia,
$bio

Lufia - The Legend Returns [Model CGB-BLFP-EUR] (c) 2001 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68249&o=2

$end


$gba=lufia,
$bio

Lufia - The Ruins of Lore [Model AGB-AGDE-USA] (c) 2003 Atlus Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71488&o=2

$end


$snes=lufia2u,
$bio

Lufia II - Rise of the Sinistrals [Model SNS-ANIE-USA] (c) 1996 Natsume [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63202&o=2

$end


$snes=lufia2,lufian,lufias,
$bio

Lufia [Model SNSP-ANID-EUR] (c) 1996 Natsume [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63200&o=2

$end


$snes=lufiag,
$bio

Lufia [Model SNSP-ANID-NOE] (c) 1996 Natsume [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63201&o=2

$end


$vc4000=airseaba,
$bio

Luftkampf/Seegefecht (c) 1978 Interton Electronic.

- TECHNICAL -

[Cassette No. 7]

- TRIVIA -

Also called Air/Sea Battle outside Germany, and Aerien/Bataille Navale in France.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49211&o=2

$end


$saturn,sat_cart=lulu,
$bio

LuLu - Un Conte Interactif de Romain Victor-Pujebet (c) 1996 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59357&o=2

$end


$x68k_flop=lumchan,
$bio

Lumchan Comike Ni Iku (c) 1990 Master Piece

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88379&o=2

$end


$x68k_flop=lumchank,
$bio

Lumchan no Kawai Sou Monogatari (c) 1988 Master Piece

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88380&o=2

$end


$pc8801_flop=lunacity,lunacitya,
$bio

Luna City Satsujin Jiken (c) 1986 Bond Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92277&o=2

$end


$x1_flop=lunacity,
$bio

Luna City Satsujin Jiken (c) 1987 Bond Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86050&o=2

$end


$info=lunapark,lunaparkb,lunaparkc,
$bio

Luna Park (c) 1998 Unknown.

Video slot.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48293&o=2

$end


$saturn,sat_cart=lunacy,
$bio

Lunacy [Model T-14403H] (c) 1997 Atlus Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60070&o=2

$end


$segacd=lunar2,
$bio

Lunar - Eternal Blue [Model T-127045] (c) 1995 Working Designs

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60759&o=2

$end


$megacd,megacdj=lunar2,lunar2b,lunar2a,
$bio

Lunar - Eternal Blue [Model T-45074] (c) 1994 Game Arts Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60531&o=2

$end


$gamegear=lunar,
$bio

Lunar - Sanposuru Gakuen [Model T-45017] (c) 1996 Game Arts Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64677&o=2

$end


$saturn,sat_cart=lunar,lunara,lunarb,
$bio

Lunar - Silver Star Story (c) 1996 Kadokawa Shoten

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59358&o=2

$end


$saturn,sat_cart=lunarmpg,lunarmpga,
$bio

Lunar - Silver Star Story Complete - MPEG-ban (c) 1997 Kadokawa Shoten

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59359&o=2

$end


$saturn,sat_cart=lunarhib,
$bio

Lunar - Silver Star Story Hibaihin Auto Demo (c) 1996 Kadokawa Shoten

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59360&o=2

$end


$megacd,megacdj=lunar,lunarb,lunara,
$bio

Lunar - The Silver Star [Model T-45014] (c) 1992 Game Arts Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60532&o=2

$end


$segacd=lunar,
$bio

Lunar - The Silver Star [Model T-95015] (c) 1993 Working Designs

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60760&o=2

$end


$saturn,sat_cart=lunar2,lunar2a,
$bio

Lunar 2 - Eternal Blue (c) 1998 Kadokawa Shoten

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59361&o=2

$end


$psx=lunar2et,
$bio

Lunar 2 - Eternal Blue [Model SLPS-02081/82/83] (c) 1999 Kadokawa Shoten

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85404&o=2

$end


$nes=lunarbal,
$bio

Lunar Ball (c) 1985 Pony Canyon, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54323&o=2

$end


$pc8801_cass=lunarbal,
$bio

Lunar Ball (c) 1985 Pony Canyon, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91245&o=2

$end


$pc8801_flop=lunarbal,lunarbala,
$bio

Lunar Ball (c) 1985 Pony Canyon, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92278&o=2

$end


$msx1_cart=lunarbal,
$bio

Lunar Ball [Model R49X5079] (c) 1985 Pony Canyon, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77224&o=2

$end


$info=lunarbat,lunarba1,
$bio

Lunar Battle (c) 1982 Atari.

- TECHNICAL -

Main CPU : MOS Technology M6502 (@ 1.512 Mhz)
Sound Chips : (2x) POKEY (@ 1.512 Mhz)

Screen orientation : Horizontal
Video resolution : 256 x 231 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768

Players : 1
Control : 2-way joystick
Buttons : 3

- TRIVIA -

This game is a prototype version of "Gravitar".

- UPDATES -

Here is the list of differences with the final version :
* There are ONLY 2 Solar Systems (three in "Gravitar").
* Different Planet, Bunker and Fuel Cell icons.
* Different bunkers' and planets' shapes.
* No planet animations.
* Stronger and more intense Gravity (Game-play is much harder).
* Some sounds are different during the game.
* There is an additional 'Low on Fuel' warning if the fuel level drops below 2000 fuel units that is not present in "Gravitar".
* Rammer ships are present in the south planet of the second solar system - Not in "Gravitar".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1416&o=2

$end


$spc1000_cass=lunrcity,
$bio

Lunar City (c) 1986 Samsung Software [Korea]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83529&o=2

$end


$info=llander,llander1,llandert,
$bio

Lunar Lander (c) 1979 Atari.

Lunar Lander is a 1-player coin-op electronic game that simulates landing a manned spaceship on the moon. Various video-display phrases indicate score, time elapsed during this landing mission, fuel units consumed, altitude above the moon, and horizontal and vertical speed. The fuel consumption and both speed readings are important for the player to determine how to land the craft. Realistic engine rumble and crash sounds accompany game play. A high beep warns of an almost-depleted fuel supply, whereupon players can add coins to automatically extend the game and 'fill up' their fuel tanks. Depending on the quality of the landing or the crash, various messages are displayed on the screen.

Game play begins with engine rumble and the lander drifting towards the bottom
right corner of the screen. Horizontal and vertical speeds are constantly displayed, including two arrows to show horizontal and vertical directions of travel. Altitude is measured in distance above the surface of the mountain - not above 'sea level'. The screen also shows time in actual seconds, representing time elapsed in the current mission.

The operator can select from four different settings for fuel units - 450, 600, 750 or 900 fuel units per coin (free play is also available). As the lander module flies over the landscape, it approaches the mountains and a landing site. At a certain point near the mountains, the game 'zooms in' for a close-up view of everything on the screen.

If the player realizes the speed is too fast and the landing looks hopeless, he or she can press the ABORT button on the control panel. This will give the lander extra thrust and make it fly upwards at top speed. The abort feature does consume 120 to 180 fuel units, though, as a disincentive to overusing it. If the ABORT button is pressed too late, however, a crash cannot be avoided.

The four levels of mission difficulty are determined by the player and can be changed at any time during the game or the ready-to-play mode. The differences between the four are printed on the mission select panels and are self explanatory, except perhaps rotational momentum. This feature causes the lander to tumble around when either ROTATE button is pushed. The longer either button is held down, the faster the lander module will spin in that direction. The player gains control of the lander by pressing the other ROTATE button for the same amount of time.

- TECHNICAL -

Lunar Lander came in a large black upright cabinet, which was a little heavier than most. The sideart is a (predominately blue); there is no front art at all, and the monitor bezel is relatively clear of decals. The marquee features a 'Lunar Lander' blasting off from the surface of the moon (some of these have a black background, while others have blue, it appears that there were 2 print runs of these).

Cabinet dimensions : 25.25 in. (64.14 cm) wide x 32 in. (81.28 cm) deep x 71.87 in. (182.54 cm) high.
Cabinet monitor : 19-in. B/W

Game ID : 0345xx

Main CPU : MOS Technology M6502 (@ 1.512 Mhz)
Sound Chips : Discrete

Screen orientation : Horizontal
Video resolution : Vector, capable of 1024 x 768 static points, infinite resolution of lines in between.
Screen refresh : Dynamic, varies depending on how many vectors are drawn on screen at once.
Palette colors : 16 levels of grey.

Players : 1
Control : Lever (increase or decrease the THRUST)
Button : 3 (ROTATE LEFT, ROTATE RIGHT, ABORT)

- TRIVIA -

Lunar Lander was released in August 1979. Approximately 4,830 units were produced. Original price was $1,695.

Licensed to Sega for Japan market.

Atari's first vector game. "Lunar Lander", was inspired by "Moonlander", a game written by Jack Burness in 1973 as a demo for the DEC GT40 vector graphics terminal (based on a PDP-11/05 CPU). This game used a light pen to control thrust and rotation.

If the player landed at exactly the right spot, a McDonalds appeared. The astronaut would leave the lander and walk over to the McDonalds and order a Big Mac to go, before walking back to the Lander and taking off again. If players crashed directly into the McDonalds, the game displayed a message reading 'You clod. You've destroyed the only McDonald's on the Moon.' After a short run of Lunar Lander machines were manufactured, production was shifted over to "Asteroids" and the first few hundred "Asteroids" machines were housed in Lunar Lander cabinets. Atari donated a gold edition version of the coin-operated video game to the Discovery Center of Science & Technology in Syracuse, New York.

On 17 June 1980, Atari's "Asteroids" and "Lunar Lander" were the first two video games to ever be registered in the Copyright Office.

David Nelson holds the officially recognized world record for this game (certified via Twin Galaxies) with 1525 points. This was achieved using a single credit and 750 units of fuel which are the default settings for this game.

A Lunar Lander units appears in the 1984 movie 'The Philadelphia Experiment'.

- UPDATES -

Revision 1 :  DIP switches allow 450, 600, 750, or 900 fuel units per coin.

Revision 2 :  DIP switches allow 450, 600, 750, 900, 1100, 1300, 1500, or 1800 fuel units per coin.

- SCORING -

The scoring system gives 50 points for a good landing, plus 50 fuel units as a bonus. A hard landing earns only 15 points, and a crash earns 5 points. A crash happens when the vertical speed exceeds 15 and the horizontal speed exceeds 31. The number displayed after SCORE is cumulative of all landings made in the current game. The point scores for a good or hard landing can be greatly increased by landing on an area with a flashing multiplier, for example 2X or 5X. Thus, a good landing on the very narrow 5X site would give that player 250 points.

- TIPS AND TRICKS -

* When you start the game, your Lunar Lander will be floating above the moon's surface. Immediately, your lander will start to descend. Figure out where you want to land and maneuver your lander to that landing pad. Fuel is a valuable commodity in this game. To get the most ''bang'' for your quarter, try to use as little as possible. Since everything burns fuel (even rotating your lander left and right), do your best to get centered over a landing pad so you don't have to overreact at the last minute.

* Use the thrust lever sparingly. It is easy to move it up and down so you can easily put on full thrusters before you realize what's happening. This can be especially dangerous if you are in a canyon and are going sideways. Your lander will become part of the moonscape very quickly. Just use short bursts to correct your downward and left/right movement. This not only gives you better control, but it also saves you on fuel.

* After you have decided on the landing pad, start maneuvering your lander toward it. Use minimal thrusters to keep your lander from going too fast toward the moon. Also, only tap on the right and left rotation buttons so that you keep your left/right speed as near to zero as possible.

* When you get near enough to the moon's surface, the view will change and you will get the close-up view. This is the time you can start doing all your finishing maneuvers. If you set yourself up right when you were way above the moon's surface, you shouldn't have to do much to ensure that you are over the landing pad. If you find yourself in trouble and there is no way out, press the ABORT button. The effects are that it automatically straightens out your lander, stops all left/right movement, and moves you a little ways off the surface. The penalty for this is approximately 100 units of fuel.

* On your final descent onto the landing pad, watch your speed. If you land at anything greater then 10, you run the risk of damaging or destroying your lander. When you have landed, the game will give you an assessment of the landing and the points earned.

* Over time, the easy pads will go away and you will have to land on pads located on the sides of mountains or very deep, steep sided ravines. It will be even more critical that you know how to do small maneuvers since some of the landing pads are not wider then your lander.

- STAFF -

Original design by : Jack Burness
Programmed by : Rich Moore
Vector generator display system by : Howard Delman

- PORTS -

* Consoles :
Microsoft XBOX [US] (November 16, 2004) "Atari Anthology [Model 26084]" 
Sony PlayStation 2 [US] (November 22, 2004) "Atari Anthology [Model SLUS-21076]" 
Microsoft XBOX [EU] (November 26, 2004) "Atari Anthology" 
Sony PlayStation 2 [EU] (February 18, 2005) "Atari Anthology [Model SLES-53061]" 
Microsoft XBOX [JP] (August 4, 2005) "Atari Anthology [XBOX World Collection] [Model B7X-00001]" 

* Handhelds : 
Nintendo DS [UK] (March 11, 2005) "Retro Atari Classics [Model NTR-ATAE-UKV]" 
Nintendo DS [EU] (March 11, 2005) "Retro Atari Classics [Model NTR-ATAE-EUR]" 
Nintendo DS [US] (March 16, 2005) "Retro Atari Classics [Model NTR-ATAE]" 
Nintendo DS [JP] (June 30, 2005) "Atarimix Happy 10 Games [Model NTR-P-ATAJ]" 
Nintendo Game Boy Advance [US] (August 15, 2005) "3 Games in One! Super Breakout - Millipede - Lunar Lander [Model AGB-B62E-USA]" 
Nintendo Game Boy Advance [EU] (September 2, 2005) "3 Games in One! Super Breakout - Millipede - Lunar Lander [Model AGB-B62P-EUR]" 
Nintendo DS [AU] (November 2007) "Retro Atari Classics [Model NTR-ATAE-AUS]" 
Sony PSP [US] (December 19, 2007) "Atari Classics Evolved [Model ULUS-10325]" 
Sony PSP [AU] (March 7, 2008) "Atari Classics Evolved" 
Nintendo DS [US] (November 2, 2010) "Atari Greatest Hits Vol.1 [Model NTR-BR6E-USA]" 
Nintendo DS [EU] (February 24, 2011) "Atari Greatest Hits Vol.1 [Model NTR-BR6P-EUR]" 

* Computers :
PC [Booter] [US] (1983) "Eagle Lander", part of the "Friendlyware PC Arcade" suite
Tandy Color Computer [US] (1983) "Lander"
Tandy Color Computer 3 [US] (19??)
PC [MS Windows, CD-ROM] [US] (November 11, 2003) "Atari - 80 Classic Games in One! [Model 25069J]" 
PC [MS Windows, CD-ROM] [EU] (June 10, 2005) "Atari - 80 Classic Games in One! [Replay]" 
Microtan 65 [EU]
VTech Laser-VZ [AU]

* Others :
Nokia N-Gage [US] (2005) "Atari Masterpieces Vol. I" 
Atari Flashback 2 [US] (2005) 
Nokia N-Gage [EU] (October 13, 2005) "Atari Masterpieces Vol. I" 
Atari Flashback 2+ [US] (2010)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1417&o=2

$end


$fm7_cass=llander,
$bio

Lunar Lander (c) 1981 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93752&o=2

$end


$bbca_cass,bbcb_cass=llander,
$bio

Lunar Lander (c) 198? A&F Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52069&o=2

$end


$gameboy=lunarlnd,
$bio

Lunar Lander [Model DMG-LLA] (c) 1990 Pack-In-Video Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66358&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=lleeper,
$bio

Lunar Leeper (c) 1981 Sierra On-Line, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86860&o=2

$end


$c64_cart,c64_flop=lleeper,
$bio

Lunar Leeper (c) 1982 Sierra On-Line, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53625&o=2

$end


$gba=lunarleg,
$bio

Lunar Legend [Model AGB-ALNE-USA] (c) 2002 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71490&o=2

$end


$gba=lunarlegj,
$bio

Lunar Legend [Model AGB-ALNJ-JPN] (c) 2002 Media Rings Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71489&o=2

$end


$nes=lunarpol,lunarpolu,
$bio

Lunar Pool (c) 1991 FCI

- TRIVIA -

Reviews:
[FR] July/August 1992 - Consoles + N.11: 72/100
[FR] July 1992 - Joypad N.10: 43/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55311&o=2

$end


$info=lrescue,
$bio

Lunar Rescue (c) 1979 Taito.

Lunar Rescue is a combination 2-D simple flight simulator and 2-Dimensional shooter. You start the game by floating within your mother ship. You then either must release your lander or after a pre-determined period of time, the mother ship will forcibly eject it. You first have to navigate through six rows of asteroids to make it to one of the landing platforms. You have six platforms initially but each landing will eliminate one since there is one platform per astronaut you have to rescue. On your return trip up, the screen changes and now you have saucers trying to destroy you with laser fire. Again, you will either have three or six rows of saucers depending if there are meteors in the area. You then must successfully land in the docking bay of the mother ship to get credit for a successful rescue of one astronaut.

- TECHNICAL -

CPU Board Number : CVN00004 
ROM Board Number : CVD70005
Prom Stickers : LR

Main CPU : Intel 8080 (@ 1.9968 Mhz)
Sound Chips : Discrete circuitry, speaker

Players : 2
Buttons : 3 (ROTATE LEFT, ROTATE RIGHT, THRUST/FIRE)

- TRIVIA -

Lunar Rescue was released in November 1979.

Also released as a cocktail model. In Japan, the cocktail version is known as "T.T Lunar Rescue".

Lunar Rescue was the follow-up game to "Space Invaders". Unfortunately, it was released at the same time as "Asteroids", which pretty much eclipsed most games until the 1980's. Lunar Rescue is actually a little more complicated then its Space Invaders cousin. You actually have to keep track of a few more things to successfully make it through this game. This is one of those 'sleeper' games that didn't get a big following since Asteroids was also out.

Before stage 4, you get a cute intermission from the aliens of "Space Invaders" telling you to 'Fight'.

A Lunar Rescue unit appears in the 1982 movie 'Fast Times at Ridgemont High'.

- SCORING -

Large Saucer : 30 points
Small Saucer: 50 points
Platform : 50, 100, 150 points

Each man rescued has an increasing value until stage four where it is at its maximum. The values are :
Stage 1 : 50 points
Stage 2 : 100 points
Stage 3 : 150 points
Stage 4 : 300 points
Every stage after stage 4 is 300 points.

Fuel remaining is added to your score (i.e. if you have 560 Fuel left, then add 560 points to your score) at the end of a wave.

- TIPS AND TRICKS -

* When you start the game, your lander will be sitting in the docking bay of the mother ship. You can release your lander by pressing the firing button or wait until the mother ship forcibly ejects you. It's better to do it yourself lest the mother ship ejects you on top of an asteroid.

* Fuel is a precious commodity in this game, use it sparingly. You only have 800 units of fuel to rescue 6 men. If you burn all your fuel off on the first rescue, you will have nothing to fall back on for the other 5.

* When you leave the mother ship, try to navigate through the asteroids without using any fuel. Since your lander doesn't accelerate during the fall, you will be going at a constant speed down. Try to maneuver between the rocks to land on a platform. You also don't need to decelerate when landing, you just land.

* Try to knock out the harder platforms first. This mean that this is land on the harder to reach ones first on the sides. A good strategy is to get the right hand-one first, then the two left-hand ones, then finish by landing on the three in the middle.

* If you must use fuel, use quick bursts to get into position to land on a platform. Fuel burns up very quickly in this game so some quick shots to the thrusters should keep you out of trouble. Keep in mind, as the waves progress, the asteroids move faster and become more numerous.

* Once you've landed, the little guy will run over and get in your lander. The screen will then change and you will see 3 to 6 rows of saucers blocking your path. Again, as the waves progress, the saucers and meteors get faster and more numerous. There are a couple of different strategies for this section :
1) If you only see 3 lower rows of saucers, look to the upper right or left corner. More then likely, some meteors will be coming diagonally down to the opposite corner. The best solution is to quickly blast a path through the saucers and get above the meteors trajectory.
2) If you see 6 rows of saucers, then you need to blast a path through them to get to your mother ship. Keep in mind that the fire button acts as a dual fire/thrust button. When you fire, you accelerate yourself up just a bit. In other words, no point blank shooting or you may end up taking out the saucer with your lander. When you have cleared a path, use the fire button to get yourself quickly above the saucers.

* The saucers firing just drop their shots on you. Because of their numbers, you may find yourself surrounded by enemy fire. The best solution is again to blast a path through them. Once a saucer is destroyed, it doesn't come back. Also keep in mind that you can only have one shot on the screen at a time.

* Once you get 1 row from the bottom of the mother ship, it will stop and open its docking bay door. If you are too far away, you will fail to dock with the mother ship and get destroyed by the top of the screen. If you hit the side of the mother ship, the man you are rescuing will unfortunately fall from your lander to his death to the planet below. Plan out the best strategy to make sure that you stay in the middle so you can catch the mother ship with minimal effort.

- STAFF -

Designed by : Tomohiro Nishikado

- PORTS -

NOTE: For ports released in the United States, please see the Taito America entry.

* Consoles :
Sony PlayStation 2 [JP] (July 28, 2005) "Taito Memories Joukan [Model SLPM-66057]" 
Sony PlayStation 2 [AU] (March 30, 2006) "Taito Legends 2 [Model SLES-53852]" 
Microsoft XBOX [EU] (March 31, 2006) "Taito Legends 2" 
Sony PlayStation 2 [EU] (March 31, 2006) "Taito Legends 2 [Model SLES-53852]" 

* Handhelds : 
Sony PSP [AS] (January 3, 2006) "Taito Memories Pocket [Model UCAS-40040]" 
Sony PSP [JP] (January 5, 2006) "Taito Memories Pocket [Model ULJM-05076]" 
Sony PSP [KO] (February 10, 2006) "Taito Memories Pocket" 
Sony PSP [EU] (October 6, 2006) "Taito Legends Power-Up [Model ULES-00473]" 
Sony PSP [AU] (November 9, 2006) "Taito Legends Power-Up [Model ULES-00473]" 

* Computers : 
BBC Micro [EU] (1983) by Alligata Software 
PC [MS Windows, CD-ROM] [EU] (March 31, 2006) "Taito Legends 2"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1418&o=2

$end


$info=lrescuem,lrescuem2,
$bio

Lunar Rescue (c) 1980 Model Racing S.p.a.

Italian bootleg. For more information about the game itself, please see the original Taito Upright entry.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=38666&o=2

$end


$bbca_cass,bbcb_cass=lrescue,
$bio

Lunar Rescue (c) 1983 Alligata

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52070&o=2

$end


$psx=lunarwin,
$bio

Lunar Wing [Model SLPM-86777] (c) 2001 Shoeisha Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85405&o=2

$end


$pc98=lunatic,
$bio

Lunatic Dawn (c) 1993 Artdink Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90005&o=2

$end


$pc98=lunatic2,
$bio

Lunatic Dawn II (c) 1994 Artdink Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90006&o=2

$end


$psx=lunatic3,
$bio

Lunatic Dawn III [Model SLPS-01749] (c) 1998 Artdink Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85406&o=2

$end


$psx=lunaticd,
$bio

Lunatic Dawn Odyssey [Model SLPS-02420] (c) 1999 Artdink Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85407&o=2

$end


$x68k_flop=lunafant,
$bio

Lunatic Fantasy (c) 199? Studio Light Cross

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88381&o=2

$end


$pokemini=lunchtme,
$bio

Lunch Time (c) 2003 Nintendo Co., Ltd.

North American release. Game developed in Japan. See original "Snorlax's Lunch Time" for more information about the game itself.

- TRIVIA -

Released on December 1, 2003 in USA.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82283&o=2

$end


$info=lunelle,
$bio

Lunelle (c) 1982 Taito.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5653&o=2

$end


$nes=lkrx,
$bio

Luo Ke Ren X [Model ES-1105] (c) 19?? Waixing Computer & Technology Co., Ltd. [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76847&o=2

$end


$info=luplup,luplup29,
$bio

Lup Lup Puzzle (c) 1999 Omega System.

Lup Lup Puzzle is essentially the same game as "Puzzle Bang Bang" also released by Omega System in the same year. The only major differences are in the service screen options. Puzzle Bang Bang was strictly a Korean game and did not have any nude images. Lup Lup Puzzle comes in English and Japanese and features the option to include nude images. Also, the pictures & No Nude Girls option features a heavier rotation of Asian Bikini models. The nude options feature a decent mix of Asian and European nudes.

- TECHNICAL -

Main CPU : E1-16T (@ 50 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), OKI6295 (@ 13.558 Khz)

Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768

Players : 2
Control : 8-way Joystick
Buttons : 4

- TRIVIA -

Released in January 1999.

This game is known in Japan as "Zhuan Zhuan Puzzle".

- UPDATES -

REVISION 1 :
* Software version : 2.9 990108

REVISION 2 :
* Software version : 3.0 990128

- TIPS AND TRICKS -

* Choose In-game Backgrounds : In the Service Mode, you can switch between :
1) Pictures Only
2) Pictures & No Nude Girls
3) No Nude Girls
4) No Nude Girls & Nude Girls
5) Nude Girls Only

- SERIES -

1. Puzzle Bang Bang (1999)
2. Lup Lup Puzzle (1999)
3. Super Lup Lup Puzzle (1999)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3965&o=2

$end


$psx=lupsalad,
$bio

Lup Salad - Lupupu Cube [Model SLPS-00416] (c) 1996 Datam Polystar

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85408&o=2

$end


$spc1000_cass=lupan,
$bio

Lupan (c) 198? Samsung Software [Korea]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83530&o=2

$end


$info=luptype,
$bio

Lupin - The Typing (c) 2002 Sega.

A game like "Typing of the Dead", that means you 'shoot' enemies by typing words on a keyboard.

- TECHNICAL -

Runs on the Sega "NAOMI GD-ROM System" hardware.

- TRIVIA -

Released in April 2002.

Developed by WOW Entertainment, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4075&o=2

$end


$info=lupin3,lupin3a,
$bio

Lupin III (c) 1980 Taito Corp.

- TECHNICAL -

Prom Stickers : LP12-LP18

Main CPU : Intel 8080 (@ 1.9968 Mhz) 
Sound Chips : SN76477 (@ 1.9968 Mhz), Discrete Circuitry 

Players : 2
Control : 4-Way Joystick
Buttons : 1
=> Magic

- TRIVIA -

Released in April 1980.

Also released as a cocktail model. In Japan, the cocktail version is known as "T.T Lupin III".

Based, sort of, on Lupin III, one of the most famous manga/anime series of all time. Lupin is a descendant of Arsene Lupin, a thief who was the main character of mystery novels written by Maurice LeBlanc. Monkey Punch (Katou Kazuhiko), Lupin III's creator, used the Lupin name without permission, and the estate of LeBlanc agreed not to raise too much of a fuss so long as Lupin III remained in Japan. This is why early US/European releases of Lupin titles changed his name to things like 'The Wolf' and 'Rupan'. The copyrights to the Arsene Lupin name have since passed into the public domain.

The Lupin III manga began in 1967, running in Manga Action. The first TV series began in 1971, and ran for 23 episodes. A second TV series began in 1977, and ran for 155 episodes. The first animated Lupin III movie (there had already been an old black-and-white live-action movie) was Lupin Vs. The Clones (more commonly known to US/European audiences as 'Mystery of Mamo') came out in 1978, and was followed in 1979 by the most famous animated version of Lupin, The Castle of Cagliostro. Footage from these two movies were used to make the laserdisc game Cliff Hanger. So Lupin was at the height of his popularity when this game was released.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1419&o=2

$end


$scv=lupin3,
$bio

Lupin III (c) 1984 Epoch Company, Limited.

- TECHNICAL -

[Model 8 NO.09120]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49079&o=2

$end


$msx2_cart=lupin2,lupin2a,
$bio

Lupin Sansei - Babylon no Ougon Densetsu (c) 1988 Toho Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51331&o=2

$end


$msx2_flop=lupin2,lupin2b,lupin2a,
$bio

Lupin Sansei - Babylon no Ougon Densetsu (c) 198? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101791&o=2

$end


$msx2_cart=lupin,lupina,
$bio

Lupin Sansei - Cagliostro no Shiro (c) 1987 Toho Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51332&o=2

$end


$msx2_flop=lupin,lupinb,lupina,
$bio

Lupin Sansei - Cagliostro no Shiro (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101792&o=2

$end


$snes=lupin3,
$bio

Lupin Sansei - Densetsu no Hihou o Oe! [Model SHVC-ALPJ-JPN] (c) 1994 Epoch Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61689&o=2

$end


$nes=lupin3,
$bio

Lupin Sansei - Pandora no Isan (c) 1987 Namco, Limited.

- TRIVIA -

Released on November 6, 1987 in Japan.

- TIPS AND TRICKS -

* Level select: At the title screen, enter one of the following button codes to warp directly to corresponding stage:
Up, Down, Left, Right, B, A - Stage 2
Left, Right, Up, Down, A, B - Stage 3
Down, Up, Right, Left, A, A - Stage 4

- STAFF -

Programmed By: HARUHISA UDAGAWA, KUMI HANAOKA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54324&o=2

$end


$saturn,sat_cart=lupinpy,lupinpyb,lupinpya,
$bio

Lupin Sansei - Pyramid no Kenja (c) 1998 Asmik

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59362&o=2

$end


$fm7_cass=lupin3,
$bio

Lupin the 3 (c) 1983 CPU

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93753&o=2

$end


$saturn,sat_cart=lupinmst,
$bio

Lupin the 3rd - The Master File (c) 1996 Mizuki

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59363&o=2

$end


$saturn,sat_cart=lupincr,
$bio

Lupin the 3rd Chronicles [Lupin + Fujiko Version] (c) 1997 Spike

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59364&o=2

$end


$saturn,sat_cart=lupincra,
$bio

Lupin the 3rd Chronicles [Lupin + Jigen + Goemon Version] (c) 1997 Spike

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59365&o=2

$end


$pc8801_flop=lupin2,
$bio

Lupin the Third - Babylon no Ougon Densetsu (c) 1989 Toho Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92279&o=2

$end


$pc8801_flop=lupin,lupina,
$bio

Lupin the Third - Cagliostro no Shiro (c) 1985 Toho Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92280&o=2

$end


$fm7_disk=lupin,
$bio

Lupin the Third - Cagliostro no Shiro (c) 1985 Toho Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93631&o=2

$end


$x1_flop=lupin,
$bio

Lupin the Third - Cagliostro no Shiro (c) 1986 Toho Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86051&o=2

$end


$info=lupinsho,
$bio

Lupin the Third - The Shooting (c) 2001 Sega.

- TECHNICAL -

[GDS-0018]

Runs on the Sega "NAOMI GD-ROM System" hardware.

- TRIVIA -

Lupin the Third The Shooting was released in December 2001 in Japan.

Developed by WOW Entertainment, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4076&o=2

$end


$amigaocs_flop=luretemp,luretempf,luretempi,
$bio

Lure of the Temptress (c) 1992 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74491&o=2

$end


$amigaocs_flop=luretempa,
$bio

Lure of the Temptress [The Greatest] (c) 1992 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74492&o=2

$end


$x68k_flop=luster,
$bio

Luster Soursh (c) 1990 Mugen Kaisha Rana

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88382&o=2

$end


$famicom_flop=lutter,
$bio

Lutter [Model ATH-LTD] (c) 1989 Athena Co. Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65392&o=2

$end


$info=sc2luvv,sc2luvv1,sc2luvv1p,sc2luvv2,sc2luvv2p,sc2luvv4,sc2luvv4p,sc2luvvp,sc2luvv6p,
$bio

Luvvly Jubbly (c) 1996 Bell-Fruit Mfg. Company, Limited.

- TECHNICAL -

[Model 6569]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31143&o=2

$end


$info=m4luxor,m4luxor__a,m4luxor__b,m4luxor__c,m4luxor__d,m4luxor__e,m4luxor__f,m4luxor__g,m4luxor__h,m4luxor__i,m4luxor__j,m4luxor__k,m4luxor__l,m4luxor__m,m4luxor__n,m4luxor__o,m4luxor__p,
$bio

Luxor (c) 199? Barcrest.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=14953&o=2

$end


$info=m1luxor,m1luxorc,m1luxorb,m1luxora,
$bio

Luxor Casino (c) 1994 Gemini.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41894&o=2

$end


$info=luxorvec,
$bio

Luxor Video Entertainment Computer (c) 1978 Luxor.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103368&o=2

$end


$info=luxorves,
$bio

Luxor Video Entertainment System (c) 1977 Luxor.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103369&o=2

$end


$x1_flop=luxsor,
$bio

Luxsor (c) 1987 Telenet Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86052&o=2

$end


$pc8801_flop=luxsor,
$bio

Luxsor (c) 1987 Telenet Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92281&o=2

$end


$fm77av=luxsor,
$bio

Luxsor (c) 1987 Telenet Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93850&o=2

$end


$n64=lylatwara,lylatwar,
$bio

Lylat Wars (c) 1997 Nintendo [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57796&o=2

$end


$lynx=lcasino,
$bio

Lynx Casino (c) 1992 Atari Corp.

- TECHNICAL -

Cartridge ID: PA2061

- TRIVIA -

Reviews:
[FR] July/August 1992 - Consoles + N.11: 64/100
[FR] July 1992 - Joypad N.10: 75/100

Average note: 69.5/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58835&o=2

$end


$pc8801_flop=lyrane,lyranea,
$bio

Lyrane (c) 1987 BPS [Bullet-Proof Software] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92282&o=2

$end


$x68k_flop=lyricalp,
$bio

Lyrical Party (c) 1993 MIX [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88383&o=2

$end


$x68k_flop=lzd,
$bio

LZD Lempel-Ziv Data Compressor (c) 1994 Kiyo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87841&o=2

$end


$x68k_flop=lzh,
$bio

LZH Archive Extractor (c) 1995 M.Harashino

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87842&o=2

$end


$saturn,sat_cart=memukimi,memukimia,
$bio

m [emu] - Kimi wo Tsutaete (c) 1996 Nexus Interact

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59960&o=2

$end


$pc8801_flop=mmsoftom,
$bio

M&M Soft Omake no Disk Part II (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92283&o=2

$end


$gba=mmblast,
$bio

M&M's - Blast! (c) 2001 Majesco Sales, Incorporated.

- TECHNICAL -

Model AGB-AMLE-USA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71531&o=2

$end


$gba=mmbreak,
$bio

M&M's - Break 'em [Model AGB-BEME-USA] (c) 2007 DSI Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71532&o=2

$end


$gbcolor=mmsg,
$bio

M&M's Minis Madness [Model CGB-BMID-NOE] (c) 2001 Majesco Ent. Co.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68252&o=2

$end


$gbcolor=mmsu,mmsus,
$bio

M&M's Minis Madness [Model CGB-BMIE-USA] (c) 2000 Majesco Ent. Co.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68253&o=2

$end


$gbcolor=mms,
$bio

M&M's Minis Madness [Model CGB-BMIP-UKV] (c) 2001 Majesco Ent. Co.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68251&o=2

$end


$cpc_cass=menfin,
$bio

M'Enfin (c) 1987 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98111&o=2

$end


$a800=mash,
$bio

M*A*S*H (c) 1982 Romox

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86605&o=2

$end


$coleco=mash,
$bio

M*A*S*H (c) 1983 Fox Video Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53307&o=2

$end


$a2600=mash,mashe,
$bio

M*A*S*H (c) 1983 20th Century Fox.

You are Hawkeye Pierce, Chief Medical Surgeon of the 4077th MASH. Your responsibilities include rescuing injured men from the battlefield, performing sur-gery in the operating room, or, in an alternative game, picking up Colonel Potter's skydiving medics. You pilot your chopper low through the trees, avoiding shells fired at you from a North Korean tank. After picking up the medics orr wounded and rushing them back to the hospital, the pressure really starts to get heavy. Time is running out for the injured men and you must operate. You have to work fast. You are competing with your fellow surgeons, either B.J. Hunnicut, Trapper John McIntyre or Frank Burns.

There are 8 play levels (or games) in MASH. Each game consists of several rounds. A round ends when a certain number of men have been rescued. Between each round surgery is performed in the operating room. The exception is in games 7 and 8 which are devoted totally to the surgery game. The games are won by the first player to reach 999 points.

WELCOME TO KOREA

GAME 1 - In this game you, Hawkeye, must rescue more men than your computer opponent, Frank Burns.  With your joystick, you maneauver through the forest of trees and pick up men by touching them with your helicopter. After rescuing 5 men your chopper will appear overloaded and you will not be able to take on more wounded until you have dropped them off at your MASH base. Every time you return to the base the point value of each man rescued is increased by 2 points. The maximum point value for a rescued man is 25 points. The North Korean tank at the bottom of the screen will chase the chopper which has the most points, and will launch projectiles whic you must dodge. If a chopper collides witha projectile it flutters to the gorund, where it is rescued by Klinger in the ambluance. The round is voer after a total of 30 men are rescued. The airplane has no function in this game.

Between each round a bonus round of surgery is performed in the operating room where you must remove as many pieces of shrapnel as you can in 15 seconds. Shrapnel must not touch the patient. If it does, the bonus surgery round is over  In the normal variation (difficulty B) Frank Burns receives no points in the bonus surgery round. In the challenger version (difficulty A) Frank Burns receives 8 points per second plus the opint value of the shrapnel if it touches the patient.

GAME 2 - This game is identical to game 1 except the 2 players play against each other. One player uses the left joystick, while the other uses the right joysitck.  In the operating room each player gets 15 seconds to removes as many pieces of shrapnel as possible. (For more details on surgery see games 7 and 8.)

COLONEL POTTER

GAME 3 - When we last left Colonel Potter he and his skydiving medics had just jumped from a plane without parachutes.  Your mission is to rescue them before they reach teh ground.  You maneuver your helicopter around the trees in order to rescue more medics than your computer opponent Frank Burns.  Each man rescued is worth a variable number of points.  The close your chopper is to the ground when a medic is rescued the more points you receive (points vary from 5 at the top to 20 at the bottom).  The North Korean tank at the bottom of the screen will chase the chopper who has the most points, and will launch projectiles which you must dodge.  The round is over when a total of 40 medics have been rescued.

Between each round a bonus round of surgery is performed in the operating room. You have 15 seconds to remove as many pieces of shrapnel as possible.  Again Frank Burns will receive no points in the nomral version. However he will receive points in teh challenger variation. (See games 7 and 8 for more details.)

CEASE FIRE

GAME 5 - The shooting has stopped but the wounded keep coming.  Playing this game is similar to playing game 1 except that the tank has stopped launching projectiles.  You also have smaller helicopters for ease in rescuing the injured men.

GAME 6 - This game is identical to game 5 except that 2 players compete against each other, one using the left joystick while the other uses the right joystick.

O.R. (OPERATING ROOM)

GAME 7 - You're in the operating room where you must remove bits of shrapnel from an injured man using your extractor.  You play against Frank Burns who receivs 6 points per second.  Each piece of shrapnel is worth a varying unmber  of points depending on the difficulty of its removal.  If the shrapnel touches your patient while it is being removed your turn is ended.  Point values range from 15 to 80.  In the challanger version (left difficulty switch in position A), Frank Burns receives the point value of any piece of shrapnel that touches the patient.

GAME 8 - This game is very similar to GAME 7 except that each player has 15 seconds  in which to remove as many pieces of shrampen as possible.  When his turn ends, the next player's turn starts.  And in the challenger variation (difficulty switch in position A) your opponent receives points if the shrapnel touches the man while it is being removed.

- TECHNICAL -

Model 11011

- TRIVIA -

This video game was originally sold both with and without a T-Shirt.

- TIPS AND TRICKS -

HINTS FROM DALLAS NORTH...

In the 'Welcome to Korea' and 'Cease Fire' game, try to plan your routes so they require no needless detours. Rescue a man on one pass, and try to force your opponent to conver as much ground as possible. In two player versions the player who rescues the last guy gets to start first in the operating room, a big advantage when scores get close to 999 points.

In the operating room games, a gentle tap on the joystick will yield much better results in moving the extractor than a brute force approach. And any part of the extractor can be used to remove shrapnel, which comes in handy in a few of the tight corners.

In the Colonel Potter games quick reflexes are more important than strategy. And the tank stops shooting when someone is being rescued by the ambulance so you can be more aggressive in rescuing medics during this time. And notice that Frank Burns' helicopter is able to fly through trees, while you must fly around them.

This advantage must be compensated for by superior strategy and intelligence.

- STAFF -

Programmer: Doug Neubauer (Dallas North), Frank Cohen

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50663&o=2

$end


$info=cm1200,
$bio

M-1200 (c) 1978 Conic.

A clone of the RCA Studio II.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103274&o=2

$end


$info=m4,
$bio

M-4 (c) 1977 Midway.

- TECHNICAL -

Game No. 626

Main CPU : Intel 8080 (@ 1.9968 Mhz)

Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 2

Players : 2
Control : 2-way joystick
Buttons : 2

- TRIVIA -

Released in November 1977.

Developed by Arcade Engineering (their first game!) for Midway.

- STAFF -

Designed by : Jack Pearson

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1420&o=2

$end


$info=m79amb,
$bio

M-79 Ambush (c) 1977 RamTek.

A really great action game! This is a shooting game where tanks, jeeps and motorcycles battle it out in front of the two cannons under U.N. observation. Bang! When the enemy is hit, an explosion sequence occurs complete with the sounds of gunfire, whistles and whines - the action goes on and on!

- TECHNICAL -

Main CPU : Intel 8080 (@ 1.9968 Mhz)

Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 7

Players : 2
Control : paddle
Buttons : 2

- TRIVIA -

Released in July 1977.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1424&o=2

$end


$msx1_cass=mdroid,mdroida,
$bio

M-Droid (c) 198? Blue Ribbon Software, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94800&o=2

$end


$cpc_cass=mabase,
$bio

M.A. Base (c) 1985 Micro Application

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98112&o=2

$end


$info=mach3,mach3a,mach3b,
$bio

M.A.C.H. 3 (c) 1983 Mylstar Electronics.

You pilot either a Fighter plane or a Bomber plane and must fly around hitting targets on the ground or in the air while avoiding enemy fire. M.A.C.H. 3 used video footage from the laser disc and overlaid computer graphics for your ship and the enemy ships.

- TECHNICAL -

[Cockpit model] 

Game ID : GV-109

Main CPU : I8086 (@ 5 Mhz)
Sound CPU : (2x) M6502 (@ 1 Mhz)
Sound Chips : (2x) DAC, (2x) AY8910 (@ 2 Mhz), SP0250 (@ 3.12 Mhz)

Screen orientation : Horizontal
Video resolution : 256 x 240 pixels

Players : 1
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in September 1983. Approximately 5,600 units were produced (for both Upright and Sit-down versions)

Japanese sales by Taito corp.

M.A.C.H. stands for 'Military Air Command Hunter'.

In order to record the video footage for the game, a specially designed plane was used that had cameras mounted on the nose and in the belly. To keep the video from the laser disc player and computer graphics in sync, target data had to be entered by hand one frame at a time on the right audio track of the laser disc. This was a very time consuming process but was worth the effort, as M.A.C.H. 3 was one of the most successful laser disc games of all time.

King Brown holds the official record for this game with 348,800 points.

- STAFF -

Programmed by : Chris Brewer, Fred Darmstadt
Video graphics by : Jeff Lee
Video footage by : Clay Lacey
Sound by : David D. Thiel
Cabinet graphics by : Terry Doerzaph

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=21235&o=2

$end


$snes=macs,
$bio

M.A.C.S. Basic Rifle Marksmanship (c) 1993 Sculptured Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63203&o=2

$end


$a2600=made,
$bio

M.A.D. (c) 1983 Carrere Video.

Export release. See US Games' "M.A.D. [Model VC1012]" for more information about the game itself.

- TECHNICAL -

Model USC1012

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50665&o=2

$end


$a2600=mad,
$bio

M.A.D. (c) 1982 US Games Corp.

Defend your future civilization's energy supply against waves of devious attack missiles. Your energy stations stand vulnerable... use your ground based Photon Cannon and pit yourself against computer controlled missiles, or, let another player guide the missiles, and do battle head to head. Each wave of missiles becomes more aggressive and intense. Grabe your controller and prepare for a furious battle.

Game 1 - One Player: Computer will lock onto a missile; it will turn white before falling.
Game 2 - Two Player: Player One has red score and ground; Player Two has green score and ground. Each player completes the same number of rounds (offense and defense).

- TECHNICAL -

Model VC1012

- SCORING -

Each missile shot down by your Photon Cannon in waves 1 to 6  = 100 points.
Each missile shot down after wave 6 = 200 points.

- TIPS AND TRICKS -

* Single player game: Watch out for wave four when the ships come from both sides and are all white. You don't get a warning when they are going to drop. Protect yourself by firing first at the lower missiles.

* Firing tips: Only two shots can appear on screen at one time, so timing is critical. In early waves use first shot to help aim a more accurate second shot.  Don't stop firing during an explosion (even if you need sunglasses!). If a missile is heading for your Photon Cannon, wait until it is almost on top of you before firing.  That way you can be more accurate (if you've got the nerve).

* Two player game: Defense (firing Photon Cannon): follow the cursor and aim slightly below it to allow for quick falling missiles.

* Two player game: Offense (locking onto missiles for dropping): if you can successfully drop a missile on the Photon Cannon, the cannon is inoperable for two seconds, and you have a chance to drop a missile more accurately.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50664&o=2

$end


$ti99_cart=mash,
$bio

M.A.S.H [Model PHM 3158] (c) 1983 Fox Video Games, Inc. [20th Century Fox] [Santa Clara, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84616&o=2

$end


$nes=mckids,mckidsf,
$bio

M.C. Kids (c) 1992 Ocean

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55312&o=2

$end


$nes=mckidsu,mckidsup,
$bio

M.C. Kids (c) 1992 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55313&o=2

$end


$nes=mcmario,
$bio

M.C. Mario (c) 19?? Unknown.

A pirate hack of "M.C. Kids" featuring a Mario sprite as main character.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65177&o=2

$end


$info=mia,mia2,miaj,
$bio

M.I.A. - Missing in Action (c) 1989 Konami.

M.I.A. is a direct sequel to 1985's 'Green Beret' and, like it's predecessor, is a horizontally scrolling jump and shoot game for one or two players. Special forces soldiers must penetrate several enemy-packed combat zones to reach a POW compound. 

Upon reaching the compound, the player must infiltrate and rescue the POWs held there, before escorting them safely through a final enemy-packed level to the rescue helicopter that awaits at the end. 

Unlike 'Green Beret', the two-player game in M.I.A. sees both players fighting side-by-side, instead of the alternate approach of the original game. 

The game consists of six stages; 

* War-torn battlefield 
* Airstrip 
* Jungle 
* Rail Yard 
* PoW Base 
* Escort the PoW's to the Helicopter 

The first four stages are presented in random order and may also be "mirrored", so players battle right-to-left instead of left-to-right. This vastly increases variety to the game and adds replay value. The PoW and helicopter stages are always the last two stages. At the end of each level, the players must fight off a flurry of enemy troops and destroy gun emplacements and watch towers. Certain sections of each stage offer players a different route, with both platforms and underground tunnels that can be utilized and explored. 

As with 'Green Beret', players start each level carrying only a combat knife. Specific enemy troops carry weapons which are dropped when the soldier is killed and can be picked up by the players. The weapons are always carried by soldiers wearing red uniforms, and range from an assault rifle, grenades, a flame-thrower or a bazooka. Players can carry more than one weapon and can cycle through them as needed. Each collected weapon has only a limited supply of shots. 

After rescuing the PoW's on the sixth stage, players must escort as many of the escapees as possible to a waiting helicopter, and must get at least one PoW safely aboard the chopper to complete the mission and start a new set of stages.

- TECHNICAL -

Game ID : GX808

Main CPU : (2x) Motorola 68000 (@ 10 Mhz)
Sound CPU : Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.57958 Mhz), Konami K007232 (@ 3.579545 Mhz), UPD7759 (@ 640 Khz)

Screen orientation : Horizontal
Video resolution : 304 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Released in January 1989.

- TIPS AND TRICKS -

At the enemy installation at the end of War-torn battlefield level is a three story building with six doors, out of which pour hordes of enemy troops. Position your Commando in the far bottom corner of the building  and lay down. Providing you time your attacks correctly, you should be able to kill all of the attacking troops with no risk to yourself.

- SERIES -

1. Green Beret (1985)
2. M.I.A. - Missing in Action (1989)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1422&o=2

$end


$cpc_cass=mlm3d,
$bio

M.L.M. 3D - Evasion de la Lune (c) 1986 Chip [Paris, France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98115&o=2

$end


$amigaocs_flop=muds,
$bio

M.U.D.S. - Mean Ugly Dirty Sport (c) 1990 Golden Goblins

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74493&o=2

$end


$c64_cart,c64_flop=mule,
$bio

M.U.L.E. (c) 1983 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53626&o=2

$end


$ibm5150,ibm5150_cass=mule,mulecr,
$bio

M.U.L.E. (c) 1985 IBM

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83655&o=2

$end


$pc8801_flop=mule,
$bio

M.U.L.E. (c) 1987 BPS [Bullet-Proof Software] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92284&o=2

$end


$x1_flop=mule,mulea,
$bio

M.U.L.E. (c) 1988 BPS [Bullet-Proof Software] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86053&o=2

$end


$msx2_flop=mule,
$bio

M.U.L.E. (c) 1988 BPS [Bullet-Proof Soft.] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101793&o=2

$end


$nes=mule,
$bio

M.U.L.E. (c) 1990 Mindscape, Incorporated. [Northbrook, IL, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55314&o=2

$end


$nes=muscle,
$bio

M.U.S.C.L.E. - Tag Team Match (c) 1986 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55315&o=2

$end


$info=mvpj,mvpjd,
$bio

M.V.P. (c) 1989 Sega.

A hilarious baseball game.

- TECHNICAL -

Runs on the Sega "System 16B" hardware.
Game ID : 317-0142

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Even if titlescreen says 1989, M.V.P. was released in February 1990 in Japan.

Export releases:
[US] "M.V.P. [Model 317-0143]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1423&o=2

$end


$info=mvp,mvpd,
$bio

M.V.P. (c) 1989 SEGA Enterprises, Ltd.

EXPORT (North American) release. Game developed in Japan. See the original Japanese release entry for more information about the game itself; "M.V.P. [Model 317-0142]".

- TECHNICAL -

Game ID: 317-0143

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=97899&o=2

$end


$megadriv=abrams,
$bio

M1 Abrams Battle Tank (c) 1991 Sega of America.

A 3-D vehicle simulation of the M1 Abrams tank.

- TECHNICAL -

Barcode: 0 10086 01402 0

- TRIVIA -

It was originaly a computer game developed by Dynamix and published by Electronic Arts in 1988 for DOS.

Reviews:
[FR] October 1991 - Joypad N.1: 78/100

- STAFF -

Ported by: Realtime Games Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70576&o=2

$end


$amigaocs_flop=m1tank,
$bio

M1 Tank Platoon (c) 1990 Microprose Software, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74494&o=2

$end


$pc98=m1tank,
$bio

M1 Tank Platoon (c) 1992 MicroProse Japan K.K.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90007&o=2

$end


$m5_cart=m5term,
$bio

M5 Terminal (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95354&o=2

$end


$nes=mabumi,
$bio

Ma Bu Mi Zhen & Qu Wei Cheng Yu Wu (c) 19?? Subor [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76851&o=2

$end


$alice32=cavevins,
$bio

Ma Cave a Vins (c) 1985 Matra Datasysteme [Paris, France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87596&o=2

$end


$info=mcheonru,
$bio

Ma Cheon Ru (c) 1999 SemiCom.

- TRIVIA -

Released in March 1999.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94043&o=2

$end


$nes=mali12,
$bio

Ma Li 12 - Mario 12 (c) 19?? Unknown.

A pirate hack of "Yoshi's Cookie" featuring a Mario sprite as main character.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65173&o=2

$end


$megadriv=maqiao,
$bio

Ma Qiao E Mo Ta - Devilish Mahjong Tower (c) 1994 C&E

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56631&o=2

$end


$pc8801_flop=masyst,
$bio

MA System Disk (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92285&o=2

$end


$pc8801_flop=mabelm,
$bio

Mabel's Mansion (c) 1985 Comptiq [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92309&o=2

$end


$pc98=maborosh,
$bio

Maboroshi Kaitou Den (c) 19?? Compile

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90018&o=2

$end


$saturn,sat_cart=blackbas,
$bio

Maboroshi no Black Bass (c) 1997 Electronic Arts Victor [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59366&o=2

$end


$fm7_disk=maboyume,
$bio

Maboroshi Yume no Shiro (c) 1987 Champion Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93632&o=2

$end


$msx1_cass=macattac,
$bio

Mac Attack (c) 1986 Eaglesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94813&o=2

$end


$info=macattck,
$bio

Mac Attack (c) 1989 Mr. Game.

- STAFF -

Design & Art by : Tony Ramunni

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5654&o=2

$end


$a800=mac65100,mac65101,
$bio

MAC-65 Macro Assembler (c) 1984 OSS

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86606&o=2

$end


$pc8801_flop=macadam,macadama,
$bio

Macadam (c) 1985 dB-SOFT [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92310&o=2

$end


$x1_cass=macadam,
$bio

Macadam (c) 198? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86245&o=2

$end


$pc98=macadam,
$bio

Macadam - Futari Yogari (c) 1985 Macadamia [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90019&o=2

$end


$cpc_flop=macadamb08,macadamb04,
$bio

Macadam Bumper (c) 1985 Ere Informatique.

A nice pinball simulation for your Amstrad CPC.

- TECHNICAL -

[Floppy Disk]

- STAFF -

By: Remi HERBULOT
Graphics: Michel RHO
Pinball: S. PICQ, E.VIAU

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47720&o=2

$end


$cpc_flop=macadamb03,macadamb05,macadamb06,macadamb07,
$bio

Macadam Bumper (c) 1985 PSS.

- TECHNICAL -

[Floppy Disk]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64081&o=2

$end


$cpc_cass=macabumpf,
$bio

Macadam Bumper (c) 1985 Ere Informatique.

- TECHNICAL -

[Cassette]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64089&o=2

$end


$msx1_cass=macadam,macadamb,macadama,
$bio

Macadam Bumper (c) 1985 Players Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94814&o=2

$end


$cpc_cass=macabump,
$bio

Macadam Bumper (c) 1985 PSS.

- TECHNICAL -

Cassette ID: 071

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64080&o=2

$end


$msx1_cart=macattac,
$bio

MacAttack (c) 1986 Eaglesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77242&o=2

$end


$info=mace,macea,
$bio

Mace - The Dark Age (c) 1996 Atari Games Corp.

1-on-1 3-D fighting game. The best fighters from around a mediaeval type planet are gathered and dispatched on a quest to recover the mysterious Mace of Tanis from a dark magician called Asmodeus.

- TECHNICAL -

Atari Seattle hardware

Main CPU : R5000 (@ 150 Mhz)
Sound CPU : ADSP2115 (@ 16 Mhz)
Sound Chips : (2x) DMA-driven (@ 16 Mhz)

Players : 4
Control : 8-way joystick
Buttons : 4

- TRIVIA -

Mace The Dark Age was released in October 1996 in USA.

- TIPS AND TRICKS -

* Play as Grendal : Starting in 2-player mode, one player must have 3 wins. Then on your next match in the select screen go to the Executioner and hold down START+EVADE. Grendal will appear. Continue to hold down those buttons and press an attack button to select. Now you control the RAGE known as Grendal!

* Pojo Code : To be POJO, you must perform TARIA's execution in 1-player mode (and then continuing) or in 2-player mode. Then on your next match in the select screen, go to Taria and hold down START+EVADE. POJO will appear - press an attack button to select. Pojo will now unleash her awesome fighting prowess for you.

* Stage Codes : To unlock each secret, move to each character listed and press Start after each one, then go to your desired character and select as usual. All of these secrets are for two-player mode except for the Random A.I.
Battle in a Mini Golf Course (Koyasha, Mordos Kull, Takeshi)
Battle at Machu Pichu (Namira, Koyasha, Taria)
Battle in the Castle (Mordos Kull, Taria, Ragnar)
Battle in San Francisco Rush (Xiao Long, Al' Rashid, Koyasha)
Battle in Big Head Mode (Ragnar, Al' Rashid, Takeshi)
Battle in Micronaut Mode (Takeshi, Al' Rashid, Ragnar, Xiao Long)
Battle in Super Speed Grid Mode (Ichiro, Xiao Long, Koyasha)
Battle the Random A.I. (Hell Knight, Xiao Long, Dregan, Namira)
To select a particular stage in which to fight, go to the character's portrait in player select and press START four times. Then select your character as usual.

* Cool View For Mordos Kull's Execution : Do a Execution on Taria's Stage in the Water. You get to see an overview of the execution and the person's body will come flying towards you.

- STAFF -

Lead programmer : Bruce Rogers
Programmer : Roberto Rodriguez
Art Director : Matt Harvey
Character Models : Jeremy Mattson
Character Textures : Patrice Moriarity, Matt Harvey
Animators : Takeshi hasegawa, Steve Stacy
Backgrounds : Matt Harvey, Bob Ingold
Support Programming : Steven Bennetts
Producer : Robert Daly
Associate Producer : Loren Bryant
Marketing Manager : Derryl Depriest
Audio : Richard Marriott
Technician : Dennis Nale
Game Design : Roberto Rodriguez, Loren Bryant
Lead Tester : Rob Reininger
Testers : Larry Cadelina, Jerry Cruz
Support Programmers : Dave Shepperd, Mike Albaugh, Mike Lynch, Todd Modjewski
Hardware Design : Steve Correll, Andrew Dyer, Ross Shaffer, Ray Macika, Chris Krubel, 3dfx Interactive
Hardware Support : Steve Norris, Don Thomas, Jeff Peters, Pat Cox, Scott Parrish
DCS2 Audio : Matt Booty, Ed Keenan
Sr. Engineering Tech. : Patrick Hubbell
Additional Techinicians : Mark Hoendervoogt, Minh Nguyen, Pete Mokris
Mechanical Engineers : Pete Takaichi, Mark Gruber, Ralph Perez, Ted Valavanis, Tom Sedor, Chris Bobrowski
Cabinet Design : Matt Harvey, Nik Erlich, Jen Smith
Marketing : Derryl DePriest, Mary Fujihara, Ray Bersabe, Randall Ng, Jackie Sherman
Video Production : Greg Allen, Brent Englund
Executive Producer : Mark Stephen Pierce

- PORTS -

* Consoles :
Nintendo 64 (1997)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1425&o=2

$end


$n64=mace,maceu,
$bio

Mace - The Dark Age (c) 1997 Midway Home Entertainment

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57799&o=2

$end


$info=mach2,
$bio

MACH 2 (c) 1995 Spinball.

- TRIVIA -

Designed by Inder before they closed.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5655&o=2

$end


$cpc_cass=mach3,
$bio

Mach 3 (c) 1987 Loriciels [France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98117&o=2

$end


$amigaocs_flop=mach3,
$bio

Mach 3 (c) 1988 Loriciels [France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74496&o=2

$end


$cpc_cass=mach3f,
$bio

Mach 3 [Model LA49] (c) 1987 Loriciels [France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98116&o=2

$end


$info=machbrkr,
$bio

Mach Breakers - Numan Athletics 2 (c) 1994 Namco.

Futuristic Competitions sports game with seven selectable characters and fun challenge.

- TECHNICAL -

Namco System NB-2 hardware
Game ID : MB

Main CPU : Motorola 68EC020 (@ 24.192 Mhz), M37702 (@ 16.128 Mhz)
Sound Chips : C352 (@ 16.128 Mhz)

Players : 2
Buttons : 3

- TRIVIA -

Even if titlescreen says 1994, Mach Breakers was released in January 1995 in Japan.

In "Tekken 3", also by Namco, the character Bryan Fury has a special move called a 'Mach Breaker'.

- SERIES -

1. Numan Athletics (1993)
2. Mach Breakers - Numan Athletics 2 (1994)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1426&o=2

$end


$gameboy=machgogo,
$bio

Mach Go Go Go [Model DMG-AGJJ-JPN] (c) 1997 Tomy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66394&o=2

$end


$nes=machridrju,machridrju1,
$bio

Mach Rider (c) 1985 Nintendo [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54325&o=2

$end


$nes=machridr,
$bio

Mach Rider (c) 1987 Nintendo [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55318&o=2

$end


$nes=machridrh,
$bio

Mach Rider (c) 1987 FMG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69284&o=2

$end


$saturn,sat_cart=machisam,
$bio

Machi Sample (c) 1998 Chun Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59367&o=2

$end


$saturn,sat_cart=machead,
$bio

Machine Head [Model T-7914H] (c) 1996 Eidos

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60071&o=2

$end


$astrocde=mlangman,
$bio

Machine Language Manager (c) 1982 The Bit Fiddlers.

This cartridge, which included an overlay, provides an easy way to program the Astrocade in machine language. Though not a Z-80 assembler, MLM does simplify the entry of hex code (which otherwise must be entered using decimal via BASIC. Also, the keypad layout does not require the use of the key-shifts, so typing is faster). Programs can be saved via the Bally BASIC 300-baud interface.

- STAFF -

Written by: Andy Guevara

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86811&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=monitor,
$bio

Machine Language Monitor (c) 198? Commodore, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86861&o=2

$end


$info=machiman,
$bio

Machine Man (c) 1984 Bandai Co., Ltd.

- TECHNICAL -

Model 0200254

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94366&o=2

$end


$msx1_cart=mgunjoe,
$bio

Machinegun Joe vs The Mafia (c) 1984 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77243&o=2

$end


$info=machomou,
$bio

Macho Mouse (c) 1982 Techstar.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound CPU : Zilog Z80 (@ 2.5 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.536 Mhz)

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 40

Players : 2
Control : 8-way joystick
Buttons : 1

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1427&o=2

$end


$info=macclasc,
$bio

Macintosh Classic (c) 1991 Apple.

- TECHNICAL -

The system specifications of the Classic were very similar to its predecessors, with the same 9-inch (23 cm) monochrome CRT display, 512×384 pixel resolution, and 4 megabyte (MB) memory limit of the older Macintosh computers.

- TRIVIA -

The Macintosh Classic was released on October 15, 1990, it was the first Apple Macintosh to sell for less than US$1,000.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72699&o=2

$end


$cpc_cass=macrocos,
$bio

Macrocosmica [Model SOFT 06042] (c) 1986 Amsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96801&o=2

$end


$x68k_flop=macross,
$bio

Macross (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88385&o=2

$end


$wswan=macross,
$bio

Macross - True Love Song [Model SWj-LAY001] (c) 2000 Upstar

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86350&o=2

$end


$gbcolor=macross7,
$bio

Macross 7 - Ginga no Heart o Furuwasero!! [Model CGB-BM7J-JPN] (c) 2000 Epoch Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68260&o=2

$end


$msx1_cass=macross,
$bio

Macross Countdown (c) 198? Eaglesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94815&o=2

$end


$info=macrossp,
$bio

Macross Plus (c) 1996 Banpresto.

A vertically scrolling shooter.

- TECHNICAL -

Game ID : BP964

Main CPU : Motorola 68EC020 (@ 25 Mhz)
Sound CPU : Motorola 68000 (@ 16 Mhz)
Sound Chips : ES5506 (@ 16 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 4

- TRIVIA -

Released in December 1996 in Japan.

Default highscore table (RANKING) :
1  0300000
2  0160000
3  0100000
4  0070000
5  0050000
6  0030000
7  0010000

- TIPS AND TRICKS -

* Hidden Ending : Beat the game twice in a row to see a different ending than the first.

- SERIES -

1. Super Spacefortress Macross (1992)
2. Super Spacefortress Macross II (1993)
3. Macross Plus (1996)

- STAFF -

Producer : Toshifumi Kawashima
Director : T. Komazawa
Programmer : Kazuaki Yamaryo
Chf. designer : Noboru Inamoto
CG Designers : Hiroshi Fukazawa, Naomi Hasegawa, Masakazu Togami
3-D Designers : Koji Takada, Koji Yokoe
Music : Kenichi Suzuki
Game designer : Moss.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1428&o=2

$end


$info=madalien,madaliena,madalienb,
$bio

Mad Alien (c) 1980 Data East.

Mad Alien is kind of a combination of a shooter and a driving game. You drive a car equipped with a gun on a road. The landscape around you shows different settings (cities, country side, tunnels) and scrolls by from the top to the bottom of the screen. Your enemies (mad aliens) drive in front of you in a "Galaxian"-like formation and you have to shoot them. Watch out for mad aliens leaving the group and turning back to attack your car.

- TECHNICAL -

Main CPU : MOS Technology M6502 (@ 750 Khz)
Sound CPU : MOS Technology M6502 (@ 500 Khz)
Sound Chips : General Instrument AY8910 (@ 500 Khz)

Screen orientation : Vertical
Video resolution : 256 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 64

Players : 2
Control : 8-way joystick
Buttons : 1

- TRIVIA -

The Mad Alien machine had kind of a mini cabinet, which was rather uncommon for an arcade game. After the release of the dedicated Mad Alien machine, DECO made also a version of Mad Alien for their Cassette System.

Default highscore table (BEST FIVE) :
1ST 00000
2ND 00000
3RD 00000
4TH 00000
5TH 00000

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1429&o=2

$end


$info=madball,madballn,
$bio

Mad Ball (c) 1998 Yun Sung.

Mad Ball is a breakout game featuring photo-image backgrounds of bikini idols.  The game plays very much along the lines of "Arkanoid" with power-ups for both the ball and the paddle.  Each stage features a different girl for the background.

Blocks and enemies can be destroyed by both the ball and by shooting them with the gun on the paddle. Breaking blocks reveal various power-ups. Power-ups for your paddle fall to the bottom of the screen and can be caught by your paddle.  Power-ups for your ball float in the same location for a limited time and are activated when hit by the ball.

When enemies and blocks are destroyed coins and jewels fall to the bottom of the screen to be caught by the paddle for points. At the end of each stage these points may be used to buy power-ups for use in the next stage.

Every time the ball (or last ball in the case of multi-ball) falls past the paddle the player loses a life.  The game is over when the player loses all his lives.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 6 Mhz)
Sound Chips : OKI6295 (@ 7.575 Khz)

Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 54.00 Hz
Palette colors : 2064

Players : 2
Control : 8-way Joystick
Buttons : 2

- TRIVIA -

Default highscore table (BEST 5) :
1 AAA 00050000
2 BBB 00040000
3 CCC 00030000
4 DDD 00020000
5 EEE 00010000

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4824&o=2

$end


$cpc_cass=madballs,
$bio

Mad Balls (c) 1987 Erbe Soft. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98122&o=2

$end


$nes=madcity,madcityp,
$bio

Mad City (c) 1988 Konami Industry Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54326&o=2

$end


$info=madcrash,
$bio

Mad Crasher (c) 1984 SNK.

- TECHNICAL -

Game ID : A2005

Main CPU : (2x) Zilog Z80 (@ 3.36 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 2 Mhz), Namco (@ 31.25 Khz)

Screen orientation : Horizontal
Video resolution : 256 x 216 pixels
Screen refresh : 60.61 Hz
Palette Colors : 288

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Releases in December 1984. This is the first 3-D isometric game from SNK.

Known in Japan as "Mad Crusher".

Jack Gale holds the official record for this game with 844,988 points.

Default highscore table :
NO. SCORE INIT.
1. 10000 SNK
2. 10000 SNK
3. 10000 SNK
4. 10000 SNK
5. 10000 SNK

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1430&o=2

$end


$info=madcrush,
$bio

Mad Crusher (c) 1984 SNK [Shin Nihon Kikaku].

- TRIVIA -

Released in December 1984 in Japan.

This game is also known as "Mad Crasher".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32497&o=2

$end


$cdi=maddog2f,
$bio

Mad Dog 2 - Le Tresor Perdu (c) 1996 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52981&o=2

$end


$info=maddog2,maddog2_100,maddog2_202,maddog2_110,
$bio

Mad Dog II - The Lost Gold (c) 1992 American Laser Games.

Mad Dog is back, but this time it's a race to get to the Spanish Treasure. 'Shooting Beaver', 'Buckskin Bonnie', and 'The Professor' are three different guides that can help you find your way to the gold. You must fight your way across the countryside coming face to face with Indians, Latinos, and of course Mad Dog's men.

- TECHNICAL -

Main CPU : Motorola 68000
Sound Chips : (2x) Custom

Palette colors : 4097

Players : 2
Buttons : 2

- TRIVIA -

Mad Dog II was released in September 1992.

- SERIES -

1. Mad Dog McCree (1990)
2. Mad Dog II - The Lost Gold (1992)
3. Last Bounty Hunter (1994)

- PORTS -

* Consoles :
Panasonic 3DO [US] (1994) "Mad Dog II - The Lost Gold [Model ALG000142]"
Sega CD [US] (1994) "Mad Dog II - The Lost Gold [Model T-111065]"
Nintendo Wii (2009)

* Computers :
PC / IBM Compatible [CD-ROM, DOS] (1996)

* Others :
Philips CD-I (1994)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3945&o=2

$end


$cdi=maddog2,
$bio

Mad Dog II - The Lost Gold (c) 1995 Philips Interactive Media, Incorporated.

Step back into the Old West in this action-packed adventure that pits you against the meanest desperadoes ever to ride that range. Mad Dog's back! And only you can stop him. Choose one of three guides and fight your way through a variety of trails in your quest to find the Lost Gold and return it to the Old Mission where you'll face the longest interactive gun battle ever filmed. Only the fastest guns get to face down Mad Dog McCree and rid the West of the scourge of the territory!

- TECHNICAL -

Model 810 0278

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52982&o=2

$end


$segacd=maddog2,
$bio

Mad Dog II - The Lost Gold (c) 1994 American Laser Games, Incorporated.

- TECHNICAL -

[Model T-111065]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48998&o=2

$end


$info=maddog,maddoga,maddog_202,
$bio

Mad Dog McCree (c) 1990 American Laser Games.

Mad Dog has taken over the town, locked up the sheriff in jail, and kidnapped the Mayor and his daughter. You must make your way across town to get clues, while taking out anyone that gets in your way. Get to Mad Dog's hide-out to save the Mayor and his daughter!

- TECHNICAL -

Main CPU : Motorola 68000
Sound Chips : (2x) Custom

Palette colors : 4097

Players : 1
Buttons : 3

- TRIVIA -

Mad Dog McCree was released in December 1990.

Mad Dog McCree is the first live-action laserdisc video game released by American Laser Games.

- TIPS AND TRICKS -

You can hold the light gun upside down and your ammunition will automatically refill itself every time you fire a round (rather than the "correct" way of tilting the gun down to the ground to reload, which leaves you vulnerable for a brief period of time).

- SERIES -

1. Mad Dog McCree (1990)
2. Mad Dog II - The Lost Gold (1992)
3. Last Bounty Hunter (1994)

- PORTS -

* Consoles :
Sega CD (1993) Mad Dog McCree
Panasonic 3DO (1994)
Sony PlayStation 2 (DVD-Video)
Microsoft XBOX (DVD-Video)
Nintendo Wii (2009)
Nintendo 3DS [eShop] (October 18, 2012)

* Computers :
PC [MS-DOS, CD-ROM] (1993)
PC [MS Windows, CD-ROM]
MAC OS 10.1 (DVD-Video) (1994)

* Others :
Philips CD-I
DVD-Video (Home DVD Player)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3944&o=2

$end


$cdi=maddog,maddogu,maddogua,
$bio

Mad Dog McCree (c) 1994 Philips Interactive Media, Incorporated.

There's trouble in old Tucson. Mad Dog McCree and his gang have kidnapped the mayor's daughter and locked up the sheriff. Blaze your way into town, and blast the desperadoes in a classic live action shooting game that takes you right into the streets of the Old West.

- TECHNICAL -

Model 810 0212

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52983&o=2

$end


$segacd=maddog,
$bio

Mad Dog McCree (c) 1993 American Laser Games, Incorporated.

- TECHNICAL -

[Model T-111015]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=29412&o=2

$end


$info=maddonna,maddonnb,
$bio

Mad Donna (c) 1995 Tuning.

In typical Tuning fashion, this is a rip-off of a "Pac-Man" type game where you win hi-res pics of naked babes at the end of each round. Finishing the first rack you get the picture of the babe's face, finishing the second rack will give you a full-body shot which scrolls so you can see the whole thing.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 12 Mhz), Zilog Z80 (@ 5 Mhz)
Sound Chips : YM3812 (@ 3.5 Mhz), OKI6295 (@ 8 Khz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

'Donna' translates from Italian as 'Woman'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1431&o=2

$end


$info=madgear,madgearj,
$bio

Mad Gear (c) 02/1989 Capcom.

A modern version of "Burnin' Rubber" / "Bump 'n' Jump" featuring 9 stages...
Stage 1 : Capital
Stage 2 : Net Wood Forest
Stage 3 : Coral Sea
Stage 4 : Big Cave Tunnel
Stage 5 : Ruins Desert
Stage 6 : Million Valley
Stage 7 : Thunder Road
Stage 8 : Marin Snow Pipe Way
Stage 9 : Sky City

- TECHNICAL -

Main CPU : Motorola 68000 (@ 10 Mhz)
Sound CPU : Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : (2x) Yamaha YM2203 (@ 3.579545 Mhz), OKI6295 (@ 7.759 Khz)

Screen orientation : Vertical
Video resolution : 240 x 384 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024

Players : 2
Control : 8-way joystick
Buttons : 1

- TRIVIA -

This game is also known as "LED Storm".

Capcom used the name 'Mad Gear' again as the name of a gang in "Final Fight".

- UPDATES -

'Fred' is called 'Mad Gear' in the Japanese version.

- STAFF -

Plan : Piston Takashi, Tomoshi Sadamoto
Game designer : Tomoshi Sadamoto
Programmers : N. Kaneko, Akikoro, Ken.Ken, Maekawa
Character designer : K. Ashenden
Art : Puttun. midori, Inu, Innocent Saicho
Sound : Ogeretsukun
Hard : Masayan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1432&o=2

$end


$x68k_flop=madgear,
$bio

Mad Gear (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88386&o=2

$end


$info=m4madhse,m4madhse__0,m4madhse__a,m4madhse__b,m4madhse__c,m4madhse__d,m4madhse__e,m4madhse__f,m4madhse__g,m4madhse__h,m4madhse__i,m4madhse__j,m4madhse__k,m4madhse__l,m4madhse__m,m4madhse__n,
$bio

Mad House (c) 199? Barcrest.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=14952&o=2

$end


$nes=madmax,
$bio

Mad Max (c) 1990 Mindscape, Incorporated. [Northbrook, IL, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55319&o=2

$end


$msx1_cass=madmix2,
$bio

Mad Mix 2 - En el Castillo de los Fantasmas (c) 1990 Topo Soft [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94816&o=2

$end


$msx1_cass=madmix,
$bio

Mad Mix Game (c) 1988 Topo Soft [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94817&o=2

$end


$cpc_cass=madmix2,
$bio

Mad Mix Game 2 - El Castillo de los Fantasmas (c) 1990 Erbe Soft. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98121&o=2

$end


$cpc_cass=madmixs,
$bio

Mad Mix Game [Model AM 439] (c) 1988 Erbe Soft. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98119&o=2

$end


$info=m4madmon,m4madmon__a,m4madmon__b,m4madmon__c,m4madmon__d,m4madmon__e,m4madmon__f,m4madmon__g,m4madmon__h,m4madmon__i,m4madmon__j,m4madmon__k,
$bio

Mad Money (c) 199? BWB.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41368&o=2

$end


$info=m4madmnc,m4madmnc__a,m4madmnc__b,m4madmnc__c,m4madmnc__d,m4madmnc__e,m4madmnc__f,m4madmnc__g,m4madmnc__h,m4madmnc__i,m4madmnc__j,m4madmnc__k,m4madmnc__l,m4madmnc__m,m4madmnc__n,m4madmnc__o,
$bio

Mad Money Classic (c) 199? BWB.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41367&o=2

$end


$bbca_cass,bbcb_cass=madmonty,
$bio

Mad Monty (c) 19?? Screenplay

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52071&o=2

$end


$info=madmotor,
$bio

Mad Motor (c) 1989 Mitchell.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound CPU : Hudson Soft HuC6280 (@ 4.0265 Mhz)
Sound Chips : YM2203 (@ 3.578333 Mhz), YM2151 (@ 3.578333 Mhz), OKI6295 (@ 7.757 Khz), OKI6295 (@ 15.514 Khz)

Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 58.00 Hz
Palette Colors : 1024

Players : 2
Control : 8-way joystick
Buttons : 2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1433&o=2

$end


$amigaocs_flop=madnews,
$bio

Mad News (c) 1995 Ikarion

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74497&o=2

$end


$psx=madpanic,
$bio

Mad Panic Coaster [Model SLPS-00880] (c) 1997 Hakuhodo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85409&o=2

$end


$pc98=madparad,
$bio

Mad Paradox (c) 1992 Queensoft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90020&o=2

$end


$info=mplanets,mplanetsuk,
$bio

Mad Planets (c) 1983 Gottlieb.

In Mad Planets, the player takes control of a spaceship and must attempt to destroy a series of Earth-like planets which emerge from the center of the screen and rapidly move towards the player's ship - increasing in size as they do so. Destroying all of the planets in a round before the they reach their full scale will see the player awarded with bonus points. Fully-grown planets are orbited by a number of small moons, which, if destroyed, cause the planet to go 'mad' - turning red and making a beeline for the player's ship. The game also includes bonus rounds in which stranded astronauts can be rescued for additional points.

- TECHNICAL -

Game ID : GV-102

Main CPU : I8086 (@ 5 Mhz)
Sound CPU : MOS Technology M6502 (@ 894.886 Khz)
Sound Chips : DAC

Screen orientation : Vertical
Palette colors : 16

The control panel consists of 1 or 2 player select buttons, a joystick with fire button and one rotary encoder (spinner) for rotating the ship. The players ship is moved vertically, horizontally or diagonally by the joystick. The ship can be rotated 360 degrees by the rotary dial. The fire button is a trigger styled switch located on the joystick.

- TRIVIA -

Mad Planets was released in February 1983. Approximately 1,500 units were produced.

At the time of Mad Planets, most video games did not include the designers names, as many companies feared that well-known designers would be lured away by competitors. This policy approached ridiculous heights in an April 1983 Videogames magazine interview with Davis, Thiel and Lee. While designers from Williams were identified by name in the same issue, the Gottlieb trio was identified as D. Ziner, J. Walkman, and R. Teeste - due to the company's policy of keeping designers' names secret. While management continued to prevent employees from including their full names in a game, they DID eventually agree to a small compromise by allowing the use of their initials (or nicknames) for the game's default high scores. In Mad Planets, the default high score screen contains the identities of almost the entire Gottlieb video crew.

Jean Baudin holds the official record for this game with 507,710 points on August 12, 2001.

Gottlieb's management continued to prevent employees from including their full names in a game for a long time.

In Mad Planets' default high score screen, Kan Yabumoto, the designer of the game placed his first name at the top and his last name vertically on one side and initials of almost the entire Gottlieb video crew in remaining slots at the default high score screen. It was done by his discretion without a discussion with the management.

Kan recalls no concessions from the management on the issue.  There was no actual Gottlieb (or Mylstar) game ever that contained official credit due to those who deserved before the company's demise.

- SCORING -

APPROACHING PLANETS : These planets first appear far in another galaxy and rapidly approach the players ship. They do not have moons orbiting around them. The player is awarded 100 points for destroying an Approaching Planet.

ATTACKING PLANET : A planet that has 3 to 6 moons orbiting around it. An attacking Planet seeks out and tries to destroy the players ship by colliding with the ship or releasing moons into space. An Attacking Planet cannot be destroyed until all of the orbiting moons have been destroyed (see MAD PLANET). An Attacking Planet scores 1 point when hit.

ORBITING MOON : These are moons that are in orbit around the Attacking Planet.  Destroying an Orbiting Moon awards 10 points.

MAD MOON : Any moon that leaves its original orbit around the planet and is free floating in space. These orange moons must be avoided or destroyed. Destroying a Mad Moon scores 100 points and is eliminated from the planet that released it. If the Mad Moon escapes the player and moves off the screen, it is replaced in its original orbit around the Attacking Planet.

MAD PLANET : Commencing with the destruction of all of the Orbiting Moons, an Attacking Planet transposes into a Mad Planet. A Mad Planet must be destroyed quickly as its vengeful quest to destroy the ship causes its movement to quicken rapidly. Mad Planets score dependent on its size :
Mad Plutona : 200 points.
Mad Marzon : 300 points.
Mad Kryptophan : 500 points.

COMETS : Comets first appear in the beginning of the third round and continue throughout the game. They travel indiscriminately around the planets and are deadly to the players ship. It must be avoided or destroyed. The first Comet destroyed awards 100 points. Every Comet destroyed in succession increments its value by 100 points up to 1000 points awarded for the tenth and all following Comets. However, if a Comet is allowed to leave the screen at any time during the round, the Comet values start over at 100 points and repeat the scoring sequence. This scoring sequence repeats at the beginning of each new round.

HUMANS : Humans first appear in the first Bonus Period (see BONUS PERIOD) and all subsequent rounds thereafter. Humans are picked up by the players ship by touching them with the ship. Points awarded for picking up Humans advances for each wave of game play. Starting with the second wave, Humans award 300 points each. This increments by 100 points for each subsequent wave to a maximum of 1000 points per Human in the ninth wave and remains at 1000 points for the remainder of the game. During a Bonus Period, all Humans score 200 points (see BONUS PERIOD).

BONUS PERIOD : A Bonus Period is achieved at the end of each wave (see ROUND PROGRESSION). During the Bonus Period only the players ship, Humans and Comets appear on the screen. The Player must pick up Humans to gain bonus points and avoid being hit by the Comet. The period ends when either the players ship is destroyed by a Comet, the Comet is allowed to leave the screen or ten Comets have been destroyed. Each Comet appearing (up to 10) must be destroyed for the Bonus Period to continue. Comets score 100 points for the first one destroyed and increment by 100 points for each subsequent Comet that is eliminated. All Humans score 200 points during the Bonus Period.

PERFECT ROUND : A Perfect Round is achieved by destroying all of the planets in a round while they are Approaching Planets. They must not be allowed to form into Attacking Planets and the players ship must not be destroyed. A Perfect Round awards the total number of Attacking Planets allowed to appear on the screen at one time for that round times 2000.

ROUND PROGRESSIONS

WAVE 1, ROUND 1
Number of Attacking Planets : 2
Total number of Planets in Round : 5
Human points : ---
Perfect Round Bonus : 4000

WAVE 1, ROUND 2
Number of Attacking Planets : 3
Total number of Planets in Round : 6
Human points : ---
Perfect Round Bonus : 6000

WAVE 1, ROUND 3
Number of Attacking Planets : 4
Total number of Planets in Round : 7
Human points : ---
Perfect Round Bonus : 8000

WAVE 1, BONUS PERIOD
Human points : 200

WAVE 2, ROUND 4
Number of Attacking Planets : 2
Total number of Planets in Round : 8
Human points : 300
Perfect Round Bonus : 4000

WAVE 2, ROUND 5
Number of Attacking Planets : 3
Total number of Planets in Round : 9
Human points : 300
Perfect Round Bonus : 6000

WAVE 2, ROUND 6
Number of Attacking Planets : 4
Total number of Planets in Round : 10
Human points : 300
Perfect Round Bonus : 8000

WAVE 2, BONUS PERIOD
Human points : 300

WAVE 3, ROUND 7
Number of Attacking Planets : 2
Total number of Planets in Round : 11
Human points : 400
Perfect Round Bonus : 4000

WAVE 3, ROUND 8
Number of Attacking Planets : 3
Total number of Planets in Round : 12
Human points : 400
Perfect Round Bonus : 6000

WAVE 3, ROUND 9
Number of Attacking Planets : 4
Total number of Planets in Round : 13
Human points : 400
Perfect Round Bonus : 8000

WAVE 3, BONUS PERIOD
Human points : 200

WAVE 4, ROUND 10
Number of Attacking Planets : 2
Total number of Planets in Round : 14
Human points : 500
Perfect Round Bonus : 4000

WAVE 4, ROUND 11
Number of Attacking Planets : 3
Total number of Planets in Round : 15
Human points : 500
Perfect Round Bonus : 6000

WAVE 4, ROUND 12
Number of Attacking Planets : 4
Total number of Planets in Round : 16
Human points : 500
Perfect Round Bonus : 8000

WAVE 4, BONUS PERIOD
Human points : 200

WAVE 5, ROUND 13
Number of Attacking Planets : 2
Total number of Planets in Round : 17
Human points : 600
Perfect Round Bonus : 4000

WAVE 5, ROUND 14
Number of Attacking Planets : 3
Total number of Planets in Round : 18
Human points : 600
Perfect Round Bonus : 6000

WAVE 5, ROUND 15
Number of Attacking Planets : 4
Total number of Planets in Round : 19
Human points : 600
Perfect Round Bonus : 8000

WAVE 5, ROUND 16
Number of Attacking Planets : 5
Total number of Planets in Round : 20
Human points : 600
Perfect Round Bonus : 10,000

WAVE 5, BONUS PERIOD
Human points : 200

WAVE 6, ROUND 17
Number of Attacking Planets : 2
Total number of Planets in Round : 20
Human points : 700
Perfect Round Bonus : 4000

WAVE 6, ROUND 18
Number of Attacking Planets : 3
Total number of Planets in Round : 20
Human points : 700
Perfect Round Bonus : 6000

WAVE 6, ROUND 19
Number of Attacking Planets : 4
Total number of Planets in Round : 20
Human points : 700
Perfect Round Bonus : 8000

WAVE 6, ROUND 20
Number of Attacking Planets : 5
Total number of Planets in Round : 20
Human points : 700
Perfect Round Bonus : 10,000

WAVE 6, BONUS PERIOD
Human points : 200

WAVE 7, ROUND 21
Number of Attacking Planets : 2
Total number of Planets in Round : 20
Human points : 800
Perfect Round Bonus : 4000

WAVE 7, ROUND 22
Number of Attacking Planets : 3
Total number of Planets in Round : 20
Human points : 800
Perfect Round Bonus : 6000

WAVE 7, ROUND 23
Number of Attacking Planets : 4
Total number of Planets in Round : 20
Human points : 800
Perfect Round Bonus : 8000

WAVE 7, ROUND 24
Number of Attacking Planets : 5
Total number of Planets in Round : 20
Human points : 800
Perfect Round Bonus : 10,000

WAVE 7, BONUS PERIOD
Human points : 200

WAVE 8, ROUND 25
Number of Attacking Planets : 2
Total number of Planets in Round : 20
Human points : 900
Perfect Round Bonus : 4000

WAVE 8, ROUND 26
Number of Attacking Planets : 3
Total number of Planets in Round : 20
Human points : 900
Perfect Round Bonus : 6000

WAVE 8, ROUND 27
Number of Attacking Planets : 4
Total number of Planets in Round : 20
Human points : 900
Perfect Round Bonus : 8000

WAVE 8, ROUND 28
Number of Attacking Planets : 5
Total number of Planets in Round : 20
Human points : 900
Perfect Round Bonus : 10,000

WAVE 8, BONUS PERIOD
Human points : 200

WAVE 9, ROUND 29
Number of Attacking Planets : 2
Total number of Planets in Round : 20
Human points : 1000
Perfect Round Bonus : 4000

WAVE 9, ROUND 30
Number of Attacking Planets : 3
Total number of Planets in Round : 20
Human points : 1000
Perfect Round Bonus : 6000

WAVE 9, ROUND 31
Number of Attacking Planets : 4
Total number of Planets in Round : 20
Human points : 1000
Perfect Round Bonus : 8000

WAVE 9, ROUND 32
Number of Attacking Planets : 5
Total number of Planets in Round : 20
Human points : 1000
Perfect Round Bonus : 10,000

WAVE 9, BONUS PERIOD
Human points : 200

Rounds 29 through 32 are repeated for rounds 33 through 99.

- TIPS AND TRICKS -

Game play is initiated when either the 1 player or 2 player buttons are pressed. As the round begins, Approaching Planets from a distant galaxy begin to approach the players ship. The player has the option of destroying the planets as they are approaching him. Successfully destroying all Approaching Planets in a round awards bonus points for a Perfect Round. When a planet is allowed to reach the players ships orbit, it reveals a group of moons orbiting around it. This becomes an Attacking Planet. An Attacking Planet cannot be destroyed until the player has destroyed all of its Orbiting Moons. Once all of the Orbiting Moons have been destroyed, the planet transposes into the Mad Planet destine to destroy the players ship. The Mad Planet must be destroyed quickly as it travels faster and faster the longer it remains in orbit.

Each round has a predetermined number of planets per round and a predetermined number of Attacking Planets to fight at one time (see ROUND PROGRESSIONS). Once an Attacking Planet is destroyed, another planet approaches. If not destroyed, it also will become an Attacking Planet. This cycle continues until there are no longer any planets to destroy in that round. Once all the planets have been destroyed, the game advances to the next round.

In defense to the players attack, the Attacking Planet will release one of its Orbiting Moons into space in an attempt to destroy the players ship. This orange moon must be avoided or destroyed. If the Mad Moon is allowed to leave the screen without being destroyed, it is replaced in its original orbit around the Attacking Planet that released it.

The Bonus Period appears at the end of each wave. During this time, the player must pick up Humans while trying to destroy as many Comets as possible. The period ends when either the players ship is destroyed by a Comet, the Comet is allowed to leave the screen or ten Comets have been destroyed (see BONUS PERIOD).

- STAFF -

Designed and programmed by : Kan Yabumoto
Graphics by : Jeff Lee
Audio by : David D. Thiel
Hardware by : Jun Yum
Cabinet graphics : Terry Doerzaph

- PORTS -

* Computers :
Commodore C64 (1985, "Crazy Comets")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1434&o=2

$end


$amigaocs_flop=madprof,
$bio

Mad Professor Mariarti (c) 1990 Krisalis

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74498&o=2

$end


$info=madrace,
$bio

Mad Race (c) 1985 Playmatic.

- TRIVIA -

Released in February 1985.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5656&o=2

$end


$msx2_cart=madrider,madridera,
$bio

Mad Rider (c) 1987 Carry Lab.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51333&o=2

$end


$msx2_flop=madrider,madridera,
$bio

Mad Rider (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101834&o=2

$end


$info=madshark,
$bio

Mad Shark (c) 1993 Allumer, Limited.

A vertically scrolling shooter.

- TECHNICAL -

Runs on the Seta 1st Generation System Hardware.

Main CPU : Motorola 68000 (@ 16 Mhz)
Sound Chips : X1-010 (@ 16 Mhz)

Screen Orientation : Vertical
Video Resolution : 384 x 224 Pixels.
Screen Refresh : 60.00 Hz
Palette Colors : 8704

Players : 2
Control : 8-Way Joystick
Buttons : 2
=> Shoot, Bomb

- TRIVIA -

Mad Shark was released in November 1993 in Japan.

Default highscore table (Ranking) :
1. 655360 AZY 1-1-1
2. 327680 BAZ 1-1-1
3. 163840 CBA 1-1-1
4. 81920 DCB 1-1-1
5. 40960 EDG 1-1-1
6. 20480 FED 1-1-1
7. 10240 GFE 1-1-1
8. 5120 HGF 1-1-1
9. 2560 IHG 1-1-1

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1435&o=2

$end


$amigaocs_flop=madshowf,
$bio

Mad Show (c) 1988 Silmarils

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74500&o=2

$end


$amigaocs_flop=madshow,
$bio

Mad Show [Budget] (c) 1988 Prism Leisure

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74499&o=2

$end


$pcecd=madstlkr,madstlkrs,
$bio

Mad Stalker - Full Metal Force (c) 1994 NEC Home Electronics, Limited.

Mad Stalker is an action fighting game for the Arcade System. The player takes control of a powerful mecha and fights his way through six long levels. The game offers two play modes - the Story mode is of course the first one and proposes short animated sequences between each level. Up to three different mechas can be selected from the start from a typical list of skills: the strong and slow, the agile and weak, and the average. Controls and button combinations are simple though and easy to master despite being very limited. They allow simple moves like throwing the opponents over or shoot a gun. The second mode is a traditional versus option, where two mechas can compete in a single match, either with a player against a CPU controlled opponent or two players against one another.

- TECHNICAL -

Game ID: HECD4009

- TRIVIA -

Mad Stalker was released on September 09, 1994 in Japan for 5800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58267&o=2

$end


$psx=madstalk,
$bio

Mad Stalker - Full Metal Force [Model SLPS-00734] (c) 1997 Family Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85410&o=2

$end


$x68k_flop=madstlkr,
$bio

Mad Stalker Full Metal Forth (c) 1994 Family Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87865&o=2

$end


$amigaocs_flop=madtv,
$bio

Mad TV (c) 1991 Rainbow Arts

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74501&o=2

$end


$info=madzoo,
$bio

Mad Zoo (c) 1995 Bordun International.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=27659&o=2

$end


$pc98=mparadox,
$bio

Mad-Paradox (c) 1992 Queensoft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90026&o=2

$end


$gba=madagoppu,
$bio

Madagascar - Operation Penguin [Model AGB-BM7E-USA] (c) 2005 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71540&o=2

$end


$gba=madagopp,madagoppa,madagoppb,madagopps,
$bio

Madagascar - Operation Penguin [Model AGB-BM7P-EUR] (c) 2005 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71539&o=2

$end


$megadriv=madagopp,
$bio

Madagascar - Operatsiya Pingvin (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56632&o=2

$end


$megadriv=madagsc3,
$bio

Madagascar 3 (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56633&o=2

$end


$gba=madagscru,
$bio

Madagascar (c) 2005 Activision, Incorporated.

- TECHNICAL -

Model AGB-BGZE-USA

- TRIVIA -

Released on May 24, 2005 in USA.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71538&o=2

$end


$gba=madagscrj,
$bio

Madagascar (c) 2005 Bandai.

Japanese release. Game developed in USA. See original "Madagascar [Model AGB-BGZE-USA]" for more information about the game itself.

- TECHNICAL -

Model AGB-BGZJ-JPN

- TRIVIA -

Released on August 11, 2005 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71537&o=2

$end


$gba=madagscr,madagscra,madagscri,madagscrd,madagscrs,
$bio

Madagascar (c) 2005 Activision, Incorporated.

European release. Game developed in USA. See original "Madagascar [Model AGB-BGZE-USA]" for more information about the game itself.

- TECHNICAL -

Model AGB-BGZP-EUR

- TRIVIA -

Released on June 30, 2005 in Europe.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71536&o=2

$end


$gameboy=madden95,
$bio

Madden '95 [Model DMG-ANLE-USA] (c) 1994 Malibu Games [T-HQ Division]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66395&o=2

$end


$gameboy=madden96,
$bio

Madden '96 [Model DMG-A6ME-USA] (c) 1995 Black Pearl

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66397&o=2

$end


$gameboy=madden97,
$bio

Madden '97 [Model DMG-A7ME-USA] (c) 1995 Black Pearl

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66399&o=2

$end


$n64=madden64,madden64u,
$bio

Madden Football 64 (c) 1997 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57800&o=2

$end


$snes=madden94u,
$bio

Madden NFL '94 [Model SNS-9M-USA] (c) 1993 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63206&o=2

$end


$snes=madden94,
$bio

Madden NFL '94 [Model SNSP-9M-EUR] (c) 1993 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63205&o=2

$end


$gamegear=madden95,
$bio

Madden NFL '95 [Model T-50028] (c) 1995 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64679&o=2

$end


$gamegear=madden96,
$bio

Madden NFL '96 [Model T-100118] (c) 1995 Black Pearl

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64680&o=2

$end


$gba=maddn2k6,
$bio

Madden NFL 06 [Model AGB-B6ME-USA] (c) 2005 EA Games [Electronic Arts, Incorporated.]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71541&o=2

$end


$gba=maddn2k7,
$bio

Madden NFL 07 [Model AGB-B7ME-USA] (c) 2006 EA Games [Electronic Arts, Incorporated.]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71542&o=2

$end


$n64=madden2k,
$bio

Madden NFL 2000 (c) 1999 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57801&o=2

$end


$gbcolor=madden2k,
$bio

Madden NFL 2000 [Model DMG-AEME-USA] (c) 1999 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68261&o=2

$end


$n64=maddn2k1,
$bio

Madden NFL 2001 (c) 2000 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57802&o=2

$end


$gbcolor=maddn2k1,
$bio

Madden NFL 2001 [Model CGB-BNFE-USA] (c) 2000 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68263&o=2

$end


$n64=maddn2k2,
$bio

Madden NFL 2002 (c) 2001 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57803&o=2

$end


$gba=maddn2k2,
$bio

Madden NFL 2002 [Model AGB-A2ME-USA] (c) 2001 EA Games [Electronic Arts, Incorporated.]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71543&o=2

$end


$gbcolor=maddn2k2,
$bio

Madden NFL 2002 [Model CGB-B2ME-USA] (c) 2001 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68264&o=2

$end


$gba=maddn2k3,
$bio

Madden NFL 2003 [Model AGB-ANJE-USA] (c) 2002 EA Games [Electronic Arts, Incorporated.]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71544&o=2

$end


$gba=maddn2k4,
$bio

Madden NFL 2004 [Model AGB-AMDE-USA] (c) 2003 EA Games [Electronic Arts, Incorporated.]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71545&o=2

$end


$gba=maddn2k5,
$bio

Madden NFL 2005 [Model AGB-BMFE-USA] (c) 2004 EA Games [Electronic Arts, Incorporated.]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71546&o=2

$end


$snes=madden95u,
$bio

Madden NFL 95 [Model SNS-ANLE-USA] (c) 1994 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63208&o=2

$end


$snes=madden95,
$bio

Madden NFL 95 [Model SNSP-ANLP-NOE] (c) 1994 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63207&o=2

$end


$snes=madden96,madden96s,
$bio

Madden NFL 96 (c) 1995 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63209&o=2

$end


$saturn,sat_cart=madden97,
$bio

Madden NFL 97 (c) 1996 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60340&o=2

$end


$snes=madden97,
$bio

Madden NFL 97 [Model SNS-A7NE-USA] (c) 1996 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63210&o=2

$end


$saturn,sat_cart=madden97u,
$bio

Madden NFL 97 [Model T-5010H] (c) 1996 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60072&o=2

$end


$megadriv=madden98,
$bio

Madden NFL 98 (c) 1997 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57291&o=2

$end


$saturn,sat_cart=madden98,
$bio

Madden NFL 98 (c) 1997 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60341&o=2

$end


$snes=madden98,
$bio

Madden NFL 98 (c) 1997 Black Pearl

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63211&o=2

$end


$saturn,sat_cart=madden98u,
$bio

Madden NFL 98 [Model T-5024H] (c) 1997 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60073&o=2

$end


$n64=madden99,madden99u,
$bio

Madden NFL 99 (c) 1999 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57804&o=2

$end


$cpc_cass=maddog,
$bio

Maddog (c) 1987 Titus [Gagny, France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98123&o=2

$end


$msx1_cass=madespa,
$bio

Made in Spain - 5 Estrellas (c) 1985 Zigurat Soft [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94818&o=2

$end


$gba=madewrio,
$bio

Made in Wario [Model AGB-AZWJ-JPN] (c) 2003 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71547&o=2

$end


$x1_flop=madelein,
$bio

Madeleine (c) 1987 Thinking Rabbit [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86054&o=2

$end


$pc8801_flop=madelein,
$bio

Madeleine (c) 1987 Thinking Rabbit [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92311&o=2

$end


$msx2_flop=madonna,madonnaa,
$bio

Madonna no Yuuwaku (c) 1988 Dott Plan [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101835&o=2

$end


$saturn,sat_cart=madoumon,madoumona,
$bio

Madou Monogatari (c) 1998 Compile

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59368&o=2

$end


$snes=madoumon,
$bio

???? ????????? (c) 1996 Tokuma Shoten Intermedia, Incorporated.
(Madou Monogatari - Hanamaru Daiyouchienji)

Compile's Madou Monogatari takes the famous Puyo Puyo franchise and gives it a new and original twist. No puzzles nor cute ascending Puyos anymore. Madou Monogatari is instead a (simple) 2-D overhead Role Playing Game featuring most of the characters from the series. Arle, the cute little girl so familiar to anyone who played the Puyo Puyo series of game, embarks on a long quest. Everything starts when she receives a mysterious letter - she then goes on a long journey where she will learn magic spells and retrieve eight gems. The game follows a traditional structure with towns where new items and equipment can be found. Turn based fights are randomly triggered during the game. However, unlike traditional RPGs, our character can only uses magic spells such as fireballs, lightening or confusion spells throwing cute dancing flowers at the enemy. Another originality of the game is to not display any health meter - instead, Arle's status can be guessed by just looking at how she moves during battles, and the expression on her face.

- TECHNICAL -

Cartridge ID: SHVC-ADYJ-JPN

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61766&o=2

$end


$pc98=madoumi,
$bio

Madou Monogatari - Michikusa Ibun (c) 19?? Compile

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90021&o=2

$end


$pc98=madou1,
$bio

Madou Monogatari 1 (c) 1991 Compile

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90022&o=2

$end


$msx2_flop=madoumonmadoumo1,
$bio

Madou Monogatari 1-2-3 (c) 1990 Compile

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101836&o=2

$end


$pc98=madou2,
$bio

Madou Monogatari 2 (c) 1991 Compile

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90023&o=2

$end


$pc98=madou3,
$bio

Madou Monogatari 3 (c) 1991 Compile

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90024&o=2

$end


$gamegear=madoumna,
$bio

Madou Monogatari A - Dokidoki Vacation [Model T-66047] (c) 1995 Compile

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64682&o=2

$end


$pc98=madouars,
$bio

Madou Monogatari A-R-S (c) 1993 Compile

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90025&o=2

$end


$megadriv=madoumon,
$bio

Madou Monogatari I (c) 1996 Compile

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56634&o=2

$end


$gamegear=madoumon,
$bio

Madou Monogatari I - 3-Tsu no Madoukyuu [Model G-3410] (c) 1993 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64683&o=2

$end


$pcecd=madoumon,
$bio

Madou Monogatari I - Honou no Sotsuenji (c) 1996 NEC Avenue, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58268&o=2

$end


$gamegear=madoumn2,
$bio

Madou Monogatari II - Arle 16-Sai (c) 1994 Sega Enterprises, Limited.

- TECHNICAL -

Model G-3419

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64684&o=2

$end


$gamegear=madoumn3a,madoumn3,
$bio

Madou Monogatari III - Kyuukyoku Joou-sama (c) 1994 Sega Enterprises, Limited.

- TECHNICAL -

[Model G-3424]

- TIPS AND TRICKS -

* Sound Test: Finish the game once. Then, at any moment during the game, press START to access the Sound Test menu.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64685&o=2

$end


$sgx=granzort,
$bio

????????? (c) 1990 Hudson Soft.
(Madou Oh Granzort)

Mad? Oh Granzört is a side-scrolling action/platform game for the SuperGrafx system and based on a Japanese anime series originally aired in 1989. An atmosphere started to rise on the Moon after a powerful earthquake. Seeing that it could now support life, humans decide to colonize the newly terraformed satellite and settle there. But soon they realize they are not alone and find themselves in the middle of a raging war between two alien species. The player takes control of an armored robot able to transform into three different warriors. Each one of them comes with its own style of play and abilities - the Red Warrior uses a powerful laser sword and can trigger earthquake attacks, the Green Warrior uses a laser bow and can fly, and finally the Blue Warrior uses a spear and can raise an impenetrable power shield. Special items are dotted around each level - their range from extra lives to the one-hit silver shield (S) and the temporary invincibility gold shield (G). Along with the special items found on the playfield, little rabbits also sometimes appear and drop power-ups when killed. These upgrade the player's main weapons up to three times, increasing their overall range or shooting speed. Granzört features seven large maze-like stages and each one of them lead to a deep pit where the level's boss hides.

- TECHNICAL -

HuCARD ID: HC90029
HuCARD Size: 4 Mbits.

- TRIVIA -

Madou Ou Granzort was released on April 06, 1990 in Japan for 6500 Yen.

- STAFF -

Game Designer: Kyon Kyon
Character Programer: Kakuma Abe
System Programer: Takashi Oka
Graphic Designer: Kazuyuki Takimoto
Sound Designer: Norihiko Yamanuki
Art Effect: Takako Muroi
Management: Hidemitsu Okinaka
Special Thanks: Kenta Matsumoto
Original Story: Oji Hiroi
Scenario Observer: Cyoji Yoshikawa
Picture Adviser: Yotarou Aiba
Soft Observer: Eiji Hiroi
Technical Adviser: Toshinori Oyama, Isamu Izumi
Graphic Adviser: Kohji Matsuura, Toshio Okamoto
Art Master: Saito Kei
Help Assistance: Mitsuhiro Kadowaki
Main Programer: Ken Hasegawa
Cooperation: Red Company, Sunrise
Development: Mutech

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76742&o=2

$end


$megadriv=mafia,
$bio

Mafia (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56635&o=2

$end


$a2600=mafia,
$bio

Mafia (c) 198? Suntek

- TECHNICAL -

Model SS-010

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50667&o=2

$end


$info=ss6157,ss6158,ss0324,ss6159,ss0325,ss6160,ss0326,ss6161,ss0327,ss6162,ss6163,ss6164,
$bio

Mag 7 (c) 1995 IGT [International Game Technologies].

3-Line, 4-Coin Buy-A-Pay slot.

- TECHNICAL -

Model 79E

- TRIVIA -

Released in September 1995.

- UPDATES -

SS6157
SS6158
SS0324
SS6159
SS0325
SS6160
SS0326
SS6161
SS0327
SS6162
SS6163
SS6164

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=26154&o=2

$end


$info=magmax,
$bio

Mag Max (c) 1985 Nichibutsu.

Mag Max is a horizontally scrolling shoot-em-up in which a single player takes control of the 'Maxcraft' hover-ship and must battle their way through an packed enemy installation to find and destroy the invading alien 'Dragonia' fleet.

The action takes place both above and below ground and transporters appear throughout the game that allows the Maxcraft warp between the two as players search for the three-headed 'Dragonship'.

At various points the player will come across robot components - either a torso, a pair of legs or a plasma gun - and collecting these will eventually see the player's hover-ship become a towering robot, vastly increasing its firepower in the process.

If the Maxcraft takes an enemy hit when additional components are attached, a component is lost. If the ship is hit when only in basic form, however, a life is lost.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 8 Mhz)
Sound CPU : Zilog Z80 (@ 2.5 Mhz)
Sound Chips : (3x) General Instrument AY8910 (@ 1.25 Mhz)

Players : 1
Control : 8-way joystick
Buttons : 1

- TRIVIA -

Mag Max was released in July 1985.

Some enemies from Nichibutsu's earlier game "Seicross" also appear as enemies in Mag Max.

Default highscore table (BEST 5) :
RANK SCORE NAME
1 68000 MACINTOSH
2 56000 MADMAX
3 44000 MACADAMIA-
4 32000 NUTS
5 20000 MANGETSU

- PORTS -

* Consoles :
Nintendo Famicom [JP] (1986) "Mag Max [Model NBF-MM]"
Nintendo NES [US] (1988) "Mag Max [Model NES-MM-USA]"

* Computers :
Amstrad CPC (1986)
Commodore C64 (1987)
Sinclair ZX Spectrum (1987)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1436&o=2

$end


$cpc_cass=magmax,
$bio

Mag Max (c) 1986 Imagine Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98124&o=2

$end


$nes=magmaxh,
$bio

Mag Max (c) 1987 FMG

Pirate version of "Mag Max [Model NBF-MM]" by FMG.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69285&o=2

$end


$nes=magmaxj,
$bio

Mag Max (c) 1986 Nichibutsu [Nihon Bussan Company, Limited.].

Mag Max is a side-scrolling shooter by Nichibutsu and conversion of an arcade game of the same name originally released in 1985. In a far distant future, a group of highly advanced aliens has enslaved humanity and imposed a rigid order with the help of a super computer named Babylon. In a last effort of resistance, a group of humans develops a robot named Mag Max in an attempt to stop the aliens and their formidable war machines. Interestingly, the MagMax robot comes in four different parts that must be assembled as the game progresses - the player starts with a simple tank-like ship (the robot's core), and other components such as Legs, Torso/Head and a Wave Beam Cannon must be collected. They attach to the ship and eventually form a powerful humanoid robot with tremendous firepower. These components also give the player weapon upgrades, as well as some measure of protection (they receive damage and eventually get destroyed instead of the entire ship). Finally, although the game starts above ground and uses an isometric view, special tunnels (called Warp Halls) give access to underground sections which use a more traditional side scrolling formula. There, enemies are a lot more aggressive and MagMax's cannon shoots fireballs instead of beams. Magmax consists of four looping stages (some guarded by the monstrous three-headed Babylon Dragon) and a two player alternating mode is available.

- TECHNICAL -

Cartridge ID: NBF-MM

- TRIVIA -

Mag Max was released on March 19, 1986 in Japan for 4900 Yen.

This game is the first game made by Nichibutsu on the Famicom.

The original Mag Max arcade game was released by Nichibutsu in 1985. Unlike the Famicom version, the arcade game featured a horizontal parallax scrolling effect which added an incredible depth to the above ground sections (which was definitely an unique feature, especially for a shooter released in 1985).

Export releases:
[US] "Mag Max [Model NES-MM-USA]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54327&o=2

$end


$nes=magmax,
$bio

Mag Max (c) 1988 FCI

North American release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Mag Max [Model NBF-MM]".

Story from the USA Manual:
A highly civilized group of aliens has conquered earth and put the human beings under the control of the Computer Babylon which has begun to kill the human beings. In order to stop the aliens, the people developed a transformable mechanical robot named Mag Max. They also chose a brave man for their rescue. The brave man is about to depart to the ultimate battle with the aliens in order to save the human race.

Mag Max is an action game fought with a transforming robot. The player can transform himself into a robot, increasing his power as he builds the robot to fight more than 30 different enemies. Now get ready for the ultimate battle against the gigantic mechanical monster Babylon.

- TECHNICAL -

Game ID: NES-MM-USA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55320&o=2

$end


$x68k_flop=magery,
$bio

Magery no Sekai he Youkoso (c) 19?? Nihon Sennou Club

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88387&o=2

$end


$x68k_flop=magery2,
$bio

Magery no Sekai he Youkoso 2 The Labyrinth of Dimension (c) 199? Nihon Sennou Club

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88388&o=2

$end


$x68k_flop=magery3,
$bio

Magery no Sekai he Youkoso 3 The End of Malicious Fate (c) 199? Nihon Sennou Club

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88389&o=2

$end


$x68k_flop=mageryot,
$bio

Magery no Sekai he Youkoso For Otaku (c) 199? Nihon Sennou Club

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88390&o=2

$end


$gba=maginatn,
$bio

Magi Nation [Model AGB-AGB-A2IJ-JPN] (c) 2002 Epoch Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71548&o=2

$end


$gbcolor=maginatn,
$bio

Magi Nation [Model CGB-BNNE-USA] (c) 2001 Interactive Imagination Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68265&o=2

$end


$info=magic,
$bio

Magic (c) 1979 Stern Electronics.

- TECHNICAL -

Model Number : 115

- TRIVIA -

2,466 units were produced.

- STAFF -

Design by : Mike Kubin

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5486&o=2

$end


$cpc_cass=magic,
$bio

Magic (c) 1985 Macmillan Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98126&o=2

$end


$info=ec_mag7s,ec_mag7s__a,ec_mag7s__b,ec_mag7s__c,ec_mag7s__d,ec_mag7s__e,ec_mag7s__f,ec_mag7s__g,ec_mag7s__h,ec_mag7s__i,ec_mag7s__j,ec_mag7s__k,ec_mag7s__l,ec_mag7s__m,ec_mag7s__n,ec_mag7s__o,ec_mag7s_p,
$bio

Magic 7 (c) 199? Electrocoin.

- TECHNICAL -

DIMENSIONS : H 1929mm  D 533mm  W 673mm

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11713&o=2

$end


$info=m4magi7,m4magi7a,
$bio

Magic 7's (c) 199? Crystal Leisure.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42376&o=2

$end


$bbca_cass,bbcb_cass=magicadv,
$bio

Magic Adventure (c) 1983 Kansas

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52072&o=2

$end


$pc98=magicmon,
$bio

Magic and Moon (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90029&o=2

$end


$gameboy=magicbal,
$bio

Magic Ball [Model GS-02] (c) 19?? GYY [Taiwan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66400&o=2

$end


$nes=magicblk,
$bio

Magic Block (c) 1991 NTDEC [Taiwan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84041&o=2

$end


$nes=magicblka,
$bio

Magic Block (c) 199? Mega Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84042&o=2

$end


$info=magicbom,
$bio

Magic Bomb (c) 2000 High Video.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48294&o=2

$end


$amigaocs_flop=magicboy,
$bio

Magic Boy (c) 1993 Empire Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74502&o=2

$end


$snes=magicboyu,
$bio

Magic Boy [Model SNS-YG-USA] (c) 1996 JVC

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63213&o=2

$end


$snes=magicboy,
$bio

Magic Boy (c) 1996 JVC

- TECHNICAL -

Game ID: SNSP-YG-EUR

- TRIVIA -

Reviews:
[FR] September 1994, Consoles + N.35: 85%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63212&o=2

$end


$info=mbrush,
$bio

Magic Brush (c) 1981 Olympia.

- TRIVIA -

This game is an Italian bootleg of "Crush Roller". For more information about the game, please see the "Crush Roller" entry.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1437&o=2

$end


$nes=mbubble,
$bio

Magic Bubble (c) 1991 Computer & Ent. [Taiwan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84043&o=2

$end


$megadriv=mbubble,mbubblea,
$bio

Magic Bubble (c) 1993 C&E

Unlicensed Taiwanese puzzle game for the Mega Drive. The game involves matching like-coloured bubbles which float to the top of the screen.

- TRIVIA -

In the 2000s, publishing rights to the game were purchased by Super Fighter Team.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56636&o=2

$end


$info=magicbub,magicbuba,magicbubb,
$bio

Magic Bubble (c) 1998 Yun Sung.

Group 3 or more bubbles of the same colour together to make them disappear. Clear the screen before they reach the bottom or before your opponent clears their screen. Magic Bubble is a very obvious copy of Taito's sublime "Puzzle Bobble" series.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 16 Mhz)
Sound CPU : Zilog Z80 (@ 3 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), OKI6295 (@ 8 Khz)

Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 8192

Players : 2
Control : 8-way joystick
Buttons : 1

- TRIVIA -

This game is a hack of "Puzzle Bobble 4". The level design, gameplay, and map layout are identical to Puzzle Bobble 4. The bubble and block graphics have been slightly changed, and the music and backgrounds have been replaced by ones from other sources. Some of the backgrounds have been ripped from "Earthworm Jim 2", and "Rayman". There is no copyright date found on the title screen, but "Puzzle Bobble 4" was released in December 1997, so "Magic Bubble" can't be older than 1998.

Default highscore table (RANKING) :
1 THANK YOU 500000
2 YUN SUNG 90000
3 MR KANG 80000
4 MR LEE 70000
5 WARY WARY 60000

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1438&o=2

$end


$info=magicarda,magicardb,
$bio

Magic Card (c) 200? Impera.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=20416&o=2

$end


$info=magicarde,
$bio

Magic Card Export 94 (c) 1994 Impera GmbH.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41656&o=2

$end


$info=magicrd2,magicrd2a,magicd2b,magicd2c,
$bio

Magic Card II (c) 1996 Impera.

- TECHNICAL -

Main CPU : M65C02 (@ 2 Mhz)
Sound Chips : General Instrument AY8910 (@ 2 Mhz)

Players : 1
Buttons : 7

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4530&o=2

$end


$info=magicardj,
$bio

Magic Card Jackpot (c) 1998 Impera GmbH.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32544&o=2

$end


$intv=magic,
$bio

Magic Carousel (c) 1983 INTV

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60912&o=2

$end


$saturn,sat_cart=magcarpj,
$bio

Magic Carpet (c) 1996 Electronic Arts Victor [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59369&o=2

$end


$saturn,sat_cart=magcarp,
$bio

Magic Carpet (c) 1996 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60342&o=2

$end


$info=m5carpet,m5carpet12,
$bio

Magic Carpet (c) 199? BWB.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41546&o=2

$end


$nes=magicarp,
$bio

Magic Carpet 1001 (c) 1992 Caltron

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84044&o=2

$end


$saturn,sat_cart=magcarpu,
$bio

Magic Carpet [Model T-5006H] (c) 1996 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60074&o=2

$end


$info=mcastle,mcastlef,mcastleg,mcastlei,
$bio

Magic Castle (c) 1984 Zaccaria.

- SCORING -

Playfield layout described from the flippers, and going around the playfield clockwise.
* Flippers: There are two. Normal configuration, normal placement.
* Left slingshot: A normal slingshot. Scores 10 points.
* Rollunder Gate: Prevents balls from the left flipper from rolling up and draining via the left outlane.
* Left Drain: Magic Castle features reversed inlane and outlane on the left side, with the inner lane leading to this drain, and the outer lane having the ball jump over this drain channel.
* Inlane: Reversed from the usual inlane/outlane arrangement, this inlane leads to the Left Drain, though the player can attempt to save the ball via rubber rings on either side. Scores 30,000 points when lit, 1000 points when not lit.
* Outlane: Reversed from the usual inlane/outlane arrangement, this outlane will lead the ball to jump over the Left Drain, go through the Rollunder Gate, and feed the left Flipper. Scores 30,000 points.
* Left Blue Drop Target Bank: "M-A-G-I-C" drop target bank. Four targets that must be completed on the way to advancing the Red Special. Each target scores 20,000 points.
* Left Blue Drop Target Standup Target: Behind the drop targets is a standup target. Scores 50,000 points.
* Ramp: Ramp that leads to the Upper Playfield. Can be lit for "Zekyle" (300,000 points), "Zankenstein" (500,000 points), or "Zaccula" (Special) by completing the M-A-G-I-C and C-A-S-T-L-E drop target banks. When not lit, the player still scores 200,000 points for making the ramp shot.
* "A" Standup Target: Advances the A-B-C sequence. Scores 10,000 points when lit, 1000 points when not lit.
* Right Blue Drop Target Bank: "C-A-S-T-L-E" drop target bank. Four targets that must be completed on the way to advancing the Red Special. Each target scores 20,000 points.
* Right Blue Drop Target Standup Target: Behind the drop targets is a standup target. Scores 50,000 points.
* Upper Loop: Accessible from the lower left flipper, or the upper right flipper. Completing the Loop is worth 10,000 points (unlit), 30,000 points, or 50,000 points, and advances the Orange Special when lit.
* Orange Drop Target Bank: A three bank of drop targets. Completing the bank advances the Orange Special. Each target scores 20,000 points.
* Plunger Scoop The elevated ball launch rails lead to a scoop that dumps the ball on to the playfield in the upper right corner, allowing it to feed to the Upper Right Flipper.
* Upper Right Flipper: Situated at the exit of the Plunger Scoop and the rightmost exit ramp from the Upper Playfield, the Upper Right Flipper can be used to complete Orange drop targets, or to make the Upper Loop shot.
* Pop Bumpers: Three pop bumpers in the classic triangle arrangement. Worth 100 points when not lit, and 1000 points when lit.
* "B" Standup Target: Advances the A-B-C sequence. Scores 10,000 points when lit, 1000 points when not lit.
* "C" Standup Target: Advances the A-B-C sequence. Scores 10,000 points when lit, 1000 points when not lit.
* Orange Special Drop Target: Each time the Orange Special is advanced, this single drop target is raised. Hitting it collects the current Orange Special value, from 100,000 to 500,000 points, or the Orange Special, as shown by the series of lamp inserts that lead to this target.
* Right Lane: A short lane that leads to the Right Standup Target. Lamp inserts in the lane show the current value of the Right Standup Target.
* Right Standup Target: Scores 10,000 points when not lit, 30,000 points, 50,000 points, or can be lit to advance the Orange Special.
* Right Outlane: A normal outlane, with a "REACT" flipper. Scores 30,000 points.
* Right Inlane: A normal inlane. Scores 30,000 points when lit, 1000 points when not lit.
* "REACT" Flipper: When lit (by completing a drop target bank), the REACT flipper is a one-shot flipper that the player can use to attempt to save the ball that is draining via the Right Outlane. It is activated only when the ball trips the rollover switch in the outlane, and the player has a split second to flip the ball back in to play.
* Right Slingshot: A normal slingshot. Scores 10 points.

* Red Special: Advanced on the Ramp by the Blue drop targets, the Red Special is worth 300,000 points (Zekyle), 500,000 points (Zankenstein) or whatever the operator has configured the Special to award (Zaccula). The options for Red Special are Superbonus, Extra Ball, Credit, or 4,000,000 points. The player must light each level by completing Blue drop target banks, then must collect the lit award via the associated level of the Upper Playfield.

* Orange Special: Lit by completing Orange drop target banks, completing the Upper Loop shot, or by advancing the Right Standup Target, the Orange special advances in value from 100,000 points through 500,000 points, then can be lit to award whatever the operator has configured the Orange Special to award. The options for Orange Special are Superbonus, Extra Ball, Credit, or 1,000,000 points.

* Upper Playfield: Reached via the Ramp, the Upper Playfield has four switches to detect where the ball goes, and two exit ramps that lead back to the main playfield. The first switch awards 200,000 points and is used to confirm that the ball has made it to the upper playfield. The other three switches are the "Zekyle", "Zankenstein", and "Zaccula" levels, which must be lit by the player and collected here. A soft shot may only trip the first switch, then will drain back to the main playfield via the first ball exit ramp. A somewhat better shot may complete the first (Zekyle) switch before draining back to the main playfield via the first ball exit ramp. A better shot will complete the second (Zankenstein) or third (Zaccula) switches before draining back to the main playfield via the second ball exit ramp.

* Upper Playfield - Zekyle: The first level of the Red Special, worth 300,000 points when lit, this is the first special scoring switch on the upper playfield. Once lit, this can be collected repeatedly until unlit by collecting the Red Special.

* Upper Playfield - Zankenstein: This is the second level of the Red Special, worth 500,000 points when lit, this is the second special scoring switch on the upper playfield. Once lit, this can be collected repeatedly until unlit by collecting the Red Special.

* Upper Playfield - Zaccula: This is the third level of the Red Special. Worth whatever the operator has configured the Red Special to award, this switch collects the Red Special value when lit, and unlights all three levels of the Red Special.

* Bonus Multiplier: This multiplier is advanced from 1X through 80X by completing the A-B-C sequence standup targets.

* End-of-Ball Bonus: The bonus scored at the end of the ball, ranging from 1 to 15 bonus (at 1000 points each) multiplied by the current Bonus Multiplier. The bonus does not carry over from ball to ball.

- TIPS AND TRICKS -

* M-A-G-I-C and C-A-S-T-L-E: Complete the Blue drop target banks to advance the Red Special sequence. On the game's "hard" settings, all eight drop targets must be completed to advance the Special one level. This is operator adjustable to allow easier settings.

* Red Special Strategy: Depending on how the operator has configured the game, and depending on the player's ability to advance the Red Special by completing Blue drop target banks, it may be advantageous to avoid lighting the third level of the Red Special. Lighting only the second level, then repeatedly making Ramp shots to collect the first two levels of the Red Special may be worth more points, and may be easier to collect them, than advancing the Red Special to the third level and then collecting it, because it then unlights all three levels. Since the state of the Red Special carries over from ball to ball, lighting it early in the game is important, as is being able to collect it via the Ramp.

* Orange Special: This Special does not carry over from ball to ball, so collecting it when lit can be important. Being located in the centre of the playfield, though, it is a dangerous shot to make dead on, and can lead to an instant drain of the ball in play. A glancing blow on the left or right edge of the target is much safer.

* REACT: Keeping the right outlane REACT feature lit at all times will help keep the ball in play. The timing of hitting the ball back in to play is not easy, but practice helps. Re-light REACT by completing a bank of drop targets. The Orange targets, up at the top of the playfield, are somewhat easier to complete than either of the Blue targets, and are safer to hit.

* Game Time Bonus: This is a timed play option. During the player's last ball, a timer will be incremented up from 10 seconds by every other switch closure. After the last ball drains, the ball will be returned to the player and the timer begins counting down. When it reaches zero, the game is over, the flippers are shut off, and the ball is allowed to drain. During the last (regular) ball, any Extra Balls the player earns will stop the clock from incrementing until all Extra Balls have been used up and the player is again on the last ball. During the timed play, the countdown clock can be stopped by lighting the Red Special, or by collecting an Extra Ball. Lighting the Red Special stops the clock until the ball drains. Collecting an Extra Ball stops the countdown clock until all Extra Balls have been used, then timed play resumes where it left off. During timed play, no End-of-Ball bonus is collected, and the Blue and Orange drop targets are not reset when the ball drains. The Orange Special is reset when the ball drains, making it difficult to light and collect during the Game Time Bonus. When the timer expires, the End-of-Ball Bonus is counted up normally.

* Tilt: Tilting the game during normal gameplay results in a loss of the current ball with no End-of-Ball bonus.

* With a game configured for HARD settings on the Blue drop targets, each advance of the Red Special requires dropping all eight Blue targets within the same ball. This tends to make it difficult to light the Red Special. Collecting Red Special values via the Ramp is also not an especially easy shot. Light Red Special early, and hit the Ramp often. The Red Special is configured to award 4,000,000 points, making it a valuable shot to collect when possible. The Orange Special is configured to award an Extra Ball, making the Orange drop targets important to complete as many times as possible. Most of the other scoring is incidental to the Red and Orange specials, but the Bonus can be quite lucrative as well and advancing the Bonus Multiplier to 80X is important. Keeping the REACT flipper on the right outlane lit is critical.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5490&o=2

$end


$info=j6magcir,j6magcira,j6magcirb,j6magcirc,j6magcird,
$bio

Magic Circle Club (c) 199? JPM International.

- TECHNICAL -

Impact

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41116&o=2

$end


$info=sc1magc,
$bio

Magic Circle (c) 1989 ELAM.

- TECHNICAL -

Model 5467

- TRIVIA -

Magic Circle was released in April 1989.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42145&o=2

$end


$info=sc4magci,sc4magcia,sc4magcib,sc4magcic,sc4magcid,sc4magcie,sc4magcif,sc4magcig,sc4magcih,sc4magcii,sc4magcij,sc4magcik,sc4magcil,sc4magcim,sc4magcin,sc4magcio,sc4magcip,sc4magciq,sc4magcir,sc4magcis,
$bio

Magic Circle (c) 200? QPS Interactive.

- TECHNICAL -

[Model PR2535]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40244&o=2

$end


$info=mclass,
$bio

Magic Class (c) 200? Unknown.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=34257&o=2

$end


$cpc_cass=magiclok,
$bio

Magic Clock (c) 1986 Players Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98127&o=2

$end


$info=mcolors,
$bio

Magic Colors (c) 1999 Unknown.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=27596&o=2

$end


$pc8801_flop=magicopy26,magicopy27,magicopy28,magicopy29,magicopy29a,magicopy30,magicopy31,magicopy31a,magicopy32,magicopy32a,magicopy33,magicopy34,magicopy35,magicopy35a,magicopy36,magicopy,
$bio

Magic Copy II (c) 1984 WestSide [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92312&o=2

$end


$pico=magiccra,magiccrap,magiccrap1,magiccrap2,magiccrap3,magiccrap4,magiccrap5,magiccrap6,magiccrap7,
$bio

Magic Crayons [Model 49026-00] (c) 1994 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75716&o=2

$end


$nes=magicube,
$bio

Magic Cube (c) 1991 Sachen.

- TECHNICAL -

Game ID: TC-018

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76848&o=2

$end


$nes=magicdrtj,
$bio

Magic Darts (c) 1991 Seta Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54328&o=2

$end


$nes=magicdrt,
$bio

Magic Darts (c) 1991 Romstar, Incorporated. [USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55321&o=2

$end


$c64_cart,c64_flop=magicdsk,
$bio

Magic Desk I (c) 1983 Commodore

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53627&o=2

$end


$info=m4magdrg,
$bio

Magic Dragon (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41369&o=2

$end


$nes=magicdrg,
$bio

Magic Dragon (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84045&o=2

$end


$info=mdrink,
$bio

Magic Drink (c) 2001 Unknown.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=26060&o=2

$end


$a800=magcdmp2,
$bio

Magic Dump II (c) 1983 Gemini Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86607&o=2

$end


$bbca_cass,bbcb_cass=magiceel,
$bio

Magic Eel (c) 19?? Beebug

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52073&o=2

$end


$cdi=magicera,
$bio

Magic Eraser (c) 1994 ZYX-Music

- TECHNICAL -

Model RTV6010

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52984&o=2

$end


$info=magicfly,
$bio

Magic Fly (c) 198? P&A Games.

- TECHNICAL -

Main CPU : MOS Technology M6502 (@ 625 Khz)

Screen orientation : Horizontal
Colors palette : 16

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=6022&o=2

$end


$info=mgarden,
$bio

Magic Garden (c) 1997 Aristocrat Leisure Industries Pty, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100209&o=2

$end


$nes=magicjwl,magicjwlbmagicjwla,magicjwlc,
$bio

Magic Jewelry (c) 1990 RCM Group

- STAFF -

Developed by: Hwang Shinwei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84046&o=2

$end


$nes=magicjw2,
$bio

Magic Jewelry 2 (c) 1991 RCM Group

- TIPS AND TRICKS -

Programmer credit: Hold A + Select + Up while powering on the game.

- STAFF -

Programmer: Huang Xinwei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84047&o=2

$end


$nes=magjohn,
$bio

Magic John (c) 1990 Jaleco Company, Limited. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54329&o=2

$end


$snes=magicj,
$bio

Magic Johnson no Super Slam Dunk [Model SHVC-D9] (c) 1993 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61767&o=2

$end


$msx1_cass=magicjbb,
$bio

Magic Johnson's Basketball (c) 1990 Dro Soft [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94819&o=2

$end


$cpc_cass=magicj,
$bio

Magic Johnson's Basketball [Model 3 MH-213] (c) 1990 Dro Soft [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98128&o=2

$end


$info=ar_fast,ar_fasta,
$bio

Magic Johnson's Fast Break (c) 1989 Arcadia Systems.

A basketball game starring Earvin 'Magic' Johnson.

- TECHNICAL -

Arcadia System hardware

Main CPU : Motorola 68000 (@ 7.15909 Mhz)
Sound Chips : Custom (@ 3.579545 Mhz)

Players : 2
Control : 8-way Joystick
Buttons : 2

- TRIVIA -

Earvin 'Magic' Johnson, born August 14, 1959 in Lansing, Michigan is one of the most popular NBA players of all time.  He spent his entire playing career with the Los Angeles Lakers between 1979 to 1991 and then again in 1996, coming out of retirement. In his career he won 5 NBA championships, appeared in 12 NBA All-Star games and was MVP 3 times.  He also won an Olympic Gold Medal in the 1992 Olympic Games in Barcelona where he was apart of the infamous Dream Team.  After retirement he became a prominent crusader for HIV prevention, Johnson himself being HIV positive.

- PORTS -

* Consoles :
Nintendo Famicom (1989)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3821&o=2

$end


$nes=magicjfb,
$bio

Magic Johnson's Fast Break (c) 1990 Tradewest, Incorporated.

- STAFF -

DEVELOPED BY SOFTWARE CREATIONS (UK)

PROGRAMMER: KEVIN EDWARDS
ARTIST: MARK WILSON
MUSICIAN: TIM FOLLIN

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55322&o=2

$end


$info=magjoker,
$bio

Magic Joker (c) 2000 B.R.L.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=27660&o=2

$end


$pc98=mknight,mknighta,
$bio

Magic Knight (c) 1992 NIC [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90027&o=2

$end


$gamegear=rayeart2,
$bio

Magic Knight Rayearth 2 - Making of Magic Knight (c) 1995 Sega Enterprises, Limited.

- TECHNICAL -

[Model G-3429]

- TIPS AND TRICKS -

* Graphic Mode: Insert as your name ???? (i.e. Shii Jii in hiragana). Note that it does not actually show anything in the frame!

* Sound Test Mode: At the title screen, press Up, Left, Down, Right, 1, 2.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64687&o=2

$end


$gameboy=rayeart2,
$bio

Magic Knight RayEarth 2nd. - The Missing Colors [Model DMG-AR2J-JPN] (c) 1995 Tomy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66402&o=2

$end


$gameboy=rayearth,
$bio

Magic Knight RayEarth [Model DMG-ARYJ-JPN] (c) 1995 Tomy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66401&o=2

$end


$gamegear=rayearth,
$bio

Magic Knight Rayearth (c) 1994 Sega Enterprises, Limited.

- TECHNICAL -

[Model G-3423]

- TIPS AND TRICKS -

* Mini-game: At the title screen, press 2 x5, 1 x2, 2 x5, 1, 1+2.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64686&o=2

$end


$snes=rayearth,
$bio

Magic Knight Rayearth [Model SHVC-AURJ-JPN] (c) 1995 Tomy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61768&o=2

$end


$saturn,sat_cart=rayearth,
$bio

Magic Knight Rayearth [Model T-12706H] (c) 1998 Working Designs

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60075&o=2

$end


$info=m4maglin,
$bio

Magic Liner (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41370&o=2

$end


$amigaocs_flop=maglines,
$bio

Magic Lines (c) 1990 Thalion

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74503&o=2

$end


$info=pr_magln,pr_maglna,
$bio

Magic Lines (c) 199? Coin World.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15205&o=2

$end


$info=magicle,
$bio

Magic Lotto Export (c) 2001 Impera GmbH.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32545&o=2

$end


$info=magicmsk,magicmska,
$bio

Magic Mask (c) 2000 Aristocrat.

- TRIVIA -

Magic Mask was released in May 2000.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32546&o=2

$end


$pc98=magicmst,
$bio

Magic Master - Monster Maker (c) 1993 Wiz [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90028&o=2

$end


$info=sp_magmo,sp_magmoa,sp_magmob,sp_magmoc,sp_magmod,
$bio

Magic Money (c) 199? Ace Coin Equipment, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42248&o=2

$end


$gbcolor=magicmnk,
$bio

Magic Monkey (c) 200? Gowin [Taiwan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68266&o=2

$end


$bbca_cass,bbcb_cass=magicmus,
$bio

Magic Mushrooms (c) 1985 Acornsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52074&o=2

$end


$bbca_cass,bbcb_cass=magicmussc,
$bio

Magic Mushrooms [The Superior Collection Vol.?] (c) 198? Acornsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52075&o=2

$end


$info=mgnumber,
$bio

Magic Number (c) 1995 CD Express.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31515&o=2

$end


$info=mnumitg,
$bio

Magic Number (c) 200? Unknown.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=34258&o=2

$end


$channelf=magicnum,
$bio

Magic Numbers/Mind Reader/Nim (c) 1977 Fairchild

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53217&o=2

$end


$x68k_flop=magicpal,
$bio

Magic Palette (c) 1989 San Musical Service

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87866&o=2

$end


$msx1_cass=magicpin,
$bio

Magic Pinball (c) 1987 OMK Software [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94820&o=2

$end


$amigaocs_flop=magicpkt,
$bio

Magic Pockets (c) 1991 Renegade Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74504&o=2

$end


$info=sc4magic,sc4magica,sc4magicb,sc4magicc,
$bio

Magic Pound About (c) 200? QPS Interactive.

- TECHNICAL -

[Model PR2520]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15606&o=2

$end


$info=mgprem11,
$bio

Magic Premium (c) 1995 CD Express.

- TECHNICAL -

Cubo CD32 hardware (Amiga 68020, AGA based games system)

Main CPU : Motorola 68EC020 at 14.3 MHz
Memory : 2 MB Chip RAM, 1 MB ROM with Kickstart ROM 3.1 and integrated cdfs.filesystem, 1KB of FlashROM for game saves
Graphics/Chipset : AGA Chipset
Akiko chip, which handles CD-ROM and can do Chunky to Planar conversion
Proprietary (MKE) CD-ROM drive at 2x speed
Expansion socket for MPEG cartridge, as well as 3rd party devices such as the SX-1 and SX32 expansion packs.
4 8-bit audio channels (2 for left, 2 for right)
Gamepad, Serial port, 2 Gameports, Interfaces for keyboard

- TRIVIA -

All CD Express games were released only in Italy.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11290&o=2

$end


$info=m3magrp,
$bio

Magic Replay (c) 198? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41186&o=2

$end


$info=m4magrep,
$bio

Magic Replay DeLuxe (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41371&o=2

$end


$info=m1magic,m1magica,m1magicb,m1magicc,
$bio

Magic Squares (c) 199? Maygay.

- TECHNICAL -

M1A/B

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42000&o=2

$end


$info=magicstk,
$bio

Magic Sticks (c) 1995 Playmark.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound Chips : OKI6295 (@ 7.575 Khz)

Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 61.00 Hz
Palette colors : 512

Players : 1
Buttons : 1

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4728&o=2

$end


$info=msword,mswordr1,mswordu,
$bio

Magic Sword - Heroic Fantasy (c) 1990 Capcom Company, Limited.

Export release. Game developed in Japan. For more information about the game itself, see the original Japanese release entry; "Magic Sword - Heroic Fantasy [B-Board 89625B-1]".

- TECHNICAL -

Runs on the "CP System" hardware.
B-Board ID: 89624B-3

- UPDATES -

Revision 1:
* Build date: 900623

Revision 2:
* Build date: 900725
* Magic attacks hexagram graphic replaced by a lightning bolt.

- PORTS -

Here is a list of ports released outside Japan. To see Japanese ports, please see the original Japanese version entry; "Magic Sword - Heroic Fantasy [B-Board 89625B-1]".

* Consoles :
Nintendo SNES [US] (August 1992) "Magic Sword [Model SNS-MD-USA]" 
Nintendo SNES [EU] (March 18, 1993) "Magic Sword [Model SNSP-MD-EUR]" 
Microsoft XBOX [US] (November 24, 2006) "Capcom Classics Collection Vol. 2" 
Sony PlayStation 2 [US] (November 24, 2006) "Capcom Classics Collection Vol. 2 [Model SLUS-21473]" 
Sony PlayStation 2 [AU] (April 11, 2007) "Capcom Classics Collection Vol. 2 [Model SLES-54561]" 
Sony PlayStation 2 [EU] (April 13, 2007) "Capcom Classics Collection Vol. 2 [Model SLES-54561]" 
Microsoft XBOX 360 [XBLA] [US] [EU] [AU] [KO] (April 14, 2010) : part of "Final Fight: Double Impact" 
Sony PlayStation 3 [PSN] [US] [EU] (April 15, 2010) : part of "Final Fight: Double Impact" 

* Handhelds : 
Sony PSP [US] (March 22, 2006) "Capcom Classics Collection Remixed [Model ULUS-10097]" 
Sony PSP [EU] (July 21, 2006) "Capcom Classics Collection Remixed [Model ULES-00347]"

* Others : 
Apple iPhone/iPad [US] (November 4, 2010) "Capcom Arcade [Model 397347348]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69750&o=2

$end


$info=mswordj,
$bio

Magic Sword - Heroic Fantasy (c) 1990 Capcom Company, Limited.

The land has been cast in darkness by Drokmar, who has been corrupted by the Black Orb; an artefact that promises immortality to anyone who comes under the influence of the orb's powerful sorcery. Two warriors set out to fight their way through fifty levels of platform beat-em-up, in order to destroy the orb - which lies at the top of the Dragon Tower - and free their lands.

Treasure chests litter the levels which, when smashed open, release treasure items, magic power-ups, keys, food and weapons. As players fight their way through the levels, they will come across a number of trapped prisoners. As long as the heroes are carrying keys, prisoners can be released who will then fight alongside the players, with each prisoner possessing their own unique attacks. Weapons and power-ups can be picked up to aid players in their quest and food can be found and eaten to increase player health.

As the players ascend the tower, they will be granted new magical weapons after each boss they defeat. The player's weapons are affected by a 'magic bar' that charges over time. When fully charged, the weapon has a powerful ranged attack, but when not charged only a close attack is produced. A magical staff will grant increased range attack ability. A magical blast may be generated by pressing the Attack and Jump buttons at once, but costs health.

There are multiple paths in the game, and two separate endings. Hidden doors can be used to skip levels when found - usually by attacking a wall or a particular spot.

- TECHNICAL -

Runs on the "CP System" hardware.
B-Board ID: 89625B-1

Players: Up to 2 simultaneously.
Control per player: 8-Way Joystick
Buttons per player: 2
=> [1] Attack, [2] Jump

- TRIVIA -

Magic Sword was released in June 1990 in the Japanese arcades. It was known there as the 11th video game made for the CP-S system.

Known Export release: "Magic Sword - Heroic Fantasy [B-Board 89624B-3]"

Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Street Fighter II : G.S.M. Capcom 4 - PCCB-00056) on March 21, 1991.

- TIPS AND TRICKS -

* Magic Sword items :
1) King crown : magical protection.
2) Gauntlet : increase power.
3) Golden pot : healing magic for partner.
4) Crystal ball : detect treasure boxes.
5) Pedant : double score.
6) Magic potion : increases magic skill.
7) Bell : summons a hostile Lizardman to tame. If you have the Diamond Ring equipped he will kneel to accept you as a partner.
8) Diamond Ring : see Bell.
9) Scroll : brings good luck.

* Partners :
1) Big Man : is strong and has great endurance. His boomerang axe is powerful but slow.
2) Ninja : throws 2 to 5 stars which rebound from walls and ceiling. Fast but not so powerful.
3) Amazon : fires her crossbow continuously. Her attack is swift but lacking in power.
4) Thief : is able to locate hidden treasure chests and traps. His bomb packs quite a wallop, too.
6) Knight : is incredibly adept with his spear and is your strongest ally. He is held in the upper level of the tower.
7) Priest : lacks physical strength and speed but his holy bullets can do grave damage to undead monsters.
8) Wizard : shoots magical missiles. He has the most powerful attack but is slow and not much to speak physically.
9) Lizardman : becomes an ally only when bribed with a diamond ring. He is a brute with great strength, speed and attacking power.

* Secret Doors :
Floor 7 - When you enter the floor, walk left and hit the column. warp to level 11.
Floor 17 - Slash the left side of the last arch. Warps to floor 20.
Floor 21 - Between the imprisoned (knight) and the exit, jump left from the elevated ground while slashing. Warp to floor 24.
Floor 28 - Crouch on the platform above the first pool of acid and slash the space in the middle. Enters RED floors 29 to 32.
Floor 34 - Jump and slash the left side of the the fourth pair of hanging pillars. Warps to floor 36.
Floor 39 - Slash the ledge immediately to the left of the first door after the pit of fire. Warps to floor 42.
Floor 40 - Crouch and slash the space above the ledge before the first pit of spikes. Enters RED floors 41 to 46.

* An extra 1,000,000 points! is available on blue level 30 : there is a wizard there who levitates rocks. Jump and sword him once, and then when he causes the rocks to appear, use magic (both buttons) to turn the rocks into 8K gold pieces. You can do this until time runs out.

* On level 14, go to the second 'door' with a head on top of it, jump and hit the 'nose' several times and two gems will drop down worth 80,000 a piece.

- STAFF -

Game designers : Yoshimi Ohnishi, Tomoshi Sadamoto, Yoshiki Okamoto
Character designers : Kurisan, E. Nishihara, Keiko Kitayama, T. Saramoto
Art : Y. Fukumoto, M. Kawamura, Y. Maruyama
Title designer : Satoru Yamashita
Sound : M. Gotoh
English story : S. Maxwell
Programmers : Y. Egawa, Y. Tsunazaki, S. Okada, Y. Oronishi

- PORTS -

Here is a list of Japanese ports. To see ports released outside Japan, please see the Export version entry; "Magic Sword - Heroic Fantasy [B-Board 89624B-3]"

* Consoles : 
Nintendo Super Famicom [JP] (May 29, 1992) "Magic Sword [Model SHVC-MD-JPN]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1439&o=2

$end


$snes=magswordj,
$bio

Magic Sword (c) 1992 Capcom Company, Limited.

Magic Sword is a side-scrolling action game by Capcom and is the conversion of their own arcade originally released in 1990. The player takes control of a barbarian-looking warrior armed with a sword on a journey to defeat the evil lord Drokmar. Things wouldn't be that difficult if he wasn't located on the last top-floor of a huge tower counting no less than fifty! Thankfully, an option at the beginning of the game allows the player to start on a higher story if he wishes to. Keys are scattered along the way and they can be used to either open doors (to access the next floor staircase), or open chests and retrieve special items or trigger, for the unlucky ones, surprise ambushes. One originality of the game is also the ability to rescue other fighters (usually by unlocking their jail cells) who follow you around in a way similar to traditional 'options' in a shooter. There can only be one active at the same time though, but they are varied (8 in total) and they all come with their own set of skills and weapons: Big Man, Knight, Ninja, Priest, Amazon, Wizard, Lizard Man and the Thief. A special attack can also be unleashed at anytime to clean up a big portion of the screen in exchange of some health. The game is called Magic Sword and indeed, the main character's sword has magic powers - it automatically charges up during the game and can fire deadly fireballs at the enemy. Also, after completing a few floors, the player has to defeat an obligatory boss and, if victorious, gain a new and more powerful sword - as long as he doesn't drop it by accident...

- TECHNICAL -

Cartridge ID: SHVC-MD-JPN

- TRIVIA -

Magic Sword for Super Famicom was released on May 9, 1992 in Japan for 8500 Yen.

The original arcade game was released by Capcom in 1990. It features a two simultaneous player mode unlike the Super Famicom version.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61769&o=2

$end


$snes=magswordu,
$bio

Magic Sword (c) 1992 Capcom Company, Limited.

North American release. Game developed in Japan. For more information on the game itself, please see the original Japanese version entry; "
Magic Sword [Model SHVC-MD-JPN]".

- TECHNICAL -

Cartridge ID: SNS-MD-USA

- TRIVIA -

Magic Sword for Super NES was released in August 1992 in North America.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63215&o=2

$end


$snes=magsword,
$bio

Magic Sword (c) 1992 Capcom Company, Limited.

European release. Game developed in Japan. For more information on the game itself, please see the original Japanese version entry; "Magic Sword [Model SHVC-MD-JPN]".

- TECHNICAL -

Cartridge ID: SNSP-MD-EUR

- TRIVIA -

Magic Sword for Super NES was released on March 18, 1993 in Europe.

Reviews:
[FR] August 1992 - Joypad N.11: 67/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63214&o=2

$end


$info=magictg,magictga,
$bio

Magic the Gathering - Armageddon (c) 1997 Acclaim Coin-Operated Entertainment, Incorporated.

Two wizards square off in a magical battle based on the popular trading card game. Each wizard can summon creatures or deal direct damage to their opponent. The last wizard standing wins.

Players choose one of five colors/magical disciplines: Red (fire magic, mountain creatures) White (healing/curative magic, knights/soldiers), Blue (water elements/creatures, counter magic) Green (elves, forest creatures) and Black (death magic, undead creatures) and fight another wizard on a magical playfield. Each player can summon magical creatures to do their bidding, but they can also directly attack another wizard, or they can use their magical energy for defense. Players can move around the playfield, occupying one of five spots.

Targeting is achieved through a trackball; move the cursor to the opponent you wish to attack or to an area on the playfield where you would like to make a creature appear. The longer you hold the summon button, the more powerful the resulting creature will be, so there's a trade-off in speed for power.

The gameplay can be particulary difficult. In addition to becoming skilled with a trackball, there are lots of buttons to press as you try to create creatures to fight for you. Shifting your strategy on the fly is often necessary. You may want to create big creatures, but if your opponent is swarming you with tons of little enemies, you will have to go on the defensive.

This is an unusual game in many respects -- a mix between a strategy game and a fighting game.

- TECHNICAL -

CPU: R4600 (big) @ 10MHz

Acclaim's arcade chipset is called Epidemic. The 3-D polygonal graphics are powered by a dual-processor Obsidian 3Dfx board.

- TRIVIA -

Magic the Gathering Armageddon was released in June 1997.

Acclaim's Mountain View, California-based coin-op division went out of business shortly after creating this game. It never went into full production, which is a shame, since the title had both an innovative, complex gameplay and a hot license going for it. Only a handful of units shipped (one was spotted in the Tomorrowland arcade at Walt Disney World in 1998; another showed up at Namco's WonderPark in San Jose, CA the same year), but few people even know this game exists. Multiple previews of the game appeared in GamePro magazine, as well as other enthustiast publications.

This was Acclaim's third coin-op, joining its previous titles of "NBA Jam Extreme" and "Batman Forever". The game was not released for any home systems, and has no relation to Acclaim's 'Magic The Gathering' titles for the Sony PlayStation.

- PORTS -

* Consoles :
Nintendo 64 (unreleased prototype)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=19538&o=2

$end


$msx1_cart=magtouch,magtoucha,
$bio

Magic Touch [Model C016] (c) 1985 al Alamiah

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77244&o=2

$end


$info=mtrain,mtrainnv,
$bio

Magic Train (c) 1996 Subsino.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=12252&o=2

$end


$msx1_cart=magtunea,magtune,
$bio

Magic Tune [Model U019] (c) 1985 al Alamiah

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77245&o=2

$end


$info=m4magtbo,
$bio

Magic Turbo (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41372&o=2

$end


$c64_cart,c64_flop=magicvce,
$bio

Magic Voice (c) 1984 Commodore

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53628&o=2

$end


$info=magworm,magworma,
$bio

Magic Worm (c) 1981 Sidam.

An Italian hack of "Centipede". It has different sounds and graphics than the original.

- TRIVIA -

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

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1440&o=2

$end


$msx1_cart=magwrite,
$bio

Magic Writer [Model C042] (c) 1985 al Alamiah

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77246&o=2

$end


$info=magic10,magic10a,magic10b,magic10c,
$bio

Magic's 10 (c) 1995 A.W.P. Games.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 10 Mhz)
Sound Chips : OKI6295 (@ 8 Khz)

Screen orientation : Horizontal
Video resolution : 352 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 256

Players : 1
Buttons : 5

- TRIVIA -

* Revision 1 :
Software version : 16.15

* Revision 2 :
Software version : 16.45

* Revision 3 :
Software version : 16.55

- SERIES -

1. Magic's 10 (1995)
2. Magic's 10 2 (1997)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4578&o=2

$end


$info=magic102,
$bio

Magic's 10 2 (c) 1997 ABM Games.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 10 Mhz)
Sound Chips : OKI6295 (@ 8 Khz)

Screen orientation : Horizontal
Video resolution : 384 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 256

Players : 1
Buttons : 5

- SERIES -

1. Magic's 10 (1995)
2. Magic's 10 2 (1997)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4579&o=2

$end


$pc98=magicpp,
$bio

Magic++ - Nariyuki Makase no Nijiiro Yuusha (c) 1992 Cosmos Computer [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90030&o=2

$end


$x1_cass=creamy,
$bio

Magical Angel Creamy Mami (c) 198? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86246&o=2

$end


$pc98=magicart,
$bio

Magical Art (c) 19?? Technical Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90031&o=2

$end


$pc98=magboard,
$bio

Magical Board (c) 1994 R-Rate

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90032&o=2

$end


$pc8801_flop=magicbox,
$bio

Magical Box (c) 1989 Technopolis Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92313&o=2

$end


$info=mbutrfly,
$bio

Magical Butterfly (c) 1999 Bordun International.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51118&o=2

$end


$info=mcatadv,mcatadvj,
$bio

Magical Cat Adventure (c) 1993 Wintechno.

In this game you play as a magical cat wandering around a forest. This game features some very nice/appealing graphics. The cat has many strange weapons.

- TECHNICAL -

Game ID : LINDA5

Main CPU : Motorola 68000 (@ 16 Mhz), Zilog Z80 (@ 7 Mhz)
Sound Chips : Yamaha YM2610 (@ 8 Mhz)

Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Also known in Japan as "Catt".

Magical Cat Adventure is the only arcade game made by Wintechno. The main reason is certainly because this game was a flop.

- UPDATES -

The Japanese version has:
* Different animations.
* A storyline.
* Extra GFX.
* The gameplay is also a bit different (harder).

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1441&o=2

$end


$gbcolor=magchase,
$bio

Magical Chase GB - Minarai Mahoutsukai Kenja no Tani e [Model CGB-AIFJ-JPN] (c) 2000 Micro Cabin Co.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68297&o=2

$end


$pce=magchase,
$bio

Magical Chase (c) 1991 Palsoft

Magical Chase is a cute horizontal shooter developed by Palsoft and published by Quest. Ripple is a young apprentice witch who, one day, breaks the one cardinal rule of the witch code - she looks inside the forbidden demon book and accidentally releases six evil beasts into the world. The poor Ripple grabs her broomstick and sets off on a dangerous journey to seal the demons away and rectify the whole situation. Thankfully, two friendly twin-stars join the party and follow Ripple's every move to protect her from harm. Oncoming waves of the demons' minions drop all kind of colored gems and crystals when defeated, whereas Pumpkin-head shopkeepers await customers at the corner of each stage, ready to sell accessories and weapons at a premium price. Ripple uses the dropped gems to purchase new weapons (3-ways, Balkan, Waves, Bubbles and so forth), life or special attacks. Interestingly, each stage features its own set of weapons but they have no ability to upgrade. Although short introduction sequences reveal middle-bosses before the action starts, even tougher bosses await Ripple at the end of each level. Finally Magical Chase offers six long stages and three difficulty levels - however, the game can't be completed in the easiest mode.

- TECHNICAL -

HuCARD ID: PL91001
HuCARD Size: 4 Mbits.

- TRIVIA -

Released on November 15, 1991 in Japan for 7800 Yen.

- STAFF -

Program: Tat.P, Asm, Masa.H, M.Ogawa
Director: Nigoto
C.G.Design: Suguru.T, Nigoro
Music and Sound: Rezon, YmoH.S
Special Thanks: Yaz, Tobei, Machimo, G. Miwa

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58633&o=2

$end


$tg16=magchase,
$bio

Magical Chase [Model TGX040086] (c) 1991 NEC Home Electronics, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84329&o=2

$end


$msx2_flop=magcoin,
$bio

Magical Coin (c) 1995 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101837&o=2

$end


$x68k_flop=magcrash,
$bio

Magical Crash (c) 1991 System [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88391&o=2

$end


$info=mgcrystl,mgcrystlj,mgcrystlo,
$bio

Magical Crystals (c) 1991 Kaneko.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 2 Mhz), OKI6295 (@ 18.181 Khz)

Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Also licensed to Atlus.

- STAFF -

Programmers : S. Igarashi (Toy), Y. Shiono (Borg), M. Satoh, Y. Sakakura
Graphics designers : K. Matsuoka, T. Takei, H. Kumagai, H. Yoshida
Graphics support : H. Narushima, H. Watanabe, Y. Kubo, S. Hozumi, A. Funatsu
Music / Sound effects : Tatsuya Watanabe, H. Higashi, Y. Abe, - K.I.S.S. -
Hardware : H. Morinaga
Management : N. Tanaka
Producer : Hiroshi Kaneko

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1442&o=2

$end


$info=mgcldate,
$bio

Magical Date - Dokidoki Kokuhaku Daisakusen (c) 1996 Taito.

- TECHNICAL -

Taito FX-1A hardware
Prom Stickers : E32

Main CPU : SPU (@ 16.9344 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : SPU (@ 4 Mhz), YM2610B (@ 8 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 6

- TRIVIA -

Released in October 1996 in Japan only.

The subtitle of this game translates from Japanese as 'Cruel Heartthrob Tactics'.

- SERIES -

1. Magical Date - Dokidoki Kokuhaku Daisakusen (1996)
2. Magical Date - Sotsugyou Kokuhaku Daisakusen (1997)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1443&o=2

$end


$info=mgcldtex,
$bio

Magical Date - Sotsugyou Kokuhaku Daisakusen (c) 1997 Taito.

- TECHNICAL -

Prom Stickers : E32

Main CPU : SPU (@ 16.9344 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : SPU (@ 4 Mhz), YM2610B (@ 8 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 6

- TRIVIA -

Released in February 1997 in Japan only.

The subtitle of this game translates from Japanese as 'Cruel Graduation Tactics'.

- SERIES -

1. Magical Date - Dokidoki Kokuhaku Daisakusen (1996)
2. Magical Date - Sotsugyou Kokuhaku Daisakusen (1997)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3460&o=2

$end


$pcecd=magdino,
$bio

Magical Dinosaur Tour (c) 1990 Yazawa Science Office

Magical Dinosaur Tour is an educational software by Nec. The game offers a journey through the dinosaur era which occured more than 100 million years ago. Helped by your friendly Dinosaur guide, you can travel different regions of the world and see what dinosaurs inhabitated them. Other game modes give you detail information of a particular dinosaur and interesting facts.

- TECHNICAL -

Game ID: TGXCD1005

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58505&o=2

$end


$nes=magdorop,
$bio

Magical Doropie (c) 1990 Vic Tokai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54330&o=2

$end


$info=magdrop,
$bio

Magical Drop (c) 1995 Data East Corporation.

Line up three or more of the same item to make them disappear.

- TECHNICAL -

Main CPU : ARM (@ 28 Mhz)
Sound Chips : OKI6295 (@ 7.627 Khz), OKI6295 (@ 15.255 Khz)

Players : 2
Control : 8-way Joystick
Buttons : 3

- TRIVIA -

Magical Drop was released in June 1995.

Export releases:
[US] "Chain Reaction"

- SERIES -

1. Magical Drop (1995, Arcade)
2. Magical Drop Plus 1! (1995, Arcade)
3. Magical Drop II [Model NGM-221] (1996, Arcade)
4. Magical Drop III [Model NGM-233] (1997, Arcade)
5. Magical Drop F - Daibouken Mo Rakujyanai! (1999, PlayStation)
6. Magical Drop V (2012, Arcade)

- STAFF -

Game Design : Tac.H, Masateru Inagaki
Program Staff : Tac.H, Mac, 3.2.1
Character Design : Tsukapon!
Graphic Staff : Masateru Inagaki, Tsukapon!,
Emimin, Tomoyuki Arakawa (Beauty Arakawa),
Shintoku, Hitomin, Asami Kaneko, Mitsuyo Sunada, Shiho Miyoshi

* Character Voice :
Fool & Devil : Eri Tanaka
Star : Mitsuyo Sunada
Priestess & World : Eriko Kodaira
Chariot : Yu Mizuhima
Magician : Tohru Kikuchi
Oversea : Steve Miller

Sound Staff : Maro (Gamadelic)
Hardware Staff : H. Matsumoto
Special Thanks : Syungo Katagiri, Hiroshi Hachiya, Yasushi Kameda, Mayu Sato, Erika Osada, Rie Sakurai, Kumiko Oka
Project Manager : Naomi Susa

- PORTS -

* Consoles : 
Nintendo Super Famicom [JP] (October 20, 1995) "Magical Drop [Model SHVC-AD7J-JPN]" 
Sega Saturn [JP] (December 15, 1995) "Magical Drop [Model T-1304G]" 
Sony PlayStation [JP] (January 13, 1996) "Magical Drop [Model SLPS-00201]" 
Sony PlayStation [JP] (February 25, 1999) "Magical Drop III + Wonderful! [Model SLPS-01917~8]" 
Bandai WonderSwan [JP] (October 14, 1999) "Magical Drop for WonderSwan [Model SWJ-DTE002]" 
Sony PlayStation [JP] (March 1, 2001) "Magical Drop III + Wonderful! [Model SLPM 86755~6]" 
Sony PlayStation [JP] (November 28, 2002) "Magical Drop [Arcade Hits] [Model SLPM-87173]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3481&o=2

$end


$psx=magicald,
$bio

Magical Drop F - Daibouken mo Rakujyanai! [Model SLPS-02337] (c) 1999 Data East Corp. [Tokyo, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85411&o=2

$end


$wswan=magdrop,
$bio

Magical Drop for WonderSwan (c) 1999 Data East Corp.

- TECHNICAL -

Game ID: SWJ-DTE002

- TRIVIA -

Released on October 14, 1999 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48010&o=2

$end


$saturn,sat_cart=magdrop2,magdrop2a,
$bio

Magical Drop II (c) 1996 Sega Enterprises, Limited.

- TECHNICAL -

[Model GS-9104]

- TRIVIA -

Magical Drop II for Saturn was released on September 27, 1996 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48063&o=2

$end


$neocd=magdrop2,
$bio

Magical Drop II (c) 1996 Data East Corp.

Neo-Geo CD conversion, please refer to the original MVS release for more information about the game itself : "Magical Drop II [Model NGM-221]".

- TECHNICAL -

[Model NGCD-221]

- TRIVIA -

Magical Drop II for Neo-Geo CD was released on May 24, 1996 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48061&o=2

$end


$info=magdrop2,
$bio

Magical Drop II (c) 1996 Data East.

Who says puzzle games can't be fast paced? This incredibly addictive puzzle game features hectic gameplay, cool graphics with awesome animations, fun music and different gameplay modes to choose from. Play it now but be warned, this is indeed one of the Neo-Geo's most addictive games ever!

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : NGM-221

Players : 2
Control : 8-way joystick
Buttons : 2
=> [A] Catch balloons, [B] Throw balloons

- TRIVIA -

Magical Drop II was released on March 21, 1996 in Japan. 

The characters are broad parodies of a few of the characters featured in the well-known Tarot cards. 

Default highscore table (RANKING TOP5) 
1 5000 D .E 
2 4500 D .E 
3 4000 D .E 
4 3500 D .E 
5 3000 D .E 

Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Magical Drop II - PCCB-00217) on June 21, 1996.

- UPDATES -

There are some serious differences between the Japanese version and the international versions of this game :

* The Japanese version has character specific endings. 

* All characters feature their own voice in the Japanese version, the European version features 4 voice tracks for all characters (some of these in Spanish) & the USA version features a single voice track for all characters.

* The Japanese version features three main different gameplay modes: Puzzle, Vs & Challenge. All other versions only feature Puzzle & Vs as selectable gameplay modes.

* The Japanese version features three selectable skill levels for each gameplay mode (Easy, Normal & Difficult). All other versions only offer Easy & Normal skill settings.

- TIPS AND TRICKS -

* Bonus Characters : Enter the character selection screen. To play as Devil, Strength and Empress, highlight the following characters and press Down on each (in order) :
00 - The Fool
01 - Magician
02 - High Priestess
07 - Chariot
11 - Justice
17 - Sorceress
21 - World

* Play Against Black Clown : Don't lose a credit and after the battle against The Empress, Black Clown will appears.

- SERIES -

1. Magical Drop (1995, Arcade)
2. Magical Drop Plus 1! (1995, Arcade)
3. Magical Drop II [Model NGM-221] (1996, Arcade)
4. Magical Drop III [Model NGM-233] (1997, Arcade)
5. Magical Drop F - Daibouken Mo Rakujyanai! (1999, PlayStation)
6. Magical Drop V (2012, Arcade)

- STAFF -

Supervisor : Iwao Horita, Naomi Susa
Planner : Syungo Katagiri
Programmers : Tac. H, 3.2.1
Graphic Designers : S. Takeuchi, Asamin, Rie Sakurai, Mayu Sato, Hiroshi Hachiya
Sound : Masaaki Iwasaki (Koremasa), Hiroaki Yoshida (Maro) (Gamadelic), Shogo (Gamadelic)

* Character Voices :
The Fool and The Devil : Eri Tanaka
The Star : Mitsuyo Sunada
The Chariot : Nobuyuki Hiyama
The Magician : Isshin Chiba
The High Priestess and The World : Eriko
The Justice : Ring Ring
The Strength : Gorilla
The Empress : Rie Sakurai
The Black Clown : Kumiko Oka

* Foreign voices :
English : Steve Miller 
Spanish : C. Amalia
Italian : B. Maurizio
Korean : K. Hyonsub, Maki

Cooperation : Magical Drop Staff
Special Thanks : Tomohiko Ebi, K. Oshima, Osada Erika, Kanari Minoru, Y. Kawai, Y. Sakamoto, Mayu Sato, H. Jinbo, Y. Sugahara, K. Tatsukawa, Makoto Nagao, H. Nakamoto, Shingo Mitsui, K. Minegishi, Masao

- PORTS -

* Consoles : 
SNK Neo-Geo [JP] (April 19, 1996) "Magical Drop II [Model NGH-221]" 
SNK Neo-Geo CD [JP] (May 24, 1996) "Magical Drop II [Model NGCD-221]" 
SNK Neo-Geo CD [US] (May 24, 1996) "Magical Drop II [Model NGCD-221E]" 
Nintendo Super Famicom [JP] (September 20, 1996) "Magical Drop II [Model SHVC-AOKJ]" 
Sega Saturn [JP] (September 27, 1996) "Magical Drop II [Model GS-9104]" 
Nintendo Wii [Virtual Console] [JP] (May 25, 2010) Neo-Geo version 
Nintendo Wii [Virtual Console] [US] (November 29, 2010) Neo-Geo version 
Nintendo Wii [Virtual Console] [EU] (December 03, 2010) Neo-Geo version 

* Others : 
Mobile Phones [US] (March 11, 2004)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1444&o=2

$end


$snes=magdrop2,
$bio

Magical Drop II (c) 1996 Data East Corp.

- TECHNICAL -

[Model SHVC-AOKJ]

- TRIVIA -

Magical Drop II for Super Famicom was released on September 20, 1996 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48062&o=2

$end


$saturn,sat_cart=magdrop3a,magdrop3,
$bio

Magical Drop III - Toretate Zoukangou! (c) 1998 Data East Corp.

- TECHNICAL -

[Model T-1318G]
[Sega Saturn Collection]

- TRIVIA -

Magical Drop III for Saturn was released on October 22, 1998 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48068&o=2

$end


$info=magdrop3,
$bio

Magical Drop III (c) 1997 Data East.

More characters, more gameplay modes, more frantic gameplay, more fun! This is what every videogame sequel should be, and the sequel to one of the best puzzle games for the Neo-Geo MVS is indeed a game not to be missed! Lots of fun for one or two players!

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID: NGM-233

Players: 2
Control: 8-Way Joystick
Buttons: 3
=> [A] Catch Balloons, [B] Throw Balloons, [C] Shift the balloons a line down

- TRIVIA -

Magical Drop III was released on February 25, 1997. This is Data East's final arcade video game. 

The game now features parodies of all the characters featured in the 22 cards of the major Arcana in a Tarot card deck. These are numbered from 0 to 21 as follows : 
00. Fool 
01. Magician 
02. High Priestess 
03. Emperor 
04. Empress 
05. Hierophant 
06. Lovers 
07. Chariot 
08. Strength 
09. Hermit 
10. (Wheel of) Fortune 
11. Justice 
12. Hanged Man 
13. Death 
14. Temperance 
15. Devil 
16. Tower 
17. Star 
18. Moon 
19. Sun 
20. Judgement 
21. World 

Note that the only exception to this statement would be Black Pierrot since he does not appear in a Tarot card deck. Black Pierrot is an added bonus character to challenge really good Magical Drop 3 pros! 

Note : In puzzle and adventure modes, only 8 characters are available : Fool, High Priestess, Emperor, Lovers, Chariot, Strength, Justice and Star. 

Default highscore table : 
Name Score Reactions Time 
1ST D.E 5000 8 06:00 
2ND D.E 4500 7 05:30 
3RD D.E 4000 6 05:00 
4TH D.E 3500 5 04:30 
5TH D.E 3000 4 04:00 

Soundtrack releases (for limited edition): 
Magical Drop III - Pony Canyon / Scitron - PCCBX-00002 - March 21, 1997

- UPDATES -

The Japanese version of this game features LOTS of stuff unavailable in any other version :

* In Challenge Mode there is a story intro at the beginning explaining the reason behind the Magical Drop competition, an extra animation showing a close-up of the Magical Drop book as it opens,  an ending for each character available in the game, a "Hard" difficulty setting, as well as a bonus fortune reading when you beat the Challenge Mode or you lose against the CPU and  refuse to continue. All of this is absent in the USA & Europe versions.

* In Challenge Mode, each character has a unique set of quotes before a battle begins, this even applies in the battles against the end bosses Tower & Fortune. In the USA & Europe versions there are only two possible quotes before a fight for all characters :

Quote #1
CPU : Get out of my way!
Player : I'll never lose to you! 

Quote #2
CPU : You want to fight?
Player : Now let's see who is better!

* In Adventure mode, each character has its very own story intro as well as its very own ending which is different from the one seen in Challenge mode. Additionally this mode plays like a board game in which you compete against three other characters on the board, and if any of the others get to Empress' castle before your character, you will get a generic bad ending. If you arrive on a tile already occupied by a CPU-controlled character, you will have 2 options :
1) The option on the right : you don't want to trouble and ignore the opponent (sometimes you will have to back off 1 tile)
2) The option on the left : you fight the opponent. If you win, he or she will be eliminated but it would be the same for you if you fail, so be careful!
In the USA and European versions, there is no storyline and the only character on the board is controlled by the player. 

* Like in the previous game, each character has his/her own unique voice. The European version features less voice tracks and the USA version features a single voice track for all characters.

- TIPS AND TRICKS -

* Play as Father Strength : At the character select screen, highlight Strength, hold C and press A or B. This trick does not work nor in puzzle mode nor in adventure mode. 

* Play with bonus characters : At the character select screen, highlight any character (Except World, World's number is 21 so she can't be used for this trick) and wait until the timer counts down to the number assigned to that character : 
00 - Fool 
01 - Magician 
02 - High Priestess 
03 - Empress 
04 - Emperor 
05 - Hierophant 
06 - Lovers 
07 - Chariot 
08 - Strength 
11 - Justice 
13 - Death 
15 - Devil 
17 - Star 
19 - Sun 
20 - Judgment 
Then push C only three times. Moon, Hanged Man, Hermit, Temperance, Tower and Fortune will appear and will now be selectable. This trick does neither work in puzzle mode nor in adventure mode. 

* Secret Stages : 
1) Moon (after Level 6) : Finish the sixth stage without exceeding 90 seconds since the beginning. 
2) Hanged Man (after Level 6) : Finish the sixth stage exceeding 300 seconds since the beginning. 
3) Black Pierrot (after Level 10) : Finish the tenth stage with at least 150000 points.

- SERIES -

1. Magical Drop (1995, Arcade)
2. Magical Drop Plus 1! (1995, Arcade)
3. Magical Drop II [Model NGM-221] (1996, Arcade)
4. Magical Drop III [Model NGM-233] (1997, Arcade)
5. Magical Drop F - Daibouken Mo Rakujyanai! (1999, PlayStation)
6. Magical Drop V (2012, Arcade)

- STAFF -

Producer : Naomi Susa
Planner : S. Katagiri
Programmers : Tac. H, Poconyan, M. Saiki
Graphic designers : S. Takeuchi, H. Hachiya, R. Sakurai, N. Ishizuka, S. Nishiwaki, Okakumi, I. Seta, T. Arakawa, H. Hashimoto, Y. Kaihou
Sound designers : Koremasa, Hiroaki Yoshida (MARO) (Gamadelic), NmRtk (Gamadelic), Sin
Voice actors : Yuichi Nagashima, Fumihiko Tachiki, Takehito Koyasu, Haruna Ikezawa, Tsumugi Osawa, Miina Tominaga, E. Tanaka, M. Sunada, Eriko, Ring-Ring, Gorilla, Zaku, Okakumi
Cast coordinate : Radon'86 (Junko Araki)
Recording studio : Japan Vistec (Osamu Iwata)
Publish : K. Oshima, T. Ebi, H. Miyashita
English translators : Mikio Brooks, Monika Hudgins, Siobhan Fallon, Ron Aughenbaugh
Debugers : K. Kusanagi, H. Ohtsubo
Special advisers : A. Wakabayashi (Nal), A. Shibazaki<3

- PORTS -

* Consoles : 
SNK Neo-Geo [JP] (April 25, 1997) "Magical Drop III [Model NGH-233]" 
Sega Saturn [JP] (June 20, 1997) "Magical Drop III - Toretate Zoukangou! [Model T-1313G]" 
Sony PlayStation [JP] (October 30, 1997) "Magical Drop III - Yokubari Tokudaigou! [Model SLPM-86051]" 
Sega Saturn [JP] (October 22, 1998) "Magical Drop III - Toretate Zoukangou! [Sega Saturn Collection] [Model T-1318G]" 
Sony PlayStation [JP] (February 25, 1999) "Magical Drop III + Wonderful! [Model SLPS-01917~8]" 
SNK Neo-Geo Pocket Color [JP] (June 24, 1999) "Magical Drop Pocket [Model NEOP00480]" 
Sony PlayStation [JP] (March 1, 2001) "Magical Drop III + Wonderful! [Model SLPM 86755~6]" 
Nintendo Wii [US] (February 19, 2010) "Data East Arcade Classics [Model RVL-P-R26E]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1445&o=2

$end


$info=magdropp,
$bio

Magical Drop Plus 1! (c) 1995 Data East Corp.

- TECHNICAL -

Main CPU : ARM (@ 28 Mhz)
Sound Chips : OKI6295 (@ 7.627 Khz), OKI6295 (@ 15.255 Khz)

Players : 2
Control : 8-way Joystick
Buttons : 3

- TRIVIA -

Magical Drop Plus 1! was released in September 1995.

- SERIES -

1. Magical Drop (1995, Arcade)
2. Magical Drop Plus 1! (1995, Arcade)
3. Magical Drop II [Model NGM-221] (1996, Arcade)
4. Magical Drop III [Model NGM-233] (1997, Arcade)
5. Magical Drop F - Daibouken Mo Rakujyanai! (1999, PlayStation)
6. Magical Drop V (2012, Arcade)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3482&o=2

$end


$ngpc=magdropj,magdropjd,magdrop,
$bio

Magical Drop Pocket (c) 1999 Data East Corp.

- TECHNICAL -

Cartridge ID: NEOP00480

- TRIVIA -

Magical Drop Pocket was released on June 24, 1999 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48069&o=2

$end


$gbcolor=magdropu,
$bio

Magical Drop [Model CGB-AXJE-USA] (c) 2000 Conspiracy Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68299&o=2

$end


$gbcolor=magdrop,
$bio

Magical Drop [Model CGB-AXJP-EUR] (c) 2000 Conspiracy Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68298&o=2

$end


$snes=magdrop,
$bio

???????? (c) 1995 Data East Corp.
(Magical Drop)

Magical Drop is the conversion of a cute arcade puzzle game by Data East and undoubtedly inspired by other popular puzzle games such as Tetris, Puyo Puyo or Puzzle Bobble. The game features six playable characters all derived from traditional Tarot cards - Fool, Magician, Priestess, Star, Devil and Chariot. The gameplay is similar to other games in the genre - colored bubbles and other items appear from the top of the screen and when three of them get vertically aligned, they disappear and bring with them any bubbles of the same color close to them. The player has the ability to grab these bubbles, accumulate more of them (if of the same color) and throw them back up. Most of the game's modes are designed like one-on-one battles, so players always compete against another opponent. Special items also fall in the playfield and they can be used as weapons. For instance, medallions, if aligned in group of three, will transfer all the gems of the corresponding color to the opponent's field. Other modes are of course available such as an interesting puzzle mode where special patterns of bubbles have to be cleaned up within a given amount of rounds.

- TECHNICAL -

[Model SHVC-AD7J-JPN]

- TRIVIA -

Magical Drop for Super Famicom was released on October 20, 1995 in Japan for 8500 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48006&o=2

$end


$saturn,sat_cart=magdrop,
$bio

Magical Drop (c) 1995 Data East Corp.

- TECHNICAL -

[Model T-1304G]

- TRIVIA -

Magical Drop for Saturn was released on December 15, 1995 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48007&o=2

$end


$info=magerror,
$bio

Magical Error o Sagase (c) 1994 TechnoSoft.

Magical Error o Sagase is a spot the difference puzzle game for one or two players. In each level the player must point out the difference in the two images within the time limit. In contrast to most spot the difference games, in Magical Error wo Sagase, the images are mirror images of each other instead of direct copies.  Incorrect guesses cause the player to lose time on the time bar and once the time bar is depleted the game is over.

There are five levels per stage, and after each stage the player gets to play a bonus game to put more time on the time bar.

- TECHNICAL -

Main CPU : (2x) Motorola 68000 (@ 10 Mhz)
Sound Chips : YM2413 (@ 3.579545 Mhz), OKI6295 (@ 15.625 Khz)

Players : 2
Control : 8-way Joystick
Buttons : 3

- TRIVIA -

Translates from Japanese as 'Search for the Magical Error'.

Default highscore table (RANKING) :
1ST 190 50% PEN
2ND 180 40% KJM
3RD 170 30% PEE
4TH 160 20% JYA
5TH 150 10% AMI

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5103&o=2

$end


$pcecd=popful,
$bio

Magical Fantasy Adventure - Popful Mail (c) 1994 NEC Home Electronics, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58269&o=2

$end


$pc98=magicgrl,
$bio

Magical Girls (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90033&o=2

$end


$megadriv=magichat,
$bio

まじかるハットのぶっとびターボ! 大冒険 (c) 1990 Sega Enterprises, Limited.
(Magical Hat no Buttobi Tabo! Daibouken)

- TECHNICAL -

Game ID: G-4041
Cartridge ID: 670-1092
Package ID: 670-1093
Barcode: 4 974365 540418

- TRIVIA -

Magical Hat no Buttobi Tabo! Daibouken for Mega Drive was released on December 15, 1990 in Japan.

The title translates from Japanese as "Magical Hat Flying Turbo Adventure".

This game is known outside Japan as DecapAttack. Here are some known export releases : 
[US] "DecapAttack [Model 670-1620]"
[EU] "DecapAttack [Model 670-1620-50]"
[KO] "DecapAttack [Model GM4043JG]" by Samsung Software
[BR] "DecapAttack" by Tec Toy

- STAFF -

Producer: Sugea The Monster
Programmer: Doctor Suzuki, K. Iwa, Nabe‑chan
Character Designer: Dark Side Toshi, Porten
Map Designer: Paul Weller
Sound Composer: Toshiko Tasaki (Anzaki Waraco)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56637&o=2

$end


$saturn,sat_cart=maghopp,
$bio

Magical Hoppers (c) 1997 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59370&o=2

$end


$pc8801_flop=magicalh,
$bio

Magical House (c) 1989 Striker [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92314&o=2

$end


$gba=maghousn,
$bio

Magical Houshin [Model AGB-AJOJ-JPN] (c) 2002 Koei Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71549&o=2

$end


$msx1_cart=mkidwiz,mkidwizb,mkidwiza,
$bio

Magical Kid Wiz [Model HBS-G048C] (c) 1986 Sony Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77247&o=2

$end


$sg1000=mkidwiz,
$bio

Magical Kid Wiz (c) 198? Aaronix.

- TECHNICAL -

Game ID: Y-115

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65069&o=2

$end


$msx2_flop=maglabrx,maglabrxd,
$bio

Magical Labyrinth Remix (c) 1998 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101838&o=2

$end


$nes=magimatha,
$bio

Magical Mathematics (c) 1990 Sachen.

- TECHNICAL -

Game ID: SA-014

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76767&o=2

$end


$nes=magimath,
$bio

Magical Mathematics [Model SA-014] (c) 1990 Sachen [Taiwan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76852&o=2

$end


$psx=magicalm,
$bio

Magical Medical [Model SLPM-86099] (c) 1998 Konami Co., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85412&o=2

$end


$saturn,sat_cart=cotton2,
$bio

Magical Night Dreams Cotton 2 (c) 1997 Success

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59371&o=2

$end


$saturn,sat_cart=cottonbm,
$bio

Magical Night Dreams Cotton Boomerang (c) 1998 Success

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59372&o=2

$end


$info=magodds,magoddsa,magoddsb,magoddsd,magoddsc,
$bio

Magical Odds (c) 1991 Micro Mfg.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=35080&o=2

$end


$snes=magpopn,
$bio

Magical Pop'n [Model SHVC-AIAJ-JPN] (c) 1995 Pack-In-Video Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61770&o=2

$end


$gamegear=magiclpp,
$bio

Magical Puzzle Popils (c) 1991 Tengen, Incorporated.

- TECHNICAL -

Model T-48017

- TRIVIA -

Reviews:
September 1991 - Consoles + N.1 [FR]: 95/100

- STAFF -

Programmed by: Jun Amanai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64688&o=2

$end


$pcecd=magsaurs,
$bio

Magical Saurus Tour (c) 1990 Victor Entertainment [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58270&o=2

$end


$x68k_flop=magshot,
$bio

Magical Shot (c) 1991 MNM Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87867&o=2

$end


$info=magspeed,
$bio

Magical Speed (c) 1994 Allumer, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48083&o=2

$end


$info=magspot,
$bio

Magical Spot (c) 1980 Universal.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 1.802666 Mhz)
Sound Chips : DAC (@ 1.802666 Mhz)

Screen orientation : Vertical
Video resolution : 192 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 16

Players : 2
Control : 2-way joystick
Buttons : 1 (FIRE)

- SERIES -

1. Magical Spot (1980)
2. Magical Spot II (1980)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1446&o=2

$end


$info=magspot2,
$bio

Magical Spot II (c) 07/1980 Universal.

- TECHNICAL -

Game ID : 8013

Main CPU : Zilog Z80 (@ 1.802666 Mhz)
Sound Chips : DAC (@ 1.802666 Mhz)

Screen orientation : Vertical
Video resolution : 192 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 16

Players : 2
Control : 2-way joystick
Buttons : 1 (FIRE)

- TRIVIA -

A Magical Spot II unit appears in the 1982 movie 'Rocky III'.

- SERIES -

1. Magical Spot (1980)
2. Magical Spot II (1980)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1447&o=2

$end


$megadriv=mtaruru,
$bio

Magical Taruruuto-kun (c) 1992 Sega Enterprises, Limited.

- TRIVIA -

Reviews:
[FR] June 1992 - Consoles + N.10 (Pages 96-97): 72/100
[FR] July 1992 - Joypad N.10: 86/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56638&o=2

$end


$nes=mtaruru,mtarurua,
$bio

Magical Taruruuto-kun - Fantastic World!! (c) 1991 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54331&o=2

$end


$snes=mtaruru,
$bio

Magical Taruruuto-kun - Magic Adventure [Model SHVC-TL] (c) 1992 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61771&o=2

$end


$nes=mtaruru2,
$bio

Magical Taruruuto-kun 2 - Mahou Daibouken (c) 1992 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54332&o=2

$end


$gameboy=mtaruru2,
$bio

Magical Taruruuto-kun 2 - Raibaa Zone Panic!! [Model DMG-MFJ] (c) 1992 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66404&o=2

$end


$gameboy=mtaruru,
$bio

Magical Taruruuto-kun [Model DMG-MGJ] (c) 1991 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66403&o=2

$end


$gamegear=mtaruru,
$bio

Magical Taruruuto-kun [Model T-65017] (c) 1991 Tsukuda Original

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64689&o=2

$end


$info=mtetrisc,
$bio

Magical Tetris Challenge (c) 1998 Capcom.

Capcom and Disney join forces to bring you the Magical Tetris Challenge. Choose either Mickey, Minnie, Donald or Goofy and compete in competitive battles of everyone's favourite block game from Mother Russia, Tetris.

- TECHNICAL -

Seta Aleck64 hardware

CPU : R4300i @ 93.75 MHz
Co-Processor : 64-bit RISC processor @ 62.5 MHz, RCP SP (Sound and Graphics Processor), and DP (Pixel Drawing Processor)
Sound : 16 bit stereo, 44.1Khz; ADPCM sound compression, up to 100PCM channels
RAM : Rambus D-RAM 36 Mbits

Players : 2
Control : stick
Buttons : 2

- TRIVIA -

Released in October 1998.

- STAFF -

General producer: Noritaka Funamizu

- PORTS -

* Consoles :
Nintendo 64 (1998)
Nintendo Game Boy Colour (1999)
Sony PlayStation (1999)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3862&o=2

$end


$n64=mtetrisc,mtetriscg,mtetriscu,
$bio

Magical Tetris Challenge (c) 1999 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57805&o=2

$end


$psx=magicalt,
$bio

Magical Tetris Challenge featuring Mickey Mouse [Model SLPS-01786] (c) 1999 Capcom Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85413&o=2

$end


$n64=mtetriscj,
$bio

Magical Tetris Challenge featuring Mickey [Model NUS-NMTJ] (c) 1998 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57806&o=2

$end


$gbcolor=mtetriscu,
$bio

Magical Tetris Challenge (c) 2000 Capcom USA, Incorporated.

North American release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Tetris Adventure - Susume Mickey to Nakama-tachi [Model CGB-AT7J-JPN]".

- TECHNICAL -

Cartridge ID: Model CGB-AT7E-USA
Package ID: Model CGB-P-AT7E

- TRIVIA -

Magical Tetris Challenge for GBC was released in February 2000 in USA.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68301&o=2

$end


$gbcolor=mtetrisca,mtetrisc,
$bio

Magical Tetris Challenge (c) 2000 Activision, Incorporated.

European release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Tetris Adventure - Susume Mickey to Nakama-tachi [Model CGB-AT7J-JPN]".

- TECHNICAL -

[Model CGB-AXCP-EUR]

- TRIVIA -

Magical Tetris Challeng for GBC was released on March 24, 2000 in Europe.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68300&o=2

$end


$info=magtouch,
$bio

Magical Touch (c) 1995 Micro Mfg.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=36398&o=2

$end


$sg1000=magtree,
$bio

Magical Tree (c) 198? Aaronix.

- TECHNICAL -

[Model R-102]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49044&o=2

$end


$msx1_cart=magtree,magtreea,
$bio

Magical Tree [Model RC713] (c) 1985 Konami Industry Co., Ltd. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77248&o=2

$end


$info=magtruck,
$bio

Magical Truck Adventure (c) 1998 Sega Enterprises, Limited.

- TECHNICAL -

Runs on the Sega "Model 3 Step 2.1" hardware.

- TRIVIA -

Released in November 1998 in Japan and in March 1999 overseas.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3757&o=2

$end


$gba=magicvac,
$bio

Magical Vacation [Model AGB-AMVJ-JPN] (c) 2001 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71550&o=2

$end


$info=magzun,
$bio

Magical Zunou Power (c) 1996 Sega Enterprises, Limited.

- TECHNICAL -

Sega Titan Video Hardware (ST-V)

- TRIVIA -

Released in October 1996.

The title translates from Japanese as "Magical Brain Power".

PATENTS :
U.S.A : 4,442,486 - 4,454,594 - 4,462,076
Europe : 80244
Canada : 1,183,276
Honk Kong : 88-4302
Singapore : 88-155

- PORTS -

* Consoles :
Sony PlayStation ("Magical Zunou Power!! Party Selection")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=21364&o=2

$end


$a2600=magicard,
$bio

MagiCard (c) 1981 CommaVid

A programming tool for your Atari 2600.

- TECHNICAL -

Model CM001

- STAFF -

Designer/Programmer: John Bronstein
Designer: Irwin Gaines, Joseph Biel

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50668&o=2

$end


$info=magicbal,
$bio

Magicball Fighting (c) 1994 SemiCom.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49157&o=2

$end


$nes=magician,magicianp2,magicianp1,
$bio

Magician (c) 1991 Taxan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55323&o=2

$end


$neocd=maglord,
$bio

Magician Lord (c) 1994 ADK Corp.

- TECHNICAL -

[Model ADCD-100]

- TRIVIA -

Magician Lord for Neo-Geo CD was released on October 31, 1994 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47466&o=2

$end


$neogeo=maglordh,
$bio

Magician Lord (c) 1991 Alpha Denshi Company, Limited.

AES release. For more information about the game itself, please see the MVS version entry: "Magician Lord [Model NGM-005]"

- TECHNICAL -

Cartridge ID: NGH-005
Cartridge Size: 46 Mega

- TRIVIA -

Magician Lord was released on July 01, 1991 in Japan and in the USA.


Reviews:
July-August 1991 - Consoles + HS N.2 [FR]: 93/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48054&o=2

$end


$info=maglord,
$bio

Magician Lord (c) 1990 Alpha Denshi Company, Limited.

Magician Lord is a side-scrolling platform shoot-em-up in which players take on the roll of a wizard called Elta - the last Magician Lord - on his quest to save his homeland from the evil Gul-Agieze, who plans to resurrect the God of Destruction using 8 tomes of mystical power.

Elta has to jump, shoot and climb his way to the end of each of the game's 8 levels where he must beat a servant of Gal, along with one of Gal's sinister boss creations. To complete the game Elta must reach the final stage and defeat Az Atorse himself. If the player takes too long to complete a stage, Elta will be harassed by an invincible monster.

Elta's primary form of attack is a weak but fast-moving energy projectile that can fired in one of four directions, but by collecting the special coloured orbs that ocassionally appear, he can transform into a different form, making him more powerful and giving him new attacks.

These are the six different forms that Elta can assume by picking up the colored orbs:

* Dragon Warrior: In this form Elta attacks by breathing fire; a continuous short-range attack that, unlike the standad attack, can also be aimed diagonally.

* Waterman: The Waterman-form attacks with water grenades – blue bubbles of water that burst upon touching the ground and form into water pillars. The attack can hit several times for additional damage but only covers a small area.

* Poseidon: A more powerful version of the Waterman, Poseidon shoots wide waves of water that travel along the ground for several hits. It does severe damage and causes enemies to freeze and shatter on impact. While very powerful, this form moves very slowly.

* Shinobi: The Shinobi-form gains increased agility and attacks with powerful magical arcs of fire which are wide but slow-moving.

* Samurai: While limited in range, the Samurai-form is the only form that can attack through walls, shields or even multiple enemies, using a boomerang-like energy attack that does heavy damage.

* Raijin: The Raijin-form gives Elta's jumping ability a big boost as well as a unique attack that creates a continuous electrical field around his body.

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID: NGM-005

Players: 2
Control: 8-Way Joystick
Buttons: 2
=> [A] Shot, [B] Jump

- TRIVIA -

Magician Lord was released on April 26, 1990. This is the first Alpha Denshi game for the SNK Neo-Geo MVS hardware and it was the first game which used the capabilities of the hardware (zooming, stretching).

At this time, this game was the Killer application for Neo-Geo, all reviews from magazines were very positive, many people wanted it and bought it.

Default highscore table :
1 50000
2 40000 RYU
3 30000
4 20000
5 10000

- PORTS -

* Consoles :
SNK Neo-Geo (July 01, 1991; "Magician Lord [Model NGH-005]")
SNK Neo-Geo CD (1994, "Magician Lord [Model ADCD-100]")
Nintendo Wii (2007, "Virtual Console")
Sony PlayStation 2 [US] May 05, 2008 "SNK Arcade Classics Vol.1 [Model SLUS-21724]"
Sony PSP [US] May 05, 2008 "SNK Arcade Classics Vol.1 [Model ULUS-10338]"
Sony PlayStation 2 [KO] May 29, 2008 "SNK Arcade Classics Vol.1 [Model SLKA-25424]"
Nintendo Wii [US] July 29, 2008 "SNK Arcade Classics Vol.1 [Model RVL-P-RNCE]"
Sony PSP [EU] Oct. 17, 2008 "SNK Arcade Classics Vol.1 [Model ULES-01105]"
Nintendo Wii [EU] Oct. 31, 2008 "SNK Arcade Classics Vol.1 [Model RVL-P-RJZP]"
Sony PlayStation 2 [EU] Nov. 21, 2008 "SNK Arcade Classics Vol.1 [Model SLES-55232]"
Sony PSP [JP] May. 21, 2009 "SNK Arcade Classics Vol.1 [Model ULJS-193]"
Sony PlayStation Store (Dec.2010)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1448&o=2

$end


$amigaocs_flop=magiclnd,
$bio

Magicland Dizzy (c) 1991 Codemasters Software Company, Limited., The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74505&o=2

$end


$pcecd=magicoal,
$bio

Magicoal (c) 1993 NEC Home Electronics, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58271&o=2

$end


$svision=maginx,
$bio

Magincross [Model SV10039] (c) 1992 Thin Chen Enterprise

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95458&o=2

$end


$megadriv=magist16,
$bio

Magistr 16 (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56639&o=2

$end


$nes=magistr,
$bio

Magistr v1.0 (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55324&o=2

$end


$info=magix,magixb,
$bio

Magix (c) 1995 Yun Sung.

A tetris-type game.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 8 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), OKI MSM5205 (@ 384 Khz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

This game is also known as "Rock".

Default highscore table (RANKING) :
1 10000 JDCH
2 0 ....
3 0 ....
4 0 ....
5 0 ....

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1449&o=2

$end


$famicom_flop=magmapro,
$bio

Magma Project - Hacker [Model GTS-MPH] (c) 1989 Tokuma Shoten Intermedia, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65393&o=2

$end


$snes=magnabrb,
$bio

Magna Braban - Henreki no Yuusha [Model SHVC-AMBJ-JPN] (c) 1994 ASK Kodansha Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61772&o=2

$end


$msx2_flop=magnarmagnara,
$bio

Magnar (c) 1992 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101839&o=2

$end


$pc8801_flop=magnetwo,
$bio

Magnet World 2 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92315&o=2

$end


$pc8801_flop=magnetw1,
$bio

Magnet World Final (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92316&o=2

$end


$bbca_cass,bbcb_cass=magnmoon,
$bio

Magnetic Moon (c) 1987 Elk Adventure Club

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52076&o=2

$end


$gameboy=magnetic,
$bio

Magnetic Soccer [Model DMG-KQ-NOE] (c) 1992 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66405&o=2

$end


$msx1_cart=magnetic,magnetica,
$bio

Magnetics [Model RC713] (c) 1986 al Alamiah

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77249&o=2

$end


$info=m4mag7s,m4mag7s__0,m4mag7s__1,m4mag7s__2,m4mag7s__3,m4mag7s__4,m4mag7s__5,m4mag7s__6,m4mag7s__7,m4mag7s__8,m4mag7s__9,m4mag7s__a,m4mag7s__b,m4mag7s__c,m4mag7s__d,m4mag7s__e,m4mag7s__f,m4mag7s__g,
$bio

Magnificent 7's (c) 199? Barcrest.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=14951&o=2

$end


$info=m5mag7s,m5mag7sa,m5mag7sb,m5mag7sc,m5mag7sd,m5mag7se,
$bio

Magnificent 7's (c) 200? Vivid Gaming.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41600&o=2

$end


$nes=empcity,
$bio

Magnum Kiki Ippatsu - Empire City - 1931 (c) 1987 Toshiba EMI

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54333&o=2

$end


$msx1_cart=empcity,empcitya,
$bio

Magnum Kiki Ippatsu - Empire City 1931 [Model PS-2024G] (c) 1988 Toshiba EMI [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77250&o=2

$end


$cpc_cass=magnumlp,
$bio

Magnum Light Phaser Games (c) 1990 Virgin Mastertronic

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98129&o=2

$end


$x68k_flop=magritte,
$bio

Magritte (c) 1995 Moai [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88392&o=2

$end


$fm7_cass=magus,
$bio

Magus (c) 1985 Soft Pro International [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93754&o=2

$end


$pc8801_flop=mahakala,
$bio

Maha-kala (c) 1986 Magical Zoo [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92317&o=2

$end


$nes=maharaja,
$bio

Maharaja (c) 1989 Sunsoft

- TRIVIA -

Released on September 29, 1989 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54334&o=2

$end


$x1_cass=maharito,
$bio

Maharito (c) 198? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86247&o=2

$end


$nes=mjsamita,
$bio

Mahjan Samit Kabukicho Hen (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84048&o=2

$end


$svision=mjleitai,
$bio

Mahjang Leitai [Model SV10012] (c) 1992 Bon Treasure

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95459&o=2

$end


$nes=mahjongh,
$bio

Mahjong (c) 1987 FMG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69286&o=2

$end


$info=4psimasy,
$bio

Mahjong 4P Simasyo (c) 1994 Sphinx.

An adult, mahjong game, Mahjong 4P Simasyo features images of live action AV actresses and one actor representing the player. Game play starts with a four player match against three CPU controlled girls. Once the player wins this match he is rewarded with a still shot of a topless model in all of her pixelated glory.  The player then selects one of the three girls from the previous match for a one-on-one game. The player then plays against that girl until he defeats her three times or he wins all of her money. Once defeated the girl is shown nude in a low frame-rate "video" of her body bouncing up and down in a suggestive fashion.
After this the player again competes in a 4-player round against the same girls until all three have been defeated in one-on-one matches. Game play then continues with a new set of three girls.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 6.144 Mhz)
Sound CPU : Zilog Z80 (@ 8 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC (@ 4 Mhz)

Screen orientation : Horizontal
Video resolution : 640 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 768

Player : 1

- TRIVIA -

Developed by AV Japan Co., Ltd.

The title of the game translates as "Let's play 4 player Mahjong".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3547&o=2

$end


$n64=mahjong,
$bio

Mahjong 64 [Model NUS-NMJJ] (c) 1997 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57807&o=2

$end


$nes=mjacad,
$bio

Mahjong Academy [Model SA-026] (c) 1992 Sachen [Taiwan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76853&o=2

$end


$info=akiss,
$bio

Mahjong Angel Kiss (c) 1995 Jaleco.

An adult mahjong game, Mahjong Angel Kiss is unique in that it features quite a few animated strip sequences per girl, instead of the standard three or four. Also unique is that the game does not give a set amount of betting funds for each girl, because of this the player cannot progress quicker through the game by depleting the girl's funds and must play a match for every strip sequence.

- TECHNICAL -

Jaleco Mega System 32 hardware
PCB # : MB94166 EB91022-20101

Main CPU : V70 (@ 20 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : YMF271 (@ 4 Mhz)

- TRIVIA -

Released in July 1995.

Satoshi Urushihara, the character design producer of this game, is a famous Japanese illustrator, providing character designs for such anime as 'Plastic Little' and the game series 'Growlanser'.

- STAFF -

Game Produce : Toshirou Tsuboi
Game Design : Takeshi Ishizashi
Game Design Advice : Yasuhiro Ota, Masayuki Kaneko
Program : Takeshi Ishizashi
Graphic Produce : Ken Baba
C.B. Design Direct : Tetsuo Yahagi
Dot Design Direct : Yoshito Kuwa
C.B/Dot Design : Minoru Oka, Masaharu Okada, Film/Magic Staff
B.G.M/S.E. Sound Design : Takahiro Wakuta

* Radio Actress :
Miyuki : Naoko Watanabe
Kanna : Michie Tomizawa
Urara : Manami Nakayama

Character Design Produce : Satoshi Urushihara

- PORTS -

* Consoles :
Sega Saturn (1996, "Mahjong Tenshi Angel Lips")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1451&o=2

$end


$info=bakuhatu,
$bio

Mahjong Bakuhatsu Junjouden (c) 1991 Nichibutsu.

Mahjong with the opportunity to purchase timely bonus items during a match. Girls also included.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 6 Mhz)
Sound CPU : Zilog Z80 (@ 8 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC

Players : 5
Control : mahjong keyboard

- TRIVIA -

Mahjong Bakuhatsu Junjouden was released in October 1991 in Japan.

The title of this game translates from Japanese as 'Mahjong Explosion Pure Heart Report'.

This game is also known as "Mahjong Gottsu ee, Kanji!".

- STAFF -

Planner : Hiroshi Ikegami
Programmer : Moriaki Hochigai
Designers : Hiroyuki Wada, Kenzou Kanzaki, Kenji Horinouchi, Takayuki Noda, Makoto Totitani, Yukina Terahara, Kaori Abe, Zonbee
Composer : Nyorita Oga

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1453&o=2

$end


$info=bananadr,
$bio

Mahjong Banana Dream (c) 07/1989 Digital Soft.

A mahjong game with a most suggestive title screen. The more you bet, the more they take off!

- TECHNICAL -

Main CPU : Zilog Z80 (@ 5 Mhz)
Sound Chips : YM3812 (@ 2.5 Mhz), DAC (@ 2.5 Mhz)

Screen orientation : Horizontal
Video resolution : 512 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 256

Player : 2
Control : mahjong keyboard

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1454&o=2

$end


$info=jongbou,
$bio

Mahjong Block Jongbou (c) 1987 SNK.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 8 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : General Instrument AY8910 (@ 2 Mhz)

Players : 2
Control : dial
Buttons : 1

- TRIVIA -

Released in February 1987.

- PORTS -

* Consoles :
Nintendo Famicom (1987, "Jongbou" - SNK)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3503&o=2

$end


$nes=mjblock,
$bio

Mahjong Block [Model MGC-008] (c) 1991 Micro Genius [Taiwan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76854&o=2

$end


$info=cafebrk,
$bio

Mahjong Cafe Break (c) 1999 Nakanihon, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=30051&o=2

$end


$info=cafedoll,
$bio

Mahjong Cafe Doll (c) 1993 Dynax.

- TRIVIA -

Released in October 1993.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=19455&o=2

$end


$info=cafepara,
$bio

Mahjong Cafe Paradise (c) 1999 Techno-Top, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=30064&o=2

$end


$info=cafetime,
$bio

Mahjong Cafe Time (c) 1992 Dynax.

- TRIVIA -

Mahjong Cafe Time was released in March 1992 in Japan.

It features comic scenes by Tenho Iwatani. His work can also be seen in "Iwatani Tenho no Mahjong Comic Gekijou Vol. 1" and Warai no "Mahjong Angels Comic Gekijou Vol. 2". Tenho Iwatani is also depicted, in cartoon form, on the title screen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=18766&o=2

$end


$info=mjcamera,mmcamera,mjcamerb,
$bio

Mahjong Camera Kozou (c) 1988 Miki Syouji.

A mahjong game with women stranded in far-off places. Of course, you see sexy photographs of them if you beat them.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 5 Mhz)
Sound Chips : YM3812 (@ 2.5 Mhz), DAC (@ 2.5 Mhz)

Player : 2
Control : mahjong keyboard

- TRIVIA -

Mahjong Camera Kozou was released in November 1988 in Japan.

The title of this game translates from Japanese as 'Mahjong Camera Brat'.

The [BET] version of this game was released the following year (May 1989).

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1455&o=2

$end


$info=mcnpshnt,
$bio

Mahjong Campus Hunting (c) 1990 Dynax.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 5.5 Mhz)
Sound Chips : General Instrument AY8910 (@ 2.75 Mhz), YM2413 (@ 3.58 Mhz), OKI MSM5205 (@ 384 Khz)

Screen orientation : Horizontal
Video resolution : 512 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096

Players : 1

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1456&o=2

$end


$info=mjzoomin,
$bio

Mahjong Channel Zoom in (c) 1990 Jaleco.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 8 Mhz)
Sound Chips : OKI6295 (@ 24.242 Khz)

Player : 2

- TRIVIA -

Even if titlescreen says 1990, Mahjong Channel Zoom in was released in March 1991 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1457&o=2

$end


$info=chinmoku,
$bio

Mahjong Chinmoku no Hentai (c) 1990 Nichibutsu.

A mahjong game with a war theme and random bonus items. The 'manzu' suit of tiles are in English rather than Chinese.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 5 Mhz)
Sound Chips : YM3812 (@ 2.5 Mhz), DAC

Screen orientation : Horizontal
Video resolution : 512 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 256

Player : 2

- TRIVIA -

Released in May 1990.

The title of this game translates from Japanese as 'Mahjong Silent Formation'.

This game parodies the Kawaguchi Kaichi anime/manga 'silent service' (Player character doesn't have a submarine but controls a Gunship!).

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1458&o=2

$end


$info=cmehyou,
$bio

Mahjong Circuit no Mehyou (c) 1992 Nichibutsu.

A mahjong game with a race car theme.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 6 Mhz)
Sound CPU : Zilog Z80 (@ 8 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC (@ 4 Mhz)

Screen orientation : Horizontal
Video resolution : 640 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 256

Players : 2
Control : mahjong keyboard

- TRIVIA -

Developed by Kawakusu Co., Ltd. Released in March 1992.

The title of this game translates from Japanese as 'Mahjong Leopardess Circuit'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1459&o=2

$end


$info=mjclinic,
$bio

Mahjong Clinic - Volume 1 (c) 1988 Home Data.

A mahjong game with sexy anime nurses. If I get sick, I want to visit this hospital and play mahjong with them.

- TECHNICAL -

Main CPU : Motorola M6809 (@ 4 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : SN76496 (@ 4 Mhz), DAC

Players : 1
Control : mahjong keyboard

- TRIVIA -

Mahjong Clinic Volume 1 was released in June 1988.

- PORTS -

* Computers :
PC 8801 (1991)
PC 9801 (1991) - Home Data

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1460&o=2

$end


$pcecd=mjclinic,
$bio

Mahjong Clinic Special (c) 1993 Naxat Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58272&o=2

$end


$pc98=mjclinic,
$bio

Mahjong Clinic Zoukan-gou (c) 1990 Home Data [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90034&o=2

$end


$x68k_flop=mjclinic,
$bio

Mahjong Clinic Zoukan-gou (c) 1991 Home Data [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87868&o=2

$end


$pc8801_flop=mjclinic,
$bio

Mahjong Clinic Zoukan-gou (c) 1991 Home Data [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92318&o=2

$end


$info=mjclub,
$bio

Mahjong Club (c) 198? Xex.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31435&o=2

$end


$nes=mjclub,
$bio

Mahjong Club - Nagatachou (c) 1991 Hector

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54336&o=2

$end


$info=club90s,club90sa,
$bio

Mahjong Club 90's (c) 09/1990 Nichibutsu.

Mahjong with a night club theme. You can visit the alcohol vending machine to buy items.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 5 Mhz)
Sound Chips : YM3812 (@ 2.5 Mhz), DAC (@ 2.5 Mhz)

Screen orientation : Horizontal
Video resolution : 512 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 256

Player : 2
Control : mahjong keyboard

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1461&o=2

$end


$snes=mjclub,
$bio

Mahjong Club [Model SHVC-AHMJ-JPN] (c) 1994 Hect [Hector] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61773&o=2

$end


$nes=mjcompan,
$bio

Mahjong Companion (c) 1990 Hacker International

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54337&o=2

$end


$nes=mjcompana,
$bio

Mahjong Companion [Model SA-027] (c) 19?? Sachen [Taiwan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76855&o=2

$end


$megadriv=mahjongc,
$bio

Mahjong Cop Ryuu - Shiro Ookami no Yabou (c) 1989 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56640&o=2

$end


$info=mjdchuka,
$bio

Mahjong Dai Chuuka Ken (c) 1995 Dynax.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 8 Mhz)
Sound Chips : YM2413 (@ 3.579545 Mhz), OKI6295 (@ 8 Khz), AY8910 (@ 2 Mhz)

Screen orientation : Horizontal
Video resolution : 336 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 512

Players : 2

- TRIVIA -

Released in August 1995.

The title of this game translates from Japanese as 'Mahjong Great Chinese Sphere'.

- TIPS AND TRICKS -

Enter test mode : choose Menu 'Option' to enter another sub-menu, then press key N, N, Ron, Ron, N, secret menu appears. Turn all OFF to ON, press F2 to close test switch, press Start to resume the game, then you will see what is going on. By using that, you can play tricks or you can enter some sub-game directly.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4884&o=2

$end


$info=dtoyoken,
$bio

Mahjong Dai Toyo Ken (c) 1996 Nakanihon, Incorporated. [Dynax Soft Division]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48549&o=2

$end


$info=daimyojn,
$bio

Mahjong Daimyojin (c) 2002 Techno-Top, Limited.

- TRIVIA -

Mahjong Daimyojin was released in June 2002 in Japan.^

Developed by Techno Planning.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32458&o=2

$end


$info=daireika,
$bio

Mahjong Daireikai (c) 1989 Jaleco.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 8 Mhz)
Sound Chips : OKI6295 (@ 24.242 Khz)

Player : 2

- TRIVIA -

Developed by NMK.

Released in August 1989.

The title of this game translates from Japanese as 'Mahjong Great Spirit World'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1462&o=2

$end


$info=daiyogen,
$bio

Mahjong Daiyogen - Kono Gyaru Uranaishi Ni Tsuki (c) 1990 Video System.

A mahjong game with a tarot card theme and random bonus items.

- TECHNICAL -

Main CPU : (2x) Zilog Z80 (@ 6 Mhz)
Sound Chips : YM2413 (@ 3.579545 Mhz), OKI MSM5205 (@ 384 Khz)

Players : 1
Control : mahjong keyboard

- TRIVIA -

Released in March 1990.

The title of this game translates from Japanese as 'Mahjong Great Prophecy - This Fortune-Teller Gal Brings Luck'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1463&o=2

$end


$pc98=mjdepon,
$bio

Mahjong de Pon! (c) 1994 Active Software [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90050&o=2

$end


$info=mjelctrn,mjelct3,mjelct3a,
$bio

Mahjong Denshi Kiban - Super Express (c) 1990 Dynax.

A classic Mahjong BET game ever with strict score system and function of 'DonDen' and 'Three Tiles Exchange'. A special effect of Ron (electric) or Reach (fire) is shown when announced. Play with 6 gals and wonderful background music. After you beat the gal 3 times (3 Renso) an extra 1, 2, 3 or 5 points will be given.

- TRIVIA -

Released in May 1990 in Japan.

The title of this game translates from Japanese as 'Mahjong Electron Base - Super Express'.

- UPDATES -

Mahjong Electron Base (parts 2 & 3) is the original issue, clone (parts 2 & 3, alt.) might be an alternative prototype with a fixed payout rate of 50%. Mahjong Electron Base (parts 2 & 4) is a modified later version with an easier Ron type -'TuiDao Hu'- added, which is shown on the title screen.

- TIPS AND TRICKS -

* A YAKUMAN BONUS following the ding will appear randomly after you play the game patiently for quite a few times. Frequency can be set up in Dipswitch. A clock will be shown on the screen to remind you only three minutes left to Ron a YAKUMAN. Try to bet more coins as you can and you will find it is worthwhile.

* When the notice of 'Three Tiles Exchange available' is shown during game, skip it first by pressing the start button. Then play the game normally until the gal throws her last tile out. Keep pressing the 'DonDen' button for almost 40-50 times and 'Three Tiles Exchange available' will appear again. The other two chances of exchange will come after pressing the button 4-6 times each. Attempt to make your whole tile group to match the opponent's last tile after exchange then a Ron of Yakuman can be achieved. It will be easier to fulfil this trick if the girls last tile is forced to be the one expected.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1464&o=2

$end


$info=mjderngr,
$bio

Mahjong Derringer (c) 05/1989 Dynax.

A mahjong game that seems to have a rape theme. Maybe it should've been called 'Mahjong Deranged'.

- TECHNICAL -

Game ID : 22

Main CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.536 Mhz)

Screen orientation : Horizontal
Video resolution : 256 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 512

Players : 2

- TRIVIA -

A 'Derringer' is a type of small pocket pistol.

Dynax even misspelled the slogan on their logo as 'Video Computr System'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1465&o=2

$end


$info=mjdialq2,mjdialq2a,
$bio

Mahjong Dial Q2 (c) 1991 Dynax.

A mahjong game with random bonus items to be won through mini games.

- TECHNICAL -

Game ID : '52'

Main CPU : Zilog Z80 (@ 6 Mhz)
Sound Chips : YM2413 (@ 4 Mhz)

Players : 1
Control : mahjong keyboard

- TRIVIA -

Released in January 1991 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1466&o=2

$end


$info=mjdiplob,
$bio

Mahjong Diplomat (c) 1987 Dynax.

A rather diplomatic mahjong game.

- TECHNICAL -

Game ID : 07

Main CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.536 Mhz)

Players : 2
Control : mahjong keyboard

- TRIVIA -

Mahjong Diplomat was released in July 1987 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1467&o=2

$end


$msx1_cart=mjdojo,
$bio

Mahjong Dojo [Model RC707] (c) 1984 Konami Industry Co., Ltd. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77251&o=2

$end


$info=dokyusei,
$bio

Mahjong Doukyuusei (c) 1995 Make Software.

Mahjong Doukyuusei is a strip mahjong game featuring four girls with three strip sequences each.

Each opponent is played in order, After each winning hand the player is shown a highly animated strip sequence of his opponent. After winning three hands the player advances to the next opponent.

Oddly, for the final opponent, only the last strip sequence features her, with the first two featuring two different girls from the original PC game.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 16 Mhz)
Sound Chips : OKI6295 (@ 8 Khz), YM2413 (@ 8 Mhz)

Players : 1

- TRIVIA -

Released in May 1995.

The title of this game translates from Japanese as 'Mahjong Schoolmates'.

Mahjong Doukyuusei is based on the 'Bishoujo' game series.

- SERIES -

1. Mahjong Doukyuusei (1995)
2. Mahjong Doukyuusei Special Kanketsuhen (1995)

- STAFF -

Character Design: Masaki Takei

Voices
Misa Tanaka: Satomi Koorogi
Ako Saito: Mika Kanai
Yayoi Kusanagi: Akiko Hiramatsu
Mai Sakuragi: Miki Takahashi

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1468&o=2

$end


$saturn,sat_cart=mjdouksp,
$bio

Mahjong Doukyuusei Special (c) 1996 Make Software, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59373&o=2

$end


$info=dokyusp,
$bio

Mahjong Doukyuusei Special Kanketsuhen (c) 1995 Make Software.

Mahjong with nice anime sequences and cute 'chibi' pictures of your opponents during matches.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 16 Mhz)
Sound Chips : OKI6295 (@ 16 Khz), YM2413 (@ 8 Mhz)

Players : 1
Control : mahjong keyboard

- TRIVIA -

Released in November 1995.

The title of this game translates from Japanese as 'Mahjong Classmates Special Final Episode'.

- SERIES -

1. Mahjong Doukyuusei (1995)
2. Mahjong Doukyuusei Special Kanketsuhen (1995)

- PORTS -

* Consoles :
Sega Saturn (1996)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1469&o=2

$end


$saturn,sat_cart=mjdoukspgen,mjdoukspgena,
$bio

Mahjong Doukyuusei Special [Genteiban] (c) 1996 Make Software, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59374&o=2

$end


$info=dunhuang,
$bio

Mahjong Dunhuang (c) 1995 Spirit Tech.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 6 Mhz)
Sound Chips : OKI6295 (@ 1.5 Mhz)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=12475&o=2

$end


$info=mjelctrn,mjelct3,mjelct3a,mjelctrb,mjembase,
$bio

Mahjong Electron Base (c) 1990 Dynax.

A classic Mahjong BET game ever with strict score system and function of 'Three Tiles Exchange'. A special effect of Ron or Reach is shown when announced. Play with six girls and wonderful background music.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 5.5 Mhz)
Sound Chips : General Instrument AY8910 (@ 2.75 Mhz), YM2413 (@ 3.58 Mhz), OKI MSM5205 (@ 384 Khz)

Screen orientation : Horizontal
Video resolution : 512 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096

Players : 1

- TRIVIA -

Released in May 1990 in Japan.

- UPDATES -

Mahjong Electron Base (parts 2 & 3, Japan) is the original issue, clone (parts 2 & 3, alt., Japan) might be an alternative prototype with a fixed payout rate of 50%. Mahjong Electron Base (parts 2 & 4, Japan) is a modified later version with an easier Ron type -'TuiDao Hu'- added, which is shown on the title screen.

- TIPS AND TRICKS -

When the notice of 'Three Tiles Exchange available' is shown during game, skip it first by pressing the start button. Then play the game normally until the gal throws her last tile out. Keep pressing the 'DonDen' button for almost 40-50 times and 'Three Tiles Exchange available' will appear again. The other two chances of exchange will come after pressing the button 4-6 times each. Attempt to make your whole tile group to match the opponent's last tile after exchange then a Ron of Yakuman can be achieved. It will be easier to fulfil this trick if the girls last tile is forced to be the one expected.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1470&o=2

$end


$info=mjegolf,
$bio

Mahjong Erotica Golf - Soutennenshoku Gal (c) 1994 Fujic Company, Limited.

Mahjong with a golf theme and smutty digitized females. How those two concepts go together I don't know.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 6 Mhz)
Sound CPU : Zilog Z80 (@ 8 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC

Screen orientation : Horizontal
Video resolution : 640 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 512

Players : 2
Control : mahjong keyboard

- TRIVIA -

Developed by AV Japan Co., Ltd.

Released in February 1994.

The subtitle of this game translates from Japanese as 'All-Natural Color Gal'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1471&o=2

$end


$info=mfunclub,
$bio

Mahjong Fan Club - Idol Saizensen (c) 1989 Video System.

A mahjong game with a waiter who serves you items! Of course, you're also served sexy pictures of your female opponents upon winning.

- TECHNICAL -

Main CPU : (2x) Zilog Z80 (@ 6 Mhz)
Sound Chips : YM2413 (@ 3.579545 Mhz), OKI MSM5205 (@ 384 Khz)

Screen orientation : Horizontal
Video resolution : 352 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048

Players : 1
Control : mahjong keyboard

- TRIVIA -

The subtitle of this game translates from Japanese as 'Idol Front' ('Idol' is the way that Japanese refer to a supermodel or celebrity).

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1475&o=2

$end


$info=mjflove,
$bio

Mahjong Fantastic Love (c) 1996 Nakanihon, Incorporated. [Dynax Soft Division]

Mahjong Fantastic Love is a strip mahjong game featuring five girls with three strip sequences each.  The game features extensive voice acting with highly animated facial expressions during matches.  

Strip sequences consist of the screen scrolling along a still image of the girl, with a piece of clothing magically disappearing off of the girl by the end of the sequence.  A strip sequence is shown every time the player wins a hand. If a player depletes an opponents betting funds, then the game will advance through all of the strip sequences for that opponent.  

After a girls final strip sequence, the player is rewarded with a bonus strip sequence.  Random articles of clothing flash across the screen until the player presses a button. Once pressed, the flashing stops and a girl is revealed wearing the last article of clothing that flashed on the screen.

The player looses the game once all of his betting funds are depleted.  Upon continuing all of the player's wins against the current opponent are wiped out, but the player is given a random item or a chance to play a mini-game that will give the player an advantage in the next round.

- TECHNICAL -

[Model NS500]

- TRIVIA -

Mahjong Fantastic Love was released in March 1996 in Japan.

In Mahjong Fantastic Love, regular strip sequences do not show nudity beyond bras and panties.  But the bonus strip sequences feature high speed image swapping with nude frames interspersed between the regular bra and panties image.

- TIPS AND TRICKS -

Hidden option items : Enter test mode and choose 'Option', then input keys E, K, A, I and RON.

- STAFF -

Executive Planner: Eiichi Hayakawa
Image Director: KIK
Programmers: James, Miki-chan, Ben, Hage Shindo
Hardware Design: Oz

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=29246&o=2

$end


$info=mfightc,mfightcc,
$bio

Mahjong Fight Club (c) 2002 Konami Corp.

- TECHNICAL -

Konami Viper Satellite Terminal

CPU : Motorola Power PC XPC8240 @ 200-250MHz
Graphics System : 3DFX 355-0024-020 (Equivalent to 3dfx Voodoo3/Avenger)
Sound : Yamaha YMZ280B
ROMS : Flash Card based, some secured, and all controlled by an RTC Ram.

- TRIVIA -

Released in April 2002.

- SERIES -

1. Mahjong Fight Club (2002)
2. Mahjong Fight Club 2 (2003)
3. Mahjong Fight Club 3 (2004)
4. Mahjong Fight Club 4 (2005)
5. Mahjong Fight Club 5 (2006)
6. Mahjong Fight Club 6 (2007)
7. Mahjong Fight Club 7 (2008)
8. Mahjong Fight Club 7.77 (2009)
9. Mahjong Fight Club Reincarnation Garyu (2010)
10. Mahjong Fight Club Ultimate Version (2011)
11. Mahjong Fight Club Next (2012)

- PORTS -

* Consoles :
Sony PSP (2004)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4172&o=2

$end


$info=finalbny,
$bio

Mahjong Final Bunny (c) 1991 Nichibutsu.

The magic door in the forest leads to the domain of the Sexy Bunny Girl who will challenge you at mahjong!

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3 Mhz)
Sound CPU : Zilog Z80 (@ 3.9 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC

Player : 2
Control : mahjong keyboard

- TRIVIA -

Mahjong Final Bunny was released in January 1991.

This game is also known as "Mahjong Vanilla Syndrome".

- STAFF -

Planners : Machine Hagihara, Moriaki Hotigai (Programmer), Kenji Yoshida (Composer)
Graphic designers : Harehore Furukawa, Katsuyuki, Tsukamoto, Hiroyuki Wada, Kenzo Kanzaki, Kenichi Sakamoto, Makoto Kawauso
Special designer : Katsuhiko Nishijima

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1472&o=2

$end


$info=mjfocus,mjfocusm,
$bio

Mahjong Focus (c) 1989 Nichibutsu.

A mahjong game where you visit different locations to challenge others at mahjong!

- TECHNICAL -

Main CPU : Zilog Z80 (@ 5 Mhz)
Sound Chips : YM3812 (@ 2.5 Mhz), DAC (@ 2.5 Mhz)

Screen orientation : Horizontal
Video resolution : 512 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 256

Player : 2
Control : mahjong keyboard

- TRIVIA -

Released in March 1989.

This game is also known as "Nozokimeguri Mahjong Peep Show".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1473&o=2

$end


$info=mjfriday,
$bio

Mahjong Friday (c) 09/1989 Dynax.

A mahjong game where you get to take provocative snapshots of your defeated opponents!

- TECHNICAL -

Game ID : 26

Main CPU : Zilog Z80 (@ 6 Mhz)
Sound Chips : YM2413 (@ 4 Mhz)

Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 512

Players : 1

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1474&o=2

$end


$info=mgmen89,
$bio

Mahjong G-Men '89 - Satsusareta OL (c) 04/1989 Nichibutsu.

A mahjong game where the player is a government agent tracking females.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 5 Mhz)
Sound Chips : YM3812 (@ 2.5 Mhz), DAC (@ 2.5 Mhz)

Screen orientation : Horizontal
Video resolution : 512 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 256

Players : 2
Control : mahjong keyboard

- TRIVIA -

'G-Men' is an American slang term meaning 'government agents'. The subtitle translates from Japanese as 'Murder of an Office Lady' (Japanese use 'OL' as an abbreviation for 'Office Lady').

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1476&o=2

$end


$info=mjgtaste,
$bio

Mahjong G-Taste (c) 2002 Psikyo.

A mahjong game.

- TECHNICAL -

Main CPU : SH-2 (@ 28.63635 Mhz)
Sound Chips : YMF278B (@ 28.63635 Mhz)

Players : 2
Control : 8-way Joystick
Buttons : 3

- TRIVIA -

Released in April 2002.

G-taste is a Japanese Porno-manga in Young Magazine Upper's. Seven-part OAV anime based on the manga was released on DVD in 2003.

- TIPS AND TRICKS -

* Maintenance Code : In test mode, enter this code...
1-2-3-4-5 ????? (freeze the game?)
1-3-5-1-0 All data initialized.
1-3-5-2-0 Unlock debug test items (Stage Select, Obj Test, Bg Test).

- STAFF -

Illustration : Hiroki Yagami
Director & Program : Noriyuki Ikarashi
Design : Emi Taniguchi, Hideki Yoshida
Sound : Kaori Kumakura
Voice : Akiko Toda, Mariko Araki, Runna Washio, Suzue Ataka

- PORTS -

* Consoles :
Sony Playstation 2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5107&o=2

$end


$info=mjgaiden,
$bio

Mahjong Gaiden (c) 1987 Central Denshi.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=30061&o=2

$end


$info=mgakuen,
$bio

Mahjong Gakuen - Sotsugyohen (c) 1988 Yuga.

You are a student at the mahjong Academy. See if you can balance tiles in between your fingers, too!

- TECHNICAL -

Main CPU : Zilog Z80 (@ 6 Mhz)
Sound Chips : OKI6295 (@ 7.5 Khz), YM2413 (@ 4 Mhz)

Player : 2
Control : mahjong keyboard

- TRIVIA -

Released in February 1988.

The title of this game translates from Japanese as 'Mahjong Academy - Graduation Episode'.

This game was developed by no other than... Capcom! They could not publish it with their real name because of the 'dirty' nature of the game. Not that sexy mahjongs are considered THAT dirty in Japanese culture, but Mahjong Gakuen was different. Graphics were astounding, thanks to the artistic talents of young Akira Yasuda (aka Akiman, who soon became one of the most beloved Capcom artists). But the real plus brought by Mahjong Gakuen to its genre is the 'interaction' button (the 'H' one), which allowed the player to do kinky 'things' to the naked girls once they were beaten. By tapping faster the button, the animation sequence makes itself more and more explicit. Way too explicit for common Japanese arcades, which immediately banned the game or hid it in their darkest corners... but it was too late: Mahjong Gakuen sold in Japan like a regular Capcom coin-op, not like a product in the 'hentai mahjong' niche. This huge success was the natural result of the great effort developers put in their work (Akiman was so hooked to the project that he also lent his voice to the main character!). All this effort could not be wasted for a Japanese release only, and that's why Capcom recycled the graphics of Mahjong Gakuen for another coin-op, meant entirely for Western arcades: "Poker Ladies". They left behind the mahjong theme, opting for a more international video-poker one, and they published it via Mitchell, their famous subsidiary brand.

The 'interaction' feature would be used to better and more explicit effect in "Lady Killer", as well as in the bonus rounds in "Gals Panic S" and "Gals Panic S2".

- TIPS AND TRICKS -

* Take A Good Hand : If you press I+K+N simultaneously before tile dealing, you'll have a very good starting hand.

- SERIES -

1. Mahjong Gakuen - Sotsugyohen (1988)
2. Mahjong Gakuen 2 - Gakuen-chou no Fukushuu (1989)

- STAFF -

Produced and designed by : Yoshiki Okamoto 
Graphics and character design by : Akira Yasuda
Music by : Tamayo Kawamoto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1477&o=2

$end


$pce=mjgakuen,
$bio

Mahjong Gakuen - Touma Soushirou Toujou (c) 1990 Face Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58634&o=2

$end


$info=mgakuen2,
$bio

Mahjong Gakuen 2 - Gakuen-chou no Fukushuu (c) 1989 Face.

You're still a student at the Mahjong Academy. Maybe this time you'll graduate!

- TECHNICAL -

Main CPU : Zilog Z80 (@ 8 Mhz)
Sound Chips : OKI6295 (@ 7.5 Khz), YM2413 (@ 4 Mhz)

Player : 2
Control : mahjong keyboard

- TRIVIA -

Released in October 1989.

The title of this game translates from Japanese as 'Mahjong Academy 2 - Revenge of The Chancellor'.

- SERIES -

1. Mahjong Gakuen - Sotsugyohen (1988)
2. Mahjong Gakuen 2 - Gakuen-chou no Fukushuu (1989)

- STAFF -

Designers : Bun Chan, Pon Chan, Saku Kun, Innocent Saicho, Shigaraki, Ma
Programmers : Ouchan, Imawano, Mr.
Sound & Music : Tama San, Yuuki, Chan S, Papa
Hardware : Kuboyan, Tanaka, FUkushima
Game designers : Kin Chan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1478&o=2

$end


$pce=mjgakmld,mjgakmld1,
$bio

Mahjong Gakuen Mild - Touma Soushirou Toujou (c) 1990 Face Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58635&o=2

$end


$info=gakusai,
$bio

Mahjong Gakuensai (c) 1997 Make Software.

A mahjong game where you go around town to find mahjong opponents. A variety of characters to play against, some of which aren't the typical nude-for-mahjong women! In fact, they're men and they won't strip for you!

- TECHNICAL -

Main CPU : Motorola 68000 (@ 16 Mhz)
Sound Chips : OKI6295 (@ 16 Khz), YM2413 (@ 8 Mhz)

Players : 1
Control : mahjong keyboard

- TRIVIA -

Released in July 1997.

The title of this game translates from Japanese as 'Mahjong Student's Festival'.

- SERIES -

1. Mahjong Gakuensai (1997)
2. Mahjong Gakuensai 2 (1998)

- STAFF -

staff : Kamizoh, Osamu, Kim7, Oni.Taiji, A.C-Len, Ek.Jerry, Maz, Fumika

- PORTS -

* Consoles :
Sega Saturn (1997)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1479&o=2

$end


$saturn,sat_cart=mjgaku,
$bio

Mahjong Gakuensai (c) 1997 Make Software, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59375&o=2

$end


$info=gakusai2,
$bio

Mahjong Gakuensai 2 (c) 1998 Make Software.

A mahjong game with a schoolyard type of theme.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 16 Mhz)
Sound Chips : OKI6295 (@ 16 Khz), YM2413 (@ 8 Mhz)

Players : 1
Control : mahjong keyboard

- TRIVIA -

Released in July 1998.

The title of this game translates from Japanese as 'Mahjong Student's Festival 2'.

- SERIES -

1. Mahjong Gakuensai (1997)
2. Mahjong Gakuensai 2 (1998)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1480&o=2

$end


$saturn,sat_cart=mjgakudx,
$bio

Mahjong Gakuensai DX - Zenjitsu ni Matsuwaru Funsenki (c) 1998 Make Software, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59377&o=2

$end


$saturn,sat_cart=mjgakugen,
$bio

Mahjong Gakuensai [Genteiban] (c) 1997 Make Software, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59376&o=2

$end


$info=gal10ren,
$bio

Mahjong Gal 10-renpatsu - Naniwa no O-nee Wa O-Moroi De (c) 1993 Fujic.

The magical fan-waving cat guides you through mahjong with 10 lovely ladies with 3 strip sequences each.

Before each hand, the player may use points earned during gameplay (and awarded with each continue) to buy cheat items for use in the following hands.

A strip sequence is shown every time the player wins a hand, but if a girls betting funds are completely depleted, then the game will skip strait to her final strip sequence.

Each girl's first two strip sequence consist of a still image of the girl in progressive states of undress. The third strip sequence involves a risqué scene featuring some fairly crude animation that is advanced by repeatedly pressing the ron button.

After defeating a girl, the next opponent is selected randomly by dice-roll.

If a player's betting funds are depleted, then it is game over.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 6 Mhz)
Sound CPU : Zilog Z80 (@ 8 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC

Screen orientation : Horizontal
Video resolution : 640 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 256

Players : 2
Control : mahjong keyboard

- TRIVIA -

Released in September 1993.

The title of this game translates from Japanese as 'Mahjong Ten Gals Blazing Away - Osaka Tender-Hearted Sister'.

The cat companion who sells items to the player is a perverted homage to the famous children's anime character Doraemon (both characters feature a pocket full of conveniently useful items).

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1481&o=2

$end


$info=galkaika,
$bio

Mahjong Gal no Kaika (c) 1989 Nichibutsu.

Mahjong with a little bit of a board game influence.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 5 Mhz)
Sound Chips : YM3812 (@ 2.5 Mhz), DAC (@ 2.5 Mhz)

Screen orientation : Horizontal
Video resolution : 640 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 256

Player : 2
Control : mahjong keyboard

- TRIVIA -

Released in August 1989.

The title of this game translates from Japanese as 'Mahjong Gal's Confession'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1482&o=2

$end


$info=galkoku,
$bio

Mahjong Gal no Kokuhaku (c) 1989 Nichibutsu.

A mahjong game with special tiles to draw that can add up to bonus points.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 5 Mhz)
Sound Chips : YM3812 (@ 2.5 Mhz), DAC (@ 2.5 Mhz)

Screen orientation : Horizontal
Video resolution : 640 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 256

Player : 2
Control : mahjong keyboard

- TRIVIA -

Developed by T.R.TEC.

Released in June 1989. The title of this game translates from Japanese as 'Mahjong Gal's Confession'.

This game is also known as "Mahjong Hyouban Musume".

Mahjong Gal no Kokuhaku provided a Telephone Service. When you won, at the end of each stage, the women's phone number was displayed. You could call the women in question. This Service was available only in Tokyo and Osaka (Japan).

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1483&o=2

$end


$saturn,sat_cart=mjganryu,
$bio

Mahjong Ganryuujima (c) 1995 ASCII Entertainment Software, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59378&o=2

$end


$info=gekisha,
$bio

Mahjong Gekisha (c) 1989 Dynax.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32460&o=2

$end


$x68k_flop=mjfantas,
$bio

Mahjong Gensoukyoku - Mahjong Fantasia (c) 1992 Active Software [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87869&o=2

$end


$pc98=mjfant2s,
$bio

Mahjong Gensoukyoku II - Mahjong Fantasia - The 2nd Stage (c) 1993 Active Software [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90035&o=2

$end


$pce=mjgokusp,
$bio

Mahjong Goku Special (c) 1990 Sunsoft

- TECHNICAL -

Game ID: SS90002

- TRIVIA -

Released on August 10, 1990 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58636&o=2

$end


$pc98=mjgokutn,
$bio

Mahjong Gokuu Tenjiku (c) 1995 Chat Noir [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90036&o=2

$end


$snes=mjgokutn,
$bio

Mahjong Gokuu Tenjiku [Model SHVC-59] (c) 1994 Chat Noir

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61774&o=2

$end


$saturn,sat_cart=mjgokuu,mjgokuua,
$bio

Mahjong Gokuu Tenjiku (c) 1994 Electronic Arts Victor.

- TECHNICAL -

Game ID: T-10601G

- TRIVIA -

Released on November 22, 1994 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59379&o=2

$end


$famicom_flop=mjgoraku,
$bio

Mahjong Goraku - Bishoujo Meijinsen (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65395&o=2

$end


$info=mjgnight,
$bio

Mahjong Gorgeous Night (c) 2000 Techno-Top, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96211&o=2

$end


$info=mjgottsu,
$bio

Mahjong Gottsu ee, Kanji! (c) 11/1991 Nichibutsu.

Mahjong with the opportunity to purchase timely bonus items during a match. Girls also included.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 6 Mhz)
Sound CPU : Zilog Z80 (@ 8 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC (@ 4 Mhz)

Screen orientation : Horizontal
Video resolution : 640 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 256

Players : 2
Control : mahjong keyboard

- TRIVIA -

The title of this game translates from Japanese as 'Mahjong Yes, Manager!'.

This game is also known as "Mahjong Bakuhatsu Junjouden".

- STAFF -

Planner : Hiroshi Ikegami
Programmer : Moriaki Hochigai
Designers : Hiroyuki Wada, Kenzou Kanzaki, Kenji Horinouchi, Takayuki Noda, Makoto Totitani, Yukina Terahara, Kaori Abe, Zonbee
Composer : Nyorita Oga

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1484&o=2

$end


$snes=mjhanjou,
$bio

Mahjong Hanjouki [Model SHVC-AHVJ-JPN] (c) 1995 Nichibutsu [Nihon Bussan Company, Limited.] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61775&o=2

$end


$pce=mjkaiser,
$bio

Mahjong Haou Den - Kaiser's Quest (c) 1992 UPL Company, Limited.

Kaiser's Quest is a sort of adventure/strategy game with a Mahjong twist. The action takes place in a fantasy world with knights and princesses and the player travels through green land, forests and other castles. The only big difference with traditional role playing games is that every enemy encounter is turned into a sort of Mahjong duel. The only way to carry on your journey is to defeat you opponent at this game. The game gives you two options from the start: quest mode and single match game. In quest mode, the player can choose to start from three kingdoms. Once selected, the player will fight the king and win... the princess. She will follow him to another kingdom where he will fight more enemies, and therefore play more Mahjong games. Every time the player win, the princess will talk to him and show some parts of her anatomy.

- TECHNICAL -

HuCARD ID: UP03003

- TRIVIA -

Released on February 02, 1992 in Japan for 7200 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58637&o=2

$end


$snes=mjhishou,
$bio

Mahjong Hishouden - Shin Naki no Ryuu [Model SHVC-ARUJ-JPN] (c) 1995 BEC

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61776&o=2

$end


$pc98=mjhtry2,
$bio

Mahjong Hou Tei Rao Yui II (c) 1996 Queensoft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90037&o=2

$end


$info=mhgaiden,
$bio

Mahjong Houroki Gaiden (c) 1987 Home Data.

An older mahjong game with a lot of animation during the match.

- TECHNICAL -

Main CPU : Motorola M6809 (@ 4 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : SN76496 (@ 4 Mhz), DAC

Players : 1

- TRIVIA -

Mahjong Houroki Gaiden was released in December 1987.

The title of this game translates from Japanese as 'Mahjong Vagrant Habits Side Story'.

- SERIES -

1. Mahjong Houroki - Seisyun Hen (1987)
2. Mahjong Houroki Gaiden (1987)
3. Mahjong Houroki Okite (1988)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1485&o=2

$end


$info=mjhokite,
$bio

Mahjong Houroki Okite (c) 1988 Home Data.

A mahjong with some rather ugly gangsters to play against.

- TECHNICAL -

Main CPU : Motorola M6809 (@ 4 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : SN76496 (@ 4 Mhz), DAC

Players : 1
Control : mahjong keyboard

- TRIVIA -

Mahjong Houroki Okite was released in April 1988.

The title of this game translates from Japanese as 'Mahjong Vagrant Habits Law'.

- SERIES -

1. Mahjong Houroki - Seisyun Hen (1987)
2. Mahjong Houroki Gaiden (1987)
3. Mahjong Houroki Okite (1988)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1486&o=2

$end


$info=hourouki,
$bio

Mahjong Houroki Part I - Seisyun Hen (c) 1987 Home Data.

A mahjong game with selectable opponents.

- TECHNICAL -

Main CPU : Motorola M6809 (@ 4 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : SN76496 (@ 4 Mhz), DAC

Players: 1

- TRIVIA -

Mahjong Houroki Part I Seisyun Hen was released in August 1987.

The title of this game translates from Japanese as 'Mahjong Vagrant Story Part 1 - Adolescence'.

- SERIES -

1. Mahjong Houroki - Seisyun Hen (1987)
2. Mahjong Houroki Gaiden (1987)
3. Mahjong Houroki Okite (1988)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1487&o=2

$end


$n64=mjhoroki,
$bio

Mahjong Hourouki Classic [Model NUS-NMHJ]) (c) 1997 Imagineer [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57808&o=2

$end


$info=mhhonban,
$bio

Mahjong Housoukyouku Honbanchuu (c) 1994 Nichibutsu.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 6.144 Mhz)
Sound CPU : Zilog Z80 (@ 8 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC

Screen orientation : Horizontal
Video resolution : 640 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 768

- TRIVIA -

This game was released in July 1994 in Japan. The title translates from Japanese as 'Mahjong Broadcasting Company Live Broadcast'.

No publisher or developer is credited on the titlescreen, but the game was clearly developed by Nihon Bussan Corp. The game was distributed by their other brand.

The 2-Player version is known as "Zoku Mahjong Housoukyoku"

- STAFF -

Sound Composer: Kenji Yoshida

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3557&o=2

$end


$info=hyouban,
$bio

Mahjong Hyouban Musume (c) 1989 Nichibutsu.

A mahjong game with special tiles to draw that can add up to bonus points.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 5 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.25 Mhz), DAC (@ 1.25 Mhz)

Screen orientation : Horizontal
Video resolution : 640 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256

Player : 2
Control : mahjong keyboard

- TRIVIA -

Developed by T.R.TEC

The title of this game translates from Japanese as 'Mahjong Popular Daughter'.

This game is also known as "Mahjong Gal no Kokuhaku".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1488&o=2

$end


$info=hypreact,
$bio

Mahjong Hyper Reaction (c) 1995 Sammy.

An extremely well-animated mahjong game.

- TECHNICAL -

Main CPU : V60 (@ 16 Mhz)
Sound Chips : ES5506 (@ 16 Mhz)

Players : 1
Control : 8-way joystick

- TRIVIA -

Released in September 1995 in Japan only.

- SERIES -

1. Mahjong Hyper Reaction (1995)
2. Mahjong Hyper Reaction 2 (1997)

- PORTS -

* Consoles :
Sega Saturn (1996, "Mahjong Hyper Reaction R")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1489&o=2

$end


$info=hypreac2,
$bio

Mahjong Hyper Reaction 2 (c) 1997 Sammy.

Anime-style mahjong game with stunning graphics and animation.

- TECHNICAL -

Main CPU : V60 (@ 16 Mhz)
Sound Chips : ES5506 (@ 16 Mhz)

Players : 2
Control : mahjong keyboard

- TRIVIA -

Released in June 1997.

- SERIES -

1. Mahjong Hyper Reaction (1995)
2. Mahjong Hyper Reaction 2 (1997)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1490&o=2

$end


$saturn,sat_cart=mjhyperr,
$bio

Mahjong Hyper Reaction R (c) 1996 Sammy Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59380&o=2

$end


$info=mjifb,mjifb2,mjifb3,
$bio

Mahjong If...? (c) 1990 Dynax.

- TECHNICAL -

Game ID : '29'

Main CPU : TMP90841 (@ 8 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.536 Mhz)

Screen orientation : Horizontal
Video resolution : 256 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 512

Player : 2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1491&o=2

$end


$info=mjikaga,
$bio

Mahjong Ikagadesuka - 2 Haku 3 Nichi no Ianryoku (c) 1991 Mitchell.

A mahjong game that takes place at a bus stop of all places.

- TECHNICAL -

Main CPU : Motorola M6809 (@ 4 Mhz), uPD7807 (@ 9 Mhz)
Sound Chips : SN76496 (@ 4 Mhz), DAC

Players : 1

- TRIVIA -

Released in December 1991.

The title of this game translates from Japanese as 'Mahjong How Are You - A Pleasure Trip of 2 Days and 3 Nights'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1492&o=2

$end


$info=janbari,
$bio

Mahjong Janjan Baribari (c) 1992 Nichibutsu.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 6 Mhz)
Sound CPU : Zilog Z80 (@ 8 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC

Players : 2

- TRIVIA -

Mahjong Janjan Baribari was released in September 1992 in Japan.

- TIPS AND TRICKS -

If you have dragon titles (Dragon, Middle, White), you can get 1000 score for Tsumo (wining hand).

- STAFF -

Developed by Yubis & AV Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3551&o=2

$end


$info=janshinp,
$bio

Mahjong Janshin Plus (c) 1996 Nakanihon, Incorporated. [Dynax Soft Division]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48552&o=2

$end


$info=mjlstory,
$bio

Mahjong Jikken Love Story (c) 1991 Nichibutsu.

A mahjong game where you create the ideal female through the use of a mahjong computer!

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3 Mhz)
Sound CPU : Zilog Z80 (@ 3.9 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC

Screen orientation : Horizontal
Video resolution : 640 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 256

Player : 2
Control : mahjong keyboard

- TRIVIA -

Released in March 1991.

The title of this game translates from Japanese as 'Mahjong Experiment Love Story'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1493&o=2

$end


$info=jogakuen,
$bio

Mahjong Jogakuen - Karada Kensa-hen (c) 199? Windom.

A mahjong game with lots of digitized women and polkadot panties.

- TECHNICAL -

Main CPU : Motorola M6809 (@ 4 Mhz), uPD7807 (@ 9 Mhz)
Sound Chips : SN76496 (@ 4 Mhz), DAC

Players : 1

- TRIVIA -

The title of this game translates from Japanese as 'Mahjong Girl’s Academy - New Inspection Episode'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1494&o=2

$end


$info=jongtei,
$bio

Mahjong Jong-Tei (c) 1999 Nakanihon, Incorporated. [Dynax Soft Division].

- TECHNICAL -

[Model NM532-01]

- TRIVIA -

Mahjong Jong-Tei was released in March 1999 in Japan

The title translates from Japanese as "Mahjong Jong Emperor".

Mahjong Jong-Tei was the last game developed by the Dynax Soft Division. After this game, Dynax changed their Mahjong division to Techno-top.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=29521&o=2

$end


$gbcolor=mjjoo,
$bio

Mahjong Joou [Model DMG-A56J-JPN] (c) 2000 Warashi

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68302&o=2

$end


$info=kaguya,
$bio

Mahjong Kaguya-Hime (c) 1988 Miki Syouji.

A mahjong game where the more you bet, the more kinky Princess Kaguya gets!

- TECHNICAL -

Main CPU : Zilog Z80 (@ 5 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.25 Mhz), DAC

Player : 2
Control : mahjong keyboard

- TRIVIA -

Mahjong Kaguya-Hime was released in May 1988 in Japan.

The title of this game translates from Japanese as 'Mahjong Princess Kaguya'.

- SERIES -

1. Mahjong Kaguya-Hime (1988)
2. Mahjong Kaguya-Hime Sono-ni (1989)
3. Mahjong Kaguya-Hime Sono-ni - Fukkoku-ban (1989)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1495&o=2

$end


$info=kaguya2,
$bio

Mahjong Kaguya-Hime Sono-ni (c) 1989 Miki Syouji.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 5 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.25 Mhz), DAC

Player : 2

- SERIES -

1. Mahjong Kaguya-Hime (1988)
2. Mahjong Kaguya-Hime Sono-ni (1989)
3. Mahjong Kaguya-Hime Sono-ni - Fukkoku-ban (1989)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3553&o=2

$end


$info=kaguya2f,
$bio

Mahjong Kaguya-Hime Sono-ni - Fukkoku-ban (c) 1989 Miki Syouji.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 5 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.25 Mhz), DAC

Player : 2

- TRIVIA -

The title of this game translates from Japanese as 'Mahjong Kaguyahime Sono Ni Fukkokuban'.

- SERIES -

1. Mahjong Kaguya-Hime (1988)
2. Mahjong Kaguya-Hime Sono-ni (1989)
3. Mahjong Kaguya-Hime Sono-ni - Fukkoku-ban (1989)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3554&o=2

$end


$saturn,sat_cart=mjkaigan,
$bio

Mahjong Kaigan Monogatari - Mahjong Kyou Jidai Sexy Idol Hen (c) 1995 Micronet

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59381&o=2

$end


$info=kakumei,
$bio

Mahjong Kakumei (c) 1990 Jaleco.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 8 Mhz)
Sound Chips : OKI6295 (@ 24.242 Khz)

Players : 1

- TRIVIA -

Released in September 1990.

The title of this game translates from Japanese as 'Mah-Jong Revolution'.

- SERIES -

1. Mahjong Kakumei (1990)
2. Mahjong Kakumei 2 - Princess League (1992)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1496&o=2

$end


$info=kakumei2,
$bio

Mahjong Kakumei 2 - Princess League (c) 1992 Jaleco.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 8 Mhz)
Sound Chips : OKI6295 (@ 24.242 Khz)

Players : 1

- TRIVIA -

Released in February 1992 in Japan.

The title of this game translates from Japanese as 'Mah-Jong Revolution 2'.

- SERIES -

1. Mahjong Kakumei (1990)
2. Mahjong Kakumei 2 - Princess League (1992)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1497&o=2

$end


$famicom_flop=mjkazoku,
$bio

???? (c) 1987 Irem Corp.
(Mahjong Kazoku)

- TECHNICAL -

Disk ID: IFD-MJK

- TRIVIA -

Released on August 04, 1987 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65396&o=2

$end


$info=mkeibaou,
$bio

Mahjong Keiba ou (c) 1993 Nichibutsu.

Mahjong with a rather original horse racing theme.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 6 Mhz)
Sound CPU : Zilog Z80 (@ 8 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC

Players : 2
Control : mahjong keyboard

- TRIVIA -

Mahjong Keiba ou was released in May 1993 in Japan.

The title of this game translates from Japanese as 'Mahjong Horse Racing King'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1498&o=2

$end


$gba=mjkeiji,
$bio

Mahjong Keiji [Model AGB-AMPJ-JPN] (c) 2001 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71551&o=2

$end


$info=mjkinjas,
$bio

Mahjong Kinjirareta Asobi - Ikeike! Kyoushi no Yokubou (c) 1991 Home Data.

A mahjong game with the usual female opponents.

- TECHNICAL -

Main CPU : Motorola M6809 (@ 4 Mhz), uPD7807 (@ 11 Mhz)
Sound Chips : SN76496 (@ 4 Mhz), DAC (@ 4 Mhz)

Screen orientation : Horizontal
Video resolution : 432 x 224 pixels
Screen refresh : 59.00 Hz
Palette colors : 32768

Players : 1

- TRIVIA -

The title of this game translates from Japanese as 'Mahjong Forbidden Game - Bitch! Pride of Desire'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1499&o=2

$end


$info=koinomp,
$bio

Mahjong Koi no Magic Potion (c) 1992 Nichibutsu.

A mahjong game with lovely Japanese ladies. Perhaps the magic potion will make you a better mahjong player!

- TECHNICAL -

Main CPU : Zilog Z80 (@ 6 Mhz)
Sound CPU : Zilog Z80 (@ 8 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC

Players : 2
Control : mahjong keyboard

- TRIVIA -

Mahjong Koi no Magic Potion was released in October 1992 in Japan.

The title of this game translates from Japanese as 'Mahjong Magic Potion of Love'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1500&o=2

$end


$info=mjkoiura,mkoiuraa,
$bio

Mahjong Koiuranai (c) 1992 Nichibutsu.

Mahjong with a fortune-telling theme. The fortune teller also says that she sees nude women in your future!

- TECHNICAL -

Main CPU : Zilog Z80 (@ 6 Mhz)
Sound CPU : Zilog Z80 (@ 8 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC

Players : 2
Control : mahjong keyboard

- TRIVIA -

Mahjong Koiuranai was Released in March 1992 in Japan.

The title of this game translates from Japanese as 'Mahjong Love Fortune Teller'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1501&o=2

$end


$x1_flop=mjkyojs,
$bio

Mahjong Kyo Jidai Special (c) 1988 Micronet [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86055&o=2

$end


$x68k_flop=mjkyojs,
$bio

Mahjong Kyo Jidai Special (c) 1988 Micronet [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87870&o=2

$end


$pc8801_flop=mjkyojs,
$bio

Mahjong Kyo Jidai Special (c) 1988 Micronet [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92319&o=2

$end


$fm77av=mjkyojs,
$bio

Mahjong Kyo Jidai Special (c) 1988 Micronet [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93851&o=2

$end


$pc8801_flop=mjkyojs2,
$bio

Mahjong Kyo Jidai Special II (c) 1989 Micronet [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92320&o=2

$end


$msx2_flop=mjkyojs2,
$bio

Mahjong Kyo Jidai Special II (c) 1990 Micronet [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101840&o=2

$end


$pc98=mjkyojs2,
$bio

Mahjong Kyo Jidai Special II - Bouken Hen (c) 1990 Micronet [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90038&o=2

$end


$neocd=mahretsu,
$bio

MahJong Kyoretsuden - Higashi Nippon Hen (c) 1994 SNK [Shin Nihon Kikaku].

- TECHNICAL -

[Model NGCD-004]

- TRIVIA -

Released on September 9, 1994 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47579&o=2

$end


$info=mahretsu,
$bio

麻雀狂列伝 ~西日本編~ (c) 1990 SNK.
(MahJong Kyoretsuden - Higashi Nippon Hen)

A mahjong game where you can create your own face for your character!

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : NGM-004

Players: 2
Control: 8-way joystick
Buttons: 2

- TRIVIA -

MahJong Kyoretsuden was released in May 1990 in Japan.

The title of this game translates from Japanese as 'Mahjong Mania Biography - West Japan Chapter'.

- PORTS -

* Consoles :
SNK Neo-Geo (July 1, 1991; "MahJong Kyoretsuden - Higashi Nippon Hen [Model NGH-004]")
SNK Neo-Geo CD (Sep. 9, 1994; "MahJong Kyoretsuden - Higashi Nippon Hen [Model NGCD-004]")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1503&o=2

$end


$saturn,sat_cart=mjhoukag,
$bio

Mahjong Kyou Jidai Cogal Houkago-hen (c) 1996 Micronet

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59382&o=2

$end


$info=mjkjidai,
$bio

Mahjong Kyoujidai - Exciting Mahjong (c) 1986 Sanritsu.

An EXCITING mahjong game, as the title screen says!

- TECHNICAL -

Main CPU : Zilog Z80 (@ 5 Mhz)
Sound Chips : (2x) Texas Instruments SN76496 (@ 2.5 Mhz), Custom (@ 6 Khz)

Players : 2
Buttons : 4

- TRIVIA -

Released in August 1986.

The title of this game translates from Japanese as 'Mahjong Mania Time'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1504&o=2

$end


$info=mjlaman,
$bio

Mahjong L'Amant (c) 1993 Nichibutsu.

A mahjong game with girls who like to strip after they lose.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 6 Mhz)
Sound CPU : Zilog Z80 (@ 8 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC

Players : 2
Control : mahjong keyboard

- TRIVIA -

Developed by AV Japan. Released in November 1993 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1505&o=2

$end


$info=lemnangl,
$bio

Mahjong Lemon Angel (c) 1990 Home Data.

Mahjong Lemon Angel is a strip mahjong game based on the late-night TV, adult anime "Lemon Angel."  The game features the three main characters from the series, Shima Erika (17), Emoto Miki(17), and Sakurai Tomo (16) with each girl appearing in one introductory sequence and five strip sequences apiece.

At the start of the game the player has the option to start with 10,000 betting points for one credit or 30,000 for two credits.  After making this choice, the player gets to select the first opponent.  After every winning hand, the player is shown a strip sequence and is awarded a lemon which can be used to buy cheat items with.  Players may save up lemons in order to buy better items.  After winning five hands against the current opponent, the player advances to the next girl.  Game play continues until all strip sequences have been revealed or the player runs out of betting funds.

- TECHNICAL -

Main CPU : Motorola M6809 (@ 4 Mhz), uPD7807 (@ 9 Mhz)
Sound Chips : SN76496 (@ 4 Mhz), DAC

Screen orientation : Horizontal
Video resolution : 432 x 224 pixels
Screen refresh : 59.00 Hz
Palette colors : 32768

Players : 1

- TRIVIA -

Developed by Fairy Dust.

"Lemon Angel" originally aired on Fuji TV from 1987 to 1988 and was produced as part of the "Cream Lemon" adult anime meta-series.

There was also a "Lemon Angel" pop-idol group&#12288;which released five music albums.  The members of "Lemon Angel" provided the voices for the characters in the anime and share the same names.

- STAFF -

Designers : Boku no Seija, Nai
Music director / Sound designer : Endodon
Music arrange composers : K. Fuji, T. Nakajima

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1506&o=2

$end


$pcecd=mjlemang,
$bio

Mahjong Lemon Angel (c) 1994 Naxat Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58273&o=2

$end


$info=lhzb2,lhzb2a,
$bio

Mahjong Long Hu Zheng Ba 2 (c) 1998 IGS.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 11 Mhz)
Sound Chips : OKI6295 (@ 1 Mhz)

- TRIVIA -

Released in July 1998.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=12477&o=2

$end


$info=lovehous,
$bio

Mahjong Love House (c) 1990 Nichibutsu.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 5 Mhz)
Sound Chips : YM3812 (@ 2.5 Mhz), DAC (@ 2.5 Mhz)

Screen orientation : Horizontal
Video resolution : 512 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256

Player : 2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3549&o=2

$end


$info=mjmaglmp,
$bio

Mahjong Magic Lamp (c) 2000 BMC [Bao Ma Technology Co.].

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96212&o=2

$end


$info=mgcs,
$bio

Mahjong Man Guan Cai Shen (c) 1998 IGS.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 11 Mhz)
Sound Chips : OKI6295 (@ 1 Mhz)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=12478&o=2

$end


$info=mgdh,mgdha,
$bio

Mahjong Man Guan Da Heng (c) 1997 IGS [International Game System].

- TRIVIA -

Released in March 1997 in Taiwan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32498&o=2

$end


$info=mjmania,
$bio

Mahjong Mania - Kairakukan he Youkoso (c) 1999 Nichibutsu.

- TRIVIA -

Released in February 1999.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=29209&o=2

$end


$x68k_flop=mjmaster,
$bio

Mahjong Master (c) 1991 Brother Kougyou [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87871&o=2

$end


$n64=mjmaster,
$bio

Mahjong Master [Model NUS-NMMJ] (c) 1996 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57809&o=2

$end


$info=momotaro,
$bio

Mahjong Momotarou (c) 2004 Techno-Top.

- TRIVIA -

Released in January 2004.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42976&o=2

$end


$pc98=mjmu,
$bio

Mahjong Mu (c) 1995 PonyTale Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90039&o=2

$end


$info=mjnanpas,mjnanpaa,mjnanpau,
$bio

Mahjong Nanpa Story (c) 1989 Brooks.

A mahjong game with plenty of beach babes.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 5 Mhz)
Sound Chips : YM3812 (@ 2.5 Mhz), DAC

Player : 2
Control : mahjong keyboard

- TRIVIA -

Released in July 1989 in Japan.

The title of this game translates from Japanese as 'Mahjong Shipwreck Story'.

- UPDATES -

REVISION 1 :
* Build date : 12 Jul '89

REVISION 2 :
* Build date : 13 Jul '89

REVISION 3 :
* Build date : 5 Aug '89
* Ura version

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1507&o=2

$end


$info=mjnatsu,
$bio

Mahjong Natsu Monogatari (c) 1989 Video System.

A mahjong summer story.

- TECHNICAL -

Main CPU : (2x) Zilog Z80 (@ 6 Mhz)
Sound Chips : YM2413 (@ 3.579545 Mhz), OKI MSM5205 (@ 384 Khz)

Screen orientation : Horizontal
Video resolution : 352 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 2048

Players : 1
Control : mahjong keyboard

- TRIVIA -

The title of this game translates from Japanese as 'Mahjong Summer Story'.

- STAFF -

Planners : Junichi Niwa, Takayuki Uesugi
Graphic designers : Mari Fukai, Syouko Ishimoto, Yoshihiro Funada, Hikari Hino, Wataru Yamazaki
Programmer : Croup Shisendo
Sound : Kenji Okuda, Naoki Itamura, Tetuya Oguri

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1508&o=2

$end


$info=nkishusp,
$bio

Mahjong Nenrikishu SP (c) 1998 IGS [International Game System].

- TRIVIA -

Released in December 1998.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40712&o=2

$end


$info=neruton,nerutona,
$bio

Mahjong Neruton Haikujiradan (c) 1990 Dynax.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 5.5 Mhz)
Sound Chips : General Instrument AY8910 (@ 2.75 Mhz), YM2413 (@ 3.58 Mhz), OKI MSM5205 (@ 384 Khz)

Screen orientation : Horizontal
Video resolution : 512 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096

Players : 1

- TRIVIA -

Released in November 1990.

The title of this game translates from Japanese as 'Mahjong Huge Nelton Tile Party'.

Neruton Haikujiradan is based on a Japanese TV show called 'Nelton Benikujiradan' which was a dating show that ran from 1987-1994 which was created by the Japanese comedy group 'Tunnels'. The show started a nationwide boom in matchmaking parties that were simply known as 'neruton' (the characters for 'tunnel' backwards). Various 'Tunnels' characters appear in the game.

- STAFF -

Illustration by : Yukiyoshi Tokoro

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1509&o=2

$end


$info=mahjngoh,
$bio

Mahjong OH (c) 1999 Taito Corp.

Mahjong OH is a one player mahjong game. Players select one of four animated protagonists to play as in matches against three CPU controlled players, all represented by live action actors.

- TECHNICAL -

Runs on the "Taito G-Net" hardware.

- TRIVIA -

Released in November 1999.

- STAFF -

Developed by WARASHI.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3799&o=2

$end


$pcecd=mjbeach,
$bio

Mahjong on the Beach (c) 1993 NEC Avenue, Limited.

Mahjong on the Beach is an adult and sexy mahjong game by Nec Avenue. In the first mode, you guide your character in a town next to the beach. The game is presented here in a top view and you must stop every three steps to play a game of Mahjong against a randomly picked sexy girl. You obviously need to win this match to carry on your journey. You start with 3000 point and each victory will improve your score. The second mode lets you choose from a list of 10 girls ( Shizuka, Naomi, Maiko, Sakura, Megumi, Akane, Keiko, Ran, Hozumi and Yuko), but this time you start the game with 25000 points.

- TECHNICAL -

Game ID: NAPR-1037

- TRIVIA -

Mahjong on the Beach was released on September 30, 1993 in Japan for 7800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58275&o=2

$end


$pc98=mjouden,
$bio

Mahjong Ou Densetsu (c) 1992 Nichibutsu [Nihon Bussan Co., Ltd.] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90040&o=2

$end


$info=ougonpai,
$bio

Mahjong Ougon no Pai (c) 1991 Dynax, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93957&o=2

$end


$info=patimono,
$bio

Mahjong Pachinko Monogatari (c) 1992 Nichibutsu.

A mahjong game with a little pachinko machine that can be activated during the match to win bonuses!

- TECHNICAL -

Main CPU : Zilog Z80 (@ 6 Mhz)
Sound CPU : Zilog Z80 (@ 8 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC

Players : 2
Control : mahjong keyboard

- TRIVIA -

Mahjong Pachinko Monogatari was released in August 1992 in Japan.

The title of this game translates from Japanese as 'Mahjong Pachinko Story'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1510&o=2

$end


$info=pstadium,
$bio

Mahjong Panic Stadium (c) 06/1990 Nichibutsu.

Mahjong with a baseball theme.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3 Mhz)
Sound CPU : Zilog Z80 (@ 3.9 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC (@ 4 Mhz)

Screen orientation : Horizontal
Video resolution : 640 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256

Player : 2
Control : mahjong keyboard

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1511&o=2

$end


$pc98=mjplus,
$bio

Mahjong Plus (c) 1990 dB-SOFT [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90041&o=2

$end


$info=ponchin,ponchina,
$bio

Mahjong Pon Chin Kan (c) 1991 Visco.

A mahjong game with mahjong-related quiz questions as a way of winning bonus items.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 8 Mhz)
Sound Chips : General Instrument AY8910 (@ 1 Mhz), OKI MSM5205 (@ 384 Khz)

Players : 1
Control : mahjong keyboard

- TRIVIA -

Released in March 1992 in Japan (even if the titlescreen says 1991).

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1512&o=2

$end


$info=mjnquest,mjnquestb,
$bio

Mahjong Quest (c) 1991 Taito.

Mahjong game with an RPG-like setting and various power-ups.

- TECHNICAL -

Runs on the "Taito F2 System" hardware.

Prom Stickers : C77

Players: 1
Control: Mahjong keyboard

- TRIVIA -

Developed by Whiteboard/Santos.

Released in May 1991.

- STAFF -

Sound Composer: V. Ohashi (Pinch Panchi)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1513&o=2

$end


$gbcolor=mjquest,
$bio

Mahjong Quest [Model DMG-AMJJ-JPN] (c) 1998 J-Wing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68303&o=2

$end


$info=majrjhdx,
$bio

Mahjong Raijinhai DX (c) 1996 Dynax.

- TECHNICAL -

Main CPU : TMP91640 (@ 10.73635 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.375 Mhz), YM2413 (@ 3.579545 Mhz)

Palette colors : 512

Players : 1

- TRIVIA -

Released in February 1996.

The title translates from Japanese as "Mahjong Lightning God Tile DX".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=9906&o=2

$end


$info=mjreach,
$bio

Mahjong Reach (c) 1994 Dynax.

- TECHNICAL -

Main CPU : TMP91640 (@ 10.73635 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.375 Mhz), YM2413 (@ 3.579545 Mhz)

Players : 1

- TRIVIA -

Released in May 1994.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=9904&o=2

$end


$info=mjreach1,
$bio

Mahjong Reach Ippatsu (c) 1998 Nihon System, Incorporated.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 8 Mhz)
Sound Chips : YM2413 (@ 3.579545 Mhz), OKI6295 (@ 8 Khz)

Screen orientation : Horizontal
Video resolution : 336 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 512

Players : 2

- TRIVIA -

Released in December 1998.

The title of this game translates from Japanese as 'Mahjong Reach One Shot'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4429&o=2

$end


$info=renaiclb,
$bio

Mahjong Ren-ai Club (c) 1993 Fujic.

Mahjong with selectable female opponents.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 6 Mhz)
Sound CPU : Zilog Z80 (@ 8 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC

Players : 2
Control : mahjong keyboard

- TRIVIA -

Mahjong Ren-ai Club was released in November 1993.

The title of this game translates from Japanese as 'Mahjong Romance Club'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1514&o=2

$end


$info=mrokumei,
$bio

Mahjong Rokumeikan (c) 1988 Home Data.

Mahjong with girls.

- TECHNICAL -

Main CPU : Motorola M6809 (@ 4 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : SN76496 (@ 4 Mhz), DAC

Players : 1
Control : mahjong keyboard

- TRIVIA -

Mahjong Rokumeikan was released in December 1988.

The title of this game translates from Japanese as 'Mahjong Deer Cry Mansion'.

'Rokumeikan' is a Japanese landmark. Quote from the Edo-Tokyo Museum of Japan : Rokumeikan, designed by Josiah Conder, was constructed in 1883 for the purpose of entertaining foreign diplomats and dignitaries. This hall was the scene of many festivals and galas and became a symbol of Westernization in Tokyo.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1515&o=2

$end


$nes=mjrpg,
$bio

Mahjong RPG Dora³ (c) 1991 Natsume

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54338&o=2

$end


$info=ryukobou,
$bio

Mahjong Ryukobou (c) 1995 IGS [International Game System].

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32496&o=2

$end


$pc98=mjsaikou,
$bio

Mahjong Saikou (c) 1991 Cosmos Computer [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90042&o=2

$end


$x68k_flop=mjsaikyo,
$bio

Mahjong Saikyou Musashi (c) 1989 Cosmos Computer [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87872&o=2

$end


$pc98=mjsango,
$bio

Mahjong Sangokushi Engi (c) 1993 Systemsoft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90043&o=2

$end


$pc98=msato,
$bio

Mahjong Satokara (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90044&o=2

$end


$info=msjiken,
$bio

Mahjong Satsujin Jiken (c) 10/1988 Nichibutsu.

A mahjong game with the standard lusty females.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 5 Mhz)
Sound Chips : YM3812 (@ 2.5 Mhz), DAC (@ 2.5 Mhz)

Screen orientation : Vertical
Video resolution : 224 x 512 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256

Player : 2
Control : 4-way joystick
Buttons : 2

- TRIVIA -

The title of this game translates from Japanese as 'Mahjong Murder Case'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1516&o=2

$end


$info=mscoutm,
$bio

Mahjong Scout Man - Senyu!! AV Satsuei Genba (c) 1994 Sphinx.

Mahjong with digitized graphics.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 6 Mhz)
Sound CPU : Zilog Z80 (@ 8 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC

Screen orientation : Horizontal
Video resolution : 640 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 512

Players : 2
Control : mahjong keyboard

- TRIVIA -

Released in March 1994. Developed by AV Japan Co., Ltd.

The title translates from Japanese as "Mahjong Scout Man - Infiltration!! AV Photography Scene".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1517&o=2

$end


$info=sryudens,
$bio

Mahjong Seiryuu Densetsu (c) 1996 Dynax, Incorporated.

- TECHNICAL -

[Model NM502]

- TRIVIA -

Mahjong Seiryuu Densetsu was released in May 1996 in Japan.

The title of this game translates from Japanese as 'Mahjong The Legend of Saint Dragon'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=29245&o=2

$end


$sms=mjsengok,mjsengokp,
$bio

麻雀戦国時代 (c) 1987 Sega Enterprises, Limited.
(Mahjong Sengoku Jidai)

- TECHNICAL -

Game ID: G-1337

- TRIVIA -

Released on October 18, 1987 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55882&o=2

$end


$snes=mjsengok,
$bio

Mahjong Sengoku Monogatari [Model SHVC-Y3] (c) 1994 Yojigen

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61777&o=2

$end


$info=mjsenka,
$bio

Mahjong Senka (c) 1986 Visco.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=30062&o=2

$end


$info=mjsikaku,mjsikakb,mjsikakc,mjsikakd,mmsikaku,
$bio

Mahjong Shikaku (c) 1988 Nichibutsu.

Mahjong Shikaku is an adult mahjong game with a date theme. The objective of the game is to get through your date with your girlfriend with the end goal of reaching a hotel. Interfering with that goal are the various girls in the game, who each attempt to thwart your efforts by challenging your skills at strip mahjong.

At the start of the game, the player chooses a name and then his date begins.  At various date spots the player is stopped by one of five girls, who throws herself at the mercy of your mahjong skills. The player must defeat each girl before moving on in his date.

Throughout the course of the matches the player gains energy as shown by fire icons on the right hand side of the screen. When the player is 'fired up' he has better luck in the hands he is dealt so it is possible to make better winning hands. Even so, each girl has unlimited betting funds so the player must defeat each one three times, no matter how good of a hand the player has.

Each girl features two mandatory strip sequences, and the player gets to choose one of four options for the final strip sequence.

The player can lose a match and still continue right where he left off so long as he still has betting funds remaining.  But if his betting funds are depleted then the game is over.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 5 Mhz)
Sound Chips : YM3812 (@ 2.5 Mhz), DAC (@ 2.5 Mhz)

Screen orientation : Horizontal
Video resolution : 512 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 4096

Player : 2
Control : mahjong keyboard

- TRIVIA -

Released in July 1988.

The title of this game translates from Japanese as 'Mahjong Assassin'.
 
The characters on the title screen are clones of (from left to right) :
* Creamy Mami
* Nausicaa (from the Studio Ghibli movie of 1984, Nausicaa of the Valley of the Winds)
* Ayukawa Madoka (from Kimagure Orange Road, 48 TV episode, 8 OVAs, 2 movies)
* Saotome Ranma (from Ranma 1/2)
* Magical Emi 

The character who gives instructions in attract mode is Minky Momo (two TV series, two OVAs?).

The opponent in final level is a clone of Lum (from Urusei Yatsura).

- UPDATES -

REVISION 1 :
* Build date : 22 JUL 1988

REVISION 2 :
* Build date : 02 AUG 1988

REVISION 3 :
* Build date : 06 AUG 1988

REVISION 4 :
* Build date : 08 SEP 1988

- SERIES -

1. Mahjong Shikaku (1988)
2. Mahjong Shikaku Gaiden - Hana no Momoko-gumi (1988)

- PORTS -

* Computers :
MSX2 (1990)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1518&o=2

$end


$msx2_flop=mjshikak,mjshikaka,
$bio

Mahjong Shikaku (c) 1990 Nichibutsu [Nihon Bussan Co., Ltd.] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101841&o=2

$end


$info=hanamomo,hanamomb,
$bio

Mahjong Shikaku Gaiden - Hana no Momoko-gumi (c) 1988 Nichibutsu.

A mahjong game with lots of girls to choose from!

- TECHNICAL -

Main CPU : Zilog Z80 (@ 5 Mhz)
Sound Chips : YM3812 (@ 2.5 Mhz), DAC

Screen orientation : Horizontal
Video resolution : 512 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 256

Players : 2
Control : mahjong keyboard

- TRIVIA -

Released in December 1988.

The title of this game translates from Japanese as 'Mahjong Assassins Side Story - Momoko's Flower Branch'.

- SERIES -

1. Mahjong Shikaku (1988)
2. Mahjong Shikaku Gaiden - Hana no Momoko-gumi (1988)

- PORTS -

* Computers :
MSX2 (1991)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1519&o=2

$end


$info=mjdejavu,
$bio

Mahjong Shinkirou Deja Vu (c) 1989 Dynax.

- TRIVIA -

The title translates from Japanese as "Mahjong Mirage Deja Vu".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=19620&o=2

$end


$info=mjdejav2,
$bio

Mahjong Shinkirou Deja Vu 2 (c) 1989 Dynax.

- TRIVIA -

The title translates from Japanese as "Mahjong Mirage Deja Vu 2".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31145&o=2

$end


$info=mjprivat,
$bio

Mahjong Shiseikatsu - Onzouji-ke no Hitobito (c) 1991 Matoba.

- TRIVIA -

Mahjong Shiseikatsu was released in May 1991.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32261&o=2

$end


$info=mjsiyoub,
$bio

Mahjong Shiyou (c) 1986 Visco.

- TECHNICAL -

Main CPU : (2x) Zilog Z80 (@ 4.608 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.152 Mhz), OKI MSM5205 (@ 576 Khz)

Palette colors : 256

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=10347&o=2

$end


$info=slqz2,
$bio

Mahjong Shuang Long Qiang Zhu 2 (c) 1998 IGS.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 11 Mhz)
Sound Chips : OKI6295 (@ 1 Mhz)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=12479&o=2

$end


$info=slqz3,
$bio

Mahjong Shuang Long Qiang Zhu 3 (c) 1999 IGS Co., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96217&o=2

$end


$info=mjsister,
$bio

Mahjong Sisters (c) 1986 Toa Plan.

An early strip mahjong arcade game. You choose from three girls as your opponent, and she removes articles of clothing as you claim mahjonggs. There is also an option to strip her if you manage to get a tenpai hand, by choosing the correct tile from five face down tiles or facing against her in a yakyuken match. If you fail to complete a hand or she wins, however, she will put something back on.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 6 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.5 Mhz), DAC

Mahjong keyboard:
[A] [B] [C] [D] [E] [F] [G] [H] [I] [J] [K] [L] [M] [N]
[3 Yellow buttons] [4 Rose buttons] [5 Green buttons] [1 orange button]

- TRIVIA -

Released in May 1986.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1520&o=2

$end


$pc98=mjsport,
$bio

Mahjong Sports Line (c) 1996 C_Class [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90045&o=2

$end


$info=majs101b,
$bio

Mahjong Studio 101 (c) 10/1988 Dynax.

Mahjong with a movie studio theme.

- TECHNICAL -

Game ID : 17

Main CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.536 Mhz)

Screen orientation : Horizontal
Video resolution : 256 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 32

Players : 2
Control : mahjong keyboard

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1521&o=2

$end


$nes=mjsamit,
$bio

Mahjong Summit (c) 1991 Hacker International

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54339&o=2

$end


$info=sdmg2,
$bio

Mahjong Super Da Man Guan 2 (c) 1997 IGS.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 11 Mhz)
Sound Chips : OKI6295 (@ 1 Mhz)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=12480&o=2

$end


$info=mjschuka,
$bio

Mahjong Super Dai Chuuka Ken (c) 1995 Dynax.

A mahjong game featuring Chinese language voice acting.

- TRIVIA -

Released in December 1995.

The title of this game translates from Japanese as 'Mahjong Super Great Chinese Sphere'.

This game features the same character designs as the Dynax game "Don Den Lover Vol. 1".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=29247&o=2

$end


$info=marukin,
$bio

Mahjong Super Marukin-ban (c) 1990 Yuga.

A mahjong game featuring lots of girls. Maybe the girl at the 'Press Start' screen should date the Mahjong Academy guy. They're both able to balance tiles in their fingers!

- TECHNICAL -

Main CPU : Zilog Z80 (@ 8 Mhz)
Sound Chips : OKI6295 (@ 7.5 Khz), YM2413 (@ 4 Mhz)

Player : 2
Control : mahjong keyboard

- TRIVIA -

Mahjong Super Marukin-ban was released in October 1990 in Japan.

The title of this game translates from Japanese as 'Mahjong Super Secret Forbidden Edition'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1522&o=2

$end


$pcecd=mjsword,
$bio

Mahjong Sword - Princess Quest Gaiden (c) 1995 Naxat Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58274&o=2

$end


$pc98=mjtaikai,
$bio

Mahjong Taikai (c) 1985 Koei Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90046&o=2

$end


$nes=mjtaikai,
$bio

Mahjong Taikai (c) 1989 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54340&o=2

$end


$saturn,sat_cart=mjtai2s,
$bio

Mahjong Taikai II Special (c) 1996 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59383&o=2

$end


$snes=mjtaika2,
$bio

Mahjong Taikai II [Model SHVC-AIQJ-JPN] (c) 1994 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61778&o=2

$end


$nes=mjtaisen,
$bio

Mahjong Taisen (c) 1992 Nichibutsu [Nihon Bussan Company, Limited.] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54341&o=2

$end


$x68k_flop=mjtengok,
$bio

Mahjong Tengoku (c) 1993 MIX [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88393&o=2

$end


$info=tenkai,tenkaibb,tenkaicb,tenkaid,tenkaie,
$bio

Mahjong Tenkaigen (c) 1991 Dynax.

- TECHNICAL -

Main CPU : TMP91640 (@ 10.73635 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.375 Mhz), YM2413 (@ 3.579545 Mhz)

Players : 1

- TRIVIA -

Released in June 1991.

- SERIES -

1. Mahjong Tenkaigen (1991)
2. Mahjong Tenkaigen Part 2 (1991)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=9902&o=2

$end


$info=ougonpaib,
$bio

Mahjong Tenkaigen Part 2 (c) 1991 Dynax.

- TECHNICAL -

Main CPU : TMP91640 (@ 10.73635 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.375 Mhz), YM2413 (@ 3.579545 Mhz)

Palette colors : 4096

Players : 1

- SERIES -

1. Mahjong Tenkaigen (1991)
2. Mahjong Tenkaigen Part 2 (1991)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=9903&o=2

$end


$saturn,sat_cart=mjangel,
$bio

Mahjong Tenshi Angel Lips (c) 1996 Nihon System, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59384&o=2

$end


$info=mjtensin,
$bio

Mahjong Tensinhai (c) 1995 Dynax.

- TECHNICAL -

Main CPU : TMP90841 (@ 12 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.536 Mhz)

Palette colors : 512

Players : 2

- TRIVIA -

Released in February 1995.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=9905&o=2

$end


$info=mladyhtr,
$bio

Mahjong The Lady Hunter - Kaitou Kuroneko Renmeihen (c) 1990 Nichibutsu.

Mahjong with a comic book style superhero against femme fatales!

- TECHNICAL -

Main CPU : Zilog Z80 (@ 5 Mhz)
Sound Chips : YM3812 (@ 2.5 Mhz), DAC

Player : 2
Control : mahjong keyboard

- TRIVIA -

Released in May 1990 in Japan only.

The subtitle of this game translates from Japanese as 'Alliance of the Phantom Thief and the Black Cat'.

THE LADY HUNTER character is a parody of Batman using the Nichibutsu owl logo. The 'Batman' logo on the LADY HUNTER's chest is actually a Nichibutsu owl. When THE LADY HUNTER announces 'Reach', he holds up a Batarang-like weapon - only it's a Nichibutsu Owl-arang. One of the women who you play against will randomly turn into a Catwoman-like character if you don't beat them up in the right order after you've defeated them at mahjong.

- STAFF -

Sound Composer: Kenji Yoshida

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1523&o=2

$end


$info=mjmyorn2,
$bio

Mahjong The Mysterious Orient Part 2 - Exotic Dream (c) 1993 Dynax, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96863&o=2

$end


$info=mjmyster,mjmywrld,
$bio

Mahjong The Mysterious World (c) 1994 Dynax.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 8 Mhz)
Sound Chips : YM2413 (@ 3.579545 Mhz), OKI6295 (@ 8 Khz), AY8910 (@ 2 Mhz)

Players : 1

- TRIVIA -

Mahjong The Mysterious World was released in January 1994.

This game has another Japanese title called "Mahjong Sekai no Shinpi".

- TIPS AND TRICKS -

If you want to see a girl's uncensored gfx, enter Test Mode then select Option -> Gal Mode Check.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4897&o=2

$end


$info=tjsb,
$bio

Mahjong Tian Jiang Shen Bing (c) 1997 IGS.

- TECHNICAL -

Main CPU : Z180 (@ 16 Mhz)
Sound Chips : YM2413 (@ 3.579545 Mhz), OKI6295 (@ 1 Mhz)

- TRIVIA -

Released in December 1997.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=12476&o=2

$end


$wswan=mahjongt,
$bio

Mahjong Touryuumon [Model SWJ-SUM001] (c) 1999 Sammy Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86351&o=2

$end


$info=mjmyornt,
$bio

Mahjong Touyou no Shinpi (c) 1994 Dynax.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 8 Mhz)
Sound Chips : YM2413 (@ 3.579545 Mhz), OKI6295 (@ 1.02272 Mhz), AY-3-8910A (@ 1.789772 Mhz)

Players : 1

- TRIVIA -

Released in June 1993 in Japan.

The title translates from Japanese as "Mahjong The Mysterious Orient".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=14142&o=2

$end


$nes=mjtrap,
$bio

Mahjong Trap - Si Cuan Ma Que (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84049&o=2

$end


$nes=mjtrap,mjtrapz,
$bio

Mahjong Trap - Si Cuan Ma Que - Zhi Fu Pian [Model TC-010] (c) 1990 Sachen [Taiwan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76856&o=2

$end


$info=triplew1,
$bio

Mahjong Triple Wars (c) 1990 Nichibutsu.

An RPG-style mahjong game with selectable characters and items.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3 Mhz)
Sound CPU : Zilog Z80 (@ 3.9 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC

Player : 2
Control : mahjong keyboard

- TRIVIA -

Mahjong Triple Wars was released in June 1990 in Japan.

- SERIES -

1. Mahjong Triple Wars (1989)
2. Mahjong Triple Wars 2 (1990)
3. Mahjong Triple Wars Bangai-hen - Sailor Wars (1993)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1524&o=2

$end


$info=triplew2,
$bio

Mahjong Triple Wars 2 (c) 1990 Nichibutsu.

An RPG-style mahjong game with lots of bonus items to be found.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3 Mhz)
Sound CPU : Zilog Z80 (@ 3.9 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC

Player : 2
Control : mahjong keyboard

- TRIVIA -

Mahjong Triple Wars 2 was released in August 1990 in Japan.

- SERIES -

1. Mahjong Triple Wars (1989)
2. Mahjong Triple Wars 2 (1990)
3. Mahjong Triple Wars Bangai-hen - Sailor Wars (1993)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1525&o=2

$end


$info=sailorws,sailorwa,
$bio

Mahjong Triple Wars Bangai-hen - Sailor Wars (c) 1993 Nichibutsu.

The Sailor Senshi battle each other until they're completely nude!

- TECHNICAL -

Main CPU : Zilog Z80 (@ 6 Mhz)
Sound CPU : Zilog Z80 (@ 8 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC (@ 4 Mhz)

Screen orientation : Horizontal
Video resolution : 640 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256

Players : 2
Control : mahjong keyboard

- TRIVIA -

Released in April 1993.

The title of this game translates from Japanese as 'Mahjong Triple Wars Extra Chapter - Sailor Wars'.

The [BET] version of this game is known as "Mahjong Triple Wars Bangai-hen - Sailor Wars R : Medal Ninatte Return!!".

- SERIES -

1. Mahjong Triple Wars (1989)
2. Mahjong Triple Wars 2 (1990)
3. Mahjong Triple Wars Bangai-hen - Sailor Wars (1993)

- STAFF -

Staff : H. Wada, Tak, Satoshi Urushihar

- PORTS -

* Computers :
PC ("Mahjong Triple Wars Bangaihen - Sailor Wars with 4 Ninuchi")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1526&o=2

$end


$info=sailorwr,
$bio

Mahjong Triple Wars Bangaihen - Sailor Wars R - Medal Ninatte Return!! (c) 1993 Nichibutsu.

The Sailor Senshi battle each other until they're completely nude!

- TECHNICAL -

Main CPU : Zilog Z80 (@ 6 Mhz)
Sound CPU : Zilog Z80 (@ 8 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC (@ 4 Mhz)

Screen orientation : Horizontal
Video resolution : 640 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 256

Players : 2
Control : mahjong keyboard

- TRIVIA -

The title of this game translates from Japanese as 'Mahjong Triple Wars Extra Chapter - Sailor Wars R - Busy Medal Return!!'.

The [Amuse] version of this game is known as "Mahjong Triple Wars Bangai-hen - Sailor Wars".

- SERIES -

1. Mahjong Triple Wars (1989)
2. Mahjong Triple Wars 2 (1990)
3. Mahjong Triple Wars Bangaihen - Sailor Wars R - Medal Ninatte Return!! (1993)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1527&o=2

$end


$pc98=mjtriplg,
$bio

Mahjong Triple Wars Gaiden (c) 1993 Nichibutsu [Nihon Bussan Co., Ltd.] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90047&o=2

$end


$info=mjmyuniv,
$bio

Mahjong Uchuu no Shinpi (c) 1994 Dynax.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 8 Mhz)
Sound Chips : YM2413 (@ 3.579545 Mhz), OKI6295 (@ 1.02272 Mhz), AY-3-8910A (@ 1.789772 Mhz)

Players : 1

- TRIVIA -

Mahjong Uchuu no Shinpi was released in October 1994.

The title translates from Japanese as "Mahjong The Mysterious Universe".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=14143&o=2

$end


$info=uchuuai,
$bio

Mahjong Uchuu yori Ai o Komete (c) 1989 Nichibutsu [Nihon Bussan Company, Limited.].

Save the mahjong girls from the evil space robots!

- TECHNICAL -

Main CPU : Zilog Z80 (@ 5 Mhz)
Sound Chips : YM3812 (@ 2.5 Mhz), DAC

Player : 2
Control : mahjong keyboard

- TRIVIA -

Mahjong Uchuu yori Ai o Komete was released in May 1989 in Japan.

The title of this game translates from Japanese as 'Mahjong From Space with Love'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1528&o=2

$end


$info=mjuraden,
$bio

Mahjong Uranai Densetsu (c) 1992 Nichibutsu.

Mahjong with women in lingerie - if you win, of course.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 6 Mhz)
Sound CPU : Zilog Z80 (@ 8 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC

Players : 2
Control : mahjong keyboard

- TRIVIA -

Mahjong Uranai Densetsu was released in April 1992 in Japan.

The title of this game translates from Japanese as 'Mahjong Fortune Teller Legend'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1529&o=2

$end


$info=vanilla,
$bio

Mahjong Vanilla Syndrome (c) 1991 Nichibutsu.

The magic door in the forest leads to the domain of the Sexy Bunny Girl who will challenge you at mahjong!

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3 Mhz)
Sound CPU : Zilog Z80 (@ 3.9 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC

Screen orientation : Horizontal
Video resolution : 640 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 256

Player : 2
Control : mahjong keyboard

- TRIVIA -

Released in January 1991.

This game is also known as "Mahjong Final Bunny".

- STAFF -

Planners : Machine Hagihara, Moriaki Hotigai (Programmer), Kenji Yoshida (Composer)
Graphic designers : Harehore Furukawa, Katsuyuki, Tsukamoto, Hiroyuki Wada, Kenzo Kanzaki, Kenichi Sakamoto, Makoto Kawauso
Special designer : Katsuhiko Nishijima

- PORTS -

* Consoles :
NEC PC Engine CD/SCD (1991)

* Computers :
NEC PC-9801 (1993)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1530&o=2

$end


$pc98=vanilla,
$bio

Mahjong Vanilla Syndrome (c) 1993 Nichibutsu [Nihon Bussan Co., Ltd.] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90048&o=2

$end


$info=mjvegas,mjvegasa,
$bio

Mahjong Vegas - Fushigi na Jansou Monogatari (c) 1991 Dynax.

- TRIVIA -

The subtitle translates from Japanese as "Mysterious Mahjong Club Story".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=19622&o=2

$end


$info=vitaminc,
$bio

Mahjong Vitamin C - Anataga Sensei Yo! (c) 1989 Home Data.

Mahjong with a hospital theme.

- TECHNICAL -

Main CPU : Motorola M6809 (@ 4 Mhz), uPD7807 (@ 9 Mhz)
Sound Chips : SN76496 (@ 4 Mhz), DAC

Players : 1

- TRIVIA -

Mahjong Vitamin C was released in May 1989.

The title of this game translates from Japanese as 'Mahjong Vitamin C - I'm Your Teacher!'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1531&o=2

$end


$info=wcatcher,
$bio

Mahjong Wakuwaku Catcher (c) 1993 Nichibutsu.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 6 Mhz)
Sound CPU : Zilog Z80 (@ 8 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC

Players : 2

- TRIVIA -

Mahjong Wakuwaku Catcher was released in July 1993 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3568&o=2

$end


$info=majxtal7,
$bio

Mahjong X-Tal 7 - Crystal Mahjong (c) 1990 Dynax.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 5.5 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.375 Mhz), YM2413 (@ 3.579545 Mhz), OKI MSM5205 (@ 384 Khz)

Screen orientation : Horizontal
Video resolution : 512 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096

Players : 1

- TRIVIA -

Also known as "Mahjong Diamond 7".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5944&o=2

$end


$info=mjyarou,
$bio

Mahjong Yarou (c) 1986 Visco.

- TRIVIA -

Released in January 1986.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=30063&o=2

$end


$psx=mahjongy,
$bio

Mahjong Yarouze! [Model SLPM-86173] (c) 1999 Konami Corp. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85414&o=2

$end


$info=yarunara,
$bio

Mahjong Yarunara (c) 1991 Dynax.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 5.5 Mhz)
Sound Chips : General Instrument AY8910 (@ 2.75 Mhz), YM2413 (@ 3.58 Mhz), OKI MSM5205 (@ 384 Khz)

Players : 1

- TRIVIA -

Released in June 1991.

The title of this game translates from Japanese as 'Mahjong - If we do this'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1532&o=2

$end


$saturn,sat_cart=mjshimai,
$bio

Mahjong Yon Shimai - Wakakusa Monogatari (c) 1996 Naxat Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59385&o=2

$end


$info=yosimoto,yosimotm,
$bio

Mahjong Yoshimoto Gekijou (c) 1994 Nichibutsu.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 6 Mhz)
Sound CPU : Zilog Z80 (@ 8 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC

Players : 2

- TRIVIA -

Released in May 1994.Developed in cooperation with Yoshimoto Kogyo.

The title of this game translates from Japanese as 'Mahjong Yoshimoto Theater'.

Yoshimoto Kogyo is a major Japanese entertainment conglomerate, with its headquarters based in Osaka. It was founded in 1912 as a traditional theatre, and has since grown to be one of the most influential companies in Japan, employing most of Japan's popular owarai (comedy) talent, producing and promoting the shows they appear in, and even maintaining its own amusement park.

- PORTS -

* Consoles :
Nintendo Game Boy (1994) Nichibutsu Mahjong Yoshimoto Gekijou
Nintendo Super Famicom (1994) Super Nichibutsu Mahjong 3 - Yoshimoto Gekijou Hen

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3569&o=2

$end


$info=mjyougo,
$bio

Mahjong Yougo no Kisotairyoku (c) 1989 Home Data.

An insane-looking man and a digitized delivery girl on roller skates team up to bring you some hot mahjong action!

- TECHNICAL -

Main CPU : Motorola M6809 (@ 4 Mhz), uPD7807 (@ 9 Mhz)
Sound Chips : SN76496 (@ 4 Mhz), DAC (@ 4 Mhz)

Screen orientation : Horizontal
Video resolution : 432 x 224 pixels
Screen refresh : 59.00 Hz
Palette colors : 32768

Players : 1

- TRIVIA -

The title of this game translates from Japanese as 'Mahjong Word of Physical Strength'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1534&o=2

$end


$x68k_flop=mjyuench,
$bio

Mahjong Yuuenchi (c) 1991 Home Data [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87873&o=2

$end


$pc98=mjyuench,
$bio

Mahjong Yuuenchi (c) 1991 Home Data [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90049&o=2

$end


$info=mjyuugi,mjyuugia,
$bio

Mahjong Yuugi (c) 1990 Visco.

A mahjong game with cute little girls who toss the dice for you.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 8 Mhz)
Sound Chips : General Instrument AY8910 (@ 1 Mhz), OKI MSM5205 (@ 384 Khz)

Players : 1
Control : mahjong keyboard

- TRIVIA -

Released in May 1990.

The title of this game translates from Japanese as 'Mahjong Pasttimes'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1533&o=2

$end


$info=mjchuuka,
$bio

Mahjong Zhong Hua Er Nu (c) 1998 Dynax, Incorporated.

- TECHNICAL -

[Model D12002-4]

Main CPU : Zilog Z80 (@ 8 Mhz)
Sound Chips : YM2413 (@ 3.579545 Mhz), OKI6295 (@ 8 Khz), AY8910 (@ 2 Mhz)

Players : 2

- TRIVIA -

Mahjong Zhong Hua Er Nu was released in June 1998 in China.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4457&o=2

$end


$info=korinai,korinaim,
$bio

Mahjong Zuki no Korinai Menmen (c) 04/1988 Nichibutsu.

A mahjong game with cute cartoon girls.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 5 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.25 Mhz), DAC (@ 1.25 Mhz)

Screen orientation : Horizontal
Video resolution : 512 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 65536

Player : 2
Control : mahjong keyboard

- TRIVIA -

The title of this game translates from Japanese as 'Mahjong Room of Fun-loving Faces'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1535&o=2

$end


$sg1000=mahjongt,
$bio

Mahjong [Model B-004] (c) 1983 Aaronix [Taiwan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65071&o=2

$end


$famicom_flop=mahjong,
$bio

?? (c) 1986 Nintendo Company, Limited.
(Mahjong)

- TECHNICAL -

Disk ID: FMC-MJA

- TRIVIA -

Released on February 21, 1986 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65394&o=2

$end


$sg1000=mahjong,mahjonga,
$bio

麻雀 (c) 1983 Sega Enterprises, Limited.
(Mahjong)

- TECHNICAL -

Game ID: G-1004

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65070&o=2

$end


$nes=mahjong,mahjonga,
$bio

麻雀 (c) 1983 Nintendo.
(Mahjong)

- TECHNICAL -

Game ID: HVC-MJ

- TRIVIA -

Released on August 27, 1983 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54335&o=2

$end


$saturn,sat_cart=mjcebu96,mjcebu96a,
$bio

Mahjong-kyou Jidai Cebu Island '96 (c) 1996 Micronet

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59386&o=2

$end


$info=csplayh5,
$bio

Mahjong/Handafuda Cosplay Tengoku 5 - High-rate DVD Series 4 (c) 1998 Nichibutsu.

- TECHNICAL -

High-rate DVD/LD/CD System

Main CPU : M68000(16Mhz)
Sound CPU : Zilog Z80 (8Mhz)

This system using CD/DVD-Rom Drive for Read video image. and You are win, This system read 'video image' from DVD/CD.

- TRIVIA -

Released in August 1998.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=36311&o=2

$end


$pc8801_flop=mahonoiz,
$bio

Maho no Izumi (c) 1985 Fuji Onkyo RAM

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92321&o=2

$end


$pc8801_flop=mahonoon,
$bio

Maho no Onnanoko Milky Pal (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92322&o=2

$end


$pc8801_flop=mahoroba,
$bio

Mahoroba (c) 1989 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92323&o=2

$end


$pc8801_flop=mahotsuk,
$bio

Mahotsukai Tabitha (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92324&o=2

$end


$info=mahoudai,
$bio

魔法大作戦 (c) 1993 Raizing.
(Mahou Daisakusen)

A superb vertically scrolling shooter from Raizing.

- TECHNICAL -

Game ID : RA-MA7893-01

Main CPU : Motorola 68000 (@ 16 Mhz), Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.375 Mhz), OKI6295 (@ 7.575 Khz)

Screen orientation : Vertical
Video resolution : 240 x 320 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in May 1993.

The title of this game translates from Japanese as 'Magic Great Military Operation'.

Licensed to Able for Japan distribution.

This game is known outside Japan as "Sorcer Striker".

This game is the first game created by Raizing.

Default highscore table (TODAY'S TOP 5) :
RANK NAME TYPE SCORE
1ST YOK ? 655000
2ND YAS ? 422000
3RD Z?? ? 346000
4TH SIN ? 201000
5TH ??? ? 163000

- SERIES -

1. Mahou Daisakusen (1993)
2. Shippuu Mahou Daisakusen - Kingdom-Grandprix (1994)
3. Great Mahou Daisakusen [Green Board] (2000)

- STAFF -

Music composed by : Atsuhiro Motoyama

- PORTS -

* Computers :
FM Towns PC (1993)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1536&o=2

$end


$x68k_flop=mahoudai,
$bio

Mahou Daisakusen (c) 1994 Electronic Arts Victor [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87874&o=2

$end


$saturn,sat_cart=mahougl,
$bio

Mahou Gakuen Lunar! (c) 1997 Kadokawa Shoten

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59387&o=2

$end


$info=gunhohki,
$bio

Mahou Keibitai Ganhooki (c) 1992 Irem.

- TECHNICAL -

Irem M-92 system hardware

Main CPU : V33 (@ 9 Mhz)
Sound CPU : V30 (@ 7.15909 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), GA20 (@ 3.579545 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Mahou Keibitai Ganhooki was released in May 1992 in Japan. It is known outside Japan as "Mystic Riders".

The title of this game translates from Japanese as 'Gunbroom - Magic Guardians'.

- STAFF -

Composers : Tatsuya Watanabe, S. Aizu

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1537&o=2

$end


$saturn,sat_cart=rayearthj,rayearthja,
$bio

Mahou Kishi Rayearth (c) 1995 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59388&o=2

$end


$saturn,sat_cart=mahoupoe,
$bio

Mahou no Jansi Poe Poe Pomei (c) 1995 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59391&o=2

$end


$x68k_flop=mahokuni,
$bio

Mahou no Kuni no Hoippuru turbo-X (c) 1995 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88394&o=2

$end


$pc98=minkymom,
$bio

Mahou no Princess Minky Momo - Fantastic World (c) 1995 Wishbone [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90052&o=2

$end


$nes=minkymom,
$bio

Mahou no Princess Minky Momo - Remember Dream (c) 1992 Yutaka

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54342&o=2

$end


$gba=mahopmpk,
$bio

Mahou no Pumpkin - Ann to Greg no Daibouken [Model AGB-AWNJ-JPN] (c) 2003 MTO, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71554&o=2

$end


$x68k_flop=mahousen,
$bio

Mahou no Senshi Physical Melon (c) 1994 Leone

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88395&o=2

$end


$x68k_flop=putiplin,
$bio

Mahou no Shooter Puti 'n Plin (c) 1997 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88396&o=2

$end


$x68k_flop=putiplina,putiplinb,
$bio

Mahou no Shooter Puti 'n Plin (c) 200? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88397&o=2

$end


$pc98=mahoshog,
$bio

Mahou no Shougakusei Clit-chan (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90053&o=2

$end


$pcecd=silkylipo,silkylip,
$bio

魔法の少女シルキーリップ (c) 1992 Telenet.
(Mahou no Shoujo - Silky Lip)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58276&o=2

$end


$megacd,megacdj=silkylipa,silkylip,
$bio

Mahou no Shoujo - Silky Lip [Model T-49024] (c) 1992 Telenet Japan [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60533&o=2

$end


$snes=poipoitt,
$bio

Mahou Poi Poi Poitto! [Model SHVC-9P] (c) 1994 Takara Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61779&o=2

$end


$gba=privles,
$bio

Mahou Sensei Negima! Private Lesson - Damedesuu Toshokan-jima [Model AGB-BNGJ-JPN] (c) 2005 Marvelous Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71552&o=2

$end


$gba=privles2,
$bio

Mahou Sensei Negima! Private Lesson 2 - Ojamashimasuu Parasite de Chuu [Model AGB-BNMJ-JPN] (c) 2006 Marvelous Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71553&o=2

$end


$saturn,sat_cart=psamhear,
$bio

Mahou Shoujo Pretty Samy - Heart no Kimochi (c) 1998 Nec InterChannel, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59389&o=2

$end


$saturn,sat_cart=psamosor,
$bio

Mahou Shoujo Pretty Samy - Osorubeshi Karada Sokutei! Kakubakuhatsu 5 Byou Sen!! (c) 1997 Nec InterChannel, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59390&o=2

$end


$pc98=msrina,
$bio

Mahou Shoujo Rina (c) 1992 Family Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90051&o=2

$end


$snes=gurugur2,
$bio

Mahoujin Guruguru 2 [Model SHVC-A99J-JPN] (c) 1996 Enix, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61781&o=2

$end


$gameboy=guruguru,
$bio

Mahoujin Guruguru [Model DMG-AMGJ-JPN] (c) 1995 Takara Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66406&o=2

$end


$snes=guruguru,
$bio

Mahoujin Guruguru [Model SHVC-AGUJ-JPN] (c) 1995 Enix, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61780&o=2

$end


$saturn,sat_cart=mahoutsu,mahoutsua,
$bio

Mahoutsukai ni Naru Houhou (c) 1998 TGL [Technical Group Laboratory] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59392&o=2

$end


$psx=mahoutsu,
$bio

Mahoutsukai ni Naru Houhou [Model SLPS-01754] (c) 199? TGL [Technical Group Laboratory] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85415&o=2

$end


$pc8801_flop=mahoden,
$bio

Mahoutsukai no Denshi (c) 1986 Tsukumo Denki [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92325&o=2

$end


$pc8801_flop=mahoden2,mahodena,
$bio

Mahoutsukai no Denshi 2 - Tougoku no Sisha (c) 1986 Teikoku

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92326&o=2

$end


$fm7_disk=mahoutsu,
$bio

Mahoutsukai no Imoko (c) 1986 Tsukumo Denki [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93633&o=2

$end


$pc98=mai,
$bio

Mai (c) 1991 Fairytale [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90054&o=2

$end


$x68k_flop=mai,
$bio

Mai (c) 1992 Ides [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87875&o=2

$end


$pc8801_flop=fightnow,
$bio

Mai-chan Teba Fighting Now!! (c) 19?? LCS [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92327&o=2

$end


$pc8801_flop=maidon,
$bio

Maidon (c) 1985 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92328&o=2

$end


$x1_flop=maidum,maiduma,
$bio

Maidum (c) 1986 NCS Corp. [Nippon Computer Systems] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86056&o=2

$end


$pc8801_flop=maidum,maiduma,
$bio

Maidum (c) 1986 NCS Corp. [Nippon Computer Systems] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92329&o=2

$end


$pc98=maigo,
$bio

Maigo (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90055&o=2

$end


$info=maiko,mmaiko,
$bio

Maikobana (c) 08/1990 Nichibutsu.

A hanafuda game featuring the good ol' stripping Japanese ladies.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 5 Mhz)
Sound Chips : YM3812 (@ 2.5 Mhz), DAC (@ 2.5 Mhz)

Screen orientation : Horizontal
Video resolution : 512 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256

Player : 2
Control : hanafuda keyboard

- TRIVIA -

The title of this game translates from Japanese as 'Dancing Flower Girl'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1538&o=2

$end


$gba=mailcute,
$bio

Mail de Cute (c) 2002 Konami Company, Limited.

- TECHNICAL -

Game ID: AGB-AMCJ-JPN (RK217-J1)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71555&o=2

$end


$vectrex=mailplan1,mailplan,
$bio

Mail Plane (c) 1983 GCE [General Consumer Electric]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82221&o=2

$end


$pc8801_flop=mmuku,
$bio

Maildog Muku (c) 1984 Compaq [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92330&o=2

$end


$info=sc2maina,
$bio

Main Attraction (c) 1993 Bell-Fruit Mfg. Company, Limited. [B.F.M.].

- TECHNICAL -

[Model 6203]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42199&o=2

$end


$info=mainsnk,
$bio

Main Event (c) 1984 SNK.

A boxing game from SNK.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.36 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 2 Mhz), Namco (@ 24 khz)

Players : 2
Control : Double 8-way joysticks
Buttons : 4

- TRIVIA -

Released in November 1984.

When you run the game for the first time, the default highscore table (WORLD RANKING BOXERS) is empty (everything is at 0).

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1539&o=2

$end


$fm7_cass=mainroyl,
$bio

Main Royal (c) 1984 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93755&o=2

$end


$info=mstadium,
$bio

Main Stadium (c) 1989 Konami Industry Company, Limited.

One or two players choose a ballclub from cities like New York, Chicago, Los Angeles, Atlanta, or Boston and compete either against the computer or each other in this baseball game. A wide variety of pitches can be thrown and batters can change their stance and angle of swing.

- TECHNICAL -

Main CPU : Motorola M6809 (@ 2 Mhz)
Sound CPU : Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : (2x) K007232 (@ 3.579545 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Main Stadium was released in June 1989 in Japan. It is known outside Japan as "Bottom of the Ninth".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1541&o=2

$end


$pc98=mainigah,
$bio

Mainichi ga H (c) 1990 Heart Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90056&o=2

$end


$saturn,sat_cart=mkq365,
$bio

Mainichi Kawaru Quizbangumi Quiz365 (c) 1996 OZ Club

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59393&o=2

$end


$msx2_cart=mikkoku
$bio

Maison Ikkoku (c) 1987 Micro Cabin

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51334&o=2

$end


$nes=mikkoku,
$bio

Maison Ikkoku (c) 1988 Bothtec

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54343&o=2

$end


$pce=mikkoku,
$bio

Maison Ikkoku (c) 1989 Micro Cabin Co.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58639&o=2

$end


$msx2_flop=mikkokumikkokua,
$bio

Maison Ikkoku (c) 198? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101842&o=2

$end


$pc98=mikkoku,
$bio

Maison Ikkoku - Omoide no Photograph (c) 1986 Micro Cabin Co. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90057&o=2

$end


$pc8801_flop=mikkoku,mikkokua,
$bio

Maison Ikkoku - Omoide no Photograph (c) 1986 Micro Cabin Co. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92331&o=2

$end


$x1_flop=mikkoku,
$bio

Maison Ikkoku - Omoide no Photograph (c) 1987 Micro Cabin Co. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86057&o=2

$end


$pc8801_flop=mikkokuz,
$bio

Maison Ikkoku - Zankoku Hen (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92332&o=2

$end


$msx2_cart=mikkokuk
$bio

Maison Ikkoku Kanketsu Hen (c) 1988 Micro Cabin

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51335&o=2

$end


$msx2_flop=mikkokuk,mikkokukb,mikkokuka,
$bio

Maison Ikkoku Kanketsu Hen (c) 1988 Micro Cabin Co. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101843&o=2

$end


$x1_flop=mikkokuk,
$bio

Maison Ikkoku Kanketsu Hen - Sayonara Soshite (c) 1988 Micro Cabin Co. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86058&o=2

$end


$pc8801_flop=mikkokuk,mikkokuka,
$bio

Maison Ikkoku Kanketsu Hen - Sayonara Soshite (c) 1988 Micro Cabin Co. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92333&o=2

$end


$pc98=mikkokuk,
$bio

Maison Ikkoku Kanketsu Hen - Sayonara Soshite... (c) 1988 Micro Cabin Co. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90058&o=2

$end


$x68k_flop=mikkokuk,
$bio

Maison Ikkoku Kanketsu Hen Special (c) 1988 Micro Cabin Co. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87876&o=2

$end


$nes=majavent,
$bio

Majaventure - Mahjong Senki (c) 1990 Tokuma Shoten Intermedia, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54344&o=2

$end


$x1_flop=majavent,
$bio

Majaventure - Negi Mahjong (c) 1986 Tokuma Shoten Intermedia, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86059&o=2

$end


$pc8801_flop=majavent,majaventa,majaventd,
$bio

Majaventure - Negi Mahjong (c) 1986 Tokuma Communications

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92334&o=2

$end


$pc98=majavent,majaventa,
$bio

Majaventure - Negi Mahjong (c) 1988 Game Technopolis [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90059&o=2

$end


$pc8801_flop=majaven2,majaven2a,
$bio

Majaventure 2 - Zenkoku Onsen Mahjong (c) 1989 Technopolis Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92335&o=2

$end


$info=sc2majes,sc2majesp,
$bio

Majestic Bells (c) 1995 Bell-Fruit Mfg. Company, Limited. [B.F.M.].

- TECHNICAL -

[Model 6324]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42200&o=2

$end


$info=majest12,
$bio

Majestic Twelve - The Space Invaders Part IV (c) 1990 Taito Corp.

The third sequel to Taito's seminal "Space Invaders", Majestic Twelve leaves the classic Invaders game-play intact, but adds a slew of new alien invaders and power-ups to the mix. This, together with the vastly improved graphics that introduce colorful new backdrops - some of which scroll vertically in a similar fashion to the star-field in Namco's "Galaxian" - ensure that Majestic 12 is a worthy sequel to the legendary original.

The original game's flying saucer still makes an appearance, but instead of merely awarding bonus points when shot - as in the original game - it now drops a power-up pod for the player to retrieve. Power-ups include shield, faster shots, a laser (activated with the second button) and a giant butterfly, which freezes the invaders for a limited time.

One of the game's most memorable features was the 'Cattle Mutilation' bonus screen, in which the player must protect a heard of cattle from a number of fast-moving saucers, intent on stealing the animals. If a cow is snatched; the player must shoot the relevant saucer to free it; being careful not to actually shoot the cow itself. The '91 incarnation also introduced 'bosses' to the series for the first time; giant, screen-filling aliens that required several shots to kill.

Another major difference to the previous games in the series is that if an invader reaches the bottom of the screen, the player will simply lose a ship (in the original, the game would end once an alien had landed). Also, the player's ship now comes equipped with a shield that can withstand several hits. The shield's strength is depleted every time it takes a direct hit from one of the invaders, and too many hits will result in the shield disappearing altogether. A direct hit on an un-shielded ship will result in the loss of a player life.

- TECHNICAL -

Runs on the "Taito F2 System" hardware.

Game ID: C64

Players: 2
Control: 8-way joystick
Buttons: 2

- TRIVIA -

Majestic Twelve was released in October 1990 in Japan.

This game is known outside Japan as "Super Space Invaders '91".

The Majestic Twelve in the title originates from a secret coalition known as Majestic Twelve in the United States who was dedicated to investigating sighting of UFOs.

This game was dedicated to Katsujiro Fujimoto.

- SERIES -

1. Space Invaders (1978, ARC)
2. Space Invaders Part II (1979, ARC)
3. Return of the Invaders (1985, ARC)
4. Majestic Twelve - The Space Invaders Part IV (1990, ARC)
5. Space Invaders DX (1994, ARC)
6. Akkanvader (1995, ARC)
7. Space Invaders Virtual Collection (1995, Virtual Boy)
8. Space Invaders X (2000, PS)
9. Space Invaders Anniversary (2003, ARC)
10. Space Invaders DS (2005, DS)
11. Space Invaders - Galaxy Beat (2005, PSP)
12. Space Invaders Extreme (2008, DS/PSP)
13. Space Invaders Extreme 2 (2009, DS)

- STAFF -

Director : Ichiro Fujisue
Game designer : Tomohiro Ohno
Software : Hideki Hashimoto, Takashi Kitabayashi, Norihito Taniyama, Masahiro Shimazaki, Takayuki Shinma
Hardware : Yasuhiro Shibuya
Character designers : Senba Takatsuna, Tomohiro Ohno, Masami Kikuchi, Tsuyoshi Satoh, Takayuki Miyazawa
Designer : Rintaro Doi, Kumi Mizobe
Sound : Yasuhisa Watanabe, Shiro Imaoka, Norihiro Furukawa, Kazuko Umino

- PORTS -

* Consoles :
Sony PlayStation 2 [JP] (July 28, 2005) "Taito Memories Joukan [Model SLPM-66057]"

* Handhelds : 
Sony PSP [JP] (May 12, 2005) "Space Invaders Pocket [Model ULJM-05015]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1542&o=2

$end


$nes=watarug,
$bio

Majin Eiyuu Den Wataru Gaiden (c) 1990 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54345&o=2

$end


$pce=wataru,
$bio

????? ??? (c) 1988 Hudson Soft.
(Majin Eiyuu Den Wataru)

Mejin Eiyu Den Wataru is based on a Japanese animation series created by Sunrise, also responsible for some of the most famous mecha-anime aired in the 80s/90s. The player controls a kid who has the amazing power to transform into a powerful robot-warrior when a enters the Rainbow Shrine, sorts of door connecting the Earthto the demon world. Each level is split into two parts. In the first one, our hero wonders around as a normal kid and can use his sword to defeat standard enemies and collect money. This well earned cash can then be spend in shops to purchase better swords, more life or more bombs (activated by pressing up and attack). When our hero enters a Rainbow Shrine, he then turn into a powerful robot and gets warped to an area with nastier monsters and deadlier hazards. Once there, only one thing will get him warped back on Earth. He will have to find and defeat the guardian hidding somewhere in this part of the demon world. The game offers infinite continues, but in a way similar to Role Playing Games, the price to pay is half of our hero's stock of bombs and money.

- TECHNICAL -

Game ID: HC63012

- TRIVIA -

Released on August 30, 1988 in Japan for 4900 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58640&o=2

$end


$msx2_flop=majinkyu,majinkyua,
$bio

Majin Kyu (c) 1988 Xain Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101844&o=2

$end


$snes=majtnse2,
$bio

Majin Tensei II - Spiral Nemesis [Model SHVC-AZ2J-JPN] (c) 1995 Atlus Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61783&o=2

$end


$snes=majtnseib,majtnseia,majtnsei,
$bio

Majin Tensei [Model SHVC-ZM] (c) 1994 Atlus Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61782&o=2

$end


$x68k_flop=majinkyu,
$bio

Majinkyuu (c) 1987 Zain Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87877&o=2

$end


$x68k_flop=majohall,
$bio

Majo Halldra no Yabou (c) 1993 Moai [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88398&o=2

$end


$pc8801_flop=majoriko,
$bio

Majo Riko (c) 1989 Natsume, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92336&o=2

$end


$gba=majokko1,
$bio

Majokko Cream-chan no Gokko Series 1 - Wannyan Idol Gakuen [Model AGB-BWAJ-JPN] (c) 2003 Culture Brain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71556&o=2

$end


$gba=majokko2,
$bio

Majokko Cream-chan no Gokko Series 2 - Kisekae Angel [Model AGB-BE2J-JPN] (c) 2004 Culture Brain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71557&o=2

$end


$psx=majokkod,
$bio

Majokko Daisakusen - Little Witching Mischiefs [Model SLPS-01850] (c) 1999 Bandai Co., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85416&o=2

$end


$pc98=majokumi,
$bio

Majokko Kumi (c) 1991 Family Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90060&o=2

$end


$gbcolor=majokko,
$bio

Majokko Mari-chan no Kisekae Monogatari [Model DMG-A23J-JPN-1] (c) 1999 Pack In Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68305&o=2

$end


$gbcolor=majokkoa,
$bio

Majokko Mari-chan no Kisekae Monogatari [Model DMG-A23J-JPN] (c) 1999 Pack In Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68304&o=2

$end


$saturn,sat_cart=majordama,majordam,
$bio

Major Damage (c) 1996 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60076&o=2

$end


$info=mhavoc,mhavoc2,mhavocp,
$bio

Major Havoc (c) 1983 Atari.

You are Major Havoc, leader of a brave band of clones. All from one, one from all, fighting for humanity...

Eons ago the evil Vaxxian Empire overran the galaxy Most of your ancestors were enslaved and taken to the Vaxxian homeworld. Only a few scientists escaped.
The small band of scientists cloned you, Major Havoc, to fly your Catastrofighter through a wormhole in space, leading your clone army against the dreaded Vaxxian robots to free your people by destroying the enemy reactor.

- TECHNICAL -

Game ID : 136025

Main CPU : MOS Technology M6502 (@ 2.5 Mhz), MOS Technology 6502 (@ 1.25 Mhz)
Sound Chips : (4x) POKEY (@ 1.25 Mhz)

Screen orientation : Horizontal
Vector display (1024x768)

Players : 2
Control : dial
Buttons : 2
=> [A] FIRE/JUMP, [B] SHIELD

- TRIVIA -

Major Havoc was released in November 1983.

New Features : 
* High-Tech Game Cabinet : A new video arcade game cabinet design delivers high visibility and increased player attraction.
* Roller Control : The backlit roller control provides left-to-right and right-to-left directional movement.
* Multi-Layer Printed-Circuit Board : This state-of-the art design printed-circuit board (PCB) provides low system noise with high system reliability.
* Game Within a Game : Action occurs in the lower right corner of the TACTICAL SCAN. Breakout can be played for a few seconds before the actual Major Havoc game play starts. Earn a bonus life here!
* Dual FIRE/JUMP Button : This dual-action button allows Major Havoc to jump in the maze sequence and to fire at enemy robots in the space wave.
* Add-A-Coin : This feature permits you to start a new Major Havoc game at the level where you last saw the TACTICAL SCAN in your previous game play.
* Secret Warp Code : The code feature rewards you for short game times as it advances to deep levels in game play. Use the roller control to dial in secret code numbers during the TACTICAL-SCAN wave.

Gameplay innovation at its finest. A game that would have done greater numbers had anyone cared in 1984. Only 300 dedicated machines were manufactured. Original price was $2,095. If Owen had done Major Havoc in a raster version, which was suggested, it would have sold 10 times as many. But unfortunately... the operators were getting very angry at vector games for failing all the time.

Mark Cerny came in the middle of the design, adding one of the space waves (the flying fish) and the last four base ship mazes. He also added some objects to the mazes (such as the gun and floating boots) and helped clean up old items that never got shipped.

The original name for the game was "Tollian Web", from the Star Trek episode The Tholian Web - an episode that also provided the inspiration for the unreleased "Ms. Gorf". Later titles included "Alpha One" and "Major Rex Havoc" (which was dropped when Atari discovered an underground comic with a similar name).

Ettore Ciaffi holds the official record for this game with 1,940,078 points.

A hack of this game is called "Major Havoc Return to Vax".

A Major Havoc unit appears in the 1983 movie 'WarGames'.

- UPDATES -

Rev. 3 : Eliminates the finger bug in Rev. 2.

- SCORING -

Space Enemies : 
Fishoids : 100 points when blue (turns them red), 1,000 points for destroying when red.
Flyboids : 500 points
Mazoids : 500 points
Space Maze Lines : 2,500 points

Maze Enemies : 
Pyroids : 1,000 points
Perkoids : 1,000 points

Other :
Reactoid : 5,000 points
Oxoid (Purple) : 100 points
Oxoid (Yellow) : 1,000 points for first, 1,200 points for second, 1,400 points for third, etc.
Key : 1,000 points

Oxygen bonus for exiting maze is 100 points times the number of oxygen counts left.

In space, faster completion of each wave awards more bonus points at end of wave.

Breakout bricks :
Blue : 1 point
Green : 4 points
Red : 8 points

Clearing all of the bricks in the breakout game awards an extra life.

- TIPS AND TRICKS -

* Warp Codes : It's possible to warp to higher levels in Major Havoc from the start of the game by using certain codes. This is useful to not only be able to get through the game more quickly, but each warp also gives a fairly hefty bonus for carrying it out. This is done by playing the mini-Breakout game at the bottom right-hand corner of the screen when the game starts. The game will have a phrase such as, 'Enter Red Warp 00' at the bottom of the screen. What you do is use the controls to 'dial in' the first digit of the appropriate code given below, then press the Fire button to serve the ball and repeat as necessary. The codes are :
Red code - 23, 250,000 points, Level 4.
Yellow code - 46, 600,000 points, Level 9.
Green code - 824, 700,000 points, Level 10.
Aqua code - 315, 950,000 points, Level 13.

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

- STAFF -

Designed & programmed by : Owen Rubin, Mark Cerny

- PORTS -

* Consoles :
Microsoft XBOX [US] (November 16, 2004) "Atari Anthology [Model 26084]" 
Sony PlayStation 2 [US] (November 22, 2004) "Atari Anthology [Model SLUS-21076]" 
Microsoft XBOX [EU] (November 26, 2004) "Atari Anthology" 
Sony PlayStation 2 [EU] (February 18, 2005) "Atari Anthology [Model SLES-53061]" 
Nintendo DS [US] (March 8, 2011) "Atari Greatest Hits Vol.2 [Model NTR-BR7E-USA]" 

* Computers :
PC [MS Windows, CD-ROM] [US] (November 11, 2003) "Atari - 80 Classic Games in One! [Model 25069J]" 
PC [MS Windows, CD-ROM] [EU] (June 10, 2005) "Atari - 80 Classic Games in One! [Replay]" 

* Others :
Apple Store [US] (2012) "Atari Greatest Hits" 
Google Play [US] (2012) "Atari Greatest Hits"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1543&o=2

$end


$info=mhavocrv,
$bio

Major Havoc Return to Vax (c) 1983.

- TECHNICAL -

Main CPU : MOS Technology M6502 (@ 2.5 Mhz), MOS Technology 6502 (@ 1.25 Mhz)
Sound Chips : (4x) POKEY (@ 1.25 Mhz), Texas Instruments TMS5220 (@ 555.555 Khz)

Screen orientation : Horizontal
Video resolution : 256 x 231 pixels
Screen refresh : 50.00 Hz
Palette colors : 32768

Players : 2
Control : dial
Buttons : 2

- TRIVIA -

This game is a hack of "Major Havoc".

- UPDATES -

Changes include :
* 2 new Warp codes and Warp bonus points change.
* 4 new levels.
* Added speech support.
* Game a bit easier.

- TIPS AND TRICKS -

* Warp Codes : It's possible to warp to higher levels in Major Havoc from the start of the game by using certain codes. This is useful to not only be able to get through the game more quickly, but each warp also gives a fairly hefty bonus for carrying it out. This is done by playing the mini-Breakout game at the bottom right-hand corner of the screen when the game starts. The game will have a phrase such as, 'Enter Red Warp 00' at the bottom of the screen. What you do is use the controls to 'dial in' the first digit of the appropriate code given below, then press fire to serve the ball and repeat as necessary. The codes are :
Red code - 23, 250,000 pts, Level 4.
Yellow code - 46, 550,000 pts, Level 9.
Green code - 824, 650,000 pts, Level 10.
Aqua code - 315, 850,000 pts, Level : 13.
Purple code - 683, ?, Level ?.
Rainbow code - 948, ?, Level ?.

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

- STAFF -

Modifications of Owen Rubin's original by : Jess Askey

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1544&o=2

$end


$info=mjleague,
$bio

Major League (c) 1985 Sega.

- TECHNICAL -

Sega System 16A hardware

Main CPU : Motorola 68000 (@ 10 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz), N7751 (@ 400 Khz)
Sound Chips : Yamaha YM2151 (@ 4 Mhz), DAC (@ 4 Mhz)

Players : 2
Control : trackball
Buttons : 5

- TRIVIA -

Even if titlescreen says 1985, Major League was released in January 1986 in Japan.

- SERIES -

1. Major League (1985)
2. Super League [Model 317-0045] (1987)
3. Excite League [Model 317-0079] (1988)
4. Super Major League (1995)
5. Super Major League '99 (1999)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1545&o=2

$end


$nes=mleague,
$bio

Major League (c) 1989 Irem Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54346&o=2

$end


$nes=mleagueb1,mleagueb,
$bio

Major League Baseball (c) 1988 LJN

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55325&o=2

$end


$n64=majleag,majleagu,
$bio

Major League Baseball featuring Ken Griffey Jr. (c) 1998 Nintendo [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57810&o=2

$end


$intv=baseball,
$bio

Major League Baseball (c) 1978 Mattel Electronics

Two 9-man teams, 9 full innings! Batter up! You wait for your pitch. Swing away. Draw a walk, drop a bunt! In the field you go for the double play. Play long balls off the wall, try for a pickoff. This one has it all! Grand slams, steals, Texas Leaguers! Bring your own rhubarb!

- TECHNICAL -

Model 2614

GAME CONTROLS
To throw the ball to any defensive player, push down on the number of the FIELDER who will RECEIVE the ball:

[1] Left Field
[2] Center Field
[3] Right Field
[4] Shortstop
[6] Second Base
[7] Third Base
[8] Pitcher
[9] First Base
[0] Catcher

SWING BAT: either upper side button
BUNT: either lower side button

DIRECTION DISC: Press disc to do three things: 1. To pitch. 2. To move runners forward or back on the bases. 3. To move fielders, send them after the ball.

- TRIVIA -

Developed at APh during 1979, Major League Baseball came out in 1980 and went on to become the best selling Intellivision cartridge, with 1,085,700 shipped as of June 4, 1983. After Mattel Electronics went out of business, INTV Corp. changed the name of the cartridge to Big League Baseball rather than pay to renew the Major League Baseball trademark license.

- STAFF -

Program: David Rolfe

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60913&o=2

$end


$a800=hockey,
$bio

Major League Hockey (c) 1983 Thorn EMI Video

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86608&o=2

$end


$amigaocs_flop=majormtn,
$bio

Major Motion (c) 1988 Microdeal

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74506&o=2

$end


$info=majorpkr,
$bio

Major Poker (c) 1994 PAL System.

A poker game for amusement only.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=39672&o=2

$end


$info=majtitle,majtitlej,
$bio

Major Title (c) 1990 Irem.

A golf game where you take part in the final round of a major golf tournament, your goal is to top the leaderboard after 18 holes and take home the trophy. You can also compete against your mates with up to 4 players taking part.

- TECHNICAL -

Irem M-84 system hardware

Main CPU : V30 (@ 8 Mhz)
Sound CPU : Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), DAC (@ 3.579545 Mhz)

Screen orientation : Horizontal
Video resolution : 384 x 256 pixels
Screen refresh : 55.00 Hz
Palette colors : 512

Players : 2
Control : 8-way joystick
Buttons : 4

- TRIVIA -

Default highscore table (SCORING LEADERS) :
NO. NAME SCORE PLACE
1 KINTE... -11 1ST
2 AAAAAAAA -5 2ND
3 MAX. MK. -3 1ST
4 SCLAP... -2 4TH
5 A -1 3RD
6 EVEN 6TH
7 TAKUCHAN EVEN 8TH
8 ANDO + 2 12TH
9 + 4 16TH
10 AAAAAAA + 7 17TH

- SERIES -

1. Major Title (1990)
2. Major Title 2 - Tournament Leader (1992)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1546&o=2

$end


$info=majtitl2,majtitl2j,majtitl2a,
$bio

Major Title 2 - Tournament Leader (c) 1992 Irem.

A golf game from Irem. Much like it's predecessor "Major Title", you play the final round of a major golf tournament and you have to top the leaderboard after 18 holes to win the trophy. You can also play with your mates in Stroke Play (up to 4 players), Match Play (2 players only) and a new Skins Game (up to 4 players).

- TECHNICAL -

Irem M-92F system hardware

Main CPU : V33 (@ 9 Mhz), V30 (@ 7.15909 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), GA20 (@ 3.579545 Mhz)

Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048

Players : 4
Control : 8-way joystick
Buttons : 2

- TRIVIA -

This game is known in US as "The Irem Skins Game".

When you run the game for the first time, the default highscore table (CAREER STATUS) is empty (everything is at 0).

- SERIES -

1. Major Title (1990)
2. Major Title 2 - Tournament Leader (1992)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1547&o=2

$end


$pc98=majoriko,
$bio

Majoriko Inbizone (c) 1989 Natsume, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90061&o=2

$end


$nes=majoden2,
$bio

Majou Densetsu II - Daimashikyou Galious (c) 1987 Konami Industry Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54347&o=2

$end


$info=majuu,
$bio

Majuu no Oukoku (c) 1987 Konami.

A Gauntlet-type game.

- TECHNICAL -

Game ID : GX687

Main CPU : (2x) Motorola 68000 (@ 10 Mhz)
Sound CPU : Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.57958 Mhz), Konami K007232 (@ 3.579545 Mhz), UPD7759 (@ 640 Khz)

Players : 2
Control : 8-way joystick
Buttons : 4

- TRIVIA -

Majuu no Oukoku was released in October 1987 in Japan. It was known outside Japan as "Devil World [Model GX687]".

A pre-version of the game is known as "Dark Adventure [Model GX687]".

The title of this game translates from Japanese as 'Kingdom of Demon-beasts'.

Default highscore table (BEST 10 PLAYERS) :
1ST 57300 H.M
2ND 40000 M.T
3RD 35000 J.S
4TH 30000 T.T
5TH 27000 K.T
6TH 20000 M.Y
7TH 18000 I.M
8TH 15000 H.S
9TH 13000 K.H
10TH 10000 T.J

- STAFF -

Game programmers : Hiroyasu Machiguchi, Mitsuo Takemoto, Toshiaki Takatori, Kyuichiro Isutsui
Data file operator : Ikuko Minowa
Graphic designers : Jun Sakurai, Miki Yoshikata
Sound editors : Hideaki Shikama, Kenichi Matsubara
Engineer : Keisuke Hashima
Assistant programmers : Akira Suzuki, Tatsuo Fujii
Assistant designers : Takashi Jinbo, Hiroyuki Ashida, Michiko Iwamoto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1548&o=2

$end


$snes=majuuou,
$bio

Majuu Ou [Model SHVC-AOHJ-JPN] (c) 1995 KSS [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61784&o=2

$end


$pc8801_flop=majusenk,
$bio

Majuu Senki Guardian (c) 1988 Pack-In-Video Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92337&o=2

$end


$msx2_flop=lilprinc,
$bio

Maka Fushigi Adventure Little Princess (c) 1987 Champion Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101845&o=2

$end


$snes=makamaka,
$bio

Maka Maka [Model SHVC-MM] (c) 1992 Sigma Enterprises, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61785&o=2

$end


$info=makaiden,
$bio

Makai Densetsu (c) 1988 Jaleco.

- TECHNICAL -

Jaleco Mega System 1-Z hardware

Main CPU : Motorola 68000 (@ 6 Mhz)
Sound CPU : Zilog Z80 (@ 3 Mhz)
Sound Chips : YM2203 (@ 1.5 Mhz)

Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 768

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Releases in October 1988.

The title of this game translates from Japanese as 'Legend of Makai'.

This game is known outside Japan as "Legend of Makai".

Default highscore table :
NAME SPELL SCORE AREA
1ST NMK - 30000 3
2ND AKI - 20000 3
3RD TAM - 10000 2
4TH NAO - 5000 2
5TH YOU - 4000 1
6TH MAK - 3000 1
7TH KOT - 2000 1
8TH OKA - 1000 1

- STAFF -

Sound composers : Shizuyoshi Okamura, K (Tecchan)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1549&o=2

$end


$x1_flop=makaifuk,
$bio

Makai Fukkatsu (c) 1987 Wing [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86060&o=2

$end


$pc8801_flop=makaifuk,makaifuka,
$bio

Makai Fukkatsu (c) 1987 Soft Studio Wing [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92338&o=2

$end


$msx2_flop=makaifuk,
$bio

Makai Fukkatsu (c) 1987 Soft Studio Wing [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101846&o=2

$end


$pce=makaihak,
$bio

Makai Hakken Den Shada (c) 1989 Data East Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58641&o=2

$end


$nes=makaisln,
$bio

Makai Island (c) 1987 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55326&o=2

$end


$pce=makaipri,
$bio

Makai Prince Dorabocchan (c) 1990 Naxat Soft.

Makai Prince Dorabocchan is a cute platformer by Red Company and published by Naxat Soft. The young vampire Dorabo is on a long journey to help his master and defeat evil demons and only the almighty golden armor is powerful enough to strike down their leader. Dorabo will meet many enemies and dangers, such as zombies, mean turtles, red eyed crazy wolves and giant trees. Our friend runs, jumps and spends most of his time collecting small tomatoes. They are an important part of the gameplay and are dropped over the boss's head as a preliminary attack at the end of each stage. Another ability of Dorabo is to hide under his hat - this doesn't look like much but this technique allows him to throw deadly tomato-bombs and finish up mean enemies. Our hero starts his journey with a short range magic-staff that can be upgraded later in the game. Three sorts or colored armors are also available (blue, red and grey) and each one of them give Dorabo special abilities such as high-jumps or faster attacks. Finally, there is a bunch of other items that will help our young vampire in his quest but they only work for a limited amount of time - the blue cape, for instance, gives him the ability to double-jump, the sword powers-up his magic staff and injections freeze enemies on the spot. Another original feature of Makai Prince Dorabocchan are the blue flying bats with tiny bells around their necks. They can call weird looking Easter Island head servants who often unlock secret shortcuts and unreachable areas.

- TECHNICAL -

HuCARD ID: NX90007
HuCARD Size: 3 Mbits.

- TRIVIA -

Released on December 21, 1990 in Japan for 6700 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58642&o=2

$end


$sms=makairet,
$bio

魔界列伝 (c) 1987 Sega Enterprises, Limited.
(Makai Retsuden)

- TECHNICAL -

Model G-1324

- TRIVIA -

Makai Retsuden for Sega Master System was released on May 17, 1987 in Japan.

Export versions : 
[US] [EU] "Kung Fu Kid [Model 5078]"
[BR] "Sapo Xule - O Mestre do Kung Fu [Model 023.500]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55883&o=2

$end


$gameboy=sagaa,saga,
$bio

Makai Toushi Sa-Ga [Model DMG-SAJ] (c) 1989 Square Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66407&o=2

$end


$wscolor=saga,
$bio

Makai Toushi Sa-Ga [Model SWJ-SQRRC08] (c) 2002 Square Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86466&o=2

$end


$info=makaijan,
$bio

Makaijan (c) 1987 Dynax.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31357&o=2

$end


$info=makaimur,makaimurc,makaimurg,
$bio

魔界村 (c) 1985 Capcom.
(Makaimura)

The player takes on the role of Sir Arthur the knight, who sees his sweetheart, Princess Guinevere, kidnapped by the Goblin King. 

Arthur must run and jump through six horizontal and 8-way scrolling levels in his bid to rescue the kidnapped princess. Arthur is initially armed with throwable lances, but a variety of other throwing weapons, such as axes, flaming torches, swords etc. are dropped by defeated enemies and can be picked up and used to fend off the zombies, bats, demons and other assorted satanic minions that Sir Arthur has to face. 

Each of the six end-of-level gates is guarded by one of Satan's generals; huge, end-of-level guardians who must be defeated before the player can finally reach the Goblin King and rescue the princess.

- TECHNICAL -

Main CPU : Motorola M6809 (@ 1.5 Mhz)
Sound CPU : Zilog Z80 (@ 3 Mhz)
Sound Chips : (2x) Yamaha YM2203 (@ 1.5 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2
=> [A] FIRE, [B] JUMP

- TRIVIA -

Makaimura was originally released in September 1985 in Japan. It is known outside Japan as "Ghosts'n Goblins".

The title of this game translates from Japanese as 'Demon World Village'.

The princess was officially called 'Prin Prin' (this is a onomatopoeia for the buttocks which make a pretty movement).

The main character, Arthur, appears as a striker character in "Marvel vs. Capcom - Clash of Super Heroes".

The red flying gargoyle enemy that you come across in the first level is known as The Red Arremer, and he actually has his own game on the Nintendo Game Boy called "Reddo Arima Makaimura Gaiden", released in 1990, as well as two sequels: "Reddo Arima Tsu" for the Famicom in 1992 and "Demonzu Bureizon Makaimura Monsho-hen" for the Super Famicom in 1994. The first of these sequels was also ported to the Game Boy in 1993 under the title "Makaimura Gaiden: The Demon Darkness" with two new levels (a U.S. version of this Game Boy port was also planned, but was later cancelled). The Red Arremer has also been included as the last boss in the MSX game "Makaijima Higemaru" and a secret boss in the Neo-Geo's "SNK Vs. Capcom - SVC Chaos".

Default highscore table (BEST RANKING) :
TOP Yuk 1000 PTS
2ND Fum 1000 PTS
3RD Mik 1000 PTS
4TH Tom 1000 PTS
5TH Tan 1000 PTS
6TH Kei 1000 PTS
7TH Rum 1000 PTS
8TH May 1000 PTS
9TH Oot 1000 PTS
10TH Hor 1000 PTS

A hidden message is on the audio CPU, starting at 0x003E:
THIS PROGRAME IS PROGRAMED BY TOSHIO ARIMA, IF YOU NEED SAME INFORMETION 
THEN FONE 0726-74-0943, OR  2-14,YAWATA MACHI, TAKATSUKI, 569 OSAKA JAPAN

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

Suleputer released a limited-edition soundtrack album for this game (Makaimura Music Collection - CPCA-10128~34) on December 28, 2005 containing music from the original arcade and Sega Mega Drive series.

Bandai released a board game based on this video game (in Japan only) in 1989 : You play a knight trying to defeat the demon Loki. Roll the dice to move along the board, battle monsters as you proceed, and fulfil requirements to go from one section to the next.

Matt Gardner holds the official record for this game with 875,300 points on September 12, 2010.

- SCORING -

Scores for enemies killed : 
Zombie : 200 points 
Grave Spirit : 200 points 
Crow : 100 points 
Plant : 100 points 
Demon : 1,000 points 
Dark Shield Knight : 100 points 
Wraith : 100 points 
Cyclops : 2,000 points 
Blue Devil : 100 points 
Ogre : 500 points 
Two-Headed Golem : 300 points 
Purple Goblin : 100 points 
Dragon Tail : 200 points 
Dragon Head : 1000 points 
Skull : 100 points 
Skeleton : 100 points 
The Red Guard : 3,000 points 
Satan : 10,000 points 

Scores for items picked up : 
Key : 1,000 points 
Skull Coin : 200 points 
Wreath : 200 points 
Young Arthur Doll : 200 points 
Foot Soldier Doll : 400 points 
Knight Arthur Doll : 400 points 
Princess Doll : 400 points 
Ghost Doll : 400 points 
Devil Doll : 400 extra points 
King Arthur Doll : 10,000 points 
Money Bags : 500 points 
The Princess' Ring : 100 points 
The Princess' Shoe : 800 points 
The Princess' Dress : 1,000 points 
Arthur's Knickerbocker : 2,000 points 
Arthur's Crown : 5,000 points 
Capcom Symbol : 10,000 points (this item also appears in many other Capcom games of the time, e.g. "1942"). 

End of Level Bonus : 
Level 1 : 5,000 points 
Level 2 : 5,000 points 
Level 3 : 10,000 points 
Level 4 : 10,000 points 
Level 5 : 15,000 points 
Level 6 : 15,000 points

- TIPS AND TRICKS -

* The first Japanese revision of the game has a debug mode of sorts. Flip Dip Switch 2A and Arthur will be invincible! This does not work on any other revision of the game.

* There are 2 Capcom 10,000 points in the game. 
The 1st one is in the forest (second part of level 1) : Jump at the 4th tree 'before' the last plant. 
The 2nd one is at level 3 : Enter a ditch, in the leftmost spot, after you have landed on the bottom of level 3; that is the place where you go to the dragon boss by simply running right. 

* Turn Into A Frog : As soon as you become a duck, shoot a tombstone 15 times in a row and an angel character will appear. This angel will fire a bolt at you. Let it hit you and you'll become a frog. 

* Frog Bug Trick : Wait until the timer reaches 0 :01 and then have the magician turn you into a frog, if he turns you into a frog as the timer runs out, Arthur becomes distorted (sprite broken) and the timer becomes crazy. But you can continue the play like this. 

* Levitating Monsters : At level 6 (just after having beaten the big red guardian), kill the 5 skulls, then climb up the ladder to wake up the 2 doglike monsters. Go down again and walk right until you're blocked by the wall. Then wait for the monsters to stand just over you (possibly at the rightmost possible point), shoot at this very moment and it happens that they jump and remain in mid-air. It's not easy to do that, but you can manage to have both jumping and stuck. After that, you can safely climb up the ladder and walk while the monsters are moving above you without touching you. Don't shoot again, or they may jump up and go to the upper platform. 

* Boss Tricks : 
1) Dragon Trick - You can pass the level four dragon by fleeing! Just walk until music changes to boss theme (if you can't hear that, the spot is where you have the last two flames on the left of the screen), then go to extreme left : if everything is ok, the music should stop and the flames freeze. Go to the door to collect the key. 
2) Demon Trick - To make disappear the demon boss at end of level five, try running away from him as fast as you can! Reach the floor with the hole in it and jump through it. If you have correct timing, you will fall in the pit, avoiding the moving platforms, and eventually escape the boss. Ogre boss tricks - The ogre bosses tend to jump when you fire, even if not directly at them. This is very useful in level six, when you can avoid losing your armor by activating the ogres, then going down the ladder and firing while holding your man in the same position where he starts at the beginning of the level. 

* Other Tricks : 
1) Weapon Trick - After having defeated a level boss(es), the knight can fire two or three "invisible shots"; if the man is facing the right border of the screen while doing so, the shots will reappear in the following stage. This can be exploited to kill some of the skulls at beginning of level 6 (soooo useful...). 
2) Fire Bridge Trick - If the game difficulty level is not set to hard (you can check this by the zombies' speed), the fire bridge can be traversed by simply going right without stopping. 
3) Weird Spots - In levels 5 and 6 there are spots where you can jump through the yellow rock background : usually getting blocked or killed. In level 6, the floor below the bosses' has an invisible hole in it at the extreme left : this can be used to the player's advantage. 
4) Cemetery Glitch - Reach the last tomb before the devil, jump it and go right two or three steps. The knight should now be in front of a tree on the background. Don't go any further - go back, instead. Climb the first ladder you'll meet, then climb down the one on the left, which shouldn't be completely on the screen if you performed the trick correctly : surprise! 
5) Warp Trick - This is very odd : by a strategy similar to the one to reveal the cemetery glitch (that is, fiddling with scroll), you can activate a 'level warp' in the platform section at the beginning of level 4. It involves going right, then trying to have some platform carry you beyond the 'scroll stops' line on the left. This should kill the knight and possibly make the next life start on the fire bridge or in level 5. 

* Armor : 
1) The first armor is in the cemetery, between the red devil's starting position and last money bag : jump there to catch it. In the forest, there's the infamous unreachable armor : to collect it you should reach a spot just above the money bag right after the first plant. This cannot be done by jumping. 
2) There are 2 armors in the ice palace. One can be gotten by walking left off the topmost platform; the other will fall right in front of the inferior plant by roaming around the other plant's location. 
3) There are 2 armors in the blue cave. The first one is obtained by climbing the leftmost ladder and falling off the ledge. To get the second, perform a well-placed jump (you have to cross some precise point in mid-air while falling) before the fight with the last red devil. 
4) The last armor is collected in level 6 by simply walking right on the first floor with hulk-like monsters on it (the programmers thought you couldn't avoid getting hit by the ogres and so they didn't hide that armor).

- SERIES -

1. Makaimura (1985, Arcade)
2. Daimakaimura [B-Board 88622B-2] (1988, Arcade)
3. Chou Makaimura [Model SHVC-CM] (1991, Super Famicom)
4. Arthur to Astaroth - Nazo-Makaimura - Incredible Toons (1996, PlayStation)
5. Maximo (2001, PS2)
6. Makai Eiyuuki Maximo - Machine Monster no Yabou (2003, PS2)
7. Goku Makaimura (2006, PSP)

- STAFF -

Designed by: Tokuro Fujiwara
Lead Programming: Toshio Arima
Music & Sound Effects: Ayako Mori

- PORTS -

Here is a list of Japanese ports. To see outside-Japan ports, please see the non-Japanese version entry; "Ghosts'n Goblins".

* Consoles : 
Nintendo Famicom [JP] (June 13, 1986) "Makaimura [Model CAP-MK]"
Sega Saturn [JP] (September 23, 1998) "Capcom Generation Dai 2 Shou Makai to Kishi [Model T-1233G]" 
Sony PlayStation [JP] (September 23, 1998) "Capcom Generation Dai 2 Shou Makai to Kishi [Model SLPS-01585]" 
Bandai WonderSwan [JP] (1999) 
Sony PlayStation 2 [JP] (March 2, 2006) "Capcom Classics Collection [Model SLPM-66317]" 
Nintendo Wii [Virtual Console Arcade] [JP] (November 16, 2010) 
Sony PlayStation 3 [PSN] [JP] (February 19, 2013) "Capcom Arcade Cabinet [Model NPJB-00210]" 
Microsoft XBOX 360 [XBLA] [JP] (February 20, 2013) "Capcom Arcade Cabinet" 

* Handhelds : 
Sony PSP [JP] (September 7, 2006) "Capcom Classics Collection [Model ULJM-05104]" 

* Computers : 
NEC PC-8801 [JP] (1987) 

* Others : 
Mobile Phones [JP]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1550&o=2

$end


$nes=gngh,
$bio

Makaimura (c) 1987 FMG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69287&o=2

$end


$pc8801_flop=makaimur,
$bio

Makaimura (c) 1987 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92339&o=2

$end


$wswan=makaimur,
$bio

Makaimura for WonderSwan [Model SWJ-BAN011] (c) 1999 Bandai Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86352&o=2

$end


$gameboy=makaimur,
$bio

Makaimura Gaiden - The Demon Darkness [Model DMG-RFJ] (c) 1993 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66408&o=2

$end


$gba=f_makaim,
$bio

??? (c) 2004 Nintendo Company, Limited.
(Makaimura)

- TECHNICAL -

[Famicom Mini]
Game ID: AGB-FMKJ-JPN

- TRIVIA -

Released on May 21, 2004 in Japan.

This is the 18th title in the Famicom Mini series.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70631&o=2

$end


$nes=gngj,
$bio

魔界村 (c) 1986 Capcom Company, Limited.
(Makaimura)

Makaimura is a side scrolling platform game by Capcom and conversion of their own arcade game originally released in 1985. It is the first episode of Capcom's popular franchise featuring King Arthur's eternal fight against Satan and his minions. His beloved girlfriend Prin-Prin has been kidnaped by the Lord of Hell and the brave knight must rescue her (as he will countless times) from his castle. Equipped with a suit of armor and joust-spears, Arthur sets out on an epic journey against a horde of approaching undead zombies and other winged demons. The game's start screen is home of a large map showing the unique route to Satan's castle through six desolated locations such as the trademark cemetery and other uninviting haunted towns and creepy caves. Each area ends on a gate guarded by dreadful demons - Arthur must defeat them to gain the key that will let him advance to the next stage. Fallen foes sometimes release bonuses as well as new weapons such as the flame-torches, the fast throwing knives, the Axe (shows up halfway through the game) and the cross (at the end of the game). Arthur's piece of armor offers a small protection and splits open when hit for the first time. When that happens, he is stripped of his armor (and dignity) and fights in boxer shorts - one more hit and he turns into a small pile of bones. Thankfully, Makaimura provides infinite continues and respawns the player at the last checkpoint (or halfway point).

- TECHNICAL -

Cartridge ID: CAP-MK

- TRIVIA -

Makaimura for Famicom was released on June 13, 1986 in Japan for 5500 Yen.

- TIPS AND TRICKS -

* Stage Select: During the title screen, hold RIGHT. Then tap B, B, B, release RIGHT.
Then quickly input:
UP, B, B, B
LEFT, B, B, B
DOWN, B, B, B
START

If done correctly, a screen appears displaying the starting stage number. This screen re-appears every time you restart or clear a stage, and it doesn't affect your weapon or score.

* Hidden credits:
Complete both quests, then at the ...CHALLENGE AGAIN! screen, press A, B, Up, Down, A, B, Left, Right and wait for the GAME OVER message. Instead of it, a credits screen will appear.

- STAFF -

Planning: Hasse, Fuji
Music: Hal, Wood
Design: Black, Hasse
Program: Kazzo

- PORTS -

* Consoles : 
Nintendo Game Boy Advance [JP] (May 21, 2004) "Makaimura [Famicom Mini] [Model AGB-FMKJ-JPN]"
Nintendo Wii [Virtual Console] [JP] (November 20, 2007) [Model FDGJ] 
Nintendo Wii U [Virtual Console] [JP] (July 3, 2013) [Model FBHJ] 

* Handhelds : 
Nintendo 3DS [Virtual Console] [JP] (February 13, 2013) [Model TA4J]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54348&o=2

$end


$info=sc2mam2,sc2mam2p,sc2mam3,sc2mam3p,sc2mam4,sc2mam4p,sc2mam3a,
$bio

Make A Million (c) 1995 Bell-Fruit Mfg. Company, Limited. [B.F.M.].

- TECHNICAL -

SCORPION 2
[Model 6553]

- TRIVIA -

Make A Million was released on September 18, 1995 in the UK.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42201&o=2

$end


$info=sc2mam,sc2mam1,sc2mam1p,sc2mamp,
$bio

Make A Million (c) 1996 Bell-Fruit Mfg. Company, Limited. [B.F.M.]

- TECHNICAL -

SCORPION 2
[Model 6780]

- TRIVIA -

Released on May 24, 1996 in the UK.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61721&o=2

$end


$info=m4makmnt,m4makmnt__0,m4makmnt__1,m4makmnt__2,m4makmnt__3,m4makmnt__4,m4makmnt__5,m4makmnt__6,m4makmnt__7,m4makmnt__8,m4makmnt__9,m4makmnt__a,m4makmnt__b,m4makmnt__c,m4makmnt__d,m4makmnt__e,
$bio

Make A Mint (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41373&o=2

$end


$info=maketrax,maketrxb,
$bio

Make Trax (c) 1981 Williams Electronics, Incorporated.

- TRIVIA -

This is the U.S. version of "Crush Roller", released in November 1981 by Williams, under license from Kural Samno. For more information about the game itself, please see the "Crush Roller" entry. 

Make Trax has a protection chip, Crush Roller doesn't. The code between the two is nearly identical, except that everywhere the protection code is located, code has been replaced with a couple of bytes to return the correct value and several NOP instructions (which do absolutely nothing).

When you run the game for the first time, the default highscore table (FAR OUT PLAYERS) is empty (everything is set to 0 except the nickname which is set to KRL). 

Tom Carver holds the official record for this game with 2123840 points.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1551&o=2

$end


$info=ep_makmv,ep_makmva,
$bio

Make Your Move (c) 199? Global Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42316&o=2

$end


$pc98=kumiko,
$bio

Makenshi Kumiko (c) 1988 System House Oh!

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90062&o=2

$end


$pc8801_flop=kumiko,
$bio

Makenshi Kumiko (c) 1988 System House Oh!

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92340&o=2

$end


$x68k_flop=kumiko,
$bio

Makenshi Kumiko (c) 1989 System House Oh!

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87878&o=2

$end


$psx=makeruna,
$bio

負けるな!魔剣道2 (c) 1995 Datam Polystar
(Makeruna! Makendo 2)

- TECHNICAL -

Game ID: SLPS-00128

- TRIVIA -

Released on November 10, 1995 in Japan.

- STAFF -

Executive Producer: Yukio Kakehi
Character Designer: Ano Shimizu
Illustrator: Hiromi Matsushita
Battle Designer (Fillin): Masatoshi Imaizumi
System Programmer (Fillin): Tōru Hosaka, Yōsuke Nakano
CG Designer: Yosshii
CG Designer (Fillin): Takeshi Honda, Hitoshi Nishimura, Daisuke Tazaki, Eri Kamata, Shinji Ashibe

Cast
Hikari Tsurugino: Mika Kanai
Mai Tsurugino: Kotono Mitsuishi
Doro‑san: Ryou Horikawa
Masoccer: Hiro Yūki
Makkey: Naoki Tatsuta
Madonna: Mariko Kouda
Garekky & Mermaid: Hirohiko Kakegawa
Mamarin: Hiroko Emori
Makenka: Nobuyuki Hiyama
Makenro: Wakana Yamazaki
Makenpo: Banjō Ginga
Manenbo & Sakkarin: Kumiko Nishihara

Sound Composer: Toshiro Mitsuomi
Test Player & Debugger: Masayuki Kokubu, Pole To Win
Special Thanks to...: Masato Hasegawa, Shougo Hasegawa, Seiji Yamanaka, Masaya Konya, Tomoko Aoki, Miyuki Takada, Akiko Tomikawa, Makendo Club Member

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85417&o=2

$end


$snes=makerum2,
$bio

Makeruna! Makendou 2 - Kimero! Youkai Souridaijin (c) 1995 Datam Polystar

- TECHNICAL -

Game ID: SHVC-AM2J-JPN

- TRIVIA -

Released on March 17, 1995 in Japan.

- STAFF -

Exective Producer: Yukio Kakehi
Producer: Kanayama 68000
Character Designer: Ano Shimizu
Programmer: Nice Guy, Hiroshi Takahashi
CG Designer: Kotaro, Kyoko Yoshinaga
Assistant Planner: Momii Kusakabe
Sound Designer: Opus Corp.

Cast
Makendo: Mika Kanai
Makenro: Mika Kanai
Madonna: Child Akie
Maririn: Bunny Tomikawa
Masoccer: Koichi Iwata
Makkey: Tadao Kusakabe (Tad)
Macho: Adult Akio
Makenpo: Adult Akio
Makenka: Fujio Watari
Judge: Jun Enoki

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61787&o=2

$end


$snes=makeruma,
$bio

Makeruna! Makendou [Model SHVC-M7] (c) 1993 Datam Polystar

- TRIVIA -

Reviews:
[FR] Oct. 1993 - Consoles + N.24: 82%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61786&o=2

$end


$cdi=makingrd,
$bio

Making the Grade (c) 1994 Philips Interactive Media, Incorporated.

Welcome to Making the Grade. Throw away your shoot'em up disc and open up your intellect. This game is fats moving, challenging and fun and includes lots of high quality, full screen, full motion video. You are the General Manager responsible for planning, constructing and running a chemical plant over a 10 year period and have a team of larder-than-life characters working for you. Hours of fun and management training - There's never been a game like it!

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52985&o=2

$end


$bbca_cass,bbcb_cass=mtmotm,
$bio

Making the Most of the Micro (c) 19?? BBC Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52077&o=2

$end


$info=tvlegaxe,
$bio

Makyou Densetsu - The Legenary Axe (c) 1988 TOURVision.

Unlicensed Spanish game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47742&o=2

$end


$pce=makyoden,
$bio

Makyou Densetsu (c) 1988 Victor Interactive Software

Makyou Densetsu is a side-scroller action game by Victor Musical. The story of the game doesn't stand out as a masterpiece of the genre. Our hero, a warrior called Gogan, embarks on a long journey of revenge. His girlfriend was kidnaped by an evil demon and, armed with a powerful and mighty axe, he intends to bring her back. Special items hidden inside stone statues can help Gogan in his task. For instance, little wings can speed up his axe, masks increase its power and other items can refill his life bar. The axe can also be charged up and unleash more powerful blows, inflicting more damage to the enemies. The game counts six long stages and most of them offer different routes and intricate passageways the player can take.

- TECHNICAL -

HuCARD ID: JC63001
HuCARD Size: 2 Mbits.

- TRIVIA -

Makyou Densetsu for PC-Engine was released on September 23, 1988 in Japan at a retail price of 5200 Yen.

An official guidebook was released in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58643&o=2

$end


$info=makyosen,
$bio

Makyou Senshi (c) 1987 Data East.

A shoot 'em up game where you fly a craft over a scrolling background and dodge enemy fire while shooting enemies. You also collect coins and purchase different weapons and crafts.

- TECHNICAL -

Main CPU : HD6309 (@ 3 Mhz)
Sound CPU : MOS Technology M6502 (@ 1.5 Mhz)
Sound Chips : YM2203 (@ 1.5 Mhz), YM3526 (@ 3 Mhz)

Players : 2
Control : dial
Buttons : 2

- TRIVIA -

Released in March 1987.

The title of this game translates from Japanese as 'Demon Region Soldier'.

This game is known outside Japan as "Gondomania".

Default highscore table (Best 10 Players) :
1 AME 20000
2 KIT 18000
3 IHU 16000
4 NOK 14000
5 A O 12000
6 RAM 10000
7 ESA 8000
8 IAR 6000
9 KMI 5000

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

- STAFF -

Game designed by : Y. Gondo
Programmers : T. Kitazawa, T. Nishizawa, S. Tamura
Sound by : H. Yoshida
Music composed by : Azusa Hara (AZUSA)
Character designers : Back Man, A. Kushima, H. Nomura
Hardware designer : K. Yoshida
Ending designed by : T. Nishizawa
Supervised by : T. Kitzawa

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1552&o=2

$end


$pc98=makyoude,makyouda,
$bio

Makyouden (c) 1992 Nihon Create.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90063&o=2

$end


$msx2_flop=makyuden,
$bio

Makyuu Den (c) 1989 Soft Studio Wing [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101847&o=2

$end


$a2600=malagai,
$bio

Malagai (c) 1983 Answer Software Corporation.

Help Commander Harrington Crag of the starship 'Endless Search' escape the hot pursuit of the MALAGAI. A game that offers different playing speeds and strategy levels that is sure to challenge your mind and skills. Get ready to enjoy the action! This is the first of ANSWER SOFTWARE's new and exciting series of video game cartridges designed specifically for user programmability.

- TECHNICAL -

Model ASC 1001

- TIPS AND TRICKS -

* When you are trying to catch a MALAGAI they will run from you. You can use this to your advantage by 'herding' them towards the airlocks to increase your chances of reaching the airlocks before being captured.

* After you have captured a MALAGAI, they will begin to chase you. You may have to lead them away from your true destination temporarily to get them out of the immediate vicinity of the airlocks or compartment.

* Keep your eye on the time line at the bottom of the screen. If you are running out of time, return to your compartment quickly so as not to lose a crewmember - and you will regain additional time.

* When you capture (make contact on the screen) a MALAGAI, immediately point the joystick in the direction you wish to go in order to reach the airlock in time - you are only allowed a small head start and if you take too long you will be captured immediately!

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50669&o=2

$end


$msx2_cart=malayahi
$bio

Malaya no Hihou (c) 1988 Pony Canyon, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51336&o=2

$end


$msx2_flop=malayahimalayahia,
$bio

Malaya no Hihou (c) 198? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101848&o=2

$end


$gameboy=malibu,
$bio

Malibu Beach Volleyball [Model DMG-SV-USA] (c) 1990 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66409&o=2

$end


$lynx=malibu,
$bio

Malibu Bikini Volleyball (c) 1993 Atari Corp.

Sand, surf and sun throw in some hard-bodies and a beach full of bikinis, and you've got Malibu: volleyball capital of the world. This is where the best come to play and show off their stuff If you want in, sign up! But you’d better love the taste of sand, the smell of cocoa butter, and the sensation of slapping a screaming 90 mph asteroid back into your opponent’s face... and then being able to read the name of the ball embedded on his sun-scorched fore-head
 
Your serve, Spike The first to 15 gets the blonde!!!

- TECHNICAL -

Model PA2086

- STAFF -

Programmer: Rob Nicholson

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58836&o=2

$end


$info=maletmad,
$bio

Mallet Madness (c) 1999 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=17237&o=2

$end


$cpc_cass=mallette,
$bio

Mallette 1 [Model MJ AM 072] (c) 1988 FIL [France Image Logiciel]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98130&o=2

$end


$cdi=malschu1,
$bio

Malschule 1/Escuela de Pintura I/Schilderschool I (c) 1992 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52986&o=2

$end


$msx1_cass=poolchal,
$bio

Maltese Joe's Pool Challenge (c) 1989 Firebird

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94821&o=2

$end


$cpc_cass=poolchal,
$bio

Maltese Joe's Pool Challenge (c) 1989 Firebird Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98131&o=2

$end


$info=malzak,malzak2,
$bio

Malzak (c) 198? Kitronix.

- TECHNICAL -

Main CPU : S2650 (@ 950 Khz)
Sound Chips : (2x) SN76477 (@ 950 Khz)

Screen orientation : Horizontal
Video resolution : 240 x 240 pixels
Screen refresh : 50.00 Hz
Palette colors : 16

Players : 2
Control : 8-way joystick
Buttons : 1

- TRIVIA -

When you run the game for the first time, the default highscore board is empty (everything is set to 0 - nicknames are set to @@@).

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1553&o=2

$end


$msx1_cass=mambo,mamboa,
$bio

Mambo (c) 1989 Positive [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94822&o=2

$end


$info=mamboagg,mamboagga,
$bio

Mambo A Go Go (c) 2001 Konami Corp.

- TRIVIA -

Released in June 2001.

- TIPS AND TRICKS -

* Special Mode: In the music selection screen, input the following code (NOTE : L = Left Conga, C = Center Conga, R = Right Conga)
-- HIDDEN : Hold L then tap R, R, R
-- SUDDEN : Hold L then tap R, R, R, R, R, R
-- BLINK : Hold L then tap R, R, R, R, R, R, R, R, R
-- MIRROR : Tap L, R, L, R, L, R
-- RANDOM : Tap L, C, R, L, C, R
-- HI-SPEED2 : Hold L then tap C, C, C, C
-- HI-SPEED4 : Hold L then tap C, C, C, C, C, C, C, C

If you want to cancel special mode, tap R, C, L

* Secret Mode: In the mode selection screen, move cursor to Hard then tap R many times. You will play with Super Hard. The cancel is tap L many time.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=29557&o=2

$end


$cpc_cass=mambo,
$bio

Mambo [Model ATD 32003] (c) 1989 Positive [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98132&o=2

$end


$pc8801_flop=mamirin,
$bio

Mamirin (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92341&o=2

$end


$megadriv=mamono,
$bio

Mamono Hunter Youko - Dai 7 no Keishou (c) 1991 NCS

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56641&o=2

$end


$pcecd=mamonoht,
$bio

Mamono Hunter Youko - Makai Kara no Tenkousei (c) 1992 NCS

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58277&o=2

$end


$pcecd=mamonohu,
$bio

Mamono Hunter Youko - Tooki Yobigoe (c) 1993 NCS

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58278&o=2

$end


$info=mamonoro,
$bio

Mamoru-kun Ha Norowareteshimatta! (c) 2008 G.Rev.

- TECHNICAL -

Runs on the Sega "NAOMI" hardware.

Players: 1
Control: 8-way joystick
Buttons: 2
=> [A] Shoot, [B] Bomb

- TRIVIA -

Released in July 2008

The title of this game translates from Japanese as 'Mamoru-kun has been cursed!'

This game was developed by 'Garuchi'.

- STAFF -

Directors: Takayuki Saito, Tomohiro Hirao
Programmers: Iori Doi, Takayuki saito, Masachika Ishikawa, Tetsuya Naoi, Yuseke Saruyama, Takashi Abe, Osamu Chadeni

- PORTS -

* Consoles :
Microsoft XBOX 360 (2009)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=21122&o=2

$end


$info=mgfx,
$bio

Man Guan Fu Xing (c) 2000 IGS.

- TECHNICAL -

Main CPU : ARM7 (@ 20 Mhz)

- TRIVIA -

Released in February 2000.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=12487&o=2

$end


$pc8801_flop=mana,
$bio

Mana (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92342&o=2

$end


$pc98=mana94,
$bio

Mana '94 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90064&o=2

$end


$bbca_cass,bbcb_cass=manage,
$bio

Manage (c) 198? CCS

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52078&o=2

$end


$cpc_cass=managerf,
$bio

Manager (c) 1985 Ere Informatique [Paris, France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98133&o=2

$end


$pc98=manami,
$bio

Manami no Doko made Iku no? (c) 1991 Wendy Magazine

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90065&o=2

$end


$pc98=manami2,
$bio

Manami no Doko made Iku no? 2 - Return of the Kuro Pack (c) 1995 Wendy Magazine

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90066&o=2

$end


$pc8801_flop=manbikig,
$bio

Manbiki Game (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92343&o=2

$end


$ti99_cart=mancala,
$bio

Mancala (c) 1983 DaTaBioTics

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84617&o=2

$end


$amigaocs_flop=manutd,
$bio

Manchester United - The Official Computer Game (c) 1990 Krisalis

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74507&o=2

$end


$amigaocs_flop=manutda,
$bio

Manchester United - The Official Computer Game [Budget] (c) 1990 GBH Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74508&o=2

$end


$snes=manchest,manchestp,
$bio

Manchester United Championship Soccer (c) 1995 Ocean

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63216&o=2

$end


$amigaocs_flop=manuteurb,manuteura,
$bio

Manchester United Europe (c) 1991 Krisalis

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74509&o=2

$end


$amigaocs_flop=manuteur,
$bio

Manchester United Europe [Budget] (c) 1991 Buzz

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74510&o=2

$end


$cpc_cass=manchest,
$bio

Manchester United Football Club (c) 1990 Krisalis Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98134&o=2

$end


$cpc_cass=manchests,
$bio

Manchester United Football Club (c) 1990 System 4 de Espana, S.A. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98135&o=2

$end


$cpc_cass=manuteur,
$bio

Manchester United in Europe (c) 1991 Krisalis Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98136&o=2

$end


$amigaocs_flop=manutplc,
$bio

Manchester United Premier League Champions (c) 1994 Krisalis

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74511&o=2

$end


$amigaocs_flop=manutplc94,
$bio

Manchester United Premier League Champions - 1994-95 Season Data Disk (c) 1994 Krisalis

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74512&o=2

$end


$pc98=mandalai,mandalaid,
$bio

Mandala-ke Ichizoku (c) 1995 Foresight [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90067&o=2

$end


$cpc_cass=mandragr,
$bio

Mandragore (c) 1986 Infogrames Interactive, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98137&o=2

$end


$msx1_cart=manes,manesb,manesa,
$bio

Manes [Model Z-00303] (c) 1984 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77252&o=2

$end


$info=mangchi,
$bio

Mang-Chi (c) 2000 Afega.

A tetris/columns styled game, you have to match the blocks with the same color or picture.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 12 Mhz), Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2151 (@ 4 Mhz), OKI6295 (@ 7.575 Khz)

Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 56.00 Hz
Palette colors : 768

Players : 2
Control : 8-way Joystick
Buttons : 2

- TRIVIA -

The title of this game translates as 'Hammer'.

Afega released a Korean version as "Hammer Boy".

Default highscore table (RANKING) :
1ST AFEGA 1000000
2ND TOMMY 500000
3RD CHIHO 100000
4TH EUNJU 50000
5TH TAIL 30000

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4475&o=2

$end


$gba=mangakada,mangakad,
$bio

Manga-ka Debut Monogatari [Model AGB-ACOJ-JPN] (c) 2002 TDK Core

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71558&o=2

$end


$cpc_cass=mangcail,
$bio

Mange Cailloux (c) 1988 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98138&o=2

$end


$a2600=mangia,mangiae,
$bio

Mangia' (c) 1983 Spectravideo

- TECHNICAL -

Model SA-212

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50670&o=2

$end


$bbca_cass,bbcb_cass=mango,
$bio

Mango (c) 1987 Blue Ribbon

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52079&o=2

$end


$info=manhatan,
$bio

Manhattan 24 Bunsho - NY 151 Nishi Dai 100 Street (c) 1986 Konami.

A mass prison breakout has occurred and the prison warden has been kidnapped in this sideways scrolling shoot-em-up from Konami. The player controls a lonely police officer whose job it is to kill the hordes of escaped convicts and, eventually, rescue the kidnapped warden. Each level also has a number of civilian hostages that also roam the levels and need to be rescued.

The player begins the game with only a pistol, but two extra weapons, in the form of a bazooka and a tear gas gun, can be collected. The 'Weapon Select' button cycles through the player's weapons via a display at the bottom of the screen. When the desired weapon is highlighted, pressing the Fire button will select and fire the desired weapon.

Hostages will randomly run across the screen and can be rescued by running into them. Should the player accidentally shoot a hostage, all extra weapons will be lost leaving only the pistol.

- TECHNICAL -

Game ID : GX507

Main CPU : Motorola M6809 (@ 3 Mhz)
Sound Chips : SN76496 (@ 1.5 Mhz), Sanyo VLM5030 (@ 3.58 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Manhattan 24 Bunsho was released in March 1986 in Japan. It is known outside Japan as "Jail Break [Model GX507]".

The title of this game translates from Japanese as 'Manhattan 24th Precinct, NYPD Station 151, West 100th Street'. It refers to an actual police station and precinct in New York.

The game is based upon John Carpenter's 1981 film, 'Escape From New York'.

Default highscore table (SCORE RANKING) :
RANK POINT STAGE NAME
1ST 25300 2 Y+S
2ND 21400 1 AKI
3RD 18500 1 AAA
4TH 15100 1 N.M
5TH 11700 1 N.T
6TH 9300 1 T.I
7TH 9200 1 AAA
8TH 8500 1 A+F
9TH 6600 1 GTI
10TH 4200 1 OKA

- TIPS AND TRICKS -

* Easter Egg : From the beginning of the game, rescue four hostages in a row; you have to do this to get the tear gas gun. Shortly after getting the fourth hostage, there will be a convict shooting down at you from a building. He is the first window shooter in the game, shoot him with the Tear Gas gun and you will be 'rewarded' with a brief glimpse of a topless woman. This also occurs at other points in the game.

- STAFF -

Executive producers : K.K and K.K
Music by 'Sound Effect Study Room'.
Directed by : Oolong Sugimo
Produced by 'Soft Second Development Room'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1554&o=2

$end


$cpc_cass=manhat95,
$bio

Manhattan 95 (c) 1987 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98139&o=2

$end


$info=m1manhat,
$bio

Manhattan Skylines (c) 199? Maygay.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15492&o=2

$end


$info=sc1manha,
$bio

Manhattan (c) 1991 ELAM.

- TECHNICAL -

Model 5726

- TRIVIA -

Manhattan was released in July 1991.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42146&o=2

$end


$info=cmanhat,
$bio

Manhattan (c) 1981 Data East Corp.

This game is a trampoline jumping game in the concrete jungle of Manhattan. 

The player uses a trampoline to send The DECO Kid (player character) flying through the air & must guide him safely onto the landing bars while avoiding balloons & obstructions. It seems like landing on different bars awards different points to the player, or maybe landing at certain spots of the bars like the edges gives the player one amount of points while landing at the center gives another amount.

The player's soaring & descending speed is displayed at the center of the upper part of the screen. The maximum speed is 49, and if this speed is reached, The DECO Kid lands on the roof of the building. If the speed is below 8, The DECO Kid will not bounce (the flyer states terminal here, so either he will fall back to the previous terminal or a life will be lost). Once the DECO Kid moves on to the next terminal, all the points from bouncing on the landing bars will be tallied up. There are also hammocks that can be landed on at any speed.

When the player lands the DECO Kid on the roof of the skyscraper on the right, 3 reels of figures appear (similar to a jackpot machine). By pressing the launch button, the player can try to stop them from revolving at the highest possible number present, and this amount is added to the player's score.

If the player can land on all the bars with the D-E-C-O letters, then 50 more points are awarded for each landing bar. Extra lives occur at 3000, 5000, and 7000 points. As usual, the best way to make the DECO Kid fly high is by launching him when the trampoline is fully depressed.

- TECHNICAL -

Runs on the "DECO Cassette System" hardware

Cartridge ID: Model DT-103

- TRIVIA -

Manhattan was released in January 1981. It was known as the third video game made for this system (Cassette No. 03).

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=29335&o=2

$end


$amigaocs_flop=manhunt,
$bio

Manhunter - New York (c) 1989 Sierra On-Line, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74513&o=2

$end


$amigaocs_flop=manhunt2,
$bio

Manhunter 2 - San Francisco (c) 1990 Sierra On-Line, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74514&o=2

$end


$gameboy=4in1_601,4in1_602,4in1_604,4in1_605,
$bio

Mani 4 in 1 (c) 19?? Unknown.

Chinese compilation.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66410&o=2

$end


$info=maniach,maniach2,
$bio

Mania Challenge (c) 1986 Taito America

An early wrestling game.

- TECHNICAL -

Game ID : TA-0017
Prom Stickers : M

Main CPU : MOS Technology M6502 (@ 1.5 Mhz), Motorola M68705 (@ 500 Khz)
Sound CPU : Motorola M6809 (@ 1.5 Mhz)
Sound Chips : Yamaha YM3526 (@ 3.6 Mhz), DAC

Screen orientation : Vertical
Video resolution : 240 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 80

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Licensed from Technos.

This game is a 2-Player version of "Mat Mania - The Prowrestling Network".

The initials TWF stand for "Taito Wrestling Federation".

The player's wrestler has been given the name 'Dynamite Tommy'. The second player's wrestler is named 'Hurricane Joe'.

Insane Warrior and Golden Hulk are the only two other characters from "Mat Mania" that appear in this game.

Default highscore table (BEST 10 PLAYERS) :
TWF CHAMPION 30000 GLF
2. 30000 PRM
3. 30000 LDS
4. 30000 JJM
5. 30000 TJL
6. 30000 AJF
7. 30000 DDD
8. 30000 RLR
9. 30000 LGS
10. 30000 JVL

- SERIES -

1. Tag Team Wrestling (1983)
2. Mat Mania - The Prowrestling Network (1985)
3. Mania Challenge (1986)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1555&o=2

$end


$nes=mmansionj,
$bio

Maniac Mansion (c) 1988 Jaleco Company, Limited. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54349&o=2

$end


$amigaocs_flop=mmansion,mmansionf,mmansiong,
$bio

Maniac Mansion (c) 1989 Lucasfilm, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74515&o=2

$end


$nes=mmansion,mmansionf,mmansiong,mmansioni,mmansions,mmansionsw,mmansionu,mmansionup,
$bio

Maniac Mansion (c) 1992 Jaleco Company, Limited. [Japan Leisure].

- TRIVIA -

Reviews:
March 1992 - Joypad N.6 (Page 51) [FR]: 87/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55327&o=2

$end


$pce=maniacpw,
$bio

Maniac Pro Wres - Asu e no Tatakai (c) 1990 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58644&o=2

$end


$gba=maniacrc,
$bio

Maniac Racers Advance [Model AGB-AMRP] (c) 2002 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71559&o=2

$end


$info=maniacsq,maniacsp,maniacsqa,
$bio

Maniac Square (c) 1992 Gaelco.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 13 Mhz)
Sound Chips : GAELCO (@ 13 Mhz)

Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 59.10 Hz
Palette colors : 65520

Players : 2
Control : 8-way joystick
Buttons : 1

- TRIVIA -

Releases in April 1992.

The final version (that is very different) was released in 1996, 4 years after the prototype (see Updates section for more info).

Default highscore table (RANKING) :
NALME SCORE
1 PAB 200
2 TOM 180
3 RIC 160
4 JPC 140
5 EVM 120
6 JQB 100
7 GIF 80
8 ARJ 60
9 GOJ 40

- UPDATES -

Differences between the Prototype version (Game ID : 922804/2) and the final release :
* The Prototype uses a OKI6295 @ 8 Khz instead of the GAELCO @ 13 Mhz.
* The Prototype has a very different soundtrack, which creates a different atmosphere when playing the game (Prototype has guitar music, Final release has folk songs, such as Barnacle Bill).
* In the Prototype version there is a digital scoreboard that was not there in the final version.
* In the final release, there are no special blocks and helps.
* In the final release, when only one player plays, the playing area is centered in the screen.
* In the final release, when there is only one player playing the game, the screen has only one playing field.
* The final release is an endurance game, while the Prototype is ala Tetris from Atari, a levels game.

- STAFF -

Programmers : Tomas Cepeda, Pablo Martinez, Raul Izquierdo
Graphic designer : Gerardo Oporto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1556&o=2

$end


$info=maniac,
$bio

Maniac (c) 1979 Ideal Toy Corp.

Tabletop LED game.

- TECHNICAL -

Model 2077-6

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102194&o=2

$end


$cpc_cass=manicminsp,
$bio

Manic Miner (c) 1983 Software Projects

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98143&o=2

$end


$bbca_cass,bbcb_cass=manicmin,
$bio

Manic Miner (c) 1984 Software Projects

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52080&o=2

$end


$msx1_cass=manicmin,manicmina,
$bio

Manic Miner (c) 1984 Software Projects

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94823&o=2

$end


$amigaocs_flop=manicmin,
$bio

Manic Miner (c) 1990 Software Projects

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74516&o=2

$end


$info=ep_manic,ep_manica,ep_manicb,ep_manicc,ep_manicd,ep_manice,ep_manicf,
$bio

Manic Miner (c) 199? Impulse Gaming.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40862&o=2

$end


$gba=manicmin,
$bio

Manic Miner [Model AGB-A4MP-EUR] (c) 2002 Jester Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71560&o=2

$end


$info=sc5manic,sc5manica,sc5manicb,sc5manicc,sc5manicd,sc5manice,sc5manicf,sc5manicg,sc5manich,sc5manici,sc5manicj,sc5manick,sc5manicl,sc5manicm,sc5manicn,sc5manico,sc5manicp,sc5manicq,sc5manicr,sc5manics,
$bio

Manic Miner (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Scorpion 5]
[Model PR3004]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43113&o=2

$end


$info=sc4manic,sc4manica,sc4manicb,sc4manicc,sc4manicd,sc4manice,sc4manicf,sc4manicg,
$bio

Manic Miner (c) 2007 Bell-Fruit Games.

- TECHNICAL -

[Model PR3034]

Scorpion 4

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=19924&o=2

$end


$cpc_cass=manicmin,
$bio

Manic Miner [Model SOFT 173] (c) 1984 Amsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98140&o=2

$end


$info=m5msf,m5msfa,
$bio

Manic Streak Features (c) 200? Vivid Gaming.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40107&o=2

$end


$amigaocs_flop=manix,
$bio

Manix (c) 1990 Millennium Game Products

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74517&o=2

$end


$amigaocs_flop=manixa,
$bio

Manix [Budget] (c) 1990 GBH Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74518&o=2

$end


$pc8801_flop=manji,
$bio

Manji (c) 1984 CSK Software Products [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92344&o=2

$end


$pc98=mankaide,
$bio

Mankai Denshoku (c) 1990 Office Koukan.

- TRIVIA -

Released on November 23, 1990 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48501&o=2

$end


$pc98=mankaid2,
$bio

Mankai Denshoku II (c) 1992 Victor Musical Industries, Incorporated.

- TRIVIA -

Released on September 25, 1992 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48500&o=2

$end


$info=manohman,
$bio

Mann, oh-Mann (c) 199? Merkur Gaming [Gauselmann Group].

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46436&o=2

$end


$cpc_cass=manskal2,
$bio

Mansion Kali II (c) 2014 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98146&o=2

$end


$segacd=mansion,
$bio

Mansion of Hidden Souls [Model T-23015] (c) 1994 Vic Tokai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60761&o=2

$end


$cpc_cass=mansion,
$bio

Mansion [Model CSC 24] (c) 1984 Central Solutions, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98145&o=2

$end


$pc8801_flop=mantalto,
$bio

Mantal Toughness (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92345&o=2

$end


$cpc_cass=mantis1,
$bio

Mantis-1 [Model SLA-1005] (c) 1990 MCM Soft. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98147&o=2

$end


$cpc_cass=mantis2,
$bio

Mantis-2 [Model SLA-1006] (c) 1990 MCM Soft. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98148&o=2

$end


$info=manxtt,manxttc,
$bio

Manx TT Super Bike (c) 1995 Sega.

- TECHNICAL -

Runs on the Sega "Model 2A" hardware.

Players: 2
Control: 8-way joystick
Buttons: 4

- TRIVIA -

Released in November 1995 in Japan and in January 1996 in USA.

Manx TT - Super Bike is based on the famous British Manx TT motorcycling race around the Isle of Man in the United Kingdom. The game uses tracks patterned after the original racetrack. The game was officially authorized by the Isle of Man, Department of Tourism and Leisure.

Michael Jackson used to own this game (serial number 90027746). It was sold at the official Michael Jackson Auction on Apr. 24th, 2009.

- UPDATES -

The US version is different :
* 'Winners Don't Use Drugs' screen added.
* 'About the Isle of Man' screen added
* 'Sega' logo during cocktail mode.

- TIPS AND TRICKS -

* Time Trial Mode : At the Course Select screen, hold the Brake while choosing.

* Sheep Mode : At the transmission select screen, press...
Shift Up, Shift Up, Shift Down, Shift Down 
Lean the bike full Left, lean it full Right. Squeeze the Brake and Accelerate.
If you did this correctly, you and your opponents should be riding on Sheep instead of a bike.

- STAFF -

Music & Sound Effects : Seiichiro Matsumura (Sei Matsumura), Takenobu Mitsuyoshi

- PORTS -

* Consoles :
Sega Saturn (1997)

* Computers :
PC [Windows 9x, CD-ROM] [HCJ-0113] (Dec 1997)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3342&o=2

$end


$saturn,sat_cart=manxttj,manxttja,
$bio

Manx TT Super Bike (c) 1997 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59394&o=2

$end


$saturn,sat_cart=manxtt,
$bio

Manx TT Super Bike (c) 1997 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60343&o=2

$end


$saturn,sat_cart=manxttu,
$bio

Manx TT Super Bike [Model 81210] (c) 1997 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60077&o=2

$end


$info=manybloc,
$bio

Many Block (c) 1991 Bee-Oh.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 10 Mhz)
Sound CPU : Zilog Z80 (@ 3 Mhz)
Sound Chips : YM2203 (@ 1.5 Mhz), (2x) OKI6295 (@ 24.242 Khz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in December 1991.

Default highscore table (TODAY'S TOP 10 RANKING) :
SCORE NAME ROUND TIME
1. 19000 KHS 10R
2. 18000 CSG 9R
3. 17000 KBJ 8R
4. 16000 CGR 7R
5. 15000 DJN 6R
6. 14000 JIO 5R
7. 13000 KJS 4R
8. 12000 LDS 3R
9. 11000 KJD 2R
10. 10000 BHS 1R

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1557&o=2

$end


$sms=maougolv,maougolvp,
$bio

Maoh Golvellius (c) 1988 Sega Enterprises, Limited.

- TECHNICAL -

Game ID: G-1363

- TRIVIA -

Released on August 14, 1988 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55884&o=2

$end


$megadriv=maouren,
$bio

Maou Renjishi (c) 1991 Taito Corp.

- TRIVIA -

Reviews:
November 1991 - Consoles + N.3 [FR]: 62/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56642&o=2

$end


$msx1_cass=mapgame,
$bio

Map Game (c) 1985 Erbe Software [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94824&o=2

$end


$bbca_cass,bbcb_cass=maprally,
$bio

Map Rally (c) 198? Bourne

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52081&o=2

$end


$cpc_cass=maprally,
$bio

Map Rally [SOFT 148] (c) 1984 Amsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=97971&o=2

$end


$cpc_cass=mapaciel,
$bio

Mapa del Cielo (c) 19?? Unknown [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98149&o=2

$end


$cpc_cass=mapgame,
$bio

Mapgame (c) 1985 Erbe Soft. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98150&o=2

$end


$info=mappyj,
$bio

Mappy (c) 1983 Namco. 

You are Mappy, the brave mouse policeman. Mappy's mission is to retrieve all of the stolen treasure from the Mewkies cat gang. They've stashed all of the loot in their leader's mansion which contains several floors, and numerous trampolines that the Mewkies like to use to travel between stories. Mappy must keep away from the cats and collect all items in the house before moving on to the next house. If Mappy is caught by a cat, he loses a life. Mappy also loses a life if he crashes to the floor by breaking through a trampoline or falling into a pitfall. When all of Mappy's lives are lost, the game is over. 

Houses have six floors, and some houses in later rounds have an attic. Mappy gets to the different floors by jumping on a trampoline. Mappy can jump three times on a trampoline, but the fourth time will break it. Once Mappy moves onto a floor, he can jump on the trampoline another three times. 

When Mappy jumps on the trampoline, he will go to the top floor of the house unless you push the joystick left or right to move him onto a particular floor. You can move Mappy onto a floor as he's on the way up, but not on the way down. 

Nyamco, the boss cat, does not chase Mappy. Instead he moves around in a zigzag pattern. He also like to hide for a few seconds behind a treasure. 

The cats are very sneaky and, if given half a chance, will try to corner Mappy at the end of one of the platforms or to trap him on one of the floors he must use to get to the treasures he's after. 

The cats have no defense mechanisms of any kind. But they cannot be permanently eliminated either. As soon as Mappy puts one cat out of commission, another cat appears somewhere else in the house. 

However, in an emergency, you can slow one cat down for short periods of time. This is accomplished by having Mappy throw open a standard door in the cat's face to knock him down and stun him. When hit by the door, the cat will be stunned for several seconds. When he is disabled like this, Mappy can walk right by him and not get caught. To temporarily eliminate more than one pursuer at a time, Mappy must catch them in the microwaves emitted when opening power doors - the thick flashing doors that flicker with different colors. 

As your skill level increases, the number and direction of pursuers coming at you at any one time and the speed with which they move, is gradually increased; plus, their pursuit patterns become more and more devious while their overall accuracy is highly improved. 

Bonus lives are awarded to you periodically throughout the game as you reach or pass certain preselected point values ('Extra Lives' dip switch). 

Once all the treasure in the house has been retrieved, you move on to the next house. 

A bonus round is awarded to you after the 2nd house, and after every 3rd house thereafter, i.e. in after the 6th, 9th, 12th, 15th, etc. houses. In the bonus rounds, you score extra points by popping balloons. Using the trampoline, jump to pop as many balloons as possible in the fewest number of moves. The bonus round ends when the music ends. If you die during a bonus round, the bonus round ends there, but the number of lives remaining is not affected. 

- CAST OF CHARACTERS - 

Mappy ("Micro Police") - This is you, our hero and defender of justice, the police-mouse who is on the case to recover the stolen loot from the enemy cats. 

Nyamco ("Boss The Big Bit") - Does not chase Mappy, but moves around the house in a zig-zag fashion 

Mewkies ("Naughty Folks") - This gang of smaller cats chases and tries to catch Mappy. 

Gosenzo - This appears when Mappy moves throughout the house for a long period of time without retrieving any stolen items. Once it appears, Mappy has no chance of escaping. 

Doors - When Mappy is directly in front of a door, press the Door button to open the door. Doors open in the direction of the doorknob. Mappy cannot go through a closed door; you must open it to go through. 

Power Doors - These flicker with different colors and are thicker than the ordinary doors. When you press the Door button, the door opens and sends a microwave that flushes away Mappy's feline pursuers. There are four power doors in each house.

- TECHNICAL -

Game ID : MP 

Main CPU : Motorola M6809 (@ 1.536 Mhz) 
Sound CPU : Motorola M6809 (@ 1.536 Mhz) 
Sound Chips : Namco 8-channel WSG 

Players : 2 
Control : 2-way joystick 
Buttons : 1 (used to open and close doors)

- TRIVIA -

Mappy was released in March 1983 in Japan.

Mappy was the first game from Namco to include the message 'All Rights Reserved' on the title screen. 

The mapping of the level counters in Mappy is a little strange; after level 49, the level symbols in the bottom right corner temporarily stop updating, but the numerical level counter and the high score display both record the proper level. The level symbols then start displaying correctly again at level 100 and continues to display correctly until level 254. Level 255 morphs into Level 0. Then the game starts over again and becomes easy again for Level 1. 

Mappy is likely derived from 'mappo', a Japanese slang term (slightly insulting) for a policeman. 

Nyamco is not only a play on Namco, but also comes from 'nyanko', the Japanese equivalent of "kitty cat". 

Greg Bond holds the official record for this game with 658,160 points on June 27, 2002.

- SCORING -

Bouncing on a trampoline : 10 points 

Grabbing a radio : 100 points 
Grabbing a TV : 200 points 
Grabbing a computer : 300 points 
Grabbing a Mona Lisa painting : 400 points 
Grabbing a safe : 500 points 

In addition, a special multiplier is applied if the second instance of an item is grabbed immediately after the first : 

1st Pair : 2x 
2nd Pair : 3x 
3rd Pair : 4x 
4th Pair : 5x 
5th Pair : 6x 

(Losing a life resets the multiplier) 

Picking up loot while Nyamco is hiding behind it : 1,000 extra points 

Catching cats in a microwave : 
1 cat : 200 points 
2 cats : 400 points 
3 cats : 800 points 
4 cats : 1,200 points 
5 cats : 1,600 points 
6 cats : 2,000 points 
7 cats : 3,000 points 
8 cats : 4,000 points 
9 cats : 5,000 points 
10 cats : 6,000 points 
NOTE: When Nyamco is caught in the wave, he not only counts towards the number of cats captured, he also doubles the score. 

Hitting a cat with a bell : 300 points 
Hitting Nyamco with a bell : 1,000 points 

BONUS ROUNDS : 

Popping a red balloon : 200 points 
Popping the large blue balloon : 2,000 points 
Perfect (bonus for popping all balloons) : 5,000 points

- TIPS AND TRICKS -

Doors can be used in many ways. For example, knock out a cat with a swinging door, or have Mappy body slam a cat by pulling open a door. 

Houses 8, 9, and 10 have bells hanging from the top floor. When Mappy bumps one of these, it falls and temporarily stuns the cats below. 

In houses 12, 13, and 14, parts of the floor will flicker. When Mappy passes over one of these, it becomes a pitfall for a set time. Cats who fall into the pitfall are temporarily knocked unconscious. 

To save time in the bonus round, break through a trampoline by having Mappy bounce off a side wall three times instead of going all the way up to the top of the jump each time. Push the stick left or right just as Mappy begins his jump. 

* Easter Egg 1 : 
1) Enter service mode. 
2) Keep Left pressed to make the screen scroll left until the grid covers the whole screen. 
3) Press the service switch 3 times (the one that adds a credit, not the one to enter service mode). 
4) Keep Button 1 pressed and enter the following sequence : Left(x4), Start1(x6), Left(x3), Start2. '(c) 1983 NAMCO' will appear on the screen. 

* Easter Egg 2 : 
1) Play the game and reach the third bonus round (the one after round 10). 
2) Press Button1(x3), Start1(x3) and Start2(x3). 
After the score of the bonus round is shown, this text will be added at the bottom of the screen : '(c) 1983 Namco All Rights Reserved'.

- SERIES -

1. Mappy (1983)
2. Hopping Mappy (1986)
3. Mappy-Land (1986, Nintendo Famicom)
4. Mappy Kids (1989, Nintendo Famicom)
5. Mappy Arrangement (1995) : part of "Namco Classics Collection Vol.1"

- STAFF -

Music by : Nobuyuki Ohnogi

- PORTS -

* Consoles : 
Nintendo Famicom [JP] (November 14, 1984) "Mappy [Model NMP-4500]" 
Super Cassette Vision [JP] (1986) "Mappy [Model 28 NO.09340]"
Sony PlayStation [AU] (1996) "Namco Museum Vol.2 [Model SCES-00267]" 
Sony PlayStation [JP] (February 9, 1996) "Namco Museum Vol.2 [Model SLPS-00210]" 
Sony PlayStation [EU] (November 1996) "Namco Museum Vol.2 [Model SCES-00267]" 
Sony PlayStation 2 [JP] (January 26, 2006) "Namco Museum Arcade Hits! [Model SLPS-25590]" 
Microsoft XBOX [EU] (March 24, 2006) "Namco Museum - 50th Anniversary" 
Sony PlayStation 2 [EU] (March 31, 2006) "Namco Museum - 50th Anniversary [Model SLES-53957]" 
Nintendo GameCube [EU] (May 5, 2006) "Namco Museum - 50th Anniversary [Model DOL-G5NP-EUR]" 
Nintendo Wii [JP] (December 6, 2007) "Minna de Asobou! Namco Carnival [Model RVL-RNWJ-JPN]" 
Nintendo Wii [EU] (April 18, 2008) "Namco Museum Remix [Model RVL-RN2P]" 
Nintendo Wii [KO] (April 26, 2008) "Namco Museum Remix" 
Nintendo Wii [AU] (May 1, 2008) "Namco Museum Remix [Model RVL-RN2P]" 
Nintendo Wii [Virtual Console Arcade] [AU] (March 23, 2009) 
Nintendo Wii [Virtual Console Arcade] [EU] (March 25, 2009) 
Nintendo Wii [Virtual Console Arcade] [JP] (April 14, 2009) 
Microsoft XBOX 360 [EU] (May 15, 2009) "Namco Museum - Virtual Arcade" 
Microsoft XBOX 360 [AU] (June 4, 2009) "Namco Museum - Virtual Arcade" 
Microsoft XBOX 360 [JP] (November 5, 2009) "Namco Museum - Virtual Arcade [Model 2RD-00001]" 

* Handhelds : 
Sega Game Gear [JP] (May 24, 1991) "Mappy [Model T-14027]" 
Nintendo Game Boy [JP] (July 21, 1996) "Namco Gallery Vol.1 [Model DMG-ANGJ]" 
Sony PSP [EU] (December 9, 2005) "Namco Museum Battle Collection [Model UCES-00116]" 
Sony PSP [JP] (February 23, 2006) "Namco Museum Vol.2 [Model ULJS-00047]" 
Sony PSP [KO] (November 8, 2007) "Namco Museum Vol.2" 
Nintendo DS [JP] (October 11, 2007) "Namco Museum DS [Model NTR-YNMJ-JPN]" 
Nintendo DS [EU] (February 29, 2008) "Namco Museum DS [Model NTR-YNMP-EUR]"

* Computers : 
Fujitsu FM-7 [JP] (1983) 
MSX [JP] (1984) 
PC [MS Windows] [JP] (April 25, 1997) "Namco History Vol.1" 
PC [MS Windows, CD-ROM] [EU] (March 27, 2006) "Namco Museum - 50th Anniversary" 
PC [MS Windows, CD-ROM] [AU] (May 19, 2006) "Namco Museum - 50th Anniversary" 
Sord-M5 [JP]
NEC PC-6001 [JP]
NEC PC-8001 [JP]
NEC PC-8801 [JP]
NEC PC-9800 series [JP] 
Sharp X1 [JP] (November 1986) "Mappy (New Version)"
Sharp MZ1200/1500 [JP]
Sharp MZ2500 [JP] 
Sharp X68000 [JP] 

* Others : 
Arcade [JP] (1995) "Namco Classics Collection Vol.1" 
Let's TV play classic series - Namco Nostalgia 1 [JP]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1558&o=2

$end


$m5_cart=mappy,
$bio

Mappy (c) 1983 NAMCO, Ltd. [Tokyo, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95355&o=2

$end


$msx1_cass=mappy,
$bio

Mappy (c) 1984 Bug Byte

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94825&o=2

$end


$x1_flop=mappy,
$bio

Mappy (c) 1986 Dempa Shinbunsha [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86061&o=2

$end


$x1_cass=mappy,mappya,
$bio

Mappy (c) 1986 Dempa Shinbunsha [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86248&o=2

$end


$pc8801_flop=mappy,mappya,
$bio

Mappy (c) 1986 Dempa Shinbunsha [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92346&o=2

$end


$fm7_cass=mappy,
$bio

Mappy (c) 1986 Dempa Shinbunsha [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93756&o=2

$end


$nes=mappyh,
$bio

Mappy (c) 1987 FMG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69288&o=2

$end


$x68k_flop=mappy1,
$bio

Mappy (c) 1988 N. Kei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87879&o=2

$end


$x68k_flop=mappy2,
$bio

Mappy (c) 1990 Yopino

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87880&o=2

$end


$nes=mappykid,
$bio

Mappy Kids (c) 1989 Namco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54351&o=2

$end


$gba=f_mappy,
$bio

Mappy [Famicom Mini] [Model AGB-FMPJ-JPN] (c) 2004 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70622&o=2

$end


$msx1_cart=mappy,mappyb,mappya,
$bio

Mappy [Model 02] (c) 1984 Namco, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77253&o=2

$end


$scv=mappy,
$bio

Mappy (c) 1986 Namco, Limited.

- TECHNICAL -

[Model 28 NO.09340]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49081&o=2

$end


$nes=mappy,
$bio

Mappy (c) 1984 Namco, Limited.

- TECHNICAL -

Cartridge ID: NMP-4500

- TRIVIA -

Mappy for Famicom was released on November 14, 1984 in Japan.

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [JP] (January 29, 2008) "Mappy [Model FDEJ]" 
Nintendo Wii U [Virtual Console] [JP] (May 15, 2013) "Mappy [Model FA2J]" 

* Handhelds : 
Nintendo Game Boy Advance [Famicom Mini Series] [JP] (February 14, 2004) "Mappy [Model AGB-FMPJ-JPN]" 
Nintendo 3DS [Virtual Console] [JP] (August 28, 2013) "Mappy [Model TDJJ]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54350&o=2

$end


$gamegear=mappy,
$bio

Mappy (c) 1991 Namco, Limited.

- TECHNICAL -

[Model T-14027]

- TIPS AND TRICKS -

Round select: Press 2, 2, 1 x3, 2, 2, 1, START during the title screen. A number will appear at the top right and you can use Left and Right to change it.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64690&o=2

$end


$info=mappy,
$bio

Mappy (c) 1983 Bally Midway Mfg. Co.

Export version by Bally/Midway for North America. Game developed in Japan by Namco. For more information about the game, please see the original Namco version entry.

- TECHNICAL -

[Upright model]
[Game No. 353]

- TRIVIA -

Mappy was released in April 1983 in North America by Bally/Midway, under license from Namco.

In this export version : 
* Nyamco is named 'Goro'. 
* The name of the cat gang is known as 'Meowky'.

- PORTS -

NOTE: Only ports released in North America are listed here. For ports released in other regions, please see the original Namco version entry.

* Consoles : 
Sony PlayStation [US] (September 30, 1996) "Namco Museum Vol.2 [Model SLUS-00216]" 
Microsoft XBOX [US] (August 30, 2005) "Namco Museum - 50th Anniversary [Model NMO-2201A-NM]" 
Nintendo GameCube [US] (August 30, 2005) "Namco Museum - 50th Anniversary [Model DOL-G5NE-USA]" 
Sony PlayStation 2 [US] (August 30, 2005) "Namco Museum - 50th Anniversary [Model SLUS-21164]" 
Nintendo DS [US] (September 18, 2007) "Namco Museum DS [Model NTR-YNME-USA]"
Nintendo Wii [US] (October 23, 2007) "Namco Museum Remix [Model RVL-R2NE-USA]" 
Microsoft XBOX 360 [US] (November 4, 2008) "Namco Museum - Virtual Arcade [Model 21022]" 
Nintendo Wii [Virtual Console Arcade] [US] (March 25, 2009) 
Nintendo Wii [US] (November 16, 2010) "Namco Museum Megamix" 

* Handhelds : 
Sony PSP [US] (August 23, 2005) "Namco Museum Battle Collection [Model ULUS-10035]" 

* Computers : 
PC [MS Windows, CD-ROM] [US] (July 31, 1998) "Microsoft Revenge of Arcade" 
PC [MS Windows, CD-ROM] [US] (October 25, 2005) "Namco Museum 50th Anniversary" 

* Others : 
LCD handheld game [US] (19??) by Micro Games of America 
Arcade [US] (1995) "Namco Classics Collection Vol.1" 
Ms. Pac-Man TV Game [US] (2004) by Jakks Pacific 
Ms. Pac-Man TV Game Wireless Version [US] (2005) by Jakks Pacific 
Retro Arcade featuring Pac-Man [US] (2008) by Jakks Pacific 
Apple iPhone/iPad [US] (March 3, 2011) "Mappy by Namco [Model 410516206]" 
Pac-Man Connect and Play [US] (2012) by Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=37045&o=2

$end


$nes=mappylndj,
$bio

Mappy-Land (c) 1986 Namco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54352&o=2

$end


$nes=mappylnd,
$bio

Mappy-Land (c) 1989 Taxan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55328&o=2

$end


$cpc_cass=maracaib,
$bio

Maracaibo [Model 140] (c) 1986 Loriciels [France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98151&o=2

$end


$cpc_cass=marauder,
$bio

Marauder (c) 1988 Hewson Consultants

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98152&o=2

$end


$a2600=marauder,maraudere,
$bio

Marauder (c) 1982 Tigervision [Tiger Electronic Toys, Incorporated.]

You've landed on an alien planet and penetrated the enemy base defended by armed attack robots. Your mission is to find your way to the heart of the base and to destroy the power center of the enemy's weapon system. Robots pursue you through halls and corridors, from room to room, as their sensors detect your presence. They fire at you from all corners. It's a race against time to find the power center as you shoot back, defending yourself against the onslaught.

- TECHNICAL -

Model 7-005

- SCORING -

The score is displayed at the upper left side of the TV screen, killing each robot adds 50 points to your score. The bonus guage starts at 3200 points and ocunts down at 20 points per TICK. When you destroy the power center, the number of points remaining in the bonus guage will be added to your score. At the end of each game, the score for that game is displayed alternately with the highest score achieved during any previous game.

- STAFF -

Programmer: Rorke Weigandt

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50671&o=2

$end


$info=marble,marble2,marble3,marble4,marble5,
$bio

Marble Madness (c) 1984 Atari Games Corporation.

Marble Madness is an abstract maze game for one or two players. The game's goal is to guide a small glass marble over a three-dimensional maze and reach the finish line before the level's timer has expired. Any seconds that remain on the timer when the finish line is crossed are carried over to the next level. 

As well as having to negotiate the marble over treacherous walkways and ramps, numerous obstacles and unfriendly creatures will try to slow the marble's progress or knock it over the edge of a platform, wasting yet more precious seconds until a replacement marble appears. The two-player game has players competing to reach the goal first. 

Marble Madness features six different mazes.

- TECHNICAL -

Game ID : 136033

Runs on the "Atari System 1" hardware.

Players : 2
Control : trackball

- TRIVIA -

Marble Madness was released in December 1984. 

Marble Madness was the first game to run on the new Atari System 1 hardware and was the perfect showcase for Atari to demonstrate the technical superiority of its new arcade architecture. It was also the first game to feature such impressive and cleanly rendered pseudo 3-D Graphics. The original design brief called for the trackball to be motorized and synchronize its spin with that of the marble, to simulate inertia.

Mark Cerny was only 17 years old when he joined Atari and designed Marble Madness. The game was designed as part of a contest Atari ran at the time, allowing outsiders to design a game. Mark was very well known for his game-playing skills and easily won the contest. He then taught himself how to program in assembly language before joining Atari, so he found it very easy to settle in at Atari.

3,270 units were produced. The original selling price was $1,795.

Marble Madness was the first game to feature true stereo sound; it was the first game to truly capitalise on what in-game music could offer the player, with each level having its own distinctive, and suspense building soundtrack. Marble Madness was also one of the few games of the time to have a definite goal, in that the game ends when all levels are completed.

The race names are :
1. Practice
2. Beginner
3. Intermediate
4. Aerial
5. Silly
6. Ultimate

Default highscore table (TROUBLEMAKERS) :
#1 C R 14,500
#2 UFO 14,000
#3 GJL 13,500
#4 SKP 13,000
#5 PCT 12,500
#6 PTR 12,000
#7 JDH 11,500
#8 DAT 11,000
#9 JFS 10,500
#10 DAR 10,000

Stan Szczepanski holds the official record for this game with 187,880 points.

A sequel to this classic game, entitled "Marble Madness 2 - Marble Man" was fully developed and a very small number of cabinets were built, but unfortunately the game was never released. Unlike the first game's superb trackball control, 'Marble Man' was controlled via a joystick.

- SCORING -

Moving the marble : 10 points per unit
Taking a jump (Practice race only) : 3,000 to 6,000 points
Killing Black Steelie : 1,000 points
Going through a tunnel or tube : 2,000 or 4,000 points
Rolling over an enemy (Silly race only) : 500 points + 3 seconds of time
Finishing a race : race number x 1,000 points
Finishing a race : seconds remaining x 100 points
Finishing the game : 20,000 points + 1,000 points per second remaining
Finishing the game : -1,000 point penalty for every death during the game.

- TIPS AND TRICKS -

* Hints :
1) Anticipate your next move and start the Trak-Ball rolling in that direction ahead of time.
2) Complete each raceway as fast as possible because extra seconds mean extra points, and the extra time from one raceway is carried over to the next raceway
3) Try to maneuver around the Black Steelie, or try to bump him off a cliff to get rid of him permanently.
4) Move quickly to avoid being swallowed by the green Marble Munchers.
5) Watch for patterns, and time your movements right to pass by difficult obstacles.
6) Some raceways have alternate paths, so explore a bit and you may find an easier way to reach the goal. Bonus points are given for paths which are more difficult.

* Cancel The Timer : Begin a game and then hold down either the 1 or 2 player Start and press the 'service switch' twice. The first press will glitch the screen display slightly - the second will remove it and give you 99 seconds to complete the level. This method adds 60 seconds to the clock, after which the normal countdown will begin. The clock will not appear to be counting down during the first 60 seconds, probably because the 99-second display was overflowed by the extra 60 seconds added. This method can be used multiple times per level for virtually infinite play time.

* When you play 2 players, the winner of each level gets a bonus 5 seconds (I was better than my brother, so I'd always get the 5 seconds :D). If your opponent can make it as far as the silly race, that's an extra 25 seconds for the ultimate race, not to mention a possible extra 10 seconds with a wand. The opponent can also continue once (with the same time as the other player).

* This isn't really a trick, but some people don't realize it : On the practice race, don't move when you start, and after a few seconds, a ramp will appear that will slide away the ball.

- SERIES -

1. Marble Madness (1984)
2. Marble Man - Marble Madness II (1991)

- STAFF -

Designer: Mark Cerny
Graphics Programmer: Mark Cerny
Game Programmer: Bob Flanagan
Animator: Sam Comstock
Sound Design: Hal Canon, Brad Fuller
Hardware Design: Sam Ly (S Ly), Jed Margolin (J Margolin), Don Paauw (D Paauw), Doug Snyder (D Snyder)
System Support: Chris Downend (C Downend), M Hoff, J Ritter
Software Support: Mike Albaugh (M Albaugh), M Mahar, Rich Moore (R Moore)
Hardware Support: Juan Castillo (J Castillo), Eric Durfey (E Durfey), Patrick McCarthy (P McCarthy), Minh Nguyen (N Minh)

- PORTS -

* Consoles :
Atari 7800 [unreleased prototype]
Nintendo NES [EU] [AU] (1989) 
Nintendo NES [US] (March 1989) "Marble Madness [Model NES-MV]" 
Sega Master System [EU] (1992) "Marble Madness [Model 27024]" 
Sega Genesis [US] (1993) 
Sega Mega Drive [EU] (1993) 
Sega Mega Drive [JP] (August 13, 1993) "Marble Madness [Model T-48113]" 
Sony PlayStation [US] (December 31, 1997) "Arcade's Greatest Hits - The Atari Collection 2 [Model SLUS-00449]" 
Sony PlayStation [EU] (June 1998) "Arcade's Greatest Hits - The Atari Collection 2 [Model SLES-00712]" 
Sony PlayStation 2 [US] (November 18, 2003) "Midway Arcade Treasures [Model SLUS-20801]" 
Microsoft XBOX [US] (November 24, 2003) "Midway Arcade Treasures" 
Nintendo GameCube [US] (December 18, 2003) "Midway Arcade Treasures [Model DOL-GAKE-USA]" 
Microsoft XBOX [EU] (February 6, 2004) "Midway Arcade Treasures" 
Sony PlayStation 2 [EU] (February 6, 2004) "Midway Arcade Treasures [Model SLES-51927]" 
Microsoft XBOX 360 [US] (November 6, 2012) "Midway Arcade Origins" 
Sony PlayStation 3 [US] (November 6, 2012) "Midway Arcade Origins [Model BLUS-31083]"
Microsoft XBOX 360 [EU] (November 15, 2012) "Midway Arcade Origins" 
Sony PlayStation 3 [EU] (November 15, 2012) "Midway Arcade Origins [Model BLES-01768]"

* Handhelds : 
Nintendo Game Boy [US] (May 1991) "Marble Madness [Model DMG-MB-USA]" 
Sega Game Gear [US] (1992) "Marble Madness [Model T-48058]" 
Sega Game Gear [EU] (1992) "Marble Madness [Model T-48058-50]" 
Nintendo Game Boy [EU] (May 21, 1992) "Marble Madness [Model DMG-MB-NOE]" 
Nintendo Game Boy Color [US] (December 1999) "Marble Madness [Model CGB-ANNE-USA]" 
Nintendo Game Boy Color [EU] (March 13, 2000) "Marble Madness [Model CGB-ANNE-USA]" 
Nintendo Game Boy Advance [US] (August 16, 2005) "2 Games in One! Marble Madness + Klax [Model AGB-B68E-USA]" 
Nintendo Game Boy Advance [EU] (September 16, 2005) "2 Games in One! Marble Madness + Klax [Model AGB-B68P-EUR]" 
Sony PSP [US] (December 13, 2005) "Midway Arcade Treasures Extended Play [Model ULUS-10059]" 
Sony PSP [EU] (February 24, 2006) "Midway Arcade Treasures Extended Play [Model ULES-00180]" 

* Computers :
Tandy Color Computer [US] (1985) "Marble Maze" 
Atari ST [US] (1986)
PC [Booter] [US] (1986)
Commodore C64 [US] [EU] (1986)
Apple II [US] (1986)
Amstrad CPC [EU] (1986)
Commodore Amiga [US] [EU] (1986)
Sinclair ZX Spectrum [EU] (1987)
PC [MS-DOS] [US] (1987) 
Sharp X68000 [JP] (March 15, 1991) 
FM Towns PC [JP] (1991) 
NEC PC-9801 [JP] (1991) Marble Madness
PC [MS Windows, CD-ROM] [US] (January 1, 1999) "Arcade's Greatest Hits - The Atari Collection 2" 
PC [MS Windows, CD-ROM] [US] (August 27, 2004) "Midway Arcade Treasures" 
PC [MS Windows, CD-ROM] [EU] (November 23, 2004) "Midway Arcade Treasures" 

* Others :
LCD handheld game [US] (1989) released by Tiger Electronics.
Mobile Phones [US] (September 2004) 
BlackBerry [US] (November 12, 2009) [Model 4315] 
Windows Mobile [US] (February 1, 2010) 
Apple iPhone/iPod [US] (April 23, 2010) [Model 367932500]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1559&o=2

$end


$amigaocs_flop=marble,
$bio

Marble Madness (c) 1986 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74519&o=2

$end


$ibm5150,ibm5150_cass=marble,
$bio

Marble Madness (c) 1986 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83656&o=2

$end


$apple2gs=marble,
$bio

Marble Madness (c) 1988 Electronic Arts.

Originaly released as an Arcade video game in 1984 by Atari Games Corp.

- STAFF -

IIGS version by: Will Harvey

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49777&o=2

$end


$nes=marble,
$bio

Marble Madness (c) 1989 Milton Bradley Co.

European release.

- TRIVIA -

Reviews:
[FR] November 1991 - Consoles + N.3 (Page 122-124): 85/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55329&o=2

$end


$pc98=marble,
$bio

Marble Madness (c) 1991 Home Data.

- TRIVIA -

Released on March 30, 1991 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48537&o=2

$end


$x68k_flop=marble,
$bio

Marble Madness (c) 1991 Home Data [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87881&o=2

$end


$cpc_cass=marblecs,marblecsb,
$bio

Marble Madness Construction Set [Model MH 745] (c) 1986 Melbourne House [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98155&o=2

$end


$cpc_cass=marbledx,
$bio

Marble Madness Deluxe Edition [Model 5090] (c) 1987 Melbourne House [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98156&o=2

$end


$sms=marble,
$bio

Marble Madness (c) 1992 Virgin Interactive

- TECHNICAL -

Model 27024

- TRIVIA -

Reviews:
[FR] July/August 1992 - Consoles + N.11: 60/100
[FR] August 1992 - Joypad N.11: 88/100

Average note: 74/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56090&o=2

$end


$megadriv=marble,
$bio

Marble Madness (c) 1991 Electronic Arts.

The objective is simple - roll your marbles to the goal line. But add spectacular 3-D runways, breathtaking cliffs, deadly enemies and non-stop craziness - and Marble Madness becomes one of the most exciting, challenging and addicting games you've ever played! Speed across dazzling full-color raceways, complete with cliffs, hills, ramps, and hairpin turns. Use pipelines, catapults and waves to find shortcuts to the goal line.

- TECHNICAL -

Game ID: 7089
Package ID: 708901
Barcode: 014633070897

- STAFF -

Original Design: Atari Games Corporation

Programming: Mike Schwartz
Sounds: Steven E. Hayes
Music: Steven E. Hayes
Title Screen: Cynthia Hamilton
Executive Producer: Don Traeger
Producer: Jim Rushing
Associate Producers: Jon Horsley, Happy Keller
Assistant Producer: Gerald McLane
Testing	Jeff Haas, Gerald McLane
Product Management: Susan Goerss
Documentation: Andrea Smith, Marti McKenna
Documentation Illustrations: Andrea Smith, Adrian Bourne
Documentation Layout: Chris Morgan
Quality Assurance: Steve Barry

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83346&o=2

$end


$gbcolor=marble,
$bio

Marble Madness (c) 1999 Midway Home Ent.

- TECHNICAL -

Cartridge ID: CGB-ANNE-USA

- TRIVIA -

Marble Madness for Game Boy Color was released December 1999 in North America.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68306&o=2

$end


$gameboy=marble,
$bio

Marble Madness (c) 1991 Mindscape, Incorporated.

- TECHNICAL -

Cartridge ID: DMG-MB-USA

- TRIVIA -

Marble Madness for Game Boy was released in May 1991 in North America.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66411&o=2

$end


$nes=marbleu,
$bio

Marble Madness (c) 1989 Milton Bradley Co.

North American release.

- TECHNICAL -

Cartridge ID: NES-MV

- TRIVIA -

Marble Madness for NES was released in March 1989 in North America.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83347&o=2

$end


$gamegear=marble,
$bio

Marble Madness (c) 1992 Tengen, Incorporated.

- TECHNICAL -

[Model T-48058]

- TIPS AND TRICKS -

* Level select: Select TEST FX C and TEST TUNE 6 on the options screen. The START LEVEL option may now be used to choose a new starting level.

- STAFF -

Code By : Steve Lamb
Music By : Matt Furniss

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64691&o=2

$end


$megadriv=marblej,
$bio

Marble Madness (c) 1993 Tengen, Inc.

Japanese release. Game developed in USA. See "Marble Madness [Model 7089]" for more information.

- TECHNICAL -

Game ID: T-48113
Barcode: 4991425000132

- TRIVIA -

Marble Madness for Mega Drive was released on August 13, 1993 in Japan.

- STAFF -

Japanese version staff

Project Leader: Jun Amanai
Programmer: Jun Amanai, Takayuki Muraoka
Graphics Conversion: Kenichi Nemoto (Ken-Ichi Nemoto)
Audio Conversion: Kenji Yokoyama
Customer Service: Naomi Takahashi, Mizuho Yoshioka
Special Thanks: Bill Hindorff

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83348&o=2

$end


$x68k_flop=marblmag,
$bio

Marble Magic (c) 1994 Rats [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88399&o=2

$end


$x68k_flop=marblpan,
$bio

Marble Panic (c) 1994 Rats [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88400&o=2

$end


$x68k_flop=marblrevt,marblrev,
$bio

Marble Reverser (c) 1992 Studio Pickles

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88402&o=2

$end


$x68k_flop=marblrv2,
$bio

Marble Reverser 2 (c) 1994 Studio Pickles

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88401&o=2

$end


$gba=marchpenu,
$bio

March of the Penguins [Model AGB-BQLE-USA] (c) 2006 DSI Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71562&o=2

$end


$gba=marchpen,
$bio

March of the Penguins [Model AGB-BQLP] (c) 2006 Zoo Digital Publishing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71561&o=2

$end


$info=mmaze,
$bio

Marchen Maze (c) 1988 Namco.

The player take control of a girl named Alice who walks over scrolling platforms, through nine different isometric worlds and she must knocks enemies over the edge with her bubble blower, while collecting various powerups along the way. Holding the fire button down generates bigger bubbles. The enemies attack shooting marbles at her, that can make she fall over the edge unless they are avoided or jumped over.

- TECHNICAL -

Namco System 1 hardware
Game ID : MM

Main CPU : 6809 (@ 1.536 Mhz)
Sub CPU : 6809 (@ 1.536 Mhz)
Sound CPU : 6809 (@ 1.536 Mhz)
MCU : HD63701 (@ 1.536 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.57958 Mhz), Namco advanced 8-channel stereo WSG, stereo DAC

Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.61 Hz
Palette colors : 24-bit RGB palette

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released on July 1988 in Japan.

Marchen Maze is based on the Alice in Wonderland story.

Victor Entertainment released a limited-edition soundtrack album for this game (Namco Video Game Graffiti Vol.5 - VDR-5300) on 21/08/1989.

- STAFF -

Game designers : NAK & Take
Designers : Take & MY & POP
Programmer : XVX
Data : NAK
Back ground music : S. Kobayashi
Alice's voices : E. Shitara
Sound : PXX

- PORTS -

* Consoles :
NEC PC-Engine (1990)

* Computers :
Sharp X68000 (1988)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1560&o=2

$end


$x68k_flop=marchen,
$bio

Marchen Maze (c) 1991 SPS [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87882&o=2

$end


$famicom_flop=marchen,
$bio

???????? (c) 1987 Sunsoft
(Marchen Veil)

Marchen veil is an adventure/action game by Sunsoft and System Sacom. A long time ago, people from Ferikusu could communicate with the gods and divine spirits. The king of the kingdom is now looking for a young man to marry his daughter, the royal princess. Many contendants are selected and a tournament is organized to decide of the new prince. However, before the end or the ceremony, an evil magician sends the last hero, the one the princess has fallen in love with, to an unknown and desolated world. He also quickly realizes that he fell under a terrible curse, and he has been turned into a weird creature. The only item he has left is a magic bracelet the princess gave him. The player takes control of the lost prince and his journey will take him back to where he came from, confront the evil magician and marry the princess he loves. Each stage starts with a short animation (called a "visual stage") which unfolds the story as the game progresses. The rest of the game follows a classic top-view action formula, where the hero defeats all kind of enemies with the help of his magic powers. Sometimes, special items can be found under tree logs or rocks.

- TECHNICAL -

Game ID: SSD-MVL

- TRIVIA -

Märchen Veil was released on March 03, 1987 in Japan for 3200 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65405&o=2

$end


$msx1_cass=marcians,
$bio

Marcianos (c) 1986 Manhattan Transfer

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94826&o=2

$end


$cdi=marcpolo,marcpolof,
$bio

Marco Polo (c) 1995 Philips Interactive Media, Incorporated.

From the Holy Land to China, from the foothills of the Himalayas to the outer reached of the Gobi Desert, relive the adventures of Marco Polo's travels along the Silk Route.

- TECHNICAL -

Model 810 0109

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52987&o=2

$end


$pc98=margarit,
$bio

Margarita (c) 1996 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90068&o=2

$end


$info=margmgc,marmagic,
$bio

Margarita Magic (c) 2000 Aristocrat.

- TECHNICAL -

Aristocrat MKV hardware.
Video resolution : 640x400

- TRIVIA -

Margarita Magic was released in July 2008.

A Margarita Magic unit is seen close up on the 'Bad Cop Bad Cop' episode, 'The Ex, Lies And Stick Tape'. It is also seen on other episodes of the series.

- SERIES -

1. Margarita Magic (2000)
2. Margarita Rose (2008)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11128&o=2

$end


$pc98=marginal,
$bio

Marginal Points (c) 1995 Lunar Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90069&o=2

$end


$nes=marisf3t,
$bio

Mari Street Fighter III Turbo (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84050&o=2

$end


$pc8801_flop=marichan,
$bio

Mari-chan Kiki Ippatsu (c) 1983 Enix, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92347&o=2

$end


$fm7_cass=kiki,
$bio

Mari-chan Kiki Ippatsu (c) 1983 Enix, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93757&o=2

$end


$saturn,sat_cart=maria,
$bio

Maria - Kimitachi ga Umareta Wake (c) 1997 Axela

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59395&o=2

$end


$saturn,sat_cart=mariahib,
$bio

Maria - Kimitachi ga Umareta Wake Hibaihin (c) 1997 Axela

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59396&o=2

$end


$cpc_cass=mariano,
$bio

Mariano the Dragon in Capers in Cityland (c) 2008 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98157&o=2

$end


$saturn,sat_cart=marica,
$bio

Marica Shinjitsu no Sekai (c) 1997 Victor Interactive Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59397&o=2

$end


$gbcolor=atelmari,
$bio

Marie no Atelier GB [Model DMG-A8MJ-JPN] (c) 2000 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68308&o=2

$end


$saturn,sat_cart=marie13,marie13b,marie13a,
$bio

Marie no Atelier Ver. 1.3 - Salburg no Renkinjutsushi (c) 1997 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59398&o=2

$end


$gba=atelmea,
$bio

Marie, Elie & Anis no Atelier - Soyokaze kara no Dengon [Model AGB-ANSJ-JPN] (c) 2003 Banpresto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71563&o=2

$end


$pc8801_flop=marikohe,
$bio

Mariko no Heya (c) 1987 Palcom Software, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92348&o=2

$end


$pc8801_flop=marikohs,
$bio

Mariko no Heya Sorekara (c) 1987 Palcom Software, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92349&o=2

$end


$pyuuta=marinadv,
$bio

Marine Adventure [Model 008E] (c) 1982 Tomy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101349&o=2

$end


$msx1_cart=marinbat,
$bio

Marine Battle [Model 000B0] (c) 1983 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77254&o=2

$end


$info=marineb,
$bio

Marine Boy (c) 1982 Orca.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.5 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 1

- TRIVIA -

Released in October 1982 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1561&o=2

$end


$x68k_flop=marinebs,
$bio

Marine Buster (c) 1993 Silky's [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87883&o=2

$end


$pc98=marineb,
$bio

Marine Buster (c) 1993 Silky's [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90070&o=2

$end


$info=marinedt,
$bio

Marine Date (c) 1981 Taito.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 2.5 Mhz)

Players : 2
Control : trackball
Buttons : 1

- TRIVIA -

Released in June 1981 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1562&o=2

$end


$pc98=marineph,
$bio

Marine Philt (c) 1993 Fairytale [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90071&o=2

$end


$a2600=marinwar,marinware,
$bio

Marine Wars (c) 1983 Konami Industry Company, Limited.

A world war is spreading out over the seas! Take aim at the enemy's battleships and fighters!!

1) This game consists of four consecutive scenes: a battle between battleships by day; a battle between battleships by night; a battle between fighters and battleships by day; and a battle between fighters and battleships by night. Each scene leads into the next as the previous scene clears.
* In scenes where battleships fight battleships, the scene will clear only after you have destroyed a set number of the enemy ships. If MTBs appear on the screen, the scene will clear when these have all gone.
* In scenes where fighters attack battleships, the scene will clear after a set number of fighter have appeared.

2) Each scene is counted as one pattern, and the pattern number of the game is displayed alternately with the score at the top right of the screen.

3) In the nighttime battle between battleships you cannot see the top row of enemy ships, but when a shell hits a ship and explodes, the screen will light up for four seconds and the ships will appear.

4) The joystick is used to move your battleship to the left and right, and to fire shells at the enemy ships and planes.
* If you fire a shell when your ship is moving, the shell will go in the opposite direction to where the ship is heading.

5) The enemy starts out with 9 battleships and 30 fighter aircraft. These numbers will increase as the scenes change according to the following formula:
Number of battleships: 9 + (N - 1) x 2
Number of fighters: 30 + (N - 1) x 2
N is the pattern number.

- TECHNICAL -

Model RC-102-X 02

- SCORING -

You score the following points each time you hit an enemy ship, which are then added to your total score:
Top row of battleships: 80 points.
Middle row of battleships: 70 points.
Bottom row of battleships: 60 points.
Enemy fighter: 80 points.
Enemy torpedo: 30 points.
Enemy bomb: 30 points.
Enemy MTB: 30 points.
Bonus score: 500 points.

* A bonus score of 500 points is added to your score each time you complete one scene.

* The maximum score is 999,999 points.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50672&o=2

$end


$a2600=marinefl,
$bio

Marineflieger - River Raid II (c) 1983 Quelle

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50673&o=2

$end


$info=mariner,
$bio

Mariner (c) 1981 Amenip.

An old horizontally scrolling shoot'em up with a vertically scrolling background. The player has to guide a submarine armed with torpedoes and missiles through five levels while fighting different underwater terrors. At the end of each area the boss-submarine appears.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.78975 Mhz)

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette colors : 114

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Mariner is known in US as "800 Fathoms".

When you run the game for the first time, all score ranking entries are set to 10000 pts.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1563&o=2

$end


$pc98=marines,
$bio

Marines - Gairom no Fuuin (c) 1994 Hervest [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90072&o=2

$end


$pc98=marinesp,
$bio

Marines Special Disk (c) 1994 Hervest [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90073&o=2

$end


$mc10=mario,
$bio

Mario (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87664&o=2

$end


$gba=marilsssu,marilsssud,
$bio

Mario & Luigi - Superstar Saga [Model AGB-A88E-USA] (c) 2003 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71565&o=2

$end


$gba=marilsss,
$bio

Mario & Luigi - Superstar Saga [Model AGB-A88P] (c) 2003 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71564&o=2

$end


$gba=marilsssj,
$bio

Mario & Luigi RPG [Model AGB-A88J-JPN] (c) 2003 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71566&o=2

$end


$nes=marioyos,
$bio

Mario & Yoshi (c) 1992 Nintendo [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55330&o=2

$end


$gameboy=marioyos,
$bio

Mario & Yoshi [Model DMG-YO-EUR] (c) 1992 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66413&o=2

$end


$nes=mario16,mario16a,mario16b,
$bio

Mario 16 (c) 19?? Unknown.

A pirate hack of "Joe & Mac - Caveman Ninja" featuring a Mario sprite as main character.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65174&o=2

$end


$megadriv=mario3,
$bio

Mario 3 - Vokrug Sveta (c) 199? Unknown.

Russian pirate game.

- TRIVIA -

The subtitle of this game translates from Russian as 'Around the Light'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56643&o=2

$end


$megadriv=mario4,
$bio

Mario 4 - Kosmicheskaya Odissyeya (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56644&o=2

$end


$info=andretti,andretti4,
$bio

Mario Andretti (c) 1995 Premier Technology Co.

- TECHNICAL -

Gottlieb System 3
Model Number : 747

- TRIVIA -

Mario Andretti was released in December 1995 in USA.

This was the last game designed by Jon Norris for Gottlieb.

1,120 units were produced.

Mario Gabriele Andretti (born February 28, 1940) is an Italian American former racecar driver, and one of the most successful Americans in the history of auto racing. He is one of only two drivers to win races in the 4 major motor racing categories : Formula One, IndyCar (USAC), World Sportscar Championship and NASCAR, the other being Dan Gurney. He also won races in midget cars, sprint cars and drag racing cars.

- STAFF -

Designer : Jon Norris
Artwork : Constantino Mitchell
Dots/Animation : Scott Melchionda

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5494&o=2

$end


$nes=maribaby,
$bio

Mario Baby ~ Bio Miracle Bokutte Upa (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84051&o=2

$end


$famicom_flop=mbobble,
$bio

Mario Bobble (c) 1989 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65397&o=2

$end


$cpc_cass=mario,
$bio

Mario Bros (c) 1987 Ocean Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98158&o=2

$end


$nes=marioh,
$bio

Mario Bros. (c) 1987 FMG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69289&o=2

$end


$a2600=marioz,
$bio

Mario Bros. (c) 19?? Zirok

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50675&o=2

$end


$x68k_flop=mario,
$bio

Mario Bros. (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88403&o=2

$end


$pc98=mariosp,
$bio

Mario Bros. Special (c) 1984 Hudson Soft [Hudson Group].

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48536&o=2

$end


$pc8801_cass=mariosp,
$bio

Mario Bros. Special (c) 1984 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91246&o=2

$end


$pc8801_flop=mariosp,
$bio

Mario Bros. Special (c) 1984 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92350&o=2

$end


$fm7_cass=mariosp,
$bio

Mario Bros. Special (c) 1984 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93758&o=2

$end


$x1_cass=mariosp,
$bio

Mario Bros. Special (c) 1985 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86249&o=2

$end


$nes=mariocs,
$bio

Mario Bros. [Classic Series] (c) 1993 Nintendo.

Re-issue of "Mario Bros. [Model NES-MA]" released in Europe only.

- TECHNICAL -

Cartridge ID: NES-MC-NOE

- TRIVIA -

Mario Bros. Classic Series was released on April 13, 1993 in Europe.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55331&o=2

$end


$gba=f_mario,
$bio

Mario Bros. (c) 2004 Nintendo.

- TECHNICAL -

[Model AGB-FMBJ-JPN]
[Famicom Mini No. 11]

- TRIVIA -

Released on May 21, 2004 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48124&o=2

$end


$a2600=marioe,
$bio

Mario Bros. (c) 1988 Atari Corp.

Export release. See 1983's "Mario Bros. [Model CX2697]" for more information about the game itself.

- TECHNICAL -

Model CX2697P

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50562&o=2

$end


$a2600=mario,
$bio

Mario Bros. (c) 1983 Atari, Incorporated.

Mario the carpenter and his brother Luigi are hopping mad! The water pipes in their house are blocked with nests of crawling creatures. If the two brothers can't get rid of them they'll never take a bath again!

Your task is to help Mario and Luigi knock the pipe pests off floors and  into a puddle of water below.  Each time a pest is knocked off, you earn  points; when all the pests are knocked off, the next round begins.  You start the game with five lives, and earn additional lives every 20,000 points.

To jump from floor to floor, press the controller button while Mario or Luigi is running to the right or left.  To jump straight up, press the button when Mario or Luigi is standing still.

- TECHNICAL -

Model CX2697

- TRIVIA -

Export releases:
PAL "Mario Bros. [Model CX2697P]"

- TIPS AND TRICKS -

* Use your POW switch when there is more than one pest on the screen.

* Watch out for the last pest on the screen--it will speed up and be much harder to punch.

* Try to hit a Sidestepper two times as quickly as possible. If you're fast, you can flip it over before it scurries off to a different level.

* Learn the fastest routs to pick up coins during a coin phase

* You'll earn more points for kicking rather than punching Slipice. Slipice always stops on the lowest unfrozen floor. Wait for him to stop, then kick him off before he freezes the floor.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50674&o=2

$end


$a5200=mario,
$bio

Mario Bros. (c) 1983 Atari, Incorporated.

Mario the carpenter and his brother Luigi are hopping mad! The water pipes in their house are blocked with crawling creatures. If the two brothers can't get rid of them, they'll never take a bath again!

Your task is to help Mario and Luigi knock the pipe pests off the floors and into a puddle of water below. Each time a pest is knocked off, you earn points; when all the pests are knocked off, the next round begins. You start the game with six lives, and earn one additional life at 20,000 points.

- TECHNICAL -

Model CX5247

- SCORING -

Flipping a pest: 10
Kicking a pest off the floor: 800
Hitting Slipice: 500
Hitting an Orange Fireball: 1000
Hitting a Gold Fireball: 200
Bonus Coin: 800
Collecting all Bonus Coins (1st phase): 5000
Collecting all Bonus Coins (2nd phase+): 8000

- TIPS AND TRICKS -

* Use your POW switch when there's one more than one pest on the screen.

* Watch out for the last pest on the screen--it will speed up and be much harder to punch.

* Try to hit a Sidestepper two times as quickly as possible. If you're fast, you can flip it over before it scurries off to a different level.

* Learn the fastest route to pick up coins during a coin phase.

- STAFF -

Programmer: Bob Merrell

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50059&o=2

$end


$a7800=mario,mariou,
$bio

Mario Bros. [Model CX7850] (c) 1988 Atari Corp. [Sunnyvale, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50150&o=2

$end


$nes=mario,mario1,
$bio

Mario Bros. (c) 1986 Nintendo.

Export release.

Text from this version:
You'll need lightning-fast reactions to get out of this pipeline adventure alive!
Mario and Luigi are doing some underground plumbing when all sorts of weird creatures come flying out of the pipes. Turtles, crabs - even fighterflies - attack the helpless Mario Bros. It's up to you to kick, punch and knock out these sewer pests before time runs out! But beware. Just when you think you got rid of them, they come back for more! Play against the computer, or with a friend - either way, this is one underground classic you'll want to play time and time again!

- TECHNICAL -

Cartridge ID: NES-MA

- TRIVIA -

Even if the title screen says 1983, Mario Bros. for NES was released in June 1986 in North America and on September 1, 1986 in Europe.

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [US] (November 19, 2006) [Model FAFE] 
Nintendo Wii [Virtual Console] [EU] [AU] (December 8, 2006) [Model FAFP] 
Nintendo Wii U [Virtual Console] [EU] [AU] (June 20, 2013) [Model FAEP] 
Nintendo Wii U [Virtual Console] [US] (June 20, 2013) [Model FAEE] 

* Handhelds : 
Nintendo Game Boy Advance [US] (November 11, 2002) e-Reader series [Model PES-MAA1] 
Nintendo 3DS [Virtual Console] [EU] [AU] (January 9, 2014) [Model TB7P] 
Nintendo 3DS [Virtual Console] [US] (January 30, 2014) [Model TB7E]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55332&o=2

$end


$info=pc_mario,
$bio

Mario Bros. (c) 1986 Nintendo.

PlayChoice-10 version. For more information about the game itself, please see the original NES version.

- TECHNICAL -

Nintendo PlayChoice-10 hardware
Game ID : MA

Main CPU : Zilog Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz)
Sound Chips : Zetex N2A03 (@ 1.789772 Mhz), DAC

Players : 2
Control : 8-way joystick
Buttons : 2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1807&o=2

$end


$xegs=mario,
$bio

Mario Bros. [Model RX8103] (c) 1988 Atari Corp. [Sunnyvale, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51246&o=2

$end


$info=mario,marioo,marioe,
$bio

Mario Bros. (c) 1983 Nintendo of America, Incorporated.

North American version. For more information about the game itself, please see the original Japanese version entry; "Mario Bros. [No. TMA1-UP]".

- TECHNICAL -

Game No. TMA1-UP-US

- TRIVIA -

Mario Bros. was released in May 1983 in North America.

- PORTS -

NOTE: Only ports released in North America are listed here. For ports released in other regions, please see the original Japanese version entry; "Mario Bros. [No. TMA1-UP]".

* Consoles : 
Atari 2600 [US] (1983) "Mario Bros. [Model CX2697]" 
Atari 5200 [US] (1983) "Mario Bros. [Model CX5247]" 
Nintendo NES [US] (June 1986) "Mario Bros. [Model NES-MA]" 
Atari 7800 [US] (1987) "Mario Bros. [Model CX7850]" 
Atari XEGS 

* Computers : 
Apple II [US] (1984) 
Commodore C64 [US] (1984)
Atari 800 [US] (1989) "Mario Bros. [Model RX8103]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57554&o=2

$end


$info=marioj,mariobl,
$bio

Mario Bros. (c) 1983 Nintendo.

Mario Bros. is a superb, single-screen platform game in which the legendary "Mario Bros.", Mario and Luigi, must try to rid each level of a number of pests that have infested the waterworks : Shellcreepers (turtles), Sidesteppers (crabs that need to be hit twice) and Fighterflies (flies that can only be attacked when they touch a platform).

Players can jump upwards to hit the platform above them, which will 'flip' any enemies on the above platform onto their backs. The prone enemies can then be kicked into the water to remove them. A 'POW' button also appears on a number of screen; this can be 'butted' by a player, causing all on-screen enemies to flip onto their backs; as well as destroying any enemy fireballs that may be around. Each POW can only be used a maximum of three times. 

As well as the game's enemies, players are also hampered by the huge amount of inertia that comes into play when controlling Mario or Luigi. This is due to the low degree of traction that exists between the Mario brothers and the platforms. On later phases, ice appears on the platforms reducing the amount of traction even further. As the game progresses, water droplets hang below the platforms and freeze into deadly icicles, which will eventually break off and fall.

- TECHNICAL -

Game No. TMA1-UP

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound CPU : I8039 (@ 730 Khz)
Sound Chips : DAC

Players : 2
Control : 2-way joystick (LEFT, RIGHT)
Buttons : 1 (JUMP)

- TRIVIA -

Mario Bros. was released in March 1983 in Japan. 

Shigeru Miyamoto was inspired to make "Mario Bros." a two-player game after seeing Williams' 1982 platform game, "Joust". This would in turn lead to the creation of Mario's brother, Luigi. 

Mario Bros. was the first platform game designed entirely around its eponymous hero, Mario, and his brother, Luigi. Although the plumber had, of course, been featured in the first two games in the legendary "Donkey Kong" series, the game's simple-yet-involving gameplay only hinted at the greatness that was to follow for both Mario and Nintendo itself. 

The Mario character would soon become Nintendo's mascot; and while the plumber's arcade outings would be few and far between, Mario would prove to be at the cornerstone of the massive critical and commercial success Nintendo would subsequently enjoy. The "Mario Bros." arcade game also saw the introduction of Mario's brother Luigi, named after a pizzeria that was situated near the then-new Washington headquarters of Nintendo of America, called "Mario and Luigi's". 

Despite being released at the time of the infamous videogame industry collapse of 1983, when smaller arcade companies, such as Centuri (U.S. manufacturer of titles such as "Gyruss", "Pleiades", "Phoenix" and "Time Pilot"), simply went out of business, and even industry giants such as Atari, Konami and Taito, saw a drastic reduction in arcade revenue, Mario Bros. was a huge success and would provide a firm foundation for Nintendo to make a move into the home console market for which they are now known. 

The musical introduction at the beginning of the game is the first movement of Mozart's "Eine Kleine Nachtmusik". 

A variation of the game was featured in the NES/Famicom title "Super Mario Bros. 3" as the two-player Battle Mode, accessed when both brothers occupy the same spot on the world map.

An updated version of the game was featured in all four volumes of "Super Mario Advance" for the Game Boy Advance, under the title "Mario Bros. Classic". 

The stage layout for Mario Bros. is used as an unlockable stage in "Super Smash Bros. Brawl" for the Nintendo Wii. 

Default high score table : 
RANK SCORE NAME 
1ST 012000 AKI 
2ND 009000 CHI 
3RD 008000 SEI 
4TH 005400 NAO 
5TH 003200 IYO 

Perry Rodgers holds the official record for this game with 3,481,550 points. 

A Mario Bros. units appears in the 1986 movie 'Over the Top'. 

On December 9, 2003, the Hollywood Wax Museum announced the first ever video game character to ever be put to wax : Mario.

Known bootleg/hack releases : 
"Masao"
"Pest Place"

- UPDATES -

The Japanese version features an extra life every 30,000 points, compared with only one free life per game in the English version. 

The Japanese version features three all-Shellcreeper phases before the first Bonus Phase, instead of two. In the English version, you have to kick off three Shellcreepers in Phase 1, and six in Phase 2. In the Japanese version, you have to take care of three Shellcreepers in Phase 1, four in Phase 2, and six in Phase 3.

- SCORING -

Scoring in this game is relatively simple. It is based on how many critters you knock off the ledges : 
Shellcreeper : 800 points 
Sidestepper : 800 points 
Fighterfly : 800 points 

Knocking over an enemy : 10 points 

The above scores are for knocking only one critter off the ledge. If you knock off two in a row, you get 1,600 points. Three nets you 2,400 points while knocking four or more off in a row garners you 3,200 points. 

You also get points for things other than the above : 
Slipice : 500 points 
Coin : 800 points 
Red Fireball : 1,000 points 
Blue Fireball : 200 points 

In addition to getting points for the above, you also can get points during the Bonus Phases : 
1) You get 800 points x the number of coins you gather. 
2) If you get all ten coins, you get 5,000 points in the first Bonus Phase and 8,000 points for each Bonus Phase thereafter.

- TIPS AND TRICKS -

* When you start a game, you will be in the middle almost under the POW button. Your job is to go after the critters entering from the upper left or right pipe. Learn how to jump not only up, but also sideways. The platforms don't have a lot of room for jumping straight up. You need to learn how to jump sideways so you can quickly make it to the next platform. This is both for running and standing still. 

* Know how each of the critters moves and what their behavior is. You can use this knowledge to your advantage. For example, an easy way to take care of Sidesteppers is as follows (assume that critter is moving left. Do the opposite of what is stated below if the critter is moving right) : 
1) When they are just to the right of Mario or Luigi, jump up and hit the platform. This will make the Sidestepper mad and it will move left again. 
2) Right when it passes over, hit it again. This will launch it up and make it drop to the next platform for easy pickings. 

* As often as possible, try to kill critters in groups. Any critter killed is worth 800 points (plus the 800 point bonus coin). If you kill two critters in a short time (approx 1 second), the first is still only worth 800, but the second critter is worth 1,600 points, not just 800. For three critters, the points are 800-1,600-2,400. For four critters, the points are 800-1,600-2,400-3,200. The point value for a killed critter is never more than 3,200. So if you were to kill 5 at once, the fourth and fifth critters would both be worth 3,200. 

* Also remember that unlike the fireballs, the critters can wrap around the screen. So if one disappears off the left edge, be prepared for it to reappear on the right edge. 

* Use the POW button conservatively. You only get three uses before it disappears, so plan those uses wisely. The best time to use the POW is when a lot of critters are on the screen at one time. In addition, make sure they are close to the bottom when you flip them over or you may not have time to knock them off the upper platforms. The POW button is fully restored at the start of the second and subsequent Bonus Phases. 

* After you flip a critter over, you have about five seconds to knock it off the platform. If you fail to do this, it will change color and speed up. 

* If the last critter in a phase is a Shellcreeper or a Sidestepper, it will automatically go to its fastest pace; if it is a Fighterfly, it will continue at its current pace. 

* Learn how the critters move. If they bump into each other, a coin, or Slipice, they will reverse direction. You can work this to your advantage by trapping some critters between two flipped over critters. Again, be quick or they will recover and be faster. 

* Coins can be collected by either grabbing them or by hitting them from under the platform they are traveling on. 

* Things such as the Fighterfly, Red Fireball, and Green Fireball must be hit when they are in contact with the platform. This can make these things a challenge especially when there are other things harassing you. 

* Speaking of the fireballs, some players hunt them for extra points. There are some things to keep in mind : 
1) The more times you knock off the Red Fireball, the faster it gets. 
2) You can escape off either edge to escape the fireballs. They cannot wrap around the screen. 
3) As you get into the later phases, the Green Fireballs appear much quicker so you must be ready to get out of their way. 
4) Only one Green Fireball will be active at a time, however, when one ends the other can immediately begin. 

* If you get killed, you will be placed on a platform above the first gap. You have ten seconds of invincibility before the platform disappears and puts you in the thick of things. Plan your re-entry carefully. 

* The Bonus Phases appear at Phase 3, Phase 8, and every 7 phases thereafter (for the Japanese version, add 1 to the phase number), and are pretty easy once you get a pattern down. In the first Bonus Phase, you will have 20 seconds to get the ten bonus coins. However, in later Bonus Phases, you will only have 15 seconds. 

* The later phases become challenging because not only do you have critters to deal with, but after the second Bonus Phase, Slipice will appear in search of a location to plant itself and freeze a platform. Until it manages to completely freeze the platform, the brothers may interrupt it and punch it from underneath. The platform will only remain frozen if Slipice has been given enough time to do its work. After the third Bonus Phase, Icicles begin to form on the underside of the highest platform and the pipes that sit above it. They will fall down from the upper platform and pipes to add to the hazards you already have to deal with. Using the POW button will knock them down before they do any damage. 

* When you are playing a two-player game, both Mario and Luigi are on the screen at the same time. (In a one-player game, Mario is on his own.) It is up to the players as to whether they wish to cooperate or turn it into a death match.

- SERIES -

1. Mario Bros. [No. TMA1-UP] (1983) 
2. Super Mario Bros. [Model HVC-SM] (1985, Famicom) 
3. Super Mario Bros. 2 [Model FMC-SMB] (1986, Famicom) 
4. Super Mario Bros. 3 [Model HVC-UM] (1988, Famicom)
5. Super Mario Land [Model DMG-MLA] (1989, Game Boy) 
6. Super Mario World - Super Mario Bros. 4 [Model SHVC-MW] (1991, Super Famicom) 
7. Super Mario Land 2 - 6-tsu no Kinka [Model DMG-L6J] (1992,Game Boy) 
8. Wario Land - Super Mario Land 3 [Model DMG-WJA] (1993, Game Boy) 
9. Super Mario - Yossy Island [Model SHVC-YI] (1995, Super Famicom) 
10. Super Mario 64 (1997, Nintendo 64) 
11. Super Mario Sunshine (2002, Gamecube) 
12. Yoshi's Island DS (2006, DS) 
13. New Super Mario Bros. (2006, DS) 
14. Super Mario Galaxy (2007, Wii) 
15. New Super Mario Bros. Wii [Model RVL-SMNJ-JPN] (2009, Wii) 
16. Super Mario Galaxy 2 (2010, Wii) 
17. Super Mario 3D Land (2011, 3DS) 
18. New Super Mario Bros. 2 (2012, DS) 
19. New Super Mario Bros. U (2012, Wii U)
20. New Super Luigi U (2013, Wii U)
21. Super Mario 3D World (2013, Wii U)

- STAFF -

Designed & programmed by : Shigeru Miyamoto
Music by : Hirokazu Tanaka
Produced by : Gunpei Yokoi

- PORTS -

NOTE: For ports released in North America, please see the North American version entry; "Mario Bros. [No. TMA1-UP-US]".

* Consoles : 
Nintendo Famicom [JP] (September 9, 1983) "Mario Bros. [Model HVC-MA]"
Nintendo NES [EU] (September 1, 1986) "Mario Bros. [Model NES-MA]"
Nintendo NES [EU] (1993) "Mario Bros. [Classic Series] [Model NES-MC-NOE]"

* Computers : 
NEC PC-8801 [JP] (1984) "Mario Bros. Special" 
NEC PC-8801 [JP] (1984) "Punch Ball Mario Bros" : featuring small balls of colors red or green that Mario and Luigi can kick into the enemies to stun them instead of hitting them from below. 
Commodore C64 [EU] (1984) 
Commodore C64 [EU] (1987) 
Amstrad CPC [EU] (1987) 
Sinclair ZX Spectrum [EU] (1987)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1564&o=2

$end


$vboy=mariocla,
$bio

Mario Clash (c) 1995 Nintendo Co., Ltd.

Mario finds himself pitted against a host of evil and nasty enemies. You must help him outwit the Spikes, Para-Goombahs, and other beasts and evils that lurk inside a tower that reaches to the clouds. After stunning a Koopa, he uses it as ammo against his enemies! The attack is relentless!

But watch out, there are also creatures made of fire and ice that must be avoided -- hazards at every turn. Even the narrow ledges on which Mario teeters and the pipes he races through must be traversed with caution!

The pace gets hotter at each level, and the action jumps right out at you! Hold on! This 3-D Virtual Boy game offers a white-knuckled adventure that will keep you on the edge of your seat!

- TECHNICAL -

Model VUE-VMCJ-JPN

- TRIVIA -

Relesed on September 28, 1995 in Japan for 4,900 yens.

Reviews:
[JP] Famitsu (October 13, 1995): 24/40
[JP] VB Guide: 40.5/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82368&o=2

$end


$gbcolor=mariofam,
$bio

Mario Family [Model CGB-BJMJ-JPN] (c) 2001 Jaguar [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68309&o=2

$end


$nes=mariofg3,
$bio

Mario Fighter III - The World Warrior (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84052&o=2

$end


$n64=marioglf,marioglfu,
$bio

Mario Golf (c) 1999 Nintendo [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57811&o=2

$end


$gba=marioglfu,
$bio

Mario Golf - Advance Tour [Model AGB-BMGE-USA] (c) 2004 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71569&o=2

$end


$gba=marioglf,marioglff,marioglfg,marioglfi,marioglfs,
$bio

Mario Golf - Advance Tour [Model AGB-BMGP] (c) 2004 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71568&o=2

$end


$gba=marioglfa,
$bio

Mario Golf - Advance Tour [Model AGB-BMGU-AUS] (c) 2004 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71567&o=2

$end


$gba=marioglfj,
$bio

Mario Golf - GBA Tour [Model AGB-BMGJ-JPN] (c) 2004 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71570&o=2

$end


$n64=marioglfj1,marioglfj,
$bio

Mario Golf 64 (c) 1999 Nintendo.

Get Into the Swing!

Tee off with Mario and friends in the most entertaining golf game ever to hit the Nintendo 64 system! Taunt your opponents to break their concentration, place bets in multi-player games and see replays of your best shots. View the detailed terrain from multiple camera angles and earn Experience Points to get to the next course. With 10 different play modes, 6 championship courses and up to 14 characters, golf has never been this much fun!

Play 10 different modes, including Tournament, Speed Golf, Ring Shot and even Mini-Golf by choosing from over 14 unique characters such as Mario, Luigi, Peach, Yoshi, and Wario - each with their own power and swing style with easy-to-learn gameplay that makes Mario Golf fun for all ages!

- TECHNICAL -

Cartridge ID: NUS-NMFJ

- TRIVIA -

Developed by Camelot Software Planning and published by Nintendo.

Features Transfer Pak compability with the Game Boy Color version of Mario Golf. Players are able to upload characters and data found on the Game Boy Color to the Nintendo 64 version.

- TIPS AND TRICKS -

To unlock all characters, enter the following code when the words 'Press Start' appear on the screen: Down, Down, Left, Left, Left, Right, Right, Right (with Controller Pad), C-Down, C-Down, C-Left, C-Left, C-Left, C-Right, C-Right, C-Right.

- PORTS -

Re-released on the Wii's Virtual Console service in Japan on September 30, 2008, in North America on October 6, 2008, and in Europe and Australia on January 23, 2009.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57812&o=2

$end


$gbcolor=marioglfj,
$bio

Mario Golf GB [Model CGB-AWXJ-JPN] (c) 1999 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68312&o=2

$end


$gbcolor=marioglfu,
$bio

Mario Golf [Model CGB-AWXE-USA] (c) 1999 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68311&o=2

$end


$gbcolor=marioglf,
$bio

Mario Golf [Model CGB-AWXP-EUR] (c) 1999 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68310&o=2

$end


$nes=mariomis,mariomisu,
$bio

Mario is Missing! (c) 1993 The Software Toolworks

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55333&o=2

$end


$snes=mariomisu,
$bio

Mario is Missing! [Model SNS-MU-USA] (c) 1993 Software Toolworks, The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63220&o=2

$end


$snes=mariomis,mariomisf,
$bio

Mario is Missing! [Model SNSP-MU-EUR] (c) 1993 Software Toolworks, The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63218&o=2

$end


$snes=mariomisg,
$bio

Mario is Missing! [Model SNSP-MU-NOE] (c) 1993 Software Toolworks, The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63219&o=2

$end


$info=ep_mkart,ep_mkarta,ep_mkartb,ep_mkartc,ep_mkartd,ep_mkarte,
$bio

Mario Kart (c) 1999 Maygay.

- TRIVIA -

Mario Kart was released in July 1999 in UK.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40867&o=2

$end


$gba=mariokrtu,
$bio

Mario Kart - Super Circuit [Model AGB-AMKE-USA] (c) 2001 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71572&o=2

$end


$gba=mariokrt,
$bio

Mario Kart - Super Circuit [Model AGB-AMKP] (c) 2001 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71571&o=2

$end


$n64=mariokrt1,mariokrt,mariokrtu,
$bio

Mario Kart 64 (c) 1997 Nintendo [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57813&o=2

$end


$n64=mariokrtj1,mariokrtj,
$bio

Mario Kart 64 (c) 1996 Nintendo.

Three... Two... One... GO! The signal light changes and you drop the pedal to the metal. Take on up to three friends in the split-screen VS games, or race solo in the Mario GP. Tell your friends to bring it on in the highly competitive Battle mode. Advanced features allows you to race with your "Ghost". The driving data for your best run appears as a transparent character on the screen. No longer must you simply race against the clock - you can actually race against yourself.

Everyone's favorite characters are back and gorgeously rendered, including two new additions: Donkey Kong and Wario. Save your hottest Ghost data to a portable N64 Controller Pack and collect multiple power-up items! Twenty different courses include 4 Cups with 4 Courses each and 4 special Battle Mode courses!

- TECHNICAL -

Cartridge ID: NUS-NKTJ

- TRIVIA -

Successor of Super Mario Kart for the Super Famicom. Second in the Mario Kart series.

Mario Kart 64 was released on December 14, 1996. It was then released in 1997 for North America and Europe.

Changes from Super Mario Kart include the move to 3D computer graphics and four-player support. 3D graphics allowed for track features not possible before such as changes in elevation, bridges, walls, and pits.

One of the first games in the series to feature Charles Martinet as the voice of both Luigi and Wario.

The game was originally called Super Mario Kart R when it began development in 1995. It was intended to be a launch game for the Nintendo 64. A prototype version featured the Feather item from Super Mario Kart and Kamek (Magikoopa) as a playable character which was replaced with Donkey Kong in the final game.

Driving controls were designed to be similar to operating a radio-controlled car.

According to game director Hideki Konno, rendering the characters in 3D was not impossible, but the limited processing power of the console would not have allowed all eight characters to appear on the screen at the same time.

Rare Ltd., who developed the Donkey Kong Country games, provided the character model for Donkey Kong.

Placed 17th in Official Nintendo Magazine's 100 greatest Nintendo games of all time.

Mario Kart 64 sold 2.24 million copies in Japan and approximately 5.5 million copies in the United States. It was reported in 2009 that the game had sold over nine million copies worldwide.

- TIPS AND TRICKS -

Get the gold trophy in the 150cc Special Cup to see the credits and alter the title screen image. This also access the Extra courses.

To race against these ghosts, you must beat the times listed here:
Luigi Raceway: 1'52''00
Mario Raceway: 1'30''00
Royal Raceway: 2'40''00

- PORTS -

* Consoles :
Released for the Wii Virtual Console in January 2007.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57814&o=2

$end


$gba=mariokrtj,
$bio

Mario Kart Advance [Model AGB-AMKJ-JPN] (c) 2001 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71573&o=2

$end


$info=mkartagp,
$bio

Mario Kart Arcade GP (c) 2005 Namco, Limited.

The great classic racing game Mario kart series comes to the arcade, with excellent graphics, new characters and options of personalisation, also includes six stages divided into 24 tracks and all kinds of power ups items to increase speed or confuse and take out his opponents off the track, accelerating hard to win this fantastic race!

- TECHNICAL -

The cabinet includes a camera which allows the player to take a photo and put it over its kart for multiplayer games.

Dedicated 2-Player dimensions : 76'' H x 70'' W x 63'' D.

Runs on the Sega's "Triforce" hardware.

- TRIVIA -

This game was shown at the 43rd Amusement Machine Show 2005 in Tokyo Japan.

Released in December 2005 in Japan.

Even though this game is based on the Mario Kart series, Namco's "Pac-Man", "Ms. Pac-Man", and Blinky (ghost) are playable characters in this arcade adaptation of this popular Nintendo franchise / Super Mario Bros. spinoff.

This game carries the AAMA rating : Suitable For Players Of All Ages.

Most of the game's sound effects came from Nintendo GameCube's "Mario Kart - Double Dash?"

- TIPS AND TRICKS -

* Starting Boost : During the countdown from 3..2...1... GO!
Step on the gas pedal as soon as GO! appears. This will give you the initial startup boost.

* Don't slip! : If you slip on a banana, and are about to spin out, hit the brakes. You will stop (not spin out), a music note inside a balloon will appear next to your driver, and you will have saved yourself a lot of time.

* 150cc Golden Kart Time Attack : First complete the first 2 rounds of story mode to unlock the 150cc Kart and then during the screen selection for the Story Mode or Time Attack, move the wheel to the Time Attack screen and press the red button on the right. The TA changes from 50cc to 150cc mode.

- SERIES -

1. Super Mario Kart (1992, Super Famicom)
2. Mario Kart 64 (1997, N64)
3. Mario Kart Advance (2001, GBA)
4. Mario Kart - Double Dash!! (2003, GameCube)
5. Mario Kart Arcade GP (2005, Arcade)
6. Mario Kart DS (2005, DS)
7. Mario Kart Arcade GP 2 (2007, Arcade)
8. Mario Kart Wii (2008, Wii)
9. Mario Kart 7 (2011, 3DS)
10. Mario Kart Arcade GP DX (2013, Arcade)
11. Mario Kart 8 (2014, Wii U)

- STAFF -

Director : Noriko Mimura

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4188&o=2

$end


$info=mkartag2,mkartag2a,
$bio

Mario Kart Arcade GP 2 (c) 2007 Namco Bandai.

This sequel to Mario Kart Arcade GP adds new characters Waluigi (from Nintendo) and Tamagotchi (from Bandai), new items, new courses, improved 'NamCam' functionality, and announcer commentary.

- TECHNICAL -

Runs on the Sega's "Triforce" hardware.

- TRIVIA -

Released in March 2007 in Japan.

This game features the first 'crossover' between the Namco and Bandai portions of the new combined company, known as Namco Bandai.

- UPDATES -

The Japanese version of the game features color commentary by the prominent Japanese voice actor and on-screen personality, K?ichi Yamadera.

- SERIES -

1. Super Mario Kart (1992, Super Famicom)
2. Mario Kart 64 (1997, N64)
3. Mario Kart Advance (2001, GBA)
4. Mario Kart - Double Dash!! (2003, GameCube)
5. Mario Kart Arcade GP (2005, Arcade)
6. Mario Kart DS (2005, DS)
7. Mario Kart Arcade GP 2 (2007, Arcade)
8. Mario Kart Wii (2008, Wii)
9. Mario Kart 7 (2011, 3DS)
10. Mario Kart Arcade GP DX (2013, Arcade)
11. Mario Kart 8 (2014, Wii U)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11323&o=2

$end


$info=mt_mlh,
$bio

Mario Lemieux Hockey (c) 1991 Sega.

A hockey game.

- TECHNICAL -

Runs on the "Mega-Tech System" hardware.
Cartridge ID: 610-0239-59

- TRIVIA -

Mario Lemieux (born October 5, 1965) is a retired professional ice hockey centre who played 17 seasons for the Pittsburgh Penguins of the National Hockey League (NHL) between 1984 and 2005. He is currently the Penguins' principal owner and chairman of the board, having bought the team out of bankruptcy in 1999.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5805&o=2

$end


$n64=mariopho,
$bio

Mario no Photopie [Model NUS-NMPJ] (c) 1998 Tokyo Electron

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57824&o=2

$end


$gameboy=mariopicj,
$bio

Mario no Picross (c) 1995 Nintendo Company, Limited.

- TECHNICAL -

[Model DMG-APCJ-JPN]

- TRIVIA -

Released on March 14, 1995 in Japan.

- STAFF -

Music composer: Toshiyuki Ueno

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66415&o=2

$end


$snes=mariopic,
$bio

Mario no Super Picross [Model SHVC-ACXJ-JPN] (c) 1995 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61789&o=2

$end


$snes=mariopntu,mariopntup,
$bio

Mario Paint (c) 1992 Nintendo Company, Limited.

- TECHNICAL -

Model SHVC-MP

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61788&o=2

$end


$snes=mariopnt,mariopntup,
$bio

Mario Paint [Model SNSP-MP-NOE] (c) 1992 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63217&o=2

$end


$n64=mariopar,marioparu,
$bio

Mario Party (c) 1999 Nintendo.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57815&o=2

$end


$n64=mariopr2,mariopr2u,
$bio

Mario Party 2 (c) 2000 Nintendo [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57817&o=2

$end


$n64=mariopr2j,
$bio

Mario Party 2 (c) 1999 Nintendo.

The best party game ever just got better!

Mario and the gang are back for another round of Koopa-bashin' party action! Watch as your favorite Nintendo characters don different duds for each of the five all-new Adventure Boards! A slew of new tricks and devices bring new levels of excitement to board game play. New board maps, new Mini-Games, new action and new surprises mean a whole new batch of fun! Get ready to unleash your best Hip Drops, hammer swings and high-flying high jinks for another round of frenzied multi-player action!

Up to four players can take on the challenges of five new Adventure Boards and 64 new and updated Mini-Games with Mario, Luigi, Yoshi, DK, Wario, and Peach who join the costume party dressing as pirates, cowboys, astronauts and more! Prove your Mini-Game might in three modes of Mini-Game Stadium and in new Battle Mini-Games, Item Mini-Games, and two-player Duel Mini-Games!

- TECHNICAL -

Cartridge ID: NUS-NMWJ

- TRIVIA -

First released in Japan on December 17, 1999 and in other regions in 2000.

The last Mario Party game to feature the original six playable characters, the last game to have Luigi's, Peach's, and Wario's voice from the previous game and the Japanese Mario Kart 64, and also the last game (until Mario Party 9) where a Mushroom Kingdom Toad (Kinopio) is the host of the game.

- TIPS AND TRICKS -

Play each of the five boards at least once to access Koopa Land.

Beat Koopa Land and watch the credits to unlock the Credits Machine at the laboratory.

Buy three mini-games of each normal type (4 player, 2-on-2, 1-on-3) from Woody to unlock the Mini-Game Stadium.

Buy all of the 4 Player mini-games from Woody to get the Dungeon Dash mini-game.

Buy all the current mini-games off of Woody to unlock the Mini-Game Coaster. Clear the Normal course to be able to buy Item mini-games off of Woody and unlock the Hard course. Clear the Hard course to be able to buy Battle mini-games off of Woody.

Buy all Item mini-games to unlock the Rainbow Run mini-game. Buy all of the mini-games to unlock Driver's Ed.

- STAFF -

Developed by Hudson Soft and published by Nintendo.

- PORTS -

* Consoles :
Released on the Wii as a downloadable Virtual Console title in 2010.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57818&o=2

$end


$n64=mariopr3,mariopr3u,
$bio

Mario Party 3 (c) 2001 Nintendo [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57819&o=2

$end


$n64=mariopr3j,
$bio

Mario Party 3 (c) 2000 Nintendo.

Party all night long!

Mario and friends are throwing a party, and you're invited. It's their biggest bash yet, with seventy totally new Mini-Games and five brand new adventure boards. You'll be the life of the party as you punch, pound and stampede right over your opponents in a multiplayer melee or go head-to-head in the new two-player duel mode. You can even unlock new characters in the one player challenge. With so much fun and excitement, this is a bash you'll just have to crash!

With 70 ALL-NEW Mini-Games - Pelt your friends with snowballs atop Snowball Summit, keep them guessing in Hide & Sneak or bury them in a pile of garbage blocks at Mario's Puzzle Party, get ready for even more tricky tactics, silly surprises and frantic four-player fun! It's a battle of wits in the new two-player duel mode, use hired help like Kuribo, Nokonoko, Whomp and Wanwan as you try to outmaneuver and attack your opponent on five different boards, the last one standing wins the match.

Fashionably late, but unruly as ever, Waluigi finally joins Yoshi, DK, Wario and the rest to raise the roof and rock the house! Also starring Mario, Luigi, Peach, and Daisy.

- TECHNICAL -

Cartridge ID: NUS-NMVJ

- TRIVIA -

Released in Japan on December 7, 2000. It was also released on May 7, 2001 in North America, September 3, 2001 in Australia and finally November 16, 2001 as the final PAL-region game of the system.

First Mario Party game to have multiple save slots. Also the first to feature Daisy and Waluigi as playable characters.

The first Mario Party game to feature the main voice of Luigi, Peach and Wario.

The last Mario game where Daisy appears in a yellow and white dress and with long brown hair, tan skin, and red crown. Also the last game in which Peach uses her classic main dress and where Yoshi uses his old voice.

This was the final Mario game for the Nintendo 64.

This game won the Console Family Award from the Academy of Interactive Arts & Sciences in 2002.

- TIPS AND TRICKS -

To unlock Stardust Battle, clear the Story Mode. To reveal Dizzy Dinghies, play every non-secret mini-game. To access Mario's Puzzle Party Pro, get 1000 coins in Game Guy's Room.

Beat Waluigi's Island and Backtrack in the Story Mode to unlock them for Battle Royal and Duel Mode, respectively.

To become the Miracle Star and unlock Game Guy's Room, get about 8 S ranks on the board and duel maps in Story Mode.

To unlock Super Hard difficulty, clear the Story Mode on Hard difficulty.

- STAFF -

Developed by Hudson Soft and published by Nintendo.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57820&o=2

$end


$gba=marioparu,
$bio

Mario Party Advance [Model AGB-B8ME-USA] (c) 2005 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71576&o=2

$end


$gba=marioparj,
$bio

Mario Party Advance [Model AGB-B8MJ-JPN] (c) 2005 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71575&o=2

$end


$gba=mariopar,
$bio

Mario Party Advance [Model AGB-B8MP] (c) 2005 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71574&o=2

$end


$n64=marioparj,
$bio

Mario Party (c) 1998 Nintendo.

It's not just a board game...

...it's an Adventure!

Tensions mount for Mario and pals as each declares himself to be the one true Super Star of Marioland. Face your friends and family in a contest of strength, wits and agility as you explore 6 thrilling Adventure Boards. Reveal new levels of gaming excitement as you customize your boards with speed blocks, warp blocks and other specialty items. Jam-packed with all the electricity of an entire arcade, the action comes alive for up to 4 players. So grab your friends and get ready for a wild ride because this party never ends!

Shoot for the stars in 2-on-2, 3-on-1 or 4-player free-for-all action as you bash, bump and bully your way through 56 dizzying Mini-Games with 9 World Maps that provide a challenging single player quest on Mini-Game Island.

- TECHNICAL -

Cartridge ID: NUS-CLBJ

- TRIVIA -

Mario Party was released in Japan on December 14, 1998, February 8, 1999 in North America and in Europe on March 9, 1999.

In May 1998, Nintendo and Hudson began a partnership to design and develop games together for the Nintendo 64. Mario Party was the first game.

- TIPS AND TRICKS -

Play at least once on each of the 6 boards to unlock the Magma Mountain board. Buy it for 980 coins.

Collect 100 stars to reveal the Eternal Star board.

Clear the Eternal Star board and you will add the No Teresa and No Nokonoko items to the Mushroom Shop.

To unlock the Bumper Ball Maze 1-Player mini game, clear Mini-Game island with any character, then buy it under 1-Player mini games at the Mini-Game shop. For the Bumper Ball Maze 2, clear Mini-Game Island by beating all 50 mini-games, including Kinopio at the goal space. To get the Bumper Ball Maze 3 mini game, play the previous two mini games at the Mini-Game Shop, and then it will be available for purchase.

- STAFF -

Developed by Hudson Soft and published by Nintendo.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57816&o=2

$end


$gba=mariopin,
$bio

Mario Pinball Land [Model AGB-BMVE-USA] (c) 2004 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71577&o=2

$end


$gba=marioten,
$bio

Mario Power Tennis [Model AGB-BTMP] (c) 2005 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71578&o=2

$end


$nes=mariorid,
$bio

Mario Rider (c) 1993 Unknown.

A pirate hack of "Top Rider" featuring a Mario sprite as main character.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65175&o=2

$end


$n64=mariosto,
$bio

Mario Story (c) 2000 Nintendo.

- TECHNICAL -

Model NUS-NMQJ

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57821&o=2

$end


$nes=smbjpark,
$bio

Mario Super Jurassk Park (c) 1993 Unknown.

A pirate hack of "Joe & Mac - Caveman Ninja" featuring a Mario sprite as main character.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65203&o=2

$end


$n64=marioten,mariotenu,
$bio

Mario Tennis (c) 2000 Nintendo.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57822&o=2

$end


$gba=mariotenu,
$bio

Mario Tennis - Power Tour [Model AGB-BTME-USA] (c) 2005 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71579&o=2

$end


$n64=mariotenj,
$bio

Mario Tennis 64 (c) 2000 Nintendo.

All of your favorite characters hit the court in a wild and wacky multiplayer tennis game from the makers of Mario Golf. Mario, Luigi, Koopa, Peach, Kinopio, and Donkey Kong lead off the all-star 14 player lineup. The fast-paced action will have you unleashing vicious volleys, life-saving lobs, ballistic backhands, and electrifying super-charged smashes!

It's tennis with a Mario twist! Take the Pakkun Challenge and brave the barrage of bouncing balls or opt for Koopa's tilting court to attack opponents with Nokonoko shells. Up to four can play, go head-to-head in doubles matches, dive into a four player Ring-Shot Battle Royale, or just zap opponents with lightning bolts on the Koopa King's court. Single Player Tourneys, Multiplayer Exhibition Matches, Ring Shot Challenges. Many modes to play plus hidden courts and characters to discover.

- TECHNICAL -

Cartridge ID: NUS-NM8J

- TRIVIA -

Mario Tennis 64 was released in North America and Japan on the Summer of 2000 and released in Europe later in November.

This game marks the introduction of Waluigi as well as re-introducing Catherine and Daisy.

Through the use of a Nintendo 64 Transfer Pak, players are able to import characters from the Game Boy version of Mario Tennis to the Nintendo 64 game, in addition to importing characters and courts from one game to the other.

Mario Tennis 64 sold over 200,000 copies within two weeks of release.

- TIPS AND TRICKS -

Clearing the various cups with several characters in singles and doubles play will unlock various character themed courts. These are: Mario, DK, Wario, Yoshi, and Catherine. Perfectly complete any court in the Pakkun Challenge to unlock the Pakkun court.

Win every cup with everyone, not including the Game Boy Color characters, in singles and doubles to access MAX difficulty.

Clear Tournament mode (all three cups) with a character. Now highlight that character and hold button R. A star will appear next to their name. This allows you to participate in the Star tournament, a more difficult version of the regular tournament replacing the Kinoko, Flower, and Star cups with the Rainbow, Moonlight, and Planet cups, respectively.

Clear Star cup in singles play to unlock Heiho. Clear Star cup in doubles play to unlock Donkey Kong Jr.

- STAFF -

Developed by Camelot and Nintendo. Published by Nintendo.

- PORTS -

Later re-released in the Virtual Console for Wii on June 18, 2010 in the PAL region, North America on June 28, 2010, and in Japan in August 31, 2010. The Virtual Console version removes all Transfer Pak features as well as the ability to play in the Ring Tournaments.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57823&o=2

$end


$gba=mariotenj,
$bio

Mario Tennis Advance [Model AGB-BTMJ-JPN] (c) 2005 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71580&o=2

$end


$gbcolor=mariotenj,
$bio

Mario Tennis GB [Model CGB-BM8J-JPN] (c) 2000 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68315&o=2

$end


$gbcolor=mariotenu,
$bio

Mario Tennis [Model CGB-BM8E-USA] (c) 2001 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68314&o=2

$end


$gbcolor=marioten,
$bio

Mario Tennis [Model CGB-BM8P-EUR] (c) 2001 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68313&o=2

$end


$snes=mariowar,mariowara,
$bio

??????? (c) 1993 Nintendo Company, Limited.
(Mario to Wario)

Mario to Wario is an action/puzzle game by Nintendo inspired by games such as the rodent-saving Lemmings. The evil Wario is plotting a new evil plan. Once again, he has decided to take his revenge on our favorite digital plumber Mario and his friends. But this time, he has planned to trap our heroes under various objects that he keeps throwing at them. These objects, varying from buckets, jellyfishes or pipes get stuck on their heads and prevent them to see where they're heading. For this very reason, the player doesn't directly control our heroes. Instead, he is in control of a cute and little fairy named Wanda. Her task is to guide Mario (or one of his friend) to the end of each stage within a time limit. There, Luigi is waiting and will remove the undesired object. Each character moves at his own pace and Wanda must influence their actions with her magic wand and make them walk, stop, change direction, move blocks and so forth... Things are of course not that easy and they have to overcome countless obstacles in their paths such as enemies, mines, ladders, trampolines or spikes. Blocks also play an important part in the game and can be affected by Wanda - some can be walked on, some are breakable, some disappear and so on. Like with any Mario game, tons of special items are hidden within every stage are just there for the grabbing such as Coins, mushrooms and Stars. Mario And Wario can only be played with the Super Famicom Mouse.

- TECHNICAL -

Cartridge ID: SHVC-WE

- TRIVIA -

Released on August 27, 1993 in Japan for 6600 Yen.

Mario To Wario was also released as a special edition. This version came in a large box and included a Nintendo Mouse and was sold for 9500 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61790&o=2

$end


$gba=marivsdku,
$bio

Mario vs. Donkey Kong [Model AGB-BM5E-USA] (c) 2004 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71583&o=2

$end


$gba=marivsdkj,
$bio

Mario vs. Donkey Kong [Model AGB-BM5J-JPN] (c) 2004 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71582&o=2

$end


$gba=marivsdk,
$bio

Mario vs. Donkey Kong [Model AGB-BM5P] (c) 2004 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71581&o=2

$end


$c64_cart,c64_flop=mbrewery,
$bio

Mario's Brewery (c) 1983 Mr. Computer

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53629&o=2

$end


$a2600=marioc,
$bio

Mario's Bros. (c) 1983 CCE

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50676&o=2

$end


$snes=mariolet,
$bio

Mario's Early Years! Fun with Letters (c) 1994 Software Toolworks, The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63221&o=2

$end


$snes=marionum,
$bio

Mario's Early Years! Fun with Numbers (c) 1994 Software Toolworks, The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63222&o=2

$end


$snes=mariopsc,
$bio

Mario's Early Years! Preschool Fun (c) 1994 Mindscape, Incorporated. [Northbrook, IL, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63223&o=2

$end


$nes=marioglf,marioglfa,
$bio

Mario's Open Golf (c) 1991 Nintendo.

- TECHNICAL -

Cartridge ID: HVC-UG

- TRIVIA -

Mario's Open Golf was released on September 20, 1991 in Japan.

- STAFF -

Executive Producer: Hiroshi Yamauchi
Producer: Masayuki Uemura
Director: Kenji Miki
Designer: Eiji Aonuma (Eiji Onozuka), Mikio Mishima
Chief Programmer: Satoru Iwata
Programmer: Kenichi Nakajima, Kyosuke Shirota
Soud Composer: Akito Nakatsuka, Shinobu Amayake
Course Designer: Kenji Miki, Yoshinori Tsuchiyama
Advisor: Masayuki Abe, Hiroshi Sato, Akira Takahashi

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54353&o=2

$end


$info=pc_moglf,
$bio

Mario's Open Golf (c) 1991 Nintendo.

PlayChoice-10 version. For more information about the game itself, please see the original NES version.

- TECHNICAL -

Nintendo PlayChoice-10 hardware
Game ID : UG

Main CPU : Zilog Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz)
Sound Chips : Zetex N2A03 (@ 1.789772 Mhz), DAC

Players : 2
Control : 8-way joystick
Buttons : 2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1808&o=2

$end


$gameboy=mariopic,
$bio

Mario's Picross [Model DMG-APCE-USA] (c) 1995 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66416&o=2

$end


$vboy=marioten,
$bio

Mario's Tennis (c) 1995 Nintendo Co., Ltd.

Smashing tennis action with incredible depth on a realistic 3-D court! Experience the ultimate Virtual Boy sports game in either singles or doubles mode.

Characters in the game:

MARIO
He is an average player whose court speed and leg strength are solid. His
racquet contact area is average, and he relies on his skillful groundstrokes,
though he will approach the net occasionally.

LUIGI
His skill level and court strategy are similar to Mario's. He has better court
coverage, though, due to being faster than Mario.

PRINCESS TOADSTOOL
The princess is slow, but her racquet contact area is large. She doesn't like
to approach the net, preferring to instead rally from the baseline.

YOSHI
He is the fastest of all the players, but his racquet contact area is small. He
plays an aggressive type of game by rushing the net at every opportunity.

TOAD
Toad is quite quick on the court, but his racquet contact area is not very
large. Like Yoshi, he tries to approach the net often. Though he is strong, he
has great court coverage because he can lunge at tough shots.

KOOPA
Being a turtle, basically, his court speed suffers. He has a large racquet
contact area, though. He likes to rally from the baseline, and he also can
lunge at tough shots like Toad.

DONKEY KONG Jr.
He is slower than all the other players, and also has a smaller racquet contact
area. He is, however, understandably the most powerful of all the players. His
strong groundstrokes allow him to win many points from the baseline.

- TECHNICAL -

Model VUE-VMTJ-JPN

- TRIVIA -

Mario's Tennis was released on July 21, 1995 in Japan.

Birdo (Kyasarin) was originally planned to be in the game.

Reviews:
[JP] Famitsu (August 1995): 26/40
[JP] VB Guide 2: 74.5%

Export releases:
[US] "Mario's Tennis [Model VUE-VMTJ-USA]"

- TIPS AND TRICKS -

* Techniques to improve your play:
1. Service: When serving, check your opponent's location on court. Use this to select the placement and depth of your serve. For the easiest serve, use the B Button without the L + Control Pad.
2. Return of serve: Watch where the opponent stands during service, and try to effectively place a solid return of serve. If an opponent rushes the net just after serving, make sure that you use your lob.
3. Groundstrokes, volleys, and smashes: Timing is very important on these shots. If you press the L + Control Pad too early, your player character will move and you may miss the shot.

* HARD mode: To access a harder mode, press L, L, R, L, R, Select on the title screen. You'll hear a PING sound if you did it correctly.

- STAFF -

Executive Producer: Hiroshi Yamauchi
Producer: Gunpei Yokoi
Director: Masao Yamamoto, Hitoshi Yamagami
Program Director: Yasu Shimokawa
Main Program: Toshifumi Hiroo, Takanubo Nakashima, Takeshi Nagareda, Mitsunari Tani
Graphic Design: Ryuji Kuwaki
Sound Composition: Hitoshi Fukushima, Morihito Iwamoto
Product Debug & Testing Unit: Super Mario Club

Special Thanks: Toru Osawa, Hirokazu Tanaka, Takehiro Izushi

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82370&o=2

$end


$nes=mariotim,
$bio

Mario's Time Machine (c) 1994 The Software Toolworks

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55334&o=2

$end


$snes=mariotimu,
$bio

Mario's Time Machine [Model SNS-8M-USA] (c) 1993 Software Toolworks, The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63226&o=2

$end


$snes=mariotim,
$bio

Mario's Time Machine [Model SNSP-8M-EUR] (c) 1993 Software Toolworks, The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63224&o=2

$end


$snes=mariotimg,
$bio

Mario's Time Machine [Model SNSP-8M-NOE] (c) 1993 Software Toolworks, The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63225&o=2

$end


$psx=marione2,
$bio

Marionette Company 2 Chu! [Model SLPS-02743] (c) 2000 Micro Cabin Co. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85419&o=2

$end


$psx=marionet,
$bio

Marionette Company [Model SLPS-02058] (c) 1999 Micro Cabin Co. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85418&o=2

$end


$snes=fishmast,
$bio

Mark Davis' The Fishing Master (c) 1996 Natsume [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63227&o=2

$end


$pc98=markai,
$bio

Marka I (c) 1989 Bio 100% [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90074&o=2

$end


$pc98=markadia,markadiaa,
$bio

Markadia (c) 1993 Bio 100% [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90075&o=2

$end


$adam_flop=mrketmon,
$bio

Market Monitor (c) 1986 Coleco Industries, Inc. [Amsterdam, NY, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82655&o=2

$end


$info=markham,
$bio

Markham (c) 1983 Sun Electronics.

- TECHNICAL -

Game ID : TVG14

Main CPU : (2x) Zilog Z80 (@ 4 Mhz)
Sound Chips : (2x) Texas Instruments SN76496 (@ 4 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in December 1983 in Japan.

When you run the game for the first time, the default highscore table has all entries set to 010000.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1565&o=2

$end


$megadriv=markou,
$bio

Marko (c) 1994 Domark

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57292&o=2

$end


$megadriv=marko,markop,
$bio

Marko's Magic Football (c) 1994 Domark

- TRIVIA -

The game was presented at the ECTS (European Computer Trading Show) on September 05, 1993.

Reviews:
[FR] May 1995 - Consoles + N.32: 86%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56645&o=2

$end


$snes=marko,
$bio

Marko's Magic Football (c) 1995 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63228&o=2

$end


$megacd,megacdj=marko,
$bio

Marko's Magic Football [Model T-88025-50] (c) 1994 Domark Group, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60632&o=2

$end


$gamegear=marko,
$bio

Marko's Magic Football (c) 1993 Domark Group, Limited.

- TECHNICAL -

[Model T-88078-50]

- TIPS AND TRICKS -

* Level Passwords: Enter these passwords to start from the specified level

WINERACK - Level 2 (The Cellars)
PIPELINE - Level 4 (The Sewers)
DUCKPOND - Level 6 (The Park)
JACKNBOX - Level 8 (The Toy Factory)

- STAFF -

Programmer (Design, Game Engine, Character Code, Enemy Code, Presentation System) : Steve Pearce (DJ 'Evil')
DPaint Whizkid (Design, Sprites, Backgrounds, Presentation) : Rev. Mickey Adams
Art Supremo, Bomber Champ (Design, Sprites, Backgrounds, Maps) : Rt. Hon. Jason Left. S. Cunningham
Programmer (Design, Support Programming, Maps) : W.P.C. Warren Mills
The One and Only Animator (Main Character Animations, Music Score) : Sgt. Jolyon Myers
Artist (Enemy Sprites) : Matt Hicks MBE
Producer (Aiding and Abetting) : Sir Darren Anderson KBE
Prince of Palettes (Marko Character Design, Backgrounds) : HRH. Tony West
Programmer (Support Programming) : Prof. Chris West
Programmer (Support Programming, Mapper) : Paul Margrave Q.C.
Trance Guru (Music and Sound FX) : Dr. Mike Ash. PhD
Programmer (Support Programming) : Col. Andy Taylor
Bright Ideas (Original Conceptual Design) : Duke Jason Orbaum (Nether Realms)
The Wednesday Club : Adam Kitcat, Juliet Hill

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64693&o=2

$end


$mc10=marks,
$bio

Marks (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87665&o=2

$end


$sms=marksmanu,
$bio

Marksman Shooting & Trap Shooting (c) 1986 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56092&o=2

$end


$sms=marksman,
$bio

Marksman Shooting & Trap Shooting & Safari Hunt (c) 1986 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56091&o=2

$end


$segacd=marky,
$bio

Marky Mark and The Funky Bunch [Model T-4901] (c) 1992 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60762&o=2

$end


$psx=marljong,
$bio

Marl Jong!! [Model SLPS-03537] (c) 2003 Nippon Ichi Software, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85420&o=2

$end


$lynx=marlboro,
$bio

Marlboro Go! (c) 1993 Digital Image.

- TRIVIA -

Unreleased prototype.

- STAFF -

Programmers: Kay Uwe Kaul, Dirk Christofzik

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58837&o=2

$end


$pc8801_flop=marmalad,
$bio

Marmalade (c) 1990 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92351&o=2

$end


$pc8801_flop=marmala1,
$bio

Marmalade 2 (c) 1990 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92352&o=2

$end


$pc8801_flop=marmala2,
$bio

Marmalade 2 Plus (c) 1990 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92353&o=2

$end


$x68k_flop=marmalad,
$bio

Marmalade Bomb (c) 1995 Pastel Koubou

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88404&o=2

$end


$gameboy=marmalad,
$bio

Marmalade Boy [Model DMG-AMAJ-JPN] (c) 1995 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66418&o=2

$end


$snes=marmalad,
$bio

Marmalade Boy [Model SHVC-AMNJ-JPN] (c) 1995 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61791&o=2

$end


$pc8801_flop=marnyver,marnyve1,
$bio

Marny (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92354&o=2

$end


$pc98=marplemg,
$bio

Marple Magic (c) 1992 Fuga System [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90076&o=2

$end


$info=mars,
$bio

Mars (c) 1981 Artic Electronics.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound CPU : Zilog Z80 (@ 1.78975 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.78975 Mhz)

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette colors : 98

Players : 2
Control : Double 8-way joysticks

- TRIVIA -

When you run the game for the first time, the default highscore table has all entries set to 10000.

Howard Ohlstein holds the official record for this game with 107,450 points.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1566&o=2

$end


$info=mars,
$bio

Mars - God of War [Model 666] (c) 1981 Gottlieb.

- TECHNICAL -

Gottlieb System 80
Model Number : 666

Main CPU : MOS Technology M6502 (@ 850 KHz)
Sound CPU : MOS Technology M6502 (@ 894.886 Khz)
Sound Chips : DAC, Votrax SC-01

- TRIVIA -

Mars - God of War was the first Gottlieb game with speech.

5,240 units were produced.

- STAFF -

Design by : John Buras
Art by : David Moore

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5495&o=2

$end


$msx1_cart=mars2,
$bio

Mars II (c) 1990 Nagi-P Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77255&o=2

$end


$info=mmatrix,mmatrixd,
$bio

Mars Matrix - Hyper Solid Shooting (c) 2000 Capcom USA, Incorporated.

North American release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Mars Matrix - Hyper Solid Shooting [Green Board]".

- TECHNICAL -

Runs on the "CP System II" hardware.
Blue Board [USA]

- PORTS -

* Consoles :
Sega Dreamcast [US] (April 31, 2001) [Model T-1221N]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69646&o=2

$end


$info=mmatrixj,
$bio

Mars Matrix - Hyper Solid Shooting (c) 2000 Capcom Company, Limited.

In the 25th century, Mars is home to millions of immigrants. This is because Earth was going to be overcrowded, and thus the colonization of a terraformed Mars was the only solution. The problem is, at some point, an unknown source of energy, located in the south pole, is discovered by the local government. All of a sudden, a declaration of independence arrives on Earth. What's going on? The Earth fleet goes to reveal it, with the new 'Mosquito fighters' acting as intruders...

- TECHNICAL -

Runs on the "CP System II" hardware.
Green Board [Japan]

Players: Up to 2.
Control: 8-way joystick per player.
Buttons: 1 per player.

- TRIVIA -

Developed by Takumi (see Staff section for more info), Mars Matrix was released in April 2000 by Capcom. It was known as the 32th video game released for the CPS-II hardware.

The original arcade version could actually be maxed out, score wise: this means that you could get 999999999990 points (that's twelve digits), if you played in a flawless way. Note: This feature has been removed in the Dreamcast version, since that port added two extra digits in the score.

Suleputer released a 2-CD limited-edition soundtrack album for this game (Mars Matrix, Giga Wing 2 Original Soundtrack - CPCA-1050, 1051) on January 11, 2001.

- TIPS AND TRICKS -

* Mars Matrix weapons :
1) Normal rapid-fire : light-damage shooting is carried out by tapping the button.
2) Load (or beam) : By pausing between attacks, and then shooting, the beam-weapon will fire. This attack is relatively powerful, can hit multiple targets, but has a much shorter range.
3) Barrier : the absorption of enemy shots is performed by holding the attack button down. The player can choose the duration of absorption, and if they leave it pressed until the maximum, an explosion will result which destroys all enemies and shots displayed on the screen. On the other hand, absorbing only partially acts as a reflection attack: enemy projectiles are thrown back at the enemy.

* Experience system : in Mars Matrix, there is a system which makes it possible to improve the protagonist vessel(s) by collecting gold cubes. The cubes, which come from the destruction or damage to every object in the game, add to an 'experience bar' at near the top of the screen when collected in a continuous combo. A greater amount of these gold cubes will be unleashed if the player uses reflection attacks. Once the experience bar is filled, the player's weapons will become more powerful, and then the meter zeroes out for the next experience level. A small bar located in top of the screen indicates the amount of remaining time until the combo runs out; if this happens the meter zeroes out for the current level. The meter will also reset if the player's ship is destroyed while a combo is active.

- STAFF -

Developed by Takumi.
Programmers: Takafumi Nishi, Kaju Ishii, Toshihiko Onodera, Naoto Sakurada
Object designers: Ken Taketoshi, Tatsuhiro Suzuki, Hiroki Akiyama, Yuki Ootou
Scroll designers: Kazumi Yogi, Tadahiro Mukaide, Akemi Ootaka
Music composer: Yasushi Kaminishi
Sound programmer: Masahiro Yuge
Concept mechanic designers: Choco, Shorp, Nadialove Kitty, Norihiro Takikawa
Planner: Ikuwo Satoh
Producer: Yukikazu ozaki
Executive producer: Tomoaki Fujimoto

Produced by Capcom.
Producer : Tatuya Minami
Support from R&Dept. #3 : Tomoshi Sadamoto

- PORTS -

* Consoles : 
Sega Dreamcast [JP] (November 9, 2000) [Model T-1238M]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1567&o=2

$end


$cpc_cass=marsport,
$bio

Marsport (c) 1985 Gargoyle Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98162&o=2

$end


$x68k_flop=marss,
$bio

Marss (c) 1989 Mugen Kaisha Rana

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88405&o=2

$end


$megadriv=marsup,
$bio

Marsupilami (c) 1995 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56646&o=2

$end


$megadriv=marsupu,
$bio

Marsupilami (c) 1995 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57293&o=2

$end


$x68k_flop=martlage,
$bio

Martial Age (c) 1992 Tenshindo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87884&o=2

$end


$pc98=martlage,
$bio

Martial Age (c) 1992 Tenshindo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90077&o=2

$end


$info=mrtlbeat,
$bio

Martial Beat (c) 2002 Konami Corp.

- TRIVIA -

Released in March 2002 in Japan.

- TIPS AND TRICKS -

* Secret Music: Get Rank-A in playing Normal mode. You can play "Lupin The Third '78".

* Secret Mode: Finish Non-stop mode. You can play "Yie-ar Kung-fu" mode.

* Special Mode: Input the following code in mode selection screen...

- All Musics selectable (except secrets): Right (x5), Left (x7), Right (x3)

- Telop Off: Left (x2), Right (x2), Left (x2), Right (x2), Left (x2), Right (x2)
(Sequence telop is not displayed on the bottom of screen)

- Original Voice: L, R, L, R, L, R, L, R, R, R, L, R, L, R, L, R

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=29558&o=2

$end


$pcecd=mtlchamp,
$bio

Martial Champion (c) 1993 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58279&o=2

$end


$info=mtlchamp,mtlchampj,mtlchampu,mtlchampa,mtlchamp1,mtlchampu1,
$bio

Martial Champion (c) 1993 Konami Company, Limited.

Knock-Out The Competitions! 10 typical fighters battle against each other in a tournament to win the belt of world Martial Champion.

- TECHNICAL -

Game ID : GX234

Main CPU : Motorola 68000 (@ 16 Mhz)
Sound CPU : Zilog Z80 (@ 8 Mhz)
Sound Chips : (2x) K054539 (@ 48 Khz)

Players : 2
Control : 8-Way Joystick
Buttons : 3
=> High Attack, Mid Attack, Low Attack

- TRIVIA -

Martial Champion was released in June 1993.

This game was former known as 'Yie Ar kung Fu 2', before it was released.

The character Jin is similar to the playable character of 'Ye Ar Kung Fu'.

The last boss, "Salamander", has the same name of the homonymous shoot'em up Konami

Martial Champion's sprites were some of the largest used in a fighting game up to that point (1993).

- UPDATES -

In all non-Japanese versions, Titi is known as Chaos and vice-versa.

- TIPS AND TRICKS -

Some of the selectable characters as Goldor, Avu, Titi (or Chaos in the Japanese version), Mahamba and Zen fighting with their weapons : if they fall to the ground during the fight (example, after a throw), they lose their weapon, and it can be collected by the opponent (by the way, few characters can use weapons to hit directly the opponent) : the lost weapon can be even recovered by his owner.

Beat all the game without lose a round to see specials ending with the showcase of all the characters

- STAFF -

Planning Produced by Poyoyon Production.
Directed by : Heine Ken
Produced by : Kanon Pachelbel
Character Designed by : Heine Ken, Tetsuya Ake, Suruganokami Madaow, Hi-8
Production Designed by : Maguro
Sound Designed by : Kingoro
Music Designed by : Nakanotti, Deep Sleep Sugisawa
System Designed by : Shoot-VRF
Special Programmed by : Kodaman
Title Designed by : Hanatani

* CAST :
Jin : Jin Tihijou
Goldor : Tetsu Kanzaki
Racheal : Racheal Miyawaki
Zen : ???-????
Hoi : Uhoho
Chaos : Waddy
Mahambah : Kanbei
Avu : Takepon
Titi : Ishimaroto
Bobby : Baja
Salamander : Masahiro Inoue (Masa32)

- PORTS -

* Consoles :
NEC PC-Engine Super CD-ROM [JP] (December 17, 1993) [Model KMCD3006]
Nintendo Wii [Virtual Console] [JP] (May 13, 2008) PC-Engine Super CD-ROM version

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1568&o=2

$end


$info=martmast,martmastc,martmastc102,
$bio

Martial Masters (c) 2001 IGS Company, Limited. [International Game System].

- TECHNICAL -

IGS PGM hardware

Main CPU : Motorola 68000, Zilog Z80, ARM7
Sound Chips : ICS2115

Players : 4
Control : 8-way Joystick
Buttons : 4

- TRIVIA -

Martial Masters was released in April 2001.

In China, the game is known as "Xing Yi Quan" (pronounce "Shin Yi Ken").

- TIPS AND TRICKS -

* Challenge Fateful Enemy/Level Skip : At the character selection screen, hold start and press A to choose your character.

* Crazy Mode : Press and hold UP on both control sticks while holding down the P1, P2 and A,B,C and D buttons on both sides before the start of the first round.
NOTE : Crazy Mode can only be used in a 2-Player vs game.

* Expert Mode : At the title screen press Start while holding down the A,B,C, and D buttons

* Easy Way To Unlock Saojin : Play the game for a little while (a couple of rounds will do), then access the CALENDAR SETTING option from the MAIN MENU. At this time change the date so that it is a month or two ahead of what it was originally, then exit the MAIN MENU. Now when you reach the PLAYER SELECT screen you should see a box over Master Huang's head with a number in it (99). After entering 99 credits, the box should disappear and Saojin's portrait should be there. She is now selectable. 
NOTE : If this code doesn't work for you at first, clear the old MM data then follow the above steps.

- STAFF -

Executive Producer : Ming-Der Tsai
Chief Consultant : Ray
Chief Director : Zhi-Zhong Yin
System Programmer : L.C.N
Programmer : Michell, Y.C.A
Program Support : Ray, H.S.W
Planner : Zhi-Zhong Yin, K.S, Zhong- Ren Gao
CPU AI : K.S
Character Design : Ming-Qin Tsai, Joseph, James, Muta, K.S, Yin, Rong-Chang Xie, P.S, Benson, Ponpon
Music : Eddie, Morisson
Sound Effect : Dean, James
Art Director : Suan
Animation Director : Joseph
Animation Consultant : Ming-Qin Tsai, Joseph
Original Art : Ming-Qin Tsai, Joseph, Yao-kun Lai, Samuel Chu, George
Animation Checker : Muta
Animator : Ponpon, Benson, Sue-Ping Chen, W.C.L, Baby Boy, L.H.Z, LEI, A.B.S, James, Maggi, Chung, S.K.S
Titles & Demo : Suan, W.C.L
Layout : Suan
Background : Y.K.S, L.S.J, Jeffery, Swallow Yang
Art Designer: Benson, Muta, L.G.W, Chiu, Elvis Chen, P.S, Job, C.H. Jiun, Gun, Pipy, Kai, Seed, Alien, Michael
Special Effect : Benson, Hark Lin, Lei
Tester : LA. I GI, B.B, Lockhart, Hugo, J.G.L
Producer : Ko-Chu Lee, Paul Chiang, A.C. CHEN, Tzung-Hui Cheng
Executive Producer : Benson, James, Yin, Rong-Chang Xie, P.S, LEI, A.B.S
Announcer : James, Kang Dian Hong, Lei Wei Yuan, Fang Xi, Fang Yi De, Fan Rui Jun, Wang Bo Sen, Huang Shi Wei, Gray Gleason
Special Thanks : Guo-Jun Liu, Chin, Bin-Yi Xu, jeans, Max, Jenny, Joey, Din

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4149&o=2

$end


$bbca_cass,bbcb_cass=martattk,
$bio

Martian Attack (c) 1983 Micro Power

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52082&o=2

$end


$odyssey2,g7400=martian,
$bio

Martian Threat (c) 2008 Classic Consoles Center.

- TECHNICAL -

Game ID: 67

- TRIVIA -

In November 1996 Dutch collector Marco Kerstens bought a lot of Videopac EPROMs which had been found on a flea market in the Netherlands. The EPROMS contained an almost complete collection of all the released Videopac games, but also a few games that were never released. One of them was a game called 'Jake' – at least this name appears on the title screen.

Over the following years, a few more copies of that game were found, and even a type-written manual. So it has been found out that the original title of the game is probably 'Martian Threat'. It was written by GST Video (like Norseman, Blobbers and the unreleased games Shark Hunter and Interpol).

Two versions of the game were found over the years, but they show only minor differences. Martian Threat seems to be complete and is fully playable. So it has been decided to bring that game to the Videopac community on cart with original style label, English manual and inlay for a Videopac+ box.

Martian Threat was released at Eurocon/Retrobörse on October 11, 2008 in Karlsruhe and was available via mail order. It was limited to 100 copies.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95630&o=2

$end


$msx1_cass=martian,
$bio

Martianoids (c) 1987 Ultimate Play The Game

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94827&o=2

$end


$cpc_cass=martnoid,
$bio

Martianoids (c) 1987 Ultimate Play The Game

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98164&o=2

$end


$gameboy=marumiss,
$bio

Maru's Mission [Model DMG-OJ-USA] (c) 1991 Jaleco Company, Limited. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66419&o=2

$end


$info=maruchan,
$bio

Maru-Chan de Goo! (c) 1997 Sega.

- TECHNICAL -

Sega Titan Video hardware (STV)

Main CPU : (2x) SH-2 (@ 28.6364 Mhz), 68000 (@ 11.45456 Mhz)
Sound Chips : SCSP (@ 11.45456 Mhz)

Screen orientation : Horizontal
Video resolution : 704 x 513 pixels
Screen refresh : 60.00 Hz
Palette colors : 6144

Players : 2
Control : 8-way joystick
Buttons : 6

- TRIVIA -

Released in December 1997.

The title of this game translates from Japanese as 'Let's go by way of Maru-Chan'.

PATENTS :
U.S.A : 4,442,486 - 4,454,594 - 4,462,076
Europe : 80244
Canada : 1,183,276
Honk Kong : 88-4302
Singapore : 88-155

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1569&o=2

$end


$pc8801_flop=kagai,
$bio

Maruhi Kagai Jugyou-Hen (c) 1986 Great [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92355&o=2

$end


$nes=maruonna,
$bio

Marusa no Onna (c) 1989 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54354&o=2

$end


$gba=marveluau,
$bio

Marvel - Ultimate Alliance [Model AGB-B4ME-USA] (c) 2006 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71585&o=2

$end


$gba=marvelua,
$bio

Marvel - Ultimate Alliance [Model AGB-B4MP] (c) 2006 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71584&o=2

$end


$info=marvland,marvlandj,
$bio

Marvel Land (c) 1989 Namco.

Great horizontal platform game that takes place in a fantasy amusement park. You play as Prince Paco, who is on a quest to save Princess Luxy from the evil Mole King.

- TECHNICAL -

Namco System 2 hardware
Game ID : MV

Main CPU : (2x) Motorola 68000 (@ 12.288 Mhz), M6809 (@ 3.072 Mhz), HD63705 (@ 2.048 Mhz)
Sound Chips : C140 (@ 21.39 Khz), YM2151 (@ 3.57958 Mhz)

Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.61 Hz
Palette colors : 8192

Players : 2
Control : 4-way joystick
Buttons : 3

- TRIVIA -

Even if titlescreen says 1989, Marvel Land was released in January 1990 in Japan.

Some bonus level parade floats and rides featured in levels contain popular Namco characters such as "Pac-Man", Pooka from "Dig Dug", Solvalou from "Xevious", "Mappy", "Grobda", Paccet from "Baraduke", Dragon from "Dragon Spirit" and "Berabow Man".

The pink female robot that appears in the game later appears in the Namco Museum series behind the museum's information desk.

Default highscore table (TOP 5) :
RANK SCORE NAME ROUND
1ST 80000 AAA 2-2
2ND 40000 BBB 2-1
3RD 20000 CCC 1-4
4TH 10000 DDD 1-4
5TH 5000 EEE 1-3

- UPDATES -

* World and Japanese versions have different gameplay, bonuses and bosses.
* In the Japanese version you can choose between easy and normal course.

- PORTS -

* Consoles :
Sega Mega Drive (1991)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1570&o=2

$end


$megadriv=marvlandj,
$bio

Marvel Land (c) 1991 Namco, Limited.

- TRIVIA -

Reviews:
September 1991 - Consoles + N.1 [FR]: 84/100
October 1991 - Joypad N.1 [FR]: 87/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56647&o=2

$end


$megadriv=marvland,
$bio

Marvel Land (c) 1991 Namco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57294&o=2

$end


$pc98=marvelp1,
$bio

Marvel Putt Golf (c) 199? Compile

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90078&o=2

$end


$pc98=marvelp2,
$bio

Marvel Putt Golf 2 (c) 1993 Compile

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90079&o=2

$end


$saturn,sat_cart=mshj,mshja,
$bio

Marvel Super Heroes (c) 1997 Capcom Company, Limited.

Play as your favorite Marvel character Wolverine, Spider-Man, The Incredible Hulk, Captain America, Iron Man, Psylocke, Shuma-Gorath, Blackheart, Juggernaut or Magneto, Power-Up with an Infinity Gem - Grant your Super Hero healing power, super attacks and increased strength.

A spectacular translation of Capcom's #1 ranked arcade blockbuster with vibrant animation, huge characters, powerful gems and Earth-shattering combat!

- TRIVIA -

Marvel Super Heroes for Sega Saturn was released on August 8, 1997 in Japan.

- TIPS AND TRICKS -

* Clear the Arcade Mode once. The enter the character select screen in any mode (with Short Cut turned OFF) and enter the following codes:

* For Dr. Doom, press Down, then press and hold Down and quickly press A, B, and C. Hold down each button as the next button is pressed.

* For Thanos, press Up, then press and hold Up and quickly press Z, Y, and X. Hold down each button as the next button is pressed.

* After having selected Dr. Doom and Thanos, you can also play as Anita from Vampire Hunter. Press Up, Right, Down, Left, Up, Right, Down, Left, Up. Then quickly press X, Y, and Z in order, hold each button as you press the next one.

* After selecting these characters, save the game to the Saturn's memory. Then turn the Short Cut option to ON, and the three characters will be listed last without the need to select them through their codes ever again.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59399&o=2

$end


$snes=mshj,
$bio

Marvel Super Heroes - War of the Gems [Model SHVC-AHZJ-JPN] (c) 1996 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61792&o=2

$end


$snes=mshu,mshup,
$bio

Marvel Super Heroes - War of the Gems [Model SNS-AHZE-USA] (c) 1996 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63230&o=2

$end


$snes=msh,
$bio

Marvel Super Heroes - War of the Gems [Model SNSP-AHZP-EUR] (c) 1996 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63229&o=2

$end


$saturn,sat_cart=mshjtai,
$bio

Marvel Super Heroes Taikenban (c) 1997 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59400&o=2

$end


$saturn,sat_cart=mshvssf,mshvssfa,
$bio

Marvel Super Heroes vs. Street Fighter (c) 1998 Capcom Company, Limited.

Are you ready true believers?!

Capcom and Marvel have joined forces once again to bring you...

...it's MARVEL SUPER HEROES VS. STREET FIGHTER!!

Survive! Uncanny adventure! Don't miss out on the enjoyment of a lifetime! Feel sensational thrills! Don't miss the most amazing tag team fighting game ever! Are you ready for a new challenger?! Now, come join:

MARVEL SUPER HEROES VS. STREET FIGHTER!!

- TRIVIA -

Marvel Super Heroes Vs. Street Fighter makes use of the Sega's 4MB RAM expansion cartridge to enable all frames of animation and the variable battles. It was only released in Japan in October 22, 1998.

- TIPS AND TRICKS -

Clear Arcade Mode once on any difficulty, and on any number of continues, to enable the VS Power Gage option (infinite life gauge), eight stars for Game Speed, and enable the ability to select the same character twice in a team. HP and HK will also feature new costume colors for characters. These Bonus options do not work in Survival Mode.

Clear Arcade Mode again on the highest (eight stars) difficulty setting on any number of continues to enable the Combo Gage option (infinite Hyper Combo Gauge).

If you clear Arcade Mode on the highest difficulty setting without continuing instead, you will unlock all of the options above.

To play as a secret character, highlight the character listed to the left, hold Start, and press any Punch or Kick button:

Spider-Man = Armored Spider-Man
Hulk = Dark Sakura
Blackheart = Mech Zangief
Omega Red = Mephisto
Dhalsim = Shadow
Vega = U.S. Agent

To face off against a team of Mech Zangief and Vega, don't continue, do not lose any of your characters in a match, earn 2 Variable Combination finishes, and get Hyper Combo finishes on all the other stages.

To pit yourself against the team of Dark Sakura and Gouki, do the same listed above but get 4 Variable Combination finishes instead of 2.

To challenge the team of Shadow and Vega, do the same requirements for facing Dark Sakura and Gouki, but you must also earn the "First Attack" message on each round in addition to switching characters between stages by holding all three Punch buttons simultaneously.

Clear Survival Mode once. Then highlight Survival Mode, press L and R once simultaneously, and it becomes "Mech-Gouki Now!!", which allows you to face Mech-Gouki whenever you want and even see your character's ending if you win. If you defeat Mech-Gouki in this mode, you can play as him. You need to beat the game once, however, to enable same character select.

Clear Mech-Gouki Now!!, then select either Arcade or Versus Mode. Highlight Gouki, hold Start, and then press any button. Then, for your second choice, repeat, and you get Mech-Gouki, who fights alone.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59401&o=2

$end


$psx=mshsf,
$bio

Marvel Super Heroes vs. Street Fighter EX Edition (c) 1999 Capcom Co., Ltd.

- TECHNICAL -

Model SLPS-01915

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84810&o=2

$end


$info=mshvsf,mshvsfu,mshvsfu1,mshvsfu1d,
$bio

Marvel Super Heroes vs. Street Fighter (c) 1997 Capcom Company, Limited.

North American & European release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Marvel Super Heroes vs. Street Fighter [Green Board]".

- TECHNICAL -

Runs on the "CP System II" hardware.
Blue Board [USA & Europe]

- UPDATES -

Blue Board revisions:

REVISION 1:
* Build date: 970625
* US & EUROPE releases.

REVISION 2:
* Build date: 970827
* US release.

- PORTS -

* Consoles : 
Sony PlayStation [EU] (1999) "Marvel Super Heroes vs. Street Fighter [Model SLES-01792]" 
Sony PlayStation [US] (February 23, 1999) "Marvel Super Heroes vs. Street Fighter [Model SLUS-00793]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69650&o=2

$end


$info=mshvsfj1,mshvsfj2,mshvsfj,
$bio

Marvel Super Heroes vs. Street Fighter (c) 1997 Capcom.

The second 'Capcom Vs.' series fighter, featuring 17 Marvel and Street Fighter characters teaming up to face the extremely cheap Mech-Akuma!

- TECHNICAL -

Runs on the "CP System II" hardware.
Green Board [Japan]

Players: Up to 2.
Control: 8-way joystick per player.
Buttons: 6 per player.
= > [1] LP, [2] MP, [3] HP
= > [4] LK, [5] MK, [6] HK

- TRIVIA -

Marvel Super Heroes vs. Street Fighter was released in June 1997 in the Japanese arcades. It was known as the 23th video game released on the CPS-II hardware.

Known export releases:
"Marvel Super Heroes vs. Street Fighter [Blue Board]"
"Marvel Super Heroes vs. Street Fighter [Grey Board]"
"Marvel Super Heroes vs. Street Fighter [Orange Board]"
"Marvel Super Heroes vs. Street Fighter [Pink Board]"

9 characters are coming from Marvel comic books-followed by their first appearance : 
Apocalypse (aka En Sabah Nur) - X-Factor #5 
Blackheart - Daredevil #270 
Captain America (aka Steve Rogers) - Captain America Comics #1 
Cyclops (aka Scott Summers) - X-Men #1 
Hulk (aka Robert Bruce Banner) - Incredible Hulk #1 
Omega Red (aka Arkady Rossovich) - X-Men #4 
Shuma-Gorath - Marvel Premiere #6 
Spider-Man (aka Peter Parker) - Amazing Fantasy #15 
Wolverine (aka James 'Logan' Howlett) - Incredible Hulk #180 

9 other character come from several Street Fighter games : 
Akuma ('Gouki' in Japan) - "Super Street Fighter II X - Grand Master Challenge" in Japan; "Super Street Fighter II Turbo" in all other regions 
Chun-Li - "Street Fighter II - The World Warrior" 
Dan Hibiki - "Street Fighter Alpha - Warriors' Dreams" in North America and Europe; "Street Fighter Zero" in Japan, Southeast Asia, Brazil, and Hispanic regions 
Dhalsim - "Street Fighter II - The World Warrior" 
Ken Masters - "Street Fighter" 
Major Bison ('Vega' in Japan) - "Street Fighter II - The World Warrior" 
Ryu - "Street Fighter" 
Sakura Kasugano - "Street Fighter Alpha 2" in the United States, Canada, and Europe; "Street Fighter Zero 2" in Japan, Southeast Asia, Brazil, Oceania, and Hispanic regions
Zangief - "Street Fighter II - The World Warrior" 

Charlie, Gambit, Rogue, and Rose appear in the background in the 'Showdown in the Park' stage. 

Blanka (of "Street Fighter" fame) can be seen within the background in the 'Death Valley' stage. 

Dan's ending is an obvious parody of the ending of the SNK game, "Art of Fighting". 

Sunburned (or Evil) Sakura has two separate endings (Japanese version): Kei chases Gouki and Sunburned Sakura after they teleport away 
1) Across the entire screen from right to left. 
2) Across half the screen before she trips, falls, and falls asleep. 

There are several cameos of Rockman in this game: 
1) In the mall stage, there's a cameo of a Rockman cut-out (perhaps someone in a Rockman suit). And in relation to Capcom celebrating Rockman's "10th Anniversary" in 1997, they put a banner saying '10th Anniversary: Rockman'. 
2) In one of Norimaro's super combos, he does a cosplay of Rockman. 

There is one rumored reason why Iron Man was not in this game. It is because Acclaim made an Iron Man game called "Iron Man and X-O Manowar in Heavy Metal" which was released for several consoles. 

Firstsmile released a limited-edition soundtrack album for this game (Marvel Super Heroes Vs. Street Fighter Original Soundtrack & Arrange - FSCA-10017) on September 19, 1997.

- UPDATES -

Green Board revisions : 

REVISION 1:
* Build date: 970625

REVISION 2:
* Build date: 970702

REVISION 3:
* Build date: 970707

ADDITIONAL NOTES: 
The Japanese version features an extra playable character (his character slot on the character select screen is replaced by the MSH vs. SF logo on all non-Japanese versions), Norimaro, a silly otaku (Japanese geek specializing in anime and manga) who is a huge Chun-Li fanboy as evidence by his reaction in seeing her before the match begins. While his true intentions of entering the competition is unknown, we can assume that it was to take pictures of Chun-Li and the many superheroes. He is voiced by the comedian Kinashi Noritake and created by Capcom as being a joke character like Dan (modeled after a Japanese comedian Noritake Kinashi). He was originally going to appear in non-Japanese versions of the game, but due to cultural differences and a reference to stealing Chun-Li's panties in his ending, he was cut out. However, his programming still exists in the ROM and he even has English dialogs in the game. He even has an ending with pictures, but his ending dialogs was cut out.

- TIPS AND TRICKS -

* Play as Evil Sakura : At the character selection screen, highlight Hulk, hold Right for 5 sec. and press LP+HP or LK+HK.

* Play as Evil Zanglief : At the character selection screen, highlight Blackheart, hold Left for 5 sec. and press LP+HP or LK+HK.

* Play as Armored Spiderman : At the character selection screen, highlight Ryu, move down and hold Down for 5 sec. and press LP+HP or LK+HK.

* Play as Mephisto : At the character selection screen, highlight Omega Red, hold Down for 5 sec. and press LP+HP or LK+HK.

* Play as U.S. Agent : At the character selection screen, highlight Bison, hold Up for 5 sec. and press LP+HP or LK+HK.

* Play as Shadow Charlie : At the character selection screen, highlight Dhalsim, hold Up for 5 sec. and press LP+HP or LK+HK.

* Play as Gambit : Go to Dhalsim, hold Start, then move Left(x2), Down(x4), Right(x2), Up(x2), Right and press and hold LP+MK+HP together.

* Play as Norimaro (Japanese version only) : Norimaro will show on the character select screen (bottom middle square) if the machine is set to Freeplay or 1 coin X credit. A setting of 2 coins or above and you will only see the Marvel Super Heroes Vs. Street Fighter logo in his square.

* Beat 'em While They're Down : After defeating your opponents, press and hold Start. Normally your character wont be able to move after the round is over but by holding Start you will not only be able to move freely (until the next round starts) but you will be able to hit your opponent and even do a Super on them!

* Change Battle Order : When the screen shows which teams will be battling, press Punch or Kick three times to change the order of battle.

* Double Team Spidermen : Start a new game and choose any character for your first choice followed by Spiderman as the second character. Deliberately lose, then continue and choose Silver Spiderman as your first character. The other Spiderman should be selected as your second character.

* Fight Secret Characters (Japanese Version) : To fight a secret character in the Japanese version you must do a certain amount of team super finishes :
Character #
Evil Sakura 5
Evil Zangief 6
Shadow Charlie 7

* Hyper Mode : At the vs. screen, hold LK+MP+HK.

* Dan's Explosion : Pick Dan as your fighter and anyone else. At the Vs. screen hold LP until the word fight disappears. When the match begins Dan will fall into a small explosion.

- SERIES -

Note: also called the 'Capcom vs.' series.

1. X-Men vs. Street Fighter [Green Board] (1996)
2. Marvel Super Heroes vs. Street Fighter [Green Board] (1997)
3. Marvel vs. Capcom - Clash of Super Heroes [Green Board] (1998)
4. Marvel vs. Capcom 2 - New Age of Heroes (2000)
5. Marvel vs. Capcom 3 (2011)

- STAFF -

Planners : Atsushi Tomita, Nakano Tau! Masahiro, Dave Matumoto
Original art works : Akira Yasuda (Akiman), Sakomizu, Ukabin
Object designers : Minobe Hiroaki Da!!, Sagata, G.Kamina, Miwaringo, Kohichi Kikutani, Hiroshi Yoshioka, Shinya Miyamoto, Kondo Masanori, Satou Rie, Takep, Yosinori Yamamoto, Jon Narancha, Toshihiro Suzuki, R. Naoi, Kanako Takami
Scroll designers : Iwai, Konomi, Hisashi Sawada, Dear Akirakun 1997, May, Inoyan, Youko Fukumoto, Kisabon, Takashi Fujiwara, Hiroshi Yuugen, Chie Morisaki, Holly Genki?, Shinnosuke, Manga-Chop
Music composers & arrange : Yuki Iwai, Yuko Kadota
Sound director : Hiroaki Kondo (X68K) (cipher)
Sound assistants : Hachi & Ise & lee, Moe.T (cipher)
Recording director : Susan Hart
Recording enginners : Paul Shubat, Dave Hatt
Programmers : Motsu, Eternal Sailor, Kaw, Silver Kadontz, You!
Producer : Kenji Kataoka
General producer : Noritaka Funamizu
Executive producer : Yoshiki Okamoto

* Voice Actors :
Zangief : Wataru Takagi
M. Bison : Tomomichi Nishimura
Dhalsim : Yoshiharu Yamada
Sakura Kasugano : Yuko Sasamoto
Akuma : Tomomichi Nishimura
Chun-Li : Yuko Miyamura
Ken Masters : Iwanaga Tetsuya
Ryu : Toshiyuki Morikawa
Dan Hibiki : Osamu Hosoi
Cyclops : Norman Spencer
Captain America : Cathal J. Dodd
Spider-Man : Patrick Chilvers
Shuma-Gorath : Franck Perry
Wolverine : Cathal J. Dodd
The Incredible Hulk : Andrew Jackson
Blackheart : Jaimz Woolvett
Omega Red : Len Doncheff
Norimaro : Noritake Kinashi
Apocalypse : Lorne Kennedy
Narrator : Tony Daniels

- PORTS -

* Consoles : 
Sega Saturn [JP] (October 22, 1998) "Marvel Super Heroes vs. Street Fighter [4MRAM Doukori Ban] [Model T-1238G]" 
Sega Saturn [JP] (October 22, 1998) "Marvel Super Heroes vs. Street Fighter [Model T-1239G]" 
Sony PlayStation [JP] (February 25, 1999) "Marvel Super Heroes vs. Street Fighter EX Edition [Model SLPS-01915]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1572&o=2

$end


$info=mshvsfa,mshvsfa1,
$bio

Marvel Super Heroes vs. Street Fighter (c) 1997 Capcom Company, Limited.

Asian release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Marvel Super Heroes vs. Street Fighter [Green Board]".

- TECHNICAL -

Runs on the "CP System II" hardware.
Grey Board [Asia]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69652&o=2

$end


$info=mshvsfh,
$bio

Marvel Super Heroes vs. Street Fighter (c) 1997 Capcom Company, Limited.

South American release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Marvel vs. Capcom - Clash of Super Heroes [Green Board]".

- TECHNICAL -

Runs on the "CP System II" hardware.
Orange Board [South America]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69651&o=2

$end


$info=mshvsfb,mshvsfb1,
$bio

Marvel Super Heroes vs. Street Fighter (c) 1997 Capcom Company, Limited.

Brazilian release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Marvel Super Heroes vs. Street Fighter [Green Board]".

- TECHNICAL -

Runs on the "CP System II" hardware.
Pink Board [Brazil]

- UPDATES -

Pink Board revisions : 

REVISION 1:
* Build date: 970625

REVISION 2:
* Build date: 970827

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71694&o=2

$end


$info=msh,mshu,mshud,
$bio

Marvel Super Heroes (c) 1995 Capcom Company, Limited.

North American & European release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Marvel Super Heroes [Green Board]".

- TECHNICAL -

Runs on the "CP System II" hardware.
Blue Board [USA & Europe]

- PORTS -

* Consoles : 
Sega Saturn [US] (September 30, 1997) "Marvel Super Heroes [Model T-1214H]" 
Sega Saturn [EU] (December 1997) "Marvel Super Heroes [Model T-7032H-50]" 
Sony PlayStation [US] (September 24, 1997) "Marvel Super Heroes [Model SLUS-00257]" 
Sony PlayStation [EU] (December 1997) "Marvel Super Heroes [Model SLES-00932]" 
Sony PlayStation 3 [PSN] [US] (September 25, 2012) "Marvel vs. Capcom Origins" 
Microsoft XBOX 360 [XBLA] [US] [EU] [AU] (September 26, 2012) "Marvel vs. Capcom Origins" 
Sony PlayStation 3 [PSN] [EU] (October 10, 2012) "Marvel vs. Capcom Origins"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69647&o=2

$end


$info=mshj,mshjr1,
$bio

Marvel Super Heroes (c) 1995 Capcom Company, Limited.

Ten characters straight out of Marvel Comics prove their worthiness to meet Dr. Doom and Thanos. Includes special power-up gems that can be used and acquired during a match.

- TECHNICAL -

Runs on the "CP System II" hardware.
Green Board [Japan]

Players: Up to 2.
Control: 8-way joystick per player.
Buttons: 6 per player.
=> [1] LP (Jab), [2] MP (Short), [3] HP (Fierce)
=> [4] LK (Strong), [5] MK (Forward), [6] HK(Roundhouse)

- TRIVIA -

Marvel Super Heroes was released in October 1995 in the Japanese arcades. It was known as the 12th video game released for the CPS-II hardware.

Known export releases:
"Marvel Super Heroes [Blue Board]"
"Marvel Super Heroes [Grey Board]"
"Marvel Super Heroes [Orange Board]"
"Marvel Super Heroes [Pink Board]"

The game background is mainly inspired by the famous comic saga called the Infinity Gauntlet, published in 1991. This gauntlet is wielded by Thanos and allows him to use all the Infinity gems simultaneously.

There are 10 characters available plus the 2 bosses which appears in different Marvel comic books :
Black Heart - Daredevil #270
Captain America (aka Steve Rogers) - Captain America Comics #1
Doctor Doom (aka Victor Von Doom) - Fantastic Four #5
Hulk (aka Robert Bruce Banner) - Incredible Hulk #1
Iron Man (aka Anthony 'Tony' Stark) - Tales of Suspense #39 
Juggernaut (aka Cain Marko) - X-Men #12
Magneto (aka Erik 'Magnus' Lehnsherr) - X-Men #1
Psylocke (aka Elizabeth 'Betsy' Braddock) - New Mutants Annual #2
Shuma-Gorath - Marvel Premiere #6
Spider-Man (aka Peter Parker) - Amazing Fantasy #15
Thanos - Iron Man #55
Wolverine (aka James 'Logan' Howlett) - Incredible Hulk #180

Marvel Super Heroes was released by Capcom in memory of 'Jack Kirby' (aka 'The King of the Comics') [1917 / 1994] who was the most influential and respected illustrator and creator of comic books, at least of the super-hero/adventure variety. He was so important that, with that field now in recession, some are saying that when Jack Kirby died, he took the industry with him.

Soundtrack releases:
Marvel Super Heroes / Sony Records - SRCL-3448 - December 1, 1995

- UPDATES -

Green Board revisions : 

REVISION 1:
Build date: 951024

REVISION 2:
Build date: 951117

- TIPS AND TRICKS -

* Play as Anita : Press MP, LP, Left, LK, MK at the character selection screen.

* Play as Dr. Doom : Press MK, LP, Down, LK, MP at the character selection screen.

* Play as Thanos : Press LK, HK, MP(x2), Up at the character selection screen.

* Double Power : Select a fighter at the character selection screen, then press Player One Start + Player Two Start.

* Continue Fighting : Press Start immediately after winning a round to continue hitting the defeated character.

* Disable Gems : To disable Gems in two player mode both players must press and hold Start after choosing their character until the round starts.

* Change Character Color : At the character select screen move to the desired character then hold Up (if on top row) or Down (if on bottom row). After 3 seconds press any punch or kick button to select character.

* Here are the different gem effects (which acts during a short time) and when you can get them :
Time gem (Red) : You are much more faster than usual.
Space gem (Purple) : Your character get unstoppable with this super armor power.
Soul gem (Green) : Your fighter slowly recovers life.
Power gem (Pink) : Your attacks are more powerful.
Reality gem (Orange, on the fifth opponent) : Your attacks have additional effects which makes them more powerful.
Mind gem (Blue, owned by Thanos) : The character can recover about 2 energy levels in a few seconds.

The gems are owned by different opponents: we have one at the beginning, then the first opponent have the following one then the second, then the third and finally the fifth (the last one is on Thanos). Characters have some special effects using some gems (for instance Magneto got an energy field around him with the Space gem, Spiderman divides himself in two similar being for symmetrical attacks using the Power gem).

Notice that we can only use the first gem in our gem stack. If you press the Start button during the fight, you will change the gem order in your stack, allowing for you to use any desired gem at any time.

When we reach the final fight against Thanos, he steal all the gems and collects them in his gauntlet. He uses them his way (for instance : space gem creates a warp which attracts and throws rocks on his enemy).

- STAFF -

Planners : Takeshi Tezuka, Tetsuya Iijima, Tomichi, Kiyoshi Nishikawa, Kei Hiratou, Satoru Kimura
Programmers : Tarabar Hori (Tarabar-Black), Aoi-Peach, Kaw-K. Marichan, Silver-Kadontz, Nobu-Sasami, Knishi- (MadDogMc), Pon, Dna, Frk, Yama, Tomohiro Ueno, Youji
Scroll Designers : Konomi (Powerful Konomi), Buppo, Shibata Kayoko, Daisuke Nakagawa, Yumiko, Takapon, Akiko Matsunaga, Satomi Ishii, R.K, Yoichi Tanoue, M
Music Composers : Takayuki Iwai (Anarchy Takapon), Yuki Satomura (Wewe), Tatsuro Zuzuki
Sound Designers : Picard Mij, Satoshi Ise (Ayano), Ryoji Yamamoto (Ryoji)
Sound Producer : Arcade Sound Team
Voice Designers : Hiroaki Kondo (New-X?)

* Object Designers :
Thanos : Shinji Sakashita (Sakashita Thing), D-Kurita, Takayuki Kosaka, Masako. Satoh
Dr. Doom : Satoru Yamashita, Ino, Seigo Kawakami
Wolverine : Akira Yasuda (Akiman)
Spider-man : Arahijuf, Rumi Yamaguchi, Tsunenori Shirahama
Captain America : Masaaki Tanaka, Chimorin Shogun, Misako Yamamoto
Psylocke : Eripyon. N
Hulk : Makoto Ishi, K. Takechan, Miwa, Kanako Takami
Iron Man : Yoshino Hiroaki, Kiai Ryuken, Yukikaze, You-Ten Nakano, Yutaka Maruno, Cepezou, Mimura Kenji, K. Tokunaga, Eizi Murabayashi, Naoki Fukuda, Takep, Henoheno, Yuki
Magneto : A. Iwasaki
Shuma-Gorath : Masayo Tsujimoto, Jun Matsumura (27), Shinya Miyamoto, Kako, Masanori Kondo
Blackheart : Alien. Pole, Fnyaco. F. Fnyao, Dway Nishimura, Oyabin
Juggernaut : Minobe Hiroaki, R. Sato, Kazuko Kawanaka
Effect : Ntengm Nakatani, Sagata, Tanuki, Kimo Kimo

* Voice Actors :
Captain America : Cathal J. Dodd
Wolverine : Cathal J. Dodd
Black Heart : Jaimz Woolvett
Psylocke : Catherine Disher
Shuma-Gorath : Franck Perry
Spider-Man : Patrick Chilvers
Hulk : Andrew Jackson
Thanos : Andrew Jackson
Juggernaut : Rick Bennett
Iron Man : Christopher Britton
Doctor Doom : Lorne Kennedy
Magneto : Lorne Kennedy
Anounncer : Lorne Kennedy

Special Thanks : Takuya Shiraiwa (Mr. Shiraiwa), Alex Jimenez, Eric Luther (Eric Luthr), Phillp Reed (Phil Reed)

- PORTS -

* Consoles : 
Sega Saturn [JP] (August 8, 1997) "Marvel Super Heroes [Model T-1215G]" 
Sony PlayStation [JP] (September 25, 1997) "Marvel Super Heroes [Model SLPS-00763]" 

Notes: Anita is now hidden character and only playable in Japanese console version.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1571&o=2

$end


$info=msha,
$bio

Marvel Super Heroes (c) 1995 Capcom Company, Limited.

Asian release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Marvel Super Heroes [Green Board]".

- TECHNICAL -

Runs on the "CP System II" hardware.
Grey Board [Asia]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69649&o=2

$end


$psx=msh,
$bio

Marvel Super Heroes (c) 1997 Capcom Company, Limited.

- TECHNICAL -

Game ID: SLPS-00763

- TRIVIA -

Marvel Super Heroes for PlayStation was released on September 25, 1997 in Japan.

Export releases:
[US] "Marvel Super Heroes [Model SLUS-00257]"
[EU] "Marvel Super Heroes [Model SLES-00932]"

- STAFF -

Planner: Takeshi Tezuka, Tetsuya Iijima (T. Iijima), Tomichin8, Kiyosei Nishikawa (Kiyoshi Nishikawa), Kei Hiratou, Satoru Kimura
Programmer: Tarabar Hori (Tarabar-Black), Shingo Oi (Aoi–Peach), Manabu Kawase (Kaw–K·MARIchan), Makoto Kadono (Silver–Kadontz), Nobu–Sasami, Knishi–MadDogMc, Yoshihiro Kimura (Pon), Tsutomu Urago (DNA), Toshiyuki Furuko (Frk), Yama, Tomohiro Ueno (Ueno), Yoji Mikami (Youji)
Scroll Designers: Powerful Konomi, Miho Kobayashi (credited as Buppo), Kayoko Shibata, Daisuke Nakagawa, Ooie Yumiko (Yumiko), Takapon, Akiko Matsunaga, Satomi Ishii, R.K, Youichi Tanoue (T. Yoichi), M
Music Compose: Takayuki Iwai (Anarchy Takapon), Yuki Iwai (Wewe), Tatsuro Suzuki (Zuzuki Tatsuro–)
Sound Design: Picard Mij, Satoshi Ise (Ayano), Ryoji Yamamoto (Ryoji)
Voice Design: Hiroaki Kondou (New–X?)
Sound Produce: Arcade Sound Team

Object Designers
Thanos: Shinji Sakashita (Thing·Sakashita), Daisuke Kurita (D–Kurita), Takayuki Kosaka, Masako Sato (Masako·Satoh)
Dr. Doom: Satoru Yamashita (S·Yamashita), Ino, Seigo Kawakami (Seigo.Kawakami)
Wolverine: Akira Yasuda (Akiman)
Spider-Man: Arahijuf, Rumi Yamaguchi (Rumi?Yamaguchi), Tsunenori Shirahama (T·Shirahama)
Captain America: Masaaki Tanaka (Masaaki·Tanaka), Chimorin Shogun, Misako Yamamoto (Misako·Yamamoto)
Psylocke: Eri Nakamura (Eripyon·N)
Hulk: Makoto Ishii, K. Takechan, Miwa Sakaguchi (Miwa), Kanako Takami (Kanako·Takami)
Iron Man: Hiroaki Yoshino, Kiai Ryuken, Okagawa Yukikaze (Yukikaze), You Ten Nakano, Yutaka Maruno, Gepezou, Kenji Mimura, K. Tokunaga, Eizi Murabayashi (E·Murabayashi), Rika., Naoki Fukuda, Takep, Henoheno, Yuki
Magneto: Akemi Iwasaki
Shuma-Gorath: Masayo Tsujimoto (M·Tsujimoto), Jun Matsumura (Jun Matsumura 27), Shinya Miyamoto (Shinya·M), Kako, Masanori Kondo
Blackheart: Alien.Pole, Norihide Fujii (Fnyaco·F·Fnyao), Masaru Nishimura (Dway Nishimura), Oyabin
Juggernaut: Hiroaki Minobe, Rie Sato, Kazuko Kawanaka (Kazuko?Kawanaka)
Effect: Ntengm·Nakatani, Takafumi Sagata (Sagata), Furu Tanuki (Tanuki), Kimo Kimo

Voice Actors
Captain America: Cathal Dodd (Mr. Cal Dodd)
Wolverine: Cathal Dodd (Mr. Cal Dodd)
Blackheart: Jaimz Woolvet (Mr. Jeimz Woolvet)
Psylocke: Catherine Disher (Ms. Catherine Disher)
Shuma-Gorath: Frank Perry (Mr. Frank Perry)
Spider-Man: Patrick Chilvers (Mr. Patrick Chilvers)
Hulk: Andrew Jackson (Mr. Andrew Jackson)
Thanos: Andrew Jackson (Mr. Andrew Jackson)
Juggernaut: Rick Bennett (Mr. Rick Bennett)
Iron Man: Chris Britton (Mr. Chris Britton)
Announcer: Lorne Kennedy (Mr. Lome Kennedy)
Doctor Doom: Lorne Kennedy (Mr. Lome Kennedy)
Magneto: Lorne Kennedy (Mr. Lome Kennedy)

Special Thanks
USA Staff: Takuya Shiraiwa (Mr. Shiraiwa), Alex Jimenez, Eric Luther (Eric Luthr), Phillp Reed (Phil Reed)

Consumer Staff: Tatsuya Minami (Hyper Mickey), Kouji Oda, Tomohiko Saitoh, Kanekon, Masatsugu Shinohara, Akiko Nagashima (Ryutaro's Mama), Hideaki Katagiri, Toshio Kajino, Ryoji Yamamoto (Ryoji), Satoshi Ise, Hiroaki Kondou (X68k), Kouji Nakajima

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84797&o=2

$end


$saturn,sat_cart=mshu,
$bio

Marvel Super Heroes [Model T-1214H] (c) 1997 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60078&o=2

$end


$saturn,sat_cart=msh,
$bio

Marvel Super Heroes (c) 1997 Virgin Interactive

European release. Game developed in Japan. For more information on the game itself; please see the original Japanese release entry; "Marvel Super Heroes [Model T-1215G]"

- TECHNICAL -

Game ID: T-7032H-50

- TRIVIA -

Marvel Super Heroes for Saturn was released in 1997 (exact date unknown) in Europe.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60344&o=2

$end


$info=mshh,
$bio

Marvel Super Heroes (c) 1995 Capcom Company, Limited.

South American release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Marvel Super Heroes [Green Board]".

- TECHNICAL -

Runs on the "CP System II" hardware.
Orange Board [South America]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69648&o=2

$end


$info=mshb,
$bio

Marvel Super Heroes (c) 1995 Capcom Company, Limited.

Brazilian release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Marvel Super Heroes [Green Board]".

- TECHNICAL -

Runs on the "CP System II" hardware.
Pink Board [Brazil]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71639&o=2

$end


$psx=marvelvs,
$bio

Marvel vs. Capcom - Clash of Super Heroes - EX Edition [Model SLPS-02368] (c) 1999 Capcom Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85421&o=2

$end


$info=mvscjsing,
$bio

Marvel vs. Capcom - Clash of Super Heroes (c) 1998 Capcom Company, Limited.

Japanese re-release. For more information about the game itself, please see the original Japanese release entry; "Marvel vs. Capcom - Clash of Super Heroes [Green Board]".

- TECHNICAL -

Runs on the "CP System II" hardware.
Black Board [Japan]

This is the Single PCB release of Marvel Vs. Capcom, it has the Program ROM stored on SIMMs similar to CPS3.  All ROM data (including the code) is identical to the regular Green Board just in different sized ROMs.

- TRIVIA -

Released in Japan only.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69656&o=2

$end


$info=mvsc,mvscu,mvscud,mvscur1,mvscr1,
$bio

Marvel vs. Capcom - Clash of Super Heroes (c) 1998 Capcom Company, Limited.

North American & European release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Marvel vs. Capcom - Clash of Super Heroes [Green Board]".

- TECHNICAL -

Runs on the "CP System II" hardware.
Blue Board [USA & Europe]

- TRIVIA -

Most people probably already know that some of the characters' names were changed in the export versions (e.g., Rockman was changed to Megaman, etc.). 

When they recorded the announcer's voice, she had to say both the original names and the 'Export' ones during the recording. But for some of the characters' names that were NOT changed, there were alternate pronunciations recorded.
For example, when you select Chun-Li in the original Japanese version, the way the announcer pronounces 'Chun' rhymes with 'noon'. 
In the Export versions, the way she pronounces 'Chun' rhymes with 'fun'. There is also an unused alternate pronunciation of Zangief (which sounds like 'Zain-geef') that can be heard in the Sound Test. 

Megaman's 'Rock Upper' move in the original Japanese version is called 'Mega Upper' in the Export versions, simply because the name of the character is different in Japan and Worldwide.

- UPDATES -

Blue Board revisions : 

REVISION 1:
* Build date: 971222
* US release.

REVISION 2:
* Build date: 980112
* EUROPE release.

REVISION 3:
* Build date: 980123
* US & EUROPE releases.

- PORTS -

* Consoles :
Sega Dreamcast [US] (September 30, 1999) "Marvel vs. Capcom - Clash of Super Heroes [Model T-1202N]" : Re-released as Sega All Stars edition (2000)
Sony PlayStation [US] (January 27, 2000) "Marvel vs. Capcom - Clash of Super Heroes [Model SLUS-01059]" 
Sony PlayStation [EU] (January 31, 2000) Marvel vs. Capcom - Clash of Super Heroes [Model SLES-02305]" 
Sega Dreamcast [EU] (June 23, 2000) "Marvel vs. Capcom - Clash of Super Heroes [Model T-7002D-61] 
Sony PlayStation 3 [PSN] [US] (September 25, 2012) "Marvel vs. Capcom Origins" 
Microsoft XBOX 360 [XBLA] [US] [EU] [AU] (September 26, 2012) "Marvel vs. Capcom Origins" 
Sony PlayStation 3 [PSN] [EU] (October 10, 2012) "Marvel vs. Capcom Origins"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69653&o=2

$end


$info=mvscjr1,mvscj,
$bio

Marvel vs. Capcom - Clash of Super Heroes (c) 1998 Capcom Company, Limited.

Fifteen characters from all walks of the Marvel and Capcom lineups tag-battle each other including loads of special assist characters. Their only goal : beat the supreme and terrific Onslaught!

- TECHNICAL -

Runs on the "CP System II" hardware.
Green Board [Japan]

Players: Up to 2.
Control: 8-way joystick per player.
Buttons: 6 per player.
= > [1] LP, [2] MP, [3] HP
= > [4] LK, [5] MK, [6] HK

- TRIVIA -

First revision is from December 1997, but most arcades didn't get the game until January 1998. It was known as the 28th video game released on the CPS-II hardware.

The game was shown at the 1998 AOU Amusement Expo show, in Japan.

Known export releases:
"Marvel vs. Capcom - Clash of Super Heroes [Blue Board]"
"Marvel vs. Capcom - Clash of Super Heroes [Grey Board]"
"Marvel vs. Capcom - Clash of Super Heroes [Orange Board]"
"Marvel vs. Capcom - Clash of Super Heroes [Pink Board]"

The game was also re-edited in Japan as "Marvel vs. Capcom - Clash of Super Heroes [Black Board]".

Here are the debut comics for the 21 Marvel characters including the Guest Characters (For those with alter-egos, they are also listed) : 
Captain America (aka Steve Rogers) - Captain America Comics #1 
Carnage (aka Cletus Kasady) - Amazing Spider-Man #359 
Colossus (aka Piotr Nikolaievitch Rasputin) - Giant-Size X-Men #1 
Cyclops (aka Scott Summers) - X-Men #1 
Gambit (aka Jean-Luc 'Remy' LeBeau) - Uncanny X-Men #266 
Hulk (aka Robert Bruce Banner) - Incredible Hulk #1 
Iceman (aka Robert 'Bobby' Drake) - Uncanny X-Men #1 
Jubilee (aka Jubilation Lee) - Uncanny X-Men #244 
Juggernaut (aka Cain Marko) - X-Men #12 
Magneto (aka Erik 'Magnus' Lehnsherr) - X-Men #1 
Onslaught - X-Men (Vol. 2) #53 
Psylocke (aka Elizabeth 'Betsy' Braddock) - New Mutants Annual #2 
Rogue - Avengers Annual #10 
Sentinel - Uncanny X-Men #14 
Spider-Man (aka Peter Parker) - Amazing Fantasy #15 
Storm (aka Ororo Munroe) - Giant Size X-Men #1 
Thor (aka Jake Olsen) - Journey Into Mystery #83 
U.S. Agent (aka John F. 'Johnny' Walker) - Captain America #351 
Venom (aka Edward 'Eddie' Brock) - Amazing Spider-Man #300 
War Machine (aka James R. 'Rhodey' Rhodes) - Iron Man #281 
Wolverine (aka James 'Logan' Howlett) - Incredible Hulk #180 

Here are the debut games for the 19 Capcom characters including the Guest Characters : 
Anita - "Night Warriors - Darkstalkers' Revenge" ("Vampire Hunter - Darkstalkers' Revenge" in Japan) 
Arthur - "Ghosts'n Goblins" ("Makaimura" in Japan) 
Captain Commando - "Captain Commando" 
Chun-Li - "Street Fighter II - The World Warrior" 
Devilotte Do Dethsatan IX (aka Devilot) - "Cyberbots - Fullmetal Madness" 
Jin Saotome - "Cyberbots - Fullmetal Madness" 
Lou - "Three Wonders" ("Wonder 3" in Japan) 
Megaman (Rockman in Japan) - Megaman (Rockman in Japan) 
Michelle Heart - "Legendary Wings" ("Ares No Tsubasa - The Legendary Soldiers" in Japan) 
Morrigan Aensland - "Darkstalkers - The Night Warriors" ("Vampire - The Night Warriors" in Japan) 
Pure and Fur - "Capcom World 2 - Adventure Quiz" 
Roll - Megaman (Rockman in Japan) 
Ryu - "Street Fighter" 
Saki - "Quiz Nanairo Dreams - Nijiirochou no Kiseki" 
Shadow - "Marvel Super Heroes vs. Street Fighter" 
Strider Hiryu - "Strider" ("Strider Hiryu" in Japan) 
Ton-Pooh - "Strider" ("Strider Hiryu" in Japan) 
Unknown Soldier - "Forgotten Worlds" ("Lost Worlds" in Japan) 
Zangief - "Street Fighter II - The World Warrior" 

Strider's ending is a reference to that of the ending in his own game ("Strider") 
Jin's ending is a reference to Gawaine's ending in "Cyberbots - Fullmetal Madness" (but with Jin taking the place of Gawaine, Onslaught taking the place of the Final Weapon of Destruction, Jin's headband taking the place of Gawaine's sword and Ryu taking the place of Jin). 
Megaman's ending is a reference to what happens in his own games ("Mega Man - The Power Battle") when he beats a boss. 
Captain Commando's ending is a reference to the ending in his own game ("Captain Commando"). 

Rumors exist for the reason War Machine was in the roster instead of Iron Man (although Hyper-Armor War Machine in the game had similar moves with Iron Man). The most popular reason being that Capcom, at the time, did not have the rights to use the Iron Man character. 

The game background is mainly inspired by the famous comic saga called Onslaught, published in 1996. As in the comic books, Onslaught appears under his two main forms (after defeating the first one, he reveals its ultimate appearance). 

Shirley Burton holds the official record for this game with 1119300 points. 

Suleputer released a limited-edition soundtrack album for this game (Marvel Vs. Capcom OST - CPCA-1005) on March 21, 1998. 

Michael Jackson used to own this game. It was sold at the official Michael Jackson Auction on April 24, 2009.

- UPDATES -

Green Board revisions : 

REVISION 1:
* Build date: 980112

REVISION 2:
* Build date: 980123

- TIPS AND TRICKS -

* Play As Hyper-Armor War Machine : At the character selection screen, highlight Zanglief and press Left(x2), Down(x2), Right(x2), Down(x2), Left(x2), Up(x4), Right(x2), Left(x2), Down(x4), Right(x2), Up(x2), Left(x2), Down(x2), Right(x2), Down(x4). Hyper-Armor War Machine will appear above Zangief. Hyper Armor War Machine got the same moves as War Machine (with some little variations), can't jump very high, can't block attacks but can't be stopped during his attacks.

* Play As Shadow Lady : At the character selection screen, highlight Morrigan and press Up, Right(x2), Down(x4), Left(x2), Up(x4), Right(x2), Left (x2), Down(x2), Right(x2), Down(x2), Left(x2), Up(x2), Right(x2), Up(x2), Left(x2), Down(x5). Shadow Lady will appear below Gambit. Her attacks came from several characters in the game.

* Play As MSH Seinou Hulk (Marvel Super Heroes Ability Hulk) : At the character selection screen, highlight Chun Li and press Right(x2), Down(x2), Left(x2), Right(x2), Down(x2), Left(x2), Up(x4), Down(x2), Right(x2), Up(x2), Down(x4), Up(x4), Left, Up. MSH Seinou Hulk will appear above Ryu. His moves are very similar from the original Hulk.

* Play As Lilith-Kaze Morrigan (Lilith-style Morrigan) : At the character selection screen, highlight Zanglief and press Left(x2), Down(x2), Right(x2), Up(x2), Down(x4), Left(x2), Up(x4), Right, Left, Down(x4), Right(x2), Up(x4), Left(x2), Down(x4), Right, Down. Lilith-Kaze Morrigan will appear below War Machine. She makes moves a little bit different from Morrigan ones.

* Play As Roll-chan (-chan is a ''suffix for familiar 'female' person'') : At the character selection screen, highlight Zanglief and press Left(x2), Down(x2), Right(x2), Down(x2), Left(x2), Up, Right, Up(x2), Right(x2). Roll-chan will appear to the right of Megaman. Her moves are the same as Megaman.

* Play As Carnage (looks like a bloody Venom) : At the character selection screen, higlight Chun Li and press Right, Down(x4), Left, Up(x4), Right(x2), Down(x2), Left(x2), Down(x2), Right(x2), Up(x4), Left(x2), Up. High-speed Venom will appear above Chun-Li. He got the same moves as Venom but can do them very quickly.

* Change Character Lineup : Press all three Punch buttons at the 'vs.' screen to change the lineup (second chosen character is now first up). You can repeat this code again to reset the lineup.

* Continue Attacking : Press Start immediately after winning the match to move almost everywhere and have the ability to continue hitting the defeated character, even with super moves.

* Choose Your Helper : To obtain the helper of you choice, you must always hold down start and then the designated buttons, just before selecting your second character.
Shadow - LP+MK+HP
Sentinel - MP+MK+HP
Storm - LP+LK+HP
Thor - LK+MP
Unknown Soldier - LP
Pure and Fur - LK
Anita - LP+MP+HP
Lou - MP
Rogue - LP+MP+HP+LK
Colossus - LP+MP+MK
Michelle Heart - LP+LK
King Arthur - LP+MP
Saki - HP
Ton-Pooh - LP+HP
Iceman - MP+MK
Cyclops - LP+LK+MP
Magneto - LK+HP
U.S. Agent - MK+HP
Psylock - MK
Devilot - MP+HP
Juggernaut - LP+MK

* Dark Charlie-As Your Special Partner : Simultaneously press Light Punch, Medium Kick and Hard Punch after you choose your team.

* Use Opponent's Helper : Defeat your opponent's helper in a single player game. Then, hold LK+MK+HK at the screen that displays the name of the character that won until the next match. If done correctly, your helper in the last match will be from your previous opponent's team.

* Name Changes : Enter --- as a name to have the game change it to 'SIN'. Enter AAA as a name to have the game change it to 'CAP'. Enter MMM as a name to have the game change it to 'MOT'.

* Fight Hidden Characters : In every case, you cannot lose a character. You can give up first attacks and have opponents join in, unlike what other sources tell you. A Super Finish is defined as either a Hyper Combo Finish, a Crossover Combination (or Variable Combination) Finish, or a Duo Team Attack (or Variable Cross) Finish.
1) To fight the team of Orange Hulk and Wolverine, get 3 Super Finishes.
2) To fight the team of Hyper-Armor War Machine and Captain America, get 5 Super Finishes, two of which must be Duo Team Attack Finishes.
3) To fight the team of Carnage and Spider-Man, get 6 Super Finishes, four of which must be Duo Finishes and finish six rounds under a certain amount of time.
4) To fight Lilith-Style Morrigan and Chun-Li, get 3 Super Finishes and drain your helper stocks in two matches.
5) To fight Roll and Megaman, get 5 Super Finishes, 2 of which are Duo Finishes and drain your helper stocks in six matches.
6) To fight Shadow Lady and Jin, get 6 Super Finishes, 4 of which are Duo finishes, drain your helper stocks in six matches and finish six matches under a certain amount of time.

- SERIES -

Note: also called the 'Capcom vs.' series.

1. X-Men vs. Street Fighter [Green Board] (1996)
2. Marvel Super Heroes vs. Street Fighter [Green Board] (1997)
3. Marvel vs. Capcom - Clash of Super Heroes [Green Board] (1998)
4. Marvel vs. Capcom 2 - New Age of Heroes (2000)
5. Marvel vs. Capcom 3 (2011)

- STAFF -

Planners : Atsushi Tomita, Dave Matumoto, Nakano Tau! Masahiro
Original art works : Akira Yasuda (Akiman), Shoei, Sakomizu
Object designers : Minobe Hiroaki, Akemi Kurihira, Fuji=Kazu, Sagata, G. Kamina, Miwa Sagaguchi, Kohichi Kikutanii, Masanori Kondo, Hiroshi Yoshioka, Shinya Miyamoto, Takep, Toshihiro Suzuki, Jon Narancha, Yamancha, Naony, Yuugen, Kanako Takami, Ino, Eripyon.N, Kimo Kimo
Scroll designers : Konomi, Iwai, Sawatch, M. Nakagawa, M. Kitamura, Nissui, Kanno, Himago, Kazu T, Oonisi, Takapon, Kenichi Yamahashi, Stamp Rally
Music Composers & Arrangers : Yuko K. Takehara, Masato Koda
Sound director : Ryoji Yamamoto
Recording director : Susan Hart
Recording engineers : Paul Shubat, David Stinson
Second engineers : Dave Hatt, Rick Pacholko
Programmers : Motsu, Eternal Sailor, Kaw, You!, Silver Kadontz, Teruaki Hirokado (Bakunetsu Hirokado)
Producer : Kenji Kataoka
General producer : Noritaka Funamizu
Executive producer : Yoshiki Okamoto

* Voice Actors (Art Vision):
Capcom heroes...
Strider Hiryu : Fube Tomomi 
Mega Man, Roll : Fujino Kahoru 
Morrigan :  Jinguji Yayoi
Chun Li : Miyamura Yuko 
Ryu : Toshiyuki Morikawa
Captain Commando : Nagasako Takashi 
Zangief : Takagi Wataru 
Jin : Ueda Yuji

Marvel heroes...
Jubilee : Alyson Court
Hulk : Andrew Jackson
Captain America, Wolverine : Cathal J. Dodd
Onslaught : Maurice Wint
Spider-Man : Patrick Chilvers
Venom, Thor : Rod Wilson
Gambit : Tony Daniels
War Machine : Wayne Ward

Narrator : Sally Cahill

- PORTS -

* Consoles : 
Sega Dreamcast [JP] (March 25, 1999) "Marvel vs. Capcom - Clash of Super Heroes [Model T-1202M]"
Sony PlayStation [JP] (November 11, 1999) "Marvel vs. Capcom EX Edition [Model SLPS-02368]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1573&o=2

$end


$info=mvsca,mvscar1,
$bio

Marvel vs. Capcom - Clash of Super Heroes (c) 1998 Capcom Company, Limited.

Asian release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Marvel vs. Capcom - Clash of Super Heroes [Green Board]".

- TECHNICAL -

Runs on the "CP System II" hardware.
Grey Board [Asia]

- UPDATES -

Grey Board revisions : 

REVISION 1:
* Build date: 980112

REVISION 2:
* Build date: 980123

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69655&o=2

$end


$info=mvsch,
$bio

Marvel vs. Capcom - Clash of Super Heroes (c) 1998 Capcom Company, Limited. 

South American release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Marvel vs. Capcom - Clash of Super Heroes [Green Board]".

- TECHNICAL -

Runs on the "CP System II" hardware.
Orange Board [South America]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69654&o=2

$end


$info=mvscb,
$bio

Marvel vs. Capcom - Clash of Super Heroes (c) 1998 Capcom Company, Limited. 

Brazilian release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Marvel vs. Capcom - Clash of Super Heroes [Green Board]".

- TECHNICAL -

Runs on the "CP System II" hardware.
Pink Board [Brazil]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71695&o=2

$end


$info=mvsc2,
$bio

Marvel vs. Capcom 2 - New Age of Heroes (c) 2000 Capcom Company, Limited.

The best of the best are back! Fight with 28 characters and unlock 28 extra fighters on 3 on 3 tag battles. Learn to master the new 'Delayed hyper combo system' to combine your 3 characters hyper moves and defeat the mighty Abyss.

- TECHNICAL -

Runs on the Sega "NAOMI" hardware.

- TRIVIA -

Marvel vs. Capcom 2 - New Age of Heroes was released in February 2000. 

* Here are the debut comics for the 28 Marvel characters (for those with alter-egos, they are also listed) :  
Blackheart - Daredevil #270 
Cable (aka Nathan Summers) - New Mutants #87 
Captain America (aka Steve Rogers) - Captain America Comics #1 
Colossus (aka Piotr Nikolaievitch Rasputin) - Giant-Size X-Men #1 
Cyclops (aka Scott Summers) - X-Men #1 
Doctor Doom (aka Victor von Doom) - Fantastic Four #5 
Gambit (aka Jean-Luc 'Remy' LeBeau) - Uncanny X-Men #266 
Hulk (aka Robert Bruce Banner) - Incredible Hulk #1 
Iceman (aka Robert 'Bobby' Drake) - Uncanny X-Men #1 
Iron Man (aka Anthony 'Tony' Stark) - Tales of Suspense #39 
Juggernaut (aka Cain Marko) - X-Men #12 
Magneto (aka Erik 'Magnus' Lehnsherr) - X-Men #1 
Marrow (aka Sarah) - Uncanny X-Men #325 
Omega Red (aka Arkady Rossovich) - X-Men #4 
Psylocke (aka Elizabeth 'Betsy' Braddock) - New Mutants Annual #2 
Rogue - Avengers Annual #10 
Sabretooth (aka Victor Creed) - Iron Fist #14 
Sentinel - Uncanny X-Men #14 
Shuma-Gorath - Marvel Premiere #6 
Silver Samurai (aka Kenichiro Harada) - Daredevil #111 
Spider-Man (aka Peter Parker) - Amazing Fantasy #15 
Spiral (aka Rita Ricochet) - Longshot #1 
Storm (aka Ororo Munroe) - Giant Size X-Men #1 
Thanos - Iron Man #55 
Venom (aka Edward 'Eddie' Brock) - Amazing Spider-Man #300 
War Machine (aka James R. 'Rhodey' Rhodes) - Iron Man #281 
Wolverine (aka James 'Logan' Howlett) - Incredible Hulk #180 

* Here are the debut games for the 29 Capcom characters : 
Abyss - (New Character)
Akuma ('Gouki' in Japan) - "Super Street Fighter II X - Grand Master Challenge" in Japan; "Super Street Fighter II Turbo" in all other regions 
Amingo - (New Character) 
Anakaris - "Vampire - The Night Warriors" in Japan; "Darkstalkers - The Night Warriors" in all other regions 
Baby Bonnie Hood ('Bulleta' in Japan) - "Vampire Savior - The Lord Of Vampire" 
Cammy - "Super Street Fighter II - The New Challengers" 
Captain Commando - "Captain Commando" 
Charlie ('Nash' in Japan) - "Street Fighter Alpha - Warriors' Dreams" in the United States, Canada, and Europe; "Street Fighter Zero" in Japan, Southeast Asia, Brazil, and Hispanic regions  
Chun-Li - "Street Fighter II - The World Warrior" 
Dan Hibiki - "Street Fighter Alpha - Warriors' Dreams" in the United States, Canada, and Europe; "Street Fighter Zero" in Japan, Southeast Asia, Brazil, and Hispanic regions  
Dhalsim - "Street Fighter II - The World Warrior" 
Felicia - "Vampire - The Night Warriors" in Japan; "Darkstalkers - The Night Warriors" in all other regions  
Guile - "Street Fighter II - The World Warrior" 
Hayato Kanzaki - "Star Gladiator - Episode : I Final Crusade" 
Jill Valentine - "Resident Evil" 
Jin Saotome - "Cyberbots - Fullmetal Madness" 
Ken Masters - "Street Fighter" 
Major Bison ('Vega' in Japan) - "Street Fighter II - The World Warrior" 
Megaman ('Rockman' in Japan) - Megaman (Rockman in Japan) 
Morrigan Aensland - "Vampire - The Night Warriors" in Japan; "Darkstalkers - The Night Warriors" in all other regions  
Roll - Megaman (Rockman in Japan) 
Ruby Heart - (New Character) 
Ryu - "Street Fighter" 
Sakura Kasugano - "Street Fighter Alpha 2" in the United States, Canada, and Europe; "Street Fighter Zero 2" in Japan, Southeast Asia, Brazil, Oceania, and Hispanic regions 
Servbot (Kobun in Japan) - Megaman Legends (Rockman Dash in Japan) 
Sonson - "Son Son" 
Strider Hiryu - "Strider" ("Strider Hiryu" in Japan) 
Tron Bonne - Megaman Legends (Rockman Dash in Japan) 
Zangief - "Street Fighter II - The World Warrior"

- UPDATES -

The Japanese version allows you to gain access to hidden characters (such as Jill Valentine from the Biohazard/Resident Evil series) by exchanging data with the Sega Dreamcast's VMU unit. This feature is going to be removed in the US version.

- TIPS AND TRICKS -

* Alternate Player Colors : If you want to alternate player colors, be sure it's surrounded by a yellow border, then select it with Assist1 or Assist2, this way you will get your player with different clothes' colors.

* Attack Opponent After Winning a Match : After you win a match and your character does his/her victory pose, press Start. You'll be able to attack your fallen opponent while he/she is down.

* Alternate Win Pose For Sakura : Finish off you opponent's last character with any of Sakura's supers. After the big flash, but before the game says 'K.O.' hold down light and fierce kicks. If done correctly, her friend will run out and start dancing with Sakura.

* Unlock Characters Faster :
JUMP TO LEVEL 24 (unlock 16 characters) Enter Game Test Mode. Move cursor to Demo Sound. Press in order: Assist 2, Assist 1, Roundhouse, Fierce, Short, Jab. Exit Game Test Mode.
JUMP TO LEVEL 48 (unlock 8 characters) Enter Game Test Mode. Move cursor to Damage Level. Press in order: Roundhouse, Assist 2, Assist 1, Roundhouse, Fierce, Roundhouse. Exit Test Mode.
JUMP TO LEVEL 72 (unlock 8 characters) Enter Game Test Mode. Move cursor to Continue. Press in order: Jab, Fierce, Jab, Assist 1, Short, Fierce. Exit Game Test Mode.
JUMP TO LEVEL 84 (unlock 4 characters) Enter Game Test Mode. Move cursor to Difficulty. Press in order: Fierce, Short, Assist 1, Jab, Assist 2, Jab. Exit Game Test Mode.

* Changing character orders :
1st and 2nd - Hold Assist 1 until the match begins
1st and 3rd - Hold Assist 2 until the match begins
2nd and 3rd - Hold Assist 1 + Assist 2 until the match begins

* Operator's Command : Input the following codes in the test mode.
1) Move cursor to Sound Mode then "WK, SP, AL, AU, SK, WP"
2) Move cursor to Difficulty then "SK, SP, AU, AL, WP, WK"
3) Move cursor to Damage then "WP, SP, SK, AL, AU, WK"
WP : Weak Punch, WK : Weak Kick, SP : Strong Punch, SK : Strong Kick, AU : Assist Upper, AL : Assist Lower

- SERIES -

Note: also called the 'Capcom vs.' series.

1. X-Men vs. Street Fighter [Green Board] (1996)
2. Marvel Super Heroes vs. Street Fighter [Green Board] (1997)
3. Marvel vs. Capcom - Clash of Super Heroes [Green Board] (1998)
4. Marvel vs. Capcom 2 - New Age of Heroes (2000)
5. Marvel vs. Capcom 3 (2011)

- STAFF -

Producer : Yoshihiro Sudo 
Voice Actor : Patrick Chilvers (Spider Man), Tony Daniels (Gambit), Cathal J. Dodd (Wolverine & Captain America), Norm Spencer (Cyclops)
Voice Actress : Catherine Disher (Psylocke, Storm & Spiral), Zann Rogue (Lenore)
Music composed by : Tetsuya Shibata, Masayuki Endo

- PORTS -

* Consoles : 
Sega Dreamcast [JP] (March 30, 2000) [Model T-1215M] 
Sega Dreamcast [US] (June 29, 2000) [Model T-1212N] 
Sega Dreamcast [EU] (July 16, 2000) [Model T-7010D-50] 
Sony PlayStation 2 [KO] (2002) [Model SLPM-64523] 
Sony PlayStation 2 [JP] (September 19, 2002) [Model SLPM-62227] : Also released as a Modern Pack [Model CPCS-01004] on the same day. 
Microsoft XBOX [JP] (September 19, 2002) [Model M89-00001] 
Sony PlayStation 2 [US] (November 18, 2002) [Model SLUS-20486] 
Microsoft XBOX [EU] (November 29, 2002) 
Sony PlayStation 2 [EU] (November 29, 2002) [Model SLES-51174] 
Microsoft XBOX [US] (March 27, 2003) 
Microsoft XBOX 360 [XBLA] [EU] [US] [JP] (July 29, 2009) 
Sony PlayStation 3 [PSN] [US] (August 13, 2009) [Model NPUB-30068] 
Sony PlayStation 3 [PSN] [JP] (August 13, 2009) 

* Others : 
Apple iPhone/iPod [US] (April 25, 2012) [Model 508710184]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1574&o=2

$end


$x1_flop=marvels,marvelsb,marvelsa,
$bio

Marvelous (c) 1986 Data West, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86062&o=2

$end


$pc8801_flop=marvels,
$bio

Marvelous (c) 1986 Data West, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92356&o=2

$end


$snes=marvelou,
$bio

Marvelous - Mou Hitotsu no Takarajima [Model SHVC-AVRJ-JPN] (c) 1996 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61793&o=2

$end


$gbcolor=marvin,
$bio

Marvin Strikes Back! [Model CGB-BLAE-USA] (c) 2000 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68316&o=2

$end


$info=marvins,
$bio

Marvin's Maze (c) 1983 SNK.

A maze game where you fight against Robonoids while trying to clear the maze of dots. Two ways to finish each rack : Eat up all the dots, or destroy a certain number of Robonoids (listed at the bottom of the screen). Two ways to destroy the Robonoids : Shoot them, or remove the ground from under them at certain points of the maze (the 'Trick').

- TECHNICAL -

Game ID : A2003

Main CPU : (2x) Zilog Z80 (@ 3.36 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 2 Mhz), Namco (@ 31.25 Khz)

Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.61 Hz
Palette colors : 288

Players : 2
Control : 8-way joystick
Buttons : 1

- TRIVIA -

Released in December 1983.

This game is also known as "ACW".

- SCORING -

1 robonoid : 500
2 robonoids : 1500
3 robonoids : 3500
4 robonoids: 7500
5 robonoids : 15500
Dot : 100
Super Dot : 200
Trick (remove ground from under robonoid) : 500
Bonus at end of round : 500 X number of Robonoids destroyed

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1575&o=2

$end


$megadriv=franken,
$bio

Mary Shelley's Frankenstein (c) 1994 Sony Imagesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57295&o=2

$end


$segacd=franken,
$bio

Mary Shelley's Frankenstein (c) 1994 Sony Imagesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60763&o=2

$end


$snes=franken,frankenp,
$bio

Mary Shelley's Frankenstein (c) 1994 Sony Imagesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63231&o=2

$end


$info=frankst,frankstg,
$bio

Mary Shelley's Frankenstein (c) 1995 Sega Pinball, Incorporated.

- TECHNICAL -

Sega Version 3 (BSMT2000 & 192x64 Display)
Model Number : 36

Main CPU : M6808 (@ 1 MHz)
Sound CPU : Motorola M6809 (@ 2 MHz)
Display CPU : Motorola 68000 (@ 6 MHz)
Sound chips : BSMT2000 (@ 24 MHz)

- TRIVIA -

Based on the 1995 movie.

This game features Edgar Winter's classic song, 'Frankenstein', as one of its theme songs.

Approximately 3,000 units were produced.

Watch the video sequences repeat to see "Sonic The Hedgehog" as a Frankenstein creature with scars.

Mary Shelley (born Mary Wollstonecraft Godwin; 30 August 1797 – 1 February 1851) was a British novelist, short story writer, dramatist, essayist, biographer, and travel writer, best known for her Gothic novel Frankenstein or, The Modern Prometheus (1818). She also edited and promoted the works of her husband, the Romantic poet and philosopher Percy Bysshe Shelley. Her father was the political philosopher William Godwin, and her mother was the philosopher and feminist Mary Wollstonecraft.

- STAFF -

Design : John Borg
Artwork : Paul Faris
Software : Neil Falconer, Orin Day, John Carpenter
Dots/Animation : Jack Liddon, Kurt Andersen, Scott Melchionda
Music and Sounds : Brian Schmidt

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5439&o=2

$end


$gbcolor=mnaclue,
$bio

Mary-Kate & Ashley - Get a Clue! [Model DMG-BXFE-USA] (c) 2000 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68317&o=2

$end


$gbcolor=mnacrush,
$bio

Mary-Kate and Ashley - Crush Course [Model CGB-BCVE-USA] (c) 2001 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68319&o=2

$end


$gba=mnagrlno,
$bio

Mary-Kate and Ashley - Girls Night Out [Model AGB-AKSE-USA] (c) 2002 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71586&o=2

$end


$gbcolor=mnaplann,
$bio

Mary-Kate and Ashley - Pocket Planner [Model DMG-BMAE-USA] (c) 2000 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68320&o=2

$end


$gbcolor=mnacircl,
$bio

Mary-Kate and Ashley - Winners Circle [Model CGB-BHFE-USA] (c) 2001 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68321&o=2

$end


$gba=mnaswt16,
$bio

Mary-Kate and Ashley Sweet 16 - Licensed to Drive [Model AGB-AAYE-USA] (c) 2002 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71587&o=2

$end


$msx2_flop=maryupie,
$bio

Maryu Pie (c) 1990 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101849&o=2

$end


$pc98=maryugk2,
$bio

Maryuu Gakuen - Kegasereta Nikutai (c) 1994 Peach Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90080&o=2

$end


$pc98=maryugak,
$bio

Maryuu Gakuen - Nerawareta Shitai (c) 1994 Peach Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90081&o=2

$end


$gameboy=masaactn,
$bio

Masakari Densetsu - Kintarou Action Hen [Model DMG-KOJ] (c) 1992 Tonkin House

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66420&o=2

$end


$gameboy=masarpg,
$bio

Masakari Densetsu - Kintarou RPG Hen [Model DMG-K2J] (c) 1994 Tonkin House

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66421&o=2

$end


$info=masao,
$bio

Masao (c) 1983.

Pirate release of Mario Bros.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 4 Mhz)
Sound CPU : Zilog Z80 (@ 1.536 Mhz)
Sound Chips : General Instrument AY8910 (@ 2.386333 Mhz)

Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 256

Players : 2
Control : 2-way joystick
Buttons : 1

- TRIVIA -

In Masao, Mario is called Masao.

Default highscore table :
RANK SCORE NAME
1ST 012000 ...
2ND 009000 ...
3RD 008000 ...
4TH 005400 ...
5TH 003200 ...

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1576&o=2

$end


$x68k_flop=peepshot,
$bio

Masayochan Peeping Shot! Vol. 1 (c) 19?? Onoe Network

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88406&o=2

$end


$a2600=mashc,mashc1,
$bio

MASH (c) 1983 CCE

- TECHNICAL -

Model C-859

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50666&o=2

$end


$nes=mashou,
$bio

Mashou (c) 1986 Irem Corp.

- TRIVIA -

Mashou was released in Japan on December 15, 1986.

Programmer Message: At 0x1E1C3, there's a secret message from the developers:
DISASSEMBLE? HELLO ! THIS IS DISASSEMBLE MESSAGE FOR YOU.
THIS PROGRAM WAS MADE IN JAPAN TOKYO 10 NOV 1986 COPY RIGHT BY
IREM CORP.PROGRAMMED AND LICENSED BY LENAR SPLENDOR
TEAM GOOD BYE !

Export releases:
[US] "Deadly Towers"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54355&o=2

$end


$pc98=lavaleur,
$bio

Mashou Denki La Valeur (c) 1989 Kogado Studio [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90082&o=2

$end


$msx1_cart=gabalin,gabalina,
$bio

Mashou no Yakata - Gabalin [model R49X5108] (c) 1987 Pony Canyon, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77256&o=2

$end


$cpc_cass=masks,
$bio

Mask (c) 1987 Erbe Soft. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98166&o=2

$end


$cpc_cass=mask,
$bio

Mask (c) 1987 Gremlin Graphics Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98167&o=2

$end


$msx1_cass=mask2,
$bio

Mask II (c) 1987 Gremlin Graphics Software, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94828&o=2

$end


$cpc_cass=mask2,
$bio

Mask II (c) 1988 Erbe Soft. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98168&o=2

$end


$msx1_cass=mask3,
$bio

Mask III - Venom Strikes Back (c) 1988 Gremlin Graphics Software, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94829&o=2

$end


$msx2_flop=mask,
$bio

Mask Kyou Jidai Battle (c) 1994 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101850&o=2

$end


$msx2_flop=maskmani,
$bio

Mask Mania Age Battle (c) 1994 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101851&o=2

$end


$info=kamenrid,
$bio

Masked Riders Club Battle Race (c) 1993 Banpresto.

- TECHNICAL -

Game ID : BP934

Main CPU : Motorola 68000 (@ 16 Mhz)
Sound Chips : X1-010 (@ 16 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in September 1993.

Based on the Tokusatsu series 'Kamen Rider'.

- STAFF -

Main programmer : Sou Kajiwara
Assistant programmers : Jun Ichikawa, Hiroshi Yamanaka, Kenchi Kikkawa
Graphic designers : Yohko Ogawa, Makoto Yamanaka, Takayuki Nanjyou, Masaru Oshima
Sound designers : Naoya Doi, Akira Inoue
Sound programmer : Hiroshi Yamanaka
Hard : Noboru Kohno, Tetsuya Shimohira
Director : Jun Ichikawa
Producer : Takehiko Hoashi
Executive producer : Yoshiaki Tsuyuki

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1577&o=2

$end


$info=maski,
$bio

Maski-Show (c) 200? Extrema-Ukraine.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=12017&o=2

$end


$pc8801_flop=masquera,
$bio

Masquerade (c) 1985 Starcraft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92357&o=2

$end


$saturn,sat_cart=massdest,
$bio

Mass Destruction (c) 1997 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60345&o=2

$end


$saturn,sat_cart=massdestj,
$bio

Mass Destruction - Otousan ni mo Dekiru Soft (c) 1997 BMG Interactive Entertainment [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59402&o=2

$end


$saturn,sat_cart=massdestu,
$bio

Mass Destruction [Model T-18007H] (c) 1997 ASC Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60079&o=2

$end


$info=mastboy,mastboyi,mastboyia,
$bio

Master Boy (c) 1991 Gaelco.

A quiz game.

- TECHNICAL -

Main CPU : Z180 (@ 8 Mhz)

Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 256

- TRIVIA -

Default highscore table (MASTERBOY de PLATA) :
JUNIOR PEPITO 64800 5.50
SENIOR XXXXXXXX 63200 5.50
MASTER HERMOSO 77000 5.60
GRUPO LA PANNDILLA 109800 5.80

- STAFF -

Staff: Xavier Arrébola

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4855&o=2

$end


$a2600=masterbe,
$bio

Master Builder - Super Baumeister (c) 1983 Spectravideo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50678&o=2

$end


$a2600=masterb,
$bio

Master Builder (c) 1983 Spectravideo

THE MASTER CONTRACT:
To become a MASTER BUILDER, you have to complete construction of several buildings in SPECTRAVILLE. Try to remember the blueprints of the buildings which will appear on screen for only 5 seconds. Don't worry about the buildings materials supply. You can get substantial volume of bricks from stores and construct the building by laying them in the appropriate
position. A MAGIC LADDER will help you in carrying out your hob on the upper floors. But don't forget the troublesome SPECTRADOG, naughty KID and the powerful destructive LIGHTNING.

If the construction is succesfully accomplished, you can leave the site by catching a HELICOPTER. However, you will lose a chance every time your finished construction is not according to the blueprint, so THINK before catching the HELICOPTER.

- TECHNICAL -

Model SA-210

- SCORING -

Score will only be given when you have correctly constructed a building and it will be accumulative.  Bonus which is roportional to the resources left (no. of bricks or time) will also be given.

1. CITY HALL: 1000
2. CATHOLIC CHURCH : 2000
3. COMMERCIAL CENTRE: 3000
4. HISTORY MUSEUM: 4000
5. MEMORIAL BUILDING: 5000

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50677&o=2

$end


$msx1_cart=masterch,
$bio

Master Chess (c) 1987 Mastertronic, Ltd. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77257&o=2

$end


$msx1_cass=mastches,mastchesa,
$bio

Master Chess (c) 1987 Mastertronic, Ltd. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94830&o=2

$end


$cpc_cass=mchessmg,
$bio

Master Chess [Model MB1] (c) 1984 Mikro-Gen [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98173&o=2

$end


$cpc_cass=mchessam,
$bio

Master Chess [Model SOFT 125] (c) 1984 Amsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98171&o=2

$end


$nes=mastrchua,
$bio

Master Chu & Drunkard Hu (c) 199? Sachen.

- TECHNICAL -

Game ID: TC-007

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76849&o=2

$end


$nes=mastrchu,
$bio

Master Chu and the Drunkard Hu (c) 1989 Color Dreams

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55335&o=2

$end


$info=sc1mast,
$bio

Master Club (c) 1997 ELAM.

- TECHNICAL -

Model 6764

- TRIVIA -

Master Club was released in May 1997.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42147&o=2

$end


$bbca_cass,bbcb_cass=mastcutl,
$bio

Master Cutler (c) 1984 DeeKay

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52083&o=2

$end


$nes=mstrfgt3,mstrfgt3a,
$bio

Master Fighter 3 (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84053&o=2

$end


$nes=mstrfgt2,mstrfgt2b,mstrfgt2a,mstrfgt2c,
$bio

Master Fighter II - The World Warrior (c) 1992 Yoko

Unlisenced version of "Street Fighter II - The World Warrior" for the Nintendo Famicom by Yoko Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84054&o=2

$end


$nes=mstrfgt6,
$bio

Master Fighter VI' (c) 1993 Yoko

- STAFF -

Developed by: Hummer Team

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84055&o=2

$end


$pc98=masthand,
$bio

Master Hand (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90083&o=2

$end


$msx1_cart=masteng1,
$bio

Master in English - Intermediate Second Grade - Pt. 1-2 (c) 1988 Methali

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77258&o=2

$end


$msx1_cart=masteng2,
$bio

Master in English - Intermediate Second Grade - Pt. 2-2 (c) 1988 Methali

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77259&o=2

$end


$gameboy=mkaratek,
$bio

Master Karateka [Model DMG-KRA] (c) 1989 Shinsei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66422&o=2

$end


$cdi=mlabyrnt,
$bio

Master Labyrinth (c) 1995 Pack-In-Video Company, Limited.

In the depths of an ancient castle lies a mysterious labyrinth of ever changing. Wizards have gathered here to take part in a battle of tactics. Naturally each of them wishes to find the greatest treasures by skilfully changing the pathways in order to reach the next treasure. He who accumulates the most points, wins and can enter himself in the Book of Masters.

- TECHNICAL -

Model 810 0225

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52988&o=2

$end


$info=mmerlin,
$bio

Master Merlin (c) 1982 Parker Bros.

LED quiz game.

- TECHNICAL -

Model 4060

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94369&o=2

$end


$info=mmonty,
$bio

Master Monty (c) 1987 Ritam.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95297&o=2

$end


$info=mastninj,
$bio

Master Ninja (c) 1989 Unknown.

- TRIVIA -

Bootleg/Hack of "Shadow Warriors".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32411&o=2

$end


$sms=mastdark,
$bio

Master of Darkness (c) 1992 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56093&o=2

$end


$gamegear=mastdark,
$bio

Master of Darkness [Model 2437] (c) 1993 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64694&o=2

$end


$pc8801_flop=mastmons,
$bio

Master of Monsters (c) 1988 System Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92358&o=2

$end


$msx2_flop=mastmons,mastmonsb,mastmonsa,
$bio

Master of Monsters (c) 1988 System Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101852&o=2

$end


$pc98=mastmons,
$bio

Master of Monsters (c) 1989 Systemsoft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90084&o=2

$end


$megadriv=mastermj,
$bio

Master of Monsters (c) 1991 Toshiba EMI

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56648&o=2

$end


$megadriv=masterm,
$bio

Master of Monsters (c) 1991 Renovation

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57296&o=2

$end


$pcecd=mastmons,
$bio

Master of Monsters (c) 1991 Micro Cabin Co.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58281&o=2

$end


$saturn,sat_cart=mastmons,
$bio

Master of Monsters - Neo Generations (c) 1996 Toshiba EMI

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59403&o=2

$end


$pc98=mastmonf,
$bio

Master of Monsters Final - Rings of Twilight (c) 1992 Systemsoft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90085&o=2

$end


$pc98=mastmon2,
$bio

Master of Monsters II (c) 1991 Systemsoft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90086&o=2

$end


$x68k_flop=mastmon2,
$bio

Master of Monsters II (c) 1992 System Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87885&o=2

$end


$pc98=mastmon2ss,
$bio

Master of Monsters II - Scenario Shuu Vol. 1 (c) 1991 Systemsoft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90087&o=2

$end


$msx1_cass=mastlamp,
$bio

Master of the Lamps (c) 1985 Activision, Inc. [Santa Clara, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94832&o=2

$end


$cpc_cass=mastlamp,
$bio

Master of the Lamps [Model UQK 116] (c) 1985 Activision, Inc. [Santa Clara, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98169&o=2

$end


$info=masterw,masterwu,masterwj,
$bio

Master of Weapon (c) 1989 Taito Corp.

A seven-day nuclear storm brings on a big change on the earth. The earth cracks, the sea boils and the living things change. And human is no exception. After finishing of the cursed 7-day war, the remaining people change their cells and return to the nature in order to endure severe environmental changes. However, a selected part of the people - they had been called scientists - create a computer, which can lead the people in order to leave a seed humankind. This computer is called N.

- TECHNICAL -

Taito B System hardware
Prom Sticker : B72

Main CPU : Motorola 68000, Zilog Z80
Sound Chips : YM2203

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Master of Weapon was released in May 1989 in Japan.

The title on the title screen is "Master of Weapon" but the title was probably supposed to be "Master of Weapons" as the marquee says it is.

Master of Weapon was very unpopular, mostly because it was too difficult for its time. Also, it was released during the 'Tetris era' and most of the Master of Weapon boards (Taito B System) were replaced by Sega's Tetris. Despite unpopularity, some Taito fans still love Master of Weapon because the game displayed excellent graphics and an unique BGM.

After the commercial failure of Master of Weapon, Taito decided to not continue the development of vertical shoot'em ups. So, the famous company Toaplan developed their next shoot'em up game, "Twin Hawk".

A very rare prototype of this game is known as 'Yukiwo'. According to the adviser Senba Takatsuna, Taito Game Sales Department requested to change the game name before the release. 'Yukiwo' is the character name and was also from the first name of the programmer, Yukiwo Ishikawa (Y.I), later known as 'Yukio Abe' and producer of "Rayforce" which the game system was inspired by Master of Weapon. Originally, the game was planned to be a 2-Player simultaneous game but it becomes a 1-Player game after the name change.

Senba Takatsuna said the game's development took about 6 months. The Mecha design was inspired by the famous anime 'Akira'.

The music composer Hisayoshi Ogura didn't compose the actual BGM. He only did the arrangement. The actual composer is not credited on the ending staff roll but is V. Osahi. Wthe game changed his name to Master Of weapon, the development needed to be faster. So, V. Osahi remixed sounds from "Jigoku Meguri" and "Fighting Hawk".

Buddhism's symbols appear in Act 1 and Act 6.

Default highscore table (BEST 5) :
NO SCORE PLAY NAME
1 992300 1 Y.I
2 713000 4 KON
3 314000 4 TET
4 224000 2 T.M
5 191230 1 KYO

Gamest (Japanese arcade magazine), December 1989, a Japanese gamer called 'RVS-R. Y' got a high score of 3,922,260 points.

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

- TIPS AND TRICKS -

* Levels Select : Boot machine with service switch pressed.
Message appears : SERVICE SWITCH ERROR, press 1p Start(x3), service switch, 1p Start.
Message appears : SELECT BY DOWN SW, select level with joy Down/Up and push Start button.

* Good End : If you continue 5 times, you can have access to the last boss, defeat it to see the good end.

* 'Yukiwo' Charater : When you hit specific building in act 1, you can see 'yukiwo' charater written by Kanakata.

* Random boss : In act 4, after vanishing the first huge spaceship, small house appears in meadow. If you hit this house, a hidden boss will appears (this boss is the final boss in Metal Black and Galatic Storm).

- STAFF -

Directed & produced by : George Jyuttute
Game & character designed by : Yukiwo Ishikawa (Y.I)
Programmed by : George K-5, Takeshi Murata (T.M), Creamy Tetsu (TET), Maryin Kondoh
Art designed by : Yukiwo Ishikawa (Y.I), Takako Kojima, Dandy Yarita, Makoto Fujita, Akira Saitoh, Hisakazu Katoh, Oolong Yamada, Kenji Hazama, Animation 20, Santa Claus
Hardware designed by : Eikichi Takahashi, Hiroyuki Noguchi
Music composed & arranged by : V. Osahi(Pinch Panchi), Hisayoshi Ogura, Yasuhisa Watanabe
Graphic designed by : Hiroyasu Nagai, Kazuo Nakagawa, Animation 20

Special thanks to : Takeshi Ishizashi, Hidehiro Fujiwara, Keiichi Shibata, Ichirou Fujisue, Kenji Kaidoh, Tomio Takeda, Hiroshi Tsujino, Akira Fujita, Toshio Kohno, Masami Kikuchi, Kazuhiro Numata, Takashi Kitayabashi, Takamasa Hori

- PORTS -

* Consoles :
Sega Mega Drive [JP] (September 27, 1991) "Master of Weapon [Model T-11063]" 
Sony PlayStation 2 [JP] (March 29, 2007) "Taito Memories II Gekan [Model SLPM-66713]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1579&o=2

$end


$megadriv=mweapon,
$bio

Master of Weapon (c) 1991 Taito Corp.

- TECHNICAL -

Cartridge ID: T-11063

- TRIVIA -

Master of Weapon for Mega Drive was released on September 27, 1991 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56649&o=2

$end


$nes=mstrshot,
$bio

Master Shooter (c) 1993 NTDEC [Taiwan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84056&o=2

$end


$a800=mstrtype,
$bio

Master Type (c) 1983 Scarborough Systems

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86609&o=2

$end


$msx1_cass=mastvoic,
$bio

Master Voice (c) 1985 Aackosoft [Netherlands]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94831&o=2

$end


$amigaocs_flop=mastblaz,
$bio

Masterblazer (c) 1990 Rainbow Arts

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74520&o=2

$end


$bbca_cass,bbcb_cass=mastbrea,
$bio

Masterbreak (c) 19?? Superior Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52084&o=2

$end


$cpc_cass=mastcalc,
$bio

Mastercalc 464 [Model AMC-510] (c) 1985 Indescomp

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98175&o=2

$end


$cpc_cass=mastrcal,
$bio

Mastercalc 464 [Model SOFT 905] (c) 1985 Amsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98176&o=2

$end


$m5_cart=mchess,
$bio

Masterchess (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95356&o=2

$end


$cpc_cass=mchessmt,
$bio

Masterchess [Model IA0147] (c) 1987 Mastertronic, Ltd. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98177&o=2

$end


$cpc_cass=mastfile,
$bio

Masterfile [Model SOFT 464] (c) 1984 Amsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98178&o=2

$end


$mc10=masterm,
$bio

Mastermind (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87666&o=2

$end


$bbca_cass,bbcb_cass=mmind,
$bio

Mastermind Quizmaster (c) 1984 Mirrorsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52085&o=2

$end


$pc98=haruaug2,
$bio

Masters - Harukanaru Augusta 2 (c) 1994 T&E Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90088&o=2

$end


$snes=haruaug2,
$bio

Masters - Harukanaru Augusta 2 [Model SHVC-O2] (c) 1993 T&E Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61794&o=2

$end


$sms=greatglf,
$bio

マスターズゴルフ (c) 1987 Sega Enterprises, Limited.
(Masters Golf)

- TECHNICAL -

Game ID: G-1332

- TRIVIA -

Masters Golf was released on October 10, 1987 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55909&o=2

$end


$saturn,sat_cart=augusta3,
$bio

Masters Harukanaru Augusta 3 (c) 1995 T&E Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59404&o=2

$end


$snes=haruaug3a,haruaug3,
$bio

Masters New - Harukanaru Augusta 3 [Model SHVC-AO3J-JPN] (c) 1995 T&E Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61795&o=2

$end


$sms=mastcomb,
$bio

Masters of Combat (c) 1993 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56094&o=2

$end


$cpc_cass=masters,
$bio

Masters of the Universe (c) 1987 Gremlin Graphics Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98180&o=2

$end


$cpc_cass=mastersk,
$bio

Masters of the Universe (c) 1987 Kixx

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98181&o=2

$end


$bbca_cass,bbcb_cass=masters,
$bio

Masters of the Universe (c) 19?? Adventure Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52086&o=2

$end


$intv=masters,
$bio

Masters of the Universe - The Power of He-Man (c) 1983 Mattel Electronics.

THE ADVENTURE: HE-MAN leaps into his WIND RAIDER and takes off. You have 5 chances with which to fly him to the edge of the wilderness realm of SKELETOR, 30 miles away. There is limited fuel for the perilous journey through swarms of fireballs. If your fuel runs low or you're hit by a fireball, you lose a chance. You can duck, dodge or blast away the fireballs with the bombs and cannon on board the WIND RAIDER, but if you use up all of your chances the chase is over. If you make the 30 miles, HE-MAN leaps from the WIND RAIDER to continue the pursuit of SKELETOR on foot, through mountains, forests and finally CASTLE GRAYSKULL itself. HE-MAN must ward off the lightning-balls, power bolts and magic swords of SKELETOR, who fights for time to cast the magic cyclone spell which can carry HE-MAN away. If HE-MAN gets to SKELETOR in time, they draw their swords and duel until SKELETOR runs away to fight again... but first you have to catch him!

- TECHNICAL -

Model 4689

THE CONTROLS
UPPER SIDE BUTTONS: Fire Cannon / Raise Shield
LOWER SIDE BUTTONS: Bomb Release / Raise Shield
DISC: Move WIND RAIDER / HE-MAN

- SCORING -

WIND RAIDER SCREEN:
Fireball shot down or bombed: 500 points
SKELETOR falls in crater: 1000 points
Each gallon of fuel remaining when WIND RAIDER lands: 1000 points

GROUND SCREENS: 
Lightning-ball or power-bolt hits shield: 50 points
HE-MAN Reaches SKELETOR:
Mountain Screen: 10,000 points
Forest Screen: 15,000 points
CASTLE GRAYSKULL Screen: 20,000 points

Magic Sword:
Mountain Screen: 1,000 points
Forest Screen: 1,500 points
CASTLE GRAYSKULL Screen: 2,000 points

If you cross any screen without raising the shield, it's worth a 10,000 point bonus.

You get 200 bonus points for each second remaining after crossing the Castle Screen. The time bonus increases to 400 points per second at higher skill levels.

- TIPS AND TRICKS -

* Each 100,000 points you score, HE-MAN gets another chance. (Screen will only display up to 9 chances; if you earn more, the game will keep track of them but only show a 9 onscreen.) 

* Catching the drifting magic sword is worth 5 extra seconds at the lowest skill level, more at higher skill levels.

* Start slow and try to keep the action going as long as possible. Avoid spending time and fuel on fancy maneuvering, at least until the basic moves -- firing, bombing, turning, shield-raising, broken-field running and other evasions -- become more natural and rapid, as they will with practice. To get an idea of what is possible for YOU to do, be sure to watch the demonstration which follows the title screen.

- STAFF -

Program: Rick Koenig, Ray Kaestner
Graphics: Connie Goldman
Music/Sound effects: Joshua Jeffe

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60915&o=2

$end


$a2600=masters,
$bio

Masters of the Universe - The Power of He-Man (c) 1983 M Network

Guide HE-MAN through the dangers of ETERNIA, It's 28 long and torturous miles from the workshop of MAN-AT-ARMS' to CASTLE GRAYSKULL. The EVIL WARRIORS' are waiting for you along the way with ENERGY BOLTS and WARP TRAKKERS. If you make it to CASTLE GRAYSKULL, SKELETOR himself is ready to stop you with ROLLING WALLS and LASER BLASTS. Defeat them all BY THE POWER OF GRAYSKULL.

MASTERS OF THE UNIVERSE, HE-MAN, SKELETOR, WIND RAIDER, EVIL WARRIORS, MAN-AT-ARMS, and CASTLE GRAYSKULL are trademarks owned by arid used under license from Mattel, Inc.
*ATARI is a trademark of ATARI INC.

The object of the game is to score as many points as possible while guiding HE-MAN in battle against his evil foes. During the first half of the game, HE-MAN is at the controls of his trusty WIND RAIDER. He must fly the 30 miles from the workshop of MAN-AT-ARMS to CASTLE GRAYSKULL. Nearly every mile of this terrain could end the quest of HE-MAN. EVIL WARRIORS hurl deadly WARP TRAKKERS and ENERGY BOLTS at HE-MAN as he flies overhead. He defends himself with the ION CANNON, MUTRON BOMBS, and fearless flying maneuvers. With enough skill and luck, you can fly HE-MAN to CASTLE GRAYSKULL, but that's only half the battle.

Once you land the WIND RAIDER on CASTLE GRAYSKULL, you are magically projected inside a dungeon room to battle SKELETOR. The room has two moving walls. Each wall has three gaps. The walls are always in motion and the gaps are never still. HE-MAN uses the gaps to reach SKELETOR. SKELETOR Is moving and firing LASER BLASTS at HE-MAN while he tries to pass through the gaps. HE-MAN defends himself from the LASER BLAST with his POWER SWORD. If HE-MAN touches SKELETOR, the victory screen plays and you can move on to the next level

- TECHNICAL -

Model MT4319

- STAFF -

Programmer: Mike Sanders, Jossef Wagner
Graphics: Gerald Moore, Connie Goldman, Joe King
Sound: Patricia Lewis Du Long

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50679&o=2

$end


$gba=masters,
$bio

Masters of the Universe He-Man - Power of Grayskull [Model AGB-AGUE-USA] (c) 2002 TDK Mediactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71588&o=2

$end


$intv=masters2,
$bio

Masters of the Universe II (c) 1982 Mattel Electronics

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60914&o=2

$end


$info=j80mster,
$bio

Masterspy (c) 198? PCP.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41953&o=2

$end


$c64_cart,c64_flop=mstrtype,
$bio

MasterType (c) 1983 Lightning Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53630&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=mstrtype,
$bio

Mastertype (c) 1983 Broderbund Software, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86862&o=2

$end


$psx=masumonk,
$bio

Masumon Kids - The Another World of The Master of Monsters [Model SLPS-01426] (c) 1998 Toshiba EMI [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85422&o=2

$end


$nes=masuzoyu,
$bio

???? ???????? (c) 1992 Coconuts Japan
(Masuzoe Youichi - Asa Made Famicom)

Masuzoe Youichi - Asa Made Famicom is a digital comic by Coconut Japan and features the Japanese politician Youchi Masuzoe. In this intra-office text adventure game, the player is put in the shoes of a businessman who has to instruct his secretary, give phone calls, act favoratory to his peers, gain the favor of his boss and finally find out about the company's factions. The game is divided into four different chapters. Once a chapter is completed, Yoichi Masuzoe asks the players a series of twenty questions. These quiz-questions, however, do not affect the gameplay and only seem to influence the ending of the game. The game's controls are fairly straightforward - an action menu lets the player look around, pick and use items or talk to people from the active view. The bottom of the screen displays text or available choices. A simple password system allows the player to save his game at will.

- TECHNICAL -

Cartridge ID: CDS-I4

- TRIVIA -

Masuzoe Youichi - Asa Made Famicom was released on April 17, 1992 in Japan for 7980 Yen.

The game was never released outside Japan.

Youichi Masuzoe is a Japanese politician and, back in the 1980s, he used to appear on numerous political TV shows such as the late night live show Asa Made Terebi Nama!. The name of the game obviously references this Japanese TV show. The picture on the left shows a more recent picture of Y?ichi Masuzoe.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54356&o=2

$end


$gba=hoffbmx2,
$bio

Mat Hoffman's Pro BMX 2 [Model AGB-AH2E-USA] (c) 2002 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71740&o=2

$end


$gba=hoffbmx,
$bio

Mat Hoffman's Pro BMX [Model AGB-AHOE-USA] (c) 2001 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71739&o=2

$end


$gba=hoffbmxa,
$bio

Mat Hoffman's Pro BMX [Model AGB-AHOP] (c) 2001 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71738&o=2

$end


$gbcolor=hoffbmx,
$bio

Mat Hoffman's Pro BMX [Model CGB-B2XE-USA] (c) 2001 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68323&o=2

$end


$info=matmania,
$bio

Mat Mania - The Prowrestling Network (c) 1985 Taito America Corp.

Export version. For more information about the game itself, please see the original Japanese version entry; "Exciting Hour - The Prowrestling Network"

- TECHNICAL -

Game ID : TA-0015

- TRIVIA -

Mat Mania was released in October 1985 by Taito America, under license from Technos Japan.

In this version, TWA stands for Taito Wrestling Association. The ingame original misspelling of Insane Warrior's name has been corrected. Also, Blues Bloody is now called 'Golden Hulk'. (in reference of Hulk Hogan who debuted wrestling as 'Sterling Golden'. Golden Hulk's most powerful move is the leg drop, which is Hogan's finisher).

This game was originally known in Japan as "Exciting Hour - The Prowrestling Network".
A 2-Player version of this game is known as "Mania Challenge".

Rac Carpana holds the official record for this game with 5,000,150 points.

- SERIES -

1. Tag Team Wrestling (1983)
2. Mat Mania - The Prowrestling Network (1985)
3. Mania Challenge (1986)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1580&o=2

$end


$a7800=matmania,matmaniau,
$bio

Mat Mania Challenge [Model CX7863] (c) 1989 Atari Corp. [Sunnyvale, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50151&o=2

$end


$cpc_cass=matahari,
$bio

Mata Hari [Model 22452] (c) 1988 Proein Soft Line [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98184&o=2

$end


$info=matahari,
$bio

Mata Hari (c) 1978 Bally Mfg. Co.

- TECHNICAL -

[No. 1104-E]
Bally MPU AS-2518-17

- TRIVIA -

Released in April 1978. 16,260 units were produced.

The development of the game took 6 months (started in Septement 77).

A Mata Hari units appears in the movie 'Don't Go in the Woods'.

- STAFF -

Design by: Jim Patla
Art by: Dave Christensen

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43184&o=2

$end


$info=m4matdr,
$bio

Matador (c) 199? Unknown.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41374&o=2

$end


$gba=mataloki,
$bio

Matantei Loki Ragnarok - Gensou no Labyrinth [Model AGB-BMRJ-JPN] (c) 2003 J-Wing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71741&o=2

$end


$info=match98,
$bio

Match 98 (c) 1998 Amcoe.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31144&o=2

$end


$bbca_cass,bbcb_cass=matchday,
$bio

Match Day (c) 1984 Ocean

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52087&o=2

$end


$cpc_cass=matchday,
$bio

Match Day (c) 1985 Ocean Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98185&o=2

$end


$msx1_cass=matchda2,
$bio

Match Day II (c) 1987 Ocean Software, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94833&o=2

$end


$cpc_cass=matchdy2s,
$bio

Match Day II (c) 1987 Erbe Soft. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98187&o=2

$end


$cpc_cass=matchdy2,
$bio

Match Day II (c) 1987 Ocean Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98188&o=2

$end


$info=mgames,
$bio

Match Games (c) 1982 Merit Industries, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=39650&o=2

$end


$info=matchit,
$bio

Match It (c) 1989 Tamtex.

Export version. For more information about the game itself, please see the original Japanese version entry; "Shisen-shou - Joshiryou-hen".

All the erotic scenes from the Japanese version has been removed in this version.

- SERIES -

1. Match It (1989)
2. Match It II (1993)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1581&o=2

$end


$info=j2match,
$bio

Match It (c) 198? JPM International.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41907&o=2

$end


$info=matchit2,
$bio

Match It II (c) 1993 Tamtex.

Export version. For more information about the game itself, please see the original Japanese version entry; "Shisen-shou II".

- SERIES -

1. Match It (1989)
2. Match It II (1993)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4709&o=2

$end


$msx2_flop=matchman,
$bio

Match Maniac (c) 1996 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101853&o=2

$end


$amigaocs_flop=matchday,
$bio

Match of the Day (c) 1992 Zeppelin Premier

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74521&o=2

$end


$info=sc2wembl7a,
$bio

Match of the Day - Road to Wembley (c) 1995 Bell-Fruit Mfg. Company, Limited. [B.F.M.].

- TECHNICAL -

[Model 6401]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40098&o=2

$end


$info=sc2wembl5a,sc2wembl5ap,sc2wembl8,sc2wembl4p,sc2wembl9,sc2wembl6ap,sc2wembl10,sc2wembl7ap,sc2wembl1,sc2wembl1p,
$bio

Match of the Day - Road to Wembley (c) 1995 Bell-Fruit Mfg. Company, Limited. [B.F.M.]

- TECHNICAL -

[Model 6555]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61506&o=2

$end


$info=sc2wembl2,sc2wembl2p,sc2wembl,sc2wemblp,
$bio

Match of the Day - Road to Wembley (c) 1996 Bell-Fruit Mfg. Company, Limited. [B.F.M.]

- TECHNICAL -

[Model 6781]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61507&o=2

$end


$info=sc2wemblm,
$bio

Match of the Day - Road to Wembley (c) 1997 Mazooma Games.

- TECHNICAL -

[Model 7005]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61508&o=2

$end


$info=sc2motd9,
$bio

Match of the Day (c) 1995 Bell-Fruit Mfg. Company, Limited. [B.F.M.].

- TECHNICAL -

[Model 6400]

- TRIVIA -

Match of the Day was released in May 1995 in Ireland.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42202&o=2

$end


$info=sc2motd4,sc2motd4p,sc2motd5,sc2motd5p,sc2motd6,sc2motd6p,
$bio

Match of the Day (c) 1995 Bell-Fruit Mfg. Company, Limited. [B.F.M.]

- TECHNICAL -

[Model 6560]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61502&o=2

$end


$info=sc2motd3,sc2motd3p,sc2motd7,sc2motd8p,
$bio

Match of the Day (c) 1995 Bell-Fruit Mfg. Company, Limited. [B.F.M.]

- TECHNICAL -

[Model 6587]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61503&o=2

$end


$info=sc2motd1,sc2motd1p,sc2motd2,sc2motd2p,
$bio

Match of the Day (c) 1996 Bell-Fruit Mfg. Company, Limited. [B.F.M.]

- TECHNICAL -

[Model 6770]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61504&o=2

$end


$info=sc2motd,sc2motdp,
$bio

Match of the Day (c) 1996 Bell-Fruit Mfg. Company, Limited. [B.F.M.]

- TECHNICAL -

[Model 6798]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61505&o=2

$end


$cpc_cass=matchpnt,matchpnta,
$bio

Match Point [Model EN-M1-G30C] (c) 1985 Psion

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98189&o=2

$end


$gba=xtownheru,
$bio

Matchbox Cross Town Heroes [Model AGB-ARQE-USA] (c) 2002 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71743&o=2

$end


$gba=xtownher,
$bio

Matchbox Cross Town Heroes [Model AGB-ARQP] (c) 2002 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71742&o=2

$end


$gbcolor=matchbox,
$bio

Matchbox Emergency Patrol [Model CGB-BEPE-USA] (c) 2001 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68325&o=2

$end


$odyssey2=3mkrbzlg,
$bio

Matchmaker! + Buzzword! + Logix! (c) 1978 Magnavox Co., The

- TECHNICAL -

Game ID: AJ9407

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95631&o=2

$end


$pcecd=matekida,
$bio

Mateki Densetsu Astralius (c) 1991 IGS Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58282&o=2

$end


$cpc_cass=mate7egb,
$bio

Matematicas - 7.° E. G. B. (c) 1986 Centro Pedagogico De Informatica [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98190&o=2

$end


$snes=matenden,
$bio

Maten Densetsu - Senritsu no Ooparts [Model SHVC-AZ9J-JPN] (c) 1995 Takara Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61796&o=2

$end


$pc98=matengak,
$bio

Maten Gakuen - Jigoku no Love Love Daisakusen (c) 1993 Birdy Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90089&o=2

$end


$megadriv=maten,
$bio

Maten no Soumetsu (c) 1993 Hot-B

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56650&o=2

$end


$nes=matendoj,
$bio

Matendouji (c) 1990 Quest

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54357&o=2

$end


$pico=101dalma,101dalmap8,101dalmap7,101dalmap6,101dalmap5,101dalmap4,101dalmap3,101dalmap2101dalmap1,
$bio

Math Antics With 101 Dalmatians [Model 49047-00] (c) 1996 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75717&o=2

$end


$megadriv=mathblst,
$bio

Math Blaster - Episode 1 (c) 1994 Davidson & Associates

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57297&o=2

$end


$snes=mathblst,
$bio

Math Blaster - Episode 1 (c) 1994 Davidson & Associates

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63232&o=2

$end


$mc10=minicalc,spirals,
$bio

Math Design [Model 26-3362] (c) 1983 Tandy Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87667&o=2

$end


$a800=mathenct,
$bio

Math Encounter (c) 1984 Hsu Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86610&o=2

$end


$a2600=mathgpe,
$bio

Math Gran Prix (c) 1982 Atari, Incorporated.

PAL release. Game developed in USA. For more information, please see the NTSC release's entry; "Math Gran Prix [Model CX2658]".

- TECHNICAL -

Model CX2658P

- PORTS -

* Consoles : 
Microsoft XBOX [EU] (November 26, 2004) "Atari Anthology" 
Sony PlayStation 2 [EU] (February 18, 2005) "Atari Anthology [Model SLES-53061]" 

* Handhelds : 
Nintendo DS [EU] (February 24, 2011) "Atari Greatest Hits Vol.1 [Model NTR-BR6P-EUR]"

* Computers : 
PC [MS Windows, CD-ROM] [EU] (June 10, 2005) "Atari - 80 Classic Games in One! [Replay]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83000&o=2

$end


$a2600=mathgp,
$bio

Math Gran Prix (c) 1982 Atari, Incorporated.

The object of the game is to cross the finish line before the other car. For each turn, the computer gives you an arithmetic problem. When you answer the problem correctly, your car zooms further ahead. If your answer is wrong, the computer gives you the correct answer and your car stays where it is. Players take turns with each other or, in a one-player game, with the computer.

At the beginning of each turn, you will be given a choice of moving 2 OR 3 SPACES. If this message appears in red, the red car moves; if it is blue, the blue car moves.

NOTE: If you are not using a color television, red will appear black; blue will appear white.

MATH GRAN PRIX has nine game versions. Games 1, 2 and 3 contain only addition and subtraction problems; Games 4, 5 and 6 contain only multiplication and division problems. Games 7, 8 and 9 contain all four types of arithmetic problems.

Each of these three game groups has an easy, medium and hard difficulty level. So, in the first group, Game 1 is the easiest and Game 3 the hardest.

- TECHNICAL -

Model CX2658

- TRIVIA -

Export releases:
PAL "Math Gran Prix [Model CX2658P]"

- STAFF -

Programmer: Suki Lee

- PORTS -

* Consoles : 
Microsoft XBOX [US] (November 16, 2004) "Atari Anthology [Model 26084]" 
Sony PlayStation 2 [US] (November 22, 2004) "Atari Anthology [Model SLUS-21076]" 
Microsoft XBOX [JP] (August 4, 2005) "Atari Anthology [Model B7X-00001]" 

* Handhelds : 
Nintendo DS [US] (November 2, 2010) "Atari Greatest Hits Vol.1 [Model NTR-BR6E-USA]" 

* Computers : 
PC [MS Windows, CD-ROM] [US] (November 11, 2003) "Atari - 80 Classic Games in One! [Model 25069J]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50680&o=2

$end


$c64_cart,c64_flop=mileage,
$bio

Math Mileage (c) 1984 CBS Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53631&o=2

$end


$a800=mileage,
$bio

Math Mileage (c) 1984 CBS Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86611&o=2

$end


$gba=mathptrl,
$bio

Math Patrol - The Kleptoid Threat [Model AGB-BIYE-USA] (c) 2007 Tomy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71744&o=2

$end


$channelf=mthquiz1,
$bio

Math Quiz 1 (c) 1976 Fairchild

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53218&o=2

$end


$channelf=mthquiz2,
$bio

Math Quiz 2 (c) 1977 Fairchild

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53219&o=2

$end


$a800=mworkadd,
$bio

Math Works - Addition (c) 1985 Concepts for Darren

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86612&o=2

$end


$a800=mworksub,
$bio

Math Works - Subtraction (c) 1985 Concepts for Darren

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86613&o=2

$end


$odyssey2=2mthecho,
$bio

Math-a-Magic! + Echo! (c) 1978 Magnavox.

- TECHNICAL -

Game ID: AJ9405

- STAFF -

Programmer: Ed Averett

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95632&o=2

$end


$cpc_cass=mathstar,
$bio

Mathe-Star (c) 1985 Star-Division

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98191&o=2

$end


$info=mathmagi,
$bio

Mathemagician (c) 1980 APF Electronics, Inc.

A tabletop handheld calculator.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84468&o=2

$end


$vc4000=mathema1,
$bio

Mathematik I (c) 1978 Interton Electronic.

- TECHNICAL -

[Cassette No. 5]

- TRIVIA -

Also called Mathematics I outside Germany, and Mathématique I in France.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49212&o=2

$end


$vc4000=mathema2,
$bio

Mathematik II (c) 1978 Interton Electronic.

- TECHNICAL -

[Cassette No. 6]

- TRIVIA -

Also called Mathematics II outside Germany, and Mathématique II in France.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49213&o=2

$end


$odyssey2,g7400=2mthechf,
$bio

Mathématicien + Echo (c) 1980 Radiola La Radiotechnique.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95634&o=2

$end


$cpc_cass=mathor1,
$bio

Maths 'O' Level Revision I (c) 1984 Shield Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98193&o=2

$end


$msx1_cass=mathsinv,mathsinva,
$bio

Maths Invaders (c) 1985 Aackosoft [Netherlands]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94834&o=2

$end


$bbca_cass,bbcb_cass=mathsinv,
$bio

Maths Invaders (c) 19?? Stell

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52088&o=2

$end


$bbca_cass,bbcb_cass=mathtuto,
$bio

Maths Tutor (c) 1985 Century

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52089&o=2

$end


$cpc_cass=maths2c,
$bio

Maths-Second-Cycle 2 (c) 1987 Micro C [France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98194&o=2

$end


$cdi=mathtr1,
$bio

Mathtrak K1 (c) 1994 InterROM

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52989&o=2

$end


$cdi=mathtr2,
$bio

Mathtrak K2 (c) 1994 InterROM

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52990&o=2

$end


$x68k_flop=matier10,matier20,matier,
$bio

Matier (c) 1992 Meteor Art Technology

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87886&o=2

$end


$famicom_flop=herobabl,herobabl1,
$bio

????? THE HERO OF BABEL (c) 1988 Pony Canyon, Incorporated.
(Matou no Houkai - The Hero of Babel)

- TECHNICAL -

Disk ID: PNF-MAT

- TRIVIA -

Released on September 02, 1988 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65398&o=2

$end


$info=goketsuj,
$bio

Matrimelee Matsuri (c) 2009 Atlus Company, Limited.

- TECHNICAL -

Runs on the "Taito Type X²" hardware.

- TRIVIA -

This game is known in Japan as "Power Instinct V".

- SERIES -

1. Power Instinct (1993)
2. Power Instinct 2 (1994)
3. Gogetsuji Legends (1995)
4. Gouketsuji Ichizoku 3 - Groove on Fight [Model 610-0374-34] (1997)
5. Matrimelee (2003) 
6. Shin Gouketsuji Ichizoku - Bonnou Kaihou (2006, Sony PlayStation 2)
7. Power Instinct V (2009)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49296&o=2

$end


$info=ep_matrx,
$bio

Matrix (c) 199? Impulse Gaming.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40864&o=2

$end


$msx2_flop=matrix,
$bio

Matrix - Quest for Deliverance (c) 1994 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101854&o=2

$end


$amigaocs_flop=matrixmr,
$bio

Matrix Marauders (c) 1990 Psyclapse

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74522&o=2

$end


$pc98=matsulab,
$bio

Matsudo Labo (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90090&o=2

$end


$snes=suprtraw,
$bio

Matsukata Hiroki no Super Trawling [Model SHVC-AMVJ-JPN] (c) 1995 Tonkin House

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61797&o=2

$end


$saturn,sat_cart=worldfsh,
$bio

Matsukata Hiroki no World Fishing (c) 1996 Media Quest

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59405&o=2

$end


$psx=matsumot,
$bio

Matsumoto Reiji - Story of Galaxy Express 999 [Model SLPS-03220~1] (c) 2001 Banpresto [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85423&o=2

$end


$nes=matsumot,
$bio

Matsumoto Tooru no Kabushiki Hisshou Gaku (c) 1988 Imagineering

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54358&o=2

$end


$nes=matsumo2,
$bio

Matsumoto Tooru no Kabushiki Hisshou Gaku 2 (c) 1989 Imagineering

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54359&o=2

$end


$snes=matsumur,
$bio

Matsumura Kunihiro Den - Saikyou no Rekishi o Nurikaero! [Model SHVC-24] (c) 1994 Shouei System [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61798&o=2

$end


$svision=mattablt,
$bio

Matta Blatta [Model SV10020] (c) 199? Watara

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95460&o=2

$end


$a800=matrhorn,
$bio

Matterhorn (c) 1984 Tigervision [Tiger Electronic Toys, Inc.] [Orchard Mundelein, IL, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86614&o=2

$end


$gameboy=sammer,
$bio

Matthias Sammer Soccer [Model DMG-AJSD-NOE] (c) 1997 Laguna

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66423&o=2

$end


$pc8801_flop=mature1,
$bio

Mature 1 - Active Puzzle Game (c) 19?? Excel [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92359&o=2

$end


$pc8801_flop=mature2,
$bio

Mature 2 (c) 19?? Excel [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92360&o=2

$end


$pc8801_flop=mature3,
$bio

Mature 3 - Active Puzzle Game (c) 19?? Excel [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92361&o=2

$end


$snes=mauimallu,
$bio

Maui Mallard in Cold Shadow (c) 1996 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63233&o=2

$end


$gameboy=mauimall,
$bio

Maui Mallard [Model DMG-AMIE-USA] (c) 1998 Sunsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66424&o=2

$end


$amigaocs_flop=maupiti,maupitif,maupitig,
$bio

Maupiti Island (c) 1991 Lankhor

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74523&o=2

$end


$info=mausuke,
$bio

まうすけのオジャマ ざ わーるど (c) 1996 Data East.
(Mausuke no Ojama the World)

- TECHNICAL -

Runs on the "ST-V [Sega Titan Video Game System]" hardware.

Screen orientation : Horizontal

Players : 2
Control : 8-way joystick
Buttons : 6

- TRIVIA -

Released in March 1996.

The title of this game translates from Japanese as 'Mausuke's Annoy the World'.

This game is known outside Japan as "Kiss Off".

Mausuke is the name of the main character. It's a play on the word 'mausu' which is their pronunciation of 'mouth' and the main character has a giant mouth and the play pieces are mouths.

Default highscore table :
1 TSU 3'20''0 100
2 PAR 2'40''0 80
3 TOK 2'00''0 60
4 OSD 1'20''0 40
5 KNI 0'40''0 20

- STAFF -

Planned by : Tokumaru Hisato
Graphic directed by : Tokumaru Hisato
Graphic designed by : Tokumaru Hisato, Osada Erika
Programmed by : Kazano Kahoru, Kume Toshiharu
Sound directed by : Satoh Taihey
All BGM wirtten by : Satoh Taihey
Directed by : Tsuchiya Junichi
Executive producer : Kanari Minoru

Voice Actors :
Mausuke, Amereon, Heavy Q, Kuin Queen : Malta Mari
Washitaka, Wani Da Buru : Takagi Wataru
Tube Rin, Huraibo, Bucyu Buru : Nagasako Takashi

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1582&o=2

$end


$info=j6mavrk,j6mavrka,j6mavrkb,j6mavrkc,j6mavrkd,
$bio

Maverick (c) 1995 JPM International.

- TECHNICAL -

Impact

- TRIVIA -

Maverick was released in May 1995 in the UK.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40226&o=2

$end


$info=mav_402,mav_100,mav_401,mav_400,
$bio

Maverick (c) 1994 Data East Pinball.

- TECHNICAL -

Game ID: 500-5531-01

Data East Version 3 (BSMT2000 & 192 x 64 display)

Main CPU : M6808 (@ 1 MHz)
Sound CPU : Motorola M6809 (@ 2 MHz)
Display CPU : Motorola 68000 (@ 6 MHz)
Sound chips : BSMT2000 (@ 24 MHz)

- TRIVIA -

Released in October 1994.

Earlier cabinets of this game were made by Data East, the later cabinets were manufactured by Sega Pinball.

This was the last pinball game released under the Data East name.

- STAFF -

Concept : Tim Seckel, Joe Kaminkow, Lonnie D. Ropp, Lyman F. Sheats Jr., Orin Day, Neil Falconer
Designer : Tim Seckel
Artwork : Morgan Weistling
Software : Lonnie D. Ropp, Lyman F. Sheats Jr.
Dots/Animation : Jack Liddon, Kurt Andersen, Scott Melchionda, Mark Raneses
Mechanics : Tim Seckel, Norm Wurz
Music and Sounds : Brian Schmidt

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5398&o=2

$end


$info=maverik,
$bio

Maverik (c) 198? Industria Argentina.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=29152&o=2

$end


$gba=mawaru,
$bio

まわるメイドインワリオ (c) 2004 Nintendo Company, Limited.
(Mawaru - Made in Wario)

- TECHNICAL -

Cartridge ID: AGB-RZWJ-JPN

- TRIVIA -

Released on October 14, 2004 in Japan.

Export releases:
[US] "WarioWare - Twisted! [Model AGB-RZWE-USA]"

- STAFF -

Supervisors: Katsuya Yamano, Toshio Sengoku
Concepts: Koichi Kawamoto, Kazuyoshi Osawa
Chief Director: Goro Abe
Directors: Osamu Yamauchi, Teruyuki Hirosawa
Game Design: Noriyuki Sato, Norikatsu Furuta, Ko Takeuchi, Kazuyoshi Osawa, Takaya Fujii, Goro Abe, Hideo Hatayama, Yasutaka Takeuchi, Kyoko Watanabe, Ryutaro Takahashi, Osamu Yamauchi, Kenichi Nishimaki, Toshihiro Nishii, Kenji Matsumoto, Yuki Tsuji, Masanobu Matsunaga, Naoko Mori, Masaru Nishimura, Youhei Kubotsu, Kazuhiko Furukawa, Kazuhito Norimoto, Yasuhito Fujisawa, Eiko Haruki, Naotaka Ohnishi, Teruyuki Hirosawa, Mami Nishimura, Yasuhisa Baba, Masayuki Taira, Yukie Kuwa
Programming Directors: Kazuyoshi Osawa, Kenji Matsumoto
Programming: Kazuyoshi Osawa, Yasutaka Takeuchi, Ryutaro Takahashi, Osamu Yamauchi, Kenji Matsumoto, Toshihiro Nishii, Yuki Tsuji, Kazuhiko Furukawa, Yasuhito Fujisawa, Masayuki Taira
Character Supervisor: Yoichi Kotabe
Wario Design: Hiroji Kiyotake
Character Design: Ko Takeuchi
Design Directors: Ko Takeuchi, Naoko Mori
Design: Noriyuki Sato, Norikatsu Furuta, Ko Takeuchi, Kazuyoshi Osawa, Hideo Hatayama, Naoko Mori, Youhei Kubotsu, Kazuhito Norimoto, Eiko Haruki, Naotaka Ohnishi, Mami Nishimura, Yukie Kuwa
Sound Director: Kenichi Nishimaki
Music: Kenichi Nishimaki, Masanobu Matsunaga, Yasuhisa Baba
Sound Effects & Programming: Takaya Fujii
Artwork: Nanako Kinoshita, Chiharu Sakiyama, Kiyomi Oe, Kazuma Norisada, Yasuo Inoue
Hardware Design: Masahiko Ota, Takashi Imoto, Kazuhiro Fujihara, Kazunori Koshiishi, Motoki Fujita, Yoshitomo Goto, Noriaki Sakaguchi, Shinji Yamamoto, Fumihiko Tamiya, Ryo Fukasawa, Yoshiteru Fukuda, Noriko Akita
Voice: Nathan Bihldorff, Tom Eberspecher, Andy Hartpence, Ann Lin, Charles Martinet, Reiko Ninomiya, Christina Peyser, Norikatsu Furuta, Ko Takeuchi, Takaya Fujii, Kyoko Watanabe, Yumi Nagai, Yuki Tsuji, Masanobu Matsunaga, Naoko Mori, Junko Yoshikawa, Atsushi Ikuno, Masaru Nishimura, Youhei Kubotsu, Eiko Haruki, Teruyuki Hirosawa, Naotaka Ohnishi, Mami Nishimura, Yasuhisa Baba, Yukie Kuwa
Models: Yuki Tsuji, Naoko Mori, Youhei Kubotsu, Naotaka Ohnishi, Mami Nishimura, Boji the Cat
Debug: Super Mario Club, Fumiaki Shimada, Yasunori Shibayama, Atsushi Takeda, Miho Murata, Yumi Kimura, Tetsuya Oishi, Keiko Ohtsu, Takayuki Murayama, Toshihide Yanai, Sotaro Mochizuki, Jota Nakai, Rieko Ishino, Kenichi Maeda, Noboru Sunada, Masako Sakai, Maki Nadabe
Special Thanks: Hirofumi Matsuoka, Ryoji Yoshitomi, Nobuo Matsumiya, Yoshinori Oie, Kenji Yamada, Takeshi Ando, Kyouko Kasuga, Shoichi Kanehisa, Yasuhiro Kobayashi, Mike Fukuda, Tatsumi Kimishima
Executive Producer: Satoru Iwata

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71745&o=2

$end


$info=bg_max,bg_maxa,
$bio

Max A Million (c) 199? BGT [B. Gaming Technology].

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41875&o=2

$end


$cpc_cass=maxheadrs,
$bio

Max Headroom [Model 140019] (c) 1986 Mind Games Espana, S.A.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98195&o=2

$end


$cpc_cass=maxheadr,
$bio

Max Headroom [Model QSA 124] (c) 1986 Quicksilva

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98196&o=2

$end


$cdi=maxmagic,maxmagica,maxmagicu,
$bio

Max Magic (c) 1994 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52991&o=2

$end


$gba=maxpayne,
$bio

Max Payne Advance [Model AGB-BMEP-UKV] (c) 2004 Rockstar Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71747&o=2

$end


$gba=maxpayneu,
$bio

Max Payne [Model AGB-BMEE-USA] (c) 2003 Rockstar Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71746&o=2

$end


$info=maxrpm,
$bio

Max RPM (c) 1986 Bally Midway.

- TECHNICAL -

Bally Midway MCR 3 hardware
[No. 0C75]

Main CPU : Zilog Z80 (@ 5 Mhz)
Sound CPU : Motorola M6809 (@ 2 Mhz)
Sound Chips : DAC

Screen orientation : Horizontal
Video resolution : 512 x 480 pixels
Screen refresh : 30.00 Hz
Palette colors : 64

Players : 2
Control : paddle
Buttons : 2

- TRIVIA -

Released in April 1986.

Max RPM is known best for its split-screen play.

This game was an experiment to see if the current, non-scrolling, non-scaling 2-D hardware could be used to simulate the first-person driving effects seen in other games of the period.

- STAFF -

Lead Programmer: Tom Leon
Artist / Animator : Brian Colin

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1583&o=2

$end


$pc8801_flop=sacchan,
$bio

Max Series 2 - Sacchan no Daiboken!! (c) 1988 Agumix [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92362&o=2

$end


$pc98=sacchan,sacchana,
$bio

Max Series 2 - Sacchan no Daibouken!! (c) 1988 Agumix [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90091&o=2

$end


$nes=maxwarr,
$bio

Max Warrior 惑星戒厳令 (c) 1991 VAP Game.
(Max Warrior - Wakusei Kaigenrei)

Max Warrior is a 3-D/isometric shooter by Kid and published by Vap. The player takes control of Max Maverick, a lone warrior on a mission to save his native world from a ruthless alien invasion. Everyone has evacuated the planet but Max believes he can penetrate the enemy lines and overcome the aggressive incursion despite the overwhelming odds against him... Max has two mains weapons at his disposal; the first is a Focusing Laser (L) that shoots forward and back at the same time, and the second is a Spread gun (W) that shoots in multiple directions at once (The player switches weapons by pressing 'Select' at any time during the game). Our warrior can also throw bombs in a close vicinity while performing double-jumps. Items scattered throughout the game increase the power of the bombs or any of the main weapons up to five times. Other special items activate protective barriers, speed ups, health modules or bonus points. Finally, Max doesn't always fight on foot and is just as keen to ride into battle - some levels enable him to fly a futuristic hover-bike and a fast hovercraft. Max Warrior features six stages (and an unlockable bonus stage) and a password system allows the player to pick up and continue his game at a later time.

- TECHNICAL -

Game ID: VAP-ZN (9507)

- TRIVIA -

Max Warrior was released on February 15, 1991 in Japan at the price of 5800 Yen.

Export releases:
"Isolated Warrior [Model NES-W6-USA]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54360&o=2

$end


$gameboy=max,
$bio

Max [Model DMG-KV-NOE] (c) 1992 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66425&o=2

$end


$pc8801_cass=max01g,
$bio

Max-01G (c) 1985 Sein Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91247&o=2

$end


$nes=maxi15,
$bio

Maxi 15 (c) 1992 HES [Home Entertainment Suppliers].

Compilation of 15 NES titles:
"F-15 City War" (1990)
"Puzzle" (1990)
"Death Race" (1991)
"Tiles of Fate" (1990)
"Krazy Kreatures" (1990)
"Blackjack" (1992)
"Dudes with Attitude" (1990)
"Venice Beach Volleyball" (1991)
"Stakk M" (exclusive to this compilation)
"Deathbots" (1990)
"Rad Racket: Deluxe Tennis II" (1992)
"Chiller" (1990)
"Solitaire" (1992)
"Menace Beach" (1990)
"Shockwave" (1990)

- TRIVIA -

Maxi-15 Pack for NES was released in 1992 (exact date unknown) in Australia. It is known in North America as simply "Maxi 15".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55336&o=2

$end


$nes=maxi15ua,maxi15u,
$bio

Maxi 15 (c) 1992 American Video Entertainment.

Compilation of 15 NES titles:
"F-15 City War" (1990)
"Puzzle" (1990)
"Pyramid" (1990)
"Tiles of Fate" (1990)
"Krazy Kreatures" (1990)
"Double Strike" (1990)
"Dudes with Attitude" (1990)
"Venice Beach Volleyball" (1991)
"Stakk M" (Never released separately)
"Deathbots" (1990)
"Rad Racket: Deluxe Tennis II" (1992)
"Chiller" (1990)
"Solitaire" (1992)
"Menace Beach" (1990)
"Shockwave" (1990)

- TRIVIA -

Maxi 15 for NES was released in 1992 (exact date unknown) in North America. It is known in Australia as "Maxi-15 Pack".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55337&o=2

$end


$info=maxidbl,
$bio

Maxi Double Poker (c) 1992 Blitz System, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=37789&o=2

$end


$msx1_cass=maxima,maximaa,
$bio

Maxima (c) 1984 PSS

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94835&o=2

$end


$info=j2maxima,
$bio

Maxima (c) 198? PCP.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40975&o=2

$end


$ti99_cart=maximem,
$bio

Maximem Utilities (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84618&o=2

$end


$info=m4maxmze,m4maxmzea,m4maxmzeb,m4maxmzec,m4maxmzed,
$bio

Maximize (c) 199? Union Games, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41375&o=2

$end


$saturn,sat_cart=maxforce,
$bio

Maximum Force (c) 1996 GT Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60346&o=2

$end


$info=maxforce,maxf_102,maxf_ng,
$bio

Maximum Force (c) 1997 Atari Games Corp.

- TECHNICAL -

Atari Cojag hardware

Main CPU : R3000 (@ 33 Mhz), Jaguar (@ 26 Mhz)
Sound CPU : Jaguar (@ 26 Mhz)
Sound Chips : (2x) DAC

Players : 2
Control : lightgun
Buttons : 1

- TRIVIA -

Maximum Force was released in February 1997.

This game was the second developed by Mesa Logic for Atari Games and has often been described as an unofficial sequel to "Area 51" (the real sequel being "Area 51 Site 4").

The game shares many similarities with "Area 51" (secret rooms, hard drive etc.) but uses a more sophisticated sprite overlay system, which allowed the interactive element to have the same number of colours as the video. Maximum Force uses a 16Bit stream for the main video (instead of 15bit for "Area 51"). There's about 50 minutes of video on the 2 GB hard drive. However, despite the more realistic sprites, innocents still do not disappear when shot and actual gore content is far less than that of, say, Mortal Kombat - Maximum Force was a product of the era where games such as Doom were still being blamed for violent shootings in America and Atari Games wanted to maintain their 'good guy' image.

Robert Johnson holds the official record for this game with 707,700 points.

- UPDATES -

REVISION 1 :
* Software version : 2.07CJ.
* Build date : GUIS : Feb 27 1997 14 :33 :27 / MAIN : Feb 27 1997 14 :36 :15

REVISION 2 :
* Software version : 2.07CJ.
* Build date : GUIS : May 21 1997 17 :00 :51 / MAIN : May 22 1997 23 :12 :50

- TIPS AND TRICKS -

* Duck Hunt : To play the duck hunt bonus game, shoot the posters that hang from columns in the second mission.

* Chicken Hunt : To play the chicken hunt bonus game, shoot all of the buttons in the elevator on the second mission.

* The Horse Race : Shoot out all of the 'art' paintings in mission 2 and you will get into the horse race.

- STAFF -

Senior Producer : Rob Rowe
Sr. Engineering Tech. : Patrick Hubbell

- PORTS -

* Consoles :
Sony PlayStation (1997)
Sega Saturn (1997)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1584&o=2

$end


$saturn,sat_cart=maxforceu,
$bio

Maximum Force [Model T-9707H] (c) 1997 Williams Entertainment, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60080&o=2

$end


$info=j6maxod,j6maxoda,j6maxodb,j6maxodc,
$bio

Maximum Overdrive (c) 1999 JPM International.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15826&o=2

$end


$info=maxspeed,
$bio

Maximum Speed (c) 2003 Sammy.

A white-hot racing game that will thrill all your senses! Take part in this extravagant racing game; 3 kinds of races, formula one style, Indy car style, truck racing and on 8 different racing circuits. Use your brilliant driving Technique to trim your lap time, whilst fighting against the steering feedback.

- TECHNICAL -

Sammy Atomiswave Hardware

CPU : Hitachi SH-4 32-bit RISC CPU (200 MHz 360 MIPS / 1.4 GFLOPS)
Graphic Engine : PowerVR 2 (PVR2DC)
Sound Engine : ARM7 Yamaha AICA 45 MHZ (with internal 32-bit RISC CPU, 64 channel ADPCM)
Main Ram : 32 megs
Main Memory : 16 MByte
Graphic Memory : 16 MByte
Sound Memory : 8 MByte
Media : ROM Board
Simultaneous Number of Colors : Approx. 16,770,000 (24bits)
Polygons : 2.5 Million polys/sec
Rendering Speed : 500 M pixel/sec
Additional Features : Bump Mapping, Fog, Alpha-Bending (transparency), Mip Mapping (polygon-texture auto switch), Tri-Linear Filtering, Anti-Aliasing, Environment Mapping, and Specular Effect.

- TRIVIA -

Maximum Speed was released in December 2002 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4054&o=2

$end


$info=j6maxcsh,
$bio

Maximus Cash (c) 199? JPM International.

- TECHNICAL -

Impact

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41117&o=2

$end


$info=sc4maxim,sc4maxima,sc4maximb,sc4maximc,sc4maximd,sc4maxime,sc4maximf,sc4maximg,
$bio

Maximus Cash (c) 200? Mazooma Games.

Fill the 3 trails from the winlines for access to the Maximus Cash feature.
Travel round the board collecting super knockouts, cash, features and Gold Coins. Fill the 4 arrows for entry into the super board. Use bonus nudges for extra cash, features and super knockouts.

Use the bonus button when lit in mystery dapples to help you. There are many ways to get a guaranteed jackpot - use your super knockouts wisely. Don't forget you can cancel nudges if you want. There are many hidden cheats on the features - try pressing buttons and see what they do...

- TECHNICAL -

[Model PR2019]

Technology : Scorpion 4
Cabinet : Eclipse with Note Acceptor facility.
Jackpot : £15 / £5
Stakes : 20p, 25p, 30p

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11907&o=2

$end


$psx=maxracer,
$bio

MaxRacer [Model SLPS-00795] (c) 1997 PD Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85424&o=2

$end


$info=maxxi,
$bio

Maxxi (c) 1982 Polymax.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96204&o=2

$end


$amigaocs_flop=maya,
$bio

Maya (c) 1989 Silmarils

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74524&o=2

$end


$info=maya,mayaa,mayab,mayac,
$bio

Maya (c) 1994 Promat.

A solitaire mahjong game.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 5.5 Mhz)
Sound Chips : YM2203 (@ 2.75 Mhz)

Screen orientation : Horizontal
Video resolution : 512 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 512

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

The game code and gameplay is a COMPLETE ripoff of Dynax' "Dragon Punch"/"Sports Match", just with slightly different graphics!

Default highscore table (BEST5) :
1 AAA 250
2 AAA 245
3 AAA 240
4 AAA 235
5 AAA 230

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1585&o=2

$end


$gbcolor=mayabeef,
$bio

Maya the Bee & Her Friends (c) 2000 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68327&o=2

$end


$gbcolor=mayabee,
$bio

Maya the Bee - Garden Adventures [Model CGB-BMJP-EUR] (c) 2000 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68328&o=2

$end


$gba=mayabesg,
$bio

Maya the Bee - Sweet Gold [Model AGB-BEEP-EUR] (c) 2005 Midway Home Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71748&o=2

$end


$gba=mayabega,
$bio

Maya the Bee - The Great Adventure [Model AGB-ABVP-EUR] (c) 2002 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71749&o=2

$end


$bbca_cass,bbcb_cass=mayday,
$bio

Mayday (c) 19?? Bevan Technology

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52090&o=2

$end


$amigaocs_flop=maydaysh,
$bio

Mayday Squad Heroes (c) 1989 Tynesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74525&o=2

$end


$info=mayday,maydaya,maydayb,
$bio

Mayday!! (c) 1981 Hoei.

- TECHNICAL -

Main CPU : Motorola M6809 (@ 1 Mhz)
Sound CPU : M6808 (@ 894.75 Khz)
Sound Chips : DAC

Screen orientation : Horizontal
Video resolution : 294 x 239 pixels
Screen refresh : 60.00 Hz
Palette colors : 16

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Williams considered this game to be an 'infringement' on their copyright of Defender which led to the halting of Mayday!!'s production.

Default highscore table :
1 MIT 20000
2 NOB 15000
3 NUN 10000
4 HON 7000
5 IKU 5000

Dwayne Richard holds the official record for this game with 6,235,300 points.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1586&o=2

$end


$msx1_cass=mayhem,
$bio

Mayhem (c) 1985 Mr. Micro

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94836&o=2

$end


$cpc_cass=mayhem,
$bio

Mayhem (c) 1985 Amsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98197&o=2

$end


$info=m4mayhem,m4mayhema,
$bio

Mayhem (c) 199? MDM Leisure.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41376&o=2

$end


$info=mayhem,
$bio

Mayhem 2002 (c) 1985 Cinematronics.

- TECHNICAL -

Main CPU : (2x) Zilog Z80 (@ 6 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.666 Mhz), Custom (@ 1.666 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Mayhem 2002 was released in May 1985.

Default highscore table :
ALL WORLD MAYHEM MASTER
J E 6000
WORLD CLASS MAYHEM PLAYERS
RLL 5000
KLH 4500
DAD 4000
RES 3600
D C 3500
MRD 3400
D Y 3300
JFL 3200
TSC 3100
ARM 3000
D V 2900
MPB 2800
SLM 2700
GFB 2600
J W 2500
BLJ 2400
SRH 2300
POS 2200
A D 2100
R B 2000
J P 1900
A R 1800
MAL 1700
JAL 1600
FOX 1500
BON 1400
DIS 1300
ELU 1200
NAZ 1100
SUN 1000

David Leicht holds the official record for this game with 10,200 points.

- STAFF -

Designed and programmed by: David Dentt, Phil Sorger, Bob Skinner
Graphics by: Tom Carroll, Dana Christianson
Dev.: Bob Loney, Ken Hull
Hardware: Alex McKay

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1587&o=2

$end


$pc8801_flop=mayonaka,
$bio

Mayonaka no Love Call (c) 1987 Zenryutsu [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92363&o=2

$end


$x68k_flop=mayumi,
$bio

Mayumi (c) 1992 Cocktail Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87887&o=2

$end


$pc98=mayumi,mayumidj,
$bio

Mayumi (c) 1992 Cocktail Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90092&o=2

$end


$info=mazan,mazana,
$bio

Mazan - Flash of the Blade (c) 2002 Namco.

A motion-sensor based fighting game where the player use a hand-held replica katana blade to fight various on-screen enemies.

- TECHNICAL -

Runs on the Sega "NAOMI" hardware.

- TRIVIA -

Released in December 2002 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4127&o=2

$end


$bbca_cass,bbcb_cass=maze,
$bio

Maze (c) 1982 Acornsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52091&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=maze,
$bio

Maze (c) 1983 HES [Human Engineered Software]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86863&o=2

$end


$a2600=mazecraz1,
$bio

Maze Craze (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50681&o=2

$end


$a2600=mazecraze,
$bio

Maze Craze - A Game of Cops 'n Robbers (c) 1980 Atari, Incorporated.

PAL release. Game developed in USA. For more information, please see the NTSC release's entry; "Maze Craze - A Game of Cops 'n Robbers [Model CX2635]".

- TECHNICAL -

Model CX2635P

- PORTS -

* Consoles : 
Microsoft XBOX [EU] (November 26, 2004) "Atari Anthology" 
Sony PlayStation 2 [EU] (February 18, 2005) "Atari Anthology [Model SLES-53061]" 

* Computers : 
PC [MS Windows, CD-ROM] [EU] (June 10, 2005) "Atari - 80 Classic Games in One! [Replay]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83001&o=2

$end


$a2600=mazecraz,
$bio

Maze Craze - A Game of Cops 'n Robbers (c) 1980 Atari, Incorporated.

Each player controls a blue or red cop. Your cop's beat is a maze of city blocks, and you must move the cop from the left side of the maze to the exit on the right.

GAME VARIATIONS
Each game offers different variations or features which can assist or hinder you in finding your way out of the maze.

CAPTURE - You must become a hero and capture thre robbers before you win the game.  To do this, move your cop toward the robber and make contact.  During games that feature CAPTURE, coor or coded bars appear for each player at the top of the screen.  Each time you capture a robber, the appropriate bar disappears. (Blue bar = blue robber)

2, 3 OR 5 ROBBERS - Depending on the game you're playing, two, three or five robbers appear on the right side of the screen.  They will be lurking around corners waiting for you.  If they touch you, you automatically are knocked out of the game and lose.

WOUNDS - You're paralized after robbers touch you.  Only after a few moments will you regain strength, and then you can gradually move at your normal speed.
NOTE: A wounded cop continues to move in the same direction that he was headed when he was wounded.  Only at the next intersection can you change the cop's direction.

TERROR - Your cop cannot exit the maze until your opponent is knocked out of the maze by the robbers.

BLOCKADE - Confuse your opponent by leaving a blockade resembling a deadend in the maze.  He can go through it, of course, but blockades can be useful strategy.  Press the red controller button to leave a blockade.  When you set up a new blockade, the previous one disappears.

AUTOMATIC PEEK - This is your way out of the darkness!  During invisible mazes or blackouts, the computer flashes the complete maze on the screen every few seconds.  Try to recognize the way out before your opponent.

PLAYER PEEK - During invisible games, a player can peek at the complete maze by pressing the red controller button.  The maze remains on the screen momentarily.

SCOUTS - During invisible mazes, your cop has a partmer or scout who moves ahead of him.  The scout randomly leads the way, but you are free to ignore his suggestions.

NOTE: All of the 16 MAZE CRAZE games have four visibility options.  GAMES 6 and 7 feature additional variations.  GAME 6 with visibility 1 is a 5 ROBBERS Game Variation.  GAME 6 with all other visibilities is a PLAYER PEEK Game Variation.  GAME 7 with visibility 1 combines the 5 ROBBERS and TERROR Game Variations.  GAME 7 with all other visibilities is a SCOUTS Game Variation. All other games allow you to choose your visibility options.

- TECHNICAL -

Model CX2635

- TRIVIA -

Export releases:
PAL "Maze Craze - A Game of Cops 'n Robbers [Model CX2635P]"

- STAFF -

Programmer: Rick Maurer

- PORTS -

* Consoles : 
Microsoft XBOX [US] (November 16, 2004) "Atari Anthology [Model 26084]" 
Sony PlayStation 2 [US] (November 22, 2004) "Atari Anthology [Model SLUS-21076]" 
Microsoft XBOX [JP] (August 4, 2005) "Atari Anthology [Model B7X-00001]" 

* Handhelds : 
Nintendo DS [US] (March 8, 2011) "Atari Greatest Hits Vol.2 [Model NTR-BR7E-USA]" 

* Computers : 
PC [MS Windows, CD-ROM] [US] (November 11, 2003) "Atari - 80 Classic Games in One! [Model 25069J]" 

* Others : 
Atari Flashback 2 [US] (2005) 
Atari Flashback 2+ [US] (February 22, 2010) 
Atari Flashback 3 [US] (September 16, 2011) by AtGames 
Atari Flashback 4 [US] (November 13, 2012) by AtGames 
Atari Flashback 5 [US] (October 1, 2014) by AtGames

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50682&o=2

$end


$psx=mazehero,
$bio

Maze Heroes - Meikyuu Densetsu [Model SLPS-03490] (c) 2002 Media Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85425&o=2

$end


$sms=mazehunt,
$bio

Maze Hunter 3-D (c) 1988 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56095&o=2

$end


$info=mazeinv,
$bio

Maze Invaders (c) 1981 Atari.

- TRIVIA -

Even if copyrighted 1981 (MCMLXXXI), this game got to field test (June, 1982), but obviously failed field tests. 2 machines exist.

Test screens from Maze Invaders were in the movie 'Cloak and Dagger'.

Default High Scores table :
39175 BBM
38254 ED
37830 DUG
36520 ED
35478 LOG
23084 DUG
22227 SNY
21916 DER

- STAFF -

Designed and programmed by: Ed Logg

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3705&o=2

$end


$bbca_cass,bbcb_cass=mzinvade,
$bio

Maze Invaders (c) 19?? Micro Power

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52093&o=2

$end


$bbca_cass,bbcb_cass=mazeman,
$bio

Maze Man (c) 19?? CJE

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52094&o=2

$end


$cpc_cass=mazemani,
$bio

Maze Mania (c) 1989 Hewson Consultants

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98198&o=2

$end


$c64_cart,c64_flop=mazemstr,
$bio

Maze Master (c) 1983 HesWare

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53633&o=2

$end


$msx1_cass=mazemast,
$bio

Maze Master (c) 1988 Eurosoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94837&o=2

$end


$info=mofflott,
$bio

Maze of Flott (c) 1989 Taito.

- TECHNICAL -

Prom Stickers : C17

Main CPU : Motorola 68000 (@ 8 Mhz), Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2151 (@ 4 Mhz), OKI MSM5205 (@ 384 Khz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in November 1989.

- STAFF -

Producers : Akiyama.Sama, Usami.Sama, Kuramochi.Sama
Programmers : Myamya, Wanwan
Graphic designers : Hos, Kosuinen, Phazer.Koji, S. Miyakoshi, Ojyusan, Wan2
Sound : K. Kusatu, Yasuhisa Watanabe, S. Saitou

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1588&o=2

$end


$pc8801_flop=mazepani,
$bio

Maze Panic (c) 1985 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92364&o=2

$end


$pyuuta=crawlers,
$bio

Maze Patrol [Model 017E] (c) 1983 Tomy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101344&o=2

$end


$sms=mazewalk,
$bio

イズウォーカー (c) 1988 Sega Enterprises, Limited.
(Maze Walker)

- TECHNICAL -

Game ID: G-1345

- TRIVIA -

Released on January 31, 1988 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55885&o=2

$end


$bbca_cass,bbcb_cass=mazesc,
$bio

Maze [The Superior Collection Vol.?] (c) 198? Superior Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52092&o=2

$end


$channelf=maze,mazea,
$bio

Maze/Jailbreak/Blind-man's-bluff/Trailblazer (c) 1977 Fairchild

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53220&o=2

$end


$pc8801_flop=mazekko,
$bio

Mazekko Disk (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92365&o=2

$end


$astrocde=mazeman,mazemanp,
$bio

Mazeman (c) 1984 Carson Software [Dave Carson]

- TRIVIA -

The programmer of this cartridge wanted to remain anonymous for fear of legal
troubles.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86812&o=2

$end


$info=mazerbla,mazerblaa,
$bio

Mazer Blazer (c) 1983 Stern Electronics.

The object of the game is to prevent the attacking aliens from working through the maze and entering your ship. Each time an alien enters your ship, you lose a life.

There are 14 different types of aliens in Mazer Blazer. Each level will have 1 or 2 different types of aliens that present the player with constantly changing levels of difficulty. The screen is divided into 4 colors. The colors determine the point value of the object (see Scoring section for more details).

Shoot the aliens using the rapid fire Mazer Blaster. The farther from the ship you shoot the aliens, the higher the poin value awarded.

The walls of the maze are in 2 different colors; grey and orange. Orange walls are indestructible, while the grey walls can be shot away either by the nasties on the screen or your Mazer Blaster. Shooting the grey walls leaves gaps in the maze ans makes it easier for the aliens to reach their ship, and lowers your wall bonus.

After each level is a Timed Bonus Rack. There are 8 aliens per bonus rack.. Shoot the aliens as fast as possible for a maximum bonus. The aliens seen in the bonus rack will be the alien encountered in the next maze level.

In every maze is the freeze target (located at the lower center of the screen). The freeze target, when hit, momentarily stops the movement of the aliens on the screen.

- TECHNICAL -

Main CPU : (3x) Z80 (@ 4 Mhz)

Screen orientation : Horizontal
Video resolution : 256 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 256

Players : 2
Control : lightgun
Buttons : 1

- TRIVIA -

Licensed to Atari for US distribution.

Default highscore table (MAZER BLAZER MASTERS) :
TODAYS
WHP 10,000
JMH 9,000
LBR 8,000
APH 7,000
VAV 6,000
MAS 5,000
JON 4,000
WHO 3,000
HP? 2,000
JIM 1,000

- SCORING -

The screen is divided into 4 colors. The colors determine the point value of the object:
Blue = 400 points.
Green = 300 points.
Red = 200 points.
Black = 100 points.

The Wall Bonus (indicated at the top of the screen) starts out at 2000 points for the first level and increases by 1000 points per level to a maximum of 13000 points. Each time a section of the maze is destroyed, your wall bonus decreases by 200 points.

Timed Bonus Rack Alien: 500 points.

- TIPS AND TRICKS -

Description of the Aliens (in their order of appearance):
Tongue - Seeks the ship.
Disc - Seeks the ship.
Robot - Seeks the ship.
Hopper - Hops over walls.
Eyeball - Randomly blinks, making themselves almost invisible.
Jack - Seeks the ship.
Ram - Seeks the ship.
Snake - Seeks the ship.
Looper - Small target which is constantly spinning.
Drill - Drills into ground and comes up in a different part of the maze.
Shield - Opens and closes. When the shield is closed, it can"t be hit.
Bridger - Builds bridges that it and other aliens go under. When under bridges, aliens can't be shot.

Special nuisance aliens:
Jaws - Appear randomly in different levels. The jaws eat walls and decreases your wall bonus.
Gunners - Appear randomly in different levels. The gunners shoot walls and decreases your wall bonus.

- STAFF -

Designed by : Brian Pocklacki, Joseph Joos

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1589&o=2

$end


$apple2gs=mazer2,
$bio

Mazer II (c) 1992 Big Red Computer Club.

- TRIVIA -

Developed by Farfetch Software.

- STAFF -

Programmed by: Michael R. Howard
Titlescreen and text font by: Jason Lewis

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49778&o=2

$end


$gba=mazefate,
$bio

Mazes of Fate [Model AGB-BFQE-USA] (c) 2006 O3 Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71750&o=2

$end


$msx1_cass=mazesunl,
$bio

Mazes Unlimited (c) 1986 Eaglesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94838&o=2

$end


$msx1_cass=maziacs,
$bio

Maziacs (c) 1985 DK Tronics

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94839&o=2

$end


$cpc_cass=maziacs,
$bio

Maziacs (c) 2013 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98200&o=2

$end


$cpc_cass=mazie,
$bio

Mazie [Model A032] (c) 1988 Zeppelin Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98201&o=2

$end


$megadriv=mazinsagu,
$bio

Mazin Saga (c) 1993 Vic Tokai, Inc.

North American release. Game developed in Japan. See "Mazin Saga [Model G-4078]" for more information.

- TECHNICAL -

Barcode: 0 34912 23036 1

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57298&o=2

$end


$megadriv=mazinsaga,mazinsagj,
$bio

マジンサーガ (c) 1993 Sega Enterprises, Limited.
(Mazin Saga)

- TECHNICAL -

Game ID: G-4078
Cartridge ID: 670-2735
Cover ID: 670-2736
Barcode: 4 974365 540784

- TRIVIA -

Released on February 26, 1993 in Japan.

- STAFF -

Original Author: Go Nagai
Planner: Takashi Nagai
Chief Programmer: Yōji Iwashita
Programmer: Hiromitsu Shioya
Object Graphic Designer: Naoyuki Hayakawa
BG Graphic Designer: Yasuo Wakatsuki
Assistant Graphic Designer: Hidetoshi Fujioka, Takehito Suzuki
Music Composer: Kazuo Sawa
Sound Creator: Kazuo Sawa
Sound Support: Hiromitsu Shioya
Special Thanks: Tadashi Makimura, Nanako Geya, Masaru Miyashita, Masumi Gotō
Director: Takashi Yoneda, Tommy Bon Bon, Satsuki Mizuno
Producer: Kenzi Nagai
Program and Graphic: Almanic Corp.
Planning and Production: Dynamic Planning Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56651&o=2

$end


$info=mp_mazin,
$bio

Mazin Wars (c) 1993 Sega.

- TECHNICAL -

[Mega Play 11]

Runs on the Sega "Mega Play" hardware.

Players: 2
Control: 8-way Joystick
Buttons: 3
=> [A] Attack, [B] Jump, [C] Special Attack / Guard

- UPDATES -

The Mega Play Attract Mode in the USA is completely different, it has the 'Winners Don't Use Drugs' screen AND a 'Recycle It, Don't Trash It!' screen.

- TIPS AND TRICKS -

Dash : move the joystick in the desired direction twice.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3954&o=2

$end


$megadriv=mazinwar,
$bio

Mazin Wars (c) 1993 Sega Enterprises, Limited.

European release. Game developed in Japan. See "Mazin Saga [Model G-4078]" for more information.

- TECHNICAL -

Game ID: 1069-50
Cartridge ID: 670-3401-50
Package ID: 670-3402-50

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56652&o=2

$end


$fm7_cass=mazinger,
$bio

Mazinger Z (c) 1984 Bandai Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93759&o=2

$end


$info=mazinger,mazingerj,
$bio

Mazinger Z (c) 1994 Banpresto.

Vertical shoot'em up with 3 selectable characters : Mazinger Z, Great Mazinger and Grendizer.

- TECHNICAL -

Cave 1st Generation Hardware

Main CPU : MC68000 (@ 16 Mhz)
Sound CPU : Zilog Z80 [Optional]
Sound Chips : Yamaha YMZ280B (@ 16.9344 Mhz) or OKIM6295 x (1 or 2) + YM2203 / YM2151 [Optional]
Other : 93C46 EEPROM

Screen orientation : Vertical
Video resolution : 240 x 384 pixels
Screen refresh : 57.55 Hz
Palette colors : 16384

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Released in August 1994.

Based off the manga created by legendary artist Go Nagai in 1972.

Default highscore table (TODAY'S TOP 8) :
TOP 100000 SUG
2ND 90000 TAG
3RD 80000 TON
4TH 70000 FAW
5TH 60000 TOM
6TH 50000 FUJ
7TH 40000 SAT
8TH 30000 SIN

- UPDATES -

If you set the territorial dip switch to Japan, not only will the Japanese title screen be shown, you will also see the boss's name (before you start fighting, written in Japanese), and cutscenes are shown in-between levels. These are absent if you set the switch to World.

- SERIES -

1. Mazinger Z (1994)
2. Mazinger Z 2

- STAFF -

Producer: Toshifumi Kawashima
Cast: Koji Kabuto, Hiroya Ishimaru, Duke Fried, Kei Tomiyama, Tetsuya Tsurugi, Keiichi Noda
Special Thanks To: Go Nagai, Takashi Nagai, Kenji Nagai, Dynamic Pl
Sound effect by : Hitoshi Sakimoto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1590&o=2

$end


$snes=mazinger,mazingera,
$bio

?????Z (c) 1993 Bandai
(Mazinger Z)

Mazinger Z is an action game based on the most influential Japanese animation series aired in the seventies featuring classic and colorful giant robots. Dr. Hell has decided to take over the world and his army of robots brings terror and destruction everywhere they go. The player takes controls of Mazinger Z, a powerful humanoid super-robot created by Dr. Kabuto and piloted by the young Koji. The game starts in a devastated city where the player quickly encounters the first legions of Dr Hell's giant robots. Mazinger Z has special weapons and abilities - like in the television series, he can use his fists to punch his opponents, but he can also use special attacks such as missiles, Eye-Photon Beams or the red wave-laser that he shoots from his chest. He can also launch his fists for long range attacks. But do not worry, they are well designed and automatically come back into place for future punch attacks. Enemies can also be grabbed and thrown away, or Mazinger Z can trigger special combo-attacks if he keeps punching them quick enough. The game features six levels and short animated cutscenes are played between each one of them as the story unfolds. Each stage is split in small areas where all enemies need to be destroyed before Mazinger can carry on his journey to the level's boss.

- TECHNICAL -

Cartridge ID: SHVC-JZ

- TRIVIA -

Released on June 25, 1993 in Japan for 8800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61799&o=2

$end


$info=v4mazbel,v4mazbla,
$bio

Gold Rush (c) 199? BWB.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42284&o=2

$end


$gba=marheavn,
$bio

MÄR Heaven - Knockin' on Heaven's Door [Model AGB-BM9J-JPN(RK379-J1)] (c) 2005 Konami Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71985&o=2

$end


$snes=cotton,
$bio

????100% (c) 1994 Datam Polystar
(Märchen Adventure Cotton 100%)

Marchen Adventure Cotton 100% is a side scrolling shooter by Success and Datam Polystar, and likely sequel to the arcade game Cotton originally released in 1989. The cute witch and her flying broom are back in this exclusive adventure for the Super Famicom system. Cotton, the sweet-addicted witch, sets off on a long journey to save the country. Well, when the fairies plead with her for help, she genuinely misunderstood her real mission. As a result of her uncontrollable obsession with sugary candies, she now believes that she is in search of the Willow Candy. Cotton is accompanied by Silk, a cute fairy who helps her along the way and guides her through seven colorful stages. The witch can defend herself with magic powers - she can shoot blasts of energy from her magic wand, as well as drop bombs on the ground below. Unlike traditional shooters, the leveling and power-up system is based on experience points - several crystals must be collected for one level of power-up, and this number increases as Cotton becomes more powerful. She also comes equipped with several kinds of offensive magic spells (Fire Dragon, Thunder, Barrior, Bubbles and so forth). Their types can be changed at the beginning of the game (in packs of three), and they can be switched out during the game by pressing the shoulder buttons. These attacks come in limited quantities and special icons released by certain enemies can replenish them. Finally, up to three fairies can be rescued and join the fight, and holding the bomb button for a few seconds can send them hurling towards the enemy. In the Cotton tradition, each stage ends with the tea time bonus section where the player tries to collect as many falling teacups as possible within a time limit.

- TECHNICAL -

Cartridge ID: SHVC-C9

- TRIVIA -

Released on April 22, 1994 in Japan for 9300 Yen. A mini audio CD composed by DataM Polystar Music Team was included with Marchen Adventure Cotton 100%.

The game was presented at the Famicom Spaceworld' 93 in August 1993 in Japan.

- TIPS AND TRICKS -

Visual Demo: At the title screen, press Up, X, Down, B, Left, Y, Right, A, L and R. This will open the cinemas selection screen. Press up and down to pick a sequence, and press Y to play it.

- SERIES -

1. Cotton - Fantastic Night Dreams [Model 317-0179] (1991)
2. Märchen Adventure Cotton 100% [Model SHVC-C9] (1994, Super Famicom)
3. Panorama Cotton (1994, Sega Mega Drive)
4. Cotton 2 - Magical Night Dreams (1997)
5. Cotton Boomerang - Magical Night Dreams [Model 610-0374-121] (1998)
6. Rainbow Cotton (2000, Sega Dreamcast)
7. Magical Pachinko Cotton (2003, Sony PlayStation 2)

- STAFF -

Executive Produce: Yukio Kakehi
Produce: Takato Yoshinari
Direction: Kazutoshi yashiki (Success -Q.bit-), Motoi Saito (Success -Q.bit-), Kanayama 68000 (Giga Wave)
Character Design: Motoi Saito (Success -Q.bit-), Shinobu Itoh (Success -Q.bit-)
Visual Character Design: Hideki Tamura
Program: Mizuho Sasa (Success -Q.bit-), Tomohiro Chuuman (Success -Q.bit-), Hiroki Yanagisawa (Success -Q.bit-), Akihiko Noguchi (Success -Q.bit-), Makoto Namai (Success -Q.bit-)
Graphic: Kazutoshi Yashiki (Success -Q.bit-), Motoi Saito (Success -Q.bit-), Shinabu Itoh (Success -Q.bit-), Masahiro Fukuda (Success -Q.bit-), Shinichi Matsuoka (Success -Q.bit-)
Visual CGDesign: Kotaro (Giga Wave), Kyoko Yoshinaga (Giga Wave)
Sound Compose: Kenichi Hirata
Sound Effect: Satoshi Ohta (Opus)
Radio Actress: Takae Yoriguchi
Assist: Ano Shimizu, Nomii Kusakabe
Special Thanks: Nice Guy (Giga Wave), Hiroshi Takahashi (Giga Wave), Akihiro Nagashima, Akiko Tomikawa, Miyuki Takada, Kenichi Terada, Kazue Ohta, Yanagisawa Family, Ichinohe Kouji, Masako Sasa, Mika Yamaki, Samenosuke, Naruchan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61840&o=2

$end


$gameboy=marchen,
$bio

Märchen Club [Model DMG-MQJ] (c) 1992 Naxat Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66529&o=2

$end


$pce=marchen,
$bio

??????? (c) 1990 Namco, Limited.
(Märchen Maze)

Märchen Maze is a cute action/platform game by Namco, conversion of their own arcade game. The player guides Alice through Namco's version of Wonderland and each level features traditional themes from the sugary delights of a Candy World to a freezing and slippery Ice World. Alice has only one weapon to choose from and she needs to use it wisely in order to survive the nine long worlds behind the mirror. The harmless looking Bubble Blower is deceivingly lethal and can knock enemies off the platform ledge and down to oblivion. The player can also hold the fire button to charge up even larger and much more effective bubbles. However, it turns out that Alice's enemies use the same trick - they fire colored marbles that can push the little girl towards the ledge of the platform and to her doom... as long as she doesn't run out of balloons, the only way she has to survive the bottomless pits. Thankfully, gift boxes scattered around each level and contain special items such as extra balloons, rabbit shields, super jump shoes and the almighty multi way bubble blower.

- TECHNICAL -

HuCARD ID: NC90008
HuCARD Size: 2 Mbits.

- TRIVIA -

Released on December 11, 1990 in Japan for 5500 Yen.

Reviews:
1990 - Consoles + HS N.2 [FR]: 91/100

Märchen Maze was an arcade game originally released by Namco in 1988. The PC Engine port only uses a 'flat 2D background' and the levels layout is slightly different. It is also interesting to notice that some enemies were omitted.

- STAFF -

Game Design: Take
Background Design: Arg
Character Design: Koji 78
Sub Design: Kingyo
Music Compose: Koba
Music Translate: Noririn
Music Program: Kaeri. T
Program: Nak

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58656&o=2

$end


$x68k_flop=marchenp,
$bio

Märchen Paradise (c) 1990 Great [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87922&o=2

$end


$pc98=marchenp,marchenpa,
$bio

Märchen Paradise (c) 1990 Great.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90206&o=2

$end


$pc8801_flop=marchenp,
$bio

Märchen Paradise (c) 1990 Great [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92453&o=2

$end


$msx2_flop=marchen,marchenb,marchena,
$bio

Märchen Veil (c) 1986 System Sacom Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101869&o=2

$end


$fm7_disk=marchen,
$bio

Märchen Veil (c) 1987 System Sacom Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93637&o=2

$end


$pc98=marchen1,
$bio

Märchen Veil I (c) 1985 System Sacom Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90207&o=2

$end


$pc8801_flop=marchen,
$bio

Märchen Veil I (c) 1985 System Sacom Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92454&o=2

$end


$msx1_cart=marchen,
$bio

Märchen Veil I (c) 1987 System Sacom Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52719&o=2

$end


$pc98=marchen2,marchen2a,
$bio

Märchen Veil II (c) 1986 System Sacom Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90208&o=2

$end


$pc8801_flop=marchena,
$bio

Märchen Veil mkII (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92456&o=2

$end


$pc8801_flop=marchenb,marchenc,
$bio

Märchen Veil SR (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92455&o=2

$end


$info=bml3,
$bio

MB-6890 (c) 1980 Hitachi.

Japanese computer

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103376&o=2

$end


$mc10=freeway,freewayj,
$bio

MC-10 Freeway (c) 2004 Perosi [Charles Perosi]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87658&o=2

$end


$mc10=mctext,
$bio

MC-Text (c) 2004 Gerrie [Jim Gerrie]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87659&o=2

$end


$pc8801_flop=mc2syst,
$bio

MC2 System Disk (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92286&o=2

$end


$info=mcb216,
$bio

MCB-216 (c) 1979 Cromemco.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103338&o=2

$end


$pico=mcdonald,
$bio

McDonald de Asobo! [Model HPC-6079] (c) 2000 Sega Toys

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75718&o=2

$end


$a2600=mcdonald,
$bio

McDonald's - Golden Arches Adventure (c) 1983 Parker Bros.

- TRIVIA -

Unreleased prototype. This game was code named 'Big Mac'.

- STAFF -

Programmer: Dave Engman
Designer: Isabel Garret

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50683&o=2

$end


$gbcolor=mcdonald,
$bio

McDonald's Monogatari - Honobono Tenchou Ikusei Game [Model CGB-BI9J-JPN] (c) 2001 TDK Core

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68329&o=2

$end


$a800=pacmacb1,pacmacb2,
$bio

McDonald's Pac-Mac (c) 1983 Parker Bros. [Beverly, MA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86615&o=2

$end


$megadriv=mcdonaldu,
$bio

McDonald's Treasure Land Adventure (c) 1993 Sega.

- TECHNICAL -

Game ID: ???
Cartridge ID: 670-4067
Package ID: 670-4068
Barcode: 0 10086 01067 1

- TRIVIA -

In the European and Japanese versions, players collect gold and silver rings instead of white and gold flowers in this American version.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57299&o=2

$end


$megadriv=mcdonald,mcdonaldj,mcdonaldjp,
$bio

McDonald's Treasure Land Adventure (c) 1993 Sega Enterprises, Limited.

- TECHNICAL -

Game ID: G-4102
Cartridge ID: 670-3378
Package ID: 670-3379
Barcode: 4 974365 541026

- TRIVIA -

Released on September 23, 1993 in Japan.

- STAFF -

Graphic Design: Kōichi Kimura, Kaname Shindoh
Program: Masato Maegawa, Kazuhiko Ishida
Sound Design: Katsuhiko Suzuki, Satoshi Murata
Assist Design: Hiromi
Special Thanks: Noriko, Akiyan
Director: Kōichi Kimura
Producer: Masato Maegawa

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56653&o=2

$end


$amigaocs_flop=mcdonald,
$bio

McDonaldland (c) 1992 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74526&o=2

$end


$gameboy=mcdonald,
$bio

McDonaldland [Model DMG-CU-UKV] (c) 1992 Ocean Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66426&o=2

$end


$mc10=mcdos,
$bio

MCDOS (c) 1986 Pollock [Graham Pollock]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87660&o=2

$end


$mc10=mcdosd1,
$bio

MCDOS RAM Disk 1 (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87661&o=2

$end


$mc10=mcdosd2,
$bio

MCDOS RAM Disk 2 (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87662&o=2

$end


$x68k_flop=mcha,
$bio

MCHA (c) 1991 FNeW

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88384&o=2

$end


$mc10=mcos,
$bio

MCOS - 6803 Monitor (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87663&o=2

$end


$mc10=mcword,
$bio

McWord (c) 1986 Schecter [Bob Schecter]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87668&o=2

$end


$pc8801_flop=mdb1d88,
$bio

MDB 1 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92287&o=2

$end


$pc8801_flop=mdb2d88,
$bio

MDB 2 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92288&o=2

$end


$pc8801_flop=mdb3d88,
$bio

MDB 3 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92289&o=2

$end


$pc8801_flop=mdb4d88,
$bio

MDB 4 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92290&o=2

$end


$pc8801_flop=mdb5d88,
$bio

MDB 5 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92291&o=2

$end


$pc8801_flop=mdb6d88,
$bio

MDB 6 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92292&o=2

$end


$x68k_flop=menosakk,
$bio

Me no Sakkaku Honken Program (c) 1992 IJI Team

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88407&o=2

$end


$info=medlanes,
$bio

Meadows Lanes (c) 1977 Meadows Games.

An early Black and white bowling game for to 2 players.

- TECHNICAL -

Model ML-1

Main CPU : S2650 (@ 672 Khz)
Sound Chips : DAC

Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 3

Players : 2
Control : 2-way joystick
Buttons : 2

- TRIVIA -

Meadows Lanes was released in October 1977.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1591&o=2

$end


$apple2gs=mean18,
$bio

Mean 18 (c) 1987 Accolade, Incorporated.

- TRIVIA -

Developed by Microsmiths, Inc.

- STAFF -

Designed by: Rex Bradford
Graphics by: George Karalias

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49798&o=2

$end


$xegs=mean18,
$bio

Mean 18 (c) 1988 Atari Corp. [Sunnyvale, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51247&o=2

$end


$a7800=mean18,mean18u,
$bio

Mean 18 [Model CX7847] (c) 1989 Atari Corp. [Sunnyvale, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50152&o=2

$end


$msx1_cass=meanstre,
$bio

Mean Streets (c) 198? Kuma Computers, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94840&o=2

$end


$msx1_cart=meaning,meaninga,
$bio

Meaning (c) 1986 Barq

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77260&o=2

$end


$snes=mecarobo,
$bio

Mecarobot Golf (c) 1993 Toho Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63234&o=2

$end


$info=m4mecca,
$bio

Mecca Money (c) 199? Union Games, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41377&o=2

$end


$pc98=mechbrgd,
$bio

Mech Brigade (c) 1991 Victor Musical Industries, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90093&o=2

$end


$gba=mechpltnu,
$bio

Mech Platoon [Model AGB-AKGE-USA] (c) 2002 Kemco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71752&o=2

$end


$gba=mechpltn,
$bio

Mech Platoon [Model AGB-AKGP-EUR] (c) 2001 Kemco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71751&o=2

$end


$msx2_flop=mecbrain,
$bio

Mechanical Brain (c) 1996 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101855&o=2

$end


$pc98=mechawar,
$bio

Mechanical Wars (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90094&o=2

$end


$info=mechatt,mechattu,mechattu1,mechattj,
$bio

Mechanized Attack (c) 1989 SNK.

- TECHNICAL -

Top PCB Number : A-8002-1
Bottom PCB Number : A-8002-2
Prom Stickers : MA

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : YM2608 (@ 8 Mhz)

Players : 2
Control : lightgun
Buttons : 2

- TRIVIA -

Mechanized Attack was released in March 1989.

- UPDATES -

The US version is slightly different, it has the "Winners Don't Use Drugs" screen.

- STAFF -

Director : H. Hamachi
Character designers : S. Kiyoshi, M. Itoh
Back designer : Ken
Sound & Music : Tarkun, Kidon
Programmer : Mr. SNK 24
Hardware : Komedar Rom
Adviser : Majin Bucho
Producer : Eikichi Kawasaki

- PORTS -

* Consoles :
Nintendo Famicom (1990)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1592&o=2

$end


$nes=mechatak,
$bio

Mechanized Attack (c) 1990 SNK [Shin Nihon Kikaku] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55338&o=2

$end


$ti99_cart=exbasm,
$bio

Mechatronic/PS Extended Basic (c) 19?? Mechatronic

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84619&o=2

$end


$saturn,sat_cart=mechwar2j,
$bio

MechWarrior 2 (c) 1997 Bandai Visual

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59406&o=2

$end


$saturn,sat_cart=mechwar2,
$bio

MechWarrior 2 (c) 1997 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60347&o=2

$end


$saturn,sat_cart=mechwar2u,
$bio

MechWarrior 2 [Model T-13004] (c) 1997 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60081&o=2

$end


$snes=mech3050u,
$bio

MechWarrior 3050 [Model SNS-A35E-USA] (c) 1995 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63241&o=2

$end


$snes=mech3050,
$bio

MechWarrior 3050 [Model SNSP-A35P-EUR] (c) 1995 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63240&o=2

$end


$snes=mechwarrs,
$bio

MechWarrior [Model SNS-WM-ESP] (c) 1993 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63237&o=2

$end


$snes=mechwarr,mechwarri,
$bio

MechWarrior [Model SNS-WM-EUR] (c) 1993 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63235&o=2

$end


$snes=mechwarrf,
$bio

MechWarrior [Model SNS-WM-FAH] (c) 1993 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63236&o=2

$end


$snes=mechwarrg,
$bio

MechWarrior [Model SNS-WM-NOE] (c) 1993 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63238&o=2

$end


$snes=mechwarru,
$bio

MechWarrior [Model SNS-WM-USA] (c) 1993 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63239&o=2

$end


$msx1_cass=mecom,
$bio

Mecom (c) 1988 Iber Software [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94841&o=2

$end


$gba=medabmtbu,
$bio

Medabots - Metabee Version [Model AGB-A8BE-USA] (c) 2003 Natsume, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71754&o=2

$end


$gba=medabmtb,medabmtbs,
$bio

Medabots - Metabee Version [Model AGB-A8BP] (c) 2003 Natsume, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71753&o=2

$end


$gba=medabrksu,
$bio

Medabots - Rokusho Version [Model AGB-A9BE-USA] (c) 2003 Natsume, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71756&o=2

$end


$gba=medabrks,medabrkss,
$bio

Medabots - Rokusho Version [Model AGB-A9BP] (c) 2003 Natsume, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71755&o=2

$end


$gba=medaxmtbu,
$bio

Medabots AX - Metabee Version [Model AGB-AK8E-USA] (c) 2003 Natsume, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71758&o=2

$end


$gba=medaxmtb,
$bio

Medabots AX - Metabee Version [Model AGB-AK8P] (c) 2003 Natsume, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71757&o=2

$end


$gba=medaxrksu,
$bio

Medabots AX - Rokusho Version [Model AGB-AK9E-USA] (c) 2002 Natsume, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71760&o=2

$end


$gba=medaxrks,
$bio

Medabots AX - Rokusho Version [Model AGB-AK9P] (c) 2003 Natsume, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71759&o=2

$end


$megadriv=medalc,
$bio

Medal City (c) 1991 Sega Enterprises, Limited.

- TRIVIA -

Released in 1991 in Japan for the Sega Meganet online service.

- STAFF -

Coordination: Miki Morimoto (G-Miki)
Program: Haiji
Design: Kasakun
Sound: Izuho Takeuchi (Ippo)

- PORTS -

* Consoles : 
Sega Mega-CD [JP] (March 18, 1994) "Game no Kanzume Vol. 2 [Model G-6033]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93492&o=2

$end


$pc8801_flop=medaljac,
$bio

Medal Jack (c) 1990 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92366&o=2

$end


$pc8801_flop=medalja1,
$bio

Medal Jack 2 (c) 1990 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92367&o=2

$end


$info=mmehyou,
$bio

Medal Mahjong Circuit no Mehyou (c) 1992 Nichibutsu.

An adult mahjong game with a race car theme.

The maximum bet per hand is three credits.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 6 Mhz)
Sound CPU : Zilog Z80 (@ 8 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC

Screen orientation : Horizontal
Video resolution : 640 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 256

Players : 2
Control : mahjong keyboard

- TRIVIA -

Developed by Kawakusu Co., Ltd. Released in March 1992.

The title of this game translates from Japanese as 'Mahjong Leopardess' Circuit'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1593&o=2

$end


$info=mjgottub,
$bio

Medal Mahjong Gottsu Ee Kanji (c) 1991 Nichibutsu.

An adult mahjong game.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3 Mhz)
Sound CPU : Zilog Z80 (@ 3.9 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC

Player : 2

- TRIVIA -

Medal Mahjong Gottsu ee-kanji was released in November 1991 in Japan.

This game is also known as "Mahjong Bakuhatsu Junjouden"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3558&o=2

$end


$info=mjanbari,
$bio

Medal Mahjong Janjan Baribari (c) 1992 Nichibutsu.

Mahjong with a pachinko bonus game playable during each mahjong hand.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 6 Mhz)
Sound CPU : Zilog Z80 (@ 8 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC

Players : 2
Control : mahjong keyboard

- TRIVIA -

Developed by Yubis & AV Japan. Medal Mahjong Janjan Baribari was released in September 1992 in Japan.

The title of this game translates from Japanese as 'Medal Mahjong Jong Jong Crunch-Crunch'. 'Baribari' is Japanese onomatopoeia denoting a crunching noise, presumably here referring to the pachinko balls crunching around the pachinko machine.

- SERIES -

1. Medal Mahjong Janjan Baribari (1992)
2. Medal Mahjong Pachi-Slot Tengoku (1993)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1594&o=2

$end


$info=mmmbanc,
$bio

Medal Mahjong Moukari Bancho no Kiban (c) 2007 Cave Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=39086&o=2

$end


$info=pachiten,
$bio

Medal Mahjong Pachi-Slot Tengoku (c) 1993 Nichibutsu.

Mahjong with a pachinko bonus game playable during each mahjong hand.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 6 Mhz)
Sound CPU : Zilog Z80 (@ 8 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC

Players : 2
Control : mahjong keyboard

- TRIVIA -

Developed by Miki Syouji & AV Japan. Medal Mahjong Pachi-Slot Tengoku was released in December 1993 in Japan.

'Pachi-slot Tengoku' means 'Pachislot Paradise'.

- SERIES -

1. Medal Mahjong Janjan Baribari (1992)
2. Medal Mahjong Pachi-Slot Tengoku (1993)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1595&o=2

$end


$gba=mhonrinf,
$bio

Medal of Honor - Infiltrator [Model AGB-BMHE-USA] (c) 2003 EA Games [Electronic Arts, Incorporated.]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71761&o=2

$end


$gba=mhonrunda,
$bio

Medal of Honor - Underground (c) 2002 Zoo Digital Publishing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71765&o=2

$end


$gba=mhonrundu,
$bio

Medal of Honor - Underground [Model AGB-AUGE-USA] (c) 2002 EA Games [Electronic Arts, Incorporated.]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71763&o=2

$end


$gba=mhonrund,
$bio

Medal of Honor - Underground [Model AGB-AUGP] (c) 2002 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71764&o=2

$end


$gba=mhonrinfj,
$bio

Medal of Honor Advance [Model AGB-BMHJ-JPN] (c) 2003 EA Games [Electronic Arts, Incorporated.]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71766&o=2

$end


$info=pr_medl,
$bio

Medalist (c) 199? Project Coin Machines, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42101&o=2

$end


$info=j6medal,j6medala,j6medalb,j6medalc,j6medald,hb_medal,
$bio

Medallion Job (c) 199? QPS Interactive.

- TECHNICAL -

Impact

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41118&o=2

$end


$gameboy=medakabua,medakabu,
$bio

Medarot - Kabuto Version [Model DMG-AMXJ-JPN] (c) 1997 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66427&o=2

$end


$gameboy=medakuwaa,medakuwa,
$bio

Medarot - Kuwagata Version [Model DMG-AMYJ-JPN] (c) 1997 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66428&o=2

$end


$gameboy=medacol2,
$bio

Medarot - Parts Collection 2 [Model DMG-A4MJ-JPN] (c) 1998 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66430&o=2

$end


$gameboy=medacol,
$bio

Medarot - Parts Collection [Model DMG-AMPJ-JPN] (c) 1998 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66429&o=2

$end


$gbcolor=medar2ka,
$bio

Medarot 2 - Kabuto Version [Model DMG-A2MJ-JPN] (c) 1999 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68330&o=2

$end


$gbcolor=medar2ku,
$bio

Medarot 2 - Kuwagata Version [Model DMG-A2NJ-JPN] (c) 1999 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68331&o=2

$end


$gbcolor=medar2cl,
$bio

Medarot 2 - Parts Collection [Model DMG- (c) 1999 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68332&o=2

$end


$gbcolor=medar3ka,
$bio

Medarot 3 - Kabuto Version [Model CGB-B32J-JPN] (c) 2000 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68333&o=2

$end


$gbcolor=medar3ku,
$bio

Medarot 3 - Kuwagata Version [Model CGB-B33J-JPN] (c) 2000 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68334&o=2

$end


$gbcolor=medar3cl,
$bio

Medarot 3 - Parts Collection - Z Kara no Chousenjou [Model CGB-B3PJ-JPN] (c) 2000 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68335&o=2

$end


$gbcolor=medar4ka,
$bio

Medarot 4 - Kabuto Version [Model CGB-B4MJ-JPN] (c) 2001 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68336&o=2

$end


$gbcolor=medar4ku,
$bio

Medarot 4 - Kuwagata Version [Model CGB-B4NJ-JPN] (c) 2001 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68337&o=2

$end


$gbcolor=medar5ka,
$bio

Medarot 5 - Susutake Mura no Tenkousei - Kabuto Version [Model CGB-B5MJ-JPN] (c) 2001 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68338&o=2

$end


$gbcolor=medar5ku,
$bio

Medarot 5 - Susutake Mura no Tenkousei - Kuwagata Version [Model CGB-B5NJ-JPN] (c) 2001 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68339&o=2

$end


$gbcolor=medarcka,
$bio

Medarot Cardrobottle - Kabuto Version [Model DMG-A8CJ-JPN] (c) 2000 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68340&o=2

$end


$gbcolor=medarcku,
$bio

Medarot Cardrobottle - Kuwagata Version [Model DMG-A9CJ-JPN] (c) 2000 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68341&o=2

$end


$gba=medargkb,
$bio

Medarot G - Kabuto Version [Model AGB-AGHJ-JPN] (c) 2002 Natsume, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71767&o=2

$end


$gba=medargkw,
$bio

Medarot G - Kuwagata Version [Model AGB-AGIJ-JPN] (c) 2002 Natsume, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71768&o=2

$end


$gba=medarnkb,
$bio

Medarot Navi - Kabuto [Model AGB-ANAJ-JPN] (c) 2001 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71769&o=2

$end


$gba=medarnkw,
$bio

Medarot Navi - Kuwagata [Model AGB-AVIJ-JPN] (c) 2001 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71770&o=2

$end


$gba=medarckb,
$bio

Medarot Ni Core - Kabuto Version [Model AGB-A5KJ-JPN] (c) 2003 Natsume, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71771&o=2

$end


$gba=medarckw,
$bio

Medarot Ni Core - Kuwagata Version [Model AGB-A5QJ-JPN] (c) 2003 Natsume, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71772&o=2

$end


$wswan=medpkabu,
$bio

Medarot Perfect Edition - Kabuto Version [Model SWJ-MGA001] (c) 1999 Imagineer Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86353&o=2

$end


$wswan=medpkuwa,
$bio

Medarot Perfect Edition - Kuwagata Version [Model SWJ-MGA002] (c) 1999 Imagineer Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86354&o=2

$end


$psx=medaropc,
$bio

Medarot R - Parts Collection [Model SLPS-02635] (c) 2000 Imageneer Co., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85427&o=2

$end


$psx=medarotr,
$bio

Medarot R [Model SLPS-02414] (c) 1999 Imageneer Co., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85426&o=2

$end


$cpc_cass=meddler,
$bio

Meddler (c) 1985 Nemesis

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98202&o=2

$end


$saturn,sat_cart=mediarom,
$bio

Media ROMancer Daisuke Asakura (c) 1996 Fun House Games, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59407&o=2

$end


$snes=bsstrw12,
$bio

Media Strawberry Volume 12 (c) 199? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61800&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=mjoust,mjousta,
$bio

Medieval Joust (c) 1983 Thorn EMI Video

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86864&o=2

$end


$info=mm_10,mm_05,mm_109,mm_109b,mm_109c,
$bio

Medieval Madness (c) 1997 Williams Electronics Games, Incorporated.

- TECHNICAL -

Williams WPC-95
Model Number : 50059

Main CPU : Motorola M6809 (@ 2 Mhz)
Sound CPU : ADSP2105 (@ 10 Mhz)
Sound Chips : DMA-driven DAC

- TRIVIA -

Tina Fey (of 'Saturday Night Live' fame) did the voices of the 'Opera Singer' princess and the Cockney-talking princess, and Andrea Farrell did the voices of the Jewish princess and the sexy princess. Greg Freres was the voice of the jousting announcer and one of the trolls while Francois Du Grim was voiced by Vince Pontarelli who also did the other troll.

4,016 units were produced.

One of the items you can shoot with the catapult is a cow.
A cow is seen on the backglass.
The peasants says that the King has taken their cows.

Default initials for Grand Champion and Multiball Madness Champ is MOO.


Shooting ramps consecutively will make Skull from No Fear appear. No fear is also one of the catapult attacks. 

Sir Psycho declares 'Again!' (from "No Fear") randomly during castle demolition.

- TIPS AND TRICKS -

* Enter the initials MOO in the High Score list to hear cows mooing.

* Shooting ramps consecutively will make Skull from "No Fear - Dangerous Sports" appear. No Fear is also one of the catapult attacks.

* "Mortal Kombat" lines : shoot the right ramp two times in a row for 'Toasty!', three times for 'Fatality'. Sometimes 'I challenge you!' is heard.

* Push Fire button during video mode to clear the screen of birds.

* Catapult 3 cows. The next time you get the video mode (and this will probably be the second video mode, activated after say 40 or 50 FIRE's) it will be save the calves, where the children are replaced by calves.

- STAFF -

Duke of Design : Brian Eddy (Sir Brian Eddy)(BRE)
Earls of Artwork : Greg Freres (Sir Greg Freres) (ZAP), John Youssi (Sir John Youssi) (JCY)
Lord of Software :  Lyman F. Sheats Jr. (Sir Lyman F. Sheats Jr.) (LFS)
Baron von Dots : Adam Rhine (Sir Adam Rhine) (ASR), Brian Morris (Sir Brian Morris) (BCM)
Mechanical Wizard : Robert C. Friesl (Sir Robert Friesl) (RCF)
Royal Minstrel : Dan Forden (Sir Dan Forden) (DWF)

- PORTS -

* Consoles :
Xbox Live (Apr. 04 2012, "The Pinball Arcade")
Sony PSN (Apr. 10, 2012; "The Pinball Arcade")

* Computers :
MAC OS [Mac App Store] (2012)

* Others :
Apple Store (Feb. 09, 2012, "The Pinball Arcade")
Android (Feb. 10, 2012, "The Pinball Arcade")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5294&o=2

$end


$info=medusa,
$bio

Medusa (c) 1981 Bally.

- TECHNICAL -

Bally MPU AS-2518-35 (Squawk and Talk)
Model Number : 1245

Main CPU : M6800 (@ 475 KHz)
Sound CPU : M6802 (@ 895 KHz)
Sound chips : General Instrument AY8910 (@ 895 KHz), DAC, Texas Instruments TMS5220 (@ 640 KHz)

- TRIVIA -

Released in September 1981. 3,250 units were produced.

The development of this game took 8 months.

- TIPS AND TRICKS -

The designer's name appears on a plastic lightshield near the right drop target bank 'BY WW WELCH' (Wally Welch).

'P. BY EMIL G' appears on a plastic lightshield near the skill shot rollovers. 

'MAD MAX' appears on a plastic lightshield near the '1' target.

- STAFF -

Design by : Wally Welch
Art by : Kevin O'Connor

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5497&o=2

$end


$a5200=meebzork,
$bio

Meebzork (c) 1983 Atari, Incorporated.

- TRIVIA -

Unreleased prototype.

- STAFF -

Graphics: Marilyn Churchill Theurer
Programmer: Eric Manghise

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50060&o=2

$end


$info=megaaton,megaatona,
$bio

Meg Aaton (c) 1984 Playmatic.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5657&o=2

$end


$cpc_cass=mega4,
$bio

Mega 4 (c) 1991 Erbe Soft. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98203&o=2

$end


$megadriv=meganser,
$bio

Mega Anser (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56654&o=2

$end


$cpc_cass=megapocl,
$bio

Mega Apocalypse (c) 1988 Erbe Soft. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98204&o=2

$end


$bbca_cass,bbcb_cass=megapoca,
$bio

Mega Apocalypse (c) 19?? Martech

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52095&o=2

$end


$megadriv=megabomb,
$bio

Mega Bomberman (c) 1994 Sega Enterprises, Limited.

- TECHNICAL -

Game ID: 1573-50
Cartridge ID: 670-5820-50
Package ID: 670-5821-50
Barcode: 4 974365 615734

- TRIVIA -

Mega Bomberman was released in October 1994 in Europe.

Reviews:
[FR] September 1994, Consoles + N.35: 94%

- STAFF -

Programmers: Yūichi Itō, Hideo Iwakawa, Kazuyuki Kimura
Graphic Designers: Takuya Aoyama, Yūji Iwahara, Tomomi Tada
Sound Programmers: Hajime Ohara, Takashi Morio
Special Thanks: Kesuke Matsuura
Music Composer: Jun Chikuma
Art Director: Shōji Mizuno
Producer: Hiroki Shimada
Supervisor: Toshiki Fujiwara
Director: Yoshiyuki Kawaguchi
Basic Game Designer: Shinichi Nakamoto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56655&o=2

$end


$megadriv=megabombu,
$bio

Mega Bomberman (c) 1994 Sega Enterprises, Limited.

- TECHNICAL -

Game ID: 1573
Barcode: 0 10086 01573 7

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57300&o=2

$end


$info=m4megbks,m4megbksa,m4megbksb,m4megbksc,
$bio

Mega Bucks (c) 199? Barcrest.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=14950&o=2

$end


$info=j6megbck,j6megbcka,j6megbckb,j6megbckc,j6megbckd,
$bio

Mega Bucks (c) 199? JPM International.

- TECHNICAL -

Impact

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41119&o=2

$end


$info=sc5dndmd,sc5dndmda,sc5dndmdd,sc5dndmde,sc5dndmdf,sc5dndmdi,sc5dndmdj,sc5dndmdk,
$bio

Mega Deal or No Deal (c) 2010 Bell-Fruit Games.

- TECHNICAL -

[Model PR3411]

Scorpion 5

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42572&o=2

$end


$info=sc5dndmdb,sc5dndmdc,sc5dndmdg,sc5dndmdh,
$bio

Mega Deal or No Deal (c) 200? Bell-Fruit Games, Limited. [B.F.G.]

- TECHNICAL -

[Model PR3496]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62079&o=2

$end


$info=megadpkr,megadpkrb,megadble,
$bio

Mega Double Poker (c) 1990 Blitz System, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=34280&o=2

$end


$info=megadblj,
$bio

Mega Double Poker Jackpot (c) 1990 Blitz System, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=37788&o=2

$end


$info=32xe,
$bio

Mega Drive 32X (c) 1995 Sega Enterprises, Ltd.

European release. For more information, please see the original USA model entry; "Genesis 32X [Model MK-84000A]".

- TECHNICAL -

Model No. MK-84200-50

- TRIVIA -

The Sega Mega Drive 32X was released in January 1995 in Europe.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82089&o=2

$end


$info=megadriv,
$bio

Mega Drive (c) 1990 Sega Enterprises, Ltd.

European release. Console developed in Japan. See the original Japanese entry; "Mega Drive [Model HAA-2510]", for more information about the conseole itself.

- TECHNICAL -

Model No. 1600-05

- TRIVIA -

Sega did not form any direct distribution channels in Europe until the mid-1990s, so the Mega Drive's launch in Europe was somewhat disorganized. For one, the PAL Mega Drive was delayed - originally set to be released in 1989, it was pushed back to March 1990 due to manufacturing issues, and did not reach consumers until later in the year. By the time the Mega Drive hit places like Spain, for example, it was almost on its last leg in Japan. The late release saw a handful of games, primarily those released in 1990 in Japan or North America (most notably games released by Renovation Products), skip the European Mega Drive altogether, although this would be made up for in later years by more local releases.

Europe itself was not treated as one region until the late 1990s, so each country received games and hardware at different points in time (although only weeks and months, as opposed to years, separated launches). In the United Kingdom, the Mega Drive launched in September 1990 during the European Consumer Electronics Show (ECES) for the price of £189.99 (complete with Altered Beast), however the delay meant that many keen gamers had imported systems prior to this date (and magazines were reviewing imported games).

Virgin Mastertronic distributed the console in the UK, as they had with the Master System though also extended their reach to France and Germany. Sega bought the Mastertronic side of the company in September 1991 and began distributing consoles and software themselves, thus establishing Sega Europe.

Success of the Mega Drive was initially somewhat hard to measure, not least because in much of Europe, consoles were not particularly popular. Whereas Japan and North America had opted for dedicated video game consoles during the 1980s, the rest of the world was content with home computers, of which 16-bit varieties (the Commodore Amiga and Atari ST) had been launched around 1985-1987. Many consumers therefore saw no need for the Mega Drive - it was more expensive to adopt, yet less functional than a 16-bit computer, and was thus seen as a novelty item for wealthier families or something engineered for kids.

Though Nintendo had had a similar problem with the NES (and would continue to do so with the SNES, released very late in 1992), Sega reversed their fortunes with the release of Sonic the Hedgehog, on the same date as the US, June 23, 1991 (though some magazines thought it had a July release). This attracted numerous big software houses (such as Virgin Games, Acclaim Entertainment, and Ocean Software) and building a strong portfolio of games. Much of this success was built on the Sega Master System, which although had faced huge competition from computers, had a respectable install base and was the most successful home console in much of Europe.

Like North America, the Mega Drive was replaced, perhaps prematurely, by the Sega Saturn in 1995 and discontinued in 1998 after 8 years in the European market. However, during its half-decade of service had become not only the most successful console of all time, but had began to change opinions on gaming as a whole. The IBM PC was putting traditional 16-bit computers out of action, with mice and keyboards being favored over joysticks - games built for joysticks, which had once thrived on machines by Atari, Sinclair, Amstrad and Commodore found themselves on consoles instead. The Mega Drive also helped launch the hugely popular FIFA series, which continues to exist to this day.

The Mega Drive was the system of choice in the United Kingdom (there, it was known as the #1 retro games console of all time), and likely extended its dominance to France, Germany, Spain and Portugal. It was also big in Italy, Greece and Scandinavian countries, although much of the story is undocumented. Australia, though not in Europe, relied much on European stock, with the Mega Drive being a relatively successful console there.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82096&o=2

$end


$info=megadrij,
$bio

Mega Drive (c) 1988 Sega Enterprises, Ltd.

- TECHNICAL -

Model # HAA-2510

- TRIVIA -

The Mega Drive is Sega's 5th home console, following the SG-1000, SG-1000 II, Sega Mark III and Sega Master System. It was codenamed the Sega Mark V during development and is part of what is now known as the 4th generation of video game consoles.

Sega began working on its Mark V shortly after the release of the Mark IV (aka Master System). As was now tradition, the Mega Drive was built on Sega's existing Master System hardware to keep manufacturing costs down. Hardware and software would be made backwards compatible, and the foundations for possible expansions would be laid to cover all bases.

Sega's then CEO, Hayao Nakayama contributed several ideas to the Mega Drive project, deciding that the console should be based on the company's successful Sega System 16 arcade architecture. 16-bit processors were almost a requirement for major arcade releases, and so it made sense to bring this technology to the home. Though not the first home machine to contain a 16-bit processor, the Mega Drive was the first to print the words 16-BIT in big, gold lettering onto the console itself, thus starting what is often named as the bit wars, something featured heavily in advertising campaigns up until the Nintendo 64 in the mid-1990s.

Nakayama claims to have officially named the console Mega Drive, with Mega representing superiority over rival machines, and Drive representing the speed of the chosen Motorola 68000 processor - the heart of the console. Unfortunately for Sega, the Mega Drive trademark could not be registered in North America and had to be replaced with the name Sega Genesis. The trademark was held by a company known as Mega Drive Systems, who specialized in creating storage devices for home computers.

The Mega Drive was first released in Japan on October 29, 1988 with two launch titles, Space Harrier II and Super Thunder Blade, and retailing at 21,000 Yens. Life was difficult for Sega - Nintendo's Famicom held a monopoly on the market, while NEC's PC-Engine had already established the groundwork for a new 16-bit generation a year prior, growing ever more popular by the day. From a home computer perspective, the MSX2 was continuing its dominance similar to its predecessor (also still supported at this point), the MSX. The NEC PC-9801 and the still relatively new Sharp X68000 were also fighting for the professional computer market, though these were out of reach of many Japanese consumers at the time.

Most major Japanese developers and publishers of the day were in the pockets of Nintendo, NEC and Microsoft/ASCII, with Sega fighting an up-hill battle from day one. The Mega Drive found itself following the trends of arcade games at the time — shoot-'em-ups — and Sega also tried to woo over home computer developers (especially Sharp X68000 developers), establishing strong links with the likes of Toaplan and Telenet Japan, as well as initially gathering interest from Namco and Capcom.

Sega's catalog of arcade ports kept the system alive, but the talk and subsequent launch of the Super Famicom in late 1990 kept Sega in third place (behind the PC Engine) for most of the generation. The release of SNK's Neo Geo AES may have also had an impact in the console's running's. However, the situation could have been bleaker, as releases like the Shining games, Langrisser, Puyo Puyo, and the Sega Mega-CD kept the console from fully dropping out early.

The Mega Drive was axed in Japan by the end of 1995, with Sega releasing its last first-party game in December and Compile releasing the last game for the region the following year. Sega were very much keen on backing their Sega Saturn console instead, a move which saw it achieve much greater success than the Mega Drive in the years that followed.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83339&o=2

$end


$a2600=megafrce,megafrcee,megafrcee1
$bio

Mega Force (c) 1982 20th Century Fox

Because of your reputation as a clever and daring memeber of the MEGAFORCE, you have been sent to Sardoun, a strategically importantDemocratic nation currently under attack.  Your mission is to destroy the Enemy Headquaters. Armed with the world's most advanced fighting machine, the Moto-Fighter, you are dropped off just outside Sardoun. 
You must pass the city and make your way across the barren desert to the Enemy Headquarters on a limited supply of fuel. You'll be challenged the entire way by heavy air and ground attack. Should you travel too far into the barren desert, flashing arrows will direct you back toward the enemy--that's the only help you can expect.

- TECHNICAL -

Model 11005

- SCORING -

PALM TREES, LAKES AND ARROWS: Blasting these will have no effect on the game.

GROUND ROCKETS: These can be destroyed only BEFORE they are launched from the ground.  You receive 300 points for each one shot to pieces.

ENEMY AIRCRAFT: These are worth 100 points each.  Any allowed to pass by may head straight for Sardoun on a bombing raid.  Every time an enemy bomb blows up a Sardounian tower, the information bar will flash to white and you will hear a muffled explosion.

SARDOUN (WHITE): Each tower destroyed is worth 100-400 points and adds 10 gallons of Fuel to your tank.  Remember, however, once Sardoun is destroyed you cannot earn nay more points during that round AND you lose a MOto-Fighter at the end of the round.

ENEMY HEADQUARTES (BLACK): Each tower exploded is worth 300-600 points. Total destruction of the Enemy Headquarters ends that round and adds on 1 additional point.

FUEL DEPOTS: Each tank demolished is worth 80 points and 10 gallons of Fuel. If the entire Dpot is destroyed, a Prize will appear in that area which you can also shoot.

PRIZES: If allowed to scroll off the screen, they will disappear. Make sure they are 'safe' Prizes, then shoot them right away. Don't shoot Enemy Aircraft or Ground Rockets found under the Fuel Depots. The consequences are severe.

- TIPS AND TRICKS -

HINTS FROM DALLAS NORTH: 
Ground Rockets are able to rise to the top of the screen in order to reach you. You can elude them (unless they are directly under you) by quickly reversing the Moto-Fighter's direction. At the higher levels, however, it is safer to avoid the Ground Rockets and go on to the next round.

If you need to rest for a bit, head for the desert area left of Sardoun or right of Enemy Headquarters.  Enemy Aircraft cannot fly into these areas and while you are there they will not bomb Sardoun.

- STAFF -

Programmer: Doug Neubauer (Dallas North)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50684&o=2

$end


$a2600=megafun,
$bio

Mega Funpak (c) 19?? HES [Human Engineered Software]

Features 4 games:
Pac-Man
Planet Patrol
Skeet Shoot
Battles of Gorf

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50685&o=2

$end


$megadriv=megaga10,
$bio

Mega Games 10 (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56656&o=2

$end


$megadriv=megaga2,
$bio

Mega Games 2 (c) 1993 Sega Enterprises, Limited.

Compilation of 3 Sega classics for the Sega Mega Drive : 
"Golden Axe"
"Streets of Rage"
"The Revenge of Shinobi"

- TECHNICAL -

Package ID: 670-3282-50
Cartridge ID: 670-3281-50

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56657&o=2

$end


$megadriv=megaga3,
$bio

Mega Games 3 (c) 1993 Sega Enterprises, Limited.

Compilation of 3 Sega classics for the Sega Mega Drive : 
"Alien Storm" 
"Super Monaco GP" 
"Super Thunder Blade"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56658&o=2

$end


$megadriv=megaga61,
$bio

Mega Games 6 Vol. 1 (c) 1995 Sega Enterprises, Limited.

Compilation of 6 Sega classics for the Sega Mega Drive : 
"Columns" 
"Golden Axe" 
"Streets of Rage" 
"Super Hang-On" 
"The Revenge of Shinobi" 
"World Cup Italia '90"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56659&o=2

$end


$megadriv=megaga62,
$bio

Mega Games 6 Vol. 2 (c) 1995 Sega Enterprises, Limited.

Compilation of 6 Sega classics for the Sega Mega Drive : 
"Alien Storm" 
"Columns" 
"Super Hang-On" 
"Super Monaco GP" 
"Super Thunder Blade" 
"World Cup Italia '90"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56660&o=2

$end


$megadriv=megaga63,
$bio

Mega Games 6 Vol. 3 (c) 1995 Sega Enterprises, Limited.

Compilation of 6 Sega classics for the Sega Mega Drive : 
"Columns" 
"Sonic the Hedgehog" 
"Streets of Rage" 
"Super Hang-On" 
"The Revenge of Shinobi" 
"World Cup Italia '90"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56661&o=2

$end


$megadriv=megaga1,
$bio

Mega Games I (c) 1992 Sega Enterprises, Limited.

Compilation of 3 Sega classics for the Sega Mega Drive : 
"Columns" 
"Super Hang-On" 
"World Cup Italia '90"

- TECHNICAL -

Package ID: 670-2498-50
Cartridge ID: 670-2497-50

- TRIVIA -

Known in North America as "Triple Score - 3 Games in 1 [Model 1702]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56662&o=2

$end


$info=m4mjp,m4mjp__a,m4mjp__b,m4mjp__c,m4mjp__d,m4mjp__e,m4mjp__f,m4mjp__g,
$bio

Mega Jackpot (c) 19?? BDD.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42965&o=2

$end


$info=megakat,
$bio

Mega Katok 2 (c) 200? AGI [Austrian Gaming Industries].

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43657&o=2

$end


$info=megaline,
$bio

Mega Lines (c) 1991 Fun World.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49927&o=2

$end


$amigaocs_flop=megalo,megalof,megalog,
$bio

Mega Lo Mania (c) 1991 Image Works

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74527&o=2

$end


$x68k_flop=megalo,
$bio

Mega Lo Mania (c) 1993 Imagineer Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87888&o=2

$end


$pc98=megalo,
$bio

Mega Lo Mania (c) 1993 Imagineer Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90095&o=2

$end


$gamegear=megaman,
$bio

Mega Man (c) 1995 US Gold

- TIPS AND TRICKS -

* Final Battle: Enter B5 C2 E2 F3 F4 as password to face directly Dr. Wily for the final battle.

- STAFF -

Programming : Michael Hart
Graphics : Paul Gregory
Additional Code : Paul Carter
Producer : Richard Siddall
Quality Assurance Lead Technicians : John Griffiths, Dan Wong
Quality Assurance Technicians : Caroline Trujillo, Chris Dolman, Nat Leachman, Steve Wyatt, Thomas MaRight&nbsp;x, Frank Hom
US Gold Producer : Daniel Llewellyn
Special Thanks To : Valerie Alveraz, Capcom R And D

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64695&o=2

$end


$gba=megambasu,
$bio

Mega Man & Bass [Model AGB-A6ME-USA] (c) 2003 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71774&o=2

$end


$gba=megambas,
$bio

Mega Man & Bass [Model AGB-A6MP-EUR] (c) 2003 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71773&o=2

$end


$gameboy=megaman,
$bio

Mega Man - Dr. Wily's Revenge [Model DMG-RW-NOE] (c) 1991 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66431&o=2

$end


$gameboy=megamanu,
$bio

Mega Man - Dr. Wily's Revenge [Model DMG-RW-USA] (c) 1991 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66369&o=2

$end


$info=megamana,
$bio

Mega Man - The Power Battle (c) 1995 Capcom.

Asian release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Rockman - The Power Battle [B-Board 91634B-2]".

- TECHNICAL -

Runs on the "CP System" hardware.
B-Board #: 91634B-2

- TRIVIA -

The Asian version has English text and character names, but doesn't have the voice samples the Japanese version has.

- PORTS -

* Consoles : 
Nintendo Game Boy Advance [US] ("Mega Man Anniversary Collection") : Planned, but never published. 
Nintendo GameCube [US] (June 22, 2004; "Mega Man Anniversary Collection [Model DOL-G60E-USA]")  
Sony PlayStation 2 [US] (June 22, 2004, "Mega Man Anniversary Collection [Model SLUS-20833]") 
Microsoft XBOX [US] (March 15, 2005, "Mega Man Anniversary Collection") 

* Others :
Arcade (1995, "Capcom Play System II")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1601&o=2

$end


$info=megaman,
$bio

Mega Man - The Power Battle (c) 1995 Capcom USA, Incorporated.

North American release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Rockman - The Power Battle [B-Board 91634B-2]".

- TECHNICAL -

Runs on the "CP System" hardware.
B-Board #: 91635B-2

- PORTS -

* Consoles : 
Nintendo Game Boy Advance [US] ("Mega Man Anniversary Collection") : Planned, but never published. 
Nintendo GameCube [US] (June 22, 2004; "Mega Man Anniversary Collection [Model DOL-G60E-USA]")  
Sony PlayStation 2 [US] (June 22, 2004, "Mega Man Anniversary Collection [Model SLUS-20833]") 
Microsoft XBOX [US] (March 15, 2005, "Mega Man Anniversary Collection") 

* Others :
Arcade (1995, "Capcom Play System II")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69772&o=2

$end


$info=mmancp2u,mmancp2ur1,
$bio

Mega Man - The Power Battle (c) 1995 Capcom USA, Incorporated.

CPS-2 re-release of an original CSP-1 game. For more information, see the original CSP1 release entry; "Rockman - The Power Battle [CP-S No. 32]"

- TECHNICAL -

Runs on the "CP System II" hardware.
Blue Board [USA]

Players: Up to 2.
Control: 8-way joystick per player.
Buttons: 3 per player.

- TRIVIA -

This version was available as a sample only.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69706&o=2

$end


$megadriv=megaman,
$bio

Mega Man - The Wily Wars (c) 1994 Capcom Company, Limited.

- TRIVIA -

Reviews:
[FR] July 1995, Consoles + N.45: 76/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56663&o=2

$end


$info=megaman2,megamn2d,
$bio

Mega Man 2 - The Power Fighters (c) 1996 Capcom.

North American & European release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Rockman 2 - The Power Fighters [Green Board]".

- TECHNICAL -

Runs on the "CP System II" hardware.
Blue Board [USA & Europe]

- SERIES -

1. Mega Man - The Power Battle [CP-S No. 31] (1995)
2. Mega Man 2 - The Power Fighters [CP-S II No. 17] (1996)

- PORTS -

* Consoles :
Nintendo Game Boy Advance [US] [Release Cancelled] 
Nintendo GameCube [US] (2004, "Mega Man Anniversary Collection [Player's Choice] [Model DOLG60E]")
Nintendo GameCube [US] (June 22, 2004; "Mega Man Anniversary Collection [Model DOLG60E]")
Sony PS2 [US] (June 22, 2004; "Mega Man Anniversary Collection [Model SLUS-20833]")
Microsoft XBOX [US] (March 15, 2005, "Mega Man Anniversary Collection")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1602&o=2

$end


$info=megamn2a,
$bio

Mega Man 2 - The Power Fighters (c) 1996 Capcom Company, Limited.

Asian release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Rockman 2 - The Power Fighters [Green Board]".

- TECHNICAL -

Runs on the "CP System II" hardware.
Grey Board [Asia]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69657&o=2

$end


$info=megaman2h,
$bio

Mega Man 2 - The Power Fighters (c) 1996 Capcom Company, Limited.

South American release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Rockman 2 - The Power Fighters [Green Board]".

- TECHNICAL -

Runs on the "CP System II" hardware.
Orange Board [South America]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71530&o=2

$end


$n64=megaman,
$bio

Mega Man 64 (c) 2000 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57825&o=2

$end


$snes=megaman7u,megaman7p,
$bio

Mega Man 7 [Model SNS-A7RE-USA] (c) 1995 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63243&o=2

$end


$snes=megaman7,
$bio

Mega Man 7 [Model SNSP-A7RP-EUR] (c) 1995 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63242&o=2

$end


$saturn,sat_cart=megaman8,
$bio

Mega Man 8 - Anniversary Collector's Edition [Model T-1216H] (c) 1997 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60082&o=2

$end


$gba=megamchpu,
$bio

Mega Man Battle Chip Challenge [Model AGB-A89E-USA] (c) 2004 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71776&o=2

$end


$gba=megamchp,
$bio

Mega Man Battle Chip Challenge [Model AGB-A89P] (c) 2004 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71775&o=2

$end


$gba=megamnt2u,
$bio

Mega Man Battle Network 2 [Model AGB-AE2E-USA] (c) 2002 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71780&o=2

$end


$gba=megamnt2,
$bio

Mega Man Battle Network 2 [Model AGB-AM2P-EUR] (c) 2002 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71779&o=2

$end


$gba=megmnt3bu,
$bio

Mega Man Battle Network 3 Blue [Model AGB-A3XE-USA] (c) 2003 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71782&o=2

$end


$gba=megmnt3b,
$bio

Mega Man Battle Network 3 Blue [Model AGB-A3XP-EUR] (c) 2003 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71781&o=2

$end


$gba=megmnt3wu,
$bio

Mega Man Battle Network 3 White [Model AGB-A6BE-USA] (c) 2003 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71784&o=2

$end


$gba=megmnt3w,
$bio

Mega Man Battle Network 3 White [Model AGB-A6BP-EUR] (c) 2003 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71783&o=2

$end


$gba=megmnt4mu,
$bio

Mega Man Battle Network 4 Blue Moon [Model AGB-B4BE-USA] (c) 2004 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71786&o=2

$end


$gba=megmnt4m,
$bio

Mega Man Battle Network 4 Blue Moon [Model AGB-B4BP] (c) 2004 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71785&o=2

$end


$gba=megmnt4su,
$bio

Mega Man Battle Network 4 Red Sun [Model AGB-B4WE-USA] (c) 2004 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71788&o=2

$end


$gba=megmnt4s,
$bio

Mega Man Battle Network 4 Red Sun [Model AGB-B4WP-EUR] (c) 2004 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71787&o=2

$end


$gba=megmnt5cu,
$bio

Mega Man Battle Network 5 Team Colonel [Model AGB-BRKE-USA] (c) 2005 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71790&o=2

$end


$gba=megmnt5c,
$bio

Mega Man Battle Network 5 Team Colonel [Model AGB-BRKP-EUR] (c) 2005 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71789&o=2

$end


$gba=megmnt5pu,
$bio

Mega Man Battle Network 5 Team Protoman [Model AGB-BRBE-USA] (c) 2005 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71792&o=2

$end


$gba=megmnt5p,
$bio

Mega Man Battle Network 5 Team Protoman [Model AGB-BRBP-EUR] (c) 2005 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71791&o=2

$end


$gba=megmnt6fu,
$bio

Mega Man Battle Network 6 Cybeast Falzar [Model AGB-BR6E-USA] (c) 2006 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71794&o=2

$end


$gba=megmnt6f,
$bio

Mega Man Battle Network 6 Cybeast Falzar [Model AGB-BR6P] (c) 2006 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71793&o=2

$end


$gba=megmnt6gu,
$bio

Mega Man Battle Network 6 Cybeast Gregar [Model AGB-BR5E-USA] (c) 2006 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71796&o=2

$end


$gba=megmnt6g,
$bio

Mega Man Battle Network 6 Cybeast Gregar [Model AGB-BR5P-EUR] (c) 2006 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71795&o=2

$end


$gba=megamntwu,
$bio

Mega Man Battle Network [Model AGB-AREE-USA] (c) 2001 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71778&o=2

$end


$gba=megamntw,
$bio

Mega Man Battle Network [Model AGB-AREP] (c) 2001 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71777&o=2

$end


$gameboy=megaman2,
$bio

Mega Man II [Model DMG-W2-EUR] (c) 1992 Nintendo Company, Limited.

- TRIVIA -

Reviews:
[FR] June 1992 - Joypad N.9: 90/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66370&o=2

$end


$gameboy=megaman2u,
$bio

Mega Man II [Model DMG-W2-USA] (c) 1992 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66371&o=2

$end


$nes=megaman2,
$bio

Mega Man II (c) 1990 Capcom Company, Limited.

European version. For more information about the game itself, please see the original Japanese version entry; "Rockman 2 - Dr. Wily no Nazo [Model CAP-XR]".

- TECHNICAL -

Cartridge ID: NES-XR-EEC

- TRIVIA -

Mega Man 2 was released on December 14, 1990 in Europe.

Reviews:
1990 - Consoles + HS N.2 [FR]: 95/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55341&o=2

$end


$nes=megaman2u,
$bio

Mega Man II (c) 1989 Capcom USA.

North American version. For more information about the game itself, please see the original Japanese version entry; "Rockman 2 - Dr. Wily no Nazo [Model CAP-XR]".

- TECHNICAL -

Carrridge ID: NES-XR-USA

- TRIVIA -

Mega Man II was released in June 1989 in North America.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55342&o=2

$end


$gameboy=megaman3,
$bio

Mega Man III (c) 1993 Nintendo Company, Limited.

- TECHNICAL -

Cartridge ID: DMG-W3-NOE

- TRIVIA -

Reviews:
[FR] May 1993 - Consoles + N.20: 92/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66372&o=2

$end


$gameboy=megaman3u,
$bio

Mega Man III [Model DMG-W3-USA] (c) 1992 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66373&o=2

$end


$nes=megaman3a,megaman3,
$bio

Mega Man III (c) 1990 Nintendo.

European version. For more information about the game, please see the original Japanese version entry; "Rockman 3 - Dr. Wily no Saigo!? [Model CAP-XU]".

- TECHNICAL -

[Model NES-XU-FRG/SCN/ESP]

- TRIVIA -

Even if the title screen says 1990, Mega Man III was released on February 20, 1992 in Europe.

Released in 1990 in North America as "Mega Man III [Model NES-XU-USA]".

Reviews:
[FR] August 1992 - Joypad N.11: 93%

- PORTS -

* Others :
Arcade [PlayChoice-10) (1990) "Mega Man III [PlayChoice-10]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55343&o=2

$end


$nes=megaman3u,megaman3up,
$bio

Mega Man III (c) 1990 Capcom USA, Incorporated.

North America version. For more information about the game, please see the original Japanese version entry; "Rockman 3 - Dr. Wily no Saigo!? [Model CAP-XU]".

- TECHNICAL -

[Model NES-XU-USA]

- TRIVIA -

Mega Man III was released in November 1990 in North America.

Released 2 years later in Europe as "Mega Man III [Model NES-XU-FRG/SCN/ESP]".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=34756&o=2

$end


$info=pc_mman3,
$bio

Mega Man III (c) 1990 Nintendo of America, Incorporated.

Nintendo PlayChoice-10 Coin-op version. For more information about the game, please see the original Famicom version entry; "Rockman 3 - Dr. Wily no Saigo!? [Model CAP-XU]"

- TECHNICAL -

Nintendo PlayChoice-10 hardware.
Game ID : XU

Main CPU : Zilog Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz)
Sound Chips : Zetex N2A03 (@ 1.789772 Mhz), DAC

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Licensed from Capcom.

- SERIES -

1. Mega Man [Model NES-MN-USA] (1987, NES)
2. Mega Man II [Model NES-XR-USA] (1989, NES)
3. Mega Man III [Model NES-XU-USA] (1990, NES)
4. Mega Man IV [Model NES-4V-USA] (1991, NES)
5. Mega Man V [Model NES-MZ-USA] (1992, NES)
6. Mega Man VI [Model NES-G6-USA] (1993, NES)
7. Mega Man X [Model SNS-RX-USA] (1993, Super NES)
8. Mega Man X2 [Model SNS-ARXE-USA] (1994, Super NES)
9. Mega Man - The Willy Wars (1994, Mega Drive)
10. Mega Man 7 [Model SNS-A7RE-USA] (1995, Super NES)
11. Mega Man X3 [Model SNS-AR3E-USA] (1995, Super NES)
12. Mega Man 8 (1997, PlayStation)
13. Mega Man X4 (1997, PlayStation)
14. Mega Man X5 (2000, PlayStation)
15. Mega Man X6 (2001, PlayStation)
16. Mega Man Zero [Model AGB-AZCE-USA] (2002, GBA)
17. Mega Man & Bass [Model AGB-A6ME-USA] (2003, GBA)
18. Mega Man Zero 2 [Model AGB-A62E-USA] (2003, GBA)
19. Mega Man X7 (2003, PS2)
20. Mega Man Zero 3 [Model AGB-BZ3E-USA] (2004, GBA)
21. Mega Man X8 (2004, PS2)
22. Mega Man Zero 4 [Model AGB-B4ZE-USA] (2005, GBA)
23. Mega Man 9 (2008, WiiWare, PSN, XBLA)
24. Mega Man 10 (2010, WiiWare, PSN, XBLA)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1809&o=2

$end


$gameboy=megaman4,
$bio

Mega Man IV [Model DMG-R4-EUR] (c) 1994 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66374&o=2

$end


$gameboy=megaman4u,
$bio

Mega Man IV [Model DMG-R4-USA] (c) 1993 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66375&o=2

$end


$nes=megaman4,
$bio

Mega Man IV (c) 1992 Nintendo Company, Limited.

European version. For more information about the game, please see the original Japanese version entry.

- TECHNICAL -

[Model NES-4V-FRG/SCN]

- TRIVIA -

Even if the title screen says 1991/1992, Mega Man IV was released on January 21, 1993 in Europe.

Developed by Capcom and licensed to Nintendo.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55344&o=2

$end


$nes=megaman4u,megaman4ua,
$bio

Mega Man IV (c) 1992 Capcom USA.

North American version. For more information about the game, please see the original Japanese version entry.

- TECHNICAL -

[Model NES-4V-USA]

- TRIVIA -

Mega Man 4 was released in January 1992 in North America.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55345&o=2

$end


$snes=megamans,
$bio

Mega Man Soccer (c) 1994 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63244&o=2

$end


$gameboy=megaman5,
$bio

Mega Man V [Model DMG-WM-EUR] (c) 1994 Nintendo Company, Limited.

- TRIVIA -

Reviews:
[FR] August 1992 - Joypad N.11: 90/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66376&o=2

$end


$gameboy=megaman5u,
$bio

Mega Man V [Model DMG-WM-USA] (c) 1994 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66377&o=2

$end


$nes=megaman5,
$bio

Mega Man V (c) 1993 Capcom Company, Limited.

European version. For more information about the game itself, please see the original Japanese version entry.

- TECHNICAL -

[Model NES-MZ-FRA/NOE/SCN]

- TRIVIA -

Mega Man V was released on November 18, 1993 in Europe.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55346&o=2

$end


$nes=megaman5u,
$bio

Mega Man V (c) 1992 Capcom USA, Incorporated.

North American version. For more information about the game, please see the original Japanese version entry.

- TECHNICAL -

[Model NES-MZ-USA]

- TRIVIA -

Mega Man V was released in December 1992 in North America.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=34757&o=2

$end


$nes=megaman6,
$bio

Mega Man VI (c) 1994 Capcom USA, Incorporated.

North American version. For more information about the game, please see the original Japanese version entry.

- TECHNICAL -

[Model NES-G6-USA]

- TRIVIA -

Mega Man VI was released in March 1994 in North American.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55347&o=2

$end


$snes=megamnxua,megamnxu,
$bio

Mega Man X [Model SNS-RX-USA] (c) 1994 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63246&o=2

$end


$snes=megamnx,
$bio

Mega Man X [Model SNSP-RX-NOE] (c) 1994 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63245&o=2

$end


$snes=megamnx2u,
$bio

Mega Man X2 [Model SNS-ARXE-USA] (c) 1995 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63248&o=2

$end


$snes=megamnx2,
$bio

Mega Man X2 [Model SNSP-ARXP-EUR] (c) 1995 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63247&o=2

$end


$saturn,sat_cart=megamnx3,
$bio

Mega Man X3 (c) 1996 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60348&o=2

$end


$snes=megamnx3u,megamnx3up,
$bio

Mega Man X3 [Model SNS-AR3E-USA] (c) 1996 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63250&o=2

$end


$snes=megamnx3,
$bio

Mega Man X3 [Model SNSP-AR3P-EUR] (c) 1996 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63249&o=2

$end


$saturn,sat_cart=megamnx4,
$bio

Mega Man X4 [Model T-1219H] (c) 1997 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60083&o=2

$end


$gbcolor=megamnx2,
$bio

Mega Man Xtreme 2 (c) 2001 Capcom USA, Incorporated.

North American release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Rockman X2 - Soul Eraser [Model CGB-BXRJ-JPN]".

- TECHNICAL -

Cartridge ID: Model CGB-B2XE-USA
Package ID: Model CGB-P-B2XE

- TRIVIA -

Mega Man Xtreme 2 was released on October 30, 2001 in USA.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68344&o=2

$end


$gbcolor=megamnx,
$bio

Mega Man Xtreme (c) 2001 Capcom USA, Incorporated.

North American release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Rockman X - Cyber Mission [Model DMG-BRXJ-JPN]".

- TECHNICAL -

Cartridge ID: Model DMG-BM6E-USA
Package ID: Model DMG-P-BM6E

- TRIVIA -

Mega Man Xtreme was released on January 11, 2001 in USA.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68342&o=2

$end


$gba=megamn02u,
$bio

Mega Man Zero 2 [Model AGB-A62E-USA] (c) 2003 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71800&o=2

$end


$gba=megamn02,
$bio

Mega Man Zero 2 [Model AGB-A62P] (c) 2003 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71799&o=2

$end


$gba=megamn03u,
$bio

Mega Man Zero 3 [Model AGB-BZ3E-USA] (c) 2004 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71802&o=2

$end


$gba=megamn03,
$bio

Mega Man Zero 3 [Model AGB-BZ3P-EUR] (c) 2004 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71801&o=2

$end


$gba=megamn04u,
$bio

Mega Man Zero 4 [Model AGB-B4ZE-USA] (c) 2005 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71804&o=2

$end


$gba=megamn04,
$bio

Mega Man Zero 4 [Model AGB-B4ZP] (c) 2005 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71803&o=2

$end


$gba=megamn0,
$bio

Mega Man Zero [Model AGB-AZCE-USA] (c) 2002 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71797&o=2

$end


$nes=megaman,
$bio

Mega Man (c) 1989 Capcom Company, Limited.

European version. For more information about the game, please see the original Famicom version entry; "Rockman [Model CAP-RX]".

- TECHNICAL -

Region: PAL B
Cartridge ID: NES-MN-EEC

- TRIVIA -

Mega Man was released on December 13, 1989 in Europe.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55339&o=2

$end


$nes=megamanu,
$bio

Mega Man (c) 1987 Capcom USA.

North American version. Fo more information about the game, please see the original Japanese version entry; "Rockman [Model CAP-RX]".

Description from the USA back cover:

It's MEGA MAN versus the powerful leaders and fighting forces of Monsteropolis - that strange multi-layered land of robot-like humanoids created by the wrongly-performed experiments with human beings by Dr. Wily.

Mega Man - the chosen defender of the human race. For he dares to single-handedly penetrate Monsteropolis' seven separate societies to stop the rapid expansion of strange misrepresentations of humans.

Mega Man's goal is monumental. He must infiltrate seven separate heavily-guarded empires. By himself, he must break down and destroy the following empire leaders: Cutman, Gutsman, Iceman, Bombman, Fireman, Elecman, and Dr. Wily.

The action involves Mega Man armed only with laser beam weapons, encountering strangely-configured humanoids. They're atop, in and out of fortified prison-like structures strengthened with thick walls. Hidden amid gun turrets embedded in concrete uprights, even in subterranean passages below icefields. WOW!

- TECHNICAL -

Region: NTSC
Cartridge ID: NES-MN-USA

- TRIVIA -

Mega Man was released in December 1987 in North American.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55340&o=2

$end


$cdi=megamaze,megamazeu,
$bio

Mega Maze (c) 1994 Philips Interactive Media, Incorporated.

Prepare to be aMAZED! 164 mazes await you, loaded with obstacles certain to test you skill and challenge your brain power in this unique game of strategy and mind bending fun. Your mission is to maneuver a ball to it's destination, avoiding laser pulses, spark generators, mine fields and pits of doom that devour your ball, just to name a few of the obstacles that you will meet along the way. Earn the highly coveted rank of Mazemaster. But be aware that this game is highly addictive and will provide you hours upon hours of puzzling, problem solving maze mania. Proceed at your own risk!

- TECHNICAL -

Model 810 0083

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52992&o=2

$end


$cpc_cass=megamix,
$bio

Mega Mix (c) 1989 Ocean Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98206&o=2

$end


$info=pr_megmn,
$bio

Mega Money (c) 199? Project Coin Machines, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42102&o=2

$end


$info=sp_megmo,sp_megmoa,sp_megmob,sp_megmoc,sp_megmod,sp_megmoe,sp_megmof,sp_megmog,
$bio

Mega Money (c) 199? Ace Coin Equipment, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42249&o=2

$end


$amigaocs_flop=megamotn,
$bio

Mega Motion (c) 1994 Black Legend

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74528&o=2

$end


$amigaocs_flop=mphoenix,
$bio

Mega Phoenix (c) 1990 Dinamic Software [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74529&o=2

$end


$info=megaphx,
$bio

Mega Phoenix (c) 1991 Dinamic.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48295&o=2

$end


$cpc_cass=megaphnx,
$bio

Mega Phoenix (c) 1991 Dinamic Soft. [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98207&o=2

$end


$info=megaplay,
$bio

Mega Play (c) 1991 Sega Enterprises, Ltd.

- TECHNICAL -

Main CPU: MC68000 @ 7.670442 MHz, 2 x Z80 @ 3.579540 MHz 
Sound Chips: YM3438 @ 7.670442 MHz, 2 x SN76489 @ 3.579540 MHz 
Format: Uses Genesis only based games (not master system like the Mega-Tech), and there is an extra bios in the carts which are not compatible with the Genesis console or the Mega-Tech board. 
Cartridge Colour: Black / White Labels. 
Number of Slots: 4. 
Board Connector: Jamma compatible.
Machine Operation: When you insert coins you buy credits just like a standard arcade video game. Game ends at game over as normal.
Video Resolution: 256 x 224 Pixels.
Screen Refresh: 60.00 Hz.
Palette Colors: 512.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48344&o=2

$end


$x68k_flop=jangken,
$bio

Mega Powerful Jangken Pro-68K (c) 1992 Gainen Shuppon

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88408&o=2

$end


$bbca_cass,bbcb_cass=megarok,
$bio

Mega Rok (c) 1987 Bug Byte

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52096&o=2

$end


$megacd,megacdj=megaschw,
$bio

Mega Schwarzschild [Model G-6020] (c) 1993 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60534&o=2

$end


$megadriv=megaswiv,megaswivb,
$bio

Mega SWIV (c) 1994 Time Warner Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56664&o=2

$end


$megadriv=megaturr,
$bio

Mega Turrican (c) 1994 Sony Imagesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56665&o=2

$end


$megadriv=megaturru,
$bio

Mega Turrican (c) 1994 Data East Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57301&o=2

$end


$amigaocs_flop=megatwin,
$bio

Mega Twins (c) 1991 US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74530&o=2

$end


$info=mtwins,
$bio

Mega Twins (c) 1990 Capcom Company, Limited.

Export release. Game developed in Japan. For more information about the game itself, see the original Japanese release entry; "Chiki Chiki Boys [B-Board 89625B-1]".

- TECHNICAL -

Runs on the "CP System" hardware.
B-Board ID: 89624B-3

- TRIVIA -

These Export versions are censored: the kidnapped bikini girls in the later levels don't appear.

- PORTS -

* Consoles : 
Sega Mega Drive [EU] (1992) "Chiki Chiki Boys [Model 1075-50]" 
Sega Mega Drive [BR] (1992) "Chiki Chiki Boys" by Tec Toy 
Sega Mega Drive [AU] (1992) "Chiki Chiki Boys"
Sega Genesis [US] (1993) "Chiki Chiki Boys [Model 1075]" 
Sega Mega Drive [KO] (1993) by Samsung 
Microsoft XBOX [US] (November 24, 2006) "Capcom Classics Collection Vol. 2" 
Sony PlayStation 2 [US] (November 24, 2006) "Capcom Classics Collection Vol. 2 [Model SLUS-21473]" 
Sony PlayStation 2 [AU] (April 11, 2007) "Capcom Classics Collection Vol. 2 [Model SLES-54561]" 
Sony PlayStation 2 [EU] (April 13, 2007) "Capcom Classics Collection Vol. 2 [Model SLES-54561]" 

* Handhelds : 
Sony PSP [US] (March 22, 2006) "Capcom Classics Collection Remixed [Model ULUS-10097]" 
Sony PSP [EU] (July 21, 2006) "Capcom Classics Collection Remixed [Model ULES-00347]" 

* Computers : 
Atari ST [EU] (1991) 
Commodore Amiga [EU] (1991) 

Ports for the Commodore C64, ZX Spectrum and Amstrad CPC were advertised, but were never published.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1596&o=2

$end


$info=smis0502374,smis0502375,smis0502376,smis0502377,smis0502378,
$bio

Mega Winner (c) 2009 Bally Gaming, Incorporated.

- TECHNICAL -

Software Part Number: 20540

Game Kit #126855 ALPHA Elite V20
Game Kit #126857 ALPHA Elite  V20 Chop Top
Game Kit #126861 CineVision
Game Kit #126859 ALPHA Elite V20/20
Game Kit #164537 ALPHA Elite Jumbo Video
Game Kit #175073 ALPHA Pro Slant V22/26

Topper Part Number: X765-123962
Topper Description: MEGA WINNER

- UPDATES -

SMI #S0502374
Min/Max%: 88.14%

SMI #S0502375
Min/Max%: 90.07%

SMI #S0502376
Min/Max%: 92.08%

SMI #S0502377
Min/Max%: 94.14%

SMI #S0502378
Min/Max%: 96.09%

- SCORING -

Top Award: 500 Credits x Total Bet x Denomination.

- TIPS AND TRICKS -

* Top Award occurs on average every 20,000 plays.

* Overall Hit Frequency: 55.59%.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32080&o=2

$end


$info=m5mega,
$bio

Mega Zone (c) 2005 Barcrest.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=21254&o=2

$end


$info=megazone,megazonea,megazoneb,megazonec,megazonei,
$bio

Mega Zone (c) 1983 Konami.

A great action shoot'em up game.

Take the control of an amphibious Rocket Tank, and your mission is to advance through infested enemy territory, you must choose your path carefully and take precise aim, increase your fire power collecting twelve power item pods; "MEG" stay alert to all enemy's moves. Your encounter a multitude of enemies varies depending on which path you choose. The screen continues until reach the ominous "Megazone" and annihilate the giant mechanical eyeballs the fortress Command tower which is only vulnerable when open. Your next mission awaits...

- TECHNICAL -

Game ID : GX319

Main CPU : Motorola M6809 (@ 2.048 Mhz), Zilog Z80 (@ 3.072 Mhz)
Sound CPU : I8039 (@ 477.266 Khz)
Sound Chips : General Instrument AY8910 (@ 1.78975 Mhz), DAC, (3x) RC (@ 1.789772 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Mega Zone was released in March 1983.

Also licensed to Kosuka for manufacture and distribution.

There is many unused graphics on the grahic ROM, including the wolf enemy from "Pooyan"!.

Yashiro Oda holds the official record for this game with 2,228,650 points.

- UPDATES -

Second revision:
* Build date: Oct. 11, 1983

First revision:
* Build date: Sep. 20, 1983

- STAFF -

Staff: Koji Hiroshita, Y. Sakamoto, T. Fujiwara, N. Inoue, S. Fukutake

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1597&o=2

$end


$cpc_cass=megabuck,
$bio

Mega-Bucks (c) 1986 Firebird Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98208&o=2

$end


$coco_cart=megabug,
$bio

Mega-Bug (c) 1982 Tandy Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53446&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=megacart,
$bio

Mega-Cart (c) 2008 Denial

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86865&o=2

$end


$snes=megalo,megalop,
$bio

Mega-Lo-Mania (c) 1991 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63251&o=2

$end


$megadriv=megalo1,megalo,megalof,
$bio

Mega-Lo-Mania (c) 1992 Virgin Games

- TRIVIA -

Reviews:
[FR] March 1993 - Consoles + No. 18: 91/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56666&o=2

$end


$megadriv=megaloj,
$bio

Mega-Lo-Mania (c) 1993 CRI

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56667&o=2

$end


$snes=megaloj,
$bio

Mega-Lo-Mania - Jikuu Daisenryaku [Model SHVC-MZ] (c) 1993 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61801&o=2

$end


$info=megatech,
$bio

Mega-Tech System (c) 1989 Sega Enterprises, Limited.

The Sega Mega-Tech was a 16-bit arcade system based on the Mega Drive hardware, they are more or less identical. Its operation ability is similar to Nintendo's PlayChoice-10, where the credits bought give the user a playable time period rather than lives (usually 1 minute per credit), and can switch between games during playtime.

The Mega-Tech also includes the ability to display to a second monitor, which contains a list of the games installed in the machine and also displays instructions for controlling the game, 1 or 2 player information, and a short synopsis of each game. The second monitor also displays the time left for playing.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 7.670442 Mhz), (2x) Zilog Z80 (@ 3.57954 Mhz)
Sound Chips : YM3438 (@ 7.670442 Mhz), (2x) SN76496 (@ 3.57954 Mhz)

Official Mega-Tech Cabinet Dimensions :
Width: 53 cm.
Depth: 76 cm.
Height: 176 cm.
Weight: 113 Kg.

Video Resolution: 256 x 224 Pixels.
Screen Refresh: 60.00 Hz.
Palette Colors: 512.

- TRIVIA -

The Sega Mega-Tech was developed by Sega Europe in 1989. A few things were omitted, such as the expansion hardware allowing for Mega CD or 32X as these were not developed at this point, so would not likely be offered as an arcade expansion.

Since the machine was basically a Mega Drive with timer control for arcade operations, porting games to the Mega-Tech was an easy task and so many games were released, most of them popular titles. The ability was also added for the machine to play Sega Master System titles, though fewer Master System titles were ported than Mega Drive titles.

The Sega Mega-Tech system was replaced in 1993 by its successor, the "Mega-Play", a JAMMA based system.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69736&o=2

$end


$info=ec_mgbel,
$bio

Megabell (c) 19?? Electrocoin Automatics, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42943&o=2

$end


$info=megablst,megablstj,megablstu,
$bio

Megablast (c) 1989 Taito Corp.

At the end of the 21st century, war and hunger disappear on the earth, and humankind go on very well. On such occasion, it occurred to humankind that mysterious disappearances of women rise in waves in many places in the world. The cause is found by the investigation of a secretly organized 'Defending-the-earth-from-the-outside-organization'. That is, a strange contagious disease prevails throughout a planet 'Zancs' in a dark nebula, and women's generative power is lost, then, women on the earth were abducted as substitutes for having their descendants. Downson and Bogey, the choice out of the 'Defending-the-earth-from-the-outside-organization'. start on a journey to the space by using 'Megablast' which is a space fighter equipped with all available products of the earth's scientific power in order to rescue the earth women as well as lovable 'Sindy' who is also abducted together with the other earth women.

- TECHNICAL -

Runs on the "Taito F2 System" hardware.

Prom Stickers: C11

Players: 2
Control: 8-way joystick
Buttons: 1

- TRIVIA -

Megablast was released in October 1989.

As "Master of Weapon", Megablast was very unpopular. The main reason is the game was worse than other shoot'em ups of this period. So, most boards were withdraw.

Only one soundtrack include the game's sounds (composed by Zuntata):  "Taito Retro collection 5" (KDSD-00553,00554) on May 30, 2012.

- STAFF -

Sound composer: Yasuhisa Watanabe

- PORTS -

* Consoles : 
Sony PlayStation 2 [JP] (March 29, 2007) "Taito Memories II Gekan [Model SLPM-66713]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1598&o=2

$end


$a2600=megaboy,
$bio

MegaBoy (c) 19?? Dynacom [Sao Paulo, Brazil]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50686&o=2

$end


$info=v4megbuk,
$bio

Megabucks Poker (c) 199? BWB.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42286&o=2

$end


$msx1_cass=megaches,
$bio

Megachess (c) 1988 Iber Software.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94842&o=2

$end


$cpc_cass=megachss,
$bio

Megachess (c) 1988 Iber Soft.

- TECHNICAL -

Model AMC-618

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98205&o=2

$end


$cpc_cass=megacorp,
$bio

Megacorp [Model AMS870007] (c) 1987 Dinamic Soft. [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98209&o=2

$end


$adam_flop=megadisk,
$bio

Megadisk 1 (c) 198? Coleco Industries, Inc. [Amsterdam, NY, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82656&o=2

$end


$info=megadon,
$bio

Megadon (c) 1982 Epos.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 2.75 Mhz)
Sound Chips : General Instrument AY8910 (@ 2.75 Mhz)

Screen orientation : Vertical
Video resolution : 236 x 272 pixels
Screen refresh : 60.00 Hz
Palette colors : 32

Players : 2
Control : 2-way joystick
Buttons : 2 (FIRE, THRUST)

- TRIVIA -

Licensed to Photar Industries.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1599&o=2

$end


$info=megaforc,
$bio

Megaforce (c) 1985 Tehkan.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 4 Mhz)
Sound CPU : Zilog Z80 (@ 2 Mhz)
Sound Chips : (3x) Texas Instruments SN76496 (@ 2 Mhz), Custom (@ 2 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 1

- TRIVIA -

Released in September 1984.

Licensed to Video Ware for US manufacture and distribution. This game is known outside US as "Star Force".

- TIPS AND TRICKS -

* A Trick : You can determine which direction the end of level boss will move before it even appears by looking at your score. If the hundreds digit is odd, the boss will move to the left. If it is even, it'll move right (the tens and units digits are always zero).

* One Million Points Bonus : On the violet continent, if you see a coelacanth fossil on the left side, go to the -right- side and shoot. Cleopatra appears - shoot her and you'll get a million-point bonus. The coelacanth may only appear on the third violet continent.

* 80,000 Points Bonus : At some points in the game you will see two columns of green arrows down the center of the screen. Concentrate on either the left or right column of these arrows, and try to shoot 16 in a row. You will be awarded an 80,000 bonus for doing this. The first time these appear, it is possible to get two such bonuses in a row (if there are not many enemies around!), and sometimes more if the level ends before the column has finished appearing. Later on there is a short column of only 16, so only one bonus is possible here.

* 50,000 Point Bonus : You've seen a big enemy that combines into parts. When you hear the tune it is about to appear, STOP SHOOTING (You don't actually have to stop shooting altogether, but if you hit part of the enemy before the center part flashes white the bonus will not work). Position your ship so that you are just underneath the center part of the enemy and wait for it to flash white. Once this has happened, shoot the center part several times : the enemy will be destroyed and you will be awarded the 50,000 point special bonus.

- SERIES -

1. Megaforce (1985)
2. Final Star Force (1992)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1600&o=2

$end


$amigaocs_flop=megafort,
$bio

Megafortress - Flight of the Old Dog (c) 1992 Mindscape, Incorporated. [Northbrook, IL, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74534&o=2

$end


$c64_cart,c64_flop=megafun,
$bio

Megafun (c) 2004 Entertainment Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53634&o=2

$end


$info=m4meglnk,
$bio

Megalink (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41378&o=2

$end


$gameboy=megalit,
$bio

Megalit [Model DMG-MZ-USA] (c) 1992 Takara Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66378&o=2

$end


$gameboy=megalitj,
$bio

Megalit [Model DMG-MZJ] (c) 1991 Asmik Ace Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66380&o=2

$end


$msx1_cart=megalsos,megalsosb,megalsosa,
$bio

Megalopolis SOS (c) 1983 Paxon.

- STAFF -

Produced by pomato soft.

Programmed by: Lunarian Shintani (LUNAR)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77261&o=2

$end


$a2600=megmaniady,
$bio

Megamania (c) 1982 Dynacom [Sao Paulo, Brazil]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50692&o=2

$end


$a2600=megmaniad,
$bio

Megamania (c) 1983 Digitel

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50691&o=2

$end


$a800=megmania,
$bio

MegaMania (c) 1983 Activision, Inc. [Santa Clara, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86616&o=2

$end


$cpc_cass=megamani,
$bio

Megamania (c) 1991 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98211&o=2

$end


$a2600=megmaniae1,
$bio

MegaMania (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50687&o=2

$end


$a2600=megmania,megmaniae,
$bio

MegaMania - A Space Nightmare (c) 1982 Activision

If you think MegaMania is just another space game, you're dreaming. And that dream will become a nightmare.  A space nightmare.  So, prepare yourself for one of the most unreal experiences you'll ever encounter. 

You control a fleet of mobile blasters at the bottom of the screen, under constant attack by wave after wave of outrageous objects.  Your goal is to accumulate points by knocking our as many enemy objects as possible, before your fleet is destroyed. 

Features four game variations:
GUIDED MISSILES                         
Game 1: one player                      
Game 2: two players taking turns

STRAIGHT MISSILES
Game 3: one player
Game 4: two players taking turns 

In games 1 and 2, you can control the direction of your missile after it has been fired by 'steering' it with your Joystick Controller. Also, you can fire continuously by holding the red button down on your Joystick. In Games 3 and 4, fired missiles streak straight up and your blaster will fire single shots only.

- TECHNICAL -

Model AX-017

- TRIVIA -

At its time of availability, if you reached a scare of 45,000 points or more, you were eligible to become an official MegaManiac. By simply send to Activision a picture of your TV screen showing your score along with your name and address. In return, Activision would send an official MegaManiac emblem.

- TIPS AND TRICKS -

Tips from Steve Cartwright, designer of MegaMania
Steve Cartwright is a Senior Designer at Activision. His first release, Barnstorming set a new standard for brilliant graphics in the video game industry

"I hope you enjoy my latest work, MegaMania. Here are a few pointers that I'd like to share with all of my fellow MegaManiacs."

"I recommend that you try to stay in the center of the screen. This keeps you from getting trapped in a corner and also gives you the side-to-side flexibility necessary to guide your missiles effectively."

"And here's a piece of advanced strategy to really help boost your scores: bonus points are awarded depending an your energy remaining at the time you destroy the last object in a wave. So, if you have built up your reserve ships, and you're nearing the end of a wave, go ahead and sacrifice a ship. Your energy will be fully recharged, and, if you can quickly destroy the last attacker in a wave, you'll pick up maximum bonus points."

"It's really wild out there, but please take a couple of minutes and let me know how you're doing. Remember, all of us MegaManiacs are in this thing together!"

- STAFF -

Programmer: Steve Cartwright

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50688&o=2

$end


$a2600=megmaniac,
$bio

Megamania (c) 1983 CCE

- TECHNICAL -

Model C-829

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50690&o=2

$end


$a5200=megmania,
$bio

MegaMania (c) 1984 Activision.

Wave after wave of the most unlikely objects invade your celestial dreams. For you, sleep becomes a space nightmare. Outrageous enemies drop bombs and collide with your mobile blasters. One hit and your blaster disintegrates. Shoot as many of the violators as you can before your fleet is destroyed, and return to restful dreams.

- TECHNICAL -

Model FZ-003

- TRIVIA -

Back in the 80s, if you reached a score of 45,000 points or more, you were eligible to become an official MegaManiac. By sending to Activision a photo of your mega-mastery (TV Screen), along with your name and address. In return they send you a 'MegaManiac' emblem.

- SCORING -

Deluxe Hamburgers: 20
Ice Cream Sandwiches: 30
Refrigerator Magnets: 40
Radial Tires: 50
Diamond Rings: 60
Steaming Irons: 70
Party Bow Ties: 80
Dreaded Space Dice: 90

These point values apply to the first MegaCycle only. After that, each object in all successful waves is worth 90 points. At the end of each game, the highest score registers on-screen in black.

- TIPS AND TRICKS -

Tips from Glyn Anderson and Steve Cartwright.
Glyn Anderson enjoys playing wind and string instruments, with his specialty being keyboards. Steve Cartwright is an enthusiast of motorcycle touring and photography.

"Megamania is no slumber party. Here are some tips we use to battle the madness and ensure a good night's sleep.

"First off, keep your mobile blaster in the center of the screen as much as possible. This will enable you to more effectively guide your blaster when you need to. Plus, it minimizes your chances of getting caught in a corner."

"Also, don't try to 'catch-up' with any enemy objects that have flown past your blaster. Your blaster is quick, but the enemy objects are just a bit faster."

"Finally, don't let the steam from the Steaming Irons touch your blaster, or you'll get burned. And when you are battling the steam irons, be sure to knock out at least one iron from each of the three columns before they descend to the bottom of the screen. If you don't, you'll suffer the consequences."

"When you are wide awake, and you feel that you're safe, drop us a line. We'd love to find out which enemy wave gave you the most trouble, and if your dreams have returned to normal".

- STAFF -

Programmer: Glyn Anderson
Designer: Steve Cartwright

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50061&o=2

$end


$x68k_flop=megamipn,
$bio

Megami de Pon (c) 1995 DCS [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88409&o=2

$end


$pcecd=megamipa,
$bio

Megami Paradise (c) 1994 NEC Home Electronics, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58283&o=2

$end


$nes=megamit,
$bio

Megami Tensei - Digital Devil Story (c) 1987 Namco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54361&o=2

$end


$pc8801_flop=megamitd,
$bio

Megami Tensei Demo (c) 1987 Telenet Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92368&o=2

$end


$gbcolor=lastbib2,
$bio

Megami Tensei Gaiden - Last Bible II [Model DMG-A2LJ-JPN] (c) 1999 Atlus Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68347&o=2

$end


$gameboy=lastbib2,
$bio

Megami Tensei Gaiden - Last Bible II [Model DMG-M9J] (c) 1993 Atlus Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66382&o=2

$end


$gamegear=lastbibs,
$bio

Megami Tensei Gaiden - Last Bible S [Model G-3427] (c) 1995 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64697&o=2

$end


$gbcolor=lastbibl,
$bio

Megami Tensei Gaiden - Last Bible [Model DMG-ALBJ-JPN] (c) 2000 Atlus Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68346&o=2

$end


$gameboy=lastbibl,
$bio

Megami Tensei Gaiden - Last Bible [Model DMG-M7J] (c) 1992 Atlus Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66381&o=2

$end


$gamegear=lastbibl,
$bio

Megami Tensei Gaiden - Last Bible [Model G-3418] (c) 1994 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64696&o=2

$end


$nes=megamit2,
$bio

Megami Tensei II - Digital Devil Story (c) 1990 Namco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54362&o=2

$end


$megadriv=meganet,
$bio

MegaNet (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56668&o=2

$end


$msx1_cass=meganova,meganovaa,
$bio

Meganova (c) 1988 Dinamic Software [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94843&o=2

$end


$cpc_cass=meganova,
$bio

Meganova [Model AS 701] (c) 1988 Alternative Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98213&o=2

$end


$cpc_cass=meganovas,
$bio

Meganova [Moel AMS880016] (c) 1988 Dinamic Soft. [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98212&o=2

$end


$cpc_cass=megapac2,
$bio

Megapack II (c) 1989 Loriciels [France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98214&o=2

$end


$megadriv=megapanl,
$bio

MegaPanel (c) 1990 Namco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56669&o=2

$end


$msx1_cass=megaphx,
$bio

Megaphoenix (c) 1991 Dinamic Software [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94844&o=2

$end


$segacd=megarace,
$bio

MegaRace [Model T-87025] (c) 1993 Software Toolworks, The

- TRIVIA -

Reviews:
[FR] September 1994, Consoles + N.35: 77%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60764&o=2

$end


$info=megatack,
$bio

Megatack (c) 1980 Centuri.

SINGLE PLAYER GAME

The game-play sequence in MEGATACK consists of 4 or 5 turns (operator selectable) each of which lasts as long as the player can skilfully maneuver his spacepod to avoid destruction. When he loses a spacepod, the GIP message reappears, accompanied by the GIP sound, and displays the number of spacepods left. After the last spacepod is destroyed, the game-over sound is heard and the game-over message is displayed.

Assuming a (4) pod game, play begins with player-scores (00000) and at the top and the (3) best scores displayed across the bottom Eight (8) monsters appear in the upper portion of the screen and move towards the bottom, while dropping their bombs. The player uses his joystick control to move his spacepod across the bottom of the screen. The spacepod will start with the number (4) in the center and the number will decrease each time a spacepod is destroyed so that the number (1) will be in the center on the last round.

As the spacepod is moved across the bottom of the screen the player fires his laser energy-beams towards the left, right, and straight-up accompanied by an echoing laser sound effect. The laser beams have unlimited range, covering the entire play-field, and each spacepod has an unlimited number of shots. The (3) laser beams are fired simultaneously. Each fire-button must be released and pressed again to fire a second shot. Also, there is a slight "reload" delay so that beams cannot-be fired too rapidly.

Whenever a laser beam strikes a monster or a bomb, it explodes with a visual flash and an audio blast. If a monster is blasted, the player is awarded a 'kill' and his score is increased by the appropriate score (per the scoring menu when a bomb is blasted, no points are scored.  

When a spacepod is hit by a bomb, it explodes with a growing flash and a reverberating blast. When the spacepod gets too close to a monster, the monster jumps up and sporadically devours it while growling and burping, if a monster reaches the bottom, it bounces across the bottom in an attempt to devour the spacepod.

When all the monsters in a given round have been destroyed the screen will turn into a starfield, and small space rings will appear, which if not shot at, hit, and destroyed will grow in size. If any one (1) ring is allowed to reach a predetermined size, it will de-activate the spacepods laser gun, which during these rounds only fires straight up, lift the spacepod off the bottom of the screen, absorb it and then disappear (shrinking in size), thus ending the round. The next round begins with the next wave of monsters. This starfield round occurs between every wave of monsters, and if the player is successful in destroying all the rings the next wave of monsters will then appear.

When the spacepod is finally destroyed either by being absorbed, hit by a bomb or devoured by a monster the round is over and the video image returns to the GIP display flashing player (1) up and displaying the remaining spacepods the screen then goes black again and this time the pod with the number (3) in the center appears at the bottom of the screen and play continues as before.

During play there are always (8) monsters (max) on the screen, however the monsters attack in waves of 25, after each multiple of 25 kills the starfield or space ring round will appear with each ring worth the same score as the monsters were worth in the previous screen display. The monsters that reappear after each space ring round are a new shape, and color and score more points, and drop a different color bomb, any monsters left at the end of a round will reappear at the beginning of the next round. At the beginning of the game the action is rather moderate to allow new players an opportunity to develop a 'feel' for the game. In each succeeding wave of monsters, the bombs begin to fall at an increased rate and the monsters motions are increased.

All of these features combine to make MEGATACK satisfying for the novice, challenging for the expert, and profitable for the operator.

TWO-PLAYER MODE

The play of MEGATACK in a two-player game is identical to single-play with the players alternating turns. On the Upright Version, the players use one common set of controls. On the cocktail version there are two sets of controls on opposite sides of the table. The computer activates control alternately between player 1 and 2 and flip-flops the screen image so that it is oriented to the player in control.

The GIP message, which appears after each turn, clearly indicates which player is up by flashing it in the player's color. This also allows time for the players to position themselves at the controls, but is brief enough to avoid unnecessary "dead-time". The use of two different player-colors eliminates any confusion as to which player is in control.

- TECHNICAL -

Main CPU : MOS Technology M6502 (@ 894.75 Khz)
Sound CPU : MOS Technology M6502 (@ 894.75 Khz)
Sound Chips : General Instrument AY8910 (@ 1.7895 Mhz)

Screen orientation : Horizontal
Video resolution : 256 x 256 pixels
Screen refresh : 57.00 Hz
Palette colors : 8

Players : 2
Control : 2-way joystick
Buttons : 1 (FIRE)

- TRIVIA -

Licensed to GamePlan.

Tim Sobol holds the official record for this game with 553,700 points.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1603&o=2

$end


$pc98=megatarm,
$bio

Megaton Arms - Koutetsu no Butoukai (c) 1994 Systemsoft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90096&o=2

$end


$info=megat5,megat5nj,megat5a,
$bio

Megatouch 5 (c) 1997 Merit.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 6 Mhz)

Palette colors : 256

- SERIES -

1. Megatouch
2. Megatouch II
3. Megatouch III (1995)
4. Megatouch III Tournament Edition (1995)
5. Megatouch IV (1996)
6. Megatouch IV Tournament Edition (1996)
7. Super Megatouch IV (1996)
8. Super Megatouch IV Tournament Edition (1996)
9. Megatouch 5 (1997)
10. Megatouch XL (1997)
11. Megatouch XL 5000 (1997)
12. Megatouch 6 (1998)
13. Megatouch XL Super 5000 (1998)
14. Megatouch XL 6000 (1999)
15. Megatouch Maxx Jade (2004)
16. Megatouch Rx (2009)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=10346&o=2

$end


$info=megat5t,
$bio

Megatouch 5 Tournament Edition (c) 1998 Merit Industries, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49647&o=2

$end


$info=megat5tg,
$bio

Megatouch 5 Turnier Version (c) 1998 Merit Industries, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=35665&o=2

$end


$info=megat6,
$bio

Megatouch 6 (c) 1998 Merit.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 6 Mhz)

Palette colors : 256

- SERIES -

1. Megatouch
2. Megatouch II
3. Megatouch III (1995)
4. Megatouch III Tournament Edition (1995)
5. Megatouch IV (1996)
6. Megatouch IV Tournament Edition (1996)
7. Super Megatouch IV (1996)
8. Super Megatouch IV Tournament Edition (1996)
9. Megatouch 5 (1997)
10. Megatouch XL (1997)
11. Megatouch XL 5000 (1997)
12. Megatouch 6 (1998)
13. Megatouch XL Super 5000 (1998)
14. Megatouch XL 6000 (1999)
15. Megatouch Maxx Jade (2004)
16. Megatouch Rx (2009)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11628&o=2

$end


$info=megat3,megat3ca,megat3nj,megat3caa,megat3b,megat3c,megat3d,
$bio

Megatouch III (c) 1995 Merit.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 6 Mhz)

Palette colors : 256

- SERIES -

1. Megatouch
2. Megatouch II
3. Megatouch III (1995)
4. Megatouch III Tournament Edition (1995)
5. Megatouch IV (1996)
6. Megatouch IV Tournament Edition (1996)
7. Super Megatouch IV (1996)
8. Super Megatouch IV Tournament Edition (1996)
9. Megatouch 5 (1997)
10. Megatouch XL (1997)
11. Megatouch XL 5000 (1997)
12. Megatouch 6 (1998)
13. Megatouch XL Super 5000 (1998)
14. Megatouch XL 6000 (1999)
15. Megatouch Maxx Jade (2004)
16. Megatouch Rx (2009)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=10345&o=2

$end


$info=megat3te,
$bio

Megatouch III Tournament Edition (c) 1995 Merit Indutries, Incorporated.

- TRIVIA -

The realtime clock function used in this Tournament Edition is limited to December 31, 2009. The game fails to register dates beyond that date. The time set function within service mode displays random strings as the software tries to sync with the actual realtime clock running the emulator. All the early Tournament Megatouch software released in the '90s shares this identical problem. However, for Megatouch games that don't rely upon the realtime clock (Megatouch 6, for example), this problem does not exist.

- SERIES -

1. Megatouch
2. Megatouch II
3. Megatouch III (1995)
4. Megatouch III Tournament Edition (1995)
5. Megatouch IV (1996)
6. Megatouch IV Tournament Edition (1996)
7. Super Megatouch IV (1996)
8. Super Megatouch IV Tournament Edition (1996)
9. Megatouch 5 (1997)
10. Megatouch XL (1997)
11. Megatouch XL 5000 (1997)
12. Megatouch 6 (1998)
13. Megatouch XL Super 5000 (1998)
14. Megatouch XL 6000 (1999)
15. Megatouch Maxx Jade (2004)
16. Megatouch Rx (2009)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=25761&o=2

$end


$info=megat4,megat4a,megat4b,megat4c,megat4d,
$bio

Megatouch IV (c) 1996 Merit Indutries, Incorporated.

- SERIES -

1. Megatouch
2. Megatouch II
3. Megatouch III (1995)
4. Megatouch III Tournament Edition (1995)
5. Megatouch IV (1996)
6. Megatouch IV Tournament Edition (1996)
7. Super Megatouch IV (1996)
8. Super Megatouch IV Tournament Edition (1996)
9. Megatouch 5 (1997)
10. Megatouch XL (1997)
11. Megatouch XL 5000 (1997)
12. Megatouch 6 (1998)
13. Megatouch XL Super 5000 (1998)
14. Megatouch XL 6000 (1999)
15. Megatouch Maxx Jade (2004)
16. Megatouch Rx (2009)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=23540&o=2

$end


$info=megat4te,megat4tea,
$bio

Megatouch IV Tournament Edition (c) 1996 Merit Indutries, Incorporated.

- TRIVIA -

The realtime clock function used in this Tournament Edition is limited to December 31, 2009. The game fails to register dates beyond that date. The time set function within service mode displays random strings as the software tries to sync with the actual realtime clock running the emulator. All the early Tournament Megatouch software released in the '90s shares this identical problem. However, for Megatouch games that don't rely upon the realtime clock (Megatouch 6, for example), this problem does not exist.

- SERIES -

1. Megatouch
2. Megatouch II
3. Megatouch III (1995)
4. Megatouch III Tournament Edition (1995)
5. Megatouch IV (1996)
6. Megatouch IV Tournament Edition (1996)
7. Super Megatouch IV (1996)
8. Super Megatouch IV Tournament Edition (1996)
9. Megatouch 5 (1997)
10. Megatouch XL (1997)
11. Megatouch XL 5000 (1997)
12. Megatouch 6 (1998)
13. Megatouch XL Super 5000 (1998)
14. Megatouch XL 6000 (1999)
15. Megatouch Maxx Jade (2004)
16. Megatouch Rx (2009)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=23541&o=2

$end


$amigaocs_flop=megatrv1,
$bio

MegaTraveller - Zhodani Conspiracy (c) 1991 Empire Interactive Europe, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74531&o=2

$end


$amigaocs_flop=megatrv2,
$bio

MegaTraveller 2 (c) 1992 Empire Interactive Europe, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74532&o=2

$end


$amigaocs_flop=megatrv2g,
$bio

MegaTraveller 2 (c) 1992 Empire Interactive Europe, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74533&o=2

$end


$megadriv=megatrax,
$bio

MegaTrax (c) 1991 Namco, Limited.

- TRIVIA -

Reviews:
October 1991 - Joypad N.1 [FR]: 75/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56670&o=2

$end


$psx=megatudo,
$bio

Megatudo 2096 [Model SLPS-00435] (c) 1996 Banpresto [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85428&o=2

$end


$sms=megumi,
$bio

Megumi Rescue (c) 1988 Sega Enterprises, Limited.

- TECHNICAL -

Game ID: G-1359

- TRIVIA -

Released on July 30, 1988 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55886&o=2

$end


$nes=mgfh,
$bio

Mei Guo Fu Hao - Super Rich (c) 19?? HengGedianzi [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76857&o=2

$end


$nes=mnq,mnq2,mnq3,mnq1,
$bio

Mei Nu Quan [Model SA-006] (c) 1990 Sachen [Taiwan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76858&o=2

$end


$nes=meishao,
$bio

Mei Shao Nv Meng Gong Chang (c) 19?? Sachen [Taiwan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84057&o=2

$end


$fm7_cass=meibo,
$bio

Meibo (c) 198? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93760&o=2

$end


$nes=meijishn,
$bio

Meiji Ishin (c) 1989 Use

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54363&o=2

$end


$info=meijinsn,
$bio

Meijinsen (c) 1986 SNK.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 9 Mhz), Zilog Z80 (@ 4 Mhz)
Sound Chips : General Instrument AY8910 (@ 2 Mhz)

Screen orientation : Horizontal
Video resolution : 232 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 32

Players : 2
Control : 8-way Joystick
Buttons : 2

- TRIVIA -

The title of this game translates from Japanese as 'Shougi Championship Series'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3494&o=2

$end


$pc98=meikyuu,
$bio

Meikyuu Gakuensai - Kyuukousha no Nazo (c) 1994 Wishbone [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90097&o=2

$end


$info=meikyuh,meikyuha,
$bio

Meikyuu Hunter G (c) 1987 Data East.

Ray, Egon and Winston shoot their way through the ghosts which haunt Manhattan.

- TECHNICAL -

Main CPU : HD6309
Sound CPU : MOS Technology M6502
Sound Chips : YM2203, YM3812

Players : 3
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Meikyuu Hunter G was released in May 1987 in Japan. The title of this game translates from Japanese as 'Labyrinth Hunter G'. This game is known outside Japan as "The Real Ghostbusters".

Based on the 1984 comedy-thriller movie from Columbia Pictures and the animated TV show that ran during the mid 1980s. 

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

- PORTS -

* Consoles : 
Nintendo Game Boy [JP] (April 23, 1993) "Mickey Mouse IV: Mahou no Labyrinth [Model DMG-L4A-JPN]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1604&o=2

$end


$nes=meikyfds,
$bio

迷宮寺院ダババ (c) 1987 Unknown
(Meikyuu Jiin Dababa)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84058&o=2

$end


$famicom_flop=meikyujd,
$bio

迷宮寺院ダババ (c) 1987 Konami Industry Company, Limited.
(Meikyuu Jiin Dababa)

- TECHNICAL -

Cartridge ID: KDS-MIK

- TRIVIA -

The game was released on May 29, 1987 in Japan only.

Title of this game translates from Japanese as Temple Labyrinth Dababa.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65399&o=2

$end


$nes=meikyujm,
$bio

Meikyuu Jima (c) 1990 Irem Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54364&o=2

$end


$nes=milonh,
$bio

???? (c) 1986 FMG
(Meikyuu Kumikyoku)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69290&o=2

$end


$nes=milonj,
$bio

Meikyuu Kumikyoku - Milon no Daibouken (c) 1986 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54365&o=2

$end


$nes=daimeiro,
$bio

????? ??? (c) 1990 Epoch Company, Limited.
(Meikyuu no Tatsujin - Dai Meiro)

- TECHNICAL -

Game ID: EPO-E7

- TRIVIA -

Released on November 30, 1990 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53944&o=2

$end


$pc8801_flop=meikyuro,
$bio

Meikyuu Roman (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92369&o=2

$end


$pc8801_flop=meikyur2,
$bio

Meikyuu Roman Scenario 2 - Ninja Keisatsu (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92370&o=2

$end


$msx1_cart=meikyush,meikyusha,
$bio

Meikyuu Shinwa (c) 1987 HAL Laboratory, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52716&o=2

$end


$info=kikcubic,
$bio

Meikyuujima (c) 1988 Irem.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.579645 Mhz)
Sound CPU : Zilog Z80 (@ 3.579645 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579645 Mhz), DAC

Players : 2
Control : 4-way joystick
Buttons : 2

- TRIVIA -

Developed by Nanao Corporation. Meikyuujima was released in June 1988 in Japan by Irem.

The title of this game translates from Japanese as 'Labyrinth Island'.

- STAFF -

Game designer : Hiroya Kita
Programmers : Kenji Nishi (Total Director), Moichi Matsumoto (Leader), Yuki Kidani, Mitsuya Kitamura, Yoshinori Tanaka
Graphic designers : Manchan (gice me yome), Kame Yamazaki, Kiyoshi Wataya, Miki Hiraga
Sound : Fan, Noriboz, Sclap

- PORTS -

* Consoles :
Nintendo Famicom

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1605&o=2

$end


$nes=dai3yak,
$bio

Meimon! Dai San Yakyuu Bu (c) 1989 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54366&o=2

$end


$nes=mtok6ns,
$bio

Meimon! Takonishi Ouendan - Kouha 6 Nin Shuu (c) 1989 Asmik

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54367&o=2

$end


$pc98=meimu2,
$bio

Meimu 2 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90098&o=2

$end


$a2600=myway,
$bio

Mein Weg - My Way (c) 1983 Quelle

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50693&o=2

$end


$gba=meinprax,
$bio

Meine Tierarztpraxis (c) 2006 dtp Ent. AG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71805&o=2

$end


$gba=myanimlc,
$bio

Meine Tierklinik in Afrika - My Animal Centre in Africa [Model AGB-BFRP-EUR] (c) 2006 Koch Media

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71806&o=2

$end


$gba=meinpens,
$bio

Meine Tierpension - My Pet Hotel (c) 2006 Shoe Box

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71807&o=2

$end


$psx=meishare,
$bio

Meisha Retsuden - Greatest 70's [Model SLPS-01153] (c) 1997 Epoch Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85429&o=2

$end


$pc98=meisotos,
$bio

Meisou Toshi (c) 1995 Tiare [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90099&o=2

$end


$gba=mconanam,
$bio

Meitantei Conan - Akatsuki no Monument [Model AGB-BQAJ-JPN] (c) 2005 Banpresto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71808&o=2

$end


$gameboy=mconanch,
$bio

Meitantei Conan - Chika Yuuenchi Satsujin Jiken [Model DMG-ADCJ-JPN] (c) 1996 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66383&o=2

$end


$gameboy=mconangi,
$bio

Meitantei Conan - Giwaku no Gouka Ressha [Model DMG-ADKJ-JPN] (c) 1998 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66384&o=2

$end


$gbcolor=mconankj,
$bio

Meitantei Conan - Karakuri Jiin Satsujin Jiken [Model DMG-A48J-JPN] (c) 2000 Banpresto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68348&o=2

$end


$gbcolor=mconankh,
$bio

Meitantei Conan - Kigantou Hihou Densetsu [Model DMG-A5BJ-JPN] (c) 2000 Banpresto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68349&o=2

$end


$wswan=mconanmc,
$bio

Meitantei Conan - Majutsushi no Chousenjou! [Model SWJ-BAN012] (c) 1999 Bandai Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86355&o=2

$end


$gba=mconannt,
$bio

Meitantei Conan - Nerawareta Tantei [Model AGB-AC4J-JPN] (c) 2003 Banpresto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71809&o=2

$end


$wswan=mconannm,
$bio

Meitantei Conan - Nishi no Meitantei Saidai no Kiki! [Model SWJ-BAN027] (c) 2000 Bandai Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86356&o=2

$end


$gbcolor=mconannk,
$bio

Meitantei Conan - Norowareta Kouro [Model DMG-BC3J-JPN] (c) 2001 Banpresto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68350&o=2

$end


$psx=meitante,
$bio

Meitantei Conan - Saikou No Aibou [Model SLPS-03425] (c) 2002 Bandai Co., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85430&o=2

$end


$psx=meitantt,
$bio

Meitantei Conan - Trick Trick Vol.1 [Model SLPS-03548] (c) 2003 Bandai Co., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85431&o=2

$end


$wscolor=mconanyk,
$bio

Meitantei Conan - Yuugure no Koujo [Model SWJ-BANC0E] (c) 2001 Bandai Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86467&o=2

$end


$nes=holmeskl,
$bio

名探偵ホームズ 霧のロンドン殺人事件 (c) 1988 Towa Chiki.
(Meitantei Holmes - Kiri no London Satsujin Jiken)

- TECHNICAL -

Model TCC-M3

- TRIVIA -

Released on May 13, 1988 in Japan.

The title of this game translates from Japanese as 'Great Detective Holmes: A Case of Murder in London Fog'.

- TIPS AND TRICKS -

Sound Test: On the title screen, press A 20 times, then press START.

- STAFF -

Developed by Another Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54368&o=2

$end


$nes=holmesmk,
$bio

Meitantei Holmes - M Kara no Chousenjou (c) 1989 Towa Chiki

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54369&o=2

$end


$pc8801_flop=mtantojo,
$bio

Meitantei Tojo! (c) 1984 Xtal Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92371&o=2

$end


$msx1_cass=mejor01,mejor01a,
$bio

Mejor Software - Issue 01 - Guss en la Atlantida (c) 198? Creativos Editoriales

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94845&o=2

$end


$pc8801_flop=mekumeku,
$bio

Mekurumeku Hasedon (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92372&o=2

$end


$cpc_cass=melbdraw,
$bio

Melbourne Draw [Model MH723] (c) 1986 Melbourne House [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98215&o=2

$end


$snes=melfand,
$bio

Melfand Stories (c) 1994 ASCII Ent. Software, Incorporated.

Melfand Stories is a side-scrolling beat'm up published by Ascii. The kingdom of Melfand is under siege by fearsome monsters. The evil Nomolwa and his subordinates usurped the power to rule over the country - its last hope lies in a group of four warriors and the desperate defenders embark on a quest to reclaim the kingdom from the usurpers. Each hero comes with his own personal melee weapon - El uses a sword, Corse a spear, Lenin a magic rod and Nora a leather whip. Our heroes can also collect magic spells along the way (from a list of four) and instantly use them against enemies - some blast lightning bolts while others unleash flying fire dragons. Interestingly, different paths are possible in the game and some stages actually branch out into secondary easier or harder routes, some even lead to bonus stages. The game also features a two-player co-op option.

- TECHNICAL -

[Model SHVC-YZ]

- TRIVIA -

Released on March 25, 1994 in japan for 9800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61802&o=2

$end


$aquarius=melchase,
$bio

Melody Chase (c) 1982 Mattel, Incorporated.

- TECHNICAL -

[Model 4652]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49811&o=2

$end


$vectrex=melody,
$bio

Melody Master (c) 1983 GCE [General Consumer Electric]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82222&o=2

$end


$x1_flop=melonsod,
$bio

Melon Soda (c) 1987 Pascal2 [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86063&o=2

$end


$pc98=melonsod,
$bio

Melon Soda (c) 1987 Pascal2 [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90100&o=2

$end


$pc8801_flop=melonsod,melonsoda,
$bio

Melon Soda (c) 1987 Pascal2 [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92373&o=2

$end


$ngp=melonchn,
$bio

Melon-chan no Seichou Nikki (c) 1998 SNK Corp.

- TECHNICAL -

Cartridge ID: NEOP00040

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82539&o=2

$end


$pc98=melpool,
$bio

Melpool Land (c) 19?? Compile

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90101&o=2

$end


$pc98=melroon,
$bio

Melroon (c) 1989 dB-SOFT [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90102&o=2

$end


$pc8801_flop=melroon,
$bio

Melroon (c) 1989 dB-SOFT [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92374&o=2

$end


$pc8801_flop=meltdowna,
$bio

Melt Down (c) 1989 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92375&o=2

$end


$cpc_cass=meltdown,
$bio

Meltdown (c) 1986 Alligata Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98216&o=2

$end


$pc8801_flop=meltdown,meltdownh,
$bio

Meltdown (c) 1989 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92376&o=2

$end


$pc8801_flop=meltdowt,
$bio

Meltdown Tiny (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92377&o=2

$end


$a2600=meltdown,
$bio

Meltdown (c) 1983 20th Century Fox.

- TECHNICAL -

Model 11029

- TRIVIA -

Unreleased prototype.

- STAFF -

Programmer: David Ross

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50694&o=2

$end


$a7800=meltdown,meltdownu,
$bio

Meltdown [Model CX7875] (c) 1990 Atari Corp. [Sunnyvale, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50153&o=2

$end


$info=meltybld,meltyblo,
$bio

Melty Blood - Act Cadenza ver. A (c) 2005 Type Moon / Ecole.

A collaboration between two top doujin (aka enthusiast) groups - TYPE-MOON and Watanabe Seisakujo - created this series matching the caliber of the best fighting games. This offering is the first Melty Blood after the groups went "official" sometime in 2004.

- TECHNICAL -

Runs on the Sega "NAOMI GD-ROM System" hardware.

- TRIVIA -

Melty Blood Act Cadenza ver. A was released in March 2005.

The storyline and characters intersect with those from TYPE-MOON's graphic novel series 'Tsukihime'.

A key feature of this game is the considerable amount of alternate forms which play far differently than their base characters (Red Akiha, Shiki Nanaya, Vampiric Sion, etc.). A very special case is the ability to play twins Kohaku and Hisui as a tag team!

- SERIES -

1. Melty Blood (2002, PC)
2. Melty Blood ReAct (2004, PC)
3. Melty Blood - Act Cadenza ver. A (2005, Arcade)
4. Melty Blood - Act Cadenza ver. B [GDL-0039] (2006, Arcade)
5. Melty Blood - Act Cadenza ver. B2 (2007, Arcade)
6. Melty Blood Actress Again (2008, Arcade)
7. Melty Blood Actress Again - Current Code (2010, Arcade)

- PORTS -

* Consoles :
Sony PlayStation 2 (2006)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4074&o=2

$end


$info=meltyb,meltybo,
$bio

Melty Blood - Act Cadenza ver. B (c) 2006 Type Moon / Ecole.

An anime fighting game.

- TECHNICAL -

Model GDL-0039

Runs on the Sega "NAOMI GD-ROM System" hardware.

- TRIVIA -

Melty Blood Act Cadenza ver. B was released in December 2006 in Japan.

- SERIES -

1. Melty Blood (2002, PC)
2. Melty Blood ReAct (2004, PC)
3. Melty Blood - Act Cadenza ver. A (2005, Arcade)
4. Melty Blood - Act Cadenza ver. B [GDL-0039] (2006, Arcade)
5. Melty Blood - Act Cadenza ver. B2 (2007, Arcade)
6. Melty Blood Actress Again (2008, Arcade)
7. Melty Blood Actress Again - Current Code (2010, Arcade)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=7953&o=2

$end


$info=mbaa,
$bio

Melty Blood Actress Again (c) 2008 Type Moon / Ecole.

- TECHNICAL -

Runs on the Sega "NAOMI" hardware.

- TRIVIA -

Melty Blood Actress Again was released on September 19, 2008.

- SERIES -

1. Melty Blood (2002, PC)
2. Melty Blood ReAct (2004, PC)
3. Melty Blood - Act Cadenza ver. A (2005, Arcade)
4. Melty Blood - Act Cadenza ver. B [GDL-0039] (2006, Arcade)
5. Melty Blood - Act Cadenza ver. B2 (2007, Arcade)
6. Melty Blood Actress Again (2008, Arcade)
7. Melty Blood Actress Again - Current Code (2010, Arcade)

- PORTS -

* Consoles :
Sony PlayStation 2 (2009)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=25959&o=2

$end


$psx=meltylan,
$bio

Melty Lancer - The 3rd Planet [Model SLPM-86231~2] (c) 1999 Konami Corp. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85432&o=2

$end


$pc98=melmar,
$bio

Melty Marchen (c) 1996 Queensoft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90103&o=2

$end


$saturn,sat_cart=meltygsk,
$bio

MeltyLancer - Ginga Shoujo Keisatsu 2086 (c) 1996 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59408&o=2

$end


$saturn,sat_cart=meltyre,
$bio

MeltyLancer Re-inforce (c) 1998 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59409&o=2

$end


$saturn,sat_cart=meltyres,
$bio

Meltylancer Re-Inforce Special Edition (c) 1998 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59410&o=2

$end


$msx2_flop=membgolf,membgolfa,
$bio

Membership Golf (c) 1989 Sony Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101856&o=2

$end


$psx=sunsoft1,
$bio

Memorial Series Sunsoft Vol.1 (c) 2001 Sunsoft.

Compilation of two Nintendo Famicom titles : 
"Super Arabian [Model SS1-4500]" 
"Ikki [Model SS3-4900]"

- TECHNICAL -

Game ID (original release) : SLPS-03135

- TRIVIA -

Memorial Series Sunsoft Vol.1 for PlayStation was released on October 4, 2001 in Japan.

- PORTS -

* Consoles :
It was then released on the Japanese PlayStation Network as a PSOne Classic on July 26, 2007. PSN release ID : NPJJ-00074

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47500&o=2

$end


$psx=sunsoft2,
$bio

Memorial Star Series Sunsoft Vol.2 [Model SLPS-03181] (c) 2001 Sunsoft [Sun Electronics div.] [Kounan, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85433&o=2

$end


$psx=sunsoft4,
$bio

Memorial Star Series Sunsoft Vol.4 [Model SLPS-03382] (c) 2002 Sunsoft [Sun Electronics div.] [Kounan, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85434&o=2

$end


$psx=sunsoft5,
$bio

Memorial Star Series Sunsoft Vol.5 [Model SLPS-03397] (c) 2002 Sunsoft [Sun Electronics div.] [Kounan, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85435&o=2

$end


$psx=sunsoft6,
$bio

Memorial Star Series Sunsoft Vol.6 [Model SLPS-03486] (c) 2002 Sunsoft [Sun Electronics div.] [Kounan, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85436&o=2

$end


$pc8801_flop=memories,
$bio

Memories 14 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92378&o=2

$end


$pc8801_flop=memorie1,
$bio

Memories 20 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92379&o=2

$end


$wscolor=memories,
$bio

Memories Off - Festa [Model SWJ-KDKC01] (c) 2001 KID [Kindle Imagine Develop]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86468&o=2

$end


$ngpc=memories
$bio

Memories Off - Pure [Model NEOP00870] (c) 2000 KID [Kindle Imagine Develop]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82540&o=2

$end


$pc98=memories,
$bio

Memories Refrain - Omoide wa Itsu made mo... (c) 1996 Petit [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90104&o=2

$end


$pc8801_flop=memoryve,
$bio

Memory (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92380&o=2

$end


$x68k_flop=memobrkn,
$bio

Memory Broken (c) 1989 Fukuiinchou

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88410&o=2

$end


$mc10=memdisp,
$bio

Memory Display (c) 2004 Tamer [James Tamer]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87669&o=2

$end


$vc4000=memory1,
$bio

Memory I/Motivsuche (c) 1978 Interton Electronic.

- TECHNICAL -

[Cassette No. 8]

- TRIVIA -

Also called Memory I/Flag Capture outside Germany, and Memory I/Recherche de Motifs in France.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49214&o=2

$end


$vc4000=memory2,
$bio

Memory II (c) 1978 Interton Electronic.

- TECHNICAL -

[Cassette No. 20]

- TRIVIA -

Also called Melody outside Germany, and Melodie in France.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49215&o=2

$end


$info=memlane,
$bio

Memory Lane (c) 1978 Stern Electronics.

- TECHNICAL -

Model Number : 104

- TRIVIA -

Memory Lane was the last Stern game to have an electro-mechanical chime unit. The next game from Stern (1978's "Lectronamo") used an electronic sound board.

2,624 units were produced.

- STAFF -

Design by : Sam Stern, Mike Rubin

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5498&o=2

$end


$coleco=memmanor,
$bio

Memory Manor (c) 1984 SSC.

- STAFF -

CONVERSION BY: DAN SMITH

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53308&o=2

$end


$c64_cart,c64_flop=memmanor,
$bio

Memory Manor (c) 1984 SSC

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53635&o=2

$end


$a800=memmanor,
$bio

Memory Manor (c) 1984 Fisher-Price

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86617&o=2

$end


$channelf=memory,
$bio

Memory Match 1 & 2 (c) 1978 Fairchild

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53221&o=2

$end


$jaguar=memtrack,
$bio

Memory Track (c) 1995 Atari Corp.

- TECHNICAL -

Model J8911

- TIPS AND TRICKS -

* Access Memory Track Manager (for those that didn't get or lost the instruction card): Hold 'Option' while turning on Jaguar.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76430&o=2

$end


$msx1_cart=memory,memorya,
$bio

Memory [Model K004] (c) 1984 al Alamiah

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77262&o=2

$end


$gba=mibu,
$bio

Men in Black - The Series [Model AGB-AMIE-USA] (c) 2002 Crave Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71811&o=2

$end


$gba=mib,
$bio

Men in Black - The Series [Model AGB-AMIP-EUR] (c) 2001 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71810&o=2

$end


$gbcolor=mib,
$bio

Men in Black - The Series [Model DMG-AMNE-USA] (c) 1998 Crave Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68351&o=2

$end


$gbcolor=mib2u,
$bio

Men in Black 2 - The Series [Model CGB-BB2E-USA] (c) 2000 Crave Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68354&o=2

$end


$gbcolor=mib2,
$bio

Men in Black 2 - The Series [Model CGB-BB2P-EUR] (c) 2000 Crave Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68353&o=2

$end


$amigaocs_flop=menace,
$bio

Menace (c) 1988 Psyclapse

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74535&o=2

$end


$nes=menaceb,
$bio

Menace Beach (c) 1990 Color Dreams

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55348&o=2

$end


$cpc_cass=menacart,
$bio

Menace sur l'Arctique (c) 1987 Chip [Paris, France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98220&o=2

$end


$nes=mendel,
$bio

Mendel Palace (c) 1990 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55349&o=2

$end


$bbca_cass,bbcb_cass=mendipst,
$bio

Mendips Stone (c) 1986 DeeKay

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52097&o=2

$end


$nes=menghuan,
$bio

Meng Huan (c) 19?? HengGedianzi [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76859&o=2

$end


$nes=mhsl,
$bio

梦幻沙漏 (c) 200? Nanjing
(Meng Huan Sha Lou)

- TECHNICAL -

Game ID: NJ076

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76860&o=2

$end


$nes=menghxj,
$bio

Meng Huan Xian Jing (c) 199? HengGedianzi.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95504&o=2

$end


$gameboy=mhzx,mhzxa,
$bio

Meng Huan Zhi Xing (c) 19?? SKOB [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66385&o=2

$end


$nes=mhzx4,
$bio

梦幻之星IV (c) 1996 Waixing Computer & Technology Co., Ltd.
(Meng Huan Zhi Xing IV)

- TECHNICAL -

Game ID: ES-1006

- TRIVIA -

The title of this game translates from Chinese as Phantasy Star IV.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76861&o=2

$end


$nes=mjgsd,
$bio

盟军赶死队 (c) 19?? Waixing Computer & Technology Co., Ltd.
(Meng Jun Gan Si Dui)

- TECHNICAL -

[Model ES-1092]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76862&o=2

$end


$psx=menkyoot,
$bio

Menkyo O Torou [Model SLPS-02685] (c) 2000 Twilight Express

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85437&o=2

$end


$info=sc4mmm,sc4mmma,sc4mmmb,sc4mmmc,sc4mmmd,sc4mmme,sc4mmmf,sc4mmmg,
$bio

Mental Money Monsters (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR2282]

[Scorpion 4]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42697&o=2

$end


$info=sc5mmm,sc5mmma,sc5mmmb,sc5mmmc,
$bio

Mental Money Monsters (c) 200? Mazooma Games.

- TECHNICAL -

[Scorpion 5]
[Model PR2282]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43118&o=2

$end


$pc8801_flop=meosmyst,
$bio

Meo's Mystery Adventure (c) 1983 System Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92381&o=2

$end


$info=meosism,
$bio

Meosis Magic (c) 1996 Sammy.

- TECHNICAL -

Main CPU : V60 (@ 16 Mhz)
Sound Chips : ES5506 (@ 16 Mhz)

Screen orientation : Horizontal
Video resolution : 336 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768

Players : 1
Control : 2-way joystick
Buttons : 5

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1606&o=2

$end


$pc98=mephist,
$bio

Mephist (c) 1989 Striker [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90105&o=2

$end


$pc8801_flop=mephisto,
$bio

Mephist (c) 1989 Striker [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92382&o=2

$end


$info=mephistp,mephistp1,
$bio

Mephisto (c) 1987 Unidesa (Universal de Desarrollos Electronicos).

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=10209&o=2

$end


$info=m79152pc,
$bio

Mera 79152 PC (c) 198? Mera-Elzab.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64073&o=2

$end


$cpc_cass=mercenar,
$bio

Mercenaire (c) 1986 Rainbow Production

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98221&o=2

$end


$cpc_cass=mercenry,
$bio

Mercenary - Escape from Targ (c) 1987 Novagen Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98222&o=2

$end


$amigaocs_flop=mercenry,
$bio

Mercenary - Escape from Targ & The Second City (c) 1988 Novagen

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74536&o=2

$end


$cpc_cass=mercenryg,
$bio

Mercenary - Flucht Aus Targ (c) 1987 Novagen Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98223&o=2

$end


$gameboy=mercenar,
$bio

Mercenary Force [Model DMG-TK-USA] (c) 1990 Meldac

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66386&o=2

$end


$amigaocs_flop=mercenr3,
$bio

Mercenary III - The Dion Crisis (c) 1992 Novagen

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74537&o=2

$end


$cdi=lilmonst,lilmonstu,
$bio

Mercer Mayer's Little Monster at School (c) 1994 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52993&o=2

$end


$amigaocs_flop=mercs,
$bio

Mercs (c) 1991 US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74538&o=2

$end


$cpc_cass=mercss,
$bio

Mercs (c) 1991 Erbe Soft. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98224&o=2

$end


$cpc_cass=mercs,
$bio

Mercs (c) 1991 US Gold, Ltd. [Birmingham, UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98225&o=2

$end


$info=mercs,mercsu,mercsur1,
$bio

Mercs (c) 1990 Capcom Company, Limited.

Export release. Game developed in Japan. For more information about the game itself, see the original Japanese release entry; "Senjou no Ookami II [B-Board 89625B-1]".

- TECHNICAL -

Runs on the "CP System" hardware
B-Board ID: 89624B-3

- UPDATES -

US versions have the "Winners Don't Use Drugs" screen. 

REVISION 1 : 
* Build date : March 2, 1990 

REVISION 2 : 
* Build date : June 8, 1990

- SERIES -

1. Commando (1985) 
2. Mercs [CP-S No. 09] (1990) 
3. Wolf of the Battlefield - Commando 3 (2007, XBLA, PSN)

- PORTS -

* Consoles : 
Sega Master System [EU] (1987) "Mercs [Model 9007]" 
Sega Master System [AU] (1991) "Mercs [Model 9007]" 
Sega Genesis [US] (1991) "Mercs [Model 670-1625]"
Sega Mega Drive [EU] (1991) "Mercs [Model 670-1625-50]" 
Sony PlayStation [EU] (September 3, 1999) "Capcom Generations 4 - Blazing Guns [Capcom Generations Disc 4] [Model SLES-31881]" 
Microsoft XBOX [US] (September 27, 2005) "Capcom Classics Collection" 
Sony PlayStation 2 [US] (September 27, 2005) "Capcom Classics Collection [Model SLUS-21316]" 
Microsoft XBOX [EU] (November 18, 2005) "Capcom Classics Collection" 
Sony PlayStation 2 [EU] (November 18, 2005) "Capcom Classics Collection [Model SLES-53661]" 

* Handhelds : 
Sony PSP [US] (October 24, 2006) "Capcom Classics Collection Reloaded [Model ULUS-10134]" 
Sony PSP [EU] (November 10, 2006) "Capcom Classics Collection Reloaded [Model ULES-00377]" 
Sony PSP [AU] (November 16, 2006) "Capcom Classics Collection Reloaded" 

* Computers : 
Sinclair ZX Spectrum [EU] (1991) 
Commodore C64 [EU] (1991) 
Amstrad CPC [EU] (1991) 
Commodore Amiga [EU] (1991) 
Atari ST [EU] (1991)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1607&o=2

$end


$sms=mercs,
$bio

Mercs (c) 1987 Sega Enterprises, Limited.

- TECHNICAL -

Cartridge ID: 9007

- TRIVIA -

Mercs for Sega Master System was released in 1987 in Europe, and in 1991 in Australia.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56096&o=2

$end


$pc98=mpretty,
$bio

Mercurius Pretty (c) 1994 NEC Avenue, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90106&o=2

$end


$info=smiy1853,smiy1854,smiy1855,smiy1856,smiy1857,smiy1858,
$bio

Mercury (c) 2011 Bally Tech., Incorporated.

5 Reels, 40 Lines, 400 Credits Max Bet.

- TECHNICAL -

Can be found housed in the "Alpha 2 Pro V22/26 Slant" cabinet.

Denominations Available: 1¢, 2¢, 3¢, 5¢, 10¢, 15¢, 20¢, 25¢, 50¢, $1, $2, $5, $10, $25, $50, $100

- UPDATES -

* SMI #Y1853
Min/Max %: 85.52%/85.52%
Odds to JP (40 Lines Played): 118,806

* SMI #Y1854
Min/Max %: 88.12%/88.12%
Odds to JP (40 Lines Played): 118,806

* SMI #Y1855
Min/Max %: 89.97%/89.97%
Odds to JP (40 Lines Played): 118,133

* SMI #Y1856
Min/Max %: 92.00%/92.00%
Odds to JP (40 Lines Played): 118,133

* SMI #Y1857
Min/Max %: 93.91%/93.91%
Odds to JP (40 Lines Played): 118,133

* SMI #Y1858
Min/Max %: 96.00%/96.00%
Odds to JP (40 Lines Played): 118,133

- TIPS AND TRICKS -

* Overall Hit Frequency: 30.96%

* Base Game Top Award: Occurs on average every 118,133 plays.
1,000 Credits x Line Bet. Triggered by 5 Wild Symbols on an active payline in the Base Game or Free Games.

* Free Game: Players spin for Bullseye symbols featuring Stacked Wilds! Occurs on average every 87 plays and pays on average 25 credits times total bet.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=45174&o=2

$end


$pc98=mercury,
$bio

Mercury - The Prime Master (c) 1990 Maxima [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90107&o=2

$end


$x68k_flop=mercury,
$bio

Mercury - The Prime Master (c) 1991 Maxima [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87889&o=2

$end


$pc98=mercury2,
$bio

Mercury II - Tale of the Planet (c) 1991 Maxima [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90108&o=2

$end


$psx=meremano,
$bio

Meremanoid [Model SLPS-01664] (c) 1999 Xing Ent. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85438&o=2

$end


$info=meritjp,
$bio

Merit Joker Poker (c) 1988 Merit Industries, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96861&o=2

$end


$info=mtjpoker,
$bio

Merit Touch Joker Poker (c) 1994 Merit Industries, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83032&o=2

$end


$msx1_cass=merlin,
$bio

Merlin (c) 1987 Mind Games Espana, S.A.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94846&o=2

$end


$info=merlin,
$bio

Merlin (c) 1978 Parker Bros.

LED quiz game.

- TECHNICAL -

Model 3200

- TRIVIA -

Export releases:
[JP] Dr. Smith

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100386&o=2

$end


$gbcolor=merlin,
$bio

Merlin [Model CGB-BMBP-EUR] (c) 2001 LSP [Light & Shadow Production]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68355&o=2

$end


$cdi=merlinapo,merlinap,
$bio

Merlin's Apprentice (c) 1995 Philips Interactive Media, Incorporated.

Leap into a magical fully animated world of medieval sorcery, where you must solve puzzles at every turn - mastering secret codes, capturing elusive enchantments, conjuring spells and matching wits with demons in your quest to find Merlin and win his trust. Thirty mind-boggling puzzles await you, with eight types of tricky sorcerer's challenges, three daring levels of difficulty and countless variations. Solve a puzzle and the tale builds with dazzling animation, plunging you deeper into Merlin's marvelous world. Your quest is about to begin. Be brave. Be shrewd. Be worthy.

- TECHNICAL -

Model 810 0192

- STAFF -

Directed and Produced by: Cliff Johnson
Associate Producer and Technical Director: Gordon Brooks
Assistant Producer: Paul Mithra
Executive Producer: Sarina Simon
Software Engineers: Kelly Holthaus, Chris Mihaly, Sylvana Nomicos
Voices: Cam Clarke
Background and Game Art: Doran Fish
Additional Art: Brad Parker
Additional Background Layout: Jen Kamerman
Character Animation Director: Gordon Brooks
Character Animation: Susan Zytka, Brad Forbush
Key Animation Assistant: Karen Hardenberg
Animation Breakdown & Inbetween: Diana Coco
Special Animation Sequences: Brian Allgeier
Effects Animation Supervisor: Wendell Riggins
Effects Animation: Adam Van Wyk, Wendell Riggins, Brian Allgeier
Ink & Paint Supervisor: Dave Liebovitz
Ink & Paint: Marvie Fish, Ross Worthley, Dave Liebovitz, Mark Borok, Arantxa Rodriguez, Steve Ratter
Music: Jim Andron
Audio Producer: Gordon Brooks
Post-Production: Cari Fair
Production Assistant: Stuart Courtney
Hypercard Wizard: Theron Trowbridge
Sound Engineering: Howard Soroka
BOLT Engineering Support: David Todd, Ken Jordon
Written by: Cliff Johnson, Gordon Brooks
Game Design: Cliff Johnson, Gordon Brooks, Doran Fish
Special Thanks to: Dave McElhatten, Dennis Kopp

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52994&o=2

$end


$info=ep_merln,
$bio

Merlin's Magic (c) 1999 Maygay.

- TRIVIA -

Merlin's Magic was released in July 1999.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40865&o=2

$end


$info=merlinmm,
$bio

Merlins Money Maze (c) 1986 Zilec-Zenitone.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : SN76496 (@ 2.304 Mhz)

Players : 1
Control : 4-way joystick

- TRIVIA -

Released in February 1986.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3844&o=2

$end


$info=mermaid,
$bio

Mermaid (c) 1982 Rock-ola.

A windsurfing sport game.

- TECHNICAL -

Main CPU: Zilog Z80 (@ 4 Mhz)
Sound Chips: (2x) General Instrument AY8910 (@ 1.5 Mhz)

Players: 2
Control: 8-way joystick
Buttons: 1

- TRIVIA -

Mermaid was released in April 1982.

This game is also known as "Yachtsman".

- STAFF -

Developed by: Sanritsu

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1608&o=2

$end


$cpc_cass=mermaidm,
$bio

Mermaid Madness [Model UQK-608/IN1] (c) 1986 Activision, Inc. [Santa Clara, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98226&o=2

$end


$gba=mermlpty,
$bio

Mermaid Melody - Pichi Pichi Pitch - Pichi Pichi Party [Model AGB-BM8J-JPN(RK343-J1)] (c) 2003 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71813&o=2

$end


$gba=mermlliv,
$bio

Mermaid Melody - Pichi Pichi Pitch - Pichi Pichitto Live Start! [Model AGB-BMJ-JPN(RK353-J1)] (c) 2004 Konami Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71814&o=2

$end


$gba=mermeldy,
$bio

Mermaid Melody - Pichi Pichi Pitch [Model AGB-BMAJ-JPN(RK335-J1)] (c) 2003 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71812&o=2

$end


$psx=mermaidn,
$bio

Mermaid No Kisetsu - The Season of Mermaid [Model SLPM-86934~6] (c) 2001 Gamevillage

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85439&o=2

$end


$nes=mermatl,
$bio

Mermaids of Atlantis - The Riddle of the Magic Bubble (c) 1991 American Video Entertainment

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55350&o=2

$end


$pc98=merrygor,
$bio

Merry Go Round (c) 1996 Mischief [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90109&o=2

$end


$info=merryjn,
$bio

Merry Joiner (c) 2004 Belatra.

5-reel 15-line video slot.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=12091&o=2

$end


$bbca_cass,bbcb_cass=merryxm,
$bio

Merry Xmas Santa (c) 19?? Icon

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52098&o=2

$end


$pce=mesopot,
$bio

Mesopotamia (c) 1991 Atlus Company, Limited.

Mesopotamia is an original and cute platform game by Atlus. Player controls a weird looking creature that moves by sticking one of its end to walls, in a way similar to a caterpillar, or more precisely like those metallic string toys that can go down the stairs. The game is based on Zodiacal elements and counts twelve big stages with a nasty boss at the end of each of them. Many other weird creatures are also scattered around each maze and are there to stop the player. The caterpillar-like creature has an extra ring in its middle which can fire back at those annoying things. To increase the challenge a little, the player mush reach the exit of each time within a time limit. When destroyed, some enemies drop special power-ups, like extra life, shields, the priceless super-speed or bouncing-shots options.

- TECHNICAL -

HuCARD ID: AT03001
HuCARD Size: 4 Mbits.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58645&o=2

$end


$cpc_cass=messandr,
$bio

Message from Andromeda (c) 1984 Interceptor Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98227&o=2

$end


$saturn,sat_cart=mnavi,
$bio

Message Navi (c) 1997 SIMS

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59411&o=2

$end


$saturn,sat_cart=mnavi2,
$bio

Message Navi Vol. 2 (c) 1998 SIMS

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59412&o=2

$end


$pc98=msgdarkn,
$bio

Messenger from Dark Night (c) 1995 Great [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90110&o=2

$end


$x68k_flop=messiah,
$bio

Messiah 68K (c) 1988 Cross Line

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87890&o=2

$end


$pc98=mesunko,
$bio

Mesuneko Hishoshitsu (c) 19?? Melody [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90111&o=2

$end


$gbcolor=metafght,
$bio

Meta Fight EX [Model CGB-A5MJ-JPN] (c) 2000 Sunsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68356&o=2

$end


$info=metafox,
$bio

Meta Fox (c) 1989 Seta Company, Limited.

A vertically scrolling shooter.

- TECHNICAL -

Game ID : UP

Main CPU : Motorola 68000 (@ 8 Mhz), M65C02 (@ 1 Mhz)
Sound Chips : X1-010 (@ 16 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Meta Fox was released in December 1989.

Licensed to Romstar for US distribution.
Also licensed to Taito and Jordan I.S.

Ray Ballard holds the official record for this game with 79,000 points.

- STAFF -

Producer : Jun Fujimoto
Staff : T. Ishikawa, N. Nonaka, Y. Ohta, K. Ishikawa, T. Tsuboi, M. Watanabe, K 11, Jordan, M. Asakawa, K. Nakabayashi, F. Sugiura, T. Sato, J. Fujiwara, T. Wada

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1609&o=2

$end


$psx=metaphli,
$bio

Meta-Ph-List Gamma X 2097 [Model SLPS-00680~1] (c) 1997 ADM

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85440&o=2

$end


$pc98=metajosp,
$bio

Metajo - Furitsu Metatopology Daigaku Fuzoku Joshi Koukou SP (c) 1996 Anjin [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90112&o=2

$end


$wswan=mtherapy,
$bio

Metakomi Theraphy - Nee Kiite! [Model SWJ-KGT006] (c) 2000 Human Ent. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86357&o=2

$end


$pcecd=metalang,
$bio

Metal Angel (c) 1993 Pack-In-Video Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58284&o=2

$end


$psx=metalang,
$bio

Metal Angel 3 [Model SLPS-00867~8] (c) 1997 Pack In Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85441&o=2

$end


$pcecd=metalan2,
$bio

Metal Angel II (c) 1995 Pack-In-Video Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58285&o=2

$end


$cpc_cass=metlarmy,
$bio

Metal Army (c) 1988 Players Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98228&o=2

$end


$info=metalb,metalbj,
$bio

Metal Black (c) 1991 Taito Corp.

Earth is under attack from an alien race from the 'Nemesis' region of space, and human civilisation now stands on the brink of collapse. The invaders have utilised energy molecules - known to earth scientists as 'Newalones' - to create powerful beam weapons with which to attack Earth. In response, Earth's scientists have developed the 'Black Fly' project; a powerful space craft that utilises the same Newalone molecule technology of the alien aggressors.

Metal Black is a very playable sideways scrolling shoot-em-up which manages to feel different to other games in the genre, due to the fact that it lacks a a player-definable weapon power-up system. Instead of collecting items that provide extra speed, different weapons etc. players must collect the clusters of 'Newalone' molecules that float around each level. These molecule clusters will gradually increase the player ship's firepower.

As long as the Metal Black ship has sufficient firepower, players can activate the 'Beam Weapon', which generates a powerful energy beam that destroys everything it comes into contact with. The Beam Weapon will only last for a few seconds and its use will reduce the ship's energy levels. Once the Beam weapon de-activates, Metal Black will have vastly reduced firepower for its forward-firing laser cannon. Players must once again collect the Newalone molecule clusters to build up the ship's firepower.

- TECHNICAL -

Runs on the "Taito F2 System" hardware. It used a graphics extension on the board, the so called Taito F2 Expanded System.

Prom Stickers: D12

Players: 2
Control: 8-way joystick
Buttons: 3

- TRIVIA -

Metal Black was released in September 1991. It was a great shoot them up game, but it didn't had the success it merit since it was published at same time of Capcom's "Street Fighter II - The World Warrior".

Metal Black was originally planned to be "Gun Frontier 2", but somewhere in the middle of development, the programmers decided that it had to be a different, unrelated game. Metal black's original storyline was too gloomy. Taito's supervisor rejected the original game project.

This was Taito's first game to show the title of the tune which plays for each stage at the start of each one.

Moriyama Yoshihiro (See Staff section for more info) is the chief of G.rev (makers of "Border Down" in 2003).

The game forbids the initials 'SEX' on the high score table. If you try, it gets changed it to '***'.

Metal Black was awared by the Gamest Game music section.

The companion star in the story is based on the Nemesis hypothesis as the source of Earth's most notable extinctions.

Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Metal Black - PCCB-00079) on January 1, 1992.
Zuntata Records released a limited-edition soundtrack album for this game (Zuntata History L'ab-normal 1st - ZTTL-0038) on April 4, 1999.

- TIPS AND TRICKS -

* INSTRUCTIONS:
- Press the Fire button to shoot a beam. 
- Press and hold the MAX Beam button to shoot a converging beam.
- If your beam level is at maximum, release the MAX Beam button to shoot a spreading beam for greater destructive power. 
- Collecting Newalone molecules increases the strength of both your normal and your MAX beam.
- Some enemies also collect Newalone and can fire MAX beams at you. Fire your MAX beam against an enemy MAX beam to create an energy interaction which can cause massive amounts of damage to your enemy - if your beam is stronger.

* LEVELS SELECT:
Boot machine with service switch pressed.
Message appears: SERVICE SWITCH ERROR, press 1p Start(x3), service switch, 1p Start.
Message appears: SELECT BY DOWN SW, select level with joy Down/Up and push Start button.

- SERIES -

1. Gun & Frontier (1991)
2. Metal Black (1991)

- STAFF -

Producers : Senba Takatsuna, Hori Takamasa
Game designers : Senba Takatsuna, Hori Takamasa, Kuroki Naoya, Ohno Tomohiro, Seguchi Takashi, Mizobe Kumi, Watanabe Yasuhisa, Jun Sawaki, Katsuhisa Ishikawa
Art directors : Senba Takatsuna, Ohno Wepokichi
Programmers : Tarabar, Kuroki Naoya, Seguchi Takashi
Hardware engineers : Jun Sawaki, Takeda Tomio
Decorator : Kumi Mizobe
Sound (Zuntata) : Yasuhisa Watanabe (Yack.), Ishikawa Babio
Bit pattern : Moriyama Yoshihiro, Tanaka Kuniaki, Nakahara Yoshikatsu, Tsuneoka Masatoshi, Vap-Awave
Cast : Ho Lee Chan, Zuntata, John Neianik 8th, Sakou Menme

- PORTS -

* Consoles :
Sega Saturn (May 24, 1996) "Metal Black [Model T-19902G]" 
Sony PlayStation 2 [JP] (July 28, 2005) "Taito Memories Joukan [Model SLPM-66057]" 
Sony PlayStation 2 [AU] (March 30, 2006) "Taito Legends 2 [Model SLES-53852]" 
Microsoft XBOX [EU] (March 31, 2006) "Taito Legends 2" 
Sony PlayStation 2 [EU] (March 31, 2006) "Taito Legends 2 [Model SLES-53852]" 
Sony PlayStation 2 [US] (May 16, 2007) "Taito Legends 2 [Model SLUS-21349]" 

Note : The PS2 version has a bug that breaks the control system - in the original, you could press the super button and hold it down for a directed blast. The XBOX version does not suffer from the aforementioned bug, and plays as you would expect.

* Computers : 
PC [MS Windows, CD-ROM] [EU] (March 31, 2006) "Taito Legends 2" 
PC [MS Windows, CD-ROM] [US] (July 10, 2007) "Taito Legends 2"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1610&o=2

$end


$saturn,sat_cart=metalbla,
$bio

Metal Black (c) 1996 Ving.

- TECHNICAL -

Game ID: T-19902G

- TRIVIA -

Metal Black for Saturn was released on May 24, 1996 in Japan. It was then re-released on July 23, 1998 as a Saturn Collection edition [Model T-19909G].

- TIPS AND TRICKS -

Start the game with eight credits : At the title screen, press and hold L+R+B+Y simultaneously and then Start.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48772&o=2

$end


$info=metlclsh,
$bio

Metal Clash (c) 1985 Data East Corp.

Metal Clash is a futuristic fighter game for one or two players. In one player mode, the player pilots the metariod 'Saiber' to annihilate the alien robots.  

The player pilots his robot around the screen destroying enemy robots using punches and kicks. Flying saucers can be destroyed for a life energy boost.  Items in the background can be destroyed for points. After defeating a set number of enemies the stage's boss will appear. The boss is more powerful than regular enemies, and has his own life energy bar shown on screen. Some of these bosses can be disarmed of their powerful weapons (such as guns and energy shields) which the player can equip and carry on into further levels.

When hit by enemies, the player will lose energy and will drop any weapons that he has equipped. When the player's life energy is completely depleted he will lose a life. The game is over once all of the player's lives are lost.  The game features no continues.

The two player game is a vs. match between players. Gameplay continues until one player has lost all of his lives.

- TECHNICAL -

Main CPU : (2x) M6809 (@ 1.5 Mhz)
Sound Chips : YM2203 (@ 1.5 Mhz), YM3526 (@ 3 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- STAFF -

Game programmer : Akira Sakuma

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1611&o=2

$end


$snes=metalcomu,
$bio

Metal Combat - Falcon's Revenge [Model SNS-KD-USA] (c) 1993 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63253&o=2

$end


$snes=metalcom,
$bio

Metal Combat - Falcon's Revenge [Model SNSP-KD-ESP] (c) 1993 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63252&o=2

$end


$x68k_flop=metaleye,
$bio

Metal Eye (c) 1993 Elf [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87891&o=2

$end


$pc98=metaleye,
$bio

Metal Eye (c) 1993 Elf [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90113&o=2

$end


$pc98=metaley2,
$bio

Metal Eye 2 (c) 1994 Elf [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90114&o=2

$end


$pc98=metaley2sp,
$bio

Metal Eye 2 Special Disk (c) 1994 Elf [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90115&o=2

$end


$pc98=metaleyesp,
$bio

Metal Eye Special Disk (c) 1993 Elf [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90116&o=2

$end


$megadriv=metalfng,
$bio

Metal Fangs (c) 1993 Victor Musical Industries, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56671&o=2

$end


$pc8801_flop=metalfat,
$bio

Metal Father (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92383&o=2

$end


$nes=metalfgt2,
$bio

Metal Fighter μ (c) 19?? Sachen [Taiwan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84059&o=2

$end


$saturn,sat_cart=mfmiku,
$bio

Metal Fighter Miku (c) 1995 Victor Entertainment [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59413&o=2

$end


$nes=metalfgt,
$bio

Metal Fighter u (c) 1989 Color Dreams

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55351&o=2

$end


$nes=metalfgt1,
$bio

Metal Fighter u (c) 19?? Hacker International

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54370&o=2

$end


$psx=metalfis,
$bio

Metal Fist (c) 1998 Electronic Arts Victor.

Japanese release. Game developed in the USA.

- TECHNICAL -

Game ID: SLPS-01164

- TRIVIA -

Released on January 15, 1998 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85442&o=2

$end


$nes=psybustr,
$bio

Metal Flame Psy Buster (c) 1990 Jaleco Company, Limited. [Japan Leisure].

Japanese release. Game developed in USA. For more information about the game itself, please see the original USA version of the game; "Metal Mech - Man & Machine [Model NES-J8-USA]".

- TECHNICAL -

Cartridge ID: DEC-QM

- TRIVIA -

Metal Flame Psy Buster was released on December 14, 1990 in Japan for 5900 Yen.

There are a couple of notable differences between the American NES version of the game and the Japanese version. The game's title is completely different and shows Tony and the OMO III mech, whereas the Japanese version features the game's title over a blue background. The screen that follows, where Tony runs towards his mech has some added text that says "Let's do it mech!". Interestingly, although the game is credited to Sculptured Software, a development company originally based in Salt Lake City (Utah, USA), if was first released in December 1990 in Japan, and in march 1991 in the USA. Additionally, on his game design and art work page, Joe Hitchens (game artist at Sculptured Software in 1990 and Metal Flame's game designer) has some artwork showing Tony as seen in the American version's title. It is anyone's guess as to why these graphics were removed (or never included) from the Japanese version. Joe Hitchens also mentions a Game Boy version of Mech Metal which, as far as we can tell, was never released (it was announced in the Official 1990 World of Nintendo Buyers Guide for a 1990 release). Finally, an early game promotional flyer shows that Metal Mech Man & Machine was first announced under the name Mechanoids Man & Machine (which was also the name of the unreleased Game Boy game).

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54371&o=2

$end


$pc98=metalfk,
$bio

Metal Fork (c) 1990 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90117&o=2

$end


$msx2_cart=mgear,mgearj,
$bio

Metal Gear (c) 1987 Konami Industry Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51337&o=2

$end


$msx2_flop=mgear,mgearb,mgeara,
$bio

Metal Gear (c) 198? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101857&o=2

$end


$gbcolor=mgsj,
$bio

Metal Gear - Ghost Babel [Model CGB-BMGJ-JPN] (c) 2000 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68357&o=2

$end


$msx2_cart=mgear2ssd,mgear2ss,
$bio

Metal Gear 2 - Solid Snake (c) 1990 Konami Industry Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51338&o=2

$end


$megadriv=mgs,
$bio

Metal Gear Solid (c) 199? Glorysun

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56672&o=2

$end


$gbcolor=mgsu,
$bio

Metal Gear Solid [Model CGB-BMGE-USA] (c) 2000 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68359&o=2

$end


$gbcolor=mgs,
$bio

Metal Gear Solid [Model CGB-BMSP-EUR] (c) 2000 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68358&o=2

$end


$psx=mgspilot,
$bio

Metal Gear Solid [Model SLPM-80254] (c) 1998 Konami Co., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85443&o=2

$end


$nes=mgearj,
$bio

Metal Gear (c) 1987 Konami Industry Company, Limited.

Metal Gear is a stealth/military action game published by Konami, and conversion of a game originally released for the MSX 2 in 1987. In 1995, somewhere in South Africa, the military fortress Outer heaven is hiding a super weapon called the 'Metal Gear', formidable machine capable of launching nuclear missiles and to strike any target in the world. A rookie infiltration soldier codenamed Solid Snake is deployed by Foxhound, a secret special forces unit from the western world, to locate and destroy the war machine and to find out what happened to Gray Fox, another agent who had been sent thither before him. However, his mission comes with a twist - he must covertly infiltrate Outer heaven and try his best to avoid direct confrontation with his enemies. Because of the stealth nature of the game, Solid Snake will instantly be in trouble if spotted by guards or surveillance cameras. If discovered, the player has to leave the visited area as quickly as possible until the alert level is lifted. He also doesn't come equipped with any weapons at first, and he must build up his arsenal along the way and collect firearms, remote guided missiles or explosives. The game also offers a plethora of items, such as binoculars (to explore surrounding rooms), gaz mask, rations (to retrieve some health) and key cards that allow the player to access certain areas that are otherwise locked and off-limits. Throughout the game, Solid Snake is also headed by his commanding officer Big Boss - a transceiver constantly feeds the player with critical information about Outer Heaver and the game's intricate story.

- TECHNICAL -

Game ID: KDS-ME

- TRIVIA -

Metal Gear was released on December 22, 1987 in Japan.

There are several differences between the Famicom port of Metal Gear and the original MSX version. The beginning of the game is totally different - in the Famicom version, Solid Snake parachutes into a maze-like jungle area, whereas he directly infiltrates the enemy building in the MSX version and deploys by sea. The Famicom game is overall a lot more difficult, some buildings have been shuffled around as well as items and weapons, and some events are a lot more random - trucks transport the player from one location to another, and the jungle phase loops in many places. Enemies could also track the player down beyond the visited screen and this feature was removed from the Famicom port. The most notable difference is also the underlying goal of the game - players had to battle the Metal Gear itself at the end of the MSX version, whereas they had to destroy a Super Computer which controls the Metal Gear in the Famicom port. Finally, in the North American and European versions, many of the character names were changed - Big Boss became Commander South, and the enigmatic leader of the Outer heaven secret army was given the spoof name 'Vermon CaTaffy' (pun on Lybian leader Muammar Al-Qaddafi) - the story in the game's manual was deeply altered, Konami's Ultra publishing company took considerable (and rather childish) liberties with the original Japanese source material, where Vermon Cataffy is described as "a once tranquil shepard boy, who grew up on the remote banks of the Sam Sam River in outer Mongolia with his 27 sisters, turned to terrorism at an early age"... What were they thinking ?

Export releases:
[US] "Metal Gear [Model NES-ME-USA]"
[EU] "Metal Gear [Model NES-ME-EEC]"

- STAFF -

Main Program: Yoshihiro Sugimoto
Sub Program: Masahiro Ueno
Graphic Design: Conpagno Ogikubo
Sound Effect: Kazuki Muraoka

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54372&o=2

$end


$nes=mgear,
$bio

Metal Gear (c) 1989 Palcom.

European release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Metal Gear [Model KDS-ME]".

- TECHNICAL -

Game ID: NES-ME-EEC

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55352&o=2

$end


$nes=mgearu,
$bio

Metal Gear (c) 1988 Ultra Games.

North American release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Metal Gear [Model KDS-ME]".

- TECHNICAL -

Game ID: NES-ME-USA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55353&o=2

$end


$info=metlhawk,metlhawkj,
$bio

Metal Hawk (c) 1988 Namco.

- TECHNICAL -

Namco System 2 hardware
Game ID : MH

Main CPU : (2x) Motorola 68000 (@ 12.288 Mhz), M6809 (@ 3.072 Mhz), HD63705 (@ 2.048 Mhz)
Sound Chips : C140 (@ 21.39 Khz), YM2151 (@ 3.57958 Mhz)

Players : 2
Control : stick
Buttons : 2

- TRIVIA -

Released in September 1988.

Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Winning Run : G.S.M. Namco 2 - D24B1003) on 21/07/1989.

- STAFF -

Producers : K. Sawano, K. Tashiro
Game designer : Hajime Nakatani
Game programmer : A. Yuhara
Visual designers : T. Ishikawa, H. Kikuchi, K. Iwaida, W. Yanagawa
Music & Sound effects : Shinji Hosoe, Kazuo Noguchi
Electrical enginnering : M. Yamada, O. Morita
Drive program : T. Inui
PCB designer : T. Okada
Cabinet designer : Y. Nakauma
Mechanical engineering : S. Karino, H. Igarashi, T. Imai, S. Kanebako, H. Tatsumi

- PORTS -

* Consoles :
Sega Mega-CD [Unreleased Prototype]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1612&o=2

$end


$32x=metalhd,
$bio

Metal Head (c) 1995 SEGA Enterprises, Ltd.

European release.

- TECHNICAL -

Game ID: 84511-50

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96296&o=2

$end


$32x=metalhdju,metalhdp8,metalhdp7,metalhdp6,metalhdp5,metalhdp4,metalhdp3,metalhdp2,metalhdp1,metalhdp,
$bio

Metal Head (c) 1995 Sega Enterprises, Ltd.

- TECHNICAL -

Game ID: GM-4008

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84393&o=2

$end


$info=metalman,
$bio

Metal Man (c) 1992 Inder.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=9830&o=2

$end


$info=metalmx,
$bio

Metal Maniax (c) 1994 Atari Games Corp.

Demolition derby-style game.

- TECHNICAL -

The game comes in a twin sit-down cabinet that is truly massive. The seats move with the action and slide around when hit. There are two speakers mounted on each seat plus the rumble sound of a subwoofer under your seat. There are speakers in the top of the cabinet giving you four points of audio, creating a 3-D surround effect. Interestingly enough, the name Carmageddon is written on the side art, but this prototype was developed quite a while before the hugely successful PC game of the same name.

The machines were linkable. There was an extra stand that went in between the linked machines (four drivers total) which had massive starter lights (like a drag racing 'Christmas tree'). These units were simply comprised of lights in a tall box moulded to the shape of the cabinets.

Game ID : 136103

- TRIVIA -

This prototype failed miserably in a field test due to the sluggishness of the game play. It looks really nice and plays pretty good, but the frame rate never gets above the range of 25 to 30 frames per second, and at worst, it drops down to two or three frames per second. At the time, there were sleaker, faster games out, so Atari stopped its development mainly because of player dissatisfaction. Approximately 10 machines were built, all of which were supposed to be destroyed soon after the field tests were completed.

A Metal Maniax machine was showed up at the 2003 classic arcade games show 'California Extreme', San Jose, California.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3712&o=2

$end


$snes=metalmaru,
$bio

Metal Marines [Model SNS-6M-USA] (c) 1993 Namco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63255&o=2

$end


$snes=metalmar,
$bio

Metal Marines [Model SNSP-6M-NOE] (c) 1993 Namco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63254&o=2

$end


$amigaocs_flop=metalmst,
$bio

Metal Masters (c) 1991 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74539&o=2

$end


$gameboy=metalmst,
$bio

Metal Masters [Model DMG-E6-USA] (c) 1993 Electro Brain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66388&o=2

$end


$nes=metalmax,
$bio

Metal Max (c) 1991 Data East Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54373&o=2

$end


$gba=metalmx2a,metalmx2,
$bio

Metal Max 2 Kai [Model AGB-A9TJ-JPN] (c) 2003 Now Production

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71815&o=2

$end


$snes=metalmx2,
$bio

Metal Max 2 [Model SHVC-MX] (c) 1993 Data East Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61803&o=2

$end


$snes=metalmax,
$bio

Metal Max Returns [Model SHVC-AZMJ-JPN] (c) 1995 Data East Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61804&o=2

$end


$nes=metlmech,
$bio

Metal Mech - Man & Machine (c) 1991 Jaleco USA, Incorporated.

Metal Mech is a side scrolling action game by Sculptured Software and published by Jaleco. In the year AD20XX, a malicious race of half-alien, half-machines, suddenly appears and attacks the Earth. The Metal Mechs, as they are called, have now successfully taken control of the human world. But a small group of scientists decides to counter attack the enemy - they manage to capture a large three-legged Metal Mech vehicle, and they plan to launch a desperate offensive to destroy the alien mothership and save humanity. The player takes control of the captured Metal Mech codenamed Metal Flame OMO III, and more precisely, its human pilot Tony Psybuste). This is what distinguishes Metal Fmech apart from other action games at the time - although the player starts inside the three-legged vehicle, he can jump out of the war machine at anytime, scout the surroundings on foot, collect items and explore areas the mech can't reach (in a way very similar to Sunsoft's excellent Meta Fight). The goal of each level is to recover the Level Key (symbolized by a red K icon) hidden somewhere around the vicinity, and to reach the exit (usually located at the right-most part of a level). Other special items are also scattered around each area and can be collected to enhance the survivability, mobility and firepower of the mech. They range from armor upgrades, radioactive fuel, life upgrades, bombs to extra weapons (the player can switch from on to the other by pressing 'Select', and they range from Rotary Gun to Missiles or Rapid Fire). Metal Mech consists of six levels.

- TECHNICAL -

Cartridge ID: NES-J8-USA

- TRIVIA -

Metal Mech was released in March 1991 in the USA.

The game was firstly announced as "Mechanoids - Man & Machine".

Export releases:
[JP] "Metal Flame Psy Buster [Model DEC-QM]" (released before the USA version).

- STAFF -

Developed by Sculptured Software.

Programmed by: Ken Grant
Designed by: Joe Hitchens
Artwork by: Lorin Nelson, Joe Hitchens
Soundtrack by: Paul Webb

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55354&o=2

$end


$snes=metalmor,
$bio

Metal Morph (c) 1994 FCI

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63256&o=2

$end


$pc98=jastrike,
$bio

Metal Mover Jastrike (c) 1995 Apple Pie [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90118&o=2

$end


$pc8801_flop=metalora,metaloraa,
$bio

Metal Orange (c) 1990 Custom [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92384&o=2

$end


$info=metlsavr,
$bio

Metal Saver (c) 1994 First Amusement.

Metal Saver is a Snow Bros.-style game. One or two players take on the role of a boy named Hanbit and a girl named Narae, two Fighters who must battle through single screen levels, they shall destroy enemies using different skills to go the next levels.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 15 Mhz), Zilog Z80 (@ 3.42719 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.42719 Mhz), OKI6295 (@ 7.757 Khz)

Players : 2
Control : 8-way Joystick
Buttons : 3

- TRIVIA -

1994. 3. 16. Mijin Computer registered and passed Metal Saver at KMRB(Korea Media Rating Board)

- STAFF -

Producer : Jeon Jae Yun, Yu Sang Hyun
Background Graphic Design : Han Jung Hoon
Character/Visual Graphic Design : Ko Che Hyuk
Character Programming : Kin Jin Woo
Planning/Character Graphic Design : Han Seung Hoon
Sound Composer : Jeon Seok Ki
Ect., Peogramming : Yun Jung Ho

- PORTS -

* Computers :
PC [MS-DOS] (1994)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4582&o=2

$end


$x68k_flop=metalsig,
$bio

Metal Sight (c) 1989 System Sacom Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87892&o=2

$end


$nes=msladerg,
$bio

Metal Slader Glory (c) 1991 HAL Laboratory, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54374&o=2

$end


$snes=msladerg,
$bio

Metal Slader Glory - Director's Cut [Model SHVC-BMSJ-JPN] (c) 2000 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61805&o=2

$end


$ngpc=mslug1st,
$bio

Metal Slug - 1st Mission [Model NEOP00210] (c) 1999 SNK Corp. [Shin Nihon Kikaku] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82541&o=2

$end


$ngpc=mslug2nd,mslug2ndd,
$bio

Metal Slug - 2nd Mission [Model NEOP00610] (c) 2000 SNK Corp. [Shin Nihon Kikaku] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82542&o=2

$end


$saturn,sat_cart=mslugdouk,
$bio

Metal Slug - Kakuchou Ram Doukon Okaidoku Set!! (c) 1997 SNK [Shin Nihon Kikaku] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59414&o=2

$end


$info=mslug,
$bio

Metal Slug - Super Vehicle-001 (c) 1996 Nazca.

A scrolling 'run-and-gun' platform game for one or two players, Metal Slug is a humorous parody of war and specifically of World War II and the Nazis.

The game features six enemy-packed levels, referred to as 'missions'. Players start the game armed only with a pistol, but extra weapons can be picked up and used for greater firepower. Also, at certain points during a level players will find an unused 'Super Vehicle-001' - or Metal Slug - tank which can be entered and driven. The Metal Slug is slow-moving but has very powerful weapons. If the Slug takes too many hits it will break down and start to flash, the player must then quickly exit the vehicle before it explodes. The enemy troops also have vehicles at their disposal, such as tanks, boats and helicopters.

The levels are littered with bearded hostages who, when rescued, award players with either points bonuses (in the form of medals) or weapon power-ups. Available weapons are Heavy Machine Gun, Flame Shot, Rocket Launcher and Shotgun. Hand grenades are also available.

Each level ends with at least one large enemy 'Boss' vehicle that takes many hits to destroy. Once the boss has been destroyed, bonus points are awarded for each prisoner rescued. Further bonus points are awarded if the player's Metal Slug vehicle has survived the boss battle.

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : 0201

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2610 (@ 8 Mhz)

Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096

Players : 2
Control : 8-way joystick
Buttons : 3
=> Character > [A] Shoot, [B] Jump, [C] Grenade
=> Metal Slug> [A] Gun Attack, [B] Jump Board Vehicle, [C] Artillery Attack

- TRIVIA -

Metal Slug was released in April 1996. 

Etymology of 'Metal Slug': Meeher, the lead designer of the game for Nazca, wanted to create an armored fighting vehicle that could crawl on the ground like a 'slug'. The word 'metal' in the title indicates that the vehicle is mechanical. Initially, players considered the title to be "not good enough". Meeher later joked about the title, saying "Maybe I don't make much [sic] of a sense?" 

Slugs in Metal Slug sequels included animals (usually only the Vulcan cannon mounted on the animal, with a cannon attachment occasionally available), planes and other vehicles that did not fit Meeher's original definition. 

While being an obvious parody of World War II and the Nazi regime (the rebel army's flag is a deliberate pastiche of the Nazi "Swastika"), Metal Slug also lampoons 'Full Metal Jacket' and 'MASH'. General Morden, the rebel army's evil general, is a parody of Saddam Hussein. 

Just as the two main heroes (Marco & Tarma) appear in every chapter in the Metal Slug series, General Morden & Allen O' Neill (the machine gun wielding, trash mouth-talking, buffed soldier) are the series' classic main villains.

The tank in Metal Slug was inspired by the tank: Dominio Tank Police (1988). The tank in this anime is called Bonaparte and is piloted by Leona Ozaki.

Cliff Reese holds the official record for this game with 2,683,030 points on March 8, 2011. 

The same team that created Metal Slug had previously created a handful of games for Irem, most of which featured very similar graphics and gameplay. "Cyber Lip" (1990) had some of the core developers as the original Metal Slug. "Gunforce" (1991) and "In the Hunt" (1993) had noticeably similar gameplay, with graphics that bear a slight resemblance to Metal Slug. "Gunforce 2" (1994) not only had similar gameplay but the sounds of dying soldiers were almost exactly the same as Metal Slug. Because of this, some fans refer to Gunforce 2 as "Metal Slug Zero".

- TIPS AND TRICKS -

* Metal Slug features a 'blood ON' option (soldiers squirt blood when shot, instead of water). This can be activated via the 'Setting The Soft Dip' option in the game's dip switch menu. 

* When you parachute into the level at the start of a mission, press B to make the parachute disappear, allowing your character to drop to the ground more quickly. 

* Don't waste ammo. Metal Slug requires some thinking and shooting indiscriminately is not the best way to play this game. 

* Don't waste special weapons on shields. Shielded soldiers will throw their shields aside when they need to fire, so shoot at them only at this instant. Or use your knife if you manage to get close enough. 

* Use your knife against lone enemies. There is no need to waste ten rounds of your Heavy Machine Gun on a single enemy soldier. 

* When Metal Slug is dangerously low on health (but not so low that you are forced to leave it), use the frontal attack to inflict major damage. 

* Whenever you jump out of the slug, you are invincible for a brief amount of time. This is especially useful against the blue mortars, since they can't be avoided. Note, however, that there is no period of invincibility when you jump back into the slug. 

* There is apparently no 'reload time' when you throw grenades or rockets. The rate depends on how many of either are currently on-screen so if you are close to an enemy, the rate will be negligible. You may use this trick against some bosses and in any other situation to pass through unscratched. 

* The best way to earn points in to rescue hostages, but this can be tricky. The first problem is finding them, the second is to stay alive to the end of the mission to get credit for your rescues. 

As well as the easily-spotted hostages that litter the levels, there are also numerous hidden hostages: 

MISSION 1 (hostages: 10): 

Two pairs of are hostages hidden in the two waterfalls just before you get to the boss. Just blast the tops of the waterfalls and they will fall. 

MISSION 2 (hostages: 12): 

Blast down at the green bush underneath the bridge just before you reach the mid level boss (large tank on rails above you) and three secret prisoners will come running in your direction. 

MISSION 3 (hostages: 15): 

There are secret hostages hidden within the two large trees that you can blast down in the section where you have the Metal Slug tank. These seem to be random, just try blasting those trees down and sometimes they appear. 

There are hidden hostages that drop down from the sky when you are fighting the end of level boss; just don't kill the boss until they have all appeared. 

MISSION 4 (hostages: 20): 

Just after you have got the Metal Slug tank at the beginning of the level, blast the ceiling of the bar just above the light/lampshade high up on the wall at the entrance of the bar. 

At the end of level bosses you can either blast in the top right hand corner of the cave to get three hidden hostages OR blast the far bottom left hand corner for three hidden hostages. It is not possible to get both of these groups. You can only get one or the other. 

MISSION 5 (hostages: 13):

Blast the first and second houses and two hostages will appear. 

Fire at the top of the first and second trees in the stage in between the shops and houses. The first tree yields three POW's and the second only two.

Blast the undercarriage of the end of level boss after it has lifted up on stilts to get three extra prisoners who also provide useful power ups. 

MISSION 6 (hostages: 25): 

At the beginning, shoot above you to find one prisoner. 

Destroy the big pack of rocks to deliver one POW. 

Blast the small white cloud above you just after the boat you are on has run ashore to get two hidden hostages. 

When you're out of the boat, go left in the water to find some points. 

POWs appear on screen during the fight with the final boss, if you shoot in the top right corner. 

* Beat the game in two players mode to view a different ending sequence.

- SERIES -

1. Metal Slug - Super Vehicle-001 (1996)
2. Metal Slug 2 - Super Vehicle-001/II [Model NGM-241] (1998)
3. Metal Slug X - Super Vehicle-001 [Model NGM-250] (1999)
4. Metal Slug 1st Mission (1999, SNK Neo Geo Pocket Color)
5. Metal Slug 2nd Mission (2000, SNK Neo Geo Pocket Color)
6. Metal Slug 3 [Model NGM-256] (2000)
7. Metal Slug 4 [Model NGM-263] (2002)
8. Metal Slug 5 [Model NGM-268] (2003)
9. Metal Slug 6 (2006)
10. Metal Slug 3D (2006, Sony PlayStation 2)
11. Metal Slug 7 (2008, Nintendo DS)

- STAFF -

Designers : Akio, Susumu, Max.D, Tomohiro, T. Okui, Kozo
Planners : Meeher, Hire-Nag
Sound : Hiyamuta (Hiya!), Jim
Programmers : Hamachan, Andy A. Kurooka, T. Yokota, H. Yamada, Pierre

- PORTS -

* Consoles :
SNK Neo-Geo CD (1996)
Sony PlayStation (1997)
Sega Saturn (1997)
Sony PSP (2006, "The Metal Slug Collection")
Nintendo Wii (2006, "The Metal Slug Collection")
Sony PlayStation 2 (2006, "The Metal Slug Collection")
Sony PlayStation 2 [US] May 05, 2008 "SNK Arcade Classics Vol.1 [Model SLUS-21724]"
Sony PSP [US] May 05, 2008 "SNK Arcade Classics Vol.1 [Model ULUS-10338]"
Sony PlayStation 2 [KO] May 29, 2008 "SNK Arcade Classics Vol.1 [Model SLKA-25424]"
Nintendo Wii [US] July 29, 2008 "SNK Arcade Classics Vol.1 [Model RVL-P-RNCE]"
Sony PSP [EU] Oct. 17, 2008 "SNK Arcade Classics Vol.1 [Model ULES-01105]"
Nintendo Wii [EU] Oct. 31, 2008 "SNK Arcade Classics Vol.1 [Model RVL-P-RJZP]"
Sony PlayStation 2 [EU] Nov. 21, 2008 "SNK Arcade Classics Vol.1 [Model SLES-55232]"
Sony PSP [JP] May. 21, 2009 "SNK Arcade Classics Vol.1 [Model ULJS-193]"
Sony PlayStation Store (Dec.2010)

* Computers :
PC DVD-ROM (2009, "Metal Slug Collection PC")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1613&o=2

$end


$saturn,sat_cart=mslug,
$bio

Metal Slug - Super Vehicle-001 (c) 1997 SNK [Shin Nihon Kikaku] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59415&o=2

$end


$neocd=mslug2,
$bio

Metal Slug 2 - Super Vehicle-001/II (c) 1998 SNK [Shin Nihon Kikaku].

- TECHNICAL -

[Model NGCD-241]

- TRIVIA -

Released on June 25, 1998 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47886&o=2

$end


$info=mslug2,
$bio

Metal Slug 2 - Super Vehicle-001/II (c) 1998 SNK [Shin Nihon Kikaku].

The heroes of Metal Slug, Marco and Tarma, are called into action once again to take on the might of General Morden and his armies in this, the first of several sequels to the superb 1996 original. This time, however, Morden has acquired a number of powerful allies to aid him in his evil schemes, some of which are not even human. The 2 brave soldiers are called upon to deal with this threat once again, aided by members of the newly founded 'Sparrow Squad', Fio and Eri.

Metal Slug 2 improved on much of what made the first game great; featuring more enemies, larger bosses, more weapons, more vehicles, more hostages, more surprises and more humour than its illustrious predecessor. The occasional moments of slowdown that blighted the first game are still present, however.

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID: NGM-241

Players: 2
Control: 8-way joystick
Buttons: 3
=> Character > [A] Shoot, [B] Jump, [C] Grenade
=> Metal Slug> [A] Gun Attack, [B] Jump Board Vehicle, [C] Artillery Attack

- TRIVIA -

Metal Slug 2 was shown at the 1998 AOU Amusement Expo show, in Japan. Then it was released in February 1998.

The game's alien enemies, together with the final battle and ending sequence, are a deliberate pastiche of the risible sci-fi blockbuster movie, 'Independence Day'.

On the parental advisory screen (US version), 'advisory' is misspelled as 'advisoly'.

Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Metal Slug 2 Original Sound Tracks - PCCB-00311) on 17/04/1998.

- TIPS AND TRICKS -

Rescued hostages are the greatest contributors of points. But you have to stay alive to get credit for your rescues (Once you complete a mission, you receive 10'000 pts for every POW).

MISSION 1, Deserts of Arabia : You are sent to control a loyalist force suspected of building weapons of mass destruction.
* The tallest tree after the 1st building contains lots of fruit and 3 hidden POW's.
* Palace : Shoot towards the right of the red banner to release 2nd lieutenant Hyakutaro Ichimonji. This mystic POW has an energy bolt which is powerful and homes in on anything you can shoot (this means structures as well; collateral damage). He'll help you until you finish the mission or die.
* You'll find the Camel Slug after the conversing Arabs. It comes equipped with a Vulcan but provides no cover against enemy fire. Like the Metal Slug, the Camel can run over enemy soldiers.
* BOSS 1, Harrier VTOL : Waves of swordsmen rush at you. Take them out before they get too close. After about 100 shots, 2 bazooka grunts open fire. Stay in between the jet exhausts. Aim for the engines as much as possible (You'll see and get 10,000 pt. for the 1st wing and 50,000 for the 2nd).

MISSION 2, Valley of the Pharaohs : Intelligence has indicated that the enemy army is using a secret Egyptian site to house military machinery.
* Use your gun to knock out an eye from the Sphinx (30,000 pts).
* Without hitting the explosive barrel, kill the Imperial Guards. Then, fire at the top right corner offscreen, for 3 POW's.
* If you stand next to the 1st and 3rd miners, they'll dig up some bonus items.
* Shoot at the top right of the support tower for a POW.
* Pyramid slope : A gem or 3 POW's are hidden at the top of the screen, right above the spot where the 1st mummy pops up.
* If you get a whiff of undead breath, you'll become a member of the undead, identifiable only by headgear. You'll be carrying only a pistol. Jumping is also quite a task. The flashing healing potions will turn you back into a human instantly.
* Near the door, get the POW's before clearing out the mummies.
* You'll catch up with Rumi Aikawa here. Shoot her for a healing potion or points.
* The eye hieroglyph before the special mummy hides a gem.
* Shoot the deceased explorer to make her give up a gem. Disgruntled, she'll give you the matching stick of dynamite.
* Jogging to the left, you'll see a few platforms to jump on. From the 2nd to the top, you can carefully jump over to the right. The long one holds 2 treasure chests. But don't stop here. Carefully jump on top of the cat statues. Shoot the chest open, which holds a magic lamp. If you are patient enough, a djinni will appear. Wait just a moment longer, and he'll grant a wish for riches. Starting from the moment the lamp is released, count the plumes of smoke and jump after the 5th one. Shoot above the right statue for another magic lamp.
* On the next level path (8th platform), the head of the hieroglyph holds gems. Shoot'em out!!
* If you let the mummy attack the explorer, you can destroy the new mummy for a gem.
* The twin-armed Slugnoid vehicle is located on one of the higher ledges of the tower of doom. The main cannon (C) fires downwards ((A)+(B) Swan Dive)
* BOSS 2, Iron Claw : Use your cannon and bombs. If you stay at the same altitude for a while, Iron Claw rears back and charges towards you. It won't fire while doing so, giving you time to get free hits in. When Iron Claw primes up, jump to the side ledges.

* BOSS 2 Freeze bug - Stop the nasty climbing! This original flaw give players an unfair advantage to eliminate Boss2 without any difficulty. Below is the following of how to activate. When the player standing on the platform which placed on the last chest, jump to the right edge of the next platform and fall to right lower platform immediately. The screen scrolls up and the boss emerges from the bottom of the screen. Instead of being killed as usual, the player is still there safe and sound ,while the boss freezes and do no climbing at all. At this moment, Just stay on the platform where you are and attack then it will be destroyed afterwards. The trick is also possible when riding the slugnoid or two players' game, but both player must do it at the same time.

MISSION 3, Supply Train : You've managed to catch up with an enemy train headed for a night shipment to the Far East.
* At the engine of the train, rescue the POW. Shoot at the smokestack from below to release 3 POW's.
* From the head of the engine, manage to clear more space with your jump to the next train for 50,000 pt.
* Use the Slug flyer which is equipped with a Vulcan that is limited in angular range.
* BOSS 3, Four Legger : While the boss is standing, jump to shoot at it. Everything except the flame-thrower can be avoided by hiding underneath its legs. If you still have the Slug flyer, stay on the left.

MISSION 4, Chinese City, Downtown : A platoon of enemy troops is stationed nearby. 
* Collect as much of the food as you can. Once you're fat, your weapons will cause more damage but you'll be slower.
* Most of the buildings can be demolished, revealing hidden POW's or bonuses. Some of the POW's can be reached by knocking down the building they're on or the one next to it.
* Right about where the monkey and fish are, jump into an opening in the walkway and find POW's and a diet shake.
* Sitting on a rooftop of the residential area is your Metal Slug.
* BOSS 4, Big Tank (kind of battleship) : Only the cannons take damage during this battle. If using the Metal Slug, try for the lower cannons first. Use the houses and boulders to aim for the higher guns.

MISSION 5, New York : The townsfolk have been complaining about strange smells and sounds coming from the sewers. Intelligence confirms that a battalion is stationed inside, ready for an invasion. 
* Jump on top of any of the cars, firing downwards. The car will burst in flames, sending you into the sky to reach a lot of bonus items.
* At the end of the street, shoot at the fire escape of the last building for 3 POW's and into the tree for fruits.
* At the underground railroad, shoot into the top of the arch for POW's.
* As soon as one of the 4 trains approaches from the right, fire immediately.
After destroying each one, run to the right to regain any lost ground.
* After marker zero (0), the track bends from here. But before you shoot at the EXIT door, fire at the ceiling. There are 3 separate spots with hostages.
* In the sewers, you see a box with an arrow on it. Find the lever and press (A) to wind it. After 3 turns, an item will drop down with a weapon or bonus.
* BOSS 5, Nuclear Submarine : Surfacing from the sewer slime, the sub attacks with a lot of lightning balls and a thunder cannon. When you see double barrels pop up, prepare for some serious thunder. Fire the Vulcan and bomb it at the same time. 

MISSION 6, Siberian Shipyard : Far from Moscow, the rebel army has secretly established war factories and rebel headquarters.
* Mountainside : the sign with the arrow hides a POW.
* Midboss, Super Soldier : Fully recovered from his wounds of Metal Slug 1, he challenges you to another showdown. The horizontal shots can be ducked. Sometimes, you can knife him once and jump away. Take whatever shots you can in the meanwhile.
* In the submarine factory, after busting the tank, use the platform to release the hostage on the higher platform.
* Small platforms give you access to some of the prisoners on the top level, but it's easier to fight aliens on the lower platform.
* When the 2nd area is clear, turn the crank to release a Laser Rifle.
* 3 POW's are hanging at the top of the screen after the 3rd area.
* A POW is hidden on the short plank in the 4th area.
* BOSS 6, Battle Drone : Use the platform to the left whenever possible. When the rod is exposed, it will prime up for 2 seconds, then fire a bolt. Keep a constant fire when free from the Battle Pods. 
* FINAL BOSS, Mothership : Fear not the various grunts and tanks, they are here to help you. Try using them for cover. Aiming upward from anywhere will hit some section of the ship. The soldiers bring in a Metal Slug later in the battle, just unload it from the truck. After a long and ruthless battle, the Mothership withdraws.

- SERIES -

1. Metal Slug - Super Vehicle-001 (1996)
2. Metal Slug 2 - Super Vehicle-001/II [Model NGM-241] (1998)
3. Metal Slug X - Super Vehicle-001 [Model NGM-250] (1999)
4. Metal Slug 1st Mission (1999, SNK Neo Geo Pocket Color)
5. Metal Slug 2nd Mission (2000, SNK Neo Geo Pocket Color)
6. Metal Slug 3 [Model NGM-256] (2000)
7. Metal Slug 4 [Model NGM-263] (2002)
8. Metal Slug 5 [Model NGM-268] (2003)
9. Metal Slug 6 (2006)
10. Metal Slug 3D (2006, Sony PlayStation 2)
11. Metal Slug 7 (2008, Nintendo DS)

- STAFF -

Planners : Meeher
Designers : Akio, Susumu, Cannon, Tomo, Kuichin, Kozo, Kon. Kitakichine, J.Yoshii, Ozi, Fukunishi, Nakamata, Hikaru, Hikaru, Megumi Imanishi
Programmers : Andy, Hamachan, Nakatsuka, Zen, Seeker, Pierre, Kohki (^0^)/, Hirokun
Sound : Hiyamuta (Hiya!)
Producer : Takashi Nishiyama

- PORTS -

* Consoles :
SNK Neo-Geo [JP] (Apr. 02, 1998; "Metal Slug 2 - Super Vehicle-001/II [Model NGH-241]")
SNK Neo-Geo CD [JP] (June 25, 1998; "Metal Slug 2 - Super Vehicle-001/II [Model NGCD-241]")
Sony PSP [JP] (Feb. 22, 2007; "Metal Slug Complete [Model ULJS-00090]")
Sony PS2 [JP] (May 31, 2007; "Metal Slug Complete [Model SLPS-25762]")
Nintendo Wii [JP] (Dec. 27, 2007; "Metal Slug Complete [Model RVL-RMLJ-JPN]")
Sony PS2 [JP] (June 18, 2009; "Metal Slug Complete [SNK Best Collection] [Model SLPS-25937]")
Sony PSP [JP] (June 18, 2009; "Metal Slug Complete [SNK Best Collection] [Model ULJS-00206]")

* Computers :
PC (2001)
PC DVD-ROM (2009, "Metal Slug Collection PC")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1614&o=2

$end


$gbcolor=mslug2k1,mslug2k1a,mslug2k1b,mslug2k1c,
$bio

Metal Slug 2001 (c) 200? Sintax [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68360&o=2

$end


$neogeo=mslug3h,
$bio

Metal Slug 3 (c) 2000 SNK [Shin Nihon Kikaku].

- TECHNICAL -

[Model NGH-256]
708 Mega

- TRIVIA -

This AES version was released one month after the original MVS release, on June 01, 2000 in Japan.

For more information about the game itself, please see the MVS version entry: "Metal Slug 3 [Model NGM-256]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47958&o=2

$end


$info=mslug3,
$bio

Metal Slug 3 (c) 2000 SNK.

The heroes of the first 2 games return once more to do battle with the ever-present General Morden and his vast army. The third game of the series places a greater emphasis on defeating hulking boss characters than the 2 previous outings. Metal Slug 3 also introduced multiple routes through most levels, vastly increasing the replay value of the game. For example; on the first level the player reaches a point where they can either continue over land, or enter a small submarine and head down into the ocean depths, where they will be faced with a variety of huge, deadly sea-dwelling creatures.

Metal Slug 3 introduced a number of new elements that have a direct effect on the player's character - similar to the 'mummification' of the second game. The first of these is the 'fatty' affect : should the player pick up too much food (fish, for example) their character will morph in an obese version of itself. This doesn't have any detrimental effect on performance and is included purely for reasons of humour. Another effect is the now infamous 'Zombiefication'; should the player's character be attacked by a Zombie, he or she will become Zombie until they are either killed, or pick up a first-aid, which will restore the player's character back to human form. Movement while in the zombie state is slow and restricted but the player is armed with what can perhaps be best described as the 'Zombie Vomit'; a huge arc of blood that can be used to destroy oncoming enemies. A second Zombie attack while the player's character is in a Zombie state will result in the player losing a life.

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : NGM-256

Players : 2
Control : 8-way joystick
Buttons : 3
=> Character > [A] Shoot, [B] Jump, [C] Grenade
=> Metal Slug> [A] Gun Attack, [B] Jump Board Vehicle, [C] Artillery Attack

- TRIVIA -

Metal Slug 3 was released in May 2000. This game was the last game in the Metal Slug series developed by SNK. The underwater stages are a graphical nod to Irem's 1993 classic, "In the Hunt". This is understandable as many of SNK's Metal Slug developers originally worked for Irem.

Metal Slug 3 features a number of sci-fi movie homages : Mission 2 features a guest appearance by the Men in Black. The carnivorous plant aliens in Mission 4 are a parody of the sci-fi musical comedy, 'The Little Shop of Horrors'. The squid-like aliens in the gigantic Mission 5 (known as 'Mars People') are a homage to the movie, 'Independence Day'. Also, the alien clones you face in this stage seem to parody the sci-fi movie clasic, 'Invasion of the body snatchers'. Finally, the last boss battle seems to be slightly inspired by the ending sequence in the sci-fi horror movie, 'Alien Resurrection'. One of the hostages (who also appeared in "Metal Slug 2" & "Metal Slug X", by the way) known as Hyakkutaro will join the fight by shooting fireballs.

Noise Factory released a limited-edition soundtrack album for this game (Metal Slug 3 Original Soundtrack - NF-0002) on 31/01/2003.

A hack of this game was released in 2005 as "Metal Slug 6 [Hack]", one year before the official "Metal Slug 6".

- SERIES -

1. Metal Slug - Super Vehicle-001 (1996)
2. Metal Slug 2 - Super Vehicle-001/II [Model NGM-241] (1998)
3. Metal Slug X - Super Vehicle-001 [Model NGM-250] (1999)
4. Metal Slug 1st Mission (1999, SNK Neo Geo Pocket Color)
5. Metal Slug 2nd Mission (2000, SNK Neo Geo Pocket Color)
6. Metal Slug 3 [Model NGM-256] (2000)
7. Metal Slug 4 [Model NGM-263] (2002)
8. Metal Slug 5 [Model NGM-268] (2003)
9. Metal Slug 6 (2006)
10. Metal Slug 3D (2006, Sony PlayStation 2)
11. Metal Slug 7 (2008, Nintendo DS)

- STAFF -

Planners : Meeher, Akio
Enemy sequence : Narusawa, Arita
Character chief : Akio
Background chief : Susumu
Designers : Cannon, Tomo, Kozo, Kuichin, Flying Fox, Curry
Wizard : Andy
Enemy's brain : Aba
Programmers : Tecchan-Take, Dramania Hide, Fujisawa, Nakatsuka, Seeker
Sound : Hiyamuta (Hiya!), Captain Beroou (as Bero-ou), Hohi_Hohi, Q_Jiroo, Maitaro

- PORTS -

* Consoles :
SNK Neo-Geo [JP] (June 01, 2000; "Metal Slug 3 [Model NGH-256]")
Sony PS2 [JP] (June 17, 2003; "Metal Slug 3 [Model SLPS-25209]")
Microsoft XBOX [JP] (June 24, 2004; "Metal Slug 3 [Model DP5-00001]")
Sony PS2 [JP] (Nov. 18, 2004; "Metal Slug 3 [SNK Best Collection] [Model SLPS-25428]")
Sony PSP [JP] (Feb. 22, 2006; "Metal Slug Complete [Model ULJS-00090]")
Sony PS2 [JP] (May 31, 2007; "Metal Slug Complete [Model SLPS-25762]")
Nintendo Wii [JP] (Dec. 27, 2007; "Metal Slug Complete [Model RVL-RMLJ-JPN]")
Sony PS2 [JP] (June 18, 2009; "Metal Slug Complete [SNK Best Collection] [Model SLPS-25937]")
Sony PSP [JP] (June 18, 2009; "Metal Slug Complete [SNK Best Collection] [Model ULJS-00206]")

* Computers :
PC DVD-ROM (2009, "Metal Slug Collection PC")

* Others :
Google Play (2012) Metal Slug 3

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1615&o=2

$end


$info=ms4plus,
$bio

Metal Slug 4 Plus (c) 2002 Unknown.

This Plus version is a hack of "Metal Slug 4". It adds the ability to change, on the fly, the character status (normal=>big=>mummy=>monkey) by pressing the Start button. When using the pistol the dark cloud is always present and after you have picked up a weapon you can press D to cycle through all possible weapons (except the 2-machinegun).

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2610 (@ 8 Mhz)

Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096

Players : 2
Control : 8-way Joystick
Buttons : 4

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3889&o=2

$end


$neogeo=mslug4h,
$bio

Metal Slug 4 (c) 2002 Playmore Corp.

- TECHNICAL -

[Model NGH-263]
553 Mega

- TRIVIA -

This AES version was released on June 12, 2002 in Japan and United States of America.

For more information about the game itself, please refer to the original MVS version entry: "Metal Slug 4 [Model NGM-263]".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47971&o=2

$end


$info=mslug4,
$bio

Metal Slug 4 (c) 2002 Playmore Corp.

The popular series of side-scrolling action games continues, introducing all-new characters into the plot. The world is now trembling under the fear of cyber terror, as the birth of a deadly new computer virus threatens to snatch the main military system out of every country. The virus has been created by the terrorist group known as Amadeus, and must be stopped by the four main heroes in the story. They are : Marco Rossi, an army platoon leader; Fio Germi, a superior director of an Italian secret service; Nadia Cassel, a French regular army soldier; and Trevor Spacey, a regular army sergeant. In the game introduction, the team discover that Morden is still alive and probably behind Amadeus...

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : NGM-263

Players : 2
Control : Joystick 8-way
Buttons : 4
=> Character > [A] Shoot, [B] Jump, [C] Grenade
=> Metal Slug > [A] Gun Attack, [B] Jump Board Vehicle, [C] Artillery Attack, [D] Metal Slug Attack

- TRIVIA -

Metal Slug 4 was released in March 2002. Developed by Mega Enterprise, a South Korean company.

Mega Enterprise got Copyright of SNK's games for South Korea in 1999. In 2006, the South Korean police had an claim for arrest warrant against Lee Sang Min, president of Mega Enterprise. Lee Sang Min escaped in China, abandoning its company (only a few people occupying the office). Mega Enterprise went out of business soon after.

A hack of this game is known as "Metal Slug 4 Plus".

- SERIES -

1. Metal Slug - Super Vehicle-001 (1996)
2. Metal Slug 2 - Super Vehicle-001/II [Model NGM-241] (1998)
3. Metal Slug X - Super Vehicle-001 [Model NGM-250] (1999)
4. Metal Slug 1st Mission (1999, SNK Neo Geo Pocket Color)
5. Metal Slug 2nd Mission (2000, SNK Neo Geo Pocket Color)
6. Metal Slug 3 [Model NGM-256] (2000)
7. Metal Slug 4 [Model NGM-263] (2002)
8. Metal Slug 5 [Model NGM-268] (2003)
9. Metal Slug 6 (2006)
10. Metal Slug 3D (2006, Sony PlayStation 2)
11. Metal Slug 7 (2008, Nintendo DS)

- STAFF -

Hyper Organizer : Sang Min Lee

* Mega Entreprise :
Producer : Hong Ick Cho
Character Designer : Joo Hwan Sohn
Background Designer : Yong Hee Lee

* Noise Factory :
Producer : Keiko Ijuu
Sub Planner : Masafumi Fujii, Kazuki Ito
Main Programmer : Hirosi Hisikawa
Sub Programmer : Kazuaki Ezato
Character Designer : Masahiro Maeda, Yosikazu Nisikawa, Nana Maeda, Kentaro Hayasi, Ryo Fujii
Background Designer : Reiko Nagasima, Nami Takasaki
Illustration : Tonko, Naohisa Yamaguti, Masayuki Fukuoka
Sound Producer : Studio Aqua, Toshikazu Tanaka.

- PORTS -

* Consoles :
SNK Neo-Geo [JP] (June 12, 2002; "Metal Slug 4 [Model NGH-263]")
Sony PlayStation 2 [JP] (Sep. 22, 2004; "Metal Slug 4 [Model SLPS-25376]")
Microsoft XBOX [JP] (Feb. 24, 2005; "Metal Slug 4 [Model ZY3-00002]")
Sony PlayStation 2 [JP] (Nov. 23, 2005; "Metal Slug 4 [SNK Best Collection] [Model SLPS-25571]")
Sony PSP [JP] (Feb. 22, 2007; "Metal Slug Complete [Model ULJS-00090]")
Sony PS2 [JP] (May 31, 2007; "Metal Slug Complete [Model SLPS-25762]")
Nintendo Wii [JP] (Dec. 27, 2007; "Metal Slug Complete [Model RVL-RMLJ-JPN]")
Sony PS2 [JP] (June 18, 2009; "Metal Slug Complete [SNK Best Collection] [Model SLPS-25937]")
Sony PSP [JP] (June 18, 2009; "Metal Slug Complete [SNK Best Collection] [Model ULJS-00206]")

* Computers :
PC DVD-ROM (2009, "Metal Slug Collection PC")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1616&o=2

$end


$info=ms5plus,
$bio

Metal Slug 5 Plus (c) 2003 Unknown.

This game is a hack of "Metal Slug 5". It adds the ability to change to big (fat) when you press start as well as changing back to normal and once you have picked up a weapon you can change weapons by pressing D.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4963&o=2

$end


$neogeo=mslug5h,
$bio

Metal Slug 5 (c) 2004 SNK Playmore.

- TECHNICAL -

[Model NGH-268]
708 Mega

- TRIVIA -

Released on February 17, 2004 in Japan and United States of America.

For more information about the game itself, please see the original MVS version entry: "Metal Slug 5 [Model NGM-268]".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47983&o=2

$end


$info=mslug5,ms5pcb,
$bio

Metal Slug 5 (c) 2003 SNK Playmore.

A research installation developing the next-generation of Metal Slugs is attacked by unknown forces and a disk containing Metal Slug secrets is stolen. Ordered to recover the disk, Marco and Tarma follow in hot pursuit. Meanwhile, Eri and Fio, investigating the Ptolemaic Army, a paramilitary syndicate active in archeological excavation, catch up with them at an ancient ruin, 'The Corridor of Fire'. The two try to storm and seize the site but are repulsed by the natives and giant Metal Slugs. This incident proves it was the Ptolemaic Army that stole the Metal Slug secrets. The military subsequently launches a second raid by the elite PF squad and Sparrows on the 'The Corridor of Fire' to recover the secrets and destroy the syndicate!!!

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID: NGM-268

Players: 2
Control: 8-way Joystick
Buttons: 4
=> Character > [A] Shoot, [B] Jump, [C] Grenade
=> Metal Slug > [A] Gun Attack, [B] Jump Board Vehicle, [C] Artillery Attack, [D] Metal Slug Attack

- TRIVIA -

Metal Slug 5 was released in November 2003.

This new episode introduces a new 'slide' move to the legendary series (actioned holding down the B button). Players can also make a sliding shot by pushing the A button while sliding.

Noise Factory released a limited-edition soundtrack album for this game (Metal Slug 5 Original Sound Track) on 12/03/2004.

A hack of this game is known as "Metal Slug 5 Plus".

- SERIES -

1. Metal Slug - Super Vehicle-001 (1996)
2. Metal Slug 2 - Super Vehicle-001/II [Model NGM-241] (1998)
3. Metal Slug X - Super Vehicle-001 [Model NGM-250] (1999)
4. Metal Slug 1st Mission (1999, SNK Neo Geo Pocket Color)
5. Metal Slug 2nd Mission (2000, SNK Neo Geo Pocket Color)
6. Metal Slug 3 [Model NGM-256] (2000)
7. Metal Slug 4 [Model NGM-263] (2002)
8. Metal Slug 5 [Model NGM-268] (2003)
9. Metal Slug 6 (2006)
10. Metal Slug 3D (2006, Sony PlayStation 2)
11. Metal Slug 7 (2008, Nintendo DS)

- STAFF -

Producer : Moon
Directors : Moon, Heehaw
Sub directors : Undo, T. Hagihara
Main programmer : Undo
Sub programmers : Ick, Work Ram, Oidon
Character designers : Rinkn, Eglavr, Shio Shio Shio, Akr+Amk, Genies Kubota, Jyagadansyaku, Toad, Yuka
Background designers : Miyuki. O, Miyavi, Reiko Nagasima (as Reiko. N), Sayuri M, Misao Yoshida, Kenta
Sound produced by : Studio Aqua
Title designer : Naohisa Yamaguti

- PORTS -

* Consoles :
SNK Neo-Geo [JP] (Feb. 17, 2004; "Metal Slug 5 [Model NGH-268]")
Sony PS2 [JP] (Apr. 28, 2005; "Metal Slug 5 [Model SLPS-25495]")
Microsoft XBOX [JP] (July 28, 2005; "Metal Slug 5 [Model B3K-00001]")
Sony PS2 [JP] (Mar. 09, 2006; "Metal Slug 5 [SNK Best Collection] [Model SLPS-25634]")
Sony PSP [JP] (Feb. 22, 2007; "Metal Slug Complete [Model ULJS-00090]")
Sony PS2 [JP] (May 31, 2007; "Metal Slug Complete [Model SLPS-25762]")
Nintendo Wii [JP] (Dec. 27, 2007; "Metal Slug Complete [Model RVL-RMLJ-JPN]")
Sony PS2 [JP] (June 18, 2009; "Metal Slug Complete [SNK Best Collection] [Model SLPS-25937]")
Sony PSP [JP] (June 18, 2009; "Metal Slug Complete [SNK Best Collection] [Model ULJS-00206]")

* Computers :
PC DVD-ROM (2009, "Metal Slug Collection PC")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1617&o=2

$end


$info=mslug6,
$bio

Metal Slug 6 (c) 2006 SNK Playmore.

Negotiations have broken off and hostages have been taken! Your country needs a highly trained mercenary to neutralize the enemy and free the hostages. Metal Slug 6 is a 1 or 2 player game with continuous buy-in. It is the first installment of the series developed on Sega's arcade hardware system. Metal Slug 6 includes 6 characters, with two new being Ralph and Clark from the King of Fighters series. Plus, two new player control buttons have been added to allow for greater control over the action!

- TECHNICAL -

Sammy Atomiswave Hardware

CPU : Hitachi SH-4 32-bit RISC CPU (200 MHz 360 MIPS / 1.4 GFLOPS)
Graphic Engine : PowerVR 2 (PVR2DC)
Sound Engine : ARM7 Yamaha AICA 45 MHZ (with internal 32-bit RISC CPU, 64 channel ADPCM)
Main Ram : 32 megs
Main Memory : 16 MByte
Graphic Memory : 16 MByte
Sound Memory : 8 MByte
Media : ROM Board
Simultaneous Number of Colors : Approx. 16,770,000 (24bits)
Polygons : 2.5 Million polys/sec
Rendering Speed : 500 M pixel/sec
Additional Features : Bump Mapping, Fog, Alpha-Bending (transparency), Mip Mapping (polygon-texture auto switch), Tri-Linear Filtering, Anti-Aliasing, Environment Mapping, and Specular Effect.

- TRIVIA -

Metal Slug 6 was firstly shown at the 43rd Amusement Machine Show 2005 in Tokyo Japan. Then, it was released in February 2006.

Ralf and Clark first appeared in "Ikari Warriors" even before King of Fighters.

- SERIES -

1. Metal Slug - Super Vehicle-001 (1996)
2. Metal Slug 2 - Super Vehicle-001/II [Model NGM-241] (1998)
3. Metal Slug X - Super Vehicle-001 [Model NGM-250] (1999)
4. Metal Slug 1st Mission (1999, SNK Neo Geo Pocket Color)
5. Metal Slug 2nd Mission (2000, SNK Neo Geo Pocket Color)
6. Metal Slug 3 [Model NGM-256] (2000)
7. Metal Slug 4 [Model NGM-263] (2002)
8. Metal Slug 5 [Model NGM-268] (2003)
9. Metal Slug 6 (2006)
10. Metal Slug 3D (2006, Sony PlayStation 2)
11. Metal Slug 7 (2008, Nintendo DS)

- PORTS -

* Consoles :
Sony PlayStation 2 [JP] (Sep. 12, 2006) "Metal Slug 6 [Model SLPS-25674]"
Sony PSP [JP] (Feb. 22, 2007; "Metal Slug Complete [Model ULJS-00090]")
Sony PS2 [JP] (May 31, 2007; "Metal Slug Complete [Model SLPS-25762]")
Nintendo Wii [JP] Dec. 27, 2007; "Metal Slug Complete [Model RVL-RMLJ-JPN]")
Sony PS2 [JP] (June 18, 2009; "Metal Slug Complete [SNK Best Collection] [Model SLPS-25937]")
Sony PSP [JP] (June 18, 2009; "Metal Slug Complete [SNK Best Collection] [Model ULJS-00206]")

* Computers :
PC DVD-ROM (2009, "Metal Slug Collection PC")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4942&o=2

$end


$info=mslug3b6,
$bio

Metal Slug 6 (c) 2005 Unknown.

A hack of "Metal Slug 3".

- TECHNICAL -

Main CPU : Motorola 68000 (@ 12 Mhz), Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2610 (@ 8 Mhz)

Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096

Players : 2
Control : 8-way Joystick
Buttons : 4

- TIPS AND TRICKS -

By pressing certain button combinations, you can activate various cheats : 

* Change Character (this will change your character into another random character, but with the same color scheme as the first): Press D while walking.

* Weapon Change (this will change your weapon into a random weapon, including any super weapons): Press D & A at the same time.

* Stop being fat (this will turn your obese character into his/her thin self again): Press and hold D, then press C, B, and A, then release D.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5430&o=2

$end


$gba=mslugu,
$bio

Metal Slug Advance [Model AGB-BSME-USA (c) 2004 SNK Playmore [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71818&o=2

$end


$gba=mslugj,
$bio

Metal Slug Advance [Model AGB-BSMJ-JPN] (c) 2004 SNK Playmore [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71817&o=2

$end


$gba=mslug,
$bio

Metal Slug Advance [Model AGB-BSMP] (c) 2004 Ignition Ent., Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71816&o=2

$end


$info=mslugx,
$bio

Metal Slug X - Super Vehicle-001 (c) 1999 SNK.

Originally released to improve upon some of the problems the previous Metal Slug game ("Metal Slug 2 - Super Vehicle-001/II") had, most notably its notorious slowdown, this update also implemented several changes to beef up the gameplay, such as new enemies, a different end boss layout and a number of new weapons and secrets. The result is a better game and one of the finest chapters in this series.

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID: 0250

Players: 2
Control: 8-way joystick
Buttons: 3
=> Character > [A] Shoot, [B] Jump, [C] Grenade
=> Metal Slug> [A] Gun Attack, [B] Jump Board Vehicle, [C] Artillery Attack

- TRIVIA -

Metal Slug X was released in March 1999.

You can see up to 5 different sets of 12 characters, enemies and vehicles artwork images during the credits.

Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Metal Slug 2 Original Soundtracks - PCCB-00311) on 17/04/1998.

- SERIES -

1. Metal Slug - Super Vehicle-001 (1996)
2. Metal Slug 2 - Super Vehicle-001/II [Model NGM-241] (1998)
3. Metal Slug X - Super Vehicle-001 [Model NGM-250] (1999)
4. Metal Slug 1st Mission (1999, SNK Neo Geo Pocket Color)
5. Metal Slug 2nd Mission (2000, SNK Neo Geo Pocket Color)
6. Metal Slug 3 [Model NGM-256] (2000)
7. Metal Slug 4 [Model NGM-263] (2002)
8. Metal Slug 5 [Model NGM-268] (2003)
9. Metal Slug 6 (2006)
10. Metal Slug 3D (2006, Sony PlayStation 2)
11. Metal Slug 7 (2008, Nintendo DS)

- STAFF -

Planners : Meeher, Akio
Enemy sequence : Narusawa, Arita
Character chief : Akio
Background chief : Susumu
Designers : Cannon, Tomo, Kozo, Kuichin, Kon. Kitakichine, Ozi
Wizard : Andy
System modernize : Nakatsuka, Zen
Enemy's brain : Hirokun, Nishino
Tool engineer : Pierre
Sound : Hiyamuta (Hiya!), Captain Beroou (as Bero-ou)
Producer : Takashi Nishiyama
Exec. producer : Yoshihiko Kodo
Hyper organizer : Eikichi Kawasaki

- PORTS -

* Consoles :
SNK Neo-Geo [JP] (May 27, 1999; "Metal Slug X - Super Vehicle-001 [Model NGH-250]")
Sony PlayStation [JP] (Jan. 25, 2001; "Metal Slug X - Super Vehicle-001 [Model SLPM-86456]")
Sony PlayStation [JP] (July 25, 2002; "Metal Slug X - Super Vehicle-001 [SNK Best Collection] [Model SLPS-03449]")
Sony PSP [JP] (Feb. 22, 2006; "Metal Slug Complete [Model ULJS-00090]")
Sony PlayStation 2 [JP] (May 31, 2007; "Metal Slug Complete [Model SLPS-25762]")
Nintendo Wii [JP] (Dec. 27, 2007; "Metal Slug Complete [Model RVL-RMLJ-JPN]")
Sony PlayStation 2 [JP] (June 18, 2009; "Metal Slug Complete [SNK Best Collection] [Model SLPS-25937]")
Sony PSP [JP] (June 18, 2009; "Metal Slug Complete [SNK Best Collection] [Model ULJS-00206]")
Nintendo Wii [EU] [Virtual Console] (September 13, 2012)

* Computers :
PC DVD-ROM (2009, "Metal Slug Collection PC")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1618&o=2

$end


$neocd=mslug,
$bio

Metal Slug [Model NGCD-201] (c) 1996 SNK [Shin Nihon Kikaku] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68145&o=2

$end


$info=msisaac,
$bio

Metal Soldier Isaac II (c) 1985 Taito Corp.

- TECHNICAL -

Prom Stickers : A34

Main CPU : Zilog Z80
Sound CPU : Zilog Z80
Sound Chips : (2x) General Instrument AY8910, MSM5232

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Metal Soldier Isaac II was released in February 1985 in Japan. It does NOT have a predecessor. The original prototype of this game was simply Metal Soldier Isaac and was called Metal Soldier Isaac II for its formal arcade release.

The music for the attract mode was remixed, then reused for the first stage of "Darius".

- STAFF -

Program : Hirozaku Miyano
Assnt : Naoto Yagishita
Design : Junji Yarita , Masayuki Suzuki
Sound : Tadashi Kimijima , Hisayoshi Ogura

- PORTS -

* Consoles : 
Sony PlayStation 2 [JP] (March 29, 2007) "Taito Memories II Gekan [Model SLPM-66713]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1619&o=2

$end


$pce=metlstok,
$bio

Metal Stoker (c) 1991 Face Company, Limited.

Metal Stoker is a top-down view, multi directional scrolling shooter. You pilot the CS-05 custom Metal Stoker and the game counts seven stages (Compute Polis, Gio front, Torrid City, Desert base, Hell Laboratory, Cyber Base and the Floating Fortress). Your ship can move in any directions but if needed, an option allows you to fire in one direction while you move in another. Tanks and other enemy forces are scattered around each level, an arrow constantly pointing the way out, or at least the way to the boss. Pods can be collected along the way: new weapons ( They can be selected by pressing start ) from Vulcan gun to laser beam, homing missiles, surrounding force-field and Mines. Other items can also be picked up and give you extra lives or increase your fire power.

- TECHNICAL -

HuCARD ID: FA03-009
HuCARD Size: 4 Mbits.

- TRIVIA -

Reviews:
September 1991 - Consoles + N.1 [FR]: 85/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58646&o=2

$end


$nes=metalstr,
$bio

Metal Storm (c) 1991 Irem America Corp.

North American release. Game developed in Japan. See "Juuryoku Soukou Metal Storm [Model IF-21]" for more information about the game itself.

- TECHNICAL -

Model NES-4M-USA

- TRIVIA -

Metal Storm was released in February 1991 in USA.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55355&o=2

$end


$x68k_flop=metlunit,
$bio

Metal Unit (c) 1994 T&H Project

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88411&o=2

$end


$x68k_flop=metluni2,
$bio

Metal Unit II Power Unit (c) 1994 T&H Project

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88412&o=2

$end


$gbcolor=metalwlk,
$bio

Metal Walker (c) 2001 Capcom USA, Incorporated.

North American release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Bakusou Senki Metal Walker GB - Koutetsu no Yuujou [Model DMG-AUEJ-JPN]".

- TECHNICAL -

[Model DMG-BM4E-USA]

- TRIVIA -

Metal Walker was released in February 2001 in USA.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68361&o=2

$end


$snes=metalwar,
$bio

Metal Warriors (c) 1995 Konami Company, Limited.

- TECHNICAL -

Cartridge ID: SNS-AWME-USA

- TRIVIA -

Reviews:
[FR] July 1995, Consoles + N.45: 82/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63257&o=2

$end


$fm77av=metalx,
$bio

Metal X (c) 1990 FM Circle Jimukyoku

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93852&o=2

$end


$gba=mgunslng,
$bio

Metalgun Slinger [Model AGB-AAPJ-JPN] (c) 2002 Atmark [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71819&o=2

$end


$cpc_cass=metalyxu,
$bio

Metalyx [Model AS092] (c) 1987 Alternative Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98230&o=2

$end


$gbcolor=metamode,
$bio

Metamode [Model CGB-BTMJ-JPN] (c) 2000 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68362&o=2

$end


$info=metmqstr,
$bio

Metamoqester (c) 1995 Banpresto.

Export version. For more information about the game itself, please see the original Japanese version entry; "In'nin - The Ninja Master".

- TECHNICAL -

Game ID : BP947A

- TRIVIA -

Developed by Pandorabox, Metamoqester was released in November 1995 by Banpresto.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1620&o=2

$end


$pcecd=metamorj,
$bio

Metamor Jupiter (c) 1993 NEC Home Electronics, Limited.

Metamor Jupiter is an unusual shoot'em up by Nec Home Electronics and Flight Plan. Your ship is a sort of organic entity which can transform into three different shapes, each of them having its own weapon system. A rain of blue comets are hurling towards the earth and they carry with them an alien invasion. Your mission, as you would have expected, it to stop it and destroy the core of the alien forces. The game starts in the comet field and offers great and amazing visuals.

- TECHNICAL -

Game ID: HE CD2001

- TRIVIA -

Released on January 22, 1993 in Japan for 6800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58286&o=2

$end


$pc98=meena,
$bio

Metamor Meena (c) 1994 Apple Pie [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90119&o=2

$end


$info=metamrph,metamrphj,metamrphu,
$bio

Metamorphic Force (c) 1993 Konami Company, Limited.

Beat-'em-up with 4 selectable characters who have the power to morph into Were-animals.

- TECHNICAL -

Game ID : GX224

Main CPU : Motorola 68000 (@ 16 Mhz)
Sound CPU : Zilog Z80 (@ 8 Mhz)
Sound Chips : (2x) K054539 (@ 48 Khz)

Players : 2 or 4 (Selectable by dipswitch)
Control : 8-Way Joystick
Buttons : 2
=> Attack, Jump

- TRIVIA -

Metamorphic Force was released in August 1993.

King Records released a limited-edition soundtrack album for this game (Konami Amusement Sounds '93 Autumn - KICA-7620, 7621) on October 21, 1993.

- UPDATES -

Japanese version :
* Version JAA
* Has additional Japanese subtitles when bosses speak.
* Has an energy bar instead of numbers.
* Has 2 Lives.

American version :
* Version UAA
* Has numbers to count energy instead of an energy bar.
* "Winners Don't Use Drugs" screen added.

European version :
* Version EAA
* Has numbers to count energy instead of an energy bar.

- STAFF -

Producers : K. Kozuki, Y. Nishimura
Exective Producer : Masahiro Inoue
Software Designers : Gen, Tetsu. W, Yossy
Graphic Designers : Asadon (Asa "Don"), Satochan, Sochichi
Sound Effects : Sakagon
Music Editors : M. Izu, Ega
Hardware Designer : Yusaku
Visual Designer : Ricky
Special Thanks to : Keisuke, Kingoro, J_Kane, Ina X

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1621&o=2

$end


$cpc_cass=metaplex,
$bio

Metaplex (c) 1988 Addictive Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98231&o=2

$end


$x68k_flop=meteowrs,
$bio

Meteo Wars (c) 19?? Unknown.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95278&o=2

$end


$info=meteorp,
$bio

Meteor (c) 1979 Stern Electronics.

- TECHNICAL -

Model Number : 113

- TRIVIA -

First game to use the SB-300 sound board.

8,362 units were produced.

This game was also manufactured in Australia by Leisure and Allied Industries under license by Stern Electronics Inc.

- STAFF -

Design by : Steve Kirk
Art by : George Obregon

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5499&o=2

$end


$info=meteort,
$bio

Meteor (c) 1981 Taito.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=6649&o=2

$end


$a800=meteor,
$bio

Meteor (c) 198? Germ-Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86618&o=2

$end


$ti99_cart=meteorbt,
$bio

Meteor Belt (c) 1983 Milton Bradley Co. [East Longmeadow, MA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84620&o=2

$end


$pcecd=meteorbl,
$bio

Meteor Blaster DX (c) 2004 MindRec

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58506&o=2

$end


$bbca_cass,bbcb_cass=metmissn,
$bio

Meteor Mission (c) 1984 Acornsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52099&o=2

$end


$ti99_cart=meteormt,
$bio

Meteor Multiplication [Model PHM 3119] (c) 1982 DLM Academics

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84621&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=meteorun,
$bio

Meteor Run (c) 1982 UMI

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86866&o=2

$end


$info=meteorho,
$bio

Meteor (c) 1980 Hoei.

Manufactured by Hoei under license from Atari. For more information about the game itself, please see the original Atari release; "Asteroids [Upright model]".

- TECHNICAL -

Upright model
Model YDK-400-3

- TRIVIA -

Meteor was released in June 1980.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=36871&o=2

$end


$coleco=meteosho,
$bio

Meteoric Shower (c) 1983 Coleco Industries, Incorporated. [Amsterdam, NY, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53309&o=2

$end


$info=meteorts,
$bio

Meteorites (c) 1979 VGG.

Unlicensed version of Atari's Asteroids.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3738&o=2

$end


$a5200=meteorit,
$bio

Meteorites (c) 1983 Electra Concepts.

Meteorites is a series of rounds in which the game player(s) tries to score as many points as possible by breaking up various size meteorites until they are completely destroyed. New rounds begin with more numerous waves of meteorites. Alien ships make attack runs on your ship during game play. These attack ships can be destroyed by your Photon Cannon or be avoided until they leave the screen or collide with the meteorites themselves.

- TRIVIA -

A very rare Asteroids clone, and the only game Electra Concepts ever created. Its working title was 'Disasteroids'.

Copyright text is hidden in the ROM at 0x27F7:
COPYRIGHT WYNER BROS

- SCORING -

Player points total from the following hits or destroys by your photon cannon.

Large meteorites: 20 PTS.
Normal meteorites: 50 PTS.
Small meteorites.: 100 PTS.
Large alien ships: 200 PTS.
Small alien ships: 1000 PTS.

- TIPS AND TRICKS -

* EXTRA SHIPS:
Extra ships are awarded to players every 10,000 points scored.

* FLYING TIPS:
Game action takes place in Deep Space with almost no gravity or inertia. Even short bursts of engine thrusters are enough to move your ship across the screen. To stop the ship, it must be rotated until engines face the direction the ship is moving and a retro-fire burn must be used to slow down the ship until it is near a standstill. The existing gravity will be enough to bring it to a complete stop.

* HELPFUL HINTS:
Beware of radar ghosting which can create phantom meteorites on the edges of the screen. Your photon missiles may appear to pass through these meteorites, but they will be tracked accurately once they move towards the center.

Keep your ship away from the edges where meteorites and alien ships may take you by surprise.

For accurate firing and thrusting, view the direction of the ship as the imaginary line defined by the navigation lights on the bow (front) and stern (back) of the ship.

Fire continuously while the ship is in hyperspace. This will make it easier to locate the ship when it reappears on the screen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50062&o=2

$end


$info=meteor,
$bio

Meteoroids (c) 1981 Venture Line.

- TECHNICAL -

Main CPU : 8085A (@ 4 Mhz)
Sound CPU : I8035 (@ 768 Khz)
Sound Chips : (3x) Texas Instruments SN76496 (@ 2 Mhz)

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 8

Players : 2
Control : 2-way joystick
Buttons : 2

- TRIVIA -

This game is also known as "Space Force".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1622&o=2

$end


$a2600=meteroid,
$bio

Meteoroids (c) 1982 Arcadia Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50695&o=2

$end


$info=meteors,
$bio

Meteors (c) 1981 Amusement World.

A color raster game very similar to Asteroids (Atari). This is the only known game produced by Amusement World, and is very similar to the Venture Line games Space Force and Meteoroids. It is not currently known if Amusement World licensed the design to Venture Line or vice versa, and is currently being investigated.

- TECHNICAL -

Horizontal color raster monitor. More information to be added soon.

- TRIVIA -

In 1979, Atari made Asteroids. But, in 1981, Amusement World produced Meteors - a clone of Asteroids. This lead to Amusement World getting sued. When the case went to court, the judge sided with Amusement world. This landmark case ruled that you cannot copyright a genre of game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61739&o=2

$end


$bbca_cass,bbcb_cass=meteors,meteorsg,
$bio

Meteors (c) 1982 Acornsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52100&o=2

$end


$coco_cart=meteors,
$bio

Meteors (c) 1982 Dragon Data

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53447&o=2

$end


$bbca_cass,bbcb_cass=meteorssc,
$bio

Meteors [The Superior Collection Vol.?] (c) 198? Superior Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52101&o=2

$end


$cpc_cass=metr2018,
$bio

Metro 2018 (c) 1985 Initiel [France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98232&o=2

$end


$cpc_cass=metrox,
$bio

Metro Cross (c) 1987 US Gold, Ltd. [Birmingham, UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98233&o=2

$end


$info=metrocrs,metrocrsa,
$bio

Metro-Cross (c) 1985 Namco.

A single player runs through a number of futuristically-themed levels, avoiding obstacles - Coca-Cola cans, barriers, green floor tiles (which slow the player's progress), holes etc. - and attempt to reach the finish line before the tight time limit expires. Progress is aided by springboards - which allow the player to jump over obstacles - and a skateboard, which is unaffected by the green tiles that otherwise slow the player's progress. Bonus points can be earned by kicking the static drinks cans that can be found throughout each level.

- TECHNICAL -

Game ID : MC

Main CPU : Motorola M6809 (@ 1.536 Mhz), Hitachi HD63701 (@ 1.536 Mhz)
Sound Chips : Namco 8-channel WSG

Players : 2
Control : 8-way joystick
Buttons : 1 (JUMP)

- TRIVIA -

Metro-Cross was released in May 1985.

Alfa Records released a limited-edition soundtrack album for this game (The Return of Video Game Music - ACL-22004) on June 25, 1985.

- STAFF -

Music by : Nobuyuki Ohnogi

- PORTS -

* Consoles : 
Nintendo Famicom [JP] (December 16, 1986) 
Sony PlayStation [JP] (February 28, 1997) "Namco Museum Vol.5 [Model SLPS-00705]" 
Sony PlayStation [US] (November 1997) "Namco Museum Vol.5 [Model SLUS-00417]" 
Sony PlayStation [AU] (1998) "Namco Museum Vol.5 [Model SCES-00702]" 
Sony PlayStation [EU] (February 1998) "Namco Museum Vol.5 [Model SCES-00702]" 
Sony PlayStation [JP] (October 28, 1999) "Namco Museum Vol.5 [PlayStation the Best] [Model SLPS-91162]" 
Microsoft XBOX 360 [US] (November 4, 2008) "Namco Museum - Virtual Arcade [Model 21022]"
Microsoft XBOX 360 [EU] (May 15, 2009) "Namco Museum - Virtual Arcade" 
Microsoft XBOX 360 [AU] (June 4, 2009) "Namco Museum - Virtual Arcade" 
Microsoft XBOX 360 [JP] (November 5, 2009) "Namco Museum - Virtual Arcade [Model 2RD-00001]" 

* Computers : 
Sinclair ZX Spectrum (1987) 
Commodore C64 [EU] [US] (1987) 
Amstrad CPC [EU] (1987) 
Atari ST [US] (1987)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1623&o=2

$end


$nes=metrox,
$bio

Metro-Cross (c) 1986 Namco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54375&o=2

$end


$gba=metroid0u,
$bio

Metroid - Zero Mission (c) 2004 Nintendo Company, Limited.

North American release. For more information about the game itself, please see the original Japanese release entry; "Metroid - Zero Mission [Model AGB-BMXJ-JPN]".

Description from the US back cover:

The full story of Samus Aran's first mission finally unfolds...

The first Metroid game just scratched the surface of the cataclysmic events on planet Zebes, and at long last the rest of the tale has come to light. Experience the first of Samus's legendary adventures through all-new cut-scenes and action sequences as the bounty hunter races through the deeps toward her showdown with the leader of the Space Pirates. But will the end of Mother Brain really mean the end of the story...?

Get lost on Zebes! The mazelike Space Pirate fortress has been entirely rebuilt with features like Morph Ball launchers and zip lines, and it crawls with vicious new enemies and bosses.
Arm yourself! Use weapons and equipment drawn from the entire Metroid series - like the Speed Booster and Morph Ball - and new power-ups like the Power Grip as Samus hunts Kraid, Ridley, and the Metroids.

- TECHNICAL -

Game ID: AGB-BMXE-USA

- STAFF -

North American Localization: Nathan Bihldorff, William Trinen
Localization Management: Jeff Miller, Leslie Swan
NoA Product Testing Department: Yoshinobu Mantani, Kyle Hudson, Eric M. Bush, Randy Shoemake, Richard S. Richardson, Thomas Hertzog, Michael Leslie, Kathy Huguenard, David Hunziker, Chris Needham, Mika Kurosawa
NoA Special Thanks: Mike Fukuda, Tatsumi Kimishima

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71822&o=2

$end


$gba=metroid0j,
$bio

Metroid - Zero Mission (c) 2004 Nintendo Company, Limited.

Go back to the distant future to explore the full story of Samus Aran's battle against the Mother Brain.

She's battled baddies on nearly every Nintendo system, cleaned house in the Super Smash Bros. series and recently blasted off for heroic adventures on the GCN (Metroid Prime) and the GBA (Metroid Fusion). This February, Samus Aran will return to her roots and relive the story that started it all -- revealing for the first time full details of her meeting with the Metroids. The plotline will be familiar to longtime fans of the Metroid series, but the challenges are new, the power-ups are plentiful (taken from several games in the series) and the graphics and sound are supercharged. Plus, if you thought that the original Metroid had a surprise ending, wait until you get past the Mother Brain in Metroid: Zero Mission. A new twist provides a deeper adventure than ever before.

Features

* Samus Aran arrives on Zebes in an adventure that greatly expands on the legendary NES Metroid title.
* Upgrade Samus's suit with classic power-ups from previous Metroid titles, plus all-new abilities like the Power Grip, Zip Line and more.
* Cool cut-scenes bring Samus's incredible story to life like never before.
* Beautiful graphics and an eerie soundtrack give each environment a unique, distinctly Metroid feel.

Sent to Zebes to investigate rumors of a deadly alien species, Samus meets her match in the form of the mysterious Metroids -- energy-sapping creatures that emerge from an oversized cerebrum beneath the planet's surface. Samus isn't the only traveler searching for the Metroids. A band of Space Pirates has touched down to extract the curious creatures and use them as weapons. Samus must thwart the pirates, but they are wily and will prove to be more trouble than Samus expects.

In the long-standing Metroid tradition, Zero Mission is a scavenger hunt for dozens of items -- missiles, energy tanks and tools -- that give you the ability to explore wider and deeper. Every time you uncover a device, you'll remember former dead ends that you can finally overcome. The endless chain of breakthroughs and discoveries causes the world to continue to grow and form.

The Metroids are only one of the many menacing species that lurk below the surface. The Zebesian underground overflows with creatures that aim to keep you from invading their turf. Metroid classics Kraid and Ridley hold fort in dark corners, towering over the comparatively small bounty hunter. The planet holds plenty of new threats, too, such as the lava-dwelling serpent that acts as the first line of defense in Kraid's lair and the armored larvae that lurk in the deepest sections of Norfair. The Space Pirates are no pushovers either, and you won't always have the Power Suit to protect you.

- TECHNICAL -

Game ID: AGB-BMXJ-JPN

- SERIES -

1. Metroid [Model FMC-MET] (1986, Famicom Disk System)
2. Metroid II - Return of Samus [Model DMG-MEA] (1991, Game Boy)
3. Super Metroid [Model SHVC-RI] (1994, Super Famicom)
4. Metroid Fusion [Model AGB-AMTJ-JPN] (2002, GBA)
5. Metroid Prime (2003, GameCube)
6. Metroid - Zero Mission [Model AGB-BMXJ-JPN] (2004, GBA)
7. Metroid Prime 2 - Echoes (2004, GameCube)
8. Metroid Prime - Hunters (2005, DS)
9. Metroid Prime 3 - Corruption (2007, Wii)
10. Metroid - Other M (2010, Wii)

- STAFF -

Executive Producer: Satoru Iwata
Producer: Takehiro Izushi
Director: Yoshio Sakamoto
Samus Design: Hiroji Kiyotake
Course Design: Masani Ueda, Takehiko Hosokawa, Ryuichi Nakada
Graphic Design: Takayasu Morisawa, Tadashi Matsushita, Fumiko Miyamoto, Chiharu Sakiyama, Norikatsu Furuta, Hiroshi Momose
Programming: Katsuya Yamano, Yoshinori Katsuki, Nobuhiro Ozaki, Tomohiro Kawase, Hideaki Shimizu
Music Composition: Kenji Yamamoto, Minako Hamano
Sound Effects: Takaya Fujii
Sound Programming: Takaya Fujii
Package Design: Yasuo Inoue, Sachiko Nakamichi, Yasuko Takahashi
Manual Design: Yasuo Inoue, Sachiko Nakamichi, Yasuko Takahashi
Coordination: Takahiro Harada
Debug: Super Mario Club
NCL Special Thanks: Kohta Fukui, Kentaro Nishimura, Takao Nakano, Kazuyoshi Osawa, Takeshi Furuta, Naoko Saeki, Hirokazu Tanaka

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71821&o=2

$end


$gba=metroid0,
$bio

Metroid - Zero Mission [Model AGB-BMXP-EUR] (c) 2004 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71820&o=2

$end


$gba=metrdfsnu,
$bio

Metroid Fusion (c) 2002 Nintendo Company, Limited.

North American release. For more information about the game itself, please see the original Japanese release entry; "Metroid Fusion [Model AGB-AMTJ-JPN]".

Description from the US back cover:

Samus Aran returns in an all-new Metroid adventure! 

While lending mission support on planet SR388, interstellar bounty hunter Samus Aran is attacked by an X parasite, an organism with the ability to mimic the abilities of any creature it infects. Near death, Samus is saved by a vaccine made from the DNA of the last Metroid -- the X parasite's only natural predator. When the X spread to a research station in orbit around SR388, a weakened Samus is forced to exterminate them all... or die trying. 

* Search out the X! Experience classic Metroid game play as Samus explores the secret passages of a massive research station teeming with hostile life forms.
* Live and learn! Samus must master new moves: clinging to ledges, leaping to high ladders, and firing new weapons like Diffusion Missiles. Along the way, collect classic power-ups like the Morph Ball, Screw Attack and Wave Beam.
* There's nowhere to hide! The SA-X, an unstoppable X mimicking Samus, is on the loose, and it could be just around the corne ...

- TECHNICAL -

Game ID: AGB-AMTE-USA

- TRIVIA -

Released on Novemver 18, 2002 in North America.

- STAFF -

NOA English Localization
Localization Management: Jeff Miller, Leslie Swan
Localization: Scot Ritchey, Nathan Bihldorff, Tim O'Leary
Engineering Debug: Raychole L. Anett, Robert Crombie, Kirk Buchanan, Yoshinobu Mantani, Scott Callahan, Don Dillinger, Hisako Sakauchi
Special Thanks: Tatsumi Kimishima, Mike Fukuda, Hiroshi Kamada
Executive Producer: Satoru Iwata

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71825&o=2

$end


$gba=metrdfsnj,
$bio

Metroid Fusion (c) 2003 Nintendo Company, Limited.

From the same team who developed the original smash-hit Metroid titles comes Metroid Fusion -- an all-new adventure starring ace bounty hunter Samus Aran.

Metroid Fusion is a side-scrolling action/adventure game with an intriguing sci-fi storyline and stunning graphics. Controlling a bounty hunter named Samus Aran, players explore vast futuristic environments in a mission to destroy an army of deadly parasites.

Features
* Explore huge side-scrolling futuristic environments crawling with secrets and new enemies!
* Upgrade Samus's suit with amazing power-ups like the Morph Ball, Space Jump, Screw Attack, Varia Suit, Wave Beam and more.
* Connect with Metroid Prime for Nintendo GameCube to access cool special features!
* Follow Samus Aran through an engrossing storyline brought to life by thrilling cut-scenes.

Metroid Fusion expertly mixes action and adventure elements to create a rich, highly stylized gaming experience. Like the original Metroid titles, Samus begins the game in a weak state and must locate power-ups to slowly become stronger. Almost everything Samus uses is upgradeable, including bombs, missiles, suits and the arm cannon. In addition to the old favorites, Metroid Fusion delivers several new power-ups as well.

- TECHNICAL -

Game ID: AGB-AMTJ-JPN

- SERIES -

1. Metroid [Model FMC-MET] (1986, Famicom Disk System)
2. Metroid II - Return of Samus [Model DMG-MEA] (1991, Game Boy)
3. Super Metroid [Model SHVC-RI] (1994, Super Famicom)
4. Metroid Fusion [Model AGB-AMTJ-JPN] (2002, GBA)
5. Metroid Prime (2003, GameCube)
6. Metroid - Zero Mission [Model AGB-BMXJ-JPN] (2004, GBA)
7. Metroid Prime 2 - Echoes (2004, GameCube)
8. Metroid Prime - Hunters (2005, DS)
9. Metroid Prime 3 - Corruption (2007, Wii)
10. Metroid - Other M (2010, Wii)

- STAFF -

Producer: Takehiro Izushi
Chief Director: Yoshio Sakamoto
System Director: Takehiko Hosokawa
Scenario & Story: Yoshio Sakamoto
Game Design: Tomoyoshi Yamane, Takehiko Hosokawa
Course Design: Masani Ueda, Ryuichi Nakada
Visual Director: Tomoyoshi Yamane
Samus Design: Shinya Sano
Samus Original Design: Hiroji Kiyotake
Enemy Character Design: Tomoyoshi Yamane, Isao Hirano, Shinya Sano, Tadashi Matsushita
Background Graphic Design: Takayasu Morisawa, Fumiko Miyamoto
Graphic Design: Hiroshi Momose, Chiharu Sakiyama, Hiroshi Momose, Chiharu Sakiyama
Program Director: Katsuya Yamano
Samus Programming: Yoshinori Katsuki
Enemy Character Programming: Katsuya Yamano
System Programming: Nobuhiro Ozaki
Cinema Scene Programming: Eisaku Nakae
Tool Programming: Takahiro Harada, Kohta Fukui, Yoshinori Katsuki, Nobuhiro Ozaki, Hiroshi Momose
Sound Director: Kenji Yamamoto
Music Composition: Minako Hamano, Akira Fujiwara
Sound Effects: Takaya Fujii
Sound Effects Programming: Takaya Fujii
Package Design: Sachiko Nakamichi
Manual Design: Sachiko Nakamichi, Kiyomi Itani, Yasuko Takahashi
Coordination: Takahiro Harada
International Coordination: Sakae Yamazaki
Debug: Super Mario Club
Special Thanks: Satoshi Matsumara

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71824&o=2

$end


$gba=metrdfsn,
$bio

Metroid Fusion [Model AGB-AMTP-EUR] (c) 2002 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71823&o=2

$end


$gameboy=metroid2,
$bio

Metroid II - Return of Samus (c) 1992 Nintendo Company, Limited.

Bounty Hunter Samus Aran faces off against the Metroid scourge once again in this epic sequel to the Nintendo classic, Metroid. Take control to guide Samus through cavernous corridors, ancient ruins, and alien traps. On the mysterious planet SR388, you'll find artifacts of a lost civilization that grant amazing powers. Cut through creatures in a buzz-saw blur. Roll through hidden tunnels and climb sheer walls.

Fight to the heart of the planet and search for the merciless Metroid leaders. If you are a cunning explorer, you’'ll earn the best of several super endings. Enter this exciting Metroid sequel and experience the thrills of this beloved series.

- TECHNICAL -

Game ID: DMG-MEA

- TRIVIA -

Metroid II was released on January 21, 1992 in Japan.

Known export releases:
"Metroid II - Return of Samus [Model DMG-ME-USA]"
"Metroid II - Return of Samus [Model DMG-ME-UKV]"
"Metroid II - Return of Samus [Model DMG-ME-ESP-1]"

- TIPS AND TRICKS -

Special Ending: Beat the game in under 3 hours, and when Samus shows up in the ending, you'll see her in a bikini

- SERIES -

1. Metroid [Model FMC-MET] (1986, Famicom Disk System)
2. Metroid II - Return of Samus [Model DMG-MEA] (1991, Game Boy)
3. Super Metroid [Model SHVC-RI] (1994, Super Famicom)
4. Metroid Fusion [Model AGB-AMTJ-JPN] (2002, GBA)
5. Metroid Prime (2003, GameCube)
6. Metroid - Zero Mission [Model AGB-BMXJ-JPN] (2004, GBA)
7. Metroid Prime 2 - Echoes (2004, GameCube)
8. Metroid Prime - Hunters (2005, DS)
9. Metroid Prime 3 - Corruption (2007, Wii)
10. Metroid - Other M (2010, Wii)

- STAFF -

Design: Takehiko Hosokawa, Yasuo Inoue, Makoto Kanoh, Masafumi Sakashita, Tomoyoshi Yamane
Director: Hiroyuki Kimura, Hiroji Kiyotake
Graphic Design: Hiroyuki Kimura, Hiroji Kiyotake
Main Programmer: Takahiro Harada
Producer: Gunpei Yokoi
Program Assistant: Yuzuru Ogawa, Nobuhiro Ozaki
Programmer: Isao Hirano, Masao Yamamoto, Masaru Yamanaka
Sound Programmer: Ryohji Yoshitomi

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66389&o=2

$end


$gba=n_metroi,
$bio

Metroid [Classic NES Series] [Model AGB-FMRE-USA] (c) 2004 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70189&o=2

$end


$gba=f_metroi,
$bio

Metroid [Famicom Mini] [Model AGB-FMRJ-JPN] (c) 2004 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70635&o=2

$end


$famicom_flop=metroid,metroida,
$bio

メトロイド (c) 1986 Nintendo Company, Limited.
(Metroid)

Metroid is an action/platform game and is the first installment of Nintendo's classic and Alien-influenced series. In a distant future, Space Pirates wreak havoc to the galaxy, relentlessly attacking ships from the Galactic Federation. Unable to prevent the attacks, the Federation decides to gather bounty hunters (called 'Space Hunters' in this version) to counter the threat. But now space pirates have attacked a research facility and stolen an unknown life-form (that the scientist named 'Metroid') recently found on planet SR388 before it could be safely brought back to Earth. The federation must now send a space hunter to infiltrate the pirate headquarters hidden on planet Zebes and stop them before they turn the Metroids into deadly weapons. The bounty hunter Samus Aran, the female protagonist of the game, accepts the mission and she has now to travel deep inside the enemy underground fortress, through five vast areas built around complex networks of caves and rooms. Her primary task is to defeat the space pirates and all the aliens she faces, up to the toughest of them all - the monstrous Mother Brain. Although Samus can jump and fire a simple Arm Cannon, the first upgrade she collects is the Maru Mari, most commonly known as the Metroid trademark morph ball, which gives her the incredible ability to roll into a ball and to rush through narrow corridors and tunnels. But the morph ball is only the tip of the iceberg and countless other weapons and abilities are available for the taking later in the game, such as missiles, morph ball bombs, ice beam, wave beam, high jump boots, increased defense, energy tanks (which increase her maximum life) and so forth. Zebes is incredibly vast but unlike other games in the series, this first episode of Metroid doesn't feature a map (dedicated players had to draw their own). Finally, the Famicom Disk version includes a three slots savegame system.

- TECHNICAL -

Game ID: FMC-MET

- TRIVIA -

Metroid was released on August 06, 1986 in Japan for 2600 Yen.

The Morph Ball was partly invented out of convenience. At the time, it was much easier to animate a ball rolling through narrow passages than a computer figure crawling on all fours.

The second boss of the game, Ridley, was named in honor of Ridley Scott, the director of Alien (1979).

When it was first released, Metroid held a secret about its armor-clad protagonist, Samus Aran. When the game was beaten in under 2 hours, the player was presented with an image of Samus, whose armor then disappeared, revealing that the character is actually a woman. Samus Aran has since gone on to be recognized as one of the earliest and most famous female video game protagonists ever. The decision to make the mysterious bounty hunter Samus Aran a woman was made halfway through the development process. Samus was initially going to be a male, but it was changed because it would be a cool surprise for the gamers.

Some gamers stumbled upon a glitch in the game, where it was possible to jump through a door and get stuck in a wall. From there, it would be possible to jump through walls into normally inaccessible areas with strange layouts. This gave rise to a popular video legend of the 'Secret Worlds' in Metroid, which were only accessible to clever players. Years later, it was revealed that these secret levels were actually unused map data that were supposed to be outside the playable area. There was never any intention to make these areas accessible in any way.

Cameos in other Samus Aran Nintendo titles :
1. Kid Icarus (1986, NES) a enemy creature named Komayto , meaning "little Metroid" a resembling of Metroid creature. 
2. Famicom Wars (1988, Famicom) (Unreleased outside Japan; The Orange Star commander on Donut Island is called Samasuun, and her face on the result screen is Samus's mask).
3. Nintendo's Tetris (1989, NES) (Cameo, appears playing the upright bass after the player wins a B-type game of level at least 9 and height at least 2).
4. F-1 Race (1990, Game Boy) (Cameo, appears cheering before Course 7)
5. Galactic Pinball (Virtual Boy) (Cameo, her ship appears in a minigame).
6. Super Mario RPG - Legend of the Seven Stars (1996, SNES) (Cameo, after Mario's party defeats Yaridovich, he may her find sleeping, until Mario travels to Land's End, and a Samus figurine appears in the toy box of Booster's Room).
7. Kirby Super Star (1996, SNES) (Cameo, when Kirby uses his rock defense he can become a Samus statue. Also, the Screw Attack icon (called the Screwball) is a treasure in the Great Cave Offensive segment of the game).
8. Kirby's Dream Land 3 (1997, SNES) (Cameo, appears after level 5-2, which also contains six Metroids).
9. Super Smash Bros. (1999, N64) (Playable character).
10. Super Smash Bros. Melee (2001, GameCube) (Playable character).
11. WarioWare, Inc. - Mega Microgames (2003, Game Boy Advance) (Contains a microgame based on NES Metroid).
12. WarioWare, Inc. - Mega Party Games (2004, Nintendo GameCube) (Contains the same Metroid microgame from Mega Microgames).
13. WarioWare - Touched! (2005, Nintendo DS) (Contains a microgame based on NES Metroid).
14. WarioWare - Twisted! (2005, Game Boy Advance) (Contains two microgames based on NES Metroid).
15. Animal Crossing - Wild World (2006, Nintendo DS) (Gulliver, the seagull, references Samus saying 'Tell me, have you ever heard of the bounty hunter that can turn into a ball?'. Also you can get a 1x1 item that is a Metroid in a case, when you touch it it glows and plays a small clip of Metroid music).
16. Geist (2005) (Samus' helmet is seen in a women’s locker room).
17. Tetris DS (2006, Nintendo DS) (Metroid-based course, Catch; in the title screen, Samus shoots some tetrominoes; A difficulty level on Standard mode is Metroid Themed, with Samus to the right, and clips of the original Metroid playing on the top screen).
18. WarioWare - Smooth Moves (2007, Wii) (Contains a microgame based on Metroid Prime 2).
19. Super Smash Bros. Brawl (2007, Wii) (Playable character, Zero Suit Samus is also a playable character).
20. Dead or Alive: Dimensions (2011, Nintendo 3DS)(included a stage based on Metroid: Other M in with Ridley, a stage hazard he appearing attacking the fighters, while Samus appears at the end of the encounter to help them.
21. A Multiplayer shooter game Nintendo Land (2012, for Wii U, called 'Metroid Blast' based on the Metroid Universe.
22. Fatal Frame IV: Mask of the Lunar Eclipse (2008, Wii) a Unlockable Costume Zero Suit Samus.
23. AR Games (2011, Nintendo 3DS) (AR cards, A "3D augmented reality" include a card of samus featuring a 3d model of samus in a "Other M style" 
24. Dynasty Warriors Vs. (2012, Nintendo 3DS) an Unlockable Costume Zero Suit Samus.
25. Kid Icarus: Uprising (2012, Nintendo 3DS) The Komayto creature reappears and feature a AR card Komayto!
26. Tekken Tag Tournament 2 (2012, Nintendo Wii U) an Unlockable Costume Zero Suit Samus.
27. Donkey Kong Country - Tropical Freeze (2014, Nintendo Wii U) In the level Busted Bayou, Samus's gunship can be seen lying semi-hidden in the trees in the background.
28. NES Remix 2(2014, Nintendo Wii U) Contains a series of challenges mini game based on the first Metroid game.

Known export releases:
"Metroid [Model NES-MT-USA]"
"Metroid [Model NES-MT-EEC]"
"Metroid [Model NES-MT-ESP]"
"Metroid [Model NES-MT-FRA]"
"Metroid [Model NES-MT-NOE]"

- UPDATES -

V.1.1
V.1.2

- TIPS AND TRICKS -

* Super jump: Hold Right on controller two and press A on controller one.

* Quit game play: Press Start to pause game play. Hold Up+A on controller two to display the current password.

* Different endings: completing the game within a set amount of time will net you one of four different endings:
Over 5 hours: Samus will raise her hand in victory.
3-5 hours: Samus will remove her helmet.
Under 3 hours: Samus will remove all of her armour, and be dressed in a purple leotard.
Under 1 hour: Samus will remove all of her armour, and be dressed in a purple bikini.

* Play as leotard Samus (+ Extra Ending : After completing the game in under 3 hours and getting the leotard Samus ending, start a new game. Samus will just be wearing her leotard. If you take more than five hours to complete the game as armourless Samus then you get another ending where Samus puts her armour back on and turns her back on you in shame.

- SERIES -

1. Metroid [Model FMC-MET] (1986, Famicom Disk System)
2. Metroid II - Return of Samus [Model DMG-MEA] (1991, Game Boy)
3. Super Metroid [Model SHVC-RI] (1994, Super Famicom)
4. Metroid Fusion [Model AGB-AMTJ-JPN] (2002, GBA)
5. Metroid Prime (2003, GameCube)
6. Metroid - Zero Mission [Model AGB-BMXJ-JPN] (2004, GBA)
7. Metroid Prime 2 - Echoes (2004, GameCube)
8. Metroid Prime - Hunters (2005, DS)
9. Metroid Prime 3 - Corruption (2007, Wii)
10. Metroid - Other M (2010, Wii)

- STAFF -

Scenario written by: Makoto Kanoh (Kanoh)
Character designed by: Hiroji Kiyotake (Kiyotake), Hirofumi Matsuoka (New Matsuoka), Yoshio Sakamoto (Shikamoto)
Main programmers: Hiroyuki Yukami (Hai Yukami), Zaru Sobajima, Gpz Sengoku, N. Shiotani, M. Houdai
Converted by: Tohru Narihiro
Assisted by: Makoto Kanoh
Directed by: Yoshio Sakamoto (Yamamoto)
Chief director: Satoru Okada
Music by: Hirokazu Tanaka (Hip Tanaka)
Produced by: Gunpei Yokoi

Special thanks to: Ken Zuri, Sumi, Inusawa, Kacho, Hyakkan, Goyake, Harada, Penpen

- PORTS -

* Consoles :
Nintendo Game Boy Advance (2004) "Metroid - Zero Mission"
Nintendo GameCube (2003) "Metroid Prime" - unlockable Bonus connection
Nintendo Game Boy Advance (2004) "Famicom Mini Series"
Nintendo Wii (2007) "Virtual Console"
Nintendo 3DS (2011) Nintendo 3DS Ambassador Program)
Nintendo 3DS (2012) eShop Virtual Console

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65400&o=2

$end


$nes=metroid,
$bio

Metroid (c) 1988 Nintendo Company, Limited.

European version release. For more information about the game itself, please see the original Japanese version release; "Metroid [Model FMC-MET]".

- TECHNICAL -

Cartridge ID: NES-MT-EEC

- TRIVIA -

Metroid was released on January 15, 1988 in Europe.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64268&o=2

$end


$nes=metroidu,
$bio

Metroid (c) 1986 Nintendo.

Export release. For more information about the game itself, please see the original Japanese version release; "Metroid [Model FMC-MET]".

Teaser text from the American version:
It's you against the evil Mother Brain in a thrilling battle!
More than a million courageous players have joined Samus Aran in the desperate fight against the alien Metroids. The demand for further adventures resulted in a hit Game Boy title. Now the original is back... and so is the Metroid menace!
You're inside the planet Zebes, a fortress of endless passageways where the Metroids are multiplying. Left alone, Metroids are merely dangerous, but in the wrong hands they could destroy the galaxy! Unfortunately, the Space Pirates who control Zebes have set up the Mother Brain for just that purpose. It's up to you to thwart their plans, but that won't be easy. You'll have to search out and gain use of power items like the Ice Beam, Wave Beam, High Jump Boots and Varia. If you survive, it will be you and your asquired powers against the Mother Brain.

- TECHNICAL -

Game ID: NES-MT-USA

- TRIVIA -

Released in August 1987 in USA.

The greatest difference between the original Japanese version and this version is the saving option. Instead of writing down a password, Japanese players could save their progress in one of the three available save slots on the disk. Another interesting element present in the original version (and never included in the cartridge game) are the creepy sound effects that some of the Metroids do. Thanks to the improved sound chip integrated with the Famicom Disk System, some of them sound much more organic than the electronic 'beeps' from this version.

Mistranslation: In the opening story, the planet Zebes is referred to as 'Zebeth'. This is due to a mistranslation from Japanese to English. In Japan, the 'S' sound and the 'TH' sound are interchangeable.

- TIPS AND TRICKS -

* Passwords :
M7---- --zOA0 2T-tfm a000d5 (Tourian)
00U--- -u0000 0AFw9Y 1800sb (Hideout 2)
022400 A00000 05?00m 0000aS (Brinstar with Screw Ball and Ice Beam)
0WX002 W00004 1VW0C0 0000MO (Q2 Brinstar with Screw Attack, Ice Beam and Leotard Samus)
Daniel Daniel Daniel Daniel (Norfair with no bombs)
XXXXXX XXXXXX KKKKKK KKKKKK (Tourian with weak weapons and Leotard Samus - impossible)
JUSTIN BAILEY ------ ------ (Norfair with Wave Beam, Long Beam, Bomb, Jump Boots, Varia, Screw Attack 5 Tanks, 205 Missiles and Leotard Samus)
JUSTIN BAILEY ------ 000000 (Hideout 2 with Ice Beam, Long Beam, Bomb, Jump Boots, Varia, Screw Attack, 5 Tanks, 255 Missiles and Leotard Samus)
justin bailey ------ ------ (Reset to title screen)
BOMBS- Missile SCREW- ATACK- (111 missiles, Ice Beam, Bombs and 4 energy tanks)
KIDICA RUSc19 86NINT ENDO-- (Hideout 1, Ice Beam, Screw Attack, 4 Tanks and 42 Missiles)
999999 999999 KKKKKK KKKKKK (Hideout 2, no Kraid, no Varia, no Mother Brain, no final time limit)
X-z-uJ lls0W0 fVvweG 000WNr (215 missiles, 5 energy tanks, all powerups, both mini-bosses dead)
000000 000000 03-200 000089 (255 missiles, but no missile tanks)
000000 000000 080h00 0000gu (Begin with missiles but no missiles in Kraid's lair)
000000 000001 00F300 00008X (Begin with missiles, but no missile tanks in Ridley's lair)
X----- --N?WO dV-Gm9 W01GMI (see Metroid's best ending)
F2-yum akMKa0 O2-oKm 0000fr (Get Ice Beam)
000800 000000 02080H e000?q (Get Long Beam)
mMuiS1 II6-GE Jls?h0 m00WRM (No suit and All Weapons)
00WX00 2W0000 41TW1o 0000LD (Play with Samus with her suit off!)
00U--- -u0000 0AFw9Y 1800sb (Go to Rifley)
C00000 000000 080h00 00006u (Begin with bombs)
NARPAS SWORD0 000000 000000 (infinite health, missiles, Ice Beam, all power-up with the exception of Energy Tanks, Missile Expansions and the Wave Beam.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55356&o=2

$end


$info=pc_mtoid,
$bio

Metroid (c) 1986 Nintendo.

PlayChoice-10 version. For more information about the game itself, please see the original NES version.

- TECHNICAL -

Nintendo PlayChoice-10 hardware
Game ID : MT

Main CPU : Zilog Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz)
Sound Chips : Zetex N2A03 (@ 1.789772 Mhz), DAC

Players : 2
Control : 8-way joystick
Buttons : 2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1810&o=2

$end


$cpc_cass=metropol,
$bio

Metropol [Model 60130221] (c) 1988 Zafiro Soft. Division [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98235&o=2

$end


$ibm5150,ibm5150_cass=metrop,
$bio

Metropolis (c) 1987 Mastertronic, Ltd. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83657&o=2

$end


$cpc_cass=metropph,
$bio

Metropolis (c) 1988 Power House, The [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98237&o=2

$end


$msx1_cass=metropol,
$bio

Metropolis (c) 1989 Topo Soft [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94847&o=2

$end


$vc4000=metropol,
$bio

Metropolis (c) 1978 Interton Electronic.

- TECHNICAL -

[Cassette No. 29]

- TRIVIA -

Also called Hangman outside Germany.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49216&o=2

$end


$cpc_cass=metropts,
$bio

Metropolis [Model AM 509] (c) 1989 Erbe Soft. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98236&o=2

$end


$pc98=metysnow,
$bio

Metys's SnowWars (c) 1992 Bio 100% [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90120&o=2

$end


$cpc_cass=meurgvit,
$bio

Meurtre A Grande Vitesse (c) 1985 Cobra Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98238&o=2

$end


$pc98=mclown,
$bio

Meurtre d'un Clown - Dokeshi Satsujin Jiken (c) 1985 Thinking Rabbit [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90121&o=2

$end


$pc8801_flop=mclown,mclowna,
$bio

Meurtre d'un Clown - Dokeshi Satsujin Jiken (c) 1985 Thinking Rabbit [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92385&o=2

$end


$x68k_flop=mclown,
$bio

Meurtre d'un Clown - Dokeshi Satsujin Jiken (c) 1988 Thinking Rabbit [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87893&o=2

$end


$cpc_cass=meuratln,
$bio

Meurtres sur l'Atlantique (c) 1985 Cobra Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98239&o=2

$end


$cpc_cass=mex86wcm,
$bio

Mexico '86 - A World Cup Management Simulation (c) 1985 Qualsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98240&o=2

$end


$info=mexico,
$bio

Mexico 86 (c) 1986 Zaccaria.

- TRIVIA -

Released in July 1986.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5500&o=2

$end


$info=mexico86,mexico86a,
$bio

Mexico 86 (c) 1987 Micro Research.

Bootleg of "Kick and Run".

- TECHNICAL -

Main CPU : (3x) Z80 (@ 6 Mhz), Motorola M68705 (@ 2 Mhz)
Sound Chips : YM2203 (@ 3 Mhz)

Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 256

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

The game's name is based from the 1986 FIFA World Cup Finals in Mexico. However, as this game retains the teams from "Kick and Run", the host nation Mexico are absent from the game.

- TIPS AND TRICKS -

* All-Stars Team : On the title screen press and hold the start button, wait 8 seconds exactly and release. Do this 3 times and you'll hear a bip-like noise. Insert the coin and go to the team selection screen; put the cursor over Argentina and press and hold start, now choose Argentina. But instead of choosing Argentina you'll get the All-Stars Team.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1624&o=2

$end


$bbca_cass,bbcb_cass=mexico86,
$bio

Mexico 86 (c) 19?? Qualsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52102&o=2

$end


$saturn,sat_cart=mezaseid,
$bio

Mezase Idol Star!! Natsuiro Memories - Mahjong-hen (c) 1996 Shar Rock

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59416&o=2

$end


$nes=pachikun,pachikunp,
$bio

??????? ????? (c) 1987 Coconuts Japan.
(Mezase Pachi Pro - Pachio-kun)

- TRIVIA -

Released on December 18, 1987 in Japan.

The title of this game translates from Japanese as 'Aiming for Pachinko Pro: Pachio-kun)'.

An hidden Japanese dev. message can be seen on the ROM. here is the translation:
"I want a good debugger!
Somebody, buy me YHP's debugger.
The music sucks. The graphics suck.
I'm starving. I'm tired.
I got to go home fast."

- TIPS AND TRICKS -

Secret message: Start a game of pachinko, and press Select to open the pause menu. Select the third option and press Select 12 times. Then, select the second option and press Start 7 times. Finally, select the first option and press A. If you performed the steps correctly, a secret message should appear, which translates as 'to Kaoru Suzuki-chan'.

- STAFF -

Developed by Marionette Co.

Staff: Takayuki Onodera (O. Takayuki), Yoshiaki Sakaguchi (S. Yoshiaki), O. Masataka, I. Masanobu, Taka Iwamoto (I. Taka)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54376&o=2

$end


$pico=proyakyu,
$bio

Mezase Pro Yakyuu [Model HPC-6021] (c) 1995 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75719&o=2

$end


$nes=mezatopg,
$bio

Mezase Top Pro - Green Ni Kakeru Yume (c) 1993 Jaleco Company, Limited. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54377&o=2

$end


$ngpc=mezase,
$bio

Mezase! Kanji Ou [Model NEOP00630] (c) 2000 SNK Corp. [Shin Nihon Kikaku] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82543&o=2

$end


$gba=mkoshien,
$bio

Mezase! Koushien [Model AGB-BMKJ-JPN] (c) 2005 Tasuke [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71826&o=2

$end


$psx=mezasese,
$bio

Mezase! Senkyuuou [Model SLPS-00313] (c) 1996 Nihon System, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85444&o=2

$end


$pc98=mezaset2,
$bio

Mezase! Top Player - Tennis Tennis 2 (c) 1993 Softec [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90122&o=2

$end


$cpc_cass=mgt,
$bio

MGT - Magnetik Tank (c) 1986 Loriciels [France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98113&o=2

$end


$cpc_cass=mgts,
$bio

MGT - Magnetik Tank [Model 22204] (c) 1986 Proein Soft Line [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98114&o=2

$end


$pc8801_flop=mhsyst,mhsysta,
$bio

MH System Disk (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92293&o=2

$end


$nes=mihunche,mihunchea,
$bio

迷魂車 (c) 1988 Chi Chi Toy Co.
(Mi Hun Che)

- STAFF -

Developed by: Hwang Shinwei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76863&o=2

$end


$gameboy=mitudelu,
$bio

Mi Tu De Lu (c) 19?? GYY [Taiwan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66393&o=2

$end


$n64=miahamm,
$bio

Mia Hamm Soccer 64 (c) 2000 South Peak

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57826&o=2

$end


$gbcolor=miahamm,
$bio

Mia Hamm Soccer Shootout [Model CGB-BMHE-USA] (c) 2000 SouthPeak Interactive, LLC

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68363&o=2

$end


$amigaocs_flop=miamichs,
$bio

Miami Chase (c) 1990 Codemasters Software Company, Limited., The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74541&o=2

$end


$cpc_cass=miamicob,
$bio

Miami Cobra GT (c) 1991 Players Premier

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98241&o=2

$end


$info=v4miami,
$bio

Miami Dice (c) 199? Nova.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41666&o=2

$end


$info=v4mdice,
$bio

Miami Dice (c) 199? BWB.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42285&o=2

$end


$cpc_cass=miamidic,
$bio

Miami Dice [Model BBA 062] (c) 1986 Bug-Byte

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98242&o=2

$end


$c64_cart,c64_flop=miamivic,
$bio

Miami Vice (c) 1986 Ocean

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53636&o=2

$end


$cpc_cass=miamivic,
$bio

Miami Vice (c) 1986 Ocean Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98243&o=2

$end


$pc98=micat,
$bio

Micat (c) 1992 Micro Core [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90123&o=2

$end


$snes=andrindyj,
$bio

Michael Andretti's INDYCAR CHALLENGE (c) 1995 BPS.

Japanese release. Game originally released in USA. See the USA release for more information; "Michael Andretti's INDYCAR CHALLENGE [Model SNS-AMAE-USA]".

- TECHNICAL -

Game ID: SHVC-AMAJ-JPN

- TRIVIA -

Released on January 20, 1995 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61806&o=2

$end


$snes=andrindy,
$bio

Michael Andretti's INDYCAR CHALLENGE (c) 1994 BPS.

A racing game sponsored by Michael Andretti. The game features IndyCar action. There are many modes of play including single race, season mode, and the option to disable the sound and/or music. One or two players can join in on the action.

- TECHNICAL -

Game ID: SNS-AMAE-USA

- TRIVIA -

Released in September 1994 in USA.

Export releases:
[JP] "Michael Andretti's INDYCAR CHALLENGE [Model SHVC-AMAJ-JPN]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63258&o=2

$end


$nes=andretti,
$bio

Michael Andretti's World GP (c) 1990 American Sammy Corp. [Torrance, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55357&o=2

$end


$famicom_flop=michael,
$bio

????English??? (c) 1987 Scorpion Soft.
(Michael English Daibouken)

- TECHNICAL -

Cartridge ID: SCO-MEA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65401&o=2

$end


$info=mwalk,mwalku,mwalkbl,mwalkj,mwalkd,mwalkjd,mwalkud,
$bio

Michael Jackson's MoonWalker (c) 1990 Sega.

Based on the movie of the same name, Moonwalker is a scrolling, isometric beat' em up in which Michael Jackson (1958-2009), along with his chimp Bubbles, attempts to save children and defeat the evil 'Mr. Big'. During each round, the player must defeat each and every one of Mr. Big's henchmen and the deadly enemy machines that patrol the levels. This is achieved either by shooting them with Michael Jackson's 'magical energy', or by using his Dance Magic - the game's equivalent of a smart bomb. Some enemies take only one shot to defeat whereas others take several shots before they are destroyed. The longer the player holds down on the fire button, the greater the amount of magical energy Michael can inflict. At the start of each round, the player is given 2 dance magic smart bombs. Towards the end of each round, Michael's pet chimpanzee, Bubbles, will be seen moving about. If Michael touches Bubbles, he will turn into a powerful robot (the 'Moonwalker' of the game's title). After Michael has become Moonwalker, he will be able to shoot lasers and fire missiles. Michael must defeat every boss enemy at the end of each round in order to proceed to the next.

Each player's Michael Jackson character looks identical but wears a different colour : white (left player), red (middle player), and black (right player).

- TECHNICAL -

Game ID : 317-0157 / 317-0158 / 317-0159

Runs on the Sega "System 18" hardware.

Players: 3
Control: 8-way joystick
Buttons: 3

- TRIVIA -

Released in July 1990.

Moonwalker is made up of 5 stages, each featuring a different Michael Jackson track for the instrumental background music. The stage music is as follows...
1. Cavern : 'Bad'
2. Amusement Quarter : 'Smooth Criminal'
3. Night Street : 'Beat It'
4. Graveyard : 'Another Part Of Me'
5. Evil Fortress : a reprise of 'Bad'

If you complete all 5 stages and finish the game, the song that will play for the ending will be 'Billie Jean'.

- UPDATES -

FD1094 317-0157
* Japanese version.

FD1094 317-0158
* US version.
* Additional "Winners Don't Use Drugs" screen.

FD1094 317-0159
* World version.

BOOTLEG
* no I8751 @ 8 Mhz :-)

- STAFF -

Game concept & Design by : Michael Jackson

- PORTS -

A version of Moonwalker was released for the Sega Mega Drive/Genesis and Sega Master System. It retained most of the gameplay elements of the arcade game that inspired it, but the isometric viewpoint was dropped in favor of sideways scrolling. The end result had more in common with Namco's "Rolling Thunder" than with the arcade MoonWalker.

Versions of the game with completely different gameplay to both the arcade and console versions were released for the popular 8-bit and 16-bit home computers of the time : Amstrad CPC, Atari ST, Commodore 64, Commodore Amiga, MS-DOS, MSX and ZX Spectrum.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1625&o=2

$end


$sms=mwalk,mwalkp,
$bio

Michael Jackson's Moonwalker (c) 1990 Sega Enterprises, Limited.

- TRIVIA -

Reviews:
1990 - Consoles + HS N.2 [FR]: 80/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56097&o=2

$end


$megadriv=mwalk1,mwalk,
$bio

Michael Jackson's Moonwalker (c) 1990 Sega Enterprises, Limited.

- TRIVIA -

Reviews:
1990 - Consoles + HS N.2 [FR]: 81/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56673&o=2

$end


$snes=jordanchu,
$bio

Michael Jordan - Chaos in the Windy City [Model SNS-AWCE-USA] (c) 1994 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63260&o=2

$end


$snes=jordanch,
$bio

Michael Jordan - Chaos in the Windy City [Model SNSP-AWCP-EUR] (c) 1994 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63259&o=2

$end


$n64=mikeowen,
$bio

Michael Owen's World League Soccer 2000 (c) 2000 THQ

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57827&o=2

$end


$msx1_cass=michel,michels,
$bio

Michel Futbol Master (c) 1989 Dinamic Software [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94848&o=2

$end


$cpc_cass=michelss,
$bio

Michel Futbol Master + Super Skills [Model AMS 890038] (c) 1989 Dinamic Soft. [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98245&o=2

$end


$msx2_flop=tao,
$bio

Michi - Tao (c) 1996 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101858&o=2

$end


$info=michigan,michkit1,michkitb,michnew,michstake,
$bio

Michigan (c) 2001 Splin.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=7667&o=2

$end


$info=misdraw,
$bio

Michigan Super Draw (c) 1986 Merit Industries, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103449&o=2

$end


$psx=michibhk,
$bio

Michinoku Hitou Koi monogatari - Bishoujo Hanafuda Kikou [Model SLPS-00941] (c) 1997 FOG [Full On Games]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85445&o=2

$end


$psx=michinok,
$bio

Michinoku Hitou Koi monogatari Kai [Model SLPS-02502] (c) 1999 FOG [Full On Games]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85446&o=2

$end


$pc98=michiyo,
$bio

Michiyo Dreamy - The Quiz Master (c) 1993 System Sacom Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90124&o=2

$end


$megadriv=mickmacku,mickmackup,
$bio

Mick & Mack as the Global Gladiators (c) 1992 Virgin Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57302&o=2

$end


$sms=mickmack,
$bio

Mick & Mack as the Global Gladiators (c) 1993 Virgin Interactive

- TRIVIA -

Reviews:
[FR] May 1993 - Consoles + No. 20: 90/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56098&o=2

$end


$megadriv=mickmack,
$bio

Mick & Mack as the Global Gladiators (c) 1993 Virgin Games.

- TRIVIA -

Reviews:
[FR] March 1993 - Consoles + No. 18: 92/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56674&o=2

$end


$amigaocs_flop=mickmack,
$bio

Mick & Mack as the Global Gladiators (c) 1993 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74542&o=2

$end


$gamegear=mickmack,
$bio

Mick & Mack as the Global Gladiators (c) 1992 Virgin Interactive

- TECHNICAL -

[Model T-70058]

- TIPS AND TRICKS -

* Cheat menu: Go to the options screen, put the cursor next to Music and enter Right x3, Left x3, Right, Left, Right, Left.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64698&o=2

$end


$snes=mickmack,
$bio

Mick & Mack as the Global Gladiators [Prototype] (c) 1993 Virgin Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63261&o=2

$end


$info=gnwmndon,
$bio

Mickey & Donald (c) 1982 Nintendo Co., Ltd.

The goal is put out the fire in a three-story apartment building as quickly as possible. Donald operates the hose, while Mickey runs the pump. Bulges in the hose give more water for Donald to use, but require Mickey to leave the pump to stop leaks.

- TECHNICAL -

Model DM-53

- TRIVIA -

Released on November 12, 1982 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100961&o=2

$end


$pico=mickblstg,
$bio

Mickey - Ausflug in die Vergangenheit [Model 49024-18] (c) 1994 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75720&o=2

$end


$pico=mickblstf,
$bio

Mickey - Fait un Voyage Eclair Dans Le Passe? [Model 49024-09] (c) 1994 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75721&o=2

$end


$amigaocs_flop=mickmemr,
$bio

Mickey - Jeu de Memoire (c) 1993 Disney Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74543&o=2

$end


$amigaocs_flop=mickpuzl,
$bio

Mickey - Puzzles Animes (c) 1991 Disney Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74544&o=2

$end


$amigaocs_flop=micky123,
$bio

Mickey 123 - L'Anniversaire Surprise (c) 1992 Disney Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74545&o=2

$end


$amigaocs_flop=mickyabc,
$bio

Mickey ABC - Une Journée à la Fête (c) 1992 Disney Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74546&o=2

$end


$pyuuta=athland,
$bio

Mickey Athletic Land [Model 013E] (c) 198? Tomy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101350&o=2

$end


$amigaocs_flop=mickmotc,
$bio

Mickey et la Machine à Mots Croisés (c) 199? Disney Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74547&o=2

$end


$megadriv=mmania,
$bio

Mickey Mania - The Timeless Adventures of Mickey Mouse (c) 1994 Sony Imagesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56675&o=2

$end


$megadriv=mmaniau,mmaniaup,
$bio

Mickey Mania - The Timeless Adventures of Mickey Mouse (c) 1994 Sony Imagesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57303&o=2

$end


$megadriv=mmaniaj,
$bio

Mickey Mania - The Timeless Adventures of Mickey Mouse (c) 1995 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56676&o=2

$end


$snes=mmaniaj,
$bio

Mickey Mania - The Timeless Adventures of Mickey Mouse [Model SHVC-AMIJ-JPN] (c) 1995 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61807&o=2

$end


$snes=mmaniau,
$bio

Mickey Mania - The Timeless Adventures of Mickey Mouse [Model SNS-AMIE-USA] (c) 1994 Sony Imagesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63263&o=2

$end


$snes=mmania,
$bio

Mickey Mania - The Timeless Adventures of Mickey Mouse [Model SNSP-AMIP-EUR] (c) 1994 Sony Imagesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63262&o=2

$end


$segacd=mmania,
$bio

Mickey Mania - Timeless Adventures of Mickey Mouse [Model T-93265] (c) 1994 Sony Imagesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60765&o=2

$end


$nes=mmania7,
$bio

Mickey Mania 7 (c) 1996 JY Co.

- TECHNICAL -

Game ID: JY-077

- TIPS AND TRICKS -

JY Company Logo: It can be accessed by pressing Up X4, Down X4, Left X2 and Right X2 on the title screen. If you do mess up, the game will reset the code so you can try again

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95412&o=2

$end


$megacd,megacdj=mmania,mmaniada,mmaniad,
$bio

Mickey Mania [Model T-93305-50] (c) 1994 Sony Imagesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60633&o=2

$end


$cpc_cass=mickey,
$bio

Mickey Mouse (c) 1988 Gremlin Graphics Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98246&o=2

$end


$nes=mickeydb,
$bio

Mickey Mouse - Dream Balloon (c) 1992 Kemco

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55358&o=2

$end


$nes=mickeyj,
$bio

Mickey Mouse - Fushigi no Kuni do Daibouken (c) 1987 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54378&o=2

$end


$gameboy=mickeymw,
$bio

Mickey Mouse - Magic Wand [Model DMG-I5-USA] (c) 1998 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66436&o=2

$end


$gamegear=legndillj,
$bio

Mickey Mouse Densetsu no Oukoku - Legend of Illusion [Model G-3360] (c) 1995 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64700&o=2

$end


$gameboy=mickey2,
$bio

Mickey Mouse II [Model DMG-M2A] (c) 1991 Kemco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66438&o=2

$end


$nes=mickey3,
$bio

Mickey Mouse III - Yume Fuusen (c) 1992 Kemco

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54379&o=2

$end


$gameboy=mickey4,
$bio

Mickey Mouse IV - Mahou no Labyrinth [Model DMG-L4A] (c) 1993 Kemco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66439&o=2

$end


$gamegear=castlillj,
$bio

Mickey Mouse no Castle Illusion [Model G-3301] (c) 1991 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64701&o=2

$end


$gamegear=landillj,
$bio

Mickey Mouse no Mahou no Crystal [Model G-3323] (c) 1993 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64702&o=2

$end


$gameboy=mickey5,
$bio

Mickey Mouse V - Mahou no Stick [Model DMG-I5J] (c) 1993 Kemco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66440&o=2

$end


$gameboy=mickey,
$bio

Mickey Mouse [Model DMG-M2-ESP] (c) 1992 Kemco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66433&o=2

$end


$gameboy=mickeyj,
$bio

Mickey Mouse [Model DMG-MMA] (c) 1989 Kemco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66435&o=2

$end


$nes=mickey,
$bio

Mickey Mousecapade (c) 1988 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55359&o=2

$end


$pico=mickbmt,
$bio

Mickey no Boku wa Meitantei [Model T-255050] (c) 2000 Kodansha

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75722&o=2

$end


$snes=mickeym1a,mickeym1,
$bio

???????????????? (c) 1992 Capcom Company, Limited.
(Mickey no Magical Adventure)

Mickey no Magical Adventure is a side-scrolling platform game by Capcom featuring Mickey Mouse. The game starts on a sunny day when Mickey and his friends peacefully play a game of catch. Sadly, Pluto goes missing and Mickey sets out on a quest with the help of his friends and a wizard to find the poor dog. Our hero has to travel deep into Emperor Pete's kingdom to defeat his minions and take the final fight to his castle. Mickey starts his journey with a really basic power - he can pick blocks and spin-throw them around in the air. He can also jump on his enemies heads to stun them. But soon, our hero mouse learns new special powers and is able to cast incredible magic spells and breath under water with the help of the magician outfit, spray water with the firefighter uniform and his hose or grappling up high platforms with his Climber Outfit and his hoo (the Magician or Fireman outfits are the only ones that need to be recharged during the game though).Mickey can collect gold coins and buy items at local stores scattered throughout the game - they usually sell hearts, magic or water refills and special items. The game includes a (sadly not simultaneous) two-player mode.

- TECHNICAL -

Cartridge ID: SHVC-MI

- TRIVIA -

Released on November 20, 1992 in japan for 8500 Yen.

Reviews:
[FR] November 1992 - Consoles+ No. 14: 93/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61808&o=2

$end


$gba=mickeypr,
$bio

Mickey no Pocket Resort [Model AGB-BM4J-JPN] (c) 2004 Tomy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71886&o=2

$end


$n64=mickspedj,
$bio

Mickey no Racing Challenge USA [Model NUS-NMLJ] (c) 2001 Nintendo [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57828&o=2

$end


$snes=mickeytd,
$bio

Mickey no Tokyo Disneyland Daibouken [Model SHVC-ZJ] (c) 1994 Tomy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61809&o=2

$end


$pico=mickdsr,
$bio

Mickey no Tokyo Disneyland Stamp Rally [Model T-255010] (c) 199? Kodansha

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75723&o=2

$end


$pico=mickybka,mickybk,
$bio

Mickey no Yukai na Bouken [Model HPC-6001] (c) 1993 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75724&o=2

$end


$snes=mickeym3,
$bio

Mickey to Donald - Magical Adventure 3 [Model SHVC-AM3J-JPN] (c) 1995 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61810&o=2

$end


$snes=mickeym2,mickeym2s,
$bio

Mickey to Minnie - Magical Adventure  (c) 1994 Capcom Company, Limited.

- TECHNICAL -

Cartridge ID: SHVC-4C

- TRIVIA -

The game was presented at the 1994 Tokyo Omocha Show in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61811&o=2

$end


$pico=mickofrd,
$bio

Mickey to Ooki na Furudokei [Model HPC-60236-02] (c) 1995 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75725&o=2

$end


$pico=mickuts,
$bio

Mickey to Utau Tori no Shima [Model T-255030] (c) 1998 Kodansha

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75726&o=2

$end


$pico=mickblstb,
$bio

Mickey Viajando no Tempo (c) 1994 Sega Enterprises, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88789&o=2

$end


$nes=mickeyan,
$bio

Mickey's Adventure in Numberland (c) 1994 Hi Tech Expressions

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55360&o=2

$end


$pico=mickblst,mickblst1,mickblst2,mickblst3,mickblst4,mickblst5,mickblst6,
$bio

Mickey's Blast into the Past [Model 49024-00] (c) 1994 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75727&o=2

$end


$gameboy=mickeych,
$bio

Mickey's Chase (c) 1993 Capcom Company, Limited.

- TECHNICAL -

Cartridge ID: DMG-MC-ESP

- TRIVIA -

Reviews:
[FR] May 1993 - Consoles + N.20: 80/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66441&o=2

$end


$gameboy=mickeychu,
$bio

Mickey's Chase [Model DMG-MC-USA] (c) 1993 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66443&o=2

$end


$gameboy=mickeychj,
$bio

Mickey's Chase [Model DMG-MCJ] (c) 1992 Kemco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66442&o=2

$end


$snes=mickeypa,
$bio

Mickey's Playtown Adventure - A Day of Discovery! [Model SNS-AMPE-USA] (c) 1994 Hi Tech Expressions

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63264&o=2

$end


$gbcolor=mickeyra,
$bio

Mickey's Racing Adventure [Model CGB-ARNE-USA] (c) 1999 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68364&o=2

$end


$amigaocs_flop=mickrunz,
$bio

Mickey's Runaway Zoo (c) 1991 Disney Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74548&o=2

$end


$nes=mickeysl,
$bio

Mickey's Safari in Letterland (c) 1993 Hi Tech Expressions

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55361&o=2

$end


$n64=micksped,mickspedu,
$bio

Mickey's Speedway USA (c) 2000 Nintendo.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57829&o=2

$end


$gbcolor=micksped,
$bio

Mickey's Speedway USA [Model CGB-BSNE-USA] (c) 2001 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68366&o=2

$end


$megadriv=mickeyuc,
$bio

Mickey's Ultimate Challenge (c) 1994 Hi Tech Expressions

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57304&o=2

$end


$gamegear=mickeyuc,
$bio

Mickey's Ultimate Challenge (c) 1994 Hi Tech Expressions

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64703&o=2

$end


$sms=mickeyuc,
$bio

Mickey's Ultimate Challenge (c) 1998 Tec Toy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56099&o=2

$end


$gameboy=mickeyuc,
$bio

Mickey's Ultimate Challenge [Model DMG-UV-USA] (c) 1994 Hi Tech Expressions

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66444&o=2

$end


$snes=mickeyuc,
$bio

Mickey's Ultimate Challenge [Model SNS-6U-USA] (c) 1994 Hi Tech Expressions

- TRIVIA -

Reviews:
[FR] September 1994, Consoles + N.35: 81%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63265&o=2

$end


$pico=mickladv,
$bio

Mickys Lustiges Abenteuer (c) 1993 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75728&o=2

$end


$mc10=micomain,
$bio

Micomainia (c) 198? Ottery [Darren Ottery]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87670&o=2

$end


$x1_flop=mbm,
$bio

Micro BASIC Magazine - Program-shuu (c) 198? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86064&o=2

$end


$bbca_cass,bbcb_cass=micrbudg,
$bio

Micro Budget (c) 19?? Micro Power

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52103&o=2

$end


$mc10=checkers,checkersa,
$bio

Micro Checkers [Model 26-3360] (c) 1983 Tandy Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87671&o=2

$end


$coco_cart=microchs,
$bio

Micro Chess v2.0 (c) 1980 Tandy Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53448&o=2

$end


$mc10=compac,
$bio

Micro Color Compac [Model 26-3350] (c) 1983 Tandy Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87672&o=2

$end


$bbca_cass,bbcb_cass=micrderb,
$bio

Micro Derby (c) 19?? Bug Byte

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52104&o=2

$end


$pc8801_flop=mdb,
$bio

Micro Disk Basic (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92386&o=2

$end


$info=microeng,
$bio

Micro Engenho (c) 1982 Spectrum Eletronica.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100205&o=2

$end


$mc10=breakout,breakoutj,eggcatch,eggcatcha,horserac,horseraca,lunland,lunlanda,pong,ponga,
$bio

Micro Games [Model 26-3361] (c) 1983 Tandy Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87673&o=2

$end


$nes=micromacua,
$bio

Micro Machines (c) 1992 Camerica

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55362&o=2

$end


$nes=micromac,
$bio

Micro Machines (c) 1992 Codemasters Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55363&o=2

$end


$nes=micromacu,
$bio

Micro Machines (c) 1992 Camerica

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55364&o=2

$end


$megadriv=micromacc,
$bio

Micro Machines (c) 1993 Codemasters Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56677&o=2

$end


$gamegear=micromac,
$bio

Micro Machines (c) 1993 Codemasters Software

- TIPS AND TRICKS -

* Practice Mode: At the title screen, press Up,2, Down,2, 2 Left,2 x3. Now, you can select any course to race but, after finishing it, you will go back to the title screen.

* Hard mode: At the title screen, press Up, Down, Left, Right, Left, 2, Up to activate Hard mode, in which your car skids more.

* Rock hard mode: At the title screen, press Up, Down, Left, Right, Left, 2, Up, Up, 2, Up to activate Rock hard mode, which causes your car to skid even more.

* Super skid: Go to the honey puddle in the centre of the table on the "The Breakfast Bends" track and press 1+2. A sound will confirm the code. This will cause your car to skid more (like in hard mode).

* Faster vehicles: On the qualifying race, get well ahead of the pack and then stop just before the finishing line, turn around, and hold 2 to reverse over the finishing line in first place. A sound will play if you do it right, and all your vehicles will be faster.

* Explosive opponents: On the first race ("The Breakfast Bends") stop your car at the top left corner of the table and press 1+2. A sound will play if you do it right. This makes your opponents explode when they touch you.

* Infinite lives: On the first race ("The Breakfast Bends"), drive off the bottom right corner of the table forwards. A sound will play if you do it right. This gives you infinite lives - although they don't show they are infinite if you lose that race.

* Easier opponents: On the first race ("The Breakfast Bends"), drive off the top right corner of the table backwards. A sound will play if you do it right. This makes your opponents' cars slower.

* Always finish in first place: Start the "Breakfast Bends" level as usual. When the round starts, turn around and race the lap backwards (i.e. anticlockwise). When you cross the finish line you will hear a sound to indicate the code has worked. Whatever happens, you will now finish every race in first place.

* Squinky Tennis mini-game: This tip requires two Game Gears linked-up. During the Codemasters logo, hold START until a green screen appears to enter into a tennis mini-game.

- STAFF -

Game Gear version by : Ashley Routledge, David Saunders

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64704&o=2

$end


$amigaocs_flop=micromac,
$bio

Micro Machines (c) 1993 Codemasters Software Company, Limited., The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74549&o=2

$end


$sms=micromac,
$bio

Micro Machines (c) 1994 Codemasters Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56100&o=2

$end


$gbcolor=microm12,
$bio

Micro Machines 1 and 2 - Twin Turbo [Model CGB-AT8E-USA] (c) 2000 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68368&o=2

$end


$megadriv=micromc2,micromc2a,
$bio

Micro Machines 2 - Turbo Tournament (c) 1994 Codemasters Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56678&o=2

$end


$snes=micromc2,
$bio

Micro Machines 2 - Turbo Tournament (c) 1994 Ocean Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63268&o=2

$end


$gameboy=micromc2,
$bio

Micro Machines 2 - Turbo Tournament [Model DMG-A2XP-NOE] (c) 1996 Ocean Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66448&o=2

$end


$gamegear=micromc2,
$bio

Micro Machines 2 - Turbo Tournament (c) 1995 Codemasters Software

- TECHNICAL -

[Model T-120108-50]

- TRIVIA -

Reviews:
[FR] April 1995, Consoles + N.42: 90/100

- TIPS AND TRICKS -

* Squinky Tennis mini-game: This tip requires two Game Gears linked-up. During the Codemasters logo, hold START until a green screen appears to enter into a tennis mini-game.

- STAFF -

Game Gear version by : Ashley Routledge, David Saunders

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64705&o=2

$end


$n64=micromac,micromacu,
$bio

Micro Machines 64 Turbo (c) 1998 Codemasters Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57830&o=2

$end


$megadriv=micromm,
$bio

Micro Machines Military (c) 1996 Codemasters Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56679&o=2

$end


$megadriv=microm96a,microm96,
$bio

Micro Machines Turbo Tournament 96 (c) 1995 Codemasters Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56680&o=2

$end


$gbcolor=micromc3,
$bio

Micro Machines V3 [Model CGB-BM3E-USA] (c) 2000 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68370&o=2

$end


$cdi=micromac,micromacd,
$bio

Micro Machines (c) 1995 Philips Interactive Media, Incorporated.

Race 9 turbo-charged vehicles over 36 of the most challenging circuits! Fast furious and fantastically playable Micro Machines is THE arcade racer.

- TECHNICAL -

Model 810 0291

- STAFF -

Development team: Ash Hogg (code & audio), Brian Hartley (graphics), Gerard Gourley (audio), Altered Images (3-D sequences)
Management: Richard Darling (Codemasters), Steve Hayes (Philips), Sarah Scadgell (Philips), Julian Lynn-Evans (Philips)

Many Thanks to the following people for their efforts in connection with this project's development:
at Codemasters: Tim Bartlett (helping with audio), Jason Walker (playtesting), Steve Holley (for pushing the final stages)
at Philips ADS: Tim Page, Paul Reid, Dave Hawkins, Johnny Wood
at Philips Hasselt: Richard van de Laarschot

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52995&o=2

$end


$gba=micromac,
$bio

Micro Machines [Model AGB-AXZP-EUR] (c) 2003 Atari Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71887&o=2

$end


$gameboy=micromac,
$bio

Micro Machines (c) 1995 Ocean Software, Limited.

- TECHNICAL -

Game ID: DMG-H3-USA

- STAFF -

Game Boy version by: R. Fred Williams
Graphics by: Peter Ranson
Music by: Lyndon Sharp

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66446&o=2

$end


$snes=micromacu,
$bio

Micro Machines [Model SNS-AH3E-USA] (c) 1994 Ocean Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63267&o=2

$end


$snes=micromac,
$bio

Micro Machines [Model SNSP-AH3P-EUR] (c) 1994 Ocean Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63266&o=2

$end


$gbcolor=microman,
$bio

Micro Maniacs [Model CGB-B3NP-EUR] (c) 2001 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68372&o=2

$end


$cpc_cass=micromgd,
$bio

Micro Mouse goes De-Bugging [Model IS 0305] (c) 1989 Mastertronic, Ltd. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98248&o=2

$end


$pc98=microms2,microms2c,
$bio

Micro Musician II  (c) 19?? Music Network

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90125&o=2

$end


$bbca_cass,bbcb_cass=microlym,
$bio

Micro Olympics (c) 1984 Database

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52105&o=2

$end


$ti99_cart=micropb,
$bio

Micro Pinball (c) 1984 Software Specialties

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84622&o=2

$end


$cpc_cass=microsap,
$bio

Micro Sapiens (c) 1985 Ere Informatique [Paris, France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98249&o=2

$end


$cpc_cass=microscr,
$bio

Micro Scrabble [Model LG210] (c) 1985 Leisure Genius

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98250&o=2

$end


$ti99_cart=tennis,
$bio

Micro Tennis (c) 1983 DaTaBioTics

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84623&o=2

$end


$msx1_cart=xevious,
$bio

Micro Xevious (c) 1990 Zemina [Korea]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77589&o=2

$end


$cpc_cass=mmusicrt,
$bio

Micro-Music Creator (c) 1988 First Byte Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98251&o=2

$end


$info=mpf1,mpf1b,
$bio

Micro-Professor MPF-I (c) 1981 Multitech.

The MPF-I, specifically designed to teach the fundamentals of machine code and assembly language, is a simple and easy to use training system for the Zilog Z80 microprocessor.

- TRIVIA -

The Micro-Professor MPF-I was the first branded computer product from Multitech.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103342&o=2

$end


$bbca_cass,bbcb_cass=microbal,
$bio

Microball (c) 1986 Alternative

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52107&o=2

$end


$cpc_cass=microbal,
$bio

Microball [Model AS089] (c) 1988 Alternative Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98253&o=2

$end


$bbca_cass,bbcb_cass=microbe,
$bio

Microbe (c) 1983 Virgin Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52108&o=2

$end


$coco_cart=microbes,
$bio

Microbes (c) 1981 Tandy Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53449&o=2

$end


$a800=microcal,
$bio

Microcalc XE (c) 19?? Grupo SITSA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86621&o=2

$end


$mc10=microbas,
$bio

MicroColor Basic (c) 1982 Microsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87674&o=2

$end


$bbca_cass,bbcb_cass=micrcosm,
$bio

Microcosm (c) 1984 Firebird

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52109&o=2

$end


$megacd,megacdj=microcos,microcosa,
$bio

Microcosm [Model T-113015-50] (c) 1993 Psygnosis, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60634&o=2

$end


$segacd=microcos,
$bio

Microcosm [Model T-113015] (c) 1993 Psygnosis, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60766&o=2

$end


$megacd,megacdj=microcos,
$bio

Microcosm (c) 1993 Sega Enterprises, Limited.

A sort of laser disc arcade shooter on your TV !

- TECHNICAL -

[Model T-60164]

- TRIVIA -

Microcosm was released on February 25, 1994 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49057&o=2

$end


$a800=micfiler,
$bio

Microfiler (c) 1983 MPP

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86622&o=2

$end


$pc98=cobol,
$bio

Microfocus Level II COBOL (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90126&o=2

$end


$a5200=microgam,
$bio

Microgammon SB (c) 1983 Atari, Incorporated.

- TRIVIA -

Unreleased prototype.

- STAFF -

Programmer: Steve Baker

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50063&o=2

$end


$a800=microill,
$bio

MicroIllustrator (c) 1983 Chalkboard, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86619&o=2

$end


$a800=maestro,maestrof,
$bio

MicroMaestro (c) 1983 Chalkboard, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86620&o=2

$end


$info=micrombc,
$bio

Microman Battle Charge (c) 1999 Sega Enterprises, Limited.

- TRIVIA -

Microman Battle Charge was released on March 26, 1999 in Japan only.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32058&o=2

$end


$bbca_cass,bbcb_cass=micmath1,
$bio

MicroMaths (c) 19?? LCL

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52106&o=2

$end


$a800=micprnt4,
$bio

Microprinter System 400 (c) 1983 MSI

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86623&o=2

$end


$a800=micprnt8,
$bio

Microprinter System 800 (c) 1983 MSI

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86624&o=2

$end


$amigaocs_flop=mpcol,
$bio

MicroProse Collection for 1991/92 (c) 199? Microprose Software, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74550&o=2

$end


$amigaocs_flop=mpf1gp,
$bio

MicroProse Formula One Grand Prix (c) 1991 Microprose Software, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74551&o=2

$end


$cpc_cass=mpsoccer,
$bio

Microprose Soccer [Model AM 633] (c) 1989 Erbe Soft. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98254&o=2

$end


$amigaocs_flop=mpsoccer,
$bio

MicroProse Soccer [Soccer Stars] (c) 1989 Microprose Software, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74552&o=2

$end


$gbcolor=msepu,
$bio

Microsoft - The Best of Entertainment Pack (c) 2001 Classified Games.

A port/compilation of FreeCell, Tut's Tomb, TriPeaks, SkiFree, LifeGenesis, Minesweeper, and TicTactics...

- TECHNICAL -

Model CGB-BMEE-USA

- TRIVIA -

Released in June 2001 in USA.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68374&o=2

$end


$gbcolor=msep,
$bio

Microsoft - The Best of Entertainment Pack (c) 2001 Cryo Interactive Ent.

European release. Game developed in USA. See original "Microsoft - The Best of Entertainment Pack [Model CGB-BMEE-USA]" for more information about the game itself.

- TECHNICAL -

Model CGB-BMZP-EUR

- TRIVIA -

Released on August 31, 2001 in Europe.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68373&o=2

$end


$ibm5150,ibm5150_cass=msadvent,msadventcr,
$bio

Microsoft Adventure (c) 1981 IBM

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83658&o=2

$end


$a800=msbasic2,
$bio

Microsoft BASIC II Programming Language (c) 1982 Atari, Inc. [Sunnyvale, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86625&o=2

$end


$ibm5150,ibm5150_cass=decathln,
$bio

Microsoft Decathlon (c) 1982 Microsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83659&o=2

$end


$ibm5150,ibm5150_cass=msfsim1,msfsim15,msfsim21,msfsim22,msfsim23,msfsim24,
$bio

Microsoft Flight Simulator (c) 1982 Microsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83660&o=2

$end


$pc98=msfsimhd,
$bio

Microsoft Flight Simulator (c) 199? Microsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90127&o=2

$end


$pc98=msfsim50jpn,
$bio

Microsoft Flight Simulator - Japan Map (c) 1994 Microsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90128&o=2

$end


$pc98=msfsim40sf,
$bio

Microsoft Flight Simulator - San Francisco Scenery (c) 19?? Twilight Express

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90129&o=2

$end


$pc98=msfsim40wdc,
$bio

Microsoft Flight Simulator - Washington D.C. Scenery (c) 19?? Twilight Express

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90130&o=2

$end


$pc98=msfsim40,msfsim40a,
$bio

Microsoft Flight Simulator Version 4.0 (c) 1992 Microsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90131&o=2

$end


$pc98=msfsim40gc,
$bio

Microsoft Flight Simulator Version 4.0 - Grand Canyon Scenery (c) 19?? Mallard

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90132&o=2

$end


$pc98=msfsim40h,
$bio

Microsoft Flight Simulator Version 4.0 - Hawaii Scenery (c) 19?? Mallard

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90133&o=2

$end


$pc98=msfsim40j,
$bio

Microsoft Flight Simulator Version 4.0 - Japan Scenery (c) 19?? Mallard

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90134&o=2

$end


$pc98=msfsim40t,
$bio

Microsoft Flight Simulator Version 4.0 - Tahiti Scenery (c) 19?? Mallard

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90135&o=2

$end


$pc98=msfsim50,
$bio

Microsoft Flight Simulator Version 5.0 (c) 1994 Microsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90136&o=2

$end


$ti99_cart=multipln,
$bio

Microsoft Multiplan [Model PHM 3113] (c) 1981 Texas Instruments

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84624&o=2

$end


$gbcolor=mspinbu,
$bio

Microsoft Pinball Arcade [Model CGB-BMQE-USA] (c) 2001 Classified Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68376&o=2

$end


$gbcolor=mspinb,
$bio

Microsoft Pinball Arcade [Model CGB-BMQP-EUR] (c) 2001 Cryo Interactive Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68375&o=2

$end


$gbcolor=mspuzzleu,
$bio

Microsoft Puzzle Collection [Model CGB-AZWE-USA] (c) 2000 Classified Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68378&o=2

$end


$gbcolor=mspuzzle,
$bio

Microsoft Puzzle Collection [Model CGB-BMEP-EUR] (c) 2000 Conspiracy Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68377&o=2

$end


$pc98=spacesim,
$bio

Microsoft Space Simulator - 42 Oku Kounen no Fantasy (c) 1995 Microsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90137&o=2

$end


$intv=msurgeon,
$bio

Microsurgeon (c) 1982 Imagic.

The patient is critically ill! You navigate the Robot Probe through the patient's blood stream, outmaneuvering white blood cells that attempt to slow you down. Remove a tumor from the brain, a blood clot from near the heart and much more! But hurry! To save the patient's life, you must act quickly!

- TECHNICAL -

Model 720013

- STAFF -

Design/Program: Rick Levine
Sound: Dave Durran

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60916&o=2

$end


$ti99_cart=microsur,
$bio

Microsurgeon [Model PHM 3220] (c) 1983 Imagic, Inc. [Los Gatos, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84625&o=2

$end


$info=microtan,
$bio

Microtan 65 (c) 1979 Tangerine Computer Systems.

A 6502 based single board microcomputer.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103339&o=2

$end


$info=microvsn,
$bio

MicroVision (c) 1979 Milton Bradley Co.

Handheld game console from MB.

- TECHNICAL -

Game ID: 4952

CPU: Intel 8021/TI TMS1100 (on cartridge)
Screen type and resolution: 16 × 16 pixel LCD
Register width: 4 bit (TMS1100), 8 bit (8021)
Processor speed: 100 kHz
RAM (integrated into CPU): 64 bytes (TMS1100), 8 bytes (8021)
ROM: 2K (TMS100), 1K (8021)
Cartridge ROM: 2K (TMS 1100), 1K (8021) masked (integrated into CPU; each game's CPU was different)
Video Display Processor: LCD Custom Driver (made by Hughes)
Sound: Piezo beeper
Input: Twelve button keypad, one paddle
Power requirements: One or two 9 volt batteries on earlier Microvision consoles, one 9 volt battery on later Microvision consoles
Power Dissipation: 110 mW (TMS 1100), 1 W (8021)

- TRIVIA -

The Microvision was the very first handheld game console that used interchangeable cartridges. It was released in November 1979. Only 13 games were made for the Microvision.

The Microvision was designed by the same engineer who would later design the Vectrex gaming console.

Gamelist:
Alien Raiders
Baseball
Barrage
Block Buster
Bowling
Connect Four
Cosmic Hunter
Mindbuster
Pinball
Sea Duel
Star Trek Phaser Strike and Phaser Strike
Super Block Buster
Vegas Slots

- STAFF -

Designed by: Jay Smith

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84469&o=2

$end


$pc98=midgarts,
$bio

Mid Garts (c) 1989 Wolf Team [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90138&o=2

$end


$pc8801_flop=midgarts,midgartsds,
$bio

Mid Garts (c) 1989 Wolf Team [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92387&o=2

$end


$msx2_flop=midgartsmidgarta,midgartaa,midgartb,midgartba,
$bio

Mid-Garts (c) 1989 Wolf Team [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101859&o=2

$end


$x68k_flop=midgarts,
$bio

Mid-Garts Gold (c) 1989 Wolf Team [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87894&o=2

$end


$info=ep_midas,ep_midasa,
$bio

Midas Touch Club (c) 1998 Maygay.

- TRIVIA -

Midas Touch Club was released in July 1998.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40866&o=2

$end


$info=24cdjuke,
$bio

Midcoin Juke Box 24CD (c) 1988 Midcoin.

- TECHNICAL -

CPU: Zilog Z80 (@6MHz)

- TRIVIA -

Released in October 1988.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72293&o=2

$end


$info=midearth,
$bio

Middle Earth (c) 1977 Atari, Incorporated.

- TECHNICAL -

Atari Generation 1

Main CPU : M6800 (@ 1 MHz)
Sound Chip : Custom

- STAFF -

Designer : Barry Slater
Artwork : George Opperman

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5420&o=2

$end


$nes=dongdng2,
$bio

Middle School English - Dong Dong Nao II [Model SA-003] (c) 1989 Sachen [Taiwan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76864&o=2

$end


$xegs=midimaze,midimazep,
$bio

MIDI Maze (c) 1988 Atari Corp. [Sunnyvale, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51244&o=2

$end


$msx1_cart=midbros,midbrosa,
$bio

Midnight Brothers [Model HBS-G049C] (c) 1986 Sony Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77263&o=2

$end


$msx1_cart=midbuild,
$bio

Midnight Building (c) 1983 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77264&o=2

$end


$pc8801_flop=midngtch,
$bio

Midnight Chase 2 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92388&o=2

$end


$gba=midnclubu,
$bio

Midnight Club - Street Racing [Model AGB-AMQE-USA] (c) 2001 Destination Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71889&o=2

$end


$gba=midnclub,
$bio

Midnight Club - Street Racing [Model AGB-AMQP] (c) 2002 Digital Worldwide

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71888&o=2

$end


$info=smiy2027,smiy2028,smiy2029,smiy2030,smiy2031,smiy2032,smiy2033,smiy2034,smiy2035,smiy2036,smiy2037,smiy2038,
$bio

Midnight Diamonds (c) 2011 Bally Tech., Incorporated.

- TECHNICAL -

EasySelect
Software Part Number: 301243
Game Kit #194519
Cabinet: ALPHA Pro V22-22 Curve iDeck

- UPDATES -

SMI #Y2027
Min/Max %: 85.41%/85.46%
Max Bet: 150
Odds to JP (30 lines played): 90,777
Top Award (x Denom.): 100,000

SMI #Y2028
Min/Max %: 88.02%/88.07%
Max Bet: 150
Odds to JP (30 lines played): 90,777
Top Award (x Denom.): 100,000

SMI #Y2029
Min/Max %: 90.05%/90.10%
Max Bet: 150
Odds to JP (30 lines played): 90,777
Top Award (x Denom.): 100,000

SMI #Y2030
Min/Max %: 91.92%/91.97%
Max Bet: 150
Odds to JP (30 lines played): 90,777
Top Award (x Denom.): 100,000

SMI #Y2031
Min/Max %: 93.96%/94.01%
Max Bet: 150
Odds to JP (30 lines played): 90,777
Top Award (x Denom.): 100,000

SMI #Y2032
Min/Max %: 95.93%/95.98%
Max Bet: 150
Odds to JP (30 lines played): 90,777
Top Award (x Denom.): 100,000

SMI #Y2033
Min/Max %: 85.47%/85.52%
Max Bet: 300
Odds to JP (30 lines played): 385,802
Top Award (x Denom.): 200,000

SMI #Y2034
Min/Max %: 88.08%/88.12%
Max Bet: 300
Odds to JP (30 lines played): 385,802
Top Award (x Denom.): 200,000

SMI #Y2035
Min/Max %: 90.11%/90.16%
Max Bet: 300
Odds to JP (30 lines played): 385,802
Top Award (x Denom.): 200,000

SMI #Y2036
Min/Max %: 91.98%/92.03%
Max Bet: 300
Odds to JP (30 lines played): 385,802
Top Award (x Denom.): 200,000

SMI #Y2037
Min/Max %: 94.02%/94.07%
Max Bet: 300
Odds to JP (30 lines played): 385,802
Top Award (x Denom.): 200,000

SMI #Y2038
Min/Max %: 95.99%/96.04% 300
Odds to JP (30 lines played): 385,802
Top Award (x Denom.): 200,000

- TIPS AND TRICKS -

Overall Hit Frequency: 37.50%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=45204&o=2

$end


$info=mlanding,
$bio

Midnight Landing (c) 1987 Taito America Corp.

A 3-D flight simulator game.

- TECHNICAL -

Main CPU : (2x) Motorola 68000, (2x) Zilog Z80
Sound Chips : Yamaha YM2151, OKI MSM5205

Players : 1
Buttons : 6

- TRIVIA -

Midnight Landing was released in May 1987. It represents the very first flight simulator in Japan!

In 1986, a prototype version was location tested.

The game designers wanted to have a background at noonday but this was canceled because technical problems happened.

8 years after this game, the famous sound team, zuntata, remaked the main music of this game in "Landing Gear".

Soundtrack releases :
Kyukyoku Tiger - G.S.M. Taito 2 [Pony Canyon / Scitron - D28B0008 - 1988.11.21]

- TIPS AND TRICKS -

* You can't get perfect score because game programmers omitted to program the 100 points feature at each stage...

- SERIES -

1. Midnight Landing (1987)
2. Top Landing (1988)
3. Landing Gear (1995)
4. Landing High Japan (1998)
5. Jet De GO! (2000, Sega Dreamcast)
6. Jet De GO! (2002, Sony PlayStation 2)
7. Jet De GO! Pocket (2005, Sony PSP)

- STAFF -

Composer : Shizuo Aizawa (Zuntata)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4614&o=2

$end


$a2600=midmagic,midmagice,
$bio

Midnight Magic (c) 1988 Atari Corporation.

Pinball game.

- TECHNICAL -

Model CX26129

- TRIVIA -

The game was apparently finished four years before, in 1984.

- SCORING -

Score points by hitting the targets and bumpers. When the score multiplier is on, all scores are multiplied by the number shown.

The five drop-targets at the top of the screen are worth 100 points each.Hitting a target when the arrow is pointing at it is worth 3000 points.  It also lights up the bumpers, brings up the center post, and turns on the kickers.  Hitting all five targets is worth 500 points and increases the score multiplier.

Bumpers are worth 100 points each.  When lit, they are worth 1000 points.

Rollovers on the top right and left are worth 500 points.  When the score multiplier is on, hitting a rollover earns you an extra ball.

The two targets above the top flippers are worth 100 points each.

The spinner is worth 10 points each spin.  Each spin moves the drop-target arrow and bottom rollover lights.

Bottom lanes are worth 500 points when lit.  When the kickers are activated in the outside lanes, they kick the ball back into play, earning you 10 points.

Each bounce on the walls above the flippers earns you 25 points.

Each time the ball rolls over the white area beside the bottom flippers you earn 10 points.

- TIPS AND TRICKS -

First shoot for the target with the arrow to light the bumpers and activate the kickers and center post.

Hit all five drop targets to increase the score multiplier.

When the score multiplier is on, go for the top rollovers to get an extra ball.

- STAFF -

Programmer: Glenn Axworthy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50696&o=2

$end


$info=mdntmrdr,
$bio

Midnight Marauders (c) 1984 Bally Midway.

Set your sights on the mother ship and her 24 invading ships. Their mission is to attack and destroy your bases. You must destroy them first!

You can eliminate the aliens by shooting them when they are lit or by shooting their attacking tanks. When the pace becomes too fierce a direct hit on the mother ship will freeze the action temporarily. While the invaders are frozen, you have rapid fire at your disposal and the chance to annihilate all the aliens. In order to survive you must defend your bases! You will receive new bases as you destroy the invaders and accumulate points. Keep the aliens in your sights and take your best shot.

- TECHNICAL -

[No. 0A12]

Cabinet specs :
Height 72 inches.
Width 26.5 inches.
Depth 36 inches.

- TRIVIA -

Released in May 1984.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=14153&o=2

$end


$a7800=midnight,midnightu,
$bio

Midnight Mutants [Model CX7879] (c) 1990 Atari Corp. [Sunnyvale, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50154&o=2

$end


$segacd=midnight,
$bio

Midnight Raiders [Model 4439] (c) 1994 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60767&o=2

$end


$megacd,megacdj=midnight,
$bio

Midnight Raiders [Model 4439] (c) 1995 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60635&o=2

$end


$info=midres,midresu,midresj,midresb,midresbj,
$bio

Midnight Resistance (c) 1989 Data East.

One or two players take on the role of two commando brothers whose entire family has been kidnapped and must be rescued. The game's eight large, eight-way scrolling levels are made up of platforms, ledges and ladders; each populated both with enemy soldiers and with intricate, imaginatively designed enemy machinery.

In a gameplay mechanic first introduced in SNK's 'Ikari Warriors', players can rotate their guns through 360 degrees, allowing them to target and fire in all directions.

Some enemies, when killed, will drop a red key; collecting these keys allows players to upgrade their weapons at the shop that awaits at the end of each level. A maximum of six keys can be carried at any one time.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound CPU : Hudson Soft HuC6280 (@ 3 Mhz)
Sound Chips : YM2203 (@ 1.5 Mhz), YM3812 (@ 3 Mhz), OKI6295 (@ 7.757 Khz)

Players : 2
Control : Spinner
Buttons : 2

- TRIVIA -

Midnight Resistance was released in October 1989.

The game's ending changes slightly depending how many family members are rescued before the final battle! Save them all!

Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Crude Buster, Midnight Resistance - PCCB-00039) on August 21, 1990.

A Midnight Resistance unit appears in the 1990 movie 'Robocop 2'.

- UPDATES -

The US version has the "Winners Don't Use Drugs" screen.

- TIPS AND TRICKS -

The game's ending changes slightly depending how many family members are rescued before the final battle. For the ''proper'' ending, all family members must be saved. The players must have the full count of six red keys in order to release all of the prisoners.

- SERIES -

1. Heavy Barrel (1987)
2. Midnight Resistance (1989)

- STAFF -

Designer : Koji Akibayashi
Software : Yuichi Nishimura, Naoya Hanada, Yuji Ohtomo, Tac. H
Hardware : Keiichi Yoshida, Hiroyuki Iwabe, Shingo Mitsui
Graphic designers : Tomoo Adachi, Kazumi Minagawa, Fujimi Ohnishi, Yoshinari Kaihoh
Sound : Ahsa, Mard, Fuse, Kiwchi, Hitomi Komatsu

- PORTS -

* Consoles :
[JP] Sega Mega Drive (March 29, 1990) "Midnight Resistance [Model T-13043]"
[US] Sega Genesis (1991) 

* Computers :
[EU] Sinclair ZX Spectrum (1990) 
[EU] Commodore C64 (1990) 
[EU] Amstrad CPC (1990) 
[SP] Amstrad CPC (1990) "Midnight Resistance [Model AM 614]"
[EU] Commodore Amiga (1990) 
[EU] Sinclair ZX Spectrum (1991) "Midnight Resistance [Model AC42]"
[SP] Sinclair ZX Spectrum (1991) "Midnight Resistance [Model SE614]"
[EU] Atari ST (1992) 
[EU] Atari ST (1993) Budget edition

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1626&o=2

$end


$amigaocs_flop=midres,
$bio

Midnight Resistance (c) 1990 Ocean Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74553&o=2

$end


$cpc_cass=midres,
$bio

Midnight Resistance (c) 1990 Ocean Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98256&o=2

$end


$megadriv=midres,
$bio

Midnight Resistance (c) 1991 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57305&o=2

$end


$cpc_cass=midress,
$bio

Midnight Resistance [Model AM 614] (c) 1990 Erbe Soft. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98255&o=2

$end


$megadriv=midresj,
$bio

Midnight Resistance (c) 1991 Data East Corp.

- TECHNICAL -

Game ID: T-13043

- TRIVIA -

Midnight Resistance for Mega Drive was released

Reviews:
[FR] Consoles + HS 2: 84/100

This Mega Drive port was developed and published by Data East on March 29, 1991 in Japan. Although the graphics and stage designs are similar to the arcade version's, the controls were changed to accommodate for the lack of a rotatable joystick. Four control configurations are available. The default controls allows the player to aim at the direction he is moving and keep his aim steady by holding down the B button. The other configurations are closer to the arcade version's controls, allowing the player to rotate the character's aim clockwise, counter-clockwise, or alternate between the two. The player fires his weapon in automatically, which can be toggled on and off with the A button. Unlike the arcade version, the Mega Drive version is single-player only.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47916&o=2

$end


$info=midnrun,midnruna,
$bio

Midnight Run - Road Fighter 2 (c) 1995 Konami.

- TECHNICAL -

GX476

Main CPU : PPC403 (@ 32 Mhz), 68000 (@ 16 Mhz), ADSP21062 (@ 36 Mhz)
Sound Chips : (2x) K054539 (@ 48 Khz)

Players : 2
Control : 8-way Joystick
Buttons : 3

- TRIVIA -

Midnight Run Road Fighter 2 was released in December 1995 in Japan.

- SERIES -

1. Road Fighter (1984)
2. Midnight Run - Road Fighter 2 (1995)

- PORTS -

* Consoles :
Sony PlayStation [JP] (November 27, 1997; "Midnight Run: Road FIghter 2 [Model SLPM-86022]") 
Sony PlayStation [EU] (January 1998) [SLES-00590]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3538&o=2

$end


$ti99_cart=midnitem,
$bio

Midnite Mason (c) 1984 Software Specialties

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84626&o=2

$end


$gameboy=midori,
$bio

Midori no Makibaou [Model DMG-ANAJ-JPN] (c) 1996 Tomy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66449&o=2

$end


$msx1_cart=midway,
$bio

Midway (c) 1983 Magicsoft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77265&o=2

$end


$fm7_cass=midway,
$bio

Midway (c) 1983 Dempa Shinbunsha [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93761&o=2

$end


$n64=midwaygh,
$bio

Midway's Greatest Arcade Hits Vol. 1 (c) 2000 Midway Home Entertainment.

Compilation of 6 arcade classics : 
"Defender" (1980)
"Joust" (1982)
"Robotron: 2084" (1982)
"Sinistar" (1982)
"Spy Hunter" (1983)
"Root Beer Tapper" (1984)

- TECHNICAL -

Model NUS-NAIE-USA

- TRIVIA -

Midway's Greatest Arcade Hits Vol. 1 for Nintendo 64 was released on November 14, 2000 in North America.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57831&o=2

$end


$gba=midwaygh,
$bio

Midway's Greatest Arcade Hits (c) 2001 Midway Home Ent.

Compilation of 4 arcade classics : 
"Defender" (1980)
"Joust" (1982)
"Robotron: 2084" (1982)
"Sinistar" (1982)

- TECHNICAL -

Cartridge ID: AGB-AM3E-USA

- TRIVIA -

Midway's Greatest Arcade Hits for Game Boy Advance was released on November 22, 2001 in North America.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71890&o=2

$end


$amigaocs_flop=midwint,
$bio

Midwinter (c) 1990 Rainbird

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74554&o=2

$end


$amigaocs_flop=midwintf,midwintg,
$bio

Midwinter (c) 1990 Rainbird

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74556&o=2

$end


$amigaocs_flop=midwint2,midwint2g,
$bio

Midwinter II (c) 1991 Rainbird

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74557&o=2

$end


$amigaocs_flop=midwinta,
$bio

Midwinter [VR Vol. 1] (c) 1990 Rainbird

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74555&o=2

$end


$pc98=mifes,
$bio

MIFES 5.0 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90008&o=2

$end


$pc8801_flop=mig,
$bio

Mig (c) 1990 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92389&o=2

$end


$cpc_cass=mig29sf,
$bio

Mig 29 Soviet Fighter [Model 3181] (c) 1989 Codemasters Soft. Co., Ltd., The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98257&o=2

$end


$megadriv=mig29,
$bio

Mig-29 Fighter Pilot (c) 1993 Domark

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56681&o=2

$end


$megadriv=mig29u,
$bio

Mig-29 Fighter Pilot (c) 1993 Domark

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57306&o=2

$end


$megadriv=mig29j,
$bio

Mig-29 Fighter Pilot (c) 1993 Tengen

- TECHNICAL -

Game ID: T-48133

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56682&o=2

$end


$amigaocs_flop=mig29ful,
$bio

MiG-29 Fulcrum (c) 1991 Domark Group, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74540&o=2

$end


$amigaocs_flop=mig29sf,
$bio

MIG-29 Soviet Fighter (c) 1990 Codemasters Software Company, Limited., The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74495&o=2

$end


$nes=mig29sf,
$bio

MIG-29 Soviet Fighter (c) 1992 Camerica

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55316&o=2

$end


$pc8801_flop=mightmag,
$bio

Might and Magic (c) 1987 Starcraft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92390&o=2

$end


$fm77av=mightmag,mightmagb,mightmaga,
$bio

Might and Magic (c) 1987 Starcraft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93853&o=2

$end


$x1_flop=mightmag,
$bio

Might and Magic (c) 1988 Starcraft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86065&o=2

$end


$x68k_flop=mightmag,
$bio

Might and Magic (c) 1988 Starcraft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87895&o=2

$end


$pcecd=mightmag,
$bio

Might and Magic (c) 1992 NEC Avenue, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58287&o=2

$end


$snes=mightmg2j,
$bio

Might and Magic - Book II [Model SHVC-MV] (c) 1993 LOZC

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61812&o=2

$end


$nes=mightmagj,
$bio

Might and Magic - Book One - Secret of the Inner Sanctum (c) 1990 Gakken

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54380&o=2

$end


$pc98=mightmg4,
$bio

Might and Magic - Clouds of Xeen (c) 1993 Starcraft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90139&o=2

$end


$pc98=mightmg5,
$bio

Might and Magic - Darkside of Xeen (c) 1994 Starcraft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90140&o=2

$end


$pc98=mightmag,
$bio

Might and Magic - Secret of the Inner Sanctum (c) 1988 Starcraft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90141&o=2

$end


$nes=mightmag,
$bio

Might and Magic - Secret of the Inner Sanctum (c) 1992 American Sammy Corp. [Torrance, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55365&o=2

$end


$pc8801_flop=mightmg2,mightmg2a,
$bio

Might and Magic Book 2 (c) 1988 Starcraft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92391&o=2

$end


$pc98=mightmg2,
$bio

Might and Magic Book Two - Gates to Another World! (c) 1988 Starcraft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90142&o=2

$end


$amigaocs_flop=mightmg2,
$bio

Might and Magic Book Two - Gates to Another World! (c) 1990 New World Computing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74558&o=2

$end


$msx2_flop=mightmg2,mightmg2a,
$bio

Might and Magic II - Gates to Another World (c) 1989 Starcraft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101860&o=2

$end


$snes=mightmg2,
$bio

Might and Magic II - Gates to Another World [Model SNSP-MG-EUR] (c) 1993 Elite Systems

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63269&o=2

$end


$snes=mightmg2g,
$bio

Might and Magic II - Gates to Another World [Model SNSP-MG-NOE] (c) 1993 Elite Systems

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63270&o=2

$end


$amigaocs_flop=mightmg3,
$bio

Might and Magic III - Isles of Terra (c) 1992 New World Computing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74559&o=2

$end


$pc98=mightmg3,
$bio

Might and Magic III - Isles of Terra (c) 1992 Starcraft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90143&o=2

$end


$pcecd=mightmg3,
$bio

Might and Magic III - Isles of Terra (c) 1993 New World Computing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58507&o=2

$end


$megadriv=mightmg3,
$bio

Might and Magic III - Isles of Terra (c) 1993 FCI

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57307&o=2

$end


$pcecd=mightmg3j,
$bio

Might and Magic III - Isles of Terra (c) 1993 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58288&o=2

$end


$snes=mightmg3,mightmg3p,
$bio

Might and Magic III - Isles of Terra (c) 1995 FCI

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63271&o=2

$end


$megacd,megacdj=mightmg3,
$bio

Might and Magic III - Isles of Terra [Model T-68024] (c) 1993 CRI [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60535&o=2

$end


$msx2_flop=mskinpan,mskinpanb,mskinpanc,mskinpana,
$bio

Mighty Battle Skin Panic (c) 1993 Gainax [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101861&o=2

$end


$gba=mightybz,
$bio

Mighty Beanz Pocket Puzzles [Model AGB-BMBE-USA] (c) 2004 Majesco Sales, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71892&o=2

$end


$nes=mightybjh,
$bio

Mighty Bomb Jack (c) 1987 FMG

Pirate version of "Mighty Bomb Jack [Model TCF-MB]".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69291&o=2

$end


$amigaocs_flop=mightybj,
$bio

Mighty Bomb Jack (c) 1990 Elite Systems, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74560&o=2

$end


$nes=mightybj,mightybju,
$bio

Mighty Bomb Jack (c) 1987 Tecmo, Limited.

Export release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Mighty Bomb Jack [Model TCF-MB]".

- TECHNICAL -

Game ID: NES-BJ-USA

- TRIVIA -

Although the Japanese and American versions of the game look fairly identical, they show some important gameplay differences. Treasures are overall easier to find in the American version, and special tiles/blocks can be removed in one jump, whereas the unforgiving Japanese would ask the player to jump down numerous times. Some special items have also been shuffled around the pyramid, and tricky areas/puzzles are easier to figure out.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55366&o=2

$end


$nes=mightybjj,mightybjj1,
$bio

Mighty Bomb Jack (c) 1986 Tecmo, Limited.

Mighty Bomb Jack is a platform game by Tecmo and based on the arcade game Bomb Jack originally released in 1984. The kingdom was at peace until the day the evil king Belzebut kidnapped the good King Pamera, the queen and their daughter. The Mighty brothers rushed to the rescue, but they all failed except for Jack. The youngest of the brothers now goes on a journey to Belzebut's impenetrable pyramid in an attempt to save the kingdom and the royal family. The goal of the game is rather simple at first glance - Jack must explore the pyramid's many rooms, collect as many bombs and treasures as possible, unlock exit doors, and all of this within a strict time limit. However, some levels have multiple routes and exit doors, sending Jack to alternate areas forwards, or backwards. Things quickly become even more complicated and the game later features special exit doors (unlocked by collecting Sphinx statues), hidden passageways and secret rooms (some even give Jack a chance to rescue his kidnapped brothers), as well as level warps and shortcuts. Just like in the original arcade game, Jack has the ability to jump to dizzying heights, and to glide in the air and control his fall. His jumping ability also allows him to open the numerous red treasure chests scattered around each stage, which contain items such as treasure bags (score), gold coins, bombs, Mighty drink (extra time) or the powerful Mighty coins. The latter are at the core of the gameplay and allow Jack to increase his Mighty power. Pressing the B button during the game allows Jack to transform into three different super mighty forms (each consuming an increasing amount of Mighty coins) - Blue Jack can open orange treasure chests, Orange Jack can open any treasure chest by touching them and Green Jack changes all his enemies into gold coins. However, if Jack is too greedy and collect too many Mighty coins (or Mighty drinks), he will be sent to the dreaded torture room. The game also constantly evaluates Jack and awards him with the elusive Game Evaluation Value score, based on his level of skills and reflexes during gameplay. Mighty Bomb Jack consists of 16 large areas and a final round.

- TECHNICAL -

Game ID: TCF-MB

- TRIVIA -

Mighty Bomb Jack was released on April 24, 1986 in Japan.

Export releases:
[US] "Mighty Bomb Jack [Model NES-BJ-USA]"
[EU] "Mighty Bomb Jack [Model NES-BJ-???]"

- TIPS AND TRICKS -

At the end of each level, collect the lit bombs in order and leave to receive 50, 000 bonus points. 

* Bomb Rooms : You can choose one of two procedures in these rooms, depending on whether you want to earn bonus points or warp further into the game. First, when you enter the bomb room and touch the first bomb, it will light itself. Pick it up, and another one will light up. Continue picking up only the lit bombs; when you pick up the last bomb, 50, 000 bonus points will be added to your score. Second, when you enter the bomb room and touch the first bomb, it will light itself. This time, DON'T pick up the lit bomb; pick up all the other bombs, leaving the lit bomb till last. When you finally pick it up, you'll automatically warp to the next bomb room. 

Where to find the Crystal balls...
* The First Ball : 
1. When you are in Room 7, find the two rows of fire that extend from the right wall in the second part of this room.
2. Jump into the fire closest to the right wall.
3. Touch the sphinx that appears, and a door will open below you.
4. Go through the door and up the green shaft to the upper-right corner.
5. Jump against the right wall to find an invisible chest that contains another sphinx.
6. Get the sphinx from the chest, and a door will open above you.
7. Enter the chamber, and jump on the row of chests above the third stone from the left to touch the crystal ball.

* The Second Ball : 
1. When you are in Room 12, find the lone stone in the middle of the room.
2. Jump just to the right of this stone to find an invisible chest.
3. Get the sphinx from the chest, and a door will open in the lava.
4. Enter the lava door, and you'll appear in a many-roomed maze.
5. Find the room with three brown chests along the left wall.
6. Start jumping on the top chest, and work your way down until you find another sphinx.
7. On the floor of that room, jump around to find an invisible chest containing another sphinx, which will open another door inside the maze.
8. Go through this door, and jump on the far-right stone several times.
9. Change yourself to green, and then jump on the stone underneath the stone you just jumped on.

- SERIES -

1. Bomb Jack (1984, Arcade)
2. Bomb Jack II (1986, C64)
3. Mighty Bomb Jack [Model TCF-MB] (1986, Famicom)
4. Bomb Jack Twin (1993, Arcade)

- PORTS -

* Consoles :
Nintendo Game Boy Advance (2002) included in "Bomb Jack World" [Prototype]
Nintendo 3DS [eShop] (October 25, 2012) "Mighty Bomb Jack"

* Computers :
Commodore C64 (1991) 
Commodore Amiga (1991) 
Atari ST (1991) 
PC [MS-DOS] (1991)

* Others :
Arcade [VS. System] (1986) "Vs. Mighty Bomb Jack"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54381&o=2

$end


$nes=mffightj,
$bio

Mighty Final Fight (c) 1993 Capcom Company, Limited.

The Mad Gear Gang has spread crime and violence throughout the streets of Metro City. Only one man has enough guts to take the streets back from them, Mayor Mike Haggar. Now the Mad Gear Gang has kidnapped his daughter Jessica to bring him under their control. But they have made one mistake. Haggar's furious and he wants someone's head.

Guy and Jessica's boyfriend, Cody, are joining Haggar to clean up the slime-filled streets and rescue Jessica. Along the way you will find food to replenish your heart, or better yet, search for weapons to knock the living daylights out of your enemies. So join Haggar and his friends as they try to free the city from the evil clutches of the Mad Gear Gang.

Features 5 levels of intense hard-hitting action, earn experience points to master special moves and accomplish them by pressing a combination of control pad and buttons. 3 characters to choose from, each with his own style of fighting. Take'em on two at a time with Haggar's Double Lariat. The Mad Gear Gang is no match for Cody's Tornado Uppercut. Use Guy's Bushin Senpukyaku to knock out any punk who stands in your way. Find hidden items and weapons as you fight your way through thug-infested streets.

- TECHNICAL -

Cartridge ID: CAP-SD

- TRIVIA -

Mighty Final Fight for Famicom was released on June 11, 1993 in Japan.

Spinoff of Capcom's 1989 arcade scrolling fighter Final Fight which had been previously ported on the Super Famicom in 1990. Characters in Mighty Final Fight are depicted in the super deformed, "chibi" style as opposed to the arcade and Super Famicom versions.

Like Final Fight on the Super Famicom (and Final Fight Guy), Mighty Final Fight is only for one player, but features Cody, Guy, and Haggar. Features exclusive to Mighty Final Fight included an experience points system allowing players to learn a new fighting manuever.

- PORTS -

* Handhelds : 
Nintendo 3DS [Virtual Console] [JP] (January 29, 2014) [Model TDMJ]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54382&o=2

$end


$nes=mffight,
$bio

Mighty Final Fight (c) 1993 Capcom Company, Limited.

European release. Game developed in Japan. For more information on the game itself, please see the original Japanese version entry; "Mighty Final Fight [Model CAP-SD]".

- TECHNICAL -

Cartridge ID: NES-MF-EEC

- TRIVIA -

Mighty Final Fight for NES was released in 1993 (exact date unknown) in Europe.

- PORTS -

* Consoles :
Nintendo Wii U [Virtual Console] [EU] [AU] (October 9, 2014) 

* Handhelds : 
Nintendo 3DS [Virtual Console] [EU] [AU] (December 18, 2014) [Model TDMP]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84445&o=2

$end


$nes=mffightu,
$bio

Mighty Final Fight (c) 1993 Capcom Company, Limited.

North American release. Game developed in Japan. For more information on the game itself, please see the original Japanese version entry; "Mighty Final Fight [Model CAP-SD]".

- TECHNICAL -

Cartridge ID: NES-MF-USA

- TRIVIA -

Mighty Final Fight for NES was released in July 1993 in North America.

- PORTS -

* Consoles :
Nintendo Wii U [Virtual Console] [US] (November 27, 2014) 

* Handhelds : 
Nintendo Game Boy Advance [US] (2006) "Capcom Classics Mini-Mix [Model AGB-BC6E-USA]" 
Nintendo 3DS [Virtual Console] [US] (November 27, 2014) [Model TDME]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55367&o=2

$end


$info=mightguy,
$bio

Mighty Guy (c) 1986 Nichibutsu [Nihon Bussan Company, Limited.].

Mighty Guy doesn't need a gun to fend off large amounts of soldiers! This is what "Ikari Warriors" would be if they left their machine guns at home.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 4 Mhz)
Sound CPU : Zilog Z80 (@ 3 Mhz)
Sound Chips : Yamaha YM3526 (@ 4 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Mighty Guy was released in September 1986.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1627&o=2

$end


$pc98=mightyhd,
$bio

Mighty Head (c) 1986 Apollo Technica.

- TRIVIA -

Released in August 1986 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48535&o=2

$end


$saturn,sat_cart=mightyhij,mightyhija,
$bio

Mighty Hits (c) 1996 Altron Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59417&o=2

$end


$saturn,sat_cart=mightyhi,
$bio

Mighty Hits (c) 1996 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60349&o=2

$end


$snes=mightmaxu,mightmaxup,
$bio

Mighty Max [Model SNS-AMOE-USA] (c) 1995 Ocean Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63273&o=2

$end


$snes=mightmax,
$bio

Mighty Max [Model SNSP-AMOP-EUR] (c) 1995 Ocean Software, Limited.

- TRIVIA -

Reviews:
[FR] April 1995, Consoles + N.42: 70/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63272&o=2

$end


$segacd=mmm,
$bio

Mighty Mighty Missile (c) 2004 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60768&o=2

$end


$info=mimonkey,mimonsco,mimonscr,
$bio

Mighty Monkey (c) 1982 Universal Video Games.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound CPU : Zilog Z80 (@ 1.78975 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.78975 Mhz)

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette colors : 99

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

A bootleg was made by Yih Lung on the "Scramble" hardware and another by Noel on the "Super Cobra" hardware.

'Sun Wu Kong' is a legendary monkey king from an Chinese fantasy novel (by His Yu Chi) called 'Pilgrimage to the West'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1628&o=2

$end


$info=mimonscra,
$bio

Mighty Monkey (c) 1982 Kaina Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96862&o=2

$end


$megadriv=mmpr,mmprp6,mmprp5,mmprp2,mmprp1,
$bio

Mighty Morphin Power Rangers (c) 1994 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56683&o=2

$end


$megadriv=mmpru,mmprp4,mmprp3,
$bio

Mighty Morphin Power Rangers (c) 1994 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57308&o=2

$end


$megacd,megacdj=mmpr,
$bio

Mighty Morphin Power Rangers (c) 1994 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60636&o=2

$end


$megadriv=mmprfe,
$bio

Mighty Morphin Power Rangers - The Fighting Edition (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56684&o=2

$end


$snes=mmprfeu,
$bio

Mighty Morphin Power Rangers - The Fighting Edition [Model SNS-A3RE-USA] (c) 1995 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63277&o=2

$end


$snes=mmprfe,
$bio

Mighty Morphin Power Rangers - The Fighting Edition [Model SNSP-A3RP-UKV] (c) 1995 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63276&o=2

$end


$megadriv=mmprtm,
$bio

Mighty Morphin Power Rangers - The Movie (c) 1995 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56685&o=2

$end


$megadriv=mmprtmu,mmprtmp4,mmprtmp3,mmprtmp2,mmprtmp1,
$bio

Mighty Morphin Power Rangers - The Movie (c) 1995 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57309&o=2

$end


$gamegear=mmprtm,mmprtmp,
$bio

Mighty Morphin Power Rangers - The Movie [Model 2564] (c) 1995 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64708&o=2

$end


$gameboy=mmprmov,
$bio

Mighty Morphin Power Rangers - The Movie [Model DMG-A2RE-USA] (c) 1995 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66452&o=2

$end


$snes=mmprmovu,
$bio

Mighty Morphin Power Rangers - The Movie [Model SNS-A2RE-USA] (c) 1995 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63279&o=2

$end


$snes=mmprmov,
$bio

Mighty Morphin Power Rangers - The Movie [Model SNSP-A2RP-EUR] (c) 1995 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63278&o=2

$end


$nes=pr3,
$bio

Mighty Morphin Power Rangers III (c) 1995 JY Co.

- TECHNICAL -

Game ID: JY-059

- TRIVIA -

The JY Company logo can be seen on a computer screen in the last level.

- STAFF -

Developed by: Hummer Team

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84091&o=2

$end


$gamegear=mmpr,mmprp,
$bio

Mighty Morphin Power Rangers (c) 1994 Sega Enterprises, Limited.

- TECHNICAL -

[Model 2548]

- TRIVIA -

This game is based on the 1995 movie with the same title.

- TIPS AND TRICKS -

* Extra Options: At the title screen, enter Up, Down, Left, Right, Up, Up, Down,  Down. A sound will confirm the code and an "Extra Options" item will appear on the main menu.

* Select your opponent: In Versus mode, select your character with START held. Now, you can select your opponent, instead of the random selection.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64706&o=2

$end


$segacd=mmpr,
$bio

Mighty Morphin Power Rangers [Model 4442] (c) 1994 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60769&o=2

$end


$gameboy=mmpr,
$bio

Mighty Morphin Power Rangers [Model DMG-ZW-USA] (c) 1994 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66450&o=2

$end


$snes=mmprj,
$bio

Mighty Morphin Power Rangers [Model SHVC-52] (c) 1995 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61813&o=2

$end


$snes=mmpru,
$bio

Mighty Morphin Power Rangers [Model SNS-52-USA] (c) 1994 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63275&o=2

$end


$snes=mmpr,
$bio

Mighty Morphin Power Rangers [Model SNSP-52-EUR] (c) 1995 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63274&o=2

$end


$a2600=mightymo,
$bio

Mighty Mouse (c) 19?? Funvision

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50697&o=2

$end


$info=mwarr,
$bio

Mighty Warriors (c) 199? Elettronica Video-Games.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound Chips : (2x) OKI6295 (@ 7.102 Khz)

Screen orientation : Horizontal
Video resolution : 366 x 240 pixels
Screen refresh : 54.00 Hz
Palette Colors : 2048

Players : 2
Control : 8-way joystick
Buttons : 3

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3667&o=2

$end


$info=mpang,mpangu,mpangr1,
$bio

Mighty! Pang (c) 2000 Mitchell Corp.

North American & European release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Mighty! Pang [Green Board]".

- TECHNICAL -

Runs on the "CP System II" hardware.
Blue Board [USA & Europe]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69658&o=2

$end


$info=mpangj,
$bio

Mighty! Pang (c) 2000 Mitchell.

Mighty! Pang is the fourth game in the superb Pang series. While the artistic design has been drastically changed, Mighty! Pang retains the same gameplay of its predecessors. The game features three modes of play: panic, tour and expert modes.

Tour mode is the standard mode of play featuring 57 stages. The player goes on a tour of the world, popping balloons and picking up power-ups. Each location on the tour features a number of stages which feature a new background of a famous tourist attraction. Each stage is cleared by popping all of the balloons within that stage.

Expert mode is a mode for advanced players.  Play is broken up into stages like in tour mode but the stages are much more difficult.

Panic mode is a basic one-stage mode of play where new balloons continuously fall from the sky. The single stage is a basic one with no platforms or barriers. Some of the smallest balloons will flash and shooting these balloons will pause all of the balloons in place for a short duration of time.

- TECHNICAL -

Runs on the "CP System II" hardware.
Green Board [Japan]

Players: Up to 2.
Control: 8-way joystick per player.
Buttons: 6 per player.

- TRIVIA -

Mighty Pang was released in October 2000 in the Japanese arcades. It was known as the 34th video game released on the CPS-II. It was also the first Mitchell game for this hardware.

Released outside Japan as "Mighty! Pang [Blue Board]".

The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to 'MIT'.

- SERIES -

1. Pang (1989)
2. Super Pang (1990)
3. Pang! 3 [B-Board 94916-10] (1995)
4. Mighty! Pang [Green Board] (2000)
5. Pang - Magical Michael (2010, Nintendo DS)

- STAFF -

Planners : Futoshi Kuwahara, Taiji Miyajima
Lead programmers : Shigeru Komiya
Lead artist : Eiko Kato
Character designer : Satoshi Ida
Art supervisor : Tetuhiro Kuroda
Assistants : Kazue Matunaga, Makoto Kobayashi, Hiroki Narisawa, Daigo Ota
Music composer : Takafumi Wada
SE designer : Yoko Mizumoto
Executive producer : Roy Ozaki
Producer : Kouichi Niida

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1629&o=2

$end


$gameboy=migrain,
$bio

Migrain (c) 1992 Acclaim Japan.

- TECHNICAL -

Cartridge ID: DMG-BWA

- TRIVIA -

Reviews:
[FR] July 1992 - Joypad N.10: 85/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66454&o=2

$end


$pc98=miho,
$bio

Miho - Premium Collection No.003 (c) 1994 Fairytale [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90144&o=2

$end


$pico=mimitata,
$bio

Miimi to Taata no Waiwai Oekaki Doubutsuen [Model HPC-6007] (c) 1993 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75729&o=2

$end


$gba=mijnpens,
$bio

Mijn Dierenpension - My Pet Hotel (c) 2006 Mindscape, Incorporated. [Northbrook, IL, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71893&o=2

$end


$gba=mijnprak,
$bio

Mijn Dierenpraktijk - My Vet Practice (c) 2006 Mindscape, Incorporated. [Northbrook, IL, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71894&o=2

$end


$pc8801_flop=mikanclb,
$bio

Mikan Club (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92392&o=2

$end


$info=mbossy,
$bio

Mike Bossy (c) 1982 Game Plan, Incorporated.

- TRIVIA -

Only produced as a prototype.

This game is sometimes referred to as 'The Scoring Machine', which was the nickname of that famous hockey player, Mike Bossy.

Michael Dean 'Mike' Bossy (born January 22, 1957 in Montreal, Quebec) is a former Canadian ice hockey player who played for the New York Islanders during their four-year reign as Stanley Cup champions in the early 1980s. He was renowned for his rapid, powerful, and accurate shot, his consistency in scoring goals, and his sportsmanlike play. Bossy was perennially among the league's goal scoring leaders during his career, and although his career was cut short by injuries, he is still considered one of the greatest natural goal scorers and snipers in the history of the game.

- STAFF -

Designer : Ed Cebula
Artwork : Mark Raneses

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5658&o=2

$end


$msx1_cass=mikegunn,
$bio

Mike Gunner (c) 1988 Dinamic Software [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94849&o=2

$end


$cpc_cass=mikegunn,
$bio

Mike Gunner [Model AMS 880013] (c) 1988 Dinamic Soft. [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98259&o=2

$end


$n64=mikepiaz,
$bio

Mike Piazza's StrikeZone (c) 1998 GT Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57832&o=2

$end


$cpc_cass=mikeread,
$bio

Mike Read's Computer Pop Quiz (c) 1988 Elite Systems, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98260&o=2

$end


$amigaocs_flop=mikeread,
$bio

Mike Read's Computer Pop Quiz (c) 1989 Elite

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74561&o=2

$end


$info=m1bignit,m1bignita,m1bignitb,m1bignitc,
$bio

Mike Reid's Big Night Out (c) 199? Maygay.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40362&o=2

$end


$gba=tysonu,
$bio

Mike Tyson Boxing [Model AGB-AM6E-USA] (c) 2002 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71896&o=2

$end


$gba=tyson,
$bio

Mike Tyson Boxing [Model AGB-AM6P] (c) 2002 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71895&o=2

$end


$nes=tysonipp,
$bio

Mike Tyson's Intergalactic Power Punch (c) 1992 Nintendo [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55368&o=2

$end


$nes=tysonpo1,tysonpo,
$bio

Mike Tyson's Punch-Out!! (c) 1987 Nintendo [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55369&o=2

$end


$nes=tysonpoju,tysonpoju1,
$bio

Mike Tyson's Punch-Out!! (c) 1987 Nintendo.

You control Little Mac in working his way up the professional boxing circuits, facing a series of colorful, fictional boxers, leading to a final fight with the worst man on the planet, 'Iron' Mike Tyson.

- TECHNICAL -

Cartridge ID: HVC-PT

- TRIVIA -

Released on November 21, 1987 in Japan.

Mario appears in the game as the referee.

- TIPS AND TRICKS -

* Password :
005 737 5423 (Major Circuit)
777 807 3454 (World Circuit)
940 861 8538 (Super Macho Man)
267 913 7638 (Super Macho Man + 23KOs)
032 730 8442 (Piston Honda)
007 373 5963 (Mike Tyson)
800 422 2602 (Busy Phone-line Tone - This password is Nintendo's old customer service number)

* Another World Circuit : At the beginning enter this password : 135 792 468. When you get to the last number, press A+B+Select at the same time.

* View The Credits : Set the password numbers to 106 113 0120, then press Select+A+B simultaneously to register the password.

- SERIES -

1. Punch-Out!! (1984)
2. Super Punch-Out!! (1984)
3. Mike Tyson's Punch-Out!! (1987, Nintendo NES)
4. Super Punch-Out!! (1994, Nintendo SNES)
5. Punch-Out!! (2009, Nintendo Wii)

- STAFF -

Producer : Minoru Arakawa
Supervisor : NOA (Nintendo of America)
Director : Genyo Takeda
Game designers : Kazuo Yoneyama, Mayumi Hirota
Character designer : Makoto Wada
Music composers : V. Kaneoka, A. Nakatuka, Koji Yamamoto
Electrical engineers : S. Funakoshi, M. Taya
Programmer : Masato Hatakeyama
Secretary : V. Kuriyama

- PORTS -

* Consoles :
Nintendo Wii (2007, "Virtual Console")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54383&o=2

$end


$info=pc_miket,
$bio

Mike Tyson's Punch-Out!! (c) 1987 Nintendo.

PlayChoice-10 version. For more information about the game itself, please see the original NES version.

- TECHNICAL -

Nintendo PlayChoice-10 hardware
Game ID : PT

Main CPU : Zilog Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz)
Sound Chips : Zetex N2A03 (@ 1.789772 Mhz), DAC

Players : 2
Control : 8-way joystick
Buttons : 2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1811&o=2

$end


$wscolor=mikeneko,
$bio

Mikeneko Holmes - Ghost Panic [Model SWJ-KBSC02] (c) 2001 Kobunsha [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86469&o=2

$end


$gameboy=mikeneko,
$bio

Mikeneko Holmes no Kishidou [Model DMG-MKJ] (c) 1991 ASK Kodansha Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66455&o=2

$end


$pc98=miki,
$bio

Miki (c) 1992 Cocktail Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90145&o=2

$end


$bbca_cass,bbcb_cass=mikie,
$bio

Mikie (c) 1986 Imagine

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52110&o=2

$end


$cpc_cass=mikies,
$bio

Mikie (c) 1986 Erbe Soft. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98261&o=2

$end


$cpc_cass=mikie,
$bio

Mikie (c) 1986 Ocean Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98262&o=2

$end


$info=mikie,
$bio

Mikie (c) 1984 Konami Industry Company, Limited.

Export version. For more information about the game itself, please see the original Japanese version entry; "Shinnyuushain Tooru-Kun [Model GX469]"

- TECHNICAL -

Game ID : GX469

- TRIVIA -

Mikie was released in October 1984. It is known in Japan as "Shinnyuushain Tooru-Kun [Model GX469]".

In this Export version, the character is NOT a new company employee, he is a student. This is the reason that the graphical changes exist between the original Japanese and the oversea version.

- PORTS -

* Computers : 
BBC Micro [EU] (1986)
Commodore C64 [US] [EU] (1986)
Sinclair ZX Spectrum [EU] (1986)
Sinclair ZX Spectrum [EU] (1986) "Konami Coin-Op Hits" 
Amstrad CPC [EU] (1986)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1630&o=2

$end


$pc8801_flop=mikisanj,
$bio

MIKIsan Jump! Easy (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92294&o=2

$end


$pico=mickybkk,
$bio

Mikiwa Moheom-eul Ddeonayo (c) 199? Samsung.

- TECHNICAL -

Game ID: 837-11665-2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96316&o=2

$end


$x68k_flop=mikkunl,
$bio

Mikkun Fly! (c) 1991 Brace

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88413&o=2

$end


$pc8801_flop=jungladv,jungladva,
$bio

Miko to Akemi no Jungle Adventure (c) 1984 System Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92393&o=2

$end


$pc8801_flop=mikotoa2,
$bio

Miko to Akemi no Jungle Adventure + The Mouse (c) 198? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92394&o=2

$end


$msx1_cart=nnprowrs,
$bio

Miku to Shiori no Nyan Nyan Pro Wres [Model M-2004] (c) 1986 Victor Interactive Software, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77266&o=2

$end


$msx1_cart=milcaras,
$bio

Mil Caras [Model HBS-IDE05] (c) 1985 Idealogic [Barcelona, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77267&o=2

$end


$info=mod8,
$bio

MIL MOD-8 (c) 1974 Microsystems International, Ltd.

A very early micro-computer based on the 8008 CPU.

- TRIVIA -

The MIL MOD-8 was primarily intended to be used as a low cost lab/prototyping tool.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102943&o=2

$end


$snes=milandra,
$bio

Milandra [Model SHVC-AQ9J-JPN] (c) 1997 ASCII Ent. Software, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61814&o=2

$end


$tg16=miltrymd,
$bio

Military Madness (c) 1989 NEC Home Electronics, Ltd.

Export release. Game developed in Japan. For more information on the game itself, please see the original Japanese release entry; "Nectaris [Model HC63016]".

- TECHNICAL -

Game ID: TGX030015

- PORTS -

* Consoles :
Nintendo Wii [Virtual Console] [US] (December 18, 2006) [Model PANE] 
Nintendo Wii [Virtual Console] [EU] (December 22, 2006) [Model PANP] 
Nintendo Wii [Virtual Console] [AU] (July 6, 2007) 

* Others : 
Apple iPhone/iPad [US] (December 20, 2010) "TurboGrafx-16 GameBox [Model 406585960]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84330&o=2

$end


$snes=militia,
$bio

Militia [Model SHVC-NG] (c) 1994 Namco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61815&o=2

$end


$info=sc4milja,
$bio

Miljonairs Arcade (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR1223]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42693&o=2

$end


$info=sc4miljo,
$bio

Miljonairs (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR1217]

[Scorpion 4]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43040&o=2

$end


$info=sc5miljo,
$bio

Miljonairs (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Scorpion 5]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42694&o=2

$end


$msx1_cass=milkrace,milkracea,
$bio

Milk Race (c) 1987 Mastertronic, Ltd. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94850&o=2

$end


$cpc_cass=milkrace,
$bio

Milk Race [Model IA0179] (c) 1987 Mastertronic, Ltd. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98263&o=2

$end


$x68k_flop=milktime,
$bio

Milk Time (c) 1991 System House Oh!

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87896&o=2

$end


$pc8801_flop=milkygir,
$bio

Milky Girls (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92395&o=2

$end


$scv=milkyprn,
$bio

Milky Princess (c) 1985 Epoch Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58786&o=2

$end


$x1_cass=milkyway,
$bio

Milky Way (c) 1984 Micronet [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86250&o=2

$end


$amigaocs_flop=milkyway,
$bio

Milky Way Cafe (c) 1992 Rush Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74562&o=2

$end


$msx2_flop=milkymat,
$bio

Milkymate (c) 1991 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101862&o=2

$end


$pc8801_flop=milkyway,
$bio

Milkyway (c) 1984 Micronet [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92396&o=2

$end


$info=millpac,
$bio

Mill Pac (c) 198? Valadon Automation.

Rare French hack of "Centipede".

- TRIVIA -

'Mill' is an abbreviation for 'Mille' which translates from French as 'Thousand'. 'Pac' is the reference for the "Pac-Man" characters. 'Mill Pac' is also a pun for 'Mille-Pattes' which translates from French as ..."Millipede"!

Valadon Automation was founded by Alain Valadon.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1631&o=2

$end


$info=gtmr2,gtmr2a,
$bio

Mille Miglia 2 - Great 1000 Miles Rally (c) 1995 Kaneko.

A racing game from Kaneko.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 16 Mhz)
Sound Chips : (2x) OKI6295 (@ 12 Khz)

Players : 2
Control : dial
Buttons : 8

- TRIVIA -

Released in April 1995.

This game is known in the US as "Great 1000 Miles Rally 2 USA".

Based on a race that took place in Italy from Brescia to Rome and was held yearly between 1927-1938 and 1945-1950 called the '1000 Miglia'.

The car/track select screen uses a sample from the US Olympic TV theme.

- SERIES -

1. Great 1000 Miles Rally (1994)
2. Mille Miglia 2 - Great 1000 Miles Rally (1995)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1632&o=2

$end


$amigaocs_flop=millen,
$bio

Millenium - Return to Earth (c) 1991 Paragon

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74563&o=2

$end


$amigaocs_flop=millen22,
$bio

Millennium 2.2 (c) 1989 Electric Dreams Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74564&o=2

$end


$amigaocs_flop=millen22a,
$bio

Millennium 2.2 [Budget] (c) 1989 Boeder

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74565&o=2

$end


$info=m4mbel,m4mbel__0,m4mbel__1,m4mbel__2,m4mbel__3,m4mbel__4,m4mbel__5,m4mbel__6,m4mbel__7,m4mbel__8,m4mbel__9,m4mbel__a,m4mbel__b,m4mbel__c,m4mbel__d,m4mbel__e,m4mbel__f,m4mbel__g,m4mbel__h,m4mbel__i,
$bio

Millennium Bells (c) 19?? BDD.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42963&o=2

$end


$info=mil4000,mil4000a,mil4000b,mil4000c,
$bio

Millennium Nuovo 4000 (c) 2000 Sure Milano.

- UPDATES -

* Version 1.8
* Version 2.0

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=29154&o=2

$end


$info=m4milrou,m4milrou__a,
$bio

Millennium Roulette (c) 19?? BDD.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42964&o=2

$end


$info=millsun,
$bio

Millennium Sun (c) 2001 Unknown.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=26059&o=2

$end


$gbcolor=millenws,
$bio

Millennium Winter Sports [Model CGB-A3HE-USA] (c) 2000 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68379&o=2

$end


$ti99_cart=manager,
$bio

Milliken Manager (c) 1982 Milliken

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84627&o=2

$end


$ti99_cart=addseq,
$bio

Milliken Math Sequences - Addition [Model PHM 3090] (c) 1982 Milliken

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84628&o=2

$end


$ti99_cart=decseq,
$bio

Milliken Math Sequences - Decimals [Model PHM 3096] (c) 1982 Milliken

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84629&o=2

$end


$ti99_cart=divseq,
$bio

Milliken Math Sequences - Division [Model PHM 3093] (c) 1982 Milliken

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84630&o=2

$end


$ti99_cart=equseq,
$bio

Milliken Math Sequences - Equations [Model PHM 3100] (c) 1982 Milliken

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84631&o=2

$end


$ti99_cart=fracseq,
$bio

Milliken Math Sequences - Fractional Numbers [Model PHM 3095] (c) 1982 Milliken

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84632&o=2

$end


$ti99_cart=intseq,
$bio

Milliken Math Sequences - Integers [Model PHM 3094] (c) 1982 Milliken

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84633&o=2

$end


$ti99_cart=arithseq,
$bio

Milliken Math Sequences - Laws of Arithmetic [Model PHM 3099] (c) 1982 Milliken

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84634&o=2

$end


$ti99_cart=measseq,
$bio

Milliken Math Sequences - Measurement Formulas [Model PHM 3101] (c) 1982 Milliken

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84635&o=2

$end


$ti99_cart=multseq,
$bio

Milliken Math Sequences - Multiplication [Model PHM 3092] (c) 1982 Milliken

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84636&o=2

$end


$ti99_cart=nbrdyseq,
$bio

Milliken Math Sequences - Number Readiness [Model PHM 3098] (c) 1984 Milliken

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84637&o=2

$end


$ti99_cart=percseq,
$bio

Milliken Math Sequences - Percents [Model PHM 3097] (c) 1982 Milliken

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84638&o=2

$end


$ti99_cart=subseq,
$bio

Milliken Math Sequences - Subtraction [Model PHM 3091] (c) 1982 Milliken

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84639&o=2

$end


$bbca_cass,bbcb_cass=millionm,
$bio

Million Mazes (c) 19?? LCL

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52111&o=2

$end


$info=smih0289,smih0290,smih0291,smih0292,smih0293,smih0294,
$bio

Million Pennies Wild! (c) 200? Bally Gaming.

5 Reel, 20 Line, 100 Credits Max Bet.

- UPDATES -

SMI #H0289
Min/Max %: 85.33/88.20
Hit Freq.: 10.77
Volatility: 26.36

SMI #H0290
Min/Max %: 87.97/89.95
Hit Freq.: 10.75
Volatility: 27.14

SMI #H0291
Min/Max %: 89.64/92.02
Hit Freq.: 10.85
Volatility: 27.87

SMI #H0292
Min/Max %: 92.02/94.07
Hit Freq.: 11.27
Volatility: 28.42

SMI #H0293
Min/Max %: 94.43/96.00
Hit Freq.: 11.18
Volatility: 28.46

SMI #H0294
Min/Max %: 95.65/97.49
Hit Freq.: 11.53
Volatility: 29.17

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32126&o=2

$end


$x68k_flop=millisht,
$bio

Million Shot (c) 1993 IJI Team

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88414&o=2

$end


$bbca_cass,bbcb_cass=milliona,
$bio

Millionaire (c) 1984 Incentive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52112&o=2

$end


$info=milln_l3,
$bio

Millionaire (c) 1987 Williams Electronics Games, Incorporated.

- TECHNICAL -

Williams System 11A

Main CPU : M6808 (@ 1 MHz)
Sound CPU : Motorola M6809 (@ 2 MHz), OKI M6808 (@ 1 MHz)
Sound chips : Yamaha YM2151 (@ 3.579545 MHz), (2x) DAC, (2x) HC55516

- STAFF -

Design & Concept : Jerry Armstrong (JWA)
Software : Bill Pfutzenreuter (Pfutz) (PFZ)
Sounds : Chris Granner (CPG)
Graphic Design : Tim Elliott (TJE)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5409&o=2

$end


$info=j6milln,j6millna,
$bio

Millionaire (c) 199? JPM International.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42334&o=2

$end


$cpc_cass=million,
$bio

Millionaire [Model A13] (c) 1984 Incentive Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98264&o=2

$end


$nes=millionr,
$bio

Millionaire (c) 1990 Sachen.

- TECHNICAL -

Game ID: SA-012

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76850&o=2

$end


$info=m4milclb,m4milclba,m4milclbb,m4milclbc,m4milclbd,
$bio

Millionaire's Club (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41379&o=2

$end


$info=sc4milro,
$bio

Millionaires Row (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61497&o=2

$end


$info=milliped,
$bio

Millipede (c) 1982 Atari.

Millipede is a 1- or 2-player game with a color raster-scan video display. The game action takes place on a playfield filled with mushrooms, flowers, and deadly DDT bombs. The player tries to destroy a variety of insects that drop from the top of the screen or enter from the sides of the screen, most of them to attack the player. The player controls a bow-shaped vehicle called the Archer. The object of the game is to shoot and destroy as many objects as possible for a high point score, before the player's lives are all used up.

Player control consists of a Midi Trak-Ball control and a FIRE button. The Archer is moved by rotating the Midi Trak-Ball control. The Archer can be moved in all directions, but only within the bottom fifth of the screen. However, the Archer must move around mushrooms, flowers, and DDT bombs, since these are fixed and not 'transparent' objects. Pressing the FIRE button causes the Archer to emit an arrow that travels upward. The Archer may fire one or many arrows (by holding down the FIRE button constantly). But only one arrow will appear on the screen at a time.

A player may start a game at an advanced level of play and receive bonus points for starting play at that level.

Game play begins with a playfield of randomly placed mushrooms and DDT bombs. A Millipede enters at the top center of the screen and starts snaking its way across the screen. The Millipede changes direction when it runs into a fixed object in the playfield (mushroom, DDT bomb, or flower), or when it reaches the side boundaries of the playfield.

When a segment of the Millipede is shot, it is destroyed and a mushroom appears where that segment was shot. When shot, the Millipede breaks into two smaller Millipedes, each with its own head. When a Millipede reaches the bottom of the screen, it starts back up, but remains within the area of the Archer (the bottom 5th of the screen).

If a Millipede reaches the bottom of the screen without being shot, it releases its tail. This tail changes into a new head. Also to provide the player a challenge, if a Millipede is still alive when it reaches the bottom, new heads will enter the screen almost at the bottom of the sides. More of these heads will appear as time progresses.

An attack wave is complete when all Millipede segments are destroyed. The screen then scrolls down one line. At the 9th attack wave, when the Millipede with only four segments enters from the top of the screen, the screen will scroll down every two seconds. The only way a player can stop the scrolling screen is to shoot a DDT bomb or destroy the entire Millipede. 

It takes four shots to destroy a mushroom. After the fourth attack wave of each wave cycle, the entire playfield of mushrooms changes. Some mushrooms die and new mushrooms grow where there were none before. A mushroom next to a DDT bomb becomes poisoned (See Tips and Tricks below for complete details).

When a Millipede runs into a poisoned mushroom, two things happen: its head changes color, and it changes direction and falls vertically to the bottom of the screen.

DDT bombs explode when hit by an arrow. Any object near the bomb is engulfed by the explosion. Insects are worth three times their normal point value if they are destroyed by the explosion.

Spiders appear in any round. They move in a random pattern on the bottom third of the screen. As the player's score increases, the range of the Spider decreases, until it is confined to the bottom fifth of the screen. Also, more Spiders enter as the game progresses. A Spider destroys any mushroom or flower it moves over. Depending on a special option switch setting, the Spider moves slowly until a player reaches a specific score, and then it speeds up. If the Archer and a Spider collide, both are destroyed.

When a Millipede with fewer than eleven segments appears, an Earwig enters the screen from either side, moving at a relatively slow speed. As the player earns more points, the Earwig's speed increases. If an Earwig passes over a mushroom, it poisons the mushroom.

When a Millipede with fewer than ten segments appears, a Dragonfly enters at the top of the screen. The Dragonfly moves in a zig-zag pattern and its speed increases as the player's score increases. As the Dragonfly moves, it leaves a trail of mushrooms behind.

When a Millipede with fewer than nine segments appears, a Mosquito enters at the top of the screen and flies in a diagonal pattern. The Mosquito's speed increases as the player's score increases. When a Mosquito is destroyed, the screen scrolls up one row.

Beetles appear randomly after the first wave. They enter from the sides of the screen near the bottom, travel down to the bottom of the screen, and walk at least half way across the bottom. Then the Beetle travels up and exits at the side of the screen. If a Beetle passes over a mushroom, the mushroom changes into a flower. Flowers cannot be destroyed by the Archer's arrows. Depending on a dip switch setting, the number of Beetles appearing on the screen and the speed of the beetles increase as the player's score increases. When a Beetle is destroyed, the screen scrolls down one row.

Bees may fall from the top of the screen during any round. As the Bee falls, it leaves a trail of mushrooms behind. The Archer must hit a Bee twice to destroy it; the first shot just speeds it up.

An Inchworm may appear when a Millipede with fewer that eleven segments appears. The Inchworm travels from one side of the screen to the other side. It moves slowly until the player's score reaches 80,000 points. Then it speeds up. If the Archer destroys the Inchworm, all insects will slow down for about three and one-half seconds.

After a Millipede of one, three, five, seven, or eleven segments has been destroyed, an insect bombing raid occurs. A raid may have only Bees, Dragonflies, Mosquitoes, or a mixture of all three.

- TECHNICAL -

Millipede came in two different form factors - an upright and a cocktail table, and it was also available as a conversion kit for "Kangaroo", "Dig Dug", and "Arabian". 

* The control panel features a trackball to move the Archer around the player area and a FIRE button for firing the arrows. 

* Millipede's trackball is larger in diameter than that of "Centipede", but smaller than that of the upright and cockpit versions of "Missile Command". All of the trackballs are prone to wear and tear, but replacement parts are readily available. 

* The upright version, by far the most common, is in a white cabinet that is rather strangely shaped. It really accents the speaker area in a way that no other games did. The game features ornate painted sideart of a huge orange millipede along with a hunter inside a forest scene. That graphic isn't just on the sides either, it continues all the way around the front of the machine as well. The control panel is dark and rather plain. It has the trackball, the FIRE button, some game instructions, and a few graphics of leaves. The marquee for this title shows a hunter clad in red, firing a long bow at an orange millipede. 

* The cocktail version is black and woodgrained, and mildly decorated with light blue graphics under the glass and on the control panels. This version has two control panels, on opposite sides of the cabinet; in a two-player game, the players sit across from each other and the screen's image flips over to face whichever player is currently controlling the Archer. 

Game ID : 136013 

Main CPU : MOS Technology M6502 (@ 1.512 Mhz) 
Sound Chips : (2x) POKEY (@ 1.512 Mhz) 

Screen orientation : Vertical 
Video resolution : 240 x 256 pixels 
Screen refresh : 60.00 Hz 
Palette colors : 32 

Players : 2 
Control : Optical trackball 
Buttons : 1 (FIRE)

- TRIVIA -

Millipede was released in November 1982. 8,690 upright units were produced. Also, 1,300 cocktails models were build.

Sequels to arcade games can be a 'hit and miss' thing. Taito was able to make a successful sequel to its "Space Invaders" game by releasing "Space Invaders Part II". Atari also attempted to make a sequel to its hit "Asteroids" called "Asteroids Deluxe". Unfortunately, the sequel was not received well and Atari took a loss with it. Atari had another runaway hit in 1980 called "Centipede". The game basically involved having the player take out insects and mushrooms that dotted the playing screen. Taking another chance, Atari released a sequel in 1982 called Millipede. Fortunately, Millipede received a better reception then "Asteroids Deluxe" did as a sequel and it did fairly well at the arcades. Other games that Atari released such as "Dig Dug", "Gravitar", and "Pole Position" may have also helped the sequel along. The game play was essentially the same as the original.

If you go into test mode, you will see a hidden 'Logg' sprite which refers to the game programmer Ed Logg.

Originally called 'Centipede Deluxe'. Here are the main differences between Millipede and "Centipede" : 

* Instead of the Centipede and three enemies, you now have to deal with the Millipede and seven enemies. 

* In addition to the Bee dropping mushrooms, the Dragonfly also drops them. The difference between the two enemies is that the Bee goes in a straight line from top to bottom while the Dragonfly zig-zags across the screen from top to bottom. 

* Beetles turn mushrooms into flowers which can only be destroyed with DDT bombs or by Spiders. 

* On some screens, some of the mushrooms will disappear while others grow in other random places. 

* The player character is now an Archer, as it now shoots arrows instead of laser-type shots. 

* The screen advances down one level after each round is completed or for each Beetle that is hit. This will reveal other things when a new top level is revealed. Hitting a Mosquito causes the screen to advance up by one level. 

* Different events are based on how many segments the Millipede starts with (a segment is defined as not being a separate head). 

* DDT bombs have been added to help you take out areas of bugs, flowers, and mushrooms. (DDT was a chemical that was banned in the 60's for pest control.) 

* A new bonus setting has been implemented. It works depending on what the machine is set at for gaining bonus Archers. Once you cross that threshold multiple, you can start a new game from that score minus the original bonus score. The score tops out at 300,000 points. You have 30 seconds after your game ends to choose to do this. It works like this : 

1) The maximum level a player can start at is one level lower then the last free Archer they received.  For example, you receive a free Archer every 20,000 points. If you achieved a score of 50,000 points, then the last free Archer you received was at 40,000 points. Going one level lower, you can either start with a bonus of 0 or 20,000 points. It works the same for free Archers awarded at 12,000 or 15,000 points. 

2) The player will also be allowed to start a new game at a bonus level. Again, depending on what the machine settings are for free Archers will determine this bonus. The bonus will be 0, 1, 2, or 3 times whatever the score required is for a free Archer (i.e. 0, 12,000, 24,000, or 36,000 points to name one). You will have 10 seconds to make a decision.

* There are more score dependent settings for the game. This means more enemies will do different things depending on the player's score.

* Millipede cycles back and forth with head to body ratio instead of just having heads like Centipede does.

James Schneider holds the official record for this game with 6,995,962 points.

A Millipede unit appears in the 1983 movie 'Joysticks' and in the 1988 movie 'Arthur 2 - On the Rocks'.

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

- SCORING -

Millipede (body segment) : 10 points
Millipede (head segment) : 100 points
Spider : 300, 600, 900, 1,200 points (Points increase the closer the Spider is to the player's Archer when shot)
Earwig : 1,000 points
DDT Bomb : 800 points
Dragonfly : 500 points
Mosquito : 400 points
Beetle : 300 points
Bee : 200 points (Takes 2 hits. First hit speeds it up, second hit destroys it)
Inchworm : 100 points
Mushrooms & Poisoned Mushrooms : 1 point (Takes 4 hits to destroy).

When the mushroom patch is reset after the Archer is destroyed, each partially destroyed mushroom, poisoned mushroom or flower that is restored awards the player 5 bonus points. 

Enemies killed inside DDT blasts are worth three times their normal score. The exception to this are Spiders which are worth 1,800 points when killed by DDT and enemies on the raids which are worth their normal (progressive) point values.

Raids : Normal points for the first raiding insect killed. Additional kills on raiding insects are worth 100 points more than the previous one, up to a maximum of 1,000 points each.

- TIPS AND TRICKS -

* Hints :

1) Destroy mushrooms near the bottom of the screen.

2) Destroy the DDT bomb when the Millipede is beside it.

3) When a Millipede hits a poisoned mushroom, it changes direction and falls vertically. Anticipate the place the Millipede will fall, because shooting it as it falls destroys all its segments.

* Know Your Enemies : This is the single most important aspect of this game. If you don't know how each of the enemies behave, you won't last long. The enemies are :

1) Millipede (Body and Head) - The main target of the game; its role is basically identical to that of the Centipede in "Centipede". It goes back and forth across the screen and will drop to the next level when it encounters a mushroom, flower, DDT bomb, or the side of the game screen. It will go all the way to the bottom when its head hits a poisoned mushroom. 

2) Spider - It appears from the top left or right of the player area. Its role is basically the same as in "Centipede". It will either bounce across the player's area at 45 degree angles or bounce in at a 45 degree angle, bounce up and down a couple of times, go to the middle at a 45 degree angle, bounce up and down a couple of times, then finally go to the side opposite its entrance (at a 45 degree angle), bounce up and down, then exit the area. It destroys flowers and mushrooms it passes over. In later stages, multiple Spiders will appear.

3) Bee - It can appear in any attack wave. Its role is identical to that of the Flea in "Centipede". It falls from the top of the screen to the bottom, randomly depositing mushrooms along the way. A Bee takes two shots to kill. The first shot makes it angry and causes it to speed up its descent. It will usually appear when you have cleared out most of the mushrooms in the player area.

4) Beetle - It appear randomly after the first wave. It enters from the left or right side of the screen, then goes to the bottom. It travels at least halfway along the bottom before going up to its original entry level. It then exits from the side opposite from which it entered. All mushrooms in its path are converted to flowers which are immune to the Archer's arrows. Hitting a Beetle causes the screen to go down one level. 

5) Earwig - It appears when the Millipede begins with less then eleven body segments. Its role is identical to that of the Scorpion in "Centipede". It goes across the screen and poisons any mushrooms in its path. 

6) Inchworm - It first appears when the Millipede has less then eleven body segments. Hitting one causes all enemies on the screen to slow down for about three seconds. 

7) Dragonfly - It appears when the Millipede begins with less then ten body segments. It goes in a zig-zag pattern from top to bottom leaving a trail of mushrooms in its wake. 

8) Mosquito - It appears when the Millipede begins with less then nine body segments. It flies in a diagonal pattern from the upper left or upper right corners. Hitting one causes the screen to go up one level.

* The Millipede will start out as a head with eleven body segments in the first wave. Wave two will be a head with ten body segments and a head that enters from the opposite side. Wave three will be a head with nine body segments and two heads that enter from opposite sides. This progression keeps going until wave twelve where you have twelve heads. The cycle will then start over in wave thirteen. This cycle occurs every twelve distinct waves.

* You must clear the first Millipede wave only once. Then, until your score reaches 20000 points, you must complete each subsequent Millipede wave twice--first as the Millipede moves slowly towards you, then as it moves fast. After your score reaches 20,000 points, each Millipede wave will only need to be completed once.

* Shooting the Millipede can have two effects : 

1) If you shoot the head, then that part turns into a mushroom and the next segment becomes the new head and the Millipede will travel in the opposite direction (since it hit the newly-created mushroom).

2) If you shoot the middle of the body, then the segment hit will become a mushroom. The existing Millipede will continue in the same direction. The new Millipede will develop a head at the next segment after the break and head off in the opposite direction. 

* A good strategy to ensure you destroy the Millipedes in one stroke and to keep the Bees at bay is to create 'mushroom corridors'. Mushroom corridors are basically corridors between two rows of mushrooms where you can funnel the Millipede down and destroy it when it is moving head-first at your shooter.

* In reference to the above 'mushroom corridors', keep in mind that after the fourth wave of each cycle, the mushrooms will undergo a period of 'Growth' that determines whether they stay alive or die in accordance with a modified version of the 'life' algorithm. The rules are as follows: 

1) Any mushroom with fewer than two neighbours dies, as if by loneliness. 

2) Any mushroom with more than three neighbours dies, as if by overcrowding. 

3) Any mushroom with two or three neighbours lives, unchanged, to the next generation. 

4) Any empty space with exactly three mushroom neighbours comes to life. 

5) Any mushroom adjacent to a DDT bomb becomes poisoned 

6) Any non-poisoned mushroom adjacent to a poisoned mushroom dies 

7) Flowers cannot die, but do count as neighbours towards the growth of mushrooms. 

After this period of 'Growth', you may have to clean up the area since some of your corridors may have been affected by this change. 

* Watch out for the Spiders. They enter at either the top or bottom corners. Your Archer may be in the way if this happens. In addition to collisions, the Spiders wipe out all mushrooms that are in its path. This can create problems when you are creating mushroom corridors. It can also cause Bees to appear since you won't have many mushrooms in the player area. In later rounds, multiple Spiders may appear in the player area.

* At the beginning of a round, take a quick look to see how many segments the Millipede has. This will determine the behavior of enemies on that or subsequent rounds.

* Five different times during the cycle of twelve millipede attack waves, you will be bombarded by a swarm of insects. These waves are a major source of points.

After the 2nd wave : Bee raid 
After the 6th wave : Dragonfly raid 
After the 8th wave : Mosquito raid 
After the 10th wave : Bees and Dragonflies raid together 
After the 12th wave : Bees, dragonflies, and mosquitoes raid together 

During these raids, special scoring applies for shooting Bees, Dragonflies, and Mosquitoes. Each insect kill of those types (even types not actually swarming, for example a single Bee randomly dropping during the Mosquito swarm) is worth a minimum of 100 points more than the previous kill, to a maximum of 1,000 points. Triple scoring from DDT applies as well, so DDTing a Mosquito or Dragonfly will immediately max the raid value at 1000, and DDTing a Bee will register at least 600.

It's very important not to die during one of the raids. If you stay alive, a raid can be worth up to 30,000 points later in the game. To prepare for a raid, don't shoot the last head until any Spiders and Beetles are near the side and leaving the screen. Clear a path to a DDT bomb if possible, so you can use it to kill several insects at once. It will quickly build their value to the maximum of 1000 points each.

Concentrate on one thing - shooting as many bugs as you can. Don't waste time clearing mushrooms until after the raid is over. As your score increases, the length of the raids also increases, making them worth lots of points.

* On the 9th wave, the mushrooms begin scrolling down very quickly, roughly one row every two seconds. They don't stop unless you kill the Millipede, shoot a DDT bomb, or lose a life. You have to do one of these three things quickly, or you'll be overwhelmed by mushrooms on the bottom.

First try to hit a DDT bomb. It's a good idea to clear a path to one before the wave starts. If you can't use a DDT, try to kill the Millipede before the mushrooms get too low. As a last resort, die on purpose.

The scrolling wave follows the Mosquito raid. If you can shoot a lot of Mosquitoes in the raid, the mushrooms scroll way up the screen, and you'll have plenty of time to kill the Millipede while the mushrooms come back down. Remember, if you scroll the mushrooms way up the screen, you won't be able to fire very fast. You'll have to take single shots, making sure you hit the Millipede each time.

* You can have a maximum of 4 DDT bombs on the screen at any given time. Wait until either the Millipede is right next to one or there is a heavy concentration of enemies before setting it off.

* Beetles can cause a lot of problems if they aren't dealt with quickly. Of course, if you have your mushroom corridor set up, they may be a blessing. Since they create flowers in their path that are immune to your Archer's arrows, this would help prevent you from shooting them accidentally. Of course, you still have to worry about the Spiders and DDT bombs.

* Keep track of where the Earwigs move across the screen. As soon as a Millipede's head hits a poisoned mushroom, it will immediately head for the bottom of the screen. The only way to stop this headlong plunge is to shoot it in the head (Unlike in "Centipede", the Millipede's head turns a different color when it is heading directly for the bottom of the screen). In the later rounds, it is not uncommon to have multiple Earwigs going across the screen. They also provide the most points in the game. 

* If you get unlucky and let the Millipede into your area, you need to destroy it before it gets to the bottom of the player area. Once it reaches the bottom, it will ascend again and remain in the player area. If it does reach the bottom of the player area, another head will come out from the opposite side to start its back and forth march across the screen. This will continue until you destroy all the Millipede parts in the player area or until your Archer is destroyed. 

* If your Archer gets destroyed, all partially-destroyed mushrooms and all poisoned mushrooms are reset. Flowers created by Beetles are also changed back into mushrooms. You then start at the beginning of the wave you got killed on.

* Depending on the difficulty the machine is set up at, the following events occur :

1) At Easy, the Spider moves slowly up to 10,000 points. At Hard, the Spider moves slowly up to 5,000 points. 

2) At Easy, the Beetle moves slowly up to 400,000 points and four Beetles appear in each round after 500,000 points. At Hard, the Beetle moves slowly up to 300,000 points and four Beetles appear in each round after 350,000 points. 

3) At Easy, Millipede heads enter from the sides of the screen at timed intervals. At Hard, Millipede heads enter from the sides of the screen faster than at Easy.

4) Regardless of setting, the Inchworm will move faster after the player reaches 80,000 points.

5) All other enemies move at their same speeds.

- SERIES -

1. Centipede (1981) 
2. Millipede (1982) 
3. Centipede (1998, PC CD-ROM; 1999, PlayStation/Dreamcast; 2001, Apple Macintosh)
4. Centipede Infestation (2011, Wii/3DS) 
5. Centipede Origins (2012, App Store/Android)

- STAFF -

Designed & programmed by : Ed Logg (ED )
Also worked on Millipede : Dave Snyder

From High Score table: (BBM), Franz Lanzinger (FXL), Mark Cerny (MEC), Doug Snyder (DUG), Dona Bailey (DCB), (DEW), (DFW)

- PORTS -

* Consoles : 
Atari 2600 [US] (1983) "Millipede [Model CX26118]" 
Atari 2600 [EU] (1983) "Millipede [Model CX26118P]" 
Atari 5200 [US] "Millipede [Model CX5248]" : Release cancelled 
Atari XEGS 
Nintendo Famicom [JP] (October 1, 1987) "Millipede [Model HAL-ML]" 
Nintendo NES [US] (October 1988) "Millipede [Model NES-ML]" 
Sony PlayStation [US] (December 31, 1997) "Arcade's Greatest Hits - The Atari Collection 2 [Model SLUS-00449]" 
Sony PlayStation [EU] (June 1998) "Arcade's Greatest Hits - The Atari Collection 2 [Model SLES-00712]" 
Sega Dreamcast [US] (July 2, 2001) "Atari Anniversary Edition [Model T-15130N]" 
Microsoft XBOX [US] (November 16, 2004) "Atari Anthology [Model 26084]"  
Sony PlayStation 2 [US] (November 22, 2004) "Atari Anthology [Model SLUS-21076]"  
Microsoft XBOX [EU] (November 26, 2004) "Atari Anthology" 
Sony PlayStation 2 [EU] (February 18, 2005) "Atari Anthology [Model SLES-53061]"  
Microsoft XBOX [JP] (August 4, 2005) "Atari Anthology [Model B7X-00001]" 
Microsoft XBOX 360 [XBLA] [US] [EU] (May 2, 2007) "Centipede / Millipede" 

* Handhelds : 
Nintendo Game Boy [US] (August 1995) "Arcade Classic No. 2 - Centipede & Millipede [Model DMG-ACPE-USA]"
Nintendo Game Boy [UK] (August 1995) "Arcade Classic No. 2 - Centipede & Millipede [Model DMG-ACPP-UKV]"
Nintendo Game Boy Advance [US] (August 15, 2005) "3 Games in One! Super Breakout - Millipede - Lunar Lander [Model AGB-B62E-USA]" 
Nintendo Game Boy Advance [EU] (September 2, 2005) "3 Games in One! Super Breakout - Millipede - Lunar Lander [Model AGB-B62P-EUR]" 
Sony PSP [US] (December 19, 2007) "Atari Classics Evolved [Model ULUS-10325]" 
Sony PSP [AU] (March 7, 2008) "Atari Classics Evolved" 
Nintendo DS [US] (March 8, 2011) "Atari Greatest Hits Vol.2 [Model NTR-P-PR7E-USA]" 

* Computers : 
Atari 800 [US] (1983) "Millipede [Model RX8048]" 
Atari ST [EU] (1986) 
Tandy Color Computer [US] (1987) "Kingpede" 
PC [MS Windows, CD-ROM] [US] (April 4, 1998) "Atari Arcade Hits 2" 
PC [MS Windows, CD-ROM] [EU] (2000) "Atari Arcade Hits 2" 
PC [MS Windows, CD-ROM] [US] (July 9, 2001) "Atari Anniversary Edition" 
PC [MS Windows, CD-ROM] [EU] (December 14, 2001) "Atari Anniversary Edition" 
PC [MS Windows, CD-ROM] [US] (November 11, 2003) "Atari - 80 Classic Games in One! [Model 25069J]" 
PC [MS Windows, CD-ROM] [EU] (June 10, 2005) "Atari - 80 Classic Games in One! [Replay]" 

* Others : 
Nokia N-Gage [US] (2005) "Atari Masterpieces Vol. I" 
Nokia N-Gage [EU] (October 13, 2005) "Atari Masterpieces Vol. I" 
Apple Store [US] (2012) "Atari Greatest Hits" 
Google Play [US] (2012) "Atari Greatest Hits"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1633&o=2

$end


$a800=milliped,millpedp,
$bio

Millipede (c) 1984 Atari, Inc. [Sunnyvale, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86626&o=2

$end


$info=millipdd,
$bio

Millipede Dux (c) 1982 Two-Bits score.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=30060&o=2

$end


$a2600=millipede,millipedep,
$bio

Millipede (c) 1984 Atari, Incorporated.

PAL release. Game developed in USA. For more information, please see the NTSC release's entry; "Millipede [Model CX26118]".

- TECHNICAL -

Model CX26118P

- PORTS -

* Consoles : 
Microsoft XBOX [EU] (November 26, 2004) "Atari Anthology" 
Sony PlayStation 2 [EU] (February 18, 2005) "Atari Anthology [Model SLES-53061]" 

* Computers : 
PC [MS Windows, CD-ROM] [EU] (June 10, 2005) "Atari - 80 Classic Games in One! [Replay]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83046&o=2

$end


$a2600=milliped,millipedp1,millipedp2,
$bio

Millipede (c) 1984 Atari, Incorporated.

An army of menacing millipedes - cousins to the famed Centipede - have invaded your garden patch, and you must shoot arrows at them to rid your plot of these pesky pests. But wait! The millipedes aren't the only insidious insects you have to destroy. Jumping spiders, buzzing bees, bouncing beetles, mosquitoes, dragonflies, inchworms, and earwigs all have unique and deadly powers of their own!

- TECHNICAL -

Model CX26118

- TRIVIA -

Export releases:
[PAL] "Millipede [Model CX26118P]"

- TIPS AND TRICKS -

* Make sure you keep your eye on the millipede while you're getting rid of the other pests. The millipede can sneak up on you if you're not careful, so keep it under control.

* If a millipede touches a poisonous mushroom - poinsonous mushrooms are colored differently from most - watch out!  The millipede will charge directly at you!

* When the insects swarm, you're in for big trouble if you're not alert. Only a spider can enter the garden while the mosquitoes, bees, or dragonflies are swarming. You get 100 extra points (above the normal point value) for the second swarming bug you destroy, 200 for the third, and so forth - up to 1,000 extra points per bug. But beware! Swarming bugs fly fast and furious!

* Each insect has its own unique sound, so keep your ears open and you can anticipate what will be coming next.

- STAFF -

Sound: Robert Vieira, Andrew Fuchs
Graphics: Jerome Domurat
Programmer: Dave Staugas

- PORTS -

* Consoles : 
Microsoft XBOX [US] (November 16, 2004) "Atari Anthology [Model 26084]" 
Sony PlayStation 2 [US] (November 22, 2004) "Atari Anthology [Model SLUS-21076]" 
Microsoft XBOX [JP] (August 4, 2005) "Atari Anthology [Model B7X-00001]" 

* Handhelds : 
Nintendo DS [US] (March 8, 2011) "Atari Greatest Hits Vol.2 [Model NTR-BR7E-USA]" 

* Computers : 
PC [MS Windows, CD-ROM] [US] (November 11, 2003) "Atari - 80 Classic Games in One! [Model 25069J]" 

* Others : 
Atari Flashback [US] (2004) 
Atari Flashback 2 [US] (2005) 
Atari Flashback 2+ [US] (February 22, 2010)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50698&o=2

$end


$a5200=milliped,
$bio

Millipede (c) 1984 Atari, Incorporated.

- TECHNICAL -

Model CX5248

- TRIVIA -

Unreleased prototype. Originally called "Centipede Plus".

- STAFF -

Programmer: Stephan Crandall
Graphics: Gary Johnson
Audio: Brad Fuller

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50064&o=2

$end


$nes=millipedj,
$bio

Millipede (c) 1987 HAL Kenkyuujo

- TECHNICAL -

Game ID: HAL-ML

- TRIVIA -

Millipede for Famicom was released on October 1, 1987 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54384&o=2

$end


$nes=milliped,
$bio

Millipede (c) 1988 HAL Laboratory

- TECHNICAL -

Game ID: NES-ML

- TRIVIA -

Millipede for NES was released in October 1988 in North America.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55370&o=2

$end


$mc10=milo,
$bio

Milo (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87675&o=2

$end


$n64=miloastr,miloastru,
$bio

Milo's Astro Lanes (c) 1999 Crave Entertainment

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57833&o=2

$end


$gameboy=milonj,
$bio

Milon no Meikyuu Kumikyoku [Model DMG-M8J] (c) 1993 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66456&o=2

$end


$nes=milon,
$bio

Milon's Secret Castle (c) 1988 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55371&o=2

$end


$gameboy=milon,
$bio

Milon's Secret Castle [Model DMG-M8-USA] (c) 1993 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66457&o=2

$end


$ti99_cart=gamevis,
$bio

Milton Bradley Gamevision (c) 198? Milton Bradley Co. [East Longmeadow, MA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84640&o=2

$end


$pc98=mimesp,
$bio

Mime Special Disk (c) 1996 Studio Twinkle [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90146&o=2

$end


$x1_cass=mimitan,
$bio

Mimitan (c) 1984 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86251&o=2

$end


$pc8801_flop=mimochan,
$bio

Mimo-chan no Daiboken (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92397&o=2

$end


$saturn,sat_cart=minakata,
$bio

Minakata Hakudou Toujou (c) 1997 Atlus Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59418&o=2

$end


$x68k_flop=minami,
$bio

Minami no Hiroshi no Eigo Kyoushitsu (c) 1989 Todo2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88415&o=2

$end


$saturn,sat_cart=lucas,
$bio

Minami no Shima ni Buta ga Ita - Lucas no Daibouken (c) 1996 Scholar

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59419&o=2

$end


$fm7_cass=capricrn,
$bio

Minami no Shima no Capricorn (c) 1983 Tsukumo Denki [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93762&o=2

$end


$gba=minamiod,
$bio

Minami no Umi no Odyssey [Model AGB-AODJ-JPN] (c) 2002 Global A Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71897&o=2

$end


$pc8801_cass=minami,
$bio

Minami Taihei-yo Adventure (c) 1983 dB-SOFT [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91248&o=2

$end


$x1_cass=minami,
$bio

Minami Taihei-yo Adventure (c) 198? dB-SOFT [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86252&o=2

$end


$info=minasan,
$bio

みなさんのおかげさまです! (c) 1991 Monolith Crporation.
(Minasan no Okagesama Desu! Dai Suguroku Taikai)

A difficult mahjong game with very odd characters and board game elements.

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID: NGM-027

Players: 2
Control: 8-way joystick
Buttons: 4

- TRIVIA -

Released in January 1991 in Japan.

The title of this game translates from Japanese as 'Thanks To Everyone! - Great Dice Game Tournament'. 'Sugoroku' is also a children's game played with dice and is also the Japanese version of Backgammon.

This game is based on the Japanese TV comedy show 'Minasan no Okage Desu' created by the Japanese comedy duo 'Tunnels', which ran on Fuji TV from 1988-97. Many of these characters appear in the game.

- TIPS AND TRICKS -

If you take too long to decide, the character with the fan will fall asleep and a big bubble will come out of his nose. The character with the pig tails will start picking his nose.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1634&o=2

$end


$megadriv=traysiaj,
$bio

Minato no Traysia (c) 1992 Riot

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56686&o=2

$end


$bbca_cass,bbcb_cass=mindbend,
$bio

Mind Bender (c) 19?? Beebug

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52113&o=2

$end


$nes=mindblow,
$bio

Mind Blower Pak (c) 1990 HES [Home Entertainment Suppliers].

Compilation of 4 NES titles:
"Math Quiz" (exclusive to this compilation)
"Jackpot" (1990)
"Galactic Crusader" (1990)
"Arctic Adventure - Penguin and Seal" (1990)

- TRIVIA -

Mind Blower Pak for NES was released in 1990 (exact date unknown) in Australia.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55372&o=2

$end


$ti99_cart=vgames2,
$bio

Mind Challengers [Model PHM 3025] (c) 1980 Texas Instruments

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84641&o=2

$end


$a2600=mindmaze,
$bio

Mind Maze (c) 1984 Atari, Incorporated.

- TRIVIA -

Originally called Mind Race. it was never released to the public.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50699&o=2

$end


$pc8801_flop=mindpani,
$bio

Mind Panics (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92398&o=2

$end


$pc8801_flop=mindstor,
$bio

Mind Storm (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92399&o=2

$end


$coco_cart=mindroll,
$bio

Mind-Roll (c) 1988 Tandy Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53450&o=2

$end


$cpc_cass=mindstrc,
$bio

Mind-Stretchers (c) 1990 Leisure Genius

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98265&o=2

$end


$amigaocs_flop=mindbend,
$bio

Mindbender (c) 1989 Magic Bytes

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74566&o=2

$end


$cpc_cass=minder,
$bio

Minder (c) 1985 DK Tronics

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98266&o=2

$end


$amigaocs_flop=mindroll,
$bio

Mindroll (c) 1989 Thalamus

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74567&o=2

$end


$nes=mindseek,
$bio

Mindseeker (c) 1989 Namco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54385&o=2

$end


$ibm5150,ibm5150_cass=mindshad,
$bio

Mindshadow (c) 1984 Activision, Inc. [Santa Clara, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83661&o=2

$end


$amigaocs_flop=mindshdw,
$bio

Mindshadow (c) 1985 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74568&o=2

$end


$cpc_cass=mindshdw,
$bio

Mindshadow [Model UQK 110] (c) 1985 Activision, Inc. [Santa Clara, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98267&o=2

$end


$cpc_cass=mindtrap,
$bio

Mindtrap [Model IA 0295] (c) 1989 Mastertronic, Ltd. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98268&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=minemad,
$bio

Mine Madness (c) 1983 Thorn EMI Video

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86867&o=2

$end


$ibm5150,ibm5150_cass=mineshft,
$bio

Mine Shaft (c) 1983 IBM

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83662&o=2

$end


$vectrex=minestrm,
$bio

Mine Storm (c) 1982 GCE [General Consumer Electric]

Tread lightly!  The transport lanes of intergalactic space have been seeded with mines from an alien vessel. Use your mine destroying blaster to blow up the mines before they annihilate you! You may survive the floating mines, but beware of the fireball, magnetic, and treacherous fireball- magnetic mines... 13 fields, each one more difficult, await you!

- TECHNICAL -

Controls
Joystick: Rotates your mine destroying ship.
Button 1: Unused.
Button 2: Escape (hyperspace).
Button 3: Thrust.
Button 4: Fire.

- TRIVIA -

Due to it being the Vectrex' built-in game, Mine Storm never had a box.

- TIPS AND TRICKS -

In each game you will start with 5 ships. A bonus ship is awarded if you clear out 4 fields.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82223&o=2

$end


$vectrex=minestr2,
$bio

Mine Storm II (c) 1983 GCE [General Consumer Electric]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82224&o=2

$end


$pcecd=mineswep,
$bio

Mine Sweeper (c) 1992 Pack-In-Video Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58289&o=2

$end


$info=minemine,
$bio

Mine, Mine, Mine (c) 1996 Aristocrat Leisure Industries Pty, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98313&o=2

$end


$bbca_cass,bbcb_cass=minedout,
$bio

Mined Out (c) 19?? Quicksilva

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52114&o=2

$end


$info=minefld,
$bio

Minefield (c) 1983 Stern Electronics.

A horizontal tank shooter game, with great atmosphere Parallax scrolling background.

The mid-day heat is rapidly becoming unbearable as the supply helicopter lowers your battle tank on to edge of the desert. You have a whole day's travelling ahead, 90 miles across the seemingly endless desert, until you reach the target of your mission - the enemy's desert fortress. Only after you have managed to destroy it, will it be safe for the transport helicopter to collect you and send you on another full-scale mission.

Unfortunately, the going across the desert is not easy. Your tank has run out of super-missiles and you must replenish your armoury from the stockpiles on the way. If you don't collect enough you will not be able to destroy the forts and the enemy base, which is so well protected you need three missile hits to put it out of action. However, you have unlimited supplies of shells for your heavy duty gun that can fire in all directions.

To add to your diffículties, the enemy have buried deadly mines all over the desert floor which you must avoid at all costs, or lose a tank. Once you are on your way, the enemy, knowing of your mission, keep sending all manner of war machines to try and stop your journey. You must take action against them all, and avoid their bombs. After 60 miles of hazardous travel night arrives, and the enemy use this opportunity to try and confuse you by sending a varied mixture of attackers under cover of darkness, Beware, some of them are robot controlled and will try and crash into your tank.

Good luck in your mission-the reward is high. A spare tank every 30.000 points and a chance to record our initials on the tank coomander's roll of honour.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound CPU : Zilog Z80 (@ 1.78975 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.78975 Mhz)

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette colors : 354

Players : 2
Control : Double 8-way joysticks
Buttons : 1

- STAFF -

Designed and programmed by : Chris Oberth

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1635&o=2

$end


$info=minefldfe,
$bio

Minefield (c) 1983 The Logicshop.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=97870&o=2

$end


$mc10=minefld,
$bio

Minefield! (c) 198? Reighard Jr. [Kenneth Reighard Jr.]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87676&o=2

$end


$intv=minehunt,
$bio

Minehunter (c) 2004 IntelligentVision

- TECHNICAL -

Game ID: 9113

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60917&o=2

$end


$nes=minelvtn,
$bio

Minelvaton Saga - Ragon no Fukkatsu (c) 1987 Taito Corp.

- TECHNICAL -

Game ID: TFC-MS-5500

- TRIVIA -

Released on October 23, 1987 in Japan.

It was the 13th title published by Taito on the Famicom.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54386&o=2

$end


$a800=mine2049,min2049e,
$bio

Miner 2049er (c) 1982 Big Five Software.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49085&o=2

$end


$coleco=mine2049,mine2049a,
$bio

Miner 2049er (c) 1983 Microfun.

- STAFF -

Conversion program by: Hike Livesay
Game concept by: Bill Hogue

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49087&o=2

$end


$c64_cart,c64_flop=mine2049,
$bio

Miner 2049er (c) 1983 Reston Software.

- STAFF -

Conversion programed by: Frank G.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49086&o=2

$end


$ti99_cart=miner,
$bio

Miner 2049er (c) 1983 Tigervision [Tiger Electronic Toys, Inc.] [Orchard Mundelein, IL, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84642&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=mine2049,mine2049a,
$bio

Miner 2049er (c) 1983 Reston Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86868&o=2

$end


$pc8801_flop=mine2049,mine2049a,
$bio

Miner 2049er (c) 1984 Comptiq [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92400&o=2

$end


$fm7_disk=mine2049,
$bio

Miner 2049er (c) 1984 Comptiq [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93634&o=2

$end


$a2600=m2049v2,m2049v2e,
$bio

Miner 2049er Volume II (c) 1983 Tigervision.

- TECHNICAL -

[Model 7-011]

- TRIVIA -

Miner 2049er Volume II was released in June 1983 in USA.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49089&o=2

$end


$scv=mine2049,
$bio

Miner 2049er (c) 1984 Comptiq.

- TECHNICAL -

[Model 12 NO.09150]

- TRIVIA -

Miner 2049er for SCV was released in 1985 in Japan even if titlescreen says 1984.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49082&o=2

$end


$a2600=mine2049,mine2049e,mine2049p,
$bio

Miner 2049er (c) 1982 Tigervision.

- TECHNICAL -

Model 7-008

- STAFF -

Designer: Bill Hogue

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49083&o=2

$end


$a5200=mine2049,
$bio

Miner 2049er (c) 1982 Big Five Software.

- TECHNICAL -

Model BF1912

- STAFF -

Programmer: Bill Hogue

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49084&o=2

$end


$gameboy=mine2049,
$bio

Miner 2049er (c) 1991 Mindscape, Incorporated.

- TECHNICAL -

Package ID: Model DMG-P-MV
Cartridge ID: Model DMG-MV-USA

- TRIVIA -

Miner 2049er for Game Boy was released in October 1992 in USA.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49088&o=2

$end


$msx1_cass=minemach,minemachb,minemacha,
$bio

Miner Machine (c) 1987 Eaglesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94851&o=2

$end


$cpc_cass=minesor2,
$bio

Mines d'Or Vol. 2 (c) 1989 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98269&o=2

$end


$a2600=mineminoe,
$bio

Mines of Minos - Im Labyrinth der Roboter (c) 1982 CommaVid

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50701&o=2

$end


$a2600=minemino,mineminoe1,
$bio

Mines of Minos (c) 1982 CommaVid

Something terrible has happened in the mazelike Mines of Minos. The smoothly running robot operation has been interrupted by an invasion of monstrous alien life forms! Aliens stalk the corridors of the mine; only a single robot survives to battle them. Desperately he struggles to find and assemble pieces of his fellow robots scattered around the mine while avoiding the pursuing aliens. If he can assemble a large enough robot army, he can battle the aliens to fight his way down to deeper levels of the mine and even destroy the alien command center at the lowest level. But if the aliens catch him he is doomed and his only weapon against them is his stock of time bombs.

Can you avoid the monsters and assemble enough robots to expel the alien invaders from the Mines of Minos? Find out in this latest video challenge from CommaVid.

Some of the game variations are two player games. The left joystick controls the robot and the right joystick controls one of the monsters. Pushing the button on the right joystick changes which monster is under the player's control. The other two monsters will pursue the robot on their own.

The monster being controlled by the joystick is seen as darker in color. If the robot runs into this monster, the monster is destroyed instead of the robot. But if the robot runs into either of the two monsters under their own control, he is destroyed as usual.

Game variations:
Game 1: The standard game. It takes three robot pieces to complete a new robot, and the flood both slows you down and keeps you from dropping a bomb.
Game 2: A two-player version of Game 1.
Game 3: An even greater challenge, it takes six robot pieces to complete a robot.
Game 4: A two-player version of Game 3.
Game 5: For practice, it takes three robot pieces to complete a robot, but there is no flooding.
Game 6: A two-player version of Game 5.
Game 7: The mine floods as usual, but it only takes two robot pieces to complete a robot.
Game 8: A two-player version of Game 7.
Game 9: Three robot pieces to complete a robot, but you can drop bombs in the flood.
Game 10: A two-player version of Game 9.
Game 11: The maze is invisible, except when you blow up a monster. Three robot pieces complete a robot, and you can drop bombs in the flood.
Game 12: A two-player version of Game 11.

Additional game variations can be created using the difficulty switches. With both difficulty switches in the B (or novice) position, the robots and monsters both move at normal speed. Raising the left difficulty switch to the A (or expert) position causes the robots to move at half speed, while the right difficulty switch in the "a" position causes the monsters to move at half speed.

- TECHNICAL -

Model CM005

- SCORING -

Destroying a monster = 20 points. 
Picking up a robot part = 70 points. 
Depositing the robot part = 70 points. 
Every 1000 points scored up to 4000 raises your power level by one unit.

- STAFF -

Programmer: Irwin Gaines

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50700&o=2

$end


$bbca_cass,bbcb_cass=mineshaf,
$bio

Mineshaft (c) 1984 Martech

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52116&o=2

$end


$bbca_cass,bbcb_cass=mineshafa,
$bio

Mineshaft (c) 1990 Alternative

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52115&o=2

$end


$info=mineswpr,mineswpr4,
$bio

Minesweeper (c) 1977 Amutech.

This game was two player only, you must have a real live person to play against, or else the other players boat will head directly for the bottom wall, which doesn't make for a very interesting game. Each player moves their little boat around leaving a solid line of mines behind them. All moves are made on an invisible grid, so you can only turn at 90 degree angles. To win you must last longer than your opponent before hitting something (first person to hit something loses). One good strategy is to try and box your opponent in to a small section of the screen, and then just move carefully until they crash. Pushing backwards on the stick will cause you to crash into your own mines, so avoid that at all cost.

The game was controlled with buttons rather than joysticks (this was cheaper to produce, and most of the other similar games of the time used buttons as well). Inserting a coin started the game at once. Both players got to play for a single coin. The game ended after one player chalked up six wins, but this was operator adjustable down to as low as three. The operator can also turn the sound on and off with internal switches as well.

- TECHNICAL -

Main CPU : Intel 8080 (@ 2.079 Mhz)
Sound Chips : Samples (@ 2.079 Mhz), Discrete (@ 2.079 Mhz)

Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 2

Players : 2
Button : 4

- TRIVIA -

Shane Poulsen holds the official record for this game on 'Beginner' settings with 5 points. Shane Poulsen also holds the official record for this game on "'Intermediate' settings with 32 points.
And lastly, Shane Poulsen holds the official record for this game on 'Expert' settings with 114 points.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1636&o=2

$end


$info=m5minesw,
$bio

Minesweeper (c) 200? BWB.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41601&o=2

$end


$gameboy=mineswep,
$bio

Minesweeper - Soukaitei [Model DMG-UMA] (c) 1991 Pack-In-Video Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66459&o=2

$end


$info=star100,
$bio

Ming Xing 100 (c) 199? Sang Ho Software.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82202&o=2

$end


$wswan=mingmagn,
$bio

Mingle Magnet [Model SWJ-HAL002] (c) 1999 HAL Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86358&o=2

$end


$gameboy=mini4bo2,
$bio

Mini 4 Boy II - Final Evolution [Model DMG-AJ2J-JPN] (c) 1997 J-Wing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66461&o=2

$end


$gameboy=mini4boy,
$bio

Mini 4 Boy [Model DMG-Aj4J-JPN] (c) 1996 J-Wing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66460&o=2

$end


$msx1_cart=minigolf,minigolfa,
$bio

Mini Golf [Model 11] (c) 1985 Namco, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77268&o=2

$end


$info=m3minmax,
$bio

Mini Max (c) 198? AL [Associated Leisure Sales].

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41187&o=2

$end


$psx=ministep,
$bio

Mini Moni - Step Pyon Pyon Pyon [Model SLPM-87195] (c) 2002 Konami Corp. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85447&o=2

$end


$psx=minimoni,
$bio

Mini Moni Shaker & Tambourine! Dapyon! [Model SLPM-87132] (c) 2002 Sega Enterprises, Ltd. [Tokyo, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85448&o=2

$end


$pico=minimoea,
$bio

Mini Moni. - Eigo de Asobundapyon! [Model HPC-6122] (c) 2003 Sega Toys

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75730&o=2

$end


$gba=minimnhm,
$bio

Mini Moni. - Mika no Happy Morning Chatty [Model AGB-AHCJ-JPN] (c) 2002 Shogakukan Production

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71898&o=2

$end


$gba=minimnoo,
$bio

Mini Moni. - Onegai Ohoshi-sama! [Model AGB-AOHJ-JPN(RK316-J1)] (c) 2002 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71899&o=2

$end


$pico=minimotd,
$bio

Mini Moni. - Terebi ni Derundapyon! [Model HPC-6110] (c) 2002 Sega Toys

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75731&o=2

$end


$msx2_flop=minights,
$bio

Mini Nights (c) 1997 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101863&o=2

$end


$cpc_cass=minioffc,
$bio

Mini Office (c) 1985 Database Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98270&o=2

$end


$cpc_cass=minioffcsu,
$bio

Mini Office (c) 1985 Summit Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98271&o=2

$end


$cpc_cass=minioff2,
$bio

Mini Office II (c) 1986 Database Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98272&o=2

$end


$spc1000_cass=miniorgn,
$bio

Mini Organ (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83531&o=2

$end


$nes=miniputt,
$bio

Mini Putt (c) 1991 A-Wave

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54387&o=2

$end


$gameboy=miniputt,
$bio

Mini Putt (c) 1991 A-Wave

- TECHNICAL -

Cartridge ID: DMG-V3A

- TRIVIA -

Reviews:
October 1991 - Joypad N.1 [FR]: 76/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66462&o=2

$end


$n64=miniracr,
$bio

Mini Racers (c) 1999 Looking Glass Studios

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57834&o=2

$end


$adam_cass=ukas_nz,
$bio

Mini Review N-Z (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82702&o=2

$end


$m5_cass=startrek,
$bio

Mini Star Trek (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95320&o=2

$end


$info=mv4in1,
$bio

Mini Vegas (c) 1983 Entertainment Enterprises, Limited.

- TECHNICAL -

Main CPU : MOS Technology M6502 (@ 2 Mhz)
Sound Chips : General Instrument AY8910 (@ 1 Mhz)

Screen orientation : Horizontal
Video resolution : 416 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 256

Players : 1
Buttons : 8

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4850&o=2

$end


$gameboy=miniyoas,
$bio

Mini Yonku GB Let's & Go!! All-Star Battle Max (c) 1998 ASCII Corp.

- TECHNICAL -

Model DMG-AAMJ-JPN

- TRIVIA -

Released on June 19, 1998 in Japan.

- STAFF -

Music composer: Toshiyuki Ueno

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66464&o=2

$end


$gameboy=miniyonk,
$bio

Mini Yonku GB Let's & Go!! (c) 1997 ASCII Corp.

- TECHNICAL -

Model DMG-AM4J-JPN

- TRIVIA -

Released on May 23, 1997.

- STAFF -

Music composer: Toshiyuki Ueno

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66463&o=2

$end


$snes=miniynk2,
$bio

Mini Yonku Let's & Go!! Power WGP 2 [Model SHVC-BM4J-JPN] (c) 1998 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61816&o=2

$end


$snes=miniyonk,
$bio

Mini Yonku Shining Scorpion - Let's & Go!! [Model SHVC-A4WJ-JPN] (c) 1996 ASCII Ent. Software, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61817&o=2

$end


$info=miniboy7,miniboy7a,miniboy7b,
$bio

Mini-Boy 7 (c) 1983 Bonanza.

- TECHNICAL -

[Model BE-7000/MBS]

Main CPU : MOS Technology M6502 (@ 625 khz) 

Screen orientation : Horizontal 
Video resolution : 296 x 296 pixels 
Screen refresh : 60.00 Hz 
Palette colors : 256

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15426&o=2

$end


$msx1_cass=minigolf,
$bio

Mini-Golf (c) 1984 Advance [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94852&o=2

$end


$info=mvbfree,
$bio

Mini-Vid Break Free (c) 1979 Mego.

- TECHNICAL -

Game ID: 97004

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94371&o=2

$end


$psx=miniyonk
$bio

Mini-Yonku Bakusou Kyoudai Let's & Go!! WGP Hyper Heat (c) 1997 Jaleco Co., Ltd.

- TECHNICAL -

Model SLPS-01078

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84811&o=2

$end


$a2600=minigolfe,
$bio

Miniature Golf (c) 1979 Atari, Incorporated.

PAL release. Game developed in USA. For more information, please see the NTSC release's entry; "Miniature Golf [Model CX2626]".

- TECHNICAL -

Model CX2626P

- PORTS -

* Consoles : 
Microsoft XBOX [EU] (November 26, 2004) "Atari Anthology" 
Sony PlayStation 2 [EU] (February 18, 2005) "Atari Anthology [Model SLES-53061]" 

* Handhelds : 
Nintendo DS [EU] (February 24, 2011) "Atari Greatest Hits Vol.1 [Model NTR-BR6P-EUR]"

* Computers : 
PC [MS Windows, CD-ROM] [EU] (June 10, 2005) "Atari - 80 Classic Games in One! [Replay]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83002&o=2

$end


$a2600=minigolf,
$bio

Miniature Golf (c) 1979 Atari, Incorporated.

Your sense of timing and your perceptiveness in judging distance are about to be fine-tuned! This exciting video game simulates an actual Miniature Golf course, complete with moving obstacles.

There are nine 'holes' in which to hit the ball into the 'cup'. Each time you hit the ball it is called a 'stroke'. Although the number of strokes you take to hit the ball into the cup is unlimited, each hole has a designated 'par'. Par represents the number of strokes you are ideally supposed to take to complete the hole.

Variations:

GAME 1 is for one player only. At the beginning of each hole, before the first stroke, the number for that hole is displayed in the upper left corner of the screen. The par for that hole is shown at the upper right corner of the screen. After the first stroke, the player's running score replaces the hole number. A 0 replaces the par until the beginning of the next hole.

GAME 2 is for two players. The left player goes first. After the first stroke by each player, the respective scores are displayed at the top of the screen until the hole is completed. These score totals replace the hole number and the par, as in GAME 1.

- TECHNICAL -

Model CX2626

- TRIVIA -

Export releases:
PAL "Miniature Golf [Model CX2626P]"

- STAFF -

Programmer: Tom Reuterdahl

- PORTS -

* Consoles : 
Microsoft XBOX [US] (November 16, 2004) "Atari Anthology [Model 26084]" 
Sony PlayStation 2 [US] (November 22, 2004) "Atari Anthology [Model SLUS-21076]" 
Microsoft XBOX [JP] (August 4, 2005) "Atari Anthology [Model B7X-00001]" 

* Handhelds : 
Nintendo DS [US] (November 2, 2010) "Atari Greatest Hits Vol.1 [Model NTR-BR6E-USA]" 

* Computers : 
PC [MS Windows, CD-ROM] [US] (November 11, 2003) "Atari - 80 Classic Games in One! [Model 25069J]" 

* Others : 
Atari Flashback 3 [US] (September 16, 2011) by AtGames 
Atari Flashback 4 [US] (November 13, 2012) by AtGames 
Atari Flashback 5 [US] (October 1, 2014) by AtGames

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50702&o=2

$end


$a5200=minigolf,
$bio

Miniature Golf (c) 1983 Atari, Incorporated.

- TECHNICAL -

Model CX5230

- TRIVIA -

Unreleased prototype.

- STAFF -

Programmer: Steve Baker (SAB)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50065&o=2

$end


$amigaocs_flop=minigolf,
$bio

Miniature Golf [Starter Kit] (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74569&o=2

$end


$info=mcom4_02,
$bio

Minicom IV (c) 2002 Ultratec.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95296&o=2

$end


$pc98=minguyna,
$bio

Minimum Guynarock (c) 1992 Technograin [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90147&o=2

$end


$info=minivadr,
$bio

Minivader (c) 1990 Taito.

- TECHNICAL -

Board Number : K11X0622A
Prom Stickers : D26

Main CPU : Zilog Z80 (@ 4 Mhz)


Players : 1
Control : 2-way joystick
Buttons : 1

- TRIVIA -

Released in December 1990 in Japan. This is a test board sold in Japan together with every cabinet.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1637&o=2

$end


$ti99_cart=miniwr,
$bio

Miniwriter II (c) 1985 DaTaBioTics

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84643&o=2

$end


$pc98=mink01,
$bio

Mink no Omochabako Vol. 01 - Two Shot Diary 2 SP Disk (c) 19?? Mink [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90148&o=2

$end


$pc98=mink02,
$bio

Mink no Omochabako Vol. 02 - Pero Pero Candy SP Disk (c) 19?? Mink [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90149&o=2

$end


$pc8801_flop=minkymom,minkymoma,
$bio

Minky Momo no Panic Ball (c) 1984 Tokuma Shoten Intermedia, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92401&o=2

$end


$info=mmonkey,
$bio

Minky Monkey (c) 1982 Technos.

- TECHNICAL -

Main CPU : MOS Technology M6502 (@ 1.5 Mhz)
Sound CPU : MOS Technology M6502 (@ 500 Khz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.5 Mhz)

Players : 2
Control : 4-way joystick
Buttons : 1

- TRIVIA -

Even if titlescreen says 1982, the game was released in March 1983 in Japan.

This is the first Technos game. Produced in association with Roller Tron Corp., Ltd.

- STAFF -

Director / Programmer : Noriyuki Tomiyama
Sound director : T. Tako
Art designers : H. Fukuda, M. Kogoma

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1638&o=2

$end


$info=dodghero,
$bio

Minna Atsumare! Dodge Hero (c) 1997 Sigma Enterprises, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94330&o=2

$end


$psx=minnaats,
$bio

Minna Atsumore! Igo Kyoushitsu [Model SLPS-03554] (c) 2003 Silver Star Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85449&o=2

$end


$pico=mkaraoke,
$bio

Minna de Karaoke! Issho ni Utaou Suki na Uta! [Model HPC-6049] (c) 1997 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75732&o=2

$end


$gba=minpuyo,
$bio

Minna de Puyo Puyo [Model AGB-APYJ-JPN] (c) 2001 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71900&o=2

$end


$info=dashhero,
$bio

Minna Ganbare! Dash Hero (c) 2000 Sigma Enterprises, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94329&o=2

$end


$gba=minouji,
$bio

Minna no Ouji-sama [Model AGB-BMOJ-JPN(RK338-J1)] (c) 2003 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71901&o=2

$end


$gba=minshiku,
$bio

Minna no Shiiku Series - Boku no Kabuto, Kuwagata [Model AGB-BKKJ-JPN] (c) 2003 MTO, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71902&o=2

$end


$gba=minshik1,
$bio

Minna no Shiiku Series 1 - Boku no Kabutomushi [Model AGB-AB7J-JPN] (c) 2001 MTO, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71903&o=2

$end


$gba=minshik2,
$bio

Minna no Shiiku Series 2 - Boku no Kuwagata [Model AGB-AW7J-JPN] (c) 2001 MTO, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71904&o=2

$end


$gbcolor=minnashg,
$bio

Minna no Shougi - Shokyuu Hen [Model DMG-A7YJ-JPN] (c) 1999 M²TO, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68380&o=2

$end


$gba=haptrump,
$bio

Minna no Soft Series - Happy Trump 20 [Model AGB-BTLJ-JPN] (c) 2005 Success

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71905&o=2

$end


$gba=hyokhyut,
$bio

Minna no Soft Series - Hyokkori Hyoutan-jima - Don Gabacho Daikatsuyaku no Maki [Model AGB-BHYJ-JPN] (c) 2003 MTO, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71906&o=2

$end


$gba=minnamj,
$bio

Minna no Soft Series - Minna no Mahjong [Model AGB-BMJJ-JPN] (c) 2003 MTO, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71907&o=2

$end


$gba=minnashg,
$bio

Minna no Soft Series - Minna no Shougi [Model AGB-BSGJ-JPN] (c) 2004 Success

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71908&o=2

$end


$gba=numpladv,
$bio

Minna no Soft Series - Numpla Advance [Model AGB-BUOJ-JPN] (c) 2006 Success

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71909&o=2

$end


$gba=minshang,
$bio

Minna no Soft Series - Shanghai [Model AGB-BSHJ-JPN] (c) 2003 Success

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71910&o=2

$end


$gba=tetrisad,
$bio

Minna no Soft Series - Tetris Advance [Model AGB-BTTJ-JPN] (c) 2003 Success

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71911&o=2

$end


$gba=minnzooo,
$bio

Minna no Soft Series - Zooo [Model AGB-BMZJ-JPN] (c) 2003 Success

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71912&o=2

$end


$nes=minnatab,
$bio

Minna no Taabou no Nakayoshi Daisakusen (c) 1991 Character Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54388&o=2

$end


$c64_cart,c64_flop=minfats,
$bio

Minnesota Fat's Pool Challenger (c) 1983 HesWare

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53637&o=2

$end


$megadriv=mfpool,
$bio

Minnesota Fats - Pool Legend (c) 1995 Data East Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57310&o=2

$end


$saturn,sat_cart=mfpool,
$bio

Minnesota Fats - Pool Legend [Model T-1302H] (c) 1995 Data East Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60084&o=2

$end


$gbcolor=minnie,
$bio

Minnie & Friends - Yume no Kuni o Sagashite [Model CGB-BYKJ-JPN] (c) 2001 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68381&o=2

$end


$gba=minority,
$bio

Minority Report [Model AGB-AGB-ARME-USA] (c) 2002 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71913&o=2

$end


$saturn,sat_cart=mclown,
$bio

Minton Keibu no Sousa File - Doukeshi Satsujin Jiken (c) 1997 Riverhill Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59420&o=2

$end


$ti99_cart=minusmis,
$bio

Minus Mission [Model PHM 3118] (c) 1982 DLM Academics

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84644&o=2

$end


$gameboy=miracle,
$bio

Miracle Adventure of Esparks - Ushinawareta Seiseki Perivron [Model DMG-ESJ] (c) 1992 Tomy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66465&o=2

$end


$info=spinmast,
$bio

Miracle Adventure (c) 1993 Data East Corp.

Johnny & Tom, two treasure seekers must save their friend Mary from the evil Mad Doctor and his army of goofy-dressed henchmen, as well as gather the map pieces in order to find the biggest treasure in the world at the same time! Features hilarious cartoon-like character designs and sound effects, awesome looking giant bosses (check out the Chinese dragon!) & fast-paced platforming action!

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : NGM-062

Players : 2
Control : 8-Way Joystick
Buttons : 3
=> [A] Shoot/Power Attack, [B] Jump, [C] Super Attack

- TRIVIA -

Miracle Adventure was released on December 16, 1993 in Japan.

This game is known outside Japan as 'Spinmaster'.

Miracle Adventure is Data East's first game developed and released for the SNK Neo-Geo MVS hardware.

This game seems heavily inspired by Data East's classic game "Caveman Ninja" (the artwork style, some character's animations, as well as the weapon's power up styles are a little too similar!).

The Mad Doctor also appeared as the final boss in Data East's "Tumble Pop".

Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Miracle Adventure. Tatakae Genshijin 3 - PCCB-00146) on February 18, 1994.

- STAFF -

Planners : Mitsutoshi, Atsushi Kaneko
Graphic Designers : Kazumi Enomoto, Atsushi Kaneko, Sachiko Moizumi, Yuzuru Tsukahara, Hiroki Narisawa, Kaori
Sound : Oww Furukawa, Tomoyoshi Sato (Tom), Seilah
Soft : K. Minegishi, Osapan, Kazumi Enomoto, Mya
Special Thanks : Tohru Kikuchi, Hitomi Hashimoto, Makoto Nozu, Jirou Ishii (The J.I.R.O), Yuuko Nakagawa, Masanori Tokoro, Gorillarman, Matoba Tomomi (Tomomi. Y!!), Sapporo Satellite

- PORTS -

* Consoles :
SNK Neo-Geo [JP] (February 18, 1994; "Miracle Adventure [Model NGH-062]")
Nintendo Wii [Virtual Console] [JP] (August 3, 2010)
Nintendo Wii [Virtual Console] [US] (November 22, 2010)
Nintendo Wii [Virtual Console] [EU] (November 12, 2010)
Nintendo Wii [Virtual Console] [AU] (November 12, 2010)
Zeebo [MX] [BR] (April 16, 2010)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2588&o=2

$end


$snes=miraclcp,
$bio

Miracle Casino Paradise [Model SHVC-ACPJ-JPN] (c) 1995 Carrozzeria Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61818&o=2

$end


$info=mirderby,
$bio

Miracle Derby - Ascot (c) 1988 Home Data.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32463&o=2

$end


$snes=miracleg,
$bio

Miracle Girls [Model SHVC-QP] (c) 1993 Takara Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61819&o=2

$end


$nes=ropit,
$bio

Miracle Ropit's Adventure in 2100 (c) 1987 King Records

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54389&o=2

$end


$sms=miracle,miraclep,
$bio

Miracle Warriors - Seal of the Dark Lord (c) 1987 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56101&o=2

$end


$spc1000_cass=miraclew,
$bio

Miracle World (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83532&o=2

$end


$x68k_flop=mirage,
$bio

Mirage (c) 1992 Discovery Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87897&o=2

$end


$pc98=mirage,
$bio

Mirage (c) 1992 Discovery Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90150&o=2

$end


$info=m4mirage,
$bio

Mirage (c) 199? Barcrest.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=14949&o=2

$end


$x68k_flop=miragerw,
$bio

Mirage (c) 199? Rowan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87898&o=2

$end


$pc98=mirage2,
$bio

Mirage 2 - Tolley x Neat x Roon no Daibouken (c) 1994 Discovery Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90151&o=2

$end


$info=mirage,
$bio

Mirage Youjuu Mahjongden (c) 1994 Mitchell.

- STAFF -

Character Designer: Poco, Mika, !Aoki, KE-N, Utachin, 96, S.Bat
Stage Designer: Ren Cong, Koyoru
Sound Composer: !Aoki
A.D. Designer: Matsu, Shin
Programmer: Coin, Enoshin'
Dresser: Sally

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=19619&o=2

$end


$pc8801_flop=mirai,miraia,
$bio

Mirai (c) 1985 Sein Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92402&o=2

$end


$msx2_cart=mirai,
$bio

Mirai (c) 1987 Xain Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51339&o=2

$end


$msx1_cart=mirai,
$bio

Mirai (c) 1987 Xain Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52717&o=2

$end


$info=mirninja,
$bio

Mirai Ninja - Keigumo Kinin Gaiden (c) 1988 Namco, Limited.

Japanese ninja game featuring 12 stages.

- TECHNICAL -

Namco System 2 hardware
Game ID : MN

Main CPU : (2x) Motorola 68000 (@ 12.288 Mhz), M6809 (@ 3.072 Mhz), HD63705 (@ 2.048 Mhz)
Sound Chips : C140 (@ 21.39 Khz), YM2151 (@ 3.57958 Mhz)

# of Players: Up to 2 alternatively.
Type of control: 8-way joystick.
# of buttons: 3.

- TRIVIA -

Mirai Ninja was released in December 1988 in the Japanese arcades only.

The title of this game translates from Japanese as 'Future Ninja - Stealth Joy Cloud Device Side Story'.

Mirai Ninja was based on a Japanese movie of the same name, also produced by Namco. Both the game and the movie were released the same year.
The plot of the movie: A man's body and soul are stolen and used as part of a demon castle. What's left becomes Cyber Ninja. He teams up with the chi students whose cyber-earmuffs show matching red symbols. They fill their swords with ammunition, grab some neo-retro-cyber-antique guns and attack the demon robot expendable ninja squad. Each fight is won by whichever side uses more gratuitous special effects. They slay the Tron-like hover droids, who are destroyed in their shame. There's a showdown with a white-armored guy with dreadlocks, who is later reincarnated by the eclipse and a lot of multicolored lightning. After killing the make-up wearing effeminate spider person, the chi school fires a giant gun at the demon castle spider cyber robot. It blows up.

Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Mirai Ninja - Keigumo Kinin Gaiden : G.S.M. Namco 1) on December 21, 1988.

- STAFF -

Game designer : UNKNOWN
Game programmers : Pegasus Ahoyagi, Screen de Kotatsun
Game visual designer : Gimmy Yanagii
Music composer / Sound effects : Astron Ishii, Norio Nakagata, Kouichi Ohta
Visual staff : Katsuhiko Shigeri, Hiromi Fukuda, Masanori Kimura, Mitsuru Fukuoka, Mitsuru Enomoto, Junko Anzai, Kayo Koga, Mayumi Ohoura, Meda Medaman, Wani Waniko

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1639&o=2

$end


$nes=lios,
$bio

Mirai Senshi - Lios (c) 1989 Pack-In-Video Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54390&o=2

$end


$nes=jarvas,
$bio

Mirai Shinwa Jarvas (c) 1987 Taito Corp.

- TECHNICAL -

Game ID: TFC-MJ-5500

- TRIVIA -

Released on June 30, 1987 in Japan.

It was the 11th title published by Taito on the Famicom.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54391&o=2

$end


$pcecd=conan,
$bio

Mirai Shonen Conan (c) 1992 Telenet.

Mirai Shonen Conan is based on a very popular animation series in Japan and created by the now world famous Hayao Miyazaki. In a non so distant future, most of Earth inhabitants have been wiped out by a powerful new weapon. Humanity, in a last attempt to leave the condemned world, tries to flee to the stars without success. Conan, a ten years old boy, is a direct descendent of the people who, onboard spaceships, tried to escape. The original animation tells the story of Conan, and his cute friend Lana, and their adventures in this new devasted world. They are both pursued by the people of Industria who have only one goal in mind, to capture Lana's grand father who, they think, know the secret of a special weapon. The game puts the player in the shoes of Conan. The young boy, like other kids, has strange powers. He can communicate with many animals and has also an unusual strength. This feature is also present in this side scrolling action game and most of the stages unfold following the anime's story. Conan can run, jump and kick his enemies. He can also use a limited stock of spears.

- TECHNICAL -

Game ID: TJCD2022

- TRIVIA -

Mirai Shonen Conan was released on February 28, 1992 in Japan for 7200 Yen.

Reviews:
[FR] April 1992 - Consoles + N.8 (Page 104-105): 52/100
[FR] May 1992 - Joypad N.8 (Page 126-127): 69/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58290&o=2

$end


$gba=mirakuru,
$bio

Mirakuru! Panzou - 7-tsu no Hoshi no Uchuu Kaizoku [Model AGB-B3IJ-JPN] (c) 2005 Atlus Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71915&o=2

$end


$info=mirax,miraxa,
$bio

Mirax (c) 1985 Current Technologies.

A great space shooter game using a 3-D sprite-scaling technology.

The invaders from the alpha centauri empire are building their super laser weaponry in the mirax city. This weapon of mass destruction is a danger to the galaxy and your space colony, the destiny of the galaxy is in your hands. On your 90.000 mile journey to this giant space city will encounter to hordes of enemy forces, you must speed your spacecraft while you shoot and dodging energy stations objects, enemy spaceships, giant bosses and missiles. Your mission is to destroy all weapons construction units to restore peace before it is too late .

- TECHNICAL -

Game ID: CT805

Main CPU : Zilog Z80 (@ 12 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 2 Mhz)

Screen orientation : Vertical
Video resolution : 256 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 256

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4883&o=2

$end


$spc1000_cass=miro2,
$bio

Miro ][ (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83533&o=2

$end


$pc8801_flop=mirrors,
$bio

Mirrors (c) 1990 Soft Studio Wing [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92403&o=2

$end


$pc8801_flop=chotto,
$bio

Misa Chan Monogatari - Chotto Meitantei (c) 1988 Champion Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92404&o=2

$end


$pc98=chotto,
$bio

Misa-chan Monogatari - Chotto Meitantei (c) 1988 Champion Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90152&o=2

$end


$psx=misakiag,
$bio

Misaki-Aggressive! [Model SLPS-01474] (c) 1998 Shoeisha Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85450&o=2

$end


$n64=mischief,mischiefu1,mischiefu,
$bio

Mischief Makers (c) 1997 Nintendo.

Classic platform action leaps onto the world's greatest gaming platform with Mischief Makers! Dazzling graphics, a great story and, best of all, a seemingly endless array of moves and areas marks Mischief Makers as a must-see for all action fans.

Mischief Makers chronicles the adventures of Marina Liteyears, an "Ultra-InterGalactic-Cybot G" who accompanies her inventor, Prof. Theo, from earth to research the mysterious Planet Clancer. When a gang of Clancers kidnaps the hapless prof, Marina sets off in hot pursuit.

Mischief Makers unfolds across five sprawling stages, each gorgeously rendered with a brilliant palette of colors. The lush surroundings of the tutorial stages soon give way to dusty desert, a volcano, a sinister fortress flooded with lava lakes, snowy mountains, twisting caves and more!

As she explores the Clancers' world, Marina gradually realizes that the stakes are far higher than the rescue of a single scientist. She finds herself drawn into a desperate bid by freedom-loving Clancers to battle sinister forces bent on conquering the planet.

Along the way, Marina encounters numerous friendly and not-so-friendly Clancers and finds herself called upon to rescue wayward Clancer children or battle one of the many weird beasts and bosses that seem to sprout from Clancer soil like wild mushrooms. There's even an Athletic Contest, complete with sprinting, jumping and a math contest!

Hard-core action fans will love Mischief Makers' breathtaking variety of moves. Marina runs, jumps, rides a menagerie of different animals and shoots weapons she's wrested from enemies. She can grab Clanballs floating in the air and ride them on gravity-defying tracks and pogo-stick on the spring-wound Jump Clancer. Her definitive move, though, is the grab-and-shake. Try this move on friends, enemies, innocent bystanders, or anyone or anything within arm's reach. You'll never cease to be amazed by what happens!

One of Marina's excursions knocks her out of action for a while. Stepping up to help is Teran, a little guy with a heart bigger than all outdoors. Teran can jump, punch, and ride a tricycle like Jeff Gordon handles a stock car. Despite his youth, Teran has a mysterious past that's not revealed until the game's final level. To solve that mystery, and many others, you'll have to collect a Gold Gem in each level.

With a fascinating array of moves, spectacular graphics, more than 50 levels, a compelling story and extremely attractive characters, Mischief Makers proves that the venerable side-scroller is more than ready for the next generation of gaming. Shake it up, baby!

- TECHNICAL -

Model NUS-NTMJ-JPN

- TRIVIA -

Mischief Makers was released on June 26, 1997 in Japan.

Export releases:
[US] NUS-NTME-USA
[EU] NUS-NTMP-EUR

- STAFF -

Executive Producers: Keiji Honda, Yukinobu Chida
Producer: Yuuchi Kikumoto
Assistant Producer: Shinji Wachi
Director: Hideyuki Suganami
Script Writer: Hideyuki Suganami (FINAL/NAMI)
Game Design: Hideyuki Suganami (CHOCO-MONKEY)
Enemy & Boss Programmer: Hideyuki Suganami (FINAL/NAMI)
Main Programmer: Masato Maegawa
Tiny Programmer: Fukuryuu
Programmers: Hiroshi Matsumoto, Mitsuna
Assistant Programmers: Kazuhiko Ishida (KONIG Ishida), Keiji Fujita
Graphic Design: Makoto Ogino
Character Design: Tetsuhiko Kikuchi (HAN)
Additional Graphic Design: Nobuhisa Tanaka, Seiji Hasuko, Kaname Shindoh, Tsunehisa Kanagae
Music Composition: Norio Hanzawa (NON)
Sound Effects: Satoshi Murata
Treasurer: Haruko Hosaka
Supervisor: Masato Maegawa
Background CG: Masahiro Katsuta, Mamiko Himuro, Satoshi Tsukamoto, Hitoshi Suenaga, Satoru Onishi
Artwork: Naoki ouishi, Takashi outsuka
Technical Support: Sadao Yahagi, Kenjirou Kano
Quality Coordinator: Hiroshi Satou
Publicity: Yoshihisa Saitou, Hideki Yamamoto
Publisher: Yasuhiro Fukushima
US Coordination & Translation: Hiro Nakamura, Christian Phillips
Enix Staff: Yoshinori Yamagishi, Shinji Futami, Yasuhito Watanabe, Jun Toda, Hiroki Fujimoto, Yousuke Saitou, Daisuke Kobayashi, Etsuko Shimamura, Noriko Nakanome
Special Thanks: Hiroomi Tanaka, Koichi Iwase, Kan Ikeda, Kazunori ouwada, Mariko Numajiri, Ryoma Nakamura, Tomoe Suzuki, Tsuyoshi Koyama, Yoko Kagaya, Wataru Harashima, Kyohei Nakaguma, Masahiro Akagi, Masahiro Kobayashi, Ryu Amimoto, Shouya Akagi, Taro Futami, Tatsuya Kiuchi

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57835&o=2

$end


$pc98=mischif,
$bio

Mischif (c) 1992 Basement [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90153&o=2

$end


$msx1_cass=misiones,
$bio

Mision en España (c) 1986 Mind Games Espana, S.A.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94854&o=2

$end


$msx1_cass=misionre,
$bio

Mision Rescate (c) 1986 Anaya Multimedia

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94853&o=2

$end


$info=msbingo,
$bio

Miss Bingo (c) 1994 Min.

Miss Bingo is a clone of Min's previous game "Miss Puzzle" with updated graphics and a split screen for optional two player play. 

The player must slide three or more matching tiles together in horizontal, vertical, or diagonal chains to clear them from the screen. When tiles are removed from the screen surrounding tiles drop and slide around to fill the gaps. Additional tiles are added to the screen over time and The objective is to clear a set number of chains before the tiles stack up and reach the dead line at the top of the play area.

Once the set number of tiles are removed, the play area is cleared and the photographic nude background image is revealed.  

Clearing tiles advances a bar at the bottom of the screen.  Once the bar is filled the game is interrupted by a bonus game.  Once the bonus game is completed the game returns to the exact spot where it had left off.

If any tiles cross the dead line then the game is over. Upon continuing, the game removes the bottom few rows of tiles from the board so that gameplay can continue.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 7.15909 Mhz)
Sound Chips : OKI6295 (@ 8.5 Khz)

Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 512

Players : 2
Control : 8-way joystick
Buttons : 2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3580&o=2

$end


$info=missb2,
$bio

Miss Bubble II (c) 1996 Alpha Co.

Miss Bubble II is an adult bootleg of "Bubble Bobble".  It features 100 single screen levels with photographic semi-nude images for backgrounds.  The background changes every three levels.

The player takes on the role of one of two yellow and green colored mice. Armed only with the ability to blow bubbles and jump, the objective is to trap and kill all of your enemies within the bubbles to advance to the next stage. The bubbles can also be used as temporary platforms, to help the mice reach previously inaccessible areas of a level. If a player is touched by an enemy then the player dies.

Any trapped enemies who are not killed quickly enough will turn red and escape their bubble prison. These angry enemies are much faster than before, making them harder to kill. Enemies also become angry if players are taking too long to complete a level. Defeated enemies are turned into bonus fruit items that can be collected for points.

On many levels, special bubbles appear such as water filled bubbles appear. These can be burst by players to release their contents and destroy enemies. The water bubble releases a torrent of water that will quickly flow down the platforms to the bottom of the screen. Any enemies caught in the flow are killed.

Bubbles containing letters also appear. The aim is to collect the letters needed to spell the word along the side of the screen.

Once the player loses all of his lives the game is over.  Upon continuing, all remaining enemies return to their un-angered forms.

- TECHNICAL -

Main CPU : (2x) Zilog Z80 (@ 6 Mhz)
Sound CPU : Zilog Z80 (@ 3 Mhz)
Sound Chips : Yamaha YM3526 (@ 3 Mhz), OKI6295 (@ 1.056 Mhz)

Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 512

Players : 2
Control : 2-way joystick
Buttons : 2

- TRIVIA -

This game is a bootleg / hack of "Bubble Bobble".

The main theme music is the "Bubble Bobble" ending music.

- UPDATES -

Very similar to "Bubble Bobble" except :
* It has different sound hardware.
* It has redesigned levels.
* It has redesigned (8bpp!) graphics.
* You can choose to start the game at either Level 1, Level 31, or Level 61.

- STAFF -

Game Design & Character: Mitsuji (MTJ)
Software Programmers: Fujisue (ICH), Nishiyori (NSO)
Sound Creator: Kimijima (KIM)
Instruction: Yoshida (YSH)
Hardware: Fujimoto (KTU), Sakamoto (SAK)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1640&o=2

$end


$info=mcontest,
$bio

Miss Mahjong Contest in Yakuman Daigaku (c) 1989 Nichibutsu.

A beauty contest where the winner is determined by their mahjong prowess. Take that, Miss America!

- TECHNICAL -

Main CPU : Zilog Z80 (@ 5 Mhz)
Sound Chips : YM3812 (@ 2.5 Mhz), DAC (@ 2.5 Mhz)

Screen orientation : Horizontal
Video resolution : 640 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256

Player : 2
Control : mahjong keyboard

- TRIVIA -

Released in October 1989.

The title of this game translates from Japanese as 'Miss Mahjong Contest In Yakuman University'. 'Yakuman' is a term used in Japanese mahjong to describe the highest-scoring rank of hands.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1641&o=2

$end


$a2600=misspack,
$bio

Miss Pack Man (c) 19?? Video Game Program

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50703&o=2

$end


$a2600=piggywed,piggywed1,piggywed2,
$bio

Miss Piggy's Wedding (c) 1983 Atari, Incorporated.

- TECHNICAL -

Model CX26113

- STAFF -

Programmer: Suki Lee

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50704&o=2

$end


$info=mspacmanbgd,
$bio

Miss Pukman (c) 1992 Datamat.

Miss Pukman is a pirated version of Ms.Pac-Man that has a few key differences including:
* The ghosts names have been changed to Isabel (Formerly Blinky), Luis (formely Pinky), and Jose (formerly inky). Clyde doesn't have a name.
* The first ghost has the words Datamat on the top and a half-circle (possibly their logo?)
* Ms.Pac-Man's name has been changed to VD MISMO.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82196&o=2

$end


$info=mspuzzle,mspuzzlen,
$bio

Miss Puzzle (c) 1994 Min Corp.

Miss Puzzle is a sliding puzzle game where the player must slide three or more matching tiles together in horizontal, vertical, or diagonal lines to clear them from the screen.  When tiles are removed from the screen surrounding tiles slide around to fill the gaps. Additional tiles are added to the screen over time and the objective is to prevent the screen from being completely filled in with tiles. 

A timer bar counts down the time till the end of the stage.  When the timer runs completely down the stage is cleared and the background image is changed. The player can also use a bomb to clear all the tiles with the same design from the screen if necessary.  The player is granted one bomb per stage and they can be carried over to following stages. When the screen is completely filled with tiles then the game is over.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 7.15909 Mhz)
Sound Chips : OKI6295 (@ 8.5 Khz)

Screen orientation : Vertical
Video resolution : 224 x 320 pixels
Screen refresh : 60.00 Hz
Palette colors : 512

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

An alternate version of this game features nude images.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3465&o=2

$end


$info=mspuzzleg,
$bio

Miss Puzzle [Alt.] (c) 1994 Min Corp.

Miss Puzzle is a clone of "Gumbo" with all of the nude images removed from the game.  Columns of three blocks fall from the sky and the player can move the block left or right and shift the order of the blocks column falls. The objective is to match three or more blocks of the same type in vertical, horizontal, or diagonal rows in order to clear them from the play area. As the player clears more blocks the columns begin to descend at a more rapid rate.

As time progresses entire rows of blocks are added to the bottom of the play area. Occasionally after clearing a set of blocks (and more often after setting off chains of removing blocks) the bottom row of blocks will be removed from the play area. If necessary, the player can use a help which will change all of the blocks in the currently falling column into 'P' blocks. When the column lands on the stack of blocks, whichever block it falls on will be cleared from the screen, along with all blocks that match that block. When the bottom row is removed from play a section is added to the progress bar at the bottom of the screen. When the progress bar is filled the stage is complete.

After clearing a stage, all of the remaining blocks are momentarily removed from the board and a bonus game begins. In the bonus game the background image is broken up and shuffled around in a sliding puzzle game. The progress bar at the bottom of the screen counts down the time left to return the tiles to their proper place and points are awarded for any extra time left after the game is completed. Once the bonus game is over the background image is changed, the blocks remaining from the previous stage are returned to the screen and the game continues.

If the blocks reach the top of the screen where the columns are dropped from then the game is over. Upon continuing all of the blocks are removed from play and the columns fall at the original speed.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=34419&o=2

$end


$info=missw96,missw96a,missw96b,missw96c,
$bio

Miss World '96 Nude (c) 1996 Comad.

Rip-off of "Gals Panic!", featuring 'adult' photographs instead of the cartoon imagery.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 10 Mhz)
Sound Chips : OKI6295 (@ 12 Khz)

Players : 2
Control : 8-way joystick
Buttons : 1

- TRIVIA -

30,000 pieces produced.

Julia Morley (Owner/operator of the Miss World franchise), did not give consent for the title to be used in this game, and is apparently upset to see the beauty contest of the same name associated with adult material in this way.

Like many of Comad's games,the music is comprised of short MSM5205 samples and loops,which are bootlegs ripped from various well-known songs without the approval from the original music authors.

Levels contain samples and loops from these music tracks :
'Oxygene Part IV' by Jean-Michel Jarre,
'Tonight Is The Night' by La Bouche,
'Let's All Chant' by Michael Zager Band (a modern 90's remake of this song)

This game was noted RC (refused classification) in Australia on August 9th 1996, after being submitted by the Victorian Police.

- SERIES -

1. Miss World '96 Nude (1996)
2. Miss World 2002 (2002)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1642&o=2

$end


$info=missmw96,
$bio

Miss-Mister World '96 Nude (c) 1996 Unknown.

A poorly done conversion (possible hack) of "Miss World '96" Nude including some adult male images.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 10 Mhz)
Sound Chips : OKI6295 (@ 12 Khz)

Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 33792

Players : 2
Control : 8-way joystick
Buttons : 1

- TRIVIA -

Julia Morley (Owner/operator of the Miss World franchise), did not give consent for the title to be used in this game, and is apparently upset to see the beauty contest of the same name associated with adult material in this way.

Levels contain samples and loops from these music tracks :
* 'Oxygene Part IV' by Jean-Michel Jarre
* 'Tonight Is The Night' by La Bouche
* 'Let's All Chant' by Michael Zager Band (a modern 90's remake of this song)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1643&o=2

$end


$odyssey2=2missprg,
$bio

Missão Impossível + Viagem Programada (c) 198? Ectron Eletrônica Ltda.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95635&o=2

$end


$bbca_cass,bbcb_cass=missatta,
$bio

Missile Attack (c) 1983 Doctorsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52117&o=2

$end


$astrocde=matk,
$bio

Missile Attack (c) 1985 Unknown.

- TRIVIA -

The available prototype of this game is NOT part number 2020; it's a modified version of I.C.B.M. Attack that has been made playable using regular hand controllers. Thirty-four of these cartridges, modified and manufactured by Mike White, were sold.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86813&o=2

$end


$bbca_cass,bbcb_cass=missbase,
$bio

Missile Base (c) 1982 Acornsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52118&o=2

$end


$info=mcombat,mcombata,
$bio

Missile Combat (c) 198? Videotron.

- TRIVIA -

This game is a bootleg of "Missile Command (Atari)".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15428&o=2

$end


$info=mcombats,
$bio

Missile Combat (c) 199? Sidam.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42408&o=2

$end


$info=missile,missile1,missile2,
$bio

Missile Command (c) 1980 Atari.

Missile Command is a 1- or 2-player game with a color monitor. The game depicts an Armageddon-style war in which players defend their missile bases and cities with antiballistic missiles (ABMs). The enemy - the game computer - launches incoming waves of attack missiles. These weapons may be either individual missiles or multiple independently-targed re-entry vehicles (MIRV), which unleash branching attack missiles. In addition, the enemy occasionally launches missiles from a fast-moving 'killer' satellite or from bombers. The enemy also launches smart bombs that usually avoid explosions. 

Players receive varying numbers of points for intercepting attack missiles, for having unused ABMs still in their bases' arsenals, and for having their cities undamaged after a missile wave. 

The game begins when either Start pushbutton is pressed. The game ends when the player's last city is destroyed. 

The three bases - Alpha, Delta and Omega - each have ten ABMs ready to be fired. Players must be careful to fire the ABMs more or less evenly from among those bases, because no more ABMs are granted until the screen resets in preparation for a new wave of attack missiles. If an enemy missile strikes a city or base, the colorful buildings or base will change to the solid color of the landscape. 

The game continues until all cities are destroyed. Missile Command has no operator-selectable fixed time length. Thus a highly skilled player can play longer than the novice. 

During the second wave, a 'killer' satellite and/or bomber will appear on the screen, moving quickly and launching attack missiles at the bases and cities. Players get bonus points for shooting down the satellites or bombers. 

The general approach for getting high point scores is fairly quickly discovered : try to launch your ABMs when the enemy missiles have just appeared at the top of the screen. Then they are clustered together, where one ABM can usually destroy several enemy missiles. In the later, more advanced waves, players can lay out a blanket of explosions. 

You start the game with a certain number of cities depending on the 'Cities' dip switch (4, 5, 6, or 7 cities; the default is 6), and can have no more than 6 cities in play at one time. If the dip switch is set to starting with 7 cities, the 7th city will be treated as a bonus city after at least one city in play has been destroyed. 

You earn a bonus city every time you score a certain number of points ('Bonus City' dip switch, the default is 10000). You don't see your bonus cities until they replace destroyed cities at the beginning of the next wave. 

- CAST OF ELEMENTS - 

Anti-Ballistic Missiles (ABMs) : The defensive missiles you launch to protect your cities. Each missile base contains 10 ABMs per wave. If any missile base is struck by an attack missile or smart bomb, the remaining stock of ABMs for that wave are destroyed, and the missile base is rendered useless until the next wave. You receive bonus points for every ABM you have remaining at the end of each wave. 

Targeting crosshair : Aim your ABMs quickly but carefully. Use the trackball to move the targeting crosshair to where you want the next ABM to go, then press any Launch Control button to fire the ABM. The ABM will explode where the crosshair was positioned when the Launch Control button was pressed. 

Cities : There are six cities in total on the screen at one time, three on either side of the Delta Base. If one enemy missile or smart bomb manages to strike a city, that city will be wiped out. When all cities are destroyed, the game is over. 

Alpha Base : The missile base on the bottom left corner of the screen. Press the leftmost Launch Control button to launch an ABM from the Alpha base. 

Delta Base : The missile base in the bottom center of the screen. Press the middle Launch Control button to launch an ABM from the Delta base. 

Omega Base : The missile base on the bottom right corner of the screen. Press the rightmost Launch Control button to launch an ABM from the Omega base. 

NOTE: The Alpha and Omega bases launch ABMs at a slower speed than the Delta base, so you must plan further ahead when launching ABMs from those bases. 

Attack Missiles : Their only aim is to destroy your cities and missile bases. Every missile wave starts off with a hailstorm of attack missiles. They never deviate from their path. They may, however, turn into MIRVs. 

MIRV : Surprise! There is no warning when an attack missile turns into an MIRV (with multiple warheads). Think fast. Each new missile that the MIRV unleashes is carefully targeted. 

Killer Satellite : A mean-looking satellite that travels across the sky at a mid-level altitude and fires attack missiles. First appears in Wave 2. 

Bomber : A big slow-moving target that flies across the sky at a mid-level altitude, but watch out! It fires attack missiles. First appears in Wave 2. 

WARNING: If you destory a bomber or killer satellite before they deploy their attack missiles, you may see their attack missiles added to the downpour. An existing attack missile may also turn into an MIRV. 

Smart Bomb : Smart enough to avoid most explosion clouds from your ABMs. Your ABM must explode next to one in order to destroy it. You can also squeen it between two explosions to destroy it. First appears in Wave 5. 

'LOW' Warning : As soon as there are only three ABMs left in a missile base, the game displays the word 'LOW' underneath that base, and a warning signal sounds. Heed the warning.

- TECHNICAL -

Missile Command is available in four different cabinet models: upright, cabaret, cocktail, and cockpit. The cockpit model only supports 1 player, while all others support up to 2 players. 

After every two attack waves, the color scheme changes. There are ten different color schemes in all. After Waves 19 and 20, the game returns to the first color scheme. Notice that the sky remains black for the first four color schemes, and starts changing its color with the fifth scheme. 

Game ID : 035820-035825 

Main CPU : MOS Technology M6502 (@ 1.25 Mhz) 
Sound Chips : POKEY (@ 1.25 Mhz) 

(Cockpit model) 
Players : 1 

(Upright, Cabaret, and Cocktail models) 
Players : 2 

Control : Trackball ('TARGET CONTROL' for moving and aiming the targeting crosshair) 

On the Upright and Cockpit models, the trackball is 4.5 in. (11.43 cm.) in diameter 

Buttons : 3 ('LAUNCH CONTROL') - for firing the ABMs from each base 
= > [A] (leftmost button) - fires ABMs from Alpha Base 
= > [B] (middle button) - fires ABMs from Delta Base 
= > [C] (rightmost button) - fires ABMs from Omega Base

- TRIVIA -

Missile Command was released in June 1980. 

Licensed to Sega & Taito for the Japanese market. 

Missile Command was an immensely popular arcade game that combined great game play with a rather chilling message about the dangers of war. Approximately 20,000 units were produced. 

Originally called 'Armaggedon', Missile Command was designed at a time that the United States and Russia were locked in a fierce 'cold war'. Missile Command was originally going to have a large status panel as part of its marquee which indicated the status of the bases and cities but it was eliminated when the designers learned that players lost track of on-screen gameplay when they looked up at the panel. There is a picture of a prototype cabinet with the status panel on page 60 of the book 'High Score : The Illustrated History of Electronics Games, 2nd Edition'. 

* The Creation of Missile Command : The idea for Missile Command began with a magazine story about satellites that captured the attention of Atari's president, who passed the clipping to Lyle Rains. Rains asked Dave Theurer to lead the effort in creating the classic, action-packed arcade game. 

* Remembrances from the Video Game Masters : Recalling the birth of Missile Command, Dave Theurer said : "The request was for a game where there are missiles attacking the California coast and the player is defending the coast. They said, take it from here and write up a game proposal. In the first proposal it was the California coast." 

Part of creating a great game is knowing what to strip away. Some of the first baggage the developers dropped was geographic identifications because of the frightful scenario of the game. And then they stripped away more. 

Dave Theurer : "The original suggestion was for there to be a scanning radar, but I immediately said, no way! It would be just too hard for the player because he wouldn't be able to see what was going on. We chucked that idea. And when we first developed the game, we added railroads to transport missiles from the cities to the missile bases. That got to be too complicated and people got confused... if you get too complicated, people won't play. We also had submarines for a while but that didn't work out so we ripped them out, too." 

The smart bombs presented the most difficult challenge in writing the code for Missile Command. 

Dave Theurer : "These little diamond-shape guys can evade your explosions. The only way you can kill them is if the explosion starts out right on top of them. Programming that was the hardest part. They had to be intelligent because the little guy had to look around on the screen to see what he had to avoid and he had to figure out the best path to go around what there was to avoid. Of course, if I made it too smart, then the player couldn't kill it and they'd be guaranteed instant death. So it had to be a fine line between smarter than the dumb missiles, yet not totally unkillable." 

Nerves of steel is the way Rich Adam one of the Missile Command team members described his coworker : "Dave Theurer was extremely detail oriented, very thorough, very disciplined. He had nerves of steel, would never get rattled, and worked tirelessly. You need nerves of steel because if your code doesn't work it's your fault, something inside that code is not correct. There's really nowhere to hide. The real Achilles' heel with a lot of software people, I believe, is that they spin their wheels and they go through this denial phase : 'It can't be my code! How could anything possibly be wrong with it? My code is so straightforward!' Well, it's so straightforward you might not have thought of a nuance. So, that's why it takes nerves of steel, I think. The work requires sort of a cold, methodical approach to the software." 

* Popular from the Start : Even before it shipped, Missile Command had intense fans. 

Speaking of the play, the game got just within the labs of Atari. Ed Rotberg said : "There were guys there that would literally have to worship that game for hours at a time. Their hands were sweating, and it was a definite adrenaline rush." 

Describing some of the dedicated players at Atari, Dave Theurer said : "We were in the same building as the consumer division and there were a couple of guys from that division who would come down and spend all day playing Missile Command. I don't know what they did upstairs, but they would spend the entire day playing the game." 

* The Great 25-Cent Escape : The escape from reality could sometimes have frightful consequences. The horrifying subject matter of Missile Command had an impact on the developers. 

Dave Theurer : "It was pretty scary. During the project and for 6 months after the project, I'd wake up in a cold sweat because I'd have these dreams where I'd see the missile streak coming in and I'd see the impact. I would be up on top of a mountain and I'd see the missiles coming in, and I'd know it would be about 30 seconds until the blast hit and fried me to a crisp." 

Steve Calfee : "Everybody I know who really got into the game had nightmares about nuclear war." 

The game was nearly shipped with a name that carried the message of the end of the world... Armageddon. 

Steve Calfee : "We had this big thing about the name of the game. From the beginning, it was called Armageddon. The management, themselves, didn't know what the word meant and they thought none of the kids would. Then we went through this big thing of naming it. Engineering loved the name Armageddon, and we always wanted to call it that. From the very top came the message, 'We can't use that name, nobody'll know what it means, and nobody can spell it.'" 

Placing the game in the context of the previous decade, Ed Rotberg said : "The thing about Missile Command is that the world was not nearly as stable politically as it is now. There is a little bit of a spooky message in that whole game when you have that final cloud at the end." 

Victor Ali holds the official record for this game on 'Marathon' settings with 80364995 points. 

Roy Shildt holds the official record for this game on 'Tournament' settings with 1695265 points. 

Hacks of this game are known as "Super Missile Attack" and "Missile Combat". 

A Missile Command unit appears in the 1982 movie 'Fast Times at Ridgemont High', in the 1991 movie 'Terminator 2 - Judgment Day' and in the 1995 movie 'Species'. 

A Missile Command upright cabinet appears in the Judas Priest music video 'Freewheel Burning'. The game's THE END screen appears at the end of the video. 

In 1982, a multi-player sequel was planned but never released. This game would have have been identical to the first except with twice as many cities and batteries and the players cooperating to save each other cities from the onslaught. 

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

- SCORING -

Points are awarded for destroying attack missiles, ships and planes : 
Attack Missile : 25 points 
Killer Satellite : 100 points 
Bomber : 100 points 
Smart Bomb : 125 points 

Bonus points are awarded at the end of each missile wave for any cities and ABMs remaining : 
Unused ABMs : 5 points each 
Saved Cities : 100 points each 

A scoring multiplier based on the missile wave being played is displayed at the start of each wave : 
Waves 1 and 2 have 1x scoring. 
Waves 3 and 4 have 2x scoring. 
Waves 5 and 6 have 3x scoring. 
Waves 7 and 8 have 4x scoring. 
Waves 9 and 10 have 5x scoring. 
Waves 11 and above have 6x scoring.

- TIPS AND TRICKS -

* Anticipate. Place the targeting crosshair ahead of attack missiles so the explosion cloud expands toward the enemy's shots. If the leading edge of an attack missile touches any part of the explosion cloud, it is destroyed. 

* A well-placed ABM can destroy two or more attack missiles converging into the same explosion cloud. 

* Aim just in front of attack missiles, satellites, and bombers, and let them travel into your explosion clouds. As soon as you've launced an ABM and marked the target for destination, move the crosshair to another target. Don't wait for the explosion. 

* Hit bombers and killer satellites before they can drop attack missiles. Also, the sooner you destroy them, the sooner they'll reappear and the more points you can score. You may want to launch "insurance" ABM's at the left and right sides of the screen even before a bomber or killer satellite appears, in the chance that one will travel into the explosion cloud. 

* A sound tactic used by many expert players is the spread. Fire a sweeping barrage of ABMs across the screen just below the attack missiles at the start of a wave, creating a solid line of explosion clouds to trap and destory as many of the first shots fired by the enemy as possible. If possible, create the spread in the path of a bomber or killer satellite. 

* When creating a spread, fire all your ABMs the same base. Once all 10 ABMs are launched (or the base has been destroyed by the enemy), you no longer need to worry about defending it. 

* When creating a spread, don't use the Delta Base. It is in a strategic position and its missiles fly faster than ABMs from the side bases. Save the Delta Base's ABMs for more precise shots. 

* Destroy attack missiles while they are high on the screen. You don't want them to turn into MIRVs. If you notice that an attack missile has become an MIRV, try to destroy as many of the split missiles with a single explosion cloud as possible. 

* Hit targets before they cross the radar line. The radar line is an invisible line marking the crosshair's lower limit. Since you can't position the crosshair below this line, any attack missile that crosses it is beyond range of your ABMs. 

* There are usually two main attack waves per stage. Just when it looks like things have calmed down, another assault commences. Repeating the strategy above is a good idea. 

* Smart bombs are usually fooled by a couple of quick ABMs being fired on opposite sides of the bomb, but overlapping. Then the smart bomb cannot escape. 

* Don't let smart bombs distract you. Sometimes you can try so hard to hit smart bombs you forget to defend your planet. Remember that a smart bomb can only hit one target. 

* Don't defend depleted missile bases or destroyed cities. Concentrate your efforts defending cities and missile bases that still show signs of life. If all your cities are destroyed or you are on the verge of earning a bonus city, then it is good strategy to go for the high-score targets like smart bombs, even if they are heading for dirt. 

* As waves become more difficult, you may be forced to sacrifice some cities. Choose the left or the right, and give up the cities on the other side. When waves become really tough, you may want to defend only one city and go for as many high score targets as possible.

- SERIES -

1. Missile Command (1980) 
2. Missile Command 3D (1995, Atari Jaguar) 
3. Missile Command (1999, PlayStation/PC CD-ROM)

- STAFF -

From hiscore table : Dave Theurer (DFT), (DLS), Steve Calfee (SRC), Rich Adam (RDA), (MJP), (JED), (DEW), (GJL)

- PORTS -

* Consoles : 
Atari 2600 [US] (1981) "Missile Command [Model CX2638]"
Atari 2600 [EU] (1981) "Missile Command [Model CX2638P]"
Atari 5200 [US] (1982) "Missile Command [Model CX5202]"
Emerson Arcadia [US] (1982) "Missile War [Model 1010]" 
Atari XEGS 
Atari 2600 [JP] (1983) 
DynaVision [BR] (198?) 
Sega Master System [EU] (1992) "Arcade Smash Hits [Model MK-27032]" 
Sega Genesis [US] (1996) "Arcade Classics [Model 1715]" 
Sega Mega Drive [EU] (1996) "Arcade Classics [Model 1715-50]" 
Sony PlayStation [US] (December 31, 1996) "Arcade's Greatest Hits - The Atari Collection 1 [Model SLUS-00339]" 
Sega Saturn [EU] (1997) "Arcade's Greatest Hits - The Atari Collection 1 [Model T-25413H-50]" 
Sega Saturn [US] (June 30, 1997) "Arcade's Greatest Hits - The Atari Collection 1 [Model T-9706H]" 
Nintendo SNES [US] (August 1997) "Arcade's Greatest Hits - The Atari Collection 1 [Model SNS-AW7E]" 
Sony PlayStation [EU] (December 1997) "Arcade's Greatest Hits - The Atari Collection 1 [Model SLES-00466]" 
Nintendo SNES [EU] (February 26, 1998) "Arcade's Greatest Hits - The Atari Collection 1 [Model SNSP-AW7P]" 
Sony PlayStation [US] (2001) "Atari Anniversary Edition Redux [Model SLUS-01427]" 
Sega Dreamcast [US] (July 2, 2001) "Atari Anniversary Edition [Model T-15130N]" 
Sony PlayStation [EU] (March 1, 2002) "Atari Anniversary Edition Redux [Model SLES-03808]" 
Microsoft XBOX [US] (November 16, 2004) "Atari Anthology [Model 26084]" 
Sony PlayStation 2 [US] (November 22, 2004) "Atari Anthology [Model SLUS-21076]" 
Microsoft XBOX [EU] (November 26, 2004) "Atari Anthology" 
Sony PlayStation 2 [EU] (February 18, 2005) "Atari Anthology [Model SLES-53061]" 
Microsoft XBOX [JP] (August 4, 2005) "Atari Anthology [Model B7X-00001]" 
Microsoft XBOX 360 [XBLA] [US] [EU] (July 4, 2007) 

* Handhelds : 
Nintendo Game Boy [EU] (1992) 
Nintendo Game Boy [US] (March 1992) [Model DMG-MW] 
Atari Lynx [US] (1994) "Super Asteroids & Missile Command [Model PA2093]" 
Nintendo Game Boy [EU] (1995) "Arcade Classic No. 1 - Asteroids & Missile Command [Model DMG-AMCP-NOE]"
Nintendo Game Boy [US] (July 1995) "Arcade Classic No. 1 - Asteroids & Missile Command [Model DMG-AMCE-USA]"
Nintendo Game Boy [UK] (1995) "Arcade Classic No. 1 - Asteroids & Missile Command [Model DMG-AMCP-UKV]"
Sega Game Gear [US] (1996) "Arcade Classics" 
Nintendo Game Boy Color [EU] (1999) "Missile Command [Model CGB-ALCP-EUR]" 
Nintendo Game Boy Color [US] (September 1999) "Missile Command [Model CGB-VLCE-USA]" 
Nintendo Game Boy Advance [US] (March 25, 2002) "Atari Anniversary Advance [Model AGB-AAVE-USA]" 
Nintendo Game Boy Advance [EU] (February 14, 2003) "Atari Anniversary Advance [Model AGB-AAVP-EUR]" 
Nintendo DS [UK] (March 11, 2005) "Retro Atari Classics [Model NTR-ATAE-UKV]" 
Nintendo DS [EU] (March 11, 2005) "Retro Atari Classics [Model NTR-ATAE-EUR]" 
Nintendo DS [US] (March 16, 2005) "Retro Atari Classics [Model NTR-ATAE-USA]" 
Nintendo DS [JP] (June 30, 2005) "Atarimix Happy 10 Games [Model NTR-ATAJ-JPN]" 
Nintendo DS [AU] (November 2007) "Retro Atari Classics [Model NTR-ATAE-AUS]" 
Sony PSP [US] (December 19, 2007) "Atari Classics Evolved [Model ULUS-10325]" 
Sony PSP [AU] (March 7, 2008) "Atari Classics Evolved" 
Nintendo DS [US] (November 2, 2010) "Atari Greatest Hits Vol.1 [Model NTR-BR6E-USA]" 
Nintendo DS [EU] (February 24, 2011) "Atari Greatest Hits Vol.1 [Model NTR-BR6P-EUR]" 

* Computers : 
Atari 800 [US] (1981) [Model CXL4012] 
Tandy Color Computer [US] (1981) "Polaris" 
Tandy Color Computer [US] (1982) "Defense" 
Tandy Color Computer [US] (1982) "Missile Attack" 
Commodore C64 [US] [EU] (1983) 
Sinclair ZX-Spectrum [EU] (1983) "Missile Defence" - Anirog Software 
Acorn Electron [EU] (1983) "Missile Control" - Gemini 
BBC B [EU] (1983) "Missile Control" - Gemini 
Sinclair ZX-Spectrum [EU] (1983) "Missile Command" - Anirog Software 
VTech Laser-VZ [AU] "Missile Attack" 
BBC B [EU] "Missile Strike" - Superior 
Atari ST [EU] (1986) 
MSX [EU] (1988) 
Sharp X68000 [JP] (1988) 
PC [MS Windows 3.1x, 3.5"] [US] (1993) "Microsoft Arcade" 
PC [MS Windows 95, CD-ROM] [US] (1995) "Patriot Command", part of "Windows Arcade Pack" 
PC [MS Windows, CD-ROM] [EU] (1999) "Atari Arcade Hits 1"
PC [MS Windows, CD-ROM] [US] (July 13, 1999) "Atari Arcade Hits 1" 
PC [MS Windows, CD-ROM] [US] (July 9, 2001) "Atari Anniversary Edition" 
PC [MS Windows, CD-ROM] [EU] (December 14, 2001) "Atari Anniversary Edition" 
PC [MS Windows, CD-ROM] [US] (November 11, 2003) "Atari - 80 Classic Games in One! [Model 25069J]" 
PC [MS Windows, CD-ROM] [EU] (June 10, 2005) "Atari - 80 Classic Games in One! [Replay]" 

* Others : 
Mobile phone [Motorola T720] [US] (June 13, 2003) 
Nokia N-Gage [US] (2005) "Atari Masterpieces Vol. I" 
Nokia N-Gage [EU] (October 13, 2005) "Atari Masterpieces Vol. I" 
Apple iPhone/iPod [US] (September 16, 2008) [Model 291286162] 
Apple Store [US] (2011) "Atari Greatest Hits" 
Google Play [US] (2011) "Atari Greatest Hits"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1644&o=2

$end


$a800=missile,
$bio

Missile Command (c) 1981 Atari, Inc. [Sunnyvale, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86628&o=2

$end


$jaguar=missil3d,missilvr,
$bio

Missile Command 3D (c) 1995 Atari Corp.

--------
ORIGINAL
--------
The colonies are in trouble! Unkown aliens and foreign countries are trying to destroy your cities and take over the world. Your job is to protect your citizens from hostile enemy attacks. Firebreathing dragons, electric eels and menacing motherships will try to stop you. But you've got missiles, lasers and smart bombs to hold off the enemy and keep your cities from becoming alien neighborhoods. Original Missile Command, 3D Missile Command and Virtual Missile Command are all waiting for your help to keep their worlds safe.

The aim of Original Missile Command is to use your three missile bases to protect the six cities from waves of missile attacks. Each base has 10 missiles. Enemy missiles appear at the top of the screen and fall towards the cities at the bottom, leaving a trail as they go. Use the Joypad to position the cross hair in the path of a missile, and press the A, B or C button to launch a missile from the right, middle or left base, respectively. Your missiles take a little time to reach their destination, so aim slightly ahead of the attacking missile. Your missile will explode when it reaches its target, and anything that hits the resulting explosion (except one of your missiles) will explode, causing another explosion. Often a missile will split into several other missiles, each aimed at a different target. Other hazards include enemy planes and satellites, which will fly across the screen and fire missiles at your cities and bases.

If a city is hit during a wave, it is destroyed. If a base is hit it is out of action and all its ammo is lost until the next wave. With each new attack wave, your bases get all their ammo replaced. When all the enemy's missiles in a wave are destroyed, bonus points are awarded depending on how much ammo and how many cities you have left. At the end of a wave, bonus cities are awarded for every 10,000 points. The game is over when all your cities have been destroyed and you have no bonus cities left.

------------------
3D MISSILE COMMAND
------------------
You have led your ship of colonists to a distant solar system to begin life on a new planet. Unfortunately, just as your people completed construction and have begun settling into a daily routine, this new system is invaded by aliens. These aliens, also looking for a place to inhabit, decide that this system is theirs and you and your people need to be exterminated.

With the aliens intent on your destruction, you must lead your colonists in the defense of your new home. Fortunately, your technology is almost as advanced as theirs, and your scientists continue to develop breakthroughs. But even with new weapons becoming available, the alien onslaught continues. Their numbers seem endless, and they are driven to destroy your colony to the last human being.

In 3D Missile Command you must defend your cities and defense bases against aerial bombardment by the alien fleet. To destroy an alien ship or missile, you must position the cross hair in the path of the target and press the A, B or C button to launch a missile from the right, middle or left base. When the missile reaches the targeted space, it, and anything within range, will explode. You can set up chain reactions of explosions and destroy several targets with one defense missile.

Alien attacks happen in waves. At the end of each wave your efforts and damage are evaluated. The bad news is that any city that was hit is destroyed, and any base that has been hit is out of commission. The good news is that for every 10,000 points you get a bonus city to replace cities that have been destroyed. And destroyed bases are regenerated and fully-loaded with ammo at the beginning of each wave. The game is over when all cities have been destroyed and no bonus cities are awarded.

-----------------------
VIRTUAL MISSILE COMMAND
-----------------------
The year is 2157. With the invention of the superluminal drive in 2034, the door was opened to interstellar travel, and humankind reached across space to colonize other worlds. One such colony, formed just two years ago, is now under attack from an unknown alien force. These aliens are capable of controlling the gigantic natural creatures of this world and turning them against the colonies. It is your job to protect the three main colonies on this planet - the undersea base, the cloud cities and the orbiting space station - and, hopefully, repel the aliens.

The aim of Virtual Missile Command is to protect your six cities from enemy attacks with the three missile bases surrounding the play area. Each of the player's three bases has two forms of attack: a laser (which is weak but will automatically hit anything in the player's sights), and missiles (which take time to reach the target, but can be exploded early to make enemy attacks hit the explosion). The bases and the cities can each take three hits by enemy missile. The game is over when either the player has no cities or bases left. However, you can repair and replace cities and guns using powerups.

- TECHNICAL -

Model J9097E

- TRIVIA -

This game was the only working Jaguar game with V.R. capabilities. It was originally designed for use with the aborted V.R. headset project.

The programmer took six months to write the game, from start to finish. According to him, it takes about half an hour of constant blasting to beat the game.

- SCORING -

--------
ORIGINAL
--------
For each shot left after a wave: 5
Destroying a missile: 25
Destroying a plane: 100
Destroying a satellite: 100
For each city left after a wave: 100
Destroying a smart bomb: 125

The points awarded depend on the score multiplier that multiplies your points as follows:
Wave Nos.1 & 2: 1x
Wave Nos.3 & 4: 2x
Wave Nos.5 & 6: 3x
Wave Nos.7 & 8: 4x
Wave Nos.9 & 10: 5x
Wave Nos.11 onwards: 6x

------------------
3D MISSILE COMMAND
------------------
Same as Missile Command 3D except these adds:
Destroying a bomber: 100
Destroying an asteroid: 100
Destroying a kamikaze: 125
Destroying a robot: 125
Splitting an asteroid: 200

- TIPS AND TRICKS -

--------
ORIGINAL
--------
* Conserve ammo by getting multiple missiles with one shot.
* When things get hectic, try a spread. Simply move the cross hair across the screen, and fire all the missiles from one base. You'll have an impassable curtain of explosions (and a base with little ammo left)!
* The missiles from the middle base are twice as fast as those from the left and right bases, so keep them handy for emergencies.
* Destroy smart bombs by holding them off with an explosion and then targeting them while the explosion keeps them at bay.
* The longer you leave a smart bomb, the lower it gets and the faster your missiles will reach it, making it easier to judge when to fire!
* Look out for the smart bombs on Wave 6 onwards. These will actively avoid explosions, so you need to have a direct hit to destroy them.

------------------
3D MISSILE COMMAND
------------------
* Since you have a limited field of view, be sure to check your radar often.
* Save up your special weapons and use them to help you get out of sticky situations.
* The cascade special is excellent for taking out a group of enemies. The smart bomb will eliminate all enemies on the playfield.
* Learn the strength and weaknesses of each type of defense missile.
* Watch out for the big asteroids - they do twice as much damage as small ones.
* Enemy bombers like to launch missiles just as they get in to range of your cities.

-----------------------
VIRTUAL MISSILE COMMAND
-----------------------
* Save your missiles for use against the Bosses; they do more than 10 times the damage of the basic laser. Remember that Bosses can fly through explosions, so you must actually hit the Boss with the missile to damage it.
* Change bases to get better shots at enemies and conserve ammo.
* Before shooting a powerup, make sure that you are in the base that will get the most benefit from it.
* Don't follow an enemy craft around and forget everything else - remember that the missiles are always falling, and that the craft will usually find its way in front of you again!
* Try to save your smart bombs for the stage Bosses, but don't be afraid to use them if things get really hectic (especially on Stage 3!).
* If you shoot a MIRV soon after it splits, the resulting explosion usually takes out all the missiles that came from it (scoring more points).
* Try to get two laser powerups on one base as soon as possible on Stage 3; it makes the SWIRVs much easier to destroy.
* Stage Select:
Stage 1: Pause, 1+9+C+Pause
Stage 2: Pause, 2+9+C+Pause
Stage 3: Pause, 3+9+C+Pause
Ending: Pause, 4+9+C+Pause

- STAFF -

VIRTUALITY
Producer: Jim Tripp
Programmer: Martin Brownlow
Artists: Scot Jone, Mark Brown
Musician:: Dale Robins
Game Design (Virtual Missile Command): Martin Brownlow, Scot Jones, Mark Brown, Jim Tripp
Additional Software: Terry Rowley, Matthew Wilkinson

ATARI
Producer: John Skruch
Associate Producer: Robert Powers
Game Design (3D Missile Command): Robert Powers
Game Testers: Jennifer Vernon, Nick Katakis, Jason Lane, Lance Lewis, Nicole Tatem
Marketing Project Manager: Kristine Chambers
Creative Services: Greg LaBrec, Trish Ward, Beeline Group Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76431&o=2

$end


$x68k_flop=missile3,
$bio

Missile Command 68K (c) 1989 Tiny-Tomo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88416&o=2

$end


$x68k_flop=missile2,
$bio

Missile Command AMA-68K (c) 1988 Tiny-Tomo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88417&o=2

$end


$info=missilem,
$bio

Missile Command Multigame (c) 2005 Braze Technologies.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48553&o=2

$end


$gbcolor=missile,
$bio

Missile Command [Model CGB-ALCP-EUR] (c) 1999 Hasbro Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68382&o=2

$end


$gbcolor=missileu,
$bio

Missile Command [Model CGB-VLCE-USA] (c) 1999 Hasbro Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68383&o=2

$end


$a2600=missilee,missilee1,
$bio

Missile Command (c) 1981 Atari, Incorporated.

PAL release. Game developed in USA. For more information, please see the NTSC release's entry; "Missile Command [Model CX2638]".

- TECHNICAL -

Model CX2638P

- PORTS -

* Consoles : 
Microsoft XBOX [EU] (November 26, 2004) "Atari Anthology" 
Sony PlayStation 2 [EU] (February 18, 2005) "Atari Anthology [Model SLES-53061]" 

* Handhelds : 
Nintendo DS [EU] (February 24, 2011) "Atari Greatest Hits Vol.1 [Model NTR-BR6P-EUR]"

* Computers : 
PC [MS Windows, CD-ROM] [EU] (June 10, 2005) "Atari - 80 Classic Games in One! [Replay]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83047&o=2

$end


$a2600=missile,missile1,
$bio

Missile Command (c) 1981 Atari, Incorporated.

Aliens from the planet of Krytol have begun an attack on the planet Zardon. The Krytolians are warriors out to destroy and seize the planet of Zardon. Zardon is the last of the peaceful planets. The Zardonians are skillful and hardworking people. Their cities are built-up and rich in resources. It is truly a planet void of crime and violence.

Zardon has built a powerful defense system. Several antiballistic missile bases have been established within the cities of Zardon. The Zardonians are ready for this attack, and are prepared to fight to save their cities.

As base commander it is your responsibility to protect and defend six cities on the planet of Zardon. The Krytolians have begun firing interplanetary ballistic missiles. They are aiming at your cities and missile bases. Your only defense is to fire back with antiballistic missiles. But watch out, the Krytolians are sly, they also have cruise missiles. Cruise missiles look like satellites, but they are just as deadly as the interplanetary ballistic missiles.

Use your antiballistic missiles (ABMs) to stop the enemy before your happy and harmonious planet is destroyed.

MISSILE COMMAND has 34 game variations. Games 1 through 17 are one-player, and games 18 through 34 are two-player games. This Game Program includes game variations for young children, games 17 and 34. The game play is slower in the children's versions.

- TECHNICAL -

Model CX2638

- TRIVIA -

Export releases:
[PAL] "Missile Command [Model CX2638P]"

- SCORING -

Interplanetary Ballistic Missiles:  25 points
Enemy Cruise Missiles: 125 points
Unused Antiballistic Missiles: 5 points
Saved Cities: 100 points

MULTIPLIER:
WAVES 1-2: Single Scoring.
WAVES 3-4: Double Scoring.
WAVES 5-6: Triple Scoring.
WAVES 7-8: Four Times Scoring.
WAVES 9-10: Five Times Scoring.
WAVES 11 and ABOVE: Six Times Scoring.

- TIPS AND TRICKS -

* You may fire up to three defense missiles simultaneously. After pressing the controller (fire) button, move to the next enemy site and fire again. Do not wait for the explosion before moving.

* Once a city is destroyed you no longer can defend it, so concentrate only on your missile base and saved cities. Ignore enemy fire aimed at cities already destroyed.

* Smart enemy cruise missiles are easiest to destroy if your target control is directly on them. When it is directly on them, the enemy cannot detect your ABMs.

- STAFF -

Programmer: Rob Fulop

- PORTS -

* Consoles : 
Tapwave Zodiac [US] (2004) "Atari Retro" 
Microsoft XBOX [US] (November 16, 2004) "Atari Anthology [Model 26084]" 
Sony PlayStation 2 [US] (November 22, 2004) "Atari Anthology [Model SLUS-21076]" 
Microsoft XBOX [JP] (August 4, 2005) "Atari Anthology [Model B7X-00001]" 

* Handhelds : 
Nintendo DS [US] (November 2, 2010) "Atari Greatest Hits Vol.1 [Model NTR-BR6E-USA]" 

* Computers : 
PC [MS Windows, CD-ROM] [US] (January 1, 2003) "Atari Retro" 
PC [MS Windows, CD-ROM] [US] (November 11, 2003) "Atari - 80 Classic Games in One! [Model 25069J]" 

* Others : 
Atari 10 in 1 TV Game [US] (2002) by Jakk's Pacific 
Atari Flashback [US] (2004) 
Atari Flashback 2 [US] (2005) 
Atari Flashback 2+ [US] (February 22, 2010) 
Atari Flashback 3 [US] (September 16, 2011) by AtGames 
Atari Flashback 4 [US] (November 13, 2012) by AtGames 
Atari Flashback 5 [US] (October 1, 2014) by AtGames

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50705&o=2

$end


$a5200=missile,
$bio

Missile Command (c) 1982 Atari, Incorporated.

Your duty is to defend the six cities on your planet by destroying the enemy's weapons with your antiballistic missiles [ABMs]. The more enemy weapons you destroy and the longer you defend your cities, the more points you score. When the enemy annihilates all your cities, the game is over.

Missile Command can be played by one or two players. In single- player games the object is to beat your own highest score. In two -player games the object is to score more points than your opponent.

The enemy attacks your cities and missile base with IPBMs [Interplanetary Ballistic Missiles], MIRVs [Multiple Independent Reentry Vehicles], smart missiles, killer satelites, and bombers. Attacks come in waves lasting 30-45 seconds. Each wave is more difficult than the previous one. On the sixth wave, the enemy launches smart missiles that can evade your ABMs and "home-in" on your missile base and cities.

The enemy can destroy three cities per wave and zap your missile base as often as you allow it. Each time your missile base is blasted, you lose all missiles waiting to be launched. You have a total of 30 ABMs per wave, with six in your launch pad at a time. As each set of ABMs is fired, you receive 6 more, until all 30 are gone or the wave ends. When your last six ABMs are on the launch pad, the cursor warns you by changing from (empty center) into a solid like this (center of cross full).

Sometimes, all you'll get when you press the fire button is a high-pitched 'oink' sound. That's the 'no launch' signal telling you that you can't fire ABMs for the following reasons:
* You have no more ABMs to launch.
* Your ABMs are not ready for launching.
* You already have eight ABM explosions on the scree (You may never have more than eight explosions on the screen at one time).

At the end of each wave, the cities and ABMs that you saved are displayed and bonus points for them are added to your score.
A game ends when the enemy destroys all your cities and THE END apprears on your television screen

- TECHNICAL -

Model CX5202

- TIPS AND TRICKS -

* As soon as you've launched an ABM and marked the target for detonation, move the cursor to another target. Don't wait for the explosion.

* Aim just in front of missiles, satellites, and bombers, and let them travelinto your exploding ABM's

* Hit bombers and killer satellites before they can drop missiles. Also, the sooner they'll reappear and the more points you can score. You may want to launch "insurance" ABM's at the left and right sides od the screen before a bomber or satellite appears, in the chance that one will travel into the ABM explosion.

* Hit IPBM's before they "MIRV" (divide into multiple warheads)

* Hit smart missiles dead on, since they're designed to evade your ABM detonators. If you're not good at direct hits, try surrounding smart missiles with detonations.

* Hit targets before they cross radar line. The radar line is an invisible line marking the cursor's lower limit. Since you can't position the cursor below this line, any enemy missile that crosses it is beyond the range of your ABMs

* Don't waste ABMs on enemy missiles that are heading for dirt (bomb craters or vacant sites). Defend your missile base and cities first. If all your cities are destroyed or are on the verge of earning a bonus city, then it is good strategy to go for the high-score targets like smart missiles, even if they are heading for dirt.

* Don't let smart missiles distract you. Sometimes you can try so hard to hit smart missiles you forget to defend your planet. Remember that a smart missile can only hit one target.

* As waves become more difficult, you may be forced to sacrifice some cities. Give up the outside cities first. Save the cities nearest your missile base; they're easier to defend. When waves become really tough, you may want to defend one city and go for as many high score targets as possible.

* Since the enemy can destroy three cities per wave, after you've lost three cities, concentrate on destroying high-score enemy targets. Of course, you still have to defend your missile base.

* Protect your cities with a missile umbrella. This is a line of ABM explosions spread across the television screen to trap and destroy oncoming enemy weapons. To setup a missile umbrella, move the cursor rapidly across the screen, just below the enemy missiles and leave a string of detonation marks. Space the marks close enough to form a chain of explosions beneath enemy targets. If possible, spread the missile umbrella in the path of a bomber or satellite

- STAFF -

Programmer: Rob Zdybel

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50066&o=2

$end


$gameboy=missile,
$bio

Missile Command [Model DMG-MW-USA] (c) 1992 Accolade, Incorporated. [San Jose, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66466&o=2

$end


$a800=missilep,
$bio

Missile Command+ (c) 2006 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86629&o=2

$end


$pc8801_flop=missilec,
$bio

Missile Commander (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92405&o=2

$end


$a2600=missileevg
$bio

Missile Control (c) 1983 Video Gems

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50706&o=2

$end


$bbca_cass,bbcb_cass=misscont,
$bio

Missile Control (c) 1983 Gemini

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52120&o=2

$end


$bbca_cass,bbcb_cass=missconc,
$bio

Missile Control (c) 19?? CJE

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52119&o=2

$end


$pc8801_flop=missiled,
$bio

Missile Defend (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92406&o=2

$end


$sms=missil3d,
$bio

Missile Defense 3-D (c) 1987 Sega Enterprises, Limited.

War has been declared between two super powers. At play are real nuclear missiles and the outcome looks dim. If their missiles make contact, there's no chance of survival.

Luckily there's hope: You and The Eliminator, the only anti-nuclear laser in operation. Aboard a fugitive space station, you're armed for intervention and your mission is clear: Stop all nuclear missiles.

But it won't be easy, Because those missiles are being launched at you too, so play for keeps, because this is the most important challenge you may ever face.

- TRIVIA -

This game uses both the Sega Light Phaser and the SegaScope 3D Glasses.

- STAFF -

Designed by: Mark Cerny

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56102&o=2

$end


$pc8801_flop=missilep,
$bio

Missile Panic (c) 1983 Tecno Soft [TechnoSoft] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92407&o=2

$end


$bbca_cass,bbcb_cass=mistrike,
$bio

Missile Strike [The Superior Collection Vol.?] (c) 198? Superior Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52121&o=2

$end


$nes=misstank,misstank1,
$bio

Missile Tank (c) 1994 YS [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76865&o=2

$end


$arcadia=misslwar,
$bio

Missile War (c) 1982 Emerson Radio Corp.

- TECHNICAL -

[Cartridge No. 10]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49263&o=2

$end


$info=missilex,
$bio

Missile-X (c) 1977 Taito Corporation.

HOW TO PLAY:
* One player game
* Targets are small tanks (100 points), large tanks (200 points), and jeeps (400 points) which move across the simulated landscape from right to left and left to right.
* Set the target selection lever to 100, 200, or 400, so that it corresponds to the target on the screen.
* While avoiding anti-missile fire, guide the launched missile control stick.
* Playing time is 90 seconds, extended play time when score reaches 4000.

- TECHNICAL -

SPECIFICATIONS:
Height... 65 in. (1640 mm).
Width.... 26 in. (650 mm).
Depth.... 31 in. (790 mm).
Weight... 176 lbs (80 kg).
Power.... 70W

- TRIVIA -

FEATURES:
* Solid state circuitry for dependable trouble free operation.
* Fantastic back scenery in real life color captures the players attention and gives the game a touch of realism.
* Authentic sound missile launch, explosions when a 'hit' is made, as well as the realistic engine sounds of jeeps and tanks.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=19517&o=2

$end


$a7800=mia,
$bio

Missing In Action [Model CX7890] (c) 1989 TNT Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50155&o=2

$end


$bbca_cass,bbcb_cass=missigns,missignsg,
$bio

Missing Signs (c) 198? Acornsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51414&o=2

$end


$cpc_cass=mission,
$bio

Mission (c) 1987 Loriciels [France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98273&o=2

$end


$pc98=mission,
$bio

Mission (c) 1995 Great [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90154&o=2

$end


$cpc_cass=projvolc,
$bio

Mission 1 - Project Volcano (c) 1985 Mission Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98275&o=2

$end


$a2600=miss3000,miss3000e,miss3000ed,
$bio

Mission 3000 (c) 1983 Bit Corp.

- TECHNICAL -

Model PG207

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50707&o=2

$end


$info=m660,m660j,m660b,
$bio

Mission 660 (c) 1986 Taito Corp.

Your space colony is under attack! you have to defend the enemies advent, your mission is under codename of "Mission 660". You must destroy wave after wave of different types of enemy ships advancing through the deep space and grab the power star item to increase and upgrade your spaceship. Eventually you make it to a big enemy space ship, you must shoot several shots for destroy, then the cycle level starts over again.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 4 Mhz)
Sound CPU : (3x) Z80 (@ 2 Mhz)
Sound Chips : General Instrument AY8910 (@ 2 Mhz), (2x) DAC

Players: 2
Control: 8-way joystick
Buttons: 2

- TRIVIA -

Developed by Kaneko.

Mission 660 was released in October 1986 in Japan.

This game is also known as "The Alphax Z".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1645&o=2

$end


$pc8801_flop=misaster,
$bio

Mission Asteroid (c) 1983 Starcraft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92408&o=2

$end


$pyuuta=misattck,
$bio

Mission Attack [Model 009E] (c) 1982 Tomy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101351&o=2

$end


$nes=miscobra,
$bio

Mission Cobra (c) 1990 Bunch Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55373&o=2

$end


$info=misncrft,misncrfta,
$bio

Mission Craft (c) 2000 Sun.

- TECHNICAL -

Main CPU : GMS30C2116 (@ 50 Mhz), I8052 (@ 6 Mhz)

Screen orientation : Vertical
Video resolution : 240 x 320 pixels
Screen refresh : 60.00 Hz
Palette Colors : 32768

Players : 2
Control : 8-way joystick
Buttons : 4

- TRIVIA -

This game is a ripoff of both Starcraft's Brood War and Warcraft II by Blizzard. All ingame backgrounds, selection screens and end-of-level animations, sound effects are taken from Starcraft, and all ingame BGMs are orcish horde themes of warcraft II(FM synthesizer music). The explosions are the same as in "Mega Man X4", X5, and X6. They really standout from the PC backgrounds.

This probably wanted to be a sort of 'shoot 'em up' port of this game. Also the gameplay is apparently a rip, but from Psikyo shoot 'em ups, as ingame icons and fonts are identical to Psikyo ones...

5.17. 2000. KMRB passed its censorship (2000-P0034).

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3433&o=2

$end


$cpc_cass=misdelta,
$bio

Mission Delta (c) 1985 Ere Informatique [Paris, France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98276&o=2

$end


$cpc_cass=misdeltas,
$bio

Mission Delta (c) 1985 Zafiro Soft. Division [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98277&o=2

$end


$cpc_cass=misdetec,
$bio

Mission Detector (c) 1985 Cobra Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98278&o=2

$end


$amigaocs_flop=misselev,
$bio

Mission Elevator (c) 1983 Axxiom

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74570&o=2

$end


$cpc_cass=miselevt,
$bio

Mission Elevator (c) 1986 Euro Gold Starline

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98279&o=2

$end


$x68k_flop=missadlt,
$bio

Mission For Adult (c) 1990 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88418&o=2

$end


$cpc_cass=misgenoc,
$bio

Mission Genocide (c) 1987 Firebird Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98280&o=2

$end


$cpc_cass=mission2,
$bio

Mission II (c) 1987 Gasoline Soft. [France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98281&o=2

$end


$pc8801_flop=missimp,
$bio

Mission Impossible (c) 1984 Starcraft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92409&o=2

$end


$fm7_disk=missimp,
$bio

Mission Impossible (c) 1984 Starcraft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93635&o=2

$end


$n64=missimp,missimpf,missimpg,missimpi,missimps,missimpu,
$bio

Mission Impossible (c) 1998 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57836&o=2

$end


$gba=missnimpu,
$bio

Mission Impossible - Operation Surma [Model AGB-AIHE-USA] (c) 2003 Atari Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71917&o=2

$end


$gba=missnimp,
$bio

Mission Impossible - Operation Surma [Model AGB-AIHP] (c) 2003 Atari Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71916&o=2

$end


$gbcolor=missimpu,
$bio

Mission Impossible [Model CGB-AIME-USA] (c) 2000 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68387&o=2

$end


$gbcolor=missimp,
$bio

Mission Impossible [Model CGB-AIMP-NOE] (c) 2000 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68384&o=2

$end


$cpc_cass=misjupit,
$bio

Mission Jupiter [Model 3043] (c) 1987 Codemasters Soft. Co., Ltd., The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98282&o=2

$end


$cpc_cass=misomega,
$bio

Mission Omega (c) 1986 Mind Games Espana, S.A.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98283&o=2

$end


$info=as_mp,
$bio

Mission Possible (c) 200? Lowen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41844&o=2

$end


$a2600=missions,missions1,
$bio

Mission Survive (c) 1983 Video Gems

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50708&o=2

$end


$ti99_cart=missionx,
$bio

Mission X (c) 1983 Data East USA, Inc. [San Jose, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84645&o=2

$end


$intv=missionx,
$bio

Mission X (c) 1982 Mattel Electronics.

Based on the Data East arcade game.

You control a World War II attacker bomber in a special, death-defying mission...where EVERYTHING you destroy counts. Your targets are combat ships, aircraft carriers, tanks, trucks, trains and the like, and you must fight DAY and NIGHT to succeed! You can fly your plane up, down, left, right, or at an angle, and both drop BOMBS and shoot BULLETS. WATCH OUT for the ENEMY! They always fire at you from the ground and chase you in the air!

Runways appear at the beginning and between battle cycles. Your score appears between battle cycles and when you are hit. There are 4 skill levels and 12 types of targets. Both single and multiple hits are possible. Scoring gets tougher by the minute! This is prime-time WAR ACTION! If you fail the first time, you are given 3 more chances! So BLOW them to PIECES, score HIGH and get you mission RIGHT!

- TECHNICAL -

Model 4437

YOUR CONTROLS
1, 2, 3, DISC: Skill level
UPPER SIDE ACTION KEYS: Bomb
LOWER SIDE ACTION KEYS: Shoot
DISC: Fly (up, down, left, right)

- TRIVIA -

The maximum possible score is 99,000,000. The maximum number of hits is 2,560,000.

- SCORING -

Your score appears either when hit or when returning to your runway. You get points for every target you hit. Multiple hits give you more points if you hit the same target in different places.  
ROAD: 10 points
TRAIN TRACK: 20 points
ANTI-AIRCRAFT: 50 points
TANK: 80 POINTS
SMALL SHIP: 100 points
TRAIN: 100 points
BRIDGE: 150 points
TRUCK: 150 points
LARGE SHIP: 200 points
TRAIN ENGINE: 300 points
AIRCRAFT CARRIER: 500 points
ENEMY PLANE: 500 points

You get 80 BONUS POINTS for every second you are at the lowest altitude on top of the runway.

You get 500 BONUS POINTS for destroying both sections of a bridge.

- TIPS AND TRICKS -

* You get BONUS PLANES when your score reaches:
10,000
20,000
40,000
80,000
160,000
320,000
640,000
1,280,000
2,560,000
5,120.000
10,240,000
20,480,000
40,960,000
81,920,000

* Duck approaching missiles by pulling to one side ore quickly losing or gaining altitude. 

* Be extra careful when flying in front of an enemy plane - your chance of survival is only 50%.

* Avoid being cornered to one side of the screen by guided missiles or enemy planes.

* Always keep your plane flying at near-zero altitude over the runway each time it appears, and don't ever bomb the runway by mistake!

* Go for the high-point targets whenever possible. Think big. Go for the bonus points and maximum score, too!

* Easter Egg: Press 6 on the right hand controller, 9 on the left and hit RESET to bring up programmer John Tomlinson's name on the title screen.

- STAFF -

Program: John Tomlinson
Graphics: Karen Nugent, Mark Buczek
Sound Effects: Andy Sells

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60918&o=2

$end


$bbca_cass,bbcb_cass=missxp2,
$bio

Mission XP2 (c) 1984 Hollsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52122&o=2

$end


$cpc_cass=missions,
$bio

Mission [Model 22279] (c) 1987 Proein Soft Line [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98274&o=2

$end


$info=cmissnx,
$bio

Mission-X (c) 1982 Data East.

- TECHNICAL -

Runs on the "DECO Cassette System" hardware

Model DT-121

- TRIVIA -

Mission-X was released in March 1982. It was known as the 21th video game made for this system (Cassette No. 21).

The game was also available as a conventional stand-alone PCB.

- PORTS -

* Consoles :
Mattel Intellivision [US] (1982) "Mission X [Model 4437]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=407&o=2

$end


$nes=missimpu,
$bio

Mission: Impossible (c) 1990 Ultra Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55375&o=2

$end


$nes=missimp,missimpf,
$bio

Mission: Impossible (c) 1991 Palcom

- TRIVIA -

Reviews:
March 1992 - Joypad N.6 (Page 52-53) [FR]: 80/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55374&o=2

$end


$info=j2missis,
$bio

Mississippi Gambler Club (c) 198? Crystal Leisure.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40976&o=2

$end


$info=v4missis,
$bio

Mississippi Lady (c) 199? Nova.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41667&o=2

$end


$nes=mississp,mississpa,
$bio

Mississippi Satsujin Jiken (c) 1986 Jaleco Company, Limited.

- TRIVIA -

The title of this can be translated from Japanese as 'Murder on the Mississippi'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54392&o=2

$end


$msx2_cart=mississp,
$bio

Mississippi Satsujin Jiken (c) 1987 Jaleco Company, Limited. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51340&o=2

$end


$x68k_flop=missile1,
$bio

Missle Command (c) 1992 YOH [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88419&o=2

$end


$x68k_flop=missile1a,
$bio

Missle Command SX-68K (c) 1992 Noom Activity

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88420&o=2

$end


$info=mrviking,mrvikingj,
$bio

Mister Viking (c) 1984 Sega.

Become a fearless Viking warrior in search of a missing treasure. Face a fury of enemy obstacles in a barbaric battle for bonus points!

- TECHNICAL -

Game ID : 834-5383

Runs on the Sega "System 1" hardware.

Players: 2
Control: 8-way joystick
Buttons: 2

- TRIVIA -

Released in June 1984.

- STAFF -

Programmed by : A. Kawahara, K. Iwanaga
Security by : Syuichi Katagi

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1646&o=2

$end


$info=sc1mist,
$bio

Mistral (c) 1996 ELAM.

- TECHNICAL -

Model 5728

- TRIVIA -

Mistral was released in June 1996.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42148&o=2

$end


$pc8801_flop=misty,
$bio

Misty (c) 1988 Champion Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92410&o=2

$end


$x68k_flop=misty1,
$bio

Misty 68K Vol. 1 - Kikai na Zenra Shitai (c) 1989 Data West, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87899&o=2

$end


$x68k_flop=misty2,
$bio

Misty 68K Vol. 2 - Unmei no Akugi no Naka De (c) 1989 Data West, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87900&o=2

$end


$x68k_flop=misty3,
$bio

Misty 68K Vol. 3 - Satsui no Haikei (c) 1990 Data West, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87901&o=2

$end


$x68k_flop=misty4,
$bio

Misty 68K Vol. 4 - Sora he Kikan Mono (c) 1990 Data West, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87902&o=2

$end


$x68k_flop=misty5,
$bio

Misty 68K Vol. 5 - Utsukushiki Akuma (c) 1990 Data West, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87903&o=2

$end


$x68k_flop=misty6,
$bio

Misty 68K Vol. 6 - Nido Me no Organ (c) 1990 Data West, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87904&o=2

$end


$x68k_flop=misty7,
$bio

Misty 68K Vol. 7 - Yami no Naka no Shikisai (c) 1991 Data West, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87905&o=2

$end


$pc98=mistyblu,
$bio

Misty Blue (c) 1990 Enix, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90155&o=2

$end


$pc8801_flop=mistyblu,mistyblua,
$bio

Misty Blue (c) 1990 Enix, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92411&o=2

$end


$pc98=misty1,misty1a,
$bio

Misty Vol. 1 (c) 1989 Data West, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90156&o=2

$end


$pc98=misty2,
$bio

Misty Vol. 2 (c) 1989 Data West, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90157&o=2

$end


$pc98=misty3,
$bio

Misty Vol. 3 (c) 1990 Data West, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90158&o=2

$end


$pc98=misty4,
$bio

Misty Vol. 4 (c) 1990 Data West, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90159&o=2

$end


$pc98=misty5,
$bio

Misty Vol. 5 (c) 1990 Data West, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90160&o=2

$end


$pc8801_flop=misty1,
$bio

Misty Vol.1 (c) 1989 Data West, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92412&o=2

$end


$pc8801_flop=misty5,
$bio

Misty Vol.5 (c) 1990 Data West, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92413&o=2

$end


$gba=metroid0c,
$bio

Miteluode - Lingdian Renwu (c) 2005 iQue [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71918&o=2

$end


$gba=metrdfsnc,
$bio

Miteluode Ronghe (c) 2006 iQue [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71919&o=2

$end


$nes=mitokom2,
$bio

Mito Koumon II - Sekai Manyuu Ki (c) 1988 Sunsoft

- TECHNICAL -

Game ID: SS11-5500
Barcode: 4907940100219

- TRIVIA -

Released on August 11, 1988 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54393&o=2

$end


$pcecd=mitsubac,
$bio

Mitsubachi Gakuen (c) 1990 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58291&o=2

$end


$nes=mitsumgt,
$bio

Mitsume Ga Tooru (c) 1992 Tomy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54394&o=2

$end


$msx1_cart=mitsumgt,
$bio

Mitsume Ga Tooru - The Three-Eyed One Comes Here [Model NP-003] (c) 1989 Natsume, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77269&o=2

$end


$pc98=mitsumi,
$bio

Mitsumi Misato Seifuku Collection (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90161&o=2

$end


$amigaocs_flop=mixedup,
$bio

Mixed-Up Mother Goose [Enhanced] (c) 1991 Sierra On-Line, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74571&o=2

$end


$snes=pachiss2,
$bio

Miyaji Shachou no Pachinko Fan - Shouri Sengen 2 (c) 1995 Planning Office WADA

- TECHNICAL -

Package ID: Model SHVC-P-AFAJ (JPN)
Game ID: Model SHVC-AFAJ-JPN

- TRIVIA -

Released on April 21, 1995 in Japan only.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61820&o=2

$end


$info=quiz18k,
$bio

Miyasu Nonki no Quiz 18-kin (c) 1992 EIM.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 10 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2610 (@ 8 Mhz)

Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

The title of this game translates from Japanese as 'Nonki Miyasu's Quiz for adults'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1647&o=2

$end


$info=mizubaku,
$bio

ミズバク大冒険 (c) 1990 Taito Corp.
(Mizubaku Daibouken)

Mizubaku Daibouken is a cute and colourful single-player scrolling platform game from the same stable that brought the classics "Bubble Bobble", "The New Zealand Story" and "Rainbow Islands" to the gaming world.

The game features 'Hipopo the Hippo'; a strange Platypus-Hippopotamus hybrid who must fight his way through a large number of enemy-packed levels in search of his missing girlfriend - rescuing other Hippo-like creatures that await trapped at the end of each level.

Hipopo is armed with magical water globes that can be thrown at enemies to trap them. Once trapped, the enemies can then be kicked to kill them. Enemies left unkicked will soon free themselves and return to their pursuit of Hipopo. Holding down the fire button increases the size of the globes and power-ups can also be picked-up that increases the globe size further still.

The level design makes full use of the game's water-based theme, with moving platforms, collapsible floors, boats and water-wheels all making an appearance. Small plants also appear on certain levels that can be "watered", causing them to grow and form new platforms. Some plants are hidden and only appear when an area is watered. These usually contain doors to secret rooms and areas.

At the end of every 2nd or 3rd stage, Hipopo must defeat a large end-of-level guardian. Once the guardian has been defeated, two doors will appear, allowing players to choose which route they wish to take next.

- TECHNICAL -

Runs on the "Taito F2 System" hardware.

Game ID: C49 (F2-System No. 7)

Players: 2
Control: 8-way joystick
Buttons: 2

- TRIVIA -

Mizubaku Daibouken was released in September 1990 in Japan.

The title of this game translates from Japanese as 'Great Waterbomb Adventure'.

This game is known outside Japan as "Liquid Kids".

Hipopo, the main character, appears in "Bubble Symphony" as a special character and in "Bubble Memories" as a giant bonus item. One of the secret rooms is built in the image of Tiki, the kiwi bird from "The New Zealand Story".

Hipopo also appears as a special character in the PSX version of Pop n' Pop. He is selectable after beating the VS mode.

As with many Taito games, Liquid Kids forbids the initials 'SEX' being entered on the high score table. If you try, it gets changed to 'H'.

Zuntata Records released a limited-edition soundtrack album for this game (Zuntata History L'ab-normal 1st - ZTTL-0038) on April 1, 1999.

- TIPS AND TRICKS -

* INSTRUCTIONS:
- Press the Attack button to throw a water bomb. Hold the Attack button down to throw larger bombs. 
- Hold down the Jump button to jump higher. 
- Freeze enemies by hitting them with a water bomb, or catching them in the water released from a bomb. 
- Smash into frozen enemies or drop them off a platform to destroy them. 
- When you defeat more than one enemy at a time, a power-up item appears. 
- Reach the goal within the time limit to complete a stage. If the time limit runs out, you will be chased by an indestructible monster. 
- If you touch an enemy or an enemy projectile, you will lose a life. 

* ITEMS LIST:
Pump: Shortens the time taken to inflate your water bomb
Bucket: Increases the maximum size of your water bomb
Water Pistol: Increases shot speed
Mystery Box: A random item appears from inside
Thunderbolt: Stuns all on-screen enemies
Double Thunderbolt: Destroys all on-screen enemies
Miracle Ball: Temporary invincibility (you can destroy enemies by touching them)
Tap: Temporarily increases the water bomb size to its maximum level
Train: Speed up
Pig: Slow down
Boots: Become resistant to currents created by water bombs
Hipopo Doll: Extra life awarded
Cake: Bonus points

* TEDDY BEAR CHEAT:
In the demo mode (after the title screen), press 20 times the bubble button and a cute picture of a bear will appear in the left bottom of the screen.

- STAFF -

The Mizubaku Project staff

Team Leader : Kazutomo Ishida
Planner : Nobuhiro Hiramatsu
Director : Nobuhiro Hiramatsu, T. MATSUMOTO
Programmers : Kazutomo Ishida, K. NAGAHARA, K. TSUNEKIYO, TABBY.K
Characters : Nobuhiro Hiramatsu, H. KUJIRAI, Y. IWATA, P-COCK, V.A.P., TRIFLESER, T. MATSUMOTO
Sound : KARU, OGR
Hardware : S.W.S.
Design : K. NAKAGAWA, SANTACLAUS

Special Thanks : Kumagaya Labo

- PORTS -

* Consoles :
NEC PC-Engine [JP] (January 17, 1992) "Mizubaku Daibouken [Model TP03020]"
Sega Saturn [JP] (October 22, 1998) "Mizubaku Daibouken [Model T-19910G]" 
Sony PlayStation 2 [JP] (August 25, 2005) "Taito Memories Gekan [Model SLPM-66092]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1648&o=2

$end


$info=tvlqkids,
$bio

Mizubaku Daibouken (c) 1991 TOURVision.

Unlicensed Spanish game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101146&o=2

$end


$saturn,sat_cart=liquidkj,
$bio

Mizubaku Daibouken (c) 1998 Ving.

- TECHNICAL -

Game ID: T-19910G

- TRIVIA -

Mizubaku Daibouken for Saturn was released on October 22, 1998 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59421&o=2

$end


$pce=mizubaku,
$bio

ミズバク大冒険 (c) 1992 Namco, Limited.
(Mizubaku Daibouken)

Mizubaku Daibouken is a colorful platform game by Taito, conversion of their own arcade game originally release in 1990. The protagonist of the game is a cute platypus named Hipopo on a mission to rescue his beloved girl friend and the rest of the platypus village from the claws of an evil fire demon. To help him in his task, our friend is given the power to throw water-bubbles to stun his enemies - once immobilized, Hipopo can kick them to oblivion for good. The power is however limited and our friend is condemned to wait to charge-up large bubbles. The player must guide our hero towards the Demon's hideout in order to free his friends - each zone is made out of several stages. Successfully completing a zone gets Hipopo to affront a boss but also allows him to choose his next route - later stages have several exists and secret warp doors which lead to different parts of the game's world. Finally, Hipopo can collect various special items such as speed-up, rapid-fire, large-bubbles, shield and so forth. Special food items can also be released by killing several enemies at once and blasting multiple combo-chains !

- TECHNICAL -

HuCARD ID: TP03020
HuCARD Size: 4 Mbits.

- TRIVIA -

Mizubaku Daibouken for PCE was released on January 17, 1992 in Japan for 7200 Yen.

Reviews:
March 1992 - Joypad N.6 [FR]: 93/100

The original arcade game was released by Taito in 1990. Some features are missing from this PC-Engine port - the parallax scrolling was, obviously, omitted and the boss sprites are indeed smaller. However, new warp-doors were added.

- STAFF -

Producer: Shotaro
Game Design: Y. Arata
Programmer: K, Kazu
Character: M.Y.K, R.O.K
Sound: Karu, ZTT
Special Thanks: N. Hiramatu, H. Suzuki, Talk. U, Soft Check, Suit.S

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [JP] (September 16, 2008) "Mizubaku Daibouken - Liquid Kids"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58647&o=2

$end


$gbcolor=mizuki,
$bio

Mizuki Shigeru no Shin Youkaiden [Model CGB-BYPJ-JPN] (c) 2000 Prime Systems Corp. [Prime Group]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68388&o=2

$end


$snes=mizuki,
$bio

Mizuki Shigeru no Youkai Hyakkiyakou [Model SHVC-AYHJ-JPN] (c) 1995 KSS [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61821&o=2

$end


$ngpc=mizuki,
$bio

Mizuki Shigeru no Youkai Shashinkan [Model NEOP00620] (c) 1999 SNK Corp. [Shin Nihon Kikaku] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82544&o=2

$end


$saturn,sat_cart=yokai,
$bio

Mizuki Shigeru no Youkaizukan Soushuuen (c) 1998 ASK Kodansha Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59422&o=2

$end


$pc98=mizukicc,
$bio

Mizuki-chan Club - Goto P no CG Shuu (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90162&o=2

$end


$pc98=mizukic1,
$bio

Mizuki-chan Club - Goto P no CG Shuu Vol. 1 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90163&o=2

$end


$pc98=mizukic2,
$bio

Mizuki-chan Club - Goto P no CG Shuu Vol. 2 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90164&o=2

$end


$pc98=mizukic4,
$bio

Mizuki-chan Club - Goto P no CG Shuu Vol. 4 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90165&o=2

$end


$nes=mizushim,
$bio

Mizushima Shinji no Dai Koushien (c) 1990 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54395&o=2

$end


$psx=mizzurna,
$bio

Mizzurna Falls [Model SLPS-01783] (c) 1998 Human Ent. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85451&o=2

$end


$info=mj2,mj2c,mj2f,
$bio

MJ2 (c) 2003 Sega Enterprises, Limited.

- TECHNICAL -

Model No : GDX-0006

Runs on the Sega "Chihiro Satellite Terminal" hardware.

- TRIVIA -

Released on March 2004 in Japan.

- SERIES -

1. MJ (2003)
2. MJ2 [GDX-0006] (2003)
3. MJ3 [GDX-0017] (2005)
4. MJ3 Evolution (2007)
5. MJ4 (2008)
6. MJ4 Evolution (2010)
7. MJ5 (2011)
8. MJ5 Evolution (2013)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=29841&o=2

$end


$info=mj3evo,
$bio

MJ3 Evolution (c) 2007 Sega Enterprises, Limited.

- TECHNICAL -

Runs on the Sega "Chihiro Satellite Terminal" Hardware.

Players: Up to 4.

- TRIVIA -

MJ3 Evolution was released on March 22, 2007.

- SERIES -

1. MJ (2003)
2. MJ2 [GDX-0006] (2003)
3. MJ3 [GDX-0017] (2005)
4. MJ3 Evolution (2007)
5. MJ4 (2008)
6. MJ4 Evolution (2010)
7. MJ5 (2011)
8. MJ5 Evolution (2013)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31634&o=2

$end


$info=mj3,mj3d,
$bio

MJ3 (c) 2005 Sega Enterprises, Limited.

- TECHNICAL -

Model No : GDX-0017

Sega "Chihiro Satellite Terminal" hardware.

- TRIVIA -

MJ3 was released on December 2005 in Japan.

- SERIES -

1. MJ (2003)
2. MJ2 [GDX-0006] (2003)
3. MJ3 [GDX-0017] (2005)
4. MJ3 Evolution (2007)
5. MJ4 (2008)
6. MJ4 Evolution (2010)
7. MJ5 (2011)
8. MJ5 Evolution (2013)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=29842&o=2

$end


$pc8801_flop=mk2game,
$bio

MK2 Game (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92295&o=2

$end


$gba=mlbslg04,
$bio

MLB SlugFest 20-04 [Model AGB-A5ME-USA] (c) 2003 Midway Home Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71533&o=2

$end


$megadriv=mlbpa,
$bio

MLBPA Baseball (c) 1992 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57289&o=2

$end


$snes=mlbpa,
$bio

MLBPA Baseball (c) 1994 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63204&o=2

$end


$gamegear=mlbpa,
$bio

MLBPA Baseball [Model T-50058] (c) 1995 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64678&o=2

$end


$info=mmd1,
$bio

MMD-1 (c) 1976 E&L Instruments, Inc.

- TRIVIA -

MMD stands for Mini-Micro Designer

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103253&o=2

$end


$info=mmd2,
$bio

MMD-2 (c) 1976 E&L Instruments, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103254&o=2

$end


$pc8801_flop=mmkanime,
$bio

MMK Anime Collection 3 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92296&o=2

$end


$pc8801_flop=mmkanim1,
$bio

MMK Anime Collection 4 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92297&o=2

$end


$pc8801_flop=mmkmachi,
$bio

MMK Machine Robo (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92298&o=2

$end


$pc8801_flop=mmkno14d,
$bio

MMK No.14 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92299&o=2

$end


$pc8801_flop=mmkno15d,
$bio

MMK No.15 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92300&o=2

$end


$pc8801_flop=mmkno16d,
$bio

MMK No.16 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92301&o=2

$end


$pc8801_flop=mmkorigi,
$bio

MMK Original 11 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92302&o=2

$end


$pc8801_flop=mmkorig1,
$bio

MMK Original 12 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92303&o=2

$end


$pc8801_flop=mmkorig2,
$bio

MMK Original 13 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92304&o=2

$end


$pc8801_flop=mmkorig3,
$bio

MMK Original 4 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92305&o=2

$end


$pc8801_flop=mmkorig4,
$bio

MMK Original 6 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92306&o=2

$end


$pc8801_flop=mmkorig5,
$bio

MMK Original Best (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92307&o=2

$end


$nes=modaojie,
$bio

魔道劫 (c) 200? Nanjing.
(Mo Dao Jie)

- TECHNICAL -

Game ID: NJ102

- STAFF -

Developed by: Nice Code Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76866&o=2

$end


$nes=modaosym,modaosyma,
$bio

魔道士阴谋 (c) 19?? Waixing Computer & Technology Co., Ltd.
(Mo Dao Shi Yin Mou)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76867&o=2

$end


$nes=mofamen,
$bio

??? - ???? (c) 19?? Waixing Computer & Technology Co., Ltd.
Mo Fa Men - Ying Xiong Wu Di

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76868&o=2

$end


$nes=mhsj,
$bio

魔幻世界 (c) 200? Nanjing.
(Mo Huan Shi Jie)

- TECHNICAL -

Game ID: NJ077

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76869&o=2

$end


$nes=mojiebz,
$bio

魔界霸主 (c) 200? Nanjing.
(Mo Jie Ba Zhu)

- TECHNICAL -

Game ID: NJ079

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76870&o=2

$end


$nes=mojiets,
$bio

魔界塔士 (c) 200? Shenzhen Nanjing.
(Mo Jie Ta Shi)

- TECHNICAL -

Game ID: NJ057

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76871&o=2

$end


$nes=molizhan,
$bio

Mo Li Zhan Shi (c) 19?? HengGedianzi.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95505&o=2

$end


$nes=moshenfs,
$bio

???? (c) 19?? Waixing Computer & Technology Co., Ltd.
(Mo Shen Fa Shi)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76872&o=2

$end


$nes=wow,
$bio

魔兽世界-恶魔猎人 (c) 200? Nanjing.
(Mo Shou Shi Jie E Mo Lie Ren)

- TECHNICAL -

Game ID: NJ097

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76873&o=2

$end


$gbcolor=mszb3,
$bio

Mo Shou Zheng Ba 3 - Hun Luan Zhi Jie (c) 200? Unknown [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68389&o=2

$end


$sg1000=motianda
$bio

Mo Tian Da Lou (c) 1985 Aaronix.

Taiwanese version of Rock n' Bolt.

- TECHNICAL -

[Model R-054]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49045&o=2

$end


$nes=herodevl,
$bio

魔域英雄传 Hero on Devil Lands (c) 19?? Waixing Computer & Technology Co., Ltd.
(Mo Yu Ying Xiong Chuan - Hero on Devil Lands)

- TECHNICAL -

[Model ES-1017]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76874&o=2

$end


$pc98=mo3,
$bio

MO3 - Peach Color Triangle (c) 1995 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90009&o=2

$end


$msx1_cart=moaihihok,
$bio

Moai no Hihou (c) 1987 Static Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77271&o=2

$end


$msx1_cart=moaihiho,
$bio

Moai no Hihou [Model GPM-130] (c) 1986 Casio Computer Co., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77270&o=2

$end


$nes=moaikun,
$bio

????? (c) 1990 Konami Industry Company, Limited.
(Moai-kun)

Moai-kun is a cute action/puzzle game by Konami. Moai-kun, a monolithic and cute Easter Island statue that any fan of Gradius will almost immediately recognize, sets on a quest to rescue his friends from the clutches of the hideous Skull King and his minions. The goal of the game is simple - in each screen, Moai must rescue his trapped friends and then escape through an exit door within a time limit. As expected, the path forward is far from clear of obstacles and each level features a number of enemies and hazards to overcome. Additionally Moai Kun is entirely made out of stone and this greatly hampers his ability to jump... Despite his best efforts, our hero can only make tiny jumps and is barely able to reach platforms directly in front of him. Although jumping is not his best asset, his unique constitution allows him to use his incredibly hard head to move boulders, break blocks or head-butt his enemies. To further help him in his quest, Moai Kun can also carry a limited supply of bombs (usually scattered around each level) and use them to obliterate breakable blocks beneath him. The game of course features a full variety of gameplay elements, such as spikes, springs (hi-jumps), Earthquake Stones (stunt enemies for a short amount of time) or special blocks (such as indestructible, collapsing or icy platforms). Finally, it is also worth noting that Moai Kun is a puzzle game at heart and getting stuck is a common occurrence... For this reason, the game provides the player with an option to commit instant suicide. Moai Kun consists of fifty six increasingly mind-bending levels and the game awards the player with a short six-digit password (every four levels or so) in order to save his progress.

- TECHNICAL -

Game ID: KDS-M9

- TRIVIA -

Moai-kun was released on March 09, 1990 in Japan for 4800 Yen.

The game was never released outside Japan.

- TIPS AND TRICKS -

* Level Passwords:
Stage 1 - 664000
Stage 5 - 4E4308
Stage 9 - C010C0
Stage 13 - CE57EE
Stage 17 - 030E36
Stage 21 - 2D091A
Stage 25 - E71894
Stage 29 - AF399E
Stage 33 - 54C401
Stage 37 - 5C816B
Stage 41 - F690C1
Stage 45 - B8F189
Stage 49 - 51EC31
Stage 53 - 7DAF5B

- STAFF -

Programmer: Shibata
Character Design: Kisimoto
Sound Design: H. Ueko
Special Thanks: Shimoide
Directer: Muraki, Umezaki

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54396&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=mobilatk,
$bio

Mobile Attack (c) 1982 MSD

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86869&o=2

$end


$pc98=mobiled,
$bio

Mobile Delivery (c) 1992 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90166&o=2

$end


$gbcolor=mobilglf,
$bio

Mobile Golf [Model CGB-BGOJ-JPN] (c) 2001 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68390&o=2

$end


$cpc_cass=mobilemn,
$bio

Mobile Man (c) 1990 Loriciels [France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98285&o=2

$end


$msx1_cart=suthir,
$bio

Mobile Planet Suthirus - Approach from the Westgate [Model HM-025] (c) 1986 HAL Laboratory, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77272&o=2

$end


$gba=mobpryak,
$bio

Mobile Pro Yakyuu - Kantoku no Saihai [Model AGB-AMBJ-JPN(RK230-J1)] (c) 2001 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71920&o=2

$end


$info=msgundam,msgundam1,
$bio

Mobile Suit Gundam (c) 1993 Banpresto.

Ten selectable mecha from the Gundam saga battle each other for space dominance!

- TECHNICAL -

Main CPU : Motorola 68000 (@ 16 Mhz)
Sound Chips : X1-010 (@ 16 Mhz)

Screen orientation : Horizontal
Video resolution : 384 x 240 pixels
Screen refresh : 56.66 Hz
Palette Colors : 1536

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in September 1993.

Known in Japan as 'Kidou Senshi Gundam'.

- SERIES -

1. Mobile Suit Gundam (1993)
2. Mobile Suit Gundam EX Revue (1994)
3. Kidou Butouden G Gundam [Model SHVC-AGMJ-JPN] (1994, Super Famicom)
4. Final Shooting - Mobile Suit Gundam (1995)
5. Kidou Senshi Gundam W - Endless Duel (1996, Super Famicom)
6. Gundam Battle Assault (1998, PlayStation)
7. Mobile Suit Gundam - Giren's Greed, Blood of Jion (2000, PlayStation)
8. Mobile Suit Gundam - Journey to Jaburo (2000, PS2)
9. Mobile Suit Gundam - Federation Vs. Zeon (2001)
10. Mobile Suit Gundam - Federation Vs. Zeon Deluxe (2001)
11. Mobile Suit Gundam - Jionic Front (2001, PS2)
12. Mobile Suit Z Gundam - AEUG Vs. Titan (2003)
13. Mobile Suit Gundam SEED (2003, Sony PS2)
14. Mobile Suit Gundam - Encounters in Space (2003, Sony PS2)
15. Mobile Suit Gundam - Pilots Locus (2004, GameCube)
16. Mobile Suit Gundam Vs. Gundam Z (2004, GameCube)
17. Mobile Suit Gundam SEED - Never Ending Tomorrow (2004, PS2)
18. Mobile Suit Z Gundam - AEUG Vs. Titan DX (2004)
19. Mobile Suit Gundam - One Year War (2005, PS2)
20. Mobile Suit Gundam SEED - Federation VS ZAFT (2005)
21. Mobile Suit Gundam Climax U.C. (2006, PS2)
22. Mobile Suit Gundam SEED Destiny - Federation VS ZAFT II (2006)
23. Mobile Suit Gundam SEED Destiny - Federation VS ZAFT II Plus (2006, PS2)
24. Kidou Senshi Gundam - Senjou no Kizuna (2006)
25. Mobile Suit Gundam - Gundam VS. Gundam (2008)
26. Mobile Suit Gundam: Gundam vs. Gundam Next (2009)
27. Mobile Suit Gundam Extreme Vs. (2010)
28. Mobile Suit Gundam Extreme VS. Full Boost (2012)
29. Mobile Suit Gundam Extreme VS. Maxi Boost (2014)

- STAFF -

System programmers : Kazuyoshi Ishihara, Sou Kajiwara
Main programmer : Kazuyoshi Ishihara
Sub programmer : Masafumi Kaneko
Graphic designers : Yuichirou Takei, Tadahiro Negome, Mariko Suzuki; Yoshiyuki Shikano, Makoto Kobayashi, May. Du, Yukie Sugimoto, Kenji Inoue, Teiji Kobashi, Makoto Yamanaka, Takayuki Nanjyou, Kyousuke Shinba, Masaru Oshima
Sound effects : Kisao Shiomi
Music : Naoya Doi
Sound programmer : Hiroshi Yamada
Voice performance : Maruhiko
Hard : Noboru Kound, Tetuya Shimohira
Director : Makoto Kijiya
Producer : Takehiko Hoashi

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1649&o=2

$end


$pc98=gundamwr,
$bio

Mobile Suit Gundam - A Year of War (c) 1993 Family Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90167&o=2

$end


$pc98=gundamao,
$bio

Mobile Suit Gundam - Advanced Operation (c) 1992 Family Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90168&o=2

$end


$pc98=gundamco,
$bio

Mobile Suit Gundam - Classic Operation (c) 1990 Family Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90169&o=2

$end


$pc98=gundamdo,
$bio

Mobile Suit Gundam - Desert Operation (c) 1990 Family Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90170&o=2

$end


$pc98=gundamdos1,
$bio

Mobile Suit Gundam - Desert Operation Tsuika Scenario Shuu 1 (c) 1991 Family Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90171&o=2

$end


$info=gundmgd,gundmct,
$bio

Mobile Suit Gundam - Federation Vs. Zeon (c) 2001 Capcom.

- TECHNICAL -

Runs on the Sega "NAOMI" hardware.

Also released on the Sega "NAOMI GD-ROM System" hardware.

- TRIVIA -

Released in March 2001.

Developed by Bandai.

- SERIES -

1. Mobile Suit Gundam (1993)
2. Mobile Suit Gundam EX Revue (1994)
3. Kidou Butouden G Gundam [Model SHVC-AGMJ-JPN] (1994, Super Famicom)
4. Final Shooting - Mobile Suit Gundam (1995)
5. Kidou Senshi Gundam W - Endless Duel (1996, Super Famicom)
6. Gundam Battle Assault (1998, PlayStation)
7. Mobile Suit Gundam - Giren's Greed, Blood of Jion (2000, PlayStation)
8. Mobile Suit Gundam - Journey to Jaburo (2000, PS2)
9. Mobile Suit Gundam - Federation Vs. Zeon (2001)
10. Mobile Suit Gundam - Federation Vs. Zeon Deluxe (2001)
11. Mobile Suit Gundam - Jionic Front (2001, PS2)
12. Mobile Suit Z Gundam - AEUG Vs. Titan (2003)
13. Mobile Suit Gundam SEED (2003, Sony PS2)
14. Mobile Suit Gundam - Encounters in Space (2003, Sony PS2)
15. Mobile Suit Gundam - Pilots Locus (2004, GameCube)
16. Mobile Suit Gundam Vs. Gundam Z (2004, GameCube)
17. Mobile Suit Gundam SEED - Never Ending Tomorrow (2004, PS2)
18. Mobile Suit Z Gundam - AEUG Vs. Titan DX (2004)
19. Mobile Suit Gundam - One Year War (2005, PS2)
20. Mobile Suit Gundam SEED - Federation VS ZAFT (2005)
21. Mobile Suit Gundam Climax U.C. (2006, PS2)
22. Mobile Suit Gundam SEED Destiny - Federation VS ZAFT II (2006)
23. Mobile Suit Gundam SEED Destiny - Federation VS ZAFT II Plus (2006, PS2)
24. Kidou Senshi Gundam - Senjou no Kizuna (2006)
25. Mobile Suit Gundam - Gundam VS. Gundam (2008)
26. Mobile Suit Gundam: Gundam vs. Gundam Next (2009)
27. Mobile Suit Gundam Extreme Vs. (2010)
28. Mobile Suit Gundam Extreme VS. Full Boost (2012)
29. Mobile Suit Gundam Extreme VS. Maxi Boost (2014)

- PORTS -

* Consoles :
Sony PlayStation 2 (2001)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4003&o=2

$end


$info=gundmxgd,
$bio

Mobile Suit Gundam - Federation Vs. Zeon Deluxe (c) 2001 Capcom.

An upgrade of "Mobile Suit Gundam - Federation Vs. Zeon" including more levels and some outer space missions.

- TECHNICAL -

Runs on the Sega "NAOMI GD-ROM System" hardware.

- TRIVIA -

Released in September 2001.

Developed by Bandai.

- SERIES -

1. Mobile Suit Gundam (1993)
2. Mobile Suit Gundam EX Revue (1994)
3. Kidou Butouden G Gundam [Model SHVC-AGMJ-JPN] (1994, Super Famicom)
4. Final Shooting - Mobile Suit Gundam (1995)
5. Kidou Senshi Gundam W - Endless Duel (1996, Super Famicom)
6. Gundam Battle Assault (1998, PlayStation)
7. Mobile Suit Gundam - Giren's Greed, Blood of Jion (2000, PlayStation)
8. Mobile Suit Gundam - Journey to Jaburo (2000, PS2)
9. Mobile Suit Gundam - Federation Vs. Zeon (2001)
10. Mobile Suit Gundam - Federation Vs. Zeon Deluxe (2001)
11. Mobile Suit Gundam - Jionic Front (2001, PS2)
12. Mobile Suit Z Gundam - AEUG Vs. Titan (2003)
13. Mobile Suit Gundam SEED (2003, Sony PS2)
14. Mobile Suit Gundam - Encounters in Space (2003, Sony PS2)
15. Mobile Suit Gundam - Pilots Locus (2004, GameCube)
16. Mobile Suit Gundam Vs. Gundam Z (2004, GameCube)
17. Mobile Suit Gundam SEED - Never Ending Tomorrow (2004, PS2)
18. Mobile Suit Z Gundam - AEUG Vs. Titan DX (2004)
19. Mobile Suit Gundam - One Year War (2005, PS2)
20. Mobile Suit Gundam SEED - Federation VS ZAFT (2005)
21. Mobile Suit Gundam Climax U.C. (2006, PS2)
22. Mobile Suit Gundam SEED Destiny - Federation VS ZAFT II (2006)
23. Mobile Suit Gundam SEED Destiny - Federation VS ZAFT II Plus (2006, PS2)
24. Kidou Senshi Gundam - Senjou no Kizuna (2006)
25. Mobile Suit Gundam - Gundam VS. Gundam (2008)
26. Mobile Suit Gundam: Gundam vs. Gundam Next (2009)
27. Mobile Suit Gundam Extreme Vs. (2010)
28. Mobile Suit Gundam Extreme VS. Full Boost (2012)
29. Mobile Suit Gundam Extreme VS. Maxi Boost (2014)

- PORTS -

* Consoles :
Sega Dreamcast (2002): Japan release only

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4004&o=2

$end


$info=gdvsgd,
$bio

Mobile Suit Gundam - Gundam VS. Gundam (c) 2008 Banpresto.

- TECHNICAL -

Namco System 256 hardware

- TRIVIA -

Released in March 2008.

Mobile Suit Gundam - Gundam VS. Gundam was announced at the 45th AM Show and will begin location testing in Japan October 2007.

- SERIES -

1. Mobile Suit Gundam (1993)
2. Mobile Suit Gundam EX Revue (1994)
3. Kidou Butouden G Gundam [Model SHVC-AGMJ-JPN] (1994, Super Famicom)
4. Final Shooting - Mobile Suit Gundam (1995)
5. Kidou Senshi Gundam W - Endless Duel (1996, Super Famicom)
6. Gundam Battle Assault (1998, PlayStation)
7. Mobile Suit Gundam - Giren's Greed, Blood of Jion (2000, PlayStation)
8. Mobile Suit Gundam - Journey to Jaburo (2000, PS2)
9. Mobile Suit Gundam - Federation Vs. Zeon (2001)
10. Mobile Suit Gundam - Federation Vs. Zeon Deluxe (2001)
11. Mobile Suit Gundam - Jionic Front (2001, PS2)
12. Mobile Suit Z Gundam - AEUG Vs. Titan (2003)
13. Mobile Suit Gundam SEED (2003, Sony PS2)
14. Mobile Suit Gundam - Encounters in Space (2003, Sony PS2)
15. Mobile Suit Gundam - Pilots Locus (2004, GameCube)
16. Mobile Suit Gundam Vs. Gundam Z (2004, GameCube)
17. Mobile Suit Gundam SEED - Never Ending Tomorrow (2004, PS2)
18. Mobile Suit Z Gundam - AEUG Vs. Titan DX (2004)
19. Mobile Suit Gundam - One Year War (2005, PS2)
20. Mobile Suit Gundam SEED - Federation VS ZAFT (2005)
21. Mobile Suit Gundam Climax U.C. (2006, PS2)
22. Mobile Suit Gundam SEED Destiny - Federation VS ZAFT II (2006)
23. Mobile Suit Gundam SEED Destiny - Federation VS ZAFT II Plus (2006, PS2)
24. Kidou Senshi Gundam - Senjou no Kizuna (2006)
25. Mobile Suit Gundam - Gundam VS. Gundam (2008)
26. Mobile Suit Gundam: Gundam vs. Gundam Next (2009)
27. Mobile Suit Gundam Extreme Vs. (2010)
28. Mobile Suit Gundam Extreme VS. Full Boost (2012)
29. Mobile Suit Gundam Extreme VS. Maxi Boost (2014)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=21123&o=2

$end


$pc98=msfiel92,
$bio

Mobile Suit Gundam - MS Field 2 '92 (c) 1992 Family Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90172&o=2

$end


$pc98=msfiel93,
$bio

Mobile Suit Gundam - MS Field 2 '93 (c) 1993 Family Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90173&o=2

$end


$pc98=gundamrz,
$bio

Mobile Suit Gundam - Return of Zion (c) 1993 Family Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90174&o=2

$end


$x68k_flop=gundamco,
$bio

Mobile Suit Gundam Classic Operation (c) 1991 Brother Kougyou [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87906&o=2

$end


$info=gundamex,
$bio

Mobile Suit Gundam EX Revue (c) 1994 Banpresto.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 16 Mhz)
Sound Chips : X1-010 (@ 16.66 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 4

- TRIVIA -

Released in August 1994.

- SERIES -

1. Mobile Suit Gundam (1993)
2. Mobile Suit Gundam EX Revue (1994)
3. Kidou Butouden G Gundam [Model SHVC-AGMJ-JPN] (1994, Super Famicom)
4. Final Shooting - Mobile Suit Gundam (1995)
5. Kidou Senshi Gundam W - Endless Duel (1996, Super Famicom)
6. Gundam Battle Assault (1998, PlayStation)
7. Mobile Suit Gundam - Giren's Greed, Blood of Jion (2000, PlayStation)
8. Mobile Suit Gundam - Journey to Jaburo (2000, PS2)
9. Mobile Suit Gundam - Federation Vs. Zeon (2001)
10. Mobile Suit Gundam - Federation Vs. Zeon Deluxe (2001)
11. Mobile Suit Gundam - Jionic Front (2001, PS2)
12. Mobile Suit Z Gundam - AEUG Vs. Titan (2003)
13. Mobile Suit Gundam SEED (2003, Sony PS2)
14. Mobile Suit Gundam - Encounters in Space (2003, Sony PS2)
15. Mobile Suit Gundam - Pilots Locus (2004, GameCube)
16. Mobile Suit Gundam Vs. Gundam Z (2004, GameCube)
17. Mobile Suit Gundam SEED - Never Ending Tomorrow (2004, PS2)
18. Mobile Suit Z Gundam - AEUG Vs. Titan DX (2004)
19. Mobile Suit Gundam - One Year War (2005, PS2)
20. Mobile Suit Gundam SEED - Federation VS ZAFT (2005)
21. Mobile Suit Gundam Climax U.C. (2006, PS2)
22. Mobile Suit Gundam SEED Destiny - Federation VS ZAFT II (2006)
23. Mobile Suit Gundam SEED Destiny - Federation VS ZAFT II Plus (2006, PS2)
24. Kidou Senshi Gundam - Senjou no Kizuna (2006)
25. Mobile Suit Gundam - Gundam VS. Gundam (2008)
26. Mobile Suit Gundam: Gundam vs. Gundam Next (2009)
27. Mobile Suit Gundam Extreme Vs. (2010)
28. Mobile Suit Gundam Extreme VS. Full Boost (2012)
29. Mobile Suit Gundam Extreme VS. Maxi Boost (2014)

- STAFF -

System programmer / Main programmer : Mark'N
Graphic designers : Yoshiyuki Shikano, C Domon, Yukie Sugimoto, Teiji Kobashi, Makoto Yamanaka, Sou Kajiwara, Takayuki Nanjyou, Kyousuke Sinba, Masaru Oshima, Masanori Yosikara, Tomoko Nakayama
CG producers : -ST Dews-, Tadao Odaka, Kohuji Tanak, Hiroyuki Honda, Kohuji Kobayashi, Yosinori Moriizumi, Keiko Imamura
MS designer : Kunio Oogawara
Character designer : Hiroshi Ausaka
Sound effects : Hirosi Yamanaka
Music : Naoya Odi
Sound programmer : Hiroshi Yamanaka
Hardware : Takahiro Azuma
Advertise : Tomoyo Sekiguchi
Voice actors : Tohru Huruya, Shuuiti Ikeda, Toshio Hurukawa, Kaneto Shiozawa
Producer : Takehiko Hoashi

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1650&o=2

$end


$gba=mgundsed,
$bio

Mobile Suit Gundam Seed - Battle Assault [Model AGB-BGNE-USA] (c) 2004 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71921&o=2

$end


$info=gundzaft,
$bio

Mobile Suit Gundam SEED - Federation VS ZAFT (c) 2005 Capcom Company, Limited.

- TECHNICAL -

Capcom System 246 hardware

- TRIVIA -

Developed by Bandai, Mobile Suit Gundam SEED Federation VS ZAFT was released in July 2005 in Japan by Capcom.

This game is also known as "Mobile Suit Gundam SEED - Union VS ZAFT".

- SERIES -

1. Mobile Suit Gundam (1993)
2. Mobile Suit Gundam EX Revue (1994)
3. Kidou Butouden G Gundam [Model SHVC-AGMJ-JPN] (1994, Super Famicom)
4. Final Shooting - Mobile Suit Gundam (1995)
5. Kidou Senshi Gundam W - Endless Duel (1996, Super Famicom)
6. Gundam Battle Assault (1998, PlayStation)
7. Mobile Suit Gundam - Giren's Greed, Blood of Jion (2000, PlayStation)
8. Mobile Suit Gundam - Journey to Jaburo (2000, PS2)
9. Mobile Suit Gundam - Federation Vs. Zeon (2001)
10. Mobile Suit Gundam - Federation Vs. Zeon Deluxe (2001)
11. Mobile Suit Gundam - Jionic Front (2001, PS2)
12. Mobile Suit Z Gundam - AEUG Vs. Titan (2003)
13. Mobile Suit Gundam SEED (2003, Sony PS2)
14. Mobile Suit Gundam - Encounters in Space (2003, Sony PS2)
15. Mobile Suit Gundam - Pilots Locus (2004, GameCube)
16. Mobile Suit Gundam Vs. Gundam Z (2004, GameCube)
17. Mobile Suit Gundam SEED - Never Ending Tomorrow (2004, PS2)
18. Mobile Suit Z Gundam - AEUG Vs. Titan DX (2004)
19. Mobile Suit Gundam - One Year War (2005, PS2)
20. Mobile Suit Gundam SEED - Federation VS ZAFT (2005)
21. Mobile Suit Gundam Climax U.C. (2006, PS2)
22. Mobile Suit Gundam SEED Destiny - Federation VS ZAFT II (2006)
23. Mobile Suit Gundam SEED Destiny - Federation VS ZAFT II Plus (2006, PS2)
24. Kidou Senshi Gundam - Senjou no Kizuna (2006)
25. Mobile Suit Gundam - Gundam VS. Gundam (2008)
26. Mobile Suit Gundam: Gundam vs. Gundam Next (2009)
27. Mobile Suit Gundam Extreme Vs. (2010)
28. Mobile Suit Gundam Extreme VS. Full Boost (2012)
29. Mobile Suit Gundam Extreme VS. Maxi Boost (2014)

- PORTS -

* Consoles : 
Sony PlayStation 2 [JP] (November 17, 2005; "Kidou Senshi Gundam SEED: Rengou vs. Z.A.F.T. [Model SLPS-25569]")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4693&o=2

$end


$info=gdvsgdnx,
$bio

Mobile Suit Gundam: Gundam vs. Gundam Next (c) 2009 Namco Bandai Games, Incorporated.

- TECHNICAL -

Namco System 256 Hardware

- TRIVIA -

Gundam vs. Gundam Next was released on March 18, 2009 in Japan.

- TIPS AND TRICKS -

* Unlock content:
Enter Test Mode and choose Password option.
Enter these codes to unlock corresponding content:
JGFBD2KX: E Course (9 stages) and ZGMF-X20A Strike Freedom Gundam.
ME6CYWBF: F Course (9 stages), GX-9901-DX Gundam Double X and a new VS mode map.
CMKGB39D: GF13-017NJ Shining Gundam and RX-178 Gundam Mk-II.
FJZAKULA: G Course (9 stages).
NPHGYB5Z: RX78(G)Ez-8 Gundam Ez8 and AMX-004-3 Qubeley Mk-II.
NGSHBEMV: H Course (9 stages).
GZ73FPMG: RX-0 Unicorn Gundam.

- SERIES -

1. Mobile Suit Gundam (1993)
2. Mobile Suit Gundam EX Revue (1994)
3. Kidou Butouden G Gundam [Model SHVC-AGMJ-JPN] (1994, Super Famicom)
4. Final Shooting - Mobile Suit Gundam (1995)
5. Kidou Senshi Gundam W - Endless Duel (1996, Super Famicom)
6. Gundam Battle Assault (1998, PlayStation)
7. Mobile Suit Gundam - Giren's Greed, Blood of Jion (2000, PlayStation)
8. Mobile Suit Gundam - Journey to Jaburo (2000, PS2)
9. Mobile Suit Gundam - Federation Vs. Zeon (2001)
10. Mobile Suit Gundam - Federation Vs. Zeon Deluxe (2001)
11. Mobile Suit Gundam - Jionic Front (2001, PS2)
12. Mobile Suit Z Gundam - AEUG Vs. Titan (2003)
13. Mobile Suit Gundam SEED (2003, Sony PS2)
14. Mobile Suit Gundam - Encounters in Space (2003, Sony PS2)
15. Mobile Suit Gundam - Pilots Locus (2004, GameCube)
16. Mobile Suit Gundam Vs. Gundam Z (2004, GameCube)
17. Mobile Suit Gundam SEED - Never Ending Tomorrow (2004, PS2)
18. Mobile Suit Z Gundam - AEUG Vs. Titan DX (2004)
19. Mobile Suit Gundam - One Year War (2005, PS2)
20. Mobile Suit Gundam SEED - Federation VS ZAFT (2005)
21. Mobile Suit Gundam Climax U.C. (2006, PS2)
22. Mobile Suit Gundam SEED Destiny - Federation VS ZAFT II (2006)
23. Mobile Suit Gundam SEED Destiny - Federation VS ZAFT II Plus (2006, PS2)
24. Kidou Senshi Gundam - Senjou no Kizuna (2006)
25. Mobile Suit Gundam - Gundam VS. Gundam (2008)
26. Mobile Suit Gundam: Gundam vs. Gundam Next (2009)
27. Mobile Suit Gundam Extreme Vs. (2010)
28. Mobile Suit Gundam Extreme VS. Full Boost (2012)
29. Mobile Suit Gundam Extreme VS. Maxi Boost (2014)

- PORTS -

* Consoles :
Sony PSP (2009)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=34793&o=2

$end


$fm7_cass=zgundam,
$bio

Mobile Suit Z Gundam (c) 1985 Bandai Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93763&o=2

$end


$info=zgundm,
$bio

Mobile Suit Z Gundam - AEUG Vs. Titan (c) 2003 Capcom.

- TECHNICAL -

Capcom System 246 hardware

- TRIVIA -

Developed by Bandai.

- SERIES -

1. Mobile Suit Gundam (1993)
2. Mobile Suit Gundam EX Revue (1994)
3. Kidou Butouden G Gundam [Model SHVC-AGMJ-JPN] (1994, Super Famicom)
4. Final Shooting - Mobile Suit Gundam (1995)
5. Kidou Senshi Gundam W - Endless Duel (1996, Super Famicom)
6. Gundam Battle Assault (1998, PlayStation)
7. Mobile Suit Gundam - Giren's Greed, Blood of Jion (2000, PlayStation)
8. Mobile Suit Gundam - Journey to Jaburo (2000, PS2)
9. Mobile Suit Gundam - Federation Vs. Zeon (2001)
10. Mobile Suit Gundam - Federation Vs. Zeon Deluxe (2001)
11. Mobile Suit Gundam - Jionic Front (2001, PS2)
12. Mobile Suit Z Gundam - AEUG Vs. Titan (2003)
13. Mobile Suit Gundam SEED (2003, Sony PS2)
14. Mobile Suit Gundam - Encounters in Space (2003, Sony PS2)
15. Mobile Suit Gundam - Pilots Locus (2004, GameCube)
16. Mobile Suit Gundam Vs. Gundam Z (2004, GameCube)
17. Mobile Suit Gundam SEED - Never Ending Tomorrow (2004, PS2)
18. Mobile Suit Z Gundam - AEUG Vs. Titan DX (2004)
19. Mobile Suit Gundam - One Year War (2005, PS2)
20. Mobile Suit Gundam SEED - Federation VS ZAFT (2005)
21. Mobile Suit Gundam Climax U.C. (2006, PS2)
22. Mobile Suit Gundam SEED Destiny - Federation VS ZAFT II (2006)
23. Mobile Suit Gundam SEED Destiny - Federation VS ZAFT II Plus (2006, PS2)
24. Kidou Senshi Gundam - Senjou no Kizuna (2006)
25. Mobile Suit Gundam - Gundam VS. Gundam (2008)
26. Mobile Suit Gundam: Gundam vs. Gundam Next (2009)
27. Mobile Suit Gundam Extreme Vs. (2010)
28. Mobile Suit Gundam Extreme VS. Full Boost (2012)
29. Mobile Suit Gundam Extreme VS. Maxi Boost (2014)

- PORTS -

* Consoles :
Sony PlayStation 2 (2003) : Japan release only.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4018&o=2

$end


$info=zgundmdx,
$bio

Mobile Suit Z Gundam - AEUG Vs. Titan DX (c) 2004 Capcom Company, Limited.

- TECHNICAL -

Capcom System 246 hardware

- SERIES -

1. Mobile Suit Gundam (1993)
2. Mobile Suit Gundam EX Revue (1994)
3. Kidou Butouden G Gundam [Model SHVC-AGMJ-JPN] (1994, Super Famicom)
4. Final Shooting - Mobile Suit Gundam (1995)
5. Kidou Senshi Gundam W - Endless Duel (1996, Super Famicom)
6. Gundam Battle Assault (1998, PlayStation)
7. Mobile Suit Gundam - Giren's Greed, Blood of Jion (2000, PlayStation)
8. Mobile Suit Gundam - Journey to Jaburo (2000, PS2)
9. Mobile Suit Gundam - Federation Vs. Zeon (2001)
10. Mobile Suit Gundam - Federation Vs. Zeon Deluxe (2001)
11. Mobile Suit Gundam - Jionic Front (2001, PS2)
12. Mobile Suit Z Gundam - AEUG Vs. Titan (2003)
13. Mobile Suit Gundam SEED (2003, Sony PS2)
14. Mobile Suit Gundam - Encounters in Space (2003, Sony PS2)
15. Mobile Suit Gundam - Pilots Locus (2004, GameCube)
16. Mobile Suit Gundam Vs. Gundam Z (2004, GameCube)
17. Mobile Suit Gundam SEED - Never Ending Tomorrow (2004, PS2)
18. Mobile Suit Z Gundam - AEUG Vs. Titan DX (2004)
19. Mobile Suit Gundam - One Year War (2005, PS2)
20. Mobile Suit Gundam SEED - Federation VS ZAFT (2005)
21. Mobile Suit Gundam Climax U.C. (2006, PS2)
22. Mobile Suit Gundam SEED Destiny - Federation VS ZAFT II (2006)
23. Mobile Suit Gundam SEED Destiny - Federation VS ZAFT II Plus (2006, PS2)
24. Kidou Senshi Gundam - Senjou no Kizuna (2006)
25. Mobile Suit Gundam - Gundam VS. Gundam (2008)
26. Mobile Suit Gundam: Gundam vs. Gundam Next (2009)
27. Mobile Suit Gundam Extreme Vs. (2010)
28. Mobile Suit Gundam Extreme VS. Full Boost (2012)
29. Mobile Suit Gundam Extreme VS. Maxi Boost (2014)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61764&o=2

$end


$gbcolor=mobiltrn,
$bio

Mobile Trainer (c) 199? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68391&o=2

$end


$msx1_cart=gundamk,
$bio

Mobile-Suit Gundam - Last Shooting (c) 198? Zemina.

Korean release.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95192&o=2

$end


$msx1_cart=gundam,gundama,
$bio

Mobile-Suit Gundam - Last Shooting [Model 0201250] (c) 1984 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77273&o=2

$end


$wswan=mobilewg,
$bio

MobileWonderGate (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86359&o=2

$end


$msx2_flop=mobiusd,
$bio

Mobius Debugger 2 - Eternal Striker (c) 1995 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101864&o=2

$end


$info=mocapb,mocapbj,
$bio

Mocap Boxing (c) 2001 Konami Corp.

- TECHNICAL -

Konami Viper Hardware

CPU : Motorola Power PC XPC8420 @ 200-250MHz
Graphics System : 3DFX 355-0024-020 
Sound : Yamaha YMZ280B

- TRIVIA -

Released in March 2001.

'MOCAP' stands for 'MOtion CAPturing'. It was presented at the February 2001 AOU (Arcade Operators Union) in Japan.

Michael Jackson used to own this game (Serial number: A29251). It was sold at the official Michael Jackson Auction on Apr. 24th, 2009.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4108&o=2

$end


$info=mocapglf,
$bio

Mocap Golf (c) 2002 Konami Corp.

A golf simulator from Konami.

- TECHNICAL -

Main CPU : MPC8240 (@ 200 Mhz)

- TRIVIA -

Released in February 2002.

'MOCAP' stands for 'MOtion CAPturing'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4355&o=2

$end


$bbca_cass,bbcb_cass=ainvader,
$bio

Model A Invaders (c) 19?? IJK

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51415&o=2

$end


$bbca_cass,bbcb_cass=binvader,
$bio

Model B Invaders (c) 19?? IJK

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52123&o=2

$end


$info=modellot,
$bio

Modello T (c) 1979 General Processor.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103340&o=2

$end


$adam_flop=modemchs,
$bio

Modem Chess (c) 1993 Bonafide Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82657&o=2

$end


$nes=moepro90,
$bio

Moe Pro! '90 - Kandou-hen (c) 1990 Jaleco Company, Limited. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54397&o=2

$end


$nes=moepro,
$bio

Moe Pro! Saikyou-hen (c) 1991 Jaleco Company, Limited.

- TECHNICAL -

Cartridge ID: JF-33

- TRIVIA -

Released on November 22, 1991 in Japan.

Known export releases:
[US] "Bases Loaded 4 [Model NES-BD-USA]"

- STAFF -

President: Yoshiaki Kanazawa
Product Management: T. Kaneko, H. Nunokawa, S. Ohta

Design: Jun, Hiro
Music: Tatsuya Nishimura (Tatsuya)
Program: Take‑1
Plan: Satoshi Matsushita (S.M)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54398&o=2

$end


$pc8801_cass=moebius,
$bio

Moebius (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91249&o=2

$end


$amigaocs_flop=moebius,
$bio

Moebius - The Orb of Celestial Harmony (c) 1988 Origin Systems, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74572&o=2

$end


$famicom_flop=moetwinb,
$bio

???????? ?????????! (c) 1986 Konami Industry Company, Limited.
(Moero TwinBee - Cinnamon Hakase wo Sukue!)

Moero Twinbee is a cute shooter and is the second episode of the Twinbee series released by Konami for the Famicom System. The scientist Dr. Cinnamon has been kidnapped and it is the player's duty to bring him back home safe. No less than three pilots are up to the challenge : The now familiar blue Twinbee, the pink Winbee girl and the green Gwinbee. Interestingly, a three simultaneous player mode is available and all three pilots can be played at the same time ! This option was sadly taken out of the American cartridge version... All the traditional twinbee elements are reunited here. Our bees can shoot enemies up in the air or drop bombs on the ground. Floating bells (they look more like jingle bells here) can also be cracked open and release all sort of power-ups. Interestingly, this episode also features horizontal scrolling stages which is really unusual (and unique) for the series.

- TECHNICAL -

Game ID: KDS-TIN

- TRIVIA -

Released on November 21, 1986 in Japan for 3100 Yen.

- SERIES -

1. Twin Bee [Model GX412] (1985, Arcade)
2. Moero TwinBee - Cinnamon Hakase wo Sukue! [Model KDS-TIN] (1986, Famicom Disk System)
3. Twin Bee 3 - Poko Poko Dai Maou [Model KON-RC841] (1989, Famicom)
4. TwinBee da!! [Model DMG-TDJ] (1990, Game Boy)
5. Detana!! Twin Bee (1991, Arcade)
6. Pop'n TwinBee [Model SHVC-PT] (1993, Super Famicom)
7. Twin Bee Yahhoo! Fushigi no Kuni de Dai Abare!! (1995, Arcade)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48226&o=2

$end


$msx2_cart=moeronet,
$bio

Moero! Nettou Yakyuu '88 (c) 1988 Jaleco Company, Limited. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51341&o=2

$end


$nes=moetwinb,
$bio

Moero! Twin Bee - Cinnamon Hakasei wo Sukue! (c) 1993 Konami Company, Limited.

- TECHNICAL -

[Model RC813]

- TRIVIA -

Released on September 26, 1993 in Japan as a re-edition of the Original disc version. For more information please see the original "Moero! Twin Bee - Cinnamon Hakasei wo Sukue! [Model KDS-TIN]" entry.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48227&o=2

$end


$gba=moerojc,
$bio

Moero!! Jaleco Collection [Model AGB-BJCJ-JPN] (c) 2004 Jaleco Company, Limited. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71922&o=2

$end


$nes=moebaskt,
$bio

???!!????????? ?? ?? ?? (c) 1988 Jaleco Company, Limited.
(Moero!! Junior Basket - Two on Two)

- TECHNICAL -

Model JF-20

- TRIVIA -

Released on November 22, 1988 in Japan.

- STAFF -

Game Design: Hiroshi Kazama, Kenji Nakajima
Graphic Arts: Tsutomu Nakazawa, Yoshimi Takasugi
Musics: Dota Ando, Masaaki Nagakura, Kiyoshi Yokoyama
Program: Hiroyuki Okada
Thanks: Mika, Tomoko

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54399&o=2

$end


$nes=moejudo,
$bio

Moero!! Juudou Warriors (c) 1990 Jaleco Company, Limited. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54400&o=2

$end


$nes=moesoccr,
$bio

Moero!! Pro Soccer (c) 1988 Jaleco Company, Limited. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54401&o=2

$end


$nes=moetenn,
$bio

Moero!! Pro Tennis (c) 1988 Jaleco Company, Limited. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54402&o=2

$end


$nes=moeproy,moeproya,moeproyp,moeproyc,moeproyb,
$bio

Moero!! Pro Yakyuu (c) 1987 Jaleco Company, Limited. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54404&o=2

$end


$nes=moeproy88,
$bio

Moero!! Pro Yakyuu '88 - Kettei Ban (c) 1988 Jaleco Company, Limited.

- TECHNICAL -

Cartridge ID: JFD-CJS

- TRIVIA -

Released on August 10, 1988 in Japan.

Known export releases:
[US] "Bases Loaded II - Second Season [Model NES-L2-USA]"

- STAFF -

Program: Hitoshi Banba (H.B), K.K, Koji Shimizu (K.S), Y.N
Designer: Katsuhiko Motono (K. Motono), Nakajima, Mari, Mikiko, Junko, Sachi
Music: Sonoda
Test.P: Asatte
Director: Satoshi Matsushita (S.M)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54403&o=2

$end


$saturn,sat_cart=moepro95,
$bio

Moero!! Pro Yakyuu '95 - Double Header (c) 1995 Jaleco Company, Limited. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59423&o=2

$end


$info=homerun,
$bio

Moero!! Pro Yakyuu Homerun (c) 1988 Jaleco.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 5 Mhz)
Sound Chips : YM2203 (@ 3 Mhz)

Players : 1
Control : 8-way joystick
Buttons : 1

- TRIVIA -

Moero!! Pro Yakyuu Homerun was released in April 1988 in Japan.

The title of this game translates from Japanese as 'Burning!! Pro Baseball Homerun'.

- SERIES -

1. Moero!! Pro Yakyuu Homerun (1988)
2. Jitsuryoku!! Pro Yakyuu (1989)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1651&o=2

$end


$wswan=moeproyr,
$bio

Moero!! Pro Yakyuu Rookies [Model SWJ-JLC002] (c) 2000 Jaleco Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86360&o=2

$end


$pc98=paipai,
$bio

Moeru Asoko no Paipai Yuugi - Fukkatsu! Mahjong Oukoku (c) 1993 Illusion Core

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90175&o=2

$end


$info=moeru,
$bio

Moeru Casinyo (c) 2002 Altron.

- TECHNICAL -

[Model GDL-0013]

Runs on the Sega "NAOMI GD-ROM System" hardware.

- TRIVIA -

Released in December 2002 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31539&o=2

$end


$nes=moeonisn,
$bio

Moeru! Oniisan (c) 1989 Toho Cinephile-Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54405&o=2

$end


$info=moegonta,
$bio

Moeyo Gonta!! (c) 1993 Yanyaka.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound CPU : uPD7810 (@ 12 Mhz)
Sound Chips : OKI6295 (@ 9.375 Khz), YM2413 (@ 3.579545 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Developed by Mitchell Corp.

Released in December 1993.

The title of this game translates from Japanese as 'Burning Gonta!!'.

This game is known outside Japan as "Lady Killer".

This game was noted RC (refused classification) in Australia on August 9th 1996, after being submitted by the Victorian Police.

- SERIES -

1. Moeyo Gonta!! (1993)
2. Ganbare! Gonta!! 2 (1995)

- STAFF -

Character designers : Ken, Poco.P.!, 69, Utt, Tel, Mika, B.K.Akiko, M.H, Cx125, Ren
Sound : Y. Aoki, Saito
Soft : Mighty Boowy, Kinchan
Planner : 6th Sally
Voices : Mika, Tel, Kaoru, M.H, Y. Aoki, Poco.P.!, Yosm, Yots

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1652&o=2

$end


$saturn,sat_cart=mogv2,
$bio

Mogitate SegaSaturn Vol. 2 (c) 1998 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59424&o=2

$end


$saturn,sat_cart=mogv3,
$bio

Mogitate SegaSaturn Vol. 3 (c) 1998 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59425&o=2

$end


$saturn,sat_cart=mogv4,
$bio

Mogitate SegaSaturn Vol. 4 (c) 1998 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59426&o=2

$end


$saturn,sat_cart=mogv5,
$bio

Mogitate SegaSaturn Vol. 5 (c) 1998 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59427&o=2

$end


$saturn,sat_cart=mogv6,
$bio

Mogitate SegaSaturn Vol. 6 (c) 1999 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59428&o=2

$end


$x68k_flop=mogu1990,
$bio

Mogu (c) 1990 Phoenix [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88421&o=2

$end


$gameboy=mogumogu,
$bio

Mogu Mogu Gombo [Model DMG-AMMJ-JPN] (c) 1995 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66468&o=2

$end


$info=moguchan,
$bio

Moguchan (c) 1982 Orca.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 4 Mhz), Zilog Z80 (@ 1.78975 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.78975 Mhz)

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 49

Players : 2
Control : 8-way joystick
Buttons : 1

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1653&o=2

$end


$a800=mogul,
$bio

Mogul Maniac (c) 1983 Romox

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86630&o=2

$end


$a2600=mogul,
$bio

Mogul Maniac (c) 1983 Amiga

Quite simply, the objective of Mogul Maniac is to get through the open and closed gates and down the mountain as quickly as possible without breaking anything on or around your body...

- TECHNICAL -

Model 3120

- TIPS AND TRICKS -

Watch your speed!  As in real skiing, it is possible to get into a runawa where you have little control over your skis. If you miss a gate, don't sweat it. Concentrate on making the next one. If you get off the course and find yourselves in the trees, slow down and lean over until you are back on the course. Then you better hustle.

If you get disqualified, finish the run. You can probably use the practice.  Experiment with your gate approaches and speed.  Then concentrate on your next run.

Study the ski run charts provided in this manual. They will help you in mapping out each course.  Watch for patterns in the various runs as you ski them. They'll also help you improve your times. Good luck. And break a leg (it had to be said...)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50709&o=2

$end


$pc98=mogupoko,mogupokoa,
$bio

MoguPoko (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90176&o=2

$end


$x68k_flop=mogura,
$bio

Mogura Attacker (c) 1990 Project Makkusu

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88422&o=2

$end


$gameboy=mogurapn,
$bio

Mogura de Pon! [Model DMG-EPJ] (c) 1994 Athena Co. Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66469&o=2

$end


$info=mogura,
$bio

Mogura Desse (c) 1991 Konami.

- TECHNICAL -

Game ID : GX141

Main CPU : Zilog Z80 (@ 3 Mhz)
Sound Chips : (2x) DAC (@ 3 Mhz)

Screen orientation : Horizontal
Video resolution : 320 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 32

Players : 4
Control : 8-way joystick
Buttons : 3

- TRIVIA -

A simple test board used to test cabinets at the factory. It's probably very rare though. The game is very simple, mostly just to test the buttons and joysticks.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1654&o=2

$end


$gameboy=mogurany,
$bio

Moguranya (c) 1996 Nintendo Company, Limited.

- TECHNICAL -

Model DMG-AMOJ-JPN

- TRIVIA -

Moguranya was released on July 21, 1996 in Japan.

Export releases:
[US] "Mole Mania [Model DMG-AMOE-USA]"
[EU] "Mole Mania [Model DMG-AMOP-EUR]"

- STAFF -

SOUND PROGRAM & MUSIC & SOUND EFFECTS: TARO BANDO

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66470&o=2

$end


$snes=mohawku,
$bio

Mohawk & Headphone Jack [Model SNS-AJYE-USA] (c) 1996 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63281&o=2

$end


$snes=mohawk,
$bio

Mohawk & Headphone Jack [Model SNSP-AJYP-EUR] (c) 1996 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63280&o=2

$end


$info=mohicans,
$bio

Mohican Sun (c) 2001 Konami Gaming, Incorporated.

- TECHNICAL -

Konami Endeavour

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=12068&o=2

$end


$spc1000_cass=hatbag,
$bio

Mojagabang ~ Hat Bag (c) 198? Samsung Software [Korea]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83534&o=2

$end


$msx1_cart=mokarima,
$bio

Mokari Makka? Bochibochi Denna! (c) 1986 Leben Pro

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77274&o=2

$end


$pc98=mokkorpg,
$bio

Mokkori Man RPG (c) 1994 Illusion Core

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90177&o=2

$end


$x68k_flop=mokonasp,
$bio

Mokona in Space (c) 1995 68 Bank

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88423&o=2

$end


$gamegear=moldoran,
$bio

Moldorian - Hikari to Yami no Sister [Model G-3422] (c) 1994 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64710&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=moleattk,
$bio

Mole Attack (c) 1981 Commodore, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86870&o=2

$end


$info=mole,
$bio

Mole Attack (c) 1982 Yachiyo Electronics.

- TECHNICAL -

Main CPU : MOS Technology M6502 (@ 4 Mhz)
Sound Chips : General Instrument AY8910 (@ 2 Mhz)

Players : 2
Buttons : 9

- TRIVIA -

Mole Attack was released in July 1982.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1655&o=2

$end


$c64_cart,c64_flop=moleattk,
$bio

Mole Attack (c) 1982 HAL Laboratory

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53638&o=2

$end


$a2600=molehunt,
$bio

Mole Hunter (c) 19?? Suntek

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50710&o=2

$end


$gameboy=mole,
$bio

Mole Mania (c) 1997 Nintendo Company, Limited.

North American release. Game developed in Japan. See original "Moguranya [Model DMG-AMOJ-JPN]" for more information about the game itself.

- TECHNICAL -

Model DMG-AMOE-USA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66471&o=2

$end


$msx1_cart=molemol,
$bio

Mole Mole (c) 1985 Cross Media Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77276&o=2

$end


$pc98=molemole,
$bio

Mole Mole (c) 1985 Cross Media Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90178&o=2

$end


$pc8801_flop=molemole,
$bio

Mole Mole (c) 1985 Cross Media Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92414&o=2

$end


$fm7_cass=molemole,
$bio

Mole Mole (c) 1985 Cross Media Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93764&o=2

$end


$pc8801_flop=molemol2,
$bio

Mole Mole 2 (c) 1986 Cross Media Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92415&o=2

$end


$msx1_cart=molemol2,
$bio

Mole Mole 2 (c) 1987 Victor Interactive Software, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77277&o=2

$end


$msx1_cart=mole,
$bio

Mole [Model 00050] (c) 1983 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77275&o=2

$end


$msx1_cass=molecule,moleculea,
$bio

Molecule Man (c) 1986 Mastertronic, Ltd. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94855&o=2

$end


$cpc_cass=molecman,molecmana,
$bio

Molecule Man [Model IA0119] (c) 1986 Mastertronic, Ltd. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98286&o=2

$end


$x68k_flop=moloq,
$bio

Molo-Q (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88424&o=2

$end


$cpc_cass=momieblu,
$bio

Momie Blues (c) 1986 Coktel Vision

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98287&o=2

$end


$info=momoko,
$bio

Momoko 120% (c) 1986 Jaleco.

A girl must shoot monsters and escape from a burning building. The game starts at preschool and ends at a wedding chapel where she is to collect items and get married, only for the game to begin again.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 5 Mhz)
Sound CPU : Zilog Z80 (@ 2.5 Mhz)
Sound Chips : (2x) Yamaha YM2203 (@ 1.25 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in August 1986.

This game was originally slaked to be an Urusei Yatsura game, but for some reason Jaleco was only able to use the license on the Famicom port. Despite this, they still used the opening theme as the main background music.

- PORTS -

* Consoles :
Nintendo Famicom (1986, "Urusei Yatsura : Lum no Wedding Bell")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1656&o=2

$end


$pc98=momoko4m,
$bio

Momoko-chan for Me - Minarai Kangofu Hen (c) 1995 U-Me Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90179&o=2

$end


$x68k_flop=momotaro,
$bio

Momotarou (c) 1989 Todo2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88425&o=2

$end


$pc8801_flop=momo,
$bio

Momotarou 88 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92416&o=2

$end


$gameboy=momocol2,
$bio

Momotarou Collection 2 [Model DMG-AM3J-JPN] (c) 1996 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66474&o=2

$end


$gameboy=momocol,
$bio

Momotarou Collection [Model DMG-AMDJ-JPN] (c) 1996 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66473&o=2

$end


$gameboy=momoden2,
$bio

Momotarou Dengeki 2 [Model DMG-AM2J-JPN] (c) 1994 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66476&o=2

$end


$gameboy=momoden,
$bio

Momotarou Dengeki [Model DMG-G5J] (c) 1993 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66475&o=2

$end


$x68k_flop=momo,
$bio

Momotarou Densetsu (c) 1988 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87907&o=2

$end


$nes=momo,
$bio

Momotarou Densetsu - Peach Boy Legend (c) 1987 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54406&o=2

$end


$gbcolor=momo,
$bio

Momotarou Densetsu 1-2 [Model CGB-BI2J-JPN] (c) 2001 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68392&o=2

$end


$nes=momogdn,
$bio

Momotarou Densetsu Gaiden (c) 1993 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54407&o=2

$end


$pce=momogdn,
$bio

Momotarou Densetsu Gaiden Dai 1 Shuu (c) 1992 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58648&o=2

$end


$gameboy=momogdn,
$bio

Momotarou Densetsu Gaiden [Model DMG-MIJ] (c) 1991 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66477&o=2

$end


$pce=momo2,
$bio

Momotarou Densetsu II (c) 1990 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58649&o=2

$end


$pce=momotrbo,
$bio

???????? (c) 1990 Hudson Soft.
(Momotarou Densetsu Turbo)

Momotar? Densetsu Turbo is a traditional role playing game by Hudson Soft, conversion of a Famicom game. The title can be translated as the 'Legend of the Peach Boy' and the game is loosely based on a really old and popular story from Japanese folklore. The story starts when an old childless woman finds a giant peach floating down a river. She brings her treasure back home and as she tries to eat the curious fruit with her husband, a child suddenly jumps out of it and presents himself. He is Momotar? and he is sent by the heaven to be their son. His mission is to defeat an outbreak of demons (Oni in Japanese ) that disguise themselves as humans and walk the world. Later, Momotar? meets a trio of friends (Inu the talking dog, Satu the monkey and Kiji the Pheasant) who promise to help him in his quest. Momotar? Densetsu Turbo, however, is a one-on-one early role playing game - Momotar? fights against foes on his own and his companions only randomly help him in battle. Our friend starts his journey in a small village nearby his parent's house with 100 coins in his pocket, but there will not be much left after buying a nice wooden sword (boken) and a couple of rice balls. He soon begins to explore the five continents and finds his first master - the old hermit challenges him in a single combat and rewards him with his first magic spell. Simple menus gets the player to talk to people, use items and spells, equip weapons or activate Momotar?'s buddies. The backup-system allows the player to save his journey.

- TECHNICAL -

HuCARD ID: HC90034
HuCARD Size: 4 Mbits.

- TRIVIA -

Released on July 20 1991 in Japan for 5800 Yen.

Momotar? Densetsu (literally meaning 'The adventures of Peach Boy') was first released for the Nintendo Famicom in 1987.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58650&o=2

$end


$psx=momotade,
$bio

Momotarou Densetsu [Model SLPS-01785] (c) 1998 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85452&o=2

$end


$nes=momodent,
$bio

Momotarou Dentetsu (c) 1988 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54408&o=2

$end


$gba=momoggd,
$bio

Momotarou Dentetsu G Gold Deck o Tsukure! [Model AGB-BM2J-JPN] (c) 2005 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71923&o=2

$end


$snes=momodhap,
$bio

Momotarou Dentetsu Happy [Model SHVC-AH8J-JPN] (c) 1996 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61822&o=2

$end


$gameboy=momojr,
$bio

Momotarou Dentetsu Jr. - Zenkoku Ramen Meguri no Maki [Model DMG-AD8J-JPN] (c) 1998 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66478&o=2

$end


$saturn,sat_cart=momotaro,momotaroa,
$bio

Momotarou Douchuuki (c) 1997 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59429&o=2

$end


$x68k_flop=momogaid,
$bio

Momotarou Gaiden Momokochan Fight! (c) 1991 Todo2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88426&o=2

$end


$pc98=momo2ohi,
$bio

Momotarou II - Ohimesama Kaiwai (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90180&o=2

$end


$x68k_flop=momotar2,
$bio

Momotarou II Ohimesama Ga Ippai (c) 1990 Todo2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88427&o=2

$end


$pce=momoktsg,
$bio

????? (c) 1990 Hudson Soft.
(Momotarou Katsugeki)

Momotar? is back in this side scrolling platform game by Hudson Soft. Peach Boy, as he is known in the west, is once again on a fantastic journey filled with quirky characters and armies of fierce demons. But, this time around, Hudson Soft decided to evolve their own series and turned it into a platform game. Interestingly, the player has first to fulfill a tutorial mission - the short challenge consists of a quick race over strange looking creatures reminding of pink poo-poos. This first task influences the beginning of the game and decides, for instance, of how much money the player should start his journey with. The adventure finally starts and Momotar? can run, jump, and use his magic Katana to strike down the countless demon foes who come to assail him. Balls of pink energy can be fired from the mighty blade and hit enemies from afar. Small villages are also scattered throughout the game world and can be visited to purchase new swords, armors and various healing items. Some shops even allow the player to save his progress. Finally, old hermits hidden inside large huts will challenge our hero with various short matches - such as quiz, rock-paper-scissors - and award him magic spells.

- TECHNICAL -

HuCARD ID: HC90031
HuCARD Size: 4 Mbits.

- TRIVIA -

Released on Septeber 21, 1990 in Japan for 6500 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58651&o=2

$end


$gba=momomats,
$bio

Momotarou Matsuri [Model AGB-AMMJ-JPN] (c) 2001 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71924&o=2

$end


$psx=momotaro,
$bio

Momotarou Matsuri [Model SLPM-86888] (c) 2001 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85453&o=2

$end


$pc98=monmon,
$bio

Mon Mon Graphics 1&2 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90181&o=2

$end


$msx2_cart=monmonmo,
$bio

Mon Mon Monster (c) 1989 Hot-B

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51342&o=2

$end


$msx2_flop=monmonmo,monmonmoa,
$bio

Mon Mon Monster (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101865&o=2

$end


$x68k_flop=monmonss,
$bio

Mon Mon Shinkei Suijaku (c) 1989 Todo2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88428&o=2

$end


$x68k_flop=monmons2,
$bio

Mon Mon Shinkei Suijaku 2 (c) 1990 Todo2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88429&o=2

$end


$x68k_flop=monmons3,
$bio

Mon Mon Shinkei Suijaku 3 (c) 1991 Todo2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88430&o=2

$end


$x68k_flop=monmonsx,
$bio

Mon Mon Shinkei Suijaku EX (c) 1993 Todo2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88431&o=2

$end


$bbca_cass,bbcb_cass=monaco,
$bio

Monaco (c) 1983 Alligata

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52124&o=2

$end


$info=monaco,monacogp,monacogpa,
$bio

Monaco GP (c) 1979 Sega.

A great classic Formula One racing game from Sega.

- TRIVIA -

Released during November 1979.

Monaco GP was one of the last non-cpu (TTL logic) video games released, and the last non-cpu game from Sega, with the exception of "Pro Monaco GP", which was an update of the original.

- SERIES -

1. Monaco GP (1979)
2. Pro Monaco GP (1980)
3. Super Monaco GP [Upright model] (1989)
3. Super Monaco GP [Cockpit model] (1989)
3. Super Monaco GP [Deluxe model] (1989)

- PORTS -

* Consoles :
Sega SG-1000 [JP] (1983)
Sega Saturn [JP] (Nov. 27, 1997) "Sega Memorial Selection Vol.2 [Model GS-9163]"
Sony PlayStation 2 (2003) "Sega Ages 2500 - Vol. 02 Monaco GP": a 3D remake.

* Computers :
Tandy Color Computer (1983, "Morocco GP")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3423&o=2

$end


$sg1000=monacogpb,monacogpa,monacogp,
$bio

モナコ GP (c) 1983 Sega Enterprises, Limited.
(Monaco GP)

- TECHNICAL -

Model G-1017

- STAFF -

PROGRAMMED BY: Y. KAWAMURA, M. KIDOOKA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49046&o=2

$end


$sg1000=monacogpt,
$bio

Monaco GP [Model W-017] (c) 1983 Aaronix [Taiwan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65073&o=2

$end


$n64=monacogpu,
$bio

Monaco Grand Prix (c) 1999 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57837&o=2

$end


$info=m4mgpn,
$bio

Monaco Grand Prix (c) 199? Nova.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42377&o=2

$end


$n64=monacogp,
$bio

Monaco Grand Prix - Racing Simulation 2 (c) 1999 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57838&o=2

$end


$pc98=mondai92,
$bio

Mondai Kousatsu '92 for PC-98 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90182&o=2

$end


$cdi=mondrian,
$bio

Mondriaan (c) 1995 Zoutewelle Multimedia

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52996&o=2

$end


$info=m5monjok,m5monjoka,
$bio

Monedin Joker (c) 200? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41603&o=2

$end


$info=sc4mbags,sc4mbagsa,sc4mbagsb,sc4mbagsc,
$bio

Money Bags (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR6904]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42685&o=2

$end


$info=j2monbnd,
$bio

Money Bands (c) 198? JPM International.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41908&o=2

$end


$info=j2monblt,
$bio

Money Belt (c) 198? JPM International.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40977&o=2

$end


$info=j2mongam,
$bio

Money Game (c) 198? JPM International.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40978&o=2

$end


$info=m1mongam,m1mongama,m1mongamb,
$bio

Money Game Club (c) 199? Maygay.

- TECHNICAL -

M1A/B

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42003&o=2

$end


$info=j2mongmd,
$bio

Money Game Deluxe (c) 198? JPM International.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40979&o=2

$end


$info=sc4mgr,sc4mgra,sc4mgrb,sc4mgrc,sc4mgrd,sc4mgre,sc4mgrf,sc4mgrg,sc4mgrh,sc4mgri,sc4mgrj,sc4mgrk,sc4mgrl,sc4mgrm,
$bio

Money Go Round Casino (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR1132]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42690&o=2

$end


$x68k_flop=moneyh,
$bio

Money Heisei 1, 2 Nendo Ban (c) 1993 Dream Project

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88432&o=2

$end


$gameboy=moneyidl,
$bio

Money Idol Exchanger [Model DMG-AMEJ-JPN] (c) 1997 Athena Co. Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66479&o=2

$end


$info=miexchng,
$bio

Money Idol Exchanger (c) 1997 Face.

Handling money has never been so much fun! This incredibly original puzzle game lets you take control of  hilariously designed characters in a cute Japanese superhero theme and boggle your mind with a puzzle system reminiscent of the Magical Drop games but with a tricky-to-master coin handling twist. Good graphics with lots of funny animations (the intro is indeed a joy to behold!), cool pop music & lots of challenge make this game a true gem to behold!

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : NGM-0231

Players : 2
Control : 8-way joystick
Buttons : 2
=> [A] Catch coins, [B] Throw coins

- TRIVIA -

Money Idol Exchanger was released in January 1997 in Japan. It's Face's last video game.

This game is known outside Japan as Money Puzzle Exchanger.

This game runs on the Neo-Geo MVS and was never released on the Neo-Geo AES home console.

The coins in the USA & European versions are generic looking coins featuring values of 1, 5, 10, 50, 100 & 500. In the Japanese version, the cents are localized just like those seen on 'Moujya'.

Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Money Idol Exchanger - PCCB-00260) on 16/05/1997.

- STAFF -

Producer: Kengo Asai
Planner: Starman
Programmer: Piggy
Graphic Designers: Sabby, Toshikazu Uechi, Mariko Sumiyoshi, Mutsuo Kaneko
Sound Director: Shigeaki Irie (Anithin')
Composers & Sound Programmers: Kennosuke Suemura, Norihiko Togashi
Character Designer & Animation Part: Atsuko Ishida
Animation studio: JC Staff

Voice Cast: Sakura Tange, Yukana Nogami, Yuko Nagashima, Rumi Kasahara, Machiko Toyoshima, Houko Kuwashima, Hideo Ishikawa, Daisuke Sakaguchi

Special Thanks: Satoshi Nakamura, ZK, Yamada Rokugatsu, Wakkey, Shinichi Kawaguchi, Naoko Ito

- PORTS -

* Consoles :
Nintendo Game Boy [JP] (August 29, 1997) [Model DMG-AMEJ]
Sony PlayStation [JP] (November 5, 1998) [Model SLPS-00963]
Sony PlayStation [JP] (March 23, 2000) [Model SLPS-02644]
Sony PlayStation [JP] (February 13, 2008, "PS1 Classics")
Sony PlayStation [US] (November 16, 2010, "PS1 Classics")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1658&o=2

$end


$psx=moneyido,
$bio

Money Idol Exchanger [Model SLPS-00963] (c) 1998 Athena Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85454&o=2

$end


$info=moneybnk,
$bio

Money in the Bank (c) 1997 Konami.

Money in the Bank is a 5-reel 9-line game that incorporates a free spin bonus event.

- TECHNICAL -

Konami Tasman Series hardware.

- TRIVIA -

The symbols have been updated on this game and differ from the original version.

- SCORING -

All pays are left to right except scatters which pay any.

Banker appears on reel 3 and substitutes for all symbols. All wins with the Banker substituting are doubled, except for scattered Safes.

Paytable (normal game):
Gold Bars: 5 = 2000, 4 = 1000, 3 = 300, 2 = 25
Money Bag: 5 = 1500, 4 = 500, 3 = 100, 2 = 10
Banknotes: 5 = 1000, 4 = 200, 3 = 50, 2 = 10
Credit Card: 5 = 1000, 4 = 200, 3 = 50, 2 = 10
Coins: 5 = 500, 4 = 200, 3 = 25, 2 = 5
Dollar: 5 = 500, 4 = 200, 3 = 25, 2 = 5
Ace: 5 = 250, 4 = 50, 3 = 10, 2 = 2
King: 5 = 250, 4 = 50, 3 = 10, 2 = 2
Queen: 5 = 150, 4 = 50, 3 = 10, 2 = 2
Jack: 5 = 150, 4 = 50, 3 = 10, 2 = 2
Ten: 5 = 100, 4 = 20, 3 = 5, 2 = 2
Nine: 5 = 100, 4 = 20, 3 = 5, 2 = 2
Safe (scatter): 5 = 200, 4 = 50, 3 = 3

- TIPS AND TRICKS -

* Banker's Respin: Whenever a Banker appears alone or with one scattered Safe, you are awarded one respin for an attempt to win the free games feature. Only the scattered Safe is counted on the respin.

* Free Games feature:
If the Banker substitutes for a scatter win, 10 free games are awarded. During the free games, all wins are doubled and prizes pay from both ends. Free games and scatter respins can also be won again during the feature.

- SERIES -

1. Money in the Bank (1997)
2. Money in the Bank [Number Power] (2004)
3. Money in the Bank Classic (200?)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5017&o=2

$end


$info=moneymac,moneymacd1,moneymacd2,moneymacv2,moneymacv1,
$bio

Money Machine (c) 2005 Amcoe.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31146&o=2

$end


$info=m5martns,m5martns07,
$bio

Money Mad Martians (c) 2002 Barcrest USA.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=26299&o=2

$end


$info=j6monmad,
$bio

Money Madness (c) 199? Ace Coin Equipment, Limited.

- TECHNICAL -

Impact

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41120&o=2

$end


$info=sc5mmad,sc5mmada,sc5mmadb,sc5mmadc,
$bio

Money Madness (c) 200? Mazooma Games

- TECHNICAL -

[Scorpion 5]
[Model PR0000]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43116&o=2

$end


$info=sc4mmad,sc4mmada,sc4mmadb,sc4mmadc,sc4mmadd,sc4mmade,sc4mmadf,sc4mmadg,
$bio

Money Madness (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR2533]

Scorpion 4

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42695&o=2

$end


$info=sp_monma,sp_monmaa,sp_monmab,sp_monmac,sp_monmad,
$bio

Money Magic (c) 199? Ace Coin Equipment, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42250&o=2

$end


$info=m4moneym,
$bio

Money Maker (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41381&o=2

$end


$info=m5mmak,m5mmak06,
$bio

Money Maker (c) 200? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41602&o=2

$end


$info=smi2452,smi2453,smi2454,smi2455,smi2456,
$bio

Money Match (c) 200? Bally Gaming, Incorporated.

3-Coin Buy-a-pay slot.

- TECHNICAL -

Art form: LKS-5001

- UPDATES -

* SMI # 2452
Part Number: E889411X-05
Max-Coin Percentage: 88,02%

* SMI # 2453
Part Number: E901721X-05
Max-Coin Percentage: 89,98%

* SMI # 2454
Part Number: ???
Max-Coin Percentage: 92%

* SMI # 2455
Part Number: ???
Max-Coin Percentage: 94%

* SMI # 2456
Part Number: ???
Max-Coin Percentage: 96,04%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=45338&o=2

$end


$info=j2monmtx,
$bio

Money Matrix (c) 198? BWB.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15187&o=2

$end


$info=j2monmin,
$bio

Money Mine (c) 198? Unknown.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41909&o=2

$end


$cpc_cass=moneymol,
$bio

Money Molch (c) 1985 Rainbow Arts

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98288&o=2

$end


$info=monymony,
$bio

Money Money (c) 05/1983 Zaccaria.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound CPU : (2x) M6802 (@ 895 Khz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.79 Mhz), (2x) DAC (@ 1.79 Mhz), Texas Instruments TMS5220 (@ 640 Khz)

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 512

Players : 2
Control : 8-way joystick
Buttons : 1 (JUMP)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1657&o=2

$end


$info=y0438,y0439,y0440,y0441,y0442,
$bio

Money Money (c) 2007 Bally Gaming, Incorporated.

- TECHNICAL -

Game Kit #113349 (M9K)
Game Kit #113350 (M9K Ext)
Game Kit #113351 (M9K Ext Progressive)
Game Kit #113352 (M9K Progressive)
Game Kit #113346 (C9K)
Game Kit #121017 (ALPHA Elite V20)
Game Kit #121019 (ALPHA Elite V20 Prog.)

- UPDATES -

SMI #Y0438
Min/Max %: 88.07

SMI #Y0439
Min/Max %: 90.07

SMI #Y0440
Min/Max %: 92.07

SMI #Y0441
Min/Max %: 94.06

SMI #Y0442
Min/Max %: 96.06

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=45974&o=2

$end


$info=m1monmon,m1monmona,m1monmonb,m1monmonc,m1monmond,m1monmone,m1monmonf,m1monmong,m1monmonh,m1monmoni,m1monmonj,m1monmonk,m1monmonl,m1monmonm,m1monmonn,m1monmono,m1monmonp,m1monmonq,m1monmonr,m1monmons,
$bio

Money Money Money (c) 199? Maygay.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40209&o=2

$end


$info=m5monmst,m5monmsta,
$bio

Money Monster (c) 200? Empire Games Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15312&o=2

$end


$info=sp_monmo,sp_monmoa,sp_monmob,sp_monmoc,sp_monmod,sp_monmoe,sp_monmof,sp_monmog,
$bio

Money Mountain (c) 199? Ace Coin Equipment, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42251&o=2

$end


$info=m4mmm,m4mmm__a,m4mmm__b,m4mmm__c,m4mmm__d,m4mmm__e,m4mmm__f,
$bio

Money Mummy Money (c) 199? BWB.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41380&o=2

$end


$info=m4wife,
$bio

Money or yer Wife (c) 199? Gemini.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42971&o=2

$end


$info=monspdr,
$bio

Money Spider (c) 199? Ace Coin Equipment, Limited.

- TECHNICAL -

Impact

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41122&o=2

$end


$info=sc4mspid,sc4mspida,sc4mspidb,sc4mspidc,sc4mspidd,sc4mspide,sc4mspidf,sc4mspidg,sc4mspidj,sc4mspidk,sc4mspidl,sc4mspidh,sc4mspidi,
$bio

Money Spider Casino (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR1325]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42715&o=2

$end


$info=m4monspn,m4monspna,m4monspnb,
$bio

Money Spinner (c) 200? Empire Games Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15305&o=2

$end


$info=sc4msclb,sc4msclba,sc4msclbb,sc4msclbc,sc4msclbd,sc4msclbe,sc4msclbf,sc4msclbg,
$bio

Money Spinner Club (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR1040]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42714&o=2

$end


$info=sc4monsp,
$bio

Money Spinner (c) 200? Bell-Fruit Games.

- TECHNICAL -

[Model PR1218]

Scorpion 4

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=19953&o=2

$end


$info=sc5momsb,sc5momse,
$bio

Money Spinner (c) 200? QPS Interactive.

- TECHNICAL -

[Model PR2395]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43742&o=2

$end


$info=sc5monsp,sc5monspa,
$bio

Money Spinner (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Scorpion 5]
[Model PR2395]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43120&o=2

$end


$info=ss4197,ss4072,ss4699,ss3732,ss3733,ss7669,ss7254,ss3734,ss8109,ss8108,
$bio

Money Storm (c) 1994 IGT (International Game Technologies).

3-reel, 1-payline, 2-coin mechanical slot.

- TECHNICAL -

Game ID 143A

- UPDATES -

SS4197
SS4072
SS4699
SS3732
SS3733
SS7669
SS7254
SS3734
SS8109
SS8108

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=13992&o=2

$end


$info=ss4211,ss4080,ss8806,ss011280,ss4079,ss4081,ss8807,ss011281,ss4082,ss4152,ss4084,ss4748,ss8111,ss8110,
$bio

Money Storm (c) 1994 IGT.

3-Coin Multiplier slot.

- TECHNICAL -

[Model 143B]

- UPDATES -

* SS4211

* SS4080

* SS8806

* SS011280

* SS4079

* SS8807

* SS011281

* SS4082

* SS4152

* SS4084

* SS4748

* SS8111

* SS8110

- SCORING -

One Money Storm : 2 - 4 - 6
Three any-BAR : 5 - 10 - 15
Three single-BAR : 10 - 20 - 30
Three double-BAR : 20 - 40 - 60
Three trible-BAR : 50 - 100 - 150
Three 7 : 100 - 200 - 300
Three Money Storm : 500 - 1000 - 2500

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=8037&o=2

$end


$info=j6montlk,j6montlka,j6montlkb,j6montlkc,j6montlkd,j6montlke,j6montlkf,j6montlkg,j6montlkh,
$bio

Money Talks (c) 199? JPM International.

- TECHNICAL -

Impact

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41123&o=2

$end


$info=mtburn,
$bio

Money to Burn (c) 1999 WMS Gaming, Incorporated.

- TRIVIA -

Released in June 2000.

- STAFF -

Art by: Shawn Smith

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=23267&o=2

$end


$info=sc4mtbc,sc4mtbd,sc4mtbh,sc4mtbi,
$bio

Money to Burn (c) 200? Bell-Fruit Games, Limited. [B.F.G.]

- TECHNICAL -

[Model PR4603]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42677&o=2

$end


$info=sc4mtb,sc4mtba,sc4mtbb,sc4mtbe,sc4mtbf,sc4mtbg,sc4mtbj,
$bio

Money to Burn (c) 200? Bell-Fruit Games.

- TECHNICAL -

[Model PR6803]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=18248&o=2

$end


$info=sc4m2m,sc4m2ma,
$bio

Money to Money (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR7029]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42684&o=2

$end


$info=m4montrl,m4montrla,m4montrlb,m4montrlc,m4montrld,
$bio

Money Trail (c) 199? Crystal Leisure.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42057&o=2

$end


$info=j2montrp,
$bio

Money Trapper (c) 198? PCP.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40980&o=2

$end


$c64_cart,c64_flop=moneywar,
$bio

Money Wars (c) 1982 HAL Laboratory

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53639&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=moneywar,moneywar2,moneywar1,
$bio

Money Wars (c) 1982 Commodore, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86871&o=2

$end


$info=mongolnw,
$bio

Mongolfier New (c) 199? Unknown.

- TECHNICAL -

Main CPU : M65SC02 (@ 2 Mhz)
Sound Chips : General Instrument AY8910 (@ 2 Mhz)

Palette colors : 512

Players : 1
Buttons : 7

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=9909&o=2

$end


$coleco=monkey,monkeyp,monkeyp1,
$bio

Monkey Academy (c) 1984 Coleco Industries, Incorporated. [Amsterdam, NY, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53310&o=2

$end


$msx1_cart=monkeyac,monkeyacb,monkeyacc,monkeyaca,
$bio

Monkey Academy [Model RC702] (c) 1984 Konami Industry Co., Ltd. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77278&o=2

$end


$info=monkeyba,
$bio

Monkey Ball (c) 2001 Sega.

- TECHNICAL -

Runs on the Sega "NAOMI GD-ROM System" hardware.

- TRIVIA -

Released in May 2001.

Was presented at the February 2001 AOU (Arcade Operators Union) in Japan.

- PORTS -

* Consoles :
Nintendo GameCube (2001, "Super Monkey Ball")
Microsoft XBOX (2005, "Super Monkey Ball Deluxe")
Sony PlayStation 2 (2005, "Super Monkey Ball Deluxe")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4077&o=2

$end


$info=m1mb,m1mba,m1mbb,m1mbc,
$bio

Monkey Business (c) 199? Global Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61488&o=2

$end


$info=m1mbclb,
$bio

Monkey Business Club (c) 199? Global Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42348&o=2

$end


$info=ep_monky,ep_monkya,
$bio

Monkey Business (c) 200? Global Games.

- TECHNICAL -

EPOCH

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42317&o=2

$end


$info=sc5monky,sc5monkya,
$bio

Monkey Business (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR2344]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42701&o=2

$end


$info=monkeyd,
$bio

Monkey Donkey (c) 1981.

This game is a bootleg of "Crazy Kong - Part II". It uses a different color scheme than the original.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.536 Mhz)

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 96

Players : 2
Control : 4-way joystick
Buttons : 1 (JUMP)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1659&o=2

$end


$amigaocs_flop=monkisl2,monkisl2f,monkisl2g,
$bio

Monkey Island 2 - LeChuck's Revenge (c) 1992 LucasArts Ent. Co.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74573&o=2

$end


$info=mmagic,
$bio

Monkey Magic (c) 1979 Nintendo.

- TECHNICAL -

[Upright model]

- TRIVIA -

Released in December 1979 in Japan.

Also released as "Monkey Magic [Cocktail Table model]".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4647&o=2

$end


$info=mmpanic,
$bio

Monkey Mole Panic (c) 1992 Taito Corp.

- TECHNICAL -

Game ID : '70'

Main CPU : (2x) Zilog Z80 (@ 8 Mhz)
Sound Chips : YM2413 (@ 3.579545 Mhz), AY8910 (@ 2 Mhz), OKI6295 (@ 8 Khz)

Players : 1

- TRIVIA -

Released in September 1992.

Licensed from Nakanihon and East technology.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1660&o=2

$end


$bbca_cass,bbcb_cass=monkeynu,
$bio

Monkey Nuts (c) 1988 Bug Byte

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52125&o=2

$end


$gbcolor=monkeyp,
$bio

Monkey Puncher [Model DMG-BSPP-EUR] (c) 2000 Event Evolution Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68394&o=2

$end


$odyssey2=monkey,
$bio

Monkeyshines! (c) 1981 Philips Corp.

Five computerized puzzle games filled with action-packed monkey business! You'll go ape over Monkey Tag, Monkey Chess, Tailspin, Shuteye and Bananas! You have to be agile as four computer-smart monkeys that can run, jump, climb, tease, dive, swing, hop, spin, scamper and cavort over virtually endless patterns of monkey bars! There are literally trillions of possible combinations! Skill levels increase automatically--orchosse a different skill level at any time!

- TECHNICAL -

Game ID: AB9432

- STAFF -

Programmer: Ed Averett

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95636&o=2

$end


$info=monkelf,
$bio

Monky Elf (c) 1991 Han Il Co.

- TRIVIA -

This game is a Korean bootleg/hack of "Avenging Spirit".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=26069&o=2

$end


$alice90=monop,
$bio

Monopolic (c) 1985 Matra Datasysteme.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87566&o=2

$end


$cpc_cass=monopolc,
$bio

Monopolic (c) 1985 Free Game Blot

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98289&o=2

$end


$bbca_cass,bbcb_cass=monopoly,
$bio

Monopoly (c) 1985 Leisure Genius

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52126&o=2

$end


$msx1_cass=monopoly,
$bio

Monopoly (c) 1986 Leisure Genius

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94856&o=2

$end


$sms=monopoly,monopolyu,monopolyp,
$bio

Monopoly (c) 1988 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56103&o=2

$end


$nes=monopolyj,
$bio

Monopoly (c) 1991 Tomy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54409&o=2

$end


$nes=monopolyf,monopolyg,monopoly,
$bio

Monopoly (c) 1991 Parker Bros.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55376&o=2

$end


$megadriv=monopoly,monopolyp,
$bio

Monopoly (c) 1992 Parker Bros.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57311&o=2

$end


$info=monopoly,monopolya,
$bio

Monopoly (c) 1994 JPM International.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15825&o=2

$end


$amigaocs_flop=monopoly,
$bio

Monopoly (c) 1994 Mastertronic, Limited. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74574&o=2

$end


$n64=monopoly,
$bio

Monopoly (c) 1999 Hasbro Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57839&o=2

$end


$info=m1mono,m1monoa,m1monob,m1monoc,m1monod,m1monoe,m1monof,m1monog,m1monoh,m1monoi,m1monoj,m1monok,m1monol,m1monom,m1monon,m1monoo,m1monop,m1monoq,m1monor,m1monos,m1monot,m1monou,m1monov,m1monow,m1monox,
$bio

Monopoly (c) 199? Maygay.

- TECHNICAL -

M1A/B

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42004&o=2

$end


$info=j6mono60,j6mono60a,j6mono60b,j6mono60c,j6mono60d,j6mono60e,j6mono60f,j6mono60g,j6mono60h,j6mono60i,j6mono60j,j6mono60k,j6mono60l,
$bio

Monopoly - 60th Anniversary Edition (c) 1995 JPM International.

- TECHNICAL -

Impact

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40229&o=2

$end


$info=sc5mobob,sc5moboba,sc5mobobd,sc5mobobe,
$bio

Monopoly - Boom or Bust Classic (c) 200? Bell-Fruit Games, Limited. [B.F.G.]

- TECHNICAL -

[Model PR3431]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43741&o=2

$end


$info=sc5mobobb,sc5mobobc,sc5mobobf,sc5mobobg,sc5mobobh,sc5mobobi,
$bio

Monopoly - Boom or Bust (c) 2009 Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR3307]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=34867&o=2

$end


$info=sc4boomb,sc4boomba,
$bio

Monopoly - Boom or Bust (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR3332]

[Scorpion 4]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47740&o=2

$end


$info=sc5mdm,sc5mdma,sc5mdmb,sc5mdmc,
$bio

Monopoly - Double Money (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Scorpion 5]
[Model PR3308]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43115&o=2

$end


$info=sc4mdm,sc4mdma,
$bio

Monopoly - Double Money (c) 2009 Bell-Fruit Games, Limited.

- TECHNICAL -

[Model PR3333]

Scorpion 4

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=34872&o=2

$end


$info=sc5mogta,sc5mogtaa,sc5mogtab,sc5mogtac,sc5mogtad,sc5mogtae,
$bio

Monopoly - Go To Auction (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR3504]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42698&o=2

$end


$info=sc4mhp,sc4mhpa,sc4mhpb,sc4mhpc,sc4mhpd,sc4mhpe,sc4mhpf,sc4mhpg,sc4mhph,sc4mhpi,sc4mhpj,sc4mhpk,sc4mhpl,sc4mhpm,sc4mhpn,
$bio

Monopoly Here & Now (c) 200? Bell-Fruit.

- TECHNICAL -

[Model PR2345]

[Scorpion 4]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43039&o=2

$end


$info=sc5mhp,sc5mhpa,sc5mhpb,sc5mhpc,sc5mhpd,sc5mhpe,sc5mhpf,sc5mhpg,sc5mhph,sc5mhpi,sc5mhpj,sc5mhpk,sc5mhpl,
$bio

Monopoly - Hot Property (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Scorpion 5]
[Model PR2345]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42692&o=2

$end


$info=sc5momil,sc5momila,sc5momilb,sc5momilc,sc5momild,sc5momile,
$bio

Monopoly - Millionaire (c) 2010 Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR3311]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=34865&o=2

$end


$info=sc5mombc,sc5mombca,sc5mombcb,sc5mombcc,
$bio

Monopoly - Money Bags Club (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR1945]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42699&o=2

$end


$info=sc5mmbd,sc5mmbe,
$bio

Monopoly - Money Bags (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR1911]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69348&o=2

$end


$info=sc4mmb,sc4mmba,
$bio

Monopoly - Money Bags (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR1931]

Scorpion 4

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42696&o=2

$end


$info=sc5mmb,sc5mmba,sc5mmbb,sc5mmbc,
$bio

Monopoly - Money Bags (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Scorpion 5]
 [Model PR3413]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43117&o=2

$end


$info=sc5moms,sc5momsa,sc5momsc,sc5momsd,
$bio

Monopoly - Money Spinner (c) 200? QPS Interactive.

- TECHNICAL -

[Model PR2496]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42700&o=2

$end


$info=monopolp,mononew,monop303,monopolf,monopolg,monopoli,monopoll,monopred,monop233,monop251,monop301,
$bio

Monopoly - Own it All (c) 2001 Stern Pinball, Incorporated.

Based on the classic board game by Parker Brothers.

- TECHNICAL -

Stern Whitestar

Main CPU : Motorola M6809 (@ 2 MHz)
Sound CPU : Motorola M6809 (@ 2 MHz)
Display CPU : Motorola M6809 (@ 4 MHz)
Sound Chip : BSMT2000 (@ 24 MHz)

- TRIVIA -

Produced by Pat Lawlor Design for Stern Pinball. Monopoly Own it All was released in September 2001.

- UPDATES -

Software Release : 1.10
Date : September 12, 2001
- Production release

Software Release : 2.03
Date : September 17, 2001
- New default replay %, match %, starting replay level
- replay bug fixed that cleared audit when viewing replay adjustment
- added flipper motor speed adjustment based upon country
- fixed Land Grab variable/flag that wasn't cleared at game start
- added phone support
- removed some accents in diagnostics, shortened some text to fit on screen

Software Release : 2.20
Date : October 2, 2001
- Choreogropy of lightshows, f/x
- Chance bug fixed that correctly returns balls back into play
- Land Grag bug fixed that caused the flippers to temp. lock up
- Fixed bug in railroad multiball when started from Chance
- other minor tweaks
- diagnostic mini-menu bugs in Dr. Pinball corrected

Display Release : 2.03
- fixed team scoring display in attract
- took token out of high score table (it will be back).

Display Release : 2.05
Date : October 18, 2001
- Added Spanish text.
- Fixed text in german coil list
- Custom pricing bug fixed that wouldn't show custom pricing adjustments
- Land Grab Bonus added

Display Release : 2.06
Date : October 19, 2001
- added correct release version

Software Release : 2.33
Date : October 11, 2001
- Improved waterworks flipper action
- Fixed dice eject kickout handling
- Fixed crash when player hits three of-a-kind in Free Money mode
- Fixed team player scoring in attract
- Improved tilt handling
- Fixed crash when difficulty set to HARD
- Added community chest rule
- Special awards 500K points now
- Added selftest at powerup for lockup and dice eject
- Restored missing Special lamp in land grab
- Adjusted cash grab scoring to be more in line with game scoring
- Improved tournament rules

CPU Release : 2.40
Date : October 25, 2001
- Fixed coin switch debouncing to prevent coins from being missed.
- Custom message now also shows up on Electric Company sign.
- Fixed Free Parking multiball jackpot to score correctly
- Fixed dice roll display on LEDs to match display.
- Fixed player carryover problems with Land Grab Bonus
- Fixed plunger to kick ball away at multiball start.
- Fixed property count for post-Land Grab play
- Fixed "award all players" card scoring in Chance.
- Changed Land Grab to move player to next unfilled property instead of just the next property when the right ramp is made.
- Fixed bug in A-B-C carryover between players
- Fixed rare crash in dice roll eject lane.
- Improved waterworks flipper compensation code
- Improved ball search to prevent ball from getting stuck behind bank door at the start of a ball.

CPU Release : 2.41
Date : October 29, 2001
- Fixed gaff problem in left outlane
- Entering initials show on LED also

CPU Release : 2.50
Date : November 8, 2001
- New dispatch edge routines should help do a better job of knowing which edge they are really on and help fix the missing coin problem.
- Stopped ball lock and dice eject fail messages if the door is open. The device is probably working, just powered off!
- Fixed tilt handlers to correctly handle tilts when bonus is underway. Music would improperly update and tilt would hang forever if a ball was in the lock.

CPU Release : 2.51
Date : November 13, 2001
- Fixed Tilt handling in Land Grab
- Fixed Breakout and Ripoff Multiball score displays.
- Improved broken dice eject and lockup detection and handling.
- Fixed hotel display in Land Grab
- Improved speech during Match
- Improved ball search to jiggle Cop target
- Fixed interaction between Chance and the quick multiballs.

CPU Release : 3.01
Display Release : 3.01
Date : January 29, 2002
- Fixed coinage tables for Euro coinage
- Player can choose a token in high score to date (HSTD) entry
- Fixed A-B-C inlane lamps and award effects
- Fixed bug where waterworks flipper would sometimes freeze
- Fixed chance to only light one special on Advance to Boardwalk
- Added quick ball saver when waterworks throws the ball out the left outlane
- Restored missing BALL SAVED messages and speech
- Fixed ball search at game over to disable flipper buttons
- Changed broken coil messages to be consistant with manual
- Added some speech to token race
- Fixed extra ball show when replay is set to EB
- Improved coil drivers for bank to prevent coil and fuse F21 from overheating
- Fixed credit handlers to be friendly to a $5 bill acceptor.
- Fixed bug where installing Home installed tournament settings.
- Fixed stray lamp glitch on ROLL AND COLLECT lamp
- Fixed some glitches in HSTD entry sounds

CPU Release : 3.02
- Changed waterworks driver to always run the motor in a counter-clockwise direction. This should help games that can't lift the ball out of the hole when the flipper rotates clockwise.
- Game will detect a blown F21 fuse correctly and display an operator warning
- Fixed HSTD resets to show proper tokens on 10-letter HSTD initials
- Fixed Land Grab bug where specials were awarding on the outlanes and rotating on the slingshots during the collection and total phase.

CPU Release : 3.03
Date : June 18, 2002
- Slight fix to switch scanning on bill validators to handle switches correctly when balls are missing from the game.

- STAFF -

Designer : Pat Lawlor (PML)
Artwork : John Youssi
Software : Louis Koziarz (KOZ), Greg Dunlap
DMD Animation : Kurt Andersen
Mechanics : John Krutsch (JRK)
Music and Sounds : Chris Granner (Incredible Technologies)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5309&o=2

$end


$info=sc5mopl,sc5mopla,sc5moplb,sc5moplc,sc5mopld,sc5mople,sc5moplf,sc5moplg,
$bio

Monopoly - Property Ladder (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR3408]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42706&o=2

$end


$info=sc4mrh,sc4mrha,sc4mrhb,sc4mrhc,sc4mrhd,sc4mrhe,
$bio

Monopoly - Red Hot (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR2363]

Scorpion 4

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42712&o=2

$end


$info=sc5mrh,sc5mrha,
$bio

Monopoly - Red Hot (c) 200? Mazooma Games.

- TECHNICAL -

[Scorpion 5]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43121&o=2

$end


$info=sc5mrrcl,sc5mrrcla,sc5mrrclb,sc5mrrclc,
$bio

Monopoly - Road To Riches Club (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR2457]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42713&o=2

$end


$info=sc5mor2r,sc5mor2ra,
$bio

Monopoly - Road To Riches (c) 200? QPS Interactive.

- TECHNICAL -

[Model PR2457]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42707&o=2

$end


$info=sc4mr2r,sc4mr2ra,sc4mr2rb,sc4mr2rc,sc4mr2rd,sc4mr2re,
$bio

Monopoly - Road To Riches (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR2329]

[Scorpion 4]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43045&o=2

$end


$info=sc5mr2r,sc5mr2ra,
$bio

Monopoly - Road To Riches (c) 200? Mazooma Games.

- TECHNICAL -

[Scorpion 5]
[Model PR2329]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42711&o=2

$end


$info=ad5mowow,ad5mowowa,ad5mowowb,ad5mowowc,ad5mowowd,ad5mowowe,ad5mowowf,ad5mowowg,ad5mowowh,ad5mowowi,ad5mowowj,ad5mowowk,ad5mowowl,ad5mowowm,
$bio

Monopoly - Wheel of Wealth (c) 200? Mazooma Games.

- TECHNICAL -

[Adder 5]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56087&o=2

$end


$info=sc4mowow,sc4mowowa,sc4mowowb,sc4mowowc,
$bio

Monopoly - Wheel of Wealth (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR2118]

[Scorpion 4]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43044&o=2

$end


$info=sc4mwwtb,sc4mwwtba,sc4mwwtbb,sc4mwwtbc,sc4mwwtbd,
$bio

Monopoly - Wheel of Wealth (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR2389]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62045&o=2

$end


$info=sc5mowow,sc5mowowb,
$bio

Monopoly - Wheel of Wealth (c) 200? Mazooma Games.

- TECHNICAL -

[Scorpion 5]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42710&o=2

$end


$info=sc5monwa,sc5monwaa,
$bio

Monopoly - Win Again (c) 200? QPS Interactive.

- TECHNICAL -

[Model PR2449]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42702&o=2

$end


$info=sc5mww,sc5mwwa,sc5mwwb,sc5mwwc,
$bio

Monopoly - Wonders of the World (c) 200? Mazooma Games.

- TECHNICAL -

Scorpion 5
[Model PR2190]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=18247&o=2

$end


$info=sc4mono5,sc4mono5a,
$bio

Monopoly 5 (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR7089]
Scorpion 4

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40142&o=2

$end


$info=j6monobn,j6monobna,j6monobnb,
$bio

Monopoly Bingo (c) 199? JPM International.

- TECHNICAL -

Impact

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41121&o=2

$end


$info=sc4mcas,sc4mcas0,sc4mcas1,sc4mcas2,sc4mcas3,sc4mcas4,sc4mcask,sc4mcasm,sc4mcasn,sc4mcaso,sc4mcasp,
$bio

Monopoly Casino (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR2354]

Scorpion 4

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42686&o=2

$end


$info=sc5mcas,sc5mcasa,sc5mcasb,sc5mcasc,
$bio

Monopoly Casino (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Scorpion 5]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43114&o=2

$end


$info=monoplcl,
$bio

Monopoly Classic (c) 1995 JPM International.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31148&o=2

$end


$info=m1moncls,m1monclsa,m1monclsb,m1monclsc,m1monclsd,
$bio

Monopoly Classic (c) 199? Maygay.

- TECHNICAL -

M1A/B

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42002&o=2

$end


$info=sc4mclb,sc4mclba,sc4mclbb,sc4mclbc,sc4mclbd,sc4mclbe,
$bio

Monopoly Club (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR2164]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42687&o=2

$end


$info=monopldx,
$bio

Monopoly Deluxe (c) 1995 JPM International.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31147&o=2

$end


$info=sc4mondlx,sc4mondxa,sc4mondxb,sc4mondxc,sc4mondxd,sc4mondxe,sc4mondxf,sc4mondxg,
$bio

Monopoly Deluxe (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR2202]

Scorpion 4

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42689&o=2

$end


$info=sc4mhn,sc4mhna,
$bio

Monopoly Here & Now (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR2380]

[Scorpion 4]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43038&o=2

$end


$info=sc5mhn,sc5mhna,sc5mhnb,sc5mhnc,sc5mhnd,sc5mhne,
$bio

Monopoly Here & Now (c) 200? Mazooma Games.

- TECHNICAL -

[Scorpion 5]
[Model PR2380]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42691&o=2

$end


$info=sc4monop,sc4monopa,
$bio

Monopoly Triple (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR2056]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42679&o=2

$end


$info=sc4monoa,sc4monoaa,sc4monoab,sc4monoac,sc4monoad,sc4monoe,sc4monoaf,sc4monoag,sc4monoah,sc4monoai,sc4monoaj,sc4monoak,sc4monoal,sc4monoam,sc4monoan,sc4monoao,sc4monoap,
$bio

Monopoly Triple (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR2122]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42678&o=2

$end


$info=sc4monot,sc4monota,sc4monotb,sc4monotc,
$bio

Monopoly TTT (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR2133]

[Scorpion 4]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43043&o=2

$end


$info=ad5monop,
$bio

Monopoly [Adder 5] (c) 200? Mazooma Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43041&o=2

$end


$amigaocs_flop=monopolg,
$bio

Monopoly [Board Genius] (c) 1989 Leisure Genius

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74575&o=2

$end


$gba=monopolyu,
$bio

Monopoly [Model AGB-BUME-USA] (c) 2004 DSI Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71926&o=2

$end


$gba=monopoly,
$bio

Monopoly [Model AGB-BUMP] (c) 2004 Zoo Digital Publishing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71925&o=2

$end


$gbcolor=monopolyj,
$bio

Monopoly [Model DMG-AHAJ-JPN] (c) 1998 Hasbro Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68395&o=2

$end


$gameboy=monopoly,
$bio

Monopoly (c) 1992 Hasbro Interactive, Incorporated.

- TECHNICAL -

Cartridge ID: DMG-ALYP-EUR

- TRIVIA -

Reviews:
April 1992 - Joypad N.7 (Page 100) [FR]: 75/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66480&o=2

$end


$gbcolor=monopoly,
$bio

Monopoly [Model DMG-ANOE-USA] (c) 1999 Majesco Ent. Co.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68396&o=2

$end


$gameboy=monopolyu,
$bio

Monopoly [Model DMG-LY-USA] (c) 1992 Parker Bros.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66482&o=2

$end


$gameboy=monopolyj,
$bio

Monopoly [Model DMG-LYJ] (c) 1991 Tomy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66481&o=2

$end


$cpc_cass=monopoly,
$bio

Monopoly [Model LG140] (c) 1984 Leisure Genius

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98291&o=2

$end


$cpc_cass=monopolyf,
$bio

Monopoly [Model LG340] (c) 1984 Leisure Genius

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98290&o=2

$end


$info=sc4monod,sc4monoda,sc4monodb,
$bio

Monopoly (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR2055]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62059&o=2

$end


$info=sc4monob,sc4monoba,sc4monobb,sc4monobc,sc4monobd,sc4monobe,sc4monobf,sc4monobg,sc4monobh,sc4monobi,sc4monobj,sc4monobk,sc4monobl,sc4monobm,
$bio

Monopoly (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR2121]
[Scorpion 4]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43042&o=2

$end


$snes=monopolyj,
$bio

Monopoly [Model SHVC-ML] (c) 1993 Tomy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61823&o=2

$end


$snes=monopolya,monopoly,
$bio

Monopoly [Model SNS-ML-USA] (c) 1992 Parker Bros.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63282&o=2

$end


$info=sc5monob,
$bio

Monopoly (c) 200? Bell-Fruit Games.

- TECHNICAL -

Scorpion 5

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11535&o=2

$end


$info=sc5monop,
$bio

Monopoly (c) 200? Mazooma Games.

- TECHNICAL -

[Scorpion 5]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43119&o=2

$end


$snes=monstan,
$bio

Monstania [Model SHVC-AMKJ-JPN] (c) 1996 Pack-In-Video Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61824&o=2

$end


$info=monsterb,monsterb2,
$bio

Monster Bash (c) 1982 Sega.

MONSTER BASH is a fascinating cartoon theme game featuring colorful graphics in three exciting scenes of hunt-and-hide adventure. Light-hearted, suspenseful music and audio sounds add to the fun, and heighten player interest and intrigue.

DRACULA'S HOUSE
The player-hero of the game is LITTLE RED, a wily, red-headed boy who chases Dracula throughout his five-story haunted house. Up and down staircases and through Warp Doors leading to secret passageways, Little Red zaps defending bats while attempting to light candles in certain rooms. When a candle is lit a Magic Sword is energized with mystical powers. Little Red must touch the flashing Magic Sword to gain SuperZap power... only a SuperZap will defeat the sly Dracula.

FRANKENSTEIN'S CASTLE
Little Red enters the eerie castle of the hulking Frankenstein. He pursues Frankenstein around his six-story castle while avoiding the fierce Wolfmen.  The tricky Wolfmen can be zapped, but be careful, they can duck under the zap and attack Little Red. Fewer candles are now available to be lit. Warp doors to secret passageways can be used only when they flash. Special jump-down zones allow Little Red to jump down several levels at once, eliminating any Wolfmen in the way as he descends, but Frankenstein can only be defeated with a SuperZap.

CHAMELEON MAN'S GRAVEYARD
The greatest challenge yet... to dispatch the sneaky Chameleon Man and his horde of Spiders.  Entering the spooky graveyard, Little Red finds that only one candle is available for lighting which is found in a crypt guarded by giant Spiders. Chameleon Man changes his color to match that of the background and thus becomes invisible. Little Red must pass over one of the Color-Change Spots to change the background color making Chameleon Man visible again. Chameleon Man can do away with Little Red with a flick of his long tongue. Chameleon Man can only be done in with a SuperZap.

- TECHNICAL -

Sega G80 Raster hardware

Main CPU : Zilog Z80 (@ 3.867 Mhz), N7751 (@ 400 Khz)
Sound Chips : Samples, TMS36XX (@ 247 Khz), DAC

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 128

Players : 2
Control : 4-way joystick
Buttons : 1 (ZAP)

- TRIVIA -

Released in November 1982.

Bob Lynch holds the official record for this game with 448,400 points.

- STAFF -

Designed & programmed by : Steve Hanawa

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1661&o=2

$end


$info=mb_10,mb_106,mb_106b,
$bio

Monster Bash (c) 1998 Williams Electronics Games, Incorporated.

- TECHNICAL -

Williams WPC-95
Model Number : 50065

Main CPU : Motorola M6809 (@ 2 MHz)
Sound CPU : ADSP2105 (@ 10 MHz)
Sound chip : DMA-driven DAC

- TRIVIA -

Released in August 1998. 3,361 units were produced.

In the game there is a 'Cow palace' venue.

In the Mosh Pit Multiball animation you can see a cow skeleton on the left side of the screen.

A DOHO is seen in the graveyard when Igor finds a part for the monsters body.

Elvira and Wonder Woman can be seen on the backglass.

- UPDATES -

Version 1.0 (Changes since prototype 0.5)
Date : August 16, 1998
- Added the instrument bonus rule.
- Monster bash and monsters of rock scoring changed.
- Fixed a bug with the setup for the concert halls for each player. In multi-player games, only the player who played last would have the concert halls that they had earned. All other players would have no halls. This has been corrected.
- Last chance rule added for Frankenstein (when Frank multiball ends and the player has not collected the keyboard).
- Flipper speedup now available for most ball-holding display shows.
- Added the Lyman's Lament rule.

Version 1.06
- Addition : An audit for starting the Frankenstein 'last chance' feature has now been added. 
- Addition : A high score for mosh pit multiball has now been added. 
- Addition : Some new sounds and speech have been added. 
- Addition : Some artwork has been added to the Monster Bash and Monsters of Rock display awards. 
- Bug fix : When the random award would give out a silver bullet, the full moon fever grace period would not allow the random award to complete. This has now been fixed. 
- Bug fix : Some messages were not being displayed correctly in the custom message- this has now been fixed. 
- Bug fix : A typo in the spelling of the adjustment for auto-flip disable has been corrected. 
- Bug fix : Multiball total display effects. Occasionally a multiball total display effect might run more than once for the same multiball. This has now been fixed. 
- Bug fix : Some problems with some of the presets for the 'install' features have been fixed. "Install medium" and default settings are now the same, as originally intended. 
- Bug fix : Last chance feature with Frankenstein running with flaming torch was not blinking the lamp for the launch button. This has now been fixed. 
- Bug fix : During the Lyman's Lament cheat, if the player earns the feature again, the player will now be credited with the points for the award. 
- Bug fix : The way the mosh pit multiball total was being displayed has now been fixed. 
- Change : The long period of silence between game end and high score/match being displayed has been shortened. 
- Change : The Tomb Treasure target will now award 2 bumper hits toward lighting the Mummy Mayhem mode (when multiball is not active). 
- Change : Frankenstein table and up/down bank motors will now not be activated if a switch is shorted out. Test report will now detect and report if a row is shorted, so the switch compensation mode will take over. 
- Change : Auto-flip can now be moved by lane-change if only 1 lane works. (In this case, the light will toggle with the flipper). 
- Change : Lock post on the right ramp has been enhanced to stay up longer at the start of Frankenstein mutliball mode, and for Frankenstein 'last chance', to compensate for a Frankenstein table motor that might be running slower than normal. 
- Change : The French preset to include maximum stacked extra balls has now been changed to 1 (adjustment A.1 03).

- TIPS AND TRICKS -

With a game started, press the following sequence : B, 11L, 1R, 5L, 1R, 6L, 1R.
If entered successfully Lyman Sheats will say 'Totally' and your next award at the 'venue' scoop will be 'Lyman's Lament'.

- STAFF -

Design by : George Gomez
Art by : Kevin O'Connor
Dots/Animation by : Adam Rhine
Mechanics by : Chris Shipman, Robert C. Friesl
Music & Sounds by : Vince Pontarelli
Software by : Lyman F. Sheats Jr.

- PORTS -

* Others :
Android (May 31, 2012, "The Pinball Arcade")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5502&o=2

$end


$amigaocs_flop=monstbus,
$bio

Monster Business (c) 1991 Eclipse

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74576&o=2

$end


$info=m1monstr,m1monstra,m1monstrb,m1monstrc,
$bio

Monster Cash (c) 199? Maygay.

- TECHNICAL -

M1A/B

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42005&o=2

$end


$a2600=monsterc,
$bio

Monster Cise (c) 1984 Atari, Incorporated.

- TECHNICAL -

Model CX26131

This game uses the Kid's Controller

- TRIVIA -

Unreleased prototype.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50711&o=2

$end


$psx=monsterc,
$bio

Monster Collection - Kamen no Madoushi [Model SLPS-02245] (c) 1999 Kadokawa Shoten

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85455&o=2

$end


$psx=monsterf,
$bio

Monster Farm - Battle Card Professional [Model SLPS-02653] (c) 2000 Tecmo, Ltd. [Tokyo, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85456&o=2

$end


$gba=monstfr2,
$bio

Monster Farm Advance 2 [Model AGB-A2QJ-JPN] (c) 2002 Tecmo, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71928&o=2

$end


$gba=monstfrm,
$bio

Monster Farm Advance [Model AGB-AMFJ-JPN] (c) 2001 Tecmo, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71927&o=2

$end


$gbcolor=monstfrm,
$bio

Monster Farm Battle Card GB [Model DMG-A6TJ-JPN] (c) 1999 Tecmo, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68397&o=2

$end


$info=mfjump,
$bio

Monster Farm Jump (c) 2001 Tecmo.

A 3-D platform/puzzle game.

The players can play with one of the four selectable characters Roocho, Beochi, Chito, Golem and must jump forward or backward while maneuvering the character in the aerial platform runway and will need pick Items as you advance and avoid falling in gaps to reach the end of the runway to go to next level!

- TECHNICAL -

Main CPU : SPU (@ 16.9344 Mhz)
Sound Chips : SPU (@ 16.9344 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 6

- TRIVIA -

Monster Farm Jump was released in September 2001.

This game is known in USA as "Monster Rancher".

This game is based in the anime cartoon of the same name in Japan Monster Farm also known in USA as Monster Rancher.

- SERIES -

1. Monster Farm ( 1997, Sony PlayStation)
2. Monster Farm 2 (1999, Sony PlayStation)
3. Monster Farm Jump (2001)
4. Monster Farm 3 (2001, Sony PlayStation 2)
5. Monster Farm 4 (2003, Sony PlayStation 2)
6. Monster Farm 5 - Circus Caravan (2005, Sony PlayStation 2)
7. Monster Farm Jamboree (2005, Nintendo DS)

- STAFF -

Director & planner : Toshihiko Kodama, Tadashi Shiiba
Programmer : Akihiko Shimoji, Yoshihiro Kinjyo
CG Works :  Tamotsu Nakamura, Yasushi Uehara, Tsukasa Sanabe, Kazunaga Sakaue
SE & BGM : Miyashiro Sugito, Susumu Fujii
Artwork : Kiyotaka Sugiyama
Producer : Takayoshi Hayakawa

- PORTS -

Sony PlayStation (2001)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3449&o=2

$end


$gba=monstfrcu,
$bio

Monster Force [Model AGB-AM8E-USA] (c) 2002 Universal Interactive Studios, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71930&o=2

$end


$gba=monstfrc,
$bio

Monster Force [Model AGB-AM8P] (c) 2002 Universal Interactive Studios, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71929&o=2

$end


$gba=monstgod,
$bio

Monster Gate - Ooinaru Dungeon - Fuuin no Orb [Model AGB-A6GJ-JPN(RK237-J1)] (c) 2003 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71932&o=2

$end


$gba=monstgat,
$bio

Monster Gate [Model AGB-ANFJ-JPN(RK290-J1)] (c) 2002 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71931&o=2

$end


$gba=monstgrd,
$bio

Monster Guardians [Model AGB-AMNJ-JPN(RK214-J1)] (c) 2001 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71933&o=2

$end


$gba=mnsthousu,
$bio

Monster House [Model AGB-BQ7E-USA] (c) 2006 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71935&o=2

$end


$gba=mnsthous,mnsthousa,
$bio

Monster House [Model AGB-BQ7P] (c) 2006 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71934&o=2

$end


$nes=monstpok,
$bio

Monster In My Pocket (c) 1992 Palcom

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55377&o=2

$end


$nes=monstpoku,
$bio

Monster In My Pocket (c) 1992 Konami Co., Ltd

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55378&o=2

$end


$nes=monstinc,
$bio

Monster Inc. (c) 19?? Unknown.

A pirate hack of "Wacky Races" featuring a Sulley sprite (from the "Monsters, Incorporated." movie) as main character.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65178&o=2

$end


$pyuuta=mnstrinn,
$bio

Monster Inn [Model 002E] (c) 1983 Tomy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101352&o=2

$end


$gba=monstjamu,
$bio

Monster Jam - Maximum Destruction [Model AGB-AJAE-USA] (c) 2002 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71937&o=2

$end


$gba=monstjam,
$bio

Monster Jam - Maximum Destruction [Model AGB-AJAP] (c) 2002 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71936&o=2

$end


$pcecd=mlair,
$bio

Monster Lair (c) 1989 Westone.

North American release. For information on the game itself, please see the Japanese release entry; "Wonder Boy III - Monster Lair [Model HCD9006]".

- TECHNICAL -

Game ID: TGXCD1003

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [US] (December 17, 2007) [Model QAUE] 
Nintendo Wii [Virtual Console] [EU] [AU] (December 21, 2007) [Model QAUP]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58508&o=2

$end


$pc8801_flop=monstlnd,
$bio

Monster Land (c) 1984 Policy [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92417&o=2

$end


$nes=monstmkr,
$bio

Monster Maker - 7 Tsu no Hihou (c) 1991 Sofel

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54410&o=2

$end


$gameboy=monstmkb,
$bio

Monster Maker - Barcode Saga [Model DMG-QNJ] (c) 1993 Namco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66484&o=2

$end


$pcecd=monstmkr,
$bio

Monster Maker - Yami no Ryuukishi (c) 1994 NEC Avenue, Limited.

Monster Maker is an Role Playing Game by Nec Avenue and U-Plan and is based from a popular Japanese card game released at the end of the 80s. In the ancient time, there was an advanced civilization with telekinetic powers. They could fly and build floating islands and battleships. But their world was soon shattered by an evil spirit and heroes were gathered to seal this so called Darkness. They succeeded in their quest and the world has now been a peaceful place for the last several hundred years. Or at least it is when our story starts. The game tells the journey of Raia, a cute black-haired orphan girl with short pointy ears and strange powers. She was adopted by a family in the small town of Huerundo and she will travel the world to learn about her origins and real parents, and find out about the famous Dragon Riders. Monster Maker follows a traditional RPG structure with multi-scale aerial maps and turn based fights. Raia starts her journey alone but more characters will join the party such as Uruchi the human-fox or Mearu a red-haired thief girl.

- TECHNICAL -

Game ID: NAPR-1026

- TRIVIA -

Released on March 30, 1994 in Japan for 7800 Yen.


Monster maker is also a famous Japanese card game. It came out in 1988 and it is supposed to be one of the first, and most popular Role Playing card game there. Part of its popularity probably stems thanks to Kugatsuhime's cute and colorful illustrations. All the card games are obviously now out of print and count more than ten volumes and also include several series of Role Playing Games, comic books and novels.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58292&o=2

$end


$nes=mmaker1,
$bio

Monster Maker 1 (c) 19?? Waixing Computer & Technology Co., Ltd. [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76875&o=2

$end


$nes=mmaker2,
$bio

Monster Maker 2 (c) 19?? Waixing Computer & Technology Co., Ltd. [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76876&o=2

$end


$gameboy=monstmk2,
$bio

Monster Maker 2 - Uru no Hiken [Model DMG-M6J] (c) 1993 Sofel

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66485&o=2

$end


$gba=mnstmk4c,
$bio

Monster Maker 4 - Flash Card [Model AGB-AA4J-JPN] (c) 2002 Success

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71938&o=2

$end


$gba=mnstmk4d,
$bio

Monster Maker 4 - Killer Dice [Model AGB-AA5J-JPN] (c) 2002 Success

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71939&o=2

$end


$snes=monstmk3,
$bio

Monster Maker III - Hikari no Majutsushi [Model SHVC-3M] (c) 1993 Sofel

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61825&o=2

$end


$snes=monstmkk,
$bio

Monster Maker Kids - Ousama ni Naritai [Model SHVC-AK2J-JPN] (c) 1994 Sofel

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61826&o=2

$end


$gameboy=monstmkr,
$bio

Monster Maker [Model DMG-MRJ] (c) 1990 Sofel

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66483&o=2

$end


$info=mmaulers,
$bio

Monster Maulers (c) 1993 Konami.

A trio of supervillains unleashes an army of gross mutants on earth in order to start an alien invasion. Our only hope is the trio of superheroes known as the 'Ultimate Task Force'. Squash the evil mutants and put an end to the alien menace. Features excellent graphics & sound as well as plenty of moves to find!

- TECHNICAL -

Game ID : GX170

Main CPU : Motorola 68000 (@ 16 Mhz)
Sound CPU : Zilog Z80 (@ 8 Mhz)
Sound Chips : (2x) K054539 (@ 48 Khz)

Players : 4
Control : 8-way joystick
Buttons : 3 [WEAK ATTACK, MEDIUM ATTACK, STRONG ATTACK]

- TRIVIA -

Released in November 1993.

This game is known in Japan as "Kyukyoku Sentai Dadandarn".

Monster Maulers reflects a Japanese tradition of TV series featuring teams of brightly-suited martial artists called Super Sentai, 'sentai' meaning 'task force' or 'squad'. The best known of these series in the West is 'Kyouryuu Sentai Zyuuranger', which was made into the Mighty Morphin' Power Rangers.

The bosses Brainy, Red Dragon and Moai Head are originally enemies and bosses from the "Gradius"/"Salamander" series, also by Konami.

King Records released a limited-edition soundtrack album for this game (Kyukyoku Sentai Dadandarn - KICA-7627) on 01/01/1994.

- UPDATES -

Differences between "Kyukyoku Sentai Dadandarn" and "Monster Maulers" :
*The Kyukyoku Sentai Dadandarn main theme song can be heard in the FIRST stage only in KSD and in the LAST stage only in MM.
*The 'episode' titles shown before each fight are vocally announced in the Japanese version only.
* Eagle's nationality is unknown in Dadandarn, while he is an American in Monster Maulers.

- STAFF -

Programmers : Tomo Yoshi, Yukihiro, Y.K 98, Garam....!, Yossy
Designers : Kengo, Andy!, Takepon, Yasu, Hitomi, Asa"DON", Kanbanmusume
Sound editor : Sakagon
Music : Koezou
Hardware : Pin, Grandpapa
Package : Popsky
Cast : A. Nakashima, H. Tanigawa, A. Takahashi, M. Chida, Monapaseri, D. Mastushima, M. Aoyama, Honkytonk Theater
Singer : Shimon Masato
Director : Kengo
Produce : Masa33

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3451&o=2

$end


$gameboy=monstmax,
$bio

Monster Max [Model DMG-X8-EUR] (c) 1995 Titus

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66486&o=2

$end


$a800=monstrmz,
$bio

Monster Maze (c) 1982 Epyx Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86631&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=monstrmz,
$bio

Monster Maze (c) 1982 Epyx Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86872&o=2

$end


$coco_cart=monstrmz,
$bio

Monster Maze (c) 1983 Tandy Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53451&o=2

$end


$x68k_flop=monstpan,
$bio

Monster Panic (c) 19?? IT [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88433&o=2

$end


$psx=monsterp,
$bio

Monster Paradise [Model SLPS-00915] (c) 1997 Make Software, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85457&o=2

$end


$nes=monstpar,
$bio

Monster Party (c) 1989 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55379&o=2

$end


$pce=mnstprow,
$bio

Monster Pro Wres (c) 1991 ASK

Monster Pro Wrestling is an unusual wrestling game by Tonkin House. Ever wondered how good muscled mutant monsters would be in a wrestling ring ? Monster Pro Wrestling can certainly give you some answers. As the title implies, Monster Pro Wrestling is about professional Wrestling and Monsters. In 1999, humanity lives in underground cities and the evil Belzebuth sends his demon wrestlers to affront humans. Doctor Yamato takes on the challenge and creates mutant wrestlers to win the tournament. The player first selects a champion from a list including wrestlers such as Fly Man, Zombie Man or Poison Man. Then, it is time to meet the mad scientist who will train and assist him. In his laboratory, our mutant wrestler can be tuned up using power points. Thirty are available at the start and can be distributed across various attributes such as health or strength. It is now time to get our mutant straight to the ring and call another mutant wrestler to challenge him. However, Monster Pro Wrestling has an unusual way to display and manage each match. A number randomly loops on screen and the player must hold the attack button and pick a number. This becomes our mutant's Attack Power for the current round. Our wrestler will attack only if the opponent picks a lower Attack Power. Either ways, the stage that follows is pure frantic finger bashing action which either affects the strength of the coming attack, or the resulting escape move. Large (and often funny) animated sequences show the outcome of the round and the game moves forward until one of the wrestler wins the match. If victorious, our mutant gets an upgrade and then gets ready for another ferocious match.

- TECHNICAL -

HuCARD ID: AK91002
HuCARD Size: 4 Mbits.

- TRIVIA -

Released on November 29, 1991 in Japan for 6800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58652&o=2

$end


$gbcolor=monstrc2,
$bio

Monster Race 2 [Model DMG-AMWJ-JPN] (c) 1999 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68398&o=2

$end


$gameboy=monstrco,
$bio

Monster Race Okawari [Model DMG-AMFj-JPN] (c) 1998 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66489&o=2

$end


$gameboy=monstrac,
$bio

Monster Race [Model DMG-AMRJ-JPN] (c) 1998 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66488&o=2

$end


$gba=mnstrnc2,
$bio

Monster Rancher Advance 2 [Model AGB-A2OE-USA] (c) 2002 Tecmo, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71941&o=2

$end


$gba=mnstrnch,
$bio

Monster Rancher Advance [Model AGB-AMFE-USA] (c) 2001 Tecmo, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71940&o=2

$end


$gbcolor=monstrnc,
$bio

Monster Rancher Battle Card GB [Model DMG-A6TE-USA] (c) 2000 Tecmo, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68399&o=2

$end


$gbcolor=monstrex,
$bio

Monster Rancher Explorer [Model CGB-BSOE-USA] (c) 2000 Tecmo, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68400&o=2

$end


$info=mslider,
$bio

Monster Slider (c) 1997 Visco Corp.

- TECHNICAL -

Main CPU : V60 (@ 16 Mhz)
Sound Chips : ES5506 (@ 16 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Released in August 1997.

Developed by Datt Japan Inc.

- PORTS -

* Consoles :
Sega Saturn (1997)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1662&o=2

$end


$saturn,sat_cart=mslider,
$bio

Monster Slider (c) 1997 DATT Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59430&o=2

$end


$gba=monstsum,
$bio

Monster Summoner [Model AGB-A3NJ-JPN] (c) 2004 Ertain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71942&o=2

$end


$gbcolor=monstrvl,
$bio

Monster Traveler [Model CGB-BFVJ-JPN] (c) 2002 Taito Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68401&o=2

$end


$n64=monstrck,monstrcku,
$bio

Monster Truck Madness 64 (c) 1999 Rockstar Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57840&o=2

$end


$gba=mnstrkmd,
$bio

Monster Truck Madness [Model AGB-BMTE-USA] (c) 2003 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71943&o=2

$end


$nes=mtrally,mtrallyr,
$bio

Monster Truck Rally (c) 1991 INTV

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55380&o=2

$end


$gameboy=monstwar,
$bio

Monster Truck Wars [Model DMG-ATWE-USA] (c) 1994 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66491&o=2

$end


$gamegear=monstwar,
$bio

Monster Truck Wars [Model T-81288] (c) 1994 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64711&o=2

$end


$gameboy=monstruk,
$bio

Monster Truck [Model DMG-MTA] (c) 1990 Varie

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66490&o=2

$end


$gba=mnstrckmu,
$bio

Monster Trucks Mayhem [Model AGB-BYME-USA] (c) 2006 DSI Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71947&o=2

$end


$gba=mnstrckm,
$bio

Monster Trucks Mayhem [Model AGB-BYMP] (c) 2006 Zoo Digital Publishing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71946&o=2

$end


$gba=monstrck,
$bio

Monster Trucks [Model AGB-BMCE-USA] (c) 2004 Majesco Sales, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71944&o=2

$end


$gamegear=mworld2,
$bio

Monster World II - Dragon no Wana (c) 1992 Sega Enterprises, Limited.

- TECHNICAL -

[Model G-3308]

- TRIVIA -

Monster World II - Dragon no Wana for Game Gear was released on March 27, 1992 in Japan. It is known in Europe as "Wonder Boy - The Dragon's Trap".

- TIPS AND TRICKS -

* Special Passwords: Enter WE5T 0NE 0000 000 as password to start as Hu-Man with all items, 99 stones, and almost one million gold pieces. Enter MODE FOR 0000 000 as password to start as Hu-Man. Enter PLAY THE 0NGA KUN as password to turn off the door sound. Enter

* Create Blocks: Equip the Magical Saber, Knight Shield, Goblin Mail, and Fire Ball. Every time you swing your sword, you'll create magical blocks.

* Secret Shop: There is a house at the right of the first village with two doors. Put your character at the empty space between the doors and find the secret door.

* Transform anywhere: Equip the Kashmir Sword. Now, jump and press 1 while in the air.

- PORTS -

* Consoles : 
Sony PlayStation 2 [JP] (March 8, 2007) "Monster World Complete Collection [Sega Ages 2500 Vol.29] [Model SLPM-62760]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64713&o=2

$end


$megadriv=mworld4,
$bio

Monster World IV (c) 1994 Sega Enterprises, Limited.

- TECHNICAL -

Game ID: G-5519

- TRIVIA -

Monster World IV for the Sega Mega Drive was released on April 1, 1994 in Japan.

This title never appeared outside of Japan until the online releases years later (see Ports below).

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [JP] (January 15, 2008) [Model MB3J] 
Nintendo Wii [Virtual Console] [US] (May 10, 2012) [Model MB3E] 
Nintendo Wii [Virtual Console] [EU] [AU] (May 10, 2012) [Model MB3P] 
Sony PlayStation 3 [PSN] [US] (May 22, 2012) "Monster World IV [Model NPUB-30324]" 
Micosoft XBOX [US] [EU] [AU] (May 23, 2012) "Sega Vintage Collection - Monster World" 
Micosoft XBOX [JP] (May 23, 2012) "Monster World Collection" 
Sony PlayStation 3 [PSN] [EU] (May 23, 2012) "Monster World IV [Model NPEB-00416]" 
Sony PlayStation 3 [PSN] [JP] (May 23, 2012) "Monster World IV [Sega Ages Online] [Model NPJB-00092]" 
Sony PlayStation 3 [PSN] [KO] (May 30, 2012) "Monster World IV"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56687&o=2

$end


$info=monsterz,
$bio

Monster Zero (c) 1982 Nihon Game Company.

Six-stage full colour video game. A player mist raise 10 flags in each stage by shooting the enemies, and the player can process to the next stage. When he successfully survives through a cycle of six stages, he can go on into the next cycle which increases difficulties.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz), (2x) Zilog Z80 (@ 1.78975 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.78975 Mhz), DAC

Palette colors : 106

Players : 2
Buttons : 2

- TRIVIA -

BOARD A (SOUND BOARD)
BOARD B (PROGRAM ROM)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=10586&o=2

$end


$gba=monstbasu,
$bio

Monster! Bass Fishing [Model AGB-A4BE-USA] (c) 2004 AIA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71949&o=2

$end


$gba=monstbas,
$bio

Monster! Bass Fishing [Model AGB-A4BP] (c) 2003 Ignition Ent., Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71948&o=2

$end


$msx1_cart=mnstfair,
$bio

Monster's Fair (c) 1986 Toho Cinephile-Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77279&o=2

$end


$vc4000=mnstrman,
$bio

Monster-Man (c) 1978 Interton Electronic.

- TECHNICAL -

[Cassette No. 37]

- TRIVIA -

Also known as "Spider's Web".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49721&o=2

$end


$bbca_cass,bbcb_cass=monstmag,
$bio

Monsters and Magic (c) 19?? ISP

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52128&o=2

$end


$cpc_cass=mmurdac,
$bio

Monsters of Murdac (c) 1986 Global Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98292&o=2

$end


$bbca_cass,bbcb_cass=monsters,monsters30,monsters31,monstersg,
$bio

Monsters v3.0 (c) 1982 Acornsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52129&o=2

$end


$info=mstworld,
$bio

Monsters Worlds (c) 1994 TCH.

A straight rip-off of Mitchell's "Super Pang" with different sprites.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 24 Mhz), Zilog Z80 (@ 6 Mhz)
Sound Chips : OKI6295 (@ 7.5 Khz)

Screen orientation : Horizontal
Video resolution : 384 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048

Players : 2
Control : 8-way Joystick
Buttons : 3

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3970&o=2

$end


$bbca_cass,bbcb_cass=monsterspias,
$bio

Monsters [Play It Again Sam] (c) 198? Superior Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52127&o=2

$end


$megadriv=monstinc,
$bio

Monsters, Incorporated. (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56688&o=2

$end


$gba=monstinc,
$bio

Monsters, Incorporated. [Model AGB-AMXE-USA] (c) 2001 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71951&o=2

$end


$gba=monstincj,
$bio

Monsters, Incorporated. [Model AGB-AMXJ-JPN] (c) 2002 Tomy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71952&o=2

$end


$gba=monstinca,monstincb,
$bio

Monsters, Incorporated. [Model AGB-AMXP] (c) 2002 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71950&o=2

$end


$gbcolor=monstincu,
$bio

Monsters, Incorporated. [Model CGB-B4QE-USA] (c) 2000 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68405&o=2

$end


$gbcolor=monstinc,
$bio

Monsters, Incorporated. [Model CGB-B4QP-UKV] (c) 2001 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68404&o=2

$end


$gbcolor=monstinca,
$bio

Monsters, Incorporated. [Model CGB-B4QX-EUR] (c) 2001 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68403&o=2

$end


$gbcolor=monstincb,
$bio

Monsters, Incorporated. [Model CGB-B4QY-EUU] (c) 2001 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68402&o=2

$end


$a2600=seamonst,
$bio

Monstre des Mers (c) 1982 Puzzy.

French release.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50920&o=2

$end


$info=montana,
$bio

Montana (c) 2000 Splin.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=7668&o=2

$end


$info=montecar,
$bio

Monte Carlo (c) 1980 Atari.

Atari's Monte Carlo is a 1-player video game that simulates driving in a grand prix race. Various video-display phrase indicate score, time elapsed ('FUEL'), speed and which track was selected at the beginning of the game (eight different ones ranging from easy to hard). Players drive the grand prix car through the streets, while spectators observe from the side. Bales of hay, cola stands, trees, and bushes also line the roadway.

Four computer-controlled cars provide challenge : they pass the player's car at high speed and may cause it to skid or even crash. However, the computer cars are not unfailable and may also skid or crash occasionally. Realistic engine revving, screeching tires and crash sounds accompany game play.

- TECHNICAL -

Game ID : 035763-035780

Main CPU : M6800 (@ 1.008 Mhz)
Sound Chips : Discrete

Screen orientation : Vertical
Video resolution : 240 x 320 pixels
Screen refresh : 60.00 Hz
Palette colors : 26

Players : 1
Control : dial
Buttons : 6

- TRIVIA -

Released in April 1980.

- STAFF -

Designed and programmed by : Norm Avellar
Hardware Engineer : John Ray

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1663&o=2

$end


$info=m4monte,m4monte__a,m4monte__b,m4monte__c,m4monte__d,m4monte__e,m4monte__f,m4monte__g,m4monte__h,m4monte__i,m4monte__j,m4monte__k,m4monte__l,m4monte__m,
$bio

Monte Carlo (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41382&o=2

$end


$cpc_cass=mccasino,
$bio

Monte Carlo Casino [Model 3184] (c) 1989 Codemasters Soft. Co., Ltd., The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98293&o=2

$end


$info=ep_monbs,ep_monbsa,
$bio

Monte Carlo or Bust (c) 199? Maygay.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40869&o=2

$end


$info=v4monte,
$bio

Monte Carlo or Bust (c) 199? BWB.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42287&o=2

$end


$info=ad5mcob,ad5mcoba,ad5mcobb,ad5mcobc,
$bio

Monte Carlo or Bust (c) 200? QPS Interactive.

- TECHNICAL -

Adder 5

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42688&o=2

$end


$info=sc5cmcob,sc5cmcoba,sc5cmcobb,sc5cmcobc,
$bio

Monte Carlo or Bust Club (c) 200? QPS Interactive.

- TECHNICAL -

[Model PR2485]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42516&o=2

$end


$info=smih1208,smih1209,smih1210,smih1211,smih1212,smih1213,
$bio

Monte Carlo Royale (c) 2010 Bally Tech., Incorporated.

- TRIVIA -

Released in February 2010.

- UPDATES -

SMI #H1208
Min/Max %: 85.42%/85.89%

SMI #H1209
Min/Max %: 85.42%/88.38%

SMI #H1210
Min/Max %: 85.42%/90.38%

SMI #H1211
Min/Max %: 85.42%/92.39%

SMI #H1212
Min/Max %: 85.42%/93.98%

SMI #H1213
Min/Max %: 85.42%/95.98%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=34149&o=2

$end


$info=mntecrlo,
$bio

Monte Carlo (c) 1987 Premier Technology Co.

- TECHNICAL -

Gottlieb System 80B
Model Number : 708

- TRIVIA -

4,315 units were produced.

- STAFF -

Designer : John Trudeau
Artworks : Larry Day, Don Marshall

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5503&o=2

$end


$info=sc4mont,sc4monta,sc4montb,sc4montc,sc4montd,sc4monte,sc4montf,sc4montg,sc4month,sc4monti,
$bio

Montego Pay (c) 200? QPS Interactive.

- TECHNICAL -

[Model PR2510]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15605&o=2

$end


$gameboy=montezum,
$bio

Montezuma's Return! [Model DMG-AMTP-EUR] (c) 1998 Take-Two Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66493&o=2

$end


$gbcolor=montezumu,
$bio

Montezuma's Return! [Model DMG-AZME-USA] (c) 1998 Take-Two Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68408&o=2

$end


$gbcolor=montezum,
$bio

Montezuma's Return! [Model DMG-AZMP-EUR] (c) 1998 Take-Two Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68407&o=2

$end


$coleco=montezum,
$bio

Montezuma's Revenge (c) 1984 Parker Bros.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53311&o=2

$end


$ibm5150,ibm5150_cass=montezum,
$bio

Montezuma's Revenge (c) 1984 BCI Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83663&o=2

$end


$a800=montezum,
$bio

Montezuma's Revenge (c) 1984 Parker Bros. [Beverly, MA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86632&o=2

$end


$a2600=montezum,
$bio

Montezuma's Revenge - Featuring Panama Joe (c) 1984 Parker Bros.

Once you start this game, your are PANAMA JOE-winding your way through MONTEZUMA'S fortress! That means you've got to be ready to handle lots of action. Like climbing ladders and chains. Jumping over (and under) deadly creatures. And grabbing precious jewels and special tools along the way. No sweat, right?  You’ll be ready for anything because, like PANAMA JOE, you thrive on the spirit of adventure and exploration. Maybe you'll need to backtrack through certain chambers. Or perhaps forge ahead blindly. Even test you memory to remember the location of a room you fought through earlier. Just be sure to keep a cool head.  Use your special tools wisely. And please – try not to let greed blind you as you snatch up MONTEZUMA’s fabulous treasures. Happy hunting, PANAMA JOE!

- TECHNICAL -

Model PB5760

- SCORING -

COLLECTING SPECIAL TOOLS & REWARDS
KEYS: 100 POINTS EACH.
SWORDS: 100 POINTS EACH.
AMULETS: 200 POINTS EACH.
JEWELS: 1000 POINTS EACH.
TORCHES: 3000 POINTS EACH.

ELIMINATING KILLER CREATURES
SKULLS: 2000 POINTS EACH.
SPIDERS: 3000 POINTS EACH.

ROOM FIXTURES
OPENING DOORS: 300 POINTS EACH.

BONUS PANAMA JOES
You’ll gain an extra PANAMA JOE for every 10,000 points scored. NOTE: the maximum number of PANAMA JOEs you can have at any one time is 6.

- STAFF -

Designed by Wickstead Design.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50712&o=2

$end


$sms=montezum,montezump,
$bio

Montezuma's Revenge Featuring Panama Joe (c) 1989 Parker Bros.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56104&o=2

$end


$a5200=montezum,
$bio

Montezuma's Revenge (c) 1984 Parker Bros

The objective of the game is to help PANAMA JOE safely reach Montezuma's fantastic treasure by guiding him through a maze of death-dealing chambers within the emperor's fortress.

Along the way, PANAMA JOE must avoid an array of deadly creatures while he collects valuables and other tools which can aid him in mastering the evils of the fortress and escaping with the loot!

- TECHNICAL -

Model 9460

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50067&o=2

$end


$cpc_cass=montsegr,
$bio

Montsegur (c) 1985 Norsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98294&o=2

$end


$famicom_flop=montyrun,
$bio

???????????? (c) 1987 Jaleco Company, Limited.
(Monty no Doki Doki Dai Dassou)

Monty no Doki Doki Daidassou (aka Monty on the Run) is a multi-screen action/platform game by Jaleco and licensed by Gremlin Graphics. Monty, the hero of the game, has escaped from jail and he is now on the run. The player is given the challenging task to help him to escape. But before jumping into action, Monty needs to pick up two items to help him in his quest for freedom. First, he needs to pick a weapon from a list of five (bow, gun, Morningstar, knife, boomerang, hand grenade) and a secondary item (such as a bomb, an armor or a car). Some of those objects may end up being useful, others just a waste and only experience will tell Monty which ones to take, or discard. Once fully equipped, Monty gets on his feet and starts off his journey outside, in a forest. He will soon reach an Egyptian pyramid, climb down a long ladder and explore the underground building. Stages are vast, full of hazards, enemies, and also new items to collect. Other features are also scattered around the game, like transporters and lifts.

- TECHNICAL -

Game ID: JFD-MDD

- TRIVIA -

Monty on the Run for FCD was released on July 31, 1987 in Japan for 3200 Yen.

The official game identidy 'JFD-MDD' is short for 'JALECO FAMICOM DISK - MONTY DOKI DOKI'.

Monty On The Run was originally released in 1985 by the British company Gremlin Graphics and came out for the ZX-Spectrum, Commodore C64, and Amstrad CPC.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65403&o=2

$end


$nes=montyfds,
$bio

Monty no Doki Doki Daidassou (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84061&o=2

$end


$cpc_cass=montyrun,montyruns,
$bio

Monty on the Run (c) 1986 Gremlin Graphics Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98297&o=2

$end


$info=monty,
$bio

Monty Plays Scrabble (c) 1983 Ritam.

Plays Scrabble. Features a built-in 12,000 vocabulary, expandable to 44,000 by way of 2 expansion modules each containing 16,000 more obscure words.

- TECHNICAL -

Model 66

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95298&o=2

$end


$info=m5monty,
$bio

Monty Python (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41605&o=2

$end


$info=m5mprio,
$bio

Monty Python (c) 200? Barcrest.

- TECHNICAL -

Rio

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=14947&o=2

$end


$amigaocs_flop=montypyt,montypytu,
$bio

Monty Python's Flying Circus (c) 1990 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74577&o=2

$end


$cpc_cass=montypyt,
$bio

Monty Python's Flying Circus (c) 1990 Virgin Games, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98295&o=2

$end


$info=m5mpfc,
$bio

Monty Python's Flying Circus (c) 2000 Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41604&o=2

$end


$info=m5mpfccl,
$bio

Monty Python's Flying Circus Club (c) 2000 Barcrest.

It is a simple 3 bar reel game with the chance of winning £25 with added repeat chance. It has a a superfeature which can be accessed by having 3 birds in cages in view as an add on with the regular symbols.

- TRIVIA -

Released in October 2000.

Monty Python's Flying Circus was a British sketch comedy show that aired on BBC televison from October 1969 to December 1974. The group itself, Monty Python, became one of the most influential comedy acts of all-time. Its members were John Cleese, Eric Idle, Terry Jones, Michael Palin, American-born animator Terry Gilliam and Graham Chapman. Chapman died on October 4, 1989 of cancer, one day before the 20th anniversary of Flying Circus. His last public appearance came in the music video for Iron Maiden's song 'Can I Play With Madness'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=14890&o=2

$end


$cdi=mpysthky,
$bio

Monty Python's Invasion from the Planet Skyron (c) 1995 Philips Interactive Media, Incorporated.

In a universe of a billion, billion galaxies...and a billion, trillion stars, and a billion planets, the prettiest of all is planet Earth. To this world came aliens intent on destruction. It was such a horrible prospect that we decided to do...something completely different. WARNING: This game is only suitable for people with a very strange sense of humor.

- TECHNICAL -

Model 819 1007

- STAFF -

By: Berend Daan (SpriteContainer), Michiel Mol (MouseStamping), Michael Stuurman (Full Moving), ze lozt boyz

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52997&o=2

$end


$cdi=mpythbit,mpythbitu,
$bio

Monty Python's More Naughty Bits (c) 1994 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52998&o=2

$end


$cpc_cass=monument,
$bio

Monument (c) 1991 Zeppelin Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98298&o=2

$end


$info=monzagp,monzagpb,
$bio

Monza GP (c) 1981 Olympia.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32636&o=2

$end


$pc98=monzetsu,monzetsua,
$bio

Monzetsu Fighter (c) 1995 Trush [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90183&o=2

$end


$a800=moogles,
$bio

Moogles (c) 1983 Sirius

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86633&o=2

$end


$info=ss7687,ss4662,ss4663,ss4664,ss4665,ss4666,ss4667,
$bio

Moolah! (c) 199? IGT [International Game Technologies].

2-Coin Multiplier slot.

- TECHNICAL -

[Model 210A]

- UPDATES -

SS7687
SS4662
SS4663
SS4664
SS4665
SS4666
SS4667

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46165&o=2

$end


$info=ss4668,ss4669,ss4670,ss4671,ss4672,ss4673,
$bio

Moolah! (c) 1997 IGT.

3-Coin Multiplier slot.

- TECHNICAL -

[Model 210B]

- TRIVIA -

Released in November 1997.

- UPDATES -

#SS4668
Max %: 97.414
Hit Freq.: 19.050
(Stops): (72) AAA
Top Award (Hits/Cycle): 1000/2000/4K (1)
2nd Award (Hits/Cycle): 800/1600/2400 (8)
Win Freq.: 5.25

#SS4669
Max %: 95.013
Hit Freq.: 19.315
(Stops): (72) AAA
Top Award (Hits/Cycle): 1000/2000/4K (1)
2nd Award (Hits/Cycle): 800/1600/2400 (8)
Win Freq.: 5.18

#SS4670
Max %: 92.496
Hit Freq.: 19.762
(Stops): (72) AAA
Top Award (Hits/Cycle): 1000/2000/4K (1)
2nd Award (Hits/Cycle): 800/1600/2400 (8)
Win Freq.: 5.06

#SS4671
Max %: 90.025
Hit Freq.: 20.272
(Stops): (72) AAA
Top Award (Hits/Cycle): 1000/2000/4K (1)
2nd Award (Hits/Cycle): 800/1600/2400 (8)
Win Freq.: 4.93

#SS4672
Max %: 87.507
Hit Freq.: 20.221
(Stops): (72) AAA
Top Award (Hits/Cycle): 1000/2000/4K (1)
2nd Award (Hits/Cycle): 800/1600/2400 (8)
Win Freq.: 4.95

#SS4673
Max %: 85.061
Hit Freq.: 20.720
(Stops): (72) AAA
Top Award (Hits/Cycle): 1000/2000/4K (1)
2nd Award (Hits/Cycle): 800/1600/2400 (8)
Win Freq.: 4.83

- PORTS -

* Computers :
Microsoft Windows (2011, "IGT Slots - Lucky Larry's Lobstermania")
Mac OS X (2011, "IGT Slots - Lucky Larry's Lobstermania")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=10467&o=2

$end


$gbcolor=moominj,
$bio

Moomin no Daibouken [Model CGB-A36J-JPN] (c) 2000 Sunsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68409&o=2

$end


$gbcolor=moomin,
$bio

Moomin's Tale [Model CGB-CGB-AM9P-EUR] (c) 2000 Sunsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68410&o=2

$end


$info=moonal2,moonal2b,
$bio

Moon Alien Part 2 (c) 1980 Nichibutsu.

- TECHNICAL -

Upright model # ALA-6001

CABINET DIMENSIONS:
Height: 1800 mm.
Width: 630 mm.
Depth: 790 mm.
Power Source: 100v~240v/110W
CRT: 20 Inch. Vertical

HARDWARE:
Main CPU: Zilog Z80 (@ 3.072 Mhz)
Sound Chips: Tone generator & discrete circuits

Video resolution: 224 x 256 pixels
Screen refresh: 60.61 Hz
Palette colors: 98

CONTROLS:
Players: 2
Control: 2-way joystick
Buttons: 1 (FIRE)

- TRIVIA -

Released in March 1980.

- SERIES -

1. Moon Alien (1979)
2. Moon Alien Part 2 (1980)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1665&o=2

$end


$info=moonaln,
$bio

Moon Alien [Upright model] (c) 1979 Nichibutsu.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : Tone generator and discrete circuits

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette colors : 98

Players : 2
Control : 2-way joystick
Buttons : 1 (FIRE)

- TRIVIA -

Licensed to Karateco.

- SERIES -

1. Moon Alien (1979)
2. Moon Alien Part 2 (1980)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1664&o=2

$end


$famicom_flop=moonball,
$bio

Moon Ball Magic [Model SQF-MBM] (c) 1988 Square Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65404&o=2

$end


$info=moonbase,moonbasea,
$bio

Moon Base (c) 1979 Nichibutsu.

A licensed sequel to the legendary "Space Invaders". Moon Base's gameplay is virtually identical to the original game, with the player once again moving a laser base back and forth along the bottom of the screen, shooting endless waves of aliens marching downwards towards the player. Once again flying saucers can be shot for extra points.

Some minor enhancements over the original include the wave number now being indicated on the player's laser bases, and the inclusion of the infamous 'color cellophane overlay', added to give the impression of coloured alien sprites.

- TECHNICAL -

[Upright model]

Main CPU : Intel 8080 (@ 2 Mhz)
Sound Chips : SN76477 (@ 2 Mhz)

Screen orientation : Vertical
Video resolution : 224 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 8

Players : 2
Buttons : 3 (LEFT, RIGHT, FIRE)

- SERIES -

1. Space Invaders (1978)
2. Moon Base (1980)
3. Return of the Invaders (1985)
4. Majestic Twelve - The Space Invaders Part IV (1990)
5. Space Invaders DX (1994)
6. Space Invaders '95 - The Attack of Lunar Loonies (1995)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1666&o=2

$end


$cpc_cass=moonblst,
$bio

Moon Blaster (c) 1990 Loriciels [France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98299&o=2

$end


$amigaocs_flop=moonblst,
$bio

Moon Blaster [Top 3] (c) 1990 Loriciels [France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74578&o=2

$end


$bbca_cass,bbcb_cass=moonbugg,
$bio

Moon Buggy (c) 1985 Kansas

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52130&o=2

$end


$cpc_cass=moonbugg,
$bio

Moon Buggy [Model MJA-05] (c) 1985 Anirog Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98300&o=2

$end


$pc8801_flop=moonchil,
$bio

Moon Child (c) 1987 Hot-B [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92418&o=2

$end


$saturn,sat_cart=mcradle,mcradlea,
$bio

Moon Cradle (c) 1997 Pack In Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59431&o=2

$end


$info=mooncrs4,
$bio

Moon Crest (c) 1980 SG-Florence.

Bootleg/Hack of Moon Cresta made by SG-Florence.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49930&o=2

$end


$info=mooncrstg,
$bio

Moon Cresta (c) 1980 Gremlin.

- TRIVIA -

Released in September 1980. Manufactured by Gremlin under license from Nichibutsu. For more information on the original game, please see the Nichibustu entry.

- STAFF -

Designed & programmed by : Shigeki Fujiwara

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=22226&o=2

$end


$info=mooncrstso,
$bio

Moon Cresta (c) 1980 Sonic, S.A.

Unlicensed Spanish release.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103574&o=2

$end


$cpc_cass=mooncrst,
$bio

Moon Cresta (c) 1986 Incentive Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98301&o=2

$end


$info=mooncptc,
$bio

Moon Cresta (c) 198? PETACO [Proyectos Electromecanicos de Tanteo y Color].

Produced by PETACO under license from Nichibutsu. For more information about the game, please see the original Nichibutsu entry.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=22229&o=2

$end


$info=mooncreg,
$bio

Moon Cresta (c) 198? Electro Game.

Produced by ELECTRO GAME under license from Nichibutsu. For more information about the game, please see the original Nichibutsu entry.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=45765&o=2

$end


$bbca_cass,bbcb_cass=mooncrst,
$bio

Moon Cresta (c) 19?? Incentive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52131&o=2

$end


$x68k_flop=mooncrst,
$bio

Moon Cresta & Terra Cresta (c) 1992 Dempa Shinbunsha [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87908&o=2

$end


$info=mooncrst,mooncrstg,mooncrsb,mooncrs2,mooncrstu,mooncrs3,mooncrstuk,mooncrstuku,
$bio

Moon Cresta (c) 1980 Nichibutsu.

MOON CRESTA is a 1 or 2-player game in which players may compete for highest score against the game computer. Each time a player is hit by an alien, the game switches to his opponent's sequence.

The object is to destroy as many of the descending aliens as possible. To accomplish this the player is given a three stage multi-fire Warship. He begins with the first stage, firing a single laser at the enemy. If he is successful in eliminating the first 4 sets of aliens, he is given an opportunity to dock his first stage onto the second within a specific time limit (the sooner he unites the stages, the higher is his awarded score).

Once docked, the stages combine their firing power, so the first (1 laser) adds to the second (2 lasers) giving the player a total of 3 usable lasers as the game continues.

The player then must face 2 more sets of aliens and a shower of meteors, after which he has a chance to dock again, this time uniting with the third stage for a combined fire power of five lasers. If he is able to defeat the last two sets of aliens intact, the entire sequence begins again. The game continues with increasing difficulty until the entire warship is destroyed. When the warship is hit the player continues with whatever stages remain. If his score reaches 30,000 he is awarded a free game and his score continues to accumulate.

- TECHNICAL -

Model MCA-5001 (Upright)

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : Tone generator & discrete circuits

Players : 2
Control : 2-way joystick (RIGHT and LEFT)
Buttons : 1 (FIRE/THRUST)

- TRIVIA -

Moon Cresta was released in July 1980.

Marcus McHaffie holds the official record for this game with 153,490 points.

- SCORING -

Scoring in this game is relatively simple. Each alien (except meteors and arrows) come in two different colors for each screen.
Eyes (Break in half) : 50 points
Eyes (Destroy other half) : 100 points
Flies : 30 points
Birds : 60 points
Fireballs : 200 points
Arrow Ships : 100 points

Docking is a big way to increase your score. You get the time remaining from 30 seconds multiplied by 100 for your docking bonus.

- TIPS AND TRICKS -

* When you start the game, all three stages of your ship will come from the bottom of the screen. After going halfway up, the ship on top separates from the other 2 and it settles onto the bottom of the screen ready for battle.

* Remember, you can only keep one set of shots in the 'air' at one time. This means you need to plan your shots out so you don't end up with a lot of misses when the aliens decided to come after your ship.

* In the later screens, the aliens start moving much quicker and you have to be on your toes to keep up with them and avoid being taken out.

* Although the aliens do not fire, they still can cause a lot of hate and discontent by their wild maneuvering. There is no real safe place on the screen from the aliens since they go into the lower corners of the screen, reappear from the bottom after they have apparently 'left' the screen, or just appear right above your ship.

* In the earlier waves, you have to split apart 2 eyes before the rest automatically split and come after your ship. In the later screens, the eyes automatically split upon entering the screen. That means eight instead of four aliens you have to deal with.

* If you manage to dock all three ships together, you will have a lot of firepower (5 shots at once) to send out. Here are some ways, unfortunately, you can lose ships and what ships are lost :
1) Besides the aliens, docking is the second way people lose a lot of ships. The only ship destroyed is the ship attempting to dock.
2) If an alien hits any part of your ships (if all stages are joined), only the stage hit is lost. This can create an amusing circumstance if you lose stage II and you only have stages I and III to fight with.

* Don't worry if you lose Stage I early in the game. One has to be very skilled to fight four screens with Stage I. Stage II is the best stage to fight with. It is a small target plus it has enough firepower to defend itself. Stage III on the other hand, is just a lumbering junkyard. The lasers are too spread out to do much good plus there is a very wide-open area in the middle for aliens to hit.

* The bird stages present the most challenge of the aliens. They appear and disappear at will. Sometimes they will appear right next to your ship so on these stages, be extra alert. If you see one disappear and don't hear the familiar bird chirp of it reappearing, assume it is on the screen somewhere still.

* The best place to 'hide' during the fireball stage is in the lower right corner. The fireballs will not hit your ship in this corner. You can do hit and runs by moving your ship out, shooting at a fireball, then going back to the corner again.

* During the arrow screen, the aliens will hover around the top, then turn into arrows and attempt to ram your ship. In the later screens, they won't even hover but just try to ram your ship.

* Your goal is to make it to 30,000 points so you can have a fresh ship waiting in case you lose all the stages of your present ship.

* Docking isn't that hard to do. After finishing off a wave just before the docking stage, try to center your ship on the screen. That way, all you have to do is move that ship left or right to successfully dock. You want to avoid using the thrusters unless your ship is in extreme peril. The docking bonus can be the most amount of points you score in the game. If you happen to miss a dock, then you will continue the next set of screens with the ship that failed to dock.

- SERIES -

1. Moon Cresta (1980)
2. Terra Cresta (1985)
3. Dangar - Ufo Robo (1986)
4. Terra Force (1987)
5. Terra Cresta II - Mandoraa no Gyakushuu (1992, NEC PC Engine)

- STAFF -

Designed & programmed by : Shigeki Fujiwara

- PORTS -

* Consoles :
Nintendo Super Famicom (1995, "Nichibutsu Arcade Classics")
Sony PlayStation 2 ("Oretachi Geasen Zoku Sono 5 - Moon Cresta")

* Computers :
Microtan 65 (1985)
Sinclair ZX Spectrum (1985 - Incentive Software) : written by Philip Taglione and Timothy Walter.
Commodore C64 (1985 - Incentive Software) : written by Anthony 'Tag' Taglione, Timothy Walter and Philip Taglione.
BBC B (1985, "Moon Cresta" - Incentive Software)
Amstrad CPC (1986 - Incentive Software) : written by Timothy Walter and Philip Taglione.
Sharp X68000 (Year unknown)
Commodore C64 (1992, "Classic Arcadia 3")
Sinclair ZX Spectrum (1992, "Classic Arcadia 3")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1667&o=2

$end


$nes=mooncrys,
$bio

Moon Crystal (c) 1992 Hector

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54411&o=2

$end


$c64_cart,c64_flop=moondust,
$bio

Moon Dust (c) 1983 Creative Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53640&o=2

$end


$info=smiy1943,smiy1944,smiy1945,smiy1946,smiy1947,smiy1948,smiy1955,smiy1956,smiy1957,smiy1958,smiy1959,smiy1960,
$bio

Moon Goddess (c) 2011 Bally Tech., Incorporated.

5 Reels, 30 Lines, 300 Credits Max Bet.

- TECHNICAL -

Can be found housed in the "Alpha 2 Pro V22/22 with Curve" cabinet.

- TRIVIA -

Released in December 2011.

- UPDATES -

SMI #Y1943
Min/Max %: 85.53%/85.74%
Max Bet: 150

SMI #Y1944
Min/Max %: 87.87%/88.04%
Max Bet: 150

SMI #Y1945
Min/Max %: 89.88%/90.05%
Max Bet: 150

SMI #Y1946
Min/Max %: 91.85%/92.01%
Max Bet: 150

SMI #Y1947
Min/Max %: 93.82%/93.98%
Max Bet: 150

SMI #Y1948
Min/Max %: 95.85%/96.01%
Max Bet: 150

SMI #Y1955
Min/Max %: 85.53%/85.74%
Max Bet: 300

SMI #Y1956
Min/Max %: 87.87%/88.04%
Max Bet: 300

SMI #Y1957
Min/Max %: 89.88%/90.05%
Max Bet: 300

SMI #Y1958
Min/Max %: 91.85%/92.01%
Max Bet: 300

SMI #Y1959
Min/Max %: 93.82%/93.98%
Max Bet: 300

SMI #Y1960
Min/Max %: 95.85%/96.01%
Max Bet: 300

- TIPS AND TRICKS -

Overall Hit Frequency: 35.66%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=45212&o=2

$end


$info=mlander,
$bio

Moon Lander (c) 1980 Leisure Time Electronics.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=26831&o=2

$end


$msx1_cart=moonland,
$bio

Moon Landing (c) 1983 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77280&o=2

$end


$msx2_flop=moonland,
$bio

Moon Landing (c) 1998 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101866&o=2

$end


$info=pinmoonl,
$bio

Moon Light (c) 1987 Inder.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=9832&o=2

$end


$info=moonlght,moonlghta,moonlghtb,moonlghtc,
$bio

Moon Light (c) 1995 Unknown.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.5 Mhz), OKI6295 (@ 8 Khz)

Screen orientation : Horizontal
Video resolution : 512 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 256

Players : 1
Buttons : 6

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4571&o=2

$end


$pc98=moonlene,
$bio

Moon Light Enegy (c) 1992 Inter Heart [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90184&o=2

$end


$info=sc1moonl,
$bio

Moon Lite (c) 199? BWB.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42149&o=2

$end


$ti99_cart=moonmine,
$bio

Moon Mine [Model PHM 3131] (c) 1983 Texas Instruments

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84646&o=2

$end


$bbca_cass,bbcb_cass=moonmiss,
$bio

Moon Mission (c) 1984 Superior Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52132&o=2

$end


$m5_cart=mpatrol,
$bio

Moon Patrol (c) 1981 Irem Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95357&o=2

$end


$info=mpatrolw,
$bio

Moon Patrol (c) 1982 Williams Electronics, Incorporated..

Export version by Williams Electronics for North America. Game developed in Japan by Irem. For more information about the game itself, please see the original Irem entry.

- TECHNICAL -

The Williams Moon Patrol cabinet is a similar design to the one used on "Joust", but with a slightly thicker control panel. This title features painted sideart (a scene showing a moon buggy being attacked, which is done in several shades of blue), and uses a horizontal monitor. The marquee shows another moon scene (this one done up in Marvel comics style graphics) of a yellow moon buggy attacking a hovercraft, with a purple space castle in the background (All of those things are different colors than the ones actually in the game, they probably neglected to show the graphic artist the actual game). The control panel uses a single 2-Way joystick which is mounted centrally, fire and jump buttons are on either side (meaning you can play this title with either hand).

- TRIVIA -

Moon Patrol was released in June 1982 in North America by Williams, under license from Irem.

- PORTS -

NOTE: Only ports released in North America are listed here. For ports released outside of North America, please see the original Irem entry.

* Consoles :
Atari 2600 [US] (1983) "Moon Patrol [Model CX2692]" 
Atari 5200 [US] (1983) "Moon Patrol [Model CX5241]" 
Atari XEGS
Colecovision [unreleased prototype] 
Sony PlayStation [US] (November 30, 1997) "Arcade's Greatest Hits - The Midway Collection 2 [Model SLUS-00450]" 
Nintendo Game Boy Color [US] (May 1999) "Arcade Hits - Moon Patrol & Spy Hunter [Model DMG-ADUE-USA]" 
Sega Dreamcast [US] (November 15, 2001) "Midway's Greatest Arcade Hits Vol. 2 [Model T-9714N]" 

* Computers :
Atari 800 [US] (1982) "Moon Patrol [Model RX8052]" 
Apple II [US] (1983) 
PC [Booter] [US] (1983)
Commodore VIC-20 [US] (1983)
Commodore C64 [US] (1983) "Moon Patrol [Model RX8533]" 
Tandy Color Computer [US] (1983) "Moon Hopper" 
Tandy Color Computer [US] (1983) "Desert Patrol" 
Tandy Color Computer [US] (1983) "Lunar Rover Patrol" 
TI-99/4A [US] (1984) "Moon Patrol [Model RX8531]" 
Atari ST [US] (1987)
PC [MS Windows 95, CD-ROM] [US] (1997) "Arcade's Greatest Hits - The Midway Collection 2" 

* Others :
Mobile Phones [US] (July 2, 2003)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=36484&o=2

$end


$info=mpatrol,
$bio

Moon Patrol (c) 1982 Irem.

The player controls a moon buggy, viewing it from the side, that travels over the moon's surface. While driving it must avoid obstacles such as craters and mines. The buggy is also attacked by UFOs from above and tanks on the ground.

- CAST OF CHARACTERS -

PLAYER CHARACTER - MOON BUGGY : Your vehicle across the rugged lunar terrain is a specially designed moon buggy. It comes with six wheels on three specially mounted axles that contain especially absorbent shocks which allow the buggy to glide across the uneven landscape of the moon. The wheels of the buggy can be utilized to create short hops, which allow the buggy to jump over pits and other hazardous obstacles that can't be removed in time. It is also equipped with a roof mounted gun for anti-air fire and a forward mounted cannon. The anti-air gun can fire up to four bullets on the screen at one time, while the cannon can only project one bullet at a time. The buggy is destroyed by impact with an obstacle, getting hit by alien craft bombs, or falling into a lunar pit.

ENEMIES ON THE GROUND :
1) Craters and Rocks - Throughout the course of driving on the moon, you will encounter natural terrain obstacles that you must overcome. Nothing more can be done about craters than jumping over them. Most craters are spaced out, but a few come in rapid succession of one another, so jumps must be timed carefully. In addition to craters, you will come across rocks on the landscape. Most rocks are easily dispatched with one shot from your cannon. Sometimes, two rocks occur back to back. If you're fast enough, you can destroy them both. Otherwise, you may opt to jump over the pair. Small rocks lie below the height of your cannon fire. They can only be destroyed if the shot from your cannon detonates near the rock. Otherwise, the shot will sail harmlessly over the rock. When in doubt, jump over the rocks to be safe.
2) Land Mines - These small objects which flash white and red make their first appearance after point J in the beginner course. Like pits, they can not be destroyed and must be jumped over. They tend to occur in rapid succession, so it is recommended that you travel no faster than regular speed until you are an expert player. When two mines are approximately two moon buggy lengths apart, it is important to jump over the first one considerably early so that you don't land on the second, and have enough time to jump off the ground before you reach it.
3) Boulders - At certain points along your patrol, the elevation of the moon's surface rises. The first such occurrence is between points P and Q in the beginner course. While you are driving uphill, it is not uncommon to encounter boulders rolling down towards your buggy. Like rocks, these boulders can be rendered harmless with your cannon. Even the small boulders present little challenge thanks to the incline of the surface elevating them to the level of your cannon. But be prepared for a difficult jump if too many come at you at once and you don't have enough time to destroy them all.
4) Tanks - These first appear after point U in the beginner course. They are stationary, and typically fire one bullet at a time in your direction. Their bullets and the shots from your cannon cancel each other out, so you must immediately fire again in order to hit the tank. Any delay on your part will result in the tank firing once more, preventing you from destroying the tank before you reach it. Tanks can be jumped over if necessary.
5) Rocket Cars - The first of these appears after point A in the champion course. It will trail behind you until it is ready to strike. Stay fast, and don't do anything until it begins to approach you. When it is half-way between you and the edge of the screen, jump up and let it sail underneath you. Fire as soon as you land to destroy it for 500 points. 
6) Space Plants - A strange type of vegetation exists on the moon, favouring to make their homes in the craters of the lunar surface. They bob in and out of the craters in an effort to catch whatever they can grab. These space plants first appear shortly before point H in the champion course. A shot from the cannon is enough to render the space plant harmless, but the crater must still be leaped over. Attempting to leap over a crater that still contains a space plant can be a dangerous gamble if not timed perfectly.

ENEMIES IN THE AIR
Alien Craft : There are three types of craft that the enemy employs when trying to defeat you from overhead. They all appear in groups ranging from two to five.
1) Regular Craft - These weave back and forth dropping bombs on the buggy. The bombs can be destroyed with your anti-air gun, but they make difficult targets. If this craft is left on the screen for too long in later levels, it may fly down to collide with your buggy.
2) Elliptical craft - These behave nearly identical to the regular craft. They drop bombs on you with increasing accuracy. The long you remain at a particular speed, the better their shots will get, so make sure to mix your speed up in order to confuse them. Sometimes, you can jump at the last minute and avoid getting hit if the bomb is about to hit the back of your buggy.
3) Tri-orb craft - This craft, made of three circles bound together, is the deadliest of them all. Rather than dropping normal bombs at the buggy, they pitch terrain deforming grenades at the path ahead of you. You must watch the trajectory of their small flashing grenades and anticipate when you might need to jump as a result of the newly formed pit left by their grenade's impact with the ground. Like the bombs, the grenades can be shot, but they are even harder to hit.

- TECHNICAL -

Irem M-52 hardware

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound CPU : Motorola M6803 (@ 894.886 Khz)
Sound Chips : (2x) General Instrument AY8910 (@ 894.886 Khz), (2x) MSM5205 (@ 384 Khz)

Players : 2
Control: 2-way joystick (controls speed of moon buggy)
Buttons: 2
=> [1] Fire, [2] Jump

- TRIVIA -

Moon Patrol was released in June 1982 in Japan.

Moon Patrol was one of the earliest linear side-scrolling shoot'em ups and the first game to feature parallax scrolling.

Some graphical glitches :
- Shoot an alien ship as it falls and it remains on the screen, with its point total.
- Bombs dropped in pits explode on the surface.
- Occasionally you'll miss an enemy you appear to hit, but it works the other way around, too.
- Occasionally the enemy missiles will hit your very edge and nothing will happen. Don't get too used to this happening, though!
- When you jump but still fall in a pit, you always make it halfway between the edge before falling in.

The attract mode course uses its own unique course of gameplay. The screen, however, says 'Beginner course' at the top when the moon buggy is parked at the moon base. The enemies encountered in attract mode are as follows :
(Moon base)
Large (double) rock, Large crater, 2 space plants (the second space plant has a rock adjacent to it), Large crater, Small crater, 2 tanks
(Point A)
Uphill climb with rolling boulders, Formation of 3 regular alien crafts, Formation of 3 tri-orb crafts
(Point B)
Downhill descent with formation of 3 elliptical alien crafts
(Point C)
Rocket car, Large crater and small crater adjacent to each other
(Unfortunately, the moon buggy always falls into the large crater that follows the rocket car, so technically the attract mode course ends there. Sometimes the alien craft between points A and C would defeat the moon buggy; other times the moon buggy would mistime its jump over the rocket car. The land mines do not appear in the attract mode).

Mark Robichek holds the official record for this game with 1,214,600 points.

A Moon Patrol unit appears in the 1983 movie 'Joysticks' and in the 1984 movie 'The Karate Kid'.

A Bootleg of this game is called "Moon Ranger".

Alfa Records released a limited-edition soundtrack album for this game (R*Type : Irem Game Music - 28XA-199) on January 25, 1988.

- SCORING -

Regular alien craft :
Destroying - 100 points

Elliptical alien craft :
Destroying - 100 points

Tri-orb alien craft :
Destroying - 200 points

Alien craft formation bonus (for destroying all alien craft in a formation) :
Formation of three - 500 points
Formation of four - 800 points
Formation of five - 1,000 points
(no bonus points for a formation of two) 

Small craters :
Jumping over - 50 points

Large craters :
Jumping over - 100 points

Small rocks :
Jumping over - 50 points
Destroying - 100 points

Medium rocks :
Jumping over - 80 points
Destroying - 100 points

Large (double) rocks :
Jumping over - 100 points
Half destroying - 100 points
Half destroying and jumping over - 180 points
Destroying - 200 points

Land mines :
Jumping over - 50 points

Rolling boulders :
Destroying - 50 points
Jumping over - 100 points

Tanks :
Jumping over - 100 points
Destroying - 200 points
(no points for shooting the tank's missile)

Rocket cars :
Destroying - 500/800/1,000 points depending on distance
(no points for jumping over rocket cars)

Space plants :
Jumping over - 100 points
Destroying - 300/500/800 points depending on their height when destroyed + 100 points for jumping over the crater

Reaching a checkpoint in under average time : 
Beginner course - 1,000 point bonus 
Champion course - 2,000 point bonus

Reaching checkpoint 'Z' : 
Beginner course - 5,000 points
Champion course - 10,000 points

Time remaining at checkpoint - 100 points per second under average time

- TIPS AND TRICKS -

Enemies that appear in later stages also appear in the attract mode. If you watch the attract mode carefully, you'll learn how to deal with these adversaries.

Moon Patrol is primarily divided into 2 courses; the Beginner course and the Champion course. Each course is divided into 26 sections labelled A through Z. Each section is organized into 4 groups of 5 and 1 group of 6 at the very end. At the end of each group, your time is compared to the average time for potential bonus points.

BEGINNER COURSE

A - E
 
In the very first stretch, you will encounter 3 small craters, and 2 rocks. Jump over all of the craters and fire your cannon at the rocks. 

Point A 
By the time you drive over point A, 2 of the first alien crafts will appear overhead. They will be joined by two of the elliptical crafts. A rock will appear towards the end. 

Point B 
2 more crafts appear while a rock approaches your buggy. A few more rocks and a crater will follow. 

Point C 
3 elliptical crafts will appear. Destroy them for a 500 point bonus while you jump over the 2 craters and destroy the rock. 

Point D 
2 tri-orbs will introduce themselves. Be careful of the craters that their grenades might make. They are quickly followed by 2 regular crafts. One rock and one crater precedes the end.

F - J

Point E 
The section begins with 2 tri-orbs followed by 2 elliptical crafts. A crater and rock appear towards the end. 

Point F 
More difficult obstacles appear, such as large craters, double rocks that must be fired on twice, and small rocks that must be hit by the explosion of the cannon shot. 

Point G 
2 craft appear while you jump over large craters and destroy a few rocks that get in your way. 

Point H 
There are simply 2 tri-orbs and 2 regular crafts in this section. 

Point I 
The first group of three tri-orbs will appear. Destroy them all for 500 points. Then a rapid succession of craters and rocks will occur, including double and small rocks. You may wish to slow down towards the end to deal with them all. 

K - O

Point J 
This section introduces you to land mines, the small objects that flash white and red. Like craters, they can not be destroyed and must be jumped over. They tend to occur in rapid succession, so it is recommended that you travel no faster than regular speed until you are an expert player.

Point K 
More land mines in this section. When 2 land mines are approximately 2 buggy lengths apart, it is important to jump over the first one considerably early so that you don't land on the second, and have enough time to jump off the ground before you reach it. 

Point L 
Many of the land mines you encounter here come in pairs, but they are no more difficult to jump at regular speed than single mines. 

Point M 
Space craft resume their attack and this time 4 of the regular type appear to attack. Destroy them all for an 800 point bonus. This is followed by 3 elliptical crafts, worth 500 bonus points if they are all destroyed. 

Point N 
4 tri-orbs appear, followed by 3 elliptical crafts. If you can destroy them all, you'll net a 1300 point bonus.

P - T

Point O 
A quad of tri-orbs start off this section, followed by 3 regular crafts. 

Point P 
This section is the first uphill climb that you encounter. Boulders of all three sizes will fall down the hill in no larger groups than pairs. Even the smallest boulders should be easy to shoot. 

Point Q 
4 elliptical craft appear. Be aware that their bombs don't need to travel as far in order to hit you. Also keep your eyes open for the large craters and double rock formations that show up. 

Point R 
As you begin to descend downhill, a pair of both regular space crafts will appear and bomb you from overhead. 

Point S 
3 regular crafts appear near simultaneously with 3 tri-orb craft. Stay alert to newly formed craters. 

U - Z

Point T 
A rapid succession of craters and double rocks appear. Take this section at the normal speed until you feel comfortable speeding up. 

Point U 
As soon as the craters and rock end, you will encounter your first 2 tanks. 4 more tanks are waiting for you after a large crater. Fire rapidly to overcome their bullets and destroy them. 

Point V 
A series of 4 large craters precedes an uphill climb, complete with rolling boulders.

Point W 
4 regular craft and 3 elliptical crafts appear while you're positioned closer to the sky.

Point X 
3 regular crafts are followed by 3 tri-orb crafts. 

Point Y 
3 more tri-orb crafts and 3 elliptical crafts fire from overhead while you must avoid a final series of craters and rocks to reach the end of the beginner course.


CHAMPION COURSE

A - E

3 regular craft and 3 elliptical craft bomb you from overhead at the start of the champion course. 

Point A 
Your first tangle with a rocket car will occur. It will trail behind you until it is ready to strike. Stay fast, and don't do anything until it begins to approach you. When it's half way between you and the edge of the screen, jump up and let it sail underneath you. Fire as soon as you land to destroy it. 

Point B 
A few tanks occur among craters and rock. The last tank in this section is positioned just after a large crater. It's difficult to destroy both the tank's bullet and the tank, so fire at the bullet and leap over the crater and the tank in one jump. 

Point C 
More tanks appear with short breaks of craters and rocks. 

Point D 
4 regular crafts fly in while you must continue to navigate over several deep craters and clear the rocks in your way. Destroy all of the crafts for 800 bonus points. 

F - J

Point E 
3 pairs of tri-orbs appear, providing a near constant shower of grenades. No bonus points are awarded for destroying all of the crafts because they are considered pairs. 

Point F 
A tricky succession of craters and rocks occur. They frequently occur back to back, requiring you to clear the rock in front of the crater before jumping, or forcing you to delay your jump so that you can destroy the rock behind the crater. Slow the buggy down if your jumps are landing too close to the next obstacle. 

Point G 
4 tri-orb crafts are accompanied by 4 regular crafts for a total potential bonus of 1600 points. At the very end of this section, you will be introduced to space plants. Even if you manage to destroy them, remember to jump over the craters. 

Point H 
3 of the regular and elliptical crafts appear among more craters and rocks. 

Point I 
4 tri-orb crafts arrive. Destroy them as quickly as possible before the terrain gets more difficult up ahead. Among the craters and rocks are space plants that must be dealt with. Slow the buggy down towards the end.

K - O

Point J 
This section starts off with an uphill climb. Boulders now appear more frequently and groups of three are not uncommon. Do not be determined to destroy them all. Leap over a set if they prove too difficult to shoot in time. 

Point K 
4 regular crafts and 3 elliptical crafts stream onto the screen during your higher elevation.

Point L 
Land mines begin to appear again, some in very close proximity to one another. Slow your speed down until you get the rhythm of the jumps. 

Point M 
More land mines appear. In this section, some land mine pairs are so close that it's actually possible to hurdle the combination at top speed, but this requires great familiarity with the mine sequence before attempting. 

Point N 
5 tri-orbs appear, for a unique chance at a 1000 point bonus for clearing them all. 4 regular crafts appear as well. 

P - T

Point O 
As soon as you begin your descent down the hill, five elliptical crafts swarm overhead with four regular crafts. Once you reach the bottom of the hill, a tricky combination of rocks and craters occurs, so clear the crafts as quickly as possible. 

Point P 
The craters continue to come at a relatively easy pace. A rocket car will appear while you continue to jump craters. The land will level out and eventually the rocket car will launch itself at you. Jump to avoid it, and shoot it as you land, but be ready to jump the next crater which comes up almost immediately. 

Point Q 
Rocks occur on either side of some craters now, some grouped in pairs. The very end of the section contains closely arranged land mines. 

Point R 
More rocks and craters show up, with the space plants occupying the later batch. 

Point S 
5 tri-orbs are accompanied by 3 elliptical crafts. A few rocks show up towards the end. 

U - Z

Point T 
As the section starts out, a few rocks and craters get in your way before a rocket car appears. This time, it will launch shortly after you land from a jump over a crater, so be ready to jump back up again as the car approaches. 

Point U 
A number of land mines appear. In the middle, two rocks must be destroyed. Use this as a cue to speed up quite a bit, because a pair of land mines roughly one buggy's width apart must be leaped over simultaneously and you need a good bit of speed. 

Point V 
A total of 5 tri-orb crafts and 5 regular crafts will appear to launch an attack over you. Continue to monitor forward for craters created by tri-orbs' grenades. 

Point W 
A rapid succession of craters, rocks, and space plants occur here. It is best to travel at normal or slower speed to ensure that you have time to destroy every obstacle in your way. 

Point X 
5 tri-orbs and four regular craft will dominate the sky above you. 

Point Y 
A full combination of tanks, craters, rocks, and space plants will assail you during the very final section of the champion course. 


* Hint 1 : When alien ships fly over, keep adjusting your speed or they will eventually hit you with a bomb. Draw their bombs to one end of the screen, then shift to the other. 

* Hint 2 : Although the part of the mines seems to be the more difficult, it isn't - all you have to do is not move your tank at all, only pressing the jump button. You won't get many bonus points, but at least you'll survive. 

* Hint 3 : The big key to this game is memorization. After the beginner course, you go on to the champion course, which never changes no matter how many times you pass it. Memorize the two courses, and you will almost never lose a life.

- PORTS -

NOTE: Only ports released outside North America are listed here. For North American releases, please see the Williams Electronics entry.

* Consoles :
Sony PlayStation [EU] (March 1998) "Arcade's Greatest Hits - The Midway Collection 2 [Model SLES-00739]" 

* Computers :
Commodore C64 [EU] (1983)
Sord M5 [JP] (1983)
MSX [JP] (1984)
Sinclair ZX Spectrum [EU] (1984) 
Amstrad CPC [EU] (1985) "Moon Buggy"

* Others :
LCD handheld game [JP] (1982) released by Gakken.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1668&o=2

$end


$a2600=mpatrolc,
$bio

Moon Patrol (c) 1983 CCE.

South American release. See Atari's "Moon Patrol [Model CX2692]" for more information about the game itself.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50714&o=2

$end


$c64_cart,c64_flop=mpatrol,
$bio

Moon Patrol (c) 1983 Atari, Incorporated.

- TECHNICAL -

[US] Game ID: RX8533

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53641&o=2

$end


$ibm5150,ibm5150_cass=mpatrol,
$bio

Moon Patrol (c) 1983 Atarisoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83664&o=2

$end


$ti99_cart=moonpatr,
$bio

Moon Patrol (c) 1983 Atarisoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84647&o=2

$end


$a800=mpatrol,
$bio

Moon Patrol (c) 1983 Atari, Inc. [Sunnyvale, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86634&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=mpatrol,
$bio

Moon Patrol (c) 1983 Atarisoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86873&o=2

$end


$msx1_cart=mpatrolk,
$bio

Moon Patrol (c) 198? ProSoft [Korea]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77282&o=2

$end


$a2600=mpatroli,
$bio

Moon Patrol (c) 19?? Intellivision

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50715&o=2

$end


$a2600=mpatrolt,
$bio

Moon Patrol (c) 19?? Tron

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50716&o=2

$end


$a2600=mpatrol,mpatrole,mpatrolep,mpatrolp4,mpatrolp3,mpatrolp2,mpatrolp1,
$bio

Moon Patrol (c) 1983 Atari, Incorporated.

As a Moon Buggy driver, your objective is to travel across the surface of the moon as quickly as you can. While you progress on your journey, you'll encounter huge craters, exploding land mines, and moon rocks on the lunar surface. To make your journey even more challenging, your Moon Buggy comes under missile fire from alien UFOs, some of which create even more craters.

Push your Joystick up to jump over craters, land mines, and other obstacles. Time your jumps carefully: a poorly timed jump will cause your Moon Buggy to crash. Push your Joystick right to increase the speed of your Moon Buggy; push the Joystick left to slow it down. Press the red fire button to shoot your laser guns. When an enemy car appears from behind. use your jumping skill to jump over it, then blast it away when it's in front of you. When you encounter an enemy tank, jump over it and its bullets, or simply destroy it for maximum points.

You start the game with four Moon Buggy lives. If one is destroyed. you restart at the course segment where your Moon Buggy was destroyed. The number of Moon Buggies remaining is shown at the bottom of the screen. When all your Moon Buggy lives are lost. the game ends. To restart the game at the beginning. press the red fire button.

There are two courses and three skill levels: Easy. Medium, and Hard. Each course is divided into 26 segments, indicated by markers along the way. A segment is completed when its x marker passes off the left side of the screen.

The gauge at the lower center of the screen indicates your location on the course. It is divided into five sections, 1-5, 6-10, 11-15, 16-20, and 21-26. The gauge fills with color as you travel along the course. When you complete course 1, your Moon Buggy moves on to course 2, which continues to progress in difficulty.

A timer at the bottom of the screen clocks your journey. It starts ticking away the seconds as soon as you start. When the timer reaches 999 seconds, it stops counting. but you can continue driving.

You score points for shooting UFOs and for destroying or jumping over rocks, enemy cars, craters, tanks. and land mines. You can also earn bonus points for completing the course in less than the average time

- TECHNICAL -

Model CX2692

- SCORING -

COURSE ONE
Completing each section of five markers: 1000 Points.
Each second under 55 seconds it takes to complete section 1 or 2: 100 Points.
Each second under 60 seconds it takes to complete section 3 or 4: 100 Points.
Each second under 65 seconds it takes to complete section 5: 100 Points.
Completing the entire first course: 5000 Points.

COURSE TWO
Completing each section of five markers: 2000 Points.
Each section completed in less than 70 seconds: 100 Points.
Completing the entire second course: 10000 Points.

- TIPS AND TRICKS -

As you travel along the course, you'll see areas where a rock is placed just behind a land mine or crater. When this happens, time your shot very carefully.

Another trick: Try taking one long jump over two closely positioned obstacles.

Watch out for UFOs that look like this: ~ They drop missiles which create huge craters directly in front of your Moon Buggy. The best way to handle these pests is to destroy them before they can drop missiles.

To protect yourself, shoot at UFO missiles while they're in the air.

Start your jumps well in front of a hole to land just on the other side, giving you more time and space to begin a second jump.

Scoring points for destroying the enemy car is random, so just shoot as soon as you can.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50713&o=2

$end


$a5200=mpatrol,
$bio

Moon Patrol (c) 1983 Atari, Incorporated.

- TECHNICAL -

Model CX5241

- TIPS AND TRICKS -

* Play the BEGINNING game variation first, to learn how to control your patrol car.

* You'll jump farther when your patrol car is moving fast; be sure you're driving fast enough to jump over an obstacle.

* Try taking one long jump over two closely positioned obstacles.

* Your laser bullets are only effective a short distance in front of you. Don't fire too early, or you might miss your target.

* Some UFOs drop missiles that form new craters. Learn to recognize these UFOs and eliminate them quickly.

* When an enemy missile appears from behind, jump over it, then blast it when it's in front of you.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50068&o=2

$end


$msx1_cart=mpatrol,
$bio

Moon Patrol [Model DP-3912011] (c) 1984 Dempa [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77281&o=2

$end


$info=moonqsr,
$bio

Moon Quasar (c) 1980 Nichibutsu.

The space patrol aboard, can you survive the last invasion? you will need cross the entire galaxy and destroy the impending alien menace, should avoid losing one of the three modules of the ship and refuel your tank fuel to complete the mission.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : Tone generator and discrete circuits

Players: 2
Control: 2-way joystick
Buttons: 1

- TRIVIA -

Moon Quasar was released in October 1980.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1669&o=2

$end


$bbca_cass,bbcb_cass=moonraid,
$bio

Moon Raider (c) 1983 Micro Power

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52133&o=2

$end


$info=mranger,
$bio

Moon Ranger (c) 1982 Unknown.

Possible JAMMA bootleg of Moon Patrol.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49648&o=2

$end


$nes=moonrang,
$bio

Moon Ranger (c) 1990 Bunch Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55381&o=2

$end


$msx1_cass=moonridr,
$bio

Moon Rider (c) 1986 Eaglesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94857&o=2

$end


$pc8801_flop=moonrins,
$bio

Moon Rinse (c) 1992 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92419&o=2

$end


$info=mshuttle,mshuttlej,mshuttlej2,mshuttle2,
$bio

Moon Shuttle (c) 1981 Nichibutsu.

Moon Shuttle is a game where at first you have to shoot moon rocks to get out, then after that fight some enemies. The cycle repeats after that. The voice sampling in the game doesn't say what the words on the screen say. For example, when it says on the screen 'Never Give Up', the voice is actually saying 'Hang in there!'.

- TECHNICAL -

Upright Model
Model number : MSA-8001

C.R.T. : 20 inch.
Width : 600 mm.
Depth : 690 mm.
Height : 1625 mm.

Power source : 100V~240V / 110W

- TRIVIA -

Released in September 1981.

Mike Perez holds the official record for this game with 30,870 points.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1670&o=2

$end


$info=mooncmw,
$bio

Moon War (c) 1981 Unknown.

Unauthorized bootleg of Moon Cresta.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=18921&o=2

$end


$x68k_flop=mooncrys,
$bio

Moon-Crystal (c) 1992 Orange House

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87909&o=2

$end


$x68k_flop=moonligt,
$bio

Moonlight Chan Rin Shan (c) 1993 DO [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87910&o=2

$end


$pc98=moonligh,
$bio

Moonlight Chan Rin Shan (c) 1993 DO [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90185&o=2

$end


$pcecd=moonligh,
$bio

Moonlight Lady (c) 1993 NEC Home Electronics, Limited.

Moonlight Lady is a cute action/RPG by Nec Home Electronics. The game features three super-girls - the intrepid Moonlight ladies. The game starts when the pink-haired Artemis, the cry-baby of the group, is followed to her house by a mysterious floating ball of light. Scared, she cries to her mom and runs to her bedroom where she meets the strange ball again - and, curiously, she's given the power to understand the language of animals. Nick, a weird red talking bird, appears and she learns that humanity is in danger and some evil monster called Gargoyle is about to take over the World. Artemis later meets the other girls of the team who also received more offensive powers - Aquarius can use the power of water and Minerva the power of fire. Moonlight Lady alternates simple RPG scenes where our cute ladies walk around the city and talk to various characters, and pure-action scenes full of vicious monsters and terrifying bosses.

- TECHNICAL -

Game ID: HECD3003

- TRIVIA -

Released on March 26, 1993 in Japan for 6980 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58293&o=2

$end


$amigaocs_flop=moonmist,
$bio

Moonmist (c) 1986 Infocom

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74580&o=2

$end


$pc98=moonmist,moonmista,
$bio

Moonmist (c) 1992 Systemsoft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90186&o=2

$end


$info=mquake,
$bio

Moonquake (c) 1987 Sente.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 7.15909 Mhz)
Sound Chips : Custom (@ 3.579545 Mhz), ES5503 (@ 7.15909 Mhz)

Players : 2
Control : 8-way Joystick
Buttons : 1

- TRIVIA -

Released in May 1987.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3905&o=2

$end


$amigaocs_flop=moonshin,
$bio

MoonShine Racers (c) 1991 Millennium Game Products

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74579&o=2

$end


$amigaocs_flop=moonston,
$bio

Moonstone - A Hard Days Knight (c) 1991 Mindscape, Incorporated. [Northbrook, IL, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74581&o=2

$end


$coleco=moonswpr,moonswpra,
$bio

Moonsweeper (c) 1983 Imagic

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53312&o=2

$end


$a2600=moonswepa,
$bio

Moonsweeper (c) 1988 Activision

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50718&o=2

$end


$a2600=moonswep,moonswepe,
$bio

Moonsweeper (c) 1983 Imagic.

-Pilot the USS Moonsweeper around the sun of Star Quadrant Jupiter². Avoiod or destroy aurora flares, photon torches and space bullets. Land on one of the moons as it passes.

-Rescue 6 miners from the moon. Avoid towers and shots fired from alien surface destroyers.

-While skimming the moon's surface, shoot towers, surface destroyers, Launcher Ships and Lunar Satellites.

-When you've picked up 6 miners, fly through Accelerator Rings to blast off into outer space. Then begin another rescue mission.

- TECHNICAL -

Model 03207

- SCORING -

IN ORBIT
For each SPACE BULLET, AURORA FLARE, or PHOTON TORCH: 10 points

- STAFF -

Programmer: Bob Smith

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50717&o=2

$end


$ti99_cart=moonswp,
$bio

Moonsweeper [Model PHM 3224] (c) 1983 Imagic, Inc. [Los Gatos, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84648&o=2

$end


$msx1_cart=moonswep,
$bio

Moonsweeper [Model PS-2012G] (c) 1985 Toshiba EMI [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77283&o=2

$end


$cpc_cass=moontorc,
$bio

Moontorc [Model AT 426] (c) 1991 Atlantis Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98303&o=2

$end


$cpc_cass=mwalk,
$bio

Moonwalker (c) 1989 US Gold, Ltd. [Birmingham, UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98304&o=2

$end


$msx1_cass=moonwalk,moonwalka,
$bio

Moonwalker - The Computer Game (c) 1989 US Gold, Ltd. [Birmingham, UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94858&o=2

$end


$info=mt_mwalk,
$bio

Moonwalker (c) 1990 Sega.

- TECHNICAL -

Runs on the "Mega-Tech System" hardware.
Cartridge ID: 610-0239-40

- TRIVIA -

Released in April 1990.

- TIPS AND TRICKS -

* 15 lives : at the starting screen, press Up(x2) Down, Left, Right, A(x2), C.

* Level select : hold Upleft+A on player 2 side. Press Start at the title screen on player 1 side to start a one player game. The phrase 'round one' will appear on the screen. Press Left or Right to change rounds and then press Start to play.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2361&o=2

$end


$info=moonwar,moonwara,moonwarp,
$bio

Moonwar (c) 1981 Stern Electronics.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound CPU : Zilog Z80 (@ 1.78975 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.78975 Mhz)

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette colors : 99

Players : 2
Control : dial
Buttons : 3
=> [A] FIRE, [B] WARP DRIVE, [C] SHIELDS

- TRIVIA -

Tracy Miller holds the official record for this game with 83,830 points.

- SCORING -

Satellite : 100 pts.
Fighter : 150 pts.
Bomber : 200 pts.
Strafer : 300 pts.
Tracer : 500 pts.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1671&o=2

$end


$gba=moorhen3,
$bio

Moorhen 3 - The Chicken Chase! (c) 2002 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71953&o=2

$end


$gbcolor=moorhen3,
$bio

Moorhen 3 - The Chicken Chase! [Model CGb-BU4P-NOE] (c) 2002 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68411&o=2

$end


$gbcolor=moorhun2,
$bio

Moorhuhn 2 - Die Jagd geht weiter [Model CGB-BDED-NOE] (c) 2001 Ravensburger Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68412&o=2

$end


$msx1_cart=mopirangk,
$bio

Mopiranger (c) 198? Zemina.

Korean release.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95201&o=2

$end


$msx1_cart=mopirang,mopirangb,mopirangc,mopirangd,mopiranga,
$bio

Mopiranger [Model RC728] (c) 1985 Konami Industry Co., Ltd. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77284&o=2

$end


$cpc_cass=mordnqst,
$bio

Mordon's Quest (c) 1985 Melbourne House [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98306&o=2

$end


$pc98=moremore,
$bio

More and More (c) 1993 Cuisse [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90187&o=2

$end


$info=m3mremon,
$bio

More Money (c) 198? VFS.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49644&o=2

$end


$info=moremore,
$bio

More More (c) 1999 SemiCom.

More More is a collection of 17 different mini-games to challenge the player's skill. The player may select one game to attempt out of the four or five games that are active at each stage. If the player successfully meets the challenge in the game then he can continue to play. If the player achieves an 'excellent' rating in four games then they will receive an extra life.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 16 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2151 (@ 4 Mhz), OKI6295 (@ 7.575 Khz)

Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 57.50 Hz
Palette Colors : 256

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Developed by 1st Team Exit.

Looking inside the sample eprom you can read : 'YM-2151 and OKI program by Kim Jinwoo'

- SERIES -

1. More More (1999)
2. More More Plus - Puzzle Express (1999)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3911&o=2

$end


$info=moremorp,
$bio

More More Plus - Puzzle Express (c) 1999 SemiCom.

More More Plus is the sequel to "More More" with much improved graphics and the addition of three more games. The game features a collection of 20 different mini-games to challenge the player's skill. Unlike the previous game, players can now select any of the 20 games at any time. If the player successfully meets the challenge in the mini-game then he can continue to play. If the player achieves an "excellent" rating in four games then they will receive an extra life.  The game is over once the player has lost of their lives.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 16 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2151 (@ 4 Mhz), OKI6295 (@ 7.575 Khz)

Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 57.50 Hz
Palette colors : 256

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Developed by 1st Team Exit.

- SERIES -

1. More More (1999)
2. More More Plus - Puzzle Express (1999)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1672&o=2

$end


$cpc_cass=morgansl,
$bio

Morgan's Seal (c) 1986 Guild, The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98317&o=2

$end


$psx=morinoou,
$bio

Mori no Oukoku - Kingdom of Forest [Model SLPS-01861] (c) 1999 Asmik Ace Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85458&o=2

$end


$x68k_flop=moria,
$bio

Moria (c) 19?? Kobayashi Kenichi

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88434&o=2

$end


$info=quizhuhu,
$bio

Moriguchi Hiroko no Quiz de Hyuu! Hyuu! (c) 1995 Taito.

- TECHNICAL -

Runs on the "Taito F3 System" Hardware.

Prom Stickers : E08

Players : 4
Control : 8-way joystick
Buttons : 4

- TRIVIA -

Released in May 1995.

The title of this game translates from Japanese as 'Hiroko Moriguchi's Rushing Wind Quiz!' (Hiroko Moriguchi is the hostess' name). 'Hyuu-hyuu' is Japanese onomatopoeia for rushing wind.

The attract mode intro pretty much reproduces the intro format of Japanese broadcast television shows exactly, right down to having a screen for the sponsor's name (Taito, in this case) written underneath the word 'Teikyou' (all in white text) while an announcer says 'Kono bangumi wa Taito no teikyou de okurishimasu' which translates to 'This program is brought to you by the sponsorship of Taito'. Replace the word 'Taito' with the name of any other company and you have a phrase (or some variation of it) and text that is uttered and shown at the top of every single Japanese TV show broadcast.

Hiroko Moriguchi is a pop singer and TV personality.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1673&o=2

$end


$pc8801_flop=morina,
$bio

Morina (c) 1994 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92420&o=2

$end


$msx1_cart=moritaot,
$bio

Morita Kazuo no Othello [Model PS-2017G] (c) 1986 Toshiba EMI [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77285&o=2

$end


$pc98=moritash,
$bio

Morita Kazuo no Shougi (c) 1985 Enix, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90188&o=2

$end


$pc8801_flop=moritash,moritasha,
$bio

Morita Kazuo no Shougi (c) 1985 Enix, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92421&o=2

$end


$pc8801_flop=moritabf,moritabfb,moritabfa,
$bio

Morita no Battle Field (c) 1983 Enix, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92422&o=2

$end


$nes=moritash,
$bio

Morita Shougi (c) 1987 Seta Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54412&o=2

$end


$pc98=moritas4,
$bio

Morita Shougi 4 (c) 1993 Enix, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90189&o=2

$end


$n64=moritash,
$bio

Morita Shougi 64 [Model NUS-NMSJ] (c) 1998 Seta Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57841&o=2

$end


$gba=moritash,
$bio

Morita Shougi Advance [Model AGB-AMSJ-JPN] (c) 2001 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71954&o=2

$end


$wswan=moritash,
$bio

Morita Shougi for WonderSwan [Model SWJ-YKE001] (c) 1999 Yuki Enterprise

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86361&o=2

$end


$x68k_flop=moritas2,
$bio

Morita Shougi II (c) 1989 Enix, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87911&o=2

$end


$pc98=moritas2,
$bio

Morita Shougi II (c) 1989 Enix, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90190&o=2

$end


$pce=moritash,
$bio

Morita Shougi PC (c) 1991 NEC Avenue, Limited.

Morita shougi PC is a king of phantasy based Shogi game, which is a really famous Japanese chess. Two players fight on a 9x9 grid, your legion on one side against opposing forces on the other side. Like chess, pawns are in the front line, and knights, rocks, bishops stand at the back. The goal of the game is to checkmate the king. Morita Shogi is different as it proposes an animated version, with walking and fighting pieces, a bit like 'Battle Chess'. You can still play in normal mode or fight another player using the GT link.

- TECHNICAL -

HuCARD ID: NAPH-1021
HuCARD Size: 4 Mbits.

- TRIVIA -

Released on September 27, 1991 in Japan for 7200 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58653&o=2

$end


$x68k_flop=moritan,
$bio

Moritan Othello (c) 1986 Morita Kazurou

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88435&o=2

$end


$amigaocs_flop=morph,
$bio

Morph (c) 1993 Millennium Game Products

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74582&o=2

$end


$odyssey2,g7400=morsef,
$bio

Morse (c) 1983 Radiola La Radiotechnique.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95639&o=2

$end


$mc10=morsecod,
$bio

Morse Code (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87677&o=2

$end


$spc1000_cass=morse,morsea,
$bio

Morse Signal (c) 198? Samsung Software [Korea]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83535&o=2

$end


$odyssey2,g7400=morse,
$bio

Morse (c) 1982 Philips Corp.

- TECHNICAL -

Game ID: 45

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95638&o=2

$end


$nes=morskoy,
$bio

Morskoy Boy (c) 1996 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55382&o=2

$end


$nes=bshipr,
$bio

Morskoy Boy - Battleship (c) 1996 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55383&o=2

$end


$msx1_cass=mortadel,
$bio

Mortadelo y Filemon (c) 1988 Dro Soft [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94859&o=2

$end


$cpc_cass=mortadl2,
$bio

Mortadelo y Filemon II [Model 3 DR-220] (c) 1989 Dro Soft [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98318&o=2

$end


$cpc_cass=mortadel,
$bio

Mortadelo Y Filemon [Model 3MB004] (c) 1988 Dro Soft [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93528&o=2

$end


$msx1_cass=mortade2,
$bio

Mortadelo y Filemón II - Mortadelo y Filemon en Caceria de Pollos (c) 1990 Dro Soft [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94860&o=2

$end


$info=mk,mkprot4,mkprot9,mkprot8,mkla1,mkla2,mkla3,mkla4,mkr4,
$bio

Mortal Kombat (c) 1992 Midway.

Mortal Kombat, first in the Mortal Kombat series, is a 1-on-1 fighting game featuring a cast of seven different characters. Mortal Kombat took ideas from Capcom's seminal Street Fighter II, such as the game's special moves and projectiles. It also introduced a cast of photo-realistic digitized fighters for players to fight either as or against. 

Mortal Kombat characters list:
JOHNNY CAGE
KANO
RAIDEN
LIU KANG
SCORPION
SUB-ZERO
SONYA BLADE

Battles are fought over the best of three rounds. At the end of a battle, a voice instructs the winner to 'Finish Him/Her!' and players have only a couple of seconds to try and execute their character's 'fatality', which sees the winner killing the loser in a spectacular and grisly fashion.

- TECHNICAL -

Mortal Kombat arcade runs on the Midway Y Unit hardware.

Main CPU: TMS34010
Sound CPU: Motorola M6809
Sound Chips: Yamaha YM2151, DAC, OKI6295

Players: 2
Control: 8-way joystick
Buttons: 5
=> [1] High Punch, [2] Block, [3] High Kick
=> [4] Low Punch, [5] Low Kick

- TRIVIA -

Mortal Kombat was released in August 1992. It was renowned as the first fighting game to use digitized characters and blood (as opposed to the hand-animated, more cartoon-like graphics of competing games). Mortal Kombat was developed as a reaction to the popular Capcom game "Street Fighter II - The World Warrior", with simpler controls and digitized graphics. Some say the game's graphic violence was gratuitous, and was only included in order to generate a public outcry and controversy that would increase publicity for the game. 

Although highly controversial, the mix of realism and violence propelled Mortal Kombat to the height of popularity. An example of the game's innovations was the Fatality, a special finishing move executed against a dying opponent to create an even more gruesome death. For example, one character would grasp a defeated, wobbling opponent by the head, then rip the head and spine out of the opponent's body, which then crumpled to the ground in a pool of blood. Another aspect of gameplay that became a recurring element in games that followed was the so-called 'juggle', where a series of moves could be executed against an opponent who was kept in mid-air by the force of the attacks, and who hence had no defense against further attacks as long as the 'juggle' could be maintained. 

The original concept of Mortal Kombat was modeled after the Jean-Claude Van Damme movie 'Bloodsport', which is a cult classic martial arts film. The character of Johnny Cage is directly modeled after Frank Dux, Van Damme's character in the movie. Johnny Cage's film-star motif is an obvious link to this. Cage also wears the same costume (plus shoes) that Van Damme's character wore in the final battle of the movie. Cage's splits punch was originally seen in Bloodsport during the fight against the Sumo wrestler. Since Midway was unable to get Van Damme for this game, they kept the same kumite/martial arts movie concept and added the Kombat story. 

Mortal Kombat arcade was the first video game to have an official release date countdown in U.S./U.K. and Australia. This momentous day was known as 'Mortal Monday'. 

The code for this game includes the ASCII string 'NOOBSAIBOT' (originally in "Mortal Kombat II" rev. 3.1), suggesting that the character may have made his first appearance here, instead of Reptile (which took up less memory). 

The heads used in the background of the Courtyard and Pit stages are actually those of the programmers themselves! The statue of Buddha in the background of the Courtyard stage was actually a lawn ornament from a neighbor's yard. 

While fighting on the Pit stage, if you look closely at the glowing moon in the background, you will sometimes see a silhouette fly past it. These shadows will either be Peter Pan and the Darling children, a witch on a broomstick, a kite, a blimp, a rocket, a flying saucer, or Santa Claus in his reindeer-pulled sleigh. The shadows appear about every 6 games. 

Liu Kang is Midway's homage to Bruce Lee. 

Raiden really is the Japanese God of Thunder. His appearance in myth is quite different though : he has red skin and a demonic face, his feet have two claws on them, and he carries either a wheel or drums on his back. He also is thought to eat human navels so people are advised to lie on their stomachs during storms. 

Kano make an appearance on the 2012 animation movie 'Wreck-It Ralph' from Walt Disney Animation Studios.

In the Palace Gates stage, above the red door on the right side, you can see Pac-Man, a ghost and a power pellet carved on the stone. 

A hacked version also exists - every stage had a black/night sky and every time you got frozen by Sub-Zero, your fighter would rise up and stay there 'till you either got hit or the freezing effect went away. The same thing would happen if you were using Sub-Zero and froze your opponent. The machine would boot up just like a regular MK machine boots up, except another black screen with red letters and asterisks labeling it as "Mortal Kombat Black Ninja Edition" was displayed before the title screen. 

A Mortal Kombat unit appears in the 1995 movie 'The Doom Generation'. 

Midway released a limited-edition soundtrack album for this game (Mortal Kombat II: Music from the Arcade Game Soundtrack - 123770-C1) on December 1, 1993. 

Michael Jackson used to own this game. It was sold at the official Michael Jackson Auction on April 24, 2009.

The Premium Pack and Kollector's editions of "Mortal Kombat - Deception" for the Sony PlayStation 2 and Microsoft XBOX, respectively, both released on October 4, 2004 in North America, contain a bonus disc containing an arcade-perfect version of the original game.

- UPDATES -

PROTO 4.0 (July 14, 1992): 
* Prototype version.
* You cannot play as the same character.
* Menu won't allow cursors to pass each other in 2-player selection.
* Sub-Zero has new corner infinite (ex. uppercut, freeze and repeat)
* Sub-Zero has faster recovery after slide and can go straight into sweep for most instances
* Sub-Zero can freeze opponent in air for 'Finish Him/Her' as he's falling from uppercut, and do fatality in air and body will fall to ground frozen
* Liu Kang can do Flying Kick when you do a HK first in air than F, F HK
* Raiden can now do Torpedo after doing a jumping kick for more combo possibilities 

PROTO 8.0 (July 21, 1992): 
* Prototype version.

PROTO 9.0 (July 28, 1992): 
* Prototype version.

REV. 1.0 (August 9, 1992): 
* First official release of Mortal Kombat.
* In a 2-player game, both players could not choose the same character.
* Liu Kang had Uppercut - Flying Kick Combo.

REV. 2.0 (August 9, 1992): 
* Both players could choose the same character.
* New Shang Tsung death animation added.
* Merchandise promo added.
* More blood added.

REV. 3.0 (August 31, 1992): 
* Computer intelligence increased.
* Reptile added.
* Comic book offer is a switch setting.

REV. 4.0 (September 28, 1992): 
* Reptile clues added (shadows on moon, see Tips and Tricks section).
* Sonya and Kano could fight Reptile.
* Block allowed during fatality.
* Goro's theme played during all Endurance rounds.

REV. 4.0 [T-Unit] (February 11, 1993): 
* Runs on the newer Midway T Unit hardware, the same hardware as Mortal Kombat II

REV. 5.0 [T-Unit] (March 19, 1993): 
* Bug fix release.

- SCORING -

* Basic Move:
High Punch - 500 points 
Low Punch - 500 points 
High Kick - 2,000 points 
Low Kick - 2,000 points 
Backhand - 2,000 points 
Throw - 5,000 points 
Knee - 5,000 points 
Jump Punch - 1,000 points 
Jump Kick - 2,000 points 
Uppercut - 2,000 points 
Crouch Kick - 500 points 
Sweep - 1,000 points 
Roundhouse - 2,000 points 

* Special Moves: 

JOHNNY CAGE: 
Green Ball - 2,000 points 
Shadow Kick - 5,000 points 
Split Punch - 5,000 points 

KANO: 
Headbutt - 2,000 points 
Knife Throw - 2,000 points 
Kano Ball - 5,000 points 

RAIDEN: 
Lightening - 2,000 points 
Teleport - 0 points 
Torpedo - 5,000 points 

LIU KANG: 
Fireball - 2,000 points 
Flying Kick - 2,000 points 

SCORPION: 
Spear - 2,000 points 
Teleport Punch - 2,000 points 

SUB-ZERO : 
Freeze - 0 points 
Slide - 1,000 points 

SONYA BLADE: 
Sonic Ring - 2,000 points 
Teleport Punch - 2,000 points 
Leg Scissors - 2,000 points 

* Bonus Points: 
Breaking Wood - 100,000 points 
Breaking Stone - 200,000 points 
Breaking Steel - 500,000 points 
Breaking Ruby - 1,000,000 points 
Breaking Diamond - 2,000,000 points 
Time - Time left multiplied by 1,000 
Fatality - 100,000 points 
Flawless Victory - 200,000 points 
Double Flawless - 500,000 points 
Defeat Reptile - 10,000,000 points

- TIPS AND TRICKS -

* Secret EJB MENU:
Press P1_BLOCK (5 times), P2_BLOCK (10 times), P1_BLOCK (2 times), P2_BLOCK (1 times), P1_BLOCK (2 times), P2_BLOCK (3 times), then P1_BLOCK (4 times).

* Basic Move (% of damage):
High Punch (5.5%) : Basic HP
Low Punch (5.5%) : Basic LP
High Kick (14.8%) : Basic HK
Low Kick (14.8%) : Basic LK
Backhand (11.7%) : HP when close
Throw (24.2%) : LP when close
Knee (14.8%) : HK or LK when close
Jump Punch (11.7%) : HP or LP while in air
Jump Kick (14.8%) : HK or LK while in air
Uppercut (24.2%) : Hold down HP or LP
Crouch Kick (11.7%) : Hold down HK or LK
Sweep (11.7%) : Hold back LK
Roundhouse (19.5%) : Hold back HK

* Special Moves (% of damage):

JOHNNY CAGE :
Green Ball (14.8%) : B, F, LP
Shadow Kick (18%) : B, F, LK
Split Punch (21.1%) : BLK+LP

KANO :
Headbutt (11.7%) : HP when close
Knife Throw (14.8%) : Hold BLK (B, F) or B, F+BLK
Kano Ball (18%) : F-D-B-U (Full circle away from opponent starting forward)

RAIDEN :
Lightning (14.8%) : D, F, LP
Teleport (0%) : D, U
Torpedo (18%) : B, B, F

LIU KANG :
Fireball (14.8%) : F, F, HP
Flying Kick (18%) : F, F, HK

SCORPION :
Spear (4.6%) : B, B, LP
Teleport Punch (18%) : D, B, HP

SUB-ZERO :
Freeze (0%) : D, F, LP
Slide (7%) : LP+BLK+LK

SONYA BLADE :
Sonic Ring (14.8%) : B, B, LP
Teleport Punch (16.4%) : F, B, HP
Leg Scissors (24.2%) : LP+BLK+LK

* Mortal Kombat Fatalities:
To perform a Fatality, you must win the match, then do the proper joystick/button sequence when 'Finish Him!' appears...
JOHNNY CAGE Fatality: (close) Forward(x3), HP - Cage decapitates his opponent with an uppercut.
KANO Fatality: (close) Back, Down, Forward, LP - Kano rips out his opponent's heart.
SUB-ZERO Fatality: (close) Forward, Down, Forward, HP - Sub-Zero grabs his opponent by the neck and pulls their head off, taking their spine along with the head.
SONYA BLADE Fatality: (anywhere) Forward(x2), Back(x2), Block - Sonya blows an energy ball in the air. The ball hits her opponent and engulfs them in flames, turning the opponent into a skeleton.
RAIDEN Fatality: (close) Forward, Back(x3), HP - Raiden shoots lightning into his opponent's head, causing it to explode.
LIU KANG Fatality: (close) hold Block, 270 degrees (Forward, Down, Back, Up) - Liu Kang does a spinning kick and an uppercut.
SCORPION Fatality: (jump distance) hold Block, Up(x2), release Block - Scorpion removes his mask to reveal a skull. He then breathes fire on his opponent, turning him into a skeleton.

* Bonus Points:
Test your might appears after every 3rd win in a 1P game. In a 2P game, it appears after every 5th Battle.
Breaking Wood: Break the WOOD tapping the punch and kick buttons till the meter fills up then block.
Breaking Stone: Break the STONE after breakin the WOOD.
Breaking Steel: Break the STEEL after breakin the STONE.
Breaking Ruby: Break the RUBY after breakin the STEEL.
Breaking Diamond: Break the DIAMOND after breakin the RUBY.
Fatality: Perform the characters finishing move.
Flawless Victory: Beat your opponent without getting hit.
Double Flawless: Beat your opponent without getting hit 2 rounds in a row.

* Defeat Reptile (Rev 3.0+ only): The shadows indicate that Reptile is available as an opponent. To fight him, win with a double flawless and fatality, without using block in the entire match.

- SERIES -

1. Mortal Kombat (1992, Arcade) 
2. Mortal Kombat II (1993, Arcade) 
3. Mortal Kombat 3 (1995, Arcade) 
4. Ultimate Mortal Kombat 3 (1995, Arcade) 
5. Ultimate Mortal Kombat 3 [WaveNet Edition] (1995, Arcade) 
6. Mortal Kombat Trilogy [Model SLUS-00330] (1996, PS) 
7. SUB-ZERO - Mortal Kombat Mythologies [Model SLUS-00476] (1997, PS) 
8. Mortal Kombat 4 (1997, Arcade) 
9. Mortal Kombat - Special Forces [Model SLUS-00824] (2000, PS) 
10. Mortal Kombat Advance [Model AGB-AM5E-USA] (2001, GBA) 
11. Mortal Kombat - Deadly Alliance [Model SLUS-20423] (2002, PS2) 
12. Mortal Kombat - Tournament Edition [Model AGB-AW4E-USA] (2003, GBA) 
13. Mortal Kombat - Deception / Mystification (2004, PS2) 
14. Mortal Kombat - Shaolin Monks (2005, XBOX, PS2) 
15. Mortal Kombat - Armageddon (2006, XBOX, PS2) 
16. Mortal Kombat vs. DC Universe (2008, PS3, 360) 
17. Mortal Kombat (2011, PS3, 360)
18. Mortal Kombat X (2015, PS4, One)

- STAFF -

Design and software: Ed Boon
Design and graphics: John Tobias
Music and sounds: Dan Forden
Background graphics: John Vogel
Executive producers: Neil Nicastro, Ken Fedesna
Senior hardware technician: Sheridan Oursler
Cabinet designer: Ray Czajka

* CAST:
Johnny Cage, Scorpion, Sub-Zero and Reptile: Daniel Pesina
Kano: Richard Divizio
Raiden: Carlos Pesina
Liu Kang and Shang Tsung: Ho Sung Pak
Sonya: Elizabeth Malecki
Goro character design by: John Tobias
Stop Motion Miniature by: Curt Chiarelli

- PORTS -

* Consoles :
Sega Master System
[EU] "Mortal Kombat [Model MK-29021-50]" (1993)
[BR] "Mortal Kombat [Model 028240]" (1993)

Sega Mega Drive / Genesis
[EU] "Mortal Kombat [Model T-81186-50]" (1993) 
[US] "Mortal Kombat [Model T-81186]" (September 13, 1993)
[BR] "Mortal Kombat [Model 047030]" (1994)
[JP] "Mortal Kombat - Shinken Kourin Densetsu [Model T-81014]" (May 27, 1994)

Nintendo SFC / SNES
[US] "Mortal Kombat [Model SNS-KX-USA]" (September 13, 1993)
[EU] "Mortal Kombat [Model SNSP-KX-NOE]" (October 28, 1993)
[JP] "Mortal Kombat - Shinken Kourin Densetsu [Model SHVC-KX]" (December 24, 1993)

Sega Mega-CD
[EU] "Mortal Kombat [Model T-81025-50]" (1994)
[US] "Mortal Kombat [Model T-81025]" (May 26, 1994)
[JP] "Mortal Kombat Kanzen-han [Model T-81014]" (June 3, 1994)

Sony PS3 [PSN]
[US] [EU] [AU] "Mortal Kombat Arcade Kollection" (August 31, 2011)

* Handhelds : 
Sega Game Gear
[EU] "Mortal Kombat [Model T-81198-50]" (1993)
[US] "Mortal Kombat [Model T-81198]" (September 13, 1993)
[JP] "Mortal Kombat - Shinken Kourin Densetsu [Model T-81017]" (December 17, 1993)

Nintendo Game Boy
[US] "Mortal Kombat [Model DMG-C9-USA]" (September 13, 1993) 
[JP] "Mortal Kombat - Shinken Kourin Densetsu [Model DMG-C9A]" (December 24, 1993) 
[EU] "Mortal Kombat [Model DMG-C9-NOE-1]" (1994) 
[EU] "Mortal Kombat & Mortal Kombat II [Model DMG-AK2P-EUR]" (1997) 
[US] "Mortal Kombat & Mortal Kombat II [Model DMG-AK2E-USA]" (November 1997) 
[JP] "Mortal Kombat I & II [Model DMG-AK2J-JPN]" (September 10, 1998) 

Sony PSP
[US] "Midway Arcade Treasures Extended Play [Model ULUS-10059]" (December 13, 2005)
[EU] "Midway Arcade Treasures Extended Play [Model ULES-00180]" (February 24, 2006) 

* Computers : 
[EU] Commodore Amiga (1994)

PC
[US] [MS-DOS, 3.5"] (May 25, 1994) 
[US] [MS-DOS, CD-ROM] "Mortal Kombat I & Mortal Kombat II" (September 10, 1998)
[US] [MS Windows, CD-ROM] "Midway Arcade Treasures Deluxe Edition" (February 17, 2006)
[EU] [MS Windows, CD-ROM] "Midway Arcade Treasures Deluxe Edition" (March 17, 2006)
[US] [MS Windows, Steam] "Mortal Kombat Arcade Kollection" (February 2, 2012)

* Others : 
[US] Mortal Kombat TV Game (2004) by Jakk's Pacific 
[US] Mobile Phones (September 2004)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1674&o=2

$end


$amigaocs_flop=mk,mkg,
$bio

Mortal Kombat (c) 1993 Virgin Interactive

- TECHNICAL -

Number of Disks: 2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74583&o=2

$end


$gameboy=mk1n2,
$bio

Mortal Kombat & Mortal Kombat II (c) 1997 Acclaim Ent., Incorporated.

- TECHNICAL -

[US] Cartridge ID: DMG-AK2E-USA
[EU] Cartridge ID: DMG-AK2P-EUR

- TRIVIA -

Mortal Kombat & Mortal Kombat II for Game Boy was released in November 1997 in North America. It was also released the same year (exact date unknown) in Europe.

- STAFF -

Developed by: Probe Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66500&o=2

$end


$gameboy=mk1n2j,
$bio

Mortal Kombat & Mortal Kombat II (c) 1998 Starfish, Incorporated.

- TECHNICAL -

Cartridge ID: DMG-AK2J-JPN

- TRIVIA -

Mortal Kombat & Mortal Kombat II for Game Boy was released on September 10, 1998 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66501&o=2

$end


$gba=mkdeadalu,
$bio

Mortal Kombat - Deadly Alliance [Model AGB-AXDE-USA] (c) 2002 Midway Home Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71956&o=2

$end


$gba=mkdeadal,
$bio

Mortal Kombat - Deadly Alliance [Model AGB-AXDP] (c) 2003 Midway Home Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71955&o=2

$end


$info=mknifty,mknifty666,
$bio

Mortal Kombat - Nifty Kombo (c) 199? Unknown.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40794&o=2

$end


$gameboy=mkj,
$bio

Mortal Kombat (c) 1993 Acclaim Japan.

Japanese release. Game developed in USA. For more information about the game itself, please see the original American release entry: "Mortal Kombat [Model DMG-C9-USA]"

- TECHNICAL -

Cartridge ID: DMG-C9A

- TRIVIA -

Mortal Kombat - Shinken Kourin Densetsu for Game Boy was released on December 24, 1993 in Japan. It is known outside Japan as simply "Mortal Kombat".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66497&o=2

$end


$snes=mkj,
$bio

Mortal Kombat - Shinken Kourin Densetsu (c) 1993 Acclaim Ent., Incorporated.

- TECHNICAL -

Cartridge ID: SHVC-KX

- TRIVIA -

Mortal Kombat - Shinken Kourin Densetsu for Super Famicom was released on December 24, 1993 in Japan. It is known outside Japan as simply "Mortal Kombat".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61827&o=2

$end


$gba=mkte,
$bio

Mortal Kombat - Tournament Edition (c) 2003 Midway Home Ent.

- TECHNICAL -

Game ID: AGB-AW4E-USA

- SERIES -

1. Mortal Kombat (1992, Arcade) 
2. Mortal Kombat II (1993, Arcade) 
3. Mortal Kombat 3 (1995, Arcade) 
4. Ultimate Mortal Kombat 3 (1995, Arcade) 
5. Ultimate Mortal Kombat 3 [WaveNet Edition] (1995, Arcade) 
6. Mortal Kombat Trilogy [Model SLUS-00330] (1996, PS) 
7. SUB-ZERO - Mortal Kombat Mythologies [Model SLUS-00476] (1997, PS) 
8. Mortal Kombat 4 (1997, Arcade) 
9. Mortal Kombat - Special Forces [Model SLUS-00824] (2000, PS) 
10. Mortal Kombat Advance [Model AGB-AM5E-USA] (2001, GBA) 
11. Mortal Kombat - Deadly Alliance [Model SLUS-20423] (2002, PS2) 
12. Mortal Kombat - Tournament Edition [Model AGB-AW4E-USA] (2003, GBA) 
13. Mortal Kombat - Deception / Mystification (2004, PS2) 
14. Mortal Kombat - Shaolin Monks (2005, XBOX, PS2) 
15. Mortal Kombat - Armageddon (2006, XBOX, PS2) 
16. Mortal Kombat vs. DC Universe (2008, PS3, 360) 
17. Mortal Kombat (2011, PS3, 360)
18. Mortal Kombat X (2015, PS4, One)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71957&o=2

$end


$info=mk3,mk3r10,mk3r20,mk3p40,
$bio

Mortal Kombat 3 (c) 1995 Midway Mfg. Co.

Succeeding in taking over the Earth realm, Shao Kahn takes all the human souls on Earth as his own. To stop the Outworld realm from totally merging with the Earth realm, a few Earth warriors were chosen to have their souls protected from Shao Kahn in order to defend the Earth realm in a new Mortal Kombat tournament. 14 digitized characters fight to overthrow Shao Kahn and his Centaur lieutenant Motaro.

- TECHNICAL -

Midway Wolf Unit Hardware

Main CPU : TMS34010 (@ 6.25 Mhz)
Sound CPU : ADSP2105 (@ 10 Mhz)
Sound Chips : DMA-driven (@ 10 Mhz)

Players : 2
Control : 8-Way Joystick
Buttons : 6
=> [1] High Punch, [2] Block, [3] High Kick
=> [4] Low Punch, [5] Low Kick, [6] Run

- TRIVIA -

Mortal Kombat 3 (MK3) was released in March 1995 in USA.

MK3 was the first Mortal Kombat game to have bi-level battlefields, which lets players uppercut their opponent to the level above them when fighting on certain levels. 

MK3 was also the first Mortal Kombat arcade game that did not include Scorpion, and, according to series co-creator Ed Boon, the last. 

MK3 also introduced the RUN button, accompanied by a RUN meter, allowing the character to run. This was primarily to address concern from fans who thought that the previous games gave too much of an advantage to the defending player. 

MK3 introduced the Kombat Kodes, which were 6 digit codes entered at the VS screen in a 2-Player game to modify gameplay, fight hidden characters or display certain text messages. 

MK3 also introduced the Ultimate Kombat Kode, which was a 10 digit code that could be entered after a game was over in single player mode. If the correct code was entered, Smoke would become a permanent playable character on the character select screen. The arcade owner, however, could reset this code by accessing the game's diagnostic menu by hitting a DIP switch within the MK3 cabinet. 

MK3 introduced the chain combos, also known as dial-a-combos (many other fighting games at the time had similar combo systems). These supplement the existing juggle combo system, but critics contend that dial-a-combos are redundant and needlessly add to the learning curve of the game. 

MK3 introduced the long-rumored Animality, where the character transforms into an animal in order to kill their opponent. 

MK3 also introduced 'Mercy', allowing a beaten foe to recover a sliver of life and continue fighting. This was necessary to perform an Animality. 

MK3 was the first game of the series to use distinct blood colors depending on the character; the human characters and Shao Kahn had traditional red blood, Sheeva, and Motaro had green blood, while the three robotic ninjas had black blood. 

MK3 was the first game of the series to have a playable Shokan character; Sheeva possessed unique corpse spirits (skeletons, etc.) that other player characters shared. 

MK3 was also the first Mortal Kombat arcade game to feature player-selectable difficulty; previous games' difficulty settings were set by the machine operator. 

It was the first Mortal Kombat game to feature Sub-Zero unmasked. 

The early names for the Graveyard and the Bell Tower stages were 'The Boonyard' and 'Tobias Tower', respectively, but criticism regarding the oversaturation of Boon's and Tobias' names in the game soon surfaced, resulting in both levels being quickly renamed with their generic descriptions. 

Many of the new characters weren't officially named till late in the production of the game. During production, Sektor and Cyrax's names were Ketchup and Mustard (respectively), due to their coloration, while Sindel bore the odd moniker of Muchacha and The Bride. Kabal, meanwhile, was nicknamed Sandman possibly due to Kabal's inspiration coming from the Tusken Raiders of Star Wars fame. At some point, it has also been rumored that Sektor and Cyrax are, in fact, Scorpion and Reptile, who were forced to transplant their souls from their original physical bodies into mechanical substance and act like a supreme clade of Outworld robot warriors. When "Ultimate Mortal Kombat 3" came out, these proved to be false. 

The Graveyard stage contains gravestones with the last names of MK3's entire design team: Ed Boon, John Tobias, Dan Forden, John Vogel, Tony Goskie, and Dave Michicich. For each round, four of these names will appear randomly on each of the four closest gravestones. Each gravestone also has each person's date of birth as well as the "alleged" date they died, which is April 1, 1995, the day the first version of MK3 was released in the arcades. A gravestone in the background can also be seen reading "Cage", making reference to Johnny Cage being deceased (at the time). 

Originally, the character Kurtis Stryker was supposed to appear in MK1, but was scrapped early in the development process when beta tests revealed a player interest in a female character in the game, which led to Sonya replacing Stryker. In MK2, Kurtis Stryker almost made it to the final game, but finally had his name changed to... Jax. For MK3, a new Kurtis Stryker is created and is finally made part of a MK game. 

The head that occasionally appears after an uppercut or combo and says 'Toasty' is the digitized head of Dan Forden who worked on the sound and music for the game. 

Smoke's icon is a version of Sektor's icon. 

Midway / Toasty Productions released a limited-edition soundtrack album for this game (Musik: MK3 & MK4 Arcade Video Game Soundtrack) on January 1, 1997.

- UPDATES -

PROTO 4.0 :
* AAMA warning in black.
* Shao Kahn just falls over when defeated.
* No ending credits.
* Computer only does combos for finishing moves.
* Motaro could be frozen by Sub-Zero.
* Motaro and Shao Kahn turn white when frozen.

REV. 1.0 :
* AAMA warning in black and blue.
* Animalities added for Sindel, Kabal, Cyrax and Sektor.
* Kano's fatalities have been changed.
* Galaxian game added.
* Vs. codes have been changed.
* Winning streak added.
* Ultimate Kombat Kode added.
* Subway and Shao Kahn Tower (Bell Tower) stage fatalities added.
* Credits listed.
* Performing Kabal's animality without a mercy resets the game.
* Computer does fatalities.
* Motaro could be frozen by Sub-Zero.

REV. 2.0 :
* Computer intelligence increased.
* Main Story Plot added.
* More blood added.
* Finishing moves have been changed.
* Babalities added.
* Friendships added.
* Combos altered.
* Shao Kahn's death altered.
* Movie Promo added.
* Antony Espindola included in the credits.
* Sub-Zero can no longer freeze Motaro.
* Smoke's finishing moves added.
* Hidden Portal stage added (used only when fighting against Smoke before the Ultimate Kombat Kode is entered).
* Shao Khan looks normal when frozen, instead of white.

REV. 2.1 :
* Computer intelligence increased.
* Damage on some combos lowered (Sub-Zero, Kabal).
* Free credit trick taken out.
* Smoke stays in memory after Ultimate Kombat Kode is entered (Smoke will be erased in earlier versions should the game reset to factory default settings).
* Cyrax's double fatality glitch removed.

- TIPS AND TRICKS -

* Secret EJB MENU:
Press P1_BLOCK (x5), P2_BLOCK (x10), P1_BLOCK (x3), P2_BLOCK (x1), P1_BLOCK (x2), P2_BLOCK (x2), P1_BLOCK (x3), P2_BLOCK (x4)

* Ultimate Kombat Kodes : The Ultimate Kombat Kodes appear at the single player game over screen. The following buttons control each box, from left to right : HP LP BL LK HK (1P side) HP LP BL LK HK (2P side). The numbers indicate how many times each button should be pressed to display the correct symbol in the box. A dash separates the 1P from the 2P entries :
Play as Smoke - 10902-22234

* Kombat Kodes : Kombat Kodes are entered at the 2 player versus screen that appears after character selection. The following buttons control each box, from left to right : LP BL LK (1P side) LP BL LK (2P side). The numbers indicate how many times each button should be pressed to display the correct symbol in the box. A dash separates the 1P entries from the 2P entries. A message will appear when the match begins to confirm correct code entry...
466-466 - Unlimited run
688-422 - Dark Kombat
985-125 - Psycho Kombat
460-460 - Randper Kombat
020-020 - Blocks disabled
033-000 - Player 1 Half Power
000-033 - Player 2 Half Power
707-000 - Player 1 Quarter Power
000-707 - Player 2 Quarter Power
969-141 - Winner fights Motaro
033-564 - Winner fights Shao Kahn
205-205 - Winner fights Smoke
642-468 - Play Galaga
769-342 - Winner fights Noob Saibot
987-123 - No life bars
100-100 - Throwing disabled
987-666 - Hold Flippers during casino run

* Double Stage (If a character is uppercutted, they will fly up to the other stage) :
Subway => Street
Bank => Rooftop
Soul Chamber => Balcony

* Random Select : To have the computer randomly select your character, press Up+Start on your side (player 1 on Shang Tsung and player 2 on Liu Kang).

* Fatality - SHANG TSUNG :
1a. (close) hold LP, Down, Forward(x2), Down, and release LP - Tsung creates a bed of spikes and throws the opponent onto them.
1b. (REV 1.0) hold LP, Down, Forward, Down, Forward, and release LP.
2. (close) hold LP, Run, Block, Run, Block, and release LP - Tsung levitates the opponent off the ground. He steals their soul and their remains fall to the ground in a green puddle.

* Fatality - SINDEL :
1. (jump distance) Run(x2), Block, Run, Block - Sindel coils her hair around the opponent. She then pulls her hair back, causing the opponent to go into a violent spin, sending blood and body parts everywhere.
2. (close) Run, Block(x2), Run+Block - Sindel screams at the opponent, causing the opponent's skin to fly off.

* Fatality - JAX :
1a. (close) Hold Block, Up, Down, Forward, Up, and release Block - Jax's arms form into long blades.  He then cuts the opponent to pieces.
1b. (REV 1.0) hold Block, Forward, Down, Back, Up, Forward, and release Block.
2a. (far) Run, Block, Run(x2), LK - Jax grows to an immense size and steps on his opponent.
2b. (REV 1.0) Run(x3), Block, LK.

* Fatality - KANO :
1. (close) hold LP, Forward, Down(x2), Forward, and release LP - Kano pulls the opponent's skeleton out through their mouth.
2. (jump distance) LP, Block(x2), HK - Kano fires a laser from his eye that heats up the opponent until they explode.

* Fatality - LIU KANG :
1a. (jump distance) Forward(x2), Down(x2), LK - Liu Kang disappears and reforms on the opponent as fire. The opponent is reduced to a burning skeleton.
1b. (REV 1.0) Forward(x3), Back, Forward, LK.
2a. (anywhere) Up, Down, Up(x2), Run+Block - Liu Kang disappears and a Mortal Kombat machine falls on the opponent.
2b. (REV 1.0) hold Block, Up(x3), Run+Block.

* Fatality - SONYA BLADE :
1a. (jump distance) Back, Forward, Down(x2), Run - Sonya blows a kiss at the opponent, turning him into a burning skeleton.
1b. (REV 1.0) Down(x2), Forward, LK.
2. (far) hold Block+Run, Up(x2), Back, Down, and release Block+Run - Sonya blows a pink bubble at the opponent. The opponent is engulfed in the bubble, which eventually collapses, crushing them.

* Fatality - KURTIS STRYKER :
1. (close) Down, Forward, Down, Forward, Block - Stryker plants explosives on his opponent and runs away just before they explode.
2. (far) Forward(x3), LK - Stryker fires a tazer at his opponent, electrocuting them.

* Fatality - SMOKE :
1. (far) Up(x2), Forward, Down - Smoke opens his chest and bombs pour out. The screen fades to a picture of the Earth just seconds before the Earth explodes.
2. (jump distance) hold Run+Block, Down(x2), Forward, Up - Smoke drops an anarchist's bomb down the opponent's throat, causing them to explode.

* Fatality - SUB-ZERO :
1a. (close) Block(x2), Run, Block, Run - Sub-Zero grabs his opponent and lifts them over his head. He freezes them and proceeds to shatter them in a massive explosion and throws the ice and body parts to the ground.
1b. (REV 1.0) Down, Forward, Down, Forward, LP.
2a. (jump distance) Back(x2), Down, Back, Run - Sub-Zero blows a mist that freezes his opponent. They fall over and shatter.
2b. (REV 1.0) Down, Forward, Back, HK.

* Fatality - CYRAX :
1a. (anywhere) Down(x2), Up, Down, HP - Cyrax's head spins like a helicopter. He flies up and comes down head first on his opponent.
1b. (REV 1.0) Up(x3), Down, HP.
2a. (close) Down(x2), Forward, Up, Run - Cyrax self-distructs, taking his opponent with him.
2b. (REV 1.0) Forward, Back, Down, Up, Forward, Down, Run.

* Fatality - SEKTOR :
1a : (jump distance) LP, Run(x2), Block - Sektor crushes his opponent in a huge clamp.
1b. (REV 1.0) Back(x3), HK.
2. (jump distance) Forward(x3), Back, Block - Sektor uses a flame thrower on his opponent.

* Fatality - NIGHTWOLF :
1a. (close) hold Block, Up(x2), Back, Forward, release Block, Block - Nightwolf causes a great light to engulf his opponent, which disintegrates them.
1b. (REV 1.0) Down, Forward(x2), HK.
2a. (jump distance) Back(x3), Down, HP - Nightwolf summons lightning into his tomahawk. He then electrocutes his opponent.
2b. (REV 1.0) Back(x3), HP.

* Fatality - SHEEVA :
1a. (close) Forward, Down(x2), Forward, LP - Sheeva pounds her opponent into the ground like a nail.
1b. (REV 1.0) Forward(x3), LP.
2a. (close) hold HK, Forward, Back, Forward(x2) and release HK - Sheeva rips all her opponent's skin off.
2b (REV 1.0) hold HK, Forward(x3), and release HK.

* Fatality - KUNG LAO :
1. (close) Forward(x2), Back, Down, HP - Kung Lao throws his hat. It makes four passes at his opponent, cutting them into pieces.
2. (anywhere) Run, Block, Run, Block, Down - Kung Lao does his whirl spin. His opponent gets pulled in and is torn apart.

* Fatality - KABAL :
1a. (jump distance) Down(x2), Back, Forward, Block - Kabal plugs his respirator into his opponent. Their head inflates and they float off the screen where they explode.
1b. (REV 1.0) Back(x2), Forward, Down, Block.
2. Run, Block(x3), HK - Kabal removes his mask to reveal a hideous face and screams at his opponent. His opponent is so frightened that their soul jumps out of their body.

* Fatality - STAGE :
1) Shao Kahn Tower (Bell Tower) - the opponent falls seven stories onto a bed of spikes.
2) Subway - the opponent is uppercutted into the far tracks where they are hit by an oncoming train.
3) The Pit 3 - the opponent is knocked off the bridge into rotating blades and cut apart.
SHANG TSUNG : Hold Block, Up(x2), Back, Release Block, LP
SINDEL : Down(x3), LP
JAX : Down, Forward, Down, LP
KANO : Hold Block, Up(x2), Back, Release Block, LK
LIU KANG : Run, Block(x2), LK
SONYA BLADE : Forward(x2), Down, HP
KURTIS STRYKER : hold Block, Forward, Up(x2), Release Block, HK
SMOKE : Forward(x2), Down, LK
SUB-ZERO : Back, Down, Forward(x2), HK
CYRAX : Run, Block, Run
SEKTOR : Run(x3), Down
NIGHTWOLF : Run(x2), Block
SHEEVA : Down, Forward, Down, Forward, LP
KUNG LAO : Down(x2), Forward(x2), LK
KABAL : Block(x2), HK

* Finish Him/Her - Mercy : (Anywhere) Hold Run, Down(x3), and release Run.

* Finish Him/Her - Animality (After Mercy) :
SHANG TSUNG : (jump distance) hold HP, Run(x3), and release HP - Tsung tunrs into a large green cobra and devours his opponent.
SINDEL : Forward, Up, HP - Sindel turns into a purple wasp and carries her opponent off while stinging them.
SINDEL : (REV 1.0) Forward(x2), HP.
JAX : (close) hold LP, Forward(x2), Down, Forward, and release LP - Jax turns into a yellow lion and pounces on his opponent.
KANO : (close) hold HP, Block(x3), and release HP - Kano turns into an orange spider and crushes his opponent.
LIU KANG : (jump distance) Down(x2), Up - Liu Kang turns into a giant green dragon and bites his opponent in half.
SONYA BLADE : (close) hold LP, Back, Forward, Down, Forward, and release LP - Sonya turns in to a large green bird and hovers over her opponent. She carries her opponent off screen where there is a crunching sound and bones fall back to the ground.
KURTIS STRYKER : (demi jump distance) Run(x3), Block - Stryker turns into a red tyrannosaurus rex and bites his opponent in half.
SMOKE : (jump distance) Down, Forward(x2), Block - Smoke turns into a black bull and rams his opponent off the screen.
SUB-ZERO : (close) Forward, Up(x2) - Sub-Zero turns into a blue polar bear and pounces on his opponent.
CYRAX : (close) Up(x2), Down(x2) - Cyrax turns into a light-blue Shark. He swims off the screen then pops up behind his opponent and eats them.
CYRAX : (REV 1.0) Up(x2), Down.
SEKTOR : (close) Forward(x2), Down, Up - Sektor turns into a giant purple bat. He flies to his opponent and decapitates them.
SEKTOR : (REV 1.0) (close) Down(x2), Up.
NIGHTWOLF : (close) Forward(x2), Down(x2) - Nightwolf turns into a red wolf and pounces on his opponent.
NIGHTWOLF : (REV 1.0) Down(x2).
SHEEVA : (close) Run, Block(x3), Block - Sheeva turns into a giant purple scorpion and stings her opponent, causing them to explode.
KUNG LAO : (close) Run(x4), Block - Kung Lao turns into a yellow leopard and pounces on his opponent.
KABAL : (close) hold HP, Forward(x2), Down, Forward, and release HP - Kabal turns into a green skeleton of a rhinoceros and butts his opponent into the air.
KABAL : (REV 1.0) hold HP 3 seconds, and release.

* Finish Him/Her - Babalities (don't use Block during the last round) :
SHANG TSUNG : Run(x3), LK.
SINDEL : Run(x3), Up.
JAX : Down(x3), LK.
KANO : Forward(x2), Down(x2), LK.
LIU KANG : Down(x3), High Kick.
SONYA BLADE : Down(x2), Forward, LK.
KURTIS STRYKER : Down, Forward(x2), Back, HP.
SMOKE : Down(x2), Back(x2), HK.
SUB-ZERO : Down, Back(x2), HK.
CYRAX : Forward(x2), Back, HP.
SEKTOR : Back, Down(x3), HK.
NIGHTWOLF : Forward, Back, Forward, Back, LP.
SHEEVA : Down(x3), Back, HK.
KUNG LAO : Down, Forward(x2) HP.
KABAL : Run(x2), LK.

* Finish Him/Her - Friendship (don't use Block during the last round) :
SHANG TSUNG : (close) LK, Run(x2) Down - Tsung turns into the character from "Joust" and hops off.
SINDEL : Run(x5), Up - Sindel kicks a ball over her opponent and makes a 'Goal' sign. She then says, 'That was fun!'.
JAX : LK, Run(x2), LK - Jax takes out a jump rope and starts skipping.
KANO : LK, Run(x2), HK - Kano munches on some bubble gum and blows a large bubble, which eventually bursts all over his face.
LIU KANG : Down(x3), Run - A film screen pops up and Liu Kang makes a shadow puppet of a dragon.
SONYA BLADE : Back, Forward, Back, Down, Run - Sonya does 'Elbow Sex' with herself??
KURTIS STRYKER : LP, Run(x2), LP - Stryker blows a whistle and takes out a stop sign. The other kombatants run by and Stryker directs them to the other side.
SMOKE : Run(x3), HK - An enormous brass horn comes out of Smoke's chest, and he blares a note.
SUB-ZERO : (anywhere) LK, Run(x2), Up - Sub-Zero engulfs himself in a snowman.
CYRAX : Run(x3), Up - Cyrax does a little dancing.
SEKTOR : Run(x4), Down - A Ring-the-Bell game pops up and Sektor plays it.
NIGHTWOLF : Run(x3), Down - Nightwolf turns into Raiden. A "Mortal Kombat II" machine falls behind him. At the bottom of the screen are the words : "I have never seen a Kano transformation!", OR "No, but I know how to do a Raiden transformation!".
SHEEVA : Forward(x2), Down, Forward, HP (Hold joystick forward when pressing High Punch) - Sheeva holds a stick in each hand and balances a plate on each.
KUNG LAO : Run, LP, Run, LK - Kung Lao tosses his hat off screen. A dog chases after the hat. Kung Lao covers his eyes as there is a cry off screen, then sadly shakes his head.
KABAL : Run, LK, Run(x2), Up - Kabal roasts a marshmallow on his hook sword.

- SERIES -

1. Mortal Kombat (1992, Arcade) 
2. Mortal Kombat II (1993, Arcade) 
3. Mortal Kombat 3 (1995, Arcade) 
4. Ultimate Mortal Kombat 3 (1995, Arcade) 
5. Ultimate Mortal Kombat 3 [WaveNet Edition] (1995, Arcade) 
6. Mortal Kombat Trilogy [Model SLUS-00330] (1996, PS) 
7. SUB-ZERO - Mortal Kombat Mythologies [Model SLUS-00476] (1997, PS) 
8. Mortal Kombat 4 (1997, Arcade) 
9. Mortal Kombat - Special Forces [Model SLUS-00824] (2000, PS) 
10. Mortal Kombat Advance [Model AGB-AM5E-USA] (2001, GBA) 
11. Mortal Kombat - Deadly Alliance [Model SLUS-20423] (2002, PS2) 
12. Mortal Kombat - Tournament Edition [Model AGB-AW4E-USA] (2003, GBA) 
13. Mortal Kombat - Deception / Mystification (2004, PS2) 
14. Mortal Kombat - Shaolin Monks (2005, XBOX, PS2) 
15. Mortal Kombat - Armageddon (2006, XBOX, PS2) 
16. Mortal Kombat vs. DC Universe (2008, PS3, 360) 
17. Mortal Kombat (2011, PS3, 360)
18. Mortal Kombat X (2015, PS4, One)

- STAFF -

Software : Ed Boon 
Graphics : John Tobias, Steve Beran, Tony Goskie, Dave Michicich, John Vogel 
Sound and music : Dan Forden 
Executive producers : Neil Nicastro, Ken Fedesna, Paul Dussault 
Hardware designers : Pat Cox, Steve Correll, Ray Gay, Mark Loffredo, John Lowes, Ray Macika, Cary Mednick, Steve Norris 
Senior hardware technicians : Sheridan Oursler, Al Lasko, Jeff Peters 
Sales and marketing : Joe Dillon, Rachel Davies, Lenore Sayers, Mark Chan, Roger Sharpe 
Grunts, Screams, Groans and Gibberish : John Hey, Peg Burr, Dan Forden, Ann Mazza, Vince Pontarelli, Ed Boon 
Game testers / Analysis : Mike Vinikour, Eddie Ferrier 

* CAST : 
Kano, Kabal : Richard Divizio 
Sonya : Kerri Hoskins 
Jax : John Parrish 
Stryker : Michael Obrien 
Liu Kang : Eddie Wong 
Nightwolf, Sektor, Cyrax, Smoke : Sal Divita 
Sub-Zero, Shang Tsung : John Turk 
Sindel : Lia Montelongo 
Shao Kahn : Brian Glynn 
Kung Lao : Tony Marquez 
Voice of Shao Kahn : Steve Ritchie

- PORTS -

* Consoles : 
Sega Genesis [US] (1995) "Mortal Kombat 3 [Model T-97116]" 
Sega Mega Drive [EU] (1995) "Mortal Kombat 3 [Model T-81536-50]" 
Sega Mega Drive [BR] (1995) "Mortal Kombat 3 [Model 050010]" by Tec Toy 
Nintendo SNES [EU] (1995) "Mortal Kombat 3 [Model SNSP-A3MP-EUR]" 
Nintendo SNES [US] (October 1995) "Mortal Kombat 3 [Model SNS-A3ME-USA]" 
Sony PlayStation [US] (October 7, 1995) "Mortal Kombat 3 [Model SCUS-94202]" 
Sony PlayStation [EU] (November 1995) "Mortal Kombat 3 [Model SCES-00060]" 
Sony PlayStation [JP] (June 14, 1996) "Mortal Kombat 3 [Model SIPS-60006]" 
Sega Master System [BR] (1996) "Mortal Kombat 3 [Model 028730]" by Tec Toy 
Sony PlayStation 2 [AU] (2004) "Midway Arcade Treasures 2" 
Microsoft XBOX [US] (October 11, 2004) "Midway Arcade Treasures 2 [Model MWO-3201W]" 
Nintendo GameCube [US] (October 11, 2004) "Midway Arcade Treasures 2 [Model DOL-GAYE-USA]" 
Sony PlayStation 2 [US] (October 11, 2004) "Midway Arcade Treasures 2 [Model SLUS-20997]" 
Microsoft XBOX [EU] (October 29, 2004) "Midway Arcade Treasures 2" 
Sony PlayStation 2 [EU] (October 29, 2004) "Midway Arcade Treasures 2 [Model SLES-52844]"

* Handhelds : 
Atari Jaguar [Unreleased Prototype] 
Nintendo Game Boy [EU] (1995) "Mortal Kombat 3 [Model DMG-A3MP-EUR]" 
Nintendo Game Boy [US] (November 1995) "Mortal Kombat 3 [Model DMG-A3ME-USA]" 
Sega Game Gear [EU] (1996) 
Sony PSP [US] (December 13, 2005) "Midway Arcade Treasures Extended Play [Model ULUS-10059]"
Sony PSP [EU] (February 24, 2006) "Midway Arcade Treasures Extended Play [Model ULES-00180]" 

* Computers : 
PC [MS-DOS, CD-ROM] [US] [EU] (1996) 
PC [MS Windows, CD-ROM] [US] (February 17, 2006) "Midway Arcade Treasures Deluxe Edition"
PC [MS Windows, CD-ROM] [EU] (March 17, 2006) "Midway Arcade Treasures Deluxe Edition" by Zoo Digital Publishing 

* Others : 
Tiger R-Zone [US] (1996)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1675&o=2

$end


$nes=mk3,mk3a,mk3sp56,
$bio

Mortal Kombat 3 (c) 199? Super Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84063&o=2

$end


$nes=mk3ex60,mk3ex60a,
$bio

Mortal Kombat 3 Extra 60 (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84064&o=2

$end


$info=mk3mdb,
$bio

Mortal Kombat 3 [Bootleg] (c) 1996 KGS.

Bootleg of the Sega Genesis version. In this version, Smoke is selectable from the start like all the other characters.

- STAFF -

* CAST : 
Kano, Kabal : Richard Divizio
Sonya : Kerri Hoskins
Kabal : Richard Divizio
Jax : John Parrish
Stryker : Michael Obrien
Liu Kang : Eddie Wong
Nightwolf, Sektor, Cyrax, Smoke : Sal Divita
Sub-Zero, Shang Tsung : John Turk
Sindel : Lia Montelongo
Shao Kahn : Brian Glynn
Kung Lao : Tony Marquez
Voice of Shao Kahn : Steve Ritchie

Runway MK3 Design Team: Ed Boon, John Tobias, Steve Beran, Dan Forden, Tony Goskie, Dave Michicich, John Vogel
Lead Programmer: Jim Henn
Programmers: Patrick Alphonso, Mike Crandall, Paul Blagay
Art Manager: Gary Penacho
Sound and Drivers: Chris Braymen, Roy Wilkins
Artists: Neil Melville, Jeff Knight, Mary Scriven, Mike Lott, Kent Barney, 
Art Conversion: Jim Jung ('Crash')
Director: Jeff Peters
Development Tools: Ned Martin, Adam Clayton, Jim Henn, Rob Nelson, Mike Callahan, Patrick Alphonso
Testing Manager: Gary Rowberry
Night Shift Manager: Garon Galloway
Graveyard Shift Manager: Chandler Holbrook
Game Testers: John Howa, Scott Hanks, Chris Olsen, Ben Nielson, Greg Murphy, Ryan McBride, David Hanks, Ryan Milligan, Jason Humphrey, Tristan Bracken, 
Manual Design and Production: Debbie Austin, Steve High, Shawn Murphy
Quality Control: Brian Johnson

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=33004&o=2

$end


$sms=mk3,
$bio

Mortal Kombat 3 (c) 1996 Tec Toy

- TECHNICAL -

Model # 028730

- TRIVIA -

Mortal Kombat 3 for Sega Master System was released exclusively in Brazil.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56106&o=2

$end


$gameboy=mk3u,
$bio

Mortal Kombat 3 (c) 1995 Acclaim Ent., Incorporated.

Get ready for the fight of your life...

- Eight selectable fighters - including 6 new characters and 1 fighter hidden within the game! Watch out fo this dude!

- Five direct-from-the-arcade backgrounds to keep you jumping!

- Secret portals that allow you to smash up and down into different backgrounds for the ultimate bi-level battlefield!

- New fatalities and babalities!

- Intense, fully-digitized fighters for the most realistic action you've ever encountered!

- TECHNICAL -

Cartridge ID: DMG-A3ME-USA

- TRIVIA -

Mortal Kombat 3 for Game Boy was released in November 1995 in North America.

Announced as the largest Game Boy fighters ever.

- TIPS AND TRICKS -

KOMBAT KODES:
At the Versus Screen...
Dark Mode: 688-422
Fight Smoke: 205-205
Message 1: 987-666
Message 2: 123-926
Message 3: 282-282
No Blocks: 020-020
No Power Bars: 987-123
No Throws: 100-100
Play as Smoke: 192-234
Player 1 1/2 life: 033-000
Player 1 1/4 life: 707-000
Player 2 1/2 life: 000-033
Player 2 1/4 life: 000-707
Psycho Mode: 985-125
Randper Kombat: 460-460
Run Always: 466-466
Switch: 460-450

- STAFF -

Developed by: Software Creations

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66499&o=2

$end


$gameboy=mk3,
$bio

Mortal Kombat 3 (c) 1995 Acclaim Ent., Incorporated.

European release. Game developed in USA. See the original American release entry for more information about the game itself; "Mortal Kombat 3 [Model DMG-A3ME-USA]".

- TECHNICAL -

Cartridge ID: DMG-A3MP-EUR

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66498&o=2

$end


$snes=mk3u,mk3up,mk3upa,
$bio

Mortal Kombat 3 (c) 1995 Acclaim Ent., Incorporated.

Get ready for the fight of your life...

With 14 selectable fighters, including 8 new characters, a new boss and 1 fighter hidden within the game in 32 megs, the largest Mortal Kombat game ever with image memory increased by 33% for awesome graphic resolution, 12 new 3D-rendered moving backgrounds to keep you jumping, secret portals that allow you to smash up and down into different backgrounds for the ultimate bi-level battlefield, more fatalities, animalities, and babalities, and intense, live-action, fully-digitized fight sequences for the most realistic action you've ever encountered!

...Plunge into the darkness, it's your fight. It's your life. Mortal Kombat 3.

- TECHNICAL -

Cartridge ID: SNS-A3ME-USA
Package ID: SNS-P-A3ME

- TRIVIA -

MK3 for SNES was released on October 13, 1995.

- TIPS AND TRICKS -

These Kombat Kodes are exclusive to the SNES version of the game. To see the arcade codes, visit the "Mortal Kombat 3" arcade entry.

Some players find it easier to memorize the codes by referring to them in terms of the number of button presses it takes to get the proper symbols in place. For example, Throwing Disabled - MK, Dragon, Dragon, MK, Dragon, Dragon - is easier to remember in numeric form as 100-100. Example, both Player 1 and Player 2 press High Punch (HP) button 1 time:

955-955 - Extended Fatality Time
091-293 - Sweeping Disabled
445     - Timer Disabled (enter kode on either or both player sides)
449-449 - Player Invisible
688-688 - Quick Uppercut Recovery
987-655 - Play Scott's Slots
999-995 - Kombos Disabled
012-012 - Timer Disabled, Health Recovery
432-234 - Timer Disabled, Less Damage
120-120 - Displays Kredits before the match
989-898 - Tournament Mode
221-557 - Bi-level battlefield on any Kombat Zone
944-944 - 1 Round matches, Quick Finish Enabled (one button fatalities)
191-191 - Hyper Fighting

To enable Smoke, power on the game, hold Left and A on the first screen displayed. Hold Right and B at the Williams screen, then hold X and Y until you see Smoke walk from the left to the center of the screen.

Hold buttons L and R and press Start to begin a game in Tournament mode, an 8-man endurance match.

At the "Start, Options" screen, you can access four new menus with these codes:

Kool Stuff: Up, Up, Down, Down, Left, Right, A, B, A
Kooler Stuff: Select, A, B, Right, Left, Down, Down, Up, Up
Scott's Stuff: X, B, A, Y, Up, Left, Down, Right, Down
Sound Test: A, Y, B, X

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63286&o=2

$end


$snes=mk3,mk3p,mk3p1,
$bio

Mortal Kombat 3 (c) 1995 Williams Ent., Incorporated.

- TECHNICAL -

Cartridge ID: SNSP-A3MP-EUR
Package ID: SNSP P A3MP

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63285&o=2

$end


$gamegear=mk3,
$bio

Mortal Kombat 3 (c) 1995 Acclaim Ent., Incorporated.

- TECHNICAL -

Model T-81368-50

- STAFF -

Developed by: Software Creations

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64717&o=2

$end


$megadriv=mk3,
$bio

Mortal Kombat 3 (c) 1995 Acclaim Entertainment, Incorporated.

European release.

- TECHNICAL -

[Model T-81536-50]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56690&o=2

$end


$megadriv=mk3u,
$bio

Mortal Kombat 3 (c) 1995 Midway Mfg. Co. 

North American release.

- TECHNICAL -

Model T-97116

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57312&o=2

$end


$info=mk4,mk4a,mk4b,
$bio

Mortal Kombat 4 (c) 1997 Midway Games

The 4th installment of the classic 'Mortal Kombat' series. New graphics, new fighters and a whole new challenge awaits you. Prepare to do battle and take on a whole new dimension.

- TECHNICAL -

Midway Zeus hardware

Main CPU : TMS32031 (@ 50 Mhz)
Sound CPU : ADSP2104 (@ 16 Mhz)
Sound Chips : (2x) DMA-driven (@ 16 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 6

- TRIVIA -

Mortal Kombat 4 was released in September 1997 in USA. It was the first Mortal Kombat game to be rendered in 3-D. Many fans consider this game to be the weakest in the series. 

In the pre-release trailers both Reptile and Fujin had God-O-Mite as a name in their lifebars. 

Kitana was originally planned to be in Mortal Kombat 4. However, her color palette was changed to brown to make Tanya. 

Noob Saibot was originally going to be in the arcade version of Mortal Kombat 4. He made an appearance in a few of the earlier versions of the game. 

Unfortunately the game needed more new characters and so in beta version 5 (Release : September 2nd, 1997) Noob Saibot's place on the character select screen was taken by the Kano-like character Jarek. And so Noob Saibot skipped the first official release (known as Revision 1) of the game. 

Noob Saibot also made an appearance in the first beta version (Released : September 26th, 1997) of the second official release of the game. In the second beta version, his place was taken by the newcomer, Reiko. This is unfortunately the last appearance of Noob Saibot in the arcade version of Mortal Kombat 4. 

Like Kitana and Noob Saibot, Kano was also planned for MK4, however, due to there not being enough new characters in the game, they left Kano out of the roster and put Jarek instead of him. 

Jarek directly had Kano's signature moves and fatalities, which caused a lot of complaints from fans simply born by the fact that there was nothing original in Jarek. 

Midway / Toasty Productions released a limited-edition soundtrack album for this game (Music: MK3 & MK4 Arcade Video Game Soundtrack) on January 1, 1997.

- UPDATES -

Beta 1 - July 25th, 1997
* The Special 'Road Tour' version of MK4. 
* 9 Playable Characters : Sub-Zero, Scorpion, Sonya, Liu Kang, Shinnok, Fujin, Raiden, Noob Saibot, and Quan Chi. 
* 6 empty spaces 
* Auto-Combo's are in the game. Usually some easy combination like 4 High Punches. 
* Timer Frozen at '99' the entire match. 
* No 1-player mode. 1-on-1 playing only. 
* No moves or weapons in this version for Noob Saibot, Shinnok, and Quan Chi.
* Sub-Zero's Freeze and Clone effects not yet implemented. 
* Many glitches in gameplay and sounds/graphics. 
* The game crashed or reset itself every 10 minutes on average. 
* For some reason, the machine didn't like it when you play as the same character as your opponent. 
* Moves are extremely glitchy in the corner. 

Beta 2 - August 9th, 1997
* Kai and Reptile are now selectable. 
* 'Hidden' and 'Random' buttons on Select Screen now work. 
* You can now fight against each other with the same character without the game locking up, however the corner glitches and camera problems continue. 
* The Game Counter now works. 
* The 'Wins' Counter still doesn't work, however there is a 'Top 20 Wins List'. 
* Sub-Zero's freeze and clone effects now work correctly. 
* Kai's name isn't on his powerbar, and his name isn't announced. 
* Shinnok and Fujin get new select screen pictures. 
* Noob Saibot, Quan Chi, Reptile, and Shinnok still have no moves or weapons. 
* Kai has one move where he stands on his hands. 
* Still no 1-player mode. 1-on-1 fighting only. 

Beta 2.1 - August 10th, 1997
* A very small upgrade that simply fixed a few bugs in Beta Version 2. 

Beta 3 - August 18th, 1997
* Tanya is now selectable. 
* Auto-Combos removed. 
* Shinnok's Impersonation moves added. 
* Shinnok get a bladed staff, Quan Chi gets a straight edged sword, Tanya gets Sonya's spinning bladed wheel. Reptile and Noob Saibot still don't have any weapons. 
* Quan Chi gets a new Green Skull move. 
* 1-Player mode now available. The 'Choose Your Destiny' screen moves in full 3-D. 
* Reptile and Shinnok still don't have moves. 
* Tanya has one move, an air fireball. 
* Kai now has a leg spin along with the leg grab when he gets in his handstand stance. 
* A number of small revisions were made to this upgrade, fixing small bugs and glitches. 
* Select screen switched around. Kai and Reptile are on top, and bottom row is moved around. 

Beta 4 - August 22nd, 1997
* Tanya gets her fireballs, Kai gets his fireballs, Quan Chi gets new moves, Shinnok's Impersonations added, Reptile gets new moves, Noob Saibot gets a teleport and slam, and a few other new moves for various characters. 
* 'The Living Forest' and 'The Prison' background stages added. 
* Many of the glitches from previous upgrades have been cleared up, however the camera glitches and lockups continue to be a problem. 
* Noob Saibot gets a spiked club. 

Beta 5 (Ver 0.99) - September 2nd, 1997
* Jarek replaces Noob Saibot on the Select Screen. 
* Jarek has 2 moves, a Cannonball and a Telekinetic Slam.
* Lots and lots of weapon changes. Kai and Reptile both have Shinnok's staff, Jerek has Raiden's hammer, and Sub-Zero no longer has his axe. Instead, he has some type of sword.
* No Boss, No Character Profiles, No Ending. 
* Prison Stage Fatality added. 
* Introduction Storyline with Raiden added, without speech. 

Ver 1.0 - September 11th, 1997
* First OFFICIAL Release of MK4. 
* Raiden's Introductory speech added. 
* Only 2 Fatalities in this Version : Sub-Zero's Spine Rip and Shinnok's Leg Rip, where he first must impersonate Sub-Zero, then do the same movement as Sub-Zero's Spine Rip. This may have been an error on the part of the Design Team. 
* An Error in the DIP switch settings, where switch one, labeled 'Fatalities ON/OFF' needed to be OFF in order for Fatalities to be shown. 
* Prison Stage Fatality movements for most characters added. 
* Camera lock-ups and glitches continue to be a problem, this late into development. 

Ver 1.44 - September 26th, 1997
* 1st Beta Test of the next Official Release, Version 2.0 
* Tested in Chicago only. 
* The 3 Question Marks in the middle of the screen are now taken by Johnny Cage, Jax, and Noob Saibot. 
* Interactive Background feature added : Scattered rocks in Goro's Lair and Decapitated Heads in the Furnace stages that the players can pick up and throw at each other. 
* 3-D Sidestep added, which gives the player the ability to 'sidestep' projectiles by pressing D+RUN 
* Computer AI increased 
* Sub-Zero has a 'Freeze Wand' for a weapon, with which he can freeze you with. If your opponent picks it up, he can freeze you back. 
* 'Danger' added (when you only have a sliver of life left) 
* Character Introduction Biographies added, however still no endings. 
* Shinnok is at the top of every tower, which denotes him as the
final boss. 
* VS. Screen Added, Complete with VS. Screen Codes 
* Characters can now throw and drop their weapons. 
* Sub-Zero's Spine Rip from Version 1.0 doesn't seem to work in this version. 

Ver 1.72 - October 13th, 1997
* 2nd Beta Test of the Official Release, Version 2.0 
* Tested in Chicago only. 
* 'Reiko' takes the place of Noob Saibot on the select screen. 
* Endings have been added for everyone but Reiko. 
* Raiden now has electricity flowing effects around him. It happens more often than it did in MK1. 
* Sub-Zero's Spine Rip has been enabled again. A red stripe has been added to his face, which denotes that he's the Sub-Zero from MK3/UMK3. 
* Sub-Zero can no longer freeze you with his freeze wand after a
breaker move. 
* Scorpion has his 'Fire Breath' move, where he takes off his mask, and breathes a stream of fire straight out. 
* Tanya has a boomerang for a weapon. 
* Jax and Johnny Cage both have fireballs now. 
* Jax has his Quad-Throw added. 
* Shinnok has a Reiko Impersonation. 
* Quan Chi gets a new select screen picture. 
* Jarek has a new fireball, different from his previous one. 
* A lot of things added to the Attract Mode, like an ad for MK : Mythologies and a 'Powered By : Zeus' ad.
* The game uses a new font for everything but the power bars, just like it was in MK3/UMK3. 
* The MAXIMUM DAMAGE system added, which prevents you from doing any combo over 40% in damage. 
* The computer draws, uses, throws, and picks up weapons quite effectively now. 
* Alternate Color/Clothing system added, where you can do a certain button combination to change the color scheme of your character. 
* Instead of the characters being direct palette (color) swaps as it was in MK3/UMK3, the characters now have small differences in their clothing. For example, Sub-Zero can either have his mask on or off, Liu Kang can either have his shirt on or off, etc. 

Ver 2.0 - October 15th, 1997
* Second OFFICIAL release of MK4. 
* Reiko's Ending Finished, although all he seems to do is walk through a portal in Scorpion's fire stage, and that's it. 
* Many more Fatalities Added 
* Basically the same as Version 1.72. Just a few bug fixes
here and there. 

Ver 2.1 - October 17th, 1997 
* Exactly the same as Version 2.0 
* The only thing fixed was a nasty CPU bug which was making the computer extremely easy to beat, and even allowing someone to control the computer with the second controller. This was causing arcades to lose revenue, because the game was so easy that you could beat it within minutes to see the endings, then never play it again. 

Ver 3.0 - January 20th, 1998 
* 3rd and supposedly final OFFICIAL release of MK4. 
* Had been testing for about a month in Chicago before going national. 
* A 2nd Fatality for every character. 
* Stage Fatality added to Goro's Lair where you uppercut them into spikes on the ceiling. Requires a different movement than the Prison Stage Fatality. 
* Spiked balls added to the floors of the Purple Stage for throwing. 
* Most bugs have been fixed, however camera flaws still exist, 
especially in the Purple Stage. 
* More Kombat Kodes added. 
* New weapon for Johnny Cage. 
* Fatality 'Demo' added at the beginning of the game. It shows fatalities being performed, and just before any killing is done, it fades to black and the 'Fatality' sign appears. 
* More breakers have been added and switched around. 
* Close Captions have been added to the endings for noisy arcades. 
* The Combo System has been modified, and Air Combos and linkers are now possible. 
* There was a glitch in Version 2.92 (A beta of Version 3.0) where 
if you chose the 2-on-2 Kombat, then each player chose either Sub-Zero or Scorpion as 1 of their 2 characters, when the match began, one of each player's characters would be a bloody corpse! The skeletons would fight each other and everything. With the recent remark 'Meat Lives' made on Ed Boon's MK4 Page, the rumors have been flowing on if this corpse is secretly playable in MK4. Meat IS in fact playable in this version.

- TIPS AND TRICKS -

* Alternate Costumes : enter one of the following codes at the character selection screen while highlighting that particular Character.
FUJIN : hold Start, then press LP + HP + HK
JAREK : hold Start, then press HK + HP + RN
JAX : Hold Start, then press RN + LP + BL
JOHNNY CAGE : hold Start, then press RN + LP + LK
KAI : hold Start, then press HP + BL + LK
LIU KANG : hold Start, then press HK + BL + LK
QUAN CHI : hold Start, then press HP + RN + HK
RAIDEN : hold Start, then press LP + BL + HK
REIKO : hold Start, then press RN + HP + LK
REPTILE : hold Start, then press LP + BL + LK
SCORPION : hold Start, then press HP + HK + BL
SHINNOK : hold Start, then press HP + BL + LP
SONYA : hold Start, then press LK + HP + RN
SUB-ZERO : hold Start, then press RN + BL + HP
TANYA : hold Start, then press HK + LK + HP

* SHINNOK : the Morphing list...
CAGE : Down(x2), HP
FUJIN : Forward(x2), Back, HK
JAREK : Back(x3), LK
JAX : Forward, Down, Forward, HK
KAI : Forward(x3), LK
LIU KANG : Back(x2), Forward, HK
QUAN CHI : Back, Forward, Back, Forward, LK
RAIDEN : Down, Forward(x2), HP
REIKO : Back(x3), Block
REPTILE : Back(x2), Forward, Block
SCORPION : Forward, Back, LP
SONYA : Forward, Down, Forward, HP
SUB ZERO : Down, Back, LP
TANYA : Back, Forward, Down, Block

* Fatality - CAGE : 
1. Forward, Back, Down(x2), HK
2. Down(x2), Forward, Down, Block

* Fatality - FUJIN : 
1. Run+Block(x5)
2. Down, Forward(x2), Up, Block

* Fatality - JAREK : 
1. Forward, Back, Forward(x2), LK
2. Up(x2), Forward(x2), Block

* Fatality - JAX : 
1. Hold (LK 3s), Forward(x2), Down, Forward, Release LK
2. Back, Forward(x2), Down, Block

* Fatality - KAI :
1. Hold Block, Up, Forward, Up, Back, HK
2. Up(x3), Down, Block

* Fatality - LIU KANG : 
1. Forward(x3), Down, HK+LK+Block
2. Forward, Down(x2), Up,HP

* Fatality - QUAN CHI : 
1. Hold (LK 5s), Forward, Down, Forward, Release LK
2. Up(x2), Down(x2), LP

* Fatality - RAIDEN : 
1. Hold Block, Forward, Back, Up(x2), HK
2. Down, Up(x3), HP

* Fatality - REIKO : 
1. Forward, Down, Forward, LP+Block+HK+LK
2. Back(x2), Down(x2), HK

* Fatality - REPTILE : 
1. Hold (HP+HK+LP+LK), Up
2. Up, Down(x3), HP

* Fatality - SCORPION : 
1. Back, Forward(x2), Back, Block
2. Back, Forward, Down, Up, HP

* Fatality - SONYA : 
1. Hold Block, Down(x3), Up, Run
2. Up, Down(x2), HK

* Fatality - SUB ZERO :
1. Forward, Back Forward, Down, (HP+Block+Run)
2. Back(x2), Down, Back, HP

* Fatality - SHINNOK :
1. Down, Back, Forward, Down, Run
2. Down, Up(x2), Down, Block

* Fatality - TANYA : 
1. Down(x2), Up, Down, HP+Block
2. Down, Forward, Down, Forward, HK

* Fatality - level ''Spike''
CAGE : Back, Forward(x2), LK
FUJIN : Back, Forward, Back, HP
JAREK : Back, Forward(x2), LP
JAX : Forward(x2), Back, HP
KAI : Back, Forward, Down, HK
LIU KANG : Forward(x2), Back, HK
QUAN CHI : Forward(x2), Back, LK
RAIDEN : Forward(x2), Down, LP
REIKO : Forward(x2), Down, LK
REPTILE : Down(x2), Forward, HK
SCORPION : Back, Forward(x2), LK
SHINNOK : Down, Forward, Back, HP
SONYA : Forward, Down, Forward, HP
SUB ZERO : Down(x3), LK
TANYA : Forward(x3), LP

* Fatality - level 'Fan'
CAGE : Down, Forward(x2), HK
FUJIN : Down(x3), HK
JAREK : Forward, Down, Forward, HK
JAX : Forward(x2), Back, LK
KAI : Forward(x2), Down, Block
LIU KANG : Forward(x2), Back, LP
QUAN CHI : Forward(x2), Down, HP
RAIDEN : Down, Forward, Back, Block
REIKO : Down(x2), Back, LP
REPTILE : Down, Forward(x2), LP
SCORPION : Forward, Down(x2), LK
SHINNOK : Down(x2), Forward, HK
SONYA : Down, Back(x2), HK
SUB ZERO : Hold Block, Down, Up(x3), Release Block, HK
TANYA : Back, Forward, Down, HP

* Hidden Character Meat : Enter 'Group Mode' and successfully complete the game with all 15 characters. After this has been accomplished, select any character and begin a match. Your character will play as Meat with all the moves of the character that was selected.

* Choose Your Destiny : Use Start button to rotate the tower before choosing it.

* Toasty 3- D: Hold Start during Scorpion's 'Breath of Death' fatality, and Dan Forden (MK4's Sound Programmer) will say 'Toasty! 3-D!'

* Goro's Lair Fatality Extras :
1. Hold Down on both joysticks after doing the Goro's Lair Fatality with any character, and the victim will slide off the spikes and fall back to the ground, a bloody mess.
2. Hold Start after doing the Goro's Lair Fatality with any character, and Dan Forden (MK4's Sound Programmer) will say his classic 'Toasty!'

* What Are You Waiting For : If you wait for an extended amount of time at the "Select Method of Kombat" screen, the announcer will say "What are you waiting for!?"

* Offensive Words : If you enter an offensive word at the 'Greatest Warrior is...' screen, such as 'DIK' or 'FUK', those initials will be replaced with MK co-creator Ed Boon's initials, 'TRA' or 'MAB'.

* Kombat Kodes : Enter one of the following kodes to activate the corresponding effect.
Kode 1: 111-111 "Free Weapon"
Kode 2: 100-100 "Throwing Disabled"
Kode 3: 444-444 "Armed and Dangerous"
Kode 4: 666-666 "Silent Kombat"
Kode 5: 050-050 "Explosive Kombat"
Kode 6: 222-222 "Random Weapons"
Kode 7: 123-123 "No Power ??"
Kode 8: 555-555 "Many Weapons"
Kode 9: 333-333 "Randper Kombat"
Kode 10: 060-060 "No Rain"
Kode 11: 002-002 "Weapon Kombat"
Kode 12: ???-??? "4 Player Randper Illegal"
Kode 13: 012-012 "Noob Saibot Mode"
Kode 14: 020-020 "Red Rain"
Kode 15: 010-010 "Maximum Damage Disabled"
Kode 16: 110-110 "Throwing and Max Damage Disabled"
Kode 17: 011-011 "Kombat Zone: Goro's Lair"
Kode 18: 022-022 "Kombat Zone: The Well"
Kode 19: 033-033 "Kombat Zone: Elder Gods"
Kode 20: 044-044 "Kombat Zone: The Tomb"
Kode 21: 055-055 "Kombat Zone: Wind World"
Kode 22: 066-066 "Kombat Zone: Reptile's Lair"
Kode 23: 101-101 "Kombat Zone: Shaolin Temple"
Kode 24: 202-202 "Kombat Zone: Living Forest"
Kode 25: 303-303 "Kombat Zone: The Prison"
Kode 26: 001-001 "Unlimited Run"

- SERIES -

1. Mortal Kombat (1992, Arcade) 
2. Mortal Kombat II (1993, Arcade) 
3. Mortal Kombat 3 (1995, Arcade) 
4. Ultimate Mortal Kombat 3 (1995, Arcade) 
5. Ultimate Mortal Kombat 3 [WaveNet Edition] (1995, Arcade) 
6. Mortal Kombat Trilogy [Model SLUS-00330] (1996, PS) 
7. SUB-ZERO - Mortal Kombat Mythologies [Model SLUS-00476] (1997, PS) 
8. Mortal Kombat 4 (1997, Arcade) 
9. Mortal Kombat - Special Forces [Model SLUS-00824] (2000, PS) 
10. Mortal Kombat Advance [Model AGB-AM5E-USA] (2001, GBA) 
11. Mortal Kombat - Deadly Alliance [Model SLUS-20423] (2002, PS2) 
12. Mortal Kombat - Tournament Edition [Model AGB-AW4E-USA] (2003, GBA) 
13. Mortal Kombat - Deception / Mystification (2004, PS2) 
14. Mortal Kombat - Shaolin Monks (2005, XBOX, PS2) 
15. Mortal Kombat - Armageddon (2006, XBOX, PS2) 
16. Mortal Kombat vs. DC Universe (2008, PS3, 360) 
17. Mortal Kombat (2011, PS3, 360)
18. Mortal Kombat X (2015, PS4, One)

- STAFF -

Design Team: Ed Boon, Dave Michicich, Todd Allen, Mike Boon, Steve Beran, John Vogel, Dan Forden, Mark Loffredo, Tony Goskie, John Tobias, Josh Tsui, Mark Penacho
Game Analysts/Testers: Alex Giliam, Paulo Garcia, Mike Vinikour, Eddie Ferrier
Executive Producers: Neil Nicastro, Ken Fedesna, Paul Dussault, Cary Mednick
Zeus Hardware: Mark Loffredo, Glen Shipp, Ken Williams, Pat Cox
Senior Hardware Technicians: Sheridan Oursler, Al Lasko, Leroy Brown, Rosalind Dugas
Additional Testing: Brian Lebaron
Motion Capture Talent: Rich Divizio, Carlos Pesina, Tony Marquez, Benny Ghofrani, Ed Boon, John Vogel, Sal Divita
Cabinet Design: Herman Sanchez, Nick Ehrlich, Dan Bigelow

* VOICE :
Sonya Blade : Kerri Hoskins
Sub-Zero : John Turk
Quan Chi : Richard Divizio
Jackson Briggs : John Parrish
Additional Voices : Brian Glynn, Robert Gaston, Mark Meyers

- PORTS -

* Consoles : 
Nintendo 64 [US] (June 23, 1998) "Mortal Kombat 4 [Model NUS-NM4E-USA]" 
Sony PlayStation [US] (June 24, 1998) "Mortal Kombat 4 [Model SLUS-00605]"  
Nintendo 64 [EU] (September 15, 1998) "Mortal Kombat 4 [Model NUS-NM4P-EUR]" 
Sony PlayStation [EU] (October 1998) "Mortal Kombat 4 [Model SLES-01349]" 
Sega Dreamcast [EU] (1999) "Mortal Kombat Gold [Model T-9701D-61]" 
Sega Dreamcast [US] (August 31, 1999) "Mortal Kombat Gold [Model T-9701N]" 

* Handhelds : 
Nintendo Game Boy Color [US] (December 1998) "Mortal Kombat 4 [Model DMG-A4KE-USA]" 
Nintendo Game Boy Color [EU] (April 1999) "Mortal Kombat 4 [Model DMG-A4KP-EUR]" 

* Computers : 
PC [MS Windows 9x, CD-ROM] [US] (July 31, 1998) 
PC [MS Windows 9x, CD-ROM] [EU] (April 6, 2001)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3510&o=2

$end


$gbcolor=mk4g,
$bio

Mortal Kombat 4 (c) 1998 Midway Home Ent.

- TECHNICAL -

Game ID: DMG-A4KD-NOE

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68415&o=2

$end


$gbcolor=mk4,
$bio

Mortal Kombat 4 (c) 1998 Midway Home Ent.

North American release.

- TECHNICAL -

Game ID: DMG-A4KE-USA

- TRIVIA -

Mortal Kombat 4 for Game Boy Color was released in December 1998 in North America.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68413&o=2

$end


$nes=mk4,mk4p8,
$bio

Mortal Kombat 4 (c) 199? NT.

- TECHNICAL -

Game ID: NT-326

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84065&o=2

$end


$n64=mk4u,
$bio

Mortal Kombat 4 (c) 1998 Midway Home Entertainment.

North American release.

- TECHNICAL -

Game ID: NUS-NM4E-USA

- TRIVIA -

Mortal Kombat 4 for Nintendo 64 was released on June 23, 1998 in North America.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57842&o=2

$end


$n64=mk4,
$bio

Mortal Kombat 4 (c) 1998 GT Interactive

European release.

- TECHNICAL -

Game ID: NUS-NM4P-EUR

- TRIVIA -

Mortal Kombat 4 for Nintendo 64 was released on September 15, 1998 in Europe.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83925&o=2

$end


$nes=mk6u1,
$bio

Mortal Kombat 6 (c) 1996 NT.

Title hack of Ge De Industry's Garou Densetsu Special. Only the menu was changed, the game remains the same.

- TRIVIA -

NT released another Mortal Kombat 6 in 1997 that is completely different.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95413&o=2

$end


$nes=mk6,
$bio

Mortal Kombat 6 (c) 1997 N.T

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84066&o=2

$end


$nes=mk7,
$bio

Mortal Kombat 7 (c) 1996 N.T

Title hack of Yuu Yuu Hakusho Final.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84067&o=2

$end


$gba=mkau,
$bio

Mortal Kombat Advance (c) 2001 Midway Home Ent.

Midway brings its popular fighting series to the Game Boy Advance in Mortal Kombat Advance. 

MKA has many similarites to Ultimate Mortal Kombat 3 for SNES. Twenty fighters are featured, including Liu Kang, Kabal, Ermac and Mileena. The game has all of the fatalities, babalities, and friendship finishers you'd ever want. 

If you haven't gotten your fill of the Mortal Kombat games yet, go portable with the Game Boy Advance version.

Mortal Kombat Advance multiplayer action requires two GBAs, a GBA Game Link cable and two Game Paks.

- TECHNICAL -

Cartridge ID: AGB-AM5E-USA

- TRIVIA -

Mortal Kombat Advance for Game Boy Advance was released on December 12, 2001 in North America.

This game has been rated M (Mature) by the independent Entertainment Software Rating Board.

Export releases:
[EU] "Mortal Kombat Advance [Model AGB-AM5P-EUR]"

- SERIES -

1. Mortal Kombat (1992, Arcade) 
2. Mortal Kombat II (1993, Arcade) 
3. Mortal Kombat 3 (1995, Arcade) 
4. Ultimate Mortal Kombat 3 (1995, Arcade) 
5. Ultimate Mortal Kombat 3 [WaveNet Edition] (1995, Arcade) 
6. Mortal Kombat Trilogy [Model SLUS-00330] (1996, PS) 
7. SUB-ZERO - Mortal Kombat Mythologies [Model SLUS-00476] (1997, PS) 
8. Mortal Kombat 4 (1997, Arcade) 
9. Mortal Kombat - Special Forces [Model SLUS-00824] (2000, PS) 
10. Mortal Kombat Advance [Model AGB-AM5E-USA] (2001, GBA) 
11. Mortal Kombat - Deadly Alliance [Model SLUS-20423] (2002, PS2) 
12. Mortal Kombat - Tournament Edition [Model AGB-AW4E-USA] (2003, GBA) 
13. Mortal Kombat - Deception / Mystification (2004, PS2) 
14. Mortal Kombat - Shaolin Monks (2005, XBOX, PS2) 
15. Mortal Kombat - Armageddon (2006, XBOX, PS2) 
16. Mortal Kombat vs. DC Universe (2008, PS3, 360) 
17. Mortal Kombat (2011, PS3, 360)
18. Mortal Kombat X (2015, PS4, One)

- STAFF -

Midway Home Entertainment
Executive Producer: Michael Gottlieb
Associate Producer: Ed Tucker
Assistant Producer: Weston Boucher
Technical Director: Eric Hart
VP of Marketing: Helene Sheeler
Director of Entertainment Marketing: Lawrence Smith
Product Manager: Patrick Dillon
Testing Manager: Robert Sablan
Testing Supervisor: John Ubalde
Lead Tester: Ryan A. Castiglia
Testers: Justin Wood, Saleem Crawford, Ryan Satrappe, Gilbert Sandejas, Phil Gorney
Technical Standards Analyst: Adrian Castañeda

Developed by: Virtucraft
Executive Producers: Brian Beuken, Diane Hill
Virtucraft Production: Brian Beuken, Kevin Norburn
Programming: Paul Windett, Travis Walton, Paul Flint, David May, Dominic Collins
Additional Coding: Tony Stockton, Brian Beuken
Graphics: Darren Donohoe, Marcus Stringer, Lee Cawley, Chunkit Cheung
Sound: Manfred Linzner
Special Thanks: Kathryn Bethell, Danielle Beuken, Beth Wright, The coffee maker, The new coffee maker

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71959&o=2

$end


$gba=mka,
$bio

Mortal Kombat Advance (c) 2002 Midway Home Ent.

European release. Game developed in USA. See "Mortal Kombat Advance [Model AGB-AM5E-USA]" for more information about the game itself.

- TECHNICAL -

Cartridge ID: AGB-AM5P-EUR

- TRIVIA -

Mortal Kombat Advance for Game Boy Advance was released on March 1, 2002 in Europe.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71958&o=2

$end


$info=mk2,mk2r14,mk2r21,mk2r30,mk2r32e,mk2r31e,mk2r11,mk2r20,
$bio

Mortal Kombat II (c) 1993 Midway Mfg. Co.

Mortal Kombat II is a direct sequel to the 1992 original featuring new fighters (increasing the character roster from 7 to 12) and improved graphics. 

As with its predecessor, MKII's matches are divided into rounds, with victory awarded to the first player to win two rounds. At the point of defeat, the losing fighter will become dazed and the winner is given the opportunity to execute a 'finishing move'. 

Some of the standard fighting moves (moves shared by all characters) have now been expanded or enhanced. A crouching punch has been added and the 'roundhouse kick' is more powerful and now knocks opponents across the screen. Also, the difference in hit boxes between high and low kicks is now more marked. 

Additionally, returning characters gain new special moves and MKII marks the first appearence of multiple Fatalities - as well as additional, non-lethal finishing moves - in the series. In addition to the Fatalities of its predecessor, MKII offers 'Babalities' (turning a defeated opponent into a crying baby), 'Friendships' (a non-malicious interaction, such as dancing or giving a gift to the defeated opponent) and stage-specific Fatalities (the winner uppercutting their opponent into an abyss below, spikes above, or a pool of acid in the background). 

Each character still shares generic attributes - speed, power, jump height and airtime - albeit with differing hit boxes. The sequel drops the points system of its prequel in favour of a consecutive win tally.

- TECHNICAL -

Midway T Unit hardware

Main CPU : TMS34010 (@ 6.25 Mhz)
Sound CPU : ADSP2105 (@ 10 Mhz)
Sound Chips : DMA-driven (@ 10 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 5
=> [1] High Punch, [2] Block, [3] High Kick
=> [4] Low Punch, [5] Low Kick

- TRIVIA -

Mortal Kombat II was released in April 1993 in USA.

MKII was the first Midway release to use the DCS Sound System. 

'Noob Saibot' backwards spells 'Boon' and 'Tobias' who are the names of the principle game designers. 

'Jax' was originally supposed to be in the original "Mortal Kombat" game and named Kurtis Stryker. Jax was then moved to MKII and the Stryker character debuted in "Mortal Kombat 3". 

'Kintaro' was originally intended to be a humanoid tiger, similar to the creature in Japanese mythology. This idea was scrapped, however, due to the fact that creating the costume would not have been feasable. However, thanks to this original idea, the Shokan we know as Kintaro has the tiger stripes on his back. 

Real life : Philip Ahn, who played the regenerated Shang Tsung, is in fact a doctor. 

Three of the cast members for MKII filed a lawsuit against Midway shortly after the game was released. The claim? The physical instructors/martial artists Elizabeth Malecki (Sonya Blade), Catalin Zamiar (Kitana/Milenna) and Philip Ahn were under the impression that they were hired under typical acting contracts and were entitled to a small modicum of benefits including royalties of title sales, etc. The plaintiffs banded together against Midway, who took the case to court. Eventually the judge failed on Midway's behalf, citing that the work done by the plaintiffs for Midway was done strictly as a 'work-for-hire' and Midway owned all the property and benefits on the characters/titles/etc. As a consequence, all three left the project, and were recast for "Mortal Kombat 3". 

SFII / MK2 : both games were supposed to be released within weeks of each other (at this time, "Street Fighter" and "Mortal Kombat" were the dominant fighting games). Capcom released "Super Street Fighter II - The New Challengers" early so that they could attract fans away from MK. At the same time, Midway released MK2 early for similar reasons. As you can see, the result meant that both came back to square one.

One of Jade's clues references Chun Li from Street Fighter "Chun who?"

'Friendships' and 'Babalities' (see 'Tips And Tricks' section for more info) in MKII were used in making light of the violence controversy in the first "Mortal Kombat" game. 

Two non-existent hidden characters were 'Torch', and 'Hornbuckle'. In MKII there is a location called 'The Pit II'. Far in the background of this stage there is another bridge across the chasm. Standing stationary on this bridge are two fighters : one of them is a Liu Kang sprite with green pants who was named Hornbuckle by fans. One of Jade's hints was 'Hornbuckle who?', which people thought was the name of a hidden fighter, and was apparently given to the guy opposite 'Torch' on The Pit II. If you watch the ending credits, one of the programmers' last names is Hornbuckle. The other fighter is a humanoid character that seems to be made of fire. As these two characters never move, it has been suggested that the 'other fighter' is actually a funeral pyre. Finally, there is a cloaked figure who floats in front of the window during fights in The Tower and Portal stages in MKII. This character was dubbed Cloak by fans, and was assumed to be a hidden character. The character of Torch, who had been very popular with fans, eventually showed up as a playable character in "Mortal Kombat : Deadly Alliance". Unfortunately, due to trademark issues, he had to be called Blaze instead of Torch. The true identity of Cloak was revealed in "Mortal Kombat : Shaolin Monks" to be one of Shang Tsung's servants, a shadow priest. 

The head that occasionally appears after an uppercut and says 'Toasty' is the digitized head of Dan Forden who worked on the sound and music for the game.

Ed Boon's face was superimposed onto the trees for the Living Forest stage.

Jimmy Cardenas holds the official record for this game with 282,000 points. 

Midway released a limited-edition soundtrack album for this game (Mortal Kombat II: Music from the Arcade Game Soundtrack - 123770-C1) on December 1, 1993.

An arcade-perfect emulation of this game is an unlockable feature in "Mortal Kombat - Shaolin Monks" for the Sony PlayStation 2 and Microsoft XBOX.

Popular pirate hacks of MK2 are known as:
"Mortal Kombat II 4.2"
"Mortal Kombat II 9.1"
"Mortal Kombat II Challenger.."

- UPDATES -

REV. 1.1 :
* First version released to the public even though unfinished.
* Free Play on by default.
* Contained almost all moves but not many fatalities (certain characters have none, Babalities/Friendships/Stage Fatalities missing completely).
* Kintaro and Shao Kahn very difficult to beat.
* Shao Kahn, Kano, and Sonya missing from Kahn's Arena stage.
* No ending stories.
* Several sounds missing (Sub-Zero's freeze, Baraka's blade swipe, All of Shao Kahn)
* Kung Lao is extremely buggy, walls can block hat toss.
* Shang Tsung had the ceiling walk bug.
* Could beat Kintaro by just punching the entire match.
* High score missing (Longest Winning Streaks).
* Certain characters use alternate colors by default.
* It says "Battlezone" instead of "Kombat Zone" at the bottom of the 2-player Vs. screen.
* You cannot throw the CPU.
* Fight ladder is static.
* Player 2 always has the 2nd palette.
* P2 Button 6 crashes the game (not used).
* Briefly locks up/No announcement if character(s) remain unchosen.

REV. 1.4 :
* Mileena's ground roll move added.
* Kung Lao's aerial kick added.
* Player 2 now has the 2nd palette only in 'Mirror Matches'.
* Sub-Zero could do the first part of the freeze-uppercut fatality during the match.
* Danger indicator added.
* Longest Winning Streaks added

REV. 2.0 :
???

REV. 2.1 :
* First 'official' release version.
* Intro text slightly changed.
* It now says "Kombat Zone" at the bottom of the 2-player Vs. screen.
* Reptile's slide added.
* Shao Kahn, Kano, and Sonya added to background in Kahn's Arena stage (Shao Kahn is only seated on the throne when he is not fighting).
* Ending story and credits added.
* Computer intelligence improved.
* Nearly all fatalities were added.
* Friendships and babalities were added.
* The Pit II/Kombat Tomb fatality was added.
* Smoke and Jade were added.
* Kintaro and Shao Kahn became easier to defeat.
* Could keep Kintaro and Shao Kahn up in the corner by using repeated punches.
* Could crash the game through baby brutalization.
* Doing Shang Tsung's soul stealing fatality against Jax could sometimes crash the game.

REV. 3.0 :
???

REV. 3.1 :
* More amounts of blood added.
* Dead Pool fatality added.
* Noob Saibot added.
* Raiden's super uppercut fatality added.
* Kung Lao's friendship added.
* Pictures of the creators added after the credits.
* Revolution X and DCS ads added.
* Comic and CD offer shows picture of CD.
* Computer intelligence increased.
* Computer has ability to do missile weapons in the air.
* Multiple babality problem fixed.
* Repeated punches in the corner against Kintaro fixed.
* Kitana's multiple fan lifts in the corner fixed.
* Sub-Zero freeze - punch - freeze - punch... fixed.

REV. 3.2
* European release only ?

- TIPS AND TRICKS -

* Secret EJB MENU:
Press P1_BLOCK (5 times), P2_BLOCK (10 times), P1_BLOCK (2 times), P2_BLOCK (8 times), P1_BLOCK (2 times)

* Display Top Fifteen Players : press down on any joystick during the attract mode.

* Disable throws in Versus Mode : hold Down+HP on player one and two's controls after both fighters have been selected. A message will confirm correct code entry.

* Fight against Jade : progress through the game until the match that precedes the '?' match. Defeat your opponent using just low kicks. Jade will now be your opponent during the '?' match.

* Fight against Noob Saibot : win 50 consecutive matches.

* Fight against Smoke : in a 2UP game, press Down+Start when Dan says 'Toasty' on The Portal stage.

* "Pong" : accumulate 250 battles at the versus screen. Both players can play the Pong mini-game.

* Random character : press Up+Start at the fighter selection screen without moving the selection box from its original position.

* Fatality - REPTILE :
1. (jump distance) Back(x2), Down, LP - Reptile shoots his tongue towards the victims head, bringing it back where he goes about eating it.
2. (you must be invisible - close) Forward(x2), Down, HK - While invisible Reptile cuts the torso off the victim.

* Fatality - SUB ZERO :
1. (far) hold LP, Back(x2), Down, Forward, release LP.
2a. (one step distance) Forward(x2), Down, HK - Sub-Zero will ice the victim over, putting them in a deep freeze.
2b. After deep freezing the victim, press Forward, Down, Forward(x2), HP -  Sub-Zero will shatter the top part of the body.

* Fatality - SCORPION :
1. (two step distance) hold Block, Up(x2), release Block, HP - Scorpion removes his mask and breathes fire at the feet of the victim, which then twitches and explodes.
2. (anywhere) hold Block, Down(x2), Up(x2), release Block, HP - With the addition of the two downs at the beginning, Scorpion may do the fatality at any distance, and always get the "Toasty!".
3. (close) hold HP, Down, Forward(x3), release HP - Scorpion slices the victim across the neck then cuts them in two.

* Fatality - JOHNNY CAGE :
1. (close) Down(x2), Forward(x2), LP - Cage grabs the victim and rips their torso off, throwing it to the ground.
2a. (close) Forward(x2), Down, Up. Cage crouches and punches off the head of the victim with a powerful uppercut.
2b. To knock off three heads, hold Down+LP+HK+Block until the first head is knocked off.

* Fatality - BARAKA :
1. (close) Back(x4), HP - Baraka extends his blades from his arms, then decapitates the victim with one swipe.
2. (close) Back, Forward, Down, Forward, LP - Baraka stabs the victim and lifts them up, then they slowly slide down the blade.

* Fatality - KUNG LAO :
1. (one step Distance) Forward(x3), LK - Kung Lao removes his razor hat and slices the victim down the middle.
2. (far) hold LP, Back(x2), Forward, release LP, Up - Kung Lao throws his hat which decapitates the victim. Make sure to guide the hat up so it hits the head.

* Fatality - RAIDEN :
1a. (close) hold LK for 3 seconds and release - Raiden grabs the victim and lifts them up, then proceeds to shock them.
1b. After a dose of the shock treatment, press Block+LK repeatedly - The victim will explode into bits.
2. (close) hold HP (soon before the 'Finish Him') for 5 seconds and release - Raiden explodes the top half of the victim with a powerful uppercut. A few moments later the head falls to the ground.

* Fatality - JAX :
1. (close) hold LP, Forward(x3), release LP - Jax claps the victims head with a loud pop, and the skull crumbles in pieces to the ground.
2. (one step distance) Block(x4), LP - Jax grabs the victim by the arms and rips them off the body.

* Fatality - LIU KANG :
1. (close or one step distance) hold Block, 360 degrees - Liu Kang will do a cartwheel kick then a massive uppercut.
2. (close) Down, Forward, Back(x2), HK - Liu Kang will transform into a dragon and bite the victim in half, leaving the legs standing.

* Fatality - KITANA :
1. (close) Block(x3), HK - Kitana draws her fan and decapitates the victim with one swipe.
2. (close) hold LK, Forward(x2), Down, Forward, release LK - Kitana leans and kisses the victim, which then expands to unnatural proportions and explodes.

* Fatality - MILEENA :
1. (close) hold HK for 2 seconds and release - Mileena removes her mask revealing Baraka-like teeth and inhales the victim, spitting out the bones.
2. (close) Forward, Back, Forward, LP - Mileena repeatedly stabs the victim, lifting them up as blood sprays everywhere.

* Fatality - SHANG TSUNG :
1. (one step distance) hold HK for 4 seconds and release - Tsung turns into a mist and enters the victims body, which explodes.
2. (close) hold Block, Up, Down, Up, release Block, LK - Tsung picks up the victim with one hand, and drains their life force into his other hand.
3. (one step Distance) hold LP at the round start and release it 3 seconds after the 'Finish him' - Tsung turns into Kintaro, who punches the torso of the victim across the screen.

* Fatality - level 'Dead Pool'
All players : (close) hold (LP+LK), (Down+HP).
Oh Woah! : hold Down.

* Fatality - level 'Kombat Tomb' and 'Pit II' :
REPTILE : (close) Down(x2), Forward(x2), Block.
SUB ZERO : (close) Down(x2), Forward(x2), Block.
SCORPION : (close) Down(x2), Forward(x2), Block.
JOHNNY CAGE : (close) Down(x3) HK.
BARAKA : (close) Forward(x2), Down, HK.
KUNG LAO : (close) Forward(x3), HP.
RAIDEN : (close) hold Block, Up(x2), release Block.
JAX : (close) hold Block, Up(x2), release Block, Down, LK.
LIU KANG : (close) Down, Back, Forward(x2), LK.
KITANA : (close) Forward, Down, Forward, HK.
MILEENA : (close) Forward, Down, Forward, LK.
SHANG TSUNG : (close) Down(x2), Up, Down+Block.

* Spikes Trick : Hold Player1 and Player2 Down at the end of the stage fatality in the Kombat Tomb to send the character down from the spikes.

* Finish him - Friendship (don't use LP and HP during the last round)
REPTILE : (anywhere) Back(x2), Down, LK - Reptile attempts to sell you a Reptile doll.
SUB ZERO : (anywhere) Back(x2), Down, LK - Sub-Zero attempts to sell you a Sub-Zero doll.
SCORPION : (anywhere) Back(x2), Down, HK - Scorpion attempts to sell you a Scorpion doll.
JOHNNY CAGE : (anywhere) Down(x4), HK - Cage autographs his photo for his best fan.
BARAKA : (anywhere) hold Block, Up(x2), release Block, Forward(x2), HK - Baraka offers the victim a present.
KUNG LAO : (anywhere) Back(x3), Down, HK - Lao pulls a rabbit out of his hat.
RAIDEN : (anywhere) Down, Back, Forward, HK - Raiden creates Kidd Thunder, a miniature likeness.
JAX : (anywhere) Down(x2), Hold Block, Up(x2), release Block, LK - Jax creates a string of paper dolls.
LIU KANG : (anywhere) Forward, Back(x3), LK - A disco globe drops from the ceiling, and Kang gets down.
KITANA : (anywhere) Down(x4), hold Block, Up, release Block, LK - Kitana turns around and produces a cake with candles.
MILEENA : (anywhere) Down(x3), hold Block, Up, release Block, HK - Mileena grows a flower beneath her outstretched hand.
SHANG TSUNG : (anywhere) Back(x2), Down, Forward, HK - Tsung creates a rainbow above his head.

* Finish him - Babality (don't use LP and HP during the last round)
REPTILE : (anywhere) Down, Back(x2), LK.
SUB ZERO : (anywhere) Down, Back(x2), HK.
SCORPION : (anywhere) Down, Back(x2), HK.
JOHNNY CAGE : (anywhere) Back(x3), HK.
BARAKA : (anywhere) Forward(x3), HK.
KUNG LAO : (anywhere) Back(x2), Forward(x2), HK.
RAIDEN : (anywhere) Down(x2), hold Block, Up, release Block, HK.
JAX : (anywhere) hold Block, Down, Up, Down, Up, release Block, LK.
LIU KANG : (anywhere) Down(x2), Forward, Back, LK.
KITANA : (anywhere) Down(x3), LK.
MILEENA : (anywhere) Down(x3), HK.
SHANG TSUNG : (anywhere) Back, Forward, Down, HK.

- SERIES -

1. Mortal Kombat (1992, Arcade) 
2. Mortal Kombat II (1993, Arcade) 
3. Mortal Kombat 3 (1995, Arcade) 
4. Ultimate Mortal Kombat 3 (1995, Arcade) 
5. Ultimate Mortal Kombat 3 [WaveNet Edition] (1995, Arcade) 
6. Mortal Kombat Trilogy [Model SLUS-00330] (1996, PS) 
7. SUB-ZERO - Mortal Kombat Mythologies [Model SLUS-00476] (1997, PS) 
8. Mortal Kombat 4 (1997, Arcade) 
9. Mortal Kombat - Special Forces [Model SLUS-00824] (2000, PS) 
10. Mortal Kombat Advance [Model AGB-AM5E-USA] (2001, GBA) 
11. Mortal Kombat - Deadly Alliance [Model SLUS-20423] (2002, PS2) 
12. Mortal Kombat - Tournament Edition [Model AGB-AW4E-USA] (2003, GBA) 
13. Mortal Kombat - Deception / Mystification (2004, PS2) 
14. Mortal Kombat - Shaolin Monks (2005, XBOX, PS2) 
15. Mortal Kombat - Armageddon (2006, XBOX, PS2) 
16. Mortal Kombat vs. DC Universe (2008, PS3, 360) 
17. Mortal Kombat (2011, PS3, 360)
18. Mortal Kombat X (2015, PS4, One)

- STAFF -

Design and software : Ed Boon
Design and graphics : John Tobias
Background graphics : Tony Goskie
Sound and music : Dan Forden
Additional graphics : John Vogel
Senior hardware technician : Sheridan Oursler
Executive producers : Neil Nicastro, Ken Fedesna
Hardware designers : Ray Macika, Pat Cox, Cary Mednick, Ray Gay, Al Lasko
DCS sound system : Matt Booty, Ed Keenan, John Lowes
Speechs : Steve Ritchie, Jon Hey, Vince Pontarelli, Dan Forden (TOASTY), Ed Boon
Game Testers / Specialists : Kerry Marzo, Eddie Ferrier, Jeff Johnson

* CAST :
Baraka : Richard Divizio
Liu Kang : Ho Sung Pak
Raiden : Carlos Pesina
Johnny Cage, Sub-Zero, Reptile and Scorpion : Daniel Pesina
Kitana and Mileena : Katalin Zamiar
Kung lao : Anthony Marquez
Shang tsung : Phillip Ahn M.D.
Jax : John Parrish

- PORTS -

* Consoles : 
Sega Master System [EU] (1994) "Mortal Kombat II [Model MK-29029-50]" 
Sega Master System [BR] (1994) "Mortal Kombat II [Model 028.530]" by Tec Toy 
Sega Genesis [US] (1994) "Mortal Kombat II [Model T-81346]" 
Sega Mega Drive [BR] (1994) "Mortal Kombat II [Model 047070]" by Tec Toy 
Sega Mega Drive [EU] (1994) "Mortal Kombat II [Model T-81346-50]" 
Sega Mega Drive [AU] (1994) "Mortal Kombat II [Sega Platinum Collection]" 
Sega 32X [US] (1994) "Mortal Kombat II [Model T-8101B]" 
Sega 32X [BR] (1994) "Mortal Kombat II [Model 153010]" by Tec Toy 
Nintendo Super NES [US] (September 1994) "Mortal Kombat II [Model SNS-28-USA]" 
Nintendo Super NES [EU] (September 9, 1994) "Mortal Kombat II [Model SNSP-28-EUR]" 
Sega Mega Drive [JP] (September 9, 1994) "Mortal Kombat II [Model T-8104A]" 
Nintendo Super Famicom [JP] (November 11, 1994) "Mortal Kombat II - Kyuukyoku Shinken [Model SHVC-28]" 
Sega 32X [EU] (March 1995) "Mortal Kombat II [Model T-8101B-50]" 
Sega Super 32X [JP] (May 19, 1995) "Mortal Kombat II - Kyuukyoku Shinken [Model T-8104A]" 
Sega Saturn [EU] (1996) "Mortal Kombat II [Model T-8103H-50]" 
Sega Saturn [US] (March 28, 1996) "Mortal Kombat II [Model T-8103H]" 
Sega Saturn [JP] (March 29, 1996) "Mortal Kombat II Kanzenban [Model T-8107G]" 
Sony PlayStation [JP] (August 2, 1996) "Mortal Kombat II [Model SLPS-00444]" 
Sony PlayStation 2 [AU] (2004) "Midway Arcade Treasures 2" 
Microsoft XBOX [US] (October 11, 2004) "Midway Arcade Treasures 2 [Model MWO-3201W]" 
Nintendo GameCube [US] (October 11, 2004) "Midway Arcade Treasures 2 [Model DOL-GAYE-USA]" 
Sony PlayStation 2 [US] (October 11, 2004) "Midway Arcade Treasures 2 [Model SLUS-20997]" 
Microsoft XBOX [EU] (October 29, 2004) "Midway Arcade Treasures 2" 
Sony PlayStation 2 [EU] (October 29, 2004) "Midway Arcade Treasures 2 [Model SLES-52844]" 
Sony PlayStation 3 [PSN] [US] (April 12, 2007) 
Sony PlayStation 3 [PSN] [EU] (June 8, 2007) 
Sony PlayStation 3 [PSN] [US] [EU] [AU] (August 31, 2011) "Mortal Kombat Arcade Kollection" 

* Handhelds : 
Sega Game Gear [US] (1994) "Mortal Kombat II [Model T-81278]" 
Nintendo Game Boy [US] (September 1994) "Mortal Kombat II [Model DMG-AMKE-USA]" 
Sega Game Gear [JP] (September 9, 1994) "Mortal Kombat II - Kyuukyoku Jinken [Model T-81107]" 
Sega Game Gear [EU] (September 9, 1994) "Mortal Kombat II [Model T-81278-50]" 
Nintendo Game Boy [EU] (October 27, 1994) "Mortal Kombat II [Model DMG-AMKE-EUR]" 
Nintendo Game Boy [JP] (November 11, 1994) "Mortal Kombat II - Kyuukyoku Shinken [Model DMG-AMKJ-JPN]" 
Nintendo Game Boy [US] (November 1997) "Mortal Kombat & Mortal Kombat II [Model DMG-AK2E-USA]" 
Nintendo Game Boy [JP] (September 10, 1998) "Mortal Kombat & Mortal Kombat II [Model DMG-AK2J-JPN]" 
Sony PSP [US] (December 13, 2005) "Midway Arcade Treasures Extended Play [Model ULUS-10059]" 
Sony PSP [EU] (February 24, 2006) "Midway Arcade Treasures Extended Play [Model ULES-00180]" 

* Computers : 
Commodore Amiga [US] [EU] (1994) 
PC [MS-DOS, CD-ROM] [US] [EU] (1994) 
PC [MS-DOS, CD-ROM] [US] (September 10, 1998) "Mortal Kombat & Mortal Kombat II" 
PC [MS Windows, CD-ROM] [US] (February 17, 2006) "Midway Arcade Treasures Deluxe Edition" 
PC [MS Windows, CD-ROM] [EU] (March 17, 2006) "Midway Arcade Treasures Deluxe Edition" by Zoo Digital Publishing 
PC [MS Windows, Online] [US] (August 31, 2011) "Mortal Kombat Arcade Kollection" 
PC [Steam] [US] (February 2, 2012) "Mortal Kombat Arcade Kollection"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1676&o=2

$end


$gamegear=mk2,
$bio

Mortal Kombat II - Kyuukyoku Jinken (c) 1994 Acclaim Japan.

Japanese release.

- TECHNICAL -

Model T-81107

- TRIVIA -

Mortal Kombat II - Kyuukyoku Jinken for Sega Game Gear was released on September 9, 1994 in Japan. It is known outside Japan as simply "Mortal Kombat II".

- TIPS AND TRICKS -

* Random Player Select: At the Player Select screen, place the cursor on Liu Kang (Player 1) or Reptile (Player 2) and press Up+START.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64718&o=2

$end


$gameboy=mk2j,
$bio

Mortal Kombat II - Kyuukyoku Shinken (c) 1994 Acclaim Japan

Japanese release. Game developed in USA. See the original American release for more information about the game itself; "Mortal Kombat II [Model DMG-AMKE-USA]".

- TECHNICAL -

Cartridge ID: DMG-AMKJ-JPN

- TRIVIA -

Mortal Kombat II - Kyuukyoku Shinken for Game Boy was released on November 11, 1994 in Japan. It is known outside Japan as simply Mortal Kombat II.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66504&o=2

$end


$snes=mk2j,
$bio

Mortal Kombat II - Kyuukyoku Shinken (c) 1994 Acclaim Japan.

Japanese release.

- TECHNICAL -

Cartridge ID: SHVC-28

- TRIVIA -

Mortal Kombat II - Kyuukyoku Shinken for Super Famicom was released on November 11, 1994 in Japan. It is known outside Japan as simply "Mortal Kombat II".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61828&o=2

$end


$info=mk2r42,
$bio

Mortal Kombat II 4.2 (c) 199? Unknown.

REV. 4.2 pirate hack: 
* Faster Uppercuts. 
* Jax has a faster Face Smash. 
* Jax's Face Smash has Liu Kang's sound FX. 
* Cages Shadow Kick goes twice as far. 
* Cage has full time Red Shadow moves. 
* Multiple Dead Pool Fatality (Normal Uppercut will knock the person in, then you can continue to hit them while they're in the acid). 
* Play against Noob Saibot after 6 wins. 
* Play Pong on battle 16 instead of 250. 
* Fight Smoke whenever you catch the "Toasty" guy (not just the portal stage).

Not confirmed yet but still possible for REV. 4.2 or above
* Secret characters vulnerable to missile weapons. 
* Liu Kang has a red dragon fatality. 
* Kung Lao has a bones in his hat fatality. 
* Baraka's roundhouse has awesome range. 
* Mixed ladder, and probably more.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67880&o=2

$end


$info=mk2r91,
$bio

Mortal Kombat II 9.1 (c) 199? Unknown.

Unofficial 9.1 revision (pirate hack) featuring:
* Faster Uppercuts. 
* Jax has a faster Face Smash. 
* Jax's Face Smash has Liu Kang's sound FX. 
* Cages Shadow Kick goes twice as far. 
* Cage has full time Red Shadow moves. 
* Multiple Dead Pool Fatality (Normal Uppercut will knock the person in, then you can continue to hit them while they're in the acid). 
* Play against Noob Saibot after 6 wins. 
* Play Pong on battle 16 instead of 250. 
* Fight Smoke whenever you catch the "Toasty" guy (not just the Portal stage).
* Play against Jade after 4 wins (Only change from 4.2 to 9.1?)
* Still more to find out!!!

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67879&o=2

$end


$info=mk2chal,
$bio

Mortal Kombat II Challenger.. (c) 199? Unknown.

This hack of MKII have: 
* Faster Uppercuts. 
* Jax has a faster Face Smash. 
* Jax's Face Smash has Liu Kang's sound FX. 
* Cages Shadow Kick goes twice as far. 
* Cage has full time Red Shadow moves. 
* Multiple Dead Pool Fatality (Normal Uppercut will knock the person in, then you can continue to hit them while they're in the acid). 
* Play against Noob Saibot after 6 wins. 
* Play Pong on battle 16 instead of 250. 
* Fight Smoke whenever you catch the 'Toasty' guy (not just the portal stage). 
* Play against Jade after 4 wins. 
* More difficult fight ladder that often begins with Kintaro or a hidden character. 
* All of the secret characters can appear on the fight ladder. 
* Super extended time to perform fatalities.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67878&o=2

$end


$saturn,sat_cart=mk2j,
$bio

Mortal Kombat II Kanzenban (c) 1996 Acclaim Japan.

Japanese release.

- TECHNICAL -

Model T-8107G

- TRIVIA -

Mortal Kombat II Kanzenban was released on March 29, 1996 in Japan. It is known outside Japan as simply Mortal Kombat II.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49060&o=2

$end


$nes=mk2sp,
$bio

Mortal Kombat II Special (c) 1995 JY Co.

- TECHNICAL -

Game ID: JY-029

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84069&o=2

$end


$amigaocs_flop=mk2,
$bio

Mortal Kombat II (c) 1995 Acclaim Ent., Incorporated.

- TECHNICAL -

Model # 9100531
Number of Disks: 3

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74584&o=2

$end


$gameboy=mk2,
$bio

Mortal Kombat II (c) 1994 Acclaim Ent., Incorporated.

NOTHING, NOTHING CAN PREPARE YOU!
The fierce kombatants of the #1 arcade smash gather for Mortal Kombat II, a battle to defeat the shape-shifting demon Shang Tsung and his ruthless master, Shao Kahn. Brutal special moves, Babalities, hidden surprises, outrageous finishing moves -- ALL yours to kommand. Let the Kombat Kontinue...

- TECHNICAL -

Cartridge ID: DMG-AMKE-USA
Package ID: DMG-P-AMKE

- TRIVIA -

Released in September 1994 in USA.

- TIPS AND TRICKS -

Random Fighter Select: Go to the fighter select screen. Hold UP and press START. The game will pick a fighter for you.

- STAFF -

Developed by: Probe Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66502&o=2

$end


$nes=mk2,mk2blue,mk2a,
$bio

Mortal Kombat II (c) 199? JY Co.

- TECHNICAL -

Game ID: JY-011

- UPDATES -

A version has the MK logo coloured in blue instead of red.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84068&o=2

$end


$sms=mk2,
$bio

Mortal Kombat II (c) 1994 Acclaim Entertainment, Incorporated.

- TECHNICAL -

Model MK-29029-50

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56107&o=2

$end


$snes=mk2ua,mk2u,
$bio

Mortal Kombat II (c) 1994 Acclaim Ent., Incorporated.

Nothing, NOTHING can prepare you - ALL the fierce kombatants of the #1 arcade smash gather for the second Mortal Kombat tournament, a battle to defeat the shape-shifting demon Shang Tsung and his ruthless master, Shao Kahn. Brutal special moves, Friendships, Babalities, hidden surprises, crushing combos, and outrageous finishing moves - All yours to kommand. Let the Kombat Kontinue...

- TECHNICAL -

Cartridge ID: SNS-28-USA

- TRIVIA -

Mortal Kombat for Super NES was released in September 1994 in North America.

Developed by Sculptured Software.

This particular port has a secret intro (featuring Shao Kahn and Kintaro) and an hidden endurance mode (see Tips & Tricks).

Due to the poor sales of the original Mortal Kombat for the SNES, Nintendo allowed the use of blood and violent fatalities for this version of Mortal Kombat II. A warning label was placed on the front cover of the game in order to inform parents about the game's excessively violent content.

There were two releases of this game. The second release fixes major bugs (you can now reach Noob Saibot after 50 wins), displays the Sculptured Software logo at the beginning, features an arcade-style attract sequence, and has Johnny Cage's red shadow kick appear at random.

- TIPS AND TRICKS -

Enter these codes at the character select screen:

Random Select: Hold Up and press Start. Cursor must be placed on starting character (Liu Kang for player one, Reptile for player two) for this to work
Super Strength: Down, Up, Right, Up, Left, Select
Face Smoke: Up, Left, Up, Up, Right, Select
Face Jade: Up, Down, Down, Left, Right, Select
Face Kintaro: Up, Down, Down, Right, Right, Select
Extended Fatality Time: Up, Up, Left, Up, Down, Select
Face Shao Kahn: Right, Up, Up, Right, Left, Select
Face Noob Saibot: Left, Up, Down, Down, Right, Select
30 Kredits: Left, Up, Right, Down, Left, Select

To play with "Throwing Disabled", play a game with two players, then at the match up screen both players hold Down and press HP.

Immediately after uppercutting the opponent into the spikes of the Kombat Tomb, hold Down on both controllers. The opponent falls off the spikes and into the ground.

To play a four-man endurance game, hold down buttons L and R and press start to begin a game. You can select four characters by pressing left and right to cycle, and up and down to highlight members. The same character can be placed multiple times on the same team. Press any button to finish selection.

Hold L and R buttons as you start up the game to see an special introduction sequence.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63288&o=2

$end


$snes=mk2a,
$bio

Mortal Kombat II (c) 1994 Acclaim Ent., Incorporated.

European release.

- TECHNICAL -

Cartridge ID: SNSP-28-EUR

- TRIVIA -

Mortal Kombat II for Super NES was released on September 9, 1994 in Europe.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63287&o=2

$end


$snes=mk2,
$bio

Mortal Kombat II (c) 1994 Acclaim Ent., Incorporated.

- TECHNICAL -

[Model SNSP-AJDP-EUR]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64406&o=2

$end


$32x=mk2,
$bio

Mortal Kombat II (c) 1995 Acclaim Ent., Incorporated.

European release.

- TECHNICAL -

Model # T-8101B-50

- TRIVIA -

Mortal Kombat II for Sega 32X was released in March 1995 in Europe.

Reviews:
[FR] April 1995, Consoles + N.42: 93/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72354&o=2

$end


$32x=mk2ju,
$bio

Mortal Kombat II (c) 1995 Acclaim Ent., Incorporated.

North American release.

- TECHNICAL -

Model T-8101B

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83896&o=2

$end


$saturn,sat_cart=mk2,
$bio

Mortal Kombat II (c) 1996 Acclaim Ent., Incorporated.

European release.

- TECHNICAL -

Model T-8103H-50

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60350&o=2

$end


$saturn,sat_cart=mk2u,
$bio

Mortal Kombat II (c) 1996 Acclaim Entertainment, Incorporated.

North American release.

- TECHNICAL -

Model T-8103H

- TRIVIA -

Mortal Kombat II for Sega Saturn was released on March 28, 1996 in North America.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60085&o=2

$end


$megadriv=mk2,
$bio

Mortal Kombat II (c) 1994 Acclaim Japan

Japanese release.

- TECHNICAL -

Model T-8104A

- TRIVIA -

Mortal Kombat II for Sega Mega Drive was released on September 9, 1994 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56691&o=2

$end


$nes=mk3sp,
$bio

Mortal Kombat III Special (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84071&o=2

$end


$megacd,megacdj=mk,
$bio

Mortal Kombat Kanzen-han (c) 1994 Acclaim Japan [Japan]

Japanese release.

- TECHNICAL -

Game ID: T-81014

- TRIVIA -

Mortal Kombat Kanzen-han for Sega Mega-CD was released on June 3, 1994 in Japan. It is known outside Japan as simply "Mortal Kombat".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60536&o=2

$end


$nes=mk2y,mkvpro,
$bio

Mortal Kombat Pro V (c) 1994 Yoko.

- UPDATES -

This game also has an unofficial release where the Yoko logos and copyrights were removed or blanked out.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84070&o=2

$end


$nes=mktrilgy,mktrilgya,
$bio

Mortal Kombat Trilogy (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84072&o=2

$end


$n64=mktrilgyu2,mktrilgyu1,mktrilgyu,
$bio

Mortal Kombat Trilogy (c) 1996 Williams Ent., Inc.

Williams packed this N64 pak with plenty of new features, including a new Aggressor Meter, tag team options and more fighters than you'll find in any previous MK entry. The roster includes Rain, Smoke, Noob Saibot and other special characters from previous games. In all, there are 26 immediately playable characters, plus 4 hidden characters!

The play control and moves are classic MK, including dozens of Fatalities, Animalities, Babalities and Friendship Moves. All-new Brutalities let you pound your opponents 'til they explode, while seven humiliating Stage Fatalities send defeated opponents plummeting out of selected arenas. You can also score on Aggressor Moves and Kombos.

In addition to one-player and two-player vs. modes, MK Trilogy features two-on-two and three-on-three tag-team options. There's also an eight-player tournament mode.

MK Trilogy features favorite battlegrounds. from MK, MK II, MK 3 as well as all-new battlegrounds crafted especially for this game. In all, there are 27 battlegrounds.

The new Aggressor Kombat Mode arms the quick and merciless with more strength and power to inflict heavy Kombinations!

- TECHNICAL -

Game ID: NUS-NMKE-USA

- TRIVIA -

Released on November 14, 1996 in the USA.

Export releases:
[EU] "Mortal Kombat Trilogy [Model NUS-NMKP-UKV]"

- STAFF -

Mortal Kombat Trilogy Design Team: Ed Boon, John Tobias, Tony Goskie, Dan Forden, David Lee Michicich, Steve Beran, John Vogel
Williams Entertainment MK Trilogy Team: David Schwartz, Mark Guidarelli, Greg Miller, Mark May, Robert Atesalp
Unbeatable Kombat Masters (Game Testers): Will Shen, William Sutjiadi, J. R. Salazar, Marselle Washington, Mike Turner, Toan Ngo, Steve Kramer, John Ubalde, Brian Johnson, Eddie Ferrier, Mike Vinikour
Print Design and Production: Debra Austin, Steve High, Shawn Murphy, Dave Young
Many Thanks go to: Steven Ranck, Scott L. Patterson, Michael Cuevas, Detmar Peterke

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57844&o=2

$end


$n64=mktrilgy,
$bio

Mortal Kombat Trilogy (c) 1997 Midway Games, Inc.

European release.

- TECHNICAL -

Game ID: NUS-NMKP-EUR

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83944&o=2

$end


$saturn,sat_cart=mktrilgy,
$bio

Mortal Kombat Trilogy (c) 1997 GT Interactive
.
European release.

- TECHNICAL -

Model T-25414H-50

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60351&o=2

$end


$saturn,sat_cart=mktrilgyu,
$bio

Mortal Kombat Trilogy (c) 1997 Williams Entertainment, Incorporated.

- TECHNICAL -

Game ID: T-9704H

- TRIVIA -

Released on August 08, 1997 in the USA.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60086&o=2

$end


$nes=mkv96,
$bio

Mortal Kombat V Turbo 30 (c) 1995 Yoko Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84073&o=2

$end


$gameboy=mk,
$bio

Mortal Kombat (c) 1993 Acclaim Ent., Incorporated.

Prepare yourself for the #1 arcade smash!

- TECHNICAL -

Cartridge ID: DMG-C9-USA

- TRIVIA -

Mortal Kombat for Game Boy was released on September 13, 1993 in North America.

On this GB version of the game, Cage (from the original Arcade game) was taken out.

Known export releases:
[JP] "Mortal Kombat - Shinken Kourin Densetsu [Model DMG-C9A]"
[UK] "Mortal Kombat [Model DMG-C9-UKV]"
[EU] "Mortal Kombat [Model DMG-C9-NOE-1]"

- STAFF -

Developed by: Probe Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66494&o=2

$end


$sms=mk,
$bio

Mortal Kombat (c) 1993 Arena

- TECHNICAL -

[EU] Game ID: MK-29021-50
[BR] Game ID: 028240

- TRIVIA -

Manufactured in Brazil by Tec Toy.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56105&o=2

$end


$snes=mku,mkua,
$bio

Mortal Kombat (c) 1993 Acclaim Ent., Incorporated.

Prepare Yourself...

The #1 arcade hit is here: from Sub-Zero, Rayden and the rest of the Kombat Warriors to the grueling endurance and intense mirror matches! Execute bone-shattering combos and ferocious finishing moves! Defeat the half human dragon Goro, and destroy the shape-changing Shang Tsung to become the Supreme Mortal Kombat Warrior!

- TECHNICAL -

Cartridge ID: SNS-KX-USA

- TRIVIA -

Mortal Kombat for Super NES was released on September 13, 1993 in North America.

While the visuals and audio of this version were the most accurate, the gameplay suffered major changes.

Due to Nintendo's policies at the time of release, the blood was replaced with sweat, and most finishing moves were altered to become less violent or extreme.

- TIPS AND TRICKS -

Finishing Moves for each character are listed here. The following is a simple legend:

U = Up, L = Left, D = Down, R = Right, HP = High Punch, LP = Low Punch, HK = High Kick, LK = Low Kick, BL = Block

Cage: F, F, F, HP (close)
Kano: B, D, F, LP (close)
Rayden: F, B, B, B, HP (close)
Liu Kang: F, D, B, U, F, ...
Scorpion: U, U (1/2 screen, easier if you hold BL)
Sub-Zero: F, D, F, HP (close)
Sonya: F, F, B, B, BL

To face Reptile, play a single player game and reach the Kombat Zone called "The Pit". Earn a double Flawless Victory by winning both rounds without taking any damage and never use the block buttons. Finish your opponent with your character's finishing move as well.

Start a single player game on VERY EASY. Allow yourself to lose in every fight until you reach the Kombat Zone "The Hall of Champions". The computer is now able to throw you from anywhere no matter where you or your opponent are located.

Execute Rayden's fatality on the third endurance match. Goro will appear silver colored and flashing.

Finish your opponent with a projectile weapon. Then when the next round starts, you will be able to fire that projectile again by simply pressing the button you used to fire the projectile. If you press a different button or your opponent hits, throws, or jumps over you, the trick ends.

Begin a two player game and fight until one of the kombatants is one throw away from death. Wait until one second is remaining in the timer and finish off the fighter with a throw (stand next to the opposing warrior and hit LP). When the next round begins, characters can move away from the screen.

- STAFF -

Developed by: Sculptured Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63284&o=2

$end


$snes=mka,mkp,
$bio

Mortal Kombat (c) 1993 Acclaim Ent., Incorporated.

- TECHNICAL -

Cartridge ID: SNSP-KX-NOE

- TRIVIA -

Mortal Kombat for Super NES was released on October 28, 1993 in Europe.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63283&o=2

$end


$snes=mk,
$bio

Mortal Kombat (c) 1993 Acclaim Ent., Incorporated.

- TECHNICAL -

[Model SNSP-KX-UKV]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64409&o=2

$end


$gamegear=mkj,
$bio

Mortal Kombat - Shinken Kourin Densetsu (c) 1993 Acclaim Entertainment, Incorporated.

- TECHNICAL -

Cartridge ID: T-81017

- TRIVIA -

Mortal Kombat - Shinken Kourin Densetsu for Game Gear was released on December 17, 1993 in Japan. It is known outside Japan as simply "Mortal Kombat".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64716&o=2

$end


$megacd,megacdj=mk,
$bio

Mortal Kombat (c) 1994 Arena.

European release.

- TECHNICAL -

Game ID: T-81025-50

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60637&o=2

$end


$segacd=mk,
$bio

Mortal Kombat (c) 1993 Arena

North American release.

- TECHNICAL -

Game ID: T-81025

- TRIVIA -

Mortal Kombat for Sega CD was released on May 26, 1994 in North America.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60770&o=2

$end


$megadriv=mka,mk,
$bio

Mortal Kombat (c) 1993 Arena

European release.

- TECHNICAL -

Cartridge ID: T-81186-50

- TRIVIA -

Reviews:
[FR] September 1993- Consoles + N.23: 92% (2-Player)
[FR] September 1993- Consoles + N.23: 90% (1-Player)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56689&o=2

$end


$gamegear=mk,
$bio

Mortal Kombat (c) 1993 Arena

- TECHNICAL -

Cartridge ID: T-81198

- TRIVIA -

Mortal Kombat for Game Gear was released on September 13, 1993 in North America. 

On this GG version of the game, Kano (from the original Arcade game) was taken out.

- TIPS AND TRICKS -

* Enable Blood: Press 2, 1, 2, Down, Up at the Code of Honor screen. NOW ENTERING KOMBAT will flash on-screen.

- STAFF -

Johnny Cage : Daniel Pesina
Rayden : Carlos Resina
Liu Kang : Ho Sung Pak
Scorpion : Daniel Pesina
Sub Zero : Daniel Pesina
Sonya : Elizabeth Malecki
Goro Character Design : John Tobias
Stop Motion Miniature : Curt Chiarelli
Shang Tsung : Ho Sung Pak
Programming By : Keith Burkhill
Backgrounds By : Lee Ames
Other Graphics By : Keith Burkhill
Music By : Allister Brimble
Produced By : Gary Liddon
Quality Assurance By : Simon Bland, Barg, James Stewart, Tim Bradstock

Acclaim Development by: The Grey Team
Producer : Rob Leingang
Associate Producer : Stacy Hendrickson
Analysts : Tyrone Miller, Joe Libertella, Tom Rademacher, Jim Mk Fink
Special Thanks To : Eric

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64714&o=2

$end


$info=mkyawdim,mkyawdim2,mkyawdim4,
$bio

Mortal Kombat (c) 1992 Yawdim.

- TRIVIA -

This is a bootleg version of Mortal Kombat (based on the 3.0 revision), where the name of the manufacturer is YAWDIM - that's MIDWAY reversed.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=36485&o=2

$end


$info=mkyturbo,mkyturboe,
$bio

Mortal Kombo Kombat Turbo (c) 1993 Unknown.

Hacked version.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=36486&o=2

$end


$info=mktturbo,
$bio

Mortal Kombo Kombat Turbo Ninja (c) 1993 Unknown.

Hacked version.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32405&o=2

$end


$info=ep_mwom,ep_mwoma,ep_mwomb,ep_mwomc,ep_mwomd,
$bio

Mortal Wombat (c) 199? Impulse Gaming.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15373&o=2

$end


$info=mosaic,
$bio

Mosaic (c) 1990 Space.

- TECHNICAL -

Main CPU : Z180 (@ 7 Mhz)
Sound Chips : YM2203 (@ 3 Mhz)

Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Also licensed to Fuuki.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1677&o=2

$end


$info=mosaica,
$bio

Mosaic (c) 1990 Fuuki.

- TRIVIA -

Manufactured by Fuuki under license from Space.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40703&o=2

$end


$info=mosaicf2,
$bio

Mosaic (c) 1999 F2 System.

Once upon a time, There is a "The Kingdom of Heaven" which lived one ugly angel. One day, ugly angel was jealous of beautiful angel, so the king of "The Kingdom of Heaven" expelled ugly angel from "The Kingdom of Heaven" If she want to return to "The Kingdom of Heaven", She must solve the question of the king. The question is assemble the picture's pieces. It called (the enforcement law mosaic atonement for one's sins program).

First, select the picture's one piece which you want to change and select the picture's other piece which you want to change. If so, be changed each pieces, which you selected two pieces and If you want to cancel which selected the picture's piece you have to select again. If you assemble all of the picture's pieces in time, stage is clear.

- TECHNICAL -

Main CPU : E1-32XT (@ 20 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), OKI6295 (@ 13.558 Khz)

Players : 2
Control : 8-way Joystick
Buttons : 3

- TRIVIA -

Released in October 1999.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4282&o=2

$end


$pc8801_flop=moscow,
$bio

Moscow (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92423&o=2

$end


$cdi=moses,
$bio

Moses - The Exodus (c) 1992 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52999&o=2

$end


$pico=moshimos,
$bio

Moshimoshi Pico Set with Dare ga Deru kana? Moshimoshi Pico de TV to Oshaberi! [Model HPC-6046] (c) 1997 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75733&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=mosquito,
$bio

Mosquito Infestation (c) 1982 HES [Human Engineered Software]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86874&o=2

$end


$msx1_cass=mot,
$bio

Mot (c) 1989 Opera Soft [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94861&o=2

$end


$cpc_cass=mot,
$bio

Mot (c) 1989 Opera Soft [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98319&o=2

$end


$gba=mother12,
$bio

Mother 1+2 [Model AGB-A2UJ-JPN] (c) 2003 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71960&o=2

$end


$snes=mother2,
$bio

Mother 2 ギーグ のノ逆襲 (c) 1994 Nintendo Company, Limited.
(Mother 2 - Gyiyg no Gyakushuu)

Mother 2, aka Earthbound, is a role playing game by Nintendo and sequel of Mother originally released in Japan for the Famicom system. In the years 199X, a weird meteor crashes in the hills behind Ness's Home in the middle of the night. The young boy, always eager for adventure, sneaks out that night and goes off to investigate the situation. Later on, helped by his neighbor Pokey, he meets Buzz-Buzz on the crash site - this talking bee from the future reveals him that the evil Gigu is planning to take over the world. A prophecy predicted that three boys and a girls will stop Gigu's terrific plans and he knows that Ness, with his psychic powers (called PSI in the game), is one of them... The boy and his friends embark on a journey to save the world and find the eight sanctuaries to reunite the power of the Earth and defeat G?gu. The game follows the same rules laid down by other role playing games of the time - it is however an unique mix of titles such as Final Fantasy and Zelda. The world map is always at the same scale and enemies freely wonder around it - no random battles. However, fights are turn-based and follow a more traditional approach with a brilliant twist - the game automatically skips fights against weak enemies (they may even run away from the player !). Characters have their own set of skills, special abilities and they all complete one another. Ness is the strongest and defends himself with a baseball bat, Jeff is the geek of the group and can repair anything, Paula has super-psy abilities and Poo seems to be good at anything, thanks to his Mu training. Interestingly, the game's progress can be saved by calling Ness's dad on the phone.

- TECHNICAL -

Cartridge ID: SHVC-MB

- TRIVIA -

Released on August 27, 1994 in Japan for 9800 Yen.

The voice that says 'Ok desu ka' (Ok isn't it ?) when the players enters his name is supposed to be Shigesato Itoi, creator of the game.

Export releases:
[US] "EarthBound [Model SNS-MB-USA]"

- TIPS AND TRICKS -

Faster music:
-------------
Repeatedly tap Select for faster music.

Unlimited magic butterflies:
----------------------------
Go to the cave in Onett and find the location where you can see the giant step but cannot get to it. Keep entering and exiting this location, heal yourself, then get more butterflies as needed.

- STAFF -

Produced and Directed By: Shigesato Itoi
Written By: Shigesato Itoi
Music By: Keiichi Suzuki, Hirokazy Tanaka
Game Designer: Akihiki Miura
Art Director: Kouichi Ooyama
Sound Director: Hirokazu Tanaka
Program Director: Satoru Iwata
Programmers: Satoru Iwata, Satoshi Mitsuhara, Yoshimi Takahashi, Seiji Otoguro, Bou Nakajima, Seika Abe, Yoshiki Suzuki, Jun Yamazaki, Toshiyuki Ueno, Takashi Sasaki, Takashi Sakuma, Kazuo Sato, Kouji Malta
Sound Programmer: Hirokazu Tanaka
System Engineering: Makoto Kanai, Takashi Sakuma
Graphic Artists: Kouichi Ooyama, Hiroyuki Sakiyama, Kouichi Yamada, Makio Kataoka, Tetsuya Notoya, Yasunori Yanagisawa
Special Effects Artist: Tsunekaz Ishihara
Font Designers: Akihiko Miura, Kouichi Ooyama
Concept Of Saturn Font By: Shigesato Itoi
Graphics Data Manager: Yasunori Yanagisawa
Message Data Managers: Masayuki Miura, Hitoshi Matsui
Additional Music Composed By: Hiroshi Kanazu, Toshiyuki Ueno
Sound Staff: Toshiyuki Ueno, Kozue Ishikawa
Assistant Programmers: Ikuho Hagiya, Katsuyoshi Irie
Assistant Game Designers: Kouichi Ooyama, Takehiko Masuda, Chiaki Yoshizawa, Masayuki Miura, Akihito Toda, Hitoshi Marsui, Katsuyoshi Irie
Assistant Scenario Writers: Masayuki Miura, Akihito Toda, Hiroyuki Jinnai
Chief Debuggers: Takumi Akabane, Hitoshi Matsui
Ape Debugging Team: Takahiro Nagai, Junichi Akama, Akira Matsumoto
Nintendo Debug Coordinators: Tohru Mashimoto, Tatsuya Hishida
Nintendo Debugging Team: Kazuhude Ohgoe, Atsushi Miyake, Hajime Nakamura, Mao Hamamoto, Mayumi Tada, Makoto Kedouin, Kimiko Tsuchida, Sayaka Komura
Map Checkers: Mapper Kojima, Katsuyoshi Irie
Sampling Voices: Shigesato Itoi, Yukari Whistle Saito, Hirokazu Belch Koyano, Etsuko Venus Kawano, Takashi Mu Watanabe
Opening Rock Guitar: M.D. Seeger
Hardware Support: Hironobu Kakui, Shigeki Yamashiro
Production Managers: Takashi Kawaguchi, Keizo Kato, Ikuo Hyakuta, Yukari Saito
Coordinators: Takashi Watanabe, Ryo Kagawa, Hiroyuki Jinnai, Etsuko Kawano, Kazuyuki Yamamoto, Atsuko Kawahara
Sound Producers: Akio Ohmori, Ritsuo Kamimura
Special thanks To: Kenji Ando, Miyuki Kure, Takayuki Onodera, Fukashi Omorita, Yukio Takahashi, Kazuhiko Amemiya, Yasuhiro Kumagai, Yoshio Hongo, Naoko Kanazawa, Benimaru Itoh, Motohiro Ishii, Hirokazu Koyano, Masao Tottori, Nobuyasu Makino, Hiromi Tamagawa, Nancy Yoshitake
The Producers Wish To Thank: Ishel Artvision, Moonriders Office, Sedic Inc., Seta Co. Ltd., Lucky Nice: Okubo Design Studio, On Associates, Sai Koubou, Ashura Office, Shogakukan, Shincho Sha
Chief Coordinator: Marcus Lindblom, Line Producer, Tsunekaz Ishihara
Coproducer: Satoru Iwata
Noa Producer: Mike Fukuda
Supervisor: Shigeru Miyamoto
Executive Producers: Hiroshi Yamauchi, Minoru Arakawa

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61829&o=2

$end


$gba=mother3,
$bio

Mother 3 [Model AGB-A3UJ-JPN] (c) 2006 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71961&o=2

$end


$cdi=mgoosehp,mgoosehpa,
$bio

Mother Goose - Hidden Pictures (c) 1991 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53000&o=2

$end


$cdi=mgooserc,mgooserca,
$bio

Mother Goose - Rhymes to Color (c) 1991 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53001&o=2

$end


$nes=mother,
$bio

Mother (c) 1989 Nintendo.

- TECHNICAL -

Cartridge ID: HVC-MX

- TRIVIA -

Mother was released on July 27, 1989 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54413&o=2

$end


$cpc_cass=motinnav,
$bio

Motin en la Nave (c) 1987 Edisoft [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98320&o=2

$end


$info=motofren,motofrenft,motofrenmd,motofrenmf,
$bio

Moto Frenzy (c) 1992 Atari Games.

- TECHNICAL -

Atari GX2 hardware
Game ID : 136094

Main CPU : Motorola 68EC020 (@ 14.31818 Mhz), MOS Technology 6502 (@ 1.7895 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579 Mhz), (2x) OKI6295 (@ 9.037 Khz)

Screen orientation : Horizontal
Video resolution : 336 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 2048

Players : 1
Control : stick
Buttons : 3

- TRIVIA -

Released in July 1992.

A Moto Frenzy unit appears in the 1994 French movie 'La Vengeance d'une Blonde'.

- UPDATES -

REVISION 1 (Field Test Version) :
* OS : 17JUL1992 18:13:31 / PROG : 17JUL1992 18:02:28

REVISION 2 (Mini Deluxe Field Test Version) :
* OS : 03AUG1992 09:36:45 / PROG : 03AUG1992 09:29:55

REVISION 3 :
* OS : 17AUG1992 17:58:48 / PROG : 17AUG1992 18:06:29

REVISION 4 (Mini Deluxe) :
* OS : 24AUG1992 12:13:18 / PROG : 26AUG1992 17:41:04

- STAFF -

Programmer / Designer : Dennis Harper
Programmer : David S. Akers
Game designer : Milt Loper
Mechanical designer : Jack Aknin
Hardware : Samuel Lee
Technician : Farrokh Khodadadi
Lead animator : Nick Stern
Audio : John Paul
Video : Rob Rowe
PCB : Leon Fritts
Marketing : Linda Benzler
Team 'Frenzy' leader : Chris Downend

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1678&o=2

$end


$gba=motogpu,
$bio

Moto GP [Model AGB-AM4E-USA] (c) 2002 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71964&o=2

$end


$gba=motogpj,
$bio

Moto GP [Model AGB-AM4J-JPN] (c) 2002 MTO, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71963&o=2

$end


$gba=motogp,motogpp,
$bio

Moto GP [Model AGB-AM4P] (c) 2002 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71962&o=2

$end


$a2600=motolasr,
$bio

Moto Laser (c) 19?? Stargame

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50719&o=2

$end


$pce=motorod2,motorod2a,
$bio

Moto Roader II (c) 1991 Masiya

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58655&o=2

$end


$pce=motoroad,
$bio

Moto Roader (c) 1989 NCS Corp.

Moto Roader is a multi-player futuristic overhead racing game by Masaya where up to five cars (thus five players) can race at once. One of the great originality of the game is the sort of warping system that shoots slow cars back to the front of the race. This may sounds unusually weird at first but it adds a lot to the racing experience, especially during frantic five players races. Cars are nevertheless warped at a price and this feature will slowly consume gas. Cars can also be upgraded between each race. Players get awarded money in function of their final placement and shops allow them to improve various parts of their cars such as engine, brakes, body and also purchase power-ups like bombs, warps, jumps etc... As mentioned at the beginning of this test, Moto Roader is one of the few games (with the excellent Bomberman) to feature an up to five simultaneous players gameplay.

- TECHNICAL -

HuCARD ID: NCS89002
HuCARD Size: 2 Mbits.

- TRIVIA -

Released on February 23, 1989 in Japan for 5200 Yen.

A Hidden text is found-able in the Japanese ROM (at 10A):
Kono GAME wo oaiage itadaki makotoni arigatou gozaimasu. 
tanosinde itadakemasitaka?  
sikasi kono messe-ge wo yondeiru anataha ittai douiu hito?   
mosi yorosikereba watasini TEL kudasai    
NCS 03-486-6588 (SUZUKI made)    
soreka pasokon tsuusinn mo yattemasunode soremo yorosikune  
NCS NET 03-499-5996 pm7:00 kara am8:00 made

Here is the translation:
Thank you very much for purchasing this game.
Did you enjoy it?
But who are you, to be able to read this message?
If you don't mind, please give me a call.
NCS 03-486-6588 (Ask for Suzuki)
Or, I also use a computer connection, so you can contact me there, too.
NCS NET 03-499-5996 7:00pm to 8:00am

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58654&o=2

$end


$tg16=motoroad,
$bio

Moto Roader [Model TGX020013] (c) 1989 NEC Home Electronics, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84331&o=2

$end


$info=mototour,
$bio

Moto Tour (c) 1983 Tecfri.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72306&o=2

$end


$odyssey2,g7400=motocras,
$bio

Moto-Crash (c) 198? Radiola La Radiotechnique.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95764&o=2

$end


$a2600=motox,
$bio

Motocross (c) 1983 Quelle

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50723&o=2

$end


$a2600=motocrs,
$bio

Motocross (c) 19?? Joystik

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50721&o=2

$end


$a2600=motoxs,
$bio

Motocross (c) 19?? Suntek

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50722&o=2

$end


$gba=motoxchl,
$bio

Motocross Challenge [Prototype] (c) 2007 DHG Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71965&o=2

$end


$nes=motochmp,
$bio

Motocross Champion (c) 1989 Konami Industry Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54414&o=2

$end


$32x=motox,
$bio

Motocross Championship (c) 1994 SEGA Enterprises, Ltd.

European release.

- TECHNICAL -

Game ID: 84600-50

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96297&o=2

$end


$32x=motoxu,motoxpl,motoxpk,motoxpj,motoxpi,motoxph,motoxpg,motoxpf,motoxpe,motoxpd,motoxpc,motoxpb,motoxpa,motoxp,
$bio

Motocross Championship [Model 84600] (c) 1994 Sega Enterprises, Ltd. [Tokyo, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84397&o=2

$end


$info=motoxgo,motoxgov1a,motoxgov1a2,motoxgov2a,
$bio

Motocross Go! (c) 1997 Namco, Limited.

- TRIVIA -

Motocross Go was released in November 1997 in Japan.

- TIPS AND TRICKS -

Race Alone: Hold brake, gas, and view while you insert your coins. Keep thm pressed until you start the race. 

Secret Bikes: When selecting bikes, while turning the handle to full throttle and holding the brake, select your bike with the view button. The YZ400 gives you a transparent player with a visible heart. The YZ250 gives you a player in a black jumpsuit (very fast!!)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=29102&o=2

$end


$gbcolor=mxmania2,
$bio

Motocross Maniacs 2 [Model CGB-AMHE-USA] (c) 1999 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68416&o=2

$end


$gba=motoxman,
$bio

Motocross Maniacs Advance [Model AGB-AMRE-USA] (c) 2002 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71967&o=2

$end


$gba=motoxmanj,
$bio

Motocross Maniacs Advance [Model AGB-AMRJ-JPN(RK261-J1)] (c) 2002 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71966&o=2

$end


$gameboy=motoxman,
$bio

Motocross Maniacs [Model DMG-MX-NOE-1] (c) 1991 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66506&o=2

$end


$gameboy=motoxmana,
$bio

Motocross Maniacs [Model DMG-MX-NOE] (c) 1990 Palcom Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66505&o=2

$end


$gameboy=motoxmanu,
$bio

Motocross Maniacs [Model DMG-MX-USA] (c) 1990 Ultra Games [Ultra Software Corp.]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66508&o=2

$end


$gameboy=motoxmanj,
$bio

Motocross Maniacs [Model DMG-MXA] (c) 1989 Konami Industry Co., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66507&o=2

$end


$coleco=mtcracer,mtcracera,
$bio

Motocross Racer (c) 1984 Xonox, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53313&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=mtcracer,
$bio

Motocross Racer (c) 1984 Xonox, Inc. [Hopkins, MN, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86875&o=2

$end


$a2600=motoxrac,
$bio

Motocross Racer (c) 1983 Xonox.

- TECHNICAL -

Model 99008

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50724&o=2

$end


$cpc_cass=motoxsim,
$bio

Motocross Simulator [Model 3171] (c) 1989 Codemasters Soft. Co., Ltd., The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98321&o=2

$end


$vc4000=motox,
$bio

Motocross (c) 1978 Interton Electronic.

- TECHNICAL -

[Cassette No. 14]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49217&o=2

$end


$intv=motox,
$bio

Motocross (c) 1982 Mattel Electronics.

Big time is here! Daredevil you! You'll prove once and for all that no one can outrace you, outshine you, in the frenzied world of MOTOCROSS!

You CHOOSE or DESIGN your own course -- long straights, S turns, jumps, or combination of these. Get it easy or rough! You select the number of laps and the type of confrontation you want -- you alone against the clock, you against another player, or you against the computer! Play it normal or in reverse direction! You are on your own now! Go! Clock starts! Watch YOUR TIME at the FINISH LINE! Or lay back... and watch the computer race its own bike!

- TECHNICAL -

Model 3411

YOUR CONTROLS
UPPER SIDE ACTION KEYS: Accelerate
LOWER SIDE ACTION KEYS: Brake
DISC: Steering

- TRIVIA -

Started by Rick Levine in 1981 as his follow-up project to PBA Bowling, Motocross was put on hold when Rick left Mattel. (Tired of commuting from Irvine to Hawthorne, Rick took a non-gaming job. Later, he went to work for Imagic, where he programmed the Intellivision games Microsurgeon and Truckin'.) Months later, biker Rick Koenig took a stab at completing the game. After several weeks, he got permission to scrap the existing code and begin from scratch. Only Rick Levine's basic concept and graphics were kept, with new animations by Joe Ferreira.

Rick Koenig approached the game scientifically, writing routines to simulate all the movements of the cycles according to the laws of physics. The result is motorcycles that accelerate, skid and jump realistically.

Gravity is a factor in the motion routines. During testing, Rick made gravity adjustable to determine the best looking arc when jumping. Several unsuspecting programmers were invited to test the game, not knowing gravity had been set to zero. The first time their cycles hit a ramp, the cycles would sail up-up-and-away off the screen, while the programmers frantically tapped the controller discs, trying to make them come back down.

Although announced in Mattel catalogs in 1981 and 1982 as part of the Intellivision Sports Network, by the time the game was released in 1983 the themed 'networks' had been dropped. The Sports Network isn't mentioned on Motocross's final packaging.

- STAFF -

Design: Rick Koenig, Rick Levine
Program: Rick Koenig
Graphics: Rick Levine, Joe Ferreira
Sound: Mark Urbaniec

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60919&o=2

$end


$snes=motoko,
$bio

Motoko-chan no Wonder Kitchen [Model SHVC-WK] (c) 1993 Ajinomoto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61830&o=2

$end


$pc8801_flop=motohime,
$bio

Motoko-hime Adventure (c) 1987 Tatsumi Electronics Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92424&o=2

$end


$nes=motorcp,
$bio

Motor City Patrol (c) 1992 Matchbox

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55384&o=2

$end


$c64_cart,c64_flop=motorman,
$bio

Motor Mania (c) 1982 UMI

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53642&o=2

$end


$cpc_cass=motormsc,
$bio

Motor Massacre (c) 1988 Gremlin Graphics Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98323&o=2

$end


$amigaocs_flop=motormas,
$bio

Motor Massacre [Action] (c) 1988 Gremlin Graphics Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74585&o=2

$end


$a7800=mpsycho,mpsychou,
$bio

Motor Psycho [Model CX7582] (c) 1990 Atari Corp. [Sunnyvale, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50156&o=2

$end


$info=motoraid,
$bio

Motor Raid (c) 1997 Sega.

- TECHNICAL -

Runs on the Sega "Model 2A" hardware.

Players: 2
Buttons: 4

This was a rom swap upgrade for "Manx TT Superbike".

- TRIVIA -

Released in October 1997.

Marvelous Entertainment released a very rare soundtrack for this game on January 21, 1998. The soundtrack also contains music from "Sega Water Ski".

- TIPS AND TRICKS -

* Change Bike Color to CPU Bike Color : Select Player screen Punch, Kick(x2), Punch(x2), Kick(x2), Punch.
Note : The Select Player screen is monochrome, so you will not be able to see the color change until the game starts.

* Extra Stage Segal : First play the Practice Mode. The easiest stage. 'Yenda', will then be selectable. Next, highlight Yenda at the stage-select screen and enter the following code with handlebar button : Punch, Kick(x2), Punch, Kick(x2), Punch(x2), Kick(x2). The 'Segal' stage will now be selectable. 

* Ues Segal Weapons in Any Stage : Select Player screen...
Needles - Kick(x2), Punch, Kick(x2), Punch, kick, Punch(x2), Kick. 
Hammer - Punch, Kick, Punch, Kick, Punch(x2), Kick, Punch(x2), Kick.

- STAFF -

Composer: Makito Nomiya

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3736&o=2

$end


$info=motrshow,motrshowa,
$bio

Motor Show (c) 1989 Mr. Game.

- STAFF -

Design by : Tony Ramunni, Mauro Ferrari
Art by : Tony Ramunni
Dots/Animation by : Alberto Frabetti
Mechanics by : Gianni Maccagnani
Software by : Mauro Ferrari, Alessandro Scardovi

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5659&o=2

$end


$info=motorace,
$bio

MotoRace USA (c) 1983 Williams Electronics

- TECHNICAL -

Irem M-52 hardware

Main CPU : Zilog Z80 (@ 4 Mhz)
Sound CPU : Motorola M6803 (@ 894.886 Khz)
Sound Chips : (2x) General Instrument AY8910 (@ 894.886 Khz), (2x) MSM5205 (@ 384 Khz)

Players : 2
Control : 2-way joystick
Buttons : 2

- TRIVIA -

MotoRace USA was released in July 1983 by Williams under license from Irem.

This game is also known as "Traverse USA" and "Zippy Race".

Lyle Holman holds the official record for this game with 2058300 points.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1679&o=2

$end


$gba=motoracru,
$bio

Motoracer Advance [Model AGB-A9ME-USA] (c) 2002 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71969&o=2

$end


$gba=motoracr,
$bio

Motoracer Advance [Model AGB-A9MP] (c) 2002 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71968&o=2

$end


$amigaocs_flop=motormad,
$bio

Motorbike Madness (c) 1988 Mastertronic, Limited. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74586&o=2

$end


$cpc_cass=motormad,
$bio

Motorbike Madness (c) 1988 Mastertronic, Ltd. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98325&o=2

$end


$cpc_cass=mc500,
$bio

Motorcycle 500 (c) 1990 Cult

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98327&o=2

$end


$info=motrdome,
$bio

Motordome (c) 1986 Bally Midway Mfg. Co.

- TECHNICAL -

Motordome [No. 0E14]

Bally/Midway 6803 (Sounds Deluxe)

Main CPU : Motorola M6803 (@ 895 KHz)
Sound CPU : Motorola 68000 (@ 8 MHz)
Sound Chip : DAC

- TRIVIA -

Motordome was released in June 1986.

- STAFF -

Designer : Greg Kmiec
Artwork : Tony Ramunni
Software : Rehman Merchant
Sounds : Bob Libbe

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5366&o=2

$end


$pcecd=motoroad,
$bio

Motoroader MC (c) 1992 NCS

Motoroader MC is a racing game by NCS and is the third episode of the Motoroader series. Up to five players can race each other on twenty five tracks (five courses of five tracks each) as they vie for the first place. Unlike other games of the series, each track is basically constructed of a single static screen and is reminiscent of the arcade classic Super Sprint. Each race is made out of eight laps where anything goes ! Cars are invincible and can fire an unlimited amount of rockets and bombs which, consequently, leads the gameplay more towards speed and attack. All the racing tracks display a showcase of exquisite themes - from classic City and Nature scapes to more elaborate designs such as the fantasy Marchen or the unique Special courses. Road hazards also spice up the game and make each play session unique - from classic pits, speed boosters to shortcuts and disorienting teleporters.

- TECHNICAL -

Game ID: NSCD2015

- TRIVIA -

Released on December 18, 1992 in Japan for 7200 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58294&o=2

$end


$a2600=motorod,motorode,
$bio

MotoRodeo (c) 1990 Atari Corporation.

You're second in the grueling competition of an all-day MotoRodeo. Your customized truck, a cherry little number, speeds through the dangerous obstacle course. You quickly break through a brick wall, rumble through a muddy ditch, and jump high into the air. You grin widely as you land on a Plymouth, crushing it beneath the weight of your monster truck.

Up till now, you and your opponent, Trucker Tom, have been neck and neck throughout the competition, but you've just pulled ahead. Your truck paid its dues during the early part of the competition, but you're confident that you've got the skills needed to outmaneuver Tom as you race for the finish line.

Your adrenalin pounds. You psych yourself up for the few remaining obstacles. You're only slightly ahead of Tom, but there are still a few more walls and cars to crush. Good thing you learned quickly to jump the mud which is slowing Tom down.

You rev your engine, add a burst of acceleration, and jump the last mud hole as you race for the finish line. Trucker Tom has finally met his match!

- TECHNICAL -

Model CX26171

- SCORING -

Landing upright and flat from a jump: 5 Points.
Each time you hit a wall: 10 Points.
Each time you crush a car: 20 Points.
Bouncing on trucks tires on the platform: 25 Points.
Jumping to a collapsing ramp: 25 Points.
Touching 50 on the screen: 50 Points.
Finishing the track first: 100 Points.

- TIPS AND TRICKS -

Do a wheelie when you hit an obstacle. You will fly a little higher and further.

Only use nitro when you are on the ground and in an upright position.

Wriggle the controller left and right to get out of the mud faster.

- STAFF -

Programmer: Steve DeFrisco

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50720&o=2

$end


$info=sc4motor,sc4motora,sc4motorb,sc4motorc,sc4motord,sc4motore,sc4motorf,sc4motorg,sc4motorh,
$bio

Motorway Mania (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR6806]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42708&o=2

$end


$info=motos,
$bio

Motos (c) 1985 Namco.

The object of the game is to bump your enemies - space bugs - off the solar base using Motos, your ship. When you bump all of them off, you move to the next base or round. If Motos is knocked off the base, you lose one life. The game is over when you lose all your lives.

You can collect Power parts and Jump parts lying on the solar base by simply having Motos touch them. The collected parts will be displayed in the lower left corner of the screen and you can use them in the next round. Motos can be outfitted with no more than seven power parts; the more power parts added, the more powerful Motos is. However, Motos can only be outfitted with only one jump part per round. With a jump part, Motos can jump over two squares by moving the joystick in the desired direction and pressing the Jump button. One jump on a square cracks the square and a second jump in the same spot makes a hole in the solar base.

You can outfit Motos with these parts in the Power Parts or Jump Parts screen displayed at the beginning of each round. Select the number of parts you want by moving left and right with the joystick, and lock them in place by pressing the Jump button. You can use the selected parts for one round only; they will not be available in subsequent rounds.

Linger too long on the playing field and Shooting Stars will begin to fall periodically onto the solar base. The Stars are aimed at Motos, and when they miss they crack a square or break a hole in the solar base (like they do to the base behind the Motos logo in the attract mode's title sequence). 

- CAST OF CHARACTERS - 

* Motos - The protagonist of the game. This is you.
* Power Parts - These give Motos extra bumping power. Motos can be equipped with a maximum of seven Power parts at a time.
* Jump Parts - These give Motos the ability to jump over the gaps in the playfield. Motos can only be equipped with one jump part at a time. 
* Red Pupa (First appears in Round 1) - Weighs in at 380 kg (838 lbs) and travels 20 km/h (12.4 mph). 
* Blue Pupa (First appears in Round 2) - Weighs in at 380 kg (838 lbs) and travels 20 km/h (12.4 mph). 
* Polar (First appears in Round 2) - Weighs in at 400 kg (882 lbs) and travels 20 km/h (12.4 mph). 
* Spirus (First appears in Round 4) - Weighs in at 2,900 kg (3.2 tons) and travels at 40 km/h (24.9 mph). 
* Fire Bug (First appears in Round 7) - Weighs in at 3,800 kg (4.2 tons) and travels at 45 km/h (28.0 mph). 
* Mega (First appears in Round 9) - Weighs in at 7,500 kg (8.3 tons) and travels at 10 km/h (6.2 mph). 
* Taitorian (First appears in Round 11) - Weighs in at 4,100 kg (4.5 tons) and travels at 55 km/h (34.2 mph). 
* Fire Bee (First appears in Round 13) - Weighs in at 3,200 kg (3.5 tons) and travels at 70 km/h (43.5 mph). 
* Lady Bug (First appears in Round 17) - Weighs in at 5,120 kg (5.6 tons) and travels at 60 km/h (37.3 mph). 
* Black Pupa (First appears in Round 18) - Weighs in at 400 kg (882 lbs) and travels 20 km/h (12.4 mph). 
* Beetle (First appears in Round 18) - Weighs in at 5,800 kg (6.4 tons) and travels at 55 km/h (34.2 mph). 
* Giga (First appears in Round 29) - The heaviest of all enemies. Weighs in at 13,400 kg (14.8 tons) and travels at 20 km/h (12.4 mph). 
* Beecon (First appears in Round 2) - Scores you points whether Motos or an enemy bug bumps it off the solar base. 
* Nabicon (First appears in Round 3) - Most of these unleash Blue Pupa at regular intervals. 
* Shooting Stars - They fall periodically onto the solar base if you take too much time in a round. They are aimed at Motos and when they miss, they crack square or break a hole in the solar base.

- TECHNICAL -

Game ID: MO

Main CPU : Motorola M6809 (@ 1.536 Mhz)
Sound CPU : Motorola M6809 (@ 1.536 Mhz)
Sound Chips : Namco 8-channel WSG

Players : 2 
Control : 8-way joystick 
Buttons : 1 (JUMP) - Used only when Motos is outfitted with Jump parts

- TRIVIA -

Motos was released in September 1985 in Japan.

The arcade version of Motos was released after the video game crash of 1983-84 and didn't get much attention, most likely appearing only in Japan. The only known appearances of the game outside Japan are for home platforms (see Ports below).

The music that plays during game action in the attract mode also doubles up as the game's ending music (after clearing Round 62).

- SCORING -

You score points by bumping enemies off the solar base :
Red Pupa : 300 points
Blue Pupa : 300 points
Black Pupa : 300 points
Polar : 800 points
Spirus : 1,000 points
Fire Bug : 1,300 points
Fire Bee : 1,500 points
Taitorian : 2,000 points
Lady Bug : 2,500 points
Beetle : 3,000 points
Mega : 3,500 points
Giga : 5,000 points
Nabicon : 50,000 points (See Tips and Tricks below for how to destroy a Nabicon. Many Nabicon, however, are indestructible) 
Beecon : 1,000 points - Scored whether Motos or an Enemy Bug bumps the Beecon off the solar base.

- TIPS AND TRICKS -

* Make a hole in the middle of a Nabicon and Blue Pupa won't be able to come out of it.

* Some Nabicon can be destroyed when Motos is outfitted with at least five Power parts. You can tell this when the Nabicon shakes as Motos bumps it. Bump a Nabicon more than ten times and it is destroyed, scoring you an enormous number of points (see Scoring above).

* Easter Egg :
1) Enter service mode.
2) Set coin A to 1 Coin / 1 Credit, set coin B to 1 Coin / 4 Credits, set Freeze to On, set Lives to 1, set Difficulty to Rank C, set Demo Sounds to Off, set Level Select to Off, set Bonus Life to 10k.
3) Press the service switch to display the grid and press (all together) Right+Button1+Start2. '(c) NAMCO LTD. 1984' will appear on the screen.

- SERIES -

1. Motos (1985, ARC) 
2. Motos Arrangement (2006, PSP): part of "Namco Museum Vol.2 [Model ULJS-00047]" 
3. Pac-Motos (2007, Wii): part of "Minna de Asobou! Namco Carnival [Model RVL-RNWJ-JPN]"

- STAFF -

Game designer : T. Okadaman
Programmer : Kosei Matz.
Music composer : Norio Nakagata
Graphic designer : Satoru Chan
Engineer : Sig-El
Debugger : M. Taguchin
Supervisor : Sing Kozima

- PORTS -

* Consoles : 
Sony PlayStation [JP] (October 30, 1997) "Namco Museum Encore [Model SLPS-00765]" 
Microsoft XBOX 360 [US] (November 4, 2008) "Namco Museum - Virtual Arcade [Model 21022]" 
Microsoft XBOX 360 [EU] (May 15, 2009) "Namco Museum - Virtual Arcade" 
Microsoft XBOX 360 [AU] (June 3, 2009) "Namco Museum - Virtual Arcade" 
Microsoft XBOX 360 [JP] (November 5, 2009) "Namco Museum - Virtual Arcade [Model 2RD-00001]" 
Nintendo Wii [US] (November 16, 2010) "Namco Museum Megamix" 

* Handhelds : 
Sony PSP [US] (August 23, 2005) "Namco Museum Battle Collection [Model ULUS-10035]" 
Sony PSP [EU] (December 9, 2005) "Namco Museum Battle Collection [Model UCES-00116]" 
Sony PSP [JP] (February 23, 2006) "Namco Museum Vol.2 [Model ULJS-00047]" 
Sony PSP [KO] (November 8, 2007) "Namco Museum Vol.2" 

* Computers : 
Amstrad CPC [EU] (1987) 
Sinclair ZX Spectrum [EU] (1987) 
Commodore C64 [EU] [US] (1987) 
Sharp X68000 [JP] (1989) 
PC [MS Windows, CD-ROM] [JP] (April 25, 1997) "Namco History Vol.1" 
PC [MS Windows, CD-ROM] [US] (July 31, 1998) "Microsoft Revenge of Arcade" 

* Other : 
Apple iPhone/iPod [US] (January 26, 2012) "Namco Arcade [Model 465606050]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1680&o=2

$end


$cpc_cass=motos,
$bio

Motos (c) 1987 Mastertronic, Ltd. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98328&o=2

$end


$x68k_flop=motos,
$bio

Motos (c) 1989 Dempa Shinbunsha.

- STAFF -

Program arranged by: Yodel

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87912&o=2

$end


$amigaocs_flop=motorhed,
$bio

Motörhead (c) 1992 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74587&o=2

$end


$snes=mottekeo,
$bio

Motteke Oh! Dorobou [Model SHVC-AOEJ-JPN] (c) 1995 Data East Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61831&o=2

$end


$pcecd=motteke,
$bio

Motteke Tamago (c) 1997 Naxat Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58295&o=2

$end


$saturn,sat_cart=motteke,
$bio

Motteke Tamago with Ganbare! Kamonohashi (c) 1998 Naxat Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59432&o=2

$end


$psx=kidmotto,
$bio

Motto! Oja Majo Dorami - MAHO-dou Smile Party [Model SLPS-03247] (c) 2001 Bandai Co., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85344&o=2

$end


$nes=mottomo,
$bio

Mottomo Abunai Deka (c) 1990 Toei Animation

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54415&o=2

$end


$sg1000=hangon2t2,
$bio

Motuo Feiche (c) 1985 Unknown [Taiwan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65074&o=2

$end


$x68k_flop=mouichid,
$bio

Mou Ichido Aoune (c) 1995 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88436&o=2

$end


$info=mouja,
$bio

Moujya (c) 1996 Etona.

A cross between "Money Puzzle Exchanger" and "Puyo Puyo".

- TECHNICAL -

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound Chips : OKI6295 (@ 15.625 Khz), YM2413 (@ 3.579545 Mhz)

Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 58.00 Hz
Palette colors : 8192

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Moujya, the arcade video game, was released in April 1996 in Japan. It was originally released as a game for MS-Windows 95, developed by FPS (Fujitsu Personal Systems) in 1995.

- TIPS AND TRICKS -

* Hidden Shoot' Them Up Game : Finish the game with a score higher than 100.000 points. After the Staff scrolling, the shoot' them up game should appear for a 30 second mission.

* Second way to unlock it : Press both buttons on both players when the continue count down is 0.

- PORTS -

* Consoles :
Sega Saturn (1996)
Sony PlayStation (1997)
Sony PlayStation (1999, "Ryougae Puzzle Moujya")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1681&o=2

$end


$nes=melville,
$bio

Moulin Rouge Senki - Melville no Honoo (c) 1989 Gakushu Kenkyusha

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54416&o=2

$end


$msx1_cass=mountbik,mountbiks,mountbiksa,
$bio

Mountain Bike Racer (c) 1990 Positive [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94862&o=2

$end


$cpc_cass=mbikerac,
$bio

Mountain Bike Racer [Model 32.008] (c) 1989 Positive [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98329&o=2

$end


$cpc_cass=mbikesim,
$bio

Mountain Bike Simulator [Model 3486] (c) 1991 Codemasters Soft. Co., Ltd., The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98330&o=2

$end


$c64_cart,c64_flop=mking,
$bio

Mountain King (c) 1983 Beyond Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53643&o=2

$end


$a800=mking,
$bio

Mountain King (c) 1983 CBS Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86635&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=mking,
$bio

Mountain King (c) 1983 Beyond Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86876&o=2

$end


$coleco=mking,mkinga,
$bio

Mountain King (c) 1984 Sunrise Software, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53314&o=2

$end


$a5200=mking,
$bio

Mountain King (c) 1983 CBS, Incorporated.

The object of MOUNTAIN KING is to capture the Golden Crown of the Temple and carry it safely to the top of the mountain. You will attempt to do this as many tims as you can and on as many levels as possible before your time expires and/or you are destroyed.

- TECHNICAL -

Model 4L 2716

- TIPS AND TRICKS -

* Practice maneuvering the Explorer to become familiar with the way he moves and how he jumps. You'll need to be both fast and agile when you're trying to escape with the Crown.

* Listen carefully to the sounds and the music. They let you know when the Spider is approaching, how close you are to the Flame Spirit and how much time you have left to reach the mountaintop.

* Don't open Treasure Chests while the Flame Spirit is available. They won't be replaced and you might need fresh ones later on when you're running out of time and diamonds. Try to remember where they are and come back for them.

- STAFF -

Developed by K-Byte.

Programmer: E. F. Dreyer

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50069&o=2

$end


$a2600=mking,
$bio

Mountain King (c) 1983 CBS, Incorporated.

The object of MOUNTAIN KING is to capture the Golden Crown of the Temple and carry it safely to the top of the mountain before your time expires and/or you are destroyed.

- TECHNICAL -

Model 80080

- TIPS AND TRICKS -

Practice maneuvering the Explorer to become familiar with the way he moves and how he jumps. You'll need to be both fast and agile when you're trying to escape with the Crown.

Listen carefully to the sounds and the music. They let you know when the Spider is approaching, how close you are to the Flame Spirit and how much time you have left to reach the mountaintop.

Keep track of where Treasure Chests are located and wait until later in the game to open them up. You'll soon discover your dependence on them as you begin to deplete the mountain's supply of diamonds.

- STAFF -

Designer: E.F. Dreyer
Programmer: Ed Salvo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50725&o=2

$end


$intv=mmskiing,
$bio

Mountain Madness Super Pro Skiing (c) 1987 INTV.

Up to six skiers can compete for best downhill time. Each skier is assigned a different color; each skier's time is shown in his or her color.

The downhill course is defined by pairs of flags, or gates, that you ski through.

Select from 32 built-in courses, each with its own obstacles and challenges, or choose a new course, designed either by you or by the computer. You may preview any of the 32 built-in courses before selecting one.

- TECHNICAL -

Model 9007

YOUR CONTROLS
DISC : Press LEFT and RIGHT side of DISC for snowplow turn (slows you down).
TOP SIDE KEYS: Hold down while pressing DISC for parallel POWER TURN (does not slow you down).
BOTTOM SIDE KEYS: Jump over obstacles.

- TIPS AND TRICKS -

Credits roll automatically if you leave the title screen up long enough.

- STAFF -

Design/Program: Ray Kaestner
Graphics: Connie Goldman
Sound: David Warhol
Package illustration: Steve Huston

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60920&o=2

$end


$a2600=mountman,
$bio

Mountain Man (c) 1983 ITT Family Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50726&o=2

$end


$cpc_cass=mountpal,
$bio

Mountain's Palace (c) 1985 Ducksoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98331&o=2

$end


$cpc_cass=mountket,
$bio

Mountains of Ket (c) 1987 Incentive Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98332&o=2

$end


$saturn,sat_cart=mourimot,
$bio

Mouri Motonari - Chikai no Sanshi (c) 1997 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59433&o=2

$end


$psx=mourimot,
$bio

Mouri Motonari - Chikai no Sanshi [Model SLPS-01285] (c) 1998 Koei Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85459&o=2

$end


$nes=madara,
$bio

Mouryou Senki Madara (c) 1990 Konami Industry Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54417&o=2

$end


$pc98=madara,
$bio

Mouryou Senki Madara - Daikongourin Hen (c) 1993 Kogado Studio [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90191&o=2

$end


$snes=madara2,
$bio

Mouryou Senki Madara 2 [Model SHVC-M2] (c) 1999 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61832&o=2

$end


$info=mouseatk,
$bio

Mouse Attack (c) 1996 The Game Room.

- STAFF -

Designed by : Kyle Hodgetts

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31492&o=2

$end


$crvision=mousepuz,mousepuza,
$bio

Mouse Puzzle (c) 1982 Video Technology, Limited.

- TECHNICAL -

Model 8015

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53778&o=2

$end


$info=msgogo,
$bio

Mouse Shooter GoGo (c) 1995 Metro.

- STAFF -

Program: Fire Machine, Kitamura
Graphic: Yoshimura, Shin, Kimura, Kou, Mao, Shibata
Sound: Famishin
Plan: Dharma, Sagara

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=33673&o=2

$end


$a2600=mtrape,
$bio

Mouse Trap (c) 1983 CBS, Incorporated.

UK release. See Coleco's "Mouse Trap [Model 2459]" for more information about the game itself.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50728&o=2

$end


$amigaocs_flop=mtrap,
$bio

Mouse Trap (c) 1987 MicroValue

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74588&o=2

$end


$bbca_cass,bbcb_cass=mtrap,
$bio

Mouse Trap (c) 19?? Tynesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52134&o=2

$end


$gameboy=mtraphot,
$bio

Mouse Trap Hotel (c) 1992 Electro Brain.

- TECHNICAL -

Model DMG-MH-USA

- TRIVIA -

Released in October 1992 in USA.

In the game's ROM at 0x60, there's a credit for game designer and programmer Mark D. Klein, and a build date... which reveals the game languished unreleased for quite a while: (c) 1990 Milton Bradley by Mark D. Klein 06-11-90

- STAFF -

by: Mark D. Klein

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66509&o=2

$end


$a2600=mtrap,
$bio

Mouse Trap (c) 1982 Coleco Industries, Incorporated.

Here's your home version of the fun-filled Exidy arcade game! MOUSE TRAP for Atari features a cheese-chomping mouse that you dash around a dangerous maze. Open and shut maze doors to escape the pursuing cats. Eat a bone, then turn your mouse into a cat-biting dog for a few moments. Gather points by eating the cheeses that line the paths of the maze. Devour them all and move on to even harder action!

- TECHNICAL -

Model 2459

- SCORING -

Eat a cheese: 1 point.
Bite a cat: 10 points.
Clear a maze: 100 points.

Each time your score reaches a multiple of 500, you'll earn a bonus mouse.

- STAFF -

Programmers: Sylvia Day, Henry Will IV

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50727&o=2

$end


$intv=mtrap,
$bio

Mouse Trap (c) 1982 Coleco Industries, Incorporated.

Based on the Exidy arcade game.

This unusual maze game puts you in control of a mouse who must be guided through a labyrinth of doors and corridors. As it goes, the mouse eats cheese bits and tries to avoid the ravenous cats. At times, the mouse can transform into a dog and go after the cats! A secret tunnel also offers escape. And you can even open or close groups of doors to change the maze and get the mouse through.

- TECHNICAL -

Model 2479

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60921&o=2

$end


$info=mouser,mouserc,
$bio

Mouser (c) 1983 UPL.

- TECHNICAL -

Game ID : UPL-83001

Main CPU : Zilog Z80 (@ 4 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 2 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 1

- TRIVIA -

Mouser was released in February 1983 by UPL. It was also licensed to Cosmos for manufacture and distribution.

Mouser is the First UPL game.

- STAFF -

Designed & programmed by : Ryuichi Nishizawa (Bucha)

- PORTS -

* Computers :
MSX (1983)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1683&o=2

$end


$msx1_cart=mouser,
$bio

Mouser [Model HBS-G007C] (c) 1983 Sony Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77286&o=2

$end


$info=mtrap,mtrap3,mtrap4,mtrapb,
$bio

Mousetrap (c) 1981 Exidy.

Control a mouse around the maze to collect cheese while avoiding cats. Collecting a bone will turn you into a dog in which you can eat the cats. Collect all the cheese to clear the maze. But beware of the hawk who flies over periodically, the mouse and the dog are vulnerable to it. You can also press certain colored buttons to alter the maze.

- TECHNICAL -

Main CPU : MOS Technology M6502 (@ 705.562 Khz)
Sound CPU : MOS Technology M6502 (@ 894.886 Khz), Zilog Z80 (@ 1.789772 Mhz)
Sound Chips : Custom (@ 1.789772 Mhz), HC55516 (@ 1.789772 Mhz)

Players : 1
Control : 4-way joystick
Buttons : 4
=> RED DOOR, YELLOW DOOR, BLUE DOOR, DOG

- TRIVIA -

Mousetrap was released in December 1981.

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

Developer credits are found at the beginning of the programming code, at A022:
COPYRIGHT JUNE 1981 EXIDY INC.
ALL RIGHTS RESERVED
LARRY W. HUTCHERSON SR.
DAVE STAUGAS

- UPDATES -

Revision 4-5: The rounded wall openings were lengthened, making it easier to tell what part is actually solid. However, the solid tileset used for the player's death animation was never changed, so the rounded openings change in size rapidly.

- STAFF -

Designed and programmed by: Larry Hutcherson, Howell Ivy

- PORTS -

* Consoles : 
Atari 2600 [US] (1982) "Mouse Trap [Model 2459]" 
Colecovision [US] (1982) [Model 2419]
Mattel Intellivision [US] (1982) [Model 2479]

* Computers : 
Atari ST [EU] (1987) 
Commodore Amiga [EU] (1987)
Atari ST [EU] (1988) "Mouse Trap [The 16 Bit Pocket Power Collection]" 
Commodore Amiga [EU] (1988) "Mouse Trap [The 16 Bit Pocket Power Collection]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1682&o=2

$end


$coleco=mtrap,mtrapa,
$bio

Mousetrap (c) 1982 Coleco Industries, Incorporated. [Amsterdam, NY, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53315&o=2

$end


$info=mousn_l4,mousn_l1,mousn_lu,mousn_lx,
$bio

Mousin' Around! (c) 1989 Midway.

- TECHNICAL -

Midway System 11B

Main CPU : M6808 (@ 1 MHz)
Sound CPU : Motorola M6809 (@ 2 MHz), OKI M6808 (@ 1 MHz)
Sound chips : Yamaha YM2151 (@ 3.579545 MHz), (2x) DAC, (2x) HC55516

- STAFF -

Design : Ward Pemberton (WLP)
Art : Pat McMahon (PAT)
Software : Jim Strompolis (JIM)
Mechanical Engineering : Greg Tastad
Music and Sounds : Dan Forden (DAN)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5391&o=2

$end


$ti99_cart=mouskat,
$bio

Mousk-Attack (c) 1983 Sierra On-Line, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84649&o=2

$end


$info=sc4mou,sc4moua,sc4moub,
$bio

Move On Up (c) 200? QPS Interactive.

- TECHNICAL -

[Model PR2523]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42709&o=2

$end


$amigaocs_flop=movem3dm,
$bio

Movem + 3D-Motorrad (c) 1992 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74589&o=2

$end


$cpc_cass=movie,
$bio

Movie (c) 1984 Imagine Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98333&o=2

$end


$info=moviecrd,
$bio

Movie Card (c) 1998 Golden Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=36087&o=2

$end


$info=j5movie,
$bio

Movie Magic Club (c) 199? Crystal Leisure.

- TECHNICAL -

System 5

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41042&o=2

$end


$info=movmastr,
$bio

Movie Masters (c) 1978 I.D.I.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=9814&o=2

$end


$a800=madness,
$bio

Movie Musical Madness (c) 1984 CBS Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86636&o=2

$end


$c64_cart,c64_flop=madness,
$bio

Movie Musical Madness starring the Jazz Scats (c) 1984 CBS Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53644&o=2

$end


$cpc_cass=movtargt,
$bio

Moving Target (c) 1989 Players Premier

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98335&o=2

$end


$pico=mottodrm,
$bio

Mo~tto! Ojamajo Doremi [Model T-133370] (c) 2001 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75734&o=2

$end


$sms=monica,
$bio

Mônica no Castelo do Dragao (c) 1991 Tec Toy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56110&o=2

$end


$info=mp68a,
$bio

mp68a (c) 1979 Didact AB.

Microcomputers for educational purposes.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103341&o=2

$end


$info=mpt02h,
$bio

MPT-02 (c) 1978 Hanimex.

French clone of the RCA Studio II featurind detachable controllers.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103286&o=2

$end


$info=mpu1000,
$bio

MPU-1000 (c) 1979 Acetronic.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103343&o=2

$end


$info=mpu2000,
$bio

MPU-2000 (c) 1979 Acetronic.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103344&o=2

$end


$info=imsai,
$bio

MPU-B (c) 1978 Imsai.

A S100 Bus board based on the 8085 microprocessor.

- TECHNICAL -

It contained:
A 1K program PROM/ROM 
1 to 4K of RAM 
A power on jump circuit 
Serial I/O 
Parallel I/O 
Timers 
5-levels of interrupts

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103279&o=2

$end


$amigaocs_flop=mrblobby,
$bio

Mr Blobby (c) 1994 Millennium Game Products

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74590&o=2

$end


$amigaocs_flop=dorunrun,
$bio

Mr Do! Run Run (c) 1990 Electrocoin Automatics, Limited. [London, England, UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74591&o=2

$end


$bbca_cass,bbcb_cass=mrfreeze,
$bio

Mr Freeze (c) 1984 Firebird

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52136&o=2

$end


$msx2_flop=mrhawaii,
$bio

Mr Hawaii (c) 2004 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101867&o=2

$end


$bbca_cass,bbcb_cass=mrmenher,
$bio

Mr Men - Here and There (c) 1985 Mirrorsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52137&o=2

$end


$gba=mrnutz,
$bio

Mr Nutz [Model AGB-AZRP-EUR] (c) 2001 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71970&o=2

$end


$gbcolor=mrnutzu,
$bio

Mr Nutz [Model CGB-ANUE-USA] (c) 1999 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68420&o=2

$end


$gbcolor=mrnutz,
$bio

Mr Nutz [Model CGB-ANUP-EUR] (c) 1999 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68417&o=2

$end


$gameboy=mrnutz,
$bio

Mr Nutz [Model DMG-AN8P-NOE] (c) 1994 Ocean Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66510&o=2

$end


$snes=mrnutzj,
$bio

Mr Nutz [Model SHVC-ANUJ-JPN] (c) 1994 Sofel

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61833&o=2

$end


$snes=mrnutzu,mrnutzup,
$bio

Mr Nutz [Model SNS-N8-USA] (c) 1994 Ocean Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63290&o=2

$end


$snes=mrnutz,
$bio

Mr Nutz (c) 1994 Ocean Software, Limited.

- TECHNICAL -

Cartridge ID: SNSP-N8-NOE

- TRIVIA -

Reviews:
[FR] November 1993 - Consoles + N.25: 95%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63289&o=2

$end


$pc8801_flop=mrsyst,
$bio

MR System Disk (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92308&o=2

$end


$bbca_cass,bbcb_cass=mrwimpy,
$bio

Mr Wimpy (c) 19?? Ocean

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52138&o=2

$end


$bbca_cass,bbcb_cass=mrwiz,
$bio

Mr Wiz (c) 1984 Superior Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52141&o=2

$end


$bbca_cass,bbcb_cass=mrwizbr,
$bio

Mr Wiz (c) 198? Blue Ribbon

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52139&o=2

$end


$bbca_cass,bbcb_cass=mrwizpias,
$bio

Mr Wiz [Play It Again Sam] (c) 198? Superior Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52140&o=2

$end


$info=m_mpac,
$bio

Mr. & Mrs. Pac-Man Pinball (c) 1982 Bally Mfg.

- TECHNICAL -

[No. 1283]

Bally/Midway MPU AS-2518-35 (Squawk and Talk)

Main CPU : M6800 (@ 475 KHz)
Sound CPU : M6802 (@ 895 KHz)
Sound chips : General Instrument AY8910 (@ 895 KHz), DAC, Texas Instruments TMS5220 (@ 640 KHz)

- TRIVIA -

Released in May 1982. 10,600 units were produced.

- SERIES -

1. Mr. & Mrs. Pac-Man (1982)
2. Baby Pac-Man (1982)

- STAFF -

Designer : George Christian
Artwork : Margaret Hudson, Pat McMahon

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5345&o=2

$end


$info=pecmen,
$bio

Mr. & Mrs. Pec-Men (c) 198? LTD.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=25770&o=2

$end


$info=mrblack,mrblack1,mrblkz80,
$bio

Mr. Black (c) 1984 Taito.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5660&o=2

$end


$snes=mrbloopya,mrbloopyb,mrbloopyc,mrbloopy,
$bio

Mr. Bloopy - Saves the World [Prototype] (c) 1994 Rare-Compedia, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63291&o=2

$end


$saturn,sat_cart=mrbonesj,mrbonesjb,mrbonesja,
$bio

Mr. Bones (c) 1997 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59434&o=2

$end


$saturn,sat_cart=mrbones,
$bio

Mr. Bones (c) 1997 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60352&o=2

$end


$saturn,sat_cart=mrbonestai,
$bio

Mr. Bones Taiken Sample-ban (c) 1997 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59435&o=2

$end


$saturn,sat_cart=mrbonesu,
$bio

Mr. Bones [Model 81016] (c) 1996 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60087&o=2

$end


$vectrex=mrboston,
$bio

Mr. Boston Clean Sweep (c) 1982 GCE [General Consumer Electric]

- TRIVIA -

This is the exact same game as Clean Sweep, although this version was a promotional release for the liquor company of the same name (which an ad for it appears before the game starts), Clean Sweep had a much wider release, and the player controlled a vacuum in that version. There are very few copies of this game that are known to exist.

- TIPS AND TRICKS -

Gathering a bill: 10 points
Depositing a bill: 20 points
Supercharging: 50 points
Eating up robbers: 100, 200, 400, 800 points (in succession)

- STAFF -

Extra life: At 10,000 points.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82225&o=2

$end


$pc8801_flop=mrbump,
$bio

Mr. Bump (c) 1986 NCS Corp. [Nippon Computer Systems] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92425&o=2

$end


$fm7_cass=mrbatfry,
$bio

Mr. Butterfly (c) 1983 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93765&o=2

$end


$info=mrchalgr,
$bio

Mr. Challenger (c) 1978 Texas Instruments.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100614&o=2

$end


$msx1_cart=mrchink,
$bio

Mr. Chin (c) 198? Zemina.

Korean release.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95202&o=2

$end


$msx1_cart=mrchin,
$bio

Mr. Chin [Model HM-012] (c) 1984 HAL Laboratory, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77287&o=2

$end


$gameboy=mrchin,
$bio

Mr. Chin's Gourmet Paradise [Model DMG-GP-USA] (c) 1990 Romstar, Incorporated. [USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66512&o=2

$end


$c64_cart,c64_flop=mrcool,
$bio

Mr. Cool (c) 1983 Sierra On-Line, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53645&o=2

$end


$a800=mrcool,
$bio

Mr. Cool (c) 1983 Sierra On-Line, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86637&o=2

$end


$info=mrdig,
$bio

Mr. Dig (c) 2000 Sun, Limited.

Korean bootleg/hack of Namco's Mr. Driller, played the same except there were extra blocks.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=33672&o=2

$end


$msx1_cart=mrdok,
$bio

Mr. Do (c) 198? Zemina.

Korean release.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95203&o=2

$end


$msx1_cart=mrdo,
$bio

Mr. Do (c) 1984 Nippon Columbia.

- TECHNICAL -

Game ID: 48C99-1004

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77288&o=2

$end


$info=mrdo,mrdot,mrdofix,mrdoy,
$bio

Mr. Do! (c) 1983 Universal.

Mr. Do! is a colourful and addictive maze game in which the player takes on the role of the eponymous Mr. Do, a circus clown, who must clear each level of either cherries or monsters. The game's single screen levels are made up of tunnels surrounded by a colourful, soil-like substance. This soil can be dug through to create new tunnels, allowing Mr. Do to escape his enemies and to reach the many cherries that litter the levels. A number of apples are also scattered around each level, and Mr. Do can push them along tunnels (to block and/or kill monsters) or can tunnel beneath them to drop them onto the heads of any pursuing enemies. Mr. Do himself can also be killed by a falling apple.

Mr. Do is armed with a 'Powerball' that can be fired down a tunnel, it will then bounce around the tunnels until it either returns to Mr. Do, or comes into contact with, and kills, one of the level's monsters. The Powerball regenerates immediately the first time you use it, but takes longer each time it is used to return to your hands. As each level progresses, the monsters themselves start to dig tunnels of their own in their pursuit of Mr. Do. Monsters can also push the apples.

Each screen has a doorway through which the monsters enter the level. Once all of the monsters have appeared, the doorway will turn into a 'prize', (ice cream, biscuits, etc.). If Mr. Do collects the prize, the 'Alphamonster' and his three 'Muncher' henchmen will appear. The Alphamonster may be in the EXTRA box at the top of the screen or be moving around the screen. The Alphamonster and the Munchers cannot be easily crushed under apples because they tend to eat them. They can be killed individually with the Powerball or by killing the Alphamonster itself, at which point any remaining Munchers will turn into apples.

After every three levels, there is a brief intermission in which a tune is played and a large, animated Mr. Do appears, together with some of the game's monsters. The time to complete each level and the preferred method (monsters, cherries, Alphamonsters, or Diamond) is shown. The paths in the first level resemble a 'D', after this each level's tunnels resemble a digit, ('2', '3', '4' etc.) up to '0' for level 10.

A level can be completed any one of several different ways : either by collecting all of the on-screen cherries; by killing all of the monsters, by completing the EXTRA box, or by collecting the diamond. The latter appears only very occasionally ('Special' awards an extra credit).

- TECHNICAL -

Prom Stickers : D1-D10

Main CPU : Zilog Z80
Sound Chips : (2x) Texas Instruments SN76496

Players : 2
Control : 4-way joystick
Buttons : 1

- TRIVIA -

Mr. Do! was released in December 1982. It was also licensed to Taito.

Mr. Do! was inspired by "Dig Dug" and was the first in a series of four Mr. Do! games. Mr. Do! was one of video-gaming's biggest arcade successes. Unfortunately for Universal, none of their other games could match it in commercial terms. 

It is the game responsible for launching the kit game craze in the U.S. video game industry.

David Breckon holds the official record for this game with 26,030,050 points.

A bootleg of this game is known as "Mr. Lo!", and another is called "Mr. Du!".

There are several well-known hacks of Mr Do! which are as follows :
* Mr. DigDo! - graphics changed to make them look more like those of Namco's "Dig Dug".
* Mr. Jong - Changes the clown into an old Chinese man, the monsters into clowns and the apples into mahjong blocks.
* Yankee Do! - Changes the graphics to make them more American patriotic.

- UPDATES -

On the Prototype version (which is a Japanese hack) :
* You are a 'Yukidaruma' (a snowman) with green arms instead of the famous clown.
* You dig with a rake in your hands.
* There is a mean expression when you push an apple.
* The screen does not turn red when you grab cookies, cake, etc...

- SCORING -

Eating a cherry : 50 points.
Eating a series of 8 cherries in a row : 500 points bonus.
Killing a monster with your snowball : 500 points.
Killing one monster with one apple : 1,000 points.
Killing two monsters with one apple : 2,000 points.
Killing three monsters with one apple : 4,000 points.
Killing four monsters with one apple : 6,000 points.
Killing five or more monsters with one apple : 8,000 points.
Collecting special (free credit) diamond : 8,000 points.
Collecting bonus treat from empty monster home: 1,000 points on level one, increasing incremently up to a maximum of 8,000 points on level 22 onwards.

- TIPS AND TRICKS -

* 255 Lives Tricks : It's possible to win 255 lives on the first screen, but only if an apple appears in the top two rows of the playfield.
1) Begin by digging a tunnel directly from the bottom of the screen to just below the apple, but leave enough dirt under it that it doesn't fall.
2) Next, kill all of the enemies but one, then lose all of your extra lives. As soon as you're on your last life, go right under the apple and wait.
3) Eventually, the remaining enemy will come after you. Allow the apple to drop, but, in the interval before you're squashed, kill the enemy with the powerball. If all has gone well, you'll be carried to the bottom of the screen, the music will go haywire for a moment, and you'll be awarded 255 extra lives.
4) Note that you should always lose a life before spelling 'EXTRA', or you'll roll back to zero lives, so, to be safe, immediately kill yourself at the start of level two.
5) IMPORTANT : This trick will only work with the Taito version of Mr. Do!.

* Here's A Neat Trick : You can divide the screen into a grid. The cherries, apples, and tunnel corners are all centered on a grid element. If you are being chased by the normal badguys (not ghosts) you can dig and stop between grid elements. The badguy will think it needs to turn into a digger to get you. While he's changing forms, you can escape.

* An Alphamonster will appear every time your score reaches a multiple of 5,000.

- SERIES -

1. Mr. Do! (1982)
2. Mr. Do's Castle (1983)
3. Mr. Do's Wild Ride (1984)
4. Do! Run Run (1984)
5. Neo Mr. Do! (1996)

- PORTS -

* Consoles :
Colecovision [US] (1983) "Mr. Do! [Model 2622]"
Atari 2600 [US] (1983) "Mr. Do! [Model 2656]"
Nintendo Super Famicom [JP] (June 23, 1995) "Mr. Do! [Model SHVC-AUNJ-JPN]" 
Nintendo SNES [US] (December 1996) "Mr. Do! [Model SNS-AUNE-USA]" 
Nintendo SNES [EU] (March 27, 1997) "Mr. Do! [Model SNSP-AUNP-EUR]" 
Nintendo Wii [Virtual Console Arcade] [JP] (April 27, 2010) 

* Handhelds : 
Nintendo Game Boy [EU] (1992) "Mr. Do! [Model DMG-M4-NOE]" 
Nintendo Game Boy [US] (November 1992) "Mr. Do! [Model DMG-M4-USA]" 

* Computers :
BBC B [EU] "Mr.EE!" 
Acorn Electron [EU] "Mr Wiz" by Superior Software 
MSX [JP] (1984) "Mr. Do [Model 48C99-1004]" 
Tandy Color Computer [US] (1984) "Mr. Dig" 
Amstrad CPC [EU] (1984) "Fruity Frank" 
MSX [EU] (1985) "Fruity Frank" 
Commodore C64 [US] [EU] (1985) 
Sharp X68000 [JP] (June 1994) "Mr. Do! and Mr. Do! vs. the Unicorns" 
Apple II [US] (1985) 
Atari 800 [US] (1984)
Tomy Tutor [EU] 
NEC PC-98 [JP] (1996)
Fujitsu FM-7 [JP] 

* Others :
LCD handheld game [US] (1983) by Tomy : Their most impressive feature is a multi-colored backlit LCD, which is very impressive looking (and it is backlit by a full-length fluorescent light).
LCD handheld game [DE] (1983) "Mr. Go!" by Tomy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1684&o=2

$end


$a2600=mrdoe,
$bio

Mr. Do! (c) 1983 CBS, Incorporated.

UK release. See Coleco's "Mr. Do! [Model 2656]" for more information about the game itself.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50730&o=2

$end


$x68k_flop=mrdo,
$bio

Mr. Do! & Mr. Do! vs Unicorns (c) 1994 Dempa Shinbunsha [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87913&o=2

$end


$msx1_cart=mrdovsun,
$bio

Mr. Do! vs Unicorns (c) 1984 Sony Corp.

- TECHNICAL -

Model HBS-G018C

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77289&o=2

$end


$info=douni,
$bio

Mr. Do! vs. Unicorns (c) 1982 Universal.

- TRIVIA -

Mr. Do! vs. Unicorns was released in November 1982 in Asia. This game is known outside Asia as "Mr. Do's Castle". For more information about the game itself, please see the "Mr. Do's Castle" entry.

- SERIES -

1. Mr. Do! (1982)
2. Mr. Do! vs. Unicorns (1983)
3. Mr. Do's Wild Ride (1984)
4. Do! Run Run (1984)
5. Neo Mr. Do! (1996)

- PORTS -

* Computers :
MSX [JP] (1984) "Mr. Do! vs Unicorns [Model HBS-G018C]"
Sharp X68000 [JP] (June 1994) "Mr. Do! & Mr. Do! vs. the Unicorns"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1685&o=2

$end


$pyuuta=mrdo,
$bio

Mr. Do! [Model 019E] (c) 1983 Tomy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101353&o=2

$end


$coleco=mrdo,mrdoa,
$bio

Mr. Do! (c) 1983 Coleco Industries, Incorporated.

There's trouble in Mr. Do!'s orchard! All he wants to do is harvest all the goodies in it... but evil Badguys are chasing him every step of the way. Mow a path to the cherries and start picking, then have Mr. Do! throw his Power Ball to eliminate some of his pursuers. More Badguys just keep right on coming, though, so push apples down to squash them flat! It takes skill, strategy, speed and planning to clear out the orchard, get special bonuses and advance to an even more challenging orchard screen.

- TECHNICAL -

Game ID: 2622

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53316&o=2

$end


$a2600=mrdo,
$bio

Mr. Do! (c) 1983 Coleco Industries, Incorporated.

Guide Mr. Do as he tries to harvest his orchard before the evil Badguys can catch him. Quick! Mow a path to the cherries and start picking! But watch out - here comes a Badguy! Throw your Power Ball to squelch him. But another one is on the way, so run until your Power Ball comes back.

You're not completely defenseless, though. You can push apples on top of the Badguys to quash their pursuit. Sometimes when you're not looking, a Badguy changes into an Alphamonster.  Don't let it near Mr. Do! Eliminate all five Alphamonsters to spell E-X-T-R-A and win an extra Mr. Do!

- TECHNICAL -

Game ID: 2656

- TIPS AND TRICKS -

Each cherry picked: 50 Points.
Group of 6 cherries in succession: 50 Points each cherry, plus 500 bonus Points.
Each Enemy hit by Power Ball: 500 Points.
Each enemy crushed by an apple: 1000 Points.

Hit an Alphamonster with the Power Ball or bonk it with an apple for 500 points.

- STAFF -

Programmer: Ed English

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50729&o=2

$end


$gameboy=mrdo,
$bio

Mr. Do! (c) 1992 Ocean Software, Limited.

- TECHNICAL -

Game ID: DMG-M4-NOE

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66513&o=2

$end


$gameboy=mrdou,
$bio

Mr. Do! (c) 1992 Ocean Software, Limited.

- TECHNICAL -

Game ID: DMG-M4-USA

- TRIVIA -

Released on November, 1992 in USA.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66514&o=2

$end


$snes=mrdoj,
$bio

Mr. Do! (c) 1995 Imagineer Company, Limited.

- TECHNICAL -

Game ID: SHVC-AUNJ-JPN

- TRIVIA -

Released on June 23, 1995 in Japan.

Export releases:
[US] "Mr. Do! [Model SNS-AUNE-USA]"
[EU] "Mr. Do! [Model SNSP-AUNP-EUR]"

- STAFF -

Executive Producer: Takayuki Kamikura
Producer: Shouichi Iida
Super Viser: Seiji Tashiro, Shuhei Iida
Publish Director: Koichiro Sakurai
Game Programmer: Mieko Kato
Game Graphics: Yuuji Ueno
Sound Composer: Jyunichi Saitoh
Director: Atsushi Ohsuga
Special Adviser: Akira Yamashita
Special Cooperation: Universal Co. Ltd., Sugio Hasegawa (Tamaya), Satoshi Simazaki (Messe Sanoh)
Special Thanks To: Hideyuki Kashimura, Takashi Mathuda, Ichiro Honma, Masahiro Uramoto, Yoshihisa Ohmaki

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61834&o=2

$end


$snes=mrdou,
$bio

Mr. Do! (c) 1996 Black Pearl.

North American release. Game developed in Japan. See the Japanese release entry for more information about the game itself; "Mr. Do! [Model SHVC-AUNJ-JPN]".

- TECHNICAL -

Game ID: SNS-AUNE-USA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63293&o=2

$end


$snes=mrdo,
$bio

Mr. Do! (c) 1996 Black Pearl.

European release. Game developed in Japan. See the Japanese release entry for more information about the game itself; "Mr. Do! [Model SHVC-AUNJ-JPN]".

- TECHNICAL -

Game ID: SNSP-AUNP-EUR

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63292&o=2

$end


$a800=docastle,
$bio

Mr. Do!'s Castle (c) 1984 Parker Bros. [Beverly, MA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86638&o=2

$end


$a5200=docastle,
$bio

Mr. Do!'s Castle (c) 1984 Parker Bros.

To keep MR. DO! safe and moving to the next scene in his castle. To do this, help him eliminate as many unicorns as possible by either whacking them directly on the head with his hammer, or by hammering out floor blocks from above so they land directly on top of the unicorns.

- TECHNICAL -

Model 9420

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50070&o=2

$end


$coleco=docastle,
$bio

Mr. Do!'s Castle (c) 1983 Parker Bros.

- TECHNICAL -

Cartridge ID: 9820

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53317&o=2

$end


$a2600=docastle,
$bio

Mr. Do!'s Castle (c) 1984 Parker Bros.

- TECHNICAL -

Game ID: PB5820

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50731&o=2

$end


$info=docastle,docastle2,docastleo,
$bio

Mr. Do's Castle (c) 1983 Universal.

For the second game in the Mr. Do! series, the clown finds himself in a traditional platforms and ladders game. Each level is made up of six floors (seven including the castle's ramparts) and all are joined by a number of inter-connecting ladders. The ladders come in two different varieties: vertical ladders, which are fixed and cannot be moved; and diagonal ladders, which can be pushed left or right from the top of the ladder. This allows Mr. Do to reach other areas of the level and is sometimes necessary to redirect the path of any pursuing enemies. 

The enemies in Mr. Do's Castle come in the form of unicorns, and as with the enemies of the first game, they will hunt down and try to kill Mr. Do. Replacing the 'Powerball' weapon of the original game, Mr. Do is now armed with a mallet. This can be used to temporarily stun the unicorns and buy Mr. Do some time to escape; but its primary function is to knock out the floor blocks that form each level's platforms.

Most blocks are marked with a cherry and collecting all of these will complete the level (on later revisions only, see Updates below). A level can also be completed by killing all of the unicorns. This is achieved by using the mallet to remove blocks and knock holes in the platforms. The unicorns will fall into any holes that the player has created; some simply fall through to the platform below, whereas others are trapped. Trapped unicorns can be hit with Mr. Do's mallet and knocked to a lower platform - useful for buying a few extra seconds for the player. If left alone, however, the unicorns will climb out, filling the hole in behind them, and transform into much nastier enemies. These new enemies cannot be stunned with the mallet and must be killed by dropping blocks onto them from the platform above.

Some sections of a platform have two 'skull' blocks at either end of them, with normal blocks in between. When both skull blocks are knocked out with the mallet, all of the blocks in between will fall to reveal wooden floorboards. This is highly effective in killing several enemies at once.

Each level also has three 'key' blocks. If Mr. Do knocks out all three key blocks, a large door opens at the top of the screen to reveal a shield which, when collected, turns the unicorns into 'Alphamonsters'. The Alphamonsters flee from Mr. Do and can be killed either with the mallet, or by dropping a floor block onto them from above. When Mr. Do kills an Alphamonster, its letter appears on a flagpole at the top of the screen. If the players collects all five letters, an extra life is awarded.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.9 Mhz), (2x) Zilog Z80 (@ 4 Mhz)
Sound Chips : (4x) Texas Instruments SN76496 (@ 4 Mhz)

Players : 2
Control : 4-way joystick
Buttons : 2

- TRIVIA -

Mr. Do's Castle was released in September 1983.

The Asian version of this game is known as "Mr. Do! vs. Unicorns".

Barry Lewis holds the official record for this game with 421,780 points.

- UPDATES -

Earlier versions (including the Asian version, "Mr. Do! vs. Unicorns") : 
* There are no cherry blocks, so hammering all the blocks is NOT a way to complete a level. At the start of each level, normal blocks will appear in the form of 'fill blocks' - those that appear in the later versions after unicorns have refilled holes. In addition, the colors on these blocks change after every two levels.

Later versions : 
* Normal blocks now have cherries embedded on them at the start of each level. Hammering all of the cherry blocks is a new way to complete the level.
* The replay Diamond was added.
* Fill blocks no longer change colors after every two levels.

- SCORING -

Knocking a block onto a red unicorn below so it falls one level : 500 points.
Knocking a block onto a red unicorn below so it falls two levels : 1,000 points.
Knocking a block onto a red unicorn below so it falls three levels : 1,500 points.
Knocking a block onto a red unicorn below so it falls four levels : 2,000 points.
Killing a green unicorn : x2 points.
Killing a blue unicorn : x3 points.
Killing 2, 3 or 4 unicorns with one block : x2, x4, x6 points.
Collecting the free credit diamond (later versions only) : 8,000 points.

- TIPS AND TRICKS -

* Make use of the rows of blocks marked with a skull at each end. Knock out one skull block and all of the middle blocks, wait for unicorns to fall into the gaps and knock out the other skull block. This will cause the whole row of blocks to fall, killing all unicorns in the holes and below.

* Use your hammer to briefly stun a pursuing unicorn, allowing you to escape.

* If a unicorn is chasing you up a diagonal ladder, push the top of the ladder away when you reach the top so the unicorn ends up on a different platform.

* Blue unicorns are quite dangerous, and after a certain amount of time they duplicate themselves, so kill them as fast as you can if you don't want to be outnumbered!

* You can kill a unicorn on the same level as you if he is standing on a block when you hit it. The unicorn will fall and you will be awarded the same score as if you had knocked the block down onto the unicorn.

* If a unicorn is filling a hole vacated by a block, you can hammer it to knock the unicorn down to the next level. Note you CANNOT do this to a blue unicorn.

* Wait until all unicorns are as close as possible before collecting the cross to turn them into Alphamonsters, giving you more chance to kill more of them.

* You can fall from any height and will not die so jump down through gaps to avoid unicorns.

- SERIES -

1. Mr. Do! (1982)
2. Mr. Do's Castle (1983)
3. Mr. Do's Wild Ride (1984)
4. Do! Run Run (1984)
5. Neo Mr. Do! (1996)

- PORTS -

* Consoles :
Atari 2600 [US] (1984) "Mr. Do!'s Castle [Model PB5820]" 
Atari 5200 [US] (1984) "Mr. Do!'s Castle [Model 9420]" 
Colecovision [US] (1984) "Mr. Do!'s Castle [Model 9820]" 

* Computers :
Commodore C64 [US] [EU] (1984) 
MSX [EU] (1984)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1686&o=2

$end


$info=dowild,
$bio

Mr. Do's Wild Ride (c) 1984 Universal.

Mr Do's third arcade outing is another platform game, following on from the superb "Mr. Do's Castle", released a year earlier. The synonymous Mr. Do! cherries are present and correct, but are not used in the same way as in other games in the series. In both "Mr Do!" and "Mr. Do's Castle", collecting all of the cherries available was a way of completing a level. In Wild Ride, however, collecting them merely changes the 'prize' awarded upon reaching the level's goal. This can be one or two letters from EXTRA, or other items which simply award bonus points. When Mr. Do reaches his goal, he waves a flag while the bonus counter is added to his score.

The gameplay is similar to that of Nintendo's legendary "Donkey Kong", with Mr. Do starting each level at the bottom of the screen, trying to make his way to the exit at the very top. Mr. Do doesn't have either his Powerball or mallet in this game, but holding the ACTION button makes him run faster along the track. The trade-off of this is that his bonus points deplete much quicker. When all of the EXTRA letters are collected, the player is awarded with an extra life.

Each of the game's six levels is set on a roller coaster, with each having its own theme, traps and pitfalls. Wild Ride doesn't feature the intermission screens that appear in previous Mr.Do games.

The levels are :
Level 1, Roller Coaster. 
Level 2, Pirate Ship. 
Level 3, Three Elevators. 
Level 4, Castle on Screen. 
Level 5, Multiple Columns. 
Level 6, Six Rings.

After level six the levels are repeated.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.9 Mhz), (2x) Zilog Z80 (@4mhz)
Sound Chips : (4x) Texas Instruments SN76496 (@ 4 Mhz)

Players : 2
Control : 4-way joystick
Buttons : 2

- TRIVIA -

Mr. Do's Wild Ride was released in January 1984.

The title 'Mr. Do's Wild Ride' may be an homage to 'Mr. Toad's Wild Ride', an attraction at Disneyland.

Ocean Software, who were based in the city of Manchester, England, released a home computer version of the game. They obviously decided, however, that the "Mr. Do!" name was no longer commercially strong enough to guarantee strong sales, and instead re-tooled the game as 'Kong Strikes Back' - dropping Nintendo's ubiquitous giant ape into the game and arming the player with bombs - which act in the same way as Mr. Do's powerball.

- SCORING -

Sundae : 100 points.
Cocktail : 200 points.
Umbrella : 300 points.
Sword : 400 points.
Money bag : 500 points.
Trophy : 600 points.
EXTRA letter : 500 points.
Diamond : 10000 points.

Climbing a ladder above a roller coaster :
1 coaster : 100 points
2 coasters : 300 points
3 coasters : 500 points

- SERIES -

1. Mr. Do! (1982)
2. Mr. Do's Castle (1983)
3. Mr. Do's Wild Ride (1984)
4. Do! Run Run (1984)
5. Neo Mr. Do! (1996)

- PORTS -

* Computers : 
MSX [JP] (1985) 
Amstrad CPC [EU] (1985) "Kong Strikes Back" 
Commodore 64 [EU] (1985) "Kong Strikes Back" 
Sinclair ZX Spectrum [EU] (1985) "Kong Strikes Back"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1687&o=2

$end


$msx1_cart=mrdowild,mrdowildh,
$bio

Mr. Do's Wild Ride (c) 1985 Nippon Columbia

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77290&o=2

$end


$info=mrdrillr,mrdrillrj,
$bio

Mr. Driller (c) 1999 Namco, Limited.

A highly addictive puzzle game in which the player must drill down through an endless onslaught of blocks, attempting to get blocks of the same colour to touch and subsequently make them disappear. 'Undergrounder' bonuses can be picked up for bonus points and air capsules must be collected to restore the player's ever-diminishing air supply.

- TECHNICAL -

Namco System 12 hardware
Game ID : DRI

Main CPU : PSX (@ 16.9344 Mhz), H8/3002 (@ 14.7456 Mhz)
Sound Chips : C352 (@ 14.7456 Mhz)

Players : 1
Control : 4-way joystick
Buttons : 1

- TRIVIA -

Released internationally in October 1999.

This game was originally going to be titled as 'Dig Dug III'. The main character, Susumu Hori, is the son of Taizo Hori (better known as 'Dig Dug'). Dig Dug III was initially developed unofficially by a few Namco staff, and work on the game was suspended while Ridge Racer Type 4 was being completed. However, Namco executives were impressed with the game and decided to support it as an official project.

The Mr. Driller series officially takes place in the year(s) 20XX.

- UPDATES -

Software version : DRI1/VER.A2 (Japan)
* Build date : 14:11:20, OCT 22 1999

Software version : DRI3/VER.A2 (USA)
* Build date : 14:11:20, OCT 22 1999

- SCORING -

As you collect air capsules, each one is worth 100 more points than the one before it. Upon completion of the 500 and 1000 boards, You can earn a time bonus, a perfect life bonus and a perfect air bonus.

- SERIES -

1. Mr. Driller (1999, Arcade)
2. Mr. Driller 2 (2000, Arcade)
3. Mr. Driller G (2001, Arcade)
4. Mr. Driller A - Fushigi na Pacteria [Model AGB-AD5J-JPN] (2002, GBA)
5. Mr. Driller - Drill Land (2002, GameCube)
6. Mr. Driller - Drill Spirits (2005, DS)

- STAFF -

Programming : Tomohiro Kaneko, Mazmoto Dai, Murakami Ayako
Graphics : Shinozaki Kaori, Hasegawa Taroo, Kusakabe Yasuko
Sound : Shina Masaru
Voice : Tatsuta Tomoko
Title logo & Package designer : Tamiya Kiyotaka
Product promotion : Cosyowaki Hiroshi
Production assistants : Nakabayashi Yasuki, Arai Takashi, Kuroda Masanao, Kondou Takiharu
Program support : Kyota Tanaka, Funatsu Tetsuya, Hijiya Tosiharu
Product manager : Hajime Nakatani, Oishi Masuya
Producer : Yoshizawa Hideo
Executive producer : Masaya Nakamura
Director : Nagaoka Yasuhito

- PORTS -

* Consoles :
Nintendo Game Boy Color (2000)
Sega Dreamcast (2000)
Sony PlayStation (2000)
Bandai WonderSwan (2001)
Sony PlayStation 2 (2005, "NamCollection") : Japan release only.

* Computers :
PC [MS Windows] (1999)

* Others :
Mobile phones (2003)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1688&o=2

$end


$info=mrdrilr2,mrdrlr2a,
$bio

Mr. Driller 2 (c) 2000 Namco, Limited.

Same as "Mr Driller", except now a 2-player game. Anna Hottenmeyer joins Susumu Hori as the world is in peril once again.

- TECHNICAL -

Namco System 10 hardware
Game ID : DR2

Main CPU : PSX (@ 16.9344 Mhz)

Players : 2
Control : 4-way joystick
Buttons : 1

- TRIVIA -

Mr. Driller 2 was presented at the February 2001 AOU (Arcade Operators Union) in Japan. Then it was Released in July 2000 in Japan.

- SERIES -

1. Mr. Driller (1999, Arcade)
2. Mr. Driller 2 (2000, Arcade)
3. Mr. Driller G (2001, Arcade)
4. Mr. Driller A - Fushigi na Pacteria [Model AGB-AD5J-JPN] (2002, GBA)
5. Mr. Driller - Drill Land (2002, GameCube)
6. Mr. Driller - Drill Spirits (2005, DS)

- PORTS -

* Consoles :
Nintendo Game Boy Advance [JP] (2001) "Mr. Driller 2 [Model AGB-AD2J-JPN]"
Nintendo Game Boy Advance [US] (2001) "Mr. Driller 2 [Model AGB-BR2E-USA]"
Nintendo Game Boy Advance [EU] (2001) "Mr. Driller 2 [Model AGB-BR2P]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1689&o=2

$end


$gba=mrdrill2j,
$bio

Mr. Driller 2 (c) 2001 Namco, Limited.

- TECHNICAL -

Game ID: AGB-AD2J-JPN

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71972&o=2

$end


$gba=mrdrill2u,
$bio

Mr. Driller 2 (c) 2005 Namco, Limited.

North American release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Mr. Driller 2 [Model AGB-AD2J-JPN]".

- TECHNICAL -

Game ID: AGB-BR2E-USA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71973&o=2

$end


$gba=mrdrill2,
$bio

Mr. Driller 2 (c) 2004 Namco, Limited.

European release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Mr. Driller 2 [Model AGB-AD2J-JPN]".

- TECHNICAL -

Game ID: AGB-BR2P]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71971&o=2

$end


$gba=mrdrilla,
$bio

Mr. Driller A - Fushigi na Pacteria (c) 2002 Namco, Limited.

- TECHNICAL -

[Model AGB-AD5J-JPN]

- SERIES -

1. Mr. Driller (1999, Arcade)
2. Mr. Driller 2 (2000, Arcade)
3. Mr. Driller G (2001, Arcade)
4. Mr. Driller A - Fushigi na Pacteria [Model AGB-AD5J-JPN] (2002, GBA)
5. Mr. Driller - Drill Land (2002, GameCube)
6. Mr. Driller - Drill Spirits (2005, DS)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71974&o=2

$end


$info=mrdrilrg,mrdrilrga,
$bio

Mr. Driller G (c) 2001 Namco, Limited.

Same as Mr Driller, but now with 6 selectable characters : Susumu Hori, Anna Hottenmeyer, Puchi, Taizu Hori, Ataru Hori, and Holinger-Z. 

Play modes include race and survival. In versus modes, a fair bit of handicapping can be done by appropriately selecting the characters.

- TECHNICAL -

Namco System 10 Hardware
Game ID : DRG

Main CPU : PSX (@ 16.9344 Mhz)

Players : 2
Control : 4-way joystick
Buttons : 1

- TRIVIA -

Mr. Driller G was released in March 2001.

- SERIES -

1. Mr. Driller (1999, Arcade)
2. Mr. Driller 2 (2000, Arcade)
3. Mr. Driller G (2001, Arcade)
4. Mr. Driller A - Fushigi na Pacteria [Model AGB-AD5J-JPN] (2002, GBA)
5. Mr. Driller - Drill Land (2002, GameCube)
6. Mr. Driller - Drill Spirits (2005, DS)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3421&o=2

$end


$psx=mrdrille,
$bio

Mr. Driller G [Model SLPS-03336] (c) 2001 Namco, Ltd. [Tokyo, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85460&o=2

$end


$gbcolor=mrdrillru,
$bio

Mr. Driller [Model CGB-BMDE-USA] (c) 2000 Namco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68423&o=2

$end


$gbcolor=mrdrillrj,
$bio

Mr. Driller [Model CGB-BMDJ-JPN] (c) 2000 Namco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68422&o=2

$end


$gbcolor=mrdrillr,
$bio

Mr. Driller [Model CGB-BMDP-EUR] (c) 2000 Namco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68421&o=2

$end


$wscolor=mrdrillr,
$bio

Mr. Driller [Model SWJ-NMCC01] (c) 2001 Namco, Ltd. [Tokyo, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86470&o=2

$end


$info=mrdu,
$bio

Mr. Du! (c) 1982.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : (2x) Texas Instruments SN76496 (@ 4 Mhz)

Screen orientation : Vertical
Video resolution : 192 x 240 pixels
Screen refresh : 61.17 Hz
Palette Colors : 256

Players : 2
Control : 4-way joystick
Buttons : 1

- TRIVIA -

This game is a Japanese bootleg of "Mr. Do!".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1690&o=2

$end


$cpc_cass=mrfreeze,
$bio

Mr. Freeze (c) 1984 Firebird Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98337&o=2

$end


$nes=gimmick,
$bio

Mr. Gimmick (c) 1993 Sunsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55385&o=2

$end


$gameboy=mrgo,
$bio

Mr. Go no Baken Tekichuu Jutsu [model DMG-UEJ] (c) 1994 Taito Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66515&o=2

$end


$info=mrgoemon,
$bio

Mr. Goemon (c) 1986 Konami.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : SN76496 (@ 1.536 Mhz)

Screen orientation : Horizontal
Video resolution : 240 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 32

Players : 2
Control : 4-way joystick
Buttons : 2

- TRIVIA -

Released in May 1986.

Goemon is based on Ishikawa Goemon, an infamous outlaw in 16th century Japan. Some stories tell of Goemon becoming a criminal after stealing from his cruel master and killing his pursuers. Later he becomes a merchant in Kyoto and Osaka by day and a thief by night. Whilst some remember him as simply a thief, others celebrate him as being a Japanese Robin Hood, robbing from the rich to give to the poor.

- SCORING -

Collecting a weapon : 100 points.
Killing a warrior : 200 points.
Killing a second warrior : 400 points.
Killing a third warrior : 800 points.
Warriors when powered up : 800 points each.
Killing a flying boss : 1,600 points.
Collecting a gold bar at the end of a level : 800-4,000 points.

- TIPS AND TRICKS -

* Attack the moon by Kiseru (Button 1). If your attack hits, the rabbit will fall down.

* Warriors can only fire at you when on a platform, so bouncing them up into the air is useful to prevent them firing.

* When you collect a golden hammer keep running right, and warriors will keep appearing and running into you for 800 points each.

* If you are faced with several warriors, bounce a few off the bottom of the screen to get them out of your way.

* Try not to use the last 'head weapon' you collect, as you can carry it forward to the next stage. It's very useful to start a stage already armed.

* When collecting the gold bars if you jump to try to get the furthest to the right, it is worth a higher score.

- SERIES -

1. Mr. Goemon (1986)
2. Ganbare Goemon! Karakuri Douchuu (1986, Nintendo Famicom)
3. Ganbare Goemon 2 (1989, Nintendo Famicom)
4. Ganbare Goemon Gaiden - Kieta Ougon Kiseru (1990, Nintendo Famicom)
5. Ganbare Goemon - Yukihime Kyuushutsu Emaki (1991, Nintendo Super Famicom)
6. Ganbare Goemon Gaiden - Tenka no Zaihou (1992, Nintendo Famicom)
7. Ganbare Goemon 2 - Kiteretsu Shogun Magginesu (1993, Nintendo Super Famicom)
8. Ganbare Goemon 3 - Shichijuurokubei no Karakuri Manji Katame (1994, Nintendo Super Famicom)
9. Ganbare Goemon Kirakira Douchuu - Boku ga Dancer ni Natta Wake (1995, Nintendo Super Famicom)
10. Ganbare Goemon - Uchukaizoku Akogingu (1996, Sony Playstation)
11. Ganbare Goemon - Neo Momoyama Bakufu no Odori (1997, Nintendo 64)
12. Ganbare Goemon - Derodero Douchu Obake Tenkomori (1998, Nintendo 64)
13. Ganbare Goemon - Kuru Nara Koi! Ayashi Geikka no Kuroi Kage (1998, Sony Playstation)
14. Ganbare Goemon - Oedo Daikaiten (2001, Sony Playstation)
15. Ganbare Goemon - Toukai Douchuu Daiedo Tenguri (2005, Nintendo DS)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1691&o=2

$end


$cpc_cass=mrheli,
$bio

Mr. Heli (c) 1988 Firebird Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98338&o=2

$end


$info=tvmrheli,
$bio

Mr. Heli (c) 1991 TOURVision.

Unlicensed Spanish game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101147&o=2

$end


$info=mrheli,
$bio

Mr. Heli no Daibouken (c) 1987 Irem.

As Mr. Heli in this horizontally scrolling shoot'em up, your mission is to rescue the planet. Clear 6 zones in all, including floating green islands, moving rock beds, underground clock towers, etc.! The incidents which occur one after another are all caused by the psychic power of the muddy. The enemies you encounter on your way are pretty tough. Keep sharp watch for them though they look cute. This is an exciting airfight game with the charm of a cartoon.

- TECHNICAL -

Irem M-72 system hardware

Main CPU : V30 (@ 8 Mhz)
Sound CPU : Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), DAC

Players : 2
Control : 8-way joystick
Buttons : 2
=> [A] Shoots right or left, [B] Missiles upward or Bombs on the ground

- TRIVIA -

Mr. Heli no Daibouken was released in December 1987 in Japan.

The title of this game translates from Japanese as 'Mr. Heli's Great Adventure'.

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

Mr. Heli appears as an unlockable ship in the Sony PlayStation 2 game "R*Type Final".

Alfa Records released a limited-edition soundtrack album for this game (R*Type : Irem Game Music - 28XA-199) on January 25, 1988.

- TIPS AND TRICKS -

* Power raising items : Purchasable only while it is flickering
200$ : Bomb on the ground
200$ : Destroys brick walls
300$ : Missile in the air
300$ : Raises your energy
400$ : Shoots right or left
500$ : Maximizes your energy
500$ : Barrier

- STAFF -

Staff : Y. Tagami, Yoriko Shimizu, M. Hamada, Toyohisa Tanabe, M. Ishida, K. Odagiri, R. Shobu, Momoko.T, T. Sumita, Hiroki.S

- PORTS -

* Consoles :
NEC PC-Engine [JP] (December 1, 1989) "Mr. Heli no Daibouken [Model IC01002]" 
Nintendo Wii [Virtual Console] [JP] (March 18, 2008) PC-Engine version

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1692&o=2

$end


$pce=mrheli,mrheli1,
$bio

Mr. Heli no Daibouken (c) 1989 Irem Corp.

Mr Heli no Daib?ken is the conversion of Irem's shooter originally released in the arcades in 1987. It features a cute little orange helicopter with tiny feet. Thanks to these, Mr Heli can fly around the screen and also walk on the ground. All of this plays an important role in the game's mechanics - He can shoot straight in front of him (either left or right), or shoot missiles above him. However, when on the ground, the same action button instead drops bombs. The power-up system is very unusual and unique - blocks are scattered around every stage and they hide blue crystals, and the bigger they are, the more money they're worth. Special items (including a better gun, missiles, smart-bombs and energy tanks) are also hidden under these blocks and can be purchased in exchange of the precious crystals. Each level is split into three areas - first the main zone with a smaller boss awaiting at the end of it, then the player enters a sub-stage plunged in the dark where only his gun can get him to see what is ahead of him. The only way to get the light back is to destroy the nearby generator and rush all the way to the exit... to the boss' lair. Defeat him to complete the area and fly to the next stage !

- TECHNICAL -

HuCARD ID: IC01002
HuCARD Size: 4 Mbits.

- TRIVIA -

Mr. Heli no Daibouken for PC-Engine was released on December 1, 1989 in Japan for 6700 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47440&o=2

$end


$gba=incredruj,
$bio

Mr. Incredible - Kyouteki Underminer Toujou [Model AGB-BIQJ-JPN] (c) 2006 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71976&o=2

$end


$gba=incredibj,
$bio

Mr. Incredible [Model AGB-BICJ-JPN] (c) 2004 D3 Publisher, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71975&o=2

$end


$info=mrjong,
$bio

Mr. Jong (c) 1983 Kiwako.

A puzzle game.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 2.578 Mhz)
Sound Chips : (2x) Texas Instruments SN76496 (@ 2.578 Mhz)

Players : 2
Control : 4-way joystick
Buttons : 1

- TRIVIA -

Released in March 1983 in Japan.

Mr. Jong was distributed by Sanritsu.

This game is known outside Japan as "BlockBuster" and as "Crazy Blocks".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1693&o=2

$end


$info=mrkicker,mrkickera,
$bio

Mr. Kicker (c) 2001 SemiCom.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32281&o=2

$end


$info=mrkougar,mrkougb,mrkougar2,mrkougb2,
$bio

Mr. Kougar (c) 1984 Artic Electronics (ATW).

The game involves Mr. Kougar having to eat all the dots on the screen. The dots are distributed on several moving platforms, which also are the favorites places of the Banalets, the Kougar's enemies. Touching one of the several eggs on the screen will turn Mr. Kougar invincible and will let a fairy out. The fairy will kill any enemies it touches on it's way to the top of the screen or will free a Banalet, adding one more enemy for Mr. Kougar to defeat.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound CPU : Zilog Z80 (@ 1.78975 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.78975 Mhz)

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette colors : 98

Players : 2
Control : 2-way joystick
Buttons : 1

- UPDATES -

A German bootleg was made by 'Gross' (copyrighted 1954 !) under the same name.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1694&o=2

$end


$info=mrlo,
$bio

Mr. Lo! (c) 1982.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : (2x) Texas Instruments SN76496 (@ 4 Mhz)

Screen orientation : Vertical
Video resolution : 192 x 240 pixels
Screen refresh : 61.17 Hz
Palette Colors : 256

Players : 2
Control : 4-way joystick
Buttons : 1

- TRIVIA -

This game is a bootleg of "Mr. Do!".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1695&o=2

$end


$info=hb_mrmon,hb_mrmona,hb_mrmonb,hb_mrmonc,
$bio

Mr. Money (c) 200? QPS Interactive.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15604&o=2

$end


$info=ep_mrmus,ep_mrmusa,
$bio

Mr. Muscle (c) 199? Maygay.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40872&o=2

$end


$megadriv=mrnutz,mrnutz2,
$bio

Mr. Nutz (c) 1994 Ocean.

- TIPS AND TRICKS -

Level skip: On the title screen, press Up, Up, Up, Right, Down, Left, Left, Left, Down, Down, Right, Right on controller 2. A sound effect will play upon correct code entry. Now during gameplay, press A + B + C + Down + Left on controller 1 to skip to the next level.

- STAFF -

Programmed by: Pierre ADANE
Graphics by: Philippe DESSOLY

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56692&o=2

$end


$amigaocs_flop=mrnutz2,
$bio

Mr. Nutz - Hoppin' Mad (c) 1994 Ocean Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74592&o=2

$end


$cpc_cass=mrpingo,
$bio

Mr. Pingo (c) 1985 Rainbow Arts

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98336&o=2

$end


$a2600=mrpost,
$bio

Mr. Postman (c) 19?? Digitel

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50732&o=2

$end


$a2600=mrpostc,
$bio

Mr. Postman - O Carteiro (c) 1983 CCE.

- TECHNICAL -

Model C-801

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50735&o=2

$end


$a2600=mrposte,mrpost1,
$bio

Mr. Postman (c) 1983 Bit Corp.

Your mission is to protect the Mr. Postman sending a secret letter safely to Silent City. To press the button is to make Mr. Postman should keep away from hails and the eagle, or your press the button to shoot down them. Mr. Postman can not touch the wall as he is walking on the street, otherwise all will be gone.

- TECHNICAL -

Model PG209

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50734&o=2

$end


$pc8801_flop=mrproyak,mrproyaka,
$bio

Mr. Pro Yakyu (c) 1987 Xtal Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92426&o=2

$end


$x1_flop=mrproy88,
$bio

Mr. Pro Yakyu '88 Data Shuu (c) 1987 Xtal Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86066&o=2

$end


$pc98=mrpro92k,
$bio

Mr. Pro Yakyuu Perfect 92 Kaimaku (c) 1992 T&E Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90192&o=2

$end


$pc8801_flop=mrrobot,
$bio

Mr. Robot (c) 1984 Comptiq [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92427&o=2

$end


$odyssey2=mrroboto,
$bio

Mr. Roboto! (c) 2006 Packrat Video Games.

It's the year 8048 and mankind has been anhialated. The computers and machines that were built to help man have become smart enough to rule over - and eventually destroy - all civilization. Now, the once united machines have fractured, and the machines have begun battle with each other. Two factions remain. Each side has a CPU master and six robot warrior servants. The CPUs can't move, so the robots are sent out to do the dirty work. The goal: shutdown the opposing side's CPU. Many obstacls are in place to prevent this: the other robots, energy surges, firewalls, viruses, and the CPU's own laser defenses.

- STAFF -

Programmer: Ted Szczypiorski (Ted Foolery Games)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95640&o=2

$end


$nes=mrsplash,
$bio

Mr. Splash! (c) 2007 Hiroshi Polygon Inukai.

- TRIVIA -

Mr. Splash was included in the DVD release of a 2008 Japanese TV show describing the creation of a Famicom game. It was also distributed in form of Famicom carts.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54418&o=2

$end


$info=mrtnt,
$bio

Mr. TNT (c) 1983 Telko.

Move along lines, erasing them as you go, to collect flashing or spinning items. If you collide with one of the yellow dots that are moving around erasing lines or if you end up at a dead end with nowhere to go, you lose a life. You cannot go back, only forward.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : Namco (@ 96 Khz)

Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.61 Hz
Palette colors : 16

Players : 2
Control : 4-way joystick
Buttons : 1

- TRIVIA -

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

- SCORING -

Grid section : 10 points x stage number.
Defusing bomb : 1,000, 4,000 or 8,000 points.

- TIPS AND TRICKS -

* There are infallible patterns for every stage. If you find one which works once in a game, use it again the next time you are on that stage.

* If you are heading towards a dead end, stop on a corner, and wait for the fuses to burn themselves out - better than losing a life!

* On the early levels clear as much of the maze as possible for extra points.

* If you manage to cut the fuses off completely from you, feel free to leech points by clearing as much of the maze as you can.

* Use the blocks inside the grid to keep the fuses at bay. You can force them to take a particular route by clearing the grid and leaving them no option.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1696&o=2

$end


$a800=mrtnt,
$bio

Mr. TNT (c) 1983 HES [Human Engineered Software]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86639&o=2

$end


$c64_cart,c64_flop=mrtnt,
$bio

Mr. TNT (c) 1984 HesWare

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53646&o=2

$end


$snes=mrtuffa,mrtuff,
$bio

Mr. Tuff [European Prototype] (c) 1994 Sales Curve Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63294&o=2

$end


$cpc_cass=stagnght,
$bio

Mr. Wino (c) 1988 Silverbird Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100087&o=2

$end


$msx1_cass=mrwong,mrwonga,
$bio

Mr. Wong's Loopy Laundry (c) 1984 Artic Computing, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94863&o=2

$end


$cpc_cass=mrwong1,mrwong,
$bio

Mr. Wong's Loopy Laundry [Model SOFT 923] (c) 1984 Amsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98339&o=2

$end


$bbca_cass,bbcb_cass=mree,
$bio

Mr.Ee! (c) 1984 Micro Power

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52135&o=2

$end


$n64=mrc,mrcu,
$bio

MRC - Multi Racing Championship (c) 1997 Ocean

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57797&o=2

$end


$n64=mrcj,
$bio

MRC - Multi Racing Championship [Model NUS-NMRJ] (c) 1997 Imagineer [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57798&o=2

$end


$pc98=msdos211,
$bio

MS-DOS 2.11 Boot (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90010&o=2

$end


$pc98=msdos33,
$bio

MS-DOS 3.3 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90011&o=2

$end


$pc98=msdos33d,
$bio

MS-DOS 3.3D (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90012&o=2

$end


$pc98=msdos50,
$bio

MS-DOS 5.0 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90013&o=2

$end


$pc98=msdos50a,
$bio

MS-DOS 5.0A (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90014&o=2

$end


$pc98=msdos55,
$bio

MS-DOS 5.5 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90015&o=2

$end


$pc98=msdos62,
$bio

MS-DOS 6.2 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90016&o=2

$end


$pc98=msdos62e,
$bio

MS-DOS 6.2 Extended Set (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90017&o=2

$end


$astrocde=mscandy,
$bio

Ms. Candyman (c) 1983 L&M Software

- STAFF -

Written by: Andy Guevara

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86814&o=2

$end


$info=smiy0749,smiy0750,smiy0751,smiy0752,smiy0753,
$bio

Ms. Clara T (c) 200? Bally Gaming.

- TECHNICAL -

Game Kit #124117 ALPHA Elite V20
Game Kit #124119 ALPHA Elite V20 UK
Game Kit #124121 ALPHA Elite V20
Game Kit #124123 M9
Game Kit #124126 M9 UK
Game Kit #124128 C9K
Game Kit #124130 C9K UK
Game Kit #124132 V8700

- UPDATES -

SMI #Y0749
Min/Max%: 88.00

SMI #Y0750
Min/Max%: 89.95

SMI #Y0751
Min/Max%: 91.99

SMI #Y0752
Min/Max%: 93.92

SMI #Y0753
Min/Max%: 95.94

- TIPS AND TRICKS -

* Tea Cup Feature: Occurs every 101 plays and pays on average 7.07 times the total bet.

*  Tarot Cards Bonus: Occurs every 155 plays with 25 lines played and pays on average 166 times the line bet.

* Free Games Bonus: Occurs every 144 plays and pays on average 40.81 times the total credits bet.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32106&o=2

$end


$pc98=msdetef2,
$bio

Ms. Detective File #2 - Sugatanaki Iraisha (c) 1993 Data West, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90193&o=2

$end


$info=mspacmat,
$bio

Ms. Pac Attack (c) 1981.

Basically this game is "Pac-Man", with a few minor differences. The major difference is that the ghosts have fewer restrictions on their movement, making them more formidable. Also adding to the challenge are the different mazes and the fact that the fruit no longer stays in one place, but moves in, out and around the maze. Fortunately there is a power pellet in each corner that (usually) turns the ghosts blue for a period of time, allowing you to eat them for points.

The main difference being the order of levels has been changed. As in the regular "Ms. Pac-Man" game, the maze turns invisible at a certain point. However, in Ms. Pac Attacks, this point is reached much earlier - at about the 144th screen instead of the 255th.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : Namco 3-channel WSG (@ 96 Khz)

Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.61 Hz
Palette colors : 16

Players : 2
Control : 4-way joystick
Buttons : 1

- TRIVIA -

Ms. Pac Attack seems to be a hack of "Ms. Pac-Man Plus", as while the mazes are the same as Ms. Pac-Man Plus, they come out in a different order.

While the Ms. Pac-Man hacks are creative with the mazes, they have trouble dealing with other aspects of play. One problem the Ms. Pac-Man hacks have is that the fruit walks along the routes of the original mazes, making the fruit unreachable during part of its walk to and from the center. Also, the ghosts slow down at odd places during the first three racks. Such slowing down only makes sense by looking at the original mazes and seeing where the tunnels would be.

Unlike the Pac-Man hacks, the Ms. Pac-Man hacks don't mess with the scores you get from eating dots, fruit and ghosts.

- SCORING -

Dot : 10 points
Energizer : 50 points
Ghosts : 200, 400, 800, 1600 points
Cherry : 100 points
Strawberry : 200 points
Peach : 500 points
Pretzel : 700 points
Apple : 1000 points
Pear : 2000 points
Banana : 5000 points

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1697&o=2

$end


$a7800=mspacatk,
$bio

Ms. Pac-Attack (c) 2006 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50157&o=2

$end


$ibm5150,ibm5150_cass=mspacman,
$bio

Ms. Pac-Man (c) 1983 Atarisoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83665&o=2

$end


$ibm5150,ibm5150_cass=mspacmann,
$bio

Ms. Pac-Man (c) 1983 Namco, Ltd. [Tokyo, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83666&o=2

$end


$ti99_cart=mspacman,
$bio

Ms. Pac-Man (c) 1983 Atarisoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84650&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=mspacman,
$bio

Ms. Pac-Man (c) 1983 Atarisoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86877&o=2

$end


$info=cmspacmn,
$bio

Ms. Pac-Man (c) 1983 Coleco Industries, Inc.

Tabletop VFD game based on the famous arcade video game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94345&o=2

$end


$info=mspacmanbg,
$bio

Ms. Pac-Man (c) 198? Unknown [Greece].

Greek bootleg.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72301&o=2

$end


$nes=mspacmnt,
$bio

Ms. Pac-Man (c) 1990 Tengen.

This port of the 1981 arcade classic features 36 different mazes, including the original four, and allows two players to play simultaneously.

- TRIVIA -

First port of Ms. Pac-Man for the NES, released in 1990 (exact date unknown) in North America.

This port allows two players can play either alternately or simultaneously. If they choose to play simultaneously, they can choose to play either competitively of cooperatively, and Player 2 plays as the original Pac-Man.

The 36 mazes are divided into four sets : the original four mazes from the arcade version, as well as smaller mazes, bigger mazes, and "strange" mazes.

A "Pac-Booster" allows the players to move faster.

The game ends at Level 32, after which a cutscene not featured in the original arcade game plays, in which the Pac couple wave good-bye to the player(s), and then disappear into the distance.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55387&o=2

$end


$sms=mspacman,
$bio

Ms. Pac-Man (c) 1991 Tengen

This port of the 1981 arcade classic features 36 different mazes, including the original four, and allows two players to play simultaneously.

- TECHNICAL -

Game ID: 301030

- TRIVIA -

Ms. Pac-Man for Sega Master System was released in 1991 (exact date unknown) in Europe. 

This port allows two players to play either alternately or simultaneously. If they choose to play simultaneously, they can choose to play either competitively or cooperatively, and Player 2 plays as the original Pac-Man.

The 36 mazes are divided into four sets : the original four mazes from the arcade version, as well as smaller mazes, bigger mazes, and "strange" mazes.

A "Pac-Booster" allows the players to move faster.

The game ends at Level 32, after which a cutscene not featured in the original arcade game plays, in which the Pac couple wave good-bye to the player(s), and then disappear into the distance.

Reviews:
[FR] October 1992 - Consoles+ No. 13: 90/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56108&o=2

$end


$megadriv=mspacman,
$bio

Ms. Pac-Man (c) 1992 Time Warner Interactive.

This port of the 1981 arcade classic features 36 different mazes, including the original four, and allows two players to play simultaneously.

- TRIVIA -

Ms. Pac-Man for Sega Mega Drive was released in 1992 (exact date unknown) in Europe. 

This port allows two players to play either alternately or simultaneously. If they choose to play simultaneously, they can choose to play either competitively or cooperatively, and Player 2 plays as the original Pac-Man.

The 36 mazes are divided into four sets : the original four mazes from the arcade version, as well as smaller mazes, bigger mazes, and "strange" mazes.

A "Pac-Booster" allows the players to move faster.

The game ends at Level 32, after which a cutscene not featured in the original arcade game plays, in which the Pac couple wave good-bye to the player(s), and then disappear into the distance. 

Reviews:
April 1992 - Joypad N.7 (Page 84-85) [FR]: 80/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70725&o=2

$end


$a2600=mspacmanc,
$bio

Ms. Pac-Man (c) 19?? CCE

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50737&o=2

$end


$n64=mspacman,
$bio

Ms. Pac-Man - Maze Madness (c) 2000 Namco, Limited.

There are three modes of play:

The core game
Multiplayer Mode - Up to four players can play simultaneously; if there are less than four players, CPU-controlled players fill the vacancies.
Classic Mode - The original Ms. Pac-Man arcade game, from 1981.

- TECHNICAL -

[US] Game ID: NUS-NP9E-USA

- TRIVIA -

Ms. Pac-Man - Maze Madness for Nintendo 64 was released on November 10, 2000 in Europe.
It was then released on November 12, 2000 in North America.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57845&o=2

$end


$gba=mspacmanu,
$bio

Ms. Pac-Man - Maze Madness (c) 2004 Namco, Limited.

Ms. Pac-Man is back in an all-new a-MAZE-ing 3-D adventure. Chomp your way through mystical worlds to rescue Professor Pac. Free the lost worlds of Pac-Land from the horrid witch Mesmeralda. Videogame's most famous and favorite heroine is back to save the day!

* Over 180 mazes - Four magical worlds: CleoPactra, Pac Ping Harbor, Crystal Caves and Haunted Halloween.
* Easy Controls - Just like the original arcade, no buttons necessary so you can focus on the fun!
* Includes the original arcade classic.
* Special Multi-Player modes.
* Secret Stages, hidden mini-games and bonus rounds.
* Fiendish new enemies and those old familiar ghosts.
* Collect the 4 Gems of Virtue: Truth, Generosity, Wisdom & Courage.

- TECHNICAL -

Game ID: AGB-BPCE-USA

- TRIVIA -

Ms. Pac-Man - Maze Madness for Game Boy Advance was released on November 3, 2004 in North America.

Unlike the console versions, this one does not have Classic Mode.

Export releases:
[EU] "Ms. Pac-Man - Maze Madness [Model AGB-BPCP-EUR]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71978&o=2

$end


$gba=mspacman,
$bio

Ms. Pac-Man - Maze Madness (c) 2004 Zoo Digital Publishing.

European release. Game developed in USA. See "Ms. Pac-Man - Maze Madness [Model AGB-BPCE-USA]" for more information about the game itself.

- TECHNICAL -

Game ID: AGB-BPCP-EUR

- TRIVIA -

Ms. Pac-Man - Maze Madness for Game Boy Advance was released on November 19, 2004 in Europe.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71977&o=2

$end


$gbcolor=mspacmanu,
$bio

Ms. Pac-Man - Special Color Edition (c) 1999 Namco, Limited.

- TECHNICAL -

Cartridge ID: DMG-AQCE-USA

- TRIVIA -

Ms. Pac-Man Special Color Edition for Game Boy Color was released in November 1999 in North America.

Also includes "Super Pac-Man" as a bonus.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68424&o=2

$end


$gbcolor=mspacman,
$bio

Ms. Pac-Man - Special Colour Edition (c) 1999 Acclaim Ent., Incorporated.

- TECHNICAL -

Cartridge ID: DMG-AQCP-EUR

- TRIVIA -

Ms. Pac-Man Special Colour Edition for Game Boy Color was released in 1999 (exact date unknown) in Europe.

Also includes "Super Pac-Man" as a bonus.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68425&o=2

$end


$info=20pacgal,20pacgalr0,20pacgalr1,20pacgalr2,20pacgalr3,20pacgalr4,
$bio

Ms. Pac-Man/Galaga - Class of 1981 (c) 2000 Namco.

Classic Reunion! Class of '81

Two of the Greatest Hits at One Great Price!

Hello, My Name is Ms. Pac-Man.
Voted: Most Popular, Most Likely to Succeed.

Hello, My Name is Galaga.
Voted: Most Valuable PLayer, Class Space Case.

- TECHNICAL -

Main CPU : Z180 (@ 32 Mhz)
Sound Chips : Namco (@ 96 Khz), DAC

Screen orientation: Vertical
Video resolution: 288x224 pixels.
Refresh rate: 60Hz.
Palette colours: 16

Specifications:
Installed Dimensions"
68" H x 33" W x 24" D
Power Consumption: 250 Watts

Players : 2
Control : 4-way joystick (UP and DOWN not used in Galaga)
Buttons : 1 (FIRE) - used in Galaga only

- TRIVIA -

The full name on the marquee is "Namco 20 Year Reunion : Ms. Pac-Man/Galaga - Class of 1981".

'Speedy' Ms. Pac-Man, and 'Rapid Fire' Galaga are also operator selectable.

Michael Jackson used to own this game (Serial number: 249). It was sold at the official Michael Jackson Auction on Apr. 24th, 2009.

A developer message can be found on the game's ROM at 0xC020:
PACMAN (c) 1980, namco. MS PACMAN (c) 1981, namco. GALAGA (c) 1981, namco. kernel (c) 2000 cosmodog, ltd. http://www.cosmodog.com

- UPDATES -

V1.00
V1.01
V1.02
V1.03
V1.04
V1.08

- TIPS AND TRICKS -

* Play the original Pac-Man: At the game select screen press Up(x3), Down(x3), Left, Right, Left, Right, Left. If you did it correctly, the sound heard in both Pac-Man and Ms. Pac-Man when you gain an extra life will play, and Pinky will take Blinky's place on the Press Start screen. Press the Ms. Pac-Man Start button and you will play "Pac-Man". After the game is over, the original Pac-Man's attract mode sequence will run for one cycle.

* To toggle the built-in speedup, insert coins then enter the following sequence: Left, Right, Left, Right, Up(x3), Fire. If you did it correctly, the sound heard in both Pac-Man and Ms. Pac-Man when you eat a bonus fruit item will play. This will toggle the speed in both Ms Pac-Man & Pac-Man as well as provide a 'Fast Shot' in Galaga.

Play Galaga for free: During the Galaga demonstration, wait until the Galaga Commander uses the tractor beam. Before it sucks up the ship, press fire and kill it. You now have total control and can play the sample level. However, finish quick or an error screen will come up. The game will function normally though.

- STAFF -

Cabinet Graphic Design: Don Marshall

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3784&o=2

$end


$info=mschamp,mschamps,
$bio

Ms. Pac-Man Champion Edition (c) 1995 TQWN Amusement.

Basically this game is "Pac-Man", with a few minor differences. The major difference is that the ghosts have fewer restrictions on their movement, making them more formidable. Also adding to the challenge are the different mazes and the fact that the fruit no longer stays in one place, but moves in, out and around the maze. Fortunately there is a power pellet in each corner that (usually) turns the ghosts blue for a period of time, allowing you to eat them for points.

Ms. Pac-Man Championship Edition has a timer added which gives you one minute to finish the maze with your Character. As the timer works through the last five seconds Ms. Pac-man slows down considerably.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : Namco 3-channel WSG (@ 96 Khz)

Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.61 Hz
Palette colors : 16

Players : 2
Control : 4-way joystick

- TRIVIA -

Ms. Pac-Man Championship Edition seems to be a straight copy of "Ms. Pac-Attack".

While the Ms. Pac-Man hacks are creative with the mazes, they have trouble dealing with other aspects of play. One problem the Ms. Pac-Man hacks have is that the fruit walks along the routes of the original mazes, making the fruit unreachable during part of its walk to and from the center. Also, the ghosts slow down at odd places during the first three racks. Such slowing down only makes sense by looking at the original mazes and seeing where the tunnels would be.

Unlike the Pac-Man hacks, the Ms. Pac-Man hacks don't mess with the scores you get from eating dots, fruit and ghosts.

- SCORING -

Dot : 10 points
Energizer : 50 points
Ghosts : 200, 400, 800, 1600 points
Cherry : 100 points
Strawberry : 200 points
Peach : 500 points
Pretzel : 700 points
Apple : 1000 points
Pear : 2000 points
Banana : 5000 points

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3267&o=2

$end


$info=mspacii,mspacii2,
$bio

Ms. Pac-Man II (c) 1981 Orca Corp.

Bootleg made by Orca.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48052&o=2

$end


$info=mspacpls,
$bio

Ms. Pac-Man Plus (c) 1981 Two-Bits Score.

Basically this game is "Pac-Man", with a few minor differences. The major difference is that the ghosts have fewer restrictions on their movement, making them more formidable. Also adding to the challenge are the different mazes and the fact that the fruit no longer stays in one place, but moves in, out and around the maze. Fortunately there is a power pellet in each corner that (usually) turns the ghosts blue for a period of time, allowing you to eat them for points.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : Namco 3-channel WSG (@ 96 Khz)

Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.61 Hz
Palette colors : 16

Players : 2
Control : 4-way joystick

- TRIVIA -

Ms. Pac-Man Plus seems to be the original "Ms. Pac-Man" hack, as the mazes here show up the same way they do in Ms. Pac-Man (each maze shows up in each rack between the intermissions).

While the Ms. Pac-Man hacks are creative with the mazes, they have trouble dealing with other aspects of play. One problem the Ms. Pac-Man hacks have is that the fruit walks along the routes of the original mazes, meaning the fruit is unreachable during part of its walk to and from the center. Also, the ghosts slow down at odd places during the first three racks. Such slowing down only makes sense by looking at the original mazes and seeing where the tunnels would be.

Unlike the Pac-Man hacks, the Ms. Pac-Man hacks don't mess with the scores you get from eating dots, fruit and ghosts.

- SCORING -

Dot : 10 points
Energizer : 50 points
Ghosts : 200, 400, 800, 1600 points
Cherry : 100 points
Strawberry : 200 points
Peach : 500 points
Pretzel : 700 points
Apple : 1000 points
Pear : 2000 points
Banana : 5000 points

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3268&o=2

$end


$info=msheartb,
$bio

Ms. Pac-Man [Heart Burn] (c) 1989 Two-Bits Score.

Hack of Ms.Pac-Man made by Two-Bits Score.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49158&o=2

$end


$a2600=mspacman,mspacmane,mspacmanp,
$bio

Ms. Pac-Man (c) 1988 Atari Corporation.

The object of the game is to score as many points as you can while MS. PAC-MAN eats dots, fruit, pretzels, energy pills, and ghosts. Score 10,000 points and earn a bonus MS. PAC-MAN life.

The game starts with three MS. PAC-MAN lives, which are indicated by three MS. PAC-MAN symbols at the lower left corner of the screen. When game play begins, MS. PAC-MAN is located close to the center of the screen, just below the ghosts' reincarnation chamber in the center of the maze.

Use your Joystick controller to guide MS. PAC-MAN around the maze. When she passes over dots, she gobbles them up, and you score points. If she eats all the dots on the screen, the maze flashes momentarily, and you start playing on a new maze.

MS. PAC-MAN encounters floating fruit and pretzels while traveling around the maze. Gobble up these munchies, and you score bonus points. But watch out! Fearful ghosts scurry about trying to gobble up MS. PAC-MAN. Her only recourse is to eat an energy pill and then go after the ghosts.

As soon as she gulps down the energy pill, the ghosts turn blue with fright. You earn 200 points for the first ghost, 400 points for the second ghost, 800 for the third ghost, and a whopping 1600 points for the fourth ghost, all on the same energy pill.

Unfortunately, the effects of the energy pills are short-lived, so you'll have to move fast. After the ghosts are gobbled up, their eyes head back to the chamber in the center of the screen for reincarnation. If you don't gobble up the ghosts, they start to blink just before they turn back to their original colors.

The ATARI MS. PAC-MAN includes the following four game variations:

CHERRIES: An arcade version MS. PAC-MAN. Just like the original game, MS. PAC-MAN is pursued by four ghosts.

ONE BEAR: A good choice for beginners. MS. PAC-MAN is pursued by only one ghost.

TWO BEARS: A novice player's choice. MS. PAC-MAN is pursued by only two ghosts.

THREE BEARS: An intermediate player's choice. MS. PAC-MAN is pursued by only three ghosts.

All four game variations start at the easiest level, cherries. Games then progress to the highest level, banana. If you survive the banana level, the mazes alternate between maze three and maze four. Every two times the maze is cleared of dots, the fruits are randomly selected, and the time the ghosts stay blue decreases.

- TECHNICAL -

Model CX2675

- SCORING -

DOT: 10 POINTS.
ENERGY PILL: 50 POINTS.

CHERRY: 100 POINTS.
STRAWBERRY: 200 POINTS.
ORANGE: 500 POINTS.
PRETZEL: 700 POINTS.
APPLE: 1000 POINTS.
PEAR: 2000 POINTS.
BANANA: 5000 POINTS.

FIRST GHOST: 200 POINTS.
SECOND GHOST: 400 POINTS.
THIRD GHOST: 800 POINTS.
FOURTH GHOST: 1600 POINTS.

- TIPS AND TRICKS -

Practice clearing the maze of dots before trying to gobble up the ghosts.

Stay close to an energy pill before eating it, and tease the ghosts into moving toward you. When the ghosts get close, eat the energy pill and gobble up as many ghosts as you can.

Use the openings in the maze as escape tunnels. Move to either side to quickly evade the ghosts. Don't forget, different mazes have different tunnels.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50736&o=2

$end


$a5200=mspacman,
$bio

Ms. Pac-Man (c) 1983 Atari, Incorporated.

Here she is...the Queen of Video Games, MS. PAC-MAN! The object of the game is to score as many points as you can while trying to clear the mazes of dots. Use your 5200 controller to guide this fearless beauty around the maze as she gobbles up dots, fruit, pretzels, energy pills, and ghosts. Move your joystick up, down, right, or left to guide MS. PAC-MAN in the same direction.

Watch out for four feisty ghosts. They scurry around after MS. PAC-MAN, trying to gobble her up. If one of them catches her, you lose a life. When MS. PAC-MAN eats an energy pill, the ghosts turn blue with fright. At this time, MS. PAC-MAN can gobble up the ghosts, racking up even more points with each ghost she gobbles.

- TECHNICAL -

Model CX5243

- SCORING -

DOT: 10
ENERGY PILL: 50
TEDDY BEAR: 50
CHERRIES: 100
STRAWBERRY: 200
ORANGE: 500
PRETZEL: 700
APPLE: 1000
PEAR: 2000
BANANA: 5000
FIRST GHOST: 200
SECOND GHOST: 400
THIRD GHOST: 800
FOURTH GHOST: 1600

- TIPS AND TRICKS -

* For a high score: Wait until the ghosts are close to MS. PAC-MAN when she is near an energy pill. Then eat the energy pill and gobble up all the ghosts.

* Get to know the different mazes. Each has its own escape tunnels which can often save MS. PAC-MAN at the last second.

* Practice clearing the maze of dots before trying to gobble up ghosts. Eventually you'll learn which techniques work best.

* When the ghosts start catching up with MS. PAC-MAN, try one of these tips to outrun them:
(1) Dots slow down MS. PAC-MAN, so travel on a clear path.
(2) MS. PAC-MAN can 'cut corners' by turning before she actually reaches them.
(3) Use the tunnels; the ghosts don't move as fast in them.

* All the ghosts have different personalities and speeds. Watch and learn how they each chase MS. PAC-MAN.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50071&o=2

$end


$a7800=mspacman,mspacmanu,
$bio

Ms. Pac-Man [Model CX7807] (c) 1984 Atari, Incorporated. [Sunnyvale, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50158&o=2

$end


$gameboy=mspacman,
$bio

Ms. Pac-Man (c) 1993 Nintendo Company, Limited.

- TECHNICAL -

Cartridge ID: DMG-N4-UKV

- TRIVIA -

Ms. Pac-Man for Game Boy was released in 1993 (exact date unknown) in Europe.

Reviews:
[FR] August 1994 - Consoles + N.34: 92%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66516&o=2

$end


$gameboy=mspacmanu,
$bio

Ms. Pac-Man (c) 1993 Namco, Limited.

- TECHNICAL -

Cartridge ID: DMG-N4-USA

- TRIVIA -

Ms. Pac-Man for Game Boy was released in October 1993 in North America.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66518&o=2

$end


$nes=mspacman,
$bio

Ms. Pac-Man (c) 1993 Namco, Limited.

- TECHNICAL -

Game ID: NES-M9-USA

- TRIVIA -

This second port of Ms. Pac-Man for the NES was released in November 1993 in North America.

Unlike the first NES port by Tengen, this one is just a straight port of the arcade version, with no added features other than four extra mazes.

- STAFF -

Programmer: Naoki Higashio

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55386&o=2

$end


$lynx=mspacman,
$bio

Ms. Pac-Man (c) 1990 Atari Corp.

Ms. Pac-Man is completely dazzling with her red ribbon and long eyelashes. With classic style and tradition, she munches her way through maze after maze. Round and round, back and forth she races to gobble up dots, energizers, fruit, and pretzels.

But can she escape the marauding ghosts that inhabit every maze? Will she ever make it out of the mazes and be able to live happily ever after? (And consume a more balanced diet?)

Find out by helping Ms. Pac-Man through 25 different mazes and many levels. Play hard, then put your feet up and enjoy the entertaining Pac-cartoons between certain levels.

- TECHNICAL -

Model PA2057

- SCORING -

Dot: 10
Energizer: 50
First Ghost: 200
Second Ghost: 400
Third Ghost: 800
Fourth Ghost: 1600

- TIPS AND TRICKS -

* Make sure Ms. Pac-Man eats the dots as quickly as she can, but remembering that she moves more slowly when she's eating.

* Don't let Ms. Pac-Man eat the energizers too early, or she'll lose her only weapon against the ghosts. Wait until they start to gain on her. Then she can tease them toward the energizer before she gobbles it up and turns the chase on them.

* Learn to maneuver the ghosts into a group by luring them into certain areas of the maze. This makes it easier to clear areas of the maze and earn big points.

* Look for temporary hiding places where Ms. Pac-Man can hide form the ghosts. But remember, the hiding places are only temporary. Ms. Pac-Man can't hide forever!

* Remember: Each maze has escape tunnels that lead offscreen and back again. They could save Ms. Pac-Man's life because the ghosts move more slowly in the tunnels.

* Capturing fruit can significantly increase your score. Learn to anticipate its path and intercept it.

* At higher levels, ghosts do not turn blue and edible when Ms. Pac-Man consumes a power pill. They just reverse directions.

* Lightning Bolts, 1: Press PAUSE and then enter OPTION 1, A, OPTION 1. This will give you a Lighting Bolt, which gives you a boost in-game.

* Lightning Bolts, 2: Press PAUSE and then, while holding OPTION 1, press A, B, A. Release OPTION 1 and then press it again. This will give you a Lighting Bolt, which gives you a boost in-game.

* Skip Level: Press PAUSE and then enter OPTION 1, B, B, B, OPTION 1. After resuming the game, just press OPTION 1 to pass to next level.

* Extra Lives: Press PAUSE and then enter OPTION 1, B, B, A, A, OPTION 1 to fill the number of your lives (6 in total). This code works only once, but if you use it when you have only the last live remaining you can have a couple of additional chances.

- STAFF -

Programmers: Jerome Strach, Eric Ginner

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58838&o=2

$end


$a800=mspacman,mspacmang,
$bio

Ms. Pac-Man (c) 1982 Atari, Incorporated.

- TECHNICAL -

Game ID: RX8043

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82612&o=2

$end


$c64_cart,c64_flop=mspacman,
$bio

Ms. Pac-Man (c) 1983 Atari, Incorporated.

- TECHNICAL -

Game ID: RX8545

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53647&o=2

$end


$snes=mspacmanu,
$bio

Ms. Pac-Man (c) 1996 Williams Ent., Incorporated.

This port of the 1981 arcade classic features 36 different mazes, including the original four, and allows two players to play simultaneously.

- TECHNICAL -

Cartridge ID: SNS-ANSE-USA

- TRIVIA -

Ms. Pac-Man for Super NES was released in September 1996 in North America. 

This port allows two players can play either alternately or simultaneously. If they choose to play simultaneously, they can choose to play either competitively of cooperatively, and Player 2 plays as the original Pac-Man.

The 36 mazes are divided into four sets : the original four mazes from the arcade version, as well as smaller mazes, bigger mazes, and "strange" mazes.

A "Pac-Booster" allows the players to move faster.

The game ends at Level 32, after which a cutscene not featured in the original arcade game plays, in which the Pac couple wave good-bye to the player(s), and then disappear into the distance.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63296&o=2

$end


$snes=mspacman,
$bio

Ms. Pac-Man (c) 1997 Williams Ent., Incorporated.

This port of the 1981 arcade classic features 36 different mazes, including the original four, and allows two players to play simultaneously.

- TECHNICAL -

Cartridge ID: SNSP-ANSP-EUR

- TRIVIA -

Ms. Pac-Man for Super NES was released on March 27, 1997 in Europe.

This port allows two players can play either alternately or simultaneously. If they choose to play simultaneously, they can choose to play either competitively of cooperatively, and Player 2 plays as the original Pac-Man.

The 36 mazes are divided into four sets : the original four mazes from the arcade version, as well as smaller mazes, bigger mazes, and "strange" mazes.

A "Pac-Booster" allows the players to move faster.

The game ends at Level 32, after which a cutscene not featured in the original arcade game plays, in which the Pac couple wave good-bye to the player(s), and then disappear into the distance.

- PORTS -

* Consoles : 
Philips CD-i [EU] (1996) "Arcade Classics [Model 810 0329]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63295&o=2

$end


$gamegear=mspacman,
$bio

Ms. Pac-Man (c) 1995 Majesco Ent. Co.

- TECHNICAL -

Game ID: T-14048

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64721&o=2

$end


$info=mspacman,mspacmnf,mspacmab,mspacmabe,mspacmancr,
$bio

Ms. Pac-Man (c) 1981 Midway. 

In this, the first proper sequel to Namco's legendary pill eating maze game, players must once again run around a number of mazes, eating all of the pills that are scattered throughout. The ever-present ghosts (Blinky, Pinky, Inky and Sue) return to hamper the player's progress. The infamous 'Power Pills' are also present and correct, with four appearing in each maze. 

Namco introduced a number of changes and enhancements over the original game. The first difference is in the main character. For the first time in video-game history, the game's lead character was female. Ms. Pac-Man is almost identical to the original character with two main differences; she wears a bow in her 'hair', and is also wearing lipstick. 

Another change from the original is that the bonus fruit items are no longer static but now move randomly around the mazes. 

Ms Pac-Man features four different maze layouts, which alternate every two to four rounds : 

The first maze is only encountered in Rounds 1 and 2, and has 220 dots and 4 Power Pills. There are two sets of tunnels in this maze equidistant from the center of the maze. You must clear this maze two times before moving on to the next maze. 

The second maze is only encountered in Rounds 3, 4, and 5, and has 240 dots and 4 Power Pills. There are two sets of tunnels in this maze; one set in the lower half, and the other set at the very top. You must clear this maze three times before moving on to the next maze. 

The third maze is first encountered in Round 6 and has 238 dots and 4 Power Pills. Unlike all other mazes, there is only one set of tunnels in this maze, slightly above the center of the board. You must clear this maze four times before moving on to the next maze. 

The fourth and final unique maze is first encountered in Round 10 and has 234 dots and 4 Power Pills. There are two sets of tunnels in this maze, directly next to one another in the middle of the maze. The turns at the entrance to the tunnels change the usual immediate accessibility of the tunnels and should be taken in to account. You must clear this maze four times before moving on to the next maze. 

After Round 13, the game alternates every four rounds between the third and fourth mazes. 

Finally, the ghosts' movement patterns are also completely different from those of the original game. 

As in the original game, intermission scenes will be played after certain rounds. Ms. Pac-Man's intermissions tell the story of how Pac-Man and Ms. Pac-Man met, fell in love, and had a baby. Ms. Pac-Man's intermissions are also preceded by a sign and a title. 3 intermissions are present : 

1) Act I - They Meet : Pac-Man, the star of the original game, enters the screen being chased by Inky while Ms. Pac-Man enters from the other side being chased by Pinky. As the two of them are about to collide, they quickly move upwards, causing Inky and Pinky to collide. Pac-Man and Ms. Pac-Man face each other at the top of the screen, and a heart appears above them. This intermission is played after Round 2. 

2) Act II - The Chase : Pac-Man and Ms. Pac-Man are seen giving each other a playful chase. One chases the other in one direction, and they take turns alternating who chases who and in what direction. After three turns, they chase each other twice more at a faster speed. This intermission is played after Round 5. 

3) Act III - Junior : Pac-Man and Ms. Pac-Man anxiously await the arrival of a stork, who flies overhead with a bundle. As the stork is about to pass over them, he releases the bundle, which drops to the ground in front of Pac-Man and Ms. Pac-Man, and opens up to reveal a baby Pac. This intermission, which is played after Rounds 9, 13, and 17, would later serve as the introductory sequence to "Jr. Pac-Man". 

No intermission is present between rounds after the 18th one.

- TECHNICAL -

[Upright model] 
[No. 595] 

The upright model came in the standard Namco/Midway cabinet. This is the same 'swoopy' cabinet that "Galaxian", "Galaga", and "Pac-Man" came in as well. These featured painted side-art of Ms. Pac-Man and the ghosts, along with some pink accent lines. The last 10, 000 or so Ms. Pac-Man machines to roll off the assembly line had sticker side-art instead, it was the same basic scene, but the colors were brighter, and there were a few minor differences in the layout of the graphics. The marquee showed an image of Ms. Pac-Man lounging on her own logo, with a ghost off to the side. The exact colors used on the marquee varied a bit over the production run (as did the paint codes used on the side). The control panel and monitor bezel had a single design that covered both of them, that of a blue background with a pink or maroon stripe going around it, with a few game instructions printed upon them. 

Main CPU : Zilog Z80 (@ 3.072 Mhz) 
Sound Chips : Namco 3-channel WSG (@ 96 Khz)  

Players : 2 
Control : 4-way joystick

- TRIVIA -

Having won their enhancement kit lawsuit against Atari, General Computing went to Bally Midway and showed them an enhancement kit that they were working on for Pac-Man called Crazy Otto. Crazy Otto was a character similar to Pac-Man with the exception that he had legs. GCC was going to bluff Midway into letting them release their enhancement kit by telling them that they won their lawsuit against Atari, and that they just wanted Midway's blessing. Midway suggested that they create a sequel to the original Pac-Man instead of an enhancement kit, and GCC got to work on Ms. Pac-Man. Ms. Pac-Man had two prior names before settling on the one that everyone knows. 'Mrs. Pac-Man' was the original, but some of the women employees at Midway had a problem with that, so it was changed to 'Miss Pac-Man'. When someone pointed out the third intermission, where Pac and Ms. Pac welcome "Jr. Pac-Man" (or Baby Pac-Man) into the fold, they changed it to the final name of 'Ms. Pac-Man'. Midway released "Baby Pac-Man" as a pinball/video hybrid, and General Computing sued the company, claiming they had created the concept of a Pac Family. They won the suit and were awarded royalties from Pac Family merchandise. 

The logo for General Computer Corporation is present among the graphics, probably a leftover from the game's days as Crazy Otto.

In its initial run, 110,000 units were produced in the U.S. making it the best selling domestic arcade video game of all time. 

The game added a few improvements over the original : 
* Non-deterministic artificial intelligence for the ghosts, making it harder for enthusiasts to follow set patterns through levels. 
* A variety of different mazes used through the game. 
* Bonus items (such as cherries and pretzels) entered the maze and bounced through it, rather than appear in a set location as in the original, making the player go out of his way to attain it. 
* Brand new sound effects, including a new 'death' sound and opening theme. 

It was also one of the more successful of early arcade games in the female demographic, which has been attributed to 'Ms. Pac-Man' being a girl - although the Ms. Pac-Man sprite was little more than "Pac-Man" with eyelashes, a bow, lipstick and a dimple. 

After the 255th level, the maze (including dots) disappears. The game becomes unplayable, since there are no more dots to eat. 

Chris Ayra holds the record for this game on 'Regular' settings with 920,310 points on August 16, 1998. 

Victor Kunisada holds the record for this game on 'Speed-Up' settings with 922,810 points on June 16, 2001. 

Vancouver, Canada (Reuters) - Little 7-year old Al Nagac attained the Guinness World Record for Ms. Pac-Man v.2.97 with a score of 18,976,048. Al was exhausted and dehydrated and asked for several glasses of skim milk after shattering the longtime record of 11,056,736 set by Faith DeRivera, who was onhand to congratulate the victor with a kiss on the cheek. 

A Ms. Pac-Man unit appears in the 1983 movie 'WarGames', in the 1983 movie 'Joysticks', in the 1984 movie 'Tightrope' (the cab appears in the background of the bar scene), in the 1990 movie 'The Grifters', in the 1999 movie 'Man In The Moon' and in the 2002 movie 'Van Wilder'. 

Milton Bradley (MB) released a board game based on this video game in 1983. Up to 4 players can play. The maze is divided into four colored areas, representing each player; the object of the game is to clear all the dots in your colored area. Only one player at a time controls Ms. Pac-Man; the other players control the ghosts. Once a ghost catches Ms. Pac-Man, the player controlling that ghost takes over control of Ms. Pac-Man. 

Michael Jackson used to own this game (Midway upright). It was sold at the official Michael Jackson Auction on April 24th, 2009.

- SCORING -

Dot : 10 points 
Power pill (energizer) : 50 points 
Ghosts : 200, 400, 800, 1,600 points 
Cherry : 100 points 
Strawberry : 200 points 
Peach : 500 points 
Pretzel : 700 points 
Apple : 1,000 points 
Pear : 2,000 points 
Banana : 5,000 points

- TIPS AND TRICKS -

* The most dangerous section of the first maze is the long path at the very top. It is safest to clear it when the ghosts are blue, or at least 3 of them occupy the bottom half of the maze. 

* There are a couple of dangerous sections in the second maze. The pathways above and below the T section at the top of the maze can be particularly easy to get trapped in. It is easiest to clear these when all 4 ghosts are close on your tail, or after eating one of the top two power pellets. The two sections directly above the lower escape tunnels on either side should also be cleared with caution. 

* The most dangerous section of the 3rd maze is the center of the bottom, directly below where you begin. It is advisable to clear it out as early as possible before the ghosts can organize and trap you. The top section of the maze presents the ghosts with many pathways to reach you, so use caution. 

* The most dangerous sections of the 4th maze is the section that you begin in, and the section directly above the ghosts' den. The very top section of the maze should also be cleared with caution. 

* Secret Message : the message 'GENERAL COMPUTER CORPORATION Hello, Nakamura!' is buried at the end of the Ms. Pac-Man ROM image (Masaya Nakamura was head of Namco). 

* There's a fairly well-known glitch in the game - if you put a coin in when the Ms. Pac-Man marquee title first appears but before Blinky appears then the first board will be blue instead of pink and will remain blue until you either finish the board or lose a life, after which the board will return to its normal color.

- SERIES -

1. Pac-Man (1980, ARC)
2. Ms. Pac-Man (1981, ARC)
3. Super Pac-Man (1982, ARC) 
4. Pac-Man Plus (1982, ARC)
5. Jr. Pac-Man (1983, ARC)
6. Professor Pac-Man (1983, ARC)
7. Pac-Land (1984, ARC) 
8. Pac-Mania (1987, ARC) 
9. Pac-Attack (1993, SNES, Genesis; 1994, Game Boy, Game Gear)
10. Pac-Man 2 - The New Adventures [Model SNS-25-USA] (1994, SNES, Genesis)
11. Pac-In-Time [Model SNS-APTE-USA] (1994, SNES, PC) 
12. Pac-Man Arrangement (1996, ARC) : part of "Namco Classics Collection Vol.2"
13. Pac-Man VR (1996, ARC)
14. Pac-Man World [Model SLUS-00439] (1999, PS) 
15. Pac-Man - Adventures in Time (2000, PC)
16. Ms. Pac-Man - Maze Madness [Model SLUS-01018] (2000, PS) 
17. Ms. Pac-Man - Quest for the Golden Maze (2001, PC)
18. Pac-Man All-Stars (2002, PC)
19. Pac-Man Fever [Model SLUS-20197] (2002, PS)
20. Pac-Man World 2 [Model SLUS-20224] (2002, PS2, GC, XBOX) 
21. Pac-Man Vs. [Model DOL-PRJE-USA] (2003, GC)
22. Pac-Pix [Model NTR-APCE-USA] (2005, DS) 
23. Pac-Man Pinball Advance [Model AGB-BP8E-USA] (2005, GBA)
24. Pac-Man Arrangement (2005, PSP) : part of "Namco Museum Battle Collection [Model ULUS-10035]" 
25. Pac'n Roll [Model NTR-APNE-USA] (2005, DS) 
26. Pac-Man World 3 [Model SLUS-21219] (2005, PSP, PS2, GC, XBOX, PC, DS)
27. Pac-Man World Rally [Model SLUS-21328] (2006, GameCube, PS2, PSP, PC)
28. Pac-Man Championship Edition (2007, XBLA) 
29. Pac-Man Championship Edition DX (2010, XBLA, PSN) 
30. Pac-Man Party [Model RVL-SP7E-USA] (2010, Wii)
31. Pac-Man Battle Royale (2011, ARC) 
32. Pac-Man Tilt (2011, 3DS) : part of "Pac-Man & Galaga Dimensions [Model CTR-APGE-USA]"
33. Pac-Man Championship Edition DX+ (2013, XBLA, PSN, Steam)
34. Pac-Man Dash! (2013, Android/iOS)
35. Pac-Man and the Ghostly Adventures (2013, 3DS, XBOX 360, PS3, Wii U, PC)
36. Pac-Man and the Ghostly Adventures 2 (2014, 3DS, XBOX 360, PS3, Wii U, PC)

- STAFF -

Co-Creator: Steve Golson

- PORTS -

* Consoles : 
Atari
[US] 2600 "Ms. Pac-Man [Model CX2675]" (1982)
[US] 5200 "Ms. Pac-Man [Model CX5243]" (1983)
[US] 7800 "Ms. Pac-Man [Model CX7807]" (1984)
[US] XEGS (198?)

Nintendo NES
[US] (1990) by Tengen 
[US] "Ms. Pac-Man [Model NES-M9-USA]" (November 1993)

Sega Master System
[EU] "Ms. Pac-Man [Model 301030]" (1991)
[BR] (1991) by Tec Toy 

Sega Mega Drive / Genesis
[US] (1991) by Tengen
[EU] (1992) by Time Warner Interactive 

Nintendo SNES
[US] "Ms. Pac-Man [Model SNS-AN8E-USA]" (September 1996)
[EU] "Ms. Pac-Man [Model SNS-AN8P-EUR]" (March 27, 1997)

Sony PlayStation
[JP] "Namco Museum Vol.3 [Model SLPS-00390]" (June 21, 1996)
[AU] "Namco Museum Vol.3 [Model SCES-00268]" (1997)
[US] "Namco Museum Vol.3 [Model SLUS-00398]" (January 31, 1997) 
[EU] "Namco Museum Vol.3 [Model SLES-00268]" (February 1997)

Nintendo 64
[US] "Namco Museum 64 [Model NUS-NNME-USA]" (October 31, 1999)

Sega Dreamcast
[US] "Namco Museum [Model T-1403N]" (June 25, 2000)

Sony PlayStation 2
[US] "Namco Museum [Model SLUS-20273]" (December 4, 2001)
[US] "Namco Museum - 50th Anniversary [Model SLUS-21164]" (August 30, 2005)
[JP] "Namco Museum Arcade Hits! [Model SLPS-25590]" (January 26, 2006)
[EU] "Namco Museum - 50th Anniversary [Model SLES-53957]" (March 31, 2006)

Nintendo GameCube
[US] "Namco Museum [Model DOL-GNME-USA]" (October 9, 2002)
[US] "Namco Museum - 50th Anniversary [Model DOL-G5NE-USA]" (August 30, 2005)
[EU] "Namco Museum - 50th Anniversary [Model DOL-G5NP-EUR]" (May 5, 2006) 

Microsoft XBOX 
[US] "Namco Museum" (October 9, 2002)
[US] "Namco Museum - 50th Anniversary [Model NMO-2201A-NM]" (August 30, 2005)
[EU] "Namco Museum - 50th Anniversary" (March 24, 2006)

Microsoft XBOX 360 [XBLA]
[US] [EU] [JP] (January 10, 2007) 
[US] "Namco Museum - Virtual Arcade [Model 21022]" (November 4, 2008) 
[EU] "Namco Museum - Virtual Arcade" (May 15, 2009) 
[AU] "Namco Museum - Virtual Arcade" (June 3, 2009) 
[JP] "Namco Museum - Virtual Arcade [Model 2RD-00001]" (November 5, 2009)
[KO] [EU] [AU] "Pac-Man Museum" as DLC. (February 26, 2014)
[US] "Pac-Man Museum" as DLC. (February 26, 2014)
[JP] "Pac-Man Museum" as DLC. (June 25, 2014)

Sony PlayStation 3 [PSN]
[US] "Pac-Man Museum [Model NPUB-31383]" as DLC. (February 25, 2014) 
[EU] [AU] "Pac-Man Museum [Model NPEB-01892]" as DLC. (February 26, 2014) 
[KO] "Pac-Man Museum" as DLC. (February 26, 2014) 
[JP] "Pac-Man Museum" as DLC. (June 25, 2014)

* Handhelds : 
[US] Atari Lynx (1990) "Ms. Pac-Man [Model PA2057]" 

Nintendo Game Boy
[EU] "Ms. Pac-Man [Model DMG-N4]" (1993) 
[US] "Ms. Pac-Man [Model DMG-N4-USA]" (October 1993)

[US] Sega Game Gear (1995)

Nintendo Game Boy Color
[US] "Ms. Pac-Man - Special Color Edition [Model DMG-AQCE-USA]" (1999)
[EU] "Ms. Pac-Man - Special Colour Edition [Model DMG-AQCP-EUR]" (1999)

Nintendo Game Boy Advance 
[US] "Namco Museum [Model AGB-ANME-USA]" (June 10, 2001)
[JP] "Namco Museum [Model AGB-ANMJ-JPN]" (December 7, 2001)
[EU] "Namco Museum [Model AGB-ANMP-EUR]" (December 7, 2001)
[US] "Namco Museum - 50th Anniversary [Model AGB-B5NE-USA]" (August 30, 2005)
[EU] "Namco Museum - 50th Anniversary [Model AGB-B5NP-EUR]" (March 31, 2006)

Sony PSP
[JP] "Namco Museum [Model ULJS-00012]" (February 24, 2005)
[US] "Namco Museum Battle Collection [Model ULUS-10035]" (August 23, 2005)

* Computers : 
[US] Atari 800 (1982) "Ms. Pac-Man [Model RX8043]" 
[US] Apple II (1983) 
[EU] Commodore C64 (1983) 
[US] Commodore C64 (1983) "Ms. Pac-Man [Model RX8545]" 
[US] PC [Booter] (1983) 
[US] Commodore VIC-20 (1983) 
[US] Texas Instruments TI-99/4A (1983) 
Tandy Color Computer (1983) "Miss Gobbler" 
Tandy Color Computer (1984) "Ms. Maze" 
[EU] Sinclair ZX Spectrum (1984)

PC [MS Windows]
[JP] "Namco History Vol.3" (June 9, 1998)
[US] "Microsoft Revenge of Arcade" (July 31, 1998)
[US] "Microsoft Return of Arcade Anniversary Edition" (2000) 
[US] "Namco Museum - 50th Anniversary" (October 25, 2005) 
[AU] "Namco Museum - 50th Anniversary" (March 27, 2006)
[EU] "Namco Museum - 50th Anniversary" (May 19, 2006)

Steam
[US] [EU] Pac-Man Museum as DLC. (February 25, 2014)

* Others : 
VFD handheld game [US] (1981) by Coleco 
LCD handheld game [US] (1992) by Micro Games of America 
Arcade [US] (1998) "Galaxy Games StarPak 2" 
Arcade [US] (2001) "Ms. Pac-Man/Galaga - Class of 1981" 
Mobile Phones [US] (June 13, 2003) 
Ms. Pac-Man TV Game [US] (2004) by Jakk's Pacific 
Arcade [US] (2005) "Pac-Man - 25th Anniversary Edition" 
Ms. Pac-Man TV Game Wireless Version [US] (2005) by Jakk's Pacific 
Mobile Phone [US] (January 5, 2005) "Ms. Pac-Man for Prizes"
Apple iPod [US] (February 27, 2007) "Ms. Pac-Man [Model 284736660]" 
Apple iPhone [US] (July 9, 2008) 
Blackberry [US] (November 23, 2009) "Ms. Pac-Man [Model 4532]" 
Windows Mobile [US] (March 23, 2010) "Ms. Pac-Man by Namco" 
Arcade [US] (2010) "Pac-Man's Arcade Party" : included in home cabaret and cocktail models only 
Apple iPhone/iPad [US] (February 10, 2011) "Ms. Pac-Man for iPad [Model 404072981]" 
Android Market [US] (March 18, 2011) by Namco

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1698&o=2

$end


$msx1_cart=msx21,
$bio

MSX 21 (c) 1983 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77225&o=2

$end


$msx1_cart=msxbbal2,
$bio

MSX Baseball II National (c) 1986 Panasoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77227&o=2

$end


$msx1_cart=msxbball,msxbballa,
$bio

MSX Baseball [Model CF-SM002] (c) 1984 Panasoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77226&o=2

$end


$msx1_cart=msxbasic,
$bio

MSX Basic-kun Plus 2.0 (c) 1988 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77228&o=2

$end


$msx1_cart=msxderby,
$bio

MSX Derby [Model 00090] (c) 1983 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77229&o=2

$end


$msx2_flop=msxdw1,
$bio

MSX Doujin World (c) 1995 Yuugazoku

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101794&o=2

$end


$msx2_flop=msxdw2,
$bio

MSX Doujin World 2 (c) 1995 Yuugazoku

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101795&o=2

$end


$msx2_flop=msxdw3,
$bio

MSX Doujin World 3 (c) 1996 Yuugazoku

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101796&o=2

$end


$msx1_cart=eiwajite,
$bio

MSX Eiwa Jiten (c) 1989 Hi-Score Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52715&o=2

$end


$msx1_cass=msxgame1,
$bio

MSX Games Vol 01 - El Pinguino (c) 1986 Grupo de Trabajo Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94801&o=2

$end


$msx1_cass=msxgame2,msxgame2a,
$bio

MSX Games Vol 02 - Bob 007 (c) 1986 Grupo de Trabajo Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94802&o=2

$end


$msx1_cass=msxgame4,
$bio

MSX Games Vol 04 - Xider (c) 198? Grupo de Trabajo Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94803&o=2

$end


$msx1_cart=hanakoi,
$bio

MSX Hanafuda Koi Koi (c) 1984 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77230&o=2

$end


$msx2_flop=msxpnt4,msxpnt4bmsxpnt4a,
$bio

MSX Paint IV (c) 1992 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101797&o=2

$end


$msx1_cart=msxrugby,
$bio

MSX Rugby [Model PANA-1] (c) 1985 Panasoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77231&o=2

$end


$msx1_cart=shogigam,
$bio

MSX Shogi Game [Model HBS-G034C] (c) 1984 Sony Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77232&o=2

$end


$msx1_cart=msxsoccr,msxsoccra,
$bio

MSX Soccer (c) 1985 Panasoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77233&o=2

$end


$msx1_cart=msxsoccrk,
$bio

MSX Soccer (c) 198? Zemina.

Korean release.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95204&o=2

$end


$msx1_cass=msxsof01,
$bio

MSX Soft Magazine - Issue 01 - Musica (c) 1985 Monser [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94804&o=2

$end


$msx1_cass=msxsof04,
$bio

MSX Soft Magazine - Issue 04 - Tragamanzanas (c) 1985 Monser [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94805&o=2

$end


$msx1_cass=msxsof08,
$bio

MSX Soft Magazine - Issue 08 - Rana Sideral (c) 1985 Monser [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94806&o=2

$end


$msx1_cass=msxsof10,
$bio

MSX Soft Magazine - Issue 10 - F-16 (c) 198? Monser [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94807&o=2

$end


$msx1_cass=msxsw05,
$bio

MSX Software - Issue 05 (c) 1986 Grupo de Trabajo Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94808&o=2

$end


$msx1_cass=msxsw10,
$bio

MSX Software - Issue 10 (c) 1986 Grupo de Trabajo Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94809&o=2

$end


$msx1_cass=msxsw12,msxsw12a,
$bio

MSX Software - Issue 12 - Phantom Ataca (c) 1986 Grupo de Trabajo Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94810&o=2

$end


$msx1_cass=msxsw19,
$bio

MSX Software - Issue 19 - Super Baby (c) 1986 Grupo de Trabajo Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94811&o=2

$end


$msx1_cass=msxsw20,
$bio

MSX Software - Issue 20 - Death House (c) 1986 Grupo de Trabajo Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94812&o=2

$end


$msx1_cart=sokoban,sokobanb,sokobana,
$bio

MSX Soukoban [Model 00240] (c) 1984 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77234&o=2

$end


$msx2_flop=msxsprng,
$bio

MSX Spring (c) 1989 MSX Magazine

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101798&o=2

$end


$msx1_cart=suptenn,
$bio

MSX Super Tennis [Model HBS-G022C] (c) 1984 Sony Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77235&o=2

$end


$msx2_flop=msxtrain,
$bio

MSX Train (c) 1993 Family Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101799&o=2

$end


$msx1_cart=msxaid,
$bio

MSX-Aid (c) 1986 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77236&o=2

$end


$msx2_flop=msxfan01,
$bio

MSX-FAN Disk #1 (c) 1991 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101800&o=2

$end


$msx2_flop=msxfan10,
$bio

MSX-FAN Disk #10 (c) 1992 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101801&o=2

$end


$msx2_flop=msxfan11,
$bio

MSX-FAN Disk #11 (c) 1992 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101802&o=2

$end


$msx2_flop=msxfan12,
$bio

MSX-FAN Disk #12 (c) 1992 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101803&o=2

$end


$msx2_flop=msxfan13,
$bio

MSX-FAN Disk #13 (c) 1992 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101804&o=2

$end


$msx2_flop=msxfan14,
$bio

MSX-FAN Disk #14 (c) 1992 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101805&o=2

$end


$msx2_flop=msxfan15,
$bio

MSX-FAN Disk #15 (c) 1992 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101806&o=2

$end


$msx2_flop=msxfan16,
$bio

MSX-FAN Disk #16 (c) 1993 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101807&o=2

$end


$msx2_flop=msxfan17,
$bio

MSX-FAN Disk #17 (c) 1993 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101808&o=2

$end


$msx2_flop=msxfan18,
$bio

MSX-FAN Disk #18 (c) 1993 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101809&o=2

$end


$msx2_flop=msxfan19,
$bio

MSX-FAN Disk #19 (c) 1993 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101810&o=2

$end


$msx2_flop=msxfan02,
$bio

MSX-FAN Disk #2 (c) 1991 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101811&o=2

$end


$msx2_flop=msxfan20,
$bio

MSX-FAN Disk #20 (c) 1993 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101812&o=2

$end


$msx2_flop=msxfan21,
$bio

MSX-FAN Disk #21 (c) 1993 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101813&o=2

$end


$msx2_flop=msxfan22,
$bio

MSX-FAN Disk #22 (c) 1993 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101814&o=2

$end


$msx2_flop=msxfan23,
$bio

MSX-FAN Disk #23 (c) 1993 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101815&o=2

$end


$msx2_flop=msxfan24,msxfan24a,
$bio

MSX-FAN Disk #24 (c) 1994 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101816&o=2

$end


$msx2_flop=msxfan25,
$bio

MSX-FAN Disk #25 (c) 1994 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101817&o=2

$end


$msx2_flop=msxfan26,
$bio

MSX-FAN Disk #26 (c) 1994 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101818&o=2

$end


$msx2_flop=msxfan27,
$bio

MSX-FAN Disk #27 (c) 1994 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101819&o=2

$end


$msx2_flop=msxfan28,
$bio

MSX-FAN Disk #28 (c) 1994 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101820&o=2

$end


$msx2_flop=msxfan29,
$bio

MSX-FAN Disk #29 (c) 1994 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101821&o=2

$end


$msx2_flop=msxfan03,
$bio

MSX-FAN Disk #3 (c) 1991 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101822&o=2

$end


$msx2_flop=msxfan30,
$bio

MSX-FAN Disk #30 (c) 1995 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101823&o=2

$end


$msx2_flop=msxfan31,
$bio

MSX-FAN Disk #31 (c) 1995 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101824&o=2

$end


$msx2_flop=msxfan32,
$bio

MSX-FAN Disk #32 (c) 1995 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101825&o=2

$end


$msx2_flop=msxfan33,
$bio

MSX-FAN Disk #33 (c) 1995 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101826&o=2

$end


$msx2_flop=msxfan04,
$bio

MSX-FAN Disk #4 (c) 1992 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101827&o=2

$end


$msx2_flop=msxfan05,
$bio

MSX-FAN Disk #5 (c) 1992 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101828&o=2

$end


$msx2_flop=msxfan06,
$bio

MSX-FAN Disk #6 (c) 1992 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101829&o=2

$end


$msx2_flop=msxfan07,
$bio

MSX-FAN Disk #7 (c) 1992 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101830&o=2

$end


$msx2_flop=msxfan08,
$bio

MSX-FAN Disk #8 (c) 1992 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101831&o=2

$end


$msx2_flop=msxfan09,
$bio

MSX-FAN Disk #9 (c) 1992 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101832&o=2

$end


$msx1_cart=fandom1,
$bio

MSX-FAN Fandom Library 1 (c) 1988 Tecnopolis

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77237&o=2

$end


$msx1_cart=fandom2,
$bio

MSX-FAN Fandom Library 2 (c) 1988 Tecnopolis

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77238&o=2

$end


$msx1_cart=fandom3,
$bio

MSX-FAN Fandom Library 3 [Model 58TSX-6] (c) 1988 Tecnopolis

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77239&o=2

$end


$msx2_flop=msxffl8,
$bio

MSX-FAN Fandom Library 8 (c) 1990 Tokuma Shoten Intermedia, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101833&o=2

$end


$msx1_cart=msxlogo,
$bio

MSX-Logo [Model VG 8103/23] (c) 1985 Philips Interactive Media, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77240&o=2

$end


$msx1_cart=mtbase,
$bio

MT-Base (c) 1987 Micro Technology

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77241&o=2

$end


$intv=mte201,
$bio

MTE-201 Test Cartridge (c) 1978 Mattel Electronics

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60911&o=2

$end


$gbcolor=mtvride,
$bio

MTV Sports - Pure Ride [Model CGB-BPVE-USA] (c) 2000 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68254&o=2

$end


$gbcolor=mtvskate,
$bio

MTV Sports - Skateboarding featuring Andy MacDonald [Model CGB-BMTE-USA] (c) 2000 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68256&o=2

$end


$gbcolor=mtvbmx,
$bio

MTV Sports - T.J. Lavin's Ultimate BMX [Model CGB-BTVE-USA] (c) 2000 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68258&o=2

$end


$psx=beavisbu,
$bio

MTV's Beavis and Butt-Head - Virtual Aho Shoukougun  (c) 1998 B-Factory Co., Ltd. [Japan]

- TECHNICAL -

[Model SLPS-01219]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84955&o=2

$end


$nes=remote,
$bio

MTV's Remote Control (c) 1990 Hi Tech Expressions

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55317&o=2

$end


$nes=mcwy,
$bio

牧场物语 (c) 2000? Nanjing
(Mu Chang Wu Yu)

Chinese pirate backport of Harvest Moon.

- TECHNICAL -

Game ID: NJ011

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76877&o=2

$end


$fm7_cass=mu,
$bio

Mu Tairiku no Nazo (c) 1983 Magical Zoo [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93766&o=2

$end


$x68k_flop=mu1,
$bio

Mu-1 Super (c) 1991 San Musical Service

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87914&o=2

$end


$gba=muchaluc,
$bio

Mucha Lucha! Mascaritas of the Lost Code [Model AGB-BMLE-USA] (c) 2003 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71979&o=2

$end


$info=mmpork,
$bio

Muchi Muchi Pork! (c) 2007 Cave Company, Limited.

- TRIVIA -

Developed by Cave and distributed by AMI (Amusement Marketing International).

Muchi Muchi Pork was shown at the 2007 AOU show and was released on April 26, 2007 in Japan.

- STAFF -

Producer: Kenichi Takano
Programmer: S. Yagawa
Chief Designer: Akira Wakabayashi
Designer: Hideki Nomura, Takeharu Isogai, Takato Yamashita, Ariko Miyauchi
Character Design: Kazuhiki Kawasaki

Voice Actors:
*Momo*: Yuki Sakura (AS KIKAKU)
*Ikuo*: Yuri Makuta (AS KIKAKU)
*Rafute*: Kaori Nakamura (AS KIKAKU)
*Wing*: Masa-King
*Sirloin*: Daisuke Matsumoto
*Ramb*: Natsuko Naitou
*Sakura*: Tsuyoshi Ogasawara
*Pork Fillet*: Junpei Asashina (AS KIKAKU)

Music Composers: Cave Sound Team, "Dounokutsu-Ongakutai", Masa-King, Kizakura, Naohiro Sightow, Natsuko Naitou, Daisuke Matsumoto
PV Director: Shougo Ookawa
System Advisor: Tsuneki Ikeda, Mamoru Furukawa, Yasushi Imai
Special Assist: Toshiaki Tomizawa, Kaori Itamura, Atsunori Aburatani, Maiko Mori, Yuji Inoue, Yui Yoshii, Michihiro Yamazaki, Takeo Suzuki, Shinya Kutsukake, Yasukazu Takasawa, Ayoji Uezu, Saori Yamamoto, Aisa Sekikawa

- PORTS -

* Consoles :
Microsoft XBOX360 [JP] (Feb.24, 2011; "Muchi Muchi Pork! & PinkSweets - Ibara Sorekara [Model JES1-00125]")
Microsoft XBOX360 [JP] (Feb.24, 2011; "Muchi Muchi Pork! & PinkSweets - Ibara Sorekara [Shokai Gentei Ban] [Model JES1-00126]")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=12267&o=2

$end


$channelf=muehle,
$bio

Muehle/Tontauben-Schiessen/Kreatives Malspiel/Videoscope (c) 1978 SABA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53222&o=2

$end


$info=mugsmash,
$bio

Mug Smashers (c) 1990 Electronic Devices.

A sideways scrolling beat-em-up in the mould of "Final Fight", "Double Dragon" et. al. Mug Smashers features a colourful array of somewhat camp protagonists to the fighting genre. The usual array of fighting moves and occasional weapon pick-ups (such as knives, spanners and a gun) feature.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), OKI6295 (@ 8.5 Khz)

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Released in December 1990.

Developed in cooperation with 3-D Games from England.

All music and sound effects are ripped from "The Combatribes".

- STAFF -

General manager : Paolo Di Nunno
Supervisor : Ben Boux
Software : Bruno Lacchini, Roberto Zeni
Art : Renato Panicacci
Harwdare : Fabio Veronessi, Marco Di Nunno

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1701&o=2

$end


$pc98=mugr,
$bio

Mug-R (c) 1994 Software House Parsley [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90194&o=2

$end


$pc98=mugenhoy,mugenhoya,
$bio

Mugen Houyou (c) 1995 Alicesoft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90195&o=2

$end


$pc8801_flop=mugen,
$bio

Mugen no Shinzo (c) 1984 Xtal Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92430&o=2

$end


$pc8801_flop=mugen2,
$bio

Mugen no Shinzo II (c) 1985 Xtal Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92431&o=2

$end


$x1_flop=mugen2,
$bio

Mugen no Shinzo II (c) 1986 Xtal Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86068&o=2

$end


$fm7_disk=mugen2,
$bio

Mugen no Shinzo II (c) 1986 Xtal Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93636&o=2

$end


$pc8801_flop=mugen3,mugen3a,
$bio

Mugen no Shinzo III (c) 1990 Xtal Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92432&o=2

$end


$pc98=mugen2,
$bio

Mugen no Shinzou II (c) 1986 Xtal Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90198&o=2

$end


$msx1_cart=valis,
$bio

夢幻戦士ヴァリス (c) 1986 Telenet Japan
(Mugen Senshi Valis)

- TRIVIA -

Original price: 6800 Yen

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52718&o=2

$end


$x1_flop=valis,
$bio

Mugen Senshi Valis (c) 1986 Telenet Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86067&o=2

$end


$pc8801_flop=valis,
$bio

Mugen Senshi Valis (c) 1986 Telenet Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92428&o=2

$end


$msx1_cart=valisk,
$bio

Mugen Senshi Valis (c) 1987 Zemina [Korea]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77291&o=2

$end


$pc98=valis,
$bio

Mugen Senshi Valis (c) 1987 Telenet Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90196&o=2

$end


$fm77av=valis,
$bio

Mugen Senshi Valis (c) 1987 Telenet Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93854&o=2

$end


$megadriv=valisj,
$bio

Mugen Senshi Valis (c) 1991 Riot

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56693&o=2

$end


$pcecd=valis,
$bio

Mugen Senshi Valis - Legend of a Fantasm Soldier (c) 1992 Telenet [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58296&o=2

$end


$x68k_flop=valis2,valis2d,
$bio

Mugen Senshi Valis II (c) 1989 Telenet Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87915&o=2

$end


$pc98=valis2,valis2a,
$bio

Mugen Senshi Valis II (c) 1989 Telenet Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90197&o=2

$end


$pc8801_flop=valis2,valis2d,
$bio

Mugen Senshi Valis II (c) 1989 Telenet Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92429&o=2

$end


$msx2_flop=valis2,valis2a,
$bio

Mugen Senshi Valis II (c) 1989 Telenet Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101868&o=2

$end


$nes=valis,
$bio

???????? (c) 1987 Tokuma Shoten Intermedia, Incorporated.
(Mugen Senshi Valis)

Mugen Senshi Valis is a side scrolling platform/action game by Nihon Telenet and based on the original Valis released for the PC88 and MSX Japanese computers. The game follows the story of a Japanese school girl named Y?ko Asao who, after receiving the legendary sword of Valis, fights an epic battle between demons and the people of the fantasy dream world of Vecanti. Her best friend Reiko was abducted by the demon king Rogles and Y?ko now embarks on a long journey through the multiple dimensions of the mystic world to save her and retrieve the five Valis gemstones. She starts the game with her mystical sword and can fire small bursts of energy at her enemies. She can also run, jump or crouch. However, this Famicom port of Valis is not a traditional platform game (unlike the games it is based on). Here, the player must navigate through non-linear and maze-like levels that include countless exists, dead ends and loops. Although the first stage features Y?ko's hometown on Earth, the dream land that comes later is vast and built around large interconnected worlds. Maps are scattered throughout the game and greatly help Y?ko in her quest and prevent her from getting lost. Other special items can be collected along the way by visiting townspeople. Some items are instantly activated (such as the Medical Herbs or the Star Barrier) whereas others are stored in Y?ko's equipment for later use or activated as secondary weapons - they range from the Float Boots, Spike Boots, Life Pots, Power Boots, Shield, Cape, Bombs and so forth. Finally, although the game features infinite continues, Y?ko is automatically sent to the beginning of an area when defeated.

- TECHNICAL -

Cartidge ID: GTS-VA

- TRIVIA -

Mugen Senshi Valis was released on August 21, 1987 in Japan for 5500 Yen.

- STAFF -

Producer: Hiroo Tochikubo, Kazuyuki Fukushima, Yuji Fukushima
Coordinator: Shigetoshi Takahashi
Director: Chuichi Fukushima
Technical Director: Satoshi Tanaka
Programmer: Masami Hanari
Game Designer: Denki Neko
Graphic Designer: Kohji Yokota, Tomomo Yoshii, Mitsuru Takahashi
Graphic Assist: Eiji Kikuchi, Akira Aoi, Ichiro Gamiike
Music Compose Arrange: Shinobu Ogawa
Sound Effect: Nobuhito Koise
Promoter: Tsutomu Ohtsuka, Yoshio Tsuboike, T.C.C.
Manual: Hiroshi Mizunuma, Hiroshi Nakamura
Test Play: Hiroyuki Kurano
Thanks: Sunrise, Mush Island, Joe Ashitano, Kinsan, Mr. Moo, Hiroshi Akahori, Oda Kiritaro
Special Thanks: Family Computer Magazine

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54792&o=2

$end


$gba=mugenbrg,
$bio

Mugenborg [Model AGB-AG6J-JPN(RK317-J1)] (c) 2003 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71980&o=2

$end


$cpc_cass=muggins,
$bio

Muggins the Spaceman (c) 1987 Firebird Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98342&o=2

$end


$megadriv=muhammad,
$bio

Muhammad Ali Heavyweight Boxing (c) 1992 Virgin Games

- TRIVIA -

Reviews:
[FR] April 1993 - Consoles + No. 18: 90/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56694&o=2

$end


$megadriv=muhammadu,muhammadup,
$bio

Muhammad Ali Heavyweight Boxing (c) 1992 Virgin Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57313&o=2

$end


$snes=muhammad,
$bio

Muhammad Ali Heavyweight Boxing [Prototype] (c) 1993 Park Place Productions

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63297&o=2

$end


$gameboy=muhammad,
$bio

Muhammad Ali's Boxing [Model DMG-XB-USA] (c) 1993 Virgin Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66519&o=2

$end


$info=semibase,
$bio

MuHanSeungBu (c) 1997 SemiCom.

A Korean baseball game.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 15 Mhz), Zilog Z80 (@ 3.42719 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.42719 Mhz), OKI6295 (@ 7.757 Khz)

Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024

Players : 2
Control : 8-way Joystick
Buttons : 3

- TRIVIA -

Released in June 1997.

- SERIES -

1. Magicball Fighting (1994)
2. Wonderleague Star - Sok-Magicball Fighting (1995)
3. Wonderleague 96 (1996)
4. MuHanSeungBu (1997)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4851&o=2

$end


$pc98=mujintou,
$bio

Mujintou Monogatari (c) 1994 KSS Media Ent. Co. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90199&o=2

$end


$pc98=mujinto2,
$bio

Mujintou Monogatari 2 (c) 1995 KSS Media Ent. Co. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90200&o=2

$end


$saturn,sat_cart=mujintou,mujintoua,
$bio

Mujintou Monogatari R - Futari no Love Love Island (c) 1998 KSS [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59436&o=2

$end


$snes=mujintom,
$bio

Mujintou Monogatari [Model SHVC-AK6J-JPN] (c) 1996 KSS [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61835&o=2

$end


$info=nmg5,nmg5e,nmg5a,
$bio

Multi 5 (c) 1998 Yun Sung.

This title contains 5 different games, one of which is a platform game, with the remaining four being puzzle games. They are :

* "Tong Boy" combines elements from both "Donkey Kong" and "Donkey Kong Jr.".
* Bubble Gum (a clone of "Puzzle Bobble") 
* Cross Point (a clone of "Columns") 
* Box Logic (a clone of "Logic Pro") 
* Rocktris, (a clone of "Tetris")

Both 'Cross Point' and 'Rocktris' feature adult content in the form of badly digitized pictures of naked women. Despite the colourful and nicely-rendered graphics of most of the games on offer, none manage to match the playability of the arcade originals on which they are based.

- TECHNICAL -

Main CPU : Motorola 68000
Sound CPU : Zilog Z80
Sound Chips : YM3812, OKI6295

Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

This game is also known as "New Multi Game 5".

- STAFF -

Director : Kang Bok Won, Lee Chang Won
Program : Kim Byung Gyu, Jang Chang Soo
Graphics : Oh Jeong Suk, Yum Jeong Sik, Kim Dong Suk, Lee Chang Won
Hardware : Lee Sang Jin
Sound : Lee Chang Won

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3574&o=2

$end


$bbca_cass,bbcb_cass=multiaid,
$bio

Multi Aid (c) 19?? Dynabyte

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52143&o=2

$end


$info=ec_multb,
$bio

Multi Bar (c) 19?? Electrocoin Automatics, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42944&o=2

$end


$bbca_cass,bbcb_cass=multibas,
$bio

Multi Base (c) 19?? GSoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52144&o=2

$end


$info=multchmp,multchmpk,multchmpa,
$bio

Multi Champ (c) 1998 ESD [Excellent Soft Design].

- TECHNICAL -

Main CPU : Motorola 68000 (@ 16 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), OKI6295 (@ 8 Khz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Multi Champ was released in November 1998.

Multi Champ is ESD's first arcade video game.

Among the songs played in the background are Beatles' songs, including 'Hey Jude', 'I Wanna Hold Your Hand' and 'Ob-La-Di, Ob-La-Da'.

About ESD : Founded on April 1, 1998, Excellent Soft Design (ESD) started their business in the arcade game industry. Working not only in game development but in manufacturing and overseas sales activities, ESD is growing into one of today's leading game makers in Korea.

- SERIES -

1. Multi Champ (1998)
2. Multi Champ Deluxe (1999)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1702&o=2

$end


$info=mchampdx,mchampdxa,mchampdxb,
$bio

Multi Champ Deluxe (c) 1999 ESD [Excellent Soft Design].

This game contains 6 games :
A "Columns" clone.
A "Pang" clone.
A "Solitaire" clone.
A "Shanghai" clone.
A "Pac-Man" clone.
A "Tetris" clone.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 16 Mhz), Zilog Z80 (@ 4 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), OKI6295 (@ 8 Khz)

Players : 2
Control : 8-way Joystick
Buttons : 2

- TIPS AND TRICKS -

* Different background settings : in Service Mode/Menu Configurations/Option Back Type :
None = Tropical beach scenes provided.
Bikini only = 10 sexy women to choose from.
Nude only = 10 nude women to choose from.
Bikini + Nude = 20 women to choose from.

- SERIES -

1. Multi Champ (1998)
2. Multi Champ Deluxe (1999)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4245&o=2

$end


$a800=fischa,
$bio

Multi Fischa (c) 1985 Grupo SITSA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86640&o=2

$end


$info=mfish,mfish_10,mfish_11,mfish_12,mfish_12a,mfish_13,mfish_3,mfish_4,mfish_5,mfish_6,mfish_7,mfish_8,mfish_9,mfish_3a
$bio

Multi Fish (c) 2003 Igrosoft.

- TRIVIA -

Released in September 2002.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31358&o=2

$end


$info=multigam,multigmb,multigmt,
$bio

Multi Game (c) 1992 Tung Sheng Electronics.

An illegal compilation of 35 video games :
1. Excitebike
2. Tetris
3. Star Force (Star War)
4. Sky Destro (Sky Destroyer)
5. Chess
6. Kung Fu (Yie Ar Kung-Fu)
7. Pac Man
8. Base Ball
9. Circus (Circus Charlie)
10. Ice Climber
11. Warpman
12. Road Fight (Road Fighter)
13. Balloon (Balloon Fight)
14. Battle City
15. Supermario (Super Mary)
16. Twinbee
17. Goonies (The Goonies)
18. New Type (The New Type)
19. Tennis
20. Son Son
21. Galaga
22. F1 Race
23. Door Door (Pin Ball)
24. Bomb Jack (Mighty Bomb Jack)
25. Ninja
26. Gorilla 3 (Donkey Kong 3)
27. Macross
28. Mr. Mario
29. Olympic (Track & Field)
30. Wrecking (Wrecking Crew)
31. Penguin (Penguin-Kun Wars)
32. Elevator (Elevator Action)
33. Arabian
34. Zippy (Zippy Race)
35. Star Soldier

- TECHNICAL -

Main CPU : Zetex N2A03
Sound Chips : Zetex N2A03, DAC

Players : 2
Buttons : 3

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=14135&o=2

$end


$info=multi96,
$bio

Multi Game '96 (c) 1996 Barko Co., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101173&o=2

$end


$info=multigm2,
$bio

Multi Game 2 (c) 1992 Seo Jin.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31766&o=2

$end


$info=am_mg24,
$bio

Multi Game I (c) 2000 Amatic Industries.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32439&o=2

$end


$info=multigm3,
$bio

Multi Game III (c) 1992 Seo Jin.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=24513&o=2

$end


$info=am_mg3,am_mg3a,am_mg35i,am_mg31i,am_mg33i,am_mg34i,
$bio

Multi Game III (c) 2000 Amatic Industries.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32440&o=2

$end


$info=gamt30,gamt31,gamt31mult,
$bio

Multi Gaminator 30 (c) 2008 AGI [Austrian Gaming Industries].

This multi-game machine offers the following games:
"Attila"
"Lucky Lady's Charm"
"Sizzling Hot"
"Star Attraction"
"Treasure Jewels"

- TECHNICAL -

Cool Fire I

- TRIVIA -

Released in January 2008.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=35018&o=2

$end


$info=gamt1,gamt1a,gamt1b,gamt1ent,gamt1lotc,
$bio

Multi Gaminator I (c) 2004 AGI [Austrian Gaming Industries].

This multi-game machine offers the following games:
"Sizzling Hot"
"Always Hot"
"American Poker II"
"Ultra Hot"
"Lucky Lady's Charm"
"Beetle Mania"
"Dolphin's Pearl"
"Queen of Hearts"
"Roller Coaster"

- TECHNICAL -

Cool Fire I

- TRIVIA -

Released in January 2004

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=35000&o=2

$end


$info=gamt4,gamt4a,gamt4b,gamt4c,gamt4d,gamt4dbag,gamt4e,gamt4ent,gamt4f,gamt4fbag,gamt4g,gamt4h,gamt4hbag,gamt4hmult,gamt4i,gamt4ibag,gamt4j,gamt4lotc,gamt4lotca,gamt4lotm,
$bio

Multi Gaminator IV (c) 2004 AGI [Austrian Gaming Industries].

This multi-game machine offers the following games:
"Always Hot"
"Beetle Mania"
"Dolphin's Pearl"
"Lucky Lady's Charm"
"Queen of Hearts"
"Roller Coaster"
"Sizzling Hot"
"The Money Game"
"Ultra Hot"

- TECHNICAL -

Cool Fire I

- TRIVIA -

Released in January 2004

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=35001&o=2

$end


$info=gamt9,gamt9a,gamt9lotc,
$bio

Multi Gaminator IX (c) 2005 AGI [Austrian Gaming Industries].

This multi-game machine offers the following games:
"Bananas go Bahamas"
"Beetle Mania"
"Dolphin's Pearl"
"Lucky Lady's Charm"
"Queen of Hearts"

- TECHNICAL -

Cool Fire I

- TRIVIA -

Released in January 2005

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=35005&o=2

$end


$info=gamt5,
$bio

Multi Gaminator V (c) 200? AGI [Austrian Gaming Industries].

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43648&o=2

$end


$info=gamt6,gamt6a,gamt6b,gamt6c,gamt6d,gamt6e,gamt6ent,gamt6f,gamt6lotc,
$bio

Multi Gaminator VI (c) 2005 AGI [Austrian Gaming Industries].

This multi-game machine offers the following games:
"Always Hot"
"Dolphin's Pearl"
"Hot Target"
"Just Jewels"
"Lucky Lady's Charm"
"Queen of Hearts"
"Roller Coaster"
"Sizzling Hot"
"Ultra Hot"
"Beetle Mania"

- TECHNICAL -

Cool Fire I

- TRIVIA -

Released in January 2005

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=35002&o=2

$end


$info=gamt7,gamt7a,gamt7b,gamt7c,gamt7d,gamt7e,gamt7f,gamt7g,gamt7h,
$bio

Multi Gaminator VII (c) 2005 AGI [Austrian Gaming Industries].

This multi-game machine offers the following games:
"Columbus"
"Magic Money"
"Queen of Hearts"
"Sharky"
"Venetian Carnival"

- TECHNICAL -

Cool Fire I

- TRIVIA -

Released in January 2005

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=35003&o=2

$end


$info=gamt8,gamt8a,gamt8b,gamt8c,gamt8d,gamt8lotc,
$bio

Multi Gaminator VIII (c) 2005 AGI [Austrian Gaming Industries].

This multi-game machine offers the following games:
"Dolphin's Pearl"
"King of Cards"
"Lucky Lady's Charm"
"Marco Polo"
"Pharaoh's Gold II"

- TECHNICAL -

Cool Fire I

- TRIVIA -

Released in January 2005

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=35004&o=2

$end


$info=gamt10,gamt10a,gamt10b,gamt10bag,gamt10c,gamt10d,gamt10e,gamt10ent,gamt10f,gamt10g,gamt10gmult,gamt10h,gamt10i,gamt10j,gamt10k,gamt10l,gamt10lotc,gamt10lotm,gamt10m,gamt10n,gamt10o,
$bio

Multi Gaminator X (c) 2005 AGI [Austrian Gaming Industries].

This multi-game machine offers the following games:
"Bananas go Bahamas"
"Dolphin's Pearl"
"Magic Money"
"Lucky Lady's Charm"
"Queen of Hearts"
"Sharky"
"The Money Game"
"Venetian Carnival"

- TECHNICAL -

Cool Fire I

- TRIVIA -

Released in January 2005

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=35006&o=2

$end


$info=gamt11,gamt11a,gamt11b,gamt11bmult,gamt11c,
$bio

Multi Gaminator XI (c) 2005 AGI [Austrian Gaming Industries].

This multi-game machine offers the following games:
"Dolphin's Pearl"
"King of Cards"
"Lucky Lady's Charm"
"Pharaoh's Gold II"
"Secret Forest"

- TECHNICAL -

Cool Fire I

- TRIVIA -

Released in January 2005

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=35007&o=2

$end


$info=gamt12,gamt12a,gamt12b,
$bio

Multi Gaminator XII (c) 2005 AGI [Austrian Gaming Industries].

This multi-game machine offers the following games:
"Bananas go Bahamas"
"Columbus"
"Just Jewels"
"Marco Polo"
"Sharky"

- TECHNICAL -

Cool Fire I

- TRIVIA -

Released in January 2005

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=35008&o=2

$end


$info=gamt19,gamt19a,gamt19ent,gamt19lotc,gamt19mult,
$bio

Multi Gaminator XIX (c) 2006 AGI [Austrian Gaming Industries].

This multi-game machine offers the following games:
"Bananas go Bahamas"
"Beetle Mania"
"Dolphin's Pearl"
"First Class Traveller"
"Gryphon´s Gold"
"Lucky Lady's Charm"
"Queen of Hearts"

- TECHNICAL -

Cool Fire I

- TRIVIA -

Released in January 2006.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=35012&o=2

$end


$info=gamt16,gamt16a,gamt16b,gamt16c,gamt16d,gamt16e,gamt16f,gamt16fmult,gamt16g,gamt16h,gamt16i,gamt16j,gamt16k,gamt16lotc,
$bio

Multi Gaminator XVI (c) 2006 AGI [Austrian Gaming Industries].

This multi-game machine offers the following games:
"Book of Ra"
"Diamond Trio"
"Dolphin’s Pearl"
"Lucky Lady's Charm"
"Queen of Hearts"
"The Money Game"

- TECHNICAL -

Cool Fire I

- TRIVIA -

Released in January 2006

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=35009&o=2

$end


$info=gamt17,gamt17a,gamt17b,
$bio

Multi Gaminator XVII (c) 2006 AGI [Austrian Gaming Industries].

This multi-game machine offers the following games:
"Illusionist"
"Unicorn Magic"
"Royal Treasures"
"Banana Splash"
"American Poker II"

- TECHNICAL -

Cool Fire I

- TRIVIA -

Released in September 2006.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=35010&o=2

$end


$info=gamt18,gamt18a,gamt18b,gamt18bmult,gamt18c,gamt18d,gamt18ent,gamt18lotc,
$bio

Multi Gaminator XVIII (c) 2006 AGI [Austrian Gaming Industries].

This multi-game machine offers the following games:
"Book of Ra"
"Oliver's Bar"
"Pharaoh's Gold II"
"Riches of India"
"Sizzling Hot"

- TECHNICAL -

Cool Fire I

- TRIVIA -

Released in January 2006.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=35011&o=2

$end


$info=gamt20,gamt20a,gamt20b,gamt20ent,gamt20lotc,gamt20lotm,
$bio

Multi Gaminator XX (c) 2009 AGI [Austrian Gaming Industries].

This multi-game machine offers the following games:
"Columbus"
"Dolphin's Pearl"
"The Money Game"
"Sharky"
"Marco Polo"
"Hot Cherry"
"American Poker II"

- TECHNICAL -

Cool Fire I

- TRIVIA -

Released in August 2009.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=35013&o=2

$end


$info=gamt21,gamt21a,gamt21amult,
$bio

Multi Gaminator XXI (c) 2007 AGI [Austrian Gaming Industries].

This multi-game machine offers the following games:
"American Poker II"
"Dolphin's Pearl"
"Jewels 4 All"
"Pharaoh's Gold II"
"Queen of Hearts"
"Reel Rally"
"Sharky"
"Threee!"

- TECHNICAL -

Cool Fire I

- TRIVIA -

Released in January 2007.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=35014&o=2

$end


$info=gamt22,gamt22a,gamt22amult,gamt22b,
$bio

Multi Gaminator XXII (c) 2007 AGI [Austrian Gaming Industries].

This multi-game machine offers the following games:
"Book of Ra"
"Gryphon's Gold"
"Lucky Lady's Charm"
"Queen of Hearts"
"Sharky"

- TECHNICAL -

Cool Fire I

- TRIVIA -

Released in November 2007.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=35015&o=2

$end


$info=gamt23,gamt23a,gamt23b,
$bio

Multi Gaminator XXIII (c) 2007 AGI [Austrian Gaming Industries].

This multi-game machine offers the following games:
"Ancient Atlantis"
"Illusionist"
"Just Jewels"
"Jewels 4 All"
"Oliver’s Bar"

- TECHNICAL -

Cool Fire I

- TRIVIA -

Released in November 2007.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=35016&o=2

$end


$info=gamt29,gamt29a,
$bio

Multi Gaminator XXIX (c) 2007 AGI [Austrian Gaming Industries].

This multi-game machine offers the following games:
"American Poker II"
"Hat Trick"
"Illusionist"
"Jewels 4 All"
"Riches of India"
"Sizzling Hot"
"Ultra Hot"

- TECHNICAL -

Cool Fire I

- TRIVIA -

Released in November 2007.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=35017&o=2

$end


$snes=mpvolley,
$bio

Multi Play Volleyball [Model SHVC-A3VJ-JPN] (c) 1994 Pack-In-Video Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61836&o=2

$end


$info=pexm004p,pexm001p,pexm002p,pexm005p,pexm003p,pex0998s,
$bio

Multi Poker (c) 1995 IGT (International Game Technologies).

- UPDATES -

XM00002P
XM00003P
XM00004P
XM00006P
XM00007P
XM00008P

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=13978&o=2

$end


$info=j2multwn,
$bio

Multi Win (c) 198? JPM International.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40981&o=2

$end


$info=multiwin,
$bio

Multi Win (c) 1992 Fun World.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=33675&o=2

$end


$cpc_cass=multiges,
$bio

Multi-Gestion (c) 1984 Core [Evry, France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98344&o=2

$end


$cpc_cass=mpsmang,
$bio

Multi-Player Soccer Manager (c) 1990 D & H Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98345&o=2

$end


$adam_flop=mcartbk,
$bio

Multicart Backup (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82658&o=2

$end


$pc98=multiscr,
$bio

Multigame Scripter (c) 1994 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90201&o=2

$end


$cpc_cass=multimx4,
$bio

Multimixx 4 (c) 1992 Kixx

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98346&o=2

$end


$info=multiped,
$bio

Multipede (c) 2002 Braze Technologies.

- TRIVIA -

Released in July 2002.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48554&o=2

$end


$info=cmmb162,
$bio

Multipede (c) 2002 Infogrames.

- TRIVIA -

Released in August 2002.

Developed by Cosmodog.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32271&o=2

$end


$pc8801_flop=multipla,
$bio

Multiplan (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92433&o=2

$end


$info=m4multcl,
$bio

Multiplay Club (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41383&o=2

$end


$nes=multipl,
$bio

Multiplication (c) 19?? Unknown [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76878&o=2

$end


$ti99_cart=multip1,
$bio

Multiplication 1 [Model PHM 3029] (c) 1981 Foresman [Scott Foresman]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84651&o=2

$end


$ti99_cart=mimult,
$bio

Multiplication 2 (c) 1983 Foresman [Scott Foresman]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84652&o=2

$end


$alice32=multipli,
$bio

Multiplication Casse-tete (c) 1984 VIFI-Nathan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87597&o=2

$end


$msx1_cart=multdiv,multdiva,
$bio

Multiply & Divide [Model M055] (c) 1986 al Alamiah

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77292&o=2

$end


$info=ms72c,
$bio

Multistar 7 (c) 1994 IGT.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103450&o=2

$end


$info=m4multwy,
$bio

Multiway (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41384&o=2

$end


$x68k_flop=multiwrd,
$bio

Multiword (c) 19?? Sharp [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87916&o=2

$end


$nes=mummy,
$bio

Mummy - ???? (c) 19?? Waixing Computer & Technology Co., Ltd.
(Mummy - Shen Gui Chuan Qi)

- TECHNICAL -

[Model ES-1109]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76879&o=2

$end


$info=ep_mummy,ep_mummya,ep_mummyb,ep_mummyc,ep_mummyd,ep_mummye,ep_mummyf,
$bio

Mummy Talks (c) 199? Impulse Gaming.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40102&o=2

$end


$ti99_cart=munchmn2,
$bio

Munch Man II (c) 1987 Phillips [John Phillips]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84654&o=2

$end


$ti99_cart=munchman,munchmnb,
$bio

Munch Man [Model PHM 3057] (c) 1982 Texas Instruments

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84653&o=2

$end


$info=mnchmobl,
$bio

Munch Mobile (c) 1983 Centuri, Inc

A weird driving game with a car that has long arms that reach out to grab a variety of edible items that appear along roadside.

The object is to drive safely down the road. Pick up enough fuel to stay alive while avoiding other vehicles that go by, grab as many bonus objects as possible including apples, cherries, bananas, acorns, live fish and money, and park your car in the garage. Driving while trying to pick up the goodies is difficult and you can crash very easily on the narrow roads. The pace of the game is frustrating because the hands move slowly while the car itself moves really fast, especially in the later rounds. If one of your hands hits a tree or any other foreign object in its quest for food, the car winces in pain for a few moments until it can use its hands again.

You can get a bonus for putting used-up food into garbage cans. Grabbing fish which leap out of surrounding rivers is a safe bet, but most other bonuses are placed, so you can crash if you try to grab them. The best strategy is only to go for the fuel, since the car is a big gas guzzler and you can also get a bonus for leftover fuel at the end of the drive.

- TECHNICAL -

Game ID : A2001

Main CPU : Zilog Z80 (@ 3.75 Mhz)
Sound CPU : Zilog Z80 (@ 3.75 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.5 Mhz)

Screen orientation : Vertical
Video resolution : 240 x 320 pixels
Screen refresh : 57.00 Hz
Palette colors : 256

Players : 2
Control : Double 8-way joysticks

- TRIVIA -

Released in February 1983 by Centuri, under license from SNK.

This game is known outside US as "Joyful Road".

James Turner holds the official record for this game with 1,161,480 points.

- PORTS -

* Others :
Texas Instruments TI-99/4A (1983)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1703&o=2

$end


$cpc_cass=munchit,
$bio

Munch-It (c) 1985 Tynesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98347&o=2

$end


$astrocde=muncher,
$bio

Muncher (c) 1983 Alternative Engineering

- TRIVIA -

This game is sometimes considered the rarest of all the Astrocade cartridges,
but that is NOT true, it had a much wider distribution than any other third-
party cartridge (probably because it was, well, Pac-Man). Not all Muncher
carts say Muncher on the label, and therefore many people mistake their
cartridge for a prototype. The cartridge label can read as either, Test
Programme, or"Demo.

- UPDATES -

One version has a glitch that allows the player to sometimes pass through walls.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86815&o=2

$end


$odyssey2,g7400=munchkin,
$bio

Munchkin (c) 1982 Philips Corp.

- TECHNICAL -

Game ID: 38

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95641&o=2

$end


$ti99_cart=munchmob,
$bio

Munchmobile [Model PHM 3146] (c) 1983 SNK Corp. of America [Sunnyvale, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84655&o=2

$end


$bbca_cass,bbcb_cass=munchyma,
$bio

Munchyman (c) 1981 Micro Power

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51416&o=2

$end


$info=mundial,
$bio

Mundial 90 (c) 1990 Inder.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=9833&o=2

$end


$msx1_cass=mundifut,
$bio

Mundial de Futbol (c) 1990 Opera Soft [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94864&o=2

$end


$cpc_cass=mundialf,
$bio

Mundial de Futbol [Model AMC-773] (c) 1990 Opera Soft [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98349&o=2

$end


$n64=dinho64,
$bio

Mundial Ronaldinho Soccer 64 (c) 1998 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57846&o=2

$end


$msx1_cass=mundiale,
$bio

Mundiales de Futbol (c) 198? Onaki

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94865&o=2

$end


$nes=muppet,
$bio

Muppet Adventure - Chaos at the Carnival (c) 1990 Hi Tech Expressions

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55388&o=2

$end


$gba=mupptpinu,
$bio

Muppet Pinball Mayhem [Model AGB-AMWE-USA (c) 2002 NewKidCo International, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71982&o=2

$end


$gba=mupptpin,
$bio

Muppet Pinball Mayhem [Model AGB-AMWP] (c) 2002 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71981&o=2

$end


$bbca_cass,bbcb_cass=muproc,
$bio

MuProc (c) 19?? Quicksilva

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52142&o=2

$end


$alice32=murbri,
$bio

Mur de Briques (c) 1984 Ediciel

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87598&o=2

$end


$saturn,sat_cart=murakosh,
$bio

Murakoshi Seikai no Bakuchou Nihon Rettou (c) 1998 Victor Interactive Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59437&o=2

$end


$amigaocs_flop=murder,murdera,
$bio

Murder (c) 1990 US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74593&o=2

$end


$nes=satsujin,
$bio

Murder Club - Satsujin Club (c) 1989 Seta Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54419&o=2

$end


$x68k_flop=murdcldx,
$bio

Murder Club DX (c) 1988 Riverhill Software [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87917&o=2

$end


$ibm5150,ibm5150_cass=zindrnef,
$bio

Murder On The Zinderneuf (c) 1984 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83667&o=2

$end


$amigaocs_flop=murdrspc,
$bio

Murders in Space (c) 1990 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74594&o=2

$end


$info=murogem,murogema,murogmbl,murogemb,
$bio

Muroge Monaco (c) 1982 Unknown.

- TECHNICAL -

Main CPU : M6802 (@ 2 Mhz)

Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 256

Players : 1
Buttons : 8

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4548&o=2

$end


$info=chocomk,
$bio

Musapey's Choco Marker (c) 2002 Ecole.

- TECHNICAL -

Runs on the Sega "NAOMI GD-ROM System" hardware.

- TRIVIA -

Released in June 2002.

- PORTS -

* Consoles :
Sega Dreamcast (2002)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4043&o=2

$end


$info=ganryu,
$bio

武蔵厳流記 (c) 1999 Visco.(Musashi Ganryuki)

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : 0252

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2610 (@ 8 Mhz)

[SNK MVS Neo-Geo Controls]
2 players - 4 buttons per player (3 usables)
[JOYSTICK] 8-way [A] Sword attack, [B] Jump, [C] Chain attack

- TRIVIA -

The title of this game translates from Japanese as 'Musashi Ganryu Tale'.

This game is known outside Japan as 'Ganryu'.

This game runs on the Neo-Geo MVS but was not released on the Neo-Geo AES home console.

On April 14th, 1612, Musashi defeated the famous - and some think superior - fencer Sasaki Ganryu Kojiro using a simple wooden sword which he carved from a boat oar on the way to the duel. Musashi had an opportunity to see Kojiro's sword sometime before the duel and knew of it's great length. Musashi carved the wooden sword to be of greater length. When Musashi arrived on the beach for the duel, he kept the wooden sword hidden behind him until the duel began. He jumped over a low strike of Kojiro, reaching about a meter off the ground and came down hard on Kojiro's head with his heavy wooden sword. Kojiro lay dying on the sand and Musashi left in a hurry without killing him. Some of Musashi's critics call him a coward for not killing him, but Musashi had proved his point as the killing of Kojiro was not the goal - defeating him was. This is why the Kojiro character in Musashi Ganryuki has a huge gash on his forehead. The storyline of Musashi Ganryuki is that Kojiro has come back from the dead to try and kill Musashi.

- TIPS AND TRICKS -

Here are the statistics for the two characters :
Musashi : Power 4 - Dexterity 2 - Vitality 4
Suzume : Power 2 - Dexterity 5 - Vitality 3

- STAFF -

Producer : Ume.W
Programmers : S. Kawakatsu
Sound : Yasuko Reeb
Graphic designers : Hanage, R.T, M.K, Mi, T. Nakahata, F. Onishi, T. Nakazawa, Mo, Sadaijin

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1704&o=2

$end


$nes=musashib,
$bio

Musashi no Bouken (c) 1990 Sigma Enterprises, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54420&o=2

$end


$nes=musashikh,
$bio

Musashi no Ken - Tadaima Shugyou Chuu (c) 1987 FMG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69292&o=2

$end


$nes=musashik,
$bio

六三四の剣 ただいま修行中 (c) 1986 Taito Corp.
(Musashi no Ken - Tadaima Shugyou Chuu)

- TECHNICAL -

Game ID: TFC- MK4900

- TRIVIA -

Released on August 08, 1986 in Japan. It was the 8th title published by Taito for the Famicom.

Based on the manga of the same name.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54421&o=2

$end


$fm7_cass=muscat,
$bio

Muscat Arrange (c) 1984 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93767&o=2

$end


$info=mbomberj,
$bio

Muscle Bomber - The Body Explosion (c) 1993 Capcom.

A 1-on-1 fighting game in which players choose from 10 different wrestlers and take to the ring to try and defeat their larger-than-life opponents. Each wrestler has an assortment of moves, including his own special 'super slam'. The object of the game is to win and defend the championship by pinning or putting a submission hold on your opponent.

There are 2 different game modes to select and play : Single Match or Tag Team 'Battle Royal'. In Single Match, players choose to be one of eight wrestlers including 'Mike Hagger', 'Alexander The Grater', 'El Stingray', 'King Rasta Mon', 'Titanic Tim', 'Gunloc', 'Biff Bolshevik' and 'The Great Oni' ('Jumbo Jack' and 'The Scorpion' cannot be selected in this game).

Once a wrestler has been selected, players will compete in a world-wide tournament against the other 9 wrestlers (including 'Jumbo Jack' and 'The Scorpion') in respective matches. In each match, players must defeat each of their respective opponents by a pinfall, count-out or submission in order to proceed to each of the following matches. Once all opponents are defeated, the winner will be crowned champion and players will have to face all opponents again to defend their title.

In Tag Team 'Battle Royal', players can choose to play as any 2 of the 10 wrestlers for their tag team, including 'Jumbo Jack' and 'The Scorpion'. Here, the player and his or her partner have to eliminate both of the 2 wrestlers on the opposing tag team, in order to win the match and proceed to the next. During these matches, if the player is eliminated before his or her partner is, the match will be declared no contest and it will be a draw.

During each bout in this game, metal buckets and/or glass bottles will sometimes be thrown into the ring which can be picked by the players' wrestler(s) and used as weapons against their opponents.

- TECHNICAL -

Runs on the "CP System" hardware.
B-Board #: 91634B-2

# of Players: Up to 4
Type of controls (per player): 8-way joystick
# of buttons (per player): 3
=> [1] Attack, [2] Jump, [3] Pin

- TRIVIA -

Muscle Bomber was released in July 1993 in the Japanese arcades. It was known there as the 27th video game made for CP-S system. It is known outside Japan as "Saturday Night Slam Masters".

Hara Tetsuo, who designed the characters in the Muscle Bomber games, is a popular manga artist in Japan. He is famous for his work on 'Hokuto no Ken' (aka 'Fist of the North Star').

Some characters in the game are based on real life wrestlers. Such examples are the Great Oni, who is based on legendary Japanese wrestler the Great Muta, El Stingray, who is based on Mexican wrestler Lizmark, Alexander the Grater is based on former WCW and IWGP world champion Big Van Vader, and Jumbo Flapjack is based on the late Canadian wrestler Earthquake.

One of the wrestlers is Mike Haggar from the game Final Fight. Also, one of the wrestlers named Gunloc is related to Guile from Street Fighter II. Additionally his clone, named Biff, is a friend of Zangief from Street Fighter II.

King Rasta Mon was the original design for Street Fighter II character Blanka, but rejected later on in favor of the most 'beast-like' design.

Biff Slamkovich appears in the background of Ken's stage in "Street Fighter Alpha 2".

Default highscore table :
CHAMP 100000 CAP
1st 95000 COM
2nd 90000 C P
3rd 85000 SYS
4th 80000 TEM
5th 75000 TOM

Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Muscle Bomber - PCCB-00136) on September 17, 1993.

- SERIES -

1. Muscle Bomber - The Body Explosion [CP-S No. 27] (1993)
2. Muscle Bomber Duo - Heat Up Warriors [CP-S No. 28] (1993)
3. Super Muscle Bomber - The International Blowout [Green Board] (1994)

- STAFF -

Planners : Tomy, Saddy, Koguma
Object Designers : Mount-S, Ikusan Z, Q (Q;clever), Imomushi, Kazz. Ist, Yorio, Tom, Chama(c), Rikagon
Scroll Designers : Buppo, Okachan, Taka
Programmers : H.M.D., B.I.N, Shaver, Semari!, Yu Bono
Sound Designers : Masaki Izutani (T. Yomage), Toshio Kajino (Toshi), Syun Nishigaki (Syun), Kiyo, Nobuhiro Oouchi (Nobu. Oouchi)
Assists : Eripyon. N (Eripon), Ball Boy (Ball-Boy), Yuusuke, Chin, Go, Iwai, Tetsuya., Tenman, Vlad T.
Special Thanks : Yoshiki Okamoto (Kihaji), Noritaka Funamizu (Poo), Akira Yasuda (Akiman), Akira Nishitani (Nin), K-Man, Meshi
USA Support : James Goddard (DJames "Mon"), Alex Jimenez, David Winstead (Dr. Dave W.)

- PORTS -

* Consoles : 
FM Towns Marty [JP] (November 1993) [Model HMF-161] 
Nintendo Super Famicom [JP] (March 30, 1994) [Model SHVC-ZW]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1705&o=2

$end


$snes=mbomber,
$bio

Muscle Bomber - The Body Explosion (c) 1994 Capcom Company, Limited.

Get Ready To Bust Some Heads!!!

Ten of the biggest and beefiest wrestlers ever to step into the ring have gathered for one bone-crushing, back-breaking Crash Carnival tournament where there are NO RULES!

Step into the ring and get ready for no-holds barred wrestling as you bounce your opponents off the ropes and clothesline the fools! Or dare them to take the fight outside the ring where brawls with tables, chairs and bottles are all part of the action. And just when you think you've got enough muscle, grab a multi-player adaptor and try out the four player Battle Royal where only the ultimate Muscle Bomber will survive.

Features 10 unique wrestlers each with their own special attacks like Haggar's Screw Piledriver and Gomes' Hurricane Stomp, 1 or 2 Player simultaneous action. 4 Player action with a multi-player adaptor and 24 Megs of hard-hitting action.

- TECHNICAL -

Cartridge ID: SHVC-ZW

- TRIVIA -

Reviews:
[FR] May 1995 - Consoles + N.32: 80%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61837&o=2

$end


$info=mbombrdj,
$bio

Muscle Bomber Duo - Heat Up Warriors (c) 1993 Capcom Company, Limited.

- TECHNICAL -

Capcom Play System Hardware (CP-S)
B-Board #: 91634B-2

Players: Up to 4
Control (per player): 8-Way Joystick
Buttons (per player): 3
=> [1] Grab, [2] Attack, [3] Jump

- TRIVIA -

Muscle Bomber Duo was released in December 1993 in the Japanese arcades. It was known there as the 28th video game made for this system.

Exported as "Muscle Bomber Duo - Ultimate Team Battle [B-Board 91635B]".

Mike Haggar from "Final Fight" appears on this game as selectable character.

Default highscore table :
CHAMP 100000 CAP
1st 95000 COM
2nd 90000 C P
3rd 85000 SYS
4th 80000 TEM
5th 75000 TOM

Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Muscle Bomber - PCCB-00136) on September 17, 1993.

- SERIES -

1. Muscle Bomber - The Body Explosion [CP-S No. 27] (1993)
2. Muscle Bomber Duo - Heat Up Warriors [CP-S No. 28] (1993)
3. Super Muscle Bomber - The International Blowout [Green Board] (1994)

- STAFF -

Planners : Tomy, Saddy, Koguma
Object Designers : Mount-S, Ikusan Z, Q;clever, Imomushi, Kazz.Ist, Yorio, Tom, Chama(c), Rikagon
Scroll Designers : Buppo, Okachan, Taka
Programmers : H.M.D., B.I.N, Shaver, Semari!, Yu Bono
Sound Designers : Masaki Izutani (T. Yomage), Toshio Kajino (Toshi), Syun Nishigaki (Syun), Kiyo, Nobu. Oouchi
Assists : Eripon, Ball Boy (Ball-Boy), Yuusuke, Chin, Go, Iwai, Tetsuya., Tenman, Vlad T.
Special Thanks : Yoshiki Okamoto (Kihaji), Noritaka Funamizu (Poo), Akira Yasuda (Akiman), Akira Nishitani (Nin), K-Man, Meshi
USA Support : James Goddard (DJames "Mon"), Alex Jimenez, David Winstead (Dr. Dave W.)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1706&o=2

$end


$info=mbombrd,
$bio

Muscle Bomber Duo - Ultimate Team Battle (c) 1993 Capcom Company, Limited.

Export release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Muscle Bomber Duo - Heat Up Warriors [B-Board 91634B-2]".

- TECHNICAL -

Capcom Play System Hardware (CP-S)
B-Board #: 91635B

- TRIVIA -

Certain wrestlers had their names changed for non-Japanese audiences. They are as follows :
Zalazoff - Biff Slamkovich.
Colt - Gunloc.
Budo - Oni.
Stinger - El Stingray.
Sheep - Alexander The Grater.
Gomes - Rasta.
Kimala - Jumbo.
Astro - Scorpion.

- SERIES -

1. Muscle Bomber - The Body Explosion [CP-S No. 27] (1993)
2. Muscle Bomber Duo - Heat Up Warriors [CP-S No. 28] (1993)
3. Super Muscle Bomber - The International Blowout [Green Board] (1994)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1707&o=2

$end


$psx=musclera,
$bio

Muscle Ranking - Kinniku Banzuke Vol.2 - Aratanaru Genkai e No Chousen! [Model SLPM-86457] (c) 2000 Konami Corp. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85461&o=2

$end


$msx1_cart=museuman,
$bio

Museum & Ancient [Model E071] (c) 1990 al Alamiah

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77293&o=2

$end


$megadriv=musha,
$bio

MUSHA - Metallic Uniframe Super Hybrid Armor (c) 1990 Seismic

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57290&o=2

$end


$megadriv=mushaj,
$bio

Musha Aleste (c) 1990 Toaplan.

- TECHNICAL -

[Model T-35013]

- TRIVIA -

Developed by Compile.

Musha Aleste for Mega Drive was released on December 21, 1990 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47744&o=2

$end


$info=mushisam,mushisama,mushisamb,
$bio

Mushihime Sama (c) 2004 Cave Company, Limited.

- TECHNICAL -

Cave 3rd Generation Hardware

Main CPU : Hitachi SH-3 CPU, 133 Mhz Clock
Sound Chips : Yamaha YMZ770C-F

Players : 2
Control : 8-way joystick
Buttons : 3
=> [A] Fire, [B] Bomb, [C] Autofire

- TRIVIA -

Developed by Cave and Sales by AMI (Amusement Marketing International).

The title of this game translates from Japanese as 'Insect Princess'.

This game was obviously inspired by Hayao Miyazaki's animation movie 'Kaze no tani no Naushika' (Valley of the Winds).

- TIPS AND TRICKS -

* Ultra Mode: After inserted a credit, input "Up, Left, B, Right, A, Down, Down, A, A, B". This mode is always selectable after succeeded to input once until power-off. You can fight with true boss (Shin Aki) in final stage only in this mode.

- SERIES -

1. Mushihime Sama (2004)
2. Mushihime Sama Futari (2006)

- STAFF -

Producer : Kenichi Takano
Director : Tsuneki Ikeda
Programmers : Tsuneki Ikeda, Takashi Ichimura
Chief Designer : Akira Wakabayashi
Designers : Hiroyuki Tanaka, Hideki Nomura, Tomoyuki Kotani
Character Designer : Tomoyuki Kotani
Voice Actors: Yuri Yoshii (Reko), Akiko Wabei (Aki)
Music Producers : Manabu Namiki (Basiscape), Masabaru Iwata (Basiscape)
Sound Effecter : Reeb, Daisuke Matsumoto
Special Assists : Toshiaki Tomizawa, Yasushi Imari, Satoshi Kohyama, Naoki Shimarasaku, Mikio Yamaguchi, Junai Seki, Takayuki Yoshino, Tomoyuki Matsushima, Naoki Natashima, Atsushi Niiyama, Takatsugu Furubata, Mamaoru Furukawa, Mao Shimura, Tyapu

- PORTS -

* Consoles :
Sony PlayStation 2 [JP] (July 21, 2005; "Mushihime Sama [Model SLPM-66056]")
Sony PlayStation 2 [JP] (July 21, 2005; "Mushihime Sama [Shokai Gentei Ban] [Model TCPS-10117]")
Sony PlayStation 2 [JP] (August 3, 2006; "Mushihime Sama [Taito Best] [Model SLPM-66483]")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4073&o=2

$end


$info=futari15,futari10,futari15a,
$bio

Mushihime Sama Futari (c) 2006 Cave Company, Limited.

A vertically shooting game, where players get a choice of characters. Each craft has a different ratio of speed to firepower.

The main characters in this version are 'Hiro', 'Kiniro', 'Palm' and 'Reco'.

- TECHNICAL -

Cave 3th Generation Hardware

Main CPU : Hitachi SH-3 CPU, 133 Mhz Clock
Sound Chips : Yamaha YMZ770C-F

Players : 2
Control : 8-way Joystick
Buttons : 3

- TRIVIA -

Developed by Cave and distributed by AMI (Amusement Marketing International).

- UPDATES -

The first version of this game was released in october 2006. But this version had serious bugs, so they quickly replaced this version with the 1.5 one.

A secret code was available on the first version of the game.

- SERIES -

1. Mushihime Sama (2004)
2. Mushihime Sama Futari (2006)

- PORTS -

* Consoles :
Microsoft XBOX 360 [JP] (Nov.26, 2009; "Mushihime Sama Futari Ver 1.5 [Shokai Ban] [Model 5AD-00001]")
Microsoft XBOX 360 [JP] (Nov.26, 2009; "Mushihime Sama Futari Ver 1.5 [Gentei Ban] [Model 5AD-00002]")
Microsoft XBOX 360 [JP] (Nov.26, 2009; "Mushihime Sama Futari Ver 1.5 [Model 5AD-00004]")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=7962&o=2

$end


$info=futaribl,futariblj,
$bio

Mushihime Sama Futari [Black Label] (c) 2007 Cave Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=38963&o=2

$end


$info=mushitam,mushitama,
$bio

Mushihime Tama (c) 2005 Cave Company, Limited.

A puzzle game with the same character from "Mushihime Sama".

- TECHNICAL -

Cave 3th Generation Hardware

Main CPU : Hitachi SH-3 CPU, 133 Mhz Clock
Sound Chips : Yamaha YMZ770C-F

Players : 1
Control : 8-way joystick

- TRIVIA -

Developed by Cave and distributed by AMI (Amusement Marketing International).

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=7948&o=2

$end


$info=mtkob2,mushi2k5,
$bio

甲虫王者 ムシキング (c) 2003 Sega.
(MushiKing - The King of Beetle)

A combination of vending and video game. Mushi King sells starter kits which including 18 beetle fighters and 18 skill cards.

Kids can use these kids to play against friends or the computer. The machine can also vend more cards to boost the players deck.

The Mushi King machine is the first machine of this type and operators will in the future be given low cost upgrade to change the cabinet into a different game.

The rules of game are based around that of Paper Scissors Stone. New cards and rare cards will become available at regular intervals.

- TECHNICAL -

Runs on the Sega "NAOMI" hardware.

Players : 2
Control : No Control: built-in card reader
Buttons : 3
=> [Scissors] Pinch, [Stone] Hit, [Paper] Throw.

- TRIVIA -

Combining card trading and collecting, which is a massively popular pastime amongst the target age group, with a video game and vending machine Mushiking represents a whole new direction for the card collecting phenomenon. It is also great value for money for players and has long term appeal. 

The Mushiking game is the first title is what will be a long series of games for the very low cost upgradeable cabinet. The concept is a simple one based around the age old game of 'Paper - Scissors - Stone'. Mushiking in particular is a game where Beetles battle each other out.

Each time a player plays they get a new card to add to their collection - either a Beetle or Skill card. From their card collection they choose the best Beetle to battle against their friend or computer. By matching the best skills to their Beetle they can maximise their chances of winning. 

The initial set of 18 Beetle and 18 Skill cards will be updated with new releases at timed intervals; in Japan there are already 250 cards to collect. This will maintain player interest and boost income levels when kids realise new card are available. Rare and special cards will also be inserted into circulation. The cards are also very educational with facts about all the beetles on each card; this aspect was well received during market research and focus group activity conducted with kids and parents on Sega's behalf.

The spread of any new craze is often word of mouth and Sega believe 'pester power' will soon kick into play when the machines start to appear after their November release. Justin Burke expanded on this philosophy - "Kids will see these cards in the playground and find out where the machines are, they will then pester parents to go there to shop. Soon it could become a unique selling point for retailers and build with customer loyalty. The market size for the age group is six million with a spending power of ?1.5billion,so it is clearly a huge market we are tapping into".

In Japan during the past year Sega has delivered 2,500 machines to the domestic market and already 40 million player cards are in circulation. The craze there is clearly massive with some retail stores having up to 10 Mushiking's to cope with the demand. Mushiking merchandise is available and a Mushiking museum has already been set up. Following on from some underground trains being decorated with the Mushiking brand it is reported that Japan Airlines is in talks to have a fleet of liveried with the Mushiking image.

- UPDATES -

VERSION 1
Beetle Cards 001 - 018 were introduced
Skill Cards 001 - 018 were introduced

VERSION 2
Limited edition design
Introduction of the "Parallel Collection", mirrored pictures of beetles were used for this Parallel Collection set

VERSION 3
Card design are the same from the Version 1
Card backs have a background instead of a plain, black-colored background
Beetle Cards 019 - 024 are released
Parallel Collection design featured mirrored and wireframed pictures of beetles

VERSION 4
Card design format changed
New (rare) skill cards are introduced
Parallel Collection design featured the beetle's reflected image on the wireframed ground

VERSION 5
Card design is based from Version 4
Beetle cards 025 - 030 are released
Skill cards 019 - 022 are released
More like an "expansion" for Version 4

- SERIES -

1. MushiKing - The King of Beetle (2003)
2. MushiKing II (2004)
3. MushiKing III (2005)
4. MushiKing III+ (2005)
5. MushiKing IV (2006)
6. MushiKing V (2007)
7. MushiKing VI (2008)
8. MushiKing VII (2009)

- STAFF -

Produced by : Hiroshi Uemura
Game designed by : Hiroteru Ikeda, Tomonori Nebuya, Masao Takeuchi, Satoru Yamamoto, Ito Sakurai 
Program designed by : Hideo Kusakado, Tsuyoshi Takahashi, Kanichi Sosumi
Sound effects by : Kazuhiko Nagai
Research : Taro Nishiyama

- PORTS -

* Consoles :
Nintendo Game Boy Advance (2005, "Kouchuu Ouja Mushi King")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4437&o=2

$end


$pico=mushikin,
$bio

Mushiking Atsumete Asobou Kouchuu Zukan [Model HPC-6147] (c) 2005 Sega Toys

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75735&o=2

$end


$info=mushik2e,
$bio

MushiKing II (c) 2005 Sega Enterprises, Limited.

Mushiking II includes the following features:
New beetles and skills.
New fighting arenas.
New storyline.
New Versus Battle Mode 'Tag Battle'.
New battle interface.
Enhanced graphics and animations.
Computer controlled beetles (in Ten Player Mode) have glowing red eyes to indicate Adder's influence on them.

- TECHNICAL -

Runs on the Sega "NAOMI" hardware.

- UPDATES -

VERSION 6
Official release of Mushiking II
Card design format changed
Cards from this version onwards now bear a small icon to indicated it's version, located at the upper left at the back of the card
Beetle cards 031 - 033 are released
Skill cards 023 - 028 are released
Parallel Collection design featured a close-up on the beetle's original image
Beetle cards 003, 019 and 020 are removed from the roster onwards
Skill card 001 is removed from the roster onwards

VERSION 7
Card design format changed
Beetle cards 034 - 036 are released
Skill cards 029 - 030 are released
Parallel Collection design featured wireframed pictures of beetles
Beetle card 001 is removed from the roster onwards

- SERIES -

1. MushiKing - The King of Beetle (2003)
2. MushiKing II (2004)
3. MushiKing III (2005)
4. MushiKing III+ (2005)
5. MushiKing IV (2006)
6. MushiKing V (2007)
7. MushiKing VI (2008)
8. MushiKing VII (2009)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32484&o=2

$end


$info=mushmagi,
$bio

Mushroom Magic (c) 2009 Atronic.

Revisit players' much-loved enchanted forest!

Mushroom Magic Classic is a 5-reel, 25-payline game in the Fairy RingTM series. The Fairy symbol appearing on reels 2 and 4 substitutes for all symbols except for the Mushroom scatter/trigger symbol. Three or more Mushroom symbols appearing anywhere on screen trigger 15 Free Games.

Free games can be re-triggered to a maximum number of 300. When the randomly-appearing Butterfly symbol flutters across the screen and lands on any symbol, it returns the bet. When it lands on the Fairy symbol, it triggers the Mystery Feature screen, where the player selects 1 of 5 mushrooms and wins a mystery credit.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=36501&o=2

$end


$cpc_cass=musicore,
$bio

Musi Core (c) 1985 Core [Evry, France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98350&o=2

$end


$pc8801_flop=musicart,
$bio

Music Art 88 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92434&o=2

$end


$coleco=musicbox,
$bio

Music Box (c) 1987 Coleco Industries, Incorporated. [Amsterdam, NY, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53318&o=2

$end


$a800=composer,
$bio

Music Composer (c) 1979 Atari, Inc. [Sunnyvale, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86641&o=2

$end


$msx1_cart=musicedi,
$bio

Music Editor - MUE [Model HM-011] (c) 1984 HAL Laboratory, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77294&o=2

$end


$pc8801_flop=musicfl2,
$bio

Music Floppy Vol. 2 (c) 1990 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92435&o=2

$end


$pc8801_flop=musicfl3,
$bio

Music Floppy Vol. 3 (c) 1991 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92436&o=2

$end


$pc8801_flop=musicgal,
$bio

Music Gallery 2 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92437&o=2

$end


$msx1_cart=musicha3,
$bio

Music Harmonizer 3 (c) 1984 MCS

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77295&o=2

$end


$pc8801_flop=musloud1,
$bio

Music Loud Vol. 1++ (c) 1992 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92438&o=2

$end


$pc8801_flop=musloud2,
$bio

Music Loud Vol. 2 (c) 1992 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92439&o=2

$end


$c64_cart,c64_flop=musicm,
$bio

Music Machine (c) 1982 Commodore

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53648&o=2

$end


$bbca_cass,bbcb_cass=mmaestro,
$bio

Music Maestro (c) 19?? GTM

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52145&o=2

$end


$c64_cart,c64_flop=musicmak,
$bio

Music Maker (c) 1982 Commodore

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53649&o=2

$end


$astrocde=musicmak,musicmakp2,musicmakp,
$bio

Music Maker (c) 1985 Carson Software [Dave Carson]

- TECHNICAL -

Game ID: 4003

- TRIVIA -

AKA Music Maker 1, Music Composer. Started by Bally before 1979 as two
cartridges but never released. When Astrocade came on, development went into a
2000 baud tape interface. A prototype was sent to George Moses with a keypad
overlay and instructions. In 1985 Leroy Flamm engineered circuit boards that
supported the tape interface. This cartridge never saw an official release.
Only 32 working units (with the built-in interface) were made. Mike White
retyped the instructions that appeared. Very few were then sold by Mike White or ABC Hobbycraft.

- STAFF -

Written by: Scot L. Norris

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86816&o=2

$end


$ti99_cart=musicmak,
$bio

Music Maker [Model PHM 3020] (c) 1980 Texas Instruments

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84656&o=2

$end


$crvision=musicmak,
$bio

Music Maker (c) 1983 Video Technology, Limited.

- TECHNICAL -

CAT NO. Y-2635

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53779&o=2

$end


$x68k_flop=musicpro,
$bio

Music Pro-68K (c) 1987 San Musical Service

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87918&o=2

$end


$x68k_flop=musicmid,
$bio

Music Pro-68K MIDI (c) 1989 San Musical Service

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87919&o=2

$end


$ti99_cart=musicsda,
$bio

Music SDA (c) 1980 Texas Instruments

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84657&o=2

$end


$info=musicsrt,
$bio

Music Sort (c) 1995 ABM Electronics.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=38661&o=2

$end


$msx1_cart=musicg7,
$bio

Music Studio G7 [Model HBS-H010C] (c) 1985 Sony Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77296&o=2

$end


$x68k_flop=musicstd,
$bio

Music Studio Pro-68K (c) 199? San Musical Service

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87920&o=2

$end


$cpc_cass=musicsyn,
$bio

Music Synthetiser and Sound Effects Plotter (c) 1984 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98351&o=2

$end


$m5_cass=mustone,
$bio

Music Tone (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95321&o=2

$end


$x1_flop=vipd,
$bio

Music Tool V.I.P. (c) 198? Sharp [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86069&o=2

$end


$bbca_cass,bbcb_cass=mustools,
$bio

Music Tools (c) 19?? Duckworth

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52146&o=2

$end


$pc8801_flop=musicwit,
$bio

Music with Obie - Animal Quartet (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92441&o=2

$end


$pc8801_flop=musicwi1,
$bio

Music with Obie - Animal Quartet Data Pack (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92442&o=2

$end


$pc8801_flop=musicwor,
$bio

Music World [PS88-014-2W] (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92440&o=2

$end


$sg1000=musicj,
$bio

Music [Model E-101] (c) 1983 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65075&o=2

$end


$bbca_cass,bbcb_cass=music500,
$bio

Music500 (c) 19?? Hybrid

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52147&o=2

$end


$msx1_cass=musjueg2,
$bio

Musica en Juego II - Figuras (c) 1986 Sony Spain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94866&o=2

$end


$cpc_cass=musicams,
$bio

Musica Maestro [Model MUA-06] (c) 1985 Indescomp [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98352&o=2

$end


$pico=musiczoo6,musiczoo5,musiczoo4,musiczoo3,musiczoo2,musiczoo1,musiczoo,
$bio

Musical Zoo (c) 1995 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75736&o=2

$end


$nes=musicbox,
$bio

Musicbox (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84074&o=2

$end


$odyssey2,g7400=musician,
$bio

Musician (c) 1981 Philips Corp.

- TECHNICAL -

Game ID: 31

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95642&o=2

$end


$pc8801_flop=musium2,
$bio

Musium 2 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92443&o=2

$end


$pc8801_flop=musium3,
$bio

Musium 3 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92444&o=2

$end


$pc8801_flop=musium31,
$bio

Musium 3 Data Shu (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92445&o=2

$end


$pc8801_flop=musiumso,
$bio

Musium Sound Board II (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92446&o=2

$end


$msx1_cart=musiwrtr,
$bio

Musiwriter - PSG [Model MW-002] (c) 1984 MCS

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77297&o=2

$end


$info=musobana,
$bio

Musoubana (c) 1995 Nichibutsu.

Musoubana is a strip hanafuda game featuring five lovely female opponents. Each girl features three strip sequences: a panty flash scene, a torn uniform scene, and finally a topless scene.

The player must defeat each girl at three rounds of hanafuda.  Points earned at the end of each round are stored and can be used to buy cheat items in following rounds.  Once an opponent is defeated the player gets to play a memory card bonus game for further points to buy cheat items with.

If the player loses a round then the game is over. If he chooses to continue he will start at the same point where he left off at the same strip sequence and with all of his points carrying over.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 6.144 Mhz)
Sound CPU : Zilog Z80 (@ 8 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC

Screen orientation : Horizontal
Video resolution : 640 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 768

Player : 1
Control : mahjong keyboard

- TRIVIA -

Developed by Yubis.

Released in April 1995.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3559&o=2

$end


$info=mustache,
$bio

Mustache Boy (c) 1987 March Company, Limited.

A one or two player maze game.

The Player controls a 'mustache boy' with a red space suit, who runs across of a top-view maze on the space and must coloring by touching all the tiles in the ground, meantime must pick up all the special items to destroy and detain the annoying enemies, we can also evading them by jumping over them to avoiding contact and make uses of a double jump to go to distant areas without falling and pop all the colors ballons to earn points, letters or bonuses, once you survived and changed the color of each tile on the maze, you will go to the next round.

- TECHNICAL -

Main CPU : Zilog Z80 (x2)
Sound Chips : Yamaha YM2151

Screen orientation : Vertical
Video resolution : 232 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 256

Players : 2
Control : 8-way joystick
Buttons : 2

- TIPS AND TRICKS -

Collect as many green balloons as possible since they give you letters. Every time MUSTACHE BOY is spelled out you will get an extra player. Balloons have different colors: green for letters, red for points, white for bonuses such as wider painting capabilities, higher/longer jump, slower clock every level is timed and more.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1708&o=2

$end


$info=alibabab,
$bio

Mustafa and 40 Thieves (c) 198? Unknown.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42956&o=2

$end


$info=mtc9016,
$bio

Mustang 9016 Telespiel Computer (c) 1978 Mustang.

The Mustang 9016 is one of the few RCA Studio II clones.

- TECHNICAL -

The Mustang 9016 has no detachable controllers but offers color display.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64075&o=2

$end


$snes=musya,
$bio

Musya (c) 1992 Seta Company, Limited.

- TRIVIA -

Reviews:
[FR] March 1992 - Consoles + N.8 (Page 71): 32/100
[FR] July 1992 - Joypad N.10: 65/100

Average note: 48.5/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63298&o=2

$end


$cpc_cass=mutnzone,
$bio

Mutan Zone (c) 1988 Opera Soft [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98353&o=2

$end


$msx1_cass=mutanzon,mutanzona,
$bio

Mutan Zone (c) 1989 Opera Soft [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94867&o=2

$end


$bbca_cass,bbcb_cass=mutantbr,
$bio

Mutant Breakout (c) 19?? IJK

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52148&o=2

$end


$info=mutantf,mutantf4,mutantf3,mutantf2,
$bio

Mutant Fighter (c) 1991 Data East.

Export version. For more information about the game itself, please see the original Japanese version entry; "Death Brade"

- TECHNICAL -

Game ID : DE-0346-4

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1709&o=2

$end


$cpc_cass=mutnfort,
$bio

Mutant Fortress (c) 1989 Players Premier

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98354&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=mutnthrd,
$bio

Mutant Herd (c) 1982 Thorn EMI Video

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86878&o=2

$end


$megadriv=mlfootbj,
$bio

Mutant League Football (c) 1993 Electronic Arts.

- TRIVIA -

Reviews:
[FR] April 1993 - Consoles + No. 19: 89/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56695&o=2

$end


$cpc_cass=mutmontyac,
$bio

Mutant Monty (c) 1984 Artic Computing, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98357&o=2

$end


$msx1_cass=mutmonty,
$bio

Mutant Monty (c) 1985 Artic Computing, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94868&o=2

$end


$cpc_cass=mutmonty,
$bio

Mutant Monty [Model SOFT 922] (c) 1984 Amsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98355&o=2

$end


$info=mnight,
$bio

Mutant Night (c) 1987 UPL.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 6 Mhz)
Sound CPU : Zilog Z80 (@ 5 Mhz)
Sound Chips : (2x) Yamaha YM2203 (@ 1.5 Mhz)

Screen orientation : Horizontal
Video resolution : 256 x 192 pixels
Screen refresh : 60.00 Hz
Palette Colors : 768

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in December 1987.

Licensed to Kawakus for distribution.

In Act 9 there is a grey robot dragon which resembles Bub and Bob from Taito's "Bubble Bobble".

- STAFF -

Game designed by : Tsutomu Fuzisawa
Characters designers : Tsutomu Fuzisawa, Takashige Shichijyo, Akemi Tsunoda, Noriko Nihei
Programmer : Takashi Hayashi
BGM & Sound composer : Yukari Shimada
Data make : Tsutomu Fuzisawa, Takashige Shichijyo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1710&o=2

$end


$cdi=mutntrap,mutntrapu,
$bio

Mutant Rampage - Bodyslam (c) 1994 Philips Interactive Media, Incorporated.

Civilisation is in decay. Teams of bionic warriors rule the ravaged capitals of the world. But now a human challenge has been issued - YOU! Only you have the speed and skill to beat the mutants and triumph in Mutant Rampage.

- TECHNICAL -

Model 810 0179

- TRIVIA -

Export releases:
[US] 310690219-2

- STAFF -

Producer: Dale DeSharone, Igor Razboff
Script: Jonathan Merritt
Programmers: John O'Brien, Linde Dynneson
Design: William Havlicek, John O'Brien
Video Production: Animation Magic Inc. Art Department (St. Petersburg, Russia)
Audio Production: William Havlicek
Music: William Havlicek, Tony Trippi

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53002&o=2

$end


$bbca_cass,bbcb_cass=mutantsp,
$bio

Mutant Spiders (c) 1984 Superior Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52149&o=2

$end


$cpc_cass=mutantss,
$bio

Mutants (c) 1987 Erbe Soft. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98359&o=2

$end


$cpc_cass=mutants,
$bio

Mutants (c) 1987 Ocean Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98360&o=2

$end


$neocd=mutnat,
$bio

Mutation Nation (c) 1995 SNK [Shin Nihon Kikaku].

Neo-Geo CD conversion. For more information about the game itself, please see the original MVS version.

- TECHNICAL -

[Model NGCD-014]

- TRIVIA -

Mutation Nation for Neo-Geo CD was released on February 25, 1995 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47650&o=2

$end


$info=mutnat,
$bio

Mutation Nation (c) 1992 SNK [Shin Nihon Kikaku].

Two lone warriors with an array of special mutant powers attempt to restore order to this futuristic wasteland.

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : NGM-014

[SNK MVS Neo-Geo Controls]
2 Players - 4 Buttons Per Player (2 usables)
=> [A] Attack/Special Attack [B] Jump

- TRIVIA -

Mutation Nation was released in March 1992.

- TIPS AND TRICKS -

The game includes different items which change the special attack :
* A : Spirit attack
* B : Explosion attack
* C : Thunder god's attack
* D : Tornado attack
* Golden : Deathblow (can be used only one time, after this the item disappears)

- STAFF -

Producer : Eikichi Kawasaki
Planner : Ishimotti
Programmer : Ooisaurus
Sound : Masahiko Hataya (Papaya)
Designers : Mioshi, Yokosuka!!, A. Miyazaki, 1610,last!!, Sk, Yumo, Tajiyan, J. Mikami
Special Thanks : Takashi Nishiyama (Nishiyama), Tama, Y. O, Yuki, Akira Goto, Jojoha Kitapy (Jojouha Kitapy)

- PORTS -

* Consoles :
SNK Neo-Geo CD [JP] April 17, 1992; "Mutation Nation [Model NGH-014]"
SNK Neo-Geo CD [US] April 17, 1992; "Mutation Nation [Model NGH-014]"
SNK Neo-Geo CD [JP] February 25, 1995; "Mutation Nation [Model NGCD-014]"
SNK Neo-Geo CD [US] February 25, 1995; "Mutation Nation [Model NGCD-014E]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1711&o=2

$end


$pc98=daidagek,
$bio

Muteki Keiji - Daidageki - Shijou Saidai no Hanzai (c) 1990 Family Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90202&o=2

$end


$pc8801_flop=mutekike,
$bio

Muteki Keiji Daidageki (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92447&o=2

$end


$gbcolor=trizenon,
$bio

Muteki Ou Tri-Zenon [Model CGB-BZNJ-JPN] (c) 2001 Marvelous Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68426&o=2

$end


$gba=mutsu,
$bio

Mutsu - Water Looper Mutsu [Model AGB-AMUJ-JPN] (c) 2001 Tomy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71983&o=2

$end


$cdi=muzzyfr,muzzyfru,
$bio

Muzzy - Learn French the Fun Way (c) 1994 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53003&o=2

$end


$gba=motox2k2,
$bio

MX 2002 featuring Ricky Carmichael [Model AGB-A2XE-USA] (c) 2001 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71534&o=2

$end


$info=mx5000,
$bio

MX5000 (c) 1987 Konami.

A vertically scrolling shoot-em-up by Konami featuring good music, big explosions and lots of power-ups.

- TECHNICAL -

Game ID : GX669

Main CPU : HD6309 (@ 3 Mhz), Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), Konami K007232 (@ 3.579545 Mhz)

Screen orientation : Vertical
Video resolution : 224 x 280 pixels
Screen refresh : 60.00 Hz
Palette Colors : 512

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in August 1987.

This game is known in Japan as "Flak Attack".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1712&o=2

$end


$saturn,sat_cart=mybest,
$bio

My Best Friends - St. Andrew Jogakuin-hen (c) 1996 Atlus Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59438&o=2

$end


$msx1_cart=myclock,myclocka,
$bio

My Clock [Model P025] (c) 1987 al Alamiah

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77298&o=2

$end


$nes=myctv,
$bio

My Computer TV C1 (c) 1983 Sharp [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54422&o=2

$end


$saturn,sat_cart=mydream,
$bio

My Dream - On Air ga Matenakute (c) 1997 Nihon Create

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59439&o=2

$end


$x68k_flop=myeyes,myeyesa,
$bio

My Eyes! (c) 1992 Birdy Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87921&o=2

$end


$pc98=myeyes,
$bio

My Eyes! (c) 1992 Birdy Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90203&o=2

$end


$saturn,sat_cart=myfairld,
$bio

My Fair Lady - Virtual Mahjong 2 (c) 1998 Micronet

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59440&o=2

$end


$amigaocs_flop=myfunmaz,
$bio

My Funny Maze (c) 1989 Turtle Byte

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74595&o=2

$end


$a2600=mygolf,mygolff,
$bio

My Golf (c) 1990 HES [Human Engineered Software]

- STAFF -

Programmer: David Lubar

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50738&o=2

$end


$a2600=mygolfc
$bio

My Golf (c) 19?? CCE

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50739&o=2

$end


$info=myhero,myherok,myherobl,
$bio

My Hero (c) 1985 Sega.

Export release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Seishun Scandal".

- TECHNICAL -

Game ID : 834-5755

Runs on the Sega "System 1" hardware.

- PORTS -

* Consoles :
Sega Master System (1985)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1713&o=2

$end


$sms=myhero,
$bio

My Hero (c) 1986 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56109&o=2

$end


$pc98=myhomed,
$bio

My Home Dream (c) 1994 Progress [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90204&o=2

$end


$psx=myhomedr,
$bio

My Home Dream 2 - Niwatsuki Ikkodate De, Ikou! [Model SLPS-02470] (c) 1999 Victor Interactive Software, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85462&o=2

$end


$msx1_cart=mylady,
$bio

My Lady (c) 1986 Barq

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77299&o=2

$end


$nes=mylife,
$bio

My Life My Love - Boku no Yume - Watashi no Negai (c) 1991 Banpresto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54423&o=2

$end


$gba=mylilpny,
$bio

My Little Pony - Crystal Princess - The Runaway Rainbow [Model AGB-BL6E-USA] (c) 2006 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71984&o=2

$end


$pc8801_flop=mylolita,
$bio

My Lolita (c) 1985 Koei Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92448&o=2

$end


$segacd=mypaint,
$bio

My Paint (c) 1994 Saddleback Graphics.

My Paint gives you the power to push your creativity to new heights! It's a full featured paint program you not only see, but hear!

Freehand draw your own masterpiece or choose from any of the over 200 built-in drawings. Everything from Planes, Trains and Automobiles to Velociraptors, Bats and Panthers are included. Use any of the many patterns like dinosaur skins, moving water, stripes, dots, or the cool animated stickers to bring your drawings to life!

- TECHNICAL -

Model T-109015

- TRIVIA -

Advertised as the world's first animated paint program.

- STAFF -

Developed by: WayForward Technologies

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60771&o=2

$end


$bbca_cass,bbcb_cass=mysecret,
$bio

My Secret File (c) 19?? Mosaic

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52150&o=2

$end


$msx1_cart=mydict,
$bio

My Small Dictionary [Model P032] (c) 1989 al Alamiah

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77300&o=2

$end


$pc8801_flop=myteache,
$bio

My Teacher (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92449&o=2

$end


$x68k_flop=todayjob,
$bio

My Today's Job (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88437&o=2

$end


$a800=mydos316,
$bio

MyDOS (c) 1985 Wordmark

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86642&o=2

$end


$spc1000_cass=vaveque,
$bio

??? ??? (c) 1986 Static Soft.
(Myeongtamjeong Vaveque)

Port of a PC6001 game called "Muday".

- TRIVIA -

The title translates from Korean as 'Super Sleuth Vaveque'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83536&o=2

$end


$cdi=myst,
$bio

Myst (c) 1996 Philips Interactive Media, Incorporated.

2 million gamers can't be wrong. Myst is the rarity that defined an entire new game genre. It's quiet instead of loud, it's slow paced instead of fast, it's Myst and it's real!!!

- TECHNICAL -

Model 810 0308

- STAFF -

MYST CDI Conversion by: Ledge Multimedia (Division of Dataware Technologies Inc.)

For Ledge Multimedia: Lisa Hinds
Producer: Joy Kendall
Programmer: Medge
Technical Lead: Jay Grandin
Media Engineers: Ruth Garabedian, Bob McKelvey, Bill Castell, Eric Stein

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53004&o=2

$end


$saturn,sat_cart=myst,
$bio

Myst (c) 1995 Sega Enterprises, Limited.

European release. Game for Saturn developed in Japan.

- TECHNICAL -

Game ID: MK81081-50

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60353&o=2

$end


$saturn,sat_cart=mystj,
$bio

Myst (c) 1994 Sunsoft.

- TECHNICAL -

Game ID: T-1501G

- TRIVIA -

Released on November 22, 1994 in Japan.

Export releases:
[US] "Myst [Model T-8101H]" (1995)
[EU] "Myst [Model MK81081-50]" (1995)

- STAFF -

Myst Saturn Project Team
Chief Programer: Akihiro Asada
Programming: Akito Takeuchi, Sumito Aso, Masahiko Nakazato
Visual Chief: Atsushi Naono
Movie Convert: Michie Ikami, Sachiko Furuta
Sound Effects: Hiroya Matsugami
Super Design: Kazuhiro Watabe
Special Thanks: Kenji Yoshioka, Shigeki Shimizu, Hiroshi Tsukamoto, Kazuo Nii, Kazuyo Umemura, Osamu Nagano, Ayako Kawamata, Hirokazu Yokochi, WP Group
Supervisor: Masayoshi Niwa, Kazuaki Goto, Shizuya Furukawa
Assistant Producer: Masato Kawai
Producer: Kiharu Yoshida

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59441&o=2

$end


$saturn,sat_cart=mystu,
$bio

Myst [Model T-8101H] (c) 1995 Acclaim Entertainment, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60088&o=2

$end


$saturn,sat_cart=mystaria,
$bio

Mystaria - The Realms of Lore (c) 1994 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60354&o=2

$end


$saturn,sat_cart=mystariau,
$bio

Mystaria - The Realms of Lore [Model 81300] (c) 1996 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60089&o=2

$end


$bbca_cass,bbcb_cass=mystad1,
$bio

Mysterious Adventure 1 - The Golden Baton (c) 1981 Adventure Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52151&o=2

$end


$bbca_cass,bbcb_cass=mystad10,
$bio

Mysterious Adventure 10 - Ten Little Indians (c) 1983 Adventure Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52152&o=2

$end


$bbca_cass,bbcb_cass=mystad11,
$bio

Mysterious Adventure 11 - Waxworks (c) 1983 Adventure Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52153&o=2

$end


$bbca_cass,bbcb_cass=mystad2,
$bio

Mysterious Adventure 2 - The Time Machine (c) 1981 Adventure Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52154&o=2

$end


$bbca_cass,bbcb_cass=mystad3,
$bio

Mysterious Adventure 3 - Arrow of Death pt.1 (c) 1981 Adventure Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52155&o=2

$end


$bbca_cass,bbcb_cass=mystad4,
$bio

Mysterious Adventure 4 - Arrow of Death pt.2 (c) 1982 Adventure Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52156&o=2

$end


$bbca_cass,bbcb_cass=mystad5,
$bio

Mysterious Adventure 5 - Escape from Pulsar 7 (c) 1982 Adventure Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52157&o=2

$end


$bbca_cass,bbcb_cass=mystad7,
$bio

Mysterious Adventure 7 - The Feasibility Experiment (c) 1983 Adventure Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52158&o=2

$end


$bbca_cass,bbcb_cass=mystad9,
$bio

Mysterious Adventure 9 - Perseus and Andromeda (c) 1983 Adventure Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52159&o=2

$end


$info=mystston,myststono,myststonoi,
$bio

Mysterious Stones (c) 1984 Technos Japan Corp.

- TECHNICAL -

Game ID : TA-0010

Main CPU : MOS Technology M6502 (@ 1.5 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.5 Mhz)

Players : 2
Control : 4-way joystick
Buttons : 2

- TRIVIA -

Mysterious Stones was released in November 1984.

With this game, Technos Japan developers pushed even further the peculiar gameplay elements on which "Eggs" and "Scrambled Egg" were based, by putting them into an Indy-themed, multi-room mayhem.

- UPDATES -

The subtitle is slightly different between the new and old versions. The new version says 'Dr. John's Adventure' while the old version says 'Dr. Kick In Adventure'.

- TIPS AND TRICKS -

By hitting the lonely idol statue in the opening screen with a headbonk, a secret message will be displayed: 'A short cut to a treasure room. Go into an upper or a lower entrance. And... Go on left!'. This obviously refers to the game map. As a side note, the older version of the game displays the same message in Japanese katakana characters, an eloquent proof that the older Mysterious Stones set was meant for use in Japan only.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1714&o=2

$end


$amigaocs_flop=mystwrld,
$bio

Mysterious Worlds (c) 1990 Amiga Fun

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74596&o=2

$end


$gameboy=mysterum,
$bio

Mysterium [Model DMG-MY-USA] (c) 1993 Asmik Corp. of America [USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66522&o=2

$end


$gameboy=mysterumj,
$bio

Mysterium [Model DMG-MYJ] (c) 1993 VAP Game [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66521&o=2

$end


$info=mystcast,mystcasta,
$bio

Mystery Castle (c) 1993 Alvin G. & Co.

- TRIVIA -

500 units were produced.

- STAFF -

Design by : Wally Welch, Michael Gottlieb
Art by : Dan Hughes

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5504&o=2

$end


$snes=mysteryc,
$bio

Mystery Circle [Model SHVC-MC] (c) 1992 KAC [K.Amusement Lising Co.] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61838&o=2

$end


$pyuuta=mysteryg,
$bio

Mystery Gold [Model 011E] (c) 1983 Tomy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101354&o=2

$end


$pc8801_flop=mysterhm,mysterhma,
$bio

Mystery House (c) 1982 Micro Cabin Co. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92450&o=2

$end


$pc98=mysterhm,
$bio

Mystery House (c) 1983 Micro Cabin Co. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90205&o=2

$end


$pc8801_flop=mysterhs,
$bio

Mystery House (c) 1983 Starcraft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92451&o=2

$end


$fm7_cass=mysteryh,
$bio

Mystery House (c) 1983 Starcraft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93768&o=2

$end


$x68k_flop=mysteryh,
$bio

Mystery House (c) 1989 Imai Takashi

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88438&o=2

$end


$saturn,sat_cart=hidsoulsg,
$bio

Mystery Mansion - Das Haus der verlorenen Seelen (c) 1996 Sega Enterprises, Limited.

German release. Game developed in Japan. See the original Japanese version for more information about the game itself; "Shinsetsu Yumemi Yakata - Tobira no Oku ni Darekaga... [Model GS-9005]".

- TECHNICAL -

Game ID: MK81012-18

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60355&o=2

$end


$info=mnumber,
$bio

Mystery Number (c) 200? M.M. B.R.L.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=20197&o=2

$end


$pc8801_flop=mystegy,
$bio

Mystery of Egypt (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92452&o=2

$end


$cpc_cass=mysindus,
$bio

Mystery of the Indus Valleys [Model AS282] (c) 1987 Alternative Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98361&o=2

$end


$bbca_cass,bbcb_cass=lostshep,
$bio

Mystery of the Lost Sheep (c) 19?? Central Computing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52160&o=2

$end


$cpc_cass=mystnile,
$bio

Mystery of the Nile (c) 1987 Firebird

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96100&o=2

$end


$nes=mysteryq,
$bio

Mystery Quest (c) 1989 Taxan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55389&o=2

$end


$info=j80myspn,
$bio

Mystery Spin (c) 198? JPM International.

- TECHNICAL -

System 80

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41162&o=2

$end


$psx=mysticar,
$bio

Mystic Ark - Maboroshi Gekijou [Model SLPM-86147] (c) 1999 Enix, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85463&o=2

$end


$snes=mysticar,
$bio

Mystic Ark [Model SHVC-AEAJ-JPN] (c) 1995 Enix, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61839&o=2

$end


$info=mt_mystd,
$bio

Mystic Defender (c) 1989 Sega.

- TECHNICAL -

Runs on the "Mega-Tech System" hardware.
Cartridge ID: 610-0239-27

- TRIVIA -

This game is known in Japan as 'Kujaku Ou II - Gen'ei Shiro' (translates from Japanese as 'Peacock King II - Phantom Shadow Castle').

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2362&o=2

$end


$pcecd=mysticf,
$bio

Mystic Formula (c) 1993 Micro Cabin Co.

Mystic Formula is a kind of overhead shooter. You can choose your character from a list of four: a warrior, an elf, a girl and a huge robot. This game also feature a really interesting 2-players simultaneous play.

- TECHNICAL -

Game ID: MCCD 3004

- TRIVIA -

Released on July 23, 1993 in Japan for 7800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58297&o=2

$end


$info=mysticm,mysticmp,
$bio

Mystic Marathon (c) 1984 Williams.

The object of Mystic Marathon is to guide an elvish looking goblin in some sort of overland race. In most arcade games if you made a mistake you would lose a life, but in Mystic Marathon making a mistake, any mistake, simply meant it was impossible to win the race. Bump into something, oops, can't win. Choose the wrong path, can't win. Press jump at the wrong time, can't win.

- TECHNICAL -

Williams released Mystic Marathon as a conversion kit only. This was a cabinet specific conversion kit, as it came with a new control panel and other components that were sized to fit Williams cabinets only.

Main CPU : Motorola M6809 (@ 1 Mhz)
Sound CPU : M6808 (@ 1 Mhz)
Sound Chips : DAC

Screen orientation : Horizontal
Video resolution : 276 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2 x 16 color palettes

Players : 1
Control : 8-way joystick
Buttons : 1

- TRIVIA -

Mystic Marathon was released in March 1984.

Clay Bostick holds the official record for this game with 4,000,000 points.

- STAFF -

Staff : Kristina Donofrio (KVD), John Newcomer (JRN), Pam Erickson (PAM), Jill Chittenden (JIL), Ken Graham (KAG), Jan Hendricks (JAN)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1715&o=2

$end


$cdi=mystmidw,
$bio

Mystic Midway - Phantom Express (c) 1993 Philips Interactive Media, Incorporated.

This shooting gallery is a companion to the best-selling Mystic Midway: Rest in Pieces. This time the game takes you for some real ups and downs on a roller coaster ride through dark tunnels and a carnival fun house--with targets when you least expect them.

- TECHNICAL -

Model 810 0178

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53005&o=2

$end


$cdi=mystmidwu,mystmidwj,
$bio

Mystic Midway - Rest in Pieces (c) 1992 Philips Interactive Media, Incorporated.

The live action 'master of cemeteries', Dr. Dearth, welcomes you to the Mystic Midway and his shooting gallery, Rest in Pieces. Fire away at ghosts, ghouls, and all things that go bump in the night.

- TECHNICAL -

Model 810 0021

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53006&o=2

$end


$snes=mquest,
$bio

Mystic Quest Legend [Model SNSP-MQ-EUR] (c) 1992 Square Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63299&o=2

$end


$snes=mquestf,
$bio

Mystic Quest Legend [Model SNSP-MQ-FRA/SFRA] (c) 1992 Square Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63300&o=2

$end


$snes=mquestg,
$bio

Mystic Quest Legend [Model SNSP-MQ-NOE/SFRG] (c) 1992 Square Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63301&o=2

$end


$gameboy=mquest,
$bio

Mystic Quest [Model DMG-FF-ESP-1] (c) 1993 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66523&o=2

$end


$gameboy=mquestf,
$bio

Mystic Quest (c) 1993 Nintendo Company, Limited.

- TECHNICAL -

Cartridge ID: DMG-FF-FRA

- TRIVIA -

Reviews:
[FR] September 1993- Consoles + N.23: 89%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66525&o=2

$end


$gameboy=mquestg,
$bio

Mystic Quest [Model DMG-FF-NOE] (c) 1993 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66526&o=2

$end


$info=mysticri,mysticrib,
$bio

Mystic Riders (c) 1992 Irem.

For more information about the game itself, please see the original Japanese version entry; "Mahou Keibitai Ganhooki".

- TRIVIA -

Mystic Riders was released in May 1992. It is known in Japan as "Mahou Keibitai Ganhooki".

- PORTS -

* Computers : 
PC [MS Windows, Online] [EU] (December 9, 2011) "IREM Arcade Hits" by DotEmu 
Apple MacIntosh [Online] [US] (August 21, 2011) "Irem Arcade Hits" by DotEmu 
PC [Desura] [US] (November 2, 2013) "IREM Arcade Hits" by Plug In Digital

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1716&o=2

$end


$info=myststar,
$bio

Mystic Star (c) 1986 Zaccaria.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5509&o=2

$end


$info=mystwarr,mystwarru,mystwarrj,mystwarra,
$bio

Mystic Warriors - Ikari no Ninja (c) 1993 Konami.

Mystic Warriors is a horizontally-scrolling platform beat-em-up for up to four players, in which the evil 'SKULL' organisation has taken over the world and driven its terrified civilians into hiding. Five Ninja warriors set about destroying SKULL and freeing the World from its grip.

Mystic Warriors features five selectable characters, one of which is shown being kidnapped by SKULL once players have made their character choices. What follows is eight levels of platform 'run-and-gun' action, with an end-of-level boss waiting at the end of each stage.

Players are armed with both Shuriken throwing stars and with a sword for close encounters. Numerous boxes are scattered throughout the levels (or are being carried by enemies), all of which contain bonus items such as weapon power-ups or energy-replenishing food. Other power-ups include an invulnerability shield (known as the "Shinobi Shield") which lasts a few seconds and a "Smart Bomb" power-up, which destroys all on-screen enemies. Some boxes also contain points-giving items, such as bags of money, jewellery and gold.

- TECHNICAL -

Game ID : GX128

Main CPU : Motorola 68000 (@ 16 Mhz)
Sound CPU : Zilog Z80 (@ 8 Mhz)
Sound Chips : (2x) K054539 (@ 48 Khz)

Players: 2 or 4 (selectable by Dipswitch)
Control : 8-way joystick
Buttons : 2
=> Shuriken/Sword, Jump

- TRIVIA -

Mystic Warriors was released in February 1993.

The subtitle of this game translates from Japanese as 'Wrath of Ninja'.

The attract mode intro from "Sunset Riders" plays on the large theatre screen at the end of Stage 1.

King Records released a limited-edition soundtrack album for this game (Konami Amusement Sounds '93 - Summer) on 08/1993.

- UPDATES -

The US version is slightly different, it has the "Winners Don't Use Drugs" screen.

- STAFF -

Designer: Hideyuki Tsujimoto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1717&o=2

$end


$info=mystic,
$bio

Mystic (c) 1980 Bally.

- TECHNICAL -

Bally MPU AS-2518-35
Model Number : 1192

Main CPU : M6800 (@ 475 KHz)
Sound CPU : M6802 (@ 895 KHz)
Sound chips : General Instrument AY8910 (@ 895 KHz)

- TRIVIA -

Released in June 1980. 3,950 units were produced.

The development of this game took 11 months (started in August 1979).

Artist Margaret Hudson posed for the large eye on the back-glass.

O'Connor stated he got the idea for the artwork for this game, delivered to him as a blank white-wood, because he was interested in and dabbling with magic at the time.

- STAFF -

Design by : George Christian
Art by : Kevin O'Connor

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5508&o=2

$end


$amigaocs_flop=mystical,
$bio

Mystical (c) 1990 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74597&o=2

$end


$cpc_cass=mystical,
$bio

Mystical (c) 1990 Infogrames Interactive, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98362&o=2

$end


$msx1_cass=mystical,
$bio

Mystical (c) 1991 Infogrames Interactive, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94869&o=2

$end


$megadriv=mysticf,
$bio

Mystical Fighter (c) 1992 Dreamworks Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57314&o=2

$end


$n64=mystnin2,
$bio

Mystical Ninja 2 Starring Goemon (c) 1999 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57847&o=2

$end


$n64=mystninj,mystninju,
$bio

Mystical Ninja Starring Goemon (c) 1998 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57848&o=2

$end


$gameboy=mystninju,
$bio

Mystical Ninja Starring Goemon [Model DMG-AGDE-USA] (c) 1998 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66528&o=2

$end


$gameboy=mystninj,
$bio

Mystical Ninja Starring Goemon [Model DMG-AGDP-EUR] (c) 1998 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66527&o=2

$end


$info=m4mystiq,m4mystiqa,m4mystiqb,m4mystiqc,
$bio

Mystique Club (c) 199? Crystal Leisure.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42058&o=2

$end


$amigaocs_flop=myth,
$bio

Myth (c) 1989 Firebird

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74599&o=2

$end


$amigaocs_flop=myths3,myths3a,
$bio

Myth (c) 1992 System 3 Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74598&o=2

$end


$cpc_cass=myth,
$bio

Myth - History in the Making (c) 1989 System 3 Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98364&o=2

$end


$c64_cart,c64_flop=myth,
$bio

Myth - History in the Making (c) 1990 System 3

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53650&o=2

$end


$msx1_cass=mythos,mythosa,
$bio

Mythos (c) 1990 Opera Soft [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94870&o=2

$end


$cpc_cass=mythos,
$bio

Mythos (c) 1990 Opera Soft [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98367&o=2

$end


$info=mz80k,mz80kj,
$bio

MZ-80K (c) 1979 Sharp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103345&o=2

$end


$gbcolor=nsync,
$bio

N*SYNC - Get to the Show [Model CGB-BNSE-USA] (c) 2001 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68427&o=2

$end


$pc8801_flop=nbasic,
$bio

N-BASIC (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92457&o=2

$end


$pc8801_flop=nbasicgp,
$bio

N-Basic Game Pack (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92459&o=2

$end


$pc8801_flop=nbasicga,
$bio

N-BASIC Game Shu (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92458&o=2

$end


$cpc_cass=nexor,
$bio

N-E-X-O-R (c) 1986 Design Design Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98368&o=2

$end


$cpc_cass=nomad,
$bio

N-O-M-A-D (c) 1985 Ocean Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98371&o=2

$end


$pc8801_cass=nquest,
$bio

N-Quest (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91250&o=2

$end


$info=nsub,
$bio

N-Sub (c) 1980 Sega.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 1.93356 Mhz)

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 64

Players : 1
Control : 8-way Joystick
Buttons : 2

- TRIVIA -

Released during December 1980.

- PORTS -

* Consoles :
Sega SG-1000 (1988)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4210&o=2

$end


$sg1000=nsuba,nsub,nsubb,
$bio

N･サブ (c) 1983 Sega Enterprises, Limited.
(N-Sub)

- TECHNICAL -

Game ID: G-1003

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65076&o=2

$end


$sg1000=nsubt,
$bio

N-Sub [Model W-003] (c) 1983 Aaronix [Taiwan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65077&o=2

$end


$info=nycaptor,
$bio

N.Y. Captor (c) 1985 Taito.

- TECHNICAL -

Board Number : M4300037B
Prom Stickers : A50

Main CPU : (2x) Zilog Z80 (@ 4 Mhz), Motorola M68705 (@ 2 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 2 Mhz), MSM5232 (@ 2 Mhz)

Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 512

Players : 1
Control : lightgun
Buttons : 1

- TRIVIA -

Released in October 1985 in Japan. Taito's first gun game.

Chack'n, Ms. Chack'n and a Monsta from 1983's "Chack'n Pop" make cameo appearances in this game.

Robert Halbasch & Keith D. Evans holds the official record for this game with 9,999,999 points.

Bootlegs of this game are known as "Colt".

- STAFF -

Programmer: Ichiro Fujisue, Taisuke Kouno

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1718&o=2

$end


$gbcolor=nyrace,
$bio

N.Y. Race [Model CGB-BNXP-EUR] (c) 2001 Wanadoo Edition

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68428&o=2

$end


$pc8801_flop=n80basica,n80basic,
$bio

N80 BASIC (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92460&o=2

$end


$pc98=n88basms,
$bio

N88 BASIC + compiler (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90209&o=2

$end


$pc98=n88bas61,
$bio

N88 BASIC v6.1 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90210&o=2

$end


$pc8801_flop=n88kanji,
$bio

N88 Kanji BASIC (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92461&o=2

$end


$pc8801_flop=n88syst,
$bio

N88 System (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92462&o=2

$end


$pc8801_flop=n88basfe,n88basfh,n88basfr,n88basfrb,n88basfra,n88basmr,n88basb2,n88bastr,n88bastra,
$bio

N88-BASIC (c) 198? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92463&o=2

$end


$pc8801_flop=n88nbfe,n88nbfh,n88nbfr,n88nbfra,
$bio

N88-Nihongo BASIC (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92464&o=2

$end


$gameboy=nadakoji,
$bio

Nada Asatarou & Kojima Takeo no Jissen Mahjong Kyoushitsu [Model DMG-ABIJ-JPN] (c) 1998 GAPS, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66556&o=2

$end


$gameboy=nadamj,
$bio

Nada Asatarou no Powerful Mahjong - Tsugi no Itte 100 Dai [Model DMG-AY2J-JPN] (c) 1994 Yojigen

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66557&o=2

$end


$pc8801_flop=nadiacgs,
$bio

Nadia CG Shu (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92479&o=2

$end


$pc98=nadiamw,
$bio

Nadia of the Sea - Mysteries of Blue Water (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90212&o=2

$end


$nes=naganeko,naganekop,
$bio

Nagagutsu o Haita Neko - Sekai Isshuu 80-nichi Daibouken (c) 1986 Toei Animation

- STAFF -

Program and Audiovisual Copyright 10/01/86: Shouei System
Programmed by: Masahiro Yoshihara (ACTOR), Yasuhide Sakakura
Pictured by: Kenichi Suzuki (RINA), Makoto Higa (TIYA TIYA PIRAYASHIMUN), Naomi Satoh (PUTTSUN)
Music by: Kaori Aoki (LIONS)
Ochakumi by: Kyouko Yoshino (MADONNA), Mie Takano (UMBRELLA)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54424&o=2

$end


$nes=naganekoh,
$bio

Nagagutsu o Haita Neko - Sekai Isshuu 80-nichi Daibouken (c) 1987 FMG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69293&o=2

$end


$n64=nagano,naganou,
$bio

Nagano Winter Olympics '98 (c) 1998 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57877&o=2

$end


$info=nagano98,naganoj,
$bio

Nagano Winter Olympics '98 (c) 1998 Konami Company, Limited.

Another superb multi-event sports game from Konami, following on from 1996's incredible update of 'International Track and Field'. Nagano is based around the Winter Olympics of 1998 and features ten Olympic events cased around skating, skiing, luge, bobsleigh, slalom and curling.

- TECHNICAL -

Game ID : GX720

Main CPU : PSX (@ 16.9344 Mhz)
Sound Chips : SPU (@ 16.9344 Mhz), CD/DA

Players : 4
Control : 8-way Joystick
Buttons : 3

- TRIVIA -

Nagano Winter Olympics '98 was released in January 1998, just shortly prior to the start of its real-life namesake, exclusively in host country Japan. 

The actual 1998 Winter Olympics ran from February 7 to 22, 1998.

- TIPS AND TRICKS -

* Aerial landings : during the Aerials, press B as soon as you hit the ground and keep the button held until you have fully landed.

* Halfpipe gold medal : achieve a combination of F Alley Oop, and Alley Oop during the Halfpipe competition.

* Ski upside down : select Olympic mode and enter the Freestyle Aerials event. Choose any trick, and down press any buttons while moving downhill. After leaving the ramp, rapidly tap B. The skier will land and jump on his head and ski in that position.

* Snowboarding giant slalom : 'edge' by using A immediately after clearing the flag.

- SERIES -

1. Track & Field [Model GX361] (1983, ARC)
2. Hyper Sports [Model GX330] (1984, ARC)
3. '88 Games [Model GX861] (1988, ARC)
4. Hyper Athlete [Model GV021] (1996, ARC)
5. Nagano Winter Olympics '98 [Model GX720] (1998, ARC)
6. International Track & Field 2000 (2000, PS)
7. International Track & Field Summer Games (2000, N64)
8. New International Track & Field (2008, DS)
9. Hyper Sports Winter (2010 iPhone)
10. Hyper Sports Track & Field (2010 iPhone)

- PORTS -

* Consoles :
Sony PlayStation (1998)
Nintendo 64 (1998)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3962&o=2

$end


$pc8801_flop=nagarebo,
$bio

Nagareboshi no Namida (c) 1988 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92480&o=2

$end


$psx=nagelibr,
$bio

Nage Libre - Rasen No Soukoku [Model SLPS-00692] (c) 1997 Varie

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85465&o=2

$end


$snes=nagelibr,
$bio

Nage Libre - Seijaku no Suishin [Model SHVC-ANSJ-JPN] (c) 1995 Varie

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61853&o=2

$end


$x68k_flop=nageyari,
$bio

Nageyari Sensha Kassen (c) 19?? NWK [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88468&o=2

$end


$gameboy=nailnsca,
$bio

Nail'n Scale [Model DMG-DR-USA] (c) 1992 Data East Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66558&o=2

$end


$x68k_flop=naious,
$bio

Naious (c) 1990 Exact [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87923&o=2

$end


$nes=f1hero2,
$bio

Nakajima Satoru - F-1 Hero 2 (c) 1991 Varie

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54425&o=2

$end


$nes=f1hero,
$bio

Nakajima Satoru F-1 Hero (c) 1988 Varie

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54426&o=2

$end


$gameboy=f1herogb,
$bio

Nakajima Satoru F-1 Hero GB - World Championship '91 [Model DMG-F3J] (c) 1991 Varie

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66560&o=2

$end


$snes=f1hero94,
$bio

Nakajima Satoru Kanshuu F-1 Hero '94 [Model SHVC-I5] (c) 1994 Varie

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61854&o=2

$end


$gameboy=f1hero92,
$bio

Nakajima Satoru Kanshuu F-1 Hero GB '92 - The Graded Driver [Model DMG-F5J] (c) 1992 Varie

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66561&o=2

$end


$megadriv=nakaf1gp,
$bio

Nakajima Satoru Kanshuu F1 Grand Prix (c) 1991 Varie

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56713&o=2

$end


$megadriv=f1heromd,
$bio

Nakajima Satoru Kanshuu F1 Hero MD (c) 1992 Varie

- TRIVIA -

Reviews:
[FR] July 1992 - Joypad N.10: 60/100 (1-Player)
[FR] July 1992 - Joypad N.10: 85/100 (2-Player)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56714&o=2

$end


$megadriv=nakaf1sl,
$bio

Nakajima Satoru Kanshuu F1 Super License (c) 1992 Varie

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56715&o=2

$end


$snes=f1hero,
$bio

Nakajima Satoru Kanshuu Super F-1 Hero [Model SHVC-S4] (c) 1992 Varie

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61855&o=2

$end


$cpc_cass=nakamoto,
$bio

Nakamoto (c) 1987 Power House, The [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98374&o=2

$end


$snes=nakano,
$bio

Nakano Kouichi Kanshuu Keirin Ou [Model SHVC-OU] (c) 1994 Coconuts Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61856&o=2

$end


$gbcolor=ncook1,
$bio

Nakayoshi Cooking Series 1 - Oishii Cake-ya-san [Model CGB-B7CJ-JPN] (c) 2000 M²TO, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68454&o=2

$end


$gbcolor=ncook2,
$bio

Nakayoshi Cooking Series 2 - Oishii Panya-san [Model CGB-B7PJ-JPN] (c) 2001 M²TO, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68455&o=2

$end


$gbcolor=ncook3,
$bio

Nakayoshi Cooking Series 3 - Tanoshii Obentou [Model CGB-B7BJ-JPN] (c) 2001 M²TO, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68456&o=2

$end


$gbcolor=ncook4,
$bio

Nakayoshi Cooking Series 4 - Tanoshii Dessert [Model CGB-B3DJ-JPN] (c) 2001 M²TO, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68457&o=2

$end


$gbcolor=ncook5,
$bio

Nakayoshi Cooking Series 5 - Cake o Tsukurou [Model CGB-B3CJ-JPN] (c) 2002 M²TO, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68458&o=2

$end


$gba=nakamahj,
$bio

Nakayoshi Mahjong - KabuReach [Model AGB-AKPJ-JPN(RK232-J1)] (c) 2001 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72010&o=2

$end


$gba=nakapet1,
$bio

Nakayoshi Pet Advance Series 1 - Kawaii Hamster [Model AGB-AH7J-JPN] (c) 2001 MTO, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72011&o=2

$end


$gba=nakapet2,
$bio

Nakayoshi Pet Advance Series 2 - Kawaii Koinu [Model AGB-AI7J-JPN] (c) 2002 MTO, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72012&o=2

$end


$gba=nakapet3a,nakapet3,
$bio

Nakayoshi Pet Advance Series 3 - Kawaii Koneko [Model AGB-AN3J-JPN] (c) 2002 MTO, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72013&o=2

$end


$gba=nakapet4,
$bio

Nakayoshi Pet Advance Series 4 - Kawaii Koinu Mini - Wankoto Asobou!! Kogata-ken [Model AGB-BKIJ-JPN] (c) 2003 MTO, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72014&o=2

$end


$gbcolor=nakapet1,
$bio

Nakayoshi Pet Series 1 - Kawaii Hamster [Model DMG-B7HJ-JPN] (c) 2000 M²TO, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68459&o=2

$end


$gbcolor=nakapet2,
$bio

Nakayoshi Pet Series 2 - Kawaii Usagi [Model DMG-B7UJ-JPN] (c) 2000 M²TO, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68460&o=2

$end


$gbcolor=nakapet3,
$bio

Nakayoshi Pet Series 3 - Kawaii Koinu [Model CGB-B7IJ-JPN] (c) 2000 M²TO, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68461&o=2

$end


$gbcolor=nakapet4,
$bio

Nakayoshi Pet Series 4 - Kawaii Koneko [Model CGB-B7NJ-JPN] (c) 2001 M²TO, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68462&o=2

$end


$gbcolor=nakapet5,
$bio

Nakayoshi Pet Series 5 - Kawaii Hamster 2 [Model CGB-B2HJ-JPN] (c) 2001 M²TO, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68463&o=2

$end


$nes=nakayois,
$bio

Nakayoshi to Issho (c) 1993 Yutaka

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54427&o=2

$end


$gba=nakayouc,
$bio

Nakayoshi Youchien - Sukoyaka Enji Ikusei Game [Model AGB-AHVJ-JPN] (c) 2002 TDK Core

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72015&o=2

$end


$snes=nakiryu,
$bio

Naki no Ryuu - Mahjong Hishouden [Model SHVC-RY] (c) 1992 IGS Corp. [Information Global Service]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61857&o=2

$end


$neocd=nam1975,
$bio

NAM-1975 (c) 1994 SNK [Shin Nihon Kikaku].

Neo-Geo CD conversion. For more information about the game itself, please see the original MVS entry: "NAM-1975 [Model NGM-001]".

- TECHNICAL -

[Model NGCD-001]

- TRIVIA -

NAM-1975 for Neo-Geo CD was released on September 09, 1994 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47513&o=2

$end


$info=nam1975,
$bio

NAM-1975 (c) 1990 SNK [Shin Nihon Kikaku].

One or two players take control of 2 machine-gun carrying Vietnam vets who must shoot their way through a number of sideways scrolling, Vietnam-themed levels. the players shoot into the screen and aiming is achieved via the use an on-screen target, which each player directs to lock on to the various enemy troops and vehicles. Players can run and somersault to avoid the incoming enemy fire.

A number of more powerful weapons - such as grenades and flame throwers - are often dropped by the enemy and can be picked up and used. Bonus points are also revealed in this fashion.

Nam-1975 is a blatant plagiarism of TAD Corp's "Cabal", released in September 1988. Cabal is easily the more accomplished of the two games.

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : NGM-001

Players: 2
Control: 8-way joystick
Buttons: 3
=> [A] Machine gun, [B] Special weapon, [C] Run/Emergency control

- TRIVIA -

NAM-1975 was released on April 26 1990 in Japan.

This is the first game developed for the SNK Neo-Geo MVS hardware

One of NAM-1975's influences was the 1987 Stanley Kubrick film, Full Metal Jacket. There are even some scenes which mirror the film such as the screaming soldier in the intro with the 'Born To Kill' helmet, and a Vietnamese lady with an AK-47 (which is seen near the end of the movie).

- STAFF -

Producer : Eikichi Kawasaki
Main director : Dachipee
Sub director : Fukupee (New Face)
Programmer : ZAC, Kurasan (New Face)
Design chief : Satopee
Designers : Nakapee, Fukupee, Satopee, Ishipee, Miyopee, Kawapee (New Face), Sakapee (New Face), Yamapee (New Face)
Sound : Yoko. O
Hard : Fukusan

- PORTS -

* Consoles :
SNK Neo-Geo [JP] (July 1, 1991, "NAM-1975 [Model NGH-001]")
SNK Neo-Geo [US] (July 1, 1991, "NAM-1975 [Model NGH-001]")
SNK Neo-Geo CD [JP] (September 9, 1994, "NAM-1975 [Model NGCD-001]")
SNK Neo-Geo CD [US] (September 9, 1994, "NAM-1975 [Model NGCD-001E]")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1719&o=2

$end


$x68k_flop=namachuk,
$bio

Namachuukei 68 (c) 1991 Konami Industry Co., Ltd. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87924&o=2

$end


$nes=namcocls,
$bio

Namco Classic (c) 1988 Namco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54428&o=2

$end


$nes=namcocl2,
$bio

Namco Classic II (c) 1992 Namco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54429&o=2

$end


$gameboy=namcocls,
$bio

Namco Classic [Model DMG-NHJ] (c) 1991 Namco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66562&o=2

$end


$info=ncv1,ncv1j,ncv1j2,
$bio

Namco Classics Collection Vol.1 (c) 1995 Namco, Limited.

Awesome collection of classic Namco games ("Galaga", "Xevious" and "Mappy") with original and updated 'arrangement' versions available. Additionally "Super Xevious" is available as well.

- TECHNICAL -

Namco System ND-1 hardware
Game ID : NC

Main CPU : Motorola 68000 (@ 12.288 Mhz), H8/3002 (@ 16.384 Mhz)
Sound Chips : C352 (@ 16.384 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Namco Classics Collection Vol.1 was released in November 1995.

- TIPS AND TRICKS -

* Secret Message in Xevious : The programmer has included a trick for generating a message right at the beginning of the game. As soon as Solvalou appears, move to the far right edge of the screen and begin bombing constantly. Continue bombing until the first set of attacking rings is very close to you and then shoot the rings.
In original version / normal mode, the message 'Namco ORIGINAL Program by EVEZOO' will appear on the screen. 
In original version / super mode, the message is 'Special thanks for you by game designer Evezoo'.
In arrangement version, the message is 'This game is dedicated to the original XEVIOUS staff'.

* Xevious Arrangement, Extra Area :
Extra Area 1 - Finish Area 16 without continue.
Extra Area 2 - Finish Extra Area 1 without death.
Extra Area 3 - Get 60 Sols.

* Xevious Arrangement, Maniac Mode : You will play with harder rank.
1. Get secret message in Area 1 forest. (Keep firing the Blaster at left end)
2. Take out 2 Sols in Area 1.
3. Get ''Secret Message'' in forest (see the first trick to perform it).

* Galaga Arrangement, Time Attack Mode : Input code Left, Right, Left, Right, Button1, Button2, Button1, Button 2 on the Galaga Arrangement title screen.

- SERIES -

1. Namco Classics Collection Vol.1 (1995)
2. Namco Classics Collection Vol.2 (1996)

- STAFF -

Game arrangement : Kohji Kenjoh, Taka Yamamura, T. Iguchi
Game programmers : Yoshihito Iwanaga, Takashi Koshigoe
System programmer : Tsukka
Visual designers : Semushi Komoriya, Fukuokachanpe-, Imaizumi Bakarashi
Graphic designer : Akira Usukura
Logo designer : Hideaki Ito
Sound : Hiroto Sasaki (Saman)
Hardware ND-1 development : Shin' Ichi ' Yosiho' Ohki
Custom 'Risa' designer : Makoto Inoue
Sound driver development : Hira

- PORTS -

* Consoles : 
Sony PlayStation [JP] (March 28, 1997) "Xevious 3D/G+ [Model SLPS-00750]" : Xevious Arrangement 
Sony PlayStation [US] (June 30, 1997) "Xevious 3D/G+ [Model SLUS-00461]" : Xevious Arrangement 
Sony PlayStation [EU] (August 1997) "Xevious 3D/G+ [Model SCES-00736]" : Xevious Arrangement 
Sony PlayStation 2 [US] (December 4, 2001) "Namco Museum [Model SLUS-20273]" : Galaga Arrangement 
Microsoft XBOX [US] (October 9, 2002) "Namco Museum" : Galaga Arrangement 
Nintendo GameCube [US] (October 9, 2002) "Namco Museum [Model DOL-GNME-USA]" : Galaga Arrangement 
Microsoft XBOX [US] (2003) "Namco Museum [Platinum Hits] [Model X02134]" : Galaga Arrangement 
Nintendo GameCube [US] (2004) "Namco Museum [Player's Choice] [Model DOL-GNME-USA]" : Galaga Arrangement 
Sony PlayStation 2 [US] (2005) "Namco Museum [Greatest Hits] [Model SLUS-20273GH]" : Galaga Arrangement 
Sony PlayStation [PSOne Classics] [JP] (June 26, 2013) "Xevious 3D/G+ [Model NPJJ-00672]" : Xevious Arrangement

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1720&o=2

$end


$info=ncv2,ncv2j,
$bio

Namco Classics Collection Vol.2 (c) 1996 Namco, Limited.

Awesome collection of classic Namco games ("Pac-Man", "Dig Dug" and "Rally-X") with original and updated 'arrangement' versions available. Additionally "New Rally-X" is available as well.

- TECHNICAL -

Namco System ND-1 hardware
Game ID : NCS

Main CPU : Motorola 68000 (@ 12.288 Mhz), H8/3002 (@ 16.384 Mhz)
Sound Chips : C352 (@ 16.384 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Namco Classics Collection Vol.2 was released in March 1996.

One major note for purists : The 'original' versions of "Rally-X" and "New Rally-X" have been slightly altered. Those games originally used a horizontal monitor. They have been altered to use a vertical one. What they did is moved the map and scoring section from the side to the bottom, leaving the actual gameplay area basically unchanged.

- SERIES -

1. Namco Classics Collection Vol.1 (1995)
2. Namco Classics Collection Vol.2 (1996)

- STAFF -

Game arrangement : Taka Yamamura, Tadashi Iguchi, Kiyoshi Minami
System program : Tsukka
Game program : Takashi Koshigoe, Tsukka, Kiyoshi Minami, Yoshihito Iwanaga
Visual design : Fukuokachanpe-, Semushi Komoriya, Kankan, Imaizumi Bakarashi, Mika Yokoyama, Hiroshi Syouno, H-Daio
Graphic design : Akira Usukura
Logo design : Hideaki Ito
Sound : Charly, Yoshie Arakawa, Kavan, Yurippe-082, Bekao
Hardware No-1 'Ahna' design : Shin'ichi Ohki (Yosiho)
Hardware sound driver development : Hira

- PORTS -

* Consoles : 
Nintendo Game Boy Advance [US] (July 12, 2001) "Pac-Man Collection [Model AGB-APCE-USA]" : Pac-Man Arrangement 
Nintendo Game Boy Advance [EU] (December 7, 2001) "Pac-Man Collection [Model AGB-P-APCP-EUR]" : Pac-Man Arrangement 
Nintendo Game Boy Advance [JP] (January 11, 2002) "Pac-Man Collection [Model AGB-P-APCJ-JPN]" : Pac-Man Arrangement 
Sony PlayStation 2 [US] (December 4, 2001) "Namco Museum [Model SLUS-20273]") : Dig Dug Arrangement, Pac-Man Arrangement 
Microsoft XBOX [US] (October 9, 2002) "Namco Museum" : Dig Dug Arrangement, Pac-Man Arrangement 
Nintendo GameCube [US] (October 9, 2002) "Namco Museum [Model DOL-GNME-USA]" : Dig Dug Arrangement, Pac-Man Arrangement 
Microsoft XBOX [US] (2003) "Namco Museum [Platinum Hits] [Model X02134]" : Dig Dug Arrangement, Pac-Man Arrangement 
Nintendo GameCube [US] (2004) "Namco Museum [Player's Choice] [Model DOL-GNME-USA]" : Dig Dug Arrangement, Pac-Man Arrangement 
Sony PlayStation 2 [US] (2005) "Namco Museum [Greatest Hits] [Model SLUS-20273GH]" : Dig Dug Arrangement, Pac-Man Arrangement
Nintendo Game Boy Advance [JP] (February 2, 2006) "Pac-Man Collection [Value Selection] [Model AGB-P-APCJ-JPN]" : Pac-Man Arrangement 
Nintendo Wii U [Virtual Console] [US] (June 10, 2014) [Model PAYE] "Pac-Man Collection" for Game Boy Advance 
Nintendo Wii U [Virtual Console] [JP] (June 11, 2014) [Model PAYJ] "Pac-Man Collection" for Game Boy Advance 
Nintendo Wii U [Virtual Console] [EU] [AU] (June 12, 2014) [Model PAYP] "Pac-Man Collection" for Game Boy Advance

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1721&o=2

$end


$gameboy=namcogl1,
$bio

Namco Gallery Vol.1 (c) 1996 Namco, Limited.

Compilation of : 
- "Galaga" (1981, Arcade)
- "Mappy" (1983, Arcade)
- "Namco Classic" (1991, Game Boy)
- "Battle City" (1991, Game Boy)

- TECHNICAL -

Game ID: DMG-ANGJ-JPN

- TRIVIA -

Namco Gallery Vol.1 for Game Boy was released on July 21, 1996 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66563&o=2

$end


$gameboy=namcogl2,
$bio

Namco Gallery Vol.2 (c) 1996 Namco, Limited.

Compilation of 2 Namco classics : 
- "Dig Dug" (Game Boy version)
- "Galaxian"

- TECHNICAL -

Game ID: DMG-AN2J-JPN

- TRIVIA -

Namco Gallery Vol.2 for Game Boy was released on November 29, 1996 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66564&o=2

$end


$gameboy=namcogl3,
$bio

Namco Gallery Vol.3 [Model DMG-AV3J-JPN] (c) 1997 Namco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66565&o=2

$end


$nes=namcomj3,
$bio

Namco Mahjong III - Mahjong Tengoku (c) 1991 Namco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54430&o=2

$end


$gba=namcom50u,
$bio

Namco Museum - 50th Anniversary (c) 2005 Namco, Limited.

Compilation of 5 arcade classics from Namco : 
- "Pac-Man" (1980)
- "Rally-X" (1980)
- "Galaga" (1981)
- "Ms. Pac-Man" (1981)
- "Dig Dug" (1982)

- TECHNICAL -

Game ID: AGB-B5NE-USA

- TRIVIA -

Namco Museum - 50th Anniversary for Game Boy Advance was released on August 30, 2005 in North America.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72020&o=2

$end


$gba=namcom50,
$bio

Namco Museum - 50th Anniversary (c) 2005 Namco, Limited.

Compilation of 5 arcade classics from Namco : 
- "Pac-Man" (1980)
- "Rally-X" (1980)
- "Galaga" (1981)
- "Ms. Pac-Man" (1981)
- "Dig Dug" (1982)

- TECHNICAL -

Game ID: AGB-B5NP-EUR

- TRIVIA -

Namco Museum - 50th Anniversary for GBA was released on March 31, 2006 in Europe.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72019&o=2

$end


$n64=namcomus,
$bio

Namco Museum 64 (c) 1999 Namco, Limited.

Compilation of 6 arcade classics from Namco : 
- "Galaxian" (1979)
- "Pac-Man" (1980) 
- "Galaga" (1981)
- "Ms. Pac-Man" (1981)
- "Dig Dug" (1982)
- "Pole Position" (1982)

- TECHNICAL -

Game ID: NUS-NNME-USA

- TRIVIA -

Namco Museum 64 for Nintendo 64 was released on October 31, 1999 in North America only. 

Due to the lack of a saving feature built into the cartridge, high scores can only be saved with a separate Controller Pak.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57878&o=2

$end


$gba=namcomusu,
$bio

Namco Museum (c) 2001 Namco, Limited.

Compilation of 5 arcade classics from Namco : 
- "Galaxian" (1979)
- "Galaga" (1981)
- "Ms. Pac-Man" (1981)
- "Dig Dug" (1982)
- "Pole Position" (1982)

- TECHNICAL -

Game ID: AGB-ANME-USA

- TRIVIA -

Namco Museum for Game Boy Advance was released on June 10, 2001 in North America. 

Due to the lack of a saving feature built into the cartridge, high scores cannot be saved.

- PORTS -

* Consoles : 
[US] Nintendo Wii U [Virtual Console] (March 26, 2015) [Model PA7E]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72018&o=2

$end


$gba=namcomusj,
$bio

Namco Museum (c) 2001 Namco, Limited.

Compilation of 5 arcade classics from Namco : 
- "Galaxian" (1979)
- "Galaga" (1981)
- "Ms. Pac-Man" (1981)
- "Dig Dug" (1982)
- "Pole Position" (1982)

- TECHNICAL -

Game ID: AGB-ANMJ-JPN

- TRIVIA -

Namco Museum for Game Boy Advance was released on December 7, 2001 in Japan. 

Due to the lack of a saving feature built into the cartridge, high scores cannot be saved. 

Re-released as a 'Value Selection' edition on February 2, 2006.

- PORTS -

* Consoles : 
[JP] Nintendo Wii U [Virtual Console] (December 10, 2014) [Model PA7J]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72017&o=2

$end


$gba=namcomus,
$bio

Namco Museum (c) 2001 Namco, Limited.

Compilation of 5 arcade classics from Namco : 
- "Galaxian" (1979)
- "Galaga" (1981)
- "Ms. Pac-Man" (1981)
- "Dig Dug" (1982)
- "Pole Position" (1982)

- TECHNICAL -

Game ID: AGB-ANMP-EUR

- TRIVIA -

Namco Museum for Game Boy Advance was released on December 7, 2001 and published by Infogrames Interactive, Inc. in Europe. 

Due to the lack of a saving feature built into the cartridge, high scores cannot be saved.

- PORTS -

* Consoles : 
[EU] [AU] Nintendo Wii U [Virtual Console] (October 23, 2014) [Model PA7P]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72016&o=2

$end


$info=namcostr,
$bio

Namco Stars (c) 2000 Namco.

- TRIVIA -

Released in January 2001.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43920&o=2

$end


$wscolor=suprwars,
$bio

Namco Super Wars [Model SWJ-BANC28] (c) 2002 Bandai Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86471&o=2

$end


$x68k_flop=namcovgm,
$bio

Namco Video Game Music Library Vol. 1 (c) 1989 Dempa Shinbunsha [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87925&o=2

$end


$x1_flop=namcovgm,
$bio

Namco Video Game Music Library vol.1 (c) 198? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86070&o=2

$end


$snes=namcotop,
$bio

Namcot Open [Model SHVC-NO] (c) 1993 Namco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61858&o=2

$end


$info=nclubv3,nameclub,nclubv2,
$bio

Name Club (c) 1996 Sega.

- TRIVIA -

This game runs on the Sega Titan Video (ST-V) hardware.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3725&o=2

$end


$cdi=namethat,
$bio

Name That Tune (c) 1993 Philips Interactive Media, Incorporated.

- TECHNICAL -

Model 310690184-2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53011&o=2

$end


$info=nametune,nametune2,
$bio

Name That Tune (c) 1986 Bally Sente.

The game itself was an almost exact translation of the 1980s incarnation of the gameshow. It was all colors and text, and the only animation in it was a little hand that played notes on a piano. The interface had to be simple, as they used up all the ROM space on the different songs.

- TECHNICAL -

Game ID: 0E54

Main CPU: Motorola M6809 (@ 1.25 Mhz)
Sound CPU: Zilog Z80 (@ 4 Mhz)
Sound Chips: (6x) CEM3394 (@ 4 Mhz)

Screen orientation: Horizontal
Video resolution: 256 x 240 pixels
Screen refresh: 60.00 Hz
Palette Colors: 1024

Players: 2
Buttons: 4

- TRIVIA -

Name That Tune was released in March 1986.

This game came out when arcades were at a very low point. But someone over at Sente gets the bright idea that a big honking upright 'Name that Tune' machine would make lots of money. So they proceeded to pay big money to license the show, and then they went ahead and started pumping out 'Name that Tune' arcade games. It was a big flop. They were targeting the wrong audience with this game. Teenagers simply weren't interested in trying to name old 40s and 50s songs. This game could have done fine if it was in a bartop unit instead.

This title was available only as a conversion kit for machines with the Sente SAC-I hardware installed. This meant that most of them ended up in the futuristic looking all-metal SAC-I cabinets.

There were supposed to be several different upgrade chips available for this game, but they seem to have fallen off the face of the earth.

- STAFF -

Game design: Owen Rubin
Project coordinator: Gary Levenberg
Arrangements and orchestration: Richard Greene
Screem graphics: Bil Maher
Game consultant: Tommy Oliver
Gonzo programming: Ed Rotberg
Doctor memory: Dave Ross
Ace Technician: Paul Brandt
Hardware wizardry: Howard Delman
King Video: Rich Adam
For leaving us alone: Bob Lundguist

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1722&o=2

$end


$a2600=namethisd,
$bio

Name This Game (c) 1983 Digitel

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50741&o=2

$end


$a2600=namethis,namethise,
$bio

Name This Game (c) 1982 US Games Corp.

You have discovered a long-sought-after buried treasure, and just when you thought your ou have discovered a long-sought-after troubles were over, things get really tough! There's a persistent shark who thinks that the treasure belongs to him, and he is after you! As if that were not enough to contend with, there's a big old octopus sitting right above your trove who keeps reaching down to check things out.

There you are, shooting at the shark, fighting off the octopus tentacles, and you realize your oxygen supply is running low. Your partner, in the boat, keeps dropping you a line, and you better run over and fill up.

It is not going to be easy to hold on to your treasure now that you've found it, but we're sure you are not going to give it up without a fight.

Game Variations:
Game 1 Single player, average skill level.
Game 2 Two player, average skill level.
Game 3 Single player, easy skill level.
Game 4 Two player, easy skill level.
Game 5 Single player, difficult skill level.
Game 6 Two player, difficult skill level.

- TECHNICAL -

Model VC1007

- SCORING -

- Hit tentacle =  50 points
- Units of air taken in after tank is full =  10 points

- Hit shark at surface:
Level 7 = 10 points
Level 6 = 20 points
Level 5 = 30 points
Level 4 = 40 points
Level 3 = 50 points
Level 2 = 80 points

- Hit shark at deepest: Level 1 = 100 points

- TIPS AND TRICKS -

* During the early waves, concentrate on getting as many points as possible. Continuously fire at the descending tentacles while waiting for the shark to swing to deeper levels. (You get more points if he is deeper; but don't wait too long, or you're shark bait!) Keep an eye on your air supply (red bar at bottom of screen); but at early levels, you can last longer on a recharge.

* Later waves (3-4) require more concentration on imminent dangers; for instance, the sharks are hungrier, and therefore, faster--especially approaching the diver's depth. Tentacles also descend more quickly, and air supply is depleted faster. Try to combine shooting of the tentacles and the shark in the same area of the water. This will save you time in moving about the sea floor.

* The advanced waves are rather frantic and involve concentration on one thing--saving your treasure. For those of you who can't walk and chew gum at the same time, these will prove to be very challenging levels. The most enduring strategy is to attempt shooting at the shark and tentacles at the same time, all the while trying to move with the boat to stay near your air supply line.

* Hang on to your snorkel; more trouble is on the way!

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50740&o=2

$end


$famicom_flop=namidass,
$bio

????? Special (c) 1986 ASCII Corp.
(Namida no Sokoban Special)

- TECHNICAL -

Cartridge ID: ASC-001

- TRIVIA -

Released on July 30, 1986 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65406&o=2

$end


$gbcolor=naminori,
$bio

Naminori Yarou! [Model CGB-BNYJ-JPN] (c) 2001 Natsume, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68464&o=2

$end


$psx=namjabun,
$bio

Namjabu no Daibouken - My Favorite Namjatown [Model SLPM-86601] (c) 2000 Namco, Ltd. [Tokyo, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85466&o=2

$end


$cpc_cass=nanako,
$bio

Nanako in Classic Japanese Monster Castle (c) 2009 Mojon Twins, The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98375&o=2

$end


$pc8801_flop=nanakoso,
$bio

Nanako SOS (c) 1984 Tokuma Shoten Intermedia, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92481&o=2

$end


$info=naname,
$bio

Naname de Magic! (c) 1994 Atlus Company, Limited.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound Chips : OKI6295 (@ 13.257 Khz)

Players : 2
Control : 8-way joystick
Buttons : 1

- TRIVIA -

Naname de Magic! was released in June 1994.

This game is known outside of Japan as "Diagonal Magic".

- STAFF -

Planner : Boo Ueda
Programmer : Tuohi
Graphic designers : Sio, Takashima, Nabe
Composers : Yanda, Okibe
Debuggers : Fuse, Hagishita

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1723&o=2

$end


$saturn,sat_cart=nanatsuk,
$bio

Nanatsu Kaze no Shima Monogatari (c) 1997 Enix, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59448&o=2

$end


$saturn,sat_cart=nanatsuh,nanatsuha,
$bio

Nanatsu no Hikan (c) 1996 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59449&o=2

$end


$psx=nanatsun,
$bio

Nanatsu no Hikan [Model SLPS-00410~2] (c) 1996 Koei Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85467&o=2

$end


$pc98=nanbakos,
$bio

Nanba Kousuke Ikasete Nanbo! (c) 1994 Altacia [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90213&o=2

$end


$gba=nancydrw,
$bio

Nancy Drew - Message in a Haunted Mansion [Model AGB-ANDE-USA] (c) 2001 DreamCatcher Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72021&o=2

$end


$info=nndmseal,nndmseala,
$bio

Nandemo Seal Iinkai (c) 1997 I'Max.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=25223&o=2

$end


$nes=nangsspy,
$bio

Nangoku Shirei!! Spy vs. Spy (c) 1987 Kemco

- TRIVIA -

Released on March 27, 1987 in Japan.

- TIPS AND TRICKS -

* Music box: As the ending cutscene depicting a Spy returning to the submarine plays, hold at least one A and one B button on any controller. If done right, rather than presenting the results screen, the Music Box will appear. To select from one of 16 tracks, press Up / Down while A, B or Start will play the selected track. Press A on the second controller to reset music and pause/unpause. Pressing Select will exit the Music Box and show the Results screen.

- STAFF -

Programmers: Shinobu Michiura, Fumio Tono, Tomoharu Aihara, Shizuho Nagaoka, Fumi Iwamoto
Characters: Kiminari Sueda
Plan: Yasushi Hirashita, Makoto Kario, Minori Shinagawa, Chiemi Tatsunaka
Music: Hiroyuki Masuno

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54431&o=2

$end


$gameboy=nangoku,
$bio

Nangoku Shounen Papuwa-kun - Ganmadan no Yabou [Model DMG-NRJ] (c) 1994 Enix, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66566&o=2

$end


$snes=nangoku,
$bio

Nangoku Shounen Papuwa-kun [Model SHVC-N7] (c) 1994 Enix, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61859&o=2

$end


$x68k_flop=naniwa2,
$bio

Naniwa Do Konjou Series Bangaihen Nouten Chokudake! 2 (c) 1990 Iron Gear

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88469&o=2

$end


$x68k_flop=naniwa,
$bio

Naniwa Do Konjou Series Nouten Chokudake! (c) 1990 Iron Gear

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88470&o=2

$end


$x68k_flop=naniwa3,
$bio

Naniwa Do Konjou Series Nouten Chokudake! 3 (c) 1991 Iron Gear

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88471&o=2

$end


$psx=naniwano,
$bio

Naniwa no Akindo - Futte Nanbo no Saikoro Jinsei [Model SLPS-00768] (c) 1997 Sony Computer Ent., Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85468&o=2

$end


$famicom_flop=nanjing,
$bio

??????????? (c) 1988 Sunsoft
(Nanjing no Adventure)

- TECHNICAL -

Disk ID: SSD-NAD

- TRIVIA -

Released on December 09, 1988 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65407&o=2

$end


$x1_cass=nankaih,
$bio

Nankai no Hyoteki (c) 1986 Bear's, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86253&o=2

$end


$pc8801_flop=nankaih,nankaiha,
$bio

Nankai no Hyoteki (c) 1986 Bear's, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92482&o=2

$end


$psx=nankuro,
$bio

Nankuro [Model SLPS-02067] (c) 1999 Success [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85469&o=2

$end


$gameboy=nanonote,
$bio

Nanonote [Model DMG-NNJ] (c) 1992 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66567&o=2

$end


$nes=nantbb,nantbbs,
$bio

Nantettatte!! Baseball (c) 1990 Sunsoft

- TRIVIA -

Released on October 26, 1990 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54433&o=2

$end


$nes=nantbb91,
$bio

Nantettatte!! Baseball '91 Kaimaku Hen (c) 1991 Sunsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54432&o=2

$end


$nes=nantbbob,
$bio

Nantettatte!! Baseball OB Allstar Hen (c) 1991 Sunsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54434&o=2

$end


$info=naomi,
$bio

NAOMI (c) 1998 Sega Enterprises, Limited.

- TECHNICAL -

CPU: Hitachi SH-4 CPU with graphic functions and 128-bit SIMD @ 200 MHz (360 MIPS and 1.4 GFLOPS).
Graphics Engine: PowerVR 2 (PVR2DC).
Sound Engine: ARM7 Yamaha AICA 45 MHz (with internal 32-bit RISC CPU, 64 channel ADPCM).
Main RAM: 32 MB.
VRAM: 16 MB.
Sound Memory: 8 MB.
Media: ROM Board (maximum size of 172 MB) / GD-ROM.
Colors: Approx. 16,770,216 (24-bit color).
Polygons: 5 million/sec.
Rendering Speed: 500 million pixels/sec.
Additional Features: Bump mapping, fog, alpha blending, mipmapping, trilinear filtering, anti-aliasing, environment mapping, and specular effects.
Video Resolution: 640 x 480 Pixels.
Screen Refresh: 60.00 Hz.
Palette Colors: 4096.

A special game cabinet for the NAOMI, NAOMI Universal Cabinet, houses up to sixteen boards for this purpose.

- TRIVIA -

The Sega NAOMI (New Arcade Operation Machine Idea) is the successor to the Sega Model 3 hardware.

First demonstrated in November 1998 at JAMMA, since just before the release of The House of the Dead 2 in Japan.

A development of the Dreamcast home game console, the NAOMI and Dreamcast share the same hardware components: Hitachi SH-4 CPU, PowerVR Series 2 GPU (PVR2DC), and Yamaha AICA based sound system. NAOMI has twice as much system memory, twice as much video memory, and 4X as much sound memory. Multiple NAOMI boards can be 'stacked' together to improve graphics performance, or to support multiple-monitor output.

The other key difference between NAOMI and Dreamcast lies in the game media. The Dreamcast reads game data from GD-ROM optical disc, while the NAOMI arcade board features 168 MB of solid-state ROMs or GD-ROMs using a custom DIMM board and GD-ROM drive. In operation, the Naomi GD-ROM is read only once at system power up, loading the disc's contents to the DIMM Board RAM. Once loading is complete, the game executes only from RAM, thereby reducing mechanical wear on the GD-ROM drive.

Unlike Sega's previous arcade platforms (and most other arcade platforms in the industry), NAOMI is widely licensed for use by other game publishers including Sega, Namco Bandai, Capcom, Sammy and Tecmo Koei. Games such as Mazan, Marvel Vs. Capcom 2, Dead or Alive 2 and Guilty Gear XX were all developed by third-party licensees of the NAOMI platform. An offshoot version of the NAOMI hardware is Atomiswave by Sammy Corporation.

After nine years of hardware production, and with new game titles coming in 2008 like Melty Blood: Actress Again and Akatsuki Blitzkampf AC, NAOMI is considered to be one of the longest running arcade platforms ever and is comparable in longevity with the Neo-Geo MVS.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48265&o=2

$end


$info=naomi2,
$bio

NAOMI 2 (c) 2001 Sega Enterprises, Limited.

- TECHNICAL -

CPU: 2 x Hitachi SH-4 32-bit RISC CPU (200 MHz 360 MIPS / 1.4 GFLOPS). 
Graphic Engine: 2 x PowerVR 2 (PVR2DC-CLX2) GPU's - (under the fans). 
Geometry Processor: Custom Videologic T+L chip Elan (100mhz) - (Under Heatsink). 
Sound Engine: ARM7 Yamaha AICA 45 MHZ (with internal 32-bit RISC CPU, 64 channel ADPCM). 
Main Memory: 32 MByte 100Mhz SDRAM. 
Graphic Memory: 32 MByte. 
Model Data Memory: 32MByte. 
Sound Memory: 8 MByte. 
Media: ROM Board / GD-Rom. 
Simultaneous Number of Colors: Approx. 16,770,000 (24bits). 
Polygons: 10 Million polys/sec with 6 light sources. 
Rendering Speed: 2000 Mpixels/sec (unrealistic max, assumes overdraw of 10x which nothing uses).
Additional Features: Bump Mapping, Multiple Fog Modes, 8-bit Alpha Blending (256 levels of transparency), Mip Mapping (polygon-texture auto switch), Tri-Linear Filtering, Super Sampling for Full Scene Anti-Aliasing, Environment Mapping, and Specular Effect. 
Compatibility: Fully backwards compatible with all Naomi and GD-ROM games.
Video Resolution: 640 x 480 Pixels.
Screen Refresh: 60.00 Hz.
Palette Colors: 4096.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48278&o=2

$end


$info=naomigd,
$bio

NAOMI GD-ROM System (c) 2000 Sega Enterprises, Limited.

- TECHNICAL -

The GD-ROM upgrade is compatible with Naomi and Naomi 2 via the option port on the top of the board. It comes with a DIMM board, very similar to the ROM board on a normal NAOMI cartridge, but has RAM instead of ROMS. 

RAM board Uses normal PC type DIMM's, so upgrading memory is not a problem, and relativly cheap.

The GD Rom system has a very clever way of getting around the loading delay time. When the game is initially installed, the GD ROM loads its content into the Naomi RAM. Once this is completed, the GD ROM goes into standby unless the RAM gets corupted or the game gets shut off for 72 hours or more. This does two things, 

1) Eliminates loading delays completely, (after initial power up.) 
2) Minimizes the on/off cycles of the GD ROM drive and greatly increasing the life of this mechanical device. 

From Sega R+D - "We learned a lesson watching our coin-op competitors go through hardware hell. Many have been using off-board storage devices for years - hard drives, CD's, etc. with great success in increased content but at a tremendous cost in realiablity. These storage devices simply could not withstand the constant on/off cycling a coin-op application demands. Add to that the dirt and smoke a game has to put up with on location vs. a normal computer application and you can see how this was a problem waiting to happen" 

The GD-Rom system uses an electronic "key" that plugs into the DIMM module to act as an activator, to prevent people just copying the GD-Roms, visible on the top right of the pictures. A different key is supplied with every game. 

There is a well founded rumor that Sega may use this system for having multigame cabinets like the neogeo multi systems, as the GR-Rom can store a LOT of data....

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48276&o=2

$end


$megadriv=smasters,
$bio

尾崎直道のスーパーマスターズ (c) 1989 Sega Enterprises, Limited.
(Naomichi Ozaki no Super Masters)

A golf game from Sega.

- TECHNICAL -

Game ID: G-4014
Barcode: 4974365540142

- TRIVIA -

Released on September 09, 1989 in Japan.

Exported as:
[US] "Arnold Palmer Tournament Golf [Model 1203]"
[EU] "Arnold Palmer Tournament Golf [Model 1203-50]"

- STAFF -

Main Staff
Psyshic Coordinator: Mr. Decky
Invisible Angel: Chiel
Ultra Playful: Tokuhiko Uwabo (Bo)
Man to Rule the Future World: Ore

Sub Staff: Gen, Matsuhide Mizoguchi (Mizoran), Sat Man
Assistant: Hitoaki Minami (Shakkin Oh), Blue Purple, Emiko Yamamoto (Emilyn), Moomo, Eiro, Tarō Shizuoka (Sizuokataro), Chikako Kamatani (Tarnya), Turbo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56716&o=2

$end


$amigaocs_flop=napoleon,
$bio

Napoleon I (c) 1991 Internecine

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74601&o=2

$end


$nes=napoleon,
$bio

Napoleon Senki (c) 1988 Irem Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54435&o=2

$end


$gba=napoleon,
$bio

Napoleon [Model AGB-ANPJ-JPN] (c) 2001 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72022&o=2

$end


$amigaocs_flop=napolnic,
$bio

Napoleonics (c) 1993 CCS

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74602&o=2

$end


$pc98=napcity,
$bio

Napple City (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90214&o=2

$end


$pc98=napcity2,napcity2b,napcity2a,
$bio

Napple City 2 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90215&o=2

$end


$info=bldwolfj,
$bio

Narazumo Sentou Butai - Bloody Wolf (c) 1988 Data East Corporation.

In this shoot'em up, 2 lone commandos take on an entire army with guns, knives, fists and whatever else might be lying around.

- TRIVIA -

Even if the titlescreen of the game show a 1988 copyright, The game was released to the public in February 1989 in Japan.

The title of this game translates from Japanese as 'Ruffian Combat Force - Bloody Wolf'.

This game is known outside Japan as "Battle Rangers" and in US as "Bloody Wolf"

- STAFF -

Game designer : Yoshiaki Honda
Game programmers : Takaaki Ioue, Souichi Akiyama
Graphic designers : Shinji Noda, Masanori Tokoro, Takahide Koizumi, Mix Man, Dot Man
Sound Team : Azusa Hara (AZUSA), Hiroaki Yoshida (MARO), Tatsuya, Shuji Segawa
Hardware : Tomotaka Osada

- PORTS -

* Consoles :
NEC PC-Engine [JP] (September 1, 1989) "Narazumo Sentou Butai - Bloody Wolf [Model DE89003]"
Nintendo Wii [Virtual Console] (April 10, 2007) [Model PA6J] PC-Engine version

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=19454&o=2

$end


$pce=blodwolf,
$bio

Narazumo Sentou Butai - Bloody Wolf (c) 1989 Data East Corp.

Bloody Wolf is a straightforward war action game by Data East and is the conversion of an arcade game released by the same company in 1988. The Bloody wolf special forces have decided to send one of their best men (either Snake or Eagle) on a perilous rescue mission to save the president. Armed with a heavy machine gun with unlimited ammo and a handful of grenades, he must rescue the president kept captive by an army of terrorists. To fulfill his duty, our soldier must fight his way through eight levels, from an uninviting town to a deep and impenetrable jungle. Special crates scattered throughout the game hide power-ups and new weapons, and the soldier is able to equip a secondary weapon that ranges from a Spread Shotgun to a Flame Thrower, a Rocket Launcher or powerful Hand Grenades. He can drive motorbikes and investigate houses, buildings, trucks and caves - they often hide hostages that give the player special items and vital information. As a side note, this conversion of the game can only be played in single-player mode.

- TECHNICAL -

[Model DE89003]

- TRIVIA -

Bloody Wolf for PC-Engine was released on September 01, 1989 in Japan for 6500 Yen.

Bloody Wolf was initially released as an arcade game in 1988 by Data East. Two players could simultaneously play in the arcade version unlike the PC Engine conversion which only features a single-player mode. The PC Engine also includes an extra stage and the levels are overall larger.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47915&o=2

$end


$info=narc,narc3,narc2,
$bio

NARC (c) 1988 Williams Electronics Games, Incorporated.

NARC is a graphically violent one or two-player side-scrolling shoot-em-up in which players take on the role of "Narcs"; futuristic police officers whose duty it is to either arrest or kill drug dealers, junkies and attack dogs as players fight to crush the criminal empire known as K.R.A.K. 

The Narcs have both machine guns and rocket launchers at their disposal and players can also pick up (confiscate) discarded drugs and money to earn extra points. These are totaled up at the end of each level. On many stages a special colour-specific 'Keycard' needs to be found before players can progress to the next section of the level. 

Narc's stages are as follows: 
* The Junkyard 
* K.R.A.K. Street 
* The Bridge 
* Sunset Strip 
* Skyhigh's Nursery 
* Downtown 
* Red Level 1 
* Blue Level 2 
* Mr. Big's Office 
* Inner Sanctum 
* Jackpot!

- TECHNICAL -

Williams Z Unit hardware

Main CPU : TMS34010 (@ 6 Mhz)
Sound CPU : (2x) M6809 (@ 2 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.57958 Mhz), (2x) DAC, HC55516 (@ 3.57958 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 4

- TRIVIA -

NARC was released in December 1988 and was the first arcade game to use a 32-bit processor (TMS34010).

Max Force (Player One) was a part of Acclaim's (who made the NES version of NARC) 'Power Team' along with Tyrone ("Arch Rivals"), Kuros (Wizards and Warriors/Ironsword), Bigfoot (the monster truck) and Kwirk the tomato, in an animated series featuring the characters. Three of the NARC bosses : Mr. Big, Dr. Spike Rush and Joe Rockhead were the villains on the series.

Grunge band the Pixies released a cover of the tune from level 2-1 of this game in 1991 as 'Theme From Narc', as a B-side to the single 'Planet Of Sound'. It can also be found on the later 'Pixies Complete B-Sides' album.

A NARC unit appears in the 1990 movie 'Don't Tell Her It's Me', in the 1990 movie 'Teenage Mutant Ninja Turtles' and in the 1991 movie 'Terminator 2 - Judgment Day'.

- TIPS AND TRICKS -

* While coming out of any door, move the joystick Left. IMMEDIATELY after your character appears, move the joystick Up. If you do everything correctly, your cop will be 'stuck' to the wall, and will be able to walk on the wall to the next stage.

* Specific Advice For The Same Trick : an easy way to get free lives is on the first level. Right after you leave the subway, keep your joystick pointed up. If you do this, you will 'stick' to the wall and nobody can touch you, though you can arrest tons of people (50 is the max). You can do this in other levels, though it does not seem to be as useful. One problem occurs right when you get out of the subway. There is a barrel which obstructs your path in/on the wall. You can just rocket it away if there are people behind the barrel (in respect to you). You can stay on the wall all the way to the passkey spot and into the door.

* To get ridiculous numbers of points and free men, you need to get to the end of the game, or at least where Mr. Big is. Once you've killed him (the little one *and* the big one), and you get to enter the treasure vault, just collect all the big gold blocks, and just wait. Don't do anything, just wait. After a while, the machine will send a pack of those annoying dogs after you. Let them kill you. You'll be sent back a stage in the game. And you have to fight your way back to the next 'bonus' exit door... once you do, mega-points and mega-men.

* Note the automatic teller machines present in a few places. March your character up to the machine and push into it; it should start spitting out money (evidence). Not HUGELY useful, but it's still kind of neat.

- STAFF -

Design Team : Eugene Jarvis (DRJ), George N. Petro (GNP), Todd Allen (TRA), Larry DeMar (LED), Jack E. Haeger (JEH), John Newcomer (JRN), Tim Elliott (TJE), Mark Loffredo (ML ), (LIN), Glenn Shipp (GWS), Al Lasko (AL ), (JRH), (J P), Doug Watson (DTW), (D P), Ray Czajka (RAY), Warren Davis (WBD), (KJF), (NDN), (J B), Steve Ritchie (SSR)

Music : Brian Schmidt (BLS), Marc LoCascio ('Busted Rap') (ML )
Audio system programming, Sounds, & Speech : Marc LoCascio

- PORTS -

* Consoles : 
Nintendo NES [US] (August 1990) "NARC [Model NES-NQ-USA]" 
Sony PlayStation 2 [AU] (2004) "Midway Arcade Treasures 2" 
Microsoft XBOX [US] (October 11, 2004) "Midway Arcade Treasures 2 [Model MWO-3201W]" 
Nintendo GameCube [US] (October 11, 2004) "Midway Arcade Treasures 2 [Model DOL-GAYE-USA]" 
Sony PlayStation 2 [US] (October 11, 2004) "Midway Arcade Treasure 2 [Model SLUS-20997]" 
Microsoft XBOX [EU] (October 29, 2004) "Midway Arcadee Treasures 2" 
Sony PlayStation 2 [EU] (October 29, 2004) "Midway Arcade Treasure 2 [Model SLES-52844]"
Microsoft XBOX [US] (March 22, 2005) as an unlockable in "NARC" 
Microsoft XBOX [EU] (May 27, 2005) as an unlockable in "NARC" 
Sony PlayStation 2 [US] (March 22, 2005) as an unlockable in "NARC [Model SLUS-20730]" 
Sony PlayStation 2 [EU] (July 1, 2005) as an unlockable in "NARC" 

* Computers : 
Amstrad CPC [EU] (1990) 
Atari 800 [EU] (1990) 
Commodore Amiga [EU] (1990) 
Commodore C64 [EU] (1990) 
Commodore C64 [US] (August 8, 1990) 
Atari ST [EU] (1990) 
Sinclair ZX Spectrum [EU] (1991) 
PC [MS Windows, CD-ROM] [US] (February 17, 2006) "Midway Arcade Treasures Deluxe Edition"
PC [MS Windows, CD-ROM] [EU] (February 24, 2006) as an unlockable in "NARC" 
PC [MS Windows, CD-ROM] [EU] (March 17, 2006) "Midway Arcade Treasures Deluxe Edition" by Zoo Digital Publishing 

* Others : 
LCD handheld game [US] (1989) : released by Acclaim.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1724&o=2

$end


$nes=narc,narcr,
$bio

NARC (c) 1990 Acclaim Entertainment, Incorporated.

- TRIVIA -

This game was a tie-in with the Just Say No campaign which encourage youths to avoid the use of Drugs. Ironically, despite NARC's anti-drug theme being portrayed like in the arcade game, the game's message on the Narcmobile's license plate was altered from "Say no or die" (which was intended to scare players straight) to "Just Say No".

This game has several details of censorship which differ from the arcade game:

* The enemy group in the arcade game is known as K.R.A.K., but due to Nintendo's censorship policies, the enemy group was renamed K.W.A.K.

* In the start of Stage 3, the arcade's profile of Joe Rockhead is that of "a PCP addict". In the NES version however, Joe's been profiled as simply "an addict".

* In the arcade game, there was slightly visible bloodshed when a player got shot, and when some enemies (particularly the Das Lof gang) are destroyed with the rocket bombs, pieces of them are shown. In the NES version though, the violence has been censored, but the mild gore was reduced in intensity.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55390&o=2

$end


$amigaocs_flop=narc,
$bio

NARC (c) 1990 Ocean Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74600&o=2

$end


$cpc_cass=narc,
$bio

Narc (c) 1990 Ocean Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98376&o=2

$end


$ibm5150,ibm5150_cass=narco,
$bio

Narco Police (c) 1989 Iron Byte

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83670&o=2

$end


$msx1_cass=narcopol,narcopola,
$bio

Narco Police (c) 1990 Dinamic Software [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94871&o=2

$end


$cpc_cass=narcopola,
$bio

Narco Police (c) 1990 GBH

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98379&o=2

$end


$c64_cart,c64_flop=narco,
$bio

Narco Police (c) 1991 Dinamic Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53651&o=2

$end


$cpc_cass=narcopol,
$bio

Narco Police [Model IB-A-018] (c) 1990 Dinamic Soft. [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98378&o=2

$end


$pc98=nari,
$bio

Nari (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90216&o=2

$end


$gba=narikiri,
$bio

Narikiri Jockey Game - Yuushun Rhapsody [Model AGB-AYRJ-JPN] (c) 2001 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72023&o=2

$end


$megadriv=narnia3,
$bio

Narnia 3 (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56717&o=2

$end


$vectrex=narrowes,
$bio

Narrow Escape (c) 1983 GCE [General Consumer Electric]

Enter the stellar fortress of a 23rd century warlord whose evil intent is to dominate your home star system and enslave all its inhabitants.

Your mission is to navigate through the narrow and fast-moving passages of the fortress and destroy the warlord's defense forces and his powerful arsenal.  Beware... the passages of the fortress will encircle you in 3-D terror while the warlord's defense systems will become more menacing. Will you succumb to the evil of the warlord or destroy him and make a Narrow Escape?!

Your goal in 3-D Narrow Escape is to successfully navigate your ship through the narrow, fast-moving passages of the warlord's fortress, destroy his defense forces and powerful arsenal, and avoid space debris. You'll also have to maneuver your ship through small holes in a series of walls where you'll pick up precious fuel cells that allow you to continue on your mission. If you pilot your ship successfully, you'll be faced with the warlord's own escape ship which you must hit several times to destroy it and liberate the star system for the warlord's tyranny.

Each level gets more difficult as everything will move faster, your fuel will be consumed more quickly, the holes in the walls will get smaller, and you'll face more menacing defense forces.

- TECHNICAL -

Joystick: Push forward to move your ship down, backward to move it up. Push left and right to move ship sideways.
Button 1: Unused.
Button 2: Unused.
Button 3: Unused.
Button 4: Fire.

- SCORING -

Destroying Each Enemy Ship in The Defense Force: 50 x Level Number
Capturing Fuel Cells: 100 points
Hitting Warlord's Escape Ship: 50 points
Destroying Warlord's Escape Ship: 500 points

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82226&o=2

$end


$pc98=narumj,
$bio

Naru Mahjong (c) 1995 Libido [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90217&o=2

$end


$snes=naruhodo,
$bio

Naruhodo! The World [Model SHVC-QV] (c) 1994 Tomy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61860&o=2

$end


$megadriv=naruto,
$bio

Naruto (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56718&o=2

$end


$wscolor=naruto,
$bio

Naruto - Konoha Ninpouchou [Model SWJ-BANC38] (c) 2003 Bandai Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86472&o=2

$end


$gba=narutoks,
$bio

Naruto - Konoha Senki [Model AGB-AUEJ-JPN] (c) 2003 Tomy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72024&o=2

$end


$gba=narutoncj,
$bio

Naruto - Ninjutsu Zenkai! Saikyou Ninja Daikesshuu [Model AGB-A7AJ-JPN] (c) 2003 Tomy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72025&o=2

$end


$gba=naruton2j,
$bio

Naruto - Saikyou Ninja Daikesshuu 2 [Model AGB-BN2J-JPN] (c) 2003 Tomy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72026&o=2

$end


$gba=narutrpg,
$bio

Naruto RPG - Uketsugareshi Hi no Ishi [Model AGB-BNRJ-JPN] (c) 2004 Tomy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72027&o=2

$end


$nes=naruto,
$bio

Naruto RPG (c) 200? Nanjing.

- TECHNICAL -

Game ID: NJ081

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76880&o=2

$end


$x68k_flop=nasakemf,
$bio

Nasake Muyou Fire 2! (c) 1994 Yamaco

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88472&o=2

$end


$x68k_flop=nmfire,
$bio

Nasake Muyou Fire! (c) 1992 Unknown.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95279&o=2

$end


$info=nascar,nascarl,nascar_301,nascar_340,nascar_350,nascar_400,nascarl_301,nascarl_340,nascarl_400,nascar_352,nascarl_350,nascarl_352,
$bio

NASCAR (c) 2005 Stern Pinball, Incorporated.

- TECHNICAL -

Stern Whitestar II

Main CPU : Motorola M6809 (@ 2 MHz)
Sound CPU : Atmel AT91 (@ 40 MHz)
Display CPU : Motorola M6809 (@ 4 MHz)
Sound Chip : DMA-driven DAC

- TRIVIA -

Produced by Pat Lawlor Design for Stern Pinball. NASCAR was released in August 2005.

This game features voice over by Allen Bestwick, NASCAR television analyst for NBC. Music tracks include recording artist Sammy Hagar's "I Can't Drive 55", a popular tune among NASCAR fans.

This game was released outside of North America as "Grand Prix", and features F-1 racers.

- UPDATES -

CPU Release Version : 1.00
- Initial release for production.

CPU Release Version : 1.02
Date : August 4, 2005
- Dot Matrix Test, Lock kicking, and Clear Balls Test fixed in diagnostics.
- Fixed problems with tilt handling
- Fixed scoring bug in bonus count
- Fixed some glitches with RACE letters on left ramp and drop targets
- Improvements to lamp effects and sound sequencing
- Fixed bug in Road Course handing out extra CHAMP1 letters.

CPU Release Version : 1.03
Date : August 9, 2005
- Improvements to pit road lock release
- Improvements to Competition mode 
- Compensation for broken spinning car motor added
- Compensation for broken drop targets added
- Improvements between speedshot/hard racin and garage mode starts
- Race Multiball improved with better grace periods
- Scanner award fixed when running inside a mode
- Improvements to lamp effects and speech calls
- Ball Clear test in diagnostics improved
- Bump 'n' Win default values changed slightly

CPU Release Version : 1.04
Date : August 10, 2005
- Changed BUMP 'N' WIN adjustment display 
- Updated coinage settings for different countries
- Fixed some display bugs in Champion Challenge
- Fixed CHAMP1 LETTERS audit
- Some improvements to mode sounds

CPU Release Version : 3.00
Date : September 8, 2005
- Added System Adjustments 53-55 to enable flipper power modification for games in the field that need it.
- Installs menu in Portals has been fixed to exit correctly.
- Right ramp diverter now helps the player spell R-A-C-E quicker by sending the ball to the best flipper for the next shot.
- Improved timing on lower track diverter.
- Fixed some game adjustment ranges that could go out of bounds.
- Fixed a hanging lamp in the outlanes after a game was completed.
- Hanging jackpot at the end of Happy Hour corrected.
- Fixed the problem with balls staying on the track after Hauler Ride.
- Fixed the ball saver that was supposed to save airballs that landed on the track and fell into the lower drain. This saver also saves balls  that are misfired by the autoplunger.
- Fixed problem with two balls kicking out in some single-ball modes when a ball drained early in the mode.
- Improved Accelerator Saver when the ball hits the car and quickly drains.
- Made accelerator driver use the TRACK ADJUST adjustments now.
- Made the Garage Mode goals in Feature Adjustments work correctly now.
- Fixed search in Race Multiball with a ball on the track.
- Some display improvments to Champion Challenge
- Some display improvments to Bump and Run
- Some display improvments to Gas And Go background display.
- ToPS tournament text fixed for spanish-language versions.
- Replay value now shown in attract mode.
- New Taiwan and South Africa coin settings
- Improved coin-in effects
- Improved flashers in some parts of the game
- Fixed CHAMP1 Letter count in Instant Info
- Clear Balls test in Portals fixed to launch balls correctly.

DISPLAY Release Version : 3.01
Date : September 8, 2005
CPU Release Version : 3.01
Date : September 12, 2005
- Fixed DIP settings for Taiwanese coinage
- Softened kick on truck eject
- Service Credit button works correctly after changing volume now
- Game does not search endlessly if there are no balls in the trough

DISPLAY Release Version : 3.03
Date : September 23, 2005
- New Norway pricing

DISPLAY Release Version : 3.02
Date : September 21, 2005
- Fixed Leader Board Types that always displayed 5th Place

CPU Release Version : 3.10
Date : September 23, 2005
- Truck kicker eject softened to keep balls from flying off the ramp
- Fixed glitch in track test in diagnostics
- Improved coin-in lamp effects
- Fixed Grand Champion reset
- Extra Ball properly awards points in all modes of ToPS play
- Game obeys the Special % adjustment properly
- Fixed case where Champion Challenge would be lit again after it's end
- Made LOCK DIFFICULTY not reset R-A-C-E lamps at the start of each ball when set to 'Extra Hard'
- Fixed game restart at match and game over sequences
- ToPS improvements for South Africa

CPU Release Version : 3.30
Date : September 28, 2005
- printer utility fixed due to bank overflow error
- Better compensation for a malfunctioning Test Car
- More intelligent coil firing algorithm for the truck kicker.
- Right ramp diverter logic improved to help player complete RACE letters quicker.

CPU Release Version : 3.40
Date : October 4, 2005
- Changed car mechanism driver to prevent fatigue on release coil bracket.
- Fixed multiball sequence when there are only 2 balls playable in the game
- Fixed coil diagnostics to properly wrap at the end of the list.

CPU Release Version : 3.50
Date : October 7, 2005
- Changed UK1 pricing table settings.

CPU Release Version : 3.51
Date : October 12, 2005
- Fixed glitch in switch test diagnostics.

CPU Release Version : 3.52
Date : October 13, 2005
- Fixed another glitch in switch test diagnostics.

CPU Release Version : 4.00
Date : October 25, 2005
- Improved the driver for the car mechanism to prevent wear on the release coil latch.
- Improved and more efficient firing of lower track exit diverter.
- Better compensation when the Test Car switch is broken. Modes will start properly now.
- Improved speech, lamp effects, and choreography.
- Russian coinage and tournament settings added.

DISPLAY Release Version : 4.00
Date : October 26, 2005
- Russian coinage and tournament settings added.

- STAFF -

Concept : Pat Lawlor (PML)
Designers : Louis Koziarz, Pat Lawlor
Artwork : John Youssi (J Y)
Software : Louis Koziarz, Chip Curtis
DMD Animation : Adam Rhine, Greg Dunlap
Mechanics : John Krutsch (JRK), John Filz
Music & Sounds : Chris Granner (C G)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5320&o=2

$end


$n64=nascar2k,
$bio

NASCAR 2000 (c) 1999 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57849&o=2

$end


$gbcolor=nascar2k,
$bio

NASCAR 2000 [Model CGB-BN2E-USA] (c) 2000 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68429&o=2

$end


$saturn,sat_cart=nascar98f,nascar98g,nascar98,
$bio

NASCAR 98 (c) 1998 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60356&o=2

$end


$saturn,sat_cart=nascar98u,
$bio

NASCAR 98 [Model T-5028H] (c) 1997 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60090&o=2

$end


$n64=nascar99,nascar99u,
$bio

NASCAR 99 (c) 1998 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57850&o=2

$end


$info=sgnascar,
$bio

NASCAR Arcade (c) 2000 Sega.

- TECHNICAL -

Runs on the Sega "Hikaru" hardware.

- TRIVIA -

NASCAR Arcad was released in September 2000.

Advertised as the first officially licensed NASCAR coin-op racing game.

The music for this game was done by a Japanese band named "Sons of Angels", which was later named "Crush 40".

This game was also developed by Electronic Arts, but presented by Sega.

- TIPS AND TRICKS -

Secret Course : There is a Secret TEAM SEGA racecourse hidden in the game that unlocks after 700 plays. To access this course the players must do the following : Before inserting coins, put gearshift in Neutral! When selecting racecourse, shift gearshift 4th to 2nd to 1st to 3rd, and step on the brake. The TEAM SEGA Course should appear.

Drivers : There are three secret drivers in this game. To access these drivers players must do the following :

DALE EARNHARDT, Jr. - Select Dale Earnhardt, Sr (1951-2001), Car #3, put the shifter into 3rd gear and press on the brake pedal. Dale Jr.'s car will appear.

ADAM PETTY (1980-2000) - Select Kyle Petty. Car #44, step on brake pedal and shift 4th to neutral to 4th, Adam's Car will appear.

RICHARD PETTY - Select Kyle Petty, Car #44 and shift up to 1st gear. Richard Petty's #43 STP Special Retro Car will appear.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4096&o=2

$end


$gbcolor=nascchal,
$bio

NASCAR Challenge [Model CGB-CGB-VNCE-USA] (c) 1999 Hasbro Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68431&o=2

$end


$gba=nascr2k2,
$bio

NASCAR Heat 2002 [Model AGB-ANHE-USA] (c) 2002 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72002&o=2

$end


$gbcolor=nascheat,
$bio

NASCAR Heat [Model CGB-BNHE-USA] (c) 2000 Hasbro Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68432&o=2

$end


$gbcolor=nascrace,
$bio

NASCAR Racers [Model CGB-BNRE-USA] (c) 2000 Hasbro Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68433&o=2

$end


$info=nascom2,nascom2c,
$bio

Nascom 2 (c) 1979 Nascom Microcomputers.

The Nascom 2 was a single-board computer kit issued in 1979 based on the Zilog Z80 and including a keyboard and video interface, a serial port that could be used to store data on a tape cassette using the Kansas City standard, and two 8-bit parallel ports.

- TRIVIA -

Introduced in December 1979.

At this time, including a full keyboard and video display interface was uncommon, as most microcomputer kits were then delivered with only a hexadecimal keypad and seven-segment display. To minimize cost, the buyer had to assemble a Nascom by hand-soldering about 3,000 joints on the single circuit board.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95299&o=2

$end


$intv=soccer,
$bio

NASL Soccer (c) 1979 Mattel Electronics.

KICKOFF! The ball is yours, now move it downfield! Teamwork and footwork are the name of this game. The defense is pressing... PASS to a teammate! Get the ball in close to your opponent's goal. Move quickly... evade the defense... keep the ball inbounds. You're in the goal area. Fake out the goalie and shoot! IT'S A SCORE!

- TECHNICAL -

Model 1683

- TIPS AND TRICKS -

* COORDINATE Direction Disc with Pass and Shoot buttons. When both controls work together smoothly, you have an edge.

* LEARN TO PASS effectively. Watch how players move off and on-screen, as the screen pans. make the panning effect work to your advantage with off-screen passing.

* On long passes, use the faster SHOOT button, rather than the PASS button. The faster speed will carry the ball farther before it slows down, with less chance of interception.

* WATCH YOUR AIM. Wild shots and passes may be intercepted or travel out of bounds.

* LOOK OUT FOR THE DEFENSE. Man with the ball can't run as fast as the Defensive Captain. If pressed too close, pass the ball.

* MANEUVER THE GOALIE. Learn to play goalie and Defensive Captain simultaneously. Practice makes it easy.

* If your DEFENSIVE CAPTAIN falls too far behind the man with the ball, let your man drop back completely off-screen. He will reappear on-screen in front of the man with the ball.

* Remember that the BEST DEFENSE IS A GOOD OFFENSE. Get possession of the ball and keep possession until you score!

- STAFF -

Program: Kevin Miller

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60922&o=2

$end


$info=nastar,
$bio

Nastar (c) 1988 Taito.

Export version. For more information about the game itself, please see the original Japanese version entry; "Rastan Saga II".

- TECHNICAL -

Taito B System hardware
Game ID : B81

- TRIVIA -

Nastar was released in March 1989.

- SERIES -

1. Rastan (1987)
2. Nastar (1988)
3. Warrior Blade - Rastan Saga Episode III (1991)

- PORTS -

* Consoles : 
Sony PlayStation 2 [AU] (March 30, 2006) "Taito Legends 2 [Model SLES-53852]" 
Microsoft XBOX [EU] (March 31, 2006) "Taito Legends 2" 
Sony PlayStation 2 [EU] (March 31, 2006) "Taito Legends 2 [Model SLES-53852]" 

* Computers : 
PC [MS Windows, CD-ROM] [EU] (March 31, 2006) "Taito Legends 2"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1725&o=2

$end


$info=nastarw,
$bio

Nastar Warrior (c) 1988 Taito America Corp.

North American version. For more information about the game itself, please see the original Japanese version; "Rastan Saga II".

- TECHNICAL -

Taito B System hardware
Prom Sticker : B81

- TRIVIA -

Nastar Warrior was ieleased in March 1989 in North America.

This game is known in Japan as "Rastan Saga II" and outside Japan as "Nastar".

- SERIES -

1. Rastan (1987)
2. Nastar Warrior (1988)
3. Warrior Blade - Rastan Saga Episode III (1991)

- PORTS -

* Consoles : 
Sega Genesis [US] (1990) "Rastan Saga II" 
Sony PlayStation 2 [US] (May 16, 2007) "Taito Legends 2 [Model SLUS-21349]" 

* Computers : 
PC [MS Windows, CD-ROM] [US] (July 10, 2007) "Taito Legends 2"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1726&o=2

$end


$pc8801_flop=natera88,
$bio

NATERA88 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92465&o=2

$end


$amigaocs_flop=natnever,
$bio

Nathan Never (c) 1993 Genias

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74603&o=2

$end


$msx2_flop=fs4600,
$bio

National FS-4600 (c) 1986 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101879&o=2

$end


$msx2_flop=fs4700,
$bio

National FS-4700 (c) 1986 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101880&o=2

$end


$msx2_flop=fs5000,
$bio

National FS-5000 (c) 1986 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102175&o=2

$end


$msx2_flop=fs5500,
$bio

National FS-5000 F1/F2 (c) 1985 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101881&o=2

$end


$msx1_cart=natbhjis,
$bio

National FS-SR022 MSX Bunsetsu Henkan Jisho (c) 1985 Matsushita [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77301&o=2

$end


$msx1_cart=natjis,
$bio

National FS-SR022 MSX-Jisho (c) 1985 Matsushita [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77302&o=2

$end


$info=natodef,natodefa,
$bio

NATO Defense (c) 1982 Pacific Novelty.

A 2-D maze game where you run over mines and shoot enemies for points. Sections of walls can be shot, and there are 'dumps' where you can pick up more shots to shoot at your enemies. Be careful, though, as your enemies can also shoot you.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1 Mhz)

Screen orientation : Horizontal
Video resolution : 256 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 16

Players : 2
Control : 4-way joystick
Buttons : 1 (FIRE)

- TRIVIA -

Released in July 1982.

NATO Defense uses an 8-minute cassette loop with simulated talk over communication lines. Key word here is 'simulated' -- various pseudo-accents are taken, some saying things like 'You got the wrong war'. Last long enough in the round, and the background voice will say 'good playing. You should be in the infantry'.

Paul Barrette holds the official record for this game with 1,113,000 points.

- UPDATES -

There are 2 different sets of mazes for the game. The alternate mazes version depends more on open spaces.

- SCORING -

Running over a mine : 10 points
First Enemy Tank shot : 100 points
Second Enemy Tank shot : 500 points
Third Enemy Tank shot : 1000 points
Fourth Enemy Tank shot : 2000 points
(the second, third and fourth enemy tank must be shot almost immediately after each other, otherwise you'll get 100 points for each tank you shoot)

- TIPS AND TRICKS -

There is a built-in speed-up for the game. Swapping ROM K4 with ROM J4 and ROM C4 with ROM B4, will give the player a new set of mazes. The tech note describing this 'speed-up' also notes that the diagnostic mode the Checksums displayed will not match, but this is normal and OK.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1727&o=2

$end


$pc8801_flop=natsunow,
$bio

Natsu no Wells (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92483&o=2

$end


$pc98=natsudam,
$bio

Natsudama - Summer Ball (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90218&o=2

$end


$psx=natsuiro,
$bio

Natsuiro Kenjutsu Komachi [Model SLPS-02665] (c) 2000 Nec InterChannel, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85470&o=2

$end


$info=natsuiro,
$bio

Natsuiro Mahjong (c) 1989 Video System.

- TECHNICAL -

Main CPU : (2x) Zilog Z80 (@ 6 Mhz)
Sound Chips : YM2413 (@ 3.579545 Mhz), OKI MSM5205 (@ 384 Khz)

Screen orientation : Horizontal
Video resolution : 352 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048

Players : 1

- TRIVIA -

The title of this game translates from Japanese as 'Mahjong Summer Job'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1728&o=2

$end


$snes=natsuki,
$bio

なつきクライシスバトル (c) 1995 Angel.
(Natsuki Crisis Battle)

Natsuki Crisis Battle is a fighting game published by Angel. The player takes control of the cute high-school student named Kisumi Natsuki and a grand total of eight playable fighters are available. As expected, each one of them comes with different abilities and moves. An interesting, and unusual feature of Natsuki Crisis Battle is the dizziness bar located below the character's lifebar. Get in the red and the character will be incapable of inflicting any damage nor parry. Other than a standard story mode, Natsuki Crisis Battle lets the player fight in a traditional versus mode and a sort of time attack mode called hyaku where the player's progress can be saved using a password system. Finally, and not the least, an edit mode is also available. But do not expect here any in depth editing of the characters, only basic attributes can be changed and tuned up.

- TECHNICAL -

Cartridge ID: SHVC-ACBJ-JPN

- TRIVIA -

Released on April 21, 1995 in Japan for 10800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61861&o=2

$end


$snes=natschwr,
$bio

Natsume Championship Wrestling [Model SNS-7W-USA] (c) 1994 Natsume [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63341&o=2

$end


$gba=natural2,
$bio

Natural 2 Duo [Model AGB-AN2J-JPN] (c) 2002 Omega Micott

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72028&o=2

$end


$ti99_cart=nature,
$bio

Nature's Way (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84658&o=2

$end


$info=naughtyb,naughtyba,naughtybc,
$bio

Naughty Boy (c) 1982 Jaleco.

A maze/shooting game. 

On this fun game the player controls a naughty boy who goes through the forest and must defend himself throwing rocks at monsters to destroy them. The longer you hold down the fire button, the farther your character can throw rocks. The boy must avoid a variety of monsters and obstacles while attempting to make it to the top of each level and proceed on to the next. There are a number of flags at the top of each level on a fortress that must be destroyed in order to proceed to next level.

Occasionally, there is a bonus round where your character fly back and forth at the top of the screen in a hot-air balloon in an attempt to drop rocks down upon a big monster that is running at the bottom of the screen to hit directly over his head. There is a fuel gauge that determines when the bonus round will end.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 1.5 Mhz)
Sound Chips : TMS36XX (@ 0.35 Khz), Custom (@ 0.35 Khz)

Players : 2
Control : 4-way joystick
Buttons : 1

- TRIVIA -

Naughty Boy was released in March 1982.

This is the first game manufactured by Jaleco Co., Ltd.

Licensed to Cinematronics for US manufacture and distribution (June 1982).

The bootlegs of this game made it into the arcades before the official release did.

Jaleco Co., Ltd. was established in 1972 as producer and developer of arcade game equipment. In 2001, Hong Kong based company PCCW acquired Jaleco. So, they changed their name to 'PCCW-Japan'. They returned to their original name in 2004. However, their games flopped. All of their video game business was transfered to game yarou in January 2009.

Kim French holds the official record for this game with 5,345,060 points.

- TIPS AND TRICKS -

* It is much easier to rack up a high score in the Jaleco version of this game (versus the Cinematronics version). On the Jaleco version, the Naughty Boy can sit between the two fences on the first level (left hand side) and kill monsters with ease, racking up points. The Cinematronics version eliminates this exploit by removing a section of the fence.

* Once you have bombed an enemy and they are stunned, bomb them again to earn more points and cause them do disappear for a bit.

* Be sure to bomb the purple question marks - they grant the Naughty Boy invulnerability for a short period.

* Keep in mind that you can vary the distance of the Naughty Boy's projectiles - the longer you hold down the button, the further the projectiles go.

- PORTS -

* Consoles :
Casio PV-1000

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1729&o=2

$end


$info=m3nnice,
$bio

Naughty But Nice (c) 198? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41188&o=2

$end


$info=nmouse,nmouseb,
$bio

Naughty Mouse (c) 1981 Amenip.

Naughty Mouse, also known as Woodpecker, is a platform arcade game where the player must take control of Naughty Mouse, who must make it from his own house at the bottom of the screen to his girlfriend's house at the top. There are several differently colored woodpeckers that hatch from the large eggs positioned on the left and right sides of the screen, which set out to stop him. The player has a single button with which to make Naughty Mouse jump over them. Some of the ladders may also become electrified after Naughty Mouse has climbed them, forbidding him to go back down them again on pain of death. Once he has reached his girlfriend's house, he will receive the stage's remaining time as bonus points and proceed to the next stage. The main difference between Naughty Mouse and Woodpecker is the color palettes, and stage arrangements.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : Namco (@ 96 Khz)

Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.61 Hz
Palette Colors : 16

Players : 2
Control : 4-way joystick

- TRIVIA -

Also licensed to Palcom Queen River for distribution.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1730&o=2

$end


$info=smi6610,
$bio

Naughty Nickels (c) 199? Bally Gaming, Incorporated.

3-Coin Multiplier slot.

- TECHNICAL -

SMI # 6610
Part number: E597111X-05
Art form: CB7-5001
Hit Frequency: 19,52
Max-Coin percentage: 82,5%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=45366&o=2

$end


$amigaocs_flop=naughty,
$bio

Naughty Ones (c) 1994 Interactivision

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74604&o=2

$end


$msx1_cart=nausicaa,
$bio

Nausicaä (c) 1984 Technopolis Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77303&o=2

$end


$pc8801_flop=nausicaa,
$bio

Nausicaä Adventure Game (c) 1984 Tokuma Shoten Intermedia, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92484&o=2

$end


$info=nautilus,
$bio

Nautilus (c) 1984 Playmatic.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=10024&o=2

$end


$info=navarone,
$bio

Navarone (c) 1980 Namco.

A battleship shooting game from namco.

The player controls a battleship which must move around the edge of an island trying to shoot the dot obstacles, mines and a central skull enemy to earn points and while avoiding the bullets fired at it by the indestructible gun turrets. If it should get hit by one, it will lose a life, but once it has cleared the island, the remaining time will be added to its score (in 100-point increments), and it will proceed to the next round.

- TECHNICAL -

Main CPU : Intel 8080 (@ 2.048 Mhz)
Sound Chips : Custom (@ 2.048 Mhz)

Players : 2
Control : 2-way joystick
Buttons : 1

- TRIVIA -

Navarone was released in February 1980 in Japan.

It is the first of three monochromatic arcade games which were developed by Namco during the early part of that year; the other two are "Kaitei Takara Sagashi" and "SOS".

The name of the game was chosen after a 1957 novel about the WWII "The Guns of Navarone" by Scottish writer Alistair MacLean, that was made later into a film of the same name in 1961 is based on ficticious Greek island of Navarone.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1731&o=2

$end


$psx=navitjap,
$bio

Navit [Model SLPS-01530] (c) 1998 Artdink Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85471&o=2

$end


$pc8801_flop=navitune,
$bio

Navitune (c) 1989 Kogado Studio [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92485&o=2

$end


$msx2_flop=navitune,
$bio

Navitune (c) 1989 Kogado Studio [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101882&o=2

$end


$pc98=navitune,
$bio

Navitune (c) 1990 Kogado Studio [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90219&o=2

$end


$nes=navyblue,
$bio

Navy Blue (c) 1992 I'Max

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54436&o=2

$end


$gameboy=navybl90,
$bio

Navy Blue 90 [Model DMG-N9J] (c) 1990 Use Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66568&o=2

$end


$gameboy=navybl98,
$bio

Navy Blue 98 [Model DMG-A98J-JPN] (c) 1998 Use Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66569&o=2

$end


$msx1_cass=navymove,navymoves,navymovesa,
$bio

Navy Moves (c) 1988 Dinamic Software [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94872&o=2

$end


$cpc_cass=navymove,
$bio

Navy Moves (c) 1991 Hit Squad, The [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98382&o=2

$end


$cpc_cass=2navarmy,
$bio

Navy Moves + Army Moves (c) 1989 Dinamic Soft. [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98383&o=2

$end


$amigaocs_flop=navymovea,
$bio

Navy Moves [Hit Squad] (c) 1989 Dinamic Software [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74605&o=2

$end


$cpc_cass=navymoves,
$bio

Navy Moves [Model AMS 890026] (c) 1988 Dinamic Soft. [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98380&o=2

$end


$amigaocs_flop=navymove,
$bio

Navy Moves [Top Hits] (c) 1989 Dinamic Software [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74606&o=2

$end


$c64_cart,c64_flop=navyseal,
$bio

Navy SEALs (c) 1990 Ocean

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53652&o=2

$end


$amigaocs_flop=navyseal,
$bio

Navy Seals (c) 1991 Ocean Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74607&o=2

$end


$gameboy=navyseal,
$bio

Navy Seals (c) 1991 Ocean Software, Limited.

- TECHNICAL -

Game ID: DMG-NV-USA

- STAFF -

Coding: John Brandwood
Sprites: Don McDermott
Backgrounds: Don McDermott
Bitmaps: Simon Butler, Martin McDonald, Steve Thomson
Music: Matthew Cannon
FX: Matthew Cannon
Producer: David Ward

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66570&o=2

$end


$pce=naxopen,
$bio

Naxat Open (c) 1989 Naxat Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58658&o=2

$end


$pce=naxstad,
$bio

Naxat Stadium (c) 1990 Naxat Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58659&o=2

$end


$sms=aztecadv,
$bio

ナスカ'88 (c) 1987 Sega Enterprises, Limited.
(Nazca '88)

- TECHNICAL -

Game ID: G-1335

- TRIVIA -

Released on September 20, 1987 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55851&o=2

$end


$pc8801_flop=nazodemo,
$bio

Nazo Demo 3 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92486&o=2

$end


$famicom_flop=nazokabe,
$bio

謎の壁 ブロックくずし (c) 1986 Konami Industry Company, Limited.
(Nazo no Kabe - Block Kuzushi)

- TECHNICAL -

Cartridge ID: KDS-NZN

- TRIVIA -

Released on December 13, 1986 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65408&o=2

$end


$pce=nazomasq,
$bio

Nazo no Masquerade (c) 1990 Masiya

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58660&o=2

$end


$nes=nazomfds,
$bio

Nazo no Murasamejou (c) 19?? Whirlwind Manu

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84075&o=2

$end


$gba=f_nazo,
$bio

謎の村雨城 (c) 2004 Nintendo Company, Limited.
(Nazo no Murasame Jou)

- TECHNICAL -

Famicom Mini series
Cartridge ID: AGB-FNMJ-JPN

- TRIVIA -

Released on August 10, 2004 in Japan.

- STAFF -

Executive Producer: Hiroshi Yamauchi (H.Yamauchi)
Producer: K. Kato
Director: M. Maeda
Designer: M. Maeda, K. Honda
Programmer: A. Hashimoto, M. Nakagawa, R. Chiba
Sound Composer: Koji Kondo (K.Kondo)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70634&o=2

$end


$famicom_flop=nazomura,
$bio

????? (c) 1986 Nintendo Company, Limited.
(Nazo no Murasamejou)

- TECHNICAL -

Cartridge ID: FMC-NMJ

- TRIVIA -

Released on April 14, 1986 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65409&o=2

$end


$x68k_flop=nazors,
$bio

Nazo no Rooguu Shuu (c) 19?? Team-ms

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88473&o=2

$end


$wswan=nazoou,
$bio

Nazo Ou Pocket [Model SWj-BVL001] (c) 1999 Bandai Visual

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86362&o=2

$end


$pc98=nazopuyo,nazopds7,
$bio

Nazo Puyo (c) 1984 Compile

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90220&o=2

$end


$gamegear=nazpuyo2,
$bio

Nazo Puyo 2 [Model G-3413] (c) 1993 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64738&o=2

$end


$gamegear=nazpyoar,nazpyoarp,
$bio

Nazo Puyo Arle no Roux (c) 1994 Sega Enterprises, Limited.

- TECHNICAL -

[Model G-3357]

- TIPS AND TRICKS -

* Sound test: At the title screen, enter Up, Up, Down, Down, Left, Right, Left, Right, 2, 1.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64739&o=2

$end


$gamegear=nazopuyo1,nazopuyo,
$bio

Nazo Puyo [Model G-3224] (c) 1993 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64737&o=2

$end


$famicom_flop=nazoraa2,
$bio

?????????? ??????? ?2? (c) 1987 Sunsoft
(Nazoraa Land Dai 2 Gou)

- TECHNICAL -

Cartridge ID: SSD-NZB

- TRIVIA -

Released on June 12, 1987 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65410&o=2

$end


$famicom_flop=nazoraa3,
$bio

?????????? ??????? ?3? (c) 1988 Sunsoft
(Nazoraa Land Dai 3 Gou)

- TECHNICAL -

Cartridge ID: SSD-NZC]

- TRIVIA -

Released on March 11, 1988 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65411&o=2

$end


$famicom_flop=nazoraa,
$bio

?????????? ??????? ??? (c) 1987 Sunsoft
(Nazoraa Land Soukan Gou)

- TECHNICAL -

Disk ID: SSD-NZL

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65412&o=2

$end


$famicom_flop=nazoraaq,
$bio

?????????? ??????? ~???????!~ (c) 1987 Sunsoft
(Nazoraa Land Zoukan Gou - Quiz Ou wo Sagase!)

- TECHNICAL -

Cartridge ID: SSD-NZP

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65413&o=2

$end


$info=nba_802,nba_500,nba_600,nba_700,nba_801,
$bio

NBA (c) 2009 Stern Pinball.

- STAFF -

Based on "Space Jam" playfield.
Playfield improvements by : John Borg

Primary programmer : Lonnie Ropp
Mode programmer : Lyman Sheets
Music : David D. Thiel
Sound Effects : David D. Thiel
Custom voice direction : David D. Thiel
Custom Speech : Tim Kitzrow

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31807&o=2

$end


$megadriv=nba2k,
$bio

NBA 2000 (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56696&o=2

$end


$megadriv=nba2k5,
$bio

NBA 2005 (c) 199? Glorysun

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56697&o=2

$end


$gbcolor=nba3on3,
$bio

NBA 3 on 3 featuring Kobe Bryant (c) 1999 Nintendo Company, Limited.

- TECHNICAL -

Model DMG-ACVE-USA

- TRIVIA -

Released on December 7, 1999.

- STAFF -

LEFT FIELD.PRODUCTIONS
LEAD PROGRAMMER: ARCADE JOHN BRANDWOOD
SECOND PROGRAMMER
EVERYTHING ELSE: DAVID ASHLEY
ARTWORK AND ANIMATION: ROBERT HEMPHILL
SOUND FX AND MUSIC: CHRIS LAMB
PRODUCTION AND DESIGN, JAMES MAXWELL

FOR NINTENDO
PRODUCTION EXECUTIVE: HENRY C. STERCHI
DEVELOPMENT COORDINATOR: EDWARD A. RIDGEWAY
PLAYER RATINGS: EDWARD A. RIDGEWAY
NBA LIASONS: COLIN PALMER, CHRISTIAN PHILLIPS
PACKAGING AND MANUAL: GREG RICHARDSON, DON JAMES, PHILLIP TAVEL, MICHELLE POWERS, JIM WORNELL
ADDITIONAL SUPPORT: NATIONAL BASKETBALL ASSOCIATION, GREG LASSEN, NBA, SHANA HOERNKE (NBA)
TESTING COORDINATION: MARC DOYAL
TERESA LILLYGREN: CHRIS DOLAN

PRODUCT TESTING STAFF
SPECIAL THANKS: MR. ARAKAWA, HOWARD LINCOLN, MR. FUKUDA, GAIL TILDEN, JOHN BAUER, KEN LOBB, MR. YAMASHIRO, ERICH WAAS, ARMOND WILLIAMS, DAVID BRIDGHAM, FARAN THOMASON

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68434&o=2

$end


$megadriv=nbaactp3,nbaactp2,nbaactp1,
$bio

NBA Action (c) 1994 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56699&o=2

$end


$megadriv=nbaact,
$bio

NBA Action (c) 1994 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57315&o=2

$end


$saturn,sat_cart=nbaact,
$bio

NBA Action (c) 1996 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60357&o=2

$end


$megadriv=nbaact95p25,nbaact95p24,nbaact95p23,nbaact95p22,nbaact95p21,nbaact95p20,nbaact95p19,nbaact95p18,nbaact95p17,nbaact95p16,nbaact95p15,nbaact95p14,nbaact95p13,nbaact95p12,nbaact95p11,nbaact95p10,nbaact95
$bio

NBA Action '95 (c) 1994 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56698&o=2

$end


$saturn,sat_cart=nbaact98,
$bio

NBA Action 98 (c) 1998 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60358&o=2

$end


$saturn,sat_cart=nbaact98u,
$bio

NBA Action 98 [Model 81124] (c) 1997 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60092&o=2

$end


$gamegear=nbaactp30,nbaactp29,nbaactp28,nbaactp27,nbaactp26,nbaactp25,nbaactp24,nbaactp23,nbaactp22,nbaactp21,nbaactp20,nbaactp19,nbaactp17,nbaactp16,nbaactp15,nbaactp14,nbaactp12,nbaactp13,nbaactp11,nbaactp10,
$bio

NBA Action Starring David Robinson [1993 Prototype] (c) 1993 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64722&o=2

$end


$gamegear=nbaact,nbaactp07,nbaactp06,nbaactp05,nbaactp04,nbaactp03,nbaactp02,nbaactp01,
$bio

NBA Action Starring David Robinson [Model 2409] (c) 1994 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64723&o=2

$end


$saturn,sat_cart=nbaactu,
$bio

NBA Action [Model 81103] (c) 1996 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60091&o=2

$end


$gameboy=nbaasc2,
$bio

NBA All Star Challenge 2 [Model DMG-H2-USA] (c) 1992 LJN, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66532&o=2

$end


$gameboy=nbaasc2j,
$bio

NBA All Star Challenge 2 [Model DMG-H2A] (c) 1993 Acclaim Japan [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66535&o=2

$end


$gameboy=nbaasc,
$bio

NBA All Star Challenge [Model DMG-AC-USA] (c) 1991 LJN, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66530&o=2

$end


$snes=nbaallstj,
$bio

NBA All-Star Challenge [Model SHVC-NB] (c) 1993 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61841&o=2

$end


$snes=nbaallstu,
$bio

NBA All-Star Challenge [Model SNS-NB-USA] (c) 1992 LJN, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63303&o=2

$end


$snes=nbaallst,
$bio

NBA All-Star Challenge [Model SNSP-NB-EUR] (c) 1992 LJN, Limited.

- TRIVIA -

Reviews:
[FR] Oct. 1993 - Consoles + N.24: 69%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63302&o=2

$end


$intv=basketbl,
$bio

NBA Basketball (c) 1978 Mattel Electronics.

Jump shots, set shots, pin-point passing, fast breaks, interceptions, steals, plus the roar of the crowd! It's all here and more with INTELLIVISION NBA BASKETBALL by Mattel Electronics! Each player has his own three-man team! There's plenty of action, and lots of quick reflexes and skill required! Passing is a real challenge and can make the difference between a good and a great player! It's your ball! Fifteen seconds left on the 24-second clock! You look for an open man to pass to. Or will you dribble around, trying to get free for a jump shot? Ten seconds, better make up your mind! Five, four, three, two -- shoot! Swish! Two points!

OBJECT OF THE GAME of course is to sink more baskets than your opponent in 4 
regulation quarters. (Times are simulated.) As in the NBA, two points for each 
basket scored. (No foul shots in this game.) Overtime periods to a decision if 
needed.

- TECHNICAL -

Model 2615

GAME CONTROLS:
PASS KEYS: 1 through 9
JUMP SHOT: Clear
BLOCK: 0
SET SHOT: Enter
DISC: Move Player Disc

- TIPS AND TRICKS -

* Get the ball upcourt, keep it moving! (24-second clock resets after each completed pass.)

* Find the open man under the hoop. Hit him with your pass immediately! (Press pass key for area you want pass to reach.)

* Nobody open? Look to the corners! Get the ball to either corner and you may have an opening for a high percentage jump shot or set shot!

* Pass from the corners, back under the basket. Try for an unmolested lay-up! Easy field goal, two points!

* Of course you'll want to use the whole court! Stay alert for the open man!

* SHOOTING: Jump shots are harder to block than set shots, but try to work your man clear! Avoid too many long-distance set shots! Remember, the closer you are to the basket, the better your chances!

* REBOUNDING: Keep in mind that when you're on defense, all you men can go for the rebound, On offense, only your shooter can go to the boards!

* BLOCKING: Computer-controlled defenders are good shot-blockers too! Work your way around them! If a shot is blocked, the defense takes over!

* WATCH THE CLOCK!: Don't forget the 24-second clock! Move fast and try to plan ahead!

- STAFF -

Program: Ken Smith

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60923&o=2

$end


$n64=nbacour2,
$bio

NBA Courtside 2 featuring Kobe Bryant (c) 1999 Nintendo [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57851&o=2

$end


$info=nbaf_31,nbaf_11,nbaf_115,nbaf_11a,nbaf_11s,nbaf_21,nbaf_22,nbaf_23,nbaf_31a,
$bio

NBA Fastbreak (c) 1997 Midway Mfg. Co.

- TECHNICAL -

Midway WPC-95 System
Model Number : 50053

Main CPU : Motorola M6809 (@ 2 MHz)
Sound CPU : ADSP2105 (@ 10 MHz)
Sound Chip : DMA-driven DAC

- TRIVIA -

NBA Fastbreak was released in March 1997. 4,414 units were produced.

Crazy Bob is the hot dog vendor.

- UPDATES -

REVISION 1.0 (changes from sample 0.2)
Date : March 17, 1997
- 1.0 is the production release.
- Added German, French, and Spanish translations.
- Added German speech under an adjustment for German jumpered games only.
- Added Operator-run Tournament mode adjustment.
- Added the attract mode backbox adjustment (default ON).
- Added some new sound effects.
- Updated NBA Team rosters.
- Improved IN THE PAINT timeout.
- Some ball-holding features sped up to improve gameplay.
- Added new FOUL SHOT rule.
- Improved Multiball scoring.
- Fixed lamp problem with LITE FASTBREAK and 3 point shots.
- Added grace periods for the combination shots.
- HOOPS LOOPS are now disabled if extra balls are disabled.
- Changed Midnight Madness to only score on shots.
- Added backbox backet award for hitting a completed Crazy Bob's.
- Added an additional jet bumper hit when the Jets ball drain switch is made to help HOOPS modes.

REVISION 1.1
Date : March 26, 1997
- Fixed a bug where the REPLAY BOOST adjustment incorrectly displayed values above 9.
- Changed the default European jumpered pricing default settings to match German-jumpered pricing.

REVISION 2.1
Date : May 9, 1997
- Support for linked games.
- Fixed display conflict when Shoot Around and Around the World multiballs were running simultaneously.
- Fixed JET BUMPER DIFF adjustment to allow Power Hoops to happen at all levels.
- Presets for Ex Easy through Extra Hard ball time now match the manual.
- Shoot Around Multiball corrected when Extra Balls are turned off.

REVISION 2.2
Date : May 20, 1997
- Rearranged some displays on linked games.
- Added German, French, and Spanish translations for linked text.
- Fixed a scoring bug in Sudden Death.

REVISION 2.3
Date : June 2, 1997
- Fixed some bugs in linked play, especially when starting new games.
- Fixed a music bug in Around the World Multiball
- Added new country jumper setting (Export Alternate). This new setting is identical to EXPORT (all SA settings, Australian pricing) except all service credits are disabled.
- Right flipper button now compensates for the launch button when the launch button is broken.
- Removes FLIPPER PLUNGER feature adjustment.

REVISION 3.1
Date : September 2, 1997
- Added the PINBALL SCORES adjustment which enabled 'standard' pinball scoring to be displayed.
- Fixed a bug where the player number was not shown in score sweep.
- Fixed a bug in linked games when a multiball was the last feature prior to TROPHY multiball.

- STAFF -

Concept and Designer : George Gomez
Artwork : Kevin O'Connor
Software : Tom Uban
Dots/Animations : Adam Rhine, Brian Morris
Mechanics : Tom Kopera
Music & Sounds : Kevin Quinn

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5464&o=2

$end


$snes=nbagivgou,
$bio

NBA Give 'n Go [Model SNS-ANJE-USA] (c) 1995 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63305&o=2

$end


$snes=nbagivgo,
$bio

NBA Give 'n Go [Model SNSP-ANJP-EUR] (c) 1995 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63304&o=2

$end


$info=nbahangt,
$bio

NBA Hang Time (c) 1996 Midway Mfg. Co.

- TECHNICAL -

Midway Wolf Unit hardware

Main CPU : TMS34010 (@ 6.25 Mhz)
Sound CPU : ADSP2105 (@ 10 Mhz)
Sound Chips : DMA-driven (@ 10 Mhz)

Players : 4
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Released in April 1996.

This game is an official licensed product of the NBA (National Basketball Association).

The songs 'Get up Get up' and 'Hangtime - Whatcha Gonna Do' were produced by 'M.DOC of Indasoul Productions' specially for this game.

Michael Jackson used to own this game (Serial number: 40023600431). It was sold at the official Michael Jackson Auction on Apr. 24th, 2009.

- UPDATES -

Beta chipset? (released in Chicago and New York) :
* Screen flashes for every code entered.
* No cheerleaders in the outdoor court.
These privileges are on the beta only.
* Break Backboard - Probably makes it easier to break.
* Auto Rebound - You rebound better.
* Back Door - ??? Probably a debugging tool in the pre-release.

Rev L1.1 04/16/96 :
* Screen flashes only after all codes have been entered.
* Cheerleaders added to outdoor court.
* Removed Break Backboard and Back Door privileges.
* Renamed Auto Rebound to Super Rebound.
* Changed the code for outdoor court.

- TIPS AND TRICKS -

* Secret Players (Real Name - Code Name / Pin #) :
Dan Amrich - AMRICH / 2020 (Writer, SLAM magazine)
Steve Bardo - BARDO / 6000 (Player model)
Carlos Pesina - CARLOS / 1010 (Brother to Daniel Pesina 'Johnny Cage' in "Mortal Kombat")
Dan Thompson - DANIEL / 0604 (Programmer)
Dan Roan - DANR / 0000 (Host of WGN's 'Bull's Eye', a Bulls pregame show)
Sal Divita - DIVITA / 0201 (Lead artist) 
Eddie Ferrier - EDDIE / 6213 (Midway software tester) 
Eugene Geer - EUGENE / 6767 (Artist)
Jamie Rivett - JAMIE / 1000 (Design team. Also worked on the PlayStation conversion.)
Jeff Johnson - JAPPLE / 6660 (Programmer)
John Carlton - JC / 0000 (Artist)
Jennifer Hedrick - JFER / 0503 (Artist)
Jon Hey - JONHEY / 6000 (Lead sound & music programmer) 
Ed Boon - KOMBAT / 0004 (Programmer of the Mortal Kombat series) 
John Tobias - MORTAL / 0004 (Designer of the Mortal Kombat series) 
Marty Martinez - MARTY / 1010 (Design team)
Cary Mednick - MEDNIK / 6000 (Player model referee; also one of the hardware gurus at Midway)
Marcus Minifee - MINIFE / 6000 (Player model)
Air Morris - MORRIS / 6000 (Player model)
Willie Morris Jr. – JASON / 0729 (Player model)
Dan Jiggetts - JIGGET / 1010 (Chicago Sports Host)
Bud Fletcher - NOBUD / 1010  (Tester)
Marius Enge – MARIUS / 1005 (Design team)
Larry Munday - MUNDAY / 5432 (Writer, Play Meter Magazine and friend of Mark Turmell)
Mike Vinikour - MXV / 1014 (Midway tester) 
Nick Erhlich - NICK / 7000 (Design team)
Neil Funk - NFUNK / 0101 (Announcer)
Pat Fitzgerald - PATF / 2000 (Midway marketing/PR coordinator) 
Matthew Perry - PERRY / 3500 (From the hit sitcom Friends) 
Kevin Quinn - QUIN / 0330 (Music)
John Root - ROOT / 6000 (Midway artist)
Shawn Liptak - SHAWN / 0123 (Design team)
Sheridan Oursler - SNO / 0103 (Developer of NBA Hangtime)
Mark Turmell - TURMEL / 0322 (Lead programmer)
Dan Jiggets - JIGGET / 1010 (Chicago Sports Host)
Unknown - NOBUD / 1010 
Mike North - NORTH / 5050 (Chicago Sports Host)

* NBA all-Star player : 
Anfernee 'Penny' Hardaway - AHRDWY / 0000 
Cliff Robinson - CLIFFR / 0000 
David Robinson - DAVIDR / 0000 
Glenn Robinson - GLENNR / 0000 
Hakeem Olajuwon - DREAM / 0000 
Sean Elliot - ELLIOT / 0000 
Patrick Ewing - EWING / 0000 
Horace Grant - HGRANT / 0000 
Larry Johnson - JOHNSN / 0000 
Shawn Kemp - KEMP / 0000 
Jason Kidd - KIDD / 0000 
Karl Malone - MALONE / 0000 
Reggie Miller - MILLER / 0000 
Dikembe Motumbo - MOTUMB / 0000 
Alonzo Mourning - MOURNG / 0000 
Gheorghe Muresan - MURSAN / 0000 
Scottie Pippen - PIPPEN / 0000 
Dennis Rodman - RODMAN / 0000 
Glen Rice - RICE / 0000 
Rik Smits - SMITS / 0000 
Jerry Stackhouse - STACKH / 0000 
John Starks - STARKS / 0000 
Chris Webber - WEBBER / 0000
Grant Hill – GHILL / 0000
Spud Webb – WEBB / 0000

* Powerup Codes : Enter these in at the 'Tonight's Matchup' screen, if you press Down on the joystick, all numerical codes will 'lock in' for that game. 
025 - BABY SIZED PLAYERS!
048 - No music during gameplay. 
111 - Tournament Mode, disallows all powerups & computer assistance in multiplayer games. 
120 - Fast Passing.
273 - Stealth Turbo. 
284 - Max player speed. 
390 - No pushing. 
461 - Unlimited Turbo. 
552 - Hyper Speed, overall gameplay is faster. 
616 - Max shot blocking. 
709 - Quick Hands, Max steal power. 
937 - Goaltending not allowed. 

* Outdoor Court : Hold Left, Turbo(x2) at the Tonight's Matchup screen.

* ABA Ball : Press Right(x2), Shoot, Turbo, Pass at the Tonight's Matchup screen.

* Big Head Mode : Press Up, Turbo, Pass at the Tonight's Matchup screen.

* Huge Head Mode : Press Up, Pass, Turbo at the Tonight's Matchup screen.

* Display Shot Percentage : Rotate the Joystick clockwise one full circle at the Tonight's Matchup screen.

* Alternate Dennis Rodman's Hair Color : Press Pass at the team selection screen.

- SERIES -

1. NBA Jam (1993)
2. NBA Jam Tournament Edition (1994)
3. NBA Hangtime (1996)
4. NBA Maximum Hangtime (1996)
5. NBA Jam Extreme (1996)
6. NBA Jam 99 (1998, N64)
7. NBA Showtime - NBA on NBC (1999)
8. NBA Jam 2000 (1999, N64)
9. NBA Jam 2001 (2000, GBC)
10. NBA Jam 2002 (2002, GBA)
11. NBA Jam (2003, PS2, X-Box)
12. NBA Jam 2004 (2003, unreleased GameCube prototype)
13. NBA Jam (2010, Nintendo Wii)
14. NBA Jam - On Fire Edition (2011, PSN, XBOX Live)

- STAFF -

Design team : Jeff Johnson, Mark Turmell, Sal Divita, Dan Thompson, Eugene Geer, Jennifer Hedrick, John Carlton, Jon Hey
Additional designers : Shawn Liptak, Jamie Rivett, Pat Fitgerald, John Root, Marty Martinez, Carlos Pesina, Nick Erhlich
Sound & music : Jon Hey, Kevin Quinn, Neil Funk
Hardware support : Mark Loffredo, Sheridan Oursler, Pat Cox, Al Lasko, Jeff Peters, Cary Mednick, Ray Gay, Steve Correl, John Lowes
NBA Support : Greg Lassen, Joe Amati, United Center, Jonathan Zirin
Game testers : Mike Vinikour, Eddie Ferrier
Additional testers : Bud Fletcher, Eric C. Ward, Mike Mallard, Sean Jennings, Rob Gorski, Dimitri, Alfred Montegue, Quiana Lahori, Marius Mateescu
Executive producers : Neil Nicastro, Ken Fedesna, Paul Dussault, Roger Sharpe
Cast : Willie Morris Jr., Steve Bardo, Marcus Minifee, Mary Jane Lee, Kim Keller

- PORTS -

* Consoles :
[US] Nintendo Super NES (1996) "NBA Hang Time [Model SNS-AXGE-USA]"
[EU] Nintendo Super NES (1996) "NBA Hang Time [Model SNSP-AXGP-EUR]"
[US] Sega Genesis (1996) "NBA Hang Time [Model T-97136]"
[US] Nintendo 64 (1997) "NBA Hang Time [Model NUS-NXGP-NOE]"
[US] Sony PlayStation (1997) "NBA Hang Time [Model SLUS-00329]"

* Computers :
PC [Windows] (1996)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1732&o=2

$end


$megadriv=nbahang,
$bio

NBA Hang Time (c) 1996 T-HQ.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56700&o=2

$end


$n64=nbahang,nbahangu,
$bio

NBA Hang Time (c) 1997 Midway Home Entertainment.

Midway slams home a winner with this faithful port of the arcade hoopfest. NBA Hang Time features 145 pro players from 29 teams, with only Jordan, Shaq and Barkley playing hooky. Midway even tossed in the trivia contest found in the arcade version!

The emphasis here is squarely on fun. A unique create-a-player feature lets you select a head (How 'bout a clown? Or an alien?), uniform color, skills, name and nickname. You can also endow him or her with special attributes, such as superhuman rebounding ability or a gigantic head, and save the results to a Controller Pak for dueling with a friend. Adherents of animal ball need not worry: you only get penalties for goal tending and letting the shot clock run down. You can showboat all you want with Alley-Oop passes, Fade Away Jumpers and Double and even Triple Dunks.

Fortunately, the developers kept straight faces long enough to pack this pak with plenty of innovative features. CPU Assistance smartens up your rivals' AI so they'll play more aggressively when trailing badly. A tag arrow helps you track the fast-moving ball. Note that you can't use secret codes or CPU Assistance in Tournament mode. Other options include Shot Clock on/off and the ever-popular Big Head mode.

NBA Hang Time supports one-player, two-player cooperative, two-player competitive, three-player and four-player modes. A unique PIN feature allows two players with the same name to store their results to the pak.

It wouldn't be a Midway b-ball game without an arena full of codes. You can play with two Rodmans on your team, if you dare! You can also change the Worm's hair color or move the action outside to a rooftop court.

- TECHNICAL -

Game ID: NUS-NXGP-NOE

- STAFF -

Midway Home Entertainment Team
Producer: Michael Rubinelli
Associate Producer: Michael Gottlieb
Assistant Producer: Will Shen, John Stookey
Print Design & Production: Debra Austin, Shawn Murphy, Dave Young, Jon Mongelluzzo
Lead Tester: J. R. Salazar
Testers: Ross Deynata, Kevin Elrod, Eric Holmboe, Jeff Hooks, Mike Laflower, Eric Narvaez, William Sutjiadi, Jason Shigenaka, Dan Wagner

Funcom Home Design Team
Lead Programmer: Carl-Henrik Skårstedt
Programmer: Johan Andersson
Lead Graphic Artist: Colin McMahon
Music & SFX Adaption: Jeroen Tel (Maniacs of Noise)
Tools Programmer: André Johansen
Graphic Artists: Tommy Svensson, Glen Kristofferson, Tore Blystad
Additional Code Research: Henrik Holmdahl
Producer: Christian Lassem
Project Manager: Nils Erik Hatlem

Director's Cut International
Lead Programmer: Jamie Rivett
Programmers: Graeme Webb, Gary Liddon
Lead Graphic Artist: Terry Ford

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57852&o=2

$end


$snes=nbahangu,
$bio

NBA Hang Time [Model SNS-AXGE-USA] (c) 1996 Williams Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63307&o=2

$end


$snes=nbahang,
$bio

NBA Hang Time [Model SNSP-AXGP-EUR] (c) 1996 Williams Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63306&o=2

$end


$megadriv=nbahangu,
$bio

NBA Hang Time (c) 1996 Williams Entertainment, Incorporated.

- TECHNICAL -

Game ID: T-97136

- TRIVIA -

Released in October 1996 in the USA.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57316&o=2

$end


$gbcolor=nbahoopz,
$bio

NBA Hoopz [Model CGB-BHIE-USA] (c) 2001 Midway Home Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68435&o=2

$end


$n64=nbazon98,
$bio

NBA in the Zone '98 (c) 1998 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57860&o=2

$end


$n64=nbazon98j,
$bio

NBA in the Zone '98 [Model NUS-NBAJ] (c) 1998 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57859&o=2

$end


$n64=nbazon99,
$bio

NBA in the Zone '99 (c) 1999 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57861&o=2

$end


$n64=nbazone2,
$bio

NBA in the Zone 2 [Model NUS-NB2J] (c) 1999 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57862&o=2

$end


$n64=nbazon2k,nbazon2ku,
$bio

NBA in the Zone 2000 (c) 2000 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57863&o=2

$end


$gbcolor=nbazon2ku,
$bio

NBA In the Zone 2000 [Model CGB-AJ7E-USA] (c) 2000 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68438&o=2

$end


$gbcolor=nbazon2k,
$bio

NBA In the Zone 2000 [Model CGB-AJ7P-EUR] (c) 2000 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68437&o=2

$end


$gbcolor=nbazone,
$bio

NBA In the Zone [Model DMG-ANZE-USA] (c) 1999 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68436&o=2

$end


$info=nbajam,nbajamr2,nbajamr1,
$bio

NBA Jam (c) 1993 Midway Mfg. Co.

Two-on-two basketball with digitized images of real NBA players, monster dunks and no referee - it's a blowout!

- TECHNICAL -

Midway T Unit hardware

Main CPU : TMS34010 (@ 6.25 Mhz)
Sound CPU : Motorola M6809 (@ 2 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.57958 Mhz), DAC, OKI6295 (@ 8 Khz)

Players : 4
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Released in February 1993. Many critics claim that the release of NBA Jam gave rise to a new genre of sports games, which were based around action-packed, unrealistic game-play.

Midway Games, no stranger to releasing landmark games having released "Pac-Man", had started experimenting with the ideas two years earlier, with the "High Impact Football" series. Both High Impact and Super High Impact had somewhat average success in arcades. It was not until the release of NBA Jam that gamers noticed the new genre. The game became exceptionally popular, and generated a lot of money for arcades after its release, largely because of the fairly expensive prices put on these games; a game quarter generally took two credits and a full game generally took eight, typically equal to $2.00 USD. Nonetheless, the game was a smash hit.

NBA Jam was one of the first real playable basketball arcade games (It was the first game to be officially licensed by the NBA (National Basketball Association)), and was also one of the first sports games to feature real teams, real players, and their real digitized likenesses. However, the unrealism of the game was the major drawing point, as the high flying dunks (often featuring players jumping twice their own height in the air while making highly acrobatic slams) were the games' signature. Of course, seeing NBA superstars like Hakeem Olajuwon, Karl Malone, David Robinson, Charles Barkley, and Shaquille O'Neal flying through the air with the greatest of ease brought just as many fans back. In time, players discovered another major feature of the game, as it was filled with easter eggs, special features and players activated by initials or button/joystick combinations.

- UPDATES -

Revision 1
* Software version : 2.00.

Revision 2 :
* Software version 3.01.
* Credit problems fixed.
* Jersey color of special guests fixed.
* Prevents games from ending at the Tank mini-game.
* Added 'Fair Shake'.

- TIPS AND TRICKS -

* Hidden Characters :
Air Morris - WIL, Jan 1
Carleton - JMC, Aug 5
Divita - SAL, Feb 1 (Sal Divita did the artwork for NBA Jam, as well as some graphics work on Mortal Kombat)
Goskie - TWG, Dec 7
Hey - JWH, Sep 20 (On the design team screen, Jon Hey is the one in the checkered shirt and glasses, sticking his tongue out to the rest of the world)
Howard - HOW, Jul 15
Liptak - SL(space), Jun 24 (Shawn Liptak is the one on the design team screen with a basketball for a brain)
Newcomer - JRN, Jun 18
Oursler - SNO, Jan 3
Petro - GNP, Oct 8 (George N. Petro is the main designer of "Terminator 2 - Judgement day")
Rivett - RJR, Jan 17 (Jamie Rivett helped with the autostat portion of NBA Jam)
Scott - TON, Jul 03 (Tony Scoot helped with digitizing the player movements and performed many of the special dunks)
Turmell - MJT, Mar 22 (Mark J. Turmell is the main designer and programmer for NBA Jam)

* Big Head : Hold Up+Turbo+Steal at 'Tonight's match up'.

* Powerup :
Defense - Press Steal or Block 8 times when it says 'Tonight's match up'.
Intercept - Hold Down joystick and hold all three buttons during 'Tonight's match up'.
Offense - press Steal or Block 21 times at 'Tonight's match up'.
Defense and Intercept - At 'Tonight's Match-Up', Press the Shoot button 7 times, then all at once, hold Down the joystick and all three buttons.
Powerup Defense and Big head - press Turbo 6 times, hold Turbo and Steal, then hold the joystick Up at 'Tonight's match-up'.
Fair Shake - Tap turbo 10 times when it says 'Tonight's match up'. The Fair shake can ONLY be done in Human vs. Human games and ONLY on machines that are version 3.0 or greater.
Fair Shake and Powerup Intercept - press Turbo 7 times, then hold Turbo+Pass+Shoot, then hold the joystick Down at 'Tonight's match-up'.
Fair Shake and Big head - Press turbo 8 times, then hold Turbo+Steal and hold the joystick Up.

* Tank Mini-Game : Hold all buttons for all four players and press Down on all four joysticks at the 'Tonight's match up'. Keep the controls held until the mini-game begins.

- SERIES -

1. NBA Jam (1993)
2. NBA Jam Tournament Edition (1994)
3. NBA Hangtime (1996)
4. NBA Maximum Hangtime (1996)
5. NBA Jam Extreme (1996)
6. NBA Jam 99 (1998, N64)
7. NBA Showtime - NBA on NBC (1999)
8. NBA Jam 2000 (1999, N64)
9. NBA Jam 2001 (2000, GBC)
10. NBA Jam 2002 (2002, GBA)
11. NBA Jam (2003, PS2, X-Box)
12. NBA Jam 2004 (2003, unreleased GameCube prototype)
13. NBA Jam (2010, Nintendo Wii)
14. NBA Jam - On Fire Edition (2011, PSN, XBOX Live)

- STAFF -

Design team : Mark Turmell (MJT), Shawn Liptak (SL), Tony Goskie, John Carlton (JMC), Sal Divita (SAL), Jamie Rivett
Music and Sounds : Jon Hey (JWH)
Hardware support : Cary Mednick, Pat Cox, Ray Macika, Sheridan Oursler, Matt Booty, John Lowes, Al Lasko
Executive producers : Neil Nicastro, Ken Fedesna, Wally Smolucha
Cast : Stephen Howard, Willie Morris Jr., Todd Mcclearn, Tony Scoot, Kerri Hoskins, Lorraine Olivia, awards by Kaydan.

- PORTS -

* Consoles :
Nintendo Super Famicom (1993)
Sega Mega Drive (1993)
Sega Game Gear (1993)
Nintendo Game Boy (1993)
Sega Mega CD (1993)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1733&o=2

$end


$sms=nbajam,
$bio

NBA Jam (c) 1994 Acclaim Entertainment, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56111&o=2

$end


$megadriv=nbajamj,nbajamjp,
$bio

NBA Jam (c) 1994 Acclaim Japan [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56701&o=2

$end


$gbcolor=nbajam99,
$bio

NBA Jam '99 [Model DMG-AJME-USA] (c) 1999 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68439&o=2

$end


$n64=nbajam2k,nbajam2ku,
$bio

NBA Jam 2000 (c) 1999 Acclaim Entertainment, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57853&o=2

$end


$gbcolor=nbajm2k1,
$bio

NBA Jam 2001 [Model CGB-BJAE-USA] (c) 2000 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68441&o=2

$end


$gba=nbajam,
$bio

NBA Jam 2002 [Model AGB-ABNE-USA] (c) 2002 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72003&o=2

$end


$n64=nbajam99,nbajam99u,
$bio

NBA Jam 99 (c) 1998 Acclaim Entertainment, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57854&o=2

$end


$info=nbajamex,
$bio

NBA Jam Extreme (c) 1996 Acclaim Coin-Operated Entertainment, Incorporated.

- TECHNICAL -

Main CPU : PSX (@ 16.9344 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 6

- TRIVIA -

Released in July 1996.

Midway lost the NBA Jam license to Acclaim in 1995. Midway developed the 2-D games "NBA Hangtime" and "NBA Maximum Hangtime" while Acclaim developed the 3-D game NBA Jam Extreme.

- TIPS AND TRICKS -

Goaltending allowed : At the tip-off, Press Extreme(x8), Pass, Extreme(x9).

Maximum dunk and three points stat for every player : At the tip-off, Press Turbo(x5), Pass, Extreme, Turbo(x6).

Maximum rebound stat for every player : At the tip-off, Press Pass(x2), Extreme, Special, Extreme, Turbo.

Maximum speed stat for every player : Press Extreme(x10), Pass(x3).

Maximum steal/block stat for every player : At the tip-off, Press Pass(x3), Turbo(x3), Extreme(x3), Pass(x3).

Maximum 3 points stat for every player : At the tip-off, Press Pass(x8), Extreme, Pass(x7).

No CPU assistance : At the tip-off, Press Extreme, Turbo, Pass(x2).

Play with beach ball : At the tip-off, Press Pass(x2), Turbo, Extreme, Turbo, Pass(x2).

Play with soccer ball : At the tip-off, Press Pass(x2), Turbo(x3), Extreme(x3).

- SERIES -

1. NBA Jam (1993)
2. NBA Jam Tournament Edition (1994)
3. NBA Hangtime (1996)
4. NBA Maximum Hangtime (1996)
5. NBA Jam Extreme (1996)
6. NBA Jam 99 (1998, N64)
7. NBA Showtime - NBA on NBC (1999)
8. NBA Jam 2000 (1999, N64)
9. NBA Jam 2001 (2000, GBC)
10. NBA Jam 2002 (2002, GBA)
11. NBA Jam (2003, PS2, X-Box)
12. NBA Jam 2004 (2003, unreleased GameCube prototype)
13. NBA Jam (2010, Nintendo Wii)
14. NBA Jam - On Fire Edition (2011, PSN, XBOX Live)

- PORTS -

* Consoles :
[US] Sega Saturn (1996) "NBA Jam Extreme [Model T-8120H]"
[US] Sony PlayStation (1996) "NBA Jam Extreme [Model SLUS-00388]"

* Computers :
PC [MS Windows 9x, CD-ROM] (1997)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1734&o=2

$end


$saturn,sat_cart=nbajamexu,
$bio

NBA Jam Extreme (c) 1996 Acclaim Entertainment, Incorporated.

- TECHNICAL -

Game ID: T-8120H

- TRIVIA -

Export releases:
[EU] "NBA Jam Extreme [Model T-8151H-50]"
[JP] "NBA Jam Extreme [Model T-8122G]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60094&o=2

$end


$saturn,sat_cart=nbajamexj,
$bio

NBA Jam Extreme (c) 1997 Acclaim Japan.

Japanese release. Game developed in the USA.

- TECHNICAL -

Game ID: T-8122G

- TRIVIA -

Released on February 28, 1997 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59443&o=2

$end


$saturn,sat_cart=nbajamex,
$bio

NBA Jam Extreme (c) 1997 Acclaim Ent., Incorporated.

European release. Game developed in the USA.

- TECHNICAL -

Game ID: T-8151H-50

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60360&o=2

$end


$info=nbajamte,nbajamte1,nbajamte2,nbajamte3,
$bio

NBA Jam Tournament Edition (c) 1994 Midway Mfg. Co.

An update of the classic 'NBA JAM'. New players, new features but still the same classic gameplay.

- TECHNICAL -

Midway T Unit hardware

Main CPU : TMS34010 (@ 6.25 Mhz)
Sound CPU : Motorola M6809 (@ 2 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.57958 Mhz), DAC, OKI6295 (@ 8 Khz)

Players : 4
Control : 8-way joystick
Buttons : 3

- TRIVIA -

NBA Jam Tournament Edition was released in January 1994.

This game is an official licensed product of the NBA (National Basketball Association).

- TIPS AND TRICKS -

* Quick Players: Press any button five times, then hold Down as the match-up screen fades.

* Baby Mode: Hold Down/Right angle and press Turbo, Shoot, Steal, Turbo, Shoot, Steal, Turbo, Shoot, Steal at the match-up screen.

* Big Heads: Hold Up+Turbo+Pass as the match-up screen fades.

* Huge Heads: Press Up three times, then hold Turbo+Pass and press Shoot six times at the match-up screen.

* Maximum Power: Hold Down and press Turbo+Shoot+Pass+Start at the match-up screen.

* Change Teams: Hold Pass and press Right at the player substitution screen.

* Bigger Roster: Hold Down and press Pass three times at the player selection screen, then rotate the Joystick three full circles and press Pass.

* Hidden Characters:
NBA all-stars:
Charles Barkley (BRK FEB 20) (does not work on version 3.0)
Dee Brown (DEE NOV 29)
Derrick Coleman (DC_ JUN 21)
Patrick Ewing (PAT AUG 5)
Shawn Kemp (KMP NOV 26)
Karl Malone (KRL JUL 24)
Alonzo Mourning (ZO_ FEB 8)
Hakeem Olajuwon	(HAK JAN 21)
Scottie Pippen (PIP SEP 25)
David Robinson (ROB AUG 6)
Dennis Rodman (ROD MAY 13) (only works on version 3.0)
Isiah Thomas (ZEK APR 30)
Chris Webber (WEB MAR 1)
Dominique Wilkins (DOM APR 16)

Special Guest:
Paul Barker (PCB MAY 9)
Steve Beran (SAB AUG 29)
Ed Boon	(EJB FEB 22)
Matt Booty (MVB APR 18)
John Carlton (JMC AUG 5)
Tim Coman (TJC OCT 11) (only works on version 1.0 / 2.0)
Pat Cox	(PGC APR 11)
Bill Dabelstein	(DOZ DEC 31)
Rachel Davies (RJD SEP 3)
Warren Davis (WBD AUG 17)
Linda Deal (LTD APR 30)
Larry Debar (VLK NOV 9)
Joe Dillon (JPD JUN 3)
Sal Divita (SAL FEB 1)
Elviscious (ELV JAN 8) (only works on version 1.0 / 2.0)
Dan Forden (DWF SEP 28)
Raymond Gay (RMG AUG 11)
Jim Gentile (JPG JAN 23)
Tony Goskie (TWG DEC 7)
Chris Granner (CG_ DEC 4)
Jim Green (JDG MAY 31)
Jack Haeger (JEH JUL 13)
Paul Heitsch (WMN NOV 11)
Jon Hey	(JWH SEP 20)
Kerri Hoskins (KER OCT 10)
Eugene Jarvis (EPJ JAN 27)
Eric Kinkead (DIE JAN 1)
Kongo (KNG JAN 16) (only works on version 1.0 / 2.0)
Al Lasko (AML AUG 31)
Joe Linhoff (JFL APR 16)
Shawn Liptak (SL_ JUN 24)
Mark Loffredo (ML_ MAY 25)
John Lowes (JML NOV 4)
Ray Macika (REM MAR 26)
Martin Martinez (MAM AUG 7)
Cary Mednick (CMM JUL 2)
Air Morris (WIL JAN 1)
John Newcomer (JRN JUN 18)
Lorraine Olivia (LOR FEB 20)
Sheridan Oursler (SNO JAN 3)
Mark Penacho (MDP JAN 13)
George Petro (GNP OCT 8)
Vince Pontarelli (VJP APR 11)
Raiden (RAD JUL 9) (only works on version 1.0 / 2.0)
Grim Reaper (GRM OCT 31) (only works on version 1.0 / 2.0)
Reptile	(RPT NOV 11) (only works on version 1.0 / 2.0)
Jamie Rivett (RJR JAN 17)
Scorpion (SCO JUL 6) (only works on version 1.0 / 2.0)
Roger Sharpe (ROG AUG 1)
Jake Simpson (JMS FEB 22)
Jason Skiles (JMS JUL 29)
Sub-Zero (SUB DEC 5) (only works on version 1.0 / 2.0)
John Tobias (TOB AUG 24)
Josh Tsui (JYT NOV 28)
Mark J. Turmell (MJT MAR 22)
John Vogel (VOG JUN 27)

- SERIES -

1. NBA Jam (1993)
2. NBA Jam Tournament Edition (1994)
3. NBA Hangtime (1996)
4. NBA Maximum Hangtime (1996)
5. NBA Jam Extreme (1996)
6. NBA Jam 99 (1998, N64)
7. NBA Showtime - NBA on NBC (1999)
8. NBA Jam 2000 (1999, N64)
9. NBA Jam 2001 (2000, GBC)
10. NBA Jam 2002 (2002, GBA)
11. NBA Jam (2003, PS2, X-Box)
12. NBA Jam 2004 (2003, unreleased GameCube prototype)
13. NBA Jam (2010, Nintendo Wii)
14. NBA Jam - On Fire Edition (2011, PSN, XBOX Live)

- STAFF -

Design team : Mark Turmell (MJT), Shawn Liptak (SL), Tony Goskie (TWG), John Carlton (JMC), Sal Divita (SAL), Jamie Rivett
Music and Sounds : Jon Hey (JWH)
Hardware support : Cary Mednick, Pat Cox, Ray Macika, Sheridan Oursler (SNO), Matt Booty, John Lowes, Al Lasko
Executive producers : Neil Nicastro, Ken Fedesna, Wally Smolucha, Paul Dussault
Cast : Stephen Howard, Willie Morris Jr., Todd Mcclearn, Tony Scoot, Kerri Hoskins, Lorraine Olivia
Awards by : Kaydan

- PORTS -

* Consoles :
Nintendo Super Famicom (1994)
Sega Mega Drive (1994)
Sega Game Gear (1994)
Nintendo Game Boy (1995)
Sega 32x (1995)
Sega Saturn (1995)
Sony PlayStation (1995)
Atari Jaguar (1996)

* Computers :
PC [MS-DOS, CD-ROM] (1995)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1735&o=2

$end


$saturn,sat_cart=nbajamtej,
$bio

NBA Jam Tournament Edition (c) 1995 Acclaim Japan.

- TRIVIA -

Released on December 01, 1995 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59442&o=2

$end


$gameboy=nbajamte,
$bio

NBA Jam Tournament Edition (c) 1995 Acclaim Ent., Incorporated.

- TECHNICAL -

Game ID: DMG-AJTE-USA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66538&o=2

$end


$gameboy=nbajamtej,
$bio

NBA Jam Tournament Edition (c) 1995 Acclaim Japan.

- TECHNICAL -

Game ID: DMG-AJTJ-JPN

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66540&o=2

$end


$jaguar=nbajamte,
$bio

NBA Jam Tournament Edition (c) 1996 Atari Corp.

Cut loose, drive for the net, and give it all you've got! With NBA JAM TOURNAMENT EDITION, you're experiencing wham, bam, hoop action like you've never seen before!

NBA JAM TOURNAMENT EDITION lets you wham it and slam it with rim-rocking superstars like Scottie Pippen, Patrick Ewing, Dominique Wilkins, Hakeem Olajuwon, Anfernee Hardaway and Karl Malone! They're all here: The greatest superstars of the sport that has become the greatest game on the globe!

Blast off with the Rockets and the Blazers, display some roundball Magic and Heat, fly high with the Hawks and the Hornets! All 27 NBA Teams are represented as you take to the boards in one-on-one, two-on-two, or two-on-one competition!

Hit the hardwood with slams and turbo-charged Jams! Take the three-point shot from the far end of the court, or Jam it home from under your opponent's net!

You think you know the game?

Think again! With NBA JAM TOURNAMENT EDITION you're entering a whole new world of rim-ramming, hard-hitting hoop excitement!

- TECHNICAL -

Game ID: J9089E

- TIPS AND TRICKS -

* Cheats (enter at Tonight's Matchup screen):
3 Point Pup: UDDLLRU
32X Doom Mode: ABCCBAABCCBA
Baby Mode: BABUDLR
Big Heads: UCA
CD Mode: CDCDCDCDCD
Dunks Pup: RLBABA
Fire Powerup: DRAABL
Flame Game: ALLDRAABBL
Goaltender: RUDDRU
High Shots: ULLDRUABAAAD
Offense Pup: AUBDBLR
Push Both Pup: DUDULLLLAA
Push Other Pup: DLRULLLLAB
Push Pup: BRADARB
Quick Hands: LRABRL
Shot % On: DUDBU
Shrunken Heads: UUUBCAAAAAA
Slippery Court: BADABRRRRR
Small Ball: RRRRRRBBB
Smurf Game: ABCDDDDDDD
Speed Pup: UUDDLRLLBA
Strong Men: RULRBDA
Teleport Pass: DRRAADLLRB
Turbo Powerup: BBDDAAUL

* Team Substitutions (at Player Substitution Screen): D+C+A

* Get Extended Roster (as Select Screen appears): 1+5+9

* Defeated 26 teams (as Select Screen appears): 2+4+6

* Defeated 27 teams (as Select Screen appears): 4+7+8

* Story (at attract mode roster): L,1,4,6,9 from Pad 0

- STAFF -

High Voltage
Producer: Robert B. Ganofsky
Lead Programmer: Adisak Pochanayon
Tools Programming: Brian V. McGroarty
Lead Artist: Damion Davis
Artist: Cary Penczek
Sound/Music:  Eric Nofsinger
Special Thanks To: Kerry, Joe, Pascal, Harold, Pete, Barton, Mike, Dirk, Beverly, Lydia, Emily, Peter, Mark T., Ted Hoff

Atari
Producer: Vince Zampella
Assistant Producer/Lead Tester: Phil B. Gelber
Testers: Blair Bullock, Jason Cordero, Tal Funke-Bilu, Eric D.Riley, Marty Krawetz, Lance J.Lewis, Leonard Sayers
Product Marketing Manager: Jeanne Winding
Creative Services: Greg LaBrec, Trish Ward, Beeline Group

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76433&o=2

$end


$snes=nbajamtej,
$bio

NBA Jam Tournament Edition (c) 1995 Acclaim Ent., Incorporated.

- TECHNICAL -

Game ID: SHVC-AJTJ-JPN

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61843&o=2

$end


$snes=nbajamteu,nbajamteup,
$bio

NBA Jam Tournament Edition (c) 1995 Acclaim Ent., Incorporated.

- TECHNICAL -

Game ID: SNS-AJTE-USA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63311&o=2

$end


$snes=nbajamte,
$bio

NBA Jam Tournament Edition (c) 1995 Acclaim Ent., Incorporated.

- TECHNICAL -

Cartridge ID: SNSP-AJTP-EUR

- TRIVIA -

Reviews:
[FR] March 1995, Consoles + N.41: 89/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63310&o=2

$end


$saturn,sat_cart=nbajamte,
$bio

NBA Jam Tournament Edition (c) 1995 Acclaim Ent., Incorporated.

- TECHNICAL -

Game ID: T-8102H-50

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60359&o=2

$end


$saturn,sat_cart=nbajamteu,
$bio

NBA Jam Tournament Edition (c) 1995 Acclaim Entertainment, Incorporated.

- TECHNICAL -

Game ID: T-8102H

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60093&o=2

$end


$32x=nbajamte,
$bio

NBA Jam Tournament Edition (c) 1995 Acclaim Ent., Incorporated.

- TECHNICAL -

Model # T-8104B-50

- TRIVIA -

Reviews:
[FR] July 1995, Consoles + N.45: 90/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72508&o=2

$end


$gamegear=nbajamte,
$bio

NBA Jam Tournament Edition [Model T-81137] (c) 1994 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64726&o=2

$end


$megadriv=nbajamte,nbajamtef,
$bio

NBA Jam Tournament Edition (c) 1995 Acclaim Entertainment, Incorporated.

- TECHNICAL -

Game ID: T-81406-50

- TRIVIA -

Reviews:
[FR] April 1995, Consoles + N.42: 91/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56702&o=2

$end


$info=nbajamten,
$bio

NBA Jam Tournament Edition [Nani Edition] (c) 1995 Midway Mfg. Co.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43658&o=2

$end


$gameboy=nbajam,
$bio

NBA Jam [Model DMG-A8NE-USA] (c) 1994 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66536&o=2

$end


$snes=nbajamj,
$bio

NBA Jam [Model SHVC-8N] (c) 1994 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61842&o=2

$end


$snes=nbajamua,nbajamup,nbajamupa,nbajamu,
$bio

NBA Jam (c) 1994 Acclaim Ent., Incorporated.

- TECHNICAL -

Model SNS-8N-USA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63309&o=2

$end


$snes=nbajama,nbajam,
$bio

NBA Jam [Model SNSP-8N-NOE] (c) 1994 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63308&o=2

$end


$megacd,megacdj=nbajam,
$bio

NBA Jam [Model T-81034] (c) 1993 Acclaim Japan [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60537&o=2

$end


$megacd,megacdj=nbajam,
$bio

NBA Jam [Model T-81035-50] (c) 1994 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60638&o=2

$end


$segacd=nbajam,
$bio

NBA Jam [Model T-81035] (c) 1994 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60772&o=2

$end


$gamegear=nbajamj,
$bio

NBA Jam [Model T-81037] (c) 1994 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64725&o=2

$end


$gamegear=nbajam1,nbajam,
$bio

NBA Jam [Model T-81248] (c) 1993 Arena

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64724&o=2

$end


$snes=nbawinnd,
$bio

NBA Jikkyou Basket - Winning Dunk [Model SHVC-ANJJ-JPN] (c) 1995 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61844&o=2

$end


$n64=nbaliv2k,nbaliv2ku,
$bio

NBA Live 2000 (c) 1999 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57855&o=2

$end


$megadriv=nbaliv95k,
$bio

NBA Live 95 (c) 1994 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56703&o=2

$end


$snes=nbaliv95j,
$bio

NBA Live 95 [Model SHVC-ANBJ-JPN] (c) 1994 Electronic Arts Victor [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61845&o=2

$end


$snes=nbaliv95u,
$bio

NBA Live 95 [Model SNS-ANBE-USA] (c) 1994 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63313&o=2

$end


$snes=nbaliv95,
$bio

NBA Live 95 [Model SNSP-ANBP-FAH] (c) 1994 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63312&o=2

$end


$gameboy=nbaliv96,
$bio

NBA Live 96 [Model DMG-A6BE-USA] (c) 1996 Black Pearl

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66541&o=2

$end


$snes=nbaliv96u,
$bio

NBA Live 96 [Model SNS-A6BE-USA] (c) 1995 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63315&o=2

$end


$snes=nbaliv96,
$bio

NBA Live 96 [Model SNSP-A6BP-EUR] (c) 1995 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63314&o=2

$end


$saturn,sat_cart=nbaliv97,
$bio

NBA Live 97 (c) 1997 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60361&o=2

$end


$snes=nbaliv97u,
$bio

NBA Live 97 (c) 1996 Electronic Arts.

- TECHNICAL -

Game ID: SNS-A7LE-USA

- STAFF -

Programmers: John Siegesmund, Ed Hellesen, Joseph M. Guagenti
Producer for NUFX: Patrick Quinn
Graphics: Dave Pasciuto, Mike S. Smith, Ken Thurston, Michael Vanaselja, Sebastiaan Reinarz
Animation: Dave Pasciuto, Mike S. Smith, Ken Thurston, Michael Vanaselja, Sebastiaan Reinarz
Sound Effects: Brian Schmidt
Music: Brian Schmidt
Additional Sound Effects: Traz Damji
Dialog Editor: Jennifer Lewis
Executive Producer: Sam Nelson
Producer: Stanley Chow
Associate Producer: Tarrnie Williams
Design: Tarrnie Williams
Assistant Producer: Michael Klassen
Product Marketing: Glenn Chin
Documentation: Andrea Engstrom, David C. Lee
Package Art Direction: Nancy Waisanen
Package Design: Susan Spies
Package Photo: Rocky Widner (NBA Photos)
Documentation Layout: Corinne Mah
Q.A. Lead: Geoff Ball
Q.A. Backup Lead: Peter Dodson
Testers: Lori Wilson, Jamie Ip, Kristen Olafson, Nathan Wawruck, Peter Pearson, Kirby Leung, Evan Stanfield, Phong Lam, Fred Hirschfeld, Edwin Singh, Nathan McDonald
Q.A. Support: Gary Lam, Rod Higo
San Mateo Q.A.: Oliver Ongpin, Brian Winslow
Special Thanks: Amory Wong, Daniel Scott, Daniel Ng, Renata Antonic, Zoe Quinn, Jeremy Strauser, Jason G. Andersen

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63317&o=2

$end


$snes=nbaliv97,
$bio

NBA Live 97 [Model SNSP-A7LP-EUR] (c) 1996 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63316&o=2

$end


$saturn,sat_cart=nbaliv97u,
$bio

NBA Live 97 (c) 1997 Electronic Arts.

- TECHNICAL -

Game ID: T-5015H

- STAFF -

Realtime Associates, Inc
Lead Programmer: Gary Syck
Programmers: Stephen Cuong Nguyen, Tom Powers, Matt Grimshaw, Brian Snapp, David Gierok, Scott Miller
Artists: Eric D. Gingrich, Kerwin Burton
Game Testers: KC Nash, Tony Ravo
Development Director: Steven Ettinger
Asset Manager / Associate Producer: Elizabeth Walkey
Producer: Khanh T. Le

EA Producers
Executive Producer: Sam Nelson
Producer: Stanley Chow
Associate Producer: Dave Warfield, William M. Mozell

EAC Internal
Artists: Sebastiaan Reinarz (menu art), Daryl Anselmo (stadium textures), Casey O'Brien (player textures), Mark Soderwall (face textures & player photos), Ken Thurston (face textures), Giovanni Sasso (player photos), Kim S. Gill (player photos), Gregory R. Allen (player photos)
Programming: Amory Wong (AI), Dom Humphries (renderring), Robert White (camera logic and speech), Patrick Ratto (video technology)
Videos: David Laviolette (video editing & art lead), William Morrison (video editing), Adam MacKay-Smith (video compression)
Sound: Traz Damji (music), Steve Royea (music engineering), Crispin Hands (audio engineer)
Music: Traz Damji (music), Steve Royea (music engineering), Crispin Hands (audio engineer)
Motion Capture: Tarrnie Williams (director of motion capture), Demian Gordon (technical director), Michael Vanaselja (mocap animation)
Motion Capture Talent: Mitch Richmond, Tyus Edney, Novell Thomas, Sean O'Brien, Vino Barnett, Lawrence Williams, Michael Crestejo (stunts)
Motion Capture Specialists: David Coleman, Greg Ipp, Jake Sheridan, J. J. Gonzales, Vincent Ng, Peter Saumur

QA
QA Project Coordinator: Rod Higo
Lead Tester: Timothy Lewinson
Backup Lead Tester: Peter Dodson
Testers: Trevor Allen, Lori Wilson, Steve Kuchka, Simon Burnett, Martin Katzenmeier, Sue Skerl, Kristen Olafson, Connor Dougan, Randy Deluna, Jason Feser, Nathan McDonald

EASM
Project Manager: Glenn Chin
Assistant Project Manager: Kirk C. Scott
Public Relations: Shelley Eckenroth
Documentation: David C. Lee, Jason Armatta
Documentation Design and Layout: Corinne Mah
Package Art Direction: Jennie Maruyama
Package Design: Susan Spies
Package Photography: Lucky Widner (NBA Photos)
QA Supervisor: Mike Edison
Quality Assurance: Chris Beron
Special Thanks: David Warhol, Shippy Ohka, Paul Kohler, Beth Scholz, George Katz, Peter Kolarov, Maria Mailey, Tony Ravo, Christopher Vuchetich, Leta Maunz, Alan Van Slyke, Ronald Bolinger, Ivan Manley, Brownwyn Richardson, Andy Abramovici, James Fairweather

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60095&o=2

$end


$megadriv=nbaliv98,
$bio

NBA Live 98 (c) 1997 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57317&o=2

$end


$saturn,sat_cart=nbaliv98,
$bio

NBA Live 98 (c) 1997 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60362&o=2

$end


$snes=nbaliv98,
$bio

NBA Live 98 (c) 1998 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63318&o=2

$end


$saturn,sat_cart=nbaliv98u,
$bio

NBA Live 98 [Model T-5027H] (c) 1997 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60096&o=2

$end


$n64=nbaliv99,nbaliv99u,
$bio

NBA Live 99 (c) 1998 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57856&o=2

$end


$info=nbamht,nbamht1,
$bio

NBA Jam Maximum Hangtime (c) 1996 Midway Mfg. Co.

- TECHNICAL -

Midway Wolf Unit hardware

Main CPU : TMS34010 (@ 6.25 Mhz)
Sound CPU : ADSP2105 (@ 10 Mhz)
Sound Chips : DMA-driven (@ 10 Mhz)

Players : 4
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Released in November 1996. Maximum Hangtime was a chipset upgrade for "NBA Hangtime" that Midway sent out as a combination bug fix/game enhancement. "NBA Hangtime" came out in the spring of 1996, so by that fall, the new NBA season was starting up but the game was a bit old.

Differences between 'Hangtime' and 'Maximum Hangtime' :
* New rosters for 1997 season including player trades and college rookies.
* Hot spots : Each player has a hidden spot on the court where they are more accurate. You'll know you're on it when a pulsing circle appears at your feet and you hear a sound effect from one of Turmell's favorite games, "Robotron - 2084". The announcer usually mentions the hot spot as well.
* No trivia contest. :(
* There's no code for the outdoor court - Simply press Left or Right on the joystick during 'Tonights Matchup' to choose Stadium or Outdoor.

- UPDATES -

REVISION 1 :
* Software version : L1.0 11/08/96

REVISION 2 :
* Software version : L1.03 06/09/97

- TIPS AND TRICKS -

* Secret Players (Real Name - Code Name / Pin #) :
Dan Amrich - AMRICH / 2020 (Writer, SLAM magazine)
Steve Bardo - BARDO / 6000 (Player model)
Carlos Pesina - CARLOS / 1010 (Brother to Daniel Pesina 'Johnny Cage' in "Mortal Kombat")
Dan Thompson - DANIEL / 0604 (Programmer)
Dan Roan - DANR / 0000 (Host of WGN's 'Bull's Eye', a Bulls pregame show)
Sal Divita - DIVITA / 0201 (Lead artist) 
Eddie Ferrier - EDDIE / 6213 (Midway software tester) 
Eugene Geer - EUGENE / 6767 (Artist)
Jamie Rivett - JAMIE / 1000 (Design team. Also worked on the PlayStation conversion.)
Jeff Johnson - JAPPLE / 6660 (Programmer)
John Carlton - JC / 0000 (Artist)
Jennifer Hedrick - JFER / 0503 (Artist)
Jon Hey - JONHEY / 6000 (Lead sound & music programmer) 
Ed Boon - KOMBAT / 0004 (Programmer of the Mortal Kombat series) 
John Tobias - MORTAL / 0004 (Designer of the Mortal Kombat series) 
Marty Martinez - MARTY / 1010 (Design team)
Cary Mednick - MEDNIK / 6000 (Player model referee; also one of the hardware gurus at Midway)
Marcus Minifee - MINIFE / 6000 (Player model)
Air Morris - MORRIS / 6000 (Player model)
Willie Morris Jr. – JASON / 072 (Player model)
Dan Jiggetts - JIGGET / 1010 (Chicago Sports Host)
Bud Fletcher - NOBUD / 1010  (Tester)
Marius Enge – MARIUS / 1005 (Design team)
Larry Munday - MUNDAY / 5432 (Writer, Play Meter Magazine and friend of Mark Turmell)
Mike Vinikour - MXV / 1014 (Midway tester) 
Nick Erhlich - NICK / 7000 (Design team)
Neil Funk - NFUNK / 0101 (Announcer)
Pat Fitzgerald - PATF / 2000 (Midway marketing/PR coordinator) 
Matthew Perry - PERRY / 3500 (From the hit sitcom Friends) 
Kevin Quinn - QUIN / 0330 (Music)
John Root - ROOT / 6000 (Midway artist)
Shawn Liptak - SHAWN / 0123 (Design team)
Sheridan Oursler - SNO / 0103 (Developer of NBA Hangtime)
Mark Turmell - TURMEL / 0322 (Lead programmer)
Dan Jiggets - JIGGET / 1010 (Chicago Sports Host)
Mike North - NORTH / 5050 (Chicago Sports Host)
Marc Williams - MDOC / 2000 (Rapper)
Jonathan Zirin - ZIRIN / 1010 (NBA support)
Unknown - HEITH / 1079
Unknown - K DAY / 4242

* NBA all-Star player :
Benoit Benjamin - BENJMN / 0000	
David Benoit - BENOIT / 0000		
Rex Chapman - CHAPMN / 0000		
Sherman Douglas - DOUGLS / 0000	
Kevin Edwards - KEVINE / 0000		
Sean Elliot - ELLIOT / 0000		
Patrick Ewing - EWING / 0000	
Michael Finley - FINLEY / 0000
Armon Gilliam - GILIAM / 0000
Horace Grant - HGRANT / 0000	
Anfernee 'Penny' Hardaway - AHRDWY / 0000
Grant Hill - GHILL / 0000		
Larry Johnson - JOHNSN / 0000	
Shawn Kemp - KEMP / 0000		
Jason Kidd - KIDD / 0000		
Karl Malone - MALONE / 0000		
George McCloud - MCLOUD / 0000
Derrick McKey - MCKEE / 0000
Oliver Miller - OMILLR / 0000
Reggie Miller - MILLER / 0000	
Terry Mills - TMILLS / 0000		
Dikembe Motumbo - MOTUMB / 0000	
Alonzo Mourning - MOURNG / 0000	
Gheorghe Muresan - MURSAN / 0000
Eric Murdock - MURDCK / 0000		
Tracy Murray - MURRAY / 0000		
Charles Oakley - OAKLEY / 0000	
Hakeem Olajuwon - DREAM / 0000	
Chuck Person - PERSON / 0000		
Wesley Person - WESLEY / 0000		
Scottie Pippen - PIPPEN / 0000	
Glen Rice - RICE / 0000			
Alvin Robertson - ALVINR / 0000	
Cliff Robinson - CLIFFR / 0000	
David Robinson - DAVIDR / 0000	
Glenn Robinson - GLENNR / 0000	
Dennis Rodman - RODMAN / 0000
Trevor Ruffin - RUFFIN / 0000
Byron Scott - BSCOTT / 0000
Kenny Smith - KSMITH / 0000
Rik Smits - SMITS / 0000
Jerry Stackhouse - STACKH / 0000
John Starks - STARKS / 0000
Spud Webb - SPUD / 0000
Chris Webber - WEBBER / 0000	
Buck Williams - BUCK / 0000

* Powerup Codes : Enter these in at the 'Tonight's Matchup' screen, if you press Down on the joystick, all numerical codes will 'lock in' for that game. 
025 - BABY SIZED PLAYERS!
048 - No music during gameplay. 
111 - Tournament Mode, disallows all powerups & computer assistance in multiplayer games. 
120 - Fast Passing.
273 - Stealth Turbo. 
284 - Max player speed. 
390 - No pushing. 
461 - Unlimited Turbo. 
552 - Hyper Speed, overall gameplay is faster. 
616 - Max shot blocking. 
709 - Quick Hands, Max steal power. 
937 - Goaltending not allowed. 

* Big Head : At the match up screen, hold Up and press Pass+Turbo  

* Court Select : At the match up screen, press Left or Right to play in an indoor or outdoor court.

- SERIES -

1. NBA Jam (1993)
2. NBA Jam Tournament Edition (1994)
3. NBA Hangtime (1996)
4. NBA Maximum Hangtime (1996)
5. NBA Jam Extreme (1996)
6. NBA Jam 99 (1998, N64)
7. NBA Showtime - NBA on NBC (1999)
8. NBA Jam 2000 (1999, N64)
9. NBA Jam 2001 (2000, GBC)
10. NBA Jam 2002 (2002, GBA)
11. NBA Jam (2003, PS2, X-Box)
12. NBA Jam 2004 (2003, unreleased GameCube prototype)
13. NBA Jam (2010, Nintendo Wii)
14. NBA Jam - On Fire Edition (2011, PSN, XBOX Live)

- STAFF -

Design team : Jeff Johnson, Mark Turmell, Sal Divita, Dan Thompson, Eugene Geer, Jennifer Hedrick, John Carlton, Jon Hey
Additional designers : Shawn Liptak, Jamie Rivett, Pat Fitgerald, John Root, Marty Martinez, Carlos Pesina, Nick Erhlich
Sound and music : Jon Hey, Kevin Quinn, Neil Funk
Hardware support : Mark Loffredo, Sheridan Oursler, Pat Cox, Al Lasko, Jeff Peters, Cary Mednick, Ray Gay, Steve Correl, John Lowes
NBA support : Greg Lassen, Joe Amati, United Center, Jonathan Zirin
Game testers : Mike Vinikour, Eddie Ferrier
Additional testers : Kevin Day, Bud Fletcher, Eric C. Ward, Mike Mallard, Sean Jennings, Rob Gorski, Alfred Montegue, Quiana Lahori, Marius Mattescu
Executive producers : Neil Nicastro, Ken Fedesna, Paul Dussault, Roger Sharpe
Cast : Willie Morris Jr., Steve Bardo, Marcus Minifee, Mary Jane Lee, Kim Keller

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1736&o=2

$end


$info=nbapbp,
$bio

NBA Play By Play (c) 1998 Konami Company, Limited.

- TECHNICAL -

Konami Hornet Hardware

Main CPU : PPC403 (@ 32 Mhz), 68000 (@ 16 Mhz), ADSP21062 (@ 36 Mhz)
Sound Chips : RF5C400 (@ 36 Mhz)

Players: 2
Control: 8-way Joystick
Buttons: 3

- TRIVIA -

NBA Play By Play was released in December 1998.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4105&o=2

$end


$megadriv=bullvsblj,bullvsblj1,
$bio

NBA Playoffs - Bulls Vs Blazers (c) 1993 Electronic Arts.

- TRIVIA -

Reviews:
[FR] May 1993 - Consoles + No. 20: 90/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56704&o=2

$end


$psx=nbapower,
$bio

NBA Power Dunkers 4 [Model SLPM-86176] (c) 1999 Konami Corp. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85464&o=2

$end


$gbcolor=nbapro99,
$bio

NBA Pro '99 [Model DMG-ANZP-EUR] (c) 1999 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68443&o=2

$end


$n64=nbapro98,nbapro99,
$bio

NBA Pro 98 (c) 1998 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57857&o=2

$end


$megadriv=nbapro94,
$bio

NBA Pro Basketball '94 (c) 1994 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56705&o=2

$end


$snes=nbapro94,
$bio

NBA Pro Basketball '94 - Bulls vs Suns [Model SHVC-6N] (c) 1993 Electronic Arts Victor [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61846&o=2

$end


$snes=nbapro,
$bio

NBA Pro Basketball - Bulls vs Blazers [Model SHVC-BU] (c) 1993 Electronic Arts Victor [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61847&o=2

$end


$megadriv=bullvslaj,
$bio

NBA Pro Basketball - Bulls Vs Lakers (c) 1993 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56706&o=2

$end


$gbcolor=nbashowt,
$bio

NBA Show Time - NBA on NBC [Model CGB-AA5E-USA] (c) 2000 Midway Home Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68444&o=2

$end


$snes=nbashow,nbashowp,
$bio

NBA Showdown (c) 1993 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63319&o=2

$end


$megadriv=nbashowp,
$bio

NBA Showdown '94 (c) 1994 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57318&o=2

$end


$info=nbanfl,nbagold,
$bio

NBA Showtime + NFL Blitz 2000 (c) 1999 Midway Games, Incorporated.

- TECHNICAL -

Midway Vegas hardware

Main CPU : R5000 (@ 200 Mhz), ADSP2104 (@ 16 Mhz)
Sound Chips : (2x) DMA-driven (@ 16 Mhz)

Players: 4
Control: 8-way Joystick
Buttons: 3

- TRIVIA -

The game was released in October 1999 in USA.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3867&o=2

$end


$info=nbashowt,
$bio

NBA Showtime - NBA on NBC (c) 1998 Midway Games, Incorporated.

- TECHNICAL -

Midway Vegas hardware

Main CPU : R5000 (@ 200 Mhz), ADSP2104 (@ 16 Mhz)
Sound Chips : (2x) DMA-driven (@ 16 Mhz)

Players : 4
Control : 49-way Joystick
Buttons : 3

- TRIVIA -

Even if titlescreen says 1998, NBA Showtime was released in March 1999 in USA.

Michael Jackson used to own this game. It was sold at the official Michael Jackson Auction on Apr. 24th, 2009.

- TIPS AND TRICKS -

* Match-Up Screen Codes : Enter these at the match-up screen. The order they will be in is Turbo-Shoot-Pass-Direction
Code -- Effect
4-3-0-Right -- Alternate uniform
4-2-0-Right -- Away Uniform
2-0-0-Right -- Big Heads
1-3-1-Left -- Blizzard (outdoors only)
1-2-3-Up -- Fog on (outdoors only)
4-1-0-Right -- Home Uniform
4-0-1-Right -- Midway Uniform
1-2-3-Left -- Night Fog on (outdoors only)
2-0-1-Up -- No hotspots (teams must agree)
3-3-1-Left -- No Replays
4-4-4-Up -- No tip-off
1-4-1-Left -- Rainy Days (outdoors only)
1-0-0-Down -- Show Hot Spot
0-0-1-Down -- Show Shot %
1-2-1-Left -- Snow (outdoors only)
1-2-3-Right -- Swamp Fog on (outdoors only)
4-0-0-Right -- Team Uniforms (teams must agree)
1-2-3-Down -- Thick Fog on (outdoors only)
1-1-1-Down -- Tournament mode (no power-ups allowed)

* Secret Characters : Enter these initials and PIN numbers to unlock secret characters with hidden attributes at the start of a game :
Code -- Effect
CREATR 1954 -- Creature of the Black Lagoon
DANIEL 0604 -- Daniel Thompson
FRANK 1931 -- Frankenstein's Monster
OLDMAN 2001 -- Grandpa
HORSE 1966 -- Horse (White)
JASON 3141 -- Jason Skiles
JAPPLE 6660 -- Jeff Johnson
JENFR 3333 -- Jennifer Hendrick
ROOT 6000 -- John Root
KERRI 0220 -- Kerri Hoskins
KERRI 1111 -- Kerri Hoskins (alt uniform)
LIA 0712 -- Lia Montelongo
LIA 1111 -- Lia Montelongo (alt uniform)
TURMEL 0322 -- Mark Turmell
PINTO 1966 -- Pinto (Brown Horse)
RETRO 1970 -- Retro Bob
SAL 0201 -- Sal DiVita
BRIDE 1935 -- The Bride of Frankenstein
MUMMY 1932 -- The Mummy
WOLFMN 1941 -- The Wolfman

- SERIES -

1. NBA Jam (1993)
2. NBA Jam Tournament Edition (1994)
3. NBA Hangtime (1996)
4. NBA Maximum Hangtime (1996)
5. NBA Jam Extreme (1996)
6. NBA Jam 99 (1998, N64)
7. NBA Showtime - NBA on NBC (1999)
8. NBA Jam 2000 (1999, N64)
9. NBA Jam 2001 (2000, GBC)
10. NBA Jam 2002 (2002, GBA)
11. NBA Jam (2003, PS2, X-Box)
12. NBA Jam 2004 (2003, unreleased GameCube prototype)
13. NBA Jam (2010, Nintendo Wii)
14. NBA Jam - On Fire Edition (2011, PSN, XBOX Live)

- PORTS -

* Consoles :
Nintendo 64 (1999)
Sony PlayStation (1999)
Sega Dreamcast (1999)
Nintendo Game Boy Color (1999)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3868&o=2

$end


$n64=nbashowt,
$bio

NBA Showtime - NBA on NBC (c) 1999 Midway Home Entertainment

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57858&o=2

$end


$info=nss_ncaa,
$bio

NCAA Basketball (c) 1992 Nintendo.

A college basketball game. Compete in exhibition games or take part in a season and guide your team through March Madness and lead them into the Final Four.

- TECHNICAL -

Nintendo Super System hardware

Main CPU : G65C816 (@ 3.58 Mhz)
Sound CPU : SPC700 (@ 1.024 Mhz)
Sound Chips : Custom (@ 1.024 Mhz)

Screen orientation : Horizontal
Video resolution : 512 x 480 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768

Players : 4
Control : 8-way joystick
Buttons : 6

- TRIVIA -

Developed by Sculptured Software, Inc & HAL America, Inc.

Some teams are missing because rights could not be secured.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1847&o=2

$end


$snes=ncaabaska,ncaabaskp,ncaabask,
$bio

NCAA Basketball (c) 1992 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63320&o=2

$end


$megadriv=ncaabask,
$bio

NCAA Final Four Basketball (c) 1994 Mindscape, Incorporated. [Northbrook, IL, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57319&o=2

$end


$snes=ncaafin4,
$bio

NCAA Final Four Basketball (c) 1995 Mindscape, Incorporated. [Northbrook, IL, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63321&o=2

$end


$snes=ncaafoot,
$bio

NCAA Football (c) 1993 Mindscape, Incorporated. [Northbrook, IL, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63322&o=2

$end


$megadriv=ncaafoot,
$bio

NCAA Football (c) 1994 Mindscape, Incorporated. [Northbrook, IL, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57320&o=2

$end


$ibm5150,ibm5150_cass=diagncra,
$bio

NCR System Diagnostics AT Class (c) 198? NCR

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83668&o=2

$end


$pc8801_flop=ncsmusic,
$bio

NCS Music Art (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92466&o=2

$end


$pc8801_flop=ndisk5d8,
$bio

NDisk5 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92467&o=2

$end


$nes=nzcq,
$bio

哪吒传奇 (c) 200? Nanjing.
(Ne Zha Chuan Qi)

- TECHNICAL -

Game ID: NJ036

- TRIVIA -

Title translates from Chinese as Legend of Nezha.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76881&o=2

$end


$scv=nebula,nebulaa,
$bio

Nebula (c) 1984 Epoch Company, Limited.

- TECHNICAL -

[Model 9 NO.09130]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=29302&o=2

$end


$info=nebulray,nebulrayj,
$bio

Nebulasray (c) 1994 Namco.

NebulasRay is a vertically scrolling shoot'em up for one or two players. Civil war has broken out in the Austral star system, with the militaristic 'Master Forces' ousting the ruling government and looking to seize control of the entire system. 

Taking on the role of resistance fighters, players must battle through waves of enemy ships across 6 levels, before finally reaching and destroying the 'Master Fortress'. As well as forward-firing weapons, each player ship also carries a limited number of powerful bombs that inflict much greater damage on the enemy than the standard weapons. Initially, each player ship is armed with only 3 bombs. 

Numerous weapons and power-ups can be picked up during play, each of which can itself be powered-up: 
* WIDE SHOT - Increases shot width. 5 levels available. 
* GAIN POWER - Increases destructive power. 5 levels available. 
* SPEED UP - Increases player ship speed. 5 levels available. 
* BOMB - Extra bomb. Maximum of 7 can be carried. 
* FOUR-BARREL PHOTON - Powerful Photon torpedoes. Time-based. 
* HOMING LASER - Powerful lasers that automatically target enemies. Time-based. 
* LIGHTING BURST - Powerful short-range lightning burst. Time-based. 
* DEFLECTOR - Shield to protect player ships. Time-based. 
* EXTRA POINTS - Pick up for 3000 points. 

Visually, NebulasRay employs complex sprite rotation and scaling techniques - as well as multi-layered parallax scrolling - to create impressive and highly detailed graphics with a true sense of depth.

- TECHNICAL -

Namco System NB-1 hardware
Game ID : NR

Main CPU : Motorola 68EC020 (@ 24.192 Mhz), M37702 (@ 16.128 Mhz)
Sound Chips : C352 (@ 16.128 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Nebulasray was released in March 1994.

Victor Entertainment released a limited-edition soundtrack album for this game (Nebulasray : Namco Game Sound Express Vol.13 - VICL-15027) on 21/07/1994.

- STAFF -

Planners : M. Kimoto, Y. Yamamura
Programmers : Jin? Tsukka, H.R.M.
Chief designer : H. Kuwabara
Visual designers : Kim, Z=Bouya, H.Onishi, H-Daio, G-Nas.Y, Harurou
Graphic designer : I.T.O. Inc
Music composers : Masahiro Fukuzawa (Charly), Takayuki Ishikawa

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1737&o=2

$end


$amigaocs_flop=nebulus,
$bio

Nebulus (c) 1988 Hewson Consultants

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74609&o=2

$end


$cpc_cass=nebulus,
$bio

Nebulus (c) 1988 Hewson Consultants

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98384&o=2

$end


$amigaocs_flop=nebuzyna,
$bio

Nebulus & Zynaps [Premier Collection] (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74608&o=2

$end


$amigaocs_flop=nebulus2,
$bio

Nebulus 2 - Pogo a Go Go !!! (c) 1991 21st Century Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74611&o=2

$end


$amigaocs_flop=nebulusa,
$bio

Nebulus [Budget] (c) 1988 United

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74610&o=2

$end


$pc98=necwin30,
$bio

NEC Microsoft Windows 3.0 (c) 1991 NEC Home Electronics, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90211&o=2

$end


$info=neckneck,
$bio

Neck-n-Neck (c) 1992 Bundra Games Corp.

A horse racing game.  Choose from one of 6 horses and press your button to jump over fences to win the race.

- TECHNICAL -

Main CPU : (2x) M6809 (@ 2 Mhz)
Sound Chips : OKI6295 (@ 7.812 Khz), YM3812 (@ 4 Mhz)

Screen orientation : Horizontal
Video resolution : 400 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 256

Players : 1
Buttons : 6

- TRIVIA -

Released in December 1992.

Developed by Incredible Technologies, Inc.

- STAFF -

Producers : Buns Bob, Rocket Man
Director : Elaine Ditton
Programmed by : Jane Zeto, Robert Fuentes Jr.
Graphics by : Brian Wicks, Scott Morrison
Sound by : David D. Thiel

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1738&o=2

$end


$x68k_flop=necodemo,
$bio

Neco Demo (c) 199? Zoom

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87926&o=2

$end


$cpc_cass=necridom,
$bio

Necris Dome [Model 3010] (c) 1986 Codemasters Soft. Co., Ltd., The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99702&o=2

$end


$xegs=necroman,
$bio

Necromancer [Model RX8108] (c) 1988 Atari Corp. [Sunnyvale, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51248&o=2

$end


$amigaocs_flop=necronom,
$bio

Necronom (c) 1991 Linel

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74612&o=2

$end


$pc98=necronom,
$bio

Necronomicon (c) 1994 Fairytale [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90221&o=2

$end


$pc8801_flop=necropol,
$bio

Necropolis - Maiso Toshi (c) 1989 Natsume, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92487&o=2

$end


$pce=necros,
$bio

Necros no Yousai (c) 1990 ASK

Necros no Yousai is a simple and early action Role Playing Game game by Ask Kodansha and Lad-R. The monarch of black magic has revived eight heroes and they have been selected to fulfil various missions. Those characters follow traditional Role Playing character classes: a Hunter, an Amazon, an Elf, a Magician, a Dwarf, a Berserker, a Horse rider and a Samurai. The player starts his journey with the Elf and his archery equipment such as bow and arrows. He can walk around towns, chat with people or record his journey by talking to the Bard in the village's Inn. Unlike most RPGs, the view doesn't zoom-out when leaving a town. Instead, our hero walks along paths on a hand-drawn map and goes back to the action-view only when a new location is reached. Fights are round based, something which has become standard in Japanese RPG games. However, they are a lot more cinematic. Our heroes, and their enemies, are fully animated over the top half of the screen as they trigger special attacks and other fancy moves. The player's game can be saved and resumed using a complex password system based on Hiragana characters, making it tricky to use. Thankfully, the player's journey can also be saved using the backup unit.

- TECHNICAL -

HuCARD ID: AK90001
HuCARD Size: 4 Mbits.

- TRIVIA -

Released on April 20, 1991 in Japan for 6300 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58662&o=2

$end


$x68k_flop=nectaris,
$bio

Nectaris (c) 1992 System Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87927&o=2

$end


$pc98=nectaris,
$bio

Nectaris (c) 1992 Systemsoft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90222&o=2

$end


$gameboy=nectaris,
$bio

Nectaris GB [Model DMG-AN5J-JPN] (c) 1998 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66572&o=2

$end


$pce=nectaris,
$bio

Nectaris (c) 1990 Hudson Soft.

Nectaris is a futuristic War Game by Hudson Soft. The action takes place in 2089 on the Moon and the player can either play against a friend or a CPU controlled opponent. Nectaris plays very similar to other popular War Games - a top view displays the surrounding area and players can win the game by either destroying all the opponent's troops or by invading their Head Quarters. The game, as expected, is turned based - players pick vehicles and move them using commands. The type of landscape also largely affects troops and vehicles and the player has to strategically decide of the best route to take. Battles can be triggered when pieces are within attacking-range, and the screen switches to a side-view combat mode.

- TECHNICAL -

HuCARD ID: HC63016
HuCARD Size: 3 Mbits.

- TRIVIA -

Nectaris for the PC-Engine was released on February 2, 1989 in Japan for 5800 Yen.

Export release:
[US] "Military Madness [Model TGX030015]"

- PORTS -

* Consoles :
Nintendo Wii [Virtual Console] [JP] (December 20, 2006) [Model PANJ]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58663&o=2

$end


$cdi=nederlnd,
$bio

Nederlands Elftal Compleet - Alles over de Europese Kampioenschappen (c) 1996 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53012&o=2

$end


$cdi=nederl95,
$bio

Nederlands Film Festival '95 - 15 Jaar Gouden Kalf (c) 1995 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53013&o=2

$end


$pc8801_flop=need,
$bio

Need (c) 1992 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92488&o=2

$end


$gba=nfsmw,
$bio

Need for Speed - Most Wanted [Model AGB-BNWE-USA] (c) 2005 EA Games [Electronic Arts, Incorporated.]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72029&o=2

$end


$gba=nfspuu,
$bio

Need for Speed - Porsche Unleashed [Model AGB-AZFE-USA] (c) 2004 DSI Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72032&o=2

$end


$gba=nfspu,
$bio

Need for Speed - Porsche Unleashed [Model AGB-AZFP] (c) 2004 Zoo Digital Publishing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72031&o=2

$end


$gba=nfsundg2,
$bio

Need for Speed - Underground 2 [Model AGB-BNFE-USA] (c) 2004 EA Games [Electronic Arts, Incorporated.]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72035&o=2

$end


$gba=nfsundgr,
$bio

Need for Speed - Underground [Model AGB-BNSE-USA] (c) 2003 EA Games [Electronic Arts, Incorporated.]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72033&o=2

$end


$gba=nfscarbn,
$bio

Need for Speed Carbon - Own the City [Model AGB-BN7E-USA] (c) 2006 EA Games [Electronic Arts, Incorporated.]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72037&o=2

$end


$megadriv=nfsu,
$bio

Need for Speed Undercover (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56719&o=2

$end


$info=nfsug,
$bio

Need for Speed Underground (c) 2005 Global VR.

Take control of top import street tuners like Toyota Celica, Nissan 350Z, Mitsubishi Eclipse and the exclusive Nissan Skyline GTR. Play Career and customize your car with licensed aftermarket parts to build your own unique ride.
Linkable - allowing up to 4 players to compete in blistering head-to-head competition.

Features :
Tournament Play - with National Tournaments and Wednesday Tournament events throughout the US. 
Career Mode - allows players to choose their car and compete in a series of 81 races, earning custom performance parts and upgrades along the way. 
GLOBAL VR® Players' Card Compatible - get a SmartCard format Players'Card at any online game or register here to store race data and compete in Tournament Play.

- TECHNICAL -

Cabinet dimensions : H 79'', W 34'', D 66''

EVERLAST CPU 
Pentium 4 processor 
32 bit color SVGA 800X600 monitor 
1 GB RAM 
20 GB hard drive

- TRIVIA -

Released in March 2005.

A deluxe version of this game was also available.

- SERIES -

1. The Need for Speed (1994, 3DO)
2. The Need for Speed - Special Edition (1996, PC MS-DOS)
3. Need for Speed II (1997, Sony PlayStation, PC MS-Windows)
4. Need for Speed II - Special Edition (1997, PC MS-Windows)
5. Need for Speed - V-Rally (1997, Sony PlayStation)
6. Need for Speed III - Hot Pursuit (1998, Sony PlayStation, PC MS-Windows)
7. Need for Speed - High Stakes (1999, Sony PlayStation, PC MS-Windows)
8. Need for Speed - V-Rally 2 (1999, Sony PlayStation, PC MS-Windows)
9. Need for Speed - Porsche Unleashed (2000, Sony PlayStation, PC MS-Windows)
10. Need for Speed - Hot Pursuit 2 (2002, Nintendo GameCube, Sony PlayStation 2, Microsoft Xbox)
11. Need for Speed (2003)
12. Need for Speed GT (2003)
13. Need for Speed Underground (2003, Nintendo GameCube, Sony PlayStation 2, Microsoft Xbox)
14. Need for Speed Underground 2 (2004, Nintendo GameCube, Sony PlayStation 2, Microsoft Xbox)
15. Need for Speed Underground (2005)
16. Need for Speed - Most Wanted (2005, Nintendo GameCube, Sony PlayStation 2, Microsoft Xbox)
17. Need for Speed Underground - Rivals (2005, Sony PSP)
18. Need for Speed Carbon - Own the City (2006, Sony PSP)
19. Need For Speed Carbon (2008)

- STAFF -

Producer : John Ray

- PORTS -

note : This game is already port of the PC game. Here is a list of others ports...

* Consoles :
Sony PlayStation 2 (2003)
Microsoft XBOX (2003)
Nintendo GameCube (2003)
Nintendo Game Boy Advance (2004)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4925&o=2

$end


$amigaocs_flop=neighbor,
$bio

Neighbours (c) 1992 Impulze

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74613&o=2

$end


$cpc_cass=neilandr,
$bio

NEIL Android [Model AS235] (c) 1988 Alternative Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98372&o=2

$end


$pc98=nejishik,
$bio

Neji Shiki (c) 1988 Zeit [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90223&o=2

$end


$x68k_flop=nejishik,nejishikd,
$bio

Neji Shiki (c) 1989 Zeit [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87928&o=2

$end


$info=ngpgal,
$bio

Nekketsu Grand-Prix Gal (c) 1991 Nichibutsu.

A mahjong game with a race car theme.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 6 Mhz)
Sound CPU : Zilog Z80 (@ 8 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC

Players : 2
Control : mahjong keyboard

- TRIVIA -

Nekketsu Grand-Prix Gal was released in July 1991 in Japan.

The title of this game translates from Japanese as 'Hot-blooded Grand-Prix Gal'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1739&o=2

$end


$msx2_cart=nekkejud,nekkejuda,
$bio

Nekketsu Juudou (c) 1989 Pony Canyon, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51343&o=2

$end


$msx2_flop=nekkejud,nekkejudb,nekkejudc,nekkejuda,
$bio

Nekketsu Juudou (c) 198? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101883&o=2

$end


$nes=nekkakud,
$bio

Nekketsu Kakutou Densetsu (c) 1992 Technos Japan Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54437&o=2

$end


$info=kuniokun,kuniokunb,
$bio

Nekketsu Kouha Kunio-Kun (c) 1986 Technos.

The original side-scrolling beat-em-up from Technos. Kunio, a tough guy from Nekketsu High School, stands up for his bullied friend Hiroshi against the numerous gangs that are tormenting his life. Each stage begins with one of the gang's members beating up Hiroshi, followed Kunio chasing after the attackers.

The game uses a 2-way attacking, in which one button attacks to the character's left and the other to his right. Techniques includes a basic punch combo, a back kick, a collar grab and even a jump kick. The player can also run by pushing the joystick left or right twice.

The game is comprised of 4 stages, each with their unique set of enemy characters:

Stage 1 - Set on a train platform. The enemies are a gang of students from the neighboring school of Hanazono. Some of the enemies are armed with sticks. Their boss is Riki, Kunio's rival.

Stage 2 - Set on a harbor in Yokozuka. The enemies are a gang of bikers called the Yokohama Funky. The first wave of enemies will attempt to run Kunio down with their bikes. After knocking down all the bikers, the enemies on the sidelines will enter the playing field to attack the player. Their boss is Shinji.

Stage 3 - Set in a dark alley, the enemies are a gang of girl students from the Taiyou Academy. The boss is Misuzu, a giant lady.

Stage 4 - The first half of the stage is set in a parking lot, where a group of four hitmen working for the Sanwa Club will attack Kunio with their knives. Unlike other enemies, they can kill the player off with one hit. After defeating the four hitmen, the player will enter the Sanwa building where he will encounter three more hitmen and their boss, Sabu.

- TECHNICAL -

Game ID : TA-0018

Main CPU : MOS Technology M6502 (@ 1.5 Mhz)
Sound CPU : Motorola M6809 (@ 1.5 Mhz)
Sound Chips : Yamaha YM3526 (@ 3 Mhz), Custom (@ 8 Khz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in May 1986.

The title of this game roughly translates from Japanese as 'Hot Blooded Tough Guy Kunio'.

Kunio is named after Kunio Taki, the president of Technos Japan at the time. Kunio would return in the Technos arcade game "Nekketsu Koukou Dodgeball-bu", the Japanese version of "Super Dodge Ball", and would go on to star on numerous console games by Technos. A few of these were localized for the Western market, such as "River City Ransom", "Nintendo World Cup" and "Crash 'n the Boys - Street Challenge", where Kunio's identity would change from game to game (such as Alex or Crash Cooney).

Apollon Music released a limited-edition soundtrack album (Cassette format) for this game (Nekketsu Kouha-kun Sound Story) on 05/1987.

- TIPS AND TRICKS -

* Perform Debug Test : Hold down both 1P and 2P Start buttons. Do this after you turn on the arcade machine.

A full map of the game can be found here: www.arcade-history.com/index.php?page=articles&num=13

- SERIES -

1. Nekketsu Kouha Kunio-kun (1986)
2. Downtown Nekketsu Monogatari (1989, Nintendo Famicom)
3. Nekketsu Kouha Kunio-kun - Bangai Rantou-hen (1991, Game Boy)
4. Downtown Special - Kunio-kun no Jidaigeki dayo Zen'in Shuugou! (1991, Nintendo Famicom)
5. Shodai Nekketsu Kouha Kunio-kun (1992, Super Famicom)
6. Shin Nekketsu Kouha - Kunio-tachi no Banka (1994, Super Famicom)

- STAFF -

Director: Yoshihisa Kishimoto
Designer: Masao Shiroto, Misa Yazaki
Programmer: Noriyuki Tomiyama, Shintaro Kumagai

- PORTS -

* Consoles :
Nintendo Famicom (1987)
Sony PlayStation 2 (2006, "Oretachi Game Center - Nekketsu Kouka Kunio-Kun")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1740&o=2

$end


$nes=kuniokun,
$bio

Nekketsu Kouha Kunio-kun (c) 1987 Technos Japan Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54438&o=2

$end


$nes=kuniokunh,
$bio

Nekketsu Kouha Kunio-kun (c) 1987 FMG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69294&o=2

$end


$gameboy=kuniokbr,
$bio

Nekketsu Kouha Kunio-kun - Bangai Rantou Hen [Model DMG-KUJ] (c) 1990 Technos Japan Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66573&o=2

$end


$nes=nekdodge,
$bio

Nekketsu Koukou Dodgeball Bu (c) 1988 Technos Japan Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54439&o=2

$end


$x68k_flop=nekdodge,
$bio

Nekketsu Koukou Dodgeball Bu (c) 1988 Sharp [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87929&o=2

$end


$megadriv=neksoccr,
$bio

熱血高校ドッジボール部 MDサッカー編 (c) 1992 Palsoft
(Nekketsu Koukou Dodgeball Bu - MD Soccer Hen)

- TECHNICAL -

Cartridge ID: T-74033

- TRIVIA -

Released on August 07, 1992 in Japan. It was never released outside Japan.

- TIPS AND TRICKS -

Enter 4126 as a password to enter the sound test.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56720&o=2

$end


$pce=nekdodge,
$bio

Nekketsu Koukou Dodgeball Bu - PC Bangai Hen (c) 1990 Naxat Soft.

- TECHNICAL -

Game ID: NX90002

- TRIVIA -

Nekketsu Koukou Dodgeball Bu - PC Bangai Hen for the PC-Engine was released on March 30, 1990 in Japan.

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [JP] (September 30, 2008) 

* Others : 
Apple iPhone/iPad [US] (December 20, 2010) "TurboGrafx-16 GameBox [Model 406585960]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58664&o=2

$end


$x68k_flop=neksoccr,
$bio

Nekketsu Koukou Dodgeball Bu - Soccer Hen (c) 1990 Sharp [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87930&o=2

$end


$pcecd=neksoccr,
$bio

Nekketsu Koukou Dodgeball Bu - Soccer Hen (c) 1991 Naxat Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58298&o=2

$end


$pce=neksoccr,
$bio

Nekketsu Koukou Dodgeball Bu - Soccer PC Hen (c) 1992 Naxat Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58665&o=2

$end


$nes=neksoccr,
$bio

Nekketsu Koukou Dodgeball Bu - Soccer-hen (c) 1990 Technos Japan Corp.

Players choose from 13 World Class national teams and plan their own game strategy. Use advanced super moves like the Bicycle Kick and the Super Header to make the game come alive. This is incredible sporting fun.

- TIPS AND TRICKS -

* Password with USA :
First match : Cameroon
10300 - Japan
30700 - France
01500 - Russia
22000 - Spain
72100 - England
11500 - Mexico
42400 - Holland
62600 - Brazil
60200 - Italy
22300 - Argentina
12800 - W. Germany (last match)

* Password with Holland :
First match - Cameroon
10301 - Japan
30701 - France
01501 - Russia
22001 - Spain
72101 - England
11501 - Mexico
42401 - USA
62601 - Brazil
60201 - Italy
22301 - Argentina
12801 - W. Germany (last match)

* Password with Japan :
First match - Cameroon
10302 - USA
30702 - France
01502 - Russia
22002 - Spain
72102 - England
11502 - Mexico
42402 - Holland
62602 - Brazil
60202 - Italy
22302 - Argentina
12802 - W. Germany (last match)

* Password with France :
First match - Cameroon
10303 - Japan
30703 - USA
01503 - Russia
22003 - Spain
72103 - England
11503 - Mexico
42403 - Holland
62603 - Brazil
60203 - Italy
22303 - Argentina
12803 - W. Germany (last match)

* Password with Cameroon :
First match - USA
10304 - Japan
30704 - France
01504 - Russia
22004 - Spain
72104 - England
11504 - Mexico
42404 - Holland
62604 - Brazil
60204 - Italy
22304 - Argentina
12804 - W. Germany (last match)

* Password with Russia :
First match - Cameroon
10305 - Japan
30705 - France
01505 - USA
22005 - Spain
72105 - England
11505 - Mexico
42405 - Holland
62605 - Brazil
60205 - Italy
22305 - Argentina
12805 - W. Germany (last match)

* Password with Mexico :
First match - Cameroon
10306 - Japan
30706 - France
01506 - Russia
22006 - Spain
72106 - England
11506 - USA
42406 - Holland
62606 - Brazil
60206 - Italy
22306 - Argentina
12806 - W. Germany (last match)

* Password with England :
First match - Cameroon
10307 - Japan
30707 - France
01507 - Russia
22007 - Spain
72107 - USA
11507 - Mexico
42407 - Holland
62607 - Brazil
60207 - Italy
22307 - Argentina
12807 - W. Germany (last match)

* Password with Spain :
First match - Cameroon
10308 - Japan
30708 - France
01508 - Russia
22008 - USA
72108 - England
11508 - Mexico
42408 - Holland
62608 - Brazil
60208 - Italy
22308 - Argentina
12808 - W. Germany (last match)

* Password with Brazil :
First match - Cameroon
10309 - Japan
30709 - France
01509 - Russia
22009 - Spain
72109 - England
11509 - Mexico
42409 - Holland
62609 - USA
60209 - Italy
22309 - Argentina
12809 - W. Germany (last match)

* Password with W. Germany :
First match - Cameroon
10310 - Japan
30710 - France
01510 - Russia
22010 - Spain
72110 - England
11510 - Mexico
42410 - USA
62610 - Holland
60210 - Brazil
22310 - Italy
12810 - Argentina (last match)

* Password with Argentina :
First match - Cameroon
10311 - Japan
30711 - France
01511 - Russia
22011 - Spain
72111 - England
11511 - Mexico
42411 - USA
62611 - Brazil
60211 - Holland
22311 - Italy
12811 - W. Germany (last match)

* Password with Italy :
First match - Cameroon
10312 - Japan
30712 - France
01512 - Russia
22012 - Spain
72112 - England
11512 - Mexico
42412 - Holland
62612 - Brazil
60212 - USA
22312 - Argentina
12812 - W. Germany (last match)

- STAFF -

Game Design: Mitsuhiro Yoshida
Designer: Hiroyuki Sekimoto
Programmer: Shintaro Kumagai
Background design: Masamichi Katagiri
Music by: Kazuo Sawa
Sound programmer: Michiya Hirasawa

- PORTS -

* Consoles :
Nintendo Game Boy (1991)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54440&o=2

$end


$gameboy=nekdodge,
$bio

Nekketsu Koukou Dodgeball Bu [Model DMG-NDJ] (c) 1991 Technos Japan Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66574&o=2

$end


$info=nkdodgeb,nkdodge,
$bio

Nekketsu Koukou Dodgeball-bu (c) 1987 Technos.

Kunio and his friends from Nekketsu High School compete in an international dodgeball tournament, but first they must defeat their rivals from Hanazono High School in the Japanese finals. After defeating Hanazono, the player will compete for the World Cup against England, Iceland, China, Africa and America.

- TECHNICAL -

Game ID : TA-0022

Main CPU : MOS Technology M6502 (@ 2 Mhz)
Sound CPU : Motorola M6809 (@ 2 Mhz)
Sound Chips : YM3812 (@ 3 Mhz), (2x) MSM5205 (@ 384 Khz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in November 1987 in Japan.

The game's title translates to 'Nekketsu High School Dodge Ball Club'.

- UPDATES -

This game is known outside Japan as "Super Dodge Ball". The main difference between the Japanese version and the American version are in the nationality of the player's team and the final team in the game.

- SERIES -

1. Nekketsu Koukou Dodgeball-bu (1987)
2. Kunio-kun no Dodgeball dayo Zen'in Shuugou (1993, Super Famicom)
3. Kunio no Nekketsu Toukyuu Densetsu (1996)
4. Bakunetsu Dodgeball Fighters (2001, Nintendo Game Boy Advance)
5. Chou Nekketsu Koukou Kunio-kun Dodgeball-bu (2008, Nintendo DS)

- STAFF -

Director: Mitsuhiro Yoshida
Programmer: Noriyuki Tomiyama, Shintaro Kumagai

- PORTS -

* Consoles :
Nintendo Famicom (1989) 
NEC PC-Engine (1990, "Nekketsu Koukou Dodgeball-Bu: PC Bangai-hen")
Nintendo Game Boy (1990, "Nekketsu Koukou Dodgeball-Bu: Kyouteki! Toukyuu Senshi no Maki!")
Sony PlayStation 2 (2006, "Oretachi Game Center - Nekketsu Koukou Dodgeball-bu")

* Computers :
Sharp X68000 (1988)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1741&o=2

$end


$gameboy=neksoccr,
$bio

Nekketsu Koukou Soccer Bu - World Cup Hen [Model DMG-NCJ] (c) 1991 Technos Japan Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66575&o=2

$end


$pcecd=soreyukd,
$bio

Nekketsu Koushinkyoku - Soreyuke Daiundoukai (c) 1992 Naxat Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58299&o=2

$end


$pcecd=neklegbb,
$bio

Nekketsu Legend Baseball (c) 1995 Pack-In-Video Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58300&o=2

$end


$info=nmsengen,
$bio

Nekketsu Mahjong Sengen! AFTER 5 (c) 1991 Video System.

When the girls get off work, they get ready to play strip mahjong!

- TECHNICAL -

Main CPU : (2x) Zilog Z80 (@ 6 Mhz)
Sound Chips : YM2413 (@ 3.579545 Mhz), OKI MSM5205 (@ 384 Khz)

Players : 1
Control : mahjong keyboard

- TRIVIA -

Released in January 1991 in Japan.

The title of this game translates from Japanese as 'Hot-blooded Mahjong Announcement! - After 5'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1742&o=2

$end


$saturn,sat_cart=nekketsu,
$bio

Nekketsu Oyako (c) 1995 TechnoSoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59450&o=2

$end


$snes=burnhero,
$bio

Nekketsu Tairiku Burning Heroes [Model SHVC-AEBJ-JPN] (c) 1995 Enix, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61862&o=2

$end


$gameboy=nekbvoll,
$bio

Nekketsu! Beach Volley dayo Kunio-kun (c) 1994 Technos Japan Corp.

- TECHNICAL -

Game ID: DMG-VXJ

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66576&o=2

$end


$nes=dunkhero,
$bio

Nekketsu! Street Basket - Ganbare Dunk Heroes (c) 1993 Technos Japan Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54441&o=2

$end


$sms=nekkyu,
$bio

Nekkyuu Koushien (c) 1988 Sega Enterprises, Limited.

- TECHNICAL -

Game ID: G-1367

- TRIVIA -

Released on September 9, 1988 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55887&o=2

$end


$pc8801_flop=nekomanm,
$bio

Neko Manma CG Shu Vol.1 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92489&o=2

$end


$pc8801_flop=nekoman1,
$bio

Neko Manma CG Shu Vol.2 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92490&o=2

$end


$pc98=nekomaex,
$bio

Neko Manma EX (c) 1993 Fournine [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90224&o=2

$end


$gameboy=nekojara,
$bio

Nekojara Monogatari [Model DMG-NJJ] (c) 1990 Kemco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66577&o=2

$end


$pc98=nekomimi,
$bio

Nekomimi Donburi (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90225&o=2

$end


$bbca_cass,bbcb_cass=nemesis,
$bio

Nemesis (c) 1983 Micro Power

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52161&o=2

$end


$info=nemesis,nemesisuk,
$bio

Nemesis (c) 1985 Konami.

European version. For more information about the game, please see the "Gradius" entry.

- TECHNICAL -

Konami Nemesis Hardware
Game ID : GX400

Main CPU : MC 68000 @ 10Mhz / G400 Bios
Sound CPU : Zilog Z80
Sound chip : 2x AY-3-8910 psg 

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Nemesis was released in November 1985.

This game is known outside Europe as "Gradius".

- SERIES -

1. Nemesis (1985)
2. Lifeforce (1986)
3. Gradius 2 (1987, MSX)
4. Vulcan Venture (1988)
5. Nemesis 3 - The Eve of Destruction (1988, MSX)
6. Gradius III (1989)
7. Gradius - The Interstellar Assault (1991, Nintendo Game Boy)  
8. Nemesis '90 Kai (1993, Sharp X68000)
9. Salamander 2 (1996)
10. Solar Assault - Gradius (1997)
11. Solar Assault - Revisited (1997)
12. Gradius Gaiden (1997, Sony PlayStation)
13. Gradius IV - Fukkatsu (1999)
14. Gradius Generation (2002, Nintendo Game Boy Advance)
15. Gradius V (2003, Sony PlayStation 2)

- PORTS -

* Consoles :
Nintendo NES [EU] (November 30, 1988) as "Gradius [Model NES-GR] 
Nintendo Wii [Virtual Console] [EU] (February 2, 2007) [Model FARP] NES version
Nintendo DS [EU] (October 26, 2007) "Konami Arcade Classics [Model NTR-P-ACXP]" 
Nintendo DS [AU] (October 29, 2007) "Konami Arcade Classics" 

* Computers :
Commodore C64 [EU] (1987)
Sinclair ZX Spectrum [EU] (1987)
Amstrad CPC [EU] (1987)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1743&o=2

$end


$info=nemesisp,
$bio

Nemesis (c) 1986 Peyper.

- STAFF -

Design by : Eulogio Pingarron

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=9993&o=2

$end


$sms=nemesis,
$bio

Nemesis (c) 1987 Zemina

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56112&o=2

$end


$cpc_cass=nemesis,
$bio

Nemesis (c) 1987 Konami Co., Ltd. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98386&o=2

$end


$x68k_flop=nemesis,nemesisd,
$bio

Nemesis '90 Kai (c) 1993 SPS.

- TRIVIA -

Nemesis '90 Kai was released on November 11, 1993 in Japan.

- SERIES -

1. Gradius [Model GX400] (1985)
2. Salamander [Model GX587] (1986)
3. Gradius II - GOFER no Yabou [Model GX785] (1988)
4. Gradius III - Densetsu Kara Shinwa-e [Model GX945] (1989)
5. Nemesis '90 Kai (1993, Sharp X68000)
6. Salamander 2 (1996)
7. Solar Assault - Gradius (1997)
8. Solar Assault - Revised (1997)
9. Gradius Gaiden (1997, Sony PlayStation)
10. Gradius IV - Fukkatsu (1998)
11. Gradius Generation (2001, Nintendo Game Boy Advance)
12. Gradius V (2004, Sony PlayStation 2)
13. Gradius Neo (2004, NTT DoCoMo i-mode Phones)
14. Gradius Neo Imperial (2005, NTT DoCoMo i-mode Phones)
15. Gradius Wide (2007, NTT DoCoMo i-mode Phones)
16. Gradius Rebirth (2008, Nintendo Wii)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48165&o=2

$end


$x68k_flop=nemes93,
$bio

Nemesis '93 Gradius 2 (c) 1993 Gra2 Project Team

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88474&o=2

$end


$x68k_flop=nemes94,
$bio

Nemesis '94 Gradius 2 (c) 1994 Gra2 Project Team

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88475&o=2

$end


$msx1_cart=nemesis3,nemesis3a,nemesis3b,
$bio

Nemesis 3 - The Eve of Destruction (c) 1988 Konami Co., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96200&o=2

$end


$pc8801_cass=nemesis,
$bio

Nemesis 88 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91251&o=2

$end


$gameboy=nemesis2,
$bio

Nemesis II - The Return of the Hero [Model DMG-NE-ESP] (c) 1992 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66582&o=2

$end


$gameboy=nemesis2j,
$bio

Nemesis II (c) 1991 Konami Company, Limited.

- TECHNICAL -

Cartridge ID: DMG-NEA

- TRIVIA -

Reviews:
October 1991 - Joypad N.1 [FR]: 92/100
November 1991 - Consoles + N.3 (Page 132) [FR]: 92/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66581&o=2

$end


$cpc_cass=nemwrlk,
$bio

Nemesis The Warlock (c) 1987 Erbe Soft. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98387&o=2

$end


$gameboy=nemesis,
$bio

Nemesis [Model DMG-NM-UKV] (c) 1991 Palcom Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66578&o=2

$end


$gameboy=nemesisu,
$bio

Nemesis [Model DMG-NM-USA] (c) 1990 Ultra Games [Ultra Software Corp.]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66580&o=2

$end


$gameboy=nemesisj,
$bio

Nemesis [Model DMG-NMA] (c) 1990 Konami Industry Co., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66579&o=2

$end


$nes=nemoj,
$bio

Nemo - Pajama Hero (c) 1990 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54442&o=2

$end


$info=nemo,nemor1,
$bio

Nemo (c) 1990 Capcom Company, Limited.

Export release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Nemo [B-Board 89625B-1]".

- TECHNICAL -

Runs on the "CP System" hardware.
B-Board #: 89624B-3

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69757&o=2

$end


$info=nemoj,
$bio

Nemo (c) 1990 Capcom Company, Limited.

One night, as Nemo sleeps, he is visited in a dream by the King of Slumberland, who invites Nemo to come and play with the King's daughter, the Princess. Nemo finds himself unable to find the Princess however, so he and 'Flip', a strange companion who also turns up in the dream, decide to explore Slumberland and find the king.

Nemo is a colourful and abstract platform shoot-em-up set in the dream world of Slumberland, a surreal world in which childrens' toys are running amok and must be destroyed. Nemo is armed with a magical staff that emits a burst of magic to destroy the many enemies, some of which require multiple hits. A number of power-ups also appear at regular intervals to aid Nemo in his quest through seven tough stages.

- TECHNICAL -

Runs on the "CP System" hardware.
B-Board #: 89625B-1

Players: Up to 2 simultaneously.
Control: 8-Way Joystick per player.
Buttons: 2 per player.
=> Magic, Jump

- TRIVIA -

Nemo was released in November 1990 in Japan. It was known there as the 13th video game made for this system.

Known Export release: "Nemo [B-Board 89624B-3]".

Little Nemo in Slumberland was the original comicstrip from Winsor Mc Kay published in the New York Herald in 1904. He also made the first movie animation around 1910's. Tokyo Movie Shinsha (TMS) in 1990 got the rights to make an animated movie based in the comicstrip, later they gave the rights to Capcom to make the Arcade games.

The second player in Nemo, Flip, appears in the music video of Tom Petty's 'Running down a Dream'.

- TIPS AND TRICKS -

* New Final Scenes : if you beat the game in one credit, you get special bonus scenes at the end. These parody two other Capcom classics, "Ghouls'n Ghosts" and "Final Fight".

- STAFF -

Planners : Noritaka Funamizu (Poo), Popo P, Chin
Chief object designer : Nemotani
Object designers : Hiramacho, Mizuho, Popo P, Chin
Chief scroll designer : Tanupooh
Scroll designers : Oyuu, Konomi (Powerful Konomi), Taiyaki
Chief programmer : CBX
Programmers : Cherry, Wakio
Sound composer : Shimopii
Character supporters : Popo P, Noritaka Funamizu (Poo), CBX
Character coordinator : Nemotani
Character effecter : Chin
Editors : Noritaka Funamizu (Poo), Popo P, Chin, CBX
Director : Yoshiki Okamoto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1744&o=2

$end


$pcecd=nemurenu,
$bio

Nemurenumori no Chiisana Ohanashi (c) 1993 NEC Home Electronics, Limited.

Nemurenuyo No Chiisana Ohanashi is a cute educational game by Nec. It tells the story of a cat called Neko-Kun who happen to meet a cute little star who fell from the sky. Neko-Kun decides to take care of his new friend and help the little star to return to her home. The second part of the game starts when the little star becomes strong enough to return to the night sky. Neku-Kun can then freely walk around the island where he lives. The place is curiously shaped like his head and he will meet there his other friends. The player will be introduced to new characters and locations, and will event be able to interact with objects of the scenery or take part of mini-games. Many background elements can be activated with the controller (or the mouse, if you own one) and trigger animated sequences. Each story can be played again, and again, or can be stopped at anytime by hitting the little cat heat or the island icons located at the bottom of the screen.

- TECHNICAL -

Game ID: HECD3004

- TRIVIA -

The title of this game translates as 'Little stories for sleepless nights'.

Released on july 30, 1993 in Japan for 6800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58301&o=2

$end


$psx=nemuruma,
$bio

Nemuru Mayu - Sleeping Cocoon [Model SLPS-02597] (c) 2000 Asmik Ace Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85472&o=2

$end


$info=neobombe,
$bio

Neo Bomber Man (c) 05/1997 Hudson Soft.

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : 0093

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2610 (@ 8 Mhz)

Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096

Players : 2
Control : 8-way joystick
Buttons : 1
=> [A] Bomb set/Kick bomb/Throw bomb

- TRIVIA -

This game runs on the Neo-Geo MVS but was not released on the Neo-Geo AES home console.

- SERIES -

1. Bomber Man (1984, MSX)
2. Bomber Man (1985, Famicom)
3. Bomber Man Special (1986, MSX)
4. Bomber Man (1990, Famicom Disk System)
5. Bomber Man (1991, Arcade)
6. Bomber Man II [Model HFC-2X] (1991, Famicom)
7. Bomber Man World (1992, Arcade)
8. Bomber Man '93 [Model HC92061] (1992, PC-Engine)
9. Hi-Ten Bomberman (1993, Custom Hardware - High Definition System)
10. Super Bomber Man [Model SHVC-H6] (1993, Super Famicom)
11. Bomber Man '94 [Model HC93065] (1993, PC-Engine)
12. Super Bomber Man 2 [Model SHVC-M4] (1994, Super Famicom)
13. Super Bomber Man 3 [Model SNSP-AS6P] (1995, Super Famicom)
14. Super Bomber Man 4 [Model SHVC-A4BJ] (1996, Super Famicom)
15. Neo Bomber Man (1997, MVS) 
16. Super Bomber Man 5 [Model SHVC-A5SJ] (1997, Super Famicom) 
17. Bomber Man Online (2002, PC)
18. Bomber Man DS [Model NTR-P-ABMJ] (2005, DS)
19. Bomber Man Live (2007, XBLA)
20. Bomber Man Portable [Model ULJM-05034]  (2006, PSP)
21. Custom Battler Bomber Man [Model NTR-P-YBAJ] (2008, DS)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1745&o=2

$end


$ngpc=neoderby,
$bio

Neo Derby Champ Daiyosou [Model NEOP00170] (c) 1999 SNK Corp. [Shin Nihon Kikaku] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82545&o=2

$end


$info=neodrift,
$bio

Neo Drift Out - New Technology (c) 03/1996 Visco.

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : 0213

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2610 (@ 8 Mhz)

Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096

Players : 2
Control : 8-way joystick
Buttons : 2
=> [A] Accelerator [B] Brake

- SERIES -

1. Drift Out (1991)
2. Drift Out '94 - The Hard Order (1994)
3. Super Drift Out - World Rally Championships (1994, Nintendo Super Famicom)
3. Neo Drift Out - New Technology (1996)

- STAFF -

Executive producer : Tetsuo Akiyama
Producer : Don Gabacho
Code : Y. Nakayama, N. Sawa, Hagi. Saito, M. Honma, C. Ohmori
Gfx : T. Nakahata, M. Shimura, M. Hasegawa

- PORTS -

* Consoles :
SNK Neo-Geo CD (1996)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1746&o=2

$end


$neocd=neodrift,
$bio

Neo DriftOut [Model NGCD-213] (c) 1996 SNK [Shin Nihon Kikaku] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68147&o=2

$end


$neocd=ngcdspec,
$bio

Neo Geo CD Special (c) 1996 SNK.

- TECHNICAL -

Game ID: NGCD-205

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68148&o=2

$end


$info=neomrdo,
$bio

Neo Mr. Do! (c) 1996 Visco Corp.

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : 0207

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2610 (@ 8 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 1
=> [A] Attack enemy

- TRIVIA -

Neo Mr. Do runs on the Neo-Geo MVS but was never released on the Neo-Geo AES home console.

- SERIES -

1. Mr. Do! (1982)
2. Mr. Do's Castle (1983)
3. Mr. Do's Wild Ride (1984)
4. Do! Run Run (1984)
5. Neo Mr. Do! (1996)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1747&o=2

$end


$pcecd=neonectr,
$bio

Neo Nectaris (c) 1994 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58302&o=2

$end


$ngpc=neoproyk,
$bio

Neo Poke Pro Yakyuu [Pocket Sport Series] [Model NEOP00260] (c) 1999 SNK Corp. [Shin Nihon Kikaku] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82572&o=2

$end


$info=npcartv1,neoprint,
$bio

Neo Print (c) 1996 SNK [Shin Nihon Kikaku].

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=37095&o=2

$end


$info=98best44,
$bio

Neo Print - '98 NeoPri Best 44 (c) 1998 SNK [Shin Nihon Kikaku].

- TECHNICAL -

Main CPU: Motorola 68000 (@12MHz.)
Sound CPU: Zilog Z80 (@4MHz.)
Sound Chips: YM2610 (@8MHz.(

Screen orientation: Horizontal.
Video resolution: 384x240 pixels.
Refresh rate: 60Hz.
Palette Colours: Unknown.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32365&o=2

$end


$info=neogeo,
$bio

Neo-Geo MVS (c) 1990 SNK Corp.

A cartridge-based arcade system board. The MVS stands for Multi Video System, and as its name suggest, offers owners the ability to put up to six different arcade titles into a single cabinet, a key economic consideration for operators with limited floorspace. With its games stored on self-contained cartridges, a game cabinet can be exchanged for a different game title by swapping the game's ROM-cartridge and cabinet artwork.

- TECHNICAL -

Main CPU: Motorola 68000 (@ 12 Mhz)
Sound CPU: Zilog Z80 (@ 4 Mhz)
Sound Chips: Yamaha YM2610 (@ 8 Mhz)

TOTAL RAM: 214 KB.
- Main Motorola 68000 RAM: 64 KB (32 KB x2).
- Video RAM: 84 KB.
-- Main VRAM: 64 KB (32 KB x2)
-- Palette memory: 16 KB (8 KB x2)
-- Fast video sprite RAM: 4 KB (2 KB x2)
- Zilog Z80 Sound RAM: 2 KB.
- Battery-backup save NVRAM: 64 KB.

On-board ROM: 512 KB
- Zoom look-up table: 128 KB
- Fix layer graphics: 128 KB
- Zilog Z80 sound: 128 KB
- Motorola 68000 BIOS: 128 KB

Display resolution: 320×224 px (many games only use the centermost 304 px)
Color palette: 65,536 (16-bit) (not RGB565, but RGB666, where the lowest bit of each channel is shared with one bit)
Maximum colors on screen: 4096 (12-bit)
Maximum sprites on screen: 380
Minimum sprite size: 1x2 px
Maximum sprite size: 16x512 px
Maximum sprites per scanline: 96
Simultaneous scroll planes: 3
Aspect ratio: 4:3

- TRIVIA -

Released on April 26, 1990 in Japan, the same day as the Neo-Geo AES console.

MVS stand for 'Multi Video System', Neo-Geo means 'New World'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82772&o=2

$end


$info=ngbc,ngbcj,
$bio

NeoGeo Battlecoliseum (c) 2005 SNK Playmore.

SNK characters from many various Neo-Geo series clash together to form a 2-on-2 tag team fighting game.

- TECHNICAL -

Sammy Atomiswave hardware.

- TRIVIA -

NeoGeo Battlecoliseum was released on July 27, 2005.

The company that is hosting the Battle Coliseum tournament is named WAREZ, which is an obvious play on the word 'warez'. This is SNK Playmore's lash out against the emulation community, which SNK blames was the part of the contributing factors to their bankruptcy and closure in 2001.

Character cast...
From The King of Fighters series :
* Kyo Kusanagi
* Iori Yagami
* K'
* Shermie
* Mizuchi (a clone of Orochi created by WAREZ) (one of the game's bosses)

From the Fatal Fury series :
* Geese Howard
* Mai Shiranui
* Kim Kaphwan
* Jin Chonshu
* Jin Chonrei
* Tung Fu Rue
* Terry Bogard
* Rock Howard
* Hotaru Futaba

From the Art of Fighting series :
* Robert Garcia
* Lee Pai-Long
* Mr. Big

From the Samurai Shodown series :
* Haohmaru
* Genjuro Kibagami
* Nakoruru
* Shiki
* Asura

From the World Heroes series :
* Hanzo
* Fuuma
* Mudman
* Neo Dio (one of the game's bosses)

From the Metal Slug series :
* Marco Rossi
* Mars People (Mars Alien)

From the Last Blade series :
* Kaede (In his Awakened form)
* Moriya Minakata
* Akari Ichijou
* Keiichiro Washizuka

From others sources :
* Athena (from her series)
* Cyber Woo (from King of Monsters series)
* Kisarah Westfield (from Aggressors of Dark Kombat series)
* Mr. Karate (Ryo Sakazaki) (from Buriki-One series)
* King Lion/Shishioh (from Kizuna Encounter) (one of the game's bosses)

The Following characters are new characters that have not appeared anywhere else :
* Yuki
* Ai
* Goodman (the game's final boss)

Yuki and Ai, the 2 main characters in the game, has moves and DMs that makes tribute to old SNK games. The most detectable case of this is with Ai, who got Neo Poke-Kun (Neo-Geo Pocket mascot) as her own mascot and he appears in various of her moves and attacks.

Kyo and Iori have a special D-assault attack, which is the technique they both used in KOF 97 to defeat Orochi. In this attack, Iori starts grabbing his opponent by the neck while Kyo charges a devastating blow.

Terry and Rock share special D-assaults attack in Neo Geo Battle Coliseum, rightly named 'Storm and Stream' and 'Buster and Storm'.

- TIPS AND TRICKS -

* Alternate Characters :
NEO-DIO - Go to the blank space on the left of athena or right of mars people. 
King Lion(NORMAL) - Go to the blank space at the right of shermie.
Mizuchi - Go to the blank space at the right of iori or left of kyo.

* The condition of Bosses special condition: When the time is up, boss appears with the following condition
1: [Number of defeated CPU characters]
2: [Number of used Battle Bonuses]
3: [Number of used continues]
4: [Number of hits of Double Assault]
5: [Remained total energy]

SHISHI-OU
1: >= 6
2: >= 1
3: = 6
2: >= 2
3: Not used
4: >= 4
5: -----

GOOD MAN
1: >= 8
2: Not used
3: Not used
4: >= 6
5: Total >=50 %

If all the above conditions are false, Mizuchi appears.
You can see character's ending only when you defeat Good Man.

- STAFF -

Executive producer : Eikichi Kawasaki
Music : Tate Norio	   
Illustration : Tatsuhiko Kanaoka (Falcoon), Hiroaki, Ogura

* Voice actors :
Announcer : John Hulaton
Moriya Minakata : Jun Hashimoto
Terry Bogard, Kim : Satoshi Hashimoto
Hotaru Futaba : Yuki Horie
Asura : Kazuya Ichijo
Nakoruru : Harumi Ikoma
Robert Garcia : Kazuhiro Inage (Key Inage)
Athena : Nozoe Ito (as Mie Itoh)
Keiichiro Washizuka : Katsuyuki Konishi
Geese Howard, Genjyuro Kibagami : Kong Kuwata  
Fuuma, Mudman : Monster Maetsuka	   
Lee Pai Long : Tsunehito Maruo
K' : Yuuki Matsuda	   
Yuuki : Hikaru Midorikawa
Makishima Yuzu, Shiki, Kisarah Westfield : Kaori Minami
Tung fu Rue : Shigefumi Nakai 
Shermie : Hazuki Nishikawa	   
Marco : Nishikawa Takenosuke 
Kyo Kusanagi : Masahiro Nonaka
Akari Ichijo : Mayuko Omimura
Mai Shiranui : Akoya Sogi
Rock Howard : Eiji Takemoto
Hanzo : Tetsuya Tanaka
Ai : Yoko Teppocho
The Second Mr. Karate (Ryo Sakazaki), Haohmaru : Masaki Usui
Jin Chonshu, Jin Chonrei : Kappei Yamaguchi
Iori Yagami : Kunihiko Yasui
Mr. Big : Nobuyuki Yuki
Mizuchi : Kiyotomi Narikinya
Neo Dio : Eiji Yano
Kaede, Shishioh, Shin Shishioh : Kouji Suizu
Goodman : Joji Nakata

- PORTS -

* Consoles :
Sony PlayStation 2 [JP] (Dec. 22, 2005) "NeoGeo Battlecoliseum [Model SLPS-25558]"
Sony PlayStation 2 [JP] (Jan. 25, 2007) "NeoGeo Battlecoliseum [SNK Best Collection] [Model SLPS-25737]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4694&o=2

$end


$ngp=neocup98,
$bio

NeoGeo Cup '98 - The Road to the Victory (c) 1998 SNK.

- TECHNICAL -

Cartridge ID: NEOP00020

- TRIVIA -

Released on October 28, 1998 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47900&o=2

$end


$info=neocup98,
$bio

NeoGeo Cup '98 - The Road to the Victory (c) 1998 SNK.

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID: NGM-244

Players: 2
Control: 8-way joystick
Buttons: 3
=> Attack > [A] Shoot/Low pass, [B] High pass, [C] Short pass
=> Defense > [A] Sliding, [B] Rough play/Tackle, [C] Action player shift

- TRIVIA -

NeoGeo Cup '98 was released in May 1998. It was actually a hack of "Super Sidekicks 3" made by SNK themselves. His subtitle is a homage for "Fatal Fury 3 - Road to the Final Victory"

A serious bug: Using a USA bios rom if you insert a coin on the 'winners don't use drugs' screen on a single slot the games will use the neogeo bios s1 tileset rather than the game tiles, this causes most of the graphics to be hidden and the games to be unplayable, it will also end up using the mainboard z80 bios so sound will be broken, the games should fix themselves if you let them run another attract loop after gameover, on a multi-slot the games will reset. This is one of the first 4 'gigapower' games, the bug was fixed after that.

- TIPS AND TRICKS -

* View The Name List : At title screen hold A+B+C and press Start to begin.

* Each team has 0, 1, 2, or 3 strengths. It stands to reason that the best team will probably have 3 strengths, unless you like an  unusual combination like attack & defense. Here are the 16 teams that have 3 strengths : Croatia, Nigeria, Italy, France, Holland, Brazil, Argentina, England, Germany, Spain, Denmark, Colombia, Mexico, Romania, Portugal, Yugoslavia

- SERIES -

1. Tokuten Oh [Model NGM-052] (1992)
2. Tokuten Oh 2 - Real Fight Football [Model NGM-061] (1994)
3. Tokuten Oh 3 - Eikoue no Michi [Model NGM-081] (1995)
4. The Ultimate 11 - SNK Football Championship [Model NGM-215] (1996)
5. NeoGeo Cup '98 - The Road to the Victory [Model NGM-244] (1998)

- STAFF -

President : Eikichi Kawasaki
Director : H. Kawano
Planners : SNK R&D Center, Fighting Shooter
Chief programmer : Uzumasa SeVEN
Main programmers : EJ2OWRX, Yuritaro
Programmer : Toppo George
Sound : Ackey, Pearl Shibakichi
Designers : Kanitoru, Performaru, Shio Shio Shio(c), Gow Travolta, Daisy "Tateko", Toooooooooohru, Nelson Pigu, Tenuking, Blendy Cop, Lisa-Nari, Silicone Grown, Kaoline
Models : Tom Powell, Bug Stopper (Bug Stoper), H. Kawano, Mic-Senbey, Love&Soul, Gow Travolta, Daisy "Tateko", Tenuking, Performaru-2, George. Y, Tom Karji, J. Miki, GC8-WRX, Jichoh Ninomiya

- PORTS -

* Consoles :
SNK Neo-Geo [JP] (July 30, 1998; "NeoGeo Cup '98 - The Road to the Victory [Model NGH-244]")
SNK Neo-Geo Pocket [JP] (Oct. 28, 1998; "NeoGeo Cup '98 - The Road to the Victory [Model NEOP00020]")
SNK Neo-Geo Pocket Color [JP] (Apr. 15, 1998; "NeoGeo Cup '98 Plus - The Road to the Victory [Model NEOP00390]")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1749&o=2

$end


$ngpc=neocuppl,
$bio

NeoGeo Cup '98 Plus - The Road to the Victory (c) 1999 SNK [Shin Nihon Kikaku].

Color re-edition of "NeoGeo Cup '98 - The Road to the Victory [Model NEOP00020]".

- TECHNICAL -

[Model NEOP00390]

- TRIVIA -

Released on April 15, 1999 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47901&o=2

$end


$saturn,sat_cart=shinevdc,shinevdca,
$bio

Neon Genesis Evangelion - Digital Card Library (c) 1997 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59451&o=2

$end


$wswan=evangeln,
$bio

Neon Genesis Evangelion - Shito Ikusei [Model SWJ-BAN00E] (c) 1999 Bandai Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86363&o=2

$end


$n64=evangeln,
$bio

Neon Genesis Evangelion (c) 1999 Bandai.

- TECHNICAL -

Model NUS-NEVJ

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57879&o=2

$end


$saturn,sat_cart=shinevgf,shinevgfb,shinevgfa,
$bio

Neon Genesis: Evangelion - Koutetsu no Girlfriend (c) 1998 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59452&o=2

$end


$info=nprsp,
$bio

NeoPri SP - Retro Collection (c) 1996 SNK [Shin Nihon Kikaku].

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=39158&o=2

$end


$gba=neoromnc,
$bio

Neoromance Game - Harukanaru Toki no Naka de [Model AGB-ARNJ-JPN] (c) 2002 Koei Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72039&o=2

$end


$psx=neorude2,
$bio

Neorude 2 [Model SLPS-01112] (c) 1997 TechnoSoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85474&o=2

$end


$psx=neorudej,
$bio

Neorude [Model SLPS-00823~4] (c) 1997 TechnoSoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85473&o=2

$end


$info=neptunp2,
$bio

Neptune's Pearls 2 (c) 2003 Unidesa [Universal de Desarrollos Electronicos].

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=33586&o=2

$end


$info=m5neptun,
$bio

Neptune's Treasure (c) 1999 Barcrest.

- TRIVIA -

Released in June 1999.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=13562&o=2

$end


$info=ntopstar,
$bio

Nerae! Top Star - Geinoukai Survival Mahjong (c) 1990 Nichibutsu.

Mahjong. Attack of the repetitive hyper Japanese girl face!

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3 Mhz)
Sound CPU : Zilog Z80 (@ 3.9 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC

Screen orientation : Horizontal
Video resolution : 640 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 256

Player : 2
Control : mahjong keyboard

- TRIVIA -

Released in March 1990.

The title of this game translates from Japanese as 'Aim High! Top Star - Show Business World Survival Mahjong'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1750&o=2

$end


$info=neraidou,
$bio

Neraidoula (c) 199? Unknown.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82197&o=2

$end


$info=nratechu,
$bio

Neratte Chu (c) 1996 Seta Company, Limited.

A one or two-player puzzle game.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 8 Mhz)
Sound Chips : ST0016 (@ 8 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Neratte Chu was released in May 1996.

- STAFF -

Executive Producer : Jun Fujimoto
General Manager : Yoshiaki Kohno
Planning : Kazuhiro Kinoshita
Program : Toshiya Satoh (ITEC), Shinichiro Kanari (ITEC)
Special Adviser : Miki Matsushita
Hardware : Nobuyuki Nonaka
Chip Design : Noboru Takeshita
Graphics : Kazuhiro Kinoshita, Yoshinobu Kojima, Keiko Sato
Sound : Masanao Akahori (OPUS), Jun Enoki (OPUS)
Publicity : Hiroshi Shimogauchi
Technical Support : Hiroyuki Watanabe
Happy Voice : Yoshie Ishiyama, Kazuyuki Takahashi, Yutaka Nagayama, Tom Shizuma (Seta USA), Yasuhisa Itoi (Visco)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3323&o=2

$end


$pc98=nerawakr,
$bio

Nerawareta Kangofu Ryou (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90226&o=2

$end


$x68k_flop=nervbj,
$bio

Nervous Black Jack (c) 1992 TOF [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88476&o=2

$end


$nes=nesgolf,nesgolfu,
$bio

NES Open Tournament Golf (c) 1991 Nintendo.

- TRIVIA -

Reviews:
[FR] August 1992 - Joypad N.11: 85%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55391&o=2

$end


$nes=playfoot,
$bio

NES Play Action Football (c) 1990 Nintendo [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55392&o=2

$end


$msx1_cart=nkoshien,
$bio

Nessen Koushien [Model GPM-102] (c) 1984 Casio Computer Co., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77304&o=2

$end


$vboy=nesterfb,
$bio

Nester's Funky Bowling (c) 1996 Nintendo of America.

A long time ago, a spunky little boy named Nester ruled the pages of Nintendo Power magazine's comic section. Conceited as ever, Nester is breaking into the new genre of video games with the first 3-D bowling game.

Shine your shoes and buff your ball... you're going bowling Nester and his twin sister, Hester, treat you to a fantastic game of knock-the-pins-down. This 3-D bowling experience is fast paced and red hot. Both bowlers ore competitive and very involved in their games You'll agree as you witness some of their Funky expressions. Are you up to a challenge?

- TECHNICAL -

Cartridge ID: VUE-VNFE-USA
Package ID: VUE P VNFE

- TRIVIA -

Nester's Funky Bowling was released on February 26, 1996 in USA only.

Reviews:
[US] GamePro (May 1996): 2.8/5
[JP] VB Guide 2: 64.5/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82372&o=2

$end


$gbcolor=netdeget,
$bio

Net de Get - Minigame @ 100 [Model CGB-BMVJ-JPN] (c) 2001 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68465&o=2

$end


$pc98=netjack,
$bio

Net Jack (c) 1993 Softec [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90227&o=2

$end


$info=vfurlong,
$bio

Net Select Keiba Victory Furlong (c) 2005 Sammy.

- TRIVIA -

Net Select Keiba Victory Furlong was released in March 2005 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32443&o=2

$end


$info=netwars,
$bio

Net Wars (c) 1983 Esco Trading Company, Incorporated.

- TECHNICAL -

Main CPU : (2x) Zilog Z80 (@ 3.072 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.5 Mhz)

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256

Players : 2
Control : 4-way joystick
Buttons : 1

- TRIVIA -

Licensed to Esco Trading.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1751&o=2

$end


$info=netchu02,
$bio

Netchuu Pro Yakyuu 2002 (c) 2002 Namco.

- TECHNICAL -

Namco System 246 hardware.

CPU : 128 Bit "Emotion Engine"
- System Clock: 300 MHz
- System Memory: 32 MB Direct Rambus
- Memory Bus Bandwidth: 3.2 GB per second
- Co-Processor: FPU (Floating Point Multiply Accumulator x 1, Floating Point Divider x 1)
- Vector Units: VU0 and VU1 (Floating Point Multiply Accumulator x 9, Floating Point Divider x 1)
- Floating Point Performance: 6.2 GFLOPS
- 3D CG Geometric Transformation: 66 million Polygons Per Second
- Compressed Image Decoder: MPEG2
Graphics : "Graphics Synthesizer"
- Clock Frequency: 150MHz
- DRAM Bus bandwidth: 48 GB Per Second
- DRAM Bus width: 2560 bits
- Pixel Configuration: RGB:Alpha:Z Buffer (24:8:32)
- Maximum Polygon Rate: 75 Million Polygons Per Second
Sound : "SPU2+CPU"
- Number of voices: ADPCM: 48 channel on SPU2 plus definable by software
- Sampling Frequency: 44.1 KHz or 48 KHz (selectable)
I/O Processor
- CPU Core: Current PlayStation CPU
- Clock Frequency: 33.8 MHz or 37.5 MHz (selectable)
- Sub Bus: 32 Bit

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32549&o=2

$end


$cpc_cass=netherea,
$bio

Nether Earth (c) 1986 Argus Press Soft., Ltd. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98388&o=2

$end


$amigaocs_flop=netherw,
$bio

Netherworld (c) 1989 Hewson Consultants

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74614&o=2

$end


$cpc_cass=netherwd,
$bio

Netherworld [Model AM 465] (c) 1988 Hewson Consultants

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98390&o=2

$end


$amigaocs_flop=netherwa,
$bio

Netherworld [Premier Collection] (c) 1989 Hewson Consultants

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74615&o=2

$end


$a2600=netmaker,
$bio

Netmaker (c) 19?? Suntek

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50742&o=2

$end


$gameboy=garou2,
$bio

Nettou Garou Densetsu 2 - Arata-Naru Tatakai (c) 1994 Takara Company, Limited.

- TECHNICAL -

[Model DMG-X3J]

- TRIVIA -

The game was presented at the 1994 Tokyo Omocha Show in Japan.

Nettou Garou Densetsu 2 was released on July 29, 1994 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47679&o=2

$end


$info=nettoqc,
$bio

Nettou Quiz Champion (c) 1995 Nakanihon.

- TECHNICAL -

[Model N103]

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound Chips : YM2413 (@ 3.579545 Mhz), AY8910 (@ 2 Mhz), OKI6295 (@ 8 Khz)

Players : 2
Buttons : 4

- TRIVIA -

Nettou Quiz Champion was released in April 1995 in Japan.

The title of this game translates from Japanese as 'Fierce Answering Quiz Champion'.

It was known in Korea as "Se Gye Hweng Dan Ultra Champion".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1752&o=2

$end


$gameboy=samspirz,
$bio

Nettou Samurai Spirits - Zankuro Musouken (c) 1996 Takara Company, Limited.

- TECHNICAL -

[Model DMG-ASZJ-JPN]

- TRIVIA -

Zankuro Musouken was released on August 23, 1996 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47830&o=2

$end


$gameboy=samspir,samspira,
$bio

Nettou Samurai Spirits (c) 1994 Takara Company, Limited.

- TECHNICAL -

[Model DMG-X4J]

- TRIVIA -

Nettou Samurai Spirits was released on June 30, 1994 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47689&o=2

$end


$gameboy=kof95j,
$bio

Nettou The King of Fighters '95 (c) 1996 Takara Company, Limited.

- TECHNICAL -

[Model DMG-AKFJ-JPN]

- TRIVIA -

Nettou The King of Fighters '95 was released on April 26, 1996 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47819&o=2

$end


$gameboy=kof96,
$bio

Nettou The King of Fighters '96 (c) 1997 Takara Company, Limited.

- TECHNICAL -

[Model DMG-AK6J-JPN]

- TRIVIA -

Nettou The King of Fighters '96 was released on August 08, 1997 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47854&o=2

$end


$gameboy=toshinja,toshinj,
$bio

Nettou Toushinden [Model DMG-ATDJ-JPN] (c) 1996 Takara Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66583&o=2

$end


$gameboy=wh2j,
$bio

Nettou World Heroes 2 Jet (c) 1995 Takara Company, Limited.

World Heroes 2 Jet

A thrilling fighting game that's in a class by itself!

Choose from 16 heroes - more than any previous Game Boy cartridge! Wreak havoc with special attacks and take in your opponents with trick KOs! Connect to another Game Boy to play against a friend!

Super Game Boy compatible!

- TECHNICAL -

Cartridge ID: DMG-AWJJ-JPN

- TRIVIA -

Known export releases:
"World Heroes 2 Jet [Model DMG-AWJE-USA]"
"World Heroes 2 Jet [Model DMG-AWJP-EUR]"

- TIPS AND TRICKS -

* To play as Zeus, the boss of the game, press Right, Left, A, B, Up on the "TAKARA" logo screen.

- To speed up gameplay with a Super Game Boy, wait for the title screen to appear and press Up, Up, Select, A, Down, Down, Select, B.

* Exclusive to the Game Boy version of this game are Desperation Moves. These are given to you when you complete the game with a character and can only be used when your character's lifebar is flashing. This is a list of all the Desperation Moves for each character:

Legend
A = A button, B = B button, U = Up, D = Down, F = Forward, B = Back AB = Press A and B buttons simultaneously, (hold) = hold first direction for 2 seconds, DF = Down/Forward and so on...

Hanzo
Spiral Slasher: D, DF, F, D, DF + AB

Fuuma
Electric Punch: D, DB, B, DB, F + AB

Dragon
Dragon Blade: DB, F, DF, D, U + AB

J. Carn
Rage of Carn: DF, B, DB, D, DF, F + AB (perform close to opponent)

Rasputin
Heart Burner: F, B, DB, D, DF, F + AB

Janne
Aura Phoenix: B, D, DB, B, UB + AB

Brocken
Brocken Burner: B, DB, D, DB, F + AB

Muscle Power
Muscle Mania: D, DF, F, DF, D, DB, B + AB

Captain Kidd
Spiral Cutter: D (hold) B, F + AB

Erik
Viking Smash: B, DB, D, DF, F, D, DF, F + AB

Ryoko
Thunderbolt Throw: DF, B, DB, D, DF, F + AB (perform close to opponent)

Shura
Tiger Dance: F, B, F, D, DF, F + AB

J. Max
Blast Crasher: D, DB, B, DB, F + AB

Mudman
Mud Ascension: DB, F, DF, D, U + AB

Jack
Hurricane Slasher: F, B, F, D, DF, F + AB

Ryofu
Spear Striker: B, DB, D, DB, F + AB

Zeus
Eliminator Punch: B, DB, D, DF, F, B, F + AB

Scorcher Mode allows you to use your Desperation Moves at any time, enables the boss character Zeus, and allows you to select Player Types in both Tournament and Training modes. At the TAKARA logo screen press Right, Left, A, B, Down, A, B, Up until you hear a click sound to confirm the code.

To access a dialogue test screen, input Up, B, A, Down, B, A, Left, Right at the TAKARA logo screen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66584&o=2

$end


$info=quiztou,
$bio

Nettou! Gekitou! Quiztou!! (c) 1993 Namco.

- TECHNICAL -

Namco System NA-2 hardware
Game ID : QT

Main CPU : Motorola 68000 (@ 12.52825 Mhz)
Sound Chips : Namco (@ 32 Khz)

Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096

Players : 4
Buttons : 4

- TRIVIA -

The title of this game translates from Japanese as 'Hot Fighting! Fierce Fighting! Quiz Island!!'

Soundtrack releases :
Namco Video Game Graffiti Vol.10 [Victor Entertainment - VICL-40097 - Dec 16, 1993]

- STAFF -

Composed by : Masahiro Fukuzawa

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1753&o=2

$end


$gbcolor=networka,
$bio

Network Boukenki Bugsite - Alpha Version [Model CGB-BAUJ-JPN] (c) 2001 Kaze

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68466&o=2

$end


$gbcolor=networkb,
$bio

Network Boukenki Bugsite - Beta Version [Model CGB-BBUJ-JPN] (c) 2001 Kaze

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68467&o=2

$end


$snes=networkq,
$bio

Network Q Rally [Prototype] (c) 1995 Europress

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63342&o=2

$end


$snes=neugier,
$bio

????? ?????? (c) 1993 Wolf Team
(Neugier - Umi to Kaze no Kodou)

Neugier is a Role Playing/Action game by Wolf Team and reminding the likes of Legend of Zelda or Illusion of Gaia. The game tells the story of Duke who is on a return journey to his homeland. Sometimes earlier, he heard that his country was under attack by pirates and he wanted to see in person what all the fuss was about. He soon finds out and the ship on which he sailed is boarded and attacked by pirates. Neugier is not your traditional RPG and Wolfteam put a greater emphasis on action. Duke can use his sword to defeat his enemies, or run and jump to avoid them. He can also use a special hook, really handy to jump over obstacles or grab and crack open chests. Special items can be found this way and they include apples (giving Duke some life back) or hearts (which expand his life bar). The game features six large areas with a boss waiting at the end of each one of them. Simple puzzles often stop Duke in his quest and are generally easy to figure out (even without much knowledge of Japanese).

- TECHNICAL -

Cartridge ID: SHVC-W3

- TRIVIA -

Released on March 26, 1993 in Japan.

Interestingly, Neugier was planned for release in 1993 in the United States as "Journey Home - Quest for the Throne". But it never made it to the shelves and a prototype certainly exists.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61863&o=2

$end


$famicom_flop=neunzehn,
$bio

Neunzehn (c) 1988 Soft Pro International.

- TECHNICAL -

Disk ID: SFC-NEU

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65414&o=2

$end


$x68k_flop=neurgear,
$bio

Neural Gear (c) 1990 Victor Musical Industries, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87931&o=2

$end


$amigaocs_flop=neuromnc,
$bio

Neuromancer (c) 1989 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74616&o=2

$end


$pce=neutopi2,
$bio

Neutopia II (c) 1991 Hudson Soft.

Neutopia 2 is an action/adventure game by Hudson Soft and takes place several years after the first episode. The evil Dirth is back and Jazeta, hero of the first Neutopia, is once again on his way to defeat him. But he hasn't returned and his son, as a Murdock descendent, has decided to look for him. The Adventure doesn't stop there and our hero will soon have to save princess Aurora again and find the stolen medallions. The game plays identically to the first episode with several noticeable additions - It was greatly influenced by Nintendo's Zelda and features dungeons, realtime adventure and secrets to unlock. It also features items such as Bombs, Boomerang or Magic Rings and our hero can now use magic staffs to unleash the powers of fire, wind or lightning.

- TECHNICAL -

HuCARD ID: HC91047
HuCARD Size: 6 Mbits.

- TRIVIA -

Released on September 27, 1991 in Japan for 7200 Yen.

Reviews:
[FR] November 1991 - Consoles + N.3: 91/100

Export releases:
[US] "Neutopia II [Model TGX060078]"

- SERIES -

1. Neutopia [Model HC89022] (1989)
2. Neutopia II [Model HC91047] (1991)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58667&o=2

$end


$tg16=neutopi2,
$bio

Neutopia II [Model TGX060078] (c) 1992 NEC Home Electronics, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84333&o=2

$end


$pce=neutopia,
$bio

Neutopia (c) 1989 Hudson Soft.

Neutopia is an action/adventure game by Hudson Soft. The land of Neutopia was at peace until the day the evil demon Dirth arrived, kidnaped princess Aurora and stole the 8 medallions of power. Each medallion represents the spirit of Neutopia's leaders and princess Aurora is the only one who can unleash the forces of goodness that will stop the advance of evil. The player takes control of Jazeta and his mission is to find the princess and to retrieve the precious medallions hidden deep inside eight dungeons scattered around the four over-worlds. Our hero freely wonders around the game world armed with a sword and a shield. He must complete various objectives, collect money, retrieve new items and find more sophisticated weaponry. Jazeta can use a large variety of weapons and items such as the bomb allowing him to find secret doorways or the almighty flame rod. Some people around the over-world hold valuable items and information and Jazeta has to intensively explore these places to hunt for the precise locations of the dungeons. A password system or the Ram Backup system allow the player to save his progress.

- TECHNICAL -

HuCARD ID: HC89022
HuCARD Size: 3 Mbits.

- TRIVIA -

Released on November 17, 1989 in Japan for 5800 Yen.

This is the 23th Title made by Hudson Soft for the PC-Engine.

- SERIES -

1. Neutopia [Model HC89022] (1989)
2. Neutopia II [Model HC91047] (1991)

- STAFF -

Directed by: Isamu Izumi
Chief Programmer: Kouji Kaneta
Assistant Programmer: Masato Tobisama, Toshiro Kondo
Chief Designer: Akinobu Sekiguchi
Graphic Designer: Akihiko Azuma, Yasue Oikawa
Music By: Tomotsune Maeno
Sound Effects: Toshiaki Takimoto
Game Designer #1: Keigo Yasuda
Game Designer #2: Hiroki Shimada
Game Designer #3: Toshiyuki Takatsu
Scenario Adviser: Kouji Arai, Tadayuki Kawada
Thanks To: Toshiharu Ura, Hecter Oyama
Special Thanks To: Hidetoshi Endo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58666&o=2

$end


$tg16=neutopia,
$bio

Neutopia [Model TGX030029] (c) 1990 NEC Home Electronics, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84332&o=2

$end


$bbca_cass,bbcb_cass=neutron,
$bio

Neutron (c) 19?? Superior Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52162&o=2

$end


$odyssey2,g7400=neutron,
$bio

Neutron Star (c) 1983 Philips Corp.

- STAFF -

Programmer: Graham Thomasson (GT)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95643&o=2

$end


$info=pex2037p,pex2010p,X002038P,pex2039p,X002040P,
$bio

Nevada Bonus Poker (c) 199? IGT [International Game Technologies]

- TECHNICAL -

B1065X; CLASSIC UPRIGHT CABINET
IA65X; IMBEDDED BILL ACCEPTOR CABINET
2965X; SLANT CABINET WITH TOP BOX
3665X; DROP IN BAR CABINET WITH FLAT SCREEN
3765X; DROP IN BAR CABINET WITH SLANT SCREEN
GD65X; SLANT CABINET WITH IBA TOP BOX
QA67X; FLAT BAR WITH IMBEDDED BILL ACCEPTOR

- UPDATES -

X002037P
X002010P
X002038P
X002039P
X002040P

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46362&o=2

$end


$pc8801_flop=nevadaco,
$bio

Nevada COBOL (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92491&o=2

$end


$amigaocs_flop=nevermnd,
$bio

Never Mind (c) 1989 Psyclapse

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74617&o=2

$end


$info=sc4nmtj,sc4nmtja,sc4nmtjb,sc4nmtjc,sc4nmtjd,
$bio

Never Mind the Jackpots (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR2171]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40084&o=2

$end


$pc98=devilc,
$bio

New 3D Golf Simulation - Devil's Course (c) 1992 T&E Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90228&o=2

$end


$megadriv=n3dgdevi,
$bio

New 3D Golf Simulation - Devil's Course (c) 1994 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56721&o=2

$end


$snes=n3dgdevi,n3dgdevis,
$bio

New 3D Golf Simulation - Devil's Course [Model SHVC-GT] (c) 1993 T&E Soft

- TRIVIA -

Reviews:
[FR] Oct. 1993 - Consoles + N.24: 78%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61864&o=2

$end


$pc98=3dgolf8l,
$bio

New 3D Golf Simulation - Eight Lakes G.C. (c) 1990 T&E Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90229&o=2

$end


$x68k_flop=n3dg8lak,
$bio

New 3D Golf Simulation - Eight Lakes G.C. (c) 1991 T&E Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87932&o=2

$end


$pc98=3dgolf,3dgolfa,
$bio

New 3D Golf Simulation - Harukanaru Augusta (c) 1989 T&E Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90230&o=2

$end


$x68k_flop=n3dgaugu,
$bio

New 3D Golf Simulation - Harukanaru Augusta (c) 1991 T&E Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87933&o=2

$end


$megadriv=n3dgaugu,
$bio

New 3D Golf Simulation - Harukanaru Augusta (c) 1993 T&E Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56722&o=2

$end


$snes=n3dgaugua,n3dgaugu,
$bio

New 3D Golf Simulation - Harukanaru Augusta [Model SHVC-GA] (c) 1991 T&E Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61865&o=2

$end


$megadriv=n3dgpebb,
$bio

New 3D Golf Simulation - Pebble Beach no Hatou (c) 1993 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56723&o=2

$end


$snes=n3dgpebb,
$bio

New 3D Golf Simulation - Pebble Beach no Hatou [Model SHVC-GB] (c) 1992 T&E Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61866&o=2

$end


$pc98=3dgolfsel,
$bio

New 3D Golf Simulation - T&E Selection (c) 1990 T&E Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90231&o=2

$end


$pc98=3dgolfwk,
$bio

New 3D Golf Simulation - Waialae no Kiseki (c) 1991 T&E Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90232&o=2

$end


$megadriv=n3dgwaia,
$bio

New 3D Golf Simulation - Waialae no Kiseki (c) 1994 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56724&o=2

$end


$snes=n3dgwaia,
$bio

New 3D Golf Simulation - Waialae no Kiseki [Model SHVC-GC] (c) 1992 T&E Soft

- TRIVIA -

Reviews:
[FR] June 1992 - Joypad N.9: 46/100 or 95/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61867&o=2

$end


$msx2_flop=adamneve,
$bio

New Adam & Eve (c) 1985 Sony Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101884&o=2

$end


$tg16=advislnd,
$bio

New Adventure Island [Model TGX040080] (c) 1992 Turbo Technologies, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84334&o=2

$end


$info=newapunk,
$bio

New Atomic Punk - Global Quest (c) 1992 Irem America Corp.

North American version. For more information about the game itself, please see the original Japanese version entry; "Bomber Man World".

- TRIVIA -

This game is known outside US as "Bomber Man World".

A Bootleg of this game is known as "Bomber Lord".

- SERIES -

1. Bomber Man [Model NES-BM-USA] (1989, NES)
2. Atomic Punk (1991)
3. New Atomic Punk - Global Quest (1992)
4. Bomber Man II [Model NES-BW] (1993, NES)
5. Bomber Man '93 [Model TGX040093] (1993, Turbo-Grafx 16)
6. Super Bomber Man [Model SNS-H6 (1993, SNES)]
7. Mega Bomber Man (1994, Sega Genesis)
8. Super Bomber Man 2 [Model SNS-M4] (1994, SNES) 
9. Bomber Man Online [Model 51065] (2001, Sega Dreamcast)
10. Bomber Man DS [Model NTR-ABME-USA] (2005, Nintendo DS)
11. Bomber Man Legacy [Model ULUS-10121] (2006, Sony PSP)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1754&o=2

$end


$msx1_cart=newbogle,newbogleb,newboglea,
$bio

New Boggle Boggle (c) 1988 Zemina [Korea]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77305&o=2

$end


$sms=newbogl2,
$bio

New Boggle Boggle 2 (c) 1989 Zemina

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56113&o=2

$end


$x68k_flop=newbokow,
$bio

New Bokosuka Wars (c) 19?? Salt [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88477&o=2

$end


$pc98=newcntry,
$bio

New Century RPG - Darkness the Second Chapter (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90233&o=2

$end


$info=igs_ncs,igs_ncs2,
$bio

New Champion Skill (c) 2000 IGS.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=30235&o=2

$end


$info=nc96,nc96a,nc96b,nc96c,nc96txt,nc96d,nc96e,nc96f,
$bio

New Cherry '96 - Special Edition (c) 1996 Amcoe.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31149&o=2

$end


$info=newdixie,
$bio

New Dixieland (c) 19?? Sirmo.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42878&o=2

$end


$pc8801_flop=newfamil,
$bio

New Family Kakeibo (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92492&o=2

$end


$info=newfant,newfanta,
$bio

New Fantasia (c) 1995 Comad.

An adult variation - one of several released by the company - of the 1981 Taito classic, "Qix" (and, latterly, "Gal Panic" from Kaneko), in which players must 'colour in' sections of the background in order to reveal a digitized picture of a naked woman in an erotic pose. Like "Qix" and its sequels, Fantasia's levels are populated with a number of enemies who must be avoided or destroyed. As well as the enemies, players are also fighting against a tight time limit.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 10 Mhz)
Sound Chips : OKI6295 (@ 12 Khz)

Players : 2
Control : 8-way joystick
Buttons : 1

- TRIVIA -

70,000 pieces produced! One of the biggest success for Comad.

This game was noted RC (refused classification) in Australia on August 9th 1996, after being submitted by the Victorian Police.

The celebrity portraits :
Arnold Schwarzenegger (The Terminator)
Uncle Fester
Robin Williams (Toys)
Peter Weller (Robocop)
Yasser Arafat
Saddam Hussein

- SERIES -

1. Fantasia (1994)
2. Super Model (1994)
3. New Fantasia (1995)
4. Fantasia II (1997)
5. WOW Fantasia (2001)
6. WOW New Fantasia (2002)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1755&o=2

$end


$x1_flop=newfmdrv,
$bio

New FM Driver (c) 198? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86071&o=2

$end


$info=nfb96,
$bio

New Fruit Bonus '96 (c) 1996 Amcoe.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=30695&o=2

$end


$info=classice,classice1,classiced1,classiced2,classicev,classicev2,classicev1,classice2,
$bio

New Fruit Bonus '96 - Classic Edition (c) 2004 Amcoe.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31129&o=2

$end


$info=nfb96a,nfb96b,nfb96c,nfb96se,nfb96txt,nfb96sea,nfb96seb,
$bio

New Fruit Bonus '96 - Special Edition (c) 1996 Amcoe.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31150&o=2

$end


$info=nfm,
$bio

New Fruit Machine (c) 2003 Ming-Yang Electronic.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31838&o=2

$end


$nes=nghostb2j,
$bio

New Ghostbusters II (c) 1990 HAL Kenkyuujo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54443&o=2

$end


$nes=nghostb2,nghostb2u,
$bio

New Ghostbusters II (c) 1990 HAL Laboratory

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55394&o=2

$end


$pc8801_flop=newgodzl,newgodzla,
$bio

New Godzilla (c) 1985 Toho Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92493&o=2

$end


$info=newhilop,
$bio

New Hi-Low Poker (c) 19?? Unknown.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40705&o=2

$end


$info=nhidctch,
$bio

New Hidden Catch '98 (c) 1999 Eolith.

- TECHNICAL -

Eolith 32 bits hardware: Gradation 2D system

Main CPU : Hyperstone E1-32N @ 45 or 50 MHz

Sound: 
- CPU : 80c301/AT89c52
- General MIDI Chipset QDSP 1000 MIDI Player (80c32 CPU)
- MIDI 16th Channel(32 Poly) using as Effect EPROM : 512Kbytes
- MIDI Background Music EPROM : 512Kbytes. 
- TDA1519A (Philips) Stereo Power AMP

Video :
- Resolution : 320x340 or 512x384
- Color : 16 bit True Color/Dot
- Screen orientation : Horizontal
- Video resolution : 320 x 240 pixels
- Screen refresh : 60.00 Hz

Memory:
- 256KByte x2 VRAM
- 512Kbyte/1Mega main RAM

- TRIVIA -

Released in January 1999.

- SERIES -

1. Hidden Catch (1998)
2. New Hidden Catch (1999)
3. Hidden Catch 2 (1999)
4. Hidden Catch 3 (2000)

- STAFF -

Main Producer : Jeon Tae Young
Sub Producer : Jeon Ju Young
Director : Hong Guang Pyo
Graphic : Kim Dae Hoon, You Hee Jung, Park Ji Young
Sound and Music : Moon Sung Ill
Program : Choi Hyun Jung
Special Thanks : Park Tae Young, Sin Woo Kyun, Lee Sang Hyun, Choi Jong Ho

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5634&o=2

$end


$info=m4nhtt,m4nhtt__a,m4nhtt__b,m4nhtt__c,m4nhtt__d,m4nhtt__e,m4nhtt__f,m4nhtt__g,m4nhtt__h,m4nhtt__i,m4nhtt__j,
$bio

New Hit the Top (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41385&o=2

$end


$msx1_cart=newhoriz,
$bio

New Horizon - English Course 1 (c) 1987 Tokyo Shoseki

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77306&o=2

$end


$megadriv=newhoriz,
$bio

New Horizons (c) 1994 Koei Corporation.

The Ultimate Role-Playing Adventure!

- TECHNICAL -

Game ID: RCV-NH01-500-00
Barcode: 040198000772

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57326&o=2

$end


$info=lucky8,lucky8a,lucky8b,ns8lines,ns8linew,lucky8c,lucky8d,lucky8e,
$bio

New Lucky 8 Lines (c) 1989 Grayhound Electronics, Incorporated.

- TRIVIA -

Also released as "Lucky 8 Lines [Non-Coin model]".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4527&o=2

$end


$info=newmcard,
$bio

New Magic Card (c) 2000 High Video.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=29155&o=2

$end


$pc8801_flop=newpcdos,newpcdo1,newpcdo2,newpcdo3,
$bio

New PC-DOS (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92494&o=2

$end


$x68k_flop=newprint,newprnt2,
$bio

New Print Shop Pro-68K (c) 1988 Sharp [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87937&o=2

$end


$x68k_flop=newprintgl1,
$bio

New Print Shop Pro-68K Graphic Library 1 (c) 1988 Sharp [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87934&o=2

$end


$x68k_flop=newprintgl2,
$bio

New Print Shop Pro-68K Graphic Library 2 (c) 1988 Sharp [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87935&o=2

$end


$x68k_flop=newprintgc,
$bio

New Print Shop Pro-68K Greeting Card (c) 1988 Sharp [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87936&o=2

$end


$info=newpuckx,
$bio

New Puck X (c) 1980 Deluxe.

- TRIVIA -

This game is a hack of "PuckMan". The name of this hack is a play on one of Namco's other arcade games that was popular in Japan, known as "New Rally-X".

New Puck-X contains a fairly altered maze. Bumps have been added to the center of the rows that were once wide open. Holes have been added to various portions of the maze that were once solid.

There are two extra sets of tunnels, one each above and below the original tunnel. Meanwhile, greater access has been given to the center tunnel, so you could be ambushed by ghosts before you even reach the tunnel at all.

During the attract mode, the ghosts are introduced by their American names and nicknames.

New Puck-X also changes the point values of certain elements (see Scoring below).

- SCORING -

Dots : 20 points.
Power Pills : 80 points.
Ghosts : 200, 400, 800, 1600 points.
Cherry : 500 points.
Strawberry : 700 points.
Orange : 1000 points.
Apple : 2000 points.
Pineapple : 3000 points.
Galaxian : 5000 points.
Bell : 5000 points.
Key : 5000 points.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1756&o=2

$end


$info=nrallyx,nrallyxb,
$bio

New Rally-X (c) 1981 Namco.

New Rally X is an update of the 1980 release, "Rally-X". The sequel was reprogrammed to fix some bugs and has slightly different graphics to the original game, it has more forgiving gameplay.

For more information on the core gameplay, please see the Namco "Rally-X" entry. For the differences in gameplay between "Rally-X" and New Rally-X, see Trivia section below.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : Namco 3-channel WSG and discrete circuitry for the crash sound.

Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.61 Hz
Palette colors : 16

Players : 2
Control : 4-way joystick
Buttons : 1 (SMOKE SCREEN)

- TRIVIA -

New Rally-X was released in February 1981. 

While the original "Rally-X", released under a Bally/Midway license, was a moderate hit in North America, Bally/Midway only distributed this updated version as an upgrade kit for "Rally-X" cabinets. The game appeared quite frequently in mainland Europe and the United Kingdom, mainly in the form of uncredited bootlegs. It was at least as popular as "Rally-X" in these regions, if not more so, primarily due to the game's greater playability and abundance of bootleg board stock. 

Differences from "Rally-X" :
* The graphics for the cars have been slightly improved.
* The game has new background music, which many players have found quite enjoyable.
* The stage layouts have been simplified in order to reduce dead ends that a player could become trapped in.
* The number of enemy cars that appear in each stage has been reduced.
* The addition of the Lucky flag.
* The position of the special flag is indicated on the radar by the blinking dot.
* By default, you now get an extra life at 80,000 points in addition to 20,000 points.
* The number of rocks and enemy cars is indicated before each Challenging Stage.

New Rally-X is used as a loading game in "Ridge Racers" for the Sony PSP; it can also be selected as a mini-game.

- SCORING -

Collecting a flag : 100 points x the flag collected up to a maximum of 1,000 points (If you lose a life, the points awarded will reset when you start the stage over).
Special flag : Doubles points for the Special Flag and all flags collected thereafter until you clear the stage or lose a life. If you clear the round without losing a life, the last flag is always worth 2,000 points because it is guaranteed that at some point, you will have collected the Special Flag. However, losing a life will cancel out the Special Flag's scoring effect when you have to start the stage over.
Lucky flag : Normal flag points plus points for remaining fuel
End of round bonus : Points for remaining fuel

- TIPS AND TRICKS -

* Your only goal is to collect all ten flags as quickly as possible. You need to pay constant attention to two things: the zoomed in view of the world that occupies most of the screen, and the radar view of the world to the right.

* The radar view provides you with two key pieces of information: the relative position of the flags in the world, and the proximity of the enemy cars to yours. Yellow dots in the radar view denote the flags' locations, red dots represent the enemy cars, and the dot flashing black and gray represents you.

* The method you use for collecting the flags is of utmost importance. It is usually best to try to hop from one flag to whichever flag is closest, but the enemies will make that quite difficult to do. As a general rule, do not reverse your direction unless it is absolutely necessary and completely safe to do. If you have to choose between getting close to an enemy to pick up a nearby flag, and abandoning that flag for a farther flag, go for the farther flag. The more distance you put between you and the other cars, the safer you will remain.

* If you collect the Lucky flag last, points for remaining fuel will only be counted once. Try not to get the Lucky flag last if you're trying for the high scores.

* In general, you will be safe off if you choose a direction to collect flags, clockwise or counter-clockwise, and stick to it throughout the duration of the stage. The smokescreen is an invaluable and incredibly tempting tool to use. But if you use it excessively, you will deplete your fuel supply very rapidly, making it more likely that you will run out of fuel before you collect all ten flags, which will almost ensure your demise.

* Challenging stages occur before each maze change, which occurs on the third round and every fourth round thereafter. In these stages, you are free to collect all of the flags without being harassed by enemy cars until your fuel runs out. However, you can still crash into parked cars and rocks, so be careful.

* Easter Egg : 
1) Enter service mode.
2) Keep B1 pressed and enter the following sequence : UP(x2), DOWN(x7), RIGHT, LEFT(x6)
3) '(c) Namco LTD. 1980' will be added at the bottom of the screen.

- SERIES -

1. Rally-X (1980, Arcade)
2. New Rally-X (1981, Arcade)
3. Rally-X Arrangement (1996, Arcade): part of "Namco Classics Collection Vol.2"
4. New Rally-X Arrangement (2005, PSP): part of "Namco Museum Battle Collection" 
5. Rally-X Remix (2007, Wii): part of "Namco Museum Remix" 
6. Rally-X Rumble (2011, App Store)

- STAFF -

Music by : Nobuyuki Ohnogi

- PORTS -

* Consoles : 
Sony PlayStation [JP] (November 22, 1995) "Namco Museum Vol.1 [Model SLPS-00107]" 
Sony PlayStation [AU] (1996) "Namco Museum Vol.1" 
Sony PlayStation [US] (July 31, 1996) "Namco Museum Vol.1 [Model SLUS-00215]" 
Sony PlayStation [EU] (August 1996) "Namco Museum Vol.1 [Model SCES-00243]" 
Microsoft XBOX 360 [XBLA] [US] [EU] [JP] [AU] (December 27, 2006) 
Microsoft XBOX 360 [XBLA] [US] (November 4, 2008) "Namco Museum - Virtual Arcade [Model 21022]" 
Microsoft XBOX 360 [XBLA] [EU] (May 15, 2009) "Namco Museum - Virtual Arcade" 
Microsoft XBOX 360 [XBLA] [AU] (June 3, 2009) "Namco Museum - Virtual Arcade" 
Nintendo Wii [Virtual Console Arcade] [JP] (October 6, 2009) 
Microsoft XBOX 360 [XBLA] [JP] (November 5, 2009) "Namco Museum - Virtual Arcade [Model 2RD-00001]" 
Nintendo Wii [US] (November 16, 2010) "Namco Museum Megamix" 

* Handhelds : 
Sony PSP [JP] (February 24, 2005) "Namco Museum [Model ULJS-00012]" 
Sony PSP [KO] (May 2, 2005) as 'New Banggor' in "Namco Museum [Model UCKS-45005]" 
Sony PSP [US] (August 23, 2005) "Namco Museum Battle Collection [Model ULUS-10035]" 
Sony PSP [EU] (December 9, 2005) "Namco Museum Battle Collection [Model UCES-00116]" 

* Computers : 
Sharp X68000 [JP] (1988) 
PC [MS Windows, CD-ROM] [JP] (November 28, 1997) "Namco History Vol.2" 

* Others : 
Arcade [US] (1996) "Namco Classics Collection Vol.2" 
Ms. Pac-Man TV Game Wireless Version [US] (2005) by Jakk's Pacific 
Arcade Gold featuring Pac-Man [US] (2007) by Jakk's Pacific 
Retro Arcade featuring Pac-Man [US] (2008) by Jakk's Pacific 
Apple iPhone/iPod [US] (August 18, 2011) "Rally-X Rumble [Model 451084589]" 
Pac-Man Connect and Play [US] (2012) by Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1757&o=2

$end


$info=newsin7,newsin7a,
$bio

New Sinbad 7 (c) 1983 Artic Electronics (ATW).

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound CPU : Zilog Z80 (@ 1.78975 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.78975 Mhz)

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette colors : 98

Players : 2
Control : 8-way joystick
Buttons : 1

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1758&o=2

$end


$info=nstrphnx,
$bio

New Star's Phoenix (c) 1987 Zaccaria.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=25771&o=2

$end


$info=pss62,
$bio

New Super 3D Golf Simulation (c) 199? T&E Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=34259&o=2

$end


$info=pss62,
$bio

New Super 3D Golf Simulation - Waialae No Kiseki / Super Mahjong 2 (c) 199? Nintendo.

- TECHNICAL -

[PSS-62]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40781&o=2

$end


$info=newtangl,
$bio

New Tropical Angel (c) 1983 Irem.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3 Mhz), M6803 (@ 894.886 Khz)
Sound Chips : (2x) General Instrument AY8910 (@ 894.886 Khz), (2x) MSM5205 (@ 384 Khz)

Palette colors : 272

Players : 2
Buttons : 2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=10335&o=2

$end


$info=newufo,newufo_nfl,newufo_sonic,newufo_xmas,
$bio

New UFO Catcher (c) 1991 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=30007&o=2

$end


$info=newwave,
$bio

New Wave (c) 1985 Bell Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=9637&o=2

$end


$info=nyjoker,
$bio

New York Joker (c) 2000 High Video.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69778&o=2

$end


$info=nyny,nynyg,
$bio

New York New York (c) 1980 Sigma Enterprises.

- TECHNICAL -

Main CPU : Motorola M6809 (@ 1.4 Mhz), (2x) M6802 (@ 1 Mhz)
Sound Chips : (3x) General Instrument AY8910 (@ 1 Mhz), (2x) DAC

Screen orientation : Vertical
Video resolution : 248 x 256 pixels
Screen refresh : 50.00 Hz
Palette colors : 8

Players : 2
Control : 2-way joystick
Buttons : 1

- TRIVIA -

Released in December 1980.
Licensed to Gottlieb for US manufacture and distribution (January 1981).

This game is known in Japan as "Waga Seishun no Arcadia".

- UPDATES -

Differences between 'NY, NY' and 'Arcadia' :
* In the background of 'NY, NY' is the Statue of Liberty, surrounded by blue buildings.
* In 'Arcadia', the Statue has been replaced by Captain Harlock (who is still the same color as the Statue of Liberty for some reason) and there is a blue nebula instead of blue buildings. Also, the words 'New York' have been replaced by 'Arcadia' in the demo.
* Besides the picture of Harlock in the background, nothing else in the 'Arcadia' game really has any relationship with the movie at all.
* 'NY, NY' came first and was then slightly modified to cash in on the 'Arcadia' movie. There are also no additional copyright notices, as there would normally be in a game based on a movie (So perhaps it wasn't even officially licensed).
* Another odd thing is that in Arcadia it really doesn't make a lot of sense to have a giant cyan Capt. Harlock floating around in space in the background.
* Whereas in NY, NY it actually makes sense for the Statue of Liberty to be in the background.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1759&o=2

$end


$info=ep_nyny,ep_nynya,ep_nynyb,ep_nynyc,ep_nynyd,ep_nynye,ep_nynyf,
$bio

New York New York (c) 1998 Maygay.

- TRIVIA -

New York New York was released in June 1998 in UK.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40874&o=2

$end


$nes=nynyank,
$bio

New York Nyankies (c) 1991 Atlus Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54444&o=2

$end


$amigaocs_flop=nywarr,
$bio

New York Warriors (c) 1990 Mastertronic, Limited. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74618&o=2

$end


$cpc_cass=newyorkw,
$bio

New York Warriors (c) 1990 Virgin Games, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98391&o=2

$end


$info=nzeroteam,
$bio

New Zero Team (c) 1997 Seibu Kaihatsu.

- TECHNICAL -

Main CPU : V30 (@ 16 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in January 1998 in Japan (even if the copyright year is 1997).

- SERIES -

1. Zero Team (1993)
2. Zero Team U.S.A. (1993)
3. New Zero Team (1997)
4. Zero Team 2000 (2000)

- STAFF -

Producer: Hitoshi Hamada
Director: Tadashi Segawa
Programmer in Charge: Tetsuya Kawaguchi
Main Programmer: Kazuki Sekimori
Sub Programmer: Yoritaka Kasai
Art Director: Toshinobu Komazawa
Character Design: Masao Matsuzawa, Masaru Iijima
CG Artists: Takahide Wada, Hironori Matsuo, Shoichi Yano, Masaaki Kamijoe, Kenji Hayakawa
Hardware Design: Tadashi Segawa
Hardware Assistant: Syuichi Mori, Eiichi Yamada
Music Composer: Reiichi Yamanaka
Sound Effects: Goh Satou

Thanks: Hiroaki Ohtake, Jin Ishigaki, Kazutoshi Shoji, Hiroshi Yoshida

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3302&o=2

$end


$megadriv=newmanh,
$bio

Newman Haas IndyCar Featuring Nigel Mansell (c) 1994 Acclaim Entertainment, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56725&o=2

$end


$snes=newmanhj,
$bio

Newman-Haas IndyCar featuring Nigel Mansell [Model SHVC-ANMJ-JPN] (c) 1994 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61868&o=2

$end


$snes=newmanhu,
$bio

Newman-Haas IndyCar featuring Nigel Mansell [Model SNS-ANME-USA] (c) 1994 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63344&o=2

$end


$snes=newmanh,
$bio

Newman-Haas IndyCar featuring Nigel Mansell [Model SNSP-ANMP-EUR] (c) 1994 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63343&o=2

$end


$info=pacheart,
$bio

Newpuc1 (c) 1981 Unibox.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : Namco (@ 96 Khz)

Players : 2
Control : 4-way Joystick
Buttons : 1

- TRIVIA -

This game is a French hack of "PuckMan". Newpuc1 uses the same maze format as "New Puck-X", including the extra sets of tunnels. All of the dots have been changed into the shape of hearts.

When the hero eats a power pill, rather than turning blue, the ghosts all change into the shape that appears in the second part of the third intermission of "PuckMan", when the ghost runs away with his cape dragging behind him (except that they are not dragging any capes behind them here). They are the same color as the hearts, and they flash red when the energizer is about to wear off.

- UPDATES -

The ghosts have their original Japanese name/nickname combinations.

The copyright message at the bottom of the title screen reads 'NEWPUC1'. The coin-up screen adds the year of release to the copyright message.

All messages in the coin-up screen, as well as the 'READY!' and 'GAME OVER' messages beneath the ghost pen, are in French.

At the top of the game screen, instead of 'HIGH SCORE', it says 'UNIBOX'

- SCORING -

The scoring format for this hack is identical to that of "New Puck-X".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1761&o=2

$end


$info=newpuc2,newpuc2b,
$bio

Newpuc2 (c) 1980 Kamiya.

- TRIVIA -

Newpuc2 is a hack of "PuckMan". It has :
* Intermissions from the original "PuckMan" between each maze.
* A 'slot machine' every 3 mazes which determines which type of maze (invisible/visible) will come up next.
* There are two maze variants :
The first is a visible blue maze with five exits on each side and a modified maze layout from the original "PuckMan".
The second maze is invisible except for the borders and the dots, but has a slightly different layout than the visible maze and has only three exits on each side.
* When a power pill is eaten, the ghosts turn into different looking monsters.
* The 'GAME OVER' message displays something different (see Updates below).

- UPDATES -

Set 1 : 
* The coin-up screen does not give a name to the hero.
* Instead of Oikake (Akabei), the red ghost is named Nantonaku (Crystal).
* Instead of Kimagure (Aosuke), the cyan ghost is named Nukarumi (Michan).
* Extra lives dip can be set at 20000, 25000, or 30000, or none (the default is 20000).
* Difficuly dip is set to Hard by default, instead of Normal.
* The 'GAME OVER' message reads 'MADE BY KAMIYA'.

Set 2 : 
* The hero is given the name 'Scandal' in the coin-up screen.
* The ghosts' names and nicknames are : Smoky The (Bandito), Kermit is (Frogy), Tony The (Tiger), and Charly the (Tuna).
* The 'GAME OVER' message reads 'LINEAR ELECT'.
* Extra Lives dip can be set at 30000, 60000, 90000, or None (the default is 30000).

- SCORING -

Dot : 20 points.
Power Pill : 80 points.
Ghosts : 200, 400, 800, 8000 points.
Cherry : 1000 points.
Strawberry : 2000 points.
Orange : 3000 points.
Apple : 5000 points.
Pineapple : 5000 points.
Galaxian : 5000 points.
Bell : 5000 points.
Key : 5000 points.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1762&o=2

$end


$info=news,newsa,
$bio

News (c) copyright 1993 Poby/Virus.

Despite the game to be named "News", it has nothing to deal with any type of news. The game is a clone/rip-off of "Dr.Eggman's Mean-Bean machine for the Sega MegaDrive. The only thing that isn't "Dr.Eggman's Mean-Bean machine" is the fact that a woman is in the background. Once you get points, speech will input words.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 8 Mhz)
Sound Chips : OKI6295 (@ 8 Khz)

Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 256

Players : 1
Control : 8-way joystick
Buttons : 2

- STAFF -

Programmed by : Kwang-Ho Cho

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1763&o=2

$end


$odyssey2=newscast,
$bio

Newscaster [Model A] (c) 1980 Philips Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95644&o=2

$end


$pc8801_cass=newtron,
$bio

Newtron (c) 1984 Enix, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91252&o=2

$end


$pc8801_flop=newtron,
$bio

Newtron (c) 1984 Enix, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92495&o=2

$end


$pc8801_flop=newtype,newtypea,
$bio

Newtype 88 (c) 1988 SoftTown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92496&o=2

$end


$x1_flop=newtype,newtypea,
$bio

Newtype X-1 (c) 1986 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86072&o=2

$end


$info=nextfase,
$bio

Next Fase (c) 1981 PETACO [Proyectos Electromecanicos de Tanteo y Color].

- TRIVIA -

This game is a bootleg/hack of "Phoenix".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=21353&o=2

$end


$saturn,sat_cart=nextking,
$bio

Next King - Koi no Sennen Oukoku (c) 1997 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59453&o=2

$end


$psx=nextking,
$bio

Next King - Koi no Sennen Oukoku [Model SLPS-00859] (c) 1997 Bandai Co., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85475&o=2

$end


$cpc_cass=nexus,
$bio

Nexus (c) 1986 Nexus Productions

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98392&o=2

$end


$pcecd=nexzr,
$bio

Nexzr (c) 1992 Naxat Soft.

Nexzr is a vertical shooter by Naxat Soft. In 2012, Earth is once again under attack and a large armada of enemy ships approaches our blue world. The player pilots the Slasher, a powerful space fighter, and prepares to face the oncoming threat. The introduction story is told through a series of fully animated cutscenes and reveals the intricate plot of the game. We learn that stopping the invasion is not our pilot's only goal - he is also on a quest of revenge after a fatal encounter with a large red mecha and the terrible loss, in front of his very eyes, of a close friend and fellow female pilot. He makes his way towards the enemy lines on his own, ready to launch a deadly ambush attack. The Slasher starts its mission with a standard Vulcan gun (Rapid Shot/Wide Shot) and more weapons are available along the way such as homing flame-lasers (Guided Fire), side missiles (Crawl Missile), lasers, shields and secondary flying pods (Funnel). Unlike most of its peers, Nexzr is as bare as it gets on the weapon/power-up side. It features only one fire button and weapons have a single power level and can't be powered-up, without forgetting the total lack of smart bombs. Interestingly, the option menu offers a special arcade mode that shrinks the screen horizontally and offers a narrower field of view.

- TECHNICAL -

Game ID: NXCD2014

- TRIVIA -

Released on December 11, 1992 in Japan for 7400 Yen.

Reviews:
[FR] March 1993 - Consoles + No. 18: 85/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58303&o=2

$end


$info=avtnfl,
$bio

NFL (c) 1989 Advanced Video Technology.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=36324&o=2

$end


$nes=nfl,
$bio

NFL (c) 1989 LJN

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55393&o=2

$end


$info=nfl,
$bio

NFL (c) 2001 Stern Pinball.

- TECHNICAL -

Sega/Stern Whitestar
Model Number : 73

- TRIVIA -

Game could be ordered with a custom backglass featuring the helmet and logo of an NFL team.

- STAFF -

Dots/Animation by : Kurt Andersen
Software by : Lonnie D. Ropp, Orin Day
Art director : Jason J. Dominiak

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5510&o=2

$end


$megadriv=nfl95p21,nfl95p20,nfl95p19,nfl95p18,nfl95p17,nfl95p15,nfl95p16,nfl95p14,nfl95p13,nfl95p12,nfl95p11,nfl95p10,nfl95p09,nfl95p07,nfl95p08,nfl95p06,nfl95p05,nfl95p04,nfl95p03,nfl95p01,nfl95p02,
$bio

NFL '95 (c) 1994 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56707&o=2

$end


$gamegear=nfl95,nfl95p13,nfl95p11,nfl95p12,nfl95p10,nfl95p09,nfl95p08,nfl95p07,nfl95p06,nfl95p05,nfl95p04,nfl95p03,nfl95p01,nfl95p02,
$bio

NFL '95 [Model 2518] (c) 1994 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64729&o=2

$end


$saturn,sat_cart=nfl97a,nfl97,
$bio

NFL '97 [Model 81111] (c) 199? Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60097&o=2

$end


$cdi=nfl100gt,nfl100gtu,
$bio

NFL 100 Greatest Touchdowns (c) 1996 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53007&o=2

$end


$megadriv=nfl98,
$bio

NFL 98 (c) 1997 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57321&o=2

$end


$info=blitz,blitz11,
$bio

NFL Blitz (c) 1997 Midway Games, Incorporated.

- TECHNICAL -

Midway Seattle hardware

Main CPU : MIPS R5000 (@ 150 Mhz)
Sound CPU : ADSP2115 (@ 16 Mhz)
Sound Chips : (2x) DMA-driven (@ 16 Mhz)

Screen orientation : Horizontal
Video resolution : 640 x 480 pixels
Screen refresh : 57.00 Hz
Palette colors : 65536

Players : 4
Control : 8-way joystick
Buttons : 3

- TRIVIA -

NFL Blitz was the first 3-D Arcade Hardware system designed by the Steve Correll group (see Staff section for more information).

- TIPS AND TRICKS -

* TMU Codes : At the 'Tonights Match-Up' screen, enter the following code (hit numbers on Turbo-Jump-Pass-Joystick)...
Show More Field - 0-2-1-Right
Big Head - 2-0-0-Right
Team Big Heads - 2-0-3-Right
Team Big Players - 1-4-1-Right
Team Tiny Players - 3-1-0-Right
Big Football - 0-5-0-Right
Hide Receiver Name - 1-0-2-Right
Fog On - 0-3-0-Down
No CPU Assistance - 0-1-2-Down
No Random Fumbles - 4-2-3-Down
Smart CPU Opponent - 3-1-4-Down
Show Field Goal % - 0-0-1-Down
Tournament Mode - 1-1-1-Down
Thick Fog On - 0-4-1-Down
Power Up Offense - 3-1-2-Up
Power Up Defense - 4-2-1-Up
Power Up Teammates - 2-3-3-Up
Super Blitzing - 0-4-5-Up
Infinite Turbo - 5-1-4-Up
No Punting - 1-5-1-Up
No Interceptions - 3-4-4-Up
No First Downs - 2-1-0-Up
Huge Head - 0-4-0-Up
No Play Selection - 1-1-5-Left
Fast Passes - 2-5-0-Left
Fast Turbo Running - 0-3-2-Left
Power Up Speed - 4-0-4-Left
Power Up Blockers - 3-1-2-Left
Allow Stepping OB - 2-1-1-Left
Super Field Goals - 1-2-3-Left
Ground Fog - 2-3-2-Down
Invisible Quarterbacks - 3-4-2-Left

* Secret Characters : Enter the name and PIN number as stated to receive the corresponding character.
You should hear the announcer say, 'Lights out Baby!' if you did it right.
Mark Turmell - Turmell / 0322
Sal Divita - SAL / 0201
Jason Skiles - JASON / 3141
Jennifer Hedrick - JENIFR / 3333
Dan Thompson - DANIEL / 0604
Jeff Johnson - JAPPLE / 6660
John Root - ROOT / 6000
Luis Mangubat - LUIS / 3333
Mike Lynch - MIKE / 3333
Jim Gentile - GENTIL / 1111
Dan Forden - FORDEN / 1111
??? - VAN / 1234
Headless Guy - CARLTN / 1111
Skull - SKULL / 1111
Brain - BRAIN / 1111
Demon (Shinok from Mortal Kombat) - SHINOK / 8337
Raiden (from Mortal Kombat) - RAIDEN / 3691

* Extra Blocker On Defense : Hike the ball with all three buttons.

* Onside Kick : After scoring, hold all three buttons.

* Secret Plays : While selecting your plays, press Up(x4) and your cursor will disappear.

- SERIES -

1. NFL Blitz (1997, ARC)
2. NFL Blitz '99 (1998, ARC)
3. NFL Blitz 2000 Gold Edition (1999, ARC)
4. NFL Blitz 2001 (2000, N64)
5. NFL Blitz 2002 (2002, NGC)
6. NFL Blitz 2003 (2002, NGC)
7. NFL Blitz Pro (2003, NGC)

- STAFF -

Staff : Sal Divita, Luis Mangubat, John Root, Jennifer Hedrick, Jim Gentile, Dan Forden, Mark Turmell, Jason Skiles, Daniel Thompson, Jeff Johnson, Mark Guidarelli

Engineering Manager : Cary Mednick
Hardware Design Team : Steve Correll, Andrew Dyer, John Lowes, Ross Shaffer, Mike Lynch
PCB Layout & Hardware Supporters : Steve Norris, Gregg Piotrowski, Ray Gay, Betty Purcell, Jeff Peters

- PORTS -

* Consoles :
Nintendo 64 (1998)
Sony PlayStation (1998)
Nintendo Game Boy Color (1998)

* Computers :
PC [MS Windows] (1998)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1765&o=2

$end


$n64=blitz,
$bio

NFL Blitz (c) 1998 Midway Home Entertainment

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57864&o=2

$end


$info=blitz99,blitz99a,
$bio

NFL Blitz '99 (c) 1998 Midway Games.

- TECHNICAL -

Midway Seattle hardware

Main CPU : R5000 (@ 150 Mhz)
Sound CPU : ADSP2115 (@ 16 Mhz)
Sound Chips : (2x) DMA-driven (@ 16 Mhz)

Players : 4
Control : 8-way joystick
Buttons : 3

- TRIVIA -

NFL Blitz '99 was released in February 1999.

Michael Jackson used to own this game (Upright showcase model, serial number: 43384400305 & standard upright model). It was sold at the official Michael Jackson Auction on Apr. 24th, 2009.

- UPDATES -

Update 1.3 :
- Corrected service credits text in Coin Audits from Service to Service.
- Corrected disk i/o problem in attract mode movies.
- Corrected START button problem when going back to attract mode from game over.
- Checksum (U33) CB51 (8mb)

- TIPS AND TRICKS -

* Secret Characters :
John Carlton - CARLTN / 1111
Dan Thompson - DANIEL / 0604
Dan Forden - FORDEN / 1111
Jim Gentile - GENTIL / 1111
Brian LeBaron - GRINCH / 0222
Jeff Johnson - JAPPLE / 6660
Jason Skiles - JASON / 3141
Jennifer Hedrick - JENIFR / 3333
Luis Mangubat - LUIS / 3333
Mike Lynch - MIKE / 3333
Paulo Garcia - PAULO / 0517
John Root - ROOT / 6000
Sal Divita - SAL / 0201
Mark Turmell - TURMEL / 0322
Raiden - RAIDEN / 3691
Shinnok - SHINOK / 8337
Brain - BRAIN / 1111
Skull - SKULL / 1111
Thug - THUG / 1111

* TMU Codes : At the 'Tonights Match-Up' screen, enter the following code (hit numbers on Turbo-Jump-Pass-Joystick)...
Show Field Goal - 0-0-1-Down
Show More Field - 0-2-1-Right
No CPU Assistance - 0-1-2-Down
No Interceptions - 3-4-4-Up
Smart CPU Opponent - 3-1-4-Down
Fog ON - 0-3-0-Down
Thick Fog ON - 0-4-1-Down
Fast Turbo Running - 0-3-2-Left
Huge Head - 0-4-0-Up
Big Head - 2-0-0-Right
Super Blitzing - 0-4-5-Up
Big Football - 0-5-0-Right
Hide Receiver Name - 1-0-2-Right
Tournament Mode - 1-1-1-Down
No Play Selection - 1-1-5-Left
Super Field Goals - 1-2-3-Left
Team Big Players - 1-4-1-Right
Team Big Heads - 2-0-3-Right
Team Tiny Players - 3-1-0-Right
No Punting - 1-5-1-Up
No First Downs - 2-1-0-Up
Allow Stepping OB - 2-1-1-Left
Always QB - 2-2-2-Left
Always Human Receiver - 2-2-2-Right
Cancel always QB/Receiver - 3-3-3-Up
Powerup Teamates - 2-3-3-Up
Powerup Blockers - 3-1-2-Left
Powerup Speed - 4-0-4-Left
Powerup Defense - 4-2-1-Up
Fast Passes - 2-5-0-Left
Open Secret Plays - 3-3-3-Down
Super Passing - 4-2-3-Right
No Random Fumbles - 4-2-3-Down
Infinite Turbo - 5-1-4-Up
Extra Options - 3-3-3-Left

- SERIES -

1. NFL Blitz (1997, ARC)
2. NFL Blitz '99 (1998, ARC)
3. NFL Blitz 2000 Gold Edition (1999, ARC)
4. NFL Blitz 2001 (2000, N64)
5. NFL Blitz 2002 (2002, NGC)
6. NFL Blitz 2003 (2002, NGC)
7. NFL Blitz Pro (2003, NGC)

- STAFF -

Staff : Sal Divita, Luis Mangubat, John Root, Jennifer Hedrick, Jim Gentile, Dan Forden, Mark Turmell, Jason Skiles, Daniel Thompson, Mike Lynch, Jeff Johnson, Mark Guidarelli
Cinematics / Game intro - Creative Media : Chris skrundz (editor), Jim Tianis (Producer) , Tim Moran (special effects)

- PORTS -

* Consoles :
Nintendo Game Boy Color (1999)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1766&o=2

$end


$n64=blitzsp,
$bio

NFL Blitz - Special Edition (c) 2001 Midway Home Entertainment

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57865&o=2

$end


$gba=blitz2k2,
$bio

NFL Blitz 20-02 [Model AGB-ABZE-USA] (c) 2001 Midway Home Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72005&o=2

$end


$gba=blitz2k3,
$bio

NFL Blitz 20-03 [Model AGB-ANKE-USA] (c) 2002 Midway Home Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72006&o=2

$end


$n64=blitz2k,
$bio

NFL Blitz 2000 (c) 1999 Midway Home Entertainment

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57866&o=2

$end


$info=blitz2k,
$bio

NFL Blitz 2000 Gold Edition (c) 1999 Midway Games, Incorporated.

- TECHNICAL -

Midway Seattle hardware

Main CPU : R5000 (@ 150 Mhz)
Sound CPU : ADSP2115 (@ 16 Mhz)
Sound Chips : (2x) DMA-driven (@ 16 Mhz)

Players : 4
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Released in October 1999.

The name of the beautiful cheerleaders are Marci, Brooke, Paige, Kathleen, Gretchen and Jennifer.

- TIPS AND TRICKS -

* Powerups : Enter the following codes at the Tonights Matchup screen... 
Cheat -- Effect
4-2-1 Up -- Power-up Defense
3-1-2 Up -- Power-up Offense
4-0-4 Left -- Power-up Speed
2-3-3 Up -- Power-up Teammates
0-0-1 Right -- Punt Hang Meter
5-5-5 Right -- Rainy Weather
3-2-3 Left -- Red, White & Blue Football
0-0-1 Down -- Show Field Goal %
3-1-2 Left -- Power-up Blockers
3-2-1 Down -- No Receiver Highlighting
4-2-3 Down -- No Random Fumbles
1-5-1 Up -- No Punting
1-1-5 Left -- No Play Selection
3-4-4 Up -- No Interceptions
2-1-1 Left -- Allow Stepping Out of Bounds
2-2-2 Left -- Always QB
2-2-2 Right -- Always Receiver
0-5-0 Right -- Big Football
2-0-0 Right -- Big Head
2-0-3 Right -- Big Heads (Team)
3-2-1 Left -- No Head
2-1-0 Up -- No First Downs
0-1-2 Down -- No CPU Assistance
4-3-3 Up -- Invisible
5-5-5 Up -- Hyper Blitz Mode
0-4-0 Up -- Huge Head
1-0-2 Right -- Hide Receiver Name
1-2-3 Right -- Headless Team
0-3-2 Left -- Fast Turbo Running
2-5-0 Left -- Fast Passes
3-3-3 Up -- Disable Always QB/Receiver
2-1-2 Down -- Dearanged Blitz Mode
2-1-2 Left -- Clear Weather
1-4-1 Right -- Big Players Team
3-1-4 Down -- Smart CPU
0-2-1 Right -- Show More Field
5-2-5 Down -- Snowy Weather
0-4-5 Up -- Super Blitz Mode
1-2-3 Left -- Super Field Goals
4-2-3 Right -- Super Passing Mode
3-1-0 Right -- Tiny Players (Team)
1-1-1 Down -- Tournament Mode
5-0-0 Left -- Turn Off Stadium
3-2-3 Up -- Ultra Hard Mode
5-2-2 Down -- Unidentified Ball Carrier
2-2-3 Right -- Unlimited Throws
5-1-4 Up -- Unlimited Turbo

* Team Playbooks : Enter the following code at the Tonight's Matchup Screen... 
Password -- Effect
1-0-4 Left -- Arizona Cardinals Playbook
1-0-2 Left -- Atlanta Falcons Playbook
1-0-3 Left -- Baltimore Ravens Playbook
1-0-4 Left -- Buffalo Bills Playbook
1-0-5 Left -- Carolina Panthers Playbook
1-1-0 Left -- Chicago Bears Playbook
1-1-2 Left -- Cincinatti Bengals Playbook
1-1-3 Left -- Cleveland Browns Playbook
1-1-4 Left -- Dallas Cowboys Playbook
1-1-5 Right -- Denver Broncos Playbook
1-2-1 Left -- Detroit Lions Playbook
1-2-2 Left -- Green Bay Packers Playbook
1-2-3 Up -- Indianapolis Colts Playbook
1-2-4 Left -- Jacksonville Jaguars Playbook
1-2-5 Left -- Kansas City Chiefs Playbook
1-3-1 Left -- Miami Dolphins Playbook
1-3-2 Left -- Minnesota Vikings Playbook
1-3-3 Left -- New England Patriots Playbook
1-3-4 Left -- New Orleans Saints Playbook
1-3-5 Left -- New York Giants Playbook
1-4-1 Left -- New York Jets Playbook
1-4-2 Left -- Oakland Raiders Playbook
1-4-3 Left -- Philadelphia Eagles Playbook
1-4-4 Left -- Pittsburg Steelers Playbook
1-4-5 Left -- San Diego Chargers Playbook
1-5-1 Left -- San Fransisco 49ers Playbook
1-5-2 Left -- Seattle Seahawks Playbook
1-5-3 Left -- St. Louis Rams Playbook
1-5-4 Left -- Tampa Bay Buccaneers Playbook
1-5-5 Left -- Tennessee Titans Playbook
2-0-1 Left -- Washington Redskins Playbook

* Hidden Characters : Enter the following codes as your Player Name - PIN Code to play the next game as the character listed 
Name - PIN -- Player
ALIEN - 1111 -- Alien
BOXER - 2111 -- Boxer
BRAIN - 1111 -- Brain
EDDIE - 3333 -- Eddie
MOOSE - 1111 -- Moose
CURTIS - 1111 -- Curtis
PIRATE - 1111 -- Pirate
PUNKB - 2112 -- Punk 1
PUNKR - 1221 -- Punk 2
RAIDEN - 3691 -- Raiden
SAD - 1111 -- sad face
SHRUNK - 6666 -- small head
MXV - 1014 -- MRV
SKULL - 1111 -- Skull
LEX - 7777 -- Lex
SMILE - 1111 -- happy face
TREX - 1111 -- T-Rex
DINO - 1111 -- Triceratops
RALPH - 1111 -- Wolf
THUG - 1111 -- Thug

- SERIES -

1. NFL Blitz (1997, ARC)
2. NFL Blitz '99 (1998, ARC)
3. NFL Blitz 2000 Gold Edition (1999, ARC)
4. NFL Blitz 2001 (2000, N64)
5. NFL Blitz 2002 (2002, NGC)
6. NFL Blitz 2003 (2002, NGC)
7. NFL Blitz Pro (2003, NGC)

- STAFF -

Staff : Sal Divita, Luis Mangubat, John Root, Jennifer Hedrick, Jim Gentile, Dan Forden, Mark Turmell, Jason Skiles, Daniel Thompson, Mike Lynch, Jeff Johnson, Mark Guidarelli
Cinematics / Game intro - Creative Media : Chris skrundz (editor), Jim Tianis (Producer), Tim Moran (3-D animation and special effects)

- PORTS -

* Consoles :
Nintendo 64 (1999)
Sega Dreamcast (1999)
Sony PlayStation (1999)
Nintendo Game Boy Color (1999)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1767&o=2

$end


$gbcolor=blitz2k,
$bio

NFL Blitz 2000 [Model CGB-AX2E-USA] (c) 1999 Midway Home Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68448&o=2

$end


$n64=blitz2k1,
$bio

NFL Blitz 2001 (c) 2000 Midway Home Entertainment

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57867&o=2

$end


$gbcolor=blitz2k1,
$bio

NFL Blitz 2001 [Model CGB-BLIE-USA] (c) 2000 Midway Home Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68449&o=2

$end


$gbcolor=blitz,
$bio

NFL Blitz [Model DMG-ABZE-USA] (c) 1998 Midway Home Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68445&o=2

$end


$gbcolor=blitza,
$bio

NFL Blitz [Model DMG-ABZE-USA] (c) 1998 Midway Home Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68447&o=2

$end


$info=nflclsfb,
$bio

NFL Classic Football (c) 2003 Namco.

- TECHNICAL -

Namco System 10 Hardware

Main CPU : R3000A 32 bit RISC processor, Operating performance - 30 MIPS, Instruction Cache - 4KB
OSC : 53.693175MHz and 101.4912MHz
BUS : 132 MB/sec.
OS ROM : 512 Kilobytes
Additional Sound Chips : Playstation SPU, 24 Channels, 44.1KHz sample rate, PCM audio source, Digital effects include: Envelope, Looping, Digital Reverb, Load up to 512K of sampled waveforms, Supports MIDI Instruments.
Main RAM: 2 Megabytes
Video RAM: 2 Megabyte
Sound RAM : 512 Kilobytes
Graphical Processor : 360,000 polygons/sec, Sprite/BG drawing, Adjustable frame buffer, No line restriction, 4,000 8x8 pixel sprites with individual scaling and rotation, Simultaneous backgrounds (Parallax scrolling)
Sprite Effects : Rotation, Scaling up/down, Warping, Transparency, Fading, Priority, Vertical and horizontal line scroll 
Resolution : 256x224 - 740x480
Colours : 16.7 million colors, Unlimited CLUTs (Color Look-Up Tables)

- TRIVIA -

NFL Classic Football was released in February 2003.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4230&o=2

$end


$megadriv=nfl94,
$bio

NFL Football '94 Starring Joe Montana (c) 1993 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57322&o=2

$end


$megadriv=nfl94j,
$bio

NFL Football '94 Starring Joe Montana (c) 1994 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56708&o=2

$end


$cdi=nfltriv,
$bio

NFL Football Trivia Challenge (c) 1993 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53009&o=2

$end


$cdi=nfl9495,
$bio

NFL Football Trivia Challenge '94-'95 Edition (c) 1994 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53008&o=2

$end


$segacd=nfltriv,
$bio

NFL Football Trivia Challenge [Model T-135015] (c) 1994 CapDisc

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60773&o=2

$end


$intv=football,
$bio

NFL Football (c) 1978 Mattel Electronics.

You're on your own 48-yard line. 4th down, 3 yards to go! You call it! Run wide or off tackle, pass or punt? With INTELLIVISION NFL FOOTBALL by MATTEL ELECTRONICS, you have over 160 offensive plays, plus 10 defensive sets! On offense you control the ball carrier, your opponent controls his free safety. Computer controls the other linemen. Excitement, strategy, fingertip electronic control! Your TV set becomes a gridiron!

OBJECT OF THE GAME is to outscore your opponent by running or passing the ball into your opponent's End Zone, by kicking a field goal or forcing a Safety. Touchdowns score seven points (extra point is automatic). Field goals score three points. Two points for a Safety.

- TECHNICAL -

Model 2610

- TIPS AND TRICKS -

* STRATEGY:
Offense -- Don't be in too much of a hurry to score! Go for the first down to maintain possession! Learn your plays and use them wisely!
Defense -- Be alert to move your "control" man as necessary! Don't be afraid to go for the interception! Use your formations effectively!

* FINESSE:
Offense & Defense -- Practice dexterity with the controls! Keep your eye on the screen but be ready to use the right buttons! The Move Player Disc is crucial -- learn to use it well!

*GOOD TIMING:
Offense -- Running, passing or kicking -- timing makes the difference between gain or loss.
Defense -- Coordinate the movements of your "control" man (defensive captain) with the rest of your defenders. When you "red dog" or "blitz," you're taking a chance!

- STAFF -

Program: Ken Smith, Glyn Anderson (instant replay feature)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60924&o=2

$end


$gameboy=nflfoot,
$bio

NFL Football (c) 1990 Konami Industry Co., Ltd.

- TECHNICAL -

Cartridge ID: DMG-FT-USA

- TRIVIA -

Reviews:
[FR] December 1992 - Consoles + N.15: 45%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66543&o=2

$end


$lynx=nflfoot,
$bio

NFL Football (c) 1992 Atari Corp.

- TECHNICAL -

Model PA2045

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58839&o=2

$end


$snes=nflfootj,
$bio

NFL Football [Model SHVC-NF] (c) 1993 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61848&o=2

$end


$snes=nflfootu,
$bio

NFL Football [Model SNS-NF-USA] (c) 1993 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63324&o=2

$end


$snes=nflfoot,
$bio

NFL Football [Model SNSP-NF-EUR] (c) 1993 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63323&o=2

$end


$info=nflfoot,
$bio

NFL Football (c) 1983 Bally Midway.

This game used live footage from a Raiders / Chargers football game. After the coin toss, you would select your play from the playbook. Once both the offense and defense selected their plays, the videodisc would take over and show scenes from the game to match the plays that were chosen. There was a similar laser disc version of this game that was created for the Halcyon System.

- TECHNICAL -

Game No. 0A34

Main CPU : Zilog Z80 (@ 5 Mhz), Zilog Z80 (@ 2 Mhz), M6802 (@ 895 Khz), Zilog Z80 (@ 3.6864 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 2 Mhz), Texas Instruments TMS5220 (@ 640 Khz)

Screen orientation : Horizontal
Video resolution : 512 x 480 pixels
Screen refresh : 30.00 Hz
Palette colors : 64

Players : 2
Buttons : 7

- TRIVIA -

This game uses a CED videodisc (not a laser disc).

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4498&o=2

$end


$cdi=nflhoff,
$bio

NFL Hall of Fame Football (c) 1994 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53010&o=2

$end


$info=hardyard,hardyard10,
$bio

NFL Hard Yardage (c) 1993 Strata Group, Incorporated.

Four-player football game featuring great digitized graphics and awesome TV-like exciters.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 12 Mhz), M6809 (@ 2 Mhz)
Sound Chips : ES5506 (@ 16 Mhz)

Players : 4
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Developed by Incredible Technologies, Inc.

NFL Hard Yardage was released in October 1993.

This game is an official licensed product of the NFL (National Football League). It features the voice of the Chicago Bears announcer Wayne Larrivee.

- UPDATES -

Revision 1 :
* Software version : 1.00.

Revision 2 :
* Software version. 1.20.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1768&o=2

$end


$snes=nflpro94,
$bio

NFL Pro Football '94 [Model SHVC-9M] (c) 1993 Electronic Arts Victor [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61849&o=2

$end


$megadriv=nflqb,
$bio

NFL Quarterback Club (c) 1994 Acclaim Entertainment, Incorporated.

- TRIVIA -

Reviews:
[FR] March 1995, Consoles + N.41: 88/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56709&o=2

$end


$snes=nflqb95,
$bio

NFL Quarterback Club '95 [Model SHVC-Q9] (c) 1995 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61850&o=2

$end


$gamegear=nflqb96,
$bio

NFL Quarterback Club '96 (c) 1995 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64730&o=2

$end


$saturn,sat_cart=nflqb96j,nflqb96ja,
$bio

NFL Quarterback Club '96 (c) 1996 Acclaim Japan [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59444&o=2

$end


$gameboy=nflqb96,
$bio

NFL Quarterback Club '96 [Model DMG-AQBE-USA] (c) 1995 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66544&o=2

$end


$saturn,sat_cart=nflqb97j,
$bio

NFL Quarterback Club '97 (c) 1996 Acclaim Japan [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59445&o=2

$end


$gameboy=nflqb2,
$bio

NFL Quarterback Club 2 [Model DMG-AQ9E-USA] (c) 1995 LJN, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66549&o=2

$end


$n64=nflqb2k,nflqb2ku,
$bio

NFL Quarterback Club 2000 (c) 1999 Acclaim Entertainment, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57868&o=2

$end


$n64=nflqb2k1,
$bio

NFL Quarterback Club 2001 (c) 2000 Acclaim Entertainment, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57869&o=2

$end


$saturn,sat_cart=nflqb96,
$bio

NFL Quarterback Club 96 (c) 1996 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60363&o=2

$end


$snes=nflqb96j,
$bio

NFL Quarterback Club 96 [Model SHVC-AQBJ-JPN] (c) 1996 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61851&o=2

$end


$snes=nflqb96u,nflqb96up,
$bio

NFL Quarterback Club 96 [Model SNS-AQBE-USA] (c) 1995 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63328&o=2

$end


$snes=nflqb96,
$bio

NFL Quarterback Club 96 [Model SNSP-AQBP-EUR] (c) 1995 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63327&o=2

$end


$saturn,sat_cart=nflqb96u,
$bio

NFL Quarterback Club 96 [Model T-8109H] (c) 1995 Acclaim Entertainment, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60098&o=2

$end


$saturn,sat_cart=nflqb97,
$bio

NFL Quarterback Club 97 (c) 1997 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60364&o=2

$end


$saturn,sat_cart=nflqb97u,
$bio

NFL Quarterback Club 97 [Model T-8136H] (c) 1996 Acclaim Entertainment, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60099&o=2

$end


$n64=nflqb98,nflqb98u,
$bio

NFL Quarterback Club 98 (c) 1997 Acclaim Entertainment, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57870&o=2

$end


$n64=nflqb99,nflqb99u,
$bio

NFL Quarterback Club 99 (c) 1998 Acclaim Entertainment, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57871&o=2

$end


$gameboy=nflqbj,
$bio

NFL Quarterback Club [Model DMG-AQ9J-JPN] (c) 1995 Acclaim Japan [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66548&o=2

$end


$gameboy=nflqb,
$bio

NFL Quarterback Club [Model DMG-Q6-USA] (c) 1993 LJN, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66546&o=2

$end


$snes=nflqb,
$bio

NFL Quarterback Club [Model SNS-Q9-EUR] (c) 1994 LJN, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63325&o=2

$end


$snes=nflqbu,nflqbup,
$bio

NFL Quarterback Club [Model SNSP-Q9-USA] (c) 1994 LJN, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63326&o=2

$end


$gamegear=nflqb,
$bio

NFL Quarterback Club [Model T-81147] (c) 1994 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64731&o=2

$end


$segacd=nflgreat,
$bio

NFL's Greatest - San Francisco VS Dallas 1978-1993 [Model 4202] (c) 1993 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60774&o=2

$end


$gba=ngt,
$bio

NGT - Next Generation Tennis [Model AGB-ATXP-EUR] (c) 2002 Wanadoo Edition

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72007&o=2

$end


$pico=okaissai,
$bio

NHK Okaasan to Issho Do Re Mi Fa Do~nuts! Asobi Ippai Utaippai! (c) 199? Bandai

- TECHNICAL -

Game ID: T-133090

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75737&o=2

$end


$pico=okaissod,
$bio

NHK Okaasan to Issho Do Re Mi Fa Do~nuts! Oekaki Daisuki! Omoshiro Oekaki Daishuugou! (c) 1998 SEGA Enterprises, Ltd.

- TECHNICAL -

Game ID: HPC-6068

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96322&o=2

$end


$pico=okaissgk,
$bio

NHK Okaasan to Issho Genki na ko Atsumare! (c) 1995 SEGA Enterprises, Ltd.

- TECHNICAL -

Game ID: HPC-6025

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96321&o=2

$end


$pce=nikopun,
$bio

NHKおかあさんといっしょ にこにこ、ぷん (c) 1991 NHK Enterprise
(NHK Okaasan to Issho Niko Niko, Pun)

Niko Niko Pun is a cute platform game based on a Japanese TV series. The protagonists of the game are a cat, a bird and a mouse who one day arrive on an island where they find a cute little pink dragon. The poor thing is starving and they all decide to help him and escort the animal through several stages to collect his favorite food (displayed at the bottom of the screen). Failing to do so gets them to start the stage all over again until they succeed. Once fed, the dragon grows bigger and then it is time to explore another area and look for his next lunch. Our heroes can't die and only jump over their opponents. Finally, each stage hides a lot of surprises and doors scattered around the game lead to picture-puzzles.

- TECHNICAL -

HuCARD ID: NV91001
HuCARD Size: 4 Mbits.

- TRIVIA -

Released on December 13, 1991 in Jaopan for 6500 Yen.

Niko Niko Pun was a Japanese TV show for children aired from 1982 to 1992 on NHK. The show featured large puppet costumes and told the adventures of a Mouse, a cat and a bird on the fantastic Niko Niko Island.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58668&o=2

$end


$megadriv=nhktaidr,
$bio

NHK Taiga Drama - Taiheiki (c) 1991 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56710&o=2

$end


$pce=nhktaidr,
$bio

NHK Taiga Drama - Taiheiki (c) 1992 NHK Enterprise

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58657&o=2

$end


$snes=nhl94u,nhl94up,
$bio

NHL '94 [Model SNS-4H-USA] (c) 1993 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63330&o=2

$end


$snes=nhl94,
$bio

NHL '94 [Model SNSP-4H-EUR] (c) 1993 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63329&o=2

$end


$segacd=nhl94,
$bio

NHL '94 [Model T-50015] (c) 1993 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60775&o=2

$end


$snes=nhl95u,
$bio

NHL '95 [Model SNS-ANHE-USA] (c) 1994 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63332&o=2

$end


$snes=nhl95,
$bio

NHL '95 [Model SNSP-ANHP-NOE] (c) 1994 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63331&o=2

$end


$gameboy=nhl96,
$bio

NHL '96 [Model DMG-A6HE-USA] (c) 1996 Black Pearl

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66551&o=2

$end


$gameboy=nhl96,
$bio

NHL '96 [Model DMG-A6HP-EUR] (c) 1996 Black Pearl

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66552&o=2

$end


$snes=nhl96u,
$bio

NHL '96 [Model SNS-A6HE-USA] (c) 1995 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63334&o=2

$end


$snes=nhl96,
$bio

NHL '96 [Model SNSP-A6HP-EUR] (c) 1995 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63333&o=2

$end


$saturn,sat_cart=nhl97j,
$bio

NHL '97 (c) 1997 Electronic Arts Victor [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59446&o=2

$end


$snes=nhl97u,nhl97up,nhl97ua,
$bio

NHL '97 [Model SNS-AH7E-USA] (c) 1996 Black Pearl

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63336&o=2

$end


$snes=nhl97a,nhl97,
$bio

NHL '97 [Model SNSP-AH7P-EUR] (c) 1996 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63335&o=2

$end


$snes=nhl98,
$bio

NHL '98 (c) 1997 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63337&o=2

$end


$gbcolor=nhl2k,
$bio

NHL 2000 [Model DMG-ANRE-USA] (c) 2000 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68450&o=2

$end


$gba=nhl2k2,
$bio

NHL 2002 [Model AGB-ANLE-USA] (c) 2002 EA Games [Electronic Arts, Incorporated.]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72008&o=2

$end


$saturn,sat_cart=nhl97,nhl97g,
$bio

NHL 97 (c) 1997 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60365&o=2

$end


$saturn,sat_cart=nhl97u,
$bio

NHL 97 [Model T-5016H] (c) 1996 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60100&o=2

$end


$megadriv=nhl98,
$bio

NHL 98 (c) 1997 Electronic Arts.

- TECHNICAL -

Game ID: 7820

- STAFF -

Programmed by: Chris Shrigley
Directed by: Thomas L. Fessler
NHL 98 Art by: Thomas L. Fessler
Music by: David Whittaker
Sound by: David Whittaker
V.P. of Production: Scott Orr
Vice President of Product Development: Steve Ryno
Executive Producer: Donn W. Nauert
Senior Producer: Greg Gibson
Producers: Jym Killy, Jon Osborn, Gabriel Jones
Associate Producers: Sanders Keel, Erick Fernandez
Lead Tester: Erik van Rooy
Testing by: Jason Lewis, Skot Travis, Edward J. Ramiro, Mia Haller, Jekel 1
Player Ratings by: Sanders Keel, Erik van Rooy, Thomas L. Fessler
Special Thanks To: Melissa Louviaux, Kirk Somdal, Victor Blevons, Lisa Paulson, Steve Keel, Maria Coniglio
"Get ready for this" written by: Jean Paul De Coster, Filip De Wilde, Simon Harris

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57323&o=2

$end


$saturn,sat_cart=nhl98,
$bio

NHL 98 (c) 1998 Electronic Arts.

European release. Game developed in USA.

- TECHNICAL -

Game ID: T-5026H-50

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60366&o=2

$end


$saturn,sat_cart=nhl98u,
$bio

NHL 98 (c) 1997 Electronic Arts.

- TECHNICAL -

Game ID: T-5026H

- TRIVIA -

Released on November 13, 1997 in the USA.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60101&o=2

$end


$n64=nhl99,nhl99u,
$bio

NHL 99 (c) 1998 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57872&o=2

$end


$gamegear=nhlas,nhlasp17,nhlasp16,nhlasp15,nhlasp14,nhlasp13,nhlasp12,nhlasp11,nhlasp10,nhlasp09,nhlasp08,nhlasp07,nhlasp06,nhlasp02,nhlasp05,nhlasp04,nhlasp03,nhlasp01,
$bio

NHL All-Star Hockey (c) 1995 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64734&o=2

$end


$saturn,sat_cart=nhlas,
$bio

NHL All-Star Hockey (c) 1996 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60367&o=2

$end


$megadriv=nhlasp16,nhlasp15,nhlasp14,nhlasp13,nhlasp12,nhlasp11,nhlasp10,nhlasp09,nhlasp08,nhlasp07,nhlasp06,nhlasp05,nhlasp04,nhlasp02,nhlasp03,nhlasp01,
$bio

NHL All-Star Hockey '95 (c) 1994 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56711&o=2

$end


$megadriv=nhlas,
$bio

NHL All-Star Hockey '95 (c) 1995 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57324&o=2

$end


$saturn,sat_cart=nhlas98,
$bio

NHL All-Star Hockey 98 (c) 1998 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60368&o=2

$end


$saturn,sat_cart=nhlas98u,
$bio

NHL All-Star Hockey 98 [Model 81122] (c) 1997 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60103&o=2

$end


$saturn,sat_cart=nhlasu,
$bio

NHL All-Star Hockey [Model 81102] (c) 1995 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60102&o=2

$end


$n64=bladestl,
$bio

NHL Blades of Steel '99 (c) 1999 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57873&o=2

$end


$gbcolor=blades2k,
$bio

NHL Blades of Steel 2000 (c) 2000 Konami Company, Limited.

- TECHNICAL -

Model CGB-ANVE-USA

- STAFF -

CLIMAX DEVELOPMENT TEAM  

PRESIDENT: KARL JEFFERY
EXECUTIVE PRODUCER: CHRIS HADLEY
PRODUCER: SCOTT SANDERS
LEAD PROGRAMMER: STEVE LAMB
PROGRAMMER: ROB HOLMAN
LEAD GRAPHIC ARTIST: PHIL WILLIAMS
LEAD AUDIO AND MUSIC: MATT SIMMONDS
TECHNICAL MANAGER: MICHAEL ARCHER

QUALITY ASSURANCE   
LEAD TESTER: GRAHAM ARCHER
TESTERS: TONY REED: IAN MANFIELD

SPECIAL THANKS TO: CHICKEN PIE MILLER, SAMUEL PIPPA, TAMMY HOLMAN, GAVIN WADE, SHARON FIELD, THE FIRM, KONAMI COMPUTER ENTERTAINMENT AMERICA  

PRODUCER: DANIEL TYRRELL
DIRECTOR OF MARKETING: CHRIS MIKE, BRAND MARKETING     
MANAGER: CRAIG HOWE
DIRECTOR OF LICENSING: DOUG REBERT
PUBLIC RELATIONS: CHERRIE MCKINNON, PMD                 
MANAGER: MAKOTO ICHIKAWA
TESTERS: JAYSON AYRAN, JAMES HUI, JASON REICHELDERFER, JOSEPH LEE, CALVIN WONG, ARIF SINAN

SPECIAL THANKS TO: JAROMIR JAGR, WAYNE TOWNSEND, MINORU IMANO, MITCH UENO, GLENN HORINE, DAVID KLEIMAN, NICK PEDOTA, MICHAEL BARNETT, RANDY HAUSER, JIMM GETZ, KONAMI OF AMERICA, KONAMI COMPUTER ENTERTAINMENT TOKYO CO., KONAMI COMPUTER ENTERTAINMENT KOBE CO., KONAMI COMPUTER ENTERTAINMENT OSAKA CO., KONAMI CO.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68453&o=2

$end


$gbcolor=bladestl,
$bio

NHL Blades of Steel (c) 1999 Konami Company, Limited.

- TECHNICAL -

Model CGB-ANEE-USA

- TRIVIA -

Released on July 6, 1999 in USA.

- STAFF -

CLIMAX DEVELOPMENT TEAM  
 
PRESIDENT: KARL JEFFERY
PRODUCER: SCOTT SANDERS
LEAD PROGRAMMER: STEVE LAMB
PROGRAMMERS: DAMIAN STONES, STEVE LEGG
LEAD GRAPHIC ARTIST: ANDY PANG
GRAPHIC ARTISTS: PHIL WILLIAMS, ALAN WEAVER, ADRIAN CUMMINGS
LEAD AUDIO AND MUSIC: MATT SIMMONDS
PRODUCTION ASSISTANT: DAVE CURTIS

SPECIAL  THANKS TO: LEE  CALVERT, KAILIM  STONES, CAROLINE  MILLER, SAMUEL THORNE,  SHARON FIELD, KONAMI COMPUTER ENTERTAINMENT AMERICA
  
EXCECUTIVE  PRODUCER: KAZUMI KITAUE, MINORU  IMANO
PRODUCER: HIRO IWAMI (ROCKY)
CONSULTING PRODUCER: KEN OGASAWARA
STATS AND ROSTERS BY: JASON LEE ELLIOTT

SPECIAL THANKS TO: JUN FUNAHASHI, WAYNE TOWNSEND, MITCH UENO, ATSUSHI FUJIO, KONAMI OF AMERICA, KONAMI COMPUTER ENTERTAINMENT TOKYO CO., KONAMI COMPUTER ENTERTAINMENT KOBE CO., KONAMI COMPUTER ENTERTAINMENT OSAKA CO., KONAMI CO.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68452&o=2

$end


$n64=nhlbrk98,nhlbrk98u,
$bio

NHL Breakaway 98 (c) 1998 Acclaim Entertainment, Incorporated.

The sporting squad at Iguana West rolls out NHL Breakaway 98, a feature-rich puckfest that comes down four-square for realistic simulation instead of glitzy arcade action.

Even before you select your team, you can configure a match according to a mind-boggling 26 options. There are three difficulty settings, five game-speed settings, three goalie difficulty settings, four referee settings and a choice of automatic or manual line changes. You can set the volume for four different audio tracks (announcer, SFX, music and organ), turn off injuries, fatigue and fighting, and accept or decline standard rules for icing and penalties. To make things easy, you can choose default settings for arcade or simulation mode.

Once you've selected your team, it's time to plow through a thick playbook. You can choose from two different offensive styles (carry puck and dump and choose) four defensive styles (one forechecker, two forecheckers, trap and backcheck), three levels of contact, defensive pinch on or off, two options for the power play (three men high or low), three options for killing penalties and three options for what to do when you are two men down. Non-fanatics can always default to the recommendations of 1996-1997 NHL goal-scoring leader Keith Tkachuk.

You can then edit your various lines, dedicating them to scoring, checking, defensive pairing, power play or penalty kill. Short descriptions are provided for each line, but you'll quickly notice that these tend to repeat themselves. Far more helpful are the charts rating each line player on 13 attributes, including skating, passing, shooting, shot power, stick handling and offensive and defensive awareness. Goalies are rated for nine attributes, including left and right glove and left and right stick. Sounds to us like the world's first hockey RPG.

NHL Breakaway '98 features up-to-date rosters for all 26 NHL teams, plus the Eastern and Western All-Stars. Full 1996-1997 stats are included. Iguana even tossed in top international teams and stocked them with NHL stars. You can play an exhibition game, a season or a nail-biting shootout, or skip the preliminaries and go straight to the playoffs. Select International Playoffs if you want to stage your own Olympic hockey tournament.

Budding general managers can sign and release players and swing blockbuster trades involving as many as six players. When you create a player, his name will appear on his jersey. Iguana even installed a feature it calls Total Team Management System, in which players receive points that improve their coaching options, play development, injury therapies and more.

NHL Breakaway '98 supports the N64's high-res mode, resulting in polygon-rich figures that are crisp and clean. Players' sizes are based on their actual heights and weights. The action takes place in brightly lit arenas.

Play control is as tight as you'd expect in a sim. While AI helps guide errant passes, you generally have to be facing the goal if you want any chance of getting off a scoring shot. The ebb and flow is much like that of an NHL game, with players jockeying for position even more than they jockey for the puck. Cheap goals are extremely rare unless you're manually controlling your goalie.

NHL Breakaway '98 offers eight different camera views, plus reverse cameras. When viewed from a sideline camera, the puck tends to vanish on the far side of the rink, even when the puck streak option is on. It's better to pick an overhead view, which tracks the puck much more closely.

Packed with more options than you can shake Keith Tkachuk's stick at, NHL Breakaway '98 boldly aims to be the gold standard in hockey sims.

- TECHNICAL -

Game ID: NUS-NHLE-USA

- TRIVIA -

Released on February 26, 1998 in the USA.

Export releases:
[EU] "NHL Breakaway 98 [Model NUS-NHLP-EUR]"

- STAFF -

N64 Programmers: Thomas Carbone, Dave Lang, Chris Braymen
Project Manager: J. David Elton
N64 Artists: Mike Hunter, Chris Hawkes, Todd McMullin, Jane Bradley, Daniel W. Whittington, Cid Newman, Jason Moulton
Additional Programming: Peter Ward, Pat Alphonso, Joe Barnes, David Clayton, Lynn Freeman, Mike Crandall, John Lund, Rob Nelson, Brian Watson
Additional Artists: Jason Greenberg, Josh Goodale, Kent Barney, Michael C. Lott
Game Design: J. David Elton, Richard Reagan, Chandler Holbrook, Douglas Yellin
N64 Game Play Designer: Jim Jung
Music: Mark Ganus, Roy Wilkins, Dean Morrell, James Hebdon, Rick Fox
Sound Effects: Mark Ganus, Roy Wilkins, Dean Morrell, James Hebdon, Rick Fox
QC Testing Manager: Gary Rowberry
QC Testing Supervisor: Todd Dowd
Quality Control: Jeff Robinson (grEEn jeLLo), Ryan McBride, Gabriel Nicholas, JD Shelton (Mr. Pac Man), Preston Whitney (The Gimp), TL Shelton (Wanna Be A Player)
Producer: Douglas Yellin
Lead Analysts: James Craddock, James Daly
Lead Testers: Brian Regan, Mike Sterzel
Testers: Joseph Greene, Anthony Scaduto, Paul DiCarlo, Russel Ballenger, Matthew McEnerney, Rich LaRocca, Rich Gomer, Jason Vandehey, Matthew Canonico, Adam Rosen, Eric Hendrickson
Special Thanks: Ilene Kent, Phoenix Coyotes, Leena Sheth, Valerie Nifora, Joe Seeders, Ted Sasken, Mike Ouellet, Brian Burke, Glenn Horine, Catherine Mary O'Brien, Keith Tkachuk, Chantal Tkachuk, Bob Murray, Teemu Selanne, Rich Nairn, Bruce Bennett
Executive Producer: Mike Enberg

Breakaway Motion Capture
Studio Coordinator: Sharon Dougherty
Motion Processing Techs: Chuck Mongelli, Nicole Scharff
Assistant Motion Processing Techs: Danielle Papsidero, Cynthia Graham, Richard Nelson
Production Assistant: Phil Grunfelder
Motion Capture Supervisor: Andy Acquilino
Motion Processing Manager: Brian Windsor
Directors: Douglas Yellin, Jeffrey Gibson, Fiona Milburn
Skater: Mark Bedard
Goalie: Ed Weiss
Referee: Ron Winicki

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57874&o=2

$end


$n64=nhlbrk99,nhlbrk99u,
$bio

NHL Breakaway 99 (c) 1998 Acclaim Entertainment, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57875&o=2

$end


$gba=hitz2k3,
$bio

NHL Hitz 20-03 [Model AGB-AN4E-USA] (c) 2002 Midway Home Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72009&o=2

$end


$megadriv=nhl,
$bio

NHL Hockey (c) 1991 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57325&o=2

$end


$megadriv=nhl94,
$bio

NHL Hockey '94 (c) 1993 Electronic Arts.

- TRIVIA -

Reviews:
[FR] Oct. 1993 - Consoles + N.24: 86%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71161&o=2

$end


$megacd,megacdj=nhl94,
$bio

NHL Hockey '94 [Model T-50015-50] (c) 1994 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60639&o=2

$end


$gameboy=nhl95,
$bio

NHL Hockey '95 [Model DMG-ANHE-USA] (c) 1995 Malibu Games [T-HQ Division]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66553&o=2

$end


$intv=hockey,
$bio

NHL Hockey (c) 1979 Mattel Electronics.

Face-off! It's pro action on the ice - the thrill, speed and excitement of NHL hockey! Steal the puck "Skate" down the rink! Watch out for your opponents defense men! Break away and take it over the blue line. Shoot! It's a goal! Stay alert for the computer "Referee!" Draw a penalty and your team defends short-handed! You'll play by many of the rules that govern the pros in the fastest sport on earth!

OBJECT OF THE GAME is to score more goals than your opponent in three 20-minute periods. Each goal scores 1 point. No overtime. Tie-score at the end of 3rd period will stand. (All times are simulated.)

- TECHNICAL -

Model 1114

CONTROLS:
SHOOT BUTTON (Upper Side Buttons): Sends puck across ice at faster Shooting speed.
PASS BUTTON (Lower Side Buttons): Sends puck across ice at slower Pass speed.
DIRECTION DISC: Use to skate offense and defense control men in any of 16 directions. Press edge of disc corresponding to direction you want man to move. Men skate in forward direction only.

- STAFF -

Program: Ken Smith

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60925&o=2

$end


$gamegear=nhl,
$bio

NHL Hockey [Model T-50048] (c) 1995 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64735&o=2

$end


$saturn,sat_cart=nhlpower,
$bio

NHL Powerplay (c) 1996 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60369&o=2

$end


$saturn,sat_cart=nhlpowerj,
$bio

NHL Powerplay '96 (c) 1997 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59447&o=2

$end


$saturn,sat_cart=nhlpoweru,
$bio

NHL Powerplay '96 [Model T-7013H] (c) 1996 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60104&o=2

$end


$n64=nhlpro99,
$bio

NHL Pro 99 (c) 1999 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57876&o=2

$end


$snes=nhlpro94,
$bio

NHL Pro Hockey '94 [Model SHVC-4H] (c) 1994 Electronic Arts Victor [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61852&o=2

$end


$snes=nhlstanc,
$bio

NHL Stanley Cup (c) 1993 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63338&o=2

$end


$megadriv=nhlpa2k3,
$bio

NHLPA 2003 (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56712&o=2

$end


$snes=nhlpa93u,
$bio

NHLPA Hockey '93 [Model SNS-HY-USA] (c) 1992 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63340&o=2

$end


$snes=nhlpa93,
$bio

NHLPA Hockey '93 [Model SNSP-HY-NOE] (c) 1992 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63339&o=2

$end


$megadriv=nhlpa93,nhlpa93a,
$bio

NHLPA Hockey 93 (c) 1992 Electronic Arts.

- TRIVIA -

Reviews:
[FR] November 1992 - Consoles+ No. 14: 84/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70982&o=2

$end


$adam_flop=niadpd36,
$bio

NIAD Public Domain Volume 36 (c) 1989 NIAD

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82659&o=2

$end


$adam_cass=undv2,
$bio

NIAD SmartBasic Utils UNDV 2 (c) 1983 Lazer MicroSystems

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82703&o=2

$end


$arcadia=nibblem,nibblema,
$bio

Nibblemen (c) 1982 Emerson Radio Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49264&o=2

$end


$info=nibblero,
$bio

Nibbler (c) 1983 Olympia.

- TRIVIA -

Released in December 1982.

Originally released, one year before, by Rock-Ola under the same name; "Nibbler".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31757&o=2

$end


$cpc_cass=nibbler,
$bio

Nibbler (c) 1985 Rainbow Arts

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98393&o=2

$end


$info=nibbler,nibbler8,nibbler6,nibblerp,
$bio

Nibbler (c) 1982 Rock-Ola Mfg. Corp.

A maze game where you control Nibbler the snake to eat food around the maze. With each food you eat, Nibbler gets bigger. Complete each level by eating all the food on the screen. You lose a life if Nibbler hits his own body.

- TECHNICAL -

Model G-208

Main CPU : MOS Technology M6502 (@ 930 Khz)
Sound Chips : Custom (@ 930 Khz), SN76477 (@ 930 Khz)

Players : 2
Control : 8-way joystick

- TRIVIA -

Released in December 1982, this is the first game to support a billion point score.

Japanese sales by Taito.

Rock-ola offered a free Nibbler machine to the first player to turn the game over by scoring a billion points. The early favorite was Tom Asaki, who came close but failed in attempts at Twin Galaxies arcade in Ottumwa IA (once when the joystick broke after he scored 793 million points). Tim McVey finally broke the billion-point barrier with a score of 1,000,042,270 points after six unsuccessful attempts (he passed out after one of them) and January 28 1984 was declared Tim McVey day in Ottumwa.

McVey's record stood until February 22, 2009 when Dwayne Richard exceeded him with a score of 1,004,328,140. On April 10, 2009, McVey attempted to regain his Nibbler WR and recorded his progress through a webcam which was streamed from the Twin Galaxies website and Ustream.tv. However after almost 40 hours of gameplay and 945,939,420 points, McVey was forced to walk away after developing a blister in his hand. His attempt was one of the first to be recorded and streamed through the internet.

- SCORING -

Food Item : 10 points x level.
Time Bonus : 10 points per remaining second on clock x level.

- TIPS AND TRICKS -

* Nibbler does pause for a split-second when it hits a corner, so use this pause to decide your next turn.

* Try to collect the items on the inside of the maze first, as you can use the outer edges to move relatively safely when Nibbler is longer.

- STAFF -

Designed & programmed by : Joe Ulowetz (JHU), John Jaugilas (JMJ), Joe Bak (BAK), Lonnie Ropp (LDR)

- PORTS -

* Computers :
Amstrad CPC (1984)
Apple II

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1769&o=2

$end


$snes=niceshot,
$bio

Nice de Shot - 3D Golf Simulation [Model SHVC-NN] (c) 1994 ASK Kodansha Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61869&o=2

$end


$x68k_flop=nicejan,
$bio

Nice Jan (c) 19?? Todo2 [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88478&o=2

$end


$wswan=niceon,
$bio

Nice On [Model SWJ-SUM002] (c) 1999 Sammy Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86364&o=2

$end


$snes=nichiac2,
$bio

Nichibutsu Arcade Classics 2 - Heiankyou Alien [Model SHVC-AAEJ-JPN] (c) 1995 Nichibutsu [Nihon Bussan Company, Limited.] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61871&o=2

$end


$snes=nichiac,
$bio

Nichibutsu Arcade Classics [Model SHVC-AACJ-JPN] (c) 1995 Nichibutsu [Nihon Bussan Company, Limited.] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61870&o=2

$end


$psx=nichibut,
$bio

Nichibutsu Arcade Classics [Model SLPS-00184] (c) 1995 Nichibutsu [Nihon Bussan Co., Ltd.] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85476&o=2

$end


$snes=nichicl1,
$bio

Nichibutsu Collection 1 [Model SHVC-AECJ-JPN] (c) 1996 Nichibutsu [Nihon Bussan Company, Limited.] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61872&o=2

$end


$snes=nichicl2,
$bio

Nichibutsu Collection 2 [Model SHVC-A2BJ-JPN] (c) 1996 Nichibutsu [Nihon Bussan Company, Limited.] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61873&o=2

$end


$gameboy=nichimj,
$bio

Nichibutsu Mahjong - Yoshimoto Gekijou [Model DMG-AMUJ-JPN] (c) 1994 Nichibutsu [Nihon Bussan Company, Limited.] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66585&o=2

$end


$nes=nichimj3,
$bio

Nichibutsu Mahjong III - Mahjong G Men (c) 1990 Nichibutsu [Nihon Bussan Company, Limited.] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54445&o=2

$end


$msx2_flop=nichiyou,
$bio

Nichiyoubi ni Uchuubito ga...? (c) 1986 Soft Studio Wing [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101885&o=2

$end


$cpc_cass=faldopto,
$bio

Nick Faldo plays the Open (c) 1986 Mind Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98394&o=2

$end


$amigaocs_flop=faldoglf,
$bio

Nick Faldo's Championship Golf (c) 1993 Grandslam

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74619&o=2

$end


$snes=guts,
$bio

Nickelodeon GUTS [Model SNS-ANGE-USA] (c) 1994 Viacom International, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63345&o=2

$end


$gba=nicktatk,
$bio

Nicktoons - Attack of the Toybots - SpongeBob und seine Freunde - Angriff der Spielzeugroboter (c) 2007 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72041&o=2

$end


$gba=nicktatku,
$bio

Nicktoons - Attack of the Toybots [Model AGB-BUJE-USA] (c) 2007 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72040&o=2

$end


$gba=nicktbtl,
$bio

Nicktoons - Battle for Volcano Island [Model AGB-BNVE-USA] (c) 2006 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72042&o=2

$end


$gba=nicktfrz,
$bio

Nicktoons - Freeze Frame Frenzy [Model AGB-BCCE-USA] (c) 2004 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72043&o=2

$end


$gba=nicktrcgu,
$bio

Nicktoons Racing [Model AGB-ANQE-USA] (c) 2002 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72045&o=2

$end


$gba=nicktrcg,
$bio

Nicktoons Racing [Model AGB-ANQP-EUR] (c) 2002 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72044&o=2

$end


$gbcolor=nickrace,
$bio

Nicktoons Racing [Model CGB-BNTE-USA] (c) 2000 Hasbro Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68468&o=2

$end


$gba=nicktuni,
$bio

Nicktoons Unite! [Model AGB-BNUE-USA] (c) 2005 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72046&o=2

$end


$amigaocs_flop=nickboom,
$bio

Nicky Boom (c) 1992 Microïds

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74620&o=2

$end


$x68k_flop=nicoll,
$bio

Nicoll (c) 1990 System House Oh!

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87938&o=2

$end


$pc98=nicoll,
$bio

Nicoll (c) 1990 System House Oh!

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90234&o=2

$end


$a2600=infiltrae,
$bio

Nid D'Espions (c) 1983 RCA Video Jeux.

French release. See Apollo's "Infiltrate [Model AP2006]" for more information about the game itself.

French description:
Ces documents dont vous devez vous emparer sont d'une importance vitale... Pour vos ennemis aussi! Ils feront tout pour vous empêcher d'y parvenir. Saurez-vous trouver votre chemin dans le dédale d'ascenseurs et de couloirs et échapper à leurs pièges diaboliques ? Si vous vous trouvez face-à-face, tirez vite, ou ils ne vous raterons pas...
Nis D'Espions : un suspense sans précédent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50501&o=2

$end


$info=m4nifty,m4niftya,m4niftyb,
$bio

Nifty Fifty (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41386&o=2

$end


$info=pr_nifty,
$bio

Nifty Fifty (c) 199? Project Coin Machines, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42413&o=2

$end


$bbca_cass,bbcb_cass=niftylif,
$bio

Nifty Lifty (c) 19?? Visions

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52163&o=2

$end


$ngpc=nigeronp,
$bio

Nige-ron-pa [Model NEOP00960] (c) 2000 SNK Corp. [Shin Nihon Kikaku] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82546&o=2

$end


$snes=mansellj,
$bio

Nigel Mansell F-1 Challenge (c) 1993 Infocom

- TECHNICAL -

Cartridge ID: SHVC-NC

- TRIVIA -

Reviews:
[FR] May 1993 - Consoles + No. 20: 87/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61874&o=2

$end


$amigaocs_flop=manselgp,
$bio

Nigel Mansell's Grand Prix (c) 1988 Martech

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74621&o=2

$end


$cpc_cass=manselgp,
$bio

Nigel Mansell's Grand Prix [Model M512] (c) 1988 Martech

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98396&o=2

$end


$amigaocs_flop=mansell,
$bio

Nigel Mansell's World Championship (c) 1992 Gremlin Graphics Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74622&o=2

$end


$cpc_cass=mansell,
$bio

Nigel Mansell's World Championship (c) 1993 Gremlin Graphics Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98399&o=2

$end


$nes=mansell,
$bio

Nigel Mansell's World Championship Racing (c) 1993 Gremlin

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55395&o=2

$end


$nes=mansellu,
$bio

Nigel Mansell's World Championship Racing (c) 1993 GameTek

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55396&o=2

$end


$megadriv=mansell,
$bio

Nigel Mansell's World Championship Racing (c) 1993 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56726&o=2

$end


$megadriv=mansellu,
$bio

Nigel Mansell's World Championship Racing (c) 1993 GameTek

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57327&o=2

$end


$snes=mansellu,
$bio

Nigel Mansell's World Championship Racing [Model SNS-M8-USA] (c) 1993 GameTek

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63348&o=2

$end


$snes=mansella,mansell,
$bio

Nigel Mansell's World Championship Racing [Model SNSP-M8-FAH] (c) 1993 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63346&o=2

$end


$snes=mansellb,
$bio

Nigel Mansell's World Championship Racing (c) 1993 Gremlin Graphics.

- TECHNICAL -

Cartridge ID: SNSP-NW-NOE

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63347&o=2

$end


$gameboy=mansell,mansell1,
$bio

Nigel Mansell's World Championship (c) 1992 Gremlin Interactive.

- TECHNICAL -

Model DMG-WC-NOE

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66586&o=2

$end


$gameboy=mansellu,
$bio

Nigel Mansell's World Championship [Model DMG-WC-USA] (c) 1993 GameTek

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66587&o=2

$end


$nes=narrow,
$bio

Night Arrow (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84076&o=2

$end


$cpc_cass=nightboo,
$bio

Night Boosters (c) 1985 Cobra Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98400&o=2

$end


$info=ngtbunny,
$bio

Night Bunny (c) 1985 Nichibutsu.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=29776&o=2

$end


$tg16=nightcr,
$bio

Night Creatures [Model TGX040069] (c) 1992 NEC Home Electronics, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84335&o=2

$end


$info=nitedrvr,
$bio

Night Driver (c) 1976 Atari, Incorporated.

For more information about the game itself, please see the upright model entry.

- TECHNICAL -

[Highway sitdown model]

From Dave Shepperd : "The game was designed to fit in an upright cabinet and it sold very well in that configuration. Later, our ID manager thought to fit it into the left over Atari Highway sitdown cabinets of which we may have had a few dozen or maybe a few hundred stuck in a warehouse somewhere. It also sold very well in that configuration. I understand kits were made to retro-fit Atari Highway cabinets already in the field and those sold well too".

- TRIVIA -

Night Driver was released in October 1976.

Also released as "Night Driver [Upright model]".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1770&o=2

$end


$a2600=nitedrvre,
$bio

Night Driver (c) 1980 Atari, Incorporated.

PAL release. Game developed in USA. For more information, please see the NTSC release's entry; "Night Driver [Model CX2633]".

- TECHNICAL -

Model CX2633P

- PORTS -

* Consoles : 
Microsoft XBOX [EU] (November 26, 2004) "Atari Anthology" 
Sony PlayStation 2 [EU] (February 18, 2005) "Atari Anthology [Model SLES-53061]" 

* Computers : 
PC [MS Windows, CD-ROM] [EU] (June 10, 2005) "Atari - 80 Classic Games in One! [Replay]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83003&o=2

$end


$a2600=nitedrvr,
$bio

Night Driver (c) 1980 Atari, Incorporated.

You're in the drivers seat and the track is just ahead of you on the television screen. Your car is permanently fixed at the bottom of the screen, as shown in the diagram. All you have to do is accelerate and steer the car through one of the four tracks. Each time you veer off the track and hit one of the pylons or hit an oncoming car, a simulated crash scene will appear on the screen.

Game variations:
GANES 1, 2, 3 and 4 are timed. At the beginning of each of these games, a "clock" will begin counting down from 90 (seconds) at the upper right corner of the screen.

GAMES 5, 6, 7, and 8 have no time limit. They may be played for an indefinite period of time and there will not be a clock counting down on the screen.

GAMES 1 and 5 have the easiest track (NOVICE) and should be used by beginning players. Games 2 and 6 have the medium difficulty track (PRO). The EXPERT track in GANES 3 and 7 is more difficult than the NOVICE or PRO tracks.

All of the tracks described so far (GANES 1, 2, 3, 5, 6, and 7) are stored in the program memory of the game. So even though the NOVICE, PRO and EXPERT tracks are progressively more difficult, each track will always follow a fixed course. This makes it possible for players to eventually memorize the track as their driving skill increases.

The RANDOM track, however (GANES 4 and 8), follows a different course each time, making it challenging for the most skilled players.

- TECHNICAL -

Model CX2633

- TRIVIA -

Export releases:
PAL "Night Driver [Model CX2633P]"

- STAFF -

Programmer: Rob Fulop

- PORTS -

* Consoles : 
Microsoft XBOX [US] (November 16, 2004) "Atari Anthology [Model 26084]" 
Sony PlayStation 2 [US] (November 22, 2004) "Atari Anthology [Model SLUS-21076]" 
Microsoft XBOX [JP] (August 4, 2005) "Atari Anthology [Model B7X-00001]" 

* Handhelds : 
Nintendo DS [US] (March 8, 2011) "Atari Greatest Hits Vol.2 [Model NTR-BR7E-USA]" 

* Computers : 
PC [MS Windows, CD-ROM] [US] (November 11, 2003) "Atari - 80 Classic Games in One! [Model 25069J]" 

* Others : 
Atari Paddle TV Game [US] (2004) by Jakk's Pacific 
Atari Flashback 3 [US] (September 16, 2011) by AtGames 
Atari Flashback 4 [US] (November 13, 2012) by AtGames 
Atari Flashback 5 [US] (October 1, 2014) by AtGames

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50743&o=2

$end


$pyuuta=nflight,
$bio

Night Flight [Model 007E] (c) 1982 Tomy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101355&o=2

$end


$info=nightgal,
$bio

Night Gal (c) 1985 Nichibutsu.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=29771&o=2

$end


$info=ngalsumr,
$bio

Night Gal Summer (c) 1985 Nichibutsu.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=30065&o=2

$end


$cpc_cass=nightgun,
$bio

Night Gunner (c) 1986 Digital Integration

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98401&o=2

$end


$pc98=ngunner,
$bio

Night Gunner - Final Mission (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90235&o=2

$end


$pc8801_flop=nighthor,
$bio

Night Horror (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92497&o=2

$end


$amigaocs_flop=nighthnt,
$bio

Night Hunter [10 Great Games] (c) 1990 Ubi Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74623&o=2

$end


$pc8801_flop=nightlif,
$bio

Night Life (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92498&o=2

$end


$info=nightlov,
$bio

Night Love (c) 1986 Central Denshi.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 5 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.25 Mhz), DAC

Screen orientation : Horizontal
Video resolution : 512 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256

Player : 2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3560&o=2

$end


$pc8801_flop=nightmak,
$bio

Night Maker (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92499&o=2

$end


$ibm5150,ibm5150_cass=npinbal,
$bio

Night Mission Pinball (c) 1982 subLOGIC

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83671&o=2

$end


$info=nmoves,
$bio

Night Moves (c) 1989 International Concepts.

- TECHNICAL -

Gottlieb System 80B

- STAFF -

Design by : John Trudeau

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5511&o=2

$end


$info=nightrai,
$bio

Night Raid (c) 2001 Takumi.

- TECHNICAL -

Runs on the "Taito G-Net" hardware.

Control : 8-way joystick
Buttons : 3
=> [A] Shoot, [B] Wave, [C] Bomb

- TRIVIA -

Released in February 2001.

- SCORING -

Night Raid has a triptych scoreboard : the first is your standard high-score (which being a Takumi shmup features no fewer than 9 digits), the second is a record negative score (same number of digits, just below zero), and the third is a mediocre score (what the game refers to as a 'Near-Zero' score).
On the left side of the screen is the Score Thermometer. Each time you kill one of the game's many abstract miscreants, any number of small bonus items will fall from the location of their death. Picking these up raises the thermometer, thus giving you a positive score multiplier. Allowing these items to leave the screen will cause the thermometer to drop, which will result in a negative multiplier once it passes zero. At any given time, the thermometer will gradually ascend or decline to reach zero.

- TIPS AND TRICKS -

* Secret Item : Bring over 6 power-up items into the screen and wait 3 seconds.

- STAFF -

Planning: Tadahiro Mukaide
Programmer: Kajyu Ishii, Naoto Sakurada, Takafumi Nishi
Designer: Tadahiro Mukaide, Tatsuhiro Suzuki, Yuji Ooto, Ken Taketoshi
Music Composer: Yasushi Kaminishi
Guitar: Masakazu Hamaguchi
Producer: Yukikazu Ozaki
Executive Producer: Tomoaki Fujimoto
Special Thanks: Makoto Maeda, Yoshitaka Kobayashi, Hideki Yasuda, Toshihiko Yabumoto, Yoriko Ito, Hitomi Matusida

- PORTS -

* Consoles :
Sony PlayStation (2001)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3800&o=2

$end


$psx=nightrai,
$bio

Night Raid [Model SLPM-87048] (c) 2002 Takumi [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85477&o=2

$end


$cpc_cass=nraider,
$bio

Night Raider (c) 1988 Erbe Soft. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98405&o=2

$end


$info=nightrdr,nightr20,
$bio

Night Rider (c) 1977 Bally Mfg. Co.

- TECHNICAL -

[No. 1074-E]
Bally MPU AS-2518-17

- TRIVIA -

Released in February 1977. 7,000 units produced.

Night Rider [Model 1074-E] is the first Bally machine to use AS-2518-17 first generation MPU.

Night Rider was made 1 year before as a Electro-Mechanical pinball as "Night Rider [No. 1074]" (4,155 units produced).

- STAFF -

Design by : Greg Kmiec
Art by : Paul Faris

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=30149&o=2

$end


$pc98=nightsep,
$bio

Night Seep (c) 1991 Brain Gray [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90236&o=2

$end


$msx1_cart=nightshd,
$bio

Night Shade [Model ND-05MR] (c) 1986 Jaleco Co., Ltd. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77307&o=2

$end


$amigaocs_flop=nshift,
$bio

Night Shift (c) 1990 Lucasfilm, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74624&o=2

$end


$cpc_cass=nshift,
$bio

Night Shift (c) 1991 Erbe Soft. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98406&o=2

$end


$info=smis0502637,smis0502638,smis0502639,smis0502640,smis0502641,
$bio

Night Shift [Femme Felone] (c) 2011 Bally Tech., Incorporated.

15 Reels, 50 Lines, 2500 Credits Max Bet.

- TECHNICAL -

Software Part #: 20650

Houseable in the following cabinet:
Bally's "Alpha Elite V20": Game Kit #172758
Bally's "Alpha Elite V20/20": Game Kit #172759
Bally's "Alpha Elite V20 Chop Top": Game Kit #172756
Bally's "CineVision": Game Kit #172755
Bally's "Alpha Elite Jumbo Video": Game Kit #172754
Bally's "Alpha 2 Pro V22/22": Game Kit #178951
Bally's "Alpha 2 Pro V22/26 Slant": Game Kit #175283

- UPDATES -

SMI #S0502637
Min/Max%: 85.25%/85.25%
Odds to JP (Max bet played): 15,057,226

SMI #S0502638
Min/Max%: 89.27%/89.27%
Odds to JP (Max bet played): 15,057,226

SMI #S0502639
Min/Max%: 91.04%/91.04%
Odds to JP (Max bet played): 13,257,531

SMI #S0502640
Min/Max%: 93.18%/93.18%
Odds to JP (Max bet played): 11,655,706

SMI #S0502641
Min/Max%: 95.04%/95.04%
Odds to JP (Max bet played): 11,655,706

- TIPS AND TRICKS -

Overall Hit Frequency: 49.75%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=36960&o=2

$end


$info=nslasher,nslasherj,nslashers,nslasheru,
$bio

Night Slashers (c) 1993 Data East Corp.

A horror-themed brawler where three elite fighters, an American cyborg monster hunter, a European vampire hunter, and an Asian martial arts expert, must save humanity from an army of monsters, mutants, and the undead.

- TECHNICAL -

Game ID : MBH

Main CPU : ARM (@ 7.0805 Mhz), Zilog Z80 (@ 3.58 Mhz)
Sound Chips : Yamaha YM2151 (@ 2.01375 Mhz), OKI6295 (@ 7.627 Khz), OKI6295 (@ 15.255 Khz)

Players : 2 or 3
Control : 8-way Joystick
Buttons : 3
=> [A] Attack, [B] Jump, [C] Special/Block

- TRIVIA -

Night Slashers was released in September 1993.

Soundtrack releases :
Night Slashers, Flower Busters / Data East - Pony Canyon / Scitron - PCCB-00142 - Dec 17, 1993

- UPDATES -

In the Japanese version :
* The gore is uncensored (red blood instead of green).
* At the end of a melee attack, Christopher holds out a cross instead of a crystal ball.
* The Go arrow flips over to read 'To Hell!' in blood.
* Extra pictures and dialogs in the cut-scenes.

- STAFF -

Planner : Tohru Kikuchi
Soft : Souichi Akiyama, Yasuhiro Matsumoto, Akitsu Matsuda
Graphic : Masayuki Inoshita, Hitomi Hashimoto, Makoto Nozu, Jirou Ishii, Asami Kaneko, Tomoyuki Arakawa, Fujimi Oonishi, Yoshinari Kaihou, Hiroshi Tamawashi, Yuuko Nakagawa, Mario Watanabe
Sound : Tatsuya Kiuchi (Mr.K), Tomoyoshi Sato (Tom Sato)
Hard : Shingo Mitsui, Takanori Hasumi
Special Thanks: Steve Miller, Yoshiyuki Urushibara, Makoto Nagao, Hitoshi Kitazume, Data East USA Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1771&o=2

$end


$pc98=nightslv,
$bio

Night Slave (c) 1996 Melody.

- TRIVIA -

Released on March 08, 1996 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48534&o=2

$end


$info=m4nspot,m4nspota,m4nspotb,
$bio

Night Spot Club (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41388&o=2

$end


$a2600=nstalker,
$bio

Night Stalker (c) 1989 Telegames.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50744&o=2

$end


$aquarius=nstalker,
$bio

Night Stalker (c) 1982 Mattel Electronics.

- TECHNICAL -

[Model 4595]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49812&o=2

$end


$intv=nstalker,
$bio

Night Stalker (c) 1982 Mattel Electronics

Your man is trapped in the maze. Robots relentlessly track him down. Keep him away from spiders and bats. Watch out for robot fire! React quickly. The key to survival is to destroy them -- before they get the man! Rack up as many points as you can! It's you against them... to the end!

- TECHNICAL -

Model 5305

- TRIVIA -

At the beginning of the development, this game was called 'Attacker'.

Steve Montero was an expert on robotics, so it was natural for him to program Night Stalker. In development late in 1981, the game was a favorite with other programmers, who didn't need their arms twisted to spend hours testing it. Unfortunately, the first time Marketing brought in some 12-year-old kid to try it out, he got further than any of the programmers had. A new, tougher robot had to be added to the game, at the cost of losing one of the best features: the spider's web (the game was only 4K in size). Originally, as the spider crawled around the maze it left a web that would slow you down considerably as you ran through it. You could shoot the web away, but you'd use up bullets. Without the web, the spider became like the bats: just a nuisance.

After Night Stalker was finished, game cartridges began getting larger in size, so Steve proposed Ms. Night Stalker, a 12K sequel that would include the web and all the other features he had wanted, including multiple weapons (bazookas to blast through walls!), multiple scrolling mazes and smarter robots. Marketing shelved the idea and Steve was assigned to program Space Shuttle instead, which may have been a contributing factor toward Steve leaving Mattel and the game industry not long after.

- SCORING -

Destroy a spider and earn 100 points.
Destroy a bat and earn 300 points.
Destroy the blue robot and earn 500 points.
Destroy the white robot and earn 1,000 points.
Destroy the black robot and earn 2000 points.
Destroy the invisible robot and earn 4000 points.

- TIPS AND TRICKS -

* Once an aggressive robot is after the man, lay in wait at corners and intersections. When the robot advances, get off a shot and quickly retreat!

* For the white, black and invisible robots, it's helpful to count your bullets. Try to use your last bullet to blast the robot. This gives you some time to run and pick up the weapon while the next robot enters the maze.

* Carefully count how many bullets you have left. It's always wise to kill a robot with your last shot to give you time to get a new weapon.

* In the beginning, shooting bats is a good way to rack up points. However, after 5,000 points, remember every bat that you hit turns into a Gray Robot.

* Don't just concentrate on robots at higher point levels. The bats and spiders can sneak up on you when you're not watching.

* When being followed by the White Robot, don't be afraid to use the bunker. Peek your head out and fire a quick shot at him and then duck inside for cover.

* The only sure way to kill the Black Robot is to fire at him from pointblank range. Try ducking around a corner or come out of the bunker and fire off a quick shot. You have to be very close to make a direct hit.

* Trick from Steve Roney (B-17 Bomber designer): "Another trick to bagging the later robots has to do with there being only one moving object available for the robot bullets. If you wait just above the place where the robot appears and dangle your feet where the robot can see, the robot will shoot below your feet. You can then safely drop down and quickly get off all three shots to nail the robot before his bullet gets all the way across the bottom!!!!"

- STAFF -

Design & Program: Steve Montero
Graphics: Peter Allen
Sound: Russ Lieblich

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60926&o=2

$end


$info=cnightst,cnightst2,
$bio

Night Star (c) 1983 Data East Corp.

- TECHNICAL -

This video game runs on the "DECO Cassette System" Hardware.

Cartridge ID : Model DT-132

- TRIVIA -

Night Star was released in April 1983. It was known as the 32th video game made for this system (Cassette No. 32).

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=408&o=2

$end


$info=nstocker,nstocker2,
$bio

Night Stocker (c) 1986 Bally Sente, Incorporated.

- TECHNICAL -

[No. 0B96]

Bally / Sente SAC-I hardware

- TRIVIA -

Night Stocker was released in September 1986. It was also released as a conversion kit as "Night Stocker [No. 0E74]".

This is the first game to combine the shooting with the driving.

John Wilson holds the official record for this game with 7,634,900 points.

- STAFF -

Game designer : Dennis Koble
Art direction : Roger Hector
Sound : Jesse Osborne
Art : Gary Johnson
Machine gun : Howard Delman, Henry Siska
Technical support : Dave Ross, Bob Smith, Rich Adam, Owen Rubin

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41679&o=2

$end


$a800=nitestrk,
$bio

Night Strike! (c) 1983 TG Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86643&o=2

$end


$info=nightstr,nightstrj,nightstru,
$bio

Night Striker (c) 1989 Taito.

Night Striker is a 3-D shoot-em-up rendered with fast moving, sprite-scaled graphics. Players must guide an armoured hover car through a number of scrolling levels - destroying waves of enemies in the process - in an attempt to rescue a scientist who has been kidnapped by a terrorist organization. A large guardian awaits players at the end of each level, with each one taking several hits to destroy.

Instead of having a set number of lives, the player's vehicle is equipped with a shield that depletes whenever the player is hit by enemy fire or has collisions with either enemies or scenery. The player's shields are recharged at the end of every level.

Night Striker takes its influences from many landmark games of the sprite scaling genre, all of which are Sega releases. The basic shoot-em-up gameplay is similar in style to both 1985's "Space Harrier" and 1987's "Thunder Blade". Some of the game's levels resemble those of 1988's "Galaxy Force II" as well as "Thunder Blade", while the game's level structure - a 'pyramid' of levels that allows players to chose their own route through the game with the use of end-of-level forked roads - is borrowed from the 1986 classic, "Out Run".

- TECHNICAL -

Taito Z System hardware
Prom Stickers : B91

Main CPU : (2x) Motorola 68000
Sound CPU : Zilog Z80
Sound Chips : Yamaha YM2610

Players : 1
Control : stick
Buttons : 2

- TRIVIA -

Night Striker was released in October 1989.

Only 303 Japanese versions were produced.

The eerie and ambient game soundtrack is by Zuntata, an internal team of composers within Taito responsible for other great soundtracks including Darius Gaiden, Gun-Lock, G-Darius.

Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Darius II : G.S.M. Taito 4 - PCCB-00010-12) on November 11, 1989.

A new version of the soundtrack was released in 1998 and is sprinkled with anecdotes (spoken in Japanese) about the game (Z-Replica Vol. 2 - Urban Trail Night Striker - ZTTL-0025).

Zuntata Records released a limited-edition soundtrack album for this game (Zuntata History L'ab-normal 1st - ZTTL-0038) on April 1, 1999.

- UPDATES -

The US version has the 'Winners Don't Use Drugs' screen.

- TIPS AND TRICKS -

* If you become 'out of control', you can shoot enemies until the continue screen appears.

* When you are on the roads, you will get a 8X bonus score (this don't work on Sky, Rivers and Sea).

- STAFF -

Producer: Tohru Sugawara
Director: Kenshi Kaito
Software: Tohru Sugawara, Hideki Hashimoto, Toshiaki Tsukano, Tmr-Win, Iromust, Takashi Kitabayashi
Character designers: Kohzoh Igarashi, Minori Ishino, Takako Kojima, Kenshi Kaito
Hardware: Toshiyuki Sanada
Electric: Tomio Takeda
Mechanic: Tohru Yamamoto, Tohru Hirata, Tomio Suzuki, Nobuyuki Iwasaki
Designers: Shinobu Sekiguchi, Akio Nomura
Sound & music composed by (Zuntata): Masahiko Takaki
Executive producer: Keisuke Hasegawa

- PORTS -

* Consoles : 
[JP] Sega Mega CD (May 28, 1993) "Night Striker [Model T-11014]" 
[JP] Sony PlayStation (July 28, 1995) "Night Striker [Model SLPS-00050]" 
[JP] Sega Saturn (June 14, 1996) "Night Striker S [Model T-19901G]"
[JP] Sony PlayStation 2 (March 29, 2007) "Taito Memories II Gekan [Model SLPM-66713]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1773&o=2

$end


$saturn,sat_cart=nightstr,
$bio

Night Striker S (c) 1996 Ving

- TECHNICAL -

Game ID: T-19901G

- TRIVIA -

Night Striker S for Saturn was released on June 14, 1996 in Japan.

- STAFF -

President: Ryozo Sugawara
Director: Takashi Noto
Programmer: Atsushi Taguchi, Nonchi, Takumi Amano
Graphic: Naohiro Washio, Hiroaki Matsukawa
CG Movie: Hisanori Saitō
Data Management: Naoki Inaba
Promotion: Ryusei Baba
Manual Writer: Ryusei Baba
Marketing: Junko Shiihashi
Special Thanks: Taito Corporation, Yuu House Co., Ving Co., Team Zuntata, Kenshi Kaito, Masaya Konya, Tōru Hosaka, Taka, Kanta Watanabe, Masayuki Kokubu, Tetsuya Tanabe, Yōsuke Nakano, Toshiyuki Kikuchi, Kohshi Nagato, Yoshimasa Hagiwara, Goro Kashima

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59456&o=2

$end


$megacd,megacdj=nstriker,
$bio

Night Striker (c) 1993 Taito Corp.

- TECHNICAL -

Game ID: T-11014

- TRIVIA -

Night Striker for Mega-CD was released on May 28, 1993 in Japan.

- STAFF -

Producer: Yoshio Imamura
Director: Takashi Shiokawa
Programmers: Daikoku Hisaya, Yoshihiro Yokota
Artists: Munenori Morikawa, Satomi Yokose, Yōko Gotan, Shrine
Sound Arranged by: Hisayoshi Ogura, Tamayo Kawamoto, Yasuhisa Watanabe, Shuichiro Nakazawa, Masahiko Takaki
Mix Engineer: Masao Saotome
Assistant Engineer: Yoshihiro Rakumitsu
Manipulated by: Masaki Sekishima
Special Thanks: Kenshi Kaito, Eiji Takeshima, Anthony Gurr, Yoichi Sato, Pony Canyon Inc., Scitron & Art Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60538&o=2

$end


$megacd,megacdj=ntrapfr,
$bio

Night Trap [Model 4903-09] (c) 1993 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60641&o=2

$end


$megacd,megacdj=ntrap,
$bio

Night Trap [Model 4903] (c) 1993 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60640&o=2

$end


$segacd=ntrap,
$bio

Night Trap [Model 4903] (c) 1994 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60776&o=2

$end


$megacd,megacdj=ntrap,
$bio

Night Trap [Model G-6025] (c) 1993 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60539&o=2

$end


$megacd,megacdj=ntrap32,
$bio

Night Trap [Model T-16202F-50] (c) 1995 Digital Pictures

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60642&o=2

$end


$segacd=ntrap32,
$bio

Night Trap [Model T-16202F] (c) 1994 Digital Pictures

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60777&o=2

$end


$segacd=ntraprr,
$bio

Night Trap (c) 1994 Digital Pictures

- TECHNICAL -

Model T-162105

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60778&o=2

$end


$info=nwarr,nwarru,nwarrud,
$bio

Night Warriors - Darkstalkers' Revenge (c) 1995 Capcom Company, Limited.

North American & European release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Vampire Hunter - Darkstalkers' Revenge [Green Board]".

- TECHNICAL -

Runs on the "CP System II" hardware.
Blue Board [USA & Europe]

- TRIVIA -

The original Japanese version featured an expanded epilogue on each character's ending. This was removed in the Export releases and only features the character art in the background. 

Also in these Export versions : 
* Gallon is named Jon Talbain.
* Zabel Zarock is named Lord Raptor. 
* Aulbath is named Rikuo.
* Phobos is named Huitzil.
* Lei-Lei is named Hsien-Ko.

- UPDATES -

Blue Board revisions : 

REVISION 1:
* Build Date: 950316
* EUROPE release

REVISION 2:
* Build Date: 950406
* US release

- PORTS -

(North American and European releases only) 

* Consoles : 
Sega Saturn [EU] (1996) "Night Warriors - Darkstalkers' Revenge [Model T-7009H-50]" 
Sega Saturn [US] (February 22, 1996) "Night Warriors - Darkstalkers' Revenge [Model T-1208H]" 
Sony PlayStation 3 [PSN] [US] (March 12, 2013) "Darkstalkers Resurrection" 
Microsoft XBOX 360 [XBLA] [US] (March 13, 2013) "Darkstalkers Resurrection" 
Sony PlayStation 3 [PSN] [EU] (March 13, 2013) "Darkstalkers Resurrection"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1774&o=2

$end


$info=nwarra,
$bio

Night Warriors - Darkstalkers' Revenge (c) 1995 Capcom Company, Limited.

Asian release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Vampire Hunter - Darkstalkers' Revenge [Green Board]".

- TECHNICAL -

Runs on the "CP System II" hardware.
Grey Board [Asia]

- PORTS -

(Asian releases only)

* Consoles : 
Microsoft XBOX 360 [KO] (March 14, 2013) "Darkstalkers Resurrection" 
Microsoft XBOX 360 [AS] (March 14, 2013) "Vampire Resurrection" 
Sony PlayStation 3 [KO] (March 14, 2013) "Darkstalkers Resurrection" 
Sony PlayStation 3 [AS] (March 14, 2013) "Vampire Resurrection"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69660&o=2

$end


$saturn,sat_cart=nwarru,
$bio

Night Warriors - Darkstalkers' Revenge (c) 1996 Capcom Company, Limited.

North American release. Game developed in Japan. For more information on the game itself; please see the Japanese release entry; "Vampire Hunter - Darkstalkers' Revenge [T-1202G]".

- TECHNICAL -

Game ID: T-1208H

- TRIVIA -

Night Warriors - Darkstalkers' Revenge for Saturn was released on February 22, 1996 in North America.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60106&o=2

$end


$saturn,sat_cart=nwarr,
$bio

Night Warriors - Darkstalkers' Revenge (c) 1995 Virgin Interactive

European release. Game developed in Japan. For more information on the game itself; please see the Japanese release entry; "Vampire Hunter - Darkstalkers' Revenge [T-1202G]".

- TECHNICAL -

Game ID: T-7009H-50

- TRIVIA -

Night Warriors - Darkstalkers' Revenge for Saturn was released on February 23, 1996 in Europe.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60371&o=2

$end


$info=nwarrh,
$bio

Night Warriors - Darkstalkers' Revenge (c) 1995 Capcom Company, Limited.

South American release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Vampire Hunter - Darkstalkers' Revenge [Green Board]".

- TECHNICAL -

Runs on the "CP System II" hardware.
Orange Board [South America]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69659&o=2

$end


$info=nwarrb,
$bio

Night Warriors - Darkstalkers' Revenge (c) 1995 Capcom Company, Limited.

Brazilian release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Vampire Hunter - Darkstalkers' Revenge [Green Board]".

- TECHNICAL -

Runs on the "CP System II" hardware.
Pink Board [Brazil]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71640&o=2

$end


$bbca_cass,bbcb_cass=nightwld,
$bio

Night World (c) 1986 Alligata

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52164&o=2

$end


$amigaocs_flop=nightbrd,
$bio

Nightbreed - The Action Game (c) 1990 Ocean Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74626&o=2

$end


$cpc_cass=nightbrd,
$bio

Nightbreed - The Action Game (c) 1990 Ocean Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98407&o=2

$end


$amigaocs_flop=nightbrda,
$bio

Nightbreed - The Action Game [Budget] (c) 1990 Hit Squad, The [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74627&o=2

$end


$amigaocs_flop=nightbmv,
$bio

Nightbreed - The Interactive Movie (c) 1990 Ocean Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74628&o=2

$end


$amigaocs_flop=nightdwn,
$bio

Nightdawn (c) 1989 Magic Bytes

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74629&o=2

$end


$amigaocs_flop=nightdwnu,
$bio

Nightdawn (c) 1989 Innerprise

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74630&o=2

$end


$odyssey2=night,
$bio

Nightfighter (c) 198? Philips Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95645&o=2

$end


$bbca_cass,bbcb_cass=nightfli,
$bio

Nightflite (c) 19?? Hewson

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52165&o=2

$end


$amigaocs_flop=f117asf,
$bio

NightHawk F-117A Stealth Fighter 2.0 (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74625&o=2

$end


$pc98=nitelife,
$bio

Nightlife (c) 1983 Koei Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90237&o=2

$end


$a2600=nightmare,
$bio

Nightmare (c) 1983 Tang's Electronic Co.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50746&o=2

$end


$odyssey2,g7400=nightmar,
$bio

Nightmare (c) 198? Philips Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95765&o=2

$end


$a2600=nightmar,
$bio

Nightmare (c) 19?? CCE

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50745&o=2

$end


$snes=nightbst,
$bio

Nightmare Busters [Prototype] (c) 1995 Arcade Zone

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61875&o=2

$end


$megadriv=ncircp,
$bio

Nightmare Circus (c) 199? Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56728&o=2

$end


$megadriv=ncirc,ncirc1,
$bio

Nightmare Circus (c) 1995 Tec Toy

- TECHNICAL -

Game ID: 051070
Barcode: 7891196051074

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56727&o=2

$end


$n64=nightcr,
$bio

Nightmare Creatures (c) 1998 Activision, Incorporated.

Horrifying creatures and stomach-turning battles are hidden behind every dark corner in Nightmare Creatures, a chilling adventure from the demented folks at Activision.

The first thing that will strike you (besides a bloodthirsty zombie) is the game's phenomonal graphics. The character graphics are crisp and the animation sequences are fluid. Buildings and terrain are textured realistically, and the overall gloomy atmosphere will keep you feeling uneasy throughout the entire game.

The N64 is not known for an eerie library of gruesome games, but Nightmare Creatures and Konami's Castlevania have changed that reputation forever. Although gore for gore's sake is not necessarily unheard of in the gaming industry, Nightmare Creatures provides an engrossing story line that a distorted method to the violent madness.

The developers coordinated the story of this game with a true historic event: London's Great Fire of 1834. The premise is that a secret organization called the Brotherhood of Hecate rediscovered the lost key to the darkest regions of man's unholiest fears. This act produced a rip in the supernatural fabric, which mutated the Earth's creatures and unleashed demons from other planes of existence.

Luckily for London, two warriors were brave enough to face the grotesque creatures and confront the leader of the Brotherhood. One was a noble staff-wielding monk named Ignatius and the other was a female master of swordsmanship known as Nadia.

The storyline becomes more involved as you progress through the 16 different shadowy levels of the game. Activision created these areas by using actual maps and blueprints of London, so the visual impact evokes the feeling of the city in 1834. Activision's attention to detail is evident in the ornate archways and crumbling cobblestones found throughout the levels.

The game does not support two player action, but you can choose either Ignatius or Nadia to take on the Brotherhood. The game mixes combat elements of tournament fighting games with the exploratory nature of 3D adventure titles.
Between the two heroes, there are 28 different combos, hits and special weapons to use against the ugly groups of bloodthirsty baddies. Special weapons like pistols, burst guns, fire bombs, mines, and confusion spells are hidden in barrels and secret areas of the game.

You will have to figure out a strategy for each different type of enemy, because these mutated demons are not dumb. The creatures have excellent AI, so they will not simply allow you to hack them to pieces. They block your attacks, back up at inopportune moments, and seem to wait for the perfect opening to attack.
Using special weapons like the pistol will immediately put an end to most creatures (some, however, can still attack with their heads missing), but hand-to-hand combat requires patience and use of the block button.

The enemies were designed with multipoint collision detection for each body region (arms, head, legs and torso), which allows them to chase you even if they've lost the use of a limb or two. Evil creatures range from the obligatory army of zombies to wildly creative enemies that are truly repulsive.

The camera does a good job of providing artistic views of the beautifully designed environments, but sometimes its position makes it difficult to easily fight the enemies. Animation sequences take place when certain tasks are performed, and these frightening displays improve the cinematography and general tone of the game.

If you get queasy with the sight of blood or spook easily, then you may want to steer clear of this title. If you love pure horror and butcher-shop brutality, then Nightmare Creatures will be an excellent addition to your game collection.

- TECHNICAL -

Game ID: NUS-NNCE-USA

- STAFF -

Core Development
Production: Nicolas Gaume
Main Programmers: Alain Guyet, David Gallardo
Management: Sebastien Mathivet, Cyrille Fontaine
Additional arts: Lionel Gischler, Frédéric Lavignasse
Music: Frédéric Motte
Sound Effects: Frédéric Motte
Marketing: Sebastien Mathivet
Communication: Laetitia Jauze

Original Work
Programmers: Alain Guyet, Sébastien Morin, Eric Thommerot
Characters Design: Pascal Barret
Animation: Benoît Milhorat, Chong Yong Yi Moua, Jean-Philippe Savariault
Level Design: Anthony Desmazeau, Michel Coulie, Mickail Labat, Thierry Ardiler
Game & Original Concept: Pascal Barret, Beetroot, Cyrille Fontaine, Guillaume Le Pennec
Technical Management: Eric Audren, Olivier Goguel
Tool Programming: Daniel Mike Polydore, Sébastien Wloch, David Gallardo, Alain Guyet, Andre Bertrand, Nicolas Coquard
Additional arts: Beetroot, Philippe Courdille, Patrick Vauchez
Additional Sound effects: Nicolas Sanchez

Activision Credits
Producer: Larry Galka (Bronko)
Additional Design & Polish: William Oertel, Lars Fuhrken-Batista
Acquisitions: Bill Anker
Marketing: Marc Metis, Will Kassoy, Alison Horstmeyer
Key Art Direction: Denise Walsh
Key Art Creation: Ron Gould, James Bridges
Asset Management: Jean Powell, Teresa Landgraff
Video Services: Christopher Hepburn, Ken Ramirez, Brian Bright, Matt Stubbs
QA Project Management: Tim Vanlaw, Marilena Morini
QA Project Lead: Clayton Retzer
QA Test Team: Darren Harper, Mike Flynn
Documentation Manager: Michael Rivera
Manual Production: Sylvia Orzel, Belinda M. Van Sickle
Special Thanks To: Mitch Lasky, Kevin Gliner, David Arnspiger, George Rose, Thaine Lyman, Brian Kelly, Robert Kotick

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57880&o=2

$end


$info=nitd,nitdbl,
$bio

Nightmare in the Dark (c) 2000 Eleven / Gavaking.

A peaceful (yet creepy looking!) gravekeeper embarks on a night-shift battle against zombies & other night dwellers in order to put an end to the grave robbing mystery before the local villagers panic! Features very nice graphics with cool backgrounds, great soundtrack & pretty fun gameplay in the same style as "Snow Bros. - Nick & Tom", "Tumble Pop" & "Zupapa!". The deceased must rest in peace, so be sure to remind them of this fact! :)

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : 0260

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2610 (@ 8 Mhz)

Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette Colors : 4096

Players : 2
Control : 8-way joystick
Buttons : 3
=> [A] Attack/Throw fireball, [B] Jump, [C] Attack/Throw fireball

- TRIVIA -

Released in January 2000.

This game runs on the Neo-Geo MVS but was not released on the Neo-Geo AES home console.

The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to 'KING'.

- TIPS AND TRICKS -

* Alternate Costumes : At the beginning of the game (work at the continue screen too), hold the folowing buttons and press Start to choose an alternate costume : A = Blue, B = Red, C = Green, D = Yellow, AB = Grey, CD = Purple, AC = Orange, BD = Black.

* Shoot the treasure chests with fire and they will churn out lots and lots of diamonds until they disappear. As long as you do not get hit, the diamonds will continue to go up in value until they finally reach 10,000 each. Grabbing the sacks will add multipliers (2X, 4X, up to 8X) that will further increase your score.

* There are many cracks in the wood/stone of most levels. Some of these will reveal a fireball that will make your shot fly all over the board. Experiment with throwing at different angles to find these hidden spots. Most will clear the entire board as the ball flings out of control.

- STAFF -

Programmer : Hisanori Takeuchi (AM FACTORY)
Graphic designers : Hiroshi Yokoyama, Masayuki Taguchi, Tsuyoshi Yoneyama, Taketumi Watanabe (ELEVEN)
Sound composer : Kim
Data convert : Tatsuya Watanabe (PAON)
Director : Akihiko Uto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1775&o=2

$end


$bbca_cass,bbcb_cass=nmaremaz,
$bio

Nightmare Maze (c) 1984 MRM Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52166&o=2

$end


$bbca_cass,bbcb_cass=nmaremazbr,
$bio

Nightmare Maze (c) 1985 Blue Ribbon

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52167&o=2

$end


$cpc_cass=nightmaz,
$bio

Nightmare Maze [Model 8904] (c) 1986 Blue Ribbon Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98409&o=2

$end


$cpc_cass=nightprk,
$bio

Nightmare Park (c) 1985 Strategy Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98410&o=2

$end


$saturn,sat_cart=ntruthma,
$bio

Nightruth - Explaination of the Paranormal - Maria (c) 1996 Varie

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59457&o=2

$end


$saturn,sat_cart=ntruthyt,
$bio

Nightruth - Explaination of the Paranormal 01 - Yami no Tobira Audio Disc (c) 1996 Varie

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59458&o=2

$end


$saturn,sat_cart=ntruthrd,
$bio

Nightruth - Explaination of the Paranormal Nightruth Voice Selection - Radio Drama-hen (c) 1997 Varie

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59459&o=2

$end


$saturn,sat_cart=ntruthfd,
$bio

Nightruth - Explanation of the Paranormal - Futatsu Dake no Shinjitsu (c) 1997 Lay-Up

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59460&o=2

$end


$saturn,sat_cart=ntruthm2,ntruthm2a,
$bio

Nightruth - Explanation of the Paranormal - Making of Nightruth II - Voice Selection (c) 1996 Varie

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59461&o=2

$end


$saturn,sat_cart=ntruthm1a,ntruthm1,
$bio

Nightruth - Explanation of the Paranormal - The Making of Night Truth (c) 1996 Varie

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59462&o=2

$end


$saturn,sat_cart=nights,
$bio

NiGHTS - into Dreams...  (c) 1996 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60370&o=2

$end


$saturn,sat_cart=nightsu,nightsam,
$bio

NiGHTS - into Dreams... [Model 81020] (c) 1996 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60105&o=2

$end


$saturn,sat_cart=nightsj,nightsjb,nightsja,nightse3,
$bio

NiGHTS into Dreams... (c) 1996 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59454&o=2

$end


$saturn,sat_cart=nightsjsa,
$bio

NiGHTS into Dreams... [Satakore] (c) 1997 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59455&o=2

$end


$msx1_cass=nightshd,
$bio

Nightshade (c) 1985 Ultimate Play The Game

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94873&o=2

$end


$cpc_cass=nightshd,
$bio

Nightshade (c) 1985 Ultimate Play The Game

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98411&o=2

$end


$nes=nightshd,
$bio

Nightshade (c) 1992 Ultra Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55397&o=2

$end


$cpc_cass=nightshda,
$bio

Nightshade [Model RA 012] (c) 1985 Ricochet [Mastertronic Group] [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98413&o=2

$end


$gameboy=eikou11,
$bio

Nihon Daihyou Team - Eikou no Eleven [Model DMG-ASKJ-JPN] (c) 1998 Tomy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66588&o=2

$end


$gameboy=jlsupprt,
$bio

Nihon Daihyou Team France de Ganbare! J.League Supporter Soccer [Model DMG-ASJJ-JPN] (c) 1998 J-Wing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66589&o=2

$end


$saturn,sat_cart=soccrrpg,soccrrpgb,soccrrpga,
$bio

Nihon Daihyou Team no Kantoku ni Naruu! Sekaihatsu Soccer RPG (c) 1998 Enix, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59463&o=2

$end


$pc8801_flop=nihonjo,
$bio

Nihon Jodan! Black Jack! (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92500&o=2

$end


$pc98=cessna,
$bio

Nihon Juudan Cessna Flight (c) 1988 Compaq [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90238&o=2

$end


$fm7_cass=nihon,
$bio

Nihon Kaikaisen (c) 1983 Soft Net [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93769&o=2

$end


$pico=mukabana,
$bio

Nihon Mukashi Banashi [Model T-150040] (c) 1995 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75738&o=2

$end


$saturn,sat_cart=npmjren,
$bio

Nihon Pro Mahjong Renmei Kounin Doujou Yaburi (c) 1997 Naxat Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59464&o=2

$end


$gba=mjtetsu,
$bio

Nihon Pro Mahjong Renmei Kounin Tetsuman Advance - Menkyo Kaiden Series [Model AGB-ANTJ-JPN] (c) 2002 Naxat Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72047&o=2

$end


$wswan=mjtetsu,
$bio

Nihon Pro Mahjong Renmei Kounin Tetsuman [Model SWJ-KGT001] (c) 1999 Human Ent. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86365&o=2

$end


$msx1_cart=nihonshi,
$bio

Nihon-Shi Nenpyou (c) 1987 Stratford Computer Center

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77308&o=2

$end


$pc8801_flop=nihongom,
$bio

Nihongo My Card (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92501&o=2

$end


$x68k_flop=nihonwp,
$bio

Nihongo Word Processor (c) 19?? Sharp [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87939&o=2

$end


$nes=nihonmk,
$bio

Nihonichi no Mei Kantoku (c) 1990 Asmik

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54446&o=2

$end


$sg1000=nihonshi,
$bio

Nihonshi Nenpyou [Model E-108] (c) 1983 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65078&o=2

$end


$nes=silkroad,
$bio

Niji no Silk Road - Zig Zag Boukenki (c) 1991 Victor Musical Industries, Incorporated.

- TECHNICAL -

[Model VFR-L1]

- TRIVIA -

Niji no Silk Road was released on February 22, 1991 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54447&o=2

$end


$pc98=nijiiro,
$bio

Nijiiro Denshoku Musume (c) 1993 ISC.

Pachinko video game.

- TRIVIA -

Released on June 25, 1993 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48497&o=2

$end


$psx=nijiirod,
$bio

Nijiiro Dodgeball - Otometachi no Seishun [Model SLPM-87039] (c) 2002 Atlus Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85478&o=2

$end


$msx2_flop=nike,
$bio

Nike (c) 1991 Cocktail Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101886&o=2

$end


$gameboy=nikkanbe,
$bio

Nikkan Berutomo Club [Model DMG-ANTJ-JPN] (c) 1998 I'Max [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66590&o=2

$end


$megadriv=nikkan,
$bio

Nikkan Sports Pro Yakyuu Van (c) 1991 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56729&o=2

$end


$vboy=nikochan,
$bio

Niko-chan Battle (c) 1996 BPS [Bullet-Proof Software]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82373&o=2

$end


$msx2_flop=nikoniko,nikonikoa,
$bio

Niko2 (c) 1991 Wolf Team [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101887&o=2

$end


$pc8801_flop=nikoniko,
$bio

NikoNiko (c) 1991 Wolf Team [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92502&o=2

$end


$pc98=nikoniko,
$bio

Niko² (c) 1991 Telenet.

- TRIVIA -

Released on November 15, 1991 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48533&o=2

$end


$x68k_flop=nikoniko,
$bio

Niko² (c) 1991 Wolf Team [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87940&o=2

$end


$saturn,sat_cart=nilegawa,
$bio

Nile Gawa no Yoake (c) 1998 Pack In Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59465&o=2

$end


$info=m4nile,
$bio

Nile Jewels (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41387&o=2

$end


$pc8801_flop=nilenami,
$bio

Nile no Namida (c) 1986 Cross Media Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92503&o=2

$end


$odyssey2=nimble,
$bio

Nimble Numbers Ned! (c) 1982 Philips Corp.

- TECHNICAL -

Game ID: AC9439

- STAFF -

Programming: Robert S. Harris

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95646&o=2

$end


$info=nineball,
$bio

Nine Ball - Tournament Pinball (c) 1980 Stern Electronics.

- TECHNICAL -

Model Number : 125

- TRIVIA -

After over 60 (!) software revisions, 'Nine Ball' still did not work properly on location.

2,279 units were produced.

- STAFF -

Concept & Design : Steve Kirk
Art : Robert Quinn, Jorge Obregon
Dots/Animation : Jorge Obregon
Software : Rob Quinn

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5513&o=2

$end


$nes=deadfox,
$bio

Ningen Heiki - Dead Fox (c) 1990 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54448&o=2

$end


$pc98=ningenkn,
$bio

Ningen Konchuu Nozoki (c) 1997 Poison Breath [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90239&o=2

$end


$pc98=ningyots,
$bio

Ningyo - Tsutako (c) 1996 Alicesoft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90240&o=2

$end


$pc8801_flop=ningyono,
$bio

Ningyo no Namida (c) 1985 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92504&o=2

$end


$psx=ningyono,
$bio

Ningyo no Rakuin [Model SLPS-02854] (c) 2000 Nec InterChannel, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85479&o=2

$end


$pc98=ningyout,
$bio

Ningyou Tsukai (c) 1992 Forest.

- TRIVIA -

Released on May 29, 1992 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48513&o=2

$end


$pc98=ningyou2,
$bio

Ningyou Tsukai 2 (c) 1996 Forest.

- TRIVIA -

Released on August 23, 1996 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48514&o=2

$end


$x68k_flop=nininbtl,nininbtla,
$bio

Ninin Battle (c) 1990 Takeru.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88479&o=2

$end


$info=ninja,
$bio

Ninja (c) 1985 Sega.

- TECHNICAL -

Game ID: 315-5102

Runs on the Sega "System 1" hardware.

Players: 2
Control: 8-way joystick
Buttons: 3

- STAFF -

From highscore table : (R.N), (M.O), Yoshiki Kawasaki (Y.K), Reiko Kodama (R.K), (M.K), (H.U), (TAC)

- PORTS -

* Consoles :
Sega Master System ("The Ninja")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3338&o=2

$end


$msx2_flop=ninja,
$bio

Ninja (c) 1988 Bothtec, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101888&o=2

$end


$info=ninjaslt,ninjasltj,ninjaslta,ninjasltu,
$bio

Ninja Assault (c) 2000 Namco, Limited.

- TECHNICAL -

Runs on the Sega "NAOMI" hardware.

- TRIVIA -

Ninja Assault was released in November 2000.

- STAFF -

Developed by WOW Entertainment.
Published by NAMCO.

- PORTS -

* Consoles : 
Sony PlayStation 2 [JP] (September 12, 2002) [Model SLPS-20218]
Sony PlayStation 2 [EU] (October 4, 2002, w/ GunCon2) 
Sony PlayStation 2 [EU] (October 4, 2002) [Model SCES-50889]
Sony PlayStation 2 [US] (November 18, 2002) [Model SLUS-20492] 
Sony PlayStation 2 [US] (November 20, 2002, w/ GunCon2)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4128&o=2

$end


$info=nbbatman,nbbatmanu,
$bio

Ninja Baseball BatMan (c) 1993 Irem America Corp.

An abstract and colorful scrolling beat-em-up, in which one to four players control a team of robotic ninjas who must fight their way through a variety of levels, defeating the game's many enemies. The enemies themselves are based entirely around the sport of Baseball; taking the form of Baseballs, Catcher's mitts, bats etc.

- TECHNICAL -

Irem M-92 system hardware

Main CPU : V33 (@ 9 Mhz), V30 (@ 7.15909 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), GA20 (@ 3.579545 Mhz)

Players : 4
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in September 1993. Only 43 units were sold in the USA.

This game is known in Japan as "Yakyuu Kakutou League-Man".

Irem America opened its U.S. office in 1988 in Redmond, Washington, headed up by Frank Ballouz (founder of FABTEK, a thriving video kit company and former North American publisher of several arcades by Seibu Kaihatsu and TAD Corp.) and National Sales Manager Drew Maniscalco. During this time, Drew created the Ninja Baseball Bat Man video game concept (including the English title, plot and characters) and licensed it to Irem America in 1991. To illustrate the characters' sketches, Drew hired Gottlieb's well-known pinball artist, Gordon Morison.

Drew's concept came up after he read the top grossing films during its time in a USA Today newspaper. One was Teenage Mutant Ninja Turtles, the other was one of the Batman films (possibly Batman Returns). After that, he started creating his own superhero influenced by what he saw in the USA Today newspaper. During the development of his concept, he liked the word NINJA, because of it sounding mysterious to him. He gave the protagonists baseball bats and baseballs as their main weapons, as well as dressing them in baseball uniforms, because both the sport baseball was quite popular nationally in Japan, and Drew is also a baseball fan. Drew thought the baseball bat idea was also probably an influence from the 1973 film Walking Tall. The word MAN in the title comes from Joe Don Baker who starred in the film, while he was a man. He later created the concept for the other characters such as enemies. To illustrate the characters' sketches, Drew hired Gottlieb's well-known pinball artist, Gordon Morison.

Drew's original gameplay ideas for the video game was for a 1-player, adventure-based, platform game similar to Nintendo's "Super Mario Bros.". However, due to the very successful game sales of several 4-player games (most of them being beat 'em ups), Drew added 3-players in an effort to compete with the 4-player games. While the title and characters were Drew's concept, Irem Japan programmed the arcade game, and modified the look of its prototype. Drew did not mind it being different, as he was thrilled about it being programmed by them.

During the development of the 2-player platform version, the two main characters were named Willie and Mickey, named after Drew's two favorite baseball players of his childhood, Willie Mays and Mickey Mantle.

During the development of the 4-player beat 'em up version, the prototype names of the four main characters were Captain Jeff (red), Nunchaks Sugar (green), Hammer' Eddy (yellow) and Naginata Jimmy (blue). Drew later came up with the final names of the four protagonists that are currently used in the finished version today, which the names are references to the four baseball stars during the arcade game's release: Jose Canseco (red), Ryne Sandberg (green), Roger Clemens (yellow) and Darryl Strawberry (blue). In Japan, they were named after their colors.

A year after its concept was created and a year before it was released, despite it being interesting in his opinion, Drew left the company in 1992 and moved to Data East USA. Because of that, he was unable to market nor manage any other input related to the game.

An advert for "Mahou Keibitai Ganhooki", another Irem game, appears on the Ninja Baseball's first stage.

Internet video game critic James Rolfe released an Angry Video Game Nerd special about Ninja Baseball BatMan in 2011.

- STAFF -

Planner: Chinta
Graphic designers: Kon. Kitakichine, Nob, Sefuhaso, Unyanya, Dama
Programmers: Andrew Whiskey, Mc.Hama Amuse_Light, Hiro
Sound effects: Aiai
Sound programmers: Hayashi Sho, Jitta
Game title, characters and concept: Drew Maniscalco

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1776&o=2

$end


$info=nbbatman2bl,
$bio

Ninja Baseball BatMan II (c) 199? Unknown.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48952&o=2

$end


$gameboy=ninjboy2,
$bio

Ninja Boy 2 [Model DMG-CH-USA] (c) 1993 Culture Brain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66593&o=2

$end


$gameboy=ninjboy,
$bio

Ninja Boy [Model DMG-CL-USA] (c) 1990 Culture Brain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66591&o=2

$end


$megadriv=ninjab,
$bio

Ninja Burai Densetsu (c) 1991 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56730&o=2

$end


$info=ninclown,
$bio

Ninja Clowns (c) 1991 Strata Group, Incorporated. 

A strange and hugely abstract beat-em-up for one or two players, in which circus clowns take to the streets to beat up other circus performers; as well as lawyers, maintenance workers, and other assorted professionals.

In addition to the standard beat-em-up kick and punch moves, the clowns can use their 'clown equipment' against their enemies; using items such as spring-loaded boxing gloves, bottles of soda water and, of course, cream pies.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 12 Mhz), M6809 (@ 2 Mhz)
Sound Chips : OKI6295 (@ 7.812 Khz), YM3812 (@ 4 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Developed by Incredible Technologies, Inc.

Ninja Clowns was released in August 1991.

- STAFF -

Writers : Richard Ditton, Leif Marwede, Jeff Sargent
Pencils and ink : Stan Fukuoka, Denise Wallner
Cover art : Nasus Adabovs
Sound and music : Kyle Johnson
Editors : Elaine Ditton, Mike Hanson
Printing : Jeff Gonion, Terry Little, Tony Sherman, Steve Jaskowiak
Original story by : Kyle Johnson, Jim Zielinski
Proofing : Bob Fuentes, Jim Zielinski

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1777&o=2

$end


$neocd=ncombat,
$bio

Ninja Combat (c) 1994 ADK Corp.

- TECHNICAL -

[Model ADCD-101]

- TRIVIA -

Ninja Combat for Neo-Geo CD was released on October 31, 1994 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47467&o=2

$end


$neogeo=ncombath,
$bio

Ninja Combat (c) 1991 Alpha Denshi Company, Limited.

AES version. For more information about this game itself, please refer to the original MVS entry: "Ninja Combat [Model NGM-009]".

- TECHNICAL -

[Model NGH-009]
46 Mega

- TRIVIA -

This AES version was released on July 01, 1991 in Japan and United States of America.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48055&o=2

$end


$info=ncombat,ncombata,
$bio

Ninja Combat (c) 1990 Alpha Denshi Company, Limited. 

The ninja castle must be invaded! After you defeat certain boss enemies, they become playable characters as well!

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID: NGM-009

Players: 2
Control: 8-Way Joystick
Buttons: 3
=> [A] Attack/Super Attack, [B] Jump, [C] Special

- TRIVIA -

Ninja Combat was released in July 1990.

- TIPS AND TRICKS -

By holding the A button until the attack gauge reaches full and then releasing it, you can unleash a burst of magical energy that can affect many of the enemies on screen. However, this has an effect similar to what happens in Final Fight: when you use this power, it decreases some of your life gauge.

By pressing the C button and then the A button, you can perform a special somersault attack that can be used to knock down a couple enemies in a row.

Only the main 2 players, Joe and Hayabusa, can pick up special weapons like swords, hachets and maces. The other 3 players (Musashi, Kagerow, and Gembu), who become selectable after appearing as sub-bosses, do not. To let go of a special weapon that you've picked up, press the B button.

- STAFF -

Producer & Director : Tsutomu Maruyama
Programmers : Eiji Fukatsu, Hideo Kamoda, Yukinori Nishikata, Teruaki Shirasawa
Character Designers : Hatsue Honbe, Kazushige Hakamata, Shinji Moriyama
Scroll Designers : Tsutomu Maruyama, Mitsunari Ishida, Kenichi Sakanishi
Music Composers & Sound Effects : Hideki Yamamoto, Hiroaki Shimizu

Special Thanks : Yukio Gotoh, Yuka Watanabe, Akira Ushizawa

- PORTS -

* Consoles :
SNK Neo-Geo [JP] (July 1, 1991, "Ninja Combat [Model NGH-009]")
SNK Neo-Geo [US] (July 1, 1991, "Ninja Combat [Model NGH-009]")
SNK Neo-Geo CD [JP] (October 31, 1994, "Ninja Combat [Model ADCD-101]")
Sony Playstation 2 [JP] (December 18, 2008, "ADK Tamashii [Model SLPS-25906]")
Nintendo Wii [JP] (May 27, 2008, "Virtual Console") [Model EAMJ]
Nintendo Wii [US] (June 2, 2008, "Virtual Console") [Model EAME]
Nintendo Wii [EU] (June 13, 2008, "Virtual Console") [Model EAMP]
Nintendo Wii [AU] (June 13, 2008, "Virtual Console")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1778&o=2

$end


$cpc_cass=ninjacom,
$bio

Ninja Commando [Model A062] (c) 1988 Zeppelin Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98417&o=2

$end


$neocd=ncommand,
$bio

Ninja Commando (c) 1994 ADK Corp.

- TECHNICAL -

[Model ADCD-004]

- TRIVIA -

Ninja Commando for Neo-Geo CD was released on October 31, 1994 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47472&o=2

$end


$info=ncommand,
$bio

Ninja Commando (c) 1992 Alpha Denshi Company, Limited.

3 ninjas are sent on a mission to stop a madman named Spider from trying to use a time machine to mess with history. The game is almost like a tongue-in-cheek reworking of "Time Soldiers", which Alpha Denshi made 5 years earlier, with ninjas as the protagonists this time.

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID: NGM-050

Players: 2
Control: 8-Way Joystick
Buttons: 3
=> [A] Shoot, [B] Somersault, [C] Ninja Tricks

- TRIVIA -

Ninja Commando was released on April 30, 1992.

- TIPS AND TRICKS -

The more you press the A button repeatedly, the more firepower you'll produce.

Press the A and B button together to fire shuri-ken (star-shaped blades). Unlike the main firepower, which is only straight ahead, the shuri-ken can be fired in all directions by moving the joystick in the opposite direction of which you wish to aim (example : to fire to the left, move the joystick to right and vice versa). This is also the best way to deal with a few of the bosses here : for example, on the stage set in feudal Japan, there are two giant sumo wrestlers who appear as sub-bosses. The main firepower seems to only have minor effect on them, but the shuri-ken are much more effective.

The C button is for firing magical bursts of energy. One drawback is that, similar to "Final Fight" this can cause a little of your life energy to be drained, so it should be used very carefully.

- STAFF -

Producer: Tsutomu Maruyama
Director: Tsutomu Maruyama
Executive Producer : Kazuo Arai
Director Of Software : Eiji Fukatsu
System programmers : Makio Chiba, Satoshi Okada (SNK)
Programmers : Ryu Hiroyuki, Yuji Noguchi
Character Designers : Tsutomu Maruyama, Shinji Moriyama (as Sinji Moriyama), Takashi Hatono, Hidemi Nagatomo, Hideyuki Kusano
Music Composer : Yuka Watanabe

- PORTS -

* Consoles :
SNK Neo-Geo [JP] (May 29, 1992; "Ninja Commando [Model NGH-050]")
SNK Neo-Geo [US] (May 29, 1992; "Ninja Commando [Model NGH-050]")
SNK Neo-Geo CD [JP] (October 31, 1994; "Ninja Commando [Model ADCD-004]")
Sony PlayStation 2 [JP] (December 18, 2008; "ADK Tamashii [Model SLPS-25906]")
Nintendo Wii [Virtual Console] [JP] (June 24, 2008; "Ninja Commando [Model EAPJ]")
Nintendo Wii [Virtual Console] [US] (July 11, 2008; "Ninja Commando [Model EAPE]")
Nintendo Wii [Virtual Console] [AU] (July 11, 2008; "Ninja Commando)
Nintendo Wii [Virtual Console] [EU] (July 14, 2008; "Ninja Commando [Model EAPP]")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1779&o=2

$end


$nes=ninjacop,
$bio

Ninja Cop Saizou (c) 1989 Kyugo Boueki

- TECHNICAL -

[Model KYG-NX]

- TRIVIA -

Ninja Cop Saizou was released on November 17, 1989 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54449&o=2

$end


$gba=ninjacop,
$bio

Ninja Cop [Model AGB-ANXP] (c) 2003 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72048&o=2

$end


$nes=ninjacrs,
$bio

Ninja Crusaders (c) 1990 American Sammy Corp. [Torrance, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55398&o=2

$end


$nes=ninjacrsj,
$bio

Ninja Crusaders - Ryuuga (c) 1990 Sammy Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54450&o=2

$end


$info=ninjemak,
$bio

Ninja Emaki (c) 1986 Nichibutsu.

Export release. Game developed in Japan. See the original Japanese release; "Youma Ninpou Chou" for more information about the game itself.

- TRIVIA -

Released in September 1986.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1780&o=2

$end


$gba=ninja50,
$bio

Ninja Five-0 [Model AGB-ANXE-USA] (c) 2003 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72049&o=2

$end


$info=gaiden,
$bio

Ninja Gaiden (c) 1988 Tecmo.

Ryu, the Dragon Ninja, travels the world to defeat evil wherever he finds it.

- TECHNICAL -

Game ID : 6215

Main CPU : Motorola 68000 (@ 9.216 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : (2x) Yamaha YM2203 (@ 4 Mhz), OKI6295 (@ 7.575 Khz)

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Even though the title screen says 1988, Ninja Gaiden was released in February 1989 in North America.

The title of this game translates from Japanese as 'Ninja Side Story'.

This game is known in Japan as "Ninja Ryukenden" and outside US as "Shadow Warriors".

- SERIES -

1. Ninja Gaiden (1988)
2. Ninja Gaiden (1989, NES)
3. Ninja Gaiden Episode II - The Dark Sword of Chaos (1990, NES) 
4. Ninja Gaiden Episode III - The Ancient Ship of Doom (1991, NES) 
5. Ninja Gaiden (2004, XBOX)
6. Ninja Gaiden Black (2005, XBOX)
7. Ninja Gaiden Sigma (2007, PS3)
8. Ninja Gaiden Dragon Sword (2007, DS)
9. Ninja Gaiden II (2008, XBOX 360)
10. Ninja Gaiden Sigma 2 (2009, PS3)
11. Ninja Gaiden 3 (2012, PS3, XBOX 360)
12. Ninja Gaiden 3 - Razor's Edge (2012, Wii U; 2013, PS3, XBOX 360)

- STAFF -

Supervision, Script, Background, Dark corps design : Strong Shima
Musician : Mikio Saito (Metal Yuhki), Putaro, Ryuichi Nitta (Shitamachi Kajiya), Angirus
Art design : Bayashi

- PORTS -

* Consoles :
Nintendo NES [US] (March 1989) "Ninja Gaiden [Model NES-NG-USA]" 
Nintendo Wii [Virtual Console Arcade] [US] (December 21, 2009)

* Hanhelds : 
Atari Lynx [US] (1991) "Ninja Gaiden [Model PA2039]" 
Sega Game Gear [US] (1991)

* Computers :
PC [MS-DOS] [US] (1990)

* Others :
Tiger Handheld LCD Game (1988)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1781&o=2

$end


$megadriv=ngaiden,
$bio

Ninja Gaiden (c) 1992 Sega Enterprises, Limited.

- TRIVIA -

Reviews:
September 1991 - Consoles + N.1 [FR]: 90/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56731&o=2

$end


$info=pc_ngai2,
$bio

Ninja Gaiden Episode II - The Dark Sword of Chaos (c) 1990 Nintendo of America.

PlayChoice-10 version. For more information about the game itself, please see the original NES version.

- TECHNICAL -

Nintendo PlayChoice-10 hardware
Game ID : NW

Main CPU : Zilog Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz)
Sound Chips : Zetex N2A03 (@ 1.789772 Mhz), DAC

Players : 2
Control : 8-way joystick
Buttons : 2

- SERIES -

1. Ninja Gaiden (1988)
2. Ninja Gaiden (1989, NES)
3. Ninja Gaiden Episode II - The Dark Sword of Chaos (1990, NES) 
4. Ninja Gaiden Episode III - The Ancient Ship of Doom (1991, NES) 
5. Ninja Gaiden (2004, XBOX)
6. Ninja Gaiden Black (2005, XBOX)
7. Ninja Gaiden Sigma (2007, PS3)
8. Ninja Gaiden Dragon Sword (2007, DS)
9. Ninja Gaiden II (2008, XBOX 360)
10. Ninja Gaiden Sigma 2 (2009, PS3)
11. Ninja Gaiden 3 (2012, PS3, XBOX 360)
12. Ninja Gaiden 3 - Razor's Edge (2012, Wii U; 2013, PS3, XBOX 360)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1813&o=2

$end


$info=pc_ngai3,
$bio

Ninja Gaiden Episode III - The Ancient Ship of Doom (c) 1991 Nintendo of America.

PlayChoice-10 version. For more information about the game itself, please see the original NES version.

- TECHNICAL -

Nintendo PlayChoice-10 hardware
Game ID : 3N

Main CPU : Zilog Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz)
Sound Chips : Zetex N2A03 (@ 1.789772 Mhz), DAC

Players : 2
Control : 8-way joystick
Buttons : 2

- SERIES -

1. Ninja Gaiden (1988)
2. Ninja Gaiden (1989, NES)
3. Ninja Gaiden Episode II - The Dark Sword of Chaos (1990, NES) 
4. Ninja Gaiden Episode III - The Ancient Ship of Doom (1991, NES) 
5. Ninja Gaiden (2004, XBOX)
6. Ninja Gaiden Black (2005, XBOX)
7. Ninja Gaiden Sigma (2007, PS3)
8. Ninja Gaiden Dragon Sword (2007, DS)
9. Ninja Gaiden II (2008, XBOX 360)
10. Ninja Gaiden Sigma 2 (2009, PS3)
11. Ninja Gaiden 3 (2012, PS3, XBOX 360)
12. Ninja Gaiden 3 - Razor's Edge (2012, Wii U; 2013, PS3, XBOX 360)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1814&o=2

$end


$nes=ngaiden2,ngaiden2p,
$bio

Ninja Gaiden II - The Dark Sword of Chaos (c) 1990 Tecmo, Limited.

North American release. Game developed in Japan. For more information on the game itself, please see the original Japanese release entry; "Ninja Ryukenden II - Ankoku no Jashinken [Model TCF-NW]".

- TECHNICAL -

Cartridge ID: NES-NW-USA

- TRIVIA -

Ninja Gaiden II - The Dark Sword of Chaos for NES was released in May 1990 in North America.

- PORTS -

* Consoles : 
Nintendo SNES [US] (August 10, 1995) "Ninja Gaiden Trilogy [Model SNS-ANRE-USA]" 
Nintendo Wii [Virtual Console] [US] (October 15, 2007) [Model FCQE] 

* Handhelds : 
Nintendo 3DS [Virtual Console] [US] (August 22, 2013) "Ninja Gaiden II - The Dark Sword of Chaos" by Teco Koei Games 

* Computers : 
PC [MS-DOS] [US] (1991)
Commodore Amiga [US] (1991)

* Others : 
Tiger Handheld LCD Game (1990?) : Talking Game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55400&o=2

$end


$nes=ngaiden3,
$bio

Ninja Gaiden III - The Ancient Ship of Doom (c) 1991 Tecmo, Limited.

Western release. Game developed in Japan. For more information on the game itself, please see the original Japanese release entry; "Ninja Ryukenden III - Yomi no Hakobune [Model TCF-3N]".

- TRIVIA -

Ninja Gaiden III - The Ancient Ship of Doom for NES was released in 1991 in North America. There was no release of this title in the PAL territories until the Virtual Console release for the Nintendo 3DS (see Ports below).

- PORTS -

* Consoles : 
Nintendo SNES [US] (August 10, 1995) "Ninja Gaiden Trilogy [Model SNS-ANRE-USA]" 
Nintendo Wii [Virtual Console] [US] (February 18, 2008) "Ninja Gaiden III - The Ancient Ship of Doom [Model FDLE]" 

* Handhelds : 
Nintendo 3DS [Virtual Console] [US] (November 28, 2013) "Ninja Gaiden III - The Ancient Ship of Doom [Model FDLE]" 
Nintendo 3DS [Virtual Console] [EU] [AU] (January 23, 2014) "Ninja Gaiden III - The Ancient Ship of Doom [Model FDLE]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55401&o=2

$end


$lynx=ngaiden3,
$bio

Ninja Gaiden III - The Ancient Ship of Doom (c) 1993 Atari Corp.

Ryu, a leader of the Dragon Clan, took his family's Dragon Sword to America, seeking revenge against the demon Clan for their brutal murder of his father.  Aided by Irene, a CIA agent, Ryu infiltrated Jaquio's secret hideout. But a mysterious accident took Irene's life, leaving only Ryu to uncover the truth about the Demon Clan.

- TECHNICAL -

Model PA2092

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58841&o=2

$end


$gameboy=ngaiden,
$bio

Ninja Gaiden Shadow (c) 1991 Tecmo, Limited.

- TECHNICAL -

Cartridge ID: DMG-NG-USA

- TRIVIA -

Reviews:
March 1992 - Joypad N.6 [FR]: 87/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66595&o=2

$end


$snes=ngaidntr,
$bio

Ninja Gaiden Trilogy [Model M/SNS-ANRE-USA] (c) 1995 Tecmo, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63349&o=2

$end


$gamegear=ngaiden,
$bio

Ninja Gaiden (c) 1991 Sega Enterprises, Limited.

Export release. For more information about the game itself, please see the original Japanese version entry.

- TECHNICAL -

[Model 2312]

- TRIVIA -

This export version doesn't have the Password screen in the main menu. You have to enter a cheat code to access it (See Tips & Trics for more information).

- TIPS AND TRICKS -

* Access Password Screen: In the US/Euro versions, press 1 x16 then START at the title screen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64740&o=2

$end


$sms=ngaiden,ngaidenp,
$bio

Ninja Gaiden (c) 1992 Sega Enterprises, Limited.

- TECHNICAL -

Cartridge ID: 670-2262-50

- TRIVIA -

Ninja Gaiden for Sega Master System was released in 1992 in Europe only.

The arcade version of the game is known in Europe as "Shadow Warriors".

This version was written entirely from scratch, and bears no resemblance whatsoever to the arcade version.

Reviews:
[FR] August 1992 - Joypad N.11: 90/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56114&o=2

$end


$gamegear=ngaidenj,
$bio

Ninja Gaiden (c) 1991 Sega Enterprises, Limited.

- TECHNICAL -

[Model G-3215]

- TIPS AND TRICKS -

* Level Passwords: Enter these passwords to start from the corresponding level

LEGND - Act 1
NINJA - Act 2
GIDEN - Act 3
DRGON - Act 4
SWORD - Act 5

* Special Passwords: Enter these passwords to unlock the corresponding effects

NODIE - Invincibility
HURRY - Unknown effect
MFREE - Infinite Force
LOVER - Pause, press  to turn off hits, get Infinite Force
AKUSX - Ending
MONTY - Credits

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64741&o=2

$end


$nes=ngaiden,
$bio

Ninja Gaiden (c) 1989 Tecmo, Limited.

North American version. Game developed in Japan. For more information on the game, please see the Japanese version's entry; "Ninja Ryukenden [Model TCF-NY]".

- TECHNICAL -

Cartridge ID: NES-NG-USA

- TRIVIA -

Ninja Gaiden for NES was released in March 1989 in North America.

- PORTS -

* Consoles : 
Nintendo SNES [US] (August 10, 1995) "Ninja Gaiden Trilogy [Model SNS-ANRE-USA]" 
Nintendo Wii [Virtual Console] [US] (May 14, 2007) [Model FBNE] 
Nintendo Wii U [Virtual Console] [US] (February 6, 2014) [Model FCBE] 

* Handhelds : 
Nintendo 3DS [Virtual Console] [US] (November 8, 2012) [Model TAXE]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55399&o=2

$end


$lynx=ngaiden,
$bio

Ninja Gaiden (c) 1991 Atari Corp.

Your training is nearly complete, NINJA. To earn the title of NINJA GAIDEN you must compete a daring quest.

Many have gone before you, some more experienced, some less.

The powers of darkness have turned the sacred silent city into the evil, noxious lair. They profane the holy walls with graffiti and billboards. They fill the streets with smoke and filth.

We have sent many experienced NINJAs to free the city none have returned. We have heard that some have been destroyed. Others have been too weak to overcome the lure of evil and gone over to the other side.

But you are different, NINJA you are brave in heart and spirit maybe you will free our holy city and our sacred land of this evil. If you succeed, you will be called a true hero, a NINJA GAIDEN. If you fail, you will be called a memory.

Under cover of storm, the young NINJA approaches the silent city.

- TECHNICAL -

Cartridge ID: PA2039

- TRIVIA -

Reviews:
November 1991 - Consoles + N.2 [FR]: 70/100

- SCORING -

Destroying a Masked NINJA: 100
Destroying a Black NINJA: 200
Picking up a Ruby powerup: 300
Destroying a White NINJA: 400
Destroying a Lumber NINJA: 500
Destroying a Clawed warrior: 5,000
Destroying a Wrestler: 5,000
Destroying a Sumo: 7,000
Destroying a Lord: 50,000

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58840&o=2

$end


$info=pc_ngaid,
$bio

Ninja Gaiden (c) 1989 Nintendo of America.

PlayChoice-10 version. For more information about the game itself, please see the original NES version.

- TECHNICAL -

Nintendo PlayChoice-10 hardware
Game ID : NG

Main CPU : Zilog Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz)
Sound Chips : Zetex N2A03 (@ 1.789772 Mhz), DAC

Players : 2
Control : 8-way joystick
Buttons : 2

- SERIES -

1. Ninja Gaiden (1988)
2. Ninja Gaiden (1989, NES)
3. Ninja Gaiden Episode II - The Dark Sword of Chaos (1990, NES) 
4. Ninja Gaiden Episode III - The Ancient Ship of Doom (1991, NES) 
5. Ninja Gaiden (2004, XBOX)
6. Ninja Gaiden Black (2005, XBOX)
7. Ninja Gaiden Sigma (2007, PS3)
8. Ninja Gaiden Dragon Sword (2007, DS)
9. Ninja Gaiden II (2008, XBOX 360)
10. Ninja Gaiden Sigma 2 (2009, PS3)
11. Ninja Gaiden 3 (2012, PS3, XBOX 360)
12. Ninja Gaiden 3 - Razor's Edge (2012, Wii U; 2013, PS3, XBOX 360)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1812&o=2

$end


$a7800=ninjaglf,ninjaglfu,
$bio

Ninja Golf [Model CX7870] (c) 1990 Atari Corp. [Sunnyvale, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50159&o=2

$end


$cpc_cass=ninjaham,
$bio

Ninja Hamster (c) 1987 CRL Group PLC [London, England]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98418&o=2

$end


$nes=ninjahat,
$bio

Ninja Hattori-kun - Ninja wa Shuugyou de Gozaru no Maki (c) 1986 Hudson Soft.

- TRIVIA -

Ninja Hattori-kun was released on March 05, 1986 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54451&o=2

$end


$nes=ninjahath,
$bio

Ninja Hattori-kun - Ninja wa Shuugyou de Gozaru no Maki (c) 1987 FMG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69295&o=2

$end


$saturn,sat_cart=nhayate,
$bio

Ninja Hayate [Time Gal & Ninja Hayate Disc 2] (c) 1997 Ecseco Development

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59466&o=2

$end


$msx1_cart=ninja2,
$bio

Ninja II (c) 198? Zemina.

Korean release.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95197&o=2

$end


$psx=ninjajaj,
$bio

Ninja Jaja Marukun - Onigiri Ninpoucho [Model SLPS-00494] (c) 1997 Jaleco Co., Ltd. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85480&o=2

$end


$nes=ninjajag,ninjajagp,
$bio

Ninja Jajamaru - Ginga Daisakusen (c) 1991 Jaleco Company, Limited. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54452&o=2

$end


$nes=ninjajaj,
$bio

Ninja Jajamaru-kun (c) 1985 Jaleco Company, Limited. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54453&o=2

$end


$nes=ninjajajh,
$bio

Ninja Jajamaru-kun (c) 1987 FMG.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69346&o=2

$end


$msx1_cass=ninjajaj,
$bio

Ninja Jajamaru-kun (c) 1987 Eaglesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94874&o=2

$end


$msx1_cart=ninjajajk,
$bio

Ninja Jajamaru-kun (c) 198? ProSoft [Korea]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77310&o=2

$end


$saturn,sat_cart=ninjaja,
$bio

Ninja Jajamaru-kun - Onigiri Ninpouchou Gold (c) 1997 Jaleco Company, Limited. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59467&o=2

$end


$msx1_cart=ninjajaj,
$bio

Ninja Jajamaru-kun [Model JX-11] (c) 1986 Jaleco Co., Ltd. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77309&o=2

$end


$info=kazan,
$bio

Ninja Kazan (c) 1988 Jaleco.

Export release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Iga Ninjutsuden - Goshin no Sho".

- TECHNICAL -

Jaleco Mega System 1-A hardware

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5179&o=2

$end


$nes=ninjakid,
$bio

Ninja Kid (c) 1986 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55402&o=2

$end


$msx2_cart=ninjakun,
$bio

Ninja Kun - Ashura no Shou (c) 1987 HAL Kenkyuujo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51344&o=2

$end


$cpc_cass=ninjamsc,
$bio

Ninja Massacre [Model 3136] (c) 1989 Codemasters Soft. Co., Ltd., The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98420&o=2

$end


$cpc_cass=ninjamas,
$bio

Ninja Master (c) 1986 Firebird Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99707&o=2

$end


$info=ninjamas,
$bio

Ninja Master''s ～覇王忍法帖～ (c) 1996 SNK
(Ninja Master's Haoh Ninpou Chou)

Criminally overlooked and combo-friendly medieval Japanese fighter with great animation. Ten selectable characters and two end bosses.

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : 217

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2610 (@ 8 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 4
=> [A] Light Punch, [B] Strong Punch, [C] Light Kick, [D] Strong Kick

- TRIVIA -

Ninja Master's Haoh Ninpou Chou was released in May 1996.

The subtitle of this game translates from Japanese as 'Supreme Ninja Arts Scroll'.

The main design, as well as some of the special moves of the character 'Karasu' seem to be quite inspired by the main character of the 1994 movie hit 'The Crow' which was in turn, based on the graphical novel of the same name by James O. Barr (Even the name 'Karasu' stands as the Japanese word for "crow"!). :)

The character 'Nobunaga' is based on the real Japanese warrior 'Nobunaga Oda' who, during Japan's medieval period, overthrew the Ashikaga shogunate and ended a long period of internal strife by uniting half of Japan's provinces under his rule. In doing so he paved the way for the reunification of the country under the Tokugawa shogunate in the following century. His merciless use of power as well as his skill as a military strategist made him one of the most powerful & feared leaders in Japan. The image of him in the game as a warrior who wields the demons power may have been some sort of a criticism to his eager embrace of Western culture, religion & technology.

The character 'Goemon' is based on Ishikawa Goemon, the most famous thief in Japan on the Edo era (about 400 years ago) known to steal large sums of money from bad people and give the money to the poor. In other words, he was Japan's very own version of Robin Hood!

The character 'Sasuke' seems inspired on Sarutobi Sasuke, a famous legendary ninja with a strong sense of justice created in Tachikawa literature at the end of the Meiji period. Another source of inspiration may have been 'Ninja Kamui' an old anime series whose main character Kamui was an incredibly skilled ninja who wanted to abandon his ways as a killer thus becoming a 'nukenin' (runaway ninja) and marked for death by his own clan that vows to pursue and eliminate him.

Sountrack releases :
[JP] Ninja Master's Haoh Ninpou Chou - G.S.M 1500 Series - PCCB-00209, March 21, 1996, Pony Canyon / Scitron

- TIPS AND TRICKS -

* Play As Ranmaru And Nobunaga (Player 1) : Highlight Kamui and press Left, Down, Left, Up, Left, Down, Left, Up, Right, Down, Right, Up and hit C+D.

* Play As Ranmaru And Nobunaga (Player 2) : Highlight Sasuke and press Right, Down, Right, Up, Right, Down, Right, Up, Left, Down, Left, Up and hit C+D.

* Time Attack Mode : At the character select screen, highlight Kamui and press Down, Left, Up, Left, Down, Left, Up, Left, Down, Right(x4), Up, C+D. Now choose your character.

* Successfully complete the game with a single credit within 8:30:00 minutes and the game shows you how to execute your character's 'finisher' move!

- STAFF -

Developed by ADK.

Producer & Planner : Hiroyuki Toda
Chief Planner : Kazuhiro Shibata
Planners : Visitor Y. Oni, M. Honda
System Programmers : Eiji Fukatsu, Makio Chiba
Sound Programmer : Makio Chiba
Desgin Tool Programmer : Ryu Hiroyuki
Total Adviser : Kenichi Sakanishi
Chief Programmer -Main- Program : Teruaki Shirasawa
-Demo- Program : Maichikin
Chief Sprite Designer : Kazushige Hakamata
Sprite Designers : Gensan, Hideyuki Yamada, Yokoo, Muneki Shiraishi, Hiroshi Ohzono, Tohru Okamura, West-Maison, Takahiro Arahata, Mitsugu. T, Shigechi, Ruc, Hirotaka Orita, Syoichi Satoh, H. Hasegawa-CRM, Kei Kuramochi, Hitoshi Aoki, Ben, Yukari Shinozaki
Scroll Designers : Shinji Moriyama (Sinji Moriyama), Masako Sato, Kaori Kumagai, Kazunori Uchiumi
Demo Designers : Masato Mitsuya, Sinku
Sound : Hiroaki Kujirai, Yuka Watanabe, Hiroaki Shimizu, Takeshi Muramatsu
Sound Effect : Hiroaki Kujirai (Kujirai Type-02)

* Character Voices :
Sasuke : Kabao Kikkawa
Tenho : Shinobu Sekimoto
Kamui, Raiga, Unzen : Masahiko Yano
Natsume, Narration : Mayumi Minoda
Kasumi : Masami Katou
Goemon : T. Mukaiyama
Houoh : Yoshikatsu Fujio
Karasu : Kouichi Koba
Ranmaru : Yasue Ishii
Nobunaga : Masao Harada

Market Research : Yukio Gotoh (Yukio Gotou)
Public Information : Taguchi-1, Satsuki Ito, Sugiyama Kiyotaka, Kayo Yamagata
Quality Controls : Nagata Shogatsu, Masao Tachikawa, Sugiyama Kiyotaka, Takagi, Uma
Special Thanks : Tomobe Seijin, Studio Bihou
Executive Producer : Kazuo Arai
BGM : Back Of My Mind, Hiroaki Kujirai

- PORTS -

* Consoles :
SNK Neo-Geo [JP] (June 28, 1996) "Ninja Master's Haoh Ninpou Chou [Model NGH-012]"
SNK Neo-Geo [US] (June 28, 1996) "Ninja Master's Haoh Ninpou Chou [Model NGH-217]"
SNK Neo-Geo CD [JP] (September 27, 1996) "Ninja Master's Haoh Ninpou Chou [Model ADCD-012]"
Sony Playstation 2 [JP] (December 18, 2008) "ADK Tamashii [Model SLPS-25906]"
Nintendo Wii [JP] (July 26, 2011) "Virtual Console"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1783&o=2

$end


$neocd=ninjamas,
$bio

Ninja Master's ??????? (c) 1996 ADK Corp.
(Ninja Master's Haoh Ninpou Chou)

- TECHNICAL -

Game ID: ADCD-012

- TRIVIA -

Ninja Master's Haoh Ninpou Chou for NEOCD was released on September 27, 1996 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47479&o=2

$end


$info=ar_ninj,ar_ninj2,
$bio

Ninja Mission (c) 1987 Arcadia Systems.

- TECHNICAL -

Arcadia System hardware

Main CPU : Motorola 68000 (@ 7.15909 Mhz)
Sound Chips : Custom (@ 3.579545 Mhz)

Screen orientation : Horizontal
Video resolution : 671 x 216 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096

Players : 2
Control : 8-way Joystick
Buttons : 2

- TRIVIA -

Developed by Sculptured Software.

- PORTS -

* Computers :
Amstrad CPC (1987, "Ninja From Entertainment Usa")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3823&o=2

$end


$amigaocs_flop=ninjamis,
$bio

Ninja Mission (c) 1987 Mastertronic, Limited. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74631&o=2

$end


$info=nprinces,nprincesu,nprinceso,nprincesb,
$bio

Ninja Princess (c) 1985 Sega.

- TECHNICAL -

Game ID : 834-5677

Runs on the Sega "System 1" hardware.

Players: 2
Control: 8-way joystick
Buttons: 3

- TRIVIA -

Released in March 1985 in Japan.

This game is known outside Japan as "Sega Ninja" and also known as "Ninja".

- TIPS AND TRICKS -

It's possible to have a hit ratio greater than 100%, and you receive a 50,000-point bonus for achieving this.

- STAFF -

From highscore table : (R.N), (M.O), Yoshiki Kawasaki (Y.K), Reiko Kodama (R.K), (M.K), (H.U), (TAC)

- PORTS -

* Consoles :
Sega SG-1000 (1986)
Sega Saturn [JP] (Nov. 27, 1997) "Sega Memorial Selection Vol.2 [Model GS-9163]"

* Computers :
MSX (1986)

* Others :
Mobile phones (2003)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1784&o=2

$end


$sms=ninjaj,
$bio

忍者プリンセス1メガ版 忍者 (c) 1986 Sega Enterprises, Limited.
(Ninja Princess 1 Mega Ban - Ninja)

- TECHNICAL -

Game ID: G-1308

- TRIVIA -

Ninja for Master System was released on November 8, 1986 in Japan.

Export releases : 
[US] [EU] [AU] "The Ninja [Model 5066]"

Also released in Brazil as part of "Game Box Serie Lutas [Model 028380]".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55901&o=2

$end


$sg1000=ninjapri,
$bio

忍者プリンセス (c) 1986 Sega Enterprises, Limited.
(Ninja Princess)

- TECHNICAL -

Game ID: C-65

- TIPS AND TRICKS -

* Stage select and extra lives: At the title screen, press Up, Down, Up, Up, Down x3, Up, Up, Down, Up.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65079&o=2

$end


$msx1_cart=ninjapri,ninjapria,
$bio

Ninja Princess [Model R49X5808] (c) 1986 Pony Canyon, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77311&o=2

$end


$amigaocs_flop=ninjarab,
$bio

Ninja Rabbits [Mega Collection] (c) 1991 MicroValue

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74632&o=2

$end


$amigaocs_flop=ninjarmx,
$bio

Ninja Remix (c) 1990 System 3 Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74633&o=2

$end


$info=ryukendn,ryukendna,
$bio

Ninja Ryukenden (c) 1989 Tecmo.

Ryu, the Dragon Ninja, travels the world to defeat evil wherever he finds it.

- TECHNICAL -

Game ID : 6215

Main CPU : Motorola 68000 (@ 9.216 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : (2x) Yamaha YM2203 (@ 4 Mhz), OKI6295 (@ 7.575 Khz)

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Ninja Ryukenden was released in February 1989 in Japan.

The title of this game translates from Japanese as 'Legend of the Ninja Dragon Sword'.

This game is known outside Japan as "Shadow Warriors" and in US as "Ninja Gaiden".

This game is featured as a hidden bonus game in the XBOX title "Ninja Gaiden Black". 

Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Ninja Ryukenden : G.S.M. Tecmo 1) on 01/02/1989.

- SERIES -

1. Ninja Ryukenden (1989)
2. Ninja Ryukenden (1988, Nintendo Famicom)
3. Ninja Ryukenden II - Ankoku no Jashin Ken (1990, Nintendo Famicom) 
4. Ninja Ryukenden III - Yomi no Hakobune (1991, Nintendo Famicom) 
5. Ninja Gaiden (2004, Microsoft XBOX)
6. Ninja Gaiden Black (2005, Microsoft XBOX)
7. Ninja Gaiden Sigma (2007, Sony PlayStation 3)
8. Ninja Gaiden Dragon Sword (2007, Nintendo DS)
9. Ninja Gaiden II (2008, Microsoft XBOX 360)
10. Ninja Gaiden Sigma 2 (2009, Sony PlayStation 3)
11. Ninja Gaiden 3 (2012, Sony PlayStation 3, Microsoft XBOX 360)
12. Ninja Gaiden 3 -  Razor's Edge (2012, Nintendo Wii U; 2013 Sony PlayStation 3, Microsoft XBOX 360)

- STAFF -

Musician : Mikio Saito (Metal Yuhki), Putaro, Ryuichi Nitta, Angirus
Art design : Bayashi

- PORTS -

* Consoles : 
Nintendo Famicom [JP] (December 9, 1988) "Ninja Ryukenden [Model TCF-NY]" 
NEC PC-Engine [JP] (January 24, 1991) "Ninja Ryukenden [Model HC92052]" 
Nintendo Wii [Virtual Console Arcade] [JP] (July 28, 2009) [Model E6PJ] 

* Handhelds : 
Sega Game Gear [JP] (November 1, 1991) "Ninja Gaiden [Model G-3215]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1785&o=2

$end


$info=tvninjar,
$bio

Ninja Ryukenden (c) 1991 TOURVision.

Unlicensed Spanish game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101148&o=2

$end


$nes=nryukendc,
$bio

Ninja Ryukenden (c) 19?? Unknown [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76882&o=2

$end


$nes=nryuken2,
$bio

Ninja Ryukenden II - Ankoku no Jashinken (c) 1990 Tecmo, Limited.

One year after the ninja dragon known as Ryu Hayabusa defeated The Jaquio, a new enemy known as Ashtar seeks to conquer the world with an artefact known as the dark sword of Chaos. It's up to Ryu Hayabusa to put an end to Ashtar's plans.

- TECHNICAL -

Cartridge ID: TCF-NW

- TRIVIA -

Ninja Ryukenden II - Ankoku no Jashinken for Famicom was released on April 6, 1990 in Japan.

Known export releases : 
[US] "Ninja Gaiden II - The Dark Sword of Chaos [Model NES-NW-USA]" 
[EU] "Shadow Warriors II - The Dark Sword of Chaos"

- TIPS AND TRICKS -

* Infinite Health : At title screen, quickly press Up(x3), Down(x3), A, B, A, B, Select, Start. If not done quickly the code won't work. If you did it right, the game will begin a chime sound. Now, press Right, Left, Right, Left, B, A. A word will come up saying INVINCIBLE.

* Sound Test : When the title screen appears press and hold Up+Left+Select+A+B. Then tap the Start button.

* Musicruise Sound Test : Let the title screen fade to black and press Start, then do this a second time. Then press and hold Up+Left+Select+A+B. Then tap the start button.

- STAFF -

Cinema Display Unit
Story By : Sarah H., S. Sakurazaki
Screenplay By : Runmal
Artwork : Runmal, Harumi Okada, Izumi Kataoka, Masami Takizawa
Program Work : Nosuke
Directed By : Runmal

Action Unit
BG Art Work : Yoshitaki Gotoh, D.H. Max, Harumi Okada
Enemy Design : Runmal, Yoshitaki Gotoh, Naga
Program Work : Madoka Southernami
Directed By : S. Sakurazaki

Sound Staff
Music Composed By : Ryuichi Nitta (S. Kajiya), Mayu
Sound Effects : Miya
Sound Director : Ryuichi Nitta (S. Kajiya)

Design Staff
Illustration By : Shinobu Iwabayashi
Ed. Designer : Takashi Saito
Special Thanks To : Akihiko, Faw, Keiji Yamagishi
English Translation By : Daniel Kahl
Executive Producer : Hideo Yoshizawa

- PORTS -

* Consoles :
Nintendo Super Famicom [JP] (August 11, 1995) "Ninja Ryukenden Tomoe [Model SHVC-ANRJ-JPN]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54455&o=2

$end


$nes=nryuken3,
$bio

Ninja Ryukenden III - Yomi no Hakobune (c) 1991 Tecmo, Limited.

In the third chapter of the Ninja Gaiden series. Ryu Hayabusa has been accused of murdering Irene Lew, But did he really kill Irene? It will take plenty of patience, skill and, ninja magic to find out who framed Ryu, prove his innocence and save the world one more time from a diabolical world domination scheme.

- TECHNICAL -

Cartridge ID: TCF-3N

- TRIVIA -

Ninja Ryukenden III - Yomi no Hakobune for Famicom was released on June 21, 1991 in Japan.

Known export release : 
[US] "Ninja Gaiden III - The Ancient Ship of Doom [Model NES-3N]"

- STAFF -

Story : M. Akama, Runmal
Art work : B.F.R, Jun, Kazu Tomita
Program work : H. Sato, M. Akama
Director : M. Akama
Art work : Onager, N. Takihara, B.F.R
Program work : Nobody
Director : Runmal
Music composer : Miya, K. Nakabai, L. Shigeno
Sound effect : Miya
Sound director : More-Yamasan
Executive producer : H. Yoshizawa

- PORTS -

* Consoles : 
Nintendo Super Famicom [JP] (August 11, 1995) "Ninja Ryukenden Tomoe [Model SHVC-ANRJ-JPN]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54456&o=2

$end


$pce=nryukend,
$bio

忍者龍剣伝 (c) 1992 Hudson Soft [Hudson Group].
(Ninja Ryukenden)

Ninja Ryukenden is a side scrolling action game by Hudson Soft and based on the arcade game of the same name released by Tecmo in 1988 (it is rather a port of the Famicom game). The player controls Ryu Hayabusa, a fearless ninja on a quest of revenge. His father was killed by a mysterious ninja during a fierce duel. After reading a note left by his father, Ryu travels to the United States to meet Dr. Walter Smith, one of his father's friend. But he soon gets head to head with a young girl who hands him a weird looking statue before disappearing. The complex plot of the game unfolds over no less than six acts (with a total of nearly twenty stages) and Ryu will finally find out what happened to his father and who hides behind his disappearance. Ryu Hayabusa is equipped with a sword which he can use at lightning-speed to slash his enemies to bits. He also has the incredible ability to wall-jump and to climb vertical surfaces. Finally, Ryu can use his spiritual energy to augment his powers and trigger powerful special attacks such as mystic shurikens or the ability to shoot flames. Various energy forms scattered around some of the levels reward Ryu with spiritual energy. They are often in the shape of burning flames but they also come in various forms such as insects or small animals.

- TECHNICAL -

HuCARD ID: HC92052
HuCARD Size: 4 Mbits.

- TRIVIA -

Ninja Ryukenden for PC-Engine was released on January 24, 1992 in Japan for 6500 Yen.

This PC Engine version is a port of Ninja Ryukenden originally released for the Famicom in 1988. The conversion features enhanced graphics, a parallax scrolling and a totally different soundtrack. Enemy placements are also slightly different and although the levels layout is fairly similar, most of the backgrounds were redesigned. Curiously, some of the character names were also changed - for instance, Ken Hayabusa was surprisingly renamed Joe Hayabusa. Interestingly, an option in the game's menu allows the player to change the cut scenes from Japanese (default) to English and Chinese (see the Tips section).

Reviews:
March 1992 - Joypad N.6 [FR]: 90/100

- TIPS AND TRICKS -

* Change cutscene language:
Go to the title screen, hold I and II, then press Select to cycle through the available languages (the title should change to the desired language). Three are available - Japanese (Default), English and Chinese.

- STAFF -

Producer: Eiji Aiyama
Director: Yoshiyuki Kawaguchi
Program Design: Ricky Sun, Sammy Hau
Graphic Design: Matthew Yau, David Tang, Carlton Wong, Siu Wai
Message: Geshu Cho, K.L.Sutherland, Loretta Hieh, Wendy Liu
Special Thanks: Masanori Wake, Koji Matsuura, Toshiaki Takimoto, Yasuhiro Ichizawa

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [JP] (April 21, 2009)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58669&o=2

$end


$nes=nryukend,
$bio

Ninja Ryukenden (c) 1988 Tecmo, Limited.

When his father is supposedly slain in a duel with another ninja, it's up to Ryu Hayabusa to find the truth behind his father's defeat.

- TECHNICAL -

Cartridge ID: TCF-NY

- TRIVIA -

Ninja Ryukenden for Famicom was released on December 9, 1988 in Japan.

Known export releases : 
[US] "Ninja Gaiden [Model NES-NG-USA]" 
[EU] "Shadow Warriors [Model NES-66-EUR]" 

This version was written entirely from scratch, and bears no resemblance whatsoever to the arcade version.

- TIPS AND TRICKS -

* Access Sound Test : when the message 'Tecmo Presents 1989' pops up on the screen, hold Left+Down+Select+A+B and press Start.

- STAFF -

Story : Sakurazaki
Screenplay : Sakurazaki, Faw
Image Illust : Runmaru
Art works : Runmaru, Parco, Uma
Program works : Madoka Southernami, Masita
Assistant : Nosuke
NES Translator : Kevin & Daniel
Sound design : More Yamasan, B.B, Hakase
Director : Sakurazaki

- PORTS -

* Consoles : 
Nintendo Super Famicom [JP] (August 11, 1995) "Ninja Ryukenden Tomoe [Model SHVC-ANRJ-JPN]" 
Nintendo Wii [Virtual Console] [JP] (April 10, 2007) [Mobel FBNJ] 
Nintendo Wii U [Virtual Console] [JP] (March 26, 2014) [Mobel FCBJ] 

* Handhelds : 
Nintendo 3DS [Virtual Console] [JP] (August 29, 2012) [Mobel TAXJ]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54454&o=2

$end


$gameboy=nryukend,
$bio

Ninja Ryuukenden - Matenrou Kessen [Model DMG-NGJ] (c) 1991 Tecmo, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66596&o=2

$end


$snes=nryukent,
$bio

Ninja Ryuukenden Tomoe [Model SHVC-ANRJ-JPN] (c) 1995 Tecmo, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61876&o=2

$end


$cpc_cass=ninjasim,
$bio

Ninja Scooter Simulator (c) 1988 Silverbird Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98422&o=2

$end


$pico=cssbattl,
$bio

Ninja Sentai Hurricanger & Hyakujuu Sentai Gaoranger - Chou Sentai Super Battle [Model T-133400] (c) 2002 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75739&o=2

$end


$info=nspirit,
$bio

Ninja Spirit (c) 1988 Irem.

Export release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Saigo no Nindou".

- PORTS -

For Japanese ports, please see the original Japanese version entry; "Saigo no Nindou".

* Consoles :
NEC TurboGrafx-16 [US] (1990) "Ninja Spirit [Model TGX040050]" 

* Computers :
Atari ST [EU] (1988)
Commodore Amiga [EU] (1988)
Commodore C64 [EU] (1990)
Amstrad CPC [EU] (1990)
Amstrad CPC [EU] (1990) "Coin-Op Hits II" 
Sinclair ZX Spectrum [EU] (1990)
PC [MS Windows, Online] [EU] (December 9, 2011) "IREM Arcade Hits" by DotEmu 
Apple MacIntosh [Online] [US] (August 21, 2011) "Irem Arcade Hits" by DotEmu 
PC [Desura] [US] (November 2, 2013) "IREM Arcade Hits" by Plug In Digital

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1786&o=2

$end


$amigaocs_flop=nspirit,
$bio

Ninja Spirit (c) 1990 Activision, Incorporated.

- PORTS -

* Computers : 
Commodore Amiga [EU] (1989) "Coin-Op Hits 2 Compilation"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74634&o=2

$end


$cpc_cass=ninjaspr,
$bio

Ninja Spirit (c) 1990 Activision, Inc. [Santa Clara, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98424&o=2

$end


$tg16=nspirit,
$bio

Ninja Spirit (c) 1990 NEC Home Electronics, Ltd.

Export release. Game developed in Japan. For more information on the game itself, please see the Japanese version's entry; "Saigo no Nindou [Model IC02004]".

- TECHNICAL -

Game ID: TGX040050

- PORTS -

* Consoles :
Nintendo Wii [Virtual Console] [EU] (May 11, 2007) [Model PBNP]  
Nintendo Wii [Virtual Console] [US] (May 14, 2007) [Model PBNE]  
Nintendo Wii [Virtual Console] [AU] (July 30, 2007) [Model PBNP]

* Others : 
Apple iPhone/iPad [US] (December 20, 2010) "TurboGrafx-16 GameBox [Model 406585960]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84336&o=2

$end


$gameboy=ninjatar,ninjatarp,
$bio

Ninja Taro [Model DMG-UP-USA] (c) 1992 Sammy Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66597&o=2

$end


$cpc_cass=ninja,
$bio

Ninja [Model IA0149] (c) 1987 Mastertronic, Ltd. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98415&o=2

$end


$info=ninjakd2,ninjak2a,ninjak2b,ninjakd2c,
$bio

Ninja-Kid II (c) 1987 UPL.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 6 Mhz)
Sound CPU : Zilog Z80 (@ 5 Mhz)
Sound Chips : (2x) Yamaha YM2203 (@ 1.5 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Ninja-Kid II was released in July 1987 in Japan.

This game is known in US as "Rad Action" and "JT 104", outside US as "Ninja Kid-II", and in Japan as 'Ninja-kun - Ashura no Shou' (translates from Japanese as 'Ninja Kid - Chronicle of Ashura').

- SERIES -

1. Ninja-kun - Majou no Bouken (1984)
2. Vs. Ninja Jajamaru-kun (1985)
3. Ninja-Kid II (1987)

- STAFF -

Game designer : Tsutomu Fuzisawa
Program designer : Satoru Kinjo
Character designers : Tsutomu Fuzisawa, Akemi Tsunoda
Sound composer : Tsutomu Fuzisawa
BGM creator: Mecano Associates
Data maker : Takashi Hayashi

- PORTS -

* Consoles :
Nintendo Famicom (1988, "Ninja Kun - Ashura no Shou")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1788&o=2

$end


$pc8801_flop=ninjakun,
$bio

Ninja-kun (c) 1983 Micro Cabin Co. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92505&o=2

$end


$fm7_cass=ninjakun,ninjakuna,
$bio

Ninja-kun (c) 1986 Nihon Dexter [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93770&o=2

$end


$nes=ninjashs,
$bio

Ninja-kun - Ashura no Shou (c) 1988 UPL Company, Limited. [Universal PlayLand]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54457&o=2

$end


$msx2_flop=ninjakun,ninjakunb,ninjakuna,
$bio

Ninja-kun - Ashura no Shou (c) 198? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101889&o=2

$end


$nes=ninjakun,ninjakun1,
$bio

Ninja-kun - Majou no Bouken (c) 1985 Jaleco Company, Limited. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54458&o=2

$end


$pc8801_flop=ninjakmb,
$bio

Ninja-kun - Majou no Bouken (c) 1986 Nihon Dexter [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92506&o=2

$end


$info=ninjakun,
$bio

Ninja-kun - Majou no Bouken (c) 1984 Taito Corp.

- TECHNICAL -

Game ID : 84003A

Board Number : M6100047A
Prom Stickers : 1-13

Main CPU : (2x) Zilog Z80 (@ 3 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 3 Mhz)

Players : 2
Control : 2-way joystick
Buttons : 2

- TRIVIA -

Released in October 1984 in Japan.

The title of this game translates from Japanese as 'Ninja-kun Adventure at Demon Castle'.

- SERIES -

1. Ninja-kun - Majou no Bouken (1984)
2. Vs. Ninja Jajamaru-kun (1985)
3. Ninja-Kid II (1987)

- STAFF -

Developed by UPL

Staff : Ryuichi Nishizawa (Bucha), Todo, Fukushi, Tsutomu Fuzisawa, Tateno

- PORTS -

* Computers :
MSX

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1789&o=2

$end


$msx1_cart=ninjakmb,
$bio

Ninja-kun - Majou no Bouken [Model ND-01MR] (c) 1985 Jaleco Co., Ltd. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77313&o=2

$end


$msx1_cart=ninjakun,
$bio

Ninja-kun [Model HX-S107] (c) 1983 Jaleco Co., Ltd. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77312&o=2

$end


$nes=ninjarah,
$bio

Ninjara Hoi! (c) 1990 ASCII

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54459&o=2

$end


$msx1_cart=ninjakag,ninjakaga,
$bio

Ninjya Kage [Model MX-1010] (c) 1984 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77314&o=2

$end


$gamegear=ninku2,
$bio

Ninku 2 - Tenkuuryuu e no Michi (c) 1995 Sega Enterprises, Limited.

- TECHNICAL -

[Model G-3376]

- STAFF -

Planning : Ajidara
Graphics : Murach, A.Taro, 8.Bee
Program : Alice.Kagamino, Ezachy
Sound : Chiyako.F, Bryan.M
Special thanks to : H.Katagiri, N.Matsushima

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64743&o=2

$end


$gameboy=ninkusen,
$bio

Ninku Dai-2-dan - Ninku Sensou Hen [Model DMG-ANSJ-JPN] (c) 1995 Tomy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66599&o=2

$end


$gamegear=ninkug,
$bio

Ninku Gaiden - Hiroyuki Daikatsugeki (c) 1995 Sega Enterprises, Limited.

- TECHNICAL -

[Model G-3377]

- STAFF -

Producer : Katsuhiro Hasegawa
Director : Naoyoshi Yoshida
Planner : Takeshi Tanaka
Designer : Yoichi Takano, Tetsuya Nakamura, Yoko Inao
Programmer : Kenji Sakurai, Toru Maruyama, Yoshihiko Toyoshima
Sound Director : Tatsuyuki Maeda, Shigeaki Irie (USP)
Sound Programmer :  Junya Kosakai
Sound Composer :  Eisaku Nanbu (USP)
Special Thanks : Shueisha, Pierrot Project

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64744&o=2

$end


$gameboy=ninku,
$bio

Ninku [Model DMG-ANKJ-JPN] (c) 1995 Tomy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66598&o=2

$end


$gamegear=ninku,
$bio

Ninku (c) 1995 Sega Enterprises, Limited.

- TECHNICAL -

[Model G-3370]

- TIPS AND TRICKS -

* Versus mode: Enter SITAT UKYOU as password. You will enter in a Versus Mode, where it is possible select any character, his level (A to Z) and the scenario. 

* Options Screen: At the title screen, enter 1, Right, Left, Down, Up, 1 x4, Up, Down.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64742&o=2

$end


$psx=ninkujap,
$bio

Ninku [Model SLPS-00172] (c) 1995 Tomy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85481&o=2

$end


$saturn,sat_cart=ninku,
$bio

Ninkuu - Tsuyokina Yatsura no Daigekitotsu! (c) 1996 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59468&o=2

$end


$saturn,sat_cart=ninpen,
$bio

Ninpen Manmaru (c) 1997 Enix, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59469&o=2

$end


$psx=ninpusen,
$bio

Ninpu Sentai Harikenger [Model SLPS-03493] (c) 2002 Bandai Co., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85482&o=2

$end


$gbcolor=nintama,
$bio

Nintama Rantarou - Ninjutsu Gakuen ni Nyuugaku Shiyou no Dan [Model CGB-BNAJ-JPN] (c) 2001 ASK

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68469&o=2

$end


$gameboy=nintama,
$bio

Nintama Rantarou - Ninjutsu Gakuen ni Nyuugaku Shiyou no Dan [Model DMG-AGNJ-JPN] (c) 1995 Culture Brain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66600&o=2

$end


$snes=nintama2,
$bio

Nintama Rantarou 2 [Model SHVC-A2NJ-JPN] (c) 1996 Culture Brain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61878&o=2

$end


$snes=nintama3,
$bio

Nintama Rantarou 3 [Model SHVC-AEXJ-JPN] (c) 1997 Culture Brain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61879&o=2

$end


$n64=nintama,
$bio

Nintama Rantarou 64 Game Gallery [Model NUS-NHBJ] (c) 2000 Culture Brain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57881&o=2

$end


$gameboy=nintamec,
$bio

Nintama Rantarou GB - Eawase Challenge Puzzle [Model DMG-ACAJ-JPN] (c) 1998 Culture Brain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66601&o=2

$end


$snes=nintamas,
$bio

Nintama Rantarou Special [Model SHVC-ANXJ-JPN] (c) 1996 Culture Brain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61880&o=2

$end


$snes=nintama,
$bio

Nintama Rantarou [Model SHVC-ANTJ-JPN] (c) 1995 Culture Brain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61877&o=2

$end


$pico=nintama,
$bio

Nintama Rantarou (c) 1995 Bandai Co., Ltd.

- TECHNICAL -

Game ID: T-133150

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96317&o=2

$end


$n64=smashbroj,
$bio

Nintendo All-Star! Dairantou Smash Brothers [Model NUS-NALJ] (c) 1999 Nintendo [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57882&o=2

$end


$info=nespal,
$bio

Nintendo Entertainment System [NES] (c) 1985 Nintendo Co., Ltd.

8-Bit video game console developed in Japan. For more information about the console itself, please see the original Japanese release entry; "Family Computer [FAMICOM] [Model HVC-001]".

- TECHNICAL -

Parts:
Nintendo Entertainment System [NES] [Model NES-001]
AC Power Adapter [Model NES-002]
RF Adapter [Model NES-003]
Controller [Model NES-004]

- TRIVIA -

Official Accessories:
NES Zapper [Model NES-005]
R.O.B the Robot [Model NES-012]
NES Advantage [Model NES-026]
Power Pad [Model NES-028]
Satellite [Model NES-032]
Satellite Wireless Receiver [Model NES-033]
NES Four Score [Model NES-034]
Controller (Redesigned) [Model NES-039]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82114&o=2

$end


$x1_cass=ngolf,ngolfa,
$bio

Nintendo no Golf (c) 1985 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86254&o=2

$end


$pc8801_flop=ngolf,ngolfa,
$bio

Nintendo no Golf (c) 1985 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92508&o=2

$end


$pc8801_flop=ntennis,
$bio

Nintendo no Tennis (c) 1985 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92509&o=2

$end


$pc8801_flop=nintenpk,
$bio

Nintendo Pack (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92507&o=2

$end


$snes=npm107,
$bio

Nintendo Power Magazine 107 (c) 199? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61881&o=2

$end


$snes=npmenua,npmenu,
$bio

Nintendo Power Menu Program (c) 199? Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61882&o=2

$end


$snes=nscope6,
$bio

Nintendo Scope 6 [Model SNSP-LR-FAH] (c) 1992 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63350&o=2

$end


$nes=nintwc90,
$bio

Nintendo World Championships 1990 (c) 1990 Nintendo [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55403&o=2

$end


$nes=nintenwcb,nintenwca,nintenwc,nintenwcu,
$bio

Nintendo World Cup (c) 1990 Nintendo [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55404&o=2

$end


$gameboy=nintenwc,
$bio

Nintendo World Cup [Model DMG-NC-USA] (c) 1991 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66602&o=2

$end


$info=pc_wcup,
$bio

Nintendo World Cup (c) 1989 Nintendo.

PlayChoice-10 version. For more information about the game itself, please see the original NES version.

- TECHNICAL -

Nintendo PlayChoice-10 hardware
Game ID : XZ

Main CPU : Zilog Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz)
Sound Chips : Zetex N2A03 (@ 1.789772 Mhz), DAC

Players : 2
Control : 8-way joystick
Buttons : 2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1815&o=2

$end


$amigaocs_flop=nipponsf,
$bio

Nippon Safes Inc. (c) 1993 Dynabyte

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74635&o=2

$end


$pc8801_flop=nirvana,
$bio

Nirvana (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92510&o=2

$end


$x68k_flop=nisedqv,
$bio

Nise Dragon Quest V (c) 19?? Pasokon Yuushi

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88480&o=2

$end


$gbcolor=nisemon,
$bio

Nisemon Puzzle da Mon! Feromon Kyuushutsu Daisakusen! [Model CGB-BNPJ-JPN] (c) 2001 Prime Systems Corp. [Prime Group]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68470&o=2

$end


$snes=nipachi3,
$bio

Nishijin Pachinko 3 [Model SHVC-AI3J-JPN] (c) 1996 KSS [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61883&o=2

$end


$snes=nipachi2,
$bio

Nishijin Pachinko Monogatari 2 (c) 1996 KSS [Japan]

- TECHNICAL -

Package ID: Model SHVC-P-AN5J(JPN)
Game ID: Model SHVC-AN5J-JPN

- TRIVIA -

Nishijin Pachinko Monogatari 2 was released on June 28, 1996 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61885&o=2

$end


$snes=nipachim,
$bio

Nishijin Pachinko Monogatari [Model SHVC-ANPJ-JPN] (c) 1995 KSS [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61884&o=2

$end


$nes=nkbluet,
$bio

Nishimura Kyoutarou Mystery - Blue Train Satsujin Jiken (c) 1989 Irem Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54460&o=2

$end


$pcecd=nkhokuon,
$bio

Nishimura Kyoutarou Mystery - Hokutosei no Onna (c) 1990 Naxat Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58304&o=2

$end


$nes=nksupexp,
$bio

Nishimura Kyoutarou Mystery - Super Express Satsujin Jiken (c) 1990 Irem Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54461&o=2

$end


$x68k_flop=nishitet,
$bio

Nishisansou Tetris (c) 1990 NST [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88481&o=2

$end


$saturn,sat_cart=nissangt,
$bio

Nissan Presents Over Drivin' GT-R (c) 1996 Electronic Arts Victor [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59470&o=2

$end


$info=j5nite,j5nitea,
$bio

Nite Club (c) 199? JPM International.

- TECHNICAL -

System 5

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41043&o=2

$end


$info=m5nitro,
$bio

Nitro (c) 200? Red Gaming.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15636&o=2

$end


$info=nitrobal,nitrobala,
$bio

Nitro Ball (c) 1992 Data East.

Export release. Game developed in Japan. See the original Japanese version entry for more information about the game itself; "Gun Ball".

- TECHNICAL -

Game ID : DE-358-3
Prom Stickers : MAV

- TRIVIA -

The order of the stages is a bit different from the Japanese release:

Original Japanese order:
1 - Combat Field
2 - Strange Football
3 - Ghost Town
4 - Aliens World
5 - Space Station

Nitro Ball order:
1 - Strange Football
2 - Combat Field
3 - Ghost Town
4 - Aliens World
5 - Space Station

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1854&o=2

$end


$amigaocs_flop=nitrobc,
$bio

Nitro Boost Challenge (c) 1989 Codemasters Software Company, Limited., The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74636&o=2

$end


$info=ngndshkr,
$bio

Nitro Ground Shaker (c) 1980 Bally.

- TECHNICAL -

Bally MPU AS-2518-35
Model Number : 1154

Main CPU : M6800 (@ 475 KHz)
Sound CPU : M6802 (@ 895 KHz)
Sound chips : General Instrument AY8910 (@ 895 KHz)

- TRIVIA -

Released in January 1980. 7,950 units were produced.

The development of the game took 19 months (started in May 78).

- STAFF -

Design by : George Christian
Art by : Dave Christensen

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5514&o=2

$end


$snes=nitropnk,
$bio

Nitropunks - Might Heads [Model SHVC-NP] (c) 1993 Irem Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61886&o=2

$end


$gameboy=nivbible,
$bio

NIV Bible & the 20 Lost Levels of Joshua (c) 1996 Wisdom Tree

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66555&o=2

$end


$amigaocs_flop=nobuddie,
$bio

No Buddies Land (c) 199? Expose

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74637&o=2

$end


$megadriv=noescape,
$bio

No Escape (c) 1994 Psygnosis

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57328&o=2

$end


$snes=noescape,
$bio

No Escape (c) 1994 Sony Imagesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63351&o=2

$end


$a2600=noescape,noescapee,
$bio

No Escape! (c) 1982 Imagic

Throw stones at the Temple roof so that sacred bricks fall on the Furies. If a stone strikes a Fury, the Fury multiplies!
Avoid the Furies fire and falling bricks or Jason will lose a life.
Keep an eye on Jason's lifeline when it turns black, the game ends!
Destroy all the Furies, then move into the next Temple.

GAME VARIATIONS

1-PLAYER GAMES
Games 1, 3, 5, and 7 pit Jason against progressively more difficult waves of Furies the higher the game number, the greater the challenge! As wave after wave of Furies attack, they become increasingly devious. Some chase Jason's stones so that they can multiply. Others sense Jason's presence, tipped off by every stone he throws. The more stones Jason flings, the more accurate the Furies' shots become! This hero has his work cut out for him!

2-PLAYER GAMES
Games 2, 4, 6, and 8 make you match withs with more than frantic Furies!
Each Player:
- Takes on similar waves of Furies
- Has own Lifeline
- Registers an independent score
-- left player's Lifeline and Score: Gold
-- right player's Lifeline and Score: Blue
- Play alternates between players at the end of each wave.
- If both players survive the assault, they proceed to the next wave.
- Should one player lose all of Jason's lives, the other continues on to the succeeding wave of Furies.
- Both players' scores show at games end, keyed to Lifeline/Score color.

- TECHNICAL -

Model IA3312

- SCORING -

Earn 2 points for each Fury you destroy.
Earn 5 points for each brick left untouched in the Temple roof.
Players who make every shot count can also earn BONUS POINTS. Bonus points are automatically calculated for you at the end of each wave if Jason survives!

Here's how it works:
If every stone Jason throws in waves 1 and 2 loosens a brick and destroys a Fury, you'll earn 99 points over and above the 5 points you've scored for each brick that remains in the Temple roof.
As NO ESCAPE! increases in difficulty, so do your bonus point awards!

- STAFF -

Programmer: Michael Greene
Screen graphics assisted by:  Michael Becker, Wilfredo Aguilar

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50747&o=2

$end


$amigaocs_flop=noexcuse,
$bio

No Excuses (c) 1988 Arcana

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74638&o=2

$end


$amigaocs_flop=noexit,
$bio

No Exit (c) 1990 Tomahawk

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74639&o=2

$end


$info=nf_23x,nf_20,nf_22,nf_23,nf_23f,nf_10,
$bio

No Fear - Dangerous Sports (c) 1995 Williams Electronics Games, Incorporated.

- TECHNICAL -

Williams WPC-Security
Model Number : 50025

Main CPU : Motorola M6809 (@ 2 Mhz)
Sound CPU : ADSP2105 (@ 10 Mhz)
Sound Chips : DMA-driven DAC

- TRIVIA -

Released in May 1995.

Features appearances by motocross racer Jeremy McGrath, NASCAR racer Robbie Gordon, skier Glenn Plake, water skier Sammy Duvall, and mountain climber Dan Osman (1963-1998).

4,540 units were produced.

- UPDATES -

REVISION 0.8
Date: April 17, 1995
- This is the release of software for production of sample games.

REVISION 1.0
Date : May 3, 1995
- This is the release of software for production.
- Added German translations.
- Fixed a bug in the drop target updater which would allow the drop target to stay in the 'wrong' state if it was told to change while it was already busy trying to change.
- Changed track feature to allow laps during the grace period of nascar - the most obvious result of this is that the nascar lamps will be properly updated at the end of NASCAR mode.
- Drop target now only makes a sound effect when it is dropped by the player.
- Added adjustment ofr attract mode sounds and speech.
- Added broken switch logic for right ramp, underground lockup, right/left loop switches and right return lane.
- Trough test now makes sure the drop target is down at the beginning of the test.
- Added two score fonts to the system to accomodate a 10 billion single player score and a 10 billion multi-player 'player up' score.
- Increased flipper Skill Shot to 50 million.
- Fixed 'match' text to fit on screen.
- Added a bunch of lamp, display and sound effects.
- Ball search is now held off during video mode.
- Fixed up the auto-plunger to correctly check game over conditions.

REVISION 1.1
Date : May 15, 1995
- Added French translations.
- Changed the default adjustment for Raceway Start to AUTO.
- Change the default Raceway Holdover Difficulty to HARD.
- Changed the auto-percentage of Raceways to start with 2 lit instead of 3 by default.
- Implemented the 'dice match' feature. Added an adjustment to use the old match display.
- Fixed a glitch in the multiball start display.

Version 2.0
Date : June 8, 1995
- The game now checks the ramp magnet optos to see if any are stuck closed at initialization. If so, they are considered to be disabled until the next powerup (or test mode) that sees them un-stuck.
- Added user report messages for stuck and disabled magnet optos. Changed broken switch logic on drop target to make sure that it does not try to change the position of the drop target unnecessarily; thus allowing the player to get to the shot behind it more easily. This then allows locks to be lit much easier when the drop target is broken.

REVISION 2.2
Date : September 14, 1995
- Fixed a bug where the state of the errors for the optos being stuck and the drop target being flakey were not being cleared at factory reset, so the user could get erroneous errors randomly, based on the state of the CMOS RAM before the reset.
- Fixed a bug in the user-error report where line 2 of of the error message was not being cleared properly. This would cause messages such as 'check drop target, not set' instead of just having 'check drop target'.
- Added logic to watch the drop target for 15 games to make sure that is is lighting locks. Gives a message if 15 games go by without a lock.
- Corrected the updating of the buy-in button lamp to make sure it is updated whenever credits are added. Before, it would not start blinking until the player had put in MORE than the required credits for buying in.
- Allowed the buy-in button to enter initials during the high score to date entry screen.

REVISION 2.3
Date : September 14, 1995
- Improved the ball search logic to better compensate for a broken switch at the right popper.
- Changed the Skill Shot choice to start after the plunge, not before. This keeps the choice from being available until the ball actually arrives at the shooter.
- Fixed a bug where choosing LOCK from the skill shot would remove the 3rd lit lock if the player already had it lit.
- Fixed score histogram labels.

- TIPS AND TRICKS -

During Attract mode, press the following sequence : 
Message : B, 8L, 1R, 5L, 1R, 5L, 1R, 6L, 2R

Achieve a high score and enter the initials MOO, the skull will now say 'moo' after your credit award.

Press and hold the Extra Ball button at the beginning of Air Challenge and hit the Skydive when it´s still at 25M. You are now awarded 50M and a MK3 hint.

- STAFF -

Concept and Direction : Steve Ritchie (SSR)
Designers : Steve Ritchie, Greg Freres (ZAP), Matt Coriale (MAT), Dwight Sullivan (XAQ)
Co-Designers : Pete Piotrowski (PJP), Scott Slomiany
Artwork : Greg Freres
Software : Matt Coriale
Effects : Dwight Sullivan
Dots/Animation : Scott Slomiany, Adam Rhine, Brian Morris
Mechanics : Carl Biagi
Music : Dan Forden (DAN), Vince Pontarelli
Sounds and Speech : Dan Forden
Fearless Support : Butch Ortega, Jose Delgado, Paul Barker, Tom Kopera, Pat McMahon (Pat McWoman), George Gomez, Louis Toy, Chris Ritchie, Jerry Pinsler, Lyman F. Sheats Jr. (LFS), Karen Trybula, Elaine Johnson, Kent Pemberton, Wally Roeder, Peter Perry, Bill Thompson, Jim Shird, Chuck Bleich, Ramesh Pankajakshan, Fergie, Daniel Goggins, M.E.L. Crew, Jim Tansey, Doug Barnett
Special Thanks : Ted Estes (TEX) (TED), Bill Grupp, Larry DeMar (LED), Tom Kopera, George Gomez, Roger Sharpe, Christa Woss, Joe Dillon, Michael Gottlieb, Darren Walker, Steve Kordek, Matt Booty, Tom Cahill, Jim Greene, Joanne Faux, Charmaine Pitchford, Neil Nicastro, Ken Fedesna, Wally Smolucha, Jim Patla, Chris Ritchie
Extra Special Thanks : Diana Ritchie, Stephanie Coriale, Andi Freres, Anna Sullivan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5316&o=2

$end


$gbcolor=nofear,
$bio

No Fear - Downhill Mountain Biking [Model CGB-BKFP-EUR] (c) 2001 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68471&o=2

$end


$msx2_flop=nofuss,
$bio

No Fuss (c) 1991 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101890&o=2

$end


$info=ngg_13,ngg_p06,ngg_10,
$bio

No Good Gofers (c) 1997 Williams Electronics Games, Incorporated.

- TECHNICAL -

Williams WPC-95

Main CPU : Motorola M6809 (@ 2 MHz)
Sound CPU : ADSP2105 (@ 10 MHz)
Sound chip : DMA-driven DAC

- TRIVIA -

No Good Gofers was released in December 1997.

The red button is held by Buzz on the backglass.

- UPDATES -

Game ROM G11 Revision 1.0 (changes since prototype 0.5)
Date : December 1, 1997
- This is the release of software for production.
- Added German, French and Spanish translations
- Fixed german default pricing
- Fixed broken Time per Credit bookkeeping entry.
- Tournament mode rules adjusted.
- Many new lamp and display improvements.
- Improved broken switch and gofer compensation.
- Some speech improvements.
- Added Gofer test and Ordered Lamp test
- Added Hole-in-One and Daily Champions
- Fixed bug in Super Drive.
- Added difficulty preset adjustments
- Fixed ramp count bug on 5th multiball wave.
- Fixed a bug that prevented Hole in One challenge from starting off a true hole-in-one.
- More support for burn-in testing

Game ROM G11 Revision 1.2
Date : February 16, 1998
- Added new adjustment A2.32 (KICK DOWN MIDDLE). This adjustment (defaults to NO) turns off the kick from the Putting Green down towards the flippers.  The kick will still happen at the start of Mulitball, but all other arrivals will be passed to the jet bumpers. Setting this to YES reverts to the original action.
- Improved switch handling for the Golf Cart toy.
- Changed rules slightly to light the Slam Ramp for one shot when a gofer is whacked.
- Changed Golf Stroke rules. Every hole starts at 7, the count drops by hitting gofer, making a drive shot, or putting out.
- Fixed a bug in status report.
- Some lamp and display glitches fixed.
- Improved kickback coil fire timing.
- Speech has been made a little more player-friendly :
From designer Louis Koziarz: In software revisions before 1.2, if you restarted a game sometimes you would get this script :
Bud : 'Welcome back!'
Buzz : 'NOW GO AWAY!'
We had a few complaints that this was a little harsh on players, so the call was removed for the 1.2 release. That's all. The 'go away' quote was also spoken sometimes in attract mode if you pressed the flippers and attract mode sound was set to ON, that was removed as well.

Game ROM G11 Revision 1.3
Date : April 6, 1998
- Improved ball search and missing ball compensation.
- Improved Hole-in-One Challenge interaction with Ripoff and Pop-A-Gofer.
- Some display and speech improvements.

- TIPS AND TRICKS -

During Attract mode, press the following sequence : 
Design Team : B, 16R, 1L, 13R, 1L, 12R, 1L
Once entered you have to wait 5 minutes until you can do it again.

- STAFF -

Concept : Pat Lawlor
Designers : Pat Lawlor, Louis Koziarz
Artwork : John Youssi
Software : Louis Koziarz
Dots/Animation : Adam Rhine
Mechanics : John Krutsch
Music and Sounds : Vince Pontarelli
Voice of Bud : Jon Hey
Voice of Buzz : Vince Pontarelli

- PORTS -

* Others :
Android (May 31, 2012, "The Pinball Arcade")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5334&o=2

$end


$info=j2nolimt,
$bio

No Limit Nudge (c) 198? MDM Leisure.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40982&o=2

$end


$mc10=nolist,
$bio

No List (c) 1987 Furr [Gary Furr]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87678&o=2

$end


$info=nomnlnd,nomnlndg,
$bio

No Man's Land (c) 1980 Universal.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 1.802666 Mhz)
Sound Chips : DAC (@ 1.802666 Mhz)

Screen orientation : Vertical
Video resolution : 192 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 8

Players : 2
Control : 8-way joystick
Buttons : 1

- TRIVIA -

Also licensed to Gottlieb.

Released in April 1980.

- SCORING -

Moving Tanks : 100 points 1st round, points added each round
Parked Tanks : 200 points 1st round, points always double moving tanks.

- TIPS AND TRICKS -

Wait in a lower corner of the screen for the moving tanks to come towards you, then run around the tanks and shoot the parked tanks behind the river. Points are doubled, plus doing the manouver successfully gives you a few seconds of free shots at the sitting tanks.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1856&o=2

$end


$gba=nonopuzl,
$bio

No No No Puzzle Chailien [Model AGB-BKRJ-JPN] (c) 2005 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72050&o=2

$end


$gba=norules,
$bio

No Rules - Get Phat [Model AGB-AGPE-USA] (c) 2001 TDK Mediactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72051&o=2

$end


$amigaocs_flop=no2prize,no2prizea,
$bio

No Second Prize (c) 1992 Thalion

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74640&o=2

$end


$astrocde=nodie,
$bio

No-Die! (c) 1984 Astrocade, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86817&o=2

$end


$pcecd=noriko,
$bio

No-Ri-Ko (c) 1988 Hudson Soft.

The games starts with an invitation to one of her live concert. The player, the Lucky Boy as called in the game, will take a day out and probably end up on a date with the young and cute singer. On screen choices gets him to slightly orient the story and the series of events. Any step in the wrong direction will end in an unfair Game Over. At the end of the (long) concert, Lucky Boy finds his way to Noriko's lounge and she agrees to go on a date with him. He will then be up to him to find the best location to go to, take pictures and have fun. Things will carry on in the evening and may even end up in Noriko's apartment when the two kids will play intense games of Paper, Rock and Scissors.

- TECHNICAL -

Game ID: HCD8001

- TRIVIA -

Released on December 04, 1988 in Japan for 4980 Yen. No-Ri-Ko was the first CD-ROM ever released for the PC Engine system.

No-Ri-Ko features the Japanese singer pop singer Noriko Ogawa, who was just 15 years back in 1988.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58305&o=2

$end


$x68k_flop=noah,
$bio

Noah (c) 1992 MNM Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87941&o=2

$end


$info=noahsark,
$bio

Noah's Ark (c) 1983 Enter-Tech.

The player controls Noah who must direct as many pairs of animals into his Ark as possible before the rising waters swallow them up. There's a minimum number of animals that must be saved.

- TECHNICAL -

Main CPU : MOS Technology M6502 (@ 2 Mhz)
Sound Chips : General Instrument AY8910 (@ 2 Mhz)

Screen orientation : Vertical
Video resolution : 224 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 256

Players : 1
Control : 8-way Joystick
Buttons : 1

- TRIVIA -

Noah's Ark was the third in the line of Moppet Video games developed by Enter-Tech, Ltd. It came after 'Desert Race' and was not a simple re-skinning. 

Noah's Ark was a larger game and made greater use of the hardware resources of the platform.

- STAFF -

Lead Programmer: Paul Walters
Programmers: George Hefner, Rick Harris, Andre Teague
Graphics Designer: Barb Ultis
Storyline by: Robert Hambleton

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4478&o=2

$end


$cdi=noahsark,
$bio

Noah's Ark (c) 1992 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53014&o=2

$end


$nes=noah,
$bio

Noah's Ark (c) 1992 Konami Co., Ltd

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55405&o=2

$end


$amigaocs_flop=nobby,
$bio

Nobby the Aardvark (c) 199? Thalamus

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74641&o=2

$end


$x68k_flop=noblemnd,
$bio

Noble Mind (c) 1991 Brother Kougyou [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87942&o=2

$end


$info=nob,
$bio

Noboranka (c) 1986 Data East Corp.

This game is a vertical scrolling shoot 'em up where the player controls a character that has to climb a tree and shoot bug-like enemies. The story is that the princess has been kidnapped by the villains of the Insect World, and Zippy Bug has to rescue her. After shooting the enemies, they drop fruits that the player can collect for extra points, and skulls that are deadly if touched. The player is able to fly for a short time, and every time this is done, one of the letters from the 'I Love You' at the bottom of the screen is used up. The letters regenerate over a small period of time. There are also other items, such as the key, which surrounds the player in a bubble and makes him invulnerable to 1 hit. Another item is a ring which seems to instantly replenish all of the used up 'I Love You' letters. One other item is the hammer, which allows the player to wipe out all the enemies off the screen. There is a boss at the end of each level.

- TECHNICAL -

Runs on the Sega "System 1" hardware.

Players: 2
Control: 8-way joystick
Buttons: 2

- TRIVIA -

Noboranka was released in October 1986.

Data East licensed the game from Coreland for distribution in the U.S. Back in the early to mid 80's, Coreland and Sega collaborated on many games. For some reason, it didn't seem like Sega was interested in licensing this game from Coreland even though it had already been ready for manufacture on the System 1 Hardware. Obviously, Data East was interested, they indirectly licensed the System 1 Hardware that this game uses from Sega, even though it would be another 9 years before they would finally license hardware from Sega, for games they created. This seems to be the one and only game that Coreland sold to Data East.

Noboranka was one of the rarest game developed by coreland. Others are "119" and "bepop".

This game is known as "Zippy Bug" outside Japan.

A bootleg of the game was made by Game Electronics.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1857&o=2

$end


$info=nobb,
$bio

Noboranka (c) 1986 Game Electronics.

Bootleg version of the Data East original.

- TECHNICAL -

Runs on the Sega "System 1" hardware.

- TRIVIA -

Released in October 1986.

A Bootleg version exists, It doesn't use the original "I8751 CPU" for MCU (Micro co-Proceser Unit).

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=35181&o=2

$end


$msx2_flop=nobucho,
$bio

Nobuchou no Yaboyou Zenkokuban (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101891&o=2

$end


$gba=nobuibun,
$bio

Nobunaga Ibun [Model AGB-ANOJ-JPN] (c) 2002 Global A Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72053&o=2

$end


$pc98=nobunaga,
$bio

Nobunaga no Yabou (c) 1983 Koei Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90241&o=2

$end


$pc8801_flop=nobunaga,
$bio

Nobunaga no Yabou (c) 1983 Koei Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92511&o=2

$end


$fm7_cass=nobunaga,
$bio

Nobunaga no Yabou (c) 1983 Koei Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93771&o=2

$end


$msx2_flop=nobunaga,
$bio

Nobunaga no Yabou (c) 1986 Koei Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101892&o=2

$end


$x1_flop=nobunaga,
$bio

Nobunaga no Yabou (c) 1987 Koei Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86073&o=2

$end


$x1_cass=nobunaga,
$bio

Nobunaga no Yabou (c) 198? Koei Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86255&o=2

$end


$pc8801_flop=nobubufu,nobubufua,
$bio

Nobunaga no Yabou - Bushou Fuunroku (c) 1990 Koei Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92512&o=2

$end


$x68k_flop=nobubufu,
$bio

Nobunaga no Yabou - Bushou Fuunroku (c) 1991 Koei Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87943&o=2

$end


$pc98=nobubufu,
$bio

Nobunaga no Yabou - Bushou Fuunroku (c) 1991 Koei Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90242&o=2

$end


$msx2_cart=nobubufu,
$bio

Nobunaga no Yabou - Bushou Fuuunroku (c) 1991 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51345&o=2

$end


$nes=nobubufu,
$bio

Nobunaga no Yabou - Bushou Fuuunroku (c) 1991 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54462&o=2

$end


$megadriv=nobubufu,
$bio

Nobunaga no Yabou - Bushou Fuuunroku (c) 1991 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56732&o=2

$end


$msx2_flop=nobubufu,nobubufua,
$bio

Nobunaga no Yabou - Bushou Fuuunroku (c) 1991 Koei Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101893&o=2

$end


$pcecd=nobubufu,
$bio

Nobunaga no Yabou - Bushou Fuuunroku (c) 1993 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58306&o=2

$end


$gbcolor=nobugb2,
$bio

Nobunaga no Yabou - Game Boy Ban 2 [Model DMG-AGYJ-JPN] (c) 1999 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68472&o=2

$end


$gameboy=nobugb,
$bio

Nobunaga no Yabou - Game Boy Ban [Model DMG-NYJ] (c) 1990 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66606&o=2

$end


$pc98=nobuhao,nobuhaoa,
$bio

Nobunaga no Yabou - Haouden (c) 1992 Koei Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90243&o=2

$end


$x68k_flop=nobuhao,
$bio

Nobunaga no Yabou - Haouden (c) 1993 Koei Co., Ltd.

- TRIVIA -

Released on Apr 02, 1993 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87944&o=2

$end


$megadriv=nobuhao,
$bio

Nobunaga no Yabou - Haouden (c) 1994 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56733&o=2

$end


$pc98=nobuhaopk,
$bio

Nobunaga no Yabou - Haouden Power Up Kit (c) 1993 Koei Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90244&o=2

$end


$snes=nobuhao1,nobuhao,
$bio

Nobunaga no Yabou - Haouden (c) 1993 Koei

- TECHNICAL -

Game ID: SHVC-NK

- TRIVIA -

Released on December 09, 1993 in Japan.

- STAFF -

Production: Youichi Erikawa (a Kou Shibusawa production)
Music Composer: Yoko Kanno

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61887&o=2

$end


$megacd,megacdj=nobuhao,
$bio

Nobunaga no Yabou - Haouden [Model T-76024] (c) 1994 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60540&o=2

$end


$psx=nobunaga,
$bio

Nobunaga no Yabou - Reppuuden [Model SLPM-86300] (c) 1999 Koei Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85483&o=2

$end


$pc8801_flop=nobuseng,nobusengb,nobusenga,
$bio

Nobunaga no Yabou - Sengoku Gunyuuden (c) 1988 Koei Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92513&o=2

$end


$msx2_cart=nobuseng,
$bio

Nobunaga no Yabou - Sengoku Gunyuuden (c) 1989 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51346&o=2

$end


$x1_flop=nobuseng,
$bio

Nobunaga no Yabou - Sengoku Gunyuuden (c) 1989 Koei Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86074&o=2

$end


$x68k_flop=nobuseng,
$bio

Nobunaga no Yabou - Sengoku Gunyuuden (c) 1989 Koei Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87945&o=2

$end


$pc98=nobuseng,
$bio

Nobunaga no Yabou - Sengoku Gunyuuden (c) 1989 Koei Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90245&o=2

$end


$msx2_flop=nobuseng,nobunag6,
$bio

Nobunaga no Yabou - Sengoku Gunyuuden (c) 1989 Koei Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101894&o=2

$end


$nes=nobuseng,
$bio

Nobunaga no Yabou - Sengoku Gunyuuden (c) 1990 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54463&o=2

$end


$saturn,sat_cart=nobusg,nobusga,
$bio

Nobunaga no Yabou - Sengoku Gunyuuden (c) 1998 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59471&o=2

$end


$pc98=nobutens,
$bio

Nobunaga no Yabou - Tenshouki (c) 1994 Koei Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90246&o=2

$end


$pc98=nobutenspk,
$bio

Nobunaga no Yabou - Tenshouki Power Up Kit (c) 1995 Koei Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90247&o=2

$end


$snes=nobutens,
$bio

Nobunaga no Yabou - Tenshouki [Model SHVC-AN6J-JPN] (c) 1996 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61888&o=2

$end


$pc8801_flop=nobuzenk,
$bio

Nobunaga no Yabou - Zenkokuban (c) 1986 Koei Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92514&o=2

$end


$msx2_cart=nobuzenk
$bio

Nobunaga no Yabou - Zenkokuban (c) 1987 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51347&o=2

$end


$msx1_cart=nobuzenk,
$bio

Nobunaga no Yabou - Zenkokuban (c) 1987 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52720&o=2

$end


$x1_flop=nobuzenk,
$bio

Nobunaga no Yabou - Zenkokuban (c) 1987 Koei Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86075&o=2

$end


$pc98=nobuzenk,
$bio

Nobunaga no Yabou - Zenkokuban (c) 1987 Koei Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90248&o=2

$end


$msx2_flop=nobuzenk,nobuzenkb,nobuzenka,
$bio

Nobunaga no Yabou - Zenkokuban (c) 1987 Koei Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101895&o=2

$end


$nes=nobuzenk,nobuzenka,
$bio

Nobunaga no Yabou - Zenkokuban (c) 1988 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54464&o=2

$end


$x68k_flop=nobuzenk,
$bio

Nobunaga no Yabou - Zenkokuban (c) 1988 Koei Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87946&o=2

$end


$megadriv=nobuzenk,
$bio

Nobunaga no Yabou - Zenkokuban (c) 1993 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56734&o=2

$end


$pcecd=nobuzenk,
$bio

Nobunaga no Yabou - Zenkokuban (c) 1993 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58307&o=2

$end


$fm77av=nobuzenk,
$bio

Nobunaga no Yabou - Zenkokuban [Model FUKN19002] (c) 1987 Koei Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93855&o=2

$end


$wswan=nobunaga,
$bio

Nobunaga no Yabou for WonderSwan [Model SWJ-KEX001] (c) 1999 Koei Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86366&o=2

$end


$saturn,sat_cart=noburet,nobureta,
$bio

Nobunaga no Yabou Returns (c) 1996 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59472&o=2

$end


$saturn,sat_cart=nobushou,
$bio

Nobunaga no Yabou Shouseiroku (c) 1998 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59473&o=2

$end


$saturn,sat_cart=nobutens,nobutensa,
$bio

Nobunaga no Yabou Tenshouki (c) 1995 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59474&o=2

$end


$saturn,sat_cart=nobutenshib,
$bio

Nobunaga no Yabou Tenshouki Hibaihin (c) 1995 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59475&o=2

$end


$saturn,sat_cart=nobutenspu,
$bio

Nobunaga no Yabou Tenshouki with Power-Up Kit (c) 1997 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59476&o=2

$end


$gba=nobuyabu,
$bio

Nobunaga no Yabou [Model AGB-ANBJ-JPN] (c) 2001 Koei Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72054&o=2

$end


$nes=nobuamb,
$bio

Nobunaga's Ambition (c) 1989 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55406&o=2

$end


$megadriv=nobuamb,
$bio

Nobunaga's Ambition (c) 1993 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57329&o=2

$end


$snes=nobuamb,
$bio

Nobunaga's Ambition (c) 1993 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63352&o=2

$end


$snes=nobuldrk,
$bio

Nobunaga's Ambition - Lord of Darkness (c) 1994 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63353&o=2

$end


$nes=nobuamb2,
$bio

Nobunaga's Ambition II (c) 1991 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55407&o=2

$end


$gameboy=nobuamb,
$bio

Nobunaga's Ambition [Model DMG-NY-USA] (c) 1991 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66607&o=2

$end


$bbca_cass,bbcb_cass=nocabloc,
$bio

Noc-A-Bloc (c) 1983 Virgin Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52168&o=2

$end


$cpc_cass=nocturne,
$bio

Nocturne (c) 1986 Alpha-Omega Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98426&o=2

$end


$info=m4nod,
$bio

Nod and a Wink (c) 199? Eurotek.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42378&o=2

$end


$gba=noddyu,
$bio

Noddy - A Day in Toyland [Model AGB-BNKE-USA] (c) 2006 Game Factory, The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72056&o=2

$end


$gba=noddy,
$bio

Noddy - A Day in Toyland [Model AGB-BNKP] (c) 2006 Game Factory, The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72055&o=2

$end


$gbcolor=noddy,
$bio

Noddy and the Birthday Party [Model CGB-AZEP-UKV] (c) 2000 BBC Worldwide, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68473&o=2

$end


$amigaocs_flop=noddypt,
$bio

Noddy's Playtime (c) 1992 Jumping Bean Company, The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74642&o=2

$end


$cpc_cass=yesod,
$bio

Nodes of Yesod (c) 1986 Odin Computer Graphics

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98427&o=2

$end


$info=m1nhp,m1nhpa,m1nhpb,m1nhpc,m1nhpd,m1nhpe,m1nhpf,m1nhpg,m1nhph,m1nhpi,m1nhpj,m1nhpk,m1nhpl,m1nhpm,
$bio

Noel's House Party (c) 199? Maygay.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15491&o=2

$end


$psx=noel3mis,
$bio

NOëL 3 - Mission on the Line (c) 1999 Pioneer LDC, Inc.

- TECHNICAL -

Model SLPS-01895~7

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85486&o=2

$end


$saturn,sat_cart=noel3,
$bio

NOëL 3 Special Edition (c) 1998 Pioneer LDC, Inc.

- TECHNICAL -

Model T-22205G

- TRIVIA -

Released on December 10, 1998 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59479&o=2

$end


$saturn,sat_cart=noel3tai,
$bio

NOëL 3 (c) 1998 Pioneer LDC

- TECHNICAL -

Game ID: T-22206G

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59480&o=2

$end


$info=noki3310,
$bio

Nokia 3310 (c) 2000 Nokia.

The Nokia 3310 is a GSM mobile phone.

- TRIVIA -

It was announced on September 1, 2000, and released in the fourth quarter of the year, replacing the popular Nokia 3210. The phone sold extremely well, being one of the most successful phones with 126 million units sold worldwide.

The 3310 was developed at the Copenhagen Nokia site in Denmark.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100769&o=2

$end


$snes=nolanbb,
$bio

Nolan Ryan's Baseball (c) 1992 Romstar, Incorporated. [USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63354&o=2

$end


$pc98=noltia,
$bio

Noltia (c) 1993 Flat [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90249&o=2

$end


$snes=nomark,
$bio

Nomark Baku Haitou - Shijou Saikyou no Janshi-tachi [Model SHVC-AAPJ-JPN] (c) 1995 Angel [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61889&o=2

$end


$gamegear=nomowsb,
$bio

Nomo's World Series Baseball [Model G-3442] (c) 1995 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64745&o=2

$end


$mc10=noncomp,
$bio

Non-Comprehensive Test (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87679&o=2

$end


$msx1_cass=nonamed,nonamedb,nonameda,
$bio

Nonamed (c) 1986 Dinamic Software [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94875&o=2

$end


$cpc_cass=nonameds,
$bio

Nonamed (c) 1986 Dinamic Soft. [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98428&o=2

$end


$cpc_cass=nonamed,
$bio

Nonamed (c) 1986 Mastertronic, Ltd. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98429&o=2

$end


$pc98=nonomura,
$bio

Nonomura Byouin no Hitobito (c) 1994 Silky's [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90250&o=2

$end


$saturn,sat_cart=nonomura,nonomurab,nonomuraa,
$bio

Nonomura Byouin no Hitobito (c) 1996 Elf

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59477&o=2

$end


$gameboy=kurukuru,
$bio

Nontan to Issho - Kurukuru Puzzle [Model DMG-V5J] (c) 1994 Victor Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66608&o=2

$end


$snes=nontan,
$bio

Nontan to Issho - Kurukuru Puzzle [Model SHVC-99] (c) 1994 Victor Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61890&o=2

$end


$pico=nontanis,
$bio

Nontan to Issho Waiwai Nihon (c) 1996 Imagineer Co., Ltd.

- TECHNICAL -

Game ID: T-150120

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96318&o=2

$end


$cpc_cass=nonterra,
$bio

Nonterraqueous [Model IA 0078] (c) 1985 Mastertronic, Ltd. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98430&o=2

$end


$gameboy=noobow,
$bio

Noobow [Model DMG-NWJ] (c) 1992 Irem Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66609&o=2

$end


$pc98=nooch,
$bio

Nooch - Abakareta Inbou (c) 1992 Bonbee Bonbon! [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90251&o=2

$end


$pc98=nooch2,
$bio

Nooch II - Remy no Gyakushuu (c) 1993 Bonbee Bonbon! [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90252&o=2

$end


$pc98=nooch3,
$bio

Nooch III - Saigo no Seisen (c) 1994 Bonbee Bonbon! [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90253&o=2

$end


$saturn,sat_cart=noon,
$bio

Noon (c) 1998 Micro Cabin Co.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59478&o=2

$end


$pc8801_flop=nopsoftw,
$bio

Nop Software (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92515&o=2

$end


$info=norautdx,
$bio

Noraut Deluxe Poker (c) 198? Video Fun Games, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32550&o=2

$end


$info=noraut3a,noraut3b,norautjo,norautpl,
$bio

Noraut Joker Poker (c) 1988 Noraut, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32408&o=2

$end


$info=norautp,norautpn,norautjp,norautu,
$bio

Noraut Poker (c) 1988 Noraut, Limited.

- TECHNICAL -

Width : 525mm
Depth : 640mm
Height : 1550mm

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=30699&o=2

$end


$info=norautrh,norautra,
$bio

Noraut Red Hot Joker Poker (c) 1988 Noraut, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32407&o=2

$end


$amigaocs_flop=nordbert,
$bio

Nord and Bert Couldn't Make Head or Tail of It (c) 1987 Infocom

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74643&o=2

$end


$x68k_flop=norikotb,
$bio

Noriko Tobimasu (c) 1989 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88482&o=2

$end


$pico=gogonori,
$bio

Norimono Studio - Go Go! Noristar Asobi Maccho [Model T-226070] (c) 1994 Shogakukan Production

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75740&o=2

$end


$info=ss1177,ss1178,
$bio

Normal Bar & Cherry symbols [5-Payline] (c) 199? IGT [International Game Technologies].

- UPDATES -

SS1177
SS1178

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46352&o=2

$end


$info=ss1154,ss1480,ss1155,ss1157,ss1156,ss3854,
$bio

Normal Bar & Cherry symbols (c) 199? IGT [International Game Technologies].

3-Payline slot.

- TECHNICAL -

Model 06B

- UPDATES -

SS1154
SS1480
SS1155
SS1157
SS1156
SS3854

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46343&o=2

$end


$info=ss1259,
$bio

Normal Bar (c) 199? IGT [International Game Technologies].

5-Coin Multiplier slot.

- UPDATES -

SS1259

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46329&o=2

$end


$pc8801_flop=normandy,
$bio

Normandy Joriku Sakusen (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92516&o=2

$end


$saturn,sat_cart=lostvik2u,
$bio

Norse by Norsewest - The Return of The Lost Vikings [Model T-12522H] (c) 1997 Interplay

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60107&o=2

$end


$msx1_cart=norseman,
$bio

Norseman (c) 1984 Electric Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77315&o=2

$end


$odyssey2,g7400=norseman,
$bio

Norseman (c) 198? GST Video.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95766&o=2

$end


$amigaocs_flop=northns,
$bio

North & South (c) 1989 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74644&o=2

$end


$amigaocs_flop=northnsu,
$bio

North & South (c) 1989 Data East Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74646&o=2

$end


$nes=northnsu,
$bio

North & South (c) 1990 Kemco

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55409&o=2

$end


$msx1_cass=northns,
$bio

North & South (c) 1991 Infogrames Interactive, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94876&o=2

$end


$nes=northns,
$bio

North & South (c) 1992 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55408&o=2

$end


$cpc_cass=northns,
$bio

North & South - Les Tuniques Bleues (c) 1990 Infogrames Interactive, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98431&o=2

$end


$nes=northnsj,
$bio

North & South - Wakuwaku Nanboku Sensou (c) 1990 Kemco

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54465&o=2

$end


$amigaocs_flop=northnsa,
$bio

North & South [Le Temps des Héros] (c) 1989 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74645&o=2

$end


$cpc_cass=northns,
$bio

North & South [Model AM 1147] (c) 1991 Erbe Soft. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98432&o=2

$end


$msx1_cass=bullion,
$bio

North Sea Bullion Adventure (c) 1985 Kuma Computers, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94877&o=2

$end


$msx1_cass=nseaheli,
$bio

North Sea Helicopter (c) 1987 Aackosoft [Netherlands]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94878&o=2

$end


$cpc_cass=northstr,
$bio

North Star (c) 1988 Gremlin Graphics Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98433&o=2

$end


$pc98=nortonut,
$bio

Norton Utilities (c) 19?? Symantec [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90254&o=2

$end


$gba=overhedgf,
$bio

Nos Voisins les Hommes (c) 2006 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72057&o=2

$end


$cpc_cass=nosferat,
$bio

Nosferatu the Vampyre (c) 1986 Piranha

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98436&o=2

$end


$snes=nosferatj,
$bio

??????? (c) 1994 Seta Company, Limited.
(Nosferatu)

Norferatu is a creepy side-scrolling action game by Seta and features many kind of blood feeding vampires and other werewolf monsters. The player takes control of Kyle who is determined to rescue his beloved girlfriend Erin from the hands of the evil vampire Nosferatu. Everything starts inside a dark and humid cell and our character has to escape and embark on a long journey that will take him to vampire's forbidden castle. Thankfully, a passageway hidden in the ground allows him to run away... but not very far and he quickly encounters his first enemy in a shape of a slow zombie-like humanoid monster. The game features countless traps, puzzles to solve and a great deal of monsters to defeat. Kyle starts off the game with only the ability to punch his enemies. However, special red crystals can be collected on the way (often after defeating enemies) and can upgrade his abilities and later trigger powerful combos and other kick attacks. Other crystals can also be found and have different powers - green ones, usually hidden inside chests, give him some health back whereas blue crystals extent his maximum life. Kile can run, jump, grab onto ledges or slide through tiny gaps in the ground. Norferatu features six vast non-linear and time limited areas with mini-bosses and a tougher and nastier boss waiting at the end of each one of them. The game offers infinite continues but no saving option.

- TECHNICAL -

Cartridge ID: SHVC-NS

- TRIVIA -

Released on October 07, 1994 in Japan.

Export releases;
[US] "Nosferatu [Model SNS-NS-USA]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61891&o=2

$end


$snes=nosferat,
$bio

Nosferatu (c) 1995 Seta Company, Limited.

North American release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Nosferatu [Model SHVC-NS]".

- TECHNICAL -

Cartridge ID: SNS-NS-USA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63355&o=2

$end


$msx2_flop=nosh,noshprod,
$bio

Nosh (c) 1992 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101896&o=2

$end


$x68k_flop=nost1907,
$bio

Nostalgia 1907 (c) 1991 Brother Kougyou [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87947&o=2

$end


$pc98=nostalgi,
$bio

Nostalgia 1907 (c) 1991 Sur De Wave [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90255&o=2

$end


$megacd,megacdj=nost1907,
$bio

Nostalgia 1907 [Model T-77014] (c) 1991 Takeru

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60541&o=2

$end


$info=nost,nostj,nostk,
$bio

Nostradamus (c) 1993 Face Company, Limited.

A great vertical scrolling shooter.

On July 1999, a nuclear catastrophe succumbed the planet earth in a absolute destruction and darkness, countries are underwater and ruined, only a few survivors have resisted the undermining and collapse of the humanity, two brave pilots will have the task of saving and defend the rest of world and help to rise from the ashes all the civilization.

Players control one of the two aircraft piloted by a male pilot named 'Dalas' and a female pilot named 'Joanna' and must shoot down hordes of enemies and avoid his attacks while pick up 'power items' to then defeat the level boss to advance to next levels.

- TECHNICAL -

Game ID : LINDA25

Main CPU : Motorola 68000 (@ 16 Mhz), Zilog Z80 (@ 7 Mhz)
Sound Chips : Yamaha YM2610 (@ 8 Mhz)

Players : 2
Control : 8-Way Joystick
Buttons : 1
=> Shoot

- TRIVIA -

Nostradamus was released in September 1993.

Nostradamus, was a French apothecary and reputed seer who published collections of prophecies that have since become famous worldwide, known for his book Les Propheties, which appeared in 1555, since the publication of this book, which has rarely been out of print since his death, Nostradamus has attracted a following that, along with much of the popular press, credits him with predicting many major world events.

- STAFF -

Main programmer : M. Nagasawa
Enemy programmers : N. Maruyama, F. Ohtani
BG graphics designers : C. Mutsukura, H. Nasu, K. Igarashi
Obj graphics designers : N. Oikawa, K. Higeta, D. Furuuchi, H. Noma
Music composers : Mika Nozawa, Matsudaira Ako
Sound effects : A. Iwanaga
Spec & Director : K. Igarashi

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1858&o=2

$end


$cpc_cass=nopenny,
$bio

Not a Penny More, Not a Penny Less (c) 1987 Domark Group, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98440&o=2

$end


$bbca_cass,bbcb_cass=notapenn,
$bio

Not a Penny More, Not a Penny Less (c) 19?? Domark

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52169&o=2

$end


$msx2_flop=notagainnotagaina,
$bio

Not Again! (c) 1994 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101897&o=2

$end


$psx=nottreas,
$bio

Not Treasure Hunter [Model SLPS-00274] (c) 1996 Acti-Art Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85484&o=2

$end


$info=j2notexc,j2notexca,j2notexcb,
$bio

Note Exchange (c) 1988 JPM International.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15819&o=2

$end


$info=ep_noter,ep_notera,ep_noterb,ep_noterc,ep_noterd,ep_notere,
$bio

Note Runner (c) 200? Extreme Gaming.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15341&o=2

$end


$info=j2notesh,
$bio

Note Shoot (c) 198? JPM International.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40983&o=2

$end


$info=j2notspn,
$bio

Note Spinner (c) 198? Unknown.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41911&o=2

$end


$info=notetakr,
$bio

Notetaker (c) 1978 Xerox.

An early portable computer

- TRIVIA -

10 prototypes only were produced.

- STAFF -

Developed by: Adele Goldberg, Douglas Fairbairn, Larry Tesler

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103287&o=2

$end


$info=m3oxo,
$bio

Noughts 'n' Crosses (c) 198? VFS.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41193&o=2

$end


$info=takoron,
$bio

Noukone Puzzle Takoron (c) 2006 Compile.

- TECHNICAL -

Model No GDL-0042

Runs on the Sega "NAOMI GD-ROM System" hardware.

- TRIVIA -

Even if its titlescreen says 2006, Noukone Puzzle Takoron was released in February 2007 in Japan.

- PORTS -

* Consoles :
Wii (Japan, 2007) (Sharuui Takoron)
Wii (Korea, 2008) (Sharuui Takoron)
Wii (USA, 2008) (Octomania)
Wii (Europe, 2009) (Octomania)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31542&o=2

$end


$info=nouryoku,nouryokup,
$bio

Nouryoku Koujou Iinkai (c) 1995 Tecmo.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 10 Mhz)
Sound Chips : (2x) OKI6295 (@ 24.242 Khz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in March 1995.

The title of this game translates from Japanese as 'Brainpower Progress Commitee'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1859&o=2

$end


$pc8801_flop=noten2,noten2a,
$bio

Nouten Chokugeki! 2 (c) 1991 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92517&o=2

$end


$pc8801_flop=notengdn,
$bio

Nouten Chokugeki! Gaiden (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92518&o=2

$end


$x68k_flop=noutendn,
$bio

Nouten Densetsu (c) 1993 Iron Gear

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88483&o=2

$end


$cpc_cass=nouvlog1,
$bio

Nouveau Logistrad N°1 (c) 1989 Logipresse [France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98441&o=2

$end


$cpc_cass=nouvlog2,
$bio

Nouveau Logistrad N°2 (c) 1989 Logipresse [France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98442&o=2

$end


$cpc_cass=nouvlog3,
$bio

Nouveau Logistrad N°3 (c) 1989 Logipresse [France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98443&o=2

$end


$pc98=nova,
$bio

Nova (c) 1993 Cat's Pro [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90256&o=2

$end


$x68k_flop=nova,
$bio

Nova (c) 19?? Kazuki

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88484&o=2

$end


$info=nova2001,nova2001h,
$bio

Nova 2001 (c) 1983 UPL.

- TECHNICAL -

Game ID : UPL-83005

Main CPU : Zilog Z80 (@ 3 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 2 Mhz)

Screen orientation : Horizontal
Video resolution : 240 x 192 pixels
Screen refresh : 60.00 Hz
Palette Colors : 32

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in November 1983 in Japan.

- SERIES -

1. Nova 2001 (1983)
2. Ark Area (1987)

- STAFF -

Staff : Ryuichi Nishizawa (Bucha), HAL, Fukushi, Hiromi

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1860&o=2

$end


$info=nova2001u,
$bio

Nova 2001 (c) 1984 Universal USA, Inc.

North American release. Game developed in Japan by UPL. For more information please see the Japanese release entry; "Nova 2001".

- TRIVIA -

Released in March 1984 in North America.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77650&o=2

$end


$amigaocs_flop=nova9,
$bio

Nova 9 (c) 1992 Dynamix

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74647&o=2

$end


$coleco=novablst,
$bio

Nova Blast (c) 1983 Coleco Industries, Incorporated. [Amsterdam, NY, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53319&o=2

$end


$c64_cart,c64_flop=novablst,
$bio

Nova Blast (c) 1984 Imagic

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53653&o=2

$end


$intv=novablst,
$bio

Nova Blast (c) 1983 Imagic.

Pilot Nova 1 above the Capsuled Cities. Defend 4 cities in your quadrant. Use your radar to detect enemy activity. Race to protect these civilized outposts before their capsules are destroyed! Engage the enemy in galactic dogfights. Locate anti-aircraft guns and destroy them. Beam up fuel as you run low.

- TECHNICAL -

Model 720022

- STAFF -

Design/Program: Wendell Brown
Graphics Assistance: Karen Elliott
Sound: Dave Durran

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60927&o=2

$end


$psx=novastor,
$bio

Novastorm (c) 1995 Victor Interactive Software, Inc.

Japanese release. Game developed in Europe.

- TECHNICAL -

CD1 ID: SLPS-00314
CD1 ID: SLPS-00315

- TRIVIA -

Released on March 01, 1996 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85485&o=2

$end


$megacd,megacdj=novastm,novastmd,
$bio

Novastorm [Model T-113065-50] (c) 1994 Psygnosis, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60643&o=2

$end


$segacd=novastm,
$bio

Novastorm [Model T-113065] (c) 1994 Psygnosis, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60779&o=2

$end


$info=novoplay,
$bio

Novo Play Multi Card (c) 1986 Novomatic.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43921&o=2

$end


$cpc_cass=nowgame3,
$bio

Now Games 3 (c) 1986 Virgin Games, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98444&o=2

$end


$cpc_cass=nowgame4,
$bio

Now Games 4 (c) 1987 Virgin Games, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98445&o=2

$end


$info=peepshow,
$bio

Nozokimeguri Mahjong Peep Show (c) 04/1989 AC.

A mahjong game where you visit different locations to challenge others at mahjong!

- TECHNICAL -

Main CPU : Zilog Z80 (@ 5 Mhz)
Sound Chips : YM3812 (@ 2.5 Mhz), DAC (@ 2.5 Mhz)

Screen orientation : Horizontal
Video resolution : 512 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256

Player : 2
Control : mahjong keyboard

- TRIVIA -

The title of this game translates from Japanese as 'Peeping Journey'.

This game is also known as "Mahjong Focus".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1861&o=2

$end


$pc98=nozokiya,
$bio

Nozokiya Kagyo (c) 1992 T2 [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90257&o=2

$end


$ibm5150,ibm5150_cass=diagpc4i,
$bio

NRC PC4I System Diagnostics Disk (c) 198? NCR

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83669&o=2

$end


$cpc_cass=nrj1,
$bio

NRJ La Compil'Action (c) 1991 Infogrames Interactive, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98373&o=2

$end


$info=nsmpoker,
$bio

NSM Poker (c) 198? NSM.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=36333&o=2

$end


$pc8801_flop=nt32ndan,
$bio

NT-3 Kessei 2-shuunen Kinen Disk (c) 1992 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92468&o=2

$end


$pc8801_flop=nt3mus02,
$bio

NT-3 Music Disk - Flash Power (c) 1990 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92469&o=2

$end


$pc8801_flop=nt3mus07,
$bio

NT-3 Music Disk - Juvenilias (c) 1992 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92470&o=2

$end


$pc8801_flop=nt3mus09,
$bio

NT-3 Music Disk - Last Hours (c) 1994 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92471&o=2

$end


$pc8801_flop=nt3mus01,
$bio

NT-3 Music Disk - Mysterious Love Token (c) 1990 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92472&o=2

$end


$pc8801_flop=nt3mus04,
$bio

NT-3 Music Disk - Mysterious Love Token 98 (c) 1991 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92473&o=2

$end


$pc8801_flop=nt3mus10,
$bio

NT-3 Music Disk - Propensity (c) 1994 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92474&o=2

$end


$pc8801_flop=nt3mus03,
$bio

NT-3 Music Disk - So-and-So (c) 1991 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92475&o=2

$end


$pc8801_flop=nt3mus08,
$bio

NT-3 Music Disk - Yoake no Merry Go Round (c) 1993 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92476&o=2

$end


$pc8801_flop=nt3mus06,
$bio

NT-3 Music Disk - Yume no Fantasia - Normal (c) 1992 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92477&o=2

$end


$pc8801_flop=nt3mus05,
$bio

NT-3 Music Disk - Yume no Fantasia - SBII  (c) 1991 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92478&o=2

$end


$info=ntcash,
$bio

NtCash (c) 2001 Unknown.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=26058&o=2

$end


$msx1_cass=nucbowls,
$bio

Nuclear Bowls (c) 1986 Zigurat Soft [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94879&o=2

$end


$cpc_cass=nuclrdef,
$bio

Nuclear Defence [Model SOFT 06031] (c) 1986 Amsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98446&o=2

$end


$cpc_cass=nuclearh,
$bio

Nuclear Heist (c) 1986 Players Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98447&o=2

$end


$n64=nstrike,nstrikeg,nstrikeu,
$bio

Nuclear Strike 64 (c) 1999 THQ

The Cold War may be over, but that doesn't mean we can't enjoy a good old-fashioned nuclear scare.

THQ brings the sizzling Strike series to Nintendo 64, putting the fate of the world in the hands of N64 gamers. Nuclear Strike 64 was developed by Pacific Power & Light, whose unusually somber name delivers the message that they take their games seriously.

The antagonists in Nuclear Strike 64 are a maladjusted group of nuclear terrorists determined to ignite the fires of WWIII. The group is led by ex-CIA Intelligence Officer Colonel LeMonde, who has stolen a tactical nuclear device and set up camp deep within the jungles of Southeast Asia.

As a member of an international special operations unit known as the Strike Team, your mission is to seek out Colonel LeMonde and stop him before he unleashes his terror on the world. Conveniently, you're totally unrestricted by government regulations, so your tactics don't have to adhere to pesky peace treaties and other annoyances.

Far from a chopper sim, Nuclear Strike uses a third-person perspective and primarily plays as an action shooter. You'll need to demonstrate a bit of strategic genius, though, because the mission-based levels require a bit of resource management and the ability to think ahead. Sure you'll be blasting opposing forces to smithereens, but you'll also need to keep a sharp eye out for ammo, fuel and POWs.

In all there are 15 scenarios, beginning in a tropical South Seas paradise and ending in the dense jungles of Southeast Asia. The environments are impressively immense, but thankfully Pacific Power & Light Co. has simplified navigation with a waypoint compass that always indicates your orientation. Strike Team members will pilot more than 10 vehicles, including Apache helicopters, Harrier jets, hovercraft and tanks.

Visually, Nuclear Strike presents a solid package. The detailed landscapes have a unique style that successfully recreates the sensation of hovering above water and over jungle patches. Unfortunately, the powerful wind created by your helicopter blades does not affect the environments as violently as it should. On the other hand, dazzling explosions and shockwaves are extremely well done.

The N64 Expansion Pak allows you to enjoy Nuclear Strike in medium resolution, and also provides the extra memory needed to deliver an improved frame rate.

Play control is accommodating, if not perfect. The helicopters are very easy to control, since the game automatically regulates your height and makes it impossible to crash into the ground or other obstacles. The Z and R Buttons allow for left and right strafing, which is a great way to avoid enemy fire while attacking a heavily occupied area.

An automatic targeting feature takes over when you get close to enemies, but occasionally you may need to manually override it by pressing C Up. The targets are color-coded to let you know your opponent's energy status, which aids greatly in weapon selection and helps to conserve ammo.

When firing on neutral buildings that do not support the targeting feature, it's important to keep an eye on where the bullets strike the ground in order to get a feel for your range. Due to the third-person view, occasionally your view of potential targets is blocked by your own helicopter. We would have preferred a more expansive camera angle to provide a larger view of the assault areas, but as you gain experience it becomes easier to find and destroy targets.

Although Nuclear Strike 64 is missing a multiplayer mode, the single player game is deep enough to keep you in the cockpit for a fair amount of time. Three difficulty levels are available to challenge pilots who wish to play through the game more than once.

- TECHNICAL -

Game ID: NUS-NCEE-USA

- TRIVIA -

Released in December 1999 in the USA.

- STAFF -

PCP&L
President: Don Traeger
CEO: Don Traeger
Senior Engineer: Paul Hellier
Lead Progammer: Lisa Ching
Lead Artist: Jenifer Bacon
Programmer: Darian Wesolowski
Additional Programming: Cory Ondrejka, Ming Lee, Blake Brown, John Brooks, Doug Snyder
Artist: Richard Bering
Additional Art: Ken Proudfoot, Ryan Paul, Stephen Tang, Jef Shears
Lead Design: Antonio Barnes
Level Design: Richard Foge, Cormac Russell, Antonio Barnes
Executive Producer: Don Traeger
Net and Office Administration: Sarah Smith
Testing: Christoper Thornton, Shauna Ratliff
VP of Development: Dennis Harper
Art Director: Jenifer Bacon
Additional Voice Talent: John Grigsby

THQ
President: Brian J. Farrell
CEO: Brian J. Farrell
VP Producti Development: Michael Rubinelli
Chief Creative Officer: Steve Ryno
Executive Producer: Scott Krager
Director of Quality Assurance: Donn W. Nauert
Producer: Gabriel Jones
Associate Producer: Andrew Brown
Lead Tester: Erik van Rooy
Product Manager: Rachel Silverstein
Associate Product Manager: Greg Donovan
Testers: Byron Guerrero, Michael Sparks, Bobby Silver, Chris Collazo, Greg Manley, Christian Lee, James Ritchie, Gregg Nakawatase, Mike Lee, Tim Grimaud, Robert Floyd
Special Thanks: David Hoffman, Leland Mah, Jon Osborn, Bob Baummeister, Carolina Beroza, Skot Travis, John Manley, Michael Becker, Aaron McClay, Spanky Pava

Goldman Productions
Audio Producer: Rich Goldman
Original Music Score: Michael Pummell
Sound Effects and Conversions: Mike Tekulve

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57883&o=2

$end


$amigaocs_flop=nukewar,
$bio

Nuclear War (c) 1990 New World Computing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74648&o=2

$end


$info=m4nudwin,m4nudwina,
$bio

Nudge & Win (c) 199? Crystal Leisure.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42060&o=2

$end


$info=m4nudgwc__h,
$bio

Nudge A Win (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41392&o=2

$end


$info=sm_ngacc,
$bio

Nudge Accumulator (c) 1981 Summit Coin.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43137&o=2

$end


$info=m4nudbnk,m4nudbnk__a,m4nudbnk__b,m4nudbnk__c,m4nudbnk__d,
$bio

Nudge Banker (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41389&o=2

$end


$info=m1nudbnk,m1nudbnka,m1nudbnkb,m1nudbnkc,m1nudbnkd,m1nudbnke,m1nudbnkf,m1nudbnkg,m1nudbnkh,m1nudbnki,m1nudbnkj,m1nudbnkk,m1nudbnkl,m1nudbnkm,m1nudbnkn,m1nudbnko,m1nudbnkp,m1nudbnkq,m1nudbnkr,m1nudbnks,
$bio

Nudge Banker (c) 199? Maygay.

- TECHNICAL -

M1A/B

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42006&o=2

$end


$info=comg134,comg176,comg181,
$bio

Nudge Bingo (c) 1982 Cal Omega.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=22975&o=2

$end


$info=j2nbz,
$bio

Nudge Bonanza (c) 198? JPM International.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41910&o=2

$end


$info=m4nudbon,m4nudbona,
$bio

Nudge Bonanza (c) 199? MDM Leisure.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41390&o=2

$end


$info=j2nudbnz,j2nudbnza,
$bio

Nudge Bonanza Deluxe (c) 198? JPM International.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40984&o=2

$end


$info=ac1nudbk,ac1nudbka,ac1nudbkb,ac1nudbkc,ac1nudbkd,
$bio

Nudge Break (c) 199? PCP.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42274&o=2

$end


$info=j2nuddup,
$bio

Nudge Double Up (c) 198? JPM International.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40986&o=2

$end


$info=j2nuddud,
$bio

Nudge Double Up Deluxe (c) 198? JPM International.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40985&o=2

$end


$info=m4ndup,m4ndupa,m4ndupb,m4ndupc,
$bio

Nudge Double Up Deluxe (c) 199? Crystal Leisure.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48949&o=2

$end


$info=j80nudg2,
$bio

Nudge Double Up MkII (c) 198? JPM International.

- TECHNICAL -

System 80

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41163&o=2

$end


$info=j2nudup3,
$bio

Nudge Double Up MkIII (c) 198? JPM International.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40989&o=2

$end


$info=ec_ndgxs,
$bio

Nudge Excess (c) 19?? Electrocoin Automatics, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42945&o=2

$end


$info=sp_nudex,sp_nudexa,
$bio

Nudge Explosion (c) 199? Ace Coin Equipment, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42252&o=2

$end


$info=j2nudfev,
$bio

Nudge Fever (c) 198? BWB.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15188&o=2

$end


$info=j5nudfic,
$bio

Nudge Fiction (c) 199? JPM International.

- TECHNICAL -

SYSTEM 5

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41927&o=2

$end


$info=m4nudgem,
$bio

Nudge Gems (c) 199? MDM Leisure.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41391&o=2

$end


$info=sc4nudit,sc4nudita,sc4nuditb,
$bio

Nudge It (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR2036]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42719&o=2

$end


$info=j2nudmon,
$bio

Nudge Money (c) 198? PCP.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40987&o=2

$end


$info=j2nudnud,
$bio

Nudge Nudge (c) 198? JPM International.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41913&o=2

$end


$info=m4nnww,m4nnww__0,m4nnww__1,m4nnww__2,m4nnww__3,m4nnww__4,m4nnww__5,m4nnww__6,m4nnww__7,m4nnww__8,m4nnww__9,m4nnww__a,m4nnww__b,m4nnww__c,m4nnww__d,m4nnww__e,m4nnww__f,m4nnww__g,m4nnww__h,m4nnww__i,
$bio

Nudge Nudge Wink Wink (c) 199? Barcrest.

- SERIES -

1. Nudge Nudge Wink Wink (????)
2. Nudge Nudge Wink Wink - Gold Edition (????)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=14944&o=2

$end


$info=m5nnwwgl,
$bio

Nudge Nudge Wink Wink - Gold Edition (c) 199? Barcrest.

- SERIES -

1. Nudge Nudge Wink Wink (????)
2. Nudge Nudge Wink Wink - Gold Edition (????)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=14943&o=2

$end


$info=m4nudqst,
$bio

Nudge Quest (c) 199? Barcrest.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=14945&o=2

$end


$info=m4nudshf,m4nudshfa,m4nudshfb,m4nudshfc,
$bio

Nudge Shuffle (c) 199? Barcrest.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=14942&o=2

$end


$info=j2nudshf,
$bio

Nudge Shuffler (c) 198? JPM International.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40988&o=2

$end


$info=m4nudup,
$bio

Nudge Up (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41393&o=2

$end


$info=m4nudgwc,m4nudgwc_a,m4nudgwc_b,m4nudgwc_c,m4nudgwc_d,m4nudgwc_e,m4nudgwc_f,m4nudgwc_g,
$bio

Nudge-A-Win (c) 199? Concept.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42966&o=2

$end


$info=nudgeit,
$bio

Nudge-It (c) 1990 Gottlieb / Premier Technology.

- TECHNICAL -

Gottlieb System 3
Model Number : N102

- TRIVIA -

Released in December 1990 in USA.

Only 54 units were produced.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5515&o=2

$end


$info=m3nudge,
$bio

Nudges Unlimited (c) 198? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41189&o=2

$end


$info=m1nudunl,m1nudunla,m1nudunlb,m1nudunlc,m1nudunld,m1nudunle,
$bio

Nudges Unlimited (c) 199? Maygay.

- TECHNICAL -

M1A/B

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42007&o=2

$end


$nes=nuevocom,
$bio

Nuevo Tipo De Computadora (c) 19?? Game Star

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55410&o=2

$end


$info=nugent,
$bio

Nugent (c) 1978 Stern Electronics.

- TECHNICAL -

Model Number : 108

- TRIVIA -

2,671 units were produced.

- STAFF -

Design : Mike Kubin

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5516&o=2

$end


$pc98=nugedes1,
$bio

Nugerun Desu Hi Chapter 1 - Oisha-san wa Tanoshi (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90258&o=2

$end


$pc8801_flop=nuginugi,
$bio

Nuginugi E-awase Speed (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92519&o=2

$end


$x1_flop=nukenind,
$bio

Nukenin Densetsu (c) 1987 Brain Gray [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86076&o=2

$end


$pc8801_flop=nukenind,nukeninda,
$bio

Nukenin Densetsu (c) 1987 Brain Gray [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92520&o=2

$end


$msx2_flop=nukenind,nukeninda,
$bio

Nukenin Densetsu (c) 1988 Brain Grey Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101898&o=2

$end


$msx2_flop=nukenbh,
$bio

Nukenin Densetsu - Bangai-hen (c) 1988 Brain Grey Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101899&o=2

$end


$pc98=nukenin,
$bio

Nukenin Densetsu - Tsubasa o Motta Otoko-tachi (c) 1987 Brain Grey Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90259&o=2

$end


$pc8801_flop=nukeninb,
$bio

Nukenin Densetsu Bangaihen (c) 1988 Brain Gray [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92521&o=2

$end


$pc8801_flop=nukerums,
$bio

Nukeru Master Pro-8.8K (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92522&o=2

$end


$pc8801_flop=nukerumx,
$bio

Nukeru Master.XX Pro-8.8K - For Adult (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92523&o=2

$end


$info=numanath,numanathj,
$bio

Numan Athletics (c) 1993 Namco.

An athletics game featuring 8 tournaments :

Interceptor
A real life missile defense style-contest as missiles are being launched from a ship, and you must use your mystical powers to stop the oncoming missiles. The outside buttons (1 & 3) make you step to the left or right, and the middle button is fire. Failure to hit the missile results in you being blown up. If you select Sharon from France, most of her clothes would disappear except for the bottom part of her suit.

Niagara Jumps
The final competition in the tournament. It is also considered to be the most difficult competition in the game. Very similar to the Triple Jump competition in the Olympics. The object is this contest is to make it across the falls. Alternately press buttons 1 and 3 to build up speed, then press button 2 three times. If you don't time yourself properly, you will sink and drown and you will go down the steep falls.

Nonstop Rock Chop
You must smash as many rocks as you can before time runs out. Rapidly press buttons 1 and 3 alternately until the gauge is full, then press button 2 to smash the rock.

Numan Sniper
In this contest, monsters will jump out of the sea from three different locations. Your object, destroy them. Press buttons 1, 2 or 3 varying by their location to shoot.

Scud Toss
Just as in the Javelin competition in the Olympics. Played on a "Track and Field"-like field with an only exception -- a missile. Rapidly and continuously press the two run buttons and then push and hold the middle button to set the angle of which you would throw the missile. Again, like Interceptor, if you select Sharon -- then again if she is faulted, she will be missing most of her clothes.

Tower Topper
Here you are expected to climb up to the building rooftop with the fastest time possible. Press button 2 repeatedly to scale the side of a building. If you press it too early -- you won't move, but if you press it too late -- you will fall off.

Turbo Dash
Much like the 100m Dash in the Olympics -- only the core elements have slightly changed. You are racing against a drag racer and another player. Press the two outside buttons (1 & 3) in alternate fashion until your RSI (or 'special speed') sets in.

VS. Express
Very similar to a familiar scene in the Superman comic books. You must stop the oncoming train using your magical powers and send it in the opposite direction backwards. Press button 2 to stop the train, then hammer the outside buttons to build up power before bunging it back down the track. If you don't time this right -- the train will run you over.

- TECHNICAL -

Namco System NA-2 hardware
Game ID : NM

Main CPU : Motorola 68000 (@ 12.52825 Mhz)
Sound Chips : Namco (@ 32 Khz)

Players : 4
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Released in September 1993.

Soundtrack releases :
Namco Video Game Graffiti Vol.10 [Victor Entertainment - VICL-40097 - Dec 16, 1993]

- SERIES -

1. Numan Athletics (1993)
2. Mach Breakers - Numan Athletics 2 (1994)

- STAFF -

Composed by : Nobuyoshi Sano

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1862&o=2

$end


$msx1_cart=numbtarg,numbtarga,
$bio

Number & Target [Model E082] (c) 1986 al Alamiah

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77316&o=2

$end


$bbca_cass,bbcb_cass=numberba,numberbag,
$bio

Number Balance (c) 19?? Acornsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52170&o=2

$end


$ti99_cart=numbbwl,
$bio

Number Bowling (c) 1983 Foresman [Scott Foresman]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84659&o=2

$end


$coleco=numbump,
$bio

Number Bumper (c) 1984 Sunrise Software, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53320&o=2

$end


$info=numcrash,
$bio

Number Crash (c) 1983 Hanshin Goraku.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83033&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=numbrcrn,
$bio

Number Crunch (c) 1982 Spectravideo, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86879&o=2

$end


$info=number10,numbr10l,
$bio

Number Dieci (c) 2000 Playmark.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31151&o=2

$end


$cdi=numberfa,
$bio

Number Factory (c) 1995 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53015&o=2

$end


$bbca_cass,bbcb_cass=numbergu,
$bio

Number Gulper (c) 1984 Acornsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52171&o=2

$end


$ti99_cart=numbmag,numbmagi,
$bio

Number Magic [Model PHM 3004] (c) 1979 Texas Instruments

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84660&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=numbrnab,
$bio

Number Nabber & Shape Grabber (c) 1982 Commodore, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86880&o=2

$end


$c64_cart,c64_flop=numbrnab,
$bio

Number Nabber + Shape Grabber (c) 1983 Commodore

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53654&o=2

$end


$cpc_cass=number1,
$bio

Number One (c) 1986 Bug-Byte

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98448&o=2

$end


$info=number1,
$bio

Number One (c) 1996 San Remo Games srl.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69777&o=2

$end


$info=m4num1,
$bio

Number One (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41394&o=2

$end


$msx1_cass=numpaint,
$bio

Number Painter (c) 198? Sony Spain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94880&o=2

$end


$cpc_cass=numberpt,
$bio

Number Painter (c) 1984 Indescomp

- TECHNICAL -

Model AMC 158

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98449&o=2

$end


$m5_cass=numsrch,
$bio

Number Search (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95322&o=2

$end


$c64_cart,c64_flop=numbrtmb,
$bio

Number Tumblers (c) 1984 SSC

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53655&o=2

$end


$mc10=numbers,
$bio

Numbers (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87680&o=2

$end


$snes=numbersp,
$bio

Numbers Paradise [Model SHVC-AN7J-JPN] (c) 1996 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61892&o=2

$end


$msx1_cart=numbwrld,
$bio

Numbers' World (c) 1985 Barq

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77317&o=2

$end


$bbca_cass,bbcb_cass=numercy2,
$bio

Numeracy 2 (c) 19?? Shiva

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52172&o=2

$end


$ti99_cart=numerat1,
$bio

Numeration 1 [Model PHM 3050] (c) 1983 Foresman [Scott Foresman]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84661&o=2

$end


$ti99_cart=numerat2,
$bio

Numeration 2 [Model PHM 3051] (c) 1983 Foresman [Scott Foresman]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84662&o=2

$end


$info=nunchaku,
$bio

Nunchackun (c) 1985 Taito.

- TECHNICAL -

Board Number : M6100130A
Prom Stickers : ???

Main CPU : Zilog Z80 (@ 4 Mhz)
Sound CPU : (2x) Zilog Z80 (@ 2 Mhz)
Sound Chips : General Instrument AY8910 (@ 2 Mhz), (2x) DAC

Players : 2
Control : 4-way joystick
Buttons : 2

- TRIVIA -

Released in December 1985.

'Nunchackun' is a play on the word 'nunchaku', here it's meant to be a name like 'Mr. Nunchacku', since '-kun' is like 'Mr.'.

This game was a prototype (never released) developed by Kaneko for Taito.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1863&o=2

$end


$info=sc5nunsb,
$bio

Nuns 'n' Roses (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR2166]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42720&o=2

$end


$info=sc4nunsm,sc4nunsma,sc4nunsmb,sc4nunsmc,sc4nunsmd,sc4nunsme,sc4nunsmf,sc4nunsmg,sc4nunsmh,sc4nunsmi,sc4nunsmj,
$bio

Nuns 'N' Roses (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR2166]

[Scorpion 4]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43047&o=2

$end


$info=sc5nunsm,sc5nunsma,sc5nunsmb,sc5nunsmc,sc5nunsmd,sc5nunsme,
$bio

Nuns 'N' Roses (c) 200? Mazooma Games.

Get a reel win or complete an eight stage trail to enter a turbo gamble. One successful turbo gamble will allow feature entry. The feature consists of three pots (cash and features pots are opened from the start) and a flexi mech. Gamble high / Low on the flexi to obtain the chance of collecting a cash value or feature. Bonuses are awarded after every third winning gamble, three consecutive high / low gambles gives a choice of bonus. The third pot (cash which adds into a repeat chance cash pot) is opened via lighting 3 'Guitar' symbols. Invincibility is gained by lighting the 'Guitar' symbols for the second time, turning them red. Red Cash gives REPEAT CHANCE, Red features are SUPER.

- TECHNICAL -

Technology : Scorpion 5
Cabinet : Eclipse Front-Opening

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11884&o=2

$end


$info=ep_nuns,ep_nunsa,
$bio

Nuns of Navarone (c) 199? Maygay.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40873&o=2

$end


$pico=dumbo,
$bio

Nurie Daisuki! Dumbo no Wakuwaku Saakasu! [Model HPC-6044] (c) 1997 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75741&o=2

$end


$pc98=nurseyuu,
$bio

Nurse Yuu no Muma Sensen (c) 1993 Wendy Magazine

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90260&o=2

$end


$n64=nusts64s,
$bio

Nushi Tsuri 64 - Shiokaze ni Notte [Model NUS-NUMJ] (c) 2000 Victor Interactive Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57885&o=2

$end


$n64=nustsu64a,nustsu64,
$bio

Nushi Tsuri 64 [Model NUS-NUTJ] (c) 1998 Pack In Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57884&o=2

$end


$gbcolor=nushiadv,
$bio

Nushi Tsuri Adventure - Kite no Bouken [Model CGB-VVJJ-JPN] (c) 2000 Victor Interactive Software, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68474&o=2

$end


$pc98=nutberry,
$bio

Nutberry (c) 1993 Dott Plan [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90261&o=2

$end


$bbca_cass,bbcb_cass=nutcrack,
$bio

Nutcracka (c) 1984 Software Projects

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52173&o=2

$end


$bbca_cass,bbcb_cass=nutcrakr,
$bio

Nutcrackers (c) 19?? RSoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52174&o=2

$end


$msx2_flop=nuts,
$bio

Nuts (c) 1998 Unknown [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101900&o=2

$end


$a2600=nuts,
$bio

Nuts (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50748&o=2

$end


$msx1_cart=nutsmilk,
$bio

Nuts & Milk (c) 1983 Hudson Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77318&o=2

$end


$pc8801_cass=nutsmilk,
$bio

Nuts & Milk (c) 1984 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91253&o=2

$end


$nes=nutsmilkh,
$bio

Nuts & Milk (c) 1987 FMG.

Unlicensed release of "Nuts & Milk [Model HFC-NM]".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69296&o=2

$end


$nes=nutsmilk,
$bio

Nuts & Milk (c) 1984 Hudson Soft.

- TECHNICAL -

Region: NTSC
Cartridge ID: Model HFC-NM
Cartridge color: Blue.

- TRIVIA -

Nuts & Milk was released on July 28, 1984 in Japan.

- TIPS AND TRICKS -

Secret message: Start a new game and press Start to pause it. Then, hold Right + B on second controller and Left + A + B + Select on first controller. Afterward, press Start and a message saying:
VERSION 1 1984 05 29 BY KIKU

KIKU is a pseudonym for Kikuta Masaaki, one of Hudson's programmers.

- STAFF -

Programmer: Kikuta Masaaki

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54466&o=2

$end


$a2600=nutse,nutse1,
$bio

Nuts (c) 1983 TechnoVision

- TECHNICAL -

Model TVS 1001

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50749&o=2

$end


$msx2_flop=nvmg9608,
$bio

NV Magazine 1996-08 (c) 1996 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101870&o=2

$end


$msx2_flop=nvmg9609,
$bio

NV Magazine 1996-09 (c) 1996 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101871&o=2

$end


$msx2_flop=nvmg9611,
$bio

NV Magazine 1996-11 (c) 1996 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101872&o=2

$end


$msx2_flop=nvmg9701,
$bio

NV Magazine 1997-01 (c) 1997 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101873&o=2

$end


$msx2_flop=nvmg9709,
$bio

NV Magazine 1997-09 (c) 1997 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101874&o=2

$end


$msx2_flop=nvmg0206,
$bio

NV Magazine 2002-06 (c) 199? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101875&o=2

$end


$msx2_flop=nvmg0207,
$bio

NV Magazine 2002-07 (c) 199? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101876&o=2

$end


$msx2_flop=nvmg0208,
$bio

NV Magazine 2002-08 (c) 199? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101877&o=2

$end


$msx2_flop=nvmgsp26,
$bio

NV Magazine Special 26 (c) 1996 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101878&o=2

$end


$psx=nyanyang,
$bio

Nya Nyan ga Nyan - Light Fantasy Gaiden [Model SLPS-02336] (c) 1999 Tonkin House

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85487&o=2

$end


$gba=nyannyan,
$bio

Nyan Nyan Nyanko no NyanCollection [Model AGB-BNYJ-JPN] (c) 2005 MTO, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72058&o=2

$end


$info=nyanpani,
$bio

Nyan Nyan Panic (c) 1988 Konami.

Two cats try to find hidden keys. Avoiding enemies and push blocks around to achieve your goal.

- TECHNICAL -

Game ID: GX712

Main CPU: Motorola 68000 (@ 9.216 Mhz)
Sound CPU: Zilog Z80 (@ 3.579545 Mhz)
Sound Chips: K007232 (@ 3.579545 Mhz), YM3812 (@ 3.579545 Mhz), K051649 (@ 1.789772 Mhz)

Screen orientation: Horizontal
Video resolution: 256 x 224 pixels
Screen refresh: 60.61 Hz
Palette Colors: 2048

Players: 2
Control: 8-way joystick
Buttons: 2

- TRIVIA -

Nyan Nyan Panic was released in August 1988.

Nyan Nyan Panic translates from Japanese as 'Mew Mew Panic'. 'Nyan' is Japanese onomatopoeia for a mewing kitten.

Export releases:
"Kitten Kaboodle"

King Records released a limited-edition soundtrack album for this game (Konami Game Music Collection Vol.2 - KICA-1016) on 21/08/1990.

- STAFF -

Game programmers : Boy Otofuji
Video graphics designer : Rie Chan
Sound editors : Shinji Tasaka (Boss Tasaka), Giant Matsubara, Jun Nyanpy
Engineer : Mitsuhira Idaka (Mr. Idaka)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1864&o=2

$end


$x68k_flop=nyankosw,
$bio

Nyanko Sweeper (c) 19?? Mackun

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88485&o=2

$end


$info=niyanpai,
$bio

Nyanpai - Musume Pai (c) 1996 Nichibutsu.

Solitaire mahjong game where the player strives to complete a specified mahjong hand by matching tiles.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 6.144 Mhz)
Sound CPU : Zilog Z80 (@ 8 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Nyanpai Musume Pai was released in December 1996.

The subtitle of this game translates from Japanese as 'Daughter of the Tile'.

- STAFF -

Character designer and Art director : H. Ohmori
Story editor : Y. Sakurai
Designers : K. Noriko, M. Enomoto, H. Mizuuchi, H. Hirao, M. Nakabayashi
Programmers : Tom
Sound producer : Amigo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1855&o=2

$end


$pc8801_flop=nyanpi,
$bio

Nyanpi! (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92524&o=2

$end


$msx1_cart=nyorols,
$bio

Nyorols [Model MX-X6] (c) 1983 MIA [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77319&o=2

$end


$odyssey2=2mlajogo,
$bio

O Malabarista! + Jogo da Velha! (c) 1979 Philips Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95647&o=2

$end


$pico=lionkingb,
$bio

O Rei Leão - As Aventuras de Simba [Model MPR-18809] (c) 199? Tec Toy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75742&o=2

$end


$odyssey2=farao,
$bio

O Segredo do Faraó! (c) 198? Philips Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95648&o=2

$end


$gbcolor=oleary,
$bio

O'Leary Manager 2000 (c) 2000 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68475&o=2

$end


$msx1_cart=omacfarm,
$bio

O'Mac Farmer (c) 1983 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77320&o=2

$end


$cpc_cass=othelo,
$bio

O'thelo (c) 1988 Idealogic [Barcelona, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98450&o=2

$end


$saturn,sat_cart=ochan,
$bio

O-chan no Oekaki Logic (c) 1995 Sunsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59481&o=2

$end


$snes=ooekakil,
$bio

O-chan no Oekaki Logic [Model SHVC-AOUJ-JPN] (c) 1995 Sunsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61893&o=2

$end


$pico=osewashi,
$bio

o-Sewa Shimasho! Aka-chan Pico (c) 2002 Sega Toys.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95309&o=2

$end


$n64=odt,odtu,
$bio

O.D.T. (c) 1998 Psygnosis.

The game is complete but it was never released.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57886&o=2

$end


$psx=oasisroa,
$bio

Oasis Road [Model SLPS-01899] (c) 1999 Idea Factory

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85491&o=2

$end


$pc98=obanoyak,
$bio

Oba no Oyako (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90263&o=2

$end


$info=obaoba,obaoba1,
$bio

Oba Oba (c) 1980 Taito.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5517&o=2

$end


$nes=obakeqt,
$bio

Obake no Q Tarou - Wanwan Panic (c) 1985 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54467&o=2

$end


$nes=obakeqth,
$bio

Obake no Q Tarou - Wanwan Panic (c) 1987 FMG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69297&o=2

$end


$a2600=obelix,obelixe,
$bio

Obelix (c) 1983 Atari, Incorporated.

The year: 50 B.C. The place: a Gaulish village near the Roman outposts of Totorum, Aquarium, Laudanum, and Compendium. Here we find the last outpost of resistance against the legions of Julius Caesar. And who are the leaders of these indomitable fighters against the mighty Roman empire? Who has the gall to oppose Caesar's will? Why, none other than a humble menhir deliveryman named Obelix, and his small but shrewd friend, Asterix. 

Your job is to help Asterix stun Roman soldiers while Obelix knocks them off with menhirs (What's a menhir? It's a... um... Oh, here it is. Menhir n.: A rough-hewn rock). Each time Asterix runs into a soldier, the soldier turns white with fear and stops in his tracks. If Obelix drops a menhir on a stunned Roman, you'll score points (in Roman numerals, of course). The faster the soldier is moving when Asterix stuns him, the more points you'll receive. If a stunned soldier is not knocked off by Obelix's menhir, he turns red with anger and becomes a dangerous foe. Asterix can only overcome angry Romans if he catches a pellet of magic potion, which the village druid, Getafix, drops from above. The potion gives Asterix superhuman speed and strength. Unfortunately, the potion wears off quickly, and as soon as it does, Asterix is vulnerable to red Romans again.

There are two types of Roman soldiers: fat legionnaires and smaller centurions. The centurions are worth twice as many points as the legionnaires (as Obelix says, "Romans are like oysters - the little ones are often the best!"). The Romans march in lanes; Asterix can only move between lanes by means of red footbridges (see figure).

There are four rounds of play: when one round is over all the soldiers temporarily disappear from the screen and a new round begins. Each round is more difficult than the last; the longer you play, the faster the action. You start the game with three lives, and score bonus lives at 10,000, 50,000 and 100,000 points.

- TECHNICAL -

Model CX26117

- SCORING -

Knocking off a stunned legionnaire: 10, 50, 100, 500 or 1000 points.
Knocking off a stunned centurion: 20, 100, 200, 1000 or 2000 points.
Knocking off red Romans: point value + 200.

- STAFF -

Programmer: Suki Lee
Graphics: Dave Jolly
Sound: Andrew Fuchs, Jeff Gusman

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50750&o=2

$end


$msx1_cass=oberon69,
$bio

Oberon 69 (c) 1990 G.LL.Software [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94881&o=2

$end


$cpc_cass=oberon69,
$bio

Oberon 69 (c) 1990 GLL Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98451&o=2

$end


$gameboy=obelixa,
$bio

Obélix (c) 1995 Infogrames Interactive, Incorporated.

- TECHNICAL -

Cartridge ID: DMG-AXOP-FAH

- TRIVIA -

Reviews:
[FR] June 1995, Consoles + N.44: 82/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66611&o=2

$end


$gameboy=obelix,
$bio

Obélix [Model DMG-AXOS-EUR] (c) 1995 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66610&o=2

$end


$snes=obitus,
$bio

Obitus (c) 1994 BPS [Bullet-Proof Software]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63356&o=2

$end


$info=smis0502637,smis0502638,smis0502639,smis0502640,smis0502641,
$bio

Object of Desire [Femme Felone] (c) 2011 Bally Tech., Incorporated.

15 Reels, 50 Lines, 2500 Credits Max Bet video slot.

- TECHNICAL -

Software Part Number: 20651

Houseable in the following cabinet:
Bally's "Alpha Elite V20": Game Kit #172783
Bally's "Alpha Elite V20/20": Game Kit #172786
Bally's "Alpha Elite V20 Chop Top": Game Kit #172777
Bally's "CineVision": Game Kit #172770
Bally's "Alpha Elite Jumbo Video": Game Kit #172768
Bally's "Alpha 2 Pro V22/22": Game Kit #178963
Bally's "Alpha 2 Pro V22/26 Slant": Game Kit #175287

- UPDATES -

SMI #S0502637
Min/Max%: 85.25%/85.25%
Odds to JP (Max bet played): 15,057,226

SMI #S0502638
Min/Max%: 89.27%/89.27%
Odds to JP (Max bet played): 15,057,226

SMI #S0502639
Min/Max%: 91.04%/91.04%
Odds to JP (Max bet played): 13,257,531

SMI #S0502640
Min/Max%: 93.18%/93.18%
Odds to JP (Max bet played): 11,655,706

SMI #S0502641
Min/Max%: 95.04%/95.04%
Odds to JP (Max bet played): 11,655,706

- TIPS AND TRICKS -

Overall Hit Frequency: 49.75%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=36963&o=2

$end


$pc8801_flop=obliatio,
$bio

Obliation Part 3 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92525&o=2

$end


$amigaocs_flop=obliter,
$bio

Obliterator (c) 1988 Psygnosis, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74649&o=2

$end


$msx1_cass=obliter,
$bio

Obliterator (c) 1989 Dro Soft [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94882&o=2

$end


$cpc_cass=obliter,
$bio

Obliterator (c) 1989 Melbourne House [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98453&o=2

$end


$cpc_cass=obliters,
$bio

Obliterator [Model 3MH-172] (c) 1989 Dro Soft [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98452&o=2

$end


$bbca_cass,bbcb_cass=oblivion,
$bio

Oblivion (c) 1983 Bug Byte

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52175&o=2

$end


$nes=oboccha,
$bio

Obocchama-kun (c) 1991 Tecmo, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54468&o=2

$end


$pce=oboccha,
$bio

Obocchama-kun (c) 1991 Namco, Limited.

Obocchama-kun is a wacky side scrolling platform game based on a famous japanese manga by Yoshinori Kobayashi and which later became an animation series aired at the end of the 1980s by TV Asahi. The player takes control of a weird kid with strange powers. The greatest being the ability to tranform into all sort of things, from a slow blind man walking with a stick to a four legged and fast dog or a big pink plum. Special items can be collected and trigger even more weird transformations, but also help the player by upgrading the small projectiles he uses to defend himself. Secondary characters can be called during the game. Sort of turtle shells can be found in each area and they can be used to call them (stand on them and sing by pushing up, the nearest item should turn into a special item). They can be in a shape of a beefy dude who will protect our hero, a bearded helicopter shooting down every enemies on screen and a crying kind throwing sorts of hammers in the air.

- TECHNICAL -

HuCARD ID: NC91001
HuCARD Size: 4 Mbits.

- TRIVIA -

Released on March 15, 1991 in Japan for 6800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58670&o=2

$end


$amigaocs_flop=obsessn,
$bio

Obsession (c) 1995 Unique Development

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74650&o=2

$end


$cpc_cass=obsidian,
$bio

Obsidian (c) 1985 Americana Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98455&o=2

$end


$cpc_cass=obsidianac,
$bio

Obsidian (c) 1985 Artic Computing, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98456&o=2

$end


$info=krvnjvtv,
$bio

OC TV Karvan (c) 1979 Société Occitane d'Electronique.

French pong-like console.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103337&o=2

$end


$info=oc2000,
$bio

OC2000 (c) 1979 Société Occitane d'Electronique.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103346&o=2

$end


$arcadia=oceanbat,
$bio

Ocean Battle (c) 1982 Emerson Radio Corp.

- TECHNICAL -

[Cartridge No. 11]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49265&o=2

$end


$a2600=oceancit,
$bio

Ocean City (c) 19?? Funvision

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50751&o=2

$end


$msx1_cass=oceancnq,
$bio

Ocean Conqueror (c) 1987 Mastertronic, Ltd. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94883&o=2

$end


$cpc_cass=oceancnq,
$bio

Ocean Conqueror (c) 1988 Hewson Consultants

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98458&o=2

$end


$gba=ochakuru,
$bio

Ochaken Kururin - Honwaka Puzzle de Hotto Shiyo? [Model AGB-BIKJ-JPN] (c) 2004 MTO, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72059&o=2

$end


$gba=ochabokn,
$bio

Ochaken no Bouken-jima - Honwaka Yume no Island [Model AGB-BO2J-JPN] (c) 2005 MTO, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72060&o=2

$end


$gba=ochaheya,
$bio

Ochaken no Heya [Model AGB-BDRJ-JPN] (c) 2003 MTO, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72061&o=2

$end


$gba=ochayume,
$bio

Ochaken no Yume Bouken [Model AGB-BCUJ-JPN] (c) 2005 MTO, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72062&o=2

$end


$saturn,sat_cart=odesign,odesigna,
$bio

Ochige Designer Tsukutte Pon! (c) 1997 Pack In Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59482&o=2

$end


$nes=puzltonj,
$bio

Ochin ni Toshi Puzzle Tonjan!? (c) 1989 Jaleco Company, Limited. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54469&o=2

$end


$msx1_cass=octagon,octagonb,octagona,
$bio

Octagon Squad (c) 1986 Mastertronic, Ltd. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94884&o=2

$end


$cpc_cass=octoplex,
$bio

Octoplex [Model 1A0282] (c) 1989 Mastertronic, Ltd. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98459&o=2

$end


$info=m4octo,
$bio

Octopus (c) 199? Nova.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41396&o=2

$end


$a2600=octopus,
$bio

Octopus (c) 1983 Carrere Video.

features 6 game variations.

- TECHNICAL -

Model USC1007

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50752&o=2

$end


$snes=odanobu,
$bio

Oda Nobunaga - Haou no Gundan [Model SHVC-ON] (c) 1993 Angel [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61894&o=2

$end


$psx=odanobun,
$bio

Oda Nobunaga Den [Model SLPS-01595] (c) 1998 Koei Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85492&o=2

$end


$info=m3oddson,
$bio

Odds On (c) 198? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41190&o=2

$end


$gba=oddworldg,
$bio

Oddworld - Munch's Oddysee [Model AGB-BODD-NOE] (c) 2003 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72064&o=2

$end


$gba=oddworld,
$bio

Oddworld - Munch's Oddysee [Model AGB-BODE-USA] (c) 2003 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72063&o=2

$end


$gbcolor=oddworldu,
$bio

Oddworld Adventures II [Model DMG-AOWE-USA] (c) 2000 GT Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68477&o=2

$end


$gbcolor=oddworld,
$bio

Oddworld Adventures II [Model DMG-AOWP-EUR] (c) 2000 GT Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68476&o=2

$end


$gameboy=oddworld,
$bio

Oddworld Adventures [Model DMG-AODE-USA] (c) 1998 GT Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66612&o=2

$end


$snes=odekake,
$bio

Odekake Lester - Lelele no Le (^^; (c) 1994 Asmik

- TECHNICAL -

[Model SHVC-07]

- TRIVIA -

Released on September 16, 1994 in Japan only.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61895&o=2

$end


$info=odeontw2,
$bio

Odeon Twister 2 (c) 1999 CD Express.

- TECHNICAL -

Cubo CD32 hardware (Amiga 68020, AGA based games system)

Main CPU : Motorola 68EC020 at 14.3 MHz
Memory : 2 MB Chip RAM, 1 MB ROM with Kickstart ROM 3.1 and integrated cdfs.filesystem, 1KB of FlashROM for game saves
Graphics/Chipset : AGA Chipset
Akiko chip, which handles CD-ROM and can do Chunky to Planar conversion
Proprietary (MKE) CD-ROM drive at 2x speed
Expansion socket for MPEG cartridge, as well as 3rd party devices such as the SX-1 and SX32 expansion packs.
4 8-bit audio channels (2 for left, 2 for right)
Gamepad, Serial port, 2 Gameports, Interfaces for keyboard

- TRIVIA -

All CD Express games were released only in Italy.

- SERIES -

1. Odeon Twister (1995)
2. Odeon Twister 2 (1999)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11353&o=2

$end


$info=odin,
$bio

Odin (c) 1985 Peyper.

- STAFF -

Design by : Eulogio Pingarron

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5661&o=2

$end


$info=odin_dlx,
$bio

Odin Deluxe (c) 1985 Sonic.

- STAFF -

Design by : Eulogio Pingarron

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=10151&o=2

$end


$info=odisea,
$bio

Odisea Paris-Dakar (c) 1987 Peyper.

- STAFF -

Design : Eulogio Pingarron

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5518&o=2

$end


$psx=odoodood,
$bio

Odo Odo Oddity [Model SLPS-00754] (c) 1997 IDC

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85493&o=2

$end


$pc8801_flop=odori,odoria,
$bio

Odori (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92526&o=2

$end


$amigaocs_flop=odysseyb,odysseya,odyssey,
$bio

Odyssey (c) 1995 Audiogenic

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74651&o=2

$end


$cdi=odyssey,
$bio

Odyssey - The Journey to Your Future (c) 1997 Educational Management Group

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53016&o=2

$end


$info=odyssey2,
$bio

Odyssey² (c) 1978 The Magnavox Co.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95736&o=2

$end


$nes=oekahira,
$bio

Oeka Kids - Anpanman no Hiragana Daisuki (c) 1991 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54470&o=2

$end


$nes=oekashi,
$bio

Oeka Kids - Anpanman to Oekaki Shiyou!! (c) 1990 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54471&o=2

$end


$snes=oekakil2,
$bio

Oekaki Logic 2 [Model SHVC-BOSJ-JPN] (c) 1999 Bunkasha Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61897&o=2

$end


$snes=oekakil,
$bio

Oekaki Logic [Model SHVC-BORJ-JPN] (c) 1999 Bunkasha Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61896&o=2

$end


$ngpc=oekakip,
$bio

Oekaki Puzzle [Model NEOP00810] (c) 2000 Success

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82547&o=2

$end


$pico=oekarobo,
$bio

Oekaki Robokon!! (c) 1999 Bandai Co., Ltd.

- TECHNICAL -

Game ID: T-133290

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96319&o=2

$end


$pc98=oekaki,
$bio

Oekaki Tool - Art Master Core (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90264&o=2

$end


$pc98=oersted,
$bio

Oerstedia (c) 1993 Fuga System [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90265&o=2

$end


$info=sc1ofs56,
$bio

Ofah (c) 1994 Bell-Fruit Mfg. Company, Limited. [B.F.M.].

- TECHNICAL -

[Model 6207]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61744&o=2

$end


$info=offroadc,offroadc1,offroadc3,offroadc4,offroadc5,
$bio

Off Road Challenge (c) 1997 Midway Games, Incorporated.

- TECHNICAL -

Midway V Unit hardware

Main CPU : TMS32031 (@ 50 Mhz)
Sound CPU : ADSP2105 (@ 10 Mhz)
Sound Chips : DMA-driven (@ 10 Mhz)

Players : 2
Control : paddle
Buttons : 6

- TRIVIA -

Off Road Challenge was released in July 1997.

- UPDATES -

v1.10
v1.30
v1.40
V1.50

- TIPS AND TRICKS -

* New Truck : On the truck selection screen press each of the 3 view buttons or the music button and new trucks will appear.

- SERIES -

1. Off Road Challenge (1997)
2. Off Road Thunder (2000)

- PORTS -

* Consoles : 
Nintendo 64 [US] (June 1998) "Off Road Challenge [Model NUS-NOFE-USA]" 
Nintendo 64 [EU] (September 1998) "Off Road Challenge [Model NUS-NOFP-EUR]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1865&o=2

$end


$n64=offroadcu,
$bio

Off Road Challenge (c) 1998 Midway Home Entertainment

- TECHNICAL -

Model NUS-NOFE-USA

- TRIVIA -

Off Road Challenge for Nintendo 64 was released in June 1998 in North America.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83885&o=2

$end


$n64=offroadc,
$bio

Off Road Challenge (c) 1998 Midway Home Entertainment

- TECHNICAL -

Model NUS-NOFP-EUR

- TRIVIA -

Off Road Challenge for Nintendo 64 was released in September 1998 in Europe.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57887&o=2

$end


$info=offrthnd,
$bio

Off Road Thunder (c) 2000 Midway Games, Incorporated.

Off Road Thunder is a high-flying 4x4 racing game from the Midway 'Thunder' series that can definitely get down 'n' dirty. Get in the driver's seat of a high-performance all-terrain vehicle. Test your driving skills as you race through 16 unique racing environments. Select from 8 different vehicles and as challenge their speed and durability.

- TECHNICAL -

Midway Quicksilver II Hardware

Main CPU : Intel Celeron 333/366MHz
Motherboard : Intel SE44BX-2
RAM : 64MB
Graphics Chips : Quantum Obsidian 3DFX

- TRIVIA -

Off Road Thunder was released in September 1999.

- TIPS AND TRICKS -

* Codes : Before picking a truck or a track, press the Yellow Button. This will bring up the Cheat Screen. Use the camera view buttons to enter the codes. NOTE : The Truck Codes can only be entered at the Truck Selection Screen.
Chieftan Truck : Red, Red, Red
Dust Devil Car : Red, Orange, Yellow
Hyena Truck : Yellow, Yellow, Yellow
Wild Car Truck : Orange, Orange, Orange
No Drones : Red, Orange, Red
No Nitros : Orange, Red, Orange
No Catch-Ups : Yellow, Red, Yellow
Cliffhanger Track : Yellow, Orange, Red

- SERIES -

1. Off Road Challenge (1997)
2. Off Road Thunder (2000)

- PORTS -

* Consoles : 
Sony PlayStation 2 [AU] (2005) "Midway Arcade Treasures 3 [Model SLES-53666]" 
Microsoft XBOX [US] (September 27, 2005) "Midway Arcade Treasures 3" 
Sony PlayStation 2 [US] (September 27, 2005) "Midway Arcade Treasures 3 [Model SLUS-21094]" 
Microsoft XBOX [EU] (October 14, 2005) "Midway Arcade Treasures 3" 
Sony PlayStation 2 [EU] (October 14, 2005) "Midway Arcade Treasures 3 [Model SLES-53666]" 
Nintendo GameCube [US] (October 26, 2005) "Midway Arcade Treasures 3 [Model DOL-GE3E-USA]" 

* Computers : 
PC [MS Windows, CD-ROM] [US] (February 17, 2006) "Midway Arcade Treasures Deluxe Edition"
PC [MS Windows, CD-ROM] [EU] (March 17, 2006) "Midway Arcade Treasures Deluxe Edition" by Zoo Digital Publishing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4419&o=2

$end


$cpc_cass=offshore,
$bio

Off Shore Warrior (c) 1989 Titus [Gagny, France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98460&o=2

$end


$amigaocs_flop=offshore,
$bio

Off Shore Warrior [Titus Action II] (c) 1988 Titus

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74652&o=2

$end


$info=otchart,
$bio

Off the Charts (c) 1999 WMS Gaming, Incorporated.

- TRIVIA -

Released in October 2000.

- PORTS -

* Computers :
Microsoft Windows (2009, "Slots WMS Double Pack")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=23279&o=2

$end


$info=offtwall,offtwallc,
$bio

Off The Wall (c) 1991 Atari Games Corp.

Off the Wall is an arcade game produced by Atari and released in North America in 1991. A modern remake of Breakout, this game introduces many new gameplay features to the bat-and-ball genre, and it incorporates some elements from Pong as well. It supports up to three players simultaneously (though most cabinets only support two), and the game's graphics include many backgrounds modeled after modern abstract art.

The objective of Off the Wall is to score as many points as possible by destroying square blocks in a never-ending series of levels. The player controls a paddle using an analog knob or a joystick (depending on the machine configuration). The paddle moves along one edge of the playfield, and a ball flies around the playfield and bounces off the walls and the paddle. When a ball hits a block, the block disappears (unless it is indestructible). A square exit is placed on the screen, and directing the ball into this exit causes all remaining blocks on the screen to self-destruct, awarding bonus points and advancing the player(s) to the next level.

The ball occasionally splits in two (in multiplayer games, three balls may be on the screen at once), and the player can put spin on the ball, causing it to move in a curved trajectory. The player loses a life when the last ball on the screen moves past the player's paddle, though in some circumstances, the game gives the player a second chance. The game is over when the player has lost all of his or her lives.

As levels progress, the game introduces new features that make the game more complex and challenging. These features include blocks that move randomly or in circles, various powerups, indestructible blocks and bombs, blocks that parachute or fly in to replace destroyed blocks, objects that change the ball's speed and trajectory, and guns that can shrink the players' paddles. Depending on the number of players in the game, some levels may be skipped due to the exit being along one player's edge of the playfield. In multiplayer games, a bonus round occurs periodically where players compete directly against one another in an exact clone of Pong. The winning player earns an extra life.

- TECHNICAL -

Game ID : 136090

Main CPU : Motorola 68000 (@ 7.15909 Mhz), MOS Technology 6502 (@ 1.7895 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579 Mhz)

Players : 3
Control : dial
Buttons : 4

- TRIVIA -

Off The Wall was released in October 1991 as a conversion kit. 500 kits where produced in the USA and 250 in Ireland.

The selling price was $895 at its time of release.

If a ball is kept in play long enough, the speed meter will go up to 'Hyper Speed', 'Ludicrous Speed', and 'They've Gone Plaid!' - all references to Mel Brooks' Star Wars parody, 'Spaceballs'.

- STAFF -

Team Leader : John Ray (JMR?)
Music : John Paul (JFP)
SFX : Brad Fuller (BAF)
Others from highscore table : (RI ), (GAM), (ES ), Kelly Turner (KFT), Norm Avellar (NLA), (JMM), Kris Moser (KEM), (GFM), Sam Comstock (SWC), (PAT), Tim Hubberstey (TJH)

- PORTS -

* Consoles :
Nec PC-Engine (unreleased prototype)
Sega Game Gear (unreleased prototype)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1866&o=2

$end


$a2600=offtwalle,
$bio

Off the Wall (c) 1989 Atari Corporation.

PAL release. Game developed in USA. For more information, please see the NTSC release's entry; "Off the Wall [Model CX26168]".

- TECHNICAL -

Model CX26168P

- PORTS -

* Consoles : 
Microsoft XBOX [EU] (November 26, 2004) "Atari Anthology" 
Sony PlayStation 2 [EU] (February 18, 2005) "Atari Anthology [Model SLES-53061]" 

* Computers : 
PC [MS Windows, CD-ROM] [EU] (June 10, 2005) "Atari - 80 Classic Games in One! [Replay]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83004&o=2

$end


$a2600=offtwall,
$bio

Off the Wall (c) 1989 Atari Corporation.

The objective in Off The Wall is to score the highest number of points. Play against another player or try to beat your best score. Score points by using the ball to knock bricks out of the wall, hitting the dragon beyond the bricks, or catching the Mystery Token for bonus points. When the player clears four brick waves, he automatically advanced to the next skill level.

- TECHNICAL -

Model CX26168

- SCORING -

Bricks: 1 to 5 points each.
Catching Mystery token, Peasant level: 50 points.
Catching Mystery token, Student level: 75 points.
Catching Mystery token, Master level: 100 points.
Hitting the dragon: 100 points.

- TIPS AND TRICKS -

If you hit the ball at an angle into the brick field, it bounces off the inside bricks and knocks out far more bricks than a direct hit.

Be careful not to move Lu too fast or you could overshoot the ball.

Use your tokens strategically.

Try to use the Blackbird to your advantage.

The M token is great for killing the dragon.

- PORTS -

* Consoles : 
Microsoft XBOX [US] (November 16, 2004) "Atari Anthology [Model 26084]" 
Sony PlayStation 2 [US] (November 22, 2004) "Atari Anthology [Model SLUS-21076]" 
Microsoft XBOX [JP] (August 4, 2005) "Atari Anthology [Model B7X-00001]" 

* Handhelds : 
Nintendo DS [US] (March 8, 2011) "Atari Greatest Hits Vol.2 [Model NTR-BR7E-USA]" 

* Computers : 
PC [MS Windows, CD-ROM] [US] (November 11, 2003) "Atari - 80 Classic Games in One! [Model 25069J]" 

* Others : 
Atari Flashback 2 [US] (2005) 
Atari Flashback 2+ [US] (February 22, 2010) 
Atari Flashback 3 [US] (September 16, 2011) by AtGames 
Atari Flashback 4 [US] (November 13, 2012) by AtGames 
Atari Flashback 5 [US] (October 1, 2014) by AtGames

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50754&o=2

$end


$info=otwalls,
$bio

Off The Wall (c) 1984 Bally Sente.

- TECHNICAL -

[No. 0B91]

Bally / Sente SAC-I hardware

Main CPU : Motorola M6809 (@ 1.25 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : (6x) CEM3394 (@ 4 Mhz)

Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 1024

Players : 2
Control : dial

- TRIVIA -

Anthony Felt holds the official record for this game with 38,919 points.

- STAFF -

Programmer : Michael Samis
Original concept : Nolan Bushnell
Screen Art : Mark McPhee, Gary Johnson, Roger Hector
Sounds : Jesse Osborne, Gary Levenberg

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1867&o=2

$end


$info=sc4oyf,sc4oyfa,
$bio

Off Your Face (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR1310]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42724&o=2

$end


$a2600=offrockt,
$bio

Off Your Rocker (c) 1983 Amiga Corporation.

Off Your Rocker is a simple game for one to four players. And it's a lot of fun. The objective is to repeat the color and sound patterns - using Joyboard or Joystick - that Rockin' Rollie creates on the screen.

- TRIVIA -

This game was completed, but never officially sold by Amiga.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50753&o=2

$end


$saturn,sat_cart=offworldj,
$bio

Off-World Interceptor Extreme (c) 1995 BMG Victor.

Japanese release.

- TECHNICAL -

Game ID: T-15901G

- TRIVIA -

Released on November 22, 1995 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59483&o=2

$end


$saturn,sat_cart=offworld,
$bio

Off-World Interceptor Extreme (c) 1995 Crystal Dynamics

European release.

- TECHNICAL -

Game ID: T-15908H-50 / 670-7295-50

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60372&o=2

$end


$saturn,sat_cart=offworldu,
$bio

Off-World Interceptor Extreme (c) 1995 Crystal Dynamics

- TECHNICAL -

Game ID: T-15908H

- TRIVIA -

Released on October 03, 1995 in USA.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60108&o=2

$end


$cpc_cass=officemt,
$bio

Office Mate (c) 1986 Gemini Marketing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98462&o=2

$end


$info=officeye,
$bio

Office Yeo In Cheon Ha (c) 2001 Danbi System.

The protagonists in the game are three female newbie office workers. The player should help the women.

- TRIVIA -

The title of this game translates from Korean as 'Lady World'.

This title is based on a Korean television drama called 'Yeo in Chone Ha'. 

The rules and idea of the game are licensed by Konami.

This arcade game is a port of the E-Softnet Windows PC CD-ROM game that was released on january 18,-2001.

- TIPS AND TRICKS -

Beat the button quickly !!

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=7818&o=2

$end


$cpc_cass=fathrxms,
$bio

Official Father Christmas [Model AS 747] (c) 1989 Alternative Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98463&o=2

$end


$bbca_cass,bbcb_cass=ogles,
$bio

Ogles (c) 19?? The Games Master

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52176&o=2

$end


$msx2_cart=ogre,ogrea,
$bio

Ogre (c) 1986 Systemsoft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51348&o=2

$end


$amigaocs_flop=ogre,
$bio

Ogre (c) 1986 Origin Systems, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74653&o=2

$end


$pc8801_flop=ogre,
$bio

Ogre (c) 1987 System Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92527&o=2

$end


$msx2_flop=ogre,ogrea,
$bio

Ogre (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101901&o=2

$end


$snes=ogrebatl,
$bio

Ogre Battle - The March of the Black Queen (c) 1995 Enix, Limited.

- TRIVIA -

Reviews:
[FR] July 1995, Consoles + N.45: 93/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63357&o=2

$end


$n64=ogrebatl1,ogrebatl,
$bio

Ogre Battle 64 - Person of Lordly Caliber (c) 2000 Atlus Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57889&o=2

$end


$n64=ogrebatlj,
$bio

Ogre Battle 64 - Person of Lordly Caliber (c) 1999 Nintendo.

- TECHNICAL -

Model NUS-NOBJ

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57888&o=2

$end


$info=st_ohla,
$bio

Oh La La (c) 199? Stella.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42269&o=2

$end


$cpc_cass=ohmummys,
$bio

Oh Mummy [Model AMC-138] (c) 1984 Indescomp

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98464&o=2

$end


$cpc_cass=ohmummy,
$bio

Oh Mummy [Model SOFT 115] (c) 1984 Amsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98465&o=2

$end


$msx1_cass=ohmummy,
$bio

Oh Mummy!! (c) 1984 Longman Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94885&o=2

$end


$info=ohmygod,
$bio

Oh My God!(c) 1993 Atlus.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound Chips : OKI6295 (@ 13.257 Khz)

Players : 2
Control : 8-way joystick
Buttons : 1

- TRIVIA -

Released in December 1993 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1868&o=2

$end


$amigaocs_flop=ohnolemdd,ohnolemm,ohnolemddu,
$bio

Oh No! More Lemmings (c) 1991 Psygnosis, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74654&o=2

$end


$msx1_cass=ohshit,ohshita,
$bio

Oh Shit! (c) 1986 Aackosoft [Netherlands]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94886&o=2

$end


$info=ohbakyuun,
$bio

Oh! Bakyuuun (c) 1999 Eighting / Raizing.

A shooting game with ghosts and monsters.

- TRIVIA -

Oh! Bakyuuun was released in July 1999 in Japan. It was also released as "Ghoul Panic".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4122&o=2

$end


$x68k_flop=ohhajiki,
$bio

Oh! Hajiki! (c) 19?? Maru

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88488&o=2

$end


$pc98=ohkitsun,
$bio

Oh! Kitsune-sama (c) 1996 Curott [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90266&o=2

$end


$x68k_flop=ohpai,
$bio

Oh! Pai (c) 1993 Silky's [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87948&o=2

$end


$pc98=ohpai,
$bio

Oh! Pai (c) 1993 Silky's [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90267&o=2

$end


$info=ohpaipee,
$bio

Oh! Paipee (c) 1989 Nichibutsu.

- TRIVIA -

Oh! Paipee was released in February 1989 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32500&o=2

$end


$pc98=ohtsuki,
$bio

Oh! Tsukiaitai!! (c) 1993 Swat [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90268&o=2

$end


$x68k_flop=ohxs10,
$bio

Oh! X - Soukan 10 - Shuunen Kinen Pro-68K Sono 4 - Sion 2 (c) 1992 Soft Bank

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87949&o=2

$end


$x68k_flop=ohx9006,
$bio

Oh! X 1990.06 - Soukan 8 - Shuunen Kinen PRO-68K (c) 1990 Soft Bank

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87950&o=2

$end


$x68k_flop=ohx9105,
$bio

Oh! X 1991.05 - Ougou Shuukan PRO-68K (c) 1991 Soft Bank

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87951&o=2

$end


$x68k_flop=ohx9206,
$bio

Oh! X 1992.06 - Soukan X - Shuunen Kinen PRO-68K (c) 1992 Soft Bank

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87952&o=2

$end


$x68k_flop=ohx9207,
$bio

Oh! X 1992.07 - DoGA CGA System v2.50 (c) 1992 Soft Bank

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87953&o=2

$end


$x68k_flop=ohx9310,
$bio

Oh! X 1993.10 - Aki Matsuri PRO-68K (c) 1993 Soft Bank

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87954&o=2

$end


$x68k_flop=ohx9403,
$bio

Oh! X 1994.03 - Hinamatsuri PRO-68K (c) 1994 Soft Bank

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87955&o=2

$end


$x68k_flop=ohx9405,
$bio

Oh! X 1994.05 - Koi no Bori PRO-68K (c) 1994 Soft Bank

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87956&o=2

$end


$x68k_flop=ohx9407,
$bio

Oh! X 1994.07 - CGA Nyuumon Kit Genie (c) 1994 Soft Bank

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87957&o=2

$end


$x68k_flop=ohx9410,
$bio

Oh! X 1994.10 - Momiji Gari PRO-68K (c) 1994 Soft Bank

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87958&o=2

$end


$x68k_flop=ohx9412,
$bio

Oh! X 1994.12 - XL Image + Alpha (c) 1994 Soft Bank

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87959&o=2

$end


$x68k_flop=ohx9505,
$bio

Oh! X 1995.05 Oh! Dennou Club (c) 1995 Soft Bank

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87960&o=2

$end


$x68k_flop=ohx9508,
$bio

Oh! X 1995.08 - Shochuu Mimai PRO-68K (c) 1995 Soft Bank

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87961&o=2

$end


$x68k_flop=ohx9512,
$bio

Oh! X 1995.12 - Merry X'mas PRO-68K (c) 1995 Soft Bank

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87962&o=2

$end


$gba=ohanaya,
$bio

Ohanaya-san Monogatari GBA - Iyashikei Ohanaya-san Ikusei Game [Model AGB-A87J-JPN] (c) 2002 TDK Core

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72065&o=2

$end


$gbcolor=ohasuddr,
$bio

Ohasuta Dance Dance Revolution GB [Model CGB-BD5J-JPN] (c) 2001 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68478&o=2

$end


$gbcolor=ohasuynr,
$bio

Ohasuta Yama-chan & Raymond [Model DMG-AOSJ-JPN] (c) 1999 Epoch Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68479&o=2

$end


$pc8801_flop=kaguya,
$bio

Ohi! Kaguya Hime - Kinuginu no Wakare (c) 1983 Pony Canyon, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92528&o=2

$end


$fm7_cass=kaguya,
$bio

Ohi! Kaguya Hime - Kinuginu no Wakare (c) 1983 Pony Canyon, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93772&o=2

$end


$x68k_flop=ohootsuk,
$bio

Ohootsuku Ni Kiyu (c) 19?? Login Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87963&o=2

$end


$gbcolor=oiderasc,
$bio

Oide Rascal [Model CGB-BLSJ-JPN] (c) 2001 Tam [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68480&o=2

$end


$info=oigas,
$bio

Oigas (c) 1986 Park.

A 'breakout' style game.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : (4x) Texas Instruments SN76496 (@ 3 Mhz)

Players : 2
Control : dial
Buttons : 1

- TRIVIA -

Released in October 1986.

This game is a bootleg of "Gigas".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1869&o=2

$end


$amigaocs_flop=oilimper,
$bio

Oil Imperium (c) 1989 reLINE

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74655&o=2

$end


$amigaocs_flop=oilimperg,
$bio

Oil Imperium (c) 1989 Softgold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74656&o=2

$end


$a800=oilswell,
$bio

Oil's Well (c) 1983 Sierra On-Line, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86644&o=2

$end


$coleco=oilswell,oilswella,
$bio

Oil's Well (c) 1984 Sierra On-Line, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53321&o=2

$end


$ibm5150,ibm5150_cass=oilswell,
$bio

Oil's Well (c) 1984 Sierra On-Line, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83672&o=2

$end


$msx1_cart=oilswell,oilswella,
$bio

Oil's Well (c) 1985 Comptiq

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77321&o=2

$end


$msx1_cass=oilswell,
$bio

Oil's Well (c) 1985 Eaglesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94887&o=2

$end


$c64_cart,c64_flop=oilswell,
$bio

Oils Well (c) 1983 Sierra On-Line, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53656&o=2

$end


$a2600=oinke,
$bio

Oink! Das Schweinchen und der Wolf (c) 1982 Activision

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50757&o=2

$end


$a2600=oinkc,
$bio

Oink! (c) 19?? CCE

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50756&o=2

$end


$cpc_cass=oink,
$bio

Oink! [Model AS525] (c) 1987 Alternative Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98469&o=2

$end


$a2600=oink,oinke1,
$bio

Oink! (c) 1982 Activision

Game variations:
Game 1: One player (controlling the Pig) vs. Computer Wolf.
Game 2: Two players (taking turns controlling the Pig) vs. Computer Wolf.
ame 3: Two players (taking turns controlling the Pig and the Wolf).

- TECHNICAL -

Model AX-023

- SCORING -

Points are earned every time your Pig drops an object in place in the wall.
Objects in the first row are worth 4 points each.
Point values for each object increase by 4 with each new row.
For example, in row 6, each object is worth 24 points. In row 7, each object is worth 28 points.

- STAFF -

Programmer: Mike Lorenzen

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50755&o=2

$end


$info=oinori,
$bio

Oinori Daimyojin Matsuri (c) 2002 Sega Enterprises, Limited.

- SERIES -

1. Oinori Daimyojin Matsuri (2002)
2. Oinori Daimyojin Matsuri Festival (2003)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70941&o=2

$end


$gameboy=oirajaja,
$bio

Oira Jajamaru! Sekai Daibouken [Model DMG-OJJ] (c) 1990 Jaleco Company, Limited. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66614&o=2

$end


$info=oisipuzl,
$bio

Oishii Puzzle wa Irimasen Ka (c) 1993 Sunsoft.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 16 Mhz)
Sound Chips : X1-010 (@ 16 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in September 1993.

The title of this game translates from Japanese as 'Don't You Need This Delicious Puzzle?'.

A bootleg of this game is known as "Triple Fun".

- PORTS -

* Consoles :
Nintendo Super Famicom (1994, "Hebereke no Oishii Puzzle Ha Irimasenka")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1870&o=2

$end


$nes=oishinbo,
$bio

Oishinbo (c) 1989 Shinsei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54472&o=2

$end


$psx=ojamajod,
$bio

Oja Majo Do-Re-Mi Dokkaan! Nijiiro Para-Dice [Model SLPS-03497] (c) 2002 Bandai Co., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85494&o=2

$end


$pico=ojadrm,
$bio

Ojamajo Doremi# (c) 2000 Bandai Co., Ltd.

- TECHNICAL -

Game ID: T-133330

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96320&o=2

$end


$info=ojankoc,
$bio

Ojanko Club (c) 1986 V-System.

A mahjong game.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : General Instrument AY8910 (@ 2 Mhz), OKI MSM5205 (@ 363.636 Khz)

Players : 2

- TRIVIA -

Released in June 1986.

The title of this game translates from Japanese as 'Mahjong Girl Club'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1871&o=2

$end


$info=ojankohs,
$bio

Ojanko High School (c) 1988 V-System.

Mahjong taking place at Ojanko High School.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 6 Mhz)
Sound Chips : General Instrument AY8910 (@ 2 Mhz), OKI MSM5205 (@ 384 Khz)

Players : 1
Control : mahjong keyboard

- TRIVIA -

Released in June 1988.

The title of this game translates from Japanese as 'Mahjong Girl High School'.

The Rabbit King from "Rabbit Punch" makes a cameo appearance as the principal.

- SERIES -

1. Ojanko Yakata - Shobatsuki Mahjong sen (1986)
2. Ojanko Yakata 2bankan - Shobatsuki Mahjong sen (1987)
3. Ojanko High School (1988)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1872&o=2

$end


$info=ojankoy,
$bio

Ojanko Yakata - Shobatsuki Mahjong sen (c) 1986 V-System.

Mahjong with a high school theme.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 6 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.5 Mhz), OKI MSM5205 (@ 384 Khz)

Players : 1
Control : mahjong keyboard

- TRIVIA -

Released in December 1986.

The title of this game translates from Japanese as 'Mahjong Girl Mansion - Triumph In the Mahjong Match'.

- SERIES -

1. Ojanko Yakata - Shobatsuki Mahjong sen (1986)
2. Ojanko Yakata 2bankan - Shobatsuki Mahjong sen (1987)
3. Ojanko High School (1988)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1873&o=2

$end


$info=ojanko2,
$bio

Ojanko Yakata 2bankan - Shobatsuki Mahjong sen (c) 1987 V-System.

Mahjong with a high school theme.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 6 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.5 Mhz), OKI MSM5205 (@ 384 Khz)

Players : 1
Control : mahjong keyboard

- TRIVIA -

Released in February 1987.

The title of this game translates from Japanese as 'Mahjong Girl Second Mansion - Triumph in the Mahjong Match'.

- SERIES -

1. Ojanko Yakata - Shobatsuki Mahjong sen (1986)
2. Ojanko Yakata 2bankan - Shobatsuki Mahjong sen (1987)
3. Ojanko High School (1988)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1874&o=2

$end


$gba=ojarumar,
$bio

Ojarumaru - Gekkouchou Sanpo de Ojaru [Model AGB-BOJJ-JPN] (c) 2003 MTO, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72066&o=2

$end


$gbcolor=ojarumam,
$bio

Ojarumaru - Mangan Jinja no Ennichi de Ojaru! [Model DMG-BOJJ-JPN] (c) 2000 M²TO, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68481&o=2

$end


$gbcolor=ojarumat,
$bio

Ojarumaru - Tsukiyo ga Ike no Takaramono [Model DMG-BORJ-JPN] (c) 2000 Success

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68482&o=2

$end


$pico=ojarumar,
$bio

Ojarumaru [Model T-133310] (c) 1999 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75743&o=2

$end


$pc8801_flop=ojibinbm,ojibinbmb,ojibinbmbc,ojibinbma,
$bio

Oji Binbin Monogatari (c) 1987 East Cube [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92529&o=2

$end


$x1_flop=ojibinbm,ojibinbmb,ojibinbma,
$bio

Oji Binbin Monogatari (c) 1988 East Cube [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86077&o=2

$end


$pc8801_flop=ojosamac,ojosamaca,
$bio

Ojosama Club (c) 1987 Technopolis Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92530&o=2

$end


$pc8801_flop=ojosama1,
$bio

Ojosama Club Graphic Loader (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92531&o=2

$end


$saturn,sat_cart=oexpress,
$bio

Ojousama Express (c) 1998 Media Works

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59484&o=2

$end


$psx=ojousama,
$bio

Ojousama Express [Model SLPS-01495~6] (c) 1998 Media Works

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85495&o=2

$end


$saturn,sat_cart=ojounera,
$bio

Ojousama wo Nerae!! (c) 1998 Crystal Vision

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59485&o=2

$end


$info=ojousan,ojousanm,
$bio

Ojousan (c) 1987 Nichibutsu.

Mahjong with beautiful 'prizes'.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 5 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.25 Mhz), DAC (@ 1.25 Mhz)

Screen orientation : Horizontal
Video resolution : 512 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 65536

Player : 2
Control : mahjong keyboard

- TRIVIA -

Ojousan was released in December 1987 in Japan.

The title of this game translates from Japanese as 'Young Lady'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1875&o=2

$end


$msx1_cart=golgo13,
$bio

Okami no Su - Golgo 13 Adventure Game [Model R49X5066] (c) 1984 Pony Canyon, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77322&o=2

$end


$sg1000=matchpgt,
$bio

Okamoto Ayako no Match Play Golf [Model B-021] (c) 1984 Aaronix [Taiwan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65081&o=2

$end


$sg1000=matchpg,matchpga,
$bio

岡本綾子のマッチプレイゴルフ (c) 1984 Tsukuda Original.
(Okamoto Ayako no Match Play Golf)

- TECHNICAL -

Game ID: OM-G006

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65080&o=2

$end


$snes=matchpg,
$bio

Okamoto Ayako to Match Play Golf - Ko Olina Golf Club in Hawaii [Model SHVC-OG] (c) 1994 Tsukuda Original

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61898&o=2

$end


$pc98=okiblock,
$bio

Okiraku Block Chobin de Run-Run (c) 1993 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90269&o=2

$end


$saturn,sat_cart=socrkids,
$bio

Okudera Yasuhiko no Sekai wo Mezase! Soccer Kids - Nyuumon-hen (c) 1996 Fujitsu Parex

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59486&o=2

$end


$pc98=okumanc,
$bio

Okuman Chouja (c) 1988 Cosmos Computer [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90270&o=2

$end


$pc98=okumanc2,
$bio

Okuman Chouja II (c) 1990 Cosmos Computer [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90271&o=2

$end


$pc98=okumanc3,
$bio

Okuman Chouja III (c) 1990 Cosmos Computer [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90272&o=2

$end


$pc8801_flop=okumanch,
$bio

Okumanchoja (c) 1987 Cosmos Computer [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92532&o=2

$end


$x68k_flop=okumanch,
$bio

Okumanchouja (c) 1988 Cosmos Computer [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87964&o=2

$end


$gba=okumanch,
$bio

Okumanchouja Game - Nottori Daisakusen! [Model AGB-AOKJ-JPN] (c) 2001 Takara Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72067&o=2

$end


$pc98=olsousam,
$bio

OL Sousamou (c) 1995 Witch's

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90262&o=2

$end


$astrocde=oldyaht,
$bio

Old Bent Nose + Yahtzee (c) 1987 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86818&o=2

$end


$info=coneyis,
$bio

Old Coney Island! [Model 180] (c) 1979 Game Plan.

- TECHNICAL -

Model Number : 180

- TRIVIA -

Released in December 1979.

3,000 units were produced.

- STAFF -

Design by : Roger Sharpe, Ed Cebula
Art by : Dick White

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5266&o=2

$end


$bbca_cass,bbcb_cass=oldftime,
$bio

Old Father Time (c) 1983 Bug Byte

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52177&o=2

$end


$pc8801_flop=oldgamep,
$bio

Old Game Pack 1 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92533&o=2

$end


$pc8801_flop=oldgam11,
$bio

Old Game Pack 10 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92534&o=2

$end


$pc8801_flop=oldgam12,
$bio

Old Game Pack 2 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92535&o=2

$end


$pc8801_flop=oldgam13,
$bio

Old Game Pack 3 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92536&o=2

$end


$pc8801_flop=oldgam14,
$bio

Old Game Pack 4 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92537&o=2

$end


$pc8801_flop=oldgam15,
$bio

Old Game Pack 5 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92538&o=2

$end


$pc8801_flop=oldgam16,
$bio

Old Game Pack 6 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92539&o=2

$end


$pc8801_flop=oldgam17,
$bio

Old Game Pack 7 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92540&o=2

$end


$pc8801_flop=oldgam18,
$bio

Old Game Pack 8 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92541&o=2

$end


$pc8801_flop=oldgam19,
$bio

Old Game Pack 9 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92542&o=2

$end


$info=smiy0280,smiy0281,smiy0282,smiy0283,smiy0453,smiy475,smiy476,smiy477,smiy478,smiy479,
$bio

Old School (c) 200? Bally Gaming.

5 Reels, 20 Lines, 60 Credits Max Bet.

- TECHNICAL -

Game Kit #C3V OLDSCHOOL

- UPDATES -

SMI #Y0280
SMI #Y0281
SMI #Y0282
SMI #Y0283
SMI #Y0453
SMI #Y0475
SMI #Y0476
SMI #Y0477
SMI #Y0478
SMI #Y0479

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32107&o=2

$end


$info=m4oldtmr,
$bio

Old Timer (c) 2007 Barcrest Games.

- TECHNICAL -

Horizon Cabinet

- TRIVIA -

Released in June 2007 on the Dutch market. Distributed by Janshen-Hahnraths Group.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31353&o=2

$end


$pc8801_flop=oldmix2,
$bio

Oldmix2 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92543&o=2

$end


$amigaocs_flop=oldtimer,
$bio

Oldtimer - Erlebte Geschichte Teil II (c) 1994 Max Design

- STAFF -

Manager: Wilfried Reiter
Coder: Christopher Dissauer, Andreas Oberdorfer
Graphics: Michael Sormann, Lukas Angermayer, Robert Pils
Musician: Markus Wadwiger, Stefan Poiss, Andreas Sterbenz

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74657&o=2

$end


$cpc_cass=ole,
$bio

Ole (c) 1985 Firebird Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98470&o=2

$end


$msx1_cass=ole,
$bio

Ole! (c) 1986 Bug Byte

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94888&o=2

$end


$cpc_cass=oletoro,
$bio

Ole, Toro (c) 1985 Dinamic Soft. [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98471&o=2

$end


$info=olibochu,
$bio

Oli-Boo-Chu (c) 1982 Irem.

A maze game where the power pellets are randomly spawning, but don't turn the ghosts/monsters blue... just points... you catch mice and chase them into mouse holes...(many points..) for shoving your face into the mouse hole for an extended time.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 4 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : General Instrument AY8910 (@ 2 Mhz)

Screen orientation : Vertical
Video resolution : 240 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 32

Players : 2
Control : 4-way joystick

- TRIVIA -

Rare game released in January 1982.

- SCORING -

Pink mouse: 100 points.
Green mouse: 200 points.
Yellow mouse: 400 points.

- STAFF -

Developed by: GDI

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1876&o=2

$end


$spc1000_cass=olion,
$bio

Olion (c) 1984 Softmen.

Port of an original PC-98 game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83537&o=2

$end


$pc8801_flop=olion80,
$bio

Olion80 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92544&o=2

$end


$snes=olivia,
$bio

Olivia no Mystery [Model SHVC-ZY] (c) 1994 Altron Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61899&o=2

$end


$cpc_cass=ollilisa,
$bio

Olli & Lissa - The Ghost of Shilmoore Castle (c) 1988 Firebird Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98472&o=2

$end


$cpc_cass=ollilis3,
$bio

Olli & Lissa III - The Candlelight Adventure [Model 3206] (c) 1989 Codemasters Soft. Co., Ltd., The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98473&o=2

$end


$info=ollie,
$bio

Ollie King (c) 2004 Sega Amusement Europe, Limited.

- TECHNICAL -

GDX-0007

Runs on the Sega "Chihiro" Hardware.

- TRIVIA -

Ollie King was released in March 2004.

- STAFF -

Developed by Amusement Vision, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4102&o=2

$end


$x68k_flop=olteus2,
$bio

Olteus II (c) 1992 Brother Kougyou [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87965&o=2

$end


$psx=olympiay,
$bio

Olympia Yamasa - Virtua Pachi-Slot II - Jissen! Bishoujo Kouryaku Hou [Model SLPS-00714] (c) 1997 Map Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85496&o=2

$end


$info=sc1olym,
$bio

Olympia (c) 1995 ELAM.

- TECHNICAL -

Model 5727

- TRIVIA -

Olympia was released in April 1995.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42150&o=2

$end


$cpc_cass=olympiad,
$bio

Olympiad [Model AT403X] (c) 1986 Atlantis Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98474&o=2

$end


$info=oligam,
$bio

Olympian Games (c) 200? Astra Games.

5-reel 9-line video slot.

- TECHNICAL -

Pallas hardware:
SVGA up to 1024 x 768, 32 bit color
Stereo Audio output

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11950&o=2

$end


$info=olympic,
$bio

Olympic Games (c) 1984 Jeutel.

- TRIVIA -

500 units were produced.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=9887&o=2

$end


$sms=olympgld,olympgldk,
$bio

Olympic Gold (c) 1992 US Gold.

- TRIVIA -

The game was originally released as a 16-Bit version on the Mega Drive.

Reviews:
[FR] June 1992 - Consoles + N.10 (Pages 110-111): 87/100
[FR] July 1992 - Joypad N.10: 87/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56115&o=2

$end


$megadriv=olympgld,
$bio

Olympic Gold (c) 1992 US Gold.

- TRIVIA -

Reviews:
[FR] June 1992 - Consoles + N.10 (Pages 80-81): 83/100
[FR] July 1992 - Joypad N.10: 89/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56735&o=2

$end


$megadriv=olympgldj,
$bio

Olympic Gold (c) 1992 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56736&o=2

$end


$megadriv=olympgldu,olympgldu1,
$bio

Olympic Gold (c) 1992 US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57330&o=2

$end


$info=m4olygn,m4olygn__a,
$bio

Olympic Gold (c) 199? Nova.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42379&o=2

$end


$info=sc2olgld,sc2olgld1,sc2olgld1p,sc2olgldp,
$bio

Olympic Gold (c) 1996 Bell-Fruit Mfg. Company, Limited. [B.F.M.].

- TECHNICAL -

[Model 6606]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42203&o=2

$end


$gamegear=olympgld,
$bio

Olympic Gold (c) 1992 US Gold

- TECHNICAL -

Cartridge ID: 79018-50

- TRIVIA -

Reviews:
[FR] July/August 1992 - Consoles + N.11: 86/100
[FR] August 1992 - Joypad N.11: 85/100

Average note: 85.5/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64746&o=2

$end


$gamegear=olympglda,
$bio

Olympic Gold [Model G-3316] (c) 1992 US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64749&o=2

$end


$n64=olymph98,olymph98u,
$bio

Olympic Hockey Nagano '98 (c) 1998 Midway Home Entertainment

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57890&o=2

$end


$n64=olymph98j,
$bio

Olympic Hockey Nagano '98 [Model NUS-P-NHNJ] (c) 1998 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57891&o=2

$end


$info=hotstuff,
$bio

Olympic Hot Stuff (c) ???? Olympic Video Gaming.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=35662&o=2

$end


$nes=olympiq,
$bio

Olympic I.Q. (c) 1991 Sachen.

- TECHNICAL -

Game ID: TC-015

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76883&o=2

$end


$saturn,sat_cart=olympsocj,olympsocja,
$bio

Olympic Soccer (c) 1996 Coconuts Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59487&o=2

$end


$saturn,sat_cart=olympsoc,olympsocg,
$bio

Olympic Soccer (c) 1996 US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60373&o=2

$end


$info=olysoc92,olysoc92a,olysoc92b,
$bio

Olympic Soccer '92 (c) 1992 Seibu Denshi.

A soccer game.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 10 Mhz)
Sound CPU : Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : YM3812 (@ 3.579545 Mhz), OKI6295 (@ 8 Khz)

Players : 4
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Olympic Soccer '92 was released in May 1992.

This game is also known as "Seibu Cup Soccer".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1877&o=2

$end


$saturn,sat_cart=olympsocu,
$bio

Olympic Soccer [Model T-7904H] (c) 1996 US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60109&o=2

$end


$gameboy=olympsum,
$bio

Olympic Summer Games [Model DMG-AO9E-USA] (c) 1996 Black Pearl

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66615&o=2

$end


$snes=olympsumu,
$bio

Olympic Summer Games [Model SNS-AO9E-USA] (c) 1996 Black Pearl

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63359&o=2

$end


$snes=olympsum,
$bio

Olympic Summer Games [Model SNSP-AO9P-EUR] (c) 1996 US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63358&o=2

$end


$svision=olympict,
$bio

Olympic Trials [Model SV10019] (c) 1992 Watara

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95461&o=2

$end


$amigaocs_flop=marseill,
$bio

Olympique de Marseille (c) 1993 Ocean Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74658&o=2

$end


$info=olympus,
$bio

Olympus (c) 1986 Juegos Populares.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=9897&o=2

$end


$nes=olymptak,
$bio

Olympus no Tatakai (c) 1988 Imagineer.

- TRIVIA -

Released on March 28, 1988 in Japan.

- STAFF -

Scenario by: Yukio Horimoto, Reiko Oshida
Program by: Yukio Horimoto
Graphic by: Reiko Oshida
Music by: Kazuo Sawa

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54473&o=2

$end


$saturn,sat_cart=omakases,
$bio

Omakase! Savers (c) 1996 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59488&o=2

$end


$amigaocs_flop=omega,
$bio

Omega (c) 1989 Origin Systems, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74659&o=2

$end


$info=omega,
$bio

Omega (c) 198?.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : Tone generator, discrete circuits

Players : 2
Control : 2-way joystick
Buttons : 1

- TRIVIA -

This game is a french hack of Stern's "The End".

In this hack, the bugs use the eggs to spell the word 'FIN' instead of 'END' in the official version (FIN translates from French as END).

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1878&o=2

$end


$pc98=omega,
$bio

Omega (c) 1992 Tonkin House [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90273&o=2

$end


$info=m1omega,m1omegaa,
$bio

Omega (c) 199? Maygay

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41399&o=2

$end


$pc8801_flop=omega3,
$bio

Omega Dai-3-Go (c) 1987 Champion Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92545&o=2

$end


$info=omegafs,
$bio

Omega Fighter Special (c) 1989 UPL Company, Limited. [Universal PlayLand].

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40702&o=2

$end


$info=omegaf,
$bio

Omega Fighter (c) 1989 UPL.

While similar to most vertical scrolling shooters, Omega Fighter is unique in its gameplay, level and enemy focus: rather than flying through multiple levels, the player faces an enormous space battle cruiser which contains every level.

There are two weapons that the player picks up, and if the player picks up a different powerup, it will always reset to its lowest level:
(I) - Ion Laser: Shoots straight, pick up more to increase damage at a cost of decreasing length. Ideal for close combat.
(W) - Wide Shot: Shoots bullets in wider range when collecting more of them. Ideal for taking enemies from afar but deals less damage.

There are also two items that are pressed by the bomb button, and players may pick up to two of them:
Silver - Activate to slow down everything on screen. Useful to dodge bullets and getting closer for higher score.
Gold - Destroy all enemies on screen, score depends on closeness to player prior to using the item.

- TECHNICAL -

Game ID : UPL-89016

Main CPU : Zilog Z80 (@ 6 Mhz)
Sound CPU : Zilog Z80 (@ 5 Mhz)
Sound Chips : (2x) Yamaha YM2203 (@ 1.5 Mhz)

Screen orientation : Vertical
Video resolution : 192 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in September 1989.

Soundtrack releases :
Omega Fighter, Atomic Robo-Kid / UPL [Pony Canyon / Scitron - PCCB-00038 - Aug 21, 1990]

- STAFF -

Staff : Iwatani, Nobuyuki Narita, Abe, Akemi Tsunoda, Nikei, Shigksa, T.T, Ohnuma
Composed by : Mechano Associates

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1879&o=2

$end


$bbca_cass,bbcb_cass=omegaorb,
$bio

Omega Orb (c) 19?? Audiogenic

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52178&o=2

$end


$bbca_cass,bbcb_cass=omegapro,
$bio

Omega Probe (c) 19?? Optima

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52179&o=2

$end


$c64_cart,c64_flop=omegrace,
$bio

Omega Race (c) 1982 Commodore

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53657&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=omegrace,
$bio

Omega Race (c) 1982 Commodore, Ltd.

- TIPS AND TRICKS -

If you hold down SHIFT+F1 or SHIFT+F3 at the beginning of a game, you’ll get 5 ships

- STAFF -

VIC VERSION BY: ANDY FINKEL, ERIC COTTON

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86881&o=2

$end


$coleco=omegrace,
$bio

Omega Race (c) 1983 Coleco Industries, Incorporated. [Amsterdam, NY, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53322&o=2

$end


$a2600=omegarac,
$bio

Omega Race (c) 1983 CBS, Incorporated.

The object of OMEGA RACE is to evade enemy fire and score points by destroying the various types of Omegan Warrior Ships and Photon Mines you'll encounter while speeding around a mysterious cosmic arena.

- TECHNICAL -

Model 80090

- SCORING -

Photon Mine: 500 points.
Droid Ship: 1,000 points.
Command Ship: 1,500 points.
Death Ship: 2,500 points.
Droid Force Bonus: 5,000 points.

- TIPS AND TRICKS -

1. Learn to use your Booster-Grop to control your direction as you ricochet off the walls of the arena.  Mastering this technique will almost always enable you to maintain a good position for destroying both Command Ships and Death Ships.

2. Use your thrust sparingly to float back and forth or up and down. You'll be able to fire without worrying about navigating.

3. To rack up really high scores, go for the more valuable ships first.  Since they're always replaced, you'll be able to get more points for the same quantity of ships destroyed.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50758&o=2

$end


$info=omegrace,omegrace2,
$bio

Omega Race (c) 1981 Midway.

When playing this game, you are the pilot of an Omegan Space Fighter in training to defend Omega's Star Colonies. You are stationed in space to destroy as many waves of attacking enemy droid ships as possible.

You begin your training with a small number of droid ships in the first wave of attackers and gradually build your skill until there is a maximum number of 12 attacking droid ships per wave. These attaching ships not only move independently and fire at you, they also drop two different kinds of space mines to block your path and your shots at them.

As your skill level increases, the speed with which the droid ships attack is gradually increased and their shots at you become more accurate.

Bonus ships are awarded to you periodically throughout the game as you reach or pass certain preselected point values. Each enemy ship and mine has a point value.

The object of the game is to survive as long as possible while destroying as many attacking droid ships and space mines as you can. As you do this, each following wave of attackers will be harder to destroy.

- TECHNICAL -

[Upright model]
[No. 929]

Main CPU : Zilog Z80 (@ 3 Mhz)
Sound CPU : Zilog Z80 (@ 1.5 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.5 Mhz)

Screen orientation : Horizontal
Palette colors : 32768

Players : 2
Control : Spinner knob
Buttons : 2 (FIRE, THRUST)

- TRIVIA -

Omega Race was released in June 1981 and was Midway's only vector game created.

According to Arcade Engineering co-founder (and former Allied Leisure designer) Jack Pearson, the idea for Omega Race came when some designers obtained a copy of Atari's "Asteroids" and created a new game by putting masking tape on the screen to create a track and they ignored the asteroids and were trying to fly around the track.

Omega Race differed significantly from "Asteroids" in a few respects. First, there was no 'wrap-around' (where you exit on one edge and return to the opposite edge). The walls would stop the player's fighter if it impacted them. Second, all the information such as high score and ships left were in a box in the middle of the playing field. Last, you could be expected to encounter multiple attackers in each wave. Although Omega Race wasn't a big seller, it still created a following. Unfortunately, this game came out when games such as "Pac-Man" were at their peak.

One thing of note is that the high score table will not display the initial FUK or FUC (early censorship at its best).

Thomas Gault holds the official record for this game with 3290900 points.

- SCORING -

Photon Mine : 350 points
Vapor Mine : 500 points
Droid Ship : 1000 points
Command Ship : 1500 points
Death Ship : 2500 points

- TIPS AND TRICKS -

* When you start the game, your fighter will be in either the left or right corner of the screen. The enemy Droid Ships will be in one of the lower corners diagonally opposite from your fighter. Your job is to eliminate all the enemy Droid Ships in order to advance to the next wave. You will start with six enemy Droid Ships in wave one. The number of Droid Ships will increase by two until you will be dealing with twelve enemy Droid Ship per wave. Not only will you have to deal with enemy Droid Ships, you will also have to deal with the mines that they lay.

* The spinner knob is very sensitive on this game. That means you don't have to turn it too much to make your fighter respond. This can be very helpful if you are attempting to line up a shot and you 'overspin' the knob, thereby leaving yourself vulnerable to an enemy attack.

* Go down the side opposite of where the enemy Droid Ships are. Since you have rapid fire, try to destroy as many enemy Droid Ships as possible. This will become important in later waves since multiple Command and Death ships will appear amongst the enemy Droid Ships.

* When moving around the screen, make sure you keep firing toward the enemy ships. Although shots in this game have a limited range, if you put up a wall of fire, you can catch the enemy Command or Death ships in a nasty trap. Keep in mind that your rate of fire is only limited by how fast you can push the fire button.

* If you accelerate too much in one direction, turn your fighter toward any one of the walls so that you ram it. This will cause your fighter to instantly stop so that you can get your bearings again to deal with enemy threats.

* After the second wave, the enemy Droid Ships tend to migrate around the middle box in a direction opposite of where your fighter appears. After the fourth wave, the enemy Droid Ships tend to split up with a Command ship with each of these groups to make your job even harder.

* Command ships located in the pack of enemy Droid Ships will not pursue your fighter. This doesn't mean, however, that they aren't helpless. If you get too close to one of these packs, that Command ship will fire on your fighter.

* Enemy fire isn't the only danger you will have to deal with. Command and Death ships also deposit mines. If you don't destroy the Photon mines, they eventually become Vapor mines. Both of these mines can present a major obstacle if you are trying to get away from the enemy or trying to set yourself up into a better firing position.

* If you take too long to bring down a Command ship, it will transform into a Death ship. Death ships are much harder to hit because they fly quickly around the screen shooting and laying mines.

* Don't get to close to any Command or Death ship since both of these ships have pretty accurate fire when they get close to your fighter.

* After Wave 5, a Droid Ship will transform into a Death ship near the beginning of the wave to create an even bigger challenge of getting through the wave.

- STAFF -

Designed by : Ron Halliburton (Founder of Arcade Engineering)

- PORTS -

* Consoles :
Colecovision [US] (1981) [Model 2448]
Atari 2600 [US] (1983) [Model 80090]
Atari 5200 [US] : Release canceled

* Computers :
Tandy Color Computer [US] (1982, "Space Race")
Commodore C64 [US] (1982) [Model C-64 614] 
Commodore C64 [EU] (1982)
Commodore VIC-20 [US] (1982) [Model VIC-1924] 

* Others :
VFD tabletop game [US] (1981) by Coleco : Unfortunately, this game was never released.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1880&o=2

$end


$pc8801_flop=omega2,
$bio

Omega Soukan-2-Go (c) 1987 Champion Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92546&o=2

$end


$pc8801_flop=omega1,omega1a,
$bio

Omega Soukan-Go (c) 1987 Champion Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92547&o=2

$end


$psx=omiaicom,
$bio

Omiaikomandoh Bakappuru Ni Tukkomi Wo [Model SLPS-86439] (c) 2000 Enix, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85497&o=2

$end


$psx=omisedet,
$bio

Omise de Tensyu [Model SLPS-01876] (c) 1999 TechnoSoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85498&o=2

$end


$info=omni,
$bio

Omni (c) 198? Videa System.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : Discrete circuitry.

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette colors : 98

Players : 2
Control : 2-way Joystick
Buttons : 1

- TRIVIA -

This game is a bootleg of "Pisces".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4513&o=2

$end


$amigaocs_flop=opbasket,
$bio

Omni-Play Basketball (c) 1989 SportTime

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74660&o=2

$end


$amigaocs_flop=omnicron,
$bio

Omnicron Conspiracy (c) 1990 Image Works

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74661&o=2

$end


$famicom_flop=matenroc,
$bio

????????? ???? ??????? (c) 1988 Bandai
(Omoikkiri Tanteidan Haado Gumi - Matenrou no Chousenjou)

Omoikkiri Tanteidan Hadogumi is an action/adventure game by Bandai and based on a Japanese television series aired in 1987. It features a group of five detective kids on a mission to retrieve various objects stolen by a mysterious thief with a golden mask. But before anything, the player must pass the organization's test. After entering personal information such as name, birth-date and blood type, the player must go through two challenges. The first one is a memory test. Eight character faces (from a list of four) appear at random on the screen and the player needs to remember the order in which they came in. The second test is action based and the player must catch roses thrown by the thief, himself hanging from an air-balloon. Passed this, the real game starts. Our hero can move around town and visit buildings to gather information. He can also use various items such as a slingshot, a metal detector, a radio, binoculars etc... baddies also wander around the city and must be avoided. They can also be knocked down using any weapon our hero may carry (like the slingshot) or by punching them on the chin.

- TECHNICAL -

Game ID: BAN-HRD

- TRIVIA -

Released on March 25, 1988 in Japan for 3300 Yen.

Omoikkiri Tanteidan Hadogumi is based on a Japanese TV series aired in Japan in 1987, broadcasted by Fuji Telecasting Co and Toei Co. Ltd. The series featured five elementary school kids and a mysterious thief with a golden mask. The group counts the leader Hiroshi, the cute and Aikido expert Yasuko who also happen to be the only girl of the group, Susumu, Satoru and Takeo. The mysterious thief uses many ingenious tricks to escape his pursuers, such as a huge and colorful air-balloon.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65415&o=2

$end


$info=omotesnd,
$bio

Omotesandou (c) 1989 Anime TEC.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 5 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.25 Mhz), DAC (@ 1.25 Mhz)

Screen orientation : Horizontal
Video resolution : 512 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256

Player : 2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3561&o=2

$end


$cpc_cass=oncue,
$bio

On Cue (c) 1987 Mastertronic, Ltd. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98476&o=2

$end


$megadriv=ondal,
$bio

On Dal Jang Goon (c) 1990 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56737&o=2

$end


$info=m3online,
$bio

On Line (c) 198? PCP.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41191&o=2

$end


$amigaocs_flop=otballea,
$bio

On The Ball League Edition (c) 1994 Ascon Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74662&o=2

$end


$amigaocs_flop=otballwc,
$bio

On The Ball World Cup Edition (c) 1994 Ascon Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74663&o=2

$end


$snes=onthebalu,
$bio

On the Ball (c) 1992 Taito Corp.

North American release. For more information on the game itself, please see the original Japanese version entry; "Cameltry [SHVC-CT]".

- TECHNICAL -

Cartridge ID: SNS-CT-USA

- TRIVIA -

On the Ball for Super NES was released in November 1992 in North America.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63361&o=2

$end


$snes=onthebal,
$bio

On the Ball (c) 1993 Taito Corp.

European release. For more information on the game itself, please see the original Japanese version entry; "Cameltry [SHVC-CT]".

- TECHNICAL -

Cartridge ID: SNSP-CT-EUR

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63360&o=2

$end


$cpc_cass=onbench,
$bio

On the Bench (c) 1988 Cult

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98478&o=2

$end


$info=sp_onbox,sp_onboxa,sp_onboxb,sp_onboxc,sp_onboxd,sp_onboxe,sp_onboxf,sp_onboxg,sp_onboxh,sp_onboxi,sp_onboxj,sp_onboxk,sp_onboxl,sp_onboxm,sp_onboxn,
$bio

On the Box (c) 199? Ace Coin Equipment, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42253&o=2

$end


$info=m1onbus,m1onbusa,m1onbusb,m1onbusc,m1onbusd,m1onbuse,m1onbusf,m1onbusg,m1onbush,m1onbusi,m1onbusj,m1onbusk,m1onbusl,m1onbusm,m1onbusn,m1onbuso,m1onbusp,
$bio

On the Buses (c) 199? Maygay.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40222&o=2

$end


$info=m5fiddle,m5fiddle03,
$bio

On the Fiddle (c) 200? Barcrest.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=14940&o=2

$end


$cpc_cass=onoche,
$bio

On the Oché [Model A05] (c) 1984 Paxman Promotions [Geoffs Records div.]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98479&o=2

$end


$info=sp_piste,sp_pistea,sp_pisteb,sp_pistec,sp_pisted,sp_pistee,sp_pistef,sp_pisteg,sp_pisteh,sp_pistei,sp_pistej,sp_pistek,sp_pistel,sp_pistem,sp_pisten,sp_pisteo,sp_pistep,
$bio

On the Piste (c) 199? Ace Coin Equipment, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42256&o=2

$end


$info=V0000791,V0000792,V0000793,V0000794,V0000795,
$bio

On the Prowl (c) 1997 IGT [International Game Technologies].

5-Reel, 9-Line slot.

- TECHNICAL -

Model 339A

- UPDATES -

V0000791
V0000792
V0000793
V0000794
V0000795

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=37684&o=2

$end


$cpc_cass=ontherun,
$bio

On the Run (c) 1985 Firebird Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98480&o=2

$end


$info=sc4onup,sc4onupa,
$bio

On the Up (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR2076]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42721&o=2

$end


$info=onetwo,onetwoe,
$bio

One + Two (c) 1997 Barko.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 8 Mhz)
Sound CPU : Zilog Z80 (@ 8 Mhz)
Sound Chips : YM3812 (@ 8 Mhz), OKI6295 (@ 8 Khz)

Screen orientation : Horizontal
Video resolution : 512 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 128

Players : 2
Control : 8-way joystick
Buttons : 3

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3366&o=2

$end


$info=pepp0542,
$bio

One Eyed Jacks Wild Poker (c) 199? IGT [International Game Technologies].

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73320&o=2

$end


$ibm5150,ibm5150_cass=101mazes,
$bio

One Hundred and One Monochrome Mazes (c) 1983 IBM

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83673&o=2

$end


$cpc_cass=mandroid,
$bio

One Man and his Droid [Model IA 0089] (c) 1985 Mastertronic, Ltd. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98482&o=2

$end


$coleco=1on1,
$bio

One on One (c) 1984 Micro Lab

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53323&o=2

$end


$a7800=1on1,1on1u,
$bio

One On One [Model CX7824] (c) 1987 Atari Corp. [Sunnyvale, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50160&o=2

$end


$ti99_cart=opcopy,
$bio

One Pass Copy SSSD (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84664&o=2

$end


$gba=onepdrag,
$bio

One Piece - Dragon Dream! [Model AGB-BIPJ-JPN] (c) 2005 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72069&o=2

$end


$gba=onepbbk,
$bio

One Piece - Going Baseball - Haejeok Yaku (c) 2004 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72070&o=2

$end


$gba=onepbb,
$bio

One Piece - Going Baseball - Kaizoku Yakyuu [Model AGB-BO8J-JPN] (c) 2004 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72071&o=2

$end


$gba=onepnanak,
$bio

One Piece - Ilgop Seomui Debomool (c) 2002 Banpresto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72072&o=2

$end


$gba=onepiece,
$bio

One Piece [Model AGB-BONE-USA] (c) 2005 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72068&o=2

$end


$info=oneshot,
$bio

One Shot One Kill (c) 1996 Promat Company, Limited.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 12 Mhz), Zilog Z80 (@ 5 Mhz)
Sound Chips : YM3812 (@ 3.5 Mhz), OKI6295 (@ 8 Khz)

Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024

Players : 2
Control : lightgun
Buttons : 1

- TRIVIA -

Released in March 1996.

This game is thought to have been distributed in Europe by Playmark, but was developed by Promat. 

During the town stage, you can see the famous Korean singer Ser-Tae-Ji.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1881&o=2

$end


$amigaocs_flop=onestepb,
$bio

One Step Beyond (c) 1993 Ocean Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74664&o=2

$end


$bbca_cass,bbcb_cass=onetonin,
$bio

One to Nine (c) 198? Acornsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52180&o=2

$end


$psx=onetwosm,
$bio

One Two Smash - Tanoshii Tennis [Model SLPS-02585] (c) 2000 HECT [Hector] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85500&o=2

$end


$cpc_cass=one,
$bio

One [Model AQ 5801] (c) 1986 d3m Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98481&o=2

$end


$psx=onejapan,
$bio

One [Model SLPS-01812] (c) 1999 Capcom Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85499&o=2

$end


$xegs=1on1,
$bio

One-on-One [Model RX8093] (c) 1987 Atari Corp. [Sunnyvale, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51249&o=2

$end


$n64=onegai,
$bio

Onegai Monsters [Model NUS-NOMJ] (c) 1999 Bottom Up

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57892&o=2

$end


$pico=snoopyod,
$bio

Ongaku Daisuki Snoopy [Model HPC-6030] (c) 1996 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75744&o=2

$end


$pc8801_flop=conspir,
$bio

Ongaku Enban Con Spirito (c) 1993 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92548&o=2

$end


$psx=ongakut2,
$bio

Ongaku Tsukuru - Kanade-Ru 2 [Model SLPS-00903] (c) 1998 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85501&o=2

$end


$psx=ongakut3,
$bio

Ongaku Tsukuru 3 [Model SLPS-03161] (c) 2001 Enterbrain, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85502&o=2

$end


$snes=ongaku,
$bio

Ongaku Tsukuru Kanadeeru [Model SHVC-ZMCJ-JPN] (c) 1996 ASCII Ent. Software, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61900&o=2

$end


$pc8801_flop=ongakuka,
$bio

Ongakukan (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92549&o=2

$end


$gameboy=oni2,
$bio

Oni II - Innin Densetsu [Model DMG-O2J] (c) 1992 Banpresto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66617&o=2

$end


$gameboy=oni3,
$bio

Oni III - Kuro no Hakaishin [Model DMG-O3J] (c) 1993 Banpresto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66618&o=2

$end


$gameboy=oni4,
$bio

Oni IV - Kijin no Ketsuzoku [Model DMG-O4J] (c) 1994 Banpresto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66619&o=2

$end


$gameboy=oni5,
$bio

Oni V - Innin o Tsugumono [Model DMG-AO5J-JPN] (c) 1995 Banpresto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66620&o=2

$end


$gameboy=onigashi,
$bio

Onigashima Pachinkoten [Model DMG-OGJ] (c) 1991 Coconuts Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66621&o=2

$end


$gba=onimushau,
$bio

Onimusha Tactics [Model AGB-A6OE-USA] (c) 2003 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72075&o=2

$end


$gba=onimushaj,
$bio

Onimusha Tactics [Model AGB-A6OJ-JPN] (c) 2003 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72074&o=2

$end


$gba=onimusha,
$bio

Onimusha Tactics [Model AGB-A6OP] (c) 2003 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72073&o=2

$end


$pc8801_flop=onion101,
$bio

Onion 100 Yen Disk No.1 (c) 1986 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92550&o=2

$end


$pc8801_flop=onion102,
$bio

Onion 100 Yen Disk No.2 (c) 1987 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92551&o=2

$end


$pc8801_flop=onion103,
$bio

Onion 100 Yen Disk No.3 (c) 1987 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92552&o=2

$end


$pc8801_flop=onion104,onion104a,
$bio

Onion 100 Yen Disk No.4 (c) 1988 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92553&o=2

$end


$pc8801_flop=onion105,
$bio

Onion 100 Yen Disk No.5 (c) 1989 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92554&o=2

$end


$pc8801_flop=onion106,
$bio

Onion 100 Yen Disk No.6 (c) 1989 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92555&o=2

$end


$pc8801_flop=onion107,
$bio

Onion 100 Yen Disk No.7 (c) 1990 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92556&o=2

$end


$pc8801_flop=onionsof,
$bio

Onion-Soft Pictures (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92557&o=2

$end


$snes=onizuka,
$bio

Onizuka Katsuya Super Virtual Boxing - Shin Kentou Ou Densetsu (c) 1993 Sofel

- TECHNICAL -

[Model SHVC-OV]

- TRIVIA -

The game was presented at the Famicom Spaceworld' 93 in August 1993 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61901&o=2

$end


$info=sc2ofool,sc2ofool1,sc2ofool2,sc2ofool3,sc2ofool4,
$bio

Only Fools and Horses (c) 1993 Bell-Fruit Mfg. Company, Limited.

- TECHNICAL -

Model 6207

- TRIVIA -

Only Fools and Horses was released in April 1994 in the UK.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40236&o=2

$end


$gba=onmyoutz,
$bio

Onmyou Taisenki Zeroshiki [Model AGB-BITJ-JPN] (c) 2004 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72076&o=2

$end


$pc8801_flop=onnakoke,
$bio

Onna no Ko Keisatsu-tai (c) 1989 Tokuma Shoten Intermedia, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92558&o=2

$end


$pc98=shikumi,
$bio

Onna no Ko no Shikumi (c) 1996 Libido [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90274&o=2

$end


$info=onna34ro,onna34roa,
$bio

Onna Sansirou - Typhoon Gal (c) 1985 Taito Corp.

A female warrior takes on a slew of opponents to defend the honor of her dojo.

- TECHNICAL -

Prom Stickers : A52

Main CPU : Zilog Z80
Sound CPU : Zilog Z80
Sound Chips : General Instrument AY8910, MSM5232, DAC

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Onna Sansirou Typhoon Gal was released in October 1985.

The title of this game translates from Japanese as 'Sanshiro Woman'.

- STAFF -

Staff : S. TAKAHASI, HIRO.SAKAU, KURANAGA, Junji Yarita (J.YARITA), VT EIKICHI, MR-2 NAGAI

- PORTS -

* Consoles : 
Sony PlayStation 2 [JP] (March 29, 2007) "Taito Memories II Gekan [Model SLPM-66713]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1883&o=2

$end


$pc8801_flop=onryosen,
$bio

Onryou Senki (c) 1988 Soft Studio Wing [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92559&o=2

$end


$pc98=onryosen,
$bio

Onryou Senki (c) 1989 Soft Studio Wing [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90275&o=2

$end


$msx2_flop=onryosen,
$bio

Onryou Senki (Jpn) (c) 1988 Soft Studio Wing [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101902&o=2

$end


$amigaocs_flop=onslaugh,
$bio

Onslaught (c) 1989 Hewson Consultants

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74665&o=2

$end


$cdi=ontdekhe,
$bio

Ontdek het onbekende Nederland - Nederland-Waterland (c) 1995 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53017&o=2

$end


$nes=onyanko,
$bio

Onyanko Town (c) 1985 Pony Canyon, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54474&o=2

$end


$nes=onyankoh,
$bio

Onyanko Town (c) 1987 FMG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69298&o=2

$end


$info=onyx,
$bio

Onyx (c) 1982 Microdigital.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96208&o=2

$end


$info=oedfight,
$bio

Oo-edo Fight (c) 1994 Kaneko Company, Limited.

A follow-up to its predecessor, "Fujiyama Buster", this fighting game takes its inspiration from the "Mortal Kombat" series, featuring digitized graphics, blood, gore and finishing moves, but with the same satirical feudal Japanese setting of the previous game. Though superficially similar to "Mortal Kombat," the gameplay still resembles the mechanics set forth by "Street Fighter II", just like "Shogun Warriors".

Nine fighters are selectable in the game, each clearly representing an archetype from Japanese culture, though not as blatant as it was in "Fujiyama Buster".

- TECHNICAL -

Main CPU : Motorola 68000 (@ 16 Mhz)
Sound Chips : (2x) OKI6295 (@ 12 Khz)

Players : 2
Control : 8-way joystick
Buttons : 4

- TRIVIA -

Oo-edo Fight was released in August 1994 in Japan.

Some rumors indicate Oo-edo Fight is the sequel of Fujiyama Buster, but this was never confirmed by Kaneko. Most of the characters in the game are the same of in Fujiyama Buster but their name are different. However, their old moves are still present, but some new ones were added for all of them.

Here are reported the shared characters with the changes in their name (from Fujiyama Buster to Oo-edo Fight) :
Ninja -> Arashi
Samurai -> Kinshro
Geisha -> Kasumi (in BW she manage huge claws)
Kappa -> Sampei
Kabuki -> Shishimaru
Shogun -> Syogethu

The other two characters Benkei and Goemon keep their original name, but their moves are totally different from their appearence in Fujiyama Buster.

Differently from the rest of the cast, Ikkyù, the strange buddhist-type monk, makes his first appearance in Oo-edo Fight, so he's the only real new character in this game. Some of his moves seems taking some inspiration from Raiden of Mortal Kombat, like he was a burlesque version of him: overall, this strange character makes the whole fight more funny than usual.

- TIPS AND TRICKS -

Executing your opponent (aka Fatality): after you've defeating your opponent on the final round, this one will get up bleeding and the voice 'Finish' will lighting in the screen: all you must do now is simply to press a random attack button, so your fighter will perform automatically a random special move, depending by the distance from you and your opponent, that will kill your opponent. There are 3 fatality effects:
1. Opponent reduced to mush
2. Opponent sliced apart
3. Torso explosion (aka 'fontanel effect' cause the way the blood scroll from the remained legs: maybe the funniest kill in the game)

You can also choose to spare your opponent if you don't press any button while the 'finish' signal is still lighting: in this way, after the finish time is gone, your opponent will perform a standard 'lose for time out' pose.

- SERIES -

1. Fujiyama Buster (1992)
2. Oo-edo Fight (1994)

- STAFF -

Programmer : Naoki Hoshizaki
Background Designer : Tomoko Nakayama
Character Designer : Susumu Konno, Masanori Yoshihara, Akihiro Tokita
Sound Creator : Tatsuya Watanabe
Executive Producer : Hiroshi Kaneko

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=34414&o=2

$end


$x68k_flop=oedohanj,
$bio

Ooedo Hanjouki (c) 1989 Studio Panther

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87966&o=2

$end


$pc98=oedoren,
$bio

Ooedo Renaissance (c) 1995 Hokusho [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90276&o=2

$end


$saturn,sat_cart=ooedoren,
$bio

OoEdo Renaissance (c) 1997 Pack In Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59489&o=2

$end


$pc98=oedotan1,
$bio

Ooedo Tantei Kamiya Ukyou Vol. I (c) 1993 Altacia [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90277&o=2

$end


$pc98=oedotan2,
$bio

Ooedo Tantei Kamiya Ukyou Vol. II (c) 1993 Altacia [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90278&o=2

$end


$cdi=vangoghd,
$bio

Oogst van de Zon - leven en kunst van Vincent van Gogh (c) 1992 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53018&o=2

$end


$info=m5oohaah,m5oohaah01,
$bio

Ooh Aah Dracula (c) 1998 Barcrest.

- TRIVIA -

Ooh Aah Dracula was released in January 1998 in UK.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=14937&o=2

$end


$info=m4oadrac,m4oadrac__a,m4oadrac__b,m4oadrac__c,m4oadrac__d,m4oadrac__e,m4oadrac__f,m4oadrac__g,m4oadrac__h,
$bio

Ooh Aah Dracula (c) 199? BWB.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41395&o=2

$end


$info=m5oohrio,
$bio

Ooh Aah Dracula (c) 2000 Barcrest.

- TECHNICAL -

[Rio Casino]

- TRIVIA -

Released in November 2000.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=14939&o=2

$end


$pc8801_flop=ookami,
$bio

Ookami Otoko Satsujin Jiken (c) 1984 Union Planning

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92560&o=2

$end


$pc8801_flop=ookumaru,
$bio

Ooku Maruhi Monogatari (c) 1983 CSK Software Products [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92561&o=2

$end


$snes=oomonobb,
$bio

Oomono Black Bass Fishing - Jinzouko Hen [Model SHVC-AOAJ-JPN] (c) 1995 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61902&o=2

$end


$snes=oonita,oonitap,
$bio

Oonita Atsushi FMW [Model SHVC-OA] (c) 1993 Pony Canyon, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61903&o=2

$end


$amigaocs_flop=ooopsup,
$bio

Ooops Up (c) 1991 Demonware

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74666&o=2

$end


$amigaocs_flop=ooze,
$bio

Ooze (c) 1988 Ariolasoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74667&o=2

$end


$amigaocs_flop=oozecn,
$bio

Ooze - Creepy Nites (c) 1989 Dragonware

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74668&o=2

$end


$pc98=oozumokb,
$bio

Oozumou Kaou Basho (c) 19?? WestSide [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90279&o=2

$end


$snes=oozumous,
$bio

Oozumou Spirits [Model SHVC-OZ] (c) 1992 Takara Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61904&o=2

$end


$info=coozumou,
$bio

Oozumou (c) 1984 Data East.

- TECHNICAL -

Runs on the "DECO Cassette System" hardware

Model DT-141

- TRIVIA -

Oozumou was known as the 41th video game made for this system (Cassette no. 41).

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=24255&o=2

$end


$info=opaopa,
$bio

Opa Opa (c) 1987 Sega.

- TECHNICAL -

Runs on the Sega "System E" hardware.

- TRIVIA -

Released in July 1987 in Japan.

- SERIES -

1. Fantasy Zone (1986)
2. Opa Opa (1987)
3. Super Fantasy Zone (1993, Sega Mega Drive)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1884&o=2

$end


$sms=opaopa,
$bio

オパオパ (c) 1987 Sega Enterprises, Limited.
(Opa Opa)

- TECHNICAL -

Game ID: G-1343

- TRIVIA -

Opa Opa was released on December 20, 1987 in Japan.

- SERIES -

1. Fantasy Zone (1986, ARC)
2. Fantasy Zone II - Opa Opa no Namida [Model G-1329] (1987, Mark III)
3. Opa Opa [Model G-1343] (1987, Mark III)
4. Fantasy Zone Gear - OpaOpa Jr. no Bouken [Model T-44017] (1991, Game Gear)
5. Space Fantasy Zone (1991, PC-Engine CD)
6. Super Fantasy Zone (1993, Mega Drive)
7. Fantasy Zone II - The Tears of Opa-Opa (2008, PS2)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48402&o=2

$end


$info=openmj,
$bio

Open Mahjong (c) 1982 Sapporo Mechanic.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=19459&o=2

$end


$gba=openseasu,
$bio

Open Season [Model AGB-BOAE-USA] (c) 2006 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72078&o=2

$end


$gba=openseas,openseasa,
$bio

Open Season [Model AGB-BOAP] (c) 2006 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72077&o=2

$end


$info=sc4opses,sc4opsesa,
$bio

Open Sesame (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR1106]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42722&o=2

$end


$info=m5openbx,m5openbx01,m5openbx05,m5openbx06,
$bio

Open the Box (c) 199? Barcrest.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=14936&o=2

$end


$info=sp_openb,sp_openba,sp_openbb,sp_openbc,sp_openbd,sp_openbe,sp_openbf,sp_openbg,sp_openbh,sp_openbi,
$bio

Open the Box (c) 199? Ace Coin Equipment, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42254&o=2

$end


$a2600=opsesame,opsesameebc,opsesamee1,
$bio

Open, Sesame! (c) 1983 Bit Corp.

- TECHNICAL -

Model PG204

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50760&o=2

$end


$cdi=operaimg,
$bio

Opera Imaginaire (c) 1995 Pascavision

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53019&o=2

$end


$gba=oparmrdl,
$bio

Operation Armored Liberty [Model AGB-BAAE-USA] (c) 2003 Majesco Sales, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72079&o=2

$end


$info=opwolfb,
$bio

Operation Bear (c) 1988 Bear Corporation Korea.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 12 Mhz), (2x) Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2151 (@ 4 Mhz), (2x) MSM5205 (@ 384 Khz)

Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 8192

Players : 1
Control : lightgun
Buttons : 2

- TRIVIA -

This bootleg of "Operation Wolf" proved popular as a game in its own right and even outscored the original in location tests. The reason? The lightgun on Operation Bear was a free roaming replica machine gun on a chain, which could be carried more realistically than the mounted joystick of Operation Wolf.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1885&o=2

$end


$gameboy=operatc,
$bio

Operation C (c) 1991 Ultra Games [Ultra Software Corp.]

North American release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Contra [Model DMG-CNJ]".

- TECHNICAL -

Cartridge ID: DMG-CN-USA

- TRIVIA -

Released in the United States on February of 1991 under the Operation C title (like the american NES port of Super C, the Contra name is not used in order to avoid connections with the Iran-Contra scandal of the 1980s)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66622&o=2

$end


$amigaocs_flop=opcomb2,
$bio

Operation Combat II - By Land, Sea and Air (c) 1993 Merit Industries, Incorporated. [Bensalem, PA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74669&o=2

$end


$megadriv=opeurope,
$bio

Operation Europe - Path to Victory 1939-45 (c) 1994 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57331&o=2

$end


$snes=opeurope,
$bio

Operation Europe - Path to Victory 1939-45 (c) 1994 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63362&o=2

$end


$amigaocs_flop=opg2d,
$bio

Operation GII Demo (c) 1994 Psygnosis, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74670&o=2

$end


$cpc_cass=opgunshp,
$bio

Operation Gunship [Model 3222] (c) 1989 Codemasters Soft. Co., Ltd., The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98483&o=2

$end


$cpc_cass=ophanoi,
$bio

Operation Hanoi (c) 1990 Players Premier

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98485&o=2

$end


$amigaocs_flop=oharrier,
$bio

Operation Harrier (c) 1990 US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74671&o=2

$end


$cpc_cass=ophormuz,
$bio

Operation Hormuz (c) 1988 Again Again

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98486&o=2

$end


$amigaocs_flop=opjupitr,
$bio

Operation Jupiter (c) 1988 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74672&o=2

$end


$pc8801_flop=operatio,
$bio

Operation L (c) 1990 Takeru [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92562&o=2

$end


$snes=oplogicbu,
$bio

Operation Logic Bomb [Model SNS-IY-USA] (c) 1993 Jaleco Company, Limited. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63364&o=2

$end


$snes=oplogicb,
$bio

Operation Logic Bomb [Model SNSP-IY-NOE] (c) 1993 Jaleco Company, Limited. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63363&o=2

$end


$amigaocs_flop=opneptun,
$bio

Operation Neptune (c) 1989 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74673&o=2

$end


$info=zedblade,
$bio

Operation Ragnarok (c) 1994 NMK.

Operation Ragnarok is a sideways scrolling shoot-em-up for one or two players. Players can chose from three different ships, each with varying speeds.

As well as ship choices, there are three different selectable weapon systems available; one each for the front and rear firing weapons and one for projectile weapons (such as Homing Missiles).

Some enemies and waves drop bonuses and weapon power-up items when destroyed. Hyper-Bombs (very powerful 'Smart Bombs') can also be picked up.

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : 0076

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2610 (@ 8 Mhz)

Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096

Players : 2
Control : 8-way joystick
Buttons : 2
=> [A] Shot, [B] Bomb

- TRIVIA -

Operation Ragnarok was released in September 1994 in Japan.

Operation Ragnarok is known outside Japan as Zed Blade.

This game runs on the Neo-Geo MVS but was never released on the Neo-Geo AES home console.

The game forbids the initials 'AAA' on the high score table. If you try, it gets changed to 'YOU'.

- STAFF -

Software : Ore Dayo
Graphic designers : Kate Seki, Ikezu Kenzi, Big Usi, Uisaku, Saiyer Kitamura, Mingmei
Sound : Manabu Namiki (Santaruru)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3240&o=2

$end


$nes=opsecrts,
$bio

Operation Secret Storm (c) 1991 Color Dreams

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55411&o=2

$end


$amigaocs_flop=ostealth,
$bio

Operation Stealth (c) 1990 US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74674&o=2

$end


$amigaocs_flop=ostealthg,
$bio

Operation Stealth (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74677&o=2

$end


$amigaocs_flop=ostealthf,
$bio

Operation Stealth [Les Maitres de l'Aventure] (c) 1990 Delphine Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74676&o=2

$end


$amigaocs_flop=ostealtha,
$bio

Operation Stealth [The Delphine Collection] (c) 1995 US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74675&o=2

$end


$info=thunderh,thundrhu,
$bio

Operation Thunder Hurricane (c) 1997 Konami Company, Limited.

- TECHNICAL -

GTI CLUB-Hardware

Main CPU : PPC403 (@ 32 Mhz), 68000 (@ 16 Mhz), ADSP21062 (@ 36 Mhz)
Sound Chips : RF5C400 (@ 36 Mhz)

Players : 2
Control : 8-way Joystick
Buttons : 3

- TRIVIA -

Operation Thunder Hurricane was released in March 1997.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4104&o=2

$end


$info=opthund,
$bio

Operation Thunder (c) 1992 Premier Technology.

- TECHNICAL -

Gottlieb System 3 (Alphanumeric)

Main CPU : M65C02 (@ 2 MHz)
Sound CPU : (2x) M6502 (@ 2 MHz)
Sound Chips : (2x) DAC, YM2151 (@ 4 MHz), OKI6295 (@ 8 KHz)

- STAFF -

Designer : Ray Tanzer
Artwork : David Moore, Constantino Mitchell
Software : Bob Wilson
Sounds : Craig Beierwaltes, Dave Zabriskie

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5410&o=2

$end


$info=othunder,othunderu,othunderuo,othunderj,
$bio

Operation Thunderbolt (c) 1988 Taito Corp.

Terrorists have seized a passenger airplane and will execute all the hostages if their demands are not met. It is up to the veteran soldier known as 'Lone Wolf' to return to action and rescue those hostages before time runs out. Thankfully you are not alone on this mission, so bring a friend and have a blast by blasting the enemies into oblivion!

- TECHNICAL -

Prom Stickers : B67

Main CPU : Motorola 68000
Sound CPU : Zilog Z80
Sound Chips : Yamaha YM2610

Players : 2
Control : Lightgun
Buttons : 2
=> Shoot, Grenade

- TRIVIA -

Operation Thunderbolt was released in December 1988. The game's plot is loosely based on a real life incident known as 'Operation Entebbe' which consisted of the hijacking of Air France Flight 139 which took place in June 27, 1976 and ended on July 4, 1976. One year later, Menahem Golam directed a movie based on the incident called 'Mivtsa Yonatan'. Coincidentally the English title of the film is called 'Operation Thunderbolt'.

- UPDATES -

Two different versions were released in US; the new one features some changed texts (during introduction).

- SERIES -

1. Operation Wolf (1987)
2. Operation Thunderbolt (1988)
3. Operation Wolf 3 (1994)
4. Operation Tiger (1998)

- STAFF -

Project reader : Masaki Ogata
Game designers : Junji Yarita, Hiroyuki Sakou
Game programmers : Daisuke Sasaki, Akira Ootsuki, Youzou Koma, Tatsuo Nakamura, Shinji Soyano
Music composer : Spratter. A
Sound editers : Masahiko Takaki, Kazuyuki Onui, Yasuko Yamada
Character designers : Junji Yarita, Yoshihiko Wakita, Minori Ishino, Taira Sanuki, Hisakazu Katoh
PCB designer : Takashi Ohara
Mechanical designer : Itsuji Yamada
Cabinet designer : Atushi Iwaoka
Art designers : Hiroyasu Nagai, Osamu Matsuura

- PORTS -

* Consoles :
Amstrad GX4000 [EU] (1990)
Nintendo SNES [US] (October 1994) "Operation Thunderbolt [Model SNS-36]" 
Microsoft XBOX [EU] (October 14, 2005) "Taito Legends" 
Sony PlayStation 2 [EU] (October 14, 2005) "Taito Legends [Model SLES-53438]" 
Microsoft XBOX [US] (October 25, 2005) "Taito Legends" 
Sony PlayStation 2 [US] (October 25, 2005) "Taito Legends [Model SLUS-21122]" 
Sony PlayStation 2 [KO] (July 18, 2006) "Taito Legends [Model SLKA-15056]" 
Sony PlayStation 2 [JP] (January 25, 2007) "Taito Memories II Joukan [Model SLPM-66649]" 

* Computers :
Amstrad CPC [EU] (1989) 
Sinclair ZX Spectrum [EU] (1989) 
Commodore Amiga [EU] (1989) 
Atari ST [EU] (1989) by Ocean 
Commodore C64 [US] [EU] (1990) 
Amstrad CPC+ [EU] (1990)
Atari ST [EU] (1991) by Hit Squad 
PC [MS Windows, CD-ROM] [EU] (October 14, 2005) "Taito Legends" 
PC [MS Windows, CD-ROM] [US] (November 10, 2005) "Taito Legends"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1886&o=2

$end


$amigaocs_flop=othunder,
$bio

Operation Thunderbolt (c) 1989 Ocean Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74678&o=2

$end


$cpc_cass=othunder,
$bio

Operation Thunderbolt [Model AM 559] (c) 1989 Erbe Soft. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98487&o=2

$end


$snes=othunder,
$bio

Operation Thunderbolt (c) 1994 Taito Corp.

- TECHNICAL -

Cartridge ID: SNS-36

- TRIVIA -

Operation Thunderbolt for Super NES was released in October 1994 in North America.

This port had some differences from the arcade version, including selectable characters and mission order.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63365&o=2

$end


$info=optiger,
$bio

Operation Tiger (c) 1998 Taito Corp.

- TECHNICAL -

Taito Power-JC System.

- TRIVIA -

Operation Tiger was released in September 1998.

- SERIES -

1. Operation Wolf (1987)
2. Operation Thunderbolt (1988)
3. Operation Wolf 3 (1994)
4. Operation Tiger (1998)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3801&o=2

$end


$n64=winback,
$bio

Operation WinBack (c) 2000 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57893&o=2

$end


$info=opwolf,opwolfa,opwolfj,
$bio

Operation Wolf (c) 1987 Taito Corp.

Operation Wolf is a light-gun controlled shoot-em-up in which the player takes on the role of Special Forces operative 'Roy Adams' and must infiltrate and capture six heavily fortified bases, with the ultimate aim of rescuing five trapped hostages and guiding them to safety.

In order to complete each stage, the player must shoot as many enemy soldiers and vehicles as that stage requires. Enemy soldiers can throw hand grenades and knives, while enemy vehicles can shoot missiles and launch rockets. The player's ammunition and grenades are limited, but can be stocked up by shooting barrels and crates. Occasionally a high-powered machine gun power-up appears, allowing the player's gun to have unlimited ammo and an increased rate of fire for 10 seconds. Completing the 'Powder Magazine' stage fills the player's ammunition and grenade supplies to maximum.

The hostages do not appear until the 'Concentration Camp' stage. Here, the player must protect them from harm as they run to safety. During the 'Airport' stage, the player must fend off enemy attacks as the hostages run toward the open hatch of an airplane as it taxis along a runway. A bonus is awarded based on the number of hostages that successfully board the plane.

A damage bar is displayed to the right of the main play screen, this increases each time the player takes a hit. The damage bar also increases if a civilian or hostage is shot. Energy boost items randomly appear which, if shot, decrease damage by five points. In addition, the player recovers a large amount of damage after completing the Village stage, and a small amount after completing each of the others. If the damage bar fills completely or if the player runs out of ammunition and grenades, the game ends. Farm animals, in the form of chickens and pigs, will occasionally run across the screen; Shooting these will reveal bonus items such as health or ammunition.

Once the game is completed, the player is returned to the first mission, but with an increased level of difficulty. The game's six stages are:
* Communication Setup
* Jungle
* Village
* Powder Magazine
* Concentration Camp
* Airport

- TECHNICAL -

Board Number : M4300189A
Prom Stickers : B20

Main CPU : Motorola 68000, Zilog Z80 (x2) (C-chip is a z80!)
Sound Chips : Yamaha YM2151, OKI MSM5205 (x2)

Players : 1
Control : lightgun
Buttons : 2

- TRIVIA -

Operation Wolf was released in November 1987.

Developed by East Technology.

Mark Twitty holds the official record for this game with 212350 points.

A bootleg of this game is known as "Operation Bear".

Pony Canyon / Scitron released a limited-edition soundtrack album for this game (The Ninja Warriors : G.S.M. Taito 1 - D28B0001) on June 21, 1988.

- TIPS AND TRICKS -

* Time your grenade shots to wipe out more than one enemy vehicle at a time. It is rarely smart to use a grenade on a single vehicle. Grenades are not plentiful enough to use in this fashion.

* When the large, blond enemy soldiers (with toting large machine guns) appear in stage four (Ammo Dump), shooting them in the face will take them down quickly. Otherwise, a grenade or lots of bullets will be required. Also in stage four, keep a stream of fire going just to the right corner of the mortar behind the sandbags. You will plug the guy shooting at you early and you will not be distracted by incoming mortar fire.

* Each round cleared heals three damage points and the village round heals twenty damage points. If you are playing on a generous machine (mucho power drinks) or an easy machine and you are a great shot, you may have less than three damage points near the end of the first stage (enemy radar) or less than twenty damage points near the end of the village scene. If so, leave one helicopter alive. When it flies on screen, pump it with nine bullets. This gives you points and you can finish it with one shot if you need to. The helicopters often take just one damage point and take a long time to deliver their damage. All the while they do this, power drinks, grenades, and ammunition may show up so you can stock up before the round has to end. Blow-up the helicopter when you have three or twenty damage points depending on the round.

* On the fifth stage (Concentration Camp), you are likely to finish this round shooting foot soldiers. If you are a good shot, wait until they flash. Sometimes, the enemies do not flash or shoot. The longer you delay the end of the round, the more likely you are to have ammo, grenades, and power drinks drift into the scene.

* If you play a game that allows you to select the scene in which you fight, choose the village when you have 15-20 damage points so you can make the most of the village's healing bonus where twenty damage points will be removed. Also, do not select the ammo dump. It uses more ammo than it gives, delivers inevitable damage to you, and the three helicopters the ammo dump sends to reinforce the final round are nothing compared to the onslaught you face at the ammo dump.

- SERIES -

1. Operation Wolf (1987)
2. Operation Thunderbolt (1988)
3. Operation Wolf 3 (1994)
4. Operation Tiger (1998)

- STAFF -

Cast : Eigo Okajima, Katuhiko Hirano, Satoru Komiya, Toshihiro Kimura, Masaru Tamura, Naoaki Wataya
Direct of photography : Eigo Okajima
Music by : Hiroshi Tuda
Planned by : Eigo Okajima

* Design :
All characters : Masaru Tamura, Op & Ed, Saori Ohkura
Title & Capture : Saori Ohkura
1st scene : Masaru Tamura, Natuko Tanahara
2nd scene : Masaru Tamura, Natuko Tanahara, Saori Ohkura
Extra scene : Masaru Tamura
3rd scene : Naoaki Wataya
4th scene : Naoaki Wataya
Final scene : Naoaki Wataya
States : Natuko Tanahara, Saori Ohkura
Effects : Masaru Tamura, Naoaki Wataya
All mechanics : Naoaki Wataya

* Program :
Event : Katuhiko Hirano, Satoru Komiya
1st scene : Katuhiko Hirano
2nd scene : Satoru Komiya
Extra scene : Toshihiro Kimura
3rd scene : Katuhiko Hirano, Toshihiro Kimura
4th scene : Satoru Komiya
Final scene : Toshihiro Kimura
System : Katuhiko Hirano

- PORTS -

* Consoles :
Nintendo Famicom [JP] (March 31, 1989) "Operation Wolf [Model TFC-OW]" 
NEC PC-Engine [JP] (August 31, 1990) "Operation Wolf [Model NAPH-1010]" 
Sega Master System [EU] (1990) "Operation Wolf [Model 7039]" 
Nintendo NES [EU] (1992) "Operation Wolf - Take No Prisoners"
Microsoft XBOX [EU] (October 14, 2005) "Taito Legends" 
Sony PlayStation 2 [EU] (October 14, 2005) "Taito Legends [Model SLES-53438]" 
Sony PlayStation 2 [KO] (July 18, 2006) "Taito Legends [Model SLKA-15056]" 
Sony PlayStation 2 [JP] (March 29, 2007) "Taito Memories II Gekan [Model SLPM-66713]" 

* Computers :
Atari ST [EU] (1988)
Sinclair ZX Spectrum [EU] (1988)
Commodore C64 [EU] (1988)
MSX [EU] (1988)
Amstrad CPC [EU] (1988) [Keyboard / Joystick version]
Amstrad CPC [EU] (1989) [LightGun version]
Commodore Amiga [AU] (1989) "Amiga Champions" 
FM Towns PC [JP] (1990)
PC [MS Windows, CD-ROM] [EU] (October 14, 2005) "Taito Legends"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1887&o=2

$end


$info=opwolfu,
$bio

Operation Wolf (c) 1987 Taito America Corp.

North American version. For more information about the game itself, please see the original Japanese version entry.

- PORTS -

* Consoles :
Nintendo NES [US] (May 1989) "Operation Wolf [Model NES-OW]" 
Microsoft XBOX [US] (October 25, 2005) "Taito Legends" 
Sony PlayStation 2 [US] (October 25, 2005) "Taito Legends [Model SLUS-21122]" 

* Computers :
Commodore Amiga [US] (1988)
Commodore C64 [US] (1988)
PC [MS-DOS] [US] (1989)
PC [MS Windows, CD-ROM] [US] (November 10, 2005) "Taito Legends"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40710&o=2

$end


$amigaocs_flop=opwolf,opwolfa,
$bio

Operation Wolf (c) 1988 Ocean Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74679&o=2

$end


$msx1_cass=opwolf,opwolfa,opwolfb,
$bio

Operation Wolf (c) 1988 Ocean Software, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94889&o=2

$end


$cpc_cass=opwolf,opwolflg,
$bio

Operation Wolf (c) 1988 Hit Squad, The [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98489&o=2

$end


$info=tvopwolf,
$bio

Operation Wolf (c) 1991 TOURVision.

Unlicensed Spanish game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101150&o=2

$end


$nes=opwolf,
$bio

Operation Wolf - Take no Prisoners (c) 1992 Taito Corp.

European release.

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [EU] (March 14, 2008) [Model FDOP]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55412&o=2

$end


$nes=opwolfu,
$bio

Operation Wolf - Take No Prisoners (c) 1989 Taito Corp.

North American release.

- TECHNICAL -

Cartridge ID: NES-OW

- TRIVIA -

Operation Wolf for NES was released in May 1989 in North America.

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [US] (February 4, 2008) [Model FDOE]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85094&o=2

$end


$info=opwolf3,opwolf3u,
$bio

Operation Wolf 3 (c) 1994 Taito Corp.

Operation Wolf 3 is a light-gun controlled shoot-em-up in which a terrorist organization known as 'SKULL' has taken over an island and are armed with nuclear missiles. Two agents, codenamed 'Hornet' and 'Queen Bee' (players one and two respectively) are dispatched by the United Nations taskforce, 'Federation for Freedom', and must take down the SKULL organisation and disarm the nuclear missiles.

Unlike the limited ammo found in the first game in the series, players now have unlimited ammo. As long as the trigger is squeezed, weapons will fire on full automatic. Once the ammo meter is depleted, the rate of fire decreases sharply. When the trigger is released, the meter instantly refills. Players can also carry a limited supply of grenades, although only three bombs can be carried at any one time, as opposed to the nine of the first game. As players progress through the stages, various power-ups can be found, such as stronger weapons and extra grenades. 

A bonus round appears after every second stage. This consists of a shooting gallery and players must hit as many targets as possible to earn bonus points.

The game's five stages are:
* Warehouse
* Expressway
* Wasteland
* The Tower of Them (Missile silo)
* Final stage - A nuclear missile has launched and must be destroyed mid-flight.

- TECHNICAL -

Game ID : D74

Main CPU : Motorola 68000 (@ 14.346 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2610B (@ 8 Mhz)

Players : 2
Control : Lightgun
Buttons : 2
=> Shoot, Grenade

- TRIVIA -

Operation Wolf 3 was released in September 1994.

This arcade machine came in 2 different styles. Alternate artwork and alternate guns colour.

- SERIES -

1. Operation Wolf (1987)
2. Operation Thunderbolt (1988)
3. Operation Wolf 3 (1994)
4. Operation Tiger (1998)

- STAFF -

Cast : Eigo Okajima, Katuhiro Hirano, Satoru Komiya, Toshihiro Kimura, Masaru Tamura, Naoaki Wataya as Terrolists
Direct of Photography : Eigo Okajima
Design all Characters : Masaru Tamura
Design OP & ED : Saori Ohkura
Design title & Capture : Saori Ohkura
Design 1st Scene : Masaru Tamura, Natuko Tanahara
Design 2nd Scene : Masaru Tamura, Natuko Tanahara, Saori Ohkura
Extra Scene : Masaru Tamura
Design 3rd, 4th & Final Scene : Naoaki Wataya
States : Natuko Tanahara, Saori Ohkura
Effects : Masaru Tamura, Naoaki Wataya
All Mechanics : Naoaki Wataya
Program Event : Katuhiko Hirano, Satoru Komiya
Program 1st Scene : Katuhiko Hirano
Program 2nd & 4th Scene : Satoru Komiya
Program Extra & Final Scene : Toshihiro Kimura
Program 3rd Scene : Katuhiko Hirano, Toshihiro Kimura
System : Katuhiko Hirano
Music by : Hiroshi Tuda
Planned by : Eigo Okajima

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1888&o=2

$end


$sms=opwolf,
$bio

Operation Wolf (c) 1990 Sega Enterprises, Limited.

- TECHNICAL -

Cartridge ID: 7039

- TRIVIA -

Reviews:
[FR] Player One (Sept. 1990): 74/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56116&o=2

$end


$cpc_cass=opwolfs,
$bio

Operation Wolf [Model Am 495] (c) 1988 Erbe Soft. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98488&o=2

$end


$pce=opwolf,
$bio

Operation Wolf (c) 1990 NEC Avenue, Limited.

Back in 1987, Taito's original game hit arcades like a storm. In the game, players take control of a single armed soldier who's mission in life is to infiltrate the heavily defended enemy territories and rescue as many Prisoners Of War, or POWs, as possible. Unlike many shooter back then, Operation Wolf offers a subjective view of the scene. This feature does not sound like much nowadays, but back in 1987, First Person Shooters (known today as FPS) were far from being the norm. The scenery is shown through the eyes of our valiant soldier and the screen automatically side-scrolls while hundred of enemy soldiers throw anything they have at him. In order to protect his life, he is equipped with a Uzi gun and a grenade launcher with a limited stock of ammo. And watch out ! Not everything on screen must be shot, and characters like nurses or children will dramatically lower your life. Bonuses are of course available, sometimes just laying on the ground and sometimes hidden inside small running animals (do no ask me why) or coconuts. The most common items are ammo, but our soldier will also find rockets, drinks and special items like the ammo-unlimited free gun or the dynamite which will vaporize every single enemy on the screen. Finally, a two simultaneous player mode is available.

- TECHNICAL -

HuCARD ID: NAPH-1010
HuCARD Size: 4 Mbits.

- TRIVIA -

Operation Wolf for PCE was released on August 31, 1990 in Japan for 7200 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58671&o=2

$end


$nes=opwolfj,
$bio

Operation Wolf (c) 1989 Taito Corp.

- TECHNICAL -

Game ID: TFC-OW-5900

- TRIVIA -

Released on March 31, 1989 in Japan.

It was the 24th title published by Taito for the Famicom.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54475&o=2

$end


$msx1_cart=optics,
$bio

Optics [Model S027] (c) 1985 al Alamiah

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77323&o=2

$end


$info=v4opt3,v4opt3d,
$bio

Option 3 (c) 1991 Barcrest Games.

- TRIVIA -

Option 3 was released in May 1991 in the UK.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41668&o=2

$end


$psx=optiontu,
$bio

OPTION Tuning Car Battle Spec-R [Model SLPS-02587] (c) 2000 MTO, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85490&o=2

$end


$info=m3optunl,
$bio

Options Unlimited (c) 198? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41192&o=2

$end


$x68k_flop=oraorabl,oraorabl1,
$bio

Ora Ora Ball (c) 1995 Ora Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88489&o=2

$end


$x68k_flop=orashoot,
$bio

Ora-Shoot (c) 1996 Ora Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88490&o=2

$end


$saturn,sat_cart=jeworaclj,
$bio

Oracle no Houseki (c) 1996 Sunsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59490&o=2

$end


$info=sc1orac,
$bio

Oracle (c) 1996 ELAM.

- TECHNICAL -

Model 6247

- TRIVIA -

Oracle was released in July 1996.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42151&o=2

$end


$snes=oragalnd,oragalnds,
$bio

Oraga Land Shusai - Best Farmer Shuukakusai [Model SHVC-ACUJ-JPN] (c) 1995 Vic Tokai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61905&o=2

$end


$info=orangeci,
$bio

Orange Club - Maru-hi Ippatsu Kaihou (c) 1988 Daiichi Denshi.

An adult Mahjong game.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 5 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.25 Mhz), DAC (@ 1.25 Mhz)

Screen orientation : Horizontal
Video resolution : 512 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 65536

Players : 2

- TRIVIA -

Released in February 1988 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3562&o=2

$end


$info=orangec,
$bio

Orange Club - Maru-hi Kagai Jugyou (c) 1988 Daiichi Denshi.

Orange Club - Maru-hi is an adult mahjong game featuring eight different girls with three strip sequences each.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 5 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.25 Mhz), DAC (@ 1.25 Mhz)

Screen orientation : Horizontal
Video resolution : 512 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 65536

Player : 2
Control : mahjong keyboard

- TRIVIA -

Released in February 1988.

The subtitle of this game translates from Japanese as 'Secret Extracurricular Lesson'.

The [BET] version of this game is known as "VIP Club - Maru-hi Ippatsu Kaihou".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1889&o=2

$end


$x68k_flop=orangeib,
$bio

Orange Iro no Biyaku (c) 1989 System House Oh!

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87967&o=2

$end


$nes=orb3d,
$bio

Orb 3-D (c) 1990 Hi Tech Expressions

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55413&o=2

$end


$info=orbatak,
$bio

Orbatak (c) 1994 American Laser Games, Incorporated.

- TRIVIA -

Released in October 1995.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4287&o=2

$end


$info=orbit,
$bio

Orbit (c) 1978 Atari.

GAME LEVELS. The game level can be selected at the beginning of the game or after game select button has been pressed. Press the buttons from 1 to 10.

BEGINNER: Instant start/stop when pressing forward. Level Options :
1. Slow (Starship and Shells)
2. Medium (Starship and Shells)
3. Fast (Starship and Shells)

INTERMEDIATE: Accelerates to full speed when forward pushbutton pressed. Partial breaking when forward pushbutton released. Level Options :
4. Slow (Starship and Shells)
5. Fast (Starship and Shells)

EXPERT: Acceleration to full speed when forward pushbutton pressed. Level Options:
6. Fast shells (Shells only)
7. Slow (Starship and Shells)
8. Medium (Starship and Shells)
9. Fast (Starship and Shells)

SUPER EXPERT: Same as Expert, with a strong gravity option. Level Options :
10. Fast (Starship and Shells)

GAME OPTIONS: These toggles can be selected at any time during play by pressing the buttons from 1 to 8.

1. Bounce Back - Sets boundaries around perimeter of the TV monitor screen. Example: Starship immediately reverses direction after reaching boundary. Normally perimeter boundaries do not exist.
2. Negative Gravity - Sun radiates gravity outward to perimeter boundaries of the TV monitor screen. Normal sun state radiates positive gravity (positive gravity is inward toward the sun).
3. Zero Gravity - Sun does not radiate gravity.
4. Black Hole - Invisible sun with any selected gravity.
5. Space Stations - Two space stations orbit around sun. Each player is designated a specific space station on which he may land for repairs, fuel and shells. When player starship touches opponent's station it is immediate annihilation.
6. Unlimited Supplies - Unlimited fuel and ordnance (fire power).
7. Stars - Remove stars from playfield.
8. Strong Gravity - Unusually strong positive gravity.

- TECHNICAL -

Game ID: 033689-033702

Main CPU: M6800 (@ 756 Khz)
Sound Chips: Discrete circuitry.

The game has a total of 22 buttons:
The top row of 10 are used for selecting the game level and the game options.
2 center buttons are used for Game Select and Heat Reset.
Each player has 5 buttons to control his ship : Thrust, Fire, Rotate Right, Rotate Left, and Hyperspace

- TRIVIA -

Orbit was released in November 1978.

On Orbit, Owen was basically asked to knock off Steve Russell's 'Spacewar!' (the first vector video game ever written: 1962!) in RASTER for the European market in just 6 to 8 weeks, it was done quickly and there are small mistakes. Owen should have made the shots bigger for example, and the space stations could have had better graphics. But for a raster version of an original vector game in those days, Atari hit it fairly well.

There was 2 versions, a large upright cabinet (that may never have been shipped) and the smaller one with the long row of buttons. Atari did a very advanced version in the larger cabinet that had an electronic touch pad and lots of LEDs to indicate which options were selected, with a different type of buttons from the small cabinet. It was a very cool touch pad but all the same functions were there, just in a small space. It was a large cabinet with the touch pad over the monitor. The stereo sound was cool because it placed the sound where the objects were on the screen.

Owen also changed the option buttons to always work because he hated that in 'Spacewar!', once you picked the game and options, you were stuck with them for the entire game. If you bought and were playing a 15 minute game, it was a long time to realize you should not have picked negative gravity! Also, Owen needed to add something to the game to make it different (in addition to the switchable options), so the idea of getting new fuel, shots, and repairs from Space Stations seemed like a cool idea at the time. Too bad it did not work as well as Owen thought it would. That is why they are an option.

An interesting note on Orbit was that the space stations actually DO orbit the sun, they are not on tracks. Owen gave them an initial hit of velocity at the start of each wave and the gravity routines do the rest (they ignore negative gravity, because the first time you selected it, they would fly off the screen). To test the gravity routines, on the bench Owen put the space stations into orbit around the sun, and just let it run for days. Several days later, they were still in orbit, but degraded a bit and a bit more elliptical. They finally lost orbit a few days later. Not that Owen needed to do this, he could have put them on tracks, but he wanted his 8 bit gravity math to work as well as possible all the other time.

Present in the same graphics ROM as the object graphics, these initials (L.R., O.R., L.Y., M.H., and P.M.) are those of people who worked at Atari's early arcade days:
Lyle Rains
Owen Rubin
(unknown who L.Y. is)
Morgan Hoff
Paul Mancuso
According to Rubin, the initials would be displayed if a special sequence was entered on the game's number pad. Unfortunately, close examination of the game's code reveals that this sequence is no longer present. Given that Atari had a thing against crediting their game programmers/designers/etc., it's very possible they discovered the code and removed it rather than erase the initials, figuring that there would be absolutely no other way consumers would be able to see these.

- STAFF -

Designed & programmed by: Owen Rubin

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1890&o=2

$end


$coleco=orbit,
$bio

Orbit (c) 1983 Parker Bros.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53324&o=2

$end


$info=orbit1,
$bio

Orbit 1 (c) 1978 Hankin.

- TRIVIA -

First Australian pinball, Orbit 1 was also the first game manufactured by Hankin. 1,020 units were produced.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5519&o=2

$end


$x1_flop=orbit3,
$bio

Orbit III (c) 1985 TechnoSoft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86078&o=2

$end


$pc8801_flop=orbit3,orbit3a,
$bio

Orbit III (c) 1986 Tecno Soft [TechnoSoft] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92563&o=2

$end


$amigaocs_flop=orbitald,
$bio

Orbital Destroyer (c) 1990 Trojan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74680&o=2

$end


$gba=orbital,
$bio

Orbital [bit Generations] [Model AGB-BVEJ-JPN] (c) 2006 Nintendo Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76396&o=2

$end


$info=orbitor1,
$bio

Orbitor 1 [Model 165] (c) 1982 Stern Electronics.

- TECHNICAL -

Model Number : 165

- TRIVIA -

889 units were produced.

- STAFF -

Design & Mechanics by : Joe Joos Jr.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5520&o=2

$end


$info=orbitron,
$bio

Orbitron (c) 1982 Signatron USA.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : Tone generator and discrete circuits

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette colors : 98

Players : 2
Control : 8-way joystick
Buttons : 1

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1891&o=2

$end


$info=orbs,
$bio

Orbs (c) 1994 American Sammy.

- TRIVIA -

Released in October 1994.

- STAFF -

Game Designer & Director : Onijust
Programmer : Hiroaki Murase
Graphic Designer : Isao Suwa
Sound Creator : Brian Schmidt
Engineer : Kiyo Nishimura
Debugger : Hiroaki Murase, Onijust, Kiyo Nishimura, Gen Ozeki
Producer & President : Yoshi Suzuki
Executive VP : James Miskell, Rick Rocchetti
Sales : Natalie Kulig, David Cane, Emilio Cabrera, Maria Fotinopoulos
Account : Robert Sherman, Apexa Patel
Production : Kiyo Nishimura, Brad Faris, Gen Ozeki
Shipping : A. David Kuhrt
Receptionist : Naomi Wiggins
Game Counsellor : Connell Tim
R&D : Onijust, Isao Suwa, Masahiko Ujita, Noriyo Amako, Isao Matono, Tomohiro Takahashi, Hiroaki Murase

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=21358&o=2

$end


$a800=orcattk,orcattka,
$bio

Orc Attack (c) 1983 Thorn EMI Video

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86645&o=2

$end


$cpc_cass=orcdungn,
$bio

Orc's Dungeon (c) 2014 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98490&o=2

$end


$coco_cart=orch90,
$bio

Orchestra-90 (c) 1984 Tandy Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53452&o=2

$end


$cpc_cass=orditirc,
$bio

Ordi Tierce (c) 1985 Cobra Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98491&o=2

$end


$channelf=ordtvlng,
$bio

Ordtävling (c) 1978 Luxor

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53223&o=2

$end


$info=ordyne,ordynej,
$bio

Ordyne (c) 1988 Namco.

A cartoony horizontally scrolling shooter from Namco.

- TECHNICAL -

Namco System 2 hardware
Game ID : OR

Main CPU : (2x) Motorola 68000 (@ 12.288 Mhz), M6809 (@ 3.072 Mhz), HD63705 (@ 2.048 Mhz)
Sound Chips : C140 (@ 21.39 Khz), YM2151 (@ 3.57958 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Ordyne was released in September 1988 in Japan.

Victor Entertainment released a limited-edition soundtrack album for this game (Namco Video Game Graffiti Volume 5 - VDR-5300) on August 21, 1989.

- STAFF -

Music composed by : Sinji Hosoe

- PORTS -

* Consoles : 
NEC PC-Engine [JP] (September 8, 1989) "Ordyne [Model NC89004]" 
NEC TurboGrafx-16 [US] (1990) "Ordyne [Model TGX040022]" 
Sony PlayStation [JP] (November 8, 1996) "Namco Museum Vol.4 [Model SLPS-00540]" 
Sony PlayStation [AU] (1997) "Namco Museum Vol.4" 
Sony PlayStation [US] (June 30, 1997) "Namco Museum Vol.4 [Model SLUS-00416]" 
Sony PlayStation [EU] (August 1997) "Namco Museum Vol.4 [Model SCES-00701]" 
Sony PlayStation [JP] (October 28, 1999) "Namco Museum Vol.4 [PlayStation the Best] [Model SLPS-91161]" 
Nintendo Wii [US] [Virtual Console] (May 7, 2007) [Model PA8E] TurboGrafx-16 version 
Nintendo Wii [JP] [Virtual Console] (August 21, 2007) [Model PA8J] PC-Engine version 
Nintendo Wii [JP] [Virtual Console Arcade] (December 1, 2009)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1892&o=2

$end


$pce=ordyne,
$bio

Ordyne (c) 1989 Namco, Limited.

Ordyne is a colorful and cute horizontal shooter and conversion of Namco's arcade game of the same name. Two courageous fellows, a young and brilliant scientist and his Chinese assistant, embark on a mission onboard their flying ships to save the world. Actually, their goal is also to save the scientist's lovely girlfriend kidnaped by an evil professor. Each ship is equipped with laser beams and bombs and can be upgraded by collecting floating crystals (dropped by defeated enemies). However, these do not directly upgrade their weaponry though, but they instead need to be spend as cash money in floating shops scattered around each stage. And now comes the catch - only one weapon-item can be purchased and used at the same time and they range from 3-ways fire, Vulcan gun, homing missiles, stock bombers, fire bombs and other items like speedups. Other special locations, like Dream Co. gambling pods, get the player to gamble crystals in an attempt to win extra equipment or more cash.

- TECHNICAL -

HuCARD ID: NC89004
HuCARD Size: 4 Mbits.

- TRIVIA -

Released on September 08, 1989 in Japan for 6800 Yen.

The original arcade game was released by Namco in 1988. This conversion is of course lacking all of the amazing sprite deformation effects, and the breathtaking rotating backgrounds were replaced with traditional moving sprites. Some original elements, such as the interesting (and unusual) human/butterfly shapes from the second stage were sadly omitted.

This message appears at the beginning of the ROM:
Copyright 1989 NAMCO LTD. All Rigths Reserved 
Programed By... TAKASHI FUKAWA
88/11/01 START
89/03/31 END

- STAFF -

Programed By: TAKASHI FUKAWA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58672&o=2

$end


$tg16=ordyne,
$bio

Ordyne [Model TGX040022] (c) 1989 NEC Home Electronics, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84338&o=2

$end


$psx=orenoryo,
$bio

Ore No Ryouri [Model SCPS-10099] (c) 1999 Sony Computer Ent., Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85503&o=2

$end


$pc98=shugorei,
$bio

Ore wa Shugorei-sama! (c) 1993 Grocer [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90280&o=2

$end


$psx=oretomba,
$bio

Ore! Tomba [Model SLPS-01144] (c) 1997 Whoopee Camp

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85504&o=2

$end


$msx1_cart=organize,
$bio

Organizer (c) 1987 Barq

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77324&o=2

$end


$sg1000=orguss,
$bio

Orguss [Model G-1015] (c) 1984 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65082&o=2

$end


$gba=orientlb,
$bio

Oriental Blue - Ao no Tengai [Model AGB-AORJ-JPN] (c) 2003 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72080&o=2

$end


$info=m4ordmnd,
$bio

Oriental Diamonds (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41400&o=2

$end


$amigaocs_flop=orgames,orgamesa,
$bio

Oriental Games (c) 1990 MicroStyle

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74681&o=2

$end


$cpc_cass=orgamess,
$bio

Oriental Games (c) 1990 MCM Soft. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98492&o=2

$end


$cpc_cass=orgames,
$bio

Oriental Games (c) 1990 Micro Style

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98493&o=2

$end


$info=orlegend,orlegendc,orlegende,orlegend111c,orlegend105k,orlegendca,orlegend111t,orlegend111k,
$bio

Oriental Legend (c) 1997 IGS.

Fabulous beat-'em-up featuring player and enemy characters straight out of Asian myths and stories.

- TECHNICAL -

IGS PGM hardware

Main CPU : Motorola 68000 (@ 20 Mhz)
Sound CPU : Zilog Z80 (@ 8.468 Mhz)
Sound Chips : ICS2115 (@ 8.468 Mhz)

Control per player: 8-way joystick
Buttons per player: 4

- TRIVIA -

Released in April 1997.

This game is also known as "Xi You Shi E Zhuan".

- UPDATES -

REVISION 1 :
* Software version : 105

REVISION 2 :
* Software version : 111

REVISION 3 :
* Software version : 112

REVISION 4 :
* Software version : 126

- SERIES -

1. Oriental Legend (1997)
2. Oriental Legend Super (1999)
3. Oriental Legend 2 (2007)

- STAFF -

Excutive producer : Alf
Program engineers : Lth, Why, Cji
Hardware engineers : Franklin,Wu, Chuang,Yu-Fen
Animation designers : Lai,Yao Kun, Wu, Szn Chlang, N.D, C.K.C, J.C.H, P.P.C, Y.J.S, L.C.U, Deby,Fu, Minchen,W., Su,Ping Chen, Melody, Andy,Chiu, Eagle Young, L.S.J, Akira Yuki, Chou,Hsien-Chin, M.A.Y, Kelly
Music conductor : Ray
Music & Sound effects : Eddie Yao
Directors : Mao,Li De, Liu,Guo Jun, Gao,Zhong Zen
Producers : Ko-Chu Lee, Paulchiang, A.C Chen, Tzung Hui Cheng

Special Thanks to : Fu Guo Studio

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1893&o=2

$end


$info=orleg2,orleg2o,orleg2oa,
$bio

Oriental Legend 2 (c) 2007 IGS.

- TECHNICAL -

IGS PGM 2 hardware.

- TRIVIA -

Released in March 2007.

- SERIES -

1. Oriental Legend (1997)
2. Oriental Legend Super (1999)
3. Oriental Legend 2 (2007)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11002&o=2

$end


$info=olds103t,
$bio

Oriental Legend Special (c) 1998 IGS Company, Limited. [International Game System].

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71606&o=2

$end


$info=olds,olds100,olds100a,
$bio

Oriental Legend Super (c) 1998 IGS.

- TECHNICAL -

IGS PGM hardware

Main CPU : Motorola 68000 (@ 20 Mhz)
Sound CPU : Zilog Z80 (@ 8.468 Mhz)
Sound Chips : ICS2115 (@ 8.468 Mhz)

Control per player: 8-way joystick
Buttons per player: 4

- TRIVIA -

Oriental Legend Super was released in December 1998.

- SERIES -

1. Oriental Legend (1997)
2. Oriental Legend Super (1999)
3. Oriental Legend 2 (2007)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3659&o=2

$end


$info=oldsplus,
$bio

Oriental Legend Super Super (c) 2004 IGS [International Game System].

- TRIVIA -

Released in June 2004.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31540&o=2

$end


$cdi=origami,
$bio

Origami (c) 1993 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53020&o=2

$end


$x68k_flop=origames,
$bio

Original Games (c) 2001 Tau Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88491&o=2

$end


$info=orius,
$bio

Orius (c) 1991 Konami Co., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100471&o=2

$end


$amigaocs_flop=ork,orkd,
$bio

Ork (c) 1992 Psygnosis, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74682&o=2

$end


$info=m4orland,m4orland__a,m4orland__b,m4orland__c,m4orland__d,m4orland__e,m4orland__f,m4orland__g,m4orland__h,
$bio

Orlando Magic (c) 199? BWB.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41401&o=2

$end


$msx1_cass=ormuz,ormuza,
$bio

Ormuz (c) 1988 Iber Software [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94890&o=2

$end


$cpc_cass=ormuz,
$bio

Ormuz [Model AMC-661] (c) 1988 Iber Soft. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98494&o=2

$end


$nes=orochi,
$bio

OROCHI 三国大乱斗-战国 (c) 200? Nanjing.
(Orochi - San Guo Da Luan Zhan Guo)

- TECHNICAL -

Game ID: NJ099

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76884&o=2

$end


$adam_flop=orphanfp,
$bio

Orphanware Fast-Patch (c) 1987 Orphanware

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82660&o=2

$end


$pc8801_flop=orphem43,
$bio

Orphe Music Best [Comic Market 43] (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92564&o=2

$end


$pc8801_flop=orphem45,
$bio

Orphe Music Best [Comic Market 45] (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92565&o=2

$end


$pc8801_flop=orphemd,orphemda,
$bio

Orphe Music Disk (c) 1991 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92566&o=2

$end


$pc8801_flop=orphemh,
$bio

Orphe Music Hall (c) 1999 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92567&o=2

$end


$pc8801_flop=orpheml,
$bio

Orphe Music Labo (c) 1993 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92568&o=2

$end


$pc8801_flop=orphesnd,
$bio

Orphe Sound Theater (c) 1993 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92569&o=2

$end


$pc8801_flop=orphes44,
$bio

Orphe Sound Theater [Comic Market 44] (c) 199? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92570&o=2

$end


$bbca_cass,bbcb_cass=orpheus,
$bio

Orpheus (c) 198? A&F Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52181&o=2

$end


$cpc_cass=orthocrk,
$bio

Orthocrack [Model HA 7413] (c) 1985 Hatier

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98495&o=2

$end


$cpc_cass=orthogc2,
$bio

Orthographe CE2 [Model HA 7595] (c) 1985 Hatier

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98496&o=2

$end


$cpc_cass=orthustr,
$bio

Orthustrad (c) 1985 Core [Evry, France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98497&o=2

$end


$x68k_flop=os9,
$bio

OS-9 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88487&o=2

$end


$x68k_flop=os9cpro,
$bio

OS-9 C Pro (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88486&o=2

$end


$fm7_disk=os9l1,
$bio

OS-9 L1 v1.0 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93638&o=2

$end


$ti99_cart=os9940,
$bio

OS/99 (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84663&o=2

$end


$pc98=joshidol,
$bio

Osanazuma Funsenki - Joshikousei Idol (c) 1988 Zenryutsu [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90281&o=2

$end


$gameboy=pengboy,
$bio

Osawagase! Penguin Boy [Model DMG-PNJ] (c) 1990 Natsume, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66623&o=2

$end


$amigaocs_flop=oscar,
$bio

Oscar (c) 1993 Flair Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74683&o=2

$end


$snes=oscaru,
$bio

Oscar [Model SNS-AOZE-USA] (c) 1996 Titus

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63367&o=2

$end


$snes=oscar,
$bio

Oscar [Model SNSP-AOZP-EUR] (c) 1996 Titus

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63366&o=2

$end


$a2600=oscarace,oscaracee,oscaracep2,oscaracep1,
$bio

Oscar's Trash Race (c) 1983 Atari, Incorporated.

- TECHNICAL -

Model CX26101

- STAFF -

Graphics: Preston Stuart
Programmer: Christopher Omarzu

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50762&o=2

$end


$gba=oshaberi,
$bio

Oshaberi Inko Club [Model AGB-AICJ-JPN] (c) 2002 Alpha Unit

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72081&o=2

$end


$info=macha,
$bio

Oshaberi Macha Monoshiri Quiz (c) 1983 Logitec Company, Limited.

- TRIVIA -

The title of this game translates from Japanese as 'Macha Chat Quiz Erudite'.

- STAFF -

Staff : T. ISAWA, H. KARASAWA, S. YAMADA, ICHIKAWA, AKAMA, HIGUCHI, NAPPA, SADANAGA, Y. SATO, H. NAGANO

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31356&o=2

$end


$info=lovebery,lovebero,loveber3,
$bio

Oshare Majo Love and Berry (c) 2004 Sega Enterprises, Limited.

Love and Berry are magical princesses who possess the power of Fashion Magic, which allows them to change clothes instantaneously. Both girls love dressing up and dancing. Though they are friends, they are rivals when it comes to being the most noticeable girl on the dance floor.
This game is targeted toward girls usually between ages six and twelve years. The player would just scan their fashion magic cards to dress up and tap the yellow button to the beat of the tambourine.

- TECHNICAL -

Runs on the Sega "NAOMI" Hardware.

- TRIVIA -

Released on October 30, 2004.
The name of this game can be translated as 'Fashionable Witches Love and Berry'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32491&o=2

$end


$pico=hairsaln,
$bio

Oshare Pico Suteki ni Henshin! Naruchan no Oshare Hair Salon [Model HPC-6088] (c) 2000 Sega Toys

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75745&o=2

$end


$gba=osharpr2,
$bio

Oshare Princess 2 [Model AGB-AO2J-JPN] (c) 2002 Culture Brain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72083&o=2

$end


$gba=osharpr3,
$bio

Oshare Princess 3 [Model AGB-BO3J-JPN] (c) 2003 Culture Brain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72084&o=2

$end


$gba=osharpr5,
$bio

Oshare Princess 5 [Model AGB-BO5J-JPN] (c) 2005 Culture Brain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72085&o=2

$end


$gba=osharpri,
$bio

Oshare Princess [Model AGB-AOPJ-JPN] (c) 2002 Culture Brain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72082&o=2

$end


$gba=osharwnk,
$bio

Oshare Wanko [Model AGB-A5SJ-JPN] (c) 2004 MTO, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72086&o=2

$end


$info=zintrckb,
$bio

押し出し ジントリック (c) 1996 SNK.(Oshidashi Zintrick)

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : 0211

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2610 (@ 8 Mhz)

Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096

Players : 2
Control : 8-way joystick
Buttons : 3
=> Mode 1 : [A] Spin, [B] Shot, [C] Special attack
=> Mode 2 : [A] Shot, [B] Spin, [C] Special attack
=> Mode 3 : [A] Spin, [C] Special attack

- TRIVIA -

This game is known outside Japan as "Zintrick".

The pre-production title of this game was "Droppers".

- TIPS AND TRICKS -

* Play As Ryu Eagle (Ninja) : Put the machine in 'Free Play' mode (via dip switches), at the character selection screen, highlight Subberg, hold Up+B and press A.

- STAFF -

Developed by ADK.

Producer & Planner/Author : Takashi Hatono
Ace programmer : Satoru Kubota
Main programmer : Hideo Kamoda
Programmer : Vega
Sprite designer : Masayo Kobayashi
Scroll designer : Yohei Sano
System programmer : Eiji Fukatsu
Sound programmer : Makio Chiba
Chief music composer / Sound effect : Hideki Yamamoto
Music composers : Takao Ohshima, Keiichiro Segawa, Tsuyoshi Muramatsu
Market research : Yukio Gotoh
Character voice : Kazumasa Katsura, Ken Kazama, Naoki Ogata, Yasue Ishi, Sayaki Takeshita
Chief public inormation : Hajime Taguchi
Public information : Satsuki Itoh, Kayo Yamagata, Kiyotaka Sugiyama
Executive producer : Kazuo Arai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3254&o=2

$end


$neocd=zintrick,
$bio

???? ?????? (c) 199? SNK [Shin Nihon Kikaku]
(Oshidashi Zintrick)

- TECHNICAL -

Game ID: ADCD-104

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68150&o=2

$end


$psx=oshigoto,
$bio

Oshigotoshiki Jinsei Game - Mezase Shokugyou-oh [Model SLPS-03056] (c) 2000 Takara Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85505&o=2

$end


$pc98=oshioki2,
$bio

Oshioki Kirai! 2 (c) 1992 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90282&o=2

$end


$pc98=oshioksm,
$bio

Oshioki!! Sailormoon (c) 1993 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90283&o=2

$end


$info=osman,
$bio

OSman (c) 1996 Mitchell.

A platform shoot-em-up that doesn't just 'borrow heavily' from Capcom's 1989 classic, "Strider", it blatantly steals from it. The player controls a 'Cannon Dancer' called Kirrin : a highly acrobatic hero who is also a skilled martial arts fighter. Kirrin must jump and fight his way over a number of colourful, intricately-rendered levels in his bid to defeat the enemy forces. In addition to the many power-ups that are availble to strengthen Kirrin's attacks (with each power-up indicated by a colour change to Kirrin's costume), the player is armed with three 'Magic' attacks per life, which work in a similar fashion to those of Sega's "Shinobi".

The Strider-esque gameplay is, if anything, an improvement over the illustrious game upon which it is based. As well as the mandatory improved graphics, understandable given the six years that separates the two games, OSman's level design is hugely inventive and offers more variety than Strider's stages.

- TECHNICAL -

Main CPU : ARM (@ 28 Mhz)
Sound Chips : OKI6295 (@ 7.627 Khz), OKI6295 (@ 15.255 Khz)

Players : 2
Control : 8-way joystick
Buttons : 2
=> [A] Attack, [B] Jump

- TRIVIA -

Released in February 1996.

This game is known in Japan as "Cannon Dancer".

This game is often compared to "Strider", and the main reason for that being because in the early 90's several Capcom employees went to Mitchell including Isuke, the original Game Planner for Capcom's "Strider". He is credited as the sole designer for Cannon Dancer which is why the two games are so similar.

- UPDATES -

Japanese and American roms are identical. Only the Eeprom is different.

- TIPS AND TRICKS -

* Osman movements :
Sliding - Down + B Button.
Dash - Hold Left or Right after Sliding.
Throwing - B Button in Jump or Sliding.
Kizami-Mai - Shake the joystick during Attack.

- STAFF -

Stage Design : Milk Tea, K.Nozawa, Stily-Stilie, Q.B.B.
Object Design : Utata Kiyoshi, Ava, N.N, K.Tatsu, Otasuke-P, Tsukahira
Ryu, Mazin, Ojiji, Kuro
Sound Music : Tago Saku
Voice : Fujii Masayo, Mr.Matsushita
Program : Namcho, Br.Coin
Game Design : Isuke

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3495&o=2

$end


$nes=osomatsu,
$bio

Osomatsu-kun (c) 1989 Shinsei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54476&o=2

$end


$megadriv=osomatsu,
$bio

Osomatsu-kun Hachamecha Gekijou (c) 1988 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56738&o=2

$end


$bbca_cass,bbcb_cass=osprey,
$bio

Osprey (c) 198? Bourne

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52182&o=2

$end


$cpc_cass=osprey,
$bio

Osprey! [Model SOFt 947] (c) 1984 Amsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98498&o=2

$end


$x68k_flop=ossandot,
$bio

Ossan no Dotsuki!! Game Special (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88492&o=2

$end


$pc98=ossaultp,
$bio

Ossault Plus (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90284&o=2

$end


$bbca_cass,bbcb_cass=ossie,
$bio

Ossie (c) 19?? Peaksoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52183&o=2

$end


$snes=karatebu,
$bio

??!! ??? (c) 1994 Culture Brain
(Osu!! Karate-bu)

Osu!! Karatebu is a one-on-one fighting game by Culture Brain based on a popular Japanese manga series by Kouji Takahashi (it is apparently the first and only video game released for the franchise). The game stars the boisterous Takagi Yoshiyuki, the central character of the series and a skilled karate fighter who sits at the head of the youth gangs in Osaka. However, this enviable position of leadership comes with a lot of hate, and Takagi is frequently challenged by others would-be claimants for his title. Osu!! Karatebu consists of four play-modes - namely Story, Arcade, Versus and Team Battle. In story mode, the player takes control of Takagi and the narrative is told through elaborate anime-style cutscenes. The goal there is to fight against a variety of opponents in one-on-one battles, and for Takagi to ultimately train with the old and reputable K? Ry?un in an attempt to reach his full potential and become the Super Takagi! Unlike other typical fighting games, Osu!! Karatebu matches last for only one round - but there is an interesting twist to this formula. Each fighter comes with Konjou energy (spirit or Chi energy, symbolized by a blue bar located right below the health bar), and this feature is a core mechanic and essential to succeed in the game. This power can be used to survive a knock-out by hammering the action buttons (up to a certain limit), or to release powerful super attacks. These attacks come in two flavors - short range attacks can be charged up by holding any attack button, and highly powerful ones can be unleashed by pressing button combinations. However, this Konj? energy isn't easy to come by - the player starts with no energy at all (this can be changed in the option menu though), and the meter can be slowly charged up by holding any shoulder button while blocking, or by receiving a direct hit. Although Osu!! Karatebu only stars Takagi Yoshiyuki in story mode, the game nevertheless features twelve selectable fighters (as well as two hidden optional characters!).

- TECHNICAL -

Cartridge ID: SHVC-OJ

- TRIVIA -

Released on August 26, 1994 in Japan.

Osu!! Karate-bu is based on a popular Japanese manage series by Takahashi Kouji and originally published in 1985.

- TIPS AND TRICKS -

* Unlock Honda Momochiyo and Super Takagi: On the title screen, press Left Shouder, Left, Down, B, A and Right Shouder. A sound (a scream) should confirm that the characters have been unlocked. Honda Momochiyo and Super Takagi should now be available to play in all the versus modes.

- STAFF -

Producer: Akademiya Yumenosuke
The Original: Takahashi Kouji
Game Design: Akademiya Yumenosuke, T.O, Tetsuo.T, Counter Pantsu, Ang_Ry No.1, Ang_Ry No.2, Ang_Ry No.3
BG Design: N.I, Numahide
OBJ Design: Takuchan, Kakusan Ver.2, Ozumaroshi, Yusabou, Kappa Jet, Kinchan, Kuni .Koba_P, Kamiza, Kamin
Program: Y. Ham, Woodcake, Konishin Kawakichi, Yasurakani Nenbutu, Ryu Shou, Catty.H, Kimu, Ma.Su, Gosen.Dai, Ji_Ko Sigu.P
Music: Miyabi Eiji
Sound Effect: Konishin Kawakichi
Publicity: Tacchan.T, Makocchan, Ayumu_Z2
Special Thanks: Psy Force, Oyazy MK2, Y.Kamen!!, T.A!!, Cafein Ok!!, White
Director: Akademiya Yumenosuke

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61906&o=2

$end


$nes=otaku,
$bio

Otaku no Seiza - An Adventure in the Otaku Galaxy (c) 1991 M&M

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54477&o=2

$end


$pc98=otakuy2,
$bio

Otaku Yobikou 2 - Otaku-tachi no Banka (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90285&o=2

$end


$info=otenamih,
$bio

Otenami Haiken (c) 1999 Success.

- TECHNICAL -

Taito G-NET hardware.

Main CPU : R3000A 32 bit RISC processor, Clock - 50MHz, Operating performance - 30 MIPS, Instruction Cache - 4KB 
Sound CPU : Panasonic MN1020012A

- TRIVIA -

Released in February 1999.

- PORTS -

* Consoles : 
Sony PlayStation (2001)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3802&o=2

$end


$info=otenamhf,
$bio

Otenami Haiken Final (c) 2005 Success.

- TECHNICAL -

Runs on the "Taito G-Net" hardware.

- TRIVIA -

Released in April 2005.

Developed by Warashi.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31876&o=2

$end


$info=otenki,
$bio

Otenki Kororin (c) 2001 Takumi.

- TECHNICAL -

Runs on the "Taito G-Net" hardware.

- PORTS -

* Consoles :
Sony PlayStation (2002)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31541&o=2

$end


$info=othello,
$bio

Othello (c) 1984 Success.

- TRIVIA -

Released in September 1984 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32446&o=2

$end


$nes=othelloj,
$bio

Othello (c) 1986 Kawada

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54478&o=2

$end


$nes=othelloh,
$bio

Othello (c) 1987 FMG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69299&o=2

$end


$nes=othelloa,
$bio

Othello (c) 1988 HES [Home Entertainment Suppliers].

NES adaptation of the classic strategy game also known as "Reversi".

- TRIVIA -

Othello for NES was released in 1988 (exact date unknown) in Australia.

- PORTS -

* Consoles : 
Nintendo NES [AU] (1990) "Total Funpak"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55414&o=2

$end


$nes=othello,
$bio

Othello (c) 1988 Acclaim Entertainment, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55415&o=2

$end


$spc1000_cass=othello,
$bio

Othello (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83538&o=2

$end


$nes=othelfds,
$bio

Othello (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84077&o=2

$end


$info=othldrby,
$bio

Othello Derby (c) 1995 Sunwise.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 16 Mhz)
Sound Chips : OKI6295 (@ 12 Khz)

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Othello Derby was released in December 1995 exclusively in Japan. It is based on the board game titled, aptly enough, Othello.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1894&o=2

$end


$gbcolor=othellom,
$bio

Othello Millennium [Model DMG-AO7J-JPN] (c) 1999 Tsukuda Original [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68483&o=2

$end


$info=othellos,
$bio

Othello Shiyouyo (c) 1998 Success.

- TECHNICAL -

Sega Titan Video hardware (STV)

Main CPU : (2x) SH-2 (@ 28.6364 Mhz), 68000 (@ 11.45456 Mhz)
Sound Chips : SCSP (@ 11.45456 Mhz)

Screen orientation : Horizontal
Video resolution : 704 x 513 pixels
Screen refresh : 60.00 Hz
Palette Colors : 6144

Players : 2
Control : 8-way joystick
Buttons : 6

- TRIVIA -

Released in April 1998.

The title of this game translates from Japanese as 'Let's do Othello'.

PATENTS :
U.S.A : 4,442,486 - 4,454,594 - 4,462,076
Europe : 80244
Canada : 1,183,276
Honk Kong : 88-4302
Singapore : 88-155

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1895&o=2

$end


$gameboy=othellow,
$bio

Othello World [Model DMG-ATOJ-JPN] (c) 1994 Tsukuda Original [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66626&o=2

$end


$snes=othellow,
$bio

Othello World [Model SHVC-TO] (c) 1992 Tsukuda Original

- TRIVIA -

Reviews:
[FR] June 1992 - Joypad N.9: 85/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61907&o=2

$end


$cdi=othello,
$bio

Othello (c) 1993 Philips Interactive Media, Incorporated.

Haven't you always had the secret desire to challenge some of the greatest minds of all time? With this CD-i you can: Take on the likes of Albert Einstein or Leonardo da Vinci as they vie for the chance to play you at Othello! Othello is a strategic board game consisting of 64 squares on which black and white pieces are placed by both players. Your objective is to obtain as many pieces as possible of your own colour. With three versions of the board game, you can pit your wits against each other, the CD-i player or against Einstein or Leonardo.

- TECHNICAL -

Model 810 0163

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53021&o=2

$end


$a2600=othello,othello1,othelloe,othelloe1,
$bio

Othello (c) 1981 Atari, Incorporated.

There are four OTHELLO games in this Game Program. Each game number signifies a particular skill level (except for Game 4, which is for two players).

Game 1
Beginner Level. One player opposes the computer; the computer plays with the skill of a novice player.

Game 2
Intermediate Level.  One player opposes the computer; the computer plays with average skill.

Game 3
Expert Level.  One player opposes the computer; the computer plays with expert skill.

Game 4
Two players oppose each other.

- TECHNICAL -

Model CX2639

- SCORING -

Each square you capture is worth one point. You lose points when your opponent captures your squares.

- STAFF -

Programmer: Ed Logg

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50763&o=2

$end


$gameboy=othello,
$bio

Othello [Model DMG-OT-UKV] (c) 1990 Tsukuda Original [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66624&o=2

$end


$gameboy=othelloj,
$bio

Othello [Model DMG-OTJ] (c) 1990 Kawada

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66625&o=2

$end


$sg1000=othello,
$bio

Othello [Model G-1044] (c) 1985 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65083&o=2

$end


$msx1_cart=cothello,cothelloa,
$bio

Othello [Model HBS-G003C] (c) 1985 Pony Canyon, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77326&o=2

$end


$ti99_cart=othello,
$bio

Othello [Model PHM 3067] (c) 1982 CBS Video

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84665&o=2

$end


$msx1_cart=othello,
$bio

Othello [Model R49X8089] (c) 1985 Pony Canyon, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77325&o=2

$end


$gbcolor=azuredj,
$bio

Other Life - Azure Dreams GB [Model DMG-AAZJ-JPN] (c) 1999 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68484&o=2

$end


$snes=ninjacol,
$bio

おとぼけ忍者コロシアム (c) 1995 Intec
(Otoboke Ninja Colosseum)

Otoboke Ninja Colosseum is a puzzle/action game by Mint and published by Intec. The game features two ninja girls racing after a mysterious thief who managed to hide deep inside an odd looking cave. The game is clearly inspired by Hudson Soft's Bomberman, and instead of bombs, our heroines drop spiked balls that shoot lethal shurikens in four directions. Unlike Bomberman, the shurikens don't have a limited range and simply fly until they hit something. Another unusual feature of Otoboke Ninja Colosseum is a neat chain attack. Each girl can throw a chain with a metal ball at the end of it - the chain can go around corners, activate shuriken balls or grab rocks and other items scattered around the gamefield. Interestingly, shurikens are often not enough to kill enemies and they merely stun them for a short amount of time. Only the chain can give them the final blow, and this technique is especially true for bosses. This is also the case for our heroine who ends up stunned if hit by a shuriken or a monster - she'll however loose a life in the process. The goal of the game, as expected, is to clean all the enemies from each stage and to run to the exit. Later stages, however, introduce puzzles to solve such as removing blocks with the chain or dealing with a complex networks of teleporters. Tons of power-ups are available, from speed-capsules, time, extra shuriken-ball, invisible shuriken-balls and so forth. Some can even power-up the chain and get it, for instance, to break blocks. Finally, a battle mode is of course available where up to four players can fight each other in specialized arenas. The same gameplay rules apply and each player must first stun and then hit his opponents with the chain in order to score a win.

- TECHNICAL -

Cartridge ID: SHVC-AOCJ-JPN

- TRIVIA -

Released on February 25, 1995 in Japan for 8800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61908&o=2

$end


$famicom_flop=otocky,
$bio

Otocky [Model ASC-OTO] (c) 19?? ASCII Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65416&o=2

$end


$gameboy=otogiban,
$bio

Otogibanashi Taisen [Model DMG-AY7J-JPN] (c) 1995 Yojigen

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66627&o=2

$end


$snes=otogiri,
$bio

Otogirisou (c) 1992 Chun Soft

- TECHNICAL -

Cartridge ID: SHVC-OT

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61909&o=2

$end


$info=urashima,
$bio

Otogizoushi Urashima Mahjong (c) 1989 UPL.

- TECHNICAL -

Game ID : UPL-89052

Main CPU : Motorola 68000 (@ 8 Mhz)
Sound Chips : OKI6295 (@ 24.242 Khz)

Player : 2

- TRIVIA -

Released in January 1989 in Japan.

The title of this game translates from Japanese as 'Urashima Fairy Tale Mahjong'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3034&o=2

$end


$x68k_flop=otokodam,
$bio

Otoko Dama (c) 1999 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88493&o=2

$end


$pc98=otomepty,
$bio

Otome Party (c) 1989 Game Technopolis [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90286&o=2

$end


$pc8801_flop=otomepar,otomepara,
$bio

Otome Party (c) 1989 Technopolis Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92571&o=2

$end


$info=otonano,
$bio

Otona no Mahjong (c) 06/1988 Apple.

Mahjong taking place at a ritzy hotel.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 5 Mhz)
Sound Chips : YM3812 (@ 2.5 Mhz), DAC (@ 2.5 Mhz)

Screen orientation : Horizontal
Video resolution : 512 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 4096

Player : 2
Control : mahjong keyboard

- TRIVIA -

The title of this game translates from Japanese as 'Adult Mahjong'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1896&o=2

$end


$pc8801_flop=otosanto,
$bio

Otosan to Issho (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92572&o=2

$end


$gbcolor=ottifant,
$bio

Ottifanten - Kommando Stoertebeker (c) 2001 JoWooD Productions AG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68485&o=2

$end


$gba=ottifpin,
$bio

Ottifanten Pinball [Model AGB-BOFD-NOE] (c) 2005 Trendverlag

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72087&o=2

$end


$gameboy=ottifant,
$bio

Otto's Ottifanten - Baby Bruno's Nightmare [Model DMG-AQBP-NOE] (c) 1998 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66628&o=2

$end


$gbcolor=oudoroan,
$bio

Ou Dorobou Jing - Angel Version [Model DMG-AZWJ-JPN] (c) 1999 NCS [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68486&o=2

$end


$gbcolor=oudorodv,
$bio

Ou Dorobou Jing - Devil Version [Model DMG-AZKJ-JPN] (c) 1999 NCS [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68487&o=2

$end


$wswan=oekakil,
$bio

Ou-chan no Oekaki Logic [Model SWJ-SUN004] (c) 2000 Sunsoft [Sun Electronics div.] [Kounan, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86367&o=2

$end


$x68k_flop=ougonbut,
$bio

Ougon no Buta (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88494&o=2

$end


$fm7_cass=ougon,
$bio

Ougon no Haka (c) 1983 Magical Zoo [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93773&o=2

$end


$info=ogonsiro,
$bio

黄金の城 (c) 1986 Taito Corp.
(Ougon no Shiro)

Travel with the Great Gurianos as he battles his way through 4 stages against some of the toughest and most feared warriors ever to be found anywhere.

- TECHNICAL -

Main CPU : (2x) Zilog Z80
Sound CPU : Motorola M6809
Sound Chips : YM2203, OKI MSM5205

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Ougon no Shiro was released in March 1986 in Japan.

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

This version has a nudity feature not present in "Gladiator". See 'Tips and Tricks' section for more information, the female warrior Irene is shown with bare breasts (In Gladiator she still wears a bikini top when defeated this way).

This game is known outside Japan as "Gladiator".

- TIPS AND TRICKS -

* If you move fast UP and DOWN for a while you should activate a shield.

* How to strip Irene's clothes off : After breaking her sword, if her shield is not entirely broken, break it. Irene, unlike the other characters, has TWO suits of armor. DO NOT KILL HER! Try to remove as many parts of the armor as you can, throwing careful attacks. Focus especially on her chest-plate and on the... uh...'thigh-plate'?. After you've done that, defeat her BY ATTACKING HER LEGS. She will fall on her knees, with her sword on her hands against her chest. When you pass her, she extends her arms towards you and... HELLO!

- PORTS -

* Consoles : 
Sony PlayStation 2 [JP] (January 25, 2007) "Taito Memories II Joukan [Model SLPM-66649]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1897&o=2

$end


$gba=ougonthf,
$bio

Ougon no Taiyou - Hirakareshi Fuuin [Model AGB-AGSJ-JPN] (c) 2001 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72088&o=2

$end


$gba=ougontut,
$bio

Ougon no Taiyou - Ushinawareshi Toki [Model AGB-AGFJ-JPN] (c) 2002 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72089&o=2

$end


$msx2_flop=ojibinbm,ojibinbma,
$bio

Ouji Binbin Monogatari (c) 1987 East Cube [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101903&o=2

$end


$psx=oujisama,
$bio

Ouji-Sama Lv1 [Model SLPS-03412] (c) 2002 KID [Kindle Imagine Develop]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85506&o=2

$end


$msx2_cart=ouketani,
$bio

Ouke no Tani - El Giza no Fuuin (c) 1988 Konami Industry Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51349&o=2

$end


$msx2_flop=ouketani,ouketania,
$bio

Ouke no Tani - El Giza no Fuuin (c) 198? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101904&o=2

$end


$msx2_cart=ouketaniec,
$bio

Ouke no Tani - El Giza no Fuuin - Edit Contest Yuushuu Sakuhinshuu (c) 1988 Konami Industry Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51350&o=2

$end


$psx=oukyuuno,
$bio

Oukyuu no Hihou - Tenshon [Model SLPS-00438] (c) 1996 VAP Game [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85507&o=2

$end


$psx=oumagato,
$bio

Oumagatoki [Model SLPS-03235] (c) 2001 Victor Interactive Software, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85508&o=2

$end


$msx2_flop=ounuki,
$bio

Ounuki no Yabou - Shouten-ki (c) 1995 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101905&o=2

$end


$msx1_cart=arabwrld,arabwrlda,
$bio

Our Arabic World [Model H060] (c) 1987 al Alamiah

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77327&o=2

$end


$msx1_cart=ourhome,ourhomea,
$bio

Our Homeland (c) 1987 Barq

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77328&o=2

$end


$saturn,sat_cart=ousamaga,
$bio

Ousama Game (c) 1998 Societa Daikanyama

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59491&o=2

$end


$fm7_cass=oushou,
$bio

Oushou (c) 1983 Carry Lab. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93774&o=2

$end


$info=outline,
$bio

Out Line (c) 1982 Century Electronics.

- TECHNICAL -

CVS [Convertable Video System] Hardware.

- TRIVIA -

Released in August 1982.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1902&o=2

$end


$psx=outliveb,
$bio

Out Live - Be Eliminate Yesterday [Model SLPS-00746] (c) 1997 Sunsoft [Sun Electronics div.] [Kounan, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85509&o=2

$end


$pce=outlive,
$bio

Out Live (c) 1989 Sunsoft

Out Live is a sort of adventure game where the player controls a robot. You start your jouney in a shop with 1000 credits, 1000 life units and a vulcan gun. You can as well talk to people at the bar next to it to find some information. When ready, time to go out and do some fighting. You travel along 3D tunnels with a smooth animation and will rapidly encounter enemies.The game stops at that point and switches to a round based fight, choose inbetween gun (attack), option, item, data (enemy data), flee and status. Win, and you will get money and experience. A password mode (in Japanese) can let you save your game.

- TECHNICAL -

HuCARD ID: SS89001
HuCARD Size: 2 Mbits.

- TRIVIA -

Released on March 17, 1989 in Japan for 5600 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58673&o=2

$end


$a2600=outcontr,
$bio

Out of Control (c) 1983 Avalon Hill.

Complete the chosen course as fast as possible without going OUT OF CONTROL. In each course you must maneuver through a series of Space Buoys, pop ten Space Balloons, and safely park in the Dock.

- TECHNICAL -

Model 50050

- STAFF -

Programmer: Jim Jacob
Cover Art: Jim Talbot
Graphics: Jean Baer
Typesetting by Colonial Composition
Prep Dept. Coordinator: Elaine Adkins
Printing by Monarch Services

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50764&o=2

$end


$gameboy=outofgas,
$bio

Out of Gas [Model DMG-FX-USA] (c) 1992 FCI

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66629&o=2

$end


$cpc_cass=ootw,ootw128,
$bio

Out of this World (c) 1987 Ariolasoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98502&o=2

$end


$amigaocs_flop=ootw,
$bio

Out of this World (c) 1991 Interplay

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74688&o=2

$end


$snes=ootw,ootwp,
$bio

Out of This World (c) 1992 Interplay

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63368&o=2

$end


$megadriv=ootwp,
$bio

Out of this World (c) 1993 Virgin Games

- TRIVIA -

Reviews:
[FR] May 1993 - Consoles + No. 20: 85/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56739&o=2

$end


$megadriv=ootw,
$bio

Out of This World (c) 1993 Virgin Games

- TECHNICAL -

Game ID: T-70106

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57332&o=2

$end


$odyssey2=2wrldrsc,
$bio

Out of this World! + Helicopter Rescue! (c) 1979 Magnavox Co.

- TECHNICAL -

Game ID: AK9419

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95649&o=2

$end


$info=outrun,outruna,
$bio

Out Run (c) 1986 Sega Enterprises, Limited.

Out Run is a ground-breaking racing game in which the player drives a red Ferrari Testarossa through a number of colourful European locations, trying to reach each end-of-level checkpoint before the tight time limit expires.

Each of the game's stages is packed with civilian traffic that must be carefully avoided, as players try to negotiate the game's twisting, hilly roads. 

At the end of every stage players are presented with a fork in the road, allowing them to chose which route they wish to take next. This was not the first time this feature had appeared (Tatsumi's 1983 racer, TX-1, was the first to introduce forked roads).

As well as being able to choose routes, players could also - via the game's "in-car radio" - choose one of three different catchy tunes to listen to while driving. The songs are 'Magical Sound Shower', 'Passing Breeze' and 'Splash Wave'.

- TECHNICAL -

[1] Standard Type
[2] Upright Type

- TRIVIA -

Released internationally on September 20, 1986.

Also released as:
"Out Run [Deluxe Type]".

At the end of each stage, before the end-of-stage goal is reached, players are presented with a fork in the road; a unique innovation that, for the first time in the history of racing games, gave players a choice of which route they wished to take through the game. Out Run's game-play was both tight and instinctive and, together with the superb stage design and wonderfully realized sprite-scaled graphics, would completely revolutionize not just racing games, but arcade games in general.

Out Run is still regarded as perhaps the finest arcade racer (and certainly the finest sprite-driven racer) of all time. This was especially true of the deluxe cabinet version, which featured a fully hydraulic tilting cabinet (resembling a red Ferrari Testarossa) and a powerful speaker system situated directly behind the player's head. The sublime music still captivates many fans today, although the sublime 'Magical Sound Shower' is generally regarded as the finest of the three in-game tunes on offer (the others being 'Passing Breeze' and 'Splash Wave'). The final tune, 'Last Wave', is only played when the high-score table is displayed.

At least part of Out Run's huge success was down to it capturing the fun-yet-superficial spirit of the 1980s. Previous racing games had concentrated on the more serious side of racing, with the action usually taking place in a Formula One racing car, over a series of competent but uninspiring racing tracks. Out Run was different; in a decade that celebrated style over content, the game offered players the ultimate boy racer experience by putting them behind the wheel of that eighties icon of cool, a red Ferrari Testarossa; replete with a 'blonde bimbo' in the passenger seat.

Sega didn't actually have (nor indeed ask for) permission from Ferrari to use one of their cars for the game. This inevitably led to a degree of bad feeling and threats of litigation between the two companies. They have since settled their differences, however, as Sega acquired an official license to use the Ferrari range in its 2003 sequel, "Out Run 2".

Opponent cars list :
* 1972 Volkswagen Beetle
* 1971 Chevrolet Corvette
* 1985 Porsche Carrera 911 Turbo
* 1985 BMW 325i Cabriolet E30
* Lorry

Out Run contains in-game billboards advertising KTM motorcycles.

Richard Jackson holds the official record for this game with 52,897,690 points.

In the film 'Donnie Darko', Donnie is playing Out Run at an arcade with his girlfriend. The scene shows him crashing his car during their discussion.

An Out Run cabinet can be seen in the 1988 educational video presented by General Motors called 'The Game Of Your Life'.

A MTV public announcement against drunk driving shown in the mid '90s shows a gamer in their viewpoint playing Out Run whilst under the influence of alcohol and cuts to each point where the gamer crashes until the end of game.

Soundtracks:
[JP] Dec. ??, 1987 - Sega Taikan Game Special [28XA-198]
[JP] Feb. ??, 1992 - Outrun/SEGA S.S.T. [PCCB-00081] - Composition by SEGA Sound Team and arrangement by SEGA S.S.T. Band. The first 3 tracks are arranged versions.
[JP] Nov. 19, 1997 - Yu-Suzuki produce Out Run [MJCAX-00004]

- TIPS AND TRICKS -

* Fastest route: the fastest route for finishing the game is Right (Devil's Canyon), Left (Snowy Alps), Right (Wheatfield), Right (Autobahn).

* Secret credit message: right before the road forks, press and hold Start. When you choose one of the roads and the other one disappears from view, a secret credit message will come up on the screen.

* Instead of just pressing the accelerator all the way when you're about to start, you should instead try to keep the gas in 'the high greens' and just below red. The exact moment the green light goes on you should give it as much gas as possible thereby starting up much faster. Instead of shifting at approx. 170mph you should change gears at about 120 mph to avoid slowdown. This hint earns you approx. 1 second. This trick works every time you have to start from 0 mph but is difficult to time right when you don't have the green light for timing.

* The second before going off road you can change very quickly to low gear and then high gear again. If done correctly you can drive off the road without any slowdown for about 1-2 seconds. If you time it right you can actually change to low then high again after the 1-2 seconds and not loose ANY speed whatsoever when driving offroad. This way you can keep going 292mph even though you're offroad.

- SERIES -

1. Out Run (1986, Arcade)
2. Out Run 3-D (1989, Master System) 
3. Battle Out Run (1989, Master System) 
4. Turbo Out Run [Model 317-0106] (1989, Arcade) 
5. Out Run Europa (1991, Game Gear) 
6. Out Runners (1992, Arcade) 
7. Out Run 2019 (1993, Mega Drive) 
8. Out Run 2 (2003, Arcade) 
9. Out Run 2 SP (2004, Arcade)

- STAFF -

Designed by: Yu Suzuki (YU.)
Music by: Hiroshi Miyauchi (MIY)
From highscore table: Satoshi Mifune (Bin-Chan) (BIN), (KAG), (MAT), (IKA), (A.O)

- PORTS -

* Consoles :
Sega Mark III [JP] (June 30, 1987) "Out Run [Model G-1326]"
NEC PC-Engine [JP] (Dec. 21, 1990) "Out Run [Model NAPH-1016]"
Sega Mega Drive [JP] (Aug. 09, 1991) "Out Run [Model G-4052]"
Sega Game Gear [JP] (Aug. 09, 1991) "Out Run [Model G-3213]"
Sega Saturn [JP] (Sep. 20, 1996) "Out Run [Sega Ages] [Model GS-9110]"
Sega Dreamcast [JP] (Dec. 20, 2001) "Yu Suzuki Game Works Vol.1 [Model ASP001]"
Sony PlayStation 2 [JP] (May 27, 2004, "Out Run [Sega Ages 2500 Vol.13] [Model SLPM-62447]")
Microsoft Xbox [2004] (as an unlockable in OutRun 2)

* Computers :
Commodore C64 (1987)
Amstrad CPC (1987)
Sinclair ZX Spectrum (1987)
MSX [EU] (1988)
MSX 2 [JP] (Oct. 21 1988) Out Run
Commodore Amiga (1988)
Atari ST (1989)
PC [MS-DOS, 5.25''] (1989)
PC [MS Windows, CD-ROM] (1999, "Sega Smash Pack")

* Others :
LCD tabletop (large) game (1989) released by Tiger Electronics : 5 different races.
Mobile phones (2002)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=19576&o=2

$end


$cpc_cass=outrun,outrunau,
$bio

Out Run (c) 1987 US Gold, Ltd. [Birmingham, UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98499&o=2

$end


$amigaocs_flop=outrunu,
$bio

Out Run (c) 1988 Sega of America, Incorporated. [USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74686&o=2

$end


$msx1_cass=outrun,outrunc,outrunb,outruna,
$bio

Out Run (c) 1988 US Gold, Ltd. [Birmingham, UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94891&o=2

$end


$amigaocs_flop=outrun,
$bio

Out Run (c) 1989 US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74684&o=2

$end


$msx2_flop=outrun,outrunboutrunc,outruna,
$bio

Out Run (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101906&o=2

$end


$info=outr2,
$bio

Out Run 2 (c) 2003 Sega.

Spectacular sequel to the original Out Run from 1986 with modern graphics and additional gameplay modes.

- TECHNICAL -

Runs on the Sega "Chihiro" Hardware.

Players: 1
Control: Steering wheel
Pedals: 2 (Accelerator and break)
Gear shift

- TRIVIA -

Released in December 2003.

AM2 Mix released a limited-edition soundtrack album for this game (Out Run 2 Sound Tracks - AMMX-2003) on 21/01/2004.

- TIPS AND TRICKS -

* Change Car Color (Single Player Only) : To change the color of your car, hold down the brake while shifting gears (either direction changes color once) in the car selection screen.

* Force Quit : During the race, stop the car completely and hold down the brake, view change and gear up. The game will bring up a yes and no question. Choose yes and the game end. You can only do this once in each game. If you choose no and resume game, you cannot force quit anymore until the game is over.
Note : The force quit won't work if you have less than 8 seconds on the remaining time. This trick was tested on a single player mode.

* No Handicap Mode (VS mode only) : This code can be entered in the Car Selection or Song Selection screens. All players must step on the Brake pedal and Shift up at the same time. The best way to make this work is just to get all players to hold the brake pedal and shift up and down constantly until a No Handicap box appears at the right.
Note : Shift up is gear up and it means to move the shift knob down. This trick also can be entered after real players mode is activate or vice versa.

* Real Players Only (VS mode only) : This code can be entered in the Car Selection or Song Selection screens. All players must hit the View Change button and Shift Down at the same time. The best way to make this work is just to get all players to tap the view change button and shift up and down constantly until a real players only box appears at the right.

- SERIES -

1. Out Run (1986, Arcade)
2. Out Run 3-D (1989, Master System) 
3. Battle Out Run (1989, Master System) 
4. Turbo Out Run [Model 317-0106] (1989, Arcade) 
5. Out Run Europa (1991, Game Gear) 
6. Out Runners (1992, Arcade) 
7. Out Run 2019 (1993, Mega Drive) 
8. Out Run 2 (2003, Arcade) 
9. Out Run 2 SP (2004, Arcade)

- STAFF -

Designed by : Hiroshi Masui
Produced by : Yu Suzuki (YU.)

- PORTS -

* Consoles :
Microsoft XBOX [V3N 00001] [Limited Edition] (Jan 2005)
Microsoft XBOX [V3N 00002] (Jan 2005)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3909&o=2

$end


$info=outr2st,outr2sdx,
$bio

Out Run 2 SP - Special Tours (c) 2004 Sega.

An update that includes all the content from "Out Run 2" with 2 additional cars and a second map with 15 new locations based on North American locales. New gameplay additions include slipstreaming, easier handling, and more forgiving collision physics.

- TECHNICAL -

ID: GDX-0014A

Runs on the Sega "Chihiro" Hardware.

- TRIVIA -

Released in December 2004.

'SP' stands for 'Special Tour'.

- TIPS AND TRICKS -

* Play "Out Run 2" courses : At the mode select screen, press view change.

* Alternate car colors : At the car select screen, hold brake and press the shift gear upwards.

- SERIES -

1. Out Run (1986, Arcade)
2. Out Run 3-D (1989, Master System) 
3. Battle Out Run (1989, Master System) 
4. Turbo Out Run [Model 317-0106] (1989, Arcade) 
5. Out Run Europa (1991, Game Gear) 
6. Out Runners (1992, Arcade) 
7. Out Run 2019 (1993, Mega Drive) 
8. Out Run 2 (2003, Arcade) 
9. Out Run 2 SP (2004, Arcade)

- PORTS -

* Consoles :
Microsoft XBOX (2006, "Outrun 2006 - Coast 2 Coast")
Sony PlayStation 2 (2006, "Outrun 2006 - Coast 2 Coast")
Sony PSP (2006, "Outrun 2006 - Coast 2 Coast")

* Computers :
PC [MS Windows] (2006, "Outrun 2006 - Coast 2 Coast")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4005&o=2

$end


$sms=outrun3d,
$bio

Out Run 3-D (c) 1991 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56117&o=2

$end


$sms=outrneur,
$bio

Out Run Europa (c) 1991 US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56118&o=2

$end


$amigaocs_flop=outrneur,
$bio

Out Run Europa (c) 1991 US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74687&o=2

$end


$cpc_cass=outrneur,
$bio

Out Run Europa (c) 1991 Kixx

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98504&o=2

$end


$gamegear=outrneur,
$bio

Out Run Europa [Model T-79038-50] (c) 1992 US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64752&o=2

$end


$gamegear=outrneuru,
$bio

Out Run Europa [Model T-79038] (c) 1992 US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64754&o=2

$end


$info=outrunb,
$bio

Out Run [Bootleg] (c) 1987 Beta.

A strange version of the Sega's classic video game, copyrighted 1987 Beta.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=19578&o=2

$end


$info=outrundx,outrundxa,outrundxj,
$bio

Out Run [Deluxe Type] (c) 1986 Sega.

In this Deluxe version, all the courses are in a different order.

- TECHNICAL -

Out Run [Deluxe Type]
This model with hydraulics turned and shook according to the action onscreen, much like Sega's Afterburner.

- TRIVIA -

For more information about the game itself, please see the standard models entry; "Out Run".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1898&o=2

$end


$amigaocs_flop=outruna,
$bio

Out Run [Giants] (c) 1989 US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74685&o=2

$end


$info=mt_orun,
$bio

Out Run (c) 1987 Sega.

- TECHNICAL -

Runs on the "Mega-Tech System" hardware.
Cartridge ID: 610-0239-06

- TRIVIA -

Based on the Sega Mark III version (released in June 1987).

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=7977&o=2

$end


$megadriv=outrun,
$bio

Out Run (c) 1991 Sega Enterprises, Limited.

European release.

- TECHNICAL -

Game ID: 1125-50
Cartridge ID: 670-1618-50
Package ID: 670-1619-50

- TRIVIA -

Reviews:
[FR] September 1991 - Consoles + N.1: 76/100
[FR] October 1991 - Joypad N.1: 90/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93882&o=2

$end


$megadriv=outrunu,
$bio

Out Run (c) 1991 Sega of America, Incorporated.

North American release.

- TECHNICAL -

Game ID: 1125
Cartridge ID: 670-1618
Package ID: 670-1619

- PORTS -

* Computers : 
PC [MS Windows, CD-ROM] [US] (February 1999) "Sega Smash Pack"
PC [MS Windows, CD-ROM] [JP] (June 23, 2000) "Sega Archives from USA Vol. 1"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93883&o=2

$end


$gamegear=outrun,
$bio

Out Run [Model 2310] (c) 1991 Sega Enterprises, Limited.

- TRIVIA -

Reviews:
November 1991 - Consoles + N.2 [FR]: 86/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64751&o=2

$end


$sms=outrun,
$bio

Out Run (c) 1987 Sega Enterprises, Limited.

- TECHNICAL -

Game ID: G-1326

- TRIVIA -

Out Run for Mark III was released on June 30, 1987 in Japan. It was the very first Mark III release to be compatible with the 'FM Sound' upgrade.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=19577&o=2

$end


$gamegear=outrunj,
$bio

Out Run (c) 1991 Sega Enterprises, Limited.

- TECHNICAL -

[Model G-3213]

- TRIVIA -

Out Run for Game Gear was released on August 09, 1991 in Japan.

- TIPS AND TRICKS -

* Invincibility: In the main menu, put the cursor on the 1 Player option and press Left+1+2+START. A sound will confirm the code. Now, the game will not end when the time runs out, and the car won't crash against other cars or any other obstacle at the sides of the road.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48330&o=2

$end


$megadriv=outrunj,
$bio

Out Run (c) 1991 Sega Enterprises, Limited.

- TECHNICAL -

Game ID: G-4052
Cartridge ID: 670-1517
Package ID: 670-1518

- TRIVIA -

Out Run for Mega Drive was released on August 9, 1991 in Japan.

- STAFF -

Graphic: Tomomi Yano (T. Yano), Meiden , Tsunetomo Sugawara (B.T.S)
Total Coordinator: Kenichi Mazmoto (K. Maz)
Sound: T's Music
Special Thanks: Masayuki Ninomiya (Nino), Katsuhito Gofuku (Gyofuku), Takahiko Akiyama (Akkey), Kenjiro Kato (Kato)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48329&o=2

$end


$pce=outrun,
$bio

Out Run (c) 1990 NEC Avenue, Limited.

Out Run is the Adaptation of the famous Sega arcade game. You drive a fantastic red Ferrari with a lovely blonde girl beside you. After selecting your favourite tune, press RUN and jump into the race. You will go through a lot of sceneries, from beach to rocky mountains or desert. At the end of each 'level', the road splits and you can select where to go for the next stage.

- TECHNICAL -

HuCARD ID: NAPH-1016
HuCARD Size: 4 Mbits.

- TRIVIA -

Out Run for PC-Engine was released on December 21, 1990 in Japan for 7200 Yen.

The original arcade game was released by Sega in 1986.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48328&o=2

$end


$msx2_cart=outrun,
$bio

アウトラン (c) 1988 Pony Canyon, Incorporated.
(Out Run)

- TECHNICAL -

Game ID: R68Y5814

- TRIVIA -

Released on October 21, 1988 in Japan. Original price: 6800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48327&o=2

$end


$saturn,sat_cart=outrun,outruna,
$bio

Out Run (c) 1996 Sega Enterprises, Limited.

- TECHNICAL -

[Model GS-9110]
[Sega Ages]

- TRIVIA -

Out Run for Saturn was released on September 20, 1996 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48331&o=2

$end


$info=orunners,orunnersu,orunnersj,
$bio

Out Runners (c) 1992 Sega.

Between 1 and 8 players (the latter requiring the use of link-up cabinets) compete in this colourful update of the 1986 classic, "Out Run". Out Runners features the multiple routes of the original but this time includes a large number of selectable vehicles; each of which poses different strengths and weaknesses, such as higher speed or better handling. Out Runners captures of the spirit of Out Run adding characters, humour, numerous selectable soundtracks (including a radio broadcast of the race by Jake Elwood) and a seamless driving experience barely interrupted by crashes.

- TECHNICAL -

Sega System Multi 32 hardware

Main CPU : V70 (@ 20 Mhz), Zilog Z80 (@ 8.053975 Mhz)
Sound Chips : YM3438 (@ 8.053975 Mhz), MultiPCM (@ 8.053975 Mhz)

Players : 2
Control : paddle
Buttons : 5

- TRIVIA -

Even if titlescreen says 1992, OutRunners was released in May 1993 in Japan.

The name of the DJ (Jake Elwood) is a combination of the names of the main characters (Joliet 'Jake' and 'Elwood' Blues) in the 1980 film 'The Blues Brothers'.

"Magical Sound Shower", "Passing Breeze" and "Splash Wave" are the original Out Run soundtracks that can also be found in 'Out Runners' - albeit in 'enhanced' form.

A hugely impressive game CV by anyone's standards.

Toshiba EMI released a limited-edition soundtrack album for this game (Virtua Racing & Out Runners - TYCY-5365) on 15/12/1993.

- UPDATES -

The US version is slightly different, It has the 'Winners Don't Use Drugs' on one screen and the 'Recycle It, Don't Trash It!' on the other screen.

- TIPS AND TRICKS -

* To play Jingle Bells as the background music, you must first start a race. Any time during the race hit the next music station and previous music station at the same time.

* To enter your name to the Best 'Out Runners' rankings, win the game before the clock runs out.

- SERIES -

1. Out Run (1986, Arcade)
2. Out Run 3-D (1989, Master System) 
3. Battle Out Run (1989, Master System) 
4. Turbo Out Run [Model 317-0106] (1989, Arcade) 
5. Out Run Europa (1991, Game Gear) 
6. Out Runners (1992, Arcade) 
7. Out Run 2019 (1993, Mega Drive) 
8. Out Run 2 (2003, Arcade) 
9. Out Run 2 SP (2004, Arcade)

- STAFF -

Music composed by : Takayuki Nakamura, Takenobu Mitsuyoshi, Hiroshi Miyauchi

- PORTS -

* Consoles :
Sega Mega Drive (1994)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1899&o=2

$end


$snes=outlunchu,
$bio

Out to Lunch [Model SNS-P8-USA] (c) 1993 Mindscape, Incorporated. [Northbrook, IL, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63370&o=2

$end


$snes=outlunch,
$bio

Out to Lunch [Model SNSP-P8-EUR] (c) 1993 Mindscape, Incorporated. [Northbrook, IL, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63369&o=2

$end


$info=outzone,outzonea,outzoneb,outzonec,outzoneh,
$bio

Out Zone (c) 1990 Toaplan.

A vertically scrolling run and gun game, in which the player controls a soldier who must fight his way through 7 increasingly difficult levels. At the end of each level a boss must be defeated before the player can progress any further.

- TECHNICAL -

Game ID : TP-018

Main CPU : Motorola 68000 (@ 10 Mhz), Zilog Z80 (@ 3.5 Mhz)
Sound Chips : YM3812 (@ 3.5 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Out Zone was released in August 1990.

Several characters from other Toaplan games make cameo appearances as powerups or bonuses :
* Six plane squadron from "Flying Shark" fly on the screen shooting enemies in an upside down V shape pattern.
* The "Truxton" ship follows the player helping out.
* ZIG-01 from "Zero Wing" flies on the screen dragging a bunch of '5000' points bonuses.
* Pipiru, Toaplan's mascot from "Zero Wing" can be summoned in level 1 from shooting a hole in a rock. It is vulnerable to all weapons, but it will bring a significant score bonus if safely taken to the level's boss.

Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Out Zone, Snow Bros. - PCCB-00044) on 21/10/1990.

- UPDATES -

Out Zone new version uses different enemies in some stages and has extra bonuses compared to the old version. The music sequences are also in different orders between the sets.

- TIPS AND TRICKS -

* Hidden Functions : If the 'Invulnerability dip switch' is enabled, you are invulnerable but you may also 'Pause' the game with P2 Start and restart with P1 Start.

- SERIES -

1. Out Zone [TP-018] (1990)
2. Fixeight [TP-026] (1992)

- STAFF -

Music and sound created by : Tatsuya Uemura

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1900&o=2

$end


$gameboy=outburst,
$bio

Outburst [Model DMG-OBJ] (c) 1993 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66630&o=2

$end


$pc8801_flop=outerw,
$bio

Outer World (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92573&o=2

$end


$snes=outerw,
$bio

Outer World [Model SHVC-TW] (c) 1992 Victor Musical Industries, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61910&o=2

$end


$megadriv=outlandr,
$bio

Outlander (c) 1992 Mindscape, Incorporated.

- TRIVIA -

Reviews:
[FR] March 1993 - Consoles + No. 18: 66/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56743&o=2

$end


$megadriv=outlandru,
$bio

Outlander (c) 1992 Mindscape, Incorporated. [Northbrook, IL, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57335&o=2

$end


$snes=outlandru,
$bio

Outlander [Model SNS-LD-USA] (c) 1993 Mindscape, Incorporated. [Northbrook, IL, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63372&o=2

$end


$snes=outlandr,
$bio

Outlander [Model SNSP-LD-NOE] (c) 1993 Mindscape, Incorporated. [Northbrook, IL, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63371&o=2

$end


$pc8801_flop=outlandr,
$bio

Outlanders (c) 1988 Cross Media Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92574&o=2

$end


$nes=outlandr,
$bio

Outlanders (c) 1987 Victor Musical Industries, Incorporated.

- TECHNICAL -

[Model VFR-A1]

- TRIVIA -

Outlanders was released on December 04, 1987 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54479&o=2

$end


$info=outlaw,
$bio

Outlaw (c) 1976 Atari.

Outlaw invites the player to physically match his skill against a video gunfighter in one of America's most traditional contests : The fast-draw shootout. Players fast-draw a full scale replica of a Colt.45. A video gunfighter swaggers out from behind buildings in an authentically illustrated western town, turns and waits... and fires! Players have to shoot first and straight to avoid being 'hit'.

- TRIVIA -

Outlaw was released in March 1976.

- PORTS -

* Consoles : 
Atari 2600 [US] (1978) "Outlaw [Model CX2605]"
Microsoft XBOX [US] (November 16, 2004) "Atari Anthology [Model 26084]" - Atari 2600 version 
Sony PlayStation 2 [US] (November 22, 2004) "Atari Anthology [Model SLUS-21076]" - Atari 2600 version 
Microsoft XBOX [EU] (November 26, 2004) "Atari Anthology" - Atari 2600 version 
Microsoft XBOX [US] (2005) "Atari Anthology [Platinum Hits]" - Atari 2600 version 
Sony PlayStation 2 [EU] (February 18, 2005) "Atari Anthology [Model SLES-53061]" - Atari 2600 version 
Microsoft XBOX [JP] (August 4, 2005) "Atari Anthology [XBOX World Collection] [Model B7X-00001]" - Atari 2600 version 
Nintendo DS [US] (November 2, 2010) "Atari Greatest Hits Vol.1 [Model NTR-BR6E-USA]" - Atari 2600 version 
Nintendo DS [EU] (February 24, 2011) "Atari Greatest Hits Vol.1 [Model NTR-BR6P-EUR]" - Atari 2600 version 

* Computers : 
PC [MS Windows, CD-ROM] [US] (November 11, 2003) "Atari - 80 Classic Games in One! [Model 25069J]" - Atari 2600 version 
PC [MS Windows, CD-ROM] [EU] (June 10, 2005) "Atari - 80 Classic Games in One! [Replay]" - Atari 2600 version 
PC [MS Windows, CD-ROM] [EU] (December 1, 2006, as part of "Atari Kids 2006") "Atari - 80 Classic Games in One!" - Atari 2600 version

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3400&o=2

$end


$cpc_cass=outlaw,
$bio

Outlaw (c) 1990 Players Premier

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98503&o=2

$end


$info=j6outlaw,j6outlawc,j6outlawd,
$bio

Outlaw (c) 199? JPM International.

- TECHNICAL -

Impact

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41124&o=2

$end


$a2600=outlawe,
$bio

Outlaw (c) 1978 Atari, Incorporated.

PAL release. Game developed in USA. For more information, please see the NTSC release's entry; "Outlaw [Model CX2605]".

- TECHNICAL -

Model CX2605P

- PORTS -

* Consoles : 
Microsoft XBOX [EU] (November 26, 2004) "Atari Anthology" 
Sony PlayStation 2 [EU] (February 18, 2005) "Atari Anthology [Model SLES-53061]" 

* Handhelds : 
Nintendo DS [EU] (February 24, 2011) "Atari Greatest Hits Vol.1 [Model NTR-BR6P-EUR]"

* Computers : 
PC [MS Windows, CD-ROM] [EU] (June 10, 2005) "Atari - 80 Classic Games in One! [Replay]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83005&o=2

$end


$a2600=outlaw,
$bio

Outlaw (c) 1978 Atari, Incorporated.

One or two players can become expert gunslingers during these games:
* In one-player games (Target Shoot), you control the movement of a gunfighter with the left Joystick Controller. Practice target shooting with the moving target that appears on the screen.
* In two-player games (Gunslinger Games), each player controls the omvement of a gunslinger with a Joystick Controller. You score points when your gunslinger shoots your opponent's gunslinger.
NOTE: In all one and two-player games, bullets will ricochet off the upper and lower playfield boundaries.

GUNSLINGER Two-Player Games
GAME 1 - This gunfight between two players features a Cactus.
GAME 2 - Two players use the Cactus and Getaway to plan their gunfight strategy.
GAME 3 - A Cactus and Blowaway characterize this two-player gunfight.
GAME 4 - Two gunslingers use six Shooters during this gunfight which features a center Cactus and Blowaway.
GAME 5 - A center Stage Coach stands between the two gunslingers during this game.
GAME 6 - Players must take special aim as a series of Stage Coaches MOVE between the two gunslingers.
GAME 7 - This gunfight features a Stage Coach and Blowaway.
GAME 8 - A series of Stage Coaches MOVE between the two gunslingers as they use Blowaway in their playing strategy.
GAME 9 - Two gunslingers play with Six Shooters, Blowaway and a series of MOVING Stage Coaches between them.
GAME 10 - The two gunslingers use Six Shooters during this gunfight which features Blowaway and a center Wall.
GAME 11 - Players use Getaway, Blowaway, and a center Wall in their gun fighting stragety.
GAME 12 - The center wall MOVES between the two gunslingers as they play with Getaway and Blowaway.

TARGET SHOOT One-Player Games
GAME 13 - You control one gunslinger on the screen which scores points by hitting the TARGET Shoot.  A center Cactus is between you and the Target Shoot.
GAME 14 - This target shooting game features a Target Shoot, a center Cactus and Blowaway.
GAME 15 - This game features the Target Shoot and a center Stage Coach.
GAME 16 - A series of Stage Coaches MOVE between the gunslinger and the Target Shoot.  This game also features Blowaway.

- TECHNICAL -

Model CX2605

- SCORING -

* In one-player games, you score one point each time a bullet from your gunslinger's gun hits the moving target. you have 99 seconds to score a maximum of ten points. The timing clock appears in the upper right corner of the playfield; the gunslinger's score is in the upper left corner.

* In two-player games you score one point each time a bullet from your gunslinger's gun hits the opposing gunslinger.  When a gunslinger is hit, it will sit down and the point appears at the top of the screen.  The score of the gunslinger from the left side of the playfield appears in the upper left corner; the right playfield gunslinger's score appears in the upper right corner.  The first player to score ten points wins the game.

- STAFF -

Programmer: David Crane

- PORTS -

* Consoles : 
Microsoft XBOX [US] (November 16, 2004) "Atari Anthology [Model 26084]" 
Sony PlayStation 2 [US] (November 22, 2004) "Atari Anthology [Model SLUS-21076]" 
Microsoft XBOX [JP] (August 4, 2005) "Atari Anthology [Model B7X-00001]" 

* Handhelds : 
Nintendo DS [US] (November 2, 2010) "Atari Greatest Hits Vol.1 [Model NTR-BR6E-USA]" 

* Computers : 
PC [MS Windows, CD-ROM] [US] (November 11, 2003) "Atari - 80 Classic Games in One! [Model 25069J]" 

* Others : 
Atari Flashback 2 [US] (2005) 
Atari Flashback 2+ [US] (February 22, 2010) 
Atari Flashback 3 [US] (September 16, 2011) by AtGames 
Atari Flashback 4 [US] (November 13, 2012) by AtGames 
Atari Flashback 5 [US] (October 1, 2014) by AtGames

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50765&o=2

$end


$info=sc4outlw,sc4outlwa,sc4outlwb,sc4outlwc,
$bio

Outlaw (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR6908]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42723&o=2

$end


$astrocde=outpost,
$bio

Outpost 19 (c) 1986 WaveMakers

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86819&o=2

$end


$x1_flop=outroyd,outroyda,
$bio

Outroyd (c) 1986 Stratford Computer Center [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86079&o=2

$end


$megadriv=outr2019u,outr2019up,
$bio

OutRun 2019 (c) 1993 Sega Enterprises, Limited.

- TECHNICAL -

Cartridge ID: 670-2947
Cover ID: 670-2948

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57333&o=2

$end


$megadriv=outr2019,
$bio

OutRun 2019 (c) 1993 Sega Enterprises, Limited.

European release.

- TECHNICAL -

Game ID: 1118-50
Cartridge ID: 670-2947-50
Cover ID: 670-2948-50

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56740&o=2

$end


$megadriv=outr2019j,
$bio

OutRun 2019 (c) 1993 Sims

- TECHNICAL -

Game ID: T-44033

- TRIVIA -

Released on Mar 26, 1993 in Japan.

- STAFF -

Location Supervisor: Kenjiroh Katoh (K. Kato), Kenichi Mazmoto (K. Maz)
Course Director: K. Naka
Based on Characters Created by: Kenichi Mazmoto (K. Maz)
Visual Director: Tsunetomo Sugawara (B.T.S)
Designed by: Wasio, M. Taisi, M. Toma
Animation Supervisor: Kenichi Mazmoto (K. Maz)
Opening Design: M. Taisi
Ending Design: M. Toma
Title Script: Wasio
Sound Effects by: Kenjiroh Katoh (K. Kato)
Music by: Shigeki Sako (Sako)
Graphic Designer: M. Nagashima
Publicity Manager: CBX1000
Public Relations by: SINOP
Director of Photography: Tsunetomo Sugawara (B.T.S)
Directed by: Kenichi Mazmoto (K. Maz)
Executive Producer: Noboru Machida (Machida)
Unit Planner and Coordinator: Kenichi Mazmoto (K. Maz)

HOT FIRE
Composed and Performed by: Techno Network
Produced by: Katsu Yamashita

FEEL THE BEAT
Composed and Performed by: Dual Noise
Produced by: Hilltop Glory

RUNNING PLEASURE
Composed and Performed by: Hyper Sonic Gang
Produced by: Sungreen Hytes

STEAL INTO THE NIGHT
Composed and Performed by: Systematic Of Rhythm
Produced by: Pongo Koganei

RELIGHT MY FIRE
Composed and Performed by: Hi‑NRG
Produced by: TB. LIB

VICTORIOUS
Composed and Performed by: Mainstream
Produced by: Twinkle Star

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56741&o=2

$end


$megadriv=orunnersj,
$bio

OutRunners (c) 1994 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56742&o=2

$end


$megadriv=orunners,
$bio

OutRunners (c) 1994 Data East Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57334&o=2

$end


$info=otrigger,
$bio

Outtrigger (c) 1999 Sega.

A maximum of 4 people can play at the same time on-line. The eyeball controller gives the player free and real eye moves.

- TECHNICAL -

Runs on the Sega "NAOMI" hardware.

- TRIVIA -

Released in November 1999 in Japan.

- PORTS -

* Consoles :
Sega Dreamcast (2001)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3686&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=outworld,
$bio

Outworld [NTSC] (c) 1982 UMI

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86882&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=outworldp,
$bio

Outworld [PAL] (c) 1982 UMI

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86883&o=2

$end


$amigaocs_flop=outzone,
$bio

Outzone (c) 1991 Lankhor

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74689&o=2

$end


$info=overdriv,overdriva,overdrivb,
$bio

Over Drive (c) 1990 Konami.

Very fast first-person racing game.

- TECHNICAL -

Game ID : GX789

Main CPU : (2x) Motorola 68000 (@ 12 Mhz), M6809 (@ 1.789772 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), (2x) K053260 (@ 3.579545 Mhz)

Screen orientation : Vertical
Video resolution : 256 x 304 pixels
Screen refresh : 59.00 Hz
Palette Colors : 2048

Players : 1
Control : steering wheel
Buttons : 3

- TRIVIA -

Over Drive was released in November 1990 in USA.

- STAFF -

Cabinet Graphic Design: Don Marshall

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1903&o=2

$end


$nes=overhorzj,
$bio

Over Horizon (c) 1991 Hot-B

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54480&o=2

$end


$nes=overhorz,
$bio

Over Horizon (c) 1992 Takara Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55416&o=2

$end


$info=v4ovrmn3,
$bio

Over Moon Pt.3 (c) 199? BWB.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42288&o=2

$end


$info=overrev,overrevb,
$bio

Over Rev (c) 1997 Jaleco.

- TECHNICAL -

Runs on the Sega "Model 2C" hardware.

Players : 2
Control : 8-way Joystick
Buttons : 4

- TRIVIA -

Over Rev was released in September 1997 in Japan.

- TIPS AND TRICKS -

Three additional cars : at the 'car selection' screen, press the Accelerator.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3734&o=2

$end


$gba=overhedgd,
$bio

Over the Hedge - Beesten bij de Buren (c) 2006 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72092&o=2

$end


$gba=overhammu,
$bio

Over the Hedge - Hammy Goes Nuts! [Model AGB-BH7E-USA] (c) 2006 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72094&o=2

$end


$gba=overhamm,
$bio

Over the Hedge - Hammy Goes Nuts! [Model AGB-BH7P] (c) 2006 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72093&o=2

$end


$gba=overhedgu,
$bio

Over the Hedge [Model AGB-BH5E-USA] (c) 2006 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72091&o=2

$end


$gba=overhedg,
$bio

Over the Hedge [Model AGB-BH5P] (c) 2006 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72090&o=2

$end


$info=m4overmn,m4overmn__0,m4overmn__1,m4overmn__2,m4overmn__3,m4overmn__4,m4overmn__5,m4overmn__6,m4overmn__7,m4overmn__8,m4overmn__a,m4overmn__b,m4overmn__c,m4overmn__d,m4overmn__e,m4overmn__f,
$bio

Over the Moon (c) 199? Barcrest.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=14935&o=2

$end


$info=ep_otm,ep_otma,
$bio

Over the Moon (c) 199? Maygay.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15485&o=2

$end


$info=ep_otmcl,ep_otmcla,
$bio

Over the Moon Club (c) 199? Maygay.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40875&o=2

$end


$amigaocs_flop=overnet,
$bio

Over the Net (c) 1990 Merit Industries, Incorporated. [Bensalem, PA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74690&o=2

$end


$info=as_otr,as_otra,
$bio

Over the Rainbow (c) 200? Astra Games, Limited. [Novomatic Group].

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41846&o=2

$end


$info=sc5rainb,sc5rainba,sc5rainbb,sc5rainbc,sc5rainbd,sc5rainbe,
$bio

Over the Rainbow (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR3315]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42760&o=2

$end


$info=m1ott,m1otta,
$bio

Over The Top (c) 199? Maygay.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42008&o=2

$end


$info=overtop,
$bio

Over Top (c) 1996 ADK.

You drive different vehicles in this 3D-like 2D game. The backgrounds are quiet nicely done. The task is to finish every race before certain time. There are many hidden shortcuts in this game.

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : 212

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2610 (@ 8 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2
=> [A] Accelerate speed, [B] Reduce speed

- TRIVIA -

Released in April 1996.

- STAFF -

Producer : Kazuo Arai
Editors : Mitsunari Ishida, M. Ohwada
Car Rendering : J. Seki, T. Kuroiwa
Sprite Editor : K. Ohnishi
Sprite Designers : H. Tsukano, K. Ohashi, E. Kuboshima
Scroll Chief : Rie Mori
Scroll Designers : Misako Ohno, M. Himeno, K. Uchiumi, Kaori Kumagai
Programmers : E-Chan, Donpei
System Programmers : Makio Chiba, Hideo Kamoda
Hard Engineer : Eiji Fukatsu
Character Maker Programmer : Hiroyuki Ryu
Sound Effects : Hideki Yamamoto
Music : Takao Ohshima, Keiichiroh Segawa
Public : Satsuki Itoh, Hajime Taguchi, Kiyotaka Sugiyama, Kayo Yamagata
Director : Takashi Egashira

- PORTS -

* Consoles :
SNK Neo-Geo [JP] (May 24, 1996, "Over Top [Model ADH-011]")
SNK Neo-Geo CD (July 5, 1996, "Over Top [Model ADCD-011]")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1904&o=2

$end


$neocd=overtop,
$bio

Over Top (c) 1996 ADK Corp.

- TECHNICAL -

[Model ADCD-011]

- TRIVIA -

Released on July 5, 1996 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47478&o=2

$end


$bbca_cass,bbcb_cass=overdriv,
$bio

Overdrive (c) 1984 Superior Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52184&o=2

$end


$amigaocs_flop=overdriv,
$bio

Overdrive (c) 1993 Team 17

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74691&o=2

$end


$bbca_cass,bbcb_cass=overdrivsc,
$bio

Overdrive [The Superior Collection Vol.?] (c) 198? Superior Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52185&o=2

$end


$x68k_flop=overdriv,
$bio

Overdriver (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88495&o=2

$end


$cpc_cass=overland,
$bio

Overlander (c) 1988 Elite Systems, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98505&o=2

$end


$amigaocs_flop=overland,
$bio

Overlander (c) 1989 Elite

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74692&o=2

$end


$info=m5overld,m5overld02,m5overld10,m5overld11,
$bio

Overload (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41606&o=2

$end


$nes=overlord,
$bio

Overlord (c) 1993 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55417&o=2

$end


$amigaocs_flop=overlord,
$bio

Overlord (c) 1994 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74693&o=2

$end


$info=tvovride,
$bio

Override (c) 1991 TOURVision.

Unlicensed Spanish game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101151&o=2

$end


$pce=override,
$bio

Override (c) 1991 Data East Corp.

Override is an intense vertical shooter by Data East. Aliens are about to invade, once again, and the only hope to humanity are powerfully armed forces called Override. The player takes control of a squary spaceship and fly his way through six long stages. Litterally tons of power-ups fill up the screen at any time in this game. They usually add secondary weapons to the ship, such as Homing Lasers (Red), Straight lasers (Blue), Rotating Wave Lasers (Green), Side Lasers (Purple) and Directional Lasers (Orange), and each secondary weapon can be upgraded up to three times. Two other pods exist and either upgrade the main vulcan-gun (P) or give the ship one precious shield cell (E). Finally, a powerful wave of fire can be automatically charged up when the ship doesn't shoot. The second action button just ajusts the speed.

- TECHNICAL -

HuCARD ID: DE90006
huCARD Size: 2 Mbits.

- TRIVIA -

Released on January 08, 1991 in Japan for 6500 Yen.

- STAFF -

Programmer: S. Abe, T. Kunihiro
Graphic Designer: H. Sueyoshi, T. Takase
Sound Composer: Y. Santoh
Sound Effect: Y. Santoh
Game Designer: H. Sueyoshi, Arabu
Special Thanks: H. Yoshida

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58674&o=2

$end


$x68k_flop=overtake,
$bio

Overtake (c) 1992 Zoom

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87968&o=2

$end


$gbcolor=owarai,
$bio

Owarai Yowiko no Game-dou - Oyaji Sagashite Sanchoume [Model DMG-AYIJ-JPN] (c) 1999 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68488&o=2

$end


$bbca_cass,bbcb_cass=owzat,
$bio

Owzat (c) 19?? Virgin Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52186&o=2

$end


$bbca_cass,bbcb_cass=oxbridge,
$bio

Oxbridge (c) 1986 Tynesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52187&o=2

$end


$info=j6oxo,j6oxoa,j6oxob,j6oxoc,j6oxod,j6oxoe,
$bio

Oxo (c) 199? JPM International.

- TECHNICAL -

Impact

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41125&o=2

$end


$info=j6oxobin,j6oxobina,j6oxobinb,j6oxobinc,j6oxobind,j6oxobine,j6oxobinf,
$bio

Oxo Bingo (c) 199? JPM International.

- TECHNICAL -

Impact

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41126&o=2

$end


$info=ec_oxocg,
$bio

OXO Classic Gold (c) 199? Electrocoin Automatics, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41883&o=2

$end


$info=ec_oxocl,
$bio

OXO Club (c) 199? Electrocoin Automatics, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41884&o=2

$end


$info=ec_oxogb,
$bio

OXO Golden Bar (c) 199? Electrocoin.

- TECHNICAL -

DIMENSIONS : H 1929mm  D 533mm  W 673mm

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11714&o=2

$end


$info=ec_oxorl,
$bio

OXO Reels (c) 2003 Electrocoin.

3-position multi-player game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=22990&o=2

$end


$info=ec_oxorv,
$bio

OXO Revolution (c) 199? Electrocoin Automatics, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41885&o=2

$end


$gameboy=oyatsuqz,
$bio

Oyatsu Quiz Mogu Mogu Q [Model DMG-AYIJ-JPN] (c) 1997 Starfish, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66631&o=2

$end


$msx1_cart=oyotango,
$bio

Oyoide Tango [Model HM-102] (c) 1985 HAL Laboratory, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77329&o=2

$end


$info=ozmawars,ozmawars2,
$bio

Ozma Wars (c) 1979 SNK.

A great and pioneer fixed vertical space shoot'em up game. 

The Ozma wars has begun, and the player controls a spacecraft which must fend off UFOs, spaceships meteors, and comets in a varied of space levels. Instead of lives, the player is given an energy reserve that is constantly diminishing; getting hit by the enemy causes gameplay to stop momentarily and a large amount of energy is depleted. Every so often, a mothership will appear and dock with the player's spacecraft, allowing the energy to be refilled. There are 3-4 recognizable stages as the game progresses and new enemies begin to appear. After these, the mothership will appear, and the cycle starts over; this continues indefinitely until the energy reaches zero.

- TECHNICAL -

CPU Board Number : AA017757
Audio/IO Board Number : CV070005
ROM Board Number : AA017756A

Main CPU : Intel 8080 (@ 1.9968 Mhz)
Sound Chips : SN76477 (@ 1.9968 Mhz), discrete circuitry

Screen orientation : Vertical
Video resolution : 224 x 260 pixels
Screen refresh : 59.54 Hz
Palette colors : 2

Players : 2
Control : 2-way joystick
Buttons : 1

- TRIVIA -

Ozma Wars was released in December 1979. This is the first game manufactured by SNK (Shin Nihon Kikaku).

This game is also known as the second ever vertical shoot 'em up game, after Taito's "Space Invaders" (which ran on the same arcade hardware), but is also additionally known as the first game with disparate levels. The game is also notable for being the first action game to feature a supply of energy, resembling a life bar, a game mechanic that has now become common in the majority of modern action games.

A copy of this game is known as "Space Phantoms".

A bootleg is known as "Solar Fight".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1905&o=2

$end


$info=ozon1,
$bio

Ozon I (c) 1983 Proma.

A great vertical shoot 'em up game.

The player controls a Artillery Mobile Defense Anti-Aircraft unit, in the middle of a warzone and must defend all your tanks from enemies aircrafts, while avoid be destroyed by missiles and homing missiles or kamikaze attacks. For this you will have to shoot a certain number of aircraft and shoot the missiles before they destroy the tanks to advance to the next round. In each round increases five times more the quantity of enemy aircraft to eliminated.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.78975 Mhz)

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette colors : 32

Players : 2
Control : 2-way joystick
Buttons : 1

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1906&o=2

$end


$info=ep_ozzie,ep_ozziea,ep_ozzieb,ep_ozziec,ep_ozzied,ep_ozziee,ep_ozzief,ep_ozzieg,ep_ozzieh,
$bio

Ozzie Ozzie Ozzie (c) 199? Maygay.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40876&o=2

$end


$gba=ozzydrix,
$bio

Ozzy & Drix [Model AGB-BOZE-USA] (c) 2003 Midway Home Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72095&o=2

$end


$a800=orchard,
$bio

Ozzy's Orchard (c) 1983 TG Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86646&o=2

$end


$nes=pradikus,
$bio

P'radikus Conflict (c) 1990 Color Dreams

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55418&o=2

$end


$info=psattack,
$bio

P's Attack (c) 2004 Uniana.

P's Attack is a gun shooting video game where players use the guns to aim, shoot and destroy all the aliens that appear, in order to save the world. Players must progress through the various stages and overcome the challenges at the 21 stages, while fighting the aliens, to finish the game. There are also 3 bonuses scenes.

- TRIVIA -

Released in October 2003.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4466&o=2

$end


$info=p47j,p47je,
$bio

P-47 - The Freedom Fighter (c) 1988 Jaleco.

P-47 is a two-dimensional, scrolling shooter type of game. You play as the pilot of a P-47. Your mission is to basically destroy as many of the enemies as you possibly can. This means eliminating as many air and ground units as you can. You will be going through four missions (each being broken up into two parts) and at the end of each of these parts is an enemy boss for you to tangle with. Although you have unlimited ammunition, the enemy will make you pay for the invasion into their homeland. You will be able to accomplish this with various power-ups and also a second player (if they buy in). Your mission won't be easy but it is necessary so you can secure both the skies and ground for our troops.

The game is broken up into four missions. Within these four missions, there are 2 parts. One part involves going over land and the other part has you either going over water or being up in the air. Regardless of which part you are on, you will still have to deal with the same basic things. After part two of mission four, the missions will repeat again with mission one.

- TECHNICAL -

Jaleco Mega System 1-A hardware

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound CPU : Motorola 68000 (@ 7 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.5 Mhz), (2x) OKI6295 (@ 30.303 Khz)

Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

P-47 was released in May 1988.

This game is known outside Japan as "P-47 - The Phantom Fighter".

Pony Canyon / Scitron released a limited-edition soundtrack album for this game (G.S.M. Jaleco 1 - D28B0003) on 12/08/1988.

- SCORING -

Scoring in this game is complicated. There are a lot of enemy units for you to take out. In addition, some units have multiple parts which also score points. You also get points for collecting items and making it through a mission. The enemy units are broken up into air, ground and boss.

ENEMY AIR UNIT
BOMBER, LARGE (FACES RIGHT) : 3,000
BOMBER, LARGE (TAN) : 3,000
BOMBER, MEDIUM (FACES RIGHT) : 2,000
BOMBER, MEDIUM (FACES LEFT) : 1,500
FIGHTER/BOMBER, SMALL (FACES LEFT) : 1,000
FIGHTER/BOMBER, LARGE (FACES RIGHT) : 5,000
HELICOPTER, MEDIUM : 300
HELICOPTER, POWER-UP : 500
PLANE, JET : 200
PLANE, JET (TAN) : 300
PLANE, PROPELLER : 100
PLANE, PROPELLER (TAN) : 200
PLANE, ROCKET : 500
ROCKET, V1 : 100
ROCKET, TWO-FIN : 100

ENEMY GROUND UNITS
MOTORCYCLE : 2,000
RAIL GUN, LARGE (GUN ONLY) : 1,000
RAIL GUN, LARGE (TURRET) : 3,000
RAIL GUN, SMALL : 1,000
SELF-PROPELLED HOWITZER : 3,000
TANK, LARGE : 600
TANK, MEDIUM : 400
TANK, VERY LARGE : 5,000
TURRET, GROUND : 100
TURRET, TRAIN : 400
TRUCK, ANTI-AIRCRAFT : 200
TRUCK, DEDICATED ANTI-AIRCRAFT : 400
TRUCK, HALFTRACK : 300
TRUCK, QUAD ANTI-AIRCRAFT : 500
TRUCK, RADAR : 2,000

ENEMY BOSSES
BATTLESHIP, MAIN GUN : 5,000
BATTLESHIP, SECONARY BATTERY : 2,000
BATTLESHIP, TERTIARY BATTERY : 1,000
BATTLESHIP, ANTI-AIRCRAFT BATTERY : 500
BOMBER, VERY LARGE : 20,000
BOMBER, HUGE : 40,000
RAIL GUN, LARGE : 10,000
TANK, HUGE (GREEN) : 20,000
TANK, HUGE (SILVER) : 50,000

In addition to the above scoring, you also get points for the number of item power-ups you collect and for finishing each part of a mission. The scores for collection of item power-ups are :
1 ITEM : 1,000 POINTS
2 ITEMS : 2,000 POINTS
3 ITEMS : 3,000 POINTS
4 ITEMS : 4,000 POINTS
5 ITEMS : 5,000 POINTS
6 ITEMS : 10,000 POINTS
7 ITEMS : 20,000 POINTS
8-10 ITEMS : 30,000 POINTS

You will also score 10,000 points for completing a mission part.

- TIPS AND TRICKS -

As soon as you start the game, you will immediately be placed into the thick of the action. Be ready for anything.

* This game is very fast-paced and it only gets harder as you progress through the missions. This means you will have to be constantly aware of what is happening from both in the air and on the ground.

* Your fighter has unlimited firepower in both bullets and also auxiliary weapons such as bombs and missiles. Use this to your advantage by laying down a solid wall of firepower to prevent any enemy units from getting close to your fighter.

* Make sure, though, that you are constantly aware of where an enemy unit is because you will also have to gauge where its fire will be heading. In addition, most enemy units move so they basically will 'shoot and scoot' making it harder for you to pinpoint their location.

* To take care of units that like to roam around, lay down a 'carpet' of bombs or other heavy firepower. Your bombs drop down much faster than an enemy unit can move so you can basically overwhelm them with superior firepower.

* Some enemies require more then one hit to take them out. This means you will have to use a combination of different offensive weapons to destroy them. This will be especially true when you are fighting the bosses.

* Make sure you know the lay of the land at all times. Some topography has some extremes in both hills and valleys. Sometimes your only choice is to go above a mountain peak that has a lot of ground and air units guarding it. This means you will have to unleash some serious firepower to make it safely over.

* Ensure that you know how to regulate your speed depending on the current conditions. You can go no further to the front than the right side of the screen nor any further back than the left. Use this speed-up, slow-down to avoid enemy fire and to eliminate targets before they become unmanageable.

* Make sure you eliminate all helicopters that have items so you can ensure you have the right kind of power-up plus you can also get free men.

* When you encounter large formations of planes, the best weapons are the missiles or exploding bombs. These can clear out large holes in those formations plus they can prove rather deadly to the bigger planes as well.

* Overall, this game involves the application of massive amounts of firepower in order to survive the next mission. This isn't to say, however, that paying attention and constantly moving aren't also important... they are vital to your survival.

- SERIES -

1. P-47 - The Freedom Fighter (1988)
2. P-47 Aces (1995)

- STAFF -

Sound composer : Shizuyoshi Okamura

- PORTS -

* Consoles :
NEC PC-Engine (mar.1989)
Sega Mega Drive (The Freedom Star) (1990) (unreleased)

* Computers :
Amstrad CPC (1989)
Atari ST (1989)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1907&o=2

$end


$pce=p47,
$bio

P-47 - The Freedom Fighter (c) 1989 Aicom Coroporation.

Adaptation of the arcade game, P47 is a horizontal shoot'em up where you control a plane during World War II. The 2 players mode from the arcade is missing, only a 1 player mode is available here. Fly through each level and destroy as much enemies as possible. Shooting at helicopters can reveal special icons: 'M' missile, 'B' extra bomb, 'T' turret, 'E' explosion, 'S' speed , 'C' continue and '1up' extra lives. The game has 8 levels, from ground attack, clouds, mountains and over the sea etc...

- TECHNICAL -

HuCARD ID: AC89001
HuCARD Size: 2 Mbits.

- TRIVIA -

Released on March 20, 1989 in Japan for 5200 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58675&o=2

$end


$info=p47,
$bio

P-47 - The Phantom Fighter (c) 1988 Jaleco.

P-47 is a two-dimensional, scrolling shooter type of game. You play as the pilot of a P-47. Your mission is to basically destroy as many of the enemies as you possibly can. This means eliminating as many air and ground units as you can. You will be going through four missions (each being broken up into two parts) and at the end of each of these parts is an enemy boss for you to tangle with. Although you have unlimited ammunition, the enemy will make you pay for the invasion into their homeland. You will be able to accomplish this with various power-ups and also a second player (if they buy in). Your mission won't be easy but it is necessary so you can secure both the skies and ground for our troops.

The game is broken up into four missions. Within these four missions, there are 2 parts. One part involves going over land and the other part has you either going over water or being up in the air. Regardless of which part you are on, you will still have to deal with the same basic things. After part two of mission four, the missions will repeat again with mission one.

- TECHNICAL -

Jaleco Mega System 1-A hardware

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound CPU : Motorola 68000 (@ 7 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.5 Mhz), (2x) OKI6295 (@ 30.303 Khz)

Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in May 1988.

Developed by Nihon Maicom Kaihatsu (NMK).

This game is known in Japan as "P-47 - The Freedom Fighter".

Pony Canyon / Scitron released a limited-edition soundtrack album for this game (G.S.M. Jaleco 1 - D28B0003) on 12/08/1988.

- SCORING -

Scoring in this game is complicated. There are a lot of enemy units for you to take out. In addition, some units have multiple parts which also score points. You also get points for collecting items and making it through a mission. The enemy units are broken up into air, ground and boss.

ENEMY AIR UNIT
BOMBER, LARGE (FACES RIGHT) : 3,000
BOMBER, LARGE (TAN) : 3,000
BOMBER, MEDIUM (FACES RIGHT) : 2,000
BOMBER, MEDIUM (FACES LEFT) : 1,500
FIGHTER/BOMBER, SMALL (FACES LEFT) : 1,000
FIGHTER/BOMBER, LARGE (FACES RIGHT) : 5,000
HELICOPTER, MEDIUM : 300
HELICOPTER, POWER-UP : 500
PLANE, JET : 200
PLANE, JET (TAN) : 300
PLANE, PROPELLER : 100
PLANE, PROPELLER (TAN) : 200
PLANE, ROCKET : 500
ROCKET, V1 : 100
ROCKET, TWO-FIN : 100

ENEMY GROUND UNITS
MOTORCYCLE : 2,000
RAIL GUN, LARGE (GUN ONLY) : 1,000
RAIL GUN, LARGE (TURRET) : 3,000
RAIL GUN, SMALL : 1,000
SELF-PROPELLED HOWITZER : 3,000
TANK, LARGE : 600
TANK, MEDIUM : 400
TANK, VERY LARGE : 5,000
TURRET, GROUND : 100
TURRET, TRAIN : 400
TRUCK, ANTI-AIRCRAFT : 200
TRUCK, DEDICATED ANTI-AIRCRAFT : 400
TRUCK, HALFTRACK : 300
TRUCK, QUAD ANTI-AIRCRAFT : 500
TRUCK, RADAR : 2,000

ENEMY BOSSES
BATTLESHIP, MAIN GUN : 5,000
BATTLESHIP, SECONARY BATTERY : 2,000
BATTLESHIP, TERTIARY BATTERY : 1,000
BATTLESHIP, ANTI-AIRCRAFT BATTERY : 500
BOMBER, VERY LARGE : 20,000
BOMBER, HUGE : 40,000
RAIL GUN, LARGE : 10,000
TANK, HUGE (GREEN) : 20,000
TANK, HUGE (SILVER) : 50,000

In addition to the above scoring, you also get points for the number of item power-ups you collect and for finishing each part of a mission. The scores for collection of item power-ups are :
1 ITEM : 1,000 POINTS
2 ITEMS : 2,000 POINTS
3 ITEMS : 3,000 POINTS
4 ITEMS : 4,000 POINTS
5 ITEMS : 5,000 POINTS
6 ITEMS : 10,000 POINTS
7 ITEMS : 20,000 POINTS
8-10 ITEMS : 30,000 POINTS

You will also score 10,000 points for completing a mission part.

- TIPS AND TRICKS -

As soon as you start the game, you will immediately be placed into the thick of the action. Be ready for anything.

* This game is very fast-paced and it only gets harder as you progress through the missions. This means you will have to be constantly aware of what is happening from both in the air and on the ground.

* Your fighter has unlimited firepower in both bullets and also auxiliary weapons such as bombs and missiles. Use this to your advantage by laying down a solid wall of firepower to prevent any enemy units from getting close to your fighter.

* Make sure, though, that you are constantly aware of where an enemy unit is because you will also have to gauge where its fire will be heading. In addition, most enemy units move so they basically will 'shoot and scoot' making it harder for you to pinpoint their location.

* To take care of units that like to roam around, lay down a 'carpet' of bombs or other heavy firepower. Your bombs drop down much faster than an enemy unit can move so you can basically overwhelm them with superior firepower.

* Some enemies require more then one hit to take them out. This means you will have to use a combination of different offensive weapons to destroy them. This will be especially true when you are fighting the bosses.

* Make sure you know the lay of the land at all times. Some topography has some extremes in both hills and valleys. Sometimes your only choice is to go above a mountain peak that has a lot of ground and air units guarding it. This means you will have to unleash some serious firepower to make it safely over.

* Ensure that you know how to regulate your speed depending on the current conditions. You can go no further to the front than the right side of the screen nor any further back than the left. Use this speed-up, slow-down to avoid enemy fire and to eliminate targets before they become unmanageable.

* Make sure you eliminate all helicopters that have items so you can ensure you have the right kind of power-up plus you can also get free men.

* When you encounter large formations of planes, the best weapons are the missiles or exploding bombs. These can clear out large holes in those formations plus they can prove rather deadly to the bigger planes as well.

* Overall, this game involves the application of massive amounts of firepower in order to survive the next mission. This isn't to say, however, that paying attention and constantly moving aren't also important... they are vital to your survival.

- SERIES -

1. P-47 - The Phantom Fighter (1988)
2. P-47 Aces (1995)

- STAFF -

Sound composer : Shizuyoshi Okamura

- PORTS -

* Computers :
Sinclair ZX Spectrum (1989)
Commodore C64 (1989)
Commodore Amiga (1989)
Amstrad CPC (1989)
Atari ST (1989)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1908&o=2

$end


$info=p47aces,
$bio

P-47 Aces (c) 1995 Jaleco.

- TECHNICAL -

Jaleco Mega System 32 hardware

Main CPU : V70 (@ 20 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : YMF271 (@ 4 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in March 1995.

Developed by Nihon Maicom Kaihatsu (NMK).

- TIPS AND TRICKS -

When you shoot stage's specific parts, you will get score.

- SERIES -

1. P-47 - The Phantom Fighter (1988)
2. P-47 Aces (1995)

- STAFF -

Sound : Manabu Namiki

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1909&o=2

$end


$cpc_cass=p47,
$bio

P-47 Thunderbolt (c) 1989 Firebird Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98593&o=2

$end


$amigaocs_flop=p47thun,
$bio

P-47 Thunderbolt (c) 1990 Firebird

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74694&o=2

$end


$amigaocs_flop=p47thuna,
$bio

P-47 Thunderbolt [Air-Sea Supremacy] (c) 1990 Firebird

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74695&o=2

$end


$svision=p52sea,
$bio

P-52 Sea Battle [Model SV10006] (c) 199? Watara

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95462&o=2

$end


$m5_cart=peditor,
$bio

P-Editor (c) 198? Sord Computer Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95358&o=2

$end


$gameboy=pmanj,
$bio

P-Man GB [Model DMG-UHJ] (c) 1995 Kemco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66632&o=2

$end


$snes=pmanj,
$bio

P??? (c) 1995 Kemco
(P-Man)

Japanese release. Game developed in Europe. For more information about the game itself, please see the original European release entry; "Prehistorik Man [Model SNSP-APUP-EUR]".

- TECHNICAL -

Cartridge ID: SHVC-APUJ-JPN

- TRIVIA -

Released on June 23, 1995 in Japan for 9200 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61912&o=2

$end


$cdi=paws,
$bio

P.A.W.S. - Personal Automated Wagging System (c) 1998 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53022&o=2

$end


$cpc_cass=phmpegas,
$bio

P.H.M. Pegasus (c) 1987 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98595&o=2

$end


$info=pimps,
$bio

P.I.M.P.S. (c) 197? Colford.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103370&o=2

$end


$info=pow,
$bio

P.O.W. - Prisoners of War (c) 1988 SNK.

After breaking free from your cell in the POW camp, you must fight your way through the entire enemy army using your fists and whatever weapons you can find on dead soldiers.

- TECHNICAL -

Game ID : A7008 'DG'

Main CPU : Motorola 68000 (@ 10 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), UPD7759 (@ 640 Khz)

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Released in August 1988.

This game is known in Japan as "Datsugoku - Prisoners of War" (translates from Japanese as 'Escaped Prisoners').

- STAFF -

Boss : Eikichi Kawasaki
Programmers : Konny, Regulus, Shoot Yamashita, Shochan
Designers : F. Kiyoshi, Suka Michi, Motti, Maeda, Tetsu, Wara2, Buri, Madaka
Sound : Tarkun, Yoko Osaka, Kenny

- PORTS -

* Consoles :
Nintendo Famicom (1989)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1910&o=2

$end


$nes=pow,powu,
$bio

P.O.W. - Prisoners of War (c) 1989 SNK [Shin Nihon Kikaku] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55419&o=2

$end


$amigaocs_flop=pphammer,
$bio

P.P. Hammer and His Pneumatic Weapon [Budget] (c) 1991 Global Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74696&o=2

$end


$odyssey2=ptbarnum,
$bio

P.T. Barnum's Acrobats! (c) 1982 Philips Corp.

- TECHNICAL -

Game ID: AC9443

- STAFF -

Programmer: Jim Butler

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95650&o=2

$end


$megadriv=pto,
$bio

P.T.O. - Pacific Theater of Operations (c) 1993 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57336&o=2

$end


$snes=pto,
$bio

P.T.O. - Pacific Theater of Operations (c) 1993 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63373&o=2

$end


$snes=pto2,
$bio

P.T.O. II - Pacific Theater of Operations (c) 1995 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63374&o=2

$end


$saturn,sat_cart=pto2,
$bio

P.T.O. II - Pacific Theater of Operations [Model T-7604H] (c) 1996 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60110&o=2

$end


$nes=paaman,
$bio

Paaman - Enban o Torikaese!! (c) 1990 Irem Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54481&o=2

$end


$nes=paaman2,
$bio

Paaman Part 2 - Himitsu Kessha Madoodan o Taose! (c) 1991 Irem Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54482&o=2

$end


$gba=pardpnmm,
$bio

Paard & Pony - Mijn Manege (c) 2005 Mindscape, Incorporated. [Northbrook, IL, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72096&o=2

$end


$gba=pardpnpg,
$bio

Paard & Pony - Paard in Galop (c) 2006 Mindscape, Incorporated. [Northbrook, IL, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72097&o=2

$end


$info=pacnpal,pacnpal2,
$bio

Pac & Pal (c) 1983 Namco.

Pac-Man has a new friend named Miru, but she tries to steal stuff and take it to the ghost pen. Pac-Man now not only has to collect the stuff lying around the board, but he must also watch Miru to make sure she doesn't take the stuff for her own use.

- TECHNICAL -

Game ID: PAP

Main CPU : Motorola M6809 (@ 1.536 Mhz)
Sound CPU : Motorola M6809 (@ 1.536 Mhz)
Sound Chips : Namco 8-channel WSG

Players : 2
Control : 4-way joystick
Buttons : 1

- TRIVIA -

Pac & Pal was released in July 1983 in Japan. 

In the game's title, the 'Pal' refers to Pac-Man's new friend, Miru. 

An alternate version of this game features Chomp Chomp, Pac-Man's dog from the 1982-84 animated cartoon series by Hanna-Barbera, in place of Miru, and the game's name is changed accordingly : "Pac-Man & Chomp Chomp". 

Pac & Pal was the first "Pac-Man" game to have music during gameplay.

- SCORING -

Cards : 10-100 points, dying resets cards to ten points.
Regular Items: 50-500 points.
Power Items : 1,000 points.
Stunning Ghosts : 200, 400, 800, 1,600 points.
Key : 700 - 5,000 points.
End of round bonus : 100 X items eaten.

Bonus Rounds : 
Cards : 100-1000 points.
Uncovering Miru : doubles points of cards uncovered afterwards
Uncovering Blinky : ends round

- TIPS AND TRICKS -

* Easter Egg : enter service mode and enter the following sequence : Left, Right(x9), Down(x5), Up(x6). '(c) (p) 1982 NAMCO LTD.' will be added at the bottom of the screen.

* Don't let Miru take the stuff to the ghost pen. Bonus points are awarded for 'perfect boards' when Pac-Man eats all the fruit himself, and the bonus increases with each 'perfect board'.

- SERIES -

1. Pac-Man (1980, ARC)
2. Ms. Pac-Man (1981, ARC)
3. Super Pac-Man (1982, ARC) 
4. Pac-Man Plus (1982, ARC)
5. Jr. Pac-Man (1983, ARC)
6. Professor Pac-Man (1983, ARC)
7. Pac-Land (1984, ARC) 
8. Pac-Mania (1987, ARC) 
9. Pac-Attack (1993, SNES, Genesis; 1994, Game Boy, Game Gear)
10. Pac-Man 2 - The New Adventures [Model SNS-25-USA] (1994, SNES, Genesis)
11. Pac-In-Time [Model SNS-APTE-USA] (1994, SNES, PC) 
12. Pac-Man Arrangement (1996, ARC) : part of "Namco Classics Collection Vol.2"
13. Pac-Man VR (1996, ARC)
14. Pac-Man World [Model SLUS-00439] (1999, PS) 
15. Pac-Man - Adventures in Time (2000, PC)
16. Ms. Pac-Man - Maze Madness [Model SLUS-01018] (2000, PS) 
17. Ms. Pac-Man - Quest for the Golden Maze (2001, PC)
18. Pac-Man All-Stars (2002, PC)
19. Pac-Man Fever [Model SLUS-20197] (2002, PS)
20. Pac-Man World 2 [Model SLUS-20224] (2002, PS2, GC, XBOX) 
21. Pac-Man Vs. [Model DOL-PRJE-USA] (2003, GC)
22. Pac-Pix [Model NTR-APCE-USA] (2005, DS) 
23. Pac-Man Pinball Advance [Model AGB-BP8E-USA] (2005, GBA)
24. Pac-Man Arrangement (2005, PSP) : part of "Namco Museum Battle Collection [Model ULUS-10035]" 
25. Pac'n Roll [Model NTR-APNE-USA] (2005, DS) 
26. Pac-Man World 3 [Model SLUS-21219] (2005, PSP, PS2, GC, XBOX, PC, DS)
27. Pac-Man World Rally [Model SLUS-21328] (2006, GameCube, PS2, PSP, PC)
28. Pac-Man Championship Edition (2007, XBLA) 
29. Pac-Man Championship Edition DX (2010, XBLA, PSN) 
30. Pac-Man Party [Model RVL-SP7E-USA] (2010, Wii)
31. Pac-Man Battle Royale (2011, ARC) 
32. Pac-Man Tilt (2011, 3DS) : part of "Pac-Man & Galaga Dimensions [Model CTR-APGE-USA]"
33. Pac-Man Championship Edition DX+ (2013, XBLA, PSN, Steam)
34. Pac-Man Dash! (2013, Android/iOS)
35. Pac-Man and the Ghostly Adventures (2013, 3DS, XBOX 360, PS3, Wii U, PC)
36. Pac-Man and the Ghostly Adventures 2 (2014, 3DS, XBOX 360, PS3, Wii U, PC)

- PORTS -

* Consoles : 
Nintendo Wii [US] (October 23, 2007) "Namco Museum Remix [Model RVL-R2NE-USA]" 
Nintendo Wii [JP] (December 6, 2007) "Minna de Asobou! Namco Carnival" [Model RVL-P-RNWJ]" : Translated as "Everybody plays! Namco Carnival". 
Nintendo Wii [EU] (April 18, 2008) "Namco Museum Remix [Model RVL-RN2P]" 
Nintendo Wii [KO] (April 26, 2008) "Namco Museum Remix" 
Nintendo Wii [AU] (May 1, 2008) "Namco Museum Remix [Model RVL-2N2P]" 
Microsoft XBOX 360 [US] (November 4, 2008) "Namco Museum - Virtual Arcade [Model 21022]" 
Microsoft XBOX 360 [EU] (May 15, 2009) "Namco Museum - Virtual Arcade" 
Microsoft XBOX 360 [AU] (June 3, 2009) "Namco Museum - Virtual Arcade" 
Microsoft XBOX 360 [JP] (November 5, 2009) "Namco Museum - Virtual Arcade [Model 2RD-00001]" 
Nintendo Wii [US] (November 16, 2010) "Namco Museum Megamix" 
Sony PlayStation 3 [PSN] [US] (February 25, 2014) "Pac-Man Museum [Model NPUB-31383]" 
Microsoft XBOX 360 [XBLA] [US] [KO] [EU] [AU] (February 26, 2014) "Pac-Man Museum" 
Sony PlayStation 3 [PSN] [EU] [AU] (February 26, 2014) "Pac-Man Museum [Model NPEB-01892]" 
Sony PlayStation 3 [PSN] [KO] (February 26, 2014) "Pac-Man Museum" 
Microsoft XBOX 360 [XBLA] [JP] (June 25, 2014) "Pac-Man Museum" 
Sony PlayStation 3 [PSN] [JP] (June 25, 2014) "Pac-Man Museum" 

* Computers : 
PC [MS Windows, CD-ROM] [JP] (June 9, 1998) "Namco History Vol.3" 
Steam [US] [EU] (February 25, 2014) "Pac-Man Museum [[US] Model 236470]" 
PC [Online] [AU] (February 25, 2014) "Pac-Man Museum" 

* Others : 
Super Pac-Man TV game [US] (2006) by Jakks Pacific 
Arcade Gold featuring Pac-Man [US] (2007) by Jakks Pacific 
Retro Arcade featuring Pac-Man [US] (2008) by Jakks Pacific 
Pac-Man Connect and Play [US] (2012) by Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1911&o=2

$end


$a2600=packong,packong1,
$bio

Pac Kong (c) 1983 Goliath

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50767&o=2

$end


$a2600=packongf,
$bio

Pac Kong (c) 19?? Funvision

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50766&o=2

$end


$info=tmpacman,
$bio

Pac Man (c) 1982 Tomy.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94381&o=2

$end


$a2600=pacmand,
$bio

Pac Man (c) 1983 Digitel.

South American release. See Atari's "Pac-Man [Model CX2646]" for more information about the game itself.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50769&o=2

$end


$info=epacman2,
$bio

Pac Man 2 (c) 1981 Entex Industries, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94354&o=2

$end


$a2600=pacmanc,pacmanc1,
$bio

Pac Man (c) 1983 CCE.

South American release. See Atari's "Pac-Man [Model CX2646]" for more information about the game itself.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50768&o=2

$end


$megadriv=pacattak,
$bio

Pac-Attack (c) 1993 Namco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57337&o=2

$end


$gamegear=pacattak,
$bio

Pac-Attack (c) 1994 Namco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64760&o=2

$end


$gameboy=pacattak,
$bio

Pac-Attack [Model DMG-NO-USA] (c) 1994 Namco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66637&o=2

$end


$snes=pacattaku,
$bio

Pac-Attack (c) 1993 Namco, Limited.

- TECHNICAL -

Model SNS-P9-USA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63382&o=2

$end


$snes=pacattak,
$bio

Pac-Attack (c) 1993 Namco, Limited.

- TECHNICAL -

Cartridge ID: SNSP-P9-EUR

- TRIVIA -

Reviews:
[FR] August 1994 - Consoles + N.34: 89%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63381&o=2

$end


$info=pacgal,pacgal2,
$bio

Pac-Gal (c) 19??.

Basically this game is "Pac-Man", with a few minor differences. The major difference is that the ghosts have fewer restrictions on their movement, making them more formidable. Also adding to the challenge are the different mazes and the fact that the fruit no longer stays in one place, but moves in, out and around the maze. Fortunately there is a power pellet in each corner that (usually) turns the ghosts blue for a period of time, allowing you to eat them for points.

This is "Ms. Pac-Man" with a color change and a new name. Also, the Midway name has been removed although the Midway logo is still there.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : Namco 3-channel WSG (@ 96 Khz)

Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.61 Hz
Palette colors : 16

Players : 2
Control : 4-way joystick
Buttons : 1

- TRIVIA -

This game is a hack of "Ms. Pac-Man".

Unlike the Pac-Man hacks, the Ms. Pac-Man hacks don't mess with the scores you get from eating dots, fruit and ghosts.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1912&o=2

$end


$gamegear=pacintim,
$bio

Pac-In-Time (c) 199? Unknown

- TIPS AND TRICKS -

* Level Passwords: Enter these passwords to start from the specified level

Level 1-6 : LLCQX
Level 2-1 : GLFFR
Level 2-6 : KSMTK
Level 3-1 : ZQMMR
Level 3-6 : GRKHN
Level 4-1 : FRGRK
Level 4-6 : BWDHD
Level 4-10 : GXTJM

- STAFF -

The Kalisto Team
Coding : Gil Espeche
Additional Graphics : Francois Rimasson
Original Design : Cyrille Fontaine
Music : Frederic Motte
Technical Director : Olivier Goguel
Producer : Thierry Robin
Thanks to : Namco and Mindscape

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64761&o=2

$end


$gameboy=pacintimu,
$bio

Pac-In-Time [Model DMG-APTE-USA] (c) 1995 Namco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66640&o=2

$end


$gameboy=pacintimj,
$bio

Pac-In-Time [Model DMG-APTJ-JPN] (c) 1995 Namco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66639&o=2

$end


$gameboy=pacintim,
$bio

Pac-In-Time [Model DMG-APTP-NOE] (c) 1995 Namco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66638&o=2

$end


$snes=pacintimj,
$bio

???????? (c) 1995 Namco, Limited.
(Pac-in-Time)

Pac In Time is a side scrolling platform game by Namco and features the world's most popular little yellow ball-shaped character ever made. As the story goes, Pac Man has been thrown into the whirlpool of time by an evil witch. The goal of the game is fairly simple - Pac Man must travel through five different worlds and retrieve all the small Pac-Pellets hidden within them. Unlike the original game, Pac Man can this time use four different super-powers (symbolized by large rotating rings), giving him various abilities : magic rope (green ring), fireballs (yellow ring), close range hammer (red ring) and the swim bubble (blue ring). Each ability needs to be strategically used to overcome traps and obstacles. For instance, the hammer can be used to break wood logs or rocks blocking the way or the rope to swing over deadly spikes or acid pools. Many enemies, including the trademark ghosts, obviously try to stop Pac Man in his quest. Thankfully, special power-pullets can be collected and used to defeat them in a typical Pac Man manner. However, all the other enemies have to be defeated with the hammer or by shooting fireballs at them. An exit door is hidden in every stage which only unlocks when all the Pac-Pellets are collected. A password is also given to the player every six levels or so to save his progress.

- TECHNICAL -

Cartridge ID: SHVC-APTJ-JPN

- TRIVIA -

Released on January 03, 1995 in Japan for 7900 Yen.

- TIPS AND TRICKS -

Area passwords:
Area 06 - SMPSN
Area 11 - CVFTZ
Area 16 - BPQGY
Area 21 - TRQCZ
Area 26 - CQQSH
Area 31 - STFVF
Area 36 - DJZZZ
Area 41 - BLBJN
Area 46 - DFLTQ

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61914&o=2

$end


$snes=pacintimu,
$bio

Pac-in-Time [Model SNS-APTE-USA] (c) 1995 Namco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63388&o=2

$end


$snes=pacintim,pacintimp,
$bio

Pac-in-Time [Model SNSP-APTP-EUR] (c) 1995 Namco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63387&o=2

$end


$a2600=packongs,
$bio

Pac-Kong (c) 19?? Suntek

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50770&o=2

$end


$info=pacland,paclandj,paclandjo,paclandjo2,
$bio

Pac-Land (c) 1984 Namco.

Pac-Land is a horizontally-scrolling platform game set in the cartoon world of the game's title. A fairy has lost her way and needs Pac-Man to help her get back to her home of Fairyland. Pac-Man, with the fairy safely hidden beneath his hat, must run and jump through the colourful world until he reaches and enters the magical door to Fairyland. Upon being rescued, the fairy gives Pac-Man a pair of magical shoes for his trip back home. These enable him to jump wherever he wants, without the need for a platform to jump from. This effectively means Pac-Man can 'sky-jump' back home if he so wishes.

Directional buttons make Pac-Man walk left and right and it's possible to make him run by tapping the desired directional button twice. Pac-Man is pursued by his ever-present enemies in the form of five ghosts - Pinky, Inky, Blinky, Clyde and Sue. Pac-Man must avoid the ghosts and other deadly objects that populate the levels. As with previous games in the series, a small number of 'Powerpills' appear. Eating a Powerpill makes Pac-Man temporarily invincible and turns the ghosts purple and vulnerable to being eaten. On some stages, Pac-Man must use a springboard to jump over large ponds by leaping from the springboard and rapidly moving left and right while in the air.

The game's stages are called 'trips', with players able to start on any one of the first five. Each trip made up of four rounds (three rounds to reach Fairyland and one round to return home) with a short interval between each one. The objective in all trips is to get the fairy safely back to Fairyland then return home to Pac-Man's family. The majority of the trip involves moving from left to right, avoiding various obstacles such as the enemy ghosts, water spurts and quicksand traps. The journey home, however, scrolls right to left.

Each stage must be completed within a set time limit and if the player runs out of time before finishing a round, Sue (the purple ghost) will speed up considerably and kill Pac-Man. At the end of each round, players are awarded bonus points based on how much of the time limit remains. On each stage, cherries and other items can be collected for extra points. There are a total of 8 different trips in the game, totalling 32 levels. After the 8th trip, the 9th trip is a repeat of the 5th trip, with level 33 effectively being level 17, with an increased difficulty level.

- TECHNICAL -

Game ID : PL

Main CPU : Motorola M6809 (@ 1.536 Mhz), Hitachi HD63701 (@ 1.536 Mhz)
Sound Chips : Namco 8-channel WSG

Players : 2
Buttons : 3 (RUN LEFT, RUN RIGHT, JUMP)

- TRIVIA -

Pac-Land was released in August 1984 in Japan. 

This game was influenced by Hanna-Barbera's Pac-Man cartoon, which ran from 1982-84. The character designs and music are taken directly from the show. The background music that plays during the levels is the same as the cartoon's theme song. 

Mark Mendes holds the official record for this game with 4,150,400 points.

- UPDATES -

The Midway version allows the player to start on any one of the game's first five 'trips', whereas the Japanese version starts only on the first stage. Also, the gameplay in the Japanese set is much slower than that of the Midway set, making for an easier game. 

The Japanese set also has some minor graphical differences to the Midway version. Pac-Man's nose is longer, and the hat he wears has a feather in it. Also, when Pac-Man completes a stage and returns home to his family, only Ms. Pac-Man and Baby Pac-Man are waiting to greet him. Chomp-Chomp and Sour Puss, the pet dog and cat who appear in both the Midway sets and the cartoon on which the game is based, are both missing.

- TIPS AND TRICKS -

Round 1 - Jumping on the first three fire hydrants to generate five cherries is quite safe as you don't have any cars until after the third hydrant. Continuing, you can see another fire hydrant just after the Pac-Pill. Straight after getting this, you can push the fire hydrant backwards, getting a helmet. This enables you to collect the babies that the ghosts throw from their planes (you lose your hat if you run out of time or die).

Round 2 - The Forest : The first 'cheat' is achieved by pushing the second cactus back -  giving you 80,000 points and transporting you to your house at the end of level two. If this doesn't work, then try the second, third, and fourth logs in the woods. The machine randomly chooses one of these (pushing the logs only works if you haven't died and you have 15,000 points). Get the cherry that appears as it turns into another three.

Round 3 - The mountains : These have no cheats, but watch out for the plane that always flies over the first mountain. (A flower sometimes grows here and in many other places, I am sure that this means nothing.) After completing the mountains, you pass two cacti. Pushing the first one back, on earlier versions, makes you invisible and invincible to everything except the water (which just happens to be the next obstacle!) To jump over the water, run at full speed over the spring board, and at the edge, press jump and keep on whacking the joystick to the right - you should glide over the pool! You have then reached Fairyland! Here the Queen gives you a gift of magic boots that enable you to fly. You then start Round 4 going back the opposite way.

Round 4 - Journey home : You first encounter cacti that you must jump over. If at any point you see the letter 'S' in a Pac bubble flying about, get it - it's an extra life. There is also another letter in a Pac bubble that flies around the screen - the letter 'L' - this can be achieved after getting a Pac-Pill, getting four ghosts and then Doris fifth (Doris is the one that chases you and the only one that has no hat after eating a Pac-Pill). The last cactus that you jump over is very tall. Try pushing the lower section of it backwards as this generates seven balloons, six of which are worth 100 points but one is worth 7,650 points. Get this and don't bother with the others. Continue going home once you reach the town, jump on all fire hydrants as this always generates cherries. If pushing the cactus back didn't do anything, then try pushing the second to last fire hydrant back - this will generate the balloons. When you arrive home, you can still jump to get 7,650 points.

Round 5 - The Town : Jump on the fire hydrants to generate cherries. Push the third hydrant back to give you the hat. If you pass two fire hydrants on top of each other, then jump on top of these. The blue things that push you along (water jets) can also push you on top of the houses. This is advisable as it keeps you away from any double decker buses! If the second fire hydrant didn't give the helmet then the fourth fire hydrant along will.

Round 6 - The water pool area : You have two short(ish) pools to clear, followed by more ghosts on pogo sticks (here appears another floating cherry). The last pool is the longest of these and must be judged carefully to clear.

Round 7 - The water jets : You have three different platforms to jump on. Always try to stay on the highest one. If a flying water jet happens to hit you then whack the joystick everywhere and press fire as it is possible to escape. Not much on this round, just collect loads of strawberries. After this you reach fairyland again, you receive the boots again, and have to return home.

Round 8 - The trip home : Firstly, you have to cross the long pool - backwards. Jump to the top of the screen straight away to get the cherries and clear the planes. There are stumps sticking out that you can land on and get cherries. After this there is the forest to complete. The first or second to last log will give the balloons. 

Round 9 - The Water Pool Area : You leave your house and go straight into the water pool area. There are three cacti on this round. Pushing either the first (before the pool), second (before the skeleton) or third (before the Pac-pill) back will give you the helmet. The pool is slightly different as it has a stump sticking out of the water that has an extra spring board you can land on. After this there is a skeleton (that drags you down into the ground) and must be jumped over.

Round 10 - The forest : Pushing one of the logs back will make you invincible to the ghosts. This works even if you have died. When you start flashing, the invincibility is about to wear off.

Round 11 - The logs and clouds : Much like the one on Trip 1 except after jumping the logs, you have to jump onto clouds (although not essential as Pac can clear all the cloud jumps in one). After this you reach Fairyland yet again and you receive the boots.

Round 12 - The trip home : First collect the three cherries. Then you have to jump backwards over a large pool - with no stumps. After this you reach the town. One of the few fire hydrants gives the balloons.

Round 13 - The Town : This level has many double hydrants. Jump on these and wait for the water jet to push you up onto the houses. Walking along the houses gives you some cherries. On many versions there is no helmet on this round.

Round 14 - The cavern : You have to collect the keys to open the doors. The first key is on the top layer. Jump up there to get it. Keep going right and fall down the hole. Keep going right and fall down the next one, too (you should now be on the bottom layer). Keep going right (staying on this level) and open the door. Keep going right. Jump up through the next hole and get the apples. Continue right, fall down the hole and get the key. Use this immediately to open the door. Keep going right, do not jump through the first hole and stay on the lowest level. You can then get two apples, jump through the hole and get a key, and then fall through another hole to get another two apples. Continue right and after opening the door, jump through the holes to get from the bottom level to the top. Open the door you reach and go through. Fall through the next two holes (so that you are back on the lowest level). Open the door you reach and get the two apples. Return through the door you've just come through, jump to the middle layer and continue right. You will now be out of the cavern and have reached 'break time'. So long as you don't waste time and keys it is actually easy.

Round 15 - The water jets : I think that pushing one of these fire hydrants may give the helmet, but I'm not too sure. Watch out for the planes at the very end of the level. Try to jump on them.

Round 16 - The trip home : The first gives the balloons. Next it's the mountains. There is normally an extra life lurking around the second mountain so go backwards once for it if it doesn't come (an 'S' in a Pac). Then it's the forest. The first log encountered gives the balloons if the cactus didn't.

Round 17 - A forest level : On some versions of the machine the very first cactus will give the helmet. Just before the water is a Pac-Pill and it is quite easy to get the time bonus. After the pool, there is a short forest, following that is a spring board that must be used to clear a second pool that cannot be seen from that point.

Round 18 - The cavern : You only have limited sight. The first key is on the lower level. Go right, then jump up to the middle level, then jump up to the top layer. Keep going right and fall down a hole to the middle layer (you'll be in between two doors). Jump back up to the top level (making sure you don't open either of these). Once back on the top level, keep going right and you'll reach a door. Open it and get the key directly behind. Keep going right, fall down to the middle layer, get the key, fall down to the lower level, and collect the fruit. Open the door you come across. Don't jump through the next hole, but through the one after that. Jump to get the key (fall straight back down again). Keep going right. Jump up through the next hole, go right, and fall down the next. Open the next door (you're still on the bottom level) and jump through the next hole. Then jump up to the top level, open the door and get the fruit. Go through on the top and open the end door. Fall through the holes and go to the bottom level. Go right and collect the fruit there. Finally, go to the middle level and exit to 'Break Time'.

Round 19 - The mountains : Clear these and the clouds as usual, but watch out for the planes at the end (over the part with three sets of moving logs). Enter Fairyland.

Round 20 - The return home : This is very easy. Keep on going left, You first hit a forest. Watch out for the ghost near the end. This is followed by a pool, get all the cherries on the way, but DON'T stop for anything. Then you reach another forest, then another pool, then the last forest (watch out for another ghost here) and then the town. By the time you reach the town you will be out of time and must run full speed from Doris. Try to get the Pac-Pill but if you miss it, don't go back for it!

Round 21 - The town : This is hard as there are so many ghosts. It is pointless jumping onto the double hydrants as getting on top of the houses may involve hitting a plane. Try to stay on the top of the double-decker buses, jumping from one to another. This will stop you needing a run up. The Pac-Pill at the end can only be got by first jumping onto a ghost. Don't bother with it unless you are already on a ghost. Go straight for 'Break Time'.

Round 22 - The mountains : As well as the clouds, you meet a new section - four logs in water that must be jumped onto and crossed. Careful judgment is needed here. Get the Pac-Pill afterward as you'll need it. Time is short so don't stop for anything.

Round 23 - The water jets : This gets hard towards the end as there are many ghosts around. Try to stay on the planes. You then reach Fairyland.

Round 24 - The trip home : First are the water jets to cross. This is quite easy as there aren't many ghosts and enables you to collect a lot of fruit. Then you enter the town. The last part of this is very hard. Just jump for the Pac-Pill when you see it and hope you get it before you are killed! Don't wait around.

Round 25 - The woods : There are two woods split up by lots of skeletons. DON'T use the spring board or you will hit one of the planes. All of the skeletons are fake apart from the first and last. So don't worry about touching them. When you enter the first wood, look for the helmet at the fourth log. I think it is hidden in there.

Round 26 - The mountains - again! : This time you don't have many logs to jump on and there are very few clouds. Most of the mountains have to be jumped without any clouds. This level also contains the logs in water and is the furthest that I've ever got.

* The appearance of special items in Pac-Land is NOT random. The position in which they appear depends on the last two digits of the player's score when starting a round. The table below gives the position of the obstacle which needs to be pushed to reveal the secret. In the table, R stands for Round No., F for feature (H=Helmet, W=Warp, T=Transparency, B=Balloons). The relevant obstacle number is given in each column for each score. For example, when first starting a game, the last two digits will obviously be 00, so the helmet appears by pushing the 4th hydrant. If, on the second round, the player starts with e.g. 20,020 points, then the warp will be hidden in the 2nd tree stump and so on. Some rounds have no hidden items. Now, when running from left to right, the obstacles are counted as the player meets them, BUT for return journeys (right->left), the numbering is different, only the LAST four obstacles are relevant. For example, on Round 4, Obstacle 1 is the last large cactus the player meets, Obstacles 2, 3, and 4 are the three hydrants in the town (numbered from right to left). All obstacles must be pushed in the opposite direction that Pac-Man must run in to reach his goal.

R   F 00 10 20 30 40 50 60 70 80 90
1   H  4  1  2  3  4  1  2  3  4  1
2   W  4  1  2  3  4  1  2  3  4  1
3   T  1  2  1  2  1  2  1  2  1  2
4   B  1  4  3  2  1  4  3  2  1  4
5   H  4  1  2  3  4  1  2  3  4  1
7   T  1  1  2  3  1  1  2  3  1  1
8   B  1  4  3  2  1  4  3  2  1  4
9   H  1  1  2  3  1  1  2  3  1  1
11* T    OK  OK      OK  OK      OK*
12* B    OK  OK      OK  OK      OK*
13  H  1  1  2  3  1  1  2  3  1  1
15  T  4  1  2  3  4  1  2  3  4  1
16  B  1  2  1  2  1  2  1  2  1  2
17  H  4  1  2  3  4  1  2  3  4  1
20  B  1  4  3  2  1  4  3  2  1  4
23  T  4  1  2  3  4  1  2  3  4  1
24  B  1  4  3  2  1  4  3  2  1  4
25  H  4  1  2  3  4  1  2  3  4  1
27  T  4  1  2  3  4  1  2  3  4  1
*There is only one obstacle on Rounds 11 and 12.

The helmet gives protection from falling monsters, and gives points for every one collected. The warp only appears on Round 2, and warps the player to Trip 3 and awards 70,000 points. Transparency makes Pac-Man invulnerable to ghosts, and balloons give points. Six balloons are released, and usually five of them are worth 100 points, and another 7,650 points, BUT if the last four digits of the player's score are 0000, then ALL 6 balloons will be worth 7,650 points.

There are no hidden items on any Round on Trip 8, and Trip 9 is the same as Trip 5, Trip 10 the same as Trip 6 and so on, repeatedly (can anyone confirm?).

* Easter Egg: Enter Service Mode, then press Left or Right to change the sound effect until it's 18. Press the service button to display the screen calibration test grid, then press Right (x4), Left, Right, Left (x6), Jump.

- SERIES -

1. Pac-Man (1980, ARC)
2. Ms. Pac-Man (1981, ARC)
3. Super Pac-Man (1982, ARC) 
4. Pac-Man Plus (1982, ARC)
5. Jr. Pac-Man (1983, ARC)
6. Professor Pac-Man (1983, ARC)
7. Pac-Land (1984, ARC) 
8. Pac-Mania (1987, ARC) 
9. Pac-Attack (1993, SNES, Genesis; 1994, Game Boy, Game Gear)
10. Pac-Man 2 - The New Adventures [Model SNS-25-USA] (1994, SNES, Genesis)
11. Pac-In-Time [Model SNS-APTE-USA] (1994, SNES, PC) 
12. Pac-Man Arrangement (1996, ARC) : part of "Namco Classics Collection Vol.2"
13. Pac-Man VR (1996, ARC)
14. Pac-Man World [Model SLUS-00439] (1999, PS) 
15. Pac-Man - Adventures in Time (2000, PC)
16. Ms. Pac-Man - Maze Madness [Model SLUS-01018] (2000, PS) 
17. Ms. Pac-Man - Quest for the Golden Maze (2001, PC)
18. Pac-Man All-Stars (2002, PC)
19. Pac-Man Fever [Model SLUS-20197] (2002, PS)
20. Pac-Man World 2 [Model SLUS-20224] (2002, PS2, GC, XBOX) 
21. Pac-Man Vs. [Model DOL-PRJE-USA] (2003, GC)
22. Pac-Pix [Model NTR-APCE-USA] (2005, DS) 
23. Pac-Man Pinball Advance [Model AGB-BP8E-USA] (2005, GBA)
24. Pac-Man Arrangement (2005, PSP) : part of "Namco Museum Battle Collection [Model ULUS-10035]" 
25. Pac'n Roll [Model NTR-APNE-USA] (2005, DS) 
26. Pac-Man World 3 [Model SLUS-21219] (2005, PSP, PS2, GC, XBOX, PC, DS)
27. Pac-Man World Rally [Model SLUS-21328] (2006, GameCube, PS2, PSP, PC)
28. Pac-Man Championship Edition (2007, XBLA) 
29. Pac-Man Championship Edition DX (2010, XBLA, PSN) 
30. Pac-Man Party [Model RVL-SP7E-USA] (2010, Wii)
31. Pac-Man Battle Royale (2011, ARC) 
32. Pac-Man Tilt (2011, 3DS) : part of "Pac-Man & Galaga Dimensions [Model CTR-APGE-USA]"
33. Pac-Man Championship Edition DX+ (2013, XBLA, PSN, Steam)
34. Pac-Man Dash! (2013, Android/iOS)
35. Pac-Man and the Ghostly Adventures (2013, 3DS, XBOX 360, PS3, Wii U, PC)
36. Pac-Man and the Ghostly Adventures 2 (2014, 3DS, XBOX 360, PS3, Wii U, PC)

- STAFF -

Programmer: Yoshihiro Kishimoto
Composer: Yuriko Keino
Game designer: Tsukasa Negoro
Artist: Hiroshi Ono

- PORTS -

NOTE : For ports released in North America, please see the Midway entry. 

* Consoles : 
Nintendo Famicom [JP] (November 21, 1985) "Pac-Land [Model NPL-4500]" 
NEC PC-Engine [JP] (June 1, 1989) "Pac-Land [Model NC64002]" 
Sony PlayStation [JP] (November 8, 1996) "Namco Museum Vol.4 [Model SLPS-00540]" 
Sony PlayStation [AU] (1997) "Namco Museum Vol.4" 
Sony PlayStation [EU] (August 1997) "Namco Museum Vol.4 [Model SCES-00701]" 
Microsoft XBOX 360 [XBLA] [KO] [EU] [AU] (February 26, 2014) "Pac-Man Museum" 
Sony PlayStation 3 [PSN] [EU] [AU] (February 26, 2014) "Pac-Man Museum [Model NPEB-01892]" 
Sony PlayStation 3 [PSN] [KO] (February 26, 2014) "Pac-Man Museum" 
Microsoft XBOX 360 [XBLA] [JP] (June 25, 2014) "Pac-Man Museum" 
Sony PlayStation 3 [PSN] [JP] (June 25, 2014) "Pac-Man Museum" 

* Computers : 
Commodore C64 [EU] (1988) by Quicksilva 
Amstrad CPC [EU] (1989) by Grandslam 
Atari ST [EU] (1989) by Grandslam 
Sharp X68000 [JP] (December 16, 1994) "Pac-Land [Model DP-3205036]" by Dempa Shinbunsha 
MSX [EU] (1988)
Steam [EU] (February 25, 2014) "Pac-Man Museum" 
PC [Online] [AU] (February 25, 2014) "Pac-Man Museum" 

* Others : 
LCD handheld game [JP] (1984) released by Namco.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1913&o=2

$end


$nes=paclandh,
$bio

Pac-Land (c) 1987 EMG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69300&o=2

$end


$msx1_cass=pacland,
$bio

Pac-Land (c) 1988 Grandslam

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94893&o=2

$end


$cpc_cass=pacland,
$bio

Pac-Land (c) 1988 Quicksilva [Grandslam Ent. div.]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98597&o=2

$end


$pce=pacland,
$bio

Pac-land (c) 1989 Namco, Limited.

- TRIVIA -

Released on June 1, 1989 in Japan.

- STAFF -

Programmer: Yoshihiro Kishimoto
Composer: Yuriko Keino

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58683&o=2

$end


$amigaocs_flop=pacland,
$bio

Pac-Land (c) 1989 Grandslam

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74699&o=2

$end


$pc8801_cass=pacland,
$bio

Pac-Land (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91254&o=2

$end


$info=tvpaclnd,
$bio

Pac-Land (c) 1991 TOURVision.

Unlicensed Spanish game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101152&o=2

$end


$x68k_flop=pacland,
$bio

Pac-Land (c) 1994 Dempa Shinbunsha [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87969&o=2

$end


$nes=pacland,
$bio

Pac-Land (c) 1985 Namco, Limited.

- TECHNICAL -

Model NPL-4500

- TRIVIA -

Pac-Land was released on November 21, 1985 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54483&o=2

$end


$lynx=pacland,
$bio

Pac-Land (c) 1991 Atari Corp.

Pac-Man is back for his most dangerous mission yet. He must avoid deadly ghosts and perilous obstacles to help the beautiful fairy princess Buttercup find her way through Pac-Land. If he can find the mysterious Power Pellets, he will have the strength to defeat the ghosts and complete his quest. But where are the Power Pellets? And does Pac-Man have enough time to find them?

- TECHNICAL -

Model PA2059

- TIPS AND TRICKS -

* Extra Lives: Achieve the highest score and enter 33ONE as your name. As long as it remains the higher score, you will be given 10 lives when you play.

- STAFF -

Programmer: Joe Seider

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58842&o=2

$end


$tg16=pacland,
$bio

Pac-Land [Model TGX020021] (c) 1990 NEC Home Electronics, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84339&o=2

$end


$info=paclandm,
$bio

Pac-Land (c) 1984 Bally Midway Mfg. Co.

Export version by Bally/Midway for North America. Game developed in Japan by Namco. For more information about the game itself, please see the original Namco entry.

- TECHNICAL -

[No. 0B64]

- TRIVIA -

Pac-Land was released in October 1984 in North America by Bally/Midway, under license from Namco.

- PORTS -

NOTE : Only ports released in North America are listed here. For ports released in other regions, please see the Namco entry. 

* Consoles : 
NEC TurboGrafx-16 [US] (1990) "Pac-Land [Model TGX020021]" 
Atari Lynx [US] (1991) "Pac-Land [Model PA2059]" 
Sony PlayStation [US] (June 30, 1997) "Namco Museum Vol.4 [Model SLUS-00416]" 
Microsoft XBOX 360 [XBLA] [US] (February 26, 2014) "Pac-Man Museum"
Sony PlayStation 3 [PSN] [US] (February 25, 2014) "Pac-Man Museum [Model NPUB-31383]" 

* Computers : 
Commodore C64 [US] (1988) by Quicksilva 
Sinclair ZX Spectrum [US] (1989) 
Commodore Amiga [US] (1989) by Grandslam 

* Others : 
Apple iPhone/iPod [US] (March 13, 2012) "Namco Arcade [Model 465606050]" 
Steam [US] (February 25, 2014) "Pac-Man Museum [Model 236470]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41677&o=2

$end


$info=paclandp,
$bio

Pac-Land (c) 1989 Namco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=44985&o=2

$end


$info=pacmanso,
$bio

Pac-Man (c) 1980 Sonic, S.A.

Spanish release.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103578&o=2

$end


$info=pacmanjpm,
$bio

Pac-Man (c) 1981 JPM International

Bootleg of"Pac-Man by JPM International.

- UPDATES -

In this bootleg of Pac-Man : 
- At the top of the title page, instead of 'CHARACTER / NICKNAME', it just says 'NAME'.
- The ghosts are named as follows : 
Jack (red ghost)
John (pink ghost)
Alan (cyan ghost)
Ernie (orange ghost)
- The coin-up screen refers to Pac-Man as 'Muncher'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85374&o=2

$end


$info=cpacman,cpacmanr1,
$bio

Pac-Man (c) 1981 Coleco Industries, Inc.

Tabletop VFD game based on the famous arcade video game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94346&o=2

$end


$a800=pacman,
$bio

Pac-Man (c) 1982 Atari, Inc. [Sunnyvale, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86647&o=2

$end


$coleco=pacman,
$bio

Pac-Man (c) 1983 Atarisoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53325&o=2

$end


$c64_cart,c64_flop=pacman,
$bio

Pac-Man (c) 1983 Atari, Incorporated. [Sunnyvale, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53658&o=2

$end


$ibm5150,ibm5150_cass=pacman,
$bio

Pac-Man (c) 1983 Atarisoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83677&o=2

$end


$ti99_cart=pacman,
$bio

Pac-Man (c) 1983 Atarisoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84666&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=pacman,
$bio

Pac-Man (c) 1983 Atarisoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86885&o=2

$end


$pc8801_flop=pacman,
$bio

Pac-Man (c) 1983 Dempa Shinbunsha [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92596&o=2

$end


$astrocde=pacmana,pacman,
$bio

Pac-Man (c) 1984 Astrocade, Inc.

- TRIVIA -

Astrocade was forbidden to release this game by a court order.

The prototype, actually titled "Pac Man," turned up with Clyde Perkins and Phillip Harris in 1983. Phillip changed the title to Muncher, and sold two batch runs with a white label that reads, TEST  PROGRAMME. Then another unknown source sold more Muncher cartridges with a red label  that says DEMO. Esoterica did release an unknown quantity under the red MUNCHER label. Only Mike White sold any (very few) after 1984 as Pacman (the original Clyde Perkins/prototype version).

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86820&o=2

$end


$fm7_cass=pacman,
$bio

Pac-Man (c) 1984 Dempa Shinbunsha [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93775&o=2

$end


$msx1_cass=pacman,
$bio

Pac-Man (c) 1984 Bug Byte

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94894&o=2

$end


$x1_cass=pacman,pacmana,
$bio

Pac-Man (c) 1985 Dempa Shinbunsha [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86256&o=2

$end


$nes=pacmant,pacmantu,
$bio

Pac-Man (c) 1987 Tengen.

The first release of the NES port of the arcade legend.

- TRIVIA -

Tengen's Pac-Man for NES was released in 1987 (exact date unknown) in North America.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55421&o=2

$end


$nes=pacmanh,
$bio

Pac-Man (c) 1987 FMG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69301&o=2

$end


$x68k_flop=pacman,
$bio

Pac-Man (c) 1988 Sharp [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87971&o=2

$end


$msx1_cart=pacmank,
$bio

Pac-Man (c) 198? Clover.

Korean release.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95205&o=2

$end


$pc98=pacman,
$bio

Pac-Man (c) 1992 Wiz.

- TRIVIA -

Released on November 13, 1992 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48532&o=2

$end


$x68k_flop=pacmanit,pacmand,
$bio

Pac-Man (c) 1993 IT [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87970&o=2

$end


$info=pac90,
$bio

Pac-Man (c) 199? macro.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=97872&o=2

$end


$a7800=pacman,
$bio

Pac-Man (c) 2006 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50161&o=2

$end


$mc10=pacman,
$bio

Pac-Man (c) 2006 Dionne [Greg Dionne]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87681&o=2

$end


$info=pacnchmp,
$bio

Pac-Man & Chomp Chomp (c) 1983 Namco.

An alternate version of "Pac & Pal", featuring Chomp Chomp in place of the original 'Pal', Miru. Chomp Chomp is Pac-Man's dog from the Hanna-Barbera Pac-Man cartoon. Pac-Man also had a cat in the cartoon, by the name of Sour Puss.

- SERIES -

1. Pac-Man (1980)
2. Ms. Pac-Man (1981)
3. Super Pac-Man (1982)
4. Pac-Man Plus (1982)
5. Jr. Pac-Man (1983)
6. Pac-Man & Chomp Chomp (1983)
7. Pac-Land (1984)
8. Pac-Mania (1987)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1915&o=2

$end


$gbcolor=pacmanspu,
$bio

Pac-Man - Special Color Edition (c) 1999 Namco, Limited.

- TECHNICAL -

Cartridge ID: DMG-AACE-USA

- TRIVIA -

Pac-Man Special Color Edition for Game Boy Color was released in August 1999 in North America.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68489&o=2

$end


$gbcolor=pacmansp,
$bio

Pac-Man - Special Colour Edition (c) 1999 Acclaim Ent., Incorporated.

- TECHNICAL -

Cartridge ID: DMG-AACP-EUR

- TRIVIA -

Pac-Man Special Colour Edition for Game Boy Color was released in 1999 (exact date unknown) in Europe.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68490&o=2

$end


$megadriv=pacman2,
$bio

Pac-Man 2 - The New Adventures (c) 1994 Namco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57338&o=2

$end


$snes=pacman2u,
$bio

Pac-Man 2 - The New Adventures (c) 1994 Namco, Limited.

North American release. For more information about the game itself, please see the original Japanese release entry; "Hello! Pac-Man [Model SHVC-PN]".

- TECHNICAL -

Cartridge ID: SNS-25-USA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63386&o=2

$end


$snes=pacman2,
$bio

Pac-Man 2 - The New Adventures (c) 1994 Nintendo Company, Limited.

European release. For more information about the game itself, please see the original Japanese release entry; "Hello! Pac-Man [Model SHVC-PN]".

- TECHNICAL -

Cartridge ID: SNSP-25-EUR

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63383&o=2

$end


$snes=pacman2f,
$bio

Pac-Man 2 - The New Adventures (c) 1994 Nintendo Company, Limited.

French release. For more information about the game itself, please see the original Japanese release entry; "Hello! Pac-Man [Model SHVC-PN]".

- TECHNICAL -

Cartridge ID: SNSP-25-FRA

- TRIVIA -

Reviews:
[FR] July 1995, Consoles + N.45: 75/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63384&o=2

$end


$snes=pacman2g,
$bio

Pac-Man 2 - The New Adventures (c) 1994 Nintendo Company, Limited.

European release. For more information about the game itself, please see the original Japanese release entry; "Hello! Pac-Man [Model SHVC-PN]".

- TECHNICAL -

Cartridge ID: SNSP-25-NOE

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63385&o=2

$end


$info=25pacman,
$bio

Pac-Man 25th Anniversary (c) 2005 Namco, Limited.

* Limited Edition Pac-Man 25th Anniversary model.
* Enjoy hours of game play with the 'Greatest Hits' in videogame history - Pac-Man, Ms. Pac-Man and Galaga.
* LONGEVITY - There are NO other classic titles that have earned so well for over two decades!
* LIMITED EDITION cabinet
* Operator Selectable Original or Speedy Pac-Man and Ms. Pac-Man game play.
* Operator Selectable Original or Rapid Fire Galaga game play

- TECHNICAL -

Main CPU: Z180 (@18.342 MHz).
Sound: Namco (@96 KHz).

Screen orientation: Vertical
Video resolution:288x224 pixels
Refresh rate: 60Hz. 
Palette colours: 16

The Pac-Man 25th Anniversary cabinet is available in two models:
Upright: 68" H x 24"W x 33"D - 250 Watts.
Non-Coin Cabaret: 58.5"H x 24"W x 33"D - 250 Watts.

Players: 2 
Control per player: 4-way joystick (UP and DOWN not used in Galaga) 
Buttons per player: 1 (FIRE) - used in Galaga only

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4714&o=2

$end


$info=sc4paccs,sc4paccsa,sc4paccsb,sc4paccsc,sc4paccsd,sc4paccse,sc4paccsf,sc4paccsg,sc4paccsh,sc4paccsi,sc4paccsj,sc4paccsk,sc4paccsl,
$bio

Pac-Man Casino (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR7049]
Scorpion 4

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42725&o=2

$end


$info=sc4paccl,sc4paccla,sc4pacclb,sc4pacclc,
$bio

Pac-Man Club (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR2018]

Scorpion 4

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40040&o=2

$end


$gba=pacmanclu,
$bio

Pac-Man Collection (c) 2001 Namco, Limited.

Compilation of Namco classics:
- "Pac-Man" (1980) 
- "Pac-Mania" (1987)
- "Pac-Attack" (1993)
- "Pac-Man Arrangement" (1996) : from "Namco Classics Collection Vol.2"

- TECHNICAL -

Game ID: AGB-APCE-USA

- TRIVIA -

Pac-Man Collection for Game Boy Advance was released on July 12, 2001 in North America.

Export releases:
[EU] "Pac-Man Collection [Model AGB-APCP]"
[JP] "Pac-Man Collection [Model AGB-APCJ-JPN]"

- PORTS -

* Consoles :
Nintendo Wii U [Virtual Console] [US] (June 10, 2014) "Pac-Man Collection [Model PAYE]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72100&o=2

$end


$gba=pacmanclj,
$bio

Pac-Man Collection (c) 2001 Namco, Limited.

Japanese release. Game developed in USA. See "Pac-Man Collection [Model AGB-APCE-USA]" for more information about the game itself.

- TECHNICAL -

Game ID: AGB-APCJ-JPN

- TRIVIA -

Pac-Man Collection for Game Boy Advance was released on January 11, 2002 in Japan (even if titlescreen says 2001).

Re-released as a "Value Selection" edition on February 2, 2006.

- PORTS -

* Consoles :
Nintendo Wii U [Virtual Console] [JP] (June 11, 2014) "Pac-Man Collection [Model PAYJ]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72099&o=2

$end


$gba=pacmancl,
$bio

Pac-Man Collection (c) 2001 Infogrames Interactive, Incorporated.

European release. Game developed in USA. See "Pac-Man Collection [Model AGB-APCE-USA]" for more information about the game itself.

- TECHNICAL -

Game ID: AGB-APCP

- TRIVIA -

Pac-Man Collection for Game Boy Advance was released on December 7, 2001 in Europe.

- PORTS -

* Consoles :
Nintendo Wii U [Virtual Console] [EU] [AU] (June 12, 2014) "Pac-Man Collection [Model PAYP]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72098&o=2

$end


$a7800=paccoll,paccollu,
$bio

Pac-Man Collection! (c) 2006 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50162&o=2

$end


$info=Nothing
$bio

Pac-Man E1 Grand Prix (c) 2011 Namco Bandai Games, Incorporated.

A Racing Game featuring Pac-Man and Dig Dug Characters.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=37049&o=2

$end


$gba=pacmnpinu,
$bio

Pac-Man Pinball Advance (c) 2005 Namco, Limited.

The Ghosts have kidnapped all the residents of Pac-Land, but Professor Pac has created the ultimate machine to locate Pac-man's lost friends... the Pac-Finder! Jumping into the huge device, Pac-Man rolls and bounces to activate all of its components in an effort to save his friends. It's time to start chompin!

- TECHNICAL -

Cartridge ID: AGB-BP8E-USA

- TRIVIA -

Released in North America on May 2, 2005.

Export releases:
[EU] "Pac-Man Pinball Advance [Model AGB-BP8P]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72102&o=2

$end


$gba=pacmnpin,
$bio

Pac-Man Pinball Advance (c) 2005 Zoo Digital Publishing

European release. Game developed in USA. See "Pac-Man Pinball Advance [Model AGB-BP8E-USA]" for more information about the game itself.

- TECHNICAL -

Cartridge ID: AGB-BP8P

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72101&o=2

$end


$info=j6pacman,
$bio

Pac-Man Plus (c) 199? QPS Interactive.

- TECHNICAL -

Impact

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41127&o=2

$end


$a7800=pacplus
$bio

Pac-Man Plus (c) 2006 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50163&o=2

$end


$info=sc4pacpl,sc4pacpla,sc4pacplb,sc4pacplc,sc4pacpld,sc4pacple,sc4pacplf,sc4pacplg,sc4pacplh,
$bio

Pac-Man Plus (c) 200? Mazooma Games.

3 overprinted symbols on the winline starts feature. Use the feature reel to move around the board, incrementing the Cash, Nudge and Feature pots or add to the Fruit Loot pot to gain Winspins. Collecting 3 Pac-Man symbols could bring A-Maze-ing Money.

Keep taking the tablets as Power Pills are always helpful, but beware the Pac Man ghosts as they may catch you out !

- TECHNICAL -

[Model PR7058]

Technology : Scorpion 4
Cabinet : Smiley II front-opening
Jackpot : £15 / £5
Stakes : 20p, 25p, 30p

- TRIVIA -

Pacman Plus is Mazooma's most successful UK AWP to date, with sales in excess of 2,000 units.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11912&o=2

$end


$info=pacplus,
$bio

Pac-Man Plus (c) 1982 Bally Midway.

The ghosts are the same, if their edible forms are changed. The maze is familiar, if a bit off in color. The prizes in the center are a bit different. Be careful, however : Pac-Man may eat a power pill and find that Blinky, who is right in front of the energizer for him to immediately eat, is still red, and now Pac-Man is dead. Also, you might want to try eating the ghosts after eating the center prize. They'll return to their normal forms shortly after turning visible.

- TECHNICAL -

Conversion kit for Pac-Man or Ms. Pac-Man.
Kit ID: 0338

Players: 2 
Control: 4-way joystick 
Buttons: 1

- TRIVIA -

Pac-Man Plus was developed by Bally Midway without the approval of Namco. Released as an upgrade kit for the original "Pac-Man" where the action on screen has been 'upgraded' so that the old patterns and tried-and-true ways of playing no longer have any validity.

The programming is a lot like "Pac-Man" except that the maze is outlined in green instead of blue. The prizes that appear in the middle of the maze are cans of Coke, cocktails, green beans, cakes, gift-wrapped boxes, etc. Whenever Pac-Man eats an energizer, the ghosts not only turn blue but they also get apple stems on their heads. On later levels, sometimes only three of the ghosts turn blue.

The game plays exactly like the original except that there are various events (apparently selected at random) that may or may not occur after Pac-Man eats one of the four power pellets. These events include but are not limited to : the maze's structure becoming temporarily invisible, the ghosts turning invisible while they are blue, or only three of the four ghosts turning blue. The prizes in the middle of the maze can also act as a power pellet. Another difference is that later in the game the maze's structure becomes permanently invisible.

Shannon Ryan holds the official record for this game with 3,213,900 points.

- SCORING -

The scoring system is very similar to the original Pac-Man game. 

Dots : 10 points 
Energizers : 50 points 
Ghosts after eating energizer : 200, 400, 800, 1,600 points 
Ghosts after center prize : 400, 800, 1,600, 3,200 points 
Soda Can : 100 points 
Vitmo : 300 points
Peas : 500 points
Apple : 700 points
Grapes : 1,000 points
Galaxian : 2,000 points
Bread : 3,000 points
Pancakes : 5,000 points

- SERIES -

1. Pac-Man (1980, ARC)
2. Ms. Pac-Man (1981, ARC)
3. Super Pac-Man (1982, ARC) 
4. Pac-Man Plus (1982, ARC)
5. Jr. Pac-Man (1983, ARC)
6. Professor Pac-Man (1983, ARC)
7. Pac-Land (1984, ARC) 
8. Pac-Mania (1987, ARC) 
9. Pac-Attack (1993, SNES, Genesis; 1994, Game Boy, Game Gear)
10. Pac-Man 2 - The New Adventures [Model SNS-25-USA] (1994, SNES, Genesis)
11. Pac-In-Time [Model SNS-APTE-USA] (1994, SNES, PC) 
12. Pac-Man Arrangement (1996, ARC) : part of "Namco Classics Collection Vol.2"
13. Pac-Man VR (1996, ARC)
14. Pac-Man World [Model SLUS-00439] (1999, PS) 
15. Pac-Man - Adventures in Time (2000, PC)
16. Ms. Pac-Man - Maze Madness [Model SLUS-01018] (2000, PS) 
17. Ms. Pac-Man - Quest for the Golden Maze (2001, PC)
18. Pac-Man All-Stars (2002, PC)
19. Pac-Man Fever [Model SLUS-20197] (2002, PS)
20. Pac-Man World 2 [Model SLUS-20224] (2002, PS2, GC, XBOX) 
21. Pac-Man Vs. [Model DOL-PRJE-USA] (2003, GC)
22. Pac-Pix [Model NTR-APCE-USA] (2005, DS) 
23. Pac-Man Pinball Advance [Model AGB-BP8E-USA] (2005, GBA)
24. Pac-Man Arrangement (2005, PSP) : part of "Namco Museum Battle Collection [Model ULUS-10035]" 
25. Pac'n Roll [Model NTR-APNE-USA] (2005, DS) 
26. Pac-Man World 3 [Model SLUS-21219] (2005, PSP, PS2, GC, XBOX, PC, DS)
27. Pac-Man World Rally [Model SLUS-21328] (2006, GameCube, PS2, PSP, PC)
28. Pac-Man Championship Edition (2007, XBLA) 
29. Pac-Man Championship Edition DX (2010, XBLA, PSN) 
30. Pac-Man Party [Model RVL-SP7E-USA] (2010, Wii)
31. Pac-Man Battle Royale (2011, ARC) 
32. Pac-Man Tilt (2011, 3DS) : part of "Pac-Man & Galaga Dimensions [Model CTR-APGE-USA]"
33. Pac-Man Championship Edition DX+ (2013, XBLA, PSN, Steam)
34. Pac-Man Dash! (2013, Android/iOS)
35. Pac-Man and the Ghostly Adventures (2013, 3DS, XBOX 360, PS3, Wii U, PC)
36. Pac-Man and the Ghostly Adventures 2 (2014, 3DS, XBOX 360, PS3, Wii U, PC)

- PORTS -

* Others : 
Super Pac-Man TV game [US] (2006) by Jakks Pacific 
Arcade Gold featuring Pac-Man [US] (2007) by Jakks Pacific 
Retro Arcade featuring Pac-Man [US] (2008) by Jakks Pacific 
Pac-Man Connect and Play [US] (2012) by Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1916&o=2

$end


$gba=2pacmspc,
$bio

Pac-Man World & Ms. Pac-Man - Maze Madness (c) 2005 Zoo Digital Publishing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72103&o=2

$end


$gba=2pacmspcu,
$bio

Pac-Man World + Ms. Pac-Man - Maze Madness (c) 2005 Namco, Limited.

- TECHNICAL -

Model AGB-B6PE-USA

- TRIVIA -

Released on October 13, 2005 in North America.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69487&o=2

$end


$gba=pacmnwl2u,
$bio

Pac-Man World 2 (c) 2005 Namco, Limited.

- TECHNICAL -

Game ID: AGB-B2CE-USA

- TRIVIA -

Pac-Man World 2 for Game Boy Advance was released on October 9, 2005 in North America.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72107&o=2

$end


$gba=pacmnwl2,
$bio

Pac-Man World 2 (c) 2005 Zoo Digital Publishing.

- TECHNICAL -

Game ID: AGB-B2CP

- TRIVIA -

Pac-Man World 2 for Game Boy Advance was released on August 19, 2005 in Europe.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72106&o=2

$end


$gba=pacmnwldu,
$bio

Pac-Man World (c) 2004 Namco, Limited.

There are three modes of play:

Quest Mode: The main game.
Maze Mode: A series of 3-D mazes based on the areas of Quest Mode.
Classic Mode: The original Pac-Man game from 1980.

- TECHNICAL -

Game ID: AGB-BPAE-USA

- TRIVIA -

Pac-Man World for Game Boy Advance was released on November 17, 2004 in North America.

Due to hardware limitations, the PlayStation version's Maze and Classic modes have been done away with, and many levels have been cut away from the main game.

Export releases:
[EU] "Pac-Man World [Model AGB-BPAP-EUR]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72105&o=2

$end


$gba=pacmnwld,
$bio

Pac-Man World (c) 2004 Zoo Digital Publishing.

European release. Game developed in USA. See "Pac-Man World [Model AGB-BPAE-USA]" for more information about the game itself.

- TECHNICAL -

Game ID: AGB-BPAP-EUR

- TRIVIA -

Pac-Man World for Game Boy Advance was released on November 26, 2004 in Europe.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72104&o=2

$end


$gba=n_pacman,
$bio

Pac-Man [Classic NES Series] [Model AGB-FPME-USA] (c) 2004 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70191&o=2

$end


$gba=f_pacman,
$bio

Pac-Man [Famicom Mini] (c) 2004 Nintendo Company, Limited.

- TECHNICAL -

Model AGB-FPMJ-JPN

- TRIVIA -

Released on February 14, 2004 in Japan.

Export releases:
[US] "Pac-Man [Classic NES Series] [Model AGB-FPME-USA]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70620&o=2

$end


$info=pacmanbl,pacmanbla,
$bio

Pac-Man (c) 1981 Unknown.

- TECHNICAL -

Galaxian hardware.

- TRIVIA -

This is a hack of "Pac-Man" where the programming of the game is made to work on the hardware of a "Galaxian" machine instead of the original hardware. Galaxian is an older game, and therefore not quite as capable of displaying the game properly. When ghosts are eaten, and return to the ghost pen, you see everything except for their eyes. Presumably, this bootleg was created and purchased primarily due to its lower cost, or operator naivety.

It has different colors and screen proportions. Credit, level, and lives remaining are incorporated in the maze section (look at the middle exits). The sound is also quite a bit different. In addition, the ghosts are introduced by PuckMan's 'Alternate' ghost names, and there is no dip switch for ghost names.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32371&o=2

$end


$msx1_cart=pacman,pacmanb,pacmana,
$bio

Pac-Man [Model 01] (c) 1984 Namco, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77330&o=2

$end


$intv=pacman,
$bio

Pac-Man (c) 1983 Atari, Incorporated.

The refinements of dot chomping lead to high scores as hungry Pac-Man avoids ambush by vicious goblins. All the fun and excitement of the real arcade version!

- TECHNICAL -

Model 70251

- TRIVIA -

Since Lock 'n' Chase was Mattel Electronics' answer to Pac-Man, it only made sense that Lock 'n' Chase's programmer, Mike Winans, should program Pac-Man when he moved from Mattel to Atari.

- STAFF -

Program: Michael Winans (Mike Winans)
Graphics: Eric Wels
Sound: Russ Haft

XTRA HELP BY: MARK KENNEDY

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60930&o=2

$end


$intv=pacmana,
$bio

Pac-Man (c) 1983 INTV

See original Atari's "Pac-Man [Model 70251]" for more information about the game itself.

- TECHNICAL -

Model 8000

- TRIVIA -

INTV Corp. bought the remaining inventory of Pac-Man cartridges after Atari stopped distributing them. Sales were still strong enough that when the stock ran out in the mid-1980s, INTV bought the software rights from Atari, relicensed the game from Namco and manufactured new cartridges, removing the Atari logo from the game's title screen and packaging.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60931&o=2

$end


$a2600=pacman,pacmane,
$bio

Pac-Man (c) 1982 Atari, Incorporated.

We know that millions of people all over the world just love the PAC-MAN arcade game.  PAC-MAN has won the hearts of men, women, and children everywhere.  We also know that PAC-MAN has traditionally been an arcade game.  Well, we at ATARI know all about arcade games. After all, we make some of the greatest arcade games in the world, and
we know how to bring the same dynamite game play into your home.

The object of the game is to keep PAC-MAN happy and healthy in his home of Mazeland. PAC-MAN starts the game with four lives(turns). The longer he survives, the more points you score. You score a point for every video wafer that PAC-MAN eats. You also score points when PAC-MAN eats power pills, vitamins, and ghosts. Everytime PAC-MAN eats all of the video wafers on the maze, he earns an extra life and a new maze full of video wafers.

The following information lists all of PAC-MAN's nutritional needs, which also happen to be your point-scoring objects.

Video Wafers: These are the dotted lines on the screen. You maneuver PAC-MAN around the playfield over the video wafers.  He automatically eats the video wafers, and they disappear from the maze. You score one point for each video wafer he eats. (To score a point, PAC-MAN must pass directly over the video wafer.)

Power Pills: Power pills are located in the four corners of the playfield. Each power pill is worth five points. When PAC-MAN eats a power pill, the ghosts become a transparent blue color.

During this time, PAC-MAN has the super-strength to overcome the  ghosts. This is his big chance to chase and gobble down each ghost. Unfortunately, this great power only lasts a few seconds.  When the power starts wearing off, the ghosts turn pink and then back to yellow. (Musical notes stop several seconds before ghosts turn back.)

Vitamins: Vitamins are the two intersecting rectangles in the center of the playfield. They only appear for a few moments and then disappear and reappear. The vitamins are worth 100 points each time PAC-MAN eats them.

Ghosts: The ghosts are the quartet of bad guys chasing PAC-MAN around the maze. If a ghost eats PAC-MAN, you lose a turn(one life). On the other hand, if PAC-MAN eats a ghost, you score points.  PAC-MAN can only eat ghosts after eating a power pill.  Then he can run around the maze eating ghosts. The first ghost is worth 20 points, the second  ghost is worth 40 points, the third is worth 80 points, and the fourth is worth 160 points. If the power pill wears off before PAC-MAN eats all the ghosts, he must eat another power pill and start chasing the ghosts again(starting at 20 points again). After PAC-MAN eats a ghost, you only see eyes left on the ghost.  But, the ghosts are  reincarnated by returning to the big, square chamber in the center of the playfield.

PAC-MAN includes 8 game variations.  Each variation has a one-player game and a two-player game.  In the two-player games, the left player starts the game.  Each player takes a turn until PAC-MAN gets eaten by a ghost.

Games 1, 2, 7, and 8 feature a slow moving PAC-MAN.  The ghosts in each of these games move at different speeds as follows:

GAME 1 Ghosts move at jogging speed.
GAME 2 Ghosts move at running speed.
GAME 7 Ghosts crawl especially slow for young children.
GAME 8 Ghosts move at walking speed.

Games 3, 4, 5, and 6 feature a fast PAC-MAN with the ghosts moving at varying speeds as follows:

GAME 3 Ghosts crawl around the maze.
GAME 4 Ghosts move at walking speed.
GAME 5 Ghosts move at jogging speed.
GAME 6 Ghosts move at running speed.

Games 3 and 7 are recommended for young children.  Game 6 is the most difficult game variation.  For a real challenge try Game 6 with difficulty level A.

NOTE: Sometimes the ghosts try to hide behind each other, so they appear to be one single ghost chasing PAC-MAN.

- TECHNICAL -

Model CX2646

- SCORING -

VIDEO WAFER = 1 POINT.
POWER PILL = 5 POINTS.
VITAMINS = 100 POINTS.
FIRST GHOST = 20 POINTS.
SECOND GHOST = 40 POINTS.
THIRD GHOST = 80 POINTS.
FOURTH GHOST = 160 POINTS.

- TIPS AND TRICKS -

* When all of the ghosts are hiding on top of each other, eat a Power Pill and then you can gobble all four ghosts in one big bite and score 300 points.

* Try to eat as many Video Wafers as possible before eating a Power Pill.  This will save the Power Pill until you really need it.

* Before you eat a Power Pill, stay in the corner close to it so you can tease the ghosts into moving closer to you, thus allowing you to eat more ghosts with one Power Pill.

* Use the top and bottom openings in the maze like a tunnel to outsmart the ghosts.  Slip in or out of the openings to escape hungry ghosts.

- STAFF -

Programmer: Tod Frye

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50771&o=2

$end


$a5200=pacman,
$bio

Pac-Man (c) 1982 Atari, Incorporated.

Pac-Man comes home. Keep PAC-MAN alive. Guide him and guard him; protect him from the ghosts. Gobble dots, energy pills, truit, bells, ATARI logos, keys and ghosts to score points. Eat all the dots on the screen and the maze starts all over. Score 10,000 points and earn a bonus PAC-MAN.

The game starts with three PAC-MAN lives, which are indicated by three small PAC-MAN symbles at the lower left corner of the screen. When game play begins, PAC-MAN moves to the starting position at the center, close to the bottom of the screen. Use the joystick to guide PAC-MAN around the maze. As PAC-MAN passes over the dots, he gobbles them up and you score points (see SCORING). Also in the maze are four large energy pills and four ghosts. The ghosts are out to devour PAC-MAN, but the energy pills give PAC-MAN the necessary power to gobble up the ghosts before the ghosts gobble him up.

When PAC-MAN eats an energy pill, the ghosts turn blue with fright (see Figure 2). PAC-MAN can then chase the ghosts and gobble them up. But watch out, when the ghosts start blinking, run quickly; they're about to change back to their true colors. The more ghosts you gobble up with one energy pill, the more points you score.

For a tasty bonus treat, PAC-MAN delights in munching fruit. Cherries, strawberries, oranges, apples, and melons appear at the center of the screen. They only last a few seconds, so grab the fruit quickly to score bonus points. After munching all the fruit, PAC-MAN can collect these other valuable bonus prizes: bells, ATARI logos, and keys (see SCORING, for the specific points you can score throughout the game).

- TECHNICAL -

Model CX5208

- SCORING -

Dot: 10 points
Energy Pill: 50 points
Cherry: 100 points
Strawberry: 200 points
Orange: 500 points
Apple: 700 points
Melon: 1000 points
Atari Logo: 2000 points
Bell: 3000 points
Key: 5000 points

First Ghost: 200 points
Second Ghost: 400 points
Third Ghost: 800 points
Fourth Ghost: 1600 points

- TIPS AND TRICKS -

* Novice PAC-MAN players should practice eating all the dots to clear the maze before trying to eat ghosts.

* Stay close to an energy pill before you eat it, and tease the ghosts into moving toward you. When the ghosts get close, eat the energy pill and gobble up as many of them as you can.

* Use the side openings of the maze like escape tunnels. Move to either side while quickly evading the ghosts.

* Use strategy, and try to save your energy pills until you absolutely need them. When you are in a hurry, travel a route already cleared of dots. You move 20 percent faster if there are no dots in your path.

* Look for patterns in the maze. When you find one that works well, memorize it.

- STAFF -

Graphics: Alan Murphy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50072&o=2

$end


$gameboy=pacman,
$bio

Pac-Man (c) 1991 Namco, Limited.

- TECHNICAL -

Cartridge ID: DMG-PC-NOE

- TRIVIA -

Pac-Man for Game Boy was released in 1991 (exact date unknown) in Europe.

Reviews:
[FR] June 1992 - Consoles + N.10 (Pages 120): 65/100
[FR] June 1992 - Joypad N.9: 88/100

The 'PC' in the cartridge ID stands for 'Pac Man'.

- PORTS -

* Consoles : 
Nintendo 3DS [Virtual Console] [EU] (August 4, 2011)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66641&o=2

$end


$gameboy=pacmanu,
$bio

Pac-Man (c) 1991 Namco, Limited.

- TECHNICAL -

Cartridge ID: DMG-PC-USA

- TRIVIA -

Pac-Man for Game Boy was released in April 1991 in North America.

- PORTS -

* Consoles : 
Nintendo 3DS [Virtual Console] [US] (September 1, 2011)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66643&o=2

$end


$gameboy=pacmanj,
$bio

Pac-Man (c) 1990 Namco, Limited.

- TECHNICAL -

Cartridge ID: DMG-PCA

- TRIVIA -

Pac-Man for Game Boy was released on November 16, 1990 in Japan. It was then re-released on March 1, 2000 as a Nintendo Power edition.

- PORTS -

* Consoles : 
Nintendo 3DS [Virtual Console] [JP] (July 7, 2011) "Pac-Man [Model RAZJ]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66642&o=2

$end


$famicom_flop=pacman,
$bio

Pac-Man (c) 1990 Namco, Limited.

- TECHNICAL -

Game ID: NDS-PAC

- TRIVIA -

Pac-Man for Famicom Disk System was released on May 18, 1990 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65417&o=2

$end


$ngpc=pacman,
$bio

Pac-Man (c) 1999 Namco, Limited.

Neo Geo Pocket Color's port of the cult classic.

- TECHNICAL -

Game ID: NEOP00550

- TRIVIA -

Pac-Man for Neo Geo Pocket Color was released on August 26, 1999 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82509&o=2

$end


$nes=pacman,pacmanu,
$bio

Pac-Man (c) 1993 Namco, Limited.

- TECHNICAL -

Game ID: NES-P7

- TRIVIA -

Namco's Pac-Man for NES was released in November 1993 in North America.

This is the second release of the NES port in North America, released after Tengen, the manufacturer of the first release, ceased operation.

- PORTS -

* Consoles : 
Nintendo Game Boy Advance [Classic NES Series] [US] (June 2, 2004) "Pac-Man [Model AGB-FPME-USA]"
Nintendo Wii [Virtual Console] [US] (May 14, 2007) "Pac-Man [Model FAXE]" 
Nintendo 3DS [Virtual Console] [US] (November 29, 2012) "Pac-Man [Model TA6E]"
Nintendo Wii U [Virtual Console] [US] (May 2, 2013) "Pac-Man [Model FARE]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55420&o=2

$end


$nes=pacmanj,pacmanj1,
$bio

Pac-Man (c) 1984 Namco, Limited.

- TECHNICAL -

Game ID: NPM-4500

- TRIVIA -

Namco's Pac-Man for Nintendo Famicom was released on November 2, 1984 in Japan.

- PORTS -

* Consoles : 
Nintendo Game Boy Advance [Famicom Mini] [JP] (February 14, 2004) "Pac-Man [Model AGB-FPMJ-JPN]" 
Nintendo Wii [Virtual Console] [JP] (April 17, 2007) "Pac-Man [Model FAXJ]" 
Nintendo Wii [Virtual Console] [KO] (August 26, 2008) "Pac-Man [Model FAXK]" 
Nintendo 3DS [Virtual Console] [JP] (November 21, 2012) "Pac-Man [Model TA6J]" 
Nintendo Wii U [Virtual Console] [JP] (May 15, 2013) "Pac-Man [Model FARJ]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54484&o=2

$end


$info=sc4pacmn,sc4pacmna,sc4pacmnb,
$bio

Pac-Man (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR7026]

Scorpion 4

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40092&o=2

$end


$info=sc4pacqp,sc4pacqpa,sc4pacqpb,
$bio

Pac-Man (c) 200? QPS Interactive.

- TECHNICAL -

[Model PR7072]

- TRIVIA -

Based on the video game of the same name.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15602&o=2

$end


$gamegear=pacmanj,
$bio

Pac-Man (c) 1991 Namco, Limited.

- TECHNICAL -

Game ID: T-14017

- TRIVIA -

Pac-Man for Game Gear was released on January 29, 1991 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64762&o=2

$end


$gamegear=pacman,
$bio

Pac-Man (c) 1991 Namco, Limited.

- TECHNICAL -

Game ID: T-14018

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64763&o=2

$end


$info=pacman,pacmanm,pacmod,pacmanf,pacmanblb,
$bio

Pac-Man (c) 1980 Midway Mfg. Co.

Export release by Bally/Midway for North America. Game developed by Namco and originally known as Puckman in Japan. For more information about the game itself, please see the original Japanese release entry, "Puckman [Upright model]".

- TECHNICAL -

Upright model
Game No. 932

- TRIVIA -

Pac-Man was released in October 1980 in North America by Bally/Midway, under license from Namco. 96,000 units were produced in America. 

Reportedly, when Bally/Midway obtained the rights to Pac-Man, Namco was offering four different games, which ended up being licensed to Game Plan and Bally/Midway. Game Plan's Ken Anderson reports that he and Bally's Dave Marofske flipped a coin to see who would get first crack at the games. Game Plan won and chose a tank game (which they released as "Tank Battalion") over Pac-Man. The other game they got was released as "King & Balloon". Bally/Midway, meanwhile, took Pac-Man and "Rally-X".

Midway made the following changes to the game (from the original Namco version):
- The game's name (and likewise its main character) has been changed to Pac-Man. Refer to the Namco Upright version entry, Trivia section, for details behind this name change. 
- The name/nickname combinations for the ghosts in this version are:
Shadow - "Blinky" (red ghost)
Speedy - "Pinky" (pink ghost)
Bashful - "Inky" (cyan ghost)
Pokey - "Clyde" (orange ghost)
- Notice that the pink ghost's nickname remains unchanged from the Japanese version.
- Unlike the Japanese version, the American version has no DIP switch for alternate ghost names.  

The game's cult status in the early 80's was such that it inspired a hit song by 'Buckner and Garcia' called 'Pac-Man Fever', released in 1982 on the album of the same name. 

The game also spawned a virtual cottage industry of best-selling how-to books strategy guides on how to beat the game by using patterns with names like the "Bazo's Breaker", the "Donut Dazzler" and the "GET pattern" (named after the first initials of the members of a team of players from Davis, California: George Huang, Ed Bazo, and Tom Fertado). 

A Pac-Man unit appears in the movie 'Getting There', in the 1982 movie 'Jekyll & Hyde - Together Again', in the 1982 movie 'Fast Times at Ridgemont High', in the 1983 movie 'WarGames', in the 1983 movie 'Joysticks', in the 1983 movie 'Koyaanisqatsi - Life out of Balance', in the 1985 movie 'The Heavenly Kid', in the 1985 movie 'Better Off Dead', and in the 1986 movie 'The Color of Money'. 

A Pac-Man unit appears in the pilot of Season One of 'The A-Team'. It is where Amy (Melinda Culea) meets Murdock (Dwight Schultz) for the first time. 

MB (Milton Bradley) released a board game based on this video game in 1982 (Pac-Man Game, 'As Much Fun as the Action Packed Arcade Game of the Same Name'). In this board game, the dots in the maze are represented by white marbles. There are also yellow marbles representing the power pills in the maze. There are also two ghosts pawns of the same color in the game. The object is to roll the dice and move your Pac-Man playing piece around the maze gobbling up as many marbles as you can using the count on one die, and move either ghost pawn using the count on the other die. There are yellow dots imprinted on the game board to lay out the path each character must take; these dots do not count as spaces. Use the ghosts to try to catch your opponents. When this happens, that opponent is sent back home and surrenders two marbles to the player who moved the ghost. If a Pac-Man gobbles up a yellow marble, that player earns the right to gobble a ghost. When this happens, the gobbled ghost is returned to the ghost pen, the player takes two marbles away from any opponent, and the player's yellow marble is returned to the game board. Once the maze is cleared of white marbles, the game is over and the player with the most white marbles (yellow marbles do not count) is the winner. 

'Pac-Man' is also the nickname of the Filipino boxing champion Manny Pacquiao. The two-time world champion earned the distinction as the only boxer who has knocked down both future Mexican 'Hall of Famer' Marco Antonio 'Baby Face Assassin' Barrera (knocked out in 11th round) and Erik 'El Terrible' Morales (knocked out in 10th round). Pacquiao has been on the top 10 list of the best 'pound-for-pound' fighters in the world. 

In the multi-racial country of Malaysia, 'Pac-Man' is a slang term coined to describe men who only date ladies of other races. 

The name 'Pac-Man' has been given to a nebula, cataloged as NGC 281. The Pac-Man Nebula is an H II region in the constellation of Cassiopeia. It includes or is near the open cluster IC 1590, the double star HD 5005, and several Bok globules. The shape of the nebula resembles the famous video game icon, Pac-Man. It is visible in amateur telescopes from dark sky locations. 

The Cassini Robotic spacecraft (Cassini-Huygens) were captured images during a close pass to the moon of Saturn named 'Mimas', and collected by the composite infrared spectrometer (CIRS). The images show the fluctuating temperatures experienced by Mimas. The combined map with this images form a shape of this character Pac-Man. 

On May 21, 2010, to celebrate Pac-Man's 30th Anniversary, Google, the famous internet search engine, has created the first ever interactive Doodle! This doodle allowed people to play Pac-Man on the home page (at the place of the original logo).

- UPDATES -

Midway's new revision program for Pac-Man was released in December 1981; the new program increases the difficulty of the game and adds a new challenge to players already familiar with the original.

- PORTS -

NOTE: Only ports released in North America are listed here. For ports released in other regions, please see the original Namco (Japanese version) upright entry. 

* Consoles : 
Bally Astrocade [US] "Muncher" 
Emerson Arcadia [US] "Gobbler" 
Atari 2600 [US] (1981) "Pac-Man [Model CX2646]" 
Atari 5200 [US] (1982) "Pac-Man [Model CX5208]" 
Mattel Intellivision [US] (1983) "Pac-Man [Model 70251]" 
Nintendo NES [US] (1987) by Tengen 
Nintendo NES [US] (November 1993) "Pac-Man [Model NES-P7]" 
Sony PlayStation [US] (July 31, 1996) "Namco Museum Vol.1 [Model SLUS-00215]" 
Nintendo 64 [US] (October 31, 1999) "Namco Museum 64 [Model NUS-NNME-USA]" 
Sega Dreamcast [US] (June 25, 2000) "Namco Museum [Model T-1403N]" 
Sony PlayStation 2 [US] (December 4, 2001) "Namco Museum [Model SLUS-20273]" 
Microsoft XBOX [US] (October 9, 2002) "Namco Museum" 
Nintendo GameCube [US] (October 9, 2002) "Namco Museum [Model DOL-GNME-USA]" 
Sony PlayStation 2 [US] (August 30, 2005) "Namco Museum - 50th Anniversary [Model SLUS-21164]" 
Microsoft XBOX [US] (August 30, 2005) "Namco Museum - 50th Anniversary [Model NMO-2201A-NM]" 
Nintendo GameCube [US] (August 30, 2005) "Namco Museum - 50th Anniversary [Model DOL-G5NE-USA]" 
Microsoft XBOX 360 [XBLA] [US] (August 9, 2006) 
Microsoft XBOX 360 [XBLA] [US] (November 4, 2008) "Namco Museum - Virtual Arcade [Model 21022]" 
Sony PlayStation 3 [US] (July 16, 2009) "Namco Museum Essentials [Model NPUB-30086]" 
Nintendo Wii [US] (November 16, 2010) "Namco Museum Megamix" 
Sony PlayStation 3 [PSN] [US] (February 25, 2014) "Pac-Man Museum [Model NPUB-31383]" 
Microsoft XBOX 360 [XBLA] [US] (February 26, 2014) "Pac-Man Museum"

* Handhelds : 
Sega Game Gear [US] (1991) "Pac-Man [Model T-14018]" 
Nintendo Game Boy [US] (April 1991) "Pac-Man [Model DMG-PC-USA]"  
SNK Neo-Geo Pocket Color [US] (July 31, 1999) "Pac-Man [Model NEOP00551]" 
Nintendo Game Boy Color [US] (August 1999) "Pac-Man - Special Color Edition [Model DMG-AACE-USA]" 
Nintendo Game Boy Advance [US] (July 12, 2001) "Pac-Man Collection [Model AGB-APCE-USA]" 
Sony PSP [US] (August 23, 2005) "Namco Museum Battle Collection [Model ULUS-10035]" 
Nintendo DS [US] (September 18, 2007) "Namco Museum DS [Model NTR-YNME-USA]" 
Nintendo 3DS [US] (July 26, 2011) "Pac-Man & Galaga Dimensions [Model CTR-APGE-USA]" 

* Computers : 
Tandy Color Computer [US] (1981) "Pac-Tac" 
Atari 400 [US] (1982) 
Atari 800 [US] (1982) "Pac-Man [Model CXL4022]" 
Commodore VIC-20 [US] (1982) 
PC [Booter] [US] (1982) "PC-Man" 
Tandy Color Computer [US] (1982) "Ghost Gobbler" 
Tandy Color Computer [US] (1982) "Pack Maze" 
Apple II [US] (1983) 
Commodore C64 [US] (1983) by Thunder Mountain 
Commodore C64 [US] (1983) "Pac-Man [Model RX8502]" 
PC [Booter] [US] (1983) 
PC [Booter] [US] (1983) "Ascii Man", a part of the "Friendlyware PC Arcade" suite 
PC [MS-DOS] [US] (1983) 
Tandy Color Computer [US] (1983) "Pac Jaws" 
Tandy Color Computer [US] (1983) "Pac-Tac II" 
Texas Instruments TI-99/4A [US] (1983) "Pac-Man [Model RX8500]"
Tandy Color Computer [US] (1990) "Pac-Dude"
Apple II GS [US] (1992) "Pac Man GS"
Apple Macintosh [US] (1992) "Mac-Man"
PC [MS Windows 95, CD-ROM] [US] (1995) "Mac-Man", part of "Windows Arcade Pack" 
PC [MS Windows 95, 3.5"] [US] (March 31, 1996) "Microsoft Return of Arcade" 
Tandy Color Computer 3 [US] (1997) 
PC [MS-DOS] [US] (1997) "Champ Pac-Em" - CHAMProgramming 
PC [MS Windows, CD-ROM] [US] (2000) "Microsoft Return of Arcade Anniversary Edition" 
PC [MS Windows, CD-ROM] [US] (October 25, 2005) "Namco Museum - 50th Anniversary" 
PC [MS Windows, Online] [US] (2009) "Namco All Stars: Pac-Man and Dig Dug" by WildTangent Games 
Apple iPhone/iPad [US] (March 31, 2010) "Pac-Man for iPad [Model 363297482]"  
PC [MS Windows, Online] [US] (August 4, 2010) "Namco All-Stars: PAC-MAN" by WildTangent Games 
Steam [US] (February 25, 2014) "Pac-Man Museum [Model 236470]" 

* Others : 
VFD handheld game [US] (1981) by Coleco. 
LCD handheld game [US] (1992) by Micro Games of America 
Arcade [US] (1996) "Namco Classics Collection Vol.2" 
LCD handheld color game [US] (1999) released by Micro Games of America 
Arcade [US] (2000) "Ms. Pac-Man/Galaga - 20th Anniversary Class of 1981 Reunion" as a hidden game. 
Namco Classics TV game [US] (2003) by Jakks Pacific 
Mobile Phones [US] (June 13, 2003) 
Arcade [US] (2005) "Pac-Man - 25th Anniversary Edition" 
Super Pac-Man TV game [US] (2006) by Jakks Pacific 
Arcade Gold featuring Pac-Man [US] (2007) by Jakks Pacific 
Retro Arcade featuring Pac-Man [US] (2008) by Jakks Pacific 
Apple iPhone/iPod [US] (July 9, 2008) "Pac-Man [Model 281656475]" 
Android Market [US] (September 23, 2008)
BlackBerry [US] (June 30, 2009) "Pac-Man [Model 967]" 
Android [US] (January 11, 2010) 
Windows Mobile [US] (March 15, 2010)
Apple iPhone/iPod [US] (March 31, 2010) "Pac-Man for iPad [Model 363297482]" 
Arcade [US] (2010) "Pac-Man's Arcade Party" 
Android Market [US] (2011) 
Pac-Man Connect and Play [US] (2012) by Bandai 
Apple iPhone/iPod [US] (March 13, 2012) "Namco Arcade [Model 465606050]" 
Android Market [US] (April 6, 2012) by Namco Networks America 
Android [US] (March 22, 2013) "Pac-Man + Tournaments"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1914&o=2

$end


$info=pacmaniaj,
$bio

Pac-Mania (c) 1987 Namco, Limited.

Pac-Mania is a 1- or 2-player game in which the player maneuvers Pac-Man through a world of 3-D mazes. He's back in action... but with a new twist, BOUNCE power! Ready for a new generation of Pac-Man players, he can't wait for the chance to show off his new aerial maneuvers to the crowd! The "boss" ghost Blinky has recruited the talents of two new ghosts, Common and Grey Common. Sue from "Ms. Pac-Man" also returns to the scene. Pac-Man must use his speed and cunning to outwit these annoying pests. 

Pac-Man now faces new challenges as he enters the worlds of Block Town, Pac-Man's Park, Sandbox Land, and Jungly Steps. Fortunately for Pac-Man, he has the help of two 'special items' - a green and red power pill. The green pill adds temporary speed, and the red awards double points for eating ghosts. It's a whole new ball game for Pac-Maniacs! 

The player's main objective is to eat all dots and power pills in the mazes while avoiding persistent ghosts. Using the new BOUNCE button, players can bounce their way over the ghosts to avoid being caught. But two new ghosts have been added to insure that Pac-Man doesn't have it too easy. In fact, Common and Grey Common can also bounce in the air like Pac-Man. Fortunately, these rivals of Pac-Man are only found in the later levels, and can only jump in the Sandbox Land and Jungly Steps mazes.

During play, the appearance of fruit and green/red power pills will trigger the bell. This alerts players immersed in the game who might otherwise miss these valuable items. A green power pill awards extra speed; it is good until a yellow or red power pill is eaten and expires or a game life is lost. Red power pills award double points for eating ghosts, and continue to do so until a game life is lost. 

An optional continue feature is offered to allow players to continue their progress without having to start back at the beginning. It's a great way for Pac-Maniacs to learn and practice strategies without having to restart games from the beginning. Bonus thresholds are offered at various score values, and are adjustable.

- TECHNICAL -

Namco System 1 hardware
Game ID : PN

Main CPU : 6809 (@ 1.536 Mhz)
Sub CPU : 6809 (@ 1.536 Mhz)
Sound CPU : 6809 (@ 1.536 Mhz)
MCU: HD63701 (@ 1.536 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.57958 Mhz), Namco advanced 8-channel stereo WSG, stereo DAC

Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.61 Hz
Palette colors : 24-bit RGB palette

Players : 2
Control : 4-way joystick
Buttons : 1 (BOUNCE)

- TRIVIA -

Pac-Mania was released in November 1987 in Japan. 

After the superb platform action of the series' previous game, "Pac-Land", Namco chose to return the series to its roots with the re-introduction of the 'eat all of the pills in the maze' gameplay of the earlier classics. Pac-Mania feels somewhat different to its illustrious predecessors, however, due to Pac-Man's newly-acquired 'jump' ability. The mazes are now rendered with an isometric, pseudo 3-D viewpoint, allowing the player to jump over the chasing ghosts and make an escape. 

The 'Pac-Man's Park' maze is basically the original "Pac-Man" maze in an isometric 3-D perspective. 

Another new feature in this game is the appearance of several 'special items' (in addition to the traditional fruit bonuses - cherries, strawberries, oranges, apples, bananas, apricots, bells, and keys). These items include candy, hamburgers, ice cream cones, coffee, and two special kinds of power pills. The pills, which appear in addition to the traditional power pills, give Pac-Man more points for eating ghosts and also give him extra speed, both of which come in very handy during gameplay.

After Pac-Mania, Pac-Man's next two arcade outings would both come in 1996 with "Pac-Man Arrangement" (part of "Namco Classics Collection Vol.2") and the extrmemely rare "Pac-Man VR". After that, he would have one more arcade outing in 2010 with "Pac-Man Battle Royale". 

Donn Nauert holds the official record for this game with 385,570 points. 

Victor Entertainment released a limited-edition soundtrack album for this game (Namco Video Game Graffiti Vol.4 - VDR-5282) on March 8, 1989.

The theme music for Pac-Man's Park was remixed for the animated series 'Pac-Man and The Ghostly Adventures' ('Pac-World' in Japan).

- SCORING -

Dot : 60 points
Power pill (energizer) : 300 points
Red pill (special energizer) : 7,650 points (doubles ghost values up to 7,650)
Green pill (speed up) : 1,000 points
Ghosts : 200, 400, 800, 1,600, 3,200, and 7,650 points

Cherry : 1,000 points
Strawberry : 2,000 points
Peach : 3,000 points
Apple : 4,000 points
Banana : 5,000 points
Flower : 6,000 points
Bell : 7,000 points
Key : 8,000 points

Candy : 4,000 points
Green apple : 6,000 points
Coffee cup : 5,000 points
Small ice cream cone : 6,000 points
Large ice cream cone : 8,000 points
Silver bell : 9,000 points
Galaxian : 7,650 points
Silver key : 10,000 points
Hamburger : 7,000 points
Silver Galaxian : 7,650 points

- TIPS AND TRICKS -

* On the first couple of stages where power pills last long, try to get three or four ghosts near a power pill. Once they are there, it is possible to eat all of the ghost on the board. You'll also rack up lots of points this way after eating the pink pill. 

* On later stages, try clearing the pellets on top of the maze first. Not all of the ghost will come out at once, once the level starts. 

* On later stages, power pills won't last long. Use those to distract the ghost as you clear the board. 

* Jumping is very important. You can jump at least three ghost lengths. 

* When a ghost is on your tail, a good way to lose him is to turn around and jump over the ghost.

- SERIES -

1. Pac-Man (1980, ARC)
2. Ms. Pac-Man (1981, ARC)
3. Super Pac-Man (1982, ARC) 
4. Pac-Man Plus (1982, ARC)
5. Jr. Pac-Man (1983, ARC)
6. Professor Pac-Man (1983, ARC)
7. Pac-Land (1984, ARC) 
8. Pac-Mania (1987, ARC) 
9. Pac-Attack (1993, SNES, Genesis; 1994, Game Boy, Game Gear)
10. Pac-Man 2 - The New Adventures [Model SNS-25-USA] (1994, SNES, Genesis)
11. Pac-In-Time [Model SNS-APTE-USA] (1994, SNES, PC) 
12. Pac-Man Arrangement (1996, ARC) : part of "Namco Classics Collection Vol.2"
13. Pac-Man VR (1996, ARC)
14. Pac-Man World [Model SLUS-00439] (1999, PS) 
15. Pac-Man - Adventures in Time (2000, PC)
16. Ms. Pac-Man - Maze Madness [Model SLUS-01018] (2000, PS) 
17. Ms. Pac-Man - Quest for the Golden Maze (2001, PC)
18. Pac-Man All-Stars (2002, PC)
19. Pac-Man Fever [Model SLUS-20197] (2002, PS)
20. Pac-Man World 2 [Model SLUS-20224] (2002, PS2, GC, XBOX) 
21. Pac-Man Vs. [Model DOL-PRJE-USA] (2003, GC)
22. Pac-Pix [Model NTR-APCE-USA] (2005, DS) 
23. Pac-Man Pinball Advance [Model AGB-BP8E-USA] (2005, GBA)
24. Pac-Man Arrangement (2005, PSP) : part of "Namco Museum Battle Collection [Model ULUS-10035]" 
25. Pac'n Roll [Model NTR-APNE-USA] (2005, DS) 
26. Pac-Man World 3 [Model SLUS-21219] (2005, PSP, PS2, GC, XBOX, PC, DS)
27. Pac-Man World Rally [Model SLUS-21328] (2006, GameCube, PS2, PSP, PC)
28. Pac-Man Championship Edition (2007, XBLA) 
29. Pac-Man Championship Edition DX (2010, XBLA, PSN) 
30. Pac-Man Party [Model RVL-SP7E-USA] (2010, Wii)
31. Pac-Man Battle Royale (2011, ARC) 
32. Pac-Man Tilt (2011, 3DS) : part of "Pac-Man & Galaga Dimensions [Model CTR-APGE-USA]"
33. Pac-Man Championship Edition DX+ (2013, XBLA, PSN, Steam)
34. Pac-Man Dash! (2013, Android/iOS)
35. Pac-Man and the Ghostly Adventures (2013, 3DS, XBOX 360, PS3, Wii U, PC)
36. Pac-Man and the Ghostly Adventures 2 (2014, 3DS, XBOX 360, PS3, Wii U, PC)

- STAFF -

Game Design : St. Daimyojin
Character Design : T. Yamashita
Graphic Design : A. Usukusa
Visual Design : Satoshi S., Babe. Teshima, Yukari M., Kazuya G., Tomoyuki S.
Music and Sound : Junko Ozawa, Yuri., Y. Tomuro
Game Program : Taro. Shimizu
System Program : Taro. Shimizu, Kosei M., Dr. Tam., H. Yamazaki
System Design : T. Ogawa, T. Okada, Makoto Inoue, Dr. Tam.
Director : St. Daimyojin, T. Iwatani
Presenter : Fun First Pro., Namco Limited

- PORTS -

NOTE: For ports released in North America, please see the Atari version entry.

* Consoles : 
Sega Master System [EU] (1991) "Pac-Mania [Model 25010]" 
Sega Mega Drive [EU] (1991) by Tengen 
Sony PlayStation [JP] (February 28, 1997) "Namco Museum Vol.5 [Model SLPS-00705]" 
Sony PlayStation [AU] (1998) "Namco Museum Vol.5" 
Sony PlayStation [EU] (February 1998) "Namco Museum Vol.5 [Model SCES-00702]" 
Sony PlayStation 2 [JP] (January 26, 2006) "Namco Museum Arcade Hits! [Model SLPS-25590]" 
Microsoft XBOX [EU] (March 24, 2006) "Namco Museum - 50th Anniversary" 
Sony PlayStation 2 [EU] (March 31, 2006) "Namco Museum - 50th Anniversary [Model SLES-53957]" 
Nintendo GameCube [EU] (May 5, 2006) "Namco Museum 50th Anniversary [Model DOL-G5NP-EUR]" 
Nintendo Wii [JP] (December 6, 2007) "Minna de Asobou! Namco Carnival" [Model RVL-RNWJ-JPN]"  
Nintendo Wii [EU] (April 18, 2008) "Namco Museum Remix [Model RVL-RN2P]" 
Nintendo Wii [KO] (April 26, 2008) "Namco Museum Remix" 
Nintendo Wii [AU] (May 1, 2008) "Namco Museum Remix [Model RVL-RN2P]" 
Microsoft XBOX 360 [EU] (May 15, 2009) "Namco Museum - Virtual Arcade" 
Microsoft XBOX 360 [AU] (June 3, 2009) "Namco Museum - Virtual Arcade" 
Zeebo [BR] (June 16, 2009) 
Nintendo Wii [Virtual Console Arcade] [JP] (August 4, 2009) 
Microsoft XBOX 360 [JP] (November 5, 2009) "Namco Museum - Virtual Arcade [Model 2RD-00001]" 
Zeebo [MX] (November 4, 2010) 

* Handhelds : 
Nintendo Game Boy Advance [EU] (December 7, 2001) "Pac-Man Collection [Model AGB-P-APCP]" 
Nintendo Game Boy Advance [JP] (January 11, 2002) "Pac-Man Collection [Model AGB-P-APCJ]" 

* Computers : 
Sinclair ZX Spectrum [EU] (1988) by Grandslam 
Atari ST [EU] (1988) by Grandslam 
Amstrad CPC [EU] (1988) by Grandslam 
Commodore C64 [EU] (1988) by Grandslam 
MSX [JP] (1989) 
Sharp X68000 [JP] (March 18, 1989) 
Acorn Archimedes [EU] (1991) 
Commodore Amiga [EU] (1992) 
PC [MS Windows, CD-ROM] [AU] (March 27, 2006) "Namco Museum - 50th Anniversary" 
PC [MS Windows, CD-ROM] [EU] (May 19, 2006) "Namco Museum - 50th Anniversary"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1917&o=2

$end


$info=pacmania,pacmaniao,
$bio

Pac-Mania (c) 1987 Atari Games Corp. 

Export version by Atari for North America. Game developed in Japan by Namco. For more information about the game itself, please see the original Namco version entry.

In this export version, gameplay begins with the opportunity for players to level select among one of three playfield worlds : Block Town, Pac-Man's Park or Sandbox Land. With Block Town being the easiest and Sandbox Land being the hardest, players are accordingly rewarded for selecting and completing the challenges in this mode.

- TRIVIA -

Pac-Mania was released in December 1987 in North America by Atari Games under license from Namco. 

1,412 units were produced by Atari. The selling price was $1,995. 

In this Atari 'Export' version : 
- The first Block Town only has one level, instead of two. 
- The first Pac-Man's Park, Sandbox Land, and Jungly Steps Worlds only have two levels each, instead of three. 
- Common has been renamed 'Funky'.
- Grey Common has been renamed 'Spunky'.
- The Top Ten Score List has been added and will let you write initials, before continuing. 
- The "Pac-Mania" Logo has Pac-Man, Pinky, and Blinky circling around the logo in the Atari version, whereas the Namco version does not. 
- A 'Stage Select' feature has been added.
- Items are placed differently from the original Namco version.
- Courage Bonus would activate once you got past Block Town. 
- There is a total of 19 levels in the game, instead of the Namco version's 23 levels.

- PORTS -

NOTE: Only ports released in North America are listed here. For ports released in other regions, please see the original Namco entry. 

* Consoles : 
Nintendo NES [US] (1991) by Tengen 
Sega Genesis [US] (1991) by Tengen
Sony PlayStation [US] (1997) "Namco Museum Vol.5 [Model SLUS-00417]" 
Sony PlayStation 2 [US] (December 4, 2001) "Namco Museum [Model SLUS-20273]" 
Microsoft XBOX [US] (October 9, 2002) "Namco Museum" 
Nintendo GameCube [US] (October 9, 2002) "Namco Museum [Model DOL-GNME-USA]" 
Sony PlayStation 2 [US] (August 30, 2005) "Namco Museum - 50th Anniversary [Model SLUS-21164]" 
Microsoft XBOX [US] (August 30, 2005) "Namco Museum - 50th Anniversary [Model NMO-2201A]" 
Nintendo GameCube [US] (August 30, 2005) "Namco Museum - 50th Anniversary [Model DOL-G5NE-USA]" 
Nintendo Wii [US] (October 23, 2007) "Namco Museum Remix [Model RVL-R2NE-USA]" 
Microsoft XBOX 360 [US] (November 4, 2008) "Namco Museum - Virtual Arcade [Model 21022]" 
Nintendo Wii [US] (November 16, 2010) "Namco Museum Megamix" 

* Handhelds : 
Nintendo Game Boy Advance [US] (July 12, 2001) "Pac-Man Collection [Model AGB-APCE-USA]" 

* Computers : 
Tandy Color Computer 3 [US] (1992) "PacDude Monster Maze" 
Mobile Phones [US] (May 27, 2005) "Pac-Mania 3D" 
PC [MS Windows, CD-ROM] [US] (October 25, 2005) "Namco Museum - 50th Anniversary" 

* Others : 
Mobile Phones [US] (May 27, 2005) "Pac-Mania 3D" 
Arcade [US] (2010) "Pac-Man's Arcade Party" 
Apple iPhone/iPod [US] (November 25, 2010) "Pac-Mania [Model 395670726]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71170&o=2

$end


$amigaocs_flop=pacmania,
$bio

Pac-Mania (c) 1988 Grandslam

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74700&o=2

$end


$msx1_cass=pacmania,
$bio

Pac-Mania (c) 1988 Grandslam

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94895&o=2

$end


$cpc_cass=pacmania,
$bio

Pac-Mania (c) 1988 Grandslam Ent., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98599&o=2

$end


$msx2_cart=pacmania
$bio

Pac-Mania (c) 1989 Namco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51351&o=2

$end


$x68k_flop=pacmania,
$bio

Pac-Mania (c) 1989 Sharp [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87972&o=2

$end


$msx2_flop=pacmania,pacmaniaa,
$bio

Pac-Mania (c) 1989 NAMCO, Ltd. [Tokyo, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101907&o=2

$end


$nes=pacmania,
$bio

Pac-Mania (c) 1990 Tengen

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55422&o=2

$end


$sms=pacmania,
$bio

Pac-Mania (c) 1991 Tengen

- TRIVIA -

Reviews:
1990 - Consoles + HS N.2 [FR]: 90/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56120&o=2

$end


$megadriv=pacmania,
$bio

Pac-Mania (c) 1991 Tengen, Incorporated.

- TRIVIA -

Reviews:
[FR] November 1992 - Consoles+ No. 14: 65/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70983&o=2

$end


$info=sc4pmani,sc4pmania,
$bio

Pac-Mania (c) 200? Mazooma Games.

This game has a board and super trail, accessible from reel wins and feature symbols. Players should watch out for the ghosts, but don't forget the Power Pills will help a great deal.

- TECHNICAL -

[Model PR2031]

Technology : Scorpion 4
Cabinet : Eclipse with Note Acceptor facility.
Jackpot : £25 / £5 / £8
Stakes : 20p, 25p, 30p, 10p

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11900&o=2

$end


$x68k_flop=pacmen,
$bio

Pac-Men (c) 1995 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88496&o=2

$end


$megadriv=pacpanic,
$bio

Pac-Panic (c) 1993 Namco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56745&o=2

$end


$cdi=pacpanic,
$bio

Pac-Panic (c) 1995 Philips Interactive Media, Incorporated.

Much more than the return of the ghost-chompin' legend, PAC-PANIC is a think-fast challenge and a 100-Level puzzle game, too. As the blocks fall, you gotta think quick and move quicker, to line 'em up and make 'em vanish.

- TECHNICAL -

Model 810 0315

- STAFF -

People involved in title: Jon Wood, Andy Morton, Tom Drummond, Dave Hawkins, Sarah Scadgell, Paul Reid, Chris Thorne, Chris Linford, Dave McElhatten

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53023&o=2

$end


$gameboy=pacpanic,
$bio

Pac-Panic [Model DMG-NO-EUR] (c) 1994 Namco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66644&o=2

$end


$gameboy=pacpanicj,
$bio

Pac-Panic [Model DMG-NOA] (c) 1994 Namco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66645&o=2

$end


$a7800=pacpolux
$bio

Pac-Pollux (c) 2006 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50164&o=2

$end


$info=pacslot,
$bio

Pac-Slot (c) 1996 Namco.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=29751&o=2

$end


$info=pacapp,
$bio

Paca Paca Passion (c) 1999 Produce.

A rhythm action game.

- TECHNICAL -

Namco System 12 hardware
Game ID : PPP

Main CPU : SPU (@ 16.9344 Mhz), H8/3002 (@ 14.7456 Mhz)
Sound Chips : C352 (@ 14.7456 Mhz)

Screen orientation : Horizontal
Video resolution : 640 x 480 pixels
Screen refresh : 60.00 Hz
Palette Colors : 65536

Players : 2
Control : 8-way joystick
Buttons : 6

- TRIVIA -

Released in December 1998 in Japan.

Licensed to Namco for distribution.

- SERIES -

1. Paca Paca Passion (1998)
2. Paca Paca Passion 2 (1999)
3. Paca Paca Passion Special (1999)

- PORTS -

* Consoles :
Sony PlayStation (1999)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1918&o=2

$end


$info=pacapp2,
$bio

Paca Paca Passion 2 (c) 1999 Produce.

- TECHNICAL -

Namco System 12 hardware
Game ID : PKS

Main CPU : PSX (@ 16.9344 Mhz), H8/3002 (@ 14.7456 Mhz)
Sound Chips : C352 (@ 14.7456 Mhz)

Screen orientation : Horizontal
Video resolution : 640 x 480 pixels
Aspect ratio : 4/3
Screen refresh : 60.00 Hz
Palette colors : 65536

Players : 2
Control : 8-way Joystick
Buttons : 6

- TRIVIA -

Released in July 1999 in Japan.

Licensed to Namco for distribution.

- SERIES -

1. Paca Paca Passion (1998)
2. Paca Paca Passion 2 (1999)
3. Paca Paca Passion Special (1999)

- PORTS -

* Consoles :
Sony PlayStation (2000)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4732&o=2

$end


$info=pacappsp,
$bio

Paca Paca Passion Special (c) 1999 Produce.

- TECHNICAL -

Namco System 12 hardware
Game ID : PSP

Main CPU : PSX (@ 16.9344 Mhz), H8/3002 (@ 14.7456 Mhz)
Sound Chips : C352 (@ 14.7456 Mhz)

Screen orientation : Horizontal
Video resolution : 640 x 480 pixels
Screen refresh : 60.00 Hz
Palette colors : 65536

Players : 2
Control : 8-way Joystick
Buttons : 6

- TRIVIA -

Released in December 1999 in Japan.

Licensed to Namco for distribution.

- SERIES -

1. Paca Paca Passion (1998)
2. Paca Paca Passion 2 (1999)
3. Paca Paca Passion Special (1999)

- PORTS -

* Consoles :
Sony PlayStation (2002)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4733&o=2

$end


$psx=pacapac2,
$bio

Pacapaca Passion 2 [Model SLPS-02720] (c) 2000 Produce

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85512&o=2

$end


$psx=pacapaca,
$bio

Pacapaca Passion [Model SLPS-02122] (c) 1999 Produce

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85511&o=2

$end


$sg1000=pacar,pacara,
$bio

Pacar [Model G-1020] (c) 1983 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65084&o=2

$end


$sg1000=pacart,
$bio

Pacar [Model W-020] (c) 1983 Aaronix [Taiwan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65085&o=2

$end


$svision=pacboy,
$bio

PacBoy & Mouse [Model SV10008] (c) 199? Watara

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95463&o=2

$end


$nes=pachicom,
$bio

Pachi Com (c) 1985 Toemiland

- TRIVIA -

Released on November 21, 1985 in Japan.

- STAFF -

Programmed by: Y. Sakakura, Y. Suzuki, A. Abe, T. Katoh, M. Yoshihara, Y. Kishimoto (MSX)
Pictured by: Makoto Higa

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54485&o=2

$end


$msx1_cart=pachicomk,
$bio

Pachi Com (c) 1986 Boram Soft [Korea]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77332&o=2

$end


$pc8801_flop=pachicom,
$bio

Pachi Com (c) 1987 Toshiba EMI [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92597&o=2

$end


$msx1_cart=pachicom,
$bio

Pachi Com (c) 1985 Toshiba EMI.

- TECHNICAL -

Model PS-2014G

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77331&o=2

$end


$famicom_flop=pachicom,
$bio

Pachi Com(c) 1988 Toshiba EMI.

- TECHNICAL -

Model TFS-PCD

- TRIVIA -

Released on October 4, 1988 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65418&o=2

$end


$info=pachifev,
$bio

Pachi Fever (c) 1983 Sanki Denshi Kougyou.

A pachinko video game.

- TRIVIA -

Pachi Fever is the first and last Video game made by Sanki Denshi Kougyou. Just after the development of this game, the company has a bankruptcy.

In 'attract mode', the game plays the 4th level. This attract mode will end when the computer's balls reach the limit or when the time is over.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=29812&o=2

$end


$psx=pachipac,
$bio

Pachi Pachi Saga [Model SLPS-00288] (c) 1996 TEN Institute

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85513&o=2

$end


$msx2_cart=pachipro
$bio

Pachi Pro Densetsu (c) 1988 HAL Kenkyuujo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51352&o=2

$end


$nes=pachisl2,
$bio

Pachi Slot Adventure 2 - Sorotta Kun no Pachi Slot Tanteidan (c) 1993 Coconuts Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54486&o=2

$end


$nes=pachisl3,
$bio

Pachi Slot Adventure 3 - Bitaoshii 7 Kenzan! (c) 1994 Coconuts Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54487&o=2

$end


$snes=pslotmu,
$bio

Pachi Slot Monogatari - Universal Special (c) 1994 KSS.

The game contains 6 pachislots:
Club Tropicana
"Solex - Super ORIENTAL Land Express"
"Oriental" (as Oriental II)
"Continental"
"Continental II"
"Continental III"

- TECHNICAL -

[Model SHVC-9K]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47601&o=2

$end


$psx=psao5,
$bio

Pachi-Slot Aruze Oukoku 5 - Slotmachine Simulator [Model SLPS-03280] (c) 2001 Aruze Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85514&o=2

$end


$ngpc=pslotazt,
$bio

Pachi-Slot Aruze Oukoku Pocket - Azteca [Model NEOP00740] (c) 2000 Aruze Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82548&o=2

$end


$ngpc=pslotdk2,
$bio

Pachi-Slot Aruze Oukoku Pocket - Dekahel 2 [Model NEOP01080] (c) 2001 Aruze Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82549&o=2

$end


$ngpc=pslotds2,
$bio

Pachi-Slot Aruze Oukoku Pocket - Delsol 2 [Model NEOP01070] (c) 2000 Aruze Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82550&o=2

$end


$ngpc=pslotecp,
$bio

Pachi-Slot Aruze Oukoku Pocket - e-Cup [Model NEOP01120] (c) 2001 Aruze Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82555&o=2

$end


$ngpc=pslothana,pslothan,
$bio

Pachi-Slot Aruze Oukoku Pocket - Hanabi [Model NEOP00520] (c) 1999 Aruze Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82551&o=2

$end


$ngpc=pslotooh,
$bio

Pachi-Slot Aruze Oukoku Pocket - Oohanabi [Model NEOP01100] (c) 2000 Aruze Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82552&o=2

$end


$ngpc=pslotpc2,
$bio

Pachi-Slot Aruze Oukoku Pocket - Porcano 2 [Model NEOP01020] (c) 2000 Aruze Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82553&o=2

$end


$ngpc=pslotwrd,
$bio

Pachi-Slot Aruze Oukoku Pocket - Ward of Lights [Model NEOP00840] (c) 2000 Aruze Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82554&o=2

$end


$snes=pslotgam,
$bio

Pachi-Slot Gambler [Model SHVC-AGAJ-JPN] (c) 1994 Nichibutsu [Nihon Bussan Company, Limited.] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61915&o=2

$end


$gameboy=pslothg,
$bio

Pachi-Slot Hisshou Guide GB [Model DMG-APGJ-JPN] (c) 1995 Magifact

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66646&o=2

$end


$snes=pslotkzn,
$bio

Pachi-Slot Kanzen Kouryaku - Universal Shindai Nyuuka Volume 1 [Model SHVC-AUYJ-JPN] (c) 1997 Syscom Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61916&o=2

$end


$snes=pslotken,
$bio

Pachi-Slot Kenkyuu (c) 1994 Magical Co.

- TECHNICAL -

[Model SHVC-77]

- TRIVIA -

Pachi-Slot Kenkyuu was released on July 15, 1994 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47609&o=2

$end


$gameboy=pslotkd2,
$bio

Pachi-Slot Kids 2 [Model DMG-OHJ] (c) 1994 Coconuts Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66648&o=2

$end


$gameboy=pslotkd3,
$bio

Pachi-Slot Kids 3 [Model DMG-AK3J-JPN] (c) 1995 Coconuts Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66649&o=2

$end


$gameboy=pslotkid,
$bio

Pachi-Slot Kids [Model DMG-K3J] (c) 1993 Coconuts Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66647&o=2

$end


$snes=pslotlnd,
$bio

Pachi-Slot Land - Pachipachi Coin no Densetsu [Model SHVC-7P] (c) 1994 Carrozzeria Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61917&o=2

$end


$snes=pslotlov,
$bio

Pachi-Slot Love Story (c) 1993 Coconuts Japan

- TECHNICAL -

Game & Package ID: Model SHVC-P5

- TRIVIA -

Pachi-Slot Love Story was released on November 19, 1993 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61918&o=2

$end


$snes=pslotmp,
$bio

Pachi-Slot Monogatari - PAL Kougyou Special [Model SHVC-A2WJ-JPN] (c) 1995 KSS [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61919&o=2

$end


$snes=pslotmu,
$bio

Pachi-Slot Monogatari - Universal Special [Model SHVC-9K] (c) 1994 KSS [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61920&o=2

$end


$psx=pstbk,
$bio

Pachi-Slot Teiou - Battle Knight & Atlantis Doom [Model SLPS-03108] (c) 2000 Media Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85515&o=2

$end


$psx=pstmsm3
$bio

Pachi-Slot Teiou - Maker Suishou Manual 3 - I'm Angel White 2 & Blue 2 [Model SLPS-03130] (c) 2001 Media Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84812&o=2

$end


$psx=pstmsm5,
$bio

Pachi-Slot Teiou - Maker Suishou Manual 5 - Race Queen 2 - Tomcat [Model SLpS-03245] (c) 2001 Media Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85516&o=2

$end


$psx=pstmsm7,
$bio

Pachi-Slot Teiou - Maker Suishou Manual 7 - Trick Monster 2 [Model SLPS-03391] (c) 2002 Media Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85517&o=2

$end


$psx=pststwis,
$bio

Pachi-Slot Teiou - Twist - Shimauta 30 - Nankoku Monogatari [Model SLpS-03442] (c) 2002 Media Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85518&o=2

$end


$psx=pst2,
$bio

Pachi-Slot Teiou 2 - Kagetsu - 2 Pair - Beaver X [Model SLPS-02217] (c) 1999 Mecko

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85519&o=2

$end


$psx=pst3,
$bio

Pachi-Slot Teiou 3 - Sea Master - Epsilon R - Wai Wai Pulsa [Model SLPS-02413] (c) 1999 Media Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85520&o=2

$end


$psx=pst6
$bio

Pachi-Slot Teiou 6 - Kung Fu Lady - BangBang - Prelude 2 [Model SLPS-02657] (c) 2000 Media Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84813&o=2

$end


$psx=pst7,
$bio

Pachi-Slot Teiou 7 [Model SLPS-02991] (c) 2000 Media Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85521&o=2

$end


$psx=pstmsm6,
$bio

Pachi-Slot Teiou Maker Suishou Manual 6 - Takarabune [Model SLPS-03329] (c) 2001 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85522&o=2

$end


$psx=pstmda,
$bio

Pachi-Slot Teiou Mini - Dr. A7 [Model SLPS-02114] (c) 1999 Media Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85523&o=2

$end


$gameboy=pslotw94,
$bio

Pachi-Slot World Cup '94 [Model DMG-ZPJ] (c) 1994 I'Max [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66650&o=2

$end


$n64=pachinko,
$bio

Pachinko 365 Nichi [Model NUS-NPCJ] (c) 1998 Seta Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57897&o=2

$end


$snes=pachichl,
$bio

Pachinko Challenger V [Model SHVC-APVJ-JPN] (c) 1995 Carrozzeria Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61921&o=2

$end


$gameboy=pachicr,
$bio

Pachinko CR Daiku no Gen-san GB [Model DMG-AKZJ-JPN] (c) 1998 Telenet Japan [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66651&o=2

$end


$gbcolor=pachicrt,
$bio

Pachinko CR Mouretsu Genshijin T [Model DMG-AXAJ-JPN] (c) 1999 Hect [Hector] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68491&o=2

$end


$nes=pachidai,
$bio

Pachinko Daisakusen 1 (c) 1991 Coconuts Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54488&o=2

$end


$nes=pachida2,
$bio

Pachinko Daisakusen 2 (c) 1992 Coconuts Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54489&o=2

$end


$gameboy=pachidat,
$bio

Pachinko Data Card - Chou Ataru-kun [Model DMG-AXXj-JPN] (c) 1999 Boss Communications

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66652&o=2

$end


$snes=pachifan,
$bio

Pachinko Fan - Shouri Sengen [Model SHVC-APSJ-JPN] (c) 1994 Planning Office WADA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61922&o=2

$end


$famicom_flop=pachingp,
$bio

Pachinko Grand Prix [Model DFC-PGP] (c) 1988 Data East Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65419&o=2

$end


$saturn,sat_cart=pachhall,
$bio

Pachinko Hall Shinsou Dai Kaiten (c) 1998 Electronic Arts Victor [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59494&o=2

$end


$gbcolor=pachihis,
$bio

Pachinko Hisshou Guide - Data no Ousama [Model DMG-AYEJ-JPN] (c) 1999 Boss Communications

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68492&o=2

$end


$ngpc=pachinko,
$bio

Pachinko Hisshou Guide - Pocket Parlor [Model NEOP00460] (c) 1999 Japan Vistec

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82556&o=2

$end


$sg1000=pachink2,
$bio

Pachinko II (c) 1984 Sega Enterprises, Limited.

- TECHNICAL -

Model G-1029

- STAFF -

PROGRAM BY: K.O

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65086&o=2

$end


$sg1000=pachink2t,
$bio

Pachinko II [Model W-029] (c) 1984 Aaronix [Taiwan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65087&o=2

$end


$gameboy=pachikag,
$bio

Pachinko Kaguya Hime [Model DMG-P7J] (c) 1992 Coconuts Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66653&o=2

$end


$megadriv=pachinko,
$bio

Pachinko Kuunyan (c) 1992 Soft Vision

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56746&o=2

$end


$snes=pachimar,
$bio

Pachinko Maruhi Hisshouhou (c) 1994 VAP Game.

A collection of 4 pachinkos for your Super Famicom including:
"Areddin" (as Araddin)
"Bravo king Dom" (as bravo Kinc Tam)
"Tanukichi World" (as Tanokichi World)
"Yakyuuken" (as Yakyuken)

- TECHNICAL -

[Model SHVC-APKJ-JPN]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47382&o=2

$end


$snes=pachimon,
$bio

Pachinko Monogatari - Pachi-Slot Moaru Deyo!! (c) 1993 KSS.

- TECHNICAL -

[Model SHVC-KS]

- TRIVIA -

Released on May 28, 1993 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47604&o=2

$end


$snes=pachimo2,
$bio

Pachinko Monogatari 2 - Nagoya Shachihoko no Teiou [Model SHVC-A2PJ-JPN] (c) 1995 KSS [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61924&o=2

$end


$gameboy=pachimon,
$bio

Pachinko Monogatari Gaiden [Model DMG-APKJ-JPN] (c) 1995 KSS Media Ent. Co.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66654&o=2

$end


$snes=pachiren,
$bio

Pachinko Ren-chan Tengoku - Super CR Special [Model SHVC-ALCJ-JPN] (c) 1995 VAP Game [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61925&o=2

$end


$gameboy=pachisai,
$bio

Pachinko Saiyuuki [Model DMG-PJJ] (c) 1991 Coconuts Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66655&o=2

$end


$info=sxyreact,
$bio

Pachinko Sexy Reaction (c) 1998 Sammy.

- TECHNICAL -

Main CPU : V60 (@ 16 Mhz)
Sound Chips : ES5506 (@ 16 Mhz)

Players : 1
Control : paddle
Buttons : 2

- TRIVIA -

Released in July 1998 in Japan only.

The pinball-like game of Pachinko is extremely popular in Japan and can be found in many American casinos. The term Pachinko is derived from the Japanese word pachi-pachi, meaning the clicking of small objects or the crackling of fire. While the origins of pachinko are unknown, it most likely descended from the 'Corinth Game' which originated in Chicago, USA. The game appeared in Japan in the early 1920's and the first Pachinko hall was opened in the Osaka Prefecture. Takeichi Masamura is known as the founder of today's pachinko for he developed the 'Masamura Gauge', an arrangement of nails that became the basis for most of today's pachinko machines. In the 1980's pachinko machines became computerized and now have sounds and graphics that make the game more exciting. Pachinko is similar to pinball in that small 11mm steel balls are shot onto the playing surface where they haphazardly bounce around and through a network of nails. The object of the game is to have the balls directed into winning pockets, whereby you receive more balls that equate to a prize or a monetary amount. The pachinko player is only responsible for controlling the speed by which the pachinko balls are shot onto the playing surface, from then on it basically becomes a game of chance. To initiate play you insert money to purchase a number of balls that are dropped into a loading area. By pulling the handle-like knob, one ball is released and projected by a spring. Most of the balls will fall unsuccessfully through the pins to the bottom, but some will fall into special pockets that activate a slot machine. At this point you are instantly rewarded with a set number of balls and if the same three symbols match up on the reels, you win an even greater amount.

- TIPS AND TRICKS -

During the game, there are Fever Rounds. These rounds are literally 'You beat the table' moments, where absolutely huge amounts of balls are earned per ball landed, and you can earn up to 5 secret shots.

In the last two rounds, The Fever Rounds do not have the five scenes. They do however give you the same huge bonuses, with the last level having an extremely difficult ball earning method offset by the Fever Round being a huge impossible-to-miss target that earns through the roof!

- SERIES -

1. Pachinko Sexy Reaction (1998)
2. Pachinko Sexy Reaction 2 (1999)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1919&o=2

$end


$info=sxyreac2,
$bio

Pachinko Sexy Reaction 2 (c) 1999 Sammy.

Six levels (16 rounds)...

Choose the start level :
1) Swimming pool : 3 rounds.
2) Zoo : 3 rounds.
3) Beach : 3 rounds.

Choose a new way (way A or B) :
Way A :
1) Fun fair : 3 rounds
2) Sight on the city : 3 rounds
Way B :
1) Fast Food : 3 rounds
2) Cinema : 3 rounds

Last level :
1) Bedroom : 1 round

- TECHNICAL -

Main CPU : V60 (@ 16 Mhz)
Sound Chips : ES5506 (@ 16 Mhz)

Players : 1
Control : paddle
Buttons : 2

- TRIVIA -

Released in June 1999 in Japan only.

Developed by Fufark.

- SERIES -

1. Pachinko Sexy Reaction (1998)
2. Pachinko Sexy Reaction 2 (1999)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4211&o=2

$end


$pc98=pachiten,
$bio

Pachinko Tenshi (c) 1994 Pack-In-Video Company, Limited.

- TRIVIA -

Released on March 25, 1994 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48494&o=2

$end


$snes=pachitet,
$bio

Pachinko Tetsujin - Nanaban Shoubu [Model SHVC-A77J-JPN] (c) 1995 Daikoku

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61926&o=2

$end


$gameboy=pachitim,
$bio

Pachinko Time [Model DMG-PTJ] (c) 1989 Coconuts Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66656&o=2

$end


$snes=pachiwa2,
$bio

Pachinko Wars II [Model SHVC-P6] (c) 1993 Coconuts Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61928&o=2

$end


$snes=pachiwar,
$bio

Pachinko Wars [Model SHVC-PC] (c) 1992 Coconuts Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61927&o=2

$end


$x68k_flop=pachinko,
$bio

Pachinko World (c) 1992 Brother Kougyou [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87973&o=2

$end


$sg1000=pachinko,
$bio

Pachinko (c) 1983 Sega Enterprises, Limited.

- TECHNICAL -

Model G-1027

- STAFF -

PROGRAM BY: K.O

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49000&o=2

$end


$odyssey2=pachinko,
$bio

Pachinko! (c) 1980 Magnavox.

A far out electronic evolution of one of the most popular games from Japan. This cross between a pinball machine and a slot machine is incredibly larger than life.

- TECHNICAL -

Game ID: AA9425

- STAFF -

Programming: Ed Averett

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95561&o=2

$end


$msx1_cart=pachiufo,
$bio

Pachinko-U.F.O. [Model GPM-104] (c) 1984 Casio Computer Co., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77333&o=2

$end


$pce=pachikun,
$bio

Pachio Kun - Juuban Shoubu (c) 1992 Coconuts Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58684&o=2

$end


$gameboy=pachikgg,
$bio

Pachio-kun - Game Gallery [Model DMG-AP4J-JPN] (c) 1996 Coconuts Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66658&o=2

$end


$pcecd=pachikun,
$bio

Pachio-kun - Maboroshi no Densetsu (c) 1991 Coconuts Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58308&o=2

$end


$gameboy=pachikpz,
$bio

Pachio-kun - Puzzle Castle [Model DMG-CKJ] (c) 1994 Coconuts Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66659&o=2

$end


$pcecd=pachikn2,
$bio

Pachio-kun - Warau Uchuu (c) 1992 Coconuts Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58309&o=2

$end


$nes=pachikn2,
$bio

Pachio-kun 2 (c) 1989 Coconuts Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54490&o=2

$end


$gameboy=pachikn2,
$bio

Pachio-kun 2 [Model DMG-P4J] (c) 1994 Coconuts Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66660&o=2

$end


$nes=pachikn3,
$bio

Pachio-kun 3 (c) 1990 Coconuts Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54491&o=2

$end


$gameboy=pachikn3,
$bio

Pachio-kun 3 [Model DMG-AP3J-JPN] (c) 1995 Coconuts Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66661&o=2

$end


$nes=pachikn4,
$bio

Pachio-kun 4 (c) 1991 Coconuts Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54492&o=2

$end


$nes=pachikn5,
$bio

Pachio-kun 5 - Pachio-kun Jr. (c) 1993 Coconuts Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54493&o=2

$end


$pcecd=pachikn3,
$bio

Pachio-kun III - Pachisuro Pachinko (c) 1994 Coconuts Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58310&o=2

$end


$snes=pachikn2,
$bio

Pachio-kun Special 2 [Model SHVC-OC] (c) 1994 Coconuts Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61930&o=2

$end


$snes=pachikn3,
$bio

Pachio-kun Special 3 [Model SHVC-AP3J-JPN] (c) 1995 Coconuts Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61931&o=2

$end


$snes=pachikun,
$bio

Pachio-kun Special [Model SHVC-PA] (c) 1992 Coconuts Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61929&o=2

$end


$gameboy=pachikun,
$bio

Pachio-kun [Model DMG-K7J] (c) 1993 Coconuts Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66657&o=2

$end


$gbcolor=pachislt,
$bio

Pachipachi Pachi-Slot - New Pulsar Hen [Model DMG-ANPJ-JPN] (c) 1999 Starfish, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68493&o=2

$end


$pc98=pachihs,
$bio

Pachislo Hishouden Same (c) 1994 ISC.

- TRIVIA -

Released on November 02, 1994 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48493&o=2

$end


$x68k_flop=pachisur51,pachisur,
$bio

Pachislot Divels XX (c) 1995 Kometa Kimiaki

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88497&o=2

$end


$saturn,sat_cart=pachiuni,
$bio

Pachislot Kanzen Kouryuku '97 - Universal Collection (c) 1997 Nsyscom.

- TECHNICAL -

[Model T-3650G]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49061&o=2

$end


$pc8801_flop=pachislo,
$bio

Pachislot Party (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92598&o=2

$end


$cpc_cass=pacific,
$bio

Pacific (c) 1986 Ere Informatique [Paris, France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98603&o=2

$end


$svision=pacificb,
$bio

Pacific Battle (c) 1992 Bon Treasure

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95464&o=2

$end


$amigaocs_flop=pacislnd,
$bio

Pacific Islands [Combat Classics 2] (c) 1992 Empire Interactive Europe, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74701&o=2

$end


$cpc_cass=pacifics,
$bio

Pacific [Model WG-004T] (c) 1986 War Games [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98602&o=2

$end


$ibm5150,ibm5150_cass=packpc,
$bio

Pack PC Opera Soft (c) 198? Opera Soft [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83678&o=2

$end


$info=pbb,packbang,
$bio

Pack'n Bang Bang (c) 1994 Kaneko Company, Limited.

- TRIVIA -

This prototype was never released to the public. The game actually has a flyer, and (strangely for a prototype) an operators manual, suggesting this was quite late into production.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96398&o=2

$end


$pc98=packfgt2,
$bio

Packet Fighter 2 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90310&o=2

$end


$snes=packymar,
$bio

Packy & Marlon (c) 1995 Raya Systems

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63389&o=2

$end


$pc8801_cass=pacman,
$bio

Pacman (c) 1983 Dempa Shinbunsha [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91255&o=2

$end


$astrocde=pacmaze,
$bio

Pacmaze (c) 198? Carson Software [Dave Carson]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86821&o=2

$end


$info=pacominv,
$bio

Pacom Invader (c) 1979 Pacom Corp.

Space Invaders's clone.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=45440&o=2

$end


$fm77av=pacris,
$bio

Pacris (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93856&o=2

$end


$info=pacuman,pacmansp,
$bio

Pacu-Man (c) 198? R. Franco [Recreativos Franco].

Produced by Recreativos Franco for the Spanish market under license from Namco. For more information about the game, please see the original Namco entry.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=45773&o=2

$end


$saturn,sat_cart=padnifty,
$bio

Pad Nifty (c) 1997 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59495&o=2

$end


$saturn,sat_cart=padhabi,
$bio

Pad Nifty 1.1 & Habitat II (c) 1997 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59496&o=2

$end


$pico=padding,
$bio

Paddington no Sekai Ryokou [Model HPC-6029] (c) 1996 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75746&o=2

$end


$info=paddle2,
$bio

Paddle 2 (c) 1988.

Bootleg/hack of Taito's "Arkanoid".

- TECHNICAL -

Main CPU : Zilog Z80 (@ 6 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.5 Mhz)

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 512

Players : 2
Control : dial
Buttons : 1

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1920&o=2

$end


$megadriv=paddle,
$bio

Paddle Fighter (c) 1991 Sega Enterprises, Limited.

- TRIVIA -

Released in 1991 in Japan for the Sega Meganet online service.

- PORTS -

* Consoles : 
Sega Mega-CD [JP] (March 18, 1994) "Game no Kanzume Vol. 1 [Model G-6032]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93493&o=2

$end


$a800=paddlec,
$bio

Paddle Jitter Test (c) 1982 Atari, Inc. [Sunnyvale, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86648&o=2

$end


$info=paddlema,
$bio

Paddle Mania (c) 1988 SNK.

- TECHNICAL -

Game ID : Alpha-68K96I 'PM'

Main CPU : Motorola 68000 (@ 6 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : YM3812 (@ 4 Mhz)

Players : 4
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in January 1988.

- STAFF -

Produced by : Yanbal, Tama
Sub Programmer : Sho Chan
Character designers : Tsuka Chan, Hamachi, Hidetoshi
Sound producers : Oh! Chan, Kenny
Mechanic team : Nishide, Ebara
Colaboration : Design Division

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1921&o=2

$end


$ti99_cart=paddlebl,
$bio

Paddleball (c) 1983 Texas Instruments

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84667&o=2

$end


$info=samsho4k,
$bio

Pae Wang Jeon Seol - Legend of Warrior (c) 1996 SNK [Shin Nihon Kikaku].

Korean censored version of "Samurai Shodown IV - Amakusa's Revenge".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32260&o=2

$end


$c64_cart,c64_flop=pagefoxa,pagefoxfi,pagefox,
$bio

Pagefox (c) 1987 Scanntronik

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53659&o=2

$end


$mc10=pagelist,
$bio

Pagelist (c) 1986 Pollock [Graham Pollock]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87682&o=2

$end


$x68k_flop=paikouka,
$bio

Pai Koukan Kyou Kou Kan Nakoruru Hen (c) 1994 Nihon Sennou Club

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88498&o=2

$end


$pc8801_flop=paipanic,
$bio

Pai Panic (c) 1984 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92599&o=2

$end


$msx1_cart=paipanic,
$bio

Pai Panic [Model 00180] (c) 1983 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77334&o=2

$end


$info=pntnpuzl,
$bio

Paint & Puzzle (c) 199? Unknown.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 12 Mhz)

Screen orientation : Vertical
Video resolution : 240 x 400 pixels
Screen refresh : 60.00 Hz
Palette colors : 256

Players : 1
Control : lightgun
Buttons : 1

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3573&o=2

$end


$ti99_cart=ptprgp,
$bio

Paint 'N' Print A (c) 1985 Navarone

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84668&o=2

$end


$ti99_cart=ptpribm,
$bio

Paint 'N' Print C (c) 1985 Navarone

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84669&o=2

$end


$c64_cart,c64_flop=paintbrs,
$bio

Paint Brush (c) 1983 HesWare

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53660&o=2

$end


$info=paintrlr,
$bio

Paint Roller (c) 1982.

- TRIVIA -

This game is a bootleg of "Crush Roller". For more information about the game, please see the "Crush Roller" entry.

Careful when going through the 'bridges' in this version as the fish are able to reach up from above or below to kill your character.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1922&o=2

$end


$cdi=paintsc,
$bio

Paint School I (c) 1991 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53024&o=2

$end


$cdi=paintsc2,
$bio

Paint School II (c) 1991 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53025&o=2

$end


$info=m5paint,
$bio

Paint the Town Red (c) 199? Red Gaming, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41607&o=2

$end


$bbca_cass,bbcb_cass=paintbox,
$bio

Paintbox (c) 19?? Beebug

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52190&o=2

$end


$info=paintlad,
$bio

Painted Lady (c) 1992 Gaelco.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound CPU : Zilog Z80 (@ 3.75 Mhz)
Sound Chips : YM3812 (@ 3 Mhz), OKI MSM5205 (@ 384 Khz)

Screen orientation : Horizontal
Video resolution : 376 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 2048

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

This game is also known as "Splash!".

Painted Lady was developed by a freelance group called OMK from Barcelona. OMK itself were three members : a programmer and two graphic artists. The music and sound was always made at Gaelco. Nowadays, OMK has disappeared, but one of the graphic artists is still working at Gaelco. Painted Lady was a big success.

- SERIES -

1. Painted Lady (1992)
2. Glass (1993)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3605&o=2

$end


$bbca_cass,bbcb_cass=painter,
$bio

Painter (c) 1983 A&F Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52191&o=2

$end


$gbcolor=painter,
$bio

Painter (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68494&o=2

$end


$pc98=painter,
$bio

Painter (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90311&o=2

$end


$gameboy=painter,
$bio

Painter Momopie [Model DMG-PEJ] (c) 1990 Sigma Enterprises, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66662&o=2

$end


$bbca_cass,bbcb_cass=painting,
$bio

Painting (c) 19?? BBC Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52192&o=2

$end


$pc98=paipaioj,
$bio

Paipai Ojanko (c) 1995 Ice [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90312&o=2

$end


$info=pairmtch,
$bio

Pair Match (c) 1984 Bandai Co., Ltd.

- TECHNICAL -

Model 0200027

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96864&o=2

$end


$info=pairsnb,
$bio

Pairs (c) 1989 Nichibutsu.

Pairs is an adult memory card game featuring five girls.  

The player starts with eight hearts. Every time the player does not find a match he loses a heart. The game is over once a player loses all of his hearts. Upon continuing the player will start the current level over. Some cards on the field are not paired. When an unpaired card is revealed the player may continue to search for a matching card. Once the player matches the Cute Girl cards the stage is completed.

Once a stage is cleared, the player is shown the girl in a specific pose. The player is then given the option to buy an item to use on the girl within that pose.  Each girl has two poses and each pose has two items that may be bought for a total of twenty different erotic scenes.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 5 Mhz)
Sound Chips : YM3812 (@ 2.5 Mhz), DAC

Players : 2
Control : 4-way joystick
Buttons : 2

- TRIVIA -

Pairs was released in August 1989 in Japan.

- TIPS AND TRICKS -

Aside from the four pairs of suited cards (hearts, diamonds, spades, and clubs) there are five special cards that have the following effects:
Gold - gives the player the specified amount of gold to buy an item to use in one scene
The Explosion - shuffles all cards that are not currently face-up
The Crystal Ball - reveals the location of one of the Beautiful Girl cards
The Cute Girl - find the pair to clear the stage
The Energy Drink - find the pair to get an extra heart
The Ugly Girl - when revealed the player loses a heart, but if the pair is found, the player is given three hearts

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3563&o=2

$end


$odyssey2,g7400=3prspclg,
$bio

Pairs + Space Rendezvous + Logic (c) 1978 Philips Corp.

- TECHNICAL -

Game ID: 2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95651&o=2

$end


$info=pairs,pairsa,pairsred,
$bio

Pairs - Featuring The Giffy Girls (c) 1994 Strata Group, Incorporated.

This is the classic memory game played with a deck of cards laid out in a 6x10 grid. You begin by selecting a card, it turns over, and then you try to select another card that matches. If both of your cards match, then they are both taken away (and a bit of the picture is revealed underneath them). If they don't match, then they are flipped back over and you must try again. The number of chances you have is kept track of with hearts at the top of the screen, you get an extra heart each time you guess correctly, and you lose a heart each time you guess incorrectly. Matching pairs also adds time to the timer. If you lose all of your hearts or the timer runs out then it is game over.

At the start of each stage (and upon every continue) a few cards are set face-up for your advantage. Also, each stage features two joker cards (represented by the current girl's head-shot). When a joker card is selected, the next card selected removes all remaining cards with the same value.

During game-play, the background image is shown in gray-scale and any nipples or pubic hair shown in the image is covered over with a band-aid sprite.  Once the stage is completed, these bandages disappear and the image is shown in full-color.  Once all of a girl's stages are completed, the player is shown all of the backgrounds for that girl.

The game has 8 different women to choose from, and there are four stages for each woman (the pictures get naughtier at each stage). Once all 32 of those stages are completed, you get to play several bonus stages that have pictures of several women together. This is a really fun game, despite its obvious adult trappings.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 12 Mhz), M6809 (@ 2 Mhz)
Sound Chips : ES5506 (@ 16 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 1

- TRIVIA -

Developed by Incredible Technologies, Inc.

This game was released in September 1994 as a conversion kit, and can be found in a wide variety of different arcade cabinets. It will most often be found in bartop or converted cocktail units, due to the fact that this game was designed for bars, and bars prefer those form factors.

- UPDATES -

Revision 1 :
* Software version : 09-07-1994

Revision 2 :
* Software version : V1.2 09-30-1994

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1924&o=2

$end


$info=pairlove,
$bio

Pairs Love (c) 1991 Athena.

Pairs Love is puzzle game where the objective is to clear the board of all of the cards which reveals the girl in the background. Cards can only be removed if they are in a clear, strait line from each other and are of matching suit or value. Clearing cards from the board adds time to the timer. If necessary, the player may 'reverse' and return a pair to the board with a timer penalty.

If no cards can legally be removed from the board, or if the timer runs out then it is game over.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 8 Mhz)
Sound Chips : X1-010 (@ 16 Mhz)

Screen orientation : Vertical
Video resolution : 240 x 384 pixels
Screen refresh : 60.00 Hz
Palette Colors : 2048

Players : 2
Control : 8-way joystick
Buttons : 2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1925&o=2

$end


$msx1_cart=pairs,pairsa,
$bio

Pairs [Model 00120] (c) 1983 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77335&o=2

$end


$msx1_cass=paisamer,
$bio

Paises de America (c) 1984 Sony Spain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94896&o=2

$end


$msx1_cass=paisasia,
$bio

Paises de Asia (c) 1984 Sony Spain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94897&o=2

$end


$info=toride2j,toride2gg,toride2gk,
$bio

Paitoride II (c) 1994 Metro Corp.

- TRIVIA -

Released in November 1993 in Japan. It was the 5th arcade video game made by Metro.

- SERIES -

1. Last Fortress - Paitoride (1994)
2. Paitoride II (1994)
3. Paitoride II - Adauchi Gaiden (1994)
4. Daitoride (1996)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63499&o=2

$end


$info=toride2g,
$bio

Paitoride II - Adauchi Gaiden (c) 1994 Metro.

Solitaire mahjong game.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound CPU : uPD7810 (@ 12 Mhz)
Sound Chips : OKI6295 (@ 9.375 Khz), YM2413 (@ 3.579545 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 1

- TRIVIA -

Paitoride II Adauchi Gaiden was released in March 1994 in Japan.

The title of this game translates from Japanese as 'Revenge Side Story - Tile Fortress II'.

- SERIES -

1. Last Fortress - Paitoride (1994)
2. Paitoride II (1994)
3. Paitoride II - Adauchi Gaiden (1994)
4. Daitoride (1996)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1926&o=2

$end


$info=pajaroes,
$bio

Pajaro del Espacio (c) 1980 PSV S.A.

Spanish bootleg of UniWar S.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72507&o=2

$end


$pc8801_flop=pakapaka,
$bio

Pakapaka Shoboken (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92600&o=2

$end


$pc8801_flop=pakapak1,
$bio

Pakapaka Shoboken D (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92601&o=2

$end


$pc8801_flop=pakapak2,
$bio

Pakapaka Shoboken DP (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92602&o=2

$end


$pico=paketto2,
$bio

Paketto 2 - Yukai na Nakama to Game de Kazu Asobi (c) 199? Sega Enterprises, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88790&o=2

$end


$pc8801_flop=pakkunen,
$bio

Pakkun Engel (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92603&o=2

$end


$pc98=pal,
$bio

Pal - Wonder Trip! Chizuru (c) 1990 Birdy Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90313&o=2

$end


$pc8801_flop=palteiki,
$bio

PAL Teiki Test Taisashu Horizon Shu Chu2Ge (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92575&o=2

$end


$bbca_cass,bbcb_cass=palmagic,
$bio

Palace of Magic (c) 1987 Superior Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52193&o=2

$end


$amigaocs_flop=paladin,
$bio

Paladin (c) 1988 Artronic

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74702&o=2

$end


$amigaocs_flop=paladin2,
$bio

Paladin 2 (c) 1992 Impressions

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74703&o=2

$end


$cpc_cass=paladin,
$bio

Paladin [Model 8911] (c) 1987 Blue Ribbon Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98606&o=2

$end


$snes=paladin,
$bio

Paladin's Quest (c) 1993 Enix Corporation.

- TECHNICAL -

Cartridge ID: SNS-LN-USA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63390&o=2

$end


$info=palamed,
$bio

Palamedes (c) 1990 Taito.

- TECHNICAL -

Taito L System hardware
Board Number : K1100610A
Prom Stickers : C63

Main CPU : Zilog Z80 (@ 6 Mhz)
Sound Chips : YM2203 (@ 3 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in October 1990.

In the Tournament Mode, the green-beret soldier from "Operation Wolf" and the green dinosaur from "Bubble Bobble" can be seen.

- SERIES -

1. Palamedes (1990)
2. Palamedes 2 (1991, Nintendo Famicom)

- PORTS -

* Consoles :
Nintendo Famicom (1990)
Nintendo Game Boy (1990)

* Computers :
MSX2 (1990)
FM Towns PC (1991)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1927&o=2

$end


$nes=palamedsj,
$bio

Palamedes (c) 1990 Hot-B

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54494&o=2

$end


$nes=palameds,
$bio

Palamedes (c) 1990 Hot-B

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55423&o=2

$end


$msx2_flop=palameds,palamedsb,palamedsa,
$bio

Palamedes (c) 1990 Hot-B [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101908&o=2

$end


$nes=palamed2,
$bio

Palamedes 2 - Star Twinkles (c) 1991 Hot-B

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54495&o=2

$end


$gameboy=palameds,
$bio

Palamedes [Model DMG-PX-NOE] (c) 1990 Takara Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66663&o=2

$end


$gameboy=palamedsj,
$bio

Palamedes [Model DMG-PXA] (c) 1990 Hot-B [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66665&o=2

$end


$cpc_cass=palitrons,
$bio

Palitron (c) 1987 Erbe Soft. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98607&o=2

$end


$cpc_cass=palitron,
$bio

Palitron [Model EDG12AM] (c) 1986 Edge, The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98608&o=2

$end


$pc8801_flop=pallmith,
$bio

Pallmith (c) 1991 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92604&o=2

$end


$msx2_flop=pallmith,
$bio

Pallmith (c) 1991 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101909&o=2

$end


$info=j5palm,j5palma,
$bio

Palm Springs (c) 199? JPM International.

- TECHNICAL -

System 5

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41044&o=2

$end


$psx=palmtown,
$bio

Palm Town [Model SLPS-01820] (c) 1999 MYCOM

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85524&o=2

$end


$msx2_flop=pan2neil,
$bio

Pan to Neil (c) 2001 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101910&o=2

$end


$msx2_flop=fsa1f,
$bio

Panasonic FS-A1F (c) 1987 Panasonic

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101911&o=2

$end


$msx2_flop=fsa1fm,
$bio

Panasonic FS-A1FM (c) 1987 Panasonic

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101912&o=2

$end


$c64_cart,c64_flop=pancho,
$bio

Pancho (c) 1984 Romox

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53661&o=2

$end


$a2600=panda,
$bio

Panda (c) 19?? Suntek

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50772&o=2

$end


$nes=pandadv,
$bio

Panda Adventure (c) 19?? Ababsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84078&o=2

$end


$a2600=pandachs,pandachs1,
$bio

Panda Chase (c) 1983 HomeVision

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50773&o=2

$end


$cpc_cass=pandaspr,
$bio

Panda Sprites (c) 1986 Interceptor Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98609&o=2

$end


$info=ptrain,
$bio

Panda Train (c) 1999 Subsino.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=12249&o=2

$end


$nes=pandawrl,
$bio

Panda World (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84079&o=2

$end


$nes=pandamar,
$bio

Pandamar (c) 19?? Unknown.

A pirate hack of "Super Mario Bros." featuring a Panda sprite as main character.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65179&o=2

$end


$bbca_cass,bbcb_cass=pandemon,
$bio

Pandemonium (c) 1990 Superior Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52194&o=2

$end


$bbca_cass,bbcb_cass=pandemonpias,
$bio

Pandemonium [Play It Again Sam] (c) 1990 Superior Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52195&o=2

$end


$saturn,sat_cart=pandemon,
$bio

Pandemonium! (c) 1996 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60375&o=2

$end


$saturn,sat_cart=pandemonu,
$bio

Pandemonium! [Model T-7604H] (c) 1997 Crystal Dynamics

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60112&o=2

$end


$amigaocs_flop=pandora,
$bio

Pandora (c) 1988 Firebird

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74704&o=2

$end


$pc98=pandora,
$bio

Pandora Box (c) 1991 Pandora Box [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90323&o=2

$end


$info=pandoras,
$bio

Pandora's Palace (c) 1984 Konami.

Taking on the role of a Roman emperor, replete with white robe and olive leaf head ornament, the player must make his or her way from the top left of the screen to the bottom right, via careful navigation of a variety of poles and moving platforms. Enemies can push the player character into fires or over the edge of platforms if they are not carefully avoided.

- TECHNICAL -

Main CPU : (2x) M6809 (@ 3.072 Mhz)
Sound CPU : Zilog Z80 (@ 1.78975 Mhz), I8039 (@ 477.266 Khz)
Sound Chips : General Instrument AY8910 (@ 1.78975 Mhz), DAC

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 32

Players : 2
Control : 4-way joystick
Buttons : 1

- TRIVIA -

Pandora's Palace was released in February 1984.

- STAFF -

Developed in cooperation with Interlogic, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1928&o=2

$end


$info=akamaru,
$bio

Panel & Variety Akamaru Q Joushou Dont-R (c) 1996 Nakanihon Wreath Company, Limited.

- TECHNICAL -

[Model NS501]

- TRIVIA -

Akamaru Q Joushou Dont-R was released in June 1996 in Japan.

Developed by Dynax, Inc. and licensed to Nakanihon.

- STAFF -

Staff : IWA, BEN, CHI.BAT, MIDOKORA, Mitty-Ryu, JOE, Mr.oz, Jerry

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=19453&o=2

$end


$gameboy=panelact,
$bio

Panel Action Bingo [Model DMG-YB-USA] (c) 1993 FCI

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66666&o=2

$end


$snes=bspanepn,bspanepna,
$bio

Panel de Pon - Event '98 (c) 199? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61933&o=2

$end


$snes=panepon,
$bio

?????? (c) 1995 Nintendo Company, Limited.
(Panel de Pon)

Panel de Pon is a puzzle game by Nintendo inspired by Alexey Pajitnov's classic Tetris (with perhaps a pinch of Puyo Puyo thrown in). The land of the fairies is in grave peril - the evil Sanatos (aka Thanatos) placed a curse on the country and used his dark magic powers to turn all the nice fairies into evils spirits. The cute fairy Lip - the young protagonist of the game and only one seemingly unaffected by the evil spell - must engage all her fairy friends in duels and rescue them from the evil grips of Thanatos... and discover, once and for all, the truth behind these mysterious events. Like any other game in its genre, the task at hand is to clean each playfield from colored tiles seemingly arranged in random order. To do so, the player moves a two-tiles long cursor around the screen and can swap any pair of tiles located right under it. As expected, three or more identical tiles disappear when vertically or horizontally aligned, and tiles obey the laws of gravity and fall through newly formed gaps. Additionally, special combos and chain reactions can be triggered and award the player with bonus points. These combos can also generate large tiles (called Garbage blocks and often as wide as the playfield!) over the opponent's side. Several playing modes are of course available : solo, two players, versus, puzzle, time attack and so forth.

- TECHNICAL -

Game ID: SHVC-AYLJ-JPN

- TRIVIA -

Panel de Pon was released on October 27, 1995 in Japan for 5800 Yen.

Interestingly, Panel de Pon was released in the rest of the world as Tetris Attack, and the cute fairies were replaced by characters from Yoshi's Island. Export releases:
[US] "Tetris Attack [Model SNS-AYLE-USA]"
[US] "Tetris Attack [Model SNS-AYLE-USA-1]"
[EU] "Tetris Attack [Model SNSP-AYLP-EUR]"

- STAFF -

CREATIVE STAFF

PROGRAM CREATORS
Main Program: Shinya Yamamoto
CP Program, System Program: Toshihiro Nishii
Opening Program, Select Program: Taku Sugioka
Program Adviser: Toshiyuki Nakamura

DESIGN CREATORS
Design Director, Character Design, Graphic Design: Makiko Tsujino
Graphic Design: Yumiko Morisada
Assistant Graphic Design: Adusa Iwamoto, Go Matsuda
Graphic Design: Toshitaka Muramatsu

SOUND CREATORS
Music Compose, Sound Program, Sound Effects: Masaya Kuzume
Sound System Program: Kenichi Nishimaki
Voice Sample: Miki Uraki, Makiko Tsujino, Yumiko Morisada, Adusa Iwamoto, Naoko Kugo, Masaya Kuzume

SPECIAL THANKS TO: Masafumi Sakashita, Fujiko Nomura, Masahiro Nakamori, Kenji Nakajima, Hironobu Suzuki, Naotaka Ohnishi, Mitsuru Matsumoto, Yoshikazu Wori, Hiroya Kuriyama, Osamu Yamauchi, Isamu(s) Kubota, Kousei Kazetou, Kenji Yamada, Hiroki Nishizawa, Kenji Yamafuji, Ryouta Kawade, Hideyuki Monno

Assistant: Ryuji Kuwaki
Director: Masao Yamamoto, Hitoshi Yamagami, Toshitaka Muramatsu
Producer: Gumpei Yokoi
Produced by: Team Battle Clash

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61932&o=2

$end


$gameboy=panelnin,
$bio

Panel no Ninja Kesamaru [Model DMG-KBJ] (c) 1992 Epoch Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66667&o=2

$end


$msx1_cass=panelpan,panelpana,
$bio

Panel Panic (c) 1986 Eaglesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94898&o=2

$end


$pc8801_flop=panelpie,
$bio

Panel Piece Panic (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92605&o=2

$end


$saturn,sat_cart=paneltia,
$bio

Paneltia Story - Karen no Daibouken (c) 1997 Shoeisha Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59497&o=2

$end


$info=pang,pangb,pangbold,pangba,pangb2,
$bio

Pang (c) 1989 Mitchell Corp.

One or two players control safari-suited characters armed with harpoon guns, who must destroy the numerous different-sized balloons that litter each stage. When hit by a harpoon, the balloons break down into smaller fragments, in a similar fashion to Atari's 1979 classic, "Asteroids".

Players can only fire the harpoon guns virtually upwards, but can move left and right, as well as climbing the ladders that appear on many of the levels. Each of the game's fifty levels is played against a backdrop of one of seventeen famous world landmarks. All balloons must be destroyed before players can advance to the next screen.

The game's levels each contain a different layout of blocks. While most of these are permanent fixtures, some disappear when shot, while others reveal hidden bonuses. Food item bonuses occasionally appear that can be collected for bonus points.

Player start each stage armed with only a single-shot harpoon, but some balloons, when popped, release special weapons that drop down to the bottom of the screen. Players then have a few seconds to collect the power-up before it disappears. Available power-ups are:
* A twin harpoon that allows two shots at once.
* A grappling hook that will stay attached to the ceiling or block for a short period of time.
* A rapid-fire gun. 

Other non-weapon bonuses include:
* A force field.
* An hour-glass that slows the balloons' movement.
* A clock that freezes the balloons for a short time.
* An extra life.
* Dynamite, that will pop all remaining balloons down to their smallest size.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 8 Mhz)
Sound Chips : OKI6295 (@ 7.5 Khz), YM2413 (@ 4 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Pang was released in December 1989.

This game is known in Japan as "Pomping World" and in North America as "Buster Bros.".

A bootleg version was released in 1990.

Pang was an updated version of a game Hudson Soft originally released in 1983 in Japan and UK for the Sinclair ZX-Spectrum. The game was called 'Canon Ball' in Japan and Sinclair Research limited released 'Canon Ball' in the UK as 'Bubble Buster', under license from Hudson Soft.

- TIPS AND TRICKS -

Balloons are popped even when they run into the side of the harpoon and trailing chain. A good strategy for destroying low bouncing balloons is to shoot a harpoon near the balloon and move away from the balloon as you wait for it to run into the trailing chain.

- SERIES -

1. Pang (1989)
2. Super Pang (1990)
3. Pang! 3 [B-Board 94916-10] (1995)
4. Mighty! Pang [Green Board] (2000)
5. Pang - Magical Michael (2010, Nintendo DS)

- STAFF -

Planner : NDA
Programmers : Hospitel Masa, Mamichan Otona
Music composer : Tamayo Kawamoto
Character designers : Hiramattyo, Oyuu
Direction : Yoshiki Okamoto (Kihaji Okamoto)

- PORTS -

* Consoles : 
Amstrad GX4000 [EU] (1990) 
Sony PlayStation [EU] (June 1998) "Super Pang Collection [Model SLES-00043]" 

* Handhelds : 
Nintendo Game Boy [EU] (1993) "Pang [Model DMG-AG-NOE]"  
Sony PSP [AU] (July 11, 2007) "Capcom Puzzle World" 
Sony PSP [EU] (July 13, 2007) "Capcom Puzzle World [Model ULES-00647]" 

* Computers : 
Commodore Amiga [EU] (1989) 
Amstrad CPC [EU] (1990) 
Atari ST [EU] (1990) 
Commodore C64 [EU] (1991) 
Sinclair ZX Spectrum [EU] (1991) 

* Others : 
Mobile phone [Nokia 7650] (2003)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1929&o=2

$end


$amigaocs_flop=pang,
$bio

Pang (c) 1990 Ocean Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74705&o=2

$end


$c64_cart,c64_flop=pang,
$bio

Pang (c) 1991 Ocean

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53662&o=2

$end


$info=pangpang,
$bio

Pang Pang (c) 1994 Dong Gue La Mi.

A "Tumble Pop" style game. With every stage boss you defeat, you are rewarded with a picture of a nude woman.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 14 Mhz)
Sound Chips : OKI6295 (@ 6.06 Khz)

Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 58.00 Hz
Palette colors : 1024

Players : 2
Control : 8-way Joystick
Buttons : 2

- TRIVIA -

'Pang' is Korean onomatopoeia for the sound heard when something pops.

One of the songs heard on this game is 'We Wish You a Merry Christmas'.

At the finish and start of each stage, you will hear 'Bari Bari' and 'Mansae!' (translated from Korean as 'fast fast' and 'Hurray!').

Game's enemies are from traditional Korean Fables. 

The First stage boss body was written by 'Sintoburi' (translated from Korean as 'Buy Korean Movement')

- STAFF -

Staff : Shin Young Su, Her Il Gyu, Kim Gwang Ho

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5271&o=2

$end


$info=ppcar,
$bio

Pang Pang Car (c) 1999 Icarus.

A colourful overhead driving game in which the player must drive around a number of scrolling stages - each depicting a town or city - collecting the many tokens that litter each level. A radar shows the location of both the tokens, and of the enemy vehicles that also roam the levels, tracking down and trying to destroy the player's car. The successful completion of a stage rewards the player with a digitised photograph of a naked or semi-naked woman, with more of the picture revealed as each level is cleared of tokens.

Players can chose to race in any one of four different vehicles and each car comes equipped with a variety of weaponry that can be used to both destroy the enemy cars, and to gain access to other parts of certain levels. Additional weapons are hidden throughout the stages.

The game plays similarly to Namco's "Rally-X"; although in gameplay terms, Pang Pang Car is somewhat inferior to the 1980 classic.

- TECHNICAL -

Main CPU : ARM7 (@ 54 Mhz)

Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 256

Players : 1
Control : 8-way Joystick
Buttons : 2

- STAFF -

Director : Seong Won-Jo
Producer : Seong Won-Jo, Jin Nam-Noh
Art Director : Jin Nam-Noh
Main Program : Jae Hyung-Seo
Sub Program : Eak Kyo-Jeong
Illustration : Jin Nam-Noh
Graphic Design : Jun Yong-Hong, Hyung Soo-Kim, Dong Ho-Sim
Sound : Dream Music
Game Design : Icarus Entertainment

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4712&o=2

$end


$info=pangpoms,pangpomsm,
$bio

Pang Pom's (c) 1992 Metro.

A colourful static-screen platform game in which players must burst all of the balloons on the screen to advance to the next stage. A number of balloons reveal prizes and bonus points.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound CPU : uPD7810 (@ 12 Mhz)
Sound Chips : OKI6295 (@ 9.375 Khz), YM2413 (@ 3.579545 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Pang Pom's was released in June 1992 in Japan. It was the first arcade video game made by Metro.

Also licensed to Mitchell.

- STAFF -

Producer : M. Ichimura
Director : Mr. Machida
Game designer : Yos.S
Programmer : Mr. Tanida
Visual designers : Ponta, Suzuki, Asaku, Kayoko
Manual editor : Tawa
Sound data sequencer : K. Takeuchi

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1930&o=2

$end


$gameboy=pang,
$bio

Pang (c) 1993 Hudson Soft

- TECHNICAL -

Game ID: DMG-AG-NOE

- TRIVIA -

This game is known in North America as "Buster Bros. [Model DMG-AG-USA]".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66668&o=2

$end


$info=pang3j,
$bio

Pang! 3 - Kaitou Tachi no Karei na Gogo (c) 1995 Mitchell.

The second sequel to the superb 1989 original, Pang! 3 retains the same gameplay of its predecessors but adds vastly improved graphics and a choice of three difficulty levels; Beginner, Normal and Panic. On both the 'Normal' and 'Panic' skill levels, players can choose from 4 different playable characters; each possessing different strengths and weaknesses, such as a double harpoon or quick shots. On the beginner level, players can only use the Mexican character.

Another notable difference is in the game's use of backdrops : instead of the world landmarks of the first two games, Pang! 3 features classical works of art in the form of paintings and sculptures.

- TECHNICAL -

Runs on the "CP System" hardware.
B-Board #: 94916-10

Players: Up to 2
Control per player: 8-way joystick
Buttons per player: 3

- TRIVIA -

Pang! 3 was released in May 1995 in the Japanese arcades. It was known there as the 31th video game made for this system.

The subtitle of this game translates from Japanese as 'The Magnificent Afternoon of the Mysterious Thieves'.

Known export releases : 
[EU] "Pang! 3 [B-Board 94916-10]" 
[US] "Buster Buddies [B-Board 94916-10]"

Here is a detailed list of famous paintings appearing in this order :
'La Bohémienne Endormie' by Henri Julien Rousseau, 1897.
'The Scream' by Edvard Munch, 1893.
'Thirty-Six Views of Mt. Fuji' by Katsushika Hokusai, 19th century.
'Still Life : Vase with twelve sunflowers' by Vincent Van Gogh, 1888.
'Les Glaneuses' by Jean Francois Millet, 1857.
'Moulin Rouge - La Goulue' by Henri de Toulouse-Lautrec, 1891.
'Le Dejeuner des Canotiers' by Pierre August Renoir, 1881.
'Portrait of Leopold Zborowski' by Amedeo Modigliani, 1916.
'La Nascita di Venere' by Sandro Filipepi aka 'Botticelli', 1485.
'La Grande Odalisque' by Jean-Auguste-Dominique Ingres, 1814.
'Mona Lisa' by Leonardo da Vinci, 1506.
'Actor Otani Oniji II as Yakko Edohei' by Toshusai Sharaku, 1794.

The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to '???'.

- TIPS AND TRICKS -

* Stage Select : select Normal mode while putting the joystick down.

* Expert Mode : select Normal mode with 1P and 2P SHOT buttons simultaneously.

* Win 500 points In Panic Mode : hold down the joystick and 500 points will be added to your score every few seconds.

- SERIES -

1. Pang (1989)
2. Super Pang (1990)
3. Pang! 3 - Kaitou Tachi no Karei na Gogo [CP-S No. 31] (1995)
4. Mighty! Pang (2000)

- STAFF -

Planners : Da., Futoshi Kuwahara, S. Obata (Manhattan)
Programmers : Cat, Yoshinobu Inada (Ine), T. Misawa
Character designers : Imo, Tom-Pang, S. Kitamura, Ban, Miyo.
Artists : Y.N, Akagi, Joe, A. Hamada
Music composer : Isao Abe (Oyaji)
Sound designers : Toshio Kajino, Hiroaki Kondo
Supervisor : Yoshiki Okamoto (Kihaji Okamoto)

- PORTS -

* Consoles :
Sony PlayStation [JP] (March 14, 1997) "Super Pang Collection [Model SLPS-00360]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1932&o=2

$end


$info=pang3,pang3n,pang3r1,
$bio

Pang! 3 (c) 1995 Mitchell.

Export release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Pang! 3 - Kaitou Tachi no Karei na Gogo [B-Board 94916-10]".

- TECHNICAL -

Capcom Play System hardware (CP-S)
B-Board #: 94916-10

- TRIVIA -

This game is known in North America as "Buster Buddies".

Sheila Van Buren holds the official record for this game with 2,256,411 points.

- SERIES -

1. Pang (1989)
2. Super Pang (1990)
3. Pang! 3 [B-Board 94916-10] (1995)
4. Mighty! Pang [Green Board] (2000)
5. Pang - Magical Michael (2010, Nintendo DS)

- PORTS -

* Consoles :
Sony PlayStation [EU] (June 1998) "Super Pang Collection [Model SLES-00043]" 

* Handhelds : 
Sony PSP [EU] (July 13, 2007) "Capcom Puzzle World [Model ULES-00647]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1931&o=2

$end


$pc8801_flop=panga,pangaa,
$bio

Panga (c) 1987 Soft Plan [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92606&o=2

$end


$info=pangofun,
$bio

Pango Fun (c) 1995 InfoCube.

- TECHNICAL -

Main CPU : I486

Palette colors : 256

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=10593&o=2

$end


$c64_cart,c64_flop=panicana,
$bio

Panic Analogue (c) 2012 RGCD

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53663&o=2

$end


$pcecd=panicbom,
$bio

Panic Bomber - Bomber Man (c) 1994 Hudson Soft [Hudson Group].

- TECHNICAL -

[Model HCD4069]

- TRIVIA -

Panic Bomber Bomber Man was released on December 22, 1994 in Japan.

- PORTS -

* Consoles :
Nintendo Virtual Boy (1995)
Nintendo Super Famicom (1995) "Super Bomberman - Panic Bomber W"
Sony PSP (2005)

* Computers :
PC9801 - Riverhill

* Others :
Arcade [SNK MVS] (January 1995) "Panic Bomber - Bomber Man [Model NGM-073]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49167&o=2

$end


$info=panicbom,
$bio

Panic Bomber - Bomber Man (c) 1995 Eighting.

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID: NGM-073

Players: 2
Control: 8-way joystick
Buttons: 1
=> [A] Change bombers formation

- TRIVIA -

Developed by Hudson Soft. The game was originally released on the PC-Engine CD as "Panic Bomber - Bomber Man [Model HCD4069]".

Panic Bomber Bomber Man for Arcades was released in January 1995 on the Neo-Geo MVS but was never released on the Neo-Geo AES home console.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1933&o=2

$end


$vboy=panicbom,
$bio

Panic Bomber (c) 1995 Nintendo Co., Ltd.

North American release. Game developed in Japan. See original "Tobidase! Panibon [Model VUE-VH2J-JPN]" for more information about the game itself.

- TECHNICAL -

Model VUE-VH2E-USA

- TRIVIA -

Released in December 1995 in USA.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82374&o=2

$end


$coco_cart=panic,
$bio

Panic Button (c) 1983 Tandy Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53453&o=2

$end


$saturn,sat_cart=paniccha,
$bio

Panic Chan (c) 1997 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59498&o=2

$end


$cpc_cass=panicdiz,
$bio

Panic Dizzy [Model 3444] (c) 1991 Codemasters Soft. Co., Ltd., The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98610&o=2

$end


$snes=panicnak,
$bio

Panic in Nakayoshi World [Model SHVC-ANAJ-JPN] (c) 1994 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61934&o=2

$end


$info=panicprk,panicprkj,
$bio

Panic Park (c) 1997 Namco.

It is a 3-D game, your character is seen back but it cannot jump. Choose among forty various training courses. The goal is to dodge obstacles and to collect objects. In fact, the innovation comes from the terminal itself, since the joysticks of the 2 players can slide on a single rail. From where battles between the players to move: one trying to push back the other. The training courses, on their side, are diversified, they from the race of obstacles to banknote will recover with the flight, while passing by the dodging of hammers rammers which are crushed against the ground.

- TECHNICAL -

System 23 hardware

Main Processors : R4650 (MIPS III class) 64-bit RISC @ 166 MHz
3D processors : Custom Texture Mapped Polygons Namco Hardware.
Sound CPU : H8/3002
Sound chip : Namco C352

Colors : 16.7 million
Players : 2
Control : Sliding joystick

- TRIVIA -

Panic Park was shown at the 1998 AOU Amusement Expo show (February 1998), in Japan. It was then released in May 1998 in Japan (even if the titlescreen says 1997).

English versions of the arcade machine contained an amusing example of Engrish. The safety warning on the side of the cabinet advises people not to play if they are 'reeking of alcohol'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3986&o=2

$end


$nes=panicrst,
$bio

Panic Restaurant (c) 1992 Taito Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55424&o=2

$end


$nes=panicrstu,
$bio

Panic Restaurant (c) 1992 Taito Corp.

North American release. Game developed in Japan. See "Wanpaku Kokkun no Gourmet World [Model DTF-WK]" for more information about the game itself.

- TECHNICAL -

Game ID: NES-PR-USA

- TRIVIA -

Released in October 1994 in USA.

The names of the game's main character and villain were changed when the game was localized for Western audiences. In the Japanese version, the hero is a chef named Kokkun. The main villain was named Hors d'Oeuvre; the name Ohdove was the result of an incorrect transliteration of a French word to Japanese and back into English.

In the U.S. the Clobber Pan replaced the chef's head as the default weapon. In the U.S. version the best weapon was the Wacky Pan, which didn't exist in the Japanese version.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55425&o=2

$end


$info=panicr,panicrg,
$bio

Panic Road (c) 1986 Taito.

- TECHNICAL -

Main CPU : V20, Zilog Z80
Sound Chips : Yamaha YM2151

Players : 2
Buttons : 4

- TRIVIA -

Panic Road was released in December 1986 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3971&o=2

$end


$info=panicstr,
$bio

Panic Street (c) 1999 Kaneko Company, Limited.

- TECHNICAL -

Kaneko Super Nova System hardware

Main CPU : SH-2 (@ 28.63 Mhz)
Sound Chips : Yamaha YMZ280B (@ 16.66 Mhz)

Players : 2
Control : 8-way Joystick
Buttons : 1

- TRIVIA -

Released in September 1999.

- STAFF -

Programmers : Mr. XX, Y-Nakanome, M-Hatake
Graphic designers : Ryo Kimura, Tanron, Eno-Hitomi, H-Ito, RDS-M
Sound : S. Maruyama
Cast : Yuki Kaida, Umi Tenjin, Kun Fuzuki, Shizuka Aoki, Hizuru Kurita, Yoshiaki Matsumoto, Rikiya Kinouchi

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1934&o=2

$end


$segacd=panic,
$bio

Panic! [Model T-13015] (c) 1994 Data East Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60780&o=2

$end


$info=panikuru,
$bio

Panicuru Panekuru (c) 2002 Namco.

- TECHNICAL -

Namco System 10 Hardware
Game ID : PPA

Main CPU : R3000A 32 bit RISC processor, Operating performance - 30 MIPS, Instruction Cache - 4KB
OSC : 53.693175MHz and 101.4912MHz
BUS : 132 MB/sec.
OS ROM : 512 Kilobytes
Additional Sound Chips : Playstation SPU, 24 Channels, 44.1KHz sample rate, PCM audio source, Digital effects include: Envelope, Looping, Digital Reverb, Load up to 512K of sampled waveforms, Supports MIDI Instruments.
Main RAM: 2 Megabytes
Video RAM: 2 Megabyte
Sound RAM : 512 Kilobytes
Graphical Processor : 360,000 polygons/sec, Sprite/BG drawing, Adjustable frame buffer, No line restriction, 4,000 8x8 pixel sprites with individual scaling and rotation, Simultaneous backgrounds (Parallax scrolling)
Sprite Effects : Rotation, Scaling up/down, Warping, Transparency, Fading, Priority, Vertical and horizontal line scroll 
Resolution : 256x224 - 740x480
Colours : 16.7 million colors, Unlimited CLUTs (Color Look-Up Tables)

- TRIVIA -

Released in March 2002.

This game supports internet ranking. The way to access is a password after game over.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3419&o=2

$end


$bbca_cass,bbcb_cass=panik,
$bio

Panik (c) 1987 Atlantis

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52196&o=2

$end


$msx1_cass=panique,
$bio

Panique (c) 1986 Eaglesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94899&o=2

$end


$pc8801_flop=panix,
$bio

Panix (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92607&o=2

$end


$pc98=panclub,
$bio

Panorama Club (c) 1993 Software House Parsley [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90324&o=2

$end


$megadriv=pcotton,
$bio

Panorama Cotton (c) 1994 Sunsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56747&o=2

$end


$pc8801_flop=panorama,panoramaa,
$bio

Panorama-to (c) 1983 Nihon Falcom [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92608&o=2

$end


$msx1_cart=panther,
$bio

Panther (c) 1986 Irem Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77337&o=2

$end


$info=panther,
$bio

Panther (c) 1980 Irem.

- TECHNICAL -

Model CP-PA

- TRIVIA -

Panther was released in November 1980.

- PORTS -

* Computers :
MSX [JP] (1986)
NEC PC-8001 [JP]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3349&o=2

$end


$info=panthera,
$bio

Panthera [Model 652] (c) 1980 Gottlieb.

- TECHNICAL -

Gottlieb System 80
Model Number : 652

Main CPU : MOS Technology M6502 (@ 850 KHz)
Sound CPU : MOS Technology M6502 (@ 894.886 Khz)
Sound Chips : DAC

- TRIVIA -

5,220 units were produced.

- STAFF -

Design by : Allen Edwall
Art by : Doug Watson

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5521&o=2

$end


$bbca_cass,bbcb_cass=pantryan,
$bio

Pantry Antics (c) 1985 BBC Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52197&o=2

$end


$amigaocs_flop=panzakb,
$bio

Panza Kick Boxing (c) 1990 Futura

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74706&o=2

$end


$cpc_cass=panzakbf,
$bio

Panza Kick Boxing (c) 1990 Loriciels [France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98611&o=2

$end


$cpc_cass=panzakb,
$bio

Panza Kick Boxing [Model 22831] (c) 1990 Futura

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98612&o=2

$end


$tg16=panzakb,
$bio

Panza Kick Boxing [Model TGX040068] (c) 1990 NEC Home Electronics, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84340&o=2

$end


$amigaocs_flop=panzakbf,
$bio

Panza Kick Boxing [Podium] (c) 1990 Futura

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74707&o=2

$end


$cpc_cass=panzadoms,
$bio

Panzadrome (c) 1986 Dro Soft [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98613&o=2

$end


$cpc_cass=panzadom,
$bio

Panzadrome [Model AS32906] (c) 1985 Ariolasoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98614&o=2

$end


$info=panzer,
$bio

Panzer (c) 1980 Proel.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32552&o=2

$end


$msx1_cass=panzerat,panzerata,
$bio

Panzer Attack (c) 1985 MC Lothlorien

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94900&o=2

$end


$psx=panzerba,
$bio

Panzer Bandit (c) 1997 Banpresto0

- TECHNICAL -

Game ID: SLPS-00899

- TRIVIA -

Released on August 07, 1997 in Japan.

- STAFF -

Cast
Kou: Riko Sayama
Kasumi: Noriko Hidaka
Miu: Kanoko Koike
Ein: Kiyoshi Kobayashi
Jingoro: Kenji Nomura
Dr. Cron: Kazutoshi Naba
Gustav: Naoki Takamatsu
Senka: Mie Sonozaki
Mudo: Tetsunoshin Onizuka
Jin: Touru Hasu
Dr. Fald: Shigezou Sasaoka
Sir Golden: Chafuurin
Narration: Takeshi Onoda

Panzer Bandit Staff
Producer, Fill in Café: Masaya Konya
Producer, Banpresoft: Akira Kanatani
Planning: Shouji Yamanaka
Coordination: Masaaki Yamada
Game Design: Masatoshi Imaizumi
Character Design: Yoshitsune Izuna
Program: Masatoshi Imaizumi, Toru Hosaka, Tsuyoshi Nakazato, Tsutomu Yamazaki
Graphics: Kaita Hamamoto, Toshihiko Azuma, Norihiro Sawada, Takeshi Honda
Sound: Kanta Watanabe

Image Song "Wings of Dreams"
Lyrics: Masayuki Kawagishi
Music: Kanta Watanabe
Vocals: Tomoka Ogata

Other Credits
Animation Production: Jitensha Co. Ltd.
Matte Art: Yoko Komiya, Manami Koyama
Support: TAB Ltd., FM Sounds, Coco Studio, Tanazawa Office Ltd.
Special Thanks: Daisuke Tazaki, Rumiko Yamashita, Masayuki Kawagishi, Shina Okabayashi, Kazuto Sasaki, Chiho Inada, Keiko Matsumura, Manabu Ogasawara, Nobuya Narita, Soichiro Morizumi, Hiroshi Kikuchi, Miyoshi Kagura, Masashi Oguro, Akihiro Sasagawa, Yutaka Koide, Manabu Tanaka, Yui Ito, Gakuji Sakano, Tomohiro Chiba, Shunji Amemiya, Toshinobu Arai, Makoto Anzai, Hiroyuki Iijima, Yuuya Ichimura, Tatsuya Onishi, Orie Fukudo, Takashige Nishiyama, Ryusei Masuda
Produced by: Fill in Café Co. Ltd., Banpresto Co. Ltd. Consumer Division

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85525&o=2

$end


$saturn,sat_cart=panzer,panzerd,
$bio

Panzer Dragoon (c) 1995 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60376&o=2

$end


$saturn,sat_cart=panzerjd,
$bio

Panzer Dragoon Demo-you Hibaihin (c) 1995 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59500&o=2

$end


$saturn,sat_cart=panzer2,
$bio

Panzer Dragoon II Zwei (c) 1996 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60377&o=2

$end


$saturn,sat_cart=panzer2u,panzer2p,
$bio

Panzer Dragoon II Zwei [Model 81022] (c) 1996 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60114&o=2

$end


$gamegear=panzer,
$bio

Panzer Dragoon Mini (c) 1996 Sega Enterprises, Limited.

- TECHNICAL -

[Model G-3384]

- STAFF -

* Level Passwords: Enter these passwords to start from the corresponding level

Level 2 : OMOSYQHA
Level 3 : ONOSXQIB
Level 4 : IPPUWQJA
Level 5 : OOOSVIGE

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64764&o=2

$end


$saturn,sat_cart=panzsaga,
$bio

Panzer Dragoon Saga (c) 1998 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60378&o=2

$end


$saturn,sat_cart=panzsagau,panzsagap2,panzsagap3,panzsagap1,
$bio

Panzer Dragoon Saga [Model 81307] (c) 1998 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60115&o=2

$end


$saturn,sat_cart=panzer2j,panzer2jb,panzer2ja,panzer2p,
$bio

Panzer Dragoon Zwei (c) 1996 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59501&o=2

$end


$saturn,sat_cart=panzerjb,panzerj,panzerja,
$bio

Panzer Dragoon (c) 1995 Sega Enterprises, Limited.

- TRIVIA -

Reviews:
[FR] April 1995, Consoles + N.42: 95/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59499&o=2

$end


$saturn,sat_cart=panzeru,panzerud,
$bio

Panzer Dragoon [Model 81009] (c) 1995 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60113&o=2

$end


$psx=panzerfr,
$bio

Panzer Front bis. [Model SLPS-03111] (c) 2001 Enterbrain, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85526&o=2

$end


$pc98=panzerkl,
$bio

Panzer Keil - Blitzkrieg 2 (c) 1991 Systemsoft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90325&o=2

$end


$vc4000=tbattle,
$bio

Panzerschlacht/Luftkampf (c) 1978 Interton Electronic.

- TECHNICAL -

[Cassette No. 4]

- TRIVIA -

Also called Tank Battle/Air Battle outside Germany, and Bataille de Blindés/Combat Aérien in France.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49218&o=2

$end


$spc1000_cass=panzersp,
$bio

펜저스피체 (c) 1986 Static Soft.
(Panzerspitze)

Another port of a PC-98 game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83539&o=2

$end


$info=paprazzi,
$bio

Paparazzi (c) 1996 Yun Sung.

A "Lady Killer" rip-off.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=25003&o=2

$end


$info=j6papa,j6papaa,j6papab,j6papac,j6papad,j6papae,j6papaf,
$bio

Paparazzi (c) 200? Empire Games Limited.

- TECHNICAL -

Impact

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15311&o=2

$end


$pc98=paparazz,
$bio

Paparazzo (c) 1996 U-Me Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90326&o=2

$end


$n64=papermar,papermaru,
$bio

Paper Mario (c) 2001 Nintendo [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57898&o=2

$end


$astrocde=paperbck,
$bio

Paperback Writer (c) 1986 Degler [Richard Degler]

- TRIVIA -

This music was originally released on tape format by George Moses. Richard 
Degler converted it to cartridge format and made the notes play along to the 
music on a musical staff.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86822&o=2

$end


$info=paperboy,paperboyr2,paperboyr1,
$bio

Paperboy (c) 1984 Atari Games.

Paperboy is a one or two-player game in which the objective is to deliver Newspapers to the Paperboy's customers from Monday through to Sunday. 

Each game begins with ten customers and ten non-customers. Paperboy's customers live in the brightly coloured houses, while non-customers live in dark coloured houses. To deliver to a customer, the player must throw a paper either into the customer's mailbox, or onto their front porch. Failure to deliver a paper to a customer results in the loss of that customer for the next day. Any damage done to a customer's property also results in the loss of that customer. Losing all ten of Paperboy's customers will get him fired and the game is over. However, on any day in which all customers have their papers successfully delivered, one of the non-customers will re-subscribe.

Non-customers' houses and yards are loaded with targets at which to throw your extra papers (windows, lamps, statues, etc.). Hitting these targets earns points for the "Breakage Bonus", which is displayed at the top center of the screen. The total Breakage Bonus is awarded to the player at the end of each day (or at the end of the game-whichever comes first). 

If Paperboy loses a customer, that customer's house will be dark coloured the next day. As a non-subscriber, this house now presents more targets at which to throw newspapers for building up the Breakage Bonus. At the start of each day, a map of Paperboy's route is displayed to indicate subscriber and non-subscriber houses. This helps to remind players of what customers they may have lost on the previous day and the location of remaining customers. 

Paperboy can carry a maximum of ten papers at a time, but can restock his supply by riding over paper bundles placed here and there on his route. A paper supply indicator is displayed underneath the player's score. 

While making his deliveries, Paperboy must avoid collisions with all stationary objects and other characters moving about the neighborhood. To avoid collisions, Paperboy can ride his bike anywhere - on the sidewalk, in the street, or into front yards. A collision with anything results in the loss of a life. 

In addition to the obstacles, non-subscribers are hostile towards Paperboy and will attack him and try to knock him down. If Paperboy damages a subscriber's property, that character may also attack. So the more customers that are lost, the more hostile the neighborhood becomes toward Paperboy. 

At the end of each delivery day, players have a chance to sharpen their skills by guiding Paperboy through the Paperboy Training Grounds. This obstacle course is filled with various targets at which to throw newspaper, as well as ramp jumps to be negotiated. This is a bonus round and no lives are lost for failing to reach the finish line.

- TECHNICAL -

Game ID : 136034

Runs on the "Atari System 2" hardware.

Players: 2
Control: Bicycle handlebars
Buttons: 2 (one on each side of the handlebars, for throwing papers)

- TRIVIA -

Even if the title screen says 1984, Paperboy was released in April 1985.

3,442 units were produced. The selling price was $2,495.

On Monday, June 30, 1986; Mr. Mark Caesar and Mr. Robin Hallingstad filed a suit against Atari Games Corp. for $1 million plus profits alleging that the company stole the idea for a video game that was marketed by the name of PAPERBOY. The boys had submitted to Atari a detailed proposal for a similar game in July 1983.

After a score of 10,000,000 or more is achieved, the initial in the top 10 ranking merges with the score to produce a truly impressive score display. For example, if you had top score at 10,000,000, this would appear as '110000000'.

The default high score screen of "Cyberball 2072" features names of many Atari arcade games, including PAPERBOY.

Phil Britt holds the official record for this game ('Grand Slam' score of all three streets combined) with 1,136,435 points.

The main character appears on the 2012 animation movie "Wreck-It Ralph" from Walt Disney Animation Studios.

- TIPS AND TRICKS -

1) Be careful not to move too slowly - swarms of bees or nasty whirlwinds may come to push you along.
2) Develop skill in maneuvering in and out of tight situations using the handlebar control.
3) Build up your Breakage Bonus by riding over flowers in non-subscribers' yards.
4) Some players prefer to lose many of their customers so they can do more 'trashing'. Others like to try for Perfect Deliveries. See which strategy scores highest for you.
5) Try hitting characters with papers - you might be pleased with the results!
6) Dirt piles in the streets can be used for making jumps, which will also score points

- SERIES -

1. Paperboy (1984)
2. Paperboy II (1992, Sega Genesis)
3. Paperboy (1999, Nintendo 64)

- STAFF -

Designed and programmed by : John Salwitz, Dave Ralston, Russel Dawe (Rusty)
Game art by : Doug Snyder
Sound by : Hal Canon
Animation by : Will Noble

- PORTS -

* Consoles :
Atari 7800 [US] (unreleased prototype)
Nintendo NES [US] (December 1988) "Paperboy [Model NES-PY]" 
Sega Master System [EU] (1990) "Paperboy [Model 5008]" 
Sega Master System [US] (1990) "Paperboy [Model 5121]" 
Nintendo NES [EU] (October 26, 1990) 
Sega Genesis [US] (1991) 
Sega Mega Drive [EU] (1991) 
Nintendo Famicom [JP] (January 30, 1991) "Paperboy [Model ALT-7B]" 
Sega Mega Drive [JP] (June 26, 1992) "Paperboy [Model T-48043]" 
Sega Master System [BR] (1992) by Tec Toy 
Sony PlayStation [US] "Paperboy [Model SLUS-00848]" : Unreleased 
Sony PlayStation [US] (December 31, 1997) "Arcade's Greatest Hits - The Atari Collection 2 [Model SLUS-00449]" 
Sony PlayStation [EU] (June 1998) "Arcade's Greatest Hits - The Atari Collection 2 [Model SLES-00712]" 
Nintendo 64 [US] (October 31, 1999) "Paperboy [Model NUS-NYPE-USA]" 
Nintendo 64 [EU] (March 2000) "Paperboy [Model NUS-NYPP-EUR]" 
Sega Dreamcast [US] (November 15, 2001) "Midway's Greatest Arcade Hits Vol. 2 [Model T-9714N]" 
Sony PlayStation 2 [US] (November 18, 2003) "Midway Arcade Treasures [Model SLUS-20801]" 
Microsoft XBOX [US] (November 24, 2003) "Midway Arcade Treasures" 
Nintendo GameCube [US] (December 18, 2003) "Midway Arcade Treasures [Model DOL-GAKE-USA]" 
Microsoft XBOX [EU] (February 6, 2004) "Midway Arcade Treasures" 
Sony PlayStation 2 [EU] (February 6, 2004) "Midway Arcade Treasures [Model SLES-51927]" 
Microsoft XBOX 360 [XBLA] [US] [EU] [JP] (February 14, 2007) [Retired in 2010] 

* Handhelds : 
Atari Lynx [US] (1990) "Paperboy [Model PA2041]" 
Nintendo Game Boy [EU] (1990) "Paperboy [Model DMG-MP-EUR]" 
Nintendo Game Boy [UK] (1990) "Paperboy [Model DMG-MP-UKV]" 
Nintendo Game Boy [US] (July 1990) "Paperboy [Model DMG-MP-USA]" 
Sega Game Gear [US] [EU] (1992)
Nintendo Game Boy Color [EU] (1999) "Paperboy [Model CGB-AYPP-EUR]" 
Nintendo Game Boy Color [US] (1999) "Paperboy [Model CGB-AYPE-USA]" 
Nintendo Game Boy Advance [US] (August 21, 2005) "2 Games in One! Paperboy + Rampage [Model AGB-B6BE-USA]" 
Nintendo Game Boy Advance [EU] (September 16, 2005) "2 Games in One! Paperboy + Rampage [Model AGB-B6BP]" 
Sony PSP [US] (December 13, 2005) "Midway Arcade Treasures Extended Play [Model ULUS-10059]" 
Sony PSP [EU] (February 24, 2006) "Midway Arcade Treasures Extended Play [Model ULES-00180]" 

* Computers :
BBC Micro [EU] (1984) 
Tandy Color Computer [US] (1985) "Paper Route" 
Commodore 16 [US] (1986)
Sinclair ZX Spectrum [EU] (1986)
Commodore C64 [US] [EU] (1986)
Amstrad CPC [EU] (1986) by Elite Systems 
PC [MS-DOS, 5.25"] [US] (1988)
Apple IIGS (1988)
Atari ST [US] (1988) 
Amstrad CPC [EU] (1989) "12 Top Amstrad Hits" 
Commodore Amiga [EU] (1989) 
PC [MS Windows, CD-ROM] [US] (January 1, 1999) "Arcade's Greatest Hits - The Atari Collection 2" 
PC [MS Windows, CD-ROM] [US] (August 27, 2004) "Midway Arcade Treasures" 
PC [MS Windows, CD-ROM] [EU] (November 23, 2004) "Midway Arcade Treasures" 

* Others :
Tiger Handheld LCD Game [US] (1988) 
Mobile Phones [US] (June 11, 2006) 
BlackBerry [US] (November 30, 2009) "Paperboy [Model 4704]" 
Apple iPhone/iPod [US] (December 18, 2009) "Paperboy [Model 339779244]" 
Apple iPhone/iPod [US] (January 27, 2010) "Paperboy ES [Model 351632756]" 
Apple iPhone/iPod [US] (February 3, 2010) "Paperboy Classic [Model 345105800]" 
Apple iPhone/iPod [US] (November 4, 2010) "Paperboy: Special Delivery [Model 388964792]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1935&o=2

$end


$bbca_cass,bbcb_cass=paperboy,
$bio

Paperboy (c) 1984 Elite

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52198&o=2

$end


$cpc_cass=paperboy,
$bio

Paperboy (c) 1986 Elite Systems, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98615&o=2

$end


$apple2gs=paperboy,
$bio

Paperboy (c) 1988 Mindscape, Incorporated.

Originally released as an Arcade video game by Atari Games in 1984.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49779&o=2

$end


$nes=paperboy,
$bio

Paperboy (c) 1990 Mindscape, Incorporated.

- TRIVIA -

Paperboy for NES was released October 26, 1990 in Europe.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83360&o=2

$end


$cpc_cass=paperbo2,
$bio

Paperboy 2 (c) 1991 Mindscape, Inc. [Northbrook, IL, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98618&o=2

$end


$nes=paperbo2,
$bio

Paperboy 2 (c) 1992 Mindscape, Incorporated. [Northbrook, IL, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55427&o=2

$end


$amigaocs_flop=paperbo2,
$bio

Paperboy 2 (c) 1992 Mindscape, Incorporated. [Northbrook, IL, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74708&o=2

$end


$gameboy=paperbo2,
$bio

Paperboy 2 [Model DMG-Y2-USA] (c) 1992 Mindscape, Incorporated. [Northbrook, IL, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66671&o=2

$end


$nes=paperbo2u,
$bio

Paperboy 2 (c) 1992 Mindscape, Incorporated.

- TECHNICAL -

Model # NES-Y7

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55428&o=2

$end


$snes=paperbo2u,
$bio

Paperboy 2 [Model SNS-P2-USA] (c) 1991 Mindscape, Incorporated. [Northbrook, IL, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63392&o=2

$end


$snes=paperbo2,
$bio

Paperboy 2 (c) 1991 Mindscape, Incorporated.

- TECHNICAL -

Cartridge ID: SNSP-P2-NOE

- TRIVIA -

Reviews:
[FR] March 1992 - Joypad N.6: 59/100
[FR] October 1992 - Consoles+ No. 13: 5/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63391&o=2

$end


$gamegear=paperbo2,paperbo2p,
$bio

Paperboy II (c) 1992 Tengen, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64766&o=2

$end


$megadriv=paperboy,
$bio

Paperboy (c) 1991 Tengen

North American release.

- TECHNICAL -

Model # 301029-0150

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83363&o=2

$end


$megadriv=paperboy,
$bio

Paperboy (c) 1991 Tengen

European release.

- TECHNICAL -

Model # 301029-0170

- TRIVIA -

Reviews:
May 1992 - Joypad N.8 (Page 88-89) [FR]: 60/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83362&o=2

$end


$sms=paperboy,
$bio

Paperboy (c) 1990 US Gold

European version.

- TECHNICAL -

Model # 5008

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56121&o=2

$end


$sms=paperboyu,
$bio

Paperboy (c) 1990 Sega Enterprises, Limited.

North American version.

- TECHNICAL -

Model # 5121

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83364&o=2

$end


$nes=paperboyj,
$bio

Paperboy (c) 1991 Altron.

Japanese release. Game developed in USA. See the original US release for more information about the game itself.

- TECHNICAL -

Game ID: ALT-7B

- TRIVIA -

Paperboy for Famicom was released on January 30, 1991 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54496&o=2

$end


$gbcolor=paperboy,
$bio

Paperboy (c) 1999 Midway Home Ent.

- TECHNICAL -

Game ID: CGB-AYPE-USA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68495&o=2

$end


$gameboy=paperboy,
$bio

Paperboy (c) 1990 Mindscape, Incorporated.

European release.

- TECHNICAL -

Cartridge ID: DMG-MP-EUR

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83365&o=2

$end


$gameboy=paperboy,
$bio

Paperboy (c) 1990 Mindscape, Incorporated.

North American release.

- TECHNICAL -

Cartridge ID: DMG-MP-USA

- TRIVIA -

Paperboy for Game Boy was released in July 1990 in North America.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66669&o=2

$end


$nes=paperboyu,
$bio

Paperboy (c) 1988 Mindscape, Incorporated.

- TECHNICAL -

Game ID: NES-PY

- TRIVIA -

Paperboy for NES was released in December 1988 in North America.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55426&o=2

$end


$n64=paperboyu,
$bio

Paperboy (c) 1999 Midway Home Entertainment

- TECHNICAL -

Game ID: NUS-NYPE-USA

- TRIVIA -

Paperboy for Nintendo 64 was released on October 31, 1999 in North America.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57899&o=2

$end


$n64=paperboy,
$bio

Paperboy (c) 1999 Midway Home Entertainment

- TECHNICAL -

Game ID: NUS-NYPP-EUR

- TRIVIA -

Paperboy for Nintendo 64 was released in March 2000 in Europe.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83366&o=2

$end


$lynx=paperboy,
$bio

Paperboy (c) 1990 Atari Corp.

- TECHNICAL -

Cartridge ID: PA2041

- TRIVIA -

Reviews:
1990 - Consoles + HS N.2 [FR]: 67/100

- STAFF -

Programmer: Al Baker

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58843&o=2

$end


$gamegear=paperboy,
$bio

Paperboy (c) 1991 Tengen, Incorporated.

- TECHNICAL -

Model T-48028-50

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64765&o=2

$end


$megadriv=paperboyj,
$bio

Paperboy (c) 1992 Tengen

Japanese release.

- TECHNICAL -

Model # T-48043

- TRIVIA -

Paperboy for Mega Drive was released on June 26, 1992 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56748&o=2

$end


$info=papillon,
$bio

Papillon (c) 1986 Videodens.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49159&o=2

$end


$nes=papillon,
$bio

Papillon (c) 19?? Hacker International

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84080&o=2

$end


$saturn,sat_cart=papparap,
$bio

Pappara Paoon (c) 1995 Ecole Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59502&o=2

$end


$gbcolor=papyrus,
$bio

Papyrus [Model CGB-AY9P-EUR] (c) 2000 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68497&o=2

$end


$cpc_cass=paracadm,
$bio

Para Academy [Model A213] (c) 1990 Zeppelin Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98619&o=2

$end


$cpc_cass=parasslt,
$bio

Para Assault Course [Model A055] (c) 1988 Zeppelin Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98620&o=2

$end


$pc98=paradice,
$bio

Para-Dice - Kimi wa Oihagi o Mita ka? (c) 1991 Aion [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90327&o=2

$end


$cpc_cass=parabola,
$bio

Parabola (c) 1986 Firebird Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98621&o=2

$end


$a2600=parachut,
$bio

Parachute (c) 1983 HomeVision

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50774&o=2

$end


$info=paradice,
$bio

Paradice (c) 1995 BFM / ELAM.

- TECHNICAL -

Main CPU : (2x) M6809 (@ 2 Mhz)
Sound Chips : UPD7759 (@ 640 Khz), YM2413 (@ 3.579545 Mhz)

Screen orientation : Horizontal
Video resolution : 400 x 300 pixels
Screen refresh : 50.00 Hz
Palette colors : 16

Players : 1
Buttons : 3

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4898&o=2

$end


$info=paradise,paradisea,paradisee,
$bio

Paradise (c) 1994 Yun Sung.

Paradise is a rip-off of "Gals Panic!" but features photographic images of nude western models during gameplay instead of drawn Asian nudes.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 6 Mhz)
Sound Chips : (2x) OKI6295 (@ 7.575 Khz)

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 54.00 Hz
Palette colors : 2064

Players : 2
Control : 8-way joystick
Buttons : 1

- TRIVIA -

All music in this game is a rearranged version of the 'Lemmings' soundtrack.

- SERIES -

1. Paradise (1994)
2. Paradise Deluxe
3. Paradise 2 Deluxe

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1936&o=2

$end


$info=para2dx,
$bio

Paradise 2 Deluxe (c) 199? Yun Sung.

Paradise 2 Deluxe is a rehash of Paradise Deluxe featuring new Asian models to reveal.

- SERIES -

1. Paradise (1994)
2. Paradise Deluxe
3. Paradise 2 Deluxe

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=28028&o=2

$end


$pc98=pararena,
$bio

Paradise Arena - Gokuraku Arena (c) 1994 Janis [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90328&o=2

$end


$pc98=paracall,
$bio

Paradise Call (c) 1995 Mayfer Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90329&o=2

$end


$pc98=paracard,
$bio

Paradise Card (c) 1994 R-Rate

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90330&o=2

$end


$info=m4paracl,m4paracla,
$bio

Paradise Club (c) 199? Crystal Leisure.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42061&o=2

$end


$info=paradlx,
$bio

Paradise Deluxe (c) 199? Yun Sung.

Paradise Deluxe is the sequel to Paradise and is a rip-off of "Gals Panic 2".  Unlike in the first Paradise which featured western nude models, this game has 19 Asian girls across 16 stages.

At the start of the game the player may select any of 12 stages to play.  In order to advance past the stage the player must uncover 80% (and in later stages 85%) of the girl's silhouette while avoiding the monsters that occupy the screen.  

After each stage there is a bonus game.  If the player uncovered less than 90% then the bonus game is a game of roulette which can either reward or punish the player depending on where the player stops the wheel. If over 90% of the silhouette is revealed, then the player can play a game of four card Monte with no worries of punishment.  Each mini-game features a different girl that is shown in progressive states of undress with each successive win.

After completing the mini-game, the player again goes to the stage select screen, where each cleared stage removes a tile to reveal one final background image of a seductive nude girl.  Completing all 16 stages reveals the entire picture.

The game is over when all of a player's lives are depleted.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 6 Mhz)
Sound Chips : (2x) OKI6295 (@ 7.575 Khz)

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 54.00 Hz
Palette colors : 2064

Players : 2
Control : 8-way Joystick
Buttons : 1

- SERIES -

1. Paradise (1994)
2. Paradise Deluxe
3. Paradise 2 Deluxe

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5173&o=2

$end


$pc98=paragate,
$bio

Paradise Gate (c) 1994 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90331&o=2

$end


$pc98=paradox,
$bio

Paradox (c) 19?? Borland

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90332&o=2

$end


$amigaocs_flop=paradr90,
$bio

Paradroid 90 (c) 1990 Hewson Consultants

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74709&o=2

$end


$amigaocs_flop=paradr90a,
$bio

Paradroid 90 [Challenge] (c) 1990 Hewson Consultants

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74710&o=2

$end


$amigaocs_flop=paraglid,
$bio

Paragliding Simulation (c) 1991 Loriciels [France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74711&o=2

$end


$info=paragon,
$bio

Paragon (c) 1979 Bally.

- TECHNICAL -

Bally MPU AS-2518-35
Model Number : 1167

Main CPU : M6800 (@ 475 MHz)
Sound Chip : Custom

- TRIVIA -

Released in June 1979. 9,120 units were produced.

The development of this game took 7 months.

Paragon is the first game using 'in-line' drop targets, and the first 'widebody' production pinball game from this manufacturer.

- STAFF -

Design by : Greg Kmiec
Art by : Paul Faris

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5522&o=2

$end


$info=pturn,
$bio

Parallel Turn (c) 1984 Jaleco.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 4 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 2 Mhz)

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 256

Players : 2
Control : 8-way Joystick
Buttons : 3

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3276&o=2

$end


$pc8801_cass=parallel,
$bio

Parallel World (c) 1984 Enix, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91256&o=2

$end


$nes=paralwld,
$bio

Parallel World (c) 1990 Varie

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54497&o=2

$end


$amigaocs_flop=paramax,
$bio

Paramax (c) 1991 Kingsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74712&o=2

$end


$info=paranoia,
$bio

Paranoia (c) 1990 Naxat Soft.

- TECHNICAL -

Main CPU : Z84C00A85 (Z80A CPU)
Xtal : 18.000 Mhz
Ram Chips : GM76C28A (Goldstar), 2x W2416K-70 (Winbond)
Sound Chips : Nec D8085AHC + Nec D8155HC

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=21473&o=2

$end


$pc8801_flop=paranoia,
$bio

Paranoia 88 (c) 1984 T&E Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92609&o=2

$end


$psx=paranoia,
$bio

Paranoia Scape [Model SLPS-01375] (c) 1998 Mathilda

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85527&o=2

$end


$pce=paranoia,
$bio

Paranoia (c) 1990 Naxat Soft.

Paranoia is a horizontal shoot'em up by Naxat Soft. You pilot a space ship and you must travel through five colourful levels, full of floating blobs, slugs and other weird insects... different colored alien will drop icons when destroyed, 'T' will create two flying pods around your ship, 'B' will make them fire lasers, 'W' will fire bullets, 'S' for Speed and a glowing sphere will give you a shield. More icons you collect, more powerfull your weapon will become.

- TECHNICAL -

HuCARD ID: NX90001
HuCARD Size: 2 Mbits.

- TRIVIA -

Released on March 01, 1990 in Japan for 5800 Yen.

Export releases:
[US] "Psychosis [Model TGX020040]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58685&o=2

$end


$info=ppd,
$bio

ParaParaDancing (c) 2000 Konami Corp.

- TECHNICAL -

Main CPU : PPC403 (@ 66 Mhz)
Sound Chips : Yamaha YMZ280B (@ 16.9344 Mhz), CD/DA

Palette colors : 32768

Players : 1
Buttons : 10

- TRIVIA -

Released in August 2000.

- TIPS AND TRICKS -

Access Hidden Menu options (Hi-Speed, Mirror, Hidden, Sudden, Random) : press and hold  at the song selection screen until the menu appears. Choose your options then click 'Exit' and pick your song.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4928&o=2

$end


$info=ppp,
$bio

ParaParaParadise (c) 2000 Konami Corp.

Forget everything you have seen in "Dance Dance Revolution" or "beatmania"!!! ParaParaParadise breaks all boundaries in dancing/rhythm games by putting the player square in the middle of an infrared cage and letting him/her loose on a variety of dancing tunes. Select a song, then go wild trying to break each beam in time to the music. Succeed, and you can continue; fail, and you will have to step down.

- TECHNICAL -

Konami Bemani Firebeat Hardware

CPU : IBM Power PC 403GCX
Graphics System : Konami custom (sprite style chip)
Sound : Yamaha YMZ280B
Software : DVD Drive, CD-ROM drive & Dongle
Graphics Notes : Can draw arbitrary sized images from VRAM, which is laid out like a 2D texture sheet, also all the images are packed 16-bit pixels so there's no palette.
Storage Media : CD-ROM (Program) & CD-ROM (CD-DA Audio)

- TRIVIA -

Released in August 2000.

ParaParaParadise is the first Bemani dancing game to introduce the 'hold' instruction.

While "Dance Dance Revolution" was based on 'nightclub dancing' or 'rave' or similar styles, and "beatmania", "beatmania IIDX", and "beatmania III" were based on a DJ's turntable, ParaParaParadise was based on Japanese 'ParaPara' dancing, which was big in Japan in the 70's.

SONG LIST :
Kingdom of Rock
Speedway
Try Me
Stay
Remember Me
I Wanna Dance
Eurobeat
Can't Stop Fallin' in Love
Night of Fire
Yesterday
Like A Virgin
One Night in Arabia
Crazy For You
Luv to Me (Disco Mix)
Can't Stop Fallin' in Love (super euro version)
Love Again Tonight
Anniversary
Energy Love
Tora Tora Tora
Boom Boom Fire
Dynamite Rave
Celebrate Nite
Luv To Me (super euro version)
Dynamite Rave (super euro version)
Hold On Me

- TIPS AND TRICKS -

* Expert mode : Go all the way to the right when choosing difficulty (Hard), and hold the Right selection button down for two seconds until it moves past Hard to Expert.

* Secret Menu : When choosing a song, hold down the Left selection button and the Right selection button for two seconds. A secret menu will pop up. There are five items, each of them a simple On/Off button that is toggled by hitting the Start button :
1. Hi-Speed - Doubles the speed of the rising arrows, similar to 'Fast' in "Dance Dance Revolution Solo Mix".
2. Mirror - flips the left and right sides (left/up-left, and right/up-right), just like "beatmania", "beatmania IIDX", and "Dance Dance Revolution".
3. Random - Like 'Shuffle' mode in "Dance Dance Revolution" (random arrows). It makes things more difficult! Song parts that have sweeping motions do not seem to be affected by this, though. Also, you cannot have both Shuffle and Mirror on at the same time.
4. Hidden - Same as "Dance Dance Revolution", where the arrows disappear partway up the screen.
5. Sudden - Same as "Dance Dance Revolution" (arrows appear partway up the screen). There's no smooth fade-in of the arrows, though -- they just appear/disappear as they pass the middle of the screen.

- SERIES -

1. ParaParaParadise (2000)
2. ParaParaParadise v1.1 (2000)
3. ParaParaParadise 1stMIXPlus (2000)
4. ParaParaParadise DX (2000)
5. ParaParaParadise 2ndMIX (2001)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3650&o=2

$end


$info=ppp1mp,
$bio

ParaParaParadise 1stMIXPlus (c) 2000 Konami Corp.

In this game, players must wave their hands over 5 sensors on an octagonal platform to arrows that scroll upward.

- TECHNICAL -

Konami Bemani Firebeat Hardware

CPU : IBM Power PC 403GCX
Graphics System : Konami custom (sprite style chip)
Sound : Yamaha YMZ280B
Software : DVD Drive, CD-ROM drive & Dongle
Graphics Notes : Can draw arbitrary sized images from VRAM, which is laid out like a 2D texture sheet, also all the images are packed 16-bit pixels so there's no palette.
Storage Media : CD-ROM (Program) & CD-ROM (CD-DA Audio)

- TRIVIA -

SONG LIST :
Kingdom of Rock
Speedway
Try Me
Stay
Remember Me
I Wanna Dance
Eurobeat
Can't Stop Fallin' in Love
Night of Fire
Yesterday
Like A Virgin
One Night in Arabia
Crazy For You
Luv to Me (Disco Mix)
Can't Stop Fallin' in Love (super euro version)
Love Again Tonight
Anniversary
Energy Love
Tora Tora Tora
Boom Boom Fire
Dynamite Rave
Celebrate Nite
Luv To Me (super euro version)
Dynamite Rave (super euro version)
Hold On Me
Ale Japan
Aishiatemasu
Deluxe
Romeo & Juliet
My Sweet Banana
Go Godzilla Go
Station to Station
Don't Stand So Close
Mickey Mouse March (Eurobeat Version)
Bandolero Comanchero
Dancer
Kiss Kiss Kiss (super euro version)
Feeling of Love (super euro version)
We Two Are One (super euro version)
Money Go
Velfarre 2000
Made of Fire
O Sole Mio
Play With the Numbers
Jealousy
Burning Desire
You Can Light My Fire
100

- TIPS AND TRICKS -

* Access Hidden Menu options (Hi-Speed, Mirror, Hidden, Sudden, Random) : press and hold  at the song selection screen until the menu appears. Choose your options then click 'Exit' and pick your song.

* Access another Expert option : on song selection screen, press   quickly. You should hear a sound indicating that the code has been put in.

- SERIES -

1. ParaParaParadise (2000)
2. ParaParaParadise v1.1 (2000)
3. ParaParaParadise 1stMIXPlus (2000)
4. ParaParaParadise DX (2000)
5. ParaParaParadise 2ndMIX (2001)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3652&o=2

$end


$info=ppp2nd,
$bio

ParaParaParadise 2ndMIX (c) 2001 Konami Corp.

- TECHNICAL -

Konami Bemani Viper Hardware

CPU : Motorola Power PC XPC8240 @ 200-250MHz
Graphics System : 3DFX 355-0024-020 (Equivalent to 3dfx Voodoo3/Avenger)
Sound : Yamaha YMZ280B
ROMS : Flash Card based, some secured, and all controlled by an RTC Ram.

- TRIVIA -

Released in February 2001.

SONG LIST :
Kingdom of Rock
Speedway
Try Me
Stay
Remember Me
I Wanna Dance
Eurobeat
Can't Stop Fallin' in Love
Night of Fire
Yesterday
Like A Virgin
One Night in Arabia
Crazy For You
Luv to Me (Disco Mix)
Can't Stop Fallin' in Love (super euro version)
Love Again Tonight
Anniversary
Energy Love
Tora Tora Tora
Boom Boom Fire
Dynamite Rave
Celebrate Nite
Luv To Me (super euro version)
Dynamite Rave (super euro version)
Hold On Me
Ale Japan
Aishiatemasu
Deluxe
Romeo & Juliet
My Sweet Banana
Go Godzilla Go
Station to Station
Don't Stand So Close
Mickey Mouse March (Eurobeat Version)
Bandolero Comanchero
Dancer
Kiss Kiss Kiss (super euro version)
Feeling of Love (super euro version)
We Two Are One (super euro version)
Money Go
Velfarre 2000
Made of Fire
O Sole Mio
Play With the Numbers
Jealousy
Burning Desire
You Can Light My Fire
100
Deltadance.com
Deja Vu
Take Me Now
Popteen
Sexy Sexy Sexy
Mikado
Easy Busy
I Believe In You
Jam Jam Jam
Number One
Broken My Heart (super euro version)
Ultra High Heels (super euro version)

- TIPS AND TRICKS -

* Access Hidden Menu options (Hi-Speed, Mirror, Hidden, Sudden, Random) : press and hold  at the song selection screen until the menu appears. Choose your options then click 'Exit' and pick your song.

* Access another Expert option : on song selection screen, press   quickly. You should hear a sound indicating that the code has been put in.

* Play as Usao-Kun (Rabbit from "Keyboardmania") : during the song select screen, wave your hands over the sensors in this order : Up, Up-Right, Right, Up, Up-Left, Left. If done correctly, when you pick your song, you should see Usao-Kun on the screen rather than the normal girls.

* Get a bonus 4th Stage song (Nonstop Modes only) : get a 100 combo on during any song during any Nonstop mode and you will get a bonus 4th Stage random song.
Your combo can carry over to the next song to help reach the 100+ requisite.

How to pick your 4th Bonus Song : just bring up the Hidden Option menu on the song you want as your 4th Bonus song. Make sure that the songlist does not shift while bringing up the menu, or you will get the song it landed on instead.

- SERIES -

1. ParaParaParadise (2000)
2. ParaParaParadise v1.1 (2000)
3. ParaParaParadise 1stMIXPlus (2000)
4. ParaParaParadise DX (2000)
5. ParaParaParadise 2ndMIX (2001)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3653&o=2

$end


$info=ppp11,
$bio

ParaParaParadise v1.1 (c) 2000 Konami Corp.

- TECHNICAL -

Konami Bemani Firebeat Hardware

CPU : IBM Power PC 403GCX
Graphics System : Konami custom (sprite style chip)
Sound : Yamaha YMZ280B
Software : DVD Drive, CD-ROM drive & Dongle
Graphics Notes : Can draw arbitrary sized images from VRAM, which is laid out like a 2D texture sheet, also all the images are packed 16-bit pixels so there's no palette.
Storage Media : CD-ROM (Program) & CD-ROM (CD-DA Audio)

- TRIVIA -

SONG LIST :
Kingdom of Rock
Speedway
Try Me
Stay
Remember Me
I Wanna Dance
Eurobeat
Can't Stop Fallin' in Love
Night of Fire
Yesterday
Like A Virgin
One Night in Arabia
Crazy For You
Luv to Me (Disco Mix)
Can't Stop Fallin' in Love (super euro version)
Love Again Tonight
Anniversary
Energy Love
Tora Tora Tora
Boom Boom Fire
Dynamite Rave
Celebrate Nite
Luv To Me (super euro version)
Dynamite Rave (super euro version)
Hold On Me
Ale Japan
Aishiatemasu
Deluxe

- TIPS AND TRICKS -

* Access Hidden Menu options (Hi-Speed, Mirror, Hidden, Sudden, Random) : press and hold  at the song selection screen until the menu appears. Choose your options then click 'Exit' and pick your song.

- SERIES -

1. ParaParaParadise (2000)
2. ParaParaParadise v1.1 (2000)
3. ParaParaParadise 1stMIXPlus (2000)
4. ParaParaParadise DX (2000)
5. ParaParaParadise 2ndMIX (2001)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3651&o=2

$end


$bbca_cass,bbcb_cass=paras,
$bio

Paras (c) 1984 Lothlorien

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52199&o=2

$end


$arcadia=parashtr,
$bio

Parashooter (c) 1982 Emerson Radio Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49266&o=2

$end


$nes=parasolh,
$bio

Parasol Henbee (c) 1991 Epoch Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54498&o=2

$end


$gameboy=parasolh,
$bio

Parasol Henbee [Model DMG-PHJ] (c) 1990 Epoch Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66673&o=2

$end


$nes=parasol,parasolp,
$bio

Parasol Stars - The Story of Bubble Bobble III (c) 1992 Ocean

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55429&o=2

$end


$pce=parasol,
$bio

Parasol Stars - The Story of Bubble Bobble III (c) 1991 Taito Corp.

Parasol Stars is a cute platform game by Taito and the (often forgotten) sequel of Rainbow Islands (itself sequel of the classic Bubble Bobble). Bubby and Bobby, the two main protagonists of the series, are back. Well, fans of Taito's classic will undoubtedly remember that the two dinosaurs regained their beloved human forms at the end of Bubble Bobble... and, just like in Rainbow Islands, this new appearance hasn't impaired their ability to fight. The objective of the game is to save all the planets dotted around the galaxy, which, one after the other, send distress signals and ask for help. And, as in grand Bubble Bobble tradition, each level must be cleared of enemies in order to move to the next area. However, this time around, Bubby and Bobby don't throw bubbles or rainbows, but come equipped instead with colourful magic umbrellas. Although the circular devices can be used to shield the boys against enemy projectiles, or act as parachutes and cushion their fall, they also have another crucial and unique ability - with them, they can stun enemies and throw them around the playfield like rag dolls. Another essential aspect of the game are water droplets - they usually fall from the ceiling and can be collected with the umbrellas and be later released on unsuspecting enemies. Additionally, they come in different flavors and although they start as plain and simple rain droplets, some release fire, lightning bolts and swirling magic stars later in the game. Finally, and in the Bubble Bobble tradition, the game is riddled with a plethora of miscellaneous power ups and items, such as Speed Boots, Potions (turn the whole playfield into bonus items), Magic Rings and Crosses (kill enemies on screen) to only name a few. Parasol Stars consists of eight themed worlds (with an additional two hidden worlds) and also includes a two-simultaneous player mode.

- TECHNICAL -

HuCARD ID: TP03017
HuCARD Size: 3 Mbits.

- TRIVIA -

Reviews:
[FR] 1990 - Consoles + HS N.2: 95/100

Export releases:
[US] "Parasol Stars [Model TWG030701]"

Parasol Stars is packed with an extensive list of Taito references and cameos, such as (obviously) Rainbow Island (world 8's main theme) and Bubble Bobble (hidden world's 9), but also Space Invaders (large space ship enemies, as well as small invaders featured in the Bubble Bobble world), Arkanoid (DOH, the large Moai head, appears as an enemy) and Chack'n Pop (the second hidden world is based on Chack'n Pop and features Chack'n, Monstas and Mightas).

- SERIES -

1. Bubble Bobble (1986, Arcade) 
2. Rainbow Islands - The Story of Bubble Bobble 2 (1987, Arcade) 
3. Parasol Stars - The Story of Bubble Bobble III [Model TP03017] (1991, PC-Engine) 
4. Bubble Bobble Part 2 (1993, Famicom) 
5. Bubble Bobble II (1994, Arcade) 
6. Bubble Memories - The Story of Bubble Bobble III (1995, Arcade) 
7. Rainbow Islands - Putty's Party (2000, Wonderswan) 
8. Bubble Bobble Revolution (2005, DS) 
9. New Rainbow Islands (2005, DS) 
10. Bubble Bobble Evolution (2006, PSP) 
11. Bubble Bobble Double Shot (2007, DS) 
12. Rainbow Islands Towering Adventure! (2009, WiiWare) 
13. Bubble Bobble Plus! (2009, WiiWare) 
14. Bubble Bobble Neo! (2009, XBLA)

- STAFF -

Executive Producer: Takao Ueno
Producer: Tomohiro Nishikado
Director & Programmer: Haruo Suzuki
Programmer: Sera Kawano
Character Designers: Light Stone, Keishi Itoh, Kazuhiro Ohhara
Sound: Yasuko
World Creators: Kawauso Ishii, Flgon Kuroda, Yasutaka Ohgou
Special Thanks to: Team Bubble Bobble, Team Rainbow Project, Omake KZM, KHK, MR2 Tanaka, Youchi Itoh, Taka-P, K. Gardner, Shigeki Sugano, Charry Suzuki, Gota Goto, Misato Takahashi, Pic.R, Akira Yanagisawa
Story & Game Design: Talk Uchimura

- PORTS -

* Consoles :
Nintendo Game Boy (1991)
Nintendo Famicom (1991)

* Computers :
Commodore Amiga (1992)
Atari St (1992)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58686&o=2

$end


$tg16=parasol,
$bio

Parasol Stars - The Story of Bubble Bobble III [Model TWG030701] (c) 1991 Working Designs

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84341&o=2

$end


$amigaocs_flop=parasol,parasola,
$bio

Parasol Stars - The Story of Rainbow Islands II (c) 1992 Ocean Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74713&o=2

$end


$gameboy=parasol,
$bio

Parasol Stars [Model DMG-P6-UKV] (c) 1991 Ocean Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66674&o=2

$end


$ibm5150,ibm5150_cass=partroop,
$bio

Paratrooper (c) 1982 Orion Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83679&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=ptroopr,
$bio

Paratrooper (c) 198? Antiram

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86886&o=2

$end


$info=parentj,
$bio

Parent Jack (c) 1989 Taito Corp.

- TRIVIA -

Released in November 1989.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=29274&o=2

$end


$msx1_cass=pdakar,
$bio

Paris-Dakar (c) 1988 Zigurat Soft [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94901&o=2

$end


$nes=pdakar,
$bio

Paris-Dakar Rally Special (c) 1988 CBS [Sony Group]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54499&o=2

$end


$cpc_cass=pdakar,
$bio

Paris-Dakar [Model PD-005-AMS] (c) 1988 Zigurat Soft [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98622&o=2

$end


$c64_cart,c64_flop=parkptrl,
$bio

Park Patrol (c) 1984 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53664&o=2

$end


$cpc_cass=parkpatr,
$bio

Park Patrol (c) 1986 Firebird Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98623&o=2

$end


$snes=parlminia,parlmini,
$bio

Parlor! Mini - Pachinko Jikki Simulation Game (c) 1996 Telenet Japan.

- TECHNICAL -

Package ID: Model SHVC-P-AQAJ(JPN)
Game ID: Model SHVC-AQAJ-JPN

- TRIVIA -

Parlor! Mini was released on April 26, 1996 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61935&o=2

$end


$snes=parlmin2,
$bio

Parlor! Mini 2 - Pachinko Jikki Simulation Game (c) 1996 Telenet.

- TECHNICAL -

Package ID: [Model SHVC-P-AQCJ]
Game ID: [Model SHVC-AQCJ-JPN]

- TRIVIA -

Parlor! Mini 2 was released on June 28, 1996 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47613&o=2

$end


$snes=parlmin3,
$bio

Parlor! Mini 3 - Pachinko Jikki Simulation Game (c) 1996 Telenet Japan.

- TECHNICAL -

Package ID: Model SHVC-P-AQVJ(JPN)
Game ID: Model SHVC-AQVJ-JPN

- TRIVIA -

Parlor Mini 3 was released on September 27, 1996 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61936&o=2

$end


$snes=parlmin4,
$bio

Parlor! Mini 4 - Pachinko Jikki Simulation Game (c) 1996 Telenet.

- TECHNICAL -

Package ID: [Model SHVC-P-AQXJ]
Game ID: [Model SHVC-AQXJ-JPN]

- TRIVIA -

Parlor! Mini 4 was released on November 29, 1996 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47605&o=2

$end


$snes=parlmin5,
$bio

Parlor! Mini 5 - Pachinko Jikki Simulation Game [Model SHVC-AQYJ-JPN] (c) 1997 Telenet Japan [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61937&o=2

$end


$snes=parlmin6,
$bio

Parlor! Mini 6 - Pachinko Jikki Simulation Game (c) 1997 Telenet Japa.

- TECHNICAL -

Package ID: Model SHVC-P-AQRJ(JPN)
Game ID: Model SHVC-AQRJ-JPN

- TRIVIA -

Parlor Mini 6 was released on May 30, 1997 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61938&o=2

$end


$snes=parlmin7,
$bio

Parlor! Mini 7 - Pachinko Jikki Simulation Game [Model SHVC-AQMJ-JPN] (c) 1997 Telenet Japan [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61939&o=2

$end


$snes=parlpar2,
$bio

Parlor! Parlor! 2 [Model SHVC-AIPJ-JPN] (c) 1995 Telenet Japan [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61941&o=2

$end


$snes=parlpar3,
$bio

Parlor! Parlor! 3 [Model SHVC-AYPJ-JPN] (c) 1996 Telenet Japan [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61942&o=2

$end


$snes=parlpar5,
$bio

Parlor! Parlor! 5 (c) 1996 Telenet Japan [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61943&o=2

$end


$snes=parlpar4,
$bio

Parlor! Parlor! IV CR [Model SHVC-AZCJ-JPN] (c) 1995 Telenet Japan [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61944&o=2

$end


$snes=parlparl,
$bio

Parlor! Parlor! (c) 1995 Telenet Japan.

- TECHNICAL -

Package ID: Model SHVC-P-APXJ(JPN)
Game ID: Model SHVC-APXJ-JPN

- TRIVIA -

Parlor! Parlor! was released on March 30, 1995 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61940&o=2

$end


$n64=parlrpro,
$bio

Parlor! Pro 64 - Pachinko Jikki Simulation Game [Model NUS-NPPJ] (c) 1999 Telenet [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57900&o=2

$end


$psx=parlorpr,
$bio

Parlor! Pro Jr. Collection [Model SLPS-02781] (c) 2000 Telenet Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85528&o=2

$end


$sms=parlour,
$bio

Parlour Games (c) 1987 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56123&o=2

$end


$info=mt_parlg,
$bio

Parlour Games (c) 1989 Sega.

- TECHNICAL -

Runs on the "Mega-Tech System" hardware.
Cartridge ID: 610-0239-29

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2363&o=2

$end


$psx=parowars,
$bio

Paro Wars [Model SLPM-86016] (c) 1997 Konami Co., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85529&o=2

$end


$nes=parodius,parodiusp,
$bio

Parodius (c) 1992 Palcom Software.

Export release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Parodius Da! [Model RC849]".

- TRIVIA -

Reviews:
[FR] May 1993 - Consoles + No. 20: 90/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55430&o=2

$end


$saturn,sat_cart=parodius,
$bio

Parodius (c) 1995 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60379&o=2

$end


$snes=parodius,
$bio

Parodius - Non-Sense Fantasy [Model SNSP-PD-FAH] (c) 1992 Palcom

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63393&o=2

$end


$msx1_cart=parodius,parodiusa,
$bio

Parodius - Tako wa Chikyuu o Sukuu (c) 1988 Konami Industry Company, Limited.

The first game of the famous Parodius series!

- TECHNICAL -

[Model RC759]

- TRIVIA -

Released on April 28, 1988 in Japan.

- SERIES -

1. Parodius - Tako wa Chikyuu o Sukuu [Model RC759] (1988, MSX)
2. Parodius Da! Shinwa kara Owarai e [Model GX955] (1990, ARC)
3. Gokujyou Parodius! Kako no Eikou wo Motomete [Model GX321] (1994, ARC)
4. Jikkyou Oshaberi Parodius [Model SHVC-AJOJ-JPN] (1995, SFC)
5. Sexy Parodius (1996, ARC)

- PORTS -

* Consoles :
Sony PSP [JP] (Jan. 25, 2007; "Parodius Portable [Model ULJM-05220]")
Sony PSP [JP] (Mar. 13, 2008; "Parodius Portable [Konami the Best] [Model ULJM-05324]")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48174&o=2

$end


$x68k_flop=parodius,parodiusd,
$bio

Parodius Da! (c) 1991 Konami Industry Co., Ltd. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87974&o=2

$end


$info=parodius,parodiusj,parodiusa,parodiuse,
$bio

Parodius Da! Shinwa kara Owarai e (c) 1990 Konami.

Created as a parody of Konami's own superb and challenging "Gradius" series of shoot-em-ups, Parodius Da! acquired its own identity and would spawn sequels of its own. It maintained the same intuitive power-up system of "Nemesis", "Salamander" et. al. but adopted a graphical style that was entirely its own; something that becomes evident at the very start of the game when players can chose to pilot either a penguin or an octopus rather that the traditional Gradius ship. Parodius' eccentricity and unique humour is further demonstrated soon after the game begins; as players face such enemies as a giant belly-dancing woman and a half-cat/half-boat creature.

- TECHNICAL -

Konami TMNT2 Hardware
Game ID : GX955

Main CPU : KONAMI
Sound CPU : Zilog Z80
Sound Chips : Yamaha YM2151, K053260

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Released in April 1990.

The title of this game is a combination of two words : Parody + "Gradius" = Parodius. The subtitle of this game translates from Japanese as 'From Myth to Joke', which is a homage to the "Gradius III" subtitle : 'From Legend to Myth'.

During the game's attract mode, potential players are presented with a short history tour of the Nemesis series, as the title screen of each of Parodius's prequels are introduced'; watched, in typical Parodius style, by a crowd of blue and pink penguins.

Pentarou is from the MSX game "Antarctic Adventure".
The second boss (Patrotic Eagle) is similar to the first boss of "Gradius 2" (phoenix). This boss is often coined as a reason why Parodius was never released in the U.S.
The Vegas dancer near the end of the second stage is similar to the robot spider near the end of "Gradius 2". She appears in other Parodius games as well.

Stage 1 crucial part music is a remix of 'Symphony No.9 4th Movement', by Beethoven.
Stage 1 boss music is a remix of 'The Flight of the Bumble Bee', by R. Korsakov.
Stage 2-1 music is a remix of 'Op.71a the Nutcracker', by P. Tchaikovsky.
Stage 2-2 music is a remix of the music from "Gradius III".
Stage 2 boss music is a remix of the music from "Gradius II".
Stage 3 music is a megamix of 'Op.71a the Nutcracker', by P. Tchaikovsky. And 'Overture to William Tell', by G. Rossini.
Stage 3 boss music is a remix of 'Orphée aux enfers', by J. Offenbach.
Stage 4 music is a remix of 'Danse du sabre', by A.I. Khachaturyan.
Stage 5 music is a remix of 'L'Arisienne suite No.2', by G. Bizet.
Stage 6 music is a remix of 'from Gunkan March', by Japanese Martial Song.
Stage 6 boss music is a remix of the music from "Gradius".
Stage 7 music is a remix of 'Op.71a the Nutcracker Valse des Fleurs', by P. Tchaikovsky.
Stage 8 music is a megamix of 'Violine Konzert e moll', by F. Mendelssohn. And 'Unter dem Doppeladler', by J. F. Wagner.
Stage 9 music is a megamix of 'Peer Gynt Suite', by E. Grieg. And 'Swan Lake', by P. Tchaikovsky.
Stage 9 boss music is a remix of 'William Tell Overture', by G. Rossini.
Stage 10 and Stage 10 boss music are remix of music from "Gradius".

King Records released a limited-edition soundtrack album for this game (Parodius Da! Original Game Soundtrack - KICA-1011) on 21/07/1990.

- SERIES -

1. Parodius - Tako wa Chikyuu o Sukuu [Model RC759] (1988, MSX)
2. Parodius Da! Shinwa kara Owarai e [Model GX955] (1990, ARC)
3. Gokujyou Parodius! Kako no Eikou wo Motomete [Model GX321] (1994, ARC)
4. Jikkyou Oshaberi Parodius [Model SHVC-AJOJ-JPN] (1995, SFC)
5. Sexy Parodius (1996, ARC)

- STAFF -

Main programmers : Chichibinta, Tsukasa
Sub-programmer : Tyuken
Character designers : GaKincho, Touyou Syoutarou, Takemasa.M, Mory-Wandyu, Mikachan
Sound : -Cameo- Matano, -Dokuo- Umeno
Hard designer : Dendou Konishi
Tool designers : Au Toshimi, Kanton Ten

- PORTS -

* Consoles :
Nintendo Game Boy (1991)
NEC PC-Engine (1992)
Nintendo Famicom (1992)
Nintendo Super Famicom (1992, "Parodius Non-Sense Fantasy")
Sony PlayStation (1994, "Parodius Deluxe Pack")
Sega Saturn (1995, "Parodius Deluxe")
Sony PSP [JP] (Jan. 25, 2007; "Parodius Portable [Model ULJM-05220]")
Sony PSP [JP] (Mar. 13, 2008; "Parodius Portable [Konami the Best] [Model ULJM-05324]")

* Computers :
Sharp X68000 (1991)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1937&o=2

$end


$snes=parodiusj,
$bio

Parodius Da! Shinwa Kara Owarai e (c) 1992 Konami Company, Limited.

- TECHNICAL -

Cartridge ID: SHVC-PD

- TRIVIA -

Reviews:
June 1992 - Consoles + N.10 (Pages 68-70): 91/100

The 'PD' on the cartridge ID stands for 'Parodius Da'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61945&o=2

$end


$pce=parodius,
$bio

パロディウスだ! ~神話からお笑いへ~ (c) 1992 Konami Co., Ltd
(Parodius da! Shinwa Kara Owarai He)

Parodius Da! Shinwa kara o-warai he is an horizontal shooter by Konami and conversion of the arcade game of the same name. The game is at heart a parody of Gradius, another Konami classic hit - but it also features many characters from other Konami games such as Twin Bee or Antarctic Adventures and is peppered with humorous references to traditional Japanese folklore. The player is given a choice to control one of four fighter ships - a cute chibi version of Vic Viper (from Gradius), a pink flying octopus, Twin Bee and a penguin called Pentar? (from Antarctic Adventure). Each ship comes equipped with an unique, upgradable weapon system largely based on the one found in Gradius - the player must collect and accumulate power-pods and use them to acquire weapons and power-ups. They range from simple speed updates to missiles, lasers, options and shields. In addition to the primary weapons, special bells (directly borrowed from Twin Bee) are also dotted around each level and give the player temporary powers - loud speakers, barriers, smart bombs or the ability to grow to gargantuan size. This PC Engine port of Parodius Da! also features an extra special stage and a two-player option.

- TECHNICAL -

HuCARD ID: KM91003
HuCARD Size: 8 Mbits.

- TRIVIA -

Released on February 21, 1992 in Japan for 9800 Yen.

Reviews:
April 1992 - Consoles + N.8 (Page 68-70) [FR]: 90/100
April 1992 - Joypad N.7 (Page 126-127) [FR]: 96/100

This PC Engine port has several significant differences despite remaining especially faithful to the original arcade game. Two levels didn't make the final cut. The fifth level was omitted, so there's no large Moai-headed mothership to be found here and the underwater/icy penguin eight stage was also cut, along with the blowfish boss. However, the game features an exclusive introduction sequence and a special stage where mini Moai-motherships appear as a tribute to their missing mother.

- STAFF -

Main Programmer: Chichibinta Tsukasa
Sub-Programmer: Nishikawa The Villain
Character Designer: Kayo Chan, Hobibi Igou, Mika Chan, Midorin-Yoshino
Sound: Cameo Matano, Doc. Umeno
Visual Designer: Matsuda Pirochi
Special Thanks: A. Nagata, K. Hashimoto, Pigs Team Members

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58687&o=2

$end


$gameboy=parodiusj,
$bio

Parodius da! [Model DMG-PVJ] (c) 1991 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66677&o=2

$end


$nes=parodiusj,
$bio

Parodius Da! (c) 1990 Konami Industry Company, Limited.

Parodius Da! is an horizontal shooter by Konami and conversion of the arcade game of the same name originally released in 1990. This port can be best described as a parody (hence the name, "PAROdy graDIUS") of Konami's classic shooter Gradius. Most of the very foundation and game mechanic that made the shooter so popular are reunited here with a humorous and imaginative twist. Interestingly, it isn't only their own franchises that Konami makes fun of, but other classics such as R*Type large mothership as well as myriad of creatures and legends borrowed from Japanese folklore. The player is given a choice to control one of four fighter ships - the trademark Vic Viper (from Gradius), a pink flying octopus, Twin Bee (from Twinbee) and a penguin called Pentar? (from Antarctic Adventure). The powerup system is largely borrowed from Gradius - a power meter at the bottom of the screen displays the current attainable upgrade which can then be activated at the press of a button (speed ups, missiles, options, shields and so forth). Power-capsules are left behind by red enemies and allow the player to select other upgrades from the power meter. Power bells, borrowed from Twinbee, are also here for the taking and activate various effects such as extra life, laser walls or invincibility which grows the ship to an enormous size for a short amount of time. This Famicom port of Parodius Da! features most stages from the original arcade game, an extra and exclusive carnival/toy fair level and several hidden bonus stages.

- TECHNICAL -

Game ID: RC849

- TRIVIA -

Parodius Da! was released on November 30, 1990 in Japan for 5800 Yen.

This Famicom port has several differences with the arcade game and some levels were omitted, such as the Volcano and the Pinball stages. However, it features an exclusive and extra 'amusement park' level with penguins hurling at high speed down roller coasters and a giant duck/penguin robot-boss (and another exclusive boss that I won't spoil here). Another notable change is the giant girl at the end of the "Vegas stage" - she has a lot less flesh on display and wears a totally different outfit (most certainly due to Nintendo's strict content-control guidelines). On the same point, the large Moai-head girl (the boss at the end of the Moai-mothership) doesn't blow out disturbing Moai totems/missiles anymore but politically correct lines of hearts. Finally, there are a couple of hidden levels in the Famicom version - the most memorable one gets players to enter the Moai mothership (through his mouth) and fight him from the inside !

- STAFF -

Program: Takemoto, Hori, Ozawa
Character: Shigemoto, Horie, Katakami
Sound: Takeyasu, Tomita

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54500&o=2

$end


$gameboy=parodius,
$bio

Parodius (c) 1992 Palcom Software, Limited.

- TECHNICAL -

Cartridge ID: DMG-PV-FAH

- TRIVIA -

Reviews:
[FR] March 1993 - Consoles + No. 18: 92/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66675&o=2

$end


$gameboy=parodius,
$bio

Parodius [Model DMG-PV-NOE] (c) 1992 Palcom Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66676&o=2

$end


$x68k_flop=paroran212,paroran,
$bio

Paroran (c) 1990 Hayabusa Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88499&o=2

$end


$info=parrot3,parrot3b1,parrot3d1,parrot3v1,parrot3o,
$bio

Parrot Poker III (c) 2003 Amcoe.

- TRIVIA -

Parrot Poker III was released in July 2003.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31152&o=2

$end


$info=sc5parot,sc5parota,sc5parotb,sc5parotc,sc5parotd,sc5parote,sc5parotf,sc5parotg,
$bio

Parrots of the Caribbean (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR3015]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42726&o=2

$end


$x68k_flop=parsec305,parsec,
$bio

Parsec (c) 199? Parsec

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88500&o=2

$end


$ti99_cart=parsec,
$bio

Parsec [Model PHM 3112] (c) 1982 Texas Instruments

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84670&o=2

$end


$info=party,
$bio

Party (c) 1979 Playmatic.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=10025&o=2

$end


$info=m5ptyani,m5ptyani01,
$bio

Party Animal (c) 2000 Barcrest Games.

- TRIVIA -

Party Animal was released in August 2000 in UK.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40021&o=2

$end


$info=prtyanim,prtyanimg,
$bio

Party Animal (c) 1987 Bally Midway Mfg. Co.

- TECHNICAL -

[No. 0H01]

Bally/Midway 6803 (Sounds Deluxe)

Main CPU : Motorola M6803 (@ 895 KHz)
Sound CPU : Motorola 68000 (@ 8 MHz)
Sound Chip : DAC

- TRIVIA -

Party Animal was released in May 1987.

- STAFF -

Designer : Dennis Nordman
Artwork : Pat McMahon
Sounds : Mike Bartlow
Software : Rehman Merchant

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5365&o=2

$end


$info=as_ptf,as_ptfa,as_ptfb,as_ptfc,
$bio

Party Fruits (c) 200? Astra Games, Limited. [Novomatic Group].

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41851&o=2

$end


$info=partygrs,prtygras,
$bio

Party Gras (c) 2001 Aristocrat Leisure Industries Pty, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98314&o=2

$end


$intv=blowout,
$bio

Party Line - Blow Out (c) 1983 Mattel Electronics

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60932&o=2

$end


$intv=hardhat,
$bio

Party Line - Hard Hat (c) 1983 Mattel Electronics

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60933&o=2

$end


$intv=spacecad,
$bio

Party Line - Space Cadet (c) 1983 Mattel Electronics

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60934&o=2

$end


$ngpc=prtymail,prtymailp,
$bio

Party Mail [Model NEOP00320] (c) 1999 SNK Corp. [Shin Nihon Kikaku] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82557&o=2

$end


$a2600=partymix,partymixe,partymixpv,partymixepv,
$bio

Party Mix (c) 1983 Starpath Corp.

- TECHNICAL -

Model AR4302

- STAFF -

Programmer: Dennis Caswell

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50775&o=2

$end


$info=ep_party,
$bio

Party Party (c) 19?? Global Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42951&o=2

$end


$megadriv=partyq,
$bio

Party Quiz Mega Q (c) 1993 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56749&o=2

$end


$info=as_party,as_partya,as_partyb,as_partyc,as_partyd,as_partye,
$bio

Party Time (c) 200? Astra Games, Limited. [Novomatic Group].

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41847&o=2

$end


$info=prtytime,
$bio

Party Time - Gonta The Diver II (c) 1995 Mitchell.

- TECHNICAL -

Main CPU : ARM (@ 28 Mhz)
Sound Chips : (2x) OKI6295 (@ 7.627 Khz)

Players : 2
Control : 8-way Joystick
Buttons : 3

- TRIVIA -

Released in May 1995.

This game is known in Japan as "Ganbare! Gonta!! 2".

- SERIES -

1. Lady Killer (1993)
2. Party Time - Gonta The Diver II (1995)

- STAFF -

Planning : Noarick and 965h
Programming : Virtua Bo0wy, Br. C0in
Voice : Catriona
Character Making : Poco.P, Ken, Ryu, 965h

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3523&o=2

$end


$info=sc2ptytm,sc2ptytm1,sc2ptytmp,
$bio

Party Time (c) 1993 Bell-Fruit Mfg. Company, Limited. [B.F.M.].

- TECHNICAL -

[Model 6221]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42209&o=2

$end


$info=sc4party,
$bio

Party Time (c) 200? Nova.

- TECHNICAL -

[Model PR7151]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42727&o=2

$end


$info=pz_f4,pz_l2,pz_l1,pz_l3,
$bio

Party Zone (c) 1991 Midway Mfg. Co.

- TECHNICAL -

Midway WPC (Dot Matrix)
Model Number : 20004

CPU : Motorola M6809 @ 2 MHz
Sound CPU : Motorola M6809 @ 2 MHz
Sound Chips : Yamaha YM2151 @ 3.579545 MHz, DAC, HC55516

Some versions of the game run on the Fliptronics I system.

- STAFF -

Designer : Dennis Nordman (DEN)
Artwork : Greg Freres (ZAP)
Software : Jim Strompolis (JRS)
Dots/Animation : Scott Slomiany
Mechanics : Win Schilling (WHS), Zofia Bil
Music & Sounds : Dan Forden (DWF)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5507&o=2

$end


$x68k_flop=paruru,
$bio

Paruru (c) 199? Maimu Koubou

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88501&o=2

$end


$pc8801_cass=pascomtw,
$bio

Pascom Tower (c) 1985 MIA [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91257&o=2

$end


$info=pasha2,
$bio

Pasha Pasha 2 (c) 1998 Dongsung Wonder Park.

- TECHNICAL -

Main CPU : E1-16T (@ 20 Mhz)
Sound Chips : (2x) OKI6295 (@ 7.575 Khz)

Screen orientation : Horizontal
Video resolution : 512 x 512 pixels
Screen refresh : 60.00 Hz
Palette colors : 512

- SERIES -

1. Pasha Pasha Champ - Mini Game Festival (1997)
2. Pasha Pasha 2 (1998)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5680&o=2

$end


$info=ppchamp,
$bio

Pasha Pasha Champ - Mini Game Festival (c) 1997 Dongsung Wonder Park.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 14.31818 Mhz), Zilog Z80 (@ 6 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), OKI6295 (@ 6.06 Khz)

Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 55.00 Hz
Palette colors : 768

Players : 3
Buttons : 3

- TRIVIA -

This game is also known as "Got-cha - Mini Game Festival".

- SERIES -

1. Pasha Pasha Champ - Mini Game Festival (1997)
2. Pasha Pasha 2 (1998)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4882&o=2

$end


$x68k_flop=purplcat,
$bio

Pasocomic Purple Cat - Bunny Girl Tokushuu (c) 1993 Babylon

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87975&o=2

$end


$x68k_flop=purplct3,
$bio

Pasocomic Purple Cat Vol.3 - The Onna Kyoushi Tokushuu (c) 1993 Babylon

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87976&o=2

$end


$x68k_flop=purupuru,
$bio

Pasocomic PuruPuru Paradise - Santa Claus Tokushuu (c) 1994 Babylon

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87977&o=2

$end


$pc98=pcmg,
$bio

Pasokon MG (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90333&o=2

$end


$msx1_cart=pcsakkyo,
$bio

Pasokon Sakkyokka [Model CF-SS009] (c) 1983 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77338&o=2

$end


$info=pass,
$bio

Pass (c) 1992 Oksan.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 7.15909 Mhz)
Sound CPU : Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : YM2203 (@ 3.579545 Mhz), OKI6295 (@ 6 Khz)

Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 512

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

It's worth noting that the sound effects of this game were ripped from the arcade game "Tumble Pop".

- STAFF -

Boss : Kim .Y.H
Hardware : Yun .H.S
Software : Yun .H.S
Game Designer : Yun .H.S
Graphics : Bae .K.H, Sim .M.S, Jo .S.M, Yoo .M.S, Ahn .Y.M

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1938&o=2

$end


$msx1_cart=passball,
$bio

Pass Ball [Model 00000] (c) 1983 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77339&o=2

$end


$pc8801_flop=pass88d8,
$bio

Pass88 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92610&o=2

$end


$cpc_cass=passwind,
$bio

Passengers on the Wind (c) 1986 Infogrames Interactive, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98624&o=2

$end


$cpc_cass=passwnd2,
$bio

Passengers on the Wind 2 (c) 1987 Infogrames Interactive, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98625&o=2

$end


$amigaocs_flop=passsht,
$bio

Passing Shot (c) 1989 Image Works

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74714&o=2

$end


$msx1_cass=passshot,
$bio

Passing Shot (c) 1989 Image Works

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94902&o=2

$end


$info=passshtb,passht4b,passshtj,passshtjd,
$bio

Passing Shot (c) 1988 Sega.

- TECHNICAL -

Runs on the Sega "System 16B" hardware
Game ID: 317-0070

Players : 2
Control : 8-way joystick
Buttons : 4

- TRIVIA -

Released in August 1988 in Japan.

Re-editions:
[JP] "Passing Shot [Model 317-0071]"

Export releases:
"Passing Shot [Model 317-0074]"
"Passing Shot [Model 317-0080]"

- PORTS -

* Computers :
Atari ST (1988)
Commodore C64 (1989)
Commodore Amiga (1989)
Sinclair ZX Spectrum (1989)
Amstrad CPC (1989)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1939&o=2

$end


$info=passsht16a,
$bio

Passing Shot (c) 1988 SEGA Enterprises, Ltd.

Re-Edition of the game on the System 16A hardware. See the original System 16B release for more information about the game itself; "Passing Shot [Model 317-0070]".

- TECHNICAL -

Game ID: 317-0071

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=97900&o=2

$end


$info=passshta,passshtad,
$bio

Passing Shot (c) 1988 SEGA Enterprises, Ltd.

EXPORT release. Game developed in Japan. See the original Japanese release for more information about the game itself; "Passing Shot [Model 317-0070]".

- TECHNICAL -

Game ID: 317-0074

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=97901&o=2

$end


$info=passsht,passshtd,
$bio

Passing Shot (c) 1988 SEGA Enterprises, Ltd.

EXPORT release. Game developed in Japan. See the original Japanese release for more information about the game itself; "Passing Shot [Model 317-0070]".

- TECHNICAL -

Game ID: 317-0080

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=97902&o=2

$end


$cpc_cass=passshot,
$bio

Passing Shot [Model AMIC-PAS4] (c) 1988 Mirrorsoft, Ltd. [England]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98626&o=2

$end


$info=ep_pascl,ep_pascla,ep_pasclb,ep_pasclc,
$bio

Passport to Riches Classic Club (c) 199? Maygay.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40877&o=2

$end


$info=ep_passp,ep_passpa,ep_passpb,ep_passpc,
$bio

Passport to Riches Club (c) 199? Maygay.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40878&o=2

$end


$info=pastelg,
$bio

Pastel Gal (c) 1985 Nichibutsu.

An earlier adult mahjong game.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 2.496 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.25 Mhz), DAC

Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 32

Player : 2
Control : mahjong keyboard

- TRIVIA -

Released in december 1985.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1940&o=2

$end


$pcecd=pastelli,
$bio

Pastel Lime (c) 1992 Naxat Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58312&o=2

$end


$saturn,sat_cart=pastelmu,
$bio

Pastel Muses (c) 1997 Soft Office

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59503&o=2

$end


$cpc_cass=pasteman,
$bio

Pasteman Pat (c) 1988 Firebird Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98628&o=2

$end


$c64_cart,c64_flop=pastfind,
$bio

Pastfinder (c) 1984 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53665&o=2

$end


$msx1_cart=pastfind,
$bio

Pastfinder (c) 1984 Pony Canyon, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77340&o=2

$end


$a800=pastfind,
$bio

Pastfinder (c) 1984 Activision, Inc. [Santa Clara, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86649&o=2

$end


$msx1_cass=pastfind,
$bio

Pastfinder (c) 1984 Activision, Inc. [Santa Clara, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94903&o=2

$end


$megadriv=patriley,
$bio

Pat Riley Basketball (c) 1990 Sega Enterprises, Limited.

- TRIVIA -

This is the american version of Super Real Basketball which is one of a few early sports games for the Sega Genesis which featured sports celebrity endorsements which included Tommy Lasorda, Arnold Palmer, and even James 'Buster' Douglas.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57339&o=2

$end


$sms=patriley,
$bio

Pat Riley Basketball (c) 19?? Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56124&o=2

$end


$msx1_cass=patagora,
$bio

Patagoras Software Educativo - Reflexion de la Luz - Espejos Planos (c) 1985 Ediciones SM

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94904&o=2

$end


$x68k_flop=patariro,
$bio

パタリロ! GAME (c) 199? 68 Bank
(Patariro! Game)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88502&o=2

$end


$cdi=pathways,
$bio

Pathways - Interactive Reading for 4-7 Year Old's (c) 1996 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53026&o=2

$end


$bbca_cass,bbcb_cass=patience,
$bio

Patience (c) 19?? IJK

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52200&o=2

$end


$info=patinho,
$bio

Patinho Feio (c) 1972 Escola Politecnica Universidade de Sao Paulo.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100770&o=2

$end


$pc98=patlabor,
$bio

Patlabor - The Mobile Police - Operation Tokyo Bay (c) 1994 Banpresto [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90334&o=2

$end


$famicom_flop=patlabor,
$bio

Patlabor Mobile Police ?2??????! (c) 1989 Bandai
(Patlabor Mobile Police - Dai 2 Shoutai Shutsudou Seyo!)

- TECHNICAL -

Disk ID: BAN-PTL

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65420&o=2

$end


$pc8801_flop=patterne,
$bio

Pattern Editor 88 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92611&o=2

$end


$x68k_flop=pattern,
$bio

Pattern Editor Semi Pro-68K (c) 1990 Shin [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87978&o=2

$end


$bbca_cass,bbcb_cass=pauldani,
$bio

Paul Daniel's Magic Show (c) 198? Acornsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52201&o=2

$end


$cpc_cass=paws,
$bio

Paws (c) 1985 Artic Computing, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98629&o=2

$end


$gba=pawclwdc,
$bio

Paws & Claws - Best Friends - Dogs & Cats (c) 2007 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72108&o=2

$end


$gba=pawclwpr,
$bio

Paws & Claws - Pet Resort [Model AGB-BURE-USA] (c) 2006 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72109&o=2

$end


$info=as_pia,as_piaa,as_piab,
$bio

Pay It Again (c) 200? Astra Games, Limited. [Novomatic Group].

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41850&o=2

$end


$msx1_cart=payload,payloada,
$bio

Pay Load [Model HBS-G042C] (c) 1985 Sony Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77341&o=2

$end


$info=j2paypkt,
$bio

Pay Packet (c) 198? PCP.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40990&o=2

$end


$info=sc2payr,
$bio

Pay Roll Casino (c) 1998 Mazooma Games.

- TECHNICAL -

[Model 7015]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42204&o=2

$end


$info=sc4pstat,sc4pstata,sc4pstatb,sc4pstatc,sc4pstatd,sc4pstate,sc4pstatf,sc4pstatg,sc4pstath,sc4pstati,sc4pstatj,sc4pstatk,sc4pstatl,sc4pstatm,sc4pstatn,sc4pstato,sc4pstatp,sc4pstatq,
$bio

Pay Station (c) 200? QPS Interactive.

- TECHNICAL -

[Model PR2516]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15601&o=2

$end


$info=sc4paytm,
$bio

Pay Time (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR1205]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42728&o=2

$end


$gba=payback,
$bio

Payback [Model AGB-BPKP] (c) 2004 Zoo Digital Publishing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72110&o=2

$end


$pc8801_flop=payonpoy,
$bio

Payo-n Poyoyo-n (c) 1985 Carry Lab. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92612&o=2

$end


$info=sp_payrs,sp_payrsa,sp_payrsb,sp_payrsc,sp_payrsd,sp_payrse,sp_payrsf,sp_payrsg,sp_payrsh,
$bio

Payrise (c) 199? Ace Coin Equipment, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42255&o=2

$end


$cpc_cass=payroll,payrolla,
$bio

Payroll (c) 1984 Abacus Business Systems

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98630&o=2

$end


$bbca_cass,bbcb_cass=payroll,
$bio

Payroll (c) 19?? Micro Aid

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52202&o=2

$end


$ti99_cart=payroll,
$bio

Payroll Assistant (c) 1982 Foresman [Scott Foresman]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84671&o=2

$end


$gba=pazuninn,
$bio

Pazuninn - Umininn no Puzzle de Nimu [Model AGB-BPZJ-JPN] (c) 2003 Metro 3D, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72111&o=2

$end


$pc8801_flop=pazurun,
$bio

Pazurun (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92613&o=2

$end


$intv=bowling,
$bio

PBA Bowling (c) 1980 Mattel Electronics.

At these electronic lanes you pick your ball weight according to your own bowling style, set the amount of alley slickness, then you're up! Aim your ball carefully and select the amount of curve and loft and go for the pocket! Strike! This is a game of high precision that will test your skill to the limit.  Regulation 10-frame bowling or 'Pick-up Spare' for practice with the tough set-ups. Ready? There's a big fanfare if you beat 200!

OBJECT OF THE GAME
One to four players control an electronic bowler to knock down as many pins as possible. Standard Bowling Scoring: a strike (all pins on first ball) gives you 10 pins plus pins on following 2 balls, a spare (all pins knocked down in two attempts) gives you 10 pins plus pins on following ball. In Pick-Up Spares, bowler faces 10 frames of spare setups randomly presented from 32 possibilities; scoring according to difficulty.

- TECHNICAL -

Model 3333

CONTROLS:
ALL KEYS: Set slickness, bowling hand, ball weight
KEYS NO. 5 AND 6: Select game
LEFT BUTTONS: Move bowler at starting line
TOP RIGHT BUTTON: Loft ball
BOTTOM RIGHT BUTTON: Aim, then release ball
DISC: Set amount of curve and pick up ball

- TRIVIA -

PBA Bowling was the first Intellivision game actually programmed by Mattel employees: Mike Minkoff and Rick Levine from the handheld-games department. Since Mattel didn't have development equipment yet (1980), Mike and Rick commuted from Mattel in Hawthorne to APh in Pasadena three days a week. Mike gives Rick, an avid bowler, credit for the many realistic details in the game.

- TIPS AND TRICKS -

* Intellivision Bowling simulates the normal ball-curving action of the real game: if you are bowling right-handed, the ball will curve to the left--if left-handed, the ball will curve to the right.

Bear that in mind when you decide where to start your bowler. You will knock down more pins when your ball curves into the pocket between the head pin and the #2 or #3 pin. If you visualize the whole length of the alley this way, you should try for this kind of ball movement.  

* Bear in mind that your bowler's approach from the starting line to the foul line is STRAIGHT, so your aim depends completely on when you release the lower right button. The white "spotter ball" determines the direction of your roll one-third of the way down the alley. Any change in the ball's direction after it passes over that location depends on the amount of curve you set with the DISC.

* There are, as you know, several variables to control. As you try to adjust your aiming and curve to find the best combination, ALTER ONE VARIABLE AT A TIME. The pre-game variables (alley slickness and ball weight) also have definite effects, and if you find the right combination of spotting (aiming) and curve, it may not work on a different alley condition or with a lighter or 
heavier ball. When you discover the best combination of variables, stick with it. Then you can refine you timing and placement and work on getting some really good scores.

- STAFF -

Program, graphics: Rick Levine, Mike Minkoff
Sound: John Sohl

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60928&o=2

$end


$pce=pcdenj,pcdenja,
$bio

PC電人 Punkic Cyborgs (c) 1992 Hudson Soft.
(PC Denjin - Punkic Cyborgs)

PC Denjin is a side scrolling shooter by Red and published by Hudson Soft. The little and bald prehistoric fellow is back and eager to fight once more, but this time no head-kicking nor bare-teeth hill climbing. PC Denjin is a crazy shooter stuffed with wacky and insane action. Our hero character is somehow very different too - this time he is a flying sunglass-wearing cyborg who fights his way through five intense levels. He is also not alone to face the challenges ahead and the army of minions the evil King Droll sends agains him - he is accompanied by new friends, from a massive robot-rocket to a flying mummy and a big and round floating cow. Smilies and power-ups can of course be collected throughout the game and a special and large sunglass-wearing smiley can call one of PC Denjin's friend to the rescue. But this is not all, if he collects the same kind of smiley twice, then they'll both do a mind-blowing mega-fusion. Freaky stuff. On top of being able to use a large selection of weapons, the player can also charge them up at any time by holding the fire button. Wait too long, and PC Denjin over-heats and drops a huge sunglass-wearing purple poo-poo that explodes and causes a fair amount of damage to all nearby enemies.

- TRIVIA -

Released on December 12, 1992 in Japan.

- SERIES -

1. PC Denjin - Punkic Cyborgs [Model HC92053] (1992)
2. CD Denjin Rockabilly Tengoku [Model HCD3049] (1993)

- STAFF -

Main program: Yoshiharu Takaoka
Tool Program: Yuichi Ochiai
Sub Program: Daisuke Morishima
Original Character Design: Bokukubo
Dot Art(SP): Chidorin
Bot Art(BG): Toshiharu Tagami
Sound Compose: Daisuke Morishima
Assistant Sound Compose: Matsukui
Assistant Game Design: Kazuhiko Inoue
Super Viser: Kabuta Aoki, Moriken
Producer: Mitsuhiro Kadowaki, Masaki Kobayashi
Director: Mikio Ueyama, Keisuke Abe
Assistant Producer: Keisuke Mitsui
Designer: Hideyuki Ogura, Bokukubo
Special Thanks: Eiji Aoyama, Hiroshi Adashi, Kazuki Yuzawa
Game Designe: Keisuke Abe

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58676&o=2

$end


$ibm5150,ibm5150_cass=pcdos10,pcdos110,
$bio

PC DOS (c) 1981 IBM

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83674&o=2

$end


$info=tvpcgen2,
$bio

PC Genjin 2 (c) 1991 TOURVision.

Unlicensed Spanish game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84981&o=2

$end


$pce=pcgenj2,
$bio

PC原人2 (c) 1991 Hudson Soft.
(PC Genjin 2)

PC Genjin 2 is a side scrolling platform game developed by Red Company and published by Hudson Soft. The big-headed caveman is back in this sequel released two years after the wacky first episode PC Genjin, and fans of the original game will be delighted to see all their favorite characters and prehistoric places once again. King Tamagodon III has stolen half of the moon in his quest of evil, and our caveman must now travel through Monster Kingdom to save the day. Each stage is packed with a never ending supply of dinosaurs, eggshell-headed creatures and other carnivorous fish. However, plants do have a much bigger part to play in this episode, and they can help our hero in need (to reach secret bonus stages or to fly in some occasions). The caveman's large head is, once again, his ultimate defense system and weapon of choice. It is obviously used to slam into enemies, but also to collect special items out of sleeping flowers, or to bounce off nearby walls. The power-up system has also been greatly improved upon the first opus. Although he is still able to turn into a more powerful than ever angry form (called PC Funjin), our primitive man can now also turn into a cute version of himself (called PC Bijin) and blow disturbing kiss-attacks at his enemies. A plethora of items are available throughout the game - fruits and red hearts replenish health, mini cavemen grant extra lives, blue heart containers increase maximum life and so forth. Smiley faces are scattered around each level and bonus stages - after a level is over, a bonus stage elevator takes the player to a special monster train, and the more smileys he has collected, the more generously he is rewarded.

- TECHNICAL -

Game ID: HC91043

- TRIVIA -

PC Genjin 2 was released on July 19, 1991 in Japan for 6500 Yen.

Export release: "Bonk's Revenge [Model TGX040058]"

PC stands for Pithecanthropus Computerurus.

This game is the 41th title published by Hudson Soft.

Reviews:
[FR] September 1991 - Consoles + N.1: 91/100
[FR] October 1991 - Joypad N.1: 97/100

- SERIES -

1. PC Genjin [Model HC89024] (1989, PCE)
2. PC Genjin 2 [Model HC91043] (1991, PCE)
3. GB Genjin [Model DMG-GKJ] (1992, GB)
4. PC Genjin 3 [Model HC93063] (1993, PCE)
5. GB Genjin 2 [Model DMG-RJJ] (1994, GB)
6. Kyokyoku !! PC Genjin - Special Arcade Version (1994, ARC)
7. Super Genjin [Model SHVC-ZH] (1994, SFC)
8. Super Genjin 2 [Model SHVC-AZ7J-JPN] (1995, SFC)
9. PC Genjin (2002, GC)

- STAFF -

Game Design: Abe Keisuke, Boo Ueda
Original Character Design: Aoki Kobuta
Dot Art (Sprite): Tanaka Takaharu
Dot Art (BG): Jinno Shinobu
Dot Art (Nokodai):Honma Miyuki
Program: Ken. H, Itami Yoshihiro, Takashi O.
Sound Compose: H. Takayama
Special Thanks: Ueyama Mikio, Ozaki Tadashi, Adashi Hiroshi, Yuzawa Kazuki, Ake ake!

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [JP] (April 10, 2007) [Model PBHJ] 
Nintendo Wii U [Virtual Console] [JP] (March 12, 2014) [Model PNGJ] 

 It was then released on the PlayStation Store as a PC-Engine Classic on November 18, 2009. PSN release ID: NPJJ-30014

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58679&o=2

$end


$pce=pcgenj3t,
$bio

PC Genjin 3 Taikenban (c) 1993 Hudson Soft.

Promotional release. For more information about the game, please see the standard release entry; "PC Genjin 3 [Model HC93063]".

- TRIVIA -

This game was not for sale. 1000 of this were made.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58681&o=2

$end


$pce=pcgenj3,
$bio

PC原人3 (c) 1993 Hudson Soft.
(PC Genjin 3)

PC Genjin 3 is a side scrolling platform game developed by Red Company and published by Hudson Soft. The crazy PC Engine's mascot is back in service in this last episode of the PC Genjin series for the system. Players will find here all of the core gameplay elements which made the PC Genjin series so popular - same wacky character designs and (somehow) familiar landscapes. Our caveman's main attack, the head-kick, still remains a major part of the gameplay, but our hero has a plethora of new tricks in his "bald head" bag. As always, juicy meat turns him into a crazy form and powers him up - however, he can also turn cute and cuddly, and blow kiss-attacks at his enemies (this form was removed from the American release, see the info section). Special candies directly borrowed from Alice in Wonderland have been added to the arsenal of tricks the caveman can use in battle - blue ones make him grow to a huge size whereas red ones cause him to shrink into a tiny head-butting fellow no larger than a mouse. This last power can be especially handy to get through small holes and other secret passageways. The game has a lot more in reserve and our hero can even turn into a red crab at times, get swallowed by weird looking swimming fish and fight them from the inside, or squeeze through pipes at breakneck speed. The game consists of seven levels, and a multi-player option is available where two players can simultaneously enjoy intense head-butting action.

- TECHNICAL -

Game ID: HC93063

- TRIVIA -

PC Genjin 3 for the PC-Engine was released on March 2, 1993 in Japan for 7200 Yen.

PC stands for Pithecanthropus Computerurus.

Export release: "Bonk III - Bonk's Big Adventure [Model TGX080097]" 

Reviews:
[FR] May 1993 - Consoles + No. 20: 91/100

- SERIES -

1. PC Genjin [Model HC89024] (1989, PCE)
2. PC Genjin 2 [Model HC91043] (1991, PCE)
3. GB Genjin [Model DMG-GKJ] (1992, GB)
4. PC Genjin 3 [Model HC93063] (1993, PCE)
5. GB Genjin 2 [Model DMG-RJJ] (1994, GB)
6. Kyokyoku !! PC Genjin - Special Arcade Version (1994, ARC)
7. Super Genjin [Model SHVC-ZH] (1994, SFC)
8. Super Genjin 2 [Model SHVC-AZ7J-JPN] (1995, SFC)
9. PC Genjin (2002, GC)

- PORTS -

* Cosoles : 
Nintendo Wii [Virtual Console] [JP] (June 19, 2007) [Model PBIJ] 
Nintendo Wii U [Virtual Console] [JP] (June 25, 2014) [Model PNHJ] 

It was then released on the PlayStation Store as a PC-Engine Classic on January 20, 2010. PSN release ID: NPJJ-30017

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58680&o=2

$end


$info=tvpcybrg,
$bio

PC Genjin Punkic Cyborg (c) 1991 TOURVision.

Unlicensed Spanish game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101154&o=2

$end


$pce=pcgenj,pcgenja,
$bio

PC原人 (c) 1989 Hudson Soft.
(PC Genjin)

PC Genjin is a wacky multi-directional platform game by Red and published by Hudson Soft. Drool, the evil king lizard, has seized power and is aggressively wielding it. The game tells the story of a young and cute primitive caveman, who is on a long journey to dethrone the demonic lizard king. His only weapon is his big bald head that can be used to either hit his opponents with a simple head-kick, or by jumping up in the air and then diving down, head first, to smash them. This last technique is the most powerful and enemies usually do not survive it long. It is also the preferred attack against the different bosses waiting for our fellow friend at the end of each area (they always turn into nice fellows after being defeated though). Our caveman can also use his blunt teeth, not to bite enemies, but rather to climb trees and walls. The game features several prehistoric stages from grasslands, jungle, underwater lakes and even a journey inside a giant dinosaur, without forgetting tons of hidden levels and bonus stages. The player can jump over strange plants to find hidden bonuses, collect yellow smiley coins for points (which are credited at the end of each stage) and fruits or hearts to gain some health back. Pieces of raw meat can also be collected and have a strong effect on our bald primitive man, and turn him into an angry wrath. If he eats too much meat, he then becomes invincible for a short amount of time and destroys everything on his path.

- TECHNICAL -

Game ID: HC89024

- TRIVIA -

PC Genjin for the PC-Engine was released on December 15, 1989 in Japan for 5800 Yen.

PC stands for Pithecanthropus Computerurus.

Export release: "Bonk's Adventure [Model TGX030028]"

- SERIES -

1. PC Genjin [Model HC89024] (1989, PCE)
2. PC Genjin 2 [Model HC91043] (1991, PCE)
3. GB Genjin [Model DMG-GKJ] (1992, GB)
4. PC Genjin 3 [Model HC93063] (1993, PCE)
5. GB Genjin 2 [Model DMG-RJJ] (1994, GB)
6. Kyokyoku !! PC Genjin - Special Arcade Version (1994, ARC)
7. Super Genjin [Model SHVC-ZH] (1994, SFC)
8. Super Genjin 2 [Model SHVC-AZ7J-JPN] (1995, SFC)
9. PC Genjin (2002, GC)

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [JP] (December 2, 2006) [Model PABJ] 
Nintendo Wii U [Virtual Console] [JP] (December 25, 2013) [Model PNBJ] 

It was then released on the PlayStation Store as a PC-Engine Classic on November 18, 2009. PSN release ID: NPJJ-30012

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58678&o=2

$end


$pce=pcpachi,
$bio

PC Pachi-slot (c) 1992 Game Express

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58682&o=2

$end


$ibm5150,ibm5150_cass=poolchal,
$bio

PC Pool challenges (c) 1984 IBM

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83675&o=2

$end


$info=pc8001,
$bio

PC-8001 (c) 1979 NEC Home Electronics, Ltd.

- TRIVIA -

The PC-8001 was the first member of the PC-8000 series. It went on sale on September 28, 1979 for 168,000 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103347&o=2

$end


$pc8801_flop=pc80sys,
$bio

PC-8001mkII System Disk (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92576&o=2

$end


$pc8801_flop=pc8034d8,
$bio

PC-8034 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92577&o=2

$end


$pc8801_flop=pc8037sr,
$bio

PC-8037SR (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92578&o=2

$end


$pc8801_flop=pc88gama,
$bio

PC-88 Game Book A (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92579&o=2

$end


$pc8801_flop=pc88gamb,
$bio

PC-88 Game Book B (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92580&o=2

$end


$pc8801_flop=pc8801gb,
$bio

PC-8801 Game Pack  (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92581&o=2

$end


$pc8801_flop=pc88mas,
$bio

PC-8801MA System Disk (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92582&o=2

$end


$pc8801_flop=pc88ma2d,
$bio

PC-8801MA2 System Disk (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92583&o=2

$end


$pc8801_flop=pc8801mk,
$bio

PC-8801mkII System Disk (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92584&o=2

$end


$pc8801_flop=mk2srsys,
$bio

PC-8801mkIISR System Disk (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92585&o=2

$end


$pc8801_flop=pc8834,
$bio

PC-8834 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92586&o=2

$end


$pc98=pc98demo,
$bio

PC-9800 Series Demonstration Program (c) 1994 NEC Home Electronics, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90287&o=2

$end


$info=pc9801f,
$bio

PC-9801F (c) 1983 NEC Home Electronics, Limited.

Japanese 16-bit computer from NEC, part of the PC-98 series.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69782&o=2

$end


$pc98=essvitam,
$bio

PC-9801N/NS/NV Essential Vitamins (c) 19?? ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90288&o=2

$end


$pc98=pc98dosd,
$bio

PC-98DO+ System Disk (c) 19?? NEC Home Electronics, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90289&o=2

$end


$pc98=pclv9403,
$bio

PC-Live '94-3 (c) 1994 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90290&o=2

$end


$ibm5150,ibm5150_cass=pcman,
$bio

PC-MAN (c) 1982 Orion Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83676&o=2

$end


$pc8801_flop=pc801pac,
$bio

PC80 1(Pack Password 123) (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92587&o=2

$end


$pc8801_flop=pc802pac,
$bio

PC80 2(Pack Password 123) (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92588&o=2

$end


$pc8801_flop=pc80cpm1,
$bio

PC80 CPM80 & FORTRAN (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92589&o=2

$end


$pc8801_flop=pc80fort,
$bio

PC80 FORTRAN80 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92590&o=2

$end


$pc8801_flop=pc80jrtp,
$bio

PC80 JRT PASCAL (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92591&o=2

$end


$pc8801_flop=pc882d88,
$bio

Pc88 2 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92614&o=2

$end


$pc8801_flop=pc88oldg,
$bio

PC88 Oldgame Collection (Super-88 Disks 1-12) (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92592&o=2

$end


$pc8801_flop=pc88gam1,
$bio

PC88-Game1 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92593&o=2

$end


$pc8801_flop=pc8801te,
$bio

PC8801 Technical Know-how (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92594&o=2

$end


$pc98=gamepac1,
$bio

PC9801 Game Pack Vol. 1 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90291&o=2

$end


$pc98=gamepac2,
$bio

PC9801 Game Pack Vol. 2 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90292&o=2

$end


$pc98=gamepac3,
$bio

PC9801 Game Pack Vol. 3 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90293&o=2

$end


$pc98=gamepac4,
$bio

PC9801 Game Pack Vol. 4 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90294&o=2

$end


$pc98=pc98jan,
$bio

PC98Jan! (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90295&o=2

$end


$pc98=pcin9601,
$bio

PCing 01 '96 (c) 1996 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90296&o=2

$end


$pc98=pcin9402,
$bio

PCing 02 '94 (c) 1994 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90297&o=2

$end


$pc98=pcin9502,
$bio

PCing 02 '95 (c) 1995 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90298&o=2

$end


$pc98=pcin9602,
$bio

PCing 02 '96 (c) 1996 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90299&o=2

$end


$pc98=pcin9404,
$bio

PCing 04 '94 (c) 1994 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90300&o=2

$end


$pc98=pcin9408,
$bio

PCing 08 '94 (c) 1994 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90301&o=2

$end


$pc98=pcin9410,
$bio

PCing 10 '94 (c) 1994 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90302&o=2

$end


$pc98=pcin9510,
$bio

PCing 10 '95 (c) 1995 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90303&o=2

$end


$bbca_cass,bbcb_cass=pcwbest,
$bio

PCW Best of Software (c) 19?? PCW

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52188&o=2

$end


$bbca_cass,bbcb_cass=pcwgames,
$bio

PCW Games Collection (c) 19?? PCW

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52189&o=2

$end


$n64=pdultram,
$bio

PD Ultraman Battle Collection 64 [Model NUS-NUBJ] (c) 1999 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57894&o=2

$end


$psx=pdultram,
$bio

PD Ultraman Invader (c) 1995 Bandai Co., Ltd.

- TECHNICAL -

Game ID: SLPS-00195

- TRIVIA -

Released on December 22, 1995 in Japan.

- STAFF -

General Manager: Ken Fukaki
Director: Kenji Goshima
Assistant Director: Ena Yanagawa
Planning: Yoshitaka Shidou, Hiroshi Minami
Design: Masaya Sasano
Editor in Chief: Junichi Mori
Editor: Masaki Urushibata
Program Director: Tadashi Umehara
Program: Yoshihiro Tozaki
Concept Art: Ryouji Ochiai
Art Director: Mato Obata
Art: Takami Aoki, Hiroyuki Amano, Maho Igarashi, Yoshiyori Ouchi, Shunichi Sakai, Shin Sakurai, Erihito Saji, Ukyou Tanaka, Yoshiyuki Nakayama, Nobuo Furushou, Tarou Hosokawa, Toshiji Morikawa
Visual Effects: Naomi Kirita
Music: Hiroo Ikeda
Sound Effects: Mamoru Sugimoto
Support: Tsuburaya Pro, Taito Corp., BEC Co. Ltd., Lay-Up Inc., Shion Ltd., Flackstone, Visual Trap, Jim Cok Design

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85510&o=2

$end


$saturn,sat_cart=pdultram,
$bio

PD Ultraman Link (c) 1996 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59492&o=2

$end


$info=pdp1,
$bio

PDP-1 (c) 1961 Digital Equipment Corp.

- TECHNICAL -

The PDP-1 used an 18-bit word size and had 4096 words as standard main memory (equivalent to 9,216 eight-bit bytes, though the system actually used six-bit bytes), upgradable to 65536 words. The magnetic core memory's cycle time was 5 microseconds (corresponding roughly to a clock speed of 200 kilohertz); consequently most arithmetic instructions took 10 microseconds (100,000 operations per second) because they used two memory cycles: one for the instruction, one for the operand data fetch. Signed numbers were represented in one's complement. The PDP-1 had computing power roughly equivalent to a 1996 pocket organizer and a little less memory.

The PDP-1 used 2,700 transistors and 3,000 diodes. It was built mostly of DEC 1000-series System Building Blocks, using micro-alloy and micro-alloy diffused transistors with a rated switching speed of 5 MHz. The System Building Blocks were packaged into several 19-inch racks. The racks were themselves packaged into a single large mainframe case, with a hexagonal control panel containing switches and lights mounted to lie at table-top height at one end of the mainframe. Above the control panel was the system's standard input/output solution, a punch tape reader and writer.

- TRIVIA -

The PDP-1 (Programmed Data Processor-1) was the first computer in Digital Equipment Corporation's PDP series. It is famous for being the computer most important in the creation of hacker culture.

The design of the PDP-1 was based on the pioneering TX-0 computer, designed and built at MIT Lincoln Laboratory. After building prototype models in December 1959, DEC delivered the first PDP-1 to Bolt, Beranek and Newman (BBN) in November 1960 and it was formally accepted the next April. In 1961, DEC donated the engineering prototype PDP-1 to MIT, where it was placed in the room next to its ancestor, the TX-0 computer, which was by then on indefinite loan from Lincoln Laboratory. In this setting, the PDP-1 quickly replaced the TX-0 as the favorite machine among the budding hacker culture, and served as the platform for a wide variety of 'firsts' in the computing world. Perhaps best known among these is one of the first computerized video games, Spacewar!, but among the list are the first text editor, word processor, interactive debugger, the first credible computer chess program, and some of the earliest computerized music.

- STAFF -

Lead engineer: Benjamin Gurley

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102940&o=2

$end


$pc8801_flop=peachclu,
$bio

Peach Club (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92615&o=2

$end


$pc8801_flop=peachcl1,
$bio

Peach Club Zokango (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92616&o=2

$end


$msx2_flop=peachup1,
$bio

Peach Up 1 (c) 1989 Momonoki House

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101913&o=2

$end


$msx2_flop=peachup2,
$bio

Peach Up 2 (c) 1990 Momonoki House

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101914&o=2

$end


$msx2_flop=peachup3,
$bio

Peach Up 3 (c) 1990 Momonoki House

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101915&o=2

$end


$msx2_flop=peachup4,
$bio

Peach Up 4 (c) 1990 Momonoki House

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101916&o=2

$end


$msx2_flop=peachup5,
$bio

Peach Up 5 (c) 1990 Momonoki House

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101917&o=2

$end


$msx2_flop=peachup6,
$bio

Peach Up 6 (c) 1990 Momonoki House

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101918&o=2

$end


$msx2_flop=peachup7,
$bio

Peach Up 7 (c) 1990 Momonoki House

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101919&o=2

$end


$msx2_flop=peachup8,
$bio

Peach Up 8 (c) 1991 Momonoki House

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101920&o=2

$end


$msx2_flop=peachsp1,
$bio

Peach Up Special (c) 1991 Momonoki House

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101921&o=2

$end


$msx2_flop=peachsp2,
$bio

Peach Up Special II (c) 1991 Momonoki House

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101922&o=2

$end


$info=smih1849,smih1850,smih1851,smih1852,smih1853,smih1854,
$bio

Peacock Plenty (c) 2011 Bally Tech., Incorporated.

5 Reels, 25 or 30 Lines, 75 or 300 Credits Max Bet.

- TECHNICAL -

Software Part Number: 301121

EasySelect versions.
Game Kit #193729 ALPHA Elite JUMBO
Game Kit #193768 ALPHA Elite S9E
Game Kit #193783 ALPHA Elite S9E Chop Top
Game Kit #193695 ALPHA Pro Upright iDeck
Game Kit #193754 ALPHA S9000
Game Kit #193742 CineReels

14-Button versions.
Game Kit #193736 ALPHA Elite JUMBO
Game Kit #193776 ALPHA Elite S9E
Game Kit #193794 ALPHA Elite S9E Chop Top
Game Kit #193695 ALPHA Pro Upright iDeck
Game Kit #193754 ALPHA S9000
Game Kit #193748 CineReels

- UPDATES -

SMI #H1849
Min/Max %: 85.44%

SMI #H1850
Min/Max %: 87.94%

SMI #H1851
Min/Max %: 90.12%

SMI #H1852
Min/Max %: 92.08%

SMI #H1853
Min/Max %: 93.93%

SMI #H1854
Min/Max %: 95.90%

- SCORING -

Top Award: 6,000 Credits x Total Bet during Free Games with 9 scattered Total Diamonds symbols and player selects 8 Free Games with 3x multiplier.

- TIPS AND TRICKS -

* Top Award: Occurs on average every 16,926,322 plays.

* Overall Hit Frequency: 37.03%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=45976&o=2

$end


$bbca_cass,bbcb_cass=peakflee,
$bio

Peak Fleet Manager (c) 1987 DeeKay

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52203&o=2

$end


$c64_cart,c64_flop=pnutpanc,
$bio

Peanut Butter Panic (c) 1984 CBS Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53666&o=2

$end


$a800=pnutpanc,
$bio

Peanut Butter Panic (c) 1984 CBS Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86650&o=2

$end


$bbca_cass,bbcb_cass=pearlhar,
$bio

Pearl Harbour (c) 19?? Microgame

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52204&o=2

$end


$cpc_cass=pearlhrb,
$bio

Pearl Harbour [Model CP 016] (c) 1985 Sprites [France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98631&o=2

$end


$info=pblbeach,
$bio

Pebble Beach - The Great Shot (c) 1995 T&E Soft.

- TECHNICAL -

Runs on the "ST-V [Sega Titan Video Game System]" hardware.
[Model 610-0374-04]

Players: 2
Control: 8-way joystick
Buttons: 6

- TRIVIA -

Released in September 1995.

- PORTS -

* Consoles :
Panasonic 3DO (1993, "Pebble Beach Golf Links")
Sega Saturn (1994, "Pebble Beach Golf Links")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1941&o=2

$end


$megadriv=pebble,
$bio

Pebble Beach Golf Links (c) 1993 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56750&o=2

$end


$megadriv=pebbleu,
$bio

Pebble Beach Golf Links (c) 1993 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57340&o=2

$end


$saturn,sat_cart=pebble,
$bio

Pebble Beach Golf Links (c) 1995 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60380&o=2

$end


$saturn,sat_cart=pebblej,
$bio

Pebble Beach Golf Links - Stadler ni Chousen (c) 1995 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59504&o=2

$end


$saturn,sat_cart=pebbleu,
$bio

Pebble Beach Golf Links [Model 81101] (c) 1995 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60116&o=2

$end


$snes=pebble,
$bio

Pebble Beach no Hatou New - Tournament Edition [Model SHVC-AONJ-JPN] (c) 1996 T&E Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61946&o=2

$end


$pico=pecola,
$bio

Pecola no Daibouken Maboroshi no Ice Cream wo Sagase! [Model HPC-6066] (c) 1998 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75747&o=2

$end


$cdi=pecosbil,
$bio

Pecos Bill (c) 1992 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53027&o=2

$end


$cpc_cass=pgramm6,
$bio

Pedagogiciel - Grammaire 6eme (c) 1985 Eurologiciel

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98632&o=2

$end


$bbca_cass,bbcb_cass=pedro,
$bio

Pedro (c) 1984 Imagine

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52205&o=2

$end


$nes=peekaboo,
$bio

Peek-A-Boo Poker (c) 1991 Panesian

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84081&o=2

$end


$a2600=peekaboo,
$bio

Peek-A-Boo (c) 1984 Atari, Incorporated.

- TECHNICAL -

Model CX26137

- TRIVIA -

Unreleased prototype.

- STAFF -

Programmer: Bill Aspromonte

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50776&o=2

$end


$info=peekaboo,peekaboou,
$bio

Peek-a-Boo! (c) 1993 Jaleco Company, Limited.

- TECHNICAL -

Jaleco Mega System 1-D hardware

Main CPU : Motorola 68000 (@ 10 Mhz)
Sound Chips : OKI6295 (@ 12 Khz)

Players : 2
Control : paddle
Buttons : 4

- TRIVIA -

Peek-a-Boo was released in May 1993.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1942&o=2

$end


$bbca_cass,bbcb_cass=peeko,peekog,
$bio

Peeko Computer (c) 198? Acornsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51417&o=2

$end


$info=m5peepsh,
$bio

Peep Show (c) 199? Barcrest.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=14934&o=2

$end


$nes=peepart,
$bio

Peepar Time (c) 1990 Sanritsu Denki

- TECHNICAL -

Cartridge ID: SAN-P6

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54501&o=2

$end


$pc98=peepings,
$bio

Peeping Scandals (c) 1984 Bothtec, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90335&o=2

$end


$pc8801_flop=peepings,peepingsa,
$bio

Peeping Scandals (c) 1984 Bothtec, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92617&o=2

$end


$msx1_cart=peetan,
$bio

Peetan (c) 1984 Nippon Columbia

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77342&o=2

$end


$gameboy=peetan,
$bio

Peetan (c) 1991 Kaneko Company, Limited.

- TECHNICAL -

Cartridge ID: DMG-PFJ

- TRIVIA -

Reviews:
May 1992 - Joypad N.8 (Page 114) [FR]: 65/100 (as Pitan).

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66678&o=2

$end


$a2600=pegaladr,
$bio

Pega Ladrao (c) 19?? Dismac

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50777&o=2

$end


$amigaocs_flop=pegasus,
$bio

Pegasus (c) 1991 Gremlin Graphics Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74715&o=2

$end


$cdi=pegasus,
$bio

Pegasus (c) 1992 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53028&o=2

$end


$cpc_cass=pegabrid,
$bio

Pegasus Bridge [Model SUM976] (c) 1987 Summit Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98633&o=2

$end


$msx1_cart=pegasus,
$bio

Pegasus [Model M-2002] (c) 1986 Victor Interactive Software, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77343&o=2

$end


$info=peggle,pegglet,
$bio

Peggle (c) 1991 Strata.

- TECHNICAL -

Main CPU : (2x) M6809 (@ 2 Mhz)
Sound Chips : OKI6295 (@ 7.812 Khz), YM3812 (@ 4 Mhz)

Screen orientation : Vertical
Video resolution : 240 x 400 pixels
Screen refresh : 60.00 Hz
Palette colors : 256

Players : 1
Control : trackball

- TRIVIA -

Developed by Incredible Technologies, Inc.

- STAFF -

Game concept / Art : Scott Morrison
Programmer : Janie Zeto
Sounds : Leif Marwede
Hardware / Support : Ann Vonckx, Bill Remer

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1943&o=2

$end


$gameboy=pekepoko,
$bio

Peke to Poko no Daruman Busters [Model DMG-DBJ] (c) 1991 Banpresto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66681&o=2

$end


$info=penalty,
$bio

Penalty (c) 1997 Sirmo.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=7659&o=2

$end


$cpc_cass=penaltys,
$bio

Penalty Soccer (c) 1990 Gamebusters

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98634&o=2

$end


$info=penfan,penfana,
$bio

Penfan Girls - Step1 - Mild Mind (c) 1999 Eolith.

- TRIVIA -

Released in March 2000 in Korea (even if the titlescreen says 1999).

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=38480&o=2

$end


$bbca_cass,bbcb_cass=pengi,
$bio

Pengi (c) 1984 Visions

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52206&o=2

$end


$info=pengo,pengo2,pengo2u,pengob,pengo3u,pengo4,
$bio

Pengo (c) 1982 Sega.

Pengo the Penguin is the eponymous star of Pengo the video game. The basic layout of Pengo is akin to that of Namco's legendary "Pac-Man"; featuring, as it does, a top down, single screen, maze-like arrangement. Pengo's enemies, the Sno-Bees, are also similar to Blinky, Pinky, Inky, and Clyde - the ghosts that pursued Pac-Man; not least because Sno-Bees also come in four different varieties, each represented by a different color.

One aspect that distinguishes Pengo from the Namco classic is that the Maze itself is a wholly interactive environment. Each section of wall is represented as a block of ice, which can be pushed onto the Sno-Bees to destroy them. The Sno-Bees themselves will destroy the ice blocks as they move around each level, so speed is of the essence. Some of the blocks are 'Diamond blocks' which cannot be destroyed, and can be re-used by Pengo.

The outer wall of each level can also be utilized; if the player pushes against the wall when a Sno-Bee is next to it, the Sno-Bee will be temporarily stunned, allowing Pengo to move in for the kill.

- TECHNICAL -

Game ID: 834-0386

Main CPU: Zilog Z80 (@ 3.02 Mhz)
Sound Chips: Namco 3-channel WSG (@ 96 Khz)

Players: 2
Control: 4-way joystick
Buttons: 1 (PUSH)

- TRIVIA -

Pengo was released in September 1982 and developed by Coreland Technology.

Pengo makes a cameo appearance in "Up'n Down". If a player manages to pass the first 4 rounds in under a minute each, he will appear in the water of round 5 riding a surf-board.

Rodney Day holds the official record for this game with 1110370 points.

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

- UPDATES -

Set 2 & 4 draws its maze much more quickly and has snappy original music, whereas Set 1 & 3's music is a copy of an instrumental pop song (Hot Butter - Popcorn - 1972).

Set 2, 3, 4 correct a Test Menu Bug.

The curtain speed is fastest on Set 2.

The demo mode is different in Set 2.

Set 4 introduced a number of changes to make the game flow faster than in previous sets.
- Number of frames before the level completion time is shown changed from 32 to 8.
- Number of frames after a time bonus is calculated changed from 128 to 64.
- Number of frames before the screen wipes after the player has died changed from 128 to a single frame.

Additional changes were made in Set 2:
- Delay before player can move at the start of a stage changed from 64 frames to 16 frames.
- Delay before the next level loads after an intermission changed from 64 frames to 16 frames.
- Delay before the sky rapidly changes colors in the intro changed from 64 frames to 48 frames.

- SCORING -

Smashing an ice block : 30 points. 
Smashing an ice block with a Sno-Bee inside : 500 points. 
Walking over a stunned Snow-Bee : 100 points. 
Killing a Snow-Bee with an ice block : 400 points. 
Killing two Snow-Bees at once with one ice block : 1600 points. 
Killing three Snow-Bees at once with one ice block : 3200 points. 
Killing four Snow-Bees at once with one ice block : 6400 points. 
Lining up the three diamond blocks with one or zero of them touching a wall : 10000 points.
Lining up the three diamond blocks with two or more touching a wall : 5000 points.
Completing screen in under 20 seconds : 5000 bonus points. 
Completing screen in 20-29 seconds : 2000 bonus points. 
Completing screen in 30-39 seconds : 1000 bonus points. 
Completing screen in 40-49 seconds : 500 bonus points. 
Completing screen in 50-59 seconds : 10 bonus points. 
Completing screen in 60 seconds and over : no bonus points.

- TIPS AND TRICKS -

* The last remaining Sno-Bee on the screen will try to escape. If you do not kill it before it reaches one of the corners it will disappear.

* The indicator at the top of the screen tells you how many Sno-Bees are remaining on the level, including those still in ice blocks.

* At the start of each level some ice blocks will flash. This indicates that there is a Sno-Bee inside and you can destroy the ice block to kill the Sno-Bee before it emerges.

* When you kill the last Sno-Bee you have a couple of seconds to crush up to four ice blocks for an extra 30 points each.

* Concentrate your efforts on lining up the diamond blocks. The 10000 points are the biggest single score in the game, and stunning all the Sno-Bees is also a valuable side effect. You can then kill them easily by pushing ice blocks onto them rather than running over them (400 points as opposed to 100).

* Lining up the three diamond have another side effect: the remaining ice blocks with a Sno-Bee inside will be flash to the end of screen.

* Try to kill more than one Sno-Bee at a time, as two or more together are worth more points than killing them individually.

* Easter Egg: In the attract mode, push the two joys to up, press the two action buttons and one button of start game, and it will show the credits of the game. After a few seconds, the game will reset. The wait can be stopped pushing the 1P Start button.

- SERIES -

1. Pengo (1982)
2. Pengo! (2010)
3. Finger Pengo (2011, iPhone/iPod)

- STAFF -

Directed by: Nobuo Kodera
Programed by: Akira Nakakuma
Designed by: Shinji Egi
Involved in the project: Tsutomu Iwane

- PORTS -

* Consoles :
Atari 5200 [US] (1983) "Pengo [Model CX5236]"
Atari 2600 [US] (1984) "Pengo [Model CX2690]"
Atari XEGS
Sega Game Gear [JP] (October 6, 1990) [Model G-3202] 
Sega Game Gear [EU] (1991) 
Sega Mega Drive [JP] (December 22, 1995; "Pepenga Pengo [Model G-4133]")
Sega Saturn [JP] (February 28, 1997) "Sega Memorial Selection Vol.1 [Model GS-9135]"
Nintendo Wii [Virtual Console] [JP] (August 4, 2009) Mega Drive version.

* Computers :
Atari 800 [US] (1983)
BBC Micro [EU] (1983) 
Commodore C64 [US] [EU] (1983)
Commodore C64 [US] [EU] (1983, "Petch")
Tandy Color Computer [US] (1983, "Pengon")
Amstrad CPC [EU] (1986, "Troglo")
Atari 800 (Pengon)
Commodore 64 (Pengon)
Dragon 32 (Pengon)
Vic-20 (Pengon) (unreleased?) (The only mention online is that the developer says he made it.)
Sinclair QL (Pengi) (1985) (The Pengi games are very close to the original arcade game.)
BBC Micro (Pengi)
Acorn Electron (Pengi)
PC [MS Windows 98] [JP] (1998) "Memorial Selection [Model HCJ-0147]"

* Others :
LCD handheld game [US] (1982) by Bandai.
VFD portable game [US] (1983) by Bandai.
Blackberry [US] (August 28, 2009; "Pengo Mobile [Model 3107]") 
Mobile phones [US] (2003) 
Apple iPhone/iPod [US] (February 2, 2011) [Model 416880921]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1944&o=2

$end


$a800=pengo,
$bio

Pengo (c) 1983 Atari, Inc. [Sunnyvale, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86651&o=2

$end


$spc1000_cass=pengo,
$bio

Pengo (c) 198? Samsung Software [Korea]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83540&o=2

$end


$info=bpengo,
$bio

Pengo (c) 1983 Bandai Co., Ltd.

- TECHNICAL -

Model 0200011

- TRIVIA -

Made and sold under license from Sega.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96206&o=2

$end


$gamegear=pengo,
$bio

Pengo [Model 2202] (c) 1991 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64767&o=2

$end


$a2600=pengo,pengoe,pengop,
$bio

Pengo (c) 1984 Atari, Incorporated.

You start the game with five Pengo lives. Your current lives are displayed as red boxes at the lower left. You lose a life when a Sno-Bee touches you. You have approximately two minutes to complete a round. Each round ends when you destroy all the Sno-Bees, when the last one escapes, or when time is up. The game ends when you lose your last Pengo life.

- TECHNICAL -

Model CX2690

- UPDATES -

A 1983 prototype is know to exists. The title screen is more stylized in the prototype version, and according to programmer Mark Hahn it was dropped from the finished version due to memory constraints. There are some other small differences in this version as well, such as the placement of the ice blocks, and it appears to be fully playable.

- TIPS AND TRICKS -

Eliminate as many SnoBees as possible with a single ice block, for potential time bonus points. 

If Sno-Bees are chasing you and you come up against an ice block, don't lose time--run around it!

Try to put a block between you and pursuing Sno-Bees. Then use that block to crush the little nasties.

For higher points, remember to crush frozen SnoBees with ice blocks rather than by running over them.

The best strategy for lining up jewel blocks is to make a wall out of the regular ice blocks, then push the jewel blocks against that wall.

Each time you begin a new round, analyze the maze. If it's easy to line up the jewel blocks, do that first. If not, destroy the Sno-Bees first.

Remember that regular ice blocks are worth 30 points each. So after aligning the jewel blocks, start crushing the regular blocks for extra points. But don't destroy them all before you kill off the Sno-Bees, or you'll have no weapons left!

- STAFF -

Sound: Jeff Gusman, Andrew Fuchs
Programmer: Mark R. Hahn
Unknown: Courtney Granner

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50778&o=2

$end


$a5200=pengo,
$bio

Pengo (c) 1983 Atari, Incorporated.

As Pengo the Penguin, you race around the ice field rearranging huge blocks of ice. Your objectives: Destroy your opponents, the Sno-Bees, before they sting you; and line up three diamond blocks for a fortune in bonus points.

Use your joystick controller to move Pengo around the ice field. Press the lower fire button to kick an ice block accross the playfield or to crush an ice block that is trapped against the wall or against another block.

Squash the Sno-Bees by pushing ice blocks into them or by running Pengo over them when they are frozen. Line up the three diamond blocks by crumbling and kicking strategic ice blocks around the field until all three diamond blocks adjoin.

Each round is completed when you destroy all the Sno-Bees or when the last one escapes. The game ends when you lose your last Pengo life.

- TECHNICAL -

Model CX5236

- SCORING -

Crumbling an ice block: 30 points.

Squashing Sno-Bees between Ice Blocks
1 Sno-Bee: 400 points.
2 Sno-Bees at once: 1,600 points.
3 Sno-Bees at once: 3,200 points.
4 Sno-Bees at once: 6,400 points.

Destroying a Frozen Sno-Bee by:
Stepping on it: 100 points.
Squashing it between ice blocks: 400 points.

Crushing an Ice Block Containing a Sno-Bee Egg: 500 points.

Lining up Diamond Blocks:
Against a wall: 5,000 points.
Inside the ice field: 10,000 points.

Time-Bonus Points for Destroying Sno-Bees
0 to 19 Seconds: 5,000 points.
20 to 29 Seconds: 2,000 points.
30 to 39 Seconds: 1,000 points.
40 to 49 Seconds: 500 points.
50 to 59 Seconds: 10 points.
60 Seconds or more: 0 point.

- TIPS AND TRICKS -

* Kill as many Sno-Bees as possible with a single ice block. You'll score lots of points and you'll get rid of the Sno-Bees quickly for potential time-bonus points.

* Kicking and crumbling blocks in your path slows you down. So if Sno-Bees are chasing you and you come up against an ice block, don't lose time by trying to destroy it, run around it!

* Try to put a block between you and pursuing Sno-Bees. Then use that block to crush the little nasties.

* For higher points, remember to crush Sno-Bees with ice blocks rather than stepping on them.

* The best strategy for lining up diamond blocks is to make a wall out of the regular ice blocks against which the diamond blocks can be pushed.

* Each time you begin a new round, analyze the maze. If it's easy to line up the diamond blocks, do that first. If the diamond blocks are far apart and hard to align, kill the Sno-Bees first.

* Remember that regular ice blocks are worth 30 points each. So, after aligning the diamond blocks, start crushing the regular blocks for extra points, but don't destroy them all before you kill off the Sno-Bees!

- STAFF -

Programmer: W. Sean Hennessy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50073&o=2

$end


$gamegear=pengoj,
$bio

Pengo (c) 1990 Sega Enterprises, Limited.

- TECHNICAL -

[Model G-3102]

- TIPS AND TRICKS -

* Cheat Mode: At the title screen, press Up+1+2+START. Now, you can select the number of lives and the starting stage.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64768&o=2

$end


$info=pengadvb,
$bio

Penguin Adventure (c) 1988 screen.

- TIPS AND TRICKS -

* Heart: there is 4 types: red, green, blue and yellow.
Red: 1000 pts
Green: Timer +50
Blue: Ride a cloud and you can fly
Yellow: Invincibility and you can break by body-attack

* Basic Items you can buy:
Gun: Fire and kill an enemy/boss.
Gold Feather: It enables moving left/right in jumping.
Hat with Propeller: It enables long jump. Flight duration is increased with holding Jump button.
Speed Shoes: Max speed up (8 though default is 6)
Bell: Warning tone is played when "Warp" point comes near.
Necklace: You can play a slot-machine as many times as you want (Default is 3 times)
Ring: No damage against sea anemone in the sea
Bracelet: It is required to get secret items
Gold Helmet: Guard a lighting attack by Mun-muku 3 times
Silver Helmet: Guard body-attack by Uniya and Harisen-uni 3 times
Cloth: Guard body-attack by Ahou and Bat 3 times
Glasses: It enables you to see the invisible enemy "Vega".
Torch: No damage when you hit the attack by Ika-dasu.
Map: It requires to finish several stage (otherwise, you zapped...)

* Bonus Stage: If you are in jumping at Dist = 420, wing item appears and you can go to bonus stage.
Get normal fish and golden fish (1UP!) before you hit a meteo or time over.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=33006&o=2

$end


$sms=pengadv,
$bio

Penguin Adventure (c) 199? Zemina

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56125&o=2

$end


$msx1_cart=pengadv,
$bio

Penguin Adventure [Model RC743] (c) 1986 Konami Industry Co., Ltd. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77344&o=2

$end


$info=penbros,
$bio

Penguin Brothers (c) 2000 Subsino.

A multi-screen platform game in which one or two players (either co-operatively or competitively) control a cute penguin fighting against the game's equally cute enemies. The idea is to destroy all of the on-screen enemies; once this a done, a circular key will appear; the player must pick the key up, whereupon they will be teleported to another screen which represents the second part of the stage. This screen has a silver doorway; the player must carry the key to the door - avoiding or destroying the on-screen enemies - to complete the level.

Playing as a loose cross between Taito's "Bubble Bobble" and Irem's "Bomber Man", each player's penguin is armed with bombs which are used to destroy the game's enemies, as well as obstructions - such as walls etc. - and barrels; the latter often revealing hidden bonuses that can be collected. Players must be careful to avoid blowing themselves and each other up when the bombs detonate.

Each level contains one or more 'rotating' platforms, allowing travel between upper and lower platforms. Players and enemies can stick to the underside of a rotating platform, then rotate it through 180 degrees to reach the platform above them. The opposite applies to reach a lower platform.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 16.2652 Mhz)
Sound Chips : X1-010 (@ 16.66 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Penguin Brothers was released in October 2000.

A Hack of this game are known as "Super Panda".

- STAFF -

Producers : Masanori Kagawa (NSI), Seiji Kurokawa (ADD), Tadayuki Emori (EMS)
Game designer : Ago
System programmer : M. Shimazaki
Game arranger : T. Senba
Sound : Reeb, Yamanaka (Calura)
Graphic : Ago, Mika. S, T. Senba
Game programmers : Ago, M. Shimazaki
Story : T. Senba
Management : T. Emori

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1945&o=2

$end


$svision=penguinh,
$bio

Penguin Hideout [Model SV10032] (c) 1992 Thin Chen Enterprise

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95465&o=2

$end


$sms=pengland,
$bio

Penguin Land (c) 1987 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56126&o=2

$end


$gameboy=pengland,
$bio

Penguin Land [Model DMG-PLJ] (c) 1990 Pony Canyon, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66682&o=2

$end


$info=pengpays,
$bio

Penguin Pays (c) 1996 Aristocrat.

A video slot machine with 5 reels and 9 lines.

- TECHNICAL -

Runs on the Aristocrat MKV Series 1 hardware but was also released on the MKV Series 2 hardware with 20 lines (2000).

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5040&o=2

$end


$pico=penguki,
$bio

Penguin Ukiuki Bikkuri Suizokukan Meiro Puzzle (c) 1995 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75748&o=2

$end


$pc8801_flop=pengvill,
$bio

Penguin Village (c) 1984 Pony Canyon, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92618&o=2

$end


$gameboy=penguinw,
$bio

Penguin Wars [Model DMG-PW-USA] (c) 1990 Nexoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66683&o=2

$end


$fm7_cass=penguin,
$bio

Penguin-kun (c) 1983 Hard [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93776&o=2

$end


$info=pkunwar,pkunwarj,
$bio

Penguin-Kun Wars (c) 1985 UPL.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.5 Mhz)

Players : 2
Control : 2-way joystick
Buttons : 1

- TRIVIA -

Penguin-Kun Wars was released in June 1985 in Japan.

- SERIES -

Penguin-Kun Wars (1985)
Penguin-Kun Wars 2 (1988, MSX 2)

- STAFF -

By: Tsutomu Fuzisawa, I. Ogata, Nobuyuki Narita, Kosikawa, M. Komeda

- PORTS -

* Consoles :
Nintendo Famicom (1985)
Nintendo Game Boy (1990, "King of the Zoo")

* Computers :
MSX (1986)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1946&o=2

$end


$nes=penguinw,
$bio

Penguin-kun Wars (c) 1985 ASCII

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54502&o=2

$end


$x1_flop=penguinw,
$bio

Penguin-kun Wars (c) 1985 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86080&o=2

$end


$pc8801_flop=penguinw,penguinwa,
$bio

Penguin-kun Wars (c) 1985 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92619&o=2

$end


$nes=penguinwh,
$bio

Penguin-kun Wars (c) 1987 FMG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69302&o=2

$end


$msx1_cart=penguinwk,
$bio

Penguin-kun Wars (c) 198? ProSoft [Korea]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77346&o=2

$end


$msx2_cart=penguin2,penguin2a,
$bio

Penguin-kun Wars 2 (c) 1988 ASCII

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51353&o=2

$end


$msx2_flop=penguin,penguinb,penguinc,penguina,
$bio

Penguin-kun Wars 2 (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101923&o=2

$end


$gameboy=penguinwj,
$bio

Penguin-kun Wars VS. [Model DMG-PWJ] (c) 1990 ASCII Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66684&o=2

$end


$msx1_cart=penguinw,
$bio

Penguin-kun Wars [Model 2016701] (c) 1985 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77345&o=2

$end


$bbca_cass,bbcb_cass=pengwyn,
$bio

Pengwyn (c) 19?? Postern

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52207&o=2

$end


$pc8801_flop=penkiyay,
$bio

Penki-ya You-chan (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92620&o=2

$end


$info=penky,
$bio

Penky (c) 1996 Yun Sung.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42410&o=2

$end


$segacd=pennsmok,
$bio

Penn and Tellers Smoke and Mirrors  (c) 199? Absolute Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60781&o=2

$end


$info=pfevr_l2,pfevr_p3,
$bio

Pennant Fever (c) 1984 Williams Electronics, Incorporated.

- TECHNICAL -

Williams System 8
Model number : 526

- TRIVIA -

'Pennant Fever' is the first bat baseball game produced by Williams to use a solid state electronics.

- STAFF -

Design by : Mark Ritchie

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=7373&o=2

$end


$info=ec_penni,ec_pennia,
$bio

Pennies from Heaven (c) 199? Electrocoin Automatics, ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40087&o=2

$end


$n64=pennyrac,pennyracu,
$bio

Penny Racers (c) 1999 THQ

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57901&o=2

$end


$gba=pennyrac,
$bio

Penny Racers [Model AGB-AQAP] (c) 2002 Xicat Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72112&o=2

$end


$x68k_flop=pensancd,
$bio

Pensan CD (c) 1992 Tanaka Yuu

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88503&o=2

$end


$pc98=pension,pensiona,
$bio

Pension Story - Hana no Kiyosato (c) 1988 Adult Inn [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90336&o=2

$end


$pc8801_flop=hananoki,
$bio

Pension Story - Hana no Kiyosato (c) 1988 Adult Inn [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92621&o=2

$end


$info=penta,
$bio

Penta (c) 1982 Unknown [Italy].

Penta the Penguin is the eponymous star of Penta the video game. The basic layout of Penta is akin to that of Namco's legendary 'Pac-Man'; featuring, as it does, a top down, single screen, maze-like arrangement. Penta's enemies, the Sno-Bees, are also similar to Blinky, Inky, Clyde etc. - the ghosts that pursued Pac-man; not least because Sno-bees also come in four different varieties, each represented by a different colour.

One aspect that distinguishes Penta from the Namco classic is that the Maze itself is a wholly interactive environment. Each section of wall is represented as a block of ice, which can be pushed onto the Sno-bees to destroy them. The Sno-bees themselves will destroy the ice blocks as they move around each level, so speed is of the essence. Some of the blocks are 'Diamond blocks' which cannot be destroyed, and can be re-used by Penta.

The outer wall of each level can also be utilised; if the player pushes against the wall when a Sno-bee is next to it, The Sno-bee will be temporarily stunned; allowing Penta to move in for the kill.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.02 Mhz)
Sound Chips : Namco 3-channel WSG (@ 96 Khz)

Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.61 Hz
Palette Colors : 32

Players : 2
Control : 4-way joystick
Buttons : 1

- TRIVIA -

This game is an Italian bootleg of "Pengo".

- SCORING -

Smashing an ice block : 30 points.
Smashing an ice block with a Sno-bee inside : 500 points.
Walking over a stunned Snow-bee : 100 points.
Killing a Snow-bee with an ice block : 400 points.
Killing 2 Snow-bees at once with one ice block : 1,600 points.
Killing 3 Snow-bees at once with one ice block : 6,400 points.
Lining up the three diamond blocks with none of them touching a wall : 10,000 points.
Lining up the three diamond blocks with one or more touching a wall : 5,000 points.
Completing screen in under 20 seconds : 5,000 bonus points.
Completing screen in 20-29 seconds : 2,000 bonus points.
Completing screen in 30-39 seconds : 1,000 bonus points.
Completing screen in 40-49 seconds : 500 bonus points.
Completing screen in 50-59 seconds : 10 bonus points.

- TIPS AND TRICKS -

* The last remaining Sno-bee on the screen will try to escape. If you do not kill it before it reaches one of the corners it will disappear.

* The indicator at the top of the screen tells you how many Sno-Bees are remaining on the level, including those still in ice blocks.

* At the start of each level some ice blocks will flash. This indicates that there is a Sno-Bee inside and you can destroy the ice block to kill the Sno-Bee before it emerges.

* When you kill the last Sno-bee you have a couple of seconds before the level ends. Use this time to crush an ice block for an extra 30 points.

* Concentrate your efforts on lining up the diamond blocks. The 10,000 points are the biggest single score in the game, and stunning all the Sno-bees is also a valuable side effect. You can then kill them easily by pushing ice blocks onto them rather than running over them (400 points as opposed to 100).

* Try to kill more than one Sno-bee at a time, as two or more together are worth more points than killing them individually.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1947&o=2

$end


$gameboy=pentadrg,
$bio

Penta Dragon [Model DMG-P5J] (c) 1992 Yanoman Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66685&o=2

$end


$info=pentacup,pentacup2,
$bio

Pentacup (c) 1978 Micropin.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=38481&o=2

$end


$msx1_cass=pentagrm,
$bio

Pentagram (c) 1986 Ultimate Play The Game

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94905&o=2

$end


$x68k_flop=pentaris,
$bio

Pentaris (c) 1990 Phoenix [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88504&o=2

$end


$msx2_flop=pentodys,
$bio

Pentaro Odyssey - The Revenge (c) 1997 Unknown [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101924&o=2

$end


$msx2_flop=pentody2,
$bio

Pentaro Odyssey 2 - The Island (c) 2000 Unknown [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101925&o=2

$end


$amigaocs_flop=penthous,
$bio

Penthouse Hot Numbers Deluxe (c) 1994 Magic Bytes

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74716&o=2

$end


$pc98=pentium,
$bio

Pentium (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90337&o=2

$end


$cpc_cass=pepebequ,
$bio

Pepe Bequilles (c) 1987 SoftHawk

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98635&o=2

$end


$msx1_cass=pepesalt,pepesalta,
$bio

Pepe Saltarin (c) 1986 Grupo de Trabajo Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94906&o=2

$end


$pico=pepepuzl,pepepuzlp2,pepepuzlp1,pepepuzlp,
$bio

Pepe's Puzzles [Model 49035-00] (c) 1995 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75749&o=2

$end


$megadriv=ppengo,
$bio

ぺぺんがPENGO (c) 1995 Sega Enterprises, Limited.
(Pepenga PENGO)

- TECHNICAL -

Game ID: G-4133
Cartridge ID: 670-7392
Cover ID: 670-7393
Barcode: 4 974365 541330

- TRIVIA -

Released on December 22, 1995 in Japan.

- STAFF -

Planner: Eno P
Programmer: Work RAM E, AT‑AT
Graphic Designer: Arima Taro, Namihei, Monty, Usi
Sound: Hiyodori Tome, Chikayo Fukuda (Chikayo F.)
Manual Designer: Hiroki Ōsawa, Yoshihiro Sakuta
Package Designer: Hiroki Ōsawa, Yoshihiro Sakuta
Executive Producer: Mamoru Shigeta
Producer: Hiroshi Asō
Director: Takumi Yoshinaga
Special Thanks: Hideki Katagiri, Nobuo Matsushima, Toshiki Yamaguchi

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56751&o=2

$end


$info=pepper2,pepper27,
$bio

Pepper II (c) 1982 Exidy.

Despite its name, there was no predecessor named Pepper or Pepper I. The gameplay is similar to the game Amidar by Konami and Stern.

There are four mazes per level in Pepper II. Each maze has exits leading to 3 other mazes. All four mazes must be filled to advance to the next level. To fill in a maze, the player maneuvers "Pepper" around different segments of the maze. As Pepper travels, he leaves a "zipper". Once he encloses or "zips" a segment, it fills in and points are awarded. If Pepper backtracks on an uncompleted segment, it unzips.

The character "Pepper" is an angel. There are two types of enemies that must be avoided: "Roaming Eyes" and the " Whippersnapper" who unzips all uncompleted, zipped segments by moving over them. Pepper's one defense is to enclose an area containing a pitchfork "energizer", which turns him into a devil for approximately four seconds. At that time he can go after all Roaming Eyes for points. At the same time, the Whippersnapper freezes. There are four pitchforks in the corners of every maze. A deluxe energizer is located in the center of each maze. This energizer alternates between being a pitchfork and a halo symbol. If Pepper encloses the middle area when the energizer is a halo, the Whippersnapper will disappear from the maze.

Points are made for enclosing a segment, consuming a pair of roaming eyes when energized by the pitchfork (similar to Pac-Man), obtaining prizes, completing a maze, and completing 4 mazes. A bonus turn is awarded at 40,000, 50,000, 70,000 or 90,000 points, depending on the dip switch settings.

Each maze also contains a prize in one of the segments. The player must enclose the area it appears in to gain the prize and points, and then the prize is shown beneath the maze.

- TECHNICAL -

Main CPU : MOS Technology M6502 (@ 705.562 Khz)
Sound CPU : MOS Technology M6502 (@ 894.886 Khz)
Sound Chips : Custom (@ 894.886 Khz)

Control : 4-way joystick
Buttons : 1

- TRIVIA -

Pepper II was released in May 1982. The game features an unlicensed version of the theme to Alfred Hitchcock Presents when gameplay starts.

Herbie Fong holds the official record for this game with 10642030 points.

- STAFF -

Designed by : Howell Ivy
Programmer : Larry Hutcherson

- PORTS -

* Consoles :
Colecovision [US] (1983) "Pepper II [Model 2605]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1948&o=2

$end


$coleco=pepper2,
$bio

Pepper II (c) 1983 Coleco Industries, Incorporated.

- TECHNICAL -

[Model 2605]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53326&o=2

$end


$a2600=pepsiinv,
$bio

Pepsi Invaders - Coke Wins (c) 1983 Atari, Incorporated.

- TRIVIA -

A very rare game. Coco-Cola commissioned a game from Atari to give to their Atlanta employees. In this case, Atari redesigned Space Invaders so that you shoot the letters PEPSI instead of space creatures. There were 125 copies of this game made.

- STAFF -

Programmer: Christopher Omarzu

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50779&o=2

$end


$info=pepsiman,
$bio

PEPSI Man (c) 1997 Sigma Enterprises, Incorporated.

A fun rock-paper-scissors/gambling game.

Featuring the funny and intrepid hero Pepsiman The Running Hero!

- TECHNICAL -

Main CPU : Zilog Z80 (@ 10.00 Mhz)
Sound Chips : (2x)Speaker YMZ280B (@ 16.934400 MHz)
 
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 256

Players : 1
Buttons : 3

- TRIVIA -

Pepsi Man is an official Pepsi mascot from Pepsi's Japanese corporate branch and was a successful marketing, starring various TV commercials and becoming a merchandise product.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42977&o=2

$end


$psx=pepsiman,
$bio

Pepsiman [Model SLPS-01762] (c) 1999 KID [Kindle Imagine Develop]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85530&o=2

$end


$info=pcnfrk3m,
$bio

Percussion Freaks 3rdMix (c) 2000 Konami Corp. [Osaka, Japan]

- TECHNICAL -

Konami Bemani System 573 Digital Hardware

Main CPU : R3000A 32 bit RISC processor, Clock - 33.8688MHz, Operating performance - 30 MIPS, Instruction Cache - 4KB
BUS : 132 MB/sec.
OS ROM : 512 Kilobytes
Additional Sound Chips : Playstation SPU, 24 Channels, 44.1KHz sample rate, PCM audio source, Digital effects include: Envelope, Looping, Digital Reverb, Load up to 512K of sampled waveforms, Supports MIDI Instruments.
Main RAM: 2 Megabytes
Video RAM: 2 Megabyte
Sound RAM : 512 Kilobytes
Graphical Processor : 360,000 polygons/sec, Sprite/BG drawing, Adjustable frame buffer, No line restriction, 4,000 8x8 pixel sprites with individual scaling and rotation, Simultaneous backgrounds (Parallax scrolling)
Sprite Effects : Rotation, Scaling up/down, Warping, Transparency, Fading, Priority, Vertical and horizontal line scroll
Resolution : 256x224 - 740x480
Colours : 16.7 million colors, Unlimited CLUTs (Color Look-Up Tables)
Other Features : custom geometry engine, custom polygon engine, MJPEG decoder

- TRIVIA -

Asian version of "DrumMania 3rdMix".

- SERIES -

1. Percussion Freaks (1999)
2. Percussion Freaks 2ndMIX (2000)
3. Percussion Freaks 3rdMIX (2000)
4. Percussion Freaks 4thMIX (2001)
5. Percussion Freaks 5thMIX (2001)
6. Percussion Freaks 6thMIX (2002)
7. Percussion Freaks 7thMIX (2002)
8. Percussion Freaks 8thMIX (2003)
9. Percussion Freaks 9thMIX (2003)
10. Percussion Freaks 10thMIX (2004)
11. Percussion Freaks Kids Planet (2004)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11626&o=2

$end


$bbca_cass,bbcb_cass=ppenguin,
$bio

Percy Penguin (c) 1984 Superior Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52210&o=2

$end


$bbca_cass,bbcb_cass=ppenguinbr,
$bio

Percy Penguin (c) 198? Blue Ribbon

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52208&o=2

$end


$bbca_cass,bbcb_cass=ppenguinpias,
$bio

Percy Penguin [Play It Again Sam] (c) 198? Superior Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52209&o=2

$end


$info=perestro,perestrof,
$bio

Perestroika Girls (c) 1993 Promat.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 6 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.5 Mhz)

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256

Players : 2
Control : 4-way joystick
Buttons : 1

- TRIVIA -

Also licensed to Fuuki.

This game is more like a bootleg or hack than an original game; a LOT of the game code is taken directly from Taito's "Super Qix".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1950&o=2

$end


$msx1_cart=agramm11,
$bio

Perfect Arabic Grammar for First Preparatory Class - Part 1-1 (c) 1988 Methali

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77347&o=2

$end


$msx1_cart=agramm12,
$bio

Perfect Arabic Grammar for First Preparatory Class - Part 1-2 (c) 1988 Methali

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77348&o=2

$end


$msx1_cart=agramm21,
$bio

Perfect Arabic Grammar for Second Preparatory Class - Part 1-1 (c) 1988 Methali

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77349&o=2

$end


$info=pbillrd,pbillrds,pbillrdsa,
$bio

Perfect Billiards (c) 1987 Nihon System.

An overhead billiards.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : (4x) Texas Instruments SN76496 (@ 3 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in March 1987.

Licensed by Sega Japan.

The game contains some 'engrish' on the 2-player options screen. At the top, the message says 'Serect Game'.

The game was also licenced to United Artists, who changed the name to "Perfect Billiards" on the cabinet to make the title make more sense.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1951&o=2

$end


$pc98=perfblue,
$bio

Perfect Blue (c) 1995 Ucom [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90338&o=2

$end


$nes=perfbowl,
$bio

Perfect Bowling (c) 1989 Tonkin House

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54503&o=2

$end


$gbcolor=pchoroq,
$bio

Perfect Choro Q [Model CGB-BPQJ-JPN] (c) 2000 Takara Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68498&o=2

$end


$n64=pdark,pdarku1,pdarku,
$bio

Perfect Dark (c) 2000 Nintendo [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57902&o=2

$end


$gbcolor=pdark,
$bio

Perfect Dark [Model CGB-VPDE-USA] (c) 2000 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68499&o=2

$end


$n64=pdarkj,
$bio

Perfect Dark [Model NUS-NPDJ] (c) 2000 Nintendo [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57903&o=2

$end


$psx=perfectf,
$bio

Perfect Fishing - Rock Fishing [Model SLPS-02410] (c) 2000 Seta Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85531&o=2

$end


$info=perfect,
$bio

Perfect Game (c) 1999 WMS Gaming, Incorporated.

- TRIVIA -

Released in May 2000.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=23282&o=2

$end


$x1_cass=perfmj,
$bio

Perfect Mahjong (c) 198? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86257&o=2

$end


$msx1_cart=math12,
$bio

Perfect Math for First Preparatory Class - Part 1-2 (c) 1988 Methali

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77350&o=2

$end


$msx1_cart=math21,
$bio

Perfect Math for Second Preparatory Class - Part 1-1 (c) 1988 Methali

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77351&o=2

$end


$msx1_cart=math22,
$bio

Perfect Math for Second Preparatory Class - Part 1-2 (c) 1988 Methali

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77352&o=2

$end


$msx1_cart=math31,
$bio

Perfect Math for Third Preparatory Class - Part 1-1 (c) 1988 Methali

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77353&o=2

$end


$msx1_cart=math32,
$bio

Perfect Math for Third Preparatory Class - Part 1-2 (c) 1988 Methali

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77354&o=2

$end


$msx1_cart=scienc11,
$bio

Perfect Science for First Preparatory Class - Part 1-1 (c) 1988 Methali.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77355&o=2

$end


$msx1_cart=scienc21,
$bio

Perfect Science for Second Preparatory Class - Part 1-1 (c) 1988 Methali

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77356&o=2

$end


$msx1_cart=scienc22,
$bio

Perfect Science for Second Preparatory Class - Part 1-2 (c) 1988 Methali

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77357&o=2

$end


$msx1_cart=scienc23,
$bio

Perfect Science for Second Preparatory Class - Part 1-3 (c) 1988 Methali

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77358&o=2

$end


$msx1_cart=scienc31,
$bio

Perfect Science for Third Preparatory Class - Part 1-1 (c) 1988 Methali

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77359&o=2

$end


$msx1_cart=scienc32,
$bio

Perfect Science for Third Preparatory Class - Part 2-2 (c) 1988 Methali

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77360&o=2

$end


$info=psoldier,
$bio

Perfect Soldiers (c) 1993 Irem.

Seven selectable characters for you to choose from in this early. 90's space-themed fighter.

- TECHNICAL -

Irem M-92G system hardware

Main CPU : V33 (@ 9 Mhz)
Sound CPU : V30 (@ 7.15909 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), GA20 (@ 3.579545 Mhz)

Players: Up to 2
Control per player: 8-way joystick
Buttons per player: 6

- TRIVIA -

Perfect Soldiers was released in September 1993 in Japan.

This game is known in US as "Superior Soldiers".

- STAFF -

Game planners : Roo, Hirogon, Oni.Nag
Programmer : Nagomi
Graphic designers : Sagotan, U.W.F., Kimi, Hidarin, Core.1, Yassy
Sound : Irem Sound Team

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1952&o=2

$end


$info=ss7838,ss7840,ss011598,ss7841,ss8882,ss0264,ss7842,ss7843,ss7844,ss7845,ss8406,ss8404,
$bio

Perfect Ten (c) 199? IGT [International Game Technologies].

2-Coin Multiplier slot.

- UPDATES -

SS7838
SS7840
SS011598
SS7841
SS8882
SS0264
SS7842
SS7843
SS7844
SS7845
SS8406
SS8404

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46166&o=2

$end


$info=ss7846,ss7847,ss0307,ss7848,ss8881,ss0272,ss7849,ss8908,ss0271,ss7850,ss7851,ss7852,ss8407,ss8405,
$bio

Perfect Ten (c) 1998 IGT [International Game Technologies].

3-Coin Multiplier slot.

- UPDATES -

#SS0271
Max %: 90.012
Hit Freq.: 15.134
Win Freq.: 6.61

#SS0272
Max %: 92.521
Hit Freq.: 15.213
Win Freq.: 6.57

#SS0307
Max %: 94.982
Hit Freq.: 14.875
Win Freq.: 6.72

#SS7846
Max %: 97.445
Hit Freq.: 15.633
Win Freq.: 6.40

#SS7847
Max %: 96.252
Hit Freq.: 15.548
Win Freq.: 6.43

#SS7848
Max %: 94.982
Hit Freq.: 14.875
Win Freq.: 6.72

#SS7849
Max %: 92.521
Hit Freq.: 15.213
Win Freq.: 6.57

#SS7850
Max %: 90.012
Hit Freq.: 15.134
Win Freq.: 6.61

#SS7851
Max %: 87.513
Hit Freq.: 14.364
Win Freq.: 6.96

#SS7852
Max %: 85.011
Hit Freq.: 14.095
Win Freq.: 7.09

#SS8405
Max %: 75.197
Hit Freq.: 11.406
Win Freq.: 8.77

#SS8407
Max %: 80.196
Hit Freq.: 11.721
Win Freq.: 8.53

#SS8881
Max %: 94.004
Hit Freq.: 14.875
Win Freq.: 6.72

#SS8908
Max %: 91.992
Hit Freq.: 12.682
Win Freq.: 7.89

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=37704&o=2

$end


$info=perfrman,perfrmanu,
$bio

Performan (c) 1985 Data East Corp.

A static-screen shoot'em up in which the player controls a robot named Performan that moves in four directions. The character's weapon is a Perfor-Boomerang that shoots in front of the player and a button allows the player to dig tunnels underground.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 4 Mhz), Zilog Z80 (@ 2 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 2 Mhz)

Screen orientation : Vertical
Video resolution : 240 x 264 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Developed by Toaplan.

Released in April 1985.

- STAFF -

Designed by: Takano-san
Music by: Tatsuya Uemura

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1953&o=2

$end


$pc8801_flop=performd,
$bio

Performance Disk (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92622&o=2

$end


$msx1_cass=pericdel,
$bio

Perico Delgado Maillot Amarillo (c) 1989 Topo Soft [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94907&o=2

$end


$cpc_cass=pericode,
$bio

Perico Delgado Maillot Amarillo [Model AM 517] (c) 1989 Erbe Soft. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98638&o=2

$end


$cpc_cass=pericode,
$bio

Perico Delgado Maillot Amarillo [Model SLA 221] (c) 1989 Erbe Soft. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98637&o=2

$end


$amigaocs_flop=periheli,
$bio

Perihelion (c) 1993 Psygnosis, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74717&o=2

$end


$msx1_cart=pertablm,
$bio

Periodic Table (c) 1988 Methali

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77362&o=2

$end


$msx1_cart=pertabla,pertablaa,
$bio

Periodic Table [Model S030] (c) 1985 al Alamiah

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77361&o=2

$end


$ti99_cart=pertest,
$bio

Peripheral Diagnostic Module (c) 1985 Corcomp

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84672&o=2

$end


$cpc_cass=periscop,
$bio

Periscope Up [Model AT 417] (c) 1989 Atlantis Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98639&o=2

$end


$bbca_cass,bbcb_cass=perplex,
$bio

Perplexity (c) 1989 Superior Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52211&o=2

$end


$info=smis0502525,smis0502526,smis0502527,smis0502528,smis0502529,smis0502530,
$bio

Perseus - Gorgon's Lair (c) 2009 Bally Tech., Incorporated.

- TECHNICAL -

Software Part Number: 20632

Game Kit #160925 "ALPHA Wide M9000"
Game Kit #160931 "CineVision"
Game Kit #160936 "ALPHA Elite V20"
Game Kit #161618 "ALPHA Elite Jumbo"
Game Kit #158299 "ALPHA Elite V20-20"
Game Kit #?????? "Alpha 2 Pro V22/26 Slant"

- UPDATES -

SMI #S0502525
Min/Max%: 85.02%

SMI #S0502526
Min/Max%: 88.07%

SMI #S0502527
Min/Max%: 90.00%

SMI #S0502528
Min/Max%: 92.00%

SMI #S0502529
Min/Max%: 94.01%

SMI #S0502530
Min/Max%: 96.04%

- SCORING -

Top Award: 500 Credits x Line Bet.
Perseus & Medusa Symbols Stacked: 500 Credits x Line Bet x Number of Lines

- TIPS AND TRICKS -

* Top Award: Occurs on average 10,381 plays.

* Perseus & Medusa Symbols Stacked: Occurs on average 3,321,463 plays.

* Free Games Feature: Occurs on average every 130 plays
– Three, four, or five scattered Coin symbols awards the player ten, 25, or 100 Free Games accordingly.
– Free Games are played on alternate reels, which have an increased number of Perseus and Medusa symbols.
– The Feature can be retriggered up to 200 Free Games.

* Overall Hit Frequency: 26.98%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=36272&o=2

$end


$pc98=persona,
$bio

Persona - Ingyaku no Kamen (c) 1996 Sorciére [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90339&o=2

$end


$psx=person2p,
$bio

Persona 2 - Eternal Punishment (c) 2000 Atlus Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85532&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=finance,
$bio

Personal Finance (c) 1982 Commodore, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86887&o=2

$end


$coco_cart=finance,
$bio

Personal Finance (c) 1983 Tandy Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53454&o=2

$end


$coco_cart=finance2,
$bio

Personal Finance II (c) 1983 Tandy Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53455&o=2

$end


$info=sgi_ip6,
$bio

Personal Iris [Model 4D/25 PI] (c) 1988 Silicon Graphics, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64071&o=2

$end


$bbca_cass,bbcb_cass=pmoneyma,
$bio

Personal Money Management (c) 198? Acornsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52212&o=2

$end


$pc8801_flop=personal,
$bio

Personal Musician PC88 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92623&o=2

$end


$amigaocs_flop=persnght,
$bio

Personal Nightmare (c) 1989 Horrorsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74718&o=2

$end


$ti99_cart=prestate,
$bio

Personal Real Estate [Model PHM 3022] (c) 1980 Texas Instruments

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84673&o=2

$end


$ti99_cart=perrec,perrecdi,
$bio

Personal Record Keeping [Model PHM 3013] (c) 1979 Texas Instruments

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84674&o=2

$end


$ti99_cart=perrep,
$bio

Personal Report Generator [Model PHM 3044] (c) 1980 Texas Instruments

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84675&o=2

$end


$x68k_flop=personal,
$bio

Personal Workstation X68000 Color Image Demo (c) 1987 Sharp [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87979&o=2

$end


$msx1_cass=pert,
$bio

PERT (c) 1986 DIMensionNEW [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94892&o=2

$end


$info=pesadelo,
$bio

Pesadelo (c) 1989 Forte II Games.

A sightly modified Brazilian bootleg of Konami's MSX only 'Knightmare'.

- TECHNICAL -

MSX hardware

Main CPU : Zilog Z80 (@ 3.58 MHz)
Sound Chips : General Instrument AY-3-8910A (@ 1.79 MHz)

Screen orientation : Horizontal
Video resolution : 280 x 210 pixels
Screen refresh : 59.922747 Hz
Palette colors : 16

Players : 1
Control : 8-way joystick
Buttons : 1 (fire)

- TRIVIA -

Pesadelo literally translates into English as Nightmare.

This game is extremely rare.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=29156&o=2

$end


$nes=pescator,
$bio

Pescatore (c) 1991 Sunsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54504&o=2

$end


$x68k_flop=peshipzl,
$bio

Peshi Peshi Puzzle (c) 199? To. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88505&o=2

$end


$x68k_flop=peshipz2,
$bio

Peshi Peshi Puzzle 2 (c) 199? To. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88506&o=2

$end


$info=pestplce,
$bio

Pest Place (c) 1983.

Pirate release of Mario Bros.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound CPU : I8035 (@ 400 Khz)
Sound Chips : DAC

Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 256

Players : 2
Control : 4-way joystick
Buttons : 1

- TRIVIA -

In Pest Place, Mario is named Peter.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1954&o=2

$end


$nes=pesterm,
$bio

Pesterminator (c) 1990 Color Dreams

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55431&o=2

$end


$info=pet2001b,pet2001b16,pet2001b32,pet2001n,pet2001n16,pet2001n32,
$bio

PET 2001 Series (c) 1979 Commodore, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103348&o=2

$end


$gamegear=inudais,
$bio

Pet Club Inu Daisuki! [Model G-3436] (c) 1996 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64769&o=2

$end


$gamegear=nekodais,
$bio

Pet Club Neko Daisuki! [Model G-3434] (c) 1996 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64770&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=petloder,
$bio

PET Loader (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86884&o=2

$end


$pico=pcpico,
$bio

Pet to Issho ni Tanoshiku Asobo - Pasokon Pico [Model HPC-6144] (c) 2004 Sega Toys

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75750&o=2

$end


$info=petaco,petaco2,
$bio

Petaco (c) 1984 Juegos Populares.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5662&o=2

$end


$pico=petapeta,
$bio

Petapeta Chokkin Asoberu Zukan - Doubutsu (c) 1995 SEGA Enterprises, Ltd.

- TECHNICAL -

Game ID: HPC-6028

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96323&o=2

$end


$a2600=peterose,
$bio

Pete Rose Baseball (c) 1988 Absolute Entertainment, Incorporated.

- TECHNICAL -

Model AK-045

- TIPS AND TRICKS -

Tips from Alex DeMeo:

"To judge a fly ball, chase the ball's shadow - NOT THE BALL ITSELF! It'll always land to your advantage - trust me!"

"Remember to watch the flashing arrows in the small baseball diamond at the top of your screen, when trying to decide which base you want to throw the ball to."

"Of course, official baseball rules apply... 3 strikes, you're out, 4 balls, take your base. 3 outs, the innings over. And so on."

- STAFF -

Programmer: Alex DeMeo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50780&o=2

$end


$a7800=baseballu,
$bio

Pete Rose Baseball [Model AV-045-04] (c) 1989 Absolute Entertainment, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50165&o=2

$end


$gamegear=sampras,
$bio

Pete Sampras Tennis (c) 1994 Codemasters Software

- TRIVIA -

Reviews:
[FR] September 1994, Consoles + N.35: 90%

- TIPS AND TRICKS -

* Squinky Tennis mini-game: This tip requires two Game Gears linked-up. During the Codemasters logo, hold START until a green screen appears to enter into a tennis mini-game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64771&o=2

$end


$megadriv=sampra96,
$bio

Pete Sampras Tennis '96 (c) 1995 Codemasters Software

- TRIVIA -

Reviews:
[FR] July 1995, Consoles + N.45: 82/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56752&o=2

$end


$msx1_cass=beardsif,
$bio

Peter Beardsley's International Football (c) 1988 Grandslam

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94908&o=2

$end


$cpc_cass=pbeard,
$bio

Peter Beardsley's International Football (c) 1988 Grandslam Ent., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98640&o=2

$end


$cpc_cass=peterprt,
$bio

Peter Pack Rat (c) 1988 Firebird Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98641&o=2

$end


$info=peterpak,
$bio

Peter Pack-Rat (c) 1984 Atari Games.

Peter Pack Rat is a platform game in which the player, controlling the game's hero, a rat called Peter; must rush around a platform-filled screen collecting a variety of objects to take back to Peter's nest. These objects include bottles, watches, hats, balls, and cans.

A number of enemy creatures hinder the player's progress; these include rats, cats, dogs, bats and owls. There are 3 different levels to play through; a junkyard, a sewer and a tree.

As well as the objects that must be collected and taken to Peter's nest, additional objects can also be collected and thrown to stun attacking animals. Flying animals that have been stunned can be ridden around the screen for a short period of time. A round ends when all the desired objects have been collected and placed in the nest. Successive rounds add more objects and enemies, as well as changing the patterns of the shortcuts.

- TECHNICAL -

Game ID : 136028

Runs on the "Atari System 1" hardware.

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Peter Pack Rat was released in July 1985 (even if titlescreen says 1984).

Although only 160 Peter Pack Rat units were produced from the US factory, many arcade owners purchased the conversion kit (538 produced) which was marketed and readily available from Atari at a lower price than a new system.

Peter Pack Rat, as with all the Atari System 1 games, was a very distracting game in the arcade. It would constantly play the background music when no one was playing it. The Atari System 1 speaker system had a great acoustic arrangement. Players would be immersed in a sea of sound allowing them to really get into the game play. Unfortunately for others, they could hear the same thing on the other side of the room!

Many arcade owners, not wanting to mess with accessing the setup menu of the game, would just unplug the cabinet after receiving numerous noise complaints. The game wasn't much of a money-maker so it probably saved money in energy costs by being off.

Peter Pack Rat had a rather unique control panel configuration. Throw buttons were on both the left and right sides of the joystick and could be used interchangeably. They also doubled as the 1 Start and 2 Start buttons. The joystick was an 8-way handle with a small button on top which was the jump button. The joystick was notorious for breaking. To make matters worse, Atari didn't make it easy to get repair parts for it and charged a great deal for them. Peter Pack Rat was down quite often.

In all scenes there are placeholders for the shiny objects Peter must collect. Some of these placeholders do not match the object that goes in them. It is surmised that Atari may have thought some of the objects were inappropriate and changed them at the last minute. The Atari developers did not have enough time to rewrite the background code before the game went into production. If you look closely you can make out a pack of cigarettes, a lighter and a stop sign. There are other mismatches but the placeholders are too generic-looking to identify the original object.

Jeff Peters holds the official record for this game with 910,875 points. Note : Jeff Peters may hold the official record but the world's best Peter Pack Rat player is Curtis Sneddon. He has achieved a score of over 1,600,000 points and played the arcade version until it crashes at level 58. The level before it crashes has no enemies and the levels leading up to that point have fewer and fewer enemies making the final levels of the game extremely easy. The last level ends with Peter Pack Rat's normal victory dance then the game resets to the introduction screen.

Pony Canyon / Scitron released a limited-edition soundtrack album for this game (That's Atari Music : G.S.M. Atari Games 1 - PCCB-00066) on 21/07/1991.

- TIPS AND TRICKS -

* Don't forget you have an 8-way joystick. Make use of it. If an enemy is at any 45 degree angle and in your way, shoot it! Use this when trying to get objects in the spider's web. Often the spider will attack at an angle.

* Many people don't realize that Peter can swim. After all, you are a rat and a rats can swim.

* When you are in the water you can stun and ride the alligator. If you do manage to agitate the alligator and he starts chomping at you in the air, don't worry about it. He can never get you that way. Only when you are in the water or drop directly into his mouth.

* Gravity can be your friend when dropped from a flying creature. If you get knocked loose or if your flying buddy is about to let you go, THROW AN OBJECT DOWNWARD IMMEDIATELY. There is a very good chance you will hit another attacking flying creature and now, you dropped on it and it's carrying you! This is particularly effective with owls in the tree scene.

* Don't let the slick surfaces in the sewer intimidate you. You can still jump left and right when on top of them. This is advantageous when trying to avoid the alligator, the spider and other enemies that may be right on your tail.

* When jumping left, right or falling, pushing up on the joystick when Peter is right over a ladder will make him grab onto it. This is useful in avoiding enemies that are right below you and off the screen.

* In higher levels (known as 'waves' in this game), Peter gets stronger and can jump farther and higher. Use this new "super jump" ability to jump straight up to levels above him, to quickly avoid the attacking creatures and move farther left and right across the screen. This ability is extremely advantageous in the tree scene. Peter can jump clear across from one side of the tree to the other.

- STAFF -

Designed and programmed by : Peter Thompson (PCT)
Art and animation by : Debbie Hayes (DAH)
Sound by : Brad Fuller

- PORTS -

* Computers : 
Commodore C64 (1988)
Amstrad CPC 464/664/6128
Sinclair ZX Spectrum (1989)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1955&o=2

$end


$amigaocs_flop=peterpan,
$bio

Peter Pan (c) 1988 Coktel Vision

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74719&o=2

$end


$info=ppan,
$bio

Peter Pan (c) 1992 Unknown.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32262&o=2

$end


$pico=peterpan,
$bio

Peter Pan - Neverland e Ikou! [Model HPC-6047] (c) 1997 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75751&o=2

$end


$gba=peterpanu,
$bio

Peter Pan - The Motion Picture Event [Model AGB-BPTE-USA] (c) 2003 Atari Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72114&o=2

$end


$gba=peterpan,
$bio

Peter Pan - The Motion Picture Event [Model AGB-BPTP] (c) 2004 Atari Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72113&o=2

$end


$ti99_cart=ppspcod,
$bio

Peter Pan's Space Odyssey (c) 1984 Disney Co. [Walt Disney]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84676&o=2

$end


$a2600=peterpen,
$bio

Peter Penguin (c) 1983 ITT Family Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50781&o=2

$end


$info=cppicf,cppicf2,
$bio

Peter Pepper's Ice Cream Factory (c) 1984 Data East.

- TECHNICAL -

Runs on the "DECO Cassette System" hardware

Model DT-139

- TRIVIA -

Peter Pepper's Ice Cream Factory was released in February 1984. It was known as the 39th video game released for this system (Cassette No. 39).

- SERIES -

1. Burger Time (1982)
2. Peter Pepper's Ice Cream Factory [Cassette No.39] (1984) 
3. Super Burger Time (1990) 
4. Burger Time Deluxe (2009, iPhone, Macintosh, PC)
5. Burger Time: World Tour (2011, PSN, XBLA; 2012, Nintendo Wii)

- PORTS -

* Consoles : 
Nintendo Wii [US] (February 19, 2010) "Data East Arcade Classics [Model RVL-P-R26E]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=409&o=2

$end


$cpc_cass=shiltons,
$bio

Peter Shilton's Handball Maradona [Model 61731487] (c) 1986 Zafiro Soft. Division [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98642&o=2

$end


$cpc_cass=shilton,
$bio

Peter Shilton's Handball Maradona [Model GSA 003] (c) 1986 Grandslam Ent., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98643&o=2

$end


$cpc_cass=shiltona,
$bio

Peter Shiltons Handball Maradona (c) 1988 Bug-Byte

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98644&o=2

$end


$info=pettanp,
$bio

Pettan Pyuu (c) 1984 Sun Electronics.

- TECHNICAL -

Game ID : TVG16

Main CPU : (2x) Zilog Z80 (@ 4 Mhz)
Sound Chips : SN76496 (@ 2 Mhz), SN76496 (@ 4 Mhz)

Players : 2
Control : 4-way joystick
Buttons : 1

- TRIVIA -

Pettan Pyuu was released in December 1984 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1956&o=2

$end


$bbca_cass,bbcb_cass=pettigre,
$bio

Pettigrews Diary (c) 1984 Shards Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52213&o=2

$end


$gba=petz2,
$bio

Petz - Hamsterz Life 2 [Model AGB-AJHE-USA] (c) 2007 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72115&o=2

$end


$gba=petz,
$bio

Petz Vet [Model AGB-BNBE-USA] (c) 2007 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72116&o=2

$end


$cpc_cass=amityvil,
$bio

Peur sur Amityville (c) 1987 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98645&o=2

$end


$gba=pferpnbf,
$bio

Pferd & Pony - Best Friends - Mein Pferd / Best Friends - My Horse [Model AGB-BEFP-EUR] (c) 2006 dtp Ent. AG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72117&o=2

$end


$gba=pferpnlr,
$bio

Pferd & Pony - Lass Uns Reiten 2 / Horse & Pony - Let's Ride 2 [Model AGB-BYPP] (c) 2005 dtp Ent. AG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72118&o=2

$end


$gba=pferpnmg,
$bio

Pferd & Pony - Mein Gestuet / My Stud Farm [Model AGB-BHUP-EUR] (c) 2006 dtp Ent. AG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72119&o=2

$end


$gba=pferpnmp,
$bio

Pferd & Pony - Mein Pferdehof [Model AGB-BPVP-EUR] (c) 2006 Shoe Box

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72120&o=2

$end


$gba=2pferpn,
$bio

Pferd & Pony 2 in 1: Pferd & Pony - Mein Pferdehof + Pferd & Pony - Lass Uns Reiten 2 (c) 2006 dtp Ent. AG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72121&o=2

$end


$amigaocs_flop=pgaeuro,
$bio

PGA European Tour (c) 1994 Ocean Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74697&o=2

$end


$gameboy=pgaeuro,
$bio

PGA European Tour [Model DMG-APRE-USA] (c) 1995 Malibu Games [T-HQ Division]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66633&o=2

$end


$snes=pgaeurou,
$bio

PGA European Tour (c) 1996 Black Pearl

- TECHNICAL -

[Model SNS-AEPE-USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63376&o=2

$end


$snes=pgaeuro,
$bio

PGA European Tour (c) 1996 Black Pearl

- TECHNICAL -

[Model SNSP-AEPP-EUR]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63375&o=2

$end


$intv=golf,
$bio

PGA Golf (c) 1979 Mattel Electronics.

Host your own PGA tournament, any time. The sun is always shining on the INTELLIVISION course. Line up your shot, then drive it down the fairway. Check your distance. Look out for hazards. With practice, even the weekend duffer will be playing these 9 holes like a pro.

OBJECT OF THE GAME is to sink the ball into each of 9 consecutive holes by hitting the ball with a club the least number of times possible. Avoid sand-traps, water and trees, that add extra strokes (hits with the club) to your score. Low score wins.

- TECHNICAL -

Model 1816

CONTROLS:
KEYPAD 1: Driver
KEYPAD 2: #3 Wood
KEYPAD 3: #5 Wood
KEYPAD 4: #3 Iron
KEYPAD 5: #5 Iron
KEYPAD 6: #7 Iron
KEYPAD 7: #9 Iron
KEYPAD 8: Wedge
KEYPAD 9: Putter
KEYPAD CLEAR: Change number of players
KEYPAD 0: Choice Key (use when ball lands in water)
KEYPAD ENTER: Changes score readout to display cumulative score
UPPER SIDE ACTION KEYS: Long Swing
LOWER LEFT SIDE ACTION KEY: Medium Swing
LOWER RIGHT SIDE ACTION KEY: Short Swing

- TIPS AND TRICKS -

* Be sure of your aim. Check where you are pressing the Direction Disc. You should be pressing the edge of the Disc at the point corresponding to the direction in which you want the ball to travel. Imagine an arrow pointing outward from the place on the Disc where you are pressing. Your ball will follow the path of the arrow.

* If your ball lands in the rough, stay away from the 3 or 5 wood, since you don't know what they'll do. Remember to select an iron 2 sizes longer than you would normally choose.

* NEVER assume that the computer will send your ball straight, even on a short putt. ALWAYS press the action button a second time. Watch your   timing to hook, slice or send the ball straight.

* Try to avoid hitting your ball onto the edge of the green far away from the hole. The greens are large and if you are too far from the hole, you may require 2 putts to make the hole. Remember: You MUST use your putter on the green.

* Be extra careful in judging distance over water. If your ball falls short and lands in the water, it'll cost you a penalty stroke.

* If you land in the trees, select your club carefully. Figure the trajectory you'll have with the club and swing you choose. If you land directly under a tree, putt out from underneath, then switch to a long club if you're deep in the woods, a short iron if you're near the edge of the woods.

- STAFF -

Program: Scott Bishop

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60929&o=2

$end


$gameboy=pga96,
$bio

PGA Tour '96 [Model DMG-A3GE-USA] (c) 1995 Black Pearl

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66635&o=2

$end


$saturn,sat_cart=pga97j,
$bio

PGA Tour '97 (c) 1997 Electronic Arts Victor [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59493&o=2

$end


$snes=pga96u,
$bio

PGA Tour 96 [Model SNS-ASGE-USA] (c) 1996 Black Pearl

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63378&o=2

$end


$snes=pga96,
$bio

PGA Tour 96 [Model SNSP-ASGP-EUR] (c) 1996 Black Pearl

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63377&o=2

$end


$gamegear=pga96,
$bio

PGA Tour 96 (c) 1996 Black Pearl

- TECHNICAL -

[Model T-100078]

- TRIVIA -

Developed By Ceris Software

- STAFF -

Programmer : John Siegesmund
Art : Victoria Rozek
Music : Matt Scott
Production : Steve Ryno
Senior Producer : Donn Nauert
Producer : Greg Gibson
Associate Producer : Jon Osborn
Testing : Sanders Keel, Jamie Saxon, Gabriel Jones, James Noyes, Erick Fernandez, Christopher Lloyd, William Villegas, Jason Lewis

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64755&o=2

$end


$saturn,sat_cart=pga97,
$bio

PGA Tour 97 (c) 1997 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60374&o=2

$end


$saturn,sat_cart=pga97u,
$bio

PGA Tour 97 [Model T-5011H] (c) 1996 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60111&o=2

$end


$sms=pgatour,
$bio

PGA Tour Golf (c) 1991 Tengen

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56119&o=2

$end


$amigaocs_flop=pga,
$bio

PGA Tour Golf (c) 1991 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74698&o=2

$end


$gamegear=pgatour2,
$bio

PGA Tour Golf II (c) 1992 Time Warner Interactive

- STAFF -

Coding : Bob Pape
Music : David Lowe
Art : Saul Marchese
Producer : Mac Senour

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64759&o=2

$end


$megadriv=pga2j,
$bio

PGA Tour Golf II (c) 1993 Electronic Arts

- TRIVIA -

Reviews:
[FR] April 1993 - Consoles + No. 19: 95/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56744&o=2

$end


$snes=pgaj,
$bio

PGA Tour Golf (c) 1992 Imagineer Company, Limited.

- TECHNICAL -

[Model SHVC-PG]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61913&o=2

$end


$snes=pgau,
$bio

PGA Tour Golf (c) 1992 Electronic Arts.

- TECHNICAL -

[Model SNS-PG-USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63380&o=2

$end


$snes=pga,
$bio

PGA Tour Golf (c) 1992 Electronic Arts.

- TECHNICAL -

Cartridge ID: SNSP-PG-EUR

- TRIVIA -

Reviews:
[FR] April 1993 - Consoles + No. 19: 95/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63379&o=2

$end


$gamegear=pgatourt,
$bio

PGA Tour Golf [Model T-48138-50] (c) 1991 Tengen, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64757&o=2

$end


$gamegear=pgatour,
$bio

PGA Tour Golf [Model T-48138] (c) 1994 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64758&o=2

$end


$n64=pgaeurou,
$bio

PGApean Tour (c) 2000 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57895&o=2

$end


$n64=pgaeuro,
$bio

PGApean Tour Golf (c) 2000 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57896&o=2

$end


$x68k_flop=phalanx,
$bio

Phalanx (c) 1991 Zoom

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87980&o=2

$end


$gba=phalanxu,
$bio

Phalanx - The Enforce Fighter A-144 [Model AGB-APXE-USA] (c) 2001 Kemco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72124&o=2

$end


$gba=phalanxj,
$bio

Phalanx - The Enforce Fighter A-144 [Model AGB-APXJ-JPN] (c) 2001 Kemco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72123&o=2

$end


$gba=phalanx,
$bio

Phalanx - The Enforce Fighter A-144 [Model AGB-APXP-EUR] (c) 2001 Kemco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72122&o=2

$end


$snes=phalanxj,
$bio

Phalanx - The Enforce Fighter A-144 [Model SHVC-PH] (c) 1992 Kemco

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61947&o=2

$end


$snes=phalanxu,phalanxup,
$bio

Phalanx - The Enforce Fighter A-144 [Model SNS-PH-USA] (c) 1992 Kemco

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63395&o=2

$end


$snes=phalanx,
$bio

Phalanx - The Enforce Fighter A-144 [Model SNSP-PH-NOE] (c) 1992 Kemco

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63394&o=2

$end


$pc8801_flop=phantas,
$bio

Phantasie (c) 1986 Starcraft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92624&o=2

$end


$amigaocs_flop=phantas,
$bio

Phantasie (c) 1987 SSI

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74720&o=2

$end


$msx2_flop=phantas,
$bio

Phantasie (c) 1988 Bothtec, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101926&o=2

$end


$x1_flop=phantas,
$bio

Phantasie - Jerunoa no Shu (c) 1987 Starcraft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86081&o=2

$end


$pc8801_flop=phantas2,
$bio

Phantasie II - Ferronrah no Shu (c) 1987 Starcraft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92625&o=2

$end


$msx2_flop=phantas2,
$bio

Phantasie II - Ferronrah no Shu (c) 1988 Bothtec, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101927&o=2

$end


$amigaocs_flop=phantas3,
$bio

Phantasie III - The Wrath of Nikademus (c) 1987 SSI

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74721&o=2

$end


$pc8801_flop=phantas3,
$bio

Phantasie III - The Wrath of Nikademus (c) 1988 Starcraft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92626&o=2

$end


$x68k_flop=phantas3,
$bio

Phantasie III - The Wrath of Nikademus (c) 1989 Starcraft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87981&o=2

$end


$msx2_flop=phantas3,
$bio

Phantasie III - The Wrath of Nikademus (c) 1989 Bothtec, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101928&o=2

$end


$x68k_flop=phantas4,
$bio

Phantasie IV (c) 1991 Starcraft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87982&o=2

$end


$msx2_flop=phantas4,phantas4a,
$bio

Phantasie IV - The Birth of Hero (c) 1991 Starcraft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101929&o=2

$end


$pc98=phantas4,
$bio

Phantasie IV - The Birth of Heroes (c) 1990 Starcraft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90340&o=2

$end


$pc8801_flop=phantas4,
$bio

Phantasie IV - The Birth of Heroes (c) 1990 Starcraft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92627&o=2

$end


$pc98=amaranth,
$bio

Phantasie RPG AMARANTH (c) 1990 Fuga System.

- TECHNICAL -

Floppy Disk x3

- TRIVIA -

Released on December 14, 1990 in Japan. Retail price: 8800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88908&o=2

$end


$pc98=amarant3,
$bio

Phantasie RPG Amaranth III (c) 1991 Fuga System

- TRIVIA -

Released on January 14, 1994 in Japan. Retail price: 10800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88909&o=2

$end


$amigaocs_flop=phantasm,
$bio

Phantasm (c) 1988 Exocet

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74722&o=2

$end


$info=phantasm,
$bio

Phantasm (c) 1991 Jaleco.

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

- TECHNICAL -

Jaleco Mega System 1-A hardware

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound CPU : Motorola 68000 (@ 7 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.5 Mhz), (2x) OKI6295 (@ 30.303 Khz)

Players : 2
Control : 8-way joystick
Buttons : 2
=> [A] Fire, [B] Jump

- TRIVIA -

Released in May 1991, this game is known outside Japan as "Avenging Spirit".

A Korean bootleg/hack of this game is known as "Monky Elf".

- TIPS AND TRICKS -

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

- STAFF -

Total Planner : Toku
Game Designer : Myaa
Programmer : T. Hata
Character Designers : Sanbo, H. Mamoru
B.G. Designers : Seven Star, C 57
Sound Producer : Tykoon Mori
Sound Composer : Studio O.K.
Special Thanks To : Miyuki-Chan, Dark Elf

- PORTS -

* Consoles :
Nintendo Game Boy (1992)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1957&o=2

$end


$saturn,sat_cart=phantasm,
$bio

Phantasm (c) 1997 Outrigger

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59505&o=2

$end


$amigaocs_flop=phantasma,
$bio

Phantasm [Budget] (c) 1988 Prism Leisure

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74723&o=2

$end


$gameboy=phantasm,
$bio

Phantasm [Model DMG-P8J] (c) 1992 Jaleco Company, Limited. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66686&o=2

$end


$megadriv=pstar4j,
$bio

Phantasy Star - Sennenki no Owari ni (c) 1993 Sega Enterprises, Limited.

- TECHNICAL -

Game ID: G-5524
Cartridge ID: 670-4243
Cover ID: 670-4244

- TRIVIA -

Released on December 17, 1993 in Japan.

The subtitle translates from Japanese as "The End of the Millennium".

- STAFF -

Original Story: Tōru Yoshida
Script: Akinori Nishiyama
Sound Director: Izuho Takeuchi
Battle System Planning: Kazuyoshi Tsugawa
Battle Programming: Yoshiaki Endō
Assistant Battle Programming: Makoto Funabashi
Monster Graphic Design: Kazuyoshi Tsugawa, Tōru Yoshida, Akinori Nishiyama, Tsukasa Mori
Battle Background Design: Rieko Kodama, Kazuyoshi Tsugawa
System Planning: Akinori Nishiyama
System Programming: Daisuke Yamamoto
Assistant System Programming: Masatoshi Shibata
Field Graphic Design: Rieko Kodama
Character Design: Tōru Yoshida
Mechanic Design: Kazuyoshi Tsugawa, Akinori Nishiyama
Map Design: Tōru Yoshida, Akinori Nishiyama, Kazuyoshi Tsugawa, Tsukasa Mori
Object Design: Akinori Nishiyama, Kazuyoshi Tsugawa, Tōru Yoshida, Rieko Kodama
Font Design: Akinori Nishiyama
Visual Event Planning: Tōru Yoshida
Paper Event Planning: Akinori Nishiyama
Event Programming: Daisuke Yamamoto
Assistant Event Programming: Masatoshi Shibata
Visual Event Graphics: Tōru Yoshida, Rieko Kodama, Kazuyoshi Tsugawa, Tsukasa Mori
Music Composers: Izuho Takeuchi, Masaki Nakagaki
Sound Programming: Izuho Takeuchi, Yoshiaki Kashima
Sound Effects: Izuho Takeuchi, Masaki Nakagaki
Special Thanks: Minoru Kanari, Kōtarō Hayashida, Tokuhiko Uwabo, Yasushi Takeuchi, Atsuhiko Nakamura, Kenji Morita, Tomoaki Ogawa, Seijirō Sannabe, Hiroyuki Tanaka, Tadashi Takezaki, Yasushi Nagumo, Akiko Aizawa, Yoshihiro Sakuta, Chieko Nakamura, Tatsutoshi Narita, Shinji Kawahira, Kenichi Ono, Tōru Ōhara, Kunihiro Shirahata, Yaeko Okadaya, Toshihiro Itō, Asaya Yamazaki, Taeko Kuroda, Junetsu Kakuta, Clint Dyer, John Sauer, Rick Raymo
Director: Rieko Kodama, Tōru Yoshida, Kiyoshi Takeuchi
Cover Illustration by: Hitoshi Yoneda
Cover Art by: Boris Vallejo
Producer: Jerry Markota
Product Manager: Jaime Wojick
Coordinator: Masanobu Tsukamoto
Text Translation: Shippy Ohka
Text Editors: Jerry Markota, David Forster, David Wood
Lead Tester: David Forster
Assistant Lead Testers: David Wood, Gregg Vogt
Testers	Crisi Albertson, Janine Cook, John Amirkhan, Derek Carmichael, Arnold Feener, Todd Pifer, Stan Weaver, Michael Callahan, Edward Chennault, Randy Kreidt, Rachel Bristol, Peter Clark, Mark Griffin, Michael Wu
Manual: Wendy M. Dinsmore
Created by: Team PSIV

- PORTS -

* Consoles : 
Sega Saturn [JP] (April 2, 1998) "Phantasy Star Collection [Sega Ages] [Model GS-9186]" 
Sony PlayStation 2 [JP] (March 27, 2008) "Phantasy Star Complete Collection [Sega Ages 2500 Vol.32] [Model SLPM-62775]" 
Nintendo Wii [Virtual Console] [JP] (June 24, 2008) 
Sony PlayStation 3 [KO] (February 10, 2009) "Sonic's Ultimate Genesis Collection" by SCEI

* Computers : 
PC [MS Window, CD-ROM] [JP] (December 17, 2004) by Media Kite

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56753&o=2

$end


$gamegear=pstaradv,
$bio

Phantasy Star Adventure (c) 1992 Sega Enterprises, Limited.

- TECHNICAL -

Game ID: G-3216

- PORTS -

* Consoles : 
Sony PlayStation 2 [JP] (March 27, 2008) "Phantasy Star Complete Collection [Sega Ages 2500 Vol.32] [Model SLPM-62775]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64772&o=2

$end


$gba=pstarcolu,
$bio

Phantasy Star Collection (c) 2002 T-HQ, Incorporated.

Includes the first three entries of the series : 
"Phantasy Star" (Sega Master System)
"Phantasy Star II" (Sega Genesis)
"Phantasy Star III - Generations of Doom" (Sega Genesis)

- TECHNICAL -

Game ID: AGB-AYCE-USA

- TRIVIA -

Phantasy Star Collection for Game Boy Advance was released on November 24, 2002 in North America.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72126&o=2

$end


$gba=pstarcol,
$bio

Phantasy Star Collection (c) 2003 Sega Enterprises, Limited.

Includes the first three entries of the series : 
"Phantasy Star" (Sega Master System)
"Phantasy Star II" (Sega Mega Drive)
"Phantasy Star III - Generations of Doom" (Sega Mega Drive)

- TECHNICAL -

Game ID: AGB-AYCP-EUR

- TRIVIA -

Phantasy Star Collection for Game Boy Advance was released on March 7, 2003 in Europe.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72125&o=2

$end


$saturn,sat_cart=pstarcol,
$bio

Phantasy Star Collection (c) 1998 Sega Enterprises, Limited.

Contains all the entries in the series released for the Sega Master System and Sega Mega Drive (excluding the Text Adventures) : 
"Phantasy Star [Model G-1341]" (Sega Master System)
"Phantasy Star II - Kaerazaru Toki no Owari ni [Model G-5501]" (Sega Mega Drive)
"Phantasy Star III - Toki no Keishousha [Model G-5503]" (Sega Mega Drive)
"Phantasy Star - Sennenki no Owari ni [Model G-5524]" (Sega Mega Drive)

- TECHNICAL -

[Sega Ages]
[Model GS-9186]

- TRIVIA -

Released on April 2, 1998 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59620&o=2

$end


$gamegear=pstargdn,
$bio

Phantasy Star Gaiden (c) 1992 Sega Enterprises, Limited.

- TECHNICAL -

[Model G-3405]

- TRIVIA -

Phantasy Star Gaiden for Game Gear was released on October 16, 1992 in Japan.

- STAFF -

Original Plan : Teco
Monster Design : Hogeero
Character Design : Yuu Ohmiya
Map Design : Nishi-yan, Mori-yan
Program : Nabe, Sovi, Mr. To, Zenzo, Gary
Compose : Zenzo
Special Thanks : H.Holon, Maika
Director : Kacchan

- PORTS -

* Consoles : 
Sony PlayStation 2 [JP] (March 27, 2008) "Phantasy Star Complete Collection [Sega Ages 2500 Vol.32] [Model SLPM-62775]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64773&o=2

$end


$megadriv=pstar2u,
$bio

Phantasy Star II (c) 1990 Sega of America, Inc.

North American release. Game developed in Japan. For more information on the game itself, please see the Japanese version's entry; "Phantasy Star II - Kaerazaru Toki no Owari ni [Model G-5501]".

Description from the US back cover:

In the vastness of space the Algo Star System floats like a dust fleck in a sunbeam. Cruise closer. See its three twinkling planets? The middle one gleams like an emerald! This is Mota, a beautiful, beckoning jewel - gripped by madness.

Tour scenic Mota - and experience weird research labs, creepy dungeons, catastrophic floods, and exploding planets! Thrill to Mother Brain blowing her circuits! Chill to Climatrol in chaos! Sweat when the killer lurks in the tunnel!

Travel light - in Knife Boots and Carbonsuit. Stalk boldly into unguarded wilds armed with magic - Eijia, Foi, and Zan. Stay for lunch with savage Biomonsters - Head Rot, Pug Hit, and Slugmess.

Planet-trot with friends - Hugh the Biologist, Shir the Thief, Kain the Wrecker. Trade Titanigear with Rudo the Hunter. Solve a twisted riddle! And be ready to die!

- TRIVIA -

Phantasy Star II for Genesis was released in March 1990 in North America.

- PORTS -

* Consoles : 
Sega Dreamcast [US] (January 31, 2001) "Sega Smash Pack Vol. 1 [Model 51146]" 
Sony PlayStation 2 [US] (November 7, 2006) "Sega Genesis Collection [Model SLUS-21542]" 
Nintendo Wii [Virtual Console] [US] (February 18, 2008) [Model MB8E] 
Microsoft XBOX 360 [US] (February 10, 2009) "Sonic's Ultimate Genesis Collection [Model 68034]" 
Sony PlayStation 3 [US] (February 10, 2009) "Sonic's Ultimate Genesis Collection [Model BLUS-30259]" 
Microsoft XBOX 360 [XBLA] [US] (June 10, 2009)

* Handhelds : 
Nintendo Game Boy Advance [US] (November 24, 2002) "Phantasy Star Collection [Model AGB-AYCE-USA]" by THQ
Sony PSP [US] (November 16, 2006) "Sega Genesis Collection [Model ULUS-10192]" 

* Computers : 
PC [MS Windows, CD-ROM] [US] (February 1999) "Sega Smash Pack"
PC [MS Windows, CD-ROM] [JP] (June 23, 2000) "Sega Archives from USA Vol. 1" 
PC [Steam] [US] (May 2, 2012) "Phantasy Star II [Model 211203]" : both stand-alone and as part of "SEGA Genesis Classics Pack 5"

* Others : 
Apple iPhone/iPad [US] (August 26, 2010) "Phantasy Star II [Model 382953129]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93471&o=2

$end


$megadriv=pstar2,pstar2a,
$bio

Phantasy Star II (c) 1990 Sega Enterprises, Limited.

North American release. Game developed in Japan. For more information on the game itself, please see the Japanese version's entry; "Phantasy Star II - Kaerazaru Toki no Owari ni [Model G-5501]".

- TRIVIA -

Phantasy Star II for Mega Drive was released in November 1990 in Europe.

- PORTS -

* Consoles : 
Sony PlayStation 2 [EU] (February 2, 2007) "Sega Mega Drive Collection [Model SLES-54333]" 
Sony PlayStation 2 [AU] (February 8, 2007) "Sega Mega Drive Collection" 
Nintendo Wii [Virtual Console] [EU] (February 15, 2008) [Model MB8P] 
Microsoft XBOX 360 [EU] (February 20, 2009) "SEGA Mega Drive Ultimate Collection [Model 384-40210]" 
Sony PlayStation 3 [EU] [AU] (February 20, 2009) "SEGA Mega Drive Ultimate Collection [Model BLES-00475]" 
Microsoft XBOX 360 [AU] (February 26, 2009) "Sega Mega Drive Ultimate Collection" 
Microsoft XBOX 360 [XBLA] [EU] (June 10, 2009)

* Handhelds : 
Nintendo Game Boy Advance [EU] (March 7, 2003) "Phantasy Star Collection [Model AGB-AYCP-EUR]" by Atari
Sony PSP [EU] (February 2, 2007) "Sega Mega Drive Collection [Model ULES-00556]" 
Sony PSP [AU] (February 8, 2007) "Sega Mega Drive Collection [Model ULES-00556]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93472&o=2

$end


$megadriv=pstar2j,
$bio

Phantasy Star II - Kaerazaru Toki no Owari ni (c) 1989 Sega Enterprises, Limited.

Hailed as one of the greatest games of all-time by fans and media alike, Phantasy Star II is a RPG that features an epic storyline and turn-based battles. Play as Rolf, Nei, Rudo, or several other characters as you navigate through the Algol Star System battling the evil Dark Force. Build your characters, select the right weapons and armor, and battle the forces of evil through various missions as you find the right combination of characters to complete each objective. Experience the magic once again in this great sequel!

- TECHNICAL -

Game ID: G-5501

- TRIVIA -

Phantasy Star II  was released on March 21, 1989 in Japan at a retail price of 9800 Yen.

It is known outside Japan as simply "Phantasy Star II" (without the Japanese subtitle).

- STAFF -

Written & Directed by: Chieko Aoki (Chiemshi)
Assistant Director: Hiroto Saeki (Psyche)
Art Director: Kazuyuki Shibata (Chaotickaz)
Character Design: Tōru Yoshida (Yoshibon)
Mechanical Design: Yasushi Yamaguchi (Judytotoya)
Design: Rieko Kodama (Phoenix Rie), Takako Kawaguchi (Choko), Naoto Ohshima (Bigisland), Ichiemon , Wakasama , Stresteless, Hitoshi Yoneda (Yonesan), Gen Adachi (Gen)
Music Composer: Tokuhiko Uwabo (Bo)
Sound Effects: Kazuhiko Nagai (Nav), Chikako Kamatani (Tarnya)
Assistant Programmer: Tapkara Sat
Programmer: Com Blue
Programmed & Produced by: Yuji Naka (Muuuu Yuji)
Cover Illustration by: Hitoshi Yoneda

- PORTS -

* Consoles : 
Sega Saturn [JP] (April 2, 1998) "Phantasy Star Collection [Sega Ages] [Model GS-9186]" 
Nintendo Wii [Virtual Console] [JP] (January 29, 2008) [Model MB8J] 
Sony PlayStation 3 [KO] (February 10, 2009) "Sonic's Ultimate Genesis Collection" by SCEI
Sony PlayStation 2 [JP] (March 27, 2008) "Phantasy Star Complete Collection [Sega Ages 2500 Vol.32] [Model SLPM-62775]" 
Microsoft XBOX 360 [XBLA] [JP] (June 10, 2009)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56756&o=2

$end


$megadriv=pstar2br,
$bio

Phantasy Star II (c) 1990 Tec Toy

Brazilian release.

Description from the Brazilian version:

A aventura se passa no Sistema Solar Algol formado por três planetas: Palma, Motávia e Dezóri. Dentre estes, a história de Motávia é a mais conturbada. Agora, mais uma tragédia se abateu sobre o planeta. O clima, as máquinas e até a natureza mudaram radicalmente e estranhas criaturas infestaram os campos amedrontando e destruindo tudo e todos à sua frente. Você terá que resolver um difícil quebra-cabeça para descobrir o que aconteceu com a Mãe Cérebro e restabelecer a ordem e a paz do planeta. Lógica e estratégia são as chaves para vencer Phantasy Star II.
Você poderá contar com um grande número de armas, dentre elas: espadas, bastões, Revólveres, canhões, etc...

As armaduras e os-escudos são importantes equipamentos para evitar ataques dos Biomonstros.

Existem vários tipos de itens e magias que podem ser usados para atacar, defender, curar e ressuscitar. É preciso saber escolher bem e no momento certo.

- TECHNICAL -

Game ID: 048.170
Barcode: 7891196048173

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56755&o=2

$end


$megadriv=pstar3,
$bio

Phantasy Star III - Generations of Doom (c) 1991 Sega Enterprises, Limited.

European release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Phantasy Star III - Toki no Keishousha [Model G-5503]".

- TECHNICAL -

Cartridge size: 8 Mb

- TRIVIA -

Reviews:
November 1991 - Consoles + N.2 [FR]: 94/100
October 1991 - Joypad N.1 [FR]: 92/100

- PORTS -

* Consoles : 
Sony PlayStation 2 [EU] (February 2, 2007) "Sega Mega Drive Collection [Model SLES-54333]" 
Sony PlayStation 2 [AU] (February 8, 2007) "Sega Mega Drive Collection" 
Nintendo Wii [Virtual Console] [EU] (April 18, 2008) [Model MCCP] 
Microsoft XBOX 360 [EU] (February 20, 2009) "SEGA Mega Drive Ultimate Collection [Model 384-40210]" 
Sony PlayStation 3 [EU] [AU] (February 20, 2009) "SEGA Mega Drive Ultimate Collection [Model BLES-00475]" 
Microsoft XBOX 360 [AU] (February 26, 2009) "Sega Mega Drive Ultimate Collection" 

* Handhelds : 
Nintendo Game Boy Advance [EU] (March 7, 2003) "Phantasy Star Collection [Model AGB-AYCP-EUR]" by Atari
Sony PSP [EU] (February 2, 2007) "Sega Mega Drive Collection [Model ULES-00556]" 
Sony PSP [AU] (February 8, 2007) "Sega Mega Drive Collection [Model ULES-00556]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70209&o=2

$end


$megadriv=pstar3br,
$bio

Phantasy Star III - Generations of Doom (c) 1998 Tec Toy.

Brazilian release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Phantasy Star III - Toki no Keishousha [Model G-5503]".

- TECHNICAL -

Game ID: 048220
Barcode: 7891196048227

- TRIVIA -

This Brazilian version is known for its bad translation, with some weird portions of text. But even weirder is the bug that happens if you use the ESCAPIPE trick at the start of the game. The king will tell you something totally nonsense, and so will the guards (usually they would say nothing). It seems that what they speak are portions of text that would appear further in the game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56757&o=2

$end


$megadriv=pstar3j,
$bio

ファンタシースターIII 時の継承者 (c) 1990 Sega Enterprises, Limited.
(Phantasy Star III - Toki no Keishousha)

As Rhys, the crown prince of the Orakian kingdom of Landen, you are engaged to be married to Maia, a woman from a rival kingdom. But Maia is kidnapped on your wedding day, setting you on a quest filled with twists and turns that will reintroduce you to people and places from previous Phantasy Star games. This epic spans several generations of characters, and your choices will dramatically impact the way the story unfolds, which makes it a great game to play all the way through more than once. In Phantasy Star III, things aren’t always what they seem—check it out and watch the mysteries unfold!

- TECHNICAL -

Game ID: G-5503
Cartridge ID: 670-0569
Cover ID: 670-0570
Bar Code: 4974365555030

- TRIVIA -

Phantasy Star III was released in Japan on April 21, 1990.

The subtitle translates from Japanese as 'Successors of Time'.

The parallax scrolling in all battle backgrounds was removed in the Genesis and PAL versions of the game.

Export releases:
[US] Phantasy Star III - Generations of Doom
[EU] Phantasy Star III - Generations of Doom
[BR] "Phantasy Star III - Generations of Doom [Model 048220]"

- TIPS AND TRICKS -

Hidden message: Start a new game. Un-equip Rhys, and sell his gear to the TOOL shop. Then purchase an ESCAPIPE. Enter the castle. When Rhys is taken to the dungeon. Use the ESCAPIPE. And talk to the King.

- STAFF -

Written and Directed by: Hirondo Saiki (S2)
Co-writer, Co-director: Yang Watt
Art Director: L-R-Valley
Chief Character Designer: Toyonaka Ozaki (Toyo Ozaki)
Chief Scroll Designer: Roger Arm
Music Composer: Izuho Takeuchi (Ippo)
Chief Programmer: Sweeper
Special Effect: F.G.C.
Assistant Programmer: Will Cane
Assistant Director: Tsugu
Assistant Director: Bros 400
Produced and Programmed by: Kazunari Tsukamoto (Tsukapon)

Special Thanks: Kotaro Hayashida (Ossale Kohta), Rieko Kodama (Phenix Rie), Toru Yoshida (Yoshibon), Com Blue, Yuji Naka (Muuuu Yuji), Mad Hatter, Minoge, Kyz, Moritan, Papa, Atsuhiko Nakamura (Kyamura), Kazuyoshi Tsugawa (L.C.), Chieko Aoki (Chiemushi)

Cover Illustration: Masaki Segawa

- PORTS -

* Consoles : 
[JP] Sega Saturn (April 2, 1998) "Phantasy Star Collection [Sega Ages] [Model GS-9186]" 
[JP] Sony PlayStation 2 (March 27, 2008) "Phantasy Star Complete Collection [Sega Ages 2500 Vol.32] [Model SLPM-62775]" 
[JP] Nintendo Wii [Virtual Console] (April 30, 2008) [Model MCCJ] 
[KO] Sony PlayStation 3 (February 10, 2009) "Sonic's Ultimate Genesis Collection" by SCEI

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56758&o=2

$end


$megadriv=pstar4e,pstar4p5,pstar4p4,pstar4p3,pstar4p2,pstar4p1,
$bio

Phantasy Star - The End of the Millennium (c) 1994 Sega Enterprises, Limited.

- TECHNICAL -

Game ID: 1307-50
Package ID: 670-3989-50

- TRIVIA -

Phantasy Star IV - The End of the Millennium for Mega Drive was released on December 8, 1995 in Europe.

Reviews:
[FR] April 1995, Consoles + N.42: 92/100

- PORTS -

* Consoles : 
Sony PlayStation 2 [EU] (February 2, 2007) "Sega Mega Drive Collection [Model SLES-54333]" 
Sony PlayStation 2 [AU] (February 8, 2007) "Sega Mega Drive Collection" 
Nintendo Wii [Virtual Console] [EU] (November 14, 2008) 
Microsoft XBOX 360 [EU] (February 20, 2009) "SEGA Mega Drive Ultimate Collection [Model 384-40210]" 
Sony PlayStation 3 [EU] [AU] (February 20, 2009) "SEGA Mega Drive Ultimate Collection [Model BLES-00475]" 
Microsoft XBOX 360 [AU] (February 26, 2009) "Sega Mega Drive Ultimate Collection" 

* Handhelds : 
Sony PSP [EU] (February 2, 2007) "Sega Mega Drive Collection [Model ULES-00556]" 
Sony PSP [AU] (February 8, 2007) "Sega Mega Drive Collection [Model ULES-00556]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56754&o=2

$end


$megadriv=pstar4u,
$bio

Phantasy Star - The End of the Millennium (c) 1994 Sega Enterprises, Limited.

- TECHNICAL -

Game ID: 1307
Package ID: 670-3989

- TRIVIA -

Phantasy Star IV - The End of the Millennium for Genesis was released in February 1995 in North America (even though the title screen says 1994).

- PORTS -

* Consoles : 
Sony PlayStation 2 [US] (November 7, 2006) "Sega Genesis Collection [Model SLUS-21542]" 
Nintendo Wii [Virtual Console] [US] (December 22, 2008) 
Microsoft XBOX 360 [US] (February 10, 2009) "Sonic's Ultimate Genesis Collection [Model 68034]" 
Sony PlayStation 3 [US] (February 10, 2009) "Sonic's Ultimate Genesis Collection [Model BLUS-30259]" 

* Handhelds : 
Sony PSP [US] (November 16, 2006) "Sega Genesis Collection [Model ULUS-10192]" 

* Computers : 
PC [Steam] [US] (May 2, 2012) "Phantasy Star IV - The End of the Millennium [Model 211205]" : both stand-alone and as part of "SEGA Genesis Classics Pack 5"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57341&o=2

$end


$megadriv=ps2aa,
$bio

Phantasy Star Text Adventure - Amia no Bouken (c) 1991 Sega Enterprises, Limited.

- TRIVIA -

Released in 1991 in Japan for the Sega Meganet online service.

The game's subtitle translates from Japanese as "Amia's Adventure".

- PORTS -

* Consoles : 
Sega Mega-CD [JP] (March 18, 1994) "Game no Kanzume Vol. 1 [Model G-6032]" 
Sony PlayStation 2 [JP] (March 27, 2008) "Phantasy Star Complete Collection [Sega Ages 2500 Vol.32] [Model SLPM-62775]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93473&o=2

$end


$megadriv=ps2ab,
$bio

Phantasy Star Text Adventure - Anne no Bouken (c) 1991 Sega Enterprises, Limited.

- TRIVIA -

Released in 1991 in Japan for the Sega Meganet online service.

The game's subtitle translates from Japanese as "Anne's Adventure".

- PORTS -

* Consoles : 
Sega Mega-CD [JP] (March 18, 1994) "Game no Kanzume Vol. 2 [Model G-6033]" 
Sony PlayStation 2 [JP] (March 27, 2008) "Phantasy Star Complete Collection [Sega Ages 2500 Vol.32] [Model SLPM-62775]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93474&o=2

$end


$megadriv=ps2ah,
$bio

Phantasy Star Text Adventure - Eusis no Bouken (c) 1991 Sega Enterprises, Limited.

- TRIVIA -

Released in 1991 in Japan for the Sega Meganet online service.

The game's subtitle translates from Japanese as "Yushi's Adventure".

- PORTS -

* Consoles : 
Sega Mega-CD [JP] (March 18, 1994) "Game no Kanzume Vol. 1 [Model G-6032]" 
Sony PlayStation 2 [JP] (March 27, 2008) "Phantasy Star Complete Collection [Sega Ages 2500 Vol.32] [Model SLPM-62775]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93475&o=2

$end


$megadriv=ps2ac,
$bio

Phantasy Star Text Adventure - Huey no Bouken (c) 1991 Sega Enterprises, Limited.

- TRIVIA -

Released in 1991 in Japan for the Sega Meganet online service.

The game's subtitle translates from Japanese as "Huey's Adventure".

- PORTS -

* Consoles : 
Sega Mega-CD [JP] (March 18, 1994) "Game no Kanzume Vol. 1 [Model G-6032]" 
Sony PlayStation 2 [JP] (March 27, 2008) "Phantasy Star Complete Collection [Sega Ages 2500 Vol.32] [Model SLPM-62775]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93476&o=2

$end


$megadriv=ps2ad,
$bio

Phantasy Star Text Adventure - Kinds no Bouken (c) 1991 Sega Enterprises, Limited.

- TRIVIA -

Released in 1991 in Japan for the Sega Meganet online service.

The game's subtitle translates from Japanese as "Kinds's Adventure".

- PORTS -

* Consoles : 
Sega Mega-CD [JP] (March 18, 1994) "Game no Kanzume Vol. 2 [Model G-6033]" 
Sony PlayStation 2 [JP] (March 27, 2008) "Phantasy Star Complete Collection [Sega Ages 2500 Vol.32] [Model SLPM-62775]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93477&o=2

$end


$megadriv=ps2ae,
$bio

Phantasy Star Text Adventure - Nei no Bouken (c) 1991 Sega Enterprises, Limited.

- TRIVIA -

Released in 1991 in Japan for the Sega Meganet online service.

The game's subtitle translates from Japanese as "Nei's Adventure".

- PORTS -

* Consoles : 
Sega Mega-CD [JP] (March 18, 1994) "Game no Kanzume Vol. 2 [Model G-6033]" 
Sony PlayStation 2 [JP] (March 27, 2008) "Phantasy Star Complete Collection [Sega Ages 2500 Vol.32] [Model SLPM-62775]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93478&o=2

$end


$megadriv=ps2af,
$bio

Phantasy Star Text Adventure - Rudger no Bouken (c) 1991 Sega Enterprises, Limited.

- TRIVIA -

Released in 1991 in Japan for the Sega Meganet online service.

The game's subtitle translates from Japanese as "Rudger's Adventure".

- PORTS -

* Consoles : 
Sega Mega-CD [JP] (March 18, 1994) "Game no Kanzume Vol. 2 [Model G-6033]" 
Sony PlayStation 2 [JP] (March 27, 2008) "Phantasy Star Complete Collection [Sega Ages 2500 Vol.32] [Model SLPM-62775]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93479&o=2

$end


$megadriv=ps2ag,
$bio

Phantasy Star Text Adventure - Shilka no Bouken (c) 1991 Sega Enterprises, Limited.

- TRIVIA -

Released in 1991 in Japan for the Sega Meganet online service.

The game's subtitle translates from Japanese as "Shilka's Adventure".

- PORTS -

* Consoles : 
Sega Mega-CD [JP] (March 18, 1994) "Game no Kanzume Vol. 1 [Model G-6032]" 
Sony PlayStation 2 [JP] (March 27, 2008) "Phantasy Star Complete Collection [Sega Ages 2500 Vol.32] [Model SLPM-62775]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93480&o=2

$end


$sms=pstarb,
$bio

Phantasy Star (c) 1988 Tec Toy

Brazilian release. Game developed in Japan. See original "Phantasy Star [Model G-1341]" for more information about the game itself.

- TECHNICAL -

Model 029.010

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56127&o=2

$end


$sms=pstar,pstar1,
$bio

Phantasy Star (c) 1988 Sega Enterprises, Limited.

North American/European release. Game developed in Japan. See original "Phantasy Star [Model G-1341]" for more information about the game itself.

Description from the USA back cover:

The time: Space Century 3240. The place: The Algol Star System. It began when King Lassic turned evil and let hordes of hideous, magical creatures run amok on the three planets. When her brother was killed, Alis vowed to avenge his death and put an end to Lassic forever.
Join her in a journey across time and space to worlds where creatures speak... where magic and science combine to take you on the ultimate video quest.
PHANTASY STAR IS TOTAL ADVENTURE ROLE PLAYING with towns full of people and shops... 16 level dungeons full of traps and treasure... three companions who will help you if you find them and some of the most awesome graphics ever put in a video game.

- TECHNICAL -

Model 9500

Both the North American and European versions have the same model number.

- PORTS -

* Consoles : 
Microsoft XBOX 360 [US] (February 10, 2009) as an unlockable extra in "Sonic's Ultimate Genesis Collection [Model 68034]" 
Sony PlayStation 3 [US] (February 10, 2009) as an unlockable extra in "Sonic's Ultimate Genesis Collection [Model BLUS-30259]" 
Microsoft XBOX 360 [EU] (February 20, 2009) as an unlockable extra in "SEGA Mega Drive Ultimate Collection [Model 384-40210]" 
Sony PlayStation 3 [EU] [AU] (February 20, 2009) as an unlockable extra in "SEGA Mega Drive Ultimate Collection [Model BLES-00475]" 
Microsoft XBOX 360 [AU] (February 26, 2009) as an unlockable extra in "Sega Mega Drive Ultimate Collection" 
Nintendo Wii [Virtual Console] [EU] (August 14, 2009)
Nintendo Wii [Virtual Console] [US] (August 31, 2009)

* Handhelds : 
Nintendo Game Boy Advance [US] (November 24, 2002) "Phantasy Star Collection [Model AGB-AYCE-USA]" by THQ
Nintendo Game Boy Advance [EU] (March 7, 2003) "Phantasy Star Collection [Model AGB-AYCP-EUR]" by Atari

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56128&o=2

$end


$sms=pstarj,pstarjmd,
$bio

Phantasy Star (c) 1987 Sega Enterprises, Limited.

- TECHNICAL -

Model G-1341

- TRIVIA -

Phantasy Star for Sega Master System was released on December 20, 1987 in Japan.

- STAFF -

PROGRAMMED BY: NAKA YUJI

- PORTS -

* Consoles : 
Sega Saturn [JP] (April 2, 1998) "Phantasy Star Collection [Sega Ages] [Model GS-9186]" 
Sony PlayStation 2 [JP] (March 27, 2008) "Phantasy Star Complete Collection [Sega Ages 2500 Vol.32] [Model SLPM-62775]" 
Nintendo Wii [Virtual Console] [JP] (April 21, 2009)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55888&o=2

$end


$sms=pstark,
$bio

Phantasy Star (c) 1987 Unknown.

Korean release. Game developed in Japan. See original "Phantasy Star [Model G-1341]" for more information about the game itself.

- TECHNICAL -

Model GB-1014KS

- TRIVIA -

This Korean version featured a radically different title screen, removing Alis in favor of a more generic space scene.

- PORTS -

* Consoles : 
Sony PlayStation 3 [KO] (February 10, 2009) as an unlockable extra in "Sonic's Ultimate Genesis Collection" by SCEI

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82282&o=2

$end


$msx1_cass=phantis,phantisa,
$bio

Phantis (c) 1987 Dinamic Software [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94910&o=2

$end


$cpc_cass=phantis,
$bio

Phantis (c) 1987 Dinamic Soft.

- TECHNICAL -

Game ID: 870008

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96450&o=2

$end


$info=phantom,
$bio

Phantom (c) 1980 Proel.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32553&o=2

$end


$megadriv=phantom,
$bio

Phantom 2040 (c) 1995 Viacom International, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56759&o=2

$end


$megadriv=phantomu,
$bio

Phantom 2040 (c) 1995 Viacom International, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57342&o=2

$end


$snes=phantomu,phantomup,
$bio

Phantom 2040 [Model SNS-A24E-USA] (c) 1995 Viacom International, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63397&o=2

$end


$snes=phantom,
$bio

Phantom 2040 [Model SNSP-A24P-EUR] (c) 1995 Viacom International, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63396&o=2

$end


$gamegear=phantom,
$bio

Phantom 2040 (c) 1995 Viacom International, Incorporated.

- TECHNICAL -

[Model T-139028]

- TIPS AND TRICKS -

* Level Passwords: Enter these passwords to start from the corresponding level

Level 2 : WERE
Level 3 : WAKE
Level 4 : MARS
Level 5 : FINE
Level 6 : MEAL

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64774&o=2

$end


$nes=phantom,
$bio

Phantom Air Mission (c) 1992 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55432&o=2

$end


$gameboy=phantom,
$bio

Phantom Air Mission [Model DMG-UR-UKV] (c) 1992 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66687&o=2

$end


$cpc_cass=phantclb,
$bio

Phantom Club (c) 1987 Ocean Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98647&o=2

$end


$cpc_cass=phantclbs,
$bio

Phantom Club (c) 1988 Erbe Soft. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98646&o=2

$end


$bbca_cass,bbcb_cass=phancomb,
$bio

Phantom Combat (c) 1986 Doctorsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52214&o=2

$end


$nes=phantomf,
$bio

Phantom Fighter (c) 1990 FCI

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55433&o=2

$end


$odyssey2=phantom,
$bio

Phantom House (c) 1983 Philips Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95652&o=2

$end


$info=phantom2,
$bio

Phantom II (c) 1979 Midway.

- TECHNICAL -

Game No. 652

Main CPU : Intel 8080 (@ 1.9968 Mhz)
Sound Chips : Discrete circuitry

Screen orientation : Horizontal
Video resolution : 240 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 3

Players : 1
Control : 8-way joystick
Buttons : 1

- TRIVIA -

Released in October 1979.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1958&o=2

$end


$info=phantomp,
$bio

Phantom Pays (c) 1994 Aristocrat.

A 5-reel video slot machine with a 'Phantom of the Opera' theme.

- TECHNICAL -

Aristocrat MKIV hardware.

MVP cabinet (14 button) layout :

Top row buttons :
Collect
Bet 1 Credit
Bet 2 Credits
Bet 3 Credits
Bet 5 Credits
Bet 10 Credits

Bottom row buttons :
Service
Play 1 Line / Red
Play 3 Lines
Play 5 Lines
Play 7 Lines
Play 9 Lines / Black
Gamble
Take Win

Also released on the MKV Series 1 hardware (1995).

- UPDATES -

When you get a win with a Mask substituting it displays ***PHANTOM PAY*** on the screen. The asterisks are removed on the later versions.

- SCORING -

All pays are left to right, except scattered Roses which pay any.

Masks appear in reels 2, 3 and 4 and substitute for all symbols in all positions of that reel, and in one position for scattered Roses.

Paytable (Australian Local version):
Heart: 2 = 5, 3 = 100, 4 = 1000, 5 = 2000
Organ : 2 = 5, 3 = 20, 4 = 100, 5 = 1000
Candle : 2 = 5, 3 = 20, 4 = 100, 5 = 1000
Hat : 3 = 20, 4 = 50, 5 = 200
King : 3 = 10, 4 = 20, 5 = 150
Queen : 3 = 10, 4 = 20, 5 = 100
Jack : 3 = 10, 4 = 20, 5 = 100
10 : 3 = 5, 4 = 20, 5 = 100
Rose : 3 = 2, 4 = 10, 5 = 100

Paytable (New Zealand version):
Heart: 2 = 5, 3 = 50, 4 = 100, 5 = 500
Organ : 2 = 5, 3 = 20, 4 = 100, 5 = 300
Candle : 2 = 5, 3 = 20, 4 = 100, 5 = 300
Hat : 3 = 20, 4 = 50, 5 = 100
King : 3 = 10, 4 = 20, 5 = 75
Queen : 3 = 10, 4 = 20, 5 = 75
Jack : 3 = 5, 4 = 20, 5 = 50
10 : 3 = 5, 4 = 20, 5 = 50
Rose : 3 = 2, 4 = 10, 5 = 100

- TIPS AND TRICKS -

If you get a win with the Mask and there is also the same symbol on a line you get the win twice for the same reel position. For instance if you spin up 3 Jacks playing 1 line and there is also the Mask symbol on reel 3, it will give you the 3x Jack win, and the 3x Jack win with the substitute.

Double Up Feature : When a win comes up, you are given the chance to bet on the credits you've just won.
If you select the right colour (Red or Black), your win is doubled. If you select the wrong item, you lose the gamble and it goes back to the main game.
You can take a win at any time, but if you win 5 times in the one gamble feature, the game ends automatically. You can't gamble more than $10,000 however (but, would you?!).
If you win a progressive jackpot on the machine, you can't gamble the win, even if you actually won credits on the same spin the jackpot went off.

- SERIES -

1. Enchanted Forest (1994)
2. Phantom Pays (1994)
3. Thunderheart (1996)
4. Mystic Eyes [Mr. Cashman] (2002)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5005&o=2

$end


$a2600=phanttnk1,phanttnk2,
$bio

Phantom Tank (c) 1982 Puzzy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50782&o=2

$end


$a2600=phanttnkc,
$bio

Phantom Tank - Tanque Fantasma (c) 1983 CCE

- TECHNICAL -

Model C-808

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50784&o=2

$end


$a2600=phanttnk,
$bio

Phantom Tank (c) 1982 Bit Corp.

- TECHNICAL -

Model PG203

- TRIVIA -

Known in Germany as 'Phantom-Panzer'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50783&o=2

$end


$a2600=phantufo,
$bio

Phantom UFO (c) 1983 Bit Corp.

- TECHNICAL -

Model PG212

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50785&o=2

$end


$gbcolor=phantomz,
$bio

Phantom Zona - Kaijin Zona [Model DMG-BKZJ-JPN] (c) 2000 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68501&o=2

$end


$info=phantoma,
$bio

Phantomas (c) 1981 Jeutel.

The heroic 'Wummel' (your spaceship) is needed again in Crystal City as the Spectar Smugglers have become bolder and the Targs meaner. You also have to deal with a grid which has certain road connections cut off, so you'll have to work your way around.

- TECHNICAL -

Main CPU : MOS Technology M6502 (@ 705.562 Khz)
Sound Chips : Samples, DAC

Screen orientation : Horizontal
Video resolution : 248 x 256 pixels
Screen refresh : 57.00 Hz
Palette colors : 8

Players : 2
Control : 4-way joystick
Buttons : 1

- TRIVIA -

This game is a French version of "Spectar".

- SCORING -

Run over a dot : 20 points.
Hit a targ (red ships) : 10 X rack number.
Hit a spectar (green ships) : 100-500 points.
Finish off rack : 1000 X rack number.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1959&o=2

$end


$msx1_cass=phantom2,
$bio

Phantomas 2 (c) 1987 Dinamic Software [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94911&o=2

$end


$cpc_cass=phantom2,
$bio

Phantomas 2 [Model AMS-870004] (c) 1986 Dinamic Soft. [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98648&o=2

$end


$a2600=phantpz2,
$bio

Phantompanzer II (c) 1983 Quelle

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50786&o=2

$end


$info=enigma2b,
$bio

Phantoms II (c) 1981 Zilec.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=34415&o=2

$end


$cpc_cass=phantatq,
$bio

Phanton en Ataque (c) 1986 GTS Editorial

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98650&o=2

$end


$a2600=phanttnkdv,
$bio

Phanton Tank (c) 19?? Digivision

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50787&o=2

$end


$info=pharo_l2,
$bio

Pharaoh (c) 1981 Williams Electronics, Incorporated.

- TECHNICAL -

Williams System 7
Model Number : 504

- TRIVIA -

2,500 units were produced.

- STAFF -

Design by : Tony Kraemer
Art by : Seamus McLaughlin

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5523&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=pharaoh,
$bio

Pharaoh's Curse (c) 1983 HES [Human Engineered Software]

- UPDATES -

2 versions exist, 8k and 16k.

- TIPS AND TRICKS -

Completing the first 3 levels gets you part of a secret code (level 1 – DEA; level 2 – DMU; level 3 – MMY), which is DEADMUMMY. With it, you can start at any level (1-4).

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86888&o=2

$end


$a2600=pharaoh,pharaoh1,pharaoh2,
$bio

Pharaoh's Curse (c) 1983 TechnoVision

- TECHNICAL -

Model TVS 1003

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50788&o=2

$end


$info=as_pharg,as_pharga,as_phargb,as_phargc,as_phargd,as_pharge,
$bio

Pharaoh's Gold (c) 200? Astra Games, Limited. [Novomatic Group].

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41849&o=2

$end


$info=sc4pglcs,sc4pglcsa,sc4pglcsb,
$bio

Pharaoh's Gold Casino (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR1261]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43674&o=2

$end


$info=sc4phgcl,sc4phgclb,sc4phgclc,sc4phgcld,sc4phgcle,sc4phgclf,sc4phgclg,sc4phgclh,
$bio

Pharaoh's Gold Club (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR1623]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42730&o=2

$end


$info=sc2cpg,sc2cpg1,sc2cpg1p,sc2cpg2,sc2cpg2p,sc2cpgp,
$bio

Pharaoh's Gold Club (c) 1996 Bell-Fruit Mfg. Company, Limited. [B.F.M.].

- TECHNICAL -

[Model PR6635]

- TRIVIA -

Attract mode texts:
*** BFM ***
OFFER YOU
PHARAOHS GOLD
A TRIP DEDICATED
TO ALL THOSE
WITH A FREE MIND
AND A
???
QUICKLY
INSERT COIN
1 GAME = 20P
GAMBLE EVERY WIN
FOR A CHANCE OF
THE JACKPOT
QUICK-FIRE FUN
ACTION PACKED
FEATURES
LOOK OUT FOR
MY SPECIAL
REEL SHUFFLE
BREAK MY BARCODE
MORE BARS
MEAN MORE
** FEATURES **

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43675&o=2

$end


$info=SS3147,SS3148,SS3149,SS3150,
$bio

Pharaoh's Gold (c) 199? IGT.

4-Reel, 6-Coin Multiplier slot.

- TECHNICAL -

Game ID: 33I

- UPDATES -

SS3147
SS3148
SS3149
SS3150

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=97954&o=2

$end


$info=sc4pgold,sc4pgolda,sc4pgoldb,sc4pgoldc,sc4pgoldd,sc4pgoldf,
$bio

Pharaoh's Gold (c) 2000 Bell-Fruit Games.

There are three reels in the basic game. The feature entry is via an 8-stage trail, leading into the hilo trail. As well as this, nudges, reel wins etc, there is an 'Eye' symbol on the third reel. If this lands on the winline, the player is awarded a spin of the 'Magic Eye' disc on the top glass. The resulting feature/turbo/repeater is awarded.

Also, if there are any numbers on the trail, and trail held is lit, then the 'Hilo Active' panel may be lit. The player can then guess hi/lo to increase the trail by one for each successful guess. An incorrect guess clears down the trail and cancels holds.

- TECHNICAL -

[Model PR1012]

- TRIVIA -

Released in December 2000.

- TIPS AND TRICKS -

Hints:
*There's a clue to the size of the Mystery Prize - keep a look out!
*Sometimes, it's better to collect your bonus, and get a better one...
*Remember your holds will still be there if you get a bonus from the trail hilo...
*Dont hold the reels after nudging - if you've got a pair you'll get a win.
*Use the cancel button, sometimes it can help you.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11558&o=2

$end


$msx1_cass=pharaoh,pharaoha,
$bio

Pharaoh's Revenge (c) 1988 Eurosoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94912&o=2

$end


$info=ep_pharo,ep_pharoa,
$bio

Pharaoh's Treasure (c) 199? Maygay.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40880&o=2

$end


$info=ar_pm,
$bio

Pharaohs Match (c) 1988 Arcadia Systems, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=78733&o=2

$end


$bbca_cass,bbcb_cass=phartomb,
$bio

Pharaohs Tomb (c) 1982 A&F Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52215&o=2

$end


$cpc_cass=pharaon,
$bio

Pharaon (c) 1987 Loriciels [France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98651&o=2

$end


$cpc_cass=pharaons,
$bio

Pharaon [Model 22351] (c) 1988 Proein Soft Line [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98652&o=2

$end


$info=j2pharo,
$bio

Pharoah (c) 198? Unknown.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41914&o=2

$end


$jaguar=phase0,
$bio

Phase Zero (c) 2002 Songbird Productions

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76434&o=2

$end


$a2600=ppatrol,ppatrolp,ppatrolpa,ppatrole,
$bio

Phaser Patrol (c) 1982 Arcadia Corp.

Your mission: Fly your interstellar interceptor like you never flew before... because only you stand between the Dracon armada and their cruel objective.

The situation: Serious trouble. The Human Federation has been caught napping. While pretending to sign a peace treaty, the devious Dracons have launched a surprise attack. And they've virtually captured the Federation's farm galaxy.

Victory seems so close the Dracons can practically smell it with their hideous nostrils. One lone defender stands between them and control of the human food supply. You.

About your enemy: You wouldn't want to have lunch with a Dracon. They're not nice to look at, and they're very hostile. They live by raiding peaceful planets, stealing everything they can, and taking no prisoners. To make matters worse, they are absolutely fearless.

The Dracon armada: They're tough. Each Dracon fighter is armed with lethal photon torpedoes. You've got shields, but a direct hit can disable them. And a series of direct hits could reduce you to space dust.

- TECHNICAL -

Model AR4000

- SCORING -

* Destroy a Dracon fighter, go up 3/8 Level.

* Use 100 units of energy, lose 1/8 Level.

* Use up a space/hour (one movement of the second-lowest clock indicator), lose 1/8 Level.

* Destroy all the Dracons, go up 1 Rank.

* Destroy all the Dracons in Difficulty "B," go up 1 Level.

- STAFF -

Programmer: Dennis Caswell

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50789&o=2

$end


$info=phelios,pheliosj,
$bio

Phelios (c) 1988 Namco.

A great vertical shoot'em up game based on Greek mythology.  

The player controls the sun god Apollo who is riding of his winged horse Pegasus flying through ancient Greece on a mission to rescue his sister Artemis the goddess of the moon, from the clutches of the fiend Typhon. Shoot all enemies like harpies and skeletons along with goblins and colossal enemy bosses.

Pressing the fire button makes his sword fire a tiny shot, while holding it down charges the sword, firing a bigger fireball upon release. Even the smallest enemies take multiple hits, so the standard shot is of little use.

- TECHNICAL -

Namco System 2 hardware
Game ID : PS

Main CPU : (2x) Motorola 68000 (@ 12.288 Mhz), M6809 (@ 3.072 Mhz), HD63705 (@ 2.048 Mhz)
Sound Chips : C140 (@ 21.39 Khz), YM2151 (@ 3.57958 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Even if titlescreen says 1988, Phelios was released in February 1989 in Japan.

Victor Entertainment released a limited-edition soundtrack album for this game (Namco Video Game Graffiti Vol.6 - VDR-5301) on 04/10/1989.

- STAFF -

Music composed by : Yoshinori Kawamoto (Kawagen)

- PORTS -

* Consoles :
Sega Megadrive (1990)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1960&o=2

$end


$megadriv=pheliosu,
$bio

Phelios (c) 1990 Namco, Limited.

- TECHNICAL -

Game ID: 14016
Bar Code: 7 22674 02001 5

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57343&o=2

$end


$megadriv=phelios,pheliosj,
$bio

Phelios (c) 1990 Namco, Limited.

- TECHNICAL -

Game ID: T-14013
Bar Code: T4907892033016

- TRIVIA -

Reviews:
March 1992 - Joypad N.6 [FR]: 84/100
June 1992 - Consoles + N.10 (Pages 94-95): 70/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56760&o=2

$end


$cpc_cass=phenixno,
$bio

Phenix Noir (c) 1987 Chip [Paris, France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98653&o=2

$end


$msx1_cass=phfile,
$bio

PhFile (c) 198? Philips Spain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94909&o=2

$end


$gba=philfutr,
$bio

Phil of the Future [Model AGB-BFXE-USA] (c) 2006 Buena Vista Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72127&o=2

$end


$cpc_cass=pfoggbb,
$bio

Phileas Fogg's Balloon Battles (c) 1991 Zeppelin Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98654&o=2

$end


$cdi=philipsh,
$bio

Philips Hondred - 1891 1991 (c) 1992 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53029&o=2

$end


$cdi=philipme,
$bio

Philips Media Interactieve Encyclopedie (c) 1995 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53030&o=2

$end


$cdi=philipex,
$bio

Philips Media Interactieve Encyclopedie - Demonstratie - Exemplaar (c) 1995 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53031&o=2

$end


$cdi=philipmm,
$bio

Philips Media Medische Encyclopedie (c) 1996 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53032&o=2

$end


$msx2_flop=nms8245,
$bio

Philips NMS-8245/NMS-8250/NMS-8255 (c) 1986 Philips Interactive Media, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101930&o=2

$end


$msx2_flop=nms8245f,
$bio

Philips NMS-8245F (c) 1986 Philips Interactive Media, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101931&o=2

$end


$msx2_flop=nms8280,
$bio

Philips NMS-8280/NMS-8280G (c) 1986 Philips Interactive Media, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101932&o=2

$end


$msx2_flop=vg8230,
$bio

Philips VG-8230/VG-8235/VG-8240 (c) 1986 Philips Interactive Media, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101933&o=2

$end


$msx2_flop=vg8235f,
$bio

Philips VG-8235F (c) 1986 Philips Interactive Media, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101934&o=2

$end


$a2600=phillyfl,
$bio

Philly Flasher & Cathouse Blues (c) 1982 PlayAround.

- TECHNICAL -

Model 201

- TRIVIA -

Philly Flasher & Cathouse Blues was advertised as World's First 1 in 1 Adult Video Games Cartridge.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50791&o=2

$end


$bbca_cass,bbcb_cass=phquest,
$bio

Philosopher's Quest (c) 1982 Acornsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52216&o=2

$end


$amigaocs_flop=phobia,
$bio

Phobia (c) 1989 Image Works

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74724&o=2

$end


$pc98=phobos,
$bio

Phobos (c) 1992 Himeya Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90341&o=2

$end


$info=phnix_l1,
$bio

Phoenix (c) 1978 Williams.

- TECHNICAL -

Williams System 4
Model Number : 485

- TRIVIA -

6,198 units were produced.

- STAFF -

Design by : Barry Oursler
Art by : Constantino Mitchell

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5524&o=2

$end


$info=phoenix,phoenixdal,phoenixass,
$bio

Phoenix (c) 1980 Amstar.

Phoenix is a classic vertical shoot-em-up in the mould of Taito's "Space Invaders" and Namco's "Galaxian", but takes the concept further with the introduction of progressive stages of play (instead of simply repeating a single playfield over and over with an increasing difficulty level). 

The player pilots a lone ship that can only move left and right along the botton of the playfield and fire upwards. The ship can also utilize a temporary 'Force Field' to protect it from missiles and birds. Any birds that that collide with the Force Field are destroyed. The Force Field only lasts for two seconds, but then cannot be used again for another five seconds. 

There are five attack waves to each round of play. 

The first wave begins with a formation of sixteen birds attacking the player's ship. They drop missiles and dive at the ship in an effort to destroy it. 

The second wave is a variation of the first, only with a different enemy attack pattern. 

The third wave begins with pattern of eight eggs that hatch into blue Phoenix birds that then attack the player's ship. These birds can be destroyed by rocket fire from the ship. If the rocket hits the bird on center, the bird is destroyed. If the rocket hits the bird to the left or right of center, only that wing of the bird is destroyed. The wing will regenerate itself if the bird is not quickly destroyed. 

The fourth wave is similar to the third, only with two banks of eggs instead of one. 

The fifth and final wave is the attack of the Space fortress mothership; a huge mothership piloted by a purple-coloured Alien Queen who sends down waves of small birds to attack the player's ship, as well as launching missiles from the mothership itself. The Alien Queen is protected by a barrier that must be shot several times before both the Queen and the mothership are destroyed.

Once the mothership has been destroyed, the game starts over with an increased level of difficulty.

The additional gameplay elements seem to be at the expense of hardware performance. Despite having more basic graphics than "Galaxian", Phoenix's ships move in a very mechanical fashion compared to the smooth, nicely animated movements of Namco's classic.

- TECHNICAL -

Most Phoenix games will be in a standard Centuri woodgrain cabinet, but several other cabinets exist, due to this game being sold by multiple companies at the same time. These use sticker sideart (which covers the upper half of the machine), and glass marquees. The control panel is made up entirely of buttons, no joysticks are present (on the upright and 'maxi' cabs, that is; the cocktail cab has a 2-way joystick and 2 buttons). The monitor in this machine is mounted vertically, and the monitor bezel is relatively unadorned. Phoenix uses a unique wiring harness, which isn't know to be compatible with any other games.

Main CPU : 8085A
Sound Chips : TMS36XX, Discrete circuitry

Players : 2

Cocktail cab : 
Control : 2-way Joystick
Buttons : 2
=> [1] Fire, [2] Force Field

Upright and 'Maxi' cabs : 
Buttons : 4 (LEFT, RIGHT, FIRE, FORCE FIELD)
(The upright and 'maxi' cabs have no joystick)

- TRIVIA -

Titlescreen's copyright notice :
PHOENIX COPYRIGHT 1980
AMSTAR ELECTRONICS CORP.
PHOENIX AZ. U.S.A.

Phoenix was released in December 1980.

Phoenix was the first multi-level space shooter and also the first shooter to include bosses. Despite its hardware issues, Phoenix's many gameplay innovations ensured that it now is rightly regarded as a classic and, along with Taito's "Space Invaders" and Namco's "Pac-Man" shares the dubious honour of being one of the most cloned games of the 1980s; with numerous console and home computer 'tributes' appearing.

The song that is played at the start of the game is 'Romance de Amor', also known as 'Spanish Romance', whose true author is currently unknown.

The song that is played when you start over after the mothership is destroyed is Ludwig van Beethoven's 'Für Elise'.

Mark Gotfraind holds the official record for this game with 987,620 points.

Licensed releases:
"Phoenix [Maxi model]" (Centuri, Inc.)
"Phoenix [Upright model]" (Centuri, Inc.)
"Phoenix [Japanese Cocktail Table]" (Taito Corp.)

Known Bootlegs/Hacks :
Phoenix (Irecsa G.G.I Corp.)
Phoenix (T.P.N.)
Griffon (Videotron)
Falcon (BGV)
Vautour (Jeutel)
Condor (Sidam)
Batman Part 2

- SCORING -

Scoring is a little complicated in this game due to the fact it depends on hits made and how close the Phoenix's are to your fighter.

Phoenix fighters : 20, 40, or 80 points; 200 points if flying as a bird.
Phoenix birds : 50 or 100 points/egg, 100 - 800 points/bird (depends on how many wings shot off and distance from fighter).
Mothership : 1,000 - 9,000 points (may depend on how close the mothership is to you fighter when you kill the Alien Queen; may also depend on the amount of damage to the mothership, speed of destruction, as well as the number of spaceships destroyed). Usually, first 9 spaceships would increase by a thousand, then will be followed by nine 9000 point spaceships, then back to the first nine set, etc...

- TIPS AND TRICKS -

* When you start the game, your fighter will be in the middle at the bottom of the screen. You will see a formation of enemy fighters at the top of the screen. This is the beginning of Wave 1. A quick note about the Force Field: it lasts a couple of seconds and takes about five seconds to regenerate again.

WAVES 1 AND 2 :
1) You will usually be attacked by multiple fighters at any one time. The movements of these fighters is pretty random.
2) In addition to dropping bombs on your fighter, Phoenix fighters also tend to try to ram your fighter.
3) After you clear out a few fighters, they will reassemble at the top of the screen. They will then move in synch with each other as they creep to the bottom of the screen.
4) Sometimes a Phoenix fighter will hover right above your ship. If you're quick, you can get off a quick shot and move away before a bomb can be dropped on you.
5) If multiple Phoenix fighters are at your level, use the Force Field to clear a path through them.

WAVE 3 AND 4 :
1) The Phoenixes in Wave 3 enter the screen in a zig-zag pattern while the Phoenixes in Wave 4 arrive in a cross-over pattern of four Phoenixes per side.
2) Once they get large, they start to do erratic zig-zag patterns across the screen. At the same time, they are dropping bombs toward your fighter. Your goal is to shoot off their wings. If you do this, it forces them to go straight down until the wing regenerates. They will still be dropping bombs, but at least they will be going straight down.
3) If at all possible, try to hit the Phoenixes when they are close to your ship. Doing this gets you more points.
4) In addition, try to shoot off both wings before destroying a Phoenix for more points.

WAVE 5 :
1) Your goal on this wave is to cut through the mothership's hull and shield and take out the Alien Queen inside.
2) Start firing as rapidly as you can to quickly cut through the hull. It will take quite a few shots to get to the shield.
3) The shield rotates so you will have to hit it a lot of times in order to get a wide enough hole in it to hit the Alien Queen.
4) As all of this is going on, the mothership is continually descending upon your ship. In addition, the escorts are constantly harassing you.
5) A good strategy is that once you have cut a path through the hull and shield, wait for the mothership to be almost on top of your ship. When you take out the alien, you will get a lot more points.
6) Destroying the escorts does not end this wave. Once you complete Wave 5, the cycle begins anew.

* During the game three birds will attack all in a line. Let those birds fly all the way to the bottom and start to fly back up. As they are flying up, shoot all three in a row real quick (2 or 3 seconds) and you will elevate your score to 204,000 regardless of what your current score is - The best way to get this bonus for shooting the three birds in a line is on the second stage of level 2. The blue and pink birds in an oval shape. Just wait, not firing at the bottom of the screen. A single bird will come down, fanny around and then fly back up, then four birds will fly down together in a line. When they start to fly back up - blast three of them for the bonus. It works best here because of the rapid fire allowed on this and every other 2nd stage. In addition, accomplishing the trick a second time again puts your score at 204,000, even if your score was higher.

- SERIES -

1. Phoenix (1980)
2. Pleiads (1981)

- PORTS -

* Consoles :
Emerson Arcadia [EU] (1982) "Space Vultures [Model 1014]" 
ZX-Spectrum [EU] (1983) "Pheenix" by Megadodo Software 
BBC B [EU] (1983) "Eagle Empire" by Alligata 
Microsoft XBOX [EU] (October 14, 2005) "Taito Legends" 
Sony PlayStation 2 [EU] (October 14, 2005) "Taito Legends [Model SLES-53438]" 
Sony PlayStation 2 [KO] (July 18, 2006) "Taito Legends [Model SLKA-15056]" 

* Handhelds : 
Sony PSP [EU] (October 6, 2006) "Taito Legends Power-Up [Model ULES-00473]" 
Sony PSP [AU] (November 9, 2006) "Taito Legends Power-Up [Model ULES-00473]" 

* Computers : 
Commodore C64 [EU] (1984) "Eagle Empire" 
PC [MS Windows, CD-ROM] [EU] (October 14, 2005) "Taito Legends"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1961&o=2

$end


$info=phoenixc,phoenixc2,phoenixc3,phoenixc4,
$bio

Phoenix (c) 1981 Irecsa G.G.I Corp.

Bootleg of Amstar's Phoenix.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=26878&o=2

$end


$info=phoenixs,
$bio

Phoenix (c) 1981 Sonic, S.A.

Spanish bootleg.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72302&o=2

$end


$a2600=phoenixc,
$bio

Phoenix (c) 1983 CCE

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50793&o=2

$end


$info=phoenix3,
$bio

Phoenix (c) 198? T.P.N.

Bootleg of Amstar's Phoenix.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=26879&o=2

$end


$a2600=phoenixz,
$bio

Phoenix (c) 19?? Zirok

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50794&o=2

$end


$info=j5phnx,j5phnxa,
$bio

Phoenix (c) 200? JPM International.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=30121&o=2

$end


$info=j6phxgld,j6phxglda,j6phxgldb,j6phxgldc,j6phxgldd,j6phxglde,j6phxgldf,j6phxgldg,
$bio

Phoenix Gold (c) 2002 JPM.

Phoenix Gold is a classic 3-reel, multi-stake and award card game played on 5 winlines with awards for 3 of a kind fruits. Reel win awards from the base reel game can be gambled or saved to Multiwin, where they can be combined with credit to play the multiplier top game.

- TECHNICAL -

Housed in the Electra cabinet.

- TRIVIA -

Released in April 2002 in Poland, Ukraine, Czech Republic, Latvia, Lithuania and Slovakia.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11741&o=2

$end


$info=j6pnxgd,
$bio

Phoenix Gold De Luxe (c) 199? JPM International.

- TECHNICAL -

Impact

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41129&o=2

$end


$info=j6pnxmil,j6pnxmila,j6pnxmilb,j6pnxmilc,
$bio

Phoenix Millennium (c) 199? JPM International.

- TECHNICAL -

Impact

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41130&o=2

$end


$info=phoenxp2,
$bio

Phoenix Part 2 (c) 1981 Unknown.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32449&o=2

$end


$x68k_flop=phoenixq,
$bio

Phoenix Quiz - Slime King o Haritaose (c) 1990 Phoenix [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88507&o=2

$end


$info=phoenixt,phoenixj,
$bio

Phoenix (c) 1980 Taito Corp.

Japanese version licensed from Amstar. For more information on the game itself, please see the original Amstar entry; "Phoenix".

- TECHNICAL -

Japanese Cocktail Table

- TRIVIA -

Titlescreen's copyright notice: 1980 TAITO CORPORATION

Even if titlescreen says 1980, this game was released in 1981 in Japan.

- PORTS -

* Consoles : 
Atari 2600 [JP] (1983)
Sony PlayStation 2 [JP] (March 29, 2007) "Taito Memories II Gekan [Model SLPM-66713]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=26880&o=2

$end


$info=phoenixb,
$bio

Phoenix (c) 1980 Centuri.

For more information on the game itself, please see the original Amstar entry.

- TECHNICAL -

Maxi model dimensions :

Height : 139.7 cm (55 in.)
Width : 52.7 cm (20.75 in.)
Depth : 59.7 cm (23.5 in.)

It may sound confusing, but according to the 'Maxi' cabinet is actually the smaller model more commonly referred to as 'cabaret'.

- TRIVIA -

Titlescreen's copyright notice :
PHOENIX COPYRIGHT 1980
AMSTAR ELECTRONICS CORP.
MFG. BY CENTURI INC.

Even if titlescreen says 1980, this game was released in March 1981.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=26882&o=2

$end


$a2600=phoenix,phoenixe,phoenix1,
$bio

Phoenix (c) 1982 Atari, Incorporated.

In ancient times, legend says, there was a bird of great beauty. About the size of an eagle, it had brilliant scarlet and gold feathers, a melodious song, and was the only one of its kind in the entire world.

This fabulous creature lived in Arabia and had a life span of over five hundred years. At the end of its life, the phoenix built a nest of frankincense, myrrh, and other aromatic spices. After setting fire to the nest by rapidly beating its wings, the beautiful bird settled down to die amidst the flames.

From the ashes of that fire miraculously arose a young, revitalized Phoenix. This new bird then took the remains of its parent to the temple of the sun at Heliopolis in Egypt, and sacrificed them on the high altar.

The long life of the Phoenix and the dramatic rebirth from its own ashes has made this legendary bird a symbol of immortality and spiritual rebirth in many cultures. The Egyptians saw the myth as a symbol of the life cycle of the sun, which dies every day at sunset and is reborn every morning at dawn.  Most others interpret the legend as a general symbol for the regeneration of life after death.

However, something awful has happened to tarnish the long-standing image of the Phoenix. Due to the effects of radioactive fallout on its nest, the Phoenix has unfortunately mutated into a bird of prey.

Now, several birds arise from the ashes, but these are not like the beautiful, friendly bird of old.  These birds are mean. Their cries areshrill. They have developed a tough, metallic-like skin that makes them almost indestructible. And they have turned their backs on the human race to offer their services to alien beings determined to drain away earth's energy resources.

Your mission: Eliminate these seemingly immortal war hawks, destroy the alien spaceship, and safeguard our planet from ravaging energy-thieves.

You have five lives in which to survive the bombing attacks of four separate flocks of Phoenix war birds who protect the alien spaceship. Your challenge is to eliminate the birds, get to the spaceship that follows the fourth wave of birds, and shoot the alien pilot.

To eliminate the large, menacing Phoenixes of the third and fourth waves, you have to hit them in the center. If you only wing a Phoenix, like its ancient ancestor, it will soon regenerate the missing part and become a whole bird to attack you some more.

To destroy the alien pilot, you have to erode the multi-colored hull of the spaceship directly beneath the cockpit to create a clear shot at him. But one of the hull layers - the blue layer - rotates the length of the spaceship. So, you not only have to chip away at the blue  layer, but you also have to time your shot at the alien to coincide with the hole passing directly under him.

- TECHNICAL -

Model CX2673

- TRIVIA -

Trademark licensed by Centuri, Inc.

- TIPS AND TRICKS -

* Overcome the temptation to fire away the first time the small birds appear. Instead, take a few moments to study their patterns. Observe what happens when you are positioned directly beneath the birds, andwhen you are not. Study the attack patterns of the lower birds. Learn how to move your laser cannon between the bombs without getting blown apart.

* In all phases of the game except for the second wave of small birds, you must press the red fire button each time you want to squeeze off a shot. However, in the second wave of small birds, you'll get continuous firing if you hold the button down.

* Don't waste lives trying to accumulate a lot of points in the early waves. Play it safe. Save your stamina for the large birds and for the spaceship, where the real big points are scored.

* For the first two times you encounter the alien spaceship, you can chip away the blue layer of the spaceship without getting bombed if you fire close to the edges furthest from the cockpit. Starting with the third encounter with the spaceship,  however, bombs will fall from those edges and the alien's shots will be faster-paced and more accurate - just to make things more challenging for advanced players! At all times, you need two shots at the same point to create a hole in the blue layer.

* Use your force field sparingly and as a strategic device in emergency situations. If a bird brushes up against your force field, it will be disintegrated; but if a bird crashes into your unprotected laser cannon, you're both dead ducks. The moral: Keep a watchful eye for low flying birds!

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50792&o=2

$end


$info=phoenixa,
$bio

Phoenix (c) 1980 Centuri.

For more information on the game itself, please see the original Amstar entry.

- TECHNICAL -

Upright model Dimensions :
Height : 180.3 cm (71 in.)
Width : 64.5 cm (25.375 in.)
Depth : 76.2 cm (30 in.)

- TRIVIA -

Titlescreen's copyright notice :
PHOENIX COPYRIGHT 1980
AMSTAR ELECTRONICS CORP.
MFG. BY CENTURI INC.

Even if titlescreen says 1980, this game was released in March 1981.

- PORTS -

* Consoles :
Atari 2600 [US] (1982) "Phoenix [Model CX2673]" 
Microsoft XBOX [US] (October 25, 2005) "Taito Legends" 
Sony PlayStation 2 [US] (October 25, 2005) "Taito Legends [Model SLUS-21122]" 

* Handhelds : 
Sony PSP [US] (May 17, 2007) "Taito Legends Power-Up [Model ULUS-10208]" 

* Computers : 
Tandy Color Computer [US] (1983) "Demon Seed" 
Commodore C64 [US] (1984) "Eagle Empire" 
Apple II [US] (1981) "Falcons" 
PC [MS Windows, CD-ROM] [US] (November 10, 2005) "Taito Legends" 

* Others :
Arcade Legends : Space Invaders TV Game [US] (2004) by Radica Games 
Apple iPhone/iPod [US] (October 24, 2010) [Model 375327278]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=26881&o=2

$end


$info=photof,
$bio

Photo Finish (c) 1991 Jaleco.

- TRIVIA -

Developed by Casio.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15676&o=2

$end


$saturn,sat_cart=photogen,
$bio

Photo Genic (c) 1998 Sunsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59506&o=2

$end


$info=photoy2k,photoy2k102,photoy2k104,
$bio

Photo Y2K (c) 1999 IGS.

- TECHNICAL -

IGS PGM hardware

Main CPU : Motorola 68000 (@ 20 Mhz)
Sound CPU : Zilog Z80 (@ 8.468 Mhz)
Sound Chips : ICS2115 (@ 8.468 Mhz)

- TRIVIA -

Released in June 1999.

- UPDATES -

* V102
* V104
* V105

- SERIES -

1. Photo Y2K (1999)
2. Photo Y2K 2 (2000)

- STAFF -

Executive Producer : Ming-Der Tsai
Director : Chin
Programmer : Fred Liao, Zhan-Hong Chou
Music & S ,E : Eddie Yao, Dean
Art Designer : Leo Chou, Gun, Wang Bing
Producer : Jack Wang

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1962&o=2

$end


$info=py2k2,pgm3in1,
$bio

Photo Y2K 2 (c) 2000 IGS.

- TECHNICAL -

IGS PGM hardware

Main CPU : Motorola 68000 (@ 20 Mhz)
Sound CPU : Zilog Z80 (@ 8.468 Mhz)
Sound Chips : ICS2115 (@ 8.468 Mhz)

- TRIVIA -

Released in December 2000.

Also known as "Real and Fake 2".

- SERIES -

1. Photo Y2K (1999)
2. Photo Y2K 2 (2000)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4150&o=2

$end


$amigaocs_flop=photonst,
$bio

Photon Storm (c) 1990 ARC

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74725&o=2

$end


$info=photoply,
$bio

PhotoPlay (c) 199? Fun World.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32368&o=2

$end


$info=phozon,phozons,
$bio

Phozon (c) 1983 Namco.

Phozon is an unusual puzzle/arcade hybrid in which the player controls a black molecule with four red spikes. The idea is for the player to align other floating molecules onto their own molecule to create an increasingly complex pattern; this must match the "blue print" molecule that is situated in the middle of the screen. To make molecules adhere to the player's molecule, the player simply touches the target molecule with their own. If a molecule attaches in a place that does not fit the pattern shown in the middle of the screen, the player must press the reject button to make if float away. Groups of multi-coloured rotating spheres move around the screen and must be avoided.

- TECHNICAL -

Main CPU : Motorola M6809 (@ 1.536 Mhz)
Sub CPU : Motorola M6809 (@ 1.536 Mhz)
Sound CPU : Motorola M6809 (@ 1.536 Mhz)
Sound Chips : Namco 8-channel WSG

Players : 2
Control : 8-way joystick
Buttons : 1

- TRIVIA -

Phozon was released on August 1983 in Japan.

- TIPS AND TRICKS -

* Easter Egg : Enter service mode and enter the following sequence : Up(x4), Right, Down, Left(x2).
'(c) (p) 1983 NAMCO LTD.' will be added at the bottom of the screen.

- STAFF -

Music and sound composed by : Yuriko Keino

- PORTS -

* Consoles : 
Sony PlayStation [JP] (June 21, 1996) "Namco Museum Vol.3 [Model SLPS-00390]" 
Sony PlayStation [AU] (1997) "Namco Museum Vol.3 [Model SCES-00268]" 
Sony PlayStation [US] (January 31, 1997) "Namco Museum Vol.3 [Model SLUS-00398]" : Re-released in 1998 as a "Greatest Hits" edition. 
Sony PlayStation [EU] (February 1997) "Namco Museum Vol.3 [Model SCES-00268]" 
Sony PlayStation [JP] (October 28, 1999) "Namco Museum Vol.3 [PlayStation the Best] [Model SLPS-91160]" 

* Computers : 
PC [MS Windows, CD-ROM] [JP] (November 28, 1997) "Namco History Vol.2"

* Other : 
Apple iPhone/iPod [US] (January 26, 2012) "Namco Arcade [Model 465606050]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1963&o=2

$end


$adam_flop=phcraze,
$bio

Phrase Craze (c) 1988 Reedy Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82661&o=2

$end


$info=phrcraze,phrcrazea,phrcrazeb,phrcrazec,phrcrazev,
$bio

Phraze Craze (c) 1986 Merit.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 2.5 Mhz)
Sound Chips : General Instrument AY8910 (@ 2.5 Mhz)

Screen orientation : Horizontal
Video resolution : 512 x 248 pixels
Screen refresh : 60.00 Hz
Palette colors : 256

Players : 2
Buttons : 5

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3522&o=2

$end


$pc8801_flop=phreneti,
$bio

Phrenetic Shooting (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92628&o=2

$end


$pc8801_flop=phrenet1,
$bio

Phrenetic Shooting 2 (c) 1988 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92629&o=2

$end


$pc8801_flop=phrenet2,
$bio

Phrenetic Shooting 3 (c) 1989 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92630&o=2

$end


$info=phunsy,
$bio

PHUNSY [Philipse Universal System] (c) 1980 JFP Philipse.

Micro computer with a Signetics 2650 CPU.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=97911&o=2

$end


$ti99_cart=fitness,
$bio

Physical Fitness [Model PHM 3010] (c) 1978 Texas Instruments

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84677&o=2

$end


$msx1_cart=physics,
$bio

Physics (c) 1988 Barq

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77363&o=2

$end


$bbca_cass,bbcb_cass=physic,
$bio

Physics (c) 19?? Micro Power

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52217&o=2

$end


$msx1_cart=physhas,
$bio

Physics Hasan ibn al-Haytham (c) 1988 Methali

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77364&o=2

$end


$gbcolor=piacarro,
$bio

Pia Carrot e Youkoso!! 2.2 [Model CGB-B22J-JPN] (c) 2000 Nec InterChannel, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68502&o=2

$end


$pc98=picarrot,
$bio

Pia Carrot e Youkoso!! We've Been Waiting for You (c) 1996 Cocktail Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90342&o=2

$end


$saturn,sat_cart=picarrot,
$bio

Pia Carrot he Youkoso!! We've Been Waiting for You (c) 1998 KID

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59508&o=2

$end


$saturn,sat_cart=picarrotsg,
$bio

Pia Carrot he Youkoso!! We've Been Waiting For You [Shokai Genteiban] (c) 1998 KID

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59507&o=2

$end


$saturn,sat_cart=picarro2,
$bio

Pia Carrot he Youkoso!! 2 (c) 1998 Nec InterChannel, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59509&o=2

$end


$gba=piacarro,
$bio

Pia Carrot he Youkoso!! 3.3 [Model AGB-BP3J-JPN] (c) 2004 Nec InterChannel, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72128&o=2

$end


$x68k_flop=pias,
$bio

Pias (c) 1990 Birdy Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87983&o=2

$end


$pc98=pias,
$bio

Pias (c) 1990 Birdy Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90343&o=2

$end


$pc8801_flop=pias,
$bio

Pias - Hikisaka Reta Seishun (c) 1990 BirdieSoft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92631&o=2

$end


$info=v4picdil,
$bio

Piccadilly Nights (c) 199? Nova.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41669&o=2

$end


$info=piccolop,
$bio

Piccolo Poker (c) 1990 Novomatic.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=36084&o=2

$end


$pokemini=pichuhop,
$bio

Pichu Bros. Mini - Hoppip's Jump Match (c) 2002 Nintendo Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82285&o=2

$end


$pokemini=pichunts,
$bio

Pichu Bros. Mini - Netsukikyuu (c) 2002 Nintendo Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82286&o=2

$end


$pokemini=pichuskt,
$bio

Pichu Bros. Mini - Skateboard (c) 2002 Nintendo Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82287&o=2

$end


$pokemini=pichubro,
$bio

Pichu Bros. Mini [Model MIN-MBRJ-JPN] (c) 2002 Nintendo Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82284&o=2

$end


$info=pickwin,pickwino,pickwinbt,pickwinb1,pickwindt,pickwind1,pickwinvt,pickwinv1,pickwino2,
$bio

Pick & Win (c) 2001 Amcoe.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31153&o=2

$end


$a2600=picknpil,
$bio

Pick 'n' Pile (c) 1990 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50795&o=2

$end


$amigaocs_flop=picknpil,
$bio

Pick 'n' Pile (c) 1990 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74726&o=2

$end


$amigaocs_flop=picknpila,
$bio

Pick 'n' Pile [Le 2ème sens] (c) 1990 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74727&o=2

$end


$info=m4pick,
$bio

Pick A Fruit (c) 199? JPM International.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42062&o=2

$end


$odyssey2=pickaxe,
$bio

Pick Axe Pete! (c) 1982 Philips Corp.

- TECHNICAL -

Game ID: AC9437

- STAFF -

Programmer: Ed Averett

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95653&o=2

$end


$info=sc2pick,sc2pickcp,sc2pickp,sc2pickc,
$bio

Pick of the Bunch (c) 1996 Global Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42206&o=2

$end


$info=b85potp,
$bio

Pick of the Pack (c) 2005 Bell-Fruit Games.

- TRIVIA -

Pick of the Pack was released in June 2005 in the UK.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42420&o=2

$end


$info=sc4potp,sc4potpa,
$bio

Pick of the Pack (c) 2005 Bell-Fruit Games.

- TECHNICAL -

[Model PR1612]

Scorpion 4

- TRIVIA -

Released in June 2005.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11523&o=2

$end


$info=sc5potp,sc5potpa,
$bio

Pick of the Pack (c) 2005 Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Scorpion 5]
[Model PR1612]

- TRIVIA -

Released in June 2005.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43124&o=2

$end


$a2600=pickup,
$bio

Pick Up (c) 1983 20th Century Fox

- TRIVIA -

Unreleased prototype.

- STAFF -

Programmer: Mark Klein

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50796&o=2

$end


$pc98=pickupmj,
$bio

Pick Up Mahjong Master (c) 1994 Allex [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90344&o=2

$end


$pc98=pickupy1,
$bio

Pick Up Yadokari Eisei Housoukyoku 1 (c) 1994 Allex [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90345&o=2

$end


$pc98=pickupy2,
$bio

Pick Up Yadokari Eisei Housoukyoku 2 (c) 1994 Allex [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90346&o=2

$end


$pc98=pickupy3,
$bio

Pick Up Yadokari Eisei Housoukyoku 3 (c) 1994 Allex [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90347&o=2

$end


$pc98=pickupy5,
$bio

Pick Up Yadokari Eisei Housoukyoku 5 (c) 1994 Allex [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90348&o=2

$end


$info=ep_pesos,ep_pesosa,ep_pesosb,ep_pesosc,
$bio

Pick Yer Pesos (c) 199? Impulse Gaming.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40879&o=2

$end


$odyssey2,g7400=pickaxe,
$bio

Pickaxe Pete (c) 1980 Philips Corp.

- TECHNICAL -

Game ID: 43

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95654&o=2

$end


$info=pickin,
$bio

Pickin' (c) 1983 Valadon Automation.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.5 Mhz)

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 64

Players : 2
Control : 8-way joystick
Buttons : 1

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1964&o=2

$end


$a2600=picnice,
$bio

Picnic (c) 1983 Carrere Video.

European release. See US Games' "Picnic [Model VC2004]" for more information about the game itself.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50798&o=2

$end


$a800=picnic,
$bio

Picnic Paranoia (c) 1982 Synapse Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86652&o=2

$end


$ti99_cart=picnicpr,
$bio

Picnic Paranoia (c) 1983 Atarisoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84678&o=2

$end


$a2600=picnic,
$bio

Picnic (c) 1982 US Games Corp.

Picnic is a one or two player game. You call this a picnic!!?? Just when you are ready to sit down and eat your juicy cheeseburgers, a swarm of nasty bugs comes along intent on beating you to the munch. They start eating and you start swatting, and the battle has begun. It's a good thing you brought along your bug zapping trap. Now, swat those critters into the trap, and just maybe there will be something left for you to eat for lunch.

Picnic features six game aariations:
Game 1 - Single player, beginner skill level
Game 2 - Single player, intermediate skill level
Game 3 - Single player, advanced skill level
Game 4 - Two player, beginner skill level
Game 5 - Two player, intermediate skill level
Game 6 - Two player, advanced skill level

Note: The two player variations use the left paddle controller only, which can be passed back and forth when turns change. Each player's turn is indicated by different colored scores on the screen. Scores of each player are displayed, flashing alternately when the game is over.

- TECHNICAL -

Model VC2004

- SCORING -

* Swatting a bug = 10 points
* Swatting a bug into trap = 20 points
* Swatting Super Bug = 40 points
* Swatting Super Bug into trap = 1000 points

- TIPS AND TRICKS -

* For starters, you should know some basic (sneaky) attributes of the game; if you haven't already noticed, the bugs can shoot through your paddle and eat your burgers unless you activate it by pressing the 'fire' (or 'swat' in this case) button at the exact time the bug extends his needlelike tongue. Also, note that you can't hold the paddle in swatting position - as it returns to its normal position a split second after activation. This calls for exact timing on the swat! Anticipate the bug's hunger and get him before he eats your lunch!

* The best swatting position is near the center, between trap and burgers on either side. Even though this area puts the most bugs in the jar, you are trying to save your burgers! Therefore, it is good strategy, nay - necessity - to swat bugs even if you don't trap them; otherwise, you may really be out to lunch without the food!

* Beware of Super Bug as he comes on screen immediately after you complete a wave. He can and will shoot from high altitudes, so home in on him early. When he gets into feeding position, swat away at that two-tongued devil.

* Now, stay cool, don't get bugged, and save those burgers before your Picnic turns into a bugfest!!

- STAFF -

Designer: Tom Sloper

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50797&o=2

$end


$pico=pbasebal,
$bio

Pico Baseball (c) 1994 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75752&o=2

$end


$msx1_cart=picopico,
$bio

Pico Pico (c) 1983 Micro Cabin Co. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77365&o=2

$end


$pico=psoccer,psoccerp,
$bio

Pico Soccer - Mezase Soccer Senshu [Model HPC-6018] (c) 1995 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75753&o=2

$end


$pico=picosamp2,picosamp1,picosamp,
$bio

Pico Storyware Sampler (c) 1996 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75754&o=2

$end


$gameboy=picross2,
$bio

Picross 2 [Model DMG-AP2J-JPN] (c) 1996 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66688&o=2

$end


$snes=picrosv1,
$bio

Picross NP Vol. 1 [Model SHVC-BPIJ-JPN] (c) 1999 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61948&o=2

$end


$snes=picrosv2a,picrosv2,
$bio

Picross NP Vol. 2 [Model SHVC-BP2J-JPN] (c) 1999 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61949&o=2

$end


$snes=picrosv3,
$bio

Picross NP Vol. 3 [Model SHVC-BP3J-JPN] (c) 1999 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61950&o=2

$end


$snes=picrosv4,
$bio

Picross NP Vol. 4 [Model SHVC-BP4J-JPN] (c) 1999 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61951&o=2

$end


$snes=picrosv5,
$bio

Picross NP Vol. 5 [Model SHVC-BP5J-JPN] (c) 1999 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61952&o=2

$end


$snes=picrosv6,
$bio

Picross NP Vol. 6 [Model SHVC-BP6J-JPN] (c) 2000 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61953&o=2

$end


$snes=picrosv7,
$bio

Picross NP Vol. 7 [Model SHVC-BP7J-JPN] (c) 2000 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61954&o=2

$end


$snes=picrosv8,
$bio

Picross NP Vol. 8 [Model SHVC-BP8J-JPN] (c) 2000 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61955&o=2

$end


$saturn,sat_cart=pictflas,
$bio

Pict Flash Don Don (c) 1996 Hitachi Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59510&o=2

$end


$cpc_cass=pictions,
$bio

Pictionary (c) 1989 Domark Group, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98655&o=2

$end


$cpc_cass=piction,
$bio

Pictionary (c) 1989 Hit Squad, The [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98656&o=2

$end


$nes=piction,
$bio

Pictionary (c) 1990 LJN.

- STAFF -

DEVELOPED BY: SOFTWARE CREATIONS

PROGRAMMER: TONY POMFRET
ARTIST: CRAIG HOUSTON
MUSICIAN: TIM FOLLIN

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55434&o=2

$end


$amigaocs_flop=piction,
$bio

Pictionary - The Game of Quick Draw (c) 1989 Domark Group, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74728&o=2

$end


$info=segapm,
$bio

Picture Magic (c) 1996 SEGA Enterprises, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96866&o=2

$end


$bbca_cass,bbcb_cass=pictmake,
$bio

Picture Maker (c) 1983 Acornsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52218&o=2

$end


$ti99_cart=picparts,
$bio

Picture Parts (c) 1983 Foresman [Scott Foresman]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84679&o=2

$end


$msx1_cart=pictpuzl,pictpuzla,
$bio

Picture Puzzle [Model HM-004] (c) 1983 HAL Laboratory, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77366&o=2

$end


$ngpc=picturep,
$bio

Picture Puzzle [Model NEOP01060] (c) 2000 SNK Corp. [Shin Nihon Kikaku] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82558&o=2

$end


$msx1_cart=picword,
$bio

Pictures & Words [Model L042] (c) 1989 al Alamiah

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77367&o=2

$end


$pc98=piefdi,
$bio

Pie (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90349&o=2

$end


$info=m5piefac,m5piefac12,m5piefac23,m5piefaca,
$bio

Pie Factory (c) 200? Vivid Gaming.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=26077&o=2

$end


$info=m5piefc2,m5piefc2a,m5piefc2b,
$bio

Pie Factory 2 (c) 200? Vivid.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15661&o=2

$end


$info=m5piefcr,
$bio

Pie Factory [Rio model] (c) 200? Vivid.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15660&o=2

$end


$info=pyenaget;
$bio

Pie-nage Taikai (c) 2000 Sammy Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=37108&o=2

$end


$a2600=piececak,
$bio

Piece o' Cake (c) 1982 US Games Corp.

Piece O' Cake is a single player game. Piece Of Cake?--no way!! So you thought your first day on the job was going to be easy? Well, you not only have to learn the fine art of baking cakes, but you also have to master it in a big hurry.  This is a production operation, and business is booming! It's actually a very simple job--at first. You simply take a freshly baked cake from the oven and drop it on a platter which is moving on a conveyor belt. Top that with a cherry, and you will be rewarded for your artistic endeavors. You must stack them correctly however, or--splat!! As your skill progresses, so does the conveyor speed, so keep cool, and try not to earn the dubious title of butterfingers. Being a top notch bakery chef requires adeptness and a calm temperament, so if you can't stand the heat, get out of the kitchen!

The seven game variations can be chosen with the game select switch.  The higher the game number, the faster the game play, and the higher the bonuses.  In each game variation, the speed of play increases as the player demonstrates his ability to get completed platters across the conveyor belt chute.

- TECHNICAL -

Model VC2005

- TIPS AND TRICKS -

- Early in the game try to stack perfect cakes (three successive layers topped with a cherry).  You have more time since the conveyor is moving slowly, and a perfect cake gives you maximum points.

- As the game progresses and speed increases, you have to be less concerned about perfect cakes and more concerned about completing a platter. At all costs, place a cherry on each--even if you have no cake layers. Otherwise, splat! crash!

- If you get too anxious in the heat of the game and mess up, you lose your chef's license, and it's back to cleaning floors.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50799&o=2

$end


$snes=pieces,
$bio

Pieces (c) 1994 Atlus Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63398&o=2

$end


$info=sc4po8,sc4po8a,sc4po8b,sc4po8c,sc4po8d,sc4po8e,sc4po8f,sc4po8g,sc4po8h,sc4po8i,sc4po8j,sc4po8k,sc4po8l,sc4po8m,sc4po8n,
$bio

Pieces of Eight (c) 200? QPS Interactive.

- TECHNICAL -

[Model PR2530]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42737&o=2

$end


$bbca_cass,bbcb_cass=pieman,
$bio

Pieman (c) 19?? Musicsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52219&o=2

$end


$gameboy=outlunch,
$bio

Pierre Le Chef is.. Out to Lunch [Model DMG-Y5-UKV] (c) 1993 Mindscape, Incorporated. [Northbrook, IL, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66689&o=2

$end


$info=pignewt,pignewta,
$bio

Pig Newton (c) 1983 Sega.

- TECHNICAL -

Sega G80 Raster hardware

Main CPU : Zilog Z80, I8035
Sound Chips : Custom

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 128

Players : 1
Control : 4-way joystick
Buttons : 1

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1965&o=2

$end


$info=pigout,pigouta,
$bio

Pig Out - Dine Like a Swine (c) 06/1990 Leland.

- TECHNICAL -

Main CPU : (2x) Zilog Z80
Sound CPU : I80186
Sound Chips : (2x) General Instrument AY8910, Custom

Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024

Players : 3
Control : 8-way joystick
Buttons : 2

- STAFF -

Direction : John Rowe, Medo Moreno, Dan Viescas
Art : Jerry Huber
Software : Cris Fitch, Joe Kosic
Music / Fx : Sam Powell
Sound software : Michelle Simon
Hardware : Alex McKay, Eric Henderson
Cabinet art : Scott Benefiel
Cabinet designer : Dave Scott

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1966&o=2

$end


$info=m1piggy,m1piggya,m1piggyb,m1piggyc,
$bio

Piggy Bank (c) 199? Maygay.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42009&o=2

$end


$info=as_pb,
$bio

Piggy Banking (c) 200? Astra Games, Limited. [Novomatic Group].

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41848&o=2

$end


$info=piggypas,
$bio

Piggy Pass (c) 1992 Doyle & Assoc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=97871&o=2

$end


$gba=pigletu,
$bio

Piglet's Big Game [Model AGB-A9NE-USA] (c) 2003 Disney Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72129&o=2

$end


$a2600=pigspace,pigspacee,pigspacep
$bio

Pigs in Space starring Miss Piggy (c) 1983 Atari, Incorporated.

PIGS IN SPACE is a tripigathlon of three thrilling outer space games: Chickenvaders, Pastaroids, and Escape from Planet of the Gonzoids. As the commander of the starship Swinetrek, your mission is to score the highest points possible, and complete as many rounds as you can.

-------------
CHICKENVADERS
-------------
While on a routine exploration of the Planet Cluck, Captain Link Hogthrob is suddenly attacked by a squawking squadron of space chickens! Their devastating and incredibly messy weapon: eggs.

Fearless Captain Link counterattacks by lobbing link sausages at the chickens before they drop eggs all over his nice clean uniform. Each hit scores points and sends the hens flying into the bird dimension! Use the joystick to move Captain Link left or right, press the red button to fire a link sausage.

Note: only one sausage can appear on the screen at a time.

Link must quickly divert all the chickens before they force him down into the muck of Planet Cluck. At the same time, he must dodge their messy eggs. If an egg hits Link, he will be transformed into a chicken - a fate worse than bacon! Either of these tragedies ends the rounds.

Link's other challenge is to hit Gonzo, who commands the chicken invasion from his swirling saucer at the top of the screen. A direct sausage strike on Gonzo's saucer sends him flying into deep space and earns you bonus points.

----------
PASTAROIDS
----------
Yikes! That pighead Link has accidentally ejected Miss Piggy into a raging pastaroid storm. Now the intrepid First Mate Piggy must fight her way through a treacherous torrent of Italian food to return to the good ship Swinetrek. If the Swinetrek leaves the screen before Miss Piggy boards it, one round is lost and the ship circles back around for another try.

Use your joystick to guide Miss Piggy through the pastaroid storm; press the red button to karate-chop meatballs for bonus points. But watch out! If Miss Piggy collides with a meatball or a strand of spaghetti, she'll be knocked back to where she started.

----------------------------------
ESCAPE FROM PLANET OF THE GONZOIDS 
----------------------------------
The Swinetrek is trapped in an abandoned pizza mine guarded by gonzoids - weird metallic robots created by the crazed Gonzo. The gonzoids stand on ledges and toss pizzas across the mine tunnels. These tunnels and pizzas can disable the Swinetrek on contact by gumming up its hyperspace drive.

Here's the good news. To help you get through the mine, Dr. Strangepork has invented a quasi-wonderful weapon, the Boomeray(TM). The Boomeray is an arching ray especially designed to disintegrate the hard-to-reach gonzoids. Move the Swinetrek left or right and press the fire button to shoot Boomerays in the same direction. Like a boomerang, the Boomeray shoots upward then curves back down.

But now for the bad news: When incorrectly aimed, the Boomeray can boomerang back and disable the Swinetrek, ending a round. You'll also lose a round if the Swinetrek doesn't escape the pizza mine.

Note: Pressing the fire button to start game play automatically fires your Boomeray, so be careful not to move the Swinetrek. You might destroy it before you destroy the gonzoids.

- TECHNICAL -

Model CX26114

- SCORING -

-------------
CHICKENVADERS
-------------
Row: Points per Chicken 
1: 10 Points.
2: 20 Points.
3: 50 Points.
4: 70 Points.
5: 100 Points.
Note: Point values for each upper row decrease when a lower row is eliminated.

Hitting Gonzo's saucers: 300 points.
Eliminating all chickens: 1000 points.

----------
PASTAROIDS
----------
Karate-chopping a meatball: 100 points.
Boarding the Swinetrek: 1000 points.

----------------------------------
ESCAPE FROM PLANET OF THE GONZOIDS 
----------------------------------
Every mile forward: 1 point.
Destroying a gonzoid: 100 points.
Escaping mine: 1000 points.

- STAFF -

Designer: Michael Sierchio
Programmer: Rob Zdybel, John Russell, Bill Aspromonte

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50800&o=2

$end


$info=pigskin,pigskina,pigskinb,
$bio

Pigskin 621AD - Ancient Archrivals on a Rampage (c) 1990 Midway Mfg. Co.

- TECHNICAL -

Bally Midway MCR 68k hardware

Main CPU : Motorola 68000 (@ 7.7238 Mhz)
Sound CPU : Motorola M6809 (@ 2 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.57958 Mhz), DAC (@ 3.57958 Mhz), HC55516 (@ 3.57958 Mhz)

Players : 2
Control : stick
Buttons : 3

- TRIVIA -

The game's subtitle, 'Ancient Archrivals on a Rampage', is a reference to co-creators Jeff Nauman and Brian Colin's games, "Arch Rivals" and "Rampage".

- STAFF -

Concept and design by : Brian Colin, Jeff Nauman
Hardware : Sheridan Oursler, Cary Mednick, Glen Shipp, Al Lasko, Ray Gay
Music and Sounds : Dan Forden
Artwork : Greg Freres, Tim Elliott, Linda Deal
Cabinet designers : Greg Tastad, Ray Czajka
Support : Ben Rodriguez, James Nickel, Jim Patla, Jim Belt

- PORTS -

* Consoles :
Sega Mega Drive (1990, "Jerry Glanville's Pigskin Footbrawl")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1967&o=2

$end


$nes=pikachu,
$bio

Pikachu (c) 19?? Unknown.

A pirate hack of "Tiny Toon Adventures" featuring a Pikachu sprite (from Pokemon) as main character.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65180&o=2

$end


$nes=pikay2ka,pokeyel,pikay2k,
$bio

Pikachu Y2K (c) 19?? Unknown.

A pirate hack of "Felix the Cat" featuring a Pikachu sprite (from Pokemon) as main character.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65181&o=2

$end


$nes=poketetr,
$bio

Pikachu [Poke Tetris] (c) 19?? Unknown.

A pirate hack of "Tetris" by Tengen featuring a Pikachu sprite (from Pokemon) as main character.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65189&o=2

$end


$n64=pikachu,
$bio

Pikachuu Genki de Chuu (c) 1998 Nintendo.

Hey You, Pikachu! It's a brand new game that lets you talk to Pikachu. When you talk into the special microphone that comes with this new Nintendo 64 game, Pikachu can hear you. Learn how you can make friends by talking to Pikachu and playing together. There are lots of fun things you can do in Hey You, Pikachu! Pikachu is listening. So get ready to say Hey You, Pikachu!

- TECHNICAL -

Game ID: NUS-NPGJ

- TRIVIA -

Pikachuu Genki de Chuu was released on December 12, 1998 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57904&o=2

$end


$gba=pikapika,
$bio

Pikapika Nurse Monogatari - Nurse Ikusei Game [Model AGB-BPNJ-JPN] (c) 2003 TDK Core

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72130&o=2

$end


$snes=pikiinya,pikiinyap,
$bio

Pikiinya! [Model SHVC-A9AJ-JPN] (c) 1997 ASCII Ent. Software, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61956&o=2

$end


$psx=pikinecx,
$bio

Pikinya! Excellent [Model SLPS-01345] (c) 1998 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85533&o=2

$end


$pc98=pilsexsp,
$bio

PIL caSEX SP Disk - Chijireta Omake Disk (c) 1996 PIL [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90304&o=2

$end


$info=sc5pilep,sc5pilepa,sc5pilepb,sc5pilepc,
$bio

Pile on the Pounds (c) 200? QPS Interactive.

- TECHNICAL -

[Model PR2411]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42731&o=2

$end


$bbca_cass,bbcb_cass=pilgrims,
$bio

Pilgrims Progress (c) 19?? Su

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52220&o=2

$end


$msx1_cart=pillbox,pillboxa,
$bio

Pillbox (c) 1983 Magicsoft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77368&o=2

$end


$cpc_cass=pillensc,
$bio

Pillenschlucken (c) 1985 QuelleSoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98348&o=2

$end


$a800=pilot,
$bio

Pilot Computing Language (c) 1980 Atari, Inc. [Sunnyvale, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86653&o=2

$end


$info=pltkidsa,
$bio

Pilot Kids (c) 1998 Psikyo.

- TECHNICAL -

Runs on the Sega "Model 2A" hardware.

Players : 2
Control : 8-way joystick
Buttons : 4

- TRIVIA -

Even if the title screen says '1998', Pilot Kids was released in March 1999.

An enemy character that appears on Stage 6 is a homage to Bruce Lee.

Scitron / Gamest released a limited-edition soundtrack album for this game (Pilots Kids, Space Bomber - SGCD-006) on 05/03/1999.

- STAFF -

Music composed by: Manami Matsumae
Character Design by: Shinichi Morioka

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1968&o=2

$end


$info=pltkids,
$bio

Pilot Kids (c) 1999 Psikyo.

Model 2B version. For more information about the game itself, please see the original Model 2A release entry; "Pilot Kids [Model 2A]".

- TECHNICAL -

Runs on the Sega "Model 2B" hardware.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48351&o=2

$end


$n64=pilotwin,pilotwinu,
$bio

Pilotwings 64 (c) 1997 Nintendo [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57905&o=2

$end


$n64=pilotwinj,
$bio

Pilotwings 64 [Model NUS-NPWJ] (c) 1996 Nintendo [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57906&o=2

$end


$snes=pilotwinj,
$bio

Pilotwings (c) 1990 Nintendo Company, Limited.

- TECHNICAL -

Cartridge ID: Model SHVC-PW

- TRIVIA -

Reviews:
1990 - Consoles + HS N.2 [FR]: 95/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61957&o=2

$end


$snes=pilotwinu,
$bio

Pilotwings [Model SNS-PW-USA] (c) 1991 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63400&o=2

$end


$snes=pilotwin,
$bio

Pilotwings [Model SNSP-PW-NOE] (c) 1991 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63399&o=2

$end


$bbca_cass,bbcb_cass=pimania,
$bio

Pimania (c) 1982 Automata.

Text-and-graphics adventure game.

The Golden Sundial of Pi has been hidden in Time and Space. Will you be the first seeker to locate this fabulous treasure, and be awarded with the exquisitely crafted original, made from gold, diamond, lapis lazuli, obsidian and niobium.

Enter the bizarre continuum of PIMANIA, where saxophones turn into hangliders, where music meets madness and where the Pi-man rules supreme. He'll befriend you, he'll betray you, he'll even sing and dance for you! It may take you a week to play; it may take you a lifetime.

- TRIVIA -

It is the first real life video game treasure hunt released in the UK. The player negotiates a surreal landscape with the aid of the mysterious Pi-Man, Automata's mascot. The B side of the game cassette features a bizarre Pimania song played on a VL-Tone and vocals.

Automata gave a prize of a golden sundial worth £6,000 for the first person to solve the various cryptic clues to its location that were hidden within Pimania. The sundial was eventually won in 1985 by Sue Cooper and Lizi Newman, who correctly worked out that it could only be found on July 22 (because Pi is sometimes rounded to 22/7) at the chalk horse at Hindover Hill near Litlington, East Sussex.

In 2010 Feeding Tube Records, a small label in the United States, released Pimania: The Music of Mel Croucher & Automata U.K., Ltd., a deluxe vinyl LP album of the musical B-Sides to the Pimania games, as well as tracks from other Automata releases. The album came with extensive liner notes by Croucher and Caroline Bren, as well as a large poster featuring selections from the original Automata print campaigns and was issued in a one time edition of 500 copies.

- STAFF -

PROGRAM by: Christian Penfold
CONCEPT and DESIGN by: Mel Croucher

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52221&o=2

$end


$info=pimbal,
$bio

Pimbal [Pinball 3000] (c) 19?? Juegos Populares.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43660&o=2

$end


$a2600=pimball,
$bio

Pimball (c) 1983 CCE

- TECHNICAL -

Model C-856

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50801&o=2

$end


$info=pb_l5,pb_l2,pb_l3,pb_p4,
$bio

Pin*Bot (c) 1986 Williams Electronics Games, Incorporated.

- TECHNICAL -

Williams System 11B
Model Number : 552

Main CPU : M6808 (@ 1 MHz)
Sound CPU : Motorola M6809 (@ 2 MHz), OKI M6808 (@ 1 MHz)
Sound chips : Yamaha YM2151 (@ 3.579545 MHz), DAC, HC55516

- TRIVIA -

12,001 units were produced.

- SERIES -

1. Pin*Bot (1986)
2. The Machine - Bride of Pin*Bot (1991)
3. Jack*Bot (1995)

- STAFF -

Concept and Artwork : Python Anghelo (PVA)
Designers : Barry Oursler (BSO), Python Anghelo
Programmer : Bill Pfutzenreuter (PFZ)
Mechanics : Joe Joos Jr. (JJJ)
Music : Chris Granner
Sounds : Chris Granner, Bill Parod

- PORTS -

* Consoles :
Nintendo NES (1988) - ported by Rare.
Nintendo Wii (2008, Pinball Hall of Fame: The Williams Collection)
Sony PlayStation 2 (2008, Pinball Hall of Fame: The Williams Collection)
Sony PlayStation Portable (2008, Pinball Hall of Fame: The Williams Collection)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5292&o=2

$end


$nes=pinbot,pinbotu,
$bio

Pin-Bot (c) 1990 Nintendo [Japan]

- TRIVIA -

Developed by Rare.

This is the Nintendo NES version of the 1986 hit pinball game which was originally manufactured by Williams.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55435&o=2

$end


$info=pc_pinbt,
$bio

Pin-Bot (c) 1988 Nintendo of America, Incorporated.

PlayChoice-10 version. For more information about the game itself, please see the original NES version.

- TECHNICAL -

Nintendo PlayChoice-10 hardware

Main CPU : Zilog Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz)
Sound Chips : Zetex N2A03 (@ 1.789772 Mhz), DAC

Players : 2
Control : 8-way joystick
Buttons : 2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1816&o=2

$end


$info=pinball,
$bio

Pinball (c) 1977 Stern Electronics.

- TECHNICAL -

Model Number : 101

- TRIVIA -

Produced as 594 Electro-mechanical models and 1,694 Solid State Electronic models.

The game concept comes from a Chicago Coin advertisement from the mid 70's.

- STAFF -

Design by : Mike Kubin

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5525&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=pinball,
$bio

Pinball (c) 1982 Commodore, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86889&o=2

$end


$bbca_cass,bbcb_cass=pinballm,
$bio

Pinball (c) 1983 Microbyte

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52222&o=2

$end


$nes=pinballh,
$bio

Pinball (c) 1987 FMG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69303&o=2

$end


$x68k_flop=pinball1,
$bio

Pinball (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88508&o=2

$end


$gameboy=pinbal66,
$bio

Pinball - 66hiki no Wani Daikoushin! (c) 1989 HAL Laboratory, Incorporated.

- TECHNICAL -

Model DMG-PBJ

- TRIVIA -

Released on October 18, 1989 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66690&o=2

$end


$info=raisedvl,
$bio

Pinball - Raise the Devil (c) 1980 Entex Industries, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94375&o=2

$end


$gameboy=pinbgatr,
$bio

Pinball - Revenge of the 'Gator [Model DMG-PB-USA] (c) 1990 HAL Laboratory, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66691&o=2

$end


$apfm1000=pinball,
$bio

Pinball / Dungeon Hunt / Blockout (c) 1979 APF Electronics, Incorporated.

This cartridge contains 8 games.

- TECHNICAL -

[Cart No. MG1011]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49741&o=2

$end


$info=pbaction,pbaction2,pbaction3,pbaction4,pbaction5,
$bio

Pinball Action (c) 1985 Tehkan.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 4 Mhz)
Sound CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : (3x) General Instrument AY8910 (@ 1.5 Mhz)

Players : 2
Buttons : 4

- TRIVIA -

Pinball Action was released in July 1985 in Japan.

- SERIES -

1. Pinball Action (1985)
2. Super Pinball Action (1991)

- STAFF -

Sound programming by: Tsukasa

- PORTS -

* Consoles :
Sony PlayStation 2 (2004, "Tecmo Hit Parade")
Microsoft XBOX (2005, "Tecmo Classic Arcade")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1969&o=2

$end


$gba=pinball,
$bio

Pinball Advance [Model AGB-APZP-EUR] (c) 2002 Digital Worldwide

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72131&o=2

$end


$bbca_cass,bbcb_cass=pinbarcd,
$bio

Pinball Arcade (c) 1984 Kansas

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52223&o=2

$end


$msx1_cart=pinblast,
$bio

Pinball Blaster (c) 1988 Eurosoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77369&o=2

$end


$msx1_cass=pinblast,pinblasta,
$bio

Pinball Blaster (c) 1988 Eurosoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94913&o=2

$end


$channelf=pinball,pinballa,
$bio

Pinball Challenge (c) 1978 Fairchild

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53224&o=2

$end


$gba=pinbchal,
$bio

Pinball Challenge Deluxe [Model AGB-APLP-EUR] (c) 2002 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72132&o=2

$end


$info=pinchamp,pincha7g,pincha7i,pincham7,pinchamg,pinchami,
$bio

Pinball Champ '82 (c) 1982 Zaccaria.

- TECHNICAL -

An audio jack located on the cabinet front underneath the ball shooter allows listening to the game via headphones.

- TRIVIA -

Zaccaria's first multi-level game, with two playfields. And also the first of Zacccaria's 2nd generation of Solid State games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5526&o=2

$end


$info=pbchmp95,
$bio

Pinball Champ '95 (c) 1995 Veltmeijer Automaten.

- TECHNICAL -

Main CPU : (2x) Zilog Z80
Sound Chips : ES8712, (2x) Yamaha YM2203

Screen orientation : Horizontal
Video resolution : 240 x 225 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048

Players : 1
Buttons : 6

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3464&o=2

$end


$ibm5150,ibm5150_cass=pinball,
$bio

Pinball Construction Set (c) 1985 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83680&o=2

$end


$pc8801_flop=pinballc,
$bio

Pinball Construction Set (c) 1985 Comptiq [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92632&o=2

$end


$gameboy=pinbaldx,
$bio

Pinball Deluxe [Model DMG-APDP-EUR] (c) 1995 GameTek

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66694&o=2

$end


$amigaocs_flop=pbdreams,
$bio

Pinball Dreams (c) 1992 21st Century Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74729&o=2

$end


$gameboy=pbdreams,
$bio

Pinball Dreams (c) 1993 GameTek

- TECHNICAL -

Game ID: DMG-D8-USA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66695&o=2

$end


$snes=pbdreamsu,
$bio

Pinball Dreams (c) 1994 GameTek

- TECHNICAL -

Game ID: SNS-7D-USA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63402&o=2

$end


$snes=pbdreams,pbdreamsp,
$bio

Pinball Dreams (c) 1994 GameTek

- TECHNICAL -

Game ID: SNSP-7D-EUR

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63401&o=2

$end


$gamegear=pinballd,
$bio

Pinball Dreams [Model T-83058] (c) 1993 GameTek

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64775&o=2

$end


$amigaocs_flop=pbfant,
$bio

Pinball Fantasies (c) 1992 21st Century Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74730&o=2

$end


$psx=pinballf,
$bio

Pinball Fantasies Deluxe (c) 1996 VAP Game.

- TECHNICAL -

Game ID: SLPS-00482

- TRIVIA -

Released on October 25, 1996 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85534&o=2

$end


$gameboy=pbfantas,
$bio

Pinball Fantasies (c) 1994 GameTek

- TECHNICAL -

[Model DMG-APFE-USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66697&o=2

$end


$jaguar=pbfant,
$bio

Pinball Fantasies (c) 1995 21st Century Ent.

- TECHNICAL -

Model J0144E

- STAFF -

Original game designed and created by Digital Illusions CE AB.
Jaguar 64-bit interactive Multimedia System version developed by Spidersoft Limited.

Programming by: Chris Jones, Martin McKenzie
Original graphics by: Markus Nystrom
Supplementary graphics by: Rober Lever
Original music and sound-effects by: Olof Gustafsson
Production by: Stewart Gilray

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76435&o=2

$end


$snes=pbfantu,
$bio

Pinball Fantasies (c) 1995 GameTek

- TECHNICAL -

Game ID: SNS-APFE-USA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63404&o=2

$end


$snes=pbfant,
$bio

Pinball Fantasies (c) 1995 GameTek

- TECHNICAL -

Game ID: SNSP-APFP-EUR

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63403&o=2

$end


$info=j6pinfvr,
$bio

Pinball Fever (c) 2002 Crystal Leisure.

- TRIVIA -

Released in May 2002.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15276&o=2

$end


$saturn,sat_cart=pinballgj,
$bio

Pinball Graffiti (c) 1996 Pack-In-Video Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59511&o=2

$end


$saturn,sat_cart=pinballg,pinballgd,
$bio

Pinball Graffiti (c) 1997 JVC

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60381&o=2

$end


$lynx=pinballj,
$bio

Pinball Jam (c) 1992 Atari Corp.

There's nothing like pinball. The ball bounces from bumper to bumper, hitting bonus buzzers and lighting Specials. The bells ring and the points mount up.  Total concentration is the name of the game. You must follow the ball as it speeds all over the table. Pinball Jam is realistic, high-speed, heart pounding pinball action at its best. So give the plunger a pull and see if you can handle it!

- TECHNICAL -

Model PA2055

- TRIVIA -

Reviews:
[FR] December 1992 - Consoles + N.15: 59%

- TIPS AND TRICKS -

* Learn each pinball game. If you know where to hit the ball, your points will pile up.

* Understand the flippers. You must know how to use the paddles to hit the ball to specific targets. How you aim depends on the angle of the ball and the ball's location on the flipper when you hit the ball.

* Don't always pull the plunger all the way back. It is not always in your best interest to hit the ball as hard as you can.

* Practice. The more you play, the better you will get.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58844&o=2

$end


$pc8801_flop=pinballl,
$bio

Pinball Land (c) 1986 Pony Canyon, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92633&o=2

$end


$info=lizard,
$bio

Pinball Lizard [Model 210] (c) 1980 Game Plan.

- TECHNICAL -

Model Number : 210

- TRIVIA -

1,400 units were produced.

- STAFF -

Design by : Ed Cebula
Art by : Jim Sullivan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5527&o=2

$end


$amigaocs_flop=pbmagic,pbmagica,
$bio

Pinball Magic (c) 1990 Loriciels [France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74731&o=2

$end


$cpc_cass=pinmagic,
$bio

Pinball Magic (c) 1990 Loriciels [France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98657&o=2

$end


$info=pmv112,pmv112r,
$bio

Pinball Magic (c) 1995 Capcom Coin-Op, Incorporated.

- TECHNICAL -

Capcom A0015405

Main CPU : 68306 (@ 24 MHz)
Sound CPU : I8752 (@ 12 MHz)
Sound Chip : (2x) TMS320AV120

- STAFF -

Designers : Bryan Hansen (BRY), Rob Hurtado (ROB)
Artwork : Hugh Van Zanten (HUG), Jeff Busch
Software : Sammy Zehr (SAM)
Dots/Animation : Scott Pikulski
Mechanics : Rick Morgan (RIK), Michael Zhang
Music and Sounds : Chris Granner, Jeff Powell (JEF)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4560&o=2

$end


$gameboy=pbmania,
$bio

Pinball Mania [Model DMG-APIP-EUR] (c) 1995 GameTek

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66699&o=2

$end


$info=m4pbnudg,m4pbnudga,m4pbnudgb,
$bio

Pinball Nudger (c) 200? Empire Games Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15304&o=2

$end


$pc98=pinbpinb,
$bio

Pinball Pinball (c) 1990 Softec.

- TRIVIA -

Released in August 1990 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48505&o=2

$end


$x68k_flop=pbpinbal,
$bio

Pinball Pinball (c) 1990 Softec [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87984&o=2

$end


$pc98=pinbpin2,
$bio

Pinball Pinball 2 (c) 1993 Softec.

- TRIVIA -

Released in August 14, 1993 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48506&o=2

$end


$snes=pinballp,
$bio

Pinball Pinball [Model SHVC-7D] (c) 1994 Coconuts Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61958&o=2

$end


$info=pinpool,
$bio

Pinball Pool [Model 427] (c) 1979 Gottlieb.

- TECHNICAL -

Gottlieb System 1
Model Number : 427

- TRIVIA -

7,200 units were produced.

- STAFF -

Design by : Ed Krynski
Art by : Gordon Morison

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5663&o=2

$end


$amigaocs_flop=pbprelud,
$bio

Pinball Prelude (c) 1996 Effigy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74732&o=2

$end


$nes=pinbqstj,
$bio

Pinball Quest (c) 1989 Jaleco Company, Limited. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54506&o=2

$end


$nes=pinbqst,pinbqstu,
$bio

Pinball Quest (c) 1990 Jaleco Company, Limited. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55437&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=pinspec,
$bio

Pinball Spectacular (c) 1982 Commodore, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86890&o=2

$end


$c64_cart,c64_flop=pinspec,
$bio

Pinball Spectacular (c) 1983 HAL Laboratory

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53667&o=2

$end


$gba=pinbtycnu,
$bio

Pinball Tycoon [Model AGB-A2TE-USA] (c) 2003 AIA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72134&o=2

$end


$gba=pinbtycn,
$bio

Pinball Tycoon [Model AGB-A2TP-EUR] (c) 2003 Ignition Ent., Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72133&o=2

$end


$cpc_cass=pinwizrd,
$bio

Pinball Wizard (c) 1985 CP Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98660&o=2

$end


$amigaocs_flop=pbwizard,
$bio

Pinball Wizard (c) 1987 Kingsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74733&o=2

$end


$info=j6pinwzd,j6pinwzda,j6pinwzdb,j6pinwzdc,j6pinwzdd,j6pinwzde,
$bio

Pinball Wizard (c) 1998 JPM International.

- TECHNICAL -

Impact

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15817&o=2

$end


$info=j6pinwzdc,j6pinwzdca,j6pinwzdcb,
$bio

Pinball Wizard (c) 199? Crystal Leisure.

- TECHNICAL -

IMPACT

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41944&o=2

$end


$info=mg_pbw,
$bio

Pinball Wizard (c) 199? Maygay.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42405&o=2

$end


$cpc_cass=pinwizrds,
$bio

Pinball Wizard [Model AM-12] (c) 1985 ACE Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98659&o=2

$end


$cdi=pinball,pinballa,
$bio

Pinball (c) 1992 Philips Interactive Media, Incorporated.

Challenging playing fields materialize before your eyes as an entire pinball arcade comes alive with flashing light and full digital sound effects.

- TECHNICAL -

Model 310690034-2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53033&o=2

$end


$intv=pinball,
$bio

Pinball (c) 1981 Mattel Electronics.

Outscore an opponent. Or top your own best pinball score! There are three screens each with a different playing set-up. You try to work your way up from screen to screen on the same ball. Get careless and you fall back again! Five balls each turn. Extra ball and bonus points for the Big Winners! Aim for targets, bounce off the bumpers. As in Arcade Pinball, the trick is to keep each ball ringing up points as long as you can!

- TECHNICAL -

Model 5356

CONTROLS
1, 4, 7, CLEAR: Left flippers
3, 6, 9, ENTER: Right flippers
UPPER SIDE ACTION KEYS: All flippers
LOWER LEFT SIDE ACTION KEY: Left flippers
LOWER RIGHT SIDE ACTION KEY: Right flippers
DISC: Pull plunger (bottom) / bump (top)

- TRIVIA -

Pinball was in production longer than any other Intellivision game -- well over two years. Chou Tran, who started the game, could never get the ball motion debugged. Finally, Bob Newstadt was assigned to help her. He got the motion problems worked out, then he and Chou expanded the design from it's original single screen to its final multi-screen layout.

Although originally announced as part of the red-boxed Action Network, the game was released in 1983, after the Network concept was dropped. Pinball was released in a purple box.

- STAFF -

Design & Program: Minh Chou Tran, Bob Newstadt
Graphics: Peggi Decarli, Monique Lujan-Bakerink
Sound: Mark Urbaniec

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60935&o=2

$end


$famicom_flop=pinball,
$bio

Pinball [Model FMC-PND] (c) 1989 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65421&o=2

$end


$nes=pinball1j,
$bio

Pinball (c) 1984 Nintendo.

- TECHNICAL -

Cartridge ID: HVC-PN

- TRIVIA -

Pinball was released on February 02, 1984 in Japan.

- STAFF -

BY: S. MATSUOKA, S. IWATA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54505&o=2

$end


$studio2=pinball,
$bio

Pinball (c) 1978 Hanimex.

- TECHNICAL -

Model MG-205

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82065&o=2

$end


$nes=pinball,pinball1,
$bio

Pinball (c) 1984 Nintendo.

Export release. Game developed in Japan. See original "Pinball [Model HVC-PN]" for more information about the game itself.

- TECHNICAL -

Cartridge ID: NES-PN-USA
Box ID: NES-P-PN

- TRIVIA -

Released on October 18, 1985 in USA.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55436&o=2

$end


$odyssey2=pinball,
$bio

Pinball! (c) 2000 Unknown.

- TRIVIA -

Pinball! is an engineering prototype that sat, forgotten, in Ralph Baer's basement for about 20 years before it was finally recovered. Thirty cartridge copies were produced, with labels specially made and autographed by Baer, and sold for $25 a piece at Classic Gaming Expo 2000 (July 29, 2000).

- STAFF -

Designer: Ralph H. Baer
Programmer: Don McGuiness

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95655&o=2

$end


$info=pinbo,pinboa,
$bio

Pinbo (c) 1984 Jaleco.

A fun Pinball game with a variety of mini games.

- TECHNICAL -

Game ID : PB-8421

Main CPU : MOS Technology M6502 (@ 2 Mhz)
Sound CPU : Zilog Z80 (@ 3 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.25 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Pinbo was released in August 1984.

A bootleg of this game was released by Strike in 1985.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1970&o=2

$end


$info=pinbos,
$bio

Pinbo (c) 1985 Strike.

Apparently a bootleg of the Jaleco's original.

- TRIVIA -

Released in August 1984.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=33090&o=2

$end


$msx1_cart=pineappl,pineappla,
$bio

Pine Applin [Model Z-00103] (c) 1984 ZAP

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77370&o=2

$end


$info=ppmast93,
$bio

Ping Pong Masters '93 (c) 1993 Electronic Devices.

- TECHNICAL -

Main CPU : (2x) Zilog Z80 (@ 5 Mhz)
Sound Chips : YM2413 (@ 2.5 Mhz), DAC

Screen orientation : Horizontal
Video resolution : 256 x 256 pixels
Screen refresh : 55.00 Hz
Palette colors : 256

Players : 2
Control : 4-way joystick
Buttons : 3

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3668&o=2

$end


$sg1000=pingpong,
$bio

Ping Pong (c) 1985 Aaronix.

- TECHNICAL -

[Model R-108]

- TRIVIA -

This game was not originally programmed for the Sega SG-1000, it is a pirate port of the MSX game with the same name.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65088&o=2

$end


$cpc_cass=pingpong,
$bio

Ping-Pong (c) 1985 Imagine Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98661&o=2

$end


$info=ppking,
$bio

Ping-Pong King (c) 1985 Taito.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 6 Mhz), Zilog Z80 (@ 3 Mhz)
Sound CPU : Motorola M6809 (@ 750 Khz)
Sound Chips : YM2203 (@ 1.5 Mhz), OKI MSM5205 (@ 375 Khz)

- TRIVIA -

Released in June 1985.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3891&o=2

$end


$msx1_cart=pingball,
$bio

Pingball Maker (c) 1985 Nippon Columbia

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77371&o=2

$end


$gameboy=pingu,
$bio

Pingu - Sekai de 1ban Genki na Penguin [Model DMG-WOJ] (c) 1993 B-AI

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66700&o=2

$end


$megadriv=pinkp,
$bio

Pink Goes to Hollywood (c) 1993 TecMagik

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57344&o=2

$end


$snes=pinku,
$bio

Pink Goes to Hollywood [Model SNS-YW-USA] (c) 1993 TecMagik

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63406&o=2

$end


$snes=pink,
$bio

Pink Goes to Hollywood [Model SNSP-YW-FRG] (c) 1993 TecMagik

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63405&o=2

$end


$amigaocs_flop=pink,
$bio

Pink Panther (c) 1988 Magic Bytes

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74734&o=2

$end


$msx1_cass=pink,
$bio

Pink Panther (c) 1988 Dro Soft [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94914&o=2

$end


$info=ad5ppbtb,ad5ppbtba,ad5ppbtbb,ad5ppbtbc,
$bio

Pink Panther - Break The Bank (c) 200? Mazooma Games.

- TECHNICAL -

ADDER 5

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42745&o=2

$end


$info=sc4ppcr,sc4ppcra,sc4ppcrb,sc4ppcrc,sc4ppcrd,sc4ppcre,sc4ppcrf,sc4ppcrg,sc4ppcrh,sc4ppcri,sc4ppcrj,
$bio

Pink Panther - Clouseau's Revenge (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR2279]

Scorpion 4

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42746&o=2

$end


$info=sc5ppcr,sc5ppcra,sc5ppcrb,sc5ppcrc,sc5ppcrd,
$bio

Pink Panther - Clouseau's Revenge (c) 200? Mazooma Games.

- TECHNICAL -

[Scorpion 5]
 [Model PR2279]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43125&o=2

$end


$info=sc4ppctc,sc4ppctca,sc4ppctcb,sc4ppctcc,sc4ppctcd,sc4ppctce,sc4ppctcf,sc4ppctcg,
$bio

Pink Panther - Crack The Code (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR2407]

Scorpion 4

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42747&o=2

$end


$info=sc5ppctc,sc5ppctca,sc5ppctcb,sc5ppctcc,sc5ppctcd,sc5ppctce,sc5ppctcf,sc5ppctcg,sc5ppctch,sc5ppctci,
$bio

Pink Panther - Crack The Code (c) 200? Bell-Fruit Games, Limited. [B.F.G.]

- TECHNICAL -

[Scorpion 5]
[Model PR2407]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43748&o=2

$end


$info=sc4ppdym,sc4ppdymb,sc4ppdymc,sc4ppdymd,sc4ppdymf,sc4ppdymg,sc4ppdymh,sc4ppdymi,sc4ppdymtb,sc4ppdymtba,
$bio

Pink Panther - Double Your Money (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR2330]

Scorpion 4

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42748&o=2

$end


$info=sc5ppdym,sc5ppdyma,
$bio

Pink Panther - Double Your Money (c) 200? Mazooma Games.

- TECHNICAL -

[Scorpion 5]
[Model PR2330]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43126&o=2

$end


$gba=pinku,
$bio

Pink Panther - Pinkadelic Pursuit [Model AGB-APPE-USA] (c) 2002 DreamCatcher Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72136&o=2

$end


$gba=pink,
$bio

Pink Panther - Pinkadelic Pursuit [Model AGB-APPP] (c) 2002 Cryo Interactive Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72135&o=2

$end


$info=sc4ppsag,sc4ppsaga,sc4ppsagb,sc4ppsagc,sc4ppsagd,sc4ppsage,sc4ppsagf,sc4ppsagg,sc4ppsagh,sc4ppsagi,
$bio

Pink Panther - Strikes Again (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR2303]

Scorpion 4

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42749&o=2

$end


$info=sc5ppsag,sc5ppsaga,sc5ppsagb,sc5ppsagc,sc5ppsagd,sc5ppsage,
$bio

Pink Panther - Strikes Again (c) 200? Mazooma Games.

- TECHNICAL -

[Scorpion 5]
[Model PR2303]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43127&o=2

$end


$info=sc_pptp,
$bio

Pink Panther - Think Pink (c) 200? QPS Interactive.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42750&o=2

$end


$info=ad5pp,ad5ppa,ad5ppb,ad5ppc,ad5ppd,ad5ppe,ad5ppf,ad5ppg,ad5pph,ad5ppi,ad5ppj,
$bio

Pink Panther (c) 200? Mazooma Games.

- TECHNICAL -

[Adder 5]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56261&o=2

$end


$cpc_cass=pink,
$bio

Pink Panther [Model 3 MB 003] (c) 1988 Dro Soft [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98663&o=2

$end


$info=pnkpnthr,
$bio

Pink Panther [Model 664] (c) 1981 Gottlieb.

- TECHNICAL -

Gottlieb System 80
Model Number : 664

Main CPU : MOS Technology M6502 (@ 850 KHz)
Sound CPU : MOS Technology M6502 (@ 894.886 Khz)
Sound Chips : DAC

- TRIVIA -

2,840 units were produced.

- STAFF -

Design by : John Buras
Art by : Jerry Simkus

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5528&o=2

$end


$snes=pinkj,
$bio

Pink Panther [Model SHVC-YW] (c) 1994 Altron Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61959&o=2

$end


$info=sc4pp,sc4ppa,sc4ppb,sc4ppc,sc4ppd,
$bio

Pink Panther (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR2562]

[Scorpion 4]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43051&o=2

$end


$info=sc5pp,sc5ppa,sc5ppb,sc5ppc,sc5ppd,sc5ppe,sc5ppf,sc5ppg,
$bio

Pink Panther (c) 200? Mazooma Games.

- TECHNICAL -

[Scorpion 5]
[Model PR2562]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42744&o=2

$end


$info=m5ppussy,
$bio

Pink Pussy (c) 199? MDM Leisure.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15577&o=2

$end


$pc98=pinkshoc,
$bio

Pink Shock Pirates (c) 1989 Soft Plan [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90350&o=2

$end


$pc98=pinksho2,
$bio

Pink Shock Pirates II (c) 1990 Soft Plan [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90351&o=2

$end


$pc98=pinksho3,
$bio

Pink Shock Pirates III (c) 1991 Soft Plan [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90352&o=2

$end


$pc98=pinksox1,pinksox1a,
$bio

Pink Sox 1 (c) 1989 Wendy Magazine

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90353&o=2

$end


$msx2_flop=pinksox1,
$bio

Pink Sox 1 (c) 1989 Wendy Magazine

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101935&o=2

$end


$pc98=pinksox2,pinksox2a,
$bio

Pink Sox 2 (c) 1990 Wendy Magazine

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90354&o=2

$end


$msx2_flop=pinksox2,
$bio

Pink Sox 2 (c) 1990 Wendy Magazine

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101936&o=2

$end


$pc98=pinksox3,pinksox3a,
$bio

Pink Sox 3 (c) 1990 Wendy Magazine

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90355&o=2

$end


$msx2_flop=pinksox3,
$bio

Pink Sox 3 (c) 1990 Wendy Magazine

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101937&o=2

$end


$pc98=pinksox4,pinksox4a,
$bio

Pink Sox 4 (c) 1991 Wendy Magazine

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90356&o=2

$end


$msx2_flop=pinksox4,
$bio

Pink Sox 4 (c) 1991 Wendy Magazine

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101938&o=2

$end


$pc98=pinksox5,pinksox5a,
$bio

Pink Sox 5 (c) 1991 Wendy Magazine

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90357&o=2

$end


$msx2_flop=pinksox5,
$bio

Pink Sox 5 (c) 1991 Wendy Magazine

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101939&o=2

$end


$pc98=pinksox6,pinksox6a,
$bio

Pink Sox 6 (c) 1991 Wendy Magazine

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90358&o=2

$end


$msx2_flop=pinksox6,
$bio

Pink Sox 6 (c) 1991 Wendy Magazine

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101940&o=2

$end


$msx2_flop=pinksox7,
$bio

Pink Sox 7 (c) 1991 Wendy Magazine

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101941&o=2

$end


$pc98=pinksox7,pinksox7a,
$bio

Pink Sox 7 (c) 1992 Wendy Magazine

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90359&o=2

$end


$pc98=pinksox8,pinksox8a,
$bio

Pink Sox 8 (c) 1992 Wendy Magazine

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90360&o=2

$end


$msx2_flop=pinksox8,
$bio

Pink Sox 8 (c) 1992 Wendy Magazine

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101942&o=2

$end


$msx2_flop=pinksxmn,pinksxm2pinksxm3,
$bio

Pink Sox Mania (c) 1991 Wendy Magazine

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101943&o=2

$end


$pc98=pinksxmn,
$bio

Pink Sox Mania (c) 1992 Wendy Magazine

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90361&o=2

$end


$pc98=pinksxm2,pinksxm2a,
$bio

Pink Sox Mania 2 (c) 1992 Wendy Magazine

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90362&o=2

$end


$pc98=pinksxm3,
$bio

Pink Sox Mania 3 (c) 1993 Wendy Magazine

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90363&o=2

$end


$pc98=pinksoxt,pinksoxta,
$bio

Pink Sox Mania Taizen (c) 1994 Wendy Magazine

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90364&o=2

$end


$pc98=pinksoxp,
$bio

Pink Sox Presents (c) 1991 Wendy Magazine

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90365&o=2

$end


$pc8801_flop=pinkstre,
$bio

Pink Stream (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92634&o=2

$end


$pc8801_flop=pinkstr2,
$bio

Pink Stream 2 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92635&o=2

$end


$pc8801_flop=pinkstr1,
$bio

Pink Stream 3 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92636&o=2

$end


$amigaocs_flop=pinkie,
$bio

Pinkie (c) 1995 Millennium Game Products

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74735&o=2

$end


$info=pinkiri8,
$bio

Pinkiri 8 (c) 1994 Alta.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32642&o=2

$end


$info=pinkswts,pinkswtsa,pinkswtsb,pinkswtsx,
$bio

PinkSweets - Ibara Sorekara (c) 2006 Cave Company, Limited.

- TECHNICAL -

Cave 3rd Generation Hardware

Main CPU : Hitachi SH-3 CPU, 133 Mhz Clock
Sound Chips : Yamaha YMZ770C-F

Players : 2
Control : 8-Way Joystick
Buttons : 2
=> [A] Fire, [B] Bomb

- TRIVIA -

Developed by Cave and distributed by AMI (Amusement Marketing International).

PinkSweets Ibara Sorekara was released on April 26, 2006 in Japan.

- TIPS AND TRICKS -

* Secret Mode - Harder: After inserted a credit, press Up then displayed "Harder".

* Secret Mode - Extended: After inserted a credit, press Down then diplayed "Extended". The game start with total 2 laps with harder difficulty.

* Secret Mode - Score Attack: After inserted a credit, press A and B then displayed "S.Attack". Player stock is infinity but the game is finished after 5 minutes. 1 minitue is added when you get with every million points

* Stop the game forcibly: In the playing the game, input the following code.
"Up, Up, Down, Down, Left, Right, Left, Right, A, B, Start". The above code is acceptable in all modes.

- SERIES -

1. Ibara (2005)
2. Ibara Kuro - Black Label (2006)
3. PinkSweets - Ibara Sorekara (2006)

- STAFF -

Producer: Kenichi Takano 
Director: Shinobu Yagawa
Programmers: Shinobu Yagawa, Yuji Inoue
Chief Designer: Akira Wakabayashi
Designer: TNK, Hideki Nomura, Tamajo, Takeharu Isogai
Character Illustrator: Tomoyuki Kotani
Voice Actors: 
Meidi: Natsuko Naitou
Midi: Mao Shimura
Kasumi: Kumiko Ishihara
Shasta: Maiko Mori
Lace: Nami Aoki
Big-Burn:  Mirai Okamoto (AS KIKAKU)
Super-Nova: Miki Kuasakabe (AS KIKAKU)
Socie-Sody: Rumie Abe (AS KIKAKU)
Harmony-Humming: Megumi Satou (AS KIKAKU)
Uni-Ulysses: Emi Kawauti (AS KIKAKU)
Freesia-Freedom: Yuka Haneda (AS KIKAKU)
Caramel-Pink & Maple-Pink: Nao Tanaka

Music Composer : Cave Sound Team, Dounokutsu-Ongakutai, Masa-King, Kizakura, Naohiro Sightow, Rieko Kakinuma, Natsuko Naitou, Michi (Pad-A), Daisuke Matsumoto

PV Director: Showgo Ookawa, Takekusu Miyamoto

Special Assist: Toshiaki Tomizawa, Takatsugu Furuhata, Naori Itamura, Ayumi Fujisaki, Junko Ueki, Nao Shimura, Miyuki Kawai, Syouji Okunishi, Miko Kawamata, Yui Yoshii, Takato Yamashita, Hiromi Yamaguchi, Hideyuki Matsumura, Ippei Ochiai, Kentarou Nakama, Sam Rose, Aya, Momoco Hakuto, Jilveal*Jilco, namako

- PORTS -

* Consoles :
Microsoft XBOX360 [JP] (Feb.24, 2011; "Muchi Muchi Pork! & PinkSweets - Ibara Sorekara [Model JES1-00125]")
Microsoft XBOX360 [JP] (Feb.24, 2011; "Muchi Muchi Pork! & PinkSweets - Ibara Sorekara [Shokai Gentei Ban] [Model JES1-00126]")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=10850&o=2

$end


$x68k_flop=pinky1,
$bio

Pinky 1 (c) 1990 System House Oh!

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87985&o=2

$end


$gba=pinkybrn,
$bio

Pinky and the Brain - The Masterplan [Model AGB-APIP-EUR] (c) 2002 Swing! Ent. Media AG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72138&o=2

$end


$msx1_cart=pinkychs,
$bio

Pinky Chase (c) 1984 Nippon Columbia

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77372&o=2

$end


$gba=pinkymon,
$bio

Pinky Monkey Town [Model AGB-APNJ-JPN] (c) 2001 Starfish, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72137&o=2

$end


$pc8801_flop=pinkypon,pinkypond,
$bio

Pinky Ponky (c) 1989 Elf [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92637&o=2

$end


$msx2_flop=pinkypon,
$bio

Pinky Ponky (c) 1989 Elf [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101944&o=2

$end


$pc8801_flop=pinkypn2,pinkypn2a,
$bio

Pinky Ponky 2 (c) 1989 Elf [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92638&o=2

$end


$msx2_flop=pinkypn2,
$bio

Pinky Ponky 2 (c) 1989 Elf [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101945&o=2

$end


$pc8801_flop=pinkypn3,
$bio

Pinky Ponky 3 (c) 1989 Elf [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92639&o=2

$end


$msx2_flop=pinkypn3,
$bio

Pinky Ponky 3 (c) 1989 Elf [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101946&o=2

$end


$pc98=pinkypon,
$bio

Pinky Ponky Part 1 (c) 1989 Elf [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90366&o=2

$end


$x68k_flop=pinkypon,
$bio

Pinky Ponky Part 1 (c) 1990 Elf [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87986&o=2

$end


$pc98=pinkypn2,
$bio

Pinky Ponky Part 2 (c) 1989 Elf [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90367&o=2

$end


$x68k_flop=pinkypn2,
$bio

Pinky Ponky Part 2 (c) 1990 Elf [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87987&o=2

$end


$pc98=pinkypn3,
$bio

Pinky Ponky Part 3 (c) 1989 Elf [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90368&o=2

$end


$x68k_flop=pinkypn3,
$bio

Pinky Ponky Part 3 (c) 1990 Elf [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87988&o=2

$end


$info=j2pinac,
$bio

Pinnacle (c) 198? JPM International.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41915&o=2

$end


$gba=pinophoe,
$bio

Pinobee & Phoebee [Model AGB-Ap6J-JPN] (c) 2002 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72139&o=2

$end


$gba=pinobee,
$bio

Pinobee - Wings of Adventure [Model AGB-APBE-USA] (c) 2001 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72140&o=2

$end


$gba=pinobeej,
$bio

Pinobee no Daibouken [Model AGB-APBJ-JPN] (c) 2001 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72142&o=2

$end


$megadriv=pinoc,
$bio

Pinocchio (c) 1995 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56761&o=2

$end


$megadriv=pinocu,
$bio

Pinocchio (c) 1996 THQ

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57345&o=2

$end


$nes=pinoc,
$bio

匹诺槽的复苏 (c) 19?? Waixing Computer & Technology Co., Ltd.
(Pinocchio De Fu Su)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76885&o=2

$end


$gameboy=pinocu,
$bio

Pinocchio [Model DMG-ACGE-USA] (c) 1996 Black Pearl

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66702&o=2

$end


$gameboy=pinoc,
$bio

Pinocchio [Model DMG-ACGP-EUR] (c) 1996 Black Pearl

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66701&o=2

$end


$snes=pinocj,
$bio

Pinocchio [Model SHVC-ACGJ-JPN] (c) 1996 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61960&o=2

$end


$snes=pinocu,
$bio

Pinocchio [Model SNS-ACGE-USA] (c) 1996 Disney Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63408&o=2

$end


$snes=pinoc,
$bio

Pinocchio [Model SNSP-ACGP-EUR] (c) 1996 Disney Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63407&o=2

$end


$ti99_cart=greatesc,
$bio

Pinocchio's Great Escape (c) 1984 Disney Co. [Walt Disney]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84680&o=2

$end


$info=pballoon,pballoonr,
$bio

Pioneer Balloon (c) 1982 SNK.

- TECHNICAL -

Main CPU : MOS Technology M6502 (@ 930 Khz)
Sound Chips : Custom (@ 930 Khz), SN76477 (@ 930 Khz)

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 61.25 Hz
Palette Colors : 64

Players : 2
Control : 8-way joystick
Buttons : 1

- TRIVIA -

Released in March 1982.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1971&o=2

$end


$nes=pipe5,
$bio

Pipe 5 [Model SA-011] (c) 19?? Sachen [Taiwan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76886&o=2

$end


$info=pipedrm,pipedrmj,pipedrmu,pipedrmt,
$bio

Pipe Dream (c) 1990 Video System.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 6 Mhz)
Sound CPU : Zilog Z80 (@ 3.5795 Mhz)
Sound Chips : Yamaha YM2610 (@ 8 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Pipe Dream was released in October 1990 in Japan.

This arcade game is a port from an original computer game released by LucasArts in 1989 on the Atari ST (known as "Pipe Mania" in Europe).

- STAFF -

Sound composer : Naoki Itamura
Sound FX : K. Okuda

- PORTS -

* Consoles : 
Nintendo Game Boy [JP] (July 3, 1990) "Pipe Dream [Model DMG-PDA]" 
Nintendo Game Boy [US] (September 1990) "Pipe Dream [Model DMG-PD-USA]" 
Nintendo NES [US] (September 1990) "Pipe Dream [Model NES-4P]"
Nintendo NES [AU] (1991) 
Nintendo Super Famicom [JP] (August 7, 1992) "Pipe Dream [Model SHVC-PP]" 
Sony PlayStation [EU] (March 30, 2001) "Pipemania 3D [Model SLES-03400]" 
Sony PlayStation [US] (October 23, 2001) "Pipe Dreams 3D [Model SLUS-01409]" 
Sony PlayStation [JP] (June 13, 2002) "Pipe Dreams 3D [World Greatest Hits] [Model SLPM-87045]" 
Sony PlayStation [JP] [PSOne Classics] (March 28, 2012) "Pipe Dreams 3D [World Greatest HIts]" 

NOTE: The Sony PlayStion port is a 3D version. 

* Computers : 
Commodore Amiga [US] (1989)
Commodore Amiga [EU] (1989) "Pipe Mania"
Commodore C64 [US] [EU] (1989) "Pipe Mania" 
PC [MS-DOS] [US] (1989)
Sam Coupe [EU] (1990) by Enigma 
Amstrad CPC [EU] (1990) "Pipe Mania" 
NEC PC 8801 [JP] (1991)
NEC PC 9801 [JP]
PC [MS Windows 3.x] [US] (1991) "Microsoft Entertainment Pack 2" : re-released in 1994 as part of "The Best of Microsoft Entertainment Pack")
X68000 [JP] (November 13, 1992)
Apple Macintosh [US] (October 2001)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1972&o=2

$end


$nes=pipedrem,
$bio

Pipe Dream (c) 1990 BPS [Bullet-Proof Software]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55438&o=2

$end


$pc8801_flop=pipedrem,
$bio

Pipe Dream (c) 1991 BPS [Bullet-Proof Software] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92640&o=2

$end


$x68k_flop=pipedrem,
$bio

Pipe Dream (c) 1992 BPS [Bullet-Proof Software] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87989&o=2

$end


$gameboy=pipedrem,
$bio

Pipe Dream [Model DMG-PD-USA] (c) 1990 BPS [Bullet-Proof Software]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66704&o=2

$end


$gameboy=pipedremj,
$bio

Pipe Dream [Model DMG-PDA] (c) 1990 BPS [Bullet-Proof Software]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66703&o=2

$end


$snes=pipedrem,
$bio

Pipe Dream [Model SHVC-PP] (c) 1992 BPS [Bullet-Proof Software]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61961&o=2

$end


$amigaocs_flop=pipmania,
$bio

Pipe Mania (c) 1989 Empire Interactive Europe, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74736&o=2

$end


$cpc_cass=pipemani,
$bio

Pipe Mania (c) 1990 Empire Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98664&o=2

$end


$bbca_cass,bbcb_cass=pipeline,
$bio

Pipeline (c) 1989 Superior Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52224&o=2

$end


$info=pipeline,
$bio

Pipeline (c) 1990 Daehyun Electronics.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.6864 Mhz), Motorola M68705 (@ 3.6864 Mhz)
Sound CPU : Zilog Z80 (@ 3.6864 Mhz)
Sound Chips : YM2203 (@1.8432 Mhz)

Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 512

Players : 1
Control : 8-way joystick
Buttons : 1

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3914&o=2

$end


$bbca_cass,bbcb_cass=pipemani,
$bio

Pipemania (c) 1988 Superior Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52225&o=2

$end


$c64_cart,c64_flop=pipes,
$bio

Pipes (c) 1983 Creative Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53668&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=pipes,
$bio

Pipes (c) 1983 Creative Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86891&o=2

$end


$pc8801_flop=pipi,
$bio

Pipi (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92641&o=2

$end


$info=pipibibsbl,
$bio

Pipi & Bibis (c) 1991 Ryouta Kikaku.

- TRIVIA -

Released in March 1992.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=34421&o=2

$end


$info=whoopee,
$bio

Pipi & Bibis (c) 1991 Toaplan Company, Limited.

- TECHNICAL -

[Teki Paki hardware]

- TRIVIA -

Pipi & Bibis was released in March 1992.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3161&o=2

$end


$info=pipibibs,pipibibsa,pipibibsp,
$bio

Pipi & Bibis (c) 1991 Toaplan.

Pipi & Bibis is a platform game for one or two players, in which the aim is to infiltrate buildings and plant time bombs at the computer terminals that litter the levels. The planting of the final bomb starts the detonation sequence, players must then quickly reach the level's exit before the bombs explode.

Each level is populated with enemy scientists and agents, and any contact with these will result in the loss of a life. To help combat this, players are armed with a 'stun gun' which will knock the enemy to the floor, allowing the player to pass. If an enemy is held in the stun gun's beam for several seconds, the enemy will fall to the platform below.

At the completion of each level, part of a cartoon picture of woman in a state of undress is shown. The entire picture is revealed once every four levels.

- TECHNICAL -

Game ID : TP-025

Main CPU : Motorola 68000 (@ 10 Mhz), Zilog Z80 (@ 3.375 Mhz)
Sound Chips : YM3812 (@ 3.375 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in March 1992.

Licensed to Nova Apparate GMBH & Co. for Europe.
Licensed to Romstar for USA.

This game is known in Japan as "Whoopee!!".

- TIPS AND TRICKS -

As players have such little time to escape once the detonation sequence has started, the final bomb planted should always be the one closest to the exit.

If an enemy is held in the stun gun's beam on either the bottom level or in an elevator, the enemy will fall out of the level and be killed.

* Hidden Functions : If the 'Invulnerability dip switch' is enabled, you are invulnerable but you may also 'Pause' the game with P2 Start and restart with P1 Start.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1973&o=2

$end


$msx1_cart=pipi,
$bio

Pipi [Model ND-03MR] (c) 1985 Jaleco Co., Ltd. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77373&o=2

$end


$info=sc4pipe,sc4pipea,
$bio

Piping Hot (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR2110]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42732&o=2

$end


$gba=pippafnl,
$bio

Pippa Funnell - Stable Adventure / Alexandra Ledermann [Model AGB-BYPP] (c) 2005 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72143&o=2

$end


$gba=pippafn2,
$bio

Pippa Funnell 2 / Alexandra Ledermann (c) 2006 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72144&o=2

$end


$msx1_cart=pippols,pippolsb,pippolsc,pippolsa,
$bio

Pippols [Model RC729] (c) 1985 Konami Industry Co., Ltd. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77374&o=2

$end


$x68k_flop=pipyan,
$bio

Pipyan (c) 1990 Brother Kougyou [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87990&o=2

$end


$cpc_cass=piquefic,
$bio

Pique-Fiche [Model HA 7475] (c) 1986 Sermap [Paris]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98666&o=2

$end


$amigaocs_flop=piracyhs,
$bio

Piracy on the High Seas (c) 1992 ICE

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74737&o=2

$end


$info=piranha,piranhah,piranhao,
$bio

Piranha (c) 1981 GL.

A "Pac-Man" hack, the graphics have been drastically altered to present an underwater theme. You control a red piranha, while you are chased around by 4 squid-looking monsters.

Most of the maze in this game is wide open. You are free to move about various open portions of the maze, but so are the monsters.

One central tunnel is present on the sides, as well as another central tunnel on the top and bottom of the screen.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : Namco (@ 96 Khz)

Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.61 Hz
Palette colors : 16

Players : 2
Control : 4-way joystick
Buttons : 1

- TRIVIA -

This hack of "Pac-Man" was released as a conversion kit in November 1981. It comes in an upgrade board, much like the original "Ms. Pac-Man" does.

- SCORING -

Dots : 10 points
Energizers : 50 points
Monsters : 300, 700, 1200, 2000 points
Crab : 500 points
Fish : 1500 points
Red Anchor : 2000 points
Cyan Whale : 2500 points
Blue Whale : 3000 points
Yellow Anchor : 5000 points

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1974&o=2

$end


$info=pirate2,pirate2a,pirate2b,pirate2c,pirate2d,pirate2e,pirate2_2,pirate2_2a,pirate2f,pirate2g,pirate2h,pirate2_3,pirate2_4,
$bio

Pirate 2 (c) 2006 Igrosoft.

Pirate 2 is a 5-reel video slot machine game with two bonus games and an additional possibility of increasing the reward during a risk-game.

- TRIVIA -

Pirate 2 was released in October 2006 in Russia.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=12056&o=2

$end


$info=pir2001,pir2001o2,pir2001o2,pir2001bx,pir2001b1,pir2001d1,pir2001dx,pir2001v1,pir2001vx,pir2001o,
$bio

Pirate 2001 (c) 2001 Amcoe.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31154&o=2

$end


$info=pir2002,pir2002a,pir2002b,pir2002b2,pir2002b3,pir2002d,pir2002d2,pir2002v,pir2002v2,pir2002v3,pir2002o,
$bio

Pirate 2002 (c) 2001 Amcoe.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31155&o=2

$end


$pc8801_flop=piratadv,
$bio

Pirate Adventure (c) 1984 Starcraft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92642&o=2

$end


$info=piratpet,
$bio

Pirate Pete (c) 1982 Taito America Corporation.

Pirate Pete is a reworked version of "Jungle King". Here's what makes Pirate Pete different from Jungle King: 
* An opening musical theme is used in certain parts of the game instead of the opening Tarzan yell (unlike in "Jungle Hunt", it is NOT the same one used at the end of the ocean stage). 
* The player character is a heroic pirate instead of the Tarzan character.
* In the first stage, the player swings on ropes between ship's masts instead of vines between trees.
* The second stage is set in an ocean infested with sharks, instead of a river infested with alligators and crocodiles. 
* The third stage adds a new enemy - snakes. They appear at the top of the screen and will kill the player if he touches them while jumping. 
* The enemies in the fourth stage are sword-wielding pirates instead of spear-chucking cannibals.

- TECHNICAL -

Runs on the "Taito SJ System" hardware.

Players: 2 
Control: 8-way joystick 
Buttons: 2 (JUMP/KNIFE)

- TRIVIA -

Pirate Pete was released in November 1982.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1975&o=2

$end


$info=pirpok2,pirpok2b1,pirpok2d1,pirpok2v1,pirpok2o,
$bio

Pirate Poker II (c) 2003 Amcoe.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31156&o=2

$end


$info=higemaru,
$bio

Pirate Ship Higemaru (c) 1984 Capcom Company, Limited.

Take on the role of Momotaro who must launch barrels at enemies to stop the evil Higemaru pirates.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.5 Mhz)

Players : 2
Control : 4-way joystick
Buttons : 1

- TRIVIA -

Pirate Ship Higemaru was released in September 1984.

This game features one of the first game soundtracks composed by Tamayo Kawamoto, who made also other Capcom 80's BGM. She now works at Taito : she's a member of Zuntata, the popular (well, in Japan) Taito band where she plays keyboards.

- SERIES -

1. Pirate Ship Higemaru (1984)
2. Higemaru Makaijima - Nanatsu no Shima Daibouken [Model CAP-MZ] (1987, Nintendo Famicom)

- STAFF -

Staff : Toshio Arima, T. Hara, Y. Maki, Ayano Mori, K. Kamimori, H. Fujinaka, Yoshiki Okamoto, R. Miyamoto
Music composed by : Tamayo Kawamoto
Director: Tokuro Fujiwara

- PORTS -

* Consoles : 
Sega Saturn [JP] (October 15, 1998) "Capcom Generation Dai 3 Shou Koko ni Rekkishi Hajimaru [Model T-1234G]" 
Sony PlayStation [JP] (October 15, 1998) "Capcom Generation Dai 3 Shou Koko ni Rekkishi Hajimaru [Model SLPS-01649]"
Sony PlayStation [EU] (September 3, 1999) "Capcom Generations 3 - The First Generation [Capcom Generations Disc 3] [Model SLES-21881]" 
Microsoft XBOX [US] (September 27, 2005) "Capcom Classics Collection" 
Sony PlayStation 2 [US] (September 27, 2005) "Capcom Classics Collection [Model SLUS-21316]" 
Microsoft XBOX [EU] (November 18, 2005) "Capcom Classics Collection" 
Sony PlayStation 2 [EU] (November 18, 2005) "Capcom Classics Collection [Model SLES-53661]" 
Sony PlayStation 2 [JP] (March 2, 2006) "Capcom Classics Collection [Model SLPM-66317]" 
Sony PlayStation 3 [PSN] [JP] (February 19, 2013) "Capcom Arcade Cabinet [Model NPJB-00210]" 
Sony PlayStation 3 [PSN] [EU] (February 20, 2013) "Capcom Arcade Cabinet" 
Microsoft XBOX 360 [XBLA] [JP] (February 20, 2013) "Capcom Arcade Cabinet" 
Microsoft XBOX 360 [XBLA] [EU] (February 20, 2013) "Capcom Arcade Cabinet" 
Microsoft XBOX 360 [XBLA] [AU] (February 21, 2013) "Capcom Arcade Cabinet" 
Sony PlayStation 3 [PSN] [US] (April 16, 2013) "Capcom Arcade Cabinet: Game Pack 5 [DLC]" 
Microsoft XBOX 360 [XBLA] [US] (April 17, 2013) "Capcom Arcade Cabinet: Game Pack 5 [DLC]" 
Sony PlayStation 3 [PSN] [US] (May 21, 2013) "Capcom Arcade Cabinet: All-In-One Pack [DLC]" 
Microsoft XBOX 360 [XBLA] [US] (May 22, 2013) "Capcom Arcade Cabinet: All-In-One Pack [DLC]"

* Handhelds : 
Sony PSP [JP] (September 7, 2006) "Capcom Classics Collection [Model ULJM-05104]" 
Sony PSP [US] (October 24, 2006) "Capcom Classics Collection Reloaded [Model ULUS-10134]" 
Sony PSP [EU] (November 10, 2006) "Capcom Classics Collection Reloaded [Model ULES-00377]" 
Sony PSP [AU] (November 16, 2006) "Capcom Classics Collection Reloaded"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1121&o=2

$end


$info=piratetr,
$bio

Pirate Treasure (c) 1982 Tong Electronic.

The player uses the joystick to move the red pirate ship across the islands to score points: small islands (25 points), medium islands (100 points), big islands (150 points), and great big islands (250 points). Avoid colliding with the black enemy pirate ship and be aware that this ship can also create a live volcano on one of the islands you raided. If you run into a volcano, your ship will explode.

Try to capture the treasure chest when you see it on one of the islands but sometimes the enemy ship will take it and move it onto another island. Your ship can sometimes move through the top, bottom and sides of the screen but at other times the edges of the screen will be blocked by red lines. Everytime you capture one of the treasures, depending on what stage you are on, the prize can be worth from 1000 to 7000 points plus a bonus for every island you raid after you have captured the treasure.

There are seven different stages where you must steal a treasure from one of the infamous pirates including Captain Hook, Captain Kidd, Blackbeard, Long John Silver, Jolly Roger, Pegleg Pete, and The Mad Hackers. After all seven treasures have been captured, there is an intermission where an eye-patched skull and crossbones winks and grins and it says "Yar! Har! Har! Har! Dead Men Tell No Tales!" After that, the stages start all over again, but with increased difficulty. You have three ships at the beginning of the game and you are rewarded an extra ship at 90,000 points.

- TECHNICAL -

Main CPU : MOS Technology M6502 (@ 1.25 Mhz)
Sound CPU : MOS Technology M6502 (@ 1.5 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.78975 Mhz)

Screen orientation : Horizontal
Video resolution : 256 x 256 pixels
Screen refresh : 57.00 Hz
Palette Colors : 16

Players : 2
Control : 8-way joystick

- TRIVIA -

Like "Tugboat" and "Leprechaun", this game was designed to try to tap in to the market of very young children by being non-violent and distributed in extra small kid-sized cabinets.

This video game is about four feet high and is designed specially for children ages three to five.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3316&o=2

$end


$astrocde=pirate,
$bio

Pirate's Chase [Model 2015] (c) 1982 Astrocade, Inc.

- TRIVIA -

Released as part of the "Action/Skill Series".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86823&o=2

$end


$bbca_cass,bbcb_cass=pirates,
$bio

Pirates (c) 19?? Screenplay

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52226&o=2

$end


$info=pirates,piratesb,
$bio

Pirates (c) 1994 NIX.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 16 Mhz)
Sound Chips : OKI6295 (@ 8.08 Khz)

Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 8192

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Released in December 1994.

- STAFF -

Story board : Lourdes Marcos Diaz, Yolanda Plaza De Prado
Game programmers : Argimiro Salvador, Carlos Barahona, Fernando Yago
Graphic designer : Tomas Bases
Sound and music : Xavier Tobella
Hardware designers : Fernando Yago, Manuel Baena, Arthy
Game skill : Jordi Zudaire, Mikel Asurmendi
Coordinator : Fernando Yago

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1976&o=2

$end


$info=pirate_3,pirate_2,pirate_4,
$bio

Pirates (c) 2005 Igrosoft.

- TRIVIA -

Released in February 2006.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=12053&o=2

$end


$info=j6pirgld,j6pirglda,
$bio

Pirates Gold (c) 199? JPM International.

- TECHNICAL -

Impact

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41128&o=2

$end


$megadriv=pcarib,
$bio

Pirates of the Caribbean (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56762&o=2

$end


$gba=pcaribdm,
$bio

Pirates of the Caribbean - Dead Man's Chest [Model AGB-B8QE-USA] (c) 2006 Buena Vista Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72145&o=2

$end


$gba=pcaribbpu,
$bio

Pirates of the Caribbean - The Curse of the Black Pearl [Model AGB-A8QE-USA] (c) 2003 TDK Mediactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72148&o=2

$end


$gba=pcaribbp,
$bio

Pirates of the Caribbean - The Curse of the Black Pearl [Model AGB-A8QP] (c) 2003 TDK Mediactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72147&o=2

$end


$pc98=pirates,
$bio

Pirates! (c) 1989 MicroProse Japan K.K.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90369&o=2

$end


$pc8801_flop=pirates,
$bio

Pirates! (c) 1989 MicroProse Japan K.K.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92643&o=2

$end


$amigaocs_flop=piratesa,pirates,
$bio

Pirates! (c) 1990 Microprose Software, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74738&o=2

$end


$nes=pirates,piratesg,
$bio

Pirates! (c) 1991 Palcom

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55439&o=2

$end


$nes=piratesu,
$bio

Pirates! (c) 1991 Ultra Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55440&o=2

$end


$megadriv=pirates,piratesp,
$bio

Pirates! Gold (c) 1993 MicroProse Games, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57346&o=2

$end


$info=pirati,
$bio

Pirati (c) 2001 Cin.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32264&o=2

$end


$megadriv=pcarib2,
$bio

Piraty Karibskogo Morya - Na Strannyh Beregah (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56763&o=2

$end


$info=pisces,piscesb,
$bio

Pisces (c) 19?? Subelectro.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : Tone generator and discrete circuits

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette colors : 98

Players : 2
Control : 2-way joystick
Buttons : 1 (FIRE)

- TRIVIA -

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

- SCORING -

Shooting a yellow ship on stage 1 : 80 points.
Shooting a blue ship on stage 1 : 80 points.
Shooting a falling blue ship on stage 1 : 100 - 800 points.
Shooting a bird dead center on stage 2:  100 points.
Shooting a bird's wing on stage 2 : 20 points.
Docking the ship on stage 3 : points awarded for remaining fuel.
Shooting the falling ships on stage 4 : 100 points.
Destroying the mother-ship : 800 points.

- TIPS AND TRICKS -

* On stage 1, you can ignore as many yellow ships as possible, and only aim for the blue ones. When the yellow ones move off screen there is often a chance that the next wave will include a blue ship. Since the blue ships are worth more points they are worth waiting for.

* On stage 2 the birds do not fire until they are fully developed. You can usually take out 3 or 4 of them before they start firing.

* On stage 2 you can concentrate on continual fire on birds wings when there are only 2 or 3 remaining, as this awards 20 points per hit and does not destroy the bird. You can rack up a good score by doing this, but watch out for the falling bullets.

* The asteroids positioning on the docking stage is totally random, so this stage is often down to chance. Do not use your thrusters to maximize your bonus points.

* On stage 4, the ships which come down from the cloud move across you from left to right and back again. You can time your firing so that they are hit when directly above you. Note that only the mother-ship fires at you so you can take out the ships when not directly below the cloud, and be safe in the knowledge that you have no bullets to avoid.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1977&o=2

$end


$cpc_cass=pisozero,
$bio

Piso Zero [Model AM 1228] (c) 1991 Zigurat Soft [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98667&o=2

$end


$info=pstlpkr,
$bio

Pistol Poker (c) 1993 Alvin G.

- TRIVIA -

200 units were produced.

- STAFF -

Design : Wally Welch, Michael Gottlieb
Art : Dan Hughes
Dots/Animation : Vecennia Jordan
Music & Sounds : Matt Scott, Kyle Johnson

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5529&o=2

$end


$info=pistoldm,
$bio

Pistol-Shogun - Pistol Daimyo no Bouken (c) 1990 Namco.

- TECHNICAL -

Namco System 1 hardware
Game ID : PD

Main CPU : Motorola M6809 (@ 1.536 Mhz)
Sub CPU : Motorola M6809 (@ 1.536 Mhz)
Sound CPU : Motorola M6809 (@ 1.536 Mhz)
MCU: HD63701 (@ 1.536 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.57958 Mhz), Namco advanced 8-channel stereo WSG, stereo DAC

Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.61 Hz
Palette Colors : 24-bit RGB palette

Players : 2
Control : 8-way joystick
Buttons : 1

- TRIVIA -

Pistol Daimyo no Bouken was released in October 1990.

The subtitle of this game translates from Japanese as 'Adventure of Pistol Feudal Lord'.

Victor Entertainment released a limited-edition soundtrack album for this game (Namco Video Game Graffiti Vol.7 - VICL-8004) on 01/05/1991.

- STAFF -

Sound Composers : Seiichi Sakurai, Shinji Hosoe, Yoshie Takayanagi

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1978&o=2

$end


$info=pitnrun,pitnruna,
$bio

Pit & Run - F1 Race (c) 1984 Taito.

- TECHNICAL -

Prom Stickers : A11

Main CPU : Zilog Z80 (@ 4 Mhz), Motorola M68705 (@ 2 Mhz)
Sound CPU : Zilog Z80 (@ 2.5 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.536 Mhz)

Players : 1
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in February 1984 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1979&o=2

$end


$info=pitboss,pitbossa,pitbossb,pitbossc,pitbossa1,
$bio

Pit Boss (c) 1983 Merit.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 2.5 Mhz)
Sound Chips : General Instrument AY8910 (@ 2.5 Mhz)

Screen orientation : Horizontal
Video resolution : 512 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 32

Players : 1
Buttons : 5

- SERIES -

1. Pit Boss (1983)
2. Super Pit Boss (198?)
3. Pit boss II [Model F 21800] (1988)
4. Pit Boss Superstar (1989)
5. Pit Boss Megastar (1994)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3539&o=2

$end


$info=megat2,megat2ca,megat2a,megat2caa,megat2mn,megat2b,
$bio

Pit Boss II Megatouch II (c) 1994 Merit Industries, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=36802&o=2

$end


$info=pitboss2,
$bio

Pit Boss II (c) 1988 Merit.

- TECHNICAL -

[Model F 21800]

Main CPU : Zilog Z80 (@ 6 Mhz)

Palette colors  : 256

- SERIES -

1. Pit Boss (1983)
2. Super Pit Boss (198?)
3. Pit boss II [Model F 21800] (1988)
4. Pit Boss Superstar (1989)
5. Pit Boss Megastar (1994)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=10342&o=2

$end


$info=pitbossm,pitbossma,
$bio

Pit Boss Megastar (c) 1994 Merit.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 6 Mhz)

Palette colors : 256

- SERIES -

1. Pit Boss (1983)
2. Super Pit Boss (198?)
3. Pit boss II [Model F 21800] (1988)
4. Pit Boss Superstar (1989)
5. Pit Boss Megastar (1994)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=10344&o=2

$end


$info=megat,
$bio

Pit Boss Megatouch (c) 1994 Merit Industries, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83476&o=2

$end


$info=pitbosss,pitbosssa,pitbosssc,
$bio

Pit Boss Superstar (c) 1989 Merit.

- SERIES -

1. Pit Boss (1983)
2. Super Pit Boss (198?)
3. Pit boss II [Model F 21800] (1988)
4. Pit Boss Superstar (1989)
5. Pit Boss Megastar (1994)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4341&o=2

$end


$info=pbss330,
$bio

Pit Boss Superstar III 30 (c) 1993 Merit Industries, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72852&o=2

$end


$info=pbst30,pbst30a,
$bio

Pit Boss Supertouch 30 (c) 1994 Merit Industries, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31839&o=2

$end


$m5_cart=pitchase,
$bio

Pit Chaser (c) 1983 Takara Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95359&o=2

$end


$sms=pitfightb,
$bio

Pit Fighter (c) 1991 Tec Toy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56129&o=2

$end


$sms=pitfight,
$bio

Pit Fighter (c) 1991 Domark

- TRIVIA -

Reviews:
[FR] November 1992 - Consoles+ No. 14: 44/100
[FR] April 1993 - Consoles + No. 19: 67/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56130&o=2

$end


$lynx=pitfight,
$bio

Pit Fighter - The Ultimate Competition (c) 1992 Atari Corp.

Your karate abilities, boxing skills, and wrestling techniques will be put to the test as you battle the roughest fighters ever to enter the pit. You and your tag team must defeat a series of opponents on the road to the championship. There's no such thing as fighting dirty when there are no rules, so do whatever you have to do to win. If you see a barrel near the pit, pick it tip and throw it at your opponent. When your opponent is down, nail him. Everything counts. To win, you must give your opponent a worse beating than he gives you. Make no bones about it, your opponent will hurt you. But you must hurt your opponent even more.

- TECHNICAL -

Model PA2070

- TIPS AND TRICKS -

* Each opponent has different skills. Learn to anticipate your opponent's moves when you attack.
 
* When you get knocked out, choose a fighter whose abilities work Best against the type of opponent you are fighting. If your opponent is close to being knocked out when you go down, choose a fighter who will do well against the next opponent.
 
* Learn to evade your opponent. There is no shame in staying alive. But you'll have to get close to knock someone out.
 
* Pick up weapons and items whenever possible. These will help your knock out your opponent faster. Don't miss the Power Pill hidden in one of the items. It will provide your fighter with superhuman strength for a short period of time!
 
* Learn how and when to use the super moves. Generally speaking, it is best not to use a super move when you are in your opponent’s face. The time it takes to execute a super move allows your opponent to get in a few shots. Of course, if you connect with a super move, it is all worthwhile.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58845&o=2

$end


$a7800=pitfight,
$bio

Pit Fighter [Model CX7891] (c) 198? Atari Corp. [Sunnyvale, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50166&o=2

$end


$gameboy=pitfight,
$bio

Pit Fighter [Model DMG-QF-USA] (c) 1992 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66705&o=2

$end


$info=pitfight,pitfight3,pitfight4,pitfightb,pitfightj,pitfight6,pitfight5,pitfight7,
$bio

Pit-Fighter (c) 1990 Atari Games Corp.

Three digitized brawlers face off co-operatively against a variety of street thugs, with gameplay featuring crowd interference and usable weapons. Players also get to fight each other in a 'Grudge Match'. Pit-Fighter featured impressive camera zoom and side-to-side pan but was somewhat flawed as a gameplay experience. On the dedicated cabinet version, up to three players can play simultaneously.

- TECHNICAL -

Pit Fighter was available in both dedicated cabinets and as conversion kits. The converted versions were usually only housed in two-player cabinets, while the dedicated machine supported up to three players. The dedicated versions had 25'' arcade monitors but, due to the lack of commercial and critical success, many of these machines were turned into "Street Fighter 2 - The World Warriors" before they were even a year old.

Atari G1 hardware
Game ID : 136081

Main CPU : Motorola 68000 (@ 14.31818 Mhz), MOS Technology 6502 (@ 1.7895 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579 Mhz), OKI6295 (@ 9.037 Khz)

Players : 3
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Pit-Fighter was originally released in August 1990 as a dedicated game. 5500 units were produced in the USA and 1000 in Ireland for European distribution. The selling price was $2495 at its time of release. 

The conversion kit version was released in March 1991. 400 kits were produced in the USA and 155 in Ireland. The kit selling price was $995. 

Pit-Fighter was the first ever beat-em-up to feature fully digitized protagonists - released two years before Midway's "Mortal Kombat". 

Pony Canyon / Scitron released a limited-edition soundtrack album for this game (That's Atari Music : G.S.M. Atari Games 1 - PCCB-00066) on July 21, 1991.

- STAFF -

Project Leaders / Designers : Gary Stark, Mark Stephen Pierce
Programmers : Gary Stark, Paul Kwinn
Digital Imaging : Rob Rowe
Engineers : Sam Lee, Doug Snyder
Lead Animator: Nick Stern
Animators: Chuck Eyler, Mark West, Sharon Plotkin
Audio: John Paul
Technician: Glenn McNamara
Project Supervisor: John Ray
Product Manager: Jerry Momoda
Support Programmers: Dennis Harper, Dave Theurer, Mike Albaugh

* CAST :
Buzz : Bill Chase
Ty : Marc Williams
Kato : Glenn Fratticelli
Executioner : John Aguire
Southside Jim : James Thompson
Chainman : Eddie Venancio
Mad miles : Miles McGowan
Heavy Metal : Kim Rhodes
C.C. Rider : Rich Vargas
Angel : Angela Stellato
Masked Warrior : Bill McAleenan
Knife Woman : Dianne Bertucci
Knife Man : Milt Loper
Finale Women : Tina Scyrater, Maria Lenytzkyj

- PORTS -

* Consoles : 
Atari 7800 [US] : Unreleased prototype 
Sega Genesis [US] (1991) "Pit-Fighter [Model 301027]" 
Sega Master System [EU] (1991) "Pit-Fighter [Model MK-29009]" 
Sega Mega Drive [EU] (1991) "Pit-Fighter [Model 301027-0170]" 
Nintendo SNES [EU] (1992) "Pit-Fighter [Model SNSP-PF-EUR]" 
Nintendo SNES [US] (March 1992) "Pit-Fighter [Model SNS-PF-USA]" 
Sega Mega Drive [JP] (March 27, 1992) "Pit-Fighter [Model T-48033]" 
Sony PlayStation 2 [AU] (2004) "Midway Arcade Treasures 2" 
Microsoft XBOX [US] (October 11, 2004) "Midway Arcade Treasures 2 [Model MWO-3201W]" 
Nintendo GameCube [US] (October 11, 2004) "Midway Arcade Treasures 2 [Model DOL-GAYE-USA]" 
Sony PlayStation 2 [US] (October 11, 2004) "Midway Arcade Treasures 2 [Model SLUS-20997]" 
Microsoft XBOX [EU] (October 29, 2004) "Midway Arcade Treasures 2" 
Sony PlayStation 2 [EU] (October 29, 2004) "Midway Arcade Treasures 2 [Model SLES-52844]"
Microsoft XBOX 360 [US] (November 6, 2012) "Midway Arcade Origins" 
Sony PlayStation 3 [US] (November 6, 2012) "Midway Arcade Origins [Model BLUS-31083]"
Microsoft XBOX 360 [EU] (November 15, 2012) "Midway Arcade Origins" 
Sony PlayStation 3 [EU] (November 15, 2012) "Midway Arcade Origins [Model BLES-01768]"
Microsoft XBOX 360 [Games on Demand] [US] [EU] [AU] (August 13, 2013) "Midway Arcade Origins" 

* Handhelds : 
Nintendo Game Boy [EU] (1992) "Pit-Fighter [Model DMG-QF]" 
Atari Lynx [US] (1992) "Pit-Fighter [Model PA2070]" 
Nintendo Game Boy [US] (June 1992) "Pit-Fighter [Model DMG-QF]" 

* Computers : 
Amstrad CPC [EU] (1991) 
Atari ST [EU] (1991) 
Commodore Amiga [EU] (1991) 
Commodore C64 [EU] (1991) 
PC [MS-DOS, 5.25"] [EU] (1991) : This port of Pit-Fighter inexplicably uses a sprite resizing algorithm that stretches only vertically, not horizontally. This results in very odd-looking 'skinny' fighters onscreen. 
Sinclair ZX Spectrum [EU] (1991) 
Commodore Amiga [EU] (1992) "Pit Fighter / Super Space Invaders" 
PC [MS Windows, CD-ROM] [US] (February 17, 2006) "Midway Arcade Treasures Deluxe Edition"
PC [MS Windows, CD-ROM] [EU] (March 17, 2006) "Midway Arcade Treasures Deluxe Edition" by Zoo Digital Publishing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1981&o=2

$end


$amigaocs_flop=pitfight,
$bio

Pit-Fighter (c) 1991 Domark Group, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74739&o=2

$end


$cpc_cass=pitfight,
$bio

Pit-Fighter (c) 1991 Domark Group, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98668&o=2

$end


$megadriv=pitfight1,pitfight,
$bio

Pit-Fighter (c) 1991 Tengen

European release.

- TECHNICAL -

Game ID: 301027-0170

- PORTS -

* Consoles : 
Sega Mega Drive [EU] (1995) "Telstar Double Value Games - Pit-Fighter / Wrestle War"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56764&o=2

$end


$megadriv=pitfightu,
$bio

Pit-Fighter (c) 1991 Tengen

- TECHNICAL -

Game ID: 301027

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94021&o=2

$end


$snes=pitfightu,
$bio

Pit-Fighter [Model SNS-PF-USA] (c) 1992 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63410&o=2

$end


$snes=pitfight,
$bio

Pit-Fighter [Model SNSP-PF-EUR] (c) 1992 T-HQ, Incorporated.

- TRIVIA -

Reviews:
[FR] June 1992 - Joypad N.9: 49/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63409&o=2

$end


$megadriv=pitfightj,
$bio

Pit-Fighter (c) 1992 Tengen.

- TECHNICAL -

Game ID: T-48033

- TRIVIA -

Pit-Fighter was released on March 27, 1992 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94022&o=2

$end


$x68k_flop=pitapat,
$bio

Pitapat (c) 1992 Victor Musical Industries, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87991&o=2

$end


$vectrex=ptchduel,
$bio

Pitcher's Duel (c) 1983 GCE [General Consumer Electric].

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82227&o=2

$end


$a2600=pitfalls,
$bio

Pitfall (c) 1984 Supergame

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50805&o=2

$end


$a2600=pitfallg,
$bio

Pitfall (c) 19?? Genus

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50803&o=2

$end


$a2600=pitfallsg,
$bio

Pitfall (c) 19?? Stargame

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50804&o=2

$end


$info=m4pitfal,m4pitfala,m4pitfalb,m4pitfalc,
$bio

Pitfall (c) 200? Empire Games Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15310&o=2

$end


$gbcolor=pitfall,
$bio

Pitfall - Beyond the Jungle [Model DMG-AFLE-USA] (c) 1999 Crave Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68503&o=2

$end


$gba=pitfallef,
$bio

Pitfall - L'Expedition Perdue (c) 2004 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72149&o=2

$end


$snes=pitfallj,
$bio

Pitfall - Maya no Daibouken [Model SHVC-APAJ-JPN] (c) 1995 Pony Canyon, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61962&o=2

$end


$gba=pitfalleu,
$bio

Pitfall - The Lost Expedition [Model AGB-BPHE-USA] (c) 2004 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72151&o=2

$end


$gba=pitfalle,
$bio

Pitfall - The Lost Expedition [Model AGB-BPHP-EUR] (c) 2004 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72150&o=2

$end


$megadriv=pitfall,
$bio

Pitfall - The Mayan Adventure (c) 1994 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56765&o=2

$end


$megadriv=pitfallu,
$bio

Pitfall - The Mayan Adventure (c) 1994 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57347&o=2

$end


$gba=pitfall,
$bio

Pitfall - The Mayan Adventure [Model AGB-APFE-USA] (c) 2001 Majesco Sales, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72152&o=2

$end


$jaguar=pitfall,
$bio

Pitfall - The Mayan Adventure (c) 1995 Atari Corp.

- TECHNICAL -

Model J90101

- TIPS AND TRICKS -

* Original Version Mini-Game: Highlight the INFO option on the main menu. Press C twenty-six times, Down.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76436&o=2

$end


$snes=pitfallu,pitfallup,
$bio

Pitfall - The Mayan Adventure [Model SNS-APAE-USA] (c) 1994 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63412&o=2

$end


$snes=pitfall,
$bio

Pitfall - The Mayan Adventure [Model SNSP-APAP-EUR] (c) 1994 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63411&o=2

$end


$32x=pitfall,
$bio

Pitfall - The Mayan Adventure [Model T-13001B] (c) 1995 Activision, Inc. [Santa Clara, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84398&o=2

$end


$megacd,megacdj=pitfall,pitfalld,
$bio

Pitfall - The Mayan Adventure [Model T-130025-50] (c) 1994 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60644&o=2

$end


$segacd=pitfall,
$bio

Pitfall - The Mayan Adventure [Model T-130025] (c) 1994 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60782&o=2

$end


$psx=pitfall3,
$bio

Pitfall 3D - Beyond the Jungle [Model SLPS-01669] (c) 1998 Victor Interactive Software, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85535&o=2

$end


$gbcolor=pitfallj,
$bio

Pitfall GB [Model DMG-AFLJ-JPN] (c) 1999 Pony Canyon, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68505&o=2

$end


$coleco=pitfall2,
$bio

Pitfall II - Lost Caverns (c) 1984 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53327&o=2

$end


$a800=pitfall2,
$bio

Pitfall II - Lost Caverns (c) 1984 Activision, Inc. [Santa Clara, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86654&o=2

$end


$msx1_cass=pitfall2,
$bio

Pitfall II - Lost Caverns (c) 1985 Activision, Inc. [Santa Clara, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94915&o=2

$end


$a2600=pitfall2,pitfall2a,pitfall2e
$bio

Pitfall II - Lost Caverns (c) 1983 Activision.

We were all pretty worried about Pitfall Harry. We sent him and his niece, Rhonda, along with Quickclaw the cat, on a treacherous journey to an underground cavern. Well, not a word was heard from him until today. We now present you with Pitfall Harry's diary the journal he's been keeping in the lost caverns.  It arrived this morning by carrier condor. Typical of Harry.

- TIPS AND TRICKS -

FAMOUS LAST WORDS OR WHAT DAVID CRANE TOLD ME BEFORE I LEFT
Since David taught me everything I know, I thought I'd share this letter:
"Dear Pitfall,
Good luck in the Lost Caverns!  Here are some tips that'll help you out:
Time your approach to condors and bats so that you run exactly below their highest elevation.
A free-fall down an entire shaft can be a short-cut to the river below.  This particular jump must be timed, though, to avoid colliding with bats on the way down.
If you're unintentionally falling down a chute of ladders or past many levels, hold the Joystick to the left or right.  The underground wind will slowly move you in that direction.
Don't get discouraged if a bat gets you whenever you go from a ladder to a gold bar.  Listen up.  Stay low on the ladder, wait until a bat is just over you, then climb up quickly and run to the gold bar.  You'll barely miss the next bat, but miss it you will.
Finally, not everything you see is always easy to get to.  Some things can be so close, yet so far away.  Like Quickclaw, for instance.  And the rat...who, incidentally, can only be subdued from behind.
Good luck and don't forget to write.
David Crane"

- SERIES -

1. Pitfall! [Model AX-018] (1982, Atari 2600)
2. Pitfall II - Lost Caverns [Model AB-035] (1984, Atari 2600)
3. Pitfall II - The Lost Caverns (1985, Arcade)
4. Super Pitfall! (1987, Famicom)
5. Pitfall - The Mayan Adventure (1991, Super Famicom)
6. Pitfall 3D - Beyond The Jungle (1998, PlayStation)
7. Pitfall - The Lost Expedition (2004, PlayStation 2)

- STAFF -

Programmer: David Crane

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50806&o=2

$end


$msx1_cart=pitfall2,pitfall2a,
$bio

Pitfall II - Lost Caverns [Model R48X5508] (c) 1984 Pony Canyon, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77375&o=2

$end


$info=pitfall2,pitfall2u,pitfall2a,
$bio

Pitfall II - The Lost Caverns (c) 1984 Activision.

You're the adventurer, the world famous jungle explorer and fortune hunter extraordinaire, Pitfall Harry. Make your way through a lost forest / cavern system. Collect treasure as you go for more points.

- TECHNICAL -

Game ID : 834-5627

Runs on the Sega "System 1" hardware.

Players: 2
Control: 8-way joystick
Buttons: 1 (JUMP)

- TRIVIA -

Released in February 1985 in Japan.

Reprogrammed and released by Sega in 1985, this arcade game is based on two games (Pitfall! and Pitfall! 2) originally created and designed by David Crane for Activision on the Atari 2600. David Crane was one of the most highly awarded video game designers in the world. David Crane was also one of the founders of Activision in 1979 (the first ever software house which developed games for third party hardware).

An official Pitfall! game-board based on the video game was released in 1983 by MB (Milton Bradley), licensed from Activision.

The 'Pitfall' series also spawned a cartoon series : Ruby-Spears Productions. Produced By Joe Ruby, Ken Spears. Originally aired September 17, 1983 as part of 'Saturday Supercade' on CBS.

- TIPS AND TRICKS -

Each level has a hidden gold treasure. Here's how to get them.

Level 1: in each of the 4 screens where stuff falls from the trees, wait a few seconds and a bag of $ will fall too. If you collect those 4 bags, a gold statue of Harry (worth one extra life) appears at the level end, under the rock statue that spits fireballs.

Level 2: if you get an ice crystal when the timer is exactly at 3:00, all the bats become golden for 15 seconds and can be collected safely for 1,000 points each. This can be done multiple times.

Level 3: if you get all the gold bars of the stage (10 stacks), a gold cup worth 100,000 points appears at the level end. Jump over the key to reach it.

Level 4: if you got every gold treasure in the previous levels, a gold clock appears in a set point halfway the stage. It's the most precious treasure, as it gives 1,000,000 points, one extra life and 5 additional minutes.

- SERIES -

1. Pitfall! [Model AX-018] (1982, Atari 2600)
2. Pitfall II - Lost Caverns [Model AB-035] (1984, Atari 2600)
3. Pitfall II - The Lost Caverns (1985, Arcade)
4. Super Pitfall! (1987, Famicom)
5. Pitfall - The Mayan Adventure (1991, Super Famicom)
6. Pitfall 3D - Beyond The Jungle (1998, PlayStation)
7. Pitfall - The Lost Expedition (2004, PlayStation 2)

- PORTS -

* Consoles :
Sega SG-1000 (1985)
Sega SG-1000 [TW] (198?) "Fai Gui Qibing"

* Computers :
Atari 800 (1983-84)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1982&o=2

$end


$sg1000=pitfall2a,pitfall2,
$bio

Pitfall II - The Lost Caverns [Model C-49] (c) 1985 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65089&o=2

$end


$c64_cart,c64_flop=pitfall2,pitfall2a,
$bio

Pitfall II: The Lost Caverns (c) 1984 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53669&o=2

$end


$a2600=pitfallc,
$bio

Pitfall (c) 1983 CCE

South American release. See Activision's "Pitfall! [Model AX-018]" for more information about the game itself.

- TECHNICAL -

Model C-813

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50802&o=2

$end


$coleco=pitfall,
$bio

Pitfall! (c) 1983 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53328&o=2

$end


$c64_cart,c64_flop=pitfall,
$bio

Pitfall! (c) 1984 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53670&o=2

$end


$a800=pitfall,
$bio

Pitfall! (c) 1984 Activision, Inc. [Santa Clara, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86655&o=2

$end


$a2600=pitfall,pitfalle1,pitfallp1,pitfallp2,pitfalle,
$bio

Pitfall!(c) 1982 Activision.

Picture this!  You are deep in the recesses of a forbidden jungle an unforgiving place few explorers ever survive.  But you've got courage, because you're with Pitfall Harry, the world famous jungle explorer and fortune hunter extraordinaire.  The lure of hidden treasure draws you and Harry deeper and deeper into the bush.  But, being a great explorer, you wouldn't think of starting such a difficult journey without reading this manual first very carefully.

The object of Pitfall! is to guide Harry through a maze of jungle scenes, jumping over or avoiding many deadly dangers, and helping Harry grab the most treasures in the shortest possible time.

- TECHNICAL -

Model AX-018

- SCORING -

You start each adventure with 2000 points. Some misfortunes will cause a deduction of points. Should you fall down a hole by accident, you will lose 100 points.  Rolling logs will also cause point loss depending on how long contact is made with them.

Each treasure you find will add points to your score. There are eight of each type of treasure in the entire game, 32 in all, for a total of 112,000 points. A perfect score is 114,000 points (reached by collecting all treasures. without losing any points by falling down holes or tripping on logs).

DIAMOND RING = 5000 POINTS.
GOLD BAR = 4000 POINTS.
SILVER BAR = 3000 POINTS.
MONEY BAG = 2000 POINTS.

- TIPS AND TRICKS -

Tips from David Crane, designer of Pitfall!
(David Crane is a Senior Designer at Activision. He also designed Dragster, Fishing Derby, Laser Blast, Freeway and Grand Prix)

"As you set off on your first adventure with Harry, you'll notice two important features:  that the logs always roll from right to left, and that the replacement Harrys (after Harry loses a life) drop from the trees on the left side of the screen. So, to minimize the number of rolling logs to be jumped and the catastrophic hazards to be re-tried, simply run to the left."

"Pitfall Harry's trip must be made through a maze of surface and underground passages through the jungle. To capture all 32 treasures in under twenty minutes, Harry will have to use some of the underground passages. I'd suggest that you make a map of the terrain each time you play.  Knowing the jungle and planning the best route to all treasures is the only way to insure success time after time."

"Until you get really skilled at making Harry jump from croc to croc, you might wait until the crocodiles' jaws are closed, jump to the top of the first croc's head, then wait for the laws to open and close again before jumping to the next one. Soon you'll be skipping across crocs like they were stepping stones in a stream."

"If you can find any writing materials deep in the jungle, drop me a line. I'd love to hear how you and Harry are getting along."

- SERIES -

1. Pitfall! [Model AX-018] (1982, Atari 2600)
2. Pitfall II - Lost Caverns [Model AB-035] (1984, Atari 2600)
3. Pitfall II - The Lost Caverns (1985, Arcade)
4. Super Pitfall! (1987, Famicom)
5. Pitfall - The Mayan Adventure (1991, Super Famicom)
6. Pitfall 3D - Beyond The Jungle (1998, PlayStation)
7. Pitfall - The Lost Expedition (2004, PlayStation 2)

- STAFF -

Programmer: David Crane

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50808&o=2

$end


$a5200=pitfall,
$bio

Pitfall! (c) 1984 Activision

- TECHNICAL -

Model FZ-004

- TRIVIA -

Back in the 80s, if you scoreed 20,000 points or more on any one of your adventures with Harry, you could be eligible to join this prestigious organization. By sending to Actision a picture of your TV screen showing your score, they send you in return the special 'Explorers' Club' membership emblem.

- TIPS AND TRICKS -

Tips from David Crane, designer of Pitfall!

"As you set off on your first adventure with Harry, you'll notice two important features: The logs always roll from right to left, and the 'replacement' Harrys (after Harry loses a life) drop from trees on the left side of the screen. So, to minimize the number of rolling logs to be jumped, and the catastopic hazards to be re-tried, simply run to the left."

"Pitfall Harry's trip must be made through a maze of surface and underground passages through the jungle. To capture all 32 treasures in under twenty minutes, Harry will have to use some of the underground passages. I'd suggest that you make a map of the terrain each time you play. Knowing the jungle and planning the best route to all the treasures is the only way to insure success time after time."

"Until you get really skilled at making Harry jump from coc to croc, you might wait until the crocodiles jaws are closed, jump to the top of the first croc's head, then wait for the jaws to open and close again before jumping to the next one. Soon, you'll be skipping across crocs like they were stepping stones in a stream."

"If you find any writing materials deep in the jungle, drop me a line. I'd love to hear how you and Harry are getting along."

- STAFF -

Designer: David Crane

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50074&o=2

$end


$intv=pitfall,
$bio

Pitfall! (c) 1982 Activision, Incorporated.

Based on the Atari 2600 video game.

Danger lurks at every turn, as Pitfall by Activision brings a jungle no-man's land to life for your Intellivision. Jump into the shoes of Pitfall Harry, as he leads you on an incredible adventure in search of lost treasures. You'll race against time, through this hostile jungle, fighting off hungry crocodiles! Deadly snakes and scorpions! Treacherous tar pits and quicksand! Run, leap, swing from vines! And with any luck, you might even survive.

- TECHNICAL -

Model M-002-03

- TRIVIA -

Back in the 80s, players who sent a photo to Activision showing a score of 20,000 or more received an official 'Activision Explorers Club' emblem.

- TIPS AND TRICKS -

From designer David Crane in the Pitfall!:

"As you set off on your first adventure with Harry, you'll notice two important features: that the logs always roll from left to right, and that the 'replacement' Harrys (after Harry loses a life) drop from the trees on the left side of the screen. So, to minimize the number of rolling logs to be jumped, and the catastrophic hazards to be retried, simply run to the left."

"Pitfall Harry's trip must be made through a maze of surface and underground passages through the jungle. To capture all 32 treasures in under twenty minutes, Harry will have to use some of the underground passages. I'd suggest that you make a map of the terrain each time you play. Knowing the jungle and planning the best route to all the treasures is the only way to insure success time after time."

"Until you get really skilled at making Harry jump from croc to croc, you might wait until the crocodiles' jaws are closed, jump to the top of the first croc's head, then wait for the jaws to open and close again before jumping to the next one. Soon, you'll be skipping across crocs like they were stepping stones in a stream."

- STAFF -

Design/Program: David Crane

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60936&o=2

$end


$msx1_cart=pitfall,pitfallb,pitfalla,
$bio

Pitfall! (c) 1984 Pony Canyon, Inc.

- TECHNICAL -

Game ID: R48X5501

- TRIVIA -

Retail price: 4800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77376&o=2

$end


$info=phpython,
$bio

Pithon (c) 198? Unknown.

Nibbler with a twist. You control a python which is hungry for rabbits which are infesting a carrot patch. You can move freely but the rabbits are constantly moving at random and the carrots are like poison to your snake.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32386&o=2

$end


$cpc_cass=pitmantt,
$bio

Pitman Typing Tutor [Model SOFT 924] (c) 1984 Amsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98670&o=2

$end


$gameboy=pitman,
$bio

Pitman [Model DMG-PMA] (c) 1990 ASK Kodansha Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66707&o=2

$end


$coleco=pitstop,pitstopa,
$bio

Pitstop (c) 1983 Epyx Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53329&o=2

$end


$c64_cart,c64_flop=pitstop,pitstop1,
$bio

Pitstop (c) 1983 Epyx Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53671&o=2

$end


$a800=pitstop,
$bio

Pitstop (c) 1983 Epyx Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86656&o=2

$end


$ibm5150,ibm5150_cass=pitstop2,
$bio

Pitstop 2 (c) 1984 Epyx Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83681&o=2

$end


$gba=pixeline,
$bio

Pixeline i Pixieland (c) 2007 Krea Medie

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72154&o=2

$end


$info=comg145,comg183,comg185,comg186,
$bio

Pixels (c) 1983 Cal Omega.

A 'match the people by color and number' game. Player has the chance to exchange up to 5 people (Pixels) per game. The 'bounced' Pixels disappear and new Pixels march on with the sounds of tramping feet. If winning combinations are obtained, then comes the option of playing 'Double' where the player can double his skill points. When the player has a win, he has 2 choices. He may keep his win with the 'Take' button or try to double it with the 'Double' button. If 'Double' is selected, a random display of Male and Female Pixels flash on the screen. The player then presses either the 'Male' or 'Female' button. When the action stops, if the Pixel on the screen matches the button presses, he wins.

- TECHNICAL -

Housed in a 'The Derringer' cabinet.

- TRIVIA -

Released in Auguts 1983.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=21487&o=2

$end


$amigaocs_flop=pixiedix,
$bio

Pixie and Dixie (c) 1993 Alternative Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74740&o=2

$end


$pc98=pixygrdn,
$bio

Pixy Garden - Yousei Densetsu (c) 1995 Nec InterChannel, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90370&o=2

$end


$x68k_flop=pizzabst,
$bio

Pizza Busters (c) 19?? XYZ [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88509&o=2

$end


$a2600=pizzachfp,
$bio

Pizza Chef - Pizza Time (c) 1983 ZiMAG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50810&o=2

$end


$a2600=pizzachf,
$bio

Pizza Chef (c) 1983 CCE

- TECHNICAL -

Model C-837

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50809&o=2

$end


$amigaocs_flop=pizzacon,
$bio

Pizza Connection (c) 1994 Software 2000

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74741&o=2

$end


$nes=pizzamar,
$bio

Pizza Pop Mario (c) 19?? Unknown.

A pirate hack of "Pizza Pop!" featuring a Mario sprite as main character.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65182&o=2

$end


$nes=pizzapop,
$bio

Pizza Pop! (c) 1992 Jaleco Company, Limited. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54507&o=2

$end


$info=ep_pizza,ep_pizzaa,ep_pizzab,ep_pizzac,
$bio

Pizza the Action (c) 199? Maygay.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40035&o=2

$end


$info=pkscram,
$bio

PK Scramble (c) 1993 Cosmo Electronics.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 8 Mhz)
Sound Chips : YM2203 (@ 3 Mhz)

Screen orientation : Horizontal
Video resolution : 256 x 192 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048

Players : 1
Buttons : 4

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4458&o=2

$end


$info=pktet346,
$bio

PK Tetris (c) 1993 IGS.

- TRIVIA -

Released in June 1993.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31157&o=2

$end


$info=m4placbt,m4placbt__0,m4placbt__1,m4placbt__2,m4placbt__3,m4placbt__4,m4placbt__5,m4placbt__6,m4placbt__7,m4placbt__8,m4placbt__9,m4placbt__a,m4placbt__b,m4placbt__c,m4placbt__d,m4placbt__e,
$bio

Place your Bets (c) 199? Barcrest.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=14933&o=2

$end


$cpc_cass=plagagal,
$bio

Plaga Galactica [Model AMC-125] (c) 1984 Indescomp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=97984&o=2

$end


$bbca_cass,bbcb_cass=planb,
$bio

Plan B (c) 1987 Bug Byte

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52227&o=2

$end


$bbca_cass,bbcb_cass=planb2,
$bio

Plan B 2 (c) 1987 Bug Byte

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52228&o=2

$end


$alice32=planvol,
$bio

Plan de Vol (c) 1985 EH Services

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87599&o=2

$end


$alice90=planvl,
$bio

Plan de Vol (c) 1985 EH Services.

- TECHNICAL -

0000380

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87567&o=2

$end


$cpc_cass=planit,
$bio

Plan It (c) 1986 Database Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98671&o=2

$end


$bbca_cass,bbcb_cass=planecra,
$bio

Plane Crash (c) 1989 Labyrinth

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52229&o=2

$end


$bbca_cass,bbcb_cass=planes,
$bio

Planes (c) 1982 A&F Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52230&o=2

$end


$crvision=planetd,planetd1,planetd2,
$bio

Planet Defender (c) 1981 Dick Smith Electronics.

8 game variations.

- TECHNICAL -

CAT NO. Y-1650

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53780&o=2

$end


$psx=planetdo,
$bio

Planet Dob [Model SLPS-02111] (c) 1999 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85536&o=2

$end


$info=pharrier,
$bio

Planet Harriers (c) 2001 Sega.

A great 3-D sequel the players can choose between four characters and must run along the ground or fly through the air using the classic jetpack and gun under your arm to blast away at waves of oncoming creatures. Dodge the enemy's projectiles and destroy the boss creatures at the end of each level to go to next levels.

When diplomacy fails, you get the call! You're the last hope! 

The Planet is teetering on the brink of disaster! The forces of evil are at work trying to overthrow kind and gentle people. Only the Hyper Soldiers from Earth can keep the planet from falling under a future of domination and persecution! 

Failure cannot be an option!!

- TECHNICAL -

Runs on the Sega "Hikaru" hardware.

- TRIVIA -

Planet Harriers was released in December 2000 in Japan.

The final boss, 'Deadris', and his 125 block parts is a tribute to "Tetris".

- TIPS AND TRICKS -

* Score Display : in the character selection screen, press BIG BOMB button 5 times then START. Score and Lock-on Rate are always displayed in playing the game

* Mirror Mode : in the character selection screen, roll a lever 10-12 times

* 2nd Lap : 
1) Finish the game without continue. After name entry, 'Next New Game' message is displayed and 2nd lap starts.
2) In the character selection screen, move cursor to Cory then press START button 15 times.

- SERIES -

1. Space Harrier (1985)
2. Space Harrier 3D [Model G-1349] (1988, Sega Mark III)
3. Space Harrier II [Model G-4002] (1988, Sega Mega Drive)
4. Space Harrier - Return to the Fantasy Zone (1989, Commodore Amiga)
5. Planet Harriers (2001)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4097&o=2

$end


$x68k_flop=plantinv,
$bio

Planet Investor (c) 1993 NY Spirits [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88510&o=2

$end


$saturn,sat_cart=planetjo,
$bio

Planet Joker (c) 1997 Naxat Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59512&o=2

$end


$psx=planetla,
$bio

Planet Laika [Model SLPM-86264] (c) 1999 Enix, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85537&o=2

$end


$odyssey2=plander,
$bio

Planet Lander! (c) 2004 Packrat Video Games.

In Planet Lander, you must successfuly land your ship on as many planets as possible before your fuel runs out. Your standard equipment includes a fuel gauge, an X-coordinate gauage, and a Y-coordinate gauge.

- TRIVIA -

Released on June 10, 2004. It was Ted Szczypiorski's first Odyssey² homebrew,

- STAFF -

Programmer: Ted Szczypiorski

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95656&o=2

$end


$gba=planmnstu,
$bio

Planet Monsters [Model AGB-APME-USA] (c) 2001 Titus

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72156&o=2

$end


$gba=planmnst,
$bio

Planet Monsters [Model AGB-APMP] (c) 2002 Titus

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72155&o=2

$end


$cpc_cass=plndeath,
$bio

Planet of Death (c) 1985 Paxman Promotions [Geoffs Records div.]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98672&o=2

$end


$a2600=planapes,
$bio

Planet of the Apes (c) 1983 20th Century Fox.

- TECHNICAL -

Unreleased prototype.

- STAFF -

Programmer: John Marvin

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50815&o=2

$end


$gba=planapesu,
$bio

Planet of the Apes [Model AGB-AYNE-USA] (c) 2001 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72158&o=2

$end


$gba=planapes,
$bio

Planet of the Apes [Model AGB-AYNP-EUR] (c) 2001 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72157&o=2

$end


$gbcolor=planapesu,
$bio

Planet of the Apes [Model CGB-BYNE-USA] (c) 2001 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68507&o=2

$end


$gbcolor=planapes,
$bio

Planet of the Apes [Model CGB-BYNP-EUR] (c) 2001 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68506&o=2

$end


$a2600=ppatrolepv
$bio

Planet Patrol (c) 1982 Play Video

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50813&o=2

$end


$a2600=ppatrolc,ppatrolc1,
$bio

Planet Patrol (c) 1983 CCE

- TECHNICAL -

Model C-830

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50812&o=2

$end


$a2600=ppatrol,ppatrole,ppatrole1,ppatrole2,
$bio

Planet Patrol (c) 1982 Spectravideo.

Your assignment is to patrol your planet day and night. As you fly your space craft you must avoid enemy fire and destroy their spaceships. Don't forget to refuel occasionally or this could make your mission a short one. Beware of sunset because as soon as the night creeps in, the dark makes your task become impossible.

- TECHNICAL -

Model SA-202

- TIPS AND TRICKS -

When nighttime falls and it's hard to see the enemy, fire at random to get some light to show you the way.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50811&o=2

$end


$info=pprobe,
$bio

Planet Probe (c) 1985 Unknown.

A prototype vertical space shoot'em up game with a parallax background. 

The player controls a probe sent to a mysterious planet and is attacked by several types of enemies. Face the attacks using all the available weapons and escape from the planet to complete the mission.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3 Mhz)
Sound CPU : Zilog Z80 (@ 3 Mhz)
Sound Chips : Speaker AY-3-8910A (@ 1.5 Mhz) 

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 256

Players : 2
Control : 4-way joystick
Buttons : 2

- TRIVIA -

In at least two segments deep into the game (past the arctic areas) the iconic image from the movie ET: THE EXTRATERRESTRIAL makes an appearance in the form of Elliott---in silhouette---riding his bicycle across the sky, with ET in the front basket.

- STAFF -

Staff: Yoshi, K. Kodama, Kobayashi, Morita, Y. Naka, Masao K.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49056&o=2

$end


$a7800=planetsm,planetsmu,
$bio

Planet Smashers (c) 1990 Atari Corp.

- TECHNICAL -

Model CX7868

- STAFF -

Developed by: Datafast Computer Services

Programmed by: James V. Zalewski

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50167&o=2

$end


$pc8801_flop=planetta,
$bio

Planet Taizer (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92644&o=2

$end


$pc98=planedge,
$bio

Planet's Edge - Point of No Return (c) 1993 Ving [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90371&o=2

$end


$cpc_cass=p1cielo,
$bio

Planetario - El Cielo (c) 1988 Software Editores

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98673&o=2

$end


$cpc_cass=p2terra,
$bio

Planetario - La Tierra (c) 1988 Software Editores

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98674&o=2

$end


$bbca_cass,bbcb_cass=planetar,
$bio

Planetarium (c) 19?? Superior Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52231&o=2

$end


$cpc_cass=planbase,
$bio

Planete Base [Model 065] (c) 1985 Loriciels [France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98675&o=2

$end


$ibm5150,ibm5150_cass=planetfa,
$bio

Planetfall (c) 1983 Infocom

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83682&o=2

$end


$amigaocs_flop=planetfa,
$bio

Planetfall (c) 1985 Infocom

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74742&o=2

$end


$bbca_cass,bbcb_cass=planetfa,
$bio

Planetfall (c) 19?? ASP Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52232&o=2

$end


$pc98=planetfl,
$bio

Planetfall (c) 1992 Systemsoft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90372&o=2

$end


$bbca_cass,bbcb_cass=plantoid,plantoid20,planetoidg,
$bio

Planetoid (c) 1982 Acornsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52234&o=2

$end


$bbca_cass,bbcb_cass=plantoidsc,
$bio

Planetoid [The Superior Collection Vol.?] (c) 198? Superior Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52233&o=2

$end


$pc98=planetdr,
$bio

Planets of Dragon (c) 1994 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90373&o=2

$end


$bbca_cass,bbcb_cass=plankwal,
$bio

Plankwalk (c) 1983 Virgin Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52235&o=2

$end


$nes=plantzom,
$bio

Plants Vs. Zombies (c) 19?? Unknown [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76887&o=2

$end


$a2600=plaqueatd,
$bio

Plaque Attack (c) 1983 Dynacom [Sao Paulo, Brazil]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50819&o=2

$end


$a2600=plaqueatc,
$bio

Plaque Attack (c) 19?? CCE

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50817&o=2

$end


$a2600=plaqueatdv,
$bio

Plaque Attack (c) 19?? Digivision

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50818&o=2

$end


$a2600=plaqueat,plaqueate,plaqueate1,
$bio

Plaque Attack (c) 1983 Activision.

Flash! Across America, awful jawfuls of junk food are causing deadly dental decay. Plaque is spreading its invisible film, turning teeth yellow as they decompose before our very eyes. Blast this junk with toothpaste before it gets to your teeth! And don't let up. This is the Plaque Attack, by cuspid, the  last stop before gum city!

Game 1: One player. Advanced. Difficulty and points increase rapidly as your score rises.
Game 2: Two players. Same as above.
Game 3: One player. Beginner. Less rapid increase in difficulty, less rapid increase in points.
Game 4: Two players. Same as above.

- TECHNICAL -

Model AX-027

- TIPS AND TRICKS -

Tips from Steve Cartwright, designer of Plaque Attack.
(Steve is one of Activision's most prolific game designers.  His previous releases, Barnstorming, MegaMania, and SeaQuest quickly established his outstanding reputation.  Aside from video games, Steve enjoys motorcycle touring, photography, and brushing after every meal.)

"Hello there!  Let me give you some tips to help you survive the Plaque Attack. It's almost impossible to recover from poor oral hygiene (i.e., sloppy gameplay) experienced in the early stages.  The best strategy is to acquire as many bonus teeth as possible as soon as you can."

"Next.. .when things get really hairy, don't bother going after food particles that are not moving towards your teeth.  If they're moving off to the side, let them go, concentrating only on defending your teeth from food heading their way.  This means playing defensively when the going gets tough.  Whereas, in the early stages, it's best to play offensively, blasting away all the junk food in sight."

"Also, remember that the food always reverses direction as soon as a tooth is attacked. Try to save the tooth, then turn your tube around immediately and continue shooting."

"You know, this game is just like real life:  Poor tooth care at the star will get you in the end.  And the sooner you develop good dental habits, the longer your teeth survive.  So put down that junk and write me a letter!  Tell me about your system of tooth care--on screen and off!"

- STAFF -

Programmer: Steve Cartwright

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50816&o=2

$end


$pico=plarail,
$bio

Plarail Pico - Plarail de Asobou! [Model HPC-6099] (c) 199? Sega Toys

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75755&o=2

$end


$nes=plasmab,
$bio

Plasma Ball (c) 1992 Jaleco Company, Limited. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54508&o=2

$end


$info=plsmaswd,plsmaswda,
$bio

Plasma Sword - Nightmare of Bilstein (c) 1998 Capcom.

Export release. Game developed in Japan. For more information on the game itself, please see the original Japanese version entry; "Star Gladiator 2 - Nightmare of Bilstein".

- TECHNICAL -

Sony ZN-2 hardware

Main CPU : PSX (@ 16.9344 Mhz)
Sound CPU : Zilog Z80 (@ 8 Mhz)
Sound Chips : SPU (@ 8 Mhz), Q-Sound (@ 4 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 6

- TRIVIA -

Plasma Sword was released in March 1998.

This game is known in Japan as "Star Gladiator 2 - Nightmare of Bilstein".

- TIPS AND TRICKS -

* Play As Kaede : At the character selection screen, highlight Rain and press Down(x2), Left(x2), Up.

* Play As Rai-On : At the character selection screen, highlight Byakko and press Up, Down, Left(x2), Right, Left, Up.

* Play Against Kaede Or Rai-On (Note : No continue and no win by time out) :
1) Finish three rounds with 'Plasma Strike'.
2) Finish two rounds with 'Perfect'.
3) Finish a round with 'Plasma Field'.

* Secret ending (Points number needed at the end of level 8) :
1) One round at 70.000 pts.
2) Three rounds at 95.000 pts.
3) Five rounds at 110.000 pts.

- SERIES -

1. Star Gladiator - Episode : I Final Crusade (1996)
2. Plasma Sword - Nightmare of Bilstein (1998)

- STAFF -

Director : Satsuma (Ikeda), Terada Takayoshi
Main Programer : Hiro
Demo Programer : Hero Hero, Sigeru Kato (S.K)
Player Programer : Hero Hero, Hiro, Sigeru Kato (S.K), Masaki Kataoka
Programer : Yoshihiro Shindome, Kohei Akiyama, Chabin Type M, Yuichi Kagawa ('Okaz'), Fuku 2
Object Effect : Shiba-H
Object Motion : Naoki Fukushima, Ken, Tsuru, Masaki Yamanaka, Masayuki Maeda
Object Texture : Nakatani, Kuratani Eiji, Michiru
Background Design : Takahashi Yasuto, Kohama, Mishima Takuji
Sound Director : Hiroaki Kondo ('X68K') (Cipher)
Sound Effect : T. Kitamura (Moe.T)
Main Music Composer : Takayuki Iwai (Anarchy Takapon)
Sub Music Composer : Tetsuya Shibata (Cyber-T)
Official Art Works : MCF, Inoda Keigo, Daichan
Title Design : Shoei
Instruction Card : Sakomizu
Voice Actor : Secret
Producer : Noritaka Funamizu, Kouji Nakajima
Executive Producer : Yoshiki Okamoto

- PORTS -

* Consoles : 
Sega Dreamcast [US] (March 31, 2000) [Model T-1207N] 
Sega Dreamcast [EU] (August 25, 2000) [Model T-7003D-50]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1983&o=2

$end


$ti99_cart=plato,
$bio

Plato Interpreter [Model PHM 3122] (c) 1982 Control Data

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84681&o=2

$end


$pc8801_flop=platonic,
$bio

Platonic Love (c) 1987 Palcom Software, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92645&o=2

$end


$cpc_cass=platoons,
$bio

Platoon (c) 1987 Erbe Soft. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98676&o=2

$end


$cpc_cass=platoon,platonau,
$bio

Platoon (c) 1987 Ocean Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98677&o=2

$end


$amigaocs_flop=platoon,
$bio

Platoon (c) 1988 Data East Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74743&o=2

$end


$info=aplatoon,
$bio

Platoon V.?.? (c) 199? Unknown.

- TECHNICAL -

Main CPU : Motorola 68000
Sound Chips : (2x) Custom

Colors palette : 4097

Players : 1
Buttons : 3

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4564&o=2

$end


$nes=platoon1,platoon,
$bio

Platoon (c) 1988 SUNSOFT.

- TECHNICAL -

Game ID: NES-PU-USA
Barcode: 0 20763 11005 1

- TRIVIA -

Released in December 1988 in USA.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55441&o=2

$end


$a800=platter,
$bio

PlatterMania (c) 1983 Epyx Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86657&o=2

$end


$gameboy=playfoot,
$bio

Play Action Football [Model DMG-FL-USA] (c) 1990 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66708&o=2

$end


$msx1_cart=playball,
$bio

Play Ball [Model HBS-G054C] (c) 1986 Sony Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77377&o=2

$end


$info=plgirls,
$bio

Play Girls (c) 1992 Hot-B.

- TECHNICAL -

Taito L System hardware

Main CPU : Zilog Z80 (@ 6 Mhz)
Sound Chips : YM2203 (@ 3 Mhz)

Screen orientation : Vertical
Video resolution : 224 x 320 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256

Players : 2
Control : 8-way joystick
Buttons : 2

- SERIES -

1. Play Girls (1992)
2. Play Girls 2 (1993)

- STAFF -

Producer : Hiroshi Omori
Designers : Tomosama, Fun
Programmers : Masato Kimura, Takumi Nakayama

- PORTS -

* Computers :
IBM PC (1992)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1984&o=2

$end


$info=plgirls2,plgirls2b,
$bio

Play Girls 2 (c) 1993 Hot-B.

- TECHNICAL -

Taito L System hardware

Main CPU : Zilog Z80 (@ 6 Mhz)
Sound Chips : YM2203 (@ 3 Mhz)

Screen orientation : Vertical
Video resolution : 224 x 320 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256

Players : 2
Control : 8-way joystick
Buttons : 2

- SERIES -

1. Play Girls (1992)
2. Play Girls 2 (1993)

- STAFF -

Project leader : Yamaguchi
Producers : Hiroshi Omori, Ko....Shi To...En
Programmers : Yamaguchi, Y. Hirasawa, Y. Satoh
Graphic designers : R. Kinoshita, Watashi, Fun, Terukirimaru, Kusukusu, Barbara, Salem

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1985&o=2

$end


$info=sp_playa,sp_playaa,sp_playab,sp_playac,sp_playad,sp_playae,sp_playaf,sp_playag,sp_playah,sp_playai,
$bio

Play It Again (c) 199? Ace Coin Equipment, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42257&o=2

$end


$info=ac1piaca,
$bio

Play It Again Casino (c) 199? Ace Coin Equipment, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42298&o=2

$end


$info=ac1piacl,ac1piacla,ac1piaclb,ac1piaclc,
$bio

Play It Again Club (c) 199? Ace Coin Equipment, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42299&o=2

$end


$gba=silenth,
$bio

Play Novel - Silent Hill [Model AGB-ASHJ-JPN(RK244-J1)] (c) 2001 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72159&o=2

$end


$odyssey2,g7400=playtag,
$bio

Play Tag (c) 2009 Unknown.

- TECHNICAL -

Game ID: 69

- TRIVIA -

EPROMs were discovered at a Dutch flea market in November 1996.

Released on October 04, 2009 at the Bonami Retro Spelcomputer Beurs in Apeldoorn. It was limited to a 69-copy run.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95657&o=2

$end


$cpc_cass=pycr,
$bio

Play Your Cards Right (c) 1985 Britannia Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98678&o=2

$end


$bbca_cass,bbcb_cass=playcard,
$bio

Play Your Cards Right (c) 19?? Britannia

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52236&o=2

$end


$gba=playyanm,
$bio

Play-Yan Micro [Model AGS-006] (c) 2005 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72161&o=2

$end


$gba=playyan,
$bio

Play-Yan [Model AGS-A-ZMAJ-JPN] (c) 2005 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72160&o=2

$end


$pc8801_flop=play6lim,
$bio

Play6 Limited Version (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92646&o=2

$end


$a2600=playarnd,
$bio

PlayAround Demo (c) 1982 PlayAround

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50821&o=2

$end


$mc10=playback,
$bio

Playback (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87683&o=2

$end


$msx2_flop=playbal3,playbal3b,playbal3a,
$bio

Playball III (c) 1989 Sony Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101947&o=2

$end


$info=playball,
$bio

PlayBall! (c) 1983 Williams.

- TECHNICAL -

Main CPU : Motorola M6809 (@ 1 Mhz)
Sound CPU : M6808 (@ 894.75 Khz)
Sound Chips : DAC, HC55516 (@ 894.75 Khz)

Screen orientation : Vertical
Video resolution : 231 x 292 pixels
Screen refresh : 60.00 Hz
Palette colors : 16

Players : 1
Control : 2-way joystick

- TRIVIA -

Developed by Logical Highs, Inc. in Atlanta, GA.

- STAFF -

Designed by : Thomas N. Deaux (TND), Wayne P. Breivogel (WPB), Joe Kaminkow (JEK)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1986&o=2

$end


$cpc_cass=playbox,
$bio

Playbox (c) 1985 Norsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98679&o=2

$end


$info=playboys,playboyf,playboyg,playboyi,playboyl,playnew,playboyf_300,playboyf_303,playboyg_300,playboyg_303,playboyi_300,playboyi_303,playboyl_300,playboyl_303,playboys_300,playboys_303,playboyf_203,
$bio

Playboy (c) 2002 Stern Pinball, Incorporated.

- TECHNICAL -

Stern Whitestar
Model Number : 76

Main CPU : Motorola M6809 (@ 2 MHz)
Sound CPU : Motorola M6809 (@ 2 MHz)
Display CPU : Motorola M6809 (@ 4 MHz)
Sound Chip : BSMT2000 (@ 24 MHz)

- TRIVIA -

Playboy was released in February 2002.

Interchangeable photo inserts was included - clothed and nude.

- UPDATES -

CPU Release : 1.00
Display Release : 1.00
Sound Release : 1.00
Date : February 6, 2002
- This is the intial release of software.

CPU Release : 1.01
Date : February 11, 2002
- Multiplayer Jackpot values are now being intialized correctly
- Increased the # of bunnies awarded during Mansion Mania bunny awards
- Added a mansion mania bunny award to the drop target. Players will have a better chance to get to December now
- The Extra Ball from playmates will now reflex as needed. If the Grotto is unable to meet the desired percent of extra balls then the # of playmates required to light extra ball will move in effort to do so.
- Changed Consolation ball to light extra balls at 2.25M from 1.75M
- Changed Replay Value to 15M from 12M
- Fixed switches. Some switches were erounusly reporting themsevels as bad when they were not.
- Fixed Pajama Multiball Scoreing. Pajmam Multiball was inflating its score prematurely. It will no longer be premature.
- Fixed Consolation Ball to not give out an extra ball if the player tilted
- Changed the Tilt and Tilt Warning sound FX
- Increased the Mansion Mania ball save timer from 7 to 17 seconds.
- Lowered the Replay display effect priority so it will not interupt Mansion mania start.

Display Release : 1.01
Date : February 13, 2002
- Changed "BUNNIES" to "COLLECTED" during the bonus
- Changed other referecnces to bunnies in diagnostics

CPU Release : 1.02
Date : February 13, 2002
- Reduced the # of bunnies the player starts with from 19 to 8
- limited the # of extra balls from super Mansion manias. Consecutive super mansion manias will not award extra ball.
- Reduced the Mansion Mania ball save time from 17 to 15 seconds.
- Super Mansion Mania will no longer give extra bunnies with each bunny award.

Display Release : 2.00
Date : February 25, 2002
- Added Adjustment for Consoaltion Ball.
- Cheanged Tease display effect to show the points.
- Added points page to the SUPER MANSION MANIA display effect.
- Added settings for Adult Content adjustment.

CPU Release : 2.00
Date : February 26, 2002
- Change the # of times a mutliball device will kick before giving up.
- Added delay before kicking ball from shooter groove to help it settle more before it is kicked.
- Changed default PLAYBOY champion initials to LIT.
- Drop target will no longer score while reseting.
- Added time to the ball saver time for Pajama Party Multiball.
- Added left and center ramp compentions at the left ramp lock.
- Reduced the number of skills you can get to one per ball.
- Alisons full print out now works.
- Fixed regular printout.
- Portugal coinage now works as requested.
- Added Consolation Ball adjustment.
- Increased the number of settings for the Adult content adjustment. There are now four settings : OFF, DOTS ON, SPEECH ON, BOTH ON
- Set the Consolation Ball Adjustment to off for france.
- Increased the delay before the volume goes away after releasing the buttons.
- Multiball devices will not stopping kicking while the door is open. They will not abandon while the door is open.
- Fixed Tilt while balls locked. They will now kick out.
- Fixed the Tilt audit. It will now be audited correctly.
- Fixed. The Drop target will no longer timeout if multiball is lit.
- Fixed. A jackpot award scored during the grace will not start the multiball timers
- Added and Fixed the sound test. It now plays a sound from all four ROMS.
- Triple Jackpot will not flash when the game is all dark and attention is elsewhere
- Triple fanfare music will now only play inplace of main play when it was already playing.
- Strip Poker scores are reduced to start at 250k and go to 1 million.
- Strip Poker now awards 5 bunnies when you win
- Added Super Mansion Mania bonus of 5 million points.
- Changed the tease display effect to show the value of the last bumper hit.

Sound Release : 1.02
Date : February 28, 2002
- Reduced the volume of start of game wolf whistle.
- Found sound that was crashing the sound system and fixed it.

CPU Release : 2.01
Date : March 1, 2002
- Fixed. Triple jackpot will now work correctly from Grotto and Mansion Mania.
- Fixed. Tease Complete Value will now be initialized correctly.

CPU Release : 2.02
Date : March 12, 2002
- Added The Triangle mech to the ball search routine.

Display Release : 2.01
Date : March 12, 2002
- Added more translations

CPU Release : 2.03
Date : March 26, 2002
- Added Magazine to the ball searching routines. The Magazine will open now when the game is searching for the ball.
- Added a feature where the game will tease one of the toys each game start.

CPU Release : 3.00
Date : April 5, 2002
- Changed Coinage for German Euros.
- Removed triangle mech switches from being tested for min and max.

Display Release : 3.00
Date : April 5, 2002
- Changed coinage for German Euros

CPU Release : 3.01
Date : April 16, 2002
- Changed game start toy feature to work for all game starts and not just local game starts.

CPU Release : 3.02
Date : May 7, 2002
- Fixed Coinage to intialize properly after a factory reset.

CPU Release : 3.03
Date : Aug 27, 2002
- Made sound board reset after everygame to help with the sound going away problem.

Display Release : 4.00
Date : Oct 08, 2002
- Tournament code added.

CPU Release : 4.00
Date : Oct 08, 2002
- Tournament code added.

CPU Release : 4.01
Date : Oct 10, 2002
- rev change only

Display Release : 5.00
Date : Feb 5, 2003
- current/start/stop date(s) adjustment added.

CPU Release : 5.00
Date : Feb 5, 2003
- TimeKeeper clock code added to auto start/stop tournaments.

- STAFF -

Concept and Designers : Dwight Sullivan (XAQ), George Gomez (GG)
Artwork : Kevin O'Connor
Software : Dwight Sullivan, Lonnie D. Ropp (LON), Orin Day
Dots/Animation by : Mark Galvez (M G)
Mechanics by : George Gomez, Wesley Chang (WES)
Music and Sounds: Kyle Johnson

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5458&o=2

$end


$info=play_a24,
$bio

Playboy - 35th Anniversary (c) 1989 Data East Pinball.

- TECHNICAL -

Game ID: 500-5505-01

Data East Version 2

Main CPU : M6808 (@ 1 MHz)
Sound CPU : Motorola M6809 (@ 2 MHz)
Sound chips : Yamaha YM2151 (@ 3.579545 MHz), OKI MSM5205 (@ 384 KHz)

- STAFF -

Designers : Joe Kaminkow, Ed Cebula
Artwork : Kevin O'Connor
Music and Sounds : Kyle Johnson

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5460&o=2

$end


$info=smiy1661,smiy1662,smiy1663,
$bio

Playboy - Hot Zone (c) 2011 Bally Tech., Incorporated.

5 Reels, 40 Lines, 200 Credits Max Bet.

- TECHNICAL -

Alpha Pro V22/22 iDeck

Software Part Number: 300875
Game Kit Number: 187521

- UPDATES -

SMI #Y1661
Min/Max%: 88.03%

SMI #Y1662
Min/Max%: 90.04%

SMI #Y1663
Min/Max%: 91.94%

- TIPS AND TRICKS -

* Top Award is triggered by 5 Wild symbols in the Base Game or Free Games; occurs 
on average every 2,198 play

* Free Games Feature occurs on average every 185 plays.

* Overall Hit Frequency: 38.58%

- PORTS -

* Others :
Apple Store (2011)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=45282&o=2

$end


$cdi=playboyi,
$bio

Playboy - I Segreti Del Massaggio (c) 1994 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53034&o=2

$end


$saturn,sat_cart=pboyk1,
$bio

Playboy Karaoke Collection Volume 1 (c) 1996 Vic Tokai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59513&o=2

$end


$saturn,sat_cart=pboyk2,
$bio

Playboy Karaoke Collection Volume 2 (c) 1996 Vic Tokai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59514&o=2

$end


$info=playboy,
$bio

Playboy (c) 1978 Bally.

- TECHNICAL -

Bally MPU AS-2518-35
Model Number : 1116

Main CPU : M6800 (@ 475 MHz)
Sound Chip : Custom

- TRIVIA -

Released in December 1978. 18,250 units were produced.

The backglass depicts Hugh Hefner with Playmates Patti McGuire and Sondra Theodore. Also on the backglass is Little Annie Fanny (whose comic strip series appear in Playboy).

- STAFF -

Designer : Jim Patla
Artwork : Paul Faris

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5459&o=2

$end


$cdi=playboy,
$bio

Playboy's Complete Massage (c) 1993 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53035&o=2

$end


$amigaocs_flop=playdays,
$bio

Playdays (c) 1992 Alternative Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74744&o=2

$end


$amigaocs_flop=pmanger,pmangerg,pmangeri,
$bio

Player Manager (c) 1990 Anco

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74745&o=2

$end


$gbcolor=pmang2k1,
$bio

Player Manager 2001 [Model CGB-BFBP-EUR] (c) 2001 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68508&o=2

$end


$info=pepp0447,pepp0188,pepp0188a,pepp0197,pepp0197a,pepp0221,pepp0230,pepp0274,pepp0419,pepp0420,pepp0423,pepp0447,pepp0447a,pepp0449,pepp0488,pepp0509,pepp0585,pex2245p,pex0188p,pex0197p,pex0447p,pex0449p
$bio

Players Edge Draw Poker (c) 199? IGT [International Game Technologies].

- TECHNICAL -

B1070X; CLASSIC UPRIGHT CABINET
1A70X; IMBEDDED BILL ACCEPTOR CABINET
2970X; SLANT CABINET WITH TOP BOX
3670X; DROP IN BAR CABINET WITH FLAT SCREEN
3770X; DROP IN BAR CABINET WITH SLANT SCREEN
GD70X; SLANT CABINET WITH IBA TOP BOX
GK70X; SLANT CABINET WITHOUT IBA TOP BOX
QA70X; FLAT BAR WITH IMBEDDED BILL ACCEPTOR
VO70X; 17" MONITOR w/12" TOP BOX
VS70X; 17" MONITOR w/ROUND TOP
VB70X; 19" MONITOR w/ROUND TOP
VC70X; 19" MONITOR w/EXTERNAL DROP BOX

- UPDATES -

STANDARD:
PP0006 / X000006P
X002247P
PP0038
PP0447 / X000447P
PP0750
PP0150 / X000150P
PP0188
PP0094
PP0002 / X000002P
PP0197 / X000197P / PP0419 NON DOUBLE-UP ONLY
PP0003
PP0078
PP0449 / X000449P / PP0221 NON DOUBLE-UP ONLY
PP0041
PP0010
PP0060 / X000060P / PP0420 NON DOUBLE-UP ONLY
PP0040 / X000040P	

2-PAIR OR BETTER:
PP0059 / PP0424 NON DOUBLE-UP ONLY

10'S OR BETTER:
PP0083
PP0043
PP0042 / X000042P
PP0046 / X000046P
PP0045 / X000045P

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46367&o=2

$end


$msx1_cass=phstrip,
$bio

Playhouse Strippoker (c) 1988 Eurosoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94916&o=2

$end


$info=pmpoker,
$bio

PlayMan Poker (c) 1981 PM.

- TECHNICAL -

Main CPU : MOS Technology M6502 (@ 625 Khz)

Palette colors : 16

Players : 1

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=7956&o=2

$end


$pc8801_cass=plazmali,
$bio

Plazma Line (c) 1984 Tecno Soft [TechnoSoft] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91258&o=2

$end


$pc8801_flop=plazmali,plazmalib,plazmalia,
$bio

Plazma Line (c) 1984 Tecno Soft [TechnoSoft] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92647&o=2

$end


$x1_cass=plazmali,plazmalia,
$bio

Plazma Line (c) 1985 Tecno Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86258&o=2

$end


$info=pgoal,
$bio

Pleasure Goal - 5 on 5 Mini Soccer (c) 1996 Saurus.

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID: NGM-0219

Players: 2
Control: 8-way joystick
Buttons: 4
=> Offense > [A] Shoot, [B] Pass, [C] Trick play, [D] Save
=> Defense > [A] Steal ball, [B] Intercept, [C] Change player, [D] Save

- TRIVIA -

Pleasure Goal has an advert for "Ironclad" in it on the advertising boards.

- STAFF -

Executive producer : N. Tanaka
Planner : Ishimotti
Programmers : A. Ooi, K. Kawakubo, S. Yamane
Designers : Suitanakano, J. Mikami.24, Kiyoshi Matsueda, Kurara Kiri, Yuri Tachikawa, Azuma, Yuko Hara, Naohide Nakagawa
Sound : Sin Chan, Kaz Oshikiri

- PORTS -

* Consoles :
SNK Neo-Geo CD (1996)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1987&o=2

$end


$msx2_flop=pleashrt,pleashrta,
$bio

Pleasure Hearts (c) 1999 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101948&o=2

$end


$bbca_cass,bbcb_cass=plegaron,
$bio

Plegaron People Eaters (c) 19?? RH Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52237&o=2

$end


$a2600=pleiades,
$bio

Pleiades (c) 1983 UA, Limited.

- TRIVIA -

Unreleased prototype.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50822&o=2

$end


$arcadia=pleiades,
$bio

Pleiades (c) 1983 Emerson Radio Corp.

- TECHNICAL -

[Cartridge No. 22]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49267&o=2

$end


$info=pleiads,pleiadbl,pleiadsb2,
$bio

Pleiads (c) 1981 Tehkan.

Pleiads is a 2-D, space shooter style game. With its many interesting visual and audio effects, this game is sure to challenge the most avid player.

Each round of play includes 4 different stages. With the onset of the melodious background tune, the first stage of play begins.

Against a backdrop of planets and twinkling stars, the Earth City must be protected from sixteen attacking Martians. These Martian attackers have the ability to transform from flying Martians, to walking Martians, or to UFOs. The walking Martians build barriers across the Earth City. These barriers must be destroyed.

The Earth Spaceship can be maneuvered right and left. With the use of the 'warp' button, it can be randomly relocated when necessary. These, plus a backup of stationary defense weapons, aid in protecting the Earth City and Spaceship, as well as in destroying the Martian Attackers. When all but the two final Martians have been destroyed, a tone of dusk shades the Earth City. As these two attackers meet their end, the Earth Spaceship ascends into space to meet the challenge of Stage II.

In this second stage of play, the Earth Spaceship encounters eight Space Monsters. To destroy these Monsters, they must be hit in the direct center. When a Space Monster with burning wings is destroyed, up to 400 points can be added to your score. When all the Space Monsters have been destroyed, the Earth Spaceship prepares for Stage III.

In this third stage of play, the Earth Spaceship is confronted with the Martian Space Battleship and its unseen forces. This Martian Battleship contains five closed chambers, each protected by a rocket flame. Each chamber opens periodically at random, to release a defending reserve of Martian attackers. When a flame below an open chamber is extinguished, point value of the Martian Space Battleship increases. This enemy ship can be destroyed by either eliminating all sixteen Martian attackers, or by extinguishing all five rocket flames. When the Martian Space Battleship finally explodes, the Earth Spaceship moves on to Stage IV.

This last stage of play begins with an emergency signal, SOS, SOS, SOS, AT ONCE RETURN TO EARTH. The Earth Spaceship is now ready to be guided on its journey, through a landing corridor, back to its home base. The Earth Spaceship must be carefully maneuvered around other spaceships in order to avoid destruction. Clearing flags will add bonus points to your score. When the Earth Spaceship has been safely maneuvered to its arrival target, 500 to 4,000 points will be added to your score, while bursts of fireworks greet your arrival and signal the beginning of a new round of play.

- TECHNICAL -

Main CPU : 8085A (@ 2.75 Mhz)
Sound Chips : TMS36XX (@ 0.247 Khz), Custom (@ 0.247 Khz)

Players : 2
Buttons : 4
=> LEFT MOTION, RIGHT MOTION, FIRE, HYPERSPACE

- TRIVIA -

Pleiads was released in April 1981.

Pleiads was a partnership game between Tehkan and Centuri. Centuri tended to partner up with other companies such as SNK for "Vanguard" or Amstar for "Phoenix". Tehkan was a little known company who mostly produced sports type games. There most well known game is "Bomb Jack". Unfortunately, the video game crash of the early 80's claimed both of these companies as victims; Centuri in 1983 and Tehkan in 1985. This was another game that one played on multiple playing fields. The scoring system was more unique in the fact it depended on things you did before you killed an enemy. Pleiads was a loosely based sequel to "Phoenix", which was released in 1980.

The cabinet artworks spell the name as 'Pleiades' but the game has it spelled 'Pleiads'. The name itself is from Greek mythology, of which there are several different spellings (Pleiads, Pleiades, Peleiades).

Patrick Orr holds the official record for this game with 1,164,900 points.

A Pleiads unit appears in the 1982 movie 'Fast Times at Ridgemont High'.

Pleiads also shows up in 'Chapter Two - The Bishop of Battle', the 2nd story in the 1983 movie Nightmares, featuring Emelio Estevez and Moon Unit Zappa.  However, they use game sounds from other games ("Dig Dug", among others) during the game footage.

- SCORING -

Scoring is a little complicated in this game due to the fact it depends on hits made on the Martians in the later waves.
Flying Martian : 30 points (Last one of the wave is 130 points)
Walking Martian : 80 points
UFO : 150 points

Space Monster (small) just entering screen : 50 points
Space Monster (large) after entering screen : 100 points
Space Monster with one wing burning : 200 points
Space Monster with two wings burning : 400 points
Each hit on a Space Monster's wing : 20 points

The Martian Space Battleship has a different scoring system. It is dependent on how many exhaust flames you put out with laser fire. The chamber must be open for you to put out the fire. The scoring starts low on the first cycle of four waves and increments up from that point. Your sixth visit to the Martian Space Battleship has the potential to yield the most points. This is how the Martian Space Battleship is scored :
Cycle : 1 - Fires Out : 1 - 100 Points
Cycle : 1 - Fires Out : 2 - 200 Points
Cycle : 1 - Fires Out : 3 - 400 Points
Cycle : 1 - Fires Out : 4 - 800 Points
Cycle : 1 - Fires Out : 5 - 1600 Points
Cycle : 2 - Fires Out : 1 - 200 Points
Cycle : 2 - Fires Out : 2 - 400 Points
Cycle : 2 - Fires Out : 3 - 800 Points
Cycle : 2 - Fires Out : 4 - 1600 Points
Cycle : 2 - Fires Out : 5 - 3200 Points
Cycle : 3 - Fires Out : 1 - 300 Points
Cycle : 3 - Fires Out : 2 - 600 Points
Cycle : 3 - Fires Out : 3 - 1200 Points
Cycle : 3 - Fires Out : 4 - 2400 Points
Cycle : 3 - Fires Out : 5 - 4800 Points
Cycle : 4 - Fires Out : 1 - 400 Points
Cycle : 4 - Fires Out : 2 - 800 Points
Cycle : 4 - Fires Out : 3 - 1600 Points
Cycle : 4 - Fires Out : 4 - 3200 Points
Cycle : 4 - Fires Out : 5 - 6400 Points
Cycle : 5 - Fires Out : 1 - 500 Points
Cycle : 5 - Fires Out : 2 - 1000 Points
Cycle : 5 - Fires Out : 3 - 2000 Points
Cycle : 5 - Fires Out : 4 - 4000 Points
Cycle : 5 - Fires Out : 5 - 8000 Points
Cycle : 6 - Fires Out : 1 - 600 Points
Cycle : 6 - Fires Out : 2 - 1200 Points
Cycle : 6 - Fires Out : 3 - 2400 Points
Cycle : 6 - Fires Out : 4 - 4800 Points
Cycle : 6 - Fires Out : 5 - 9600 Points

Every cycle after the sixth gives the same amount of points as the fifth cycle.

During the landing sequence in wave 4, you get points for the following :
Collecting flags : 100- 600 points
Successful landing : 500-4000 points plus a fireworks display per 500 points awarded (i.e. 1500 points yields three fireworks bursts).

- TIPS AND TRICKS -

* When you start the game, your fighter will be in the middle at the bottom of the screen. You will see a city on either side at the corner, two radar dishes to your left, and some fighters and missiles to your right. This is the beginning of wave 1.

WAVE 1
1) There are three types of units you need to be aware of and what they do :
a) Flying Martians fly in a zig-zag pattern and drop bombs along their route. The bombs are pretty easy to avoid.
b) Walking Martians lay barriers across your field of fire. The Martians can shoot through the barriers but you must destroy them to be able to shoot the Martians. The barriers themselves are worth no points.
c) UFO's rarely fire at your fighter. Instead, they attempt to ram and destroy your fighter. They move in a quicker zig-zag type pattern.
2) The two radar dishes are very helpful so you need to protect them. They not only warn of a new wave of Martians, but they also take pot shots at the Martians. If they score a hit, you get credited with the points.
3) Other items on the screen serve as cover for your fighter.
4) Once you are down to the last two fighters, be ready because they tend to do more chaotic moves to avoid getting hit while dropping bombs at the same time.

WAVE 2
1) The Space Monsters all start small. They come from the top doing a lazy zig-zag pattern. It is a good idea to try to take out at least four of them.
2) Once they get large, they start to do erratic zig-zag patterns across the screen. At the same time, they are dropping bombs toward your fighter. Your goal is to flame one of their wings. If you do this, it forces them to go straight down until the wing fire is put out. They will still be dropping bombs, but at least they will be going straight down.
3) If at all possible, try to flame both wings of each of the Space Monsters remaining before destroying them.  You get a lot more points for it.
4) One trick some players do is to go all the way to the left corner on the remaining Space Monster. It lines up in such a way that the bombs miss your fighter. Then you just keep hitting the fire button, which results in you constantly hitting the wing (20 points a hit). Some players rack up a couple of thousand points before the Space Monster is coming down too fast for them to hit.

WAVE 3
1) Your goal on this wave is to extinguish the five exhaust flames under the Martian Space Battleship.  You can only extinguish a flame when the chamber door is open. They open and close at random times but if you are trying to put out the fifth flame, it will open and close quickly.
2) Try to remain under the battleship as much as possible so you can quickly extinguish the flame. Sometimes the door opens and closes quickly.
3) The only points you will get for the Martian Space Battleship will be from the number of flames you put out. This wave is your biggest point getter (and easier) in the game.
4) If you destroy all 16 of the escorts before you put out all the flames on the battleship, then the wave is over and you get whatever points the battleship was worth.
5) Conversely, if you destroy the battleship before you destroy the 16 escorts, the wave also ends with you getting full points for the battleship. The points being dependent on the cycle you are on.
6) This time, you are only attacked by the Flying Martians and UFO's. They will either come in from the sides by the battleship or they will exit one of the chambers above the flame (or where the flame used to be). Again, the Flying Martians will drop a volley of bombs while the UFO's will just try to ram your fighter.

WAVE 4
1) When you first approach the airstrip, take a quick look around it to see where the other fighters are parked and where the flags are located at. In the later levels, the spacing becomes very tight so you will need precision movements to navigate around.
2) Your fighter will be constantly moving so you will need to adjust it left or right constantly or it will drift in whatever its last direction was.
3) If you have a chance to get a flag, and it doesn't put you into a bad situation movement-wise, then get it. If not, just concentrate on getting to the target.
4) Your main goal is to get into the target dead center to get the maximum points for landing.
Once you complete wave 4, the cycle begins anew.

- SERIES -

1. Phoenix (1980)
2. Pleiads (1981)

- PORTS -

* Consoles :
Emerson Arcadia (1982, "Pleiades")
Sony PlayStation 2 (2004, "Tecmo Hit Parade")
Microsoft XBOX (2005, "Tecmo Classic Arcade")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1988&o=2

$end


$info=pleiadce,
$bio

Pleiads (c) 1981 Centuri, Incorporated.

- TRIVIA -

Released in July 1981 by Centuri in the USA under license from Tehkan International Corp.

For more information about the game, please see the original Tehkan entry.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48048&o=2

$end


$info=pleiadsi,pleiadss,
$bio

Pleiads (c) 1981 Irecsa G.G.I Corp.

Spanish bootleg that runs solely on Phoenix's hardware.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82200&o=2

$end


$info=pleiadsn,
$bio

Pleiads (c) 1981 Niemer.

Spanish release.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103576&o=2

$end


$x68k_flop=plesea,
$bio

Plesea (c) 1990 SPC Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88511&o=2

$end


$snes=plokj,
$bio

Plok! [Model SHVC-P4] (c) 1993 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61963&o=2

$end


$snes=ploku,
$bio

Plok! [Model SNS-P4-USA] (c) 1993 Tradewest, Incorporated. [Corsicana, TX, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63416&o=2

$end


$snes=plok,
$bio

Plok! [Model SNSP-P4-EUR] (c) 1993 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63413&o=2

$end


$snes=plokf,
$bio

Plok! [Model SNSP-P4-FAH/SFRA] (c) 1993 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63414&o=2

$end


$snes=plokg,
$bio

Plok! [Model SNSP-P4-NOE/SFRG] (c) 1993 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63415&o=2

$end


$info=plotting,plottinga,plottingb,plottingu,
$bio

Plotting (c) 1989 Taito.

Export version. For more information about the game itself please see the original Japanese version entry; "Flipull".

- TECHNICAL -

Taito L System hardware
Board Number : K1100440A
Prom Stickers : B96

- TRIVIA -

Plotting was released in July 1989.

This game is known in Japan as "Flipull".

- UPDATES -

The US version has the "Winners Don't Use Drugs" screen.

- PORTS -

NOTE: These are ports released outside Japan and Asia. For Japanese and Asian ports, please see the original Japanese version entry, "Flipull". 

* Consoles : 
Amstrad GX4000 [EU] (1990) 
Microsoft XBOX [EU] (October 14, 2005) "Taito Legends" 
Sony PlayStation 2 [EU] (October 14, 2005) "Taito Legends [Model SLES-53438]" 
Microsoft XBOX [US] (October 25, 2005) "Taito Legends" 
Sony PlayStation 2 [US] (October 25, 2005) "Taito Legends [Model SLUS-21122]" 
Sony PlayStation 2 [KO] (July 18, 2006) "Taito Legends [Model SLKA-15056]" 

* Handhelds : 
Nintendo Game Boy [US] (April 1990) "Flipull [Model DMG-FP-USA]" 

* Computers : 
Sinclair ZX Spectrum [EU] (1990) 
Commodore C64 [EU] (1990) 
Commodore Amiga [EU] (1990) 
Atari ST [EU] (1990) 
Amstrad CPC+ [EU] (1990) 
PC [MS Windows, CD-ROM] [EU] (October 14, 2005) "Taito Legends" 
PC [MS Windows, CD-ROM] [US] (November 10, 2005) "Taito Legends"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1989&o=2

$end


$amigaocs_flop=plotting,
$bio

Plotting (c) 1990 Ocean Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74746&o=2

$end


$a2600=plugatck,
$bio

Plug Attack (c) 19?? Funvision

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50823&o=2

$end


$info=sc4plumb,sc4plumba,sc4plumbb,sc4plumbc,sc4plumbd,sc4plumbe,
$bio

Plumb Crazy Club (c) 200? QPS Interactive.

- TECHNICAL -

[Model QPS142]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42736&o=2

$end


$info=plumppop,
$bio

Plump Pop (c) 1987 Taito.

Use a trampoline to bounce a baby animal into the blocks. You can choose from a cat, a dog and a pig.

- TECHNICAL -

Prom Stickers : A98

Main CPU : (2x) Zilog Z80
Sound Chips : YM2203

Players : 2
Control : dial
Buttons : 2

- TRIVIA -

Plump Pop was released in March 1987 in Japan.

- TIPS AND TRICKS -

* Clouds can be walked upon.

* Catch bonus items with your trampoline for extra points

- STAFF -

Directed by : Yoshihisa Nagata
Game designed by : Mitsukoh Kimura (M.K), Toshio Kohno, Onijust
Programmed by : Yoshihisa Nagata, Yuji Iwasaki, Masaki Ogata
Art designed by : Masami Kikuchi, Kazuya Mikata, Shinobu Iwabuchi, Sachiko Yamana, Kazuya Suzuki, Mitsuru Ogawa
Mechanical engineer : Yasunori Hatsuta
Designed by : Naoko Yoshida
Hardware designed by : Toshiyuki Sanada, Tadashi Kushiro, Noboru Yasukawa
Sound created by : Hisayoshi Ogura (OGR)

- PORTS -

* Consoles : 
Microsoft XBOX [EU] (October 14, 2005) "Taito Legends" 
Sony PlayStation 2 [EU] (October 14, 2005) "Taito Legends [Model SLES-53438]" 
Microsoft XBOX [US] (October 25, 2005) "Taito Legends" 
Sony PlayStation 2 [US] (October 25, 2005) "Taito Legends [Model SLUS-21122]" 
Sony PlayStation 2 [KO] (July 18, 2006) "Taito Legends [Model SLKA-15056]" 
Sony PlayStation 2 [JP] (March 29, 2007) "Taito Memories II Gekan [Model SLPM-66713]" 

* Computers : 
PC [MS Windows, CD-ROM] [EU] (October 14, 2005) "Taito Legends" 
PC [MS Windows, CD-ROM] [US] (November 10, 2005) "Taito Legends"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1990&o=2

$end


$bbca_cass,bbcb_cass=plunder,
$bio

Plunder (c) 1984 CCS

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52238&o=2

$end


$cdi=plunder,
$bio

Plunderball (c) 2002 OlderGames.

What do you get when you mix drugs and game design? If you said E.T. for the Atari 2600 you'd probably be right. If you said Plunderball for the Philips CD-i we'd say that you're in line with our best guess. In all seriousness this game is definitely unique to say the least. Imagine a futuristic soap opera with a pinball twist and you get Plunderball. As odd of a game it may be, it does grab you in and becomes addictive very quickly. The story begins with the kidnapping of a space princess played by some hot blonde chick we don't know and moves on from there as you hit certain objects on the pinball field.

- TRIVIA -

This game was developed by ISG Productions in association with Philips Interactive Media of America. Very little is known about the history of Plunderball except that it was featured in various catalogues by Philips as was the case with many unreleased CD-i games. When show cased to the public for the first time at Classic Gaming EXPO 2002 it certainly was one of the strangest CD-i games ever to grace the system. Probably best described by the games abstract ripped directly from the CD featured below and described by R.W. Creative Director of OlderGames as Wing Commander meets Pinball. This is a great game that surprised all who tried it.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53036&o=2

$end


$info=j_plus2,
$bio

Plus 2 (c) 198? JPM International.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41956&o=2

$end


$info=plusalph,
$bio

Plus Alpha (c) 1989 Jaleco.

- TECHNICAL -

Jaleco Mega System 1-A hardware

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound CPU : Motorola 68000 (@ 7 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.5 Mhz), (2x) OKI6295 (@ 30.303 Khz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in June 1989 in Japan.

Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Plus Alpha - PCCB-00015) on 15/12/1989.

- STAFF -

Main programmer : Papa Sekiya
Character programmer : Motoko
Special programmer : Yuma Yoshida
Main character designer : Rolling.N
Character designers : Otappie Etoh, U. Keijiro
Main scroll designer : Nekomasa
Scroll designers : Markun!, Otatuku
Opening designer : Nekomasa
Present designer : Markun! Takahashi
Ending designer : Otatuku Etoh
Sound : Tsukasa Tawada
Voice actress : Eppin Honda
Sound programmer : Panic Yunma
Game designer : Momonga

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1991&o=2

$end


$info=j2plsmon,
$bio

Plus Money (c) 198? JPM International.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40993&o=2

$end


$info=j2plsmnd,
$bio

Plus Money Deluxe (c) 198? JPM International.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40992&o=2

$end


$info=j2plsnud,j80plsnd,
$bio

Plus Nudge (c) 198? JPM International.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40994&o=2

$end


$info=plus1,
$bio

Plus One (c) 1980 Milton Bradley Co.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95300&o=2

$end


$pc98=plus2,
$bio

Plus Two (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90374&o=2

$end


$cpc_cass=plutnatk,
$bio

Pluton Ataca (c) 1987 Edisoft [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98680&o=2

$end


$bbca_cass,bbcb_cass=plutplun,
$bio

Plutonium Plunder (c) 1984 Micro Power

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52239&o=2

$end


$amigaocs_flop=plutos,
$bio

Plutos (c) 1987 MicroValue

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74747&o=2

$end


$amigaocs_flop=plutosu,
$bio

Plutos (c) 1987 Mindscape, Incorporated. [Northbrook, IL, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74748&o=2

$end


$a7800=plutos,
$bio

Plutos (c) 1990 Tynesoft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50168&o=2

$end


$info=pma,
$bio

PMA Poker (c) 1983 PMA.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32465&o=2

$end


$cpc_cass=pneumham,
$bio

Pneumatic Hammers (c) 1987 Firebird Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98681&o=2

$end


$info=pnickj,
$bio

Pnickies (c) 1994 Capcom Company, Limited.

- TECHNICAL -

Runs on the "CP System" hardware.
[B-Board #: 89625B-1

Players: Up to 2 simultaneously.
Control per player: 8-way joystick
Buttons per player: 2

- TRIVIA -

Pnickies was released in June 1994 in the Japanese arcades. It was known there as the 29th video game made for this system.

Developed by Compile.

- SCORING -

Two ball set : 100 points.
20 ball set : 10,050 points.
40 ball set : 75,050 points.
60 ball set : 400,050 points.
71 ball set : 1,000,050 points.
72 ball set : 10,557,336 points.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1992&o=2

$end


$nes=pfcz,
$bio

???? (c) 19?? Waixing Computer & Technology Co., Ltd.
(Po Fu Chen Zhou)

- TECHNICAL -

Game ID: ES-1092

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76888&o=2

$end


$nes=popoteam,
$bio

Po Po Team [Model TC-023] (c) 19?? Sachen [Taiwan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76889&o=2

$end


$megadriv=pocahont,
$bio

Pocahontas (c) 1996 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56766&o=2

$end


$megadriv=pocahontu,
$bio

Pocahontas (c) 1996 Disney Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57348&o=2

$end


$nes=pocahond,pocahonp,
$bio

Pocahontas (c) 19?? Super Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84082&o=2

$end


$pico=pocahontu,
$bio

Pocahontas - Riverbend Adventures [Model 49030-00] (c) 199? Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75758&o=2

$end


$nes=pocahon2,
$bio

Pocahontas Part 2 (c) 19?? Super Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84083&o=2

$end


$pico=pocahont,
$bio

Pocahontas [Model 49030-05] (c) 199? Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75757&o=2

$end


$gameboy=pocahont,
$bio

Pocahontas [Model DMG-AHQE-USA] (c) 1996 Black Pearl

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66709&o=2

$end


$pico=pocahontb,
$bio

Pocahontas [Model MPR-18808] (c) 199? Tec Toy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75756&o=2

$end


$info=pnyaa,
$bio

Pochi to Nyaa (c) 2003 Aiky.

Pochi to Nyaa is a cutesy puzzle game where the objective is to match the colored invaders in chains much in the vein of the Sega game "Puyo Puyo Fever". Pochi to Nyaa features three different modes of play: story mode, vs. computer mode, and two player vs. mode.

Story mode is a bare bones, single player game with three difficulty settings.  The player works to build up chains in order to gain more time to play in one endless level. Once the timer runs out the game is over.

Vs. Computer mode is more of a real story mode where the player takes on the role of the novice wizard Prim, who has foolishly been lured into the "Pochi and Nyaa Tournament" by the promises of pudding. Before each battle Prim engages her opponent in a brief dialogue in order to advance the storyline. The player advances to the next opponent after winning one round. If the player loses the round then it is game over.

Vs. Player mode is a standard two player battle mode and begins with a character select screen.  After the characters are selected there is a short dialogue to introduce the players' characters and then the battle begins. Whoever wins two round of gameplay is the victor. Unlike many other two player games, Pochi to Nyaa vs. mode is played on one credit and so once the winner is announced the game is over.

In both single player mode games there is a brief introduction to the gameplay to assist the novice player.

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : 0267

Main CPU : Motorola 68000 (@ 12 Mhz), Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2610 (@ 8 Mhz)

Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096

Players : 2
Control : 8-way Joystick
Buttons : 3
=> [A] Turn nyan counterclockwise, [B] Turn nyan clockwise, [C] Change fally nyan to spiky nyan

- TRIVIA -

Released in December 2003.

The game is known outside Japan as "Pochi and Nyaa".

'Pochi' is a common name for a 'dog', and 'Nyaa' is the typical sound for a 'cat', so the title translates as 'Puppy and miaw'. The title is a pun : there is an extra char, so it can be read as 'Pochitto Nyaa', and Pochitto is the sound for a button quickly pressed.

This game was out first out on the Sega Naomi hardware in 2002, and was ported to the SNK Neo-Geo MVS at the end of 2003 (but was not released on the Neo-Geo AES home console).

- STAFF -

Producer : Moo Niitani
Sound Designer : Ichi, Moo Nya-Tani
Instruction : Kashima Tadayuki
Sound Produce : Tanaka Katumi
Sound Direction and Design : Hayashi Kou (Oak-Sun Sound Design), Nagata Daisuke (Oak-Sun Sound Design), Hayashi Kou (Oak-Sun Sound Design), 
Voice Actor : Moo Nya-Tani, Kemi
Development Cooperation : Oak-Sun Sound Design

- PORTS -

* Consoles :
Sony PlayStation 2 (2004)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1993&o=2

$end


$gameboy=pbassfsh,
$bio

Pocket Bass Fishing [Model DMG-ABFJ-JPN] (c) 1998 Bottom Up

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66711&o=2

$end


$gameboy=pockbatl,
$bio

Pocket Battle [Model DMG-CBJ] (c) 1992 Sigma Enterprises, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66712&o=2

$end


$gbcolor=pockbill,
$bio

Pocket Billiards - Funk the 9 Ball [Model CGB-A9BJ-JPN] (c) 2000 Tam [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68509&o=2

$end


$odyssey2=billiard,
$bio

Pocket Billiards! [Model AC9424] (c) 1978 Magnavox Co., The [Fort Wayne, IN, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95596&o=2

$end


$gbcolor=pockbman,
$bio

Pocket Bomberman [Model DMG-AKQE-USA] (c) 1998 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68510&o=2

$end


$gameboy=pockbman,
$bio

Pocket Bomberman [Model DMG-AKQP-EUR] (c) 1998 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66713&o=2

$end


$gameboy=pockbmanj,
$bio

Pocket Bomberman [Model DMG-APOJ-JPN] (c) 1997 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66714&o=2

$end


$gbcolor=pockbwl,
$bio

Pocket Bowling [Model DMG-AVBE-USA] (c) 1999 Jaleco Company, Limited. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68513&o=2

$end


$gbcolor=pockbwlj,
$bio

Pocket Bowling [Model DMG-AVBJ-JPN] (c) 1998 Athena Co. Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68512&o=2

$end


$gameboy=pockcam,
$bio

Pocket Camera [Model MGB-006] (c) 1998 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66715&o=2

$end


$ngpc=neo21,
$bio

Pocket Casino Series - Neo 21 [Model NEOP00700] (c) 2000 SNK Corp. [Shin Nihon Kikaku] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82559&o=2

$end


$ngpc=neobacca,neobaccap,
$bio

Pocket Casino Series - Neo Baccarat [Model NEOP00980] (c) 2000 SNK Corp. [Shin Nihon Kikaku] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82560&o=2

$end


$ngpc=neocherc,neochercp,
$bio

Pocket Casino Series - Neo Cherry Master Color [Model NEOP00240] (c) 1999 SNK Corp. [Shin Nihon Kikaku] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82562&o=2

$end


$ngp=neocher,
$bio

Pocket Casino Series - Neo Cherry Master (c) 1998 Dyna.

- TECHNICAL -

Cartridge ID: NEOP00140

- TRIVIA -

Released on December 25, 1998 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82561&o=2

$end


$ngpc=neodraga,neodrag,
$bio

Pocket Casino Series - Neo Dragon's Wild [Model NEOP00150] (c) 1999 SNK Corp. [Shin Nihon Kikaku] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82563&o=2

$end


$ngpc=neomystr,
$bio

Pocket Casino Series - Neo Mystery Bonus [Model NEOP00160] (c) 1999 SNK Corp. [Shin Nihon Kikaku] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82564&o=2

$end


$gbcolor=pockcbil,
$bio

Pocket Color Billiards [Model CGB-A3AJ-JPN] (c) 1999 Bottom Up

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68514&o=2

$end


$gbcolor=pockcblk,
$bio

Pocket Color Block [Model DMG-AC6J-JPN] (c) 1998 Bottom Up

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68515&o=2

$end


$gbcolor=pockcmj,
$bio

Pocket Color Mahjong [Model DMG-A2AJ-JPN] (c) 1999 Bottom Up

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68516&o=2

$end


$gbcolor=pockctrm,
$bio

Pocket Color Trump [Model DMG-A4CJ-JPN] (c) 1999 Bottom Up

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68517&o=2

$end


$gbcolor=pockcook,
$bio

Pocket Cooking [Model CGB-APJJ-JPN] (c) 2001 J-Wing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68518&o=2

$end


$gbcolor=pockden2,
$bio

Pocket Densha 2 [Model DMG-AP8J-JPN] (c) 1999 Coconuts Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68519&o=2

$end


$gameboy=pockdens,
$bio

Pocket Densha [Model DMG-ATNJ-JPN] (c) 1998 Coconuts Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66716&o=2

$end


$psx=pocketwb,
$bio

Pocket DigimonWorld - Wind Battle Disc [Model SLPS-02992] (c) 2000 Bandai Co., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85539&o=2

$end


$psx=pocketwc,
$bio

Pocket DigimonWorld Cool & Nature Battle Disc [Model SLPS-03146] (c) 2001 Bandai Co., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85540&o=2

$end


$psx=pocketdi,
$bio

Pocket DigimonWorld [Model SLPS-02800] (c) 2000 Bandai Co., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85538&o=2

$end


$gba=pcketdog,
$bio

Pocket Dogs [Model AGB-BTDE-USA] (c) 2005 O3 Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72162&o=2

$end


$gbcolor=pockfam2,
$bio

Pocket Family GB2 [Model CGB-HF2J-JPN] (c) 1999 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68520&o=2

$end


$gameboy=pockfam,
$bio

Pocket Family [Model DMG-HFAJ-JPN] (c) 1998 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66717&o=2

$end


$saturn,sat_cart=pocketfi,pocketfia,
$bio

Pocket Fighter (c) 1998 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59515&o=2

$end


$info=pfghtj,
$bio

Pocket Fighter (c) 1997 Capcom.

A superb, abstract and humorous fighting game featuring miniaturized renditions from several Capcom fighting games; including the legendary "Street Fighter" series, as well as "Darkstalkers" and the little-known "Red Earth".

During a bout, players will be able to release coloured gems from successful attacks against their opponent, as well as from wooden chests that regularly appear. Collecting these gems will 'power-up' the player's character, giving them more powerful attacks. There are two bars and three sub-bars in the interface. The two main bars are the life bar and the super bar; the first indicates the player's health and the second their ability to throw super combos. The Super Bar itself can be filled up to nine levels, allowing players to execute more super combos. Each super combo has a level assigned to it, and it uses Super Bars depending on it.

The 3 sub-bars show the level of 3 of each player's special moves. Each character has at least three special moves, as shown in the sub-bars, and each of these corresponds to a color. Some characters have one or two additional Special Moves that aren't affected by sub-bars. Each time a player shoots their opponent, gems pop out of him or her, and the attacker can take them to power up their own special moves according to the colors.

There are 4 buttons : PUNCH, KICK, SPECIAL, and TAUNT. The Special button is a chargeable move that cannot be blocked and upon impact drops gems in the opponent's possession. More gems will be dropped depending on how much the player charges the attack. Holding Down, Forward or no direction at all when using the Special button will cause a specific gem color to drop from the enemy. Holding Back along with the Special button allows for a defense that is specific against the unblockable Special attacks. Other kinds of attacks do no damage when blocked, and unlike most 2-D fighting games, this includes special and super moves.

Pocket Fighter also features Flash Combos in which a player can execute a combo by pressing the KICK or PUNCH button after they have hit their opponent using the PUNCH button for a total of 4 hits. Flash Combos will usually cause a player's fighter (except Ryu) to change into various costumes during the sequence, and perform a powerful attack in the end. This final hit is usually the hardest in the sequence to connect with. These costumes range from uniforms (such as traffic cops or schoolgirls), to swimsuits, and even cameos of other Capcom characters. For example, Chun-Li may turn into Jill Valentine from the Resident Evil series, while Felicia may turn into Mega Man or other Darkstalkers characters not playable in the game.

The commands are also very easy compared to the Street Fighter series, thanks to SPECIAL button. By doing a motion (for example : qcf or hcf) and pressing the Special Button the fighter will launch his or her super combo.

In addition to the usual punches, kicks and fireballs, each character has a couple of very abstract yet powerful 'special' attacks; which can range from the player producing a huge mallet (Ken), to standing on a podium and motioning a bicycle race through the opposing fighter (Chun Li).

- TECHNICAL -

Runs on the "CP System II" hardware.
Green Board [Japan]

Players: Up to 2.
Control: 8-way joystick per player.
Buttons: 3 per player.

- TRIVIA -

Pocket Fighter was released in September 1997 in the Japanese arcades. It was known as the 25th video game released for the CPS-II hardware.

It was known outside Japan as Super Gem Fighter. Here is a list of known Export releases:
"Super Gem Fighter - Mini Mix [Blue Board]"
"Super Gem Fighter - Mini Mix [Grey Board]"
"Super Gem Fighter - Mini Mix [Orange Board]"

Many elements of the game come from "Super Puzzle Fighter 2 X" (basically gems and sounds).

When you talk about cameos in fighting games, this game is way packed in this category! Here are some famous ones :
Felicia : Can disguise herself as Megaman ("Mega Man - The Power Battle"), Rikuo / Sasquatch / Huitzil ("Darkstalkers - The Night Warriors"), Gamof & Rimgal ("Star Gladiator - Episode : I Final Crusade").
Ibuki : Among her costumes are Rolento (Street Fighter Zero) and Chaka ("Jojo's Bizarre Adventure").
Chun Li : She disguises herself as Jun May Williams ("Star Gladiator - Episode : I Final Crusade") & Jill Valentine ("Resident Evil").
Gouki : He disguises himself as Leo ("Warzard").
Also when performing his Shun Goku Satsu the old way (Punch, Punch, Towards, Kick, Special) he parodies Guy's Musou Renge Super Combo! ("Street Fighter Zero").
Lord Raptor's graveyard makes a cameo in Gouki's ending!
Ken : Some disguises are a soccer player ("Capcom Sports Club") and Hol Horse ("Jojo's Bizarre Adventure").
Tessa : In one of her costumes she disguises as Midler ("Jojo's Bizarre adventure").
Also when she is low on energy and she blocks an attack she summons Pao ("Warzard") and uses her as a living shield!. :(
Morrigan : When performing her 'Darkness Ilussion' she summons her kid sister Lillith ("Vampire Savior - The Lord Of Vampire").
Hauzer : The huge monster who appears on Ryu's ending is a boss character in "Warzard".
Zanglief : His Leaping Bite super combo actually happens to be a parody of Birdie's Murder Chain super combo (However Zangief modifies the second part of the move by biting the opponent instead of slamming them on the ground as Birdie does!).
The 'Capsy' soft drink (seen in Felicia's ending) is a parody of the Pepsi cola!. :)

Additionally you can find lots of famous Capcom characters on the game's backgrounds, some of these are :
Blanka, Dhalsim & his wife Sari, E. Honda, M. Bison, Cammy, Fei Long, Guile, Charlie, Vega, Dee Jay, Birdie, Gen, Sodom, Guy & Rolento (Street Fighter games).
Rikuo & Riki, Victor, Bishamon, Jon Talbain, Hsien Ko (disguised as Santa Claus!), Sasquatch, Demitri, Jedah (as a woman!), Donovan & Anita, Baby Bonnie Hood, Lin lin (in the game's logo!) & Huitzil (Darkstalkers/Vampire Savior games).
Chris Redfield (looking quite pale & angry!), the giant snake boss (that is trying to gobble up Rikuo!) & a few zombies! (Resident Evil games).
Helena ("Street Fighter III - New Generation").
Vampire Mistress in Red Dress (seen in Demitri's stage in "Vampire Savior - The Lord Of Vampire").
Demitri's girlfriends (seen in his own stage as well as in his ending in Darkstalkers & Nightwarriors games).
Jun May Williams & Rimgal ("Star Gladiator - Episode : I Final Crusade").
Don Tacos ("Pang! 3").
Pao & Leo ("Warzard").
Son Gokuu ("Son Son").

All of the death scenes that occur when a character is defeated are taken from famous old games, such as "Son Son"'s 'splash down the drain' or the famous "Final Fight" / "Double Dragon" 'blink-out'.

The long-nosed karate character bearing a halo that appears with Dan during certain moves is Dan's father who was killed by Sagat. The long-nosed karate fighter is a hilarious parody of Mr. Karate, aka Takuma Sakazaki of the AOF/KOF series, who wore a long-nosed Tengu mask in the original "Art of Fighting" when disguised as the final boss.

- TIPS AND TRICKS -

* Play as Gouki : at the character select screen, highlight Ryu and press Left.

* Play as Dan : at the character select screen, highlight Ken and press Right.

* Alternate ending : after beating the game, hold the 'Special' button before the credits appear to listen an alternate ending tune (Note : This trick works only in the Japanese version).

- STAFF -

Object designers : Ino, Nishimura Masaru, Yorio, Shigeyama, Ohsumi Tomohiko, Mayano, Kimikimo & Sema, Iwasaki, Ikusan Z, Kitasan, Rumichan, Tamura Chizuko
Scroll designers : Takako Nakamura, Hiroki Ohnishi, Ojiji, Hirokazu Yonezuka, Yoichi Tanoue, R.Uno
Character Designers : Edayan, I.Yamazaki, Jiwasaki, Sakomizu, Babatin, Uka-Bin
Music composers & Arrangement : Isao Abe, Yuki Iwai, Setsuo Yamamoto
Sound designers : Satoshi Ise, Ryoji, Hiroshi Ohno
Programmers : Knight Rider Giu, Senor, Pon, Ittetsu, Shinchan (as 'Hyper Shinchan'), Minomiya, Cham Cho Choy, Hard.Yas (- Enemy -), Team Dirty Beret
Game designers : Spp Iorya, Muraski Umagoyashi, Burns Fuji, Ohashi Mamoru, Team Sadogatake
Producer : Takashi Sado
General producer : Noritaka Funamizu
Executive producer : Yoshiki Okamoto 

Voice Actors : 
Ibuki : Amano Yuri
Felicia : Araki Kae
Tessa : Ishii Naoko
Ken Masters : Tetsuya Iwanaga
Sakura Kasugano : Sasamoto Yuko
Morrigan : Jinguji Yayoi
Zangief : Takagi Wataru
Akuma : Tomomichi Nishimura
Hsien-Ko : Neya Michiko
Ryu : Hoshi Souichiro
Dan Hibiki : Hosoi Osamu
Chun-Li : Miyamura Yuko

- PORTS -

* Consoles : 
Sony PlayStation [JP] (June 11, 1998) [Model SLPS-01360] 
Sony PlayStation [JP] (February 24, 2000) PS The Best edition [Model SLPS-91191]") 
Sega Saturn [JP] (July 9, 1998) [Model T-1230G] 
Bandai WonderSwan [JP] (April 6, 2000) [Model SWJ-BAN00A] 
Sony PlayStation 2 [JP] (May 25, 2006) "Street Fighter Zero Fighter's Generation" [Model SLPM-66409] 
Sony PlayStation 2 [JP] (November 15, 2007) "Street Fighter Zero Fighter's Generation [Best Price]" [Model SLPM-66854]
Sony PlayStation 3 [PSOne Classics] [JP] (April 13, 2011)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1994&o=2

$end


$psx=pocketfi,
$bio

Pocket Fighter [Model SLPS-01360] (c) 1998 Capcom Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85541&o=2

$end


$wswan=pocketfi,
$bio

Pocket Fighter [Model SWJ-BAN00A] (c) 2000 Bandai Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86368&o=2

$end


$info=pcktgal,pcktgal2,pcktgal2j,
$bio

Pocket Gal (c) 1987 Data East.

- TECHNICAL -

Main CPU : MOS Technology M6502 (@ 2 Mhz)
Sound CPU : MOS Technology M6502 (@ 1.5 Mhz)
Sound Chips : YM2203 (@ 1.5 Mhz), YM3812 (@ 3 Mhz), OKI MSM5205 (@ 384 Khz)

Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 512

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in December 1987.

This game is also known as "Super Pool III".

A bootleg of this game was made by 'Yada East'.

- UPDATES -

"Pocket Gal 2" is not the sequel to Pocket Gal, it's the English text version.

In "Super Pool III" instead of the girl stripping between levels, the fully clothed image is repeated.

- SERIES -

1. Pocket Gal (1987)
2. Pocket Gal Deluxe (1992)

- STAFF -

Programmers : R. Minagawa, Shinichi
Game Designer : Kinta58000
Graphic : Masa, Fujimi, Astaroth, Mixman
Sound : Hitomi Komatsu, Tatsuya Kiuchi, Yoshida Hiroaki (MARO), Azusa Hara (AZUSA)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1995&o=2

$end


$info=pcktgalb,
$bio

Pocket Gal (c) 1989 Yada East Corp.

Bootleg version, by Yada East, of the original Data East.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=34391&o=2

$end


$info=pktgaldx,pktgaldxj,
$bio

Pocket Gal Deluxe (c) 1992 Data East.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 14 Mhz)
Sound Chips : OKI6295 (@ 7.627 Khz), OKI6295 (@ 15.255 Khz)

Players : 2
Control : 8-way Joystick
Buttons : 3

- TRIVIA -

Even if titlescreen says 1992, Pocket Gal Deluxe was released in January 1993 in Japan.

Licensed to Nihon System for Japanese manufacture and distribution.

A bootleg made by 'Data West' is known.

- SERIES -

1. Pocket Gal (1987)
2. Pocket Gal Deluxe (1992)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3496&o=2

$end


$info=pktgaldxb,
$bio

Pocket Gal Deluxe (c) 1993 Data West Corp.

A bootleg version of the original "Pocket Gal Deluxe" by Data East.

- TRIVIA -

Released in January 1993.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=34390&o=2

$end


$info=pgalvip,pgalvipa,
$bio

Pocket Gals V.I.P (c) 1996 Ace International.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48296&o=2

$end


$gbcolor=pockgis,
$bio

Pocket GI Stable [Model DMG-APUJ-JPN] (c) 1999 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68521&o=2

$end


$gameboy=pocktglf,
$bio

Pocket Golf [Model DMG-AP6J-JPN] (c) 1998 Bottom Up

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66718&o=2

$end


$gbcolor=pockgt,
$bio

Pocket GT [Model CGB-A7GJ-JPN] (c) 1999 M²TO, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68522&o=2

$end


$gbcolor=pockhana,
$bio

Pocket Hanafuda [Model CGB-A6PJ-JPN] (c) 1999 Bottom Up

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68523&o=2

$end


$gamegear=pocketj,
$bio

Pocket Jansou [Model T-14067] (c) 1992 Namco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64776&o=2

$end


$gameboy=poktknji,
$bio

Pocket Kanjirou [Model DMG-ASAJ-JPN] (c) 1998 Shingakusha Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66719&o=2

$end


$gbcolor=pockking,
$bio

Pocket King [Model DMG-AV5J-JPN] (c) 2001 Namco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68524&o=2

$end


$gameboy=pocktkyo,
$bio

Pocket Kyoro-chan [Model DMG-AKYJ-JPN] (c) 1998 Tomy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66720&o=2

$end


$gameboy=poktlov2,
$bio

Pocket Love 2 [Model DMG-APVJ-JPN] (c) 1998 KID

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66722&o=2

$end


$ngpc=poktlove,
$bio

Pocket Love if [Model NEOP00440] (c) 1999 KID [Kindle Imagine Develop]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82567&o=2

$end


$gameboy=poktlove,
$bio

Pocket Love [Model DMG-APLJ-JPN] (c) 1997 KID

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66721&o=2

$end


$gbcolor=pocklure,
$bio

Pocket Lure Boy [Model CGB-AQIJ-JPN] (c) 1999 King Records

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68525&o=2

$end


$gameboy=pocketmj,
$bio

Pocket Mahjong [Model DMG-ABGJ-JPN] (c) 1997 Bottom Up

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66723&o=2

$end


$a800=pmodem,
$bio

Pocket Modem Software (c) 1984 BOT Engineering

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86658&o=2

$end


$snes=pokemon,pokemonh,
$bio

Pocket Monster (c) 199? DVS Electronics Co.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63417&o=2

$end


$gbcolor=pokeruby,
$bio

Pocket Monster Ruby (c) 2003 Sintax.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68526&o=2

$end


$gbcolor=pokesaph,
$bio

Pocket Monster Saphire (c) 200? Sintax.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68527&o=2

$end


$gbcolor=pokecrysj,pokecrysb,
$bio

Pocket Monsters - Crystal Version [Model CGB-BXTJ-JPN] (c) 2000 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68528&o=2

$end


$gba=pokeemerj,
$bio

Pocket Monsters - Emerald [Model AGB-BPEJ-JPN] (c) 2004 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72163&o=2

$end


$gba=pokefirdja,pokefirdj,
$bio

Pocket Monsters - Fire Red [Model AGB-BPRJ-JPN] (c) 2004 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72164&o=2

$end


$gba=pokemysdj,
$bio

Pocket Monsters - Fushigi no Dungeon Aka no Kyuujotai [Model AGB-B24J-JPN] (c) 2005 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72165&o=2

$end


$gba=pokelfgrj,
$bio

Pocket Monsters - Leaf Green [Model AGB-BPGJ-JPN] (c) 2004 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72166&o=2

$end


$gameboy=pokepikac,pokepikab,pokepikaa,pokepika,
$bio

Pocket Monsters - Pikachu [Model DMG-APSJ-JPN] (c) 1998 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66724&o=2

$end


$gba=pokerubyj,
$bio

Pocket Monsters - Ruby [Model AGB-AXVJ-JPN] (c) 2002 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72167&o=2

$end


$gba=pokesaphj,
$bio

Pocket Monsters - Sapphire [Model AGB-AXPJ-JPN] (c) 2002 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72168&o=2

$end


$pico=pokehkk,
$bio

Pocket Monsters Advance Generation - Hiragana Katakana Kakechatta! [Model HPC-6134] (c) 2003 Sega Toys

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75759&o=2

$end


$pico=pokewai,
$bio

Pocket Monsters Advance Generation - Minna De Pico - Pokemon Waiwai Battle! [Model HPC-6143] (c) 2004 Sega Toys

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75760&o=2

$end


$gameboy=pokeakaa,pokeaka,
$bio

Pocket Monsters Aka [Model DMG-APAJ-JPN] (c) 1996 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66725&o=2

$end


$gameboy=pokeao,
$bio

Pocket Monsters Ao [Model DMG-APEJ-JPN] (c) 1996 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66726&o=2

$end


$gbcolor=pokedmnda,
$bio

Pocket Monsters Diamond (c) 200? Unknown [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68529&o=2

$end


$gbcolor=pokeeun,
$bio

Pocket Monsters Eun [Model CGB-AAXK-KOR] (c) 2002 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68530&o=2

$end


$gbcolor=pokegeum,
$bio

Pocket Monsters Geum [Model CGB-AAUK-KOR] (c) 2002 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68532&o=2

$end


$gbcolor=pokegina,pokegin,
$bio

Pocket Monsters Gin [Model DMG-AAXJ-JPN] (c) 1999 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68533&o=2

$end


$gbcolor=pokegogo,
$bio

Pocket Monsters GO!GO! GO! (c) 200? Unknown [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68531&o=2

$end


$gbcolor=pokekina,pokekin,
$bio

Pocket Monsters Kin [Model DMG-AAUJ-JPN] (c) 1999 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68534&o=2

$end


$gameboy=pokemidoa,pokemido,
$bio

Pocket Monsters Midori [Model DMG-APBJ-JPN] (c) 1996 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66727&o=2

$end


$nes=pokered,
$bio

Pocket Monsters Red (c) 19?? Waixing Computer & Technology Co., Ltd. [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76890&o=2

$end


$n64=pokesnapj,
$bio

Pocket Monsters Snap (c) 1999 Nintendo.

- TECHNICAL -

Model NUS-NPFJ

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57907&o=2

$end


$n64=pokestd2j,
$bio

Pocket Monsters Stadium 2 (c) 1999 Nintendo.

- TECHNICAL -

Model NUS-CP2J

- TRIVIA -

Released on April 30, 1999 in Japan.

- STAFF -

Director: Takao Shimizu
Program Director: Yasunari Nishida
Art Director: Tatsuya Hishida
2D CG Director: Masanao Arimoto
3D CG Director: Shinya Takahashi
Mini‑Game Director: Makoto Wada
Battle Scene Programmer: Kenji Yamamoto
Effects Programmer: Yasuhiro Kawaguchi
Mini‑Game Programmers: Yuzuru Ogawa, Tsutomu Kaneshige, Shiro Mouri
Data Management Programmer: Shunsaku Kitamura
AI Programmer: Satoru Osako
GB System Programmer: Tomohiro Kawase
2D CG Designers: Tokihiko Toyoda, Makoto Tanaka, Shigefumi Hino, Yasushi Matsubara, Tomoaki Nakahara
3D CG Designers: Noriko Ikegawa, Junji Morii, Ryūji Kobayashi, Makoto Miyanaga
Pokémon Modeling Directors: Tsuyoshi Watanabe, Benimaru Itoh
Pokémon Modelers: Hitoshi Kobayashi, Toru Kurashige, Akira Yamazaki, Shizu Higashiyama, Takeshi Iizuka, Hajime Kuroyanagi, Tomoaki Imakuni, Kazuo Yazawa, Shinichi Yoshikawa, Mitsuteru Sato, Takemi Ichikawa, Atsuko Ujiie, Satomi Kokubo, Hikaru Jinguji, Hiroaki Ito, Ryuta Kusumi, Nachi Sugiyama, Yuichi Sawayama, Jungo Suzuki, Akira Matsumoto, Masaya Kano, Masato Nagashima, Ken Ikuji, Naotoshi Shike, Kazumi Nishino, Hiroshi Ishikawa, Tomomi Takeda, Hideki Ono, Shinya Ohata, Shigeo Kushida, Akiko Shibata, Akio Shibutani, Yukio Seike, Tomono Nishigori, Hiroyuki Fujiwara, Kei Hoshiba, Kenji Matsuura, Junpei Mizusaki, Mari Yamasaki, Hideo Yamato, Hiroaki Takenaka, Tomoyoshi Yamane, Shinya Sano
Battle Data Director: Yasuyuki Oyagi
Battle Data Designers: Kouji Doi, Takashi ouishi
Battle Sequence Director: Kimiharu Hyodo
Battle Sequence Designers: Naotaka Matsumoto, Seiji Ochiba
Sound Director: Masafumi Kawamura
Sound Programmers: Mitsuhiro Hikino, Hideaki Shimizu
Sound Composition: Hajimi Wakai, Kenta Nagata, Touru Minegishi
Voice of Pikachu: Ikue outani
Stadium Announcer: Ted Lewis
Recording Engineer: Questar Welsh (Real to Reel Recording Inc.)
Transfer Pak Staff: Kazuo Koshima, Yuji Kimijima, Kenichiro Ashida, Kazunori Koshiishi, Kouji Mitsunari
Technical Support: Takashi Sakuma, Yoshiyuki Tagawa, Koichi Koyasu, Satoshi Kikkawa, Shigefumi Kawase, Jun Yamazaki, Chiharu Ito, Hironobu Kakui, Hirohito Yoshimoto, Yoshinori Tanimoto, Tetsuya Sasaki, Shin Hasegawa, Yasuki Tawaraishi
Character Supervisor: Yoichi Kotabe
Original Game Design: Satoshi Tajiri
Original Characters: Ken Sugimori, Shigeki Morimoto, Motofumi Fujiwara, Atsuko Nishida
Advisors: Takenori Ohta, Junichi Masuda, Koji Nishino, Hiroyuki Jinnai
Special Thanks: Kenji Saiki, Katsuhito Yamauchi, Tadashi Inoue, Kensuke Tanabe, Keisuke Terasaki, Naruhisa Kawano, Yasuhiro Sakai, Atsushi Tejima, Wataru Yamaguchi, Yusuke Nakano, Masanori Sato, Michiyo Oshio, Hiroto Alexander, Kiyohiko Ando
Product Testing: Randy Shoemake, Kathy Huguenard
Testing: Super Mario Club
U.S. Coordination: Gail Tilden, Hiro Nakamura, Kenji Okubo
Progress Management: Kimiyoshi Fukui, Keizou Katou
Producers: Kenji Miki, Tsunekazu Ishihara, Satoru Iwata, Shigeru Miyamoto
Executive Producer: Hiroshi Yamauchi

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57909&o=2

$end


$n64=pokestdk,
$bio

Pocket Monsters Stadium Kin Gin [Model NUS-NP3J] (c) 2000 Nintendo [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57910&o=2

$end


$n64=pokestdj,
$bio

Pocket Monsters Stadium (c) 1998 Nintendo.

- TECHNICAL -

Model NUS-CPSJ

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57908&o=2

$end


$pico=pokemon,
$bio

Pocket Monsters Suuji wo Tsukamaeyou! [Model HPC-6113] (c) 2002 Sega Toys

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75761&o=2

$end


$gbcolor=pockmus,
$bio

Pocket Music (c) 2002 Rage

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68535&o=2

$end


$gba=pcketmus,
$bio

Pocket Music [Model AGB-AP9P-EUR] (c) 2002 Rage

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72169&o=2

$end


$psx=pocketmu,
$bio

Pocket Muumuu [Model SCPS-10076] (c) 1999 Sony Computer Ent., Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85542&o=2

$end


$wscolor=doraemon,
$bio

Pocket no Naka no Doraemon [Model SWJ-BANC0D] (c) 2001 Bandai Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86473&o=2

$end


$gbcolor=pocknaka,
$bio

Pocket no Naka no Oukoku [Prototype] (c) 2000 Hect [Hector] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68543&o=2

$end


$gbcolor=pockprow,
$bio

Pocket Pro Wrestling - Perfect Wrestler [Model CGB-AJVJ-JPN] (c) 2000 J-Wing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68536&o=2

$end


$gbcolor=pockyak,
$bio

Pocket Pro Yakyuu [Model CGB-BPPJ-JPN] (c) 2000 Epoch Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68537&o=2

$end


$gba=pcketprf,
$bio

Pocket Professor - Kwik Notes - Vol. 1 [Model AGB-BPJE-USA] (c) 2006 Pocket Direct

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72170&o=2

$end


$gameboy=poktpuyo,
$bio

Pocket Puyo Puyo 2 (c) 1996 Compile.

- TECHNICAL -

Game ID: DMG-APYJ-JPN

- TRIVIA -

Pocket Puyo Puyo 2 was released on December 13, 1996 in Japan.

- STAFF -

Executive producer: Masamitsu Niitani (Moo Nitani)
Director: Takafumi Tanida
Programmer: Takayuki Hirono (Jemini)
Graphic: Shinichiro Takamoto (Sawatari Jusaburo), Kazufumi Sakaki (Sakaki Kazufumi)
Sound and effect: Masanobu Tsukamoto (Wada Motomi)
Support: Takin
Editorial management: Rainbow Papa
Editorial design: Kazuto Hisoku, Amon, Akira Minazuki
Illustration: Nekonyan, Soncho Sawa (Sonchoh-sawa)
Special thanks: Peloli, Benjamin Kono, Shinichiro Otsuka (Gashin), Youma-kourui, Chiaki Minami, Macky, Nyo-nyo, Yamachii, Hamaji, Moyashi-kun, Acty, A-key, Ebifurai Hachi, C.T., Shin chan, Shiina Hasato (Shiina-Hasato), Mask, Ungen, Namakemono

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47801&o=2

$end


$gbcolor=poktpuys,
$bio

Pocket Puyo Puyo Sun (c) 1998 Compile.

- TECHNICAL -

[Model CGB-AYSJ-JPN]

- TRIVIA -

Pocket Puyo Puyo Sun was released on November 27, 1998 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47812&o=2

$end


$gbcolor=poktpuyn,
$bio

Pocket Puyo Puyo-n [Model CGB-BPYJ-JPN] (c) 2000 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68538&o=2

$end


$info=pocketrc,
$bio

Pocket Racer (c) 1996 Namco.

A Ridge Racer spin-off with small cars.

- TECHNICAL -

Game ID : PKR
Namco System 11 Hardware

Main CPU : PSX (@ 16.9344 Mhz), M37702 (@ 16.384 Mhz)
Sound Chips : C352 (@ 16.384 Mhz)

Colors palette : 65536

Players : 1
Control : steering wheel
Pedals : accelerator and brake

- TRIVIA -

Even if titlescreen says 1996, Pocket Racer was released in March 1997 in Japan.

- TIPS AND TRICKS -

Hold the VIEW button to switch the cars from POCKET to NORMAL in the car selection screen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4204&o=2

$end


$gbcolor=pockrace,
$bio

Pocket Racing [Model CGB-BPKP-EUR] (c) 2000 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68539&o=2

$end


$ngpc=pockrevj,
$bio

Pocket Reversi [Model NEOP00790] (c) 2000 Success

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82569&o=2

$end


$ngpc=pockrev,
$bio

Pocket Reversi [Model NEOP01040] (c) 2000 SNK Corp. [Shin Nihon Kikaku] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82568&o=2

$end


$gameboy=poktshog,
$bio

Pocket Shougi [Model DMG-AP5J-JPN] (c) 1998 Bottom Up

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66728&o=2

$end


$gbcolor=pocksm,
$bio

Pocket Smash Out (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68541&o=2

$end


$gbcolor=pocksmrt,
$bio

Pocket Smash Out & Race Time (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68540&o=2

$end


$gbcolor=pocksocr,
$bio

Pocket Soccer [Model CGB-BPSP-EUR] (c) 2001 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68542&o=2

$end


$gameboy=pocksonr,
$bio

Pocket Sonar (c) 1998 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66729&o=2

$end


$gameboy=poktstad,
$bio

Pocket Stadium [Model DMG-PKJ] (c) 1990 Atlus Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66730&o=2

$end


$ngpc=ptennisc,
$bio

Pocket Tennis Color [Pocket Sport Series] [Model NEOP00280] (c) 1999 SNK Corp. [Shin Nihon Kikaku] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82573&o=2

$end


$ngp=ptennis,
$bio

Pocket Tennis [Pocket Sports Series] (c) 1998 Yumekobo.

- TECHNICAL -

Cartridge ID: NEOP00090

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82576&o=2

$end


$nes=pockzaur,
$bio

Pocket Zaurus - Juu Ouken no Nazo (c) 1987 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54509&o=2

$end


$pc98=pocky,pockya,
$bio

Pocky (c) 1989 PonyTale Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90375&o=2

$end


$pc8801_flop=pocky,
$bio

Pocky (c) 1989 PonyTale Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92648&o=2

$end


$msx2_flop=pocky,pockya,
$bio

Pocky (c) 1989 PonyTale Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101949&o=2

$end


$snes=pocky2u,pocky2up,
$bio

Pocky & Rocky 2 [Model SNS-29-USA] (c) 1994 Natsume [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63421&o=2

$end


$snes=pocky2,
$bio

Pocky & Rocky 2 [Model SNSP-29-EUR] (c) 1994 Natsume [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63420&o=2

$end


$gba=pocky,
$bio

Pocky & Rocky with Becky [Model AGB-APKE-USA] (c) 2002 Natsume, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72171&o=2

$end


$snes=pockyu,
$bio

Pocky & Rocky [Model SNS-KK-USA] (c) 1993 Natsume [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63419&o=2

$end


$snes=pocky,pockys,
$bio

Pocky & Rocky [Model SNSP-KK-EUR] (c) 1993 Natsume [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63418&o=2

$end


$pc8801_flop=pocky2,
$bio

Pocky 2 (c) 1991 PonyTale Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92649&o=2

$end


$pc98=pocky2,pocky2a,
$bio

Pocky 2 - Kaijin Aka Mantle no Chousen (c) 1991 PonyTale Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90376&o=2

$end


$nes=pocohon,
$bio

Pocohontos (c) 199? NT.

- STAFF -

Developed by: Ei-How Yang

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84084&o=2

$end


$bbca_cass,bbcb_cass=podd,
$bio

Podd (c) 1984 Acornsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52240&o=2

$end


$mc10=poetry,
$bio

Poetry (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87684&o=2

$end


$cpc_cass=pogostik,
$bio

Pogostick Olympics (c) 1987 Firebird Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98682&o=2

$end


$snes=poipoi,
$bio

Poi Poi Ninja World [Model SFT-0103] (c) 1996 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61964&o=2

$end


$pc8801_cass=poibos,
$bio

Poibos Part-1 - Dasshutsu (c) 1983 Daimyo Micom Gakuen

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91259&o=2

$end


$x1_cass=poibos,poibosa,
$bio

Poibos Part-1 - Dasshutsu (c) 1985 Ouyou Densan Giken [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86259&o=2

$end


$info=ptblank,ptblanka,
$bio

Point Blank (c) 1994 Namco.

A challenging light gun game where players can select from a variety of target practice mini games.

Many games require skill and accuracy, such as shooting cardboard cutouts of criminals, a one-shot chance at hitting a leaf, aiming for a specific toy from a shelf, and shooting at objects that move across the screen or rush towards the player.

Your 'judgement' is based on your shooting accuracy in some games, and others require you to hit a certain number of targets within the given time.

- TECHNICAL -

Namco System NB-1 hardware
Game ID : GN

Main CPU : Motorola 68EC020 (@ 24.192 Mhz), M37702 (@ 16.128 Mhz)
Sound Chips : C352 (@ 16.128 Mhz)

Players : 2
Control : lightgun
Buttons : 1

- TRIVIA -

Released in October 1994.

This game is known in Japan as "Gun Bullet".

Julian Hicks holds the official record for this game with 135,730 points.

Soundtrack releases :
Gun Bullet / Namco Game Sound Express Vol.22 [Victor Entertainment - VICL-15046  - Sep 21, 1995]

- SERIES -

1. Point Blank (1994)
2. Point Blank 2 (1999)
3. Point Blank 3 (2001)

- STAFF -

Planning director : S. Tohyama
Game coordinator : Y. Kounoe
'Oyaji' programmer : Yasushi .O
Main programmer : S. Yamada
Programmer : Kenichi. T
CG designers : H.K, D. Onizuka
3-D designers : Shigemasa, Gonta
'Oyaji' Dotter : Norion5
Music & Sound FX : Takayuki Aihara, Ishikavan, Hiroto Sasaki (Saman)
Mechanical designers : Ohara, Inoue
System constructors : T. Inui, KJ-, Masayuki. K
Industrial designers : Tohru. Y, H. Shimane

- PORTS -

* Consoles :
Sony PlayStation (1998)
Sony PlayStation 2 (2002, "Gunvari Collection + Time Crisis")
Nintendo DS (2006, "Unou no Tatsujin Ganbare Trainer")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1996&o=2

$end


$info=ptblank2,ptblank2ua,
$bio

Point Blank 2 (c) 1999 Namco.

- TECHNICAL -

Namco System 11 hardware
Game ID : GNB

Main CPU : PSX (@ 16.9344 Mhz), M37710 (@ 16.384 Mhz)
Sound Chips : C352 (@ 16.384 Mhz)

Players : 2
Control : lightgun
Buttons : 1

- TRIVIA -

Released in February 1999, System 12 Version was released in March 2000.

This game is known in Japan as "Gunbarl".

- SERIES -

1. Point Blank (1994)
2. Point Blank 2 (1999)
3. Point Blank 3 (2001)

- PORTS -

* Consoles :
Sony PlayStation (1998)
Sony PlayStation 2 (2002, "Gunvari Collection + Time Crisis")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3892&o=2

$end


$info=ptblank3,
$bio

Point Blank 3 (c) 2000 Namco.

- TECHNICAL -

Konami System 11 Hardware

Main CPU : R3000A 32 bit RISC processor, Clock - 33.8688MHz, Operating performance - 30 MIPS, Instruction Cache - 4KB
BUS : 132 MB/sec. 
OS ROM : 512 Kilobytes
Sound CPU : Namco C76 (Mitsubishi M37702)
Sound chip : Namco C352
Main RAM: 2 Megabytes 
Video RAM: 2 Megabyte 
Sound RAM : 512 Kilobytes
Graphical Processor : 360,000 polygons/sec, Sprite/BG drawing, Adjustable frame buffer, No line restriction, 4,000 8x8 pixel sprites with individual scaling and rotation, Simultaneous backgrounds (Parallax scrolling)
Sprite Effects : Rotation, Scaling up/down, Warping, Transparency, Fading, Priority, Vertical and horizontal line scroll 
Resolution : 256x224 - 740x480 
Colours : 16.7 million colors, Unlimited CLUTs (Color Look-Up Tables)

- TRIVIA -

Released in December 2000.

This game is also known as "Gunbalina" in Japan.

- SERIES -

1. Point Blank (1994)
2. Point Blank 2 (1999)
3. Point Blank 3 (2001)

- PORTS -

* Consoles :
Sony PlayStation 2 (2002, "Gunvari Collection + Time Crisis")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4203&o=2

$end


$msx1_cart=pointx,
$bio

Point X Senryou Sakusen - S.F.3.D. Original - Operation Thanksgiving [Model M-2005] (c) 1986 Victor Interactive Software, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77378&o=2

$end


$pc98=poison,poisona,
$bio

Poison - 6 Nin no Majo (c) 1995 Trush [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90377&o=2

$end


$pc98=poisonn,
$bio

Poison Needle (c) 1993 May-Be Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90378&o=2

$end


$psx=poitters,
$bio

Poitter's Point 2 - Sodom no Inbou [Model SLPM-86061] (c) 1998 Konami Co., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85543&o=2

$end


$info=poitto,
$bio

Poitto! (c) 1993 Metro Corp.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 12 Mhz), uPD7810 (@ 12 Mhz)
Sound Chips : OKI6295 (@ 9.375 Khz), YM2413 (@ 3.579545 Mhz)

Players : 2
Control : 8-way Joystick
Buttons : 1

- TRIVIA -

Poitto was released in June 1993 in Japan. It was the fourth arcade video game made by Metro.

Developed in cooperation with Able Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1997&o=2

$end


$info=poizone,
$bio

Poizone (c) 1991 Eterna.

Poizone is a fun Puzzle/Maze game. Help the little Penguin named Zozo to destroy at least 20% of the toxic blocks and if possible to assemble the magic Diamonds, and beware the enemies!

- TECHNICAL -

Main CPU : ARM (@ 16 Mhz)

Players : 2
Control : 8-way Joystick
Buttons : 1

- STAFF -

Code : P. Baerlocher
Graphics : M. Andreoli
Music : F. Hautecloque

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4985&o=2

$end


$pc98=pokapokp,
$bio

Poka Poka Poker (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90379&o=2

$end


$info=ppsatan,
$bio

Poka Poka Satan (c) 1996 Kato Seisakujo Company, Limited.

- TRIVIA -

Poka Poka Satan was released in February 1996 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=23742&o=2

$end


$info=pokasuka,
$bio

Pokasuka Ghost - It's a Boo Bash! (c) 2007 Sega Enterprises, Limited.

- TECHNICAL -

Sega NAOMI Hardware

CPU : Hitachi SH-4 32-bit RISC CPU (200 MHz 360 MIPS / 1.4 GFLOPS)
Graphic Engine : PowerVR 2 (PVR2DC)
Sound Engine : ARM7 Yamaha AICA 45 MHZ (with internal 32-bit RISC CPU, 64 channel ADPCM)
Main Ram : 32 megs
Main Memory : 32 MByte
Graphic Memory : 16 MByte
Sound Memory : 8 MByte
Media : ROM Board (maximum size of 172MBytes) / GD-Rom
Simultaneous Number of Colors : Approx. 16,770,000 (24bits)
Polygons : 2.5 Million polys/sec
Rendering Speed : 500 M pixel/sec
Additional Features : Bump Mapping, Fog, Alpha-Bending (transparency), Mip Mapping (polygon-texture auto switch), Tri-Linear Filtering, Anti-Aliasing, Environment Mapping, and Specular Effect.

- TRIVIA -

Pokasuka Ghost was released on July 19 2007.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40791&o=2

$end


$nes=pokeblck,pokeblcka,
$bio

Poke Block [Model MGC-012] (c) 19?? Unknown [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76891&o=2

$end


$info=pokechmp,pokechmpa,
$bio

Poke Champ (c) 1995 DGRM.

- TECHNICAL -

Main CPU : (2x) M6502 (@ 4 Mhz)
Sound Chips : YM2203 (@ 1.5 Mhz), YM3812 (@ 3 Mhz), OKI6295 (@ 7.575 Khz)

Players : 2
Buttons : 2

- TRIVIA -

This is a Korean hack of Data East's "Pocket Gal":
It uses RAM for Palette instead of PROMs
Samples are played by OKIM6295
Different Banking
More Tiles, 8bpp
Sprites 4bpp instead of 2bpp
Many code changes.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=6102&o=2

$end


$gba=pokeinu,
$bio

Poke Inu [Model AGB-BTDJ-JPN] (c) 2004 Agatsuma Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72172&o=2

$end


$snes=pokekame,
$bio

Pokekame Magazine (c) 199? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61965&o=2

$end


$nes=pokesilv,
$bio

Pokemon - Silver Version (c) 19?? Unknown.

A pirate hack of "Little Nemo - The Dream Master" featuring a Pokemon sprite as main character.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65188&o=2

$end


$nes=poke2k,
$bio

Pokemon 2000 (c) 200? Unknown.

A pirate hack of "Mitsume Ga Tooru" featuring a Charmander sprite (from Pokemon) as main character.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65183&o=2

$end


$nes=poke4in1,
$bio

Pokemon 4 in 1 (c) 19?? Union Bond [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84085&o=2

$end


$nes=pokeblue,
$bio

Pokemon Blue (c) 199? Unknown.

A pirate hack of "Wacky Races" featuring a Squirtle sprite (from Pokemon) as main character.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65184&o=2

$end


$nes=pokegold,pokegolda,
$bio

Pokemon Gold (c) 19?? Mars [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84086&o=2

$end


$snes=pokegs,pokegsh,
$bio

Pokemon Gold Silver (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61966&o=2

$end


$nes=pokegldn,
$bio

Pokemon Golden (c) 19?? Unknown.

A pirate hack of "Tom & Jerry" featuring a Pokemon sprite as main character.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65185&o=2

$end


$nes=pokegren,
$bio

Pokemon Green (c) 19?? Unknown.

A pirate hack of "Kero Kero Keroppi no Daibouken 2 - Donuts Ike Wa Oosawagi!" featuring a Bulbasaur sprite (from Pokemon) as main character.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65186&o=2

$end


$nes=pokemon2,
$bio

Pokemon II (c) 19?? Unknown.

A pirate hack of "Adventure Island 3" featuring a Pikachu sprite (from Pokemon) as main character.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65187&o=2

$end


$snes=pokestad,pokestadh,
$bio

Pokemon Stadium (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61967&o=2

$end


$info=gpoker,
$bio

Poker (c) 1979 Gakken.

Handheld Poker game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94360&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=poker,poker1,
$bio

Poker (c) 1982 Commodore, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86892&o=2

$end


$info=gepoker,gepoker1,gepoker2,
$bio

Poker (c) 1984 Greyhound Electronics.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : DAC

Palette colors : 256

Players : 1
Buttons : 9

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=7986&o=2

$end


$info=sidampkr,
$bio

Poker (c) 1984 Sidam.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73324&o=2

$end


$bbca_cass,bbcb_cass=poker,
$bio

Poker (c) 1986 Duckworth

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52241&o=2

$end


$mc10=poker,
$bio

Poker (c) 198? Gerrie [Jim Gerrie]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87685&o=2

$end


$info=bjpoker,
$bio

Poker & Black Jack [Model 7521] (c) 198? Kramer Mfg. Company, Incorporated. [M. Kramer].

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32533&o=2

$end


$info=poker52,
$bio

Poker 52 (c) 1993 Blitz System, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=37790&o=2

$end


$info=poker91,
$bio

Poker 91 (c) 1991 Unknown.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=29157&o=2

$end


$info=crsbingo,
$bio

Poker Carnival (c) 1991 Subsino.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=30054&o=2

$end


$bbca_cass,bbcb_cass=pokerdic,
$bio

Poker Dice (c) 19?? Micro Power

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52242&o=2

$end


$info=pokrdice,
$bio

Poker Dice (c) 1991 Strata.

A poker game.

- TECHNICAL -

Main CPU : (2x) M6809 (@ 2 Mhz)
Sound Chips : OKI6295 (@ 7.812 Khz), Yamaha YM2203 (@ 4 Mhz)

Screen orientation : Vertical
Video resolution : 240 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 256

Players : 1
Buttons : 6

- TRIVIA -

Developed by Incredible Technologies, Inc.

- STAFF -

Game design and programming : David D. Thiel
Dynamics Programming : Richard Ditton
Game Audio : David D. Thiel
Art : Tim Skelly

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3785&o=2

$end


$gamegear=pokerfbj,
$bio

Poker Face Paul's Blackjack [Model 2326] (c) 1994 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64777&o=2

$end


$gamegear=pokerfp,
$bio

Poker Face Paul's Poker (c) 1994 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64778&o=2

$end


$gamegear=pokerfs,
$bio

Poker Face Paul's Solitaire [Model 2327] (c) 1994 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64779&o=2

$end


$gamegear=pokerfg,
$bio

Poker Faced Paul's Gin [Model 2328] (c) 1994 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64780&o=2

$end


$nes=poker2,
$bio

Poker II [Model TC-013] (c) 19?? Sachen [Taiwan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76892&o=2

$end


$nes=poker3,poker3b,poker3a,
$bio

Poker III 5 in 1 [Model TC-020] (c) 19?? Sachen [Taiwan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76893&o=2

$end


$info=ad5pking,ad5pkinga,
$bio

Poker King (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

ADDER 5

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42734&o=2

$end


$info=pkladies,pkladiesl,pkladiesla,pkladiesbl,
$bio

Poker Ladies (c) 1989 Mitchell.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 8 Mhz)
Sound Chips : OKI6295 (@ 7.5 Khz), YM2413 (@ 4 Mhz)

Screen orientation : Horizontal
Video resolution : 384 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 2048

Players : 1

- TRIVIA -

Also licensed to Leprechaun.

The graphics were developed by Akira Yasuda (aka Akiman, who soon became one of the most beloved Capcom artists) for the game "Mahjong Gakuen". He also helped develop the 'interaction' that happened in the bridge scenes, where by pressing a certain button you did kinky 'things' to the naked gals on the screen. Indeed, the effort put into "Mahjong Gakuen" could not be wasted for a Japanese release only, so Capcom developed "Poker Ladies" for worldwide release, changing the theme from Mahjong to Poker and marketing it under the 'Mitchell' name.

The 'interaction' feature would be used to better and more explicit effect in "Lady Killer", as well as in the bonus rounds in "Gals Panic S" and "Gals Panic S2".

- UPDATES -

Leprechaun's Poker Ladies version has some differences :
* 3 hands instead of 4.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1998&o=2

$end


$nes=pokermj,
$bio

Poker Mahjong - Pu Ke Mao Que [Model SA-018] (c) 19?? Sachen [Taiwan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76894&o=2

$end


$info=pkrmast,pkrmasta,
$bio

Poker Master (c) 199? Unknown.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=33665&o=2

$end


$info=poker72,
$bio

Poker Monarch (c) 1995 Extrema Intersystems.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=12003&o=2

$end


$info=pokonl97,
$bio

Poker Only '97 (c) 1996 Amcoe.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31158&o=2

$end


$info=pokeroul,
$bio

Poker Roulette (c) 1990 Coinmaster.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=30239&o=2

$end


$pc8801_flop=pokersis,
$bio

Poker Sisters (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92650&o=2

$end


$x68k_flop=pokersis,
$bio

Poker Sisters Gold (c) 1989 MGR Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88512&o=2

$end


$info=pkrno_l1,
$bio

Pokerino (c) 1978 Williams.

- TECHNICAL -

Williams System 4
Model Number : 488

- TRIVIA -

1,501 units were produced.

- STAFF -

Design by : Steve Kordek
Art by : Constantino Mitchell

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5530&o=2

$end


$gba=pokelfgrg,
$bio

Pokémon - Blattgrüne Edition (c) 2004 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72173&o=2

$end


$gameboy=pokeblueg,
$bio

Pokémon - Blaue Edition [Model DMG-APED-NOE] (c) 1999 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66732&o=2

$end


$gameboy=pokeblue,
$bio

Pokémon - Blue Version [Model DMG-APEE-USA] (c) 1998 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66733&o=2

$end


$gbcolor=pokecrysa,pokecrys,
$bio

Pokémon - Crystal Version [Model CGB-BYTE-USA] (c) 2001 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68544&o=2

$end


$gameboy=pokeyells,
$bio

Pokémon - Edicion Amarilla [Model DMG-APSS-ESP] (c) 2000 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66736&o=2

$end


$gameboy=pokeblues,
$bio

Pokémon - Edición Azul [Model DMG-APES-ESP] (c) 1999 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66737&o=2

$end


$gbcolor=pokecryss,
$bio

Pokémon - Edición Cristal [Model CGB-BYTS-ESP] (c) 2001 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68546&o=2

$end


$gba=pokeemers,
$bio

Pokémon - Edición Esmeralda [Model AGB-BPES-ESP] (c) 2004 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72174&o=2

$end


$gbcolor=pokegolds,
$bio

Pokémon - Edición Oro [Model DMG-AAUS-ESP] (c) 2000 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68547&o=2

$end


$gbcolor=pokesilvs,
$bio

Pokémon - Edición Plata [Model DMG-AAXXS-ESP] (c) 2000 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68548&o=2

$end


$gameboy=pokereds,
$bio

Pokémon - Edición Roja [Model DMG-APAS-ESP] (c) 1998 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66738&o=2

$end


$gba=pokefirds,
$bio

Pokémon - Edición Rojo Fuego (c) 2004 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72175&o=2

$end


$gba=pokerubysa,pokerubys,
$bio

Pokémon - Edición Rubí [Model AGB-AXVS-ESP] (c) 2003 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72176&o=2

$end


$gba=pokelfgrs,
$bio

Pokémon - Edición Verde Hoja (c) 2004 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72177&o=2

$end


$gba=pokesaphsa,pokesaphs,
$bio

Pokémon - Edición Zafiro (c) 2003 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72178&o=2

$end


$gba=pokeemer,
$bio

Pokémon - Emerald Version [Model AGB-AGB-BPEE-USA] (c) 2004 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72179&o=2

$end


$gba=pokefirdg,
$bio

Pokémon - Feuerrote Edition (c) 2004 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72181&o=2

$end


$gba=pokefirda,
$bio

Pokémon - FireRed Version [Model AGB-BPRE-USA] (c) 2004 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72183&o=2

$end


$gba=pokefird,
$bio

Pokémon - FireRed Version [Model AGB-BPRP] (c) 2004 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72182&o=2

$end


$gameboy=pokeyellg,
$bio

Pokémon - Gelbe Edition [Model DMG-APSD-NOE] (c) 2000 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66739&o=2

$end


$gbcolor=pokegold,
$bio

Pokémon - Gold Version [Model DMG-AAUE-USA] (c) 2000 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68549&o=2

$end


$gbcolor=pokegoldg,
$bio

Pokémon - Goldene Edition [Model DMG-AAUD-NOE] (c) 2000 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68552&o=2

$end


$gbcolor=pokecrysg,
$bio

Pokémon - Kristall-Edition [Model CGB-BYTD-NOE] (c) 2001 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68553&o=2

$end


$gba=pokelfgru,
$bio

Pokémon - LeafGreen Version [Model AGB-BPGE-USA] (c) 2004 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72185&o=2

$end


$gba=pokelfgr,
$bio

Pokémon - LeafGreen Version [Model AGB-BPGP] (c) 2004 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72184&o=2

$end


$gameboy=pokered,
$bio

Pokémon - Red Version [Model DMG-APAE-USA] (c) 1998 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66740&o=2

$end


$gameboy=pokeredg,
$bio

Pokémon - Rote Edition [Model DMG-APAD-NOE] (c) 1998 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66743&o=2

$end


$gba=pokerubyga,pokerubygp,pokerubyg,
$bio

Pokémon - Rubin-Edition (c) 2003 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72186&o=2

$end


$gba=pokerubyb,
$bio

Pokémon - Ruby Version [Model AGB-AXVE-USA] (c) 2003 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72188&o=2

$end


$gba=pokerubya,pokeruby,
$bio

Pokémon - Ruby Version [Model AGB-AXVP] (c) 2003 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72187&o=2

$end


$gba=pokesaphga,pokesaphg,
$bio

Pokémon - Saphir-Edition (c) 2003 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72189&o=2

$end


$gba=pokesaphb,
$bio

Pokémon - Sapphire Version [Model AGB-AXPE-USA] (c) 2003 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72191&o=2

$end


$gba=pokesapha,pokesaph,
$bio

Pokémon - Sapphire Version [Model AGB-AXPP] (c) 2003 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72190&o=2

$end


$gbcolor=pokesilvg,
$bio

Pokémon - Silberne Edition [Model DMG-AAXD-NOE] (c) 2000 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68554&o=2

$end


$gbcolor=pokesilv,
$bio

Pokémon - Silver Version [Model DMG-AAXE-USA] (c) 2000 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68555&o=2

$end


$gba=pokeemerg,
$bio

Pokémon - Smaragd-Edition (c) 2004 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72192&o=2

$end


$gbcolor=pokesilvf,
$bio

Pokémon - Version Argent [Model DMG-AAXF-FRA] (c) 2000 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68558&o=2

$end


$gameboy=pokebluef,
$bio

Pokémon - Version Bleue [Model DMG-APEF-FRA] (c) 1999 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66744&o=2

$end


$gbcolor=pokecrysf,
$bio

Pokémon - Version Cristal [Model CGB-BYTF-FRA] (c) 2001 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68559&o=2

$end


$gba=pokeemerf,
$bio

Pokémon - Version Emeraude (c) 2004 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72193&o=2

$end


$gameboy=pokeyellf,
$bio

Pokémon - Version Jaune [Model DMG-APSF-FRA] (c) 2000 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66745&o=2

$end


$gbcolor=pokegoldf,
$bio

Pokémon - Version Or [Model DMG-AAUF-FRA] (c) 2000 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68560&o=2

$end


$gba=pokefirdf,
$bio

Pokémon - Version Rouge Feu (c) 2004 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72194&o=2

$end


$gameboy=pokeredf,
$bio

Pokémon - Version Rouge [Model DMG-APAF-FRA] (c) 1998 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66746&o=2

$end


$gba=pokerubyfa,pokerubyf,
$bio

Pokémon - Version Rubis (c) 2003 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72195&o=2

$end


$gba=pokesaphfa,pokesaphf,
$bio

Pokémon - Version Saphir (c) 2003 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72196&o=2

$end


$gba=pokelfgrf,
$bio

Pokémon - Version Vert Feuille (c) 2004 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72197&o=2

$end


$gbcolor=pokesilvi,
$bio

Pokémon - Versione Argento [Model DMG-AAXI-ITA] (c) 2000 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68561&o=2

$end


$gameboy=pokebluei,
$bio

Pokémon - Versione Blu [Model DMG-APEI-ITA] (c) 1999 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66747&o=2

$end


$gbcolor=pokecrysi,
$bio

Pokémon - Versione Cristallo [Model DMG-CGB-BYTI-ITA] (c) 2001 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68562&o=2

$end


$gameboy=pokeyelli,
$bio

Pokémon - Versione Gialla [Model DMG-APSI-ITA] (c) 2000 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66748&o=2

$end


$gbcolor=pokegoldi,
$bio

Pokémon - Versione Oro [Model CGB-AAUI-ITA] (c) 2000 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68563&o=2

$end


$gameboy=pokeredi,
$bio

Pokémon - Versione Rossa [Model DMG-APAI-ITA] (c) 1998 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66749&o=2

$end


$gba=pokefirdi,
$bio

Pokémon - Versione Rosso Fuoco (c) 2004 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72198&o=2

$end


$gba=pokerubyia,pokerubyi,
$bio

Pokémon - Versione Rubino (c) 2003 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72199&o=2

$end


$gba=pokeemeri,
$bio

Pokémon - Versione Smeraldo (c) 2004 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72200&o=2

$end


$gba=pokelfgri,
$bio

Pokémon - Versione Verde Foglia (c) 2004 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72201&o=2

$end


$gba=pokesaphia,pokesaphi,
$bio

Pokémon - Versione Zaffiro (c) 2003 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72202&o=2

$end


$gameboy=pokeyell,
$bio

Pokémon - Yellow Version [Model DMG-APSE-USA] (c) 1999 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66750&o=2

$end


$gameboy=pokeyell,
$bio

Pokémon - Yellow Version [Model DMG-APSU-AUS] (c) 1999 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66752&o=2

$end


$gameboy=pokeyell,
$bio

Pokémon - Yellow Version [Model DMG-APSU-EUR] (c) 1999 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66751&o=2

$end


$gbcolor=pokeadv,
$bio

Pokémon Adventure (c) 2000 Yong Yong [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68564&o=2

$end


$pokemini=pokeacrd,
$bio

Pokémon Anime Card Daisakusen (c) 2001 Nintendo Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82288&o=2

$end


$gbcolor=pokecardj,
$bio

Pokémon Card GB [Model DMG-ACXJ-JPN] (c) 1998 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68565&o=2

$end


$gbcolor=pokecrd2,
$bio

Pokémon Card GB2 - GR Dan Sanjou! [Model CGB-BP7J-JPN] (c) 2001 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68566&o=2

$end


$gbcolor=pokepuzlj,
$bio

Pokémon de Panepon [Model CGB-BPNJ-JPN] (c) 2000 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68578&o=2

$end


$gbcolor=pokedmnd,
$bio

Pokémon Diamond (c) 200? Unknown [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68567&o=2

$end


$nes=pokehg,
$bio

Pokémon HeartGold (c) 19?? Shenzen Jincota.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95263&o=2

$end


$gba=pokemysdu,pokemysdud,
$bio

Pokémon Mystery Dungeon - Red Rescue Team [Model AGB-B24E-USA] (c) 2006 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72204&o=2

$end


$gba=pokemysd,
$bio

Pokémon Mystery Dungeon - Red Rescue Team [Model AGB-B24P] (c) 2006 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72203&o=2

$end


$pokemini=pptbasej,pptbasejj,pptbaseju,
$bio

Pokémon Party Mini - Baseline Judge (c) 2001 Nintendo Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82290&o=2

$end


$pokemini=pptdribl,
$bio

Pokémon Party Mini - Chansey's Dribble (c) 2001 Nintendo Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82291&o=2

$end


$pokemini=pptrocks,
$bio

Pokémon Party Mini - Pikachu's Rocket Start (c) 2001 Nintendo Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82292&o=2

$end


$pokemini=pptdriblj,pptdriblu,
$bio

Pokémon Party Mini - Ricochet Dribble (c) 2001 Nintendo Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82293&o=2

$end


$pokemini=pptrocksu,
$bio

Pokémon Party Mini - Rocket Start (c) 2001 Nintendo Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82294&o=2

$end


$pokemini=pptslowj,
$bio

Pokémon Party Mini - Slowking's Judge (c) 2001 Nintendo Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82295&o=2

$end


$pokemini=pparty,ppartyu,
$bio

Pokémon Party Mini [Model L-MIN-MPTE-USA] (c) 2001 Nintendo Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82289&o=2

$end


$gba=pokepinbu,
$bio

Pokémon Pinball - Ruby & Sapphire [Model AGB-BPPE-USA] (c) 2003 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72207&o=2

$end


$gba=pokepinbja,pokepinbj,
$bio

Pokémon Pinball - Ruby & Sapphire [Model AGB-BPPJ-JPN] (c) 2003 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72206&o=2

$end


$gba=pokepinb,
$bio

Pokémon Pinball - Ruby & Sapphire [Model AGB-BPPP-EUR] (c) 2003 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72205&o=2

$end


$pokemini=ppinb,ppinbp,
$bio

Pokémon Pinball Mini (c) 2001 Nintendo Co., Ltd.

North American release. Game developed in Japan. See original "Pokémon Pinball Mini [Model L-MIN-MPBJ-JPN]" for more information about the game itself.

- TECHNICAL -

Model L-MIN-MPBE-USA

- TRIVIA -

Released on November 30, 2001 in USA.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82297&o=2

$end


$pokemini=ppinbj,ppinbjp,
$bio

ポケモンピンボールミニ (c) 2001 Nintendo Co., Ltd.
(Pokémon Pinball Mini)

- TECHNICAL -

Model L-MIN-MPBJ-JPN

- TRIVIA -

Released on December 14, 2001 in Japan.

- STAFF -

Developed by: Jupiter Corporation

Programmed by: Bubby

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82296&o=2

$end


$gbcolor=pokepinbu,
$bio

Pokémon Pinball [Model DMG-VPHE-USA] (c) 1999 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68568&o=2

$end


$gbcolor=pokepinbj,
$bio

Pokémon Pinball [Model DMG-VPHJ-JPN] (c) 1999 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68571&o=2

$end


$gbcolor=pokepinb,
$bio

Pokémon Pinball [Model DMG-VPHP-EUR] (c) 1999 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68570&o=2

$end


$gbcolor=pokepuzlu,
$bio

Pokémon Puzzle Challenge [Model CGB-BPNE-USA] (c) 2000 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68573&o=2

$end


$gbcolor=pokepuzl,
$bio

Pokémon Puzzle Challenge [Model CGB-BPNP-EUR] (c) 2001 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68572&o=2

$end


$pokemini=ppuzzlc2,
$bio

Pokémon Puzzle Collection Vol. 2 (c) 2002 Nintendo Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82306&o=2

$end


$pokemini=ppuzzlcg,ppuzzlcgp,
$bio

Pokémon Puzzle Collection [Model L-MIN-MPZE-EUR] (c) 2001 Nintendo Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82301&o=2

$end


$pokemini=ppuzzlcfp,
$bio

Pokémon Puzzle Collection [Model L-MIN-MPZE-FRA] (c) 2001 Nintendo Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82300&o=2

$end


$pokemini=ppuzzlc,ppuzzlcp,
$bio

Pokémon Puzzle Collection [Model L-MIN-MPZE-USA] (c) 2001 Nintendo Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82303&o=2

$end


$pokemini=ppuzzlcj,ppuzzlcj1,
$bio

Pokémon Puzzle Collection [Model L-MIN-MPZJ-JPN] (c) 2001 Nintendo Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82302&o=2

$end


$n64=pokepuzl,pokepuzlf,pokepuzlg,pokepuzlu,
$bio

Pokémon Puzzle League (c) 2000 Nintendo.

- TECHNICAL -

Game ID: NUS-NPNE-USA

- TRIVIA -

Pokémon Puzzle League was released on September 25, 2000 in the USA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57911&o=2

$end


$pokemini=pokerace,pokeracep,
$bio

Pokémon Race Mini (c) 2002 Nintendo Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82307&o=2

$end


$pokemini=ptetrisj,
$bio

Pokémon Shock Tetris (c) 2002 Nintendo Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82308&o=2

$end


$n64=pokesnapa,pokesnap,pokesnapf,pokesnapg,pokesnapi,pokesnaps,pokesnapu,
$bio

Pokémon Snap (c) 1999 Nintendo [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57912&o=2

$end


$n64=pokesnapus,
$bio

Pokémon Snap Station (c) 1999 Nintendo [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57913&o=2

$end


$pokemini=pokesoda,
$bio

Pokémon Sodateyasan Mini (c) 2002 Nintendo Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82309&o=2

$end


$n64=pokestad1,pokestad,pokestadf,pokestadg,pokestadi,pokestads,pokestadu1,pokestadu,
$bio

Pokémon Stadium (c) 2000 Nintendo.

Export releases. Game developed in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57914&o=2

$end


$n64=pokestd2,pokestd2f,pokestd2g,pokestd2i,pokestd2s,pokestd2u,
$bio

Pokémon Stadium 2 (c) 2001 Nintendo.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57915&o=2

$end


$pokemini=ptetris,
$bio

Pokémon Tetris (c) 2002 Nintendo Co., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82310&o=2

$end


$gbcolor=pokecardu,
$bio

Pokémon Trading Card Game [Model DMG-AXQE-USA] (c) 2000 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68574&o=2

$end


$gbcolor=pokecarda,
$bio

Pokémon Trading Card Game [Model DMG-AXQP-NOE] (c) 2000 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68576&o=2

$end


$gbcolor=pokecard,
$bio

Pokémon Trading Card Game [Model DMG-AXQX-EUR] (c) 2000 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68577&o=2

$end


$pokemini=pokezcrdg,
$bio

Pokémon Zany Cards [Model L-MIN-MACE-EUR] (c) 2001 Nintendo Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82312&o=2

$end


$pokemini=pokezcrd,
$bio

Pokémon Zany Cards [Model L-MIN-MACE-FRA] (c) 2001 Nintendo Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82311&o=2

$end


$info=pokio,
$bio

Pokio (c) 1994 BFM / ELAM.

- TECHNICAL -

Main CPU : (2x) M6809 (@ 2 Mhz)
Sound Chips : UPD7759 (@ 640 Khz), YM2413 (@ 3.579545 Mhz)

Screen orientation : Horizontal
Video resolution : 400 x 300 pixels
Screen refresh : 50.00 Hz
Palette colors : 16

Players : 1
Buttons : 6

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4899&o=2

$end


$snes=pokonyan,
$bio

Poko Nyan! Henpokorin Adventure [Model SHVC-APOJ-JPN] (c) 1994 Toho Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61968&o=2

$end


$gameboy=pokonyan,
$bio

Pokonyan! Yume no Daibouken (c) 1994 Toho Company, Limited.

- TECHNICAL -

Model DMG-N7J

- TRIVIA -

Pokonyan was released on August 5, 1994 in Japan.

The subtitle of this game translates from Japanese as 'Big Dream Adventure'.

- STAFF -

Developed by: Funari

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66731&o=2

$end


$info=polar,
$bio

Polar Explorer (c) 1978 Taito.

- TRIVIA -

Playfield layout similar to Zaccaria's 1983 "Pinball Champ '82".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5531&o=2

$end


$vectrex=polarres,polarresp,
$bio

Polar Rescue (c) 1983 GCE [General Consumer Electric]

Journey to the icy waters beneath the North Pole. As commander of a powerful and highly maneuverable submarine, you must rescue the survivors of an ill-fated expedition.

Seek out the survivors on your sonar screen and pilot your sub to their rescue!  To complete your mission, you must avoid deadly mine fields, enemy submarines and the terror of the maelstrom! Monitor your oxygen supply carefully and hurry!  Lives are at stake!

You can being Polar Rescue at any of four different skill levels. Level 1 is the least difficult; Level 4 is the most difficult.

Your goal in Polar Rescue is to successfully maneuver your submarine in the icy waters beneath the North Pole and rescue the survivors of an illfated mission.  You'll battle enemy subs, blow up and avoid mine fields and ice chunks, even experience the powerful maelstroms -- turbulent underwater whirlpools that throw you off course. There's no escape from a maelstrom... you get out only when it throws you out of its powerful center! As you become more proficient and advance to higher skill levels, your sub will have to travel further to get to the survivors and you may encounter more and more enemy subs!

- TECHNICAL -

Model 3308

Controls
Joystick: Push forward to dive, backward to surface, left to rotate your sub left and right to rotate your sub right.
Button 1: Pause. Press to resume game play again.
Button 2: Reverse thrust.
Button 3: Forward thrust. (Note: pressing buttons 2 and 3 at the same time will maintain your sub's current speed.)
Button 4: Torpedo fire.

- SCORING -

Docking: 5,000
Destroying an Enemy Sub: 1,000
Destroying an Enemy Torpedo: 750
Destroying a Mine: 500
Destroying an Ice Chunk: 275

- TIPS AND TRICKS -

In each game you start with 5 submarines. A bonus sub is awarded when you score 25,000 points.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82228&o=2

$end


$x1_flop=pstar2,
$bio

Polar Star 2 (c) 1983 SPS [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86082&o=2

$end


$x1_cass=pstar2,pstar2a,
$bio

Polar Star 2 (c) 1983 SPS [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86260&o=2

$end


$info=polaris,polarisa,polariso,polarisbr,
$bio

Polaris (c) 1980 Taito.

Polaris is a 1-player, single screen shoot-em-up, baring many similarities to Taito's most famous shoot-em-up, "Space Invaders", in which a player takes on the role of Commander of a Polaris class nuclear submarine. War has been declared and the Polaris' mission is to defend the country from enemy attack.

In battle, players must defend against wave after wave of enemy planes (fighter jets and missile-dropping bi-planes) as well as enemy subs and destroyers. Players must also be careful to avoid the many mines and depth charges that litter the ocean.

- TECHNICAL -

Board Number : PS070001
Prom Stickers : PS01-PS06

Main CPU : Intel 8080 (Number : AA017768)
Sound Chips : Discrete circuitry

Players : 2
Control : 8-way joystick
Buttons : 1 (FIRE)

- TRIVIA -

Polaris was released in August 1980.

Also released as trimline (cabaret) and cocktail models. In Japan, the cocktail version is known as "T.T Polaris".

Cyril Herridge holds the official record for this game with 791800 points.

- PORTS -

* Consoles :
Atari 2600 [US] (1983) "Polaris [Model 7-007]" by Tigervision 
Sony PlayStation 2 [JP] (March 29, 2007) "Taito Memories II Gekan [Model SLPM-66713]" 

* Other : 
Apple iPhone/iPod [US] (June 27, 2009) "Polaris [Model 321817755]" : Online version

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1999&o=2

$end


$coco_cart=polaris,
$bio

Polaris (c) 1981 Tandy Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53456&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=polaris,
$bio

Polaris (c) 1983 Tigervision [Tiger Electronic Toys, Inc.] [Orchard Mundelein, IL, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86893&o=2

$end


$bbca_cass,bbcb_cass=polaris,
$bio

Polaris (c) 19?? Bug Byte

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52243&o=2

$end


$n64=polarsno,
$bio

Polaris SnoCross (c) 2000 Vatical Entertainment

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57916&o=2

$end


$gbcolor=polarsno,
$bio

Polaris SnoCross [Model CGB-VPSE-USA] (c) 2000 Vatical Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68579&o=2

$end


$a2600=polaris,polarise,polarisp1,polarisp2,
$bio

Polaris (c) 1983 Tigervision.

You're the commander of a Polaris class nuclear submarine. Your mission is to defend your country from enemy attack.

War has been declared and you find yourself deep in enemy water with no help. In your battle, you will be required to defend against wave after wave of enemy planes and dive bombers. To make things worse, the enemy has sent their own subs and destroyers. in the course of your battles, you will need to maneuver through dangerous channels full of mines. Don't expect a short war and the battles get rougher, how many of the enemy can you destroy before they get you.

- TECHNICAL -

Model 7-007

- STAFF -

Programmer: Robert H. O'Neil

- PORTS -

* Others : 
Atari Flashback 4 [US] (November 13, 2012) by AtGames 
Atari Flashback 5 [US] (October 1, 2014) by AtGames

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50824&o=2

$end


$gba=polariumu,
$bio

Polarium Advance [Model AGB-BIIE-USA] (c) 2006 Atlus Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72209&o=2

$end


$gba=polarium,
$bio

Polarium Advance [Model AGB-BIIP-EUR] (c) 2006 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72208&o=2

$end


$nes=polechud,
$bio

Pole Chudes (c) 1995 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55442&o=2

$end


$nes=polechd2,
$bio

Pole Chudes 2 (c) 1997 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55443&o=2

$end


$a2600=poleposc,
$bio

Pole Position (c) 1983 CCE.

South American release. See Atari's "Pole Position [Model CX2694]" for more information about the game itself.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50826&o=2

$end


$c64_cart,c64_flop=polepos,
$bio

Pole Position (c) 1983 Atari, Incorporated. [Sunnyvale, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53672&o=2

$end


$ti99_cart=polepos,
$bio

Pole Position (c) 1983 Atarisoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84682&o=2

$end


$a800=polepos,
$bio

Pole Position (c) 1983 Atari, Inc. [Sunnyvale, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86659&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=polepos,
$bio

Pole Position (c) 1983 Atarisoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86894&o=2

$end


$bbca_cass,bbcb_cass=polepos,
$bio

Pole Position (c) 1984 Atarisoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52244&o=2

$end


$info=poleposn,
$bio

Pole Position (c) 1987 Sonic.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5664&o=2

$end


$a2600=polepost,
$bio

Pole Position (c) 19?? Tron

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50827&o=2

$end


$scv=polepos2,
$bio

Pole Position II (c) 1986 Namco, Limited.

Home conversion of the 1983 arcade video game.

- TECHNICAL -

[Model 30 NO.09360]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49090&o=2

$end


$a7800=polepos2,polepos2u,
$bio

Pole Position II [Model CX7808] (c) 1984 Atari, Incorporated. [Sunnyvale, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50169&o=2

$end


$info=polepos2a,polepos2b,
$bio

Pole Position II (c) 1983 Atari, Incorporated.

Export version by Atari for North America. Game developed in Japan by Namco. For more information about the game itself, please see the Namco Upright model entry.

- TECHNICAL -

The upright version of Pole Position II came in a standard Atari cabinet (similar to the "Asteroids"/"Lunar Lander" cabinet), with an altered control panel area. The sideart consisted of red, white, blue, and grey striped paint job, with an Atari logo, and a square sticker showing a race scene. While the marquee had a Pole Position II logo superimposed over a checkerboard pattern. This is the exact same cabinet used in the original "Pole Position", the only thing that was changed was the marquee, and the outlines of the courses shown on the control panel. The control panel was done up in the same colors as the side, and featured an analog steering wheel, and a two position shifter.

- TRIVIA -

Pole Position II was released in December 1983 in the USA by Atari, under license from Namco. 

Approximately 2,400 units were produced by Atari.


In this American version : 

* There is an extra dip switch setting (Speed Unit) that allows the user to toggle between using the English system and the metric system to measure the speed of the player's car (as shown on the upper-right corner during game play). The Japanese version does not have this dip and uses the metric system only. 

* At the start of the game in the Fuji and Suzuka tracks, a gray unmarked blimp carries the white banner across the screen. In the Test and Seaside tracks, a biplane carries the banner instead of the blimp on both Japanese and American versions. 

* The messages on the banners are now displayed in red letters (in a same font as in the World version of the original Pole Position game) with a blue outline. 

* There are now billboards for '7-Eleven', 'Tang', and 'Dentyne' on all tracks. 

* The Test and Suzuka tracks feature a spectator bridge (with spectators watching the race from the bridge) instead of the Japanese version's 'Dunlop Formula SP' arch. 

* When the player completes a lap, the sign above the cars at the Start/Finish line says 'Goal' in the Atari version. (In the American version of the original Pole Position, the sign said 'Fuji' when the player completed a lap).

- PORTS -

NOTE: Only ports released in North America are listed here. For ports released in other regions, please see the Namco Upright model entry. 

* Consoles : 
Atari 7800 [US] (1987) "Pole Position II [Model CX7808]" 
Sony PlayStation [US] (January 31, 1997) "Namco Museum Vol.3 [Model SLUS-00398]" 
Sony PlayStation 2 [US] (December 4, 2001) "Namco Museum [Model SLUS-20273]" 
Microsoft XBOX [US] (October 9, 2002) "Namco Museum" 
Nintendo GameCube [US] (October 9, 2002) "Namco Museum [Model DOL-GNME-USA]" 
Microsoft XBOX [US] (August 30, 2005) "Namco Museum - 50th Anniversary [Model NMO-2201A-NM]" 
Nintendo GameCube [US] (August 30, 2005) "Namco Museum - 50th Anniversary [Model DOL-G5NE-USA]" 
Sony PlayStation 2 [US] (August 30, 2005) "Namco Museum - 50th Anniversary [Model SLUS-21164]" 
Microsoft XBOX 360 [US] (November 4, 2008) "Namco Museum - Virtual Arcade [Model 21022]" 

* Computers : 
Commodore C64 [US] (1988) 
PC [MS Windows, CD-ROM] [US] (October 25, 2005) "Namco Museum - 50th Anniversary" 

* Others : 
Mobile Phones [US] (April 23, 2005)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31744&o=2

$end


$info=polepos2,
$bio

Pole Position II (c) 1983 Namco, Ltd. 

Pole Position II is a 1-player game using a color raster-scan video display. Game action takes place at four different raceways - the Fuji Speedway in Japan, the Test Track (an oval track like Indy), the Seaside Speedway (with the Long Beach Pike in the background), and the Suzuka Speedway in Japan. The unique and picturesque scenery around each raceway adds exciting realism to each race! 

The player drives a Formula-1 race car on each track. The first objective of the game is to finish the qualifying lap as quickly as possible. If the player beats the time, he or she qualifies for the race. If not, he or she drives the remainder of his time along the qualifying course. 

As a qualifier, the player is ranked according to his or her qualifying lap time, from the 1st (pole) position to 8th. The second objective of the game is to race against the clock and other cars to finish the specified number of laps ('Nr. of Laps' dip switch setting; 3 laps is the default) of the race as fast as possible, and to achieve the highest score possible. The player earns points for passing cars, driving on the track, and finishing the race with time remaining. The player is rewarded with an extended-play lap for completing the first lap within a certain amount of time (depending on the 'Extended Rank' dip switch setting). 

To start play, the player must first insert the correct number of coin(s) for a game (according to the coin dip switch settings, 1 coin/1 credit is the default for both 'Coin A' and 'Coin B' dips). The player then turns the steering wheel until the track he or she wants to drive on is highlighted in white. The game starts when the player steps on the accelerator. The player's car will appear behind the starting line and a certain amount of time, in seconds ('Game Time' dip switch setting; the default is 90 seconds), will be on the clock. The player's car must finish the qualifying lap within a certain amount of time (which varies depending on the 'Practice Rank' dip switch setting) to be in the race. If the player does not qualify, his or her car continues on the track until the 'Game Time' elapses. 

If the player has qualified, just before the race begins, the player's car (flashing on the screen) is placed at the starting line with seven other cars. The position of the car depends on the position earned during the qualifying lap. (The player's car is always placed at the 8th position in the attract mode.) 

The starting lights flash from red to green, and the race begins. Racing hazards are other racing cars, sharp turns, water puddles, and road signs. (All of these hazards except for water puddles are also present on the qualifying lap.) As the race progresses, more cars appear on the track. If the player's car hits another car or a road sign, it is destroyed in an explosion (Pole Position II adds flying debris to the visual effect). The player's car reappears in a few seconds and the race continues. Driving through water puddles or off the track slows down the player's car even more than in the original "Pole Position". 

Experience will teach the player which turns on which tracks require slight steering (because they're banked) and which turns require fast and forceful steering. The player jockeys for position with the other racers, while keeping his or her eye on the clock at the top of the screen. When time runs out, the race is over. If the player has beaten the racing lap time and has seconds remaining, the remaining seconds are added to the extended lap time, which varies depending on the track and the 'Extended Rank' dip switch setting. 

The top score achieved by a player appears at the top of the screen. The time allotted for the lap is displayed under the top score. Increasing lap time (in seconds and hundredths of a second) and the speed of the car appear last. Each track has its own separate high score list.

- TECHNICAL -

[Upright model] 

Game ID : PP2 

Main CPU : Zilog Z80 (also drives the sound), Zilog Z8002 (x2) 
Sound Chips : Namco 6-channel stereo WSG, DAC (engine sound), discrete circuitry (crash and skid sounds), custom DAC (speech) 

Players : 1 
Controls : Steering wheel, gear shifter (Hi and Low) 
Pedals : Accelerator only

- TRIVIA -

Pole Position II was released in October 1983 in Japan. 

Lloyd Dahling holds the official record for this game on the 'Fuji' track with 75,390 points. 
Jeff Peters holds the official record for this game on the 'Seaside' track with 75,390 points. 
Jeff Peters also holds the official record for this game on the 'Suzuka' track with 75,660 points. 
Jeff Peters also holds another official record for this game on the 'Test' track with 81,870 points.

- SCORING -

Points are scored for every foot of track driven. 
At the end of the game, 50 points are scored for each car the driver passed. 
Finishing the game awards 200 points for each second left on the timer. 

Qualifying Lap Placement Bonus : 
(Qualifying times vary depending on both the track and the 'Practice Rank' dip switch setting) 
Pole Position (1st place) : 4,000 points 
2nd place : 2,000 points 
3rd place : 1,400 points 
4th place : 1,000 points 
5th place : 800 points 
6th place : 600 points 
7th place : 400 points 
8th place : 200 points

- TIPS AND TRICKS -

* Hints for Game Play : 
1) Avoid puddles and the sides of the track because these slow you down. In Pole Position II, puddles slow you down even more than in the original "Pole Position".
2) Accelerate before the green light appears, and stay ahead of other racers. 
3) Drive to the inside of the track to make the corners. 
4) Do not over steer (tracks are banked). 
5) Engine sound will cue the driver when to shift to high gear. 
6) When sliding, steer into the skid. 
7) Drive over water puddles at 370 km/h (230 mph), and you will have turbo charge power. 

* Easter Egg :
1) Enter service mode.
2) Turn wheel to 04; Change the shifter from LO to HI.
3) Turn wheel to 45; Change the shifter from LO to HI.
4) Turn wheel to 55; Change the shifter from LO to HI.
5) Turn wheel to 56; Change the shifter from LO to HI.
6) Turn wheel to 91; Change the shifter from LO to HI.
'(c) 1982 NAMCO LTD.' will appear on the screen.

- SERIES -

1. Pole Position (1982)
2. Pole Position II (1983)
3. Final Lap (1987)
4. Final Lap UR (1988)
5. Final Lap Twin (1989, NEC PC-Engine)
6. Final Lap 2 (1990)
7. Final Lap 3 (1992)
8. Final Lap R (1993)
9. Final Lap 2000 (2000, Bandai WonderSwan)
10. Final Lap Special (2001, Bandai WonderSwan Color)

- STAFF -

Sound : Nobuyuki Ohnogi

- PORTS -

NOTE: For ports released in North America, please see the Atari Upright model entry.

* Consoles :
Super Cassette Vision [JP] (1986) "Pole Position II [Model 30 NO.09360]" 
Sony PlayStation [JP] (June 21, 1996) "Namco Museum Vol.3 [Model SLPS-00390]" 
Sony PlayStation [AU] (1997) "Namco Museum Vol.3 [Model SCES-00268]" 
Sony PlayStation [EU] (February 1997) "Namco Museum Vol.3 [Model SCES-00268]" 
Sony PlayStation 2 [JP] (January 26, 2006) "Namco Museum Arcade Hits! [Model SLPS-25590]" 
Microsoft XBOX [EU] (March 24, 2006) "Namco Museum - 50th Anniversary" 
Sony PlayStation 2 [EU] (March 31, 2006) "Namco Museum - 50th Anniversary [Model SLES-53957]" 
Nintendo GameCube [EU] (May 5, 2006) "Namco Museum - 50th Anniversary [Model DOL-G5NP-EUR]" 
Microsoft XBOX 360 [EU] (May 15, 2009) "Namco Museum - Virtual Arcade" 
Microsoft XBOX 360 [AU] (June 4, 2009) "Namco Museum - Virtual Arcade" 
Microsoft XBOX 360 [JP] (November 5, 2009) "Namco Museum - Virtual Arcade [Model 2RD-00001]" 

* Computers : 
Commodore C64 [EU] (1988)
PC [MS Windows, CD-ROM] [EU] (March 27, 2006) "Namco Museum - 50th Anniversary" 
PC [MS Windows, CD-ROM] [AU] (May 19, 2006) "Namco Museum - 50th Anniversary"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2001&o=2

$end


$vectrex=polepos,poleposa,
$bio

Pole Position (c) 1983 GCE [General Consumer Electric]

The spectacular arcade game, Pole Position, takes on an exciting new look through the magic of Vectrex! Experience all the challenge of a Grand Prix racing event with non-stop action that'll leave you breathless!

Do you possess the skill, dexterity and courage to pull out from the crowd for qualification in one of the exclusive starting positions... or will you end up as an also ran?

Pole Position transports you into the exciting sport of world class Grand Prix auto racing.  Buckle yourself into your high performance Formula I racer, adjust your safety helmet and get ready for an exhilarating and danger-filled challenge.

You first goal in Pole Position is to race through a lap fast enough to qualify for one of the four exclusive starting positions -- passing competitors and avoiding hazardous obstacles along the way.  Once you have qualified, your challenge continues into four successive laps as you race to maintain your position and complete laps in progressively shorter time periods.

As the game begins, you'll find yourself at the starting line of the world renowned Fuji Speedway.  The words "Prepare To Qualify" will travel across the screen and you will hear the sound of your engine starting. The moment your engine sound begins, you should take off on your qualifying lap. Press buttons 3 or 4 to accelerate.  When you hear your engine laboring, change to second gear by pressing button 2.  (Your speed will never exceed 135 m.p.h. in first gear.) You can return to first gear during your lap by pressing button 1.

While you speed through your qualifying lap, be sure to avoid your competitors' racers and the treacherous obstacles in the roadway -- contact will mean loss your car! There will be no warning of obstacles, so pay close attention to the condition of the track.  Steer your car to avoid hazards and gain a better track position by pushing the joystick either left or right.

Although you are provided with an unlimited number of cars in Pole Position, you will lose a great deal of time whenever a car is crashed. So be careful! It is possible to drive off the speedway track -- but doing so will slow you down, cost you valuable time and increase your chances of losing a car.

You are provided with 120 seconds to complete your qualifying lap although you must complete the lap well ahead of 120 seconds to qualify for on of the four starting positions.  If you qualify, you will be provided with 90 seconds to complete your first actual race lap. Completion of the first lap within the 90 second time period permits you to continue with a second, third and fourth lap which must be completed in 60 seconds.  During the actual race, the time remaining on the clock after completion of a lap will be carried over to the next lap -- allowing you more than the usual time provided to complete the lap.

Game play will continue until you are unable to complete a lap in the allowable time or when you have completed all four race laps. If you complete all four laps, you'll receive 200 bonus points for each second remaining on the clock!

You will also earn points for distance traveled on the track, competitor's cars passed, and having achieved a starting position on your qualifying lap.

- TECHNICAL -

Model 3206

Controls
Joystick: Push right or left to change direction of your racer.
Button 1: 1st Gear.
Button 2: 2nd Gear.
Button 3: Gas. Press to accelerate, release to slow down.
Button 4: Gas. (Same as button 3)

- TRIVIA -

Obviously the most noticeable differences are cosmetic, what with the Vectrex' vector graphics (the machine is actually capable of raster graphics, but the majority of the game is in vector), having no color, and there being no voice synthesis announcing the beginning of the race either. However, the course for the Vectrex version is also totally different from the original's, mainly consisting of very long curves.

- SCORING -

Passing competitor's cars: 50 points per car
Completing one lap: 12,000
Achieving first position: 4,000
Achieving second position: 2,000
Achieving third position: 1,000
Achieving fourth position: 500
Completing all four laps: 200 Points for every second remaining on the clock.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82229&o=2

$end


$intv=polepos,
$bio

Pole Position (c) 1987 INTV Corporation.

Take a lap around one of four tracks, passing other cars. If you complete the lap fast enough, you qualify for one of the top five starting positions in the big race!

- TECHNICAL -

Model 9004

- TRIVIA -

INTV Corporation had the chance to license the popular arcade game Pole Position and asked Dave Warhol if it could be converted to the Intellivision. While the Intellivision is technologically not well suited to a point-of-view driving game, Dave did some experiments and determined that it could be done.

Former Mattel Electronics manager Mark Urbaniec (Vectron) was approached to do the programming. His first reaction was "Pole Position? On the Intellivision? You're crazy." But, seeing the tests Dave had done, agreed to try it. The result was an acceptable translation of the arcade game, but in hindsight everyone agreed that it was a game that probably shouldn't have been attempted for Intellivision.

- TIPS AND TRICKS -

* Shift to low gear to slow down FAST! Shift into low for just a moment or two for extra maneuverability through a tight pack of cars!

* Always start in low gear. If you crash, shift into low gear immediately. 

* Shift from low gear to high around 130mph for best acceleration.

* Watch the road signs to prepare for turns! You can drive on the grass, but it will slow you down. Still, you may want to use the grass now and then for passing. Just watch out for road signs!

- STAFF -

Programmer: Mark Urbaniec
Graphics: Connie Goldman
Sound: David Warhol
Package illustration: Danny Brauer

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60937&o=2

$end


$a2600=polepos,polepos1,polepose,poleposp,
$bio

Pole Position (c) 1983 Atari, Incorporated.

POLE POSITION consists of two races: the Qualifying Lap and the Grand Prix. In both races you're racing against time and other cars. The longer you race and the more cars you pass, the more points you score. You earn 10,000 points for completing a lap and 50 bonus points for each car you pass. A lap is one complete circuit of the race course.

The Qualifying Lap is 90 seconds long, but you must complete it in 73 seconds (L/73''00) or less to qualify for a position in the Grand Prix.

If you don't qualify, you can continue racing until the Race Timer counts down to zero. Then your car stops, a bonus for the number of cars passed is added to your score, and the game ends.

If you qualify, your car is positioned for the Grand Prix and a bonus for qualifying is added to the 10,000 points you scored for completing the lap. The faster your lap time, the better your position and the bigger your qualifying bonus. Go for POLE POSITION, the number one starting spot. It's worth 4000 bonus points.

In the Grand Prix, your object is to finish the race in the shortest possible time. At the end of the last lap, a time bonus for each second left on the Race Timer is added to your score, in addition to a bonus for the number of cars passed.

The race is four laps long. Complete each lap before the Race Timer runs out to earn 'extended play' time and go on racing. If the timer runs out before you finish a lap, your car stops, your passing bonus is added to your score, and the game ends.

- TECHNICAL -

Model CX2694

- TIPS AND TRICKS -

* Shift into low gear after crashing. It will take you less time to get back up to speed.

* Go flat out on straights. This is where you can make time.

* Stay in the centre on straights so you can easily pass to the left or right of other cars.

* Take the inside lane on curves whenever possible. If you have to pass, it's easier to shift from the inside lane to the outside lane than the other way around.

* Try to keep your car as straight as possible to avoid skids. Skids slow you down.

- STAFF -

Programmer: Doug Macare

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50825&o=2

$end


$a5200=polepos,
$bio

Pole Position (c) 1983 Atari, Incorporated.

The object of POLE POSITION is to finish the big race in the shortest possible time and score maximum points. But before you can enter the race, you have to qualify for it by completing the Qualifying Lap in 73 seconds or less. If you qualify, you're assigned one of eight positions in the starting lineup and you earn a Position Bonus. The faster your lap time, the better your position, and the more bonus points you score. Try for the number one spot, the Pole Position.

If you don't qualify, you can race until the Race Timer runs out after 90 seconds. You score 50 points ever 5 meters and earn 50 bonus points every time you pass a car. When the timer runs out, your passing bonus is added to your score. Then GAME OVER (plus the race and lap options) appears on your screen. Press the START button to repeat the Qualifying Lap.

NOTE: POLE POSITION goes into Auto-Play mode approximately 1 minute after GAME OVER appears on your television screen.

In the big race, you're racing against time as well as other cars. If you fail to beat the Race Timer on any lap, you're dropped out of the race. After your passing bonus is added to your score, the game ends. Press START and qualify for the next race.

If you complete the final lap and cross the finish line, you're a real winner! You score high on distance covered, collect a passing bonus, and earn 200 bonus points for each second left on the Race Timer.

- TECHNICAL -

Model CX5217

- TIPS AND TRICKS -

* MAKE A FAST START: In the Qualifying Lap, be prepared to take off as soon as your Formula 1 racer appears on the screen. The start is everything when you're qualifying for position.

* USE THE INSIDE TRACK: Stay on the inside lane as much as possible. You can travel faster and maneuver more easily around other cars. on curves, it's easier to cross from the inside to the outside than the other way around.

* GO FLAT OUT ON STRAIGHTS: This is where you can make time.

* AVOID SKIDS: Try to keep your car on the road to prevent skids. Skidding slows you down and gives other cars a chance to outdistance you. Remember, you earn 50 points for every car you pass.

* PASS ON THE SHOULDER: Running on the red-and-white shoulder slows you down, but it can sometimes be the fastest and easiest way to overtake cars. Just be careful not to run into any road signs.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50075&o=2

$end


$info=sc4polem,sc4polema,sc4polemb,sc4polemc,sc4polemd,
$bio

Pole Position (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR7009]
Scorpion 4

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42738&o=2

$end


$info=sc4polen,
$bio

Pole Position (c) 200? Nova.

- TECHNICAL -

[Model PR7012]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42739&o=2

$end


$info=polepos,poleposj,
$bio

Pole Position (c) 1982 Namco.

Pole Position is a 1-player game using a color raster-scan video display. Game action takes place at the Fuji Speedway in Japan. The country around the speedway consists of green meadows, hills, and snow-capped Mt. Fuji. 

The player drives a Formula-1 race car on the track. The first objective of the game is to finish the qualifying lap as quickly as possible. If the player beats the clock, he or she qualifies for the race. If not, he or she drives out the remainder of the time along the qualifying course. 

As a qualifier, the player is ranked according to his or her qualifying lap time, from the 1st (pole) position to the 8th. The second objective of the game is to race against the clock and other cars to finish the specified number of laps ('Nr. of Laps' dip switch setting; 3 laps is the default) of the race as fast as possible and to achieve the highest score possible. The player earns points for passing cars, driving on the track, and finishing the race with time remaining. He or she is rewarded with an extended-play lap for completing the first lap within a certain amount of time (depending on the 'Extended Rank' dip switch setting). 

The game starts with the player's car behind the starting line and a certain amount of time, in seconds ('Game Time' dip switch setting; the default is 90 seconds), will be on the clock. The player's car must finish the qualifying lap within a certain amount of time (which varies depending on the 'Practice Rank' dip switch setting) to be in the race. If the player does not qualify, his or her car continues on the track until the 'Game Time' elapses.

If the player has qualified, just before the race begins, the player's car (flashing on the screen) is placed at the starting line with seven other cars. The position of the car depends on the position earned during the qualifying lap. (The player's car is always place at the 8th position in the attract mode.)

The starting lights flash from red to green, and the race begins. Racing hazards are other racing cars, sharp turns, road signs, and water puddles. (All of these hazards except for water puddles are also present on the qualifying lap.) As the race progresses, more cars appear on the track. If the player's car hits another car or a road sign, it is destroyed in an explosion. The player's car reappears in a few seconds and the race continues. Driving through water puddles or off the track slows down the player's car. 

Racing into the first turn, the player must let up on the accelerator slightly to make the corner. Road signs flash along the side of the track. Depending on how well the player manipulates the controls, he or she can either roar through the hairpin turns like a champion or spin out in a flaming crash. He or she jockeys for position with the other racers, while keeping his or her eye on the clock at the top of the screen. When time runs out, the race is over. If the player has beaten the racing lap time and has seconds remaining, the remaining seconds are added to the extended lap time, which varies depending on the 'Extended Rank' dip switch setting. 

The top score achieved by a player appears at the top of the screen. The time allotted for the lap is displayed under the top score. Increasing lap time (in seconds and hundredths of a second) and the speed of the car appears last.

- TECHNICAL -

[Upright model] 

Game ID : PP 

Main CPU : Zilog Z80 (also drives the sound), Zilog Z8002 (x2) 
Sound Chips : Namco 6-channel stereo WSG, DAC (engine sound), discrete circuitry (crash and skid sounds), custom DAC (speech) 

Players : 1 
Controls : Steering wheel, gear shifter (Hi and Low) 
Pedals : Accelerator only

- TRIVIA -

Pole Position was released in July 1982 outside of North America.

When Pole Position was introduced, players lined up in arcades around the world to grip the steering wheel and stomp on the gas pedal of a driving game so realistic that the players -- just like their cars -- were swerving around the corners. Pole Position was a 14-carat contribution to the golden age of video games. It started the trend for photo-realism in video game graphics. In addition to great graphics, it had great game play and it was a huge success, dominating game charts for almost about two years. 

Pole Position was the first driving game to be based on a real circuit. The action takes place at Fuji Speedway in Japan. The snow-capped Mt. Fuji appears in the background.

* A place in video game history : "Pole Position stands out as the racing game that really appealed to the general public," said Chris Lindsey, director of the National Video Game and Coin-Op Museum in St. Louis. "It went into arcades across the nation, where it can still be found. Pole Position machines were placed everywhere -- even in gas stations!". The popularity of Pole Position was based on its realism. Players felt as if they were actually in the driver's seat. "Racing games before Pole Position tended to have a top-down perspective in which you floated over the course, which wasn't terribly realistic," Lindsey said. "Pole Position's eye-level point of view gave it a great deal of realism, and this point of view became a standard for racing games that followed. In addition, it provided a lot of peripheral cues. You saw lots of things zipping by on the side of the screen and this really added to the excitement of the game. Pole Position also had great sound. You could hear the gears winding out in the stretches. As you zipped by another car, you could hear that car's engine. All of these details added to the overall effect. Pole Position was, and still is, an awfully nice game."

 * The great 25-cent escape : Chris Lindsey believes that a big reason why Pole Position has remained such a timeless classic is that it has always appealed to women, in addition to men. "I think there are quite a few game developers who would like to figure out why some games appeal to females," Lindsey said. "Perhaps this is just pop psychology, but I've seen two types of games women will take to: racing games, and games in which the character, or your representation on screen, is doing something besides destroying bad guys. I don't know if that's the correct way to describe it, but that is what I've seen. I've had occasion to work in different types of entertainment facilities, large and small, very modern and, of course, the museum. Without fail I see women take to 'Pac-Man', and I see them take to racing games, almost regardless of what the racing game is." 

* Lindsey said the comparative lack of violence in Pole Position and other racing games might explain their popularity with women -- as well as with men. "I think violence in games is fairly thoughtless for men, and for some women, the violence in a video game may stick out," Lindsey said. "Violence in gaming is not an experience that most people seek even though they like video games. When those people find games that are engaging, and that offer outstanding game play, there is a desire on their part to dive into it. These racing games really offer that." 

* Namco notes : The engineers who created Pole Position knew they had created something special when a steering wheel was first connected to the prototype game in their lab. Later, when Pole Position was released, engineers visiting the arcades found that the waiting lines were so long that they curled back and forth within the arcade and then extended out the door.

Pole Position is widely cursed by collectors as having the worst hardware design of any arcade game released in the 1980s. Internal documents that have recently surfaced bear this fact out. The circuit board underwent a large number of modifications and design changes that, while finally allowing the game to function, made the boards fragile. Proof can be found by the piles of Pole Position video PCBs with burnt edge connectors sitting on collectors' workbenches. Working replacement Pole Position PCBs are very hard to find these days, and almost all of the known repair shops won't even look at them, much less attempt to fix them.

Les Lagier holds the official record for this game with 67,310 points.

A Pole Position cockpit model appears in the 1983 movie 'Joysticks'.

A Pole Position upright model appears in the Judas Priest music video 'Freewheel Burning'. The gameplay shows the head of Rob Halford (lead singer) in the player's car.

- SCORING -

Points are scored for every foot of track driven. 

At the end of the game, 50 points are scored for each car the driver passed. 
Finishing the game awards 200 points for each second left on the timer. 

Qualifying Lap Placement Bonus : 
(Qualifying times vary depending on the 'Practice Rank' dip switch setting)
Pole Position (1st place) : 4,000 points 
2nd place : 2,000 points 
3rd place : 1,400 points 
4th place : 1,000 points 
5th place : 800 points 
6th place : 600 points 
7th place : 400 points 
8th place : 200 points

- TIPS AND TRICKS -

* Hints for Game Play : 
1) Avoid puddles and the sides of the track because these slow you down. 
2) Accelerate before the green light appears, and stay ahead of other racers. 
3) Drive to the inside of the track to make the corners. 
4) Successful completion of a turn depends on braking skill. 
5) Engine sound will cue the driver when to shift to high gear.
6) When sliding, steer into the skid. 

* Instead of pressing down on the gas pedal for acceleration, placing your foot underneath the gas pedal and lifting the pedal up with your instep caused the car to go even faster.

- SERIES -

1. Pole Position (1982)
2. Pole Position II (1983)
3. Final Lap (1987)
4. Final Lap UR (1988)
5. Final Lap Twin (1989, NEC PC-Engine)
6. Final Lap 2 (1990)
7. Final Lap 3 (1992)
8. Final Lap R (1993)
9. Final Lap 2000 (2000, Bandai WonderSwan)
10. Final Lap Special (2001, Bandai WonderSwan Color)

- STAFF -

Sound : Nobuyuki Ohnogi

- PORTS -

NOTE: For ports released in North America, please see the Atari version entry. 

* Consoles : 
Sony PlayStation [JP] (November 22, 1995) "Namco Museum Vol.1 [Model SLPS-00107]" 
Sony PlayStation [AU] (1996) "Namco Museum Vol.1 [Model SCES-00243]" 
Sony PlayStation [EU] (August 1996) "Namco Museum Vol.1 [Model SCES-00243]" 
Sony PlayStation [JP] (October 28, 1996) "Namco Museum Vol.1 [PlayStation the Best] [Model SLPS-91158]" 
Sony PlayStation 2 [JP] (January 26, 2006) "Namco Museum Arcade Hits! [Model SLPS-25590]" 
Microsoft XBOX [EU] (March 24, 2006) "Namco Museum - 50th Anniversary" 
Sony PlayStation 2 [EU] (March 31, 2006) "Namco Museum - 50th Anniversary [Model SLES-53957]" 
Nintendo GameCube [EU] (May 5, 2006) "Namco Museum - 50th Anniversary [Model DOL-G5NP-EUR]" 
Microsoft XBOX 360 [EU] (May 15, 2009) "Namco Museum - Virtual Arcade" 
Microsoft XBOX 360 [AU] (June 4, 2009) "Namco Museum - Virtual Arcade" 
Microsoft XBOX 360 [JP] (November 5, 2009) "Namco Museum - Virtual Arcade [Model 2RD-00001]" 

* Handhelds : 
Nintendo Game Boy Advance [EU] (December 7, 2001) "Namco Museum [Model AGB-ANMP-EUR]"
Nintendo Game Boy Advance [JP] (December 7, 2001) "Namco Museum [Model AGB-ANMJ-JPN]" 

* Computers : 
Commodore C64 [EU] (1984) 
BBC Micro [EU] (1984) 
Sinclair ZX Spectrum [EU] (1984) 
PC [MS Windows, CD-ROM] [AU] (March 27, 2006) "Namco Museum - 50th Anniversary" 
PC [MS Windows, CD-ROM] [EU] (May 19, 2006) "Namco Museum - 50th Anniversary" 

* Others : 
Apple iPhone/iPod [EU] (2008) "Pole Position Remix" : Features updated graphics, music, and all of the tracks from "Pole Position II" plus a new track.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2000&o=2

$end


$info=poleposa1,poleposa2,
$bio

Pole Position (c) 1982 Atari, Incorporated.

Export version by Atari for North America. Game developed in Japan by Namco. For more information about the game itself, please see the original Japanese version entry.

- TECHNICAL -

[Upright model]
The upright version of Pole Position came in a standard Atari cabinet (similar to the "Asteroids"/"Lunar Lander" cabinet), with an altered control panel area. The side art consisted of red, white, blue, and grey striped paint job, with an Atari logo, and a square sticker showing a race scene. While the marquee had a Pole Position logo superimposed over a view of several race cars coming directly at you. The control panel was done up in the same colors as the side, and featured an analog steering wheel, and a 2-position shifter. The upright version had a gas pedal, but no brake pedal.

- TRIVIA -

Pole Position was released in November 1982 in North America by Atari under license from Namco.

This game was one of the choices presented to Bally/Midway from Namco for sub-licensing. Bally/Midway chose Mappy while Atari was left with Pole Position. Pole Position went on to become the biggest game of 1983. 

20,400 units were produced by Atari (17,250 Uprights and 3,150 Cockpits).

Differences between Namco and Atari versions : 

* Non-Japanese versions contain an extra dip switch setting (Speed Unit) that allows the user to toggle between using the English system and the metric system to measure the distance of one lap around the track (as shown on the title screen) and the speed of the player's car (as shown on the upper-right corner of the screen during game play). The original Japanese version does not have this dip and uses the metric system only. 

* On the title screen, the distance of one complete lap around the track is displayed. In non-Japanese versions, if the 'Speed Unit' dip is set to using the metric system (km/h), the distance is expressed in kilometers and thousandths of a kilometer, instead of meters ('1LAP 4.359 km'). If it is set to using the English system (mph) the distance is expressed in miles and thousandths of a mile ('1LAP 2.709mi.'). The Japanese version displays this distance in meters (1LAP 4539M).

* In the Atari version, at the start of the game, a blimp with the word 'Atari' carries a white banner with the words 'PREPARE TO QUALIFY' across the screen (A female announcer can be heard saying 'Prepare to qualify!' as the blimp and banner fly across the screen). In the Namco versions, a Goodyear blimp carries the message. In the world version, the message is displayed in a different font from the Atari version. In the Japanese version, the banner's message is in Japanese, and the voiceover announcer speaks in Japanese. 

* If the racer qualifies in non-Japanese versions, the blimp will fly across the screen again, only this time carrying new white banner with the words 'PREPARE TO RACE'; also the announcer will say, 'Great driving. You qualified to race'. 

* There are billboards for "Dig Dug", "Centipede", and Pole Position in the Atari versions and 'Pepsi', 'Marlboro', 'Martini', and 'Champion' in all Namco versions. 

* When the player completes a lap, the sign above the cars at the start/finish line says "Fuji" in the Atari version and "Namco" in all Namco versions.

- PORTS -

* Consoles : 
Atari 2600 [US] (1983) "Pole Position [Model CX2694]" 
Atari 5200 [US] (1983) "Pole Position [Model CX5217]" 
Atari XEGS 
GCE Vectrex [US] (1983) "Pole Position [Model VT 3206]" 
Mattel Intellivision [US] (1988) 
Sony PlayStation [US] (July 31, 1996) "Namco Museum Vol.1 [Model SLUS-00215]" 
Nintendo 64 [US] (October 31, 1999) "Namco Museum 64 [Model NUS-NNME-USA]" 
Sega Dreamcast [US] (June 25, 2000) "Namco Museum [Model T-1403N]" 
Sony PlayStation 2 [US] (December 4, 2001) "Namco Museum [Model SLUS-20273]" 
Microsoft XBOX [US] (October 9, 2002) "Namco Museum" 
Nintendo GameCube [US] (October 9, 2002) "Namco Museum [Model DOL-GNME-USA]"  
Sony PlayStation 2 [US] (2005) "Namco Museum [Model SLUS-20273GH]" 
Microsoft XBOX [US] (August 30, 2005) "Namco Museum - 50th Anniversary [Model NMO-2201A-NM]" 
Nintendo GameCube [US] (August 30, 2005) "Namco Museum - 50th Anniversary [Model DOL-G5NE-USA]" 
Sony PlayStation 2 [US] (August 30, 2005) "Namco Museum - 50th Anniversary [Model SLUS-21164]" 
Microsoft XBOX 360 [US] (November 4, 2008) "Namco Museum - Virtual Arcade [Model 21022]" 

* Handhelds : 
Nintendo Game Boy Advance [US] (June 10, 2001) "Namco Museum [Model AGB-ANME-USA]" 

* Computers : 
Texas Instruments TI-99/4A [US] (1982) "Pole Position [Model RX8534]" 
Atari 800 [US] (1983) "Pole Position [Model RX8034]" 
Commodore VIC-20 [US] (1983) 
Commodore C64 [US] (1984) "Pole Position [Model RX8536]" 
PC [MS-DOS] [US] (1986) by Datasoft 
PC [MS Windows, 3.5"] [US] (March 31, 1996) "Microsoft Return of Arcade" 
PC [MS Windows, CD-ROM] [US] (2000) "Microsoft Return of Arcade Anniversary Edition" 
PC [MS Windows, CD-ROM] [US] (October 25, 2005) "Namco Museum - 50th Anniversary" 

* Others : 
Ms. Pac-Man TV Game [US] (2004) by Jakks Pacific 
Ms. Pac-Man TV Game Wireless Version [US] (2005) by Jakks Pacific 
Apple iPhone/iPod [US] (2008) "Pole Position Remix [Model 290895945]" : Features updated graphics, music, and all of the tracks from "Pole Position II", plus a new track. 
Retro Arcade featuring Pac-Man [US] (2008) by Jakks Pacific

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=39705&o=2

$end


$x68k_flop=pole2win,
$bio

Pole To Win (c) 1992 MIX [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88513&o=2

$end


$msx2_flop=poles,
$bio

Poles (c) 1991 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101950&o=2

$end


$msx1_cass=polidiaz,
$bio

Poli Diaz (c) 1990 Opera Soft [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94917&o=2

$end


$cpc_cass=polidiaz,
$bio

Poli Diaz Boxeo (c) 1991 Opera Soft [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98683&o=2

$end


$info=p911e,p911ea,
$bio

Police 24/7 (c) 2001 Konami Corp.

- TECHNICAL -

Konami Viper Hardware

CPU : Motorola Power PC XPC8420 @ 200-250MHz
Graphics System : 3DFX 355-0024-020 
Sound : Yamaha YMZ280B

- TRIVIA -

Released in December 2000.

This game is also known in the US as "Police 911" and in Japan as "Keisatsukan Shinjuku 24ji".

- SERIES -

1. Police 24/7 (2001)
2. Police 24/7 2 (2001)

- PORTS -

* Consoles :
Sony PlayStation 2 (2001)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4109&o=2

$end


$info=p911,p911uc,p911kc,
$bio

Police 911 (c) 2001 Konami Corp.

- TECHNICAL -

Main CPU : MPC8240 (@ 200 Mhz)

- TRIVIA -

Police 911 was released in December 2000.

This game is known in Europe as "Police 24/7" and in Japan as "Keisatsukan Shinjuku 24ji".

An interesting aspect about Police 911 is that during the game when a suspect is arrested, his face is blurred out in mosaics while his mugshot is has his eyes covered with a black censor bar which is actually similar to most japanese news broadcasts tend to censor a suspect by blurring his or her face with a mosaic blur while the mugshot has the black censor bar across the eyes which is intended to protect the privacy of the suspected perpetrator.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=14137&o=2

$end


$info=p9112,
$bio

Police 911 2 (c) 2001 Konami Corp.

- TECHNICAL -

Main CPU : MPC8240 (@ 200 Mhz)

- TRIVIA -

Released in December 2001.

This game is known in Europe as "Police 24/7 2" and in Japan as "Keisatsukan Shinjuku 24ji 2".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=14139&o=2

$end


$msx1_cass=police,
$bio

Police Academy (c) 1986 Eaglesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94918&o=2

$end


$msx1_cass=police2,
$bio

Police Academy II (c) 1987 Methodic Solutions

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94919&o=2

$end


$svision=policebu,
$bio

Police Bust [Model SV10014] (c) 199? Bon Treasure

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95466&o=2

$end


$pcecd=policeco,
$bio

Police Connection (c) 1993 Telenet [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58313&o=2

$end


$info=polic_l4,polic_l2,polic_l3,
$bio

Police Force (c) 1989 Williams Electronics Games, Incorporated.

Police Force, 4 player Pinball. Animal Police theme, with the moto "We Enforce The Law Of The Jungle". Top of back box has police style light bar in blue.

Playful consist  a spinner in ball shooter lane, that leads to top roll over lanes, which scoring and bonus can be changed with right flipper button, 3 upper jet bumpers, 1 center ramp with progressive score that returns ball to inner right lane, right upper side ramp that locks ball for multiball, then returns ball to left inner lane, also has movable block on ramp that can return ball back to play through left inner ramp, and bonus scoring kicker upper right side that kicks ball to top through lanes. Multiball is released when 2 balls are captured. Balls are relies ed via a small motorized police car on the right side which moves to allow the balls to enter play through the left inner lane ramp.

- TECHNICAL -

Williams System 11B

Main CPU : M6808 (@ 1 MHz)
Sound CPU : Motorola M6809 (@ 2 MHz), OKI M6808 (@ 1 MHz)
Sound chips : Yamaha YM2151 (@ 3.579545 MHz), (2x) DAC, (2x) HC55516

- TRIVIA -

Approximately 4,700 units were produced.

This game was originally supposed to be based on the 'Batman' movie, but Williams was unable to secure the licensing rights.

The backglass for Police Force is a parody of High Speed's backglass.

- STAFF -

Concept: Python Anghelo (PVA)
Designers : Python Anghelo, Mark Ritchie (MDR), Barry Oursler (BSO)
Illustration: Python Anghelo, John Youssi
Software : Bill Pfutzenreuter (Pfutz)
Mechanics : Jack Skalon, Joe Joos Jr., Irv Grabel
Music & Sounds : Chris Granner (CPG)
Tech. Support : Butch Ortega

- PORTS -

* Consoles :
Atari Lynx (1992; As part of Pinball Jam)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5356&o=2

$end


$crvision=policej,policeja,policeje,
$bio

Police Jump (c) 1982 Video Technology, Limited.

- TECHNICAL -

No. 8009

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53781&o=2

$end


$amigaocs_flop=pquestu,
$bio

Police Quest - In Pursuit of the Death Angel (c) 1987 Sierra On-Line, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74750&o=2

$end


$amigaocs_flop=pquest,
$bio

Police Quest - In Pursuit of the Death Angel [Budget] (c) 1987 Kixx

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74749&o=2

$end


$pc98=pquest2,
$bio

Police Quest II (c) 1989 Sierra On-Line, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90380&o=2

$end


$amigaocs_flop=pquest2,
$bio

Police Quest II - The Vengeance (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74751&o=2

$end


$info=sc4polic,sc4polica,sc4policb,sc4policc,
$bio

Police Squid (c) 200? QPS Interactive.

- TECHNICAL -

[Model PR2514]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42740&o=2

$end


$info=policetr,policetr11,policetr13b,policetr10,policetr13a,
$bio

Police Trainer (c) 1996 P&P Marketing.

Train to become a police officer in this target shooter.

- TECHNICAL -

Main CPU : R3000 (@ 24 Mhz)
Sound Chips : BSMT2000 (@ 24 Mhz)

Screen orientation : Horizontal
Video resolution : 394 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 256

Players : 2
Control : lightgun
Buttons : 1

- TRIVIA -

Released in November 1996.

- UPDATES -

REVISION 1 :
* Software version : 1.1

REVISION 2 :
* Software version : 1.3
* Operator menu (Setting) : 'Attract Mode Sounds' option removed.
* Operator menu (Setting) : 'Difficulty' option added.
* Operator menu (Setting) : 'Calibrate Guns' option replaced by 'Verify And Calibrate Guns'.

REVISION 3 :
* Software version : 1.3B

- SERIES -

1. Police Trainer (1996)
2. Police Trainer 2 (200?)

- STAFF -

Electronics software, game design : Fred Heyman
Art direction, game design, Audio : Steve Boyer
3D models and animations : Birdy Vanasupa
3D models and animations, Sound : Matthew Akers
PCB layout : Dave Oermann
Voices : Valerie Hartmann

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2002&o=2

$end


$nes=policemn,
$bio

Policeman (c) 19?? TXC Corp.

Taiwanese game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95264&o=2

$end


$psx=policena,
$bio

Policenauts - Private Collection (c) 1996 Konami Co., Ltd.

Complimentary 'Bonus Disc' for the PlayStation. Features tons of movies, trailers, production featurettes, staff interviews, design sketches, and more...

- TECHNICAL -

Game ID: SLPS-00228

- TRIVIA -

Released on September 02, 1996 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85544&o=2

$end


$pc98=policena,
$bio

Policenauts (c) 1994 Konami Industry Co., Ltd.

- TECHNICAL -

Game ID: RA710

- TRIVIA -

Released on July 29, 1994 in Japan.

Soundtrack releases:
[JP] Policenauts [Model KICA-7653] (1995)
[JP] Policenauts F/N [Model KICA-7724] (1996)
[JP] MIDI Power Pro 3 - Policenauts [Model KICA-7729] (1996)

- PORTS -

* Consoles :
[JP] Panasonic 3DO (1995) "Policenauts [Model VZ002]"
[JP] Sony PlayStation (1996) "Policenauts [Model SLPS-00215~6]"
[JP] Sega Saturn (1996) "Policenauts [Model T-9510G]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90381&o=2

$end


$saturn,sat_cart=policena,policenaa,
$bio

Policenauts (c) 1996 Konami Company, Limited.

- TECHNICAL -

Game ID: T-9510G

- TRIVIA -

Released on September 13, 1996 in Japan.

Policenauts was originally released for the NEC PC-98 in 1994; "Policenauts [Model RA710]".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59516&o=2

$end


$info=pollux,polluxa,polluxa2,polluxn,
$bio

Pollux (c) 1991 Dooyong.

A vertically scrolling shooter from Dooyong.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 8 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : (2x) Yamaha YM2203 (@ 4 Mhz)

Players : 2
Control : 8-Way Joystick
Buttons : 2
=> Shoot, Bomb

- TRIVIA -

Pollux was released in November 1991.

- STAFF -

Directors : Jooshun Hong, Youchur No, Choonduk Kia
Hardware Designer : Sunghun Lee
Music : Sanghyuk Lee
Background designer : Meerang Oh, Minjuang Lee
Animation designers : Woochoul Jung, Meesook Yeq
Main software : Haisung Ryou, Joagil Lee

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2003&o=2

$end


$gba=pollypckau,
$bio

Polly Pocket! Super Splash Island (c) 2003 DSI Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72210&o=2

$end


$gba=pollypck,
$bio

Polly Pocket! Super Splash Island (c) 2003 Vivendi Universal Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72211&o=2

$end


$gba=pollypcku,
$bio

Polly Pocket! Super Splash Island [Model AGB-AOTE-USA] (c) 2003 Vivendi Universal Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72213&o=2

$end


$gba=pollypcka,
$bio

Polly Pocket! Super Splash Island [Model AGB-B3FP] (c) 2003 Zoo Digital Publishing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72212&o=2

$end


$a2600=polo,
$bio

Polo (c) 1978 Atari, Incorporated.

- TRIVIA -

Unreleased prototype.

- STAFF -

Programmer: Carol Shaw

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50828&o=2

$end


$coco_cart=poltrgst,
$bio

Poltergeist (c) 1982 Tandy Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53457&o=2

$end


$info=poly88,
$bio

Poly-88 (c) 1976 PolyMorphic Systems.

- TECHNICAL -

The Poly-88 board set consisted of the following:

CPU with an Intel 8080 chip, and an 8251 USART for serial communication to a modem, printer, or cassette tape interface. The cassette tape interface supported program storage and loading from consumer-grade cassette tape recorders, using either Kansas City standard or higher speed Manchester encoded signals. The board contained 512 bytes of RAM and one 1024-byte ROM.

Video Terminal Interface which produced a 16-line display of 64 characters per line. The VTI was intended to drive a television using an RF modulator, or to be connected directly to a TV monitor's composite video input (not commonly available in the 1970s). The VTI also displayed low-resolution graphics (today called text semigraphics). Each character position was divided into a grid 2 dots wide and 3 high, giving a graphics resolution of 128 horizontal and 48 vertical pixels, the same as the original TRS-80. A TTL-level, parallel keyboard interface was also included on the VTI. Several keyboards were available, including the Keyboard III which included a numeric keypad.

RAM cards were also available, with capacities ranging from 8,192 (8K) bytes up to 56K (the maximum supported in their system architecture). Since the systems were based on the S-100 bus, other manufacturers' memory card could be used in Poly systems as well.

- TRIVIA -

With the release of their CPU card, PolyMorphic began selling complete systems. Their first was the Poly-88, housed in a 5-slot S100 chassis, with additional side-mounted S-100 connectors for the purpose of joining chassis together.

The Poly-88 was available in kit form, or assembled. It was originally called the Micro-Altair, but after objections from MITS, manufacturers of the Altair, the name was changed.

This unit earned the nickname 'orange toaster' due to its orange metal cover, and the fact that the S-100 cards generated noticeable heat.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103256&o=2

$end


$info=polynetw,
$bio

Poly-Net Warriors (c) 1993 Konami.

- TRIVIA -

Released in September 1993.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32265&o=2

$end


$info=polyplay,
$bio

Poly-Play (c) 1985 VEB Polytechnik Karl-Marx-Stadt.

This game features 10 different games : Hase und Wolf (a "Pac-Man"-type game), Hirschjagd (similar to "Robotron 2084"), Schmetterlinge, Abfahrtslauf, Schiessbude ("Carnival" clone), Autorennen, Merkspiel, Wasserrohrbruch, Hagelnde Wolken, Der Taucher.

- TECHNICAL -

Main CPU : U880 compatible with Zilog Z80 (@ 2.4576 Mhz)
Sound Chips : Custom (@ 2.4576 Mhz)

Screen orientation : Horizontal
Video resolution : 512 x 256 pixels
Screen refresh : 50.00 Hz
Palette colors : 8

Players : 1
Control : 8-way joystick
Buttons : 1

- TRIVIA -

2 cabinet versions existed, named ECS1 and ECS2. ESC means "Elektronischer Spielcomputer". The difference was a better cabinet for ECS2.

10 programs exist, only eight could be chosen for deployment (in EPROM-Order):
"Hase und Wolf" translates from German as 'Rabbit and Wolf', based on the Russian cartoon series 'Nu, pogodi!', popular in the GDR.
"Hirschjagd" translates from German as 'Deer Hunt'.
"Schmetterlinge" translates from German as 'Butterflies'.
"Abfahrtslauf" translates from German as 'Downhill'.
"Schiessbude" translates from German as 'Shooting Hut'.
"Autorennen" translates from German as 'Car Race'.
"Merkspiel" translates from German as 'Noticing Play'.
"Wasserrohrbruch" translates from German as 'Water Pipe Break'.
"Hagelnde Wolken" translates from German as 'Hailing Clouds'.
"Der Taucher" translates from German as 'The Diver'.

2 additional games were planned :
"Der Gärtner" translates from German as 'The Gardener'.
"Im Gewächshaus" translates from German as 'In the Greenhouse'.

The last manufactured versions, in 1989, have had the possibility of ten games.

The story goes that Poly-Play was the only arcade approved machine to be produced in GDR and they used to go into places like FDGB holiday homes and youth hostels. When the Berlin Wall came down, for some strange reason they recalled the machines to the factory and had them dismantled. A few were salvaged. There were probably about 1000-1500 made (last known serial number 1492 from 1989).

The company does still exist as 'Polytechnik Frankenberg GmbH'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2004&o=2

$end


$info=plygonet,
$bio

Polygonet Commanders (c) 1993 Konami.

- TECHNICAL -

Game ID: GX305

Hardware:
68EC020 @ 16 MHz
Motorola XC56156-40 DSP @ 40 MHz
Z80 + K054539 for sound
Network to connect up to 4 PCBs.

Video hardware:
TTL text plane similar to Run and Gun.
Konami K054009(x2) + K054010(x2) (polygon rasterizers)
Konami K053936 "PSAC2" (3d roz plane, used for backgrounds)
24.0 MHz crystal to drive the video hardware

Players : 1
Control : Double 2-way joysticks (vertical)
Buttons : 2

- TRIVIA -

Released in September 1993.

This is Konami's first 3D game!

King Records released a limited-edition soundtrack album for this game (Konami Amusement Sounds '94 Spring - KICA-7631, 7632) on 23/02/1994.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2005&o=2

$end


$x68k_flop=polyphon,
$bio

Polyphon (c) 1992 Etou Hiroshi

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87992&o=2

$end


$info=pomp_l1,
$bio

Pompeii (c) 1978 Williams.

6-player shuffle alley.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=7390&o=2

$end


$a2600=pompeii,
$bio

Pompeii (c) 1983 Apollo

- TRIVIA -

Unreleased prototype. One of them was shown at the 1983 Las Vegas CES.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50829&o=2

$end


$info=pompingw,
$bio

Pomping World (c) 1989 Mitchell Corp.

One or two players cooperatively destroy bouncing balls with a variety of weapons. The players may only fire up, but may move right and left, or up and down ladders. The large balls that have been shot split in two, creating smaller balls.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 8 Mhz)
Sound Chips : OKI6295 (@ 7.5 Khz), YM2413 (@ 4 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Pomping World was released in December 1989.

This game is known in Europe as "Pang", and in North America as "Buster Bros.".

- SERIES -

1. Pomping World (1989)
2. Super Pang (1990)
3. Pang! 3 - Kaitou Tachi no Karei na Gogo (1995)
4. Mighty! Pang (2000)

- STAFF -

Planner : NDA
Programmers : Hospitel Masa, Mamichan Otona
Music Composer : Tamayo Kawamoto
Character designers : Hiramattyo, Oyuu
Direction : Kihaji Okamoto

- PORTS -

* Consoles : 
NEC PC-Engine CD-ROM^2 [JP] (May 31, 1991) "Pomping World [Model HCD1019]" 
Sony PlayStation [JP] (March 14, 1997) "Super Pang Collection [Model SLPS-00360]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2006&o=2

$end


$pcecd=pompingw,
$bio

Pomping World (c) 1991 Hudson Soft.

Pomping World is the conversion by Hudson Soft of the popular arcade game originally developed by Capcom. The goal of the game is extremely simple: The player (or 2 simultaneously) has to clean up all the huge colored bouncing spheres on screen. But, in a way similar to Atari's Asteroid, each time a ball is hit, it pops and splits in two, and in two, and so on - all in all, a standard ball can split up to eight times. And if a ball, even tiny, hits the player then he loses a precious life. The player can use several weapons to pop them up, from standard vertical Harpoons to fast Laser-Guns. But the player must watch out for the small creatures that wonder around the play field and that will freeze the active weapon for a short amount of time. Power-ups of course appear from time to time to help our bubble-buster in his journey, such as freeze-time options and special hook that can stick to walls. The game is divided into different group of stages which all represent a different location in the World like the Taj Mahal or Paris. (this feature certainly reminds us of Capcom's Street Fighters).

- TECHNICAL -

Game ID: NCD1019

- TRIVIA -

Pomping World was released on May 31, 1991 in Japan for 4500 Yen.

Known export release : 
[US] "Buster Bros. [Model TXCD1031]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58314&o=2

$end


$info=pong,pongf,
$bio

Pong (c) 1972 Atari, Incorporated.

PONG is a basic simulation of the racket sport of table tennis. A small square representing a ping pong ball travels across the screen in a linear trajectory. If the square strikes the perimeter of the playing field, or one of the simulated paddles, the square ricochets based on the angle of the impact.

Game play consists of players moving their respective paddles vertically to defend their scoring zones. Players score one point by maneuvering the square past their opponent's paddle.

PONG can be played either by a single player pitted against a computerized opponent, or by two players each controlling a paddle.

Scoring went up to 21 pts.

- TECHNICAL -

The arcade PONG hardware was developed using 66 TTL logic chip. The home version had an integrated chip replacing most of these logic chips in 1974.

Screen Orientation: Horizontal
Video Resolution: 858 x 525 Pixels
Screen Refresh: 29.97 Hz
Palette Colors: Nothing

Players: 2

- TRIVIA -

On June 27, 1972, Mr. Nolan K. Bushnell and Mr. Ted Dabney start their own game company, named 'Syzygy' (means 'the sun, moon and earth in total eclipse'). But at this time, 'Syzygy' was already used by a roof-tiling company and finally, the name was changed to 'Atari' (a word equivalent to the term 'check' used in the Japanese strategy board game 'Go', Bushnell was an avid Go player) and give it the 'FUJI'-symbol (from the Japan's largest mountain 'Fujijama') as its logo.

Pong is the first Atari game. It was released on November 29, 1972. In September 1972, a prototype was tested on top of a barrel as the first commercial coin-operated machine in a tavern in Sunnyvale, CA called "Andy Capp's'. Within two weeks, Mr. Bill Gattis, the tavern manager, called Atari's Mr. Al Alcorn and reported that the machine was in need of repair. When examined, Alcorn discovered that the coin mechanism had been literally stuffed with quarters. Pong became an instant success and it created the arcade video game industry. The video game revolution had begun...

According to Curt Vendel and Marty Goldberg's "Atari Inc.: Business Is Fun" regarding the original Pong: "Because of the cost concerns, the timing chip that Al (Alcorn) had to use to control what scan lines the paddle was drawn across couldn't handle the full range of the screen. It actually left a small gap at the top of the screen. However as Nolan (Bushnell) and Ted (Dabney) played it during the design process, everyone realized that problem actually enhanced the game play. If two players were that good, the small hole would provide a break in the stalemate if a player could direct the ball through it. Rather than fix it by going a more expensive route, it was decided the bug would stay. The experience led Al to the mantra, "If you can't fix it, call it a feature.""

A Pong unit appears in the 1974 movie 'The Parallax View' and in the 1975 movie 'Rancho Deluxe'.

The two Paddles and pong ball appear on the 2012 animation movie "Wreck-It Ralph" from Walt Disney Animation Studios.

- TIPS AND TRICKS -

The only instruction for a game this primative: avoid missing ball for high score.

- SERIES -

1. Pong (1972)
2. Pong Doubles (1973)
3. Quadra Pong (1974)
4. Super Pong (1974)
5. Pong - The Next Level (1999, PC CD-ROM, Sony PlayStation and Nintendo Game Boy Color)

- STAFF -

Designed & Engineered by: Alan Alcorn, Nolan Bushnell

- PORTS -

* Consoles :
[US] Atari 2600 (October 1977) "Video Olympics [Model CX2621]" 
[US] Sega Genesis (1996) "Arcade Classics [Model MK-1715]" 
[EU] Sega Mega Drive (1996) "Arcade Classics [Model 1715-50]" 
[US] Sony PlayStation (2001) "Atari Anniversary Edition Redux [Model SLUS-01427]" 
[US] Sega Dreamcast (July 2, 2001) "Atari Anniversary Edition [Model T-15130N]" 
[EU] Sony PlayStation (March 1, 2002) "Atari Anniversary Edition Redux [Model SLES-03808]" 
[US] Tapwave Zodiac (2004) "Atari Retro" 
[US] Microsoft XBOX (November 16, 2004) "Atari Anthology [Model 26084]" 
[US] Sony PlayStation 2 (November 22, 2004) "Atari Anthology [Model SLUS-21076]" 
[EU] Microsoft XBOX (November 26, 2004) "Atari Anthology" 
[EU] Sony PlayStation 2 (February 18, 2005) "Atari Anthology [Model SLES-53061]" 
[JP] Microsoft XBOX (August 4, 2005) "Atari Anthology [Model B7X-00001]" 

* Handhelds : 
[US] Sega Game Gear (1996) "Arcade Classics" 
[UK] Nintendo DS (March 11, 2005) "Retro Atari Classics [Model NTR-ATAE-UKV]" 
[EU] Nintendo DS (March 11, 2005) "Retro Atari Classics [Model NTR-ATAE-EUR]" 
[US] Nintendo DS (March 16, 2005) "Retro Atari Classics [Model NTR-ATAE-USA]" 
[JP] Nintendo DS (June 30, 2005) "Atarimix Happy 10 Games [Model NTR-ATAJ-JPN]" 
[US] Nintendo Game Boy Advance (August 21, 2005) "3 Games in One! Yars' Revenge - Asteroids - Pong [Model AGB-B64E-USA]" 
[EU] Nintendo Game Boy Advance (September 23, 2005) "3 Games in One! Yars' Revenge - Asteroids - Pong [Model AGB-B64P]" 
[AU] Nintendo DS (November 2007) "Retro Atari Classics [Model NTR-ATAE-AUS]" 
[US] Sony PSP (December 19, 2007) "Atari Classics Evolved [Model ULUS-10325]" 
[AU] Sony PSP (March 7, 2008) "Atari Classics Evolved" 
[US] Nintendo DS (November 2, 2010) "Atari Greatest Hits Vol.1 [Model NTR-BR6E-USA]" 
[EU] Nintendo DS (February 24, 2011) "Atari Greatest Hits Vol.1 [Model NTR-BR6P-EUR]" 

* Computers :
[US] Tandy Color Computer 3 (1987) "Ponk"
[EU] PC [MS Windows, CD-ROM] (1999) "Atari Arcade Hits 1"
[US] PC [MS Windows, CD-ROM] (July 13, 1999) "Atari Arcade Hits 1" 
[US] PC [MS Windows, CD-ROM] (July 9, 2001) "Atari Anniversary Edition" 
[EU] PC [MS Windows, CD-ROM] (December 14, 2001) "Atari Anniversary Edition" 
[US] PC [MS Windows, CD-ROM] (January 1, 2003) "Atari Retro" 
[US] PC [MS Windows, CD-ROM] (November 11, 2003) "Atari - 80 Classic Games in One! [Model 25069J]" 
[EU] PC [MS Windows, CD-ROM] (June 10, 2005) "Atari - 80 Classic Games in One! [Replay]" 
[EU] PC [MS Windows, CD-ROM] (June 17, 2005) "Atari Arcade Hits 1 [Replay]" 

* Others :
[US] Magnavox "Odyssey [Model ITL 200]" (1972)
[US] Universal Research "Video Action [Model VA-I]" (1973) 
[UK] The Sales Team "Videomaster Home T.V. Game [Model VM577]" (1974)
[US] Executive Games "Television Tennis [Model 035]" (1975)
[US] First Dimension "Video Sports [Model FD-3000W]" (1975) 
[US] Magnavox "Odyssey 100" (1975)
[US] Magnavox "Odyssey 200" (1975)
[US] Sears "Tele-Games Pong [Model 25796]" (1975) 
[US] Universal Research "Video Action [Model VA-II]" (1975) 
[UK] "Videomaster Olympic [Model VM3-D]" (1975)
[EU] "Videomaster Rally [Model VM4]" (1975)
[US] Allied's "Name of the Game [Model A-100]" (1976)
[US] Allied's "Name of the Game II [Model A-300]" (1976) 
[CA] Canadian Tire "Video Sports [Model 84-6072]" (1976)
[US] Coleco "Telstar [Model 6040]" (1976)
[US] Coleco "Telstar Classic [Model 6045]" (1976)
[US] Atari "Pong [Model C-100]" (1976) 
[UK] Binatone "TV Gaming Unit [Model 01-4990]" (1976)
[FR] Pizon Bros. "Visiomatic 101" (1976)
[FR] Pizon Bros. "Visiomat 11" (1976)
[US] Entex "Gameroom Tele-Pong" (1976) 
[US] First Dimension "Video Sports [Model 76]" (1976)
[US] First Dimension "Video Sports [Model 76C]" (1976)
[US] GHP "Wonder Wizard - Television Sports Games [Model 7702]" (1976)
[US] Lloyds "TV-Sports 801" (1976)
[US] Magnavox "Odyssey 300" (1976)
[US] Magnavox "Odyssey 400" (1976)
[US] Magnavox "Odyssey 500" (1976)
[US] MECCA "TV Game [Model EP 460]" (1976)
[DE] Mestron "Fernseh Spiel [Model TVG 2006]" (1976)
[US] Montgomery-Ward "Telstar Video World of Sports" (1976)
[US] National Semiconductor "Adversary" (1976)
[FR] Occitane "OC4" (1976)
[FR] Occitane "Occitel" (1976)
[AU] Packel Instrument "TV Sport" (1976)
[UK] "Prinztronic Tournament - Colour Programmable 2000" (1976)
[US] Radio Shack "Electronic TV Scoreboard [Model 60-3061]" (1976)
[US] MSC "Ricochet [Model MT1A]" (1976)
[US] Ridgewood "GAMATIC 7600" (1976)
[US] Dyn "Paddle IV" (1976)
[US] Sears "Tele-Games Super Pong [Model 99736]" (1976)
[US] Sears "Tele-Games Super Pong IV [Model 99737]" (1976)
[US] Sears "Tele-Games Hockey-Pong [Model 99721]" (1976)
[US] Sears Hockey-Tennis (1976) : contains 4 games.
[EU] Superlectron TV Challenger (1976) : contains 3 games.
[US] Tele-Match Concert Hall IV (1976) : contains 4 games.
[US] Tele-Match 4 (1976) : contains 4 games.
[NL] Television Gaming Unit (1976) : conrains 2 games.
[US] Unisonic Sportsman - Tournament 101 (1976) : contains 4 games.
[US] Unisonic Tournament 100 (1976) : contains 4 games.
[US] Unisonic Tournament 150 (1976) : contains 6 games.
[US] Unisonic Tournament 200 (1976) : contains 4 games.
[US] Universal Research "Video Action [Model VA-III]" (1976) 
[US] Universal Research "Video Action Indy 500 [Model S-100]" (1976) : contains 3 games.
[DE] Universum TV Multi-Spiel (1976) : contains 6 or 4 games.
[US] Venture Electronics Video Sports (1976) : contains 4, 5, or 8 games.
[UK] Videomaster Superscore (1976) : contains 6 games.
[US] Windsor TV Game (1976) : contains 4 games.
[UK] Academy Video Game (1977) : contains 4 games.
[US] APF Match (1977) : contains 4 games.
[US] APF TV FUN (1977) : contains 4 games.
[US] APF Sportsarama (1977) : contains 8 games.
[FR] Asaflex Video Sports (1977) : contains 4 or 6 games.
[US] Atari "Ultra Pong [Model C-402S]" (1977) : contains 16 or 32 games.
[US] Atari Video Pinball (1977) : contains 7 games.
[EU] Audiosonic Home's TV Set (1977) : contains 4 games.
[UK] Binatone Colour TV Game (1977) : contains 4 games.
[UK] Binatone TV-Master MK 6 (1977) : contains 6 games.
[UK] Binatone TV Master MK IV (1977) : contains 4 games.
[UK] Binatone TV-TRON (1977) : contains 4 games.
[FR] Bingo TVG 203 (1977) : contains 4 games.
[FR] Bingo Video Game (1977) : contains 4 games.
[DE] Blaupunkt TV-Action (1977) : contains 4 games.
[UK] Boots Audio (1977) : conrains 4 games.
[US] Coleco "Telstar Ranger [Model 6046]" (1977) : contains 6 games.
[US] Coleco "Telstar Alpha [Model 6030]" (1977) : contains 4 games.
[US] Coleco "Telstar Colormatic [Model 6130]" (1977) : contains 4 games.
[US] Coleco "Telstar Regent [Model 6036]" (1977) : contains 4 games.
[EU] Commodore T.V. Game (1977) : contains 8 games.
[US] Concept 2000 Spectrum 6 (1977) : contains 4 games.
[US] Concept 2000 TV +4 (1977) : contains 4 games.
[US] Conic Video Game (1977) : contains 4 games.
[FR] Continental Edison (1977) : contains 6 games.
[FR] Creatronic Bi.Bip 4 (1977) : contains 4 games.
[FR] Creatronic Bi.Bip 8 (1977) : contains 8 games.
[US] Dayya Marume 2000 (1977) : contains 8 games.
[DE] DDR TV-Spiele (1977) : contains 6 games.
[UK] Decca Sports TV Game (1977) : contains 6 games.
[UK] Derby Master (1977) : contains 3 games.
[US] Digitek TV Game (1977) : contains 4 games.
[US] E&P 4 Electronic TV Sport Games (1977) : contains 4 games.
[US] Electrophonic Pro-Sports (1977) : contains 4 games.
[US] Enterprex Color Home Video Game (1977) : contains 4 or 8 games.
[UK] Grandstand Match of the Day 2000 (1977) : contains 4 games.
[UK] Grandstand Adman (1977) : contains 4 games.
[US] Gulliver Triple Challenge (1977) : contains 3 games.
[FR] Hanimex Jeu-Tele Electronique (1977) : contains 4 games.
[US] Hanimex TV Scoreboard (1977) : contains 8 games.
[FR] Hit-Go (1977) : contains 6 games.
[FR] Hometronics Telecourt (1977) : contains 4 games.
[DE] Honeybell Video Sports color (1977) : contains 4 games.
[DE] Intel Super-Telesport (1977) : contains 4 games.
[DE] Intel TV Sport (1977) : contains 4 or 6 games.
[DE] Interton Club Exclusiv 2000 (1977) : contains 6 games.
[EU] Interton Video 2400 (1977) : contains 5 games.
[EU] Interton Video 2501 (1977) : contains 3 games.
[EU] Interton Video 2800 (1977) : contains 4 games.
[EU] Interton Video 3000 (1977) : contains 6 games.
[EU] Interton Video 3001 (1977) : contains 6 games.
[FR] ITMC 6 Jeux (1977) : contains 6 games.
[UK] ITT / Ideal Color Tele-Match Cassette (1977) : contains 4 games.
[DE] Korting Tele-Multi-Play (1977) : contains 4 games.
[US] K-Mart S Four Thousand (1977) : contains 4 games.
[US] K-Mart S Eight Thousand (1977) : contains 8 games.
[US] Magnavox "Odyssey 2000" (1977) : contains 3 games.
[US] Magnavox "Odyssey 3000" (1977) : contains 4 games.
[US] Magnavox "Odyssey 4000" (1977) : contains 8 games.
[FR] Markint 4a (1977) : contains 4 games.
[FR] Markint 6 (1977) : contains 6 games.
[FR] Markint Tele-Sports (1977) : contains 4 games.
[FR] Markint TV Sports (1977) : contains 4 games.
[DE] Match Spectrum 6 (1977) : contains 3 games.
[DE] MBO Tele-Ball V (1977) : contains 6 games.
[JP] Nintendo "Color TV-Game 6 [Model CTG-6S]" (1977) : contains 6 games.
[JP] Nintendo "Color TV-Game 6 [Model CTG-6V]" (1977) : contains 6 games.
[JP] Sharp "Color TV-Game [Model XG-106V]" (1977) : contains 6 games.
[EU] Novex Colour Video Sports Game (1977) : contains 3 games.
[FR] Occitane (SOE) Match Robot (1977) : contains 4 games.
[EU] OPL Optim Sport (1977) : contains 4 games.
[DE] Palladium Tele-Match 4000 (1977) : contains 4 games.
[EU] Philips Odyssey 2001 (1977) : contains 3 games.
[EU] Philips Tele-Spiel Las Vegas (1977) : contains 4, 6 or 8 games.
[FR] Pizon-Bross Visiomat 11 (1977) : contains 6 games.
[DE] Poppy Tele-Spiel (1977) : contains 4 games.
[UK] Prinztronic Tournament II Deluxe (1977) : contains 6 games.
Radofin Electronic TV Game (1977) : contains 4 games.
Radofin Tele-Sports (1977) : contains 4 games.
Radofin Tele-Sports Mini (1977) : contains 4 games.
Radofin SC Eight Thousand (1977) : contains 8 games.
[US] Ricochet Electronic Super Pro (1977) : contains 5 games.
[US] Roberts Rally IV (1977) : contains 4 games.
[US] Roberts Rally X(1977) : contains 8 games.
[US] Roberts Sportrama 8 (1977) : contains 8 games.
[FR] Samdo (1977) : contains 4 games.
[US] Santron Home T.V. Game (1977) : contains 6 games.
[DE] Sanwa Tele-Spiel (1977) : contains 4 games.
[US] Sears "Tele-Games Hockey-Tennis II [Model 99733]" (1977) : contains 4 games.
[US] Sears "Tele-Games Hockey-Tennis III [Model 99734]" (1977) : contains 4 games.
[US] Sears "Tele-Games Super Pong IV [Model 99789]" (1977) : contains 10 (5x2) games.
[US] Sears "Tele-Games Pong Sports II [Model 99707]" (1977) : contains 16 games.
[US] Sears "Tele-Games Pong Sports IV [Model 99708]" (1977) : contains 32 games.
[FR] SEB Telescore (1977) : contains 4 or 6 games.
[DE] Sennheiser TV Game (1977) : contains 6 games.
[EU] Sheen Video Sport (1977) : contains 4 games.
[EU] Sheen Colour Video Sport (1977) : contains 6 games.
[DE] Sonesta Hide-Away TV Game (1977) : contains 6 games.
[UK] Sportel (1977) : contains 3 games.
[FR] Sportron (1977) : contains 4 or 6 games
[FR] Starex (1977) : contains 4 games.
[DE] Superlectron Fernsehspiel (1977) : contains 4 games.
[US] Syrelec Videosport 2 (1977) : contains 4 games.
[FR] Thomson Jeu Video (1977) : contains 5 games.
[EU] Tandy TV Scoreboard (1977) : contains 4 or 10 games.
[US] TCR Video Sport (1977) : contains 4 games.
[US] Tele-Match Television Computer Game (1977) : contains 5 games.
[UK] Teleng Colourstars (1977) : contains 6 games.
[AU] Tempest Video Game (1977) : contains 6 games.
[DE] Unimex Mark V-C (1977) : contains 6 games.
[US] Unisonic Olympian 2600 (1977) : contains 10 games.
[US] Unisonic Tournament 1000 (1977) : contains 4 games.
[US] Unisonic Tournament 2000 (1977) : contains 6 games.
[US] Unisonic Tournament 2501 (1977) : contains 6 games.
[DE] Universum Color Multi-Spiel (1977) : contains 4 or 10 games.
[DE] Universum Tele-Sports (1977) : contains 4 games.
[FR] Univox (1977) : contains 4 games.
[EU] Video 4000-EX (1977) : contains 4 games.
[FR] Video Stellar (1977) : contains 5 games.
[EU] Videomaster Colourscore (1977) : contains 3 games.
[UK] Videomaster Colourshot (1977) : contains 3 games.
[UK] Videomaster Visionscore (1977) : contains 3 games.
[UK] Videomaster Strika 2 (1977) : contains 4 games.
[US] Windtronics Video Game (1977) : contains 4 games.
[UK] Binatone TV-Master MK 8 (1978) : contains 8 games.
[UK] Binatone TV-Master MK 10 (1978) : contains 10 games.
[UK] Binatone Colour TV Game 4 Plus 2 (1978) : contains 6 games.
[UK] Coleco Telstar Colortron (1978) : contains 4 games.
[UK] Coleco Telstar Marksman (1978) : contains 6 games.
[US] Granada "Colorsport VIII [Model CS 1818]" (1978)
[DE] Grunding Tele-Spiel 1 (1978) 
[US] Harvard Mini Color TV Game (1978) : contains 4 games.
[DE] Intercord TV Games (1978) : contains 4 games.
[EU] ITT / Ideal Color Tele-Match Cassette 2 (1978) : contains 8 games.
[FR] Klervox Jeu TV (1978) : contains 6 games.
[DE] Match Color (1978) : contains 10 games.
[DE] MBO Tele-Ball VIII (1978) : contains 8 games.
[US] Olympos Electronic Gamatic 7706 (1978) : contains 6 games.
[FR] Occitane (SOE) OC 5000 : contains 6 games.
[EU] Philips Odyssey 2100 (1978) : contains 23 games.
[IT] Polistil Video Games (1978) : contains 4 games.
[DE] Poppy Tv-Game Fernseh Spiel (1978) : contains 4 games.
[UK] Prinztronic Tournament Mini (1978) : contains 4 games.
[UK] Prinztronic Videosport (1978) : contains 6 games.
[FR] RIL Robot (1978) : contains 6 games.
[FR] Saft-Leclanch TV 8 Sports (1978) : contains 8 games.
[US] Sands Color TV Game (1978) : contains 6 games.
[FR] Scomark 4 Sports Tele (1978) : contains 4 games.
[US] Sinoca T.V. Game (1978) : contains 4 games.
[DE] TV 18 Spannende Videospiele (1978) : contains 18 games.
[UK] Grandstand Sports Centre (1979) : contains 10 games.
[EU] Hanimex Electronic TV Game (1979) : contains 4 games.
[EU] ITT / Ideal Tele-Match Cassette (1979) : contains 10 games.
[UK] Videomaster Colourscore 2 (1979) : contains 6 games.
[JP] TV-Games [Model KTC-7700] (17?)
Radofin Colour TV Game (1981) : contains 10 games.
[FR] Univox Tele-Sports 6 (1981) : contains 6 games.
[EU] Audiosonic Color TV Game (1982) : contains 4 games.
[DE] Poppy Color Video Game (1982) : contains 6 games.
[FR] Rollet Robot (1982) : contains 6 games.
[UK] Bentley Compu-Vision (1983) : contains 4 games.
[US] DMS Tele-Action (1983) : contains 4 games.
[UK] Ingersoll mini TV Game (1983) : contains 4 games.
Arcade (1993) : hidden game in "Mortal Kombat II"
[US] Mobile phone [Motorola T720] (2003)
[US] Atari 10 in 1 TV Game (2002) by Jakk's Pacific 
[US] Atari Paddle TV Game (2004) by Jakk's Pacific 
[US] Atari Flashback 2 (2005)
[US] Nokia N-Gage (2006) "Atari Masterpieces Volume 2"
Apple Store (2011) "Atari Greatest Hits"
Android Market (2011) "Atari Greatest Hits"
[US] Atari Flashback 2+ (February 22, 2010)
[US] "Atari Flashback 4" (November 13, 2012) by AtGames 
[US] "Atari Flashback 5" (October 1, 2014) by AtGames

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2007&o=2

$end


$gbcolor=pongtnl,
$bio

Pong - The Next Level (c) 1999 Hasbro Interactive, Incorporated.

A modernized 3-D remake of the Atari arcade classic dating all the way back to 1972. This is Pong on a whole new level with stunning 3-D graphics, and multiple new worlds and challenges.

- TECHNICAL -

Game ID: CGB-AOVE-USA

- TRIVIA -

Pong - The Next Level for Game Boy Color was released in December 1999 in North America. It is known in Europe as simply "Pong" (without the subtitle).

- STAFF -

Developed by: Supersonic Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68580&o=2

$end


$info=pongd,
$bio

Pong Doubles (c) 1973 Atari.

- TRIVIA -

Pong Doubles was released in September 1973.

This game is known in France as "Coupe Davis" (translates from French as 'Davis' Cup').

- SERIES -

1. Pong (1972)
2. Pong Doubles (1973)
3. Quadra Pong (1974)
4. Super Pong (1974)
5. Pong - The Next Level (1999, PC CD-ROM, Sony PlayStation and Nintendo Game Boy Color)

- PORTS -

* Others :
Atari "Pong Doubles [Model C-160]" (1976) [US]
Sears "Tele-Games Pong IV [Model 99717]" (1976) [US]
Atari "Ultra Pong Doubles [Model C-402D]" (1977) [US]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3373&o=2

$end


$pc98=ponjalla,
$bio

Ponjalla no Houkago - Sadoubu(re) Hen (c) 1995 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90382&o=2

$end


$pc8801_flop=ponjara,ponjaraa,
$bio

Ponjara (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92652&o=2

$end


$pc98=ponkan,
$bio

Ponkan (c) 1994 PonyTale Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90383&o=2

$end


$pc8801_cass=ponkotsu,
$bio

Ponkotsu-sen Survival (c) 1983 Dempa Shinbunsha [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91260&o=2

$end


$pc8801_flop=ponkotsu,
$bio

Ponkotsu-sen Survival (c) 1983 Dempa Shinbunsha [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92653&o=2

$end


$info=ponpokov,
$bio

Ponpoko (c) 1982 Venture Line, Incorporated.

Export release. For more information about the game itself, see the original Japanese release entry.

- TRIVIA -

Even if titlescreen says 1982, Venture Line, Inc. released Ponpoko in January 1983.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2008&o=2

$end


$info=ponpoko,
$bio

Ponpoko (c) 1982 Sigma Enterprises, Incorporated.

Ponpoko  is a 1982 arcade game released by Sigma Enterprises. It is a platform game similar to Donkey Kong and Mario Bros.
 
In Ponpoko, the player controls a Tanuki (a Japanese raccoon dog) that can climb ladders, walk across floors and jump over gaps and tacks while trying to avoid red and yellow snakes. The player must collect all the fruits and vegetables in order to advance to the next level. There are also baskets that contain either points or snakes. Once the final level is reached (the beer mug level) the game will repeat that level endlessly.

- TECHNICAL -

Upright model

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : Namco 3-channel WSG (@ 96 Khz)

Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.61 Hz
Palette colors : 16

Players : 2
Control : 4-way joystick
Buttons : 1 (JUMP)

- TRIVIA -

Ponpoko was released in November 1982 in Japan.

PonPoko is Japanese onomatopoeia - the sound that a tanuki makes. In Ponpoko, it's also the name of the main character who is, incidentally, a tanuki.

Larry Young holds the official record for this game with 133,940 points.

Also release as a Cocktail Table; "Ponpoko [Cocktail Table model]".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=26895&o=2

$end


$pc8801_flop=ponponqu,
$bio

PonPon Quest (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92651&o=2

$end


$gameboy=pontahin,
$bio

Ponta to Hinako no Chindouchuu - Yuujou Hen [Model DMG-AAJ] (c) 1990 Naxat Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66753&o=2

$end


$bbca_cass,bbcb_cass=pontoons
$bio

Pontoon (c) 1982 Superior Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52246&o=2

$end


$info=ponttehk
$bio

Pontoon (c) 1985 Tehkan.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.536 Mhz)

Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 256

Players : 1
Buttons : 5

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4532&o=2

$end


$info=pontoon,
$bio

Pontoon (c) 1989 Sega.

- TECHNICAL -

Sega System 18 hardware

Main CPU : Motorola 68000 (@ 10 Mhz)
Sound CPU : Zilog Z80 (@ 8 Mhz)
Sound Chips : (2x) YM3438 (@ 8 Mhz), RF5C68 (@ 10 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Released in December 1989.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3856&o=2

$end


$bbca_cass,bbcb_cass=pontooni,
$bio

Pontoon (c) 19?? IJK

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52245&o=2

$end


$mc10=pontoon,
$bio

Pontoon (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87686&o=2

$end


$info=m4pont,m4ponta,
$bio

Pontoon Club (c) 199? Barcrest.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=14932&o=2

$end


$bbca_cass,bbcb_cass=ponyexpr,
$bio

Pony Express (c) 1984 Hollsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52247&o=2

$end


$info=sc4pony,sc4ponya,sc4ponyb,sc4ponyc,sc4ponyd,sc4ponye,
$bio

Pony Express (c) 200? Bell-Fruit Games.

- TECHNICAL -

[Model PR1408]

Scorpion 4

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11529&o=2

$end


$info=sc5pony,sc5ponya,sc5ponyb,sc5ponyc,sc5ponyd,sc5ponye,
$bio

Pony Express (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Scorpion 5]
[Model PR1408]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43122&o=2

$end


$x68k_flop=ponyon,
$bio

Ponyon (c) 1992 Ponytail Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87993&o=2

$end


$pc98=ponyon,
$bio

Ponyon (c) 1992 PonyTale Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90384&o=2

$end


$msx1_cass=poogaboo,poogabooa,poogabooh,
$bio

Poogaboo (c) 1991 Opera Soft [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94920&o=2

$end


$cpc_cass=poogaboo,
$bio

Poogaboo [Model AMC-027] (c) 1991 Opera Soft [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98684&o=2

$end


$gbcolor=poohhunsu,
$bio

Pooh and Tigger's Hunny Safari [Model CGB-BP8E-USA] (c) 2002 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68583&o=2

$end


$gbcolor=poohhuns,
$bio

Pooh and Tigger's Hunny Safari [Model CGB-BP8P-EUR] (c) 2002 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68582&o=2

$end


$pico=poohhajia,poohhaji,
$bio

Pooh-san no Hajimete no Eigo [Model T-255060] (c) 2001 Kodansha

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75762&o=2

$end


$pico=poohcornj1,poohcornj,
$bio

Pooh-san no Ichi Nichi [Model HPC-6019] (c) 1995 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75763&o=2

$end


$pico=poohtano,
$bio

Pooh-san to Tanoshii na Kamatachi (c) 199? Sega Toys.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95310&o=2

$end


$bbca_cass,bbcb_cass=pool,
$bio

Pool (c) 1984 Dynabyte

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52248&o=2

$end


$amigaocs_flop=pool,
$bio

Pool (c) 1987 Mastertronic, Limited. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74752&o=2

$end


$info=pool10,pool10b,pool10c,pool10d,pool10e,pool10h,pool10f,pool10g,pool10i,
$bio

Pool 10 (c) 1996 C.M.C.

- TECHNICAL -

Main CPU : M65C02
Sound Chips : General Instrument AY8910

Players : 1
Buttons : 7

- TRIVIA -

In Italy many people became addicted to videopokers. They put so much money on them, and they had to sell the house. Also some engineers modified video pokers to do less wins and so on... Because of this the government did some laws in order to regulate videopokers wins. Starting from around 1996/1997 there were subsequent laws because engineers always found a way to elude them.

Today all the videopokers need to be connected via AAMS net (a government society dedicated to games) which check if the videopoker is regular. Nowadays it's difficult to trick and the video poker has to give 75% of wins. This has made videopoker market to collapse and infact there aren't many videopokers left. Also because the laws changed very often and old videopokers became illegal was a very bad thing for bar owners because they couldn't earn enough money. Pool 10 was  apparently the "father" of other Italian gambling games. As soon as it became illegal, was converted to "Cuore 1", "Elephant Family", "Tortuga Family" and other games. Engineers always found a simple way to elude the law.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=9907&o=2

$end


$a800=pool400,
$bio

Pool 400 (c) 1982 IDSI

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86660&o=2

$end


$info=poolcham,poolchama,poolchami,
$bio

Pool Champion (c) 1985 Zaccaria.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5536&o=2

$end


$amigaocs_flop=poolrad,
$bio

Pool of Radiance (c) 1990 US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74753&o=2

$end


$info=pool_l7,pool_l6,pool_le2,pool_p7,pool_l5,
$bio

Pool Sharks (c) 1990 Midway.

- TECHNICAL -

Midway System 11C
Model Number : 2014

Main CPU : M6808 (@ 1 MHz)
Sound CPU : Motorola M6809 (@ 2 MHz)
Sound chips : Yamaha YM2151 (@ 3.579545 MHz), DAC, HC55516

- STAFF -

Game Design : Tony Kraemer (AMK)
Software : Brian Eddy (BRE)
Mechanics : Zofia Bil
Sounds: Robin Seaver, Paul Heitsch
Art & Concept: Doug Watson (DTW)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5389&o=2

$end


$amigaocs_flop=pooldark,
$bio

Pools of Darkness (c) 1992 SSI

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74754&o=2

$end


$pc98=pooldark,
$bio

Pools of Darkness (c) 1993 Pony Canyon, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90385&o=2

$end


$bbca_cass,bbcb_cass=poolwin,
$bio

Pools Winner (c) 19?? Selec

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52249&o=2

$end


$bbca_cass,bbcb_cass=poolwin2,
$bio

Pools Winner 2 (c) 19?? Selec

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52250&o=2

$end


$info=poolshrk,
$bio

Poolshark (c) 1977 Atari.

Pocket-Pool video game.

- TECHNICAL -

Game ID : 006281

Main CPU : M6800 (@ 1.381875 Mhz)
Sound Chips : Discrete circuitry.

Monitor: 23''

Screen orientation : Horizontal
Video resolution : 255 x 232 pixels
Screen refresh : 60.00 Hz
Palette Colors : 4

Players : 2
Control : stick

- TRIVIA -

Released in June 1977.

- STAFF -

Designed and programmed by : Tom Hogg, Owen Rubin, Mike Albaugh, Paul Mancuso

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2009&o=2

$end


$cpc_cass=poolwinn,
$bio

Poolswinner (c) 1986 Selec Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98685&o=2

$end


$info=pootan,
$bio

Pootan (c) 1982.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound CPU : Zilog Z80 (@ 1.789772 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.789772 Mhz), (6x) RC (@ 1.789772 Mhz)

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 32

Players : 2
Control : 2-way joystick (vertical)
Buttons : 1

- TRIVIA -

This game is a bootleg of "Pooyan".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2010&o=2

$end


$info=pooyans,
$bio

Pooyan (c) 1982 Stern Electronics, Incorporated..

Export version for the USA. For more information about the game itself, please see the original Konami version entry; "Pooyan [Model GX320]".

- TRIVIA -

Pooyan was released in December 1982. Manufactured in the USA by Stern, under license from Konami.

- PORTS -

* Consoles : 
Atari 2600 [US] (1982) "Pooyan [Model RC-100-X 02]" 
Sony PlayStation [US] (November 30, 1999) "Konami Arcade Classics [Model SLUS-00945]" 
Nintendo DS [US] (March 30, 2007) "Konami Classics Series: Arcade Hits [Model NTR-ACXE-USA]" 

* Computers : 
Tandy Color Computer [US] (1983) 
Commodore C64 [US] (1983) 
Atari 800 [US] (1983) 
Tommy Tutor

* Others : 
Arcade [US] (November 1998) "Konami 80's AC Special"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40704&o=2

$end


$tutor=pooyan,
$bio

Pooyan (c) 1982 Tomy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101356&o=2

$end


$a2600=pooyane,pooyane1,
$bio

Pooyan (c) 1983 Gakken

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50831&o=2

$end


$nes=pooyan,
$bio

Pooyan (c) 1985 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54510&o=2

$end


$nes=pooyanh,
$bio

Pooyan (c) 1987 FMG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69304&o=2

$end


$msx2_flop=pooyan,pooyanbpooyanc,pooyana,
$bio

Pooyan (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101951&o=2

$end


$sms=pooyan,
$bio

Pooyan (c) 19?? HiCom

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56131&o=2

$end


$msx1_cart=pooyan,
$bio

Pooyan [Model BC-M5] (c) 1985 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77379&o=2

$end


$info=pooyan,
$bio

Pooyan (c) 1982 Konami Industry Company, Limited.

The player takes on the role of a bow-and-arrow welding pig who must protect her piglets from the pack of hungry wolves ballooning up or down the cliff face. The pig is suspended in a winch-controlled cage and must move vertically up and down, shooting the balloons and sending the wolves plummeting to the ground. Any wolves she misses will, having safely reached the ground, climb a ladder to try and bite her. Also, if any of the wolves reach the ground, more piglets will be captured by them. Mother Pig must try to kill as many wolves as possible without letting them reach the ground.

On the second level, the wolves use balloons to float upwards to the top of a high cliff. If enough of them reach the cliff, they will push a huge boulder down onto Mother Pig's cage. After this level has been completed, the piglets who have been captured are rescued and the game starts over with increased difficulty.

There is also a bonus round where Mother Pig will attempt to eliminate as many wolves on ascending balloons as possible by throwing as few slabs of meat as possible for a maximum bonus score.

- TECHNICAL -

Game ID : GX320

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound CPU : Zilog Z80 (@ 1.789772 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.789772 Mhz), (6x) RC (@ 1.789772 Mhz)

Players : 2
Control : 2-way joystick (vertical)
Buttons : 1 (FIRE)

- TRIVIA -

Pooyan was released in October 1982. 

The title is Japanese for 'little pigs'. It is also very rarely used as an adjective meaning 'extremely stupid'. For example, 'Intentionally puncturing your spacesuit is pooyan'. 

The intro tune is a rendition of "The Other Day I Met a Bear" which is a traditional American camp song. The music was composed in 1919 by Carey Morgan and Lee David.

The Round 1 in-game tune is a rendition of 'Humoresque (Op. 101, No. 7 in G flat major)' by Antonin Dvorak. 

Mark Kinter holds the official record for this game with 1609250 points. 

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

A Pooyan unit appears in the 1983 movie 'Joysticks'.

- TIPS AND TRICKS -

* Learn how a meat piece falls : unlike arrows, meat pieces fly not straight but in an arc.

* Throw meat pieces at enemy formations : When arrows are not enough to take out a formation, use meat pieces to wipe them all out. Knowing how a meat piece falls will work in your advantage.

* When to use meat pieces ? : At the end of a level appears a wolf with a balloon hard to pop. Keep the meat piece until the very end and use it against that particular wolf.

* Do not underestimate the power of the balloon : As the game proceeds, there will be balloons with no wolves holding onto them. While it will not count as a miss even if you don't take out these balloons, they bounce off meat pieces. be careful!

* Shoot down rocks with arrows : Rocks thrown by wolves can be reflected with the roof of MAM's gondola and by shooting arrows. Stay calm even if you see a bunch of rocks coming at you.

- STAFF -

Director: Tokuro Fujiwara

- PORTS -

* Consoles : 
Nintendo Famicom [JP] (September 20, 1985) "Pooyan [Model HFC-PO]"
Casio PV-1000
Sony PlayStation [JP] (May 13, 1999) "Konami Arcade Classics [Model SLPM-86228]" 
Sony PlayStation 2 [JP] (May 25, 2006) "Oretachi Game Center Zoku: Pooyan [Model SLPM-62731]" 
Nintendo DS [JP] (March 15, 2007) "Konami Arcade Collection [Model NTR-P-ASKJ (RY039-J1)]" 
Nintendo Wii [Virtual Console] [JP] (June 26, 2007) Famicom version
Nintendo DS [EU] (October 26, 2007) "Konami Arcade Classics [Model NTR-P-ACXP]" 
Nintendo DS [AU] (October 29, 2007) "Konami Arcade Classics" 
Nintendo DS [JP] (October 29, 2009) "Konami Arcade Collection [Konami Dendou Selection] [Model NTR-ASKJ-JPN-1 (RY039-J4)]" 

* Computers : 
Commodore C64 [EU] (1983) 
MSX [JP] (1985) "Konami no Pooyan" 
Sord M5 [JP] (1983) 
Amstrad CPC [UK] (1986) "Jungle Jane" 
Amstrad CPC [FR] (1986) "Croc' Madam'" 

* Others : 
LCD handheld game [JP] (19??) released by Gakken. 
Arcade [EU] [AU] [KO] (November 1998) "Konami 80's AC Special" 
Arcade [JP] (November 1998) "Konami 80's Arcade Gallery"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2011&o=2

$end


$a2600=pooyan,
$bio

Pooyan (c) 1983 Konami Industry Company, Limited.

One day, in the middle of a forest, a group of fierce Wolves attacked the House where a Mother Pig (Mama) and her little Piglets (Pooyans) were living together peacefully. To protect her Pooyans, Mama fought back using arrows and bait, but despite all her efforts, some of the Pooyans were kidnapped. Full of hate for the Wolves, Mama bravely seeks out the Wolves' Lair to rescue her Pooyans. Will she succeed in overcoming the Wolves and bringing her Pooyans back home?

- TECHNICAL -

Model RC-100-X 02

Main CPU: Zilog Z80 (@ 3.072000 Mhz), Zilog Z80 (@1.789772 Mhz)

Sound CPU: 2xAY-3-8910A (@1.789772 Mhz), Time Pilot Audio, Speaker, 6xRC Filter

Players: 2
Control: 2-way joystick
Buttons: 1

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50830&o=2

$end


$m5_cart=pooyan,pooyana,
$bio

Pooyan [No.11] (c) 1982 Konami Industry Co., Ltd. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95360&o=2

$end


$nes=pop,
$bio

Pop (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84087&o=2

$end


$scv=popchips,
$bio

Pop & Chips (c) 1985 Epoch Company, Limited.

- TECHNICAL -

[Model 16 NO.09220]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49091&o=2

$end


$info=popbounc,
$bio

Pop 'n Bounce (c) 1997 Video System.

A breakout-style game.

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : 0237

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2610 (@ 8 Mhz)

Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096

Players : 2
Control : dial
Buttons : 3

- TRIVIA -

This game is known in Japan as "Gappolin".

This game runs on the Neo-Geo MVS but was not released on the Neo-Geo AES home console.

The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to 'NON'.

- STAFF -

Producer : Furukama
Director : Nishikawa
Manager : Shiomi
Programmers : You-Chan, Gen
Designers : Akira, Oh! Kawara, Tetsudai 6, T. Tateisi, Manbow., Yamoya
Music composer : Naoki Sakamura (Nao Itamura)
Sound effects : Pirowo, Norie
Sound programmers : Mami, H. Soyama

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2012&o=2

$end


$x1_cass=popbalon,popbalona,
$bio

Pop Balloon (c) 1984 Compaq [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86261&o=2

$end


$info=popbingo,
$bio

Pop Bingo (c) 1996 Dooyong.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 10 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2151 (@ 4 Mhz), OKI6295 (@ 7.575 Khz)

Screen orientation : Horizontal
Video resolution : 384 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048

Players : 2
Control : 8-way joystick
Buttons : 4

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3663&o=2

$end


$gamegear=popbreak,
$bio

Pop Breaker (c) 1991 Micro Cabin Co.

- TECHNICAL -

[Model T-52017]

- STAFF -

Program : Mick, Ron Ando, Hory
Music : Dragon, Nas
Debug : Ito Jr.
Amuse : Papa, Hidemaro
Thanks : Kantoku

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64781&o=2

$end


$pc8801_flop=popcard,
$bio

Pop Card (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92654&o=2

$end


$x68k_flop=popcard,
$bio

Pop Card (c) 1990 Studio Theta

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88514&o=2

$end


$psx=alabamaj,
$bio

Pop de Cute na Shinri Test - Alabama [Model SLPS-02961] (c) 2000 D3 Publisher, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85545&o=2

$end


$info=popflame,popflamea,popflameb,popflamen,
$bio

Pop Flamer (c) 1982 Jaleco.

A maze shooting game.

Players control a mouse with a flamethrower and must pops all the balloons on the level and burn off all the annoying monsters while avoiding being touched by them, also can get the power drink power-up to transform into the 'Super Mouse' and you can score high points by swallowing the nearby monsters in one gulp!

Once are pops all the balloons on the level, you advance to the next round.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 1.5 Mhz)
Sound Chips : TMS36XX (@ 0.35 Khz), Custom (@ 0.35 Khz)

Players : 2
Control : 4-way joystick
Buttons : 1

- TRIVIA -

Pop Flamer was released in December 1982 in Japan.

- PORTS -

* Consoles :
Sega SG-1000 (1983)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2014&o=2

$end


$sg1000=popflame,
$bio

Pop Flamer [Model G-1019] (c) 1983 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65090&o=2

$end


$sg1000=popflamet,
$bio

Pop Flamer [Model W-019] (c) 1983 Aaronix [Taiwan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65091&o=2

$end


$gba=popidol,
$bio

Pop Idol [Model AGB-BIDP] (c) 2003 Codemasters Software Company, Limited., The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72214&o=2

$end


$x1_flop=poplemon,
$bio

Pop Lemon (c) 1986 Champion Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86083&o=2

$end


$pc8801_flop=poplemon,poplemona,
$bio

Pop Lemon (c) 1986 Champion Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92655&o=2

$end


$fm7_disk=poplemon,
$bio

Pop Lemon (c) 1986 Champion Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93639&o=2

$end


$info=popshot,
$bio

Pop Shot (c) 1991 Dynamo Corporation.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48765&o=2

$end


$gameboy=popup,
$bio

Pop Up [Model DMG-OP-NOE] (c) 1992 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66754&o=2

$end


$pcecd=popnmagi,
$bio

Pop'n Magic (c) 1992 Telenet.

Pop and Magic is a cute platform game reminding Taito's Bubble Bobble or Don Doko Don. You take control of a boy, or a girl, and using your magic wand, you can turn enemies into colored balls, and same colored balls will explode when pushed against each other. If they have diffent colors, enclosed monsters will escape.

- TECHNICAL -

Game ID: TJCD2027

- TRIVIA -

Released on July 24, 1992 in Japan for 6980 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58315&o=2

$end


$info=popn1,
$bio

pop'n music (c) 1998 Konami Company, Limited.

"pop'n music" is part of Konami's BEMANI series of games. The game has 9 colorful buttons which the player must hit in time with 'notes' that travel down the screen in order to fill in sound effects missing from a song.

- TECHNICAL -

Konami Bemani DJ-Main Hardware

CPU : MC68EC020FG25 @ 25MHz
Custom Chips : 058143, 056832, 055555, 056766, 058141, and KS10101
Sound : Custom Konami Sound Chips for Multiple Sound Channels
Res : 24kHz 512x384
Drives : Pop'N Music use 3.5inch IDE-HDD, all other games use 2.5inch.
Roms : Program and graphics on EEPROM.

Players : 1
Buttons : 9

- TRIVIA -

Konami Music Entertainment released a limited-edition soundtrack album for this game (Pop'n Music original soundtrack - KICA-7954) on 26/03/1999.

- SERIES -

1. pop'n music (1998)
2. pop'n music 2 (1999)
3. pop'n music 3 (1999)
4. pop'n music 4 (2000)
5. pop'n music 5 (2000)
6. pop'n music 6 (2000)
7. pop'n music 7 (2001)
8. pop'n music 8 (2002)
9. pop'n music 9 (2003)
10. pop'n music 10 (2003)
11. pop'n music 11 (2004)
12. pop'n music 12 Iroha (2004)
13. pop'n music 13 Carnival (2005)
14. pop'n music 14 Fever! (2006)
15. pop'n music 15 Adventure (2007)
16. pop'n music 16 Party (2008)
17. pop'n music 17 The Movie (2009)
18. pop'n music 18 Sengoku Retsuden (2009)
19. pop'n music 19 Tune Street (2010)
20. HELLO! POP'N MUSIC (2011)
21. pop'n music 20 fantasia (2011)
22. pop'n music Sunny Park (2012)

- PORTS -

* Consoles :
Sega Dreamcast (1999)
Sony PlayStation (1999)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3644&o=2

$end


$psx=popnmusi,
$bio

Pop'n Music - Disney Tunes [Model SLPM-86670] (c) 2000 Konami Corp. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85546&o=2

$end


$info=popn2,
$bio

pop'n music 2 (c) 1999 Konami Company, Limited.

"pop'n music" is part of Konami's BEMANI series of games. The game has 9 colorful buttons which the player must hit in time with 'notes' that travel down the screen in order to fill in sound effects missing from a song.

- TECHNICAL -

Konami Bemani DJ-Main Hardware

CPU : MC68EC020FG25 @ 25MHz
Custom Chips : 058143, 056832, 055555, 056766, 058141, and KS10101
Sound : Custom Konami Sound Chips for Multiple Sound Channels
Res : 24kHz 512x384
Drives : Pop'N Music use 3.5inch IDE-HDD, all other games use 2.5inch.
Roms : Program and graphics on EEPROM.

Players : 1
Buttons : 9

- TRIVIA -

Konami Music Entertainment released a limited-edition soundtrack album for this game (Pop'n Music 2 original soundtrack : new songs collection - KMCA-43) on 18/11/1999.

- TIPS AND TRICKS -

* Character Change : Press white, yellow or green button on mode selection screen.

* Optional Mode : After inserting a credit, hold the following buttons then press start button
1) Random mode : 1 + 3 + 7 + 9
2) Hidden mode : 2 + 4 + 6 + 8
3) Mirror mode : 3 + 4 + 6 + 7
4) Mirror Hidden mode : 2 + 3 + 7 + 8
5) Random Hidden mode : 1 + 2 + 8 + 9
6) Phrase Random : 1 + 4 + 6 +9

* Secret Music : If the following condition is met while playing or the following code is input after a credit is inserted a credit, secret music appears as 3rd song

- J-R&B
1) Select "Neo-acho" in 1st stage and get Great over 80%
2) Get Great over 85% in 2nd stage
Code : 2, 4, 2, 4, 2, 4, 2, 4, 6

- Lounge
In 1st or 2nd stage, make up the number of 1st digit of the count of judgement for Great, Good and Bad with 3, 5 or 7.
Code : 8, 6, 6, 3, 9, 6, 4, 1, hold 2 then press 5

* All Music Play Mode : Power-on with DIP 3-3 as ON. But 'J-R&B' and 'Lounge' are unselectable.

- SERIES -

1. pop'n music (1998)
2. pop'n music 2 (1999)
3. pop'n music 3 (1999)
4. pop'n music 4 (2000)
5. pop'n music 5 (2000)
6. pop'n music 6 (2000)
7. pop'n music 7 (2001)
8. pop'n music 8 (2002)
9. pop'n music 9 (2003)
10. pop'n music 10 (2003)
11. pop'n music 11 (2004)
12. pop'n music 12 Iroha (2004)
13. pop'n music 13 Carnival (2005)
14. pop'n music 14 Fever! (2006)
15. pop'n music 15 Adventure (2007)
16. pop'n music 16 Party (2008)
17. pop'n music 17 The Movie (2009)
18. pop'n music 18 Sengoku Retsuden (2009)
19. pop'n music 19 Tune Street (2010)
20. HELLO! POP'N MUSIC (2011)
21. pop'n music 20 fantasia (2011)
22. pop'n music Sunny Park (2012)

- PORTS -

* Consoles :
Sega Dreamcast (1999)
Sony PlayStation (1999)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3643&o=2

$end


$info=popn3,
$bio

pop'n music 3 (c) 1999 Konami Company, Limited.

pop'n music is part of Konami's BEMANI series of games. The game has 9 colorful buttons which the player must hit in time with 'notes' that travel down the screen in order to fill in sound effects missing from a song.

- TECHNICAL -

Konami Bemani DJ-Main Hardware

CPU : MC68EC020FG25 @ 25MHz
Custom Chips : 058143, 056832, 055555, 056766, 058141, and KS10101
Sound : Custom Konami Sound Chips for Multiple Sound Channels
Res : 24kHz 512x384
Drives : Pop'N Music use 3.5inch IDE-HDD, all other games use 2.5inch.
Roms : Program and graphics on EEPROM.

Players : 1
Buttons : 9

- TRIVIA -

Konami Music Entertainment released a 2 CD limited-edition soundtrack album for this game (Pop'n Music 3 V.S. Pop'n Stage - KMCA-49~50) on 03/03/2000.

- SERIES -

1. pop'n music (1998)
2. pop'n music 2 (1999)
3. pop'n music 3 (1999)
4. pop'n music 4 (2000)
5. pop'n music 5 (2000)
6. pop'n music 6 (2000)
7. pop'n music 7 (2001)
8. pop'n music 8 (2002)
9. pop'n music 9 (2003)
10. pop'n music 10 (2003)
11. pop'n music 11 (2004)
12. pop'n music 12 Iroha (2004)
13. pop'n music 13 Carnival (2005)
14. pop'n music 14 Fever! (2006)
15. pop'n music 15 Adventure (2007)
16. pop'n music 16 Party (2008)
17. pop'n music 17 The Movie (2009)
18. pop'n music 18 Sengoku Retsuden (2009)
19. pop'n music 19 Tune Street (2010)
20. HELLO! POP'N MUSIC (2011)
21. pop'n music 20 fantasia (2011)
22. pop'n music Sunny Park (2012)

- PORTS -

* Consoles :
Sega Dreamcast (2000, "Pop'n Music 3 Append Disc")
Sony PlayStation (2000, "Pop'n Music 3 Append Disc")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3642&o=2

$end


$info=popn4,
$bio

pop'n music 4 (c) 2000 Konami Company, Limited.

"pop'n music" is part of Konami's BEMANI series of games. The game has 9 colorful buttons which the player must hit in time with 'notes' that travel down the screen in order to fill in sound effects missing from a song.

- TECHNICAL -

Konami Bemani Firebeat Hardware

CPU : IBM Power PC 403GCX
Graphics System : Konami custom (sprite style chip)
Sound : Yamaha YMZ280B
Software : DVD Drive, CD-ROM drive & Dongle
Graphics Notes : Can draw arbitrary sized images from VRAM, which is laid out like a 2D texture sheet, also all the images are packed 16-bit pixels so there's no palette.
Storage Media : CD-ROM (Program) & DVD-ROM (Audio)

- TRIVIA -

Konami Music Entertainment released a limited-edition soundtrack album for this game (Pop'n Music 4 arcade originals - KMCA-62) on 21/06/2000.

- SERIES -

1. pop'n music (1998)
2. pop'n music 2 (1999)
3. pop'n music 3 (1999)
4. pop'n music 4 (2000)
5. pop'n music 5 (2000)
6. pop'n music 6 (2000)
7. pop'n music 7 (2001)
8. pop'n music 8 (2002)
9. pop'n music 9 (2003)
10. pop'n music 10 (2003)
11. pop'n music 11 (2004)
12. pop'n music 12 Iroha (2004)
13. pop'n music 13 Carnival (2005)
14. pop'n music 14 Fever! (2006)
15. pop'n music 15 Adventure (2007)
16. pop'n music 16 Party (2008)
17. pop'n music 17 The Movie (2009)
18. pop'n music 18 Sengoku Retsuden (2009)
19. pop'n music 19 Tune Street (2010)
20. HELLO! POP'N MUSIC (2011)
21. pop'n music 20 fantasia (2011)
22. pop'n music Sunny Park (2012)

- PORTS -

* Consoles :
Sega Dreamcast (2000, "Pop'n Music 4 Append Disc")
Sony PlayStation (2000, "Pop'n Music 4 Append Disc")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3641&o=2

$end


$info=popn5,
$bio

pop'n music 5 (c) 2000 Konami Corp.

"pop'n music" is part of Konami's BEMANI series of games. The game has 9 colorful buttons which the player must hit in time with 'notes' that travel down the screen in order to fill in sound effects missing from a song.

- TECHNICAL -

Konami Bemani Firebeat Hardware

CPU : IBM Power PC 403GCX
Graphics System : Konami custom (sprite style chip)
Sound : Yamaha YMZ280B
Software : DVD Drive, CD-ROM drive & Dongle
Graphics Notes : Can draw arbitrary sized images from VRAM, which is laid out like a 2D texture sheet, also all the images are packed 16-bit pixels so there's no palette.
Storage Media : CD-ROM (Program) & DVD-ROM (Audio)

- TRIVIA -

Konami Music Entertainment released a limited-edition soundtrack album for this game (Pop'n Music 5 arcade originals - KMCA-83) on 21/12/2000.

- SERIES -

1. pop'n music (1998)
2. pop'n music 2 (1999)
3. pop'n music 3 (1999)
4. pop'n music 4 (2000)
5. pop'n music 5 (2000)
6. pop'n music 6 (2000)
7. pop'n music 7 (2001)
8. pop'n music 8 (2002)
9. pop'n music 9 (2003)
10. pop'n music 10 (2003)
11. pop'n music 11 (2004)
12. pop'n music 12 Iroha (2004)
13. pop'n music 13 Carnival (2005)
14. pop'n music 14 Fever! (2006)
15. pop'n music 15 Adventure (2007)
16. pop'n music 16 Party (2008)
17. pop'n music 17 The Movie (2009)
18. pop'n music 18 Sengoku Retsuden (2009)
19. pop'n music 19 Tune Street (2010)
20. HELLO! POP'N MUSIC (2011)
21. pop'n music 20 fantasia (2011)
22. pop'n music Sunny Park (2012)

- PORTS -

* Consoles :
Sony PlayStation (2001)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3640&o=2

$end


$info=popn6,
$bio

pop'n music 6 (c) 2000 Konami Corp.

"pop'n music" is part of Konami's BEMANI series of games. The game has 9 colorful buttons which the player must hit in time with 'notes' that travel down the screen in order to fill in sound effects missing from a song.

- TECHNICAL -

Konami Bemani Firebeat Hardware

CPU : IBM Power PC 403GCX
Graphics System : Konami custom (sprite style chip)
Sound : Yamaha YMZ280B
Software : DVD Drive, CD-ROM drive & Dongle
Graphics Notes : Can draw arbitrary sized images from VRAM, which is laid out like a 2D texture sheet, also all the images are packed 16-bit pixels so there's no palette.
Storage Media : CD-ROM (Program) & DVD-ROM (Audio)

- TRIVIA -

Konami Music Entertainment released a limited-edition soundtrack album for this game (Pop'n Music 6 original soundtrack - KMCA-112) on 27/06/2001.

- SERIES -

1. pop'n music (1998)
2. pop'n music 2 (1999)
3. pop'n music 3 (1999)
4. pop'n music 4 (2000)
5. pop'n music 5 (2000)
6. pop'n music 6 (2000)
7. pop'n music 7 (2001)
8. pop'n music 8 (2002)
9. pop'n music 9 (2003)
10. pop'n music 10 (2003)
11. pop'n music 11 (2004)
12. pop'n music 12 Iroha (2004)
13. pop'n music 13 Carnival (2005)
14. pop'n music 14 Fever! (2006)
15. pop'n music 15 Adventure (2007)
16. pop'n music 16 Party (2008)
17. pop'n music 17 The Movie (2009)
18. pop'n music 18 Sengoku Retsuden (2009)
19. pop'n music 19 Tune Street (2010)
20. HELLO! POP'N MUSIC (2011)
21. pop'n music 20 fantasia (2011)
22. pop'n music Sunny Park (2012)

- PORTS -

* Consoles :
Sony PlayStation (2002)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3639&o=2

$end


$info=popn7,
$bio

pop'n music 7 (c) 2001 Konami Corp.

"pop'n music" is part of Konami's BEMANI series of games. The game has 9 colorful buttons which the player must hit in time with 'notes' that travel down the screen in order to fill in sound effects missing from a song.

- TECHNICAL -

Konami Bemani Firebeat Hardware

CPU : IBM Power PC 403GCX
Graphics System : Konami custom (sprite style chip)
Sound : Yamaha YMZ280B
Software : DVD Drive, CD-ROM drive & Dongle
Graphics Notes : Can draw arbitrary sized images from VRAM, which is laid out like a 2D texture sheet, also all the images are packed 16-bit pixels so there's no palette.
Storage Media : CD-ROM (Program) & DVD-ROM (Audio)

Players : 1
Buttons : 9

- TRIVIA -

Konami Music Entertainment released a 2 CD limited-edition soundtrack album for this game (Pop'n Music 7 AC & CS Pop'n Music 5 - KMCA-148~9) on 06/02/2002.

- SERIES -

1. pop'n music (1998)
2. pop'n music 2 (1999)
3. pop'n music 3 (1999)
4. pop'n music 4 (2000)
5. pop'n music 5 (2000)
6. pop'n music 6 (2000)
7. pop'n music 7 (2001)
8. pop'n music 8 (2002)
9. pop'n music 9 (2003)
10. pop'n music 10 (2003)
11. pop'n music 11 (2004)
12. pop'n music 12 Iroha (2004)
13. pop'n music 13 Carnival (2005)
14. pop'n music 14 Fever! (2006)
15. pop'n music 15 Adventure (2007)
16. pop'n music 16 Party (2008)
17. pop'n music 17 The Movie (2009)
18. pop'n music 18 Sengoku Retsuden (2009)
19. pop'n music 19 Tune Street (2010)
20. HELLO! POP'N MUSIC (2011)
21. pop'n music 20 fantasia (2011)
22. pop'n music Sunny Park (2012)

- PORTS -

* Consoles :
Sony PlayStation 2 (2002)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3638&o=2

$end


$info=popn8,
$bio

pop'n music 8 (c) 2002 Konami Corp.

"pop'n music" is part of Konami's BEMANI series of games. The game has 9 colorful buttons which the player must hit in time with 'notes' that travel down the screen in order to fill in sound effects missing from a song.

- TECHNICAL -

Konami Bemani Firebeat Hardware

CPU : IBM Power PC 403GCX
Graphics System : Konami custom (sprite style chip)
Sound : Yamaha YMZ280B
Software : DVD Drive, CD-ROM drive & Dongle
Graphics Notes : Can draw arbitrary sized images from VRAM, which is laid out like a 2D texture sheet, also all the images are packed 16-bit pixels so there's no palette.
Storage Media : CD-ROM (Program) & DVD-ROM (Audio)

- TRIVIA -

Konami Music Entertainment released a 2 CD limited-edition soundtrack album for this game (Pop'n Music 8 AC & CS Pop'n Music 6 - KMCA-173~4) on 22/08/2002.

- SERIES -

1. pop'n music (1998)
2. pop'n music 2 (1999)
3. pop'n music 3 (1999)
4. pop'n music 4 (2000)
5. pop'n music 5 (2000)
6. pop'n music 6 (2000)
7. pop'n music 7 (2001)
8. pop'n music 8 (2002)
9. pop'n music 9 (2003)
10. pop'n music 10 (2003)
11. pop'n music 11 (2004)
12. pop'n music 12 Iroha (2004)
13. pop'n music 13 Carnival (2005)
14. pop'n music 14 Fever! (2006)
15. pop'n music 15 Adventure (2007)
16. pop'n music 16 Party (2008)
17. pop'n music 17 The Movie (2009)
18. pop'n music 18 Sengoku Retsuden (2009)
19. pop'n music 19 Tune Street (2010)
20. HELLO! POP'N MUSIC (2011)
21. pop'n music 20 fantasia (2011)
22. pop'n music Sunny Park (2012)

- PORTS -

* Consoles :
Sony PlayStation 2 (2003)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3637&o=2

$end


$info=popn9,
$bio

"pop'n music" 9 (c) 2003 Konami Corp.

"pop'n music" is part of Konami's BEMANI series of games. The game has 9 colorful buttons which the player must hit in time with 'notes' that travel down the screen in order to fill in sound effects missing from a song.

- TECHNICAL -

Konami Bemani Python 2 Hardware

CPU : 128 Bit "Emotion Engine"
- System Clock: 300 MHz
- System Memory: 32 MB Direct Rambus
- Memory Bus Bandwidth: 3.2 GB per second
- Co-Processor: FPU (Floating Point Multiply Accumulator x 1, Floating Point Divider x 1)
- Vector Units: VU0 and VU1 (Floating Point Multiply Accumulator x 9, Floating Point Divider x 1)
- Floating Point Performance: 6.2 GFLOPS
- 3D CG Geometric Transformation: 66 million Polygons Per Second
- Compressed Image Decoder: MPEG2
Graphics : "Graphics Synthesizer"
- Clock Frequency: 150MHz
- DRAM Bus bandwidth: 48 GB Per Second
- DRAM Bus width: 2560 bits
- Pixel Configuration: RGB:Alpha:Z Buffer (24:8:32)
- Maximum Polygon Rate: 75 Million Polygons Per Second
Sound : "SPU2+CPU"
- Number of voices: ADPCM: 48 channel on SPU2 plus definable by software
- Sampling Frequency: 44.1 KHz or 48 KHz (selectable)
I/O Processor
- CPU Core: Current PlayStation CPU
- Clock Frequency: 33.8 MHz or 37.5 MHz (selectable)
- Sub Bus: 32 Bit
Software : Stored on a hard drive plugged into the PS2's hard drive adaptor port.

- TRIVIA -

Konami Music Entertainment released a 2 CD limited-edition soundtrack album for this game (Pop'n Music 9 AC & CS Pop'n Music 7 - KOLA-020~021) on 05/02/2003.

- SERIES -

1. pop'n music (1998)
2. pop'n music 2 (1999)
3. pop'n music 3 (1999)
4. pop'n music 4 (2000)
5. pop'n music 5 (2000)
6. pop'n music 6 (2000)
7. pop'n music 7 (2001)
8. pop'n music 8 (2002)
9. pop'n music 9 (2003)
10. pop'n music 10 (2003)
11. pop'n music 11 (2004)
12. pop'n music 12 Iroha (2004)
13. pop'n music 13 Carnival (2005)
14. pop'n music 14 Fever! (2006)
15. pop'n music 15 Adventure (2007)
16. pop'n music 16 Party (2008)
17. pop'n music 17 The Movie (2009)
18. pop'n music 18 Sengoku Retsuden (2009)
19. pop'n music 19 Tune Street (2010)
20. HELLO! POP'N MUSIC (2011)
21. pop'n music 20 fantasia (2011)
22. pop'n music Sunny Park (2012)

- PORTS -

* Consoles :
Sony PlayStation 2 (2004)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3636&o=2

$end


$info=popnanm2,
$bio

pop'n music Animelo 2 (c) 2000 Konami Corp.

"pop'n music" is part of Konami's BEMANI series of games. The game has 9 colorful buttons which the player must hit in time with 'notes' that travel down the screen in order to fill in sound effects missing from a song.

- TECHNICAL -

Konami Bemani Firebeat Hardware

CPU : IBM Power PC 403GCX
Graphics System : Konami custom (sprite style chip)
Sound : Yamaha YMZ280B
Software : DVD Drive, CD-ROM drive & Dongle
Graphics Notes : Can draw arbitrary sized images from VRAM, which is laid out like a 2D texture sheet, also all the images are packed 16-bit pixels so there's no palette.
Storage Media : CD-ROM (Program) & DVD-ROM (Audio)

- TRIVIA -

'Animelo' stands for 'Animation Melody'.
"pop'n music Animelo 2" was the most expensive Pop'n Music, due to its song list consisting completely of anime as well as television show licensed songs. This version is also the only one with the infamous "double" and "triple" modes. These options were originally provided with the intention of allowing multiple people to play along by adding one or two more notes for every note in the chart, sometimes resulting in a chord of all nine buttons. However, it became a popular challenge for a single player to play a song in "double" or "triple" mode.

- SERIES -

1. pop'n music Animelo (1999)
2. pop'n music Animelo 2 (2000)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3631&o=2

$end


$gbcolor=popngbam,
$bio

Pop'n Music GB - Animation Melody [Model CGB-BPAJ-JPN] (c) 2000 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68585&o=2

$end


$gbcolor=popngbdt,
$bio

Pop'n Music GB - Disney Tunes [Model CGB-BPDJ-JPN] (c) 2000 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68586&o=2

$end


$gbcolor=popngb,
$bio

Pop'n Music GB [Model CGB-BPMJ-JPN] (c) 2000 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68584&o=2

$end


$info=popnpop,popnpopu,popnpopj,
$bio

Pop'n Pop (c) 1998 Taito.

Pop'n Pop is a puzzle game using balloons. This is not only a puzzle game blended with a shooting invaders style game.

Move the player character with the joystick and change the position and release the balloons upwards using the 2 push buttons. Line up 3 or more of the same color balloons to pop them and clear the round by bursting all the balloons.

Many bosses appear using a variety of tricks to impede your progress.

There are 3 game modes.
- Puzzle Mode: Play by yourself or with another person to challenge the computer.
- VS CPU Mode: Play against the computer by yourself.
- 2 Player VS Mode: Play against your opponent with your selected characters.

- TECHNICAL -

Runs on the "Taito F3 System" Hardware.

Prom Stickers : E51

Players: 4
Control: 8-way joystick
Buttons: 4

- TRIVIA -

Pop'n Pop was developed by Dreams for Taito and released in February 1998.

All the characters in Pop'n Pop were selected from previous Taito games. Bubby&Bobby from Rainbow Islands, Sayo&Miki from Kiki-KaiKai, Bob&Jim from Don-Doko-Don, and Tiki&PyuPyu from New Zealand Story.

The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to 'AAA'.

- UPDATES -

The US version has the "Winners Don't Use Drugs" screen.

- STAFF -

Producers : Yoshihisa Nagata, Tsukasa Oshima
Director : Tomohiro Nishikado
Planners : Tomohiro Nishikado, Kenichi Hiza
Programmers : Kuniaki Watanabe, Shinya Sasaki, Kenichi Murohushi, Yasuhito Nagumo, Tomoaki Kasuya
Character designer : Atsushi Haruta
Graphic designer : Kazuhiro Fujii, Miyuki Sasaki, Nariyuki Sakamoto, Atsushi Haruta
Sound director : Kenichi Kamio
Sound data : Hiroshi Nishikawa (Light Link Music)
Design works : Hidetomo Ogino
Quality warranty : Nobuhiro Koyama
Production control : Seiji Watanabe, Kazuyori Masumoto, Kazuhiko Azuma, Eiji Maruyama, Takeshi Nakatani

- PORTS -

* Consoles : 
Sony PlayStation [EU] (1998) "Pop'n Pop [Model SLES-01971]" 
Sony PlayStation [JP] (October 22, 1998) "Pop'n Pop [Model SLES-01971]"  
Microsoft XBOX [EU] (March 31, 2006) "Taito Legends 2" 

* Handhelds : 
Nintendo Game Boy Color [US] (December 17, 2000) "Yogi Bear - Great Balloon Blast [Model CGB-BBXE-USA]" 
Nintendo Game Boy Color [EU] (2001) 
Nintendo Game Boy Color [JP] (February 16, 2001) "Pop'n Pop [Model CGB-BJPJ-JPN]" 

* Computers : 
PC [MS Windows, CD-ROM] [EU] (March 31, 2006) "Taito Legends 2" 
PC [MS Windows, CD-ROM] [US] (July 10, 2007) "Taito Legends 2"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2013&o=2

$end


$gbcolor=popnpop,
$bio

Pop'n Pop (c) 2001 JVC Music Europe

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68587&o=2

$end


$gbcolor=popnpopj,
$bio

Pop'n Pop (c) 2001 Jorudan Company, Limited.

- TECHNICAL -

Cartridge ID: CGB-BJPJ-JPN

- TRIVIA -

Pop'n Pop for Game Boy Color was released on February 16, 2001 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68588&o=2

$end


$psx=popnpopj,
$bio

Pop'n Pop (c) 1998 Taito Corporation.

- TECHNICAL -

Game ID: SLPS-01636

- TRIVIA -

Pop'n Pop for PlayStation was released on October 22, 1998 in Japan. A Reprint edition [Model SLPM-86454] was released on March 2, 2000. The game was then released on the PlayStation Store as a PSOne Classic [Model NPJJ-00234] on January 14, 2009.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85118&o=2

$end


$pc8801_flop=popnroll,
$bio

Pop'n Roll (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92656&o=2

$end


$info=popnstex,
$bio

pop'n stage EX (c) 1999 Konami Company, Limited.

- TECHNICAL -

Konami Bemani DJ-Main Hardware

CPU : MC68EC020FG25 @ 25MHz
Custom Chips : 058143, 056832, 055555, 056766, 058141, and KS10101
Sound : Custom Konami Sound Chips for Multiple Sound Channels
Res : 24kHz 512x384
Drives : Pop'N Music use 3.5inch IDE-HDD, all other games use 2.5inch.
Roms : Program and graphics on EEPROM.

- SERIES -

1. pop'n stage (1999)
2. pop'n stage EX (1999)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4926&o=2

$end


$psx=popntank,
$bio

Pop'n Tanks! [Model SLPM-86146] (c) 1999 Enix, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85547&o=2

$end


$snes=popntwin,
$bio

Pop'n TwinBee (c) 1993 Palcom.

European release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Pop'n TwinBee [Model SHVC-PT]".

- TRIVIA -

Pop'n TwinBee was released in November 1993 in Europe.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63424&o=2

$end


$snes=twinbadv,
$bio

Pop'n TwinBee - Rainbow Bell Adventures [Model SNSP-T7-EUR] (c) 1995 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63425&o=2

$end


$snes=twinbadvg,
$bio

Pop'n TwinBee - Rainbow Bell Adventures [Model SNSP-T7-NOE] (c) 1995 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63426&o=2

$end


$gameboy=popntwin,
$bio

Pop'n TwinBee [Model DMG-TD-NOE] (c) 1994 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66755&o=2

$end


$snes=popntwinj,popntwinjs,
$bio

Pop'n TwinBee (c) 1993 Konami Company, Limited.

- TECHNICAL -

Cartridge ID: SHVC-PT

- TRIVIA -

Pop'n TwinBee was released on March 26, 1993 in Japan. It was the sixth game in the TwinBee series and a direct follow-up to the popular arcade game.

Reviews:
[FR] March 1993 - Consoles + No. 18: 94/100

- SERIES -

1. Twin Bee [Model GX412] (1985, Arcade)
2. Moero TwinBee - Cinnamon Hakase wo Sukue! [Model KDS-TIN] (1986, Famicom Disk System)
3. Twin Bee 3 - Poko Poko Dai Maou [Model KON-RC841] (1989, Famicom)
4. TwinBee da!! [Model DMG-TDJ] (1990, Game Boy)
5. Detana!! Twin Bee (1991, Arcade)
6. Pop'n TwinBee [Model SHVC-PT] (1993, Super Famicom)
7. Twin Bee Yahhoo! Fushigi no Kuni de Dai Abare!! (1995, Arcade)

- STAFF -

Staff: Shuzilow.HA
Composer: Kazuhiko Uehara, Masahiro Ikariko, Keroppi Inoue, Tomoya Tomita, Nobuyuki Akena, Masae Nakashima, Saiko Miki

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61969&o=2

$end


$info=popspops,
$bio

Pop's Pop's (c) 1999 Afega.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 12 Mhz), Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2151 (@ 4 Mhz), OKI6295 (@ 7.575 Khz)

Players : 2
Control : 8-way Joystick
Buttons : 2

- TRIVIA -

Pop's Pop's was released in June 1999.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4583&o=2

$end


$coco_cart=popcorn,
$bio

Popcorn (c) 1981 Tandy Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53458&o=2

$end


$coleco=popeye,popeyea,
$bio

Popeye (c) 1983 Parker Bros.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53330&o=2

$end


$c64_cart,c64_flop=popeye,
$bio

Popeye (c) 1983 Parker Bros.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53673&o=2

$end


$a800=popeye,popeyee,
$bio

Popeye (c) 1983 Parker Bros.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86661&o=2

$end


$odyssey2=popeye,popeyeb,
$bio

Popeye (c) 1983 Parker Bros. [Beverly, MA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95660&o=2

$end


$ti99_cart=popeye,
$bio

Popeye (c) 1984 Parker Bros. [Beverly, MA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84683&o=2

$end


$nes=popeye,
$bio

Popeye (c) 1986 Nintendo [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55444&o=2

$end


$cpc_cass=popeye,
$bio

Popeye (c) 1986 Macmillan Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98686&o=2

$end


$nes=popeyeh,
$bio

Popeye (c) 1987 FMG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69305&o=2

$end


$info=j6popoli,j6popolia,
$bio

Popeye & Olive (c) 199? JPM International.

- TECHNICAL -

Impact

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41132&o=2

$end


$snes=popeye,
$bio

Popeye - Ijiwaru Majo Sea Hag no Maki [Model SHVC-XI] (c) 1994 Technos Japan Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61970&o=2

$end


$gba=popeye,
$bio

Popeye - Rush for Spinach [Model AGB-APOE-USA] (c) 2005 Namco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72215&o=2

$end


$info=j5popeye,j5popeyea,j5popeyeb,j5popeyec,j5popeyed,j5popeyee,j5popeyef,j5popeyeg,j5popeyeh,j5popeyei,
$bio

Popeye - The Sailor Man (c) 1994 JPM International.

- TECHNICAL -

System 5

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40240&o=2

$end


$cpc_cass=popeye2,popeye2a,
$bio

Popeye 2 [Model AS804] (c) 1990 Alternative Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98689&o=2

$end


$gameboy=popeye2,
$bio

Popeye 2 (c) 1993 Activision, Incorporated.

- TECHNICAL -

Cartridge ID: DMG-PG-FRG

- TRIVIA -

Reviews:
[FR] March 1992 - Joypad N.6: 90/100
[FR] May 1993 - Consoles + N.20: 69/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66757&o=2

$end


$gameboy=popeye2u,
$bio

Popeye 2 [Model DMG-PG-USA] (c) 1993 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66759&o=2

$end


$gameboy=popeye2j,
$bio

Popeye 2 [Model DMG-PGJ] (c) 1991 Sigma Enterprises, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66758&o=2

$end


$cpc_cass=popeye3,
$bio

Popeye 3 [Model AS856] (c) 1992 Alternative Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98690&o=2

$end


$gamegear=popeye,
$bio

Popeye no Beach Volleyball (c) 1994 Technos Japan Corp.

- TECHNICAL -

[Model T-154017]

- STAFF -

Program : T. Sakagami, M.Takahashi
Design : T. Maruyama, T.Tsuboya
Sound : T. Urabe
Plan : A. Nishizawa
Special Thanks : S. Toyoshima, H. Kashiwaya, K. Kai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64782&o=2

$end


$nes=popeyeea,
$bio

ポパイの英語遊び (c) 1983 Nintendo.
(Popeye no Eigo Asobi)

- TECHNICAL -

Cartridge ID: HVC-EN

- TRIVIA -

Popeye no Eigo Asobi was released on November 22, 1983 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54512&o=2

$end


$info=pop_lx5,pop_pa3,pop_la4,
$bio

Popeye Saves the Earth (c) 1994 Midway.

- TECHNICAL -

Midway WPC (DCS)
Model Number : 50022

Main CPU : Motorola M6809 (@ 2 MHz)
Sound CPU : ADSP2105 (@ 10 Mhz)
Sound Chips : DMA-driven DAC (@ 10 Mhz)

- TRIVIA -

Released in January 1994. 4,217 units were produced. This game was part of WMS' SuperPin series.

Based on the famous King Features Syndicate cartoon series.

- UPDATES -

Version L-1
Date : January 13, 1994
- Initial release to production.

Version L-2
Date : January 24, 1994
- Added translations.

Version L-4
Date : February 14, 1994
- Added some new display and speech effects.
- Reduced Special percentage.
- Boosted replay start default.
- Completed translations.
- Enhanced the lockup post logic.

Version L-5
Date : October 4, 1994
- Fixed a problem with replay boost that prevented it from being turned off.
- Added a re-kick on the right ball popper.
- Updated the ball launch lamp logic.

- STAFF -

Designers : Python Anghelo, Barry Oursler (BSO)
Artwork : Pat McMahon, Python Anghelo, John Youssi
Software : Mike Boon (MAB)
Dots/Animation : Scott Slomiany (Scott Matrix), Eugene Geer
Mechanics : Zofia Bil (ZB)
Music and Sounds : Paul Heitsch (PH)
Support Crew : John Youssi, Scott Slomiany, Eugene Geer, Pam Erickson, Linda Deal, Margaret Hudson

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5338&o=2

$end


$a5200=popeye,
$bio

Popeye (c) 1983 Parker Bros.

In this game, you're POPEYE! And your goal is to catch all of Olive's hearts, notes, and cries for H-E-L-P before they hit the water and sink--or before Brutus, the Sea Hag, or some vulture knocks you over. Each time you complete a round, you'll automatically proceed to the next--and more difficult one.

- TECHNICAL -

Model 9510

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50076&o=2

$end


$gameboy=popeye,
$bio

Popeye [Model DMG-PYA] (c) 1990 Sigma Enterprises, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66756&o=2

$end


$nes=popeye1,
$bio

ポパイ (c) 1983 Nintendo.
(Popeye)

- TECHNICAL -

Cartridge ID: HVC-PP

- TRIVIA -

Popeye was released on July 15, 1983 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54511&o=2

$end


$a2600=popeye,popeyee,
$bio

Popeye (c) 1983 Parker Bros.

In this game, you're POPEYE! And your goal is to catch all of Olive's hearts, notes, and Xs (smooches!) before they hit the water and sink or before Brutus or the Sea Hag's bottles knock you overboard. Each time you complete a round, you'll automatically proceed to the next--and more difficult one.

- TECHNICAL -

Model PB5370

- SCORING -

The number of points for each heart, note, or X (smooch) caught depends upon which platform Popeye is on when he catches it.

EXAMPLE: If Popeye is on platform #2 when he catches any kind of token from Olive, you gain 300 points.  If he is on platform #4, the token is worth 50 points.

Platform #1: 500 points
Platform #2: 300 points
Platform #3: 100 points
Platform #4: 50 points
Tokens in Water: 50 points
Punching Bottles: 100 points
Knocking Brutus Overboard: 3,000 points

Bonus Popeye: You'll receive a bonus Popeye after the first 20,000 points  accumulated.

Double Points: Remember, you'll receive double the point value of a token if  Popeye catches it while the "POPEYE THEME" is playing (after Popeye picks up the spinach).

- STAFF -

Programmer: Joe Gaucher

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50832&o=2

$end


$intv=popeye,
$bio

Popeye (c) 1983 Parker Bros.

Based on the Nintendo of America arcade game.

Climb aboard and join Popeye as you race him through a crazy maze in pursuit of Olive Oyl's falling hearts. The more hearts you help him catch, the higher your score. Of course, it won't be easy with Brutus and the Sea Hag around! Lead Popeye to his spinach in time and it's curtains for this pesky pair. If not - it's into the briny deep for this sailor! A fast and fun game for all ages! 1 or 2 players.

- TECHNICAL -

[Model PB6370]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60938&o=2

$end


$info=popeyeu,
$bio

Popeye (c) 1982 Nintendo of America, Incorporated.

North American version. For more information about the game itself, please see the original Japanese version entry; "Popeye [No. TPP2-UP]".

- TECHNICAL -

Model No. TPP2-UP-US

- TRIVIA -

Popeye was released in December 1982 in North America.

Steve Harris holds the official record for this game with 1,232,250 points.

Parker Brothers released a board-game based on this video game (same name) in 1983. The board is laid out like the first level of the video game.

- PORTS -

* Consoles :
Atari XEGS
Magnavox Odyssey 2 [US] (1982) 
Colecovision [US] (1983) "Popeye [Model 9810]"
Atari 2600 [US] (1983) "Popeye [Model PB5370]"
Mattel Intellivision [US] (1983) "Popeye [Model 6370]"
Atari 5200 [US] (1983) "Popeye [Model 9510]"
Nintendo NES [US] (June 1986) "Popeye [Model NES-PP]"

* Computers :
Atari 800 [US] (1983) "Popeye [Model 1150]"
Commodore C64 [US] (1984) "Popeye [Model PB1560]"
Texas Instruments TI-99/4A [US] (1984) "Popeye [Model PB1650]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=34758&o=2

$end


$info=popeye,popeyef,popeyebl,
$bio

Popeye (c) 1982 Nintendo.

Popeye is a superb and demanding platform game featuring characters from the famous King Features Syndicate cartoon show of the same name. The aim of the game is to rescue Popeye's girlfriend, Olive Oyl. This is achieved by catching a set number of objects thrown down by Olive from the top of the screen; such as hearts, letters and musical notes. Popeye is constantly pursued in his quest by love rival, Brutus (originally known as Bluto). Popeye must either run away from Brutus or grab some spinach and punch him off the screen (he will, of course, return).

Should any of Olive Oyl's items fail to be caught, they will fall into the water at the bottom of the screen. Popeye will then have only a few seconds to retrieve the object or a life is lost. Several other Popeye characters also make an appearance in the game; namely Wimpy, Swee'Pea, the Sea Hag, and her vulture Bernard. The game's three levels are the dock scene, the street scene and the shipboard scene. These repeat with increasing difficulty.

- TECHNICAL -

Most Popeye machines were upright cabinets, but cocktails were also available. The upright was in the standard Nintendo cabinet, the same one used in "Donkey Kong", "Donkey Kong Jr.", "Radar Scope", "Donkey Kong 3", and "Sky Skipper". Almost all other Nintendo titles used alternate versions of this same cabinet. "Mario Bros." was wider, "Punch-Out!!" was taller, etc., but they were still nearly identical. A dedicated Popeye machine will be blue, although you will sometimes see them in different colors (non-blue Popeyes are conversion cabinets).

Model No. TPP2-UP

Main CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : General Instrument AY8910 (@ 2 Mhz)

Players : 2
Control : 4-way joystick
Buttons : 1 (PUNCH)

- TRIVIA -

Popeye was released in December 1982 in Japan.

Licensed to Atari for distribution in Ireland and Great Britain.

* Popeye From Strip To Screen : Popeye the Sailor, one of the most enduring characters in animation history, began not in motion pictures but in E.C. 'Elzie' Segar's 'Thimble Theater' comic strip. Born in Illinois, Segar began cartooning in Chicago in 1914. Graduating to his own strip for the Chicago American, Segar was then hired in 1919 by Hearst's New York Evening Journal to create the syndicated 'Thimble Theater' strip. 'Thimble Theater' depicted the adventures of Ham Gravy, his girlfriend Olive Oyl and her brother Castor. The venture was a success, expanding to an additional Sunday color page in 1924. Segar's comic strip used complex, rambling and frequently eerie narratives that attracted a devoted following, but it lacked strong central characters. In the 'Thimble Theater' of January 17, 1929, Ham and Castor decided to hire a crew to sail in search of the legendary Whiffle Hen. Walking up to a grizzled one-eyed mariner on a dock, Castor asked him, "Are you a sailor?" "`Ja think I'm a cowboy?" came the reply, introducing Popeye to readers.

* Move Over, Ham Gravy : Over a period of months, Popeye developed from a supporting character to the central figure in the hunt for the Whiffle Hen. When Segar finally brought the narrative to a close and tried to retire the sailor, outraged fans contacted the Hearst syndicate demanding more adventures with Popeye. Segar obliged them : the sailor replaced Ham as Olive's love interest, Castor Oyl was reduced to infrequent appearances, and the strip was renamed 'Thimble Theater, Starring Popeye'.

The early 1930s was a period of keen competition among American animation studios for market share. Central to the business strategy of most studios was the development of cartoon 'stars' whose popularity would ensure bookings by major theater chains. Disney followed the success of Mickey Mouse by developing new characters like Donald Duck and Goofy up from supporting roles in Mickey Mouse cartoons. Similar strategies were tried at Warner Bros., where Bugs Bunny and Daffy Duck evolved from secondary roles in films starring other animated characters. One of the earliest examples of this took place at the Fleischer Studios, Inc. in New York, where the unpopular starring canine character Bimbo was matched up with a girlfriend in Dizzy Dishes (1930). The girlfriend eventually developed into Betty Boop, the studio's major character. With the popularity of Betty Boop at a peak in 1932, brothers Max and Dave Fleischer decided to introduce a new film series which would include another character to grow into a star. Fleischer rival Van Beuren Corporation had already signed an agreement to bring Otto Soglow's strip 'The Little King' to the screen. Max Fleischer, who was a great fan of Segar's strip, approached Hearst's King Features Syndicate for the right to use Popeye. The two companies signed an agreement on November 17, 1932.

* Betty introduces Popeye to the Big Screen : The production of the first Popeye film took place in secrecy. Veteran animator Roland Crandall was given space apart from the rest of the studio. There, he single-handedly animated the entire cartoon, aided only by the inclusion of some Shamus Culhane animation recycled from the earlier Betty Boop's Bamboo Isle (1932). The results were so satisfying that even before the film was released, the Fleischers and King Features amended the agreement granting the studio the right to produce and release animated cartoons featuring Popeye for a five year period.

Crandall's film 'Betty Boop Presents Popeye The Sailor' opened in the summer of 1933 as part of the 'Betty Boop' series. After a prologue in which newspapers herald the sailor's film debut, and Popeye sings 'I'm Popeye the Sailor Man', the film featured what was to be the standard 'Popeye' series plot, re-enacted with variations by the Fleischers for the next decade. Olive waits for Popeye to disembark from his ship at the dock. Bluto follows the couple to a fairground, where the two sailors compete for Olive's attentions through feats of strength. Bluto abducts Olive and ties her to a train track. As the locomotive approaches, Popeye and Bluto fight. Popeye defeats Bluto, and, through the magical powers of spinach, is able to stop the train and save Olive Oyl. Here, we see the essential difference between the Segar and Fleischer sense of narrative. Segar reveled in picaresque plots that coursed in unexpected directions for up to two years, exploring every novel twist and nuance of narrative. In anticipation of post-modernism, the very concept of plot was old-fashioned to the Fleischers. Hackneyed and ritualized story conventions were torn apart, recombined in odd juxtapositions, and satirized in endless variations.

The Fleischer Popeye cartoons were an instant success. "It might have been just a fluke, a lucky break, that the Segar characters fit the Fleischer style so well", recalls former Popeye animator Myron Waldman. "The animation of Olive Oyl in the mid-1930s was perfect. It fit her. The character had no elbows and the most prominent knees. When she spoke, the voice fit too. This was character. That's what made her so good".

* Step Aside, Mickey : Segar's characters were not the only things consistent with the Fleischer style. Both Segar and the Fleischer staff shared a fondness for a poetically improvisational language. When Popeye's original voice artist, William 'Red Pepper Sam' Costello, left after the first few pictures, he was replaced by a studio in-betweener named Jack Mercer. Much of the dialogs of the Popeye cartoons was post-synched with little attention to synchronized mouth action. Mercer, Mae Questel (Olive's voice, except for the 1938-41 period, when Margie Hines was the voice artist) and William Penell or Gus Wickie, who voiced Bluto, often ad-libbed dialogs during recording sessions, particularly Popeye's 'asides' and pun-filled conversations. Added to this was a progressive softening and increased complexity of Popeye's character, paralleling changes in the strip. Popeye cartoons became the Fleischers' leading attraction. By 1938, Popeye replaced Mickey Mouse as the most popular cartoon character in America.

The Fleischers rummaged through the Segar strip for supporting characters. Bluto, the animated series' antagonist, was a minor character in the Segar strip, appearing only in 1933's 'The Eighth Sea'. Longer-lived strip characters that joined Popeye on the screen included hamburger maven J. Wellington Wimpy, Swee'Pea, Eugene the Jeep and Poopdeck Pappy. While in the comic strip, Popeye gained his great strength from rubbing the Whiffle Hen, the Fleischers added the gimmick of Popeye's power being largely dependent on the ingestion of spinach. Farmers in America's self-styled 'spinach capital' of Crystal City, Texas set up a statue of Popeye in gratitude for the publicity.

As early as 1935, the Fleischers sought backing for a feature-length animated film from their distributor Paramount. Paramount refused to risk money on a feature. In an attempt to persuade the company that longer animated films could be profitable, Max Fleischer initiated the production of three two-reel color 'specials' starring Popeye, beginning with 'Popeye The Sailor Meets Sinbad The Sailor' (1936). Although these 'specials' were often billed over their accompanying feature, Paramount still refused to back the animated feature.

Conditions changed after the success of Disney's 'Snow White And The Seven Dwarfs' (1937) and the Fleischers received money for the eighty minute Gulliver's Travels. According to some sources, the film was originally to have Popeye in the role of Gulliver, but the idea was scrapped early in the planning stages. Perhaps this was unwise. According to internal Paramount correspondence, the Popeye shorts were far more profitable to Paramount than Disney's films were to his distributor, RKO. The sailor's box-office appeal might have helped the Fleischer features. Gulliver's Travels (1938) and the company's next feature, Mr. Bug Goes To Town (1941), bombed, leading to the failure of Fleischer Studios, Inc.

* Post-Fleischer Popeye : The successor company, Famous Studios, continued with the production of Popeye cartoons. Many of these were remakes of earlier Fleischer films. Much of the supporting cast of the Fleischer versions were replaced by new characters, such as identical nephews Pip-Eye, Peep-Eye, Poop-Eye and Pup-Eye. A redesign of the major characters included white U.S. Navy uniforms for Bluto and Popeye (in keeping with their war-time service in the armed forces), and more comely fashions for Olive. Upgraded technology, including the introduction of color to the series in 1943 with Her Honor The Mare and 3-D in Popeye The Ace Of Space (1953), tried to rejuvenate the series. None of these strategies were able to breathe much life into the films. Spooky Swabs (1957) brought theatrical release of Popeye films to a close.

The success of the black and white Popeye cartoons on television in the 1950s inspired several revivals of the series by such talents as Gene Deitch, John Halas and Joy Batchelor, Jack Kinney, and Hanna-Barbera. Hampered by limited budgets and rushed production schedules, none of these came close to the Fleischer or Famous theatrical versions. The less said about Robert Altman's live-action feature with Robin Williams and Shelley Duvall as Popeye and Olive Oyl, the better. What has endured are the original qualities of the Segar and Fleischer works. In fact, Segar's strips have been reissued by Nostalgia Press and the Smithsonian Press. The earlier Fleischer films, which shared the shabby urban or surreal exotic locations and working-class orientation of the Segar originals, retain a vitality and charm that still appeal to a large group of devoted fans today. 

* Bluto/Brutus issue : Bluto's name was changed to Brutus after the theatrical Popeye cartoon series went out of production in 1957. It was wrongly believed that Paramount Pictures, distributors of the Fleisher Studios cartoon, owned the rights to the name Bluto. (King Features owned the name all along as Bluto had been originally created for the comic strip.) However, with poor research, they couldn't realize this, and renamed him Brutus to avoid copyright problems. "Brutus" appeared in the 1960-1962 Popeye television cartoons (with his physical appearance changed, making him obese rather than muscular), but he is again "Bluto" (and back to his original muscular physique) in the 1978 Hanna-Barbera Popeye series and the 1980 live-action Popeye movie, as well as the 1987 Popeye and Son series also by Hanna-Barbera. The character was named Bluto in the 2004 movie "Popeye's Voyage: The Quest for Pappy". Nintendo used the name "Brutus" for the character in this arcade game.

- UPDATES -

REVISION D (used on most Popeye machines) : 
* First level has a black background.
* Default high score is 32,600.
* First nickname on the default high-score table is GET.
* Spinach can only be used once per level, and it is not restored after you lose a life.
* The ladder at the center of the first level can only be used to go down.
* Extra Life dip-switch can be set at 40,000, 60,000, 80,000, or None. The default is 40,000, meaning you get an extra life at 40,000 points.

REVISION F (designed especially for novice players) :
* First level has a colored background.
* Default high-score is smaller than on Revision D : 25,600.
* First nickname on the default high-score table is KAC.
* Spinach is restored after you lose a life.
* The ladder at the center of the first level can be used to go up or down.
* Extra Life dip-switch can be set at 20,000, 30,000, 50,000, or None, with 20,000 as the default.

BOOTLEG :
* No copyright

- SCORING -

Collecting a heart, note, or letter on the...
1st floor : 50 points(1)
2nd floor : 100 points(1)
3rd floor : 300 points(1)
4th floor : 500 points(1)
Punching the punch-bag : 30 points
Punching a bottle : 100 points
Punching a skull : 100 points
Punching Bernard : 1,000 points
Using Spinach power to knock Brutus into the water : 3,000 points
Dropping the bucket on Brutus' head when he's on the...
1st floor : 4,000 points
2nd floor : 2,000 points
3rd floor : 1,000 points
Hitting Swee'Pea's platform from below : 500 points(1)

NOTE : The Punch button is not required to punch Brutus or Bernard when Popeye has Spinach power.

(1) denotes values that are doubled if Popeye has Spinach power.

- TIPS AND TRICKS -

* A Display Glitch : On the musical note level, you can stand at the point on the edge where you 'wraparound' and if you punch a bottle in the right spot, it'll erase part of the 'THRU' sign. This can be done on both sides.

* LEVEL ONE :

1) On the first level, Olive Oyl stands at the top of the screen and throws 24 hearts (one at a time) down to the bottom, hoping that Popeye will catch them all. If a heart reaches the bottom of the screen, you will have about 10 seconds to pick it up before it breaks, costing you one life. Try to catch the hearts as high as possible, since they decrease in value as they get closer to the bottom.

2) When Brutus harasses you, cross the edge of the screen from left to right and wait for him to stop directly underneath the bucket. Hit the punching bag at this point and the bucket will fall onto his head, rendering him helpless for a while. This will score you points based on which floor Brutus is on when you hit him (see Scoring above) and give you some time to catch a few more hearts.

3) Like in the cartoons, Popeye becomes stronger after eating Spinach. A can of Spinach moves between the second and third floors of the screen and you can have Popeye eat it by punching the can. Afterwards, Popeye will turn red and become stronger than Brutus for about 10 seconds (shorter in later levels). If you can punch Brutus at this time, he falls into the sea, temporarily knocking him out, and you will be awarded 3000 points.

4) Brutus will eventually recover so make good use of this time by catching as many falling hearts as possible. They don't move, and they are worth twice as much when Popeye is under the influence of Spinach, so catching some of the higher hearts can really help your score. And since extra lives are only awarded at a very high score (40000 points on most machines; 20000 points by default on Revision F machines), you should be as greedy as possible.

5) Spinach can only be used once per level, and it is never restored after you lose a life (except in Revision F, see Updates above). Do not use it too soon. Collect about two thirds of the total number of hearts, and have as many hearts fill the air as possible before getting the Spinach.

6) If you want to risk getting 4000 points instead of 2000, do not use the punching bag immediately. Wait until you have punched Brutus (best done after eating Spinach) and position Popeye to the punching bag. After Brutus comes out of the sea, he will move underneath the bucket on the bottom floor. With some practice and timing you should be able to drop the bucket onto his head for 4000 points. NOTE : Touching Brutus while the bucket is on his head is not fatal. But be careful, because after the bucket comes off he can easily knock out Popeye.

7) To make up for his lumbering slowness, Brutus is capable of throwing beer bottles at Popeye. You should try to force him to throw bottles as often as possible (four at a time) instead of avoiding them, so you can score extra points.

8) The Sea Hag also throws bottles, except she only throws one at a time. The Sea Hag materializes on the edge of the screen for a moment, chucks a bottle, and disappears. She can also be on both sides of the screen at once. So if you are caught between two Sea Hags or between Brutus and the Sea Hag, you will have to be quick on the joystick and Punch button to survive. 

* LEVEL TWO : The second level is much like the first, except Olive Oyl is dropping musical notes now (16 of them, one at a time). The major difference is the layout, with Wimpy on the plank in the lower left corner. If Popeye jumps off the second floor, he will be catapulted up to the third floor. With some careful timing, you can even make Popeye leap all the way up to the fourth floor, where Swee'Pea is waiting on a balloon platform. Touching the bottom of Swee'Pea's platform will score 500 points (1000 points while under the influence of Spinach).

* LEVEL THREE :

1) The setting for the third level is a ship, with a sliding platform on the top floor. At the beginning of the board you should be able to slide Popeye across the platform several times, catching the letters H-E-L-P that Olive Oyl is dropping directly above.

2) Every time Popeye catches a letter, one step is added to a ladder which goes up to Olive Oyl. When the ladder is finished, Olive Oyl is rescued. This is the most difficult level because a total of 24 letters are needed to complete the ladder and save Olive Oyl. Bernard, the vulture, will constantly appear from the left side of the screen. While sliding back and forth across the platform, you should try to punch Bernard as many times as possible, to score 1000 points per punch.

3) After Popeye has rescued Olive Oyl on the third level, there will be an intermission that will have Popeye's face while "I'm Popeye The Sailor Man" plays followed by Popeye blowing his pipe and going "Toot! Toot!". Afterwards, the game begins again with increased difficulty.

On ALL levels, Brutus can reach from underneath or bend down from higher floors to lower ones. Be careful that you are not underneath him. 

When the game restarts from the first level with increased difficulty, the Sea Hag will start throwing down deadly bouncing skulls from the edges of the screen that must be punched when they are bouncing upward. You must also make sure that there are no skulls directly above Popeye, since they drop down a floor or two and hit him on the head. 

Continue to avoid Brutus, Bernard, the beer bottles, and the skulls, and keep catching whatever Olive Oyl throws down.

- PORTS -

* Consoles :
Philips G7000 Videopac [FR] (1982) 
Philips Odyssey [BR] (1983) 
Nintendo Famicom [JP] (July 15, 1983) "Popeye [Model HVC-PP]"
Nintendo NES [EU] (September 1, 1986) "Popeye [Model NES-PP]"

* Computers :
Commodore C64 [EU] (1984)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2015&o=2

$end


$info=sc4popey,sc4popeya,sc4popeyb,sc4popeyc,sc4popeyd,sc4popeye,
$bio

Popeye (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR2417]

[Scorpion 4]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43050&o=2

$end


$info=sc5popey,sc5popeya,sc5popeyb,sc5popeyc,sc5popeyd,sc5popeye,sc5popeyf,sc5popeyg,
$bio

Popeye (c) 200? Mazooma Games.

- TECHNICAL -

[Scorpion 5]
[Model PR2417]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40010&o=2

$end


$info=j5popth,j5poptha,j5popthb,
$bio

Popeye's Treasure Hunt (c) 199? JPM International.

- TECHNICAL -

System 5

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41046&o=2

$end


$info=popeyeman,
$bio

Popeye-Man (c) 1981 Unknown.

Hack of "Pac-Man".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32504&o=2

$end


$pc8801_flop=popful,popfula,popfuld,
$bio

Popful Mail (c) 1991 Nihon Falcom [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92657&o=2

$end


$pc98=popmail,
$bio

Popful Mail (c) 1992 Nihon Falcom.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95239&o=2

$end


$megacd,megacdj=popmail,
$bio

Popful Mail [Model G-6029] (c) 1994 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60542&o=2

$end


$snes=popmail,
$bio

Popful Mail [Model SHVC-IW] (c) 1994 Nihon Falcom

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61971&o=2

$end


$segacd=popmail,
$bio

Popful Mail [Model T-127035] (c) 1995 Working Designs

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60783&o=2

$end


$x68k_flop=popjack,
$bio

Popjack (c) 1994 DCS [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88515&o=2

$end


$pc8801_flop=poplilim,
$bio

Popli Limited (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92658&o=2

$end


$info=popobear,
$bio

PoPo Bear (c) 2000 BMC [Bao Ma Technology Co.]

- TRIVIA -

PoPo Bear was released in June 2000.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=26339&o=2

$end


$svision=popoteam,
$bio

Popo Team [Model SV10037] (c) 1992 Sachen [Taiwan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95467&o=2

$end


$saturn,sat_cart=popohebe,
$bio

Popoitto Hebereke (c) 1995 Sunsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59517&o=2

$end


$snes=popoitto,
$bio

Popoitto Hebereke [Model SHVC-APHJ-JPN] (c) 1995 Sunsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61972&o=2

$end


$msx1_cart=poppaq,
$bio

Poppaq the Fish (c) 1984 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77380&o=2

$end


$msx1_cart=poppaqk,
$bio

Poppaq the Fish (c) 1986 Boram Soft [Korea]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77381&o=2

$end


$info=popper,
$bio

Popper (c) 1983 Omori Electric Co.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound CPU : Zilog Z80 (@ 1.536 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.536 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 1 (THROW)

- TRIVIA -

Popper was released in October 1983.

It was licensed to Alway Electronic Compnents, Ltd. for distribution in the US.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2016&o=2

$end


$info=pop_hh,
$bio

Popper (c) 1989 Unknown.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 6 Mhz)
Sound CPU : Zilog Z80 (@ 6 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), AY8910 (@ 1.5 Mhz), Custom (@ 1.5 Mhz)

Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 256

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

This game is a bootleg of "Hard Head".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3506&o=2

$end


$sms=populous,
$bio

Populous (c) 1989 TecMagik

- TRIVIA -

Reviews:
1990 - Consoles + HS N.2 [FR]: 95/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56132&o=2

$end


$amigaocs_flop=populous,populousu,
$bio

Populous (c) 1989 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74755&o=2

$end


$x68k_flop=populous,
$bio

Populous (c) 1990 Imagineer Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87994&o=2

$end


$pc98=populous,
$bio

Populous (c) 1990 Imagineer Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90386&o=2

$end


$megadriv=populous,
$bio

Populous (c) 1991 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56767&o=2

$end


$megadriv=populousj,
$bio

Populous (c) 1991 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56768&o=2

$end


$megadriv=populousu,
$bio

Populous (c) 1991 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57349&o=2

$end


$amigaocs_flop=populouspl,
$bio

Populous - The Promised Lands (c) 1989 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74757&o=2

$end


$pc98=populouspl,
$bio

Populous - The Promised Lands (c) 1990 Imagineer Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90387&o=2

$end


$pcecd=populous,
$bio

Populous - The Promised Lands (c) 1991 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58316&o=2

$end


$amigaocs_flop=populouspla,
$bio

Populous - The Promised Lands [Budget] (c) 1989 Hit Squad, The [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74758&o=2

$end


$amigaocs_flop=populus2,
$bio

Populous II (c) 1991 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74759&o=2

$end


$x68k_flop=populus2,
$bio

Populous II (c) 1992 Imagineer Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87995&o=2

$end


$amigaocs_flop=populus2cg,
$bio

Populous II - The Challenge Games (c) 1992 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74760&o=2

$end


$pc98=populus2,
$bio

Populous II - Trials of the Olympian Gods (c) 1990 Imagineer Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90388&o=2

$end


$snes=populus2j,
$bio

Populous II - Trials of the Olympian Gods [Model SHVC-PL] (c) 1993 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61974&o=2

$end


$snes=populus2,
$bio

Populous II - Trials of the Olympian Gods [Model SNSP-PL-EUR] (c) 1993 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63429&o=2

$end


$snes=populus2g,
$bio

Populous II - Trials of the Olympian Gods [Model SNSP-PL-NOE] (c) 1993 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63430&o=2

$end


$x68k_flop=populopl,
$bio

Populous Promised Land (c) 1990 Imagineer Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87996&o=2

$end


$amigaocs_flop=populwe,
$bio

Populous World Editor (c) 1991 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74761&o=2

$end


$amigaocs_flop=populousa,
$bio

Populous [Budget] (c) 1989 Hit Squad, The [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74756&o=2

$end


$gameboy=populous,
$bio

Populous (c) 1993 Imagineer Company, Limited.

- TECHNICAL -

Cartridge ID: DMG-P9-UKV

- TRIVIA -

Reviews:
[FR] May 1993 - Consoles + No. 20: 93/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66760&o=2

$end


$gameboy=populousj,
$bio

Populous [Model DMG-P9A] (c) 1993 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66761&o=2

$end


$pce=populous,populous1,
$bio

Populous (c) 1991 Hudson Soft.

Not that many games have players incarnate almighty gods and as such, Populous really stands out of the crowd. Populous gives the player world domination on a plate. It offers several scenarios where two civilizations (the blues and the reds) try to conquer each others lands. The map is presented in a clever 3-D isometric view and four different terrains are available. A cursor is used to interact with the map and the Select and Run buttons switch from the two action and option menus. The player receives Mana energy from his people and use it to shape the terrain, build armies, trigger earthquakes or change the weather. And the better are the people, the more the player benefits. They also evolve as they get more land and change from Prehistoric cavemen to Medieval knights. The goal of Populous is to first get the people to grow and their towns to expand, which will slowly increase the player's powers and get him to use even more devastating mesures. But, it is always good to keep an eye on the other god and his people, as they do the same on the other side of the world. Soon, each camp has enough power to call for the final Armageddon and a fierce battle will decide of the ultimate winner.

- TECHNICAL -

HuCARD ID: HC91041
HuCARD Size: 4 Mbits.

- TRIVIA -

Released on April 13, 1990 in Japan for 6900 Yen.

Populous was originally created by Bullfrog (led by Peter Molyneux) and released in 1989 for the Amiga, Atari ST and PC Computers.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58688&o=2

$end


$snes=populousj,
$bio

Populous (c) 1990 Imagineer Company, Limited.

- TECHNICAL -

Cartridge ID: SHVC-PO

- TRIVIA -

Reviews:
November 1991 - Consoles + N.3 [FR]: 99/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61973&o=2

$end


$snes=populousu,
$bio

Populous [Model SNS-PO-USA] (c) 1991 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63428&o=2

$end


$snes=populous,
$bio

Populous (c) 1991 Imagineer Company, Limited.

- TECHNICAL -

Cartridge ID: SNSP-PO-EUR

- TRIVIA -

Reviews:
[FR] October 1992 - Consoles+ No. 13: 86/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63427&o=2

$end


$info=porky,
$bio

Porky (c) 1985 Magic Electronics.

A pig drove around a city landscape avoiding potholes while shooting wolves with smoked sausages and dodging falling bombs and barbecue forks. For bonus points he could jump into the air to catch flying piglets.

- TECHNICAL -

Main CPU : S2650 (@ 1.536 Mhz)
Sound Chips : SN76496 (@ 3.072 Mhz)

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette colors : 16

Players : 2
Control : 2-way joystick
Buttons : 2

- TRIVIA -

Developed by Shinkai, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2017&o=2

$end


$snes=porkypigu,porkypigua,
$bio

Porky Pig's Haunted Holiday [Model SNS-APPE-USA] (c) 1995 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63432&o=2

$end


$snes=porkypig,
$bio

Porky Pig's Haunted Holiday [Model SNSP-APPP-EUR] (c) 1995 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63431&o=2

$end


$a2600=porkys,
$bio

Porky's (c) 1983 20th Century Fox

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50833&o=2

$end


$coleco=porkys,
$bio

Porky's (c) 1983 Fox Video Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53331&o=2

$end


$a800=porkys,
$bio

Porky's (c) 1983 Romox

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86662&o=2

$end


$x68k_flop=porolith,
$bio

Porolith (c) 1990 Ko.mo.mo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88516&o=2

$end


$info=portman,porter,
$bio

Port Man (c) 1982 Nova Games.

Catch the falling luggage and throw it up onto the ship. After that, catch the falling boxes of dynamite for points. The game then repeats the levels with the action becoming faster.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound CPU : Zilog Z80 (@ 2.5 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.536 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 1

- TRIVIA -

Released in March 1982.

This game is also known as "Dock Man".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2018&o=2

$end


$x68k_flop=porttowr,
$bio

Port Tower Monogatari (c) 1991 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88517&o=2

$end


$amigaocs_flop=portal,
$bio

Portal (c) 1986 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74762&o=2

$end


$ibm5150,ibm5150_cass=portal,
$bio

Portal (c) 1986 Activision, Inc. [Santa Clara, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83683&o=2

$end


$gbcolor=portalr,
$bio

Portal Runner [Model CGB-BAVE-USA] (c) 2001 3DO Company, The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68589&o=2

$end


$nes=porter,
$bio

Porter (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84089&o=2

$end


$x1_flop=portopia,
$bio

Portopia Renzoku Satsujin Jiken (c) 1983 Enix, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86084&o=2

$end


$pc8801_flop=portopia,portopiab,portopiaa,
$bio

Portopia Renzoku Satsujin Jiken (c) 1983 Enix, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92659&o=2

$end


$fm7_cass=portpia,
$bio

Portopia Renzoku Satsujin Jiken (c) 1983 Enix, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93777&o=2

$end


$nes=portopia,
$bio

ポートピア連続殺人事件 (c) 1985 Enix, Limited.
(Portopia Renzoku Satsujin Jiken)

- TRIVIA -

Released on November 29, 1985 in Japan.

- STAFF -

Development by Chunsoft.
Original Work: Yuji Horii

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54513&o=2

$end


$cdi=venice,
$bio

Portrait of a City - Venice (c) 1992 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53037&o=2

$end


$info=portrait,portraita,
$bio

Portraits (c) 1983 Olympia.

Photo-Safari : aim right to capture a number of animals, of four - then five - different kinds. Beware, the animals can destroy your camera. When you get high score, two lights in the cabinet, over the monitor, will light, and a b/w camera will start to capture images. So, the recordman/woman can insert a picture of him/herself between the introductory screens!

- TECHNICAL -

Main CPU : Zilog Z80 (@ 4 Mhz)
Sound CPU : I8039 (@ 3.12 Mhz)
Sound Chips : Texas Instruments TMS5220 (@ 640 Khz)

Screen orientation : Vertical
Video resolution : 320 x 432 pixels
Screen refresh : 50.00 Hz
Palette colors : 2048

Players : 2
Control : 4-way joystick
Buttons : 1

- STAFF -

Director : Livio Leante
Engineering : Tiziano Tredese
Hardware : Bruno
Software : Boux
Graphic by : Cortez
Informatic by : Ernesto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2019&o=2

$end


$amigaocs_flop=portcall,
$bio

Ports of Call (c) 1987 Aegis

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74763&o=2

$end


$sms=poseidon,
$bio

Poseidon Wars 3-D (c) 1988 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56133&o=2

$end


$bbca_cass,bbcb_cass=positron,
$bio

Positron (c) 1983 Micro Power

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52251&o=2

$end


$msx2_flop=pmg,
$bio

Post Modern Girl (c) 2001 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101952&o=2

$end


$msx1_cass=postmort,
$bio

Post Mortem (c) 1988 Iber Software [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94921&o=2

$end


$bbca_cass,bbcb_cass=postman,
$bio

Postman (c) 19?? ASP Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52252&o=2

$end


$cpc_cass=postpat,
$bio

Postman Pat - The Computer Game [Model AS337] (c) 1988 Alternative Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98691&o=2

$end


$gba=postmanp,
$bio

Postman Pat and the Greendale Rocket [Model AGB-BROP-EUR] (c) 2007 Game Factory, The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72216&o=2

$end


$cpc_cass=postpat2,
$bio

Postman Pat II [Model AS730] (c) 1989 Alternative Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98692&o=2

$end


$cpc_cass=postpat3,
$bio

Postman Pat III [Model AS835] (c) 1992 Alternative Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98693&o=2

$end


$amigaocs_flop=postpat,
$bio

Postman Pat [Kids Pack] (c) 1989 Alternative Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74764&o=2

$end


$info=m4potblk,m4potblk__0,m4potblk__1,m4potblk__2,m4potblk__3,m4potblk__4,m4potblk__5,m4potblk__6,m4potblk__7,m4potblk__8,m4potblk__9,m4potblk__a,m4potblk__b,m4potblk__c,m4potblk__d,m4potblk__e,
$bio

Pot Black (c) 199? Barcrest.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=14931&o=2

$end


$info=m4ptblkc,
$bio

Pot Black Casino (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41417&o=2

$end


$info=potgame,
$bio

Pot Game (c) 1996 C.M.C.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=23866&o=2

$end


$info=j2potlck,
$bio

Pot Luck (c) 198? JPM International.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40995&o=2

$end


$info=m4potlck,m4potlcka,
$bio

Pot Luck 100 Club (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41402&o=2

$end


$info=potgoldu,
$bio

Pot O' Gold (c) 200? US Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46437&o=2

$end


$info=potogold,
$bio

Pot of Gold (c) 1982 GamePlan.

- TECHNICAL -

Main CPU : MOS Technology M6502 (@ 1.25 Mhz)
Sound CPU : MOS Technology M6502 (@ 1.5 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.78975 Mhz)

Screen orientation : Horizontal
Video resolution : 256 x 256 pixels
Screen refresh : 57.00 Hz
Palette Colors : 16

Players : 2
Control : 8-way joystick

- TRIVIA -

This game is also known as "Leprechaun".

Eddie Leech holds the official record for this game with 1,113,320 points.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2020&o=2

$end


$info=j6pog,j6poga,j6pogb,j6pogc,j6pogd,
$bio

Pot of Gold (c) 199? Ace Coin Equipment.

- TECHNICAL -

Impact

- SERIES -

1. Pot of Gold (199?)
2. Classic Pot of Gold (????)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=14851&o=2

$end


$info=j6potg,j6potga,j6potgb,
$bio

Pot of Gold (c) 199? Crystal Leisure.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15284&o=2

$end


$info=sc5potog,sc5potoga,sc5potogb,sc5potogc,sc5potogd,sc5potoge,sc5potogf,sc5potogg,sc5potogh,sc5potogi,
$bio

Pot of Gold (c) 200? QPS.

- TECHNICAL -

[Scorpion 5]
[Model Z050]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43123&o=2

$end


$info=sc4potsh,sc4potsha,
$bio

Pot Shot (c) 200? QPS Interactive.

- TECHNICAL -

[Model QPS143]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42742&o=2

$end


$psx=potestas,
$bio

Potestas [Model SLPS-00324] (c) 1996 Nexus Interact

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85548&o=2

$end


$info=potopoto,
$bio

Poto Poto (c) 1994 Sega.

- TECHNICAL -

Runs Sega "System C-2" hardware.

Players: 2
Control: 8-way joystick
Buttons: 1

- TRIVIA -

Released in March 1994 in Japan.

Poto Poto is Japanese onomatopoeia for large raindrops hitting the ground.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2021&o=2

$end


$info=sc4pog,sc4pogb,sc4pogc,sc4pogd,sc4poge,sc4pogf,sc4pogg,sc4pogh,sc4pogi,
$bio

Pots of Gold (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR1938]

[Scorpion 4]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43048&o=2

$end


$info=sc5pog,sc5poga,sc5pogb,sc5pogc,sc5pogd,sc5poge,sc5pogf,sc5pogg,
$bio

Pots of Gold (c) 2007 Bell-Fruit Games.

- TECHNICAL -

[Scorpion 5]
[Model PR1938]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=19926&o=2

$end


$info=sc5potsm,sc5potsma,
$bio

Pots of Luck (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR2306]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42743&o=2

$end


$x68k_flop=potton,
$bio

Potton (c) 1991 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88518&o=2

$end


$info=poundfor,poundforu,poundforj,
$bio

Pound for Pound (c) 1990 Irem.

An overhead boxing game where you fight to become the best in the world.

- TECHNICAL -

Irem M-84 system hardware

Main CPU : V30 (@ 8 Mhz)
Sound CPU : Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), DAC (@ 3.579545 Mhz)

Screen orientation : Vertical
Video resolution : 256 x 384 pixels
Screen refresh : 55.00 Hz
Palette colors : 512

Players : 2
Control : trackball
Buttons : 2

- TRIVIA -

Released in December 1990.

- UPDATES -

The US version is slightly different, it has the "Winners Don't Use Drugs" screen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2022&o=2

$end


$info=sp_pound,sp_pounda,sp_poundb,sp_poundc,sp_poundd,sp_pounde,sp_poundf,sp_poundg,sp_poundh,sp_poundi,sp_poundj,sp_poundk,sp_poundl,sp_poundm,sp_poundn,sp_poundo,sp_poundp,
$bio

Pound for Pound (c) 199? Ace Coin Equipment, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42258&o=2

$end


$info=j2pndrsh,
$bio

Pound Rush (c) 1988 JPM International.

- TRIVIA -

Released in May 1988.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15816&o=2

$end


$info=ac1pster,
$bio

Pound Sterling (c) 199? Ace Coin Equipment.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=14850&o=2

$end


$info=ac1pstrt,
$bio

Pound Stretcher (c) 199? Ace Coin Equipment.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=14849&o=2

$end


$info=ep_baskr,ep_baskra,ep_baskrb,ep_baskrc,ep_baskrd,ep_baskre,
$bio

Pounds of the Baskervilles (c) 199? Maygay.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40799&o=2

$end


$cpc_cass=pouvoir,
$bio

Pouvoir [Model 118] (c) 1986 Loriciels [France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98694&o=2

$end


$info=kok,
$bio

Povar - Sobrat' Buran - Agroprom (c) 198? Unknown.

This game contains versions of 3 ZX Spectrum games: Cookie, Jetpac and Pssst.

- TRIVIA -

The original games were released for the ZX Spectrum in the early 1980's by Ultimate Play The Game who later became Rare and now operate under the Microsoft banner.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32416&o=2

$end


$msx1_cass=powermag,powermaga,
$bio

Power and Magic (c) 1990 Zigurat Soft [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94923&o=2

$end


$megadriv=powerath,
$bio

Power Athlete (c) 1992 Kaneko Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56769&o=2

$end


$snes=powerath,
$bio

Power Athlete [Model SHVC-P3] (c) 1992 Kaneko Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61975&o=2

$end


$info=powerbal,powerbals,
$bio

Power Balls (c) 1994 Playmark.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 12 Mhz), I8051 (@ 12 Mhz)
Sound Chips : OKI6295 (@ 7.575 Khz)

Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 58.00 Hz
Palette colors : 512

Players : 2
Control : 8-way Joystick
Buttons : 2

- TRIVIA -

Also available as a conversion kit for "Super Slam".

- STAFF -

Director : D. Marchi
Program : L. Benvenuto
Graphics : M. Banfi, M. Corrieri
Sound : A. Cappi
Hardware : A. Gusso

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4566&o=2

$end


$nes=powblade,powbladeu,
$bio

Power Blade (c) 1991 Taito Corp.

- TRIVIA -

The American (and European) version of the game is significantly different than the Japanese version. The protagonist of Power Blazer was replaced with a beefier Arnold Schwarzenegger look-alike character called Nova. The gameplay is roughly the same but it was greatly improved - controls are better and the boomerang can be thrown in any direction which hugely improves the overall gameplay. Power Blade features a longer introduction sequence, new enemies, different bosses and a totally different mission map. Stages are also far less linear and Nova has to find an informant first. They are usually hidden somewhere in the visited zone and they unlock the door to the area's boss. Interestingly a sequel to the American version of the game was released in Japan in 1991 and was called Captain Saver. But when it was released in American, the game was renamed Power Blade 2.

- SERIES -

1. Power Blade (1991)
2. Power Blade II (1992, Nintendo NES) / Captain Saver (1992, Nintendo Famicom)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55445&o=2

$end


$nes=powblad2,
$bio

Power Blade II (c) 1992 Taito Corp.

North American release. Game developed in Japan. See original "Captain Saver [Model TFC-CS-5900(46)]" for more information about the game itself.

- TECHNICAL -

Model NES-PB-USA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55446&o=2

$end


$info=pc_pwbld,
$bio

Power Blade (c) 1991 Nintendo of America, Incorporated.

PlayChoice-10 version. For more information about the game itself, please see the original NES version.

- TECHNICAL -

Nintendo PlayChoice-10 hardware
Game ID : 7T

Main CPU : Zilog Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz)
Sound Chips : Zetex N2A03 (@ 1.789772 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1817&o=2

$end


$nes=powblazr,
$bio

Power Blazer (c) 1990 Taito Corp.

Power Blazer is an action/platform game by Taito. In the 21st century, the whole world is handled by a super-computer called the Brain Master. But one day, all systems start to inexplicably shut down at once. Humans have to accept the evidence, Brain Master has taken over the once gladdened Earth and plunged it into chaos. The player takes control of Steve Treiber, a highly trained soldier on a lone mission behind enemy lines. He is the only one capable of taking Brain Master offline and to save the world. Our young hero is armed with a powerful combat-boomerang called the 'Power Blazer'. The weapon can be thrown forward and take out all kind of enemies. It can also be charged-up for farther reaching and more powerful attacks - a special power meter located at the top of the screen displays the current weapon charge. This meter is upgraded throughout the game by collecting power capsules defeated enemies leave behind. Steve can also collect bombs and use them to wipe out all remaining foes on screen or pick-up and store energy tanks to refill some lost health. At the beginning of the game, the player can freely choose one of the six available stages in any order. Stages are fairly large and most of them have different routes to the finish line (this only applies to the Japanese version of the game though, see the info section). A password is given to the player at the end of each zone to save his progress.

- TECHNICAL -

Game ID: TFC-PB-5900

- TRIVIA -

Power Blazer was released in April 20, 1990 in Japan for 5900 Yen.

It was the 31th title made on the Famicom by Taito.

- STAFF -

Programmer: Iwasagon
Designer: Kamegon, Kato
Sound: Yamako, Banbi
Produce: Kikuchi, Njk
Thanks: Hattori, Hatano

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54514&o=2

$end


$cpc_cass=pboatsim,
$bio

Power Boat Simulator [Model 3179] (c) 1989 Codemasters Soft. Co., Ltd., The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98695&o=2

$end


$info=powercrd,
$bio

Power Card (c) 1993 Fun World.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49649&o=2

$end


$info=sc4pwcrzc,sc4pwcrzd,sc4pwcrzh,sc4pwcrzi,
$bio

Power Crazy (c) 200? Bell-Fruit Games, Limited. [B.F.G.]

- TECHNICAL -

[Model PR4610]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62065&o=2

$end


$info=sc4pwcrz,sc4pwcrza,sc4pwcrzb,sc4pwcrze,sc4pwcrzf,sc4pwcrzg,
$bio

Power Crazy (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR6810]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42751&o=2

$end


$pc98=powderby,
$bio

Power Derby - The Derby Simulation (c) 1994 Cosmos Computer [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90389&o=2

$end


$pc98=powdoll,
$bio

Power Dolls (c) 1994 Kogado Studio [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90390&o=2

$end


$pc98=powdoll2,
$bio

Power Dolls 2 (c) 1995 Kogado Studio [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90391&o=2

$end


$pc98=powdoll2pd,
$bio

Power Dolls 2 Premium Disc (c) 1995 Kogado Studio [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90392&o=2

$end


$amigaocs_flop=pdrift,
$bio

Power Drift (c) 1989 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74765&o=2

$end


$msx1_cass=pdrift,
$bio

Power Drift (c) 1989 Activision, Inc. [Santa Clara, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94922&o=2

$end


$cpc_cass=pdrift,
$bio

Power Drift (c) 1989 Activision, Inc. [Santa Clara, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98696&o=2

$end


$info=tvpdrift,
$bio

Power Drift (c) 1991 TOURVision.

Unlicensed Spanish game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101155&o=2

$end


$pce=pdrift,pdrift1,
$bio

Power Drift (c) 1990 Asmik.

- TECHNICAL -

[Model AS02002]

- TRIVIA -

Power Drift for PC-Engine was released in April 13, 1990 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48405&o=2

$end


$saturn,sat_cart=pdrift,
$bio

Power Drift (c) 1998 Sega Enterprises, Limited.

- TECHNICAL -

[Model GS-9181]
[Sega Ages]

- TRIVIA -

Power Drift was released in February 26, 1998 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48406&o=2

$end


$info=pdrift,pdriftj,pdrifta,pdrifte,pdriftl,
$bio

Power Drift (c) 1988 Sega.

Power Drift is a fast-moving lap-based racing game in which players choose to race on one of five different circuits, each made up of five stages. The game's tracks have a 'roller-coaster' feel to them, with steep climbs, sudden drops and tight chicanes. It's also possible to fall from many of the higher, raised sections of a track, sending the car crashing to the ground below and losing valuable seconds. Each race takes place over four laps and players must finish in 3rd place or better to progress to the next stage. Finishing lower than third place results in a 'game over' but players can insert more credits to continue from the current stage.

In addition to its twisting, abstract courses, Power Drift also features a tilting axis; as players steer left and right, the screen display mirrors the controller's movements and tilts on its axis (in a fashion similar to another Sega game, "After Burner"). The game's difficulty level is determined by the type of car the player chooses to race with. The RED car (with bigger wheels) sets the difficulty level at 'easy', the BLUE car at 'normal', the ORANGE car at 'hard' and GREY car at 'hardest'. 

The game's five circuits are labelled from A to E, with each having its own visual theme (for example, circuit A is city-based, circuit B desert-based, circuit C beach-based etc.) 

The circuits and their corresponding stages are:
* Course A - Springfield Ovalshape, Foofy Hilltop, Snowhill Drive, Octopus Oval, Curry De Parl
* Course B - Swingshot City, Phantom Riverbend, Octangular Ovalshape, Charlotte Beach, Highland Spheres
* Course C - Bum Beach, Jason Bendyline, Nighthawk City, Zanussi Island, Wasteman Freefall
* Course D - Mexico Colours, Oxygen Desert, Jamie Road, Monaco Da Farce, Blow Hairpin
* Course E - Aisthorpe Springrose Valley, Patterson Nightcity, Lydia Rightaway, Bungalow Ridgeway, Karen Longway

"Power Drift" features two hidden bonus courses. Finishing in first place on all tracks of courses B and D will allow players will get to race a special track using the bike from Sega's classic 1985 racer, "Hang-On". Finish first on all five tracks of any given group (A to E) and players will get to race a special track using the jet from "After Burner". 

Each course has its own theme song, and they are as follows:
Course A - Side Street
Course B - Like the Wind
Course C - Silent Language
Course D - Adjustment Mind
Course E - Artistic Traps

- TECHNICAL -

[Sit-Down model]
Sega Y-Board hardware

Main CPU : (3x) 68000 (@ 12.5 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2151 (@ 4 Mhz), Sega (@ 4 Mhz)

Players : 1
Control : paddle
Buttons : 1

- TRIVIA -

Power Drift was released in August 1988.

Also released as "Power Drift [Deluxe Sit-Down model]".

Pony Canyon/Scitron released a limited-edition soundtrack album for this game (Power Drift & Mega Drive: G.S.M. Sega 2 - D28B0010) on 08/12/1988.

- TIPS AND TRICKS -

* The game's difficulty level is determined by the type of car the player chooses to race with. The RED car (with bigger wheels) sets the difficulty level at 'easy', the BLUE car at 'normal', the ORANGE car at 'hard' and GRAY car at 'hardest'.

* Press the START button while playing for a rear view. One thing to note is that Power Drift's gear change (from low to high, such as at the start of a race or after a crash) should be implemented much quicker than in other arcade racers.

* Extra bonus stages :
Finishing in first place on all tracks of courses B and D will allow players will get to race a special track using the bike from Sega's classic 1985 racer, "Hang-On".
Finish first on all five tracks of any given group (A to E) and players will get to race a special track using the jet from "After Burner".

* If you enter SEX on the high-score table, you will see the message DANGER DANGER.
If you enter the following intial on the high-score table with Brake & Start Button pressed, you will see the following messages (select one of two messages with gear):
SEX: LAKE YOU ? ME TOO ! & MACHINE T.K.G.!!
KEY: I LOVE MAKIKO. & I LOVE CYNDI.
TKG: I LOVE RAY CHAN. & I LOVE RIE CHAN.
GAK: SAKICHI !! KITARO !! & I LOVE CHISAKI !
OKA: I AM TALLER THAN  T.K.G. ! & KIM SAN ISSHOU TUITE IKIMASU.
REE: HALLO !! LETS FIND ANOTHER MESSAGES. & ARE YOU M2C2 MENBER?
NAK: NIGASITA SAKANA WA DECOI.
AKI: LUCY IS MINE! & EMILY IS MINE!
MAT: DO YOU KNOW ELEPHANT SMELL??
SAD: I LOVE KAYURI CHINA & NS400 IS FARSTEST BIKE IN THE WORLD.
HIR: MUSIC DESIGN BY HIRO. & SOUND DESIGN BY MY DESHI.

- STAFF -

Designed by : Yu Suzuki (YU.)
Musics : Hiroshi Miyauchi
Sounds : (DESHI)
Staff : (SAD), (KOM), (OTA), (REE), (MAT), (LCY)

- PORTS -

* Consoles :
NEC PC-Engine [JP] (Apr. 13, 1990) "Power Drift [Model AS02002]"
Sega CD [Unreleased Prototype]
Sega Saturn [JP] (Feb. 26, 1998) "Power Drift [Sega Ages] [Model GS-9181]"
Sega Dreamcast [JP] (Dec. 20, 2001) "Yu Suzuki Game Works Vol.1 [Model ASP001]"

* Computers :
Sinclair ZX Spectrum (1989)
Amstrad CPC (1989)
Commodore C64 (1989)
Commodore Amiga (1989)
Atari ST (1989)
PC [MS-DOS, 5.25"] (1989)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2023&o=2

$end


$amigaocs_flop=pdrifta,
$bio

Power Drift [Wheels of Fire] (c) 1989 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74766&o=2

$end


$megadriv=pdrive,
$bio

Power Drive (c) 1994 US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56770&o=2

$end


$snes=pdrive,
$bio

Power Drive (c) 1994 US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63433&o=2

$end


$gamegear=pdrive,
$bio

Power Drive (c) 1994 US Gold

- STAFF -

Coding : Glenn Benson
Graphics and Maps : Robert Ager, Paul Broardbent
3D Rendering : Andy Rixon
Music and SFX : Kev Bruce, Glenn Benson
Excellent Editors : Jim Bagley
Thanks To US Gold And Especially : Stuart Hibbert and Rob Palfreman
Special Thanks To : Rover Cars plc, Brigden Coultes Motorsport Ltd, Fiat Auto UK Ltd, Renault UK Ltd, Toyota Team Europe, Ford Motor Company Ltd, Vauxhall Motors Ltd

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64783&o=2

$end


$amigaocs_flop=pdrive,
$bio

Power Drive (c) 1994 US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74767&o=2

$end


$jaguar=pdrive,
$bio

Power Drive Rally (c) 1995 Time Warner Interactive.

Forget everything they taugh you in Driving School.

Because we're goin' off-road! No yellow lines. No junctions. No pesky pedestrians. Just you and the most wicked circuits on the globe.

Searin' through the Arizona desert. Boggin' across the African plains. Shreddin' over the Alps...You name it, you're there - pedal down and white-knucklin' it all the way to the finish line (or a cow pasture, if you're not careful).

So buckle up, pop the clutch and get ready to terra up de firma in the ultimate 64-bit off-road extravaganza.

- TIPS AND TRICKS -

* Change car color (at the car purchase screen): U/D

* Freeze/Pause your opponent: 6

* Un-freeze/Un-pause opponent: 9

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76437&o=2

$end


$info=powerdrv,
$bio

Power Drive (c) 1986 Bally Midway.

Side-view 'Monster Truck' button-slapping game.

- TECHNICAL -

Bally Midway MCR 3 hardware
[No. 0E68]

Main CPU : Zilog Z80 (@ 5 Mhz)
Sound CPU : Motorola 68000 (@ 8 Mhz)
Sound Chips : DAC (@ 8 Mhz)

Screen orientation : Horizontal
Video resolution : 512 x 480 pixels
Screen refresh : 30.00 Hz
Palette colors : 64

Players : 3
Buttons : 4

- TRIVIA -

Released in December 1986.

This game was designed to appeal to "Track & Field" players.

Tim Uyeda holds the official record for this game with 170,900 points.

- STAFF -

Concept By : John Kubik
Programmer : Jeff Nauman
Designed By : Scott Morrison, Sharon Perry, Jeff Nauman
Video Graphics By : Sharon Perry, Scott Morrison
Sounds By : Neil Falconer
Menu By : Tom DiDomenico
Cabinet Design By : Walter Godlewski
Cabinet Art By : Tony Ramunni
Hardware Design By : Cary Mednick, Bob Ploussard
Controls Designed By : George Kolomayets
Technical Support By : Dan Stern, Wayne Stone, Sue Lohse, Joe Ketza, Bob Libbe, Jim Belt

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2024&o=2

$end


$pce=power11,
$bio

Power Eleven (c) 1991 Hudson Soft [Hudson Group].

- TRIVIA -

Reviews:
September 1991 - Consoles + N.1 [FR]: 73/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58689&o=2

$end


$info=tvpow11,
$bio

Power Eleven (c) 1991 TOURVision.

Unlicensed Spanish game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84980&o=2

$end


$lynx=powfactr,
$bio

Power Factor (c) 1992 Atari Corp.

Power Factor is a fast-paced action adventure in which the great hero Redd Ace explores a nuclear reactor while blasting evil Sinlendo Techmods with his Tmat MOW.

On the famous Atarian Leisure Moon there is a video game experience like no other--the Virtual Reality Simulator. The VRS features a simulation of a true historical event: Redd Ace's heroic mission into the heart of the Ceegarian Power Station to recover the bomb components needed to defeat the evil invading Sinlendo techmods. The Techmods had taken over Redd's dimension. The rightful inhabitants had all fled or been destroyed. Redd returned to take back what belonged to him and his people. Armed only with the Tmat MOW, the TRANS MAT Multi-Ordnance Weapon, Redd went into the reactor, which had become the Techmod stronghold. He had to find the six hidden bomb components and destroy the invaders.
 
Redd succeeded, barely. The event became the most famous episode in Atarian history, the subject of films, books, and legends.

- TECHNICAL -

Cartridge ID: PA2109

- TRIVIA -

Reviews:
[FR] April 1993 - Consoles + No. 19: 85/100

- SCORING -

Redd scores by destroying Sinlendo Techmods as follows:
Hatchers: 2 points
Spyder Egg: 2 points
Lazerdomes: 3 points
Prowlers: 4 points
Silos: 5 points
Orbs: 5 points
Claws: 5 points
Spyder: 5 points
Druids: 7 points

These scones are based on an easy game. In a normal game, scores are doubled. In a hard game, scones are four times what is listed.

- TIPS AND TRICKS -

* The basic strategy is simple: blasts all the Techmods before Redd is destroyed.
 
* Learn to use the map. Without it, Redd is Redd meat.
 
* Be cautious against Master Techmods. You need to blast them relentlessly, but  that won't do any good if they destroy Redd first.
 
* When Redd's fuel runs out, especially when fighting Master Techmods, it is  sometimes smart to let Redd find a safe place and wait for the fund to  regenerate. Fuel regenerates slowly, but a little fuels is better than none,  especially when it comes to shooting at high targets.
 
* Use the Multi Mon to view and change weapons until you are familiar with each  weapons. The information the Multi-Mon provides includes descriptions and hints  about each weapon. When you ate familiar enough with the weapons, you can change  weapons without using the Multi-Mon.

* Invincibility: During the game, when not standing next to a monitor, press OPTION 2 to enter the bomb parts screen. Then, press Up, Right, Up, Left, Down. The game will buzz, and you're invincible. Doing the trick again turns off invincible mode.

* Weapon Power-Up: During the game, when not standing next to a monitor, press OPTION 2 to enter the 'bomb parts' screen. Then, press Down, Down, Down, Down, Right, Up, OPTION 2 to have all weapons at full strength.

* Stage Select: During the game, stand next to a monitor, and press OPTION 2 to enter the map screen. Then, press Down, Up, Up, Up, Up, Up, Right. The game will buzz. Now you can press Up or Down to choose a level (the number in the lower-right corner of the screen indicates the level number). Pressing Up and Down also toggles the score between 00000 (go to start of level) and 00128 (go to end of level). When you've got the level you want, press OPTION 2 to go there.

- STAFF -

Programmers: Rob Nicholson, John May

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58846&o=2

$end


$segacd=ccmusic,
$bio

Power Factory featuring C+C Music Factory [Model T-93035] (c) 1993 Sony Imagesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60784&o=2

$end


$pce=powergat,
$bio

Power Gate (c) 1991 Pack-In-Video Company, Limited.

Pack-In-Video was not the most amazing publisher for the PC Engine system and here they are back with the horizontal shooter Power Gate. The player takes control of a high-tech fighter plane and fly through canyons, enemy cities and giant battle cruisers. The fighter plane starts with a simple and slow vulcan gun which can be upgraded during the game by destroying flashing enemies, often in the shape of planes or missiles. Other power-ups are also available, like ground bombs or energy-cells restoring one of your plane shield bar. However, your fighting plane can also carry a secondary weapon. There are six of them including Homing missiles, Napalm Bomb, 8-ways and even one interesting option which will mirror your plane and triple its fire-power. This secondary weapons are triggered using the other action button, they can be collected in the same way the other items are and can be stocked up.

- TECHNICAL -

Game ID: PV1008

- TRIVIA -

Released on August 30, 1991 in Japan for 6200 Yen.

Reviews:
November 1991 - Consoles + N.2 [FR]: 35/100

- SERIES -

1. Power Gate [Model PV1008] (1991)
2. Hawk F-123 [Model PVCD-2007] (1992)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58690&o=2

$end


$pce=pgolf,
$bio

Power Golf (c) 1989 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58691&o=2

$end


$tg16=pgolf,
$bio

Power Golf [Model TGX030009] (c) 1989 NEC Home Electronics, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84342&o=2

$end


$cdi=powerhit,powerhitu,powerhitua,
$bio

Power Hitter (c) 1992 Philips Interactive Media, Incorporated.

Pick the line ups, manage the teams, and dig into the batter's box against two of baseball's greatest pitchers: Dave Stewart and Dennis Eckersley (MVP and Cy Young Award winner).

- TECHNICAL -

Model 812 0060

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53038&o=2

$end


$info=phpball,
$bio

Power House Pinball (c) 1979 Tomy.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100351&o=2

$end


$info=powerinsa,powerinsb,
$bio

Power Instinct (c) 1993 Atlus.

Eight characters fight each other for control of Oume World, featuring great music and possibly THE coolest character of all time, Otane Goketuji!

- TECHNICAL -

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound Chips : OKI6295 (@ 6 Khz)

Players : 2
Control : 8-way joystick
Buttons : 4
=> [A] Weak Punch, [B] Weak Kick, [C] Strong Punch, [D] Strong Kick

- TRIVIA -

Released in October 1993.

This game is known in Japan as just "Gouketsuji Ichizoku" (translated from Japanese as 'Overpowering Blood Temple Family').

- SERIES -

1. Power Instinct (1993)
2. Power Instinct 2 (1994)
3. Gogetsuji Legends (1995)
4. Gouketsuji Ichizoku 3 - Groove on Fight [Model 610-0374-34] (1997)
5. Matrimelee (2003) 
6. Shin Gouketsuji Ichizoku - Bonnou Kaihou (2006, Sony PlayStation 2)
7. Power Instinct V (2009)

- STAFF -

Producer : Fuuuu
Sub Producer : Chuuko
Programmers : Mako MK2, 680*0 Freak Yan
Sound : Toshikazu Tanaka (Dencyu)
Front Designers : Pa Pi Pu Pe, Masada-M, Super K!, Yie-Yah!, Ohryu-S
Back Designers : [Chikuwa] Henacyoko, Moto. I, Murata Range (Range), Asaki
Songs : Tatanka Chorus (Tatanka No Uta), Japanese Cheering Party (Otoko No Karatemichi), Ainote Sisters (A Yoisyo De Ikou), Kurokos (Etc.)

- PORTS -

* Consoles :
Nintendo Super Famicom [JP] (October 14, 1994; "Goketsuji Ichizoku") [Model SHVC-AGKJ]
Nintendo Super Famicom [US] (December 1994) [Model SNS-AGKE]
Sega Mega Drive [JP] (November 18, 1994; "Goketsuji Ichizoku") [Model T-144013]
Nintendo Wii [Virtual Console] [JP] (October 4, 2011; "Goketsuji Ichizoku")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2025&o=2

$end


$info=pwrinst2,
$bio

Power Instinct 2 (c) 1994 Atlus.

The Gougetsuji clan of Kurokos had finally found a new master after Otane Gougetsuji finally defeated the former leader, her older sister Oume. Unfortunately Otane has now disappeared! So a new tournament is called out in order to quickly find a new clan leader. All the fighters from the first tournament have returned as well as some eager (... and strange!) newcomers. Featuring some of the funniest parodies of famous fighting games, a cool soundtrack an tons of new moves making it a way better game than its predecessor, there is no doubt that only the strongest will survive this battle!

- TECHNICAL -

Cave 1st Generation Hardware

Main CPU : MC68000 (@ 16 Mhz)
Sound CPU : Zilog Z80 [Optional]
Sound Chips : Yamaha YMZ280B (@ 16.9344 Mhz) or OKIM6295 x (1 or 2) + YM2203 / YM2151 [Optional]
Other : 93C46 EEPROM

Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 57.55 Hz
Palette colors : 10240

Players : 2
Control : 8-way joystick
Buttons : 4

- TRIVIA -

Released in April 1994.

Licensed to Cave.

This game is known in Japan as "Gouketsuji Ichizoku 2", and mostly known by the name "Atlus 2" (the creator company's name) instead of its original name.

The character Kurara is obviously a parody of the typical magic girl trend in Anime and Manga started with Mahou No Princess Minky Momo, Kurara has Momo's transformation from a little girl to a teenager; she is also a parody to the second series of Minky Momo as she is also from an underwater kingdom. Her voice actress is Kotono Mitsuishi, who happens to be the same one that voiced Sailor Moon, yet another popular magic girl. 'Kurara''s good transcription is 'Clara'. She also has her own arcade game : "Purikura Daisakusen" (Note : Princess=PURInsesu, Clara=KURAra, PURInsesu+KURAra=Purikura) - Japanese love abbreviations.

- SERIES -

1. Power Instinct (1993)
2. Power Instinct 2 (1994)
3. Gogetsuji Legends (1995)
4. Gouketsuji Ichizoku 3 - Groove on Fight [Model 610-0374-34] (1997)
5. Matrimelee (2003) 
6. Shin Gouketsuji Ichizoku - Bonnou Kaihou (2006, Sony PlayStation 2)
7. Power Instinct V (2009)

- STAFF -

Producer : Tama
Sub producer : Chuuko
Main programmers : Mako MKIISR, Shuhta.Garyuh ?!, >Nari Chan
Sub programmers : Toshiya, Jake
Sound : Dencyu
Object designers : M. Masada, Yie-Yan-II, Pa Pi Pu Pe, N.I-1486-7, Man Man-Chan, Haruko Chan, Pochi, Suzuki
Scroll designers : Moto. I, Araki-Dorifu, Range, Asaki, naru, Monko, Yu-Ki, Chuuko, Mid
Planners : Super-K!, Markey, Helen
Voices : Mitsuishi Kotono, Ryusei Yaro Aihara, Chuuko, Pa Pi Pu Pe, Dencyu

* Song :
Namidano(...) : Ruu & Markey
Give me Money : Dirty Rouge
Otoko No Karatemichi : Oyama Reiji Ohendan
Hajimete No Ai : Katsura
Kechabian : Sahadoke No Minasan
Warugaki Yochien Enka : Warugaki Kids & Teacher
Amiyai No Yoru : Amiyai No Minasan
Mahou Mitaina Koi Shitai : Mikazuki Kurumi
Bozude Dadada : Bozu Flower Dancers

- PORTS -

* Consoles :
Sony PlayStation (1996)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2026&o=2

$end


$snes=powerins,powerinsp,
$bio

Power Instinct (c) 1994 Atlus Company, Limited.

North American release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Gouketsuji Ichizoku [Model SHVC-AGKJ-JPN]".

- TECHNICAL -

[Model SNS-AGKE-USA]

- TRIVIA -

As expected, this American version of the game was also slightly modified from its Japanese counterpart - The Karaoke mode and several demo screens were omitted. Also, it looks like all the endings were changed and simplified.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63434&o=2

$end


$info=pwrkick,
$bio

Power Kick (c) 1994 Sunwise.

- TECHNICAL -

Width: 360mm
Depth: 480mm
Height: 1370mm (including eye-catching)

- TRIVIA -

Released in November 1994.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=36058&o=2

$end


$x68k_flop=pleague,
$bio

Power League (c) 1988 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87997&o=2

$end


$pce=pleag93,
$bio

Power League '93 (c) 1993 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58693&o=2

$end


$n64=pleague,
$bio

Power League 64 [Model NUS-NPLJ] (c) 1997 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57917&o=2

$end


$pce=pleag2,
$bio

Power League II (c) 1989 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58695&o=2

$end


$pce=pleag3,
$bio

Power League III (c) 1990 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58696&o=2

$end


$pce=pleag4,
$bio

Power League IV (c) 1991 Hudson Soft [Hudson Group].

- TRIVIA -

Reviews:
November 1991 - Consoles + N.2 [FR]: 65/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58697&o=2

$end


$info=tvpwlg4,
$bio

Power League IV (c) 199? TOURVision.

Unlicensed Spanish game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=45428&o=2

$end


$pce=pleag5,
$bio

Power League V (c) 1992 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58698&o=2

$end


$pce=pleague,
$bio

Power League (c) 1988 Hudson Soft.

A baseball game for the PC-Engine.

- TECHNICAL -

Game ID: HC63011

- TRIVIA -

Power League for the PC-Engine was released on June 24, 1988 in Japan. An All-Star Gold HuCard edition was also released later that same year.

Export release:
[US] "World Class Baseball [Model TGX020007]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58692&o=2

$end


$info=j6pwrlin,j6pwrlina,
$bio

Power Lines (c) 199? JPM International.

- TECHNICAL -

Impact

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41133&o=2

$end


$info=sc1pwrl,
$bio

Power Lines (c) 1989 Bell-Fruit Mfg. Company, Limited.

- TECHNICAL -

Model 5493

- TRIVIA -

Power Lines was released in December 1989 in the UK.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42152&o=2

$end


$snes=powerlod,
$bio

Power Lode Runner (c) 1999 Nintendo.

- TECHNICAL -

[Model SHVC-BPLJ-JPN]

- TRIVIA -

Power Lode Runner was released in January 1999 in Japan.

- SERIES -

1. Lode Runner (1983)
2. Lode Runner - The Bungeling Strikes Back (1984)
3. Championship Lode Runner [Model HFC-CR] (1985, Nintendo Famicom)
3. Championship Lode Runner [Model HBS-G047C] (1985, MSX)
3. Championship Lode Runner [Sega My Card] [Model C-57] (1985, SG-1000)
3. Championship Lode Runner (1985, FM-7)
4. Lode Runner - Majin No Fukkatsu (1985)
5. Lode Runner II [Model HBS-G039C] (1985, MSX)
6. Lode Runner's Rescue (1985, Commodore C64)
7. Lode Runner - Teikoku Kara no Dasshutsu (1986)
8. Super Lode Runner [Model IFD-SLR] (1987, Nintendo Famicom Disk System)
8. Super Lode Runner [Model IM-03] (1987, MSX 2)
9. Hyper Lode Runner [Model DMG-HLA] (1989, Nintendo Game Boy)
10. Lode Runner - Lost Labyrinth [Model PV1004] (1990, NEC PC-Engine)
11. Battle Lode Runner [Model HC93054] (1993, NEC PC Engine)
12. Lode Runner Twin - Justy to Liberty no Daibouken [Model SHVC-7Z] (1994, Super Famicom)
13. Lode Runner - The Legend Returns (1994, Windows)
14. Lode Runner On-Line - The Mad Monks' Revenge (1995, PC [MS Windows 95])
15. Lode Runner - The Legend Returns [Model T-25101G] (1996, Sega Saturn)
16. Lode Runner 2 (1998, PC [Windows 95])
17. Power Lode Runner [Model SHVC-BPLJ-JPN] (1999, Super Famicom)
18. Lode Runner 3-D [Model NUS-NLRJ-JPN] (1999, Nintendo 64)
19. Lode Runner for WonderSwan [Model SWJ-BPR004] (2000, Bandai WonderSwan)
20. Lode Runner - Domdom Dan no Yabou [Model DMG-BXLJ-JPN] (2000, Nintendo Game Boy Colors)
21. Lode Runner 2 [SuperLite 1500 Series] [Model SLPM-86460] (2000, Sony PlayStation)
22. Lode Runner - The Dig Fight (2000)
23. Lode Runner [Model AGB-A39J-JPN] (2003, Nintendo Game Boy Advance)
24. Cubic Lode Runner [Hudson Selection Vol.1] [Model DOL-GQRJ-JPN] (2003, Nintendo GameCube)
24. Cubic Lode Runner [Hudson Selection Vol.1] [Model SLPM-62404] (2003, Sony PlayStation 2)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47400&o=2

$end


$coleco=power,
$bio

Power Lords - Quest for Volcan (c) 1984 NAP Consumer Electronics

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53332&o=2

$end


$odyssey2=powerlrd,
$bio

Power Lords (c) 1983 Philips Corp.

- TECHNICAL -

Game ID: AC9448

- STAFF -

Programmer: Ed Averett

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95661&o=2

$end


$cpc_cass=powmagic,
$bio

Power Magic [Model PM-014-AMS] (c) 1990 Zigurat Soft [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98700&o=2

$end


$gameboy=powermis,
$bio

Power Mission [Model DMG-XC-USA] (c) 1991 NTVIC

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66763&o=2

$end


$gameboy=powermisja,powermisj,
$bio

Power Mission [Model DMG-XCA] (c) 1990 VAP Game [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66762&o=2

$end


$megadriv=pmongerj,
$bio

Power Monger (c) 1993 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56771&o=2

$end


$megacd,megacdj=pmonger,
$bio

Power Monger [Model T-50035-50] (c) 1994 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60645&o=2

$end


$segacd=pmonger,
$bio

Power Monger [Model T-50035] (c) 1994 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60785&o=2

$end


$snes=powermov,
$bio

Power Moves (c) 1993 Kaneko Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63435&o=2

$end


$snes=powerhir,
$bio

Power of the Hired [Model SHVC-ALUJ-JPN] (c) 1994 Masaya

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61977&o=2

$end


$m5_cart=powerpac,
$bio

Power Pac [No.5] (c) 1982 NAMCO, Ltd. [Tokyo, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95361&o=2

$end


$snes=powerpigu,
$bio

Power Piggs of the Dark Age (c) 1996 Titus

- TECHNICAL -

Model M/SNS-AOTE-USA]

- TIPS AND TRICKS -

* There's a hidden little minigame where you get to shoot at the digitized faces of one of the programmers and his friends. Enter the password Grunt Bruno Grunt Lotta to play it.

* Do you know the codes...: Enter password Bruno Dunk Powder Donut for this special message.

* Special Greetings: Enter password Sugar Sword Archer Powder to view a hidden credits screen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63437&o=2

$end


$snes=powerpig,powerpigp,
$bio

Power Piggs of the Dark Age (c) 1996 Titus.

European release. Game developed in USA. See original "Power Piggs of the Dark Age [Model M/SNS-AOTE-USA]" for more information about the game itself.

- TECHNICAL -

Model SNSP-AOTP-EUR

- TRIVIA -

Released on September 29, 1997 in Europe.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63436&o=2

$end


$info=powrplay,
$bio

Power Play (c) 1985 Cinematronics.

A two-on-two soccer game.

- TECHNICAL -

Main CPU: (2x) Zilog Z80 (@ 6 Mhz)
Sound Chips: (2x) General Instrument AY8910 (@ 1.66 Mhz), Custom (@ 1.66 Mhz)

Players: 2
Control: 8-way joystick
Buttons: 3

- TRIVIA -

Power Play was released in September 1985.

- STAFF -

Designed and programmed by: Phil Sorger, Bob Skinner
Graphics by: Jerry Huber, Dana Christianson, Tom Carroll
Hardware: Alex McKay

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2029&o=2

$end


$info=ep_pwrpl,ep_pwrpla,
$bio

Power Play (c) 199? Maygay.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40881&o=2

$end


$info=pwerplay,
$bio

Power Play (c) 1978 Bally.

- TECHNICAL -

Bally MPU AS-2518-17 (Chime)
Model Number : 1120

Main CPU : M6800 (@ 475 KHz)

- TRIVIA -

Released in January 1978. 13,750 units were produced.

The development of this game took 11 months (Started in February 77).

First Solid State game to feature Dave Christensen's artwork and first Solid State game with an up-post feature.

- STAFF -

Design by : Greg Kmiec
Art by : Dave Christensen

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5537&o=2

$end


$info=sc4pwrpl,sc4pwrpla,sc4pwrplb,sc4pwrplc,
$bio

Power Play (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR2272]

[Scorpion 4]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43052&o=2

$end


$info=sc5pwrpl,sc5pwrpla,
$bio

Power Play (c) 200? Mazooma Games.

- TECHNICAL -

[Scorpion 5]
 [Model PR2272]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42753&o=2

$end


$cpc_cass=powerpc,
$bio

Power Plays (c) 1987 Power House, The [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98698&o=2

$end


$gba=powrpoke,
$bio

Power Poke Dash [Model AGB-BBQJ-JPN(RK387-J1)] (c) 2006 Konami Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72217&o=2

$end


$gameboy=powerproa,powerpro,
$bio

Power Pro GB [Model DMG-APWJ-JPN] (c) 1998 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66764&o=2

$end


$gba=powrpkp,powrpkpd,
$bio

Power Pro Kun Pocket 1, 2 [Model AGB-B8PJ-JPN(RK357-J1)] (c) 2004 Konami Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72218&o=2

$end


$gbcolor=powrpkp2,
$bio

Power Pro Kun Pocket 2 [Model DMG-BPWJ-JPN] (c) 2000 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68591&o=2

$end


$gba=powrpkp3,
$bio

Power Pro Kun Pocket 3 [Model AGB-AP3J-JPN(RK242-J1)] (c) 2001 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72219&o=2

$end


$gba=powrpkp4,
$bio

Power Pro Kun Pocket 4 [Model AGB-AP4J-JPN(RK277-J1)] (c) 2002 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72220&o=2

$end


$gba=powrpkp5,powrpkp5d,
$bio

Power Pro Kun Pocket 5 [Model AGB-A5PJ-JPN(RK321-J1)] (c) 2003 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72221&o=2

$end


$gba=powrpkp6,powrpkp6d,
$bio

Power Pro Kun Pocket 6 [Model AGB-BP6J-JPN(RK340-J1)] (c) 2003 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72222&o=2

$end


$gba=powrpkp7,
$bio

Power Pro Kun Pocket 7 [Model AGB-BP7J-JPN(RK369-J1)] (c) 2004 Konami Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72223&o=2

$end


$gbcolor=powrpkpa,powrpkp,
$bio

Power Pro Kun Pocket [Model DMG-AVVJ-JPN] (c) 1999 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68590&o=2

$end


$nes=powerp2,
$bio

Power Punch II (c) 1992 American Softworks

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55447&o=2

$end


$gbcolor=powerqstu,
$bio

Power Quest [Model DMG-APQE-USA] (c) 1998 Sunsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68593&o=2

$end


$gbcolor=powerqst,
$bio

Power Quest [Model DMG-APQP-EUR] (c) 1998 Sunsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68592&o=2

$end


$gameboy=powrace,
$bio

Power Racer [Model DMG-PQ-USA] (c) 1990 Tecmo, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66765&o=2

$end


$x68k_flop=powerrac,
$bio

Power Racing (c) 1993 Mashita Katsuaki

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88519&o=2

$end


$gba=prdinoth,prdinotha,
$bio

Power Rangers - Dino Thunder [Model AGB-BPOE-USA] (c) 2004 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72539&o=2

$end


$n64=prlightr,prlightru,
$bio

Power Rangers - Lightspeed Rescue (c) 2000 THQ

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57918&o=2

$end


$gbcolor=prlr,
$bio

Power Rangers - Lightspeed Rescue [Model CGB-BRSE-USA] (c) 2000 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68594&o=2

$end


$gba=prninjasu,
$bio

Power Rangers - Ninja Storm [Model AGB-BPWE-USA] (c) 2003 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72541&o=2

$end


$gba=prninjas,
$bio

Power Rangers - Ninja Storm [Model AGB-BPWP-EUR] (c) 2003 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72540&o=2

$end


$gbcolor=prtf,
$bio

Power Rangers - Time Force [Model CGB-B4TE-USA] (c) 2001 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68596&o=2

$end


$nes=pr2,
$bio

Power Rangers 2 (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84090&o=2

$end


$nes=pr4,
$bio

Power Rangers IV (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84092&o=2

$end


$gba=prspd,
$bio

Power Rangers S.P.D. [Model AGB-BRDE-USA] (c) 2005 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72543&o=2

$end


$gba=prspda,prspdb,
$bio

Power Rangers S.P.D. [Model AGB-BRDP-EUR] (c) 2005 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72542&o=2

$end


$snes=przeou,
$bio

Power Rangers Zeo - Battle Racers [Model SNS-A4RE-USA] (c) 1996 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63439&o=2

$end


$snes=przeo,
$bio

Power Rangers Zeo - Battle Racers [Model SNSP-A4RP-EUR] (c) 1996 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63438&o=2

$end


$info=pwrshovl,pwrshovla,
$bio

Power Shovel ni Norou! (c) 1999 Taito.

- TECHNICAL -

[Standard model]

Runs on the "Taito Type Zero" hardware.

- TRIVIA -

Released in August 1999 in Japan.

Also released as "Power Shovel Simulator [Deluxe model]".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4839&o=2

$end


$psx=powersho,
$bio

Power Shovel ni Norou!! [Model SLPM-86629] (c) 2000 Taito Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85549&o=2

$end


$pc98=powersin,
$bio

Power Singer - Ellance Saga #1 (c) 1992 System Sacom Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90393&o=2

$end


$pc98=powslave,
$bio

Power Slave (c) 1995 Umitsuki Seisakusho

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90394&o=2

$end


$snes=powrslid,
$bio

Power Slide Super FX 94 Ects Demo [European Prototype] (c) 1994 Elite Systems

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63440&o=2

$end


$info=psmash3,
$bio

Power Smash 3 - Sega Professional Tennis (c) 2007 Sega Enterprises, Limited.

- TECHNICAL -

Sega Lindbergh Hardware

CPU : Intel Pentium 4 3.0G HT (800Mhz FSB - 1MB L2 Cache)
GFX : NVIDIA GeForce 6 Series GPU
GFX Memory : 256MB (256 bit GDDR3)
OS : Montavista Linux
GFX Capabilities : Vertex Shader 3.0, Pixel Shader 3.0
Audio : 3D audio synthesizer chip onboard, possible to have 64 sounds playing simultaneously, 5.1 surround output.
Video output: One analog D-Sub, Two Digital DVI outputs.
Display : Single or dual monitor support. Can output the same picture to each monitor or different pictures on each monitor, the resolution for each of the 2 monitors can also be different.
Sound output: The two front speakers have RCA connectors, SPDIF for full surround.
Resolution : HDTV (High Definition)
RAM : 1024MB 184pin DDR SD-RAM PC3200 (2x 512MB DDR 400 sticks)
LAN : 10/100/1000 TBase Gigabit Network
Other : DVD Drive Support, USB2.0 (x4) - Sega ALL.NET online support.
Connector Format : JVS
Protection : High Spec original security module.

- TRIVIA -

Released in April 2006.

This game is known outside Japan as "Virtua Tennis 3"

- SERIES -

1. Power Smash - Sega Professional Tennis (1999)
2. Power Smash 2 - Sega Professional Tennis (2001)
3. Power Smash 3 - Sega Professional Tennis (2006)
4. Power Smash 4 - Sega Professional Tennis (PS3, XBox 360, 2011)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31636&o=2

$end


$nes=powsoccr,
$bio

Power Soccer (c) 1990 Tokuma Shoten Intermedia, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54515&o=2

$end


$snes=powrsoko,
$bio

Power Soukoban [Model SHVC-BPSJ-JPN] (c) 1999 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61976&o=2

$end


$gbcolor=pspike,
$bio

Power Spike - Pro Beach Volleyball [Model CGB-BVBE-USA] (c) 2000 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68598&o=2

$end


$info=pspikes,pspikesk,pspikesb,pspikesc,pspikesu,
$bio

Power Spikes (c) 1991 Video System Company, Limited.

Export release. Game developed in Japan. For more information about the gale itself, please see the original Japanese release entry; "Super Volley '91"

- TECHNICAL -

Game ID : 9201-2024
PCB Number : OV-15-03 UA-67 MV

- TRIVIA -

* In the World version during a play with any team, you can see when you get a point the faces of Italy's Team which was the most titled volley's team in the World in the early 1990'.

ONE PLAYER MODE :
* In the World version you can select a lot of European Teams and Brazil's Team.
* In the Japanese and Korean version you can select respectively only the Japanese Team and the Korean Team.
* In the Japanese and Korean version you can also play with female players.
* In the World version you must defeat in order: China, Japan, USA, Cuba, U.S.S.R.
* In the Japanese and Korean version you must defeat in order: France, USA, Cuba, Italy, U.S.S.R (male mode), Germany, Peru, China, Cuba, U.S.S.R (female mode).
* In the Japanese and Korean version when you get a point, you will see face of the player who made the point and the statistics of this player after the point (like aces, winners spikes, etc...).

TWO PLAYERS MODE :
* In the World Version you can select the same teams like in one player mode but in the Japanese and Korean version you can select respectively the Japanese Team and the Korean Team and the Italian and the USA Team.
* In the Japanese and Korean version you can also play with female players.

A bootleg version was made by Playmark. Pcb layout, fonts on the pcb and components are the same as their original games. Eproms have stickers with their logo.

- SERIES -

1. Super Volleyball (1989)
2. Power Spikes (1991)
3. Power Spikes II (1994)

- PORTS -

* Consoles :
Super NES (1993, "Hyper V-Ball")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2030&o=2

$end


$info=pspikes2,
$bio

Power Spikes II (c) 1994 Video System.

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : 0068

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2610 (@ 8 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2
=> [A] At service Toss/Hit ball, [B] Toss/Hit ball

- TRIVIA -

Power Spikes II was released in October 1994 in Japan.

A very rare prototype version of this game is known as "Super Volley '94".

- SERIES -

1. Super Volleyball (1989)
2. Power Spikes (1991)
3. Power Spikes II (1994)

- STAFF -

Producer : Kouzi Furukawa
Project leaders : Takayuki Uesugi, T. Hosokawa
Publicity Manager : K. Siomi
Main programmer : Sugar
Sub programmers : You-Chan, Any L-2
Chief designer : Takumi Matsui
Main designers : Hikari Hino, Manbow, Oh!Kawara, Eriko, Takasu, Akira, Hitoshi Nakamura, Rika, T. Tateishi
Sub designer : T. Sakon (as 'MSX Sakon')
Music composer : Soushi Hosoi (HOSO_Q)
Sound effects : Norie
Main sound programmer : M. Yamana
Sub sound programmer : H. Soyama

- PORTS -

* Consoles :
SNK Neo-Geo CD (1995)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2031&o=2

$end


$neocd=pspikes2,
$bio

Power Spikes II [Model NGCD-068] (c) 1995 SNK [Shin Nihon Kikaku] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68151&o=2

$end


$pce=psports,
$bio

Power Sports (c) 1992 Hudson Soft.

A Summer Olympics-themed sports game for the PC-Engine.

- TECHNICAL -

Game ID: HC92058

- TRIVIA -

Power Sports for the PC-Engine was released on October 10, 1992 in Japan.

Export release:
[US] "World Sports Competition [Model TGX040092]"

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [JP] (July 17, 2007) [Model PB9J] 
Nintendo Wii U [Virtual Console] [JP] (April 15, 2015) [Model PN4J] 

It was then released on the Sony PlayStation Network as a PC-Engine Classic on December 16, 2009.
PSN release ID: NPJJ-30009

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58699&o=2

$end


$psx=powersg1,
$bio

Power Stakes Grade 1 [Model SLPM-86050] (c) 1997 Aques

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85551&o=2

$end


$psx=powersta,
$bio

Power Stakes [Model SLPM-86032] (c) 1997 Aques

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85550&o=2

$end


$info=pstone,
$bio

Power Stone (c) 1999 Capcom Company, Limited.

- TECHNICAL -

Runs on the Sega "NAOMI" hardware.

- TRIVIA -

Power Stone was released on February 13, 1999.

Suleputer released a limited-edition soundtrack album for this game (The Power Stone Original Soundtrack - CPCA-1024) on March 20, 1999.

- SERIES -

1. Power Stone (1999)
2. Power Stone 2 (2000)

- PORTS -

* Consoles : 
Sega Dreamcast [EU] (1999) [Model T-36801D-64] 
Sega Dreamcast [JP] (February 25, 1999) [Model T-1201M] 
Sega Dreamcast [US] (August 31, 1999) [Model T-1201N] : re-released in Sega All Stars edition (2001) 
Sony PSP [EU] (October 20, 2006; "Power Stone Collection") [Model ULES-00496] 
Sony PSP [AU] (October 25, 2006; "Power Stone Collection") 
Sony PSP [US] (October 31, 2006; "Power Stone Collection") [Model ULUS-10171] 
Sony PSP [JP] (November 30, 2006; "Power Stone Portable") [Model ULJM-05178]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4120&o=2

$end


$info=pstone2,
$bio

Power Stone 2 (c) 2000 Capcom Company, Limited.

- TECHNICAL -

Runs on the Sega "NAOMI" hardware.

- TRIVIA -

Power Stone 2 was released in April 2000.

- SERIES -

1. Power Stone (1999)
2. Power Stone 2 (2000)

- PORTS -

* Consoles : 
Sega Dreamcast [JP] (April 27, 2000) [Model T-1218M] 
Sega Dreamcast [US] (August 23, 2000) [Model T-1211N] 
Sega Dreamcast [EU] (August 24, 2000) [Model T-36812D-61] 
Sega Dreamcast [JP] (September 25, 2003, DreKore edition) 
Sony PSP [EU] (October 20, 2006; "Power Stone Collection") [Model ULES-00496] 
Sony PSP [AU] (October 25, 2006; "Power Stone Collection") 
Sony PSP [US] (October 31, 2006; "Power Stone Collection") [Model ULUS-10171] 
Sony PSP [JP] (November 30, 2006; "Power Stone Portable") [Model ULJM-05178]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4121&o=2

$end


$sms=pstrike,
$bio

Power Strike (c) 1988 Sega Enterprises, Limited.

- TRIVIA -

This game was notable for being one of a few Sega Master System games in the US which could only be obtained by ordering the game by mail directly from Sega.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56134&o=2

$end


$sms=pstrike2,
$bio

Power Strike II (c) 1993 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56135&o=2

$end


$amigaocs_flop=pstruggl,
$bio

Power Struggle (c) 1988 PSS

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74768&o=2

$end


$info=psurge,
$bio

Power Surge (c) 1988.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound CPU : Zilog Z80 (@ 1.789772 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.789772 Mhz), (6x) RC (@ 1.789772 Mhz)

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 32

Players : 2
Control : 8-way joystick
Buttons : 1

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2032&o=2

$end


$info=sc4pwrsg,sc4pwrsga,sc4pwrsgb,sc4pwrsgc,
$bio

Power Surge (c) 200? QPS Interactive.

- TECHNICAL -

[Model PR2053]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42754&o=2

$end


$pce=ptennis,
$bio

Power Tennis (c) 1993 Hudson Soft [Hudson Group].

- TRIVIA -

Reviews:
[FR] September 1993- Consoles + N.23: 83%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58700&o=2

$end


$cpc_cass=powerup,
$bio

Power Up (c) 1991 Ocean Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98699&o=2

$end


$info=pwheelsj,
$bio

Power Wheels (c) 1991 Taito.

Monster Truck racing game.

- TECHNICAL -

Taito Z System hardware
Game ID : C78

Main CPU : (2x) Motorola 68000 (@ 16 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2610 (@ 8 Mhz)

Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096

Players : 1
Control : Steering wheel
Buttons : 6

- TRIVIA -

This game is known outside Japan as "Double Axle".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2033&o=2

$end


$info=sc4pwrbl,sc4pwrbla,
$bio

Powerball (c) 200? Bell-Fruit Games.

- TECHNICAL -

[Model PR1614]

Scorpion 4

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11519&o=2

$end


$megadriv=powerbal,
$bio

Powerball (c) 1991 Namco, Limited.

- TRIVIA -

Powerball for Sega Genesis was released on 1991 (exact date unknown) in North America.

This game is known in Japan as "Wrestleball [Model T-14043]"

- PORTS -

* Consoles :
Nintendo Wii [Virtual Console] [US] (February 19, 2008) "Powerball [Model MCBE]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57350&o=2

$end


$info=sc4pwrbq,sc4pwrbqa,
$bio

Powerball (c) 200? QPS Interactive.

- TECHNICAL -

[Model PR7054]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42752&o=2

$end


$info=sc5pwrbl,sc5pwrbla,
$bio

Powerball (c) 200? Mazooma Games.

- TECHNICAL -

[Scorpion 5]
 [Model PR1614]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43128&o=2

$end


$bbca_cass,bbcb_cass=pboatrac,
$bio

Powerboat Race (c) 19?? Futura

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52253&o=2

$end


$amigaocs_flop=pwrdrome,
$bio

Powerdrome (c) 1989 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74772&o=2

$end


$pc98=powdgals,
$bio

Powered Gals (c) 1991 Studio Milk [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90395&o=2

$end


$info=pgear,pgearr1,
$bio

Powered Gear - Strategic Variant Armor Equipment (c) 1994 Capcom Company, Limited. 

An up-to-3-player side-scrolling beat'em up game where four selectable mechs and their respective pilots try to save Earth from battle with a sister planet's renegade army. Parts of destroyed mechs can be outfitted onto your mech to create interesting and deadly combinations.

- TECHNICAL -

Runs on the "CP System II" hardware.
Green Board [Japan]

Players: Up to 3.
Control: 8-way joystick per player.
Buttons: 3 per player.
=> [1] Arm attack, [2] Jump, [3] Weapon attack

- TRIVIA -

Powered Gear - Strategic Variant Armor Equipment was released on September 16, 1994 in Japan. It was known as the 7th CPS-II game.

This game is known outside Japan as "Armored Warriors". Here is a list of known export releases:
"Armored Warriors [Blue Board]"
"Armored Warriors [Grey Board]"

Sony Music Works released a limited-edition soundtrack album for this game (Powered Gear Arcade Game Track - SRCL-3089) on December 1, 1994.

- UPDATES -

Green Board releases : 

REVISION 1 :
* Build date : 940916

REVISION 2 :
* Build date : 941024

- TIPS AND TRICKS -

* Selecting Joint Parts : While the demo appears for joint machine, the player who gets the radio machine must enter the following keys...
Beta-Cannon - Hold Up.
Gamma-Battler - Hold Left or Right.
Alpha-Fortress - Hold Down.

* Selecting Parts : At the stage title screen, hold B+C (over 1 sec.) and then enter the following keys...
Bomber - Leftup
Death Drill - Up
Missile - Rightup
Laser blade - Left
Force claw - Right
Flame - Leftdown
Chain spark - Down
Laser - Rightdown

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

- SERIES -

1. Powered Gear - Strategic Variant Armor Equipment [Green Board] (1994)
2. Cyberbots - Fullmetal Madness (1995)

- STAFF -

Planners: Kiyo, T.H.T.Fuji, Tuchihashi Bakabon
Programmers: Y. Tunazaki Forever, Hero Hero, H. HASssssY, Hamachan, Dress
Mechanical and object designers: Yochabare, E. Kuratani, H. Uemura, Naoki Fujisawa, Y. Maruno, H. Yoshino, You-Tenkozow (You.Ten Kozow), Igami, Nekokan, U.F.O, Naoki Fukuda, Bakky
Art designers: Matsumoto, Y. Maruyama, M. Oshino, Takuji Mishima, Saru, Kohei Akiyama
Sound composer: Takayuki Iwai (Anarchy Takapon)
Sound designer: Tomuyuki Kawakami (T.K NY)
Special adviser: Noritaka Funamizu (Poo), Shochan, Kenkn, Meshi, Furoboh
Character designer: T.O.M
AD designers: Sensei, Sakomizu
Director: Yoshiki Okamoto (Kihaji Okamoto)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2034&o=2

$end


$pc8801_flop=powereng,powerenga,
$bio

Powerful Engine (c) 1990 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92660&o=2

$end


$pc8801_flop=powerjan,
$bio

Powerful Janken EXE (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92661&o=2

$end


$amigaocs_flop=pmonger,
$bio

PowerMonger (c) 1990 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74769&o=2

$end


$x68k_flop=pmonger,
$bio

Powermonger (c) 1991 Imagineer Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87998&o=2

$end


$pc98=pmonger,
$bio

Powermonger (c) 1991 Imagineer Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90396&o=2

$end


$snes=pmonger,
$bio

PowerMonger (c) 1993 Imagineer Company, Limited.

- TRIVIA -

Reviews:
[FR] September 1993- Consoles + N.23: 75%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63441&o=2

$end


$snes=pmongerj,
$bio

PowerMonger - Mashou no Bouryaku [Model SHVC-PM] (c) 1993 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61978&o=2

$end


$amigaocs_flop=pmongerww1,
$bio

PowerMonger WW1 Edition (c) 1992 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74771&o=2

$end


$amigaocs_flop=pmongera,
$bio

PowerMonger [Budget] (c) 1990 Hit Squad, The [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74770&o=2

$end


$adam_flop=pwrpaint,
$bio

PowerPAINT (c) 1987 Digital Express

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82662&o=2

$end


$c64_cart,c64_flop=pwrplay,
$bio

PowerPlay (c) 1990 Disc Company, The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53674&o=2

$end


$amigaocs_flop=powrplay,
$bio

Powerplay - The Game of the Gods (c) 1988 Arcana

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74773&o=2

$end


$amigaocs_flop=powrplaya,
$bio

Powerplay - The Game of the Gods [Astra Pack] (c) 1988 Arcana

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74774&o=2

$end


$cpc_cass=powrplay,
$bio

Powerplay - The Game of the Gods [Model AMC-636] (c) 1989 MCM Soft. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98701&o=2

$end


$saturn,sat_cart=powerslv,
$bio

Powerslave [Model T-13205H] (c) 1996 Playmates Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60117&o=2

$end


$info=j6pwrspn,j6pwrspna,j6pwrspnb,j6pwrspnc,j6pwrspnd,j6pwrspne,
$bio

Powerspin (c) 1998 JPM International.

- TECHNICAL -

Impact

- TRIVIA -

Powerspin was released in September 1998 in the UK.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15815&o=2

$end


$a800=powrstar,
$bio

Powerstar (c) 1985 Pandora Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86663&o=2

$end


$pc98=poy,
$bio

POY (c) 1992 Bio 100% [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90305&o=2

$end


$x68k_flop=poyopoyo,
$bio

Poyo Poyo (c) 1993 Faarutoona

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88520&o=2

$end


$msx2_flop=poyopoyo,
$bio

Poyo Poyo Life (c) 1991 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101953&o=2

$end


$msx2_flop=poyopoy2,
$bio

Poyo Poyo Life II (c) 1992 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101954&o=2

$end


$gbcolor=poyondr2,
$bio

Poyon no Dungeon Room 2 [Model CGB-BP2J-JPN] (c) 2000 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68600&o=2

$end


$gbcolor=poyondr,
$bio

Poyon no Dungeon Room [Model DMG-ADZJ-JPN] (c) 1999 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68599&o=2

$end


$pc98=ppdsk02,
$bio

PP Disk No. 02 (c) 19?? Mediax [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90306&o=2

$end


$pc98=ppdsk04,
$bio

PP Disk No. 04 (c) 19?? Mediax [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90307&o=2

$end


$pc98=ppdsk06,
$bio

PP Disk No. 06 (c) 1994 Mediax [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90308&o=2

$end


$pc98=ppdsk10,
$bio

PP Disk No. 10 (c) 1994 Mediax [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90309&o=2

$end


$pc8801_flop=prajator,
$bio

Prajator (c) 1989 Enix, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92662&o=2

$end


$nes=pravdoro,
$bio

Pravila Doroznogo Dvizenija (c) 1996 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55448&o=2

$end


$info=pbillian,
$bio

Prebillian (c) 1986 Taito.

Strange pool-type game in a futuristic environment.

- TECHNICAL -

Game ID : M6100211A

Main CPU : Zilog Z80 (@ 6 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.5 Mhz), Custom (@ 1.5 Mhz)

Players : 2
Control : dial
Buttons : 3

- TRIVIA -

Released in December 1986.

Developed by Kaneko.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2035&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=predator,
$bio

Predator (c) 1982 HES [Human Engineered Software]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86895&o=2

$end


$msx2_cart=predator
$bio

Predator (c) 1988 Pack-In-Video Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51354&o=2

$end


$bbca_cass,bbcb_cass=predator,
$bio

Predator (c) 1988 Superior Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52254&o=2

$end


$nes=predatorj,
$bio

Predator (c) 1988 Pack-In-Video Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54516&o=2

$end


$nes=predator,predatoru,
$bio

Predator (c) 1989 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55449&o=2

$end


$msx2_flop=predator,predatorb,predatorcpredatord,predatora,
$bio

Predator (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101955&o=2

$end


$amigaocs_flop=predatr2,
$bio

Predator 2 (c) 1991 Image Works

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74775&o=2

$end


$cpc_cass=predatr2,
$bio

Predator 2 (c) 1991 Image Works

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98705&o=2

$end


$sms=predatr2b,
$bio

Predator 2 (c) 1992 Tec Toy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56136&o=2

$end


$sms=predatr2,
$bio

Predator 2 (c) 1992 Arena

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56137&o=2

$end


$gamegear=predatr2,
$bio

Predator 2 (c) 1992 Arena

- TECHNICAL -

[Model T-81068]

- TRIVIA -

Developed by Acclaim.

This game is based on the 1990 movie with the same title.

- TIPS AND TRICKS -

* Level Passwords: Enter these passwords to start from the corresponding level

Level 2 : SPOCGURD
Level 3 : ROTADERP
Level 4 : SEGATSOH
Level 5 : NAGIRRAH
Level 6 : LAICIFFO
Level 7 : THGINDIM

- STAFF -

The Gray Team : Robert Leingang, Stacy Hendrickson, Tyrone Miller, Ron Somers
Production on behalf of : Teeny Weeny Games, ltd.
Programming : Paul Johnson
Production : Angela Sutherland
Artwork : John Cassells, Ross Harris
Music : Matt Furniss (Krisalis software)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64785&o=2

$end


$cpc_cass=predatorhs,
$bio

Predator [Model 08] (c) 1989 Hit Squad, The [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99076&o=2

$end


$cpc_cass=predators,
$bio

Predator [Model 22341] (c) 1988 Proein Soft Line [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98703&o=2

$end


$cpc_cass=predator,
$bio

Predator [Model UQK 580] (c) 1988 Activision, Inc. [Santa Clara, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98704&o=2

$end


$info=preisle2,
$bio

Prehistoric Isle 2 (c) 1999 Yumekobo.

A side-scrolling shooter featuring helicopters and a great sequel to the previous game, filled with great details and good pre-rendered graphics combined with good sound effects.

The plot takes us this time in the future where they have been a series of attacks in some parts of the world, leaving destruction in its wake, all this is caused once again by a invasion of legions of dinosaurs, to control this disastrous tragedy, we resort to the army, who sends two of his best helicopter armed with high-tech weapons, with which it hopes to eradicate the prehistoric menace.

The players controls one of two types of helicopters, main difference is in the type of weaponry, both are re-powered by a series of power-ups which is obtained by eliminating the enemies, the Blue One has a wide and straight ahead shot and the bomb is a huge powerfull wave cannon and the Green One fires a spread shot and the bomb fires a multitude of grenades that eliminates effectively the enemies in front. There are to rescue and defend several civilians survivors of all the Jurassic army to earn points and power-ups to face the enemy boss of end phase and go the next level.

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : 0255

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2610 (@ 8 Mhz)

Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096

Players : 2
Control : 8-way joystick
Buttons : 2
=> [A] Shoot, [B] Bomber

- TRIVIA -

Prehistoric Isle 2 was released in September 1999.

This game is known in Japan as "Prehistoric Isle 2 - Genshi Tou".

This game runs on the Neo-Geo MVS but was not released on the Neo-Geo AES home console.

- TIPS AND TRICKS -

* Challenge star : Successfully complete a stage without losing any lives.

* Bonus Time : Build your weapon to maximum level, then select the same color again. Kill your enemies while in bonus time to increase the score multiplier up to x16.

* Extra Bonus score: Near the end of stage, always are a TOUCH ME helicopter to rescue the civilians you pick un in the stage (not in stage 3 and 6). Instead of droping them there, avoid that helicopter and carry them to the end of the stage and beat the boss, obviously without dying. For every rescued civilian, you will get a 1x multiplier, so you can multiply the bonus by 5 if rescue all the civilians.

- SERIES -

1. Prehistoric Isle in 1930 (1989)
2. Prehistoric Isle 2 (1999)

- STAFF -

Executive producers : S. Takaoka, Tanaka
Producer(rq) : James. W
Planner : Barso
Direction helpers : Satoshi ito, H. Miyagami, J. Seki
Main programmer : Yuki
Programmers : Y. Takasaki, Buttaku99, Masumura
Tool programmer : Hiroaki Torii
Chief designers : Y. Yonezawa, T. Nagakubo
Designers : Masato Miyoshi, Michitaka Ishida, Yuko Hara, T.Hirokawa, Matsumoto Kiyoshi, Sho Tabira, kyo Yamanaka
Design helpers : S. Katou, K. Mikamoto, R. Nagashima, H. Nobe, H. Ochiai, M. Shibata
Sound designer & music composer : Masahiko Hataya

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2036&o=2

$end


$info=prehisle,prehisleu,prehislek,
$bio

Prehistoric Isle in 1930 (c) 1989 SNK.

Prehistoric Isle in 1930 is a horizontally scrolling shooting game developed by SNK and released in arcades in 1989. 

Ships have been mysteriously disappearing in the vicinity of the Bahamas for years. Now, in 1930, the United States government sends an expedition to the area in a flying boat to determine the cause. As they survey the ocean, the expedition comes across an uncharted landmass which they dub "Greenhell Isle" and launches two reconnaissance biplanes to take a closer look. As they investigate the island, the biplanes come under attack by dinosaurs and other life forms that were thought to have become extinct millions of years ago. 

The player takes control of a biplane armed with a forward-firing machine gun. It can also be equipped with an option weapon pod that can be rotated clockwise around the craft. The option's attack changes depending on where it is currently positioned:

* When directly above or below the plane, the option fires energy waves that reflect back upon contact with a surface.
* When diagonally above the plane, the option fires balls of energy that bounce off surfaces at a 45 degree angle.
* When diagonally below the plane, the option drops bombs.
* When directly in front of the plane, the option replaces the default machine gun with its own flame cannon.
* When directly behind the plane, the option deploys aerial mines.

- TECHNICAL -

Game ID : A8003 'GT'

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), UPD7759 (@ 640 Khz)

Players : 2
Control : 8-way joystick
Buttons : 2
=> [A] Shoot, [B] Pod

- TRIVIA -

Released in June 1989.

This game is known in Japan as "Genshi-Tou 1930's".

- UPDATES -

The US version is slightly different, it has the "Winners Don't Use Drugs" logo.

- SERIES -

1. Prehistoric Isle in 1930 (1989)
2. Prehistoric Isle 2 (1999)

- STAFF -

Producer : Eikichi Kawasaki
Director : Yah !
Programmers : Takoguti Kamen 001, Itsam Matarga
Designers : Wara Wara, Megadeth Nakamoto, Yokochan, Tomomi
Sound : Yoko. O, Tarkun
Hardware : Yoneda, Ebapa

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2037&o=2

$end


$amigaocs_flop=prehist,
$bio

Prehistorik (c) 1991 Titus

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74776&o=2

$end


$cpc_cass=prehistk,
$bio

Prehistorik (c) 1991 Titus [Gagny, France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98707&o=2

$end


$cpc_cass=prehist2,
$bio

Prehistorik II - Back to Hungerland (c) 1993 Titus [Gagny, France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98708&o=2

$end


$gba=pman,pmanp,
$bio

Prehistorik Man [Model AGB-APHE-USA] (c) 2001 Titus

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72544&o=2

$end


$gameboy=pman,
$bio

Prehistorik Man [Model DMG-UH-USA] (c) 1996 Titus

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66767&o=2

$end


$snes=pmanu,
$bio

Prehistorik Man (c) 1996 Titus

North American release. Game developed in Europe. For more information about the game itself, please see the original European release entry; "Prehistorik Man [Model SNSP-APUP-EUR]".

- TECHNICAL -

Cartridge ID: SNS-APUE-USA

- PORTS -

* Consoles :
Nintendo GBA (2001) "Prehistorik Man [Model AGB-APHE-USA]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63443&o=2

$end


$snes=pman,
$bio

Prehistorik Man (c) 1996 Titus

Prehistorik Man is a side scrolling platform game by Titus. One night, a herd of hungry and greedy dinosaurs eat all the food a Neanderthal village had stored for the winter, and the elder chief decides to send Sam, the chosen one, to save the village from starvation. The old chief tells the story of a legendary dinosaur graveyard hidden far to the North, and the valuable bones (the prehistoric currency) may be the village's only hope of averting the crisis. Our caveman embarks on a long journey through twenty-three stages to gather food supplies - but his mission is far less straightforward than it first appears and Sam will also undertake many tasks along the way, such as killing a fierce spotted lion or retrieving gemstones to unlock a giant stone-head. Our caveman comes equipped with a large club with which he can clobber a variety of roaming creatures - but his more powerful weapon is his yowl which he can charge up and unleash to knock out all enemies on screen. Another of his trick is to run on fours like a dog to reach full speed in a blink of an eye in order to jump over chasms and obstacles. Sam is also tasked with collecting bones left behind by the creatures that roam the land - these can be used to purchase new temporary weapons, extra lives or important information about the visited areas. Some of the village folks are also more than meet the eyes - the inventor always comes up with exotic ideas and marvelously inventions that Sam can use on his journey, and the blacksmith can build new and improved weapons.

- TECHNICAL -

Cartridge ID: SNSP-APUP-EUR

- TRIVIA -

The first Prehistorik game was released for the PC, Amiga, Atari ST and Amstrad CPC in 1991. However, this Super Famicom version is based on its sequel, Prehistorik 2, released for the PC and Amstrad CPC in 1993.

Export releases:
[US] "Prehistorik Man [Model SNP-APUE-USA]"
[JP] "P-Man [Model SHVC-APUJ-JPN]"

- TIPS AND TRICKS -

* Level Select: At the title screen, select "Options". Then go over "Exit" and hold the Left shoulder button and press Start. Then go over "Game Start" and hold the Right shoulder button and press Start. Now, at any time during the game, press Start to pause the game and press Select to access the Level Select Screen. Also, pressing Select at anytime during the game skips to the next level.

- STAFF -

Design: Rob Stevens, Francis Fournier, Florent Moreau, Eric Zmiro
Programming: Rob Stevens
Map Graphics: Francis Fournier
Backgrounds: Francis Fournier, Jean-Christophe Alexcandri, Paul Tumelaire
Sprite Animation: Jean-Christophe Alexcandri
Boss Graphics: Paul Tumelaire, Didier Carrere
Additional Graphics: Sotheara Khem-Kong
Music: Gilles Rea, Laurent Mignard
Music Implementation: Eric Caen
Midi Conversion: Eric Caen
Music and SFX Programming: Rob Stevens
Sound Effects: Rob Stevens
Stage Layouts: Rob Stevens, Francis Fournier, Frederic Gerard, Herve Trission
Map Editor Tools: Eric Caen
Directed by: Rob Stevens
Produced by: Eric Caen, Florent Moreau
Executive Producer: Herve Caen

- PORTS -

* Consoles :
Nintendo GBA (2001) "Prehistorik Man [Model AGB-APHP]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63442&o=2

$end


$info=m4prem,
$bio

Premier (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41403&o=2

$end


$info=ac1prmcl,ac1prmcla,ac1prmclb,ac1prmclc,
$bio

Premier Club (c) 199? Ace Coin Equipment.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=14847&o=2

$end


$info=sc2prem,sc2prem1,sc2prem1p,sc2prem2,
$bio

Premier Club Manager (c) 1996 Bell-Fruit Mfg. Company, Limited. [B.F.M.].

- TECHNICAL -

[Model PR6432]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42207&o=2

$end


$cpc_cass=premier2,
$bio

Premier II [Model PAI] (c) 1987 E&J Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98709&o=2

$end


$amigaocs_flop=prmanger,
$bio

Premier Manager (c) 1993 Gremlin Graphics Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74777&o=2

$end


$megadriv=premierm,
$bio

Premier Manager (c) 1995 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56772&o=2

$end


$gba=prman2k3,
$bio

Premier Manager 2003-04 [Model AGB-BPMP-EUR] (c) 2003 Zoo Digital Publishing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72546&o=2

$end


$gba=prman2k4,
$bio

Premier Manager 2004-2005 [Model AGB-BP4P-EUR] (c) 2004 Zoo Digital Publishing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72547&o=2

$end


$gba=prman2k5,
$bio

Premier Manager 2005-2006 [Model AGB-BP5P-EUR] (c) 2005 Zoo Digital Publishing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72548&o=2

$end


$amigaocs_flop=prmang3,
$bio

Premier Manager 3 (c) 1994 Gremlin Graphics Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74778&o=2

$end


$amigaocs_flop=prman3dx,
$bio

Premier Manager 3 Deluxe (c) 1996 Gremlin Interactive.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74779&o=2

$end


$n64=prmang64,
$bio

Premier Manager 64 (c) 1999 Gremlin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57919&o=2

$end


$megadriv=premrm97,
$bio

Premier Manager 97 (c) 1996 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56773&o=2

$end


$amigaocs_flop=prmang2,
$bio

Premier Manager II (c) 1993 Gremlin Graphics Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74780&o=2

$end


$amigaocs_flop=prmanmes,
$bio

Premier Multi-Edit System (c) 1995 Gremlin Int.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74781&o=2

$end


$info=prmrsocr,prmrsocrj,
$bio

Premier Soccer (c) 1993 Konami.

A soccer game from Konami.

- TECHNICAL -

Game ID : GX101

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound CPU : Zilog Z80 (@ 8 Mhz)
Sound Chips : K054539 (@ 48 Khz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in March 1993.

The flag of Northern Ireland is wrong as it reads the flag of the Republic of Ireland.

- SERIES -

1. Premier Soccer (1993)
2. Premier Soccer '95

- STAFF -

Producers : Hideki. O, Satoru. O
Main programmer : T. Koji
Sub programmer : K. Kunihiko
Designers : Sigeki. Y, Satoru. K, Yasuyuki. S, Toshio. K, Kiyoshi. H
Assist : Kuniaki. O
Sound programmer : Hideaki. S
Music composer / Sound effects : Miki. Y

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2038&o=2

$end


$amigaocs_flop=premiere,
$bio

Premiere (c) 1992 Core Design

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74782&o=2

$end


$x68k_flop=premium,
$bio

Premium (c) 1992 Silky's [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87999&o=2

$end


$pc98=premium,
$bio

Premium (c) 1992 Silky's [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90397&o=2

$end


$pc98=premium2,
$bio

Premium 2 (c) 1993 Silky's [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90398&o=2

$end


$x68k_flop=premium2,
$bio

Premium II (c) 1993 Silky's [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88000&o=2

$end


$odyssey2,g7400=prendre,
$bio

Prendre l'Argent et Fuir (c) 1978 Radiola La Radiotechnique.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95662&o=2

$end


$a800=preppie,
$bio

Preppie (c) 2001 Video 61

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86664&o=2

$end


$pc98=presence,
$bio

Presence (c) 1992 Sur De Wave [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90399&o=2

$end


$x68k_flop=present,
$bio

Present (c) 1991 Orange House

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88001&o=2

$end


$x68k_flop=present2,
$bio

Present 2 (c) 1992 Orange House

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88002&o=2

$end


$pc98=present2,
$bio

Present 2 (c) 1992 Orange House

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90400&o=2

$end


$pc98=presentd,
$bio

Present Duo (c) 1995 Apple Pie [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90401&o=2

$end


$nes=presidnt,
$bio

President no Sentaku (c) 1990 Hot-B

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54517&o=2

$end


$cpc_cass=presidnt,
$bio

President [Model A23] (c) 1987 Addictive Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98710&o=2

$end


$pc8801_flop=presse88,
$bio

Presse88 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92663&o=2

$end


$a2600=pressurec
$bio

Pressure Cooker (c) 19?? CCE.

South American release. See Activision's "Pressure Cooker [Model AZ-032]" for more information about the game itself.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50835&o=2

$end


$a2600=pressure,pressuree,
$bio

Pressure Cooker (c) 1983 Activision

Business is booming at 'The Grille'. Hamburger orders are just pouring in. But back in the Assembly Room, the Food Dispenser is pouring out condiments everywhere. Help Short-Order Sam fill each order with the proper combination of tomatoes, onions, lettuce and cheese. And don't forget the bun! Then, rush the completed orders to the Wrapping Room fast. Alright cooks, grab your spatulas!

- TECHNICAL -

Model AZ-032

- TRIVIA -

Back in the 80s, if you scored 45,000 points or more in this game. You could take a photography of your television and send it to Activision to become a member of the 'Short-Order Squad' and to win a Short-Order Squad emblem.

- SCORING -

Each time you catch a condiment you score 5 points.

You score 10 points for placing any type of condiment on any hamburger for the first time.

100 points are awarded each time you drop a completed hamburger into the correct wrapping chute.

Efficiency Bonus Points and Burger Bonus Points reward you and boost your score at the end of each wave.

- TIPS AND TRICKS -

Tips from Garry Kitchen, designer of Pressure Cooker.
(Garry Kitchen is a Senior Designer at Activision. In addition to Pressure Cooker, Garry designed the best-selling hit, Keystone Kapers. Garry is a dynamite ping-ponger and, of course, loves to eat hamburgers.)

"The Automated Food Services Silver Kitchen waits for no cook. Of course, neither do customers. Here are some tips I use to keep the customers happy and take some pressure off myself."

"First of all, keep moving. The open-flame oven never stops cooking, so you never have time to just stand around. Run to the conveyor belt and place the condiment on the hamburger. After dropping a hamburger into a wrapping chute, hurry back to the Assembly Room. Don't waste time watching the order fall into the sack."

"Also, it is important to remember that the Food Dispenser only throws out one condiment at a time. So, if there is one in particular that you need, then move closer to the dispenser and reject the ones that you don't need. It'll really speed things up, and you'll get the condiment that you need sooner."

"Lastly, there will be times when you catch a condiment that you don't want. When that happens, place it on the hamburger at the top of the conveyor belt and hope the next order will need it. But more importantly, try not to catch any useless condiments."

"When it's closing time at 'The Grille', and all the customers have gone home, drop me a line. I'd love to know how your shift went."

- STAFF -

Programmer: Garry Kitchen

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50834&o=2

$end


$coco_cart=prestel,
$bio

Prestel for Dragon Alpha (c) 198? Dragon Data

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53459&o=2

$end


$pc98=prettyag,
$bio

Pretty Agent (c) 1993 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90402&o=2

$end


$x68k_flop=prettydl,
$bio

Pretty Doll (c) 1991 System House Oh!

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88003&o=2

$end


$pc98=pdoll,
$bio

Pretty Doll (c) 1991 System House Oh!

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90403&o=2

$end


$pc8801_flop=prettygi,
$bio

Pretty Girl 2 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92664&o=2

$end


$pc8801_flop=prettyg1,
$bio

Pretty Girl 3 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92665&o=2

$end


$pc8801_flop=prettyg2,
$bio

Pretty Girl A (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92666&o=2

$end


$pc8801_flop=prettyg3,
$bio

Pretty Girl B (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92667&o=2

$end


$pc8801_flop=prettyg4,
$bio

Pretty Girl C (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92668&o=2

$end


$pc98=prettymu,
$bio

Pretty Mahjong Soldier Mu (c) 1994 Apple Pie [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90404&o=2

$end


$info=sailormn,sailormno,sailormnh,sailormnj,sailormnk,sailormnoh,sailormnoj,sailormnok,sailormnot,sailormnou,sailormnt,sailormnu,
$bio

Pretty Soldier Sailormoon (c) 1995 Banpresto.

A 1 or 2-player sideways scrolling beat-em-up sees the Sailor Senshi fighting their way through five levels of anime-based combat. Each Sailor Soldier - chosen from a selection of 5, stiletto and mini skirt-wearing combatants - can punch, kick, jump, and throw their enemies; before finally reaching the traditional end-of-level boss.

As with Capcom's "Final Fight", and indeed many other games of the genre, items that aid the player are either dropped by beaten enemies or revealed after hitting certain obstacles and containers. Food can be used to replenish lost health and various trinkets can be picked up for bonus points. Finally, magic crystals can be found and are needed to activate the 'special attack' move. This works in a similar way to Sega's "Shinobi", with every enemy on the screen taking a hit.

Players must have at least one crystal to use the Special attack and up to 5 crystals can be carried at once. The more crystals the player holds when the special attack is utilized, the more effective it is against the game's enemies. Each level features its own unique, anime style animation. On level five, Sailor Soldier's signature attack move, from the original Japanese anime upon which the game is based, makes an appearance.

- TECHNICAL -

Game ID : BP945A

Runs on the Cave 68000 System Hardware.

Main CPU : MC68000 (@ 16 Mhz)
Sound CPU : Zilog Z80 [Optional]
Sound Chips : Yamaha YMZ280B (@ 16.9344 Mhz) or OKIM6295 x (1 or 2) + YM2203 / YM2151 [Optional]
Other : 93C46 EEPROM

Screen Orientation : Horizontal 
Video Resolution : 320 x 240 Pixels 
Screen Refresh : 57.55 Hz 
Palette Colors : 32768
 
Players : 2
Control : 8-Way Joystick
Buttons : 3
=> [A] Attack, [B] Jump, [C] Special Attack

- TRIVIA -

Sailor Moon was released on March 22, 1995.

This game was developed by Gazelle Co, Ltd., and is based on the Toei Manga cartoons and comics of the same name :
'Sailor Moon' : 'Moon Tiara Action'.
'Sailor Mercury' : 'Mercury Bubble Spray'.
'Sailor Mars' : 'Mars Fire Soul'.
'Sailor Jupiter' : 'Supreme Thunder'.
'Sailor Venus' : 'Twin Crescent Beam'.

- UPDATES -

The US version published and developed by Sega has the 'Winners Don't Use Drugs' screen.

- TIPS AND TRICKS -

Whenever Tuxedo Mask appears, pick up the rose he throws to regain full health.

- STAFF -

Supervisor : Naoko Takeuchi, Fumio Osano
Executive Producer : Kisaburoh Higashi
Producer : Johan Satoh
Total Co-ordinator : Toshifumi Kawashima
Director : Hiroyuki Fujimoto
Art Director : Satoshi Iwataki
Art Co-director : Toshinobu Komazawa
Graphic Designers : Mihoko Sudoh, Otokazu Eda, Yuhko Tataka, Shingo Ishikawa, Mikio Yamaguchi, Kumi Kayama, Noboru Inamoto, Junya Inoue, Masayuki Ohsumi, Tohru Iwataki
Animation Director : Kensei Sasaki
Animation art director : Kazuko Tadano
Animator : Hiromi Matsushita, Studio Live
Animation Digitizers : Miki Higuchi, Mutsuo Danki, Hiroko Koyano, Mayumi Onodera
Music Composer : Seiichi Sakurai
Sound Effects : Yoshitatsu Sakai
Hardware Supervisor : Hideki Ikinaga
Hardware Co-ordinator : Kazuhisa Takasu
Hardware Designer : Hiroyuki Nagayoshi
All program works by Hiroyuki Fujimoto.
Game Designers : Hiroyuki Fujimoto, Satoshi Iwataki

* Character Voice [From the default hiscore table initials] :
[KOT] : Kotono Mitsuishi (Sailor Moon)
[AYA] : Aya Hisakawa (Sailor Mercury)
[MIC] : Michie Tomizawa (Sailor Mars)
[EMI] : Emi Shinohara (Sailor Jupiter)
[RIK] : Rika Fukami (Sailor Venus)

Special Thanks To : Hiroshi Takeda, Iriya Azuma, Higuchi Munehisa, Haruhisa Udagawa, Akira Nagamatsu, Kunihito Hiramatsu, Masaki Onda

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2039&o=2

$end


$pc98=sailorez,
$bio

Pretty Soldier Sailormoon EZ (c) 1993 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90405&o=2

$end


$msx1_cass=pvision,
$bio

Previsiones (c) 1986 Load and Run

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94924&o=2

$end


$a800=prevue,
$bio

Prevue (c) 1991 Prevue Networks

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86665&o=2

$end


$gameboy=pripri,
$bio

Pri Pri - Primitive Princess! [Model DMG-P2A] (c) 1990 Sunsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66769&o=2

$end


$cpc_cass=pricemag,
$bio

Price of Magik (c) 1986 Level 9 Computing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98711&o=2

$end


$info=prdgp03,
$bio

PrideGP 2003 (c) 2003 Capcom.

- TECHNICAL -

Capcom System 246 Hardware

CPU : 128 Bit "Emotion Engine" 
System Clock: 300 MHz 
System Memory: 32 MB Direct Rambus 
Memory Bus Bandwidth: 3.2 GB per second 
Co-Processor: FPU (Floating Point Multiply Accumulator x 1, Floating Point Divider x 1) 
Vector Units: VU0 and VU1 (Floating Point Multiply Accumulator x 9, Floating Point Divider x 1) 
Floating Point Performance: 6.2 GFLOPS 
3D CG Geometric Transformation: 66 million Polygons Per Second 
Compressed Image Decoder: MPEG2 
Graphics : "Graphics Synthesizer" 
Clock Frequency: 150MHz 
DRAM Bus bandwidth: 48 GB Per Second 
DRAM Bus width: 2560 bits 
Pixel Configuration: RGB:Alpha:Z Buffer (24:8:32) 
Maximum Polygon Rate: 75 Million Polygons Per Second 
Sound : "SPU2+CPU" 
Number of voices: ADPCM: 48 channel on SPU2 plus definable by software 
Sampling Frequency: 44.1 KHz or 48 KHz (selectable) 
I/O Processor
CPU Core: Current PlayStation CPU 
Clock Frequency: 33.8 MHz or 37.5 MHz (selectable) 
Sub Bus: 32 Bit

- PORTS -

* Consoles :
Sony PlayStation 2 (2003) "PrideGP Grand Prix 2003"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4208&o=2

$end


$info=primrage,primrage20,
$bio

Primal Rage (c) 1994 Atari Games Corp.

Seven ferocious dinosaurs gnaw, gore and bite each other until they become the winner's dinner. Eat cavemen to regain health! Feature digitized stop-motion animation. Each of the seven characters has an arsenal of nearly seventy moves, including special and finishing moves. Each character has its own ending.

- TECHNICAL -

Atari GT hardware
Game ID : 136102
Main PCB Number : A051512
Graphics memory expansion PCB Number : A053602
CAGE Audio PCB : A053304

Main CPU : Motorola 68EC020 (@ 25 Mhz)
Sound CPU : TMS32031 (@ 33.8688 Mhz)
Sound Chips : (4x) DMA-driven (@ 33.8688 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 4

- TRIVIA -

Primal Rage was released in September 1994. 

The concept of the game borrows heavily from Taito's 1992 arcade unit "Dino Rex". 

Atari had intended to create another upgrade for PR 2.3 and was scheduled at this time for January 1995. This upgrade would allow the player to face a boss monster at the end of the game for total domination of the world. The final boss was supposed to be a horned dracolich (animate dragon skeleton) imprisoned in the moon, with three claws on each limb and 3 spines on the end of his tail. It was also supposed to have the powers of flight and the ability to drain the opponent's lifeforce. The final battle ground would be a moon scene with the skeletons of numerous dinosaurs laying around in decaying states. The ground would be covered with craters and giant, glowing cracks. A teleportation warp would exist overhead. Unfortunately, Atari scrapped the idea for this upgrade because Time Warner Interactive been too busy at this time to work on an upgrade and the boss was never came into existence... :( 

The June 1996 issue of GamePro magazine confirms that Ellie Rovella of Gilbert, Arizona became enraged when her 11-year-old son bought Primal Rage for his Sega Genesis and played the game using GamePro's strategy guide to execute Chaos' golden shower fatality. Rovella was so outraged she not only returned the game, but also launched a grass-roots campaign. As part of this, the fatality was famously censored on the Super Nintendo version by placing a large 'censored' bar over the screen when it was performed. 

Michael Todd holds the official record for version 1.7 of this game with 5881500 points. 
Michael Todd holds the official record for version 2.3 of this game with 671500 points. 

A line of toy action figures based on all seven characters of PR were made by Playmates in 1996. 

Atari released a limited-edition soundtrack album for this game (All The Rage).

- UPDATES -

Here is the big list of version 2.3 changes :
* 100% health bug from ver 1.7 fixed.
* 'fatality'/'no fatality' music added; other music enriched w/more percussion.
* A previous high score drops to 2nd when beaten.
* All Leaping Attacks can be blocked.
* All Stomps can be blocked and/or done in the air.
* Armadon can volley his victim after the Mega Charge.
* Armadon, Blizzard, Talon slowed down.
* Armadon's Spinning Death and Mega Charge don't go under projectiles any more.
* Blizzard's Freeze Breath inflicts damage; Freeze Breath & Ice Geyser don't last as long.
* Block-damage usually won't kill you.
* Chaos' Battering Ram makes an annoying new sound.
* Chaos' Cannonball finishing move can kill enemies on any stage.
* Combo names, Total Domination, Quick Kill features added.
* CPU's 'AI' patterns changed; many old tricks no longer work, but some new tricks do.
* Demo mode intro text has letters made of bones instead of black letters.
* Diablo, Sauron, most leaping attacks, most projectiles speed up.
* Diablo's Torch combos more easily.
* Diablo's Inferno Flash can be blocked.
* Eating humans adds much more energy to your health meter.
* Gameplay speed changed.
* Generally, damage to heart & brain meters decreased, but block-damage to heart increased.
* Gone are the faint 'blue shields' that used to appear when blocking attacks.
* Hop jumps can now be used vs the CPU.
* If you're on the ground, projectiles don't knock you down any more.
* In free play mode, the words 'DEMO ONLY' appear & CPU can't hurt you.
* Little SF2-style 'Christmas Lights' added; they flash with every strike, blocked or not.
* One new fatality for each character added.
* Simultaneous attack collisions tuned : 'sweet spots' removed, quick->fierce->power->quick 'round robin' priority system added.
* Sudden Death lasts for 30 seconds instead of 20.
* Talon can attack (or be attacked) as he rebounds from the Brain Basher.
* Talon's low 4 is cheesy to use twice in a combo.
* Talon's Pounce & Flip does no block-damage.
* Talon's Shredder fatality made gorier.
* Vertigo has a new teleport and can do both old & new teleports in the air.

- TIPS AND TRICKS -

* Alternate Costumes (vers. 2.3 only) : Highlight a fighter at the character selection screen, then press 1+2, 1+3, or 1+4.

* Bowling : Both players must choose Armadon. Do the Spinning Death move and collide in mid-spin three times in a row. A bowling game will pop up.

* Volleyball : One player should do a multi-hit combo a worshipper will enter the area, hit him and they will fly in the air. The other player needs to hit the player before he hits the ground--toward player 1, if you keep this up for ten hits, the ref will bring out a volleyball net. Play for 3 pts.

* PR version : To check what version of Primal Rage your arcade has, push Up on player1 joystick and pull Down on the player2 joystick simultaneously, during the title screen.

* Raining Cows : Play as Chaos in his stage (the Ruins). Arrange for a 'Sudden Death' round to take place (If the third round ends without a clear winner [both characters have zero wins, or one win each], you both get knocked down and go immediately into a 'Sudden Death' round).
If you do a 'Fart of Fury' so that the green cloud is in the air as the Sudden Death begins, the sky will rain cows instead of meteors.
If you don't do a 'Fart of Fury' on Chaos' stage, the sky will rain bricks.
If Sudden Death occurs on Blizzard's stage, the sky will rain ice balls.

- SERIES -

1. Primal Rage (1994)
2. Primal Rage II (1996)

- STAFF -

Producer: Dennis Harper
Designer: Frank Kuan
Programmers: Dennis Harper, Frank Kuan
Art director / Surgeon: Jason Leong
Design / Assoc. producer: Cameron Petty
Composer / Sounds: Jeanne Parson
Hardware engineer: Don Paauw
Stop motion animation: Pete Kleinow
Executive producer: Mark Stephen Pierce

- PORTS -

* Consoles : 
[US] Nintendo SNES (August 1995) "Primal Rage [Model SNS-AR9E-USA]" 
[EU] Nintendo SNES (1995) "Primal Rage [Model SNSP-AR9P-EUR]"
[US] Sega 32X (1995) "Primal Rage [Model 84705]" 
[US] Sega Game Gear (1995) "Primal Rage [Model T-48218]"
[EU] Sega Game Gear (1995) "Primal Rage [Model T-48218-50]"
[US] Sega Genesis (1995) "Primal Rage [Model T-48426]" 
[EU] Sega Mega Drive (1995) 
[US] Nintendo Game Boy (July 1995) "Primal Rage [Model DMG-AR9E-USA]" 
[EU] Nintendo Game Boy (1995) "Primal Rage [Model DMG-AR9E-EUR]" 
[US] Sony Playstation (1995) "Primal Rage [Model SLUS-00126]" 
[US] Sega Saturn (1995) "Primal Rage [Model T-4802H]" 
[US] Atari Jaguar CD (December 1995) "Primal Rage [Model 301108-0182]" 
[US] Panasonic 3DO (1995) 
[EU] Sega 32X (1996) "Primal Rage [Model MK84705-50]" 
[EU] Sony Playstation (1996) "Primal Rage [Model SLES-00140]" 
[JP] Sony Playstation (December 13, 1996) "Primal Rage [Model SLPS-00543]" 
[EU] Sega Saturn (1998) "Primal Rage [Model T-4802H-50]" 
[JP] Sega Saturn (March 26, 1998) "Primal Rage [Model T-18614G]" 
[AU] Sony PlayStation 2 (2004) "Midway Arcade Treasures 2" 
[US] Microsoft XBOX (October 11, 2004) "Midway Arcade Treasures 2 [Model MWO-3201W]" 
[US] Nintendo GameCube (October 11, 2004) "Midway Arcade Treasures 2 [Model DOL-GAYE-USA]" 
[US] Sony PlayStation 2 (October 11, 2004) "Midway Arcade Treasure 2 [Model SLUS-20997]" 
[EU] Microsoft XBOX (October 29, 2004) "Midway Arcadee Treasures 2" 
[EU] Sony PlayStation 2 (October 29, 2004) "Midway Arcade Treasure 2 [Model SLES-52844]"

* Computers : 
[EU] Commodore Amiga (1995) 
[US] PC [MS-DOS, CD-ROM] (1995) 
[US] PC [MS Windows, CD-ROM] (February 17, 2006) "Midway Arcade Treasures Deluxe Edition"
[EU] PC [MS Windows, CD-ROM] (March 17, 2006) "Midway Arcade Treasures Deluxe Edition" by Zoo Digital Publishing 

* Others : 
Tiger R-Zone (1996)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2040&o=2

$end


$info=primrag2,
$bio

Primal Rage II (c) 1996 Atari Games Corp.

- TECHNICAL -

Main CPU: PSX (@ 16.9344 Mhz)

Players: 2
Control: 8-way joystick
Buttons: 6

- TRIVIA -

By 1995, Atari had begun production of Primal Rage's sequel, simply titled Primal Rage II. The game, however, was never released even though a test arcade cabinet briefly appeared playable at the Golf Land arcade in Sunnyvale, California. A dragon-like boss, which was rumored to be implemented in a future release of the original Primal Rage, was the main antagonist. Though the game never came to be, the story was later adapted into a novel called Primal Rage The Avatars.

The game was to feature new characters that took on the form of humans and were called the Avatars. Another prehistoric fighter which took the form of a Smilodon named Slash Fang (originally called Saber Tooth; he has been around as long as the other gods have, but he never fought for any land) was also planned to appear in the game as well. A boss monster known as Necrosan (what appears to be a living dragon skeleton) which was originally planned for the original game was promised to appear. The original characters were going to remain as well.

Much anticipation centered around the upcoming game. Unfortunately, it wasn't the same for the production. The game didn't get very far in production and Atari felt that the game wouldn't generate enough sales. They later announced the cancellation though not many people knew about it. After that, Primal Rage's popularity died down. A supposedly finished machine of this was shown at the California Extreme 2001 show. The machine had the original board and most of the original art.

- SERIES -

1. Primal Rage (1994)
2. Primal Rage II (1996)

- STAFF -

Sr. Engineering Tech.: Patrick Hubbell

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2041&o=2

$end


$32x=primal,
$bio

Primal Rage (c) 1995 SEGA Enterprises, Ltd.

- TECHNICAL -

Game ID: 84705

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96298&o=2

$end


$gameboy=primal,
$bio

Primal Rage [Model DMG-AR9E-USA] (c) 1995 Time Warner Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66770&o=2

$end


$snes=primalu,primalup,
$bio

Primal Rage [Model SNS-AR9E-USA] (c) 1995 Time Warner Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63445&o=2

$end


$snes=primal,
$bio

Primal Rage [Model SNSP-AR9P-EUR] (c) 1995 Time Warner Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63444&o=2

$end


$saturn,sat_cart=primalj,
$bio

Primal Rage (c) 1998 Soft Bank

Japanese release.

- TECHNICAL -

Game ID: T-18614G

- TRIVIA -

Released on March 26, 1998 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59518&o=2

$end


$saturn,sat_cart=primal,
$bio

Primal Rage (c) 1996 Time Warner Interactive

European release.

- TECHNICAL -

Game ID: T-4802H-50

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60382&o=2

$end


$saturn,sat_cart=primalu,primalp,
$bio

Primal Rage (c) 1998 Time Warner Interactive

- TECHNICAL -

Game ID: T-4802H

- STAFF -

TWI CONSUMER DEV.
Senior Producer: Ken Humphries
Associate Producer: Thomas MacDevitt
Test Manager: Curtis Soldano
Testing Department: Robert Boone, Kevin Filson, Mike Kruse, John Arvay, Brian Fritts

PROBE
Programming: Keith Birkett
Produced By: Robert O'Farrell
Assis. Producer: James Stewart
Graphic Artist: Terry Ford
Musician: Stuart McDonald
QA Manager: Clifford Ramsey
Super Producer: Fergus McGovern
Testing: James Brown, Michael Movel, Nick McGee, Craig Kerrison, Robert Lewtas, Mark Viccary, Russell Wark, Michael Patrick

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60118&o=2

$end


$gamegear=primal,
$bio

Primal Rage [Model T-48218] (c) 1994 Time Warner Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64787&o=2

$end


$megadriv=primal,
$bio

Primal Rage (c) 1995 Time Warner Interactive

- TECHNICAL -

Game ID: T-48426

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96299&o=2

$end


$pc98=primalsp,
$bio

Primal Space (c) 1994 FlipFlop [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90406&o=2

$end


$cpc_cass=primathc,
$bio

Primary Maths Course (c) 1986 Mentor Educational Services, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98712&o=2

$end


$info=primglex,
$bio

Prime Goal EX (c) 1996 Namco.

- TECHNICAL -

Namco System 11 hardware
Game ID : PG

Main CPU : PSX (@ 16.9344 Mhz), M37702 (@ 16.384 Mhz)
Sound Chips : C352 (@ 16.384 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 4

- TRIVIA -

Prime Goal EX was released in February 1996 in Japan.

All commentaries, done by Nigel Chisholm, was recorded in Yokohama, Japan and took about 2 hours. Nigel says : I am English and faked an American accent. I am not entirely sure why they wanted the American accent, but, probably because all things American were very popular back then in Japan.

- UPDATES -

PG1/VER.A : Japan release, 13:42:25, FEB 16 1996

- STAFF -

Executive producer : Syukuo Ishikawa, Hajime Nakatani
Project chief : Toshio Natsui
Planning : Yutaka Isokawa, Hideki Hattori
Program : Yukihiko Yagi, Junichi Sakai, Tomohiro Kaneko
Visual design : Kazuyuki Nakamura, Tadahiko Kawaguchi, Yasuyuki Osada, Hideyuki Mitani, Masaki Imai, Jun Miyanaga, Mayumi Ohta, Chikako Takagi, Yukio Hada, Kenichi Nakai, Satoshi Yoneyama
Soundeffects man : Yoshinori Kawamoto
Music compose : Hiroshi Okubo
Voice : Nigel Chisholm
Title design : Minako Matsuda

- PORTS -

* Consoles :
Sony PlayStation (1995, "J-League Prime Goal EX")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2042&o=2

$end


$amigaocs_flop=primemov,
$bio

Prime Mover (c) 1993 Psygnosis, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74783&o=2

$end


$info=prmtmfgt,prmtmfgto,
$bio

Prime Time Fighter (c) 1993 Taito.

Six boxers fight each other with their own special attack to win the world unity open weight boxing title match.

- TECHNICAL -

Runs on the "Taito F3 System" Hardware.

Prom Stickers : D53

Players : 4
Control : 8-way joystick
Buttons : 4

- TRIVIA -

Released in May 1993.

This game is known outside US as "Top Ranking Stars".

- STAFF -

Project leader : George K-S
Game designers : Fumio Horiuchi, Masakazu Iwahashi
Software designers : Soliton K+H+Y Sako, Mail, Wolf Kato
Base character designers : N. Korammer, Vap Corp.
Character designers : Yhaway Hasama, Y.N. Dessy, Akiyoshi Takada, Jijiy Yamada, Bibiko Tamae Kisanuki, Natsuco Mochi-Mochi, Mari Fukusaki (Mari-Konga Fukusaki), Kouittya Kisato, Vap Corp.
Art designer : Hiroyasu Nagai (Super Psychicer Nagai)
Hardware designer : Katsumi Kaneoka
Sound designer : Yoshiro Horie
Executive producer : Keisuke Hasegawa

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2043&o=2

$end


$megadriv=primetim,
$bio

Prime Time NFL Starring Deion Sanders (c) 1995 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57351&o=2

$end


$snes=prime,
$bio

Prime [Prototype] (c) 1994 Malibu Games [T-HQ Division]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63446&o=2

$end


$info=primella,
$bio

Primella (c) 1994 NTC

A puzzle game from NTC where you have to arrange colored number-blocks so that they disappear.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 8 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.576545 Mhz), OKI6295 (@ 7.575 Khz)

Screen orientation : Horizontal
Video resolution : 384 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

This game is also known as "Gun Dealer '94".

- SERIES -

1. Gun Dealer (1990)
2. Primella (1994)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2044&o=2

$end


$info=ac1primt,
$bio

Primetime (c) 199? Ace Coin Equipment.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=14846&o=2

$end


$info=primevah,
$bio

Primeval Hunt (c) 2007 Sega Enterprises, Limited.

Primeval Hunt is a gun shooting game for one or two players where you hunt prehistoric dinosaurs, including T-Rex, Triceratops, and Velociraptor. The gameplay is free roaming, with players given complete freedom to explore their surroundings. In total there are 10 different types of dinosaurs to hunt across 12 stages. As the player advances through the stages, the dinosaurs become bigger and the difficulty increases.

- TRIVIA -

Released in February 2008.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=21371&o=2

$end


$nes=primitv2,
$bio

Primitive II (c) 200? Nanjing.

Chinese pirate game.

- TECHNICAL -

Game ID: NJ055

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95265&o=2

$end


$nes=primitiv,
$bio

Primitive (c) 200? Nanjing.

- TECHNICAL -

Game ID: NJ054

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76895&o=2

$end


$amigaocs_flop=prince,
$bio

Prince (c) 1989 ARC

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74784&o=2

$end


$x68k_flop=princenp,
$bio

Prince & Princess (c) 1990 T&H Project

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88521&o=2

$end


$cpc_cass=ppersiaf,
$bio

Prince de Perse (c) 1990 Broderbund Sarl [France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98713&o=2

$end


$amigaocs_flop=ppersiaf,
$bio

Prince de Perse [Super Héros] (c) 1990 Broderbund Software, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74785&o=2

$end


$gbcolor=pnaseem,
$bio

Prince Naseem Boxing [Model CGB-BNCP-EUR] (c) 2001 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68601&o=2

$end


$amigaocs_flop=ppersia,ppersiau,
$bio

Prince of Persia (c) 1990 Broderbund Software, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74786&o=2

$end


$amigaocs_flop=ppersiag,
$bio

Prince of Persia (c) 1990 Softgold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74787&o=2

$end


$pc98=ppersia,ppersiab,ppersiaa,
$bio

Prince of Persia (c) 1990 Broderbund Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90407&o=2

$end


$cpc_cass=ppersia,
$bio

Prince of Persia (c) 1990 Broderbund Sarl [France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98714&o=2

$end


$x68k_flop=ppersia,
$bio

Prince of Persia (c) 1991 Broderbund Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88004&o=2

$end


$pcecd=ppersia,
$bio

Prince of Persia (c) 1992 Broderbund Software, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58509&o=2

$end


$nes=ppersiau,
$bio

Prince of Persia (c) 1992 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55451&o=2

$end


$sms=ppersia,
$bio

Prince of Persia (c) 1992 Domark

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56138&o=2

$end


$nes=ppersia,ppersiaf,ppersiag,ppersiar,ppersias,
$bio

Prince of Persia (c) 1993 Mindscape, Incorporated. [Northbrook, IL, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55450&o=2

$end


$megadriv=ppersia,ppersiap,ppersiap1,
$bio

Prince of Persia (c) 1993 Domark

- TRIVIA -

The game was presented at the ECTS (European Computer Trading Show) on September 05, 1993.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56774&o=2

$end


$megadriv=ppersiau,
$bio

Prince of Persia (c) 1993 Tengen

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57352&o=2

$end


$gba=2pperstr,
$bio

Prince of Persia - The Sands of Time & Lara Croft Tomb Raider - The Prophecy [Model AGB-B2QP] (c) 2006 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72549&o=2

$end


$gba=ppersiau,
$bio

Prince of Persia - The Sands of Time [Model AGB-BPYE-USA] (c) 2003 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72551&o=2

$end


$gba=ppersia,
$bio

Prince of Persia - The Sands of Time [Model AGB-BPYP] (c) 2003 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72550&o=2

$end


$snes=ppersia2u,
$bio

Prince of Persia 2 - The Shadow & The Flame [Model SNS-AUPE-USA] (c) 1996 Titus

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63450&o=2

$end


$snes=ppersia2,
$bio

Prince of Persia 2 - The Shadow & The Flame [Model SNSP-AUPP-EUR] (c) 1996 Titus

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63449&o=2

$end


$pc98=ppersia2,
$bio

Prince of Persia 2 - The Shadow And The Flame (c) 1995 Interprog [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90408&o=2

$end


$megadriv=ppersia2,
$bio

Prince of Persia 2 - The Shadow and the Flame (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56775&o=2

$end


$megacd,megacdj=ppersia,
$bio

Prince of Persia [Model 4652] (c) 1993 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60646&o=2

$end


$segacd=ppersia,
$bio

Prince of Persia [Model 4652] (c) 1993 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60786&o=2

$end


$gbcolor=ppersia,
$bio

Prince of Persia [Model DMG-ARIE-USA] (c) 1999 Red Orb Ent. [The Learning Co.]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68602&o=2

$end


$gbcolor=ppersia,
$bio

Prince of Persia [Model DMG-ARIP-EUR] (c) 1999 Red Orb Ent. [The Learning Co.]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68603&o=2

$end


$gameboy=ppersia,
$bio

Prince of Persia (c) 1992 Mindscape, Incorporated.

- TECHNICAL -

Cartridge ID: DMG-NP-UKV

- TRIVIA -

Reviews:
March 1992 - Joypad N.6 [FR]: 95/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66773&o=2

$end


$gameboy=ppersiau,
$bio

Prince of Persia [Model DMG-NP-USA] (c) 1992 Mindscape, Incorporated. [Northbrook, IL, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66775&o=2

$end


$gameboy=ppersiaj,
$bio

Prince of Persia [Model DMG-NPJ] (c) 1992 NCS [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66774&o=2

$end


$pcecd=ppersiaj,
$bio

Prince of Persia (c) 1991 Riverhill Software

Prince Of Persia is the PC Engine conversion of the famous title which first appeared for PC Computers back in 1989, created by Jordan Mechner and released by Broderbund. The game takes place in the ancient Persia and the player takes control of a prince who has been jailed in the deepest dungeon of the castle by the evil Vizir Jaffar. And your journey is short, you have only one hour to escape, reach the top of the castle and defeat him. Fail to do so, and the princess will be his bride. Prince Of Persia is famous for its outstanding character animation and controls. The prince can jump, grab the edge of a wall with his bare hands and get to the top. He will however start with no weapon and your first task will be to find the cimeter sword. Potions are also spreaded around the game, some of them give you some life back, some give you the ability to float, some allow you to do high jumps, but some others can kill you instantly. The game counts numerous traps, from spikes, pitfalls, gates and the evil slicing traps.

- TECHNICAL -

Game ID: RHCD-1002

- TRIVIA -

Released on November 08, 1991 in Japan for 6800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58317&o=2

$end


$snes=ppersiaj,
$bio

Prince of Persia [Model SHVC-PR] (c) 1992 Masaya

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61979&o=2

$end


$snes=ppersiau,
$bio

Prince of Persia [Model SNS-PR-USA] (c) 1992 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63448&o=2

$end


$snes=ppersia,
$bio

Prince of Persia [Model SNSP-PR-NOE] (c) 1992 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63447&o=2

$end


$gamegear=ppersiau,
$bio

Prince of Persia (c) 1992 Domark Group, Limited.

- TECHNICAL -

[Model T-48098]

- TIPS AND TRICKS -

* Ending: Enter RHIJED as password in this American version to see ending.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64790&o=2

$end


$megacd,megacdj=ppersia,
$bio

Prince of Persia (c) 1992 Victor Ent.

- TECHNICAL -

Game ID: T-60014

- TRIVIA -

Reviews:
[FR] Consoles+ No. 13 (October 1992): 94/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60543&o=2

$end


$gamegear=ppersia,
$bio

Prince of Persia (c) 1992 Domark Group, Limited.

- TECHNICAL -

Cartridge ID: T-88018-50

- TRIVIA -

Reviews:
[FR] November 1992 - Consoles+ No. 14: 90/100

- TIPS AND TRICKS -

* Ending: Enter QDGJDV as password in this European version to see ending.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64789&o=2

$end


$amigaocs_flop=dizzy6,
$bio

Prince of the Yolkfolk (c) 1992 Codemasters Software Company, Limited., The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74788&o=2

$end


$gameboy=yehrude,
$bio

Prince YehRude [Model GS-03] (c) 19?? GYY [Taiwan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66772&o=2

$end


$ti99_cart=prfrog,
$bio

Princess and Frog (c) 1982 Romox

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84684&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=princess,
$bio

Princess and Frog (c) 1983 Romox

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86896&o=2

$end


$a800=princess,
$bio

Princess and the Frog (c) 1982 Romox

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86666&o=2

$end


$c64_cart,c64_flop=princess,
$bio

Princess and the Frog (c) 1983 Romox

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53675&o=2

$end


$x68k_flop=prinbing,
$bio

Princess Bingo (c) 19?? User So

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88522&o=2

$end


$pc98=princc,
$bio

Princess Confusion (c) 1992 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90409&o=2

$end


$saturn,sat_cart=prcrown,
$bio

Princess Crown (c) 1997 Atlus Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59519&o=2

$end


$pc98=pridangr,
$bio

Princess Danger (c) 1994 Janis [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90410&o=2

$end


$pc98=prinmakr,
$bio

Princess Maker (c) 1991 Gainax [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90411&o=2

$end


$msx2_flop=prinmakr,prinmakra,prinmakrb,
$bio

Princess Maker (c) 1992 Micro Cabin Co. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101956&o=2

$end


$psx=princess,
$bio

Princess Maker - Go! Go! Princess [Model SLPS-01505] (c) 1999 NineLives, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85552&o=2

$end


$snes=princess,
$bio

Princess Maker - Legend of Another World [Model SHVC-AOIJ-JPN] (c) 1995 Takara Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61980&o=2

$end


$saturn,sat_cart=prmake,
$bio

Princess Maker - Yumemiru Yousei (c) 1998 Gainax

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59520&o=2

$end


$pcecd=prinmakr,
$bio

Princess Maker 1 (c) 1995 NEC Home Electronics, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58318&o=2

$end


$pc98=prinmak2,
$bio

Princess Maker 2 (c) 1993 Gainax [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90412&o=2

$end


$pcecd=prinmak2,
$bio

Princess Maker 2 (c) 1995 NEC Home Electronics, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58319&o=2

$end


$saturn,sat_cart=prmake2,
$bio

Princess Maker 2 (c) 1995 Micro Cabin Co.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59521&o=2

$end


$saturn,sat_cart=prmake2sa,
$bio

Princess Maker 2 [Satakore] (c) 1997 Micro Cabin Co.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59522&o=2

$end


$pc98=minerva,
$bio

Princess Minerva (c) 1992 Riverhill Software [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90413&o=2

$end


$pcecd=princesm,
$bio

Princess Minerva (c) 1994 Riverhill Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58320&o=2

$end


$snes=pminerva,
$bio

Princess Minerva [Model SHVC-AVAJ-JPN] (c) 1995 Vic Tokai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61981&o=2

$end


$gba=princnatu,
$bio

Princess Natasha - Student, Secret Agent, Princess [Model AGB- (c) 2006 DSI Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72553&o=2

$end


$gba=princnat,
$bio

Princess Natasha - Student, Secret Agent, Princess [Model AGB-BNPP] (c) 2006 Zoo Digital Publishing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72552&o=2

$end


$fm7_disk=pquest,pquesta,
$bio

Princess Quest (c) 1986 Pax Softonica [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93640&o=2

$end


$saturn,sat_cart=prquest,
$bio

Princess Quest (c) 1998 IPC

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59523&o=2

$end


$pc98=pquestms,
$bio

Princess Quest - Mahjong Sword (c) 1995 Synchro-ni-City [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90414&o=2

$end


$nes=printomtp,printomt,
$bio

Princess Tomato in the Salad Kingdom (c) 1991 Hudson Soft [Hudson Group].

Export release. Game developed in Japan. For more information about the game itself please see the original Japanese release entry; "Salad no Kuni no Tomato Hime [Model HFC-RT]".

- TECHNICAL -

Game ID: NES-RT-USA

- TRIVIA -

The American release was slightly censored and edited to remove references (among other things) to smoking. For instance, in the original Japanese version, it is possible to buy tabacco in a store in Saladoria - this was replaced by coffee in the American version. Some of the character names have also been slightly changed - King Onion became King Broccoli, and Persimmon was renamed Percy. Finally, the Japanese version had the name of the game displayed above the playing window, and this detail was removed from the American version.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55452&o=2

$end


$pc8801_flop=princess,
$bio

Princess wa Street Girl (c) 1989 Zenryutsu [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92669&o=2

$end


$x68k_flop=princess,
$bio

Princess wa Street Girl? (c) 1989 Zenryutsu [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88005&o=2

$end


$info=pclub2kc,
$bio

Print Club - Kome Kome Club (c) 1997 Atlus Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=45950&o=2

$end


$info=pclub2,
$bio

Print Club 2 (c) 1997 Atlus.

- TRIVIA -

Michael Jackson used to own this game (Seral number 848196). It was sold at the official Michael Jackson Auction on Apr. 24th, 2009.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32501&o=2

$end


$info=pclb297w,
$bio

Print Club 2 '97 Winter (c) 1997 Atlus Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69779&o=2

$end


$info=pclb298a,
$bio

Print Club 2 '98 Autumn (c) 1998 Atlus Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=45947&o=2

$end


$info=pclub298,prc298sp,
$bio

Print Club 2 '98 Spring (c) 1998 Atlus Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=45948&o=2

$end


$info=pclub2fc,
$bio

Print Club 2 - Felix The Cat (c) 1999 Atlus Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=45949&o=2

$end


$info=pclb2elk,
$bio

Print Club 2 Earth Limited Kobe (c) 1997 Atlus Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46271&o=2

$end


$info=pclub2v3,
$bio

Print Club 2 Vol. 3 (c) 1999 Atlus.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32502&o=2

$end


$info=pclubor,
$bio

Print Club Goukakenran (c) 1999 Atlus Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=45952&o=2

$end


$info=pclubol,
$bio

Print Club Olive (c) 1999 Atlus Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=45951&o=2

$end


$info=pclubpok,
$bio

Print Club Pokemon (c) 1999 Atlus.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=33698&o=2

$end


$info=pclubj,
$bio

Print Club Vol. 1 (c) 1995 Atlus.

Print Club is a small photo booth found at video game arcades in Japan. The Print Club machines produce these small photo stickers (about 2.5 x 2 cm, slightly smaller than a postage stamp) which feature a large variety of superimposed frames which compliment the subject's faces. You just pay 300 yen, stand in front of a video monitor which shows your face, choose the desired frame, pose for the photo, then wait for a sheet of 16 photo stickers which the machine spits out in about a minute. The image quality is not so high (this is probably part of the charm), but the sticker is so small that it really doesn't matter. People affix the stickers on personal articles like notebooks, cell phones, etc. But mainly, school girls collect them to show friends.

- TECHNICAL -

Runs Sega "System C-2" hardware.

Players: 1
Control: 2-way joystick
Buttons: 2

- TRIVIA -

* Print Club History : The Print Club concept was invented in 1994-1995 by 30-year-old Sasaki Miho, a female employee of one of the two companies which developed the Print Club machine. Without a doubt, she has earned a place in Japan's pop culture history. She thought about how neat it would be to have a small photo sticker with your picture on it. And she thought about those cute stickers with cute characters on them which she stuck on her notebook, etc., during her college days. The first Print Club machine was introduced at a video arcade trade fair in Feb. 1995 before making its debut at video arcades later in June the same year. At first, nothing really happened. Then a popular teeny-bopper male singing group called SMAP started offering Print Club photo stickers of themselves to viewers of their TV program. Other TV stations started doing the same thing, offering viewers Print Club stickers by a drawing. This explains why Print Club first became popular among school girls. They were followers of their idol group, SMAP which includes heartthrob Kimura Takuya. Print Club consequently first caught on among Japanese female high schoolers who usually posed in pairs. The fad soon spread to younger school girls and by 1996, Print Club became widely popular among kids and adults alike. From the end of 1995, Print Club machine sales took off at 1.225 million yen per unit. By the end of 1996, 10,000 units were sold in Japan. By spring 1998, 25,000 Print Club machines (and many other imitation machines) were on the market. School girls may spend up to 2,000 yen per day for these stickers. There is even a store in Harajuku, Tokyo which sells old Print Club machines.

* Why It's So Popular : Print Club is called a new communication tool. With so many frames having different messages such as 'Thank you', 'Happy New Year', and 'I love you', people are sticking them on letters, postcards, notebooks, business cards, etc. Even Ginza bar hostesses stick them on their cards so that customers remember them. It is also a social tool for these school girls since they are motivated to assemble these photo stickers with as many of their friends as they can. They want to show how many friends they have by posing with them on these stickers. And they show these stickers to their friends and share gossip. It's like getting your high school yearbook signed by as many people as possible (this custom, by the way, does not exist in Japan). They even use the stickers to set up introductions to the opposite sex. 'Print Club miai' occurs when a friend gives her photo stickers to another friend who shows them to a prospective boyfriend. They decide to meet or not by looking at their photo stickers. There was a time when girls stuck their Print Club stickers on a bulletin board next to the machine and wrote their beeper/pager numbers as well, inviting calls from males for friendship or even 'financially-assisted relationships' (enjo kosai). These bulletin boards were later banned by the police. Print Club has since had a clean, positive image.

* Spin-offs : With the huge success of Print Club, many other companies have gotten into the act. Print Club (a trademark) is no longer alone in the photo sticker market. You now have a wide choice of photo sticker machines from different manufacturers. The number of frames you can use is almost unlimited. But not only photo stickers, Print Club has inspired a slew of other imaginative machines for imaginative novelties. Some are fairly successful while others are not making much money. But none are as popular as photo sticker machines. For example, Sega Enterprises, one of the makers of the original Print Club machine, has introduced "Stamp Club" (a rubber stamp of your face in the frame of your choice), "Name Club" (for business cards [name and phone No. only] featuring a cartoon character), "Movie Club" (6 poses for an animated image), "Calendar Club" (1 sheet for a desktop calendar with your face), "Aura Photo Club" (captures the aura around your head and shoulders), and even "Aroma Club" which dispenses a vial of fragrance which the machine selects after the user answers a few health questions. The aroma is then supposed to help ease the user's health ailment. Then there is Voice de Holder (Voice Key Chain) which is a key chain with a voice message that you record in the booth. You can then give it to the person you want to give the message to. Although Sega Enterprises is leading the pack for these machines, rivals such as SNK, Konami, and Jaleco are also putting out new machines at a fast pace.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2045&o=2

$end


$info=pclubjv2,
$bio

Print Club Vol. 2 (c) 1995 Atlus.

- TECHNICAL -

Sega System C2 hardware

Main CPU : Motorola 68000 (@ 8.948862 Mhz)
Sound Chips : YM3438 (@ 7.670453 Mhz), SN76496 (@ 3.579545 Mhz), UPD7759 (@ 640 Khz)

Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 2048

Players : 1
Control : 2-way joystick
Buttons : 2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2046&o=2

$end


$info=pclubjv4,
$bio

Print Club Vol. 4 (c) 1996 Atlus.

- TECHNICAL -

Sega System C2 hardware

Main CPU : Motorola 68000 (@ 8.948862 Mhz)
Sound Chips : YM3438 (@ 7.670453 Mhz), SN76496 (@ 3.579545 Mhz), UPD7759 (@ 640 Khz)

Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 2048

Players : 1
Control : 2-way joystick
Buttons : 2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2047&o=2

$end


$info=pclubjv5,
$bio

Print Club Vol. 5 (c) 1996 Atlus.

- TECHNICAL -

Sega System C2 hardware

Main CPU : Motorola 68000 (@ 8.948862 Mhz)
Sound Chips : YM3438 (@ 7.670453 Mhz), SN76496 (@ 3.579545 Mhz), UPD7759 (@ 640 Khz)

Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 2048

Players : 1
Control : 2-way joystick
Buttons : 2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2048&o=2

$end


$x68k_flop=prism68k,
$bio

Prism 68K (c) 1989 Wolf Team [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88006&o=2

$end


$pc98=prism98,
$bio

Prism 98 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90415&o=2

$end


$psx=prismcou,
$bio

Prism Court [Model SLPS-01226] (c) 1998 FPS [Fujitsu Personal Computer Systems, Ltd.]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85553&o=2

$end


$amigaocs_flop=prison,
$bio

Prison (c) 1989 Krisalis

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74789&o=2

$end


$cpc_cass=prisriot,
$bio

Prison Riot (c) 1990 Players Premier

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98716&o=2

$end


$saturn,sat_cart=prisoner,
$bio

Prisoner of Ice - Jashin Kourin (c) 1997 Xing Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59524&o=2

$end


$psx=prisoner,
$bio

Prisoner [Model SLPS-02387] (c) 1999 Mainichi

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85554&o=2

$end


$pcecd=priveyed,
$bio

Private eye dol (c) 1995 NEC Home Electronics, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58321&o=2

$end


$a2600=private,privatee,privatec,
$bio

Private Eye (c) 1983 Activision

"Sacre bleu! I am the great French private eye Pierre Touche and I need your help. I've been summoned to capture the ringleader, Henri Le Fiend, and turn him over to the police. But wait -- we first must find evidence against him and the stolen property. There are five cases pending, each with its own statute of limitation. A case is closed when Le Fiend is apprehended and booked. So hurry! Study the files below, grab your trenchcoat and meet me at Precinct 2600 -- I'll be waiting for you."

Sleuth wanted! Help Private Eye Touche navigate the city streets, parks, secret passages, dead-ends and one-ways in search of Henri Le Fiend and his gang. Evidence and stolen goods are scattered about -- you'll need to find these, too. Let the map and your memory be your guide. And let nothing go unnoticed.

- TECHNICAL -

Model AG-034

- TRIVIA -

Back in the 80s, if you completed the Case 3 in this game. You could take a photography of your television showing the completion and send it to Activision to have your name added to the 'Super Sleuth' registry and to receive an official Super Sleuth emblem.

- TIPS AND TRICKS -

Tips from Bob Whitehead, designer of Private Eye.
(Bob is not only an award-winning, senior designer at Activision, he's also one of its founders! He lives in California with his wife Karron and their four children, and is an avid fan of sports, particularly baseball.)

"Well sleuths... I hope you're not looking for any dead giveaways. You've got to figure this one out for yourselves. But here are some clues:"

"Try to figure out the best direction to head in when you begin each case. Some cases are easier when you start out to the left, and some are easier when you start out to the right. Also, certain cases 'prefer' you to pick up the evidence first, while others are more easily solved when the stolen item is found first. So discover and jot down the 'initial direction' and 'order of search' for each case."

"Touche! to those of you who will brave Case 5. I feel obligated to say that, although it is the sum of Cases 1-4, some of the secret passages will be changed. But don't let that discourage you. Just adjust your map a bit."

"When you get back to the precinct with Le Fiend, please send a report -- it'll be fun to compare notes. Good luck and God bless."

- STAFF -

Programmer: Bob Whitehead

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50836&o=2

$end


$saturn,sat_cart=pidolhrf,
$bio

Private Idol Disc Data-hen Race Queen F (c) 1996 Sada Soft Genki

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59525&o=2

$end


$saturn,sat_cart=pidolhrg,
$bio

Private Idol Disc Data-hen Race Queen G (c) 1997 Sada Soft Genki

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59526&o=2

$end


$saturn,sat_cart=pidolc97,
$bio

Private Idol Disc Tokubetsu-hen Campaign Girl '97 (c) 1997 Sada Soft Genki

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59527&o=2

$end


$saturn,sat_cart=pidolcos,
$bio

Private Idol Disc Tokubetsu-hen CosPlayers (c) 1996 Sada Soft Genki

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59528&o=2

$end


$saturn,sat_cart=pidol100,
$bio

Private Idol Disc Tokubetsu-hen Kogal Daihyakka 100 (c) 1997 Sada Soft Genki

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59529&o=2

$end


$saturn,sat_cart=pidolv1,
$bio

Private Idol Disc Vol. 1 - Kinoshita Yuu (c) 1996 Sada Soft Genki

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59530&o=2

$end


$saturn,sat_cart=pidolv10,
$bio

Private Idol Disc Vol. 10 - Masaki Mai (c) 1997 Sada Soft Genki

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59531&o=2

$end


$saturn,sat_cart=pidolv11,
$bio

Private Idol Disc Vol. 11 - Hirose Mayumi (c) 1997 Sada Soft Genki

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59532&o=2

$end


$saturn,sat_cart=pidolv2,
$bio

Private Idol Disc Vol. 2 - Uchiyama Miki (c) 1996 Sada Soft Genki

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59533&o=2

$end


$saturn,sat_cart=pidolv3,
$bio

Private Idol Disc Vol. 3 - Ooshima Akemi (c) 1996 Sada Soft Genki

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59534&o=2

$end


$saturn,sat_cart=pidolv4,
$bio

Private Idol Disc Vol. 4 - Kuroda Mirei (c) 1997 Sada Soft Genki

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59535&o=2

$end


$saturn,sat_cart=pidolv5,
$bio

Private Idol Disc Vol. 5 - Fujisaki Nanako (c) 1997 Sada Soft Genki

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59536&o=2

$end


$saturn,sat_cart=pidolv7,
$bio

Private Idol Disc Vol. 7 - Asou Kaori (c) 1997 Sada Soft Genki

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59537&o=2

$end


$saturn,sat_cart=pidolv9,
$bio

Private Idol Disc Vol. 9 - Nagamatsu Keiko (c) 1997 Sada Soft Genki

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59538&o=2

$end


$cdi=privclas,
$bio

Private Lesson Series - Classical Guitar - A Beginner's Guide (c) 1992 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53039&o=2

$end


$cdi=privjazz,
$bio

Private Lesson Series - Jazz Guitar (c) 1992 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53040&o=2

$end


$cdi=privrock,privrocku,
$bio

Private Lesson Series - Rock Guitar - A Beginner's Guide (c) 1992 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53041&o=2

$end


$pc98=privates,
$bio

Private School (c) 1989 Elf [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90416&o=2

$end


$pc8801_flop=privates,
$bio

Private School (c) 1989 Elf [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92670&o=2

$end


$pc98=prvslave,
$bio

Private Slave (c) 1994 Raccoon [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90417&o=2

$end


$info=mjkojink,
$bio

Private Teacher Kojinkyouju (c) 1989 Home Data.

A mahjong game played against a digitized Japanese woman who just might teach you a little more than how to play mahjong!

- TECHNICAL -

Main CPU : Motorola M6809 (@ 4 Mhz), uPD7807 (@ 9 Mhz)
Sound Chips : SN76496 (@ 4 Mhz), DAC

Players : 1
Control : mahjong keyboard

- TRIVIA -

The title of this game translates from Japanese as 'Private Teacher Mahjong'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1502&o=2

$end


$info=m4pzbing,m4pzbing__a,m4pzbing__b,m4pzbing__c,m4pzbing__d,m4pzbing__e,
$bio

Prize Bingo (c) 199? BWB.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41418&o=2

$end


$info=m1przclu,m1przclua,m1przclub,
$bio

Prize Cluedo? (c) 199? Maygay.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42011&o=2

$end


$info=m4przdty,m4przdty__a,m4przdty__b,m4przdty__c,m4przdty__d,m4przdty__e,m4przdty__f,m4przdty__g,m4przdty__h,m4przdty__i,m4przdty__j,m4przdty__k,m4przdty__l,m4przdty__m,m4przdty__n,m4przdty__o,
$bio

Prize Duty Free (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41404&o=2

$end


$info=m1przee,m1przeea,m1przeeb,m1przeec,
$bio

Prize EastEnders (c) 199? Maygay.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40233&o=2

$end


$megacd,megacdj=prizefig,
$bio

Prize Fighter [Model 4206] (c) 1993 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60647&o=2

$end


$segacd=prizefig,
$bio

Prize Fighter (c) 1993 Sega Enterprises, Limited.

- TECHNICAL -

Game ID: 4606

- TRIVIA -

Rated MA-13 (Mature Audiences) by V.R.C.

- STAFF -

Developed by Digital Pictures.
Executive Producer: Tom Zito
Original Concept: Kevin Welsh, Mark Klein
Screenplay: Laurie Frank, John Richardson
Director Of Photography: Paul McIlvaine
Interactive Design: Kevin Welsh, Charles J. D. Schlissel, Steve DeFrisco
Computer Programming: Steve DeFrisco
Digital Pictures Producers: Kevin Welsh, Charles J. D. Schlissel
Director: Ron Stein
Boxers: Jimmy Nickerson, Manny Perry, Billy Lucas, Ben Bray
Boxing Coordinator: Steve Buckingham
Sega Staff Coordinator: Chris W. Bankston
Digital Pictures Lead Tester: David Popovich
Sega Test Manager: Stephen Patterson
Sega Lead Tester: Joe Cain
Sega Test Lieutenant: Erik Wahlberg
Sega Testers: Harry Chavez, Janine Cook, Brian Dawson, Marc Dawson, Daniel P. Dunn, Mark Fabela, Lawrence Gibson, Roman Greco, Randall Hauser, John Hansen, Ty Johnson, Dan Jung, Jeff Junio, Mark Kessler, Dermot Lyons, Michael Madden, Ted Morton, Mark Paniagua, Bill Person, Matthew Brian Rosaaen, Mark Subotnick, Ben Szymkowiak, Terry Thomas, Gregg Vogt, Ari Warner
Product Manager: Dean Fox
Manual: Carol Ann Hanshaw
Special Thanks: Riley R. Russell III

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60787&o=2

$end


$megacd,megacdj=prizefig,
$bio

Prize Fighter [Model G-6037] (c) 1995 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60544&o=2

$end


$info=m4przfrt,m4przfrt__a,m4przfrt__b,m4przfrt__c,m4przfrt__d,m4przfrt__e,m4przfrt__f,m4przfrt__g,m4przfrt__h,m4przfrt__i,m4przfrt__j,m4przfrt__k,m4przfrt__l,
$bio

Prize Fruit & Loot (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41405&o=2

$end


$ngpc=ppaa01,
$bio

Prize Game - PP-AA01 Pusher Program (c) 199? Aruze Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82577&o=2

$end


$info=m4przhr,m4przhr__a,m4przhr__b,m4przhr__c,m4przhr__d,m4przhr__e,m4przhr__f,m4przhr__g,m4przhr__h,m4przhr__i,m4przhr__j,m4przhr__k,m4przhr__l,m4przhr__m,m4przhr__n,m4przhr__o,m4przhr__p,
$bio

Prize High Roller (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41406&o=2

$end


$info=m4przlux,m4przlux__a,m4przlux__b,m4przlux__c,m4przlux__d,m4przlux__e,m4przlux__f,
$bio

Prize Luxor (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41407&o=2

$end


$info=m4przmon,m4przmon__0,m4przmon__1,m4przmon__a,m4przmon__b,m4przmon__c,m4przmon__d,m4przmon__e,m4przmon__f,m4przmon__g,m4przmon__h,m4przmon__i,m4przmon__j,m4przmon__k,m4przmon__l,m4przmon__m,
$bio

Prize Money (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41410&o=2

$end


$info=m4przmns,m4przmns__a,m4przmns__b,m4przmns__c,m4przmns__d,m4przmns__e,m4przmns__f,m4przmns__g,m4przmns__h,m4przmns__i,m4przmns__j,m4przmns__k,m4przmns__l,m4przmns__m,m4przmns__n,
$bio

Prize Money ShowCase (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41409&o=2

$end


$info=m4przmc,m4przmc__a,m4przmc__b,m4przmc__c,m4przmc__d,m4przmc__e,m4przmc__f,
$bio

Prize Monte Carlo (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41408&o=2

$end


$info=sp_przna,sp_prznaa,sp_prznab,sp_prznac,sp_prznad,sp_prznae,sp_prznaf,sp_prznag,
$bio

Prize National (c) 199? Ace Coin Equipment.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=14845&o=2

$end


$info=j5popprz,j5popprza,
$bio

Prize Popeye Vending (c) 199? JPM International.

- TECHNICAL -

System 5

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41045&o=2

$end


$info=m4przrf,m4przrf__a,m4przrf__b,m4przrf__c,m4przrf__d,m4przrf__e,m4przrf__f,m4przrf__g,m4przrf__h,m4przrf__i,m4przrf__j,
$bio

Prize Rich & Famous (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41411&o=2

$end


$info=m4przrfm,m4przrfm__a,m4przrfm__b,m4przrfm__c,m4przrfm__d,m4przrfm__e,m4przrfm__f,m4przrfm__g,m4przrfm__h,m4przrfm__i,m4przrfm__j,m4przrfm__k,m4przrfm__l,m4przrfm__m,m4przrfm__n,m4przrfm__o,
$bio

Prize Run For Your Money (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41412&o=2

$end


$info=v4psi,v4psia,v4psib,
$bio

Prize Space Invaders (c) 199? BWB.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=34045&o=2

$end


$info=m4przsss,m4przsss__0,m4przsss__a,m4przsss__b,m4przsss__c,m4przsss__d,m4przsss__e,m4przsss__f,m4przsss__g,m4przsss__h,m4przsss__i,m4przsss__j,m4przsss__k,m4przsss__l,m4przsss__m,m4przsss__n,m4przsss_o,
$bio

Prize Spend Spend Spend (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41413&o=2

$end


$info=v4pztet,v4pzteta,
$bio

Prize Tetris (c) 199? BWB.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42289&o=2

$end


$info=m4przve,m4przve__a,m4przve__b,m4przve__c,m4przve__d,m4przve__e,m4przve__f,m4przve__g,m4przve__h,m4przve__i,m4przve__j,m4przve__k,m4przve__l,m4przve__m,m4przve__n,m4przve__o,m4przve__p,
$bio

Prize Viva Esapana (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41414&o=2

$end


$info=m4przwo,m4przwo__a,m4przwo__b,m4przwo__c,m4przwo__d,m4przwo__e,m4przwo__f,
$bio

Prize What's On (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41415&o=2

$end


$info=m4przwta,m4przwta__a,m4przwta__b,m4przwta__c,m4przwta__d,m4przwta__e,m4przwta__f,m4przwta__g,m4przwta__h,m4przwta__i,m4przwta__j,m4przwta__k,m4przwta__l,m4przwta__m,m4przwta__n,m4przwta__o,
$bio

Prize Winner Takes All (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41416&o=2

$end


$gba=probeach,
$bio

Pro Beach Soccer [Model AGB-AVEP] (c) 2003 Wanadoo Edition

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72554&o=2

$end


$info=cprobowl,
$bio

Pro Bowling (c) 1983 Data East Corp.

- TECHNICAL -

This video game runs on the "DECO Cassette System" Hardware.

Cartridge ID : Model DT-131

- TRIVIA -

Pro Bowling was released in March 1983. It was known as the 31th video game made for this system (Cassette no. 31).

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=410&o=2

$end


$bbca_cass,bbcb_cass=proboxin,
$bio

Pro Boxing Simulator (c) 19?? Codemasters Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52255&o=2

$end


$amigaocs_flop=proboxin,
$bio

Pro Boxing Simulator (c) 1991 Codemasters Software Company, Limited., The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74790&o=2

$end


$gbcolor=prodarts,
$bio

Pro Darts [Model CGB-AVDE-USA] (c) 2000 Vatical Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68604&o=2

$end


$channelf=pfootbll,
$bio

Pro Football (c) 1981 Zircon

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53225&o=2

$end


$snes=profot93,
$bio

Pro Football '93 [Model SHVC-JM] (c) 1993 Electronic Arts Victor [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61982&o=2

$end


$snes=profoot,
$bio

Pro Football [Model SHVC-FB] (c) 1992 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61983&o=2

$end


$bbca_cass,bbcb_cass=progolf,
$bio

Pro Golf (c) 1988 Atlantis

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52256&o=2

$end


$spc1000_cass=golf,
$bio

Pro Golf (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83541&o=2

$end


$cpc_cass=pgolfsim,
$bio

Pro Golf Simulator [Model 3324] (c) 1990 Codemasters Soft. Co., Ltd., The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98718&o=2

$end


$cpc_cass=progolf,
$bio

Pro Golf [Model At 410X] (c) 1987 Atlantis Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98717&o=2

$end


$famicom_flop=progolfr,
$bio

???????? ???????? (c) 1987 Bandai
(Pro Golfer Saru - Kage no Tournament)

- TECHNICAL -

Disk ID: BAN-PGS

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65422&o=2

$end


$snes=prokishi,
$bio

Pro Kishi Jinsei Simulation - Shougi no Hanamichi [Model SHVC-AARJ-JPN] (c) 1996 Atlus Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61984&o=2

$end


$psx=prologic,
$bio

Pro Logic Mahjong Hai-Shin [Model SLPM-86018] (c) 1996 Aques

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85555&o=2

$end


$info=kiwame,
$bio

Pro Mahjong Kiwame (c) 1994 Athena.

A mahjong game played against three computer opponents.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 16 Mhz)
Sound Chips : X1-010 (@ 16 Mhz)

Screen orientation : Horizontal
Video resolution : 448 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 512

Players : 1
Control : mahjong keyboard

- TRIVIA -

Released in August 1994.

The title of this game translates from Japanese as ''Pro Mahjong Highest Rank''.

- SERIES -

1. Pro Mahjong Kiwame (1994) 
2. Pro Mahjong Kiwame II (1994, Nintendo Super Famicom) 
3. Pro Mahjong Kiwame III (1995, Nintendo Super Famicom) 
4. Pro Mahjong Kiwame S (1995)
5. Pro Mahjong Kiwame Plus (1996, Sony Playstation)
6. Pro Mahjong Kiwame 64 (1997, Nintendo 64)
7. Pro Mahjong Kiwame Plus II (1998, Sony Playstation)
8. Pro Mahjong Kiwame GB II (1999, Nintendo Game Boy Color)
9. Pro Mahjong Kiwame Tengensenhen (1999, Sony Playstation)
10. Pro Mahjong Kiwame for WonderSwan (1999, Bandai WonderSwan)
11. Pro Mahjong Kiwame D (2000, Sega Dreamcast)
12. Pro Mahjong Kiwame Next (2000, Sony Playstation 2)
13. Kiwame Mahjong DX2 (2002, Nintendo Game Cube)

- PORTS -

* Consoles :
Nintendo Super Famicom (1993)
Nintendo Game Boy (1994, "Pro Mahjong Kiwame GB")
Bandai WonderSwan (1999, Pro Mahjong -KIWAME- For WonderSwan)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2049&o=2

$end


$n64=mjkiwame1,mjkiwame,
$bio

Pro Mahjong Kiwame 64 [Model NUS-NKMJ] (c) 1997 Athena Co. Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57920&o=2

$end


$wswan=mjkiwame,
$bio

Pro Mahjong Kiwame for WonderSwan [Model SWJ-ATN001] (c) 1999 Athena Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86369&o=2

$end


$gbcolor=mjkiwam2,
$bio

Pro Mahjong Kiwame GB II [Model DMG-AA2J-JPN] (c) 1999 Athena Co. Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68605&o=2

$end


$gameboy=mjkiwame,
$bio

Pro Mahjong Kiwame GB [Model DMG-AZZJ-JPN] (c) 1994 Athena Co. Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66776&o=2

$end


$snes=mjkiwam2a,mjkiwam2,
$bio

Pro Mahjong Kiwame II [Model SHVC-K9] (c) 1994 Athena Co. Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61986&o=2

$end


$snes=mjkiwam3,
$bio

Pro Mahjong Kiwame III [Model SHVC-AZ3J-JPN] (c) 1995 Athena Co. Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61987&o=2

$end


$psx=promahpl,
$bio

Pro Mahjong Kiwame Plus [Model SLPS-00402] (c) 1996 Athena Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85556&o=2

$end


$saturn,sat_cart=kiwames,
$bio

Pro Mahjong Kiwame S (c) 1996 Athena Co. Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59539&o=2

$end


$info=kiwames,
$bio

プロ麻雀極S (c) 1995 Athena.
(Pro Mahjong Kiwame S)

A mahjong game.

- TECHNICAL -

Runs on the "ST-V [Sega Titan Video Game System]" hardware.
Cartridge ID: 610-0374-03

Screen orientation : Horizontal

Players : 2
Control : 8-way joystick
Buttons : 6

- TRIVIA -

Released in October 1995.

The title of this game translates from Japanese as 'Pro Mahjong Highest Rank S'.

- SERIES -

1. Pro Mahjong Kiwame (1994) 
2. Pro Mahjong Kiwame II (1994, Nintendo Super Famicom) 
3. Pro Mahjong Kiwame III (1995, Nintendo Super Famicom) 
4. Pro Mahjong Kiwame S (1995)
5. Pro Mahjong Kiwame Plus (1996, Sony Playstation)
6. Pro Mahjong Kiwame 64 (1997, Nintendo 64)
7. Pro Mahjong Kiwame Plus II (1998, Sony Playstation)
8. Pro Mahjong Kiwame GB II (1999, Nintendo Game Boy Color)
9. Pro Mahjong Kiwame Tengensenhen (1999, Sony Playstation)
10. Pro Mahjong Kiwame for WonderSwan (1999, Bandai WonderSwan)
11. Pro Mahjong Kiwame D (2000, Sega Dreamcast)
12. Pro Mahjong Kiwame Next (2000, Sony Playstation 2)
13. Kiwame Mahjong DX2 (2002, Nintendo Game Cube)

- PORTS -

* Consoles :
Sega Saturn (1996)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2050&o=2

$end


$saturn,sat_cart=kiwamessa,
$bio

Pro Mahjong Kiwame S [Satakore] (c) 1997 Athena Co. Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59540&o=2

$end


$psx=promahjo,
$bio

Pro Mahjong Kiwame Tengensenhen [Model SLPS-02347] (c) 1999 Athena Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85557&o=2

$end


$snes=mjkiwamea,mjkiwame,
$bio

Pro Mahjong Kiwame [Model SHVC-ZZ] (c) 1993 Athena Co. Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61985&o=2

$end


$n64=mjtsuwa,
$bio

Pro Mahjong Tsuwamono 64 - Jansou Battle ni Chousen [Model NUS-NMRJ] (c) 1999 Culture Brain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57921&o=2

$end


$gbcolor=mjtsuwa,
$bio

Pro Mahjong Tsuwamono GB [Model DMG-AQDJ-JPN] (c) 1999 Culture Brain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68606&o=2

$end


$gbcolor=mjtsuwa2,
$bio

Pro Mahjong Tsuwamono GB2 [Model CGB-BMWJ-JPN] (c) 2000 Culture Brain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68607&o=2

$end


$gba=mjtsuwa,
$bio

Pro Mahjong Tsuwamono GBA [Model AGB-B2OJ-JPN] (c) 2005 Culture Brain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72555&o=2

$end


$snes=mjtsuwar,
$bio

Pro Mahjong Tsuwamono Renkaban [Model SHVC-AQ2J-JPN] (c) 1998 Culture Brain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61989&o=2

$end


$snes=mjtsuwa,
$bio

Pro Mahjong Tsuwamono [Model SHVC-AQZJ-JPN] (c) 1997 Culture Brain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61988&o=2

$end


$cpc_cass=prombsim,
$bio

Pro Mountain Bike Simulator [Model AS721] (c) 1989 Alternative Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98719&o=2

$end


$saturn,sat_cart=propin,
$bio

Pro Pinball - The Web (c) 1998 Empire Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60383&o=2

$end


$saturn,sat_cart=propinu,
$bio

Pro Pinball [Model T-12520H] (c) 1996 Interplay

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60119&o=2

$end


$gbcolor=propoolu,
$bio

Pro Pool [Model CGB-BPLE-USA] (c) 2002 Codemasters Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68609&o=2

$end


$gbcolor=propool,
$bio

Pro Pool [Model CGB-BPLP-EUR] (c) 2002 Codemasters Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68608&o=2

$end


$amigaocs_flop=propboat,
$bio

Pro PowerBoat Simulator (c) 1990 Codemasters Software Company, Limited., The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74791&o=2

$end


$amigaocs_flop=pbsnitro,
$bio

Pro PowerBoat Simulator + Nitro Boost Challenge [Quattro Power Machines] (c) 1990 Codemasters Software Company, Limited., The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74792&o=2

$end


$megadriv=proqb,
$bio

Pro Quarterback (c) 1992 Tradewest, Incorporated. [Corsicana, TX, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57353&o=2

$end


$snes=proqb,
$bio

Pro Quarterback (c) 1992 Tradewest, Incorporated. [Corsicana, TX, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63451&o=2

$end


$cpc_cass=proskate,
$bio

Pro Skateboard Simulator [Model 3176] (c) 1989 Codemasters Soft. Co., Ltd., The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98720&o=2

$end


$cpc_cass=prosnook,
$bio

Pro Snooker Simulator [Model 3024] (c) 1986 Codemasters Soft. Co., Ltd., The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98721&o=2

$end


$info=prosoccr,
$bio

Pro Soccer (c) 1983 Data East.

- TECHNICAL -

Main CPU : DECO (@ 3 Mhz)
Sound CPU : MOS Technology M6502 (@ 1.5 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.5 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Pro Soccer was released in November 1983.

Also released on the DECO Cassette System hardware as "Pro Soccer [Cassette No.33]".

- STAFF -

Sub-director: Yoshihisa Kishimoto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2051&o=2

$end


$x68k_flop=prosoccr,
$bio

Pro Soccer 68 (c) 1991 Imagineer Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88007&o=2

$end


$gameboy=prosoccr,
$bio

Pro Soccer [Model DMG-KFJ] (c) 1992 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66777&o=2

$end


$info=cpsoccer,cpsoccerj,
$bio

Pro Soccer (c) 1983 Data East.

- TECHNICAL -

This video game runs on the "DECO Cassette System" Hardware.

Cartridge ID : Model DT-133

- TRIVIA -

Pro Soccer was released in November 1983. It was known as the 33th video game made for this system (Cassette No. 33).

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=412&o=2

$end


$snes=prosoccr,
$bio

Pro Soccer (c) 1991 Imagineer Company, Limited.

- TECHNICAL -

Cartridge ID: SHVC-PS

- TRIVIA -

Reviews:
November 1991 - Consoles + N.3 [FR]: 90/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61990&o=2

$end


$nes=prohocky,
$bio

Pro Sport Hockey (c) 1993 Jaleco Company, Limited. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55453&o=2

$end


$snes=prohocky,
$bio

Pro Sport Hockey (c) 1994 Jaleco Company, Limited. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63452&o=2

$end


$info=prosport,prosporta,
$bio

Pro Sports (c) 1983 Data East.

- TECHNICAL -

Main CPU : DECO (@ 2 Mhz)
Sound CPU : MOS Technology M6502 (@ 1.5 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.5 Mhz)

Screen orientation : Vertical
Video resolution : 240 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256

Players : 2
Control : 8-way joystick
Buttons : 2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2056&o=2

$end


$cpc_cass=prosprit,
$bio

Pro Sprite (c) 1985 Siren Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98723&o=2

$end


$megadriv=prostrfs,
$bio

Pro Striker Final Stage (c) 1995 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56776&o=2

$end


$x68k_flop=prostudg,
$bio

Pro Student G (c) 1993 Alicesoft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88008&o=2

$end


$amigaocs_flop=protenns,
$bio

Pro Tennis Simulator (c) 1990 Codemasters Software Company, Limited., The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74793&o=2

$end


$cpc_cass=ptennsim,
$bio

Pro Tennis Simulator [Model 3240] (c) 1989 Codemasters Soft. Co., Ltd., The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98724&o=2

$end


$amigaocs_flop=protennt,
$bio

Pro Tennis Tour (c) 1989 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74794&o=2

$end


$amigaocs_flop=protent2,
$bio

Pro Tennis Tour 2 (c) 1991 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74796&o=2

$end


$amigaocs_flop=protennta,
$bio

Pro Tennis Tour [Budget] (c) 1989 Hit Squad, The [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74795&o=2

$end


$cpc_cass=protennths,
$bio

Pro Tennis Tour [Model 19] (c) 1990 Hit Squad, The [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99081&o=2

$end


$cpc_cass=protennt,
$bio

Pro Tennis Tour [Model SLA 232] (c) 1989 MCM Soft. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98725&o=2

$end


$pce=ptennwc,
$bio

Pro Tennis World Court (c) 1988 Namco, Limited.

- TRIVIA -

Reviews:
[FR] Player One (Oct. 1990): 95/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58701&o=2

$end


$x68k_flop=ptennwc,
$bio

Pro Tennis World Court (c) 1990 SPS [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88009&o=2

$end


$gba=prowta,
$bio

Pro Tennis WTA Tour [Model AGB-ATEP] (c) 2002 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72556&o=2

$end


$info=cptennis,protennb,
$bio

Pro Tennis (c) 1982 Data East Corp.

- TECHNICAL -

This video game runs on the "DECO Cassette System" Hardware.

Cartridge ID : Model DT-122

- TRIVIA -

Pro Tennis was released on May 06, 1982. It was known as the 22th video game made for this system (Cassette no. 22).

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=413&o=2

$end


$ti99_cart=protyper,
$bio

Pro Typer (c) 1987 DaTaBioTics

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84685&o=2

$end


$sms=prowres,
$bio

Pro Wrestling (c) 1986 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56139&o=2

$end


$nes=prowres,prowresu1,prowresu,
$bio

Pro Wrestling (c) 1987 Nintendo [Japan]

- TRIVIA -

Released in December 1986.

This was the first Wrestling game on the NES.

The names of the promotions depicted in this game, the Video Wrestling Alliance (VWA) and the Video Wrestling Federation (VWF), were most likely based on the National Wrestling Alliance (NWA) and the World Wrestling Federation (WWF), which were the 2 biggest U.S. wrestling promotions at the time.

The game contains the very well-known 'engrish' line, 'A Winner Is You.', which was named the 5th worst game line ever in the January 2002 issue of Electronic Gaming Monthly.

In 2007, World Wrestling Entertainment released a shirt which parodies the cover art for Pro Wrestling which features an '8-bit' portrayal of WWE Superstar John Cena.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55454&o=2

$end


$psx=prowrest,
$bio

Pro Wrestling Sengokuden - Hyper Tag Match [Model SLPS-01006] (c) 1997 KSS Media Ent. Co. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85558&o=2

$end


$gameboy=prowres,
$bio

Pro Wrestling [Model DMG-PRJ] (c) 1990 Human Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66778&o=2

$end


$info=pc_pwrst,
$bio

Pro Wrestling (c) 1986 Nintendo.

PlayChoice-10 version. For more information about the game itself, please see the original NES version.

- TECHNICAL -

Nintendo PlayChoice-10 hardware
Game ID : PW

Main CPU : Zilog Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz)
Sound Chips : Zetex N2A03 (@ 1.789772 Mhz), DAC

Players : 2
Control : 8-way joystick
Buttons : 2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1818&o=2

$end


$pc8801_flop=proyakfn,
$bio

Pro Yakyu Fan (c) 1987 Telenet Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92671&o=2

$end


$fm77av=proyakfn,
$bio

Pro Yakyu Fan (c) 1988 Telenet Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93857&o=2

$end


$msx2_flop=proyakfn,
$bio

Pro Yakyu Fan (c) 1988 Telenet Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101957&o=2

$end


$pc8801_flop=proyakfnp,proyakfna,proyakfy,
$bio

Pro Yakyu Fan & Yosei Gips (c) 1988 Telenet Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92672&o=2

$end


$pc98=proyakfn,
$bio

Pro Yakyu FAN Telenet Stadium (c) 1988 Telenet Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90418&o=2

$end


$fm7_cass=proyakyu,
$bio

Pro Yakyu Super Simulation (c) 1983 JDS

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93778&o=2

$end


$pc8801_cass=proyakyu,
$bio

Pro Yakyu Super Simulation (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91261&o=2

$end


$nes=famista,
$bio

Pro Yakyuu Family Stadium (c) 1986 Namco, Limited.

- TRIVIA -

Released on December 10, 1986 in Japan.

- TIPS AND TRICKS -

* Secret Message: Only appears in the US version. At the title screen, hold A or B or both then press Start. A staff screen will appear.

* Credits screen: Play exactly 10 games, no matter if you win or lose. It can even be the games played in WATCH mode by the computer itself. After the 10th game is over and the game returns to the title screen, a credits screen will appear before the team names demonstration.

* Debug monitor: any time during the game, hold Up + Down on controller 1, then press Right, Left, Down, Up on controller 2.
A set of numbers will appear at the top-right corner of the screen. The upper four represents the address, and the bottom two are data value at the selected address. Press B on controller 2 to enable address and data edit: change any digit using the D-Pad buttons on controller 2, or press the previous combination to save your changes. You can watch any ROM or RAM data and change any RAM data.

- STAFF -

Head: Hiro
Game Design & Program; Kissie (Kissy)
Graphic: Hie
Advices F.S. Freaks

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54520&o=2

$end


$nes=famist87,
$bio

Pro Yakyuu Family Stadium '87 (c) 1987 Namco, Limited.

- TRIVIA -

Released on December 22, 1987 in Japan.

- TIPS AND TRICKS -

Secret message: At the title screen, hold A + B, then press Start. A staff screen will appear.

- STAFF -

Head: Hiro
Game D&P: Kissie
Pixel design: Hie, Kun
Graphic Design: Saito, Sonoe

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54518&o=2

$end


$nes=famist88,
$bio

Pro Yakyuu Family Stadium '88 (c) 1988 Namco, Limited.

- TRIVIA -

Released on December 20, 1988 in Japan.

- TIPS AND TRICKS -

Secret message: At the title screen, hold A + B, then press Start. A staff screen will appear.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54519&o=2

$end


$msx2_cart=famista,
$bio

Pro Yakyuu Family Stadium - Pennant Race (c) 1989 Namco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51355&o=2

$end


$msx2_cart=proyakfn,
$bio

Pro Yakyuu Fan (c) 1987 Telenet.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51356&o=2

$end


$gamegear=proyak94,
$bio

Pro Yakyuu GG League '94 [Model G-3353] (c) 1994 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64791&o=2

$end


$gamegear=proyakgg,
$bio

Pro Yakyuu GG League [Model G-3407] (c) 1993 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64792&o=2

$end


$saturn,sat_cart=gnine97,gnine97a,
$bio

Pro Yakyuu Greatest Nine '97 (c) 1997 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59541&o=2

$end


$saturn,sat_cart=gnine97m,gnine97ma,
$bio

Pro Yakyuu Greatest Nine '97 - Make Miracle (c) 1997 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59542&o=2

$end


$saturn,sat_cart=gnine98,gnine98a,
$bio

Pro Yakyuu Greatest Nine '98 (c) 1998 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59543&o=2

$end


$saturn,sat_cart=gnine98s,gnine98sa,
$bio

Pro Yakyuu Greatest Nine '98 - Summer Action (c) 1998 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59544&o=2

$end


$snes=proyakpz,proyakpzp,
$bio

Pro Yakyuu Nettou Puzzle Stadium [Model SHVC-A97J-JPN] (c) 1997 Coconuts Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61991&o=2

$end


$info=tryout,
$bio

Pro Yakyuu Nyuudan Test Tryout (c) 1985 Data East.

- TECHNICAL -

Main CPU : MOS Technology M6502 (@ 2 Mhz)
Sound CPU : MOS Technology M6502 (@ 1.5 Mhz)
Sound Chips : YM2203 (@ 1.5 Mhz)

Screen orientation : Vertical
Video resolution : 240 x 248 pixels
Screen refresh : 60.00 Hz
Palette colors : 32

Players : 2
Control : 4-way joystick
Buttons : 2

- TRIVIA -

The title of this game translates from Japanese as 'Pro Baseball Skill Test Tryout'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2984&o=2

$end


$nes=proyaksj,
$bio

Pro Yakyuu Satsujin Jiken! (c) 1988 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54521&o=2

$end


$snes=prostar,
$bio

Pro Yakyuu Star [Model SHVC-AU4J-JPN] (c) 1997 Culture Brain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61992&o=2

$end


$megadriv=proyakyu,
$bio

Pro Yakyuu Super League '91 (c) 1991 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56777&o=2

$end


$megacd,megacdj=proyakcd,
$bio

Pro Yakyuu Super League CD [Model G-6010] (c) 1992 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60545&o=2

$end


$saturn,sat_cart=proyaktsa,proyakts,proyaktsc,proyaktsb,
$bio

Pro Yakyuu Team mo Tsukurou! (c) 1998 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59545&o=2

$end


$gba=proyakyu,
$bio

Pro Yakyuu Team o Tsukurou! Advance [Model AGB-ALMJ-JPN] (c) 2002 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72557&o=2

$end


$info=ws,
$bio

Pro Yakyuu World Stadium (c) 1988 Namco.

A Japanese baseball game that is essentially an arcade rendition of Namco's 'Family Stadium' for the Nintendo Famicom.

- TECHNICAL -

Namco System 1 hardware
Game ID : WS

Main CPU : 6809 (@ 1.536 Mhz)
Sub CPU : 6809 (@ 1.536 Mhz)
Sound CPU : 6809 (@ 1.536 Mhz)
MCU: HD63701 (@ 1.536 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.57958 Mhz), Namco advanced 8-channel stereo WSG, stereo DAC

Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.61 Hz
Palette Colors : 24-bit RGB palette

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in March 1988.

The title of this game translates from Japanese as 'Pro Baseball World Stadium'.

- SERIES -

1. Pro Yakyuu World Stadium (1988)
2. Pro Yakyuu World Stadium '89 - Kaimakuhan (1989)
3. Pro Yakyuu World Stadium '90 - Gekitouhan (1990)
4. Super World Stadium (1992)
5. Super World Stadium '92 (1992)
6. Super World Stadium '92 Gekitouban (1992)
7. Super World Stadium '93 (1993)
8. Super World Stadium '95 (1995)
9. Super World Stadium '96 (1996)
10. Super World Stadium '97 (1997)
11. Super World Stadium '98 (1998)
12. Super World Stadium 1999 (1999)
13. Super World Stadium 2000 (2000)
14. Super World Stadium 2001 (2001)

- STAFF -

Music by : Yuriko Keino

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3201&o=2

$end


$pce=proyak,
$bio

Pro Yakyuu World Stadium (c) 1988 Namco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58702&o=2

$end


$x68k_flop=proyak,
$bio

Pro Yakyuu World Stadium (c) 1990 SPS [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88010&o=2

$end


$info=ws89,
$bio

Pro Yakyuu World Stadium '89 - Kaimakuhan (c) 1989 Namco.

- TECHNICAL -

Namco System 1 hardware
Game ID : W9

Main CPU : Motorola M6809 (@ 1.536 Mhz)
Sub CPU : Motorola M6809 (@ 1.536 Mhz)
Sound CPU : Motorola M6809 (@ 1.536 Mhz)
MCU : HD63701 (@ 1.536 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.57958 Mhz), Namco advanced 8-channel stereo WSG, stereo DAC

Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.61 Hz
Palette Colors : 24-bit RGB palette

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in January 1989.

The title of this game translates from Japanese as 'Pro Baseball World Stadium '89 - Raising The Curtain Version'.

- SERIES -

1. Pro Yakyuu World Stadium (1988)
2. Pro Yakyuu World Stadium '89 - Kaimakuhan (1989)
3. Pro Yakyuu World Stadium '90 - Gekitouhan (1990)
4. Super World Stadium (1992)
5. Super World Stadium '92 (1992)
6. Super World Stadium '92 Gekitouban (1992)
7. Super World Stadium '93 (1993)
8. Super World Stadium '95 (1995)
9. Super World Stadium '96 (1996)
10. Super World Stadium '97 (1997)
11. Super World Stadium '98 (1998)
12. Super World Stadium 1999 (1999)
13. Super World Stadium 2000 (2000)
14. Super World Stadium 2001 (2001)

- STAFF -

Composed by : Yuriko Keino

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3199&o=2

$end


$info=ws90,
$bio

Pro Yakyuu World Stadium '90 - Gekitouhan (c) 1990 Namco.

- TECHNICAL -

Namco System 1 hardware
Game ID : W90

Main CPU : Motorola M6809 (@ 1.536 Mhz)
Sub CPU : Motorola M6809 (@ 1.536 Mhz)
Sound CPU : Motorola M6809 (@ 1.536 Mhz)
MCU : HD63701 (@ 1.536 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.57958 Mhz), Namco advanced 8-channel stereo WSG, stereo DAC

Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.61 Hz
Palette colors : 24-bit RGB palette

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in July 1990.

The title of this game translates from Japanese as 'Pro Baseball World Stadium '90 - Fierce Fighting Version'.

- SERIES -

1. Pro Yakyuu World Stadium (1988)
2. Pro Yakyuu World Stadium '89 - Kaimakuhan (1989)
3. Pro Yakyuu World Stadium '90 - Gekitouhan (1990)
4. Super World Stadium (1992)
5. Super World Stadium '92 (1992)
6. Super World Stadium '92 Gekitouban (1992)
7. Super World Stadium '93 (1993)
8. Super World Stadium '95 (1995)
9. Super World Stadium '96 (1996)
10. Super World Stadium '97 (1997)
11. Super World Stadium '98 (1998)
12. Super World Stadium 1999 (1999)
13. Super World Stadium 2000 (2000)
14. Super World Stadium 2001 (2001)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3200&o=2

$end


$pce=proyak91,
$bio

Pro Yakyuu World Stadium '91 (c) 1991 Namco, Limited.

- TRIVIA -

Released on March 21, 1991 in Japan.

A hidden message appears at the beginning of the ROM:
COPY RIGHT 1986 1991 NAMCO LTD. ALL RIGHTS RESERVED KISSIE 1990-12-17

- STAFF -

By: Kissie

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58703&o=2

$end


$info=tvpros91,
$bio

Pro Yakyuu World Stadium '91 (c) 1991 TOURVision.

Unlicensed Spanish game..

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101156&o=2

$end


$gbcolor=profoot,
$bio

Pro:Foot [Model DMG-AAFF-FAH] (c) 1999 Take-Two Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68610&o=2

$end


$megadriv=probot,
$bio

Probotector (c) 1994 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56778&o=2

$end


$gameboy=probot2,
$bio

Probotector 2 [Model DMG-ACSP-EUR] (c) 1995 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66782&o=2

$end


$nes=probot2,
$bio

Probotector II - Return of the Evil Forces (c) 1992 Konami Co., Ltd

- TRIVIA -

Reviews:
[FR] March 1993 - Consoles + No. 18: 70/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55456&o=2

$end


$gameboy=probot,
$bio

Probotector (c) 1992 Palcom Software, Limited.

Spanish release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Contra [Model DMG-CNJ]".

- TECHNICAL -

Cartridge ID: DMG-CN-ESP

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66779&o=2

$end


$nes=probot,
$bio

Probotector (c) 1990 Konami Industry Company, Limited.

European release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Contra [Model RC826]".

Text from the European box:
Pitted against the galaxy's fiercest foe, you either win or the whole world loses.
It's th year 2633 A.D. Technology has reached a level so advanced that nature and science now exist in harmony and peace reigns throughout the world.
... but beneath the calmness something beyond all imagination is discovered that threatens the existence of mankind.
While conducting top secret research, a special task force of scientists find that an alien being from the Galaxy of Apocalypse is plotting to wipe out the human race. In order to protect the Earth and its people, two combat robots (Probotectors), RD008 and RC011, have been developed.
Their mission is to go to the alien's fortress in the Galga islands and see that they are exterminated.
Featuring simultaneous play for two players or play against the computer.

- TECHNICAL -

Cartridge ID: NES-77-EEC

- TRIVIA -

Probotector, is the same as the American version of Contra, but replaces the main characters and most of the enemies with robotic counterparts.

Reviews:
1990 - Consoles + HS N.2 [FR]: 73/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55455&o=2

$end


$cpc_cass=easiamsw,
$bio

Procesador de Texto [Model AMC-502] (c) 1984 Indescomp

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96073&o=2

$end


$pc8801_flop=prodigy,
$bio

Prodigy (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92673&o=2

$end


$cpc_cass=prodigy,
$bio

Prodigy [Model 22148] (c) 1986 Proein Soft Line [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98727&o=2

$end


$cpc_cass=prodigys,
$bio

Prodigy [Model UQK 611] (c) 1986 Electric Dreams Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98726&o=2

$end


$x1_flop=produce,
$bio

Produce (c) 1987 dB-SOFT [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86085&o=2

$end


$pc8801_flop=produce,
$bio

Produce (c) 1987 dB-SOFT [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92674&o=2

$end


$pc98=prodmang,
$bio

Production Manager (c) 1988 Compaq [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90419&o=2

$end


$x68k_flop=prodmang,
$bio

Production Manager (c) 1989 Compac [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88011&o=2

$end


$cpc_cass=profanat,
$bio

Profanation (c) 1987 Chip [Paris, France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98728&o=2

$end


$pico=profpicof,
$bio

Professeur Pico et la Machine a Couleurs [Model 49041-09] (c) 1995 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75764&o=2

$end


$msx1_cart=profbb,
$bio

Professional Baseball (c) 1986 Technopolis Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77382&o=2

$end


$cpc_cass=probmxsm,
$bio

Professional Bmx Simulator [Model 10080] (c) 1988 Codemasters Soft. Co., Ltd., The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98729&o=2

$end


$cpc_cass=proboxin,
$bio

Professional Boxing Simulator [Model SUP 00191] (c) 1988 Superior Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98730&o=2

$end


$amigaocs_flop=profootb,
$bio

Professional Football Simulation (c) 1989 Guildhall

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74799&o=2

$end


$cpc_cass=profootb,
$bio

Professional Footballer (c) 1991 Cult

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98732&o=2

$end


$msx1_cart=profmj,
$bio

Professional Mahjong (c) 1985 Chat Noir

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77383&o=2

$end


$x1_flop=profmj,
$bio

Professional Mahjong (c) 1985 Chat Noir [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86086&o=2

$end


$msx2_cart=profmjg,
$bio

Professional ???? (c) 1988 ASCII
(Professional Mahjong Gokuu)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51357&o=2

$end


$x68k_flop=profmjg,
$bio

Professional Mahjong Gokuu (c) 1988 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88012&o=2

$end


$pc8801_flop=profmjg,
$bio

Professional Mahjong Gokuu (c) 1988 Chat Noir [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92675&o=2

$end


$famicom_flop=profmjg,
$bio

Professional ???? (c) 1986 ASCII Corp.
(Professional Mahjong Gokuu)

- TECHNICAL -

Cartridge ID: ASC-GKU

- TRIVIA -

Released on December 25, 1986 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65424&o=2

$end


$cpc_cass=proskism,
$bio

Professional Ski Simulator [Model 3049] (c) 1987 Codemasters Soft. Co., Ltd., The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98733&o=2

$end


$msx1_cass=prosnook,
$bio

Professional Snooker Simulator (c) 1987 Codemasters Software Co., Ltd., The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94925&o=2

$end


$scv=prowrest,
$bio

Professional Wrestling (c) 1986 Epoch Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58787&o=2

$end


$info=profpac,
$bio

Professor Pac-Man (c) 1983 Bally Midway.

This is a multiple choice quiz game featuring Pac-Man as a professor.

- TECHNICAL -

Bally Midway Astrocade hardware
Game No. 573

Main CPU : Zilog Z80 (@ 1.789773 Mhz)
Sound Chips : (2x) Astrocade (@ 1.789773 Mhz)

Screen orientation : Horizontal
Video resolution : 320 x 204 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256

Players : 2
Buttons : 3

- TRIVIA -

Professor Pac-Man was released in August 1983.

Midway thought they were on to the next big thing and planned to release software revisions every three months to keep people from memorizing the answers. Three software versions were planned: family (under 12), public (for bars, etc.) and prize (for casinos). Naturally, this game was almost an immediate flop and most operators only had it hanging around for as long as it took to get it shipped back to the distributor. Only 400 were ever made. It was programmed in FORTH language.

- STAFF -

Developer: David Nutting Associates

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2052&o=2

$end


$pico=profpicoi,
$bio

Professor Pico e l'Enigma della Scatola di Pastelli [Model 49041-13] (c) 1995 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75765&o=2

$end


$pico=profpico,
$bio

Professor Pico und das Malkasten Puzzle (c) 1995 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75766&o=2

$end


$amigaocs_flop=profezia,
$bio

Profezia (c) 1991 Genias.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74800&o=2

$end


$cpc_cass=profibas,
$bio

Profibasic (c) 1985 POWER Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98737&o=2

$end


$x68k_flop=profit,
$bio

Profit (c) 1994 DSN-9

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88523&o=2

$end


$amigaocs_flop=profligt,
$bio

ProFlight (c) 1991 HiSoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74797&o=2

$end


$info=progearj,progearjbl,progearjd,
$bio

Progear no Arashi (c) 2001 Capcom Company, Limited.

In a time when the industrialization of the world had just begun, various inventions appeared and changed the life of the peaceful kingdom. One of them was a propeller that evolved from pure wind generation by using the created electricity to re-rotate it. It was called 'The Professional Gear', or just 'Progear'. This invention was the key to conquer the great wide open sky. Another discovery made the ancient dream of the immortal body come true. But it was affordable only by some wealthy elderly. They formed a new council called 'the Motorouin' and declared the current government as a corruptive and greedy establishment and that they want to correct it by a new educational system, in order to create a new race of man. So they built a military force to realize the first step of their plan, which was the takeover of the kingdom. The government decided to stop the aggression by putting it's own army in motion. It was a dreadful battle with many victims. But it was won by the Motorouin. This battle is mentioned in the books of history as 'The Punishment of the Sages'.

A group of young pilots, actually children whose families were killed in that war, finally decided to fight back. They secretly developed a new powerful weapon which adults were not able to use. They called it 'Gun Flyer' and installed it in all of their planes. The Storm of Progear was about to begin!

- TECHNICAL -

Runs on the "CP System II" hardware.
Green Board [Japan]

Players: Up to 2.
Control: 8-way joystick per player.
Buttons: 2 per player.
=> [1] Shot/Gunner shot, [2] Bomb

- TRIVIA -

Progear no Arashi was released in January 2001 in the Japanese arcades. It was known as the 35th game released on the CPS-II hardware.

The title of this game translates from Japanese as 'Storm of Progear'.

Developed by Cave, this is their first horizontal-scrolling shoot'em up.

The game is known outisde Japan as just 'Progear'. Here is a list of known Export releases:
"Progear [Blue Board]"
"Progear [Grey Board]"

- TIPS AND TRICKS -

* The game features 2 different planes with their own statistics :
Gambler (Ring Reed) - blue plane : Weapon : Wide shot - Speed : Normal
Militant (Bolt Voiyer) - green plane : Weapon : Focus shot - Speed : Fast

After choosing a plane, the player will pick a gunner from the three following :
Alpha gun flyer (Chain) : Explosion missile
Beta gun flyer (Nail) : Cannon ball
Gamma gun flyer (Rivet) : Homing missile

* Extra Gun-flyer Formation forward : Press Button 1 and 2 the same time with pressing 2P start button when you decide a gunner to enable extra Gun-flyer formation.

* Extra Gun-flyer Formation middle : Press Button 1 and 2 the same time when you decide a gunner to enable extra Gun-flyer formation.

* Extra Gun-flyer Formation back : Press Button 1 or 2 the with pressing 2P start button when you decide a gunner to enable extra Gun-flyer formation.

* Extra Character Costume : You can select an extra character costume on the character selection screen during holding Start Button.

* To enable the 2nd loop of the game you need to use 2 bombs or less during the whole game.

* The endings for each Pilot and Gunner combination changes depending on the Gunner's Data level at the end of the game.

- STAFF -

Developed by Cave.
Producer : Kenichi Takano
Director : Junya Inoue
Chief Programmer : Tsuneki Ikeda
Programmer : Satoshi Kohyama, Takashi Ichimura
Designer : Akira Wakabayashi, Hiroyuki Tanaka, Fusayuki Watariguchi, Kengo Arai
Sound Producer : Junya Inoue
Music Composer : Yukinori Kikuchi
Sound Effecter : Ryuichi Yabuki
Special Assist : Toshiaki Tomizawa
Character Voice : Mitsuo Furusawa, Junya Inoue, Aki Sibata, Midori Katou, Masayo Hirasaka
Special Thanks : Yasushi Imai
Character & Mechanic Design : Junya Inoue

Produced by Capcom.
Producer : Tatsuya Minami
Support Capcom R&D Dept. #3 : Tomoshi Sadamoto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2053&o=2

$end


$info=progear,progearud,
$bio

Progear (c) 2001 Capcom USA.

North American release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Progear no Arashi [Green Board]".

- TECHNICAL -

Runs on the "CP System II" hardware.
Blue Board [USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3838&o=2

$end


$info=progeara,
$bio

Progear (c) 2001 Capcom Company, Limited.

Asian release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Progear no Arashi [Green Board]".

- TECHNICAL -

Runs on the "CP System II" hardware.
Grey Board [Asia]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69662&o=2

$end


$pc98=progenit,
$bio

Progenitor (c) 1994 Koei Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90420&o=2

$end


$cpc_cass=progams1,
$bio

Programando Mi Amstrad 1 (c) 1986 Editorial Cometa

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98738&o=2

$end


$cpc_cass=progams2,
$bio

Programando Mi Amstrad 2 (c) 1986 Editorial Cometa

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98739&o=2

$end


$cpc_cass=progams3,
$bio

Programando Mi Amstrad 3 (c) 1986 Editorial Cometa

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98740&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=progaid,
$bio

Programmer's Aid Cartridge  (c) 198? Commodore, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86897&o=2

$end


$bbca_cass,bbcb_cass=progsrev,
$bio

Programmer's Revenge (c) 1984 Colisoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52257&o=2

$end


$info=progress,
$bio

Progress (c) 1984 Chuo.

A multi-scrolling tank shoot'em up.

The player controls a powerful tank through different overhead view stages and must destroy all the enemies in the way using two machineguns and the turret guided by a Crosshair while avoid colliding with enemies and the unceasing attacks from all directions to keep the progress of the mission and reach the end stage.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 5 Mhz)
Sound CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.536 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Progress was released in February 1984.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2054&o=2

$end


$info=promutrv,promutrva,promutrvb,promutrvc,
$bio

Progressive Music Trivia (c) 1985 PGD.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 2.952 Mhz)
Sound Chips : (3x) General Instrument AY8910 (@ 1.5 Mhz)

Players : 2
Buttons : 4

- TRIVIA -

Progressive Music Trivia was released in November 1985 in North America.

It was developed by Enerdyne Technologies and published by PGD.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3814&o=2

$end


$cpc_cass=prohibit,
$bio

Prohibition (c) 1987 Infogrames Interactive, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98741&o=2

$end


$pc8801_flop=projecta,
$bio

Project A-ko (c) 1987 Tatsumi Electronics Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92676&o=2

$end


$pc8801_flop=project1,
$bio

Project A-ko 2 (c) 1988 Tatsumi Electronics Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92677&o=2

$end


$msx2_flop=projcta2,projcta2b,projcta2a,
$bio

Project A2 (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101958&o=2

$end


$msx2_cart=projcta2,
$bio

Project A2 - Shijou Saidai no Hyouteki (c) 1987 Pony Canyon, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51358&o=2

$end


$x68k_flop=projdhn1,
$bio

Project D.H.N. Vol. 1 (c) 1993 DHN [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88524&o=2

$end


$x68k_flop=projdhn2,
$bio

Project D.H.N. Vol. 2 (c) 1993 DHN [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88525&o=2

$end


$x68k_flop=projdhn3,
$bio

Project D.H.N. Vol. 3 (c) 1994 DHN [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88526&o=2

$end


$cpc_cass=projfutr,
$bio

Project Future (c) 1985 Gremlin Graphics Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98743&o=2

$end


$bbca_cass,bbcb_cass=prjgraph,
$bio

Project Graphics (c) 19?? Software Projects

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52258&o=2

$end


$info=pjustic,
$bio

Project Justice - Rival Schools 2 (c) 2000 Capcom Company, Limited.

- TECHNICAL -

Runs on the Sega "NAOMI" hardware.

- TRIVIA -

Rival Schools 2 was released in December 2000.

This game is known in Japan as "Moero! Justice Gakuen" (translastes from Japanese as 'Burning! Justice School').

- SERIES -

1. Rival Schools - United by Fate (1997)
2. Project Justice - Rival Schools 2 (2000)

- PORTS -

* Consoles : 
Sega Dreamcast [EU] (April 13, 2001) [Model T-7022D-50] 
Sega Dreamcast [US] (May 16, 2001; "Project Justice [Model T-1219N]")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3975&o=2

$end


$x68k_flop=projmoon,
$bio

Project Moon (c) 1995 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88527&o=2

$end


$coco_cart=nebula,
$bio

Project Nebula (c) 1981 Tandy Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53460&o=2

$end


$nes=projectq,
$bio

Project Q (c) 1992 Hector

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54522&o=2

$end


$gbcolor=projs11,
$bio

Project S-11 [Model CGB-BPJE-USA] (c) 2000 Sunsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68611&o=2

$end


$amigaocs_flop=projxa,projx,
$bio

Project-X (c) 1992 Team 17

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74801&o=2

$end


$amigaocs_flop=projxs93,
$bio

Project-X Special Edition '93 (c) 1993 Team 17

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74802&o=2

$end


$cpc_cass=projectx,
$bio

Project-X The Microman (c) 1986 Global Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98744&o=2

$end


$msx1_cart=project,
$bio

Projectiles [Model S031] (c) 1985 al Alamiah

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77384&o=2

$end


$amigaocs_flop=projectl,
$bio

Projectyle (c) 1990 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74803&o=2

$end


$amigaocs_flop=projprom,
$bio

Projekt Prometheus (c) 1991 Bomico

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74804&o=2

$end


$pc8801_flop=prontis,
$bio

Prontis (c) 1991 Victor Musical Industries, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92678&o=2

$end


$a800=pronto,
$bio

Pronto - Electronic Banking and Information Service (c) 1985 Pronto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86667&o=2

$end


$a800=prontoa,
$bio

Pronto - The Home Information System (c) 1983 Pronto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86668&o=2

$end


$info=propcycl,
$bio

Prop Cycle (c) 1996 Namco.

A strange game where you control a pedal powered plane to pop as many balloons as you can within a time limit. Because of its unique gameplay, this game gives a totally different and nice gaming experience.

- TECHNICAL -

This game had you controlling the plane using an exercise bike and pedalling to keep yourself flying while steering with the handle bars. You could only play once or twice before you got exhausted!. Also, the Prop Cycle cabinet featured a fan to simulate flight.

Namco Super System 22 hardware
Game ID : PR

Main CPU : Motorola 68EC020 (@ 24.576 Mhz), (2x) TMS32025 (@ 49.152 Mhz), M37710 (@ 16.384 Mhz)
Sound Chips : C352 (@ 16.384 Mhz)

Players : 1
Control : Stick
Buttons : 1

- TRIVIA -

Prop Cycle was released in June 1996 in Japan.

This game was used as one of the challenges on the BBC game show "Friends Like These". The contestants had to show the most points while finishing the course, running out of time meant disqualification.

- STAFF -

Executive Producer : Kazunori Sawano
Planning Director : Shigeki Tohyama
Music & Sound FX : Etsuo Ishii, Yoshie Takayanagi, Yoshie Arakawa, Nobuyoshi Sano, Kazuhiro Nakamura, Hiroto Sasaki
Mood Maker : Miwa Komatsu
CG. Technical Director : Dairo Watanabe
ID Designer : Hiroshi Shimane
Mechanical Advisor : Yasuhiko, Hideaki Yamamoto, Tohru Obara, Kitsu Sugawara
Chief System Constructor : Yasuhiro Babata, Masamichi Decimal, Takako Ohie
Flight Lecture : Wind Co Ltd.
Breezy Sports : Yumitsu Yamazaki
Sports Opa Kite : Toshiyuki Katsura
Windsports : Yuuichi Fujisawa, Toru

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2055&o=2

$end


$gameboy=prophecy,
$bio

Prophecy - The Viking Child [Model DMG-VC-UKV] (c) 1992 GameTek

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66783&o=2

$end


$gameboy=prophecyu,
$bio

Prophecy - The Viking Child [Model DMG-VC-USA] (c) 1992 GameTek

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66784&o=2

$end


$amigaocs_flop=prophecy,
$bio

Prophecy I - The Viking Child (c) 1990 Electronic Zoo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74805&o=2

$end


$pc8801_flop=proserpi,
$bio

Proserpia (c) 1988 Takeru [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92679&o=2

$end


$amigaocs_flop=psoc2190,
$bio

ProSoccer 2190 (c) 1990 Volture

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74798&o=2

$end


$amigaocs_flop=mazexor,
$bio

Prospector - In the Mazes of Xor (c) 1989 Logotron

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74806&o=2

$end


$x68k_flop=prostit,
$bio

Prostitute Maker (c) 1993 T&H Project

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88528&o=2

$end


$bbca_cass,bbcb_cass=proteans,
$bio

Proteanse (c) 19?? DK Tronics

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52259&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=protectr,
$bio

Protector (c) 1983 HES [Human Engineered Software]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86898&o=2

$end


$amigaocs_flop=protectp,
$bio

Protector (c) 1986 Prism Leisure

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74807&o=2

$end


$amigaocs_flop=protectv,
$bio

Protector (c) 1989 Mastertronic, Limited. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74808&o=2

$end


$bbca_cass,bbcb_cass=protecto,
$bio

Protector (c) 19?? Quicksilva

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52260&o=2

$end


$a800=protctr2,
$bio

Protector II (c) 1982 Synapse Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86669&o=2

$end


$ti99_cart=protectr,
$bio

Protector II (c) 1983 Atarisoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84686&o=2

$end


$cpc_cass=protectr,
$bio

Protector [Model APL AS5] (c) 1989 Mastertronic, Ltd. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98745&o=2

$end


$jaguar=protect,
$bio

Protector (c) 1999 Songbird Productions

- TECHNICAL -

Model CF3004

- TIPS AND TRICKS -

* During game play, press pause, then press 1+3+6 to get 75 shop credits.

* During game play, press pause, then press 6+7+8 to get rapid fire.

* Finish all 10 Easy level waves. You should now have a new 'Insane' level on the options screen.

* On title screen, press and hold pause+4+5+6 until screen fades to get invincibility. Explosion sound confirms. Press again to disable.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76438&o=2

$end


$jaguar=protctse,
$bio

Protector [Special Edition] (c) 2002 Songbird Productions.

The Special Edition version includes many improvements over the original game, including new waves, new enemies, new landscapes, gameplay enhancements, and more.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76439&o=2

$end


$cpc_cass=proteus,
$bio

Proteus (c) 1985 Ultrasoft [Slovakia]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98746&o=2

$end


$info=proteus3,
$bio

Proteus III (c) 1978 Proteus International.

French computer.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103288&o=2

$end


$cpc_cass=protext,
$bio

Protext Word Processor (c) 1985 Arnor, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98747&o=2

$end


$pc8801_flop=proth,
$bio

Proth (c) 1989 Metadyne [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92680&o=2

$end


$x68k_flop=proth68k,
$bio

Proth 68K (c) 1989 Metadyne

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88529&o=2

$end


$x68k_flop=fassbust,
$bio

Prototype Fighter Assault Buster (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88530&o=2

$end


$msx1_cart=proverbs,
$bio

Proverbs [Model A057] (c) 1985 al Alamiah

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77385&o=2

$end


$pc8801_flop=providen,providenb,providenc,providena,
$bio

Providence (c) 1989 System Sacom Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92681&o=2

$end


$pc98=provvidn,
$bio

Provvidenza - Legenda la Spada di Alfa (c) 1991 Kinpukurin [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90421&o=2

$end


$ibm5150,ibm5150_cass=prowler,
$bio

Prowler (c) 1987 Mastertronic, Ltd. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83684&o=2

$end


$nes=prowrfds,
$bio

ProWres - Famicom Wrestling Association (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84093&o=2

$end


$famicom_flop=prowres,
$bio

???? Famicom Wrestling Association (c) 1986 Nintendo Company, Limited.
(ProWres - Famicom Wrestling Association)

- TECHNICAL -

Disk ID: FMC-PRO

- TRIVIA -

Released on October 21, 1986 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65423&o=2

$end


$pc8801_flop=pskactio,
$bio

PSK Action Game Pack (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92595&o=2

$end


$pc8801_flop=psyoblad,psyoblada,
$bio

Psy-O-Blade (c) 1988 T&E Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92682&o=2

$end


$fm77av=psyoblad,psyoblada,
$bio

Psy-O-Blade (c) 1988 T&E Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93858&o=2

$end


$msx2_flop=psyoblad,psyobladb,psyoblada,
$bio

Psy-O-Blade (c) 1988 T&E Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101959&o=2

$end


$x1_flop=psyoblad,
$bio

Psy-O-Blade (c) 1989 T&E Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86087&o=2

$end


$pc98=psyoblad,
$bio

Psy-O-Blade (c) 1989 T&E Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90422&o=2

$end


$megadriv=psyoblad,
$bio

Psy-O-Blade (c) 1990 Sigma Enterprises, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56779&o=2

$end


$amigaocs_flop=psyborg,
$bio

Psyborg (c) 1992 Loriciels [France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74809&o=2

$end


$bbca_cass,bbcb_cass=psycast,
$bio

Psycastria (c) 1986 Audiogenic

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52261&o=2

$end


$bbca_cass,bbcb_cass=psycast2,
$bio

Psycastria 2 (c) 1989 Audiogenic

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52263&o=2

$end


$bbca_cass,bbcb_cass=psycast2at,
$bio

Psycastria 2 (c) 19?? Atlantis

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52262&o=2

$end


$msx1_cass=psyched,
$bio

Psychedelia (c) 1984 Aackosoft [Netherlands]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94926&o=2

$end


$msx1_cart=psyched,
$bio

Psychedelia (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77386&o=2

$end


$cpc_cass=psychedl,
$bio

Psychedelia [Model LLA 71001] (c) 1984 Llamasoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98748&o=2

$end


$info=psychic5,psychic5j,
$bio

Psychic 5 (c) 1987 Jaleco.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 6 Mhz)
Sound CPU : Zilog Z80 (@ 6 Mhz)
Sound Chips : (2x) Yamaha YM2203 (@ 1.5 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Psychic 5 was released in January 1987.

A little game (the third developed by Nihon Maicom Kaihatsu (NMK) for Jaleco, after "Argus" and "Valtric") which did not have huge success, it nevertheless became a 'cult game' for many players thanks to the brilliant gameplay, hard-to-find secret bonuses and anime-like plot. The inspiration for the design of the five ESPers comes from several Japanese cartoons of the '70s where the physical aspect of main characters was strongly stereotyped to suit their psychological profile/fighting ability.

- TIPS AND TRICKS -

* Secret Bonus : There is a secret bonus in every round. To get them, you must hit the right [?] (question mark box) when your score fits a certain qualification.

1) The first level 'secret' is near the first phone. You should jump on the wall between the two bowls, then jump up and to the left. You'll land near a [?]. If you are in the right place, a walking clock should appear within 2/3 seconds. You can get a secret bonus from this box if you hit it when the thousands digit of your score is zero. (e.g. : 00000, 10500, 20900). The first secret is worth 10000 points.

2) The second level 'secret' is near the first phone, like the first one. There are 2 [?]s on the lower-left corner of your screen (when you are near the phone); the upper one is a 'normal' [?], but you have to destroy it in order to reach the other one. You can get the secret bonus by hitting it when the thousands digit of your score is 1. This is worth 50000 points.

3) The third one is near a phone, again, and near the fishbowl too. When you can reach the upper-right corner of the screen, and 2 umbrellas are floating above you, THAT is the right phone. There is also an extra bonus somewhere near that. You should use the short boy or the little girl to reach the secret bonus - it's at the end of the "small corridor" where the other 2 guys (the tall one and the fat one) can't enter. To get it you should hit the [?] when the thousands digit is 2. This should be worth 100000 points.

4) If you miss a bonus, the thousands counter for the next bonus is modified accordingly. In other words, the thousands digit of your score must always be equal to the number of times you have previously gotten the secret bonus. Thus the tips above are correct only if you are getting every secret bonus without missing any - otherwise, deduct the number you've missed from the thousandth digit needed.

5) The 'ALL GOLD' bonus. Very simple to explain, but hard to do : When you break a bowl, the item you find in it is the same as the previous bowl, if you don't use your hammer after you hit the first and before the second. If you do, instead, the item "shifts", and you find the "next" in the order. If you go on hammering, the "rotation" can bring the first item back again. The first level has 4 items, so if you 'shoot' 0/4/8/12/16... times after breaking the first bowl, you find the same item in the second one. This is true unless you already 'finished' an item, otherwise you should "shoot" 0/3/6/9/12... times to find the item twice.

* Get Espers Sooner : Normally you get Makoto in scene 3 and Genzoh in scene 5, but you can get the espers sooner.

1) Get the 'All Gold' bonus in scene 1 and you'll find Makoto in scene 2.
2) Get Makoto in scene 2 and get the Secret Bonus in scene 3 and you'll find Genzoh in scene 3.
3) Get the 'All Gold' bonus in scene 3 and you'll find Genzoh in scene 4 (if you have not gotten him in scene 3).

* Developers' portrait, family name and age: On the starting character stats screen slowly press in sequence Down, Down, Up, Right, Right, Right, Left, Left.

- STAFF -

Hardware planned by: Yousuke Maki (Lovely Yohsuke)
Software created by: Naoki Hoshizaki (Ultra Man Naoki), Kazuhiro Ayabe (Lonely Kazuhiro)
Character designed by: Taeko Suzuki (Italiano Taeko), Naoko Nagamine (Donchi Naoko)
Music composed by: Shinichi Sakamoto (Cheabow)
Sound effects & the 'Time Stop' theme by: Shinichi Sakamoto, Taeko Suzuki
Sound & music data entry by: Taeko Suzuki
Overseas revision (2.00): Tamio Nakasato

- PORTS -

* Consoles :
Nintendo Famicom (1987) "Esper Boukentai"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2057&o=2

$end


$pc8801_flop=psychicc,
$bio

Psychic City (c) 1984 Hot-B [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92683&o=2

$end


$fm7_cass=psychic,
$bio

Psychic City (c) 1984 Hot-B [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93779&o=2

$end


$pcecd=psycdet3,
$bio

Psychic Detective Series Vol. III - Aya (c) 1992 Data West, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58322&o=2

$end


$pcecd=psycdet3d,
$bio

Psychic Detective Series Vol. III - Aya - Auto Demo (c) 1992 Data West, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58323&o=2

$end


$pcecd=psycdet4,
$bio

Psychic Detective Series Vol. IV - Orgel (c) 1993 Data West, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58324&o=2

$end


$megacd,megacdj=psychic3,
$bio

Psychic Detective Series vol.3 - AYA [Model T-64024] (c) 1993 Data West Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60546&o=2

$end


$megacd,megacdj=psychic4,
$bio

Psychic Detective Series vol.4 - Orgel [Model T-64034] (c) 1993 Data West Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60547&o=2

$end


$info=psyforce,psyforcej,
$bio

Psychic Force (c) 1995 Taito Corporation.

A great fighting game with eight selectables characters.

The plot takes place in the year 2010, where selected individuals are blessed with the power of psychic abilities. All people imbued with this power are called "Psychiccers" and uses a specific element such as fire, ice or gravity in fighting. 

Time after Psychiccers are shunned by normal people because of their unnatural abilities and that most cases turn violent and deadly. All of that changes one day when a mysterious corporation known as "NOA" appears and offers Psychiccers a place in their company. Headed by a man named Keith Evans, the corporation seeks to create a perfect utopia for Psychiccers and that they'll eliminate anyone who stands in their way. 

Challenging NOA's ambition is a small independent group known as "Anti-NOA" and that one of its members, a young American Psychiccer named Burn Griffiths, seeks to confront and stop his old friend Keith from going through with his extreme plans of creating a Psychiccer-only world.

- TECHNICAL -

Taito FX-1A hardware
Prom Stickers : E22

Main CPU : PSX (@ 16.9344 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : SPU (@ 4 Mhz), YM2610B (@ 8 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 6

- TRIVIA -

Development name: Kaiser Knuckle 2. It was originally planned as a sequel to "Kaiser Knuckle" but was canceled. Later, it was retitled as Psychic Force.

Even if titlescreen says 1995, Psychic Force was released in April 1996 in Japan.

Zuntata Records released a limited-edition soundtrack album for this game (Psychic Force Original Soundtracks - ZTTL-0001) on 11/10/1996.

An OVA anime based on the game was released in 1997.

- TIPS AND TRICKS -

* Play As Keith : After inserting a credit, hold Button1+Button2+Button3+Start Button until game shows the character select screen. If input is successful, Keith appears in character select screen.

- SERIES -

1. Psychic Force (1995)
2. Psychic Force EX (1996)
3. Psychic Force 2012 (1997)

- STAFF -

Illustrator : Kenichi Ohnuki
Producer : Takeshi Kamimura
Planners : Takeshi Kamimura, Hiroshi Aoki
Programmers : Hiroshi Aoki, Tabby, Kousuke Usami, Isao Ooyama, Kumi Tsuchiya
Character coordinators : Yuji Sakamoto, Hiroto Nizato, Takayuki Isobe, Tsutomu Matsuda, Hiroshi Nishida
Music composer : Hideki Takahagi (Zuntata-J.A.M)
Sound effect coordinator : Ishikawa Babio (BABI) (Zuntata-J.A.M)
Sound programmer : Yasuhisa Watanabe (Zuntata)
Designer : Naoto Hashizume

Cast : Mitsuaki Madono, Ayako Shiraishi, Minami Takayama, Kyousei Tsukui, Yousuke Akimoto, Ayusei Nakao

Special Thanks: Seiji Kawakami, Minoru Masuyama, Kazuya Ishida, Toshihiro Fukui, Kei Shimizu, Yukiko Shinbo, Kozi Nakanowatari, Doya, Tereas, Saine Ohtori, Tohko Akiyama, Alumii Sateaux, Yda Furuya Yuji, Lak T.M., Kamasan

- PORTS -

* Consoles :
[JP] Sony PlayStation (1996) "Psychic Force [Model SLPS-00520]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2058&o=2

$end


$info=pf2012,
$bio

Psychic Force 2012 (c) 1997 Taito.

In this sequel, take a place two years after the events of Psychic Force and the world is caught in a crossfire between two factions who vie for control over the Earth. The game have new graphics effects and introduced seven new characters and some have similarity in fighting styles with a few of the previous cast, but with a different twist.

- TECHNICAL -

Taito Wolf System hardware

Main CPU : PENTIUM (@ 200 Mhz)

Players : 1

- TRIVIA -

This game was shown at the 1998 AOU Amusement Expo show, in Japan. It was then released in April 1998 in Japan (even if the titlescreen says 1997).

Zuntata Records released a 2 CD limited-edition soundtrack album for this game (Psychic Force 2012 Arcade Sound Tracks - ZTTL-0026) on 21/08/1998.

- SERIES -

1. Psychic Force (1995)
2. Psychic Force EX (1996)
3. Psychic Force 2012 (1997)

- PORTS -

* Consoles :
Sega Dreamcast (1999)
Sony Playstation (1999, "Psychic Force 2")
Sony Playstation 2 (2005, "Psychic Force Complete")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4409&o=2

$end


$info=psyforcex,
$bio

Psychic Force EX (c) 1996 Taito.

An Updated version of 'Psychic Force', and also featuring a new colors and characters' ending.

- TECHNICAL -

Taito FX-1A System hardware
Prom Stickers : E22

Main CPU : PSX (@ 16.9344 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : SPU (@ 4 Mhz), YM2610B (@ 8 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 6

- TRIVIA -

Released in July 1996, this game was only released in Japan.

- TIPS AND TRICKS -

* Cheat for character color : In EX version, character color is new. But you will be able to select previous version color with the following code...
Old Player 1 color : Decide character with Up or Down + Button 1 or 2 or 3 in character select screen
Old Player 2 color : Decide character with Up or Down + Start in character select screen

- SERIES -

1. Psychic Force (1995)
2. Psychic Force EX (1996)
3. Psychic Force 2012 (1997)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2059&o=2

$end


$pcecd=psychics,
$bio

Psychic Storm (c) 1992 Telenet.

Psychic Storm is a vertical shooter up by Alpha system and published by Laser Soft/Telenet. Earth is under attack by a vicious race of insectoid-like aliens and the action begins in New Hong Kong City where most of the alien invasion seems to concentrate. Humanity's last hope lies with four courageous pilots and their space-fighters - Alex and his vulcan-gun laser, Charr and his Psyco Shell, Joe and his short-ranged but powerful Hell Flame and finally Nastasia and her Ion laser beams. Each ship can fire secondary weapons and also transform into a bio-mechanoid-beast ship with frightening powers. Alex's ship, for instance, can turn into a giant butterfly and shoot waves of fire from its large wings. Obviously, these forms only last for a short period of time but more energy can be collected along the way to extend their temporal power. Flashing enemies drop power-ups when destroyed which can either upgrade the primary weapon (blue orbs) or bring some life back (dual orbs). Pressing the two action buttons together also unleash a powerful bomb blast - they however take time to recharge and need to be used wisely. Finally, a two simultaneous player mode is available where players can combine their ships into a much stronger and powerful mutated form.

- TECHNICAL -

Game ID: TJCD2025

- TRIVIA -

Released on March 19, 1992 in Japan for 6980 Yen.

Reviews:
[FR] June 1992 - Joypad N.9: 86/100

- TIPS AND TRICKS -

* Extra menu options:
Go to the title screen and move the cursor over the Transform mode.
There, press Select, I + Select, II + Select, I + II + Select, II + Select, I + Select and Select. A new menu should appear with new options including a level select.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58325&o=2

$end


$msx1_cart=psychwar,
$bio

Psychic War - Cosmic Soldier 2 (c) 1987 Kogado

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77387&o=2

$end


$pc8801_flop=psychwar,
$bio

Psychic War - Cosmic Soldier 2 (c) 1987 Kogado Studio [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92684&o=2

$end


$msx2_flop=psychwar,
$bio

Psychic War - Cosmic Soldier 2 (c) 1987 Kogado Studio [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101960&o=2

$end


$pc98=psychwar,
$bio

Psychic War - Cosmic Soldier 2 (c) 1988 Kogado Studio [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90423&o=2

$end


$fm7_disk=psychwar,
$bio

Psychic War - Cosmic Soldier 2 (c) 1988 KGD Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93641&o=2

$end


$sms=psychicw,
$bio

Psychic World (c) 1991 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56140&o=2

$end


$gamegear=psychicw,
$bio

Psychic World (c) 1991 Sega Enterprises, Limited.

- TECHNICAL -

Cartridge ID: 2306

- TRIVIA -

Reviews:
1990 - Consoles + HS N.2 [FR]: 84/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64793&o=2

$end


$gamegear=psychicwj,
$bio

Psychic World (c) 1991 Sega Enterprises, Limited.

- TECHNICAL -

[Model G-3203]

- TIPS AND TRICKS -

* Sound Test and Stage Select: At the title screen, press Up+Left+1+2+START. You will go to the Sound Test menu. Selecting the ED option, you can also select the stage.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64795&o=2

$end


$msx2_flop=psychobl,
$bio

Psycho Ball (c) 1993 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101961&o=2

$end


$info=m5psycho,m5psycho06,
$bio

Psycho Cash Beast (c) 1998 Barcrest.

- TRIVIA -

Released in October 1998.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=14930&o=2

$end


$info=m5psychoa,m5psychoa21,
$bio

Psycho Cash Beast (c) 199? BWB.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41609&o=2

$end


$info=m5psy2,
$bio

Psycho Cash Beast 2 (c) 2008 Barcrest Games.

- TECHNICAL -

Horizon Cabinet
Category C game.

- TRIVIA -

Released in May 2008.

- TIPS AND TRICKS -

* Keep your eye on the 'Crystal Ball' whilst in the feature for hidden treasures.

* Win a Hi-Lo gamble in the main feature to re-process your feature position.

* Use 'Move Back 3' and 'Skill Shot' to add Zones or Knockouts!

* The 'Crystal Ball' has evolved! Can you find its new hidden treasures?

* All 50p features are Super!

* Play 50p and take a 'Repeat Chance' Cash Win for a nice surprise!

* Use nudges prior to collecting the 'Seven Stepper' feature to earn larger wins!

* Use 'Nudges' wisely as they can improve your features.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=39878&o=2

$end


$info=m5psyccl,m5psyccl01,
$bio

Psycho Cash Beast Club (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40612&o=2

$end


$info=m5psyccla,m5psyccla02,m5psyccla24,
$bio

Psycho Cash Beast Club (c) 199? BWB.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41608&o=2

$end


$info=tvpchasr,
$bio

Psycho Chaser (c) 1991 TOURVision.

Unlicensed Spanish game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101153&o=2

$end


$pce=psychas,
$bio

Psycho Chaser (c) 1990 Naxat Soft.

Psycho Chaser is an unusual vertical shooter by Naxat Soft. The player takes control of a walking humanoid-cyborg, somehow inspired by our beloved Robocop. Our hero is armed with an arsenal of weapons which can be switched over at anytime during the game. Four different weapons are available: Fire Balls, Multiway, Side Buster and Homing Thunder. Special icons can be collected during the game to either vary our hero's walking speed, add secondary missiles or a special, and rare, power-up boosting our weapons to the max for a short time. At the end of each area, our cyborg will be rewarded with Psycho Energy Points. Those can be used to power-up (up to 4 times) any of the available weapons. The game counts six intense stages filled up with all kind of enemies, including middle-bosses.

- TECHNICAL -

HuCARD ID: NX90003
HuCARD Size: 2 Mbits.

- TRIVIA -

Released on April 06, 1990 in Japan for 5800 Yen.

- TIPS AND TRICKS -

* FASTER GAME:
On the game title, hold (I) (II) and then reset (SELECT)+(RUN) 

* SOUND TEST:
Reset (SELECT)+(RUN) the game 35 times 
When the game title appears, press (SELECT) 7 times (game's logo will flash) then press (RUN) 

* STAGE SELECT:
Select the sound 1F on the sound test, then press (RUN) 8 times 

* INVINCIBILITY:
On the Stage select, hold (I) and press (RUN) 

* SEE THE ENDING:
On the Stage select, hold (I) (II) (SELECT) and press (RUN) 

* 4 SCREENS SPLIT:
This tip seems to be familiar with Naxat Soft, wondering why ?... Anyway, On the game title hold (II) then reset (SELECT)+(RUN)

- STAFF -

Programmer: Toyofumi Kunihiro
Graphic Designer: Shinichi Abe, Tsutomu Takase
Sound Composer: Yasue Santoh
Sound Effect: Takeshi Santoh
Director: Tomoyuki Yamagishi

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58704&o=2

$end


$cpc_cass=psycity,
$bio

Psycho City (c) 1989 Players Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98749&o=2

$end


$snes=psychodr,
$bio

Psycho Dream [Model SHVC-PY] (c) 1992 Riot

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61993&o=2

$end


$sms=psychof,
$bio

Psycho Fox (c) 1989 Sega Enterprises, Limited.

- TRIVIA -

Reviews:
November 1991 - Consoles + N.2 [FR]: 90/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56141&o=2

$end


$x68k_flop=psycharr,
$bio

Psycho Harrier (c) 1990 Koumajutsu

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88531&o=2

$end


$cpc_cass=psychopp,
$bio

Psycho Hopper [Model IA 0304] (c) 1989 Mastertronic, Ltd. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98750&o=2

$end


$msx1_cass=psychpig,
$bio

Psycho Pig U.X.B. (c) 1988 US Gold, Ltd. [Birmingham, UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94927&o=2

$end


$megadriv=psycho1,psycho,
$bio

Psycho Pinball (c) 1994 Codemasters Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56780&o=2

$end


$info=psychos,psychosj,
$bio

Psycho Soldier (c) 1987 SNK.

Psycho Soldier is a 1986 release by SNK. It is a side-scrolling shooter featuring two-player simultaneous play. The major character is a girl named Athena. She fires blasts of psychic energy as her main weapon. She can collect orbs which she can control telepathically. These orbs protect her from some projectiles and can also be launched at targets. The orbs will explode on impact. Her companion, a boy named Kensu, can help her with his own powers. Together they clean up a ruined city full of monsters and mutants.

- TECHNICAL -

Game ID : 'PS'

This game is one of a particular line of SNK machines that operates using three Z80's at 4MHz. Most of the sound effects come from a YM3526 (OPL1) FM chip while most music and all digitized effects (including the complete vocal track) are created by a Y8950 (it is a YM3526 with a 4-channel ADPCM decoder added on). Here is the detail :

Main CPU : (2x) Zilog Z80 (@ 4 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM3526 (@ 4 Mhz), Y8950 (@ 4 Mhz)

Because of its extensive vocal soundtrack, the board is huge. It consists of three PCBs full of ICs all sandwiched together.

Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 1024

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in March 1987.

Psycho Soldier was the first-ever video game featuring a vocal soundtrack. The Japanese lyrics for the Psycho Soldier theme is also used as the Psycho Soldier team's team music in KOF94 and 96, as well as Athena's theme music in KOF 97 and 02.

Psycho Soldier's Soundtrack was released as a bonus with the purchase of Nintendo Famicom's Athena. It also included a vocal version of the ending theme.

The main character, Athena, appears in The King of Fighters series. Kensu, wearing a different outfit, appears in The King of Fighters series as 'Sie Kensou'. Kensu, as he appears here in Psycho Soldier, appears as a striker character in "The King of Fighters 2000" as ''Psycho Soldier Kensou''.

- UPDATES -

The Japanese and US versions have song lyrics in Japanese and English respectively.

Here is the lyrics for the Japanese version :
Psycho Ball ga hikari hanachi -
Athena no sugata terashi dasu no -
Psycho Soldier yami o saite -
Athena wa yume o suki dasu no.
Psycho Power o kokoro ni himete -
Hateshinai michi o hashiru -
Ima wa mo aozora mienai kedo...
Fire! Fire! Psycho Soldier! (x2)
Psycho Soldier ga yami o saite -
Athena wa yume o suki dasu no -
Psycho Beam no kagayaki nokoshi -
Athena wa mirai o motome tabidatsu.
Honoo no yoni moeru hitomi -
Kibo no kakaera o mitsume -
Ima wa moda namida misenai wa!
Fire! Fire! Psycho Soldier! (x2)
Psycho Beam no kagayaki nokoshi -
Athena wa mirai o motome tabidatsu.
Dare hitori shiranai ashita -
Hino tori no sugata karite -
Honoo no yoni moero hitomi -
Kibo no kakarea o mitsume -
Psycho Power o kokoro ni himete -
Hateshinai michi o hashiru -
(repeats)

Here's the english version :
Athena's name is magic -
mystery is what you see -
her crystal is the answer -
fighting fair -
to keep us free -
she's just a little girl with power inside -
burning bright -
you'd better hide if you are bad -
she'll get you -
she'll read your mind and find if -
you believe in right or wrong -
fire, fire psycho soldier.

- SCORING -

Lightning  flashing column :  Shooting power increases 
Blue ball(s) flashing column : provides psycho ball(s) for psycho shooting and defense shield 
Red beam flashing column : Increases psycho energy
Skull flashing column : AVOID. drains your psycho energy (doesn't kill you) Flashing rainbow square - Better jumping response and dexterity
Red Sword : break stone with one hit, allows fire through stone and walls
Large blue ball : Turns all enemies in psycho balls and their projectiles into balloons
Orange ball with blue center : Increases fire speed
Infinity sign : Ability increase : ???  
Arrow up : AVOID. Upgrades enemies into more advanced enemies
Arrow down : downgrades enemies 
Large red skull : AVOID. Takes away all extra powers and leaves you with basic powers
Large red ball with "F" : Instant maximum psycho energy 
Pillar formations : shoot these and a floating balloon or saucer comes out. Grab for bonus points. The longer you wait before grabbing, the higher the point value (up to 8000 points).

- TIPS AND TRICKS -

* Movement : Move Athena or Kensu left or right along platforms. Make them move up or down to jump to other platforms. They will not get hurt by long falls.

* Forming Pillars : Don't walk on them. You'll trip and be vulnerable to attack!

* Attacking with Psycho Bolts : Press the primary fire button to standard bolts of energy. These can punch through stone as well as through enemies. If you break a stone and it contains a lightning capsule, you can power up your primary attack.

* Using the Psycho Balls : Sometimes you'll find balls floating on the screen. If you grab them, then they will circle around Athena. By pressing the secondary fire button, you can launch them at your enemies. They can destroy anything in their path short of a boss or some of the later creatures. Your ammo is listed at the bottom of the screen, above your life count. Using psycho balls does drain some energy from Athena. The more energy you have, the more powerful the ball attack is. Psycho balls also act as a limited form of defense. The more energy you have, the faster they revolve around your character. They can block small projectiles and small flying creatures.

* Using the sword : A sword is hidden in some blocks. When you get a sword, your shots will now pass through stone. You must walk up to a stone and hit it with the sword to break it (use the fire button). The sword lasts for a while (probably a set number of strikes). The sword may also be used against enemies at very close range.

* Becoming the Psycho Creature : If your energy bar is full and you have collected lots of psycho balls, you should break stones until a green egg pops out. When you break the egg, a special item will appear that changes Athena into a phoenix (Kensu becomes a green dragon). The phoenix has a powerful breath attack and can ram enemies to kill them. The breath attack has no penalty for use, but you use energy whenever you ram an enemy or you get hit by a projectile. If your energy bar is not full, or you don't have enough psycho balls, the egg will release a large number of maggots. Therefore, try not to be close to an egg when you break it. If you're too close, the maggots will swarm you.

- SERIES -

1. Athena (1986)
2. Psycho Soldier (1987)
3. Athena - Full Throttle (2006, Mobile Phones)

- STAFF -

Staff : Kaori.S, Hamashin, Kooyan, John. Guso, Gon, Dachi, Kikuhen, R. Aran, Hachisuka, G. Iwasaru

- PORTS -

* Consoles :
Nintendo NES [Unreleased Prototype]

* Computers :
SInclair ZX Spectrum (1987)
Commodore C64 (1987)
Amstrad CPC (1988)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2060&o=2

$end


$cpc_cass=psysoldr,
$bio

Psycho Soldier [Model AM 374] (c) 1987 Erbe Soft. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98751&o=2

$end


$msx2_flop=psychwld,psychwldb,psychwlda,
$bio

Psycho World (c) 1988 Hertz [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101962&o=2

$end


$info=oscar,oscarj2,oscarj1,oscarj,oscaru,
$bio

Psycho-Nics Oscar (c) 1987 Data East.

An excellent side-scrolling platform shooter. 

The players controls a powerful mecha robot named Oscar he representing the last hope to the humanity against the oppression of the machines, he must go forward through   vast and exotic terrains of the Ordio City and destroy all mechanical enemies, while accumulates power-ups capsules to choose the "selectors" to be upgrade your weaponry and abilities to earn points as you go to the levels and confront giants and powerful mecha bosses to recover peace and save the city.

- TECHNICAL -

Main CPU : (2x) HD6309 (@ 2 Mhz)
Sound CPU : MOS Technology M6502 (@ 1.5 Mhz)
Sound Chips : YM2203 (@ 1.5 Mhz), YM3526 (@ 3 Mhz)

Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 58.00 Hz
Palette colors : 512

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Psycho-Nics Oscar was released in August 1987.

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

This game was the main inspiration for Turrican (one of the greatest games ever) according to Manfred Trenz, the original programmer.

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

- STAFF -

Game designer : Akira Sakuma
Game programmers : Akira Sakuma, Satoshi Imamura
Assistant programmer : Takuya Haga
Hardware engineer : Kazud Shindzaki
Custom LSI designers : Iunichi Watanabe, Kenji Nishikawa
Graphic manager : Harumi Nomura
Enemy base designer : Katsundri Tsujimura
Graphics designers : Harumi Nomura, Yutaka Kaodoe, Backman, Masayuki Kawaguchi, Tomoo Adachi, Jun Matsuda
Music manager : Azuka Hara
Music composers : Azuka Hara, Hiroaki Yoshida, Tatsuya Kiuchi, Hitomi Komatsu
Project leader : Akira Sakuma

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2061&o=2

$end


$cpc_cass=psypigs,
$bio

Psycho-Pigs U+X+B (c) 1988 US Gold, Ltd. [Birmingham, UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98752&o=2

$end


$tg16=psychos,
$bio

Psychosis [Model TGX020040] (c) 1990 NEC Home Electronics, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84343&o=2

$end


$info=psyvaria,
$bio

Psyvariar - Medium Unit (c) 1999 Success.

- TECHNICAL -

Runs on the "Taito G-Net" hardware.

Players : 2
Control : 8-way joystick
Buttons : 2 => [A] Shoot, [B] Bomb

- TRIVIA -

Released in February 2000 in Japan.

- TIPS AND TRICKS -

* Buzz system : each time the nose or wings of the player's ship grazes a bullet or an enemy, this counts as one "buzz" (only the very center of the ship is vulnerable). For each buzz, a meter at the top of the screen increases by a small increment. When the meter fills up through repeated buzzing, the ship 'levels up' and experiences a brief moment of invincibility. The player can use this short period to risk buzzing more bullets to reach the next level-up, or to avoid particularly difficult bullet patterns. To aid buzzing bullets multiple times, the ship can be repeatedly spun on its axis by rapidly waggling the joystick left and right.

* Secret Stages : Finish a stage with regulation level :
2-C (Valley) : Level 8
3-B (Cloud-bank) : Level 18
4-C (Asteroid-belt) : Level 26
4-D (Colony) : Level 32
Stage 5-B (Photon) : Level 38
5-C (Graviton) : Level 53
6-B (Gluon) : Level 52

* Secret Gfx : Finish all stages without continue ;
Single Play with 1P - male pilot?
Single Play with 2P - female pilot?
Dual Play - ???

- SERIES -

1. Psyvariar - Medium Unit (1999)
2. Psyvariar - Revision (2000)
3. Psyvariar 2 - The Will To Fabricate (2003)

- STAFF -

Planner: Ore808

Main Program: Ore808
Enemy Program: MR2151
Mechanic Design: Fire
Mechanic Modeling: Bymake2, Freez
BG Modeling & CG Rendering: Bymake2, Freez
Character Design: Katsuki, Fire
Sound Compose: Wasi303, Misako Adjumi Sekiguchi, MR2151, Ore808 (Omake)
Sound Effects: Wasi303

- PORTS -

* Consoles :
Sony PlayStation 2 (2002, "Psyvariar Complete Edition")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4070&o=2

$end


$info=psyvarrv,
$bio

Psyvariar - Revision (c) 2000 Success.

- TECHNICAL -

Runs on the "Taito G-Net" hardware.

- TRIVIA -

Released in August 2000.

- TIPS AND TRICKS -

* The game has the same mechanics to "Psyvariar - Medium Unit" with the following differences:
Ship : the core in "Psyvariar - Revision" is more protected and smaller than in "Psyvariar - Medium Unit", so it allows the gamer to take bigger risks in order to level up.
Buzz system : while on "Psyvariar - Medium Unit"  a bullet/enemy can only be buzzed once, in "Psyvariar - Revision" the object can be buzzed more than once.

* Secret Stages : Finish a stage with regulation level.
2-D (Volcano) : Level 24
3-C (City) : Level 80
4-B (Zero Space) : Level 45
4-C (City) : Level 96
X-A (Photon) : Level 56
X-B (Graviton) : Level 118
X-C (Weakboson) : Level 163
X-D (Gluon) : Level 218

And you can play XX area after finish X-D in replay mode. If X-D is missing in replay mode, play normal X-D and get over 20,000 pts.
XX-A (Photon-X)
XX-B (Graviton-X)
XX-C (Weakboson-X)
XX-D (Gluon-X)

* Keep Rolling : Roll with holding bomb button when you have no bomb.

- SERIES -

1. Psyvariar - Medium Unit (1999)
2. Psyvariar - Revision (2000)
3. Psyvariar 2 - The Will To Fabricate (2003)

- PORTS -

* Consoles :
Sony PlayStation 2 (2002, "Psyvariar Complete Edition")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4071&o=2

$end


$info=psyvar2,
$bio

Psyvariar 2 - The Will To Fabricate (c) 2003 Success.

- TECHNICAL -

Runs on the Sega "NAOMI GD-ROM System" hardware.

- TRIVIA -

Psyvariar 2 was released in November 2003.

Developed by Skonec Entertainment, this game uses the SMPL (Skonec Multi Platform Library) and can be ported easily.

Team Entertainment released a limited-edition soundtrack album for this game (Psyvariar 2 Original Soundtrack Plus - KDSD-00032) on 24/03/2004.

- SERIES -

1. Psyvariar - Medium Unit (1999)
2. Psyvariar - Revision (2000)
3. Psyvariar 2 - The Will To Fabricate (2003)

- PORTS -

* Consoles :
Sega Dreamcast (2004)
Microsoft XBOX (2004, "Psyvariar 2 - Extend edition")
Sony PlayStation 2 (2004, "Psyvariar 2 - Ultimate final")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4072&o=2

$end


$info=ptrmj,
$bio

PT Reach Mahjong Game (c) 1979 IPM Corp.

- TRIVIA -

Released in November 1979.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31431&o=2

$end


$nes=pukejing,
$bio

Pu Ke Jing Ling (c) 19?? Unknown [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76896&o=2

$end


$cpc_cass=pubgames,
$bio

Pub Games (c) 1987 Alligata Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98753&o=2

$end


$amigaocs_flop=pubtriv,
$bio

Pub Trivia Simulator (c) 1989 Codemasters Software Company, Limited., The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74810&o=2

$end


$cpc_cass=pubtriv,
$bio

Pub Trivia [Model 3205] (c) 1989 Codemasters Soft. Co., Ltd., The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98754&o=2

$end


$info=sc2pe1g,
$bio

Public Enemy No.1 (c) 1995 Bell-Fruit Mfg. Company, Limited. [B.F.M.].

- TECHNICAL -

[Model 6489]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42205&o=2

$end


$info=sc4pen1,sc4pen1a,sc4pen1b,sc4pen1c,sc4pen1d,
$bio

Public Enemy No.1 (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR6914]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42729&o=2

$end


$info=puchicar,puchicarj,
$bio

Puchi Carat - Gemstone Ohkoku no Sekai (c) 1997 Taito Corp.

Hit the ball with your paddle to destroy jewels in this simple but addictive puzzle game.

- TECHNICAL -

Runs on the "Taito F3 System" Hardware.

Prom Stickers : E46

Players : 4
Control : 8-way joystick
Buttons : 4

- TRIVIA -

Puchi Carat was released in October 1997.

The title of this game translates from Japanese as 'Small Karat - Gemstone Kingdom World'.

The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to 'AAA'.

- TIPS AND TRICKS -

* PLAY AS PATORACO:
After inserting a coin, when C-Mond is teaching how to play, press A(x3) and Start. She will be available between Garnet and Shyst.

* 3RD COSTUME:
Press A button and Start at the same time when selecting your character.

- STAFF -

Producer : Atsuchi Taniguchi
Director : Takahiro Fujito
Game designers : Atsuchi Taniguchi, Takahiro Fujito, Chiho Maeda, Ken Ninomiya, Mari Fukusaki, Yoko Kaneko, Kazuhiro Fujimoto, Nabuhiro Hosomi, Yasuhisa Watanabe (Zuntata)
Character graphics : Chino Maeda, Ken Ninomiya, Mari Fukusaki, Yoko Kaneko, Kazuhiro Fujimoto, Nobuhiro Hosomi
Sound : Yasuhisa Watanabe (Zuntata)
Programmers : Nichiaki Kaneko (I.T.L), Tomoaki Kasuyagi (I.T.L), Yasuhito Nagumo (I.T.L)
Character designer : Yasunobu Kousokabe

- PORTS -

* Consoles : 
Sony PlayStation [JP] (June 25, 1998) "Puchi Carat [Model SLPS-01435]" 
Sony PlayStation [EU] (2000) "Puchi Carat [Model SLES-02070]" 
Nintendo Game Boy Color [JP] (April 23, 1999) "Puchi Carat [Model DMG-ACUJ-JPN]" 
Nintendo Game Boy Color [EU] (December 8, 2000) "Puchi Carat [Model DMG-AIQP-EUR]" 
Sony PlayStation 2 [JP] (July 28, 2005) "Taito Memories Joukan [Model SLPM-66057]" 
Sony PlayStation 2 [AU] (March 30, 2006) "Taito Legends 2 [Model SLES-53852]" 
Microsoft XBOX [EU] (March 31, 2006) "Taito Legends 2" 
Sony PlayStation 2 [EU] (March 31, 2006) "Taito Legends 2 [Model SLES-53852]" 
Sony PlayStation 2 [US] (May 16, 2007) "Taito Legends 2 [Model SLUS-21349]" 

* Computers : 
PC [MS Windows, CD-ROM] [EU] (March 31, 2006) "Taito Legends 2" 
PC [MS Windows, CD-ROM] [US] (July 10, 2007) "Taito Legends 2"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2062&o=2

$end


$gbcolor=puchicarj,
$bio

Puchi Carat (c) 1999 Taito Corp.

- TECHNICAL -

Cartridge ID: DMG-ACUJ-JPN

- TRIVIA -

Puchi Carat for Game Boy Color was released on April 23, 1999 in Japan. It was then re-released as a Nintendo Power edition on July 1, 2000.

The arcade version of this game was released in October 1997 and sub-titled 'Gemstone Ohkoku no Sekai'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68613&o=2

$end


$gbcolor=puchicar,
$bio

Puchi Carat (c) 2000 Event Evolution Ent.

- TECHNICAL -

Game ID: DMG-AIQP-EUR

- TRIVIA -

Puchi Carat for Game Boy Color was released on December 8, 2000 in Europe.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68612&o=2

$end


$psx=puchicar,
$bio

Puchi Carat (c) 1998 Taito Corporation.

- TECHNICAL -

Game ID: SLPS-01435

- TRIVIA -

Puchi Carat for PlayStation was released on June 25, 1998 in Japan. A 'Value Disc' edition [Model SLPM-86545] was released on June 22, 2000. The game was then released on the PlayStation Store as a PSOne Classic [Model NPJJ-00202] on September 24, 2008.

The arcade version of the game was released in October 1997 and sub-titled 'Gemstone Ohkoku no Sekai'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85182&o=2

$end


$x68k_flop=puchipuc,
$bio

Puchi Puchi Pro-68K (c) 1990 Hazama Kuroo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88532&o=2

$end


$info=puckpepl,
$bio

Puck-People (c) 199? Microhard.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 12 Mhz)

Screen orientation : Horizontal
Video resolution : 376 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048

Players : 2
Control : 8-way Joystick
Buttons : 2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5288&o=2

$end


$info=puckmanb,
$bio

Puckman (c) 198? Unknown

This final bootleg/hack upright model was a complete fake, but there were a lot of them. They seemed to use converted Namco cabinets, painted white, and were decorated with very strange looking sideart that showed Puckmen and ghosts that looked nothing like the ones on any other Puckman/Pac-Man products. (Since when has Puckman had green frogs legs?) The marquee had an odd Puckman logo in yellow and orange, along with a picture of the blue ghost and the strange 'frog legged' Puckman.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65316&o=2

$end


$info=puckpkmn,puckpkmna,puckpkmnb,
$bio

Puckman Pockimon (c) 2000 IBS Company, Limited.

A "Pac-man" style game with Pac-Man and Pocket Monster (Pok'n) characters. Player 1 controls Puckman and Player 2 controls Pikachu's head. Trying to catch you are the Ghost Monsters from the Pac-man games along with some Pocket Monsters. Get the 'power fruit' and you can eat them instead. When you complete a level, you are shown a digitized photograph of an Asian woman for some reason.

- TECHNICAL -

Sega System C2 hardware

Main CPU : Motorola 68000 (@ 7.670442 Mhz)
Sound Chips : YM3438 (@ 7.670442 Mhz), SN76496 (@ 3.57954 Mhz), OKI6295 (@ 8 Khz)

Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 64

Players : 2
Control : 8-way joystick
Buttons : 1

- TRIVIA -

The game's creators probably did not get permission from Namco or Nintendo to use the characters, since there are no copyright notices indicating otherwise. While 'Pockimon' is a misspelling of 'Pokemon', "Puckman" is "Pac-Man"'s original name in Japan.

Most of the sound effects and music were taken from "Ms. Pac-Man".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2064&o=2

$end


$info=puckman,puckmod,puckmanf,puckmanh,
$bio

Puckman (c) 1980 Namco.

Puckman is the seminal and hugely influential arcade game in which the player guides the legendary Puckman around a single-screen maze eating dots. Puckman is constantly pursued in his task by four colored ghosts. Each ghost has its own unique personality and behavioural patterns and a single touch from any of the ghosts results in Puckman losing a life. When all of Puckman's lives are lost, the game is over.

Power pills are situated in each corner of the rectangular maze and eating one of these makes Puckman temporarily invincible; the four ghosts also change to dark blue in color and can now be eaten by Puckman. But watch out...a flashing blue ghost indicates that the power pill is about to wear off and the ghosts are about to transform back to their former selves again. Once Puckman eats a blue ghost, this 'skinned' ghost then becomes visible as a pair of eyes only, will return to the ghost pen in the middle of the maze, regenerate into its former self, and return to the maze to continue its pursuit of Puckman. 

Each maze contains 240 dots and 4 power pills, and all must be eaten to complete the level; whereupon the entire sequence begins again with an increased level of difficulty (the action increases in speed and power pills decrease in effectiveness). 

Twice in every level, a bonus fruit or prize item will temporarily appear in the middle of the maze below the ghost pen. Puckman can eat these bonus items to receive extra points. Also, there is an escape tunnel on each side of the maze that Puckman can use to escape any ghosts that are currently closing in on him. The ghosts can also use the tunnel, but take longer to pass through it than Puckman, making escape a little easier. 

Between certain rounds, funny intermissions will be played featuring Puckman and the ghosts in funny situations. Three intermissions are present: 
1) The red ghost chases Puckman across the screen and off the side. Then he re-appears running in the opposite direction, having turned blue, followed by a giant Puckman! This intermission is played after Round 2. 
2) The red ghost is again chasing Puckman, but this time he rips his red sheet on a nail on the ground, and we can see his pink body under the sheet! This intermission is played after Round 5. 
3) The red ghost chases Puckman across the screen once more, this time with his sheet sewn. They disappear at the left side and then the ghost reappears coming back the opposite direction. This time he is bare and drags his sheet behind him. This intermission is played after Rounds 9, 13 and 17. 

No intermission is present between rounds after the 18th one.

- TECHNICAL -

The original Namco Puckman Upright model came in a white cabinet that may look familiar to most gamers. This cabinet is the same 'swoopy' design used for Pac-Man and Galaxian. The only actual design difference was the coin door. The Japanese version had a tall coin door with a single coin mech, while the U.S. version, Pac-Man, had a fat coin door with two coin mechs installed. However, the graphics on the Japanese machine were completely different from those of the U.S. machine. The marquee had the 'Puckman' logo off to the right-hand side at an angle, and showed a scene with half a dozen cartoon Puckmen eating power pellets, with a few ghosts lingering off to the side. The monitor bezel was largely red and was of a circular design and had many Puckmen lounging around the perimeter of the circle. The control panel continued the reddish graphics and had instructions in Japanese, along with a yellow ball-top 4-Way joystick and Start buttons for each player. The sideart was a large circular sticker that advertised the game's name, and had many cartoon Puckmen in action around the edges of the circle, with the word Namco displayed prominently at the bottom. The cabinet was finished off with yellow t-molding on the edges. 

Main CPU : Zilog Z80 (@ 3.072 Mhz) 
Sound Chips : Namco 3-channel WSG 

Players : 2 
Control : 4-way joystick

- TRIVIA -

The game was first introduced to the Japanese arcade market in May 1980 and caught the hearts and imaginations of the public like no other game before it, and few since. It is still regarded as the hallmark of the 'golden age' of video games and an icon of 1980's popular culture. 

The game was originally known in Japan as Puckman, but due to the West's predilection with changing words to vulgarities by scratching part of the word off (in this case, changing the word 'Puck' to something rather less socially acceptable by scratching off part of the letter 'P'), the name was changed to "Pac-Man" for its release to the American arcade market in October 1980. The name 'Pac-Man' comes from the Japanese slang term 'paku-paku', which describes the motion of the mouth opening and closing during eating and translates to English as 'to eat'. 

Toru Iwatani, author and designer of Puckman: "Puckman's character is difficult to explain even to the Japanese -- he is an innocent character. He hasn't been educated to discern between good and evil. He acts more like a small child than a grown-up person. Think of him as a child learning in the course of his daily activities. If someone tells him guns are evil, he would be the type to rush out and eat guns. But he would most probably eat any gun, even the pistols of policemen who need them." 

Puckman was, quite literally, conceived at lunchtime. Iwatani, then in his mid 20s, was very hungry and ordered himself a pizza for lunch. He took one slice, and, looking at the rest of the pizza, Puckman was born. However, in later years, Iwatini has suggested the shape was based on the Japanese character 'kuchi', meaning mouth. He rounded off this shape, and created the classic shape. The game took 1 1/2 years to complete and had five people on its team. Puckman is the greatest selling arcade game of all time and is arguably also the world's most recognized video-game character of all time. It had its own cartoon, lunch box, board game, stickers and hundreds of other products. This was largely due to Puckman being the first truly distinctive video-game 'character', and it changed the face of video games forever. Puckman was the first video game to be as equally popular to women as it was with men. 

* A place in video game history: "Pac-Man is the most universally known arcade game," said Chris Lindsey, director of the National Video Game and Coin-Op Museum in St. Louis. "Everybody knows about Pac-Man. And, I've noticed, almost everybody can play Pac-Man pretty well. Pac-Man makes just about the best use of the joystick one can imagine. It's so intuitive that it puts other games to shame in terms of how easy it is for a person to walk up, stick a quarter in the machine, and start doing something meaningful. At the time, Pac-Man introduced a completely unique style of game play and was also highly identifiable in terms of its music. With Pac-Man, everything was there. The video game industry needs another game that captures the public's heart like Pac-Man, and so far, no one has been able to come up with it." 

* The great 25-cent escape: "People expect to see Pac-Man when they come into the museum, and without fail, when they see it, they want to play it," Lindsey said. "People remember spending hours and hours at Pac-Man. They like to see how good they are now when they play it. And I would say that, perhaps more than any other game, the same playing skills still apply. Perhaps it's because of the intuitive game play. You don't have to memorize the behavior of a wide array of enemies as you do with some other games. You just have to remember that when the ghosts turn blue, you only have seconds, until they start seriously blinking, to go and get them. And Pac-Man is a little looser in its style of game play - more open. For instance, you can kill time in the lower left hand corner until you see an opening between the ghosts, and you can strategize a bit more: You can play with the tunnels, you can play with the position of the ghosts in relation to the energizers. Even people who haven't played in years remember those strategies."

After all these years, the challenge of Pac-Man still remains. 

"You can also get into some really fun jams, when you've got a ghost on your tail and you have to make a decision about whether you're going to go left, or right, or straight at the next junction, which is in .03 seconds," Lindsey said. "It gets to be pretty tense, especially when those ghosts start moving really fast and the energizers aren't lasting as long. Pac-Man can be a real heart-thumping game." 

After the 255th level, Puckman/Pac-Man presents the player with the infamous 'split-screen' level, where the left-half of the screen is normal, but the right-half of the screen is garbled with a mess of letters, numbers, symbols and other graphics. This level cannot be completed because there are not enough dots on screen to be eaten! This is the result of a bug in the routine drawing the fruits at the bottom of the screen, according to the round number. Indeed, the code works as follows: 
1) it increases the last round number by one; 
2) it checks if the result is smaller than 8 (in this case, you still would not have enough fruits to fill the line and some blank space must be drawn); 
3) it checks if the result is larger than 19 (in this case, it has only to draw keys); 
4) finally, it fills the bottom bar with the correct fruits. 

In particular, if the round number is smaller than 8, the game draws as many fruits as the previous round number. This produces an undesirable effect right after the 255th level. 

Indeed, 256 = 255+1 becomes 00 for the CPU (which expects to use the last 2 hexadecimal digits only, and 256 = 100 in hex)! 

Therefore, the game thinks to be in one of the first 7 levels (because 0 is smaller than 7), but it tries to draw 255 fruits (because the last round number was 255). Of course, there is no space for that many fruits to be displayed and the game starts to draw garbage on the main screen. 
Fixing the original code (either through a cheat in emulation, or hacking the roms on the PCB) would results in a 256th level identical to the first one (cherries will appear) but harder, since ghosts will behave as they do in levels beyond the 19th. 

The alien spaceship "Galaxian" makes an appearance as the prize in the 9th and 10th boards. 

Note : Excluding bootlegs, there are 23 different name/nickname combinations for the ghosts in Puckman/Pac-Man (29 including 'Sue' from "Ms. Pac-Man", 'Tim' from "Jr. Pac-Man", 'Common' and 'Grey Common' from the Japanese version of "Pac-Mania", and 'Funky' and 'Spunky' from the American version of "Pac-Mania"). 

'Galaxian' boards will run in Pac-Man machines, but the sound pinout is different, so the pinout at the connector would have to be modified. To fire, one would have to press UP on the joystick. 

Billy Mitchell, Rick Fothergill, Chris Ayra, Tim Balderramos and Donald Hayes all hold the official record for this game on 'Regular (TGTS)' settings with a perfect score of 3,333,360 points on July 3, 1999, July 31, 1999, February 16, 2000, December 4, 2004 and July 21, 2005, respectively. 

Chris Ayra holds the official record for the fastest time to get a perfect game on 'Regular' settings with 3:42:05 on April 2, 2002. 

Ron Corcoran holds the official record for this game on 'Speedup' settings with 1,321,020 points on May 13, 2001.

- UPDATES -

The attract mode's title sequence introduces the ghosts with name/nickname combinations displayed on the upper half of the screen. 

The default name/nickname combinations for the ghosts in the original Japanese version are : 
Oikake - "Akabei" (translation: Chaser - "Red Guy") (red ghost)
Machibuse - "Pinky" (translation: Ambusher - "Pink Guy") (pink ghost)  
Kimagure - "Aosuke" (translation: Fickle - "Blue Guy") (cyan ghost) 
Otoboke - "Guzuta" (translation: Stupid - "Slow Guy") (orange ghost)  

The Japanese version also has a DIP switch for alternate name/nickname combinations for the ghosts. These alternate names are : 
Urchin - "Macky" (red ghost) 
Romp - "Micky" (pink ghost) 
Stylist - "Mucky" (cyan ghost) 
Crybaby - "Mocky" (orange ghost) 

The name/nickname combinations for the ghosts in the North American version are : 
Shadow - "Blinky" (red ghost)
Speedy - "Pinky" (pink ghost)
Bashful - "Inky" (cyan ghost)
Pokey - "Clyde" (orange ghost)

Unlike the Japanese version, the American version has no DIP switch for alternate ghost names.

ADDITIONAL NOTES: 

In Japan Set 3: 
* At the top of the title screen, instead of 'Nickname', it says 'Ghost'. 
* The 'Press Start' screen displays 1981 as the year of release, instead of 1980.

- SCORING -

Dot : 10 points. 
Power pill (energizer) : 50 points. 
Ghosts : 200, 400, 800, 1,600 points. 
Cherry : 100 points. 
Strawberry : 300 points. 
Peach : 500 points. 
Apple : 700 points. 
Pineapple : 1,000 points. 
Galaxian : 2,000 points. 
Bell : 3,000 points. 
Key : 5,000 points.

- TIPS AND TRICKS -

* The number of lives Puckman starts with depends on the 'Lives' dip switch setting (1, 2, 3, or 5; the default is 3).

* An extra life is awarded based on the 'Extra Lives' dip switch setting (10,000, 15,000, 20,000, or None; the default is 10,000). 

* Fruits appear twice on each board. The first fruit appears after Puckman has eaten 70 dots; the second fruit appears once there are only 70 dots remaining in the maze. 

* At the beginning of a round, the ghosts won't immediately pursue Puckman. Use this time the best as you can. 

* Puckman can turn corners faster than the ghosts can, so turning many corners can help you escape ghosts. 

* The tunnel allows Pac-Man and the ghosts to instantly travel from one side of the maze to the other. While traveling through the tunnel, Puckman moves at normal speed, but the ghosts' speed is reduced in half. This provides Puckman with a good opportunity to put some distance between him and the ghosts, but be careful not to get trapped by another ghost entering the opposite side. 

* Stall Puckman from entering the tunnel and then, just before the ghosts reach him, send him through the tunnel. By attracting the ghosts to one side of the screen, you reduce Puckman's chances of meeting them when he emerges on the other side of the screen.

* If you hold the joystick in a direction that is blocked by a wall, Puckman will turn in that direction as soon as he reaches a passage leading in that direction. Remember this to turn corners as fast as you can. 

* Remember that eating dots will slow Puckman down a little bit: avoid parts of the maze in which you've not been yet if you are trying to escape ghosts! 

* Try not to eat power pills until the ghosts are near. The longer Puckman waits, the closer the ghosts get, and the easier it is for Puckman to eat them once they have turned blue. 

* Mind that, as the levels increases, the ghost speed increases as well! 

* In later rounds, you're not going to be able to eat ghosts after eating a power pill, because the vulnerability time decreases to zero. This is when you need to learn how to avoid the ghosts understanding their movement and their moving patterns! 

* Right above the ghost pen, there are two paths leading upward to the upper part of the maze. The ghosts never travel upward through these holes while they're in their normal forms; they only do while they're blue after Puckman has eaten a power pill. Indeed, they only exit the area around the ghost pen from the sides or the bottom. These are not completely safe corners, since ghosts can travel downward through them, anyway they often represents a safe passage to flee from ghosts pursuing you around the ghost pen. 

* Ghosts' Movements : First of all, remember that ghosts are not always following you! Their movements follow two distinct phases: one in which they avoid Puckman and one in which they hunt him down. In the former phase, each ghost patrols his personal corner of the maze. In the latter one, they will try to find Puckman, following their personal 'behavior': 
1) The red ghost tends to patrol the top-right corner of the maze and he follows Puckman always trying to minimize their respective distance. 
2) The pink ghost tends to patrol the top-left corner of the maze and he follows Puckman trying to reach a position slightly in front of Puckman, in the direction he's moving. 
3) The cyan ghost tends to patrol the bottom-right corner of the maze and he has the most complicated AI since he moves towards a point determined by both Puckman's position and the red ghost's position. 
4) The orange ghost tends to patrol the bottom-left corner of the maze and he only tries to be close to Puckman, without hunting him directly. 

Ghosts alternate these two different behaviors (hiding and hunting) a few times in each round, then they start to pursue Puckman restlessly until all the dots are eaten, or they manage to catch him. 

Additionally, as soon as a certain number of dots has been cleared from the maze (this number decreases as the levels pass), the red ghost's speed will increase and he won't stop to search for Puckman anymore.

- SERIES -

1. Puckman (1980, ARC) 
2. Super Pac-Man (1982, ARC) 
3. Pac & Pal (1983, ARC) 
4. Pac-Land (1984, ARC) 
5. Pac-Mania (1987, ARC) 
6. Hello! Pac-Man [Model SHVC-PN-JPN] (1994, Super Famicom, Mega Drive) 
7. Pac-In-Time [Model SHVC-APTJ-JPN] (1994, Super Famicom; 1995, Game Boy) 
8. Pac-Man Arrangement (1996, ARC) : part of "Namco Classics Collection Vol.2"
9. Pac-Man World [Model SLPS-02345] (1999, PS) 
10. Ms. Pac-Man Maze Madness [Model SLPS-03000] (2000, PS) 
11. Pac-Man World 2 [Model SLPS-25141] (2002, PS2, PC) 
12. Pac-Man Arrangement (2005, PSP) : part of "Namco Museum [Model ULJS-00012]" 
13. Pac 'n Roll [Model NTR-APNJ-JPN] (2005, DS) 
14. Pac-Pix [Model NTR-APCJ-JPN] (2005, DS) 
15. Pac-Man Arrangement Plus (2006, PSP) : part of "Namco Museum Vol.2 [Model ULJS-00047]" 
16. Pac-Man Championship Edition (2007, XBLA) 
17. Pac-Man Championship Edition DX (2010, XBLA, PSN) 
18. Pac-Man Party [Model RVL-SP7J-JPN] (2010, Wii)
19. Pac-Man Battle Royale (2011, ARC) 
20. Pac-Man Tilt (2011, 3DS) : part of "Pac-Man & Galaga Dimensions [Model CTR-APGJ-JPN]"
21. Pac-Man Championship Edition DX+ (2013, XBLA, PSN) 
22. Pac-World (2014, 3DS, Wii U, PS3)
23. Pac-World 2 (2014, 3DS, Wii U, PS3)

- STAFF -

Designed by : Toru Iwatani 
Programmed by : Hideyuki Mokajima 
Music & Sound by : Toshio Kai

- PORTS -

NOTE: For ports released in North America, please see the Midway Pac-Man (North American version) upright entry. 

* Consoles : 
Atari 2600 [JP] (1983) 
Nintendo Famicom [JP] (November 2, 1984) "Pac-Man [Model NPM-4500]" 
Nintendo NES [EU] (1990) 
Nintendo NES [AU] (1990) by HES 
Nintendo Famicom Disk [JP] (May 18, 1990) "Pac-Man [Model NDS-PAC]" 
Sony PlayStation [JP] (November 22, 1995) "Namco Museum Vol.1 [Model SLPS-00107]" 
Sony PlayStation [AU] (1996) "Namco Museum Vol.1 [Model SCES-00243]" 
Sony PlayStation [EU] (August 1996) "Namco Museum Vol.1 [Model SCES-00243]" 
Sony PlayStation 2 [JP] (January 26, 2006) "Namco Museum Arcade Hits! [Model SLPS-25590]" 
Microsoft XBOX [EU] (March 24, 2006) "Namco Museum - 50th Anniversary" 
Sony PlayStation 2 [EU] (March 31, 2006) "Namco Museum - 50th Anniversary [Model SLES-53957]" 
Nintendo GameCube [EU] (May 5, 2006) "Namco Museum - 50th Anniversary [Model DOL-G5NP-EUR]" 
Microsoft XBOX 360 [XBLA] [EU] [JP] [AU] (August 9, 2006) 
Microsoft XBOX 360 [EU] (May 15, 2009) "Namco Museum - Virtual Arcade" 
Microsoft XBOX 360 [AU] (June 3, 2009) "Namco Museum - Virtual Arcade" 
Microsoft XBOX 360 [XBLA] [JP] (November 5, 2009) "Namco Museum - Virtual Arcade [Model 2RD-00001]" 
Sony PlayStation 3 [JP] (January 29, 2009) "Namco Museum.comm [Model NPJB-00012]" 
Sony PlayStation 3 [EU] (April 1, 2010) "Namco Museum Essentials [Model NPEB-00104]" 
Sony PlayStation 3 [AU] (April 1, 2010) "Namco Museum Essentials" 
Microsoft XBOX 360 [XBLA] [KO] [EU] [AU] (February 26, 2014) "Pac-Man Museum" 
Sony PlayStation 3 [PSN] [EU] [AU] (February 26, 2014) "Pac-Man Museum [Model NPEB-01892]" 
Sony PlayStation 3 [PSN] [KO] (February 26, 2014) "Pac-Man Museum" 
Microsoft XBOX 360 [XBLA] [JP] (June 25, 2014) "Pac-Man Museum" 
Sony PlayStation 3 [PSN] [JP] (June 25, 2014) "Pac-Man Museum" 

* Handhelds : 
Nintendo Game Boy [JP] (November 16, 1990) "Pac-Man [Model DMG-PCA]" 
Sega Game Gear [JP] (January 29, 1991) "Pac-Man [Model T-14017]" 
Nintendo Game Boy [EU] (1991) "Pac-Man [Model DMG-PC-NOE]" 
Nintendo Game Boy [AU] (1991) "Pac-Man [Model DMG-PC-AUS]" 
Nintendo Game Boy Color [EU] (1999) "Pac-Man - Special Colour Edition [Model DMG-AACP-EUR]" 
SNK Neo-Geo Pocket Color [JP] (August 26, 1999) "Pac-Man [Model NEOP00550]" 
SNK Neo-Geo Pocket Color [EU] (October 1, 1999) "Pac-Man [Model NEOP0055]" 
Nintendo Game Boy Advance [EU] (December 7, 2001) "Pac-Man Collection [Model AGB-APCP]" 
Nintendo Game Boy Advance [JP] (January 11, 2002) "Pac-Man Collection [Model AGB-APCJ-JPN]" 
Sony PSP [JP] (February 24, 2005) "Namco Museum [Model ULJS-00012]" 
Sony PSP [KO] (May 2, 2005) "Namco Museum [Model ULJS-45005]" 
Sony PSP [EU] (December 9, 2005) "Namco Museum Battle Collection [Model UCES-00116]" 
Nintendo Game Boy Advance [EU] (March 31, 2006) "Namco Museum - 50th Anniversary [Model AGB-B5NP-EUR] 
Nintendo DS [JP] (October 11, 2007) "Namco Museum DS [Model NTR-YNMJ-JPN]" 
Nintendo DS [EU] (February 29, 2008) "Namco Museum DS [Model NTR-YNMP-EUR]" 
Nintendo 3DS [JP] (June 23, 2011) "Pac-Man & Galaga Dimensions [Model CTR-APGJ-JPN]" 
Nintendo 3DS [AU] (August 25, 2011) "Pac-Man & Galaga Dimensions [Model CTR-APGP-AUS]" 
Nintendo 3DS [EU] (August 26, 2011) "Pac-Man & Galaga Dimensions [Model CTR-APGP-EUR]" 

* Computers : 
Exidy Sorcerer (1981) "Chomp" 
BBC B [EU] (1982) by Acornsoft : Renamed "Snapper" after Acornsoft was sued. 
Commodore C64 [EU] (1983) 
Sharp X-1 [JP] (1983) 
Sharp MZ-80K [EU] Pacman
Fujitsu FM-7 [JP] (1984)
Acorn Electron [EU] (1984) "Snapper" 
MSX [JP] (1984) 
MSX [EU] (1984) by Bug Byte 
Amstrad CPC [EU] (1985) 
Thomson TO8 [EU] (1986) "Compilation Contacthoms" 
Atari ST (1986) "Spook - Mighty Munchers" 
Sinclair ZX Spectrum [EU] 
Sharp X68000 [JP] (1988) 
PC9801 [JP] (November 13, 1992) by Wiz 
PC [MS Windows, CD-ROM] [JP] (June 9, 1998) "Namco History Vol.3" 
PC [MS Windows, CD-ROM] [AU] (March 27, 2006) "Namco Museum - 50th Anniversary" 
PC [MS Windows, CD-ROM] [EU] (May 19, 2006) "Namco Museum - 50th Anniversary" 
PC [Online] [AU] (February 25, 2014) "Pac-Man Museum" 
Steam [EU] (February 25, 2014) "Pac-Man Museum" 

* Arcade : 
[JP] (1996) "Namco Classics Collection Vol.2"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2063&o=2

$end


$info=pucky,
$bio

Pucky (c) 1989 Unknown.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=44895&o=2

$end


$msx2_flop=pudlland,
$bio

Puddle Land (c) 1999 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101963&o=2

$end


$pico=poohcornb,
$bio

Puff e as Quatro Estações [Model MPR-18334] (c) 199? Tec Toy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75767&o=2

$end


$cpc_cass=puffysag,
$bio

Puffy's Saga [Model 44] (c) 1989 Hit Squad, The [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98755&o=2

$end


$amigaocs_flop=puffysag,
$bio

Puffy's Saga [Winning 5] (c) 1989 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74811&o=2

$end


$megadriv=puggsy,puggsyp,
$bio

Puggsy (c) 1993 Psygnosis

- TRIVIA -

Reviews:
[FR] September 1993- Consoles + N.23: 91%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56781&o=2

$end


$megadriv=puggsyu,
$bio

Puggsy (c) 1993 Psygnosis

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57354&o=2

$end


$amigaocs_flop=puggsy,
$bio

Puggsy (c) 1994 Psygnosis, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74812&o=2

$end


$segacd=puggsy,
$bio

Puggsy [Model 113035] (c) 1993 Psygnosis, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60788&o=2

$end


$megacd,megacdj=puggsy,
$bio

Puggsy [Model T-113035-50] (c) 1993 Psygnosis, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60648&o=2

$end


$saturn,sat_cart=pukunpa,pukunpaa,
$bio

Pukunpa - Joshikousei no Houkago... (c) 1996 Athena Co. Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59546&o=2

$end


$psx=pukunpaj,
$bio

Pukunpa Joshikousei No Houkago... [Model SLPS-00409] (c) 1996 Athena Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85559&o=2

$end


$gba=pukupkcd,
$bio

PukuPuku Tennen Kairanban - Koi no Cupid Daisakusen [Model AGB-BPQJ-JPN] (c) 2004 Marvelous Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72559&o=2

$end


$gba=pukupkil,
$bio

PukuPuku Tennen Kairanban - Youkoso! Illusion Land he [Model AGB-B3PJ-JPN] (c) 2004 Marvelous Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72560&o=2

$end


$gba=pukupk,
$bio

PukuPuku Tennen Kairanban [Model AGB-APUJ-JPN] (c) 2002 Victor Interactive Software, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72558&o=2

$end


$info=pulirula,pulirulaj,
$bio

PuLiRuLa (c) 1991 Taito Corporation.

PuLiRuLa is a six-level, sideways scrolling beat-em-up for 1 or 2 players that defies any logic in either its theme or its graphical approach; that places the players in a dream-like world populated by armies of strange and bizarre creatures. 

PuLiRuLa's plot centres around the world of 'Radishland'. Each of Radishland's six towns is kept running smoothly with the aid of a giant key, which is necessary to keep the world's 'time-flow' moving. The key is stolen by a mysterious enemy and the timeflow is disrupted. Players must fight their way through waves of increasingly abstract enemies in their quest to recover the key and restore time to Radishland. 

To aid players in their quest, they are each armed with a magical stick, with which they can hit and defeat the game's abstract enemies. Players are also armed with a limited number of smart bombs, capable of killing multiple enemies. The smart bombs are as visually unique as the rest of the game; taking the form of such things as a herd of running animals, a purple dancing blob-like man or a man in a giant microwave oven who captures and cooks any on-screen enemies. When killed, the enemies disappear and an animal or townsperson is released from inside the creature.

- TECHNICAL -

Runs on the "Taito F2 System" hardware. It used a graphics extension on the board, the so called Taito F2 Expanded System.

Prom Stickers : C98

Screen Orientation: Horizontal

Players: 2
Control: 8-Way Joystick
Buttons: 2
=> Abstract, Jump

- TRIVIA -

PuLiRuLa was released in November 1991. 

Pony Canyon / Scitron released a limited-edition soundtrack album for this game (PuLiRuLa - PCCB-00091) on July 17, 1992.

- STAFF -

Producer: Hidehiro Fujiwara
Character: Kat, Zawakichi, Carry An Hirrcky
Sound (Team Zuntata): Kazuko Umino (Karu.), Yasuhisa Watanabe (Yack)
Software: Iromust TMR, Exit Kardy, Magician Kaz
Hardware: Yasuhiro Shibuya
Designers: Mt. Mihara B. E. Umakboh
Character Designers: Zak Munn, Masami Kikuchi, Mutter Tomy, E. Bang De Boo. M
Model: E. Saton Go 2

- PORTS -

* Consoles : 
FM Towns Marty [JP] (1994) 
Sega Saturn (August 28, 1997) "PuLiRuLa [Arcade Gears Vol. 1] [Model T-26106G]" 
Sony PlayStation [JP] (August 28, 1997) "PuLiRuLa Arcade Gears [Model SLPS-00928]" 
Sony PlayStation 2 [JP] (July 28, 2005) "Taito Memories Joukan [Model SLPM-66057]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2065&o=2

$end


$saturn,sat_cart=pulirula,pulirulaa,
$bio

PuLiRuLa (c) 1997 Xing Ent.

- TECHNICAL -

Arcade Gears Vol. 1
Model T-26106G

- TRIVIA -

PuLiRuLa for Saturn was released on August 28, 1997 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58916&o=2

$end


$info=m4pulwnc,m4pulwnc__0,m4pulwnc__1,m4pulwnc__2,m4pulwnc__3,m4pulwnc__4,m4pulwnc__a,m4pulwnc__b,m4pulwnc__c,m4pulwnc__d,m4pulwnc__e,m4pulwnc__f,m4pulwnc__g,m4pulwnc__h,m4pulwnc__i,m4pulwnc__j,
$bio

Pull-a-Win (c) 199? Concept.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42982&o=2

$end


$info=pulsar,
$bio

Pulsar (c) 1981 Sega.

Pulsar is a multi-directional shooter where the player must use a four-way joystick to direct a small white tank around changing mazes with a single button to make it fire shots at enemies. The yellow enemies move along the edges of the walls, while the green enemies move randomly and the red enemies bounce off the edges of the walls - and they all move faster, fire faster, and increase in point value, with every round. You should also watch out for "force-field" walls - they will kill your tank if it gets caught in one. If you shoot the Pulsar, it will explode into six enemies. 

You will also have to collect the colored keys to open the numbered locks at the bottom of the maze - you will receive a double-points bonus if you do it in numerical order, but regardless of whether you opened those locks in numerical order or not, you will always receive a bonus for how much fuel you have left at this point. You will receive extra fuel when you kill enemies and open locks; running out will kill you.

- TECHNICAL -

Game ID : 790-805

Main CPU : Zilog Z80 (@ 1.93356 Mhz)
Sound Chips : Discrete circuitry

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 64

Player : 2
Control : 4-way joystick
Buttons : 1

- TRIVIA -

Released during January 1981.

- STAFF -

Designed & programmed by : Larry Clague, Mike Hendricks

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2066&o=2

$end


$famicom_flop=pulsar,
$bio

?????? Space Wars Simulation (c) 1987 Soft Pro International.
(Pulsar no Hikari - Space Wars Simulation)

- TECHNICAL -

Disk ID: SFC-PSR

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65425&o=2

$end


$cpc_cass=pulsator,
$bio

Pulsator (c) 1987 Erbe Soft. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98756&o=2

$end


$megadriv=pulseman,
$bio

Pulseman (c) 1994 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56782&o=2

$end


$cpc_cass=pulsoids,
$bio

Pulsoids [Model IA 0270] (c) 1988 Mastertronic, Ltd. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98757&o=2

$end


$info=pulstar,
$bio

Pulstar (c) 08/1995 Aicom.

An accomplished and graphically superb sideways scrolling shoot-em-up that borrows many of its visual and gameplay elements from all three games in Irem's legendary "R*Type" series; including the Beam weapon and R-type's infamous pod attachment. Unlike "R*Type", however, Pulstar's pod cannot be detached from the front of the ship and merely acts as a shield to protect the player's ship.

Pulstar consists of eight challenging levels, with the player able to start the game on any one of the first four.

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : 0089

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2610 (@ 8 Mhz)

Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096

Players : 2
Control : 8-way joystick
Buttons : 2
=> [A] Attack/Charge attack, [B] Restart the move

- TRIVIA -

Pulstar was one of the first games on the NEO-GEO to use state-of-the-art SGI rendered graphics like those found in Nintendo Super Famicom's "Donkey Kong Country".

The pre-production name of this game was 'Reaction'.

Tracy Miller holds the official record for this game with 68,350 points.

Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Pulstar - PCCB-00192) on 21/10/1995.

- STAFF -

Staff : Nenko, M. Yoshida, T. Nagakubo, Naomi, Daikiti, K. Katoku, K. Urahama, K. Okabe, Toshio. I, Yamadasan, Shion, F. Ryuze
Music composed by : Harumi Fujita, Yasuaki Fujita

- PORTS -

* Consoles :
SNK Neo-Geo CD (1995)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2067&o=2

$end


$neocd=pulstar,
$bio

Pulstar [Model NGCD-089] (c) 1995 SNK [Shin Nihon Kikaku] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68152&o=2

$end


$msx2_flop=pumpkadv,pumpkadvb,pumpkadva,
$bio

Pumpkin Adventure - The Quest for the Holy Grail (c) 1992 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101964&o=2

$end


$msx2_flop=pumpkad2,
$bio

Pumpkin Adventure II (c) 1993 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101965&o=2

$end


$msx2_flop=pumpkad3,pumpkad3d,pumpkad3da,
$bio

Pumpkin Adventure III (c) 1995 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101966&o=2

$end


$gbcolor=pumucklp,
$bio

Pumuckls Abenteuer bei den Piraten [Model CGB-AVED-NOE] (c) 1999 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68614&o=2

$end


$gbcolor=pumucklg,
$bio

Pumuckls Abenteuer im Geisterschloss [Model CGB-BPCD-NOE] (c) 2000 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68615&o=2

$end


$cpc_cass=punchjud,
$bio

Punch & Judy [Model AS 735] (c) 1989 Alternative Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98758&o=2

$end


$x1_flop=punchbal,
$bio

Punch Ball Mario Bros. (c) 1984 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86088&o=2

$end


$pc8801_flop=punchbal,
$bio

Punch Ball Mario Bros. (c) 1984 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92685&o=2

$end


$fm7_cass=punchbal,punchbala,
$bio

Punch Ball Mario Bros. (c) 1984 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93780&o=2

$end


$x1_cass=punchbal,punchbala,
$bio

Punch Ball Mario Bros. (c) 1985 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86262&o=2

$end


$scv=punchboy,
$bio

Punch Boy (c) 1984 Epoch Company, Limited.

- TECHNICAL -

[Model 6 NO.09100]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49092&o=2

$end


$gba=punchkngu,
$bio

Punch King - Arcade Boxing [Model AGB-APGE-USA] (c) 2002 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72562&o=2

$end


$gba=punchkng,
$bio

Punch King - Arcade Boxing [Model AGB-APGP] (c) 2002 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72561&o=2

$end


$info=pnchmn,pnchmna,
$bio

パンチマニア ～北斗の拳～ (c) 2000 Konami Company, Limited.
(Punch Mania - Hokuto No Ken)

A first-person boxing game released by Konami for the arcades. Based on the first anime series, the player fights against characters from the series in one-on-one matches. There six courses in the game, each covering a certain portion of the storyline

- TECHNICAL -

Konami System 573 Hardware

Main CPU : R3000A 32 bit RISC processor, Clock - 33.8688MHz, Operating performance - 30 MIPS, Instruction Cache - 4KB
BUS : 132 MB/sec. 
OS ROM : 512 Kilobytes
Additional Sound Chips : Playstation SPU, 24 Channels, 44.1KHz sample rate, PCM audio source, Digital effects include: Envelope, Looping, Digital Reverb, Load up to 512K of sampled waveforms, Supports MIDI Instruments.
Main RAM: 2 Megabytes 
Video RAM: 2 Megabyte 
Sound RAM : 512 Kilobytes
Graphical Processor : 360,000 polygons/sec, Sprite/BG drawing, Adjustable frame buffer, No line restriction, 4,000 8x8 pixel sprites with individual scaling and rotation, Simultaneous backgrounds (Parallax scrolling)
Sprite Effects : Rotation, Scaling up/down, Warping, Transparency, Fading, Priority, Vertical and horizontal line scroll 
Resolution : 256x224 - 740x480 
Colours : 16.7 million colors, Unlimited CLUTs (Color Look-Up Tables)

- TRIVIA -

Released in March 2000 in Japan.

This game is also known as "Fighting Mania" outside of Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4196&o=2

$end


$info=pnchmn2,
$bio

Punch Mania 2 - Hokuto No Ken (c) 2000 Konami Corp.

Released as an upgrade kit to the original Punch Mania, this expansion features courses based on the second anime series, as well as two different two player modes.

- TRIVIA -

Released in November 2000.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=39421&o=2

$end


$nes=punchoutj,
$bio

Punch-Out!! (c) 1987 Nintendo.

- TRIVIA -

Before the release of Mike Tyson's Punch-Out!! in North America, Nintendo released the game in a gold-colored Famicom cartridge simply titled Punch-Out!! in Japan, without Mike Tyson in it, as a prize for the Golf U.S. Course Famicom Tournament. This version's final boxer was Super Macho Man, who was also the final boxer in the Super Punch-Out!! arcade game. When Mike Tyson's Punch-Out!! sold well in North America, Nintendo later released the Mike Tyson version in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54523&o=2

$end


$nes=punchout,punchoutu,
$bio

Punch-Out!! (c) 1990 Nintendo [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55457&o=2

$end


$info=punchout,punchita,punchoutj,punchouta,
$bio

Punch-Out!! (c) 1984 Nintendo.

The player assumes the role of a green-haired boxer, who must fight his way through six increasingly larger-than-life boxers to earn the title of 'Champ' in this superb 1-on-1 fighting game.

During matches, the player's boxer is viewed from behind as a wire-frame (so the player's opponent can be seen). Players must time their punches, dodges and blocks in order to defeat the opposing boxer.

The player's opponents are each rendered as humorous cartoon-like caricatures - adding much to the game's atmosphere - and each boxer fights in a slightly different style, forcing players to adapt to their strategy. The top monitor is used for statistics while the bottom one is used to display the actual fight.

- TECHNICAL -

Game No. CHP1-UP

Main CPU : Zilog Z80 (@ 4 Mhz)
Sound CPU : Zetex N2A03 (@ 1.789772 Mhz)
Sound Chips : Zetex N2A03 (@ 1.789772 Mhz), Sanyo VLM5030 (@ 3.58 Mhz)

Players : 1
Control : 4-way joystick
Buttons : 3
=> [1] LEFT BLOW, [2] RIGHT BLOW, [3] KNOCKOUT BLOW

- TRIVIA -

Punch-Out!! was released in February 1984 in the arcades.

Punch-Out!!'s innovative game-play and memorable graphics and speech did much to ensure its popularity throughout the 1980s.

The game's title music, is actually the 'Gillette Look Sharp March'. This jingle, originally heard in Gillette radio and television commercials, was later used as the theme song to the Gillette Cavalcade of Sports, which aired boxing matches. The music can also be heard in the 1980 boxing related film 'Raging Bull' during the scene where Jake LaMotta (as played by Robert De Niro) unveils his new nightclub.

Mario, Luigi, Donkey Kong and Donkey Kong Jr. appear as spectators in the crowd - on both sides of the ring.

Rac Carpana holds the official record for this game with 15,999,990 points.

A Punch-Out!! arcade unit can be seen in the 1987 movie 'Over the Top'.

A Game & Watch version was also released the same year under the title 'Boxing'. It was renamed to 'Punch-Out!!' for it's special 1988 U.S. release.

- TIPS AND TRICKS -

* Control Panel Instructions : 
- Power meter indicates your punching power. Build up your punching power by punching the champ, throw a knock-out blow when meter flashes "KO".
- Status meter indicates your/champ's respective stamina, knockdown occurs when status meter reads empty.
- Game is over when you are knocked out or time counts down to zero.
- "Lets keep it clean. Now come out boxing!"

* Here's the system for getting by everyone in 1 round of Punch-Out (warning : This system works on 9 out of 10 Punch-Out machines)...
1) Glass Joe : So easy that you'd have to be trying not to win. But to be 100% sure... Keep guard up till his eyes glow for a big punch, dodge, and hammer him with rights and lefts to the face. Repeat till down.
2) Piston Hurricane : Concentrate blows, especially lefts, to the abdomen. When he backs up and charges in, hit him with a blow to the stomach as soon as he charges into you, he'll go down for the count after the 2nd or third time.
3) Bald Bull : Fairly simple : Right, dodge, left left. Right, dodge left left. Look out for his upper cuts though (get out of the way! duh) and upon his bull-charge you have two options. A hit to the stomach when he is right under you puts him down for the count, but if your reflexes aren't optimum, you are better off at dodging and continuing the fight. Right to the face (or 2 lefts), dodge, right. NO BODY BLOWS TO BALD BULL except on the bull charge.
4) Kid Quick : Soooo easy : Right, dodge, right right dodge right right dodge right right dodge right right dodge right right (these all being blows to the head). VERY EASY as long as you don't lose your rhythm. If ya do get messed up you can usually recover with a a dodge and starting again. No blows to the stomach. This is basically what you'll be doing against Mr. Sandman.
5) Pizza Pasta : Basically you're waiting for him to screw up. Use the kid quick system till he backs off (with the Come on! Come on!) and DODGE his hook. Then pummel him with rights and lefts to the head (ONLY the head), and he won't be fighting back. Repeat till he's dead. If he pins you up against the ropes with shots to the stomach at some point, just get your guard down there and sneak in some lefts and you should break free.
6) Mr. Sandman, the champion : Kid Quick system exactly. Every now and then however he fires a very quick left or right to the head. When he hits you with one, dodge the opposite way of the hit quickly or you'll be going down.

- SERIES -

1. Punch-Out!! (1984)
2. Super Punch-Out!! (1984)
3. Mike Tyson's Punch-Out!! (1987, Nintendo NES)
4. Super Punch-Out!! (1994, Nintendo SNES)
5. Punch-Out!! (2009, Nintendo Wii)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2068&o=2

$end


$msx1_cart=punchy,
$bio

Punchy (c) 1984 Mr. Micro

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77388&o=2

$end


$msx1_cass=punchy,punchya,
$bio

Punchy (c) 1984 Mr. Micro

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94928&o=2

$end


$info=punchy,
$bio

Punchy The Clown (c) 1993 Alvin G.

- TRIVIA -

103 units were produced.

- STAFF -

Design by : Michael Gottlieb, Jim Shird
Art by : Dan Hughes
Music by : Kyle Johnson

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5538&o=2

$end


$cpc_cass=punchy,
$bio

Punchy [Model SOFT 150] (c) 1985 Amsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98759&o=2

$end


$bbca_cass,bbcb_cass=puncmn12,
$bio

Puncman 1 and 2 (c) 19?? Chalksoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52264&o=2

$end


$x68k_flop=puninces,
$bio

Punincess Maker (c) 1992 Oguchin

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88533&o=2

$end


$info=punkshot,punkshot2,punkshotj,
$bio

Punk Shot (c) 1990 Konami.

Street basketball game two on two with punks and punchs!

- TECHNICAL -

Game ID : GX907

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound CPU : Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), K053260 (@ 3.579545 Mhz)

Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048

Players : 4
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in November 1990.

King Records released a limited-edition soundtrack album for this game (Konami Game Music Collection Vol.3 - KICA-7502) on 05/05/1991.

- UPDATES -

The US version is slightly different, it has the "Winners Don't Use Drugs" screen.

- STAFF -

[Model FB-1000]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2070&o=2

$end


$cpc_cass=punkstar,
$bio

Punk Star [Model AMC-620] (c) 1988 Iber Soft. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98762&o=2

$end


$info=punk,
$bio

Punk! [Model 674] (c) 1982 Gottlieb.

- TECHNICAL -

Gottlieb System 80A
Model Number : 674

- TRIVIA -

959 units were produced. The game was produced after the designer of the playfield had left the company.

- STAFF -

Design by : Tom Szafransky
Art by : Terry Doerzaph, David Moore

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5539&o=2

$end


$saturn,sat_cart=pupbreed,
$bio

Pup-Breeder (c) 1996 Sai-Mate, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59547&o=2

$end


$bbca_cass,bbcb_cass=puppetmn,
$bio

Puppet Man (c) 1987 Larsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52265&o=2

$end


$x68k_flop=puppetsh,
$bio

Puppet Show (c) 1989 Great [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88013&o=2

$end


$pc8801_flop=puppetsh,
$bio

Puppet Show (c) 1989 Great [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92686&o=2

$end


$gba=puppyluv,
$bio

Puppy Luv - Spa and Resort [Model AGB-BYXE-USA] (c) 2007 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72563&o=2

$end


$pc98=pure,
$bio

Pure (c) 1989 Queensoft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90424&o=2

$end


$pc8801_flop=pure,purea,
$bio

Pure (c) 1989 Queensoft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92687&o=2

$end


$pc98=pure2,
$bio

Pure 2 (c) 1990 Queensoft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90425&o=2

$end


$pc8801_flop=purebloc,
$bio

Pure Block (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92688&o=2

$end


$pc8801_flop=pure2,pure2a,
$bio

Pure II (c) 1990 Queensoft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92689&o=2

$end


$info=m4purmad,
$bio

Pure Madness (c) 199? Union Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15644&o=2

$end


$pc8801_flop=puremydo,
$bio

Pure My Doll (c) 1991 Agumix [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92690&o=2

$end


$pc98=puremydl,
$bio

Pure My Dool (c) 1990 Agumix [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90426&o=2

$end


$info=ss6559,ss6560,ss6561,ss6562,ss6563,ss6564,ss6565,
$bio

Pure Pleasure (c) 1996 IGT [International Game Technologies].

2-Coin Multiplier slot.

- TECHNICAL -

[Model 262A]

- TRIVIA -

Released in December 1996.

- UPDATES -

SS6559
SS6560
SS6561
SS6562
SS6563
SS6564
SS6565

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=37676&o=2

$end


$saturn,sat_cart=purikura,purikuraa,
$bio

Purikura - Princess Clara Daisakusen (c) 1996 Atlus Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59548&o=2

$end


$info=prikura,
$bio

プリクラ大作戦 (c) 1996 Sega.
(Purikura Daisakusen)

- TECHNICAL -

Runs on the "ST-V [Sega Titan Video Game System]" hardware.

Players : 2
Control : 8-way joystick
Buttons : 6

- TRIVIA -

Released in September 1996.

The title of this game translates from Japanese as 'Princess Clara's Big Operation'.

Clara first appeared on the Atlus/Cave "Power Instinct 2" fighting game.

- PORTS -

* Consoles :
Sega Saturn (1996)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2071&o=2

$end


$gameboy=purikura,
$bio

Purikura Pocket - Fukanzen Joshikousei Manual [Model DMG-APPJ-JPN] (c) 1997 Atlus Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66785&o=2

$end


$gameboy=purikur2,
$bio

Purikura Pocket 2 - Kareshi Kaizou Daisakusen [Model DMG-A2PJ-JPN] (c) 1997 Atlus Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66786&o=2

$end


$gameboy=purikur3,
$bio

Purikura Pocket 3 - Talent Debut Daisakusen [Model DMG-A3PJ-JPN] (c) 1998 Atlus Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66787&o=2

$end


$pc8801_flop=puripure,
$bio

Puripureprichi-purin (c) 1995 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92691&o=2

$end


$pc98=purplec1,
$bio

Purple Cat Vol. 1 - Bunny Girl Tokushuu (c) 1993 Palm Tree Software [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90427&o=2

$end


$pc98=purplec2,
$bio

Purple Cat Vol. 2 - Hospital Tokushuu (c) 1993 Palm Tree Software [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90428&o=2

$end


$pc98=purplec3,
$bio

Purple Cat Vol. 3 - Jokyoushi Tokushuu (c) 1993 Palm Tree Software [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90429&o=2

$end


$info=ss6623,ss4099,ss6326,ss3665,ss6325,ss4628,ss3966,ss3817,ss6324,ss3441,ss4244,ss0202,ss3442,ss7252,ss7872,ss3443,ss3799,ss4414,ss8082,ss8081,
$bio

Purple Passion (c) 199? IGT [International Game Technologies].

2-Coin Multiplier slot.

- UPDATES -

SS6623
SS4099
SS6326
SS3665
SS6325
SS4628
SS3966
SS3817
SS6324
SS3441
SS4244
SS0202
SS3442
SS7252
SS7872
SS3443
SS3799
SS4414
SS8082
SS8081

- PORTS -

* Computers :
Microsoft Windows (2010, "IGT Slots - Wolf Run")
Mac OS X (2010, "IGT Slots - Wolf Run")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46167&o=2

$end


$info=ss4100,ss3664,ss4634,ss3436,ss3634,ss3631,ss7117,ss3438,ss3632,ss3633,ss3635,ss8088,ss8087,
$bio

Purple Passion (c) 2003 IGT.

3-Coin Multiplier slot.

- UPDATES -

#SS4100
Max %: 98
Hit Freq.: 14.785
(Stops): (72) AAA
Top Award (Hits/Cycle): 800/1600/2500 (8)
2nd Award (Hits/Cycle): 320/640/960 (24)
Win freq.: 6.76

#SS3664
Max %: 97.405
Hit Freq.: 14.785
(Stops): (72) AAA
Top Award (Hits/Cycle): 800/1600/2500 (8)
2nd Award (Hits/Cycle): 320/640/960 (24)
Win freq.: 6.76

#SS4634
Max %: 96.231
Hit Freq.: 14.546
(Stops): (72) AAA
Top Award (Hits/Cycle): 800/1600/2500 (8)
2nd Award (Hits/Cycle): 320/640/960 (24)
Win Freq.: 6.87

#SS3436
Max %: 95.084
Hit Freq.: 14.546
(Stops): (72) AAA
Top Award (Hits/Cycle): 800/1600/2500 (8)
2nd Award (Hits/Cycle): 320/640/960 (24)
Win Freq.: 6.87

#SS3634
Max %: 95.084
Hit Freq.: 14.546
(Stops): (72) AAA
Top Award (Hits/Cycle): 800/1600/2500 (8)
2nd Award (Hits/Cycle): 320/640/960 (24)
Win Freq.: 6.87

#SS3631
Max %: 92.584
Hit Freq.: 14.271
(Stops): (72) AAA
Top Award (Hits/Cycle): 800/1600/2500 (8)
2nd Award (Hits/Cycle): 320/640/960 (24)
Win Freq.: 7.01

#SS7117
Max %: 90.95
Hit Freq.: 13.945
(Stops): (72) AAA
Top Award (Hits/Cycle): 800/1600/2500 (8)
2nd Award (Hits/Cycle): 320/640/960 (24)
Win Freq.: 7.17

#SS3438
Max %: 90.103
Hit Freq.: 13.945
(Stops): (72) AAA
Top Award (Hits/Cycle): 800/1600/2500 (8)
2nd Award (Hits/Cycle): 320/640/960 (24)
Win Freq.: 7.17

#SS3632
Max %: 90.103
Hit Freq.: 13.945
(Stops): (72) AAA
Top Award (Hits/Cycle): 800/1600/2500 (8)
2nd Award (Hits/Cycle): 320/640/960 (24)
Win Freq.: 7.17

#SS3633
Max %: 87.557
Hit Freq.: 13.572
(Stops): (72) AAA
Top Award (Hits/Cycle): 800/1600/2500 (8)
2nd Award (Hits/Cycle): 320/640/960 (24)
Win Freq.: 7.37

#SS3635
Max %: 85.096
Hit Freq.: 13.294
(Stops): (72) AAA
Top Award (Hits/Cycle): 800/1600/2500 (8)
2nd Award (Hits/Cycle): 320/640/960 (24)
Win Freq.: 7.52

#SS8088
Max %: 80.116
Hit Freq.: 13.052
(Stops): (72) AAA
Top Award (Hits/Cycle): 800/1600/2500 (8)
2nd Award (Hits/Cycle): 320/640/960 (28)
Win Freq.: 7.66

#SS8087
Max %: 75.08
Hit Freq.: 12.449
(Stops): (72) AAA
Top Award (Hits/Cycle): 800/1600/2500 (8)
2nd Award (Hits/Cycle): 320/640/960 (36)
Win Freq.: 8.03

- PORTS -

* Computers :
MS-Windows (2012, "IGT Slots - Diamond Galaxy")
Mac OS X (2012, "IGT Slots - Diamond Galaxy")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=10468&o=2

$end


$amigaocs_flop=purplesd,
$bio

Purple Saturn Day (c) 1989 Exxos

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74813&o=2

$end


$amigaocs_flop=purplesdu,
$bio

Purple Saturn Day (c) 1989 Epyx, Incorporated. [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74814&o=2

$end


$cpc_cass=purplesd,
$bio

Purple Saturn Day (c) 1989 Ere Informatique [Paris, France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98763&o=2

$end


$info=pururun,
$bio

PuRuRun (c) 1995 Banpresto

Link 4 or more coloured blobs on the grid to make them pop. Each blob has an outer colour and an inner colour and when the blobs pop, they change into their inner colour. Keep linking the blobs until you guide our heroes Pipi and Moko to the goal. You can try to link outer/inner combinations to help them reach the goal quicker.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound CPU : uPD7810 (@ 12 Mhz)
Sound Chips : Yamaha YM2151 (@ 4 Mhz), OKI6295 (@ 9.375 Khz)

Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 8192

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Developed by Metro.

Released in October 1995.

Pururun is Japanese onomatopoeia for a jiggling sound.

- STAFF -

Planning : Fukupyon, N. Sagara, Yos, Daruma
Programmer : M. Machida, Fire Machine, T. Mitsuhashi, W. Kitamura
Graphics : J. Tabuchi, M. Inouie, H. Mao, R. Yamaguchi, N. Ohsaka, Y. Yosimura, T. Yanai, K. Kumaki, Tenma No Arai, R. Suzuki
Sound and Music : Kouite-F, MAZ, Famishin
Instruction Card : Wepon, M. Hourai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2072&o=2

$end


$x68k_flop=pushbon,pushbona,
$bio

Push Bon! (c) 1994 Unknown.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88534&o=2

$end


$info=pushover,
$bio

Push Over (c) 1981 Summit Coin.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42416&o=2

$end


$fm7_cass=pushpul2,
$bio

Push Pull II (c) 1985 Compac [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93781&o=2

$end


$snes=pushoveru,pushoverup,
$bio

Push-Over [Model SNS-PV-USA] (c) 1992 Ocean Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63454&o=2

$end


$snes=pushover,
$bio

Push-Over (c) 1992 Ocean Software, Limited.

- TECHNICAL -

Cartridge ID: SNSP-PV-EUR

- TRIVIA -

Reviews:
[FR] March 1993 - Consoles + No. 18: 87/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63453&o=2

$end


$info=pushman,pushmana,
$bio

Pushman (c) 1990 Comad Industry Company, Limited.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 8 Mhz), Motorola M68705 (@ 400 Khz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : (2x) Yamaha YM2203 (@ 2 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

5,000 pieces produced.

This game uses two songs (probably more) from Jaleco's "Psychic 5", one of them is in the Pushman attract mode used in Jaleco's game when Aikiko (the girl) play the stages. The second is the song used in Pushman when you clear a stage, used in Psychic 5 when you fly with a broom (previously hit the witch).

- STAFF -

Director : Ann Kyu Sik
Programmer : Ryod Jun Ho
Graphics Designers : Lee Jae Goon, Kwack Woo Yong, Jang Kye Sook
Graphics Programmer : Ryoo Sook, Jr
Hardware Engineer : Kim Myoung Won
Music Programmer : Kim Yong Kwang
Music Composer : Kim Hyung Sum

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2073&o=2

$end


$info=pushmans,
$bio

Pushman (c) 1990 American Sammy Corp.

- TRIVIA -

Even if the titlescreen says 1990, this game was released by American Sammy in December 1991. This game is a licensed version, for more information about the game itself, please visit the original Comad entry.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=38486&o=2

$end


$info=pushmant,
$bio

Pushman (c) 1990 Top Tronic.

- TRIVIA -

This game is a licensed version, for more information about the game itself, please visit the original Comad entry.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=38485&o=2

$end


$amigaocs_flop=pushover,pushovera,
$bio

PushOver (c) 1992 Ocean Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74815&o=2

$end


$nes=pussboot,
$bio

Puss 'n Boots - Pero's Great Adventure (c) 1990 Electro Brain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55458&o=2

$end


$nes=putpoeur,
$bio

Puteshestvie Po Europe (c) 1997 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55459&o=2

$end


$sms=puttputt,puttputtp,
$bio

Putt & Putter (c) 1992 Sega Enterprises, Limited.

- TRIVIA -

Reviews:
[FR] August 1992 - Joypad N.11: 74/100 (2-Player)
[FR] August 1992 - Joypad N.11: 45/100 (1-Player)

Average note: 59.5/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56142&o=2

$end


$gamegear=puttputt,
$bio

Putt & Putter [Model 2307] (c) 1991 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64796&o=2

$end


$gamegear=puttputtj,
$bio

Putt & Putter (c) 1991 Sega Enterprises, Limited.

- TECHNICAL -

[Model G-3209]

- TIPS AND TRICKS -

* Special Passwords: Enter the following password to enable the corresponding effect

PASS,  LIST : Show password list
PUTT : Enable Master mode
STAGE : Stage select
MOVE : Used with stage select; allows you to press 1 to view the whole stage before selecting it
STOP : If you press 1 while the ball is rolling, it stops, even on slopes and moving floors
SEGA : Goes back to the sega screen (useless)
RESET : Resets the game

* Configuration Menu: Press 1+START or 2+START during the opening animation.

- STAFF -

Planner : Lehto, Amachan
Programmer : Uhyohyo, Moyoyo
Graphics : Matsu Special
Sound : Nasubi

Special thanks to : Fighter Hayabusa, Momo P-, Kogako, Princess Yumiko, Pettit Tomato

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64798&o=2

$end


$famicom_flop=puttputt,
$bio

Putt Putt Golf [Model PAC-PPG] (c) 1989 Pack-In-Video Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65426&o=2

$end


$megadriv=putter,
$bio

Putter Golf (c) 1991 Sega Enterprises, Limited.

- TRIVIA -

Released in 1991 in Japan for the Sega Meganet online service.

- PORTS -

* Consoles : 
Sega Mega-CD [JP] (March 18, 1994) "Game no Kanzume Vol. 2 [Model G-6033]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93494&o=2

$end


$amigaocs_flop=putty,
$bio

Putty (c) 1992 System 3 Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74816&o=2

$end


$snes=puttmoon,
$bio

Putty Moon [Model SHVC-PU] (c) 1993 Varie

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61994&o=2

$end


$snes=puttsqud,
$bio

Putty Squad (c) 1994 Ocean Software, Limited.

- TRIVIA -

Reviews:
[FR] June 1995, Consoles + N.44: 75/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63455&o=2

$end


$gba=puyofev,
$bio

Puyo Pop Fever [Model AGB-BPFP-EUR] (c) 2005 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72566&o=2

$end


$gba=puyopopu,
$bio

Puyo Pop [Model AGB-APYE-USA] (c) 2002 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72565&o=2

$end


$gba=puyopop,
$bio

Puyo Pop [Model AGB-APYP] (c) 2002 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72564&o=2

$end


$msx2_flop=puyopuyo,puyopuyob,puyopuyoa,
$bio

Puyo Puyo (c) 1991 Compile

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101967&o=2

$end


$info=puyo,puyoj,puyoja,puyobl,
$bio

Puyo Puyo (c) 1992 Sega.

An incredibly addictive and original puzzle game in which players must form chains of four or more beans (known as 'Puyos') of the same colour to make to disappear.

Players can hinder their opponent by forming Puyo combinations; a successfully formed chain removes some some of the player's Puyos and causes 'junk' Puyos to fall into the opponent's play area. As these Junk Puyos are transparent, they cannot be used to form a chain and can only be destroyed when a nearby chain is created.

- TECHNICAL -

Runs Sega "System C-2" hardware.

Players: 2
Control: 8-way joystick
Buttons: 1

- TRIVIA -

Developed by Compile.

Released in October 1992.

Puyo Puyo is Japanese onomatopoeia for the sound that a rather plump person might make.

Puyo Puyo was originally released by Compile in 1991 for the MSX2 under the name Puyo Puyo. It was soon followed by a version for the Nintendo Famicom Disk Drive called "Puyo Puyo [Famimaga Disk Vol. 5] [Model GTS-PYO]" (featured characters from the 1989 RPG Madou Monogatari, also made by Compile). Puyo Puyo only really became popular when it was released as an arcade game in 1992. This was the first version that included a one player story mode, in which the human player plays against computer opponents of increasing difficulty. This feature was an immediate success because it allowed players to play by themselves. Future versions of Puyo Puyo for home systems also included this feature (see 'Ports' section for more info).

For fanatics, here is the full cast :
Silvana
Skeleton
Blue Ghost
Mummy
Dragon Woman
Goby Captain,
Small Foot
Dark Elf
Scorpion Man
Johnny
Zombie
Witch
Elephant
Lord
Devious
Max Minotaur
Lulu
Dark Prince
Carbuncle

- SERIES -

1. Puyo Puyo (1991, MSX 2)
2. Puyo Puyo (1992, Arcade)
3. Puyo Puyo 2 (1994, Arcade)
6. Puyo Puyo Sun [Model 610-0374-11] (1996, Arcade)
7. Puyo Puyo Da! -featuring ELLENA System- (1999, Arcade)
8. Puyo Puyo 4 [Model HDR-0014] (1999, Dreamcast)
9. Puyo Puyo Fever (2003, Arcade)
10. Puyo Puyo Fever 2 [SLPM 66104] (2005, PS2)
11. Kidou Gekidan Harouza Haro Ichiza - Haro no Puyo Puyo [Model AGB-BH6J-JPN] (2005, GBA)
12. Puyo Puyo! 15th Anniversary [Model NTR-P-APUJ] (2006, Nintendo DS)
13. Puyo Puyo!! 20th Anniversary [Model NTR-P-TP4J] (2011, Nintendo DS)

- PORTS -

For home versions list, please see the original MSX 2 entry of the game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2074&o=2

$end


$pc98=puyopuyo,puyopuyob,puyopuyoa,
$bio

Puyo Puyo (c) 1993 Compile

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90430&o=2

$end


$x68k_flop=puyopuyo,puyopuyod,
$bio

Puyo Puyo (c) 1994 SPS [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88014&o=2

$end


$info=puyopuy2,
$bio

Puyo Puyo 2 (c) 1994 Compile.

Sequel to the hugely popular Puyo Puyo. Though there is not much difference between this and the original, it is just as addictive and fun.

- TECHNICAL -

Runs Sega "System C-2" hardware.

Players: 2
Control: 8-way joystick
Buttons: 2

- TRIVIA -

Released in October 1994.

The title screen says 'Puyo Puyo Tsu': 'Tsu' is a pun, it has no meaning here but it's pronounced like 'Two'.

Licensed to Sega for manufacture.

- SERIES -

1. Puyo Puyo (1991, MSX 2)
2. Puyo Puyo (1992, Arcade)
3. Puyo Puyo 2 (1994, Arcade)
6. Puyo Puyo Sun [Model 610-0374-11] (1996, Arcade)
7. Puyo Puyo Da! -featuring ELLENA System- (1999, Arcade)
8. Puyo Puyo 4 [Model HDR-0014] (1999, Dreamcast)
9. Puyo Puyo Fever (2003, Arcade)
10. Puyo Puyo Fever 2 [SLPM 66104] (2005, PS2)
11. Kidou Gekidan Harouza Haro Ichiza - Haro no Puyo Puyo [Model AGB-BH6J-JPN] (2005, GBA)
12. Puyo Puyo! 15th Anniversary [Model NTR-P-APUJ] (2006, Nintendo DS)
13. Puyo Puyo!! 20th Anniversary [Model NTR-P-TP4J] (2011, Nintendo DS)

- PORTS -

* Consoles :
Sega Mega Drive [JP] (Dec. 02, 1994; "Puyo Puyo 2 [Model T-66013]")
Sega Game Gear [JP] (Dec. 16, 1994; "Puyo Puyo 2 [Model T-66037]")
Sega Saturn [JP] (Oct. 27, 1995; "Puyo Puyo 2 [Model T-6601G]")
Nintendo Super Famicom [JP] (Dec. 08, 1995; "Super Puyo Puyo 2 [Model SHVC-AXPJ-JPN]")
Nintendo Super Famicom [JP] (Mar. 08, 1996; "Super Puyo Puyo 2 Remix [Model SHVC-A7PJ-JPN]")
NEC PC-Engine Super CD-ROM² [JP] (Mar. 29, 1996; "Puyo Puyo 2 CD [Model NIPR-1001]")
Sony PlayStation [JP] (Nov. 15, 1996; "Puyo Puyo 2 Ketteiban [Model SLPS-00530]")
Nintendo Game Boy [JP] (Dec. 13, 1996; "Pocket Puyo Puyo 2 [Model DMG-APYJ-JPN]")
Sega Saturn [JP] (June 20, 1997; "Puyo Puyo 2 [Model T-6604G]")
Bandai WonderSwan [JP] (Mar. 11, 1999; "Puyo Puyo 2 [Model SWJ-BAN004]")
SNK Neo-Geo Pocket Color [JP] (July 22, 1999; "Puyo Puyo 2 [Model NEOP00410]")
Sony PlayStation [JP] (Mar. 30, 2000; "Puyo Puyo 2 Ketteiban [Model SLPS-91194]")
Sony PlayStation [JP] (Dec. 21, 2000; "Puyo Puyo Box [Model SLPS-03114]")
Nintendo Game Boy Advance (2001, "Minna de Puyo Puyo")
Sony PlayStation 2 [JP] (May 24, 2004, "Puyo Puyo Tsuu Perfect Set [Sega Ages 2500 Vol. 12] [Model SLPM-62400]")

* Others :
Nokia N-Gage (2003, "Puyo Pop")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2075&o=2

$end


$pcecd=puyopuy2,
$bio

Puyo Puyo 2 CD (c) 1996 Nec InterChannel, Limited.

- TECHNICAL -

Game ID: NIPR-1001

- TRIVIA -

Puyo Puyo 2 CD was released on March 29, 1996 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47799&o=2

$end


$ngpc=puyopop,puyopopa,
$bio

Puyo Puyo 2 (c) 1999 SNK [Shin Nihon Kikaku].

- TECHNICAL -

[Model NEOP00410]

- TRIVIA -

Released on July 22, 1999 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47804&o=2

$end


$wswan=puyopuy2,
$bio

Puyo Puyo 2 (c) 1999 Bandai.

- TECHNICAL -

Game ID: SWJ-BAN004

- TRIVIA -

Released on March 11, 1999 in Japan.

- STAFF -

Planner: Masato Shimamura, Kaoru Fujiwara (Fujiwara Kaoru)
Programmer: Osamu Kodera (Kodera Osamu)
Special programmer: Tadashi Eda (Eda Tadashi)
Graphic: Akiko Saitou (Saito Akiko)
Sound: Hideki Abe (Ave Hideki)
Special thanks: Go Tsuzuki (Tsuzuki Go)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47803&o=2

$end


$megadriv=puyopuy2,puyopuy2a,
$bio

Puyo Puyo 2 (c) 1994 Compile.

- TECHNICAL -

Game ID: T-66013

- TRIVIA -

Puyo Puyo 2 for Mega Drive was released on December 02, 1994 in Japan.

- STAFF -

Produce: Masamitsu Niitani
Program: Takayuki Hirono, Yasutoshi S. Akiyama
Design: Aya Shimazaki (Riu.S.Aya)
Sound & Voice: Tsuyoshi Matsushima (LMS Music), Tomonori Minami (BA.M LMS Music)
Manual & Package: Fukusaburo Kido, Soncho Sawa
Special Thanks: Kazuhiko Kitade, Kengo Morita (24)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47794&o=2

$end


$saturn,sat_cart=puyopuy2a,puyopuy2,puyopuy2b,
$bio

Puyo Puyo 2 (c) 1995 Compile.

- TECHNICAL -

Game ID: T-6601G

- TRIVIA -

Puyo Puyo 2 for Saturn was released on October 27, 1995 in Japan.

Re-Edition:
[JP] "Puyo Puyo 2 [Model T-6604G]" (Saturn Collection, 1997)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47796&o=2

$end


$gamegear=puyopuy2,
$bio

Puyo Puyo 2 (c) 1994 Compile.

- TECHNICAL -

Game ID: T-66037

- TRIVIA -

Puyo Puyo 2 for Game Gear was released on December 16, 1994 in Japan.

- TIPS AND TRICKS -

* Change Puyos' Colors: During the opening demo, press 1+2+START. The Puyos' colors will be inverted.

* Humans Puyos: During the opening demo, press Left, Up, Left,2, 1. A sound will confirm the code and the Puyos will have human form.

* Random Puyos form: During the opening demo, enter the sequence (Up, 1, Down, 2, Right, 1, Left, 2) x16. A sound will confirm the code and the Puyos will have their form changed for each opponent you face.

- STAFF -

Produce: Masamitsu Niitani (Moo Niitani)
Director: Takafumi Tanida (Taka)
Program: Takin
Design: Aya Shimazaki (Riu.S.Aya), Ichi, Wizard
Sound: Tsuyoshi Matsushima (LMS Music)
Manual & Package: Ayame Kizuki
Special Thanks: Kengo Morita (24)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47795&o=2

$end


$saturn,sat_cart=puyopuy2sa,
$bio

Puyo Puyo 2 (c) 1997 Compile.

Re-Edition. Game originaly released in 1995. See the original 1995 version for more information about the game itself; "Puyo Puyo 2 [Model T-6601G]".

- TECHNICAL -

Game ID: T-6604G

- TRIVIA -

Released on June 20, 1997 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47802&o=2

$end


$psx=puyopuy4,
$bio

Puyo Puyo 4 - Car-Kun to Issho [Model SLPS-02412] (c) 1999 Compile

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85560&o=2

$end


$n64=puyopuy4,
$bio

Puyo Puyo 4 - Puyo Puyon Party [Model NUS-NPTJ] (c) 1999 Compile

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57922&o=2

$end


$psx=puyopubx,
$bio

Puyo Puyo Box (c) 2000 Compile.

- TECHNICAL -

Model # SLPS-03114

- TRIVIA -

Released on December 21, 2000 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47807&o=2

$end


$pcecd=puyopuyo,
$bio

????CD (c) 1994 NEC Avenue, Limited.
(Puyo Puyo CD)

The classic Puyo Puyo finally arrives on the PC Engine system! Here is the port of Compile and Sega's popular Tetris-inspired puzzle arcade game originally released in 1992. The gameplay probably doesn't need much of an introduction - multicolored gelatinous beans, called Puyos, fall from the top of the screen in pairs, and the player has a limited amount of time to rotate and stack Puyos and make sure they fit together. If the player matches four or more Puyos of the same color, they disappear and any Puyos located right above them will fall down, setting off potential chain reactions. Each level is designed like a duel where two opponents attempt to subdue each other in an intense Puyo battle - each successful combo or chain releases garbage Puyos to the adversary's side, and if one player's stack reaches the top of the playfield, it is game over. The game features several play modes - a Story Mode when the player battles a slew of enemies, a Two Player versus mode and a no time-limit solo mode.

- TECHNICAL -

Game ID: NAPR-1038

- TRIVIA -

Puyo Puyo CD was released on April 22, 1994 in Japan for 5600 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47750&o=2

$end


$info=puyoda,
$bio

Puyo Puyo Da! -featuring ELLENA System- (c) 1999 Sega Enterprises, Limited.

- TECHNICAL -

Runs on the Sega "NAOMI" hardware.

- TRIVIA -

Developed by Compile. Puyo Puyo Da was released in December 1999 by Sega.

- SERIES -

1. Puyo Puyo (1991, MSX 2)
2. Puyo Puyo (1992, Arcade)
3. Puyo Puyo 2 (1994, Arcade)
6. Puyo Puyo Sun [Model 610-0374-11] (1996, Arcade)
7. Puyo Puyo Da! -featuring ELLENA System- (1999, Arcade)
8. Puyo Puyo 4 [Model HDR-0014] (1999, Dreamcast)
9. Puyo Puyo Fever (2003, Arcade)
10. Puyo Puyo Fever 2 [SLPM 66104] (2005, PS2)
11. Kidou Gekidan Harouza Haro Ichiza - Haro no Puyo Puyo [Model AGB-BH6J-JPN] (2005, GBA)
12. Puyo Puyo! 15th Anniversary [Model NTR-P-APUJ] (2006, Nintendo DS)
13. Puyo Puyo!! 20th Anniversary [Model NTR-P-TP4J] (2011, Nintendo DS)

- PORTS -

* Consoles :
Sega Dreamcast (1999)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3981&o=2

$end


$info=puyofev,puyofevp,
$bio

Puyo Puyo Fever (c) 2003 Sega.

- TECHNICAL -

Runs on the Sega "NAOMI" hardware.

- TRIVIA -

Puyo Puyo Fever was released in November 2003 in Japan. It was also known as "Puyo Pop Fever" outside of Japan.

- SERIES -

1. Puyo Puyo (1991, MSX 2)
2. Puyo Puyo (1992, Arcade)
3. Puyo Puyo 2 (1994, Arcade)
6. Puyo Puyo Sun [Model 610-0374-11] (1996, Arcade)
7. Puyo Puyo Da! -featuring ELLENA System- (1999, Arcade)
8. Puyo Puyo 4 [Model HDR-0014] (1999, Dreamcast)
9. Puyo Puyo Fever (2003, Arcade)
10. Puyo Puyo Fever 2 [SLPM 66104] (2005, PS2)
11. Kidou Gekidan Harouza Haro Ichiza - Haro no Puyo Puyo [Model AGB-BH6J-JPN] (2005, GBA)
12. Puyo Puyo! 15th Anniversary [Model NTR-P-APUJ] (2006, Nintendo DS)
13. Puyo Puyo!! 20th Anniversary [Model NTR-P-TP4J] (2011, Nintendo DS)

- PORTS -

* Consoles :
Sega Dreamcast (2004)
Sony PlayStation 2 (2004)
Nintendo GameCube [DOL-GPYJ-JPN] (Mar.2004)
Microsoft XBOX [Z75 00001] (Apr.2004)
Nintendo DS (2004)
Nintendo Game Boy Advance (2004)
Sony PSP (2004)

* Computers :
PC [MS Windows] (2004)
Apple Macintosh (2004)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3982&o=2

$end


$gba=puyofevj,
$bio

Puyo Puyo Fever [Model AGB-BPFJ-JPN] (c) 2004 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72567&o=2

$end


$gbcolor=puyopuyg,
$bio

Puyo Puyo Gaiden - Puyo Wars [Model DMG-AWYJ-JPN] (c) 1999 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68616&o=2

$end


$n64=puyopsun,
$bio

Puyo Puyo Sun 64 (c) 1997 Compile.

- TECHNICAL -

[Model NUS-NPYJ-JPN]

- TRIVIA -

Puyo Puyo Sun 64 was released on October 31, 1997 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47810&o=2

$end


$info=puyosun,
$bio

Puyo Puyo Sun (c) 1996 Compile.

The third game in the 'Puyo Puyo' series.

- TECHNICAL -

Runs on the "ST-V [Sega Titan Video Game System]" hardware.
Cartridge ID: Model 610-0374-11

Players: 2
Control: 8-way joystick
Buttons: 6

- TRIVIA -

Puyo Puyo Sun was released in November 1996.

'Sun' is a pun for 'San'. It's the third puyo puyo at the arcade and 'San' stands for 'Three' in Japanese.

- SERIES -

1. Puyo Puyo (1991, MSX 2)
2. Puyo Puyo (1992, Arcade)
3. Puyo Puyo 2 (1994, Arcade)
6. Puyo Puyo Sun [Model 610-0374-11] (1996, Arcade)
7. Puyo Puyo Da! -featuring ELLENA System- (1999, Arcade)
8. Puyo Puyo 4 [Model HDR-0014] (1999, Dreamcast)
9. Puyo Puyo Fever (2003, Arcade)
10. Puyo Puyo Fever 2 [SLPM 66104] (2005, PS2)
11. Kidou Gekidan Harouza Haro Ichiza - Haro no Puyo Puyo [Model AGB-BH6J-JPN] (2005, GBA)
12. Puyo Puyo! 15th Anniversary [Model NTR-P-APUJ] (2006, Nintendo DS)
13. Puyo Puyo!! 20th Anniversary [Model NTR-P-TP4J] (2011, Nintendo DS)

- PORTS -

* Consoles :
Sega Saturn [JP] (Feb. 14, 1997; "Puyo Puyo Sun [Model T-6603G]")
Sega Saturn [JP] (???. ??, 1997; "Puyo Puyo Sun for SegaNet [Model G-3324]")
Nintendo 64 [JP] (Oct. 31, 1997; "Puyo Puyo Sun 64 [Model NUS-NPYJ-JPN]")
Sony PlayStation [JP] (Nov. 27, 1997; "Puyo Puyo Sun Ketteiban [Model SLPS-01080]")
Sega Saturn [JP] (July 30, 1998; "Puyo Puyo Sun [Sega Saturn Collection] [Model T-6609G]")
Nintendo Game Boy Color [JP] (Nov. 27, 1998; "Pocket Puyo Puyo Sun [Model CGB-AYSJ-JPN]")
Sony PlayStation [JP] (Apr. 12, 2001; "Puyo Puyo Sun Ketteiban [The Best] [Model SLPS-91224]")
Sony PlayStation [JP] (Jan. 30, 2003; "Puyo Puyo Sun Ketteiban [Model SLPM-87213]")

* Computers :
PC [MS Windows] [JP] (1997)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2076&o=2

$end


$saturn,sat_cart=puyosun,puyosuna,
$bio

Puyo Puyo Sun (c) 1997 Compile.

- TECHNICAL -

[Model T-6603G]

- TRIVIA -

Puyo Puyo Sun for Saturn was released on February 14, 1997 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47808&o=2

$end


$famicom_flop=famimag5,
$bio

Puyo Puyo [Famimaga Disk Vol. 5] (c) 1991 Tokuma Shoten Intermedia, Incorporated..

- TECHNICAL -

Game ID: GTS-PYO

- TRIVIA -

Puyo Puyo was released on October 25, 1991 in Japan.

- STAFF -

Developed by Compile.

- PORTS -

* Consoles :
Nintendo Famicom (1993) "Puyo Puyo [Model TIM-PY]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47752&o=2

$end


$gameboy=puyopuyo,puyopuyoa,
$bio

Puyo Puyo (c) 1994 Banpresto.

- TECHNICAL -

[Model DMG-QQJ]

- TRIVIA -

Puyo Puyo for Game Boy was released on July 31, 1994 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47751&o=2

$end


$gamegear=puyopuyo,
$bio

Puyo Puyo (c) 1993 Sega Enterprises, Limited.

- TECHNICAL -

[Model G-3324]

- TRIVIA -

Puyo Puyo for Game Gear was released on March 19, 1993 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47747&o=2

$end


$megadriv=puyopuyo,
$bio

Puyo Puyo (c) 1992 Sega Enterprises, Limited.

- TECHNICAL -

Game ID: G-4082
Cartridge ID: 670-2502
Cover ID: 670-2503
Barcode: 4 974365 540821

- TRIVIA -

Puyo Puyo for Mega Drive was released on December 18, 1992 in Japan.

The game ROM contains an unused INSERT COIN(S) sprite.

- TIPS AND TRICKS -

A sound test can be accessed from the Options screen in one of two ways:
- Beat the game once.
- Press A, A, Left, B, B, Left, C, C at the title screen (a chime will played if entered correctly).

- STAFF -

Producer: Masamitsu Niitani
Director: Masanobu Tsukamoto
Scenario & Character Design: Hyouju Muu
Graphic Design: Kouji Teramoto, Kerol Watanabe, Neko‑nyan, Tokifuru Morita (21), Sonchou Sawa
Program: K. Yoshinaka
Sound Driver: Takayuki Hirono
Background Music & Sound Effects: Masanobu Tsukamoto (Mats), Akiyoshi Nagao
Package & Manual: Ichi, Tokifuru Morita (21)

- PORTS -

* Consoles : 
[JP] Nintendo GameCube (December 19, 2002) 'Dr. Robotnik's Mean Bean Machine' in "Sonic Mega Collection [Model DOL-GSOJ-JPN]" 
[JP] Microsoft XBOX (December 9, 2004) 'Dr. Robotnik's Mean Bean Machine' in "Sonic Mega Collection Plus [Model ZD6-00003]" 
[JP] Sony PlayStation 2 (December 9, 2004) 'Dr. Robotnik's Mean Bean Machine' in "Sonic Mega Collection Plus [Model SLPM-65758]" 
[JP] Nintendo Wii [Virtual Console] (December 2, 2006) 

* Computers : 
[JP] PC [MS Windows, CD-ROM] (July 14, 2000) 'Dr. Robotnik's Mean Bean Machine' in "Sega Archives from USA Vol. 2"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47746&o=2

$end


$nes=puyopuyo,
$bio

Puyo Puyo (c) 1993 Tokuma Shoten Intermedia, Incorporated.

Puyo Puyo doesn't need much of an introduction - the now classic puzzle game was first released for the Japanese MSX and Famicom in 1991, and although this early version uses only a fraction of what made the franchise so successful, it boasts the same fundamental gameplay mechanics. The game borrows primarily from the classic Tetris and the main objective is fairly simple and straightforward - pairs of colored Puyos (small slimy creatures in the form of jelly beans) fall from the top of the screen, and the player must combine then in groups of four (or more) to make them disappear. Once they do, all the Puyos located directly above the newly created gap fall downwards, thus creating new groups and potentially triggering more chain reactions for extra points. This version of Puyo Puyo offers two main play modes - the first one, called 'Endless', offers an unlimited flow of Puyos and no time limit. The second mode, called 'Mission', requires the player to complete fifty two discrete levels and to fulfil certain conditions or predefined goals, such as completing chains, cleaning a given amount of puyos or to only clear puyos of a specific color. Additionally, this version also includes a versus mode allowing two players to compete against each other. In this competitive mode, linking chains and combos bombards the opponent's playfield with garbage puyos, black/transparent beans that fill the player's area, and the only way to remove these perky nuisances is to quickly form combos next to them. Finally, this version of Puyo Puyo offers a myriad of options to customize the game to any liking, from difficulty level, background music, sound effects to special items and even the shape of the Puyos (they can be turned into Humans! see the info section below for more information about this unforeseen option).

- TECHNICAL -

[Model TIM-PY]

- TRIVIA -

Puyo Puyo for Famicom was released on July 22, 1993 in Japan for 5900 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47748&o=2

$end


$pc8801_flop=puzlet2v,
$bio

Puzlet 2 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92692&o=2

$end


$sms=puznic,
$bio

Puznic (c) 1990 Zemina.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56143&o=2

$end


$msx1_cart=puznic,
$bio

Puznic (c) 1990 Zemina [Korea]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77389&o=2

$end


$nes=puzslot,
$bio

Puzslot (c) 1992 Sammy Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54524&o=2

$end


$pc8801_flop=puzzkids,
$bio

Puzz Kids (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92693&o=2

$end


$info=puzzloop,puzzloopj,puzzloopk,puzzloopu,puzzloopa,puzzloope,
$bio

Puzz Loop (c) 1998 Mitchell.

Puzz Loop is a puzzle game for one or two players in which different coloured marbles continually roll down a spiral path towards a central goal line.

Players control a rotating cannon situated at the center of the spiral and must stop the line of marbles from reaching the goal by shooting matching coloured marbles into the line. If three or more marbles of the same colour are matched, they will disappear.

In addition to standard marbles, bonus marbles occasionally appear that will, for example, temporarily slow down the rate the marbles' advance, or cause all marbles of a certain colour to be destroyed. Also, providing there is a clear line of sight, unwanted marbles can be fired straight out of the play area to prevent them from adding to the advancing line.

All marbles must be destroyed to complete a level. The game is over once the marbles are pushed over the goal threshold.

- TECHNICAL -

Kaneko Super Nova System hardware

Main CPU : SH-2 (@ 28.638 Mhz)
Sound Chips : Yamaha YMZ280B (@ 16.666666 Mhz)

Players: 2
Control: dial
Buttons: 2

- TRIVIA -

Puzz Loop was released in December 1998.

The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to 'PZL'.

- SERIES -

1. Puzz Loop (1998)
2. Puzz Loop 2 [CP-S II No. 36] (2001)

- STAFF -

Graphic designers : M-Nuts, Amamoto, SABATO
Programmers : Yoshimura, Akaishi
Sound : Maruyama, M-Nuts, A.S
Game designer : SABATO

- PORTS -

* Consoles :
Nintendo Game Boy Color [US] (November 1999; "Ballistic [Model DMG-ALIE-USA]") 
Nintendo Game Boy Color [JP] (March 3, 2000; [Model DMG-BPZJ-JPN]") 
Sony PlayStation [US] (December 31, 1999; "Ballistic [Model SLUS-00966]") 
Sony PlayStation [JP] (March 16, 2000; "PuzzLoop [Model SLPS-02663]") 
Nuon [US] (July 2000, "Ballistic")
Sony PlayStation [EU] (October 20, 2000; "Ballistic [Model SLES-02701]") 
Nintendo DS [JP] (March 2, 2006; "Shunkan Puzz Loop [Model NTR-APLJ-JPN]") 
Nintendo DS [US] (July 5, 2006; "Magnetica [Model NTR-APLE-USA]") 
Nintendo DS [EU] (January 26, 2007; "Actionloop [Model NTR-APLP-EUR]")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2077&o=2

$end


$info=pzloop2,
$bio

Puzz Loop 2 (c) 2001 Mitchell Corp.

European release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Puzz Loop 2 [Green Board]".

- TECHNICAL -

Runs on the "CP System II" hardware.
Blue Board [Europe]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69663&o=2

$end


$info=pzloop2j,pzloop2jr1,
$bio

Puzz Loop 2 (c) 2001 Capcom Co.

Gameplay is exactly the same as its predecessor, with the player needing to deplete all the colored balls before they hit the center of the screen.

- TECHNICAL -

Runs on the "CP System II" hardware.
Board: Green (Japan)

Players: Up to 2.
Control: Spinner per player.
Buttons: 4 per player.

- TRIVIA -

Developed by Mitchell Corp., Puzz Loop 2 was released in February 2001 in the Japanese arcades. It was known as the 36th video game released for the CPS2 hardware.

The most popular new feature of Puzz Loop 2 was the two-player versus mode.

The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to 'MIT'.

- UPDATES -

Green Board revisions : 

REVISION 1:
* Build date: 010205

REVISION 2:
* Build date: 010226

- SERIES -

1. Puzz Loop (1998)
2. Puzz Loop 2 [CP-S II No. 36] (2001)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2078&o=2

$end


$gbcolor=puzzloop,
$bio

Puzz Loop [Model DMG-BPZJ-JPN] (c) 2000 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68617&o=2

$end


$nes=puzzle,puzzlep,
$bio

Puzzle (c) 1990 American Video Entertainment

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55460&o=2

$end


$x68k_flop=puzzle,
$bio

Puzzle (c) 1991 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88535&o=2

$end


$nes=puzzleb,puzzlea,
$bio

Puzzle (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84094&o=2

$end


$info=thuntk,
$bio

Puzzle & Action - BoMulEul Chajara (c) 1997 Deniam.

- TRIVIA -

PATENTS :
U.S.A : 4,442,486 - 4,454,594 - 4,462,076
Europe : 80244
Canada : 1,183,276
Honk Kong : 88-4302
Singapore : 88-155

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=21366&o=2

$end


$gba=puzltant,
$bio

Puzzle & Tantei Collection [Model AGB-AEHJ-JPN] (c) 2003 Culture Brain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72568&o=2

$end


$x68k_flop=puzzle15,
$bio

Puzzle 15 (c) 1991 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88536&o=2

$end


$pc8801_cass=puzzladv,
$bio

Puzzle Adventure (c) 1983 Micom City

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91262&o=2

$end


$psx=puzzlear,
$bio

Puzzle Arena To Shin Den [Model SLPS-00879] (c) 1997 Takara Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85561&o=2

$end


$info=puzlbang,puzlbanga,
$bio

Puzzle Bang Bang (c) 1999 Omega System.

Puzzle Bang Bang is a well designed clone of the game "Puzz Loop". It features two modes of play for one player, stage mode and panic mode. While Puzzle Bang Bang features occasional backgrounds of female models, there is no nudity.  In every mode of play, the game is over if the balls reach the end of the path.

In stage mode the player must clear all of the balls on a loop to advance to the next stage. Each stage features a new background and often a new path that the balls follow.

Panic mode features continuous play with no end to the supply of new balls. The player's level rises after clearing a set number of chains, but there is no break in the gameplay. The background images change every five levels but they appear in the same sequence as in stage mode.

Both modes feature various enemies and special balls to impede the player's effort as well as occasional power-ups to assist the player. As the levels progress more enemies and special balls are introduced to keep the player on their toes.

Two player mode features even more modes of play. There is two player cooperative stage and panic modes. Split screen play of stage and panic modes with each player advances at their own pace while playing on smaller loops. And a split screen versus mode where players take part in a best two out of three survival match.

- TECHNICAL -

Main CPU : E1-16T (@ 50 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), OKI6295 (@ 13.558 Khz)

Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768

Players : 2
Control : 8-way Joystick
Buttons : 4

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4852&o=2

$end


$info=pbobble,
$bio

Puzzle Bobble (c) 1994 Taito Corp.

The first in the hugely successful puzzle series from Taito, Puzzle Bobble is a game for 1 or 2 players in which the aim is to clear each play area of the colored bubbles that litter it. This is achieved by firing bubbles up the screen - with the angle of trajectory dictated by the player - at the clusters of static colored bubbles that litter each play area. The aim is to forms chains of like-colored bubbles, thus making them disappear. At regular intervals, the bubbles will drop one row down the screen, making life more difficult for the players. The game is over when the bubbles reach the very bottom of the play area.

In the 1-player game there are thirty rounds to complete, whereas in the 2-player Vs. mode, the winner is the player who clears their play area first. The addictive yet straightforward game-play mechanic ensured that the "Puzzle Bobble" games would be the most successful of their genre since Russian programmer, Alexey Pajitnov's legendary "Tetris" was unleashed upon the gaming world in the late 1980s.

- TECHNICAL -

Taito B System hardware

Main CPU : Motorola 68000 (@ 12 Mhz), Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2610B (@ 8 Mhz)

Players : 4
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Puzzle Bobble was released in June 1994.

The game was originally called "Bubble Buster". The Bubble Buster title screen is buried in the game itself.

This game is known in US as "Bust-A-Move".

This game was re-released 6 months later (December 1994) on the SNK Neo-Geo MVS hardware as "Puzzle Bobble [MVS]".

As well as typically cute Japanese animation (Bub and Bob from "Bubble Bobble" operate the cannon) and music, the game's mechanics and level design were beautifully balanced, and the game was terrifically successful at the arcades, spawning several sequels (see Series section for more information). It is unusual in being popular with women and girls.

If you look closely at the bubbles, you'll notice that the enemies from "Bubble Bobble" are trapped inside; a different enemy for each different colored bubble. The following chart shows which enemies are trapped in which color bubble :
Legend : Color of Bubble => "Bubble Bobble" Enemy Inside
Blue => Zen-Chan
Yellow => Pulpul
Red => Invader
Green => Drunk
Purple => Monsta
Orange => Banebou
Black => Hidegonsu
White => Mighta

The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to 'AAA'.

During the credits you can see one of the constellations form the image of a fish, that fish is a boss from the "Darius" series; also made by Taito.

According to Twin Galaxies, the official electronic scoreboard, Kim Korpilahti holds the official records for this game with 16013660 points (difficulty 6) on November 6, 2004.

Zuntata Records released a limited-edition soundtrack album for this game (Puzzle Bobble Variety - ZTTL-0009) on July 6, 2008.

- SCORING -

Pop bubbles of the same color : each bubble is worth 10 points.
Drop bubbles : the first bubble is 20, and each additional bubble scores double.
Thus : bubbles dropped score
1 20
2 40
3 80
4 160
5 320
6 640
7 1280
8 2560
9 5120
10 10240
11 20480
12 40960
13 81920
14 163840
15 327680
16 655360
17 or more 1310720

Bonus points : are awarded based on how fast you completed the stage.

Time you completed points awarded
0-5 sec. 50,000
6 sec. 49,160
7 sec. 48,320
8 sec. 47,480
9 sec. 46,640
10 sec. 45,800
.
.
64 sec. 440
65+ seconds or greater NO BONUS

- TIPS AND TRICKS -

There is a special bonus of a million points on rounds 9 and 13. This is achieved by linking up a number of ORANGE bubbles on round 9 and BLUE bubbles on round 13.

- SERIES -

1. Puzzle Bobble (1994)
1. Puzzle Bobble [MVS] (1994)
2. Puzzle Bobble 2 (1995)
2. Puzzle Bobble 2 [MVS] (1999)
3. Puzzle Bobble 2X (1995)
4. Puzzle Bobble 3 (1996)
5. Puzzle Bobble 4 (1997)
6. Super Puzzle Bobble (1999)
7. Azumanga Daioh Puzzle Bobble (2002)
8. Super Puzzle Bobble 2 (2002, Sony PlayStation 2)
9. Super Puzzle Bobble All-Stars (2003, Nintendo GameCube)
10. Puzzle Bobble Vs. (2003, Nokia N-Gage)
11. Ultra Bust-a-Move (2004, Microsoft XBOX)
12. Puzzle Bobble Pocket (2005, Sony PSP)
13. Puzzle Bobble DS (2005, Nintendo DS)
14. Space Puzzle Bobble (2008, Nintendo DS)
15. Puzzle Bobble Wii (2009, WiiWare - Nintendo Wii)

- STAFF -

Game designer : Seiichi Nakakuki
Programmer & Game designer : Tkhc.02
Programmer & System designer : Tmr
Programmer & Play designer : Nob
Character & Game designer : Kazuhiro Kinoshita
Character designers : Komai Ryota, Miwa Kamiya
Music composed by : Kazuko Umino, Yasuko Yamada
Sound effects : Hideki Takahagi
Sound soft : Naoto Yagishita
Sound producer : Hiroshige Tonomura
Designers : Hiroyasu Nagai (Super Star Nagai), T. Yoshiba, M. Osaka, Nobuaki Kuroki, Y. Onogi
Supervisers : Masaki Yagi, T. Saito, G Rox, H. Kato, K. Tajima

- PORTS -

* Consoles :
Nintendo Super Famicom [JP] (January 13, 1995) "Puzzle Bobble [Model SHVC-AYKJ]" : Re-released as Nintendo Power edition (December 1, 1997) 
Nintendo Super Famicom [US] (March 1995) "Bust-A-Move [Model SNS-AYKE]" 
Nintendo Super Famicom [EU] (June 29, 1995) "Puzzle Bobble: Bust-A-Move [Model SNSP-AYKP]" 
SNK Neo-Geo CD [US] (1995) "Bust-A-Move [Model NGCD-083E]" 
SNK Neo-Geo CD [JP] (April 27, 1995) "Puzzle Bobble [Model NGCD-083]" 
Panasonic 3DO [US] (1995) "Bust-A-Move [Model FZ-SM0252]" 
Panasonic 3DO [JP] (November 22, 1995) "Puzzle Bobble [Model FZ-SJ0252]" 
Sega Game Gear [US] (1995) "Bust-A-Move" 
Sega Game Gear [JP] (August 2, 1996) "Puzzle Bobble [Model T-11047]" 
SNK Neo-Geo Pocket [EU] (1999) Puzzle Bobble Mini [Model NEOP0020]" 
SNK Neo-Geo Pocket [JP] (March 26, 1999) "Puzzle Bobble Mini [Model NEOP00200]" 
SNK Neo-Geo Pocket [US] (April 30, 1999) "Bust a Move Pocket [Model NEOP00201]" 
Bandai WonderSwan [JP] (July 1, 1999) "Puzzle Bobble [Model SWJ-SUN003]" 
Sony PSP [JP] (December 22, 2004) "Puzzle Bobble Pocket [Model ULJM-05011 (TCPS-10102)]" 
Sony PSP [KO] (May 2, 2005) "Puzzle Bobble Pocket [Model UCKS-45016]" 

* Computers :
PC [MS Windows 95, CD-ROM] [US] (1999)

* Others : 
Mobile Phones [US] (August 4, 2003) 
Apple iPhone/iPad [US] (September 4, 2009)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=21224&o=2

$end


$snes=pbobble,
$bio

Puzzle Bobble - Bust-A-Move (c) 1995 Taito Corp.

European release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Puzzle Bobble [Model SHVC-AYKJ-JPN]".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63456&o=2

$end


$info=pbobble2,pbobble2j,pbobble2o,
$bio

Puzzle Bobble 2 (c) 1995 Taito.

A puzzle game. Link 3 or more colored bubbles by shooting an identical colored bubble. When they are joined together, they pop.

- TECHNICAL -

Runs on the "Taito F3 System" Hardware.

Prom Stickers : E10

Players : 4
Control : 8-way joystick
Buttons : 4

- TRIVIA -

Puzzle Bobble 2 was released in July 1995.

This game is known in US as "Bust-A-Move Again".

This game runs on the Taito F3 System hardware but it was re-released (licensed to SNK) on the SNK Neo-geo MVS hardware in 1999 as "Puzzle Bobble 2 [MVS]".

If you look closely at the bubbles, you'll notice that the enemies from "Bubble Bobble" are trapped inside; a different enemy for each different colored bubble. The following chart shows which enemies are trapped in which color bubble :
Legend : Color of Bubble => "Bubble Bobble" Enemy Inside
Blue => Zen-Chan
Yellow => Pulpul
Red => Invader
Green => Drunk
Purple => Monsta
Orange => Banebou
Black => Hidegonsu
White => Mighta

On the last level, you will see characters from "Bubble Bobble" & "Rainbow Islands".

The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to 'AAA'.

Stepehn Krogman holds the official records for this game with 75275450 points (factory setting).

Zuntata Records released a limited-edition soundtrack album for this game (Puzzle Bobble Variety - ZTTL-0009) on March 28, 1997.

- SCORING -

Pop a bubble : 10 points.

Drop bubbles : the first bubble is 20, and each additional bubble scores double.
Thus : bubbles dropped score
1 20
2 40
3 80
4 160
5 320
6 640
7 1280
8 2560
9 5120
10 10240
11 20480
12 40960
13 81920
14 163840
15 327680
16 655360
17 or more 1310720

Unlike Puzzle Bobble, there is a way to get more than 1.31 million points. It's possible to get 2621440, 5242880, or even 10485760 points! To do this :
* You need 17 or more bubbles.
* One of these bubbles must touch exactly one bubble of a group of
similarly colored bubbles.
* The bubble that pops the similarly colored group of bubbles must
not touch the group of 17 or more bubbles.

Bonus points : are awarded based on how fast you completed the stage.

Time you completed points awarded
1-5 sec. 500,000
6 sec. 494,600
7 sec. 481,700
8 sec. 469,400
9 sec. 458,400
. .
. .
46 sec. 14,100
47 sec. as low as 300 or NO BONUS
48+ seconds or greater NO BONUS

- SERIES -

1. Puzzle Bobble (1994)
1. Puzzle Bobble [MVS] (1994)
2. Puzzle Bobble 2 (1995)
2. Puzzle Bobble 2 [MVS] (1999)
3. Puzzle Bobble 2X (1995)
4. Puzzle Bobble 3 (1996)
5. Puzzle Bobble 4 (1997)
6. Super Puzzle Bobble (1999)
7. Azumanga Daioh Puzzle Bobble (2002)
8. Super Puzzle Bobble 2 (2002, Sony PlayStation 2)
9. Super Puzzle Bobble All-Stars (2003, Nintendo GameCube)
10. Puzzle Bobble Vs. (2003, Nokia N-Gage)
11. Ultra Bust-a-Move (2004, Microsoft XBOX)
12. Puzzle Bobble Pocket (2005, Sony PSP)
13. Puzzle Bobble DS (2005, Nintendo DS)
14. Space Puzzle Bobble (2008, Nintendo DS)
15. Puzzle Bobble Wii (2009, WiiWare - Nintendo Wii)

- STAFF -

Game designer : Seiichi Nakakuki
Character designers : Kazuhiro Kinoshita, Baw Baw (Bawbaw), Ko-Ji Terada, Kat, T. Akitsu-Osaru-, Rie Amino, Uoosy Maler, Yuko Kajihara, Ryota Sasaki, Yasunobu Kousokabe, Miwa Kamiya, Rieko Kobayashi, Miyabi Tashiro, Masami Kikuchi, Anpanmanda, Saori Hiratsuka, Vap Corp.
Programmers : Hiroshi Maruyama, Junichiro Noguchi
Sound (Zuntata) : Nakayama Joutohei, Kazuko Umino, Yasuko Yamada, Syu
Designers : Kumi Mizobe, T. Yoshiba, M. Osaka, Y. Mori

- PORTS -

NOTE: These are only ports released outside North America. For North American ports, see "Bust-A-Move Again".

* Consoles :
Sony PlayStation [EU] (1996) "Bust-A-Move 2 Arcade Edition [Model SLES-00278]" 
Sony PlayStation [JP] (March 29, 1996) "Puzzle Bobble 2 [Model SLPS-00284]" 
Nintendo 64 [EU] (1998) "Bust-A-Move 2 - Arcade Edition [Model NUS-NBUP-EUR]" 
Sony PlayStation 2 [JP] (August 25, 2005) "Taito Memories Gekan [Model SLPM-66092]" 
Microsoft XBOX [EU] (October 14, 2005) "Taito Legends" 
Sony PlayStation 2 [EU] (October 14, 2005) "Taito Legends [Model SLES-53438]" 
Sony PlayStation 2 [KO] (July 18, 2006) "Taito Legends [Model SLKA-15056]" 

* Handhelds : 
Nintendo Game Boy [EU] (1998) "Bust-A-Move 2 - Arcade Edition [Model DMG-ABUP-EUR]" 
Nintendo Game Boy [JP] (April 10, 1998) "Puzzle Bobble GB [Model DMG-AGPJ-JPN]" 

* Computers :
PC [MS Windows 95/MS-DOS, CD-ROM] [EU] (1997) "Bust-A-Move 2 Arcade Edition" 
PC [MS Windows, CD-ROM] [EU] (October 14, 2005) "Taito Legends" 

* Others : 
SNK Neo-Geo MVS [JP] (1999) "Puzzle Bobble 2 [Model NGM-0248]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2080&o=2

$end


$info=pbobbl2n,
$bio

Puzzle Bobble 2 (c) 1999 Taito Corp.

MVS re-release. For more information about the game itself, please see the original "Puzzle Bobble 2" (Taito F3 version) entry.

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : NGM-248

- TRIVIA -

This game is known in North America as "Bust-A-Move Again [Model NGM-248]".

Even though it is not shown on the title screen, the marquee and promotional fliers for the US version call the game "Bust-A-Move Again EX", which was probably used to differentiate from the original Taito F3 version released years earlier.

The original US release of "Bust-A-Move Again" for the Taito F3 board removed all Puzzle Bobble style levels, story, characters and replaced Bub and Bob with generic human hands. However, this MVS port retains the original Puzzle Bobble 2 assets for the US release.

This MVS version is a port from the 1995 version of "Puzzle Bobble 2" and is the first (and maybe the only at this time) port from 'coin-op to coin-op'!

- SERIES -

1. Puzzle Bobble (1994)
1. Puzzle Bobble [MVS] (1994)
2. Puzzle Bobble 2 (1995)
2. Puzzle Bobble 2 [MVS] (1999)
3. Puzzle Bobble 2X (1995)
4. Puzzle Bobble 3 (1996)
5. Puzzle Bobble 4 (1997)
6. Super Puzzle Bobble (1999)
7. Azumanga Daioh Puzzle Bobble (2002)
8. Super Puzzle Bobble 2 (2002, Sony PlayStation 2)
9. Super Puzzle Bobble All-Stars (2003, Nintendo GameCube)
10. Puzzle Bobble Vs. (2003, Nokia N-Gage)
11. Ultra Bust-a-Move (2004, Microsoft XBOX)
12. Puzzle Bobble Pocket (2005, Sony PSP)
13. Puzzle Bobble DS (2005, Nintendo DS)
14. Space Puzzle Bobble (2008, Nintendo DS)
15. Puzzle Bobble Wii (2009, WiiWare - Nintendo Wii)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=21231&o=2

$end


$info=pbobble2x,
$bio

Puzzle Bobble 2X (c) 1995 Taito.

Puzzle Bobble 2X is an expanded version of "Puzzle Bobble 2":
* Either or none of them can be chosen from the menu in the test section.
* It has a Christmas and a Happy New Year intro.
* It has the extra mode built-in.

- TECHNICAL -

Runs on the "Taito F3 System" Hardware.

Prom Stickers : E10

Players : 4
Control : 8-way joystick
Buttons : 4

- TRIVIA -

Puzzle Bobble 2X was released in November 1995.

- SERIES -

1. Puzzle Bobble (1994)
1. Puzzle Bobble [MVS] (1994)
2. Puzzle Bobble 2 (1995)
2. Puzzle Bobble 2 [MVS] (1999)
3. Puzzle Bobble 2X (1995)
4. Puzzle Bobble 3 (1996)
5. Puzzle Bobble 4 (1997)
6. Super Puzzle Bobble (1999)
7. Azumanga Daioh Puzzle Bobble (2002)
8. Super Puzzle Bobble 2 (2002, Sony PlayStation 2)
9. Super Puzzle Bobble All-Stars (2003, Nintendo GameCube)
10. Puzzle Bobble Vs. (2003, Nokia N-Gage)
11. Ultra Bust-a-Move (2004, Microsoft XBOX)
12. Puzzle Bobble Pocket (2005, Sony PSP)
13. Puzzle Bobble DS (2005, Nintendo DS)
14. Space Puzzle Bobble (2008, Nintendo DS)
15. Puzzle Bobble Wii (2009, WiiWare - Nintendo Wii)

- PORTS -

* Consoles :
Sega Saturn [JP] (July 26, 1996) "Puzzle Bobble 2X [Model T-1106G]" 
Sega Saturn [JP] (April 4, 1997) "Puzzle Bobble 2X + Space Invaders [Model T-1111G]" 

* Computers :
PC [Windows 95 Ver.1.0, CD-ROM] [US] (1998)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2081&o=2

$end


$saturn,sat_cart=pbobbl2xa,pbobbl2x,pbobbl2xb,
$bio

Puzzle Bobble 2X (c) 1996 Taito Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59549&o=2

$end


$info=pbobble3,pbobble3u,pbobble3j,
$bio

Puzzle Bobble 3 (c) 1996 Taito.

Link 3 or more colored bubbles by shooting an identical colored bubble. When they are joined together, they pop.

- TECHNICAL -

Runs on the "Taito F3 System" Hardware.

Prom Stickers : E29

Players : 4
Control : 8-way joystick
Buttons : 4

- TRIVIA -

Puzzle Bobble 3 was released in September 1996.

One of the playable characters is an enemy character from "Sonic Blast Man 2 - Real Puncher".

Another of the characters is a homage to Capcom's Ryu, complete with Shouryuken and Hadoken motions when he gets good combos. In his winning pose (where he turns his back to the player), he has the Taito logo on his back.

The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to 'PB3'.

Soundtrack releases :
Puzzle Bobble Variety / Zuntata [Zuntata Records - ZTTL-0009 - Mar 28, 1997]

- UPDATES -

The US version has both a "Winners Don't Use Drugs" screen and a "Recycle It, Don't Trash It!" screen.

- TIPS AND TRICKS -

* Alternative Game-play : press Shoot, Left, Right, Shoot on the title-screen before inserting coins. If done correctly, a small character will appear. On the next play, you will play on a different stage layout.

- SERIES -

1. Puzzle Bobble (1994)
1. Puzzle Bobble [MVS] (1994)
2. Puzzle Bobble 2 (1995)
2. Puzzle Bobble 2 [MVS] (1999)
3. Puzzle Bobble 2X (1995)
4. Puzzle Bobble 3 (1996)
5. Puzzle Bobble 4 (1997)
6. Super Puzzle Bobble (1999)
7. Azumanga Daioh Puzzle Bobble (2002)
8. Super Puzzle Bobble 2 (2002, Sony PlayStation 2)
9. Super Puzzle Bobble All-Stars (2003, Nintendo GameCube)
10. Puzzle Bobble Vs. (2003, Nokia N-Gage)
11. Ultra Bust-a-Move (2004, Microsoft XBOX)
12. Puzzle Bobble Pocket (2005, Sony PSP)
13. Puzzle Bobble DS (2005, Nintendo DS)
14. Space Puzzle Bobble (2008, Nintendo DS)
15. Puzzle Bobble Wii (2009, WiiWare - Nintendo Wii)

- STAFF -

Game designers : Seiichi Nakakuki, T. Saito
Programmers : Nak (Njk Techno), Maru (Njk Techno)
Character designers : Takao Yoshiba, Midori, Mari, Chino Maeda, M. Ishizuka
Music composer : Yukiharu Urita (Zuntata)
Designer : Kumi Mizobe
Round designers : Aya Yamamoto, Ayako Ishitsuka, Ayumi Kuroda, Chiaki Tanaka, Daiki Tanihiro, Etsuko Nakaya, Iesato Mikami, Ikue Sakuma, Junichi Sakurada, Junko Tanaka, Kaori Saito, Kazuaki Kimura, Kazuma Mori, Keiko Yano, Kiyotaka Yokota, Kuniaki Yamamoto, Mai Miyata, Masahiko Inoue, Masaki Iida, Miwa Akieda, Naoko Okada, Naoki Matsumoto, Naomi Abe, Ryo Sasaki, Souichiro Takakura, Sumiyo Kurosaki, Susumu Tsukamoto, Tsuyoshi Kanetani, Yasuki Fujino, Yoshimichi Omori
Voice performers : Adachi Tsubame Youchien, C. Tanaka, Y. Sekiguchi
Narration assists : Norihiro Furukawa (Zuntata), Richard H.B (Zuntata)

- PORTS -

* Consoles :
Sega Saturn [EU] (1997) "Bust-A-Move 3 [Model T-8155H-50]" 
Sega Saturn [JP] (March 28, 1997) "Puzzle Bobble 3 [Model T-1109G]" 
Sega Saturn [JP] (August 8, 1997) "Puzzle Bobble 3 for SegaNet [Model GS-7113]" 
Sega Saturn [US] (December 31, 1997) "Bust-A-Move 3 [Model T-31103H]" 
Sony PlayStation [JP] (November 6, 1997) "Puzzle Bobble 3 DX [Model SLPS-01065]" 
Sony PlayStation [EU] (February 27, 1998) "Bust-A-Move 3 DX [Model SLES-00991]" 
Sony PlayStation [US] (February 28, 1999) "Bust-A-Move '99 [Model SLUS-00725]" 
Nintendo 64 [EU] (November 1998) "Bust-A-Move 3 DX [Model NUS-NB3P]" 
Nintendo 64 [JP] (March 5, 1999) "Puzzle Bobble 64 [Model NUS-NPBJ]" 
Nintendo 64 [US] (April 30, 1999) "Bust-A-Move '99 [Model NUS-NB3E]" 
Nintendo Game Boy [EU] (1998) "Bust A Move 3 DX [Model DMG-A3VP]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2082&o=2

$end


$saturn,sat_cart=pbobble3,
$bio

Puzzle Bobble 3 (c) 1997 Taito Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59550&o=2

$end


$psx=pbobl3dx,
$bio

Puzzle Bobble 3 DX (c) 1997 Taito Corp.

- TECHNICAL -

Game ID: SLPS-01065

- TRIVIA -

Released on November 06, 1997 in Japan.

Re-Editions:
[JP] "Puzzle Bobble 3 DX [Model SLPS-91075]"

Export Releases:
[EU] "Bust-A-Move 3 DX [Model SLES-00991]"
[US] "Bust-A-Move '99 [Model SLUS-00725]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85562&o=2

$end


$info=pbobble4,pbobble4u,pbobble4j,
$bio

Puzzle Bobble 4 (c) 1997 Taito.

Shoot colored bubbles towards clusters of other bubbles. When groups of similarly colored bubbles are formed, the bubbles burst.

- TECHNICAL -

Runs on the "Taito F3 System" Hardware.

Prom Stickers : E49

Players : 4
Control : 8-way joystick
Buttons : 4

- TRIVIA -

Puzzle Bobble 4 was released in December 1997.

The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to 'AAA'.

- UPDATES -

The US version has a "Winners Don't Use Drugs" screen and a "Recycle It, Don't Trash It!" screen.

- SERIES -

1. Puzzle Bobble (1994)
1. Puzzle Bobble [MVS] (1994)
2. Puzzle Bobble 2 (1995)
2. Puzzle Bobble 2 [MVS] (1999)
3. Puzzle Bobble 2X (1995)
4. Puzzle Bobble 3 (1996)
5. Puzzle Bobble 4 (1997)
6. Super Puzzle Bobble (1999)
7. Azumanga Daioh Puzzle Bobble (2002)
8. Super Puzzle Bobble 2 (2002, Sony PlayStation 2)
9. Super Puzzle Bobble All-Stars (2003, Nintendo GameCube)
10. Puzzle Bobble Vs. (2003, Nokia N-Gage)
11. Ultra Bust-a-Move (2004, Microsoft XBOX)
12. Puzzle Bobble Pocket (2005, Sony PSP)
13. Puzzle Bobble DS (2005, Nintendo DS)
14. Space Puzzle Bobble (2008, Nintendo DS)
15. Puzzle Bobble Wii (2009, WiiWare - Nintendo Wii)

- PORTS -

* Consoles :
Sony PlayStation [JP] (August 6, 1998)
Sony PlayStation [US] (October 31, 1998) "Bust-A-Move 4 [Model SLUS-00754]" 
Sony PlayStation [EU] (April 15, 1999) "Bust-A-Move 4 [Model SLES-01389]" : Also released as a Value Series edition in 2001 and as an 'Acclaimed Range' edition in 2002.
Nintendo Game Boy Color [US] (June 1999) "Bust-A-Move 4 [Model DMG-AA4E]" 
Sega Dreamcast [JP] (March 16, 2000) "Puzzle Bobble 4 [Model T-42301M]" 
Nintendo Game Boy Color [JP] (April 28, 2000) "Puzzle Bobble 4 [Model DMG-AA4J]" 
Sega Dreamcast [US] (May 31, 2000) "Bust-A-Move 4 [Model T-8117N]" 
Sega Dreamcast [EU] (June 9, 2000) "Bust-A-Move 4 [Model T-8109D-05]" 
NUON [Unreleased] (2001) "Bust-A-Move 4" 
Sony PlayStation [JP] (April 25, 2002) "Simple 1500 Series Vol.93: The Puzzle Bobble 4 [Model SLPM-87057]" 

* Computers :
PC [MS Windows, CD-ROM] [US] (January 31, 2000)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2083&o=2

$end


$gbcolor=pbobble4,
$bio

Puzzle Bobble 4 [Model DMG-AA4J-JPN] (c) 2000 Altron Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68618&o=2

$end


$psx=pbobl4,
$bio

Puzzle Bobble 4 (c) 1998 Taito Corp.

- TECHNICAL -

Game ID: SLPS-01492

- TRIVIA -

Released on August 06, 1998 in Japan.

Re-Editions:
[JP] "Puzzle Bobble 4 [Model SLPM-87057]"

Export releases:
[US] "Bust-A-Move 4 [Model SLUS-00754]"
[EU] "Bust-A-Move 4 [Model SLES-01389]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85563&o=2

$end


$n64=pbobble,
$bio

Puzzle Bobble 64 (c) 1999 Taito Corp.

- TECHNICAL -

Game ID: NUS-NPBJ

- TRIVIA -

Released on March 05, 1999 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57923&o=2

$end


$gameboy=pbobble,
$bio

Puzzle Bobble GB (c) 1998 Taito Corp.

- TECHNICAL -

Cartridge ID: DMG-AGPJ-JPN

- TRIVIA -

Puzzle Bobble GB for Game Boy was released on April 10, 1998 in Japan. It was then re-released on March 1, 2000 as a Nintendo Power edition.

The game is known outside Japan as "Bust-A-Move 2 - Arcade Edition". Here are some known export releases:
[US] "Bust-A-Move 2 - Arcade Edition [Model DMG-ABUE-USA]" 
[EU] "Bust-A-Move 2 - Arcade Edition [Model DMG-ABUP-EUR]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66788&o=2

$end


$gbcolor=pbobblem,
$bio

Puzzle Bobble Millennium [Model CGB-BP5J-JPN] (c) 2000 Altron Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68619&o=2

$end


$ngpc=pbobbleb,pbobblea,pbobble,
$bio

Puzzle Bobble Mini [Model NEOP00200] (c) 1999 SNK Corp. [Shin Nihon Kikaku] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82578&o=2

$end


$neocd=pbobble,
$bio

Puzzle Bobble (c) 1995 SNK.

- TECHNICAL -

Game ID: NGCD-083

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68132&o=2

$end


$info=pbobblen,pbobblna,pbobblenb,
$bio

Puzzle Bobble (c) 1994 Taito Corp.

MVS re-release. For more information about the game itself, please see the original Taito B System version; "Puzzle Bobble".

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : NGM-083

- TRIVIA -

Puzzle Bobble for MVS was released in December 1994 (Taito's first game on this hardware).

This game was originally released six months earlier (June 1994) on the Taito B System as "Puzzle Bobble".

Perform well during the game and after the credits you will get a special contest image with a scrambled message.

Stepehn Krogman holds the official records for this game with 13,874,390 points (difficulty 6) on November 6, 2004.

Zuntata Records released a limited-edition soundtrack album for this game (Puzzle Bobble Variety - ZTTL-0009) on March 28, 1997.

- UPDATES -

The US version has :
* 'Recycle It, Don't Trash It!' screen added.
* Additional 'Winners Don't Use Drugs' screen added.

- SERIES -

1. Puzzle Bobble (1994)
1. Puzzle Bobble [MVS] (1994)
2. Puzzle Bobble 2 (1995)
2. Puzzle Bobble 2 [MVS] (1999)
3. Puzzle Bobble 2X (1995)
4. Puzzle Bobble 3 (1996)
5. Puzzle Bobble 4 (1997)
6. Super Puzzle Bobble (1999)
7. Azumanga Daioh Puzzle Bobble (2002)
8. Super Puzzle Bobble 2 (2002, Sony PlayStation 2)
9. Super Puzzle Bobble All-Stars (2003, Nintendo GameCube)
10. Puzzle Bobble Vs. (2003, Nokia N-Gage)
11. Ultra Bust-a-Move (2004, Microsoft XBOX)
12. Puzzle Bobble Pocket (2005, Sony PSP)
13. Puzzle Bobble DS (2005, Nintendo DS)
14. Space Puzzle Bobble (2008, Nintendo DS)
15. Puzzle Bobble Wii (2009, WiiWare - Nintendo Wii)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2079&o=2

$end


$snes=pbobblej,
$bio

Puzzle Bobble (c) 1995 Taito Corp.

Puzzle Bobble is a cute puzzle game by Taito. Who would have guessed that two of the most popular video game dinosaurs (or bubble dragons) from Taito's 1986 arcade hit Bubble Bobble would also be the heroes of one of the most addictive puzzle game ever created ? In Puzzle Bobble, bubbles are still at the core of the gameplay - however, they now come in a variety of colors, occupy most of the upper-screen and are all stacked up in an ordered and crossed pattern. Each player controls a dinosaur standing at the bottom of the screen ready to fire his bubble-blower gun. The game concept is inspired by the famous Tetris and three of more bubbles of the same color pop to oblivion on contact. But Puzzle Bobble features a few twists to the standard Tetris formula - bubbles are somehow connected and removing upper bubbles cause the lowers ones to fall down. The bubble-gun can also rotate and fire in any direction and bubbles can bounce off walls. Time is of course limited and the screen of bubbles slowly moves down, getting dangerously close to our hero dinosaurs and if it ever reaches them, then the game is over. Some bubbles also have special powers (most of them inspired by the original Bubble Bobble game) such as lightning, bombs, water tanks and so forth... The game offers several single player modes and an intense two-player-versus-battle mode.

- TECHNICAL -

Cartridge ID: SHVC-AYKJ-JPN

- TRIVIA -

Puzzle Bobble for Super Famicom Released on January 13, 1995 in Japan for 6800 Yen.

Puzzle Bobble first came out in the arcades in 1994.

Export releases:
[US] "Bust-A-Move [Model SNS-AYKE-USA]"
[EU] "Puzzle Bobble - Bust-A-Move [Model SNSP-AYKP]"

A hidden Japanese message appears in the ROM at 7F460  right after the regional lockout error message:
Nee Chotto, doushite kopii nanka suruno? ROM ni kawatte oshioki yo!! Kono bunshow wo yomu towa, onushimo nakanaka waru yo noo. E? Kopii surunja nakattanda. Korya mata shitsurei shimashita. Yoikono minna, geemuno kopii nante yatcha damedayo! Geemuno kopii nante, waruiojisanno surukoto dakarane. Sorekara, kono geemuwo kattekudasatta kata, arigato gozaimasu. Korekaramo yoroshiku!

The line 'ROM ni kawatte oshioki yo!!' is a play on Sailor Moon's famous catchphrase, 'Tsuki ni kawatte oshioki yo!' ('In the name of the moon, I will punish you!')

Here is the full translation from Japanese:
Hey, wait a second; why would you copy this? In the name of the ROM, I will punish you!! If you're reading this, you're a bad person. Oh? You weren't trying to copy it, you say. Well, I'm sorry then. Got it, everyone? You can't go around copying games! Copying games is just for bad old men. So, anyway, thanks to those who bought this game. Best regards!

- TIPS AND TRICKS -

Final Boss with 7 continues
---------------------------
Enter NS9NLD as a password.

Level Password
--------------  
2 S2$48T  
3 $#2GRM  
4 KL4687  
5 3N#HDN  
6 3832M#  
7 JD3NX$  
8 4M$JD#  
9 JDN3#N  
10 XJZBOX  
11 37SN#N  
12 3MNS$$  
13 JDSN#N  
14 DMN$NM  
15 MW3J#M  
16 K32#$1  
17 3MN23$  
18 KJ2$3#  
19 JSNDN6  
20 FG2FWC  
21 MS##M2  
22 3EN5#N  
23 K3$M8#  
24 K9NS#$  
25 $$DNM2  
26 DM3N#J  
27 MD3KJX  
28 K3MXFS  
30 5SNRT9  
40 LTH3DB  
50 TZDK2K  
51 LBWWKW  
52 62BWHW  
53 C6Q6T6  
54 XTS9T9  
55 CLM#S5  
56 V$5MR6  
60 60GCKW  
70 SV6RTR  
80 46V4C2  
90 $K5TT$  
100 23Q66$

- STAFF -

Director: Shoji Takahashi (ST)
Planner: Yuji Koga
Assistant Planners: Shige Sakaki, Kazuhiro Ohhara
Programmers: Kazuhiko Sugiyama (KS), Satoru Tanabe (Tana-B)
Graphic Designers: Midori Tokutomi, Tokuhisa Tazima
Map Designers: Yukari Sakabe, Tetsuya Ueda, Mikiyo Yoshida
Sound by: Karu. (ZTT)
Tester: Yuichi Kanno
Manual Designer: Kazuo Nakagawa
Special Thanks to: Seiichi Nakakuki, TKHC 02 5, VG-NOB, Kazuhiro Kinoshita
Producers: Seizo Matsutaka, Takeo Shirasaka
Executive Producer: Koichi Nakamura

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61995&o=2

$end


$wswan=pbobble,
$bio

Puzzle Bobble [Model SWJ-SUN003] (c) 1999 Sunsoft [Sun Electronics div.] [Kounan, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86370&o=2

$end


$gamegear=pbobble,
$bio

Puzzle Bobble [Model T-11047] (c) 1996 Taito Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64799&o=2

$end


$pce=puzzlboy,
$bio

Puzzle Boy (c) 1991 Telenet Japan [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58705&o=2

$end


$info=tvpzlboy,
$bio

Puzzle Boy (c) 1991 TOURVision.

Unlicensed Spanish game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101157&o=2

$end


$gameboy=puzzlbo2,
$bio

Puzzle Boy II [Model DMG-P3J] (c) 1991 Atlus Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66790&o=2

$end


$gameboy=puzzlboy,
$bio

Puzzle Boy [Model DMG-APJ] (c) 1989 Atlus Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66789&o=2

$end


$famicom_flop=puzlboys,
$bio

Puzzle Boys [Model ATL-PUZ] (c) 1990 Atlus Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65427&o=2

$end


$info=pzlbreak,
$bio

Puzzle Break (c) 1997 SemiCom.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=34416&o=2

$end


$info=puzlclub,
$bio

Puzzle Club (c) 1990 Namco.

Puzzle Club is a sliding block puzzle video game. The objective of each stage is to make every row in the puzzle show matching animated icons before the timer reaches zero. Once a row is matched that row is shifted to the bottom of the puzzle.  Once all of the rows are matched the stage is completed and the players score is tallied.

There is a 'young' mode and 'adult' mode that is selected at the start of the game. The 'young' mode features icons and characters from the pac-man series.  The 'adult' mode features standard slot game icons. The 'adult' mode also features a bonus stage between regular stages, featuring a sliding puzzle with the animated image of a girl lifting barbells. If the player solves the puzzle within the short time limit he is awarded extra bonus points.

- TECHNICAL -

Namco System 1 hardware
Game ID : PC

Main CPU : Motorola M6809 (@ 1.536 Mhz)
Sub CPU : Motorola M6809 (@ 1.536 Mhz)
Sound CPU : Motorola M6809 (@ 1.536 Mhz)
MCU : HD63701 (@ 1.536 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.57958 Mhz), Namco advanced 8-channel stereo WSG, stereo DAC

Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.61 Hz
Palette colors : 24-bit RGB palette

Players : 2
Control : 4-way joystick
Buttons : 1

- TRIVIA -

This game is a prototype. While the game is complete it doesn't have a proper title screen.

- STAFF -

Chief : Wan Wan
Programmer : Akima Chan
Game & Graphic designer : S. Norimatsu
Game music : Seiichi Sakurai (Sack Chan), Shinji Hosoe, Ayako Saso
Designers : N. Abe, H. Kuwabara
Gals animator : Y. Sakakibara
Graphic designer : Y. Wagatsuma

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2084&o=2

$end


$info=pclubys,pclubysa,
$bio

Puzzle Club (c) 2000 Yun Sung.

This game contains 6 games : Magic Eye (150 levels and different backgrounds), Box Logic (a "Logic Pro" clone with 72 nudity background), Mad Ball (a breakout featuring 42 levels and 72 nudity background), Magic Bubble (a "Puzzle Bobble" clone featuring 30 levels and as usual 72 nudity background), Bogle Puyo (a "Puyo Puyo" clone), Rocktris (a "Tetris" clone featuring 72 nudity background).

- TECHNICAL -

Main CPU : Motorola 68000 (@ 16 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), OKI6295 (@ 7.575 Khz)

Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 1024

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

The game "Magic Bubble" included within Puzzle Club is a hack of "Puzzle Bobble 2", unlike the stand alone "Magic Bubble", which is a hack of "Puzzle Bobble 4".  The music and backgrounds were changed, but the level design, gameplay, and map layout are identical to Puzzle Bobble 2.

- STAFF -

Director : BOK WON Kang, CHANG WON Lee
Program : CHANG SOO Jang, HONG MIN Lee
Graphics : JEONG SUK Oh, JEONG SIK Yum, DONK SUK Kim
Hardware : SANG JIN Lee, JONG HWAN An
Sound : CHANG WON Lee

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3662&o=2

$end


$info=pzlbowl,
$bio

Puzzle de Bowling (c) 1999 Nihon System.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 16.2652 Mhz)
Sound Chips : X1-010 (@ 16.66 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Released in January 1999.

Developed by Moss.

- PORTS -

* Consoles :
Sony PlayStation (unreleased prototype)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2085&o=2

$end


$pc8801_flop=puzldate,
$bio

Puzzle de Date (c) 1987 Tracers Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92696&o=2

$end


$info=puzzledp,
$bio

Puzzle de Pon! (c) 1995 Taito.

Drop the target plate before time runs out to clear each stage. To finish game, clear 39 different stages...
Level 03 : GET Aries
Level 06 : GET Taurus
Level 09 : GET Gemini
Level 12 : GET Cancer
Level 15 : GET Leo
Level 18 : GET Virgo
Level 21 : GET Libra
Level 24 : GET Scorpio
Level 27 : GET Sagittarius
Level 30 : GET Capricorn
Level 33 : GET Aquarius
Level 36 : GET Pisces
Level 39 : Sun

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : 0202

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2610 (@ 8 Mhz)

Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096

Players : 2
Control : 8-way joystick
Buttons : 1
=> [A] Ball firing

- TRIVIA -

Released in November 1995.

Licensed to Visco.

This game runs on the Neo-Geo MVS and was not released on the Neo-Geo AES home console.

Ron Corcoran holds the official records for this game with 2,960,001 points (factory setting) on 12/20/1998.

- SERIES -

1. Puzzle de Pon! (1995)
2. Puzzle de Pon! R! (1997)

- STAFF -

Producer : Tetsuo Akiyama
Direction : Don Gabacho (Don Gabagyo)
Assistance : Yaushisa Itoi
Programmers : Basser Teramachi, Gold Finger Iwasawa
Designers : Bear Kill The Kuro, E-Ayasu (Speed King), Micoto. A. Bryant, Stealth The. Tajiman, Tamu
Sound music : Light Link Music, Kenichi Kamio

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2086&o=2

$end


$info=puzzldpr,
$bio

Puzzle de Pon! R! (c) 1997 Taito.

Drop the target plate before time runs out to clear each stage. To finish game, clear 39 different stages...
Level 03 : GET Aries
Level 06 : GET Taurus
Level 09 : GET Gemini
Level 12 : GET Cancer
Level 15 : GET Leo
Level 18 : GET Virgo
Level 21 : GET Libra
Level 24 : GET Scorpio
Level 27 : GET Sagittarius
Level 30 : GET Capricorn
Level 33 : GET Aquarius
Level 36 : GET Pisces
Level 39 : Sun

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : 0235

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2610 (@ 8 Mhz)

Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096

Players : 2
Control : 8-way joystick
Buttons : 1 
= > [A] Ball firing

- TRIVIA -

Licensed to Visco.

This game runs on the Neo-Geo MVS and was not released on the Neo-Geo AES home console.

- SERIES -

1. Puzzle de Pon! (1995)
2. Puzzle de Pon! R! (1997)

- STAFF -

Producer : Tetsuo Akiyama
Direction : Don Gabacho (Don Gabagyo)
Assistance : Yaushisa Itoi
Programmers : Basser Teramachi, Gold Finger Iwasawa
Designers : Bear Kill The Kuro, E-Ayasu (Speed King), Micoto. A. Bryant, Stealth The. Tajiman, Tamu
Sound music : Light Link Music, Kenichi Kamio

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2087&o=2

$end


$gbcolor=puzlshou,
$bio

Puzzle de Shoubuyo! Wootama-chan [Model DMG-BKUJ-JPN] (c) 2000 Naxat Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68621&o=2

$end


$info=rongrong,rongrongg,rongrongj,
$bio

Puzzle Game Rong Rong (c) 1994 Nakanihon.

Rong Rong is a style of solitaire mahjong, much like "Shanghai" with 3 modes of play, 'sexy girls', 'rong rong', and 'battle mode'. All 3 modes feature the same basic style of gameplay. Rong Rong is the basic story mode where finishing each level furthers the storyline. 'Battle mode' is a two player game where two players on a split-screen compete to clear the same board of tiles first. 'Sexy girls' mode involves clearing the board to reveal a scantily clad model in the background. In 'Sexy girls' mode there are additional mini-games between levels which, when completed successfully reveal more risque images of the girl featured in the level.

- TECHNICAL -

Game ID : '80'

Main CPU : Zilog Z80 (@ 8 Mhz)
Sound Chips : YM2413 (@ 3.579545 Mhz), OKI6295 (@ 8 Khz)

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Puzzle Game Rong Rong was released in February 1994 in Japan.

- TIPS AND TRICKS -

* Enter test mode : press Right control of 1P and hold it, then 2P's A, B, C, don't raise your fingers as you press every button. After this, you will enter a secret test memu.

- STAFF -

Producer : H. Ishikawa
Director : Fuguriro
Game designers : Remember, Ogachin
Main programmer : Iwa
Programmer : Miki Chan
Character designers : Fuguriro, Mittu, Manboh, Gewalt, K2, MKZ
Sound creators : Opain, Sentakuya Ken Chan, Louis
Hardware engineer : Mr. Oz
Executive producer : E. Hayakawa

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2263&o=2

$end


$pc8801_flop=puzlkana,
$bio

Puzzle Kana (c) 1990 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92694&o=2

$end


$info=4in1boot,
$bio

Puzzle King (c) 2002 K1soft.

- TECHNICAL -

Runs on Toaplan/Semicom "Snow Bros" Hardware
Main CPU : Motorola 68000 (@ 16 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2151 (@ 4 Mhz), OKI6295 (@ 7.575 Khz)

Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 57.50 Hz
Palette colors : 256

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Developed in cooperation with HANsystem.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2088&o=2

$end


$info=puzzlekg,
$bio

Puzzle King - Dance & Puzzle (c) 1998 Eolith.

- TECHNICAL -

Eolith 32 bits hardware: Gradation 2D system

Main CPU : Hyperstone E1-32N @ 45 or 50 MHz

Sound: 
- CPU : 80c301/AT89c52
- General MIDI Chipset QDSP 1000 MIDI Player (80c32 CPU)
- MIDI 16th Channel(32 Poly) using as Effect EPROM : 512Kbytes
- MIDI Background Music EPROM : 512Kbytes. 
- TDA1519A (Philips) Stereo Power AMP

Video :
- Resolution : 320x340 or 512x384
- Color : 16 bit True Color/Dot
- Screen orientation : Horizontal
- Video resolution : 320 x 240 pixels
- Screen refresh : 60.00 Hz

Memory:
- 256KByte x2 VRAM
- 512Kbyte/1Mega main RAM

Players : 2
Control : 8-way Joystick
Buttons : 2

- STAFF -

Main Producer : Jeon Tae Young
Head Director : Jeon Ju Young
Manager : Park Tae Young
Main Director : Lee Seon Ho
Graphic Chief : Park Jae Hyoung
Graphic Designer : Lee Seon Ho
Main Programmer : Kim Chan Suu
Sub Programmer : Choi Sang Il
Music Director : Han Seung
Hardware Chief : Shin Woo Kyun
Engineer : Lee Jung Hoon, Kim Han Byeol, Hong Yong Pyo, Hong Eun Ah
Motion Capture : Hwang Hyun Ho
Dance Director : Park Jung Min
Special Thanks : Choi Jong Ho, Lee Jeong Yn, Lee Sang Hyun, Park Woo Jun, Choi In Chul

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5181&o=2

$end


$ngpc=puzzlnk2,
$bio

Puzzle Link 2 [Model NEOP00760] (c) 2000 SNK Corp. [Shin Nihon Kikaku] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82579&o=2

$end


$ngpc=puzzlink,
$bio

Puzzle Link (c) 1999 Yumekobo.

- TECHNICAL -

Cartridge ID: NEOP00540

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47911&o=2

$end


$gbcolor=puzlmstr,
$bio

Puzzle Master [Model DMG-AZOE-USA] (c) 1999 Metro3D, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68620&o=2

$end


$snes=puzlnint,
$bio

Puzzle Nintama Rantarou - Ninjutsu Gakuen Puzzle Taikai no Dan [Model SHVC-ANVJ-JPN] (c) 1996 Culture Brain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61996&o=2

$end


$gameboy=puzlnint,
$bio

Puzzle Nintama Rantarou [Model DMG-APNJ-JPN] (c) 1996 Culture Brain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66791&o=2

$end


$msx1_cart=puzpanic,
$bio

Puzzle Panic [Model 220426] (c) 1986 System Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77391&o=2

$end


$odyssey2=ppp,
$bio

Puzzle Piece Panic! (c) 2007 Packrat Video Games.

The mindless Tetrad Ejecting Device (or T.E.D.) is spewing out an endless series of Tetrad Puzzle Pieces into the Well. Your mission is to manuever these Tetrads so they disintegrate before the Well fills up! Act fast or it will be too late!

- STAFF -

Programmer: Ted Szczypiorski

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95663&o=2

$end


$pc8801_flop=puzzlesh,
$bio

Puzzle Shichauzo (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92695&o=2

$end


$info=pzlestar,
$bio

Puzzle Star (c) 1991 Sang Ho Soft.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 8 Mhz)
Sound Chips : YM2413 (@ 3.58 Mhz)

Screen orientation : Vertical
Video resolution : 480 x 544 pixels
Screen refresh : 60.00 Hz
Palette colors : 512

Players : 2
Control : 8-way Joystick

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5950&o=2

$end


$info=puzlstar,
$bio

Puzzle Star (c) 1999 IGS Company, Limited. [International Game System].

- TECHNICAL -

IGS PGM hardware

Main CPU : Motorola 68000 (@ 20 Mhz)
Sound CPU : Zilog Z80 (@ 8.468 Mhz)
Sound Chips : ICS2115 (@ 8.468 Mhz)

Players : 4
Control : 8-way joystick
Buttons : 4

- TRIVIA -

Puzzle Star was released in December 1999.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3519&o=2

$end


$info=pzletime,
$bio

Puzzle Time (c) 199? Elettronica Video-Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31451&o=2

$end


$info=uopoko,uopokoj,
$bio

Puzzle Uo Poko (c) 1998 Cave.

Uo Poko is a puzzle game for one or two players (co-operative). The aim is to clear the screen of coloured glass balls by dropping like-coloured balls down onto them. Connecting three or more like-coloured balls creates a chain reaction and causes them to disappear.

Balls are launched into the play area via a joystick controlled 'pinball-plunger' and as in Pinball, the further the plunger is pulled back, the further the coloured ball will travel. Mastering the strength and distance required is essential in order to drop each ball accurately onto its target. To allow players to learn how to use the plunger, the first two stages feature a guide line which shows exactly where a ball will drop. From the third stage onwards, players must use their judgement alone.

Bonus points are awarded if a stage is completed quickly enough. If too much time is taken, however, the bottom of the stage will start to rise, pushing the balls already in play towards the top of the screen. If the top of the screen is reached, the game is over.

Uo Poko features thirty stages of play.

- TECHNICAL -

Game ID : CV02

Cave 1st Generation Hardware

Main CPU : MC68000 (@ 16 Mhz)
Sound CPU : Zilog Z80 [Optional]
Sound Chips : Yamaha YMZ280B (@ 16.9344 Mhz) or OKIM6295 x (1 or 2) + YM2203 / YM2151 [Optional]
Other : 93C46 EEPROM

Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 57.55 Hz
Palette colors : 32768

Players : 2
Control : 8-way joystick

- TRIVIA -

Released in February 1998.

Licensed to Jaleco.

- UPDATES -

The Japanese version has an additional subtitle which can be translated as "Lots of Fish".

- TIPS AND TRICKS -

When the Submarine appears, launch a bubble above, if you succeed, a laser will start destroying the touched bubbles.

- SERIES -

1. Uo Poko - Lots of Fish (1998)
2. Himitsu no Hana Poko

- STAFF -

Sound composer : Ryuichi Yabuki

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3032&o=2

$end


$msx1_cart=puzzle,
$bio

Puzzle [Model K075] (c) 1987 al Alamiah

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77390&o=2

$end


$snes=puzldesu,
$bio

Puzzle'n Desu! [Model SHVC-ASUJ-JPN] (c) 1995 Nichibutsu [Nihon Bussan Company, Limited.] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61997&o=2

$end


$pc8801_flop=puzzlech,
$bio

Puzzle-chan Sensenfukoku (c) 1989 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92697&o=2

$end


$gbcolor=puzzled,
$bio

Puzzled [Model CGB-AZWP-EUR] (c) 2001 Conspiracy Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68622&o=2

$end


$gbcolor=puzzledu,
$bio

Puzzled [Model CGB-BP3E-USA] (c) 2001 Conspiracy Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68623&o=2

$end


$info=puzzlet,
$bio

Puzzlet (c) 2000 Yunizu Corp.

- TRIVIA -

Released in January 2001.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=22268&o=2

$end


$info=puzzli,
$bio

Puzzli (c) 1995 Banpresto.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 16 Mhz)
Sound CPU : uPD7810 (@ 12 Mhz)
Sound Chips : Yamaha YM2151 (@ 4 Mhz), OKI6295 (@ 9.375 Khz)

Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 58.00 Hz
Palette colors : 8192

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Developed by Metro.

Released in November 1995.

- SERIES -

1. Puzzli (1995)
2. Puzzli 2 (1999)
3. Puzzli 2 Super (2001)

- STAFF -

Planners : Pochi, Dharma (Original)
Graphic designers : Rayray, Araiguma, 551, Iso.Onna, Show, Ching Pan, Yukihisa
Sound : Efa, Famishin, Takesoft
Programmers : Match, May., Mitu (Assist)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2090&o=2

$end


$info=puzzli2,
$bio

Puzzli 2 (c) 1999 IGS Company, Limited. [International Game System].

- TRIVIA -

Puzzli 2 was released in November 1999.

- SERIES -

1. Puzzli (1995)
2. Puzzli 2 (1999)
3. Puzzli 2 Super (2001)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49650&o=2

$end


$info=puzzli2s,
$bio

Puzzli 2 Super (c) 2001 IGS.

- TECHNICAL -

IGS PGM hardware

Main CPU : Motorola 68000 (@ 20 Mhz)
Sound CPU : Zilog Z80 (@ 8.468 Mhz)
Sound Chips : ICS2115 (@ 8.468 Mhz)

Players : 4
Control : 8-way joystick
Buttons : 4

- TRIVIA -

Puzzli 2 Super was released in December 2001.

- SERIES -

1. Puzzli (1995)
2. Puzzli 2 (1999)
3. Puzzli 2 Super (2001)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3857&o=2

$end


$info=puzzlove,puzzlovek,
$bio

PuzzLove (c) 1994 Para.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88778&o=2

$end


$info=puzznic,puzznicj,puzznici,puzznicb,puzznicba,
$bio

Puzznic (c) 1989 Taito Corp.

This is a puzzle game in which the aim is to move symbol-bearing blocks onto identically-symboled blocks in order to eliminate them. Blocks can only be moved left or right, or dropped downwards. 

The order in which the blocks are eliminated needs careful planning, as it's sometimes necessary to destroy three blocks at a time, or use blocks as bridges for other blocks. Some puzzle screens have moving background blocks that act as elevators, making careful timing essential. 

Should the player make a mistake and destroy or move the wrong blocks, each puzzle screen allows for a set number of 'retries' (depending on the dipswitch settings). A retry resets all tiles to their original positions. 

The game consists of eight levels, with each level consisting of four separate puzzle screens. Once a level has been completed, players can chose which level to tackle next. This translates into 36 separate puzzle screens to be completed in any one game, chosen from a total of 144 puzzle screens, giving the game much replay value.

- TECHNICAL -

Taito L System hardware
Prom Stickers : C20

Main CPU : Zilog Z80 (@ 6 Mhz)
Sound Chips : YM2203 (@ 3 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Puzznic was released in October 1989.

- UPDATES -

On the Japanese version, we can play for Eurasian naked pictures. This feature was removed for Export versions.

- PORTS -

* Consoles :
NEC PC-Engine (1990)
Nintendo Famicom (1990)
Nintendo Game Boy
Sony PlayStation (2001)

* Computers :
Sinclair ZX Spectrum (1990)
Commodore C64 (1990)
Amstrad CPC (1990)
Commodore Amiga (1990)
Atari ST (1990)
NEC PC-9801 (1990)
FM Towns PC (1990)
X68000 (1990, "Puzznick")

* Others :
Nokia N-Gage ("Taito Memories") : unreleased

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2091&o=2

$end


$nes=puzznic,puzznicu,
$bio

Puzznic (c) 1990 Taito Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55461&o=2

$end


$amigaocs_flop=puzznic,
$bio

Puzznic (c) 1990 Ocean Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74817&o=2

$end


$x68k_flop=puzznic,
$bio

Puzznic (c) 1990 Broderbund Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88015&o=2

$end


$pc98=puzznic,
$bio

Puzznic (c) 1990 Broderbund Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90431&o=2

$end


$cpc_cass=puzznic,
$bio

Puzznic (c) 1990 Ocean Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98765&o=2

$end


$gameboy=puzznic,
$bio

Puzznic [Model DMG-PZA] (c) 1990 Taito Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66792&o=2

$end


$nes=puzznicj,
$bio

Puzznic (c) 1991 IGS Corp.

- TECHNICAL -

[Model IGS-9U]

- TRIVIA -

Puzznic for Famicom was released on July 19, 1991 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54525&o=2

$end


$pce=puzznic,
$bio

Puzznic (c) 1990 Taito Corp.

Puzznic counts 100 levels, with 4 puzzles per levels. You must clear all the tiles (coins, jewels, objects...) by moving them next to each other so they dissapear. As usual, each level must be finished in a set time limit. Every 4 puzzles, a girl will give you a password.

- TECHNICAL -

HuCARD ID: TP02011
HuCARD Size: 2 Mbits.

- TRIVIA -

Released on June 29, 1990 in Japan for yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58706&o=2

$end


$a2600=pygmy,
$bio

Pygmy (c) 1983 Quelle.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50837&o=2

$end


$cpc_cass=pyjamarmmg,
$bio

Pyjamarama [Model AF3] (c) 1984 Mikro-Gen [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98771&o=2

$end


$cpc_cass=pyjamarm,
$bio

Pyjamarama [Model SOFT 943] (c) 1984 Amsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98768&o=2

$end


$nes=pyokotan,
$bio

Pyokotan no Dai Meiro (c) 1993 Sunsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54526&o=2

$end


$info=ppj,
$bio

Pyon Pyon Jyanpu (c) 199? Success.

- TRIVIA -

The game name could be translated as 'Hop Hop Jump'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101122&o=2

$end


$saturn,sat_cart=pyonpyon,pyonpyona,
$bio

Pyon Pyon Kyaruru no Mahjong Hiyori (c) 1996 Natsume

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59551&o=2

$end


$amigaocs_flop=pyramax,
$bio

Pyramax (c) 1990 ARC

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74818&o=2

$end


$info=j2pyramd,
$bio

Pyramid (c) 198? JPM International.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40996&o=2

$end


$nes=pyramid1,pyramid,
$bio

Pyramid (c) 1990 American Video Entertainment

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55462&o=2

$end


$info=pyramid,
$bio

Pyramid (c) 1996 BFM / ELAM.

- TECHNICAL -

Main CPU : (2x) M6809 (@ 2 Mhz)
Sound Chips : UPD7759 (@ 640 Khz), YM2413 (@ 3.579545 Mhz)

Screen orientation : Horizontal
Video resolution : 400 x 300 pixels
Screen refresh : 50.00 Hz
Palette colors : 16

Players : 1
Control : 8-way Joystick
Buttons : 3

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4900&o=2

$end


$info=ec_pyram,ec_pyrama,
$bio

Pyramid (c) 199? Electrocoin Automatics, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41886&o=2

$end


$svision=pyramid,
$bio

Pyramid (c) 199? Watara.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95468&o=2

$end


$nes=pyramida,pyramidh,
$bio

Pyramid (c) 19?? Sachen [Taiwan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84095&o=2

$end


$cdi=pyramid,
$bio

Pyramid Adventures - Episode 1 - Treasures of the Lost Pyramid (c) 1993 Compact Disc Inc.

It's summer vacation for Dash Daniels... In this integrated and innovative approach to teaching children about nutrition, Dash and his cat Mozart visit Egypt with Dash's Aunt Olivia, an archaeologist. Together they discover the Lost Pyramid, whose treasures hold the secrets of a long and happy life. But then, Olivia is captured by the wicked ANTU! And Dash - with your help - must journey through more than 150 Lost Pyramid rooms to find her. Along the way, You'll learn about the NCI 5-a-day guidelines for daily fruit and vegetable consumption. And you'll learn to make the low-fat, high-fiber food choices that will lead you to Aunt Olivia's rescue. So come join the adventure and learn about nutrition with Dash in a way that is so entertaining you'll hardly know you're learning!

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53042&o=2

$end


$nes=pyramid2,
$bio

Pyramid II (c) 199? Sachen.

- TECHNICAL -

Game ID: SA-010

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76897&o=2

$end


$megadriv=pyramid,
$bio

Pyramid Magic (c) 1991 Sega Enterprises, Limited.

- TRIVIA -

Released in 1991 in Japan for the Sega Meganet online service.

- PORTS -

* Consoles : 
Sega Mega-CD [JP] (March 18, 1994) "Game no Kanzume Vol. 1 [Model G-6032]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93495&o=2

$end


$x1_cass=pyramnaz,
$bio

Pyramid no Nazo (c) 198? Magical Zoo [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86263&o=2

$end


$bbca_cass,bbcb_cass=pydpaint,
$bio

Pyramid Painter (c) 19?? Thor

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52266&o=2

$end


$ti99_cart=pyramidp,
$bio

Pyramid Puzzler (c) 1983 Foresman [Scott Foresman]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84687&o=2

$end


$a2600=pyramidw,pyramidw2,pyramidw1,
$bio

Pyramid War (c) 19?? Suntek

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50838&o=2

$end


$msx1_cart=pyramidw,
$bio

Pyramid Warp [Model TEX-02] (c) 1983 T&E Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77392&o=2

$end


$gameboy=pyramids,
$bio

Pyramids of Ra [Model DMG-YR-USA] (c) 1993 Matchbox

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66793&o=2

$end


$cpc_cass=pyraword,
$bio

Pyraword (c) 1985 Discovery Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98772&o=2

$end


$cpc_cass=pyromydy,
$bio

Pyromydya (c) 1987 Bug-Byte

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98773&o=2

$end


$info=pyros,
$bio

Pyros (c) 1987 Taito America Corp.

Two youngsters, Pyros and Erika, unexpectedly strayed into a wonderland called Wardner's Forest. Upon entering the magical forest, the young girl was changed into a crystal ball by an evil warlock called 'Wardner', the ruler of the forest, and brought to a secret place deep inside the woods. The brave young Pyros armed with only a magic flame as a weapon sets out to rescue his female companion from the clutches of the evil Wardner and bring her safely home. Join him in his adventurous search through the magical forest to save his friend and to break Wardner's spell over the enchanted forest and all the inhabitants.

- TECHNICAL -

Game ID: TP-009

Board Number : M6100286B
Prom Stickers : B25

Main CPU : Zilog Z80 (@ 6 Mhz), Zilog Z80 (@ 3.428571 Mhz), TMS32010 (@ 3.5 Mhz)
Sound Chips : YM3812 (@ 3.428571 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Developed by Toaplan.

Released in December 1987.

This game is known outside US as "Wardner [TP-009]" and in Japan as "Wardner no Mori [TP-009]" (translates from Japanese as Wardner's Forest).

Toaplan released a limited-edition soundtrack album for this game (Tatsujin : Toaplan Game Music Scene One - H24X-10005) on 25/06/1989.

- STAFF -

Music composed by : Ree Ohta

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2092&o=2

$end


$info=ridleofp,
$bio

ピタゴラスの謎 (c) 1986 Sega.
(Pythagoras no Nazo)

- TECHNICAL -

Runs on the Sega "System E" hardware.

Game ID: 834-5803

Players: 2
Control: dial
Buttons: 2

- TRIVIA -

Even if titlescreen says 1986, Pythagoras no Nazo was released in January 1987 in Japan.

Developed by Eleca (programming) and Aicom. Produced by EXA Planning.
The EXA in EXA Planning stands for these two companies.

- STAFF -

Original story by : Teruo Ohhira
Producer : Mr. Large Coin
Game designers : Hiroshi Ohta, Tokuhiro Takemori
Development adviser : Kenji Nakajima
Character designers : Buta-Kun, Tomoko Sugoh, Tetsushi Nakamura, Keisuke Abe
System supervisor : Akimichi Oda
Sound composers : Jiroh Itaya, Victory Ozawa
Programmers : Mamoru Shiratani, Yuuki Miku

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2093&o=2

$end


$cpc_cass=pythonpt,
$bio

Python Pete (c) 1986 Optyx Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98774&o=2

$end


$gba=pyuufuku,
$bio

Pyuu to Fuku! Jaguar - Byoo to Deru! Megane-kun [Model AGB-BPBJ-JPN(RK354-J1)] (c) 2004 Konami Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72569&o=2

$end


$gameboy=qbillion,
$bio

Q Billion [Model DMG-QB-USA] (c) 1990 Seta Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66795&o=2

$end


$gameboy=qbillionj,
$bio

Q Billion [Model DMG-QBA] (c) 1989 Seta Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66794&o=2

$end


$nes=qboy,
$bio

Q Boy [Model TC-026] (c) 1994 Sachen [Taiwan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76898&o=2

$end


$bbca_cass,bbcb_cass=qmanbr,
$bio

Q Man (c) 1985 Blue Ribbon

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52268&o=2

$end


$bbca_cass,bbcb_cass=qman,
$bio

Q Man (c) 19?? MRM Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52267&o=2

$end


$bbca_cass,bbcb_cass=qmansbro,
$bio

Q Man's Brother (c) 1983 MRM Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52269&o=2

$end


$bbca_cass,bbcb_cass=qmansbrobr,
$bio

Q Man's Brother (c) 1985 Blue Ribbon

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52270&o=2

$end


$bbca_cass,bbcb_cass=qbert,
$bio

Q*Bert (c) 1983 Superior Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52271&o=2

$end


$coleco=qbert,qberta,
$bio

Q*bert (c) 1983 Parker Bros.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53333&o=2

$end


$c64_cart,c64_flop=qbert,qbert2,qbert1,
$bio

Q*bert (c) 1983 Parker Bros.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53676&o=2

$end


$a800=qbert,
$bio

Q*bert (c) 1983 Parker Bros. [Beverly, MA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86670&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=qbert,
$bio

Q*bert (c) 1983 Parker Bros. [Beverly, MA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86899&o=2

$end


$odyssey2=qbert,
$bio

Q*bert (c) 1983 Parker Bros.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95664&o=2

$end


$nes=qbert,
$bio

Q*bert (c) 1989 Ultra Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55463&o=2

$end


$snes=qbert3,
$bio

Q*bert 3 (c) 1992 NTVIC

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63457&o=2

$end


$snes=qbert3j,
$bio

Q*bert 3 [Model SHVC-Q3] (c) 1993 VAP Game [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61998&o=2

$end


$gameboy=qbert,
$bio

Q*bert for Game Boy [Model DMG-QT-USA] (c) 1992 Jaleco Company, Limited. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66796&o=2

$end


$gameboy=qbertj,
$bio

Q*bert for Game Boy [Model DMG-QTJ] (c) 1992 Jaleco Company, Limited. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66798&o=2

$end


$coleco=qbertqub,
$bio

Q*bert Qubes (c) 1984 Parker Bros.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53334&o=2

$end


$info=pbqbert,
$bio

Q*Bert (c) 1983 Parker Bros.

- TECHNICAL -

Game ID: 3335

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94374&o=2

$end


$a5200=qbert,
$bio

Q*bert (c) 1983 Parker Bros.

To score as many points as possible by changing the color of the cubes on the pyramid from a starting color to a destination color. You'll do this by hopping Q*bert from cube to cube while avoiding the 'nasty' characters who will try to stop him. Each time you complete a pyramid, you'll proceed to a new pyramid--or round.

Game 1 One-player You start with 5 Q*berts
Game 2 One-player You start with 4 Q*berts
Game 3 One-player You start with 3 Q*berts
Game 4 Two-player Both start with 5 Q*berts
Game 5 Two-player Both start with 4 Q*berts
Game 6 Two-player Both start with 3 Q*berts

- TECHNICAL -

Model 9500

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50077&o=2

$end


$gbcolor=qbert,
$bio

Q*bert [Model CGB-BQTE-USA] (c) 2000 Hasbro Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68624&o=2

$end


$a2600=qbertea,
$bio

Q*bert (c) 1987 Atari Corporation.

1987 release by Atari. See 1983's "Q*bert [Model PB5360]" for more information about the game itself.

- TECHNICAL -

Model CX26150

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50840&o=2

$end


$info=qbert,qberta,qbertj,myqbert,qberttst,
$bio

Q*bert (c) 1982 Gottlieb.

The object of the Q*bert game is to change the color of the top of the cubes to the Destination color indicated at the upper-left corner of the screen (below Player 1's score) by hopping onto them. When all the cubes in the pyramid have been changed to the Destination color, the screen will advance to the next round, with the player-controlled Q*bert character starting back on the top cube. At the beginning of each Level, there will be a short demonstration cycle with Q*bert hopping around four cubes to explain to the player the play action of each Level. Each level consists of four Rounds. The current level number and round number is displayed at the upper-right corner of the screen (below Player 2's score in a 2-player game).

The game play starts with Q*bert appearing at the top of the pyramid. The joystick will move Q*bert from cube to cube by hopping in any of four diagonal directions. Q*bert can move anywhere on the pyramid, but jumping off will kill him. Hopping on the rotating disk will take Q*bert back to the top of the pyramid. In the first two Rounds of play, Q*bert will have to avoid touching the red and purple balls. These deadly objects drop randomly onto the second-from-the-top level and bounce downwards. The red balls will fall off the bottom, but the purple ball will stop at the bottom and hatch into Coily, the snake which chases Q*bert. To destroy Coily, lure him to the edge, then jump unto a disk. The disk will take Q*bert back to the top and Coily will fall off, awarding 500 points and clearing the board of all other 'nasty' characters.

Starting at the 3rd Round of play, other 'nasty' characters come into play. The green characters or objects are safe to hop onto and will award points. All other 'nasty' characters are deadly to touch. In the third Round the red balls will stop falling, but two purple characters named Ugg and Wrong Way will appear at the lower portion of the pyramid and travel sideways and upwards (Ugg is the one with the snout moving from right to left on the right sides of the cubes, and Wrong Way is the one with the big eyes moving from left to right on the left sides of the cubes). They will not chase Q*bert, but will move randomly to get in Q*bert's way. In the third Round and every Round after, based on an internal timer, a green ball will appear and bounce down from the top of the pyramid. Hopping Q*bert onto the green ball will award 100 points, and freeze all the characters on the screen for a few seconds, but 'Q*bert' will still be able to move to complete the color changes.

During the 4th Round of play, two green characters named Slick and Sam will appear, based on the internal timer (Slick is the one wearing shades; Sam does not wear shades, otherwise their function is identical). They will drop onto the second level from the top and hop randomly downwards. If they hop onto a cube that Q*bert has already changed the color of, the cube will change to a different color to thwart Q*Bert. Hopping Q*Bert onto Slick or Sam will stop them and award 300 points.

Throughout the remaining Rounds, all the characters and objects will appear in random combinations with increasing speed.

To add variety to the game, the disks will change positions every Round, and in the higher Levels the number of disks will change.

During Level 2, the play action will increase in difficulty from changing the cubes to one color, to changing the color of the cubes twice. This mean: that each cube would have to be hopped on twice to change the pyramid to the destination color, completing the Round.

Starting at Level 3 and for all remaining Rounds, and Levels, the play action will become more difficult. The object remains to change the cubes to the Destination color, but if Q*Bert hops on any cube, that cube will change color. So even if the cube has already been changed to the Destination color, it will change again.

Here is a rundown of how all the colors change :

Legend :
S - Starting Color
I - Intermediate Color
D - Destination color

LEVEL 1 : When Q*bert jumps on S or I, it changes to D. When he jumps on D, it stays at D (NOTE : During the 4th round, when Slick/Sam jumps on D, it changes to I).

LEVEL 2 : When Q*bert jumps on S, it changes to I. When he jumps on I, it changes to D. When he jumps on D, it stays at D.

LEVEL 3 : When Q*bert jumps on S, it changes to D. When he jumps on D, it changes back to S. Q*bert must start again.

LEVEL 4 : When Q*bert jumps on S, it changes to I. When he jumps on I, it changes to D. When he jumps on D, it changes back to I. Q*bert must start again.

LEVEL 5 : When Q*bert jumps on S, it changes to I. When he jumps on I, it changes to D. When he jumps on D, it changes back to S. Q*bert must start again.

LEVELS 6-9 : Same color pattern as Level 5. The difference is the increased speed of Q*bert and the 'nasty' characters.

There are also bonus points awarded at the end of each round for successfully completing the round. The bonus for the completion of the 1st round is 1000 points. This Bonus will progressively increase each Round by 250 points to a maximum of 5000 points at Level 5.

- TECHNICAL -

Game ID : GV-103

Main CPU : I8086 (@ 5 Mhz)
Sound CPU : MOS Technology M6502 (@ 894.886 Khz)
Sound Chips : DAC, Votrax SC-01

Players: 2
Control : 4-way joystick (diagonal)

- TRIVIA -

Q*bert was released in October 1982.

Licensed to Konami for Japanese distribution (February 1983).

Inspired by artwork by M.C. Escher who was an artist that Jeff admired. Ron Waxman came up with the idea of Q*bert changing the color of the cubes. Q*bert's name originated by the combination of 'Cube' and 'Hubert', but the 'Cube-Bert' was changed to 'Q-bert' to make it more unique. The concept game was called 'Snots and Boogers' and then '@!#?@!' (which many of the programmers and Gottlieb VPs said would be impossible to get anyone to say) before the final version was called just 'Q*bert'. Slick and Sam were a play on the phrase 'spick and span' with Sam being named after co-worker Sam Russo. Rick Tighe came up with the idea of adding the pinball hardware which generated the very mechanical KA-CHUNK when Q*bert falls off the pyramid.

A Votrax SC-01 speech synthesis chip is used to generate the incoherent speech of Q*bert swearing, Slick and Sam (high pitch) and Wrong-way and Ugg (low pitch). The only true speech ever generated is Q*bert saying 'Hello, I'm turned on' when the game is first powered up and 'Bye Bye' after entering your initials at the end of a game.

Approximately 30000 units were produced by Gottlieb.

Several early cabinets were produced with '@!#?@!' on the marquee.

Bob Gerhardt holds the official records for this game in 'Marathon' setting with 33273520 points on November 28, 1983.

Tom Gault holds the official records for this game in 'Tournament' setting with 1,895,565 points.

A slightly different version known as 'Mello Yello' was programmed for promotion of the Mellow-Yellow softdrink, but it was never released to the market.

As well as being a huge commercial success as a game, Q*bert also provided revenue from its many tie-in products. Toys, games, and other products bearing the hero’s likeness all sold well. There was even a Q*bert cartoon; Saturday Supercade was a CBS cartoon series which featured a number of different segments starring various video game characters. In addition to the characters from the game, the Q*Bert segment featured Q*tee (Q*bert's girlfriend), Q*bit (his little brother), and others.

Such was the character's popularity at this time that Gottlieb assigned pinball designer, John Trudeau ("Creature From the Black Lagoon", "Congo"), to devise a Q*bert pinball. It was called "Q*bert's Quest" and Trudeau created an innovative design pattern that should have sparked arcade goers to try it. Remarkably, the table was a commercial flop. Released in March 1983, a paltry 884 machines dribbled out of the plant and further convinced management that pinball was indeed experiencing desperate times.

A Q*bert unit appears in the 1983 movie 'Koyaanisqatsi - Life out of Balance'.

Parker Brothers released a boardgame based on this videogame (same name) in 1983 : Object of the game is to be one of the 'NOSER ELITE' by removing more pegs from the pyramid than your opponent (Peg plugged into cube = Starting color; Peg removed from cube = Destination color).
One player takes on the role of the hero, Q*bert, who must make his way around the pyramid trying to remove as many pegs as he can. A second player controls the 'nasty' characters out to thwart Q*bert.

The main characters make an appearance on the 2012 animation movie "Wreck-It Ralph" from Walt Disney Animation Studios.

- SCORING -

Changing a cube to the Intermediate color : 15 points.
Changing a cube to the Destination color : 25 points.
Catching the Green Ball : 100 points
Catching Slick/Sam : 300 points.
Luring Coily off pyramid : 500 points bonus.
Completing a round : 750 points + 250 points x round number.
End of round bonus : 50 points per teleport disc remaining.

- TIPS AND TRICKS -

* Control Panel Instructions :
Goal : Change the tops of all cubes to a new color by hopping onto them.
Joystick moves 'Q*bert' from cube to cube. Hopping onto a disk will take you back to the top.
All green objects are safe to hit. All other objects are deadly.
Destroy the snake by leading him to the edge, then jumping on a disk.
Stay on pyramid! Only jump off to use a disk.

* A big part of the game is waiting to see where 'nasty' characters are going to jump. You need to make sure you always time a jump at the same time the 'nasty' characters jump, so you can always have a clear path to a new square.

* Since the game only has nine levels, if you can master Level 9 then you should be able to play indefinitely since Level 9 repeats once you reach it and the game doesn't get any harder.

- SERIES -

1. Q*bert (1982)
2. Q*bert's Qubes (1983)
3. Q*bert 3 (1993, Nintendo Super Famicom)

- STAFF -

Designed and programmed by : Warren Davis
Video graphics by : Jeff Lee
Cabinet graphics by : Terry Doerzaph
Audio by : David D. Thiel

- PORTS -

* Consoles :
Magnavox Odyssey 2 [US] (1983)
Philips Videopac G7000 [EU] (1982)
Sega SG-1000 [JP] (1982) [Model OM-G001] 
Colecovision [US] (1983) [Model 9800] 
Mattel Intellivision [US] (1983) [Model 6360] 
Atari 2600 [US] (1983) [Model PB5360] 
Atari 5200 [US] (1983) [Model 9500] 
Atari 7800 [US] (unreleased prototype, - "Bentley Bear In Q*bert")
Atari XEGS
MSX [EU] [JP] (1986) [Model RC746]
Nintendo NES [US] (February 1989, Ultra) 
Nintendo Game Boy [EU] (1992) [Model DMG-P-QT] 
Nintendo Game Boy [JP] (January 14, 1992) [Model DMG-QTJ] 
Nintendo Game Boy [US] (February 1992) [Model DMG-QT] 
Sony PlayStation [US] (November 30, 1999) [Model SLUS-00904] 
Sony PlayStation [EU] (2000) [Model SLES-02214] 
Nintendo Game Boy Color [US] (September 25, 2000) [Model CGB-BQTE-USA] 
Sega Dreamcast [US] (November 30, 2000) [Model T-40403N] 
Sony PlayStation 3 [PSN] [US] (February 22, 2007) 
Sony PlayStation 3 [PSN] [EU] (May 18, 2007) 

* Computers :
Atari 800 [US] (1983) [Model 1120] 
BBC Micro [EU] (1983) 
Commodore VIC-20 [US] (1983)
Commodore C64 [EU] (1983) 
Commodore C64 [US] (1983) [Model PB1550] 
Commodore C64 [US] [EU] (1983, "Hexpert")
Tandy Color Computer [US] (1983, "Cuber")
Tandy Color Computer [US] (1983, "Cubix")
Sinclair ZX-Spectrum [EU] (1983, "Pogo" - Ocean)
Amstrad CPC [EU] (1984, "Er*Bert" - Microbyte)
Texas Instruments TI-99/4A [US] (1984) [Model PB1620] 
BBC B [EU] ("R*THER" 1984 - Acornsoft)
Memotech MTX512 [EU] (1985, "Qogo")
Tandy Color Computer 3 [EU] (1987, "Pyramix")
Amstrad CPC [EU] (1987, "Crazy Er*Bert" - Alternative Software)
Commodore Amiga [EU] (1992, "Q.Bic" - CodeMasters)
PC [MS Windows, CD-ROM] [US] (November 14, 1999)
Apple Macintosh [US] (October 2001, Mac Soft)
PC [MS Windows, CD-ROM] [US] (2005, "Q*bert 2005") 

* Others : 
VFD handheld game [US] (1983) released by Parker Brothers.
Mobile Phones [US] (June 13, 2003) 
Apple iPhone/iPod [US] (July 28, 2009; "Q*bert Deluxe [Model 325065512]")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2094&o=2

$end


$sg1000=qbert,
$bio

Q*bert [Model OM-G001] (c) 1983 Tsukuda Original [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65092&o=2

$end


$a2600=qbert,qberte,
$bio

Q*bert (c) 1983 Parker Bros.

With Q*bert, your goal is to score as many points as possible by changing the color of  every cube in the pyramid into the pyramid's "destination" color. To do so, you must hop onto each cube in the pyramid one at a time, while avoiding the nasty creatures that lurk there. These creatures want nothing more than to stop your progress.

You'll start the game with four Q*berts. Whenever you reset the game, Q*bert #1 appears on the highest cube. The remaining three backup Q*berts await their turn under the scorekeeper at the top of the screen. You'll lose a Q*bert if you accidentally jump off the pyramid into space or if you run into trouble with certain nasty creatures. If you fall off the pyramid, your next Q*bert will appear on the highest cube. If Q*bert is squashed by a red or purple ball, or by Coily the snake, your next Q*bert continues playing where the last one was.

After you transform the entire pyramid, the round is over. As long as you have at least one remaining Q*bert, you'll earn points and advance to the next round. There you'll find a new  pyramid, a new destination color, and a new pack of revitalized creatures.

The game has five game levels, each having four rounds. As you proceed through each round, both Q*bert and the creatures speed up, and the path you must follow to reach the  destination color becomes more and more difficult. The backup Q*berts and scoreboard display the destination color for each pyramid.

The game is over when you run out of Q*berts. If you reset the game, you'll begin at level 1, round 1.

If you complete all five game levels, the game repeats level 5, beginning with round 1.

- TECHNICAL -

Model PB5360

- SCORING -

Q*bert changes cubes to destination colour: 25 points.
Q*bert catches Sam: 300 points.
Q*bert catches Green Ball: 100 points.
Q*bert lures Coily off pyramid: 500 points.
Bonus points for every round you complete: 3100 points.

- TIPS AND TRICKS -

Nasty Creature Strategies: 
- Red Ball: When the ball starts rolling, get out of its path or it will squash you!
- Purple Ball: Get out of its path. When it reaches the bottom of the pyramid. it will hatch Coily the snake!
- Coily: Stay away from Coily, or you'll get squashed! Lure him off the pyramid by hopping onto one of the flying disks. Just before Coily reaches the exit cube, jump onto the disk. Coily  will follow and fall into space.
- Sam: Watch out for Sam. He poses no direct threat to Q*bert, but this crafty little fellow changes the cubes back to their original colors, forcing you to retrace your tracks. You can stop this  prankster by running into him. if you do, you'll earn bonus points.
- Green Ball: The green ball can't hurt you. When you touch it, all the creatures except for Q*bert will freeze for a few seconds. You can keep on hopping while they're frozen, and you'll win bonus points. You can even hop through Coily and the red balls.

- STAFF -

Graphics: Tom Sloper
Programmer: Dave Hampton

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50839&o=2

$end


$intv=qbert,
$bio

Q*bert (c) 1983 Parker Bros.

All the action and excitement of the popular arcade game are here! Hop Q*bert up and down a pyramid of cubes, changing colors on each of the cube tops. When they're all the same color, Q*bert moves to a new - and more difficult - pyramid. But strange characters want to stop Q*bert from his fanciful mission. You'll have to do some fast hopping in this quick and 'quasy' game! 1 or 2 players.

- TECHNICAL -

Model PB6360

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60939&o=2

$end


$msx1_cart=qbert,qberta,
$bio

Q*bert [Model RC746] (c) 1986 Konami Industry Co., Ltd. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77393&o=2

$end


$info=qbertqub,
$bio

Q*bert's Qubes (c) 1983 Mylstar Electronics.

The object of Q*bert's Qubes is to jump around diamond formation of 25 cubes and rotate them so that one or more rows of cubes match the shown target cube (a tic-tac-toe) while avoiding the meltniks, the rat and the purple guys. Jumping on anything green is safe, catching the turtle slows down enemies for a short time and catching the freeze ball freezes enemies for a short time.

Each level has four rounds and a bonus round and there are 11 levels...
Level 1 : get 1 tic-tac-toe, cubes only have 2 colors
Level 2 : get 1 tic-tac-toe, cubes only have 3 colors
Level 3 : get 1 tic-tac-toe, cubes have 6 colors from this point on
Level 4 : get 2 tic-tac-toes
Level 5 : get 3 tic-tac-toes
Level 6 : get 1 tic-tac-toe, matched target cubes can be rotated
Level 7 : get 2 tic-tac-toes, matched target cubes can be rotated
Level 8 : get 3 tic-tac-toes, matched target cubes can be rotated
Level 9 : get 4 tic-tac-toes
Level 10 : get 3 tic-tac-toes, matched target cubes can be rotated
Level 11 : get 3 tic-tac-toes

After this levels 9-11 repeat indefinitely.

- TECHNICAL -

Game ID : GV-119

Main CPU : I8086 (@ 5 Mhz)
Sound CPU : MOS Technology M6502 (@ 894.886 Khz)
Sound Chips : DAC, Votrax SC-01

Screen orientation : Vertical
Video resolution : 256 x 240 pixels
Screen refresh : 61.419025 Hz
Palette colors : 16

Players: 2
Control: 4-way joystick (diagonal)

- TRIVIA -

This game was the first to have used both Mylstar and Gottlieb (Gottlieb was renamed Mylstar not too soon after the game was released, Warren Davis also joked that Mylstar is Rat Slime spelled backwards) on two different versions of the marquee).

A Votrax SC-01 speech synthesis chip is used to generate the incoherent speech of Q*bert swearing, Shoobops (high pitch) and Wrong Way and Ugg (low pitch). The only true speech ever generated is 'Hello, I'm turned on' when the game is first powered up and 'Bye Bye' after entering your initials at the end of a game.

The Rubik's Cube craze of the time served as a source of inspiration for this game.

Jean Baudin holds the official records for this game in 'hard Difficulty' setting with 2146905 points on September 27, 2001.

- SCORING -

Land on cube : 5 points.
Match target cube : 100 points.
Catch freeze ball : 100 points.
Land on Shoobops : 100 points.
Land on turtle : 100 points.
Spin rat off cube : 5-500 points.

- SERIES -

1. Q*bert (1982)
2. Q*bert's Qubes (1983)
3. Q*bert 3 (1993, Nintendo Super Famicom)

- STAFF -

Programmed by : Neil Burnstein
Graphics by : Jeff Lee
Audio by : David D. Thiel
Cabinet graphics by : Terry Doerzaph

- PORTS -

* Consoles :
Atari 2600 [US] (1984) [Model PB5550] 
Colecovision [US] (1984) [Model 9950] 

* Computers :
MSX [EU] (1986)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2095&o=2

$end


$a2600=qbertq,
$bio

Q*bert's Qubes (c) 1984 Parker Bros.

The object of the game is to color-match qubes in a row (or rows) of four. Do so in order to move to the next round. There are four rounds per level, ten levels in all.

- TECHNICAL -

Model PB5550

- SCORING -

Landing on a qube: 5 points
Matching a qube to the target: 100 points
Catching Green Ball: 100 points
Catching a Shoobop: 100 points
Catching Sheldon: 100 points

Eliminating Rat-a-tat-tat with a given Q*bert(per round)
1st time: 500 points
2nd time: 400 points
3rd time: 300 points
4th time: 200 points
5th time: 100 points
every time thereafter: 5 points

Bonus points at end of round:
Level 1: 200 points per matched qube
Levels 2-10: Starting at 225 points per matched qube, the value of matched qubes in each successive round increases 25 additional points
Bonus Round: Starting at 100 points, the value of each succeeding matched qube increases by 100 additional points.
Bonus Q*bert: one every 10,000 points.

- STAFF -

Programmer: Todd Marshall

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50841&o=2

$end


$info=qbquest,
$bio

Q*Bert's Quest [Model 677] (c) 1983 Gottlieb.

- TECHNICAL -

Gottlieb System 80A

- TRIVIA -

Based on Gottlieb 1982's "Q*Bert" (the video game).

884 units were produced.

- STAFF -

Design by : John Trudeau
Art by : David Moore

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5540&o=2

$end


$ti99_cart=qbert,
$bio

Q-Bert (c) 1984 Parker Bros. [Beverly, MA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84688&o=2

$end


$cpc_cass=q10tankb,
$bio

Q10 Tank Buster (c) 1991 Zeppelin Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98793&o=2

$end


$cpc_cass=qabbalah,
$bio

Qabbalah [Model SOFT 06062] (c) 1986 Amsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98795&o=2

$end


$info=qb3,
$bio

QB-3 (c) 1982 Rock-ola.

This is a shoot 'em up vector game where the player controls a man on a cube. There are enemies on the faces of the cube that the player has to blast away. When the man walks off the edge of one face, the cube rotates and he is on another face of the cube. There are $'s that the player can collect for bonus points & the player advances to the next level by clearing at the enemies on the cube.

- TECHNICAL -

Main CPU : CCPU (@ 5 Mhz)
Sound CPU : Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : (3x) General Instrument AY8910 (@ 3.579545 Mhz)

Players : 1
Control : Double 8-way joysticks
Buttons : 4

- TRIVIA -

The game was never officially released. Only advanced prototypes were available.

Allan Jackson holds the official records for this game in 'Factory' setting with 175,380 points.

- STAFF -

Designed and programmed by: Robin Mueller

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3660&o=2

$end


$amigaocs_flop=qball,
$bio

QBall (c) 1987 English Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74819&o=2

$end


$sg1000=qie,
$bio

Qi E [Model R-050] (c) 1985 Aaronix [Taiwan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65093&o=2

$end


$nes=qgdz,
$bio

七国大战 (c) 200? Nanjing.
(Qi Guo Da Zhan)

- TECHNICAL -

Game ID: NJ029

- TRIVIA -

Title translates from Chinese as The Seven Warring States.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76899&o=2

$end


$nes=dbzc,
$bio

???Z?? (c) 19?? Waixing Computer & Technology Co., Ltd.
(Qi Long Zhu Z Wai Zhuan)

- TECHNICAL -

[Model ES-1096]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76901&o=2

$end


$nes=qlz,
$bio

??? (c) 19?? Waixing Computer & Technology Co., Ltd.
(Qi Long Zhu)

- TECHNICAL -

[Model ES-1064]

- TRIVIA -

The title of this game translates from Chinse as Dragon Ball.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76900&o=2

$end


$nes=qiwanga,
$bio

Qi Wang - Chinese Chess (c) 19?? TXC Corp. [Taiwan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76902&o=2

$end


$nes=qiwang,
$bio

Qi Wang - Chinese Chess [Model MGC-001] (c) 199? Micro Genius [Taiwan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76903&o=2

$end


$sg1000=herot,
$bio

Qing Feng Xia [Model R-058] (c) 1985 Unknown [Taiwan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65094&o=2

$end


$info=qix,qixa,qixb,qixo,
$bio

Qix (c) 1981 Taito Corp.

The objective of Qix is to claim a certain proportion of the playing field as your own. At the start of each level, the playing field is just a large, empty rectangle, containing the Qix - a stick-like entity that performs peculiar, erratic motions within the confines of the rectangle. The player controls a small marker that can move around the edges of the rectangle. To claim an area of the screen, the player must detach from an edge and draw Stix within the rectangle. Stix are simply lines traced out by moving the marker. When the marker traces out a closed shape, the area enclosed by the shape becomes solid and has been claimed. The player may draw either Fast Stix, which appear blue when solid, or Slow Stix, which appear red. Slow Stix take longer to draw, but are worth twice as many points. Once the player has claimed an area, the marker can safely move along the border of that claimed area. To complete a level, the player must claim 75% or more of the rectangle's area.

- TECHNICAL -

Board Number : LKN00003
Prom Stickers : LK / QQ / QU / QX

Main CPU : (2x) M6809 (@ 1.25 Mhz)
Sound CPU : M6802 (@ 921.6 Khz)
Sound Chips : Discrete

Players : 2
Control : 4-way joystick
Buttons : 2 (SLOW, FAST)

- TRIVIA -

Qix was released in October 1981.

Also released as a cocktail model. In Japan, the cocktail version is known as "T.T Qix". 

The author named the game 'QIX' (pronounced 'KICKS' and not 'QUIX') because his car registration/number plate at the time was : 'JUS4QIX'.

Qix is the first 'drawing game', a truly original game. Also the first totally Taito American game, Qix initially did big numbers, but quickly died when players discovered the machine was 'unbeatable'. Having a googolplex of possible combinations, there was no singular pattern to the game and players lost interest.

A Qix unit appears in the 1983 movie 'Joysticks' and in the 1984 movie 'The Karate Kid'.

- SCORING -

There are a couple of ways you earn points in Qix. The first involves actually claiming areas.

There are 2 buttons, slow and fast. These buttons determine how fast your Marker goes. In essence, going slow increases the risk of losing your Marker so it is obviously worth more points. Here's how the points work out for making 'boxes':
1) Slow : It is a base 500 points multiplied by the percentage of area covered by that box. For example, if you create a box that claims 3% of the total area, then points scored would be 500 X 3 or 1500 points. This area fills in with brown.
2) Fast : It is a base 250 points multiplied by the percentage of area covered by that box. For example, if you create a box that claims 1% of the total area, then points scored would be 250 X 1 or 250 points. This area fills in with blue.

NOTE : The above points may not be exact since the game rounds off the percentages to whole numbers for display but calculates them using decimal percentages.

You also get bonus points for going above the 75% Threshold. Any percentage above the 75% Threshold is multiplied by 1000 to determine your bonus points.

During the split Qix screens, if you successfully split the Qix's into their own compartments, you will get a multiplier bonus that is applied to points scored when you are making boxes. For example, if you had a 250 points and the multiplier was 3X, you now have 750 points. This multiplier increments by one every time you successfully split the Qix's. Of course, when you do this, you don't get the bonus points (if you had any).

- TIPS AND TRICKS -

* When you start the game, your Marker will be at the bottom, middle of the playing screen. It is now up to you to start creating boxes. Keep in mind that you need to be constantly moving or the Sparx will take out your Marker. In addition, when you are moving your Marker around the perimeter, you can only move along the perimeter actually touching the Playing Field.

* First of all, you must be constantly aware of two things. First, you must know where the Qix is located at all times. It moves randomly and can go anywhere on the Playing Field that your boxes haven't blocked. Last, the Sparx are constantly moving around the perimeter of the Playing Field. This can set up a dangerous situation where one Sparx is coming at you from one way and another from the other to make your Marker a 'Sparx Sandwich'.

* Once you have assessed the danger, it is time to start making boxes. There are a few things to note when you are making boxes :
a) When you start to draw the line, the Sparx cannot travel along the new perimeter you are creating until it is filled in.
b) The Qix, though, is your primary concern. If it touches any part of a line before the box is filled in, you will lose your Marker.
c) The box must begin and end either at a filled box or on the side of the Playing Field. You cannot connect the line to itself. If you try to do this, you will go into what is called a 'Spiral Death Trap' and a Fuse will follow your line to your Marker and destroy it.

* After the fourth wave, the Qix will split in two. Now you have 2 Qix's bouncing around to deal with. You major goal is to actually 'split' the Qix's into their own areas. This means creating a series of boxes so that each Qix will be in its own compartment.

* For maximum points, you must do two things :
a) First, use the slow button as much as possible since this is where the points are.
b) Try to claim as much area in each box as possible. That percentage multiplied by the speed value can yield some big point values.
c) Constantly try to split the Qix's (if you can) to get that bonus multiplier even higher.
d) When you are close to the Threshold, find an area in the Playing Field that hasn't really been touched and try to make a big box. That way, you will go over the 75% Threshold and claim a bonus.

* As the waves progress, everything gets faster and the game will become less forgiving if you are less then committed to making a box.

* Also, listen for sounds in this game. The only real sound you need to be concerned with is what sounds like a fuse being lit. If you are making a box and you hear this sound, that means you are taking too long or you have unfortunately gotten yourself into a 'Spiral Death Trap'. In the case of delay, once you move the fuse will go out.

* To maximize points, draw narrow, tall boxes, like fingers, from the bottom.  When the Qix goes down between two fingers, go across the top of the fingers at slow speed. This tactic permits percentages of up to 99%.

* It is possible create a 'slide-box' to avoid the sparks. Starting at a corner of a box, draw another box that connects only at that corner. When a spark approaches, the player can slide the diamond through the intersection, while the spark has to go around the perimeter. After the spark passes the intersection, the player can slide back across the intersection and be behind the spark.

- SERIES -

1. Qix (1981, ARC)
2. Qix II - Tournament (1982, ARC)
3. Super Qix (1987, ARC)
4. Ultimate Qix (1991, MD)
5. Twin Qix (1995, ARC)
6. Battle Qix (2002, ARC)
7. Qix ++ (2009, XBLA)

- STAFF -

Designed & programmed by : Randy Pfeiffer, Sandy Pfeiffer

- PORTS -

* Consoles : 
Atari 2600 [US] : Release cancelled
Atari 5200 [US] (1982) "Qix [Model CX5212]" 
Atari XEGS
Nintendo NES [US] (January 1991) "Qix [Model NES-QX-USA]" 
Sony PlayStation 2 [JP] (August 25, 2005) "Taito Memories Gekan [Model SLPM-66092]" 
Sony PlayStation 2 [AU] (March 30, 2006) "Taito Legends 2 [Model SLES-53852]" 
Microsoft XBOX [EU] (March 31, 2006) "Taito Legends 2" 
Sony PlayStation 2 [EU] (March 31, 2006) "Taito Legends 2 [Model SLES-53852]" 
Sony PlayStation 2 [US] (May 16, 2007) "Taito Legends 2 [Model SLUS-21349]" 

* Handhelds : 
Nintendo Game Boy [AU] (1990) "Qix [Model DMG-QX-AUS]" 
Nintendo Game Boy [EU] (1990) "Qix [Model DMG-QX-NOE]" 
Nintendo Game Boy [JP] (April 13, 1990) "Qix [Model DMG-QXA]" 
Nintendo Game Boy [US] (May 1990) "Qix [Model DMG-QX-USA]" 
Atari Lynx [US] (1991) "Qix [Model LX102]" by Telegames, Inc. 
Sony PSP [AS] (January 3, 2006) "Taito Memories Pocket [Model UCAS-40040]" 
Sony PSP [JP] (January 5, 2006) "Taito Memories Pocket [Model ULJM-05076]" 
Sony PSP [KO] (February 10, 2006) "Taito Memories Pocket" 
Sony PSP [EU] (October 6, 2006) "Taito Legends Power-Up [Model ULES-00473]" 
Sony PSP [AU] (November 9, 2006) "Taito Legends Power-Up [Model ULES-00473]" 
Sony PSP [US] (May 17, 2007) "Taito Legends Power-Up [Model ULUS-10208]" 

* Computers :
Acorn Electron [EU] (1983) "Stix" by Supersoft 
BBC B [EU] (1983) "Stix" by Supersoft 
Commodore C64 [US] [EU] (1983) "Stix" by Supersoft 
Atari 800 [US] (1983) "Qix [Model CXL4027]" 
Sharp MZ-700 [Japan] (1983) by Carry Lab
Tandy Color Computer [US] (1984) "Qiks" 
Tandy Color Computer [US] (1984) "Quix" 
Commodore Amiga [US] (1989) 
Commodore C64 [US] (1989) 
Apple II [US] (1989) 
PC [MS-DOS] [US] (1989) 
Apple IIGS [US] (1990) 
Oric [US] (2004) "4kQix" by Stephane Geley
PC [MS Windows, CD-ROM] [EU] (March 31, 2006) "Taito Legends 2" 
PC [MS Windows, CD-ROM] [US] (July 10, 2007) "Taito Legends 2" 

* Others :
Nokia N-Gage [US] "Taito Memories" : Release cancelled
Arcade (2003) "Space Invaders 25th Silver Anniversary" 
Arcade Legends : Space Invaders TV Game [US] (2004) by Radica Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2096&o=2

$end


$a800=qix,
$bio

Qix (c) 1982 Atari, Inc. [Sunnyvale, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86671&o=2

$end


$amigaocs_flop=qix,
$bio

Qix (c) 1989 Taito America Corp. [Elk Grove Village, IL, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74820&o=2

$end


$apple2gs=qix,
$bio

Qix (c) 1990 Taito America Corp.

Originally released as an Arcade video game by Taito in 1981.

- STAFF -

IIGS version by: Ryan Ridges, John Lund

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49780&o=2

$end


$psx=qix2000j,
$bio

Qix 2000 [Model SLPM-86659] (c) 2000 Success [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85564&o=2

$end


$gbcolor=qixadvj,
$bio

Qix Adventure [Model CGB-AQSJ-JPN] (c) 1999 Taito Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68626&o=2

$end


$gbcolor=qixadv,
$bio

Qix Adventure [Model CGB-AQYP-EUR] (c) 2000 Event Evolution Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68625&o=2

$end


$info=qix2,
$bio

Qix II - Tournament (c) 1982 Taito.

- TECHNICAL -

Main CPU : (2x) M6809 (@ 1.25 Mhz)
Sound CPU : M6802 (@ 921.6 Khz)
Sound Chips : Discrete (@ 921.6 Khz)

Screen orientation : Vertical
Video resolution : 240 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 1024

Players : 2
Control : 4-way joystick
Buttons : 2

- UPDATES -

Qix II is an enhancement version of the original "Qix" :
* It supports a different color scheme than the original.
* There is a bonus feature that awards a free game if 90 percent or more of the screen is enclosed.

- SERIES -

1. Qix (1981, ARC)
2. Qix II - Tournament (1982, ARC)
3. Super Qix (1987, ARC)
4. Ultimate Qix (1991, MD)
5. Twin Qix (1995, ARC)
6. Battle Qix (2002, ARC)
7. Qix ++ (2009, XBLA)

- STAFF -

Designed and programmed by : Randy Pfeiffer, Sandy Pfeiffer

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2097&o=2

$end


$a5200=qix,
$bio

Qix (c) 1982 Atari, Incorporated.

The object of the game is to use your marker to partition off segments of the screen. While you are plotting these segments, you must avoid QIX, Sparx, Super Sparx, and the dreaded Fuse. To complete a screen, you must reach or exceed a threshold percentage of that screen.

QIX roams erratically around the interior of the screen. Sparx patrol the borders and the lines which you have drawn. If you hesitate or draw yourself into a corner, you'll get zapped by the Fuse, who also travels along the path you have drawn. If you run into any of these foes, you lose a life.

You use a diamond-shaped marker to draw lines which are called Stix. When you enclose a segment, these lines become your new bordering territory. You control the marker with your joystick and fire button by drawing fast or slow lines. An area claimed by fast draw is filled in blue; an area claimed with slow draw fills in brown. Note: Colors may vary on different television sets.

Strategy is a key element in this game. An important point to remember is that you cannot destroy QIX, but you can outsmart it. It is helpful to familiarize yourself with the elements of the game.

GAME VARIATIONS
* NOVICE: This is an easy game for beginners. The QIX dances slowly around the screen without really chasing you. The Sparx, Fuse, and Time Line do not appear. The game threshold (percentage of territory claimed in order to clear the screen) is 50%.
* SKILLED: In this variation QIX moves at medium speed, but still lacks the intelligence to chase you. Sparx, Fuse, and a slow Time Line appear, but there are no Super Sparx. The game threshold is 65%.
* ADVANCED: This game variation is the same difficulty level as the original arcade version. The Sparx, Fuse, Super Sparx, and a medium-speed Time Line appear. The QIX is fast and somewhat intelligent. The game threshold is 75%.
* EXPERT: This is the game for all of you expert QIX players. The Sparx, Fuse, Super Sparx, and a fast Time Line all appear. The QIX is fast and intelligent. The game threshold is 85%.

- TECHNICAL -

Model CX5212

- TIPS AND TRICKS -

WINNING STRATEGY

* Strategy and patience are the keys to winning at QIX. A good rule of thumb: Use fast draw to set up a pattern; use slow draw to complete the pattern. Slow draw scores twice the point value as fast draw.

* Another theory: Never draw yourself into a corner. Always avoid drawing a spiral, or you'll wind up in a spiral deathtrap. You cannot go in reverse, so you will have to stop and wait for the fuse to zap you. See Figure 9 for an example of a spiral deathtrap.

TREE-BRANCH STRATEGY

* Carefully erect a trunk up the center of the screen. It may take six or seven moves.

* Draw as many branches as you can from the trunk of the tree and from the sides of the screen. Your primary aim is to leave small spaces that are big enough for QIX to enter, but small enough to seal off quickly.

* When QIX enters one of these spaces, move toward it and use a slow draw to seal off the space. Thus, you trap QIX and capture the majority of the screen.

TRIPLE-ARENA STRATEGY

* Use the fast draw to build two columns, one from the top, and one from the bottom. This splits the screen into three vertical rectangles.

* QIX can move into only one of these areas. Using slow draw, begin blocking off the area that QIX is not in.

* When only one rectangle remains, move toward QIX and block it into a small space.

QUADRANT STRATEGY

* Use the same method of dividing the screen as in the Triple-Arena Strategy, but divide the screen into four parts.

TWIN QIX STRATEGY

* Start at the bottom of the screen, and build horizontal columns. Try to force both QIX to the top of the screen.

*  Use the slow draw to claim the bottom portion of the screen as you continue up.

* After you capture about 1% less than the game threshold, split the QIX with a fast draw up the center of the screen. Thus, you split the two QIX and can claim most of the screen for a high score.

- STAFF -

Programmer: Eric Manghise

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50078&o=2

$end


$gameboy=qix,
$bio

Qix (c) 1990 Nintendo.

- TECHNICAL -

Cartridge ID: DMG-QXA

- TRIVIA -

Qix for Game Boy was released on April 13, 1990 in Japan.

Known export releases:
"Qix [Model DMG-QX-USA]"
"Qix [Model DMG-QX-UKV]"
"Qix [Model DMG-QX-NOE]"
"Qix [Model DMG-QX-FAN]"
"Qix [Model DMG-QX-AUS]"

- PORTS -

* Handhelds : 
Nintendo 3DS [Virtual Console] [JP] (June 15, 2011) [Model RAEJ]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48965&o=2

$end


$lynx=qix,
$bio

Qix (c) 1991 Telegames

- TECHNICAL -

Cartridge ID: LX102

- TRIVIA -

Reviews:
[FR] June 1992 - Consoles + N.10 (Pages 130): 75/100
[FR] June 1992 - Joypad N.9: 80/100

- TIPS AND TRICKS -

* Final Level Password: Enter IFHKDA as password to start from level 255. After level 255, the game loops back to level 0 (whose password is BFBFLM). Notice that the password menu can be accessed by pressing OPTION 1 in the main menu screen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58847&o=2

$end


$nes=qix,
$bio

Qix (c) 1991 Taito Corp.

- TECHNICAL -

Cartridge ID: NES-QX-USA

- TRIVIA -

Qix for NES was released in January 1991 in North America.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55464&o=2

$end


$msx2_flop=qop,
$bio

Qop (c) 1991 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101968&o=2

$end


$info=quaak,
$bio

Quaak (c) 1981 Unknown.

Pirate version of Frogger.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51024&o=2

$end


$cpc_cass=quackjak,
$bio

Quack A Jack [Model SOFT 181] (c) 1984 Amsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98797&o=2

$end


$info=m5qshot,m5qshot04,
$bio

Quack Shot (c) 2001 Barcrest.

- TRIVIA -

Quack Shot was released in May 2001 in UK.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=14929&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=quackers,
$bio

Quackers (c) 1982 Interesting Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86900&o=2

$end


$megadriv=quacksht,quacksht1,
$bio

QuackShot - Guruzia Ou no Hihou (c) 1991 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56783&o=2

$end


$megadriv=quadchal,
$bio

Quad Challenge (c) 1991 Namco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57355&o=2

$end


$gba=quaddsrt,
$bio

Quad Desert Fury [Model AGB-BQDE-USA] (c) 2003 Majesco Sales, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72570&o=2

$end


$cpc_cass=quad,
$bio

Quad [Model 22401] (c) 1987 Proein Soft Line [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98799&o=2

$end


$astrocde=quadra,
$bio

Quadra (c) 1990 White [Mike White]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86824&o=2

$end


$amigaocs_flop=quadralia,quadrali,
$bio

Quadralien (c) 1988 Logotron

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74821&o=2

$end


$amigaocs_flop=quadrela,
$bio

Quadrel (c) 1990 Loriciels [France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74822&o=2

$end


$cpc_cass=quadrel,
$bio

Quadrel (c) 1991 Loriciels [France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98800&o=2

$end


$amigaocs_flop=quadrel,
$bio

Quadrel [Q.I. 1992] (c) 1992 Loriciels [France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74823&o=2

$end


$info=quaquiz2,
$bio

Quadro Quiz II (c) 1985 Status Games.

- TECHNICAL -

Main CPU : 8085A (@ 12.4 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.5 Mhz)

Screen orientation : Horizontal
Video resolution : 272 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 8

Players : 1
Buttons : 4

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2098&o=2

$end


$a2600=quadrun,quadrunp2,quadrunp1,
$bio

Quadrun (c) 1983 Atari, Incorporated.

Long ago, the peaceful land of Quad was invaded by cruel Captors who rounded up all the helpless inhabitants and imprisoned them in cages. The Captors called their prisoners 'Runts'. And the name has stuck. Now you've come to Quad to rescue the Runts and destroy their Captors with your special weapon: phaser balls.

* Your weapon: phaser balls Shoot the Captors with a phaser ball, then run to the opposite sector and catch the phaser ball so that you can reuse it. Be quick and accurate: you have only three phaser balls with which to destroy the Captors. The game ends when you lose all three phaser balls.

* Running around the quad The Quad consists of four sectors, with a Runt cage in the center. You can run to any sector on the screen. But to switch from a vertical sector to a horizontal sector, or vice versa, you must touch one of the side walls. 

* The bad guys: the captors There are five Captors per wave. Each wave begins with the QUADRUN voice, and each wave features a different type of Captor. Captors patrol the quad vertically. You can shoot at Captors only while you're in the vertical sectors. If a Captor crashes into you, you lose a phaser ball. 

* The good guys: the Runts Runts escape from the center cage and race madly left or right toward their doom: an electrified toaster grid. Catch each Runt before it runs into the grid or it will fry. You can cath Runts only while you're in the horizontal sectors. 

* Don't let the critter counter disappear! The white line located at the top of the screen is the Critter Counter. Every time you fail to destroy a Captor or fail to catch a Runt, the Critter Counter decreases in length. When it disappears, the game ends. 

* Crazy Crazed Wave After you complete five waves, you begin the CRAZED WAVE. At the start of the CRAZED WAVE, the Critter Counter returns to its full length and you receive bonus points for all remaining phaser balls. During the CRAZED WAVE, you face constant attacks from a random assortment of the five types of Captors.

- TECHNICAL -

Model CX2686

- TRIVIA -

Quadrun was one of the four Atari Club games available exclusively via mail order from Atari, it may have been available later in stores in very limited quantities.

No PAL version was released.

Quadrun is the first Atari 2600 game to feature voice synthesis.

- SCORING -

Goons: 10 points.
Snags: 50 points.
Yo-Yos: 200 points.
Nods: 500 points.
Brats: 1,000 points.
Each completed wave: 1,000 points.
Each saved Runt: 100 points.
1 Phaser ball at beginning: 2,500 points.
2 Phaser balls at the beginning: 5,000 points.
3 Phaser balls at the beginning: 10,000 points.
Destroy every 5th Captor: 1,000 points.

- TIPS AND TRICKS -

* When a Brat Captor attacks, run to the opposite side of the screen and "lead it on" in order to destroy it. 

* When a Yo-Yo rushes out, go to the spot where it first appeared and wait for it to return - like a yo-yo, it always comes back to where it started. Then hit it with your phaser ball. 

* If you're not in a horizontal sector when a Runt escapes from its cage, hit the closest wall in order to move quickly into the horizontal channel and catch the Runt. 

* If you have only one phaser ball left and a Captor is about to crash into you, fire the phaser ball (then go catch it!) so that you won't automatically lose it.

- STAFF -

Programmer: Steve Woita

- PORTS -

* Consoles : 
Microsoft XBOX [US] (November 16, 2004) "Atari Anthology [Model 26084]" 
Sony PlayStation 2 [US] (November 22, 2004) "Atari Anthology [Model SLUS-21076]" 
Sony PlayStation 2 [EU] (February 18, 1005) "Atari Anthology [Model SLES-53061]" 
Microsoft XBOX [EU] (November 26, 2004) "Atari Anthology" 
Microsoft XBOX [JP] (August 4, 2005) "Atari Anthology [Model B7X-00001]" 

* Handhelds : 
Nintendo DS [US] (March 8, 2011) "Atari Greatest Hits Vol.2 [Model NTR-BR7E-USA]"

* Computers : 
PC [MS Window, CD-ROM] [US] (November 11, 2003) "Atari - 80 Classic Games in One! [Model 25069J]"
PC [MS Window, CD-ROM] [EU] (June 10, 2005) "Atari - 80 Classic Games in One! [Replay]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50842&o=2

$end


$saturn,sat_cart=quake,
$bio

Quake (c) 1996 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60384&o=2

$end


$info=m5quake,
$bio

Quake (c) 199? Red Gaming.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15630&o=2

$end


$info=quake,
$bio

Quake - Arcade Tournament Edition (c) 1998 LBE Systems.

An arcade conversion of the classic 1st person shooter from ID Software. It features special custom weapons, network capabilities for multi-player competitions, death-match stages and special prizes that can be print out like a redemption machine.

- TECHNICAL -

CPU : Pentium PC
Graphics : Quantum 3-D video card

Players : 1 
Control : trackball 
Buttons : 7

- TRIVIA -

This game is a prototype and was never released, reportedly only 20 units were manufactured. When the game was introduced, Lazer-Tron was bought out and due to problems with the contracted programmer, the game had its development canceled.

There's a keyboard and mouse below the control panel (not accessible by the player, however).

- SERIES -

1. Quake - Arcade Tournament Edition (1998)
2. Quake II Arcade Edition (1998)

- STAFF -

ID SOFTWARE:
Programming: John Carmack, Michael Abrash, John Cash
Design: John Romero, Sandy Petersen, American McGee, Tim Willits
Support: Barrett Alexander
Art: Adrian Carmack, Kevin Cloud, Paul Steed
Biz: Jay Wilbur, Mike Wilson, Donna Jackson, Todd Hollenshead
Projects: Shawn Green
Sound Effects: Trent Reznor, Nin Inch Nails

LBE SYSTEMS:
Programming & Conversion: Roger Cross, Jonathan Wright, Bill Zettler, David Foley
Audio: Sascha Dikiciyan, Cyber Age Studios
Art: Victor French
Desgin & Testing: David Foley, Peter Duke, Roger Cross, Dean Sitton, Nate Burgess
Biz: John Fowler, Tony LeVecchio, Tony Ruggeri, Joe Cusamano, Bruce bean
Special Thanks: Maria Buen-Clavo, Albert Teng, Jim Mi, Bert Kinyan, Mike Songy, Ross Smith, Bob Dekett, Susan Hopp, Tim Willits, Phil Foley, Michael Cooper-Hart, Streak Technologies

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4726&o=2

$end


$n64=quake64,quake64u,
$bio

Quake 64 (c) 1998 GT Interactive

- TECHNICAL -

Game ID: NUS-NQKE-USA

- TRIVIA -

Quake 64 was released on March 24, 1998 in the USA.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57924&o=2

$end


$n64=quake2,quake2u,
$bio

Quake II (c) 2000 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57925&o=2

$end


$saturn,sat_cart=quakeu,
$bio

Quake [Model 81066] (c) 1997 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60120&o=2

$end


$info=sc5qual,sc5quala,sc5qualb,sc5qualc,sc5quald,sc5quale,sc5qualf,sc5qualg,sc5qualh,sc5quali,sc5qualj,sc5qualk,sc5quall,sc5qualm,
$bio

Quality Streak (c) 200? Bell-Fruit Games.

- TECHNICAL -

[Model PR1406]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11534&o=2

$end


$nes=quanba4,
$bio

Quan Ba 4 Dai (c) 19?? HengGedianzi.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95511&o=2

$end


$gbcolor=qbtx,
$bio

Quan Ba Tian Xia (c) 200? Sintax.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68627&o=2

$end


$amigaocs_flop=quantox,
$bio

Quantox (c) 1988 Anco

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74824&o=2

$end


$info=quantum,quantum1,quantump,
$bio

Quantum (c) 1982 Atari.

The game itself has an interesting concept, similar to "Qix". You have to encircle various particles using a trackball controller.

- TECHNICAL -

The game came in the same cabinet as "Space Duel" and "Gravitar", but it was not a conversion kit. It had totally different art, and was only available in full dedicated cabinet form. Like all vector games, Quantum is very problematic, and monitor failures are very common.

Game ID : 136016

Main CPU : Motorola 68000 (@ 6.048 Mhz)
Sound Chips : (2x) POKEY (@ 600 Khz)

Screen orientation : Vertical
Video resolution : 256 x 231 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768

Players : 1
Control : trackball

- TRIVIA -

Quantum was released in December 1982 in limited quantities. Atari employees have said that there were 500 or fewer games produced. The original price was $2,095.

Quantum was the first Atari game to allow a player to try the game without inserting a coin. During the attract mode, the game allowed the player to move the comet to try to capture a particle. During this mode, the messages 'TRY CAPTURING THIS ATOM' and 'MOVE THE TRACKBALL'.

Quantum was also the first game to allow player to 'draw' his name with the trackball when he gets the high score.

Quantum was designed by General Computer for Atari as part of a lawsuit settlement for a "Missile Command" speedup kit to which they affixed their copyright.

- SCORING -

Electron : 20 points.
Triphon : 100 points.
Splitter : 100 points.
Photon : 200 points.
Positron : 200 points.
Tryd : 300 points.
Nucleus : 300 points.
Pulsar : 400 points.

- TIPS AND TRICKS -

* Once you capture a particle (or anything), you should keep circling it. You can keep capturing it over and over until you get tired. For 4x the score, you can apply this trick to two particles at once. Obviously this trick is easier to do on the very early levels.

* White particles always move vertically, while colored particles always move diagonally. Knowing this may make capturing them easier.

* If the player earns the highest score, a special option allows them to sign their name using the trackball, as well as enter their initials into the high score table.

- STAFF -

From High Score table: Betty Tylko (BET), (DEC), Art Ng (ART), Kevin Osborne (KEV), Doug MacRae (DBM), Mike Horowitz (MAH), (LRD), (PRG), Steve Golson (SEG)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2099&o=2

$end


$saturn,sat_cart=quantum1,
$bio

Quantum Gate I - Akumu no Joshou (c) 1995 GAGA Communications

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59552&o=2

$end


$psx=quantumg,
$bio

Quantum Gate I - Akumu no Joshou (c) 1997 GAGA Communications, Inc.

- TECHNICAL -

Game ID: SLPS-00399

- TRIVIA -

Released on June 06, 1997 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85565&o=2

$end


$info=j6quantm,j6quantma,j6quantmb,j6quantmc,
$bio

Quantum Leap (c) 1999 JPM International.

- TECHNICAL -

Impact

- TRIVIA -

Quantum Leap was released in June 1999 in the UK.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15813&o=2

$end


$nes=qbscramb,
$bio

Quarter Back Scramble (c) 1989 Pony Canyon, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54528&o=2

$end


$info=qc,
$bio

Quarter Horse Classic (c) 1995 ArJay Exports.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=33007&o=2

$end


$info=quarterh,quarterha,quarterhb,
$bio

Quarter Horse [Model 041] (c) 1982 ESI [Electro Sport, Incorporated.].

- STAFF -

Created by : Dale Rodesch

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=30798&o=2

$end


$info=quarterb,quarterba,
$bio

Quarterback (c) 1987 Leland.

- TECHNICAL -

Main CPU : (2x) Zilog Z80 (@ 6 Mhz)
Sound CPU : I80186 (@ 8 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.666666 Mhz), Custom (@ 1.666666 Mhz)

Players : 2
Control : stick
Buttons : 1

- TRIVIA -

Released in July 1987.

- SERIES -

1. Quarterback (1987)
2. John Elway's Team Quarterback (1988)
3. All American Football (1989)

- STAFF -

Direction : John Rowe, Medo Moreno
Software : Phil Sorger, Bob Skinner, John Morgan, Steve Hostetler, Keith Gabryelski, Mike Enright
Graphics : Kevin Lydy
Sounds : Dave Cartt (David Cartt), Mike Marsh
Music : Sam Powell
Hardware : Eric Henderson, Dennis Sable, Dave Scott
Technical advisor : Patrick Curran

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2100&o=2

$end


$saturn,sat_cart=qbattack,
$bio

Quarterback Attack [Model T-16213H] (c) 1995 Digital Pictures

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60121&o=2

$end


$pc98=qrtstaff,
$bio

Quarterstaff - The Tomb of Setmoth (c) 1990 Starcraft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90432&o=2

$end


$x68k_flop=quarters,
$bio

Quarterstaff - The Tomb of The Setmoth (c) 1991 Starcraft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88016&o=2

$end


$sms=quartet,
$bio

Quartet (c) 1987 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56144&o=2

$end


$info=quartet2,quartet2a,
$bio

Quartet 2 (c) 1986 Sun Corp. of America.

Quartet 2 is not a sequel, it's an update available as a conversion kit :
* You can change characters on the fly during the game when you continue, while in the original Quartet, the characters were affixed to the specific color joystick areas.
* You can have just two players at the same time instead of four.

- TECHNICAL -

Game ID: 317-0010

- TRIVIA -

Originally developed by Sega as "Quartet".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=39701&o=2

$end


$cpc_cass=quartet,
$bio

Quartet [Model 09] (c) 1989 Hit Squad, The [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99070&o=2

$end


$info=quartet,quarteta,
$bio

Quartet (c) 1986 Sega.

A platform shoot-em-up hybrid from Sega for one to four players, selected from either Joe (yellow), Mary (red), Lee (blue) and Edgar (green). The action takes place over a number of sideways scrolling levels, the bulk of which consist of straightforward platform action. On some levels, however, there are jet packs for the players to collect, and the gameplay's emphasis switched to that of a standard, sideways scrolling shoot-em-up.

The object of the game is to destroy an army of robots that have taken over an Earth colony satellite station. Each level has a boss character that must be destroyed. Upon its death it releases a door key that must be used to exit the level. Weapon and character power-ups can be collected to aid players in their task.

Due to its potential for four-player shoot-em-up gameplay, Quartet's gameplay feels vaguely similar to (though by no means as accomplished as) Atari's 1985 classic, "Gauntlet".

- TECHNICAL -

Runs on Sega "System 16A" hardware.
Game ID: 315-5194

Players: 4
Control: 8-way joystick
Buttons: 2

- TRIVIA -

Released in April 1986.

Alfa Records released a limited-edition soundtrack album for this game (Sega Game Music Vol.2 - 28XA-108) on 25/02/1987.

- STAFF -

Music composed by : Katsuhiro Hayashi (Funkey K.H)
From highscore table : YAS, IDA, KEN, MIY, AGU, CHI, OOO, TOM, KAW, Reiko Kodama (REI), KAW, TOH, Katsuhiro Hayashi (HAY), HON, UCH, JOE, LEE, EDG, MAR

- PORTS -

* Consoles :
Sega Master System (1987, "Double Target")
Sega Master System (1987, "Quartet")
Sony PlayStation 2 (2005, "Sega AGES 2500 Series Vol. 21 SDI & Quartett ~SEGA System 16 Collection Vol.1~")

* Computers :
Commodore C64 (1987)
Sinclair ZX Spectrum (1987)
Amstrad CPC (1987)

* Others :
Mobile phones (2002)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2101&o=2

$end


$pc98=quarth,
$bio

Quarth (c) 1990 Konami Industry Co., Ltd. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90433&o=2

$end


$gameboy=quarth,
$bio

Quarth [Model DMG-QR-USA] (c) 1990 Konami Industry Co., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66799&o=2

$end


$gameboy=quarthj,
$bio

Quarth (c) 1990 Konami Industry Company, Limited.

- TECHNICAL -

[Model DMG-QRJ]

- TRIVIA -

Quarth for Game Boy was released on March 16, 1990 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48213&o=2

$end


$info=quarth,
$bio

Quarth (c) 1989 Konami.

A puzzle game.

- TECHNICAL -

Game ID : GX063

Main CPU : KONAMI (@ 3 Mhz)
Sound CPU : Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Quarth was released in October 1989. 

This game is known outside Japan as "Block Hole". 

King Records released a limited-edition soundtrack album for this game (Konami Game Music Collection Vol.2 - KICA-1016) on August 21, 1990.

- STAFF -

Executive producer & programmer: Nada 89 100G
Pop visual futurist: Hiroshi Iuchi (Iuchi 1)
Demo programmer: Ishida Z80
Special visual effect: Happy Samejima
Title graphic: Ogenki Takano
Sound effects editor: Shikama
Music composed by: Kazuo Hanzawa
Processing to hard: Ueno Furukawa
Package design: Maya 2095

- PORTS -

* Consoles :
Nintendo Game Boy [JP] (March 16, 1990) "Quarth [Model DMG-QRJ]"
Nintendo Famicom [JP] (April  13, 1990) "Quarth [Model KDS-H7]"
Sony Playstation 2 [JP] (2006, "Quarth [Oretachi Gasen Zoku] [Model SLPM-62704]")

* Computers :
MSX 2 [JP] (March 09, 1990) "Quarth [Model RC769]"
Sharp X68000 [JP] (1990) "Quarth [Model RA954]"
NEC PC9801 (JP] (199?)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2102&o=2

$end


$nes=quarth,
$bio

Quarth (c) 1990 Konami Industry Company, Limited.

Quarth is an unique puzzle/shooter game by Konami and conversion of the arcade game of the same name originally released in 1989. A weird and destructive phenomenon has turned gravity on its head throughout the galaxy, and planets as well as asteroids and stars have been transformed into deadly blocks. They are now heading towards Earth and a group of scientists prepares to launch Quarth, a pod-shaped ship especially designed to counter the threat. The goal of the game is fairly simple - blocks of various shapes descend towards the Quarth located at the bottom of the screen, and the small ship must shoot small square pieces and attach them to the moving blocks in order to fill them. Once a block is filled (or its boundaries closed), the screen stops moving and the large block slowly disappears and leaves space to more blocks to clear up. Connected blocks can also be filled at the same time and trigger chain reactions for extra points. The game doesn't feature power-ups per se, but colored blocks occasionally appear and released various special abilities (symbolized by a letter) when cleared, such as bonus points (B), screen freeze (S), double score (C) or a powerful erase bomb (E) that wipes out everything on screen at once. Quarth features nine different levels (an option gives the player the opportunity to choose which level to start from) and three two-player modes (the alternating Change Play, the cooperative Tag Match and the competitive Vs Play).

- TECHNICAL -

Game ID: KDS-H7

- TRIVIA -

Quarth for Famicom was released on April 13, 1990 in Japan for 4900 Yen.

The game was never released outside Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48215&o=2

$end


$x68k_flop=quarth,
$bio

Quarth (c) 1990 Konami Industry Company, Limited.

- TECHNICAL -

[Model RA954]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48216&o=2

$end


$msx2_cart=quarthd,quarth,quarthk,
$bio

Quarth (c) 1990 Konami Industry Company, Limited.

- TECHNICAL -

[Model RC769]

- TRIVIA -

Released on March 09, 1990 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48214&o=2

$end


$amigaocs_flop=quartz,
$bio

Quartz (c) 1989 Firebird

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74825&o=2

$end


$info=quasar,quasara,
$bio

Quasar (c) 1980 Zaccaria.

- TECHNICAL -

Main CPU : S2650 (@ 3.5795 Mhz)
Sound CPU : I8035 (@ 400 Khz)
Sound Chips : DAC (@ 400 Khz)

Screen orientation : Vertical
Video resolution : 240 x 223 pixels
Screen refresh : 50.00 Hz
Palette Colors : 1024

Players : 2
Control : 2-way joystick
Buttons : 4

- TRIVIA -

Quasar is the first original game created by Zaccaria.

Zaccaria went bankrupt in 1988. The three brothers Marino, Franco and Natale Zaccaria (hence the symbol of the manufacturer, three Z with the initial of the name of the brothers on each Z) went in San Marino republic and founded Tecnoplay, a distributor of Sega arcade games in Italy among others.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2103&o=2

$end


$coco_cart=quasar,
$bio

Quasar Commander (c) 1980 Tandy Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53461&o=2

$end


$info=sc4quart,sc4quarta,
$bio

Quaterback (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR1191]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42755&o=2

$end


$info=sc4quartc,sc4quartd,sc4quartf,sc4quartg,sc4quarth,sc4quartj,sc4quartl,sc4quartm,
$bio

Quaterback (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR2064]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62067&o=2

$end


$info=sc4quartb,sc4quarte,sc4quarti,sc4quartk,
$bio

Quaterback (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR2072]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62066&o=2

$end


$cpc_cass=quaterne,
$bio

Quaterne [Model CP 006] (c) 1985 Sprites [France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98801&o=2

$end


$adam_flop=quatris,
$bio

Quatris (c) 1989 Perkins [Steven B. Perkins]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82663&o=2

$end


$info=sc1quat,
$bio

Quatro (c) 1989 ELAM.

- TECHNICAL -

Model 5398

- TRIVIA -

Quatro was released in April 1989.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42153&o=2

$end


$msx2_flop=quattro,
$bio

Quattro (c) 1989 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101969&o=2

$end


$nes=quatradv,
$bio

Quattro Adventure (c) 1991 Camerica

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55465&o=2

$end


$nes=quatrarc,
$bio

Quattro Arcade (c) 1992 Camerica Limited, Incorporated..

FOUR GAMES IN ONE CARTRIDGE:
- F-16 Renegade
- C.J's Elephant Antics
- Go! Dizzy Go!
- Stunt Buggies

- STAFF -

Written by CodeMasters.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55466&o=2

$end


$cpc_cass=4cartoon,
$bio

Quattro Cartoon [Model 3458] (c) 1989 Codemasters Soft. Co., Ltd., The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98802&o=2

$end


$cpc_cass=4firepow,
$bio

Quattro Firepower (c) 1989 Codemasters Soft. Co., Ltd., The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98803&o=2

$end


$nes=quatrspt,
$bio

Quattro Sports (c) 1991 Camerica

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55467&o=2

$end


$info=sc4qmodo,sc4qmodoa,sc4qmodob,sc4qmodoc,sc4qmodod,
$bio

Quazzi Mo' Dough (c) 200? QPS Interactive.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15600&o=2

$end


$msx1_cass=quebert,quebertb,queberta,
$bio

Quebert (c) 1988 Eurosoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94929&o=2

$end


$info=queen,
$bio

Queen (c) 200? STG.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=29158&o=2

$end


$cdi=queen,
$bio

Queen - Greatest Flix I & II (c) 1994 Queen Films

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53043&o=2

$end


$nes=queenbee,
$bio

Queen Bee V (c) 1994 Nitra

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84096&o=2

$end


$info=smiy0368,smiy0369,smiy0370,smiy0371,smiy0372,smiy0373,
$bio

Queen of Cairo (c) 200? Bally Gaming, Incorporated.

- TECHNICAL -

Software Part Number: AVGQOFCENABX-00

- UPDATES -

SMI #Y0368
SMI #Y0369
SMI #Y0370
SMI #Y0371
SMI #Y0372
SMI #Y0373

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=45977&o=2

$end


$x68k_flop=quenduel,
$bio

Queen of Duelists Gaiden α+ (c) 1994 Xing Ent. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88017&o=2

$end


$megadriv=qpoker,
$bio

Queen of Poker Club (c) 199? Sachen

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56784&o=2

$end


$info=queenotg,
$bio

Queen of the Games (c) 200? Unknown.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48298&o=2

$end


$info=qotn,
$bio

Queen of the Nile (c) 1997 Aristocrat.

A video slot machine with 5 reels and 20 lines.

- TECHNICAL -

Runs on the Aristocrat MKV Series 2 hardware.

Game has 14 buttons.
Bet buttons : 1, 2, 3, 4, 5 credits per line
Line buttons : 1, 5, 10, 15, 20 lines
Extra buttons : Collect (yellow), Service (green), Gamble (purple) and Take Win/Start Feature (orange)

1, 2, 4 and 5 credit buttons are also used for Heart, Diamond, Club and Spade double up respectively. This gamble is x4 if correct.
1 and 20 line buttons are used for red/black double up.

(This game was also released with 9 lines (bet buttons 1, 2, 3, 5, 10)).

- TRIVIA -

Queen of the Nile was released in May 1997.

Graphically identical to "Golden Pyramids", this game boasts "new" better sounding music and reel spin sounds which were used for every MKV game since.

This game is said to be the most popular game made by Aristocrat.

- SCORING -

Cleopatra substitutes for all symbols except scattered Pyramid and doubles the prize when substituting. Scattered Pyramids pay any.

Cleopatra : 2 = 10, 3 = 200, 4 = 2000, 5 = 9000
Statue : 2 = 2, 3 = 25, 4 = 100, 5 = 750
Bracelet : 2 = 2, 3 = 25, 4 = 100, 5 = 750
Beetle : 3 = 15, 4 = 100, 5 = 400
Eye : 3 = 10, 4 = 100, 5 = 250
Flower: 3 = 10, 4 = 50, 5 = 250
Ace : 3 = 10, 4 = 50, 5 = 125
King : 3 = 5, 4 = 50, 5 = 100
Queen : 3 = 5, 4 = 25, 5 = 100
Jack : 3 = 5, 4 = 25, 5 = 100
Ten : 3 = 5, 4 = 25, 5 = 100
Nine : 2 = 2, 3 = 5, 4 = 25, 5 = 100
Pyramid : 2 = 2, 3 = 5, 4 = 20, 5 = 400

- TIPS AND TRICKS -

Feature : Spin up 3, 4 or 5 Pyramids to trigger 15 free games respectively. During the free games all wins are tripled. The free games can be won during the feature.

- SERIES -

1) Dolphin Treasure (1996)
2) Golden Pyramids (1997)
3) Queen of the Nile (1997)
4) Adonis (1998)
4) Flame of Olympus (1998)
5) Geisha (2000)
6) Torch of the Gods (2001)
7) Queen of the Nile Special Edition (2002)
8) Geisha [Power Pay] (2008)

- PORTS -

* Others :
Online slot (2012) Queen of the Nile

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4972&o=2

$end


$msx1_cart=queenglf,queenglfa,queenglfb,
$bio

Queen's Golf (c) 1984 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77394&o=2

$end


$pc98=queenlib,
$bio

Queen's Library (c) 1993 Cocktail Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90434&o=2

$end


$cdi=quelestd,
$bio

Quel est donc cet Oiseau - Nature on CDI/What's that Bird (c) 1992 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53044&o=2

$end


$bbca_cass,bbcb_cass=quest,
$bio

Quest (c) 1988 Superior Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52273&o=2

$end


$bbca_cass,bbcb_cass=questauc,
$bio

Quest (c) 19?? AUCBE

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52272&o=2

$end


$gbcolor=quest,
$bio

Quest - Fantasy Challenge [Model DMG-AQTE-USA] (c) 1999 Sunsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68628&o=2

$end


$n64=quest64,
$bio

Quest 64 (c) 1998 THQ

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57926&o=2

$end


$gbcolor=questcamu,
$bio

Quest for Camelot [Model DMG-ACNE-USA] (c) 1998 Titus

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68631&o=2

$end


$gbcolor=questcam,
$bio

Quest for Camelot [Model DMG-ACNP-EUR] (c) 1998 Titus

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68630&o=2

$end


$pc98=qfglory,
$bio

Quest for Glory - So You Want to Be a Hero (c) 1991 Sierra On-Line, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90435&o=2

$end


$amigaocs_flop=qfglory2,
$bio

Quest for Glory II - Trial by Fire (c) 1991 Sierra On-Line, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74826&o=2

$end


$coleco=quintana,quintanaa,
$bio

Quest for Quintana Roo (c) 1983 Sunrise Software, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53335&o=2

$end


$a5200=quintana,
$bio

Quest for Quintana Roo (c) 1984 Sunrise.

Yucatan Sam explores the temples of Quintana Roo searching for the keys to open the ceremonial vault and acquire the riches inside.

- TECHNICAL -

Model 1603

- SCORING -

Killing enemies: 100 points.
Opening valut: 100 points.
Picking up treasure: 1000 points.
Inserting map rock: 1000 points.
Opening map vault: 5000 points.

- TIPS AND TRICKS -

* Bring all five map rocks to the map vault room before inserting them. This will make it easier to remember which ones you have tried.

* Save one flask of acid as a defense against the mummy.

* Leave one cache of acid flasks in an exosed vault room as an emergency supply.

* Sam can only carry five flasks of acid at a time. If you pick up more you will lose the excess.

* When you are exploring the long columns of rooms keep an eye on your air timer. Only explore half of the rooms at a time.

* Remember where the magic herbs are.

* Position your torch handle over the hole you wish to try when attempting to insert map rocks.

* For a much needed break in the ACTION, press the pause key. To restart the game press any key or keypad.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50114&o=2

$end


$a2600=quintana,
$bio

Quest for Quintana Roo (c) 1984 Sunrise Software.

Yucatan Sam explores the temples of Quintana Roo searching for the keys to open the cermonial vault and acquire the riches inside.

- TECHNICAL -

Model 1603

- SCORING -

Killing enemies: 100 points
Opening valut: 100 points
Picking up treasure: 1000 points
Inserting map rock: 1000 points
Opening map vault: 5000 points

- TIPS AND TRICKS -

* An extra man is awarded for collecting 20 treasures without dying.

* Bring all five map rocks to the map vault room before inserting them. This will make it easier to remember which ones you have tried.

* Save one flask of acid as a defense against the mummy.

* Leave one cache of acid flasks in an exposed vault room as an emergency supply.

* Sam can only carry five flasks of acid at a time.  If you pick up more you will lose the excess.

* When you are exploring the long columns of rooms keep an eye on your air timer. Only explore half of the rooms at a time.

* Remember where the magic herbs are.

* Position Sam's nose under the hole you wish to try when attempting to insert map rocks.

* Remember.  Sam can only exit a room if he is WHITE or YELLOW.

* To pause the game select the B/W TV type. To restart the game select the Color TV type.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50843&o=2

$end


$a2600=quintanae,
$bio

Quest for Quintana Roo (c) 1989 Telegames

1989's release. See 1984's "Quest for Quintana Roo [Model 1603]" for more information about the game itself.

- TECHNICAL -

Model 6057 A227

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50844&o=2

$end


$bbca_cass,bbcb_cass=holygrai,
$bio

Quest for the Holy Grail (c) 19?? Epic

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52274&o=2

$end


$cpc_cass=questmnd,
$bio

Quest for the Mindstone [Model EDG 7 AM] (c) 1987 Edge, The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98804&o=2

$end


$odyssey2=quest,
$bio

Quest for the Rings (c) 1981 Magnavox Co., The

- TECHNICAL -

Game ID: AC9429

- STAFF -

Designer: Ronald Bradford, Stephen S. Lehner
Programmer: Ed Averett
Package design: Ronald Bradford

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95665&o=2

$end


$sms=shavnyak,
$bio

Quest for the Shaven Yak Starring Ren Hoëk & Stimpy (c) 1993 Tec Toy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56145&o=2

$end


$gamegear=shavnyak,
$bio

Quest for the Shaven Yak Starring Ren Hoëk & Stimpy [Model 2519] (c) 1993 Sega Enterprises, Limited.

- TIPS AND TRICKS -

* Level Passwords: Enter these passwords to start from the corresponding level

Level 2 : AURGHH
Level 3 : ZONNNK
Level 4 : YYYOWW
Level 5 : ZOWCHH

* Special Passwords: Enter D?S?A? as password to access a Debug mode in which you can hold 1+2 during game in order to freely move your character across the level. Enter in order the four passwords RUSSEE - KYLESE - JESSLE - NILBOG to change the background in the character select screen. Finally, enter ???LOG as password to enable more logs.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64800&o=2

$end


$x68k_flop=questqst,
$bio

Quest Question (c) 1994 Phank's

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88537&o=2

$end


$gbcolor=questrpg,
$bio

Quest RPG - Brian's Journey [Model DMG-AQRE-USA] (c) 2000 Sunsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68629&o=2

$end


$msx2_flop=qstyarou,
$bio

Quest Yarou (c) 2008 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101970&o=2

$end


$info=quester,
$bio

Quester (c) 1987 Namco.

The player must move a paddle left and right across the bottom of the screen deflecting a ball to hit bricks. Some bricks contain special power-ups to enhance play

- TECHNICAL -

Namco System 1 hardware
Game ID : QS

Main CPU: 6809 (@ 1.536 Mhz)
Sub CPU: 6809 (@ 1.536 Mhz)
Sound CPU: 6809 (@ 1.536 Mhz)
MCU: HD63701 (@ 1.536 Mhz)
Sound Chips: Yamaha YM2151 (@ 3.57958 Mhz), Namco advanced 8-channel stereo WSG, stereo DAC

Screen orientation: Vertical
Video resolution: 224 x 288 pixels
Screen refresh: 60.61 Hz
Palette colors: 24-bit RGB palette

Players: 2
Control: Dial
Buttons: 1

- TRIVIA -

Quester was released in September 1987 in the Japanese arcades. It represented at its time the Namco response to Taito's "Arkanoid".

Victor Entertainment released a limited-edition soundtrack album for this game (Namco Video Game Graffiti Vol.4 - VDR-5282) on 08/03/1989.

- STAFF -

Game designer : Shinji Noguchi
Field designers : Toru Iwatani, Shinji Noguchi, Yukihiko Yagi
Graphic designers : Nobutaka Nakajima, Shinji Noguchi, Yukari Miyagi, Satoshi Norimatsu, Michiyo Yamashita
Title logo designer : Akira Usukura
Music composer : Shinji Hosoe
Game sequence : Kosei Matsuura
Device driver : Atsushi Yuhara
Sound driver : Junko Ozawa, Takatoshi Kobayashi
Hardware test : Hideto Yamazaki
PCB & chip designers : Toru Ogawa, Makoto Inoue, Tsutomu Fujita, Takao Okada, Kazukiyo Shinozaki
Control panel : Akira Ohsugi, Hiroyuki Kobayashi
Produced by : Toru Iwatani

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2104&o=2

$end


$info=questers,
$bio

Quester Special Edition (c) 1987 Namco.

- STAFF -

Field designed by: M. Uekuma

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40701&o=2

$end


$x68k_flop=questlnd,
$bio

Questland Stories (c) 1990 OS Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88538&o=2

$end


$cpc_cass=questor,
$bio

Questor (c) 1986 Cascade Games, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98805&o=2

$end


$bbca_cass,bbcb_cass=qpthing,
$bio

Questprobe - Human Torch and The Thing (c) 19?? Adventure Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52275&o=2

$end


$bbca_cass,bbcb_cass=qphulk,
$bio

Questprobe - The Hulk (c) 19?? Adventure Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52276&o=2

$end


$cpc_cass=questpb3,
$bio

Questprobe 3 - Fantastic Four (c) 1985 Adventure International

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98806&o=2

$end


$amigaocs_flop=questrn2,
$bio

Questron II (c) 1988 SSI

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74827&o=2

$end


$sg1000=champicet,
$bio

Qugunqiu [Model R-061] (c) 1985 Unknown [Taiwan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65095&o=2

$end


$gbcolor=quiqui,
$bio

Qui Qui [Model DMG-AQUJ-JPN] (c) 1999 Magical Co.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68632&o=2

$end


$gba=whowantf,
$bio

Qui Veut Gagner des Millions (c) 2002 Zoo Digital Publishing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72571&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=qbfox,
$bio

Quick Brown Fox (c) 1982 Parker Bros. [Beverly, MA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86901&o=2

$end


$cpc_cass=quickdrw,
$bio

Quick Draw McGraw [Model HT091] (c) 1990 Hi-Tec Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98807&o=2

$end


$info=smi2345,smi2435,smi2436,smi2437,smi2438,smi2439,
$bio

Quick Hit Frenzy (c) 200? Bally Gaming, Incorporated.

- TECHNICAL -

Art Form: QHF-5001

- UPDATES -

* SMI # 2345
Part Number: E879011X-05
Max-Coin Percentage: 94,02%

* SMI # 2435
Part Number: E891911X-05
Max-Coin Percentage: 88%

* SMI # 2436
Part Number: E892011X-05
Max-Coin Percentage: 90.03%

* SMI # 2437
Part Number: E892111X-05
Max-Coin Percentage: 92.03%

* SMI # 2438
Part Number: E892211X-05
Max-Coin Percentage: 96.03%

* SMI # 2439
Part Number: E892311X-05
Max-Coin Percentage: 97,52%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=45337&o=2

$end


$famicom_flop=quickhun,
$bio

Quick Hunter (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65428&o=2

$end


$famicom_flop=quickhunpd1,
$bio

Quick Hunter - Parameter Disk Vol.1 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65429&o=2

$end


$info=quickjac,
$bio

Quick Jack (c) 1993 ADP.

- TECHNICAL -

Main CPU : Motorola 68000
Sound Chips : General Instrument AY8910

Palette colors : 256

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=10591&o=2

$end


$info=m5qdraw,m5qdraw12,m5qdraw14,m5qdraw15,m5qdrawa,m5qdrawb,
$bio

Quick on the Draw (c) 2003 Vivid Gaming.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=18185&o=2

$end


$a2600=quickstp,quickstpe,
$bio

Quick Step! (c) 1983 Imagic.

Change as many Trampolines to your colour as you can by jumping on them.
* Earn points for being the first to land on pink Trampolines.
* Earn points when Trampolines that are your colour move off the bottom of the screen.
* Outsmart your opponent by using Magic Mats and Tricky Traps.

- TECHNICAL -

Model 03211

- STAFF -

Programmer: Dave Johnson

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50845&o=2

$end


$pc98=quickbas,
$bio

QuickBASIC v45 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90436&o=2

$end


$pc98=quickc,
$bio

QuickC v20 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90437&o=2

$end


$info=pr_qksht,
$bio

Quickshot (c) 199? Maygay Machines, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46272&o=2

$end


$info=quicksil,
$bio

Quicksilver (c) 1980 Stern Electronics.

- TECHNICAL -

Model Number : 116

- TRIVIA -

1,201 units were produced.

- STAFF -

Design & Mechanics : Joe Joos Jr.
Art : Doug Watson

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5541&o=2

$end


$info=j6quick,
$bio

Quicksilver (c) 199? RAL.

- TECHNICAL -

Impact

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41134&o=2

$end


$mc10=quicksrt,
$bio

QuickSort (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87687&o=2

$end


$info=sc4quidr,sc4quidra,sc4quidrb,sc4quidrc,
$bio

Quid Rock (c) 200? QPS Interactive.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42756&o=2

$end


$info=sc4quidv,sc4quidva,sc4quidvb,sc4quidvc,
$bio

Quid Vicious (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR2342]

[Scorpion 4]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43053&o=2

$end


$info=sc5quidv,sc5quidva,sc5quidvb,sc5quidvc,sc5quidvd,sc5quidve,sc5quidvf,sc5quidvg,
$bio

Quid Vicious (c) 200? Mazooma Games.

- TECHNICAL -

[Scorpion 5]
[Model PR2342]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42757&o=2

$end


$info=m4quidin,m4quidin__a,m4quidin__b,
$bio

Quids In (c) 199? BWB.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41419&o=2

$end


$info=m4quidis,m4quidis__a,m4quidis__b,m4quidis__c,m4quidis__d,
$bio

Quids In Showcase (c) 199? BWB.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41420&o=2

$end


$x68k_flop=quieazm2,
$bio

Quieazum 2 Haja no Jouken (c) 1992 Biwahosi Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88539&o=2

$end


$x68k_flop=quieazum,
$bio

Quieazum Biwahoshi Quiz System (c) 1991 Biwahosi Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88540&o=2

$end


$x68k_flop=quieazmd,
$bio

Quieazum DCS (c) 1993 DCS [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88541&o=2

$end


$gba=whowants,
$bio

Quiere Ser Millonario (c) 2002 Zoo Digital Publishing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72572&o=2

$end


$msx2_flop=quinch,
$bio

Quinch (c) 1993 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101971&o=2

$end


$cpc_cass=quinpyc,
$bio

Quinielas - Pronosticos y Combinaciones (c) 1988 Idealogic [Barcelona, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98809&o=2

$end


$cpc_cass=quiniela,
$bio

Quinielas [Model AM-05] (c) 1985 ACE Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98808&o=2

$end


$msx2_cart=quinpl,
$bio

Quinpl (c) 1988 Bit2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51359&o=2

$end


$msx2_flop=quinpl,quinplb,quinpla,
$bio

Quinpl (c) 1988 Bit2 [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101972&o=2

$end


$amigaocs_flop=quintett,
$bio

Quintette (c) 1987 Miles Computing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74828&o=2

$end


$x68k_flop=quintia,
$bio

Quintia Road (c) 1991 Great [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88018&o=2

$end


$pc98=quintia,
$bio

Quintia Road (c) 1991 Great [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90438&o=2

$end


$pc98=quintia2,
$bio

Quintia Road II (c) 1993 Great [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90439&o=2

$end


$info=quintoon,qntoondo,qntoond,quintono,
$bio

Quintoon (c) 1993 B.F.M.

- TECHNICAL -

Main CPU : (2x) M6809 (@ 2 Mhz)
Sound Chips : UPD7759 (@ 640 Khz), YM2413 (@ 3.579545 Mhz)

Screen orientation : Horizontal
Video resolution : 400 x 300 pixels
Screen refresh : 50.00 Hz
Palette colors : 16

Players : 1
Buttons : 5

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4901&o=2

$end


$nes=quinty,
$bio

Quinty (c) 1989 Namco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54529&o=2

$end


$info=quiz,quiz211,
$bio

Quiz (c) 1986 Elettronolo.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : DAC

Screen orientation : Horizontal
Video resolution : 416 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 256

Players : 1
Buttons : 6

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4887&o=2

$end


$info=qad,
$bio

Quiz & Dragons - Capcom Quiz Game (c) 1992 Capcom USA, Incorporated.

USA Export release. Game developed in Japan. For more information about the game itself, please see the Japanese release entry; "Quiz & Dragons - Capcom Quiz Game [B-Board 91634B-2]".

- TECHNICAL -

Runs on the "CP System" hardware.
B-Board #: 89625B-1

- TRIVIA -

Quiz & Dragons was released in July 1992 in the North American arcades.

- PORTS -

* Consoles : 
Microsoft XBOX [US] (November 24, 2006) "Capcom Classics Collection Vol. 2" 
Sony PlayStation 2 [US] (November 24, 2006) "Capcom Classics Collection Vol. 2 [Model SLUS-21473]" 
Sony PlayStation 2 [AU] (April 11, 2007) "Capcom Classics Collection Vol. 2 [Model SLES-54561]" 
Sony PlayStation 2 [EU] (April 13, 2007) "Capcom Classics Collection Vol. 2 [Model SLES-54561]" 

* Handhelds : 
Sony PSP [US] (March 22, 2006) "Capcom Classics Collection Remixed [Model ULUS-10097]" 
Sony PSP [EU] (July 21, 2006) "Capcom Classics Collection Remixed [Model ULES-00347]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69770&o=2

$end


$info=qadjr,
$bio

Quiz & Dragons - Capcom Quiz Game (c) 1994 Capcom Company, Limited.

Japanese re-release.

- TECHNICAL -

Runs on the "CP System" hardware.
B-Board #: 91634B-2

# of Players: Up to 2 simultaneous.
# of Buttons: 4 per player.

- TRIVIA -

The game was known as the 22th video game made for the CP System.

This Japanese re-release hosts some major changes and improvements:
* Now you can roll the dice by yourself - No automatic roll.
* Characters start with only 3 points of life.
* Characters gain experience points and level up, increasing their maximum life points and gaining items.
* A Name Entry screen before you begin.
* You can now choose to use or keep the items for later quiz battles.
* Graphics and design changed to have the more Capcom-fighter hand-drawn look.
* Different musics.
* Different Capcom logo screen.
* Story changes.
* Much more animation added.
* Monster placement on the playfields is different.
* The questions are more Anime, Manga and Game-oriented.

- STAFF -

Music Composer: Isao Abe (Oyaji)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2105&o=2

$end


$info=inufuku,
$bio

Quiz & Variety Sukusuku Inufuku (c) 1998 Video System.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 16 Mhz)
Sound CPU : Zilog Z80 (@ 8 Mhz)
Sound Chips : Yamaha YM2610 (@ 8 Mhz)

Players : 4
Control : 8-way joystick
Buttons : 4

- TRIVIA -

Quiz & Variety Sukusuku Inufuku was released in September 1998 in Japan. It was the last arcade video game made by Video System. They had a bankruptcy three years later. Their video game copyrights were taken by a new Japanese video game company called Hamster.

The title of this game translates from Japanese as 'Quiz & Variety Quickly Inufuku'.

- SERIES -

1. Quiz & Variety Sukusuku Inufuku (1998)
2. Quiz & Variety Sukusuku Inufuku 2 (2004)
3. Quiz & Variety Sukusuku Inufuku 2 - Motto Sukusuku (2007)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2106&o=2

$end


$info=sukuinuf,
$bio

Quiz & Variety Sukusuku Inufuku 2 (c) 2004 Video System Company, Limited.

- TRIVIA -

Quiz & Variety Sukusuku Inufuku 2 was released in August 2004 in Japan.

- SERIES -

1. Quiz & Variety Sukusuku Inufuku (1998)
2. Quiz & Variety Sukusuku Inufuku 2 (2004)
3. Quiz & Variety Sukusuku Inufuku 2 - Motto Sukusuku (2007)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=39103&o=2

$end


$info=quiz365,quiz365t,
$bio

Quiz 365 - Mainichi Kawaru Quiz Bangumi (c) 1994 Nakanihon Wreath Company, Limited.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound Chips : YM2413 (@ 3.579545 Mhz), AY8910 (@ 2 Mhz), OKI6295 (@ 8 Khz)

Players : 2
Buttons : 4

- TRIVIA -

Quiz 365 was released in September 1994 in Japan.

Sales by Taito Corp. in Hong Kong and Taiwan.

The title of this game translates from Japanese as 'New Daily Quiz Show - Quiz 365'.

In this game, Japanese National Broadcast Station 'NHK' name changed to 'HNK'.

Between PM and AM T.V. programs, the sponsor introductions are similar to real Japanese T.V. program's sponsors.

- UPDATES -

Hong Kong and Taiwan versions have an announcer with different hair, and difficulty is easier than on the Japanese version.

- STAFF -

STAFF : fuguriro, remember, Iwa, ben, James, mikichan, hokkaido, mittsu, gts4, motta, gewalt, herohero, opain, usankusao, louis, h-man
Question Produce Special Thanks : YM2413
Chinese Location : Nodacchi

- PORTS -

* Consoles :
Sega Saturn (1996)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2107&o=2

$end


$info=qmegamis,
$bio

Quiz Ah Megamisama (c) 2000 Sega Enterprises, Limited.

- TECHNICAL -

Runs on the Sega "NAOMI" hardware.

- TRIVIA -

Quiz Ah Megamisama was released in May 2000 in Japan. This arcade video game is based one of the most famous manga/anime series.

The title of this game translates from Japanese as 'Quiz Oh my Goddess'.

The names of the three goddesses (Verdandi, scold, old) are based of North Europe myths!

Fujiwama Kouseke is a famous Japanese cartoonist and illustrator. He worked on "Quiz Ah Megamisama" and "Taiho Shichauzo" manga series.

- STAFF -

Charater Design : Fujiwama Kouseke
Charater Voice : Iuone Kikuko, Kikuchi Masami, Toma Yumi, Hisakawa Aya

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31767&o=2

$end


$pcecd=quizavn2,
$bio

Quiz Avenue II (c) 1991 NEC Avenue, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58327&o=2

$end


$pcecd=quizavn3,
$bio

Quiz Avenue III (c) 1994 NEC Avenue, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58328&o=2

$end


$pcecd=quizaven,
$bio

Quiz Avenue (c) 1991 NEC Avenue, Limited.

Quiz Avenue is a Role Playing/Quiz game by Nec Avenue. Two play modes are available - The first one, called Quest, is a solo adventure where the player goes on a journey to rescue the King's daughter. The game is divided into several areas (forest, lake, mountains...) and each one of them is guarded by a monster. But here, as you would have guessed, fights are not the usual style. Players must answer a series of questions put to them by the various foes. A list of possible answers appear on screen and he must promptly pick up the right answer. Failing to do so, or at least during the given rounds, will mean certain defeat. However, victory will get him to carry on his quest and get to the next area, where more monsters and more quiz await for him. The game also counts a Party mode where multiple players (up to five!) can enjoy a quiz game against each other. Players really need a strong knowledge of Japanese (and Japanese culture) due to the text-heavy nature of the game.

- TECHNICAL -

Game ID: NAPR-1013

- TRIVIA -

Released on February 15, 1991 in Japan for 5800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58326&o=2

$end


$x68k_flop=quizbanc,
$bio

Quiz Banchou (c) 1992 Active Software [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88019&o=2

$end


$pc98=qsanta2,
$bio

Quiz Banchou Santa-kun 2 (c) 1992 Active Software [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90440&o=2

$end


$info=quizmoon,
$bio

Quiz Bishoujo Senshi Sailormoon - Chiryoku Tairyoku Toki no Un (c) 1997 Banpresto.

- TECHNICAL -

Main CPU : Motorola 68EC020 (@ 25 Mhz)
Sound CPU : Motorola 68000 (@ 16 Mhz)
Sound Chips : ES5506 (@ 16 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 4

- TRIVIA -

Released in February 1997.

The title of this game translates from Japanese as 'Quiz Pretty Soldier Sailor Moon - Wisdom, Physical Strength, Time of Fortune'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2108&o=2

$end


$x68k_flop=quizbocc,
$bio

Quiz Bocchama Paradise (c) 1994 Ushi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88542&o=2

$end


$pcecd=quizcara,
$bio

Quiz Caravan Cult Q (c) 1993 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58329&o=2

$end


$info=quizchq,
$bio

Quiz Channel Question (c) 1993 Nakanihon.

- TECHNICAL -

Game ID : '73'

Main CPU : Zilog Z80 (@ 8 Mhz)
Sound Chips : YM2413 (@ 3.579545 Mhz), OKI6295 (@ 8 Khz)

Players : 2
Buttons : 4

- TRIVIA -

Released in February 1993.

The clock on this game is not Y2K compatible. It displays 1906 instead of 2006!

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2109&o=2

$end


$info=quizchql,
$bio

Quiz Channel Question (c) 1993 Laxan Corp.

- TRIVIA -

Released in February 1993.

Manufactured by Laxan Corp. under license from Nakanihon.

In this Taiwanese version, the announcer has glasses (not on the original Nakanihon version).

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40628&o=2

$end


$psx=quizchar,
$bio

Quiz Charaokedon! Toei Tokusatsu Hero Part 2 [Model SLPS-02310] (c) 1999 Banpresto [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85566&o=2

$end


$info=qzchikyu,
$bio

クイズ地球防衛軍 (c) 1991 Taito.(Quiz Chikyu Bouei Gun)

- TECHNICAL -

Runs on the "Taito F2 System" hardware.

Prom Stickers : D19

Players : 2
Buttons : 5

- TRIVIA -

Released in February 1992 in Japan (even if the copyright year is 1991).

The title of this game translates from Japanese as 'Quiz Earth Defense Force'.

- STAFF -

Sound composer : Yoshiro Horie

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2110&o=2

$end


$pc98=qsangoku,
$bio

Quiz Chiryaku no Hasha - Sangokushi Kitan (c) 1992 Systemsoft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90441&o=2

$end


$info=qcrayon,
$bio

Quiz Crayon Shin-chan (c) 1993 Taito.

A Japanese quiz game from Taito.

- TECHNICAL -

Runs on the "Taito F2 System" hardware.

Prom Stickers : D55

Players : 2
Buttons : 5

- TRIVIA -

Quiz Crayon Shin-chan was released in August 1993 in Japan.

Crayon Shin-Chan is a famous Anime/manga series created in 1992 by Urusui Yoshito.

Urusui Yoshito was a Japanese famous cartoonist, he worked in 'Crayon Shin-Chan' and many others mangas. He drawn Nohara Shinnosuke for character act like for many 5-year old children. This means it appears very naughty boy in his cartoon, and get quickly popular in the Japanese magazine called 'Manga Town'. Many Japanese people read it, and enjoyed Nohara Shin. That was very funy and makes great answer to Japanse Socality! So, Nohara Shin and Nohara family became heroes of Kazukabe City, Saitama. Also writer of Crayon Shin-chan, Urusui Yoshito died in 2009, Japanese people still enjoy it.

- SERIES -

1. Quiz Crayon Shin-chan (1993)
2. Crayon Shin-chan - Ora To Asobo (1993)

- STAFF -

Charater designer : Urusui Yoshito
Charater voice : Yajima Akiko
Sound composers : Shizuo Aizawa (Splatter A), Blastman.F, Yasuko Yamada (Zuntata)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2111&o=2

$end


$x68k_flop=quizcult,
$bio

Quiz Cult X (c) 1992 UOD Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88543&o=2

$end


$info=quizdais,quizdaisk,
$bio

Quiz Daisousasen - The Last Count Down (c) 1991 SNK.

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : 0023

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2610 (@ 8 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 4

- TRIVIA -

Released in July 1991.

The title of this game translates from Japanese as 'Quiz Great Investigation Track'.

- SERIES -

1. Quiz Daisousasen - The Last Count Down (1991)
2. Quiz Meintantei Neo & Geo - Quiz Daisousasen Part 2 (1992)

- PORTS -

* Consoles :
SNK Neo-Geo (Aug. 30, 1991; "Quiz Daisousasen - The Last Count Down [Model NGH-023]")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2112&o=2

$end


$psx=quizdara,
$bio

Quiz Darake No Jinsei Game [Model SLPS-02282] (c) 1997 Takara Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85567&o=2

$end


$pcecd=quizgaku,
$bio

Quiz de Gakuensai (c) 1993 Naxat Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58333&o=2

$end


$pc98=quizdegp,
$bio

Quiz de Grand Prix (c) 1992 WestSide [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90447&o=2

$end


$info=hotdebut,
$bio

Quiz de Idol! Hot Debut (c) 2000 Psikyo.

- TECHNICAL -

Main CPU : SH-2 (@ 28.63635 Mhz)
Sound Chips : YMF278B (@ 28.63635 Mhz)

Screen orientation : Horizontal
Video resolution : 640 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 4098

Players : 4
Buttons : 4

- TRIVIA -

Developed by Moss.

- TIPS AND TRICKS -

* Maintenance Code :
9-2-3-0-1 Maintenance Mode

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2113&o=2

$end


$pc98=quizlgo,
$bio

Quiz de Let's Go!! (c) 1993 Great [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90448&o=2

$end


$x68k_flop=quizpon,
$bio

Quiz de Pon (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88550&o=2

$end


$info=quizdna,
$bio

Quiz DNA no Hanran (c) 1992 Face.

A Japanese quiz game.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 8 Mhz)
Sound Chips : YM2203 (@ 4 Mhz), OKI6295 (@ 15.625 Khz)

Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048

Players : 2
Buttons : 4

- TRIVIA -

The title of this game translates from Japanese as 'Quiz Revolt of DNA'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2114&o=2

$end


$info=qdrmfgp,
$bio

Quiz Do Re Mi Fa Grand Prix (c) 1994 Konami.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 16 Mhz)
Sound Chips : K054539 (@ 48 Khz)

Players : 2
Buttons : 5

- TRIVIA -

Released in December 1994 in Japan only.

- SERIES -

1. Quiz Do Re Mi Fa Grand Prix (1994)
2. Quiz Do Re Mi Fa Grand Prix2 - Shin-Kyoku Nyuukadayo (1995)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3452&o=2

$end


$info=qdrmfgp2,
$bio

Quiz Do Re Mi Fa Grand Prix2 - Shin-Kyoku Nyuukadayo (c) 1995 Konami.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 16 Mhz)
Sound Chips : K054539 (@ 48 Khz)

Players : 2
Buttons : 5

- TRIVIA -

Released in September 1995 in Japan only.

- SERIES -

1. Quiz Do Re Mi Fa Grand Prix (1994)
2. Quiz Do Re Mi Fa Grand Prix2 - Shin-Kyoku Nyuukadayo (1995)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3453&o=2

$end


$pc98=quizetc,
$bio

Quiz Etcetera (c) 1992 Dance [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90442&o=2

$end


$info=quizf1,
$bio

Quiz F-1 1,2 finish (c) 1992 Irem.

- TECHNICAL -

Irem M-97 system hardware

Main CPU : V30 (@ 8 Mhz)
Sound CPU : Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), DAC (@ 3.579545 Mhz)

Screen orientation : Horizontal
Video resolution : 384 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 512

Players : 2
Control : 8-way joystick
Buttons : 4

- STAFF -

Sound composer : Hiyamuta (Hiya)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2115&o=2

$end


$x68k_flop=quizfght,
$bio

Quiz Fighter Hyakuman Nin no Quiz Yarou (c) 1992 Iron Gear

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88544&o=2

$end


$info=gakupara,
$bio

Quiz Gakuen Paradise (c) 1991 NMK.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 8 Mhz)
Sound Chips : YM2203 (@ 4 Mhz), OKI6295 (@ 15.625 Khz)

Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048

Players : 2
Buttons : 4

- TRIVIA -

The title of this game translates from Japanese as 'Quiz Academy Paradise'.

- SERIES -

1) Quiz Gakuen Paradise (1991)
2) Quiz Gekiretsu Scramble - Gakuen Paradise 2 (1992)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2116&o=2

$end


$info=qgakumon,
$bio

Quiz Gakumon no Susume (c) 1993 Konami.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 16 Mhz)
Sound CPU : Zilog Z80 (@ 8 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), K053260 (@ 3.579545 Mhz)

Players : 2
Buttons : 5

- TRIVIA -

Released in January 1993.

The title of this game translates from Japanese as 'Quiz Get That Scholarship'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2117&o=2

$end


$info=gekiretu,
$bio

Quiz Gekiretsu Scramble - Gakuen Paradise 2 (c) 1992 Face.

A Japanese quiz game.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 8 Mhz)
Sound Chips : YM2203 (@ 4 Mhz), OKI6295 (@ 15.625 Khz)

Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048

Players : 2
Buttons : 4

- TRIVIA -

The title of this game translates from Japanese as 'Quiz Violent Scramble - Paradise Academy 2'.

The 2 main characters are named 'Geki' and 'Retsu' -- hence the title.

- SERIES -

1) Quiz Gakuen Paradise (1991)
2) Quiz Gekiretsu Scramble - Gakuen Paradise 2 (1992)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2118&o=2

$end


$info=qgh,
$bio

Quiz Ghost Hunter - The Quiz Adventure (c) 1994 Sega.

- TECHNICAL -

Runs on the Sega "System 24" hardware.

Players: 2
Control: 8-way joystick
Buttons: 2

- TRIVIA -

Developed by C.P. Brain.

Released in September 1994.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2119&o=2

$end


$info=quizhq,
$bio

Quiz H.Q. (c) 1990 Taito.

- TECHNICAL -

Runs on the "Taito F2 System" hardware.

Prom Stickers : C53

Players : 2
Buttons : 5

- TRIVIA -

Released in July 1990.

The game is loosely based on the Chase HQ series.

- STAFF -

Producers : Fumio Horiuchi, Kougi Ohmae
Programmers : Vanarna, Shirou Yoshidan, Shinichirou Endoh, Kentrou Ueno, Ayako Yoshida
Sound : Kazuko Umino, Kayo Kawamoto, Hiroshige Tonomura
Hard : Yasuhiro Shibuya
Designer : Kumi Mizobe

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2120&o=2

$end


$pc98=quizikas,
$bio

Quiz Ikasete... (c) 1991 Software House Aladdin [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90443&o=2

$end


$x68k_flop=quizjan,
$bio

Quiz Jan! (c) 1990 Todo2 [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88545&o=2

$end


$x68k_flop=quizjigo,
$bio

Quiz Jigoku no Tokkun (c) 19?? NCS Corp. [Nippon Computer Systems] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88546&o=2

$end


$info=qjinsei,
$bio

クイズ人生劇場 (c) 1993 Taito.(Quiz Jinsei Gekijoh)

- TECHNICAL -

Runs on the "Taito F2 System" hardware.

Game ID: D48

Players: 2
Buttons: 5

- TRIVIA -

Quiz Jinsei Gekijoh was released in March 1993 in Japan.

The title of this game translates from Japanese as 'Quiz Human Life Theatre'.

- STAFF -

Sound composer : Yasuko Yamada
Voices : Kazuko Umino (karu), Norihiro Furukawa (Nakayama-Joutouhei), Shuichiro Nakazawa (SHU), Naoto Yagishita (YAG), Shiina Funakura

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2121&o=2

$end


$x68k_flop=quizjock,
$bio

Quiz Jockey (c) 1995 Midy House

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88547&o=2

$end


$info=quizqgd,
$bio

Quiz Keitai Q mode (c) 2002 Amedio.

- TECHNICAL -

Runs on the Sega "NAOMI GD-ROM System" hardware.

- TRIVIA -

Even if titlescreen says 2002, the game was released in January 2003 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4092&o=2

$end


$info=quizkof,
$bio

Quiz King of Fighters (c) 1995 Saurus.

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : 0080

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2610 (@ 8 Mhz)

Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096

Players : 2
Control : 8-way joystick
Buttons : 4

- TRIVIA -

Released in February 1995.

Based on the Neo-Geo fighting game series. The six playable characters are split two each from SNK's three fighting franchises (at the time). They are :
"Art of Fighting" : Ryo Sakazaki and Robert Garcia
"Fatal Fury - King of Fighters" : Terry Bogard and Mai Shiranui
"Samurai Shodown" : Haohmaru and Nakoruru

Of these six, Mai is the only one not to appear in the first game of their respective series (Mai debuted in "Fatal Fury 2"). Other characters from these three series appear as the people asking the questions or otherwise standing in the way. The exception is Yuri Sakazaki, of course, as the entire premise of this game is the six of them having to save her.

A Korean version, made by Viccom, was released in 1996 on the Korean market.

- STAFF -

Producer : Nobuyuki Tanaka
Planner : K. Ishimotti
Programmers : Yuki, Donpa!, Koji, Jo., Mink.M
Designers : Miyoshi Masato, 12341234, Kohtaroh Papa, SK, Miyoshi Sachiko, K. Tsugita, Kiyoshi Matsueda, Tawake Suzume, Miwako Kojima, Kaori Ito, Kurara Kiri, Y. Hara, Yuri Tachikawa, Azuma
Sound : Sin Chan, Kaz Oshikiri, H.N., Hiro Takezo

- PORTS -

* Consoles :
SNK Neo-Geo CD (1995)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2122&o=2

$end


$info=quizkofk,
$bio

Quiz King of Fighters (c) 1996 Viccom.

Korean version of the famous SNK quiz originally released in 1995 by Saurus.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=30698&o=2

$end


$neocd=quizkof,
$bio

Quiz King of Fighters [Model NGCD-080] (c) 1995 SNK [Shin Nihon Kikaku] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68154&o=2

$end


$info=qzkklogy,
$bio

Quiz Kokology (c) 1992 Tecmo.

A Japanese quiz game.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 8 Mhz)
Sound Chips : X1-010 (@ 16 Mhz)

Players : 2
Buttons : 5

- TRIVIA -

Released in October 1992.

- SERIES -

1. Quiz Kokology (1992)
2. Quiz Kokology 2 (1993)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2123&o=2

$end


$info=qzkklgy2,
$bio

Quiz Kokology 2 - Quiz & Shinri Game (c) 1993 Tecmo.

A Japanese quiz game.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 16 Mhz)
Sound Chips : X1-010 (@ 16 Mhz)

Players : 2
Buttons : 4

- TRIVIA -

Released in November 1993.

The title of this game translates from Japanese as 'Quiz Kokology 2 - Quiz and Trial Game'.

'Kokology' is a word that basically means 'self-discovery'. It comes from the Japanese word 'kokoro' which is 'spirit' and the Greek 'logia' meaning 'study of'.

- SERIES -

1. Quiz Kokology (1992)
2. Quiz Kokology 2 (1993)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2124&o=2

$end


$x68k_flop=quizmang,
$bio

Quiz Mangaka no Yabou (c) 199? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88548&o=2

$end


$pcecd=quizmaru,
$bio

Quiz Marugoto the World (c) 1991 Atlus Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58331&o=2

$end


$pcecd=quizmar2,
$bio

Quiz Marugoto The World II - Time Machine ni Onegai! (c) 1992 Atlus Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58330&o=2

$end


$info=quizdai2,
$bio

Quiz Meintantei Neo & Geo - Quiz Daisousasen Part 2 (c) 1992 SNK.

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : 042

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2610 (@ 8 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 4

- TRIVIA -

Released in March 1992.

The title of this game translates from Japanese as 'Quiz Main Detective Work Neo & Geo - Quiz Great Investigation Track Part 2'.

- SERIES -

1. Quiz Daisousasen - The Last Count Down (1991)
2. Quiz Meintantei Neo & Geo - Quiz Daisousasen Part 2 (1992)

- PORTS -

* Consoles :
SNK Neo-Geo (Apr.24, 1992; "Quiz Meintantei Neo & Geo - Quiz Daisousasen Part 2 [Model NGH-042]")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2125&o=2

$end


$info=quizmeku,
$bio

Quiz Mekurumeku Story (c) 1992 Sega.

- TECHNICAL -

Runs on the Sega "System 24" hardware.

Players: 4
Control: 8-way joystick
Buttons: 1

- TRIVIA -

Even if the titlescreen says 'copyright 1992', the game was released in May 1993 in Japan.

The title of this game translates from Japanese as 'Quiz Dazzling Story'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2126&o=2

$end


$info=qgundam,
$bio

Quiz Mobile Suit Gundam - Tou. Senshi (c) 2006 Capcom Company, Limited.

- TECHNICAL -

Namco System 246

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43673&o=2

$end


$saturn,sat_cart=qndreama,qndream,qndreamb,qndreamc,
$bio

Quiz Nanairo Dreams - Nijiirochou no Kiseki (c) 1997 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59553&o=2

$end


$info=qndream,
$bio

Quiz Nanairo Dreams - Nijiirochou no Kiseki (c) 1996 Capcom.

A quiz game where your goal is to befriend a number of female and obtain the crystals which are used to defeat the Devil King.

- TECHNICAL -

Runs on the "CP System II" hardware.
Board: Green (Japan)

Players: Up to 2.
Buttons: 4 per player.

- TRIVIA -

Quiz Nanairo Dreams was released in August 1996 in the Japanese arcades. It was known as the 19th video game released for the CPS2 hardware.

The title of this game translates from Japanese as 'Quiz Seven Color Dreams - Miracle of Rainbow Color Village'.

One of Quiz Nanairo Dreams' very pretty girls (Saki) appears as an assist character in "Marvel vs. Capcom - Clash of Super Heroes".

Victor Entertainment released a limited-edition soundtrack album for this game (Quiz Nanairo Dreams Nijiirochou no Kiseki, Super Puzzle Fighter II X - VICL-40210) on 22/01/1997.

- STAFF -

Staff : Kadontz, Isao Abe, Setsuo Yamamoto, Masato Koda, Hiroaki Kondo (X68K), Moe-T, Saru, Hiro, Umazono

- PORTS -

* Consoles : 
Sony PlayStation [JP] (June 27, 1997) [Model SLPS-00875] 
Sega Saturn [JP] (June 27, 1997) [Model T-1220G]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2127&o=2

$end


$pico=quizdora,
$bio

Quiz ni Challenge! Doraemon [Model HPC-6020] (c) 1995 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75768&o=2

$end


$gameboy=quizmuka,
$bio

Quiz Nihon Mukashibanashi - Athena no Hatena [Model DMG-AJJ] (c) 1992 Athena Co. Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66800&o=2

$end


$pcecd=quiznoho,
$bio

Quiz no Hoshi (c) 1992 Sunsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58334&o=2

$end


$pc8801_flop=quiznorm,
$bio

Quiz Normal World (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92698&o=2

$end


$info=quizo,quizoa,
$bio

Quiz Olympic (c) 1985 Seoul Coin.

A Korean quiz game based on the Olympic Games.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : General Instrument AY-3-8910A (@ 1.342329 Mhz)

Players : 1
Buttons : 3

- TRIVIA -

This game was probably made to coincide with the 1988 Olympic Games which was held in Seoul, South Korea.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=14150&o=2

$end


$info=quizpani,
$bio

Quiz Panicuru Fantasy (c) 1993 NMK.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 10 Mhz)
Sound Chips : OKI6295 (@ 24.242 Khz)

Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 512

Players : 2
Buttons : 4

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2128&o=2

$end


$info=quizpun,
$bio

Quiz Punch (c) 1988 Space Computer.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32375&o=2

$end


$info=quizpun2,
$bio

Quiz Punch 2 (c) 1989 Space Computer.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=27328&o=2

$end


$cpc_cass=quizqst,
$bio

Quiz Quest (c) 1986 Alligata Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98810&o=2

$end


$info=qzquest,
$bio

クイズクエスト -姫と勇者の物語 (c) 1991 Taito Corporation.
(Quiz Quest - Hime to Yuusha no Monogatari)

- TECHNICAL -

Runs on the "Taito F2 System" Hardware.

Prom Stickers: C92

Screen Orientation: Horizontal

Players: 2
Buttons: 5

- TRIVIA -

Quiz Quest was released in July 1991 in Japan only.

The subtitle of this game translates from Japanese as 'Story of the Princess and the Hero'.

- STAFF -

Sound Composer: Kazuyuki Oonui

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2129&o=2

$end


$info=qrouka,
$bio

Quiz Rouka ni Tattenasai (c) 1991 Sega.

- TECHNICAL -

Runs on the Sega "System 24" hardware.

Players: 2
Control: 8-way joystick
Buttons: 2

- TRIVIA -

Released in February 1991 in Japan.

The title of this game translates from Japanese as 'Quiz Please Stand in the Corridor'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2130&o=2

$end


$info=qsangoku,
$bio

Quiz Sangokushi - Chiryaku no Hasha (c) 1991 Capcom.

A samurai quiz game.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 8 Mhz)
Sound Chips : OKI6295 (@ 7.5 Khz), YM2413 (@ 4 Mhz)

Screen orientation : Horizontal
Video resolution : 384 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048

Players : 2
Buttons : 4

- TRIVIA -

Released in July 1991.

The title of this game translates from Japanese as 'Annals of the Three Kingdoms Quiz - Champion of Ingenuity'.

This quiz is based on the Three Kingdoms saga.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2131&o=2

$end


$megacd,megacdj=quizssa,quizssb,quizss,
$bio

Quiz Scramble Special [Model G-6003] (c) 1992 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60548&o=2

$end


$info=qzshowby,
$bio

Quiz Sekai wa SHOW by Shobai (c) 1993 Taito.

- TECHNICAL -

Taito B System hardware
Prom Stickers : D72

Main CPU : Motorola 68000 (@ 16 Mhz), Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2610B (@ 8 Mhz)

Players : 4
Buttons : 4

- TRIVIA -

Released in May 1994 in Japan only.

The title of this game translates from Japanese as 'Quiz The World Show By Shobai'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2132&o=2

$end


$gameboy=quizseka,
$bio

Quiz Sekai wa Show by Shoubai!! [Model DMG-QSJ] (c) 1992 Takara Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66801&o=2

$end


$info=quizshow,
$bio

Quiz Show (c) 1976 Kee Games.

Say The Secret Word and Win... Quiz Show asks 250 different questions in each category. Players can select 'sports', 'general knowledge', 'movies' or 'people'. Each question displays four possible answers which appear in different colors. Hit the colored button on the control console that corresponds to the correct 'answer' color on the monitor, the contestant scores. High for a fast answer, low if it's a head-scratcher. Player can test him or herself, or challenge a partner for highest score.

- TRIVIA -

As you can see in the description, Quiz Show contains a total of 1000 questions and 4000 possible answers.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3345&o=2

$end


$x68k_flop=quizsnip,
$bio

Quiz Sniper (c) 1990 Masqurade

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88549&o=2

$end


$info=qsww,
$bio

Quiz Syukudai wo Wasuremashita (c) 1991 Sega.

- TECHNICAL -

Runs on the Sega "System 24" hardware.

Players: 2
Control: 8-way joystick
Buttons: 3

- TRIVIA -

Released in December 1991 in Japan.

The title of this game translates from Japanese as 'Quiz Forgot the Homework'.

- PORTS -

* Consoles :
Sega Saturn [JP] (May 24, 1996) "Syukudai ga Tant-R [Model GS-9042]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2133&o=2

$end


$info=qtheater,
$bio

Quiz Theater - 3tsu no Monogatari (c) 1994 Taito Corp.

- TECHNICAL -

Runs on the "Taito F3 System" Hardware.

Prom Stickers : D95

Players : 4
Control : 8-way joystick
Buttons : 4

- TRIVIA -

Quiz Theater was released in November 1994.

The subtitle of this game translates from Japanese as 'Story of Three'.

This is the third game in a series initiated by Hot-B. Since Hot-B was a sub-company of Taito Japan, when they had bankruptcy, some staff from Hot-B joined Taito directly and this game is their first result.

Zuntata Record released a limited-edition soundtrack album for this game (ZUNTATA RARE SELECTION Impromptu - ZTTL-2001 ) on 12/01/2000.

- STAFF -

Staff: Taito Central Labotory

Sound Composed by: Naoto Yagishita
Graphics: VAP staff
Special Thanks : Karu, BABI, Taito VG tokyo Production

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2134&o=2

$end


$info=qtono1,
$bio

Quiz Tonosama no Yabou (c) 1991 Capcom Company, Limited.

A war-based quiz game.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 8 Mhz)
Sound Chips : OKI6295 (@ 7.5 Khz), YM2413 (@ 4 Mhz)

Players : 2
Buttons : 4

- TRIVIA -

Quiz Tonosama no Yabou was released in January 1991.

The title of this game translates from Japanese as 'Quiz Ambition of Feudal Lord'.

- SERIES -

1. Quiz Tonosama no Yabou (1991)
2. Quiz Tonosama no Yabou 2 - Zenkoku-ban [B-Board 90629B-3] (1995)

- STAFF -

Character : M. Okazaki, Kitasan, Marilyn Higuchi
Programmer : H.M.D., Kazuhito Nakai
Music : Chacha, Gips.Papa
Planner : T. Iizima, C. Kanemitsu
Producer : Kihaji

- PORTS -

* Consoles : 
Sega Mega-CD [JP] (December 25, 1992; "Capcom no Quiz - Tonosama no Yabou [Model T-44024]") 

* Computers : 
NEC PC9801 [JP]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2135&o=2

$end


$pcecd=quiztono,
$bio

Quiz Tonosama no Yabou (c) 1992 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58332&o=2

$end


$info=qtono2j,
$bio

Quiz Tonosama no Yabou 2 - Zenkoku-ban (c) 1995 Capcom.

A feudal Japanese quiz game from Capcom.

- TECHNICAL -

Runs on the "CP System" hardware.
[CP-S No. 30]

# of Players (per player): 2
#of Buttons (per player): 4

- TRIVIA -

Quiz Tonosama no Yabou 2 was released in January 1995 in the Japanese arcades. It was known there as the 30th video game made for this system.

The title of this game translates from Japanese as 'Quiz Ambition of Feudal Lord 2 - Nationwide Edition'.

- SERIES -

1. Quiz Tonosama no Yabou (1991)
2. Quiz Tonosama no Yabou 2 - Zenkoku-ban [B-Board 90629B-3] (1995)

- STAFF -

Staff : Tori, Motsu, Katsuo, Kaddon, You!, Yumkio.N, RK, Takayuki Iwai (Anarchy Takapon), Satomi, Syun Nishigaki (SYUN), Ryoji

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2136&o=2

$end


$pc98=qtono1,qtono1a,
$bio

Quiz Tonosama no Yabou Zenkoku-ban (c) 1993 Systemsoft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90444&o=2

$end


$info=qtorimon,
$bio

苦胃頭捕物帳 (c) 1990 Taito.(Quiz Torimonochou)

- TECHNICAL -

Runs on the "Taito F2 System" hardware.

Game ID : F2-System No. 04
Prom Stickers : C41

Players : 2
Buttons : 4

- TRIVIA -

Quiz Torimonochou was released in February 1990 in Japan.

The title of this game translates from Japanese as 'Quiz Arrest Notebook'.

Note: The large kanji pronounced as 'quiz' actually means 'suffering stomach head'.

- STAFF -

Sound composer : Masahiko Takagi, Yasuhisa Watanabe

- PORTS -

* Computers :
Sharp X68000 (1992)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2137&o=2

$end


$x68k_flop=quiztori,
$bio

Quiz Torimonochou (c) 1992 Dempa Shinbunsha [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88020&o=2

$end


$pce=quizts,
$bio

QUIZ ???? (c) 1994 Game Express
(Quiz Toukou Shashin)

- TRIVIA -

Released on May 13, 1994 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58707&o=2

$end


$pc98=qyamada,
$bio

Quiz Yamada-kun (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90445&o=2

$end


$pc98=qzatsun,
$bio

Quiz Zatsunen Kenkyuujo (c) 1993 Lemon Club [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90446&o=2

$end


$msx2_flop=quizat25,quizat25a,
$bio

Quiz! Atatchatte 25% (c) 1996 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101973&o=2

$end


$msx2_flop=quizat25aq,
$bio

Quiz! Atatchatte 25% - Additional Questions (c) 1996 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101974&o=2

$end


$psx=quizmill,
$bio

Quiz$Millionaire [Model SLPS-03364] (c) 2001 Eidos Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85568&o=2

$end


$info=qmhayaku,
$bio

Quiz-Mahjong Hayaku Yatteyo! (c) 1991 Nichibutsu.

A combination of mahjong and Japanese quiz with the trademark Nichibutsu gals.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3 Mhz)
Sound CPU : Zilog Z80 (@ 3.9 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC

Player : 2
Control : mahjong keyboard

- TRIVIA -

Quiz-Mahjong Hayaku Yatteyo! was released in May 1991 in Japan.

The title of this game translates from Japanese as 'Quiz-Mahjong Do it Quickly!'.

- STAFF -

Planner : Hiroshi Ikegami
Programmer : Moriaki Hotigai
Composer : Kenji Yoshida
Graphic designers : Hiroyuki Wada, Kenzo Kanzaki, Hiroshi Sakai, Kenichi Sakamoto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2138&o=2

$end


$info=quizard,quizard_10,quizard_12,quizard_17,quizard_18,quizard2_22,quizard18,quizard2,quizard3,quizard3_32,
$bio

Quizard (c) 1995 TAB Austria.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=34701&o=2

$end


$info=quizard3_34,quizard3_32,
$bio

Quizard 3 (c) 1996 TAB-Austria.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96865&o=2

$end


$info=quizard4,quizard4_41,quizard4_40,
$bio

Quizard Rainbow (c) 1997 TAB Austria.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=34702&o=2

$end


$info=quizmstr,
$bio

Quizmaster (c) 1985 Coinmaster.

A German-language quiz game.

- TECHNICAL -

Main CPU: Zilog Z80 (@ 8 Mhz)
Sound Chips: General Instrument AY8910 (@ 1.5 Mhz)

Screen Orientation: Horizontal
Video Resolution: 368 x 256 pixels
Screen Refresh: 60.00 Hz
Palette Colors: 256

Players: 1
Buttons: 6

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4562&o=2

$end


$info=quizvadr,
$bio

Quizvaders (c) 1991 B.F.M. [Bell-Fruit Mfg. Company, Limited.].

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=21244&o=2

$end


$psx=quovadis,
$bio

Quo Vadis - Iberukatsu Seneki [Model SLPS-00733] (c) 1997 Glams

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85569&o=2

$end


$bbca_cass,bbcb_cass=quondam,
$bio

Quondam (c) 1984 Acornsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52277&o=2

$end


$saturn,sat_cart=quovadis,quovadisb,quovadisa,
$bio

QuoVadis (c) 1995 Glams

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59554&o=2

$end


$saturn,sat_cart=quovadi2,
$bio

QuoVadis 2 - Wakusei Kyoushuu Ovan Rei (c) 1997 Glams

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59555&o=2

$end


$info=qwak,
$bio

Qwak (c) 1982 Atari.

- TECHNICAL -

Main CPU : MOS Technology M6502 (@ 1.512 Mhz)
Sound Chips : (2x) POKEY (@ 1.512 Mhz)

Screen orientation : Vertical
Video resolution : 240 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 16

Players : 1
Control : 8-way joystick
Buttons : 1

- TRIVIA -

This prototype was never released. Qwak was a '15-puzzle' game with cute animations and it shares with MM2 the distinction of using 'Motion Objects' for text. Designers were unsure whether it was originally designed for a touch-screen or not. It could have been a joystick game that happened to be in development when they were interested in evaluating touch-screen technology. They felt that the touch-screen would make a more intuitive interface, but were apparently wrong. The most common comment at the focus-group was 'could you put a joystick or buttons on it. It would be easier'... 

This game runs on the Atari 6502 Color Raster hardware.

- STAFF -

Designed and programmed by : Mark Cerny

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2139&o=2

$end


$bbca_cass,bbcb_cass=qwak,
$bio

Qwak (c) 1989 Superior Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52278&o=2

$end


$amigaocs_flop=qwak,
$bio

Qwak (c) 1993 Team 17

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74829&o=2

$end


$x68k_flop=rplusr,rplusrd,
$bio

R + R (c) 1995 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88551&o=2

$end


$info=rittam,
$bio

R&T (c) 1990 Jaleco Co., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96216&o=2

$end


$info=rtype,rtypeu,rtypejp,rtypej,rtypeb,rtypem82b,
$bio

R*Type (c) 1987 Irem Corp.

R*Type is a sideways-scrolling shoot-em-up in which the evil Bydo Empire rules the galaxy through fear and intimidation and it's up to the player - piloting their heavily-armed R-9 space ship - to battle through eight tough levels to the heart of the Bydo stronghold and defeat them.

The game's revolutionary weapons system is its real stroke of genius. The first of numerous innovations that R*Type bought to the genre is the beam weapon: when the fire button is held down, a 'power meter' starts to charge up; once the meter is full, releasing the fire button unleashes a very powerful plasma burst capable of inflicting much greater damage to enemy ships or even destroying numerous enemies simultaneously. The trade-off is that charging the weapon takes up valuable seconds, giving the Bydo ships time to attack.

The most significant addition to R-type's arsenal is the now-legendary 'Force Pod'. This takes the form of an invincible, detachable laser-firing pod that can be attached to either the front or rear of the player's ship, or can be detached completely, after which the pod sits some distance either ahead or behind the player's ship, tracking its movements and providing additional fire power. When attached to the R9 ship, the pod acts as a shield. This forms a crucial part of R*Type's gameplay and has to be fully utilised to navigate certain sections of the game, such as the huge mothership that comprises the game's 3rd stage.

R*Type's levels are designed to make full use of its unique weapons system, making for very linear and demanding gameplay in which losing or picking up the wrong weapon at the wrong time often leads to an instant death. Its intelligent, precise and demanding level design, gave the world its first truly 'strategic' shoot-em-up.

- TECHNICAL -

Irem M-72 system hardware

Main CPU : V30 (@ 8 Mhz)
Sound CPU : Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

R*Type was released in July 1987. 

Licensed to Nintendo of America for US manufacture and distribution. 

R*Type is one of the most famous of all scrolling shooters. Its impressive graphics, detailed animation, inventive features and simple yet surprisingly involved gameplay made it a huge success for Irem. 

The first boss, as well as some of the stages, seem inspired by the artistic works of H. R. Giger (of 'Aliens' fame). He makes a brief cameo in the TV sets in "Undercover Cops". 

Alfa Records released a limited-edition soundtrack cassette for this game (R*Type : Irem Game Music - 28XA-199) on January 25, 1988.

- UPDATES -

At the title screen, the prototype version says 'Play and enjoy the game' instead of 'Blast off and strike the evil Bydo empire!', as it does in the final version.

- TIPS AND TRICKS -

* Force Pod levels:
1) Level 1: Fires single bullet when separated.
2) Level 2: Fires twin shots when separated.
3) Level 3: Fires four shots up, down and forwards when separated.

* Weapons:
1) Speed Up: Alters your ship's speed.
2) Missile: Fires two rather nice homing missiles.
3) Bouncy: Blue lasers bounce around the screen. Very nice.
4) Curly-Wurly: Wide red laser beam, similar to the chocolate snack of that name.
5) Squirly: Yellow things that track along the floor and ceiling. Limited use.
6) Bit: Blob that acts as a shield. You can have two of these.

- SERIES -

1. R*Type (1987, Arcade)
2. R*Type II (1989, Arcade)
3. R*Type Leo (1992, Arcade)
4. R*Type III - The 3rd Lightning [Model SHVC-ER] (1994, Super Famicom)
5. R*Type Delta [Model SLPS-01688] (1999, PlayStation)
6. R*Type Final (2003, PS2)
7. R*Type Tactics (2007, PSP)

- PORTS -

* Consoles : 
Sega Master System [US] [EU] (1988) [Model 9002] 
NEC PC-Engine [JP] (March 25, 1988) "R*Type I [Model HC63007]" : contains stages 1 to 4 
NEC PC-Engine [JP] (June 3, 1988) "R*Type II [Model HC63009]" : contains stages 5 to 8 
Sega Mark III [JP] (October 1988) "R*Type [Model G-1364]" 
NEC TurboGrafx-16 [US] (1989) "R*Type [Model TGX040011]" 
Nintendo Game Boy [EU] (1991) "R*Type [Model DMG-RE]" 
Nintendo Game Boy [JP] (March 19, 1991) "R*Type [Model DMG-REA]"
Nintendo Game Boy [US] (May 1991) "R*Type [Model DMG-RE]" 
NEC PC-Engine Super CD-ROM² [JP] (December 20, 1991) "R*Type Complete CD [Model ICCD1001]" 
Sony PlayStation [JP] (February 5, 1998) "R*Types [Model SLPS-01236]" 
Sony PlayStation [EU] (September 1998) "R*Types [Model SLES-01355]" 
Sony PlayStation [US] (February 28, 1999) "R*Types [Model SLUS-00753]" 
Nintendo Game Boy Color [US] (June 1999) "R*Type DX [Model DMG-AWHE-USA]" 
Nintendo Game Boy Color [EU] (July 20, 1999) "R*Type DX [Model DMG-AWHP-EUR]" 
Nintendo Game Boy Color [JP] (November 1999) "R*Type DX [Model DMG-ARUJ-JPN]" 
Sony PlayStation [JP] (October 25, 2001) "R*Types I-II [R's Best] [Model SLPS-03310]" 
Nintendo Wii [Virtual Console] [JP] (December 13, 2006) [Model PADJ] R*Type I for PC-Engine 
Nintendo Wii [Virtual Console] [US] (December 25, 2006) [Model PADE] TurboGrafx16 version 
Nintendo Wii [Virtual Console] [EU] (December 29, 2006) [Model PADP] TurboGrafx version 
Nintendo Wii [Virtual Console] [JP] (January 23, 2007) R*Type II for PC-Engine 
Nintendo Wii [Virtual Console] [AU] (July 6, 2007) TurboGrafx version 
Nintendo Wii [Virtual Console] [JP] (May 19, 2009) Mark III version 
Nintendo Wii [Virtual Console] [EU] [AU] (September 25, 2009) Master System version 
Nintendo Wii [Virtual Console] [US] (November 2, 2009) Master System version 

* Computers :
Amstrad CPC [EU] (1988)
Atari ST [US] (1988)
Commodore C64 [US] [EU] (1988)
Commodore Amiga [EU] (1988)
MSX [JP] (December 1988) "R*Type [Model IM-04]"
Sharp X68000 [JP] (June 9, 1989) "R*Type [Model IX68-01]"
Sinclair ZX Spectrum [EU] (1988) : a mastering error on this port meant that level 8 didn't appear on the tape - level 7 was recorded twice, followed by level 9, meaning that players who completed the first 7 levels could get no further.

* Others : 
Apple iPhone/iPod [US] (August 23, 2010) [Model 386437755] 
Android [US] (November 21, 2011)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2141&o=2

$end


$amigaocs_flop=rtype,
$bio

R*Type (c) 1988 Electric Dreams Software.

- TRIVIA -

Released Coin-Op video game: "R*Type" (1987)

- TIPS AND TRICKS -

* HINTS:
- Leave your finger on the fire button at all times.
- When your picking up the power chips for the drone, keep the reflecting lasers.  
- When you have the drone, use it the way it was designed for, ramming and absorbing bullets. 
- Level 1: Stay back, be patient and pick up upgrades for your drone. Its best to have the reflecting lasers. Watch for the creatures that try and sneak up behind you and the big robots.  The red monster can be dealt with by shoving your drone up its stomach and keep firing.  In fighting the rotating guns, get in, blow the blue gun and get out as fast as possible or try to go up as you approach, shoot at the blue gun emplacement. Hit it and it will start a chain reaction.
- Level 2: Use reflected lasers to handle the tadpoles. Go reverse clockwise around the first worm and hide at the bottom left corner of the mother. Then jump to a position just above the eye and shoot away. Move up to avoid the third worm.
- Levels 3: Go low, hugging the dirt and be patient and lay back. Go forward at the last minute to the next gap and then immediately move forward again. Bring the drone to the back of your ship.  

* UNLIMITED lIVES:
Enter SUMITA as a name at the high score screen.

* CHEAT MODE:
Load the game, then press [Help], type me, and press [Cursor Up] at the prompt to insert disk two. Insert disk two and press [Space] to continue loading. Then, press one of the following keys during game play to activate the corresponding cheat function.
[F5] Immune to collisions
[F6] Immune to enemy fire
[F7] Unlimited credits
[F8] Orb controlled by Joystick in mouse port

- STAFF -

Developers: Factor 5, Rainbow Arts
Coder: Achim Möller, Holger Schmidt
Graphics: Lutz Osterkorn, Stefan Tsouparidis, Willi Bäcker
Musician: Chris Hülsbeck, Darius Zendeh

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47417&o=2

$end


$cpc_flop=rtype198,rtype19801,
$bio

R*Type (c) 1988 Electric Dreams Software.

- TECHNICAL -

[Floppy Disk]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64090&o=2

$end


$pcecd=rtype,
$bio

R*Type Complete CD (c) 1991 Irem Corp.

R*Type Complete contains the full R*Type game, with new remixed CD quality musics and detailed animation cut-scenes. The first two HuCards released in 1988 offered only few stages each because of technical limitations (R*Type 1 contained Levels 1 to 4, and R*Type 2 levels 5 to 8). This CD-Rom adaptation uses the same controls and concepts than the original arcade. Fly the R-9 fighter and strageticaly use your little flying pod (called the Force) to defeat waves of diversified enemies from the Bydo empire, without forgetting the huge bosses including the prominent Dobkeratops, the weird and suspiciously-genital Gomander and the single and gigantic battleship covering the whole of stage 3. A story line has also been added to the mix, we get introduced to real human characters like the R-9 pilot, called Ryo Minamoto and the girl on his side, Leza Steffany and the fight of Humanity against the evil Bydo Empire.

- TECHNICAL -

[Model ICCD1001]

- TRIVIA -

R*Type Complete CD was released on December 20, 1991 in Japan for 7500 Yen.

R*Type was first released in the arcades in 1988 by Irem.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47407&o=2

$end


$gbcolor=rtypedxj
$bio

R*Type DX (c) 1999 Epoch [Japan].

'Deluxe' compilation of the Game Boy versions of "R*Type" and "R*Type II".

- TECHNICAL -

[Model DMG-ARUJ-JPN]

- TRIVIA -

R*Type DX for GBC was released on November 12, 1999 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47409&o=2

$end


$gbcolor=rtypedx,
$bio

R*Type DX [Model DMG-AWHE-USA] (c) 1999 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68633&o=2

$end


$pce=rtypep1,
$bio

R*Type I (c) 1988 Hudson Soft.

R*Type 1 is a side scrolling shooter and is the conversion of Irem's arcade game originally released in 1987. The Bydo Empire, a mysterious alien civilization and life form, is about to take over the Earth and the solar system. The R-9 star fighter seems to be humanity's only hope against the invasion and the small ship is sent to stop the massive threat. The fighter can use an arsenal of weapons including a standard Vulcan gun and ballistic missiles. But the real super-weapon of the ship is the force - a glowing orb made from alien technology and its basic function it to float near the R-9 and to protect it. It can however be upgraded throughout the game or charged up to fire powerful blasts of energy. Another important feature of the Force is the way how it can be shot in whatever direction it's facing - this tactic is often necessary to take down the various bosses or simply wreak havoc to the Bydo Empire. Unlike the American edition of the game, R*Type was released in Japan on two HuCards and the version tested here only includes the first four stages from the arcade game (The Encounter, Life Forms in a Cave, Giant Warship and A Base on the War Front).

- TECHNICAL -

HuCARD ID: HC63007
HuCARD Size: 2 Mbits.

- TRIVIA -

R*Type I for the PC-Engine was released on March 25, 1988 in Japan by Hudson Soft.

Export releases:
[US] "R*Type [Model TGX040011]"

In 1988, the standard of HuCARD capacity was only 2 MegaBits and Hudson Soft, obviously, couldn't make R*Type fit in such a small amount of space. Or at least this is the story as it is generally told. So two different games were released a few months apart. The first one only features the first four stages from the arcade game and the second episode includes the rest of the game. A password is given to the player at the end of R*Type 1 to start R*Type 2 with all the weapons and power-ups slowly accumulated in the first episode. A second password, given at the end of the second game, can be entered in R*Type 1 to access the second loop (The password menu can be accessed by pressing Select and Run on the title screen).

- TIPS AND TRICKS -

Here is the password to start the second loop. At the title screen, press Select and Run to start the password menu. Then enter the following code: DLG-2600-DN

- PORTS -

* Consoles : 
Nintendo Wii U [Virtual Console] [JP] (April 30, 2014) [Model PPAJ] 

It was then released on the Sony PlayStation Network as a PC-Engine Classic on April 20, 2011. Licensed from Irem Corp. 
PSN release ID: NPJJ-30055

* Handhelds : 
Nintendo 3DS [Virtual Console] [JP] (February 26, 2014) [Model PPAJ]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47401&o=2

$end


$info=rtype2,rtype2j,rtype2jc,rtype2m82b,
$bio

R*Type II (c) 1989 Irem.

The sequel to the hugely successful original finds the evil Bydo Empire once again intent on the destruction of all mankind in this sideways scrolling, six-level shoot-em-up.

The innovative weapons system of the original game - the 'Beam Weapon' and 'Force Pod' - make a welcome return and remain unchanged for the sequel.

The tight, demanding gameplay and high emphasis on correct usage of the weapons system also return - although the sequel is, if anything, even more demanding than its already unforgiving predecessor; with more durable enemies and trickier level design. 

R*Type II features three new weapon shot types: 
* Green - Search Laser - fires semi-homing lasers that can bend at 45° angles. 
* Grey - Shotgun Laser - fires large shells that travel a short distance before exploding powerfully. 
* Scatter Bomb - drops bombs to the ground; when these explode, the explosion scatters forwards along the ground. This is a supporting weapon that can be equipped instead of missiles.

In addition to the new weapons, R-type II's Beam Weapon has received an upgrade. As with the first game, holding down the fire button makes a power gauge fill up, releases the button then unleashes a powerful plasma shot. For the sequel, however, continuing to hold down the button causes the gauge to charge up further. This 'double-charged' gauge flashes blue and red and releases an even more powerful plasma burst.

- TECHNICAL -

Irem M-82 system hardware (Japanese version has M-84 written on the board).

Main CPU : V30 (@ 8 Mhz)
Sound CPU : Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), DAC

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

R*Type II was released in December 1989. 

Pony Canyon / Scitron released a limited-edition soundtrack album for this game (R*Type II : G.S.M. Irem 2 - PCCB-00017) on January 21, 1990.

- SERIES -

1. R*Type (1987, Arcade)
2. R*Type II (1989, Arcade)
3. R*Type Leo (1992, Arcade)
4. R*Type III - The 3rd Lightning [Model SHVC-ER] (1994, Super Famicom)
5. R*Type Delta [Model SLPS-01688] (1999, PlayStation)
6. R*Type Final (2003, PS2)
7. R*Type Tactics (2007, PSP)

- PORTS -

* Consoles : 
Nintendo Super Famicom [JP] (July 13, 1991) "Super R*Type [Model SHVC-SR]" 
Nintendo SNES [US] (September 1991) "Super R*Type [Model SNS-SR]" 
Nintendo SNES [EU] (June 4, 1992) "Super R*Type [Model SNSP-SR]" 
Nintendo Game Boy [US] [EU] (1992) 
Nintendo Game Boy [JP] (December 11, 1992) "R*Type II [Model DMG-RZA]"
Sony PlayStation [JP] (February 5, 1998) "R*Types [Model SLPS-01236]" 
Sony PlayStation [EU] (September 1998) "R*Types [Model SLES-01355]" 
Sony PlayStation [US] (February 28, 1999) "R*Types [Model SLUS-00753]" 
Nintendo Game Boy Color [US] (June 1999) "R*Type DX [Model DMG-AWHE-USA]" 
Nintendo Game Boy Color [EU] (July 20, 1999) "R*Type DX [Model DMG-AWHP-EUR]" 
Nintendo Game Boy Color [JP] (November 1999) "R*Type DX [Model DMG-ARUJ-JPN]" 
Sony PlayStation [JP] (October 25, 2001) "R*Types I-II [R's Best] [Model SLPS-03310]" 
Nintendo Wii [Virtual Console] [JP] (January 29, 2008) [Model JBYJ] Super Famicom version 
Nintendo Wii [Virtual Console] [EU] (March 14, 2008) [Model JBYP] SNES version 
Nintendo Wii [Virtual Console] [US] (March 17, 2008) [Model JBYE] SNES version 
Nintendo Wii [Virtual Console] [KO] (August 12, 2008) [Model JBYK] Super Comboy version 

* Computers : 
Commodore Amiga [EU] (1991) 
Atari ST [EU] (1991)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2142&o=2

$end


$amigaocs_flop=rtype2,
$bio

R*Type II (c) 1991 Activision, Incorporated.

- TIPS AND TRICKS -

* Invincibility:
Pause game play, then hold the Left Mouse Button + [F1]. Release the key and button. The screen will turn green to confirm correct code entry. Press P to resume game play.

* Unlimited continues:
Enter SISUMI as a name at the high score screen.

- STAFF -

Developer by: Arc Developments
Coder: Tim Round
Graphics: Jon Harrison, Paul Michalak, Tim Round, Paul Walker, Gary Tonge
Musician: Martin Walker

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74830&o=2

$end


$gameboy=rtype2j,
$bio

R*Type II (c) 1992 Irem Corp.

- TECHNICAL -

Cartridge ID: DMG-RZA

- TRIVIA -

R*Type II for Game Boy was released on December 11, 1992 in Japan.

Reviews:
[FR] March 1993 - Consoles + No. 18: 72/100

- STAFF -

Game Code: Robert C. Pape
Graphics: Mark Jones
Music & FX: David Whittaker

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47452&o=2

$end


$pce=rtypep2,
$bio

R*Type II (c) 1988 Hudson Soft.

R*Type 2 is a side scrolling shooter and is the conversion of Irem's arcade game originally released in 1987. The Bydo Empire, a mysterious alien civilization and life form, is about to take over the Earth and the solar system. The R-9 star fighter seems to be humanity's only hope against the invasion and the small ship is sent to stop the massive threat. The fighter can use an arsenal of weapons including a standard Vulcan gun and ballistic missiles. But the real super-weapon of the ship is the force - a glowing orb made from alien technology and its basic function it to float near the R-9 and to protect it. It can however be upgraded throughout the game or charged up to fire powerful blasts of energy. Another important feature of the Force is the way how it can be shot in whatever direction it's facing - this tactic is often necessary to take down the various bosses or simply wreak havoc to the Bydo Empire. Unlike the American edition of the game, R*Type was released in Japan on two HuCards and the version tested here only includes the last four stages from the arcade game (The Den, Transport System, A City in Decay and A Star Occupied by the Bydo Empire).

- TECHNICAL -

HuCARD ID: HC63009
HuCARD Size: 2 mbits.

- TRIVIA -

R*Type 2 for PC-Engine was released on June 03, 1988 in Japan by Hudson Soft. Licensed from Irem Corp.

- TIPS AND TRICKS -

Here is the password to start the game with all the weapons. At the title screen, press Select and Run to start the password menu. Then enter the following code: EJK-3756-NI

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47402&o=2

$end


$gba=rtype3u,
$bio

R*Type III - The 3rd Lightning (c) 2004 Destination Software.

Port of the 1994's game "R*Type III - The 3rd Lightning".

- TECHNICAL -

Cartridge ID: Model AGB-BR3E-USA
Package ID: Model AGB-P-BR3E

- TRIVIA -

R*Type III for GBA was released on March 16, 2004 in North America by Destination Software. It was developed by an Italian company; Raylight Studios.

- TIPS AND TRICKS -

Level passwords:
(Level No. - Password)
Level 2	- 5bdgb
Level 3	- 5hhlq
Level 4	- 5mglt
Level 5	- 5rflx
Level 6	- 5wdl0

- STAFF -

Developed by Raylight Studios.

Artist: Raffaele Grande
Director of Development: Fausto Cardone
Lead Programmer: Fausto Cardone
Level Editing: Massimiliano Di Monda
Music and Sound Effects: Vanni Miele
Producer: Massimiliano Di Monda
Programmer: Vincenzo Caldarulo, Gaetano Campagna
Technical Artists Supervisor: Francesco Paduano

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47422&o=2

$end


$gba=rtype3,
$bio

R*Type III - The 3rd Lightning (c) 2004 Zoo Digital.

European release. For more information about the game itself, see the original North American release entry; "R*Type III - The 3rd Lightning [Model AGB-BR3E-USA]".

- TECHNICAL -

[Model AGB-BR3P]

- TRIVIA -

R*Type III for GBA was released on November 19, 2004 in Europe by Zoo Digital.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47421&o=2

$end


$snes=rtype3j,
$bio

R*Type III - The 3rd Lightning (c) 1994 Nintendo.

R*Type, originally released in the arcades in 1987, is a milestone in video game history and is most certainly known by any shooter fan out there. Here is the third, and (nearly) Super Famicom exclusive episode of the series. R*Type is a side-scrolling shooter featuring a powerful space-ship, the R-9. The evil Bydo empire is back and once again the ship and his pilot are humanity's last bastion of hope. The Force, a floating orb made out of alien technology that follows the ship everywhere and protects it, is probably the most popular feature of all. However, R*Type 3 was the first game in the series to introduce new Force variations. Three types are available: the original Round Force, the Shadow Force and the Cyclone Force. Each one of them obviously offer a different sets of weapons and they also behave differently when detached from the ship. Another great originality of any R*Type title is the charging-shot. Here again, if the player holds the fire button long enough, the ship will charge-up a powerful blast of energy strong enough to pass through anything. This weapon is at the core of the gameplay and some bosses can only be damaged by its blast. R*Type 3 is a huge game and each area is extremely long and varied.

- TECHNICAL -

Cartridge ID: SHVC-ER

- TRIVIA -

R*Type III was released on December 10, 1993 in Japan for 9800 Yen.

- SERIES -

1. R*Type (1987, Arcade)
2. R*Type II (1989, Arcade)
3. R*Type Leo (1992, Arcade)
4. R*Type III - The 3rd Lightning [Model SHVC-ER] (1994, Super Famicom)
5. R*Type Delta [Model SLPS-01688] (1999, PlayStation)
6. R*Type Final (2003, PS2)
7. R*Type Tactics (2007, PSP)

- PORTS -

* Consoles :
Nintendo Game Boy Advance [NA] (March 2004, R*Type III - The 3rd Lightning [Model AGB-BR3P])
Nintendo Game Boy Advance [EU] (November 2004, R*Type III - The 3rd Lightning [Model AGB-BR3P])

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47418&o=2

$end


$snes=rtype3u,
$bio

R*Type III - The Third Lightning (c) 1994 Jaleco Company, Limited.

- TECHNICAL -

Model SNS-ER-USA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63459&o=2

$end


$snes=rtype3,rtype3p,
$bio

R*Type III - The Third Lightning (c) 1994 Jaleco Company, Limited.

- TECHNICAL -

Model SNSP-ER-FAH

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63458&o=2

$end


$info=rtypeleo,rtypeleoj,
$bio

R*Type Leo (c) 1992 Irem.

R-Type Leo is a horizontally-scrolling shoot-em-up and is the third and final arcade release of this classic series (although numerous console-only sequels would follow, see 'Series' for details).

Mankind are currently at peace with their former adversaries, the Bydo Empire, and have taken the opportunity to undertake a massive project called 'Project Paradise'. This involved the construction of an artificial terrestrial-like planet called 'Eden', created as a safe haven should humanity once again find itself under threat. However, soon after construction is completed, 'Major' - the bio-computer system responsible for maintaining Eden - malfunctions, taking control of the planet's defences and launching an attack on mankind. It is up to the newly-developed 'R-9 Leo' fleet to fly in and stop Major's assault on its creators.

R-Type Leo deviates from the gameplay style of its predecessors by removing the use of both the 'Force Pod' and the 'Wave Cannon'. The new weapons are called 'Force Bits' (later identified in "R-Type Final" as "Psy Bits") and the 'Bit Shot'. The three 'Force Bit' weapon types are:
* Red - Claw Laser: a powerful horizontal laser beam and horizontal traverse wave
* Blue - Mirror Laser: fires multiple, ricocheting lasers.
* Green - Search Laser LRG: fires semi-homing lasers that can bend at 90 degree angles.

Unlike previous 'Bit' devices, the 'Force/Psy Bits' are capable of firing either forwards or backwards (their direction dictated by the movement of the ship itself). Finally, the 'Wave Cannon' is replaced by a 'Bit Shot', in which the Psy Bits detach from the ship and collide with the nearest enemy. The Bits can only do this for a limited time before running out of energy, and must be recalled to the ship to recharge.

R Type Leo consists of 6 stages and is the first game in the series to allow 2 players to play simultaneously.

- TECHNICAL -

Irem M-92 system hardware

Main CPU : V33 (@ 9 Mhz), V30 (@ 7.15909 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), GA20 (@ 3.579545 Mhz)

Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in December 1992.

R*Type Leo was developed by Irem's internal group, 'Nanao' (authors of the famous "Meikyuu Jima"); the original authors of R*Type's series moved to 'Aicom' (bought by SNK) and went on to develop another superb shoot-em-up, "Pulstar"; released in 1995.

- SERIES -

1. R*Type (1987, Arcade)
2. R*Type II (1989, Arcade)
3. R*Type Leo (1992, Arcade)
4. R*Type III - The 3rd Lightning [Model SHVC-ER] (1994, Super Famicom)
5. R*Type Delta [Model SLPS-01688] (1999, PlayStation)
6. R*Type Final (2003, PS2)
7. R*Type Tactics (2007, PSP)

- STAFF -

Game planners : Hirogon, Akikaze
Programmers : Denden, Yuki, Drunker, Shaka
Graphics designers : Sakotan, U.W.F., Maccoy, Kimi, Hidarin, Kakapo, Yassy
Sound : Hiroshi, Aiai

- PORTS -

* Computers : 
PC [MS Windows, Online] [EU] (December 9, 2011) "IREM Arcade Hits" by DotEmu 
Apple MacIntosh [Online] [US] (August 21, 2011) "Irem Arcade Hits" by DotEmu 
PC [Desura] [US] (November 2, 2013) "IREM Arcade Hits" by Plug In Digital

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2143&o=2

$end


$cpc_cass=rtype,
$bio

R*Type (c) 1988 The Hit Squad.

- TECHNICAL -

[Cassette] [Arcade Collection 18]

- TRIVIA -

This conversion was programmed for CPC in 21 days.

- STAFF -

Original game by: Bob PAPE
Progra by: Keith A. GOODYER
Graphics by: MAK COMPUTER GRAPHICS, VIDEO IMAGES
Sound Effects by: Richard STEVENSON

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47414&o=2

$end


$cpc_flop=rtypeuk2,
$bio

R*Type (c) 1988 MCM Software.

- TECHNICAL -

[Floppy Disk AMF-039]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64092&o=2

$end


$gameboy=rtype,
$bio

R*Type (c) 1991 Irem Corp.

- TECHNICAL -

[Model DMG-RE-USA]

- STAFF -

Software: Jason Austin
Graphics: Mark Jones
Music: David Whittaker

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66802&o=2

$end


$gameboy=rtypej,
$bio

R*Type (c) 1991 Irem Corp.

- TECHNICAL -

Cartridge ID: DMG-REA

- TRIVIA -

R*Type for game Boy was released on March 19, 1991 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47406&o=2

$end


$sms=rtype,rtypep,
$bio

R*Type (c) 1988 Sega Enterprises, Limited.

- TECHNICAL -

Game ID: G-1364

- TRIVIA -

R*Type for Mark III was released on October 01, 1988 in Japan.

- STAFF -

Ported by: Compile

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47403&o=2

$end


$msx1_cart=rtype,rtypea,
$bio

R*Type (c) 1988 Irem Corp.

- TECHNICAL -

[Model IM-04]

- TRIVIA -

Released in December 1988 in Japan.

Related Coin-Op video game: "R*Type" (1987).

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47404&o=2

$end


$x68k_flop=rtype,
$bio

R*Type (c) 1989 Irem Corp.

- TECHNICAL -

[Model IX68-01]

- TRIVIA -

Released in June 1989 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47405&o=2

$end


$info=rshark,
$bio

R-Shark (c) 1995 Dooyong.

A space-themed vertically scrolling shoot'em up that is very similar to, and no better than, the myriad of similar shoot' em ups that were around at the time. Despite its name, R-Shark has nothing whatsoever in common with Irem's superb "R-type" series.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 8 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2151 (@ 4 Mhz), OKI6295 (@ 7.575 Khz)

Screen orientation : Vertical
Video resolution : 240 x 384 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048

Players : 2
Control : 8-way joystick
Buttons : 4

- TRIVIA -

This game was released only in Korea.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2140&o=2

$end


$info=tvrtype2,
$bio

R-Type II (c) 1991 TOURVision.

Unlicensed Spanish game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101159&o=2

$end


$tg16=rtype,
$bio

R-Type (c) 1989 NEC Home Electronics, Ltd.

Export release. Game developed in Japan. For more information on the game itself, please see the Japanese version's entry; "R*Type I [Model HC63007]".

- TECHNICAL -

Game ID: TGX040011

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [US] (December 25, 2006) [Model PADE] 
Nintendo Wii [Virtual Console] [EU] (December 29, 2006) [Model PADP] 
Nintendo Wii [Virtual Console] [AU] (July 6, 2007) [Model PADP] 

* Others : 
Apple iPhone/iPad [US] (December 20, 2010) "TurboGrafx-16 GameBox [Model 406585960]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84344&o=2

$end


$msx2_flop=radx8,radx8b,radx8c,radx8a,
$bio

R.A.D.X.-8 (c) 1988 Philips Interactive Media, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101975&o=2

$end


$msx1_cass=ram,
$bio

R.A.M. (c) 1990 Topo Soft [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94930&o=2

$end


$nes=rbibb,rbibba,
$bio

R.B.I. Baseball (c) 1988 Tengen

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55468&o=2

$end


$megadriv=rbibb93,
$bio

R.B.I. Baseball '93 (c) 1993 Tengen

- STAFF -

INVOLVED: JESUS CHRIST, MIKE ALEXANDER, JOSE ERAZO, DOUG GRAY, EARL VICKERS, DOUG COWARD, MIKE KLUG, BILL HINDORFF

ROMANTIC PRODUCTIONS: BRAD FULLER, JOHN PAUL, DON DIEKNEITE, GREG WILLIAMS, ROB BOONE, JOHN ARVAY JR

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57356&o=2

$end


$gamegear=rbibb94,
$bio

R.B.I. Baseball '94 [Model T-48168] (c) 1994 Time Warner Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64801&o=2

$end


$32x=rbibb95
$bio

R.B.I. Baseball '95 [Model T-4803F] (c) 1995 Time Warner Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84399&o=2

$end


$nes=rbibb2,
$bio

R.B.I. Baseball 2 (c) 1990 Tengen

- TIPS AND TRICKS -

Secret message: At the title screen, hold A + B, then press Start. A staff screen will appear.

- STAFF -

By: Mike Alexander, Greg Williams, Brad Fuller, John Paul, Don Diekneite, Peter Lipson, Lisa Ching, Bill Hindorff, Mike Klug

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55469&o=2

$end


$amigaocs_flop=rbibb2,
$bio

R.B.I. Baseball 2 (c) 1991 Domark Group, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74831&o=2

$end


$amigaocs_flop=rbibb2a,
$bio

R.B.I. Baseball 2 [Budget] (c) 1991 Hit Squad, The [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74832&o=2

$end


$nes=rbibb3,
$bio

R.B.I. Baseball 3 (c) 1991 Tengen

- TIPS AND TRICKS -

Secret Message: At the title screen, hold A + B, then press Start. A staff screen will appear.

- STAFF -

By: Mike Alexander, Mike Klug, Bill Hindorff, Lisa Ching, Greg Williams, Brad Fuller, John Paul, Don Diekneite, Peter Lipson

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55470&o=2

$end


$megadriv=rbibb3,
$bio

R.B.I. Baseball 3 (c) 1991 Tengen

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57357&o=2

$end


$megadriv=rbibb4j,rbibb4p,
$bio

R.B.I. Baseball 4 (c) 1992 Tengen

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56785&o=2

$end


$megadriv=rbibb4,
$bio

R.B.I. Baseball 4 (c) 1992 Tengen

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57358&o=2

$end


$cpc_cass=rbibb2,
$bio

R.B.I. Two Baseball (c) 1991 Domark Group, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98811&o=2

$end


$sms=rcgp,rcgpp,
$bio

R.C. Grand Prix (c) 1989 Sega Enterprises, Limited.

- TRIVIA -

European reviews:
[FR] Player One (Sept. 1990): 75/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56146&o=2

$end


$gamegear=rcgp,
$bio

R.C. Grand Prix (c) 1992 Absolute Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64802&o=2

$end


$nes=rcproama,rcproam,rcproamua,rcproamu,
$bio

R.C. Pro-Am (c) 1988 Nintendo [Japan]

- SERIES -

1. R.C. Pro-Am (1987)
2. Super R.C. Pro-Am (1991, Nintendo Game Boy)
3. R.C. Pro-Am II (1992, Nintendo NES)

- PORTS -

* Consoles :
Sega Megadrive (1992, "Championship Pro-Am")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55471&o=2

$end


$nes=rcproam2,rcproam2u,
$bio

R.C. Pro-Am II (c) 1992 Tradewest, Incorporated. [Corsicana, TX, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55472&o=2

$end


$info=pc_rcpam,
$bio

R.C. Pro-Am (c) 1987 Rare.

PlayChoice-10 version. For more information about the game itself, please see the original NES version.

- TECHNICAL -

Nintendo PlayChoice-10 hardware
Game ID : PM

Main CPU : Zilog Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz)
Sound Chips : Zetex N2A03 (@ 1.789772 Mhz), DAC

Players : 2
Control : 8-way joystick
Buttons : 2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1819&o=2

$end


$x68k_flop=rcrobotc,
$bio

R.C. Robot Construction (c) 1993 Electric Sheep

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88021&o=2

$end


$x68k_flop=rcrobot2,
$bio

R.C. Robot Construction Shuu+α2 (c) 1994 Brother Kougyou [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88022&o=2

$end


$x68k_flop=rcrobot3,
$bio

R.C. Robot Construction Shuu+α3 (c) 1994 Brother Kougyou [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88023&o=2

$end


$x68k_flop=rcrobot4,
$bio

R.C. Robot Construction Shuu+α4 (c) 1994 Brother Kougyou [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88024&o=2

$end


$info=panafz10,
$bio

R.E.A.L 3DO Interactive Multiplayer (c) 1994 Panasonic.

- TECHNICAL -

[Model FZ-10]

A less expensive, slimmer ans lighter model than the original FZ-1 model. The FZ-10 featured a top loading CD tray, an internal memory manager and repositioned the LEDs and controller port. The controller is also smaller and lighter than the one included with the FZ-1, but lacks a headphones output.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54842&o=2

$end


$info=3do,3do_pal,
$bio

R.E.A.L 3DO Interactive Multiplayer (c) 1993 Panasonic.

- TECHNICAL -

[Model FZ-1]

PROCESSOR:
- 32-bit 12.5 MHz RISC CPU (ARM60)
- Custom Math co-processor (It does not use the stock ARM FPA unit.)
- 32kb SRAM

DISPLAY:
- Resolution 640×480, 320×240 60 Hz for NTSC version, and 768×576, 384×288 50 Hz for PAL version with either 16-bit palettized color (from 24 bits) or 24 bit truecolor.
- Two accelerated video co-processors capable of producing 9–16 million pixels per second (36–64 megapix/s interpolated), distorted, scaled, rotated and texture mapped.

SYSTEM BOARD:
- 50 MB/s bus speed (synchronous 32-bit @12.5 MHz bus)
- 36 DMA channels
- 2 MB of main RAM
- 1 MB of VRAM
- 2 expansion ports

SOUND:
- 16-bit stereo sound
- 44.1 kHz sound sampling rate
- Supports Dolby Surround sound
- Custom 20-bit Digital signal processor (DSP) – 20 bit accumulator with 16-bit parameter registers for extended precision

MEDIA:
- Double-speed 300 kB/s data transfer CD-ROM drive with 32 kB RAM buffer
- Multitasking 32-bit operating system

- TRIVIA -

The FZ-1 3DO model was released on:
- October 04, 1993 in North America, Initially priced $699.99.
- March 20, 1994 in Japan.

R.E.A.L 3DO Interactive Multiplayer (often referred to as 3DO) is a set of technical specifications created by The 3DO Company. The 3DO Company was the result of a partnership between Matsushita, AT&T, Time Warner, MCA, Electronic Arts, Kleiner Perkins Caufield & Byers (a venture capital firm) and the New Technologies Group (NTG). None of these companies ever manufactured a single console. Other manufacturing companies (in the end only Panasonic, Goldstar and Sanyo) could license the rights to create their own console and label them as 3DO, by simply fulfilling the required specifications.

The system was conceived by Trip Hawkins, the man who created Electronic Arts in 1982, and its technologies were originally designed by Dave Needle and Robert J. Mical of New Technology Group, which already designed the Atari Lynx.

Technically, a 3DO system can run 3DO Interactive software, play audio CD's (including support for CD+G), view Photo-CDs and even play Video CD's by using a special add-on MPEG1 FMV cartridge (this cartridge was only available for the American Goldstar and Japanese Panasonic 3DO systems).

Despite a highly-promoted launch and its advanced technology, 3DO never met the expected success. The main reason for this has probably to be sought in the system's high price, not balanced by high quality titles, neither at launch nor immediately after. For sure, few titles exploited the full potential of the console, and the most well-received titles were often ports of games from other systems. This prevented any real 3DO penetration in the console market.

3DO Company's official position about the price was that 3DO was a high-end audio-visual system rather than a simple videogame console, so the price was fair. Only in 1996 they announced a price drop, probably to help the diffusion and popularity before the launch of the promised next-gen console M2, but it was definitely too late.

The 3DO system was eventually discontinued at the end of 1996 with a complete shutdown of all internal hardware development and divestment of the M2 technology. 3DO restructured themselves around this same time, becoming a multi-platform software company until its bankrupt in 2003.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54841&o=2

$end


$cpc_cass=rem,
$bio

R.E.M. (c) 1986 Blaby Computer Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98813&o=2

$end


$amigaocs_flop=rcaeroc,
$bio

R/C Aerochopper (c) 1991 RC Simulations

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74833&o=2

$end


$info=r2dtank,
$bio

R2D Tank (c) 1980 Venture Line, Incorporated.

- TECHNICAL -

Main CPU : Motorola M6809 (@ 3 Mhz)
Sound CPU : M6802 (@ 750 Khz)

Players : 2
Control : 8-way joystick
Buttons : 1

- TRIVIA -

Released in October 1980.

Even if titlescreen says 1980, R2D Tank was released in 1981 by Venture Line, Inc. under a license from Sigma Enterprise, Inc. of Japan.

- SERIES -

1. Red Tank (1980)
2. R2D Tank (1980)

- PORTS -

* Consoles :
Emerson Arcadia (1982)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2144&o=2

$end


$arcadia=r2dtank,
$bio

R2D Tank (c) 1981 Emerson Radio Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49268&o=2

$end


$x68k_flop=r3golf,
$bio

R3 Golf (c) 19?? Black FTZ

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88552&o=2

$end


$info=glocr360,
$bio

R360 - G-Loc Air Battle (c) 1990 Sega.

A sequel to "G-Loc - Air Battle" where players ride in the cabinet that simulates the movements of a jet fighter and makes 360 degree rotations.

- TECHNICAL -

Sega Y Board hardware

Main CPU : (3x) 68000 (@ 12.5 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2151 (@ 4 Mhz), Sega (@ 4 Mhz)

Players : 1
Control : stick
Buttons : 3

This game runs on a cabinet specially designed with security features to assure rider and viewer safety. Included are an attendant station, a seat belt, shoulder restraints, a player-actuated emergency stop button, safety sensors, and a plexiglass security fence.

This unique cabinet is used to run enhanced versions of "G-Loc - Air Battle" or "Strike Fighter".

- TRIVIA -

Michael Jackson used to own this game. It was sold at the official Michael Jackson Auction on Apr. 24th, 2009.

- SERIES -

1. After Burner (1987, Arcade)
2. After Burner II (1987, Arcade)
3. G-Loc - Air Battle (1990, Arcade)
4. R360 - G-Loc Air Battle (1990, Arcade)
5. Strike Fighter (1991, Arcade)
6. Sky Target (1995, Arcade)
7. Sega Strike Fighter (2000, Arcade)
8. After Burner Climax (2006, Arcade)
9. After Burner - Black Falcon (2007, PSP)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=12889&o=2

$end


$saturn,sat_cart=rmj,rmja,
$bio

R?MJ - The Mystery Hospital (c) 1997 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59556&o=2

$end


$info=rasce,
$bio

RA's Scepter (c) 2007 Astro Corp.

15-reel 25-line video slot.

- TRIVIA -

Released in May 2007.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11951&o=2

$end


$pc8801_flop=rabbit,
$bio

Rabbit (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92717&o=2

$end


$info=rabbit,
$bio

Rabbit (c) 1997 Electronic Arts.

- TECHNICAL -

Main CPU : Motorola 68EC020 (@ 24 Mhz)

Players : 2
Control : 8-Way Joystick
Buttons : 4
=> Light Punch, Heavy Punch, Light Kick, Heavy Kick

- TRIVIA -

Published by Electronic Arts and developed by Aorn, Rabbit was released on June 27, 1997. It is the last game developed by this company, they went bankrupt just after.

- STAFF -

Executive Producer : Yasuhiko Sameshima
Producer : Futoshi Tamura
Planner : Toyozumi Sakai, Susumu Nakamoto, Masataka Yanagi, Hiroki Nishigaki, Kohji Akagi
Programmer : Hitoshi Motoda, Toshinori Majima
Graphic Designer : Kiyoko Takeda, Kenji Matsui, Shinji Nohara, Makiko Yoshida, Yukiya Matsuura, Takafumi Honjho, Kuramoto, Matsumoto, Nasu
Sound Designer : Atsuyoshi Isemura, Fujita, Fujita
Voice Actor : Mayumi Yanagisawa, Mitsuaki Madono, Miyuki Ono, Eiji Sekiguchi, Mitsuaki Hoshino, Osamu Sonoe, Kohya Watanabe, Takako Hongan, Rokuroh Naya

- PORTS -

* Consoles :
Sega Saturn [JP] (June 27, 1997, "Rabbit [Model T-10610G]")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2145&o=2

$end


$saturn,sat_cart=rabbit,
$bio

Rabbit (c) 1997 Electronic Arts Victor [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59557&o=2

$end


$info=rabbitpk,
$bio

Rabbit Poker (c) 1990 Unknown.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32387&o=2

$end


$info=os214,
$bio

Rabbit Printer (c) 1996 Argox.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103452&o=2

$end


$info=rpunch,
$bio

Rabbit Punch (c) 1987 Bally/Midway

- TECHNICAL -

Game No. 0F12

- TRIVIA -

Released in September 1987.

This game is known in Japan as "Rabio Lepus".

Manufactured by Bally/Midway Mfg. Co. under license from V-System Co. This game is known in Japan as "Rabio Lepus". For more information about the game itsef, please see the original entry.

- UPDATES -

Cut scenes from the original Rabio Lepus were eliminated in Rabbit Punch. These include a picture appearing when the spaceship flies out of the castle at the start, pictures when the two bunny girls and Rabbit King are rescued and scenes at the ending.

Also, in Rabbit Punch you can't buy in during the final 4 levels and when you use a continue, even if you were in stage 12, you have to start all the way back at the start of stage 9. In Rabio Lepus you can continue at any time, even on stage 12 without being sent back to stage 9. This makes the US version much more difficult and nearly impossible to finish compared to the Japanese version.

- STAFF -

Main programmer : T. Honda
Sound, music : K. Okuda, E. Murakami, Y. Ishida
Designer : Shin Nakamura

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2146&o=2

$end


$ti99_cart=rabbit,
$bio

Rabbit Trail (c) 1983 Romox

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84689&o=2

$end


$a2600=rabbittr,
$bio

Rabbit Transit (c) 1983 Atari, Incorporated.

Atari's unreleased prototype. See Starpath's "Rabbit Transit [Model AR4104]" for more information about the game itself.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50847&o=2

$end


$a2600=rabbit,rabbite,rabbitpv,
$bio

Rabbit Transit (c) 1983 Starpath Corporation.

The Object: You are a rabbit trying to get through the Mysterious Meadow and the Land of Ledges to start a family and make it grow.

The Situation: Meadow meanies are trying to prevent you from getting to your friend, the turtle, who will carry you down the river to the Land of Ledges. Sneaky snakes, bothersome butterflies, chattering choppers and other meanies will send you back to the top of the Meadow or take away one of your chances. If you avoid all these obstacles and leap atop the turtle, you will go to the Land of Ledges.

Here, you will hop from ledge to ledge, attempting to turn them all into one magic color. But beware of a heartless man who will interfere by dropping rocks and undoing all your hopping efforts. If you do succeed in changing all the ledges into the magic color, you will go to the Bunny Bushes and start your family.

Each level of play consists of three screens:
Screen 1: The Mysterious Meadow
Screen 2: The Land of Ledges
Screen 3: The Bunny Bushes

- TECHNICAL -

Model AR4104

- SCORING -

Screen 1: The Mysterious Meadow. Points are awarded for Jumps to each new row as you advance toward the turtle. Points are also awarded for the time remaining when you reach the turtle, so the faster you reach the turtle, the higher your score.

Screen 2: The Land of Ledges. Points are awarded each time you change a ledge to its magic color. Points are also awarded for the time remaining when the screen is complete.

You must complete each screen before the timer shown in the lower right corner of the screen reaches zero. A warning tone will Sound when the timer is almost out. If you do not complete the screen in time, you will lose one of your chances.

- TIPS AND TRICKS -

An extra chance is awarded at 10,000 points. The number of extra chances remaining is shown at the bottom of the screen.

Remember to hold the base of the joystick at the correct angle to avoid jumping the wrong direction.

Lure the heartless man toward the center ledges. As soon as he hurls his rock, hop over and change an edge ledge or two. But hurry back to the center ledges before the man returns with another rock.

- STAFF -

Programmer: Brian McGhie

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50846&o=2

$end


$info=rabiolep,
$bio

Rabio Lepus (c) 1987 V-System.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 8 Mhz), Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2151 (@ 4 Mhz), UPD7759 (@ 640 Khz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in September 1987 in Japan.

This game is known in US as "Rabbit Punch".

The main character appears as a secret character in "Aero Fighters 3".

- UPDATES -

Cut scenes from the original Rabio Lepus were eliminated in "Rabbit Punch". These include a picture appearing when the spaceship flies out of the castle at the start, pictures when the two bunny girls and Rabbit King are rescued and scenes at the ending.

- SERIES -

1. Rabio Lepus (1987)
2. Rabio Lepus Special (1990, NEC PC Engine)

- STAFF -

Main programmer : T. Honda
Sound, music : K. Okuda, E. Murakami, Y. Ishida
Designer : Shin Nakamura

- PORTS -

* Consoles :
Sony PlayStation 2 (2006 ,"Oretachi Game Center - Rabio Lepus")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2147&o=2

$end


$pce=rabiolep,
$bio

Rabio Lepus Special (c) 1990 Video System Company, Limited.

Rabio Lepus Special is an horizontal shooter and a remixed version of the arcade game Rabio Lepus originally released by V-System in 1987. In a faraway Kingdom, the king and his two daughters are happy and there is peace and harmony in the land. That is until one fateful day when an unknown spaceship appears like a bolt out of the blue and kidnaps the king and the two girls, all dressed in their bunny suits. The player assumes control of Usagi, a flying robotic-rabbit and his mission is to rescue the captives and eliminate their unknown captors. The rocket-powered rabbit comes equipped with a Vulcan gun and a set of homing missiles. Missiles are supplied in limited quantities and must be refilled frequently. Interestingly, Rabio Lepus Special doesn't reward the player with power-ups. Large carrot-cans are scattered around the levels and drop various items when destroyed such as carrots (life), money jars (points), missiles, raccoons (short invincibility) or a cute yellow hair bow (increases the missiles destruction power) - but nothing is available to boost up the main weapon. However, the rabbit's ultimate weapon are his fists and boxing gloves - when in close range, he can land a punch and inflict a lot more damage to the enemy. Rabio Lepus Special features six stages and three main locations - space station, asteroid and finally the planet surface where the enemy leader hides.

- TECHNICAL -

HuCARDID: VS-90003

- TRIVIA -

Rabio Lepus Special was released on October 19, 1990 in Japan for 6800 Yen.

Rabio Lepus Special is based on the arcade game Rabio lepus (aka Rabbit Punch in the west) originally released by V-System in 1987. However, this version is quite different and it can be regarded as a remixed version of the original game (hence the 'special' title). The animated introduction sequence was removed as well as the world map, and the soundtrack is completely different. The original game also features twelve stages whereas the PC Engine version only six - however, these stages remix a lot of the enemies and layout elements from the arcade game. Some bosses were moved to different levels (such as the flying monk), some had their attack patterns changed (such as the guardian protecting the last boss) and others, such as the metal panthers were removed. The PC Engine version also features a mini-boss not seen in the original game - the large spaceship located at the beginning of the fist level is exclusive to this version. Finally, the arcade game featured a two-player mode (removed from the PC Engine port) and an interesting second difficulty mode where players could play the game with a completely different enemy layout.

- TIPS AND TRICKS -

Enter the following codes at the title screen. A name corresponding to the activated cheat should appear at the top/right corner of the screen, right above the game's title.

White bow (shadow gun):
Hold select and press Ix4, IIx6, Ix4, IIx6, Ix4, IIx6, Ix4 and IIx6. 

Green bow (3-ways gun):
Hold select and press Ix3, IIx3, Ix4 and IIx4.

Yellow bow (powerful missiles):
Hold select and press Ix3, IIx3, Ix3 and IIx3.

Blue bow (Large gun):
Hold select and press Ix4, IIx4, Ix4 and IIx4.

5 life-containers:
Hold select and press Ix9, IIx8, Ix7, IIx6, Ix5, IIx4, Ix3, IIx2 and I.

5 lives:
Hold select and press Ix5, II, Ix5 and II.

- STAFF -

Programmer: K. Youzi, W. Hiroshi, Kin. Chan, K. Murata
Debug: Hinasan, Akisama, Toru, N. Masaru
Designer: Shinsuke Nakamura
Music and S.E.: Naoki Itamura
Director: Shinsuke Nakamura

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58708&o=2

$end


$pc98=rabyni,
$bio

Rabyni (c) 1996 C's Ware

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90451&o=2

$end


$info=raccoon,
$bio

Raccoon World (c) 1998 Eolith.

- TECHNICAL -

Eolith 32 bits hardware: Gradation 2D system

Main CPU : Hyperstone E1-32N @ 45 or 50 MHz

Sound: 
- CPU : 80c301/AT89c52
- General MIDI Chipset QDSP 1000 MIDI Player (80c32 CPU)
- MIDI 16th Channel(32 Poly) using as Effect EPROM : 512Kbytes
- MIDI Background Music EPROM : 512Kbytes. 
- TDA1519A (Philips) Stereo Power AMP

Video :
- Resolution : 320x340 or 512x384
- Color : 16 bit True Color/Dot
- Screen orientation : Horizontal
- Video resolution : 320 x 240 pixels
- Screen refresh : 60.00 Hz

Memory:
- 256KByte x2 VRAM
- 512Kbyte/1Mega main RAM

Players : 2
Control : 8-way Joystick
Buttons : 2

- STAFF -

President : Jeon Tae Young
Had Director : Jeon Ju Young
Scenario Director : Park Byoung Kyu
Main Graphic : Park Byoung Kyu
Graphic : Park Jae Young, Son Ji Young, Lee Gi Sook
Program : Jang Yun Ki
Music Sound : Kang Woo Jin
Hardware : Shin Woo Kugn, Lee Jung Hoon, Kim Han Byul, Hong Eun Ah, Hong Yong Pyo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2151&o=2

$end


$odyssey2,g7400=3rcsocpt,
$bio

Race + Spin-Out + Cryptogram (c) 1980 Philips Corp.

- TECHNICAL -

Game ID: 1
Box Ref.: 8622 271 01009

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95668&o=2

$end


$msx1_cass=racecity,
$bio

Race City (c) 1988 Iber Software [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94932&o=2

$end


$gameboy=racedaysu,
$bio

Race Days [Model DMG-ARDE-USA] (c) 1994 GameTek

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66807&o=2

$end


$gameboy=racedays,
$bio

Race Days [Model DMG-ARDP-EUR] (c) 1994 GameTek

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66806&o=2

$end


$info=racedrivpan,
$bio

Race Drivin' Panorama (c) 1990 Atari Games Corp.

For more information about the game itself, please see the original Cockpit model version entry; "Race Drivin' [Cockpit model]".

- TRIVIA -

Race Drivin' Panorama was released in May 1991 in the USA (even if the title screen says 1990). Only 50 units were produced in the USA and 50 others in Ireland.

The original selling price was $13995 at its time of release.

The game utilized 3 to 5 Monitors to give you a 180 Degree View. Several 3 and 5-screen versions of this game were modified for use as driving simulators for use by human performance researchers. For a time the 5-screen version served as a platform for a police high-performance driving trainer program.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48933&o=2

$end


$info=racedriv,racedriv4,racedriv3,racedriv2,racedriv1,racedrivg,racedrivg4,racedrivg1,racedrivb,racedrivb4,racedrivb1,
$bio

Race Drivin' (c) 1990 Atari Games Corp.

Race Drivin' includes all of the innovative game features that made "Hard Drivin'" the industry's first true driving simulation game, plus many more new features : 

Improved Handling - Faster microprocessor and more efficient software code provides a now imperceptible lag time between control input and screen graphic response. Race Drivin' feels even more like a real car! 

New Tracks - The Super Stunt track will challenge even the best "Hard Drivin'" stunt racers. New tests of skill include a corkscrew loop, a jump loop, and a full pipe. 

The autocross track with a built-in pace car provides feedback to hone competitive driving skills. The vector-drawn pace car is actually a recorded view of the player's best lap. 

Buddy Race - 2-player sequential race in which the computer records the performance of Player 1, and Player 2 races head-to-head against the first player and the clock. 

Linked Race - Install a simple cable between two simulator cabinets, adjust game options, and the buddy race becomes a true head-to-head competition. 

Select a Car - Players can select from several different sports cars to suit the race track chosen. The Race Drivin' cars are modeled after the performance features of several well-known sports cars. Each car has its own handling characteristics of off-the-line quickness, top speed, and cornering.

- TECHNICAL -

[Cockpit model]

Game ID : 136077

Main CPU : Motorola 68010 (@ 8 MHz), TMS34010 (@ 48 MHz), ADSP2100 (@ 8 MHz), DSP32C (@ 40 MHz)
Sound CPU : Motorola 68000 (@ 8 MHz), TMS32010 (@ 20 MHz)
Sound Chips : Speaker, DAC

Players : 2
Control : Steering wheel with gearshift
Pedals : Accelerator, Brake

- TRIVIA -

Race Drivin' was originally released in August 1990 in the USA. 800 units were produced in the USA and 396 in Ireland for European distribution. Its selling price was $8,995 at its time of release. 

In October 1990, cockpit conversion kits (for "Hard Drivin'") were produced: 729 in the USA and only 37 in Ireland. Selling Price was $1,425. 

In April 1991, upright conversion kits were available: 250 in the USA produced and 100 in Ireland. Selling Price was $1,445. 

Also released as "Race Drivin' [Compact model]". There also was a "Race Drivin' Panorama" model that utilized 3 to 5 Monitors to give you a 180 Degree View. 

There is a warning in the attract mode : 'Be Careful though, many of the stunts and manuevers in this game would be dangerous or fatal if tried in a real car!!!!!!!'.

- UPDATES -

Notes: On the British and Japanese versions, you are in a right-hand drive car.

Cockpit versions history:

Revision 1 :
* World and British releases.

Revision 2 :
* World and German releases.
* Software version : 2.1.

Revision 3 :
* World release.
* Software version : 2.2.

Revision 4 :
* World, British and German releases.
* Software version : 2.3.

Revision 5 :
* World, British and German releases.
* Software version : 2.4.

- TIPS AND TRICKS -

1) Whenever possible use the outside-in strategy. Start on the outside of a turn then cut inside, making sure that you keep giving the vehicle gas. If you don't you may spin out and loose control (depending on the car type). This strategy is hard to use in the qualifying laps because of the oncoming traffic, but if timed correctly you can pass the oncoming traffic on their right side. When coming out of the turn take care in how you straighten the wheels (slowly) or you can spin out as well.

2) It helps to take into consideration where a car is in-countered because after running a track several times, and you get closer to the 'maximum' speed for a stretch of road the car scenarios stay the same. For example : the first turn after the start on the original speed track (the one with a house on it and the very long right turn) should not have a car coming in the way of an outside-in tactic but a truck should be on the way. And if the speed of the car stays around 120 all the way around the track there should be a car at the turn.

3) Most turns from the original speed track can be taken (while using the previous hint) at about 120 mph.

4) On the super stunt track on the road up the hill and then a left turn, a driver may drive off the road to the left (cutting the turn) and to an exaggerated outside-in maneuver.

5) The differences in the cars are as follows...
Speedster : Excellent acceleration, and top speed is around 140mph, but handling is very loose and it tends to spin out on turns if pushed too far.
Roadster : Slightly faster acceleration than the Speedster, top speed is only around 120mph, but handling is tight and takes turns much easier.
Original : Same as Speedster.
Original Automatic : Same as Speedster but with slightly slower acceleration.
Note : Handling manifests itself in the sensitivity of the steering wheel to move.

- SERIES -

1. Hard Drivin' [No. 136052] (1988) 
2. <a href="index.php?page=database&listtypes=1&lemot=race%20drivin%5C%27&gallery=1">Race Drivin'</a> (1990)
3. Hard Drivin' II - Drive Harder (1991, ST/Amiga) 
4. Hard Drivin's Airborne (1993) 
5. Street Drivin' (1993)

- STAFF -

* Main :
Project leader, game designer, sound system, mech designer, force shifter, analog HW : Rick Moncrief
Techician, mech, designer, sound recording, dashboard shift, game designer : Erik Durfey
Software designer, game designer, car model, force feedback steering, SW tools : Max Behensky
Hardware designer, self test, instant replay, integer 3-D algorithms, game designer : Jed Margolin
Game programming, display software, championship lap, game designer : Stephanie Mott

* Others :
Cabinet designers : Mike Jang, Ken Hata
Graphic designers : Sam Comstock, Kris Moser, Deborah Short, Will Noble, Alan Murphy
Display math software : Jim Morris
ADDN'L programmers : Gary Stark, Mike Albaugh, Ed Rotberg
ADDN'L hardware : Don Paauw
Marketing : Linda Benzler, Mary Fujihara
Sales : Shane Breaks
Mechanical designers : Jacques Acknin, Milt Loper
Yellow/Flame concept : Mark Hoendervoogt, Howard Owen
Test drivers : Doug Milliken, Dave Shepperd
Music : Don Diekneite
Management : Rich Moore, Dan Van Elderen, Lyle Rains, Bob Stewart, Dennis Wood, Hide Nakajima

- PORTS -

* Consoles : 
Nintendo SNES [EU] (1992) "Race Drivin' [Model SNSP-RV-EUR]" 
Nintendo SNES [US] (October 1992) "Race Drivin' [Model SNS-RV-USA]" 
Sega Genesis [US] (1993) "Race Drivin' [Model T-48246]" 
Sega 32X [Unreleased Prototype] 
Sega Saturn [JP] (August 4, 1995) "Race Drivin' [Model T-4802G]" 
Sony PlayStation 2 [AU] (2005) "Midway Arcade Treasures 3 [Model SLES-53666]" 
Microsoft XBOX [US] (September 27, 2005) "Midway Arcade Treasures 3" 
Sony PlayStation 2 [US] (September 27, 2005) "Midway Arcade Treasures 3 [Model SLUS-21094]" 
Microsoft XBOX [EU] (October 14, 2005) "Midway Arcade Treasures 3" 
Sony PlayStation 2 [EU] (October 14, 2005) "Midway Arcade Treasures 3 [Model SLES-53666]" 
Nintendo GameCube [US] (October 26, 2005) "Midway Arcade Treasures 3 [Model DOL-GE3E-USA]" 

* Handhelds : 
Nintendo Game Boy [US] (January 1993) "Race Drivin' [Model DMG-RV-USA]" 
Nintendo Game Boy [EU] (1993) 

* Computers : 
Atari ST [EU] (1991) 
Commodore Amiga [EU] (1992) 
PC [MS Windows, CD-ROM] [US] (February 17, 2006) "Midway Arcade Treasures Deluxe Edition"
PC [MS Windows, CD-ROM] [EU] (March 17, 2006) "Midway Arcade Treasures Deluxe Edition" by Zoo Digital Publishing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2148&o=2

$end


$info=racedrivc,racedrivc4,racedrivc2,racedrivc1,racedrivcg,racedrivcg4,racedrivcb,racedrivcb4,
$bio

Race Drivin' (c) 1990 Atari Games.

For more information about the game itself, please see the original Cockpit model version entry; "Race Drivin' [Cockpit model]".

- TECHNICAL -

[Compact model]

Game ID : 136078

- TRIVIA -

Race Drivin' Compact model was released in December 1990 in the USA. 750 units were produced in the USA and 283 in Ireland for European distribution.

The Compact model selling price was $5795 at its time of release.

It was originally released as "Race Drivin' [Cockpit model]". There also was a "Race Drivin' Panorama" model that utilized 3 to 5 Monitors to give you a 180 Degree View.

- UPDATES -

Compact versions history:

Revision 1 :
* World release.
* Software version : 1.6.

Revision 2 :
* World release.
* Software version : 1.7.

Revision 4 :
* World, British and German release.
* Software version : 1.8.

Revision 5 :
* World, British and German release.
* Software version : 1.9.

Notes: On the British and Japanese versions, you are in a right-hand drive car.

- SERIES -

1. Hard Drivin' [No. 136052] (1988) 
2. <a href="index.php?page=database&listtypes=1&lemot=race%20drivin%5C%27&gallery=1">Race Drivin'</a> (1990)
3. Hard Drivin' II - Drive Harder (1991, ST/Amiga) 
4. Hard Drivin's Airborne (1993) 
5. Street Drivin' (1993)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=21233&o=2

$end


$gameboy=racedriv,
$bio

Race Drivin' (c) 1993 T-HQ, Incorporated.

- TECHNICAL -

Model DMG-RV-USA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66808&o=2

$end


$snes=racedrivu,
$bio

Race Drivin' [Model SNS-RV-USA] (c) 1992 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63462&o=2

$end


$snes=racedriv,
$bio

Race Drivin' [Model SNSP-RV-EUR] (c) 1992 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63461&o=2

$end


$saturn,sat_cart=racedriv,racedriva,
$bio

Race Drivin' (c) 1995 Time Warner Interactive

- TECHNICAL -

Game ID: T-4802G

- TRIVIA -

Race Drivin' for Sega Saturn was released on August 4, 1995 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59558&o=2

$end


$megadriv=racedriv,
$bio

Race Drivin' (c) 1993 Tengen.

- TECHNICAL -

Model T-48246

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57359&o=2

$end


$psx=racedriv,
$bio

Race Driving' A Go! Go! [Model SLPS-00167] (c) 1996 Time Warner Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85577&o=2

$end


$pico=kpkuruma,
$bio

Race ni de Youyo! Ken-chan to Pepe Boku no Kuruma de Daibouken [Model HPC-6043] (c) 1996 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75769&o=2

$end


$info=raceon,
$bio

Race On! (c) 1998 Namco.

- TECHNICAL -

Super System 23 hardware.

- TRIVIA -

Released in September 1998.

- TIPS AND TRICKS -

* Play with CPU car: In car selection screen, hold down the break pedal then press view selection button. You can select CPU car after press down the gas pedal

* Driver's view: In car selection screen, press down the break pedal 4 times.
You can select driver's view when press view selection button in playing the game.

* Secret Character: During photography, hold down the gas pedal then press view selection button 4 times. You can select a character from Tekken and decide when press down the break pedal.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=29755&o=2

$end


$gbcolor=racetime,
$bio

Race Time (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68636&o=2

$end


$nes=racrmini,
$bio

Racer Mini Yonku - Japan Cup (c) 1989 Konami Industry Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54532&o=2

$end


$nes=racermt2,racermt2b,racermt2a,racermt2a1,
$bio

RacerMate Challenge 2 (c) 1995 RacerMate

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55473&o=2

$end


$info=racinfrc,racinfrcu,
$bio

Racin' Force (c) 1994 Konami.

An excellent sports cars racing game, featuring a pre-rendered graphics for the cars and utilizes voxels graphics for the 3D playfield and great sounds, in which the player competes against computer cars or versus mode via linked game up to eight players, also feature with four Grand Prix tracks to choose and a day and night driving.

- TECHNICAL -

Konami GX hardware
Game ID : GX250

Main CPU : Motorola 68EC020 (@ 24 Mhz)
Sound CPU : Motorola 68000 (@ 9.2 Mhz)
Sound Chips : (2x) K054539 (@ 48 Khz)

Players : 4
Control : paddle
Buttons : 3

- TRIVIA -

Even if titlescreen says 1993, Racin' Force was released in March 1994.

This game is one of the few Arcade games that use voxels for graphics like other from Konami "Konami's Open Golf Championship".

- SERIES -

1. WEC Le Mans 24 (1986)
2. Racin' Force (1994)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2149&o=2

$end


$gbcolor=racinrtz,
$bio

Racin' Ratz [Model CGB-BTIE-USA] (c) 2000 Mattel Interactive [Mattel, Incorporated.]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68637&o=2

$end


$segacd=racinace,
$bio

Racing Aces [Model 4607] (c) 1993 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60790&o=2

$end


$info=racingb,racingbj,
$bio

Racing Beat (c) 1991 Taito.

- TECHNICAL -

Taito Z System hardware

Main CPU : (2x) Motorola 68000 (@ 16 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2610 (@ 8 Mhz)

Players : 1
Control : Stick
Buttons : 6

- TRIVIA -

Released in April 1991.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3422&o=2

$end


$a2600=racing,racing1,
$bio

Racing Car (c) 1983 HomeVision

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50848&o=2

$end


$pce=racindam,
$bio

Racing Damashii (c) 1991 Irem Corp.

- TRIVIA -

Reviews:
September 1991 - Consoles + N.1 [FR]: 80/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58709&o=2

$end


$gameboy=racindam,
$bio

Racing Damashii [Model DMG-RDJ] (c) 1991 Irem Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66810&o=2

$end


$gba=racingfv,
$bio

Racing Fever [Model AGB-BRWP-EUR] (c) 2005 Neko Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72574&o=2

$end


$gba=racinggau,
$bio

Racing Gears Advance [Model AGB-BRAE-USA] (c) 2005 Orbital Media

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72576&o=2

$end


$gba=racingga,
$bio

Racing Gears Advance [Model AGB-BRAP] (c) 2004 Zoo Digital Publishing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72575&o=2

$end


$info=rachero,racherod,
$bio

Racing Hero (c) 1990 Sega.

Race a motorcycle against other bikes, cars, trucks and the obligatory tight time limit. Racing Hero is the spiritual successor both to Sega's wonderful "Hang-On" series, and to their most famous racing game, "Out Run".

Some of Racing Hero's stages mirrored the racing-through-traffic gameplay of the Ferrari-based racer, for example perhaps the biggest similarity to Out Run is that at the end of each stage, the player can choose which route he or she wishes to take next. This differs somewhat from "Out Run"'s highly impressive forked-road method. In Racing Hero, the player is presented with a seperate stage-select screen and simply highlights the flag of whichever country they wish to tackle next.

- TECHNICAL -

Sega X Board hardware
Game ID : 317-0144

Main CPU : (2x) Motorola 68000 (@ 12.5 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2151 (@ 4 Mhz), Sega (@ 4 Mhz)

Players : 1
Control : paddle

- TRIVIA -

Even if titlescreen says 1989, Racing Hero was released in March 1990 in Japan.

- UPDATES -

The US version is slightly different :
* 'Winners Don't Use Drugs' screen added.
* SEGA logo during attract mode.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3688&o=2

$end


$info=racingj,
$bio

Racing Jam (c) 1998 Konami Company, Limited.

This racing game boasts (at least) 24 cars and 4 different modes of play, with differing difficulty levels : Time Trial and Circuit Course racing (beginners and intermediate), uphill and downhill versions of Winding Road (expert), and several Gymkhana Racing modes. Like "Gran Turismo", it is possible to upgrade engine power and suspension.

- TECHNICAL -

There were at least 2 versions of this cabinet - a sit down version boasting a large curved rear projection screen and a twin cabinet version with standard television screens.

Main CPU : PPC403 (@ 32 Mhz), 68000 (@ 16 Mhz), ADSP21062 (@ 36 Mhz)
Sound Chips : RF5C400 (@ 36 Mhz)

Players : 2
Control : 8-way Joystick
Buttons : 3

- TRIVIA -

Released in December 1997 in Japan.

Racing Jam was originally intended as a showcase title for Konami's new COBRA hardware. After rumours of a hardware switch to the lower-end Konami Hornet hardware, Racing Jam was eventually released on Konami NWK-TR hardware.

- SERIES -

1. Racing Jam (1998)
2. Racing Jam - Chapter 2 (1998)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3540&o=2

$end


$info=racingj2,racingj2j,
$bio

Racing Jam - Chapter 2 (c) 1998 Konami Company, Limited.

- TECHNICAL -

Main CPU : PPC403 (@ 32 Mhz), 68000 (@ 16 Mhz), ADSP21062 (@ 36 Mhz)
Sound Chips : RF5C400 (@ 36 Mhz)

Players : 2
Control : 8-way Joystick
Buttons : 3

- TRIVIA -

Released in February 1998 in Japan.

- TIPS AND TRICKS -

* Unlock Time Trial Mode : Press down on Clutch and Brake simultaneously and press the Start button. Don't let off the pedals until the race starts.

- SERIES -

1. Racing Jam (1998)
2. Racing Jam - Chapter 2 (1998)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3541&o=2

$end


$info=racjamdx,
$bio

Racing Jam DX (c) 1997 Konami Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43922&o=2

$end


$n64=racings2,
$bio

Racing Simulation 2 (c) 1999 Ubi Soft.

German release.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57929&o=2

$end


$info=rackemup,
$bio

Rack 'Em Up (c) 1987 Konami.

A vertical pool game where you can play either 9-ball or rotation.

- TECHNICAL -

Game ID : GX765

Main CPU : HD6309 (@ 3 Mhz)
Sound CPU : Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : (2x) YM3812 (@ 3 Mhz)

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 128

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in November 1987.

This game is known in Japan as "The Hustler".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2150&o=2

$end


$a800=rackemup,
$bio

Rack 'em Up! (c) 1983 Roklan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86672&o=2

$end


$info=rackempp,
$bio

Rack 'Em Up! (c) 1983 Mylstar Electronics.

- TECHNICAL -

Gottlieb System 80A
Model 685

Main CPU : MOS Technology M6502 (@ 850 KHz)
Sound CPU : MOS Technology M6502 (@ 1 MHz)
Sound Chips : DAC

- TRIVIA -

Released in November 1983

1,762 units were produced.

- STAFF -

Designer : John Buras
Artwork : David Moore

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5414&o=2

$end


$info=racknrol,
$bio

Rack + Roll (c) 1986 Status Games.

The object of the game is to clear a rack with limited shots.

- TECHNICAL -

Main CPU : S2650 (@ 3.072 Mhz)
Sound Chips : (3x) Texas Instruments SN76496 (@ 3.072 Mhz)

Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.61 Hz
Palette Colors : 32

Players : 1
Control : 8-way Joystick
Buttons : 1

- TRIVIA -

Licensed to Shinkai.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3893&o=2

$end


$info=m4rackem,m4rackem__a,m4rackem__b,m4rackem__c,m4rackem__d,
$bio

Rack Em Up (c) 199? BWB.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41421&o=2

$end


$c64_cart,c64_flop=rackemup,
$bio

Rack'em Up (c) 1983 Roklan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53677&o=2

$end


$nes=racketat,racketatu,
$bio

Racket Attack (c) 1988 Jaleco Company, Limited. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55474&o=2

$end


$nes=racktriv,
$bio

Rackets & Rivals (c) 1993 Palcom

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55475&o=2

$end


$a2600=racquetb,racquetb1,racquetbe,racquetbe1,racquetb2,
$bio

Racquetball (c) 1981 Apollo.

You are a racquetball player, and you have accepted the challenge of a formidable opponent. Both combatants enter the arena through the opening in the wall, and the frenzied game begins with the crack of the racquet against the first ball. The pace is fast and furious as the ball recoils from the backboard at ninety miles per hour. Are you fast enough to react in time to return the ball? Can you endure the fast pace and vanquish the opponent? If you are willing to try, it will leave you as breathless as a real game on a real court. WARNING: Don't let your opponent ace you...

- TECHNICAL -

Model AP2003

- SCORING -

Scoring is identical with the official racquetball rules. When you serve the ball, it must hit the front wall before touching the floor. The other player can return the ball before it bounces on the floor, but must not let it bounce on the floor twice. You serve until you miss. If you are serving when your opponent misses, you get one point.
NOTE: You only make points when you are serving. The first player earning twenty-one points wins.

- STAFF -

Programmer: Ed Salvo
Sound: Bryon Parks

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50849&o=2

$end


$info=rdaction,
$bio

Rad Action (c) 1987 World Games.

- TECHNICAL -

Game ID : UPL-87003

Main CPU : Zilog Z80 (@ 6 Mhz)
Sound CPU : Zilog Z80 (@ 5 Mhz)
Sound Chips : (2x) Yamaha YM2203 (@ 1.5 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in July 1987 by World Games in the USA. Licensed from UPL.

This game is known in US as "Rad Action" and "JT 104", outside US as "Ninja Kid-II", and in Japan as 'Ninja-kun - Ashura no Shou' (translates from Japanese as 'Ninja Kid - Chronicle of Ashura').

- SERIES -

1. Ninjakun Majou no Bouken (1984)
2. Vs. Ninja Jajamaru-kun (1985)
3. Rad Action (1987)

- STAFF -

Game designer : Tsutomu Fuzisawa
Program designer : Satoru Kinjo
Character designers : Tsutomu Fizisawa, Akemi Tsunoda
Sound composer : Tsutomu Fuzisawa
BGM creator: Mecano Associates
Data maker : Takashi Hayashi

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2152&o=2

$end


$a2600=radact,
$bio

Rad Action Pak (c) 1990 HES [Human Engineered Software]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50850&o=2

$end


$info=radm,radmu,
$bio

Rad Mobile (c) 1990 Sega.

Another in the long line of ground-breaking racing games from Sega, Rad Mobile is a twenty stage race across America; starting in Los Angeles and finishing in New York. With the game's release, Sega yet again introduced new gameplay elements to the genre, primarily in the form of dynamic weather effects. Sega's 1989 racer, "Turbo Out Run", also included limited weather effects, but they were far less prominent as a gameplay feature and a good deal less impressive than they are here.

Another Sega innovation is that many of Rad Mobile's stages have banked corners; with the car's cockpit view tilting to match the driving surface. Some stages also have police patrols, and players must either avoid or outrun the police cars or risk being pulled over. Being pulled over will result in a loss of valuable seconds.

In addition to the tight time limit, rival drivers (represented as red cars) and heavy, two-way traffic, players now had to contend with heavy rain, thick fog and darkness. Windscreen wipers and headlights had to be manually switched on by the player which, together with the first-person in-car view, gave a more realistic and interactive feel to standard but undeniably superb racing action.

- TECHNICAL -

Deluxe model

Runs on the Sega "System 32" hardware.

Players: 1
Control: paddle
Buttons: 2

- TRIVIA -

Even if the titlescreen says '1990', the game was released in February 1991 in Japan.

Also released as "Rad Mobile [Upright model]".

Rad Mobile was Sega's first 32bit arcade game. 

Sega's legendary game mascot, Sonic The Hedgehog, is shown in this game dangling from the player's rear view mirror. This is actually the first time Sonic ever appeared in a video game.

Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Formula : G.S.M. Sega 5 - PCCB-00059) on April 21, 1991.

A Rad Mobile unit appears in the 1992 movie 'Encino Man'.

- UPDATES -

The US version is slightly different, it has the "Winners Don't Use Drugs" screen.

- TIPS AND TRICKS -

* Rad Mobile's stages and relative driving conditions are as follows : 
1. Los Angeles - Day
2. Mojave Desert - Day
3. Las Vegas - Night
4. Provo - Rain (features police patrol cars)
5. Salt Lake City - Day
6. Rocky Mountains - Day
7. Cheyenne - Thunder Storm (features police patrol cars)
8. Lincoln - Night
9. Omaha - Day
10. Kansas City - Fog (features police patrol cars)
11. St. Louis - Night
12. Springfield - Rain
13. Chicago - Day
14. Indianapolis - Night
15. Cincinnati - Day (features police patrol cars)
16. Columbus - Dusk
17. Pittsburgh - Night
18. Washington - Fog (features police patrol cars)
19. Philadelphia - Day
20. New York - Day

* The two-lane, oncoming traffic levels, such as the Rocky Mountains, are easier than they appear. Rather than trying to pass cars on the left and risk a head-on collision, pass them on the right. This is particularly good advice for the Rocky Mountains stage as it's possible to fall over the cliff edge that is situated on the left-hand side of the course.

* There are at least two endings to this game depending on what place the player finishes in and whether or not he or she used any short cuts. The best ending is achieved by finishing in first place without using any shortcuts.

- SERIES -

1. Rad Mobile (1990)
2. Rad Rally (1991)

- STAFF -

Developed by Sega-AM2.

- PORTS -

* Consoles :
[JP] Sega Saturn (1994) "Gale Racer [Model GS-9003]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2153&o=2

$end


$nes=radracer,radraceru,
$bio

Rad Racer (c) 1987 Nintendo [Japan]

- TIPS AND TRICKS -

* Continue Game : When you lose a race, hold A and press Start. This will let you continue on your current level.

* Drive At Night : At the title screen, hit the B Button 8 times, then hold the Up/Right diagonally and press Start.

* Stage Skip : At the title screen, hold the Up/Left diagonally, press the B Button once for each stage that you want to skip and then press Start.

* View Game Ending : Once you select your vehicle, press the B button 64 times. Then, hold Up/Right diagonally and finally press Start to view the game ending.

- SERIES -

1. Rad Racer (1989)
2. Rad Racer II (1990)

- STAFF -

Music by : Nobuo Uematsu

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55476&o=2

$end


$nes=radracr2,
$bio

Rad Racer II (c) 1990 Square Company, Limited.

- TIPS AND TRICKS -

* Continue Game : When you lose a race, hold A and press Start. This will let you continue on your current level.

* Drive At Night : At the title screen, hit the B Button 8 times, then hold the Up/Right diagonally and press Start.

* Stage Skip : At the title screen, hold the Up/Left diagonally, press the B Button once for each stage that you want to skip and then press Start.

- SERIES -

1. Rad Racer (1989)
2. Rad Racer II (1990)

- STAFF -

Music by : Nobuo Uematsu

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55477&o=2

$end


$info=pc_radr2,
$bio

Rad Racer II (c) 1990 Nintendo of America.

PlayChoice-10 version. For more information about the game itself, please see the original NES version.

- TECHNICAL -

Nintendo PlayChoice-10 hardware
Game ID : QR

Main CPU : Zilog Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz)
Sound Chips : Zetex N2A03 (@ 1.789772 Mhz), DAC

Players : 2
Control : 8-way joystick
Buttons : 2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1821&o=2

$end


$info=pc_radrc,
$bio

Rad Racer (c) 1989 Square.

- TECHNICAL -

Nintendo PlayChoice-10 hardware
Game ID : RC

Main CPU : Zilog Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz)
Sound Chips : Zetex N2A03 (@ 1.789772 Mhz), DAC

Players : 2
Control : 8-way joystick
Buttons : 2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1820&o=2

$end


$nes=radrackt,
$bio

Rad Racket - Deluxe Tennis II (c) 1991 American Video Entertainment

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55478&o=2

$end


$info=radr,radru,radrj,
$bio

Rad Rally (c) 1991 Sega Enterprises, Limited.

An update of Sega's "Rad Mobile", Rad Rally offered a choice of 4 different courses (Sunset, Rain, Night and Mountain). A fully working rear view mirror was introduced and arcade operators were also given the option of a link-up cabinet for 2-player, head-to-head racing.

- TECHNICAL -

Runs on the Sega "System 32" hardware.

Players: 1
Control: paddle
Buttons: 1

- TRIVIA -

Rad Rally was released in June 1991.

- UPDATES -

The US version is slightly different, it has the "Winners Don't Use Drugs" screen.

- SERIES -

1. Rad Mobile (1990)
2. Rad Rally (1991)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2154&o=2

$end


$cpc_cass=radramp,
$bio

Rad Ramp Racer (c) 1989 Mastertronic, Ltd. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98814&o=2

$end


$msx2_flop=radvfort,radvfortbradvforta,
$bio

Rad van Fortuin (c) 1991 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101977&o=2

$end


$coco_cart=radwar,
$bio

RAD Warrior (c) 1987 Tandy Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53462&o=2

$end


$nes=radac,
$bio

Radac Tailor-Made (c) 19?? Tokyo Shoseki

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54533&o=2

$end


$a2600=radarloce,
$bio

Radar Lock (c) 1989 Atari Corporation.

PAL release. Game developed in USA. For more information, please see the NTSC release's entry; "Radar Lock [Model CX26176]".

- TECHNICAL -

Model CX26176P

- PORTS -

* Consoles : 
Microsoft XBOX [EU] (November 26, 2004) "Atari Anthology" 
Sony PlayStation 2 [EU] (February 18, 2005) "Atari Anthology [Model SLES-53061]" 

* Computers : 
PC [MS Windows, CD-ROM] [EU] (June 10, 2005) "Atari - 80 Classic Games in One! [Replay]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83006&o=2

$end


$a2600=radarloc,
$bio

Radar Lock (c) 1989 Atari Corporation.

The object of the game is to use your state-of-the-art delta-wing fighter to defeat the enemy fleet in air combat. Your fighter plane is equipped with guided missiles, proximity missiles, and rapid-fire machine guns. The game consists of five missions of increasing difficulty.

When the game begins, your jet starts up, increases speed, and takes off from the air field. The scene then switches to the combat screen.

At the end of each mission, you must refuel in flight.  Use the left controller's fire button to control your speed during the in-flight refueling sequence. Hold down the button to accelerate, and release the button to return to normal flying speed.  Using the long-range radar and missile lock, fly to the fuel tanker. When you are close to it, the tanker will lower its fuel hose.  Once the nose of your jet is locked into the fuel hose, your mission is complete. You receive bonus points for your remaining fuel and weapons and then advance to your next mission.

- TECHNICAL -

Model CX26176

- SCORING -

Drone: 50 points.
Interceptor: 100 points.
Escorter: 250 points.
Stealth Fighter: 400 points.
Patroller: 500 points.
Bomber: 950 points.
Super Bomber: 2,000 points.

At the end of each mission, you score bonus points as follows:
Each gallon of fuel remaining: 1 point.
Each bullet remaining.: 1 point.
Each missile remaining: 350 points.
Completing the mission: 801 points.

- STAFF -

Programmer: Doug Neubauer

- PORTS -

* Consoles : 
Microsoft XBOX [US] (November 16, 2004) "Atari Anthology [Model 26084]" 
Sony PlayStation 2 [US] (November 22, 2004) "Atari Anthology [Model SLUS-21076]" 
Microsoft XBOX [JP] (August 4, 2005) "Atari Anthology [Model B7X-00001]" 

* Handhelds : 
Nintendo DS [US] (March 8, 2011) "Atari Greatest Hits Vol.2 [Model NTR-BR7E-USA]" 

* Computers : 
PC [MS Windows, CD-ROM] [US] (November 11, 2003) "Atari - 80 Classic Games in One! [Model 25069J]" 

* Others : 
Atari Flashback 2 [US] (2005) 
Atari Flashback 2+ [US] (February 22, 2010)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50852&o=2

$end


$gameboy=radarmis,
$bio

Radar Mission [Model DMG-RM-USA] (c) 1991 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66811&o=2

$end


$gameboy=radarmisj,
$bio

Radar Mission [Model DMG-RMA] (c) 1990 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66813&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=radarrr,radarrr1,
$bio

Radar Rat Race (c) 1981 Commodore, Ltd.

- TRIVIA -

The message THIS PROGRAM WAS CREATED BY –BILL HINDORFF- NOV. 5, 1981  VIC COMMANDOS K. OF P., USA can be found in the code. K of P most likely means King of Prussia, PA, though it’s unknown what VIC Commandos means.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86902&o=2

$end


$c64_cart,c64_flop=radarrr2,radarrr,radarrr1,
$bio

Radar Rat Race (c) 1982 Commodore

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53678&o=2

$end


$info=radarscp,radarscp1,
$bio

Radar Scope (c) 1979 Nintendo.

As captain of the Sonic Spaceport, players must defend their station against enemy spaceships called Gamma Raiders, which attack with vengeance and swiftly retreat to formation. The object of the game is to destroy 48 enemy Gamma Raiders before there is total disintegration of all the Spaceports on the player's side.

Players can counterattack with the Rapid-Fire Laser Blaster which zooms the lasers over the three-dimensional-esque field of curving vectors, while it intercepts enemies. The lower on the radar screen that you destroy a Gamma Raider, the more points will be earned. If exploding decoys damage the Sonic Spaceport, the Laser Blaster's firing speed will reduce. The Laser Blaster's "Damage Meter" will light up as damage is incurred and when fully illuminated, will weaken the Laser Blaster's offensive powers. To reverse this, the players must attack and destroy all remaining Gamma Raiders.

Players are given a wide range of flexibility in controlling the difficulty levels of the game. Extra Spaceports are awarded at 7,000, 10,000, 15,000 and 20,000 points, as determined by the players. The initial number of Spaceports may also be pre-programmed at 3, 4, 5 or 6. When the required number of spaceships is destroyed, players receive an extra point bonus.

- TECHNICAL -

Radar Scope was available in three different dedicated cabinets. The upright cabinet was the same design used for the "Donkey Kong" series. It was red in color and had sticker side-art of a spaceship. The monitor bezel and control panel were designed to mimic the view from inside the cockpit of a spaceship. While the marquee showed an image of a blue and red 'Radar Scope' logo on a field of stars. The cocktail version came in a white-topped cabinet and was only decorated with an instruction card underneath the glass. The final version was a big environmental unit that completely enclosed the player inside (to better hear all that 'Laser Sound'). All the Radar Scope advertisements showed the environmental version. It used the same side-art as the upright, and had a 'Radar Scope' logo silk-screened on the back window. All versions used a 'Nintendo Compatible' Sanyo monitor.

Main CPU : Zilog Z80 (@ 3.072 Mhz), I8035 (@ 400 Khz)
Sound Chips : Discrete circuitry

Players : 2
Control : Joystick 2-way
Buttons : 1 (FIRE)

- TRIVIA -

Radar Scope was released in December 1979 in Japan and was the first game that Shigeru Miyamoto worked on.

The game was outside Japan in November 1980. Unfortunately, it did not sell very well. Of the 3000 games made, roughly 2000 were converted into "Donkey Kong". This lead to two variations of Donkey Kong cabinets: the harder to find red cabinet and the traditional blue cabinet.

- STAFF -

Graphics by: Shigeru Miyamoto
Composer: Hirokazu Tanaka

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2155&o=2

$end


$info=radarzon,radarzon1,
$bio

Radar Zone (c) 1982 Century Electronics.

- TECHNICAL -

Main CPU : S2650 (@ 894.886 Khz)
Sound CPU : S2650 (@ 894.886 Khz)
Sound Chips : (2x) DAC, TMS5110 (@ 640 Khz)

Screen orientation : Vertical
Video resolution : 248 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 16

Players : 2
Control : 4-way joystick
Buttons : 2

- TRIVIA -

Released in August 1982.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2156&o=2

$end


$info=radarzont,
$bio

Radar Zone (c) 1982 Tuni Electro Service, Incorporated.

- TRIVIA -

Released in August 1982.

Licensed from Century Electronics. For more information about the game itself, please see the original Century Elec. entry.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=38786&o=2

$end


$a2600=radar,
$bio

Radar (c) 1983 CCE.

- TECHNICAL -

Model C-867

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50851&o=2

$end


$nes=radia,
$bio

Radia Senki - Reimei Hen (c) 1991 Tecmo, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54534&o=2

$end


$info=rsgun,
$bio

Radiant Silvergun (c) 1998 Treasure.

Sometime in the future, scientists have discovered a diamond-shaped alien device deep in space. The mysterious alien device detonates while being probed, starting a chain reaction which destroys the entire planet. Fortunately, there's a group of slap-happy space cadets who are up in orbit who aren't affected by the explosion, but witness it, so they decide to do something about it - which means finding a way to travel back in time to avert the catastrophe before it happens!

Radiant Silvergun is a vertically scrolling shoot-em-up rendered with a superb mix of 2 & 3-D graphics, and is widely considered to be the finest ever game of its type in what is a very crowded genre.

Part of the reason for the game's huge success is in the implementation of its weapons system. Unlike other shoot-em-ups, all of the game's weapons are available to the player from the very beginning. Silvergun's control panel consists of 3 different fire buttons, each of which activates a different weapon; either 'Vulcan', 'Homing' or 'Spread'. In addition, players can activate 4 extra weapons using a combination of the t3 fire buttons. These are :

* A + B = Homing Plasma 
* A + C = Backwards Wide Shot 
* B + C = Homing Spread 
* A + B + C = Radiant Sword

At the start of a game, the player's weapons are very weak, but they can be 'powered-up' by shooting same-coloured enemies (chaining), in a fashion similar to gaining experience for a weapon in a role playing game.

- TECHNICAL -

Runs on the "ST-V [Sega Titan Video Game System]" hardware.
Cartridge ID: 610-0374-98

Players: 2
Control: 8-way joystick
Buttons: 3

- TRIVIA -

Radiant Silvergun was released in May 1998 in Japan.

Toshiba EMI released a limited-edition soundtrack album for this game (Radiant Silvergun Soundtrack + - TYCY-5613) on 07/08/1998. The soundtrack was so popular that it was reprinted by Absord Music Japan (Radiant Silvergun Soundtrack + - ABCA-5043) on 24/03/2004.

- TIPS AND TRICKS -

* Radiant Silvergun's weapons in detail :
1. VULCAN (A button) : a devastating forward firing set of plasma bursts (heavy fire forwards the enemy). This is potentially the best weapon against any enemy, when at full power it can take down even the toughest enemies in a few shots. The only disadvantage is that it's fire is very concentrated and as such you need to move a lot to avoid fire.
2. HOMING (B button) : green homing pulses which target anything that is hovering around you. Even though it is initially weak, at full power it becomes very powerful and requires less movement than the Vulcan.
3. SPREAD (C button) : a wide shot which goes further the longer you hold down the fire button. A little tip; rapidly press the fire button to create a explosion shield around the front of your ship.
4. HOMING PLASMA (A+B buttons) : a double trail of homing lasers which target anything within a 120 degree angle in front of your ship. Moderately powerful, and has a habit of targeting the wrong enemy.
5. TAILGUN (A+C buttons) : a Thunderforce-style tailgun shot which is invaluable in many areas; especially the areas where you get attacked repeatedly from behind.
6. LOCK-ON SPREAD (B+C buttons) : slow moving but powerful shots which target anything in close range. (NOTE - THIS IS THE ONLY WEAPON THAT CAN LOCATE THE SECRET DOGS).
7. RADIANT SWORD (A+B+C buttons) : the game's most powerful weapon. Collecting ten pink bullets with the sword powers up the RSG meter, once full you can use the Hyper Sword and destroy almost everything on the screen.

* Chain bonus : break the same color enemies 3 times without a break.

* Secret bonus : break the enemies with Red -> Blue -> Yellow. If you destroy the enemies with the following pattern, will get 2 Chain Bonuses and 1 Secret Bonus [Red ->Red->Red->Blue->Yellow->Yellow->Yellow]

* Weapon bonus
1) Vulcan : Hit over 200 times without a break.
2) Homing : Hit over 300 times without a break.
3) Spread : Hit 16 times before Spread explodes.
4) Homing Plasma : Hit over 10 seconds against 1 enemy.
5) Back Wide : Hit over 300 times within 2 seconds.
6) Lock on Spread : Hit an explosion over 15 seconds.
7) Radiant Sword : Hit over 5 seconds.

* Secret character Merry Dogs : You can find secret character called 'Merry Dogs' by Lock on Spread. For example : at the starting of 1st Stage, Merry Dogs is hidden in lower-right position on screen.

- SERIES -

1. Radiant Silvergun (1998)
2. Ikaruga (2001)

- STAFF -

Directed/Produced by : Hiroshi Iuchi
Assistant Director : Namie and Merry
Based on Story/Screenplay by : Hiroshi Iuchi
Tyrant Programer : Fukuryu
Zako Enemies Program and Set by : 1998/Nami
Boss Enemies Program by : 2015/Nami
BG, Demo, 5 Bosses, Tool Program : Atsutomo Nakagawa, (133MHz)
Inu Program : Choko Monkey
Object Design : Dad Oginon, Naokiman
Object Design Rookie : E-Suzuki
BG Graphic : Hiroshi Iuchi 11
Character Designed by : Han
Music by : Hitoshi Sakimoto
Sound Effects : S. Murata
Opening, Ending Picture by : Gonzo
English Translation : Haruko Hosaka
Special Thanks : Koji Ohto, Akiyoshi Shinpo, Kaoru Uno
Debug Cooperator : Kji, Shirotg, Waka, Kazuhiko Murakami
Debug Dog : Merry
Executive Producer : Masato Maegawa

- PORTS -

* Consoles :
Sega Saturn [JP] (July 23, 1998) "Radiant Silvergun [Model T-32902G]"
Xbox Live Arcade (2011)

A Sony PlayStation port of this game was planned, but eventually scrapped, as the console did not have enough power to generate the huge amount of sprites the game requires.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2157&o=2

$end


$saturn,sat_cart=rsgun,rsguna,
$bio

Radiant Silvergun (c) 1998 ESP [Entertainment Software Publishing].

- TECHNICAL -

[Model T-32902G]

- TRIVIA -

Developed by Treasure. 

Radiant Silvergun was released on July 23, 1998 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49062&o=2

$end


$megadriv=radicasf,
$bio

Radica - Street Fighter Pack (c) 2004 Radica Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56787&o=2

$end


$megadriv=radicav1,
$bio

Radica - Volume 1 (c) 2004 Radica Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57360&o=2

$end


$famicom_flop=radicalb,
$bio

????????!! ???? (c) 1988 Jaleco Company, Limited.
(Radical Bomber!! Jirai Kun)

- TECHNICAL -

Disk ID: JFD-GRK

- TRIVIA -

Released on July 29, 1988 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65430&o=2

$end


$snes=radicald,
$bio

Radical Dreamers - Nusume Nai Houseki (c) 199? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62001&o=2

$end


$snes=rpm,rpmp,
$bio

Radical Psycho Machine Racing (c) 1991 Interplay

- TRIVIA -

Released in November of 1991 in North America.

Reviews:
May 1992 - Joypad N.8 (Page 148-149) [FR]: 75/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63463&o=2

$end


$snes=rpmj,
$bio

Radical Psycho Machine Racing [Model SHVC-V3] (c) 1992 Victor Musical Industries, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62002&o=2

$end


$info=radrad,
$bio

Radical Radial (c) 1982 Nichibutsu USA Corp.

This is an interesting take on the shooter genre, with three unique sections in each stage. You control a tire with the ability to jump and shoot. When you jump, you can only be hit by the enemies in the first stage.

In the first level, you need to dodge or jump over rocks as bat-like enemies rush down the screen, weaving across it. Occasionally a string of enemies will appear that give a bonus of 1000 if you hit them all. You can also pick up bonus items worth 300 points each.

In the second level, you are driving down a busy road. You need to doge cars as they erratically move across the screen. Occasionally an ambulance will drive up the screen, and if it hits a vehicle it will go flying across the screen. Watch out for the blue trucks in this section. Midway through this part, a green truck appears which drops stars. They are worth 500 each. There are broken down vehicles on the road, along with oil slicks. The pickups worth 300 points make a return.

The third level is a bonus round. You continue driving down the road, but now there are only oil slicks. You need to collect as many point pickups as possible. If you die in this section, it jumps to the next level, and you do not lose a life. You get a bonus if you get every pickup. You are then given a bonus based on your time for the last stage.

There is a difficulty spike at the third stage. The extra life is at 50000. You only get one extra life during the course of the game. The game is infinite.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz), NSC8105 (@ 1.5 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.536 Mhz), DAC

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in September 1982.

The jingle played in the second zone of every stage is a cover of 'I was Made for Lovin' You' by KISS.

A very rare bootleg version called "Namenayo" has been discovered in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2158&o=2

$end


$megadriv=radrex,
$bio

Radical Rex (c) 1994 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56788&o=2

$end


$megadriv=radrexu,
$bio

Radical Rex (c) 1994 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57361&o=2

$end


$snes=radrexu,radrexup,
$bio

Radical Rex [Model SNS-ARRE-USA] (c) 1994 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63465&o=2

$end


$snes=radrex,
$bio

Radical Rex [Model SNSP-ARRP-EUR] (c) 1994 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63464&o=2

$end


$segacd=radrex,
$bio

Radical Rex [Model T-130035] (c) 1994 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60791&o=2

$end


$info=radcl_l1,radcl_g1,radcl_p3,
$bio

Radical! (c) 1990 Midway Mfg.

- TECHNICAL -

Midway System 11C
Model Number : 2015

Main CPU : M6808 (@ 1 MHz)
Sound CPU : Motorola M6809 (@ 2 MHz)
Sound chips : Yamaha YM2151 (@ 3.579545 MHz), DAC, HC55516

- TRIVIA -

Released in September 1990.

1,315 units were produced.

- STAFF -

Project Leader : Peter Perry (PP)
Concept and Designer : Dan Langlois (DAN)
Artwork : John Youssi
Software : Dan Lee
Mechanics : Don Sondej (DON)
Electrical : Lou Isbitz, John Boydston, Jeff Jacobs
Music and Sounds : Paul Heitsch

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5388&o=2

$end


$info=radikalb,
$bio

Radikal Bikers (c) 1998 Gaelco.

A game set in a Mediterranean environment in which, for the first time, players have the chance to show off their motor-cycle skills in a typically Italian urban setting. The game is a competition between two pizza delivery couriers in a race to see who can deliver their pizza first. The urban circuit allows interaction with all kinds of elements: cars, vans, windows, fences, people, etc. To help you complete your mission, you can collect icons giving you more speed, power or time. Hidden shortcuts help you gain valuable seconds.

You must choose from four pizza couriers each with his or her own particular abilities. There are three game levels: Margherita (easy), Capricciosa (medium) & Diavolo (difficult). There are four different races at each level which allow you to show the other biker who has the most skill, daring and ability.

- TECHNICAL -

Main CPU : Motorola 68EC020 (@ 25 Mhz), TMS32031 (@ 50 Mhz)
Sound CPU : ADSP2115 (@ 16 Mhz)
Sound Chips : (4x) DMA-driven (@ 16 Mhz)

Players : 1

- TRIVIA -

Released in May 1998.

Licensed to Atari Games.
Licensed to SNK for Japanese sales.

The main characters use a scooter from 'Italjet', a very famous Italian manufacturer now defunct (in 2001), which is also very well known in Spain. The model used in the game is similar to the 'Dragster' model.

- STAFF -

Product Manager: Josep Quingles
Game Designer: Xavi Arrebola G.
Scenary: Toni Lopez, Francesc Fradera
Character: Toni Rodríguez
Animation: Manuel Matamoros
Program: Enric Vives, Diego Campos
Music: Joan Sanmarti
Artistic Adviser: Elisa Anechina

- PORTS -

* Consoles :
[EU] Sony PlayStation (1999) "Radikal Bikers [Model SLES-01943]"

* Cancelled :
[EU] Nintendo Game Boy Color: only a prototype cartridge exist.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2159&o=2

$end


$gbcolor=radikal,
$bio

Radikal Bikers [Prototype] (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68638&o=2

$end


$info=c3_rtime,
$bio

Radio Times (c) 199? Maygay.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42310&o=2

$end


$info=radirgyn,
$bio

Radirgy Noa (c) 2009 MileStone.

A cartoon style shoot'em up.

- TECHNICAL -

Runs on the Sega "NAOMI" hardware.

Players : 2
Control : 8-way joystick
Buttons : 3
=> [A] - Shoot, [B] - Sword, [C] - Special

- TRIVIA -

Released in June 2009. This is the first MileStone game featuring a 2-player simultaneous option.

- SERIES -

1. Radirgy [Model GDL-0032] (2005)
2. Radirgy Noa (2009)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=30160&o=2

$end


$info=radirgy,radirgyo,
$bio

Radirgy (c) 2005 MileStone.

A cartoon style shoot'em up.

- TECHNICAL -

Model No: GDL-0032

Runs on the Sega "NAOMI GD-ROM System" hardware.

Players: 1
Control: 8-way joystick
Buttons: 3
=> [A] - Shoot, [B] - Sword, [C] - Special

- TRIVIA -

Radirgy was released in October 2005.

Sony Music Entertainment released a limited-edition soundtrack album for this game (Radirgy Soundtrack - SCDC-508) on 22/02/2006.

- SERIES -

1. Radirgy [Model GDL-0032] (2005)
2. Radirgy Noa (2009)

- PORTS -

* Consoles :
Sega Dreamcast (2006)
Sony PlayStation 2 (2006)
Nintendo GameCube (2006)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4987&o=2

$end


$pc8801_flop=radish,
$bio

Radish (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92718&o=2

$end


$cpc_cass=radius,
$bio

Radius (c) 1987 Players Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98815&o=2

$end


$cpc_cass=radzone,
$bio

Radzone [Model IA0112] (c) 1986 Mastertronic, Ltd. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98816&o=2

$end


$nes=rafworld,
$bio

RAF World (c) 1990 Sunsoft

A side-scrolling action run and gun shooting game.

In the year 0373 of the new space age calendar, overpopulation of Earth has led to increased demand for emigration to space colonies. Jay McCray, the son of a scientist responsible for development of space colony #428 in the Silius Solar System (SSS), prepares to move there in order to follow in his father's footsteps. However, the space station is obliterated in an explosion, killing the entire research team and destroying all data on board. In his father's home, Jay discovers a floppy disk containing not only the complete SSS colony plans but a personal message from his father asking that he complete the projects should terrorists succeed in destroying the colony. To protect the colony plans and to avenge his father's death, Jay sets out to fight the terrorists responsible for the space colony's destruction.

The player controls a Jay McKray with a blue armor suit and helmet, as he goes on a mission to defeat the terrorist group responsible for his father's death. There are five stages, consisting of the ruins of a space colony, an underground concourse, the enemy's hideout, a flying spaceship, and a factory. The player must fight his way through an assortment of robotic enemies and security systems in order to reach the end of each stage and fight the stage's boss. The controls follow the standard conventions of other side-scrolling action games for the Famicom. The character can lie down, but he can only aim his gun left or right. In addition to the default handgun weapon, the player can switch to one of five additional weapons that can be procured throughout the course of the game (a shotgun, a machine gun, a homing gun, a laser rifle, and a grenade launcher). Each of these special weapons consumes the player's Gun Energy gauge and once it runs out, the player will automatically revert to the default handgun. The player can replenish Jay's health and ammo by retrieving energy capsules dropped by defeated enemies.

- TECHNICAL -

Game ID: TEC-RF

- TRIVIA -

Raf world was originally conceived as a game based on the 1984 film The Terminator. However, Sunsoft lost the license during development and as a result the plot and graphics were altered before release even the intro theme begins similarly to the main theme of terminator. The original copyright text of Terminator franchise and some unknown graphics still remain in the cartridges. 

The game stands out for its detailed graphics, good colors and sound, especially his BSO which is considered one of the best compositions of the Nintendo Famicom.

This Japan version features a different design for the player character than the one used in USA version of the game (which depicted the main character in a blue and white armor suit and without a helmet having his head exposed). A pre-release build of this Japanese version, simply titled Rough, featured the same player character design used for the retail release of the American version.

- TIPS AND TRICKS -

Sound test and extra continue screen: On the title screen, press B 33 times and press start to access the sound test menu (picture on the right). There, you can play any tunes from the game or to increase the stock of continues (up to 9).

- STAFF -

Directer: Vegas, Chow-Mu-Sow
Programmer: Nom, Hiro-Kun, North-River, Sleepy. H
Graphic Designer: You-Ri, Idaten, Hebereke, N. Habari, Masashi
Music Staff: Nobuyuki, About. SS, Marumo, N. Kodaka, Mabochan
Special Thanks: Hero, Asshi, Dagawa-R, J. Moon, Kitachin, Ring Ring, Mac, Right Hand, Nori

- PORTS -

* Consoles :
Sony PlayStation (2002) "Memorial Series Sunsoft Vol.5 [Model SLPS-03397]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54530&o=2

$end


$amigaocs_flop=raffles,
$bio

Raffles (c) 1989 Edge, The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74835&o=2

$end


$info=raflesia,
$bio

Rafflesia (c) 1986 Sega.

A deep space shooter from Coreland - it has a similar eerie feel to it as in other space shooters such as "Brain" and "4-D Warriors".

The game scrolls vertically as you maneuver your ship through hordes of enemies while collecting the tears of Rafflesia to power up your weapons. Each sector has a large boss enemy to defeat.

Can you survive to reach the final battle against Rafflesia himself?

- TECHNICAL -

Game ID : 834-5753

Runs on the Sega "System 1" hardware.

Players: 2
Control: 8-way joystick
Buttons: 2

- TRIVIA -

Rafflesia was released in March 1986.

Rafflesia is a genus of parasitic flowering plants. The flowers look and smell like rotting flesh, hence its local names which translate to "corpse flower" or "meat flower".

- TIPS AND TRICKS -

Don't forget to collect the flashing orange and blue "tears of Rafflesia". These tears provide your ship with energy.

Be aware that there are two fire buttons in this game: standard and rapid fire. Rapid fire will deplete your energy very quickly, but can get you out of some tough spots. When your ship runs out of energy, you will not be able to fire until you collect more energy.

There are 8 stages, known as areas, in the game. At the end of each area, you'll encounter a boss which will launch waves of enemy ships at you. The boss is not vulnerable until all of the enemy ships are destroyed.

If you manage to destroy the area boss will a full energy bar, you will be awarded with a 50,000 point bonus.

Occasionally, you will encounter a small blue planet which appears to be part of the background. Destroying this planet will earn you a nice amount of bonus points.

- STAFF -

Developed by Coreland.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2160&o=2

$end


$a2600=raftridr,
$bio

Raft Rider (c) 1982 US Games Corp.

Raft Rider is a single player game. White water everywhere! And hidden in the strong current are any number of dangers lying in wait to capsize your log raft. Your mission is to make your way downstream as far as possible, avoiding treacherous rocks, feisty moose, and sections of tree which have been cut down by a pesky beaver. Skillful maneuvering is not without rewards, however, because there are also gold nuggets appearing in the river, which, when touched, can be accumulated to extend your trek into the wilderness. So, put on your coonskin cap, get on your raft, and ride that white water to glorious high scores! Go ahead, get your feet wet; just try to keep the rest of you dry!

- TECHNICAL -

Model VC2006

- TIPS AND TRICKS -

- Stay relatively close to the center of the river whenever possible. It allows you to reach gold nuggets and open passages faster with less distance to travel.

- Limit movement back and forth across the river, since this causes your raft to move further downstream, making it more difficult to react to... CRASH! (Whoops) oncoming obstacles.

- Gather gold nuggets early in the game - especially in the faster moving river version. It takes a keen touch to collect them at 'fast water' speeds, but keep your coonskin cap on and aim that pole.

- Gathering gold nuggets is a wilderness skill that takes grift, determination, and a keen eye. Better to aim too low than too high - you'll find out why!

- After picking up a gold nugget, be ready to make your next move, but not too soon, or you'll miss it (or even worse, hit it).

- Moose: don't touch these guys with even a ten-foot pole! Steer clear of their antlers, or you will be swallowing tadpoles.

- When the beaver runs across the screen, be alert for the crashing sound warning you of impending danger. He just chopped down a piece of tree that can land anywhere in the river!

- As speed increases, plan ahead for unforeseen accidents. After you drift past an obstacle(s), pole into line with them. Then slalom down the river into wilderness folklore.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50853&o=2

$end


$info=rotd,
$bio

Rage of the Dragons (c) 2002 Playmore Corp.

Rage of the Dragons is an original fighting game with 14 selectable fighters plus Abubo (sub-boss, hidden character) and Johann (final boss).

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : [Model NGM-264]

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2610 (@ 8 Mhz)

Players : 2
Control : 8-way Joystick
Buttons : 4
=> [A] Weak Punch, [B] Weak Kick, [C] Strong Punch, [D] Strong Kick

- TRIVIA -

Released in June 2002, Rage of the Dragons is the first fighting game developed by Evoga Entertainment. This game is a collaboration between Evoga (Mexico), Brezza Soft (Japan) and Noise Factory (Japan).

Evoga tried to make a new "Double Dragon" game and attempted to acquire the rights to "Double Dragon" from Technos Japan but they refused to sell. Without the proper rights to use the Double Dragon property, Evoga decided to do a game that pays homage to the Double Dragon series instead. For example, William 'Billy' Lewis, James 'Jimmy' Lewis and 'Abubo' are analogous to the characters Billy Lee, Jimmy Lee and Abobo from "Double Dragon". One funny thing about these Evoga characters is that they appear in Noise Factory's "Matrimeele", which is based on the Power Instinct series by Atlus.

Pupa Salgueiro & Cassandra Murata are the only characters in the game that have two super moves instead of just one. These being the Ultimate Quexada (for Pupa) and a ground version of the White Wave (for Cassandra).

Linda, the famous lady with the whip in the Double Dragon games makes an appearance as one of Abubo's girlfriends in his intro pose as well as in the second Abubo cutscene.

Alice Carroll's name seems curiously inspired in the famous children's book "Alice in Wonderland" and by the name of its author Lewis Carroll. Odd...

Jones features many funny references to Bruce Lee such as his outfit (Bruce Lee's famous outfit in the 'Game of Death' movie), a few of his moves & poses, and a suspicious quote in his ending! :)

The stage of Radel and Annie is a night club called 'Noise Factory' just as one of the 3 companies which worked on the game.

On the parking lot stage, there is a TV screen displaying credits for a movie. It contains Engrish text 'Special Sanks' instead of 'Special Thanks'.

Noise Factory released a limited-edition soundtrack album for this game (Rage of the Dragons Original Arrange Album) on 13/09/2002.

- TIPS AND TRICKS -

* Play as Abubo : at the character select screen, press quickly Up(x4), Down(x3), Left(x2), Right. A little melody indicates that the cheat worked and Abubo should appear on center.

* The game encourages the use of team up attacks. In fact, by finishing each opponent with a team up attack will get you some nice grades & a respectable score! (perfect lifebars with this tip will get you a handsome SSS grade every time!!!) :)

* Jones' air version of his First Impact combo is broken against Alice since the last hit will always miss! Beware! :/

* Johann, the last boss in the game cannot be dizzied since he lacks a dizzy animation, this can be seen by performing a team up attack on him. This makes this already cheap boss even harder to defeat! :/

* After each battle, a rank is determined based on your fighting level. Here are the different levels and the bonus points awarded to the player if he reaches them :
SSS : 100,000 points
SS : 75,000 points
S : 50,000 points
A : 25,000 points
B : 10,000 points
C : 7,500 points
D : 5,000 points
E : 0 point

- STAFF -

Producer : Boss
Directors : Angel Sword, Mamaro, Hidenari Mamoto
Sub. Directors : Mr. Vo, Tetsu
Planners : Mr. Vo, EDU
Main Programmer : Hidenari Mamoto
Sub. Programmers : Kazuaki Ezato, Hirosi Hisikawa
Character Designers : Super Dotter K', Mr. Vo, Mamero, Dessy, Nankin, Bel Mont, Hikaru Suf, Shio Shio Shio, Rinkenedu, Edu, Shuhey Kawasaki, Jaga Danshaku
Background Designers : Miyukichi, Kuramoyan, Reiko Nagasima (Reiko N), Fukkie, MR.Vo, Darb, Shin Ryu
Illustration : Ooma Bunshichiro
Sound Producer : Studio Aqua
Testers : Bel Mont, Orochi, Shin Ryu, G. Miyazaki, Y. Takahasi, S. Adati, Y. Karu, Y. Sinihara
Special Thanks : Y. Jinno, Keiko Ijuu, Muking, Tozani, Vic Dom Cas, Eri San, Moon Dragon, Zhila, Ryuushika, Rau, O-841, Kaiware

- PORTS -

* Consoles :
SNK Neo-Geo [JP] (Sep. 20, 2002) "Rage of the Dragons [Model NGH-264]"
SNK Neo-Geo [US] (Sep. 20, 2002) "Rage of the Dragons [Model NGH-264]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2161&o=2

$end


$gameboy=raginfgt,
$bio

Raging Fighter [Model DMG-OB-USA] (c) 1993 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66814&o=2

$end


$megadriv=ragnacenk,
$bio

Ragnacenty (c) 1994 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56789&o=2

$end


$pc98=ragnarok,
$bio

Ragnarøkkr (c) 1994 Glodia [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90452&o=2

$end


$info=pr_rags,
$bio

Rags to Riches (c) 199? Project Coin Machines, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42104&o=2

$end


$info=m4rags,m4ragsa,m4ragb,m4ragsc,
$bio

Rags To Riches Club (c) 199? Crystal Leisure.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42380&o=2

$end


$x68k_flop=raguna,
$bio

Raguna (c) 1990 Azuma Development

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88553&o=2

$end


$neocd=bjourney,
$bio

Raguy (c) 1994 ADK Corp.

- TECHNICAL -

[Model ADCD-001]

- TRIVIA -

Raguy for Neo-Geo CD was released on October 31, 1994 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47469&o=2

$end


$info=bjourney,
$bio

Raguy (c) 1991 Alpha Denshi Company, Limited.

Raguy is an environmentally-themed side-scrolling platform game for one or two players. 

The player controls a heroic young man named 'Blue' (in the two-player game the second player controls 'Princess Fa', who has identical powers to Blue), whose peaceful home planet of 'Raguy' has been invaded by the evil Daruma tribe. The Daruma are polluting the planet as they consume its dwindling resources and it falls on Blue and the Princess to stop them and save Raguy. 

Both Blue and Princess Fa have the ability to stun enemies by hitting them with a large leaf. Once stunned, they can be picked up and thrown as projectiles at other enemies. Blue and Princess Fa can also shrink in size in order to access hidden areas, but they are not able to stun enemies while shrunk. If only one player is shrunk, they can be picked up by the other player and thrown as a projectile at the enemies. 

Flowers, bonus items and power-ups are littered throughout the levels. The flowers are the game's form of currency and can be used in the shops that are located throughout the game. There are two different types of shop, offering either tips and help with overcoming certain obstacles, or health and weapon power-ups.

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID: NGM-022

Players: 2
Control: 8-Way Joystick
Buttons: 3
=> [A] Throw Enemy, [B] Jump, [C] Change Size

- TRIVIA -

Raguy was released in March 1991 in Japan.

This game is known outside Japan as Blue's Journey.

- TIPS AND TRICKS -

There are multiple endings to the game :
- Get a high score to live happily ever after.
- Get a very low score to get the cold shoulder from the princess.
- Beat the game while being cursed.
- If you challenged your rival early in the game he will challenge you again. Beat him to get the princess. Lose to lose the princess. A tie and the princess can't decide.

- STAFF -

Author / Planner : Takashi Hatono
Chief designer : Yohko Igarashi
Scroll designers : Kenichi Sakanishi, Takashi Egashira, Tomoharu Takahashi
Sprite designers : Kazushige Hakamata, Hideyuki Yamada
Programmers : Osamu Iijima, Yuji Noguchi
Music composer : Yuka Watanabe
Sound effect : Hideki Yamamoto
Hard Wearer : Eiji Fukatsu
Sound programmer : Makio Chiba
Character voices : Hideyuki Yamada, Yuka Kurosawa, Yohko Igarashi, Takashi Hatono

- PORTS -

* Consoles :
SNK Neo-Geo [JP] (July 01, 1991) "Raguy [Model NGH-022]"
SNK Neo-Geo [US] [EU] (July 01, 1991) "Blue's Journey [Model NGH-022]"
SNK Neo-Geo CD [JP] (October 31, 1994) "Raguy [Model ADCD-001]"
Nintendo Wii [Virtual Console] [JP] (October 23, 2007) [Model EAFJ]
Nintendo Wii [Virtual Console] [US] (November 09, 2007) [Model EAFE]
Nintendo Wii [Virtual Console] [EU] (November 12, 2007)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=299&o=2

$end


$cpc_cass=raid,
$bio

Raid !!! (c) 1985 US Gold, Ltd. [Birmingham, UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98818&o=2

$end


$nes=raid2020,
$bio

Raid 2020 (c) 1989 Color Dreams

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55479&o=2

$end


$nes=raidbungh,
$bio

Raid on Bungeling Bay (c) 1987 FMG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69306&o=2

$end


$msx1_cart=raidbung,
$bio

Raid on Bungeling Bay [Model HBS-G036C] (c) 1984 Sony Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77395&o=2

$end


$nes=raidbungj,raidbungj1,
$bio

Raid on Bungeling Bay (c) 1985 Hudson Soft [Hudson Group].

Raid on Bungeling Bay is a multi-scrolling shooter by Hudson Soft and conversion of a game originally released in 1984 by Brøderbund for the Commodore 64. The Bungeling Empire is underhandedly plotting to conquer the world by developing a powerful war machine and six secret factories supplying the deadly weapon must be destroyed in order to thwart the Empire's evil plans. The player pilots an helicopter deep within enemy territory to launch an attack on the highly guarded Bungeling Bay. The helicopter takes off from a plane carrier which is the crux of the gameplay - the ship navigates along a south/north path and landing back on it replenishes the helicopter stock of bombs (to a maximum of 9) and fixes it up. The screen display also shows important information about the status of the aircraft, such as Score (S), Damage (D), Remaining Factories (F) or the current direction to the plane carrier. This last arrow pointer is especially important since the aircraft carrier can be attacked at any time by the forces of the Empire. Although the helicopter can sustain a fair amount of damage from enemy fire, it will start to tail spin when the damage rating exceeds 100 and will eventually crash. Also, factories are able to defend themselves and get stronger the longer they stay in operation. They produce Gun Turrets, Tanks, Radars, Fighters and Boats. Later in the game, they even start producing two other types of vehicles (the Bomber and the Battleship) that can both sink the plane carrier if left unchecked. Finally, Raid on Bungeling Bay features two play-modes ("Game B" being more difficult than "Game A") and a two simultaneous player option where a second player controls the Bungeling Empire. Interestingly, shouting into the second player controller's microphone calls for fighter planes (an urban legend even says that Japanese kids would commonly scream Hudson!).

- TECHNICAL -

Game ID: HFC-RB

- TRIVIA -

Raid on Bungeling Bay for Famicom was released on February 22, 1985 in Japan for 4900 Yen.

- TIPS AND TRICKS -

This game contains a disabled hidden developer's message. It was meant to be triggered with the button code Up + B + Select, pressed before resetting the console. But in the final version, no joypad reading routines are called from the RESET routine, nor is the button code variable saved before resetting, so the message can't be triggered. The only way to enable it is by using the Game Genie code AEEGANAT. The string BY KIKU will appear at the bottom of the screen.

- STAFF -

Programmed by: Kikuta Masaaki (KIKU)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54535&o=2

$end


$nes=raidbung,
$bio

Raid on Bungeling Bay (c) 1987 Broderbund Software, Incorporated..

- TECHNICAL -

Game ID: NES-BU-USA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55480&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=fortknox,
$bio

Raid on Fort Knox (c) 1982 Commodore, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86903&o=2

$end


$bbca_cass,bbcb_cass=raidmosc,
$bio

Raid Over Moscow (c) 1986 US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52287&o=2

$end


$cpc_cass=raidam,
$bio

Raid [Model AA 0013] (c) 1985 Americana Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98817&o=2

$end


$info=raiden,raidena,raidenk,raident,raidenu,raidenua,raidenb,
$bio

Raiden (c) 1990 Seibu Kaihatsu.

In the year 2090, Earth has suddenly become the target of deranged aliens. Following the invasion, a new cutting-edge weapon, the Raiden Supersonic Attack Fighter, based on the destroyed alien craft, is created for humanity's hope for survival.

- TECHNICAL -

Main CPU : (2x) V30 (@ 10 Mhz)
Sound CPU : Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : YM3812 (@ 3.579545 Mhz), OKI6295 (@ 8 Khz)

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Raiden was released in April 1990.

The title of this game translates from Japanese as 'Thunder and Lightning'.

Raiden is the name of a Japanese WWI Fighter, the Mitsubishi J2M Raiden.

Licensed to Fabtek for US distribution, to Liang HWA Electronics for Taiwan distribution, to I.B.L. Corporation for Korea distribution and to Wah Yan Electronics for Hong Kong distribution.

Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Raiden Densetsu - PCCB-00047) on 05/12/1990.

- TIPS AND TRICKS -

* Items list:
- Red beacon: Gives the Vulcan firepower to the player who obtains it.
- Blue beacon: Gives the Laser firepower to the player who obtains it.
- M: Gives the Nuclear missile sub-weapon to the player who obtains it.
- H: Gives the Homing missile sub-weapon to the player who obtains it.
- 1-UP: Gives the player who obtains it an extra life stock.
- P: Maximizes the players current weapon sets to full power.
- B: Increases bomb stock by one.
- Medal: Gives a score of 300 points.
- Miclus: Seibu Kaihatsu's dragon mascot appears in Raiden and it's series, giving a score of 3,000.
- Fairy: A small humanoid creature that gives whoever obtains it 10,000 points.

- SERIES -

1. Raiden (1990)
2. Raiden II (1993)
3. Raiden DX (1994)
4. Raiden II NEW (1996)
5. Raiden Fighters (1996)
6. Raiden Fighters 2 - Operation Hell Dive (1997)
7. Raiden Fighters Jet (1998)
8. Raiden Fighters 2 - 2000 Operation Hell Dive (2000)
9. Raiden III (2005)
10. Raiden IV (2006)
11. Raiden V (2016, XBOX One)

- STAFF -

Producer : H. Hamada
Game design : Tetsuya Kawaguchi (as 'T. Kawaguchi')
Programmers : K. Kondo, Tetsuya Kawaguchi (as 'T. Kawaguchi'), S. Mori
Graphic design : T. Wada, M. Komazawa, T. Matsuzawa, H. Matsuo
Music & SFX : Akira Satoh (as 'A. Sato')
Hardware design : Y. Segawa

- PORTS -

* Consoles :
NEC PC-Engine (1991)
Sega Mega Drive (1991, "Raiden Trad")
Nintendo Super Famicom (1991, "Raiden Densetsu")
Nintendo Super Famicom (1992, "Raiden Trad")
PC Engine Super CD-ROM (04/1992, "Super Raiden")
Atari Jaguar (1994)
Sony PlayStation (1995, "The Raiden Project")
Atari Lynx (1997)
Sony PlayStation (2002, "MajorWave Series")

* Computers :
FM Towns PC (1991, "Raiden Densetsu")
PC [MS-DOS, CD-ROM]

* Others :
Google Play (December 2012) Raiden Legacy
Apple App Store (December 2012) Raiden Legacy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2163&o=2

$end


$info=tvraiden,
$bio

Raiden (c) 1991 TOURVision.

Unlicensed Spanish game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101158&o=2

$end


$lynx=raiden,
$bio

Raiden (c) 1997 Telegames

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58848&o=2

$end


$snes=raidenj,
$bio

Raiden Densetsu (c) 1991 Toei Animation.

- TECHNICAL -

Cartridge ID: SHVC-RD

- TRIVIA -

Reviews:
November 1991 - Consoles + N.3 [FR]: 69/100
March 1992 - Joypad N.6 [FR]: 71/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62003&o=2

$end


$info=raidendx,raidendxg,raidendxk,raidendxa2,raidendxu,raidendxa1,r2dx_v33,raidendxnl,raidendxch,raidendxj,
$bio

Raiden DX (c) 1994 Seibu Kaihatsu, Incorporated.

The 3rd installment in the "Raiden" series now featuring 3 stages of play, Training, Novice and Expert.

- TECHNICAL -

Main CPU : V30 (@ 16 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Raiden DX was released in July 1994.

- SERIES -

1. Raiden (1990)
2. Raiden II (1993)
3. Raiden DX (1994)
4. Raiden II NEW (1996)
5. Raiden Fighters (1996)
6. Raiden Fighters 2 - Operation Hell Dive (1997)
7. Raiden Fighters Jet (1998)
8. Raiden Fighters 2 - 2000 Operation Hell Dive (2000)
9. Raiden III (2005)
10. Raiden IV (2006)
11. Raiden V (2016, XBOX One)

- STAFF -

Producer : H. Hamada
Game design : Tetsuya Kawaguchi (T. Kawaguchi)
Chief programmer : Tetsuya Kawaguchi (T. Kawaguchi)
Programmer : S. Mori, K. Sekimori, K. Shouji
Graphics design : T. Wada, M. Matsuzawa, S. Yano, M. Ijima, H. Azuma
Music & SFX : G.Sato, Akira Satoh (A. Sato)
Hardware design : Y. Segawa

- PORTS -

* Consoles :
Sony PlayStation (1997)
Sony PlayStation (2002, "MajorWave 1500 Series")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3296&o=2

$end


$psx=raidendx,
$bio

Raiden DX [Model SLPM-86656] (c) 2000 Hamster [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85579&o=2

$end


$psx=raidendxo,
$bio

Raiden DX [Model SLPS-00728] (c) 1997 Seibu Kaihatsu, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85578&o=2

$end


$info=rdft,rdftau,rdftj,rdftu,rdfta,rdftit,rdftadi,rdftam,rdfts,rdftauge,rdftja,rdftjb,
$bio

Raiden Fighters (c) 1996 Seibu Kaihatsu.

- TECHNICAL -

Seibu SPI Hardware

Main CPU : I386 (@ 25 Mhz)
Sound CPU : Zilog Z80 (@ 7.15909 Mhz)
Sound Chips : YMF271 (@ 7.15909 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Raiden Fighters was released in November 1996.

Licensed to Fabtek for US distribution.

During development, the game was tentatively titled 'Gun Dogs' but was later changed to its current title to take advantage of the popular Raiden name.

- TIPS AND TRICKS -

* Slave Ship : Select any ship, if the ship is on top, hold Up and if the ship is on the bottom, hold Down. Then press Start+Fire+Bomb at the same time to unlock the Slave ship. The ship's speed depends on what ship you're using.

- SERIES -

1. Raiden (1990)
2. Raiden II (1993)
3. Raiden DX (1994)
4. Raiden II NEW (1996)
5. Raiden Fighters (1996)
6. Raiden Fighters 2 - Operation Hell Dive (1997)
7. Raiden Fighters Jet (1998)
8. Raiden Fighters 2 - 2000 Operation Hell Dive (2000)
9. Raiden III (2005)
10. Raiden IV (2006)
11. Raiden V (2016, XBOX One)

- STAFF -

Design & Direction : Showichi Yano
Program : Y. Kasai, T. Saitoh
Object art : N. Machino, T. Sasaki, H. Azuma
Scroll art : C. Takahashi, W. J. Seo
Character making : K. Morino, T. Hatsuse, H. Okumura, K. Mutoh, T. Honda, M. Iwata
CG art : Y. Yoshihara, T. Wada
Sound : G. Satoh
Production : Hitoshi Hamada, S. Mori

- PORTS -

* Consoles :
Microsoft XBOX360 (Included in "Raiden Fighters Aces")

* Others :
Google Play (December 2012) Raiden Legacy
Apple App Store (December 2012) Raiden Legacy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3287&o=2

$end


$info=rdft22kc,
$bio

Raiden Fighters 2 - 2000 Operation Hell Dive (c) 2000 Seibu Kaihatsu.

- TECHNICAL -

Seibu SPI Hardware

Main CPU : I386 (@ 40 Mhz)
Sound Chips : (2x) OKI6295 (@ 10.847 Khz)

Screen orientation : Vertical
Video resolution : 240 x 320 pixels
Screen refresh : 54.00 Hz
Palette colors : 6144

Players : 2
Control : 8-way Joystick
Buttons : 4

- TRIVIA -

This '2000' version runs on cheaper hardware and features notoriously inferior sound than the original.

- TIPS AND TRICKS -

* Play as Dark Sword :
1) At the 'Push 1 or 2 player button' screen, hold Fire+Start.
2) Put the cursor on '?'.
3) Press Bomb.
3) or release Fire and press Fire.

* Play as Slave :
1) At the 'Push 1 or 2 player button' screen, hold Bomb+Start.
2) Put the cursor on any plane except 'Miclus'.
3) Press Fire.
3) or release Bomb and press Bomb.

* Play as Fairy :
1) At the 'Push 1 or 2 player button' screen, hold Bomb+Start
2) Put the cursor on 'Miclus'.
3) Press Fire.
3) or release Bomb and press Bomb.

- SERIES -

1. Raiden (1990)
2. Raiden II (1993)
3. Raiden DX (1994)
4. Raiden II NEW (1996)
5. Raiden Fighters (1996)
6. Raiden Fighters 2 - Operation Hell Dive (1997)
7. Raiden Fighters Jet (1998)
8. Raiden Fighters 2 - 2000 Operation Hell Dive (2000)
9. Raiden III (2005)
10. Raiden IV (2006)
11. Raiden V (2016, XBOX One)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3977&o=2

$end


$info=rdft2,rdft2a,rdft2us,rdft2j,rdft2aa,rdft2t,rdft2ja,rdft2it,
$bio

Raiden Fighters 2 - Operation Hell Dive (c) 1997 Seibu Kaihatsu.

- TECHNICAL -

Seibu SPI Hardware

Main CPU : I386 (@ 25 Mhz)
Sound CPU : Zilog Z80 (@ 7.15909 Mhz)
Sound Chips : YMF271 (@ 7.15909 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Raiden Fighters 2 Operation Hell Dive was released in November 1997.

A '2000' version was released in 2000 called "Raiden Fighters 2 - 2000 Operation Hell Dive".

- TIPS AND TRICKS -

* Play As Aegis II-C : At the fighter select screen do the following...
1) Hold Fire and press Start.
2) Move to Aegis IV.
3) Hold joystick to the Up and press Fire.
 
* Play As Blue Javelin : At the fighter select screen do the following...
1) Hold Fire and press Start.
2) Move to Random (?).
3) Hold joystick to the Down and press Fire.
 
* Play As Dark Sword : At the fighter select screen do the following...
1) Hold Fire and press Start.
2) Move to Random (?) and press Fire.
 
* Play As Fairy : At the fighter select screen do the following...
1) Hold Fire and Bomb together and press Start.
3) Move to Random (?).
4) Hold joystick to the Downright and press Fire.
 
* Play As Fairy (Alternate Method) : At the fighter select screen do the following...
1) Hold Fire and Bomb together and press Start.
2) Move to Miclus and press Fire.
 
* Play As Judge Spear : At the fighter select screen do the following...
1) Press Start and move to Random (?).
2) Hold Joystick to the Down and press Start.
 
* Play As Miclus : At the fighter select screen do the following...
1) Hold Fire and press Start.
2) Move to Random (?).
3) Hold joystick to the Downright and press Fire.
 
* Play as Raiden MK-II : At the fighter select screen do the following...
1) Press Start and move to Random (?).
2) Hold joystick to the Right and press Start.
 
* Play As Raiden MK-II Beta : At the fighter select screen do the following...
1) Hold Fire and press Start.
2) Move to Random (?).
3) Hold joystick to the Right and press Fire.
 
* Play As Slave : At the fighter select screen do the following...
1) Hold Fire and Bomb together and press Start.
2) Move to any plane (except Miclus) and press Fire and Bomb together.

- SERIES -

1. Raiden (1990)
2. Raiden II (1993)
3. Raiden DX (1994)
4. Raiden II NEW (1996)
5. Raiden Fighters (1996)
6. Raiden Fighters 2 - Operation Hell Dive (1997)
7. Raiden Fighters Jet (1998)
8. Raiden Fighters 2 - 2000 Operation Hell Dive (2000)
9. Raiden III (2005)
10. Raiden IV (2006)
11. Raiden V (2016, XBOX One)

- STAFF -

Program : T. Saitoh, N. Idesawa, K. Terasaka, M. Ishikawa
Design by : Showichi Yano, T. Saitoh, 
Object art : N. Machino, T. Sasaki, T. Hatsuse, K. Morino, H. Okumura, N. Kato
Scroll art : C. Takahashi, K. Muto, T. Honda
CG art : Y. Yoshihara, T. Wada
Sound : G. Satoh
Produced by : Hitoshi Hamada, S. Mori
Directed by : Showichi Yano

- PORTS -

* Consoles :
Microsoft XBOX360 (Included in "Raiden Fighters Aces")

* Others :
Google Play (December 2012) Raiden Legacy
Apple App Store (December 2012) Raiden Legacy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3288&o=2

$end


$info=rfjet,rfjeta,rfjetu,rfjets,rfjetj,rfjet2kc,rfjett,rfjetsa,
$bio

Raiden Fighters Jet (c) 1998 Seibu Kaihatsu.

The third in the Raiden Fighters series. This opus retains the same intensity and manic gameplay as its predecessors, while introducing several new mechanics. The game contains Normal, Special, and Expert game modes.

The soundtrack consists of fast-paced rave and techno music in a departure from the more melodic pop orientated style of the original Raiden game series.

- TECHNICAL -

Seibu SPI Hardware

Main CPU : I386 (@ 25 Mhz)
Sound CPU : Zilog Z80 (@ 7.15909 Mhz)
Sound Chips : YMF271 (@ 7.15909 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2
=> [A] FIRE, [B] BOMB

- TRIVIA -

Raiden Fighters Jet was released in August 1998.

In Greek mythology, Ixion was king of the Lapiths, the most ancient tribe of Thessaly, and a son of Ares or Antion or the notorious evildoer Phlegyas. Raiden Fighters Jet pays homage to a boss from "Raiden II" and recycles several bosses from previous games in the series.
Level 01's boss is a machine that resembles the twin walkers bosses in Stage 1 of "Raiden II". The Raiden Fighters Jet machine has 4 legs as well, but are completely immobile and act as struts for swiveling treads that provide the machine locomotion.
Level 10's boss is the flying boat in the Train Yard stage of the original "Raiden Fighters".
Level 20's boss is similar to the forest stage giant tank boss from the first "Raiden fighters".
Hummingbird XB-3, the boss of the Bomber Squadron stage in "Raiden Fighters 2", makes an appearance in Level 35 as a mid-boss.
Level 35's final boss is the gigantic flying fortress from the end of Mission 2 in the original "Raiden Fighters".
Level 50's first mid-boss in the giant hover tank from the second stage of "Raiden fighters 2".
Level 50's second mid-boss is the giant tank boss from the Forest Stage of the first "Raiden Fighters".
Level 50's final boss is Red Eye, the true final boss from "Raiden Fighters 2". However it says B-7 instead of XB-7, suggesting it is the production model of the Red Eye in "Raiden Fighters 2".
Phase 1's boss is based on the helicopter boss from the first "Raiden Fighters" with a more difficult attack pattern.

- UPDATES -

A '2000' version was released in 2000 and runs on cheaper hardware with inferior sound.

- TIPS AND TRICKS -

* Secret Characters : In title screen after inserted a credit, hold BOMB button then press START Button. You can select 'Slave' or 'Fairy' in character selection screen.

* Special Mode : In test mode, turn 'Special Mode' item ON. You can select Normal or Special game mode before character selection screen.

* Hidden Miclus / Fairy locations : Scattered throughout the game are hidden 'Miclus' icons, which will dispense many medals when shot. In order to make a Miclus appear, hover over the following spots with minimal movement until the Miclus crawls out from under that spot, where it can then be shot.
Also, there are hidden Fairy objects, which will appear after certain conditions are met. Grab them for points, but beware as they can be killed if shot.

Miclus locations are as follows :
Level 5 : There are a total of 3 Micluses in this level. There are 3 large, circular cannon-turrets throughout the level. Hover over each turret.
Level 15 : Hover over the small, circular bush, which is about the size of your plane. It's on the left side of the screen after crossing the watery area.

Fairy locations are as follows :
Level 5 : Near the end of the level, there is a large, silver, metal object in the middle of the screen running vertically along the railroad tracks. The top of the object is a suspended metal bar that runs from left to right. Hover above the left side of the bar, then fly back and forth in a straight line from one end of the bar to the other. It should blow up, revealing many Fairies.
Level 15 : From the beginning of the level, get a 'Quick Shot!' bonus on every medium-sized plane that you see by destroying them before they have a chance to fire. A Fairy will appear.
Level 15 : Before the boss appears, do not shoot any small tanks. Two small tanks will drive into the boss's path, where they will be run over to reveal two Fairies.

* Get over 30,000,000 points before the level 40 mission to reach the real last stages of the game.

- SERIES -

1. Raiden (1990)
2. Raiden II (1993)
3. Raiden DX (1994)
4. Raiden II NEW (1996)
5. Raiden Fighters (1996)
6. Raiden Fighters 2 - Operation Hell Dive (1997)
7. Raiden Fighters Jet (1998)
8. Raiden Fighters 2 - 2000 Operation Hell Dive (2000)
9. Raiden III (2005)
10. Raiden IV (2006)
11. Raiden V (2016, XBOX One)

- STAFF -

Program: T. Saito, M. Ishikawa, I .Doi
Design: S. Sayo, T. Saito
Object Art: T. Sasaki, K. Morino, T. Hatsuse, Y. Gouma, Y. Fukuyama, N. Ohzeki, N. Matsushita
Music: Yasuhiro Hashimoto

- PORTS -

* Consoles :
Microsoft XBOX360 (Included in "Raiden Fighters Aces")

* Others :
Google Play (December 2012) Raiden Legacy
Apple App Store (December 2012) Raiden Legacy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3695&o=2

$end


$info=raiden2nl,raiden2i,raiden2e,raiden2eu,raiden2dx,raiden2ea,raiden2eua,raiden2g,raiden2hk,raiden2j,raiden2u,raiden2sw,raiden2f,
$bio

Raiden II (c) 1993 Seibu Kaihatsu.

Excellent sequel to the classic original "Raiden".

- TECHNICAL -

Main CPU : V30 (@ 16 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Raiden II was released in November 1993.

Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Raiden II - PCCB-00150) on 18/03/1994.

- SERIES -

1. Raiden (1990)
2. Raiden II (1993)
3. Raiden DX (1994)
4. Raiden II NEW (1996)
5. Raiden Fighters (1996)
6. Raiden Fighters 2 - Operation Hell Dive (1997)
7. Raiden Fighters Jet (1998)
8. Raiden Fighters 2 - 2000 Operation Hell Dive (2000)
9. Raiden III (2005)
10. Raiden IV (2006)
11. Raiden V (2016, XBOX One)

- STAFF -

Producer : H. Hamada
Game design : Tetsuya Kawaguchi (T. Kawaguchi)
Chief programmer : Tetsuya Kawaguchi (T. Kawaguchi)
Programmers : S. Mori, K. Sekimori
Graphics design : T. Wada, M. Matsuzawa, S. Yano, M. Ijima, H. Azuma
Music & SFX : Gou Satou (G. Sato)
Hardware design : Y. Segawa

- PORTS -

* Consoles :
Sony PlayStation (1995, "The Raiden Project")

* Computers :
PC [Windows 95, CD-ROM]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2164&o=2

$end


$info=raiden2,raiden2f,raiden2g,
$bio

Raiden II (c) 1993 Fabtek, Incorporated.

- TECHNICAL -

Main CPU : V30 (@ 16 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in November 1993.

Licensed to Fabtek USA by Seibu Japan. For more information about the game itself, please see the original Seibu entry.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=44410&o=2

$end


$info=r2dx_v33,r2dx_v33_r2,
$bio

Raiden II New (c) 1996 Seibu Kaihatsu, Incorporated.

A re-release of the original 1993 Raiden II. The only differences with the original are that the levels appear in a slightly different order, and the musical score is different.

- TECHNICAL -

This version is a much smaller PCB than the original.

- TRIVIA -

Raiden II New was released in February 1996.

- SERIES -

1. Raiden (1990)
2. Raiden II (1993)
3. Raiden DX (1994)
4. Raiden II NEW (1996)
5. Raiden Fighters (1996)
6. Raiden Fighters 2 - Operation Hell Dive (1997)
7. Raiden Fighters Jet (1998)
8. Raiden Fighters 2 - 2000 Operation Hell Dive (2000)
9. Raiden III (2005)
10. Raiden IV (2006)
11. Raiden V (2016, XBOX One)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=38785&o=2

$end


$info=raiden3,
$bio

Raiden III (c) 2005 Moss

- TECHNICAL -

Runs on the "Taito Type X" hardware.

Players: 2
Control: 8-way joystick
Buttons: 2

- TRIVIA -

Raiden III was released in August 2005.

Raiden III was developed by the Japanese company MOSS with some assistance and license by Seibu Kaihatsu which produced "Raiden" and "Raiden II", and published in Japan by Taito Corp.

- SERIES -

1. Raiden (1990)
2. Raiden II (1993)
3. Raiden DX (1994)
4. Raiden II NEW (1996)
5. Raiden Fighters (1996)
6. Raiden Fighters 2 - Operation Hell Dive (1997)
7. Raiden Fighters Jet (1998)
8. Raiden Fighters 2 - 2000 Operation Hell Dive (2000)
9. Raiden III (2005)
10. Raiden IV (2006)
11. Raiden V (2016, XBOX One)

- PORTS -

* Consoles :
Sony PlayStation 2 [Japan] (sep.2005)
Sony PlayStation 2 [EUR] (oct.2006)
Sony PlayStation 2 [USA] (apr.2007)

* Computers :
PC [MS-Windows] [Japan] (mar.2006)
PC [MS-Windows] [China] (aug.2006)

* Others :
Yahoo Mobile [Japan] (apr.2006)
i-mode [Japan] (apr.2006)
EZweb [Japan] (nov.2006)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3997&o=2

$end


$info=raiden4,
$bio

Raiden IV (c) 2006 Moss, Limited.

- TECHNICAL -

Runs on the "Taito Type X" hardware.

- TRIVIA -

Released in June 2006.

Raiden IV made its first location test that was held at Akihabara Hey in July 22-23 2006, on an Egret II system. Its version had 3 difficulties : Light, Original and Strong, as well as including the feature that the 1P has a plasma laser, while the 2P has a proton laser. The GROUND DOOR that opens to reveal the Level 1 boss consists of 'bushes' and 'roads'. Cutscenes are seen showing the first boss exploding, but, it does not show the second boss exploding, however.

The 2nd location test was held again at Hey and at Taito Game World in Shinjuku on October 14-16. The cutscenes showing the boss' destruction is nixed in this version.

The 3rd location test was held at High-Tech Sega in Shibuya and Taito Game World in Shinjuku on December 27th. In this version, the previous idea of having 1P having the plasma laser while 2P has the proton laser was nixed. Instead, players were able to select either plasma or proton laser to play through before starting the main game. 2nd Round for the game after 1st Round was completed is implemented.

The 4th and final location test was held at Shinjuku Gesen Mikado on February 20th 2007. In this version, Flash Shot System's multiplier is increased to 5.0x at maximum. Strong difficulty is nixed, however. The damage power of weapons are readjusted. Enemies that appeared during Stage 2's mid-boss were nixed.

MOSS, Ltd. launched Raiden IV arcade on June 7th 2007.

The boss from level 2 of "Raiden III" makes its appearance as a regular enemy.

- SERIES -

1. Raiden (1990)
2. Raiden II (1993)
3. Raiden DX (1994)
4. Raiden II NEW (1996)
5. Raiden Fighters (1996)
6. Raiden Fighters 2 - Operation Hell Dive (1997)
7. Raiden Fighters Jet (1998)
8. Raiden Fighters 2 - 2000 Operation Hell Dive (2000)
9. Raiden III (2005)
10. Raiden IV (2006)
11. Raiden V (2016, XBOX One)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11562&o=2

$end


$megadriv=raiden,
$bio

Raiden Trad (c) 1991 Micronet

- TRIVIA -

Reviews:
September 1991 - Consoles + N.1 [FR]: 67/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57362&o=2

$end


$snes=raiden,
$bio

Raiden Trad (c) 1992 Electro Brain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63466&o=2

$end


$pce=raiden,
$bio

Raiden (c) 1991 Hudson Soft.

Here is the HuCard conversion of the classic vertical shooter Raiden by Seibu Kaihatsu and converted for the PC Engine system by Hudson Soft. Your ship starts with a simple vulcan gun which can be massively upgraded during the game and streams of bullets will rapidly cover the screen. However, other kind of weapons is also available : the laser (Blue capsule). A secondary weapon can be collected, like homing or straight going missiles. One of the originality of the game was the special super bombs covering a fair amount of the screen and cleaning everything on its path. This version has obvious differences, due to technical limitations, compared to the arcade original : no two simultaneous players play and graphics are not as clear and colorful.

- TECHNICAL -

HuCARD ID: HC91049
HuCARD Size: 6 Mbits.

- TRIVIA -

Released on November 22, 1991 in Japan for 7200 Yen.

Reviews:
[FR] June 1992 - Joypad N.9: 91/100

Export releases:
[US] "Raiden [Model TGX060075]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58710&o=2

$end


$jaguar=raiden1,raiden,
$bio

Raiden (c) 1994 Atari Corp.

Mother Earth has fallen under seige by militant aliens. Now, as pilot of the Raiden Supersonic Attack Fighter, it's up to you to mount a daring counterattack. Rip through enemy lines and take back our cities... torch Gatling units with your homing missiles... and teach these galactic pirates why nobody messes with your planet!

- TECHNICAL -

Model J9005

- TIPS AND TRICKS -

* Infinite Lives and Bombs (at first boss):
1+4+7+3+6+9+Option (Extra ship sound confirms)
Note: You can not use this cheat to put a score on the high score table. With infinite lives, there's no way to end the game and enter your initials.

- STAFF -

Programming by Imagitec Design Inc.
Producer: John Skruch
Testers: Joe Sousa, Andrew Keim, Sean Patten, Tom Gillen, Ted Tahquechi

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76440&o=2

$end


$tg16=raiden,
$bio

Raiden [Model TGX060075] (c) 1990 NEC Home Electronics, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84345&o=2

$end


$amigaocs_flop=raider,
$bio

Raider (c) 1989 Impressions

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74836&o=2

$end


$info=raiders,raidersr3,
$bio

Raiders (c) 1983 Century Electronics.

- TECHNICAL -

Main CPU : S2650 (@ 894.886 Khz)
Sound CPU : S2650 (@ 894.886 Khz)
Sound Chips : (2x) DAC (@ 894.886 Khz), TMS5110 (@ 640 Khz)

Screen orientation : Vertical
Video resolution : 248 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 16

Players : 2
Control : 8-way joystick
Buttons : 2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3656&o=2

$end


$a2600=raiders,raiderse,
$bio

Raiders of the Lost Ark (c) 1982 Atari, Incorporated.

RAIDERS OF THE LOST ARK is an adventure game - to win, you must make your way past obstacles to find the Lost Ark. Along the you'll acquire adventure points, which will be scored at the end of the game inside the Well of the Souls.

You'll start the game inside the Well of the Souls, on top of a high pedestal. The Ark is shining above you. Soon the pedestal sinks down, the Ark disappears, and your quest begins. The Ark of the Covenant is hidden somewhere in the Valley of Poison, located somewhere outside the Egyptian city of Cairo. The Valley of Poison is studded with towering mesas, one of which holds the Well of the Souls and the Ark. Each time you restart the game, the Well of the Souls is placed randomly inside one of the mesas. Therefore, the Ark will probably not be located in the same mesa from game to game.

To reach the secret Map Room, you'll first need to enter the cavernous Temple of the Ancients, where you'll pick up objects to help you on your journey. Next, you'll need to leave the Temple, and search for the Map Room itself. Inside the Map Room is a scale model of the Mesa Field, as well as a heiroglyphic on the wall. The heiroglyphic shows the object you must hold in order to unlock the secrets of the Map Room.

Your journey to the Ark is a dangerous one: you are given three lives to play the game. Each time you are killed, you will slowly disappear from the screen, feet first. If you have any lives remaining, you will reappear and continue playing the game. If no lives remain, the game ends and you must start the game over again by pushing the right controller button. 

You'll need every ounce of skill you can muster to reach the mesa containing the Well of the Souls. Find your way into the mesa and the secret chamber, and you'll win the game and save you're country! Good luck, Indy!

- TECHNICAL -

Model CX2659

- TIPS AND TRICKS -

* When you first start out in the Entrance Room, go directly to the Marketplace and buy a flute by dropping your basket of coins whie standing on the flute in front of the Black Sheik. (Be careful not to touch the Sheik while buying the flute, or he'll be insulted and will take your money without delivering the flute to you!) The flute will protect you from the snakes.

* After you've purchased a flute, you'll need to get a grenade from the blue basket on the left side of the Marketplace. With the grenade you can blow a hole in the wall of the blue Entrance Room which will lead to other rooms in the Temple. Walk to the right side of the Entrance Room, select the grenade with the left controller, and use it by pressing the button on the right controller. Get out ot the room quickly, or the shock waves from the blast could kill you!

* In the Room of the Shining light you will be put into one of the dungeons, and to continue your journey, you must find your way out. You can escape by one of two ways; If you have a gun or whip, you can shoot holes in the walls of the box; or if you are out of ammunition, you can slip out of the secret exit located at the bottom of the box. The exit only appears occasionally, so keep trying!

* The magic flute will make you immune to tsetse flies as well as snakes.

* Once you find the Temple Treasure Room, you'll need to exit and return to allow the Temple enough time to replenish the coins.

* Use the Ankh to transport yourself onto the Mesa Field. Once on top of the Mesa Fields, move the grappling hook so that it crosses the broadest part of the mesa you're trying to reach. Get a feel for the rhythm of the hook's pathway. Jump across just before the hook crosses the yellow mesa.

* If you want an easy route to the Black Market, try bribing the Black Sheik in the Marketplace. You'll have to experiment to find the right object to bribe him with.

* Cross the far end of the Mesa Field to reach the Map Room. Once at the far end, drop the object that gave you your grappling hook, center yourself on the mesa, and walk into the next room. You'll be on a thin strip of solid ground with blue "sky" all around. Don't walk off the strip or you'll fall into the Valley of Poison. The Map Room is nearby, but you'll need the correct object to get in.

* Use the shovel from the Black Market to dig for the Well of the Souls - once you've discovered the correct mesa.

- STAFF -

Programmer: Howard Scott Warshaw

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50854&o=2

$end


$info=raiders5,
$bio

Raiders5 (c) 1985 UPL.

- TECHNICAL -

Game ID : UPL-85004

Main CPU : (2x) Zilog Z80 (@ 3 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.5 Mhz)

Players : 2
Control : 4-way joystick
Buttons : 1

- TRIVIA -

Raiders5 was released in April 1985 in Japan.

- STAFF -

Staff : Tsutomu Fuzisawa, Suzuko, Naotsugu
Game, software and character design by : Ryuichi Nishizawa
Hardware and effect design by : Nobuyuki Narita

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2165&o=2

$end


$info=raiders5t,
$bio

Raiders5 (c) 1985 Taito Corp.

Licensed release. Game developed by UPL. For more information about the game itself, please see the original UPL release entry.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77649&o=2

$end


$info=raiga,stratof,
$bio

Raiga - Strato Fighter (c) 1991 Tecmo.

A horizontal scrolling shooter.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 9.216 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : (2x) Yamaha YM2203 (@ 4 Mhz), OKI6295 (@ 7.575 Khz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in February 1991 in Japan.

The title of this game translates from Japanese as 'Thunder Fang - Strato Fighter'.

The 3rd level music is a cover of Emerson Lake & Palmer's 'Tarkus (Eruption)' from the 1971 album. The game song is called 'Kartus'.

Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Raiga - PCCB-00063) on 21/05/1991.

- UPDATES -

The US version is slightly different, it has the 'Winners Don't Use Drugs' screen.

- STAFF -

Game designer : Uchinar
Hardware : Yoshida San
Software : Kuma, HB.M
Character designers : Naoyuki, Kouji Miyazato, Mamoru Touma, Strong Shima, Murasaki, A. Haruno, Kena, Chi Quia, B.F.R, Grz-Zoo, T. Miyazato
Sound composers : Mikio Saito (Metal Yuhki), M. Tanaka
Special effects : Jhon Pee

- PORTS -

* Consoles :
Microsoft XBOX (2005, "Tecmo Classic Arcade")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2166&o=2

$end


$pc98=raika,
$bio

Raika - Kasenkyuu (c) 1994 Ringer Bell [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90453&o=2

$end


$info=rchase,rchasej,
$bio

Rail Chase (c) 1991 Sega.

A lightgun controlled one or two player shooting game, in which the players travel in a minecart through a huge rail network; pursued by a multitude of weapon-carrying enemies. The fast-paced action also features sections in which the player comes across junctions in the track and can chose whether to go left or right - the chosen route usually dictating how many tack obstacles and enemies the player must face - this is achieved by shooting the signposts that are situated in the middle of the points. Some sections also have the player's minecart leave the track entirely and travel over open ground.

- TECHNICAL -

Sega Y Board hardware

Main CPU : (3x) 68000 (@ 12.5 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2151 (@ 4 Mhz), Sega (@ 4 Mhz)

Players : 2
Control : lightgun
Buttons : 1

- TRIVIA -

Released in June 1991.

Rail Chase is an obvious homage to the legendary minecart section of the movie, 'Indiana Jones and the Temple of Doom' and even features a section in which the players are pursued by the ubiquitous 'giant boulder' of the first Indiana Jones movie; 'Raiders of the Lost Ark'.

- SERIES -

1. Rail Chase (1991)
2. Rail Chase 2 (1994)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2167&o=2

$end


$info=rchase2,
$bio

Rail Chase 2 (c) 1994 Sega.

- TECHNICAL -

Runs on the Sega "Model 2B" hardware.

- TRIVIA -

Released in May 1995 in Japan (even if the titlescreen says SEGA 1994).

- SERIES -

1. Rail Chase (1991)
2. Rail Chase 2 (1994)

- STAFF -

Main Programmer : Takeshi Goden
Programmer : Toshikazu Goi, Mari Tsuruzoe, Masaaki Itoh
Designers (Course) : Kiyoshi Miyagi, Kyoshi Ieizumi, Takeo Iwase, Masaru Takano, Sachio Hatayama
Designers (Motion & Modeling) : Satoru Okano, Hiroyuki Izuno, Michinari Terada
Character Designer : Tetsu Okano
Mechanical Designers : Masao Yoshimoto, Masayoshi Yamada, Shigeyuki Iwase, Eiji Nishimura
Electrical Designers : Mitsuru Kawamura, Hiroyuki Takahashi
Product Designer : Kimio Tsuda
Sound By : Maki Morrow, Seiichiro Matsumura (youki)
Voice: David Leytze (Flint), Yuko Isoda (Mary)
Assistant Director : Shinichi Ogasawara
Produced By : Hisao Oguchi, Mie Kumagai
Directed By : Tomosuke Tsuda

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3733&o=2

$end


$coco_cart=railrunr,
$bio

Rail Runner (c) 1982 Dragon Data

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53463&o=2

$end


$amigaocs_flop=railtycna,railtycn,railtycnga,railtycng,
$bio

Railroad Tycoon (c) 1991 Microprose Software, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74837&o=2

$end


$info=raimais,raimaisj,raimaisjo,
$bio

Raimais (c) 1988 Taito.

A great maze chase game.

The players take the lead of beautiful Rika Midorikawa, a heroine of bikers, in order to rescue her kidnapped brother, she must ride her 3 wheeled jet vehicle to challenge and explores the labyrinths while collect all the dots and pick the power-ups to defeat or avoid all the enemies in each stage, to open the exits and destroy the big bosses and win to rescue his captive brother.

- TECHNICAL -

Taito L System hardware
Prom Sticker : B36

Main CPU : (2x) Zilog Z80 (@ 6 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2610 (@ 8 Mhz)

Players : 2
Control : 4-way joystick
Buttons : 2

- TRIVIA -

Raimais was released in April 1988 in Japan.

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

- UPDATES -

The original Japanese version has a storyline and voices. They was removed on the Export versions (see Tips and Tricks section for more information).

- SCORING -

Energy Plates come in 8 colors:
White: 50 points
Orange: 60 points
Light blue: 70 points
Green: 80 points
Red: 90 points
Blue: 100 points
Purple: 110 points
Yellow: 120 points

Metal Plates are different. Multiple passes are required to collect these. Every 8 rounds the number of passes increases by 1.
Round 1 to Round 8: 2 times
Round 16 to Round 9: 3 times
Round 17 to Round 24: 4 times
Round 25 to Round 32: 5 times

The points awarded for Metal Plates are calculated by the round number x 50. So in the 10th round these will be 500 points.
Since Metal Plates have the highest points, to get a high score the player may choose mazes with plenty of this type of plate.

- TIPS AND TRICKS -

In each level the player starts from the bottom row. If the player collects every "Energy Plate" (the dots) in a stage, all enemies and the items the player did not take disappear. 8 gates will be opened, two in each direction, to proceed to the next stage. The direction chosen determines which maze is next. Taking either door in the same direction has the same outcome. One of them probably is a backup, in case the maze design blocks one of the gates.

There are 4 different maze types associated with the 4 directions:
Up: Red Maze
Down: Blue Maze
Left: Gray Maze
Right: Green Maze

The direction taken does not affect the stage design. For example, if Down is chosen on round 22nd, the same 23rd round will be seen.

ITEMS LIST:
(S) Slow Down: Slows down enemies.
(L) Laser: Gives ability to fire a laser to destroy enemies. The laser can be fired with the item button. This item can be collected more than once to increase the fire rate (maximum 4). This ability is kept after losing a life, but not to the next maze. There is also automatic rapid-fire available by holding down the item button.
(A) Armour: Gives shield to protect player from dangers. Like the laser, the more items you take, the more hit points can be gained.
(P) Extend: Awards an extra life.
(B) Brake: Opens up 2 gates to advance to the next stage without requiring the current one be cleared.
(C) Crash: Clears dots on the screen. This works like passing over every dot on the screen once, so Metal Plates may still require more passes.
(O) Other Route: Opens an entrance to the reverse round where a giant boss may be hiding.
(R) Rainbow: Causes a random effect. Some possible effects are cleaning up all plates on the screen including Metal Plates, or giving a powerful shield.

The Japanese version of the game has a storyline and 2 endings, good and bad. In order to see Good Ending, the Mirror of Light (Hikari no Kagami) must be obtained. Otherwise the player gets the bad ending. This mirror can be obtained at the Reverse Round entrance at 23rd Round (down).

- STAFF -

Staff : Akira Fujita, Shiro Yoshida, Yuji Sasaki, Shinichiro Kanari, Kei Kitsuno, Ichiro Fujisue, Hideki Hashimoto, Takashi Ishii, Akira Iwai, Yasuo Tsumori, Kenji Kaido, Takashi Ono, Hiroshi Ogawa, Hirotoshi Okura, Chitose Asakura, Naomi Ono, Hiromi Nishibori, Masahiro Murakami, Akira Inoue, Tetsuro Kitagawa, Yukio Ishikawa, Kazuya Mikata, Genya Kuriki, Taira Sanuki, Makoto Fujita, Yukie Kimura, Hitomi Kusano, Hideyuki Tomita, Tetsuya Mizutani, Teruyuki Ozeki, Masayuki Kikuchi, Naomasa Kitatani, Shiro Saito, Natsuki Hirosawa, Yoshinori Aiura, Masahiko Takaki, Kazuyuki Onui, Naoto Yagishita, Shizuo Aizawa, Hirokazu Matsubara, Yuta Saito, Taro Arakawa, Rika Fukami, Hiroyuki Noguchi, Minoru Yoshimura, Tsukasa Nakamura, Tomio Takeda, Junji Yarita, Hidehiro Fujiwara, Toshiyuki Nishimura, Hiroshi Tsujino, Taito Design Room, Taito Ebina, Koji Kenjo

- PORTS -

* Consoles :
Nintendo Famicom Disc System [JP] (October 28, 1988) "Yuu Maze [Model TFD-UMZ]"
Sony PlayStation 2 [JP] (August 25, 2005) "Taito Memories Gekan [Model SLPM-66092]" 
Sony PlayStation 2 [AU] (March 30, 2006) "Taito Legends 2 [Model SLES-53852]" 
Microsoft XBOX [EU] (March 31, 2006) "Taito Legends 2" 
Sony PlayStation 2 [EU] (March 31, 2006) "Taito Legends 2 [Model SLES-53852]" 
Sony PlayStation 2 [US] (May 16, 2007) "Taito Legends 2 [Model SLUS-21349]" 

* Handhelds : 
Sony PSP [AS] (January 3, 2006) "Taito Memories Pocket [Model UCAS-40040]" 
Sony PSP [JP] (January 5, 2006) "Taito Memories Pocket [Model ULJM-05076]" 
Sony PSP [KO] (February 10, 2006) "Taito Memories Pocket" 
Sony PSP [EU] (October 6, 2006) "Taito Legends Power-Up [Model ULES-00473]" 
Sony PSP [AU] (November 9, 2006) "Taito Legends Power-Up [Model ULES-00473]" 
Sony PSP [US] (May 17, 2007) "Taito Legends Power-Up [Model ULUS-10208]" 

* Computers : 
PC [MS Windows, CD-ROM] [EU] (March 31, 2006) "Taito Legends 2" 
PC [MS Windows, CD-ROM] [US] (July 10, 2007) "Taito Legends 2"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2168&o=2

$end


$astrocde=rainbow2,
$bio

Rainbow (c) 19?? Hanson

A program that puts a nice 66-color display on the screen.

- TRIVIA -

Note that the EPROM was noted with a sticker as Ver. 2.. No earlier version of this program has been found. The only hint at the author is the label Hanson.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86825&o=2

$end


$info=rainbow100a,
$bio

Rainbow 100-A (c) 1982 Digital Equipment Corp.

- TRIVIA -

The 100-A model was the first produced by Digital. The distinguishing characteristic of the 100-A model from an end-user perspective was that the earlier firmware did not support booting from a hard disk.

Versions of the 100-A shipped outside the USA included a user-changeable ROM chip in a special casing. The user changed the built-in ROM for this one to support their keyboard layout and language of the boot screen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96214&o=2

$end


$info=rainbow190,
$bio

Rainbow 190-B (c) 1985 Digital Equipment Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96215&o=2

$end


$info=m4rbgold,m4rbgold__a,m4rbgold__b,m4rbgold__c,m4rbgold__d,m4rbgold__e,m4rbgold__f,m4rbgold__g,m4rbgold__h,m4rbgold__i,m4rbgold__j,m4rbgold__k,m4rbgold__l,m4rbgold__m,m4rbgold__n,m4rbgold__o,
$bio

Rainbow Gold (c) 199? BWB.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41423&o=2

$end


$amigaocs_flop=rbisland,rbislanda,
$bio

Rainbow Islands (c) 1989 Ocean Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74838&o=2

$end


$cpc_cass=rbisland,
$bio

Rainbow Islands (c) 1989 Ocean Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98820&o=2

$end


$wswan=rbisland,
$bio

Rainbow Islands - Putty's Party [Model SWJ-MGH003] (c) 2000 MegaHouse

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86371&o=2

$end


$info=rbisland,rbislando,
$bio

Rainbow Islands - The Story of Bubble Bobble 2 (c) 1987 Taito.

In this sequel to the legendary "Bubble Bobble" - released a year earlier - one or two players (who, unlike 'Bubble Bobble', no longer play simultaneously) take on the role of Bub and Bob, who have now been returned to their original human form after their success in Bubble Bobble. The returning heroes have been asked to rescue the Rainbow Islands from the clutches of the various enemies who have overrun the islands in their absence.

Bob and Bob are each armed with the ability to create solid rainbows. This ingenious game-play device acts as both a weapon (to either kill an enemy instantly, or trap it then collapse the rainbow onto it, the latter essential for collecting bonus gems - as detailed in 'Tips and Tricks') and as a temporary platform that allows the players to reach previously inaccessible parts of the level, as they race to reach the top of the island before the game's tight time limit expires.

A number of power-ups are available to the players; these include multiple rainbows (up to a maximum of three), faster generating rainbows, speed-up shoes and temporary invulnerability. Rainbow Islands is famous for its multitude of hidden secrets, see 'Tips and Tricks' for details.

Rainbow Islands consists of seven levels, each consisting of four rounds. Holding down the jump button will allow the player to jump onto rainbows without crushing them.

- TECHNICAL -

Board number : K1100277A
Prom stickers : B22

Main CPU : Motorola 68000, Zilog Z80
Sound Chips : Yamaha YM2151

Control per player: 2-way joystick
Buttons per player: 2

- TRIVIA -

Rainbow Islands was released in October 1987.

The main characters are Bub and Bob, the protagonists of "Bubble Bobble". However, in this game they appear in human forms, as opposed to the dinosaurs of the first game. In single-player mode, only Bub is present.

The fifth island, DOH Island, is a homage to the game "Arkanoid", also by Taito. This level plays as any other, but the enemies are the same as encountered in "Arkanoid", and the platforms are designed from colored blocks. Also, the music is absent and the player's jumping sound resembles the sound of the ball hitting the bat in "Arkanoid". Losing the final life in this island also results in the Game Over music from "Arkanoid" instead of the usual Rainbow Islands music. The boss on DOH Island is DOH himself, the boss of "Arkanoid".

The game soundtrack features a brief excerpt from 'Somewhere over the Rainbow', which has meant that later ports of the game have different music, as the license expired some time ago.

A bootleg of this game called "Jumping" was released in 1989.

Pony Canyon / Scitron released a limited-edition soundtrack album for this game (The Ninja Warriors : G.S.M. Taito 1 - D28B0001) on June 21, 1988.

- TIPS AND TRICKS -

* One of Rainbow Island's most infamous and difficult-to-achieve bonuses is that of collecting one of each of the colored gems (red, orange, yellow, green, light blue, dark blue and mauve). Gems are awarded when a player collapses a rainbow onto certain enemies and the color of the gem awarded is dictated by WHERE on the screen the enemy is when it's killed. The screen is split into several invisible vertical 'bands' of color; when a gem falls, its color is determined by the 'color' of the area into which it fell. Now all you have to do is gauge carefully where the dead enemy will fall to create the gem color of your choice.

* Title Screen Cheats : These codes can be typed in at the title screen (while the rainbow is cycling through its colors). They are given to you in the secret rooms and give you the effect of the item in that room if you use them. When you put your coin in, an item should appear in the bottom left corner, depending on which cheat you used. This not only awards you the life and Bonus Gem, it also grants you access to a magical secret room. When you reach the end of the level, a silver door appears. You DON'T have to fight the Boss.

Permanent fast running - Rainbow, Left, Right, Rainbow, Jump, Start, Rainbow, Jump
Permanent double rainbows - Right, Jump, Start, Rainbow, Jump, Start, Rainbow, Right
Permanent fast rainbows - Start(x3), Left(x2), Right(x2), Start
Hint A, The riddle of the silver door - Rainbow, Jump, Rainbow, Jump, Rainbow, Jump, Right, Start
Hint B, The secret of the big diamonds - Left, Jump, Left, Start, Left, Rainbow, Left, Start
Hint C, The riddle of the 3 mirrors - Start, Jump, Rainbow, Left, Right, Jump, Start, Right
Continue after fifth Island - Left, Rainbow, Start, Jump, Right, Left, Jump, Left
All hidden items are money bags (10000 pts) - Right(x2), Left(x2), Rainbow(x2), Jump, Start
Both above two - Right(x4), Start, Rainbow, Start, Jump
10m points - Start, Right, Rainbow, Jump, Start, Left, Start, Rainbow

* Better Bonus : Make sure the second to last 2 digits of your score are the same when you reach 'goal in', this will make the chest contain a better bonus item (eg. : reach goal in with a score of xxxx11x).

- SERIES -

1. Bubble Bobble (1986, Arcade) 
2. Rainbow Islands - The Story of Bubble Bobble 2 (1987, Arcade) 
3. Parasol Stars - The Story of Bubble Bobble III [Model TP03017] (1991, PC-Engine) 
4. Bubble Bobble Part 2 (1993, Famicom) 
5. Bubble Bobble II (1994, Arcade) 
6. Bubble Memories - The Story of Bubble Bobble III (1995, Arcade) 
7. Rainbow Islands - Putty's Party (2000, Wonderswan) 
8. Bubble Bobble Revolution (2005, DS) 
9. New Rainbow Islands (2005, DS) 
10. Bubble Bobble Evolution (2006, PSP) 
11. Bubble Bobble Double Shot (2007, DS) 
12. Rainbow Islands Towering Adventure! (2009, WiiWare) 
13. Bubble Bobble Plus! (2009, WiiWare) 
14. Bubble Bobble Neo! (2009, XBLA)

- STAFF -

Software : Ichiro Fujisue (I.F), Kouju Miki (K.M), Tatsuji Okuno (T.O)
Hardware : Takashi Ohara (OHR)
Character designers : Fukio Mitsuji (MTJ), Taira Sanuki (T.S)
Sound : Hisayoshi Ogura (OGR)
Instraction : Naoko Yoshida (N.Y)
Story and game designer : Fukio Mitsuji (MTJ)

- PORTS -

* Consoles : 
Nintendo Famicom [JP] (July 26, 1988) "Rainbow Islands - The Story of Bubble Bobble 2 [Model DTF-RL]" 
Nintendo NES [US] (June 1991) "Rainbow Islands - The Story of Bubble Bobble 2 [Model NES-RL]" 
Sega Master System [EU] (1993) "Rainbow Islands - The Story of Bubble Bobble 2 [Model 7117]" 
NEC PC-Engine CD [JP] (June 30, 1993) "Rainbow Islands - The Story of Bubble Bobble 2 [Model NAPR-1012]" 
Sega Saturn [US] (1996) "Bubble Bobble also featuring Rainbow Islands [Model T-8131H]"
Sega Saturn [EU] (1996) "Bubble Bobble also featuring Rainbow Island [Model T-8131H-50]"
Sony PlayStation [EU] (1996) "Bubble Bobble also featuring Rainbow Islands [Model SLES-00448]"
Sony PlayStation [US] (1996) "Bubble Bobble also featuring Rainbow Islands [Model SLUS-00370]"
Microsoft XBOX [EU] (October 14, 2005) "Taito Legends" 
Sony PlayStation 2 [EU] (October 14, 2005) "Taito Legends [Model SLES-53438]" 
Microsoft XBOX [US] (October 25, 2005) "Taito Legends" 
Sony PlayStation 2 [US] (October 25, 2005) "Taito Legends [Model SLUS-21122]" 
Sony PlayStation 2 [KO] (July 18, 2006) "Taito Legends [Model SLKA-15056]" 
Sony PlayStation 2 [JP] (January 25, 2007) "Taito Memories II Joukan [Model SLPM-66649]" 

* Handhelds : 
Nintendo Game Boy Color [EU] (2001) "Rainbow Islands [Model CGB-BISP-EUR]" 

* Computers : 
Commodore C64 [US] [EU] (1989) 
Amstrad CPC [EU] (1989) 
Amstrad CPC [EU] (1990) "Le Monde des Merveilles"
Atari ST [EU] (1990) 
Sinclair ZX Spectrum [EU] (1987) 
Commodore Amiga [EU] (1990) 
Commodore Amiga [US] (June 1, 1990) 
Amstrad CPC [JP] (1991) "Addicted To Fun - Rainbow Collection" 
PC [MS-DOS, CD-ROM] [US] [EU] (September 30, 1996) "Bubble Bobble featuring Rainbow Islands" 
PC [MS Windows, CD-ROM] [EU] (October 14, 2005) "Taito Legends" 
PC [MS Windows, CD-ROM] [US] (November 10, 2005) "Taito Legends"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2169&o=2

$end


$nes=rbisland,
$bio

Rainbow Islands - The Story of Bubble Bobble 2 (c) 1991 Ocean.

- TRIVIA -

Reviews:
[FR] June 1992 - Consoles + N.10 (Pages 118): 88/100
[FR] June 1992 - Joypad N.9: 84/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55481&o=2

$end


$sms=rbislandb,
$bio

Rainbow Islands - The Story of Bubble Bobble 2 (c) 1993 Tec Toy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56147&o=2

$end


$info=rbislande,
$bio

Rainbow Islands - The Story of Bubble Bobble 2 (c) 1988 Taito Corp.

This extra version has the exact same game-play as the original but the stages and bosses appear in a different order.

- TECHNICAL -

Extra Version
Game ID : B39

- TRIVIA -

Rainbow Islands Extra was released in March 1988.

- PORTS -

* Consoles : 
Sega Mega Drive [JP] (October 5, 1990) "Rainbow Islands Extra [Model T-11073]"  
Sony PlayStation 2 [JP] (March 29, 2007) "Taito Memories II Gekan [Model SLPM-66713]" 

* Handhelds : 
Sony PSP [AS] (January 3, 2006) "Taito Memories Pocket [Model UCAS-40040]" 
Sony PSP [JP] (January 5, 2006) "Taito Memories Pocket [Model ULJM-05076]" 
Sony PSP [KO] (February 10, 2006) "Taito Memories Pocket" 

* Computers : 
FM Towns PC [JP] (1992)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47497&o=2

$end


$sms=rbisland,
$bio

Rainbow Islands - The Story of Bubble Bobble 2 (c) 1993 Sega Enterprises, Limited.

- TECHNICAL -

Cartridge ID: 7117

- TRIVIA -

Reviews:
[FR] June 1993 - Consoles + N.21: 80/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56148&o=2

$end


$nes=rbislantj,
$bio

Rainbow Islands - The Story of Bubble Bobble 2 (c) 1988 Taito Corp.

- TECHNICAL -

Cartridge ID: DTF-RL

- TRIVIA -

Rainbow Islands for Famicom was released on June 26, 1988 in Japan. It was the 19th title published by Taito on the Famicom.

Known export release:
[US] "Rainbow Islands - The Story of Bubble Bobble 2 [Model NES-RL]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54536&o=2

$end


$pcecd=rbisland,
$bio

Rainbow Islands - The Story of Bubble Bobble 2 (c) 1993 NEC Avenue, Limited.

- TECHNICAL -

[Model NAPR-1012]

- TRIVIA -

Rainbow Islands for PC-Engine CD was released on June 30, 1993 in Japan.

- TIPS AND TRICKS -

* Powerup Codes: At the title screen, enter any of the following codes. A sound will be heard if done right, then hit "Continue" (second option).
- Continue After Island 5: Press Left, II, Select, I, Right, Left, I, Left
- Double Rainbows: Press Right, I, Select, II, I, Left, II, Right
- Fast Rainbows: Press Select, Select, Select, Left, Left, Right, Right, Select
- Food Becomes Money Bags: Press Right, Right, Left, Left, II, II, I, Select
- Have The Fairy: Press Select, I, II, Left, Right, I, Select, Right
- Have Wings: Press II, I, II, I, II, I, Right, Select
- Speed Shoes: Press II, Left, Right, II, I, Select, II, I
- Start With 20 Lives: Press Up, Down, Left, Right, II, I, II, I

* Secret Hints: At the title screen, enter the following codes..
- 1st Hint: Press Left, I, Left, Select, Left, II, Left, Select.
- 2nd Hint: Press Select, Right, II, I, Select, Left, Select, II.
- 3rd Hint: Press Right, Right, Right, Right, Select, II, Select, I.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49101&o=2

$end


$nes=rbislant,
$bio

Rainbow Islands - The Story of Bubble Bobble 2 (c) 1991 Taito Corp.

North American release.

- TECHNICAL -

Cartridge ID: NES-RL

- TRIVIA -

Rainbow Islands for NES was released in June 1991 in North America.

This export version is a more technically-accomplished conversion than the original Japanese version.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55482&o=2

$end


$megadriv=rbisland,
$bio

Rainbow Islands Extra (c) 1990 Taito Corp.

- TECHNICAL -

Cartridge ID: T-11073

- TRIVIA -

Rainbow Islands Extra for Mega Drive was released on October 5, 1990 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56790&o=2

$end


$amigaocs_flop=rbislandb,
$bio

Rainbow Islands [Budget] (c) 1989 Hit Squad, The [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74839&o=2

$end


$gbcolor=rbisland,
$bio

Rainbow Islands (c) 2001 TDK Core

- TECHNICAL -

Game ID: CGB-BISP-EUR

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68639&o=2

$end


$gameboy=rainbwpr,
$bio

Rainbow Prince [Model GS-05] (c) 19?? GYY [Taiwan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66816&o=2

$end


$info=m5rainrn,m5rainrna,
$bio

Rainbow Runner (c) 200? Red Gaming.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15635&o=2

$end


$msx1_cart=rainbows,
$bio

Rainbow Stories [Model P066] (c) 1986 al Alamiah

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77396&o=2

$end


$info=sc1rain,
$bio

Rainbow (c) 1999 ELAM

A 1-5 coin play 3-reel multiplier with a top jackpot of 3,000 coins.

- TECHNICAL -

Model 6645

- TRIVIA -

Released in October 1999.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=12643&o=2

$end


$info=m5roof,m5roofa,
$bio

Raise The Roof (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41621&o=2

$end


$info=raizpin,raizpinj,
$bio

Raizin Ping Pong (c) 2002 Taito Corporation.

- TECHNICAL -

Runs on the "Taito Type Zero" Hardware.

Screen Orientation: Horizontal

- TRIVIA -

Raizin Ping Pong was released in March 2002 in Japan (even if titlescreen says 2001).

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4835&o=2

$end


$a2600=raketen,
$bio

Raketen-Angriff (c) 19?? Ariola.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50855&o=2

$end


$wscolor=rakujong,
$bio

Raku Jongg [Model SWJ-BANC10] (c) 2001 Bandai Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86475&o=2

$end


$gbcolor=rakuxcs,
$bio

Raku x Raku - Cut Shuu [Model CGB-BELJ-JPN] (c) 2000 Natsume, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68640&o=2

$end


$gbcolor=rakuxmis,
$bio

Raku x Raku - Mishin [Model DMG-BRAJ-JPN] (c) 2000 Natsume, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68641&o=2

$end


$gbcolor=rakuxmoj,
$bio

Raku x Raku - Moji [Model CGB-BEMJ-JPN] (c) 2000 Natsume, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68642&o=2

$end


$pc8801_flop=rakuensh,
$bio

Rakuen no Shotaijo (c) 1990 CreamSoft-Striker [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92719&o=2

$end


$pc98=rakuen,
$bio

Rakuen no Shoutaijou (c) 1990 CreamSoft-Striker [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90454&o=2

$end


$n64=rakuga,
$bio

Rakuga Kids (c) 1998 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57930&o=2

$end


$n64=rakugaj,
$bio

Rakuga Kids [Model NUS-NKRJ] (c) 1998 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57931&o=2

$end


$psx=rakugaki,
$bio

Rakugaki Showtime [Model SLPM-86272] (c) 1999 Enix, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85580&o=2

$end


$pc98=rakumats,
$bio

Rakuichi no Matsuri (c) 1995 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90455&o=2

$end


$pc98=rall3,
$bio

Rall III - Kakuseihen (c) 1994 Fairy Dust [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90456&o=2

$end


$info=rally,
$bio

Rally (c) 1980 Taito.

- TRIVIA -

Released in December 1980.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5542&o=2

$end


$nes=rally,
$bio

Rally (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55483&o=2

$end


$n64=rally99,
$bio

Rally '99 [Model NUS-NRAJ] (c) 1999 Imagineer [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57932&o=2

$end


$nes=rallybik,
$bio

Rally Bike (c) 1990 Romstar, Incorporated. [USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55484&o=2

$end


$info=rallybik,
$bio

Rally Bike (c) 1988 Taito Corp.

- TECHNICAL -

Game ID : TP-012
Board Number : M6100335A
Prom Stickers : B45

Main CPU : Motorola 68000 (@ 10 Mhz), Zilog Z80 (@ 3.5 Mhz)
Sound Chips : YM3812 (@ 3.5 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in May 1988.

Developed by Toaplan.

This game is known in Japan as "Dash Yarou" (translates from Japanese as 'Dash Rascal').

Polystar released a limited-edition soundtrack album for this game (Tatsujin : Toaplan Game Music Scene One - H24X-10005) on 25/06/1989.

- STAFF -

Music composed by : Ree Ohta

- PORTS -

* Consoles :
Nintendo Famicom (1990)

* Computers :
Sharp X68000 (1991)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2170&o=2

$end


$n64=rallychl,
$bio

Rally Challenge 2000 (c) 2000 South Peak

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57933&o=2

$end


$neocd=trally,
$bio

Rally Chase (c) 1994 ADK Corp.

- TECHNICAL -

[Model ADCD-003]

- TRIVIA -

Released on October 31, 1994 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47471&o=2

$end


$cpc_cass=rallycrs,
$bio

Rally Cross Challenge (c) 1989 Anco Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98823&o=2

$end


$psx=rallydea,
$bio

Rally de Africa [Model SLPS-01601] (c) 1998 Prism Arts

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85581&o=2

$end


$psx=rallydee,
$bio

Rally de Europe [Model SLPS-02679] (c) 2000 Prism Arts

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85582&o=2

$end


$cpc_cass=rallydrv,
$bio

Rally Driver (c) 1986 Hill MacGibbon

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98825&o=2

$end


$cpc_cass=rallydrvas,
$bio

Rally Driver [Model AS191] (c) 1988 Alternative Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98826&o=2

$end


$cpc_cass=rally2f,
$bio

Rally II [Model 053] (c) 1985 Loriciels [France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98828&o=2

$end


$cpc_cass=rallysim,
$bio

Rally Simulator [Model A041] (c) 1988 Zeppelin Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98831&o=2

$end


$a800=speedway,
$bio

Rally Speedway (c) 1983 Adventure International

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86673&o=2

$end


$info=rallyx,rallyxa,
$bio

Rally-X (c) 1980 Namco, Limited.

In Rally-X, the player drives a car around a maze picking up all of the yellow flags, of which there are ten, before the car's fuel runs out. The game-play has a similar feel to another Namco legend, "Pac-Man"; although in Rally-X, the mazes are much larger and, with each maze having only ten flags to collect, is more sparsely populated than Namco's pill-eating legend.

In-game opponents consist of red enemy cars that try to ram into and destroy the player's car, a problem compounded by the fact that enemy cars are faster than the player's. A smoke screen can be activated which trails behind the player's car and causes any pursuing enemies to crash. Each maze also has rock formations which, if crashed into, will result in the loss of a player car. A radar display to the right hand side of the playing area shows the positions of both the flags, and the enemy vehicles.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : Namco 3-channel WSG and discrete circuitry for the crash sound.

Players : 2
Control : 4-way joystick
Buttons : 1 (SMOKE SCREEN)

- TRIVIA -

Rally-X was released in October 1980 in Japan.

- UPDATES -

In the introduction to the bonus stages, the Namco version misspells 'Challenging' as 'Charanging'. This was corrected in the Midway version.

- SCORING -

Collecting a flag : 100 points x the flag collected up to a maximum of 1,000 points. If you lose a life, the points awarded will reset to 100 when you restart.

Collecting the Special Flag : Doubles points for the Special Flag and all flags collected thereafter until you clear the round or lose a life. If you clear the entire round without losing a single life, the tenth flag is always worth 2,000 points because it is guaranteed that at some point, you will have collected the Special Flag. However, losing a life will cancel out the Special Flag's scoring effect when you restart.

End of stage bonus : Points for remaining fuel

- TIPS AND TRICKS -

* Your only goal is to collect all ten flags as quickly as possible. You need to pay constant attention to two things: the zoomed in view of the world that occupies most of the screen, and the radar view of the world to the right.

* The radar view provides you with two key pieces of information: the relative position of the flags in the world, and the proximity of the enemy cars to yours. Yellow dots in the radar view denote the flags' locations, red dots represent the enemy cars, and the dot flashing black and gray represents you.

* The method you use for collecting the flags is of utmost importance. It is usually best to try to hop from one flag to whichever flag is closest, but the enemies will make that quite difficult to do. As a general rule, do not reverse your direction unless it is absolutely necessary and completely safe to do. If you have to choose between getting close to an enemy to pick up a nearby flag, and abandoning that flag for a farther flag, go for the farther flag. The more distance you put between you and the other cars, the safer you will remain.

* In general, you will be safe off if you choose a direction to collect flags, clockwise or counter-clockwise, and stick to it throughout the duration of the stage. The smokescreen is an invaluable and incredibly tempting tool to use. But if you use it excessively, you will deplete your fuel supply very rapidly, making it more likely that you will run out of fuel before you collect all ten flags, which will almost ensure your demise.

* Challenging stages occur before each maze change, which occurs each time the round number is one less than a multiple of four (the challenging stages occur on the third, seventh, and every fourth round thereafter. In these stages, you are free to collect all of the flags without being harassed by enemy cars until your fuel runs out. However, you can still crash into parked cars and rocks, so be careful.

* Easter Egg : 
1) Enter service mode.
2) Keep B1 pressed and enter the following sequence : UP(x2), DOWN(x7), RIGHT, LEFT(x6)
3) '(c) Namco LTD. 1980' will be added at the bottom of the screen.

- SERIES -

1. Rally-X (1980, Arcade)
2. New Rally-X (1981, Arcade)
3. Rally-X Arrangement (1996, Arcade): part of "Namco Classics Collection Vol.2"
4. New Rally-X Arrangement (2005, PSP): part of "Namco Museum Battle Collection" 
5. Rally-X Remix (2007, Wii): part of "Namco Museum Remix" 
6. Rally-X Rumble (2011, App Store)

- PORTS -

NOTE: For ports released in the USA, please see the Midway version entry.

* Consoles : 
Nintendo Famicom [AS] (1989) "Jovial Race" by Sachen 
Nintendo Famicom [JP] (199?) "Mi Hun Che" 
Sony PlayStation [JP] (November 22, 1995) "Namco Museum Vol.1 [Model SLPS-00107]" 
Sony PlayStation [AU] (1996) "Namco Museum Vol.1 [Model SCES-00243]" 
Sony PlayStation [EU] (August 1996) "Namco Museum Vol.1 [Model SCES-00243]" 
Sony PlayStation 2 [JP] (January 26, 2006) "Namco Museum Arcade Hits! [Model SLPS-25590]" 
Microsoft XBOX [EU] (March 24, 2006) "Namco Museum - 50th Anniversary" 
Sony PlayStation 2 [EU] (March 31, 2006) "Namco Museum - 50th Anniversary [Model SLES-53957]" 
Nintendo GameCube [EU] (May 5, 2006) "Namco Museum - 50th Anniversary [Model DOL-G5NP-EUR]" 
Microsoft XBOX 360 [EU] (May 15, 2009) "Namco Museum - Virtual Arcade" 
Microsoft XBOX 360 [AU] (June 4, 2009) "Namco Museum - Virtual Arcade" 
Microsoft XBOX 360 [JP] (November 5, 2009) "Namco Museum - Virtual Arcade [Model 2RD-00001]" 

* Handhelds : 
Sony PSP [EU] (December 9, 2005) "Namco Museum Battle Collection [Model UCES-00116]" 
Sony PSP [JP] (February 24, 2005) "Namco Museum [Model ULJS-00012]" 
Sony PSP [KO] (May 2, 2005) as 'Banggor' in "Namco Museum [Model UCKS-45005]" 
Nintendo Game Boy Advance [EU] (March 31, 2006) "Namco Museum - 50th Anniversary [Model AGB-B5NP-EUR]" 

* Computers : 
MSX [JP] (March 30, 1984) 
Fujitsu FM-7 [JP] (1984) 
Amstrad CPC [EU] (1984) "Hold-Up" : Different sprites but same game. 
Sharp X68000 [JP] (1988) by IT 
PC [MS Windows, CD-ROM] [JP] (November 28, 1997) "Namco History Vol.2" 
PC [MS Windows, CD-ROM] [AU] (March 27, 2006) "Namco Museum - 50th Anniversary" 
PC [MS Windows, CD-ROM] [EU] (May 19, 2006) "Namco Museum - 50th Anniversary"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2171&o=2

$end


$info=rallyxmr,
$bio

Rally-X (c) 1980 Model Racing S.p.a.

Italian bootleg.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72303&o=2

$end


$fm7_cass=rallyx,rallyxa,
$bio

Rally-X (c) 1984 Dempa Shinbunsha [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93782&o=2

$end


$msx1_cass=rallyx,
$bio

Rally-X (c) 1984 Bug Byte

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94933&o=2

$end


$x68k_flop=rallyx,
$bio

Rally-X (c) 1988 IT [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88554&o=2

$end


$x1_cass=rallyx,
$bio

Rally-X (c) 198? Dempa Shinbunsha [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86264&o=2

$end


$msx1_cart=rallyxk,
$bio

Rally-X (c) 198? Zemina.

Korean release.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95207&o=2

$end


$msx1_cart=rallyx,rallyxb,rallyxa,
$bio

Rally-X [Model 06] (c) 1984 Namco, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77397&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=rallyx,
$bio

Rally-X [NTSC] (c) 1981 Commodore, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86904&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=rallyxp,
$bio

Rally-X [PAL] (c) 1981 Commodore, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86905&o=2

$end


$info=rallyxm,
$bio

Rally-X (c) 1981 Midway Mfg. Co.

Export version by Bally/Midway for North America. Game developed in Japan by Namco. For more information about the game, please see the original Namco entry.

- TECHNICAL -

[Upright model]
[No. 935]

- TRIVIA -

Rally-X was released in January 1981 in North America by Bally/Midway under license from Namco. 

In the introduction to the bonus stages, the Namco version misspelled 'Challenging' as 'Charanging'. This was corrected in this export version.

In 1981, "Defender", "Pac-Man", and "Battlezone" were shown alongside Rally-X at a trade show sponsored by the Amusement Machine Operators of America. It was believed that Rally-X would be the top money-earner. Defender went on to sell more than 60,000 units - more than disproving these projections - and cemented its place in video game history.

A Midway Rally-X unit appears in the 1982 movie 'Tron'.

- PORTS -

NOTE: Only ports released in North America are listed here. For ports released in other regions, please see the original Namco entry.

* Consoles : 
Sony PlayStation [US] (July 31, 1996) "Namco Museum Vol.1 [Model SLUS-00215]" 
Microsoft XBOX [US] (August 30, 2005) "Namco Museum - 50th Anniversary [Model NMO-2201A-NM]" 
Nintendo GameCube [US] (August 30, 2005) "Namco Museum - 50th Anniversary [Model DOL-G5NE-USA]" 
Sony PlayStation 2 [US] (August 30, 2005) "Namco Museum - 50th Anniversary [Model SLUS-21164]" 
Microsoft XBOX 360 [US] (November 4, 2008) "Namco Museum - Virtual Arcade [Model 21022]" 
Nintendo Wii [US] (November 16, 2010) "Namco Museum Megamix" 

* Handhelds : 
Sony PSP [US] (August 23, 2005) "Namco Museum Battle Collection [Model ULUS-10035]" 
Nintendo Gameboy Advance [US] (August 30, 2005) "Namco Museum - 50th Anniversary [Model AGB-B5NE-USA]" 

* Computers : 
PC [MS Windows, CD-ROM] [US] (July 31, 1998) "Microsoft Revenge of Arcade" 
PC [MS Windows, CD-ROM] [US] (October 25, 2005) "Namco Museum - 50th Anniversary" 

* Others : 
Arcade [US] (1996) "Namco Classics Collection Vol.2" 
Namco Classics TV Game [US] (2003) by Jakk's Pacific 
Arcade [US] (2010) "Pac-Man's Arcade Party"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=36472&o=2

$end


$info=rallys,rallysa,
$bio

Rallys (c) 1980 Novar.

The heroic 'Wummel' (your spaceship) is needed again in Crystal City as the Spectar Smugglers have become bolder and the Targs meaner. You also have to deal with a grid which has certain road connections cut off, so you'll have to work your way around.

- TECHNICAL -

Main CPU : MOS Technology M6502 (@ 705.562 Khz)
Sound Chips : DAC

Players : 2
Control : 4-way joystick
Buttons : 1

- TRIVIA -

This game is a bootleg of "Spectar".

- SCORING -

Run over a dot : 20 points.
Hit a targ (red ships) : 10 X rack number.
Hit a spectar (green ships) : 100-500 points.
Finish off rack : 1000 X rack number.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2172&o=2

$end


$cpc_cass=ram,
$bio

RAM (c) 1990 Topo Soft [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98812&o=2

$end


$cpc_cass=ramxptst,
$bio

Ram Expansion Test (c) 2011 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98832&o=2

$end


$a2600=ramit,ramite,ramite1,
$bio

Ram It (c) 1982 Telesys.

Ram all 32 color bars completely off the screen before they block you from moving or the 5000-count timer runs out.

You score points for hitting the bars and score more points by hitting the flashing bonus bars.

- TECHNICAL -

Model 1004

- TIPS AND TRICKS -

* Ram It requires a light touch on the Joystick, so tap it gently for better control.

* Concentrate on ramming the bars on one side first. Then you're less likely to get trapped.

* When you're hitting two bars at once take advantage of it! Take out one side and then switch directions and take out the other.

* The top and bottom bars can't block your way, so leave them alone until they turn to bonus. Then go for the points.

* Towards the end of the round, your best chance to clear the board is hitting the grown bars when they flash for the bonus. Be sure to keep one bar 'alive' (not grown) so you can continue to play until that happens.

- STAFF -

Programmer: Jim Rupp

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50856&o=2

$end


$info=m5ramrd,
$bio

Ram Raid (c) 200? Empire Games Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=19935&o=2

$end


$info=m5ramrcl,
$bio

Ram Raid Club (c) 199? Empire Games, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41610&o=2

$end


$cpc_cass=ramdam,
$bio

Ram-Dam (c) 1986 Nemesis

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98833&o=2

$end


$cpc_cass=ramblas,
$bio

Ramblas, Investigador Privado - El Caso Vega [Model 160037] (c) 1986 Mind Games Espana, S.A.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98834&o=2

$end


$nes=ramboj,
$bio

Rambo (c) 1987 Pack-In-Video Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54537&o=2

$end


$nes=ramboa,rambo,
$bio

Rambo (c) 1988 Acclaim Entertainment, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55485&o=2

$end


$spc1000_cass=rambo,
$bio

Rambo (c) 198? SMC [Sammi Computer] [Korea]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83542&o=2

$end


$info=rambo,
$bio

Rambo (c) 2008 Sega Enterprises, Limited.

- TECHNICAL -

Runs on the Sega "Lindbergh Red EX" Hardware.

Players: Up to 2 simultaneously.
Control: Lightguns (1 per player).

- TRIVIA -

Rambo was released on September 18, 2008.

This game is based on the first 3 Rambo films starring Sylvester Stallone which includes 'First Blood (1982)', 'First Blood - Part II (1985)', and 'Rambo III (1988)'.

The guns used in Rambo depend on the type of cabinet used (the standard cabinet uses MAC-10 pistols similar to the ones used in T"he House of the Dead 4", while the deluxe cabinet uses the same guns as "Ghost Squad").

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=25774&o=2

$end


$c64_cart,c64_flop=rambo2,
$bio

Rambo - First Blood Part II (c) 1985 Ocean

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53681&o=2

$end


$c64_cart,c64_flop=rambo2n,
$bio

Rambo - First Blood Part II (c) 1985 Thunder Mountain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53682&o=2

$end


$sms=rambo2,
$bio

Rambo - First Blood Part II (c) 1986 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56149&o=2

$end


$cpc_cass=rambo2,
$bio

Rambo - First Blood Part II (c) 1986 Ocean Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98836&o=2

$end


$info=ikariram,
$bio

Rambo 3 (c) 1986 Unknown.

Pirate version of Ikari.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101120&o=2

$end


$c64_cart,c64_flop=rambo3,
$bio

Rambo III (c) 1988 Ocean

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53679&o=2

$end


$sms=rambo3,
$bio

Rambo III (c) 1988 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56150&o=2

$end


$msx1_cass=rambo3,rambo3a,rambo3b,
$bio

Rambo III (c) 1988 Ocean Software, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94934&o=2

$end


$cpc_cass=rambo3,
$bio

Rambo III (c) 1988 Ocean Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98838&o=2

$end


$info=rambo3u,
$bio

Rambo III (c) 1989 Taito America Corp.

North American version. For more information about the game itself, please see the original version entry; "Rambo III".

- TRIVIA -

Rambo III was released on January 1, 1990 in North America.

This North American version has a different ending than the European version. It also add the 'Winners Don't Use Drugs' screen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61498&o=2

$end


$info=rambo3,rambo3p,
$bio

Rambo III (c) 1989 Taito Corp.

Assume the role of Rambo and Colonel Sam Trautman as they fight the soviet army in Afghanistan.

- TECHNICAL -

Taito B System hardware
Board Number : K1100485A
Prom Stickers : B93

Main CPU : Motorola 68000 (@ 12 Mhz), Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2610 (@ 8 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Based on the movie of the same name. The movie 'Rambo III' is rated R by the Motion Picture Association of America. It is intended for mature audiences and parental guidance is advised. Children under 17 are not admitted unless they are accompanied by a parent or adult guardian.

- TIPS AND TRICKS -

* Level select : boot machine with service switch pressed.
Message appears : SERVICE SWITCH ERROR, press 1p Start(x3), service switch, 1p Start.
Message appears : SELECT BY DOWN SW, select level with joy Down/Up and push Start button.

- STAFF -

Game programmers : T. Katoh, H. Yayama, Mom. Kobayashi, K. Kondoh, Takeshi Ishizashi
Character Designers : Takashi Yamada, Noritaka Kawamoto, Kenji Hazama, Seiji Kawagishi, Kazumasa Fuseya, A. Yamamoto, Kohzoh Igarashi, Tomita Takaaki, Y. Iwata
Game designer : Akira Saitoh
P.C.B. designer : Eikichi Takahashi
Designers : Kazuo Nakagawa, Hiroyasu Nagai
Sound designers (Team Zuntata) : Masahiko Takagi, Yasuko Yamada, Pinch Punch

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2173&o=2

$end


$c64_cart,c64_flop=rambo3n,
$bio

Rambo III (c) 1989 Taito Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53680&o=2

$end


$megadriv=rambo3a,rambo3,
$bio

Rambo III (c) 1989 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56791&o=2

$end


$amigaocs_flop=rambo3u,
$bio

Rambo III (c) 1989 Taito America Corp. [Elk Grove Village, IL, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74841&o=2

$end


$amigaocs_flop=rambo3,
$bio

Rambo III [Budget] (c) 1989 Hit Squad, The [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74840&o=2

$end


$cpc_cass=rambo3hs,
$bio

Rambo III [Model 14] (c) 1990 Hit Squad, The [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99078&o=2

$end


$msx1_cart=rambo,rambob,ramboc,ramboa,
$bio

Rambo [Model MS-1] (c) 1985 Pack-In-Video Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77398&o=2

$end


$info=j6ramese,j6ramesea,j6rameseb,j6ramesec,j6ramesed,j6ramesee,j6ramesef,
$bio

Rameses' Riches Club (c) 199? Crystal Leisure.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41945&o=2

$end


$psx=ramichan,
$bio

Rami-Chan No Ooeto Surogoku: Keio Yugekitai Gaiden [Model SLPS-01546] (c) 1998 Victor Interactive Software, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85583&o=2

$end


$snes=ramosruy,
$bio

Ramos Ruy no World Wide Soccer [Model SHVC-6K] (c) 1994 Pack-In-Video Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62004&o=2

$end


$info=m5rampg,m5rampg11,m5rampg12,
$bio

Rampage (c) 200? Red Gaming.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15634&o=2

$end


$gba=rampage,
$bio

Rampage - Puzzle Attack [Model AGB-ARXE-USA] (c) 2001 Midway Home Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72577&o=2

$end


$info=rmpgwt,rmpgwt11,
$bio

Rampage - World Tour (c) 1997 Midway Games, Incorporated.

A sequel to the 1986 original, Rampage World Tour once again has George, Lizzie, and Ralph bent on a trail of destruction. The 'World Tour' of the title refers to the fact that the action now takes place around the entire world, instead of just North America. Graphics are much improved and a kick button has been added to allow even more chaos.

Hidden bonus items have also been added to the game; two examples are an item that allows any player character to transport to almost any location in the game instantly. A second gives the players more destructive power. Some stages have a vat of toxic chemicals that can mutate any player character into a huge purple bat-like creature called V.E.R.N (Violently Enraged Radioactive Nemesis) for the duration of the stage.

- TECHNICAL -

Midway Wolf Unit hardware

Main CPU : TMS34010 (@ 6.25 Mhz)
Sound CPU : ADSP2105 (@ 10 Mhz)
Sound Chips : DMA-driven (@ 10 Mhz)

Players : 3
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Rampage - World Tour was released in March 1997.

Rampage - World Tour was born during a meeting, (regarding another project), between Game Refuge Designers Brian Colin and Jeff Nauman and top Midway execs Ken Fedesna and the late, great, Joe Dillon. Marketing VP Joe Dillon made an off-hand comment : "What we really need is a game that appeals to everyone... adults as well as kids, girls as much as guys. My partner, Jeff Nauman, and I looked at each other and said, in unison, 'Then lets re-make RAMPAGE!'. Five minutes later we got the green light to make the game". 

It was decided to remake the game using the latest Midway Wolf Unit hardware. All of the character animation was achieved through the use of the 3D spline-modelling tool Animation Master. 

Rampage - World Tour was included as a bonus in "Rampage - Total Destruction" for the Nintendo GameCube, Sony PlayStation 2, and Nintendo Wii.

A sequel, "Rampage - Universal Tour" was cancelled as an arcade project. 

Stages trivia : There are 130 regular racks/levels in RWT. Each rack is a unique city, and the passage of time is counted in Days (1 day = 1 city). In addition, there are 14 'Transcontinental Flights'; a bonus flying rack in which players chalk up special bonuses. There are are 4 'Grudge Match' racks that pit player against player for an enormous point bonus. The final levels are on the surface of the moon, against hordes of heavily armed Scumlab astronauts. There are 'hidden' racks as well, in such unlikely places as 'Hades' (complete with Demonic Minions) (...told you Scumlabs had underworld connections), 'Secret Government Area 69' (So that's where all those aliens keep coming from!) and the terrifying, mystical wasteland known only as 'Suburbia', to name a few. 

In some stage you are attacked by ed-209 from "Robocop"! 

There are several humorous touches in the game. Like sometimes if your character eats a person, he will spit him out shortly if that person didn't taste good.

- UPDATES -

Revision 1 :
* Software version : 1.1.

Revision 2 :
* Software version : 1.3.

- TIPS AND TRICKS -

* A Few Lesser-Known Items of Interest
1) Calculator : Grab a calculator before snagging a bonus power to multiply the effects of that power.
2) Scumlab Triangle : Punching this symbol instantly destroys all on-screen vehicles.
3) Rubber Duckie : Make the duck quack five times to call the jet bombers and evacuate the city earlier than usual.
4) Allergic Reactions : Eating certain foods may make you sneeze. Ralph is allergic to cats, Lizzie is allergic to birds, and George is allergic to dogs.
5) Backoff Bellow : Right after another player pops you in the face, pull down on your Joystick and press the Kick Button. You will Bellow at him and leave him dazed.

* A Few Secret Codes : Secret codes must be entered when the name of the appropriate city is displayed. The effect lasts while the Creatures are in that city. A brief message will confirm if the code was entered correctly.

1) Fatty Foods : This code enables an individual Creature to digest fatty foods better. All people eaten by this Monster award 3X their normal health increase...
GEORGE : (U + J,J,J)
LIZZY : (U + P,P,P)
RALPH : (U + K,K,K)
When To Use : At the end of every Jumbo Jet Ride... prior to the start of every World Tour

2) Iron Guts : This code enables an individual Creature to avoid stomach upset. Bad Stuff, that would normally make one puke, now builds up a player's health...
GEORGE (D + J,J,J)
LIZZY (D + P,P,P)
RALPH (D + K,K,K)
When To Use : Each time you return to a US City after taking a World Tour.

3) Food-O-Rama : This code fills all buildings with Good Stuff to eat. Note that ALL of the buttons indicated below must be pushed, regardless of the number of players...
GEORGE (J)
LIZZY (P)
RALPH (K)
When To Use : Washington DC, Moab, Nashville and Kodiak... And every fourth city in a World Tour, as well...London, Kiev, Casablanca and Rio

4) Load Up : This code loads the city with every possible Special Power. Note that ALL of the buttons indicated below must be pushed, regardless of the number of players...
GEORGE (J,J)
LIZZY (P,P)
RALPH (K,K)
When To Use : Philadelphia, Carbondale, Santa Fe and Honolulu.

5) Secret Racks : This code sends the players to a rack, or level, that cannot be reached any other way. Note that ALL of the buttons indicated below must be pushed, regardless of the number of players.
GEORGE (J,J,J) AND
LIZZY (P,P,P) AND
RALPH (K,K,K) 
When To Use : Enter the code in Atlanta and find yourself in the food rich world of SUBURBIA.
Enter the code in Louisville, and find yourself in the SCUMLAB BIOWEAPON WAREHOUSE.
Enter the code in chilly Fairbanks to discover the steamy secret of EUSTAS DEMONIC'S UNDERWORLD CONNECTION.
Enter the code in Phoenix to learn what's hidden at secret Government AREA 69.

6) The Ten-City Jump (Rack Advance) : This code lets the players jump ahead ten racks or so...making it much easier to reach the exciting finale on the surface of the moon! (...and YES, the rumors are true about what happens in the final moments of the arcade game...) Note that ALL of the buttons indicated below must be pushed, regardless of the number of players.
GEORGE (J,P,K)
LIZZY (P,K,J)
RALPH (K,J,P)
When To Use : Cleveland, Oklahoma City, Fargo and Reno.

* You can make your character fly. Climb up a building and jump, now start tapping the punch button steadily, your character will start flapping his hands like bird-wings and will start sort-of gliding.

- SERIES -

1. Rampage [No. 0E36] (1986, Arcade) 
2. Rampage - World Tour (1997, Arcade)
3. Rampage 2 - Universal Tour (1999, Nintendo 64) 
4. Rampage Through Time (2000, Sony PlayStation) 
5. Rampage - Total Destruction (2006, GameCube/PS2/Wii)

- STAFF -

Developed by Game Refuge.

Programming group : Jeff Nauman, Blake Drolson, Joel Nauman, Kirk Nauman, Lynn Zeglin 
Animation group : Brian Colin, Jeff Croke, Rob Dollase, Aaron Hartline, Tom Kondol, Mark Sieka 
Sounds / Music : Dr. Dave Zabriskie, Vince Pontarelli, Mike Colin 
Concept and design : Brian Colin, Jeff Nauman 
Support from : Scott Parrish, Cary Mednick, Pat Cox, Mark Turmell, Sal Divita, Nik Ehrlich, Herman Sanchez, Darren Walker, Christa Woss, Pat Fitzgerald, Joan Faux, Andy Lycke, Art & Jim Tianis, Sheridan Oursler, Rosalind Dugas, Al Lasko, Steve Correl, Bill Soldwish, Leroy Brown, Tom Sedor, Bill Dabelstein, Doug Hurd, Mike Burgin, Sean, Jason, Decker

- PORTS -

* Consoles : 
Sega Saturn [EU] (1997) "Rampage World Tour [Model T-25416H-50]" 
Sega Saturn [US] (September 30, 1997) "Rampage World Tour [Model T-9708H]" 
Sony PlayStation [US] (September 30, 1997) "Rampage - World Tour [Model SLUS-00549]" 
Sony PlayStation [EU] (December 1997) "Rampage - World Tour [Model SLES-01011]" 
Nintendo 64 [US] (March 30, 1998) "Rampage - World Tour [Model NUS-NRPE-USA]" 
Nintendo 64 [EU] (June 1998) "Rampage - World Tour [Model NUS-NRPP-EUR]" 
Sony PlayStation 2 [AU] (2004) "Midway Arcade Treasures 2" 
Microsoft XBOX [US] (October 11, 2004) "Midway Arcade Treasures 2 [Model MWO-3201W]" 
Nintendo GameCube [US] (October 11, 2004) "Midway Arcade Treasures 2 [Model DOL-GAYE-USA]" 
Sony PlayStation 2 [US] (October 11, 2004) "Midway Arcade Treasures 2 [Model SLUS-20997]" 
Microsoft XBOX [EU] (October 29, 2004) "Midway Arcade Treasures 2" 
Sony PlayStation 2 [EU] (October 29, 2004) "Midway Arcade Treasures 2 [Model SLES-52844]"
Sony PlayStation 3 [PSN] [US] (May 17, 2007) 
Sony PlayStation 3 [PSN] [EU] (June 22, 2007) 

* Handhelds : 
Nintendo Game Boy Color [EU] (1998) "Rampage - World Tour [Model DMG-ARPP-EUR]" 
Nintendo Game Boy Color [US] (December 1998) "Rampage - World Tour [Model DMG-ARPE-USA]" 

* Computers : 
PC [MS Windows, CD-ROM] [US] (1997) 
PC [MS Windows, CD-ROM] [US] (February 17, 2006) "Midway Arcade Treasures Deluxe Edition"
PC [MS Windows, CD-ROM] [EU] (March 17, 2006) "Midway Arcade Treasures Deluxe Edition" by Zoo Digital Publishing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2175&o=2

$end


$gbcolor=rampage,
$bio

Rampage - World Tour (c) 1998 Midway Home Ent.

Yeehah! It's time for more world-smashing mayhem from the most dashing trio since the Three Musketeers, or at least Moe, Larry and Curly.

Like the surprising N64 hit of the same name, Midway's Rampage: World Tour for Game Boy Color stars George, Lizzy and Ralph, three lumbering brutes with a taste for buildings, jumbo-sized bananas and just about anything else they can cram into their monstrous maws. The Pak can be played on the Game Boy Color, Game Boy pocket and original Game Boy.

Don't be deceived by the threesome's ugly mugs and lousy table manners. Oh no. Your run-of-the-mill monster only thinks of overrunning famous tourist destinations like New York, Paris and Tokyo, but not George, Lizzy and Ralph. They prefer to venture off the well-worn path, instead visiting hidden jewels such as Peoria, Liverpool and Edinburgh. Here they can sample the local cuisine and get a taste of the locals -- er, local culture.

Unaccumstomed to such tender manners, the natives never fail to overreact to their gentle visitors. Tanks, police cars and flamethrowers are thrown into the fray. But even in these admittedly hostile encounters with the local militia, George, Lizzy and Ralph distinguish themselves from the commonplace monsters who populate most video games.

A never-ending ability to revive themselves eliminates the need for pesky things like passwords. In fact, infinite continues means that our three heroes don't really need to worry about fighting enemies or availing themselves of power-ups. They need merely jump and punch until all the buildings in a particular city are flattened, at which point they hasten on to their next destination. Indeed, the only way to bring their globetrotting to a close is by turning off your Game Boy. Good thing the system has a long battery life!

- TECHNICAL -

Model DMG-ARPE-USA

- TRIVIA -

Rampage - World Tour for Game Boy Color was released in December 1988 in North America.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68643&o=2

$end


$n64=rampageu,
$bio

Rampage - World Tour (c) 1998 Midway Home Entertainment.

Three titanic toughies smash their way through more than 130 levels in this 2D homage to Godzilla and other forty-foot stars of the silver screen.

Our story begins one seemingly uneventful day at world HQ of Scum Labs. The demented genetic experiments of Dr. Eustas DeMonic have gone terribly awry, mutating three of his gentlest employees into raving 50-foot beasts. Lab techie Ralph, now a giant werewolf, gets his kicks by bashing buildings. Tyrannosaurus rex-like Lizzie, once a shy scientist, is no wallflower when it comes to squashing Army tanks. And George has gone positively ape since he became a giant gorilla with a mohawk. All are heck-bent on only one thing: destroying all 16 Scum Labs around the world.

The basic goal is to thrash and bash your way across a series of cities, snacking on citizens as you do. Various power-ups give you invincibility, fire breath, extra strength and extra time. Sucking up the toxic waste at a Scum Lab further mutates your beast into V.E.R.N. (Violent Enraged Radioactive Nemesis), a flying, ultra-strong monster with lousy social skills. A multiplayer mode adds to the ferocious fun.

No one likes what Lizzie, George and Ralph are doing to real estate values, so you'll soon find the police and military coming at you with helicopters, tanks and robots. Even ordinary folk will come gunning for the misunderstood monsters. Fortunately, you can fortify yourself for the endless battles by chowing down on hidden livestock and timid travelers cowering at sight-seeing spots, as the game gives a new meaning to the phrase "tourist traps."

The original Rampage hit the arcades at about the same time that Beverly Hills 90210 was a fresh new show, so don't expect 3-D graphics and innovative features. With World Tour, Midway has stuck to the game's side-scrolling, sprite-driven roots, but took advantage of the N64's strengths to sharpen the graphics and make the control more precise. The Rumble Pak was created with games like this in mind and sure enough, Rampage: World Tour lets you feel every earth-shattering explosion.

Tea-sippers and other sensitive types may fuss about Rampage's wanton destruction, while sophisticated players may complain that the game is just plain repetitive. But for the millions of players who love nothing more than smashing stuff over and over and over again, Rampage is as welcome as a Three Stooges marathon.

- TECHNICAL -

Game ID: NUS-NRPE-USA

- TRIVIA -

Rampage - World Tour for Nintendo 64 was released on March 30, 1988 in North America.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57934&o=2

$end


$n64=rampage,
$bio

Rampage - World Tour (c) 1998 GT Interactive

- TECHNICAL -

Game ID: NUS-NRPP-EUR

- TRIVIA -

Rampage - World Tour for Nintendo 64 was released in June 1988 in Europe.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83356&o=2

$end


$saturn,sat_cart=rampage,
$bio

Rampage - World Tour (c) 1996 GT Interactive

- TECHNICAL -

Model T-25416H-50

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60385&o=2

$end


$saturn,sat_cart=rampageu,
$bio

Rampage - World Tour (c) 1997 Williams Entertainment, Incorporated.

- TECHNICAL -

Model T-9708H

- TRIVIA -

Rampage World Tour for Saturn was released on September 30, 1997 in North America.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60122&o=2

$end


$n64=rampage2,rampage2u,
$bio

Rampage 2 - Universal Tour (c) 1998 GT Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57935&o=2

$end


$gbcolor=rampage2,
$bio

Rampage 2 - Universal Tour [Model CGB-AUTE-USA] (c) 1999 Midway Home Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68645&o=2

$end


$cpc_cass=rampagehs,
$bio

Rampage [Model 05] (c) 1989 Hit Squad, The [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99068&o=2

$end


$sms=rampage,
$bio

Rampage (c) 1988 Sega Enterprises, Limited.

- TECHNICAL -

[US] Game ID: 5001

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56151&o=2

$end


$a7800=rampage,
$bio

Rampage (c) 1989 Activision.

- TECHNICAL -

Model AM-049-03

- STAFF -

Ported to Atari 7800 by: Spectral Dimensions (Atlanta)

Programming by: Bill Hawkins, Clay Turner

With many thanks to all the great people at Mediagenic/Activision...
- for their guidance and ideas: Tom Sloper, Perry Rodgers
- for his fine technical reference: Glyn Anderson
- for his novel bank switching design, as well as prototype RAM and EPROM cartridges: Kevin Cooper
- for his artwork: Steve Snyder
- for his in-depth testing which revealed more bugs: Steve Imes
- for the bulletin board service, saved untold dollars in Federal Express fees: Luis Rivas
- for the many software tools used in this development: Dave Staugas (Atari)
- for the design of the supercart development board: Jose Valdes (Atari)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50170&o=2

$end


$nes=rampage,
$bio

Rampage (c) 1988 Data East Corp.

- TECHNICAL -

Cartridge ID: NES-RP

- TRIVIA -

Rampage for NES was released in December 1988 in North America.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55486&o=2

$end


$lynx=rampage,
$bio

Rampage (c) 1990 Atari Corp.

There has been a terrible accident at the chemical lab! A new employee in the cafeteria accidentally mixed an experimental chemical with the creamed spinach. Luckily nobody at the spinach. Well, almost nobody. Four unfortunate souls snarfed the sticky green goo on a dare. Now horrible things were starting to happen.

It started with Larry, the cashier in the cafeteria and company snitch. He began to grow a tail and his head started looking like a creepy rat. Next thing he knew, he had this strong craving for cheese.

Then Ralph the janitor, who had a night job singing lead for a heavy metal group called The Noxious Fumes, began to grow an awful lot of facial hair. That night he started to howl, although only a few people noticed. Next Lizzie, the head of marketing, turned into a giant firebreathing lizard. Worst of all, Boss George (the chemical factory's top banana) turned into a gorilla.

Things would not have been so bad if they had stayed small. But they started to grow. And grow. They kept growing until they had become huge, ugly, smelly monsters. Boy were they mad! They smashed out of the factory and into the city streets.

They smashed stores, crushed houses, and fought off entire armies sent to protect the city. As they trashed the town, they looked for anything edible. Hamburgers, bread, even hapless citizens couldn't quench the insatiable appetite of these horrible fiends. It was obvious that the monsters had to be destroyed. Or did they? Rumor has it that a Lab Technician has developed the antidote. But there are two problems. First, there is only enough antidote for one monster. Second, the Lab Technician is in hiding until the world caves in and accepts his demands, or until the monsters find him, whichever comes first.

Will the tanks and choppers destroy the monsters or will one survive to find the antidote and become human again? It's hard to tell, the battle is still raging!

- TECHNICAL -

Model PA2022

- SCORING -

Punching (Cracks): 50 points
Hole in Building: 250 points
Window Objects: 50-1000 points
Tanks: 1000 points
Signs: 1000 points
Cars: 1000 points
Friends: 225 points

- TIPS AND TRICKS -

* Try to destroy cities as quickly as possible. The longer you stay in the city the more damage you will receive from the army guys.

* Watch for clues between levels. Those clues will help you survive. Some clues tell about the final level. If your monster can survive that long, it will be your only hope.

* Jump when you see dust clouds and approaching building cracks.

* Drinking the right pot on makes you both invisible and impervious to harm. This is especially advantageous when playing a multiplayer game.

* If playing against other players try to destroy the enemy as soon as possible. However, do not ignore tanks and choppers. Also, do not let the other player score too many points while you try to destroy him or you may not be able to catch up.

* If playing as a team, destroy the buildings quickly and protect the other monsters. For example, George could watch for he copters and tanks while Lizzie destroys buildings.

* Level Select: When the character selection screen appears, pause and resume the game. Now, after selecting a character, when the game continues on to the headlines screen hold down OPTION 1 and move the joypad to select the starting level.

* Programmer's Picture:  When the character selection screen appears, pause and resume the game (level select trick). Now, at the newspaper, hold down OPTION 1 and press Right until you select 'Day 6'. Press PAUSE twice, then hold down OPTION 1 and select 'Day 15'. Press PAUSE twice, then hold down OPTION 1+OPTION 2 and press B to end the game. In this way, there will be a picture of Peter Wierzbicki, the head programmer behind the score boxes instead of the winning monster. Press Pause to freeze the picture as it appears.

- STAFF -

Programmer: Pete Wierzbicki

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58849&o=2

$end


$cpc_cass=rampage,
$bio

Rampage [Model UQK 582] (c) 1987 Activision, Inc. [Santa Clara, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98840&o=2

$end


$info=rampage,rampage2,
$bio

Rampage (c) 1986 Bally Midway.

Rampage is a classic B-movie inspired smash-em-up in which up to three players take on the roles of three mutated monsters - George the giant ape, Lizzie the giant lizard and Ralph the giant wolf - who move from city to city destroying skyscrapers and vehicles, while eating or killing any people that get in their way. 

The monsters' health can be damaged in a number of ways: by being shot by National Guardsmen, by being hit by another monster, by falling from a building, by being hit by police cars or tanks, by going underwater, by being struck by lightning, or by eating something bad, such as dynamite. Health is replenished by eating food found in damaged buildings. 

If the players' health gauge diminishes completely, the monsters will revert back to their original human form and walk sideways off the screen. Rampage has a "buy back in" option, however; if players chose to continue the game before the human figure leaves the play area, the game will continue from that stage. 

Rampage is set over the course of 128 days in cities across North America. The game starts in Peoria, Illinois and ends in Plano, Illinois. In Plano, players receive a mega vitamin bonus which heals all the monsters and provides a large point bonus. After this, the cycle of cities repeats five times. After 768 days, the game resets back to Day One. 

* Examples of bonuses and hazards found inside damaged buildings: 
Food: Milk, Turkey, Hot Toast, Fruit 
Bonus: Flower Pot, TV Set, Money Bag 
Hazard: Cactus, Poison, Toaster 

* Examples of bonuses and hazards found outside damaged buildings: 
Bonus: Auto (or Truck), Commuter Train, Person in Manhole 
Hazard: National Guard Tank, Police Car, Storm Cloud 

Further bonus points can be earned by grabbing a fleeing 'Townie' from a building window. This has two benefits: 1) While holding the Townie, all swat team members disappear from the building windows and 2) accumulating points are scored during the time the Townie is held.

- TECHNICAL -

Bally Midway MCR 3 hardware
Game No. 0E36

Main CPU: Zilog Z80 (@ 5 Mhz)
Sound CPU: Motorola 68000 (@ 8 Mhz)
Sound Chips: DAC

Players: 3
Control: 8-way joystick
Buttons: 2

- TRIVIA -

Rampage was released in October 1986.

It was also released as a conversion kit for Star Guards as "Rampage [No. 00F06]".

Rampage incorporates Bally Midway's JOIN THE ACTION feature : each set of game controls includes a corresponding start (Jump) button, which is activated independently. This allows a person, after inserting the proper coinage, to begin play at any time including while the other sets of game controls are in use.

Rampage has an impressive 768 different levels. The 128th level of the game is 'Plano, Illinois', and was the only level in the game with less than three buildings. Brian, one of the designers, said : Plano Illinois was only two buildings because Plano Il is a Tiny town, in which my partner Jeff was born and raised.

These are the random headlines you may encounter during the game. These headlines appear when the next day begins :
EX-MUTANT IS ARRESTED FOR STREAKING!
LAB SCREW-UP WEARS OFF...FILM AT 11
SPOUSE OF MUTANT FILES LEGAL ACTION
FORMER BEAST SAYS IT MAY HAPPEN AGAIN
STILL AT LARGE...VERY LARGE!
IS THERE NO END TO THIS RAMPAGE???
PROPERTY VALUES AT ALL TIME LOW
YOUR AD HERE CALL NOW! 1-800-ZOO-KEEP
JOB OPENINGS IN NATIONAL GUARD!
REAL LIFE JEKYLL AND HYDE STORY!!

A Rampage unit appears in the 1991 movie 'Terminator 2 - Judgment Day'.

Rampage was included as a bonus in "Rampage - Total Destruction" for the Nintendo GameCube, Sony PlayStation 2, and Nintendo Wii.

- SCORING -

Scoring in this game is relatively complicated due to the various numbers of enemies. In addition, you also score points for hitting buildings and collecting bonus and/or food items. 

* ITEMS 
Bag of loot : 100-500 points. 
Boater : 750 points. 
Building destroyed : 2,500 points - You will only get the points if your monster destroys the building. Buildings destroyed by things other than you monster will not earn you these points. 
Car (parked) : 100 points. 
Car (moving slowly) : 200 points. 
Car (parked then takes off quickly) : 750 points. 
Food such as turkey, milk, fruit, hamburger, or toast : 175 points. 
Eating one of the civilians : 500 points. 
Flower pot : 500 points. 
Helicopter : 750 points. 
Holding designated victim : 4,000 - 6,000 points. 
Light bulb (off) : 500 points. 
Manhole cover (per hit) : 500 points. 
Mega-vitamin bonus (every 128 days) : 5,000 points. 
National guardsman : 50 points. 
Neon sign : 1,000 points. 
Paratrooper : 50 points. 
Photographer : 750 points. 
Police car : 750 points. 
Punch causes partial break in building : 25 points. 
Punch cause full break/hole in building : 225 points. 
Safe (after opening) : 100-500 points. 
Tank : 200 points. 
Television (off) : 500 points. 
Train (per hit) : 500 points.

- TIPS AND TRICKS -

You start the game with your monsters at the bottom of the screen. After the game starts, it is time for you to start the 'urban renewal' process.

* After you start, you will start being attacked. There is no real way to avoid a lot of the attacks by the National Guardsmen due to the sheer volume of fire they are laying down. Your best bet is to keep moving and make yourself a hard target to hit.

* To move quickly from building to building, jump toward the building and push up to grab the building. This enables you to use your monster's ability to both jump and climb at the same time.

* To relieve some pressure from the National Guardsmen, climb up the buildings and smash the windows where they pop out from or just eat them when they are leaning out the window. Move quickly since their buddies are still shooting or throwing dynamite at your monster.

* Unless you are totally obsessed with points, let the National Guardsmen do your work for you. A great example of this is that about midway through a day, a National Guard-man will rush out from the side of the screen with explosives. They will place them at the base of a building. This demolishes the building and helps you along to the next day.

* Another way to destroy buildings is to weaken it up, then jump on the roof. Your monster's weight will cause the building to collapse.

* The air units can be rather dangerous. During the beginning days, the helicopters will overfly your monster, turn around, and then dive in for the attack. You can destroy the helicopters when they are coming in to prevent their attack. Also, when you are moving around, you make it harder for them to get a bead on your monster.

* During the later days, helicopters will drop bombs. Again, paying attention to everything that is going on will allow you to easily escape the bomb being dropped. You can also entice the helicopter to drop a bomb when you are on top of a building. When the bomb is dropped, jump out of the way and let the bomb do the damage to the building for you.

* Make sure that you either grab the food or eat the National Guardsmen to keep your health up. If you can hold out for 128 days, you will get all of your health restored for that day and days 256, 384, 512, 640, and 768. Also keep in mind that if you punch too fast, you may end up getting something that will harm your monster.

* Paratroopers can be a particular pain. If you plan to attack a building with a Paratrooper unit on it, make sure you quickly scale the building and eat said unit. It makes life a lot easier since their rapid fire can put a major hurting on your monster.

* Ground units such as Tanks and Police Cars can be a real nuisance. They fire some pretty heavy shells which not only cause a lot of damage, but they also can knock back your monster for quite a distance. There are some ways to combat these units :
1) Climb quickly up a building. When the unit passes below you, jump down and give it a good punch.
2) Time the shots and rush the ground unit in-between shots to get a good punch in.
3) Use available weapons such as manhole covers, flower pots, or safes to drop on them. These things also allow you to hit them at a distance.

* Be sure and watch what your monster grabs at. There are a lot of hazards in the buildings and it is pretty bad when your monster buys the farm doing dumb stuff such as grabbing electrical items such as toasters and light bulbs.

* In addition to the above, dynamite is sometimes in the middle of buildings. When uncovered, you have about two to three seconds to get your monster out of there before they are blown off the building. Eating it will only decrease your monster's health so run far away when it is uncovered.

- SERIES -

1. Rampage [No. 0E36] (1986, Arcade) 
2. Rampage - World Tour (1997, Arcade)
3. Rampage 2 - Universal Tour (1999, Nintendo 64) 
4. Rampage Through Time (2000, Sony PlayStation) 
5. Rampage - Total Destruction (2006, GameCube/PS2/Wii)

- STAFF -

Artist : Brian Colin
Software : Jeff Nauman
Sounds : Michael Bartlow

Other people involved : Jim Belt, Neil Falconer, Walter Godlewski, Joe Ketza, John Kubik, Tom Leon, Bob Libbe, Sue Lohse, Cary Mednick, Gary Oglesby, Sharon Perry

- PORTS -

* Consoles :
Nintendo NES [US] "Rampage [Model NES-RP]" (December 1988)

Sega Master System
[US] "Rampage [Model 5001]" (1988)
[EU] (1988)
[AU] (1988) 

Atari 2600 [US] "Rampage [Model AG-049]" (1989)
Atari 7800 [US] "Rampage [Model AM-049-03]" (1989)

Sony PlayStation
[US] "Arcade Party Pak [Model SLUS-00952]" (September 30, 1999)
[EU] "Arcade Party Pak [Model SLES-02339]" (February 23, 2001)

Sega Dreamcast [US] "Midway's Greatest Arcade Hits Vol. 2 [Model T-9714N]" (November 15, 2001)

Microsoft XBOX
[US] "Midway Arcade Treasures" (November 24, 2003)
[EU] "Midway Arcade Treasures" (February 6, 2004)

Nintendo GameCube
[US] "Midway Arcade Treasures [Model DOL-GAKE-USA]" (December 18, 2003)

Sony PlayStation 2
[US] "Midway Arcade Treasures [Model SLUS-20801]" (November 18, 2003)
[EU] "Midway Arcade Treasures [Model SLES-51927]" (February 6, 2004)

Microsoft XBOX 360
[US] "Midway Arcade Origins" (November 6, 2012)
[EU] "Midway Arcade Origins" (November 15, 2012)

Sony PlayStation 3
[US] "Midway Arcade Origins [Model BLUS-31083]" (November 6, 2012)
[EU] "Midway Arcade Origins [Model BLES-01768]" (November 15, 2012)

* Handhelds : 
Atari Lynx [US] "Rampage [Model PA2022]" (1992)

Nintendo Game Boy Advance
[US] "2 Games in One! Paperboy + Rampage [Model AGB-B6BE-USA]" (August 21, 2005)
[EU] "2 Games in One! Paperboy + Rampage [Model AGB-B6BP]" (September 16, 2005)

Sony PSP
[US] "Midway Arcade Treasures Extended Play [Model ULUS-10059]" (December 13, 2005)
[EU] "Midway Arcade Treasures Extended Play [Model ULES-00180]" (February 24, 2006)

* Computers : 
[US] Atari ST (1986) 
[US] [EU] Commodore C64 (1987) 
[US] Apple II (1988) 
[US] PC [MS-DOS] (1988) 
[EU] Sinclair ZX Spectrum (1988) 
[EU] Amstrad CPC (1988) 
[EU] Commodore Amiga (1989) 
[US] Tandy Color Computer (1989) 

PC [MS Windows, CD-ROM]
[US] "Arcade's Greatest Hits - The Atari Collection 2" (January 1, 1999)
[US] "Midway Arcade Treasures" (August 27, 2004)
[EU] "Midway Arcade Treasures" (November 23, 2004)

* Others : 
Apple iPhone/iPod [US] (February 23, 2012) "Midway Arcade [Model 476467441]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2174&o=2

$end


$coco_cart=rampage,
$bio

Rampage! (c) 1989 Tandy Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53464&o=2

$end


$a2600=rampage,rampagee,
$bio

Rampage! (c) 1989 Activision.

You and your buddy are ready for a little mass destruction. You'll demolish buildings, grab and chomp horrified humans, and flatten puny helicopters and other antagonists who try to stop you.

But you won't stop at just one town. RAMPAGE has 85 cities for you to totally tr ash.  And you can put together one riotous wrecking crew from the likes of George the Ape, Lizzie the Lizard, and Ralph the Wolf.

- TECHNICAL -

Model AG-049

- SCORING -

Punching a Building: 50 points.
Eating a Pedestrian or Soldier: 50 points.
Punching Another Monster: 250 points.
Punching a Tank: 250 points.
Punching a Police Car: 250 points.
Punching a Pickup Truck: 250 points.
Punching a Trolley or Boat: 250 points.
Eating a TV (when it's turned off): 500 points.
Grabbing Money: 500 points.
Eating Flowers: 500 points.
Punching a Helicopter: 750 points.
Punching a Sign: 1000 points.
Eating a Transformed Monster: 1000 points.

- TIPS AND TRICKS -

- Try to eat as much food as possible to keep up your energy level. But beware! Some delectables like cactus, toasters, bottles of poison, and TVs (when turned on) may give you a bad case of indigestion. You'll soon learn that flickering objects, in general, can give you one bad bellyache.

- If you're in a hurry, JUMPING is much faster than WALKING.

- To avoid enemy fire from police cars and tanks, try to position your monster behind each such vehicle and then destroy it with a powerful punch.

- You'll need to climb on top of the tallest building in order to punch a helicopter.

- In a two-player game, punch the other player's monster to reduce his remaining strength, as indicated by his DAMAGE BAR. If he's transformed into a helpless human, gobble him up to gain extra strength and bonus points.

- STAFF -

Rampage was reprogrammed for the Atari 2600 by: Bob Polaro (Bobco)
Produced by Activision by: Tom Sloper
Product Management by: John Crompton
Product Testing by: Steve Imes, Larry Weissenborn

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50857&o=2

$end


$info=rampart,rampartj,rampart2p,
$bio

Rampart (c) 1990 Atari Games.

Rampart is a superb arcade puzzle game in which up to three players must build up a castle using Tetris shaped pieces to form a castle wall and enclose their keep. Each player must then place a limited number of cannons inside their castle wall before the timer expires. Once the cannons have been placed the battle itself begins. Players must target their cannons onto the enemy's castle (or, in the one-player game, enemy ships and peons) and destroy as much of the enemy army as possible before the time limit expires. 

Once the battle is over the players must repair their castles, again using tetris shapes. The players' Keep must be completely encircled with castle wall or the game is over. In the single-player sea attack game, any enemy ships that manage to reach the coast nearest the player will unload peons that will attack the player's castle by land.

- TECHNICAL -

Game ID : 136082

Main CPU : Motorola 68000 (@ 7.15909 Mhz)
Sound Chips : OKI6295 (@ 7.231 Khz), YM2413 (@ 3.579545 Mhz)

Players : 3
Control : trackball
Buttons : 2

- TRIVIA -

Rampart was originally released in February 1991 as a dedicated three-player trackball model. Followed in April 1991 by a two-player joystick conversion kit.

790 dedicated units and 1515 conversion kits were produced in the USA.
254 dedicated units and 278 conversion kits were produced in Ireland (for European distribution).

The original selling price was $2,295 at its time of release.
The conversion kit selling price was $945. 

The island in Rampart is very similar with a map of Jersey in the Channel Islands, but its purely a coincidence.

- TIPS AND TRICKS -

* The peons that attack you after unloading from the ships cannot fire diagonally.

- STAFF -

Programmer, designer : John Salwitz
Artist, designer : David Ralston
Hardware engineer : Tim Hubberstey
Technician : Chris Drobny
Audio : Brad Fuller, Don Diekneite
Artistict support : Sam Comstock, Sean Murphy, Will Noble, Nick Stern
Software support : Peter Lipson, Mike Albaugh, Russel Dawe (Rusty), Ed Rotberg
Commander : Chris Downed
Product manager : Linda Benzler
Cabinet designer : Dave Cook
Asic : Pat Mc Carthy

- PORTS -

* Consoles : 
Atari 7800 [US] (unreleased prototype) 
Nintendo NES [US] (January 1992) "Rampart [Model NES-73]" 
Sega Genesis [US] (1991) 
Sega Master System [EU] (1991) "Rampart [Model 301026]" 
Nintendo SNES [US] (August 1992) "Rampart [Model SNS-RM]" 
Sega Mega Drive [JP] (December 11, 1992) "Rampart [Model T-48053]" 
Sony PlayStation 2 [US] (November 18, 2003) "Midway Arcade Treasures [Model SLUS-20801]" 
Microsoft XBOX [US] (November 24, 2003) "Midway Arcade Treasures" 
Nintendo GameCube [US] (December 18, 2003) "Midway Arcade Treasures [Model DOL-GAKE-USA]" 
Microsoft XBOX [EU] (February 6, 2004) "Midway Arcade Treasures" 
Sony PlayStation 2 [EU] (February 6, 2004) "Midway Arcade Treasures [Model SLES-51927]" 
Sony PlayStation 3 [PSN] [US] (May 10, 2007) 
Sony PlayStation 3 [PSN] [EU] (June 15, 2007)
Microsoft XBOX 360 [US] (November 6, 2012) "Midway Arcade Origins" 
Sony PlayStation 3 [US] (November 6, 2012) "Midway Arcade Origins [Model BLUS-31083]"
Microsoft XBOX 360 [EU] (November 15, 2012) "Midway Arcade Origins" 
Sony PlayStation 3 [EU] (November 15, 2012) "Midway Arcade Origins [Model BLES-01768]"

* Handhelds : 
Atari Lynx [US] (1991) "Rampart [Model PA2102]" 
Nintendo Game Boy [JP] (October 30, 1992) "Rampart [Model DMG-R8J]" 
Nintendo Game Boy [US] (1993) "Rampart [Model DMG-R8]" 
Nintendo Game Boy [EU] (1993) "Rampart [Model DMG-R8-NOE]" 
Nintendo Game Boy Color [US] (November 17, 1999) "Rampart [Model CGB-A5RE]" 
Nintendo Game Boy Advance [EU] (September 16, 2005) "2 Games in One! Gauntlet + Rampart [Model AGB-B69P-EUR]" 
Nintendo Game Boy Advance [US] (November 3, 2005) "2 Games in One! Gauntlet + Rampart [Model AGB-B69E-USA]" 
Sony PSP [US] (December 13, 2005) "Midway Arcade Treasures Extended Play [Model ULUS-10059]"
Sony PSP [EU] (February 24, 2006) "Midway Arcade Treasures Extended Play [Model ULES-00180]" 

* Computers : 
Atari ST [EU] (1992) 
Commodore C64 [EU] (1992) 
Commodore Amiga [EU] (1992) 
PC [MS-DOS] [US] [EU] (1992) 
PC [MS Windows, CD-ROM] [US] (August 27, 2004) "Midway Arcade Treasures" 
PC [MS Windows, CD-ROM] [EU] (November 23, 2004) "Midway Arcade Treasures"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2176&o=2

$end


$nes=rampartj,
$bio

Rampart (c) 1991 Konami Industry Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54538&o=2

$end


$megadriv=rampart,
$bio

Rampart (c) 1991 Tengen

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57363&o=2

$end


$amigaocs_flop=rampart,
$bio

Rampart (c) 1992 Domark Group, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74842&o=2

$end


$sms=rampart,
$bio

Rampart (c) 1991 Tengen

- TECHNICAL -

Model 301026

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56152&o=2

$end


$gbcolor=rampart,
$bio

Rampart (c) 1999 Midway Home Ent.

- TECHNICAL -

Model CGB-A5RE-USA

- TRIVIA -

Rampart for Game Boy Color was released on November 17, 1999 in North America.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68647&o=2

$end


$a7800=rampart,
$bio

Rampart [Model CX7892] (c) 1991 Atari Corp. [Sunnyvale, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50171&o=2

$end


$gameboy=rampart,
$bio

Rampart (c) 1993 Jaleco Company, Limited.

- TECHNICAL -

Cartridge ID: DMG-R8-USA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66817&o=2

$end


$gameboy=rampartj,
$bio

Rampart (c) 1992 Jaleco Company, Limited.

- TECHNICAL -

Cartridge ID: DMG-R8J

- TRIVIA -

Rampart for Game Boy was released on October 30, 1992 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66819&o=2

$end


$nes=rampart,rampartu,
$bio

Rampart (c) 1992 Jaleco Company, Limited.

- TECHNICAL -

Cartridge ID: NES-73

- TRIVIA -

Rampart for NES was released in January 1992 in North America.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55487&o=2

$end


$lynx=rampart,
$bio

Rampart (c) 1992 Atari Corp.

- TECHNICAL -

Model PA2102

- TRIVIA -

Reviews:
[FR] June 1992 - Joypad N.9: 95/100

- TIPS AND TRICKS -

* Multiplayer Game in Single Player Mode: Complete two veteran levels. Then, press Left at the map screen, and the battlefield highlighting will disappear. Begin a new battlefield to be able to play with one other player. You actually can choose from any of them, by continuing to move the cursor off screen.

- STAFF -

Programmers: Eric Ginner, Jerome Strach

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58850&o=2

$end


$snes=rampart,
$bio

Rampart (c) 1992 Electronic Arts.

- TECHNICAL -

Game ID: SNS-RM

- TRIVIA -

Rampart for Super NES was released in August 1992 in North America.

Reviews:
[FR] December 1992 - Consoles + N.15: 85%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63467&o=2

$end


$megadriv=rampartj,
$bio

Rampart (c) 1992 Tengen

- TECHNICAL -

Model T-48053

- TRIVIA -

Rampart for Mega Drive was released on December 11, 1992 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56792&o=2

$end


$cpc_cass=ramparts,
$bio

Ramparts (c) 1987 GO! Media Holdings, Ltd. [US Gold Division]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98842&o=2

$end


$saturn,sat_cart=rampo,rampob,rampoa,
$bio

Rampo (c) 1995 Sega Enterprises, Limited.

- TRIVIA -

The game was presented at the 1994 Tokyo Omocha Show in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59559&o=2

$end


$x68k_flop=ramunecl,
$bio

Ramune Club (c) 1991 Mog-Net

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88555&o=2

$end


$cpc_cass=ranaramas,
$bio

Ranarama (c) 1987 Erbe Soft. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98843&o=2

$end


$cpc_cass=ranarama,
$bio

Ranarama (c) 1987 Hewson Consultants

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98844&o=2

$end


$msx2_flop=rance,rancea,
$bio

Rance (c) 1989 Alicesoft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101978&o=2

$end


$x68k_flop=rance,
$bio

Rance - Hikari o Motomete (c) 1989 Alicesoft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88025&o=2

$end


$pc98=rance,rancea,
$bio

Rance - Hikari o Motomete (c) 1989 Alicesoft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90457&o=2

$end


$pc8801_flop=rance,rancea,
$bio

Rance - Hikari wo Motomete (c) 1989 Alicesoft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92720&o=2

$end


$pc8801_flop=rance2,rance2a,
$bio

Rance 2 - Hangyaku no Shojo-tachi (c) 1990 Alicesoft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92721&o=2

$end


$x68k_flop=rance2,
$bio

Rance 2 - Hangyaku no Shoujo-tachi (c) 1990 Alicesoft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88026&o=2

$end


$pc98=rance3hd,
$bio

Rance 3 Hint Disk (c) 1992 Alicesoft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90458&o=2

$end


$pc98=rance41,rance41a,
$bio

Rance 4.1 - Okusuri Koujou o Sukue (c) 1995 Alicesoft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90459&o=2

$end


$pc98=rance42,
$bio

Rance 4.2 - Angel Gumi (c) 1995 Alicesoft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95241&o=2

$end


$msx2_flop=rance2,
$bio

Rance II (c) 1990 Alicesoft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101979&o=2

$end


$pc98=rance2,
$bio

Rance II - Hangyaku no Shoujo-tachi (c) 1992 Alicesoft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95240&o=2

$end


$x68k_flop=rance3,
$bio

Rance III - Leazas Kanraku (c) 1991 Alicesoft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88027&o=2

$end


$pc98=rance4d,
$bio

Rance IV (c) 1993 Alicesoft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90460&o=2

$end


$c64_cart,c64_flop=ranch,
$bio

Ranch (c) 1984 Spinnaker Software Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53683&o=2

$end


$cdi=usatlas,usatlasa,
$bio

Rand McNally's America - United States Atlas (c) 1991 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53045&o=2

$end


$msx2_flop=randar3,randar3b,randar3a,
$bio

Randar no Bouken III - Yami ni Mise Rareta Majutsushi (c) 1990 Compile

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101980&o=2

$end


$info=ad5monop,ad5monopa,ad5monopb,ad5monopc,ad5monopd,ad5monope,ad5monopf,ad5monopg,ad5monoph,ad5monopi,ad5monopj,ad5monopk,
$bio

Random Monopoly (c) 200? Mazooma Games.

- TECHNICAL -

ADDER 5

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48555&o=2

$end


$info=ad5mww,ad5mwwa,
$bio

Random Monopoly - Wonders of the World (c) 200? Mazooma Games

- TECHNICAL -

ADDER 5

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56122&o=2

$end


$info=m5redbal,
$bio

Random Red Ball (c) 2004 Vivid Gaming.

- TECHNICAL -

Cabinet Dimensions (HxWxD) :
1920mm x 730mm x 607mm

- TRIVIA -

Released the 21th June 2004.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15710&o=2

$end


$info=m4randr,
$bio

Random Roulette (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41422&o=2

$end


$info=m1atunk,
$bio

Random Runner (c) 19?? Avantime.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43919&o=2

$end


$info=ad5rsnw,ad5rsnwa,ad5rsnwb,ad5rsnwc,
$bio

Random Spin 'n' Win (c) 200? Mazooma Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42780&o=2

$end


$info=ad5rspin,ad5rspinb,ad5rspinc,
$bio

Random Spinner (c) 200? Bell-Fruit Games.

- TECHNICAL -

ADDER 5

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=19959&o=2

$end


$info=ad5rsclb,ad5rsclba,ad5rsclbb,ad5rsclbc,ad5rsclbd,ad5rsclbe,ad5rsclbf,ad5rsclbg,ad5rsclbh,ad5rsclbi,ad5rsclbj,
$bio

Random Spinner Club (c) 200? Mazooma Games.

- TECHNICAL -

ADDER 5

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42779&o=2

$end


$info=ad5rwclb,ad5rwclba,ad5rwclbb,ad5rwclbc,ad5rwclbd,ad5rwclbe,
$bio

Random Winner Club (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

ADDER 5

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42786&o=2

$end


$cpc_cass=randomfm,
$bio

Random-Format (c) 1985 Indescomp [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98845&o=2

$end


$info=rangrmsn,
$bio

Ranger Mission (c) 2004 Sammy.

Ranger Mission is an exciting first person simulation shooter. The game consists of a variety of mission types that must all be cleared in order to progress through the game.

Mission objectives will require you to go through many an obstacle, such as : Clearing compounds, rescuing hostages, capturing enemy leaders, disarming live bombs and explosives, taking out enemy tanks, shooting down enemy helicopters and more and more.

In Ranger Mission you are provided with an assortment of different weapons that are all to be used accordingly with each mission. At the end of each mission you are graded on your ability and given a rank. The required combination of reflexes and accuracy make Ranger Mission a must-play for all first person shooting fans.

- TECHNICAL -

Sammy Atomiswave Hardware

CPU : Hitachi SH-4 32-bit RISC CPU (200 MHz 360 MIPS / 1.4 GFLOPS)
Graphic Engine : PowerVR 2 (PVR2DC)
Sound Engine : ARM7 Yamaha AICA 45 MHZ (with internal 32-bit RISC CPU, 64 channel ADPCM)
Main Ram : 32 megs
Main Memory : 16 MByte
Graphic Memory : 16 MByte
Sound Memory : 8 MByte
Media : ROM Board
Simultaneous Number of Colors : Approx. 16,770,000 (24bits)
Polygons : 2.5 Million polys/sec
Rendering Speed : 500 M pixel/sec
Additional Features : Bump Mapping, Fog, Alpha-Bending (transparency), Mip Mapping (polygon-texture auto switch), Tri-Linear Filtering, Anti-Aliasing, Environment Mapping, and Specular Effect.

- TRIVIA -

Released in March 2004.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4053&o=2

$end


$megadriv=rangerx,
$bio

Ranger-X (c) 1993 Sega Enterprises, Limited.

- TRIVIA -

Reviews:
[FR] November 1993 - Consoles + N.25: 90%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56793&o=2

$end


$megadriv=rangerxu,
$bio

Ranger-X (c) 1993 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57364&o=2

$end


$psx=ranma12b,
$bio

Ranma 1/2 Battle Renaissance [Model SLPS-00522] (c) 1996 Shogakukan Production

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85584&o=2

$end


$snes=ranmaaka,
$bio

Ranma ½ - Akanekodan Teki Hihou [Model SHVC-R4] (c) 1993 Toho Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62005&o=2

$end


$snes=ranmabak,
$bio

Ranma ½ - Bakuretsu Rantou Hen (c) 1992 Masaya

- TECHNICAL -

Cartridge ID: SHVC-R2

- TRIVIA -

Reviews:
[FR] March 1993 - Consoles + No. 18: 83/100
[FR] June 1992 - Joypad N.9: 90/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62006&o=2

$end


$megacd,megacdj=ranma,
$bio

Ranma ½ - Byakuranaika [Model T-25014] (c) 1993 NCS [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60549&o=2

$end


$snes=ranmaran,
$bio

Ranma ½ - Chougi Ranbu Hen [Model SHVC-5K] (c) 1994 Shogakukan Production

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62007&o=2

$end


$snes=ranmagek,
$bio

Ranma ½ - Chounai Gekitou Hen [Model SHVC-RA] (c) 1992 Masaya

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62008&o=2

$end


$pcecd=ranmadat,
$bio

???½ ???????????!  (c) 1992 NCS
(Ranma ½ - Datou, Ganso Musabetsu Kakutou-Ryuu!)

Ranma ½ - Datou, Ganso Musabetsu Kakutou-Ryuu! is a one-on-one fighting game by Masaya and is the third in the trilogy for the PC Engine system. The story mode gets the player to control Ranma Saotome, a cursed boy who turns into a girl when hit with cold water. The games starts when Ranma and Happosai, the pervert grandmaster, spend some time in a traditional Japanese bath. Ranma knocks the old man down as he tries to climb the separation wall to have a peak at the girl's side. But Happosai doesn't give up that easily and splashes the poor boy who instantly turns into Ranma-girl. This event triggers the first of a long list of one-on-one fights featuring Happosai, Kodachi Kuno, Ukyo Kuonji, Ryoga Hibiki and so forth... Interestingly, each fight comes with its special sets of moves - Ranma can throw traditional kicks and punches, but also throw balloons against Ukyo Kuonji or change into Ranma-girl. Special moves can also be triggered by holding down the attack button for a short amount of time. Finally, a battle mode is included and gives two players the opportunity to compete against each other.

- TECHNICAL -

Game ID: NSCD2009

- TRIVIA -

Released on December 02, 1992 in Japan for 7200 Yen.

Reviews:
[FR] December 1992 - Consoles + N.15: 95%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58336&o=2

$end


$snes=ranmau,
$bio

Ranma ½ - Hard Battle (c) 1993 DTMC

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63470&o=2

$end


$gameboy=ranmakak,
$bio

Ranma ½ - Kakugeki Mondou!! [Model DMG-ROJ] (c) 1993 Banpresto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66821&o=2

$end


$gameboy=ranmanet,
$bio

Ranma ½ - Netsuretsu Kakutou Hen [Model DMG-R3J] (c) 1992 Banpresto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66822&o=2

$end


$snes=ranmajan,
$bio

Ranma ½ - Ougi Jaanken [Model SHVC-ARPJ-JPN] (c) 1995 Shogakukan Production

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62009&o=2

$end


$pcecd=ranmator,
$bio

???½ ??????? (c) 1991 NCS
(Ranma ½ - Toraware no Hanayome)

Ranma ½ Toraware no Hanayome is a digital comic by Masaya and is the second in the trilogy for the PC Engine system. However, unlike other games of the series, Ranma ½ Toraware no Hanayome is a digital comic which offers an exclusive and comical episode with all the familiar Ranma cast and landmarks at its heart. The game starts when Ranma and Akane find out about a contest organized by their school's headmaster. The winning price is a trip for two to Hawaii and a large gathering of school students soon fight to decide of the lucky winner. The core of the game is in Japanese but the interface is built around simple icons (such as talk, walk and so forth) - interestingly, they are only enabled when needed and under certain conditions which may greatly help non Japanese players. The game holds few surprises such as one-on-one fights using simple menu driven actions. The language barrier may require the player to continuously scratch his head but thanks to the simple menus and overall game design, it is far from a show stopper.

- TECHNICAL -

Game ID: NSCD 1006

- TRIVIA -

Released on December 06, 1991 in Japan for 6800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58337&o=2

$end


$gameboy=ranma,
$bio

Ranma ½ [Model DMG-RNJ] (c) 1990 Banpresto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66820&o=2

$end


$pcecd=ranma,
$bio

???½ (c) 1990 NCS
(Ranma ½)

Ranma ½ is a side scrolling fighting/action game by Masaya and is the first in the trilogy for the PC Engine system. The game stars Ranma, a boy who has the ability to turn into a girl when he gets splashed with cold water. He and his father Genma are left to rue their misfortune after falling in magical hot springs during an intensive martial-art training somewhere in China. The game closely follows the manga and features many of the locations and events from the popular franchise .The Story mode gets to play as Ranma through eight chapters and each area gets him to fulfill a task. The gameplay alternates between action and fighting themes - Ranma often has to run while avoiding projectiles of all kind hurtling through the air, jumping over pits or obstacles and each area ends on a final one-on-one fight. This final opponent, one of Ranma's longtime rival, must be beaten to proceed to the next stage. Players can resume progress during the game after receiving a password awarded at the end of each chapter. The game also features a versus mode where Ranma (or Ranma-girl) can fight another opponent such as Ranma, Genma, Tatewaki Kuno, Ryoga Hibiki and Shampoo.

- TECHNICAL -

Game ID: NSCD0004

- TRIVIA -

Released on December 07, 1990 in Japan for 6800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58335&o=2

$end


$snes=ranma,ranmap,
$bio

Ranma ½ [Model SNSP-R2-EUR] (c) 1993 Ocean Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63468&o=2

$end


$snes=ranmaf,
$bio

Ranma ½ [Model SNSP-R2-FRA/SFRA] (c) 1993 Ocean Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63469&o=2

$end


$pc98=ranmahd,
$bio

Ranma½ - Hiryuu Densetsu (c) 1991 Bothtec, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90461&o=2

$end


$pc98=ranmajan,
$bio

Ranma½ - Ougi Jaanken (c) 1995 ShoPro [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90462&o=2

$end


$bbca_cass,bbcb_cass=ransack,
$bio

Ransack! (c) 1987 Audiogenic

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52288&o=2

$end


$pc98=ranse2ti,
$bio

Ranse Eiketsu Series Dai-2-Dan - Tokugawa Ieyasu (c) 1992 Family Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90463&o=2

$end


$megadriv=ransei,
$bio

Ransei no Hasha (c) 1991 Asmik

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56794&o=2

$end


$amigaocs_flop=ranx,
$bio

RanX [10 Megahits Vol. 3] (c) 1990 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74843&o=2

$end


$snes=rapbaskt,
$bio

Rap Basketball [Prototype] (c) 1994 Bonsai Ent. Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63471&o=2

$end


$snes=rapjam,
$bio

Rap Jam - Volume One (c) 1995 Mandingo Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63472&o=2

$end


$gba=rapala,
$bio

Rapala Pro Fishing [Model AGB-BRFE-USA] (c) 2004 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72579&o=2

$end


$info=rapidfir,rapidfire,rapidfira,
$bio

Rapid Fire (c) 1998 HanaHo Games.

2-Player super competitive shooting game. Shoot your way through the ages from pirate to post-nuclear. 35 scenes and 16 ramping difficulty levels provide challenge and depth.

- TRIVIA -

HanaHo is also the makers of the HotRod arcade style controller.

- UPDATES -

V1.0
V1.1

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=10889&o=2

$end


$msx2_flop=rapidfir,
$bio

Rapid Fire (c) 2002 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101981&o=2

$end


$info=rapidfip,
$bio

Rapid Fire (c) 1982 Bally.

- TECHNICAL -

[No. 1282]

Bally/Midway MPU AS-2518-35 (Squawk and Talk)

Main CPU : M6800 (@ 475 KHz)
Sound CPU : M6802 (@ 895 KHz)
Sound chips : General Instrument AY8910 (@ 895 KHz), DAC, Texas Instruments TMS5220 (@ 640 KHz)

- TRIVIA -

Released in April 1982. 5,000 units were produced.

In development, the game was named 'Operation Xerox'.

- STAFF -

Design by: Jim Patla

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5636&o=2

$end


$info=raphero,
$bio

Rapid Hero (c) 1994 Media Trading.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 14 Mhz), TMP90841 (@ 8 Mhz)
Sound Chips : YM2203 (@ 1.5 Mhz), (2x) OKI6295 (@ 24.242 Khz)

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Released in July 1994.

Developed by Nihon Maicom Kaihatsu (NMK). This game was done by some of the programmers of "Thunder Dragon 2".

- STAFF -

Main programmer : Kochi
Program super visor : Oredayo
Sound programmer : Tommy
Object designers : Arita, Ikezu Kenzi, Asaku, Ning Mei, Seki Kate, Midori, OK Kitamura
Scroll designers : Nishimura, Kawauso Mama
Art work designer : Big Robo
Sound composer : Hide Kaz, Santard, Mustard Papa
Planner : Morio

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2177&o=2

$end


$info=ss7133,ss7134,ss7135,ss7136,ss7137,ss7138,
$bio

Rapid Jackpot (c) 1998 IGT [International Game Technologies].

- UPDATES -

SS7133
SS7134
SS7135
SS7136
SS7137
SS7138

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=37698&o=2

$end


$info=ad5rapid,ad5rapida,
$bio

Rapid Pay (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

ADDER 5

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42761&o=2

$end


$info=rapidrvr,rapidrvr2c,rapidrvrp,
$bio

Rapid River (c) 1997 Namco.

- TRIVIA -

Rapid River was released in November 1997 in Europe, North America, and Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5951&o=2

$end


$pc98=rarmetal,
$bio

Rar Metal (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90464&o=2

$end


$pc98=rarue,
$bio

Rarue (c) 1993 Better Visual Systems [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90465&o=2

$end


$nes=childqst,
$bio

Rasaaru Ishii no Childs Quest (c) 1989 Namco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54539&o=2

$end


$cpc_cass=rasputin,rasputina,
$bio

Rasputin (c) 1985 Firebird Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98846&o=2

$end


$info=rastan,
$bio

Rastan (c) 1987 Taito.

Export version. For more information about the game itself, please see the original Japanese version entry; "Rastan Saga".

- TECHNICAL -

Prom Stickers : B04

Main CPU : Motorola 68000 (@ 8 Mhz), Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2151 (@ 4 Mhz), OKI MSM5205 (@ 384 Khz)

Players : 2
Control : 8-way joystick
Buttons : 2
=> Slash, Jump

- TRIVIA -

Rastan was released in March 1987. It was originally known in Japan as "Rastan Saga".

This export version has some differences from the original Japanese version:
- In the attract mode, a description of the objects appears instead of the original opening sequence.
- The game is hardest at some points. If you waste too many time without advancing in the stage, 8 bats will attack you (instead of 2 in the original version).
- Also in the original Japanese version, when the player complete a Round, the victory screen has text pertaining to the storyline. In the overseas versions, there is a generic victory screen with generic text (You are a brave warrior for having cleared such a stage).

- SERIES -

1. Rastan (1987)
2. Nastar (1988)
3. Warrior Blade - Rastan Saga Episode III (1991)

- PORTS -

* Consoles : 
Sega Master System [EU] (1988) "Rastan [Model 7022]" 
Microsoft XBOX [EU] (October 14, 2005) "Taito Legends" 
Sony PlayStation 2 [EU] (October 14, 2005) "Taito Legends [Model SLES-53438]" 
Sony PlayStation 2 [KO] (July 18, 2006) "Taito Legends [Model SLKA-15056]" 

* Handhelds : 
Sony PSP [AS] (January 3, 2006) "Taito Memories Pocket [Model UCAS-40040]" 
Sony PSP [KO] (February 10, 2006) "Taito Memories Pocket" 
Sony PSP [EU] (October 6, 2006) "Taito Legends Power-Up [Model ULES-00473]" 
Sony PSP [AU] (November 9, 2006) "Taito Legends Power-Up [Model ULES-00473]" 

* Computers : 
Commodore C64 [EU] (1988)
Sinclair ZX Spectrum [EU] (1988)
Amstrad CPC [EU] (1988)
Amstrad CPC [EU] (1988) "Taito Coin-Op Hits" 
PC [MS Windows, CD-ROM] [EU] (October 14, 2005) "Taito Legends"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2178&o=2

$end


$info=rastanu,rastanua,rastanub,
$bio

Rastan (c) 1987 Taito America Corp.

North American version. For more information about the game itself, please see the original Japanese version entry; "Rastan Saga".

- TRIVIA -

Rastan was released in March 1987 in North America by Taito America Corp.

It was known in Japan as "Rastan Saga".

- PORTS -

* Consoles : 
Sega Master System [US] (1988) "Rastan [Model 7022]" 
Microsoft XBOX [US] (October 25, 2005) "Taito Legends" 
Sony PlayStation 2 [US] (October 25, 2005) "Taito Legends [Model SLUS-21122]" 

* Handhelds : 
Sony PSP [US] (May 17, 2007) "Taito Legends Power-Up [Model ULUS-10208]" 

* Computers : 
Tandy Color Computer [US] (1988) "Warrior King" 
Commodore C64 [US] (1988)
Apple IIGS (1990)
PC [MS-DOS, 5.25"] [US] (1990)
PC [MS Windows, CD-ROM] [US] (November 10, 2005) "Taito Legends"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=29410&o=2

$end


$cpc_cass=rastan,
$bio

Rastan (c) 1987 Imagine Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98847&o=2

$end


$apple2gs=rastan,rastana,
$bio

Rastan (c) 1990 Taito America Corp.

Originally released as an Arcade video game by Taito in 1987.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49781&o=2

$end


$info=rastsaga,rastsagaa,
$bio

Rastan Saga (c) 1987 Taito.

A platform hack 'n' slash game from Taito in which a single player guides a barbarian hero through a number of fantasy-themed levels, fighting through swathes of mythological fantasy creatures, including orcs, skeletal warriors and multi-headed hydra.

More powerful weapons can be picked up, as well as bonus items that can increase the barbarian hero's health and give increased protection against enemy attack. Players should be wary that some collectable items are cursed and will have a detrimental effect on the hero's health and performance. Unlimited continues are available throughout the game.

- TECHNICAL -

Prom Stickers : B04

Main CPU : Motorola 68000, Zilog Z80
Sound Chips : Yamaha YM2151, OKI MSM5205

Players : 2
Control : 8-way joystick
Buttons : 2
=> Slash, Jump

- TRIVIA -

Rastan Saga was released in March 1987 in Japan. It was known outside Japan as simply "Rastan".

Rastan was inspired by the 'Conan the Barbarian' saga novels, by Robert E Howard. In the background of the first stage, giant stone statues can be seen that bear more than a passing resemblance to the statues that featured in 'The Lord of the Rings - Fellowship of the Ring'. While the film appeared several years AFTER Rastan, the famous LotR concept artwork that featured in the deluxe addition of the book had been available for some time.

The main character, Rastan, appears as a selectable character, 'Miracle Rastan', in "Champion Wrestler".

The game contains several bonus items that are not normally dropped by enemies: A golden armature, a brown scroll and a yellow scroll. Graphics for these can be seen in the tile-sets and modifications to game's data tables can cause them to be dropped. The golden armature acts like the existing armature, the scrolls do nothing.

The game contains a built in test mode, activated by the value of two bytes towards the end of the code roms. Invincibility can be selected, causing 'NO-HIT' to be displayed at the bottom of the title screen. The starting level can also be modified.

The game forbids the initials 'SEX' on the high-score table. If you try, they get changed to 'AHA'.

Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Kyukyoku Tiger : G.S.M. Taito 2 - D28B0008) on November 21, 1988.
Zuntata Records released a limited-edition soundtrack album for this game (Zuntata History L'ab-normal 1st - ZTTL-0038) on April 1, 1999.

- TIPS AND TRICKS -

* If you die on the final stage, the game ends and you cannot continue; this means that the entire final level must be completed on a SINGLE credit. In order to make this even remotely possible you should deliberately die at the end of the fifth stage while fighting the boss (a multi-headed dragon). You should then use another credit to continue and defeat the dragon with your first man (with as little damage as possible). If you cannot defeat him with the first man and little damage, kill off the remaining men and start with a fresh credit. Always go after the special weapons where possible; if special weapons run out, jumping and striking doubles the damage done with the sword. Pushing up and the jump button will jump higher than pushing the jump button alone.

* The game attract sequence does not reveal the purpose of the rod. If you are carrying it, killing an enemy of any type causes all other on-screen enemies of the same type to die.

* If you are going for a high-score, always 'pick-up' the poisons. They are worth a lot of points.

* The ring can always be obtained in the first level castle. Proceed past the 3 ropes, down the next long chain and then up the next long chain. Slowly nudge this chain offscreen and two enemies appear on the left-hand side, one of which always carries the ring.

* Chains in castles can often be traversed upwards much quicker by repeatedly jumping against a nearby wall. Others needing to be traversed downwards can be missed by jumping off and falling. The level 4 boss is virtually impossible to defeat unless this tactic is used, in order to meet him carrying the hammer.

* Repeated high vertical jumps are a good method to use to 'stall', when on slopes approaching bouncing fireballs.

* Many players don't know that the 'mud' first encountered on level 2 does not actually kill you, it just causes you to sink down requiring many quick jumps to get out.

- SERIES -

1. Rastan Saga (1987)
2. Rastan Saga II (1988)
3. Warrior Blade - Rastan Saga Episode III (1991)

- STAFF -

Game designer : Nenko Nishimura
Game programmers : Yoshinori Kobayashi, Hideaki Tomioka, Touru Takahashi, Hideo Kazama
Character designer : Nenko Nishimura
Art designers : Nenko Nishimura, Taira Sanuki, Seiji Kawakami, Genya Kuriki
Hardware engineer : Noboru Takeshita
Hardware designer : Masahiro Yamaguchi
Music composers And Sound Effects : Naoto Yagishita, Masahiko Takaki
Art advisor : Junji Yarita

Special thanks to : K. Sanbe

- PORTS -

* Consoles :
Sony PlayStation 2 [JP] (July 28, 2005) "Taito Memories Joukan [Model SLPM-66057]" 

* Handhelds : 
Sega Game Gear [JP] (August 9, 1991) "Rastan Saga [Model T-11037]"  
Sony PSP [JP] (January 5, 2006) "Taito Memories Pocket [Model ULJM-05076]" 

* Computers :
MSX2 [JP] (1988)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2179&o=2

$end


$msx2_flop=rastan,rastana,
$bio

Rastan Saga (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101982&o=2

$end


$info=rastsag2,
$bio

Rastan Saga II (c) 1988 Taito.

A sequel to Rastan. Defeat the monsters with various attack methods and three different weapons!

In the land of Rastania stands a most sacred shrine called Sky Scraper. It is said that the man who rules Sky Scraper rules the Earth. An evil tribe is now trying to invade this holy place so that they might rule. To protect the shrine, a courageous young man has challenged the invaders...

- TECHNICAL -

Taito B System hardware
Prom Sticker : B81

Main CPU : Motorola 68000 (@ 12 Mhz), Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2610 (@ 8 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Even if title screen says 1988, Rastan Saga II was released in March 1989 in Japan.

Rastan Saga was a good game, but this sequel was not and got very bad reputation from Japanese gamers.

This game is known outside Japan as "Nastar" and in US as "Nastar Warrior".

Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Taito DJ Station : G.S.M. Taito 5 - PCCB-00037) on August 21, 1990.
Zuntata Records released a limited-edition soundtrack album for this game (Zuntata History L'ab-normal 1st - ZTTL-0038) on April 1, 1999.

- TIPS AND TRICKS -

* INSTRUCTIONS:
Press Up and Attack to perform an upwards attack. 
Press Down and Attack to perform a low attack. 
Hold down the Jump button for a higher Jump. 
If your life bar runs out, you will lose a life. 
Collect items and weapons to gain more power. 
You always start each stage equipped with a sword and shield. 

* WEAPONS LIST:
Sword & Shield: Normal Power/Normal Speed/Normal Range
Long Sword: High Power/Slow Speed/Long Range
Iron Claw: Low Power/Fast Speed/Short Range

* ITEMS LIST:
Crest of Flame: Shoot fireballs from your sword
Crest of Time: Increases time by 50 seconds
Crest of Thunder: Shoots thunderbolts from sword
Crest of Champions: Destroys all on-screen enemies
Hydra Fang: Gives you a skeleton shield
Wizard's Cape: You take half damage from enemies
Harpy Wing: Increases speed
Blue Power Star: Recover 1 physical strength
Yellow Power Star: Recover 3 physical strength
Red Power Star: Recover full physical strength
Green Jewel: Turns all enemies into Blue Power Stars
Wise Man's Stone: Upgrade your character's level by 1

* LEVEL SELECT:
Boot machine with service switch pressed.
Message appears: SERVICE SWITCH ERROR, press 1p Start(x3), service switch, 1p Start.
Message appears: SELECT BY DOWN SW, select level with joystick Down/Up and push Start button.

- SERIES -

1. Rastan Saga (1987)
2. Rastan Saga II (1988)
3. Warrior Blade - Rastan Saga Episode III (1991)

- STAFF -

Programmers : Hideaki Tomioka, Mari Iwano, Kazuhiko Sugiyama, Ted Aono, Manabu Doi
Hardware designer : Eikichi Takahashi
Music composed by : Hisayoshi Ogura
Sound editor : Yasuhisa Watanabe
Graphic designer : Hiroyasu Nagai
Game and art designer : Hisaya Yabusaki

- PORTS -

* Consoles :
NEC PC-Engine [JP] (July 6, 1990) "Rastan Saga II [Model TP02012]" 
Sega Mega Drive [JP] (August 10, 1990) "Rastan Saga II [Model T-11043]" 
Sony PlayStation 2 [JP] (August 25, 2005) "Taito Memories Gekan [Model SLPM-66092]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2180&o=2

$end


$megadriv=rastan2,
$bio

Rastan Saga II (c) 1990 Taito Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57365&o=2

$end


$info=tvrs2,
$bio

Rastan Saga II (c) 199? TOURVision.

Unlicensed Spanish game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=45429&o=2

$end


$megadriv=rastan2j,
$bio

Rastan Saga II (c) 1990 Taito Corp.

- TECHNICAL -

Cartridge ID: T-11043

- TRIVIA -

Rastan Saga II for Mega Drive was released on August 10, 1990 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56795&o=2

$end


$pce=rastan2,
$bio

Rastan Saga II (c) 1990 Taito Corp.

- TECHNICAL -

Game ID: TP02012

- TRIVIA -

Rastan Saga II for PCE was released on July 6, 1990 in Japan.

- PORTS -

* Consoles :
Nintendo Wii [Virtual Console] [JP] (January 6, 2009)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58711&o=2

$end


$gamegear=rastan,
$bio

Rastan Saga (c) 1991 Taito Corp.

- TECHNICAL -

Cartridge ID: T-11037

- TRIVIA -

Rastan Saga for Game Gear was released on August 9, 1991 in Japan.

Reviews:
November 1991 - Consoles + N.2 [FR]: 80/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64803&o=2

$end


$msx2_cart=rastan,
$bio

ラスタンサーガ (c) 1988 Taito Corp.
(Rastan Saga)

- TECHNICAL -

Game ID: TMS-05

- TRIVIA -

Original price: 5800 Yens.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51360&o=2

$end


$sms=rastan,
$bio

Rastan (c) 1988 Sega Enterprises, Limited.

- TECHNICAL -

Model 7022

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56153&o=2

$end


$cpc_cass=rastrunn,
$bio

Raster Runner (c) 1990 Mastertronic, Ltd. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98848&o=2

$end


$ibm5150,ibm5150_cass=raster,
$bio

Rasterscan (c) 1987 Mastertronic, Ltd. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83685&o=2

$end


$msx1_cass=rastscan,rastscana,
$bio

RasterScan (c) 1987 Mastertronic, Ltd. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94935&o=2

$end


$cpc_cass=rastersc,
$bio

Rasterscan [Model IA 0162] (c) 1987 Mastertronic, Ltd. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98849&o=2

$end


$n64=ratattak,ratattaku,
$bio

Rat Attack! (c) 2000 Mindscape, Incorporated. [Northbrook, IL, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57936&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=rathotel,
$bio

Rat Hotel (c) 1982 Creative Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86906&o=2

$end


$mc10=ratmaze,
$bio

Rat Maze (c) 1984 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87689&o=2

$end


$info=ratrc_l1,
$bio

Rat Race (c) 1983 Williams Electronics, Incorporated.

- TECHNICAL -

Model Number : 527

- TRIVIA -

10 units were produced.

- STAFF -

Concept by : Steve Kordek
Design by : Barry Oursler
Art by : Pam Erickson
Software by : Dave Rzepka

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=10329&o=2

$end


$info=m3ratrce,
$bio

Rat Race (c) 198? BWB.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41194&o=2

$end


$channelf=ratmal,
$bio

Rat' Mal (c) 197? SABA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53226&o=2

$end


$cpc_cass=ratasdes,
$bio

Ratas Del Desierto (c) 1985 Juegos & Estrategia.

- TECHNICAL -

Game ID: 2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95937&o=2

$end


$gba=ratatu,ratat,ratata,ratatb,
$bio

Ratatouille [Model AGB-BNLE-USA] (c) 2007 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72581&o=2

$end


$msx1_cass=raththa,
$bio

Rath-Tha (c) 1989 Positive [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94936&o=2

$end


$cpc_cass=raththa,
$bio

Rath-Tha [Model ATD 32.002] (c) 1989 Positive [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98850&o=2

$end


$pc8801_flop=ratsstar,
$bio

Rats & Star (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92722&o=2

$end


$gbcolor=rats,
$bio

Rats! [Model DMG-AVTE-USA] (c) 1998 Take-Two Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68648&o=2

$end


$spc1000_cass=ratter,
$bio

Ratter (c) 198? Samsung Software [Korea]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83543&o=2

$end


$bbca_cass,bbcb_cass=ravage,
$bio

Ravage (c) 1985 Blue Ribbon

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52289&o=2

$end


$gba=ravemstr,
$bio

Rave Master - Special Attack Force! [Model AGB-BRME-USA] (c) 2002 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72582&o=2

$end


$info=raveracw,raveracj,raveracja,
$bio

Rave Racer (c) 1995 Namco.

The third game in Namco's superb 'Ridge Racer' series, offering the player four different tracks to race on; two of which are based on the original game. The four tracks are : Ridger Racer short, City, Ridge Racer Long, Mountain.

- TECHNICAL -

Namco System 22 hardware
Game ID : RV

Main CPU : 68020 (@ 24.576 Mhz), (2x) TMS32025 (@ 49.152 Mhz), M37702 (@ 16.384 Mhz)
Sound Chips : C352 (@ 16.384 Mhz)

Control : steering wheel
Pedals : accelerator and brake

- TRIVIA -

Rave Racer was released in June 1995 in Europe, North America, and Japan.

Graphically enhanced versions of the City and Mountain tracks appear in Ridge Racer PSP as "Midtown Expressway" and "Greenpeak Highlands" respectively.

Victor Entertainment released a limited-edition soundtrack album for this game (Rave Racer : Namco Game Sound Express Vol.24 - VICL-15048) on 21/10/1995.

- SERIES -

1. Ridge Racer (1993, Arcade)
2. Ridge Racer 2 (1994, Arcade)
3. Rave Racer (1995, Arcade)
4. Ridge Racer Revolution (1995, PlayStation)
5. Rage Racer (1996, PlayStation)
6. R4 - Ridge Racer Type 4 (1998, PlayStation)
7. Ridge Racer V (1999, PS2)
8. Ridge Racer 64 (2000, N64)
9. Ridge Racer V - Arcade Battle (2000, Arcade)
10. Ridge Racer DS (2004, DS)
11. Ridge Racers (2005, PSP)
12. Ridge Racer 6 (2005, XBOX360)
13. Ridge Racers 2 (2006, PSP)
14. Ridge Racer 7 (2006, PS3)
15. Ridge Racer 3D (2011, 3DS)
16. Ridge Racer (2011, PSVita)
17. Ridge Racer Unbounded (2012, PS3/XBOX360/Windows)

- STAFF -

Game designers : Kenji Wakabayashi, Fumihiro Tanaka
Game programmers : Kazuhiro Mori, Takahiro Kakizawa, Yoichi Mizuno
Visual designers : Akira Fujii, Nobuhiro Morishita, Yoshikazu Komatsu, Norifumi Nagaoka
Visual programmers : Takashi Yano
Sound composers : Etsuo Ishii, Shinji Hosoe, Ayako Saso, Takayuki Aihara, Nobuyoshi Sano
Industrial & Graphic designers : Naotaka Yoshimatu, Takeshi Fujikawa
Mechanical designers : Shougo Kanebako, Toshifumi Ohara, Matsumi Ohta
Electrical designers : Kouichi Asano, Kei Kobayashi, Kousei Yahaba
Circuit designer : Kentaro Arai
PWB designer : Kazuhiro Abe
Direction : Kenji Wakabayashi

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2181&o=2

$end


$info=raven,
$bio

Raven (c) 1986 Premier Technology Co.

- TECHNICAL -

Gottlieb System 80B

Main CPU : MOS Technology M6502 (@ 850 KHz)
Sound CPU : (2x) M6502 (@ 1 MHz)
Sound Chips : (2x) DAC, (2x) AY8910 (@ 2 Mhz), SP0250 (@ 3.12 Mhz)

- TRIVIA -

This was the first game to use a photograph for its backglass.

- STAFF -

Designer: John Trudeau
Artwork: Larry Day
Music & Sounds: Ken Hale

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5385&o=2

$end


$bbca_cass,bbcb_cass=ravskull,
$bio

Ravenskull (c) 1987 Superior Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52290&o=2

$end


$pc98=raycards,
$bio

Ray Cards (c) 1995 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90466&o=2

$end


$info=raycris,
$bio

Ray Crisis (c) 1998 Taito.

A 3-D vertically scrolling shooter featuring  a lock-on secondary weapon.

The third installment and prequel of RayForce, the plot centers detailing the events during the timeframe of the supercomputer called the Neuro-Computer Con-Human gaining sentience and rebelling against its human creators, a direct result of a misguided scientist trying to bond a human clone to Con-Human mentally. Now, against Con-Human's massive attack forces laying siege to the Earth, exterminating and cloning humans, a mecha-neurologist jacks in to the Con-Human system in an attempt to regain control of the rogue machine by means of the computer viruses, known as the Waveriders, into the Cybernetics Link, engaging Operation Raycrisis to cease the supercomputer's destructive actions permanently and prevent it from causing more havoc in the future.

However, even when Operation Raycrisis leaves Con-Human wrecked from the inside, it was too late to reverse the damage it has done. Furthermore, what is left of the human race has left for the space colonies as refuge from the destruction. In the end, years later, with the unveiling of the X-LAY starfighter and the ships of the fleet, Terran Command and the remaining humans initiate one final assault on Con-Human, who has turned the Earth into a bleak, metal graveyard. One final assault, in which will end the cybernetic nightmare once and for all, destroying the planet they've called home in the process. And that assault will be called: Operation RayForce.

- TECHNICAL -

Runs on the "Taito G-Net" hardware.

- TRIVIA -

Ray Crisis was released in November 1998.

- SERIES -

1. Rayforce (1993)
2. Ray Storm (1996)
3. Ray Crisis (1998)

- PORTS -

* Consoles :
Sony PlayStation [EU] (2000) "RayCrisis [Model SLES-02882]" 
Sony PlayStation [JP] (April 20, 2000) "RayCrisis [Model SLPM-86450]" 
Sony PlayStation [US] (October 25, 2000) "RayCrisis - Series Termination [Model SLUS-01217]" 
Sony PlayStation [KO] (April 26, 2004) "Raycrisis"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3805&o=2

$end


$msx2_flop=raygun,rayguna,
$bio

Ray Gun (c) 1991 Elf [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101983&o=2

$end


$info=raystorm,raystormj,raystormo,raystormu,
$bio

レイストーム (c) 1996 Taito Corporation.
(Ray Storm)

3-D follow up to Rayforce featuring a lock-on laser system.

A sequel of RayForce that does not follow the main plot "Con-Human" storyline, to this time the plot consists of eight stages taking place between August 4 and August 7, 2219 AD; the first three stages take place on Earth, the last three at the fictional planet Secilia, and two between them in the orbits of Earth and Secilia, respectively. Whereas RayForce players must head toward Earth to destroy it, RayStorm players start at and move away from the planet. The plot of the game is exposed minimally during play, with only dates and place names given at the start of each of its first seven stages. An "Extra Mode" included with home versions of the game displays maps before the first seven stages and a closing crawl after completing the game, which further illustrate the plot; the map for the fifth stage, for example, shows that a "gravity catapult" at the Moon is used to travel from Earth orbit to Secilia orbit.

In a future where space travel has existed since 2119. Humans explored space, and within 100 years Earth established a twenty-colony Star Federation extending to Orion, with each colony kept under martial law. The colonies then mutinied against the Federation: they took control of the major colony Secilia, formed the Secilia Federation and defeated Earth's forces after many battles. After Earth's surrender, all of its inhabitants had been transferred to the colonies. The Secilia Federation suppressed colonial opposition and sent out a force to destroy the planet completely. However, by then the R-Gray, a aircraft made with parts salvaged from 13 different Secilia ships, is completed and deployed to carry out OPERATION RAYSTORM, a desperate attempt to defend Earth from the Federation.

- TECHNICAL -

Taito FX-1B hardware
Prom Stickers : E24

Main CPU : PSX (@ 16.9344 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 6

- TRIVIA -

Ray Storm was released in July 1996 in Japan.

The game was originally planned and developed as "R-Gear" (for Ray Gear) on the Taito F3 System hardware. Then, Taito changed the project, many game features were changed and the game was renamed Ray Storm.

The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to 'AAA'.

- TIPS AND TRICKS -

* Stage Select :
1) Keep pushing Service Switch during boot count.
2) Machine displays 'Service Switch Error' on screen.
3) Push 'Start(x3), Service Switch, Start'.
4) Machine displays 'Round' on screen (Success !).

Select value for round and push button to start. You will start with the selected round after the player selection screen.

- SERIES -

1. Rayforce (1993)
2. Ray Storm (1996)
3. Ray Crisis (1998)

- STAFF -

Producer : Yukiwo Ishikawa (Yukio Abe)
Director : Tomohisa Yamashita, Yukiwo Ishikawa (Yukio Abe), Tatsuo Nakamura
Character graphics : Atsushi Iwata, R.Hideyuki Katoh, Tomohisa Yamashita, Indy Nishioka, Yasunobu Kousokabe, Terumi Ogiwara, Tomohiro Kagawa, Tsutomu Matsuda, Yuuji Sakamoto, Makoto Fujita, Satoshi Ohtani, Ippei Kobayashi (peacock)
Program : Tatsuo Nakamura, Hikaru Taniguchi, Masao Kashino, Hirotaka Fukakawa, Norikatsu Fukuda, Koji Kato, Takeshi Higuri, Harumi.K, Hitoshi Kozuka, Kazunari Ishida
Music : Tamayo Kawamoto (Zuntata)
Sound effects : Munehiro Nakanishi (Zuntata)
Sound direction : Hiroshige Tonomura (TONO) (Zuntata)
Hardware : Katsumi Kaneoka
Design works : Mihoko Sudoh

- PORTS -

* Consoles :
Sega Saturn [JP] (October 30, 1997) "Layer Section II [Model T-26409G]" 
Sony PlayStation [US] (December 31, 1996) "RayStorm [Model SLUS-00482]" 
Sony PlayStation [JP] (January 10, 1997) "RayStorm [Model SLPS-00678]" 
Sony PlayStation [EU] (September 1997) "RayStorm [Model SCES-00742]" 
Sony PlayStation 2 [JP] (August 25, 2005) "Taito Memories Gekan [Model SLPM-66092]" 
Sony PlayStation 2 [AU] (March 30, 2006) "Taito Legends 2 [Model SLES-53852]" 
Sony PlayStation 2 [EU] (March 31, 2006) "Taito Legends 2 [Model SLES-53852]" 
Sony PlayStation 2 [US] (May 16, 2007) "Taito Legends 2 [Model SLUS-21349]" 
Microsoft XBOX 360 [XBLA] [US] [EU] [JP] (May 5, 2010) "Ray Storm HD" 
Sony PlayStation 3 [PSN] [JP] (May 6, 2010) "Ray Storm HD" 
Sony PlayStation 3 [PSN] [US] : Release Cancelled

* Computers :
PC [MS-Windows CD-ROM] [EU] (2001) "RayStorm [Model FG-1978 021769 ML03]" by Xplosiv

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2182&o=2

$end


$psx=raytrace,
$bio

レイトレーサー (c) 1997 Taito Corp.
(Ray Tracers)

- TECHNICAL -

Game ID: SLPS-00098

- TRIVIA -

Released on january 14, 1997 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85585&o=2

$end


$gameboy=raythund,
$bio

Ray-Thunder [Model DMG-RTj] (c) 1991 Nichibutsu [Nihon Bussan Company, Limited.] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66823&o=2

$end


$x68k_flop=raygun,
$bio

Ray・Gun (c) 1990 Elf [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88028&o=2

$end


$pc98=raygun,
$bio

Ray・Gun (c) 1990 Elf [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90467&o=2

$end


$pc8801_flop=raygun,
$bio

Ray・Gun (c) 1990 Elf [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92723&o=2

$end


$x68k_flop=raydefoxo2,raydefoxo1,raydefox,
$bio

Raydefox Full Metal Powerdsuits (c) 1995 Zhin

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88557&o=2

$end


$x68k_flop=raydefx2,
$bio

Raydefox Full Metal Powerdsuits 2 Maderina (c) 1998 Zhin

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88556&o=2

$end


$x68k_flop=rayersht,
$bio

Rayer Shoot (c) 1996 TMK

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88558&o=2

$end


$info=rayforce,rayforcej,
$bio

Rayforce (c) 1993 Taito Corp.

A great vertically scrolling shooter, featuring a lock-on secondary weapon.

The player is provided with a powerful ship called the RVA-818 X-LAY, which is outfitted with two weapons: a primary weapon that fires straight lasers and increases in power when the player accumulates power-ups, and a secondary lock-on missile launcher, which can also be increased in power, that can target up to eight enemies at once by moving the targeting reticle. This weapon is used to attack enemies that appear on a lower plane than that of your aircraft, which are inaccessible to the player's primary weapon. 

The plot centers in the distant future, human governments, across the planet Earth, construct a massive supercomputer, named "Con-Human". The purpose of this computer is to govern the planet's environmental systems, verifying proper nutrients and care is provided to ensure the culture of humans and animal alike.

However, disaster strikes when, after a cloned human's mind is linked with the system, Con-Human becomes sentient and insane. It begins to induce calamities across the planet, constructing corrupt clones of existing organisms, destroying its human masters and exterminating the nature it was intended to protect, apparently intending to replace everything with what Con-Human considers improved versions of themselves.

After prolonged war, Con-Human has succeeded in exterminating 99.8% of humankind, with the remnants fleeing to space colonies. Meanwhile, Con-Human remakes the very interior of Earth. As a result, Earth, as humanity knew it, has utterly ceased to exist, transformed into a planet-sized mobile fortress that is in fact Con-Human's body. Con-Human intends to use the transformed Earth to seek out and destroy the colonies, erasing all remaining traces of old life from the universe and leaving only the new life that it personally created. Now, taking the full-scale offensive, mankind develops powerful ships, one of them the RVA-818 X-LAY starfighter, to fight the oppressive machine by destroying the now-infected Earth entirely.

- TECHNICAL -

Runs on the "Taito F3 System" Hardware.

Prom Stickers : D66

Players : 4
Control : 8-way joystick
Buttons : 4

- TRIVIA -

Even if title screen says 1993, Rayforce was released in January 1994 in Japan.

Rayforce had great BGM and graphics, so it was very popular in the Japanese gamer community in its time. But not for long... When Street Fighter 2 was released, many a shoot'em up fan turned into an SF2 fan.

The first work of the game producer, Yukio Abe, was "Master of Weapon" were you can easily find similar gameplay and ideas.

The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to 'BOO'.

This game is known in European arcades as "Gunlock".

Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Rayforce - PCCB-00153) on April 21, 1994.

- TIPS AND TRICKS -

* INSTRUCTIONS:
- Press the Fire button to fire your cannon. 
- Target enemies at low altitude or on the ground using the Fire button, then press the Laser button to fire your lock-On laser at them. Destroy multiple targeted enemies for extra points. 
- Pick up items for extra fire-power. 

* ITEMS LIST:
Green: Gives you an extra lock-on laser.
Yellow: Upgrades your cannon by one level.
Red: Collect three to upgrade your cannon by one level.

- SERIES -

1. Rayforce (1993)
2. Ray Storm (1996)
3. Ray Crisis (1998)

- STAFF -

Producer : Yukiwo Ishikawa (Yukio Abe)
Directors : Yukiwo Ishikawa (Yukio Abe), Tatsuo Nakamura
Game designers : Tatsuo Nakamura, Yukio Abe, Tomohisa Yamashita
Software : Tatsuo Nakamura, Shinji Soyano, Hikaru Taniguchi, Masao Kashino, Isao Ooyama
Character Graphics designers : Hideyuki Kato, Tomohisa Isobe, Shinjirou Sugitani, Hiroyo Kujirai, Yasuhiro Noguchi
Screen Graphics designers : Hideyuki Kato, V.A.P, Peacock
Music & Sound effects : Tamayo Kawamoto (Zuntata)
Sound effects : Munehiro Nakanishi (Zuntata)
Sound direction : Hiroshige Tonomura (TONO) (Zuntata)
Design works : Kyoko Umezu
Hardware : Katsumi Kaneoka

- PORTS -

* Consoles : 
Sega Saturn [JP] (September 14, 1995) "Layer Section [Model T-1101G]" 
Sony PlayStation 2 [JP] (January 25, 2007) "Taito Memories II Joukan [Model SLPM-66649]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2183&o=2

$end


$saturn,sat_cart=rayman,
$bio

Rayman (c) 1995 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60386&o=2

$end


$gba=rayman10u,
$bio

Rayman - 10th Anniversary [Model AGB-BX5E-USA] (c) 2005 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72584&o=2

$end


$gba=rayman10,
$bio

Rayman - 10th Anniversary [Model AGB-BX5P] (c) 2005 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72583&o=2

$end


$gba=raymanhru,
$bio

Rayman - Hoodlum's Revenge [Model AGB-BRYE-USA] (c) 2005 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72585&o=2

$end


$gba=raymanhr,
$bio

Rayman - Hoodlums' Revenge [Model AGB-BRYP] (c) 2005 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72586&o=2

$end


$gbcolor=raymanj,
$bio

Rayman - Mister Dark no Wana [Model CGB-BURJ-JPN] (c) 2000 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68651&o=2

$end


$gba=raymanrru,
$bio

Rayman - Raving Rabbids [Model AGB-BQ3E-USA] (c) 2006 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72588&o=2

$end


$gba=raymanrr,
$bio

Rayman - Raving Rabbids [Model AGB-BQ3P] (c) 2006 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72587&o=2

$end


$gbcolor=rayman2u,
$bio

Rayman 2 - The Great Escape [Model CGB-BRYE-USA] (c) 2001 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68653&o=2

$end


$gbcolor=rayman2,
$bio

Rayman 2 - The Great Escape [Model CGB-BRYP-EUR] (c) 2001 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68652&o=2

$end


$n64=rayman2,rayman2u,
$bio

Rayman 2 - The Great Escape (c) 1999 Ubi Soft

- TECHNICAL -

Game ID: NUS-NY2E-USA

- TRIVIA -

Rayman 2 for Nintendo 64 was released on October 31, 1999 in the USA.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57937&o=2

$end


$gba=rayman3u,
$bio

Rayman 3 [Model AGB-AYZE-USA] (c) 2003 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72590&o=2

$end


$gba=rayman3,rayman3p,
$bio

Rayman 3 [Model AGB-AYZP-EUR] (c) 2003 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72589&o=2

$end


$gba=raymanu,
$bio

Rayman Advance [Model AGB-ARYE-USA] (c) 2001 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72592&o=2

$end


$gba=rayman,raymanp,
$bio

Rayman Advance [Model AGB-ARYP] (c) 2001 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72591&o=2

$end


$saturn,sat_cart=raymanj,
$bio

Rayman Yo! Electoon wo Sukue! (c) 1995 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59560&o=2

$end


$jaguar=rayman,raymanp,
$bio

Rayman (c) 1995 Ubi Soft

In Rayman world's, nature and people live together in peace. The Great Protoon provides and maintains the harmony and balance in the world. Sorry Folks, this apparently can't last. (Do you want to play or what?)

... one fateful day, the Great Protoon is stolen by Mr. Dark, an evil being! The Electoons who used to gravitate around it lose their natural stability and scatter all over the world! Troublesome, isn't it? (and untidy, too!)

In this now-unbalanced world, strange phenomena begin to occur: freaks and hostile characters appear, capturing every Electoon they can find! They definitely need a HERO to save them now, don't you think?

Rayman must recapture the Great Protoon from its mysterious kidnapper, free the Electoons and reasseble them all to restore the world's harmony.

But will the bad guys let him do it?... After all, he doesn't have arms or legs... but don't panic, neither do the bad guys.

- TECHNICAL -

Model C3669T

Controls:
PAUSE: Pause
OPTION: Start
LEFT: Left
RIGHT: Right
UP: Climb
DOWN: Descend / Flat on your belly
A: Sow Seed / Race
B: Jump / Helicopter
C: Fist

- TIPS AND TRICKS -

* Cheats (entered only at 'hands assembly' intro sequence):
- All powers & all maps = 1,3,5,7,9
- 50 lives = 5,1,5,2,5,3
For both cheats, enter one code, wait until the demo game, press any number, then enter the other code at 'assembly' intro.

* Easter Eggs (entered only at 'hands assembly' intro sequence):
- Credits screen = 2,5,5,2
- Rayman 'Breakout' game = 1,3,6,4 (gives unlimited continues, upon winning)
- Sound effects toggle = 8 (during game play)
- Ting Loop: keep going back through quick & easy levels (such as Anguish Lagoon) for more tings & extra lives.
- Rayman 'Razzberry' = press & hold Option (during game play) (can be used to scare away the Scavengers in the Dream Forest world - although it's probably quicker to just punch them.)

- STAFF -

Concept: Michel Ancel, Frederic Houde
Character Creation: Alexandra Steible
Design: Michel Ancel, Serge Hascoet, Bruno Bouvret, Sacha Gentilhomme, Michael Guez, Christophe Thilbaut
Animation: Alexandra Steible, Kamal Aitmihoub, David Gilson, Sophie Esturgie, Gregoire Pons, Veronique Rondello, Beatrice Sauterau, Christian Volckman
Background Creation: Eric Pelatan, Sylvaine Jenny
Computer Graphics: Jean-Christophe Alessandri, Sophie Ancel, Nicolas Bocquillon, Jean-Marc Geffroy, Laurent Rettig, Olivier Soleil
Programming: Frederic Houde, Daniel Palix, Olivier Couvreur, Antonio Ferreira, Benoit Germain, Christophe Giraud, Bertrand Helias, Yann Le Tensorer, Francois Mahieu, Philippe Malfoy, Frederic Markus, Cristian Mihalache, Sebastien Monassa, Sebastien Morin, Bogdan Radusi, Daniel Raviart, Gilles Vanwalleghen
Sounds & Music: Stephane Bellanger, Didier Lord, Nathalie Drouet, Remy Gazel, Frederic Louvre, Frederic Prados, Olivier Amiaud, Olaf Zalcman
Tests: Serge Hascoet, Bruno Barone, Thomas Belmont, Nicolas Bocquillon, Bruno Bouvret, Christophe Cavelan, Gunther Galipot, Sacha Gentilhomme, Marc Gioan, Michael Guez, Benoit Macon, Lionel Rico, Emmanuel Texandier, Christophe Thibaut, Dorian Thibaut
Project Manager: Agnes Haegel
Producer: Gerard Guillemot (Ludimedia)
Development: Michel Guillemot (Ubi Studios)
Publisher: Yves Guillemot (Ubi Soft)
Special Thanks To: Loic Duval

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76441&o=2

$end


$gbcolor=raymanu,
$bio

Rayman [Model CGB-AYQE-USA] (c) 2000 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68650&o=2

$end


$gbcolor=rayman,
$bio

Rayman [Model CGB-AYQP-EUR] (c) 2000 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68649&o=2

$end


$psx=raymanja,
$bio

Rayman (c) 1995 Ubi Soft.

Japanese release.

- TECHNICAL -

Model # SLPS-00026

- TRIVIA -

Released on September 22, 1995 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72510&o=2

$end


$saturn,sat_cart=raymanu,raymanud,
$bio

Rayman [Model T-17701H] (c) 1995 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60123&o=2

$end


$x68k_flop=rayvs,
$bio

Rayvs - Full Metal Powerdsuits (c) 199? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88559&o=2

$end


$pcecd=rayxan2,
$bio

Rayxanber II (c) 1991 Data West, Incorporated.

Rayxanber 2 is an intense horizontal shooter by Data West. Right from the first stage, the player is put straight into action with a really fast and desorienting scrolling throught large metallic structures somewhere in orbit around Earth. Wave of enemy ships and flying bullets soon cover the screen and menace the ship. As expected, the weapon system can be upgraded by picking-up colored rotating icons - but watch out ! weapons actually freeze and fire in the direction they are collected. Those upgrades vary from explosive gun (Red), green flame laser (Green) and multi-way fire (Blue). Those weapons can also be charged up by holding the fire button and trigger a more powerful, yet weak, attack. Another originality of the game is to offer a powerful side-thrust - press the other action button to send the ship fly at super-high-speed in one direction. This sort of escape maneuver is rather handy to avoid enemy bullets or ships, but can be fatal if you happen to throw the ship against a wall by mistake...

- TECHNICAL -

Game ID DWCD1001

- TRIVIA -

Rayxanber II was released in June 7, 1991 in Japan.

Reviews:
September 1991 - Consoles + N.1 [FR]: 66/100

- STAFF -

Executive Producer: Naokazu Akita
Game Design: Kazuhide Nakamura
Graphics: Takeharu Warashi
Main Program: Fumio Minami
Music: Yasuhito Saito
Stage Design: Kazuhide Nakamura
Tool Program: Yoshiyuki Washizu

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49103&o=2

$end


$pcecd=rayxan3,
$bio

Rayxanber III (c) 1992 Data West, Incorporated.

Rayxanber 3 is the last episode of the Rayxanber series released by Data West for the FM-Towns and the PC Engine's Super CD-Rom² system. The evil Zoul empire is invading again and one of the Earth's mother ship is under attack and must be evacuated. The player's first mission is to protect it from incoming waves of alien creatures and weird looking ships. Soon, all hopes are lost and the mother ship is condemned to destruction. The player doesn't have much choice and must enter and fly deep inside the Alien's world and eventually reach its core. This opus uses the same controls and game mechanics as before: one button fires the main weapon and the other quickly thrusts the ship in one direction. However, missiles can now be charged up, in a way similar to R*Type, and when the bar at the bottom of the screen turns yellow, two powerful missiles can be launched. If fire is pressed again, they will split into a raging cloud of homing missiles. Power-ups are also spreaded around each area - as a side note, those secondary weapon icons constantly rotate and will fire in the direction they are facing when collected. This adds a great deal of strategy to the game and picking the wrong direction can dramatically reduce the player's chances of survival...

- TECHNICAL -

Game ID: DWCD2002

- TRIVIA -

Released on June 26, 1992 in Japan for 6800 Yen.

Reviews:
[FR] Consoles+ No. 13 (October 1992): 70/100

- STAFF -

Produce: Team 50
Game Design: Kazumide Makamura
Main Program: Yuke Taniguchi
Tool Program: Yoshiyuji Washizu
Graphic: Takeharu Igarashi
Music: Yasuhito Saito
Executive Producer: Naokazu Akita
Special Thanks: Bishop Art Office, Kokusa Itushinsha

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58338&o=2

$end


$cpc_cass=razasnoc,
$bio

Razas de Noche (c) 1990 Erbe Soft. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98408&o=2

$end


$gba=razbitum,
$bio

Razbitume! Restez Branchés! (c) 2004 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72593&o=2

$end


$n64=razorfs,
$bio

Razor Freestyle Scooter (c) 2001 Crave Entertainment

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57938&o=2

$end


$gba=razorfs,
$bio

Razor Freestyle Scooter [Model AGB-ARFE-USA] (c) 2001 Crave Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72594&o=2

$end


$gbcolor=razorfsu,
$bio

Razor Freestyle Scooter [Model CGB-BRZE-USA] (c) 2001 Crave Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68654&o=2

$end


$info=j7razzma,j7razzmaa,
$bio

Razzamataz (c) 200? JPM International.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42338&o=2

$end


$info=m3razdaz,m3razdaza,m3razdazd,
$bio

Razzle Dazzle (c) 198? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41195&o=2

$end


$info=m5razdz,m5razdz10,m5razdz11,
$bio

Razzle Dazzle Club (c) 200? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41611&o=2

$end


$info=razmataz,
$bio

Razzmatazz (c) 1983 Sega.

- TECHNICAL -

Game ID : modified 834-0213, 834-0214

Main CPU : Zilog Z80 (@ 3.04125 Mhz), I8035 (@ 400 Khz)
Sound Chips : Custom (@ 400 Khz)

Players : 2
Control : dial
Buttons : 1

- TRIVIA -

Released in June 1983.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2184&o=2

$end


$info=rcdego,
$bio

RC De Go (c) 1999 Taito Corp.

- TECHNICAL -

Runs on the "Taito G-Net" hardware.

- TRIVIA -

Released in May 1999 in Japan.

This game is also known as "Go By RC".

- PORTS -

* Consoles :
Sony PlayStation (2000)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31513&o=2

$end


$info=rc759,
$bio

RC-759 (c) 1984 Regnecentralen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95546&o=2

$end


$pc8801_flop=rcmpc88v,
$bio

RCM-PC88 - Come on Music (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92699&o=2

$end


$segacd=rdf,
$bio

RDF - Global Conflict [Model T-86025] (c) 1994 Absolute Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60789&o=2

$end


$x1_flop=rebirth,
$bio

Re-Birth (c) 1986 SPS [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86089&o=2

$end


$pc8801_flop=rebirth,
$bio

Re-Birth (c) 1986 SPS [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92724&o=2

$end


$pc98=reno,
$bio

Re-No - Stayin' Alive (c) 1996 Software House Parsley [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90468&o=2

$end


$n64=revolt,revoltu,
$bio

Re-Volt (c) 1999 Acclaim Entertainment, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57939&o=2

$end


$amigaocs_flop=reachsky,
$bio

Reach for the Skies (c) 1993 Virgin Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74844&o=2

$end


$amigaocs_flop=reachstr,
$bio

Reach for the Stars (c) 1988 SSG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74845&o=2

$end


$pc98=reachstr,
$bio

Reach for the Stars (c) 1989 Hobby Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90469&o=2

$end


$coco_cart=reactoid,
$bio

Reactoid (c) 1983 Tandy Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53465&o=2

$end


$info=ep_react,ep_reacta,ep_reactb,ep_reactc,ep_reactd,ep_reacte,
$bio

Reactor (c) 199? Impulse Gaming.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40883&o=2

$end


$info=reactor,
$bio

Reactor (c) 1982 Gottlieb.

The player controls a cursor that can move freely within a screen-sized arena, the nuclear reactor. The center contains a sun-type gravitational power source, the slowly overheating reactor core. The surrounding wall or the sun, if touched results in death. The cursor is controlled with a trackball by the player, who has to roll it fast in one direction in order to overcome the momentum of gravitation imposed by the sun. Swarms of enemy objects named after various radioactive particles float around in the reactor arena, obeying simple physical laws. These enemies can freely bounce into the walls at low speeds, have a repulsive force against each other and actively attack the player cursor. Boss types often break up into several smaller particles.

The object is to survive the sun and walls while gaining the highest score possible. It takes a delicate touch. Rather than moving the cursor/avatar left, right, up and down as in many arcade games, it is controlled by gravity and moves freely; with the player only being able to accelerate it rather than control its movements directly. Meanwhile the enemy particles are getting so aggressive that it can get very difficult to avoid being pulled in by the sun or touching a wall.

The basic gameplay consists of accelerating the cursor just at the right times so that it circles the reactor core with enough speed to have control via its own momentum when the enemy particles try to knock it off course, and then to place decoys and actually use the acceleration of the ball itself to knock enemies into control rods, traps or the reactor core. By pressing the primary button the player cursor can go into high power mode, providing higher repulsion of enemies and conversely higher risk to the player.

To ease the task the player also has a certain number of decoys at their disposal. Pressing the secondary button places a decoy to attract the enemies, luring them into two traps in the corners of the screen for bonus points, into destroying reactor rods or directly into the walls to kill them. Destroying a row of reactor rods gives the player one more decoy, as well as resetting the size of the slowly swelling reactor core.

A time limit is enforced by the slowly swelling reactor core, which limits the space to move about in the arena. Although the reactor doesn't actually melt down, the decreasing space provides for gradually increasing difficulty. After defeating the first wave of enemies, the solid reactor core changes into Vortex core, unlike the Protect core, is lethal to touch (thus making such levels significantly harder).

- TECHNICAL -

Game ID : GV-100

Main CPU : I8086 (@ 5 Mhz)
Sound CPU : MOS Technology M6502 (@ 894.886 Khz)
Sound Chips : DAC, Votrax SC-01

Screen orientation : Horizontal
Palette colors : 16

Players : 1
Control : trackball
Buttons : 2 (ENERGY, DECOY)

- TRIVIA -

Reactor was released in July 1982. It was the first arcade game to credit the developer on the game's title screen.

First called 'Ram-It', then 'Expander', Reactor was Tim Skelly's first game design upon going independent. Skelly was one of the first independent game designers. He designed a number of games for Gottlieb (none of which were released) before taking an extended break in which he watched horror movies, drank margaritas and wrote a screenplay!

Approximately 1000 units were produced.

- STAFF -

Designed and programmed by : Tim Skelly
Audio by : David D. Thiel

- PORTS -

* Consoles :
Atari 2600 [US] (1982) [Model PB5330]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2185&o=2

$end


$a2600=reactor,reactore,
$bio

Reactor (c) 1982 Parker Bros.

The object of the game is to destroy as many nuclear particles as you can before they smash your ship into the kill wall and to knock down as many sets of control rods as possible to stop the melt-down.

- TECHNICAL -

Model PB5330

- TRIVIA -

Reactor is a trademark of D. Gottlieb & Co. and used by Parker Brothers under authorisation.

- TIPS AND TRICKS -

* Lure enemy particles close to the wall for easier hits.

* Place your decoys by the kill wall for easier hits.

* Place your decoy in front of the bonus chamber to lure enemy particles inside for extra points.

* Place decoys near control rods to attract enemy particles for easier hits.

* Guide your ship in a CLOCKWISE direction if it should become caught in the vortex. This may help you escape it.

* Remember to watch the number of enemy particles 'To Go' (number of particles not yet on the screen), at the top of the screen in order to keep track of each round.

- STAFF -

Programmer: Charlie Heath

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50858&o=2

$end


$ti99_cart=readadv,
$bio

Reading Adventures (c) 1983 Foresman [Scott Foresman]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84690&o=2

$end


$ti99_cart=readchrs,
$bio

Reading Cheers (c) 1983 Foresman [Scott Foresman]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84691&o=2

$end


$ti99_cart=readflt,
$bio

Reading Flight [Model PHM 3082] (c) 1982 Foresman [Scott Foresman]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84692&o=2

$end


$ti99_cart=readfun,
$bio

Reading Fun [Model PHM 3043] (c) 1982 Foresman [Scott Foresman]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84693&o=2

$end


$ti99_cart=readon,
$bio

Reading On [Model PHM 3046] (c) 1982 Foresman [Scott Foresman]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84694&o=2

$end


$ti99_cart=readpow,
$bio

Reading Power (c) 1983 Foresman [Scott Foresman]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84695&o=2

$end


$ti99_cart=readrbow,
$bio

Reading Rainbows (c) 1982 Foresman [Scott Foresman]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84696&o=2

$end


$ti99_cart=readrly,
$bio

Reading Rally [Model PHM 3048] (c) 1982 Foresman [Scott Foresman]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84697&o=2

$end


$ti99_cart=readrnd,
$bio

Reading Roundup [Model PHM 3047] (c) 1982 Foresman [Scott Foresman]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84698&o=2

$end


$ti99_cart=readtrl,
$bio

Reading Trail (c) 1983 Foresman [Scott Foresman]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84699&o=2

$end


$ti99_cart=readwon,
$bio

Reading Wonders (c) 1983 Foresman [Scott Foresman]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84700&o=2

$end


$n64=r2rumble,r2rumbleu,
$bio

Ready 2 Rumble Boxing (c) 1999 Midway Home Entertainment

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57940&o=2

$end


$n64=r2rumbl2,
$bio

Ready 2 Rumble Boxing - Round 2 (c) 2000 Midway Home Entertainment

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57941&o=2

$end


$gba=r2rumbleu,
$bio

Ready 2 Rumble Boxing - Round 2 [Model AGB-AR2E-USA] (c) 2001 Midway Home Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72596&o=2

$end


$gba=r2rumble,
$bio

Ready 2 Rumble Boxing - Round 2 [Model AGB-AR2P] (c) 2001 Midway Home Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72595&o=2

$end


$gbcolor=r2rumble,
$bio

Ready 2 Rumble Boxing [Model CGB-AQOP-EUR] (c) 1999 Midway Home Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68655&o=2

$end


$gbcolor=r2rumbleu,
$bio

Ready 2 Rumble Boxing [Model CGB-VRRE-USA] (c) 1999 Midway Home Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68656&o=2

$end


$psx=readymai,
$bio

Ready Maid [Model SLPM-87157] (c) 2002 Princess

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85586&o=2

$end


$info=m4ready,m4ready__0,m4ready__1,m4ready__2,m4ready__3,m4ready__4,m4ready__5,m4ready__6,m4ready__7,m4ready__8,m4ready__9,m4ready__a,m4ready__b,m4ready__c,m4ready__d,m4ready__e,m4ready__f,m4ready__g,
$bio

Ready Steady Go (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41428&o=2

$end


$info=m5redrck,m5redrck10,m5redrcka,
$bio

Ready to Rock (c) 2001 Barcrest.

- TRIVIA -

Ready to Rock was released in May 2001.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=14928&o=2

$end


$info=as_rtr,as_rtra,as_rtrb,as_rtrc,as_rtrd,as_rtre,as_rtrf,as_rtrg,as_rtrh,
$bio

Ready to Roll (c) 200? Astra Games, Limited. [Novomatic Group].

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41856&o=2

$end


$info=j7r2roll,
$bio

Ready to Roll (c) 200? JPM International.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42337&o=2

$end


$info=j6r2rum,j6r2ruma,j6r2rumb,j6r2rumc,j6r2rumd,j6r2rume,
$bio

Ready to Rumble (c) 2000 Crystal Leisure.

- TRIVIA -

Ready to Rumble was released in July 2000 in the UK.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15282&o=2

$end


$info=raimfire,
$bio

Ready... Aim... Fire! (c) 1983 Mylstar Electronics.

- TECHNICAL -

Gottlieb System 80A
Model 686

Main CPU : MOS Technology M6502 (@ 850 KHz)
Sound CPU : MOS Technology M6502 (@ 1 MHz)
Sound Chips : DAC

- TRIVIA -

Released in November 1983

390 units were produced.

- STAFF -

Designer : Adolf Seitz Jr.
Artwork : David Moore

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5415&o=2

$end


$info=reaktor,
$bio

Reaktor (c) 1987 Zilec.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz), Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : DAC (@ 3.579545 Mhz), SN76496 (@ 1.789772 Mhz), Sanyo VLM5030 (@ 3.58 Mhz)

Palette colors : 32

Players : 1
Buttons : 1

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=7949&o=2

$end


$x68k_flop=real,
$bio

Real (c) 1991 Phoenix [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88560&o=2

$end


$info=rbmk,
$bio

Real Battle Mahjong King (c) 1998 GMS.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 11 Mhz)
Sound Chips : OKI6295 (@ 8.5 Khz)

Players : 1
Control : 2-way Joystick
Buttons : 2

- TRIVIA -

Released in January 1998 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4744&o=2

$end


$info=rbff2,rbff2k,
$bio

Real Bout Garou Densetsu 2 - The Newcomers (c) 1998 SNK Corp.

23 of the finest South Town fighters in the 7th installment of this SNK game.

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : NGM-240

Players : 2
Control : 8-way joystick
Buttons : 4
=> [A] Punch [B] Kick [C] Power Attack [D] Move Between Planes

- TRIVIA -

This game was shown at the 1998 AOU Amusement Expo show, in Japan. it was then released in March 1998.

The title of the game translates from Japanese as 'Real Bout Hungry Wolf Legend 2'.

This game is known outside Japan as 'Real Bout Fatal Fury 2 - The Newcomers'.

Things that changed in this particular game :
* The game now features 'single plane' stages (like the ones seen in "Fatal Fury - King of Fighters", "Fatal Fury 2" & "Fatal Fury Special") in which you can slam enemies against background objects!
* The breakable objects system seen in Real Bout Special is gone. Also the "evil character" versions of some characters are gone as well.
* Newcomers in this game are : Li Xiangfei, Rick Strowd & Alfred.

A serious bug : Using a USA bios ROM if you insert a coin on the 'winners don't use drugs' screen on a single slot the games will use the neogeo bios s1 tile-set rather than the game tiles, this causes most of the graphics to be hidden and the games to be unplayable, it will also end up using the main-board z80 bios so sound will be broken, the games should fix themselves if you let them run another attract loop after game-over, on a multi-slot the games will reset. This is one of the first 4 'gigapower' games, the bug was fixed after that.

Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Real Bout Garou Densetsu 2 The Newcomers / PCCB-00310) on April 17, 1998.

- TIPS AND TRICKS -

* Fight against Alfred : Begin game play in single player mode, finish off the first 10 fights with no losses, score over 750000 by the time the 10th fight is won, land 5 P.POWER moves or 7 S.POWER moves. You will fight Alfred in a desert type stage.

* You may scope out each character's best records by tapping A button to move forward or B button to move back at the score ranking screen :).

- SERIES -

1. Garou Densetsu - Shukumei no Tatakai [Model NGM-033] (1991, MVS)
2. Garou Densetsu 2 - Arata-Naru Tatakai [Model NGM-047] (1992, MVS)
3. Garou Densetsu Special [Model NGM-058] (1993, MVS)
4. Garou Densetsu 3 - Harukanaru Tatakai [Model NGM-069] (1995, MVS)
5. Real Bout Garou Densetsu [Model NGM-095] (1995, MVS)
6. Real Bout Garou Densetsu Special [Model NGM-223] (1997, MVS)
7. Real Bout Garou Densetsu 2 - The Newcomers [Model NGM-240] (199, MVS8)
8. Fatal Fury Wild Ambition (1999, ARC)
9. Garou - Mark of the Wolves [Model NGM-253] (1999, MVS)
10. Fatal Fury First Contact [Model NEOP00111] (1999, NGPC)

- STAFF -

Executive Producer : Takashi Nishiyama
Producer : Hiroshi Matsumoto
Co-Producer : S. Itoh
Planners : Tsukamichi (Tsuka Michi+2), Takahisa Yariyama, Maja OH! Mori, Oda-Q, Emi-Gon
Design Front : Soe Soe (Soe-Soe), Honekawa Now-45Kg, Nobuyuki Kuroki, Ito-Taku, Ogura Eiichi, Nal, Y. Ashizawa, G. Ishidaman (G. Ishida Man DX), Yas. Kamae, Mimika, Tashiboo, Tokumasa, Yuuichi Uchide, CG, Team CG. Works
Back Designers : Mic Senbei, Murayama, Tomo, Daisuke, Risa, Sakura3, Midorin, Hidenao. J, Shimiji, Eiko
Demo Designers : Kaoruru, Uruuru, Kumiko. M
Sound : Sha-V, Miwa, Marino, Captain Beroou
Programmers : Boffffffng (as Bof), Kura, Air as G. Rok. (Konbu)
Supervisors : Kiyoshi Asai, SG Melon
Voice Actors : Satoshi Hashimoto, Nobuyuki Hiyama, Toshiyuki Morikawa, Kappei Yamaguchi, Atsushi Yamanishi, Hiroyuki Arita, Keiichi Nanba, Akoya Sogi, Kong Kuwata, Koji Ishii, Harumi Ikoma, B. J. Love, Tanny Yamaguchi, Mami Kingetsu, Hiro Yuuki, Mi Yeon Jeong, Ji Hwan Ahn
Special Thanks : Sekotch, Anne, Uni & Buri (XO), Bashi, Shochan, Asami Don, Oh!Butch

- PORTS -

* Consoles :
SNK Neo-Geo [JP] (Apr. 29, 1998; "Real Bout Garou Densetsu 2 [Model NGH-240]")
SNK Neo-Geo CD [JP] (July 23, 1998; "Real Bout Garou Densetsu 2 [Model NGCD-240]")
Sony PlayStation 2 [JP] (Feb. 22, 2007; "Garou Densetsu Battle Archives 2 [NeoGeo Online Collection Vol.6] [Model SLPS-25698]")
Sony PlayStation 2 [JP] (May 29, 2008; "Garou Densetsu Battle Archives 2 [NeoGeo Online Collection The Best] [Model SLPS-25864]")
Nintendo Wii [EU] [Virtual Console] (October 04, 2012)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2188&o=2

$end


$neocd=rbff2,
$bio

Real Bout Garou Densetsu 2 (c) 1998 SNK [Shin Nihon Kikaku].

- TECHNICAL -

[Model NGCD-240]

- TRIVIA -

Released on July 23, 1998 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47895&o=2

$end


$neogeo=rbff2h,
$bio

Real Bout Garou Densetsu 2 (c) 1998 SNK [Shin Nihon Kikaku].

For more information about this game, please go to the original MVS release : "Real Bout Fatal Fury 2 - The Newcomers [Model NGM-240]".

- TECHNICAL -

[Model NGH-240]
539 Mega

- TRIVIA -

Real Bout Garou Densetsu 2 was released on April 29, 1998 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47894&o=2

$end


$saturn,sat_cart=rbcolrbf,rbcolrbs,
$bio

Real Bout Garou Densetsu Best Collection (c) 1998 SNK [Shin Nihon Kikaku].

- TECHNICAL -

[Model T-3124G]

- TRIVIA -

Real Bout Garou Densetsu Best Collection was released on August 06, 1998 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47842&o=2

$end


$psx=rbffsdm,
$bio

Real Bout Garou Densetsu Special - Dominated Mind [Model SLPM-86090~1] (c) 1998 SNK Corp. [Shin Nihon Kikaku] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85587&o=2

$end


$neocd=rbffspec,
$bio

Real Bout Garou Densetsu Special (c) 1997 SNK [Shin Nihon Kikaku].

- TECHNICAL -

[Model NGCD-223]

- TRIVIA -

Released on March 30, 1997 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47868&o=2

$end


$info=rbffspec,rbffspeck,
$bio

Real Bout Garou Densetsu Special (c) 1997 SNK Corp.

'Hey, how's it goin', dude?' More old Fatal favorites return to the bout and bring the total of selectable fighters to 19.

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : NGM-223

Players : 2
Control : 8-way joystick
Buttons : 4
=> [A] Punch [B] Kick [C] Power Attack [D] Move Between Planes

- TRIVIA -

Even if the copyright year is 1996, this game was released to the public in January 1997.

The title translates from Japanese as 'Real Bout Hungry Wolf Legend Special'

This game is known outside Japan as 'Real Bout Fatal Fury Special'.

Things that changed in this particular game :
* The game modifies the plane switching system a bit.
* Ring out system is modified into the instant dizzy system (By breaking background objects!).
* Newcomers in the game are Cheng Sinzan, Tung Fu Rue, Laurence Blood & Wolfgang Krauser. 'Evil' versions of some characters are available as well.

Terry's theme in this game is a remixed version of Terry's familiar "Fatal Fury 2" music (Kurikinton).

Soundtrack releases :
February 5, 1997 ; Real Bout Garou Densetsu Special [CD] [PCCB-00240] - Pony Canyon

- UPDATES -

MVS (Arcade) vs. AES (Neo-Geo) differences :
On the AES (Neo-Geo) Geese is a playable character by imputing a code. On the MVS (Arcade) version he was removed as a playable character for being too strong.

- TIPS AND TRICKS -

* Play as Shadow/EX Fighter : Shadow/EX fighter is an evil version of the selected character with a different move-list set as well as a different ending than his/her original counterpart. This code only works with the following characters : Andy Bogard, Billy Kane, Blue Mary, Tung Fu Rue.
1) At the character selection screen, highlight the character of your choice, hold Start and press B(x2), C(x2).
2) While continuing to hold Start, hold B, pause one second and hold C.
3) While continuing to hold Start+B+C, press A or D to select the Shadow version of the character.
4) Pressing A or D will select a different color.

* Fight against Geese Howard : Begin game play in single player mode, win all rounds, do not score less than a 'B' rank in any battle and get more than 750,000 points befire fighting Wolfgang Krauser. You will fight Geese Howard in a special 'Nightmare' match.

* You can see different sets of funny outtakes during the credits if you consecutively beat the game 5 or 6 times before they start to repeat themselves.

- SERIES -

1. Garou Densetsu - Shukumei no Tatakai [Model NGM-033] (1991, MVS)
2. Garou Densetsu 2 - Arata-Naru Tatakai [Model NGM-047] (1992, MVS)
3. Garou Densetsu Special [Model NGM-058] (1993, MVS)
4. Garou Densetsu 3 - Harukanaru Tatakai [Model NGM-069] (1995, MVS)
5. Real Bout Garou Densetsu [Model NGM-095] (1995, MVS)
6. Real Bout Garou Densetsu Special [Model NGM-223] (1997, MVS)
7. Real Bout Garou Densetsu 2 - The Newcomers [Model NGM-240] (199, MVS8)
8. Fatal Fury Wild Ambition (1999, ARC)
9. Garou - Mark of the Wolves [Model NGM-253] (1999, MVS)
10. Fatal Fury First Contact [Model NEOP00111] (1999, NGPC)

- STAFF -

Producers : Takashi Nishiyama, Hiroshi Matsumoto, S. Itoh
Planners : Takahisa Yariyama, Higashi Pon, Oh! Majaharu, Tsukamichi (Tsuka_Michi)
Obj Designers : Rio, Soe Soe (Soe. Soe. 96), Oda_Bash, N. Kuroki, Lionheart35, Mizu. Mizu, G. Ishidaman (Ishidamanace), Ossya!, Takehiro Isaji, Y. Ashizawa, Kaoruru, Nishikawa, Mika R. Winner Ero_Beer_Toku
Back Designers : Mic Senbey, Midorin, Tomo, Nari, Locate, Taka_Oh!!
Demo Designers : Sezabon, N. Kuroki, Ogura_A_1
Effects : Tashiboo, Akirya
Sound : Tate Norio, Konny, Toshio Shimizm (Shimizm), Ackey, Brother Hige, Mariko, Macky, Kyochan (Kyo_Chan), Miwa, Imo
Programmers : Bo_ffffffffng (as Bof), Naoyan Apchiba
Supervisors : Stg_Oyaji 145H, Mim_104 Melon, R. Tuneoka

* Voice Actors :
Terry Bogard, Kim Kaphwan : Satoshi Hashimoto
Joe Higashi : Nobuyuki Hiyama
Bob Wilson, Hon Fu : Toshiyuki Morikawa
Jin Chonshu & Chonrei : Kappei Yamaguchi
Billy Kane : Atsushi Yamanishi
Laurence Blood : Hiroyuki Arita
Tung Fu Rue, Cheng Sinzan : Shigefumi Nakai
Andy Bogard : Keiichi Nanba
Mai Shiranui : Akoya Sogi
Duck King, Geese Howard : Kong Kuwata
Sokaku Mochizuki, Ryuji Yamazaki : Koji Ishii
Blue Mary : Harumi Ikoma
Franco Bash, Wolfgang Krauser, Announcer (English) : B. J. Love

Special Thanks : Kura, MF_Yama. Remix, Shochan, Asami Don

- PORTS -

* Consoles :
SNK Neo-Geo [JP] (Feb. 05, 1997; "Real Bout Garou Densetsu Special [Model NGH-223]")
SNK Neo-Geo CD [JP] (Mar. 30, 1997; "Real Bout Garou Densetsu Special [Model NGCD-223]")
Sega Saturn [JP] (Dec. 25, 1997; "Real Bout Garou Densetsu Special [Model T-3117G]")
Sega Saturn [JP] (Dec. 25, 1997; "Real Bout Garou Densetsu Special [Model T-3119G]")
Nintendo Game Boy [JP] (Mar. 27, 1998; "Nettou Real Bout Garou Densetsu Special [Model DMG-ARBJ-JPN]")
Sega Saturn [JP] (Aug 06, 1998; "Real Bout Garou Densetsu Best Collection [Model T-3124G]")
Sony PlayStation 2 [JP] (Feb. 22, 2007; "Garou Densetsu Battle Archives 2 [NeoGeo Online Collection Vol.6] [Model SLPS-25698]")
Sony PlayStation 2 [JP] (May 29, 2008; "Garou Densetsu Battle Archives 2 [NeoGeo Online Collection The Best] [Model SLPS-25864]")

* Computers :
PC (2001)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2189&o=2

$end


$saturn,sat_cart=rbffs,rbffsa,rbffsb,
$bio

Real Bout Garou Densetsu Special (c) 1997 SNK [Shin Nihon Kikaku].

- TECHNICAL -

[Model T-3117G]

- TRIVIA -

Real Bout Garou Densetsu Special for Saturn was released on December 25, 1997 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47869&o=2

$end


$neocd=rbff1,
$bio

Real Bout Garou Densetsu (c) 1996 SNK [Shin Nihon Kikaku].

- TECHNICAL -

[Model NGCD-095]

- TRIVIA -

Released on February 1996 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47838&o=2

$end


$info=rbff1,rbff1a,
$bio

Real Bout Garou Densetsu (c) 1995 SNK.

16 characters, some old and some new, breathe new life into the Fatal Fury series.

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID: NGM-095

Players: 2
Control: 8-way joystick
Buttons: 4
=> [A] Punch [B] Kick [C] Power Attack [D] Move Between Planes

- TRIVIA -

Real Bout Garou Densetsu was released on December 21, 1995 in Japan.

The title of the game translates from Japanese as 'Real Bout Hungry Wolf Legend'.

This game is known outside Japan as 'Real Bout Fatal Fury'.

Things that changed in this particular game :
* The game uses a different 4 button setup this time around (punch, kick, power attack & plane switch) This was done to make the plane change mechanics easier to master.
* Chain combos are easier to pull this time around as well.
* This is one of the very few 2-D fighters to feature ring outs!
* Newcomers in the game are : Kim Kaphwan, Duck King & Billy Kane.

Pony Canyon released a limited-edition soundtrack album for this game (Real Bout Garou Densetsu - PCCB-00203) on 07/02/1996.

- TIPS AND TRICKS -

An additional cut-scene can be seen by beating the game with either Terry or Andy Bogard.

- SERIES -

1. Garou Densetsu - Shukumei no Tatakai [Model NGM-033] (1991, MVS)
2. Garou Densetsu 2 - Arata-Naru Tatakai [Model NGM-047] (1992, MVS)
3. Garou Densetsu Special [Model NGM-058] (1993, MVS)
4. Garou Densetsu 3 - Harukanaru Tatakai [Model NGM-069] (1995, MVS)
5. Real Bout Garou Densetsu [Model NGM-095] (1995, MVS)
6. Real Bout Garou Densetsu Special [Model NGM-223] (1997, MVS)
7. Real Bout Garou Densetsu 2 - The Newcomers [Model NGM-240] (199, MVS8)
8. Fatal Fury Wild Ambition (1999, ARC)
9. Garou - Mark of the Wolves [Model NGM-253] (1999, MVS)
10. Fatal Fury First Contact [Model NEOP00111] (1999, NGPC)

- STAFF -

Big boss : Eikichi Kawasaki
Producers : Takashi Nishiyama, H. Matsumoto, S. Itoh
Planners : Tsuka-Michi, T. Yariyama, OH! Saba Meron
Obj. designers : Higashi Pon, Mika.Poh, Fuku Fuku, Astro 1, Suke Chichi, Takehiro Isaji, Tsuzaki.A, Kamae 34, S. Tenuking, Yure Chichi, Soe Soe, G. Ishidaman
Back. designers : Mic.Senbey, Midorin, Tomo, Ema Sue, Banamen, R. Nariai, Umechan
Demo designers : Sezabon, Enokichi, Ega Nataku, Jida-Q, Maki-Torowa, Muramama, Sho-Chan
effects : March Kaji, Kaoruru, Itokatsu, Tashiboo
Programmers : Tony Oki (Tony-MF-Oki), Bo-Ffffffffng
Sound : Toshio Shimizm (as Shimizm), SHA-V
Special advisers : Stg-Oyaji 145H, Masahiko. Sawa

* Voice Actors :
Terry Bogard : Satoshi Hashimoto
Andy Bogard : Keiichi Nanba
Joe Higashi : Nobuyuki Hiyama
Mai Shiranui : Akoya Sogi
Sokaku Mochizuki : Koji Ishii
Bob Wilson : Toshiyuki Morikawa
Blue Mary : Harumi Ikoma
Franco Bash : B. J. Love
Geese Howard : Kong Kuwata
Hon-Fu : Toshiyuki Morikawa
Ryuji Yamazaki : Koji Ishii
Kim Kaphwan : Satoshi Hashimoto
Jin Chonshu : Kappei Yamaguchi
Jin Chonrei : Kappei Yamaguchi
Billy Kane : Atsushi Yamanishi
Duck King : Kong Kuwata

- PORTS -

* Consoles :
SNK Neo-Geo [JP] (Jan. 26, 1996; "Real Bout Garou Densetsu [Model NGH-095]")
SNK Neo-Geo CD [JP] (Feb. 23, 1996; "Real Bout Garou Densetsu [Model NGCD-095]")
Sega Saturn [JP] (Sep. 20, 1996; "Real Bout Garou Densetsu [Model T-3105G]")
Sony PlayStation [JP] (Jan. 10, 1997; "Real Bout Garou Densetsu [Model SLPS-00640]")
Sony PlayStation [JP] (July 23, 1998; "Real Bout Garou Densetsu [The Best] [Model SLPM-86108]")
Sega Saturn [JP] (Aug. 06, 1998; "Real Bout Garou Densetsu Best Collection [Model T-3124G]")
Sony PlayStation 2 [JP] (Feb. 22, 2007; "Garou Densetsu Battle Archives 2 [NeoGeo Online Collection Vol.6] [Model SLPS-25698]")
Sony PlayStation 2 [JP] (May 29, 2008; "Garou Densetsu Battle Archives 2 [NeoGeo Online Collection The Best] [Model SLPS-25864]")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2187&o=2

$end


$saturn,sat_cart=rbff,
$bio

Real Bout Garou Densetsu (c) 1996 SNK [Shin Nihon Kikaku].

- TECHNICAL -

[Model T-3105G]

- TRIVIA -

Real Bout Garou Densetsu was released on September 20, 1996 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47839&o=2

$end


$gameboy=realbout,
$bio

Real Bout Special [Model DMG-ARBJ-JPN] (c) 1998 Takara Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66824&o=2

$end


$info=realbrk,realbrkj,realbrkk,realbrko,
$bio

Real Break - Billiard Academy (c) 1998 Nakanihon, Incorporated.

A pool game where you are awarded Pictures of some Asian babes when you win the round.

- TECHNICAL -

Game ID : '523'

Main CPU : Motorola 68000 (@ 16 Mhz)
Sound Chips : Yamaha YMZ280B (@ 16.9344 Mhz), YM2413 (@ 3.579 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Real Break was released in July 1998 in Japan.

- TIPS AND TRICKS -

PROGRAM TEST mode :
1. Turn on service DIP switch and reset.
2. On SELECT MENU, enter OPTION
3. LEFT, RIGHT, LEFT, LEFT

- STAFF -

Producer : Stone River
Co-producer : Ben
Director / Planner : Remember
Main programmer : Ben
Programmers : Yokotin, Ezw, Maimu, James
Character designers : Motar, Mori, Mittu, Kik
Modeling designer : Motar
Animation designers : Motar, Mittu
Visual effect designers : Motar, Remember
Hardware engineer : Mr. Oz
Music composer & Sound effect designers : Haratch, Hashiken, Gen
Voice actress : Chiho Nishimura, Sachiko Kuwazawa, Akiko Shimomura, Sanae Kato, Yukiko Asai
Executive producer : Rapid River

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2190&o=2

$end


$scv=rgmahjon,
$bio

Real Graphic Mahjongg (c) 1984 Epoch Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58788&o=2

$end


$saturn,sat_cart=mjadvent,mjadventa,
$bio

Real Mahjong Adventure - Umi-he - Summer Waltz (c) 1998 Seta Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59562&o=2

$end


$saturn,sat_cart=mjadventcg,
$bio

Real Mahjong Adventure - Umi-He - Summer Waltz - P's Club Genteiban (c) 1998 Seta Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59561&o=2

$end


$info=rmgoldyh,
$bio

Real Mahjong Gold Yumehai / Super Real Mahjong Gold Part.2 (c) 1988 Alba.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=39423&o=2

$end


$info=rmhaihai,rmhaihib,
$bio

Real Mahjong Haihai (c) 1985 Alba.

Finally, a *real* mahjong game!

- TECHNICAL -

Main CPU : Zilog Z80 (@ 5 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.25 Mhz), OKI MSM5205 (@ 500 Khz)

Players : 2

- TRIVIA -

Released in November 1985.

The title of this game translates from Japanese as 'Real Mahjong Tile-Tile'.

- SERIES -

1. Real Mahjong Haihai (1985)
2. Real Mahjong Haihai Jinjiidou-hen (1986)
3. Real Mahjong Haihai Seichouhen (1986)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2192&o=2

$end


$info=rmhaijin,
$bio

Real Mahjong Haihai Jinjiidou-hen (c) 1986 Alba.

Oh! The second *real* mahjong game!

- TECHNICAL -

Main CPU : Zilog Z80 (@ 5 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.25 Mhz), OKI MSM5205 (@ 500 Khz)

Screen orientation : Horizontal
Video resolution : 448 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256

Players : 2

- TRIVIA -

The title of this game translates from Japanese as 'Real Mahjong Tile-Tile Personnel Changing Incident'.

- SERIES -

1. Real Mahjong Haihai (1985)
2. Real Mahjong Haihai Jinjiidou-hen (1986)
3. Real Mahjong Haihai Seichouhen (1986)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2193&o=2

$end


$info=rmhaisei,
$bio

Real Mahjong Haihai Seichouhen (c) 1986 Visco.

More REAL mahjong!

- TECHNICAL -

Main CPU : Zilog Z80 (@ 5 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.25 Mhz), OKI MSM5205 (@ 500 Khz)

Players : 2

- TRIVIA -

Released in December 1986 in Japan.

The title of this game translates from Japanese as 'Real Mahjong Tile Tile Growing Up Episode'.

- SERIES -

1. Real Mahjong Haihai (1985)
2. Real Mahjong Haihai Jinjiidou-hen (1986)
3. Real Mahjong Haihai Seichouhen (1986)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2194&o=2

$end


$gbcolor=rpyakyuc,
$bio

Real Pro Yakyuu! Central League Hen [Model DMG-AECJ-JPN] (c) 1999 Natsume, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68657&o=2

$end


$gbcolor=rpyakyup,
$bio

Real Pro Yakyuu! Pacific League Hen [Model DMG-AEPJ-JPN] (c) 1999 Natsume, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68658&o=2

$end


$info=realpunc,
$bio

Real Puncher (c) 1994 Taito Corp.

- TRIVIA -

Released in July 1994 in Japan.

The first 'puncher' thats can digitizes your face.

- SERIES -

1. Sonic Blast Man (1990)
2. Real Puncher (1994)
3. Sonic Blast Heroes (2010)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=29554&o=2

$end


$psx=realrobo,
$bio

Real Robots - Final Attack [Model SLPS-01125] (c) 1998 Banpresto [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85588&o=2

$end


$pc98=rsoft4,
$bio

Real Soft Pack No.4 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90470&o=2

$end


$saturn,sat_cart=realsoun,realsounb,realsouna,
$bio

Real Sound - Kaze no Regret (c) 1997 Warp

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59563&o=2

$end


$msx1_cart=realtenn,
$bio

Real Tennis (c) 1983 Takara Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77399&o=2

$end


$m5_cart=rtennis,
$bio

Real Tennis (c) 1983 Takara Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95362&o=2

$end


$msx1_cart=rtseq,
$bio

Real Time Sequencer DMS1 (c) 19?? Digital Music Systems

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77400&o=2

$end


$info=real,
$bio

Real [Model 110] (c) 1978 Game Plan.

- TRIVIA -

Real was the first pinball on a cocktail table style machine.

- STAFF -

Design by : Ed Cebula, Wendell McAdams
Art by : Paul Loreli

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5543&o=2

$end


$info=rltennis,
$bio

Reality Tennis (c) 1993 TCH.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40706&o=2

$end


$cpc_cass=realm,
$bio

Realm (c) 1987 Firebird Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98851&o=2

$end


$cpc_cass=lostsoul,
$bio

Realm of Chaos - The Village of Lost Souls (c) 1987 Robico

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99792&o=2

$end


$amigaocs_flop=realmtrl,
$bio

Realm of the Trolls [5th Anniversary] (c) 1988 Rainbow Arts

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74846&o=2

$end


$snes=realmu,
$bio

Realm [Model SNS-ARQE-USA] (c) 1996 Titus

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63474&o=2

$end


$snes=realm,
$bio

Realm [Model SNSP-ARQP-EUR] (c) 1996 Titus

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63473&o=2

$end


$amigaocs_flop=realms,
$bio

Realms (c) 1991 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74847&o=2

$end


$amigaocs_flop=arkania,
$bio

Realms of Arkania - Blade of Destiny (c) 1993 US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74848&o=2

$end


$a2600=rsbaseb,rsbasebp1,rsbasebp2,
$bio

RealSports Baseball (c) 1982 Atari, Incorporated.

You play RealSports BASEBALL just like real baseball. The game lasts for nine innings (or more in the case of a tie score), with each team coming to bat once during each inning.  The first team up to bat (pink action figures) is the visiting team, and the last team to bat (yellow action figures) is the home team. A team remains at bat until three of its players either strike out, fly out, or are tagged out. A base runner may also be 'forced out' when an outfielder with the ball tags the base in front of the runner while another base runner is occupying the base behind him. (Force outs are needed to make those double and triple plays!)

Pitchers can throw either a BALL or a STRIKE. Three strikes count as an OUT; four balls count as a WALK. A walked batter automatically advances to first base. If a batter swings at a pitch that is programmed to be a ball, it counts as a strike.

A batter can also hit a FOUL BALL outside the baselines. A FOUL BALL is counted as s strike unless the batter has already made two strikes, in which case it does not affect the count.

There are four game variations in RealSports BASEBALL: Two 2-player games and two 1-player games. In the 1-player version the computer automatically controls one team.  The computer always knows what pitch you're about to throw, so you'll have to brush up on your best baseball strategy to beat the computer!

The variations are as follows:
GAME 1 (2-P game): Left player starts in the outfield. Right player starts at batch. Batter can hit every pitch.
GAME 2 (2-P game): Left player starts at bat. Right player starts in the outfield. Batter cannot hit balls.
GAME 3 (1-P game): Player starts in the outfield. Batter cannot hit balls.
GAME 4 (1-P game): Player starts at bat. Batter cannot hit balls.

- TECHNICAL -

Model CX2640

- SCORING -

Each time a batter touches all the bases in a counterclockwise direction and returns to home plate, the team scores one point.  Scores are kept on the top of the screen; the home team on the left and visiting team on the right.  The number of outs in the inning also appears on the top of the screen, between the two scores.

Balls and strikes are recorded behind home plate on the bottom of the screen. the umpire's calls flash after each pitch on the bottom of the screen.

The umpire also calls out the inning number every time a team has three outs and runs to the outfield.  Look at the bottom of the screen to see the inning number flash onto the screen before the first pitch.

- TIPS AND TRICKS -

* Hold the controller in your hands so that your opponent can't see what direction you're moving your Joystick.  If you're pitching, this will prevent your opponent from knowing what type of pitch you're going to throw.  If you're at bat, this will prevent your opponent from noticing if you're about to steal a base.

* When stealing a base, try to steal when the pitcher has the ball and is motionless (two-toned). This will allow you to steal the base faster.  But watch out!  If the pitcher sees you and throws the ball, you'll slow down in mid-run!

* Trust your Joystick when throwing a ball to a base, even though the direction may not seem right. Pushing the Joystick UP, for example, will always throw the ball to second base, even if the outfielder is at the top of your screen.

* If you can't make the batter swing, he probably is not a controlled player. Push the Joystick down without holding the controller button; then try swinging the bat using both the Joystick and the controller button.

* If no batter appears at home plate after an out, throw the ball to the catcher and then back to the pitcher. A batter will run out to home plate.

* Occasionally a missed ball will roll near an object on the field and will be hard to see. Simply run the controlled player over the area the ball was last seen to pick the ball up.

* To make sure the pitcher has the ball, press the red controller button once.

* If the pitcher has the ball and is being controlled, you must run him back to the pitchers mound to resume pitching. When he is positioned on the mound, he'll turn back to blue and white and will be ready to pitch once again.

* If an outfielder throws a hit ball back to the pitcher before the batter starts running, the batter is counted out.

- STAFF -

Programmer: Joseph Tung

- PORTS -

* Consoles : 
Microsoft XBOX [US] (November 16, 2004) "Atari Anthology [Model 26084]" 
Sony PlayStation 2 [US] (November 22, 2004) "Atari Anthology [Model SLUS-21076]" 
Sony PlayStation 2 [EU] (February 18, 1005) "Atari Anthology [Model SLES-53061]" 
Microsoft XBOX [EU] (November 26, 2004) "Atari Anthology" 
Microsoft XBOX [JP] (August 4, 2005) "Atari Anthology [Model B7X-00001]" 

* Handhelds : 
Nintendo DS [US] (November 2, 2010) "Atari Greatest Hits Vol.1 [Model NTR-BR6E-USA]" 
Nintendo DS [EU] (February 24, 2011) "Atari Greatest Hits Vol.1 [Model NTR-BR6P-EUR]" 

* Computers : 
PC [MS Window, CD-ROM] [US] (November 11, 2003) "Atari - 80 Classic Games in One! [Model 25069J]"
PC [MS Window, CD-ROM] [EU] (June 10, 2005) "Atari - 80 Classic Games in One! [Replay]" 

* Others : 
Atari Flashback 3 [US] (September 16, 2011) by AtGames 
Atari Flashback 4 [US] (November 13, 2012) by AtGames 
Atari Flashback 5 [US] (October 1, 2014) by AtGames

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50859&o=2

$end


$a5200=rsbaseb,
$bio

RealSports Baseball (c) 1983 Atari, Incorporated.

- TECHNICAL -

Model CX5209

- STAFF -

Programmers: Keithen Hayenga, James Andreasen

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50079&o=2

$end


$a7800=rsbaseb,
$bio

RealSports Baseball [Model CX7834] (c) 1988 Atari Corp. [Sunnyvale, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50172&o=2

$end


$a5200=rsbasket,rsbasket2,rsbasket1,
$bio

RealSports Basketball (c) 1983 Atari, Incorporated.

- TRIVIA -

Unreleased prototype. Patrick Bass, designer of RealSports Basketball died in an automobile crash in 1998. Patrick's brother, Ben Bass, worked with Ken Van Mersbergen to ensure the final version of the game would be shared with the public.

- TIPS AND TRICKS -

Programmer Credit: Start the Demo and press the number 5 key for a secret message: 'When Running Into the Tropical Entropy Nightly, By Yourself, Project And Try Reaching Into Circles Killed Because All Seems Strange.' The first letter of each word in the sentence spells out.... 'Written by Patrick Bass'.

- STAFF -

Programmer: Patrick Bass

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50080&o=2

$end


$a2600=rsbasket,
$bio

RealSports Basketball (c) 1983 Atari, Incorporated.

- TECHNICAL -

Model CX2679

- TRIVIA -

Unreleased prototype.

- STAFF -

Programmer: Joe Gaucher

- PORTS -

* Handhelds : 
Nintendo DS [US] (March 8, 2011) "Atari Greatest Hits Vol.2 [Model NTR-BR7E-USA]"

* Others : 
Atari Flashback 3 [US] (September 16, 2011) by AtGames 
Atari Flashback 4 [US] (November 13, 2012) by AtGames 
Atari Flashback 5 [US] (October 1, 2014) by AtGames

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50860&o=2

$end


$a2600=rsboxinge,
$bio

RealSports Boxing (c) 1987 Atari Corporation.

PAL release. Game developed in USA. For more information, please see the NTSC release's entry; "RealSports Boxing [Model CX26135]".

- TECHNICAL -

Model CX26135P

- PORTS -

* Handhelds : 
Nintendo DS [EU] (February 24, 2011) "Atari Greatest Hits Vol.1 [Model NTR-BR6P-EUR]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83007&o=2

$end


$a2600=rsboxing,
$bio

RealSports Boxing (c) 1987 Atari Corporation.

At the bell the match begins.  Move your boxer out of his corner and around the ring by moving your joystick handle forward, back, left, and right. (Player 1 controls the boxer in the left corner; the computer or player 2 controls the boxer in the right corner.)  Move your joystick handle and press the button to make your boxer jab, cover, land body blows, and throw payoff punches.

Cover up to defend yourself.  Blocking an opponent's punches scores points and minimizes your strength loss.  When covering up, you're still in danger of a technical knock out if your opponent lands 12 successive punches before you can retaliate.

Jabs are quick punches thrown with the leading arm that score points and weaken your opponent.  Jabs can be thrown in a rapid flurry. A jab scores least of all the punches and weakens your opponent least, but a flurry accumulates points and damage done to the opponent faster than any other punch. Jabs use little of your own strength and you can throw three times as many jabs as payoff punches in the same amount of time.

Body blows are punches strategically placed to weaken your opponent. Though not as powerful as payoff punches, body blows can be flurried faster than payoffs.  Landed body blows score higher than jabs and cost less strength than payoffs.

Payoff punches are thrown with the non-leading arm in an attempt to knock out the opponent.  Payoff punches take a lot of strength, so you can't throw successsive payoffs as fast as you can throw jabs.  When landed, payoff punches score high.

Boxers tire as they move around the ring and throw and take punches.  The amount of yellow showing in a fighter's strength bar indicates the strength lead he has over the other boxer.  Weakened boxers move slower, their punches are separated by longer delays, and their reaction to joystick commands are sluggish.

Rounds are timed, and the time counts down in the lower center of the screen.  When the time runs out the round is over.  Boxers take their corners to rest and regain some strength.  Between rounds the score boxes display total points earned in the round just fought.

- TECHNICAL -

Model CX26135

- SCORING -

Points are scored according to a boxer's strength, the type of punch landed, and the punch position. For instance, the highest scoring combination is a payoff punch thrown by a boxer in top strength and landed from an optimum position.

The payoff punch is the highest scoring punch; the body blow is next highest, and the jab is the lowest scoring punch.  Covering up earns a point value for defensive boxing. A boxer can earn 99 points maximum in any one fight.

A match can last a total of seven rounds. A knock out or TKO anytime during a match wins the fight. If a match goes seven rounds, the high-point boxer wins. If the match ends in a draw, both boxers dance around the ring.

- TIPS AND TRICKS -

The best way to out-point your opponent is to land punches and run, so he can't retaliate by hitting you.  If you can't run, throw a punch then immediately cover up.

To punch effectively, get toe to toe with your opponent, a little above him but still within reach so your punch connects.

The best time to flurry with payoffs is early in the fight when your reaction time is quickest.

Be careful when blocking a flurry so you don't get TKO'd.

To throw a flurry, press the joystick button, then immediately select the punch with the joystick handle.  Release both the button and handle, then immediately repeat the sequence.

Minimize the effect of your opponent's blows by covering up or countering with an equally effective punch to pass along the strength loss.

Whenever you throw a punch you lose strength, so make your punches count.

Running around the ring costs you strength. If you're weak, stay in one area and make your opponent come to you.

- PORTS -

* Handhelds : 
Nintendo DS [US] (November 2, 2010) "Atari Greatest Hits Vol.1 [Model NTR-BR6E-USA]" 

* Others : 
Atari Flashback 2+ [US] (February 22, 2010) 
Atari Flashback 3 [US] (September 16, 2011) by AtGames 
Atari Flashback 4 [US] (November 13, 2012) by AtGames 
Atari Flashback 5 [US] (October 1, 2014) by AtGames

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50861&o=2

$end


$a800=rsfootb,
$bio

RealSports Football (c) 1983 Atari, Inc. [Sunnyvale, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86674&o=2

$end


$a2600=rsfootb,rsfootbp,
$bio

RealSports Football (c) 1982 Atari, Incorporated.

The basic rules of football apply, with some modification.

Like regular football, the object of ATARI RealSports FOOTBALL is to score more points than your opponent by getting touchdowns, field goals, and safeties.  You advance the ball toward the goal by running and passing according to the plays you select with your Joystick Controller.

Each team has five players, one of which can be controlled by the Joystick. You can play against the computer in a one-person game; or you can compete against another person in a two-player game.

The clock runs continuously during plays.  It stops after incompleted passes, scores, turnovers, dead balls, and when offense calls its play.  It resumes at the hike.

The clock will run down for no more than 30 seconds after the last completed play.  If offense has not called its play by this time, the clock will freeze until it resumes at the hike.

There are no time outs, no fumbles, no penalties, and no running out-of-bounds. Each game consists of one 15-minute quarter.

- TECHNICAL -

Model CX2668

- SCORING -

Crossing the defensive team's goal line by running or passing the ball successfully into their end zone is a TOUCHDOWN.  It counts for seven (7) points, and the ball will automatically be brought out to the twenty-yard line to begin the next series of plays.

Kicking the ball through the "goal posts" is a FIELD GOAL and counts for three (3) points, with the ball brought out to the twenty.  Kicking field goals is random and depends on your proximity to the goal line.  If you kick from within the twenty, your chances are excellent; if you're beyond the forty, better try something else.

Tackling the ball carrier in his own end zone is a SAFETY and scores two (2) points for the defensive team.  They also gain possession of the ball on their own twenty-yard line.

- TIPS AND TRICKS -

* When you call plays like the short pass left and the long pass left, it is sometimes tricky to move your Joystick perfectly along the diagonal line that programs those plays.  Try moving your Joystick straight up (or down) first, and then shift it toward the diagonal that programs your selected play.

* After you throw a pass and thet quarterback has exited from the TV screen, Joystick control is automatically transferred to the intended receiver.  Use the Joystick to adjust his position while the ball is in mid-flight, and you may improve your chances of completing a pass.

* 'Rolling out' toward the side where your receiver runs his pattern is often a good tactic in completing a pass.  Ultimately, though, successful passing is a matter of good timing.

* Blocked passes and interceptions can occur if a defensive player is in the direct line of flight of the pass.  You cannot throw a pass over a player's head.

* It is not easy to run against the computer in the one-player game.  Your best bet is to use your blockers and tangle up that fleet-footed linebacker at the line while you scurry for yardage.

* The defensive control-player is a hair faster than the ball carrier, so he can make the tackle over the short run.  But if you can manage to get a decent enough headstart, you've got yourself a long gainer and maybe a touchdown.

- STAFF -

Programmer: Robert Zdybel

- PORTS -

* Consoles : 
Microsoft XBOX [US] (November 16, 2004) "Atari Anthology [Model 26084]" 
Sony PlayStation 2 [US] (November 22, 2004) "Atari Anthology [Model SLUS-21076]" 
Sony PlayStation 2 [EU] (February 18, 1005) "Atari Anthology [Model SLES-53061]" 
Microsoft XBOX [EU] (November 26, 2004) "Atari Anthology" 
Microsoft XBOX [JP] (August 4, 2005) "Atari Anthology [Model B7X-00001]" 

* Handhelds : 
Nintendo DS [US] (November 2, 2010) "Atari Greatest Hits Vol.1 [Model NTR-BR6E-USA]" 
Nintendo DS [EU] (February 24, 2011) "Atari Greatest Hits Vol.1 [Model NTR-BR6P-EUR]" 

* Computers : 
PC [MS Windows, CD-ROM] [US] (November 11, 2003) "Atari - 80 Classic Games in One! [Model 25069J]" 
PC [MS Window, CD-ROM] [EU] (June 10, 2005) "Atari - 80 Classic Games in One! [Replay]" 

* Others : 
Atari 10 in 1 TV Game [US] (2002) by Jakk's Pacific 
Atari Paddle TV Game [US] (2004) by Jakk's Pacific 
Atari Flashback [US] (2004) 
Atari Flashback 2 [US] (2005) 
Atari Flashback 2+ [US] (February 22, 2010) 
Atari Flashback 3 [US] (September 16, 2011) by AtGames 
Atari Flashback 4 [US] (November 13, 2012) by AtGames 
Atari Flashback 5 [US] (October 1, 2014) by AtGames

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50862&o=2

$end


$a5200=rsfootb,
$bio

RealSports Football (c) 1982 Atari, Incorporated.

The basic rules of football apply with some modifications that you should find intriguing.

Like regular football, the object of ATARI RealSports Football in two-player contests is to score more points than your opponent. You do this by getting touchdowns, field goals, and safeties. In one-player games, you'll want to become proficient in the main features of the game, especially in the art of passing the ball successfully.

Each team has six players, one of which is always controlled by the joystick. Under certain circumstances, you can transfer joystick control to another player. A lot of game strategy involves knowing when and how to execute that transfer.

You can run the ball, but you'll never fumble. You can pass it, but you risk having it intercepted. You can kick field goals and punts as good as the pros, but you can't kick the ball out-of-bounds (like they occasionally do!).

There are no two-minute warnings and no (legal) time outs. There are no penalties either- unless, of course, you elbow your competitor and he or she socks you back. (If you want half-time entertainment and refreshments, you'll simply have to supply your own!)

Pay attention to the scoreboard, since it will display the instructions you'll need to play the game- once you've learned the basic rules. The home team (pink, or orange) gets all its signals on the left side of the scoreboard; the visiting team (blue, or light purple) gets all its cues on the right. (Note: Colors may vary on different TV sets.)

The scoreboard clock runs twice as fast as normal time, so remember to synchronize your heartbeat whenever you play ATARI RealSports Football.

- TECHNICAL -

Model CX5207

- TIPS AND TRICKS -

Programmer Credit: Score at least 199 points and keep the opposing team at 3 points or less during a practice game with regulation time. Score the last touchdown with no time remaining on the game clock. The phrase 'Designed By The Warlord' will appear on the game over screen.

- STAFF -

Programmer: Jim Huether (The Warlord)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50081&o=2

$end


$a2600=rssoccere,
$bio

RealSports Soccer (c) 1983 Atari, Incorporated.

PAL release. Game developed in USA. For more information, please see the NTSC release's entry; "RealSports Soccer [Model CX2667]".

- TECHNICAL -

Model CX2667P

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83008&o=2

$end


$a2600=rssoccer,rssoccer1,rssoccerp,
$bio

RealSports Soccer (c) 1983 Atari, Incorporated.

Soccer players, get ready!  With three players on your team, your objective is to bluff, pass, and outmaneuver your opponents to score the most points before the clock runs out.  You score one point for each goal.  Play against the computer, or play against a friend.

At the start of the game, the ball is placed at the center of the halfway line.  Blue fielders are on the left side of the line.  Reds on the right. Either team can take possession of the ball.  Fielders are assigned to one of three lanes in the playing field and must dribble the ball within their lane or pass to another fielder (see Figure 1).

Each player controls one fielder at a time.  The computer controls the rest of the team.  As the offense, you control the player with the ball.  As the defense, you can switch control from one player to another by pressing the button on your Joystick controller.

You can use the wraparound feature in RealSports SOCCER to run your player off one side of the screen to have him reappear on the other side of the screen. When using this feature, the controlled player must not be in possession of the ball.  A controlled player can run off either side of the screen, but cannot run off the end of the field.

Only your controlled player can score a goal (see Figure 2).  But watch out! If the ball doesn't go all the way into the goal, a defensive player can still block the goal and take control of the ball.  If the ball does go in, you'll hear the shriek of the referee's whistle.  You score 1 point, the clock stops, and the ball is turned over to the other team for the kick-off.

The referee's whistle sounds off at three different times throughout the game: at kick-off, after goals, and at the end of the game.  Game play lasts for 5 minutes or 9 minutes, depending on the game you choose.

- TECHNICAL -

Model CX2667

- TIPS AND TRICKS -

* RealSports SOCCER is full of surprises.  Your only limitation is time! Try moving the ball from foot-to-foot, or reversing your direction unexpectedly. BLUFFING your opponent is a good way to distract him while you pass the ball to another teammate.

* Passing is essential since a defensive fielder can always outrun the player with the ball.  The easiest way to improve your passing is to practice in two-player games without another player.  This way, you won't have to worry about interceptions.

* Defend your goal!  Remember your controlled player's feet must touch the ball in order to block a goal.

* In defensive play, you can usually outrun your opponent.  Just stay in front, and you're sure to win!  And don't forget to practice intercepting and stealing the ball--then pass it to a teammate!

- STAFF -

Programmer: Michael Sierchio

- PORTS -

* Handhelds : 
Nintendo DS [US] (March 8, 2011) "Atari Greatest Hits Vol.2 [Model NTR-BR7E-USA]" 

* Others : 
Atari Flashback 2+ [US] (February 22, 2010) 
Atari Flashback 3 [US] (September 16, 2011) by AtGames 
Atari Flashback 4 [US] (November 13, 2012) by AtGames 
Atari Flashback 5 [US] (October 1, 2014) by AtGames

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50863&o=2

$end


$a5200=rssoccer,
$bio

RealSports Soccer (c) 1982 Atari, Incorporated.

Your object is to score points by maneuvering the ball past your opponents and into their goal. You score 1 point for each goal. The team with the highest number of points at the end of the game wins.

- TECHNICAL -

Model CX5213

- STAFF -

Graphics: Alan Murphy
Programmer: John Seghers

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50082&o=2

$end


$a2600=rstennise,
$bio

RealSports Tennis (c) 1982 Atari, Incorporated.

PAL release. Game developed in USA. For more information, please see the NTSC release's entry.

- TECHNICAL -

Model CX2680P

- PORTS -

* Consoles : 
Microsoft XBOX [EU] (November 26, 2004) "Atari Anthology" 
Sony PlayStation 2 [EU] (February 18, 2005) "Atari Anthology [Model SLES-53061]" 

* Handhelds : 
Nintendo DS [EU] (February 24, 2011) "Atari Greatest Hits Vol.1 [Model NTR-BR6P-EUR]"

* Computers : 
PC [MS Windows, CD-ROM] [EU] (June 10, 2005) "Atari - 80 Classic Games in One! [Replay]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83010&o=2

$end


$a2600=rstennis,rstennisp,
$bio

RealSports Tennis (c) 1982 Atari, Incorporated.

You win the RealSports TENNIS match by winning the most games in two out of three sets. Points are scored by hitting a ball over the net that your opponent can't return.

After each game, the receiver becomes the server. Players switch sides after the first game and then after every other game, according to the rules of tennis.

RealSports TENNIS can be played by one or two players at slow or fast speed. In addition, each player can play with automatic or manual racket control.

- TECHNICAL -

Model CX2680

- SCORING -

Scoring is similar to real tennis. Players compete to win games, sets, and finally, to win the match.

- TIPS AND TRICKS -

* Try rushing the net after a serve to hit the ball before it bounces. The other player will hit from the baseline. Then suddenly, hit the ball at an angle - out of the other player's reach.

* Play a one-player slow game to practice different shots against the computer-pro. Then try mixing your shots to catch the computer off guard.

* Try hitting a lob when your opponent comes to the net. This may throw your opponent off balance or give you time to reposition yourself on the court for a new attack.

* If the other player moves up to the net, hit the ball to the baseline. Your opponent will have a hard time returning the ball in time. Use the same tactic by hitting the ball to the sidelines.

- PORTS -

* Consoles : 
Microsoft XBOX [US] (November 16, 2004) "Atari Anthology [Model 26084]" 
Sony PlayStation 2 [US] (November 22, 2004) "Atari Anthology [Model SLUS-21076]" 
Microsoft XBOX [JP] (August 4, 2005) "Atari Anthology [Model B7X-00001]" 

* Handhelds : 
Nintendo DS [US] (November 2, 2010) "Atari Greatest Hits Vol.1 [Model NTR-BR6E-USA]" 

* Computers : 
PC [MS Windows, CD-ROM] [US] (November 11, 2003) "Atari - 80 Classic Games in One! [Model 25069J]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50864&o=2

$end


$a5200=rstennis,
$bio

RealSports Tennis (c) 1982 Atari, Incorporated.

The object of ATARI RealSports TENNIS is to score enough points to win a match. A match is the best of three sets.

Choose from three game variations: singles against the computer, singles between two players, or doubles in which each team has one human player and one computer player.

You can also choose between two skill levels--INTERMEDIATE or ADVANCED. In advanced games, the ball travels faster than in intermediate games.

At the end of each game, the receiver becomes the server, and the server becomes the receiver. The players also change ends of the court after every odd-numbered game.

- TECHNICAL -

Model CX5214

- STAFF -

Programmer: W. Sean Hennessy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50083&o=2

$end


$a2600=rstennise,
$bio

RealSports Volleyball (c) 1982 Atari, Incorporated.

PAL release. Game developed in USA. For more information, please see the NTSC release's entry; "RealSports Volleyball [Model CX2666]".

- TECHNICAL -

Model CX2666P

- PORTS -

* Consoles : 
Microsoft XBOX [EU] (November 26, 2004) "Atari Anthology" 
Sony PlayStation 2 [EU] (February 18, 2005) "Atari Anthology [Model SLES-53061]" 

* Handhelds : 
Nintendo DS [EU] (February 24, 2011) "Atari Greatest Hits Vol.1 [Model NTR-BR6P-EUR]"

* Computers : 
PC [MS Windows, CD-ROM] [EU] (June 10, 2005) "Atari - 80 Classic Games in One! [Replay]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83009&o=2

$end


$a2600=rsvolley,rsvolleye,
$bio

RealSports Volleyball (c) 1982 Atari, Incorporated.

As in a traditional volleyball game, two teams hit the ball back and forth over the net. If the serving team misses the ball or hits it out of bounds, the other team is awarded the serve. If the receiving team misses the ball or hits it out of bounds, the serving team scores 1 point.

The computer randomly awards the first serve to either team. To pick up the ball, move your directional control until your top player connects with the ball. Press the fire button to serve.
Note: A player can move only sideways on the court when holding the ball.

There are two players on each team. Use the controller to move both players around the court. The players move in the same direction as the directional control.

Move your players to meet the ball as it comes over the net. In games 1 and 2, your team sets up the ball by passing it back and forth between themselves before hitting it over the net. In these games, a set up consists of three hits unless you spike the ball.

To spike the ball, press the fire button as your player meets the ball. Spiking will make the ball move faster and lower over the net. A player must be at least halfway to the net in order to spike.

A team must score 15 points with a 2-point lead to win the game.

- TECHNICAL -

Model CX2666

- SCORING -

In each volley, the serving team receives 1 point for every ball the other team misses. When a point is scored, a bell sounds. Each time the ball lands out of bounds, a buzzer sounds. Scores appear at the bottom of the screen during game play.

- TIPS AND TRICKS -

Use the shadow of the ball as a point of reference. The shadow indicates where the ball will land, so try to keep your player's feet on the shadow.

Once the sun sets, the shadow disappears. Your best strategy then is to keep your player's head under the ball.

Take advantage of your ability to go outside the court. You can often salvage a set up hit out of bounds by your teammate.

- STAFF -

Programmer: Bob Polaro
Graphics: Alan Murphy

- PORTS -

* Consoles : 
Microsoft XBOX [US] (November 16, 2004) "Atari Anthology [Model 26084]" 
Sony PlayStation 2 [US] (November 22, 2004) "Atari Anthology [Model SLUS-21076]" 
Microsoft XBOX [JP] (August 4, 2005) "Atari Anthology [Model B7X-00001]" 

* Handhelds : 
Nintendo DS [US] (November 2, 2010) "Atari Greatest Hits Vol.1 [Model NTR-BR6E-USA]" 

* Computers : 
PC [MS Windows, CD-ROM] [US] (November 11, 2003) "Atari - 80 Classic Games in One! [Model 25069J]" 

* Others : 
Atari 10 in 1 TV Game [US] (2002) by Jakk's Pacific 
Atari Flashback 3 [US] (September 16, 2011) by AtGames 
Atari Flashback 4 [US] (November 13, 2012) by AtGames 
Atari Flashback 5 [US] (October 1, 2014) by AtGames

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50865&o=2

$end


$pc8801_flop=rebel,
$bio

Rebel (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92726&o=2

$end


$pc8801_flop=linus,
$bio

Rebel Maneuver Linus (c) 1989 Family Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92727&o=2

$end


$cpc_cass=rebelpln,
$bio

Rebel Planet (c) 1986 US Gold, Ltd. [Birmingham, UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98852&o=2

$end


$bbca_cass,bbcb_cass=rebelpla,
$bio

Rebel Planet (c) 19?? US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52291&o=2

$end


$saturn,sat_cart=rebel,
$bio

Rebellion (c) 199? Unknown [USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60124&o=2

$end


$cpc_cass=rebelstr,rebelstra,
$bio

Rebelstar (c) 1986 Firebird Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98853&o=2

$end


$gba=rebelstru,
$bio

Rebelstar - Tactical Command [Model AGB-BRLE-USA] (c) 2005 Namco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72598&o=2

$end


$gba=rebelstr,
$bio

Rebelstar - Tactical Command [Model AGB-BRLP] (c) 2006 Atari Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72597&o=2

$end


$info=rebus,
$bio

Rebus (c) 1995 Microhard.

- TECHNICAL -

Main CPU: Motorola 68000 (@ 12MHz)
CPU: Zilog Z80 (@ 3MHz)
Sound Chips : YM2203 (@ 3MHz)

Screen orientation : Horizontal
Video resolution : 376 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 2048

Players : 2
Control : 8-way joystick
Buttons : 2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4559&o=2

$end


$gba=recroomcu,
$bio

Rec Room Challenge [Model AGB-BRQE-USA] (c) 2005 Majesco Sales, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72600&o=2

$end


$gba=recroomc,
$bio

Rec Room Challenge [Model AGB-BRQP] (c) 2005 Majesco Sales, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72599&o=2

$end


$info=recalh,
$bio

Recalhorn (c) 1993 Taito.

A 2-D side scrolling platform game. Control a boy with a magical horn and rescue helper animals along the way. After rescuing an animal, you can call upon it with your horn and ride them, provided you have enough of the right coins needed to call them. The animals have different abilities to help you get through certain sections of each stage.

- TECHNICAL -

Runs on the "Taito F3 System" Hardware.

Players : 4
Control : 8-way joystick
Buttons : 4

- TRIVIA -

Released in May 1994.

This game is an unreleased prototype game. The gameplay is very complete so it was most likely canceled after being tested at arcades. A shame considering that it is quite fun to play.

The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to 'AAA'.

Zuntata Record released a limited-edition soundtrack album for this game (the VERY BEST OF Mar - ZTTL-0053) on 06/21/2000.

- UPDATES -

The US version is slightly different, it has the 'Winners Don't Use Drugs' screen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3576&o=2

$end


$gba=reccahon,
$bio

Recca no Honoo - The Game [Model AGB-ARHJ-JPN(RK271-J1)] (c) 2001 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72601&o=2

$end


$cpc_cass=rechnung,
$bio

Rechnungsschreibung (c) 1984 microLAND

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98854&o=2

$end


$psx=reciproh,
$bio

Recipro Heat 5000 [Model SLPS-00744] (c) 1997 Xing Ent. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85589&o=2

$end


$cpc_cass=rekrufus,
$bio

Reckless Rufus [Model AS 849] (c) 1992 Alternative Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98855&o=2

$end


$amigaocs_flop=recognme,
$bio

Recognize Me (c) 1989 Carraz

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74849&o=2

$end


$info=record,
$bio

Record (c) 2000 High Video.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48300&o=2

$end


$pc98=lodoss,
$bio

Record of Lodoss War - Haiiro no Majo (c) 1988 HummingBird [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90471&o=2

$end


$msx2_flop=lodoss,lodossa,
$bio

Record of Lodoss War - Haiiro no Majo (c) 1989 HummingBird [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101984&o=2

$end


$x68k_flop=lodoss,
$bio

Record of Lodoss War - Haiiro no Majo (c) 1990 HummingBird [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88029&o=2

$end


$pc98=lodosscd,
$bio

Record of Lodoss War CD - Haiiro no Majo (c) 1993 HummingBird [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90472&o=2

$end


$pc98=lodoss2,
$bio

Record of Lodoss War II - 5 Shiki no Maryuu (c) 1991 HummingBird [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90473&o=2

$end


$info=recordbr,
$bio

Recordbreaker (c) 1988 Taito.

An Olympic sports game from Taito. Compete in different events and go for the gold medal.

- TECHNICAL -

Taito H System hardware
Board Number : K1100371A
Prom Stickers : B56

Main CPU : Motorola 68000 (@ 12 Mhz), Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2610 (@ 8 Mhz)

Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 512

Players : 2
Buttons : 4

- TRIVIA -

Released in September 1988.

This game is known in Japan as "Go for the Gold".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2195&o=2

$end


$snes=shushoku,
$bio

Recruit Simulation - Shuushoku Game - Trendy Drama [Model SHVC-AIMJ-JPN] (c) 1995 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62010&o=2

$end


$svision=recycled,
$bio

Recycle Design [Model SV10041] (c) 199? Hartung

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95469&o=2

$end


$pc98=red,
$bio

Red (c) 1992 Discovery Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90474&o=2

$end


$info=smih1125,smih1126,smih1127,smih1128,smih1129,smih1130,
$bio

Red & Black Sevens (c) 2010 Bally Tech., Incorporated.

3 Reels, 27 Lines, 270 Credits Max Bet.

- TECHNICAL -

Bally Signature Series

- TRIVIA -

Released in March 2010.

- UPDATES -

SMI #H1125
Min/Max %: 85.15%

SMI #H1126
Min/Max %: 88.15%

SMI #H1127
Min/Max %: 90.06%

SMI #H1128
Min/Max %: 92.02%

SMI #H1129
Min/Max %: 93.98%

SMI #H1130
Min/Max %: 95.94%

- SCORING -

Progressive: 10,000 x Line Bet x Denomination.
Top Award (In Free Games):  40,000 x Line Bet x Denomination.

- TIPS AND TRICKS -

* Progressive occurs every 144,643 plays with 25 lines played.

* Free Games occurs every 67 plays and pays on average 15?20x times the 
total bet.

* Top Award (In Free Games) occurs every 829,669 plays with 25 lines played.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=34164&o=2

$end


$vboy=redalarmj,
$bio

??????? Virtual 3D Shooting Game (c) 1995 T&E Soft
(Red Alarm - Virtual 3D Shooting Game)

Bursting through incredible dimensions of Virtual space the final mission is clear. Obliterate all enemies and obstacles created by KAOS and terminate this menacing battle system from within.

Employing an impressive arsenal of high-tech weapons and evasive maneuvers the Tech-Wing Fighter speeds on. Spinning deaths, spy pods and mosquito mechs appear from everywhere! The fate of humanity will soon be defined. Red Alarm! Red Alarm! Alarm Condition Red!!

- TECHNICAL -

Model VUE-VREJ-JPN

- TRIVIA -

Red Alarm was released on July 21, 1995 in Japan.

Reviews:
[JP] Famitsu (August 1995): 26/40
[VB Guide 2: 90.5/100

- TIPS AND TRICKS -

Debug Menu: On the title screen, press Select 60 times
If performed correctly, an explosion sound effect will play. If the game moves on to its attract sequence without playing the effect, it hasn't worked. If it works, the debug menu can now be summoned with the following input: In-game, press L, R, Select and A simultaneously.
This will cause the debug menu to appear on-screen. The Special option will give the player all ship upgrades and invincibility, while the rest are quite self-explanatory, with the Music menu opening into a rather bare-bones sound test. Exit restarts the current stage.

- STAFF -

Producer: Eiji Yokoyama
Director: Takeshi Kohno
Program: Mitsuto Nagashima
Graphics: Michiaki Takahashi, Shinji Hasegawa, Yoshikazu Hiraki
Sound Program: Hideo Sugiyama
Music: Ken Kojima
Sound Effect: Tadashi Nakatsuji

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82375&o=2

$end


$vboy=redalarm,
$bio

Red Alarm (c) 1995 Nintendo Co., Ltd.

North American release. Game developed in Japan. See original "Red Alarm [Model VUE-VREJ-JPN]" for more information about the game itself.

- TECHNICAL -

Model VUE-VREE-USA

- TRIVIA -

Red Alarm was released on August 14, 1995 in USA.

Reviews:
[US] Electronic Gaming Monthly (October 1995): 6.8/10
[US] Game Players (September 1995): 35/100
[US] Game Zero (1996): 21.5/25
[US] GameFan (November 1995): 92.5/100
[US] GamePro (November 1995): 3.8/5
[US] Videogames (September 1995): 7/10

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82376&o=2

$end


$info=redalert,
$bio

Red Alert (c) 1981 GDI, Incorporated.

FIRST ATTACK IN DAYLIGHT - BOMBERS IN FORMATION WITH ATTACKING AIRCRAFT. This sequence is introduced both audibly and visually : Red alert. Enemy aircraft approaching. 20 jet fighters approaching. Destroy all fighters by 11:00 hours, or MIRV will be launched.
In this sequence, bombers in formation move from left to right across the screen, and then from right to left, etc. During the attack, some break formation and attack the launcher. The aircraft drop bombs in an attempt to hit the launcher. Also during the attack, a special red colored aircraft flying above the aircraft formation appears and drops a red colored megaton bomb that slowly descends on the country. When hours reach 11:00, present fighter attack is interrupted by a flashing CAUTION on screen, followed by appearance of the MIRV.
The MIRV slowly descends, then breaks up into several bombs. They, in turn, also break up into several bombs. As a result, a shower of bombs slowly descends on the country.
Player participation during the attack is to destroy all aircraft by firing rocket launcher. During the attack, player is to avoid direct hits by bombs - each of which costs him one rocket launcher. Also during the attack, the player must destroy the red bomb before it lands, or one rocket launcher is destroyed.
When MIRV appears, player must destroy it completely - otherwise the landing of any one will cost the player one launcher.

SECOND ATTACK BY HELICOPTERS - DROPPING PARACHUTE BOMBS. Introduced by : Helicopter squadron attacking! Destroy helicopters by 16:00 hours, or MIRV will be launched.
Player participation during attack is to destroy all aircraft by firing rocket launcher. During the attack, player is to keep his launcher away from red areas created by exploding bombs - or lose a launcher. Both helicopters and bombs may be destroyed by rockets. However, if the parachute, but not the bomb, is hit, the deflated parachute will drop the bomb much faster.
MIRV attack, if launched, is a repeat of the first sequence above.

THIRD ATTACK AT NIGHT - HEAVY BOMBERS IN FORMATION. Introduced by : Red alert.  Night attack by bombers.
The player is aided by two searchlights. The object is to destroy all aircraft. When all aircraft are destroyed, game progresses to next frame (country). During the attack, the player must avoid direct hits by bombs. No time limit is imposed. No MIRV will be launched.

GAME FRAMES. Game repeats above cycles through the following countries, respectively : FRANCE, USA, ITALY, GREAT BRITAIN, GERMANY, and JAPAN. However, as the game progresses from frame to frame, the action of the game is stepped up.

HOW LAUNCHERS ARE LOST. Rocket launchers are lost by :
* A direct hit by a dropped bomb
* Red bomb dropped by red plane lands anywhere
* Launcher is in red area created by exploding parachute bomb
* MIRV lands anywhere

- TECHNICAL -

Irem M-27 hardware

Main CPU : MOS Technology M6502 (@ 1 Mhz)
Sound CPU : MOS Technology M6502 (@ 1 Mhz), 8085A (@ 1 Mhz)
Sound Chips : General Instrument AY8910 (@ 2 Mhz)

Screen orientation : Vertical
Video resolution : 240 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 9

Players : 2
Buttons : 3
=> LEFT, RIGHT, FIRE

- TRIVIA -

Released in July 1981 by GDI, Inc. under license from Irem Corp.

- SCORING -

Jet fighters in formation : 20 points
Jet fighter attacking : 40 points
Jet fighters destroyed by megaton bomb : 60 points
Attacking jet fighters destroyed by megaton bomb : 100 points
Red bomber : 100, 200, or 400 points
Helicopter : 50 points
Open parachute bomb : 20 points
Closed parachute bomb : 40 points
Night bomber : 40 points
MIRV : 50 points

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2196&o=2

$end


$mc10=redalert,
$bio

Red Alert (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87690&o=2

$end


$info=j6ra,j6raa,j6rab,j6rac,j6rad,
$bio

Red Alert (c) 1998 JPM International.

- TECHNICAL -

Impact

- TRIVIA -

Red Alert was released in June 1998 in the UK.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15812&o=2

$end


$info=m4ra,m4ra__a,m4ra__b,m4ra__c,m4ra__d,m4ra__e,m4ra__f,m4ra__g,m4ra__h,m4ra__i,m4ra__j,m4ra__k,m4ra__l,m4ra__m,m4ra__n,m4ra__o,m4ra__p,m4ra__q,m4ra__r,
$bio

Red Alert (c) 199? Barcrest.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=14927&o=2

$end


$info=j6redal,j6redala,
$bio

Red Alert (c) 199? Crystal Leisure.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41946&o=2

$end


$info=sc4redad,sc4redada,
$bio

Red Alert (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR1206]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42763&o=2

$end


$pcecd=redalert,
$bio

Red Alert (c) 1989 Telenet Japan.

The Force Project, lead by Dr.Che Garcia, an international physicist and terrorist, is tries to take over the world. Last Alert is a military action game and the player's goal is to guide Guy Kazama and stop the evil Dr. Garcia, helped by an arsenal of different weapons and other offensive items. The game counts six vast areas, from a gigantic enemy base to a deep jungle or snowing and icy terrain. Levels are split into different sub-missions. You will either have to clean up an area and defeat the boss, or strategically drop bombs or rescue hostages. You start with a simple shot gun, but you can acquire more experience as you defeat enemies and gain levels and classes. As your ranks gets higher, you access better and more powerful weapons.

- TECHNICAL -

Game ID: TJCD9004

- TRIVIA -

Red Alert was released on December 20, 1989 in Japan for 6780 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58339&o=2

$end


$info=rs_l6,rs_la4,rs_la5,rs_lx2,rs_lx3,rs_lx4,rs_lx5,
$bio

Red and Ted's Road Show (c) 1994 Williams Electronics Games, Incorporated.

- TECHNICAL -

Williams WPC-Security
Model Number : 50024

Main CPU : Motorola M6809 (@ 2 Mhz)
Sound CPU : ADSP2105 (@ 10 Mhz)
Sound Chips : DMA-driven DAC

- TRIVIA -

Released in October 1994.

This game features the voice of country singer Carlene Carter as the voice of Red. Also, her song, 'Every Little Thing' is played during multiball, jackpot, and in the all-time initials screen.

This game was part of WMS' SuperPin series.

6,259 units were produced.

There are 2 cows in Red and Ted's Road Show. One is on the Picture Plate souvenir, and the other on the far right of the backglass, on top of the hill. 

There are also 2 DOHO's : Watch the barbed wire on the far right of the backglass. No. 2 appears in the background of the New York mode, in the windows of one of the buildings.

The High Score initials are sometimes replaced with 'TED' or 'RED'.

Sometimes the billboard at Bob's Bunker reads 'Frenzy? Bwa ha haa!'.

Ted is heard saying 'Officer Steve Speed!' during the Ohio mode where quotes from Getaway is used, a game designed by Steve Ritchie.

The red button is held by Pat Lawlor himself, sitting in a Corvette with the license-plate 'Game Biz'. 

The 'Rubber Nose' souvenir resembles the face of Roger Sharpe.

- UPDATES -

REVISION L-1
Date : October 7, 1994
- Initial release to production.

REVISION L-2
Date : October 10, 1994
- Fixed a serious bug in the exploding font effect. When jumpered for Germany, which causes periods to be exploded, some games would crash.

REVISION L-3
Date : October 12, 1994
- Added the last of the German translations. This also fixes 2 phrases which were too long to fit on the screen in the Albuquerque effect.
- Fixed a bug where sometimes the 'select a souvenir' computer noise was not getting killed.

REVISION L-4
Date : October 26, 1994
- Fixed the adjustment STARTING DAY. If it was set to anything but MONDAY, it would score and make a sound at game start.
- Fixed the Special award. It was awarding a special from either lane if either lamp was lit.
- Changed default BALL SAVE TIME to ON.
- Added 26 score levels to the spinner scoring so that it doesn't MAX as fast.
- If LONGER PATH was set to OFF, there was a possibility of the first city being Atlanta. It has been fixed to allow only New York City or Miami.
- Put in French translations.
- Fixed up some effects.
- Changed it so you can now go to MIAMI from the west coast.
- Put SPAIN 2 and coin meter into Spanish preset.
- Fixed a problem with Super Payday. It was sometimes fetching an incorrect award and displaying 'HOULTON 0,000,000'.
- Fixed display and speech in Atlanta. If the player aborted the instructions and quickly made the blast zone shot, the display would behave incorrectly.

REVISION L-5
Date : December 15, 1994
- Fixed a few French translations.
- Changed Special and Replay % for France. Turned on Match for France.
- With TOURNAMENT set to YES, the souvenirs are awarded in order instead of randomly.
- Shut 'Red' up when the wheel isn't lit on a bridge-out.
- Fixed the Spinner value. It was not ever being initialized, so that it would carry over from ball to ball and game to game.
- Fixed a small display glitch in the Nashville award.
- Fixed a TILT problem with Flying Rocks. It was possible to restart start Flying Rocks after a TILT.
- Changed to only 1 replay level for Germany.
- Accumulated bonus credit fractions are cleared at the end of ball, unless coins have been inserted recently.
- After 9 minutes of idle time, any credit fractions less than 1/2 are cleared.

REVISION L-6
Date : October 11, 1995
- Fixed XX bonus display.
- Fixed display bug in New Orleans mode. It was displaying the incorrect score value for the next shot.
- Fixed a bug in Super Payday where the wrong city and score was awarded. This bug only showed up on multi-player games.
- Added adjustment for the shaker motor (default=NORMAL). Values are NORMAL, SOFT, and OFF
- Added adjustment to allow buyins once a player has reached the West Coast (default=OFF).
- Fixed blinking lamp in blast zone from 2x Atlanta blast. The lamp was being left on.
- Fixed ALL TARGETS SCORE 16,xxx,xxx display bug in Super Payday introduction screen.
- Added jackpot compensation for broken Red mouth switch.
- Multiball restart timer is now paused while ball is in the lockup (e.g. for Extra Ball display effect).
- Enhanced the handling of the proximity switches in front of Ted and Red. They are now better debounced in case they are intermittent.
- Added special code to limit the amount of time the Red and Ted eyelids are activated to prevent the coils from overheating.

- TIPS AND TRICKS -

Construction Mania : When you visit Bob's Souvenir Bunker and the display shows the bunker with the sign 'Uranium Ore $3 a Chunk' in the window, quickly hit both flippers twice. All targets are now worth 3M for 20 seconds.

Secret Video mode : Enter the High Score list (the daily High Score list will do as well) and press the following combination instead of your initials :
B, 3R, 2L, 2R, 1L. This only works if the billboard at Bob's Bunker has displayed 'Hidden Video Mode : BRRRLLRRL' when visited. This isn´t really a Video mode but a cool thing nonetheless!

Fun Message : B, 8L, 1R, 5L, 1R, 5L, 1R, 6L, 2R (works in attract mode as well as during gameplay). This code is also used in "No Fear and ST : TNG", knowing this makes more sense to the message!

Achieve a high score and enter the initials 'TED'.

- STAFF -

Concept, Design, & Playfield : Pat Lawlor (PML)
Software, Design : Dwight Sullivan (XAQ)
Special FX, Design : Ted Estes (TED)
Sound : Chris Granner (C G)
Music : Chris Granner, Carlene Carter
Dots by : Scott Slomiany, Eugene Geer, Adam Rhine (ASR)
Mechanix by : John Krutsch (J K)
Art : John Youssi

Voice of Red : Carlene Carter
Voice of Ted : Tim Kitzrow

Special Thanks To : Paul Barker, Chuck Bleich, Matt Booty, Bob Brown, Tom Cahill, Al Cardenas, Rachel Davies, Larry DeMar, Joe Dillon, Joanne Faux, Ken Fedesna, Fergie, Jesse Flowers, Greg Freres, Eugene Geer, Mickey Gonzalez, Michael Gottlieb, Jim Greene, Lou Isbitz, Joe Joos, Steve Kordek, Tal Lekberg, Bob Lentz, Greg McKay, Neil Nicastro, Tracey Nunnery, Butch Ortega, Jim Patla, Ernie Pellegrino, Kent Pemberton, Jerry Pinsler, Pete Piotrowski, Steve Ritchie, Wally Roeder, Lesley Ross, Lenore Sayers, Michael Sengelmann, Roger Sharpe, Adam Shire, Wally Smolucha, Bill Thompson, Liz Thompson, Karen Trybula, Steve Trybula, Lucy Varela, Darren Walker, Lisa Wilson, Christa Woss

Extra Special Thanks To : Patricia Lawlor, Anna Sullivan, Lisa Estes

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5287&o=2

$end


$x68k_flop=redarms,
$bio

Red Arms (c) 1990 Nishi Yoshitaka

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88031&o=2

$end


$x68k_flop=redarmsm,
$bio

Red Arms (c) 199? Miso [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88030&o=2

$end


$gameboy=redarrem,
$bio

Red Arremer - Makaimura Gaiden [Model DMG-RAJ] (c) 1990 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66825&o=2

$end


$nes=redarrm2,
$bio

Red Arremer II (c) 1992 Capcom Company, Limited.

Red Arremer II is an action/adventure game by Capcom, and sequel of Red Arremer Makaimura Gaiden originally released for the Game Boy in 1990. The game follows the story of Firebrand, a young demon from the Ghoul Realm, who studies to become a powerful warrior. One day, while training in his hometown of Etruria, a black light suddenly appears and wrecks havoc on everyone. The king is deadly wounded and Firebrand embarks on a long journey to solve the mystery of the enigmatic light, and find out who is behind the attack. In essence, Red Arremer II is an adventure game with mild RPG elements, punctuated by side-scrolling action phases. The adventure phase is displayed through a traditional overhead perspective, and Firebrand can walk around, talk to other monsters, visit houses, purchase items, save his in-game progress (through a password system) or travel between towns. The side-scrolling action phases are periodically activated throughout the game, mainly when Firebrand enters a cave or a dungeon, crosses a bridge or when he encounters rare enemies on the world map. There, he can use his magic powers to defeat all kind of foes - he starts with traditional Fireballs, but more abilities can be collected along the way, such as the powerful arc attack, the platform beam (creates temporary platforms), the Blockbuster (destroys blocks), the claws (to walk over spikes) and so forth. Another of his incredible abilities is to jump and stick to walls, and these techniques are at the core of the gameplay - Firebrand has also the ability to hover in the air for a short amount of time (until his wing level runs out) in order to reach platforms that are otherwise unattainable, or to avoid deadly hazards. Finally, numerous items are scattered throughout the game, such as health, extra lives and Vials (used as currency).

- TECHNICAL -

Game ID: CAP-1L

- STAFF -

Planner: Ryo
Object Designer: Takepong, Katu-M, Wild Cats, Mura
Scroll Designer: Yuki, Rinda, K.Togo, Joe.Y
Programmer: Cuty Euyama
Sound Compose: Sato

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54540&o=2

$end


$info=j6redarw,j6redarwa,j6redarwb,j6redarwc,j6redarwd,j6redarwe,j6redarwf,j6redarwg,j6redarwh,j6redarwi,j6redarwj,
$bio

Red Arrow (c) 2000 JPM International.

- TECHNICAL -

Impact

- TRIVIA -

Red Arrow was released in February 2000 in the UK.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15811&o=2

$end


$spc1000_cass=redball,
$bio

Red Ball (c) 1985 Index [Korea]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83544&o=2

$end


$info=V0000774,V0000775,V0000776,V0000777,V0000778,
$bio

Red Ball (c) 1996 IGT [International Game Technologies].

3-Reel, 3-Line slot.

- UPDATES -

V0000774
V0000775
V0000776
V0000777
V0000778

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=37670&o=2

$end


$info=ec_redbr,ec_redbr__a,ec_redbr__b,ec_redbr__c,ec_redbr__d,ec_redbr__e,ec_redbr__f,ec_redbr__g,ec_redbr__h,ec_redbr__i,ec_redbr__j,ec_redbr__k,ec_redbr__l,ec_redbr__m,ec_redbr__n,ec_redbr__o,ec_redbr_p,
$bio

Red Bar (c) 199? Electrocoin.

- TECHNICAL -

DIMENSIONS : H 1879mm  D 533mm  W 673mm

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11711&o=2

$end


$odyssey2=baron,
$bio

Red Baron (c) 198? Philips Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95669&o=2

$end


$amigaocs_flop=redbaron,redbarong,
$bio

Red Baron (c) 1992 Dynamix

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74851&o=2

$end


$astrocde=redbaron,
$bio

Red Baron + Panzer Attack (c) 1978 Bally Mfg. Co.

- TECHNICAL -

Game ID: 2003

- TRIVIA -

Although Midway did have a Panzer Attack coin-op, it was an Electro/Mechanical game, so this cart is based on the Atari/Kee Tank game, but the Panzer name was recycled.

Released as part of the "Action/Skill Series".

- STAFF -

Written by: Rickey Spiece

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86826&o=2

$end


$info=redbaron,redbarona,
$bio

Red Baron (c) 1980 Atari, Incorporated.

Red Baron is a realistic flying simulation. Your player is a World War I fighter pilot searching the skies for the enemy. The horizon shifts and tilts as he maneuvers the joystick. Three dimensional hills and valleys sweep by below.

Suddenly out of the horizon, an enemy biplane appears. The pilot dives, climbs, lines up the plane in his sights! He fires a deadly hail of tracers and the enemy airplane tumbles to earth.

But watch out, there are more coming. The first four planes are relatively slow. As time progresses, the player moves more quickly and the enemy planes take more evasive action, adding to the difficulty and challenge.

Next the player faces ground targets. An observation blimp floats into view over a low rise of hills. Bright ground objects start to appear, a tank, a pill-box, then dimmer targets, a pyramid, a building. They make good targets for strafing runs but danger can appear at any time.

As the game progresses, tanks, pill-boxes and blimps will begin shooting back.  The game is composed of randomly alternating series of ground and plane phases. Finally, the planes will also shoot at the player.

There are other dangers too.  Dive too low and the player can crash and explode on a mountain. Squeeze the trigger too long and the guns overheat. And an enemy plane can get on the pilot's tail, almost certain death unless the player is a flying ace.

When a player is hit by a returning plane, bullet holes and cracks appear on the screen, his plane plummets to earth and explodes. If an enemy shell finds its mark, the result is the same but the shell remains visible.

- TECHNICAL -

[Cockpit model]
Game ID : 036995

The Red Baron cockpit machines were white with painted sideart of a biplane, with a 'Red Baron' logo and an Iron Cross underneath the rear window. The one good thing about this cockpit was that it shipped in 2 pieces that butt together to form the complete unit. That means that it is much easier to move and store than a normal cockpit game.

- TRIVIA -

Even if the title screen says 1980, the Cockpit model was released in May 1981. It was sold $2,795 at its release. Only 504 units were produced.

Red Baron was designed to accurately recreate World War I aerial combat. It was definitely the first flight simulator available to the public back in 1980. Red Baron was a lot like "Battlezone" in the air. Which made a lot of sense, because Red Baron ran on almost exactly the same hardware as Battlezone (more information below), and most Red Baron Upright machines shipped in factory-converted Battlezone cabinets (they usually even have Battlezone sideart underneath the red 'Iron Cross' sideart). Unfortunately this game never did as well as Battlezone did, the game did poorly in the arcades. Maybe the world just wasn't ready for a 3-D flight simulator?

Red Baron used almost the exact same hardware as Battlezone, but not quite. Battlezone will run on Red Baron hardware with a few minor modifications, but Red Baron will not run on Battlezone hardware without a Red Baron 'auxiliary board', as the Battlezone auxiliary board did not have enough sockets for all the Red Baron ROM chips. The two games control completely different though.

- SCORING -

Enemy Fighter : 300 to 10 points. When the enemy fighter first appears, it is worth 300 points. The closer it gets to your plane, the less the enemy plane is worth.
Blimp : 200 points
Tanks : 250 points
Pillboxes : 250 points
Pyramids : 100 points
Buildings : 100 points

- TIPS AND TRICKS -

* When you start the game, you will be put into a surrealistic landscape. The view is from the cockpit of your bi-plane. Immediately, you will be jumped on by enemy units. You will know an enemy unit has appeared because of the sounds the game makes. The joystick is pretty sensitive. This basically means you don't have to push it hard in order to get your plane to move around. Also, remember that the game is set up like an actual plane.

* Try to keep your altitude as high as possible. This gives you a better chance at 'jumping' enemy air units. In addition, it will allow you to be able to keep with them longer ensuring a better chance at a kill.

* If there are no enemy planes around, you can go on strafing missions to take out a few of the enemy ground units. Be very careful when you are doing this since the terrain is pretty mountainous.

* At the beginning, you will only encounter one enemy plane. As you progress through the game, don't be surprised when you get attacked by three or even four enemy planes at one time.

* Learn how to do deflection shooting. Deflection shooting is a method of shooting where you fire your shots in front of the projected path of the object you are trying to hit. In essence, it forces that object to "run" into your fire.

* Practice doing evasive maneuvering starting with the basic dives and climbs. Then add turns to these moves. This will definitely come in very handy later on in the game when you are confronted with a large number of enemy units (both ground and air).

* You will see the enemy fire that is aimed at your plane. The bullets look like diamonds. They are easy to evade but you may have to do some tight turns if there is a heavy volume of enemy fire coming at your plane.

* If you don't take out an enemy plane while it is heading for your plane, it will get behind you. This presents a very dangerous situation since you will only have a couple of seconds before you are shot down. You can evade the enemy plane :
a) If you are too close to the ground, immediately climb and roll to the left or right. By doing this, you actually cause your plane to slow down and the enemy plane flies under you giving you another opportunity to shoot him down.
b) If you are too high, then you can power dive and roll left or right. Just watch out for the ground (which will be coming at you fast). Before you get to the ground, do a power climb and follow the advice in the first part.

* Blimps present a unique challenge since they don't move very fast. This means you will need to take them down on your first pass since you travel much faster then them. Sometimes the blimp will present you with a "head-on" look. This makes it harder to hit since it makes itself into a smaller target.

* While 'hunting' for enemy air units, it's usually a good idea to do a gentle roll from side-to-side. The reason for this is if you get multiple enemy air units, you can fire off a burst and knock more then one out of the sky. This helps even the odds up considerably.

* Don't keep your finger on the gun trigger too long. Your guns will overheat and it takes a couple of seconds for them to cool off again. That couple seconds could be the difference between life and death.

- STAFF -

Programmer & Designer : Rich Moore
Hardware & Producer : John Ray
Math Box : Jed Margolin
Technician : Joe Coddington

- PORTS -

* Consoles : 
Microsoft XBOX [US] (November 16, 2004) "Atari Anthology [Model 26084]" 
Sony PlayStation 2 [US] (November 22, 2004) "Atari Anthology [Model SLUS-21076]" 
Microsoft XBOX [EU] (November 26, 2004) "Atari Anthology" 
Sony PlayStation 2 [EU] (February 18, 2005) "Atari Anthology [Model SLES-53061]" 
Microsoft XBOX [JP] (August 4, 2005) "Atari Anthology [Model B7X-00001]" 

* Handhelds : 
Nintendo DS [US] (March 8, 2011) "Atari Greatest Hits Vol.2 [Model NTR-BR7E-USA]" 

* Computers : 
PC [MS Windows, CD-ROM] [US] (November 11, 2003) "Atari - 80 Classic Games in One! [Model 25069J]" 
PC [MS Windows, CD-ROM] [EU] (June 10, 2005) "Atari - 80 Classic Games in One! [Replay]" 

* Others : 
Nokia N-Gage [US] (2005) "Atari Masterpieces Vol. I" 
Nokia N-Gage [EU] (October 13, 2005) "Atari Masterpieces Vol. I" 
Apple Store [US] (2011) "Atari Greatest Hits" 
Android Market [US] (2011) "Atari Greatest Hits"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=21232&o=2

$end


$amigaocs_flop=redbarona,
$bio

Red Baron [The Lords of Power] (c) 1992 Dynamix

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74850&o=2

$end


$info=redclash,redclashk,redclasha,
$bio

Red Clash (c) 1981 Tehkan.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 4 Mhz)

Screen orientation : Vertical
Video resolution : 192 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 64

Players : 2
Control : 8-way joystick
Buttons : 1

- TRIVIA -

Licensed to Kaneko one year later (June 1982).

About Tekkan (now Tecmo): Tekkan was established as a yacht management company in July 1967. In 1986, Tekkan decided to change their name to 'Tecmo'. In 2010, Tecmo decide to merge with Koei. So, today the company is called 'Tecmo-Koei Holdings'.

- UPDATES -

In the old version (by Tehkan), the ship doesn't move during the attract mode.

- PORTS -

* Consoles :
Emerson Arcadia (1982)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2198&o=2

$end


$arcadia=redclash,
$bio

Red Clash (c) 1982 Emerson Radio Corp.

- TECHNICAL -

[Cartridge No. 12]

- TRIVIA -

It's a very rare Arcadia 2001 game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49269&o=2

$end


$bbca_cass,bbcb_cass=redcoats,
$bio

Red Coats (c) 1985 Lothlorien

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52292&o=2

$end


$pc98=redcobra,
$bio

Red Cobra - Ai no Omochashi Space Gigolo (c) 1995 Illusion Core

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90475&o=2

$end


$info=rcorsair,
$bio

Red Corsair (c) 1984 Nakasawa.

- TECHNICAL -

Main CPU : 8085A (@ 8 Mhz)

Screen orientation : Vertical
Video resolution : 256 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 256

Players : 1

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5948&o=2

$end


$msx1_cass=reddawn,reddawna,
$bio

Red Dawn (c) 1988 Eurosoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94937&o=2

$end


$info=j6reddmn,
$bio

Red Demon (c) 199? JPM International.

- TECHNICAL -

Impact

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41135&o=2

$end


$info=sc4rdrag,sc4rdraga,sc4rdragc,sc4rdragf,
$bio

Red Dragon (c) 2004 QPS Interactive.

- TECHNICAL -

[Model PR2542]

H : 1798mm
W : 710mm
D : 675mm

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15592&o=2

$end


$info=m5rdwarf,
$bio

Red Dwarf (c) 199? Red Gaming, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41613&o=2

$end


$cpc_cass=reddynam,
$bio

Red Dynamite Pack [Model ATD 32.009] (c) 1991 Positive [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98856&o=2

$end


$info=redearth,redearthr1,
$bio

Red Earth (c) 1996 Capcom Company, Limited.

Taking place in the year 1999 of an alternate Earth, follow the adventures of four heroes as they take on an army of mythical monsters unleashed by Scion to bring about the destruction of the world. Take your pick from Leo the Lion King, Mai-Ling the Martial artist, Tessa the Witch, or Kenji the Ninja as they fight their way across the globe in order to defeat Scion the iron giant.

- TECHNICAL -

Capcom Play System III Hardware (CP-S III)
Game ID : CP-S III No. 01
CD Number : Cap-WZD000
CD Label : Cap-WZD-5

Main CPU : Hitachi SH2 (possibly 2)
Storage : SCSI CD Rom, RAM and Flash ROM.
RAM : SIMMs on the left w/ 16M of data each (each has 8x 16M Flash ROMs, there's 4 SIMMs plugged in on this board). SIMMs on the right w/ 8M each (there's 4 Flash ROMs on each board and there are 2 SIMMs plugged in)
OSC : 60MHz. 42.9545MHz, XTAL 3.6864MHz.

Players : 2
Control : 8-way joystick
Buttons : 6

=> [1] LP (Jab), [2] MP (Short), [3] HP (Fierce)
=> [4] LK (Strong), [5] MK (Forward), [6] HK (Roundhouse)

- TRIVIA -

Red Earth was released in October 1996.

This game is known in Japan as "War-Zard". It saw a very limited release in the United States.

Red Earth is the first game to run on the Capcom Play System III hardware (CPS III), the first Capcom system that uses a CD-Rom instead of expensive EPROMs to hold the game data (about 50MB). When starting a cabinet with a new CPS-3 game the first time, the hardware needs 25 minutes to initialize the game. In fact it overwrites some flashroms with data from the new CD. This procedure allows the game later to startup as fast as it would normally run from regular EEPROMs.

The character Leo was inspired by Conan the Barbarian.

- UPDATES -

* 961023
* 961121

- STAFF -

Planner : Tatsuya Nakae (-Dai-), Musasabi Zirou, Murasaki Umagoyashi, Masahiro Nakano (E-Z!)
Programmer : Tsutomu Urago, Yuzo Tsunazaki, Ariyoshi Kiyoko, Noboru Taniguchi, Toshiyuki Furuko, Masakazu Matsushita
Object Design : Kurisan, Eripyon, Ikusan Z, Shibata, Kimo Kimo, Shisui, M. Nakatani, Kaname, Satoshi, Mizuho, Kitasan, Yorio, Mizupyon, Koichi Kikutani, -GM Clip-Isi-B, Kozuchi, Rassie, Sakuno, Kidai - Shigeyama, Dekao, Jin, Takep, Tomohiko Ohsumi, Mach Windy, Yoshino Hiroaki, Naoki Fukushima, You-Ten Nakano, K. Tokunaga, Magari, Ken Jiman, Naoki Fukuda, Gen Kadoi, Tetsuo
Scroll Designers : Ziggy, Yoko Fukumoto, Taka, Yumiko, Goro Suzuki, Hisashi Sawada, Kisabon, Iwai, Takky, May, Daisuke Nakagawa
Original Art Work : Akira Yasuda (Akiman), Shoei, Monkey-Chop, Daichan, Ikedai, Sakomizu, Edayan
Music Composer : Takayuki Iwai (Anarchy Takapon)
Sound Designers : Ryoji, Hachibee
Sound Engineer : Yoshihiko Ida
Sound Programmers : Yasushi Ikeda, Tomohiro Masuda
CP-System III Programmers : Yoji Mikami, E-Bou, Go! Ozawa

* Voice Actors :
Kenji, Blade : Kosei Kishino
Hydron : Osamu Hosoi
Mai-Ling, Tao, Taru's Mobstar : Megumi Urawa
Leo : Daisuke Gouri
Tessa, Lavia : Tomoko Naka

Producer : Saddy
General Producer : Noritaka Funamizu

Special Thanks : Haruo Murata (Mucchi), Takuya Shiraiwa, Matt Taylor, Erik Suzuki, Magdalena Viloria F., Harumi Yamashita, Alison Stroll, Rita Rokos, Darryl Williams, Takashi Kubozono (Mr. Kubozono), Kazushi Hirao (Mr. Hirao), Team Dirty Belet, Shinichi Yasuki (S-Yasuki), Wataru Kondo

- PORTS -

This game was never ported to any home consoles available at that time (Sega Saturn and Sony PlayStation). This was most likely due to the lack of RAM these consoles had, which the game needed to store the thousands of sprite animations. Another reason could have been the limited character roster available (only 4 fighters) for 2-player fighting.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11036&o=2

$end


$pc98=redeye,
$bio

Red Eye (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90476&o=2

$end


$info=redfoxwp2,redfoxwp2a,
$bio

Red Fox War Planes II (c) 1998 Afega.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47737&o=2

$end


$info=redhawk,redhawkb,redhawke,redhawki,redhawkk,
$bio

Red Hawk (c) 1998 Afega.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2151 (@ 4 Mhz), OKI6295 (@ 7.575 Khz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in May 1998.

Red Hawk is a prototype version of "Stagger I".

The attract music is a cover of Level 1 music from "Raiden II".

- STAFF -

Hardware designer : Namjun Cho
Sound : Junghae Seo
Background graphic designer : Hyonmi Kim
Graphic director : Bongwon Son
Program director : Haiisung Ryou

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2199&o=2

$end


$amigaocs_flop=redheat,
$bio

Red Heat (c) 1989 Ocean Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74852&o=2

$end


$cpc_cass=redheat,
$bio

Red Heat (c) 1989 Ocean Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98857&o=2

$end


$info=m4rdht,
$bio

Red Heat (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41424&o=2

$end


$amigaocs_flop=redheata,
$bio

Red Heat [Budget] (c) 1989 Hit Squad, The [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74853&o=2

$end


$cpc_cass=redheat,
$bio

Red Heat [Model AM 526] (c) 1989 Ocean Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98858&o=2

$end


$info=j6rh6,j6rh6a,j6rh6b,j6rh6c,j6rh6d,j6rh6e,
$bio

Red Hot 6 (c) 2002 JPM.

Red Hot 6 is a 6-reel based game with separate top and bottom game reels. The player starts by playing the single win-line bottom game with game-to-game holds and nudges. Once the player gets a win it is transferred into the winnings bank. The player can either choose to collect the win, collect part of the in or gamble it in the five win-line top game.

If the Wild symbol appears in either the top or bottom game, and there are two of the same fruit also on the win-line then that win is doubled. If there are two wild symbols on the win line then the fruit win is quadrupled. Additionally there is a Win Series feature which can be won on the bottom game. It will add a series of reel wins into the winnings bank.

- TRIVIA -

Red Hot 6 was released in July 2002 in the UK.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11750&o=2

$end


$info=ec_rdht7,
$bio

Red Hot 7 (c) 19?? Electrocoin Automatics, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42946&o=2

$end


$info=j6rhchil,j6rhchila,j6rhchilb,j6rhchilc,j6rhchild,
$bio

Red Hot Chili Stepper (c) 199? Ace Coin Equipment, Limited.

- TECHNICAL -

Impact

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41139&o=2

$end


$info=m4rhfev,m4rhfev__a,m4rhfev__b,m4rhfev__c,m4rhfev__d,m4rltst,
$bio

Red Hot Fever (c) 199? BWB.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40198&o=2

$end


$info=m4rhfevc,m4rhfevc__a,m4rhfevc__b,m4rhfevc__c,m4rhfevc__d,m4rhfevc__e,m4rhfevc__f,m4rhfevc__g,m4rhfevc__h,m4rhfevc__i,m4rhfevc__j,m4rhfevc__k,m4rhfevc__l,m4rhfevc__m,m4rhfevc__n,m4rhfevc__o,
$bio

Red Hot Fever (c) 199? Concept.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42967&o=2

$end


$info=sc4ibiza,sc4ibizaa,sc4ibizab,sc4ibizac,sc4ibizad,sc4ibizae,sc4ibizaf,sc4ibizag,sc4ibizah,sc4ibizai,
$bio

Red Hot Ibiza (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR6902]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42654&o=2

$end


$info=m5rhkni,
$bio

Red Hot Knights (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41617&o=2

$end


$info=v4rhmaz,
$bio

Red Hot Mazooma Belle (c) 199? BWB.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42291&o=2

$end


$info=m4rhnote,m4rhnote__a,m4rhnote__b,m4rhnote__c,m4rhnote__d,m4rhnote__e,m4rhnote__f,m4rhnote__g,m4rhnote__h,m4rhnote__i,m4rhnote__j,m4rhnote__k,m4rhnote__l,m4rhnote__m,m4rhnote__n,m4rhnote__o,
$bio

Red Hot Notes (c) 199? QPS Interactive.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42381&o=2

$end


$info=v4redhtp,
$bio

Red Hot Poker (c) 199? BWB.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=39160&o=2

$end


$info=sc5rhr,sc5rhra,sc5rhrb,sc5rhrc,sc5rhrd,sc5rhre,
$bio

Red Hot Reels (c) 200? QPS Interactive.

- TECHNICAL -

[Model PR2556]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42767&o=2

$end


$info=m4rhrock,m4rhrock__a,
$bio

Red Hot Rocks (c) 199? QPS Interactive.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42382&o=2

$end


$info=m4rhr,m4rhr__0,m4rhr__1,m4rhr__2,m4rhr__3,m4rhr__4,m4rhr__5,m4rhr__6,m4rhr__7,m4rhr__8,m4rhr__9,m4rhr__a,m4rhr__b,m4rhr__c,m4rhr__d,m4rhr__e,m4rhr__f,m4rhr__g,m4rhr__h,m4rhr__i,m4rhr__j,m4rhr__k,
$bio

Red Hot Roll (c) 199? Barcrest.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=14925&o=2

$end


$info=m5rhrg,m5rhrga,
$bio

Red Hot Roll - Gold Edition (c) ???? Barcrest.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=14924&o=2

$end


$info=m5rhrgt,m5rhrgt02,m5rhrgt12,
$bio

Red Hot Roll Triple (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41618&o=2

$end


$info=j6rh6cl,j6rh6cla,j6rh6clb,j6rh6clc,j6rh6cld,
$bio

Red Hot Six Club (c) 200? JPM International.

- TECHNICAL -

Impact

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41138&o=2

$end


$info=hb_rhv,hb_rhva,
$bio

Red Hot Voucher (c) 200? QPS Interactive.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42328&o=2

$end


$info=m4rhwhl,m4rhwhl__a,m4rhwhl__b,m4rhwhl__c,
$bio

Red Hot Wheels (c) 199? QPS Interactive.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42383&o=2

$end


$info=sc4rhxcs,sc4rhxcsa,sc4rhxcsb,sc4rhxcsc,sc4rhxcsd,sc4rhxcse,
$bio

Red Hot X Casino (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR2364]

Scorpion 4

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42770&o=2

$end


$info=sc5rhxcs,sc5rhxcsa,
$bio

Red Hot X Casino (c) 200? Mazooma Games.

- TECHNICAL -

[Scorpion 5]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43130&o=2

$end


$info=sc4rhxcl,sc4rhxcla,sc4rhxclb,sc4rhxclc,
$bio

Red Hot X Club (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR2056]

[Scorpion 4]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43055&o=2

$end


$info=sc5rhxcl,
$bio

Red Hot X Club (c) 200? Mazooma Games.

- TECHNICAL -

[Scorpion 5]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42769&o=2

$end


$info=sc4rhx,sc4rhxa,sc4rhxb,sc4rhxc,sc4rhxd,sc4rhxe,sc4rhxf,sc4rhxg,sc4rhxh,sc4rhxi,sc4rhxj,sc4rhxk,sc4rhxl,sc4rhxm,sc4rhxn,sc4rhxo,sc4rhxp,sc4rhxq,sc4rhxr,sc4rhxs,sc4rhxt,sc4rhxu,sc4rhxv,sc4rhxw,
$bio

Red Hot X (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR2077]

[Scorpion 4]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43054&o=2

$end


$info=sc5rhx,sc5rhxa,sc5rhxb,sc5rhxc,sc5rhxd,sc5rhxe,sc5rhxf,
$bio

Red Hot X (c) 200? Mazooma Games.

- TECHNICAL -

[Scorpion 5]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42768&o=2

$end


$cpc_cass=redled,
$bio

Red L.E.D. [Model 3 AS 018] (c) 1987 Dro Soft [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98859&o=2

$end


$info=funrlgl,
$bio

Red Light Green Light (c) 1979 Funtronics.

- TECHNICAL -

Model 1604

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101085&o=2

$end


$msx2_flop=redlight,redlighta,
$bio

Red Lights of Amsterdam (c) 1986 Eaglesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101985&o=2

$end


$info=ep_redl,ep_redla,
$bio

Red Line (c) 199? Extreme Gaming.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40884&o=2

$end


$bbca_cass,bbcb_cass=redmoon,
$bio

Red Moon (c) 1985 Level 9 Computing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52293&o=2

$end


$cpc_cass=redmoon,
$bio

Red Moon (c) 1985 Level 9 Computing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98860&o=2

$end


$gameboy=huntredj,
$bio

Red October o Oe! [Model DMG-HFA] (c) 1992 Altron Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66826&o=2

$end


$nes=redpig,
$bio

Red Pig (c) 19?? Unknown.

A pirate hack of "TaleSpin" with modified title screen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65190&o=2

$end


$info=redrobin,
$bio

Red Robin (c) 1986 Elettronolo.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound CPU : Zilog Z80 (@ 1.536 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.536 Mhz)

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 256

Players : 1
Control : 2-way joystick
Buttons : 2

- STAFF -

Music composed by : Mario Russo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2200&o=2

$end


$cpc_cass=redscorp,
$bio

Red Scorpion (c) 1988 Bug-Byte

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98861&o=2

$end


$pc8801_flop=redshrew,redshrewa,
$bio

Red Shrew (c) 1989 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92728&o=2

$end


$info=sc4redsq,sc4redsqa,sc4redsqb,sc4redsqc,
$bio

Red Square (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR2557]

Scorpion 4

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42764&o=2

$end


$info=sc5redsq,sc5redsqa,
$bio

Red Square [Scorpion 5] (c) 200? Mazooma Games.

- TECHNICAL -

[Scorpion 5]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43129&o=2

$end


$amigaocs_flop=redstorm,
$bio

Red Storm Rising (c) 1990 Microprose Software, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74854&o=2

$end


$pc98=redstorm,
$bio

Red Storm Rising (c) 1991 MicroProse Japan K.K.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90477&o=2

$end


$a2600=redvsblu,
$bio

Red Vs. Blue - Football (c) 1981 Atari, Incorporated. [Sunnyvale, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50866&o=2

$end


$info=m4rwb,
$bio

Red White & Blue (c) 198? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41440&o=2

$end


$info=m5rwb,
$bio

Red White & Blue (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41625&o=2

$end


$info=m5rwbbwb,m5rwbbwb15,m5rwbbwb24,m5rwbbwb25,
$bio

Red White & Blue (c) 199? BWB.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41626&o=2

$end


$info=ss7219,ss4860,ss6503,ss4861,ss4862,ss7261,ss4863,ss4864,ss4865,
$bio

Red White & Blue Deluxe (c) 199? IGT [International Game Technologies].

2-Coin Multiplier slot.

- TECHNICAL -

[Model 225A]

- UPDATES -

SS7219
SS4860
SS6503
SS4861
SS4862
SS7261
SS4863
SS4864
SS4865

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46168&o=2

$end


$info=ss7221,ss4866,ss6504,ss4867,ss0295,ss4868,ss7291,ss4869,ss4870,ss4871,ss7110,
$bio

Red White & Blue Deluxe (c) 199? IGT (International Game Technologies).

3-reel, 1-payline, 3-Coin multiplier slot.

- TECHNICAL -

[Model 225B]

- UPDATES -

SS7221
SS4866
SS6504
SS4867
SS0295
SS4868
SS7291
SS4869
SS4870
SS4871
SS7110

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=13989&o=2

$end


$info=ss7641,
$bio

Red White & Blue (c) 199? IGT [International Game Technologies].

1-Coin slot.

- TECHNICAL -

Paytable #: 104L
Program #: SS7641

Available for cabinets:
Wide 16in. Top [Model 5138]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46046&o=2

$end


$info=ss8448,ss8762,ss4090,ss3279,ss4633,ss0203,ss3280,ss4243,ss3281,ss7115,ss0238,ss3282,ss4048,ss3748,ss4335,ss4286,ss4413,ss3958,ss7743,ss3283,ss3678,ss3444,ss8069,ss7410,ss8070,
$bio

Red White & Blue (c) 1994 IGT [International Game Technologies].

3 Reels, 1 Payline, 3-Coin multiplier slot.

- TECHNICAL -

Game ID: 104A

- UPDATES -

* SS8448
Max % (First coin): 92.268 (91.672)
Hit Freq.: 16.241
(Stops): (64) ABC
Top Award (Hits/Cycle): 2400/4800/10K (1)
2nd Award (Hits/Cycle): 1199/2400/5K (2)
Win Freq.: 6.16

* SS8762
Max % (First coin): 92.021 (91.086)
Hit Freq.: 15.993
(Stops): (120) ABC
Top Award (Hits/Cycle): 2400/4800/15000 (2)
2nd Award (Hits/Cycle): 1199/2400/5000 (28)
Win Freq.: 6.25

* SS4090
* SS3279
* SS4633
* SS0203
* SS3280
* SS4243
* SS3281
* SS7115
* SS0238
* SS3282
* SS4048
* SS3748
* SS4335
* SS4286
* SS4413
* SS3958
* SS7743
* SS3283
* SS3678
* SS3444
* SS8069
* SS7410
* SS8070

- PORTS -

* Computers :
MS-Windows (2009, "IGT Slots - Texas Tea")
Mac OS X (2009, "IGT Slots - Texas Tea")
MS-Windows (2012, "IGT Slots - Diamond Galaxy")
Mac OS X (2012, "IGT Slots - Diamond Galaxy")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=26160&o=2

$end


$info=ss4089,ss6624,ss6343,ss3284,ss8066,ss3791,ss6342,ss4624,ss4625,ss012230,ss3529,ss3838,ss4118,ss6341,ss3285,ss3536,ss3286,ss7250,ss3287,ss3530,ss0244,ss7883,ss3288,ss3849,ss8068,ss8067,
$bio

Red White & Blue (c) 1994 IGT (International Game Technologies).

3 reels, 2 coin multiplier, 1-payline mechanical slot.

- TECHNICAL -

Game ID: 104B

- UPDATES -

SS4089
SS6624
SS6343
SS3284
SS8066
SS3791
SS6342
SS4624
SS4625
SS012230
SS3529
SS3838
SS4118
SS6341
SS3285
SS3536
SS3286
SS7250
SS3287
SS3530
SS0244
SS7883
SS3288
SS3849
SS8068
SS8067

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=13990&o=2

$end


$info=ss7679,ss3501,ss3502,ss3503,ss3504,ss3505,ss8072,ss8071,
$bio

Red White & Blue (c) 1994 IGT [International Game Technologies].

3 reels, 3 paylines, 3-coin slot.

- TECHNICAL -

Model 104D

- UPDATES -

SS7679
SS3501
SS3502
SS3503
SS3504
SS3505
SS8072
SS8071

- PORTS -

* Computers :
Microsoft Windows (2010, "IGT Slots - Wolf Run")
Mac OS X (2010, "IGT Slots - Wolf Run")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=26159&o=2

$end


$info=SS3623,SS3624,SS3625,
$bio

Red White & Blue (c) 199? IGT.

3-Coin Buy-A-Pay slot.

- TECHNICAL -

[Model 104H]

- UPDATES -

SS3623
SS3624
SS3625

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=97952&o=2

$end


$info=ss4047,ss7272,ss7273,
$bio

Red White & Blue (c) 1994 IGT.

3-Coin Multiplier slot.

- TECHNICAL -

Game ID: 104N

- UPDATES -

* SS4047
Max % (First coin): 96.116 (95.522)
Hit Freq.: 16.253
(Stops): (64) ABC
Top Award (Hits/Cycle): 2400/4800/10K (1)
2nd Award (Hits/Cycle): 1199/2400/5K (2)
Win Freq.: 6.15

* SS7272
Max % (First coin): 94.77 (94.175)
Hit Freq.: 16.203
(Stops): (64) ABC
Top Award (Hits/Cycle): 2400/4800/10K (1)
2nd Award (Hits/Cycle): 1199/2400/5K (2)
Win Freq.: 6.17

* SS7273
Max % (First coin): 93.966 (93.37)
Hit Freq.: 16.073
(Stops): (64) ABC
Top Award (Hits/Cycle): 2400/4800/10K (1)
2nd Award (Hits/Cycle): 1199/2400/5K (2)
Win Freq.: 6.22

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=97949&o=2

$end


$info=ss4470,ss4471,ss4472,ss8919,ss4473,ss4474,ss4559,ss8749,
$bio

Red White & Blue (c) 1994 IGT.

A 3-reel, 5-coin, 5-line mechanical slot.

- TECHNICAL -

Model 104T

- UPDATES -

SS4470
SS4471
SS4472
SS8919
SS4473
SS4474
SS4559
SS8749

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=14009&o=2

$end


$info=peps0021,peps0022,peps0045,peps0206,peps0207,peps0364,
$bio

Red White & Blue [Player's Edge Plus] (c) 1990 IGT [International Game Technologies].

3-reel, 1-line, 3-coin video slot.

- TECHNICAL -

(Game version 569)

- UPDATES -

Known game program:
- PS0021
- PS0022
- PS0045
- PS0206
- PS0207
- PS0364

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73321&o=2

$end


$info=peps0581,
$bio

Red White & Blue [Player's Edge Plus] (c) 1990 IGT [International Game Technologies].

3-reel, 5-line, 5-coin video slot.

- TECHNICAL -

PS0581 (Game version 571)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73325&o=2

$end


$info=peps0631,
$bio

Red White & Blue [Player's Edge Plus] (c) 1990 IGT [International Game Technologies].

- TECHNICAL -

Game Program: PS0631
Game version: 586

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=37598&o=2

$end


$info=ss7364,
$bio

Red White & Blue [Wild Stars] (c) 199? IGT.

1-Coin slot. Play $500 Token!

- TECHNICAL -

Paytable #: 139AH
Program #: SS7364
Max%: 95.089%
Hit Freq.: 19.798
Stops: (64)ABC
Top Award (Hits/Cycle): 800(1)
2ND Award (Hits/Cycle): 400(1)
Win Freq.: 5.05

Available for cabinets:
Wide 16in. Top [Model 5138]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46045&o=2

$end


$info=ss4091,ss3919,ss4626,ss011595,ss3654,ss7758,ss3655,ss4581,ss4157,ss4350,ss3656,ss4582,ss3782,ss8100,ss8101,
$bio

Red White & Blue [Wild Stars] (c) 199? IGT [International Game Technologies].

2-Coin Multiplier slot.

- TECHNICAL -

Game ID: 139A

- UPDATES -

SS4091
SS3919
SS4626
SS011595
SS3654
SS7758
SS3655
SS4581
SS4157
SS4350
SS3656
SS4582
SS3782
SS8100
SS8101

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46269&o=2

$end


$info=ss4092,ss3918,ss4637,ss3668,ss3669,ss6438,ss7285,ss3670,ss6437,ss0253,ss6506,ss6436,ss0328,ss6558,ss3671,ss3931,ss4575,ss8106,ss8107,
$bio

Red White & Blue [Wild Stars] (c) 199? IGT [International Game Technologies].

3-Coin Multiplier slot.

- TECHNICAL -

[Model 139A]

- UPDATES -

# SS4092
Max %: 98.079
Hit Freq.: 19.860
Win Freq.: 5.04

# SS3918
Max %: 97.40
Hit Freq.: 19.863
Win Freq.: 5.04

# SS4637
Max %: 96.248
Hit Freq.: 19.714
Win Freq.: 5.07

# SS3668
Max %: 95.131
Hit Freq.: 19.801
Win Freq.: 5.05

# SS3669
Max %: 92.62
Hit Freq.: 19.965
Win Freq.: 5.01

# SS6438
Max %: 92.001
Hit Freq.: 18.551
Win Freq.: 5.39

# SS7285
Max %: 91.009
Hit Freq.: 20.292
Win Freq.: 4.93

# SS3670
Max %: 90.094
Hit Freq.: 20.273
Win Freq.: 4.93

# SS6437
Max %: 90.034
Hit Freq.: 18.820
Win Freq.: 5.31

# SS0253
Max %: 89.845
Hit Freq.: 18.889
Win Freq.: 5.29

# SS6506
Max %: 88.905
Hit Freq.: 17.735
Win Freq.: 5.64

# SS6436
Max %: 87.556
Hit Freq.: 18.899
Win Freq.: 5.29

# SS0328
Max %: 87.549
Hit Freq.: 18.094
Win Freq.: 5.53

# SS6558
Max %: 87.253
Hit Freq.: 17.761
Win Freq.: 5.63

# SS3671
Max %: 87.227
Hit Freq.: 20.604
Win Freq.: 4.85

# SS3931
Max %: 85.244
Hit Freq.: 20.616
Win Freq.: 4.85

# SS4575
Max %: 83.124
Hit Freq.: 20.790
Win Freq.: 4.81

# SS8106
Max %: 80.511
Hit Freq.: 21.597
Win Freq.: 4.63

# SS8107
Max %: 75.531
Hit Freq.: 22.374
Win Freq.: 4.47

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=37950&o=2

$end


$info=ss4941,ss011238,ss4942,ss4943,ss8920,ss4844,ss4845,ss6410,ss4946,
$bio

Red White & Blue [Wild Stars] (c) 199? IGT [International Game Technologies].

5-Coin Multiplier slot.

- TECHNICAL -

[Model 139V]

- UPDATES -

SS4941
SS011238
SS4942
SS4943
SS8920
SS4844
SS4845
SS6410
SS4946

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46332&o=2

$end


$pc8801_flop=redwing,
$bio

Red Wing (c) 1987 Compaq [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92729&o=2

$end


$info=m5redx,m5redx12,
$bio

Red X (c) 200? Red Gaming.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15633&o=2

$end


$msx1_cart=redzone,redzonea,
$bio

Red Zone (c) 1985 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77401&o=2

$end


$nes=redatext,
$bio

Redaktor Tekstov (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55488&o=2

$end


$snes=redline,
$bio

Redline F-1 Racer (c) 1993 Absolute Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63475&o=2

$end


$info=redlin2p,
$bio

Redline Racer (c) 1987 Tradewest, Incorporated.

An overhead-view racing game with 16 different tracks.

- TECHNICAL -

Main CPU : (2x) Zilog Z80 (@ 6 Mhz)
Sound CPU : I80186 (@ 8 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.6 Mhz), Custom (@ 1.6 Mhz)

Players: 2
Control: dial

- TRIVIA -

Published by Tradewest under license from Cinematronics.

The game never really caught fire in the arcades. More significantly it served as the basis for a later car racing hit "Ivan Stewart's Super Off-road".

- STAFF -

Designed and programmed by: John Morgan
Art/Graphics: Jerry Huber, Kevin Lydy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2201&o=2

$end


$amigaocs_flop=reederei,
$bio

Reederei (c) 1988 Art Edition

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74855&o=2

$end


$info=reelemin,
$bio

Reel 'Em In! (c) 1995 WMS Gaming.

Players will be reeling in the earnings.

The Reel'em In bonus is triggered when a lure appears centered on the payline on the last reel in a potential win combination. In the COLOR DOTAMTION display the bonus starts with 3 fishermen in boats on the pond. The player is prompted to pick a fisherman to cast a line. The picking will be done with existing mechanicals buttons on the 3RM cabinet. Once the player picks a fisherman then that fisherman will cast his line and struggle to pull up a fish. The fishermen make gestures and comments as the fishing struggle plays out. The awards that can potentially be pulled up are 'WILD FISH' which completes the win. 'WILD 2X FISH' which completes and doubles the win, or a 'WILD KING BASS'. When the WILD KING Bass is awarded a random multiplier awards 5 to 12 times.

The LURE bonus is triggered when a 'lure' appears centered on the payline on the last reel in a non-win combination. The player is prompted to pick one or three lures. The awards for the lures are a 2 times bet, 3 times bet, and one has a range of 5 to 10 times bet. The lure is picked the same way the fishermen are in the REI bonus.

- TECHNICAL -

3-reel mechanical slot available in 1 line, 3, 2 or 5 coin versions.

- TRIVIA -

Reel 'Em In! was released in May 1995.

WMS Gaming released merchandise based on Reel 'em In design like T-Shirts, Coolers, Fish Pillows and Boxers.

- STAFF -

Production Art also by: Jason J. Dominiak

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=6208&o=2

$end


$info=m4r2r,
$bio

Reel 2 Reel (c) 199? Barcrest.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=14923&o=2

$end


$info=m5reelwn,m5reelwn24,
$bio

Reel A Win (c) 199? BWB.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41614&o=2

$end


$info=m5rawin,
$bio

Reel a Win (c) 200? Vivid.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15657&o=2

$end


$info=j2reelbn,j2reelbna,
$bio

Reel Bingo Club (c) 198? JPM International.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40998&o=2

$end


$info=j2reelbo,
$bio

Reel Bonus (c) 198? JPM International.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40999&o=2

$end


$info=ad5rcash,ad5rcasha,
$bio

Reel Cash (c) 200? Mazooma Games.

- TECHNICAL -

ADDER 5

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42762&o=2

$end


$info=sc1rese,
$bio

Reel Cash Special Edition (c) 1996 ELAM.

- TRIVIA -

Reel Cash Special Edition was released in August 1996.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42155&o=2

$end


$info=sc1re,
$bio

Reel Cash (c) 1989 ELAM.

- TECHNICAL -

Model 5511

- TRIVIA -

Reel Cash was released in June 1989.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42154&o=2

$end


$info=j2reelcz,
$bio

Reel Crazy (c) 198? JPM International.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41917&o=2

$end


$info=ep_crazy,ep_crazya,ep_crazyb,ep_crazyc,ep_crazyd,ep_crazye,
$bio

Reel Crazy (c) 199? Maygay.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40823&o=2

$end


$info=m4rdeal,m4rdeal__a,m4rdeal__b,m4rdeal__c,m4rdeal__d,m4rdeal__e,m4rdeal__f,m4rdeal__g,m4rdeal__h,m4rdeal__i,
$bio

Reel Deal (c) 199? QPS Interactive.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15599&o=2

$end


$info=j2reeldc,
$bio

Reel Deal Club (c) 198? JPM International.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41918&o=2

$end


$info=m1reeldm,m1reeldma,m1reeldmb,m1reeldmc,m1reeldmd,m1reeldme,m1reeldmf,m1reeldmg,m1reeldmh,m1reeldmi,m1reeldmj,m1reeldmk,m1reeldml,m1reeldmm,m1reeldmn,m1reeldmo,
$bio

Reel Diamonds (c) 199? Maygay.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42012&o=2

$end


$info=smih1013,smih1014,smih1015,smih1016,smih1017,smih1018,
$bio

Reel Fire [Power Max Reels] (c) 2009 Bally Gaming, Incorporated.

- TECHNICAL -

[Bally Signature Series]
Software Part Number: ASGRELFIREUI-00

Game Kit #163697 ALPHA S9000 
Game Kit #162960 ALPHA Elite S9E
Game Kit #162969 CineReels

- UPDATES -

SMI #H1013
Return % with 50 Credits Bet: 83.62%
Max % with 75 Credits Bet: 85.59%
Odds to JP (Max Bet played): 7,860,800

SMI #H1014
Return % with 50 Credits Bet: 84.89%
Max % with 75 Credits Bet: 88.49%
Odds to JP (Max Bet played): 7,860,800

SMI #H1015
Return % with 50 Credits Bet: 85.31%
Max % with 75 Credits Bet: 90.45%
Odds to JP (Max Bet played): 7,860,800

SMI #H1016
Return % with 50 Credits Bet: 85.31%
Max % with 75 Credits Bet: 92.32%
Odds to JP (Max Bet played): 3,930,400

SMI #H1017
Return % with 50 Credits Bet: 86.59%
Max % with 75 Credits Bet: 94.01%
Odds to JP (Max Bet played): 3,930,400

SMI #H1018
Return % with 50 Credits Bet: 85.31%
Max % with 75 Credits Bet: 95.99%
Odds to JP (Max Bet played): 3,930,400

- TIPS AND TRICKS -

Overall Hit Frequency: 33.96%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=45189&o=2

$end


$info=reelfun,reelfun1,
$bio

Reel Fun [Upright model] (c) 1986 Grayhound Electronics, Incorporated.

- TECHNICAL -

Height : 61 inch.
Width : 23 inch.
Depth : 24 inch.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=7958&o=2

$end


$info=smiy0725,smiy0726,smiy0727,smiy0728,smiy0729,
$bio

Reel Gems [Freefall Reels] (c) 2007 Bally Gaming.

6 Reels, 50 Lines, 2500 Credit Max Bet.

- TECHNICAL -

Game Kit #125919 ALPHA Elite V20
Game Kit #125922 ALPHA Elite V20 (UK)
Game Kit #125931 ALPHA Elite V20/20
Game Kit #125933 ALPHA Elite V20/20 (UK)
Game Kit #125936 C9K
Game Kit #125938 C9K (UK)

- UPDATES -

SMI #Y0725
SMI #Y0726
SMI #Y0727
SMI #Y0728
SMI #Y0729

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32054&o=2

$end


$info=sc2relgm,sc2relgm1p,sc2relgmp,
$bio

Reel Gems (c) 1996 Bell-Fruit Mfg. Company, Limited. [B.F.M.].

- TECHNICAL -

[Model 6321]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42210&o=2

$end


$info=j5reelgh,
$bio

Reel Ghost (c) 199? JPM International.

- TECHNICAL -

System 5

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41047&o=2

$end


$info=ep_rlgdt,
$bio

Reel Good Time (c) 2004 Global Games.

- TRIVIA -

Reel Good Time was released in November 2004.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=18228&o=2

$end


$info=j2reelmg,j2reelmgd,
$bio

Reel Magic (c) 198? JPM International.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=29957&o=2

$end


$info=j2reelmc,
$bio

Reel Magic Club (c) 198? JPM International.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41000&o=2

$end


$info=m4rmtp,m4rmtp__a,m4rmtp__b,m4rmtp__c,m4rmtp__d,m4rmtp__e,m4rmtp__f,m4rmtp__g,
$bio

Reel Magic Turbo Play (c) 199? BDD.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41433&o=2

$end


$info=m4rmtpd,m4rmtpd__0,m4rmtpd__1,m4rmtpd__2,m4rmtpd__3,m4rmtpd__4,m4rmtpd__5,m4rmtpd__6,m4rmtpd__7,m4rmtpd__8,m4rmtpd__9,m4rmtpd__a,m4rmtpd__b,m4rmtpd__c,m4rmtpd__d,m4rmtpd__e,m4rmtpd__f,m4rmtpd__g,
$bio

Reel Magic Turbo Play Deluxe (c) 199? BDD.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41434&o=2

$end


$info=j2reelmo,
$bio

Reel Money (c) 1987 JPM International.

- TRIVIA -

Released in April 1987.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15807&o=2

$end


$info=j6reelmn,j6reelmna,j6reelmnb,j6reelmnc,j6reelmnd,
$bio

Reel Money (c) 199? JPM International.

- TECHNICAL -

Impact

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41136&o=2

$end


$info=smih0634,smih0635,smih0636,
$bio

Reel Money (c) 2007 Bally Gaming.

- TECHNICAL -

[Bally Innovation Series]

Game Kit #132725 ALPHA Elite S9E - IE
Game Kit #132735 CineReels - IE

- UPDATES -

SMI #H0634
Denom: 1¢
Min/Max %: 85.75%/87.00%
Max Bet: 150
Odds to JP: 371,835
Top Award (Denom.): 2,500,000 (Max Bet)

SMI #H0635
Denom: 2¢
Min/Max %: 85.75%/86.99%
Max Bet: 150
Odds to JP: 185,918
Top Award (Denom.): 1,250,000 (Max Bet)

SMI #H0636
Denom: 5¢
Min/Max %: 85.75%/86.99
Max Bet: 60
Odds to JP: 185,918
Top Award (Denom.): 500,000 (Max Bet)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32137&o=2

$end


$info=smiy1462,smiy1463,
$bio

Reel Money [Scatter] (c) 2009 Bally Tech., Incorporated.

5 Reels, 243 Ways, 200 Credits Max Bet.

- TECHNICAL -

"Alpha 2 Pro V32"
Software Part Number: AVGRMSC017UI-00
Game Kit Number: 16524

Topper Part Number: C765-210784_042109 (oval)
Topper Description: 243 WAYS TO WIN

- UPDATES -

SMI #Y1462
Min/Max%: 85.11%/86.13%

SMI #Y1463
Min/Max%: 87.05%/88.07%

- TIPS AND TRICKS -

Overall Hit Frequency: 26.99%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=45275&o=2

$end


$info=m5ronr,m5ronr05,m5ronr07,
$bio

Reel or No Reel (c) 200? Empire Games Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=19932&o=2

$end


$info=m4rlpick,m4rlpicka,m4rlpickb,m4rlpickc,
$bio

Reel Picks (c) 199? Crystal Leisure.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42063&o=2

$end


$info=m4reelpk,
$bio

Reel Poker (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41425&o=2

$end


$info=ad5rroul,ad5rroula,ad5rroulb,ad5rroulc,
$bio

Reel Roulette (c) 200? Mazooma Games.

- TECHNICAL -

ADDER 5

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42778&o=2

$end


$info=sc5rssh,sc5rssha,
$bio

Reel Spin Shady (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR2169]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42782&o=2

$end


$info=j6reelth,j6reeltha,j6reelthb,
$bio

Reel Thing (c) 199? Ace Coin Equipment, Limited.

- TECHNICAL -

Impact

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41137&o=2

$end


$info=m5reelth,
$bio

Reel Thunder (c) ???? BWB.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15197&o=2

$end


$info=m4reeltm,
$bio

Reel Timer (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41426&o=2

$end


$info=sc4r2r,sc4r2ra,sc4r2rb,sc4r2rc,
$bio

Reel to Reel (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR2037]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42758&o=2

$end


$info=s0502678,s0502679,s0502680,s0502681,s0502682,
$bio

Reel Wild Jaguar (c) 2011 Bally Tech., Incorporated.

- TECHNICAL -

Software Part Number: 300533A

EasySelect versions:
Game Kit #193723 ALPHA Elite Chop Top
Game Kit #193719 ALPHA Elite V20
Game Kit #193721 ALPHA Elite V20-20
Game Kit #193717 CineVision
Game Kit #193704 ALPHA Pro Slant iDeck
Game Kit #193705 ALPHA Pro Upright iDeck

16-Button versions:
Game Kit #188551 ALPHA Elite Chop Top
Game Kit #188553 ALPHA Elite V20 
Game Kit #188555 ALPHA Elite V20-20
Game Kit #188557 ALPHA Pro Slant iDeck
Game Kit #188559 ALPHA Pro Upright iDeck
Game Kit #188548 CineVision

- UPDATES -

* SMI #S0502678
Min/Max %: 85.10%/85.10%
Odds to JP (50 lines played): 176,992

* SMI #S0502679
Min/Max %: 88.05%/88.05%
Odds to JP (50 lines played): 176,198

* SMI #S0502680
Min/Max %: 90.04%/90.04%
Odds to JP (50 lines played): 175,285

* SMI #S0502681
Min/Max %: 92.03%/92.03%
Odds to JP (50 lines played): 162,059

* SMI #S0502682
Min/Max %: 94.08%/94.08%
Odds to JP (50 lines played): 161,219

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46029&o=2

$end


$info=s0502678,s0502679,s0502680,s0502681,s0502682,
$bio

Reel Wild Serengeti (c) 2011 Bally Tech., Incorporated.

- TECHNICAL -

Software Part Number: 300534A

EasySelect versions:
Game Kit #193825 ALPHA Elite Chop Top
Game Kit #193818 ALPHA Elite V20
Game Kit #193822 ALPHA Elite V20-20
Game Kit #193781 CineVision
Game Kit #193798 ALPHA Pro Slant iDeck
Game Kit #193817 ALPHA Pro Upright iDeck

16-Button versions:
Game Kit #188584 ALPHA Elite Chop Top
Game Kit #188588 ALPHA Elite V20 
Game Kit #188591 ALPHA Elite V20-20
Game Kit #188598 ALPHA Pro Slant iDeck
Game Kit #188594 ALPHA Pro Upright iDeck
Game Kit #188581 CineVision

- UPDATES -

* SMI #S0502678
Min/Max %: 85.10%/85.10%
Odds to JP (50 lines played): 176,992

* SMI #S0502679
Min/Max %: 88.05%/88.05%
Odds to JP (50 lines played): 176,198

* SMI #S0502680
Min/Max %: 90.04%/90.04%
Odds to JP (50 lines played): 175,285

* SMI #S0502681
Min/Max %: 92.03%/92.03%
Odds to JP (50 lines played): 162,059

* SMI #S0502682
Min/Max %: 94.08%/94.08%
Odds to JP (50 lines played): 161,219

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46030&o=2

$end


$info=reelquak,
$bio

Reel'n Quake! (c) 1997 Unknown.

- TRIVIA -

Reel'n Quake was released on December 17, 1997.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=39422&o=2

$end


$info=reelrock,
$bio

Reelin-n-Rockin (c) 1998 Aristocrat.

A 5-reel video slot machine with a 50's theme.

- TECHNICAL -

Aristocrat MKV hardware.

CPU: ARM250
Video Resolution: 640x400x8

MVP cabinet (14 button) layout :

Top row buttons :
Collect
Bet 1 Credit / Heart
Bet 2 Credits / Diamond
Bet 3 Credits
Bet 5 Credits / Club
Bet 8 Credits / Spade

Bottom row buttons :
Reserve
Play 3 Ways (1 credit) / Red
Play 9 Ways (3 credits)
Play 27 Ways (7 credits)
Play 81 Ways (15 credits)
Play 243 Ways (25 credits) / Black
Gamble
Take Win

- TRIVIA -

Reelin-n-Rockin was released in July 1998.

This game is most noticeable for its 50's rock and roll feature jingle.

Unlike most machines with free game features, this game automatically starts the free games; there is no 'Start Feature' button.

As of December 2007, an amendment to Victorian gaming machine laws saw this game banned from use across the state, as all machines were now required to have a player information button in place of the service/reserve button, reject $100 notes and have the automatic play feature disabled.

- UPDATES -

On some machines, the Reserve button is replaced with a Service button which is used to page a gaming machine attendant. This button is more commonly seen in casinos.

- SCORING -

All pays are left to right, including scatters.

Grill appears on reels 2 and 4 only and substitutes for all symbols.

Car : 3 = 500, 4 = 1000, 5 = 2500
Gumball Machine : 3 = 100, 4 = 500, 5 = 2000
Girl : 3 = 100, 4 = 200, 5 = 1000
Man : 3 = 50, 4 = 100, 5 = 1000
Ace : 3 = 20, 4 = 100, 5 = 200
King : 3 = 15, 4 = 50, 5 = 200
Queen : 3 = 10, 4 = 20, 5 = 100
Jack : 3 = 10, 4 = 20, 5 = 100
Ten : 2 = 5, 3 = 10, 4 = 20, 5 = 100
Nine : 2 = 5, 3 = 10, 4 = 20, 5 = 100
Record : 3 = 5, 4 = 20, 5 = 50

- TIPS AND TRICKS -

* All pays are left to right including scatters.

* Grill appears on reels 2 and 4 only and substitutes for all symbols.

* You can't press anything to speed up the free games, but if you insert a coin while the music is playing, the meter goes up by either 25's or 100's instead, depending on the machine. The coin trick doesn't work on the Crown Casino version as this version's win meter is hard-coded to count 1000 credits before incrementing by 25's. This can be a slow experience if you get 5 Records on a bet of 50 or more, as the game really lags up when the animations are all playing at once.

* Free Games Feature : Spin up 3, 4 or 5 Records for 10, 15 or 20 free games respectively.
During the free games the Grill substitutes are x3 and/or x5 respectively. If both symbols substitute in a win it is x15.
Free games can also be won during the feature.

It is common for some players to think the x3/x5 wins are x8, but this is incorrect.

- SERIES -

1) Reelin-n-Rockin (1998)
2) Indian Dreaming (1999)
3) Reelin-n-Rockin [Multi-line] (2000)
4) Indian Dreaming [Multi-line] (2000)
5) Pompeii (2001)
6) Mystic Power (2002)
7) Thai Princess (2002)
8) Dream Catcher (2002)
9) Indian Dreaming [Lady Luck] (2003)
10) Indian Dreaming 2nd Chance (2003)
11) Pride of Africa (2005)
12) Wild Tepee [Power Pay] (2007)
13) Reelin' n Boppin' (2008)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4951&o=2

$end


$info=sc4relcz,sc4relcza,sc4relczb,sc4relczc,
$bio

Reely Crazy (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR1015]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42765&o=2

$end


$pc8801_flop=refight,refighta,
$bio

ReFight (c) 1990 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92725&o=2

$end


$famicom_flop=reflectw,
$bio

Reflect World [Model ECF-RWD] (c) 1987 East Cube

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65431&o=2

$end


$msx1_cass=reflex,reflexb,reflexa,
$bio

Reflex (c) 1987 Players Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94938&o=2

$end


$cpc_cass=reflex,
$bio

Reflex (c) 1987 Players Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98862&o=2

$end


$info=pr_reflx,
$bio

Reflex (c) 199? Project Coin Machines, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42105&o=2

$end


$saturn,sat_cart=refrainl,
$bio

Refrain Love - Anatani Aitai (c) 1997 Riverhill Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59564&o=2

$end


$x68k_flop=refresh,
$bio

Refresh! (c) 1990 Iron Gear

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88561&o=2

$end


$sms=regjacks,
$bio

Reggie Jackson Baseball (c) 1988 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56154&o=2

$end


$pc98=regpower,
$bio

Regional Power (c) 1990 Cosmos Computer [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90478&o=2

$end


$pc98=regpowr3,
$bio

Regional Power 3 (c) 1993 Cosmos Computer [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90479&o=2

$end


$pc98=regpwr3s,
$bio

Regional Power 3 Special (c) 1994 Cosmos Computer [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90480&o=2

$end


$pc98=regpowr2,
$bio

Regional Power II (c) 1992 Cosmos Computer [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90481&o=2

$end


$pc98=regpowersc,
$bio

Regional Power Scenario Shuu (c) 1990 Cosmos Computer [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90482&o=2

$end


$info=regulus,regulusu,reguluso,
$bio

Regulus (c) 1983 Sega.

- TECHNICAL -

Game ID : 834-5328

Runs on the Sega "System 1" hardware.

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released during December 1983.

- STAFF -

Programmed by : Hideki Ishikawa, Shuichi Katagi
Designed by : Yoji Ishii
Character design by : Yoshiki Kawasaki
Security by : Shuichi Katagi

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2202&o=2

$end


$x68k_flop=reichsr,
$bio

Reichsritter (c) 1991 Enix, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88032&o=2

$end


$pc98=reichsr,
$bio

Reichsritter - Teikoku Kishidan (c) 1991 Enix, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90483&o=2

$end


$nes=reigendo,
$bio

Reigen Doushi (c) 1988 Pony Canyon, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54541&o=2

$end


$gba=reignfiru,
$bio

Reign of Fire [Model AGB-AR9E-USA] (c) 2002 BAM! Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72603&o=2

$end


$gba=reignfir,
$bio

Reign of Fire [Model AGB-AR9P] (c) 2002 BAM! Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72602&o=2

$end


$cdi=privclsg,
$bio

Reihe Privatunterricht - Die Klassische Gitarre (c) 1992 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53046&o=2

$end


$cdi=privrckg,
$bio

Reihe Privatunterricht - Rockgitarre (c) 1994 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53047&o=2

$end


$pc8801_flop=reijomon,
$bio

Reijo Monogatari (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92730&o=2

$end


$pc98=reijuu,
$bio

Reijuu Twin Road (c) 1996 Apple Pie [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90484&o=2

$end


$info=reikaids,
$bio

霊界導士 Chinese Exorcist (c) 1988 Home Data.
(Reikai Doushi - Chinese Exorcist)

Control the Chinese Exorcist as he battles various Oriental demons!

- TECHNICAL -

Main CPU : Motorola M6809 (@ 4 Mhz), uPD7807 (@ 8 Mhz)
Sound Chips : YM2203 (@ 3 Mhz), DAC

Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 59.00 Hz
Palette Colors : 32768

Players : 2
Control : 4-way joystick
Buttons : 3

- TRIVIA -

Reikai Doushi was released in September 1988.

The title of this game translates from Japanese as 'Priest of the Spirit World'.

At the beginning of the development, this game was supposed to be an adult fighting game but the plan changed.

The zombie-like hopping enemies that the player fights against are called 'kyonshi', which in Chinese lore are literally 'Hopping vampires'.

- STAFF -

Planners : Hiroshi, Miyazee, Wozl, Show
Programmers : Ofu, Wadachi, Tsucciey, Sion, Shinkaichi
Graphic designers : Miyazee, Wozl, Show, Magicain, Gachapin, Kyasarin, Thunder
Sound : Tappy, Papiyo, Aki
Radio actorq : Wozl, Tara, Gachapin
Hard : Masaru, X1 9, Tara, Give Up

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2203&o=2

$end


$pc8801_flop=reina,
$bio

Reina - An Angel of a Girl. (c) 1987 Fairytale [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92731&o=2

$end


$x68k_flop=reinforc,
$bio

Reinforcer (c) 1990 Zain Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88033&o=2

$end


$pc98=reira,
$bio

Reira (c) 1994 Silky's [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90485&o=2

$end


$amigaocs_flop=jcearthg,
$bio

Reise zum Mittelpunkt der Erde (c) 1988 Chip [Paris, France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74856&o=2

$end


$snes=rejoice,
$bio

Rejoice - Aretha Oukoku no Kanata [Model SHVC-AYRJ-JPN] (c) 1995 Yanoman Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62011&o=2

$end


$msx2_flop=rekenwon,
$bio

Rekenwonder (c) 1986 Philips Interactive Media, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101986&o=2

$end


$pc98=rekiai,
$bio

Rekiai (c) 1996 Blucky [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90486&o=2

$end


$gba=relaxuma,
$bio

Relaxuma na Mainichi [Model AGB-BR9J-JPN] (c) 2005 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72604&o=2

$end


$cpc_cass=relentls,
$bio

Relentless (c) 2013 Psytronik Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98863&o=2

$end


$msx2_cart=relics,
$bio

Relics (c) 1986 Bothtec

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51361&o=2

$end


$x1_flop=relics,
$bio

Relics (c) 1986 Bothtec, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86090&o=2

$end


$pc98=relics,relicsa,
$bio

Relics (c) 1986 Bothtec, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90487&o=2

$end


$pc8801_flop=relics,
$bio

Relics (c) 1986 Bothtec, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92732&o=2

$end


$fm7_disk=relics,
$bio

Relics (c) 1986 Bothtec, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93642&o=2

$end


$x68k_flop=relics,
$bio

Relics (c) 1987 Bothtec, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88034&o=2

$end


$famicom_flop=relics,
$bio

???? ???? (c) 1987 Bothtec
(Relics - Ankoku Yousai)

Relics - Ankoku Yousai is an adventure/action game by Bothtec. The player takes control of a heavily armed trooper. His red body armor can protect him from attacks but it doesn't make him invincible and a life bar at the bottom of screen shortens with every hit. His only weapon, or at least at the beginning of the game, is a short-range laser saber and every move needs to be carefully managed and coordinated. The game starts deep inside a huge fortress and quickly, a character in a pink armor appears and challenges the player. There is not other possible choice, our warrior has to defeat him to free the way and starts the long exploration of the strange building. The fortress hides many secrets and hitting its many walls usually reveals its underlying infrastructure. Many items (like keys and ...) or passageways can be found using this technique.

- TECHNICAL -

Game ID: BTC-RLC

- TRIVIA -

Relics was released on April 10, 1987 in Japan for 4200 Yen.

The official game identity 'BTC-RLC' stands for 'BOTHTEC-RELICS'

The subtitle of the game translates from Japanese as 'The Dark Fortress'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65432&o=2

$end


$msx1_cart=relics,
$bio

Relics (c) 1986 Bothtec

- TECHNICAL -

Game ID: ML-8515

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52721&o=2

$end


$cpc_cass=relifact,
$bio

Relief Action [Model LA 40] (c) 1987 Loriciels [France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98864&o=2

$end


$info=relief,relief2,relief3,
$bio

Relief Pitcher (c) 1992 Atari Games.

A baseball game with an option of playing a standard baseball game or playing as a relief pitcher through a series of games.

- TECHNICAL -

Game ID : 136093

Main CPU : Motorola 68000 (@ 7.15909 Mhz)
Sound Chips : OKI6295 (@ 7.231 Khz), YM2413 (@ 3.579545 Mhz)

Screen orientation : Horizontal
Video resolution : 336 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Released in April 1992.

- STAFF -

staff : Cris Drobny

- PORTS -

* Consoles :
Atari Lynx [Unreleased Prototype]
Nintendo Super Famicom (1993)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2204&o=2

$end


$snes=relief,reliefp,
$bio

Relief Pitcher [Model SNS-5R-USA] (c) 1994 Left Field Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63476&o=2

$end


$pc8801_flop=relief,
$bio

Relief Soukan-Go (c) 1990 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92733&o=2

$end


$spc1000_cass=relocate,relocateb,relocatea,
$bio

Relocater (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83545&o=2

$end


$bbca_cass,bbcb_cass=relucthe,
$bio

Reluctant Hero (c) 1987 Elk Adventure Club

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52294&o=2

$end


$pc8801_flop=remembra,
$bio

Remembrance (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92734&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=renais,
$bio

Renaissance (c) 1982 UMI

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86907&o=2

$end


$amigaocs_flop=renaiss,
$bio

Renaissance (c) 1990 Impressions

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74857&o=2

$end


$cpc_cass=renaud,
$bio

Renaud [Model 60130385] (c) 1987 Zafiro Soft. Division [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98865&o=2

$end


$info=renegade,
$bio

Renegade (c) 1986 Taito America Corp.

An incredibly difficult but classic beat-em-up from Technos that sees a single player taking on huge gangs of street fighters. The game is spread across four stages levels, each of which is only 2 or 3 screens wide; giving the player nowhere to hide. Renegade was a rather more brutal game than others of its genre, and even allowed the player to keep attacking a downed enemy. It was also possible to pick up fallen enemies and throw them at oncoming fighters.

Renegade's designer would take what they learned while designing and writing Renegade and improve upon it in every conceivable way for the legendary "Double Dragon", released a year later.

- TECHNICAL -

Game ID : TA-0018
Prom Stickers : N

Main CPU : MOS Technology M6502 (@ 1.5 Mhz)
Sound CPU : Motorola M6809 (@ 1.5 Mhz)
Sound Chips : Yamaha YM3526 (@ 3 Mhz), Custom (@ 8 Khz)

Screen orientation : Horizontal
Video resolution : 240 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in December 1986.

Apollon Music released a limited-edition soundtrack album (Cassette format) for this game (Nekketsu Kouha Kunio-kun Sound Story) on 05/1987.

- UPDATES -

Western version of "Nekketsu Kouha Kunio-kun". The game's graphics were redrawn for the game's localization as Renegade to the game's characters and settings a western feel. The plot was also changed from beating up numerous gangs who are bullying the main character's best friend to rescuing the main character's girlfriend. Kunio, the main character in the Japanese, would return in numerous games including "Nekketsu Koukou Dodgeball-bu", the Japanese version of "Super Dodge Ball", some which underwent a similar localization process when they were released in the west (such as the NES game River City Ransom).

- TIPS AND TRICKS -

On the first 2 levels, try to throw the enemies from the platforms; being careful, of course, to avoid falling from the platform yourself. Also, to kill the third boss, run away from her and hit the kick button (repeat). When fighting the knife gang on the final stage, if you are stabbed even once, you will die. The safest way to defeat them is with dashing punches. Never engage a single enemy or stay one place for too long, otherwise you will be attacked.

A full map of the game can be found here: www.arcade-history.com/index.php?page=articles&num=12

- SERIES -

1. Renegade (1986)
2. Target Renegade (1988, Sinclair ZX Spectrum, Commodore C64 & NES)
3. Renegade III - The final chapter (1989, Sinclair ZX Spectrum & Commodore C64)

- STAFF -

Director: Yoshihisa Kishimoto
Designer: Masao Shiroto, Misa Yazaki
Programmer: Noriyuki Tomiyama, Shintaro Kumagai

- PORTS -

* Consoles :
Nintendo Famicom (1987)
Sega Master System

* Computers :
Commodore C64 (1987)
Amstrad CPC (1987)
Sinclair ZX Spectrum (1987)
Thomson TO8 (1988)
Amstrad CPC (1988, "Taito Coin-Op Hits")
Commodore Amiga (1989)
Atari ST (1989)
Apple II
Thomson M05

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2205&o=2

$end


$cpc_cass=renegades,
$bio

Renegade (c) 1987 Erbe Soft. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98866&o=2

$end


$cpc_cass=renegade,
$bio

Renegade (c) 1987 Imagine Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98867&o=2

$end


$nes=renegade,
$bio

Renegade (c) 1988 Taito Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55489&o=2

$end


$sms=renegade,
$bio

Renegade (c) 1993 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56155&o=2

$end


$msx1_cass=renegad3,
$bio

Renegade III - The Final Chapter (c) 1989 Imagine Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94939&o=2

$end


$cpc_cass=renegad3,
$bio

Renegade III - The Final Chapter (c) 1989 Imagine Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98868&o=2

$end


$amigaocs_flop=intercpt,
$bio

Renegade Legion Interceptor (c) 1991 US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74860&o=2

$end


$bbca_cass,bbcb_cass=renegrob,
$bio

Renegade Robots (c) 19?? Senator

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52295&o=2

$end


$amigaocs_flop=renegade,
$bio

Renegade Software (c) 1989 Imagine Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74858&o=2

$end


$amigaocs_flop=renegadea,
$bio

Renegade [Budget] (c) 1989 Hit Squad, The [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74859&o=2

$end


$cpc_cass=renegadehs,
$bio

Renegade [Model 06] (c) 1989 Hit Squad, The [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99069&o=2

$end


$pc8801_flop=rengokan,
$bio

Rengo Kantai no Eiko - Kurita Kantai Rei de wan Totsunyuu (c) 1984 CSK Software Products [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92735&o=2

$end


$fm7_cass=renju,
$bio

Renju (c) 1981 Tsukumo Denki [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93783&o=2

$end


$msx1_cart=renjuod,
$bio

Renju & Ojama Dogs [Model R48X5074] (c) 1985 Pony Canyon, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77403&o=2

$end


$gameboy=renju,
$bio

Renju Club [Model DMG-AHRJ-JPN] (c) 1996 Hect [Hector] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66827&o=2

$end


$ngpc=tsunapnc,
$bio

Renketsu Puzzle Tsunagete Pon! Color [Model NEOP00290] (c) 1999 SNK Corp. [Shin Nihon Kikaku] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82581&o=2

$end


$ngp=tsunapn,
$bio

Renketsu Puzzle Tsunagete Pon! (c) 1998 Yumekobo.

- TECHNICAL -

Cartridge ID: NEOP00120

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82580&o=2

$end


$pcecd=rennybla,
$bio

Renny Blaster (c) 1995 NEC Avenue, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58340&o=2

$end


$info=v4rencas,
$bio

Reno Casino (c) 199? BWB.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42290&o=2

$end


$info=v4reno,
$bio

Reno Reels (c) 1996 BWB.

- TRIVIA -

Reno Reels was released in May 1996 in the UK.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=39161&o=2

$end


$megadriv=renthero,
$bio

Rent a Hero (c) 1991 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56796&o=2

$end


$gameboy=rentaio,
$bio

Rentaiou [Model DMG-AROJ-JPN] (c) 1994 Visit

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66828&o=2

$end


$sg1000=ninjaprit,
$bio

Renzhe Gongzhu [Model R-065] (c) 1986 Unknown [Taiwan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65096&o=2

$end


$pc8801_flop=repeatpl,
$bio

Repeat Plus (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92736&o=2

$end


$info=sc1reply,
$bio

Replay (c) 198? Eurocoin.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42156&o=2

$end


$msx2_cart=replicrt,
$bio

Replicart (c) 1987 Sony.

- STAFF -

Box art: Kenichi Sonoda

- PORTS -

* Consoles :
Nintendo Famicom Disk System [JP] (1988) "Replicart [Model TFD-REP]"

* Computers :
NEC PC-8801 [JP] (1988)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51362&o=2

$end


$pc8801_flop=replicrt,
$bio

Replicart (c) 1988 Taito Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92737&o=2

$end


$famicom_flop=replicrt,
$bio

Replicart (c) 1988 Taito Corp.

Replicart is an action/puzzle game by Taito and based on the popular Snake. In the 22nd century, Earth has been invaded by snake looking aliens and humans have decided to create a robot, the Replicart, to push back the invasion. The player controls a long robotic articulated snake and maneuvers around a bordered playing area. The snake always moves forward and the player can only change its direction of movement. Small cells randomly appear on screen and every single one of them must be collected to progress to the next stage. But there is a catch and each time the robot-snake picks up a cell it grows longer. This feature lies at the core of the gameplay and the snake will be destroyed if it hits a wall or touches any part of his own segmented body. Once all the cells are removed from the play field, a tiny passageway appears on the side of the screen and gives access to the next stage. Things become gradually more difficult as the game progresses - every level introduces more cells to collect at once, roaming enemies, deadly obstacles and a challenging boss every ten stages. Power-ups can also be collected later in the game, some destroy all the enemies on screen whereas others reset the length of the snake or freeze time.

- TECHNICAL -

Game ID: TFD-REP

- TRIVIA -

Replicart was released on February 26, 1988 in Japan for 3500 Yen.

Replicart was originally released by Sony Corporation for the MSX 2 in 1987.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65433&o=2

$end


$cpc_cass=reprtgen,
$bio

Report Generator (c) 1985 Gemini Marketing, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98870&o=2

$end


$bbca_cass,bbcb_cass=repton,
$bio

Repton (c) 1985 Superior Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52297&o=2

$end


$bbca_cass,bbcb_cass=reptonbr,
$bio

Repton (c) 198? Blue Ribbon

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52296&o=2

$end


$bbca_cass,bbcb_cass=repton2,
$bio

Repton 2 (c) 1985 Superior Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52299&o=2

$end


$bbca_cass,bbcb_cass=repton2sc,
$bio

Repton 2 [The Superior Collection Vol.2] (c) 198? Superior Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52300&o=2

$end


$bbca_cass,bbcb_cass=repton3,
$bio

Repton 3 (c) 1986 Superior Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52301&o=2

$end


$bbca_cass,bbcb_cass=reptonwo,
$bio

Repton Around the World in 40 Screens (c) 1987 Superior Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52302&o=2

$end


$bbca_cass,bbcb_cass=reptonin,
$bio

Repton Infinity (c) 1988 Superior Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52303&o=2

$end


$bbca_cass,bbcb_cass=reptonti,
$bio

Repton Thru Time (c) 1988 Superior Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52304&o=2

$end


$bbca_cass,bbcb_cass=reptonsc,
$bio

Repton [The Superior Collection Vol.1] (c) 198? Superior Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52298&o=2

$end


$info=repulse,
$bio

Repulse (c) 1985 Sega.

Repulse is a 1985 arcade game by Sega. It was renamed 99: The Last War when licensed to Kyugo (who developed the hardware) and Proma. There's also a bootleg version of it named Son of Phoenix.

With a spaceship, the player shoots several kind of robotic enemies and spaceships. At the end of every stage (except for the first one), the player meets a huge enemy spaceship as the stage's boss. Player's spaceship is equipped with a limited force shield which allows it to resist any kind of attack, though energy drains both while it is active and whenever the ship gets hit during use. Power-ups come in the form of ally helicopters and certain spaceships, that bring to the player a new shot(much faster than the normal one) and refills the ship's force field meter.

- TECHNICAL -

Main CPU : (2x) Zilog Z80 (@ 4.608 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.5 Mhz)

Players : 1
Control : 8-way joystick
Buttons : 2
=> [A] Shoot, [B] Shield

- TRIVIA -

Repulse was released in June 1985.

Default high-score :
1 50000 (Ichiban)
2 50000 (Niban)
3 50000 (Sanban)
4 50000 (yonban)
5 50000 (goban)

Licensed products:
'99 The Last War (Proma)
'99 The Last War (Kyugo)

Known Bootlegs/Hacks:
Son of Phoenix (Associated Overseas)

- TIPS AND TRICKS -

* Power-up : After the middle of each stage there's a helicopter (a plane on 1st stage) that drops a power-up item. So, don't destroy it until it releases the power-up. Be careful with the helicopter scrap after destroying it, it can kill you.

* 1up player : At the 2nd and 4th stage there is a chance to pick up a 1up item: a group of blocks appears floating on the upper part of the screen, you have to shoot the blue one. You have to hit it with one shot, if you don't, the blue block will turn to red.

* Moai Statues : be careful with the Moai Statues at the 6th stage (last stage). Always check if its eyes turn red, if it starts flashing it will shoot.

- STAFF -

Director : Shunkoh Miki
Programmer : Tatsuya Uemura
Character designers : Atsushi Kawaguchi, Minoru Harada, Hiroyasu Kobayashi
Music & sound effects : ???

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2206&o=2

$end


$snes=resarcan,
$bio

Res Arcana - Diana Ray - Uranai no Meikyuu [Model SHVC-ARAJ-JPN] (c) 1995 Coconuts Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62013&o=2

$end


$cpc_cass=rescatln,
$bio

Rescate Atlantida [Model AMS 890034] (c) 1988 Dinamic Soft. [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98871&o=2

$end


$msx1_cass=rescatl,rescatla,
$bio

Rescate Atlántida (c) 1989 Dinamic Software [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94940&o=2

$end


$msx1_cass=rescgolf,rescgolfh2,rescgolfh1,
$bio

Rescate en el Golfo (c) 1990 Opera Soft [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94941&o=2

$end


$cpc_cass=rescgolf,
$bio

Rescate en el Golfo [Model AM-1035] (c) 1990 Opera Soft [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98874&o=2

$end


$info=rescue,
$bio

Rescue (c) 1982 Stern Electronics.

The player pilots a rescue helicopter and must try to rescue numerous airmen who have parachuted into the sea below. The rescue chopper is under constant attack from enemy helicopters, while sharks swim in the ocean below and will kill any floating airmen they come across. Later levels also have enemy subs and ships all intent on foiling the rescue mission. Players must be careful to avoid the falling wreckage of any enemy helicopters they have just destroyed, and also need to be wary of hitting any parachuting airmen with their 'copter blades, as this will kill the airmen instantly.

In a very similar vein to Williams' legendary "Robotron", also released in '82, the rescue chopper is armed with a gun that can fire in eight different directions, irrespective of the direction the rescue chopper is flying in. In addition to the eight-way gun, the 'copter can also drop missiles from its underside, which is essential for destroying enemy subs and ships.

To complete a stage, players must pick up a set number of fallen airmen from the sea (determined at the start of each level) and deposit them safely onto a nearby island.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound CPU : Zilog Z80 (@ 1.78975 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.78975 Mhz)

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette colors : 226

Players : 2
Control : Double 8-way joysticks
Buttons : 1

- TRIVIA -

Released in November 1982.

A bootleg of this game is known as "Apocaljpse Now".

- STAFF -

Designed and programmed by : Chris Oberth

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2207&o=2

$end


$info=rescuefe,
$bio

Rescue (c) 1982 Free Enterprise Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=97873&o=2

$end


$info=rescueb,
$bio

Rescue (c) 198? Videl Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42417&o=2

$end


$nes=rescue,rescueu,rescueup,
$bio

Rescue - The Embassy Mission (c) 1990 Kemco

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55490&o=2

$end


$info=rescu911,
$bio

Rescue 911 (c) 1994 Premier Technology Co.

- TECHNICAL -

Gottlieb System 3
Model Number : 740

- TRIVIA -

Rescue 911 was released in May 1994.

4,000 units were produced.

- STAFF -

Designer : Bill Parker
Artwork : Constantino Mitchell
Dots/Animations : Daryl Moore, Alycen Hareas, Rand Paulin
Sounds : Craig Beierwaltes, Duane Decker
Software Designer : Bob Wilson

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5544&o=2

$end


$pyuuta=rescue3d,
$bio

Rescue Copter 3D [Model 024E] (c) 1984 Tomy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101357&o=2

$end


$gba=rescuehr,
$bio

Rescue Heroes - Billy Blazes! [Model AGB-AQHE-USA] (c) 2003 Vivendi Universal Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72605&o=2

$end


$gbcolor=rescuehr,
$bio

Rescue Heroes - Fire Frenzy [Model CGB-BRQE-USA] (c) 2001 Learning Company, The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68659&o=2

$end


$sms=rescuems,
$bio

Rescue Mission (c) 1988 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56156&o=2

$end


$a7800=fractal,
$bio

Rescue on Fractalus [Model CX7816] (c) 1984 Atari, Incorporated. [Sunnyvale, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50173&o=2

$end


$a5200=fractal,
$bio

Rescue on Fractalus! (c) 1986 Lucasfilm, Limited.

All right! Listen up! you've got a right to know why you're here -- why they suddenly need us Air Pilots.

A life and death struggle is raging throughout this grubby galactic quadrant. It's us against the Jaggies and they've just upped the stakes. They've dug in on Fractalus, the most inhospitable planet this side of the Kalamar system. It's a neat trick. Our highly trained Ethercorp pilots were holding their own in space battles, but down on Fractalus it's a different story. We're losing anywhere from five to fifty Space Pilots at a clip. Our job's to rescue those spacers.

Go ahead--laugh. I admit it's funny. Five years ago, the Corps couldn't phase us out fast enough. "No need for Air Pilots in Ethercorps," they said. "Those dogs have had their day." Well, great, but those Space Pilots can ONLY fly space. To be fair, they'll save us in the end, but now we have to save THEM--especially those golden "Ace Pilots." We can't win without them!

Here's how it works. They've rigged up a Mother Ship to ferry us within booster range of Fractalus. That's where it gets sticky. The Jaggies have got defenses on that planet--gun emplacements, saucers-- the works. And Fractalus is one hot cauldron of craggy mountains and canyons, covered by the worst air you've ever flown in. It's thick cyantric acid--it'll dissolve your flight suit within minutes. Finally, there's the planet's hyper rate of rotation. The nine minute days have driven more than one pilot nuts.

But there's good to go with the bad. You'll have Valkyrie Fighters, the best pure flyers we've got. And don't call them V-Wings--that's not correct terminology. To make room for those Space Pilots they had to strip out a lot of the offensive weaponry. But they did install a Dirac Mirror Shield. It can take a big hit, but you pay for each one out of your energy reserve.

The one offensive weapon they left us is hot: the AMB -- Anti-Matter Bubble -- Torpedo. It'll destroy a target if it hits anywhere near it!

Finally, each Valkyrie's been fitted with the Etheric Navigation System, a computer-enhanced viewscreen which overlays your forward main window. It lets you see where you're going in Fractalus' acid fog atmosphere.

That's it. Get going. Forget the past--just go get us a future.

Sorry. No time for a briefing now. Ethercop pilots are down--out of action. They need help--fast!

First, we toss you out of the Mother Ship, straight down to Fractalus. That part's all automatic. But you're on your own when you hit the atmosphere.

Your job is to fight through the Jaggi defenses and find stranded pilots. They won't be jumping up and down waving at you. So, use your instruments and viewscreen to find their crashed ships. They'll wait inside until you land in range.

The rescue's a snap. As son as you shut down your engines, the pilot will come running and knock on your rear airlock door. Let the spacer in.

When you pick up your quota of pilots, or run out of energy it's back to the Mother Ship. As you get better, we advance you to higher Levels--the more hellish parts of Fractalus.

Got it? Prepare for Mother Ship Launch.

- TECHNICAL -

Model CX5254

- SCORING -

Each second of flight: 1
Gun emplacement destroyed: 100
Saucer destroyed: 250
Pilot picked up: 200
Ace picked up: .2000
Pilot returned to Mother Ship (bonus): 500
Pilot returned over quota (bonus): 1000
Level Completed: Level X 200

- STAFF -

Project director/creator, transition scenes, animation, and documentation: David Fox
3-D fractal landscape image generation, co-creator: Loren Carpenter (Lucasfilm Computer Graphics Project)
Animation, music, sound, and flight dynamics: Charlie Kellner
Animation: Gary Winnick
Support: David Levine
Concept, night flying design, music, and sound: Peter Langston (Games Group Leader)

Special thanks to: George Lucas

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50084&o=2

$end


$xegs=fractal,
$bio

Rescue on Fractalus! [Model RX8063] (c) 1987 Atari Corp. [Sunnyvale, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51250&o=2

$end


$cpc_cass=fractal,
$bio

Rescue on Fractalus! [Model UQK 123] (c) 1986 Activision, Inc. [Santa Clara, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98876&o=2

$end


$info=rescraid,rescraida,
$bio

Rescue Raider (c) 1987 Bally Midway.

Rescue Raider is a multiple-screen shooter arcade game that was released by Bally Midway in 1987; it was the last title to run on Bally and Sente's SAC-I hardware. The player uses two 8-way joysticks to take  control of a futuristic vehicle. The left joystick is for moving while the right one is for firing. There is also a single button, with which to cycle through the three different types of special weapons. Its mission is to gather secret documents which shall reveal what an area of the radar map on the screen's right side is hiding - and it can also take enemy soldiers as hostages, refuel and earn more powerful weapons.

- TECHNICAL -

[No. 0J18]
Bally / Sente SAC-I hardware

Main CPU : Motorola M6809 (@ 1.25 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : (6x) CEM3394 (@ 4 Mhz)

Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024

Players : 2
Control : Double 8-way joysticks
Buttons : 1

- TRIVIA -

Released in July 1987.

- STAFF -

Game designer: Dave Ross (DJR)
Video artwork: Bil Maher (BNM)
Audio: Jesse Osborne (JMO)
Cabinet artwork: Bob Flemate (B F)
Vehicle designer: Roger Hector (RDH)
Additional support: Pete Mokris (PET), Bob Smith

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2208&o=2

$end


$psx=rsbhdemo,
$bio

Rescue Shot Bubibo & BioHazard - Gun Survivor (c) 200? SCEI

- TECHNICAL -

Game ID: SLPM-80522

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85590&o=2

$end


$a2600=rescuete,
$bio

Rescue Terra I (c) 1982 VentureVision

Terra I is Earth's main supplier of Zenbar crystals. These crystals supply 72% of Earth’s energy. Terra I is managed by a highly sophisticated computer system which controls all planetary electromechanical equipment, including the robot driven defense system.

Apparently, Terra I's computer system has been sabotaged. All crystal shipments are being turned over to space pirates who operate in Terra I’s quadrant of the universe. Terra I’s own defense systems are being used to aid these pirates in their activities.

Your orders are to proceed to Terra I. Destroy all pirates and electromechanical systems which pose a threat to your ship.

- TECHNICAL -

Model VV2001

- SCORING -

Meteor: 125 points
Cargo Ship: 225 points
Fighter Saucer: 275 points
Robot Interceptor: 425 points
Fish Force Field: 650 points

- STAFF -

Programmer: Dan Oliver

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50867&o=2

$end


$x68k_flop=reserve,
$bio

Reserve (c) 1991 MIX [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88562&o=2

$end


$info=m5resfrg,
$bio

Reservoir Frogs (c) 200? Empire Games, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=19930&o=2

$end


$gameboy=resrvrat,
$bio

Reservoir Rat [Model DMG-ARSP-EUR] (c) 1999 Take-Two Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66829&o=2

$end


$gbcolor=resrvrat,
$bio

Reservoir Rat [Model DMG-AVTP-EUR] (c) 1999 Take-Two Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68660&o=2

$end


$a2600=resgate,
$bio

Resgate Espacial (c) 19?? CCE

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50868&o=2

$end


$info=resdnt_2,resdnt_2a,resdnt_2b,resdnt_2c,resdnt_2d,resdnt_2e,resdnt_2f,resdnt_2g,resdnt_3,resdnt,resdnt_6,resdnt_8,
$bio

Resident (c) 2004 Igrosoft.

- TRIVIA -

Released in April 2004.

- UPDATES -

Ver. RS-070222
Ver. 04-0513
Ver. 04-0415

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=12049&o=2

$end


$saturn,sat_cart=revil,
$bio

Resident Evil (c) 1995 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60387&o=2

$end


$n64=revil2,revil2u1,revil2u,
$bio

Resident Evil 2 (c) 1999 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57942&o=2

$end


$gbcolor=revilgu,
$bio

Resident Evil Gaiden [Model CGB-ARHE-USA] (c) 2002 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68662&o=2

$end


$gbcolor=revilg,revilgpa,
$bio

Resident Evil Gaiden (c) 2002 Capcom Company, Limited.

- TECHNICAL -

Game ID: CGB-BIOP-EUR

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68661&o=2

$end


$saturn,sat_cart=revilu,
$bio

Resident Evil [Model T-1221H] (c) 1997 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60125&o=2

$end


$pc98=resistex,
$bio

Resistance EX (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90488&o=2

$end


$amigaocs_flop=resol101,
$bio

Resolution 101 (c) 1990 Millennium Game Products

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74861&o=2

$end


$megadriv=resq,
$bio

Resq (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56797&o=2

$end


$pc8801_flop=resttime,
$bio

Rest Time (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92738&o=2

$end


$pc98=resurrec,
$bio

Resurrect (c) 1994 Lunar Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90489&o=2

$end


$saturn,sat_cart=rise2j,
$bio

Resurrection - Rise 2 (c) 1996 Acclaim Japan [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59565&o=2

$end


$saturn,sat_cart=rise2,
$bio

Resurrection - Rise 2 (c) 1996 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60388&o=2

$end


$saturn,sat_cart=rise2u,
$bio

Resurrection - Rise 2 [Model T-8114H] (c) 1996 Acclaim Entertainment, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60126&o=2

$end


$amigaocs_flop=rete,
$bio

Retee! (c) 1990 Idea Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74862&o=2

$end


$c64_cart,c64_flop=retrobal,
$bio

Retro Ball (c) 1982 HesWare

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53684&o=2

$end


$info=nekkyoku,
$bio

Rettou Juundan Nekkyoku Janshi - Higashi Nippon Hen (c) 1988 Video System.

Travel Japan for the best in mahjong nightlife!

- TECHNICAL -

Main CPU : (2x) Zilog Z80 (@ 6 Mhz)
Sound Chips : General Instrument AY8910 (@ 2 Mhz), OKI MSM5205 (@ 384 Khz)

Players : 1
Control : mahjong keyboard

- TRIVIA -

Released in March 1988.

The title of this game translates from Japanese as 'Hot Affair Mahjong Soldier Flying Over the Archipelago - Eastern Japan Chapter'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2209&o=2

$end


$saturn,sat_cart=returnfi,
$bio

Return Fire (c) 199? Williams Entertainment, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60127&o=2

$end


$snes=returndd,
$bio

Return of Double Dragon [Model SHVC-WD] (c) 1992 Technos Japan Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62014&o=2

$end


$msx2_cart=retjelda,
$bio

Return of Jelda (c) 1987 Carry Lab.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51363&o=2

$end


$msx2_flop=retjelda,retjeldaa,
$bio

Return of Jelda (c) 1987 Carry Lab. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101987&o=2

$end


$bbca_cass,bbcb_cass=retr2,
$bio

Return of R2 (c) 1987 Blue Ribbon

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52305&o=2

$end


$info=seljan2,
$bio

Return of SELJan II (c) 1996 Dynax, Incorporated.

- TRIVIA -

Return of SELJan II was released in August 1996 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=29244&o=2

$end


$info=sc4rotc,sc4rotca,sc4rotcb,sc4rotcc,sc4rotcd,
$bio

Return of the Count (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR2132]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42776&o=2

$end


$info=retofinv,retofinv1,retofinv2,
$bio

Return of the Invaders (c) 1985 Taito Corp.

A full colour update of the legendary original; featuring challenge stages and circling aliens. Return of the Invaders, while playable enough in its own right, would be vastly improved upon by its sequel, "Super Space Invaders '91", released five years' later.

- TECHNICAL -

Board Number : M4300029A
Prom Stickers : A37

Main CPU : (3x) Z80, Motorola M68705
Sound Chips : (2x) Texas Instruments SN76496

Players : 2
Control : 2-Way Joystick
Buttons : 1
=> Shoot

- TRIVIA -

Return of the Invaders was released in September 1985.

The development name of the game was "Space Invaders Part 3". Return of The Invaders was developed by UPL for Taito. For a small softco like UPL, working on the Space Invaders franchise was a great opportunity to gain notoriety within the videogame industry. Unfortunately, Taito neglected to mention UPL in the finished game.

- UPDATES -

Bootlegs version has no M68705 @ 3.072 Mhz :-)

- SERIES -

1. Space Invaders (1978, ARC)
2. Space Invaders Part II (1979, ARC)
3. Return of the Invaders (1985, ARC)
4. Majestic Twelve - The Space Invaders Part IV (1990, ARC)
5. Space Invaders DX (1994, ARC)
6. Akkanvader (1995, ARC)
7. Space Invaders Virtual Collection (1995, Virtual Boy)
8. Space Invaders X (2000, PS)
9. Space Invaders Anniversary (2003, ARC)
10. Space Invaders DS (2005, DS)
11. Space Invaders - Galaxy Beat (2005, PSP)
12. Space Invaders Extreme (2008, DS/PSP)
13. Space Invaders Extreme 2 (2009, DS)

- STAFF -

Developed by: UPL

- PORTS -

* Consoles :
Microsoft XBOX [EU] (October 14, 2005) "Taito Legends" 
Sony PlayStation 2 [EU] (October 14, 2005) "Taito Legends [Model SLES-53438]" 
Microsoft XBOX [US] (October 25, 2005) "Taito Legends" 
Sony PlayStation 2 [US] (October 25, 2005) "Taito Legends [Model SLUS-21122]" 
Sony PlayStation 2 [KO] (July 18, 2006) "Taito Legends [Model SLKA-15056]" 
Sony PlayStation 2 [JP] (January 25, 2007) "Taito Memories II Joukan [Model SLPM-66649]" 

* Handhelds : 
Sony PSP [JP] (May 12, 2005) "Space Invaders Pocket [Model ULJM-05015]" 
Sony PSP [EU] (October 6, 2006) "Taito Legends Power-Up [Model ULES-00473]" 
Sony PSP [AU] (November 9, 2006) "Taito Legends Power-Up [Model ULES-00473]" 
Sony PSP [US] (May 17, 2007) "Taito Legends Power-Up [Model ULUS-10208]" 

* Computers : 
PC [MS Windows, CD-ROM] [EU] (October 14, 2005) "Taito Legends" 
PC [MS Windows, CD-ROM] [US] (November 10, 2005) "Taito Legends"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2212&o=2

$end


$info=jedi,
$bio

Return of The Jedi (c) 1984 Atari.

Return of the Jedi is a scrolling shoot-em-up based on the legendary Star Wars trilogy (specifically, the third film, 'Episode VI: Return of the Jedi') and - unlike its vector-based prequel - is rendered in an isometric forced-perspective viewpoint, similar to that pioneered in Sega's 1982 classic, "Zaxxon". 

The ultimate aim of the game is to reach and destroy the Death Star and escape alive. Success is achieved by surviving an 'attack wave', which consists of four different scenes. Play switches between Endor and space-based scenes, with each one putting the player in control of a different vehicle from the movie. 

The scenes are based on three distinct locations taken from the original movie. They are: The forest moon of Endor, Attack on the Death Star, and Space battle. 

* SCENE 1: Speeder Bike chase on Endor as Princess Leia. The goal is to reach the Ewok village alive. 

* SCENE 2: Scout Walker chase on Endor as Chewbacca. The goal is to reach the shield generator. 

* SCENE 3: Millennium Falcon attack on Death Star as Lando. The goal is to reach and destroy the Death Star power reactor. 

* SCENE 4: Millennium Falcon escape from exploding Death Star. The goal is to escape the exploding Death Star. 

* SPLIT SCENE: Play switches between scenes 2 and 3. 

The scenes loop for as long as the player has lives remaining; although to increase variety, the order in which they appear is randomised as play progresses. Each successive wave increases in difficulty.

- TECHNICAL -

This particular game was available as both a dedicated upright cabinet and a full scale sit-in cockpit. The cockpit cabinet was rather less widespread than the upright version. The marquee on the more common upright cab featured a 'Return of the Jedi' logo with red letters on a background of stars; with the Millennium Falcon and the Death Star clearly visible. The sideart only covered the top half of the machine. It was a montage of shots that was dominated by a picture of Princess Leia on a speeder bike and a large image of Darth Vader's head.

Game ID : 136030

Main CPU : MOS Technology M6502 (@ 2.5 Mhz), MOS Technology 6502 (@ 1.512 Mhz)
Sound Chips : (4x) POKEY (@ 1.512 Mhz), Texas Instruments TMS5220 (@ 672 Khz)

Control : stick
Buttons : 3

- TRIVIA -

Return of The Jedi was released in September 1984. 800 Units were produced. the selling price was $2095.

Return of the Jedi was the second arcade game based on the 'Star Wars' movie franchise despite it being the THIRD film of the trilogy. This Atari title was actually released a full year before 'The Empire Strikes Back'. The films were released in the order; "Star Wars", "The Empire Strikes Back" and "Return of the Jedi"; whereas the games were released as "Star Wars", "Return of the Jedi", and "The Empire Strikes Back".

This game is known in Japan as 'Jedi no Fukushuu' (translates from Japanese as 'Revenge of the Jedi').

Return of The Jedi was one of the first games to use a special graphics dithering method to make the graphics look visibly smoother.

This was one of the first Atari titles to modify all game options via a setup menu, rather than by using dip switches. Eighteen years later, the industry still hasn't fully converted over to being 'jumperless'.

All scenes are controlled with a flight yoke that is similar in design to the one used on the vector "Star Wars" game. This is usually the first thing to fail on any given machine. These can be rebuilt fairly easily though, but you may have to do a little bit of hacking to get them to work.

- TIPS AND TRICKS -

* Hints :
1) Do not allow enemies to tail you too long. This is how they can destroy you.
2) Lead enemies to the top of the screen, then drop back quickly so you can destroy them.
3) The player must try to be the first through the EWOK traps in the forest of ENDOR.
4) By staying in the center of the screen, the player has more maneuverability.

- SERIES -

1. Star Wars [Cockpit model] (1983)
1. Star Wars [Upright model] (1983)
2. Return of The Jedi (1984)
3. The Empire Strikes Back (1985)

- STAFF -

Designer / Programmer : Dennis Harper
Graphic designer : Susan G. McBride
Audio designer : Synthia Petroka
Software support : Mike Mahar

- PORTS -

* Computers :
Atari ST (1987)
Amstrad CPC (1987)
Commodore Amiga (1988)
Commodore C64 (1988)
Sinclair ZX Spectrum (1989)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2213&o=2

$end


$bbca_cass,bbcb_cass=jedi,
$bio

Return of the Jedi (c) 1988 Domark

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52306&o=2

$end


$amigaocs_flop=jedi,
$bio

Return of the Jedi (c) 1988 Domark Group, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74863&o=2

$end


$nes=jedi,
$bio

Return of the Jedi (c) 19?? Unknown.

A pirate hack of "Zen - Intergalactic Ninja" with modified title screen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65169&o=2

$end


$amigaocs_flop=jedia,
$bio

Return of the Jedi [The Star Wars Trilogy] (c) 1988 Domark Group, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74864&o=2

$end


$gbcolor=retninjau,
$bio

Return of the Ninja [Model CGB-BNJE-USA] (c) 2001 Natsume, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68664&o=2

$end


$gbcolor=retninja,
$bio

Return of the Ninja [Model CGB-BNJP-EUR] (c) 2001 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68663&o=2

$end


$info=m1retpp,m1retppa,m1retppb,m1retppc,m1retppd,
$bio

Return of the Pink Panther (c) 199? Maygay.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42013&o=2

$end


$amigaocs_flop=retatlnt,
$bio

Return to Atlantis (c) 1988 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74865&o=2

$end


$bbca_cass,bbcb_cass=reteden,
$bio

Return to Eden (c) 1984 Level 9 Computing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52307&o=2

$end


$cpc_cass=ret2eden,
$bio

Return to Eden (c) 1984 Level 9 Computing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98878&o=2

$end


$cpc_cass=ret2oz,
$bio

Return to Oz (c) 1986 US Gold, Ltd. [Birmingham, UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98880&o=2

$end


$ti99_cart=retpirat,
$bio

Return to Pirate's Isle [Model PHM 3189] (c) 1983 Adams [Scott Adams]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84701&o=2

$end


$info=m5rthh,
$bio

Return to the Haunted House (c) 200? Empire Games Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15303&o=2

$end


$saturn,sat_cart=retzork,
$bio

Return to Zork (c) 1996 Bandai Visual

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59566&o=2

$end


$psx=retzork,
$bio

Return to Zork (c) 1996 Bandai Co., Ltd.

- TECHNICAL -

CD1 ID: SLPS-00192
CD2 ID: SLPS-00193

- TRIVIA -

Released on September 27, 1996 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85591&o=2

$end


$cpc_cass=reveal,
$bio

Reveal (c) 1988 Mastertronic, Ltd. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98881&o=2

$end


$amigaocs_flop=revelatn,
$bio

Revelation! (c) 1991 Krisalis

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74866&o=2

$end


$info=revlatns,
$bio

Revelations (c) 1994 Nova Productions.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82320&o=2

$end


$gbcolor=revelat,
$bio

Revelations - The Demon Slayer [Model DMG-ALBE-USA] (c) 1999 Atlus Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68665&o=2

$end


$info=rfmpb,rfmpbr2,
$bio

Revenge from Mars (c) 1999 WMS Gaming.

- TECHNICAL -

Midway Pinball 2000 System

Main CPU : Cyrix MediaGX (@ 233 MHz)
Sound CPU : ADSP2104 (@ 16MHz)
Sound chips : (2x) DMA-driven DAC

- TRIVIA -

A cow is held by the big martian on the backglass. 

One of the animals that you must shrink in the Big-O-Beam mode is a cow. 

A plane on the backglass has the text 'P2K' and 'Gomez' on the side. 

A cow can be beamed up in 'Alien Abduction'. 

In the animation for regular multiball a Saturn-like planet whizzes by. On the rings of the planet stands a cow.

- TIPS AND TRICKS -

"Mortal Kombat" line : in the Secret Weapon mode, get the martians life bar down all the way and the words 'Finish Him!' appear.

In Attract mode, press the following sequence : B, 1R, 1L, 2R, 1L, 3R, 1L, 1L

- SERIES -

1. Attack from Mars (1995)
2. Revenge from Mars (1999)

- STAFF -

Designer : George Gomez
Artword : John Youssi, Greg Freres
Software : Lyman F. Sheats Jr., Dwight Sullivan, Keith P. Johnson, Graham West
Animation : Adam Rhine, Scott Slomiany, Jack Liddon, Scott Sanders, Dave Mueller
Mechanics : Chris Shipman
Music & Sounds : Dan Forden

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5303&o=2

$end


$gamegear=revenged,
$bio

Revenge of Drancon [Model 2302] (c) 1991 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64804&o=2

$end


$a2600=beeftom,
$bio

Revenge of the Beefsteak Tomatoes (c) 1982 20th Century Fox

Your objective is to trap the Tomato Plants at the bottom of the screen by building three walls above them.  At the same time you must avoid or shoot down all flying Tomatoes, dodge Tomato Bombs and stop the Brick-Eaters.

- TECHNICAL -

Model 11016

- SCORING -

Roving Beefsteak Tomato = 5
Killer Cherry Tomato = 50
Brick-Eater = 5
Capturing a Brick = 10
Placing a Brick in Wall = 20
Completing first Wall = 1000
Completing second Wall = 2000
Completing third Wall = 3000

- TIPS AND TRICKS -

HINTS FROM JOHN RUSSELL...
Brick-Eathers always grow on the wall containing the most Bricks. If there are two walls which have the same number of Bricks, the Brick-Eater will grown on the upper wall.

Don't stay at the top of the game screen as it is easier to capture Bricks when you are further away from them.  Remember, it only takes ONE shot from the Tomato Sprayer to capture a Brick.  The NEXT shot fired will release it. Although you must fire single shots to capture and release Bricks, you'll have better luck blasting Tomatoes with the fire button held down.  Practice switching from one method to the other.

- STAFF -

Programmer: John Russell

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50869&o=2

$end


$cpc_cass=revenc5,
$bio

Revenge of the C5 [Model AT 402X] (c) 1986 Atlantis Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98882&o=2

$end


$segacd=revninja,
$bio

Revenge of the Ninja [Model T-49035] (c) 1993 Renovation

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60792&o=2

$end


$bbca_cass,bbcb_cass=revzor,
$bio

Revenge of Zor (c) 1983 Kansas

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52308&o=2

$end


$info=revenger,
$bio

Revenger (c) 1984 Epos.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 2.75 Mhz)
Sound Chips : General Instrument AY8910 (@ 2.75 Mhz)

Screen orientation : Vertical
Video resolution : 236 x 272 pixels
Screen refresh : 60.00 Hz
Palette colors : 32

Players : 1
Buttons : 8

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4308&o=2

$end


$segacd=revoveng,
$bio

Revengers of Vengeance [Model T-22035] (c) 1994 Extreme Ent. Group

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60793&o=2

$end


$mc10=reverse,
$bio

Reverse Video (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87691&o=2

$end


$pc98=reverser,
$bio

Reverser - Hyouketsu Toshi Tokyo (c) 1994 Victor Ent. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90490&o=2

$end


$bbca_cass,bbcb_cass=reversis,
$bio

Reversi (c) 1983 Superior Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52310&o=2

$end


$bbca_cass,bbcb_cass=reversim,
$bio

Reversi (c) 19?? Micro Power

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52309&o=2

$end


$m5_cart=reversi,
$bio

Reversi (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95363&o=2

$end


$cpc_cass=reversi,
$bio

Reversi Champion (c) 1986 Loriciels [France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98884&o=2

$end


$snes=revkids,
$bio

Reversi Kids (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63477&o=2

$end


$intv=reversi,
$bio

Reversi (c) 1981 Mattel Electronics.

Turn most of the pieces to your color, by bracketing your opponent's pieces in any row (vertical, horizontal or diagonal). Occupy the outer edges and corners to dominate the board and get the biggest margin of victory. Make every move count, and THINK AHEAD!

- TECHNICAL -

Model 5304

CONTROLS:
1: 6 by 6 game board
2: 8 by 8 game board
3: 10 by 10 game board

4: You vs. Computer -- Computer starts
5: You vs. Computer -- You start
6: Two Players

7: Skill level 1
8: Skill level 2
9: Skill level 3

UPPER SIDE ACTION KEYS: Place your piece
LOWER SIDE ACTION KEYS: Preview a move

DISC: Move cursor

- TIPS AND TRICKS -

* The corner squares are the best ones to occupy, because you can't be outflanked there. Try to get the corner!

* If possible, don't place your pieces in squares adjacent to corners... they might give your opponent an opportunity to get those key positions.

* The scoring lead will often change several times during a game. Don't get discouraged if you are behind! It is frequently desirable to have the lower score during the early stages of the game. Many of your opponent's pieces are scoring opportunities - right up to the end of the game.

* Use the Preview feature to analyze your potential moves. As soon as you press a Place Piece action button, you can't change your mind!

* If you want to see the computer's suggestion for your next move, press any key. The suggested move will reflect the skill level you selected at the start of the game. In two-player games, the suggestion will be accompanied by the computer's thinking sound.

- STAFF -

Program: Greg Favor

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60940&o=2

$end


$pc98=revery,
$bio

Revery - Izanai no Masuishou (c) 1994 Right Stuff Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90491&o=2

$end


$pc8801_flop=review,
$bio

Review (c) 1990 Orange House

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92739&o=2

$end


$pc98=review,
$bio

Review - Jashin Fukkatsu (c) 1989 Orange House

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90492&o=2

$end


$x68k_flop=review,
$bio

Review - Jashin Fukkatsu (c) 1991 Orange House

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88035&o=2

$end


$pc98=revaw2,
$bio

Revival - Astro Wars Part II (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90493&o=2

$end


$pc8801_flop=revivals,
$bio

Revival Special (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92740&o=2

$end


$pc98=rxanadu,rxanadua,
$bio

Revival Xanadu (c) 1995 Nihon Falcom [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90494&o=2

$end


$pc98=rxanadue,
$bio

Revival Xanadu - Easy Mode (c) 1995 Nihon Falcom [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90495&o=2

$end


$pc98=rxanadu2,
$bio

Revival Xanadu 2 (c) 1995 Nihon Falcom [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90496&o=2

$end


$x1_flop=reviver,
$bio

Reviver (c) 1987 Arsys Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86091&o=2

$end


$pc8801_flop=reviver,
$bio

Reviver (c) 1987 Arsys Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92741&o=2

$end


$fm7_disk=reviver,revivera,
$bio

Reviver (c) 1987 Arsys Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93643&o=2

$end


$msx2_flop=reviver,reviverb,revivera,
$bio

Reviver (c) 1987 Arsys Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101988&o=2

$end


$pc8801_flop=revolter,
$bio

Revolter (c) 1988 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92742&o=2

$end


$pc8801_flop=revolte1,
$bio

Revolter - Betsu Version (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92743&o=2

$end


$x1_flop=revolty2,
$bio

Revolty 2 (c) 1989 Fuga System [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86092&o=2

$end


$cpc_cass=revolutn,
$bio

Revolution (c) 1986 Vortex Soft., Ltd. [England]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98885&o=2

$end


$info=castrev,
$bio

Revolution (c) 1987 Castle.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40796&o=2

$end


$info=m5revo,m5revo13,m5revoa,
$bio

Revolution (c) 2000 Barcrest.

- TRIVIA -

Revolution was released in September 2000.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=14922&o=2

$end


$info=sc4rvlnx,
$bio

Revolution - The Next (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR1252]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42785&o=2

$end


$info=revx,revxp5,
$bio

Revolution X (c) 1994 Midway Mfg. Co.

A first-person shooter featuring the multi-platinum selling rock band Aerosmith.

It's 1996 and the US have been taken over by the New Order Nation. The group, led by their commander Mistress Helga, have declared war on youth culture, banning music, TV and video games in the process. Meanwhile at a gig in Los Angeles, members of Aerosmith are captured by the NON. With a machine gun in your hand and the strongest weapon of them all, music, it is your task to end the regime of the New Order Nation and free the Aerosmith members.

Remember... MUSIC IS THE WEAPON!

- TECHNICAL -

There are three versions of this game. One is a 3-Player dedicated cabinet, second is a 2-Player dedicated cabinet. Which is identified by the speaker grill just below the marquee same as the 3-Player version along with the folding back marquee assembly like the 3-Player version. The third version is the kit for which to change out a Terminator 2 arcade game. The 2-Player was factory with a 25 standard resolution monitor. And the 3-Player version come factory with a 33 standard resolution monitor.

Midway X Unit hardware

Main CPU : TMS34020 (@ 10 Mhz)
Sound CPU : ADSP2105 (@ 10 Mhz)
Sound Chips : DMA-driven (@ 10 Mhz)

Players : 3
Control : lightgun
Buttons : 2

- TRIVIA -

Revolution X was released in March 1994.

The game was originally called 'Generation X', until it was realised Marvel owned the copyright to that name (listen to the opening sequence to hear the game being referred to by it's original title).

Several subtle in-jokes appear in the game that lead many to believe that the programmers were massive fans of Monty Python and the Holy Grail, although had difficulty recalling it in detail.
1. When the final boss loses limbs, he sometimes says 'Just a flesh wound' a quote from the Black Knight scene.
2. The subtitles in the credits, including 'Why not try a holiday in Norway this yer?' are often slight misquotes of those in the film credits.
3. 'Llamas trained by Nicholas Petro.' Llama jokes a plenty in the TV series and film credits, but moose trainers were included by name in the film. Nicholas is of course the brother of George N. Petro.
4. The dramatic music change and palette swap of the final credit screen is a nod to the Holy Grail joke where the credit writers were sacked and replaced with another team 'at great expense and at the last minute' who did things in a different way.

This game features four Aerosmith songs : 'Eat the Rich', 'Sweet Emotion', 'Toys in the Attic' and the ending song 'Walk This Way'.

Michael Jackson (1958~2009) used to own this game (Serial number: 400191127). It was sold at the official Michael Jackson Auction on April 24th, 2009.

On May 8th, 2014 at the Regency 8 Cinema and Arcade, located at I-75 and Hwy 192 London, KY 40741, player John Bullard, under the initials JLB reached a high score of 4,099,990 on the original arcade cabinet, without cheating.

- UPDATES -

Rev. 1.0 has an extra area added located in the Pacific Rim Stage.

- TIPS AND TRICKS -

* "Trog"!: To see one of the Trogs, you MUST destroy the black cat on the brick wall. After having doing so, you'll notice a palm tree behind the brick wall. Quickly blast the palm tree with a CD. If you are successful, Trog will pop out of the tree and waddle his way across the brick wall. He will gain speed back and forth like the cat. If you shoot him a certain amount of times, you will have access to yet another hidden area in the game.
The reason behind Trog's inclusion? After having such a harrowing time with the Trog project, Petro and Haeger wanted to have an opportunity to blow him away repeatedly in their offices!

* Game Lock-Up: If you manage to blow up the NON bus while it is going off screen at the end of the level the game wil freeze up. The coins can still be put in the machine and you can add more players but the game just stand there until the operator resets the machine.

- STAFF -

Directed and produced by : George N. Petro, Jack E. Haeger (JEH)
Design and software : George N. Petro, Bill Dabelstein, Warren Davis (WBD), Jake Simpson (JMS), Mike Lynch
Design and graphics : Jack E. Haeger (JEH), Steve Beran, Martin Martinez (MAM), John Vogel (JCV), John Newcomer, Eric Kinkead
Music and sound : Chris Granner
DCS sound system : Matt Booty, Ed Keenan, Rk140
Guitar solos : Vince Pontarelli
Executive producers : Neil Nicastro, Ken Fedesna
Sales : Joe Dillon

* CAST :
Aerosmith : Steven Tyler (Vocals), Joe Perry (Guitar), Brad Whitford (Guitar), Tom Hamilton (Bass), Joey Kramer (Drums)
Headmistress Helga / Cage Dancer : Kerri Hoskins
Nonboys : Steve Beran
Skate Troopers / Everdrones : Jack E. Haeger (JEH)
Berzerkers : John Larrieu
Yellow Jackets / Nomatives : Sal Divita
Non Ninjas : Tony Marquez
Kemmitechs : John Vogel

Vocalizations : Sam Bennett, Chris Granner, Steve Ritchie, Vince Pontarelli, Paul Heitsch, George N. Petro, Jack E. Haeger (JEH), Steve Beran, Kevin Greenwood
Cabinet graphics : Nick Erlich, Jack E. Haeger (JEH), Steve Beran, Paul Barker
Cabinet design : Matt Davis, Bob Bedsole, Ted Valavanis
Gun design : Dennis Gibbons, Jack E. Haeger (JEH), Dave Pallotto, Ted Valavanis
Hardware : Steve Correll, John Lowes, Ray Macika
Hardware support : Cary Mednick, Pat Cox, Dr. Sheridan Oursler.PhD.Msc, Al Lasko
Costumes : Cindy Maniates
Hair and makeup : Sher Williams, Tina Gazaldo
Custom Props : Mark Runyan
Model Builders : Rodney Carter, Dean Milano
Guitars and drums : The Musicians Network, Curt Eisenberg, David Katzma
Catering : Rich Christian
Video documentation : Jim Greene, Art Tianis, Jim Tianis, Joan Faux, Tal Lekberg
Photographer : Bryan Friedman
Midway sales : Rachel Davies, Bob Lentz, Lenore Sayers
Marketing : Rebecca Ellis, Joe Hartmann, Roger Sharpe, Christa Woss
Game testers : Mike Vinikour (MXV), Jason Defillippo (Thor), Eddie Ferrier (CPU)
Aerosmith international fan club president : Juan Sirrakah
Llamas trained by : Nicholas Petro

- PORTS -

* Consoles :
Nintendo Super NES(1994)" Revolution X [Model SNS-AXRE-USA]"
Sega Mega Drive (1994)
Sega 32X [Unreleased Prototype]
Sega Saturn (1996)
Sony PlayStation (1996) "Revolution X [Model SLUS-00012]"

* Computers :
PC [MS Windows, CD-ROM] (1995)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2214&o=2

$end


$saturn,sat_cart=revxj,
$bio

Revolution X - Music is the Weapon (c) 1996 Acclaim Japan [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59567&o=2

$end


$saturn,sat_cart=revx,revxg,
$bio

Revolution X featuring Aerosmith (c) 1996 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60389&o=2

$end


$saturn,sat_cart=revxu,
$bio

Revolution X featuring Aerosmith [Model T-8107H] (c) 1996 Acclaim Entertainment, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60128&o=2

$end


$snes=revxj,
$bio

Revolution X [Model SHVC-AXRJ-JPN] (c) 1996 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62015&o=2

$end


$snes=revxu,
$bio

Revolution X [Model SNS-AXRE-USA] (c) 1995 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63480&o=2

$end


$snes=revx,
$bio

Revolution X [Model SNSP-AXRP-EUR] (c) 1995 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63478&o=2

$end


$snes=revxg,
$bio

Revolution X [Model SNSP-AXRP-NOE] (c) 1995 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63479&o=2

$end


$info=sc1revo,
$bio

Revolution (c) 1989 ELAM.

- TECHNICAL -

Model 5390

- TRIVIA -

Revolution was released in February 1989.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42157&o=2

$end


$info=sc4rvl,
$bio

Revolution (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR1203]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42784&o=2

$end


$info=m4revolv,
$bio

Revolva (c) 199? Union Games, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41427&o=2

$end


$cpc_cass=revolver,
$bio

Revolver (c) 1990 Alternative Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98887&o=2

$end


$info=j5revo,j5revoa,
$bio

Revolver (c) 199? JPM International.

- TECHNICAL -

SYSTEM 5

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41928&o=2

$end


$info=sc4revo,sc4revoa,sc4revob,sc4revoc,sc4revod,sc4revoe,
$bio

Revolver (c) 200? Mazooma Games.

Players can choose which stake to play, with options of 10p, 20p or 30p play, and 1, 3 and 5 winlines being awarded accordingly. Fill the trail with numbers overlaid on winline 1, or obtain reel wins, for access to the cash ladder.

Depending on the stake, upto 3 Hi-Lo numbers are active at any one time, thus allowing the player to gamble Cash, Winspins and Nudges. When gambling up the cash ladder, if a lit feature exchange point is reached, a feature will be offered. If it is refused, it will light red for the next time around where taking that feature could mean big wins are on the way!

- TECHNICAL -

[Model PR2020]

Technology : Scorpion 4
Cabinet : Eclipse with Note Acceptor facility.
Jackpot : £15 / £5
Stakes : 20p, 25p, 30p

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11906&o=2

$end


$bbca_cass,bbcb_cass=revs,
$bio

Revs (c) 1984 Acornsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52311&o=2

$end


$bbca_cass,bbcb_cass=revs4tra,
$bio

Revs 4 Tracks (c) 1985 Acornsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52312&o=2

$end


$cpc_cass=rexhardmc,
$bio

Rex Hard (c) 1986 Mister Chip [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98891&o=2

$end


$cpc_cass=rexhard,
$bio

Rex Hard [Model 61731425] (c) 1988 Zafiro Soft. Division [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98890&o=2

$end


$pc8801_flop=rexland2,
$bio

Rex Land 2 - Dice (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92744&o=2

$end


$pc8801_flop=rexland3,
$bio

Rex Land 3 - Bingo (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92745&o=2

$end


$pc8801_flop=rexland4,
$bio

Rex Land 4 - Roulette (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92746&o=2

$end


$snes=rexronan,
$bio

Rex Ronan - Experimental Surgeon (c) 1994 Raya Systems

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63481&o=2

$end


$cpc_cass=rexs,
$bio

Rex [Model AM 501] (c) 1989 Erbe Soft. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98888&o=2

$end


$cpc_cass=rex,
$bio

Rex [Model MB1922E] (c) 1989 Martech Games, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98889&o=2

$end


$info=rezon,rezont,
$bio

Rezon (c) 1991 Allumer, Limited.

A reasonably playable, if wholly unremarkable sideways-scrolling shoot-em-up that unashamedly rips off Irem's legendary "R*Type". Unfortunately, Rezon lacks any of R*Type's innovations in either level design or the weapons available to the player. One attribute it does share with the Irem classic, however, is that it is extremely difficult.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 16 Mhz)
Sound Chips : X1-010 (@ 16 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Rezon was released in September 1991.

Also licensed to Taito.

- STAFF -

Programmer : Jun Ichikawa
Assistants : Kenji Kikkawa, Hiroshi Yamanaka
Graphic designers : Yoshiyuki Shikano, Yukie Sugimoto, Manabu Namiki, Noriaki Yamaguchi, Tadahiro Negome
Music & sound : Hideyuki Ueno
Hardware : Noboru Kohno

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2215&o=2

$end


$pc98=reserve,
$bio

Réserve (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90532&o=2

$end


$pc98=reserv12,
$bio

Réserve ½ (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90533&o=2

$end


$mc10=rg2life,
$bio

RG2LIFE (c) 198? Dionne [Greg Dionne]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87688&o=2

$end


$msx1_cart=rhetoric,
$bio

Rhetoric (c) 1988 Barq

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77404&o=2

$end


$snes=rhirol95,
$bio

RHI Roller Hockey '95 [Prototype] (c) 199? Radical Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63460&o=2

$end


$gbcolor=rhino,
$bio

Rhino Rumble [Model CGB-BRNE-USA] (c) 2002 Telegames

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68666&o=2

$end


$megadriv=rhl2k7,
$bio

RHL 2007 (c) 199? NewGame

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56786&o=2

$end


$wscolor=rhymridr,
$bio

Rhyme Rider Kerorican [Model SWJ-BANC01] (c) 2000 Bandai Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86476&o=2

$end


$pc98=rhymestr,
$bio

Rhyme Star (c) 1994 Starcraft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90497&o=2

$end


$cdi=rhythm,rhythma,
$bio

Rhythm Maker (c) 1993 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53048&o=2

$end


$pico=pippirtm,
$bio

Rhythm Pico Pippi-chan to Rhythm Asobi [Model HPC-6074] (c) 1999 Sega Toys

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75770&o=2

$end


$info=rhytngk,
$bio

Rhythm Tengoku (c) 2007 Sega.

- TECHNICAL -

Runs on the Sega "NAOMI" Hardware.

- TRIVIA -

Released in September 2007.

- SERIES -

1. Rhythm Tengoku (2007)
2. Rhythm Tengoku Gold (2008, Nintendo DS)
3. Rhythm Heaven Fever (2011, Nintendo Wii)

- PORTS -

* Consoles :
Nintendo Game Boy Advance (2006) "Rhythm Tengoku [Model AGB-BRIJ-JPN]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=19735&o=2

$end


$gba=rhythmtna,rhythmtn,
$bio

Rhythm Tengoku [Model AGB-BRIJ-JPN] (c) 2006 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72606&o=2

$end


$pc8801_flop=ri2md3,ri2md3a,
$bio

RI-2 Music Disk Vol. 3 (c) 1991 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92700&o=2

$end


$pc8801_flop=ri2md4,
$bio

RI-2 Music Disk Vol. 4 (c) 1991 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92701&o=2

$end


$pc8801_flop=ri2md5,ri2md5a,
$bio

RI-2 Music Disk Vol. 5 (c) 1991 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92702&o=2

$end


$info=ribrac,
$bio

Ribbit Racing (c) 1993 Lazer-Tron Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101123&o=2

$end


$info=ribbit,
$bio

Ribbit! (c) 1991 Sega.

Ribbit! is a one or co-operative two-player abstract arcade game and is an unofficial sequel to Konami's seminal 1981 release, "Frogger".

Unlike its legendary prequel (in which players had to guide a frog to his home at top of each screen without being killed) the aim here is to guide a toad around a screen, eating benign insects - such as Ants and Dragon-flies - while avoiding harmful ones - such as Spiders and Rats. A level is only complete once a set amount of insects have been eaten.

Ribbit's stages take place over a number of different locations, including a sandy desert, a beach and - in tribute to the original game - on a fast flowing river with logs and turtles acting as platforms.

Bonus points are awarded if a stage is completed within 60 seconds - with the amount earned dictated by how quickly the stage is completed. A bonus round also appears after every third stage, in which players must run over as many of either flowers or mushrooms as possible to make them bloom.

- TECHNICAL -

Runs Sega "System C-2" hardware.

Players: 2
Control: 8-way joystick

- TRIVIA -

Released in March 1991 in Japan.

This game is known in Japan as 'Ribbit! - Gana no Sono' (translates from Japanese as 'Ribbit! - Toad Garden').

- TIPS AND TRICKS -

* Extra lives feature : In the first game, ensure that you get a high-score (the music will change on the time bonus screen if you achieve this); then lose all of your lives and chose the 'continue' option. On the next game You will now show as having 0 toads; get killed and again press continue. You now have have 99 toads, which comes in very handy on the later and extremely difficult 'conveyor belt' levels.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2216&o=2

$end


$pc98=ribbon,
$bio

Ribbon (c) 1995 Bonbee Bonbon! [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90498&o=2

$end


$pc8801_flop=ribonpan,
$bio

Ribon Panic! (c) 1991 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92747&o=2

$end


$info=m4richfm,m4richfm__0,m4richfm__1,m4richfm__2,m4richfm__3,m4richfm__a,m4richfm__b,m4richfm__c,m4richfm__d,m4richfm__e,m4richfm__f,m4richfm__g,m4richfm__h,m4richfm__i,m4richfm__j,m4richfm__k,
$bio

Rich & Famous (c) 199? Barcrest.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=14921&o=2

$end


$info=smiy1197,smiy1198,smiy1199,smiy1200,smiy1201,smiy1202,
$bio

Rich & Famous [Power Progressive Platinum] (c) 2009 Bally Tech.

5 Reels, 30 Lines, 150 Credits Max Bet.

- TECHNICAL -

Housed in the "Alpha 2 Pro V32" cabinet.

- UPDATES -

SMI #Y1197
Min/Max %: 85.10%

SMI #Y1198
Min/Max %: 88.03%

SMI #Y1199
Min/Max %: 90.05%

SMI #Y1200
Min/Max %: 91.92%

SMI #Y1201
Min/Max %: 94.07%

SMI #Y1202
Min/Max %: 95.95%

- TIPS AND TRICKS -

* Any progressive occurs every 234 games.

* Power Progressive Platinum Progressives (with max credits bet)
2,000 Credits x Denomination x Max Bet, occurs every 87,452 plays.
200 Credits x Denomination x Max Bet, occurs every 4,700 plays.
60 Credits x Denomination x Max Bet, occurs every 788 plays.
40 Credits x Denomination x Max Bet, occurs every 255 plays.
20 Credits x Denomination x Max Bet, occurs every 99 plays.
8 Credits x Denomination x Max Bet, occurs every 60 plays.
4 Credits x Denomination x Max Bet, occurs every 51 plays.

* Power Progressive Random Bonus Feature occurs on average every 51 plays.

* Overall Hit Frequency: 36.31%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32052&o=2

$end


$info=smih0751,smih0683,smih0684,smih0685,smih0686,smih0687,
$bio

Rich & Famous [Power Progressive] (c) 2009 Bally Gaming, Incorporated.

- TECHNICAL -

[Bally Signature Series]
Software Part Number: ASGPPRF11702-00

16 Button Deck:
Game Kit #157181 ALPHA S9000 
Game Kit #157177 ALPHA Elite S9E 
Game Kit #157183 CineReels

Faux Fireball Deck:
Game Kit #155732 ALPHA S9000
Game Kit #155727 ALPHA Elite S9E 
Game Kit #155734 CineReels

- UPDATES -

SMI #H0751
Min/Max %: 85.11%

SMI #H0683
Min/Max %: 88.10%

SMI #H0684
Min/Max %: 90.00%

SMI #H0685
Min/Max %: 92.06%

SMI #H0686
Min/Max %: 93.99%

SMI #H0687
Min/Max %: 95.99%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46133&o=2

$end


$info=ep_rchik,ep_rchika,
$bio

Rich Chics Club (c) 199? Global Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40882&o=2

$end


$info=sc4rich,sc4richa,sc4richb,sc4richc,sc4richd,sc4riche,sc4richf,sc4richg,sc4richh,sc4richi,sc4richj,sc4richk,sc4richl,
$bio

Rich Geezer (c) 2000 Bell-Fruit Games.

Access to the feature game is via a seven stage trail with a bonus at position 4. The trail over-runs into the win-plan. On completing the trail to position 8 or above, the player can choose to collect the win or gamble hi-lo in an all or nothing gamble. After one or more successful hi-lo gambles the option to exchange for the feature game becomes available. A bonus hi-lo number is awarded on a random basis.

- TECHNICAL -

[Model PR7118]

Scorpion 4

- TRIVIA -

Released in July 2000.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11561&o=2

$end


$info=j6richpk,
$bio

Rich Pickings (c) 199? Ace Coin Equipment, Limited.

- TECHNICAL -

Impact

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41140&o=2

$end


$pico=hucklowls,
$bio

Richard Scarry's - El Día Más Ajetreado de las Vidas de Felipe y Gusy [Model 49028-06] (c) 199? Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75771&o=2

$end


$pico=hucklowl,
$bio

Richard Scarry's - Huckle and Lowly's Busiest Day Ever [Model 49028-00] (c) 1994 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75772&o=2

$end


$pico=hucklowlj,
$bio

Richard Scarry's - Huckle to Lowly [Model T-150070] (c) 1995 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75773&o=2

$end


$pico=hucklowli,
$bio

Richard Scarry's - La Giornata Indaffaratissima di Sandrino e Zigo-Zago [Model 49028-13] (c) 199? Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75774&o=2

$end


$pico=hucklowlf,
$bio

Richard Scarry's - Une Journee Bien Remplie pour Cassis et Asticot [Model 49028-09] (c) 199? Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75775&o=2

$end


$pico=hucklowlg,
$bio

Richard Scarry's - Viel zu tun fu?r Huckleberry und Egon. [Model 49028-18] (c) 199? Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75776&o=2

$end


$cdi=scarryab,
$bio

Richard Scarry's Allerbeste Buurt Disc! (c) 1992 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53049&o=2

$end


$cdi=scarryad,
$bio

Richard Scarry's Allerdrukste Buurt Disc! (c) 1992 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53050&o=2

$end


$cdi=scarryag,
$bio

Richard Scarry's Allerwitzigste Geschichten aus Schaffenau (c) 1992 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53051&o=2

$end


$adam_flop=rsbewbe,
$bio

Richard Scarry's Best Electronic Word Book Ever! (c) 1984 Coleco Industries, Inc. [Amsterdam, NY, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82664&o=2

$end


$cdi=scarrybe,
$bio

Richard Scarry's Best Neighborhood Disc Ever! (c) 1992 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53052&o=2

$end


$cdi=scarrybua,scarrybu,scarrybub,
$bio

Richard Scarry's Busiest Neighborhood Disc Ever! (c) 1992 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53053&o=2

$end


$megadriv=rsbtp7,rsbtp6,rsbtp5,rsbtp4,rsbtp3,rsbtp2,rsbtp1,
$bio

Richard Scarry's Busytown (c) 1994 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56798&o=2

$end


$megadriv=rsbt,
$bio

Richard Scarry's BusyTown (c) 1994 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57366&o=2

$end


$cdi=scarrywg,
$bio

Richard Scarry's Wunderbarste Geschichten aus Schaffenau (c) 1992 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53054&o=2

$end


$amigaocs_flop=rickdanga,rickdangb,
$bio

Rick Dangerous (c) 1989 Firebird

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74867&o=2

$end


$amigaocs_flop=rickdang,
$bio

Rick Dangerous (c) 1989 MicroStyle

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74868&o=2

$end


$cpc_cass=rickdang,
$bio

Rick Dangerous (c) 1989 Firebird Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98892&o=2

$end


$msx2_flop=rickdang,
$bio

Rick Dangerous (c) 1992 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101989&o=2

$end


$megadriv=rickdang,
$bio

Rick Dangerous (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56799&o=2

$end


$msx2_flop=rickdangxl,
$bio

Rick Dangerous - Extra Levels (c) 1993 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101990&o=2

$end


$amigaocs_flop=rickdng2,
$bio

Rick Dangerous 2 (c) 1990 Microprose Software, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74869&o=2

$end


$amigaocs_flop=rickdng2a,
$bio

Rick Dangerous 2 [Budget] (c) 1990 Kixx

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74870&o=2

$end


$cpc_cass=rickdng2s,
$bio

Rick Dangerous II (c) 1990 Erbe Soft. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98894&o=2

$end


$cpc_cass=rickdng2,
$bio

Rick Dangerous II (c) 1990 Micro Style

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98895&o=2

$end


$amigaocs_flop=daviswts,
$bio

Rick Davis's World Trophy Soccer (c) 1989 Melbourne House [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74871&o=2

$end


$msx2_cart=ricktomi,
$bio

Rick to Mick no Daibouken (c) 1987 HummingBird

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51364&o=2

$end


$cpc_cass=ricochbc,
$bio

Ricochet (c) 1986 Blaby Computer Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98896&o=2

$end


$cpc_cass=ricochet,
$bio

Ricochet (c) 1987 Firebird Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98897&o=2

$end


$bbca_cass,bbcb_cass=ricochet,
$bio

Ricochet (c) 1989 Superior Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52313&o=2

$end


$info=j6rico,j6ricoa,j6ricob,j6ricoc,j6ricod,j6ricoe,
$bio

Ricochet (c) 199? JPM International.

- TECHNICAL -

Impact

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40208&o=2

$end


$snes=riddick,
$bio

Riddick Bowe Boxing (c) 1994 Extreme Ent. Group

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63482&o=2

$end


$gameboy=riddickb,
$bio

Riddick Bowe Boxing [Model DMG-XW-EUR] (c) 1994 GameTek

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66830&o=2

$end


$gameboy=riddickbu,
$bio

Riddick Bowe Boxing [Model DMG-XW-USA] (c) 1994 Extreme Ent. Group

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66831&o=2

$end


$snes=riddickj,
$bio

Riddick Bowe Boxing [Model SHVC-XG] (c) 1993 Micronet

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62016&o=2

$end


$gamegear=riddickj,
$bio

Riddick Bowe Boxing (c) 1994 Micronet

- TECHNICAL -

[Model T-22027]

- TIPS AND TRICKS -

* Hidden Boxer: Start a new career using the name BEANER and you will be playing as a boxer with blue skin named Beaner.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64806&o=2

$end


$gamegear=riddick,
$bio

Riddick Bowe Boxing [Model T-22028] (c) 1993 Extreme Ent. Group

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64807&o=2

$end


$a2600=rsphinx,rsphinxe,
$bio

Riddle of the Sphinx (c) 1982 Imagic

- TECHNICAL -

Model IA3600

- TIPS AND TRICKS -

* Keep track of which treasures are appropriate offerings at each of the sacred monuments and temples.  

* When the Prince reaches a sacred monument or temple, he will want to  make sure he defeats any thieves in the area before making an offering. If thieves disturb the ceremony, the Prince's offering may not be accepted, even if it is correct. 
 
* Study the Astrologer's messages. They can lead the Prince to making correct offerings and locating the special item necessary to the Temple of Ra.

* When backtracking across the valley of the Kings, the Prince may  want to keep  to  the extreme left or right. The Prince will then be surprised less often by thieves, scorpions and the vile god Anubis.

* The Prince will want to become familiar with his entire kingdom. He will want to visit every area and explore even the most mundane locale.

* Though unnecessary in Game 1, the Prince may still wish to make  offerings at all sacred monument and temples. He will receive inner strength points as a result of the consideration he has shown.

- STAFF -

Programmer: Bob Smith

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50870&o=2

$end


$psx=ridegear,
$bio

Ridegear Guybrave II [Model SLPS-01643~4] (c) 1998 Axela

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85592&o=2

$end


$info=ridgerac,ridgeracj,ridgerac3,ridgeracf,
$bio

Ridge Racer (c) 1993 Namco, Limited.

A superb, single-person racing game from Namco, featuring texture-mapped polygon graphics; in which the player competes against computer cars or attempts to set a 'personal best' in a time trail event. Ridge Racer features just a single racing track, but different sections of the track become available to add variety to the racing.

Ridge Racer's superb gameplay places a large emphasis on 'power sliding'; locking the car in a slide and drifting through corners. Perfecting this skill is key to winning races.

- TECHNICAL -

Namco System 22 hardware
Game ID: RR 

Main CPU: 68020 (@ 24.576 Mhz), (2x) TMS32025 (@ 49.152 Mhz), M37702 (@ 16.384 Mhz)
Sound Chips: C352 (@ 16.384 Mhz)

Screen Orientation: Horizontal
Video Resolution: 640 x 580 Pixels
Screen Refresh: 60.00 Hz
Palette Colors: 32768

See 'UPDATES' section below for more info of this game's hardware revision (including regions).

Players: 1 only.
Control: Steering wheel.
Pedals: Accelerator and brake.

- TRIVIA -

Ridge Racer was released on October 07, 1993 in Japan. And in January 1994 in North America.

A Ridge Racer unit is prominently shown in the second episode of the Japanese TV show "Ninja Sentai KakuRanger," showing an actor playing the game rather poorly.

According to a promotional flyer, Ridge Racer was the first 3-D arcade game to feature texture mapped polygons.

Victor Entertainment released a limited-edition soundtrack album for this game (Ridge racer : Namco Game Sound Express Vol.11 - VICL-15025) on Januray 21, 1994.

A graphically enhanced version of the short track appears in Ridge Racer V as 'Sunny Beach' and Ridge Racer PSP as 'Seaside Route 765'. A graphically enhanced version of the long track appears in Ridge Racer V as 'Green Field' and Ridge Racer PSP as 'Ridge City Highway'.

- UPDATES -

Revision 1
* Software version: RR1 (Japan)

Revision 2
* Software version: RR2 (World)
* 3-screen version included in (VER.B only).

Revision 3
* Software version: RR3 (World)

- SERIES -

1. Ridge Racer (1993, Arcade)
2. Ridge Racer 2 (1994, Arcade)
3. Rave Racer (1995, Arcade)
4. Ridge Racer Revolution (1995, PlayStation)
5. Rage Racer (1996, PlayStation)
6. R4 - Ridge Racer Type 4 (1998, PlayStation)
7. Ridge Racer V (1999, PS2)
8. Ridge Racer 64 (2000, N64)
9. Ridge Racer V - Arcade Battle (2000, Arcade)
10. Ridge Racer DS (2004, DS)
11. Ridge Racers (2005, PSP)
12. Ridge Racer 6 (2005, XBOX360)
13. Ridge Racers 2 (2006, PSP)
14. Ridge Racer 7 (2006, PS3)
15. Ridge Racer 3D (2011, 3DS)
16. Ridge Racer (2011, PSVita)
17. Ridge Racer Unbounded (2012, PS3/XBOX360/Windows)

- STAFF -

Music Composers: Shinji Hosoe, Ayako Saso, Nobuyoshi Sano

- PORTS -

* Consoles:
Sony PlayStation [JP] (December 3, 1994) "Ridge Racer [Model SLPS-00001]"
Sony PlayStation [EU] (September 1995) "Ridge Racer [Model SCES-00001]"
Sony PlayStation [US] (September 9, 1995) "Ridge Racer [Model SLUS-94300]" : Also Long Box edition.
Sony PSP [JP] (December 12, 2004) "Ridge Racers [Model UCAS-40015]"
Sony PSP [US] (March 22, 2005) "Ridge Racer [Model ULUS-10001]"
Sony PSP [KO] (May 2, 2005) "Ridge Racers [Model UCKS-45002]"
Sony PlayStation 2 [JP] (July 21, 2005) "namCollection [Model SLPS-25500]" 
Sony PSP [EU] (September 1, 2005) "Ridge Racer [Model UCES=00002]"
Sony PlayStation Vita [JP] (December 17, 2011) "Ridge Racer [Model VLJS-00001]"
Sony PlayStation Vita [AS] (December 23, 2011) "Ridge Racer [Model VLAS-36001]"
Sony PlayStation Vita [KO] (February 11, 2012) "Ridge Racer"
Sony PlayStation Vita [EU] (February 22, 2012) "Ridge Racer [Model PCSB-00048]"
Sony PlayStation Vita [AU] (February 23, 2012) "Ridge Racer"
Sony PlayStation Vita [US] (March 13, 2012) "Ridge Racer [Model PCSE-00001]"

* Others:
Mobile Phones [US] (December 1, 2005) "Ridge Racer"
Zeebo [BR] (August 11, 2009)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2217&o=2

$end


$info=ridgera2,ridgera2a,ridgera2b,
$bio

Ridge Racer 2 (c) 1994 Namco.

- TECHNICAL -

Namco System 22 hardware
Game ID : RRS

Main CPU : 68020 (@ 24.576 Mhz), (2x) TMS32025 (@ 49.152 Mhz), M37702 (@ 16.384 Mhz)
Sound Chips : C352 (@ 16.384 Mhz)

Control : steering wheel
Pedals : accelerator and brake

- TRIVIA -

Released in June 1994.

When entering the first tunnel, look up and you'll see a giant video screen showing the old Namco arcade game "Galaxian".

Victor Entertainment released a limited-edition soundtrack album for this game (Ridge Racer 2 : Namco Game Sound Express Vol.14 - VICL-15031) on 09/1994.

- SERIES -

1. Ridge Racer (1993, Arcade)
2. Ridge Racer 2 (1994, Arcade)
3. Rave Racer (1995, Arcade)
4. Ridge Racer Revolution (1995, PlayStation)
5. Rage Racer (1996, PlayStation)
6. R4 - Ridge Racer Type 4 (1998, PlayStation)
7. Ridge Racer V (1999, PS2)
8. Ridge Racer 64 (2000, N64)
9. Ridge Racer V - Arcade Battle (2000, Arcade)
10. Ridge Racer DS (2004, DS)
11. Ridge Racers (2005, PSP)
12. Ridge Racer 6 (2005, XBOX360)
13. Ridge Racers 2 (2006, PSP)
14. Ridge Racer 7 (2006, PS3)
15. Ridge Racer 3D (2011, 3DS)
16. Ridge Racer (2011, PSVita)
17. Ridge Racer Unbounded (2012, PS3/XBOX360/Windows)

- STAFF -

Music : Shinji Hosoe, Ayako Saso, Nobuyoshi Sano, Takayuki Aihara

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2218&o=2

$end


$info=rrvac,rrvac2,rrvac1,
$bio

Ridge Racer V - Arcade Battle (c) 2000 Namco.

Essentially an arcade version of "Ridge Racer V" from Sony PlayStation 2. The available tracks are 'Park Town', 'Outer Pass', 'Above the City', and 'Bayside Line'. If you continue to Grand Prix 5 then the track 'Sunny Beach' becomes available.

- TECHNICAL -

Namco System 246 hardware

CPU : 128 Bit "Emotion Engine"
- System Clock: 300 MHz
- System Memory: 32 MB Direct Rambus
- Memory Bus Bandwidth: 3.2 GB per second
- Co-Processor: FPU (Floating Point Multiply Accumulator x 1, Floating Point Divider x 1)
- Vector Units: VU0 and VU1 (Floating Point Multiply Accumulator x 9, Floating Point Divider x 1)
- Floating Point Performance: 6.2 GFLOPS
- 3D CG Geometric Transformation: 66 million Polygons Per Second
- Compressed Image Decoder: MPEG2
Graphics : "Graphics Synthesizer"
- Clock Frequency: 150MHz
- DRAM Bus bandwidth: 48 GB Per Second
- DRAM Bus width: 256 bits
- Pixel Configuration: RGB:Alpha:Z Buffer (24:8:32)
- Maximum Polygon Rate: 75 Million Polygons Per Second
Sound : "SPU2+CPU"
- Number of voices: ADPCM: 48 channel on SPU2 plus definable by software
- Sampling Frequency: 44.1 KHz or 48 KHz (selectable)
I/O Processor
- CPU Core: Current PlayStation CPU
- Clock Frequency: 33.8 MHz or 37.5 MHz (selectable)
- Sub Bus: 32 Bit

- TRIVIA -

Released in November 2000 in Japan.

The 'Sunny Beach' track is the short track from the original "Ridge Racer" with updated graphics. This track also appears in Ridge Racer PSP as "Seaside Route 765".

Epic released a limited-edition soundtrack album for this game (Ridge Racer V Original Game Soundtrack - EPC-500501-2) on 12/01/2000.

- TIPS AND TRICKS -

* Time Trial Mode:
1) Hold View Change button after inserted a credit
2) Keep holding the above button until select your car
3) "T.T" is displayed in course selection screen if succeeds

* Bonus Course:
Finish all default 4 courses (continue is OK). bonus course (Sunny Beach and Bayside Line based on first Ridge Racer) are selectable.

- SERIES -

1. Ridge Racer (1993, Arcade)
2. Ridge Racer 2 (1994, Arcade)
3. Rave Racer (1995, Arcade)
4. Ridge Racer Revolution (1995, PlayStation)
5. Rage Racer (1996, PlayStation)
6. R4 - Ridge Racer Type 4 (1998, PlayStation)
7. Ridge Racer V (1999, PS2)
8. Ridge Racer 64 (2000, N64)
9. Ridge Racer V - Arcade Battle (2000, Arcade)
10. Ridge Racer DS (2004, DS)
11. Ridge Racers (2005, PSP)
12. Ridge Racer 6 (2005, XBOX360)
13. Ridge Racers 2 (2006, PSP)
14. Ridge Racer 7 (2006, PS3)
15. Ridge Racer 3D (2011, 3DS)
16. Ridge Racer (2011, PSVita)
17. Ridge Racer Unbounded (2012, PS3/XBOX360/Windows)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3835&o=2

$end


$info=ridingf,ridingfu,ridingfj,
$bio

Riding Fight (c) 1992 Taito Corporation.

A one or two player fighting/racing game that takes place on a 3-D rendered track, set in a futuristic city. Each player rides on a hover board and must jump, kick and punch the many enemies who constantly attack, as well as punching or jumping over trackside obstacles. An end-of-level boss awaits the players and must be destroyed before the players can progress to the next level.

- TECHNICAL -

Runs on the "Taito F3 System" Hardware.
Prom Stickers: D34

Screen Orientation: Horizontal

Players: 2
Control: Dial
Buttons: 2
=> Attack, Jump

- TRIVIA -

Riding Fight was released in December 1992.

- UPDATES -

Ver. 1.0O

Ver. 1.0A: USA version, has the "Recycle It, Don't Trash It!" screen.
 
Ver. 1.0J: Japanese version.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2219&o=2

$end


$neocd=ridhero,
$bio

Riding Hero (c) 1991 SNK [Shin Nihon Kikaku].

- TECHNICAL -

[Model NGCD-006]

- TRIVIA -

Released on may 26, 1995 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47583&o=2

$end


$neogeo=ridheroh,
$bio

Riding Hero (c) 1991 SNK [Shin Nihon Kikaku].

AES release. See the original MVS entry for more information about the game itself.

- TECHNICAL -

Cartridge ID: NGH-006
Cartridge Size: 46 Mega.

- TRIVIA -

Released on July 1, 1991 in Japan and in the US.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47582&o=2

$end


$info=ridhero,
$bio

Riding Hero (c) 1990 SNK.

A Hot Battle Awaits You On The Way To The W.G.P Racing Title! After getting the 'International A License', a young racer battles his way to the Suzuka 8 Hour Race. Featuring 3 ways to play! W.G.P mode, RPG mode or Multi Play mode. GO FOR THE GLORY!

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID: NGM-006

Players: 2
Control: 8-way joystick
Buttons: 3
=> [A] Accelerator, [B] Brake, [C] Turbo

- TRIVIA -

Released in July 1990.

Riding Hero is the first Neo-Geo game to feature the 'Multi Play Function', this lets you 'link' cabinets together so players can race each other side by side.

- STAFF -

Producer : Eikichi Kawasaki
Director : Hiroshi Matsumoto
Programmer : H. Deep. T
Music : Synthesize Yamada
Sound Effects : Jojoha Kitapy (Jojoha Kitamura)
Character Designers : Kouichi Sakita, Takurin. K, Kimie. M, Masayo. S
Special Thanks: Kura, Masapee. K, Pao-Pao, Mr. Noric, Takayuki. M, Cock-A-Doodle-Doo

- PORTS -

* Consoles :
SNK Neo-Geo [JP] (July 1, 1991; "Riding Hero [Model NGH-006]")
SNK Neo-Geo [US] (July 1, 1991; "Riding Hero [Model NGH-006]")
SNK Neo-Geo CD [JP] (May 26, 1995; "Riding Hero [Model NGCD-006]")
SNK Neo-Geo CD [US] (May 26, 1995; "Riding Hero [Model NGCD-006E]")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2220&o=2

$end


$cpc_cass=ridinrap,
$bio

Riding the Rapids (c) 1987 Players Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98898&o=2

$end


$cpc_cass=rigattak,
$bio

Rig Attack (c) 1985 Tynesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98899&o=2

$end


$bbca_cass,bbcb_cass=rigattac,
$bio

Rig Attack (c) 19?? Tynesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52314&o=2

$end


$cpc_cass=rigelrev,
$bio

Rigel's Revenge [Model BA 0207] (c) 1987 Mastertronic, Ltd. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98900&o=2

$end


$pc98=rightedg,
$bio

Right Edge (c) 1996 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90499&o=2

$end


$x1_flop=rwings,
$bio

Right Wings (c) 1990 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86093&o=2

$end


$x1_flop=riglas,
$bio

Riglas (c) 1986 Random House [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86094&o=2

$end


$pc8801_flop=riglas,riglasa,
$bio

Riglas (c) 1986 Random House [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92748&o=2

$end


$fm7_disk=riglas,
$bio

Riglas (c) 1986 Random House [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93644&o=2

$end


$fm7_cass=riglas,
$bio

Riglas (c) 1986 Random House [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93784&o=2

$end


$saturn,sat_cart=riglorda,riglord,riglordb,
$bio

Riglordsaga (c) 1995 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59568&o=2

$end


$saturn,sat_cart=riglord2,riglord2a,
$bio

Riglordsaga 2 (c) 1996 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59569&o=2

$end


$x68k_flop=riiyaden,
$bio

Riiya Densetsu (c) 199? Pasoket

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88563&o=2

$end


$bbca_cass,bbcb_cass=rikroadi,
$bio

Rik the Roadie (c) 1987 Incentive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52315&o=2

$end


$cpc_cass=rikroad,
$bio

Rik The Roadie [Model AS268] (c) 1988 Alternative Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98901&o=2

$end


$info=storming,
$bio

Riku Kai Kuu Saizensen (c) 1986 Taito.

- TECHNICAL -

Game ID : A64

Main CPU : Zilog Z80 (@ 6 Mhz), Motorola M68705 (@ 2 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : General Instrument AY8910 (@ 3 Mhz), Yamaha YM2203 (@ 3 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Riku Kai Kuu Saizensen was released in February 1986 in Japan.

This game is known outside Japan as "Storming Party" and in USA as "Land Sea Air Squad".

- STAFF -

Staff : Ichiro Fujisue (I.FUJISUE), Yasumasa Sasabe (Y.SASABE), Keisuke Hasegawa (K.HASEGAWA), Toshi, Damichan, Madnenko, Fukio Mitsuji (M.T.J), Nog.Hiro

- PORTS -

* Consoles : 
[JP] Sony PlayStation 2 (March 29, 2007) "Taito Memories II Gekan [Model SLPM-66713]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2639&o=2

$end


$psx=rikujoub,
$bio

Rikujou Boueitai Maochan [Model SLPM-87198] (c) 2003 Marvelous Ent., Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85593&o=2

$end


$info=rimrockn,rimrockn20,rimrockn16,rimrockn12,
$bio

Rim Rockin' Basketball (c) 1991 Strata Group, Incorporated.

The West meets the East in a fantastic basketball game.

- TECHNICAL -

Main CPU : Motorola M6809 (@ 3 Mhz), M6809 (@ 2 Mhz)
Sound Chips : OKI6295 (@ 7.812 Khz), YM3812 (@ 4 Mhz)

Players : 4
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Developed by Incredible Technologies, Inc. Rim Rockin' Basketball was released in September 1991.

Japanese Sales by Tecmo.

- UPDATES -

Revision 1 :
* Software version : 1.2.

Revision 2 :
* Software version : 1.6.
* Added 'Credits Per Door Setting' option in the operator menu.

Revision 3 :
* Software version : 2.0.
* Added 'Coins Needed For Start & Buy-In Adj.' option in the operator menu.

Revision 4 :
* Software version : 2.2.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2221&o=2

$end


$pc8801_flop=rimichan,rimichanb,rimichana,
$bio

Rimi-chan no Kikenna Yoru (c) 1986 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92749&o=2

$end


$snes=rinkaiho,
$bio

Rin Kaihou Kudan no Igo Taidou [Model SHVC-AIDJ-JPN] (c) 1996 ASK Kodansha Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62017&o=2

$end


$pc98=rindacg,
$bio

Rinda's CG Collection (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90500&o=2

$end


$info=ringfgt,ringfgt2,
$bio

Ring Fighter (c) 1984 Taito Corp.

- TECHNICAL -

Prom Stickers : RFT

Main CPU : (2x) Zilog Z80 (@ 4 Mhz)
Sound Chips : General Instrument AY8910 (@ 2 Mhz), DAC

Players : 2
Control : 4-way joystick
Buttons : 2

- TRIVIA -

Developed by Kaneko.

Ring Fighter was released in May 1984 by Taito Corp.

This game is also known as "VS Gong Fight".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2222&o=2

$end


$wswan=ring,
$bio

Ring Infinity [Model SWJ-KDK001] (c) 2000 KID [Kindle Imagine Develop]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86372&o=2

$end


$info=ringking,ringking2,ringking3,ringkingw,
$bio

Ring King (c) 1985 Data East USA, Incorporated.

A boxing game from Data East.

- TECHNICAL -

Main CPU : (3x) Z80 (@ 4 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.5 Mhz), DAC

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Ring King was released in October 1985 in North America.

This game is known in UK as "King of Boxer".

The song that is heard playing when you enter your initials into the high score list is 'Baby Elephant Walk', written by Henry Mancini and used in the movie 'Huntari'.

The song that is heard playing during Game Over is Shave and a Haircut.

- PORTS -

* Consoles :
Nintendo Famicom [JP] (June 19, 1987) "Family Boxing [Model NAM-FB-4900]"
Nintendo NES [US] (September 1987) "Ring King [Model NES-RK-USA]"

* Computers :
MSX2 [JP] (1988) "Family Boxing [Model HBS-G066C]"

* Others :
LCD handheld game [US] (1989) by Acclaim.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2223&o=2

$end


$nes=ringking,
$bio

Ring King (c) 1987 Data East USA, Incorporated.

North American version. For more information about the game itself, please see the original Japanese version entry; "Family Boxing [Model NAM-FB-4900]".

- TECHNICAL -

[Model NES-RK-USA]

- TRIVIA -

Ring King for NES was released in September 1987 in North America.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55491&o=2

$end


$x68k_flop=ringmst,
$bio

Ring Master (c) 1989 Hobby Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88036&o=2

$end


$pc98=ringmst,
$bio

Ring Master - The Shadow of Filias (c) 1988 Hobby Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90501&o=2

$end


$x68k_flop=ringmst2,
$bio

Ring Master II (c) 1990 Hobby Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88037&o=2

$end


$pc98=ringmst2,
$bio

Ring Master II - Forget You Not Evermore (c) 1989 Hobby Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90502&o=2

$end


$snes=ringkake,
$bio

Ring ni Kakero [Model SHVC-ARKJ-JPN] (c) 1998 NCS [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62018&o=2

$end


$info=ringohja,
$bio

Ring no Ohja (c) 1988 Konami.

A wrestling game in which you select 2 wrestlers from a choice of 8 and compete in tag-team battles.

- TECHNICAL -

Game ID : GX799

Main CPU : HD6309 (@ 3 Mhz)
Sound CPU : Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : K007232 (@ 3.579545 Mhz), UPD7759 (@ 640 Khz)

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Ring no Ohja was released in June 1988 in Japan

The title of this game translates from Japanese as 'King of the Ring'.

This game is known outside Japan as "The Main Event".

A number of wrestlers in the game are based on real-life wrestlers. For instance, Kamikaze Ken is based on Ricky 'The Dragon' Steamboat, Bigfoot Joe is based on King Kong Bundy and Alan the Empire is based on the late Andre the Giant. In another example, Conan the Great is loosely based on Hulk Hogan.

The game's commentator can also heard on fellow Konami games, "Blades of Steel" and "Hard Puncher".

Default highscore table (OFFICIAL RATINGS)
1st 2U!! 52830
2nd UC!? 46270
3rd EZ? 33620
4th BHI 28350
5th QT!! 22830
6th MT? 19580
7th 4ME 14910
8th */US 12050
9th A2Z 7330
10th Mr#I 5770

King Records released a limited-edition soundtrack album for this game (Konami Game Music Collection Vol.0 - 276A-7708) on July 21, 1989.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2224&o=2

$end


$fm7_cass=ringnoue,
$bio

Ring no Ue wa - Dai Sawagi (c) 1984 Nihon Soft Bank [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93785&o=2

$end


$info=ringdest,ringdstd,
$bio

Ring of Destruction - Slammasters II (c) 1994 Capcom Company, Limited.

European release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Super Muscle Bomber - The International Blowout [Green Board]".

- TECHNICAL -

Runs on the "CP System II" hardware.
Blue Board [Europe]

- TRIVIA -

The names of several characters and the name of the game itself were changed in the Export releases. These changes re not reflected in the Tokyo stage, however. In this stage there is a jumbo monitor in the background which displays the original names of the characters who are fighting (in Japanese) and then displays the Super Muscle Bomber logo. Below is a list of the name changes.
(Japanese name - Export version name)
Alexei Zalazof - Biff Slamkovich 'The Rocking Ruskie'
Mysterious Budo - Great Oni
El Stinger - El Stingray
Sheep The Royal - Alexander 'The Grater'
Kimala The Bouncer - Jumbo 'Flap' Jack
Lucky Colt - Gunlock
Titan The Great - Titanic Tim
'Missing IQ' Gomes - King Rasta 'Mon'
Astro - The Scorpion

- SERIES -

1. Saturday Night Slam Masters [CP-S No. 27] (1993)
2. Muscle Bomber Duo - Ultimate Team Battle [CP-S No. 28] (1993)
3. Ring of Destruction - Slammasters II [CP-S II No. 06] (1994)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2225&o=2

$end


$info=ringdesta,
$bio

Ring of Destruction - Slammasters II (c) 1994 Capcom Company, Limited.

Asian release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Super Muscle Bomber - The International Blowout [Green Board]".

- TECHNICAL -

Runs on the "CP System II" hardware.
Grey Board [Asia]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69664&o=2

$end


$info=ringdesth,
$bio

Ring of Destruction - Slammasters II (c) 1994 Capcom Company, Limited.

South American release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Super Muscle Bomber - The International Blowout [Green Board]".

- TECHNICAL -

Runs on the "CP System II" hardware.
Orange Board [South America]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84447&o=2

$end


$info=m4ringfr,
$bio

Ring of Fire (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41431&o=2

$end


$bbca_cass,bbcb_cass=ringtime,
$bio

Ring of Time (c) 19?? Kansas

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52316&o=2

$end


$info=ringout,
$bio

Ring Out 4x4 (c) 1999 Sega Enterprises, Limited.

- TECHNICAL -

Runs on the Sega "NAOMI" hardware.

- TRIVIA -

Ring Out 4x4 was released in June 1999.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4067&o=2

$end


$pc98=ringout,
$bio

Ring Out!! (c) 1995 ZyX [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90503&o=2

$end


$pc8801_flop=ringques,
$bio

Ring Quest (c) 1985 Starcraft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92750&o=2

$end


$info=ringrage,ringrageu,ringragej,
$bio

Ring Rage (c) 1992 Taito Corporation.

8 selectable digitized wrestlers fight in tag team tournament, take part in Royal Rumble or survival match.

- TECHNICAL -

Runs on the "Taito F3 System" Hardware.

Prom Stickers: D21

Screen Orientation: Horizontal

Players: 4
Control: Dial
Buttons: 2
=> Punch, Kick

- TRIVIA -

Ring Rage was released in August 1992.

- UPDATES -

The US version is slightly different, it has the "Winners Don't Use Drugs" screen.

- PORTS -

* Consoles :
Nintendo Game Boy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2226&o=2

$end


$gameboy=ringrage,
$bio

Ring Rage [Model DMG-RU-USA] (c) 1998 Natsume, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66833&o=2

$end


$gameboy=ringragej,
$bio

Ring Rage [Model DMG-RUA] (c) 1993 Taito Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66832&o=2

$end


$info=hb_ringb,hb_ringba,hb_ringbb,hb_ringbc,hb_ringbd,hb_ringbe,
$bio

Ring-A-Bell (c) 200? JPM International.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15809&o=2

$end


$info=as_rab,as_raba,as_rabb,as_rabc,
$bio

Ring-A-Bell (c) 2010 Astra Games, Limited. [Novomatic Group].

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41852&o=2

$end


$amigaocs_flop=ringmeds,ringmedsgb,ringmedsga,ringmedsg,
$bio

Rings of Medusa (c) 1989 Starbyte

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74872&o=2

$end


$megadriv=ringspow,
$bio

Rings of Power (c) 1992 Electronic Arts.

- TRIVIA -

Reviews:
April 1992 - Joypad N.7 (Page 92-93) [FR]: 70/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70727&o=2

$end


$amigaocs_flop=ringside,
$bio

Ringside [Hyperaction] (c) 1989 EAS Procovision

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74873&o=2

$end


$pc98=rinjidri,
$bio

Rinji Driver (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90504&o=2

$end


$pc98=rinkangk,
$bio

Rinkan Gakkou (c) 1994 Foster [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90505&o=2

$end


$pc98=rinneten,
$bio

Rinne Tensei Reversible Game Tanba (c) 1988 Micronet [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90506&o=2

$end


$x68k_flop=tanba,
$bio

Rinne Tenshou Reversible Game - Tanba (c) 1988 Micronet [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88038&o=2

$end


$pc8801_flop=rinochan,
$bio

Rino-chan to Asobo Part 2 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92751&o=2

$end


$pc8801_flop=rinse,
$bio

Rinse (c) 1992 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92752&o=2

$end


$info=rio,
$bio

Rio (c) 1978 Game Plan.

- TECHNICAL -

Model Number : 110

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5665&o=2

$end


$cdi=tina88,
$bio

Rio '88 - Tina Turner (c) 19?? Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53055&o=2

$end


$info=m4riocr,m4riocra,
$bio

Rio Grande (c) 199? Crystal Leisure.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42384&o=2

$end


$info=m5rgclb,m5rgclb01,m5rgclb01a,m5rgclb03,m5rgclb11,m5rgclb12,m5rgclb20,m5rgclb21,
$bio

Rio Grande Club (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41616&o=2

$end


$info=sc4rio,
$bio

Rio Grande (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR1222]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42771&o=2

$end


$info=m4riotrp,
$bio

Rio Tropico (c) 199? Unknown.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41432&o=2

$end


$msx2_flop=riot,
$bio

Riot (c) 1990 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101991&o=2

$end


$info=riotcity,
$bio

Riot City (c) 1991 Sega.

Riot City is a side-scrolling beat-em-up for one or two players who take on the roles of 'Paul' or 'Bobby', two talented fighters who are given the task of breaking a drug syndicate known as "MID". It has also been discovered that Paul's girlfriend has been kidnapped by the syndicate and must be rescued.

MID's hideout is located on Riot Island, an island full of abandoned, run-down buildings that has since become a slum. Locations include apartments, a hospital, a factory and a casino.

Riot City is practically a direct copy of Capcom's superb 'Final Fight', with both gameplay and graphical style heavily copied from the 1989 classic. One gameplay difference is that Riot City does not allow players to pick up and use weapons as they can in Final Fight, although bonus items found in various containers can be collected.

- TECHNICAL -

Sega System 16B hardware

Main CPU : Motorola 68000 (@ 10 Mhz)
Sound CPU : Zilog Z80 (@ 5 Mhz)
Sound Chips : Yamaha YM2151 (@ 4 Mhz), UPD7759 (@ 640 Khz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in May 1991.

Developed by Westone.

- SERIES -

1. Riot City (1991)
2. Riot Zone (1993, NEC PC Engine)

- STAFF -

Main programmer : Naoki Hoshizaki
Programmer : Ryuchi Nishizawa
Sprite designer : Susumo Konno
BG designer : Naki Ohzora, Tomoko Nakayama
Data work : Hirumitu Watanabe
Sound effects & Music composer : Jin Watabe
Director : Naoki Hoshizaki

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2227&o=2

$end


$psx=riotstar,
$bio

Riot Stars [Model SLPS-00829] (c) 1997 HECT [Hector] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85594&o=2

$end


$pcecd=riotzone,
$bio

Riot Zone (c) 1993 Westone

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58510&o=2

$end


$info=ripcord,
$bio

Rip Cord (c) 1979 Exidy.

The goal of the game is to jump out of the plane and land safely on one of the many targets down below. The challenge is to avoid the numerous enemy helicopters that occupy the sky in between your plane and the ground.

You control the timing of your jump with the Jump button, at which point your parachutist begins hurtling toward the ground out of control. Pressing the D-Ring button shortly afterwards releases the chute and slows your descent. More importantly, it allows you at this point to control your left/right position via the paddle control to help you avoid the enemies.

- TECHNICAL -

Main CPU : MOS Technology M6502 (@ 705.562 Khz)
Sound Chips : Discrete

Screen orientation : Horizontal
Video resolution : 248 x 256 pixels
Screen refresh : 57.00 Hz
Palette colors : 2

The most distinctive feature was the game's controls, which included a triangular ring the player pulled to deploy their parachute.

- TRIVIA -

Rip Cord was presented at the 1978 AMOA show in November. It was then released in February 1979. The game is a a takeoff on Atari's "Sky Diver".

- STAFF -

Designed and programmed by : Arlan Granger

- PORTS -

* Consoles :
Colecovision (Unreleased prototype)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2228&o=2

$end


$info=ripoff,
$bio

Rip Off (c) 1980 Cinematronics.

RIP OFF is a 1- or 2-player action game that offers features guaranteed to capture and prolong player interest : an accelerating competitive level with a clearly visible object and a team competition option that allows players to combine scores as well as skills in defense strategy against a futuristic enemy.

The center of the playfield is occupied by a selectable number of triangular fuel cells that pulsate with radioactive energy. The player commandeers a land craft that turns left, right, accelerates and fires torpedo energy bursts activated by push-buttons mounted on the "bridge" control panel. All is quiet as the background audio repeats an ominous low frequency tone. Suddenly, alien craft enter in waves from the edges of the playfield attempting to attach their vehicles to the fuel cells and drag them off to restock their own dwindling supplies. The player maneuvers his land ship into position and fires a volley of torpedoes at the first invader, causing his vehicle to explode in a thunderous roar and a flash of light. A second invader retaliates by firing short range laser bursts at the defender ship while a third invader escapes, dragging off a precious fuel cell. The background audio quickens its pitch and tempo as another wave of sleeker, faster invaders attack and maneuver to rip off fuel canisters - and the battle rages on!

GAME PLAY

The 1-player mode is activated when a coin is accepted and the player pushes the 1-player button. As play begins the first player's vehicle appears on the right side of the screen and moves slightly forward. The enemy vehicles then appear in pairs from various points on the edge of the screen and gravitate toward the player and the triangles. The enemies fire lasers while they move. The player scores points by either shooting the enemy or colliding with him before the enemy can shoot the player, collide with him or drag his triangle off the screen. When a player's vehicle is exploded, it reappears on the right side of the screen where it began.

When a player has sufficient points to achieve a bonus level, the enemies will appear three at a time instead of in pairs and their point value increases. Each bonus level increases the enemies' point value, as well as their ability to seek out and destroy the player. When all the triangles have been dragged off the screen, the game is over and the unit reverts to attract mode.

The 2-player mode is activated when two coins have been accepted and a player pushes the two player button. As play begins, the first player's vehicle appears on the right side of the screen and the second player's vehicle appears on the left. Both vehicles move forward slightly. Enemy vehicles then appear in groups of three and attack the players and seek to drag off the triangles. Players score points by colliding with the enemy vehicles or shooting them. No points are scored by shooting or colliding with the other player. Should the players' ships collide, an explosion will occur and the players' vehicles will reappear at the points where they began.

In the 2-player operator selectable opponent mode, individual scores are displayed after each wave of attackers are destroyed or successfully leave the screen. In the team mode, the combined score of both defenders is displayed. At the end of the game, when all fuel canisters have been removed, the individual high score for the day is displayed at the bottom of the screen and the high team score is displayed at the top.

A player achieves bonus levels in which the value of each invader vehicle is increased by the displayed amount of the bonus. There are six different types of invader vehicles, each wave becoming increasingly offensive and more difficult to destroy. The point bonus is in effect after six waves, the full compliment of ship types, have been destroyed. There are three similar craft in a wave, and in the two player mode twelve waves must be eliminated before bonus goes into effect.

There are no time units per game credit, and the battle goes on until all fuel canisters have been "ripped off" from the playfield. The length of play is solely dependent upon the skill of the player - but it takes an experienced, practiced captain to hold off the swift invaders for long!

- TECHNICAL -

Main CPU : CCPU (@ 5 Mhz)
Sound Chips : Samples

Screen orientation : Horizontal
Video resolution : 224 x 256 pixels
Screen refresh : 38.00 Hz
Palette colors : 32768

The game has 10 buttons :
Player-1 START
Player-1 THRUST
Player-1 FIRE
Player-1 ROTATE LEFT
Player-1 ROTATE RIGHT
Player-2 START
Player-2 THRUST
Player-2 FIRE
Player-2 ROTATE LEFT
Player-2 ROTATE RIGHT

- TRIVIA -

Released in April 1980. Rip Off was the first 2-player cooperative video game. One of the greatest cooperative two player games ever created.

- STAFF -

Designed & programmed by : Tim Skelly

- PORTS -

* Consoles :
GCE Vectrex (1982)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2229&o=2

$end


$vectrex=ripoff,
$bio

Rip-Off (c) 1982 GCE [General Consumer Electric]

Beware of scavenging pirates trying to steal your precious fuel cells! The more pirates you destroy, the faster their successors become. Guard your tanks carefully... you are always outnumbered!

You can select any of the 16 different game play options. Each game play option determines the number of available fuel cells and which characters can wraparound the screen.

Your pirate-destroying ship will appear on the right side of the screen. In a two player game, a second pirate-destroying ship will appear on the left side of the screen.  Your fuel cells will be in the center. You must guard your fuel cells from the pirates who will try to steal them. The pirates can appear from anywhere on the screen. Steer your ship with either the joystick or buttons 1 and 2, for left and right rotation. Move your ship forward by pressing button 3. Press button 4 to fire lasers at the pirates. The pirates can be destroyed by colliding with them, but you will then have to wait for your new pirate-destroying ship to appear before you can fire more lasers. The game is over when all the fuel cells are stolen.

- TECHNICAL -

Model HS-4060

Controls
Joystick: Rotates your pirate-destroying ship.
Button 1: Left rotation.
Button 2: Right rotation.
Button 3: Thrust.
Button 4: Fire.

- TRIVIA -

A hidden message can be found on the ROM at 0xF05:
THIS SPACE AVAILABLE
WHAT THE HELL ARE YOU LOOKING AT???

- SCORING -

Points are awarded for destroying each pirate, as follows:
Pirate 1: 10 points
Pirate 2: 20 points
Pirate 3: 30 points
Pirate 4: 40 points
Pirate 5: 50 points
Pirate 6: 60 points

No points are awarded for destroying the other pirate-destroying ship (two player game).

- TIPS AND TRICKS -

* Bonus Points: After destroying all six types of ships you go to the bonus levels. When 'Bonus + 10' appears on the screen, 10 additional points are earned for each pirate destroyed. After destroying 6 more pirate groups 'Bonus + 20' will appear. The bonuses will continue to increase for each six pirate groups destroyed.

* Hidden message: A developer credit can be accessed by holding 1 + 2 + 4 on the title screen until the music ends.

- STAFF -

Programmed by: Willim Havkins

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82230&o=2

$end


$gbcolor=riptide,
$bio

Rip-Tide Racer [Model DMG-AXYP-EUR] (c) 2000 Cryo Interactive Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68668&o=2

$end


$info=ripleys,ripleysf,ripleysg,ripleysi,ripleysl,rip300,rip302,rip310,ripf300,ripf302,ripf310,ripg300,ripg302,ripg310,ripi300,ripi302,ripi310,ripl300,ripl302,ripl310,rip301,
$bio

Ripley's Believe it or Not! (c) 2004 Stern Pinball.

- TECHNICAL -

Stern Whitestar II

Main CPU : Motorola M6809 (@ 2 MHz)
Sound CPU : Atmel AT91 (@ 40 MHz)
Display CPU : Motorola M6809 (@ 4 MHz)
Sound chip : DMA-driven DAC

- TRIVIA -

Released in March 2004. Produced by Pat Lawlor Design for Stern Pinball.

Michael Jackson used to own this game (Serial number 181018). It was sold at the official Michael Jackson Auction on Apr. 24th, 2009.

- UPDATES -

CPU Release : 1.00
- Initial Release.

CPU Release : 1.01
Date : March 24, 2004
- Fixed diagnostics, especially sound and knocker test
- Improved game speech in many places.
- Fixed 'go backwards' in Australia and South America
- Left orbit now lights the temple gate
- Fixed lockup to handle balls that arrive during quick multiballs.
- Adjusted mode goals slightly.
- Fixed 'spinners at max' award from Bozo.
- Added DOUBLE JACKPOTS to some Believe It Or Not! awards
- Fixed status report
- Some improvments to display choreography and sequencing.

CPU Release : 2.00
Date : March 25, 2004
- Improved lamp displays, especially around temple awards.
- Added time-delayed clear kick from lock at game over.
- Major improvements to the final mode, Atlantis.
- Added some overload protection to the idol magnet.
- Made ramp rollunder switches more sensitive.
- Fixed some Believe It Or Not! award choreography.

CPU Release : 2.01
Date : April 02, 2004
- Changed points for EB/Special given in tournament.
- Fixed ticket dispenser operation.
- Fixed jackpot scoring in ripoff.
- Fixed locks to handle missing balls properly in tilt situations.
- Fixed ? award to correctly reset itself after award.
- Fixed million plus to avoid abuse in mulitball.
- Fixed choreography at multiball start to sync video/sound.
- Fixed eb/special calls for tournament play points.
- Fixed some main Multiball jackpot choreography.

CPU Release : 2.03
Date : April 07, 2004
- Improved compensation for broken Shrunken Head and Idol devices.
- Fixed glitch in score auditing table.
- Added broken device reporting for the scoop and VUK.
- Slight choreography improvements.
- Fixed outlane sounds in multiball.

CPU Release : 2.04
Date : April 08, 2004
- Fixed ticket dispensing for Chuck E. Cheese games.
- More improvement to broken magnet compensation.
- Made idol extra ball slightly easier to get.
- Lowered range of possible Bump 'n' Win scores.

CPU Release : 3.00
Date : April 16, 2004
- Modified Bump 'n' Win score computation to be in the correct range given current tournament scores. Also improved selection logic to make the game more appealing to casual players.
- Fixed pulse handling for $5 bill acceptors.
- Added more extended features for expert players.
- Fixed TEAM SCORES display for 4 players.
- Fixed extra ball scoring display for tournament play.
- Some improvements to display and sound choreography.
- More improvements to broken magnet and idol compensation.

CPU Release : 3.01
Date : May 03, 2004
- More improvements to Bump 'n' Win score selection.
- Fixed some Bozo choreography that was confusing.
- Fixed some screens in Instant Info to show proper information.
- Made some improvements to playfield lamp effects.
- Fixed Temple LEDs to show attract mode properly at game over.
- Made specials stack on outlanes when more than 2 are lit.

CPU Release : 3.02
Date : September 15, 2004
- New flipper drivers to increase flipper coil longevity. This was not a problem with Ripley but was done to be consistent with other Stern software releases.
- Fixed false broken switch reports on some switches.
- Improved compensation for a broken left ramp or left ramp make switch.
- Improved rules for Idol to keep the idol lit longer after pops.
- Added code to pop bumpers to prevent the looping ball situation on early production games.
- Fixed 'Idol worth 1 million' bug in South America mode.
- Fixed bug when Feature Adjustment #13 was set too high.
- Improved speech and lamp effects in some places.
- Fixed some speech conflicts at the end of continent modes.

CPU Release : 3.20
Date : February 22, 2005
- Fixed lock and eject devices to work properly with the Coil Power setting.

- STAFF -

Concept : Pat Lawlor (PML)
Designers : Pat Lawlor, Louis Koziarz (LNK)
Artwork : John Youssi (J Y)
Software: Louis Koziarz, Greg Dunlap
DMD Animation : Adam Rhine
Mechanics : John Krutsch (JRK)
Music and Sounds : Chris Granner (C G)

- PORTS -

* Consoles :
Xbox Live (Apr. 04 2012, "The Pinball Arcade")
Sony PSN (Apr. 10, 2012; "The Pinball Arcade")

* Computers :
MAC OS [Mac App Store] (2012)

* Others :
Apple Store (Feb. 09, 2012, "The Pinball Arcade")
Android (Feb. 10, 2012, "The Pinball Arcade")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5318&o=2

$end


$x68k_flop=ripobita,
$bio

Ripobitan Disk Ace (c) 1994 Toukyou Kogei Daigaku Programming Kenkyuukai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88564&o=2

$end


$info=ripribit,ripribita,
$bio

Ripper Ribbit (c) 1997 LAI Games.

The theme is to catch as many insects as you can before time runs out.

- TECHNICAL -

Dimensions :
Height : 1905mm (75inch)
Width : 680mm (27inch)
Depth : 1070mm (42inch)
Weight : 150kg (330.5lb)

Main CPU : TMS34010 (@ 5 Mhz)
Sound Chips : (3x) OKI6295 (@ 15.151 Khz)

Colors palette : 32768

Players : 1
Buttons : 1

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=6058&o=2

$end


$nes=ripple,
$bio

Ripple Island (c) 1988 SUNSOFT.

- TECHNICAL -

Game ID: TEC-RI
Barcode: 4 907940 100172

- TRIVIA -

Released on Jan 23, 1988 in Japan.

- STAFF -

Developed by: Tokai Engineering

Program: Atsushi Sakai (Asshi), Hiroaki Higashiya (Hiro Kun)
Design: Kiritan, Kenji Mori (Moriken), Hidechan, Chappy
Music: Naoki Kodaka (Chokkun), Ryu
Assist: Gacen, Pio

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54542&o=2

$end


$famicom_flop=risayous,
$bio

??????? (c) 1988 Konami Industry Company, Limited.
(Risa no Yousei Densetsu)

- TECHNICAL -

Disk ID: KDS-YOU

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65434&o=2

$end


$amigaocs_flop=risedrgn,
$bio

Rise of the Dragon (c) 1991 Dynamix

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74874&o=2

$end


$megacd,megacdj=risedrag,
$bio

Rise of the Dragon - A Blade Hunter Mystery [Model G-6002] (c) 1992 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60550&o=2

$end


$segacd=risedrg,risedrga,
$bio

Rise of the Dragon [Model T-110035] (c) 1994 Dynamix

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60794&o=2

$end


$snes=risephnx,
$bio

Rise of the Phoenix (c) 1995 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63483&o=2

$end


$megadriv=riserobo,
$bio

Rise of the Robots (c) 1994 Acclaim Entertainment, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56800&o=2

$end


$info=rotr,
$bio

Rise of the Robots (c) 1995 Bell-Fruit Mfg. Company, Limited.

A 1-on-1 fighter in an upright cab.

- TRIVIA -

Rise of the Robots was released in May 1995 in the UK.

Rise of the Robots is the main attempt by UK slot machine manufacturer Bell-Fruit to create an arcade machine using a PC architecture. The game sealed the systems fate, but not before Gremlin Graphics attempted to port their consumer success 'Zool' to the platform, all games failed in the arcades.

- SERIES -

1. Rise of the Robots (1994) [PC]
1. Rise of the Robots (1995)
2. Rise Of The Robots - The Director's Cut (1995) [PC]
3. Resurrection - Rise 2 (1996) [PC]

- STAFF -

Produced By: Peter Jones, Gary Leach, Andy Wood
Based on a game idea: Shon Griffiths
Gameplay Design: Gary Leach, Thomas Wardle
Character Design: Sean Naden
Set Design: Kwan Lee
Select Screen: Gary Leach, Andy Clark, Matt Smith
Cinematics: Kwan Lee, Sean Naden
Lead Senior Programmer: Gary Leach
Original Code By: Andy Clark
Musical Director: Andy Wood
Music: Brian May
Engineered by: Justin Shirley-Smith
Sound FX: Richard Joseph, Rene Beumer, Paul Argyle, Tom Grimshaw
Sound and Vision Remix: Tom Grimshaw, Andy Wood
Sound & Vision Engineering: Tom Grimshaw

- PORTS -

This game was ported from the original PC-DOS version developed by Mirage Technologies. It also had many other ports, all of which were published by Absolute Entertainment, and developed by Time Warner Interactive.

* Consoles :
Amiga CD-32 (1994)
Panasonic 3DO (1994)
Nintendo SNES (1994)
Sega Genesis (1994)
Sega Game Gear (1994)
Nintendo Game Boy (1994)
Sega Master System (1994)
Phillips CD-i (1994)

* Computers :
Commodore Amiga (1994)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=26829&o=2

$end


$psx=riseofro,
$bio

Rise of the Robots 2 - Resurrection (c) 1996 Acclaim Japan.

Japanese release. Game developed in the USA. See the original USA version for more information about the game itself; "Rise 2 - Resurrection [Model SLUS-00186]"

- TECHNICAL -

Game ID: SLPS-00259

- TRIVIA -

Released on September 13, 1996 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85595&o=2

$end


$cdi=riserobo,
$bio

Rise of the Robots (c) 1995 Philips Interactive Media, Incorporated.

In the polluted world of the future, mankind survives only within the protection of a few huge city states. Resources like water, air and food are managed by robot workforce. But now the controller of these robots-a polymorphic Supervisor class droid-has become psychotic-and deadly. Civilization's only hope is to send in you-a human-based Cyborg. With your human brain and your powerful cyborg chassis, you must get past the Supervisor's army of specialized droids and destroy her-but leave the plant unharmed.

- TECHNICAL -

Model 819 1012

- STAFF -

Programming by: Peter Dabbs
Produced by: Peter Jones, Andy Wood, Rob Nicholson
Original code by: Gary Leech, Andy Clark
Senior Artists: Sean Naden, Kwan Lee
Character design: Sean Naden
Set design and construction: Kwan Lee

Music co-ordination by: Richard Joseph, Andy Wood
Game sound track by: Richard Joseph.
Marketing and Publicity by: Julia Combs, Declan Brennan
Script writing: Jim Murdoch.

'Resurrection', 'The Dark' and other incidental music composed and performed by: Brian May
Published by Queen Music Ltd/EMI Publishing Ltd.
Published by Queen Music Ltd/Les Editions Marouani in France.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53056&o=2

$end


$snes=riseroboj,
$bio

Rise of the Robots [Model SHVC-AROJ-JPN] (c) 1994 T&E Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62019&o=2

$end


$snes=riserobou,riseroboup,
$bio

Rise of the Robots [Model SNS-AROE-USA] (c) 1994 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63485&o=2

$end


$snes=riserobo,
$bio

Rise of the Robots [Model SNSP-AROP-EUR] (c) 1994 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63484&o=2

$end


$gamegear=riserobo,
$bio

Rise of the Robots [Model T-48208] (c) 1994 Absolute Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64808&o=2

$end


$msx1_cart=risedung,risedunga,
$bio

Rise Out from Dungeons (c) 1983 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77405&o=2

$end


$info=sc4rttt,sc4rttta,sc4rtttb,sc4rtttc,sc4rtttd,sc4rttte,
$bio

Rise to the Top (c) 200? Mazooma Games.

Rise To The Top is a trail game incorporating a hi-lo gamble.

Superimposed numbers on the reel bands increment an 8 stage number trial. Position 4 of the trail awards a bonus. Position 8 gives bonus start to the top feature. 3-of-a-kind reel wins gain direct entry into the top feature. Press START for moves up the trail, Each press of START adds to the Feature Pot. Player can collect, hi-lo gamble for more, or carry on up the trail. Collected Nudges or Reel Blasts will put player back onto trail at relevant Cash Square. Three Red Bars award bar code features.

- TECHNICAL -

[Model PR2089]

Technology : Scorpion 4
Cabinet : Eclipse Front-Opening

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11888&o=2

$end


$bbca_cass,bbcb_cass=salandra,
$bio

Rising of Salandra - Parts 1 & 2 (c) 1984 Larsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52317&o=2

$end


$pcecd=risingsn,
$bio

Rising Sun (c) 1992 Victor Entertainment [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58341&o=2

$end


$x68k_flop=risinsun,
$bio

Rising Sun (c) 1992 Victor Musical Industries, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88039&o=2

$end


$psx=risingza,
$bio

Rising Zan - The Samurai Gunman [Model SLPS-01691] (c) 1999 UEP Systems, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85596&o=2

$end


$a800=risk,
$bio

Risk (c) 1983 Parker Bros. [Beverly, MA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86675&o=2

$end


$megadriv=risk,
$bio

Risk (c) 1994 Parker Bros.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57367&o=2

$end


$info=mg_risk,
$bio

Risk (c) 199? Maygay.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42406&o=2

$end


$amigaocs_flop=risk,
$bio

Risk [Board Genius] (c) 1989 Leisure Genius

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74875&o=2

$end


$amigaocs_flop=riskant,
$bio

Riskant! (c) 1991 GameTek, Incorporated. [Miami Beach, FL, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74876&o=2

$end


$info=riskchal,
$bio

Risky Challenge (c) 1993 Irem.

- TRIVIA -

Risky Challenge was released in September 1993. It is known in Japan as "Gussun Oyoyo".

- STAFF -

English title: Taro

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2230&o=2

$end


$msx1_cass=riskhold,
$bio

Risky Holding (c) 1986 DIMensionNEW [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94942&o=2

$end


$cpc_cass=riskyhol,
$bio

Risky Holding (c) 1986 Idealogic [Barcelona, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98902&o=2

$end


$amigaocs_flop=riskyw,
$bio

Risky Woods (c) 1992 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74877&o=2

$end


$gamegear=ristar,ristarp5,ristarp4,ristarp3,ristarp2,ristarp1,
$bio

Ristar - The Shooting Star [Model G-3365] (c) 1995 Sega Enterprises, Limited.

- TIPS AND TRICKS -

* Ending: Enter YAKORA as password.

* Debug mode: Enter KUMI as password. Now, during the game, press START to pause and use one of the following commands:

Stage Skip - 2+START
Stage Select - Up+2+START (select stages with 1 or 2)
Reset Mode - 1+2+START

- STAFF -

Game Planner : Nencoo Gutoku
System Programmer : Alice Kagamino
Ristar Programmer : Mika Muraoka
Boss Programmer : Haruo Nakajima
Enemy Programmer : Ezachan
Effect Programmer : Masami Tezuka
Demo Programmer : Hanamogera.D
Character Designer : Francis.N, Pixy Monty
Planet Designer : Mauo.S, General Kusumi
Music Composer : LKJ.Chikayo, Tomoko Sasaki
Sound Programmer : Kazune Hiiragi
Project Director : Capt.Jinguji
Art Director : Nencoo Gutoku
Lead Tester : Matt Underwood
Assistant Lead Testers : Carey Camacho, David Dodge
Special Thanks To : Nag, Bryan.M, Wadachi, Tarachan, Chikyuchan, Tamachan, Nana Kusunoki

MD and Genesis Staff
Producer : Rhonda Van
Assistant Producer : Erik Wahlberg
Marketing : Chrissy, Huneke Kremer

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64809&o=2

$end


$megadriv=ristarj,
$bio

Ristar - The Shooting Star (c) 1995 Sega Enterprises, Limited.

Ristar plays as a 2-D sidescrolling platform game, similar to games like Super Mario or Sonic the Hedgehog, but focusing less on jumping and speed, and more on the use of Ristar's stretchable arms, of which can be reached in 8 different main directions. The player must maneuver Ristar through the level to its end, while avoiding damage from obstacles and enemies. Ristar's extendable arms are used as the main means of attacking enemies; through extending his arms, grabbing the enemy, and pulling himself towards them into a headbutt motion to defeat them. The same motion also allows for opening treasure chests containing various items, or striking different parts of the environment, such as knocking trees over. Additionally, his elastic arms can merely be used for grabbing and/or throwing objects as well.

Beyond attacking, Ristar's arms are also used as a method of projecting him through levels. Many pole-like structures are present to swing Ristar from one side to another, across gaps or to ascend or descend platforms vertically. Ristar is also able to grab on to enemies and objects in mid-air and swing on them. Additionally, Star Handles are placed in levels, where the player must have Ristar grab and use momentum to swing him around in a 360 degrees circle. Letting go launches him off in a given direction, dependent on the time of release. If enough momentum is gained, sparkles appear behind Ristar and he performs a move called the Meteor Strike, which makes him invincible and able to defeat any enemy upon touching them. When enough momentum is lost, usually a few seconds, flight ceases, and he drops to the ground back into his normal state, though this can be extended by bouncing off walls and ceilings during flight. Every level ends with a special Star Handle, which is used to launch Ristar through the end of the level. Bonus points are awarded based on Ristar's altitude when flying offscreen, similar to how levels are ended in Super Mario Bros.. Additionally, every level also contains one hidden handle that sends Ristar to a bonus stage, which involve getting through an obstacle course within a given time limit. Completing the level in a particularly fast time will earn a continue, and after the game is completed, special codes are awarded depending on how many were completed.

The game contains six planets; each planet contains a 2 standard levels, with a mini-boss in the first level and a major boss after the second level. After all are completed, the game concludes with a final boss fight.

Ristar's health is shown through an icon based health system consisting of four stars in the upper-right corner of the screen. Taking damage removes one star, and losing all stars causes Ristar to lose a life. Locating and grabbing a Ristar figure grants Ristar an extra life, while finding traditional star figures replenish his health; a yellow star replenishes one star, while a blue star restores all four.

- TECHNICAL -

Game ID: G-4126
Cartridge ID: 670-5428
Cover ID: 670-5429
Barcode: 4 974365 541262

- TRIVIA -

Ristar - The Shooting Star for Mega Drive was released on February 17, 1995 in Japan. It is known outside Japan as simply 'Ristar' (without the subtitle).

Ristar developed from an idea originally put forward during design talks for the character who would later become Sonic the Hedgehog. Yuji Naka, head of Sonic Team, recalled in 1992:
"At first we used a character that looked like a rabbit with ears that could extend and pick up objects. As the game got faster and faster, we needed to come up with a special characteristic to give our character some power over his enemies. I remembered a character I had thought about years ago who could roll himself into a ball and slam into enemies. Hedgehogs can roll themselves into a ball, so we decided to go from a rabbit to a hedgehog."

Some years later, the game starring that rabbit-type character was developed separately from Sonic, and eventually evolved into a prototype called Feel. The rabbit resemblance in Feel was already lessened somewhat in the prototype, as the character no longer used his ears, but rather his arms. After some changes in the main character, and going through several names, that game eventually became what is now known as Ristar. The name also went through further changes during development of the Western versions, going from Ristar the Shooting Star to Dexstar, and finally to Ristar.

Back in late 1994, Sega was originally pitching Ristar to be the successor of Sonic the Hedgehog. However, the game never received a ton of exposure or sales, mainly due to being released just three months prior to the Sega Saturn, Sega's newest video game console, overshadowing it.

- STAFF -

Game Planners: Akira Nishino, Takeshi Niimura
Chief Designer: Takumi Miyake
Character Designer: Yūji Uekawa
Planet Designers: Kōki Mogi, Kazuyuki Iwasawa, Mikiharu Ōiwa
Character Voice: Eriko Hanada
Music Composer: Tomoko Sasaki
Sound Programmers: Hiroshi Kubota, Junya Kozakai
Boss Programmer: Hiromasa Kaneko
Player Programmer: Shigeru Yoshida
Enemy Programmer: Naomi Hirai
Effect Programmer: Takuya Matsumoto
Project Director: Atsuhiko Nakamura
Art Director: Yukio Sato
Manual Director: Hiroyuki Mitsui
Manual Designer: Yukiko Yahagi
Manual Writer: Chieko Nakamura
Test Players: Norihiro Sekine, Haruyuki Hashimoto, Hideki Yōkaichiya
Special Thanks To: Osamu Hori, Kenji Morita, Naofumi Hataya, Masashi Ogata, Naoko Hamada, Toshiko Arisaka, Rica Terajima, Ryōichi Hasegawa
Producers: Hiroshi Asō, Makoto Oshitani, Yōji Ishii, Minoru Kanari

- PORTS -

* Consoles : 
Nintendo GameCube [JP] (December 19, 2002) "Sonic Mega Collection [Model DOL-GSOJ-JPN]" 
Microsoft XBOX [JP] (December 9, 2004) "Sonic Mega Collection Plus [Model ZD6-00003]" 
Sony PlayStation 2 [JP] (December 9, 2004) "Sonic Mega Collection Plus [Model SLPM-65758]" 
Nintendo Wii [Virtual Console] [JP] (December 2, 2006) [Model MAGJ]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56802&o=2

$end


$megadriv=ristarp4,ristarp3,ristarp2,ristarp1,
$bio

Ristar (c) 1995 Sega of America, Incorporated.

European/Australian release.

- TECHNICAL -

[EU] Game ID: 1555-50
[EU] Cartridge ID: 670-5202-50
[EU] Package ID: 670-5203-50

- TRIVIA -

Ristar was released on February 18, 1995 in Europe.

These PAL vesion has a higher resolution than the NTSC system. Most games just add borders to compensate for the higher resolution. But Ristar is one of the few games that actually takes advantage of this resolution and uses the full screen.

- PORTS -

* Consoles : 
Nintendo GameCube [EU] (March 7, 2003) "Sonic Mega Collection [Model DOL-GSOP-EUR]" 
Microsoft XBOX [EU] (February 4, 2005) "Sonic Mega Collection Plus" 
Sony PlayStation 2 [EU] (February 4, 2005) "Sonic Mega Collection Plus [Model SLES-52998]" by Sega Europe
Sony PlayStation 2 [AU] (March 20, 2005) "Sonic Mega Collection Plus [Model SLES-52998]" 
Nintendo Wii [Virtual Console] [EU] [AU] (December 15, 2006) [Model MAGP] 
Sony PlayStation 2 [EU] (February 2, 2007) "Sega Mega Drive Collection [Model SLES-54333]" 
Sony PlayStation 2 [AU] (February 8, 2007) "Sega Mega Drive Collection" 
Microsoft XBOX 360 [EU] (February 20, 2009) "SEGA Mega Drive Ultimate Collection [Model 384-40210]" 
Sony PlayStation 3 [EU] [AU] (February 20, 2009) "SEGA Mega Drive Ultimate Collection [Model BLES-00475]" 
Microsoft XBOX 360 [AU] (February 26, 2009) "Sega Mega Drive Ultimate Collection" 

* Handhelds : 
Sony PSP [EU] (February 2, 2007) "Sega Mega Drive Collection [Model ULES-00556]" 
Sony PSP [AU] (February 8, 2007) "Sega Mega Drive Collection [Model ULES-00556]" 

* Computers : 
PC [MS Windows, DVD-ROM] [EU] (March 31, 2006) "Sonic Mega Collection Plus" 
PC [Steam] [EU] (September 13, 2010) both stand-alone and as part of "SEGA Mega Drive Classics Pack 2" 
PC [MS Windows, CD-ROM] [EU] (October 15, 2010) "Sega Mega Drive Classics Collection Vol. 2" 
PC [MS Windows, DVD-ROM] [EU] (March 18, 2011) "Sega Mega Drive Classic Collection - Gold Edition" 
PC [Steam] [EU] (March 25, 2011) "SEGA Mega Drive Classics Collection"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56801&o=2

$end


$cdi=venicei,
$bio

Ritratto di Città - Venezia (c) 1993 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53057&o=2

$end


$pc98=yugekiou,yugekioua,
$bio

Rittai Ban - Yuugeki Ou (c) 1985 Systemsoft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90507&o=2

$end


$info=rvschool,rvschoola,rvschoolu,
$bio

Rival Schools - United by Fate (c) 1997 Capcom Company, Limited.

Export release. Game developed in Japan. For more information about the game itself, please see the original Japanese version entry; "Shiritsu Justice Gakuen - Legion of Heroes".

- TRIVIA -

Rival Schools was released in November 1997. It is known in Japan as "Shiritsu Justice Gakuen - Legion of Heroes".

- SERIES -

1. Rival Schools - United by Fate (1997)
2. Project Justice - Rival Schools 2 (2000)

- PORTS -

* Consoles :
Sony PlayStation [EU] (1998) [Model SLES-01436/SLES-11436] 
Sony PlayStation [US] (September 30, 1998; "Rival Schools [Model SLUS-00681/SLUS-00771]")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2231&o=2

$end


$snes=rivaltrf,
$bio

Rival Turf [Model SNSP-RB-EUR] (c) 1992 Jaleco Company, Limited. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63486&o=2

$end


$snes=rivaltrfu,
$bio

Rival Turf! [Model SNS-RB-USA] (c) 1992 Jaleco Company, Limited. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63487&o=2

$end


$saturn,sat_cart=rivenj,
$bio

Riven - The Sequel to Myst (c) 1998 Enix, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59570&o=2

$end


$saturn,sat_cart=riven,
$bio

Riven - The Sequel to Myst (c) 1998 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60390&o=2

$end


$pc8801_cass=river,
$bio

River (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91263&o=2

$end


$info=as_rbga,as_rbgb,as_rbgc,as_rbgd,as_rbge,as_rbg,
$bio

River Boat Gambler (c) 200? Astra Games, Limited. [Novomatic Group].

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41853&o=2

$end


$info=as_rbglo,
$bio

River Boat Gambler (c) 200? Lowen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41854&o=2

$end


$nes=rcr,
$bio

River City Ransom (c) 1990 American Technos

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55492&o=2

$end


$gba=rcr,
$bio

River City Ransom EX [Model AGB-BDTE-USA] (c) 2004 Atlus Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72607&o=2

$end


$info=ss4585,ss4586,ss4587,ss4588,ss4589,ss4590,
$bio

River Gambler (c) 199? IGT [International Game Technologies].

2-Coin Multiplier slot.

- TECHNICAL -

Game ID: 203A

- UPDATES -

SS4585
SS4586
SS4587
SS4588
SS4589
SS4590

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46169&o=2

$end


$info=ss4600,ss4601,ss4602,ss4603,ss4604,ss4605,
$bio

River Gambler (c) 1993 IGT (International Game Technologies).

3-Coin multiplier slot.

- TECHNICAL -

[Model 203B]

- UPDATES -

SS4600
SS4601
SS4602
SS4603
SS4604
SS4605

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=13981&o=2

$end


$info=peps0716,
$bio

River Gambler (c) 1996 IGT [International Game Technologies].

- TECHNICAL -

Game Program: PS0716
Character Program: CG2266
Game Version: 589

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=26144&o=2

$end


$info=rpatrol,rpatrolb,
$bio

River Patrol (c) 1981 Orca.

You are the captain of a river patrol ship in this top-down game. Your mission : To save the poor souls who fell into the river. But it is not that easy, in your way lays some big boulders, crocodiles and some tree logs, all waiting to sink your vessel.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.536 Mhz)

Players : 2
Control : 2-way joystick
Buttons : 1

- TRIVIA -

Released in November 1981 in Japan.

A bootleg of this game was made by Falcon called Silver Land. In that version, the subject of the game changes from boat rescue to skiing.

- PORTS -

* Consoles :
Atari 2600

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2232&o=2

$end


$a2600=rpatrol,
$bio

River Patrol (c) 1984 Tigervision.

You are captain of the boat trying to make it upriver while saving the drowning people lost in one of the nine rivers. The more people you save the more points you score, but your boat leaks so watch your water gauge.

- TECHNICAL -

Model 7-004

- SCORING -

There are 3 ways to score.
1. When your boat passes a certain mileage in the course, 10 points will be awarded.
2. A bonus is awarded when you reach the dam. The final state of the water gauge determines the size of this bonus.
3. For each drowning person your boat successfully saves. You are awarded an increasing bonus. The bonus Starts at 50 points and increases by 50 points for the next person, i.e. 50, 100, 150, 200 etc. If you fail to save a person, the bonus is reset to 50 points.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50871&o=2

$end


$a2600=riveraidd,
$bio

River Raid (c) 1983 Digitel

South American release. See Activision's "River Raid [Model AX-020]" for more information about the game itself.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50874&o=2

$end


$a800=riveraid,
$bio

River Raid (c) 1983 Activision, Inc. [Santa Clara, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86676&o=2

$end


$a2600=riveraidgg,riveraidegg,
$bio

River Raid (c) 1984 Galaga Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50876&o=2

$end


$a2600=riveraids,
$bio

River Raid (c) 1984 Supergame

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50881&o=2

$end


$coleco=riveraid,
$bio

River Raid (c) 1984 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53336&o=2

$end


$c64_cart,c64_flop=riveraid,
$bio

River Raid (c) 1984 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53685&o=2

$end


$msx1_cass=riveraid,
$bio

River Raid (c) 1984 Activision, Inc. [Santa Clara, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94943&o=2

$end


$a2600=riveraiddv,
$bio

River Raid (c) 19?? Digivision

South American release. See Activision's "River Raid [Model AX-020]" for more information about the game itself.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50875&o=2

$end


$a2600=riveraidg,
$bio

River Raid (c) 19?? Genus

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50877&o=2

$end


$a2600=riveraidpv,
$bio

River Raid (c) 19?? Polyvox

South American release. See Activision's "River Raid [Model AX-020]" for more information about the game itself.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50878&o=2

$end


$a2600=riveraidr,
$bio

River Raid (c) 19?? Robby.

South American release. See Activision's "River Raid [Model AX-020]" for more information about the game itself.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50879&o=2

$end


$a2600=riveraidsg,
$bio

River Raid (c) 19?? Stargame.

South American release. See Activision's "River Raid [Model AX-020]" for more information about the game itself.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50880&o=2

$end


$a2600=riverai2d,
$bio

River Raid II (c) 1985 Digitel

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50885&o=2

$end


$a2600=riverai2dm,
$bio

River Raid II (c) 19?? Digimax

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50884&o=2

$end


$a2600=riverai2sg,
$bio

River Raid II (c) 19?? Supergame

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50886&o=2

$end


$a2600=riverai2,riverai2e,
$bio

River Raid II (c) 1988 Activision.

Alone in your F-14 assault jet, you're about to understake the most explosive mission of your celebrated flying career.

After taking off from a sea-based carrier, you'll tear through the skies above the ocean and streak toward a river delta, where you must destroy an enemy bridge. Once past the delta, you must navigate back to the carrier and safely land. Without stopping for handshakes all around, you'll then set off on a new, more dangerous mission.

This is no contest for amateurs. Once airborne, you'll have to refuel in midair while outmaneuvering enemy fire. If you manage to outfuel these fearless devils by blasting them with missiles or torpedoes, you'll also win points.

If you don't make it, two backup planes will come to your rescue. Your missions will continue until your squadron's name is history.

- TECHNICAL -

Model AK-043-02

- SCORING -

Fighter Jet: 100
Helicopter: 150
Destroyer: 200
Carrier: 250
Water Tower: 300
Building: 400
Landing Strip: 500
Tank: 600
Bridge: 2500

- TIPS AND TRICKS -

* Try to enter the river channel with a full tank of fuel. Fuel is tough to come by at the river scene.

* Maintain a low altitude when flying over the river. It's easier to swoop down and pick up fuel buoys.

* Keep a close eye on your RADAR to locate your mission target.

- STAFF -

Programmer: David Lubar
Produced by: Sherry Whiteley
Product management by: John Crompton
Product testing by: Kelly Zmak, Stew Perkins, Steve Imes

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50883&o=2

$end


$a2600=riverai3d,
$bio

River Raid III (c) 1985 Digitel

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50887&o=2

$end


$a2600=riverai3sg,
$bio

River Raid III (c) 19?? Supergame

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50888&o=2

$end


$a2600=riveraid,riveraide,riveraide1,
$bio

River Raid (c) 1982 Activision.

Your mission is to score as many points possible by destroying enemy tankers, helicopters, fuel depots, jets and bridges before your jet crashes or runs out of fuel.

- TRIVIA -

Back in the 80s, if you reached a score of 15,000 points or more, you could be eligible to become an official 'River Raider' by simply send a picture of your TV screen showing your score to Activision. In return, they send an official River
Raider emblem.

Score the maximum 1,000,000 (one million), and all points on the screen will be replaced with exclamation points. If you ever do manage to score the ultimate, you could send a photo to Activision too. They said: "Such an achievement will certainly rank you as one of the world's greatest video game competitors!".

- SCORING -

Each time you destroy an enemy object, you score points. The point values for each object are listed below:
Tanker: 30
Helicopter: 60
Fuel Depot: 80
Jet: 100
Bridge: 500

- TIPS AND TRICKS -

Tips from Carol Shaw, designer of River Raid.
(Carol Shaw is one of Activision's newest game designers, but isn't a newcomer to video game design.  She's also a scholar in the field of Computer Science.)

"The River of No Return holds many special challenges and dangers for would-be River Raiders. You'll not only have to know your assault jet, but you'll need to have a good idea of your basic fight plan before you start."

"By knowing the river, pinpointing areas with the highest concentration of enemy, and the most fuel depots, you'll have a much better chance of surviving. Since the river is in sections, try jotting down notes for each important section as flight aids."

"Fuel is also a critical factor.  When you're far up the river, fuel is scarce. So, concentrate on flying to the next fuel depot, and don't try to destroy every object."

"When you become really skilled, you'll find you can actually blow up a fuel depot right in the middle of refueling.  That way, you can gain the points and some fuel at the same time."

"Finally, remember that your main targets are the bridges. They're worth the most points.  And, please, drop me a note and let me know how you're doing. I'd really like to hear from you!"

- STAFF -

Programmer: Carol Shaw

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50872&o=2

$end


$a2600=riveraidc,riveraidc1,
$bio

River Raid (c) 1983 CCE.

South American release. See Activision's "River Raid [Model AX-020]" for more information about the game itself.

- TECHNICAL -

Model C-811

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50873&o=2

$end


$a5200=riveraid,
$bio

River Raid (c) 1983 Activision.

YOUR MISSION IS... to score as many points as possible by destroying enemy battleships, helicopters, fuel depots, jets, land tanks, hot air balloons, and bridges before your jet crashes or runs out of fuel.

- TECHNICAL -

Model FZ-002

- TRIVIA -

Backs in the 80s, if you reached a score of 40,000 points or more, you were eligible for the official rank of River Raider. By sending to Activision a picture of your TV screen showing your score along with your name and address, you could receive an official River Raider emblem.

- SCORING -

Battleship: 30
Helicopter: 60
Balloon: 60
Fuel Depot: 80
Enemy Jet: 100
Helicopter Gunner: 150
Bridge: 500
Bridge with Tank: 750

- TIPS AND TRICKS -

Tips from Carol Shaw. Carol is a first class game designer and a computer science scholar. She's also a serious bicyclist, and can often be found cycling through the wilds of her native California coast.

"The River of No Return holds many special challenges and dangers for would-be River Raiders. You'll not only have to know your assault jet, but you'll need to have a good idea of your basic flight plan before you start."

"By knowing the river, pinpointing the areas with the highest concentration of enemy, AND the most fuel depots, you'll have a much better chance of surviving. Since the river is in sections, try jotting down notes for each important section as flight aids."

"Fuel is also a critical factor. When you're far up the river, fuel is scarce. Hence, flying to the next fuel depot should be your top priority."

"When you become really skilled, you'll find that you can actually blow up the fuel depot right in the middle of refueling. That way, you can gain the points and some fuel at the same time."

"Remember that a bridge with a tank on it is worth the most points. Practice timing your bridge approaches so you can fire while a tank is crossing."

"If you make it back to Allied territory and need some R and R, kick back and drop me a note. I'm always up for a high-flying tale."

- STAFF -

Programmer: Carol Shaw

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50085&o=2

$end


$intv=riveraid,
$bio

River Raid (c) 1983 Activision, Incorporated.

Based on the Atari 2600 video game.

The enemy has positioned a series of bridges across the river to ensure a supply line. Your orders are to destroy those bridges, and demolish choppers, tankers, and jets that patrol along the waterway. As you advance, the canyon narrows and the enemy gets smarter. Stay alert, the enemy never sleeps. And any mistake you make could be your very last. River Raid. Can you make it?

- TECHNICAL -

Model M-007-03

- TRIVIA -

Back in the 80s, players who sent a photo to Activision showing a score of 35,000 or more received an official 'Activision River Raiders' emblem.

- TIPS AND TRICKS -

From designer Carol Shaw and programmer Peter Kaminski:

"The River of No Return holds many special challenges and dangers for would-be River Raiders. You'll not only have to know your assault jet, but you'll need to have a good idea of your basic flight plan before you start."

"By knowing the river, pinpointing areas with the highest concentration of enemy, and the most fuel depots, you'll have a much better chance of surviving. We suggest you use the river banks and islands to your advantage, since you can fly over them, while the helicopters and ships can't."

"Fuel is also a critical factor. When you're far up the river, fuel is scarce. Hence, flying to the next fuel depot should be your top priority. Also, you'll find you can actually blow up a fuel depot right in the middle of refueling. That way, you can gain points and refuel at the same time."

"The really advanced player should practice flying through the trees. Not only is it a lot of fun, but winging it through the forest might get you out of a tight spot sometime."

- STAFF -

Design: Carol Shaw (Atari 2600)
Program: Peter Kaminski

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60941&o=2

$end


$msx1_cart=riveraid,riveraida,
$bio

River Raid [Model R48X5504] (c) 1985 Pony Canyon, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77406&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=rivrresc,
$bio

River Rescue (c) 1982 Thorn EMI Video

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86908&o=2

$end


$ti99_cart=riverres,
$bio

River Rescue (c) 1983 Thorn EMI Video

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84702&o=2

$end


$a800=rivrresc,
$bio

River Rescue (c) 1983 Thorn EMI Video

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86677&o=2

$end


$pc8801_flop=riverres,
$bio

River Rescue (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92753&o=2

$end


$info=smiy1119,smiy1120,smiy1121,smiy1122,smiy1123,smiy1124,
$bio

River Wild (c) 2008 Bally Tech.

5 Reels, 50 Lines, 500 Credits Max Bet.

- TECHNICAL -

Software Part Number: AVGRVWD017UI-00

Game Kit #156031 "ALPHA Widescreen M9000"
Game Kit #156010 "ALPHA Elite V20"
Game Kit #156018 "ALPHA Elite V20-20"
Game Kit #156023 "CineVision"
Game Kit #?????? "Alpha 2 Pro V22/26 Slant"

Configurable Lines: 3, 5, 9, 15, 20, 25, 30, 40, 50
 Configurable Credits: 1, 2, 3, 4, 5, 8, 10
Multi-Denomination: 1¢, 2¢, 3¢, 5¢, 10¢, 15¢, 20¢, 25¢, 50¢, $1, $2, $5, $10, $25, $50, $100

Recommended Configuration by Bally: 40 Lines, 5 Credits per Line, 200 Credits Max Bet, 1¢, 2¢, 5¢

- UPDATES -

SMI #Y1119
Min/Max%: 85.03%

SMI #Y1120
Min/Max%: 88.04%

SMI #Y1121
Min/Max%: 90.05%

SMI #Y1122
Min/Max%: 92.04%

SMI #Y1123
Min/Max%: 94.03%

SMI #Y1124
Min/Max%: 95.95%

- SCORING -

Top Award: 10,000 Credits x Line Bet x Denomination.

- TIPS AND TRICKS -

Top Award: Occurs every 107,382 plays with 40 lines played.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32049&o=2

$end


$info=rvrbt_l3,
$bio

Riverboat Gambler (c) 1990 Williams Electronics Games, Incorporated.

- TECHNICAL -

Williams System 11C
Model Number : 50007

Main CPU : M6808 (@ 1 MHz)
Sound CPU : Motorola M6809 (@ 2 MHz)
Sound chips : Yamaha YM2151 (@ 3.579545 MHz), DAC, HC55516

- TRIVIA -

3,200 units were produced.

- TIPS AND TRICKS -

Before you plunge the ball, press and hold the Red and Black buttons. Then press Pass 3x, Black 3x, Red 3x, Green 3x. The display will now 'shimmer', and when you press Black and Red at the same time it will say 'Hello World'.

- STAFF -

Designer : Ward Pemberton
Artwork : Pat McMahon, Linda Deal
Software : Dwight Sullivan (XAQ)
Music : Dan Forden
Sounds : Dan Forden, Paul Heitsch
Speech : Mark Ritchie
Support : Greg Tastad

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5387&o=2

$end


$gba=riviera,
$bio

Riviera - The Promised Land [Model AGB-BREE-USA] (c) 2005 Atlus Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72608&o=2

$end


$gba=rivieraj,
$bio

Riviera - Yakusoku no Chi Riviera [Model AGB-BREJ-JPN] (c) 2004 Sting [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72609&o=2

$end


$wscolor=riviera,
$bio

Riviera - Yakusoku no Chi Riviera [Model SWJ-BANC27] (c) 2002 Bandai Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86477&o=2

$end


$info=riviera,rivieraa,rivierab,
$bio

Riviera Hi-Score (c) 1987 Merit Industries, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61493&o=2

$end


$pc8801_flop=rkboxmd2,
$bio

RK-Box Music Disk Magazine 2 (c) 1993 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92703&o=2

$end


$info=rm380z,
$bio

RM-380Z (c) 1978 Research Machines, Ltd.

An early 8-bit microcomputer .

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103289&o=2

$end


$nes=rnpidgun,
$bio

Rnpid Gunnery (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84097&o=2

$end


$megadriv=rrash3p,
$bio

Road 3 Rash - World Warriors (c) 1995 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57368&o=2

$end


$megacd,megacdj=roadaven,
$bio

Road Avenger [Model 4603] (c) 1993 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60649&o=2

$end


$segacd=roadaven,
$bio

Road Avenger [Model T-6207] (c) 1993 Renovation

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60795&o=2

$end


$info=rblaster,
$bio

Road Blaster (c) 1985 Data East Corp.

Your mission is to seek out a gang of bikers who attacked and killed your wife. You are behind the wheel of a supped-up sports car, weaving in and out of traffic and other obstacles while in pursuit of the bikers.

- TECHNICAL -

This game uses a laser disc.

Film Produced by Toei Animation Co., Ltd.

- TRIVIA -

Road Blaster was released in August 1985.

The player's car makes a cameo in "Double Dragon" as soon as the garage door opens in the beginning of the game.

- STAFF -

Game Staff
Producer & Director : Yoshihisa Kishimoto (Yoshi Kishimoto)
Programmers : Shintaro Kuma
Sound Programmers : Hironobu Mohre, Masa Yoshihara
Engineers : Takatoshi Kato, Junichi Nabe

Picture Staff
Producer : Shuichi Sato, Tadao Okubo
Co-Producer : Kenkichi Matsushita
Director : Hideki Takayama
Chief key Animato r: Yoshinobu Inano
Background Design : Yoshiyuki Yamamoto
Animators : Baik Nam Yeul, Shinichi Imaguma, Shigeo Matoba, Kim Dae Jung, Kaoru Shinbo
Xerox & Paint : Yoshihiro Maeda, Yoshiaki Okada
Camera : Toshiharu Takei
Editor : Shinichi Fukumitsu
Music Director : Michael K. Nakamura
Sound Effects Editor : Kenichi Mori

- PORTS -

* Consoles : 
Sega Mega-CD [JP] (December 18, 1992) "Road Blaster FX [Model T-32124]" 
Sega Mega-CD [EU] (1993) "Road Avenger [Model 4603-50]" 
Sega CD [US] (1993) "Road Avenger [Model T-6207]" 
Sega Saturn [JP] (October 20, 1995) "Interactive Movie Action - Thunder Storm & Road Blaster [Model SLPS-00094~5]" 
Sony PlayStation [JP] (October 20, 1995) "Interactive Movie Action - Thunder Storm LX-3 & Road Blaster [Model T-20701G]" 

* Computers : 
MSX [JP] (1986) by Nippon Victor) 
PC [MS Windows, CD-ROM] [JP] (May 4, 2009) 
Sharp X68000 [JP] (May 4, 2009) 

* Others : 
Pioneer LaserActive [US] (1995) "Road Prosecutor [Model PEASU1033]" 
Pioneer LaserActive [JP] (January 25, 1995) "Road Blaster [Model PEASJ1033]" 
Apple iPhone/iPod [US] (January 15, 2011) "Road Blaster [Model 338399795]" 
Apple iPhone/iPod [US] (March 16, 2011) "Road Blaster HD [Model 418262266]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4501&o=2

$end


$megacd,megacdj=rbfx,
$bio

Road Blaster FX [Model T-32124] (c) 1992 Wolf Team

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60551&o=2

$end


$amigaocs_flop=roadblst,
$bio

Road Blasters (c) 1988 US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74878&o=2

$end


$cpc_cass=roadblst,
$bio

Road Blasters (c) 1988 US Gold, Ltd. [Birmingham, UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98903&o=2

$end


$amigaocs_flop=roadblsta,
$bio

Road Blasters [Budget] (c) 1988 Kixx

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74879&o=2

$end


$info=roadblstc,roadblstc1,roadblstcg,
$bio

Road Blasters (c) 1987 Atari Games.

Sit-Down model entry. For more information about the game itself, please see the Upright model entry.

- TECHNICAL -

[Sit-Down model]

Runs on the "Atari System 1" hardware.

This large sit-down cockpit model has a plastic lens over the monitor which enlarges the screen to make it seem like a 25-inch CRT, in a fashion similar to that used in very early TV sets during the 1950s.

- TRIVIA -

Also released as "Road Blasters [Upright model]".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=30048&o=2

$end


$info=roadblst,roadblst3,roadblst2,roadblst1,roadblstg,roadblstg2,roadblstg1,roadblstgu,
$bio

Road Blasters (c) 1987 Atari Games.

Road Blasters is a futuristic driving game in which the player must shoot rival racers and collect fuel globes to top up his ever-diminishing fuel supply. Power-up weapons are dropped from above and and must be 'caught' by the player. Collision with enemy vehicles will result in the destruction of the player's own vehicle. Digitized speech, effects and music play throughout the game.

- TECHNICAL -

[Upright model]
Game ID : 136048

Runs on the "Atari System 1" hardware.

Players: 1
Control: dial
Buttons: 3

- TRIVIA -

Road Blasters was released in March 1987.

2,906 Upright units were produced in the USA.

Also released as "Road Blasters [Sit-Down model]".

For a limited period after the game's release, players could win a free Atari T-shirt by completing all 50 levels. 

Road Blasters was the last of the Atari System 1 games made. The original name of Road Blasters during its design was 'Future Vette'.

This game appears, on the 2012 animation movie "Wreck-It Ralph" from Walt Disney Animation Studios.

- TIPS AND TRICKS -

* Shoot cars using a single shot instead of holding down the fire button to increase the bonus multiplier.

* Crash into roadside cannons instead of shooting them for 8,000+ points. This will greatly increase reserve fuel, which is awarded at the end of a rally based on score.

* If you crash your car into one of the turrets at the side of the road, you'll get 8-10x the current value of a turret. When your score multiplier is up to 10, this is 16,000 - 20,000 points! Early on, keep your score multiplier high and always crash into at least two of these babies every board and finishing the game (or doing very well at it) is not tough. After a while it gets hard to crash into two turrets every board and still finish the board on time.

* Tip For Strategies On Level 49 and 50 : Since level 50 is the last level, and the game gives you a complete recharge at the end of 49, accuracy doesn't count any more. Just keep firing as fast as possible.

- STAFF -

Lead programmer : Bonnie Smithson
Animator : Mark Stephen Pierce
Tech and Gameplay : Dave Wiebenson
Sounds : Brad Fuller
Programmer : Robert Weatherby

- PORTS -

* Consoles : 
Nintendo NES [EU] (1990) "RoadBlasters [Model NES-VE]" 
Nintendo NES [US] (January 1990) RoadBlasters [Model NES-VE]" 
Sega Genesis [US] (1991)
Sega Mega Drive [JP] (February 28, 1992) "RoadBlasters [Model T-48023]" 
Sony PlayStation [US] (December 31, 1997) "Arcade's Greatest Hits - The Atari Collection 2 [Model SLUS-00449]" 
Sony PlayStation [EU] (June 1998) "Arcade's Greatest Hits - The Atari Collection 2 [Model SLES-00712]" 
Sony PlayStation 2 [US] (November 18, 2003) "Midway Arcade Treasures [Model SLUS-20801]" 
Microsoft XBOX [US] (November 24, 2003) "Midway Arcade Treasures" 
Nintendo GameCube [US] (December 18, 2003) "Midway Arcade Treasures [Model DOL-GAKE-USA]" 
Microsoft XBOX [EU] (February 6, 2004) "Midway Arcade Treasures" 
Sony PlayStation 2 [EU] (February 6, 2004) "Midway Arcade Treasures [Model SLES-51927]" 

* Handhelds : 
Atari Lynx [US] (1990) "RoadBlasters [Model PA2036]" 

* Computers : 
Commodore C64 [US] [EU] (1988)
Sinclair ZX Spectrum [EU] (1988) 
Amstrad CPC [EU] (1988)
Atari ST [EU] (1988)
Commodore Amiga [EU] (1988) 
PC [MS Windows, CD-ROM] [US] (January 1, 1999) "Arcade Greatest Hits - The Atari Collection 2" 
PC [MS Windows, CD-ROM] [US] (August 27, 2004) "Midway Arcade Treasures" 
PC [MS Windows, CD-ROM] [EU] (November 23, 2004) "Midway Arcade Treasures"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2233&o=2

$end


$info=roadburn,
$bio

Road Burners (c) 1999 Atari Games Corporation.

- TECHNICAL -

Runs on the "Atari Vegas" hardware.

Players : 4
Control : paddle
Buttons : 3

- STAFF -

Sr. Engineering Tech. : Patrick Hubbell

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3344&o=2

$end


$gbcolor=roadchmp,
$bio

Road Champs - BXS Stunt Biking [Model CGB-BXSE-USA] (c) 2000 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68669&o=2

$end


$nes=roadfghtj,
$bio

Road Fighter (c) 1985 Konami Industry Company, Limited.

- TRIVIA -

Road Fighter was released on July 11, 1985 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54543&o=2

$end


$nes=roadfghth,
$bio

Road Fighter (c) 1987 FMG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69307&o=2

$end


$nes=roadfght,
$bio

Road Fighter (c) 1992 Palcom.

- TRIVIA -

Reviews:
[FR] June 1992 - Joypad N.9: 49/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55493&o=2

$end


$info=roadf,roadf2,
$bio

Road Fighter (c) 1984 Konami.

Road Fighter is an exhilarating, high-speed scrolling racing game.

A unique characteristic of Road Fighter is the fact that bumping into an enemy car does not count as a miss. The counter-steering technique required to 'straighten' your car after bumping into an enemy provided a new level of racing game fun to fans.

- TECHNICAL -

Game ID : GX461

Main CPU : Motorola M6809 (@ 2.048 Mhz)
Sound CPU : Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : DAC, SN76496 (@ 1.789772 Mhz), Sanyo VLM5030 (@ 3.58 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2 [Low, High]

- TRIVIA -

Road Fighter was released in December 1984 and is the first car racing game from Konami.

- TIPS AND TRICKS -

* Do not miss the bonus car : As you proceed in the game, the difficulty level increases. You will make more misses and will lose fuel quickly. If you spot a bonus car, make sure to run into it, even if it requires you to slow down in the process.

* Get used to counter-steering : Driving without bumping into the enemy is extremely difficult. If you do bump into them, learn to stay calm and counter-steer!

* Secret bonuses : They are all hard to obtain, but they are worth the try! Keep on driving for a certain amount of time without bumping into the enemy -- Konamiman, a train, or an airplane will appear and give you bonus points.

* Run into bonus cars without missing any -- more bonus points.

* Make it to the goal without bumping into any enemy -- 10,000 bonus points.

- SERIES -

1. Road Fighter (1984)
2. Midnight Run - Road Fighter 2 (1995)

- PORTS -

* Consoles :
Nintendo Famicom [JP] (July 11, 1985) "Road FIghter [Model RC801]" 
Nintendo NES [EU] (June 18, 1992) 
Sony PlayStation [JP] (May 13, 1999) "Konami Arcade Classics [Model SLPM-86228]" 
Sony PlayStation [US] (November 30, 1999) "Konami Arcade Classics [Model SLUS-00945]" 
Nintendo DS [JP] (March 15, 2007) "Konami Arcade Collection [Model NTR-P-ASKJ (RY039-J1)]" 
Nintendo DS [US] (March 30, 2007) "Konami Classics Series: Arcade Hits [Model NTR-ACXE-USA]" 
Nintendo DS [EU] (October 26, 2007) "Konami Arcade Classics [Model NTR-P-ACXP]" 
Nintendo DS [AU] (October 29, 2007) "Konami Arcade Classics" 
Nintendo DS [JP] (October 29, 2009) "Konami Arcade Collection [Konami Dendou Selection] [Model NTR-ASKJ-JPN-1 (RY039-J4)]" 
Nintendo Wii [Virtual Console] [JP] (November 24, 2009) MSX version

* Computers :
MSX [EU] [JP] (August 1985) "Road Fighter [Model RC730]"
Spectravideo 

* Others : 
Arcade [US] [EU] [AU] [KO] (November 1998, "Konami 80's AC Special") 
Arcade [JP] (November 1998, "Konami 80's Arcade Gallery") 
Apple iPhone/iPod [US] (September 20, 2010) [Model 391286922]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2234&o=2

$end


$msx1_cart=roadfght,roadfghta,
$bio

Road Fighter (c) 1985 Konami.

- TECHNICAL -

[Model RC730]

- TRIVIA -

Released in August 1985 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48152&o=2

$end


$info=m4rhog,m4rhog_h12,m4rhog_h13,m4rhog_h14,m4rhog_h15,m4rhogr6ad,m4rhogr6b,m4rhogr6c,m4rhogr6d,m4rhogr6k,m4rhogr6y,m4rhogr6y_a,m4rhogr6yd,
$bio

Road Hog (c) 1991 Barcrest.

- TRIVIA -

Road Hog was released in December 1991 in the UK.

- SERIES -

1. Road Hog (1991)
2. Road Hog I'm Back (????)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=14919&o=2

$end


$info=m4rhogc,m4rhogc__a,m4rhogc__b,
$bio

Road Hog Club (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41429&o=2

$end


$info=sc5rhclb,sc5rhclba,sc5rhclbb,sc5rhclbc,sc5rhclbd,sc5rhclbe,sc5rhclbf,sc5rhclbg,
$bio

Road Hog Club (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR3248]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42766&o=2

$end


$info=m4rhog2,m4rhog2__a,m4rhog2__b,m4rhog2__c,m4rhog2__d,m4rhog2__e,m4rhog2__f,m4rhog2__g,m4rhog2__h,m4rhog2__i,m4rhog2__j,m4rhog2__k,m4rhog2__l,m4rhog2__m,
$bio

Road Hog I'm Back (c) 199? Barcrest.

- SERIES -

1. Road Hog (1991)
2. Road Hog I'm Back (????)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=14918&o=2

$end


$info=sc5hog,sc5hoga,
$bio

Road Hog (c) 2008 Bell-Fruit Games, Limited.

- TECHNICAL -

[Model PR3208]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=30340&o=2

$end


$info=rdkng_l4,rdkng_l1,rdkng_l2,rdkng_l3,
$bio

Road Kings [Model 542] (c) 1986 Williams Electronics Games, Incorporated.

- TECHNICAL -

Williams System 11
Model Number : 542

Main CPU : M6808
Sound CPU : Motorola M6809), OKI M6808
Sound chips : Yamaha YM2151, DAC, HC55516

- TRIVIA -

This was the first Williams pinball game to use FM sound. 5,500 units were produced.

Here is the list of speech in the game, all said by the biker gang leader :
'Vengeance will be ours!' (Game start)
'Fight the Road Kings!' (Multi-Ball start)
'Attack!' (Time Lock)
'We'll be back, Jack!' (Game Over)

- STAFF -

Design : Mark Ritchie (MDR)
Artwork : Tim Elliot
Software : George N. Petro (GNP)
Music : Bill Parod, Chris Granner (CPG) 
Sounds : Bill Parod

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5342&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=roadrace,
$bio

Road Race (c) 1981 Commodore, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86909&o=2

$end


$c64_cart,c64_flop=roadrace,
$bio

Road Race (c) 1983 HAL Laboratory

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53686&o=2

$end


$mc10=roadrace,roadracej,
$bio

Road Race (c) 198? Barden Jr. [William Barden Jr.]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87692&o=2

$end


$amigaocs_flop=roadrash,
$bio

Road Rash (c) 1992 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74880&o=2

$end


$sms=roadrash,
$bio

Road Rash (c) 1993 US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56157&o=2

$end


$saturn,sat_cart=roadrashj,
$bio

Road Rash (c) 1996 Electronic Arts Victor [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59572&o=2

$end


$saturn,sat_cart=roadrash,
$bio

Road Rash (c) 1996 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60391&o=2

$end


$gba=roadrashu,
$bio

Road Rash - Jailbreak [Model AGB-A9RE-USA] (c) 2003 DSI Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72639&o=2

$end


$gba=roadrash,
$bio

Road Rash - Jailbreak [Model AGB-A9RP] (c) 2003 Zoo Digital Publishing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72638&o=2

$end


$megadriv=rrash3,
$bio

Road Rash 3 (c) 1995 Electronic Arts.

- TRIVIA -

Reviews:
[FR] April 1995, Consoles + N.42: 89/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72353&o=2

$end


$n64=roadrash,roadrashu,
$bio

Road Rash 64 (c) 1999 THQ

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57943&o=2

$end


$megadriv=rrash2j,
$bio

Road Rash II (c) 1993 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56803&o=2

$end


$gamegear=roadrash,
$bio

Road Rash [Model 79108-50] (c) 1993 US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64811&o=2

$end


$gamegear=roadrashu,
$bio

Road Rash [Model 79108] (c) 1993 US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64812&o=2

$end


$gbcolor=roadrash,
$bio

Road Rash [Model CGB-BRRE-USA] (c) 2000 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68671&o=2

$end


$gameboy=roadrash,roadrashp,
$bio

Road Rash (c) 1996 Ocean Software, Limited.

- TECHNICAL -

Game ID: DMG-H5-USA

- STAFF -

Developed by: The Code Monkeys
Produced by: David Stalker
Programming by: Mark Kirkby
Artwork by: Jor Lewis
Music Programming: Elliot Gay
Utilities Programs: Colin Hogg
Quality Control: Dylan Bourne, Daniel Bourne, Tony Burns, Alex Stubbs

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66834&o=2

$end


$segacd=roadrash,roadrashp,
$bio

Road Rash [Model T-50085] (c) 1995 Electronic Arts.

- TRIVIA -

Reviews:
[FR] June 1995, Consoles + N.44: 89/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60796&o=2

$end


$saturn,sat_cart=roadrashu,
$bio

Road Rash [Model T-5008H] (c) 1996 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60129&o=2

$end


$info=pr_roadr,
$bio

Road Riot (c) 199? Project Coin Machines, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42106&o=2

$end


$info=roadriot,roadrioto,
$bio

Road Riot 4WD (c) 1991 Atari Games Corp.

- TECHNICAL -

Atari G42 hardware
Game ID : 136089

Main CPU : Motorola 68000 (@ 14.31818 Mhz), MOS Technology 6502 (@ 1.7895 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579 Mhz), OKI6295 (@ 9.037 Khz)

Players : 1
Control : stick
Buttons : 3

- TRIVIA -

Road Riot 4WD was released in June 1991. 900 units were produced in the USA and 300 in Ireland. The selling price was $7995 at its time of release.

- SERIES -

1. Road Riot 4WD (1991)
2. Road Riot's Revenge Rally (1994)

- STAFF -

Project leader / Game designer / Graphics : Mark Stephen Pierce (MSP)
Software design & implementation : Dennis Harper (DDH), David S. Akers (DSA)
Hardware engineer : Sam Lee (SL )
Controls : Milt Loper
Expert technician : Farrokh Khodadadi (FRK)
Video imaging : Rob Rowe
Hardware supervisor : Pat McCarthy
Music and video : Don Diekneite
Animation : Sean Murphy
Marketing manager : Linda Benzler (LB )
Nu/Omega / Team director : John Ray

- PORTS -

* Consoles :
Nintendo Super Famicom
Atari Lynx [Unreleased Prototype]
Sega Mega Drive [Unreleased Prototype]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2235&o=2

$end


$lynx=roadriot,
$bio

Road Riot 4WD (c) 199? Atari Corp.

- TRIVIA -

Unreleased prototype.

- STAFF -

Programmers: Jon Williams, Nick Snape

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58851&o=2

$end


$snes=roadriotu,roadriotup,
$bio

Road Riot 4WD [Model SNS-RR-USA] (c) 1992 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63489&o=2

$end


$snes=roadriot,
$bio

Road Riot 4WD [Model SNSP-RR-EUR] (c) 1992 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63488&o=2

$end


$info=rrreveng,rrrevenga,rrrevengb,
$bio

Road Riot's Revenge Rally (c) 1994 Atari Games Corp.

- TECHNICAL -

Atari GX2 hardware

Main CPU : Motorola 68EC020 (@ 14.31818 Mhz), MOS Technology 6502 (@ 1.7895 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579 Mhz), (2x) OKI6295 (@ 9.037 Khz)

Players : 2
Control : paddle
Buttons : 5

- TRIVIA -

Road Riot's Revenge Rally was released in January 1994.

- SERIES -

1. Road Riot 4WD (1991)
2. Road Riot's Revenge Rally (1994)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2236&o=2

$end


$info=roadrunm,
$bio

Road Runner (c) 1977 Midway Mfg. Co.

A first-person shoot'em up.

- TECHNICAL -

Main CPU : Intel 8080 (@ 1.9968 Mhz)
Sound Chips : Discrete circuitry

Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 2

Players : 1
Control : lightgun
Buttons : 1

- TRIVIA -

The name of this game was changed to "Desert Gun" when Midway merged with Bally who had a game by the same title. According to Jay Fenton, the real reason for the name change was to avoid legal problems with Warner Bros.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=21474&o=2

$end


$info=roadrunr,
$bio

Road Runner (c) 1979 Atari, Incorporated.

- TRIVIA -

2 units were made.

- STAFF -

Designer : Marty Rosenthal

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5545&o=2

$end


$bbca_cass,bbcb_cass=roadrunn,
$bio

Road Runner (c) 1983 Superior Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52318&o=2

$end


$info=roadrunn,roadrunn2,roadrunn1,
$bio

Road Runner (c) 1985 Atari Games.

The player takes on the role of the Road Runner - from the much-loved Warner Bros. cartoon series - and must outrun and outsmart the villainous Wile E. Coyote, in this abstract sidways-scrolling racing game from Atari.

A variety of traps and pitfalls await the Road runner - including cannons, land mines and cliff-top drops - that must be carefully avoided or negotiated. It is possible, however, to lure Wile E. Coyote into these traps to put some valuable distance between the Road Runner and his pursuer.

Piles of birdseed are littered throughout the levels and Road Runner must eat them (by running over them) whenever possible, as missing five seed piles will cause Road Runner to feel faint and stop running, resulting in his being caught by Wile E Cayote. A 'Seed Meter' at the top of the screen indicates Road Runner's seed enery level.

Road Runner's colourful, beautifully-drawn graphics capture the spirit and humour of the legendary cartoons perfectly. The music and sound effects are also faithful to the cartoon series.

- TECHNICAL -

Game ID : 136040

Runs on the "Atari System 1" hardware. It was available in the Upright configuration AND as a conversion kit for Marbel Madness, Peter Pack Rat or Indiana Jones).

For operators who would like to utilize prize redemption, the game is compatible with the System 1 'Vend-A-Ticket' game option.

Control: stick
Buttons: 3

- TRIVIA -

Road Runner was released in July 1986 (even if title screen says 1985).

Road Runner, as with all the Atari System 1 games, was arguably one of the most distracting games in the arcade. If not setup properly, the Road Runner game would play all the background music during the intro cut scenes. The Atari System 1 speaker system had a great acoustic arrangement. Players would be immersed in a sea of sound allowing them to really get into the game play. Unfortunately for others, they could hear the same thing on the other side of the room!

Some Road Runner units were produced (757 exactly) from the factory. Most arcade owners purchased the conversion kit which was marketed and readily available from Atari at a lower price ($695) than a new system ($1895). An Atari System 1 cabinet could be converted into a different game (only other Atari System 1 games) in a day.

A graphically enhanced version of this game (Apparently running on "Beat Head" hardware) was planned, where each stage would have a Road Runner cartoon scene as an intermission, spooled from a laserdisc. However, although a master was produced (now in the hands of a private collector of Atari prototypes), no discs were ever pressed and it is likely that no ROMs were ever burned.

- TIPS AND TRICKS -

Don't use an 8-way controller like Hot-Rod or X-Arcade with this game. You won't be able to control the Road Runner very well. Use a variable speed, jet-fighting type game joystick. This will allow you to control the variety of Road Runner speeds with precision. It makes the game much more fun and you'll get farther. 

Don't go so fast that you lose Wile E. Coyote from view. He'll coming whizzing back with a vengeance. He'll attack at high speed on rocket skates and in later levels, super sneakers.

If you stay close to Wile E. Coyote and maintain a constant speed (his arms will stick out in an effort to grab you), you can get a "Tongue Bonus" for 2000 points. The Road Runner will turn it's head around at Wile E. and stick out it's tongue twice, making that classic cartoon "Twoop twoop" sound.  Pretty funny to see.

In higher levels, invisible paint buckets will appear. You need to get to them and paint yourself before Wile E. Coyote does. If you manage to paint yourself with the invisible paint, Wile E. Coyote will lose sight of you, stand and look around with a "?" above his head.  Also funny to see.

On the levels where Wile E. coyote has acquired a portable helicopter and is dropping dynamite onto the Road Runner from above, keep running forwards while constantly moving the Road Runner diagonally up and down (on some levels, you need to be watchful for land mines); this makes it much more difficult for the Coyote to target you accurately.

- STAFF -

Producer : Norm Avellar, Greg Rivera
Director : Mike Hally
Backgrounds : Sam Comstock, Mark West
Animation : Susan G. McBride, Hal Canon, Earl Vickers
Location Tech : Rob Rowe
Support : Jacl Aknin, Mike Albaugh, Brad Fuller, Pat McCarthy, Rich Moore, Don Paauw

- PORTS -

* Consoles :
Atari 2600
Nintendo Famicom (1989)

* Computers :
Commodore C64 (1987)
Sinclair ZX Spectrum (1987)
Amstrad CPC (1987)
Atari ST
IBM PC
Amstrad CPC [FR] (1990, "10 Jeux Spectaculaires")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2237&o=2

$end


$cpc_cass=roadrunn,
$bio

Road Runner (c) 1985 US Gold, Ltd. [Birmingham, UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98906&o=2

$end


$nes=roadrunn,
$bio

Road Runner (c) 1989 Tengen

- STAFF -

By: Jamie Rivett

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55494&o=2

$end


$info=j80rr,j80rra,
$bio

Road Runner (c) 198? JPM International.

- TECHNICAL -

System 80

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41165&o=2

$end


$snes=roadrunn,roadrunnp,
$bio

Road Runner (c) 1992 Sunsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63490&o=2

$end


$info=m4roadrn,
$bio

Road Runner (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41435&o=2

$end


$a2600=roadrunc,
$bio

Road Runner (c) 19?? CCE.

South American. See Atari's "Road Runner [Model CX2663]" for more information about the game itself.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50890&o=2

$end


$cpc_cass=roadrwec,
$bio

Road Runner and Wile E. Coyote [Model HT 161] (c) 1991 Hi-Tec Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98909&o=2

$end


$snes=roadrunnj,
$bio

Road Runner vs Wile E. Coyote [Model SHVC-DV] (c) 1992 Sunsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62020&o=2

$end


$a2600=roadrun,roadrune,roadrunp,
$bio

Road Runner (c) 1989 Atari Corporation.

The object of the game is to outrun the coyote while avoiding the hazards of the desert. There are 8 levels in the game, each level more difficult than the last.

Move the controller in the direction you want the Road Runner to run. Press the fire button to make the Road Runner jump. (In a two-player game, the players take turns controlling the Road Runner.)

You begin the game with three lives. You lose a life when Wile E. Coyote catches you, picks you up in a rocket, or shoots you with a cannon. You also lose a life when a truck hits you, you hit a land mine, you fall off a cliff, or you get hit by a falling rock.

You score points by eating seeds along the road, eating steel shot, and destroying the coyote.

- TECHNICAL -

Model CX2663

- SCORING -

Eating a pile of birdseed: 100 points.
Eating steel shot: 100 points.
Getting Wile E. hit bby a mine (cannonball, rock, etc.): 200 points.
Getting Wile E. hit by a truck: 1000 points.

Note: The first pile of birdseed the Road Runner eats is worth 100 points. The point value of each successive pile of birdseed eaten thereafter increases by 100 points, up to a maximum of 1000 points per pile of birdseed. But if you miss eating a pile of birdseed, the point value of the next pile of birdseed the Road Runner does eat is 100 points.

- TIPS AND TRICKS -

You must keep running to the left to avoid the coyote, while watching out for the other hazards along the desert highway. If you double back, you can catch Wile E. off guard.

Time your jumps carefully, and use them strategically to avoid Wile E. and the other dangers of the road.

Use the mines and trucks to your advantage.

- STAFF -

programmer: Bob Polaro

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50889&o=2

$end


$a5200=roadrun,
$bio

Road Runner (c) 1982 Atari, Incorporated.

- TECHNICAL -

Model CX5242

- TRIVIA -

Unreleased prototype. Originally scheduled to be released in November 1983.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50086&o=2

$end


$snes=roadrunnu,
$bio

Road Runner's Death Valley Rally [Model SNS-DV-USA] (c) 1992 Sunsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63491&o=2

$end


$pcecd=roadspir,
$bio

Road Spirits (c) 1991 Pack-In-Video Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58342&o=2

$end


$info=sp_road,
$bio

Road to Hell (c) 199? Ace Coin Equipment, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42259&o=2

$end


$pc8801_flop=roadtoja,
$bio

Road to Jan Pro (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92754&o=2

$end


$astrocde=roadtoad,
$bio

Road Toad (c) 1986 Esoterica

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86827&o=2

$end


$gba=roadtrip,
$bio

Road Trip - Shifting Gears [Model AGB-A6RE-USA] (c) 2004 Conspiracy Ent. Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72640&o=2

$end


$pc98=roadwr2k,roadwr2ka,
$bio

Road War 2000 (c) 1988 Starcraft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90508&o=2

$end


$info=ar_rdwr,
$bio

Road Wars (c) 1988 Arcadia Systems.

A 1-on-1 3-D shoot-em'-up in which one or two players drive battlespheres (futuristic tanks) up an infinitely long road and destroy oncoming hazards. The action is very simplistic and there's little to do other than dodge or blast approaching objects.

- TECHNICAL -

Arcadia System hardware

Main CPU : Motorola 68000 (@ 7.15909 Mhz)
Sound Chips : Custom (@ 3.579545 Mhz)

Screen orientation : Horizontal
Video resolution : 671 x 216 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096

Players : 2
Control : 8-way Joystick
Buttons : 2

- STAFF -

Game design : Ron Harris

- PORTS -

* Computers :
Amiga (1987)
Atari ST (1987)
Sinclair ZX Spectrum (1987)
Commodore 64 (1988)
MSX (1988)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3824&o=2

$end


$amigaocs_flop=roadwars,
$bio

Road Wars (c) 1988 Melbourne House [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74881&o=2

$end


$info=roadedge,
$bio

Road's Edge (c) 1997 SNK.

An exciting racing game up to four players linkable, featuring four challenging courses and four SUV cars to choose, different camera angles and for selectable soundtracks make this game a fun ride. The internal vibration inside the seat is a nice addition to the driving experience.

- TECHNICAL -

SNK Hyper Neo-Geo 64 hardware
Game ID : HNG64 No. 01

Main CPU : R4600 (@ 50 Mhz), V30 (@ 8 Mhz), Zilog Z80 (@ 12.5 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 4

- TRIVIA -

Released in September 1997.

This game is also known as "Round Trip".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3564&o=2

$end


$megadriv=roadblst,
$bio

RoadBlasters (c) 1991 Tengen

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57369&o=2

$end


$nes=roadblst,roadblstu,
$bio

RoadBlasters (c) 1990 Mindscape, Incorporated.

- TECHNICAL -

Game ID: NES-VE

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55495&o=2

$end


$lynx=roadblst,
$bio

RoadBlasters (c) 1990 Atari Corp.

Everyone knew the war was coming. Tensions had been building for months - not between the Superpowers as had always been thought, but between rival factions in our own government. What no one expected was the severity of the damage.

Nuclear weapons devastated the surface of the planet, released by ruthless Death Squads intent on controlling the planet. Millions perished in a sudden flash of heat more intense than a Sahara summer.

When it was all over, only a handful of decent people remained. A few good people, and thousands of Death Squad members. It was obvious that the Death Squads had planned this for years. They were ready. They had developed cities and weapons impervious to nuclear war. And vehicles. They had cars that could withstand the highest levels of radiation and the most dangerous heat. They also had huge stockpiles of food and medicine that would keep them alive until the nuclear winder ends.

Fortunately, a right-thinking scientist saw what was happening. He defected from the Death Squads and brought with him a small prototype vehicle and a few weapons capable of destroying Death Squad cars and cannon towers. Only one person can fit in the prototype, and you were chosen.

Now, just for the amusement of Death Squad leaders, there is to be a road rally, a dangerous race for time and distance along a highway laced with deadly mines and cannon towers. Posing as a Death Squad driver you join the rally, hoping to drive undetected into the very heart of the Death Squad territory where you will defeat their leaders. your only helper is a small, robot-powered jet that will bring you additional weapons from Headquarters. The odds are definitely against you.

The nuclear wind blows dust across the highway. Now and then the burnt skeleton of a tumbleweed blows across the once-fertile plain. The world is desolate. All hope for a decent future rests on your narrow shoulders.

- TECHNICAL -

Model PA2036

- SCORING -

Green Cars: 50
Orange Cars: 50
Motorcycles: 50
Rat Jeeps: 50
Blue Cars: 100
Cannons: 200

- TIPS AND TRICKS -

* Speed is vital. You will not have enough fuel to finish the race  if you do not make it to the rally points quickly. 
Don't waste your auxiliary weapons. If you can shoot your laser, do it (that helps your multiplier anyway). 
Don't catch a new auxiliary weapon if you like the one you have. 
You can only carry one at a time. 
Straddling the dotted line sometimes helps you avoid mines. Of course, that's not easy to do going around a curve at top speed. This does not always work, however; some mines are placed right on the lines. 
You can earn lots of points by destroying cannons. However, it is not always worth your while to do so. 

* Level Select: Start game normally and choose the Rookie track. Accelerate car, while holding Left to about 25 - 50 mph and steer the car so that it is riding on the left shoulder of the road. Keep holding down Left until you hit a tree which is growing on the side of the road. On the screen it will appear a digitized picture of one of the programmers and a short message: here you can use OPTION 1 and OPTION 2 to change the number on the top right corner and then resume normal playing by pressing A. After finishing level 1, you will warp to the level next to the one you chose (e.g. if you selected 9, next level will be 10 as if level had become level 9).

- STAFF -

Programmer: D. Scott Williamson

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58852&o=2

$end


$megadriv=roadblstj,
$bio

RoadBlasters (c) 1992 Tengen

- TECHNICAL -

Game ID: T-48023

- TRIVIA -

RoadBlasters for Mega Drive was released on February 28, 1992 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56804&o=2

$end


$bbca_cass,bbcb_cass=roadcft1,
$bio

Roadcraft 1 (c) 19?? HS

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52319&o=2

$end


$gameboy=roadster,
$bio

Roadster (c) 1990 Tonkin House.

- TECHNICAL -

Model DMG-RSA

- TRIVIA -

Released on October 19, 1990 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66836&o=2

$end


$gbcolor=roadst98,
$bio

Roadsters '98 [Prototype] (c) 1998 Titus

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68673&o=2

$end


$n64=roadster,roadsteru,
$bio

Roadsters Trophy (c) 1999 Titus

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57944&o=2

$end


$gbcolor=roadster,roadsteru,
$bio

Roadsters Trophy (c) 2000 Titus

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68674&o=2

$end


$pc8801_flop=roadwr2k,roadwr2kb,roadwr2ka,
$bio

Roadwar 2000 (c) 1988 Starcraft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92755&o=2

$end


$amigaocs_flop=roadweur,
$bio

Roadwar Europa (c) 1987 SSI

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74882&o=2

$end


$cpc_cass=robbbot,
$bio

Robbbot [Model C25] (c) 1986 Ere Informatique [Paris, France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98910&o=2

$end


$cpc_cass=robbbots,
$bio

Robbbot [Model WG-005T] (c) 1986 War Games [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98911&o=2

$end


$info=robby,
$bio

Robby Roto (c) 1981 Bally Midway.

When playing this game. YOU are ROTO's mentor. He takes his directions ONLY from YOU and will do your bidding exclusively. YOU determine the strategies he will use to defeat the evil monster VOLTAR who has invaded the Earth, stealing all types of treasures and burying them deep within the earth. VOLTAR also takes hostages and seals them in vaults deep within the earth.

There is only one way to save the hostages and recover the stolen treasures. We must send in ROTO. He will follow VOLTAR right into his own home tunnels to rescue the hostages and recover the stolen treasures VOLTAR has salted away.

To say the least, this makes VOLTAR more than just a little bit upset with ROTO. To help protect his stolen treasures and kidnapped hostages. VOLTAR has developed a breed of giant SPIDER that can sense ROTO's location and that can also travel through solid earth. These SPIDERS attempt to corner and capture ROTO. And to direct their hunt for ROTO, VOLTAR turns himself into a TROLL that can travel through solid earth.

If and when ROTO is captured by the SPIDERS or the TROLL, he is forcibly ejected from VOLTAR’s tunnels and you loose one player.

As your skill level increases and you get into the higher racks of the game, the ability of the SPIDERS and the TROLL to sense ROTO's location increases. This makes ROTO's chances of survival considerably smaller And VOLTAR, being what he is, has reinforcements in the form of a set of disembodied TEETH that he can call on to help him track ROTO down and put the bite on him. These TEETH also have the ability to travel through solid earth.

ROTO has no reinforcements he can call on to help him defend himself against his enemies. He has ONLY YOUR SKILL at maneuvering and forming strategies plus one use of the MAGIC button (which makes ROTO and any hostages he has with hlm invisible to all monsters for a short period of time) per rack to keep him safe as he carries out his rescue missions.

Bonus ROTOs are awarded to you periodically throughout the game: after you complete every third rack of the game. Each recaptured treasure and rescued hostage has an assigned point value as listed below. In the 2 times and 3 times racks, the values of all items are doubled or tripled respectively.

- TECHNICAL -

[Game No. 530]
[Upright model]

Dimensions: 69,75 in. High x 24 in. Wide x 27,25 in. Deep

Bally Midway Astrocade hardware

Main CPU : Zilog Z80 (@ 1.789773 Mhz)
Sound Chips : (2x) Astrocade (@ 1.789773 Mhz)

Screen orientation : Horizontal
Video resolution : 320 x 204 pixels
Screen refresh : 60.00 Hz
Palette colors : 256

Players : 2
Control : 4-way joystick
Buttons : 1 (MAGIC)

- TRIVIA -

Released in June 1982 (titlescreen says Copyright 1981). Approximately 2,000 units were produced.

The author of Robby Roto, Jamie Fenton (Jay Fenton), acquired the rights to the game after it did not do well in the marketplace.

- SCORING -

MULTIPLIER DETERMINATION:
3 Hostages together: next maze is 2x Maze.
3 Hostages together 2 mazes in a row: next maze is 3x Maze.

HOSTAGE
Pick up each time (1x point value): 100 points.
Pick up each time (2x point value): 200 points.
Pick up each time (3x point value): 300 points.
Out of door (1st Rach - 1x point value): 200 points.
Out of door (2nd Rach - 2x point value): 400 points.
Out of door (3rd Rach - 3x point value): 600 points.
Etc..

TREASURE VALUES
2nd Maze (1x point value): 200 points.
2nd Maze (2x point value): 400 points.
3rd Maze (1x point value): 400 points.
3rd Maze (2x point value): 800 points.
3rd Maze (3x point value): 1200 points.
4th Maze (1x point value): 600 points.
4th Maze (2x point value): 1200 points.
4th Maze (3x point value): 1800 points.
5th Maze (1x point value): 800 points.
5th Maze (2x point value): 1600 points.
5th Maze (3x point value): 2400 points.
6th & beyond (1x point value): 1000 points.
6th & beyond (2x point value): 2000 points.
6th & beyond (3x point value): 3000 points.

ALL ROOMS ENTERED VALUES
1st Maze (1x point value): 5 points.
2nd Maze (1x point value): 10 points.
2nd Maze (2x point value): 20 points.
3rd Maze (1x point value): 20 points.
3rd Maze (2x point value): 40 points.
3rd Maze (3x point value): 60 points.
4th Maze (1x point value): 30 points.
4th Maze (2x point value): 60 points.
4th Maze (3x point value): 90 points.
5th Maze (1x point value): 40 points.
5th Maze (2x point value): 80 points.
5th Maze (3x point value): 120 points.
6th & beyond (1x point value): 50 points.
6th & beyond (2x point value): 100 points.
6th & beyond (3x point value): 150 points.

- STAFF -

Designed and programmed by : Jay Fenton, Pat Lawlor, Dave Nutting

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2238&o=2

$end


$a2600=robinheq,
$bio

Robin Hood (c) 1983 Quelle

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50892&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=robinh,
$bio

Robin Hood (c) 1983 Xonox, Inc. [Hopkins, MN, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86910&o=2

$end


$coleco=robinh,robinha,
$bio

Robin Hood (c) 1984 Xonox, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53337&o=2

$end


$info=j6robin,j6robina,j6robinb,j6robinc,
$bio

Robin Hood (c) 199? Ace Coin Equipment, Limited.

- TECHNICAL -

Impact

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41141&o=2

$end


$cpc_cass=robinh,
$bio

Robin Hood - Legend Quest [Model 3754] (c) 1993 Codemasters Soft. Co., Ltd., The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98912&o=2

$end


$nes=robinhua,robinhu,
$bio

Robin Hood - Prince of Thieves (c) 1991 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55497&o=2

$end


$nes=robinh,robinhg,robinhs,
$bio

Robin Hood - Prince of Thieves (c) 1992 Mindscape, Incorporated. [Northbrook, IL, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55496&o=2

$end


$gameboy=robinhs,
$bio

Robin Hood - Prince of Thieves [Model DMG-RH-ESP] (c) 1993 Virgin Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66840&o=2

$end


$gameboy=robinhf,
$bio

Robin Hood - Prince of Thieves [Model DMG-RH-FRA] (c) 1993 Virgin Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66838&o=2

$end


$gameboy=robinhg,
$bio

Robin Hood - Prince of Thieves [Model DMG-RH-NOE] (c) 1993 Virgin Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66839&o=2

$end


$gameboy=robinh,
$bio

Robin Hood - Prince of Thieves [Model DMG-RH-UKV] (c) 1993 Virgin Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66837&o=2

$end


$gameboy=robinhu,
$bio

Robin Hood - Prince of Thieves [Model DMG-RH-USA] (c) 1993 Virgin Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66841&o=2

$end


$a2600=robinh,robinhe,
$bio

Robin Hood (c) 1983 Xonox.

Make your way into the Sheriff of Nottingham's castle and save either the MAID MARIAN or steal the GOLD so you can give it back to the poor while collecting as many points as possible before you lose all of your lives. ROBIN may only carry one of the other prizes back to the Sherwood Forrest.

- TECHNICAL -

Model 99005

- SCORING -

* Each henchmen is worth 2,000 points.
* Saving MAID MARIAN is worth 20,000 points.
* Stealing the Sheriff'S GOLD treasure is worth 20,000 points.
* Successfully moving ROBIN through each screen is worth 8,000 points.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50891&o=2

$end


$gbcolor=robin,
$bio

Robin Hood [Model CGB-BRHP-EUR] (c) 2001 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68675&o=2

$end


$psx=robinllo,
$bio

Robin Lloyd no Daibouken [Model SLPS-02501] (c) 2000 Gust [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85597&o=2

$end


$cpc_cass=robinshl,
$bio

Robin of Sherlock (c) 1986 CRL Group PLC [London, England]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98913&o=2

$end


$cpc_cass=robinsw,
$bio

Robin of Sherwood (c) 1984 Adventure International

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98914&o=2

$end


$info=robadv,robadvc1,robadvd1,robadvv1,robadvo,
$bio

Robin's Adventure (c) 2004 Amcoe.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31159&o=2

$end


$info=robadv2,robadv2o2,robadv2c2,robadv2d2,robadv2v1,robadv2v2,robadv2v3,robadv2c2,robadv2c3,robadv2d2,robadv2d3,robadv2c1,robadv2d1,robadv2o,
$bio

Robin's Adventure 2 (c) 2004 Amcoe.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31160&o=2

$end


$megacd,megacdj=roboales,
$bio

Robo Aleste [Model 4416] (c) 1993 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60650&o=2

$end


$segacd=roboales,
$bio

Robo Aleste[Model T-48015] (c) 1993 Tengen, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60797&o=2

$end


$neocd=roboarmy,
$bio

Robo Army (c) 1995 SNK [Shin Nihon Kikaku].

Neo-Geo CD release, please click to the original MVS release here for more information about this game itself.

- TECHNICAL -

[Model NGCD-032]

- TRIVIA -

Robo Army for Neo-Geo CD was released on April 21, 1995 in Japan (4 years after the original MVS release).

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47635&o=2

$end


$info=roboarmy,
$bio

Robo Army (c) 1991 SNK [Shin Nihon Kikaku]. 

Two robotic soldiers attempt to stop the robots and their master from enslaving the human race.

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : NGM-032

Players : 2
Control : 8-Way Joystick
Buttons : 3
=> [A] Punch, [B] Jump, [C] Kick/Get Super-Powers with Cyber-Ball

- TRIVIA -

Robo Army was released on October 30, 1991 in Japan.

Player 2's character appears as a striker character in "The King of Fighters 2000" as Rocky.

- STAFF -

Excutive Producer : Eikichi Kawasaki
Programmers : Oh!Butch, Arcbbcov, Shochan, Ma2, Kawaii
Sound : Yamapy-1, Konny
Production Designer : Kouichi Sakita
Designers : Takeshi Kimura, Take-P, Shimachan, UG Wada, Pinkey
Associate Producer : Hiroshi Matsumoto (Finish Hiroshi)
Planners : Akira Goto, Yarie

- PORTS -

* Consoles :
SNK Neo-Geo [JP] (December 20, 1991; "Robo Army [Model NGH-032]")
SNK Neo-Geo [US] (December 20, 1991; "Robo Army [Model NGH-032]")
SNK Neo-Geo CD [JP] (April 21, 1995; "Robo Army [Model NGCD-032]")
SNK Neo-Geo CD [US] (April 21, 1995; "Robo Army [Model NGCD-032E]")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2239&o=2

$end


$msx2_flop=robocrsh,robocrshb,robocrsha,
$bio

Robo Crush (c) 1990 System Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101992&o=2

$end


$pc98=robocrs2,
$bio

Robo Crush 2 - Neppa no Ouja (c) 1993 Systemsoft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90509&o=2

$end


$pc98=robocr98,
$bio

Robo Crush 98 (c) 1991 Systemsoft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90510&o=2

$end


$saturn,sat_cart=robopit,
$bio

Robo Pit (c) 1996 Kokopeli.

European release. Game developed in Japan.

- TECHNICAL -

Game ID: T-10002H-50

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60392&o=2

$end


$saturn,sat_cart=robopitu,
$bio

Robo Pit (c) 1996 Kokopeli.

North American release. Game developed in Japan.

- TECHNICAL -

Game ID: T-10002H

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60130&o=2

$end


$saturn,sat_cart=robopitj,
$bio

Robo Pit (c) 1996 Altron Corp.

- TECHNICAL -

Game ID: T-16603G

- TRIVIA -

Released on February 16, 1996 in Japan.

Export releases:
[US] "Robo Pit [Model T-10002H]"
[EU] "Robo Pit [Model T-10002H-50]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59573&o=2

$end


$nes=robowarr,robowarru,
$bio

Robo Warrior (c) 1988 Jaleco Company, Limited.

North American release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Bomber King [Model HFC-BX]".

Text from this version:
You're Zed Half man, Half Cyborg. The one-man battalion with a human heart and a computer's brain. 
Can you blast your way alone through 27 battle zones to liberate the desperate people of the planet Atile from the evil invader Xur? Xur has sized the weather control station; it's bitter cold, and the people have fled underground. He knows you've landed. No turning back. You must recover an arsenal of 12 different weapons and 6 powers hidden on Altile. Mageton bombs, life vests, hyper missiles, super boots, cross-fires, super bombs, energy capsules, life pods, power balls... Master each to save yourself from a continuing barrage of 20 deadly enemies. Wisps, Wanes, Tracers, Strinkers, Skraugs, the Globula, Gholem, Viripides, They're mean, they;re ugly and they're after you. Flying. Dive bombing. Writhing. Grabbing. Find the keys, or you're locked in a battle zone forever. Find the hidden chalice and be saved from eternal doom. Hit the switch. This is war.

- TECHNICAL -

Cartridge ID: NES-RR-USA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55498&o=2

$end


$msx1_cart=robowres,
$bio

Robo Wres (c) 1987 Micronet

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77407&o=2

$end


$info=robowres,robowresb,
$bio

Robo Wres 2001 (c) 1986 Sega.

A robot wrestling game.

- TECHNICAL -

Sega System 2 hardware
Top Board Number : 834-5990
Lower Board Number : 837-5992

Top Board :
Main CPU : NEC D315-5179 (Z80) (@ 3.072 Mhz)
Sound Chips : (3x) Texas Instruments SN76496 (@ 3.072 Mhz), OKI MSM5205 + Resonator (@ 384 Khz)
RAM : MB8128
Other : (2x) Volume Pot (labelled 'VOICE' and 'SOUND')
Dipswitch : 8 positions

Lower Board :
XTAL (@ 18.432MHz)
RAM : (2x) MB8128, (2x) SONY CXK5813D-55

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Released in April 1986.

'Wres' stands for 'Wrestling'.

- PORTS -

* Computers :
NEC PC-8801 [JP]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3529&o=2

$end


$lynx=robosqua,
$bio

Robo-Squash (c) 1990 Atari Corp.

It is the 31st Century The President of the World has died unexpectedly 
at the young age of 281 after nearly 200 years of peaceful rule,
leaving the United World Federation in chaos. The World Party 
has been in control for almost four centuries, but now the International 
Party wants to take over. Rumours that the President's death was 
not accidental cannot be confirmed, but the World Party is on 
the defensive.

Since the conventional warfare of the uncivilized past is now obsolete, the two parties are gearing up to settle the dispute in a more modern way--an all-or-nothing game of ROBO-SQUASH.

It is your civic duty as Champion of the World Party to compete against the International Party's Champion. If you win, the World Party will remain in control and world unity will continue. If you lose, the International Party will divide the world into individual nations, setting up the same kinds of senseless petty disputes that nearly destroyed the world back in the 21st century.

Federation Peace depends on your abilities. Can you handle the pressure? You must, otherwise civilization may be doomed.

- TECHNICAL -

Cartridge ID: PA2035

- TRIVIA -

Reviews:
1990 - Consoles + HS N.2 [FR]: 78/100

- SCORING -

Hit Bricks: 200 points
Hit Special item: 200 points
Hit Brick or Item with Shooter: 100 points
Hit Spider: 500 points and a win
Balls remaining at end of round: 500 points to round winner
Two balls in row or column: 1000 points
Three balls in row or column: 3000 pounds
Four balls in row or column: 6000 points

At the end of higher rounds, both the winner and the loser will receive 500, 1000 or 1500 points just for making it to those rounds.

- TIPS AND TRICKS -

Quick reactions are crucial. Learn to use the Spotter to help you get a jump towards the ball. 
Use your opponents splats to your advantage - aim for them so that he will have a hard time spotting the ball. 
Use the Shooter to create an explosive diversion. 
Weaker players should aim for the Expander. This will enlarge their paddle and make it easier to return the ball. 
Beat your opponent quickly. The longer a round lasts, the more chance you will lose a ball. 
Do everything you can to make your opponent miss the ball, even if it means screaming loudly whenever you hit the ball. Stupid jokes may also help. 
Use your head when choosing the ball at the start of each round.
Capturing balls in rows results in many points. 
Don't waste special items. They are all very useful. 
Watch for the spider when all bricks are destroyed.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58853&o=2

$end


$info=robowars,
$bio

Robo-War (c) 1988 Premier Technology.

- TECHNICAL -

Gottlieb System 80B
Model Number : 714

- TRIVIA -

2,130 units were produced.

- STAFF -

Design by : John Trudeau, Jon Norris
Art by : Constantino Mitchell

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5546&o=2

$end


$nes=roboccow,
$bio

Robocco Wars (c) 1991 IGS Corp.

- TECHNICAL -

[Model IGS-X9]

- TRIVIA -

Robocco Wars was released on August 02, 1991 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54546&o=2

$end


$coco_cart=robocop,
$bio

RoboCop (c) 1988 Tandy Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53466&o=2

$end


$msx1_cass=robocop,robocopa,
$bio

Robocop (c) 1988 Ocean Software, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94944&o=2

$end


$cpc_cass=robocop,
$bio

Robocop (c) 1988 Ocean Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98916&o=2

$end


$nes=robocopj,
$bio

RoboCop (c) 1989 Data East Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54544&o=2

$end


$nes=robocopu,robocopup,
$bio

RoboCop (c) 1989 Data East Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55500&o=2

$end


$amigaocs_flop=robocop,
$bio

RoboCop (c) 1989 Ocean Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74883&o=2

$end


$nes=robocop,
$bio

RoboCop (c) 1991 Ocean

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55499&o=2

$end


$msx1_cart=robocop,
$bio

RoboCop (c) 1992 Sieco.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95208&o=2

$end


$info=robocop,robocpu0,robocopu,robocopb,robocopw,robocopj,
$bio

RoboCop - The Future of Law Enforcement (c) 1988 Data East.

A single player, side-scrolling platform shoot-em-up based on the 1987 movie of the same name. The game's story mirrors that of the film, with former cop Murphy, now a half-human cyborg called 'RoboCop', on a quest to bring down the evil OCP corporation.

RoboCop features nine levels of action, with two of the game's nine stages being into-the-screen target ranges, in which players can try to accrue bonus points and earn extra health. Wooden crates occasionally bar RoboCop's progress, but these can be punched to remove them. Marked crates can be smashed to reveal one of three Weapon power-ups; Three-way Gun, Dual Laser and the incredibly powerful Cobra Gun.

The film's incidental music plays throughout the game and RoboCop's speech is sampled directly from the original film.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 10 Mhz), HuC6280 (@ 1.342325 Mhz)
Sound CPU : MOS Technology M6502 (@ 1.5 Mhz)
Sound Chips : YM2203 (@ 1.5 Mhz), YM3812 (@ 3 Mhz), OKI6295 (@ 7.757 Khz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

RoboCop was released in November 1988. 

After Ocean Software secured the RoboCop license, they sub-licensed it to Data East who created the coin-up game. Ocean then ported the game to various home computers. 

Most of RoboCop's sounds were borrowed from "Heavy Barrel". 

A Robocop Cabinet can be seen in the Nickelodeon shows All That (from 1994 to 1997) and Kenan and Kel. However both shows shared the same cabinet, but with different fictional marquees. 

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

- UPDATES -

The bootleg version does not use the HuC6280 @ 1.342325 Mhz :-)

- TIPS AND TRICKS -

The following cheat for RoboCop can earn (theoretically) infinite scores : There exists a level in the game (the Junkyard), where there is an elevator. It's just after you get the Cobra gun. Anyway, you get on the elevator and ride to the top. When the elevator reaches the top, DON'T MOVE! Your score will suddenly start to increase, and will continue to do so until you step off the elevator.

Bad guys come onto the screen when you pass a certain pixel. Move back and kill them off; don't charge through the game. Learn the enemy movement patterns as they are the same in every play.

Here are some strategies for each level: 

* LEVEL ONE : The motorbike which damages you before you draw your gun can be beaten by jumping just before it comes on the screen. A shop window has a small menu type poster in it; jump around about there. When you land, punch the bike (it flashes green and doesn't damage you). Punch it when it returns to kill it.

When fighting the ED209, time your jumps until just AFTER it has fired at you, allowing you to jump over its shots. When it moves to the left third of the screen, stand close to it. RoboCop's weapons arm will now point at a steeper angle (more into the ground). Now move away slightly and jump away when ED209 fires. Its shots will go into the ground and not trap you at the left edge of the screen.

Another approach allows you to defeat the ED-209 almost instantaneously: First, make sure you still have the Three-Way Gun (not essential but makes things a little quicker and easier), then as soon as you clear the area of enemies the music will change and the ED-209 will growl. Simply walk to the right side of the screen (Before ED-209 enters) and fire repeatedly diagonally up and right. If done correctly, the ED-209 will come out already defeated and run away without so much as scratching you.

* LEVEL TWO ; To get extra health, shoot the fat guy using a girl as a shield. He moves forward to shoot at you - shoot him then.

Target practice : Getting all of the targets (100% hit) gives *extra* capacity for your energy bar.

Bug : Missing one target sometimes still gives 100% (but don't rely on it.).

* LEVEL THREE : Go over the top of the car crushers, and pick up the baby food. Try and save the Cobra assault cannon for the end of the level - this makes thing much easier. If you shoot just under the cab of the final enemy, you can kill the guy throwing grenades at you.

Alternate way : Get the cobra cannon, clean all the enemies at the elevator, the raise the elevator until the cobra cannon is slightly higher than ground level (about 1/4 inch or less), fire ONCE to the right and watch your score soar. Don't move or your score will stop. Also, this only works on the bootleg board - the original did not do this, probably due to a bug (At the far right, just outside of the screen, are some boxes and the machine thinks you hit them but doesn't destroy them).

* LEVEL FOUR : Shoot the metal crushers with the Cobra Cannon, or PUNCH repeatedly if you get trapped. The final enemy is a crane which swings a steel ball suspended from an extensible chain. Don't shoot the wooden box, stand on it and shoot the cab of the crane. Also, try to save the Cobra Cannon (by punching bad guys instead of shooting them) and use it on the crane.

* LEVEL FIVE : Don't charge through this level, especially on the conveyor belt. Be wary of the first guy armed with a flame thrower; if you're quick enough, you can shoot him before he gets a chance to shoot at you.

The military ED209 at the end of the level can be beaten by crouching under the OCP logo when it charges. Jump and shoot the weapon arm when it retreats.

* LEVEL SIX : You need to move through this level fairly quickly as time is a little tight. The ground-based moving gun turrets can be shot from the platform below, and careful diagonal shooting can destroy laser emplacements situated on any platforms above you. Concentrate on laser turrets which are diagonally away from you, as their fire is the hardest to dodge.

The last baby food on the level replenishes all of RoboCop's energy. Try and keep the laser shots until the end of the level. When you reach the top platform, move as far to the right as possible and shoot the military ED209 as much as possible before it activates. There is a comparatively safe position just at the end of the military ED209's forward walk (like the end of level five, but with no OCP marker). Kill the military ED209 first. Tactics for the other ED209 are similar to those of level 1.

* LEVEL SEVEN : Use diagonal shooting to destroy laser turrets on the platform above you (see also Level Six comment).

The baby food stored in the box gives all your energy back. When you reach the single lift which goes up multiple floors, the best way to avoid being trapped on it by laser fire is to JUMP onto the next level just before the lift reaches it. Timing between the laser shots is critical.

When this lift reaches the top, stop just short of the floor (you should be able to see/hear the light curtains and laser turrets) and then go back down as far as you can. The laser turrets and curtains sometimes disappear.

The final ED209 can be destroyed by standing at the far left of the screen and jumping up and down. Missiles launched at you can be destroyed by shooting or punching. When the ED209 gets too close, use the tactic of level one.

When ED209 is destroyed, kill Dick Jones (in the same way as a gunman holding a hostage is killed). The president is not harmed by your gun shots and must be punched from close range.

- SERIES -

1. RoboCop - The Future of Law Enforcement (1988) 
2. RoboCop 2 (1991) 
3. RoboCop 3 (1992 - SNES) 
4. RoboCop vs The Terminator (1993 - SNES)

- STAFF -

Game designer : Yoshiyuki Unishibara
Assistant game designer & Main graphic designer : T. Adachi
Programmer : Ryoji
Sound effects : Azusa Ma
Graphic designers : A. Kaneko, Mix man, Y. Kaiho
Programmers : Mr. Deco men, K. Takahashi, S. Tamura, M. Tamura
Music : Hiroaki Yoshida (MARO), Hiroyuki, Hitomi Komatsu

- PORTS -

* Consoles : 
Nintendo Famicom [JP] (August 25, 1989) "RoboCop [Model DFC-CP]" 
Nintendo NES [US] (December 1989) "RoboCop [Model CES-CP]" 
Nintendo Game Boy [EU] (1990) "RoboCop [Model DMG-P-CP]"  
Nintendo Game Boy [US] (December 1990) "RoboCop [Model DMG-CP-USA]" 
Nintendo Game Boy [JP] (March 1, 1991) "RoboCop [Model DMG-CPA]" 
Nintendo NES [EU] (April 25, 1991) "RoboCop [Model CES-CP]" 

* Computers : 
Tandy Color Computer [US] 
Sinclair ZX Spectrum [EU] (1988) 
Amstrad CPC [EU] (1988) 128 ko version 
Commodore Amiga [US] (1989) 
Commodore C64 [US] [EU] (1989) 
Apple II [US] (1988) 
MSX [EU] (1988) 
Atari ST [EU] (1989) 
PC [MS-DOS] [US] (1989) 

* Others : 
Mobile Phones [US] (November 6, 2004)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2240&o=2

$end


$c64_cart,c64_flop=robocop2,
$bio

Robocop 2 (c) 1990 Ocean

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53687&o=2

$end


$amigaocs_flop=robocop2,
$bio

RoboCop 2 (c) 1990 Ocean Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74886&o=2

$end


$info=robocop2,robocop2u,robocop2j,robocop2ua,
$bio

RoboCop 2 (c) 1991 Data East.

An arcade-only sequel to the 1988 original, placing less of an emphasis on platform action than the face game and concentrating almost exclusively on the shooting aspect.

- TECHNICAL -

Game ID : MAH

Main CPU : Motorola 68000 (@ 14 Mhz)
Sound CPU : Hudson Soft HuC6280 (@ 4.0275 Mhz)
Sound Chips : YM2203 (@ 4.0275 Mhz), YM2151 (@ 3.58 Mhz), OKI6295 (@ 7.627 Khz), OKI6295 (@ 15.255 Khz)

Players : 2
Control : 8-way joystick
Buttons : 3 [LEFT SHOT, RIGHT SHOT, JUMP]

- TRIVIA -

RoboCop 2 was released in March 1991.

The movie 'RoboCop 2' is rated R by the Motion Picture Association of America. It is intended for mature audiences and parental guidance is advised. Children under 17 are not admitted unless accompanied by a  parent or adult guardian.

Differences between 'RoboCop 2' the arcade game, and 'RoboCop 2' the movie. Beware : may contain some spoilers for both the movie and the arcade game.
* The gun shop robbers in the movie never had one of them use a chainsaw, whereas the 1st stage boss, he does wield a chainsaw.
* Stage 2's layout's completely inaccurate. in the arcade game, RoboCop (played by Peter Weller) enters the illicit arcade before entering the 'nuke' factory. in the actual movie, RoboCop and his partner Anne Lewis (played by Nancy Allen) first raid the "nuke" factory first, then they head to the illicit arcade to make a raid.
* The stage 2 boss does not exist in the actual movie, and as for RoboCop chasing Cain (played by Tom Noonan), RoboCop does this after going back to the abandoned plant in which RoboCop was ambushed and dismantled by Cain and his gang.
* The motorcycle chase in the movie begins after Cain shakes RoboCop off the van Cain was driving. in the arcade game's second cutscene, RoboCop simply gets on the motorcycle that's against the wall in the end of stage 2.
* Stage 3 is way off the movie's storyline. in the movie, RoboCop goes to the abandoned plant as soon as he finishes interrogating officer Duffy (played by Stephen Lee). also in stage 3, RoboCop is picked up by a magnet. In the movie, this only happens when RoboCop, gets knocked down to the ground during Cain's ambush. the electric zombie punks that appear in the game, don't exist in the movie.
* In the cutscene after stage 3, RoboCop finds a man who got gunned down by RoboCop 2. In the movie RoboCop finds Cain's youngest gang member called Hob (played by Gabriel Damon) gunned down who tells RoboCop about RoboCop 2
* Stage 4 has RoboCop entering Omni Consumer Products H.Q. to find RoboCop 2. In the movie though, after Hob dies, the movie ends up going to the OCP civic centrum.
* The cutscene that happens in before the final stage has RoboCop 2 (who is using Cain's brain) saying that he's ready to face RoboCop. In the movie RoboCop 2, RoboCop 2 never talks. all he can do is growl and squeal).
* Speaking of robots that can growl and squeal, Enforcement Droid 209 (A.K.A. ED-209) appears as a mid-stage boss. however in the movie, RoboCop never confronts ED-209 at all, he only appears in the opening Mediabreak news report.
* In the end RoboCop rips out the brain of Cain off RoboCop 2, but in the arcade game, RoboCop rips the brain from the RoboCop 2 robot (just like Kano's heart rip fatality from the first "Mortal Kombat"). but in the movie, RoboCop gets the brain from the back of RoboCop 2's head. As for the destruction of the brain, RoboCop smashes the brain against the pavement in the movie, in the arcade game however, RoboCop just smashes the brain against the RoboCop 2 robot.

- UPDATES -

Software Versions : 
Version 0.05 USA 
Version 0.10 Euro & Asia 
Version 0.11 Japan 

The US version has the 'Winners Don't Use Drugs' screen. 

In the Japanese version, this adventure begins just at the end of the first game, at that moment when RoboCop enters Dick Jone's office floor. This 'playable intro' was deleted in the World and U.S. versions. 

This exists in the Japanese version only : If you complete the game without using any continues, there will be an extra scene that features RoboCop 2 (aka RoboCain) for the background photo, and some scribbled writing from the staff (it's sort of like the credits, only with Japanese writing that was done with bright colored chalk).

- SERIES -

1. RoboCop - The Future of Law Enforcement (1988) 
2. RoboCop 2 (1991) 
3. RoboCop 3 (1992 - SNES) 
4. RoboCop vs The Terminator (1993 - SNES)

- STAFF -

Project leader: Mentaiko
Game designer: Tohru Kikuchi
Main programmer: Takaaki Inoue
Sub programmers: Yasuhiko Nomura, Masao Ishikawa
Graphic leader: Tomoo Adachi
Graphic designers: Yoshiyuki Ishibiki, Masayuki Inoshita, Yasuhiko Hirane, Seiichirou Ishiguro, Yoshihiro Yamamoto, Yoshiyuri Urushibara, Yoshinari Kaihou, Eiko Kurihara, Masateru Inagaki
Sound: Tatsuya Kiuchi (Tatsuya Kiwch), Tomoyoshi Satou (Tomtom Sato)
Hard: Katsumi Kurihara

PCB Works: Katsumi Kurihara (KK)

- PORTS -

* Consoles : 
Nintendo NES [EU] (1991) 
Nintendo NES [US] (April 1991) "RoboCop 2 [Model NES-2C]" 
Nintendo Famicom [JP] (April 2, 1991) "Robocop 2 [Model DFC-2C]" 
Nintendo Game Boy [US] (November 1991) "RoboCop 2 [Model DMG-R2]" 
Nintendo Game Boy [JP] (March 19, 1992) "RoboCop 2 [Model DMG-R2J]" 

* Computers : 
Atari ST [EU] (1990) 
Commodore Amiga [US] [EU] (1990) 
Sinclair ZX Spectrum [EU] (1990) 
Amstrad CPC [EU] (1991) 
Commodore C64 [US] [EU] (1991)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2241&o=2

$end


$nes=robocop2j,
$bio

RoboCop 2 (c) 1991 Data East Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54545&o=2

$end


$nes=robocop2u,robocop2ua,
$bio

RoboCop 2 (c) 1991 Data East Corp.

- TIPS AND TRICKS -

Level select: At the title screen, press and hold Up + Right on the second controller and Down + Left on the first controller at the same time. Now, by pressing B on the first controller, the player can cycle through levels 0 to 14. Press A to reset the level index back to 0. A sound will confirm code triggering after each time A or B is pressed. Select the "CONTINUE" option to start from the selected level.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55502&o=2

$end


$nes=robocop2,
$bio

RoboCop 2 (c) 1992 Ocean

- TRIVIA -

Reviews:
[FR] October 1992 - Consoles+ No. 13: 72/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55501&o=2

$end


$gameboy=robocop2,
$bio

RoboCop 2 [Model DMG-R2-USA] (c) 1992 Ocean Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66847&o=2

$end


$gameboy=robocop2j,
$bio

RoboCop 2 [Model DMG-R2J] (c) 1992 Epic/Sony Records [Sony Music Ent., Incorporated.] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66849&o=2

$end


$info=nss_rob3,
$bio

Robocop 3 (c) 1992 Ocean.

Cadillac Heights is on the brink of destruction thanks to Omni Consumer Products' idea to turn the rundown neighborhood into Delta City which means that many innocent people must be kicked out of their homes. However Robocop feels sorry for the innocent families and realizes that it's up to him to take back the city and give it back to the people.

- TECHNICAL -

Nintendo Super System hardware

Main CPU : G65C816 (@ 3.58 Mhz)
Sound CPU : SPC700 (@ 1.024 Mhz)
Sound Chips : Custom (@ 1.024 Mhz)

Screen orientation : Horizontal
Video resolution : 512 x 480 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768

Players : 4
Control : 8-way joystick
Buttons : 6

- TRIVIA -

Licensed to Nintendo.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1848&o=2

$end


$c64_cart,c64_flop=robocop3,
$bio

Robocop 3 (c) 1992 Ocean Software.

- STAFF -

Developed by Probe Software.

Programming: Neil Coxhead
Graphics: Hugh Riley
Music: The Sonic Circle
Produced by: Neil Young

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53688&o=2

$end


$nes=robocop3,robocop3u,
$bio

RoboCop 3 (c) 1992 Ocean

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55503&o=2

$end


$amigaocs_flop=robocop3a,robocop3,
$bio

RoboCop 3 (c) 1992 Ocean Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74887&o=2

$end


$sms=robocop3,
$bio

RoboCop 3 (c) 1993 Flying Edge

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56158&o=2

$end


$gamegear=robocop3,
$bio

RoboCop 3 (c) 1993 Flying Edge

- TECHNICAL -

[Model R-81097]

- TRIVIA -

This game is based on the 1993 movie with the same title.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64813&o=2

$end


$snes=robocop3u,
$bio

RoboCop 3 [Model SNS-R3-USA] (c) 1992 Ocean Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63493&o=2

$end


$snes=robocop3,
$bio

RoboCop 3 (c) 1992 Ocean Software, Limited.

- TECHNICAL -

Cartridge ID: SNSP-R3-EUR

- TRIVIA -

Reviews:
[FR] December 1992 - Consoles + N.15: 53%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63492&o=2

$end


$amigaocs_flop=robocop3u,
$bio

RoboCop 3D (c) 1992 Ocean Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74888&o=2

$end


$sms=roboterm,
$bio

RoboCop versus The Terminator (c) 1993 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56159&o=2

$end


$megadriv=roboterm,robotermj,robotermp,robotermp1,
$bio

RoboCop versus The Terminator (c) 1994 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56805&o=2

$end


$megadriv=robotermu,
$bio

RoboCop versus The Terminator (c) 1994 Virgin Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57370&o=2

$end


$nes=roboterm,
$bio

RoboCop Versus The Terminator (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55504&o=2

$end


$snes=robotermu,
$bio

RoboCop versus The Terminator [Model SNS-VR-USA] (c) 1993 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63495&o=2

$end


$snes=roboterm,
$bio

RoboCop versus The Terminator [Model SNSP-VR-EUR] (c) 1993 Interplay

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63494&o=2

$end


$gamegear=roboterm,
$bio

RoboCop versus The Terminator (c) 1993 Virgin Interactive

- TECHNICAL -

[Model T-70128-50]

- TIPS AND TRICKS -

* Nine lives: Pause game play and press Up+1, Down+1, Down+1, Up+2, Down+2, Up+2, Up+1, Up+1. Resume game play with nine lives. (It may be necessary to re-enter the last button combo to enable the cheats. A voice sample will confirm correct entry of the code)

* Level skip: Pause game play and press Down+2, Down+1, Up+2, Down+2, Down+2, Up+1, Down+2, Up+1. Resume game play to jump to the next level. (It may be necessary to re-enter the last button combo to enable the cheats. A voice sample will confirm correct entry of the code)

* Change weapons: Pause game play and press Up+1, Up+2, Up+2, Up+1, Down+2, Down+1, Down+1, Down+2. Resume game play, and you will have a new weapon. Repeat to get different weapons. (It may be necessary to re-enter the last button combo to enable the cheats. A voice sample will confirm correct entry of the code)

* Invincibility: Pause game play and press Up+2, Up+1, Down+2, Up+2, Up+2, Down+1, Up+2, Down+1. Resume game play to become invincible. (It may be necessary to re-enter the last button combo to enable the cheats. A voice sample will confirm correct entry of the code)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64814&o=2

$end


$gameboy=roboterm,
$bio

RoboCop vs. The Terminator [Model DMG-VR-NOE] (c) 1994 Interplay

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66850&o=2

$end


$gameboy=robotermu,
$bio

RoboCop vs. The Terminator [Model DMG-VR-USA] (c) 1994 Interplay

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66851&o=2

$end


$amigaocs_flop=robocopb,
$bio

RoboCop [Budget] (c) 1989 Hit Squad, The [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74884&o=2

$end


$amigaocs_flop=robocopa,
$bio

RoboCop [Hollywood] (c) 1989 Ocean Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74885&o=2

$end


$info=robo_a34,
$bio

RoboCop (c) 1990 Data East Pinball.

- TECHNICAL -

Game ID: 500-5506-01

Data East Version 2

Main CPU : M6808 (@ 1 MHz)
Sound CPU : Motorola M6809 (@ 2 MHz)
Sound chips : Yamaha YM2151 (@ 3.579545 MHz), OKI MSM5205 (@ 384 KHz)

- TRIVIA -

This game features the world's first solid-state flippers. 1,500 units were produced.

- STAFF -

Designed By : Joe Kaminkow, Ed Cebula
Support By: Masaya Horiguchi (Mr. Horiguchi)
Program By: Rob Quinn, The Cybernetic Love Commandos
Music and SFX: Scott Stevenson, Mark Cross
Artwork : Kevin O'Connor, Margaret Hudson (Hudson Graphics)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5493&o=2

$end


$cpc_cass=robocops,
$bio

Robocop [Model AM 473] (c) 1988 Erbe Soft. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98915&o=2

$end


$gbcolor=robocop,
$bio

RoboCop [Model CGB-BR9P-EUR] (c) 2001 Titus

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68676&o=2

$end


$gameboy=robocop,
$bio

RoboCop [Model DMG-CP-USA] (c) 1990 Ocean Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66842&o=2

$end


$gameboy=robocopa,
$bio

RoboCop [Model DMG-CP-USA] (c) 1990 Ocean Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66846&o=2

$end


$gameboy=robocopj,
$bio

RoboCop [Model DMG-CPA] (c) 1991 Epic/Sony Records [Sony Music Ent., Incorporated.] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66845&o=2

$end


$nes=robodemn,
$bio

Robodemons (c) 1990 Color Dreams

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55505&o=2

$end


$msx1_cart=robofrog,robofroga,
$bio

Robofrog (c) 1985 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77408&o=2

$end


$bbca_cass,bbcb_cass=roboman,
$bio

Roboman (c) 1984 Alligata

Arcade excitement and lightning speeds in this fast moving and colourful classic as you try to save the last remaining human family from robotstinction (death ny robot you idiot!)  An error of genetic engineering has blessed only you with the superhuman powers needed to combat the electronic nasties.  Blast the grunt robots, obliterate the hulks, beware the mutating brains as they burst and home in on you.

With a good eye, fast trigger finger and plenty of concentration you might make it!

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52320&o=2

$end


$gbcolor=robopsun,
$bio

Robopon - Sun Version [Model DMG-HREE-USA] (c) 2000 Atlus Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68677&o=2

$end


$gba=robopn2c,
$bio

Robopon 2 - Cross Version [Model AGB-ACVE-USA] (c) 2002 Atlus Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72641&o=2

$end


$gba=robopn2r,
$bio

Robopon 2 - Ring Version [Model AGB-ARPE-USA] (c) 2002 Atlus Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72642&o=2

$end


$amigaocs_flop=robosprt,
$bio

RoboSport (c) 1992 Ocean Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74889&o=2

$end


$info=robot,robotf,robotg,roboti,
$bio

Robot (c) 1985 Zaccaria.

ROBOT BRIDGE
The 5 Robots in the middle of the playfield rise, when the ball is shot onto the ROBOT BRIDGE.

ROBOT TARGETS
Hit the ROBOT targets and advance their lights. When the word R-O-B-O-T is completed, the RED SPECIAL lights. Special is achieved by once again hitting the ROBOT targets.

DROPPING TARGETS
Hitting all the drop targets lights TIME SPECIAL and the ORANGE SPECIAL lights advance.

ORANGE SPECIAL
The orange special is scored by hitting the lit target.

BONUS MULTIPLIER
The BONUS MULTIPLIER is advanced by hitting the three Z fixed targets or by passing through the left-hand upper canal.

UPPER CANALS
Lights the BALL RETURN light.

BALL RETURN
When the ball return light is lit, that ball is returned to the player and counted as an extra ball.

- TRIVIA -

Released in January 1985.

- STAFF -

Art by: Lorenzo Rimondini

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5547&o=2

$end


$x68k_flop=robotbt2,
$bio

Robot Battle v2 (c) 19?? Unknown.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95280&o=2

$end


$megadriv=robotbat,
$bio

Robot Battler (c) 1991 Sega Enterprises, Limited.

- TRIVIA -

Released in 1991 in Japan for the Sega Meganet online service.

- PORTS -

* Consoles : 
Sega Mega-CD [JP] (March 18, 1994) "Game no Kanzume Vol. 2 [Model G-6033]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93496&o=2

$end


$info=robotbwl,
$bio

Robot Bowl (c) 1977 Exidy.

You have a top down view of a bowling alley with score cards shown on each side. The only thing in the game that uses an actual animation is the bowler himself, the robot has a several frame animation when he walks. Everything is (of course) shown in glorious monochrome black and white. The game begins with your robot bowler running up to the alley (his feet move faster than he does, which makes it look like he is running on a conveyor belt or something). You then have three seconds to roll the ball, before it will roll of its own accord. The game is controlled with five buttons, they are left, right, shoot, hook left, and hook right. When Exidy was making this game, they had to make a decision about how the hooking worked, and it seems that they decided that "Robots are telepaths, and can effect the balls movement after it is thrown!". You see you can't even hook the ball until after it is thrown. This makes it very easy to pick up the spare. The game makes up for that little trick by making 'splits' very common (the 7-10 split and the 4-7-10 split come up all the time). These are pretty annoying, but you can usually learn how to clear them out (except the 7-10 split, I still haven't figured out how to clear that one).

- TECHNICAL -

Robot Bowl was available in two different dedicated cabinets, an upright and a cocktail, both of them used the same internal hardware.

* The Robot Bowl upright was of the common 1970s 'short cabinet' design, as the machine had no marquee and was only as tall as the monitor. The cabinet itself was covered in dark woodgrain laminate (very popular back then), and all decorative touches were on the large monitor bezel, which depicted a cartoon scene of a gray robot bowling. The robot looks a lot like the Tin Woodsman from 'The Wizard of Oz', except for the top of his head, and the fact that he is plugged in with an extension cord. He is labeled 'XXIDY MFG.' on his back. Some machines also had a decorative 'ball return' on the front at the very bottom of the cabinet.
* The Robot Bowl cocktail was a square box with a perfectly round top, the player controls were on either side of the monitor (and you actually had to look at the game sideways to play). This machine had no decoration of any kind.

Main CPU : MOS Technology M6502 (@ 705.562 Khz)
Sound Chips : Discrete

Screen orientation : Horizontal
Video resolution : 248 x 256 pixels
Screen refresh : 57.00 Hz
Palette colors : 2

Players : 2
Control : 2-way joystick
Buttons : 2

- TRIVIA -

Robot Bowl was released in June 1977.

At the time the game was created, Exidy had just purchased Fun Games and had a number of cabinets left over from one of Fun's driving games. They used these cabinets to get Robot Bowl into production quickly. The only problem was that the cabinets had a hole in the front where the gas pedal had been. Michael Cooper-Hart suggested that they silk-screen the words 'Ball Return' over the hole.

- STAFF -

Designed and programmed by : Edward Valeau, Howell Ivey

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2242&o=2

$end


$odyssey2,g7400=robot,
$bio

Robot City (c) 2009 RetroGenesis.

- TRIVIA -

Released on December 12, 2009.

- STAFF -

Programmer: Graham Thomasson (GT)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95670&o=2

$end


$pc8801_flop=robotgal,
$bio

Robot Gal (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92757&o=2

$end


$pc8801_flop=robotga1,
$bio

Robot Gal 2 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92758&o=2

$end


$nes=gyromite,
$bio

Robot Gyro (c) 1985 Nintendo.

- TECHNICAL -

Game ID: HVC-GY-JPN

- TRIVIA -

Robot Gyro was released on June 13, 1985 in Japan.

Export releases:
[US] "Gyromite [Model NES-GY-USA]"

- STAFF -

Executive Producer: Hiroshi Yamauchi
Producer: Gunpei Yokoi
ROBOT SOUND: HIROKAZU TANAKA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54159&o=2

$end


$arcadia=robtkllr,
$bio

Robot Killer (c) 1982 Emerson Radio Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49270&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=robopanc,
$bio

Robot Panic (c) 1982 HES [Human Engineered Software]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86911&o=2

$end


$gbcolor=robopspc,
$bio

Robot Poncots - Comic Bom Bom Special Version [Model DMG-H5UJ-JPN] (c) 1999 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68678&o=2

$end


$gbcolor=robopmon,
$bio

Robot Poncots - Moon Version [Model DMG-H3UJ-JPN] (c) 1999 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68679&o=2

$end


$gbcolor=robopstr,
$bio

Robot Poncots - Star Version [Model DMG-HRCJ-JPN] (c) 1998 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68680&o=2

$end


$gbcolor=robopsunj,
$bio

Robot Poncots - Sun Version [Model DMG-HREJ-JPN] (c) 1998 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68681&o=2

$end


$gba=robopn2cj,
$bio

Robot Ponkottsu 2 - Cross Version [Model AGB-ACVJ-JPN] (c) 2001 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72643&o=2

$end


$gba=robopn2rj,
$bio

Robot Ponkottsu 2 - Ring Version [Model AGB-ARPJ-JPN] (c) 2001 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72644&o=2

$end


$n64=robotpon,
$bio

Robot Ponkottsu 64 - 7tsu no Umi no Caramel [Model NUS-NR7J] (c) 1999 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57945&o=2

$end


$intv=rrubble,
$bio

Robot Rubble (c) 1983 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60942&o=2

$end


$a2600=robottnk,robottnke,
$bio

Robot Tank (c) 1983 Activision.

Greetings.  As you well know, sophisticated enemy Robot Tanks are quickly advancing cross country, firing at will and stopping at nothing.  You must command your own Robot Tanks to stop their charge of chaos.  Avoid being hit by enemy fire, or your Robot Tanks may be destroyed.  The rebels are currently headed towards downtown Santa Clara.  Only you can stop them.

- TECHNICAL -

Model AZ-028

- TRIVIA -

Back in the 80s, you could send a picture of your TV screen to Activision.
If you destroyed at least 48 enemy Robot Tanks (4 squadrons), you coul receive an official 'Medal of Merit patch.
If you destroyed at least 60 enemy Robot Tanks (5 squadrons), you coul receive an official 'Cross of
Excellence' patch.
If you destroyed at least 72 enemy Robot Tanks (6 squadrons), you coul receive an official 'Star of Honor' patch.

- SCORING -

A small tank appears at the top of your screen for each enemy Robot Tank you destroy.  A square with the number 12 appears at the top of your screen each time a squadron of twelve enemy Robot Tanks are destroyed.

- TIPS AND TRICKS -

TIPS FROM ALAN MILLER, DESIGNER OF ROBOT TANK
(Alan Miller is an award-winning senior designer at Activision. One of the giants in the field, he's created Checkers, Tennis, Ice Hockey, StarMaster and now, Robot Tank.)

"Once you're locked in electronic battle, there's only one thing you can be sure of-nothing ever stays the same."

"Enemy Robot Tanks continually sneak up on you.  You'll frequently end up losing visibility for one reason or another.  So, practice aiming at enemy tanks using only the radar scan.  If you can master this, you will have better battling success at night or in fog."

"When there's no visibility, I suggest constantly maneuvering your Robot Tank to keep the enemy behind you, so that the vulnerable front of your tank is safe.  Then, you can wait until conditions improve."

"If your tank is damaged, and it's night, keep track of the time using the military clock.  If it's close to 0500 hours, then you may decide to wait for the weather alert.  Conditions may improve from the previous day, and your next offensive may prove more successful."

"Remember that you can neutralize enemy fire by shooting into it.  But, it's a risky tactic.  Your miss could backfire and become a hit for your attacker."

"P.S. When you've put plenty of distance between your Robot Tanks and the enemy, and all robotic communication has normalized, issue me a battle report.  I'd love to know how you and your machines are doing."

- STAFF -

Programmer: Alan Miller

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50893&o=2

$end


$channelf=robotwarp,
$bio

Robot War (c) 1977 Fairchild

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53227&o=2

$end


$channelf=robotwar,
$bio

Robot War/Torpedo Alley (c) 1977 Fairchild

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53228&o=2

$end


$msx1_cass=robotwar,
$bio

Robot Wars (c) 1986 Eaglesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94945&o=2

$end


$gba=robowradu,
$bio

Robot Wars - Advanced Destruction [Model AGB-ARUE-USA] (c) 2002 Vivendi Universal Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72646&o=2

$end


$gba=robowrad,
$bio

Robot Wars - Advanced Destruction [Model AGB-ARWP-EUR] (c) 2001 BBC Worldwide, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72645&o=2

$end


$gba=robowred,
$bio

Robot Wars - Extreme Destruction [Model AGB-ARSP-UKV] (c) 2002 BBC Worldwide, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72647&o=2

$end


$gbcolor=robowars,
$bio

Robot Wars - Metal Mayhem [Model CGB-BRWP-UKV] (c) 2000 BBC Worldwide, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68682&o=2

$end


$wswan=robworks1,
$bio

Robot Works [Model SWJ-BAN033] (c) 2000 Bandai Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86373&o=2

$end


$megadriv=robowrek,
$bio

Robot Wreckage (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57371&o=2

$end


$psx=robotxro,
$bio

Robot-X-Robot [Model SLPS-02331] (c) 1999 Nemesys

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85598&o=2

$end


$n64=robotech,
$bio

Robotech - Crystal Dreams (c) 1998 GameTek

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57946&o=2

$end


$gba=robotech,
$bio

Robotech - The Macross Saga [Model AGB-ARBE-USA] (c) 2002 TDK Mediactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72648&o=2

$end


$saturn,sat_cart=robotica,
$bio

Robotica - Cybernation Revolt (c) 1997 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60393&o=2

$end


$info=m4robo,m4robo__0,m4robo__1,m4robo__2,m4robo__3,m4robo__4,m4robo__5,m4robo__6,m4robo__7,m4robo__8,m4robo__9,m4robo__a,m4robo__b,m4robo__c,m4robo__d,m4robo__e,m4robo__f,m4robo__g,m4robo__h,m4robo__i,
$bio

Robotica / Dream Machine (c) 199? BDD.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42968&o=2

$end


$saturn,sat_cart=roboticau,
$bio

Robotica [Model T-8104H] (c) 1995 Acclaim Entertainment, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60131&o=2

$end


$amigaocs_flop=robotnic,
$bio

Robotnic (c) 1991 Softlight

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74890&o=2

$end


$bbca_cass,bbcb_cass=roboto,
$bio

Roboto (c) 1985 Bug Byte

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52321&o=2

$end


$snes=robotrek,
$bio

Robotrek [Model SNS-E9-USA] (c) 1994 Enix, Limited.

- TRIVIA -

Reviews:
[FR] April 1995, Consoles + N.42: 92/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63496&o=2

$end


$ibm5150,ibm5150_cass=robotron,
$bio

Robotron 2084 (c) 1983 Atarisoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83686&o=2

$end


$a800=robotron,
$bio

Robotron 2084 (c) 1983 Atari, Inc. [Sunnyvale, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86678&o=2

$end


$n64=robotron,robotronu,
$bio

Robotron 64 (c) 1998 Crave Entertainment.

Shoot. Shoot. And shoot some more. That's the gun-ho premise of Robotron 64, a 3-D update of arcade classic Robotron: 2084.

In the late 21st century, the droid race known as Robotrons has run amuck, liquidating humans for being inefficient meat machines. One lone family was left when genetically engineered superhuman Eugene entered the fray. Armed with his trusty laser gun and Horace Grant goggles, Eugene tries valiantly to scrap the marauding metal-heads before they can finish their human harvest.

Grunts, Quarks, Brains and all the other Robotrons you loved to cap in the arcades are back in action, although this time they have fully rendered bodies. The human family of Dad, Mom and Mikey is back, too, rambling around in circles, totally clueless to the evil surrounding them. If they're going to be saved, Eugene will have to do all the dirty work.

Powering down the Robotrons and touching humans earns Eugene points, which count toward extra lives. Once Eugene has withstood the early Robotron onslaughts, he'll have the opportunity to grab randomly appearing power-ups, including a flamethrower, extra lives and temporary invincibility.

Developer Player1 has spruced up the enemy's AI, although they still tend to dillydally until Eugene comes near, at which point they band together and stampede after the shaven-head guy. Sophisticated strategies like splitting up and surrounding Eugene are not in the Robotrons' bag of silicon tricks.

Robotron 2084 featured two joysticks: one to move Eugene and one to shoot. If you plug in an extra controller, you can do the same with Robotron 64. Robotron 64 also supports a two-player alternating mode but no cooperative or deathmatch mode.

Texture-mapping on the characters is practically nonexistent, but the action is so fast you probably won't notice. The techno soundtrack sports 11 drum-machine tunes you could have heard in a disco back in '84. With 200 stages, three difficulty levels, 10 speed settings, two bosses and swarms of minibosses, Robotron 64 offers plenty of opportunity for mindless fun.

- TECHNICAL -

Game ID: NUS-NRXE-USA

- TRIVIA -

Released on January 08, 1998 in the USA.

- SERIES -

1. Robotron: 2084 (1982, ARC) 
2. Blaster (1983, ARC) 
3. Robotron X [Model SLUS-00252] (1996, PSX)
4. Robotron 64 [Model NUS-NRXE-USA] (1998, N64)

- STAFF -

Developed by Player1
Original Design: Vid Kids
Programming: Ian Morrison
Nintendo 64 Code: Marcus Goodey
Additional Code: Takashi Kurosaki
Graphics: Jason Gee
Additional Graphics: Mike Dudley, Mike Fisher
Design: George Weising
Associate Producers: Matt Bloom, Matt Saia
Music: Aubrey Hodges, Orpheus Hanley, Danny Lewis (Technoman)
Sound FX: Aubrey Hodges, Orpheus Hanley, Danny Lewis (Technoman)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57947&o=2

$end


$info=a5120,
$bio

Robotron A5120 (c) 1982 VEB Kombinat Robotron.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64076&o=2

$end


$info=a5130,
$bio

Robotron A5130 (c) 1983 VEB Kombinat Robotron.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64230&o=2

$end


$info=a7150,
$bio

Robotron A7150 (c) 1988 VEB Kombinat Robotron.

- TRIVIA -

The Robotron A7150 arrived in January of 1988 as the successor of A7100 on the market. He was also known as the CM1910. Most were sold under that name.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64231&o=2

$end


$info=robotron,robotronyo,robotron87,
$bio

Robotron: 2084 (c) 1982 Williams.

Set in the year 2084, Robotron is a single-screen shoot-em-up in which super-intelligent self-aware robots known as 'Robotrons' - designed and built to help mankind - have revolted against their creators and vowed to either reprogram the humans into Robotrons or, failing this, wipe-out the human race entirely. 

The player must destroy the robots and rescue the Earth's remaining human families. The player's only weapon is a multi-directional Anti-Robot Laser Gun. Used effectively, it will give players the power to destroy all the Robot waves, with the exception of the indestructible 'Hulk' unit. 

At the start of the attack wave, players will have three chances to wipe out the enemy and advance to the next wave. Every 25,000 points players are granted another chance to complete their mission. 

MAN, WOMAN, CHILD: These are the only three types of human clones left on Earth. Defenseless and easy prey to the Robots, they are totally dependent upon players for their survival and will wander aimlessly until the player makes contact with them. Touching them will place them under the player's protective powers and earn them the following points: 1,000 for rescuing the 1st human; 2,000 for the 2nd: 3,000 for the 3rd; 4,000 for the 4th; 5,000 for the 5th; and 5,000 for every additional human saved. At the beginning of each new wave and when the player loses a turn, rescue scoring will again begin at 1,000.

- ROBOTRON UNITS - 

TANK: Its goal is to kill the player by firing rebounding Shells. Annihilate the Tank for 300 points; the Shell for 50 points. 

BRAIN: Red alert. The Brain is the most clever and dangerous of the Robot species. Its two-pronged attack will be launched every fifth wave. If it collides with the player, it will electrocute them where they stand. It also possesses the devastating power to fire Cruise Missiles which will follow the player until either contact is made or they are shot and destroyed. Kill the Brain for 500 points; demolish the Cruise Missile for 75 points. 

The victims of the second prong of the Brain's attack are the defenseless humans. If captured, a human will be irreversibly transformed - literally re-programmed by the Brain's incredible mind powers - into a Prog: a Robot that will viciously turn against its own protector, the player. Annihilate the Progs for 100 points or meet a violent death at their hands. 

SPHEROID: This pulsating sphere may at first look harmless, but it is the mothership which spawns deadly Enforcer Embryos. Players must try to explode the Spheroid before it ejects the Embryos to earn 1,000 points. 

ENFORCER: The Embryos grow into evil Enforcers. Kill them for 200 points. Let them live and they will lessen the player's chance for survival by launching Enforcer Sparks. Destroy the Sparks for 25 points. 

HULK: In all attack waves except every fifth, the Hulk will stalk his prey. He alone of the Robot species cannot be killed. The player's Laser Gun can only slow him down or divert him from his objective of crushing all life from the humans and the player. Players must avoid this Robot at all costs or the mission will be lost at the outset. 

GRUNT: The least sophisticated species of Robot is the Grunt. He has no weapon and possesses only minimal intelligence. This does not mean he is to be dealt with lightly. He will single-mindedly pursue players to capture and destroy them. Kill him and score 100 points. 

ELECTRODES: The pulsating, immobile Electrodes will attempt to block the player's path. A collision with them means instant death. Fortunately, the Grunts will also be annihilated by contact with the player. Electrodes must be avoided or destroyed with the Laser Gun. In each new attack wave they will assume a different shape, but remain just as deadly if contact is made.

- TECHNICAL -

Robotron was available in both upright and cocktail format, with the cocktail cabinet being fairly rare. The alternate cabinets also had different graphics (at least the color scheme was different), and are much more difficult to find replacement graphics for. The standard Robotron upright was 6'2" tall and featured white sides and a black front. It had painted side-art in the form of a '2084' logo and a few stripes (this is a very simple design, and is easy to repaint if your cabinet happens to be scratched up). The control panel is covered with a geometric shape design, and has two 8-Way joysticks and two start buttons. These joysticks are of a peculiar design, but can easily be replaced with a pair of modern joysticks (purchase red ball tops ones, because that is what the originals had). The games marquee has the 'Robotron' logo in a font reminiscent of an early 80s computer. This is superimposed over a triangular design made from shapes and lines. The Robotron cocktail cabinet was finished completely with woodgrain laminate. The only graphics were on the control panels, and the small instruction cards that were placed under the top glass. The players would sit across from each other, and the screen image would flip for each player. 

Main CPU : Motorola M6809 (@ 1 Mhz) 
Sound CPU : M6808 (@ 894.75 Khz) 
Sound Chips : DAC 

Players : 2 
Control : Double 8-way joysticks (see 'Trivia' section for more information)

- TRIVIA -

Robotron: 2084 was released in March 1982. 

Total production is estimated at 18,000 units. The upright cabinet style is common. Both the cabaret (or mini) and cocktail styles were produced in much lower numbers, one estimate citing only 500 cocktails produced. 

The basic play of Robotron was programmed in three days. The design of Robotron was influenced by "Berzerk" and the Commodore PET game 'Chase'. The concept name was 'Robot Wars - 1984'. 

The original name for the production was '2084 - Robotron', but the name Robotron was more commonly used by virtually everyone involved, and the game was renamed shortly before production. This is why the cabinet side artwork simply has the number 2084 vertically. 

Robotron was unique at the time in that the controls were two 8-way joysticks (one for running, one for shooting) rather than the more typical single joystick and fire button. This unique dual-joystick control was created because of two occurrences : Jarvis liked the game "Berzerk", but hated the joystick-and-button run-and-shoot configuration; and the fact that Jarvis's right hand had been broken in a car accident shortly after he finished creating "Stargate". 

This game shares some sounds from "Defender" and "Stargate". 

The human characters in this game are named Mommy, Daddy and Mikey. The idea and the inspiration for the character Mikey was from the 1970's commercial for 'Life' cereal. 

Williams were sued by Walt Disney Productions for copyright and patent infringement regarding Williams use of 'Tron' in Robotron. Williams won the suit and Walt Disney releases Tron on time. 

A Robotron machine appears in the 1983 movie 'Koyaanisqatsi - Life out of Balance' and on the 1986 movie 'Better Off Dead'.

- UPDATES -

Yellow/Orange label :
* The default difficulty is 5.
* The demo calls the Quarks 'Cubeoids'.
* The default high score is 131682.

Blue label :
* The default difficulty is 3.
* The default high score is 151782.
* The 'shot-in-corner' bug is fixed.

- SCORING -

G.R.U.N.T. (GROUND ROVING UNIT NETWORK TERMINATOR) - The red robots: 100 points 
SPHEROID - The red circles that travel around the game screen: 1,000 points 
QUARK - The white boxes with an 'X' in the middle that travel around the game screen: 1,000 points 
ENFORCER - The blue, 'Robby the Robot' looking robots: 150 points 
SPARKS (Shot by ENFORCERS): 25 points 
TANK - The red robots that have tracked wheels underneath them hence making them look like tanks : 200 points 
TANK SHELLS: 50 points 
BRAIN - The robots that are blue and have really large heads: 500 points 
CRUISE MISSILES (shot by BRAINS): 25 points 
PROG (reprogrammed humans): 100 points 
FAMILY MEMBERS: 1,000 points for the first human rescued, progressing to 2,000, 3,000, 4,000, then 5,000 for every human rescued after that. The scoring starts over when the player is killed or finishes a wave.

- TIPS AND TRICKS -

* When you start the game, your man will be in the middle of the playing field surrounded by various robots. Depending on the wave that you are on will determine exactly what robots are ready to terminate your existence. The game is straight-forward, take out all the robots (except HULKS) to advance to the next wave. It is vital for your survival that you learn how to 'scoot and shoot'. If you don't learn how operate the controls independently and run in one direction while shooting in other directions, you won't survive very long in this game.

* Equally important to 'scoot and shoot' is your ability to be able to fire on the diagonal. It's easy firing up, down, left, and right, but it takes a little more mastery to fire in the diagonal directions.

* Learn the different things the enemy robots do. For example, the SPEROIDS have a tendency to congregate in the corners. This works to your advantage since you can blast about three or four before they discharge their supply of ENFORCER robots.

* Your main objective is to blast a path through the robots and get to the edge of the screen. It doesn't matter what edge, just get to one. The reason is painfully simple : it give the robots one less direction to assault you from. Plus, you can lead them around in circles blasting them and also cleaning out the corners from the above-mentioned ENFORCERS.

* Enforcer Bug : The enforcer bug is when an enforcer is in the lower right corner and you shoot it diagonal there is a 1 in 3,000 chance the game will reset. The reason for the game resetting is there is a bug in the diagonal explosion code for enforcers. The memory below the screen holds the stack and an unclipped pixel can get 'drawn' into the stack causing the game to lock and the watchdog to kick in and reset the system.

* The only times where you won't want to seek the sides is during the BRAIN and TANK robot waves. The BRAINS fire a homing shot at your man so you need as much room to maneuver as possible so going against the wall would restrict that movement. The same goes for the TANK robots which fire bounce shots. They may miss you initially but you might get hit by the shot as it bounces up. You are safer in the middle area where you have room to maneuver. Just watch out for other enemies (which will be very low in number).

* Try to rescue the humans as long as it doesn't put your man in danger of dying. You can rack up some major points on the BRAIN waves since they are loaded with humans for the BRAIN robots to 're-program'. Again, make sure you have an avenue of escape. Doesn't make sense to save a human, get the extra man, then die. You, in essence, gained nothing from that level. You can also shoot the HULK robots to push them away from humans also. On the BRAIN waves, make sure you pick off the BRAIN robots as soon as possible. This prevents them from reprogramming the humans and leaves you more people to get major points with.

* The 'Mikey' bug - on the first Brain wave. There are a lot of Mommies and only one Mikey. The Brains all go for Mikey - if you can protect him (don't pick him up, though!), the Brains will ignore all other humans, making for a point-fest if you can grab them all. As soon as you die, however, the Brains will grab any human they find. This actually works on all Brain waves, but in the other waves the 'golden human' is a random Daddy or Mommy or Mikey, so you don't know who to protect. It's a bug, but a cool one. For this bug to work, the player must make sure that no humans are left alive in the level previous.

* Since you don't have a limit on your shots, you can put up a 'wall' of energy in whatever direction you move. This can have a very devastating effect if applied right.

* Make sure you take a quick look at the wave to assess where the main threats are. You will have from one to two seconds to get ready for action. If you can survive the initial few seconds as you blast your way toward the edge, your chances of survival will be that much greater. Also be sure to remember what each wave has in store for you, this also will give you a greater chance of getting through the wave.

* If you get tired, you can take a break. That's right, wait for a TANK wave. Eliminate all of the robots except for one. After firing a few shots, the TANK robot will run out. After that, it's just a matter of avoiding the TANK and any other pesky robots.

* ENFORCERS, like their SPHEROID transports, tend to congregate in corners. Use this to your advantage.  Every now and then one or two will zip very fast across the field. Their main threat, though, is volume of fire. When you are on the edges, watch out since their shots tend to roll toward your man.

* See all those pretty shapes on the playing field? They are there as a nuisance. They will kill your man if he hits them. They can, however, be shot out of the way but yield no points.

* Robotron Name Trick : The formula consists of three sequences of buttons, that all must be completed within a quarter of a second of each other, without the player dying on-screen. The moves are as follows...
1) Fire Up while moving Right and press Player 1 button.
2) Fire Down while moving Up and press Player 2 button.
3) Move Down while firing Up.
The designer's names will appear and stay on the screen until the joystick is released from the Up position. Your game is over(!) once you've done this trick.

- SERIES -

1. Robotron: 2084 (1982, ARC) 
2. Blaster (1983, ARC) 
3. Robotron X [Model SLUS-00252] (1996, PSX)
4. Robotron 64 [Model NUS-NRXE-USA] (1998, N64)

- STAFF -

Staff : Larry DeMar (LED), Eugene Jarvis (DRJ) (EPJ), (JER), (KID), (MLG), Steve Ritchie (SSR), (UNA), (JRS), (CJM)

- PORTS -

* Consoles : 
Atari 2600 [US] [unreleased prototype] 
Atari 5200 [US] (1983) "Robotron: 2084 [Model CX5225]" 
Atari 7800 [US] (1986) "Robotron: 2084 [Model CX7809]" 
Atari XEGS 
Sega Genesis [US] (1996) "Williams Arcade's Greatest Hits" 
Sega Mega Drive [EU] (1996) "Arcade's Greatest Hits [Model T-97126]" 
Sega Saturn [US] (1996) "Arcade's Greatest Hits [Model T-9703H]" 
Sony PlayStation [US] (April 10, 1996) "Williams Arcade's Greatest Hits [Model SLUS-00201]" 
Sony PlayStation [EU] (September 1, 1996) "Williams Arcade's Greatest Hits [Model SLES-00323]" 
Nintendo SNES [US] (October 1996) "Williams Arcade's Greatest Hits [Model SNS-AW8E-USA]" 
Nintendo SNES [EU] (January 8, 1997) "Williams Arcade's Greatest Hits [Model SNSP-AW8P-EUR]" 
Sega Dreamcast [US] (June 27, 2000) "Midway's Greatest Arcade Hits Vol. 1 [Model T-9713N]" 
Sega Dreamcast [EU] (July 28, 2000) "Midway's Greatest Arcade Hits Vol. 1 [Model T-9710D-50]" 
Nintendo 64 [US] (November 14, 2000) "Midway's Greatest Arcade Hits Vol. 1 [Model NUS-NAIE-USA]" 
Sony PlayStation 2 [US] (November 18, 2003) "Midway Arcade Treasures [Model SLUS-20801]" 
Microsoft XBOX [US] (November 24, 2003) "Midway Arcade Treasures" 
Nintendo GameCube [US] (December 18, 2003) "Midway Arcade Treasures [Model DOL-GAKE-USA]" 
Microsoft XBOX [EU] (February 6, 2004) "Midway Arcade Treasures" 
Sony PlayStation 2 [EU] (February 6, 2004) "Midway Arcade Treasures [Model SLES-51927]" 
Microsoft XBOX 360 [XBLA] [EU] (December 2, 2005) [retired in 2010]
Microsoft XBOX 360 [XBLA] [US] (December 16, 2005) [retired in 2010]
Microsoft XBOX 360 [XBLA] [JP] (December 17, 2005) [retired in 2010]
Microsoft XBOX 360 [US] (November 6, 2012) "Midway Arcade Origins" 
Sony PlayStation 3 [US] (November 6, 2012) "Midway Arcade Origins [Model BLUS-31083]"
Microsoft XBOX 360 [EU] (November 15, 2012) "Midway Arcade Origins" 
Sony PlayStation 3 [EU] (November 15, 2012) "Midway Arcade Origins [Model BLES-01768]"

* Handhelds : 
Atari Lynx [US] (1991) "Robotron: 2084 [Model PT5003]" 
Nintendo Game Boy Advance [US] (November 22, 2001) "Midway's Greatest Arcade Hits [Model AGB-AM3E-USA]" 
Nintendo Game Boy Advance [EU] (November 30, 2001) "Midway's Greatest Arcade Hits [Model AGB-AM3P-EUR]" 

* Computers : 
BBC Micro [EU] (1982) 
Atari 800 [US] (1983) "Robotron: 2084 [Model RX8033]" 
Tandy Color Computer [US] (1983) "Robotack" 
Commodore VIC-20 [US] (1983) "Robotron: 2084 [Model RX-8520]" 
Commodore C64 [EU] (1983) 
Commodore C64 [US] (1983) "Robotron: 2084 [Model RX8521]" 
PC [Booter] [US] (1983) 
Apple II [US] (1983) 
BBC B [EU] (1984) by Atarisoft 
Sinclair ZX Spectrum [EU] (unreleased) 
Atari ST [EU] (1987) 
PC [MS Windows 3.1/DOS, CD-ROM] [US] (1995) "Williams Arcade Classics" 
PC [MS Windows 95/DOS, CD-ROM] [US] (1996) "Williams Arcade Classics" 
PC [MS Windows, CD-ROM] [US] (August 27, 2004) "Midway Arcade Treasures" 
PC [MS Windows, CD-ROM] [EU] (November 23, 2004) "Midway Arcade Treasures" 

* Others : 
Tiger Game.com [US] (1997) "Williams Arcade Classics [Model 71-722]" 
Mobile Phones [US] (April 5, 2005)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2243&o=2

$end


$bbca_cass,bbcb_cass=robotron,
$bio

Robotron: 2084 (c) 1982 Atarisoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52322&o=2

$end


$info=robotron12,
$bio

Robotron: 2084 (c) 2012 Unknown.

2012 'wave 201 start' hack.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103579&o=2

$end


$info=robotrontd,
$bio

Robotron: 2084 (c) 2015 Unknown.

2015 'tie-die V2' hack.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103580&o=2

$end


$a5200=robotron,
$bio

Robotron: 2084 (c) 1983 Atari, Incorporated.

Prepare immediately to step up the counter-attack. Save the surviving humans!

- TECHNICAL -

Model CX5225

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50087&o=2

$end


$a7800=robotron,
$bio

Robotron: 2084 [Model CX7809] (c) 1984 Atari, Incorporated. [Sunnyvale, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50174&o=2

$end


$lynx=robotron,
$bio

Robotron: 2084 (c) 1991 Shadowsoft.

The year is 2084. Technology and advancement are at a dangerous peak when man perfects the ultimate species. A species so advanced that man falls victim to his own creation - The ROBOTRON.

Guided by their infallible logic, the Robotrons conclude: the human race is inefficient, and must therefore be eliminated.

Due to a genetic engineering error, you possess Superhuman powers.

Your mission: to stop the Robotrons and save the last of the Human Race.

You are the only hope for mankind.

- TECHNICAL -

Model PT5003

- SCORING -

Humans: 1,000-5,000 points
Grunts: 100 points
Spheroids: 1,000 points
Enforcers: 150 points
Brains: 500 points
Progs: 100 points
Cruise Missile: 25 points
Quarks: 1,000 points
Tanks: 200 points

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58854&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=robotron,
$bio

Robotron: 2084 (c) 1983 Atari, Incorporated.

- TECHNICAL -

Model RX8520

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83316&o=2

$end


$c64_cart,c64_flop=robotron,
$bio

Robotron: 2084 (c) 1983 Atari, Incorporated.

- TECHNICAL -

Model RX8521

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53689&o=2

$end


$ti99_cart=robotron,
$bio

Robotron:2084 (c) 1983 Atarisoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84703&o=2

$end


$gba=robotsu,
$bio

Robots [Model AGB-BRTE-USA] (c) 2005 Sierra Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72652&o=2

$end


$gba=robotsj,
$bio

Robots [Model AGB-BRTJ-JPN] (c) 2005 Vivendi Universal Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72651&o=2

$end


$gba=robots,
$bio

Robots [Model AGB-BRTP] (c) 2005 Sierra Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72650&o=2

$end


$x1_flop=robowres,
$bio

RoboWres 2001 (c) 1986 Micronet [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86095&o=2

$end


$pc8801_flop=robowres,robowresa,
$bio

RoboWres 2001 (c) 1986 Micronet [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92756&o=2

$end


$msx1_cass=roboy,
$bio

Roboy (c) 1987 Methodic Solutions

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94946&o=2

$end


$amigaocs_flop=robozone,
$bio

Robozone (c) 1991 Image Works

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74891&o=2

$end


$cpc_cass=robozone,
$bio

Robozone (c) 1991 Image Works

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98917&o=2

$end


$coleco=rocnrope,
$bio

Roc 'n Rope (c) 1984 Coleco Industries, Incorporated. [Amsterdam, NY, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53338&o=2

$end


$info=rocnrope,rocnropek,
$bio

Roc'n Rope (c) 1983 Konami.

Roc'n Rope is an incredibly difficult yet playable platform game featuring four different levels. The player takes on the role of a an archaeologist whose mission is to return the missing tail feathers to the golden Phoenix. The archaeologist is armed with a harpoon gun and uses it to fire a rope into a platform above, in order to climb up the rope and progress up the level. This is vaguely similar to the superb 'telescopic arm' feature that appeared in Capcom's superb "Bionic Commando".

All levels are patrolled by enemies in the form of dinosaurs and cavemen and all are deadly to the touch. Some cavemen will pull on the harpoon rope while the archaeologist is climbing it. This will result in the player falling from the rope and losing a life. The archaeologist is armed with a light ray that will kill the enemies.

A breakdown of the game's four levels :

* The first level is possibly the most difficult in the game. Players begin at the bottom left of the screen and must work their way up to the Roc, who is sitting at the upper right of the screen. There are many layers of ledges coming out from the sides of the screen. While the middle of the screen is open to the sky (except for a few floating platforms). To reach the top, players must use the harpoon gun to climb diagonally back and forth until they reach the top (ensuring that the Phoenix feathers have been collected on the way).

* The second level is set underground. There are a lot of dinosaurs on this screen and far fewer platforms than on the first level. Many of the platforms stretch completely across the screen, so there aren't many pitfalls to be wary of. Once again, players must get the archaeologist to the top of the screen to complete the level.

* The third level is set outdoors. A 'ferris wheel' style rotating platform sits in the center of the screen, but this can be avoided if players don't wish to use it. The easiest route to the top is on the right-hand side of the level.

* The fourth and final level is shaped a little like a mountain. The player's main concern here is a large waterfall in the center of the screen. Players must time their harpoon climb just right to avoid being killed by the deadly waters. Once this level is finished, the game starts over with an increased level of difficulty.

- TECHNICAL -

Roc'n Rope was only available in an upright configuration. This upright was in a wood-grained cabinet that was similar in construction to the "Frogger" cabinet. The sideart was a large sticker showing an adventurer posing with a harpoon gun and a bird. The marquee shows this same adventurer firing his harpoon gun across a chasm at an unsuspecting dinosaur, while a cartoon caveman looks on suspiciously. The monitor bezel was unadorned, although most machines had a little instruction card underneath the glass. The control panel was a solid green and featured a single joystick mounted centrally, with two buttons to either side, which allowed for the game to be played with either hand.

Game ID : GX364

Main CPU : Motorola M6809 (@ 1.6 Mhz)
Sound CPU : Zilog Z80 (@ 1.789772 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.789772 Mhz), (6x) RC (@ 1.789772 Mhz)

Players : 2
Control : 4-way joystick
Buttons : 2

- TRIVIA -

Roc'n Rope was released in March 1983.

- TIPS AND TRICKS -

* Learn the angle at which you throw the rope : The rope is thrown at a very shallow angle. The rope ends up hown long distances. Learning this angle is the first step to mastering this game.

* Be careful of heights : If you fall a distance longer than the height of you character, that couns as a miss. Be careful when you fall.

* Use the rope to beat enemies : If you cut the rope when the enemy is hanging from it, you can beat the enemy. Attacking with the rope is extremely fun.

* Keep an eye on enemy movements : Right before the enemy moves up or down or hangs from the rope, the enemy always moves n a certain way. Learn the enemy's behavior and take action quickly.

* Make good use of the power food : Not only do you become invincible when you obtain the power food, but you also speed up! While taking out enemies is a good idea, you may want to consider traveling the level instead.

- STAFF -

Director: Tokuro Fujiwara
Programmed by: H. Fujinaka

- PORTS -

* Consoles :
Atari 2600 [US] (1984) "Roc'n Rope [Model 2667]" 
Colecovision [US] (1984) "Roc'n Rope [Model 2668]" 
Sony PlayStation [JP] (May 13, 1999) "Konami Arcade Classics [Model SLPM-86228]" 
Sony PlayStation [US] (November 30, 1999) "Konami Arcade Classics [Model SLUS-00945)]" 
Nintendo DS [JP] (March 15, 2007) "Konami Arcade Collection [Model NTR-P-ASKJ (RY039-J1)]" 
Nintendo DS [US] (March 30, 2007) "Konami Classics Series: Arcade Hits [Model NTR-ACXE-USA]" 
Nintendo DS [EU] (October 26, 2007) "Konami Arcade Classics [Model NTR-P-ACXP]" 
Nintendo DS [AU] (October 29, 2007) "Konami Arcade Classics" 
Nintendo DS [JP] (October 29, 2009) "Konami Arcade Collection [Konami Dendou Selection] [Model NTR-ASKJ-JPN-1 (RY039-J4)]"  

* Others : 
Arcade [US] [EU] [AU] [KO] (November 1998) "Konami 80's AC Special" 
Arcade [JP] (November 1998) "Konami 80's Arcade Gallery"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2244&o=2

$end


$a2600=rocnropee,
$bio

Roc'n Rope (c) 1984 CBS, Incorporated.

European release. See original North American release "Roc'n Rope [Model 2667]" for more information about the game itself.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50896&o=2

$end


$a2600=rocnrope,
$bio

Roc'n Rope (c) 1984 Coleco Industries, Incorporated.

Is the Golden Roc merely a myth? Or does it really exist? Find out in Coleco's ROC'N ROPE, a game of skill and speed.

In your quest for the Golden Roc, you'll travel through a prehistoric landscape made up of hazardous ledges and treacherous cliffs.
Scale the heights with your trusty rope and use your powerful flashlight to daze the lumbering dinosaurs and the swift footed cavemen.
Fortunately, the Golden Roc has left a trail of magical eggs. Gather them as you go and use their powers to make the dinosaurs and cavemen disappear. But watch your step! If you slip while on the edge of a cliff, you'll plummet to the depths below!
The treasures of the Golden Roc are yours when you reach the summit. But you must journey on. The fabled bird awaits you at the top of another perilous climb!

Roc 'n Rope features 8 game variations:
Game 1 = One-Player, Skill 1 
Game 2 = One-Player, Skill 2 
Game 3 = One-Player, Skill 3 
Game 4 = One-Player, Skill 4
Game 5 = Two-Player, Skill 1 
Game 6 = Two-Player, Skill 2 
Game 7 = Two-Player, Skill 3 
Game 8 = Two-Player, Skill 4

Skill 1 is the easiest, suitable for play by beginners or younger players.
Skill 2 is a little harder. Enemies are more dangerous.
Skill 3 is a perilous journey. Your enemies are hot on your heels!
Skill 4 is the toughest challenge of all!

- TECHNICAL -

Model 2667

- SCORING -

Contacting an egg: 800 points.
Contacting enemy while energized: 600 points.
Eliminating enemy with flashlight while energized: 600 points.
Stunning enemy with flashlight: 20 points.

- STAFF -

Programmer: Ed English

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50895&o=2

$end


$cpc_cass=rocco,
$bio

Rocco (c) 1985 Gremlin Graphics Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98921&o=2

$end


$coleco=rockbolt,rockbolta,
$bio

Rock 'n Bolt (c) 1984 Telegames

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53339&o=2

$end


$msx1_cass=rockroll,
$bio

Rock 'n Roller (c) 1988 Topo Soft [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94947&o=2

$end


$info=m4rckrol,m4rckrola,m4rckrolb,
$bio

Rock 'n' Roll (c) 200? Empire Games Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15309&o=2

$end


$info=hb_rckrl,hb_rckrla,hb_rckrlb,hb_rckrlc,hb_rckrld,hb_rckrle,hb_rckrlf,hb_rckrlg,
$bio

Rock 'n' Roll (c) 200? QPS Interactive.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42327&o=2

$end


$cdi=rockmet,
$bio

Rock - Metoode de Guitare avec Paul Personne (c) 1994 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53058&o=2

$end


$info=rock2500,
$bio

Rock 2500 (c) 1985 Playmatic.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=10031&o=2

$end


$msx2_flop=rockcity,
$bio

Rock City (c) 1995 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101993&o=2

$end


$info=rockclim,
$bio

Rock Climber (c) 1981 Taito.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : Tone generator, discrete circuits

Players : 2
Control : double 8-way joysticks

- TRIVIA -

Released in August 1981 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2246&o=2

$end


$info=rclimb,rclimb_3,rclimb_3a,rclimb_3b,rclimb_3c,rclimb_3d,rclimb_3e,rclimb_4,rclimb_5,rclimb_7,
$bio

Rock Climber (c) 2004 Igrosoft.

Rock Climber is a 5-reel video slot machine game with two bonus games, super prize and with an additional possibility of increasing the reward during a risk-game.

- TRIVIA -

Rock Climber was released in August 2004 in Russia.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=12050&o=2

$end


$info=rockduck,
$bio

Rock Duck (c) 1983 Datel.

- TECHNICAL -

Main CPU : MOS Technology M6502 (@ 1.5 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.5 Mhz)

Palette colors : 8

Players : 2
Buttons : 1

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=7991&o=2

$end


$info=rock_enc,
$bio

Rock Encore (c) 1986 Premier Technology Co.

- TECHNICAL -

Gottlieb System 80B
Model 704

- TRIVIA -

Rock Encore was released in April 1986.

245 units were produced.

- STAFF -

Designer : John Trudeau
Artwork : Don Marshall, Larry Day

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=30505&o=2

$end


$sg1000=rocknbol,
$bio

ロックン ボルト (c) 1985 Sega Enterprises, Limited.
(Rock n' Bolt)

- TECHNICAL -

Game ID: C-54

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65097&o=2

$end


$megadriv=rnrracin,
$bio

Rock n' Roll Racing (c) 1994 Interplay

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56806&o=2

$end


$megadriv=rnrracinu,
$bio

Rock n' Roll Racing (c) 1994 Interplay

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57372&o=2

$end


$gba=rnrracinu,
$bio

Rock n' Roll Racing [Model AGB-A4RE-USA] (c) 2003 Blizzard Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72654&o=2

$end


$gba=rnrracin,
$bio

Rock n' Roll Racing [Model AGB-A4RP] (c) 2003 Blizzard Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72653&o=2

$end


$snes=rnrracinj,
$bio

Rock n' Roll Racing (c) 1994 Namco, Limited.

- TECHNICAL -

Model SHVC-RN

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62021&o=2

$end


$snes=rnrracinu,rnrracinup,
$bio

Rock n' Roll Racing [Model SNS-RN-USA] (c) 1993 Interplay

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63498&o=2

$end


$snes=rnrracin,rnrracinp,
$bio

Rock n' Roll Racing [Model SNSP-RN-NOE] (c) 1993 Interplay

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63497&o=2

$end


$info=m3rockpl,
$bio

Rock Pile (c) 198? PCP.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41197&o=2

$end


$cpc_cass=rsamh,
$bio

Rock Star Ate my Hamster [Model 3273] (c) 1989 Codemasters Soft. Co., Ltd., The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98925&o=2

$end


$info=rocktris,
$bio

Rock Tris (c) 199? Yun Sung.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 8 Mhz), Zilog Z80 (@ 4 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), OKI MSM5205 (@ 384 Khz)

Players : 2
Control : 8-way Joystick
Buttons : 2

- TRIVIA -

Rock Tris is heavily based on the 1991 Taiwan PC game "X Rock".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5949&o=2

$end


$info=rock,
$bio

Rock (c) 1985 Premier Technology Co.

- TECHNICAL -

Gottlieb System 80B
Model Number : 697

- TRIVIA -

Rock was released in October 1985. This was the first pinball machine to have a translite instead of a screened backglass.

1,875 units were produced.

- STAFF -

Designer : John Trudeau
Artwork : Larry Day

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5548&o=2

$end


$gba=rocksocku,
$bio

Rock'em Sock'em Robots [Model AGB-BR7E-USA] (c) 2006 DSI Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72656&o=2

$end


$gba=rocksock,
$bio

Rock'em Sock'em Robots [Model AGB-BR7P] (c) 2006 Zoo Digital Publishing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72655&o=2

$end


$info=rockn3,
$bio

Rock'n 3 (c) 1999 Jaleco.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound Chips : Yamaha YMZ280B (@ 16.9344 Mhz)

Players : 1
Control : 8-way Joystick
Buttons : 2

- TRIVIA -

Released in December 1999 in Japan only.

- SERIES -

1. Rock'n Tread (1999)
2. Rock'n Tread 2 (1999)
3. Rock'n 3 (1999)
4. Rock'n MegaSession (1999)
5. Rock'n 4 (2000)
6. Rock'n MegaStage (2000, Sony PlayStation 2)

- STAFF -

* Sound Staff :
Sound producer : Teruyuki Mori
Arrange & Composition : Tetsuya Yoshikawa
Sound directors : Hiroshi Tanabe, Masanori Tanabe, Naoki Takehana, Tatsuya "Anie" Nishimura, Masaru "UNI" Yokota, Shin-ichirou Nakamura
Coordinaor : Yuji Ohno
Recording engineers : Osamu Konishi, Seiki Ochiai
Guitarist : Shin-ichi Iwai
Vocalists : You-U, Naoto Fuga, Steven Wolf, Kazuyo (from SPY), Paul Keymour, Hedel Bendel, Shin-ichi Ishihara, Tomohiko, Kaori Yano, Yumi Oki, Akiko Takano, RIE, Goro Oshima, Saeko, Yoshito Fuchigami, George -MA- Ikeru, Nancy

* Hardware Staff :
Hardware designers : Katsuaki Takita, Nobuyuki Arai
Mechanical designers : Hirofumi Henmi, Yoshinori Harada, Ryoichi Sasaki
Industrial & Graphic designers : Yoshitaka Yabe, Kazuto Ikegami, Hiroyuki Kuroyanagi, Gen Yamaguchi, Kouji Ikenoue, Yuka Kasuya

* Software Staff :
Game programmers : Natsuo Seki, Satoru Arai, Makoto Nakanishi
Graphic designers : Yusuke Yoshida, Onihei Hasegawa, Akira Miyazaki, Takehiko Murata, Kenichi Takebe
Game directors : Kazuhiro Kurihara, Kotarou Mituzuka
Executive producers : Hiroyasu Ichizaki, Teruo Yoshikawa

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2247&o=2

$end


$info=rockn4,
$bio

Rock'n 4 (c) 2000 Jaleco.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound Chips : Yamaha YMZ280B (@ 16.9344 Mhz)

Players : 1
Control : 8-way Joystick
Buttons : 2

- TRIVIA -

Released in December 2000 in Japan only.

- SERIES -

1. Rock'n Tread (1999)
2. Rock'n Tread 2 (1999)
3. Rock'n 3 (1999)
4. Rock'n MegaSession (1999)
5. Rock'n 4 (2000)
6. Rock'n MegaStage (2000, Sony PlayStation 2)

- STAFF -

* Sound Staff :
Producer : Teruyuki Mori
Arrange & Composition : Tetsuya Yoshikawa
Guitarist : Shin-ichi Iwai
Directors : Tatsuya "Anie" Nishimura, Hiroshi Tanabe, Yuji Ohno, Wataru Suzuki, Naoko Yoshida
Engineers : Osamu Konishi, Hiroyuki Sukano
Vocalists : You-U, Naoto Fuga, Steven Wolf, Kazuyo (from SPY), Paul Keymour, Hedel Bendel, Shin-ichi Ishihara, Tomohiko, Kaori Yano, Akiko Takano, Goro Oshima, Yoshito Fuchigami, George -MA- Ikeru, Kae Hanazawa, Saeko Suzuki, Nancy, Hitomi.K

* Hardware Staff :
Hardware designer : Katsuaki Takita
Mechanical designers : Hirofumi Henmi, Yoshinori Harada
Industrial & Graphic designer : Satoshi Ashizawa

* Software Staff :
Observer : Kazuhiro Kurihara
Game programmer : Natsuo Seki
Graphic designers : Yusuke Yoshida, Onihei Hasegawa
Assistant directors : Akira Miyazaki, Kenichi Takebe, Aika Miami
Game director : Takamitsu Kato
Line producer : Tomoji Miyamoto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2248&o=2

$end


$msx1_cart=rockbolt,
$bio

Rock'n Bolt [Model R48X5511] (c) 1985 Pony Canyon, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77409&o=2

$end


$cpc_cass=rocknluc,
$bio

Rock'N Lucha (c) 1985 Erbe Soft. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98926&o=2

$end


$info=rocknms,rocknmsb,
$bio

Rock'n MegaSession (c) 1999 Jaleco.

- TECHNICAL -

Main CPU : (2x) Motorola 68000 (@ 12 Mhz)
Sound Chips : Yamaha YMZ280B (@ 16.9344 Mhz)

Players : 2
Control : 8-way Joystick
Buttons : 2

- TRIVIA -

Released in November 1999 in Japan only.

- SERIES -

1. Rock'n Tread (1999)
2. Rock'n Tread 2 (1999)
3. Rock'n 3 (1999)
4. Rock'n MegaSession (1999)
5. Rock'n 4 (2000)
6. Rock'n MegaStage (2000, Sony PlayStation 2)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2249&o=2

$end


$info=rockrage,rockragea,
$bio

Rock'n Rage (c) 1986 Konami.

Two rock stars must battle through 5 stages battling enemies from different time periods.

- TECHNICAL -

Game ID : GX620

Main CPU : HD6309 (@ 3 Mhz)
Sound CPU : Motorola M6809 (@ 1.5 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), Sanyo VLM5030 (@ 3.579545 Mhz)

Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 64

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Rock'n Rage was released in December 1986.

This game is known in Japan as "Koi no HotRock - John, Rick & She-na". 

The music used in the interior section of the Ancient Rome stage is Falco's 1985 hit known as 'Rock Me Amadeus'.

Alfa Records released a limited-edition soundtrack album for this game (The Konamic Game Freaks - 28XA-135) on May 25, 1987.

- STAFF -

Game programmers : Lovely Sugimo, John Yamagushi, Rick Nagasawa, Yuko Itoh, Guitar Nagata, Mike Takabayashi, Super Oka, Rock Ozawa, Water Hamada
Video graphics designers : Shena Urata, Sweet Satoh
Sound effects : Fancy Fukutake, Kiyoko Mizutani (Can Mizutani), Drum Terashima, River Gushiken, Sand Muraoka
Hardware designer : Barrel Akiyama

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2245&o=2

$end


$amigaocs_flop=rocknrol,
$bio

Rock'n Roll (c) 1989 Rainbow Arts

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74892&o=2

$end


$cpc_cass=rnroll,
$bio

Rock'n Roll (c) 1989 Rainbow Arts

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98922&o=2

$end


$amigaocs_flop=rocknrola,
$bio

Rock'n Roll [5th Anniversary] (c) 1989 Rainbow Arts

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74893&o=2

$end


$msx2_flop=rocknrol,
$bio

Rock'n Roller (c) 1988 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101994&o=2

$end


$cpc_cass=rockrolr,
$bio

Rock'n Roller [Model AM 475] (c) 1988 Topo Soft [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98924&o=2

$end


$info=rockn,rockna,
$bio

Rock'n Tread (c) 1999 Jaleco.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound Chips : Yamaha YMZ280B (@ 16.9344 Mhz)

Players : 1
Control : 8-way Joystick
Buttons : 2

- TRIVIA -

Released in July 1999.

In 2000, Jaleco was sued by Konami (Konami claimed 'Rock'n Tread' is too similar to the 'beatmania' series). Jaleco lost, so all boards were withdrawn from the arcade market. This led to Jaleco going bankrupt. They were then acquired by a Hong Kong-based company called PCCW.

- SERIES -

1. Rock'n Tread (1999)
2. Rock'n Tread 2 (1999)
3. Rock'n 3 (1999)
4. Rock'n MegaSession (1999)
5. Rock'n 4 (2000)
6. Rock'n MegaStage (2000, Sony PlayStation 2)

- STAFF -

* Sound Staff :
Sound producer : Teruyuki Mori
Arrange & Composition : Tetsuya Yoshikawa
Sound director : Hiroshi Tanabe, Naoki Takehana
Coordinaor : Yuji Ohno
Recording engineer : Osamu Konishi
Sound programmer : Nobuya Tanaka
Guitarist : Shin-ichi Iwai
Vocalists : Kazuyo (from SPY), Paul Keymour, Steven Wolf, Shin-ichi Ishihara, Kyouka G, Yumi Ohki, You-U, Naoko Townsend, Shige, Kaori Yano
Cooperation : Tatsuya "ANIE" Nishimura

* Hardware Staff :
Hardware designers : Katsuaki Takita, Nobuyuki Arai
Mechanical designers : Hirofumi Henmi, Yasuo Yamazaki, Yoshinori Harada
Industrial & Graphic designers : Kazuto Ikegami, Kouji Ikenoue

* Software Staff :
Game programmers : Natsuo Seki, Satoru Arai
Graphic designers : Yusuke Yoshida, Kayuna.S, Onihei Hasegawa
Assistant director : Masaru Yokota
Game directors : Hiroyuki Makino, Kazuhiro Kurihara
Executive producers : Hiroyasu Ichizaki, Teruo Yoshikawa
Producer : Hiroyuki Makino

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2250&o=2

$end


$info=rockn2,
$bio

Rock'n Tread 2 (c) 1999 Jaleco.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound Chips : Yamaha YMZ280B (@ 16.9344 Mhz)

Players : 1
Control : 8-way Joystick
Buttons : 2

- TRIVIA -

Released in September 1999 in Japan only.

- SERIES -

1. Rock'n Tread (1999)
2. Rock'n Tread 2 (1999)
3. Rock'n 3 (1999)
4. Rock'n MegaSession (1999)
5. Rock'n 4 (2000)
6. Rock'n MegaStage (2000, Sony PlayStation 2)

- STAFF -

* Sound Staff :
Sound producer : Teruyuki Mori
Arrange & Composition : Tetsuya Yoshikawa
Sound directors : Hiroshi Tanabe, Naoki Takehana, Tatsuya "Anie" Nishimura, Masaru "UNI" Yokota, Shin-ichirou Nakamura, Toru Ohara, Naoko Yoshida
Coordinaor : Yuji Ohno
Recording engineer : Osamu Konishi
Guitarist : Shin-ichi Iwai
Vocalists : Kazuyo (from SPY), Steven Wolf, Shin-ichi Ishihara, You-U, RIE, Hedel Bendel, Naoto Fuga, Tomohiko, Ke-Ko, Lisa Ohki, Akiko Takano

* Hardware Staff :
Hardware designers : Katsuaki Takita, Nobuyuki Arai
Mechanical designers : Hirofumi Henmi, Yasuo Yamazaki, Yoshinori Harada
Industrial & Graphic designers : Kazuto Ikegami, Gen Yamaguchi, Kouji Ikenoue, Yuka Kasuya

* Software Staff :
Game programmers : Natsuo Seki, Satoru Arai
Graphic designers : Yusuke Yoshida, Onihei Hasegawa, Kenichi Takebe
Assistant directors : Kotarou Mituzuka, Taku Sugawara, Makoto Nakanishi
Game director : Kazuhiro Kurihara
Executive producers : Hiroyasu Ichizaki, Teruo Yoshikawa

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2251&o=2

$end


$cpc_cass=rocknwrsfb,
$bio

Rock'N Wrestle (c) 1985 Firebird Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98928&o=2

$end


$cpc_cass=rocknwrs,
$bio

Rock'N Wrestle [Model MH720] (c) 1985 Melbourne House [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98927&o=2

$end


$gameboy=rockmon,
$bio

Rock'n! Monster!! [Model DMG-HOJ] (c) 1994 Hori

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66852&o=2

$end


$nes=rocknbal,
$bio

Rock'n' Ball (c) 1990 NTVIC

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55506&o=2

$end


$amigaocs_flop=rockadod,
$bio

Rock-A-Doodle (c) 1992 Capstone

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74894&o=2

$end


$psx=mitouhou,
$bio

Rock-Climbing - Mitouhou e no Chousen - Alps-Hen [Model SLPS-00662] (c) 1997 We Net

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85599&o=2

$end


$info=rocktrv2,
$bio

Rock-N-Roll Trivia Part 2 (c) 1986 Triumph Software.

Trivia game about MTV Music Videos made by Triumph Software.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : Namco 3-channel WSG (@ 96 Khz)

Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.61 Hz
Palette Colors : 16

Players : 2
Control : 4-way joystick

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3277&o=2

$end


$pce=rockon,
$bio

Rock-on (c) 1989 Big Club

You are a buster and you are on a journey to find fortune and the legendary FISA ("mysterious fortune hidden by the ancient people" as the introduction sequence says). Furthermore, the whole world is watching you on TV and looking for your success. Your space ships starts will really low resources, single laser and slow speed. Destroyed enemies will drop icons : 2 (2 ways), 3 (3 ways), 8 (8 ways), S (speed), gun (laser), T (twin lasers), B (Back fire), flame (Fire ball) and infinite (send you back to the beginning of the stage). You can carry up to 3 weapons (items) and they can be selected by pressing Start. Get hit and you will lose all of them.

- TECHNICAL -

HuCARD ID: BG1004
HuCARD Size: 4 Mbits.

- TRIVIA -

Released on August 25, 1989 in Japan for 6700 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58712&o=2

$end


$nes=rockball,
$bio

Rockball [Model TC-024] (c) 1993 Sachen [Taiwan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76904&o=2

$end


$n64=rocket,rocketu,
$bio

Rocket - Robot on Wheels (c) 1999 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57948&o=2

$end


$megadriv=rocket,rocketj,
$bio

Rocket Knight Adventures (c) 1993 Konami Company, Limited.

- TRIVIA -

Released on August 06, 1993 in Japan.

Reviews:
[FR] September 1993- Consoles + N.23: 85%

- STAFF -

Planning: Ohaji Banchoh
Direct: Nobuya Nakazato
Design: Nobuya Nakazato, Shiori Satoh
Character Design: Yasushi Takano (Tat)
Main Program: Kenichirou Horio
Super Program: Koji Komata
Ultra Program: Kenji Miyaoka
Music Composed: Masanori Ohuchi, Aki Hata, Masanori Adachi, Hiroshi Kobayashi, Michiru Yamane
Sound Program: Shigemasa Matsuo, Osamu Kasai, Hideto Inoue
Sound Special Thanks To: Kouji Kazaoka, Tappy Iwase, Miki Yanagisawa
Package Design: K. Yoshihashi
Supervise: Yutaka Haruki
Produce: Tomikazu Kirita
Special Thanks: Dangantaisyoh

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56807&o=2

$end


$megadriv=rocketu,
$bio

Rocket Knight Adventures (c) 1993 Konami Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57373&o=2

$end


$pc8801_flop=rocketma,
$bio

Rocket Man (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92759&o=2

$end


$info=m4rockmn,m4rockmn__a,m4rockmn__b,m4rockmn__c,m4rockmn__d,m4rockmn__e,m4rockmn__f,m4rockmn__g,m4rockmn__h,m4rockmn__i,m4rockmn__j,m4rockmn__k,
$bio

Rocket Money (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41436&o=2

$end


$gba=rcktpwbb,rcktpwbbp,
$bio

Rocket Power - Beach Bandits [Model AGB-AR4E-USA] (c) 2002 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72657&o=2

$end


$gba=rcktpwds,
$bio

Rocket Power - Dream Scheme [Model AGB-ARKE-USA] (c) 2001 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72658&o=2

$end


$gbcolor=rocketp,
$bio

Rocket Power - Gettin' Air [Model CGB-BRUE-USA] (c) 2001 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68683&o=2

$end


$gbcolor=rocketpf,
$bio

Rocket Power - La Glisse de l'Extreme (c) 2001 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68684&o=2

$end


$gba=rcktpwco,
$bio

Rocket Power - Le Cauchemar d'Otto (c) 2001 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72660&o=2

$end


$gba=rcktpwzg,
$bio

Rocket Power - Zero Gravity Zone [Model AGB-AZZE-USA] (c) 2003 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72661&o=2

$end


$bbca_cass,bbcb_cass=rocketra1,rocketra2,rocketrag,rocketra,
$bio

Rocket Raid v1 (c) 1982 Acornsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52324&o=2

$end


$bbca_cass,bbcb_cass=rocketrasc,
$bio

Rocket Raid [The Superior Collection] (c) 198? Superior Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52323&o=2

$end


$amigaocs_flop=rocktrng,
$bio

Rocket Ranger (c) 1988 Mirrorsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74895&o=2

$end


$amigaocs_flop=rocktrngg,
$bio

Rocket Ranger (c) 1988 Mirrorsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74897&o=2

$end


$apple2gs=rktrangr,
$bio

Rocket Ranger (c) 1989 Cinemaware Corp.

- STAFF -

Computography: PETER  KAMINSKI, TOM McWILLIAMS
Additional  Computography: RANDY PLATT
Storyline: ROBERT JACOB
Art Direction: ROB LANDEROS
Chief Graphic Artist: JEFF HILBERS
Additional Artwork: BETSY SCAFATI, KARA BLOHM, STEVE QUINN, JEFF GODFREY
Original Score: BOB LINDSTROM
Audio Effects: BILL WILLIAMS, LARRY GARNER
Voice Characterizations: ROB LANDEROS, MELANIE CUTTER, RANDY PLATT
Executive Producers: PHYLLIS JACOB, ROBERT JACOB
Producer: JOHN CUTTER
Designer: KELLYN BECK

SPECIAL THANKS: Patrick Cook, Allen McPheeters, Eric Pobirs, Wayne Brockman, Russell Truelove, Kirt Nystrom, Larry Weissenborn, Monica Mead, Norma Leith, Annette Childs

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49782&o=2

$end


$nes=rocktrng,
$bio

Rocket Ranger (c) 1990 Kemco

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55507&o=2

$end


$amigaocs_flop=rocktrnga,
$bio

Rocket Ranger [Budget] (c) 1988 Mirror Image

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74896&o=2

$end


$amigaocs_flop=rocktrngga,
$bio

Rocket Ranger [Budget] (c) 1988 Mirror Image

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74898&o=2

$end


$msx1_cass=rroger,rrogera,
$bio

Rocket Roger (c) 1987 Alligata Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94948&o=2

$end


$info=sc4roksc,sc4roksca,sc4rokscb,sc4rokscc,
$bio

Rocket Science (c) 200? QPS Interactive.

- TECHNICAL -

[Model PR2527]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42774&o=2

$end


$vectrex=rocksled,
$bio

Rocket Sledge (c) 1983 GCE [General Consumer Electric]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82231&o=2

$end


$pc8801_cass=rocketmn,
$bio

Rocketman (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91264&o=2

$end


$cpc_flop=rockford,
$bio

Rockford (c) 1988 Mastertronic, Limited.

- TECHNICAL -

[Floppy Disk]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64094&o=2

$end


$cpc_flop=rockford01,rockford02,
$bio

Rockford (c) 1988 ACS.

Crackec by ACS.

- TECHNICAL -

[Floppy Disk]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64095&o=2

$end


$cpc_cass=2rockb2r,
$bio

Rockford + Back To Reality [Model IA 0239] (c) 1988 Mastertronic, Ltd. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98929&o=2

$end


$cpc_cass=rockford,
$bio

Rockford - The Arcade Game & Back to Reality (c) 1988 Mastertronic, Limited.

- TECHNICAL -

Cassette IA 0239

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48620&o=2

$end


$nes=rockinkt,rockinktu,rockinktup,
$bio

Rockin' Kats (c) 1991 Atlus Company, Limited.

- TIPS AND TRICKS -

* Full energy : Press Start to pause game play. Then, press Down+A+B+Start.  
  
* Exit level : Press Start to pause game play. Then, press A(x3) to return to the channel selection screen.  
  
* Six lives : Hold Down+A+B and press Start(x2).  
  
* Status Password : Channel 5 67GDZ[Music Note]JGK[Triangle]  End 57YRmchs0P

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55508&o=2

$end


$info=pc_rkats,
$bio

Rockin' Kats (c) 1991 Nintendo of America, Incorporated.

- TECHNICAL -

Nintendo PlayChoice-10 hardware
Game ID : 7A

Main CPU : Zilog Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz)
Sound Chips : Zetex N2A03 (@ 1.789772 Mhz), DAC

Players : 2
Control : 8-way joystick
Buttons : 2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1823&o=2

$end


$wswan=rockmanf,
$bio

Rockman & Forte - Mirai Kara no Chousensha [Model SWJ-BAN013] (c) 1999 Bandai Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86374&o=2

$end


$gba=rockmanf,
$bio

Rockman & Forte [Model AGB-AFCJ-JPN] (c) 2002 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72662&o=2

$end


$snes=rockmanf,
$bio

Rockman & Forte [Model SHVC-AR6J-JPN] (c) 1998 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62022&o=2

$end


$ngpc=rockmanb,
$bio

Rockman - Battle & Fighters [Model NEOP00940] (c) 2000 Capcom Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82582&o=2

$end


$info=rockmanj,
$bio

Rockman - The Power Battle (c) 1995 Capcom.

Have you ever pictured a Rockman game that allows to skip all the platform elements and just grapple against the bosses? That's pretty much the main idea in this game! Choose from Rockman, Protoman or Bass and battle against classic bosses in the series. Features great 2-D graphics, solid control, and a nice use of strategy (since the right order of weapons will rid you of specific enemies in no time!).

- TECHNICAL -

Runs on the "CP System" hardware.
B-Board #: 91634B-2

Players: Up to 2
Control per player: 8-way joystick
Buttons per player: 3

- TRIVIA -

Rockman was released in September 1995 in the Japanese arcades. It was known there as the 32th video game made for this system.

The game is known outside Japan as "Mega Man - The Power Battle". Here are some known export releases:
"Mega Man - The Power Battle [B-Board 91634B-2]" (Asia)
"Mega Man - The Power Battle [B-Board 91635B-2]" (USA)

It was re-released on the new Capcom system (CPS-2) the same year as "Rockman - The Power Battle [Green Board]".

Sony Records released a limited-edition soundtrack album for this game (Rockman - The Power Battle : Arcade Gametrack - SRCL-3451) on December 1, 1995.

- TIPS AND TRICKS -

* Easter Egg : sometimes when you fight Shade Man, the background music is a version of the theme song from the Makaimura series. This seems to happen at random.

- SERIES -

1. Rockman - The Power battle [CP-S No. 32] (1995)
2. Rockman 2 - The Power fighters [CP-S II No. 17] (1996)

- STAFF -

Planners : Ohko 25th, Zanzo, (^_^")
Programmers : Teruaki Hirokado, Giu Chan, Marh, Ohi
Object designers : K. Tokunaga, Top Joy, You-Tenkozow, Sensei, Takep, Eizi Murabayashi, Delta, Jun Ikawa, Jon, Tanida, Dja, Koga. M, Zephyr Sakuno

- PORTS -

* Consoles :
SNK Neo-Geo Pocket Color [JP] (July 6, 2000; "Rockman - Battle & Fighters [Model NEOP00940]") 
Sony PlayStation 2 [JP] (August 5, 2004; "Rockman Power Battle Fighters Model SLPM-62491]") 

* Arcade:
Capcom Play System II (1995)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2252&o=2

$end


$info=rmancp2j,
$bio

Rockman - The Power Battle (c) 1995 Capcom Company, Limited.

CPS-2 version of "Rockman - The Power Battle [CP-S No. 32]". For more information about the game itself, please see the original CSP-1 release entry.

- TECHNICAL -

Runs on the "CP System II" hardware.
Green Board [Japan]

Players: Up to 2.
Control: 8-way joystick (per player)
Buttons: 3 (per player)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69705&o=2

$end


$nes=rockman2,
$bio

Rockman 2 Dr.ワイリーの謎 (c) 1988 Capcom Company, Limited.
(Rockman 2 - Dr. Wily no Nazo)

Rockman 2 continues the titular protagonist's battle against the evil Dr. Wily and his rogue robots. The game features graphical and gameplay changes from the first game, many of which have remained throughout the series.

- TECHNICAL -

Cartridge ID: CAP-XR

- TRIVIA -

Though sales for Rockman were unimpressive, Capcom allowed the Rockman team to create a sequel. They worked concurrently on other Capcom projects, using their free time to develop the game. Unused content from the previous title was integrated into Rockman 2

Rockman 2 was released on December 24, 1988 in Japan.

Reviews:
[JP] Famitsu (January 1989): 28/40

- SERIES -

1. Rockman [Model CAP-RX] (1987, FC)
2. Rockman 2 - Dr. Wily no Nazo [Model CAP-XR] (1988, FC)
3. Rockman 3 - Dr. Wily no Saigo!? [Model CAP-XU] (1990, FC)
4. Rockman 4 - Aratanaru Yabou!! [Model CAP-4V] (1991, FC)
5. Rockman 5 - Blues no Wana!? [Model CAP-5V] (1992, FC)
6. Rockman 6 - Shijou Saidai no Tatakai!! [Model CAP-6V] (1993, FC)
7. Rockman X [Model SHVC-RX] (1993, SFC)
8. Rockman X2 [Model SHVC-ARXJ-JPN] (1994, SFC)
9. Rockman 7 - Shukumei no Taiketsu! [Model SHVC-A7RJ-JPN] (1995, SFC)
10. Rockman X3 [Model SHVC-AR3J-JPN] (1995, SFC)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54548&o=2

$end


$info=rockman2j,
$bio

Rockman 2 - The Power Fighters (c) 1996 Capcom.

Building upon the previous game, you must battle Dr. Wily's evil robot criminals with the help of Megaman, Protoman, Bass & Duo. Features cool 2-D graphics and the same tried & true Mega Man controls. Pay attention to Dr. Light's advice and you may reach Dr. Wily's fortress and come out victorious!

- TECHNICAL -

Runs on the "CP System II" hardware.
Green Board [Japan]

Players: Up to 2.
Control: 8-way joystick per player.
Buttons: 3 per player.

- TRIVIA -

Rockman 2 - The Power Fighters was released in July 1996 in the Japanese arcades. It was known as the 17th video game released for the CPS-II hardware.

The game is known outside Japan as "Mega Man 2 - The Power Fighters". Here is the list of known export releases:
"Mega Man 2 - The Power Fighters [Blue Board]"
"Mega Man 2 - The Power Fighters [Grey Board]"

The music may seem familiar since the Japan-only Rockman Memories series uses the same music in some stages.

The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to 'HKD'.

Victor Entertainment released a limited-edition soundtrack album for this game (Rockman 2 - The Power Fighters : Capcom Game Soundtrack - VICL-2173) on September 21, 1996.

- TIPS AND TRICKS -

* Execute a special move by pushing UP when releasing a charged attack.

* Alternate ending sequence : Play the game with 2 characters instead of one. The ending sequence will change depending on the 2 characters you used.

- SERIES -

1. Rockman - The Power battle [CP-S No. 32] (1995)
2. Rockman 2 - The Power fighters [CP-S II No. 17] (1996)

- STAFF -

Game designer : Ohko
Programmers : Teruaki Hirokado, Pon, You!
Character designers : Shinji Sakashita, Satoru Yamashita, Shinua.M, "Ba-Ji Aasuki "Runta, Dja
Scroll designers : Kisabon, Buchi, Koichi Takeda, Inoyan
Sound effects : Moe.T
Music : Yuki, Hideki Okugawa (Hideki Ok), Kadota Yuko, Masato Koda, Tatsuro Zuzuki (Tatsuro-), Syun Nishigaki, Setsuo Yamamoto
Voice actors : Hekiru Shiina, Jin Yamanoi, Koji Tobe, Takashi Nagasako, Takko Ishimori
Producer : Yoshimi Ohnishi
General producer : Noritaka Funamizu

- PORTS -

* Consoles :
SNK Neo-Geo Pocket Color [JP] (July 6, 2000; "Rockman - Battle & Fighters [Model NEOP00940]") 
Sony PS2 [JP] (August 5, 2004; "Rockman Power Battle Fighters [Model SLPM-62491]")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2253&o=2

$end


$nes=rockman3,
$bio

Rockman 3 Dr.???????!? (c) 1990 Capcom Company, Limited.
(Rockman 3 - Dr. Wily no Saigo!?)

Contenders blast Rockman, in his search for energy Crystals, through a galaxy of mining stations controlled by ruthless robots. An amazing 21 different levels of rapid fire help Mega Man battle against these armies of metal maniacs to gain their super powers. But the rebellious robots won't give up without using every android-annihilator known to Mega Man. That's when players call on Rush, the wonder dogdroid, for special mechanisms that speed them past danger and assist in enemy melt-down. It's man vs. metal as players have more fun than humanly possible.

- TECHNICAL -

Game ID: CAP-XU

- TRIVIA -

Rockman 3 was released on September 28, 1990 in Japan.

The subtitle of the game translates from Japanese as 'Dr. Wily's Last Moment!?'

It marks the official debut of Rush the Robodog, and Rockman's estranged brother Protoman (a.k.a. Blues). This is also the first game in the Rockman series in which Rockman is able to slide (Down+A).

- TIPS AND TRICKS -

* Passwords : Each password must contain at least three balls. Make here your personal password (the color of the ball is highlighted if it's needed)...

First ball (choose only one) :
C5 : Start with 0 Energy reserves.
E6 : Start with 1 Energy reserves.
E4 : Start with 2 Energy reserves.
B4 : Start with 3 Energy reserves.
A5 : Start with 4 Energy reserves.
C1 : Start with 5 Energy reserves.
D2 : Start with 6 Energy reserves.
C3 : Start with 7 Energy reserves.
F2 : Start with 8 Energy reserves.
A6 : Start with 9 Energy reserves.

Second ball (choose one or more) :
A3(red) : Topman defeated.
B5(red) : Geminiman defeated.
D3(red) : Needleman defeated.
F4(red) : Sparkman defeated.
D6 : Shadowman defeated.
F6 : Snakeman defeated.
C4 : Hardman defeated.
F5 : Magnetman defeated.

Second ball (choose only one) :
A3(blue) : Topman / Snakeman defeated.
B5(blue) : Hardman / Geminiman defeated.
D3(blue) : Magnetman / Needleman defeated.
F4(blue) : Sparkman / Shadowman defeated.

Third ball (choose only one) :
B6 : Gemini Man's stage beaten (Flashman / Bubbleman).
A1(red) : Spark Man's stage beaten (Metalman / Quickman).
A4 : Shadow Man's stage beaten (Woodman / Heatman).
B2(red) : Needle Man's stage beaten (Airman / Clashman).
B2(blue) : Needleman / Geminiman's stages beaten.
A1(blue) : Sparkman / Shadowman's stages beaten.

* Slow motion : Hold Up on controller two.

* Freeze opponents : Hold Up+A on controller two.

* Super jump : Hold Right on controller two.

* Suggested opponent order : Magnet, Hard, Top, Shadow, Spark, Snake, Gemini, Needle, 'Spark', 'Shadow', 'Gemini', 'Needle'.

* Walk through pitfalls : Hold Right on controller two. This allows Mega Man to walk through or jump out of pitfalls without dying. It is especially helpful in the Dr. Wily Robot level. Note: When jumping out of the pitfall, the jump is twice as large as the super jump.

* Invincibility : Hold Right on controller two while jumping into a pitfall. Then intentionally get killed by an enemy while in the pitfall. Jump out of the pitfall when Mega Man's death sound is heard.  
Mega Man will be invincible as long as an energy booster is not collected. Although the use of the regular gun will be lost, the spark shot or the needle will work just as well.

- SERIES -

1. Rockman [Model CAP-RX] (1987, FC)
2. Rockman 2 - Dr. Wily no Nazo [Model CAP-XR] (1988, FC)
3. Rockman 3 - Dr. Wily no Saigo!? [Model CAP-XU] (1990, FC)
4. Rockman 4 - Aratanaru Yabou!! [Model CAP-4V] (1991, FC)
5. Rockman 5 - Blues no Wana!? [Model CAP-5V] (1992, FC)
6. Rockman 6 - Shijou Saidai no Tatakai!! [Model CAP-6V] (1993, FC)
7. Rockman X [Model SHVC-RX] (1993, SFC)
8. Rockman X2 [Model SHVC-ARXJ-JPN] (1994, SFC)
9. Rockman 7 - Shukumei no Taiketsu! [Model SHVC-A7RJ-JPN] (1995, SFC)
10. Rockman X3 [Model SHVC-AR3J-JPN] (1995, SFC)

- STAFF -

Character designers : Keiji Inafune (Inafking), Yasukichi, Tokimi293, Zizi, Donchan
Sound composer : Bunbun
Programmers : T.L, A.M, Kero Kero
Planner : Patariro
Sub Planning : Hatukoochan, Bamboo, Keiji Inafune (Inafking)

- PORTS -

* Consoles :
Sega Mega Drive [JP] (1994, "Rockman - Mega World")
Sony PlayStation [JP] (1999, "Rockman 3")
Nintendo GameCube (2004, "Mega Man Anniversary Collection")
Sony PlayStation 2 (2004, "Mega Man Anniversary Collection")
Microsoft XBOX (2005, "Mega Man Anniversary Collection")

* Computers :
PC MS-DOS (1992, "Mega Man 3") : A loose adaptation by Hi-Tech, licensed by Capcom.

* Others :
Tiger Handheld LCD Game (19??)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54549&o=2

$end


$nes=rockman4,
$bio

Rockman 4 ??????!! (c) 1991 Capcom Company, Limited.
(Rockman 4 - Aratanaru Yabou!!)

- TECHNICAL -

Game ID: CAP-4V

- TRIVIA -

Rockman 4 was released on December 06, 1991 in Japan.

- SERIES -

1. Rockman [Model CAP-RX] (1987, FC)
2. Rockman 2 - Dr. Wily no Nazo [Model CAP-XR] (1988, FC)
3. Rockman 3 - Dr. Wily no Saigo!? [Model CAP-XU] (1990, FC)
4. Rockman 4 - Aratanaru Yabou!! [Model CAP-4V] (1991, FC)
5. Rockman 5 - Blues no Wana!? [Model CAP-5V] (1992, FC)
6. Rockman 6 - Shijou Saidai no Tatakai!! [Model CAP-6V] (1993, FC)
7. Rockman X [Model SHVC-RX] (1993, SFC)
8. Rockman X2 [Model SHVC-ARXJ-JPN] (1994, SFC)
9. Rockman 7 - Shukumei no Taiketsu! [Model SHVC-A7RJ-JPN] (1995, SFC)
10. Rockman X3 [Model SHVC-AR3J-JPN] (1995, SFC)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54550&o=2

$end


$nes=rockman5,
$bio

Rockman 5 ??????!? (c) 1992 Capcom Company, Limited.
(Rockman 5 - Blues no Wana!?)

- TECHNICAL -

Game ID: CAP-5V

- TRIVIA -

Rockman 5 was released on December 04, 1992.

- SERIES -

1. Rockman [Model CAP-RX] (1987, FC)
2. Rockman 2 - Dr. Wily no Nazo [Model CAP-XR] (1988, FC)
3. Rockman 3 - Dr. Wily no Saigo!? [Model CAP-XU] (1990, FC)
4. Rockman 4 - Aratanaru Yabou!! [Model CAP-4V] (1991, FC)
5. Rockman 5 - Blues no Wana!? [Model CAP-5V] (1992, FC)
6. Rockman 6 - Shijou Saidai no Tatakai!! [Model CAP-6V] (1993, FC)
7. Rockman X [Model SHVC-RX] (1993, SFC)
8. Rockman X2 [Model SHVC-ARXJ-JPN] (1994, SFC)
9. Rockman 7 - Shukumei no Taiketsu! [Model SHVC-A7RJ-JPN] (1995, SFC)
10. Rockman X3 [Model SHVC-AR3J-JPN] (1995, SFC)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54551&o=2

$end


$nes=rockman6,
$bio

Rockman 6 ???????!! (c) 1993 Capcom Company, Limited.
(Rockman 6 - Shijou Saidai no Tatakai!!)

- TECHNICAL -

Cartridge ID: CAP-6V

- TRIVIA -

Rockman 6 was presented at the Famicom Spaceworld' 93 in August 1993 in Japan. It was then released on December 05, 1993 in Japan. This is the last game in the Rockman series that has been released on the 8-Bit system.

- SERIES -

1. Rockman [Model CAP-RX] (1987, FC)
2. Rockman 2 - Dr. Wily no Nazo [Model CAP-XR] (1988, FC)
3. Rockman 3 - Dr. Wily no Saigo!? [Model CAP-XU] (1990, FC)
4. Rockman 4 - Aratanaru Yabou!! [Model CAP-4V] (1991, FC)
5. Rockman 5 - Blues no Wana!? [Model CAP-5V] (1992, FC)
6. Rockman 6 - Shijou Saidai no Tatakai!! [Model CAP-6V] (1993, FC)
7. Rockman X [Model SHVC-RX] (1993, SFC)
8. Rockman X2 [Model SHVC-ARXJ-JPN] (1994, SFC)
9. Rockman 7 - Shukumei no Taiketsu! [Model SHVC-A7RJ-JPN] (1995, SFC)
10. Rockman X3 [Model SHVC-AR3J-JPN] (1995, SFC)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54552&o=2

$end


$nes=mc_rockm,
$bio

Rockman 6 in 1 (c) 199? Unknown.

Pirate compilation.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95500&o=2

$end


$snes=rockman7,rockman7p,
$bio

Rockman 7 - Shukumei no Taiketsu! (c) 1995 Capcom Company, Limited.

- TECHNICAL -

Game ID: SHVC-A7RJ-JPN

- SERIES -

1. Rockman [Model CAP-RX] (1987, FC)
2. Rockman 2 - Dr. Wily no Nazo [Model CAP-XR] (1988, FC)
3. Rockman 3 - Dr. Wily no Saigo!? [Model CAP-XU] (1990, FC)
4. Rockman 4 - Aratanaru Yabou!! [Model CAP-4V] (1991, FC)
5. Rockman 5 - Blues no Wana!? [Model CAP-5V] (1992, FC)
6. Rockman 6 - Shijou Saidai no Tatakai!! [Model CAP-6V] (1993, FC)
7. Rockman X [Model SHVC-RX] (1993, SFC)
8. Rockman X2 [Model SHVC-ARXJ-JPN] (1994, SFC)
9. Rockman 7 - Shukumei no Taiketsu! [Model SHVC-A7RJ-JPN] (1995, SFC)
10. Rockman X3 [Model SHVC-AR3J-JPN] (1995, SFC)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62023&o=2

$end


$gbcolor=rockman8,
$bio

Rockman 8 (c) 1999 Yong Yong.

Chinese pirate game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95406&o=2

$end


$saturn,sat_cart=rockman8,
$bio

Rockman 8 - Metal Heroes (c) 1997 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59574&o=2

$end


$psx=rockman8a,rockman8b,rockman8,
$bio

Rockman 8 (c) 1996 Capcom Co., Ltd.

- TECHNICAL -

Game ID: SLPS-00630

- TRIVIA -

Released on December 17, 1996 in Japan.

Re-Editions:
[JP] "Rockman 8 [Model SLPS-91045]" (PlayStation the Best for Family, 1997)

Export releases:
[US] "Mega Man 8 - Anniversary Edition [Model SLUS-00453]" (1997)

- STAFF -

Seiyuu: Ryoutarou Okiayu (Blues), Hekiru Shiina (Rockman)

Dr. Wily Prize (Robot Staff)
Sword Man (#59): Keigo Matsuo
Clown Man (#60): Hiroshige Sakai
Search Man (#61): Yuta Hata
Frost Man (#62): Akifumi Nomura
Grenade Man (#63): Kenichiro Komaki
Aqua Man (#64): Morito Kuriki
Dr. Light Prize (Special Thanks): Kazuya Miyauchi, Takamasa Yamada, Shinya Miyamoto, Naomi Wakabayashi, Syotaro Aihara, Ryouichi Takahashi, Takuya Tasaka, Kenji Sato, Yuhei Tamura, Takeshi Uemura, Yohei Shinbori, Katsuhiko Fukui, Toshiya Oobu, Kanichiro Asano, Yukihiro Katano, Katsuto Fujiwara, Naoshi Kataoka, Kenzo Umino, Kenji Kobayashi, Yuki Maehiro, Kunihiro Kanada, Takehito Kusuhara, Takayuki Hida, Kota Toshi, Eiko Hasegawa, Kozo Tsukamoto, Syoji Yamamoto, Atsushi Matsumoto, Takuya Tsutsui, Makoto Furukawa, Masashi Taniguchi, Akari Nakamura, Naoyuki Watanabe, Syun Tanimura, Akiko Kawaguchi, Hiroshi Yanagi, Ikko Takemoto, Tomoaki Hirose, Teruo Momiyama, Hitomi Igarashi, Syun Yamada, Isara Suwanpramoth, Shinichiro Naganuma, Takahiro Saito, Syoichiro Sekiguchi, Sikharin Eiamprapai, Kazunobu Nakata, Tsukasa Itabashi, Ai Nadatani, Kenichi Igarashi

Game Staff
Producer: Keiji Inafune, Yoshinori Takenaka (Bamboo)
Director: Hayato Kaji
Object Designer: Hayato Kaji, Akihiro Notsu (Nottsu Man), Masachika Kawata, Masafumi Kimoto, Makato Fukui, Tsuyoshi Fujisawa
CG Designer: Masao Sakurai
Scroll Designer: Akiko Yasuda, Jo-Atsu-5, Yasushi Hiraoka, Kentaroh Ono, Doping House, Reiko Kitaichi, Natsue Ueda, Chieko Ryugo
Programmer: Keiji Kubori, Jun Takahashi, Shigeki Niino, Yasuhiro Yanagi, Hiroyasu Andou, Tatsuji Yataka, Hideki Tada
Sound Composer (SE): Shinji Amagishi
Sound Composer (BGM): Shusaku Uchiyama
Sound Composer (SYSTEM): Tomoyuki Kawakami
Planner: Yuichi Kanemori, Kazuki Matsue, Ryota Ito
Publicity Designer: Hideki Ishikawa, Satoshi Ukai, Minoru Nagaoka, Masako Honma, Shinji Miyauchi, Shinsuke Komaki
Voice Actors: Ai Orikasa, Takeshi Aono, Jurota Kosugi, Nobuyuki Hiyama, Shozo Iizuka, Hiroko Konishi, Ryoutarou Okiayu, Issei Futamata, Chika Sakamoto, Takashi Nagasako, Wataru Takagi
Voice Actors (English): Ruth Shiraishi, Jack Evans, Wayne Doster, Matthew Meersbergen, Michelle Gazepis, Darryl Stogre, Douglas Kendall
Animation Staff: Nobuyoshi Habara, Shinichi Yamaoka, Meiju Maeda, Yoko Kikuchi, Noriko Morishima, Hiroshi Kosuga, Michiyo Hadano, Masakazu Kawazoe, Hidetoshi Sano, Masumi Hattori, Takatoshi Maehara, Taeko Hori, Nobuo Horii, Tatsuji Fujita, Akiko Asaki, Youko Ito, Shingo Adachi, Tsuyoshi Nakano, Ayumi Tsukamoto (Ayumi Tukamoto), Tamae Matsuoka, Yuka Suzuki, Kiriko Kanayama, Eri Suzuki, Akiko Kono, Nanae Shinaji, Aya Ouchi, Nozomi Shidara, Yutaka Hoshiba, Torao Arai, Wakaba Okamoto, Yoshimi Umino, Toshihisa Koyama, Fumie Kawai, Hachidai Takayama, Chie Asano, Chitose Asakura, Fuyuki Sakanoue, Yukiko Ogawa, Saori Ishibiki, Xebec, St. Mark, AIC, Marix, Production AI, Transarts, Shinwou Douga, Haniru Douga, K Production
Special Thanks: Tadashi Kuwana, Takayo Kubo, Atsushi Mori (More Rich), Wataru Hama, Nob Nob, Akira Oyama, Takuya Shiraiwa, Hidenori Kuwamoto, Yoshimi Sawada, Kouji Nakajima, Toru Kusano, and Capcom all staff
General Producer: Noritaka Funamizu
Executive Producer: Yoshiki Okamoto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85600&o=2

$end


$n64=rockmand,
$bio

Rockman Dash - Hagane no Boukenshin [Model NUS-NRHJ] (c) 2000 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57949&o=2

$end


$psx=rockmndp,
$bio

Rockman Dash Demo (c) 1997 Capcom Co., Ltd.

Very rare demo disc.

- TECHNICAL -

CD INFO
NAME: Rockman_das
ID: SLPM 80158
SIZE: 128 MB
CODE: NTSC-J

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85601&o=2

$end


$wscolor=rockmnxn,
$bio

Rockman EXE - N1 Battle [Model SWJ-CPCC01] (c) 2003 Capcom Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86478&o=2

$end


$gba=rockmx4m,
$bio

Rockman EXE 4 - Tournament Blue Moon [Model AGB-B4BJ-JPN] (c) 2003 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72663&o=2

$end


$gba=rockmx4sa,rockmx4s,
$bio

Rockman EXE 4 - Tournament Red Sun [Model AGB-B4WJ-JPN] (c) 2003 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72664&o=2

$end


$gba=rockmx45,
$bio

Rockman EXE 4.5 - Real Operation [Model AGB-BR4J-JPN] (c) 2004 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72665&o=2

$end


$gba=rockmx5b,
$bio

Rockman EXE 5 - Team of Blues [Model AGB-BRBJ-JPN] (c) 2004 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72666&o=2

$end


$gba=rockmx5c,
$bio

Rockman EXE 5 - Team of Colonel [Model AGB-BRKJ-JPN] (c) 2004 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72667&o=2

$end


$gba=rockmx6f,
$bio

Rockman EXE 6 - Dennoujuu Falzar [Model AGB-BR6J-JPN] (c) 2005 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72668&o=2

$end


$gba=rockmx6g,
$bio

Rockman EXE 6 - Dennoujuu Gregar [Model AGB-BR5J-JPN] (c) 2005 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72669&o=2

$end


$gba=rockmchp,
$bio

Rockman EXE Battle Chip GP [Model AGB-A89J-JPN] (c) 2003 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72670&o=2

$end


$wscolor=rockmnex,
$bio

Rockman EXE WS [Model SWJ-BANC35] (c) 2003 Bandai Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86479&o=2

$end


$megadriv=rockman,rockman1,
$bio

Rockman Mega World (c) 1994 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56808&o=2

$end


$gameboy=rockman2,
$bio

Rockman World 2 [Model DMG-W2J] (c) 1991 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66854&o=2

$end


$gameboy=rockman3,
$bio

Rockman World 3 [Model DMG-W3J] (c) 1992 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66855&o=2

$end


$gameboy=rockman4,
$bio

Rockman World 4 [Model DMG-R4J] (c) 1993 Capcom Company, Limited.

- TRIVIA -

The game was presented at the Famicom Spaceworld' 93 in August 1993 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66856&o=2

$end


$gameboy=rockman5,
$bio

Rockman World 5 [Model DMG-WMJ] (c) 1994 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66857&o=2

$end


$gameboy=rockman,
$bio

Rockman World [Model DMG-RWA] (c) 1991 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66853&o=2

$end


$gbcolor=rockmnx,
$bio

Rockman X - Cyber Mission (c) 2000 Capcom Company, Limited.

- TECHNICAL -

[Model DMG-BRXJ-JPN]

- TRIVIA -

Rockman X Cyber Mission was released on October 20, 2000 in Japan.

- STAFF -

Sound: Toshio Kajino, Saori Maeda

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68685&o=2

$end


$snes=rockmnxa,rockmnx,
$bio

Rockman X (c) 1993 Capcom Company, Limited.

- TECHNICAL -

Model SHVC-RX

- TRIVIA -

The game was presented at the Famicom Spaceworld' 93 in August 1993 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62024&o=2

$end


$gbcolor=rockmnx2,
$bio

Rockman X2 - Soul Eraser (c) 2001 Capcom Company, Limited.

- TECHNICAL -

[Model CGB-BXRJ-JPN]

- TRIVIA -

Rockman X2 Soul Eraser was released on July 19, 2001 in Japan.

Known export releases:
"Mega Man Xtreme 2 [Model CGB-B2XE-USA]"
"Mega Man Xtreme 2 [Model CGB-B2XP-EUR]"

- STAFF -

Sound: Toshio Kajino, Mitsuhiko Takano

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68686&o=2

$end


$snes=rockmnx2,
$bio

Rockman X2 (c) 1994 Capcom Company, Limited.

- TECHNICAL -

Model SHVC-ARXJ-JPN

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62025&o=2

$end


$saturn,sat_cart=rockmnx3,
$bio

Rockman X3 (c) 1996 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59575&o=2

$end


$gbcolor=rockmnx3,
$bio

Rockman X3 (c) 200? Guangzhou Li Cheng [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68687&o=2

$end


$snes=rockmnx3,
$bio

Rockman X3 [Model SHVC-AR3J-JPN] (c) 1995 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62026&o=2

$end


$saturn,sat_cart=rockmnx4,
$bio

Rockman X4 (c) 1997 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59576&o=2

$end


$psx=rockmnx6,
$bio

Rockman X6 (c) 2001 Capcom Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85602&o=2

$end


$gba=rockmn02,
$bio

Rockman Zero 2 [Model AGB-A62J-JPN] (c) 2003 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72672&o=2

$end


$gba=rockmn03,
$bio

Rockman Zero 3 [Model AGB-BZ3J-JPN] (c) 2004 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72673&o=2

$end


$gba=rockmn04,
$bio

Rockman Zero 4 [Model AGB-B4ZJ-JPN] (c) 2005 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72674&o=2

$end


$gba=rockmn0,
$bio

Rockman Zero [Model AGB-ARZJ-JPN] (c) 2002 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72671&o=2

$end


$nes=rockman,
$bio

Rockman (c) 1987 Capcom Company, Limited.

- TECHNICAL -

Region: NTSC JAPAN
Cartridge ID: CAP-RX
Cartridge color: Blue

- TRIVIA -

Rockman was released on December 17, 1987 in Japan.

Known export releases:
"Mega Man [Model NES-MN-USA]" (1987)
"Mega Man [Model NES-MN-EEC]" (1989)
"Mega Man [Model NES-MN-FRG]" (1991)

- SERIES -

1. Rockman [Model CAP-RX] (1987, FC)
2. Rockman 2 - Dr. Wily no Nazo [Model CAP-XR] (1988, FC)
3. Rockman 3 - Dr. Wily no Saigo!? [Model CAP-XU] (1990, FC)
4. Rockman 4 - Aratanaru Yabou!! [Model CAP-4V] (1991, FC)
5. Rockman 5 - Blues no Wana!? [Model CAP-5V] (1992, FC)
6. Rockman 6 - Shijou Saidai no Tatakai!! [Model CAP-6V] (1993, FC)
7. Rockman X [Model SHVC-RX] (1993, SFC)
8. Rockman X2 [Model SHVC-ARXJ-JPN] (1994, SFC)
9. Rockman 7 - Shukumei no Taiketsu! [Model SHVC-A7RJ-JPN] (1995, SFC)
10. Rockman X3 [Model SHVC-AR3J-JPN] (1995, SFC)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54547&o=2

$end


$snes=rockmans,
$bio

Rockman's Soccer [Model SHVC-RQ] (c) 1994 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62027&o=2

$end


$snes=rocko,
$bio

Rocko's Modern Life - Spunky's Dangerous Day [Model SNS-8D-USA] (c) 1994 Viacom International, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63500&o=2

$end


$bbca_cass,bbcb_cass=rocky,
$bio

Rocky (c) 1983 Superior Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52325&o=2

$end


$msx1_cass=rocky,rockya,
$bio

Rocky (c) 1985 Dinamic Software [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94949&o=2

$end


$cpc_cass=rockys,
$bio

Rocky (c) 1985 Dinamic Soft. [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98919&o=2

$end


$cpc_cass=rocky,
$bio

Rocky (c) 1985 Dinamic Soft. [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98920&o=2

$end


$sms=rocky,
$bio

Rocky (c) 1987 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56160&o=2

$end


$info=smiy0421,smiy0422,
$bio

Rocky & Bullwinkle & Friends (c) 2006 Bally Gaming, Incorporated.

- UPDATES -

SMI #Y0421
SMI #Y0422

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46031&o=2

$end


$a2600=rockybul,
$bio

Rocky & Bullwinkle (c) 19?? M Network

- TECHNICAL -

Model 4646

- STAFF -

Programmer: Steve Crandall
Sound: Patricia Lewis Du Long

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50897&o=2

$end


$coleco=rocky,
$bio

Rocky - Super Action Boxing (c) 1983 Coleco Industries, Incorporated. [Amsterdam, NY, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53340&o=2

$end


$info=m4rhs,m4rhs__a,m4rhs__b,m4rhs__c,m4rhs__d,m4rhs__e,m4rhs__f,m4rhs__g,m4rhs__h,m4rhs__i,m4rhs__j,m4rhs__k,m4rhs__l,
$bio

Rocky Horror Show (c) 199? BWB.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41430&o=2

$end


$gbcolor=rockyth,
$bio

Rocky Mountain Trophy Hunter [Model CGB-BRME-USA] (c) 2000 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68688&o=2

$end


$snes=rockyrod,
$bio

Rocky Rodent [European Prototype] (c) 1993 Irem Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63501&o=2

$end


$snes=rockyrodu,
$bio

Rocky Rodent (c) 1993 Irem Corp.

- TECHNICAL -

Cartridge ID: SNS-NP-USA

- TRIVIA -

Reviews:
[FR] January 1994 - Consoles + N.28: 86%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63502&o=2

$end


$info=rocky,
$bio

Rocky [Model 672] (c) 1982 Gottlieb.

- TECHNICAL -

Gottlieb System 80A
Model Number : 672

Main CPU : MOS Technology M6502 (@ 850 KHz)
Sound CPU : MOS Technology M6502 (@ 894.886 Khz)
Sound Chips : DAC

- TRIVIA -

1,504 units were produced.

When seen in the movie 'Rocky II', this machine has a prop backglass used only for the movie, reportedly because of problems filming the real backglass. Only 3 of the prop backglasses were made, and one was destroyed in the film when Rocky throws a Scotch bottle through it. The remaining two are in possession of collectors.

- STAFF -

Design by : John Trudeau
Art by : David Moore

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5549&o=2

$end


$gba=rockyu,
$bio

Rocky [Model AGB-AR8E-USA] (c) 2002 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72676&o=2

$end


$gba=rocky,
$bio

Rocky [Model AGB-AR8P] (c) 2003 Rage

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72675&o=2

$end


$nes=rocmanx,rocmanxa,
$bio

Rocman X (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84098&o=2

$end


$gbcolor=rocmanx,
$bio

Rocman X (c) 199? Sachen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95188&o=2

$end


$nes=rodland,rodlandp,
$bio

Rod Land (c) 1993 Storm

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55509&o=2

$end


$gameboy=rodland,
$bio

Rod Land (c) 1993 Jaleco Company, Limited. [Japan Leisure].

- TECHNICAL -

Cartridge ID: DMG-RL-NOE

- TRIVIA -

Reviews:
[FR] September 1993- Consoles + N.23: 86%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66858&o=2

$end


$gameboy=rodlandj,
$bio

Rod Land [Model DMG-RLJ] (c) 1993 Jaleco Company, Limited. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66859&o=2

$end


$cpc_cass=rodpike,
$bio

Rod Pike's Horror Compilation (c) 1988 CRL Group PLC [London, England]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98930&o=2

$end


$info=rodland,rodlandj,rodlandjb,
$bio

Rod-Land (c) 1990 Jaleco.

Rod-Land is a cute and colourful platform game for one or two players in which two fairy sisters - 'Tam' and 'Rit' - must rescue their kidnapped mother from the 'Maboots Tower' fortress.

The fairies are armed with the 'Rods of Sheesanomo' - two magical rods that enable the fairies to catch enemies in a force-field and slam them into the platforms to kill them - and must clear each level of enemies to move onto the next and eventually reach and infiltrate the Tower.

As well as the magical rods used for attacking enemies, the fairies can also create a magical ladder - in a fashion very similar to that used in Taito's "Rainbow islands" - which can be utilised anywhere on a level and allows players to reach other platforms or escape from pursuing enemies. Each player can utilise only one magically-created ladder at any one time and the creation of a new ladder removes the previously-created one.

A level is only completed when all enemies have been killed. Some defeated enemies drop bonus items, such as fruit, missiles and bombs.

Each of the game's levels features brightly coloured flowers. If players manage to collect all of these, the 'Extra Game' mode begins. During this time-limited mode all of the level's enemies turn red and move much faster. If the enemies are killed in time, they drop an alphabetic letter that can be collected to spell the word 'EXTRA' and earn players an extra life.

- TECHNICAL -

Jaleco Mega System 1-A hardware

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound CPU : Motorola 68000 (@ 7 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.5 Mhz), (2x) OKI6295 (@ 30.303 Khz)

Players : 2
Control : 8-way joystick
Buttons : 2 (Catch, Create magical ladder)

- TRIVIA -

Released in April 1990.

This game is known in Japan as "Rod Land - Haha wo Motomete 30 Kai".

Rod-Land contains a second episode (see 'Tips And Tricks' section) known in Japan as "Rod Land - Tozasareta Sekai". This time, the storyline has an alien pyramid landing in Fairland and in this episode, it is the girls' father that must be rescued. The gameplay is identical to that of the first episode, with only graphical differences separating the two.

Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Rod-Land - PCCB-00028) on 21/05/1990.

- TIPS AND TRICKS -

* One feature unique to Rod-Land is that the game's sequel is already included and becomes available upon completion of the first game. While the graphics, enemies and level layouts have been changed, gameplay is identical to the first game.

- How to access 'Part 2 : The Unknown Pyramid', the Second Episode (note : this can also be unlocked via the dip switches settings)...
English version : after inserting a coin, press DOWN three times, then START.
Japanese version : after inserting a coin, press UP three times, then START.

- How to access 'Part 1 : Rescue My Mom', the first episode, when the second is enabled (via dip switches settings)...
English version : after inserting a coin, press UP three times, then START.
Japanese version : after inserting a coin, press DOWN three times, then START.

* The game has 3 endings, depending on the following:
- Enable the default 1st Story (Rescue My Mom) through the Arcade's DIP Switches and beat the 31 levels.
- Enable the 2nd Story (The Unknown Pyramid) through the Arcade's DIP Switches and beat the extra 31 levels.
- Enable the 1st or 2nd Story (depending on which is enabled as the default one) through the secret code and beat the extra level 32.

- STAFF -

Music composed by: Tsukasa Tawada

- PORTS -

* Consoles :
Nintendo Famicom (1992)
Nintendo Game Boy (1993)
Sony PlayStation [Port of Famicom version] (2003, "Yousei Monogatari Rod-Land" - Included in "Jaleco Collection Vol. 1")

* Computers :
Amstrad CPC (1990)
Commodore C64 (1991)
Commodore Amiga (1991)
Atari ST (1991)
Sinclair ZX Spectrum (1992)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2254&o=2

$end


$amigaocs_flop=rodlanda,rodland,
$bio

Rod-Land (c) 1991 Storm

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74899&o=2

$end


$cpc_cass=rodland,
$bio

Rod-Land (c) 1991 Storm Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98931&o=2

$end


$a2600=rodeocha,
$bio

Rodeo Champ (c) 1983 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50898&o=2

$end


$amigaocs_flop=rodymas,rodymasg,
$bio

Rody & Mastico (c) 1989 Lankhor

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74900&o=2

$end


$amigaocs_flop=rodymas2,
$bio

Rody & Mastico II (c) 1990 Lankhor

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74901&o=2

$end


$amigaocs_flop=rodymas3,
$bio

Rody & Mastico III (c) 1991 Lankhor

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74902&o=2

$end


$amigaocs_flop=rodymas4,
$bio

Rody Noël (c) 1991 Lankhor

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74903&o=2

$end


$amigaocs_flop=rodymas5,
$bio

Rody V (c) 1991 Lankhor

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74904&o=2

$end


$amigaocs_flop=rodymas6,
$bio

Rody VI (c) 1991 Lankhor

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74905&o=2

$end


$info=sc4rogds,sc4rogdsa,sc4rogdsb,sc4rogdsc,sc4rogdsd,sc4rogdse,sc4rogdsf,sc4rogdsg,
$bio

Rogan Dosh (c) 200? QPS Interactive.

- TECHNICAL -

[Model PR2060]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42773&o=2

$end


$gameboy=mvpbb,
$bio

Roger Clemens MVP Baseball [Model DMG-VM-USA] (c) 1992 LJN, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66861&o=2

$end


$gameboy=mvpbbj,
$bio

Roger Clemens MVP Baseball [Model DMG-VMA] (c) 1993 Acclaim Japan [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66860&o=2

$end


$nes=mvpbb,
$bio

Roger Clemens' MVP Baseball (c) 1991 LJN

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55510&o=2

$end


$snes=mvpbb1,mvpbb2,mvpbb,
$bio

Roger Clemens' MVP Baseball (c) 1992 LJN, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63503&o=2

$end


$snes=mvpbbj,
$bio

Roger Clemens' MVP Baseball [Model SHVC-VP] (c) 1993 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62028&o=2

$end


$megadriv=mvpbb,
$bio

Roger Clements MVP Baseball (c) 1992 Flying Edge

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57374&o=2

$end


$famicom_flop=rogerrab,
$bio

Roger Rabbit [Model KSC-RRR] (c) 1989 Kemco

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65435&o=2

$end


$msx1_cart=rogerrub,rogerruba,
$bio

Roger Rubbish (c) 1985 Spectravideo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77410&o=2

$end


$pc98=rogue,
$bio

Rogue (c) 1986 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90511&o=2

$end


$pc8801_flop=rogue,roguea,rogueh,
$bio

Rogue (c) 1986 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92760&o=2

$end


$x68k_flop=rogueall,
$bio

Rogue Alliance (c) 1989 Starcraft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88040&o=2

$end


$pc98=rogueall,
$bio

Rogue Alliance (c) 1989 Starcraft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90512&o=2

$end


$pc8801_flop=rogueall,
$bio

Rogue Alliance (c) 1989 Starcraft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92761&o=2

$end


$msx2_flop=rogueall,
$bio

Rogue Alliance (c) 1989 Starcraft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101995&o=2

$end


$cpc_cass=roguetrp,
$bio

Rogue Trooper (c) 1986 Macmillan Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98935&o=2

$end


$cpc_cass=rogue,
$bio

Rogue [Model ISA 0224] (c) 1987 Mastertronic, Ltd. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98934&o=2

$end


$pc98=rogus,
$bio

Rogus (c) 1987 Random House [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90513&o=2

$end


$bbca_cass,bbcb_cass=rohak,
$bio

Rohak the Swordsman (c) 1987 Elk Adventure Club

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52326&o=2

$end


$info=rohga,rohgah,rohgau,rohga1,rohga2,
$bio

Rohga - Armor Force (c) 1991 Data East.

Export release. For more information about the game itself, please see the original Japanese release entry;  "Wolf Fang - Ku-U-Ga 2001".

- TECHNICAL -

Game ID : MAM

- TRIVIA -

Rohga Armor Force was released in February 1992 in US.

The export version have a number of things removed, for example: there is not story intermissions between the stages and there is no stage selection leading to 4 different endings.

- SERIES -

1. Vapor Trail - Hyper Offence Formation (1989)
2. Rohga - Armor Force (1992)
3. Skull Fang (1996)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2255&o=2

$end


$nes=rokudena,
$bio

Rokudenashi Blues (c) 1993 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54554&o=2

$end


$snes=rokudena,
$bio

Rokudenashi Blues - Taiketsu! Tokyo Shitennou [Model SHVC-6X] (c) 1994 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62029&o=2

$end


$gbcolor=rokumon,
$bio

Rokumon Tengai Mon-Colle-Knight GB [Model CGB-BKDJ-JPN] (c) 2000 Kadokawa Shoten

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68689&o=2

$end


$gameboy=rolan2,
$bio

Rolan's Curse II [Model DMG-VT-USA] (c) 1992 Sammy Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66863&o=2

$end


$gameboy=rolan,
$bio

Rolan's Curse [Model DMG-VE-USA] (c) 1991 Sammy Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66862&o=2

$end


$cpc_cass=rolandah,
$bio

Roland Ahoy! [Model SOFT 192] (c) 1984 Amsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98937&o=2

$end


$cpc_cass=rolandsp,
$bio

Roland en el Espacio [Model AMC 145] (c) 1984 Indescomp

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98947&o=2

$end


$gbcolor=rolandg,
$bio

Roland Garros French Open [Model CGB-BRGP-EUR] (c) 2000 Cryo Interactive Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68690&o=2

$end


$cpc_cass=rolandig,
$bio

Roland Goes Digging [Model SOFT 169] (c) 1984 Amsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98940&o=2

$end


$cpc_cass=rolandsb,
$bio

Roland Goes Square Bashing [Model SOFT 937] (c) 1984 Amsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98944&o=2

$end


$cpc_cass=rolandcv,
$bio

Roland in the Caves [Model SOFT 117] (c) 1984 Amsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98953&o=2

$end


$cpc_cass=rolandtm,
$bio

Roland in Time [Model SOFT 170] (c) 1984 Amsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98948&o=2

$end


$cpc_cass=rolandrp,
$bio

Roland on the Ropes (c) 1984 Amsoft.

- TECHNICAL -

Game ID: SOFT 118

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96371&o=2

$end


$cpc_cass=rolndrun,
$bio

Roland on the Run [Model SOFT 199] (c) 1984 Amsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98956&o=2

$end


$pc98=roliroli,
$bio

Roli Roli Rolling (c) 1991 Bio 100% [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90514&o=2

$end


$info=m3rollem,
$bio

Roll 'Em (c) 198? PCP.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41198&o=2

$end


$x68k_flop=rolldwn2,
$bio

Roll Down 2 (c) 1990 A Kyuu Kid's

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88565&o=2

$end


$info=rollfr_2,rollfr_3,rollfr_4,
$bio

Roll Fruit (c) 2003 Igrosoft.

- TRIVIA -

Released in March 2004.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32391&o=2

$end


$info=sc4rmo,sc4rmoa,
$bio

Roll Me Over Casino (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR1031]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42772&o=2

$end


$info=m5rlup,
$bio

Roll Up (c) 199? BWB.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41620&o=2

$end


$info=ac1roll,ac1rolla,ac1rollb,
$bio

Roll Up (c) 199? PCP.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42275&o=2

$end


$info=m5rollup,
$bio

Roll Up Roll Up (c) 200? Vivid.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15656&o=2

$end


$info=m5rollx,m5rollx12,
$bio

Roll X (c) 200? Empire Games, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=19941&o=2

$end


$info=as_rox,
$bio

Roll X (c) 200? Astra Games, Limited. [Novomatic Group].

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41855&o=2

$end


$cpc_cass=rollabal,
$bio

Rollaball (c) 1984 Timeslip Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98959&o=2

$end


$cpc_cass=rollarnd,
$bio

Rollaround [Model IA 0235] (c) 1988 Mastertronic, Ltd. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98960&o=2

$end


$info=rollace,rollace2,
$bio

Roller Aces (c) 1983 Williams Electronics, Incorporated.

You compete in an obstacle race on roller skates.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound CPU : Zilog Z80 (@ 2.386333 Mhz)
Sound Chips : (3x) General Instrument AY8910 (@ 1.78975 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Roller Aces was released in October 1983.

This game is known in Japan as "Fighting Roller".

- UPDATES -

An older revision of the game has a different logo on the titlescreen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2256&o=2

$end


$pc8801_flop=rollerba,
$bio

Roller Ball (c) 1985 HAL Laboratory, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92762&o=2

$end


$msx1_cart=rollerbl,rollerbla,
$bio

Roller Ball [Model HM-015] (c) 1984 HAL Laboratory, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77411&o=2

$end


$info=j6roller,j6rollera,j6rollerb,j6rollerc,j6rollerd,j6rollere,j6rollerf,j6rollerg,j6rollerh,j6rolleri,j6rollerj,j6rollerk,j6rollerl,j6rollerm,j6rollern,j6rollero,j6rollerp,
$bio

Roller Coaster (c) 199? JPM International.

- TECHNICAL -

Impact

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=18218&o=2

$end


$amigaocs_flop=rolcoast,
$bio

Roller Coaster Rumbler (c) 1989 Tynesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74906&o=2

$end


$info=roldisco,
$bio

Roller Disco [Model 440] (c) 1980 Gottlieb.

- TECHNICAL -

Gottlieb System 1
Model Number : 440

- TRIVIA -

2,400 units were produced.

- STAFF -

Design by : Ed Krynski
Art by : Gordon Morison

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5667&o=2

$end


$info=rjammer,
$bio

Roller Jammer (c) 1984 Nichibutsu.

Roller derby competition.

- TECHNICAL -

Main CPU : (2x) Zilog Z80 (@ 4 Mhz), NSC8105 (@ 1.5 Mhz)
Sound CPU : Zilog Z80 (@ 2.496 Mhz)
Sound Chips : (3x) General Instrument AY8910 (@ 1.248 Mhz), OKI MSM5205 (@ 384 Khz)

Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 64

Players : 2
Control : 8-way joystick
Buttons : 3

- STAFF -

Developed by Alice Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2257&o=2

$end


$nes=rollerblj,
$bio

Rollerball (c) 1988 HAL Kenkyuujo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54555&o=2

$end


$nes=rollerbl,rollerblu,
$bio

Rollerball (c) 1990 HAL Laboratory

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55511&o=2

$end


$amigaocs_flop=rollerbl,
$bio

Rollerball (c) 1994 Intersoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74907&o=2

$end


$nes=rollracr,
$bio

Rollerblade Racer (c) 1993 Hi Tech Expressions

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55512&o=2

$end


$info=rctycn,rctycnf,rctycng,rctycni,rctycnl,rctnew,rctycn_400,rctycn_701,rctycnf_400,rctycnf_701,rctycng_400,rctycng_701,rctycni_400,rctycni_701,rctycnl_400,rctycnl_701,rctycn_600,rctycnf_600,rctycni_600,
$bio

RollerCoaster Tycoon (c) 2002 Stern Pinball, Incorporated.

Based on the best-selling PC game by Infogrames.

- TECHNICAL -

Stern Whitestar

Main CPU : Motorola M6809 (@ 2 MHz)
Sound CPU : Motorola M6809 (@ 2 MHz)
Display CPU : Motorola M6809 (@ 4 MHz)
Sound Chip : BSMT2000 (@ 24 MHz)

- TRIVIA -

RollerCoaster Tycoon was released in August 2002. Produced by Pat Lawlor Design for Stern Pinball.

- UPDATES -

Software Release : 1.00
Date : August 1, 2002
- Initial Release to Production

CPU Release : 1.01 (changes from CPU v1.00)
Date : August 2, 2002
- Added QUICK JACKPOT to kiosk random award.
- Made LIGHT SPECIAL from kiosk follow special percentaging adjustment.
- Added new choreography to handyman front hits.
- Multiball fixed to handle suprious lock arrivals in the 'Ball 2 Locked' state.
- Lamp improvements to dancing digits.			
- Slight improvments to super jackpot effects.
- Some mini-led messages translated to french and german.

CPU Release : 2.02
Date : August 6, 2002
- Improved kicking from rocket to handle balls that don't make it out of the kicker.
- Improved driver for dummy and flashers during dunk modes
- Fixed ball search to not stop when a pop or sling fires
- Fixed Quick Multiball from Kiosk when a ball was locked
- Fixed multiball start when a ball lands in the shooter
- Improved "Replay at X,000,000" display in score sweep
- Set 'Special %' adjustment to default to 2%
- Added translations for Mini-LED for german and french
- Improved "Balls Missing" effect and subsquent searching
- Added speech for Quick Multiball and R&D completed
- Added some speech to bonus count for big bonuses
- Tilt handling greatly improved when cleaning up multiball and modes
- Changed starting value for guest extra ball award
- Fixed bug in tycoon were drop reset coils were fired too much during the reset phase
- Fixed tycoon reset when a lock was ready before the mode began.
- Some lamp and display choreography improvements.

CPU Release : 3.02
Date : August 20, 2002
- Tournament system introduced

CPU Release : 3.04
Date : August 21, 2002
- Fixed extraball & replay display effects appearing in tournament games.
- Fixed custom message icon.
- New ON time for rocket coil.

CPU Release : 3.05
Date : August 27, 2002
- Fixed tournamnet games from awarding 'match' credits.

DISPLAY Release : 4.00
Date : September 12, 2002
- support tickets/points in attract mode.
- support tickets/points in audits/adjustments.
- Player #'s added to Enter Initial Screens.
- Tournament start button messages added.
- fixed custom message that repeated letters of brief messages.
- new tournament terms added, i.e. Prize Pool, Big Winner.

CPU Release : 4.00
Date : September 12, 2002
- Fixed auditing for Specials
- Fixed a scoring bug on the lock in tilt
- Slight improvements to some speech to be less repetitive.
- Slight improvements to some lamp effects
- Fixed a skipped 3rd lock in the third multiball
- Removed incorrect "multiball ready" call in 3rd multiball on 3rd lock.
- Fixed a bug at the end of Tycoon that could crash the game.
- Tournament start button messages added
- tournament supports cash/tickets/points as awards
- fixed custom message that repeated letters of brief messages
- new tournament terms added, i.e. Prize Pool, Big Winner 
- Player #'s added to Enter Initial Screens
- printer support for serial interface board
- new software support for latched UK solenoid driver board  
- Door must be open to review Pin #'s
- fixed bug where multiple player game says 'player 2, enter initials' for all players

DISPLAY Release : 5.00
Date : October 08, 2002
- pre-ticket code.

CPU Release : 5.00
Date : October 08, 2002
- Fixed auditing for Current Tournament Earnings.
- pre-ticket code.

CPU Release : 5.01
Date : October 17, 2002
- Improved driver for left diverter to maximize longevity.
- Fixed a problem where stacked locks in multiball wave 2 and beyond would prevent a player from starting multiball.
- Fixed adjustment #61 to allow setting to hard and extra hard.
- Added compensation for a broken handyman opto.
- Added compensation for a broken ghost target switch.
- Added a ball saver for balls that fall off the rocket ramp and out the right drain.
- Fixed the start of Park Tycoon to keep going if the ball accidentally drains during the introduction.
- Fixed a display glitch at the start of Park Tycoon.

CPU Release : 5.02
Date : October 18, 2002
- Fixed driver for rocket kicker if a ball rearrives too quickly after being kicked.
- Fixed outlanes to show park guests added.

CPU Release : 5.03
Date : October 21, 2002
- fixed bug where upper right flipper switch (dedicated) would display incorrect info (unused switch) in switch tests.

CPU Release : 5.04
Dat : October 21, 2002
- changed the duty cycle time on the left diverter from 33% to 100% as the diverter wasn't able to handle impacts from the ball in some games.

DISPLAY Release : 6.00
Date : November 06, 2002
- Dynamic Replay adjustment (Chuck E. Cheese only).
- Ticket dispensing supported for crossing a replay threshold.
- Ticket Animation.

CPU Release : 6.00
Date : November 06, 2002
- Dynamic Replay adjustment (Chuck E. Cheese only).
- Ticket dispensing supported for crossing a replay threshold.

DISPLAY Release : 7.00
Date : Jan. 08, 2003
- current/start/stop date(s) adjustment added
- token adjustment added

CPU Release : 7.00
Date : January 08, 2003
- TimeKeeper clock code added to auto start/stop tournaments.
- replays can now award a token/coin.
- stopped left outlane switch from scoring during game over.
- progressive ads are not displayed during 'points' tournaments.

CPU Release : 7.01
Date : January 14, 2003
- changed post settings for U.K. tournament enabled games.

- STAFF -

Designer : Pat Lawlor (PML)
Artwork : John Youssi (J Y)
Software : Louis Koziarz (KOZ)
DMD Animation : Greg Dunlap
Mechanics : John Krutsch (JRK)
Music & Sounds : Chris Granner

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5317&o=2

$end


$info=rollr_l2,rollr_e1,rollr_ex,rollr_g3,rollr_l3,rollr_p2,
$bio

Rollergames (c) 1990 Williams Electronics Games, Incorporated.

- TECHNICAL -

Williams System 11C

Main CPU : M6808 (@ 1 MHz)
Sound CPU : Motorola M6809 (@ 2 MHz)
Sound chips : Yamaha YM2151 (@ 3.579545 MHz), DAC, HC55516

- TRIVIA -

Based on the short-lived roller derby TV series.

- STAFF -

Design : Steve Ritchie (SSR)
Software : Mark Penacho
Artwork : Pat McMahon (MAX)
Sound : Dan Forden (DWF)
Mechanics : Carl Biagi (CAB)

Special Thanks To : Mark Johnson, Bill Thompson, Linda Deal, Roger Sharpe, Elaine Johnson, Paul Johnson, Dick Valosek, Doug Bauer, Manu Jayswal, Butch Ortega, Joe Joos, Kent Pemberton, Al Cardenas, Art Clafford, Lou Isbitz, Jose Delgado, Betty Purcell, Wally Roeder, Herb Uher, Mark Coldebella, Fritz Runyon

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5336&o=2

$end


$nes=rollergu,
$bio

Rollergames (c) 1990 Ultra Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55514&o=2

$end


$nes=rollerg,
$bio

Rollergames (c) 1991 Konami Industry Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55513&o=2

$end


$info=rollerg,rollergj,
$bio

Rollergames (c) 1991 Konami.

- TECHNICAL -

Game ID : GX999

Main CPU : KONAMI (@ 3 Mhz)
Sound CPU : Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : YM3812 (@ 3.579545 Mhz), K053260 (@ 3.579545 Mhz)

Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Rollergames was released in March 1991.

This game is based on the short-lived TV show of the same name that ran from 1990 to 1991.

- UPDATES -

In the Japanese Version, during the game, there are some power-ups (the icons resemble the Rollergames logo) which will pop up on either the left or right side of the screen which can give the player certain abilities:
Red: Speeds up the Jetter (either a human or a CPU player)
Yellow: Allows the Jetter to do a temporary hurricane spin kick
Green: Temporarily freezes the opponents (including the jetter)
In addition to these powerups, if a human player collects 3 blue rollergames logos, that player can earn an extra life.

The US version is slightly different, it has the "Winners Don't Use Drugs" screen.

- STAFF -

Cabinet Graphic Design: Don Marshall

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2258&o=2

$end


$info=rolcrush,
$bio

Rolling Crush (c) 1999 Semicom.

A "Puzz Loop" clone.

- TRIVIA -

Rolling Crush was released in February 1999.

- STAFF -

Executive Producer: Jeon Jae Yeon
Game Design: Oh Se Woo (82 016 241 9341)
Main Program: Chung Il Bong (Tekkenman)
Main Graphic: Oh Se Woo (82 016 241 9341)
3-D Graphic: Um Yong Wun
Sound Work: Shin Bong Koo (Prince)

Special Thanks: Jeon Sung Gu, Cho Oh Hyun, Han Seung Hoon, Han Sang Cheol, Xess Team, Acever Team

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32283&o=2

$end


$info=rollext,
$bio

Rolling eX.tre.me (c) 1999 Gaelco.

A game set in a Street luge; a daring, spectacular group descent infusing your whole body with the sense of speeds and competition, racing against your friends to see who can get to the end first.

Rolling eX.tre.me is an unbeatable recreation of a real situation full of powerful emotions and the thrill of competition, making you really live a Street luge.

Three circuits of varying degrees of difficulty await, along with a total of six descents set in a perfect recreation of the real spirit of the hills of the American West. Take care, because you never know what unexpected obstacles you may meet as you speed downhill: do trees bother you, or cars, rocks or fences as you speed down at 140 km/h on your luge?

One of the most brilliant achievements of this particular game is the interaction between your character and the other players. Once you have selected your character from amongst the four 4 *luggers competing in the game - Daydra, Squat, Konkret and Buzz - you will have to pit yourself in hand-to-hand combat against your fellow competitors. Take great care when you come close to their route, they're apt to be a little unpleasant.

This race amongst the different characters can be a real one, too, as a friend can also take part in your race. Up to 2 gaming machines (dedicated cabinets) can be linked to it.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4859&o=2

$end


$amigaocs_flop=rolronny,rolronnya,
$bio

Rolling Ronny - The Errand-Boy (c) 1991 Virgin Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74908&o=2

$end


$info=rollston,rollstob,
$bio

Rolling Stones (c) 1980 Bally.

- TECHNICAL -

Bally MPU AS-2518-35
Model Number : 1187

Main CPU : M6800 (@ 475 KHz)
Sound CPU : M6802 (@ 895 KHz)
Sound chips : General Instrument AY8910 (@ 895 KHz)

- TRIVIA -

Released in May 1980. 5,700 units were produced.

The development of this game took 1 year (started in June 1979).

- STAFF -

Design by : Jim Patla
Art by : Greg Freres

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5553&o=2

$end


$info=rthunder,rthunder1,rthunder2,rthunder0,rthundera,
$bio

Rolling Thunder (c) 1986 Namco.

Rolling Thunder is a single-player scrolling platform shoot-em-up in which a James Bond-esque secret agent codenamed 'Albatross' has been ordered by the Rolling Thunder anti-espionage unit to stop the criminal organization known as Geldra. Albatross must also rescue captured field agent, Lelia Blitz and overthrow Geldra's leader, Maboo.

Rolling Thunder's gameplay takes place on two levels of platforms, with the player able to jump or drop to platforms as and when required. Albatross begins the game armed with only a standard-issue pistol and a limited amount of ammunition. If the pistol's ammunition runs out, the player can only fire a single slow "chaser" bullet - with only one allowed on-screen at any one time - until more ammo is acquired.

Each level is littered with doors; most of these contain constantly emerging enemies and must be carefully passed; some, however, also provide ammunition and new weapons. Ammo rooms are clearly marked while weapons rooms have re-enforced metal doors. A weapons room gives the player a fully automatic assault rifle that allows for continuous firing by holding down the shoot button. As with the pistol, the assault rifle has a limited amount of ammunition.

The majority of Rolling Thunder's protagonists are hooded soldiers known as "Maskers". Maskers are dressed in various colors, which determines both their strength and attack pattern. Some Maskers do not shoot, but throw grenades instead, while others will shoot their gun while crouching, making their shots much harder to avoid.

Other enemies includes ninjas, mutated bats known as Gelzos, panthers, shrieking yellow creatures known as Blogas and lava men.

Albatross must travel through two different segments or "stories" - each composed of five stages - making for a total of ten stages. The stages in Story 2 are essentially a harder version of their Story 1 counterparts, featuring more traps and different enemy placement. At the end of the final stage, the player must battle the Geldra leader Maboo to rescue Leila and complete the mission.

- TECHNICAL -

Namco System 86 hardware
Game ID : RT

Main CPU : (2x) M6809 (@ 1.536 Mhz), Hitachi HD63701 (@ 1.536 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.57958 Mhz), Namco 8-channel WSG, Namco (@ 6 Mhz)

Players : 2
Control : 4-way joystick
Buttons : 2

- TRIVIA -

Rolling Thunder was released in December 1986.

Rolling Thunder was the first Jamma game ever produced.

Licensed to Atari for US distribution (February 1987). 2,406 units were produced in the USA by Atari.

A Rolling Thunder unit appears in the 1996 movie 'High School High'.

Alfa Records released a limited-edition soundtrack album for this game (Namco Game Music Vol.1 - 28XA-170) on July 25, 1987.

- UPDATES -

NEW VERSION :
* New title screen.
* BGM of area 1, 2, 5, 6, 7, and 10 are changed.
* Different enemy arrangement.
* Addition of a Continue feature.
* Addition of the Extra-life feature.
* 150 time units (180 in the old version).

- TIPS AND TRICKS -

* One of rolling thunder's more useful 'hidden features' is that it's actually possible to visit the ammo rooms more than once. Once you have stocked up on bullets from a particular room (for example, a Machine-Gun-Bullets room), go forward past the door approximately the distance of two jumps (ensuring that the door in question is completely off screen), then turn back, visit the room again, and find more ammo. The reason this works is because the game is divided into invisible 'sections' and once you cross a section boundary, the game forgets everything from the previous section.

* A step-by-step guide to one of Rolling Thunder's more impressive glitches :
1) In levels five and ten, once you get to a certain point in the level (around halfway through), you come up against two boxes stacked on top of each other (i.e. you can't jump over it), and a platform above you (on which you jump and continue to the RIGHT).
2) At this point, jump UP onto the platform, then position yourself at the very RIGHT EDGE of the railing on the platform (you can only jump up/down where railing is present) which should correspond to the very LEFT EDGE of the BOXES; then jump DOWN. This will put you at the very LEFT EDGE of the boxes.
3) Next, making sure not to move the joystick to the left, walk towards the RIGHT, hit the JUMP button, and you should find yourself 'caught' between the bottom and top boxes. Then jump RIGHT again, clearing the top box and landing on the ground. Don't fire at anyone, and don't panic, but simply go to the RIGHT watch yourself walk through everybody completely unharmed. You can simply walk past everyone until you reach the final, cloak-wearing enemy. Finally, providing you have properly stocked up on 'MG bullets' earlier in the game, simply hold down the fire button and kill the enemy. One final thing to note is that when using this method on level TEN, in that last area before the final arena, there are the 'stairs-like' hurdles, and on each of these steps, a white enemy will appear.
4) You have to be careful not to be in too much of a hurry, or they will follow you into the arena, where they can and will hurt you, or keep you busy enough that the guy in the cloak will. So make sure you have a little extra time to let those guys disappear off the screen (after you've made all of them appear) before going after the guy in the cloak in the arena.

* This is completely useless, but fun to do : at the end of each level there is this force field, which drags you through the door. Just before you get sucked in, turn your back to the exit and make low jumps (jump button only) while pushing the joystick towards the exit. This results in your agent jumping backwards a little every time. When the force field catches you, your character will appear to 'moonwalk' into the exit.

- SERIES -

1. Rolling Thunder (1986)
2. Rolling Thunder 2 (1990)
3. Rolling Thunder 3 (1993, Genesis): released in North America only.

- STAFF -

Music composed by : Junko Ozawa

- PORTS -

* Consoles : 
Nintendo Famicom [JP] (March 17, 1989) 
Nintendo NES [US] (1989) 
Sony PlayStation [JP] (October 30, 1997) "Namco Museum Encore [Model SLPS-01050]" 
Microsoft XBOX [US] (August 30, 2005) "Namco Museum - 50th Anniversary [Model NMO-2201A-NM]" 
Nintendo GameCube [US] (August 30, 2005) "Namco Museum - 50th Anniversary [Model DOL-G5NE-USA]" 
Sony PlayStation 2 [US] (August 30, 2005) "Namco Museum - 50th Anniversary [Model SLUS-21164]" 
Sony PlayStation 2 [JP] (January 26, 2006) "Namco Museum Arcade Hits! [Model SLPS-25590]" 
Microsoft XBOX [EU] (March 24, 2006) "Namco Museum - 50th Anniversary" 
Sony PlayStation 2 [EU] (March 31, 2006) "Namco Museum - 50th Anniversary [Model SLES-53957]" 
Nintendo GameCube [EU] (May 5, 2006) "Namco Museum - 50th Anniversary [Model DOL-G5NP-EUR]" 
Microsoft XBOX 360 [US] (November 4, 2008) "Namco Museum - Virtual Arcade [Model 21022]" 
Microsoft XBOX 360 [EU] (May 15, 2009) "Namco Museum - Virtual Arcade" 
Microsoft XBOX 360 [AU] (June 4, 2009) "Namco Museum - Virtual Arcade" 
Nintendo Wii [Virtual Console Arcade] [JP] (July 21, 2009) 
Microsoft XBOX 360 [JP] (November 5, 2009) "Namco Museum - Virtual Arcade [Model 2RD-00001]" 

* Handhelds : 
Atari Lynx [US] [Unreleased Prototype] 
Sony PSP [US] (August 23, 2005) "Namco Museum Battle Collection [Model ULUS-10035]" 
Sony PSP [EU] (December 9, 2005) "Namco Museum Battle Collection [Model UCES-00116]" 
Sony PSP [JP] (February 23, 2006) "Namco Museum Vol.2 [Model ULJS-00047]" 
Sony PSP [KO] (November 8, 2007) "Namco Museum Vol.2" 

* Computers : 
Atari ST (1986) 
Commodore Amiga [EU] (1987) 
Commodore C64 [US] [EU] (1987) 
Sinclair ZX Spectrum [EU] (1988) 
Amstrad CPC [EU] (1988) 
Commodore Amiga [EU] (1988) "Amiga Gold Hits 1" 
PC [MS Windows, CD-ROM] [US] (October 25, 2005) "Namco Museum - 50th Anniversary" 
PC [MS Windows, CD-ROM] [EU] (March 27, 2006) "Namco Museum - 50th Anniversary" 
PC [MS Windows, CD-ROM] [AU] (May 19, 2006) "Namco Museum - 50th Anniversary" 

* Others : 
LCD handheld game [US] (1986) released by MGA (Micro Games of America). 
Apple iPhone/iPod [US] (March 13, 2012) "Namco Arcade [Model 465606050]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2260&o=2

$end


$amigaocs_flop=rthunder,
$bio

Rolling Thunder (c) 1987 US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74909&o=2

$end


$cpc_cass=rthunder,
$bio

Rolling Thunder (c) 1987 US Gold, Ltd. [Birmingham, UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98961&o=2

$end


$nes=rthunderj,
$bio

Rolling Thunder (c) 1989 Namco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54556&o=2

$end


$nes=rthunder,
$bio

Rolling Thunder (c) 1989 Tengen

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55515&o=2

$end


$msx2_flop=rthunder,
$bio

Rolling Thunder (c) 1997 Unknown [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101996&o=2

$end


$info=rthun2,rthun2j,
$bio

Rolling Thunder 2 (c) 1990 Namco.

A straight sequel to the superb 1986 original, Rolling Thunder 2 sees one or two players taking control of secret agents in this scrolling, platform shoot-em-up. The agents once again find themselves up against the sinister GERDRA organization and its many armed agents. Gameplay is very similar to the original, with doors both releasing enemies and hiding weapons and ammunition for the players to collect.

Rolling Thunder 2 improves on its illustrious predecessor in a number of ways; the most obvious one being the vastly improved and incredibly colourful graphics. The most striking improvement, however, is the addition of a simultaneous, co-operative two player mode; which adds immeasurably to the game's appeal. For the sequel, the one player agent is a woman, with a second player taking the role of a male agent.

- TECHNICAL -

Namco System 2 hardware
Game ID : RTS

Main CPU : (2x) Motorola 68000 (@ 12.288 Mhz), M6809 (@ 3.072 Mhz), HD63705 (@ 2.048 Mhz)
Sound Chips : C140 (@ 21.39 Khz), YM2151 (@ 3.57958 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2 (ATTACK, JUMP)

- TRIVIA -

Even if the titlescreen says '1990', Rolling Thunder 2 was released in March 1991.

Victor Entertainment released a limited-edition soundtrack album for this game (Rolling Thunder 2 : Namco Game Sound Express Vol.5 - VICL-15005) on June 21, 1991.

- SERIES -

1. Rolling Thunder (1986)
2. Rolling Thunder 2 (1990)
3. Rolling Thunder 3 (1993, Genesis): released in North America only.

- STAFF -

Directed by : T. Negoro
Programmed by : K. Nikaido
Designed by : H. Kuwabara
Music composed by : Ayako Saso

- PORTS -

* Consoles : 
Sega Mega Drive [EU] (1991)
Sega Genesis [US] (November 18, 1991) "Rolling Thunder 2 [Model T-14066]" 
Sega Mega Drive [JP] (November 19, 1991) "Rolling Thunder 2 [Model T-14133]" 
Nintendo Wii [Virtual Console] [JP] (December 4, 2007) [Model MBRJ] Mega Drive version
Nintendo Wii [Virtual Console] [EU] (December 7, 2007) Mega Drive version
Nintendo Wii [Virtual Console] [US] (December 24, 2007) [Model MBRE] Genesis version
Nintendo Wii [Virtual Console Arcade] (October 27, 2009)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2261&o=2

$end


$megadriv=rthun2,rthun2j,
$bio

Rolling Thunder 2 (c) 1991 Namco, Limited.

- TRIVIA -

Released on November 18, 1991 in Japan.

- STAFF -

PRODUCE: TOYODA
GRAPHIC: OKAMOTO
SOUND: SHIBANO
PROGRAM: SAITA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56809&o=2

$end


$megadriv=rthun2u,
$bio

Rolling Thunder 2 (c) 1991 Namco Homtek.

- TECHNICAL -

Barcode: 7 22674 02011 4

- TRIVIA -

Released on November 19, 1991 in USA.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57375&o=2

$end


$megadriv=rthun3,
$bio

Rolling Thunder 3 (c) 1993 NAMCO.

The game's plot is set around the same time period as its predecessor Rolling Thunder 2. With WCPO agents Albatross and Leila assigned to tracking down Gimdo criminal organization, a new Rolling Thunder agent codenamed Jay is assigned to track down Geldra's second-in-command, Dread (a green skinned humanoid resembling Maboo from the first game). Jay is assisted via radio by a contact named Ellen, who provides him with mission objectives. The story is presented in a more cinematic fashion than the previous games, featuring animated cutscenes between stages and on-screen text dialogue between the characters. There are only a couple of spoken dialogs in the game, all of which are synthesized voices.

- TECHNICAL -

Game ID: T-14096

- TRIVIA -

Rolling Thunder 3 was released on May 19, 1993 in North America. It was never released in Japan and it is a Genesis exclusive. The game was made specifically for home consoles, which allowed the developers to implement more extensive gameplay features that otherwise would not had been possible in a regular arcade release.

- STAFF -

Developed by: Now Production (Japan)

Producer: R2‑Unit
Planner: Masaru Moriya (Rairu 1 Go !)
Programmer: Paddock Tondabayashi
Object Design: Issiy, Masaru Moriya (Rairu 1 Go !), Takashi Yoshida (Yossy MK2)
Back Ground: Takashi Yoshida (Yossy MK2)
Demo Graphic: Masaru Moriya (Rairu 1 Go !), Takashi Yoshida (Yossy MK2)
Sound Programmer: Masakatsu Maekawa (Senkan Kiyoshi)
Music Composer: Rose Boy, Dick Boy
Sound Effect: Rose Boy, Dick Boy
Special Thanks: Masamichi Funahashi (Masami.F), Kunfu‑Man, Hiroshi Ozaki (Oja), Yuko, Mokkun

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93895&o=2

$end


$info=sc4rtclb,sc4rtclba,
$bio

Rolling Thunder Club (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR2051]

Scorpion 4

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42783&o=2

$end


$amigaocs_flop=rthundera,
$bio

Rolling Thunder [Budget] (c) 1987 KlassiX

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74910&o=2

$end


$info=sc4rt,sc4rta,sc4rtb,sc4rtc,sc4rtd,
$bio

Rolling Thunder (c) 200? Mazooma Games.

Players can choose which stake to play, with options of 10p, 20p or 30p play, and 1, 3 and 5 winlines being awarded accordingly. Fill the trail with numbers overlaid on winline 1, or obtain reel wins, for access to the cash ladder.

Depending on the stake, upto 3 Hi-Lo numbers are active at any one time, thus allowing the player to gamble Cash, Winspins and Nudges. When gambling up the cash ladder, if a lit feature exchange point is reached, a feature will be offered. If it is refused, it will light red for the next time around where taking that feature could mean big wins are on the way!

- TECHNICAL -

[PR2034]

Technology : Scorpion 4
Cabinet : Eclipse with Note Acceptor facility.
Jackpot : £15 / £5
Stakes : 20p, 25p, 30p

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11904&o=2

$end


$pc8801_flop=rollingr,
$bio

Rollinger (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92763&o=2

$end


$ibm5150,ibm5150_cass=rollo,
$bio

Rollo and the Brush Brothers (c) 1983 Windmill Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83687&o=2

$end


$info=sc4rollo,sc4rolloa,sc4rolloc,sc4rollod,
$bio

Rollover Jackpot (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR7002]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42775&o=2

$end


$info=sc4rollob,sc4rolloe,sc4rollof,
$bio

Rollover Jackpot (c) 200? Mazooma Games

- TECHNICAL -

[Model PR7032]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62062&o=2

$end


$coleco=rollover,
$bio

Rolloverture (c) 1983 Sunrise Software, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53341&o=2

$end


$megadriv=rolo,
$bio

Rolo to the Rescue (c) 1993 Electronic Arts.

- TRIVIA -

Reviews:
[FR] March 1993 - Consoles + No. 18: 85/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70985&o=2

$end


$pcecd=romstad,
$bio

Rom Rom Stadium (c) 1989 NCS

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58343&o=2

$end


$msx1_cass=roma,
$bio

Roma - La Conquista del Imperio (c) 1986 Idealogic [Barcelona, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94950&o=2

$end


$coco_cart=checkers,
$bio

Roman Checkers (c) 1981 Tandy Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53467&o=2

$end


$bbca_cass,bbcb_cass=romanemp,
$bio

Roman Empire (c) 1983 Lothlorien

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52327&o=2

$end


$info=romanl,
$bio

Roman Legion (c) 2002 Konami Gaming, Incorporated.

- TECHNICAL -

Konami Endeavour

- TRIVIA -

Released in Europe.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11780&o=2

$end


$nes=roman3k,
$bio

Romance of the Three Kingdoms (c) 1989 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55516&o=2

$end


$nes=roman3k2,
$bio

Romance of the Three Kingdoms II (c) 1991 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55517&o=2

$end


$megadriv=roman3k2,
$bio

Romance of the Three Kingdoms II (c) 1991 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57376&o=2

$end


$snes=roman3k2,
$bio

Romance of the Three Kingdoms II (c) 1992 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63504&o=2

$end


$megadriv=roman3k3,
$bio

Romance of the Three Kingdoms III - Dragon of Destiny (c) 1993 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57377&o=2

$end


$snes=roman3k3,
$bio

Romance of the Three Kingdoms III - Dragon of Destiny [Model SNS-S3-USA] (c) 1993 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63505&o=2

$end


$snes=roman3k4,
$bio

Romance of the Three Kingdoms IV - Wall of Fire (c) 1995 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63506&o=2

$end


$saturn,sat_cart=roman3k4,
$bio

Romance of the Three Kingdoms IV - Wall of Fire [Model T-10002H] (c) 1995 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60132&o=2

$end


$msx2_cart=romancia,
$bio

Romancia (c) 1986 Nihon Falcom

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51365&o=2

$end


$x1_flop=romancia,romanciaa,
$bio

Romancia (c) 1986 Nihon Falcom [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86096&o=2

$end


$pc8801_flop=romancia,romanciaa,
$bio

Romancia (c) 1986 Nihon Falcom [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92764&o=2

$end


$msx1_cart=romancia,
$bio

Romancia (c) 1987 Nihon Falcom

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52722&o=2

$end


$nes=romancia,
$bio

Romancia (c) 1987 Tokyo Shoseki

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54557&o=2

$end


$msx2_flop=romancia,romanciaa,
$bio

Romancia (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101997&o=2

$end


$snes=romsaga2,romsaga2a,
$bio

Romancing Sa-Ga 2 [Model SHVC-2L] (c) 1993 Square Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62031&o=2

$end


$snes=romsaga3a,romsaga3,romsaga3s,
$bio

Romancing Sa-Ga 3 (c) 1995 Square Company, Limited.

- TECHNICAL -

Model SHVC-AL3J-JPN

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62032&o=2

$end


$snes=romsagaa,romsaga,
$bio

Romancing Sa-Ga [Model SHVC-RS] (c) 1992 Square Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62030&o=2

$end


$wscolor=romsaga,
$bio

Romancing Sa-Ga [Model SWJ-SQRC07] (c) 2001 Square Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86480&o=2

$end


$amigaocs_flop=romantic,
$bio

Romantic Encounters at the Dome (c) 1988 MicroIllusions

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74911&o=2

$end


$info=rtriv,
$bio

Romar Triv (c) 1986 Romar, Ltd.

Head-to-Head Canadian quiz game in French only.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz), Zilog Z80 (@ 2.5 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.536 Mhz)

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 40

Players : 1
Buttons : 4

- TRIVIA -

In December 1986, Romar, Ltd. was charged with 24 counts of fraud by the Royal Canadian Mounted Police for distributing counterfeit video game circuit boards, along with three executives.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4477&o=2

$end


$amigaocs_flop=romead92,
$bio

Rome AD 92 - The Pathway to Power (c) 1992 Millennium Game Products

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74912&o=2

$end


$pc98=rome,
$bio

Rome Wasn't Built in a Day. (c) 1995 Artdink Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90515&o=2

$end


$pc98=rommel,
$bio

Rommel - Battles for North Africa (c) 1990 Hobby Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90516&o=2

$end


$ti99_cart=vidgamlb,
$bio

Romox Demo (c) 1983 Romox

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84704&o=2

$end


$info=rompers,romperso,
$bio

Rompers (c) 1989 Namco.

The player must take up control of Chap a gardener wearing a straw hat, who must collect all the keys in sixty-one maze-inspired gardens in order to rescue his girlfriend, Rumina. He can push the walls in the gardens over to crush the various enemies that pursue him, but they are immediately be resurrected in the form of eggs which hatch after a few seconds. Each round also has a preset time limit to ensure that the player does not dawdle - and once it runs out, a green-haired female vampire known as Tsukaima who cannot be crushed by the walls appears. The game's enemies include white blobs known as Pyokorin, flame-breathing pink Triceratops-esque creatures known as Kerara, armadillos known as Gororin which can roll over Chap, purple seals known as Todorin which can breathe ice, sponges known as Bekabeka, which can push walls onto Chap, turquoise blobs known as Fumajime Pyokorin, which occasionally pause to take a long drag on their cigarettes, helmet-wearing creatures known as Nachibo, which take two crushes to kill, wolves known as Taggus which can throw bombs at Chap, spiders known as Oogumo, which can spin webs for Chap to run into - and this game's main antagonist, an evil scientist named Gurerin who only appears in the final round, where players not only have to collect all the keys, but also push the walls onto his four clones (two of whom can breathe fire, the other two can breathe ice).

A cutscene called "The Rompers Show" also appears after every tenth round, and once Chap has rescued Rumina at the end of the game, they both go back to free Tsukaima (who, ironically, is trapped under a wall, given that she cannot be crushed by them in the game), and wrap her feet up with bandages; Chap then starts to carry Tsukaima off on his back, which angers Rumina as he went through a lot to save her.

- TECHNICAL -

Namco System 1 hardware
Game ID : RP

Main CPU : Motorola M6809 (@ 1.536 Mhz)
Sub CPU : Motorola M6809 (@ 1.536 Mhz)
Sound CPU : Motorola M6809 (@ 1.536 Mhz)
MCU : HD63701 (@ 1.536 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.57958 Mhz), Namco advanced 8-channel stereo WSG, stereo DAC

Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.61 Hz
Palette Colors : 24-bit RGB palette

Players : 2
Control : 4-way joystick
Buttons : 1

- TRIVIA -

Rompers was released in February 1989 in Japan.

Victor Entertainment released a limited-edition soundtrack album for this game (Namco Video Game Graffiti Vol.6 - VDR-5301) on October 4, 1989.

- STAFF -

Team chief : Chacha
Superviser : JJ Page
Producer : S. Norimatsu
Programmer : Yukiniko Yagi
Assistant programmer : MinMin Nakayama
Graphic designers : Takky, Y. Shinozaki, Naoko Hanazawa, M. Kimura, J. Anzai
Title designers : A. Usukura, S. Takigami
Character designer : C. Taga
Original sound creators : Yoshie Takayanagi, Yuri, Thunder

- PORTS -

* Consoles 
Sony PlayStation [JP] (October 30, 1997) "Namco Museum Encore [Model SLPS-01050]" 
Sony PlayStation [JP] (October 30, 1997) "Namco Museum Encore [Shokai Gentei Special Box] [Model SLPS-00765]" 
Sony PlayStation [JP] (October 28, 1999) "Namco Museum Encore [PlayStation the Best] [Model SLPS-91163]" 
Nintendo Wii [Virtual Console Arcade] [JP] (December 1, 2009)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2262&o=2

$end


$pcecd=karao1ss,
$bio

Rom² Karaoke - Volume I - Suteki ni Standard (c) 1990 Victor Musical Industries, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58345&o=2

$end


$pcecd=karaoke1,
$bio

Rom² Karaoke - Volume I (c) 1989 NEC Avenue, Limited.

This is the first CD-Rom from a series of five karaoke discs from Nec Avenue. If you are not familiar with Karaoke the principle is really simple: a music plays with no lyrics and the goal is to sing while the song lyrics are progressively revealed. A movie usually accompanies the song but here, simple animations with drawn sprites or slideshows of digitized pictures are played instead. All the lyrics are, of course, in japanese. Rom² Karaoke Vol.1 contains eight songs: Mugo.N...Iroppoi, Waku Waku Sasete, True Love, Tatoo, Namida O Misenaide, Ai Ga Tomaranai, Tenshi To Yu-Waku and Kataritsugu Aini.

- TECHNICAL -

Game ID: HRCD-9101

- TRIVIA -

Nec also released a Karaoke Unit with a mixer, a microphone and two speakers.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58344&o=2

$end


$pcecd=karao2ni,
$bio

Rom² Karaoke - Volume II - Nattoku Idol (c) 1990 Victor Musical Industries, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58347&o=2

$end


$pcecd=karaoke2,
$bio

Rom² Karaoke - Volume II (c) 1989 NEC Avenue, Limited.

This is the second CD-Rom from a series of five karaoke discs from Nec Avenue. This one is really similar to volume 1 except for sprite animations, you only get slideshows with digitized pictures. Rom² Karaoke Vol.2 also contains eight songs: Kitaguni No haru, Erimo Misaki, Jinsei Iroiro, Aobajo Koiuta, IiHi Tabidachi, Kita Sakaba, Subaru and Sake To Namida To Otoko To Onna.

- TECHNICAL -

Game ID: HRCD-9102

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58346&o=2

$end


$pcecd=karao3yb,
$bio

Rom² Karaoke - Volume III - Yappashi Band (c) 1990 Victor Musical Industries, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58349&o=2

$end


$pcecd=karaoke3,
$bio

Rom² Karaoke - Volume III (c) 1989 NEC Avenue, Limited.

This is the third CD-Rom from a series of five karaoke discs from Nec Avenue. This one is really similar to volume 1, mixing sprite animations and digitized pictures. Rom² Karaoke Vol.3 also contains eight songs: Runner, Train-Train, Kiss Shite Hoshii, Me O Tojite Oideyo, Roh-Ningyoh No Yakata, Marionette, Sutekina Yozora and 15 No Koukishin.

- TECHNICAL -

Game ID: HRCD-9103

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58348&o=2

$end


$pcecd=karao4co,
$bio

Rom² Karaoke - Volume IV - Choito Otona! (c) 1990 Victor Musical Industries, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58351&o=2

$end


$pcecd=karaoke4,
$bio

Rom² Karaoke - Volume IV (c) 1990 NEC Avenue, Limited.

This is the fourth CD Rom from a series of five karaoke discs from Nec Avenue. This one is really similar to volume 1, mixing sprite animations and digitized pictures. Rom² Karaoke Vol.4 also contains eight songs: Friends, Get Crazy!, Genkai Lovers, Koi Shitatte Iijanai, Special Boy Friend, Dancing Hero, Show Me and 17 Sai.

- TECHNICAL -

Game ID: HRCD-9104

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58350&o=2

$end


$pcecd=karao5mu,
$bio

Rom² Karaoke - Volume V - Maku no Uchi (c) 1990 Victor Musical Industries, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58353&o=2

$end


$pcecd=karaoke5,
$bio

Rom² Karaoke - Volume V (c) 1990 NEC Avenue, Limited.

This is the fifth and last CD Rom from a series of five karaoke discs from Nec Avenue. This one is really similar to volume 1, mixing sprite animations and digitized pictures. Rom² Karaoke Vol.5 also contains eight songs: Sudara Bushi, Musekinin Ichidai Otoko, Saizansu Manbo, Ganso Ieki Hakumade, Unjarage, Shoki No Satadenaito, Saitama Olympic Ondo and Yellow Submarine Ondo.

- TECHNICAL -

Game ID: HRCD-9105

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58352&o=2

$end


$info=ronjan,
$bio

Ron Jan (c) 1994 Wing.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=34417&o=2

$end


$msx2_flop=rona,ronaa,
$bio

RONA - Jiboshin no Shinpan (c) 1994 Dixie [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101976&o=2

$end


$snes=dinho97,
$bio

Ronaldinho Soccer 97 (c) 199? Unknown [Brazil]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63507&o=2

$end


$snes=dinho98,
$bio

Ronaldinho Soccer 98 (c) 199? Unknown [Brazil]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63508&o=2

$end


$gbcolor=ronaldov,
$bio

Ronaldo V-Football [Model DMG-AORP-EUR] (c) 1999 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68691&o=2

$end


$gbcolor=ronaldovu,
$bio

Ronaldo V-Soccer [Model DMG-AORE-USA] (c) 1999 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68693&o=2

$end


$saturn,sat_cart=ronde,rondea,
$bio

Ronde (c) 1997 Atlus Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59577&o=2

$end


$nes=rongfeng,
$bio

Rong Feng Study Cartridge (c) 19?? Unknown [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76905&o=2

$end


$nes=rongyu,
$bio

???? (c) 2005 Waixing Computer & Technology Co., Ltd.
(Rong Yu Xun Zhang)

- TECHNICAL -

[Model ES-1108]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76906&o=2

$end


$info=ad5rsrm,ad5rsrma,ad5rsrr,ad5rsrra,
$bio

Ronnie O'Sullivan's Rocket Money (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

ADDER 5

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42781&o=2

$end


$info=sc4rosts,sc4rostsa,sc4rostsb,sc4rostsc,sc4rostsd,sc4rostse,sc4rostsf,sc4rostsg,
$bio

Ronnie O'Sullivan's Snooker Tournament (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR3256]

[Scorpion 4]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43056&o=2

$end


$info=sc5rosts,sc5rostsa,sc5rostsb,sc5rostsc,sc5rostsd,sc5rostse,
$bio

Ronnie O'Sullivan's Snooker Tournament (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Scorpion 5]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=34893&o=2

$end


$a2600=roomdoom,roomdoome,
$bio

Room of Doom (c) 1982 CommaVid

- TECHNICAL -

Model CM004

- STAFF -

Programmer: Irwin Gaines

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50899&o=2

$end


$cpc_cass=room10,
$bio

Room Ten (c) 1986 CRL Group PLC [London, England]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98963&o=2

$end


$saturn,sat_cart=rmate,
$bio

Roommate (c) 1997 Datam Polystar

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59578&o=2

$end


$psx=roommate,
$bio

Roommate - Inoue Ryoko [Model SLPS-02140] (c) 1999 Datam Polystar

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85603&o=2

$end


$saturn,sat_cart=rmatesv,
$bio

Roommate - Ryoko in Summer Vacation [Shokai Genteiban] (c) 1997 Datam Polystar

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59579&o=2

$end


$saturn,sat_cart=rmate3,
$bio

Roommate 3 - Ryouko Kaze no Kagayaku Asa ni (c) 1998 Datam Polystar

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59580&o=2

$end


$saturn,sat_cart=rmatew,
$bio

Roommate W - Futari (c) 1999 Datam Polystar

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59581&o=2

$end


$cpc_cass=roosterr,
$bio

Rooster Run (c) 198? Samurai Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98965&o=2

$end


$info=ep_roost,ep_roosta,
$bio

Roosters Millions (c) 199? Maygay.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40885&o=2

$end


$info=rbtapper,
$bio

Root Beer Tapper (c) 1984 Bally Midway Mfg. Co.

For more information on the game itself, please see the original entry, "Tapper [No. 0A11]".

- TECHNICAL -

Game No. 0A45

- TRIVIA -

Root Beer Tapper was released in January 1984 and is almost identical to the original version, except the player is a soda jerk serving non-alcoholic root beer.

- PORTS -

* Consoles : 
Sony PlayStation [US] (November 30, 1997) "Arcade's Greatest Hits - The Midway Collection 2 [Model SLUS-00450]" 
Sony PlayStation [EU] (March 1998) "Arcade's Greatest Hits - The Midway Collection 2 [Model SLES-00739]"
Nintendo 64 [US] (November 14, 2000) "Midway's Greatest Arcade Hits Vol. 1 [Model NUS-NAIE-USA]" 
Sony PlayStation 2 [US] (November 18, 2003) "Midway Arcade Treasures [Model SLUS-20801]" 
Microsoft XBOX [US] (November 24, 2003) "Midway Arcade Treasures" 
Nintendo GameCube [US] (December 18, 2003) "Midway Arcade Treasures [Model DOL-GAKE-USA]" 
Microsoft XBOX [EU] (February 6, 2004) "Midway Arcade Treasures" 
Sony PlayStation 2 [EU] (February 6, 2004) "Midway Arcade Treasures [Model SLES-51927]" 
Microsoft XBOX 360 [XBLA] [US] [EU] (February 7, 2007) [Retired in 2010]
Microsoft XBOX 360 [US] (November 6, 2012) "Midway Arcade Origins" 
Sony PlayStation 3 [US] (November 6, 2012) "Midway Arcade Origins [Model BLUS-31083]"
Microsoft XBOX 360 [EU] (November 15, 2012) "Midway Arcade Origins" 
Sony PlayStation 3 [EU] (November 15, 2012) "Midway Arcade Origins [Model BLES-01768]"

* Computers :
PC [MS Windows, CD-ROM] [US] (1997) "Arcade's Greatest Hits - The Midway Collection 2" 
PC [MS Windows, CD-ROM] [US] (August 27, 2004) "Midway Arcade Treasures" 
PC [MS Windows, CD-ROM] [EU] (November 23, 2004) "Midway Arcade Treasures" 

* Others :
Palm OS [US] (August 2001) "Midway Arcade Classic"
Apple iPhone/iPod [US] (February 23, 2012) "Midway Arcade [Model 476467441]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=37084&o=2

$end


$c64_cart,c64_flop=roottoot,
$bio

Rootin' Tootin' (c) 1983 HesWare

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53690&o=2

$end


$info=clapapa2,
$bio

Rootin' Tootin' (c) 1982 Data East.

Export release. Game developed in Japan. FOr more information about the game itself, see the original Japanese release entry; "La Pa Pa [Model DT-129]".

- TECHNICAL -

Runs on the "DECO Cassette System" hardware
Cartridge ID: Model DT-129

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=414&o=2

$end


$info=ropeman,
$bio

Rope Man (c) 1983 Unknown.

Hack of "Roc'n Rope".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=39530&o=2

$end


$pc98=rose,
$bio

Rose (c) 1991 Ange [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90517&o=2

$end


$info=sc1rose,
$bio

Rose 'n' Crown (c) 1996 ELAM.

- TECHNICAL -

Model 6354

- TRIVIA -

Rose 'n' Crown was released in July 1996.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42158&o=2

$end


$pc8801_flop=rosepoti,
$bio

Rose Potion (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92765&o=2

$end


$gbcolor=roswellu,
$bio

Roswell Conspiracies - Aliens, Myths & Legends [Model CGB-BCPE-USA] (c) 2001 Red Storm Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68695&o=2

$end


$gbcolor=roswell,
$bio

Roswell Conspiracies - Aliens, Myths & Legends [Model CGB-BCPP-EUR] (c) 2001 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68694&o=2

$end


$info=j2rotnot,
$bio

Rota Note (c) 198? JPM International.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41001&o=2

$end


$info=rotaryf,
$bio

Rotary Fighter (c) 1979 Kansai Seiki Seisakusho Co.

A copy of "Space Invaders".

- TECHNICAL -

Main CPU : 8085A (@ 2 Mhz)
Sound Chips : SN76477 (@ 2 Mhz)

Screen orientation : Vertical
Video resolution : 256 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 2

Players : 2
Control : 2-way joystick
Buttons : 1

- TRIVIA -

Released in January 1979.

Developed and sales by Kansai Co.

In February 1980, KASCO went bankrupt (because the Space Invaders boom had ended, many small video game companies went bankrupt).

- SERIES -

1. Rotary Fighter (1979)
2. Rotary Fighter DX (19??)
3. Rotary Fighter III (19??)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2264&o=2

$end


$x68k_flop=rotate,
$bio

Rotate (c) 1990 Annandule Project

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88567&o=2

$end


$x68k_flop=rotateo,
$bio

Rotate (c) 1992 Annandule Project

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88566&o=2

$end


$x68k_flop=rotation,
$bio

Rotation (c) 1991 Dolphin Game Studio

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88568&o=2

$end


$coco_cart=rotation,
$bio

Rotation Formulation Dairy (c) 1983 FarmFax

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53468&o=2

$end


$info=rotation,rota_101,rota_115,
$bio

Rotation VIII (c) 1978 Midway.

- TECHNICAL -

Game No. 627

- TRIVIA -

This is probably the only cocktail table pinball to have a rotating playfield inside the cabinet to allow up to four players seated around the table to play without moving their chairs.

- STAFF -

Design by : Ron Haliburton
Art by : Rich Scafidi

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5554&o=2

$end


$info=m4rotex,
$bio

Rotex (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41437&o=2

$end


$ti99_cart=rotorrd,
$bio

Rotor Raiders (c) 1983 Romox

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84705&o=2

$end


$msx1_cart=rotors,
$bio

Rotors (c) 1984 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77412&o=2

$end


$amigaocs_flop=rotox,
$bio

Rotox (c) 1990 US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74913&o=2

$end


$x68k_flop=rouge,
$bio

Rouge (c) 1990 Birdy Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88041&o=2

$end


$pc8801_flop=rouge,
$bio

Rouge (c) 1990 BirdieSoft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92766&o=2

$end


$pc98=rouge,rougea,
$bio

Rouge - Manatsu no Kuchibeni (c) 1990 Birdy Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90518&o=2

$end


$pc98=rougeden,
$bio

Rouge no Densetsu (c) 1996 DO [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90519&o=2

$end


$info=roughrac,
$bio

Rough Racer (c) 1990 Sega.

A colourful top-down racing game for one to four players; Rough Racer takes most of its inspiration from Atari's "Sprint" series, and from "Championship" and "Super Sprint" in particular.

The game features ten different tracks, each with its own graphical theme. After the first race, in addition to the four racing cars a fifth 'drone' vehicle is added, whose sole intention is to hinder the four racers. The drone is visibly different from the racers and can be anything from a steam roller to a cement mixer.

To qualify for the next race, players must initially finish within the top three places. In later levels, progression can only be made by finishing in first place. A qualifying place will earn the player money which can be used at a between-stage garage to upgrade the player's car. Tires and armour can be upgraded, as well as filling the car's engine with 'nitro' fluid. When used in-race, this gives the player's car a temporary speed boost, although this is at the expense of control.

- TECHNICAL -

Game ID : 317-0058

Runs on the Sega "System 24" hardware.

Players: 2
Control: 8-way Joystick
Buttons: 3

- TRIVIA -

Released in March 1990 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3719&o=2

$end


$info=rranger,rrangerb,
$bio

Rough Ranger (c) 1988 SunA Electronics Ind. Company, Limited.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 6 Mhz)
Sound CPU : Zilog Z80 (@ 6 Mhz)
Sound Chips : (2x) Yamaha YM2203 (@ 4 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Rough Ranger was released on April 15, 1988 by SunA. Licensed by Sharp Image.

This game is clearly a copy of "Rolling Thunder", the characters animations and the gameplay look VERY similar to Namco's game.

On later stages appears a 'gremlin' similar to the one used on some stages of Capcom's "Bionic Commando".

All of the music in this game is famous classical music, such as Ravel's 'Bolero' and Bach's 'Tocatta and Fugue in D-Minor'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2265&o=2

$end


$info=rougien,
$bio

Rougien (c) 1982 Sanritsu.

A space shooter style game, with a interesting graphics effects. In this game you controlling a Space Shuttle in his mission to destroy the enemy forces from the vast galaxy.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.5 Mhz)

Screen Orientation : Horizontal
Video Resolution : 256 x 224 Pixels
Screen Refresh : 60.00 Hz
Palette Colors : 68

Players : 2
Control : 8-Way Joystick
Buttons : 1
=> Shoot

- TRIVIA -

Rougien was released in November 1982.

- STAFF -

Developed by: Sanritsu

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2266&o=2

$end


$saturn,sat_cart=ichidntr,
$bio

Rouka ni Ichidant-R (c) 1996 Sega Enterprises, Limited.

- TECHNICAL -

[Model GS-9043]
[Sega Ages]

- TRIVIA -

Rouka ni Ichidant-R for Saturn was released on December 27, 1996 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48390&o=2

$end


$bbca_cass,bbcb_cass=roulette,
$bio

Roulette (c) 1982 Micro Power

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52328&o=2

$end


$cpc_cass=roulette,
$bio

Roulette (c) 1984 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98966&o=2

$end


$info=j5roul,
$bio

Roulette (c) 199? JPM International.

- TECHNICAL -

System 5

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41048&o=2

$end


$info=j2roulcl,
$bio

Roulette Club (c) 198? JPM International.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41002&o=2

$end


$info=j5roulcl,j5roulcla,j5roulclb,j5roulclc,
$bio

Roulette Club (c) 199? JPM International.

- TECHNICAL -

System 5

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41049&o=2

$end


$info=sc1roul,
$bio

Roulette (c) 1989 ELAM.

- TECHNICAL -

Model 5142

- TRIVIA -

Roulette was released in April 1989.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31354&o=2

$end


$info=m5round,
$bio

Round & Round (c) 199? BWB.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41622&o=2

$end


$info=m5roundl,
$bio

Round & Round (c) 199? Lowen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41623&o=2

$end


$info=rndrndqs,
$bio

Round and Round (c) 1996 Quick Silver Dev. Co.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=97874&o=2

$end


$bbca_cass,bbcb_cass=roundone,
$bio

Round Ones (c) 1988 Alternative

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52329&o=2

$end


$info=sc2town2,sc2town4,
$bio

Round the Town (c) 1993 Bell-Fruit Mfg.

- TECHNICAL -

[Model 6201]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42214&o=2

$end


$info=sc2town,sc2town1,sc2town1a,sc2town1p,sc2town3,sc2town3p,sc2town5,sc2townp,
$bio

Round the Town (c) 1995 Bell-Fruit Mfg. Company, Limited. [B.F.M.]

- TECHNICAL -

[Model 6620]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61734&o=2

$end


$info=ep_rtt,ep_rtta,
$bio

Round the Twist (c) 199? Maygay.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40887&o=2

$end


$info=roundup5,
$bio

Round Up 5 - Super Delta Force (c) 1989 Tatsumi Electronics Company, Limited.

A sprite-scaling racing game based heavily on the Taito classic, "Chase H.Q.", Round Up 5 sees a single player take on the role of a law enforcement officer who must arrest five criminals. 

As well as the Miami Vice-esque gameplay theme, Round Up also borrows the fork-in-the-road level design of the Taito classic; an idea that was itself taken from Sega's 1986 legend, "Out Run".

- TECHNICAL -

Main CPU : V30 (@ 10 Mhz), 68000 (@ 10 Mhz), Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2151 (@ 4 Mhz), OKI6295 (@ 18.939 Khz)

Players : 2
Control : stick
Buttons : 4

- TRIVIA -

Round Up 5 was released in November 1989.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3603&o=2

$end


$pc98=roundwar,
$bio

Round Warrior (c) 1993 Pegasus Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90520&o=2

$end


$info=roundup,
$bio

Round-Up [Upright model] (c) 1981 Centuri.

The object of the game is for the player to maneuver his white robot in 1 of 4 directions within a maze, capture a red character robot as they move about the maze, and race to the center to change the 9 white balls located there to red. The player may only change one white ball to red at a time after he has captured a red robot, and must evade 4 chaser monsters in the process. Bonus point may be earned when capturing the elusive 'red king' that appears on the screen. Capture him and momentarily immobilize the chasers, but do not come in contact with the yellow robots--or your much-needed red robots will be changed to white and force you to change strategy. Play is over when the chasers have captured all of the player's robots. But, should the player be successful in changing all of the balls in the center to red, the pattern clears and a different challenge is presented. A 3x3 or 4x4 tri-colored pattern will appear at the bottom of the screen and a slightly different tri-colored cube of corresponding size will appear at the center of the screen. The player may earn bonus points by moving the directional arrow and rearranging the colors of the cube at the center of the screen to match the sample pattern presented at the bottom of the screen. The player is given 90 seconds to rearrange the cube as many times as he can. Action returns to the maze whether you win or lose the cube challenge. All in all, an exciting and challenging game where patience and skill are required.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound CPU : Zilog Z80 (@ 2.5 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.536 Mhz)

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 40

Players : 2
Control : 8-way joystick
Buttons : 1

- TRIVIA -

Released in November 1981.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2267&o=2

$end


$nes=roundbal,roundbalu,
$bio

Roundball - 2-on-2 Challenge (c) 1992 Mindscape, Incorporated. [Northbrook, IL, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55518&o=2

$end


$info=route16,route16a,route16bl,route16c,
$bio

Route 16 (c) 1981 Centuri, Incorporated.

Route 16 is a challenging race car game, integrating special features to excite the beginner as well as the seasoned player. The vivid video screen is fascinating, and is complimented by exceptional audio during game play.

The red car is controlled by the joystick feature, and is pursued through 16 different routes (mazes) by three chase cars. The search mode reveals an overview of all 16 routes, and the search mode appears whenever the car exits a route. In the search mode, the player car becomes a red cube, and the chase cars become yellow cubes.

Whenever the player car exits one route, there is a one second delay for a total overview of the game.

Each route has dead-ends, zig-zags, and multiple entrances and exits.

Some routes have the dollar symbol ($), and the player scores 200 points each time this symbol is cleared. The dollar symbols randomly chance to oil slicks, and when encountered, the oil slicks slow down the player car.

The question mark symbol (?) is surrounded by check points and will either reveal a bomb symbol or a bell mark after the player car clears the check point. The bell will add 800 points to the player's score when cleared. Player skill is tested here to avoid the bomb if it appears.

Some routes have a flag symbol, and when the player car clears the symbol, the pursuing cars become dollar symbols, and every effort should be made by the player to chase them down, and add extra points to his score.

One route has a flickering bonus car symbol. When the symbol appears, clear it and earn an additional player car.

One route has an additional game feature. When the player car enters the maze, it is pursued by an attacking monster. The player car cannot clear or collide with the monster, but must avoid it, or be destroyed.

The high-speed button is another feature of Route 16. When pushed, the player car is accelerated to escape the chase cars. Usage of the high-speed button reduces the player car's fuel. At the end of each round, bonus points are added to the player's score for remaining fuel.

After all the symbols are cleared, the round ends. In successive rounds, additional dollar symbols ($), and additional enemy chase cars are added.

- TECHNICAL -

Main CPU : (2x) Zilog Z80 (@ 2.5 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.25 Mhz)

Players : 2
Control : 4-way joystick
Buttons : 1

- TRIVIA -

Route 16 was released in May 1981.

A bootleg of this game is known as "Route X". Another bootleg was released by Leisure and Allied as "Route 16".

- SCORING -

Round moneybag : 200 points.
Larger moneybag : 800 points.
Enemy cars : 200, 400, 800 points etc.
End of level bonus : 10 points x remaining fuel.

- TIPS AND TRICKS -

* Remember that the biggest score available in the game by far is for the remaining fuel at the end of a level, so use your turbo boost sparingly and not at all if possible.

* When in a room with a chequered flag, try to lure as many of the enemy cars in as possible before getting the flag. The enemy cars automatically flee when they turn into money, so you need them grouped.

* When aiming to collect the money surrounded by the four squares, note that the first square turns the money into a bomb, so collect a second square before grabbing the money.

* Since the 12 outer rooms only have one entrance/exit, try and sneak in there when the opposition is furthest away, so that you can get in and out before they close in on you.

- PORTS -

* Consoles :
Emerson Arcadia (1983) "Route 16 [Cartridge No. 35]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2268&o=2

$end


$nes=route16h,
$bio

Route 16 Turbo (c) 1987 FMG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69308&o=2

$end


$nes=route16,
$bio

Route 16 Turbo (c) 1985 Sunsoft.

- TECHNICAL -

Game ID: SS2-4900
Barcode: 4 907940 100028

- TRIVIA -

Released on October 04, 1985 in Japan.

- STAFF -

Developed by: SUNSOFT

Programmed By: Twincam‑16, CR‑X, Fairlady Z

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54558&o=2

$end


$arcadia=route16,
$bio

Route 16 (c) 1983 Emerson Radio Corp.

- TECHNICAL -

[Cartridge No. 35]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49271&o=2

$end


$info=j80rr,
$bio

Route 66 (c) 198? JPM International.

- TECHNICAL -

System 80

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41164&o=2

$end


$info=sc4r66,
$bio

Route 66 (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR2086]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42759&o=2

$end


$info=routex,
$bio

Route X (c) 1981.

- TECHNICAL -

Main CPU : (2x) Zilog Z80 (@ 2.5 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.25 Mhz)

Screen orientation : Vertical
Video resolution : 256 x 256 pixels
Screen refresh : 57.00 Hz
Palette Colors : 8

Players : 2
Control : 4-way joystick
Buttons : 1

- TRIVIA -

This game is a bootleg of "Route 16".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2269&o=2

$end


$cdi=routesto,
$bio

Routes to Reading (c) 1995 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53059&o=2

$end


$info=sc4rovrt,sc4rovrta,sc4rovrtb,sc4rovrtc,sc4rovrtd,sc4rovrte,
$bio

Rovers Return (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR2311]

[Scorpion 4]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43057&o=2

$end


$info=sc5rovrt,sc5rovrta,sc5rovrtb,sc5rovrtc,
$bio

Rovers Return (c) 200? Mazooma Games.

- TECHNICAL -

[Scorpion 5]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42777&o=2

$end


$bbca_cass,bbcb_cass=rowfour,
$bio

Row of Four (c) 19?? Software For All

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52330&o=2

$end


$x1_cass=rowball,rowballa,
$bio

Rowdy Ball (c) 198? Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86265&o=2

$end


$gbcolor=rox,
$bio

Rox - 6=Six [Model DMG-ARXE-USA] (c) 2001 Titus

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68696&o=2

$end


$gbcolor=roxj,
$bio

Rox - 6=Six [Model DMG-ARXJ-JPN] (c) 1999 Altron Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68698&o=2

$end


$saturn,sat_cart=rox,
$bio

Rox 6=Six (c) 1998 Altron Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59582&o=2

$end


$info=royclark,
$bio

Roy Clark - The Entertainer (c) 1977 Fascination Int., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=25772&o=2

$end


$cpc_cass=royrover,
$bio

Roy of the Rovers (c) 1988 Gremlin Graphics Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98967&o=2

$end


$info=smiy0948,smiy0949,smiy0950,smiy0951,smiy0952,smiy0953,smiy1031,smiy1032,smiy1033,smiy1034,smiy1035,smiy1036,
$bio

Royal 7s [Power Strike] (c) 2008 Bally Tech.

5 Reels, 30 Lines, 150 Credits Max Bet.

- TECHNICAL -

Software Part Number: AVGPSR7017UI-00

Game Kit #148986 "ALPHA Elite V20"
Game Kit #148992 "ALPHA Elite V20-20"
Game Kit #148995 "CineVision"
Game Kit #155039 "ALPHA Widescreen M9000"
Game Kit #?????? "Alpha 2 Pro V22/26 Slant"

- UPDATES -

SMI #Y0948
Min/Max%: 87.95%
Top Award (x total bet): 15,000

SMI #Y0949
Min/Max%: 87.95%
Top Award (x total bet): 20,000

SMI #Y0950
Min/Max%: 88.01%
Top Award (x total bet): 25,000

SMI #Y0951
Min/Max%: 88.08%
Top Award (x total bet): 30,000

SMI #Y0952
Min/Max%: 87.98%
Top Award (x total bet): 40,000

SMI #Y0953
Min/Max%: 88.02%
Top Award (x total bet): 50,000

SMI #Y1031
Min/Max%: 85.08%
Top Award (x total bet): 15,000

SMI #Y1032
Min/Max%: 84.94%
Top Award (x total bet): 20,000

SMI #Y1033
Min/Max%: 84.96%
Top Award (x total bet): 25,000

SMI #Y1034
Min/Max%: 85.01%
Top Award (x total bet): 30,000

SMI #Y1035
Min/Max%: 85.08%
Top Award (x total bet): 40,000

SMI #Y1036
Min/Max%: 85.03%
Top Award (x total bet): 50,000

- TIPS AND TRICKS -

Odds to Jackpot (Max Lines played): 1,179,648

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32086&o=2

$end


$info=rascot,
$bio

Royal Ascot (c) 1991 Sega Enterprises, Limited.

- TRIVIA -

Royal Ascot was released in July 1991.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=29570&o=2

$end


$msx2_cart=royalbld,
$bio

Royal Blood (c) 1991 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51366&o=2

$end


$nes=royalbld,
$bio

Royal Blood (c) 1991 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54559&o=2

$end


$pc98=royalbld,
$bio

Royal Blood (c) 1991 Koei Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90521&o=2

$end


$pc8801_flop=royalbld,
$bio

Royal Blood (c) 1991 Koei Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92767&o=2

$end


$msx2_flop=royalbld,royalblda,
$bio

Royal Blood (c) 1991 Koei Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101998&o=2

$end


$megadriv=royalbld,
$bio

Royal Blood (c) 1992 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56810&o=2

$end


$x68k_flop=royalbld,
$bio

Royal Blood (c) 1992 Koei Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88042&o=2

$end


$info=roylcrdn,
$bio

Royal Card (c) 1985 Nichibutsu.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=29772&o=2

$end


$info=royalcrdt,royalcrd,royalcrde,royalcrdf,royalcrda,royalcrdb,royalcrdc,royalcrdd,royalcdfr,royalcrd_msx,royalcrd_nes,
$bio

Royal Card (c) 1991 TAB-Austria.

- TECHNICAL -

Main CPU : M65SC02 (@ 2 Mhz)
Sound Chips : General Instrument AY8910 (@ 2 Mhz)

Screen orientation : Horizontal
Video resolution : 384 x 232 pixels
Screen refresh : 50.00 Hz
Palette colors : 512

Players : 1
Buttons : 7

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4556&o=2

$end


$info=royalcrdp,
$bio

Royal Card v2.0 Professional (c) 1993 Digital Dreams.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32369&o=2

$end


$info=rcasino,rcasino1,rcasinoo,
$bio

Royal Casino (c) 1984 Dyna Electronics.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.536 Mhz)

Players : 1
Buttons : 5

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4533&o=2

$end


$info=ec_rcc,
$bio

Royal Casino Club (c) 199? Electrocoin Automatics, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41887&o=2

$end


$snes=royalcnq,
$bio

Royal Conquest [Model SHVC-RC] (c) 1992 Jaleco Company, Limited. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62033&o=2

$end


$info=j2rdclb,
$bio

Royal Deal Club (c) 198? JPM International.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40997&o=2

$end


$intv=rdealer,
$bio

Royal Dealer (c) 1981 Mattel Electronics.

Pull up a chair and join the party! Your computer-controlled opponents are ready to take you on, in four card game classics -- Crazy Eights, Rummy, Gin Rummy and Hearts. Computer shuffles the deck and deals. Your choice of 1, 2 or 3 poker-faced ladies play the opposing hands. You provide the peanuts and chatter. The computer provides the challenge.

------------
CRAZY EIGHTS
------------
Each player is dealt 5 cards (7 cards if playing against only one opponent). The remainder of the deck is placed face-down on the table, with the top card FACE-UP beside it. This is called the UP CARD.

On your turn, you may discard 1 card from your hand, IF YOU CAN MATCH THE UP CARD IN EITHER SUIT OR RANK. Example: if the up card is the 6 of Diamonds, you may discard any 6 or any Diamond. Your discard becomes the new up card.

EIGHTS ARE WILD and may be used to match any card. If you play an 8, you must declare which suit you want the 8 to represent. Example: you may discard the 8 of Hearts and declare it the 8 of Clubs. The next player must match the suit of Clubs or play another 8.

IF YOU CANNOT MATCH THE CURRENT UP CARD YOU MUST DRAW FROM THE DECK, until you receive a matching card. If you have 15 cards in your hand and still cannot discard, you may PASS.

-----
RUMMY
-----
Each player is dealt 7 cards. The remainder of the deck is placed face-down on the table, with the top card FACE-UP beside it. This is called the UP CARD. When there is more than 1 card in the up card stack, only the TOP card is considered the up card.

When it is your turn, you may either draw from the deck or take the up card. You may not draw any card below the up card. You may only draw 1 card per turn. 

To complete your turn, you must discard 1 card from your hand. You must always have 7 cards in your hand.

When you believe you have a winning hand, select a final discard and DECLARE GIN.

---------
GIN RUMMY
---------
The entire deck is dealt, so the number of cards each player receives depends on the number of players.

At the start of each hand, you MAY be instructed to pass 3 cards to the player on your left, on your right or across from you. When you pass 3 cards, you automatically receive 3 cards from another player.

Each hand consists of a series of TRICKS. To form a trick, each player lays down (plays) one card. In a 3-player game, the 3 of Clubs automatically leads off the first trick. In a 4-player game, the 2 of Clubs leads off. The player to the left must then play a card of the same suit, if possible. If this is not possible, any non-point card may be played. (You cannot play a point card on the first trick, even if you have no cards in the opening suit.) Highest ranking card of the SUIT LED takes the trick. Player taking the trick gets the points for any point cards in the trick.

The player who takes a trick leads off the next trick with any card from his hand. A hand continues until all cards have been played. You cannot LEAD Hearts until they are broken. (That is, until someone plays a Heart or the Queen of Spades on a trick in which another suit has been led.) The only exception to this rule occurs if you have ONLY hearts in your hand, no points have been taken in the game, and it is your lead.

- TECHNICAL -

Model 5303

- SCORING -

------------
CRAZY EIGHTS
------------
The first player to go out (get rid of all cards in his or her hand) gets 20 POINTS plus 1 POINT for every card remaining in each opponent's hand. The game continues until 1 player accumulates 100 points. That player wins. A GAME always includes more than 1 round or hand.

-----
RUMMY
-----
The first player to legally declare Gin receives 20 points for that round or hand.
If a player ILLEGALLY declares Gin (does not have a winning hand), all other players receive 20 points.
The game continues until 1 player accumulates 100 points. That player wins. A game always includes more than 1 hand.

---------
GIN RUMMY
---------
At the end of a hand, each player's points are counted and added to his or her game score.
1 point for each card in the suit of Hearts.
13 points for the Queen of Spades.
SHOOTING THE MOON -- If you take ALL cards in the suit of Hearts PLUS the Queen of Spades, you get 0 points and all other players get 26 points.
The game continues until 1 player accumulates 100 points. The player with the LOWEST score at the end of the game, wins! A game always includes more than 1 hand.

- TIPS AND TRICKS -

------------
CRAZY EIGHTS
------------
Try to determine which suits your opponents are playing. Keep an eye on the number of cards remaining in each opponent's hand (displayed beneath game score). If an opponent comes close to going out, try to change the suit of the face-up card to one which that opponent does not have.

-----
RUMMY
-----
Notice which Up cards your opponents draw and which cards they discard. These cards are clues to your opponents' hands. Try to remember which cards are below the Up card, so that you don't attempt to build a set or run that requires one of these cards. Once a card is buried below the Up card, it is unavailable for play.

Note: If the entire deck is drawn before any player declares Gin, the computer will reshuffle the cards below the Up card and replace the deck, face-down.

---------
GIN RUMMY
---------
There are many strategies possible. If you have a strong suit of Hearts and the Queen of Spades at the start of a hand, try to 'shoot the moon'. But remember that you must take ALL Hearts AND the Queen of Spades, or you will end up with unwanted points. If you do not have a strong suit of Hearts, try to avoid taking points. However, if you see and opponent trying to 'shoot the moon', take 1 point trick and block the attempt.

- STAFF -

Program: Rich O'Keefe

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60943&o=2

$end


$info=m3rxchng,
$bio

Royal Exchange Club (c) 198? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41199&o=2

$end


$info=m5rcx,m5rcxa,
$bio

Royal Exchange Club (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41612&o=2

$end


$info=rflshdlx,
$bio

Royal Flush Deluxe [Model 681] (c) 1983 Gottlieb.

- TECHNICAL -

Model Number : 681

- TRIVIA -

2,044 units were produced.

- SERIES -

1. Royal Flush (1976)
2. Royal Flush Deluxe (1983)

- STAFF -

Design by : Ed Krynski
Art by : Terry Doerzaph, David Moore

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5555&o=2

$end


$info=rgum,
$bio

Royal Gum (c) 19?? Unknown.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=33615&o=2

$end


$info=m4royjwl,
$bio

Royal Jewels (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41438&o=2

$end


$info=royalmj,
$bio

Royal Mahjong (c) 1981 Nichibutsu.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=19458&o=2

$end


$info=royalmah,
$bio

Royal Mahjong (c) 03/1982 Falcon.

A very primitive mahjong game.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.536 Mhz)

Screen orientation : Horizontal
Video resolution : 256 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 32

Players : 2
Control : mahjong keyboard

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2270&o=2

$end


$info=royalngt,
$bio

Royal Night (c) 1984 Royal Denshi.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=30066&o=2

$end


$info=ndxron10,
$bio

Royal on Ten (c) 2005 Unknown.

- TRIVIA -

Hack of "Noraut Deluxe".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32548&o=2

$end


$info=roypok96,roypok96a,roypok96b,roypok96c,
$bio

Royal Poker '96 (c) 1996 Amcoe.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31161&o=2

$end


$info=royalpk2,
$bio

Royal Poker 2 (c) 2003 F2 System.

- TRIVIA -

Released in March 2003.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46289&o=2

$end


$info=royalqn,
$bio

Royal Queen (c) 1984 Royal Denshi.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=34400&o=2

$end


$info=ep_royrl,ep_royrla,ep_royrlb,ep_royrlc,ep_royrld,ep_royrle,
$bio

Royal Roulette (c) 199? Impulse Gaming.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15372&o=2

$end


$info=ep_royrc,ep_royrca,
$bio

Royal Roulette Club (c) 199? Impulse Gaming.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40886&o=2

$end


$bbca_cass,bbcb_cass=royalsct,
$bio

Royal Scot (c) 1984 DeeKay

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52331&o=2

$end


$gamegear=royalstn,
$bio

Royal Stone - Hirakareshi Toki no Tobira [Model G-3425] (c) 1995 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64815&o=2

$end


$info=vegasfst,vegasslw,vegasfte,vegasmil,
$bio

Royal Vegas Joker Card (c) 1993 Fun World.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=22902&o=2

$end


$info=royale,royalea,
$bio

Royale (c) 198? Unknown.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=28401&o=2

$end


$info=sc4rbank,sc4rbanka,sc4rbankb,sc4rbankc,
$bio

Royle Banker (c) 2001 Bell-Fruit Games.

- TECHNICAL -

[Model PR1111]

- TRIVIA -

Released in December 2001.

Featuring the hugely popular Royle Family.

- SERIES -

1. The Royle Family (2001)
2. Royle Banker (2001)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11548&o=2

$end


$pc8801_flop=rpgconst,
$bio

RPG Construction (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92704&o=2

$end


$nes=rpgjins,
$bio

RPG Jinsei Game (c) 1993 Takara Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54531&o=2

$end


$snes=rpgtsuku,
$bio

RPG Tsukuru - Super Dante [Model SHVC-ARDJ-JPN] (c) 1995 ASCII Ent. Software, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61999&o=2

$end


$snes=rpgtsuk2,
$bio

RPG Tsukuru 2 [Model SHVC-ZR2J-JPN] (c) 1996 ASCII Ent. Software, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62000&o=2

$end


$gba=rpgtsuku,
$bio

RPG Tsukuru Advance [Model AGB-A8TJ-JPN] (c) 2003 Enterbrain, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72573&o=2

$end


$gbcolor=rpgtsuku,
$bio

RPG Tsukuru GB [Model CGB-A2QJ-JPN] (c) 2000 ASCII Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68635&o=2

$end


$pc98=rpgdung,
$bio

RPG Tsukuuru - Dandan Dungeon (c) 19?? ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90449&o=2

$end


$pc98=rpgtsu98,
$bio

RPG Tsukuuru Dante 98 (c) 19?? ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90450&o=2

$end


$n64=rr64,rr64u,
$bio

RR64 - Ridge Racer 64 (c) 2000 Nintendo.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57927&o=2

$end


$msx1_cass=rscasm,rscasma,
$bio

RSC Ensamblador (c) 198? Manhattan Transfer

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94931&o=2

$end


$pc8801_flop=rst88m01,
$bio

RST88 Music Disk v1 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92705&o=2

$end


$pc8801_flop=rst88m10,
$bio

RST88 Music Disk v10 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92706&o=2

$end


$pc8801_flop=rst88m11,
$bio

RST88 Music Disk v11 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92707&o=2

$end


$pc8801_flop=rst88m12,
$bio

RST88 Music Disk v12 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92708&o=2

$end


$pc8801_flop=rst88m02,
$bio

RST88 Music Disk v2 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92709&o=2

$end


$pc8801_flop=rst88m03,
$bio

RST88 Music Disk v3 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92710&o=2

$end


$pc8801_flop=rst88m04,
$bio

RST88 Music Disk v4 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92711&o=2

$end


$pc8801_flop=rst88m05,
$bio

RST88 Music Disk v5 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92712&o=2

$end


$pc8801_flop=rst88m06,
$bio

RST88 Music Disk v6 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92713&o=2

$end


$pc8801_flop=rst88m07,
$bio

RST88 Music Disk v7 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92714&o=2

$end


$pc8801_flop=rst88m08,
$bio

RST88 Music Disk v8 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92715&o=2

$end


$pc8801_flop=rst88m09,
$bio

RST88 Music Disk v9 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92716&o=2

$end


$bbca_cass,bbcb_cass=rtcbirmi,
$bio

RTC Birmingham (c) 19?? DeeKay

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52279&o=2

$end


$bbca_cass,bbcb_cass=rtcbuxtn,
$bio

RTC Buxton (c) 1987 DeeKay

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52280&o=2

$end


$bbca_cass,bbcb_cass=rtccrewe,
$bio

RTC Crewe (c) 1987 DeeKay

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52281&o=2

$end


$bbca_cass,bbcb_cass=rtcdonca,
$bio

RTC Doncaster (c) 1988 DeeKay

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52282&o=2

$end


$bbca_cass,bbcb_cass=rtckingx,
$bio

RTC Kings Cross (c) 1986 DeeKay

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52283&o=2

$end


$bbca_cass,bbcb_cass=rtclimes,
$bio

RTC Limestreet (c) 19?? DeeKay

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52284&o=2

$end


$bbca_cass,bbcb_cass=rtcpaddi,
$bio

RTC Paddington (c) 1986 DeeKay

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52285&o=2

$end


$cpc_cass=rtcpaddn,
$bio

RTC Paddington (c) 1986 Dee-Kay Systems

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98968&o=2

$end


$bbca_cass,bbcb_cass=rtcpenza,
$bio

RTC Penzance (c) 1985 DeeKay

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52286&o=2

$end


$n64=rtlworld,
$bio

RTL World League Soccer 2000 (c) 1999 South Peak

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57928&o=2

$end


$gameboy=rubble2,
$bio

Rubble Saver II [Model DMG-KVA] (c) 1992 King Records

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66865&o=2

$end


$gameboy=rubble,
$bio

Rubble Saver [Model DMG-KSA] (c) 1991 King Records

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66864&o=2

$end


$bbca_cass,bbcb_cass=rubbletr,
$bio

Rubble Trouble (c) 1983 Micro Power

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52332&o=2

$end


$amigaocs_flop=rubicon,
$bio

Rubicon (c) 1992 21st Century Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74914&o=2

$end


$info=m5rub,
$bio

Rubies & Diamonds (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41624&o=2

$end


$a2600=rubik3d,
$bio

Rubik's Cube 3-D (c) 1982 Atari, Incorporated.

- TRIVIA -

Unreleased prototype.

- STAFF -

Programmer: Peter C. Niday

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50902&o=2

$end


$a2600=rubikcub,
$bio

Rubik's Cube (c) 1984 Atari, Incorporated.

Marvin's home is a six-sided, multi-colored cube. Each side has nine smaller faces, colored red, blue, green, white, purple, or orange. When you start a game, the colors are scrambled. Your task is to arrange the colors so that each side becomes one solid color.
 
Play RUBIK’S CUBE by moving Marvin around the cube and having him pick up and drop colors. Each time Marvin picks up a color, he trades his color for the one he has picked up.  You can then make Marvin run to another face to trade for a different color. Solve the puzzle in the least amount of moves or time. Or, you can watch Marvin race the clock to solve the cube. You might even get some cube-solving tips!

You can only see one side of the cube at a time, except when turning the cube to another side. To turn the cube, move Marvin to the edge of any side.  The cube will rotate, and Marvin will enter the next side. The cube and rotate up, down, and sideways.

RUBIK'S CUBE includes 18 game variations:
Games 1-10 play at normal speed, and Games 11-18 play at a faster speed.
In Games 3, 4, 7, 8, 13, 14, 17, and 18, the cube is blacked out unless rotating to a different side.
Games 5-8, and Games 15-18 are slef playing, in which Marvin shows you how to solve the cube in the least amount of moves or time.  In these variations, all you need to do is press the GAME RESET switch. The computer will take control and start the game.
In Games 9 and 10, Marvin's movements are restricted and he can only move in two directions: up, or to the right.
Odd-numbered games (1, 3, 5, 7, 9, 11, 13, 15, and 17) are scored by the number of moves and the number of colors that are swapped. Even-numbered games (2, 4, 6, 8, 10, 12, 14, 16, 18) are scored by the time it takes to solve the cube.

- SCORING -

The object of the RUBIK'S CUBE game is to get the lowest score possible. If you are playing an odd-numbered game, your score is displayed as a single number on the bottom of the screen. Each time Marvin crosses a new square, picks up a color, or attempts to cross a square of his own color, you score one point. Your score is displayed on the lower center portion of the screen, beneath the cube.

- TIPS AND TRICKS -

* Use the center square's color in selecting the color of a side.
 
* Try not to backtrack. If you can pick up and deposit colors on three or more sides without turning back, you will save valuable moves and time.
 
* Watch the computer solve the cube a few times. Then try using some of the same strategies that Marvin uses to complete the cube.
 
* There is one extra square of color per game (for instance, one extra square of blue). This will be the _last_ square Marvin picks up to win the game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50901&o=2

$end


$snes=rudra,
$bio

Rudra no Hihou [Model SHVC-AORJ-JPN] (c) 1996 Square Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62034&o=2

$end


$amigaocs_flop=rufftumb,
$bio

Ruff 'n' Tumble (c) 1994 Renegade Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74915&o=2

$end


$amigaocs_flop=ruffredd,
$bio

Ruff and Reddy in The Space Adventure (c) 1990 HiTec Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74916&o=2

$end


$cpc_cass=ruffredd,
$bio

Ruff and Reddy [Model HT051] (c) 1990 Hi-Tec Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98969&o=2

$end


$amigaocs_flop=ruffian,
$bio

Ruffian (c) 1996 Xplosive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74917&o=2

$end


$info=rugrats,
$bio

Rug Rats (c) 1983 Nichibutsu [Nihon Bussan Company, Limited.].

Updated version of "Wiping" (September 1982). The main differences in this version of the game are:
* The rug palette is completely different.
* The default high score is 100,000 instead of 30,000.
* The bonus items remain visible throughout gameplay, and are all worth 1,000 points, instead of 500 - 1,500 points.
* Collecting all bonus item will no longer stun all remaining monsters; you must first collect the crown (5000 points) located in the middle of the screen.
* The carpet is now approachable and functional from all angles.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : Custom (@ 3.072 Mhz)

Players : 2
Control : 4-way joystick
Buttons : 1

- TRIVIA -

Rug Rats was released in January 1983.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2271&o=2

$end


$amigaocs_flop=rugbywc,
$bio

Rugby - The World Cup (c) 1991 Domark Group, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74918&o=2

$end


$cpc_cass=rugbybos,
$bio

Rugby Boss [Model AS319] (c) 1989 Alternative Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98970&o=2

$end


$cpc_cass=rugbycoa,
$bio

Rugby Coach (c) 1990 Cult

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98971&o=2

$end


$amigaocs_flop=rugbycoa,
$bio

Rugby Coach (c) 1992 CDS

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74919&o=2

$end


$amigaocs_flop=rugbylco,
$bio

Rugby League Coach (c) 1994 Audiogenic

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74920&o=2

$end


$cpc_cass=rugbylm,
$bio

Rugby League Manager [Model PAL AS18] (c) 1989 Mastertronic, Ltd. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98972&o=2

$end


$gba=rugrtscc,
$bio

Rugrats - Castle Capers [Model AGB-ARGE-USA] (c) 2001 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72677&o=2

$end


$n64=rugratsg,
$bio

Rugrats - Die grosse Schatzsuche (c) 1999 THQ

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57950&o=2

$end


$gba=rugrtsgo,
$bio

Rugrats - Go Wild [Model AGB-A5WE-USA] (c) 2003 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72679&o=2

$end


$gba=rugrtsgp,
$bio

Rugrats - I Gotta Go Party [Model AGB-AR5E-USA] (c) 2002 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72681&o=2

$end


$n64=rugratsu,
$bio

Rugrats - Scavenger Hunt (c) 1999 THQ

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57951&o=2

$end


$gameboy=rugrats,
$bio

Rugrats - The Movie [Model DMG-ARGE-USA] (c) 1998 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66866&o=2

$end


$gbcolor=rugtimet,
$bio

Rugrats - Time Travelers [Model DMG-AVME-USA] (c) 1999 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68699&o=2

$end


$gbcolor=rugtotan,
$bio

Rugrats - Totally Angelica [Model CGB-BAGE-USA] (c) 2000 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68701&o=2

$end


$gba=rugrtsccs,
$bio

Rugrats - Travesuras en el Castillo (c) 2001 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72683&o=2

$end


$n64=rugrats,
$bio

Rugrats - Treasure Hunt (c) 1999 THQ

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57952&o=2

$end


$gbcolor=rugtotang,
$bio

Rugrats - Typisch Angelica [Model CGB-BAGD-NOE] (c) 2000 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68703&o=2

$end


$n64=rugparis,rugparisu,
$bio

Rugrats in Paris - The Movie (c) 2000 THQ

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57953&o=2

$end


$gbcolor=rugparisa,
$bio

Rugrats in Paris - The Movie [Model CGB-BRPE-USA] (c) 2000 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68705&o=2

$end


$gbcolor=rugparis,
$bio

Rugrats in Paris - The Movie [Model CGB-BRPX-ESP] (c) 2001 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68704&o=2

$end


$pc8801_flop=ruin,
$bio

Ruin (c) 1987 Winky Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92768&o=2

$end


$pcecd=ruin,
$bio

Ruin - Kami no Isan (c) 1993 Victor Entertainment [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58354&o=2

$end


$snes=ruinarm,
$bio

Ruin Arm [Model SHVC-AINJ-JPN] (c) 1995 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62035&o=2

$end


$fm77av=ruin,
$bio

Ruin [Model KO-1028] (c) 1987 Winky Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93859&o=2

$end


$jaguar=ruinerp,
$bio

Ruiner Pinball (c) 1995 Atari Corp.

TWO GAMES IN ONE PACKAGE!

Be prepared for a visual banquet of characters and fun-filled possibilities. You'll find action and fun animation in every inch. There are two totally cool soundtracks, as well as all the bells, bings, clunks and pings you'd expect to find in the arcade. Multiple flippers, multiple levels, dual-table play and bonus shots galore will really test your skills. Get ready to drop a few bombs or get bats in your belfry!

------
RUINER
------
Set in 1962, with the devastation of World War II and the threat of nuclear warfare fresh in everyone's mind, the possibility of a nuclear attack strikes fear in the hearts of people throughout the civilized world.

The Cold War has come to a head. Nuclear War is imminent. You are responsible for the protection of your country. Prepare for DEFCON 1 - full-scale war - brace yourself for the inevitable counterattack, and have a blast!

Ruiner is an intense, super-fast, totally killer game. Keep your eyes on the ball and blow up anything that moves, but watch out for civilians! This action-filled pinball game is going to blow your mind!

-----
TOWER
-----
Deep in the uncharted forests of a strange land stands a castle whose sinister tower casts a foreboding shadow across the surrounding trees. The tower can be seen for miles. Tales of its purpose abound but few have ventured to climb its heights and fewer still returned to tell the tale.

You, seeking adventure and action-packed pinball thrills, enter the tower to discover its blackhearted purpose. You must battle with the strange inhabitants and their all-powerful mistress, the evil sorceress. Will this be your last pinball game ever? Will you return to sanity and live to fight another day?

Sure! It is possible to defeat the Tower and bring it crashing down, but doing it is a real challenge. You'll have to use the magic of the tower to cast three spells. It's going to be hell, and it will drive you bats, but you'll have a devil of a good time.

- TECHNICAL -

Model J9061

Controls:
Joypad Left, Up, Down: Left flipper
B Button: Right flipper
A Button: Launch ball
Button 1: Left nudge
Joypad Right: Left nudge
Button 3: Right nudge
C Button: Right nudge
Button 2: Center nudge
Button 7: Instantly restart a game after last ball
Button 9: Instantly restart a game at the same level
Pause: Pauses the game

- TIPS AND TRICKS -

To continue game with the same Defcon (in Ruiner) or same spells cast (in Tower) press at the 'Game Over' sequence: 7 or 9

- STAFF -

Developed by High Voltage Software and published by Atari.

ATARI
Producer: Bill Rehbock
Associate Producer: Joe Cain
Lead Tester: Chris Charles
Testers: Ned, Nathan Tan, Jennifer Vernon, Bill Woods
Marketing Product Manager: Kristine Chambers
Creative Services: Greg LaBrec, Diana Bredfeldt, Beeline Group

HIGH VOLTAGE SOFTWARE
Producer: Kerry J. Ganofsky
Programmer: Scott Corley
Artist: Mike Baker
Collision Maps: Cary Penczek
Ruiner Design: Scott Corley
Tower Design: Mike Baker
Sound & Music: Aardvark Action Audio

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76442&o=2

$end


$pc8801_flop=dragnang,
$bio

Rukteu Dark Castle - Dragon Angel's Miracle Voyage (c) 1984 Enix, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92769&o=2

$end


$fm7_cass=anko,
$bio

Rukteu Dark Castle - Dragon Angel's Miracle Voyage Vol. 1 (c) 1984 Enix, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93786&o=2

$end


$pc8801_flop=rulethew,rulethewa,
$bio

Rule the World (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92770&o=2

$end


$amigaocs_flop=ruleseng,
$bio

Rules of Engagement (c) 1991 Mindcraft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74921&o=2

$end


$info=rcirulet,
$bio

Ruleta RCI (c) 199? Entretenimientos GEMINIS.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=39528&o=2

$end


$info=re800v1,re800ea,re800v3,
$bio

Ruleta RE-800 (c) 1991 Entretenimientos Geminis.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=39529&o=2

$end


$info=re900,
$bio

Ruleta RE-900 (c) 1993 Entretenimientos Geminis.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=28904&o=2

$end


$info=rumba,
$bio

Rumba Lumber (c) 1984 Taito.

- TRIVIA -

Even if title screen says MCMLXXXIV (1984), Rumba Lumber was released in September 1985 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4610&o=2

$end


$info=m5ritj,
$bio

Rumble in the Jungle (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41619&o=2

$end


$pc8801_flop=rumickte,
$bio

Rumick Tetmas 90 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92771&o=2

$end


$info=rungun,runguna,rungunu,rungunua,rungunb,rungunad,rungunbd,rungunuad,rungunud,
$bio

Run and Gun - B-Ball Show Time (c) 1993 Konami.

Export version. For more information about the game itslef, please refer to the original Japanese version entry; "Slam Dunk - B-Ball Show Time [Model GX247]"

- TECHNICAL -

Game ID : GX247

- TRIVIA -

Run and Gun was released in October 1993.

- SERIES -

1. Run and Gun - B-Ball Show Time (1993)
2. Run and Gun 2 (1996)

- PORTS -

* Consoles : 
Nintendo SNES [EU] (1995) "NBA Give 'N Go [Model SNSP-ANJP]" 
Nintendo SNES [US] (November 1995) "NBA Give 'N Go [Model SNS-ANJE]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2272&o=2

$end


$info=rungun2,
$bio

Run and Gun 2 (c) 1996 Konami.

Export release. Game developed in Japan. For more information about the game itself, please refer to the original Japanese release entry; "Slam Dunk 2 [Model GX505]".

- TECHNICAL -

Konami GX hardware
Game ID : GX505

Main CPU : Motorola 68EC020 (@ 24 Mhz)
Sound CPU : Motorola 68000 (@ 9.2 Mhz)
Sound Chips : (2x) K054539 (@ 48 Khz)

Players : 4
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Run and Gun 2 was released in March 1996.

- SERIES -

1. Run and Gun - B-Ball Show Time (1993)
2. Run and Gun 2 (1996)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2273&o=2

$end


$info=rundeep,
$bio

Run Deep (c) 1988 Cream Company, Limited.

Export version. For more information about the game itself, please see the original Japanese version entry; "The Deep".

- TRIVIA -

Run Deep was released in December 1987. It is known in Japan as "The Deep".

- PORTS -

* Computers :
Sinclair ZX Spectrum (1988)
Atari ST (1988)
Commodore C64 (1989)
Amstrad CPC (1989)
Commodore Amiga (1989)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2274&o=2

$end


$cpc_cass=run4gold,
$bio

Run for Gold [Model AS043] (c) 1986 Alternative Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98975&o=2

$end


$info=m4rfym,m4rfym__0,m4rfym__1,m4rfym__2,m4rfym__3,m4rfym__4,m4rfym__5,m4rfym__6,m4rfym__7,m4rfym__8,m4rfym__9,m4rfym__a,m4rfym__b,m4rfym__c,m4rfym__d,m4rfym__e,m4rfym__f,m4rfym__g,m4rfym__h,m4rfym__i,
$bio

Run for your Money (c) 199? Barcrest.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=14916&o=2

$end


$info=m5rfymc,m5rfymc06,
$bio

Run For Your Money Club (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41615&o=2

$end


$pc98=runrunk,
$bio

Run Run Kyousoukyoku (c) 1989 Elf [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90522&o=2

$end


$snes=runsaberu,
$bio

Run Saber [Model SNS-RU-USA] (c) 1993 Atlus Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63510&o=2

$end


$snes=runsaber,
$bio

Run Saber (c) 1993 Atlus Company, Limited.

- TECHNICAL -

Cartridge ID: SNSP-RU-EUR

- TRIVIA -

Reviews:
[FR] November 1993 - Consoles + N.25: 70%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63509&o=2

$end


$cpc_cass=rungaunt,
$bio

Run the Gauntlet (c) 1989 Ocean Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98973&o=2

$end


$amigaocs_flop=rungaunta,
$bio

Run the Gauntlet [Addicted to Fun - Sports Collection] (c) 1989 Ocean Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74922&o=2

$end


$cpc_cass=rungaunt,
$bio

Run the Gauntlet [Model AM 514] (c) 1989 Erbe Soft. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98974&o=2

$end


$amigaocs_flop=rungaunt,
$bio

Run the Gauntlet [Party Time] (c) 1989 Ocean Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74923&o=2

$end


$cpc_cass=runstar3,
$bio

Run'Star N°3 (c) 1988 Logipresse [France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98976&o=2

$end


$cpc_cass=runstar5,
$bio

Run'Star N°5 (c) 1990 Logipresse [France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98977&o=2

$end


$wscolor=rundim,
$bio

RUN=DIM - Return to Earth [Model SWJ-DDJC01] (c) 2002 Digital Dream

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86474&o=2

$end


$info=runark,
$bio

Runark (c) 1990 Taito Corp.

A huge melee battle featuring 4 forest rangers out to save the animals from the sinister poachers. Lots of enemies onscreen make for a hectic fight!

- TECHNICAL -

Runs on the "Taito F2 System" hardware.

Board Number : K1100638B
Prom Stickers : C74

Players : 4
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Even if titlescreen says 1990, Runark was released in January 1991 in Japan.

This game is known in US as "Growl".

This game was dedicated to the late Mr. Katsujiro Fujimoto.

The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to 'KOU'.

Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Runark, Gun Frontier - PCCB-00060) on April 4, 1991.

Zuntata Records released a limited-edition soundtrack album for this game (Zuntata History L'ab-normal 1st - ZTTL-0038) on April 1, 1999.

- TIPS AND TRICKS -

INSCTRUCTIONS:
- Press the Attack button to perform various attacks and to use weapons. 
- Press the Attack and Jump buttons together for head-butt and spinning kick special attacks. 
- Press the Attack button in mid-air to perform a flying kick. 
- Press Attack when standing next to a weapon to pick it up. 
- Press Down and Attack together to exchange your current weapon for the one you are standing on. 
- Press Down, Attack and Jump together to discard your weapon. 

COLLECTABLE WEAPONS:
- Gun (six shots)
- Knife
- Sword
- Club
- Grenade
- Machine Gun (seven shots)
- Whip
- Rocket Launcher (four shots)

- STAFF -

Promotion object : Hiromitsu Mihara
Music & Sound effects (Zuntata) : Yasuhisa Watanabe (Yack.)
Character designers : Yasuhiko Kikuchi, Kohzoh Igarashi (Aya Inochi Igarashi), Fujiwaran X, Senba Takatsuna, Hisakazu Kato
Hardware : Eikichi Takahashi, Bruiser Kushiro
Trifling work : Insector Fjw
Software : 3D Master Sugawara, Muscle Sato, Masaki Yagi (Yamabanga Yagi Ymot), On a Ninja Daisuke Yasukouchi, Chinpuson Mr2 Tanaka, Yuichi Kohyama (as God Mountain Y. Kohyama)
Software support : Hideki Hashimoto, Takashi Kitabayashi
Base game plan : Exit Yab
Game direction : Hide Chan
Project management : Hidehiro Fujiwara

- PORTS -

* Consoles :
Sega Mega Drive [KO] (1991) "Runark [Model GM 4016 JT]" 
Sega Mega Drive [JP] (November 15, 1991) "Runark [Model T-11153]" 
Sony PlayStation 2 [JP] (July 28, 2005) "Taito Memories Joukan [Model SLPM-66057]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2275&o=2

$end


$megadriv=runark,
$bio

Runark (c) 1991 Taito Corp.

- TECHNICAL -

Cartridge ID: T-11153

- TRIVIA -

Runark for Mega Drive was released on November 15, 1991 in Japan.

Known export releases : 
[US] "Growl [Model 11076]"
[KO] "Runark [Model GM 4016 JT]" by Samsung

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56811&o=2

$end


$info=runaway,
$bio

Runaway (c) 1982 Atari.

- TECHNICAL -

Main CPU : MOS Technology M6502 (@ 1.512 Mhz)
Sound Chips : (2x) POKEY (@ 1.512 Mhz)

Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 16

Players : 2
Buttons : 3

- TRIVIA -

This prototype got to field test (August, 1982) but was never released. This prototype re-appeared 16 years later at the 1998 California Extreme show.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2276&o=2

$end


$info=m4runawy,m4runawyb,
$bio

Runaway Trail (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41439&o=2

$end


$msx2_flop=runemst3,runemst3b,runemst3a,
$bio

Rune Master - Sangoku Eiketsu Den (c) 1991 Compile

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101999&o=2

$end


$pc8801_flop=runewort,runeworta,
$bio

Rune Worth (c) 1990 T&E Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92772&o=2

$end


$x68k_flop=runewort,
$bio

Rune Worth - Kokui no Kikoushi (c) 1990 T&E Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88043&o=2

$end


$pc98=runewort,
$bio

Rune Worth - Kokui no Kikoushi (c) 1990 T&E Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90523&o=2

$end


$msx2_flop=runewort,runeworta,
$bio

Rune Worth - Kokui no Kikoushi (c) 1990 T&E Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102000&o=2

$end


$pc98=runewrt2,
$bio

Rune Worth 2 - Jikuu no Shinsen (c) 1991 T&E Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90524&o=2

$end


$pc98=runewrt3,
$bio

Rune Worth 3 - Shinseiki Kourin (c) 1991 T&E Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90525&o=2

$end


$pc8801_flop=runewortj,
$bio

Rune Worth Jukebox (c) 1990 T&E Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92773&o=2

$end


$bbca_cass,bbcb_cass=runemag1,
$bio

Runemagic Adv.1 - The Secret River (c) 19?? Triffid Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52333&o=2

$end


$bbca_cass,bbcb_cass=runemag2,
$bio

Runemagic Adv.2 - The Wizard's Citadel (c) 19?? Triffid Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52334&o=2

$end


$bbca_cass,bbcb_cass=runesmit,
$bio

Runesmith (c) 19?? Abraxas

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52335&o=2

$end


$cpc_cass=runeston,
$bio

Runestone (c) 1985 Firebird Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98978&o=2

$end


$info=ac1rundx,ac1rundxa,
$bio

Runner Deluxe Club (c) 199? Ace Coin Equipment, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42301&o=2

$end


$pc98=runners,
$bio

Runner's High (c) 1996 Compile

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90526&o=2

$end


$sms=running,
$bio

Running Battle (c) 1991 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56161&o=2

$end


$psx=runningh,
$bio

Running High [Model SLPS-00751] (c) 1997 REX Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85604&o=2

$end


$pc8801_flop=runrunky,
$bio

Runrun Kyosokyoku (c) 1989 Elf [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92774&o=2

$end


$saturn,sat_cart=ruryuki,
$bio

Ruriiro no Yuki [Shokai Genteiban] (c) 1998 KID

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59583&o=2

$end


$info=rushcrsh,
$bio

Rush & Crash (c) 1986 Capcom.

- TECHNICAL -

Main CPU : Motorola M6809 (@ 1.5 Mhz)
Sound CPU : Zilog Z80 (@ 3 Mhz)
Sound Chips : (2x) Yamaha YM2203 (@ 4 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Rush & Crash was released in September 1986 in Japan. It is known outside Japan as "The Speed Rumbler". 

The main character is Super Joe from "Senjou no Ookami" and "Top Secret". 

Alfa Records released a limited-edition soundtrack album for this game (Capcom Game Music Vol.2 - 28XA-203) on March 25, 1988.

- STAFF -

Programmers : Yukio Arai, Kyoko Tomita
Character Designers : Chieko Ryugo, Kimio, Couichi Yotsui
Music : Tamayo Kawamoto, Harumi Ihara
Hardware : Shinji Kuchino, Katuhiko Kamimori
Project chief: Tokuro Fujiwara

- PORTS -

These are Japanese ports only. To see ports released outside Japan, please see the Non-Japanese version entry; "The Speed Rumbler". 

Sony PlayStation 3 [PSN] [JP] (February 19, 2013) "Capcom Arcade Cabinet [Model NPJB-00210]" 
Microsoft XBOX 360 [XBLA] [JP] (February 20, 2013) "Capcom Arcade Cabinet"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2277&o=2

$end


$n64=rush2,rush2u,
$bio

Rush 2 - Extreme Racing USA (c) 1999 GT Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57954&o=2

$end


$a2600=rushhour,rushhour2,rushhour3,rushhour4,rushhour5,rushhour1,
$bio

Rush Hour (c) 1983 CommaVid

- TRIVIA -

Unreleased prototype even if it appeared in catalogs.

- STAFF -

Programmer: Ben Burch

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50903&o=2

$end


$info=rushatck,
$bio

Rush'n Attack (c) 1985 Konami.

In this hectic action game you must help a knife-wielding soldier infiltrate enemy territory in order to rescue some POWs. Grab any weapons you find along the way but you will mainly rely on your trusty knife for this mission. Get moving! Those hostages are not getting any better by you slacking off! :)

- TECHNICAL -

Game ID : GX577

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : SN76496 (@ 1.536 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Rush'n Attack was released in July 1985.

This game is known outside US as "Green Beret".

Rush'n Attack = Russian Attack. One of the Cold War nightmare scenarios, stopping a proposed nuclear attack!

- TIPS AND TRICKS -

* Go wild using weapons! : The weapon-providing character appears frequently. You don't have to be thrifty.

* Watch out for ladders! : When a ladder is nearby, you will climb it up/down instead of jumping/crouching. Be careful.

* Watch the enemy carefully : Enemies attacking from a distance always move in a particular way. Watch carefully!

* How to destroy mines ? : Destroy mines with grenades.

* Use the knife rapidly : If enemies come from both the left and right, rapidly use the knife and face both directions.

* Learn enemy appearance patterns : There are certain difficult points in the game. Learn how enemies appear and come up with a way to overcome the situation.

- SERIES -

1. Rush'n Attack (1985)
2. M.I.A. - Missing in Action (1989)

- PORTS -

* Consoles :
Nintendo NES [US] (April 1987) "Rush'n Attack [Model NES-RA-USA]" 
Nintendo Game Boy Advance [US] (March 21, 2002) "Konami Collector's Series: Arcade Advanced [Model AGB-AKCE-USA]" 
Microsoft XBOX 360 [XBLA] [US] (May 23, 2007) 
Nintendo DS [US] (March 30, 2007) "Konami Classics Series: Arcade Hits [Model NTR-ACXE-USA]" 
Microsoft XBOX 360 [XBLA] [US] (December 15, 2009) "Konami Classics Vol.2 [Model 30086]" 

* Computers :
Atari 800 [US] (1986) 
Commodore 16 [US] (1986) 
Commodore C64 [US] (1986) as "Green Beret" 
PC [MS-DOS, 5.25"] [US] (1989) 

* Others :
Konami Arcade Advanced Plug 'n Play TV Game [US] (2004) by Majesco

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2278&o=2

$end


$nes=rushatck,rushatcku,
$bio

Rush'n Attack (c) 1987 Konami Industry Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55519&o=2

$end


$info=pc_rnatk,
$bio

Rush'n Attack (c) 1987 Nintendo of America.

In this hectic action game you must help a knife-wielding soldier infiltrate enemy territory in order to rescue some POWs. Grab any weapons you find along the way but you will mainly rely on your trusty knife for this mission. Get moving! Those hostages are not getting any better by you slacking off! :)

- TECHNICAL -

Nintendo PlayChoice-10 hardware
Game ID : RA

Main CPU : Zilog Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz)
Sound Chips : Zetex N2A03 (@ 1.789772 Mhz), DAC

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Licensed by Konami.

- STAFF -

Programmed by : Naniwa no Hideo
Character designers : Madamu Keiko, Gokigen Yoshimoto
Sound designer : Chary Sadakichi
Directed by : Phazer Atsuko
Visual designers : Kenji Shimoneta, Daibutsu Mari
Music : Rusher Sakamoto, Iku Iku Mizutani, Hevimeta Satoe, Nanda Adachi

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1824&o=2

$end


$snes=rushbetr,
$bio

Rushing Beat Ran - Fukusei Toshi (c) 1992 Jaleco Company, Limited.

Rushing Beat Ran is a side-scrolling beat'em up by Jaleco and is the second episode of an exclusive trilogy for the Super Famicom system. The player can select two fighters from a list of five - two strong and large guys, two average fighters (a guys and a girl) and finally a fast Ninja (would a fighting game be complete without a Ninja ?). The remaining three are at the center of the story and get kidnapped by the evil Dieter and his secret army. The goal of the game is to rescue them before they are brainwashed and join the evil gang - each freed fighter joins the team and becomes a playable character. Rushing Beat Ran is a classical fighting game and plays much like other similar beat'em ups of the time such as Capcom's Final Fight or Sega's Street Of Rage. Our heroes can kick, punch and jump. They can also use a large arsenal of weaponry such as iron pipes, rocks, knives, baseball bats and even guns. Snacks and soda cans can be collected to gain some l ife back and, interestingly, can also be thrown at the enemies and inflict some (small) damage on their own. As expected, each fighter can also trigger a more powerful attack in exchange of some of his precious life. Characters can also slowly power-up and trigger more powerful throws when at full charge. A two co-op player mode is available.

- TECHNICAL -

Cartridge ID: SHVC-RE

- TRIVIA -

Released on December 22, 1992 in Japan for 9600 Yen.

Export releases:
[US] "Brawl Brothers [Model SNS-RE-USA]"

- TIPS AND TRICKS -

Fight as same character
-----------------------
Select two player mode. Highlight the same character on both controllers simultaneously. Then, press Y on both controllers simultaneously.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62037&o=2

$end


$snes=rushbets,
$bio

Rushing Beat Shura [Model SHVC-R6] (c) 1993 Jaleco Company, Limited. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62038&o=2

$end


$snes=rushbeat,
$bio

Rushing Beat (c) 1992 Jaleco Company, Limited. [Japan Leisure].

- TECHNICAL -

Cartridge ID: SHVC-RB

- TRIVIA -

Reviews:
[FR] November 1992 - Consoles+ No. 14: 73/100
[FR] June 1992 - Joypad N.9: 86/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62036&o=2

$end


$info=rushhero,
$bio

Rushing Heroes (c) 1997 Konami Company, Limited.

Features real-time fully animated CG rendering-large characters and a 3-D filed perspective view.

- TECHNICAL -

Konami GX hardware
Game ID : GX605

Main CPU : Motorola 68EC020 (@ 24 Mhz)
Sound CPU : Motorola 68000 (@ 9.2 Mhz)
Sound Chips : (2x) K054539 (@ 48 Khz)

Players : 4
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Released in November 1997.

- STAFF -

Software Design: Dr. Lee, Garam, Aki T., M. Komu
Character Design: Takepon, Nickboss, Sho M., Y. Sakaue, Terada Hitomi, Ery, Mommy, S. Kihara, T. Hayashino, Anjie A., J. Katsube
Sound Design: Sakagon, Name-Kun
Teamleader: Dr. Lee

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2279&o=2

$end


$pc98=rusty,
$bio

Rusty (c) 1993 C-lab [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90527&o=2

$end


$amigaocs_flop=rvfhonda,
$bio

RVF Honda (c) 1989 MicroStyle

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74834&o=2

$end


$info=rx78,
$bio

RX-78 Gundam (c) 1983 Bandai Co., Ltd.

A Japanese 8-bit micro-computer manufactured by Bandai. 19 games for it were released, along with a smaller number of non-gaming titles.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102724&o=2

$end


$info=rygar,rygar2,rygar3,
$bio

Rygar - Legendary Warrior (c) 1986 Tecmo.

Export release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Argus no Senshi - Legendary Warrior"

- TRIVIA -

Rygar was released in May 1986.

The differences between the US and Japanese (Argus no Senshi) are :
* The demo sequences are different.
* The Japanese version seems to have more hidden powers, stars and an extra free life.
* The US version is more biased towards stars and explosions.

- UPDATES -

The differences between the US (set 1) and US (set 2) are :
* 'Set 2' has a bug in the code which lets p2 start a game when p1 is already playing. You need to set a dip-switch to enable this behavior (it is usually on by default). If you press '2' while p1 is playing a single player game, 'Set 2' will check that you have 1 or more credit before it registers that you're now in a 2 player game, but it won't deduct the credit. That's a bad bug and probably accounts for why a bug-fix version was released.
* In 'Set 2', if p2 starts while p1 is already playing, it says 'playre2' instead of 'player2' at the top right.
* The first screen of 'Set 2' says 'ALL RIGHT RESERVED' - missing an 'S' - that's fixed in 'Set 1'

- SERIES -

1. Rygar - Legendary Warrior (1986, Arcade)
2. Rygar [Model NES-RY-USA] (1987, NES)
3. Rygar - The Legendary Adventure (2002, PS2)
3. Rygar - The Battle of Argus (2009, Wii)

- PORTS -

* Consoles :
Sega Master System (1988)
Atari Lynx (1990) "Rygar - Legendary Warrior [Model PA2043]"
Microsoft XBOX (2005, "Tecmo Classic Arcade")

* Computers :
Commodore C64 (1987)
Amstrad CPC (1987, "Rygar let's fight!!!")
Sinclair ZX Spectrum (1988)
Sharp X68000 (1994, "Video Game Anthology Vol.9")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2280&o=2

$end


$lynx=rygar,
$bio

Rygar - Legendary Warrior (c) 1990 Atari Corp.

Millions of years ago, a benevolent wizard banished the minions of darkness to the underworld, freeing the land of evil and ushering in a long era of peace and prosperity for our people. Unfortunately, the wizard had not yet learned the Eternal Spells. Before he died, however, he prophesied that, someday, a great hero would be born. The hero would be known by a mysterious birthmark - the Mark of the Wizard.  This mark would allow the hero to open the magic chests strewn throughout the land and use the magic weapons hidden within.

10,000 years have passed since the dark forces resurfaced and claimed the land for their own. The people of Good fled the land. They were forced to hide in the unfruitful regions at the edge of the world, across the great sea.

But they never lost their love for their original home.  For ten millenia they selected the best of their people, creating a race of heroes. You, Rygar, are the greatest of the great. When you were born you were named Rygar the Re-claimer, because you bore the Mark of the Wizard.

If we are ever to reclaim the land that is ours by birth, you will have to return to our homeland and fight the minions of evil. No one can help you on this quest.  You must go alone.  If you fail, the evil ones will know of our existence and destroy us completely.  If, however, you remain true to the Mark which you bear, you will vanquish those evil forces forever and we can return to the rich lands we were forced to leave so many ages ago.

And now, Rygar, you know who and what you are. Go now. Claim your birhtright. Do not fail your fathers!

- TECHNICAL -

Cartridge ID: PA2043

- TRIVIA -

Reviews:
1990 - Consoles + HS N.2 [FR]: 75/100

- SCORING -

Destroying enemies:
Cave Bat: 240 points
Cave Bat Missile: 170 points
Fire (ball): 60 points
Flying Dragon: 1,200 points
Giant Ant: 200 points
Ground Rhino(small): 150 points
Gryphon (flying creature): 140-210 points
Lava Man: 160-190 points
Lava Man's Fireball: 10 points
No-Head: 100 points
Rhino (large): 7,200 points
Rollerbaby (spiky pillbug): 120 points
Rusher: 230 points

Finding Bonus Objects:
Blue Shield: 990 points
Destroyer: 10,000 points
Diamond: 300 points
Question Mark: 1,000 - 75,000 points
Red Orb: 200 points
Star: .0 point, 100 Rank points
Time: 0 point

Temple Scoring:
Repulse Bonus: 100 points for each enemy destroyed.
Timer Bonus: 100 points for each remaining second.

- TIPS AND TRICKS -

* Memorize each land. The more experienced you are, the better you will know the land. That makes it easier to reach the next land.

* Be fast, but don't get so caught up on speed that you don't notice approaching enemies.

* When there are lots of enemies on the ground, jump on them. This disables them so you can destroy them easily.

* Destroy the cave bat before climbing a rope. If you fail to destroy the bat, you will have a tough time climbing.

* Certain areas contain secret chests. Experience will teach you where to jump to find these secret chests.

* For the best score, destroy all enemies and reach the temple as quickly as possible.

- STAFF -

Programmer: Lou Haehn

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58855&o=2

$end


$cpc_cass=rygar,
$bio

Rygar - Let's Fight!!! (c) 1987 US Gold, Ltd. [Birmingham, UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98979&o=2

$end


$nes=rygar,
$bio

Rygar (c) 1989 Tecmo, Limited.

European release. Game developed in Japan. For more information about the game, please see the original Japanese release entry; "Argos no Senshi - Hachamecha Daishingeki [Model TCF-AH]".

- TECHNICAL -

Game ID: NES-RY-EEC

- TRIVIA -

Rygar for NES was released on March 30, 1990 in Europe.

European reviews:
[FR] Player One (Sept. 1990): 72/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57552&o=2

$end


$nes=rygaru,rygarua
$bio

Rygar (c) 1987 Tecmo, Limited.

North American export version. For more information about the game, please see the original Japanese version "Argos no Senshi - Hachamecha Daishingeki [Model TCF-AH]".

Text from this version:
You and Rygar, the legendary warrior of Argool, must defeat the evil king and his army of dangerous beasts. With powers and weapons from the Indora war gods, you go into battle with Rygar. It's up to you! The enemies are strong, the terrain treacherous, and the challenges difficult. The sun is setting and Rygar is depending on you. Rygar's exploits were once confined to arcades, but now he is battling the forces of evil everywhere. Join forces with Rygar!

- TECHNICAL -

Game ID: NES-RY-USA

- TRIVIA -

Rygar for NES was released in July 1987 in North America.

- PORTS -

* Others :
Arcade [PlayChoice-10] (1987) "Rygar [PlayChoice-10]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55520&o=2

$end


$info=pc_rygar,
$bio

Rygar (c) 1987 Nintendo of America.

- TECHNICAL -

Nintendo PlayChoice-10 hardware
Game ID : RY

Main CPU : Zilog Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz)
Sound Chips : Zetex N2A03 (@ 1.789772 Mhz), DAC

Players : 2
Control : 8-way joystick
Buttons : 2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1825&o=2

$end


$saturn,sat_cart=mouja,
$bio

Ryougae Puzzle Game Moujiya (c) 1996 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59584&o=2

$end


$saturn,sat_cart=ryorinot,
$bio

Ryouri no Tetsujin - Kitchen Stadium Tour (c) 1996 Hamlet

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59585&o=2

$end


$pc98=ryunakia,ryunaki,
$bio

Ryu - Naki no Ryuu yori (c) 1990 Wolf Team [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90528&o=2

$end


$info=ryujin,
$bio

Ryu Jin (c) 1993 Taito.

A vertically scrolling shoot'em up.

- TECHNICAL -

Taito B System hardware
Game ID : M6100663A

Main CPU : Motorola 68000 (@ 12 Mhz), Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2610 (@ 8 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Released in December 1993 in Japan.

The title of this game translates from Japanese as 'Dragon God'.

- TIPS AND TRICKS -

* Basic shot for power :
Blue - Vulcan
Red - Laser

* Usable fighter & Special attack :
Sword Breaker (Blue) - Fireball Bomb
Vaulge (Green) - Lightning Volt
Shamseel (Red) - Flash Bomb
Phalcyon (Purple) - Wave Attack

- STAFF -

Programmers : T. Kaki, T. Kim!!, K. Hirano
Graphic designers : K. Sakai, T. Chida, Suzuki!, N. Wataya, Syocyan, M. Tamura, Y. Takeda, N. Tanahara, S. Ohkura
Sound : H. Tsuda, T. Inohaya

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2281&o=2

$end


$x68k_flop=ryunaki,
$bio

Ryu Naki no Ryuu Yori (c) 1991 Wolf Team [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88044&o=2

$end


$pc8801_flop=ryunonam,
$bio

Ryu no Namida (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92775&o=2

$end


$info=ryukyu,ryukyud,
$bio

RyuKyu (c) 1990 SEGA.

A highly playable yet challenging puzzle game which uses elements of Poker. In this game, players attempt to make a five-card hand either vertically, horizontially or diagonally to score points and must meet the round's score criteria to progress. The hands are ranked from One Pair to 5-of-a-Kind.

- TECHNICAL -

Runs on the Sega "System 16B" hardware
Game ID: 317-5023

Players: 2
Control: 8-way joystick
Buttons: 2

- TRIVIA -

RyuKyu was released in September 1990 in Japan.

The title of this game 'RyuKyu' is named after the former dynasty of Japanese Okinawa area. It translates from Japanese as 'Nine Dragon'.

- STAFF -

Developed by SUCCESS.

Director : H. Tamura
Programmer : Matsuyama Tarou
Graphic design : H. Tamura
Music composer & Sound effect : Nasu Kazumi
Sound editor : Kobayashi Hiroyuki
Original design : Kunaki Ryuuji
Producer : Yoshinari Takato

- PORTS -

* Consoles :
NEC PC-Engine (1990)
Sega Game Gear (1991)

* Computers :
Sharp X68000 (1989)
NEC PC 8801 (1989)
NEC PC 9801 (1989)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2282&o=2

$end


$pce=ryukyu,
$bio

Ryukyu (c) 1990 Face Company, Limited.

Ryukyu is an unusual puzzle game produced by Ascii Corporation and published by Face. Decorated in a Hawaiian theme (actually, the game is probably based on the Japanese Ryukyu Islands), the game mixes together elements from various classic features with new ones - the most obvious being traditionnal Poker and Tetris. The game field is made of a uniform "five by five" grid. Playing cards are dropped from the top of the field and fill up these empty spaces. When a row, a column or a diagonal of five cards is filled, the game awards the player points for creating poker hands (card combinations) such as pairs, straights or flushes. The goal of the game is to gain the maximum amount of points and maybe achieve a perfect Clear. Ryukyu offers different play modes - solo modes often give the player an opportunity to reveal a picture with a cute girl in bikini made of mosaic tiles (if only they can manage to cleanup the field and unlock them all).

- TECHNICAL -

HuCARD ID: FA02-005
HuCARD Size: 2 Mbits.

- TRIVIA -

Released on October 26, 1990 in Japan for 5400 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58713&o=2

$end


$pc98=ryosango,
$bio

Ryuoh Sangokushi (c) 1995 Imagineer Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90529&o=2

$end


$info=ryuuha,
$bio

Ryuuha (c) 1987 Central Denshi.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 5 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.25 Mhz), DAC (@ 1.25 Mhz)

Screen orientation : Horizontal
Video resolution : 512 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 65536

Player : 2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3565&o=2

$end


$pc98=ryuukidd,
$bio

Ryuuki Denshou - Dragoon (c) 1996 KSS Media Ent. Co. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90530&o=2

$end


$snes=danzarb,
$bio

Ryuuki Heidan Danzarb (c) 1993 Yutaka

- TECHNICAL -

Model SHVC-DA

- TRIVIA -

Released on April 23, 1993 in Japan.

- STAFF -

Planner: Motoki Himi
Main Programer: Motoki Himi
Animation Data: Motoki Himi

Co Programer: Shinya Ito
Party Data: Dai kobayakawa
Enemy Data: Dai kobayakawa
Item Data: Dai kobayakawa
Enemy Graphics: Hiroshi Maesima
Effect Graphics: Hiroshi Maesima
Cockpit Graphics: Hiroshi Maesima
Music Composer: Hiroshi Nisizawa
Sound Effects: Hiroshi Nisizawa 
Superviser: Katsuhiro Tongu
Map Mode: Jun Suzuki, Takarin Kasai
Debugger: Osamu Ooguchi, Yoko Watanabe
                
Special Thanks: Kazuyuki Takimoto, Takeo Iijima, Katuhiro Noguchi, Tomonori Isiguro, Yuko Kaneko, Natsuko Hayakawa, Yukiko Suzuki, Fumiyo Yamada, Yuki Igarashi, Kaoru Kikugawa
Kill You: Kenji Nemoto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62039&o=2

$end


$neocd=aof2,
$bio

Ryuuko no Ken 2 (c) 1994 SNK [Shin Nihon Kikaku].

- TECHNICAL -

[Model NGCD-056]

- TRIVIA -

Ryuuko no Ken 2 was released on September 09, 1994 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47769&o=2

$end


$info=aof2,
$bio

????2 (c) 1994 SNK Corp.
(Ryuuko no Ken 2)

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

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : NGM-056

[SNK MVS Neo-Geo Controls]
2 players - 4 buttons per player
=> [A] Punch [B] Kick, [C] Throw, [D] Psyche

- TRIVIA -

Ryuuko no Ken 2 was released in March 1994 in Japan.

This game is known outide Japan as Art of Fighting 2.

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

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

- UPDATES -

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

- TIPS AND TRICKS -

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

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

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

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

- SERIES -

1. Ryuuko no Ken [Model NGM-044] (1992)
2. Ryuuko no Ken 2 [Model NGM-056] (1994)
3. Art of Fighting - Ryuuko no Ken Gaiden [Model NGM-096] (1996)

- STAFF -

Objects designers : Soe Soe (Forever Soe-soe), Pinkey!(Boomer), Terarin, Hori Pu-
Back up : Moriyan, Somatoreeno
Programmers : John guso, Ma2
Directed by : Dog.Gotoh, Shigeti

* Voice Actors :
Ryo, John : Masaki Usui
Robert, Micky, Lee : Kazuhiro Inage (Key Inage)
Yuri : Kaori Horie
Takuma : Eiji Tsuda
King : Harumi Ikoma
Temjin, Kisaragi : Yoshinori Shima
Big, Jack : ???

- PORTS -

* Consoles :
SNK Neo-Geo [JP] (Mar. 11, 1994; "Ryuuko no Ken 2 [Model NGH-056]")
SNK Neo-Geo [US] (Mar. 11, 1994; "Art of Fighting 2 [Model NGH-056]")
SNK Neo-Geo CD [JP] (Sep. 09, 1994; "Ryuuko no Ken 2 [Model NGCD-056]")
SNK Neo-Geo CD [US] (1994; "Art of Fighting 2 [Model NGCD-056E]")
Nintendo Super Famicom [JP] (Dec. 21, 1994; "Ryuuko no Ken 2 [Model SHVC-AAFJ-JPN]")
Sony PlayStation 2 [JP] (May 11, 2006; "Ryuuko no Ken - Ten Chi Jin [NeoGeo Online Collection Vol.4] [Model SLPS-25610]")
Sony PlayStation 2 [US] (May 17, 2006; "Art of Fighting Anthology [Model SLUS-21487]")
Sony PlayStation 2 [JP] (June 21, 2007; "Ryuuko no Ken - Ten Chi Jin [NeoGeo Online Collection The Best] [Model SLPS-25790]")
Nintendo Wii [Virtual Console] [JP] (June 17, 2008; "Ryuuko no Ken 2 [Model EALJ]")
Nintendo Wii [Virtual Console] [EU] (July 11, 2008; "Art of Fighting 2 [Model EALP]")
Nintendo Wii [Virtual Console] [US] (July 28, 2008; "Art of Fighting 2 [Model EALE]")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=117&o=2

$end


$snes=ryukokn2,
$bio

Ryuuko no Ken 2 (c) 1994 Saurus.

- TECHNICAL -

[Model SHVC-AAFJ-JPN]

- TRIVIA -

Ryuuko no Ken 2 for Super Famicom was released on December 21, 1994 in Japan.

- TIPS AND TRICKS -

Fight as Geese Howard: Press Down/Left, Right, Down/Right, Down, Down/Left, Left, Down/Right, R + Y when the word Saurus is displayed. The word Saurus will spin to confirm correct code entry.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47770&o=2

$end


$info=aof3k,
$bio

Ryuuko no Ken Gaiden (c) 1996 SNK.

Korean release. For more information about the original game, please see the original Japanese release entry; "Art of Fighting - Ryuuko no Ken Gaiden [Model NGM-096]".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5428&o=2

$end


$neocd=aof3,
$bio

Ryuuko no Ken Gaiden (c) 1996 SNK [Shin Nihon Kikaku].

- TECHNICAL -

[Limited Edition]
[Model NGCD-0960]

- TRIVIA -

Released on June 14, 1996 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47847&o=2

$end


$neocd=aof3a,
$bio

Ryuuko no Ken Gaiden (c) 1996 SNK [Shin Nihon Kikaku].

This Neo-Geo CD version contains additional endings for the two secret characters (Sinclair & Wyler).

- TECHNICAL -

[Model NGCD-096]

- TRIVIA -

Released on June 14, 1996 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47846&o=2

$end


$megadriv=ryukoken,
$bio

Ryuuko no Ken (c) 1994 Sega Enterprises, Limited.

- TECHNICAL -

Game ID: G-4113
Cartridge ID: 670-4253
Cover ID: 670-4254

- TRIVIA -

Ryuuko no Ken for Mega Drive was released on January 14, 1994 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47663&o=2

$end


$pcecd=ryukoken,ryukokens,
$bio

Ryuuko no Ken (c) 1994 Hudson Soft [Hudson Group].

- TECHNICAL -

[Model HCD4061]

- TRIVIA -

Ryuuko no Ken for PC-Engine CD was released on March 26, 1994 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47664&o=2

$end


$neocd=aof,
$bio

Ryuuko no Ken (c) 1994 SNK [Shin Nihon Kikaku].

- TECHNICAL -

[Model NGCD-044]

- TRIVIA -

Ryuuko no Ken was released on September 9, 1994 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47665&o=2

$end


$info=aof,
$bio

???? (c) 1992 SNK Corp.
(Ryuuko no Ken)

An early Neo-Geo martial arts fighting game with 2 selectable characters in 1-player mode and 8 selectable characters in 2-player mode which also features a long-nosed end boss. Progressive damage is shown on each fighter's face for a dramatic effect.

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : NGM-044

[SNK MVS Neo-Geo Controls]
2 players - 4 buttons per player
= > [A] Punching attack, [B] Kicking attack, [C] Throw enemy, [D] Taunt

- TRIVIA -

Ryuuko no Ken was released in September 1992 in Japan.

The title of this game translates from Japanese as 'Dragon and Tiger Fist'.

This game is known outside Japan as Art of fighting" 

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

SNK's second fighting-game franchise. It was the first fighting game by SNK to feature the character designs of former SNK illustrator Shinkiro, who would go on to do the character designs for the later "Fatal Fury" and "The King of Fighters" games.

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

Robert Garcia design was inspired by the famous actor Steven Seagal.
Takuma Sakazaki desgin was inspired by Masutatsu Oyama.

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

The character's fighting stance and their victory pose depends on how beaten up they are.

Lee Pai Long is called Lee Piron in the game's source code.

- TIPS AND TRICKS -

* Play as Todoh, Jack, Lee, King, Micky and John : player 2 must join.

* Play as Mr. Big and Mr. Karate : reach them on 1P Game, then player 2 must join.

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

- SERIES -

1. Ryuuko no Ken [Model NGM-044] (1992)
2. Ryuuko no Ken 2 [Model NGM-056] (1994)
3. Art of Fighting - Ryuuko no Ken Gaiden [Model NGM-096] (1996)

- STAFF -

Producer: Eikichi Kawasaki
Directors: Hiroshi Matsumoto (Finish Hiroshi), Dog Akira, Matakichi. Chan, Mastang. 2
Programmers: John Guso, Cross. Moon D.S.K
Object Designers: Hatarakuogsan, Muta Teizon, Kama Kama, Tree. Village. Ken, Kylly Maclako, Pinkey. 2, Lionheart, Tony Oki (Tony. R. Oki), Outim Amadok Eel, Toyochan, 7.7812.8270.Kubo, Ayustat Shin 25, I000.Taroh Age22, Gynos. Crash!, Dir Tetsuzan, 555 Zi5han, Ahokamen. Boke, Bo. Bo, Kiritao. Y, Gmhenson Jr
Back Designers: Muramama. 2, Take. P, Shimachan, Moriyan, H. Skallter, Ug
Sound: Paciorek, Masahiko Hataya (Papaya), Yamapy-1, Jojoha Kitapy, Toshio Shimizm (as Shimizum)

* Voice Actors:
Ryo Sakazaki: Masaki Usui
Robert Garcia: Eiji Yano
Ryuhaku Todoh: Takayuki Sakai
Jack Turner: ???
Lee Pai Long: Eiji Yano
King : Harumi Ikoma
Micky Rogers: Michael Beard
John Crawley: Masaki Usui
Mr. Big: ???
Mr. Karate: Takayuki Sakai

- PORTS -

* Consoles :
SNK Neo-Geo [JP] (Dec.11, 1992) "Ryuuko no Ken [Model NGH-044]"
SNK Neo-Geo [US] (Dec.11, 1992) "Art of Fighting [Model NGH-044]"
Nintendo Super Famicom [JP] (Oct.29, 1993) "Ryuuko no Ken [Model SHVC-RW]"
Nintendo Super NES [US] (Dec. 1993) "Art of Fighting [Model SNS-RW]"
Nintendo Super NES [EU] (Dec. 1993) "Art of Fighting [Model SNSP-RW]"
Sega Genesis [US] (Jan.13, 1994) "Art of Fighting [Model 1146]"
Sega Mega Drive [JP] (Jan.14, 1994) "Ryuuko no Ken [Model G-4113]"
Sega Mega Drive [EU] (1994) "Art of Fighting [Model 1146-50]"
NEC PC-Engine CD [JP] (Mar.26, 1994) "Ryuuko no Ken [Model HCD4061]"
SNK Neo-Geo CD [JP] (Sep.9, 1994) "Ryuuko no Ken [Model NGCD-044]"
SNK Neo-Geo CD [US] (1994) "Art of Fighting [Model NGCD-044E]"
Sony PlayStation 2 [JP] (May 11, 2006) "Ryuuko no Ken - Ten Chi Jin [NeoGeo Online Collection Vol.4] [Model SLPS-25610]"
Sony PlayStation 2 [JP] (June 21, 2007) "Ryuuko no Ken - Ten Chi Jin [NeoGeo Online Collection The Best] [Model SLPS-25790]"
Nintendo Wii [Virtual Console] [US] (Oct.8, 2007)
Nintendo Wii [Virtual Console] [EU] (Nov.11, 2007)
Sony PlayStation 2 [US] (May 05, 2008) "SNK Arcade Classics Vol.1 [Model SLUS-21724]"
Sony PSP [US] (May 05, 2008) "SNK Arcade Classics Vol.1 [Model ULUS-10338]"
Sony PlayStation 2 [KO] (May 29, 2008) "SNK Arcade Classics Vol.1 [Model SLKA-25424]"
Nintendo Wii [US] (July 29, 2008) "SNK Arcade Classics Vol.1 [Model RVL-P-RNCE]"
Sony PSP [EU] (Oct. 17, 2008) "SNK Arcade Classics Vol.1 [Model ULES-01105]"
Nintendo Wii [EU] (Oct. 31, 2008) "SNK Arcade Classics Vol.1 [Model RVL-P-RJZP]"
Sony PlayStation 2 [EU] (Nov. 21, 2008) "SNK Arcade Classics Vol.1 [Model SLES-55232]"
Sony PSP [JP] May. 21, 2009 "SNK Arcade Classics Vol.1 [Model ULJS-193]"
Sony PlayStation Store (Dec.2010)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=116&o=2

$end


$snes=ryukoken,
$bio

龍虎の拳 (c) 1993 KAC [K.Amusement Lising Co.].
(Ryuuko no Ken)

More than you can handle!

South Town is no place for the weak. Yet into this urban battlezone comes Ryo, braving the mean streets in order to rescue his kidnapped sister. With his friend Robert, the two must use all their strength and skills to battle and defeat the toughest fighters ever assembled.

Features blazing fast animation with huge graphics, unique cinematic zoom in, zoom out, and movie style animation, extended stereo sound effects, equipped with the world's first spirit gauge, taunt your opponent and decrease their power, choose from among 2 heroes and 6 others in VS MODE or from 2 heroes to battle 6 other fighters in STORY MODE, dozens of fighting modes and special skills to learn and use and many dangerous locations. Play against the computer or tackle another player in head to head combat for 1 or 2 players.

These fighters are big, powerful, strong - each possesses special skills that will be hard to counter. Ryo must master the Super Attacks if he is to be victorious.

Fight hard, fast and furious.

Only the strongest of fighters will survive the streets of South Town.

- TECHNICAL -

Cartridge ID: SHVC-RW-JPN
Barcode: 4 988622 117008

- TRIVIA -

The game was presented at the Famicom Spaceworld' 93 in August 1993 in Japan.

Ryuuko no Ken for Super Famicom was released on October 29, 1993 in Japan.

This version of the game features an extended ending that ties to the sequel, Ryuuko no Ken 2, rather than ending the game on a cliffhanger like the original MVS and AES versions do.

- TIPS AND TRICKS -

View ending sequence
--------------------
Select the story mode option at the title screen. Press Start and choose any character. Immediately press Select to pause the game, then press Up, X, Left, Y, Down, B, Right, A, L, Y. The screen will fade and the ending sequence will begin. 

Secret Moves
------------
This version of the game gives Desperation Moves to all characters. When you clear the game in one of the eight difficulty levels, a Desperation Move is shown for a specific character. The characters will be listed by difficulty. Here is a simple legend for the commands:
A - Punch (Button X default)
B - Kick (Button Y default)
C - Strong Attack (Button R default)
U - Up
D - Down
B - Back
F - Forward

So DF is Down/Forward for example.

Mr. Karate
Ryuuko Ranbu - D, DF, F + C and A (press one after the other, same as Ryo and Robert)

Todo
Akira Oubu Ikazuchijin - B, DB, D, DF, F + AC (simultaneously)

Jack
Giant Press - B, DB, D, DF, F + C

Lee
Hishou Senpuugeki - F, B, DB, F + A

King
Bloody Dance - D, DB, B, F + C

Mickey
Burning Rush - F, D, DF, F + BC

John
Spinning Crush - DB, F + C

Mr. Big
Lightning Cross - F, B, DB, D, DF, F + A


Cheat
-----
Press Select to pause the game. Then enter any of the following codes:
Up, X, Left, Y, Down, B, Right, A, L, Y to skip to the ending.
Up, X, Left, Y, Down, B, Right, A, L, R to have the computer assume control of Player 1.
Up, X, Left, Y, Down, B, Right, A, L, X to have the computer take control of Player 2.
Up, X, Left, Y, Down, B, Right, A, L, L to perform special moves anytime even if your Spirit meter is low.

- STAFF -

Programmers: K. Takahashi, Yoshitsugu Kondo
Designers: T. Asakura, T. Maruyama, Eiji Kubo, Toshiyuki Matsuda, Yukiya Matsuura
Musician: Seisuke Ito
Producers: H. Kitabata, K. Takahashi, N. Fujiwara, H. Nishigaki, SNK Staff, Takara Staff

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47662&o=2

$end


$x68k_flop=ryukyu,
$bio

Ryuukyuu (c) 1989 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88045&o=2

$end


$pc98=ryukyu,
$bio

Ryuukyuu (c) 1989 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90531&o=2

$end


$pc8801_flop=ryukyu,
$bio

Ryuukyuu (c) 1989 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92776&o=2

$end


$msx2_flop=ryukyu,ryukyua,
$bio

Ryuukyuu (c) 1989 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102001&o=2

$end


$gamegear=ryukyu,
$bio

Ryuukyuu [Model T-54017] (c) 1991 Face Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64816&o=2

$end


$info=kirarast,
$bio

Ryuusei Janshi Kirara Star (c) 1996 Jaleco.

Ryuusei Janshi Kirara Star is a strip mahjong game with a space-anime theme and very extensive animation. The game features three girls with two strip sequences each. The game allows the player to select the first opponent, but following opponents are played in sequence.

As a unique feature, not every winning hand played by the player will lead to a strip sequence. Lesser winning hands will instead add time to a quiz game that can be played between hands. The game will display how many seconds of playtime the player has earned for the quiz game and the player can select whether to attempt the quiz sequence, or skip ahead to the next hand and earn a longer time limit.

Correct answers given during the quiz game will remove panels placed over the girls image. If the player removes all of the panels before the timer runs out then the next strip sequence will be revealed. Failing this, if the player correctly answered any questions during the quiz sequence they will be awarded a cheat item for use in the next hand.

The game is over when a player runs out of betting funds.

- TECHNICAL -

Jaleco Mega System 32 hardware

Main CPU : V70 (@ 20 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : YMF271 (@ 4 Mhz)

Players : 1
Control : mahjong keyboard

- TRIVIA -

Released in March 1996 in Japan only.

The title of this game translates from Japanese as 'Meteor Mahjong Soldier Glittering Star'.

A Manga, based on this game, was created by Gou Yuko.

- STAFF -

Charater Design/Orignal Pictures : Nikisai Den, Tatuya Tekasa, Chikinaga Sanae

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2283&o=2

$end


$saturn,sat_cart=ryuuteki,ryuutekia,
$bio

Ryuuteki Gosennen - Dragons Of China (c) 1997 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59586&o=2

$end


$snes=rrr2,targa,
$bio

R²レンダリング・レンジャー (c) 1995 Virgin Interactive.
(R² - Rendering Ranger)

Players control the titular Rendering Ranger, a special forces soldier tasked with defending the Earth and its remaining inhabitants from a devastating alien invasion. A high score screen is present and there are many different types of laser guns to acquire throughout the post-apocalyptic adventure. The player can choose from three to seven lives. However, there are no continues so practice is essential to winning the game. The player can take five hits before losing a life but pits automatically make him lose a life. Weapons are found in floating orbs, and each color holds a different kind of gun.

- TECHNICAL -

Game ID: SHVC-AVCJ-JPN

- TRIVIA -

Released on November 17, 1995 exclusively in Japan.

The game was developed by Manfred Trenz, creator of the Turrican series. This game was only released in Japan, but almost everything is in English. According to an interview with Trenz, he stated that the game was originally named as Targa and it featured hand drawn graphics, and later it was changed to pre-rendered graphics following the success of Donkey Kong Country, hence the name change; however, a Targa prototype was located with the pre-rendered graphics. By the time the game was finally finished, the only company interested in publishing it was the Japanese branch of Virgin Interactive.

The game is extremely rare as the production run is estimated to be in the thousands (5000 copies to be more precise).

- STAFF -

Developed by: Rainbow Arts Software

Concept: Manfred Trenz
Game Design: Manfred Trenz
Grafik: Manfred Trenz
3D Concept Art: Jorgen Trolle Orberg
3D Lead Artist: Manfred Kraemer
3D Modeling: Manfred Kraemer, Jorgen Trolle Orberg, Stephan Lethaus, Tobias J. Richter
Textures: Joerg Kruehne
Additional Graphics: Jesper Eskildsen
Cyberware Scan: Ulrike Spierling
Clay Models: Regine Kammerer
Musicsystem: Jesper Olsen
Sound FX: Jesper Olsen
Music: Stefan Kramer
Additional Music: Jesper Olsen
QA: Manfred Trenz, Ichiro Nonaka, Elke Jung, Erik Simon
Producer: Thomas Brockhage
Special Thanks: lke Jung, Thomas Trenz, Michael Dahm, Andreas Wrublewsky, Ramona Dahm, Kurt Weiskopf, Dirk Oellerich, Joerg Linden, Erik Simon, Michael Bittner, Jurie Horneman, Thorsten Mutschall, Ole Mogensen, Jørgen Trolle Ørberg, Søren Raadved Lund, Chip Level Design, Leo Burkert, Winnie Forster, James Cox, Ichiro Nonaka

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62012&o=2

$end


$cpc_cass=smashed,
$bio

S*M*A*S*H*E*D [Model AS080] (c) 1987 Alternative Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98981&o=2

$end


$pc8801_flop=sdos,
$bio

S-DOS (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92777&o=2

$end


$pc8801_flop=sossword,
$bio

S-OS Sword (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92778&o=2

$end


$pc8801_flop=stype,
$bio

S-Type (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92779&o=2

$end


$pc98=sa,
$bio

S.A. (c) 1993 Tanaka Bros. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90534&o=2

$end


$pc98=sa2,
$bio

S.A. 2 (c) 1993 Tanaka Bros. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90535&o=2

$end


$pc98=sa3,
$bio

S.A. 3 (c) 1995 EXT [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90536&o=2

$end


$n64=scars,scarsu,
$bio

S.C.A.R.S. (c) 1998 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57955&o=2

$end


$nes=scat,scatp,
$bio

S.C.A.T. - Special Cybernetic Attack Team (c) 1991 Natsume, Incorporated.

North American release. For more information about the game itself, please see the original Japanese version entry; "Final Mission [Model NAT-FV]".

- TECHNICAL -

Cartridge ID: NES-FV-USA

- TRIVIA -

S.C.A.T. was released in June 1991 in North America.

There are some major differences between the original Japanese release of the game and the Export versions. First off, the story and the introduction sequence were completely changed (as well as the introduction music) - although the Japanese game is set in an post-apocalyptic world and features an unknown alien invasion, the western release introduces an alien force led by the Supreme Commander Vile Malmort. Additionally, the two soldiers were renamed Arnold and Sigourney (two blatantly obvious references to Arnold Schwarzenegger and Sigourney Weaver). The character sprites are different, the game features a progress map (picture below), and Level 3 and 4 were switched over. Finally, the original Japanese version is a lot more difficult - the player starts the game with a shorter life bar (three cells instead of six) and loses any equipped weapon when hit. Additionally, the pods have a different configuration in the western release and the weapons do more damage overall.

- TIPS AND TRICKS -

12 Lives (This USA version only): At title screen press and hold on the 2nd controller Up, A and B buttons, and then on the 1st controller press Start. If done right, you should get 12 lives.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55521&o=2

$end


$info=sci,scia,sciu,scij,
$bio

S.C.I. - Special Criminal Investigation (c) 1989 Taito.

A direct sequel to 1988's "Chase H.Q.", S.C.I. once again puts the player in charge of an unmarked police car - this time a Nissan 300ZX T-Top Turbo - in which the player must chase and capture a criminal mastermind before the time limit expires. Graphically, S.C.I. is very similar to its predecessor, although there are slight improvements with both a better use of colour and the introduction of some new weather effects; such as the rain on the first stage. Unlike the first game, the player is armed with a gun; this is used to take out criminals and roadblocks as the player races against the time limit, and also to capture the criminal mastermind and make an arrest before the time limit expires.

- TECHNICAL -

This game was available in at least 3 different dedicated cabinets, plus it was also sold as a conversion kit for "Chase H.Q".
* The sitdown version is a strange plastic monstrosity with a huge monitor. This may have been a Japan only release, as the cabinet looks very similar to the popular Japanese cabinet style.
* The standup versions are all very solid wooden affairs, covered with full painted sideart (very few games still used painted sideart in the late eighties).
All versions use Happ Controls force feedback steering wheels (the ones that can spin all the way around), a high low shifter (different versions had this on different sides), and a single pedal.

Taito Z System hardware
Board Number : M4300140A
Prom Stickers : C09

Main CPU : (2x) Motorola 68000 (K1100492A, K1100491A)
Sound CPU : Zilog Z80
Sound Chips : Yamaha YM2610

Players : 1
Control : Steering wheel
Buttons : 6

- TRIVIA -

S.C.I. - Special Criminal Investigation was released in October 1989.

The car you are driving is a Nissan 300ZX T-Top Turbo.

Soundtrack releases :
S.C.I / Taito - Pony Canyon / Scitron - PCCB-00024 - April 21, 1990

- UPDATES -

The Japanese version uses KM/M, World and US version use MPS.

Nancy, in the World version, is called "Halen".

The Japanese version has a different voice. 

The US version has the "Winners Don't Use Drugs" screen.

- TIPS AND TRICKS -

A little known trick (or is it a very generous bug?) to this game : Start a new game, and accelerate VERY slowly until your score reaches 90. Now STOP and just let the time run out. Once your game ends, don't continue, just let the timer run down. Once that happens, you'll notice that your score will SKYROCKET to the ridiculous amount of 76,543,210. Now go ahead and claim your top spot on the hi-score table (cheater!@#).

- SERIES -

1. Chase H.Q. (1988)
2. S.C.I. - Special Criminal Investigation (1989)
3. Super Chase - Criminal Termination (1992)
4. Ray Tracers (1997, Sony PlayStation)
5. Chase H.Q. 2 (2007)

- STAFF -

Project leader : George Jyuttute
Game designers : Hiroyuki Sakou, Fumio Horiuchi, Eiji Nishikawa
Software : George K-5, Yuichi Kikuchi, David Uematsu, Kazunori Sako
Character designers : Oolong Yamada, Gyoza Ohmae, Kawamoyan, Gishikun, Kazumasa Fuseya, Gomachan, Neko Minako, Kohzoh Igarashi, Senba Takatsuna, Tetsuya Shinoda, Takayuki Ogawa
Sound created by Team Zuntata : Takami Asano (Godiego)
Hardware : Masahiro Yamaguchi, Yuzuru Yoshimura
Mechanical designers : Itsuji Yamada, Kazuaki Sasaki, Takaaki Deguchi
Designer : Atsushi Iwaoka

- PORTS -

* Consoles :
NEC PC-Engine [JP] (January 25, 1991) "S.C.I. - Special Criminal Investigation [Model TP03016]" 
Amstrad GX4000 [JP] (1991)
Sega Master System [EU] (1992) "Special Criminal Investigation [Model 7079]" 
Sega Genesis [US] (October 22, 1992) "Chase H.Q. II [Model T-11106]" 
Sega Mega Drive [JP] (October 23, 1992) "Super H.Q. [Model T-11163]" 
Sega Saturn [JP] (June 9, 1996) "Chase H.Q. + S.C.I. [Model T-1105G]" 
Sony PlayStation 2 [JP] (January 25, 2007) "Taito Memories II Joukan [Model SLPM-66649]" 

* Computers :
Atari ST [EU] (1990) "Chase H.Q. II - Special Criminal Investigation" 
Commodore Amiga [US] (1990) "Chase H.Q. II - Special Criminal Investigation" 
Sinclair ZX Spectrum [EU] (1990) "Chase H.Q. II" 
Amstrad CPC+ [EU] (1991) 
Commodore C64 [US] [EU] (1990) "Chase H.Q. II - Special Criminal Investigation"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2284&o=2

$end


$info=tvsci,
$bio

S.C.I. - Special Criminal Investigation (c) 199? TOURVision.

Unlicensed Spanish game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=45430&o=2

$end


$pce=sci,
$bio

S.C.I. - Special Criminal Investigation (c) 1991 Taito Corp.

- TECHNICAL -

Game ID: TP03016

- TRIVIA -

S.C.I. - Special Criminal Investigation for PCE was released on January 25, 1991 in Japan.

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [JP] (December 9, 2008)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58730&o=2

$end


$info=scin,
$bio

S.C.I. - Super Special Criminal Investigation [Negro Torino] (c) 1991 Taito Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=33409&o=2

$end


$amigaocs_flop=sdicu,
$bio

S.D.I. (c) 1987 Cinemaware Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74924&o=2

$end


$x1_flop=sf3dopv,
$bio

S.F.3.D Original Operation V (c) 1985 Cross Media Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86097&o=2

$end


$pc8801_flop=sf3dopv,
$bio

S.F.3.D Original Operation V (c) 1985 Cross Media Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92780&o=2

$end


$pc8801_flop=sf3dthxg,
$bio

S.F.3.D. - Original Operation Thanksgiving (c) 1986 Cross Media Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92781&o=2

$end


$sms=saposos,
$bio

S.O.S Lagoa Poluida (c) 1995 Tec Toy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56162&o=2

$end


$info=sosterm,
$bio

S.O.S. (c) 1988 Terminal.

A one player space platform/shooter game.

The Player controls a Russian cosmonaut onboard on a Space Frigate in the near orbit of a planet, but soon receives a distress signal from the planet, issued by members of his crew of the big spaceship "A 111" who are being attacked by the "Star Pirates" and they took control of the ship. Without any delay he prepares to descend his spacecraft towards the planet to resolve and stop the situation.

- TECHNICAL -

TIA-MC-1

Main CPU : Intel 8080 (@ 1.777777 Mhz)
Sound Chips : Custom (@ 1.777777 Mhz)

Screen orientation : Horizontal
Video resolution : 256 x 256 pixels
Screen refresh : 50.00 Hz
Palette colors : 256

Players : 1
Control : 4-way joystick
Buttons : 2

- TRIVIA -

The game comes from the former USSR and was one of the last USSR-made arcades. Several games are known to exist on this hardware TIA-MC-1. It was created by the state company Terminal (Vinnitsa, Ukraine), which was later turned into EXTREMA-Ukraine company. These days it manufactures various gambling machines.

- TIPS AND TRICKS -

On the level 3th (the blue balls) press the second button a mini-screen with gun cross will appear; then shoot the balls by moving joystick and pressing the first button to shoot.

Use the test button to skip levels.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=27329&o=2

$end


$pc8801_flop=sossound,sossounda,
$bio

S.O.S. for Sound Board 2 Music Gallery (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92782&o=2

$end


$cpc_cass=sosspace,
$bio

S.O.S. Space (c) 1986 Minipuce [France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98984&o=2

$end


$info=spy,spyu,
$bio

S.P.Y - Special Project Y. (c) 1989 Konami.

After using your spy-savvy jetpack to land on the secret island, you must stop the evil mastermind from executing his world-dominating plans!

- TECHNICAL -

Game ID : GX857

Main CPU : Motorola M6809 (@ 3 Mhz)
Sound CPU : Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : YM3812 (@ 3.579545 Mhz), (2x) K007232 (@ 3.579545 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in October 1989 in Japan.

The attract mode intro is inspired from the intros of James Bond movies.

- UPDATES -

The US version is slightly different, it has the "Winners Don't Use Drugs" screen.

- STAFF -

Director : Seiji
Programmer : Yoshi, Akira
Character : Heine
Graphic : Ashi, Kaumi
Sound Composer : Shikasan, P. Fuka
Hardware : Sanpei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2285&o=2

$end


$psx=soundqub,
$bio

S.Q. - Sound Qube [Model SLPS-01309] (c) 1998 Human Ent. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85623&o=2

$end


$info=srdmissn,
$bio

S.R.D. Mission (c) 1986 Taito.

- TECHNICAL -

Board Number : M6100168A
Prom Stickers : 1-17

Main CPU : (2x) Zilog Z80 (@ 4.608 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.5 Mhz)

Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

A bootleg of this game is known as "F-X".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2286&o=2

$end


$info=ssmissin,
$bio

S.S Mission (c) 1992 Comad Industry Company, Limited.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 10 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : OKI6295 (@ 12.121 Khz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

S.S Mission has a code rip-off off the original game "Thunder Dragon".

- STAFF -

Graphic designers : T.C Choi, W.H Seo, J.A Park, K.Y Chang
Producer : K.S An
Manager : H.N Yee
Game designer : M.W Kim
Programmers : J.S Na, Y.M Park
Scenario writer : J.V Kim
Sound creator : Y.J Youn

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2287&o=2

$end


$megadriv=manover,
$bio

S.S. Lucifer - Man Overboard! (c) 1994 Codemasters Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56812&o=2

$end


$gamegear=sslucifr,
$bio

S.S. Lucifer - Man Overboard! (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64817&o=2

$end


$info=stg,
$bio

S.T.G - Strike Gunner (c) 1991 Tecmo.

A vertically scrolling shooter.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 8 Mhz)
Sound Chips : X1-010 (@ 16 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in April 1991.

Developed by Athena Co. Ltd.

- STAFF -

Written and designed by : Undead Tama
Screen play by : Undead Tama
Sound by : Sho
Produced by : Shin Nakamura
Directed by : Undead Tama

- PORTS -

* Consoles :
Nintendo Super Famicom (1992)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2288&o=2

$end


$info=stunrun,stunrunj,stunrune,stunrun5,stunrun4,stunrun3e,stunrun3,stunrun2e,stunrun2,stunrun0,stunrunp,
$bio

S.T.U.N. Runner (c) 1989 Atari Games Corp.

Take a seat, grasp the controls, and enter the world of the S.T.U.N. (Spread Tunnel Underground Network) Runner. Players travel ahead in time to the 21st century and experience the thrill of racing in a futuristic form of competitive driving. At the control of state-of-the-art technology, players pilot a billion-dollar vehicle capable of attaining speeds of over 900 miles per hour!

Players control their vehicles with a return-to-center (RTC) flight controller. Control handles adjust shot elevation and include trigger buttons for firing. The start button is also used as a fire button for 'shock waves'.

S.T.U.N. runner is a game of speed. The goal of this game is to travel as fast as possible and complete each race within the allotted time. Numerous enemies prevent the player from achieving this goal. Equipped with powerful lasers, all enemies can be gunned down with the exception of one.

The race through the S.T.U.N. Network is made up of many levels. Each level presents a unique challenge to the player. The player's ultimate goal is to guide the vehicle through the network of levels to reach the 'Ultimate Challenge'. In this never-ending race, players go as far as their driving skills will take them. If the distance they travel qualifies as one of the top five, their name (18 letters) will be displayed along the road for future players to see (only if they reach this distance).

In S.T.U.N. Runner, there is no foot pedal to control speed. Faster speed is achieved by :
* Correctly driving on the fastest portion of the tunnel.
* Staying off side rails (of flat sections).
* Avoiding collisions with enemy vehicles.
* Running over 'boosts' for hyperspeed.
* Avoiding areas under construction.

In turn, the fastest portion of the tunnel is the outer wall. Like a luge or bobsled racer, players use basic laws of physics to attain the fastest speed.  Riding on the inner wall results in a slower speed and hinders a player's ability to reach a finish line. On flat sections, running into side rails creates a visual and audio chattering resulting in a loss of speed. The first race, a training race, called 'Cake Walk', is intended to teach players how to drive correctly.

Red flashing markers in tunnels and flats are called 'boosts'. By running over these, the S.T.U.N. Runner gets a boost of hyperspeed. In addition to reaching the finish line faster, a S.T.U.N. Runner in boost in invincible. The vehicle can pass through all enemy vehicles unharmed and cannot be shot. In this mode the player's vehicle will appear transparent as though it is a skeleton.

The underground network has three different tunnel sections. They include wide tunnels, narrow tunnels, and tunnels under construction. Under construction sections contain portions that are unsurfaced. These areas do not provide full power to the vehicle, and slow down the S.T.U.N. Runner.

Open areas are called 'flats' and are both narrow and wide. Being above the ground, the player is treated to many views of the earth's surface in the 21st century. On flats, players must avoid driving along the side rails. The friction caused will slow down the S.T.U.N. Runner vehicle.

A S.T.U.N. Runner vehicle has six shields for added protection. Colliding with an enemy results in the loss of one shield. At the end of each race, players are awarded bonus points for each shield remaining. A large bonus is awarded if all shields are intact.

In the tunnels and flats are ramps. These ramps will catapult S.T.U.N. Runners above the track for a brief distance. Ramp jumping is often a good method of crossing areas under construction and avoiding collisions with enemies.

When players do not reach the finish line of a race within the allotted time, the game would normally end. However, they can be allowed to advance to the next level on a continuation.

Special Weapon : In selected races, a 'shock wave' is located along the way.  If the player can pick up the shock wave, the weapon becomes available for use. Also, shock waves can be awarded on some levels if the player hits a predetermined number of stars and completes the level. This information is green in the map at the start of each level.

Players activate the shock wave by pressing the start button. This super weapon will destroy all enemies and hazards within view. It is a one-time weapon, but more than one can be stored. The number of shock waves stored is show as blue and white icons on the screen below the level number display.

Bonus Stars : Additional points can be scored along the way by running over 'stars'. In the first race, the training race called 'Cake Walk', the stars are red. Players should run over as many stars as possible. In the remainder of the game, all bonus stars are green.

Challenge Races : These are bonus races awarded to players for reaching various points in the game. Races 5, 10, and 15 are challenge races. Each presents a unique challenge to the player.
* Boost Challenge
* Star Challenge
* Kill Challenge

In each challenge race, players have one goal. Instructions are displayed prior to the start of each race. The time clock still operates, but a game will not end because the time expires. This is considered a free bonus for players. Each challenge level has its own high score table.

Ultimate Challenge : For those players skilful and patient enough, an 'Ultimate Challenge' awaits them at the end. It is an endless race filled with enemies and unexpected surprises. The object is to travel as far as possible within the allotted time. Markers on the road display the names of the five best S.T.U.N. Runners. It is a unique method of identifying the best players of the game. These names are also presented on a separate high score table.

- TECHNICAL -

Game ID : 136070

Main CPU : Motorola 68010 (@ 8 Mhz), TMS34010 (@ 6 Mhz), ADSP2100 (@ 8 Mhz), MOS Technology 6502 (@ 1.7895 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579 Mhz), OKI6295 (@ 9.037 Khz)

Players : 1
Control : stick
Buttons : 2

- TRIVIA -

S.T.U.N. Runner was released in September 1989.

S.T.U.N. stands for 'Spread Tunnel Underground Network'.

This game built on technology that Atari games had already used in their "Hard Drivin'" series of games. But this time Atari got it right. S.T.U.N Runner had liquid smooth polygonal graphics, voice samples, and many challenging levels.

Originally based upon an idea that Carol Cameron submitted. In her original concept there were only tunnels and you were racing against computer players as opposed to racing against the clock.

Levels are named :
1. Cake-Walk
2. Boost Boulevard
3. Blood Alley
4. Roller-Coaster
5. The Boost Challenge
6. Outer Drive
7. Ramp-Alot
8. Split Decision
9. Close Call
10. The Bonus Star Challenge
11. The Labyrinth
12. The Coat-Hanger
13. The Clover-Leaf
14. Mcnamara's Revenge
15. The Kill Challenge
16. Knee Jerk
17. 3-Ring-Circus
18. Probot Hell
19. Satan's Slalom
20. The Death Spiral
21. Figure 8
22. The Jigsaw
23. The Ultimate Challenge

Game staff names are in the default high score and challenge level score tables 
Gunner Glenn = Glenn Mcnamara
Ranger Rick = Rick Moncrief
Dirty Don = Don Diekneite
Righteous Ralph = Ralph Perez
Happy Hata = Ken Hata
Kyoko = Kyoko Dougherty
Ranger Rick = Rick Moncrief
Who Ray = John Ray
Momo = Jerry Momoda
Uncle Milty = Milt Loper

Special Contest Feature : Every S.T.U.N. Runner game in the U.S. has a special built-in contest feature. A player can win a free S.T.U.N. Runner T-shirt just for playing the game. All players have to do is reach the checkpoint on the last level, the Ultimate Challenge (this contest expired April 1, 1990).

- UPDATES -

REVISION 1 :
* Software version : 20.3
* Build date : Sat Sep 9 13 :56 :31 1989

REVISION 2 :
* Software version : 21.1
* Build date : Fri Sep 15 10 :53 :18 1989

REVISION 3 :
* Software version : 22.0
* Build date : Fri Sep 15 15 :51 :12 1989

REVISION 4 :
* Software version : 22.1
* Build date : Mon Sep 18 10 :47 :59 1989

REVISION 5 :
* Software version : 23.0
* Build date : Fri Sep 29 13 :55 :10 1989

REVISION 6 :
* Software version : 24.0
* Build date : Wed Oct 18 09 :50 :21 1989

REVISION 7 :
* Software version : 24.1
* Build date : Wed Oct 18 10 :29 :48 1989

REVISION 8 :
* Software version : 25.0
* Build date : Thu Nov 2 12 :21 :06 1989

REVISION 9 :
* Software version : 26.0
* Build date : Thu Nov 9 14 :07 :19 1989

REVISION 10 :
* Software version : 26.26
* Build date : Mon Dec 18 16 :30 :02 1989

REVISION 11 :
* Software version : 26.34
* Build date : Thu May 22 11 :31 :04 1990

- SCORING -

Destroying enemies : 
Train : 25 points
Armored Drone : 50 points
Mag Cycle : 75 points
Lorrie : 100 points
Ornobot : 500 points
Chopper Bot : 500 points
Proton Bot : 1000 points
Radar Bot : 750 points
Terrigible : 10,000 points

On Level 1, each red star the player's ship runs over scores 50 points. 
On Level 3 and after, each green star the player's ship runs over scores 500 points. 

Running over a boost pad scores 200 points. Running over consecutive boost pads will increase this value by 200 each for each pad. Thus, the 2nd consecutive boost pad scores 400 points, the 3rd scores 600 points, etc. For this scoring bonus to occur, the boost pad must be run over before the effect of the previous boost wears off (the exception to this occurs on level 8, where running across the boost pads continue the boost pad scores achieved at the end of level 5). 

At the end of each level, the player is awarded a bonus of 100 points per .1 second remaining on the clock. 

At the end of each level after level 1, the player is awarded a bonus based on how many shields his ship has left : 
6 shields : 8,000 points 
5 shields : 4,000 points 
4 shields : 2,000 points 
3 shields : 1,000 points 
2 shields : 500 points 
1 shield : 250 points 
0 shields : 0 points 

Performing a warp scores 20,000 points. 

When starting on level 6 (intermediate), 50,000 bonus points are awarded when the level is completed. 
When starting on level 11 (advanced), 100,000 bonus points are awarded when the level is completed.

- TIPS AND TRICKS -

* Warp : Start out at level 11 (Labyrinth) and complete it. On level 12 (Coathanger) go right and catch the boost and continue going right. You will fly up and then continue and cross the finish line. You will be warped to the very end of level 18, essentially placing the player on level 19.
Note : This warp is only available on 'Software version 24.0' and lower (see Update section for more information).

There is also a warp on level 9 which takes the player to level 14.

- STAFF -

Commissioner : Ed Rotberg
Transit Authority : Andrew Burgess
Tunnel Architect : Sam Comstock
Vehicle Engineer : Will Noble
City Planning : Kris Moser
Communications : Don Diekneite
Acoustics : Brad Fuller
Propulsion Engineer : Jed Margolin
Patriarch : John Ray
Public Relations : Jerry Momoda
Blue Sky : Carole Cameron
Damage Control : Glenn McNamara
Physicist : Max Behensky
Optics : Stephanie Mott
Auxiliary Systems : Gary Stempler
Mathematics : Jim Morris
Chief mechanic : Milt Loper
Backhoe Operator : Erik Durfey
Overlord : Mike Hally
Chainsaw : Ralph Perez
Bondo Man : Ken Hata
Xacto Bladerunner : Kyoko Dougherty
Pub Runner : Andrea Dencker
Widget Artist : Mary Sumner
The Ancient One : Rick Moncrief

- PORTS -

* Consoles : 
Sony PlayStation 2 [AU] (2005) "Midway Arcade Treasures 3 [Model SLES-53666]" 
Microsoft XBOX [US] (September 27, 2005) "Midway Arcade Treasures 3" 
Sony PlayStation 2 [US] (September 27, 2005) "Midway Arcade Treasures 3 [Model SLUS-21094]" 
Microsoft XBOX [EU] (October 14, 2005) "Midway Arcade Treasures 3" 
Sony PlayStation 2 [EU] (October 14, 2005) "Midway Arcade Treasures 3 [Model SLES-53666]" 
Nintendo GameCube [US] (October 26, 2005) "Midway Arcade Treasures 3 [Model DOL-GE3E-USA]" 

* Handhelds : 
Atari Lynx [US] (1991) "S.T.U.N. Runner [Model PA2060]" 

* Computers : 
Sinclair ZX Spectrum [EU] (1990) by Domark 
Sinclair ZX Spectrum [EU] (1991) Budget edition by Erbe Software 
Commodore C64 [EU] (1990 by Domark 
Commodore Amiga [EU] (1990) 
Atari ST [EU] (1990) 
Amstrad CPC [EU] (1990) 
PC [MS-DOS] [EU] (1990) 
Commodore C64 [EU] (1991) Budget edition by Hit Squad 
PC [MS Windows, CD-ROM] [US] (February 17, 2006) "Midway Arcade Treasures Deluxe Edition"
PC [MS Windows, CD-ROM] [EU] (March 17, 2006) "Midway Arcade Treasures Deluxe Edition" by Zoo Digital Publishing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2289&o=2

$end


$amigaocs_flop=stunrun,
$bio

S.T.U.N. Runner (c) 1990 Domark Group, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74925&o=2

$end


$cpc_cass=stunrun,
$bio

S.T.U.N. Runner (c) 1990 Erbe Soft. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98985&o=2

$end


$lynx=stunrun,
$bio

S.T.U.N. Runner (c) 1991 Atari Corp.

The object of S.T.U.N. Runner is to complete each course before time runs out. Enemy craft will try to slow you down along the way. You can destroy these enemies individually with blasts from you laser or in groups with Shochwaves collected along the way.

- TECHNICAL -

Model PA2060

- SCORING -

Destroy Blue Ground Enemy: 25
Run over Red Star: 50
Destroy Red Ground Enemy: 50
Destroy Purple Mug Cycle: 75
Destroy Brown Ground Enemy: 75
Run over Green Star: 500
Destroy Flying Silver Enemy: 750
Destroy Flying Red Bird: 1000

In addition, you earn 200 points for running over a Power Boost Pad. If you run over a Power Boost Pad when you are already using a boost, you earn 200 points, plus the value of the previous boost, up to a maximum of 5000 points.

When you complete a level, you earn 1500 points, plus other bonus points based on time, kills, stars, and boosts.

- TIPS AND TRICKS -

* Learn the differences in the various levels. If you know what to expect, you are most likely to succeed.

* Outside walls are faster in turns.

* Hit as many boosts as you can. Some levels are impossible to finish without extra speed.

* Learn to maneuver around the indestructible droids.

* Don't waste Shockwaves. Use them only when you have to.

* Use jump ramps to destroy flying enemies.

* Warp From Level 12 to 18: Start at level 11 (Labyrinth) and complete it. On level 12 (Coathanger) go right and catch the boost and continue going right. You will fly up and then continue and cross the finish line. You will be warped to level 18!

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58856&o=2

$end


$gameboy=saga2a,saga2,
$bio

Sa-Ga 2 - Hihou Densetsu [Model DMG-S2J] (c) 1990 Square Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66876&o=2

$end


$gameboy=saga3,
$bio

Sa-Ga 3 - Jikuu no Hasha [Model DMG-OSJ] (c) 1991 Square Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66877&o=2

$end


$x1_flop=saziri,saziria,
$bio

Sa-Zi-Ri (c) 1988 Telenet Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86103&o=2

$end


$pc8801_flop=saziri,saziria,
$bio

Sa-Zi-Ri (c) 1988 Telenet Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92831&o=2

$end


$msx2_flop=saziri,saziria,
$bio

Sa-Zi-Ri (c) 1988 Telenet Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102004&o=2

$end


$pc98=saziri,
$bio

Sa・Zi・Ri (c) 1988 Telenet Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90569&o=2

$end


$pico=kpwdrive,
$bio

Saa Shuppatsuda! Ken-chan to Pepe no Wanpaku Drive [Model HPC-6033] (c) 1996 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75777&o=2

$end


$gba=prtimefcf,
$bio

Saban's Power Rangers - La Force du Temps (c) 2001 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72747&o=2

$end


$gba=prtimefcg,
$bio

Saban's Power Rangers - Time Force [Model AGB-APRD-NOE] (c) 2001 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72750&o=2

$end


$gba=prtimefc,
$bio

Saban's Power Rangers - Time Force [Model AGB-APRE-USA] (c) 2001 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72748&o=2

$end


$gba=prwildfc,
$bio

Saban's Power Rangers - Wild Force [Model AGB-APWE-USA] (c) 2002 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72751&o=2

$end


$x68k_flop=sabaodam,
$bio

Sabao Dama Tonda (c) 19?? Opt. 1 [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88575&o=2

$end


$x68k_flop=sabnack,
$bio

Sabnack (c) 1991 Kogado Studio [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88050&o=2

$end


$pc98=sabnack,
$bio

Sabnack (c) 1991 Kogado Studio [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90538&o=2

$end


$cpc_cass=sabotage,
$bio

Sabotage [Model A020] (c) 1988 Zeppelin Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98993&o=2

$end


$msx1_cass=sabotaje,sabotajea,
$bio

Sabotaje (c) 1988 PJ Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94952&o=2

$end


$info=sabotenb,sabotenba,
$bio

Saboten Bombers (c) 1992 NMK.

A platform game with gameplay similar to Snow Bros. and Bubble Bobble.

Saboten Bombers is a single screen platform game. The gameplay consists of throwing bombs at the enemies, and avoiding being hit by the enemy bombs. There are a variety of enemies and colorful backgrounds. The game has over 50 levels, and also a versus mode. The game has many collectables, the most notable of which is the cake which gives the player an extra life after collecting 8 pieces.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 10 Mhz)
Sound Chips : (2x) OKI6295 (@ 24.242 Khz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Saboten Bombers was released in April 1992.

Licensed to Tecmo for distribution.

The title of this game translates from Japanese as 'Cactus Bombers'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2290&o=2

$end


$cpc_cass=saboteur,
$bio

Saboteur (c) 1986 Durell Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98994&o=2

$end


$cpc_cass=saboter2s,
$bio

Saboteur II (c) 1987 Erbe Soft. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98996&o=2

$end


$cpc_cass=saboter2,
$bio

Saboteur II - Avenging Angel (c) 1987 Durell Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98997&o=2

$end


$a2600=saboteur,saboteur4,saboteur3,saboteur2,saboteur1,
$bio

Saboteur (c) 1983 Atari, Incorporated.

- TECHNICAL -

Model CX26119

- TRIVIA -

Unreleased prototype.

- STAFF -

Programmer: Howard Scott Warshaw

- PORTS -

* Others : 
Atari Flashback [US] (2004)
Atari Flashback 2 [US] (2005)
Atari Flashback 3 [US] (September 16, 2011) by AtGames 
Atari Flashback 4 [US] (November 13, 2012) by AtGames 
Atari Flashback 5 [US] (October 1, 2014) by AtGames

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50904&o=2

$end


$bbca_cass,bbcb_cass=sabrwulf,
$bio

Sabre Wulf (c) 1984 Ultimate

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52339&o=2

$end


$cpc_cass=sabrewlf,
$bio

Sabre Wulf (c) 1985 Ultimate Play The Game

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98999&o=2

$end


$gba=sabrewlfu,
$bio

Sabre Wulf [Model AGB-AWUE-USA] (c) 2004 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72753&o=2

$end


$gba=sabrewlf,
$bio

Sabre Wulf [Model AGB-AWUP] (c) 2004 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72752&o=2

$end


$cpc_cass=sabrewlfr,
$bio

Sabre Wulf [Model RA 014] (c) 1985 Ricochet [Mastertronic Group] [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99000&o=2

$end


$msx1_cass=sabrina,
$bio

Sabrina (c) 1989 Iber Software [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94953&o=2

$end


$gbcolor=sabrinas,
$bio

Sabrina - The Animated Series - Spooked! [Model CGB-B4PE-USA] (c) 2001 Simon & Schuster Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68709&o=2

$end


$gbcolor=sabrinazu,
$bio

Sabrina - The Animated Series - Zapped! [Model CGB-BSGE-USA] (c) 2000 Simon & Schuster Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68712&o=2

$end


$gbcolor=sabrinaz,
$bio

Sabrina - The Animated Series - Zapped! [Model CGB-BSGX-EUU] (c) 2000 Simon & Schuster Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68711&o=2

$end


$gba=sabrinau,
$bio

Sabrina - The Teenage Witch - Potion Commotion [Model AGB-A3BE-USA] (c) 2002 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72755&o=2

$end


$gba=sabrina,
$bio

Sabrina - The Teenage Witch - Potion Commotion [Model AGB-A3BP] (c) 2002 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72754&o=2

$end


$cpc_cass=sabrina,
$bio

Sabrina [Model SLA-1001] (c) 1989 Iber Soft. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99002&o=2

$end


$info=sacstate,
$bio

SacState 8008 (c) 1973 California State University.

One of the first teams to build a complete system around the 8008 was Bill Pentz' team at California State University, Sacramento. The SacState 8008 was possibly the first true microcomputer, with a disk operating system built with IBM Basic assembly language in PROM all driving a color display, hard drive, keyboard, modem, audio/paper tape reader and printer.

- TRIVIA -

The project started in the spring of 1972 and with key help from Tektronix the system was fully functional a year later. Bill assisted Intel with the MCS-8 kit and provided key input to the Intel 8080 instruction set which helped make it useful for the industry and hobbyists.

- STAFF -

Designed by: Bill Pentz

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102941&o=2

$end


$pce=sadaki7,
$bio

Sadakichi 7 Series - Hideyoshi no Ougon (c) 1988 Hudson Soft.

Sadakichi 7 is a Japanese digital comic and is a sort of comedy adventure based on a spy novel by Togo Takashi . The player incarnates a boy, an apprentice spy (Number 7 in the game title is probably a reference to the famous English super-agent james Bond 007), who must retrieve ancient documents of the Kansai culture from the hands of an evil organization called Natto (which means fermented beans in Japanese and sort of joke with the name of the famous national organization). The action takes place in Osaka and Tokyo and some places in the game are supposed to be accurate representations of the real cities. For anyone not familiar with digital comics, here is a short explanation of what this game genre is about. The game puts the player in situations and current events are displayed on screen, either using static or animated graphics. Japanese text located under the main window unfolds the story and the player is asked from time to time to picks up choices, or trigger simple actions like speaking or looking, and guide the game's character towards different routes. Sadakichi 7 is probably the first digital comic for the PC Engine system.

- TECHNICAL -

HuCARD ID: IHC63014
huCARD Size: 2 Mbits.

- TRIVIA -

This is the 14th title produced by Hudson Soft for the PC-Engine.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58714&o=2

$end


$info=sadari,
$bio

Sadari (c) 1993 NTC.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 8 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.576545 Mhz), OKI6295 (@ 7.575 Khz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

NTC was established, just like Dooyong, principally for the sales of video games to the Japanese market. Dooyong and NTC had a close relationship to the Japanese company NMK (they were famous for "Hacha Mecha Fighter").

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2291&o=2

$end


$x68k_flop=sades,
$bio

Sades (c) 1989 Studio KBO

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88576&o=2

$end


$bbca_cass,bbcb_cass=sadimcas,
$bio

Sadim Castle (c) 1984 MP Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52340&o=2

$end


$pc8801_flop=sadistic,
$bio

Sadistic Gamers (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92806&o=2

$end


$pc8801_flop=sadisti1,
$bio

Sadistic Gamers 2 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92807&o=2

$end


$info=safari,safaria,
$bio

Safari (c) 1977 Gremlin.

This game was in black and white, not greyscale (like many early games used), but just 2 colors, black and white. But the characters and animals were large, and very detailed for just using a single color. There were 4 different animals that you could hunt. Snakes and lions were both rather slow moving, and good for 100 points each. Wild boars would run quickly across the screen, but would net you 200 for a kill. Finally, vultures were small and would move around erratically near the top of the screen (being worth 300 points if you could hit them). Touching any of the beasties meant instant death, but it mattered little, because this game played on time limits anyway. Death only meant that you would lose a few seconds waiting for your intrepid big game hunter to reappear (the game lasted 90 seconds total).

- TECHNICAL -

Prom stickers : 57-66

Main CPU : Zilog Z80 (@ 1.93356 Mhz)

Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz

Players : 1
Control : 4-way joystick, joystick 2-way
Buttons : 1

- TRIVIA -

This June 1977 release was a joint venture between Sega and Gremlin. It came in a green dedicated cabinet with sideart of a hunter in a jungle scene. This may have been the first game to utilize twin joysticks. The first was a 4-Way joystick that controlled the movement of your hunter. While the second was a 2-Way joystick with a top mounted fire button. That one was used to aim and shoot. This game uses a cabinet overlay to produce the surrounding effect.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2292&o=2

$end


$info=exsafar,
$bio

Safari (c) 200? Extrema-Ukraine.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=12015&o=2

$end


$sg1000=safarihu,
$bio

サファリハンティング (c) 1983 Sega Enterprises, Limited.
(Safari Hunting)

- TECHNICAL -

Game ID: G-1002

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47559&o=2

$end


$sg1000=safarihut,
$bio

Safari Hunting [Model W-002] (c) 1983 Aaronix [Taiwan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65099&o=2

$end


$sg1000=safarirct,
$bio

Safari Race [Model B-032] (c) 1984 Aaronix [Taiwan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65101&o=2

$end


$sg1000=safarirc,safarircj,
$bio

Safari Race (c) 1988 Sega Enterprises, Limited.

- TECHNICAL -

Game ID: G-1032

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65100&o=2

$end


$info=safarir,safarirj,
$bio

Safari Rally (c) 1979 SNK.

At the flick of a switch, a white car approaches. You must avoid it and select the safest course, in a maze. When the first formation of dots is extinguished, 2 opposite cars dash at you from the upper screen. You must avoid them and run over the Lion and Snake in order to score bonus mystery points... Never be off guard, skid zones are dangerous! When 4 patterns are cleared, 3 cars rush at you!! Only skilled players make it!!

- TECHNICAL -

Main CPU : Intel 8080 (@ 3.072 Mhz)
Sound Chips : SN76477 (@ 3.072 Mhz)

Screen orientation : Vertical
Video resolution : 208 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 8

Players : 2
Control : 2-way joystick
Buttons : 1

- TRIVIA -

Safari Rally was released in December 1979.

This is the second SNK game, the first was "Ozma Wars".

In the the original Japanese arcade flyer 'SNK Original Games', it shows a poor translation of the name of the game as 'Safari Rary'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2293&o=2

$end


$info=bmsafari,
$bio

Safari (c) 1981 Bambino, Inc.

Tabletop VFD game.

- TECHNICAL -

Model # ET-1101

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83176&o=2

$end


$info=sc_18,sc_14,sc_17,sc_17n,sc_18n,sc_18s2,sc_091,
$bio

Safe Cracker (c) 1996 Midway.

- TECHNICAL -

Midway WPC-95
Model Number : 90003

Main CPU : Motorola M6809 (@ 2 MHz)
Sound CPU : ADSP2105 (@ 10 MHz)
Sound chip : DMA-driven (@ 10 MHz)

- TRIVIA -

Released in April 1996. 1,148 units were produced.

This game was originally supposed to be based on the Monopoly board-game, but Midway was unable to secure the licensing rights for the game. Ironically, Pat Lawlor (who designed Safe Cracker) would produce the Monopoly pinball game for Stern Pinball in 2001.

The red button can be found on the backglass held out through Bob's getaway rental van. It is also seen on one of the tokens that are awarded from the machine. 

One of the '?' awards is a cow head. 

One of the Candy 2000 codes is MOO, which gives you a Vault letter.

The letters BCM can be seen in the animation for when you enter the board game via the cellar entrance. The letters are to the far right on the DMD and can only be seen in the beginning of the animation. In the same animation you can see a DOHO on the sewer lid.

- UPDATES -

REVISION 1.0 (changes from prototype 0.91) :
Date : April 29, 1996
- Initial release to production.
- Ordered Lamp Test implemented
- Conditions of the optos at powerup are tested to help determine if the 12V supply is not working.
- Added the continue/quit choices back to the board game.
- Defaults : On for GERMANY, off for USA.
- Increased the duty cycle of the ramp divertor slightly to compensate for divertors that were not able to hold the mechanism in when flash bulbs were firing.
- Changed the token spitter process(es) to not log audits for vended tokens during test mode. During test, error cases are cleared out, but no feature audits are chalked.
- Added more specific token errors to the user-report for each particular side, empty and consecutive misses. Also, made sure not to report token system errors if the tokens are turned off via the feature adjustment.
- Added more robust code to the token releasing code to help with broken switch(es), and to help the operator better diagnose what the game thinks is wrong.
- Reworked logic when you reach the vault to handle cases where tokens are allowed but the mech is marked jammed. The player now will get a REPLAY if permissible, with a magic credit powerup, if the feature has been enabled.
- Changed the sequencing of the REPLAY effect if you win one as you reach the vault.
- The 'magic token accept timers' are totally functional. Both flippers or the start button will speed up the timer. Credit button presses while the timer is running will be eaten. Once the last token is inserted, a display effect of the 'credits' flavor is launched to tell the player that their last token was credited.
- Implemented a family mode adjustment. If the adjustment is set, the cop will not get shot at during the beginning of assault mode.
- The lamp effect for a whole drop bank shot during TNT multiball no longer uses the wheel lights. This is so players can see that the mode is adding time.
-  Left kicker now spots a drop target if an entrance is not lit.
- Player's wheel position is now restored each ball during multi player games.

REVISION 1.1
Date : May 6, 1996
- Added French language text translations.
- When a magic token is set to give the player a credit, the free-play percentage audit is now chalked when the token is inserted.
- Added an adjustment to make the knob-numbers random during spins. Some players were able to pick their numbers entirely too often, which made the odds of success much too high. Choices are YES (random) and NO (sequential). This adjustment factory sets to YES (random).
- Changed the replay system so that scores accumulated during Assault on the Vault are not counted in the auto replay percentaging database.
- Fixed message and choreography when a token is won from the gift lady or '?' game. In version 1.0, these cases would say 'free credit' instead of 'free token', and wouldn't wait long enough for the token to be released.
- Patched a bug in the lamp effect system that would sometimes cause the game to crash when the assault mode jackpot shot was hit.
- New rule added for 'call guard'. This is now a random chance of the guard letting you into the board game for free.
- Fixed the coil test for the ramp - it got broken in version 1.0 when the duty cycle was increased.
- Removed the 'guards moved' from bonus and status.
- Added a basic top trough test.
- Filled in the sound test table.
- Hid all token adjustments when the tokens are turned off.
- Disabled token-input when the tokens are turned off.
- Added 'number of board games played' audits : these audits tell how many players played the board game exactly 1,2,3 or 4 times in the same game.
- Collecting the "assault from all sides" award in assault mode now awards vault letters.

REVISION 1.2
Date : May 13, 1996
- Put in support for new German speech.
- Fixed the screens for the tests of the auxiliary lamps.

REVISION 1.4
Date : June 11, 1996
- Added support for more printers through the optional serial port.
- Completed Spanish translations.
- Made the factory default for French have the maximum tokens per player set to 1.
- Added the adjustment A.1.14 : REPLAY AWARD which allows the operator to turn off replays.
- Attract mode now shows the number of tokens available in the vault jackpot.
- Added 2 new feature adjustments :
LOCK FOR BANK - This adjustment determines whether the player must lock a ball before playing the board game.
YES : player must lock at least 1 ball before break in
NO : player must only complete drop banks to break in
Default is YES
START BANK LIT - This adjustment determines whether the bank is lit for a break in at game start. Default is NO
Implemented adjustment A.1.16 which allows match to award credits or tokens. NOTE : Tokens paid out by Match are NOT included in A.2.21 : 'TOKEN PAYOUT %'.  The match percentage is governed by adjustment A.1.19 : 'MATCH FEATURE'.
When match is set to token in the 'N' version of the software, the match percentage is fixed at 5%.
- Fixed a condition in token multiball which could allow a player to win more tokens than were available in the vault jackpot.
- Changed logic so that if the token tubes run out or become jammed in the middle of token multiball, the player will get points as a substitution.
- Changed the minimum allowed value for adjustment A.2.7 : 'TIMER STARTS AT' to 15 minutes.
- Fixed a problem where under some conditions, the game would not allow you to change adjustments.

REVISION 1.5
Date : August 2, 1996
- Adjustment A.2.22 (MAGIC TOK. ACCEPT) has been modified to allow the token to be used for BUY-IN. The BUY-IN setting allows tokens won during a game to be used to extend the current game.
- Changes made to reset the board game if the game is tilted while playing the board game.
- The audit for matches now properly chalks an audit for match when the match gives a token.

REVISION 1.6
Date : September 13, 1996
- Changed some strings for German games.

REVISION 1.7
Date : November 25, 1996
- Removed sound tests 13-17 for German sound ROMs. The kickback pauses the game timer during kicks. Explode, Cyberdog, and Alarm mode timers now pause during 'Computer Disabled'.
- Enhanced the "Bribe Guard" rules using donuts.

REVISION 1.8
Date : April 22, 1998
- Fixed a problem where the drop difficulty (adjustment DROP SEQUENCE NUM. was being used at game start instead of each player's first ball. This resulted in the adjustment.

- TIPS AND TRICKS -

Enter MOO in the high score list to hear a cow.

- STAFF -

Concept, Design, & Playfield : Pat Lawlor (PML)
Software, Design : Matt Coriale (MAT)
Art : John Youssi (JY)
Mechanix by : John Krutsch, Carl Biagi
F/X : Dean Grover, Lyman F. Sheats Jr.
Dots by : Adam Rhine, Brian Morris
Sounds & Music : Dan Forden (DAN)
Production By : The Entire Williams Electronics Games Staff

Special Thanks : Stephanie Coriale, Samantha Grover, Joanne Faux

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5333&o=2

$end


$info=sc2scc,
$bio

Safe Cracker Club (c) 199? MDM Leisure.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15581&o=2

$end


$info=safemon,
$bio

Safe Money (c) 2001 Konami Gaming, Incorporated.

- TECHNICAL -

Konami Endeavour

- TRIVIA -

Released in Asia.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11793&o=2

$end


$intv=safecrkr,
$bio

Safecracker (c) 1983 Imagic

You're the super spy and your mission - recapture sensitive stolen documents, top secret equipment, and gold! Cruise the city streets in your limousine but watch out - enemy secret police are on the hunt...for you! Keep an eye peeled for the building where the secrets are stored then slip inside.

Can you crack the combination? Maybe you should blow it open, or would that bring enemy agents down on you? Run for it! The chase is on. Can you keep ahead of them? Your gunfire says maybe so. But watch out! Your car careens mighty close to one curb...can you pull it off, or will you do time in a foreign prison?

- TECHNICAL -

Model 720025

- TRIVIA -

Available in June, '83.

- STAFF -

Design/Program: Marvin Mednick
Sound: Dave Durran

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60944&o=2

$end


$nes=saferal,
$bio

Safety Rally (c) 19?? Yasuda

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54573&o=2

$end


$info=sagaia,
$bio

Sagaia (c) 1989 Taito Corp.

North American version. For more information about the game please see the original Japanese/International version entry; "Darius II".

- TECHNICAL -

Prom Stickers : C07

Main CPU : (2x) Motorola 68000
Sound CPU : Zilog Z80
Sound Chips : Yamaha YM2610, (4x) Volume

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Sagaia was released in September 1989.

This game is known in Japan as "Darius II".

- PORTS -

* Consoles :
Sega Genesis [US] (1991) "Sagaia [Model TS-0039-40]" 
Sega Master System [EU] (1992) "Sagaia [Model 7078]" 
Sega Saturn [EU] (1996) "Darius II [Model MK81085-50]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=21210&o=2

$end


$sms=sagaia,
$bio

Sagaia (c) 1992 Sega Enterprises, Limited.

- TRIVIA -

Reviews:
March 1992 - Joypad N.6 [FR]: 91/100
July/August 1992 - Consoles + N.11 [FR]: 82/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56163&o=2

$end


$gameboy=sagaia,
$bio

Sagaia (c) 1991 Taito Corp.

- TECHNICAL -

Cartridge ID: DMG-S8A

- TRIVIA -

Sagaia for Game Boy was released on December 13, 1991 in Japan. It was then re-released on February 28, 1997 as part of "Taito Variety Pack [Model DMG-AVPJ-JPN]". It was then released once more as a Nintendo Power edition on July 1, 2000.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66878&o=2

$end


$megadriv=sagaia,
$bio

Sagaia (c) 1991 Taito Corp.

North American release. For more information on the game, please see the original Japanese release entry; "Darius II [Model T-11083]".

- TECHNICAL -

Cartridge ID: TS-0039-40

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57378&o=2

$end


$pc8801_flop=sagamimi,
$bio

Sagami-mizuumitsuri Daikai (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92808&o=2

$end


$ti99_cart=saguaro,
$bio

Saguaro City [Model PHM 3052] (c) 1981 Texas Instruments

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84707&o=2

$end


$cpc_cass=saicombtf,
$bio

Sai Combat (c) 1986 Gasoline Soft. [France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99003&o=2

$end


$cpc_cass=saicombt,
$bio

Sai Combat (c) 1986 Silverbird Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99004&o=2

$end


$nes=zeldac,
$bio

塞尔达传说-神奇的帽子 (c) 200? Nanjing.
(Sai Er Da Chuan Shuo - Shen Qi De Mao Zi)

- TECHNICAL -

Game ID: NJ056

- TRIVIA -

Title translates from Chinese as "The Legend Of Zelda: The Minish Cap".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77052&o=2

$end


$nes=zelda3c,
$bio

塞尔达传说 三神之力 (c) 19?? Waixing Computer & Technology Co., Ltd.
(Sai er da chuanshuo - san shen zhi li)

- TECHNICAL -

[Model ES-1098]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77051&o=2

$end


$nes=saieqxz,
$bio

Sai Er Qi Xia Zhuan (c) 19?? HengGedianzi [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76910&o=2

$end


$nes=saiyaren,
$bio

Sai Ya Ren Mei Jue Ji Hua (c) 199? Fuzhou Coolboy Electronics Co., Ltd. [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76911&o=2

$end


$info=saiyugou,saiyugoub1,saiyugoub2,
$bio

Sai Yu Gou Ma Roku - Ryuu Bou You Gi No Shou (c) 1988 Technos.

A beat'em up / platform game.

- TECHNICAL -

Game ID : TA-0023

Main CPU : (2x) HD6309 (@ 1.5 Mhz), Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), OKI6295 (@ 11 Khz)

Screen orientation : Horizontal
Video resolution : 240 x 224 pixels
Screen refresh : 56.00 Hz
Palette colors : 384

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Released in March 1988.

The title of this game translates from Japanese as 'Story of the Westward Trip To Conquer The Devil - Fighting Stick of Ominous Techniques'.

This game is known in US as "China Gate".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2294&o=2

$end


$gba=saibarmj,
$bio

Saibara Rieko no Dendou Mahjong [Model AGB-ASMJ-JPN] (c) 2001 Media Rings Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72756&o=2

$end


$snes=saibarmj,
$bio

Saibara Rieko no Mahjong Hourouki [Model SHVC-AJNJ-JPN] (c) 1995 Taito Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62111&o=2

$end


$info=tvninjas,
$bio

Saiga no Nindou (c) 1991 TOURVision.

Unlicensed Spanish game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101149&o=2

$end


$info=nspiritj,
$bio

Saigo no Nindou (c) 1988 Irem.

A side scrolling ninja action game. You take control of a ninja who has the ability to make shadow duplicates which trail your movements, and attack at your command. In your path are armies of ninjas, samurais and demons who are constantly out to kill you.

- TECHNICAL -

Irem M-72 system hardware

Main CPU: V30 (@ 8 Mhz)
Sound CPU: Zilog Z80 (@ 3.579545 Mhz)
Sound Chips: Yamaha YM2151 (@ 3.579545 Mhz), DAC

Players: 2
Control: 8-way joystick
Buttons: 4

- TRIVIA -

Saigo no Nindou was released in August 1988 in the Japanese arcades.

The title of this game translates from Japanese as 'Conclusion of Hard Journey'.

This game is known outside Japan as "Ninja Spirit".

Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Image Fight : G.S.M. Irem 1 - D28B0012) on 21/01/1989.

- TIPS AND TRICKS -

* Self defense - Shurikens and other projectiles can be deflected by your sword after you have collected the power-up scroll allowing you to swing your sword in an arc.  When walk along, you can shield yourself with this by holding the stick up, and swinging your sword.

* Defeat the first boss with ease - Assuming you have collected the sword powerup and have both shadow duplicates, position yourself in the center of the screen while the boss is rising from the ground and do a super jump (hold up and jump).  When you land on the ground, you should have your shadows flatting in mid air above you.  Select the sword and hold up and continuously slash - you will damage the demon and his flames will get blocked by your barrage of attacks.

- PORTS -

* Consoles :
NEC PC Engine [JP] (July 6, 1990) "Saigo no Nindou [Model IC02004]"
Nintendo Game Boy [JP] (December 1993) "Saigo no Nindou [Model DMG-UJA]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2295&o=2

$end


$gameboy=saigonin,
$bio

Saigo no Nindou (c) 1993 Irem Corp.

- TECHNICAL -

[Model DMG-UJA]

- TRIVIA -

The game was presented at the Famicom Spaceworld' 93 in August 1993 in Japan. Saigo no Nindou was then released on December 18, 1993.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47444&o=2

$end


$pce=saigonin,
$bio

Saigo no Nindou (c) 1990 Irem Corp.

Saigo no Nindou is a ninja action game by Irem, conversion of their own arcade game. Almost like a true 'Ninja Tradition', the game features a fearless ninja with mystical beast-powers on a mission of revenge against the fearsome army of demons that killed his brother. Tsukikage, our hero, has four weapons to choose from and can switch from one to another at will. They include the traditional katana blade, the fast throwing stars, the powerful hand grenades and a neat hook type weapon. Those weapons greatly expand the range of available options and the player is often challenged with situations where a specific weapon has to be used. Those weapons can also be upgraded by collecting special bonuses left behind by red colored Ninjas. Other special items, such as shields or multiple-shadows can also be collected. The game offers an Arcade and PC-Engine modes, the later gives the player five lives (or hits) instead of one.

- TECHNICAL -

HuCARD ID: IC02004
HuCARD Size: 4 Mbits.

- TRIVIA -

Saigo no Nindou for the PC-Engine was released on July 6, 1990 in Japan for 7000 Yen.

Saigo no Nindou was released in the arcades in 1988.

Known export release:
[US] "Ninja Spirit [Model TGX040050]"

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [JP] (May 8, 2007) [Model PBNJ] 
Nintendo Wii U [Virtual Console] [JP] (January 14, 2015) [Model PPDJ]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47443&o=2

$end


$bbca_cass,bbcb_cass=saigon,
$bio

Saigon (c) 1988 Tynesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52341&o=2

$end


$cpc_cass=saigoncu,
$bio

Saigon Combat Unit (c) 1990 Players Premier

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99008&o=2

$end


$snes=saikouso,
$bio

Saikousoku Shikou Shougi Mahjong [Model SHVC-ASYJ-JPN] (c) 1995 Varie

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62112&o=2

$end


$snes=saikyou,
$bio

Saikyou - Takada Nobuhiko [Model SHVC-AS7J-JPN] (c) 1995 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62113&o=2

$end


$n64=saikyou,
$bio

Saikyou Habu Shougi [Model NUS-NSHJ] (c) 1996 Seta Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57957&o=2

$end


$cdi=sailing,
$bio

Sailing (c) 1993 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53060&o=2

$end


$cpc_cass=sailing,
$bio

Sailing [Model UQK 570] (c) 1987 Activision, Inc. [Santa Clara, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99013&o=2

$end


$pc98=felis,
$bio

Sailor Fuku Senshi Felis (c) 1990 Cocktail Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90539&o=2

$end


$pc8801_flop=felis,
$bio

Sailor Fuku Senshi Felis (c) 1990 Cocktail Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92809&o=2

$end


$pc98=sailmerc,
$bio

Sailor Mercury CG (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90540&o=2

$end


$pc98=sailorsh,
$bio

Sailor Senshi (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90542&o=2

$end


$x68k_flop=sailorv2,sailorv3,
$bio

Sailor V Game (c) 1994 Phank's

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88579&o=2

$end


$pc98=sailven,sailvena,
$bio

Sailor Venus CG (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90543&o=2

$end


$pc98=sailorf1,
$bio

Sailor-fuku Bishoujo Zukan 1 (c) 1988 Fairytale [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90544&o=2

$end


$pc8801_flop=sailorf1,
$bio

Sailor-fuku Bishoujo Zukan 1 (c) 1988 Fairytale [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92810&o=2

$end


$pc8801_flop=sailorf2,
$bio

Sailor-fuku Bishoujo Zukan 2 (c) 1988 Fairytale [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92811&o=2

$end


$pc8801_flop=sailorf3,
$bio

Sailor-fuku Bishoujo Zukan 3 (c) 1988 Fairytale [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92812&o=2

$end


$pc98=sailorf4,
$bio

Sailor-fuku Bishoujo Zukan 4 (c) 1988 Fairytale [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90545&o=2

$end


$pc8801_flop=sailorf4,
$bio

Sailor-fuku Bishoujo Zukan 4 (c) 1988 Fairytale [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92813&o=2

$end


$pc8801_flop=sailorf5,sailorf5a,
$bio

Sailor-fuku Bishoujo Zukan 5 (c) 1988 Fairytale [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92814&o=2

$end


$pc98=sailorf6,
$bio

Sailor-fuku Bishoujo Zukan 6 (c) 1988 Fairytale [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90546&o=2

$end


$pc8801_flop=sailorf6,
$bio

Sailor-fuku Bishoujo Zukan 6 (c) 1988 Fairytale [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92815&o=2

$end


$famicom_flop=sailorf1,
$bio

Sailor-fuku Bishoujo Zukan Vol. 1 (c) 1989 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65438&o=2

$end


$famicom_flop=sailorf2,
$bio

Sailor-fuku Bishoujo Zukan Vol. 2 (c) 1989 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65439&o=2

$end


$famicom_flop=sailorf3,
$bio

Sailor-fuku Bishoujo Zukan Vol. 3 (c) 1989 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65440&o=2

$end


$famicom_flop=sailorf4,
$bio

Sailor-fuku Bishoujo Zukan Vol. 4 (c) 1989 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65441&o=2

$end


$famicom_flop=sailorf5,
$bio

Sailor-fuku Bishoujo Zukan Vol. 5 (c) 1989 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65442&o=2

$end


$famicom_flop=sailorf6,
$bio

Sailor-fuku Bishoujo Zukan Vol. 6 (c) 1989 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65443&o=2

$end


$pc8801_flop=sailiken,
$bio

Sailor-fuku Ikenai Taiken Kokuhaku Shu 1 (c) 1988 Zenryutsu [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92816&o=2

$end


$x68k_flop=sailrmbk,
$bio

Sailormoon Battler Kou To Ju Zanteihan (c) 199? ACE Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88577&o=2

$end


$x68k_flop=sailrmcq,
$bio

Sailormoon Chou Card Quiz Game Moon Quiz (c) 19?? Sprite [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88580&o=2

$end


$pc98=sailormd,
$bio

Sailormoon Donjyara (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90541&o=2

$end


$x68k_flop=sailrms,
$bio

Sailormoon Shibaigoya (c) 19?? Big Parfait

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88578&o=2

$end


$snes=sailormnf,
$bio

Sailormoon [Model [Model SNSP-AE-FRA] (c) 1993 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63513&o=2

$end


$cpc_cass=saintgrv,
$bio

Saint & Greavsie (c) 1989 Grandslam Ent., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99016&o=2

$end


$pc98=saintdry,
$bio

Saint Diary (c) 1996 Desire [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90547&o=2

$end


$info=stdragon,stdragona,stdragonb,
$bio

Saint Dragon (c) 1989 Jaleco.

The galaxy is under threat from a malevolent race of cyborgs. Half animal, half machine, the cyborgs have already conquered most of the galaxy and now have their sights set on the galaxy's last hope, 'The Planet of the Golden Dragon'. A lone mechanoid dragon, unhappy with the actions of his comrades, rebels and sets out to thwart their invasion of the Planet of the Golden Dragon.

Saint Dragon is a demanding and playable sideways scrolling shoot-em-up, played over six different stages. The tail of the mechanoid dragon the player controls is impervious to enemy attacks and causes damage to any enemy it touches. The head of the dragon is effectively the 'ship' of the game and a direct hit from an enemy will result in the loss of a life.

At various points in a stage bronze-coloured eggs appear which, when shot, release weapon and speed power-ups.

- TECHNICAL -

Jaleco Mega System 1-A hardware

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound CPU : Motorola 68000 (@ 7 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.5 Mhz), (2x) OKI6295 (@ 30.303 Khz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Saint Dragon was released in March 1989.

Produced by NMK.

The Kanji in the title screen actually reads 'Tenseiryuu', which aptly defines the game's title pretty well.

Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Saint Dragon - PCCB-00003) on 21/09/1989.

- TIPS AND TRICKS -

To make the 3rd level boss to show up, destroy the 6th big structure (the last one) that comes at the last part of the level. If you do not destroy it, the boss won't appear to fight you and you go straight to level 4.

- STAFF -

Music composed by : Shizuyoshi Okamura (Sizzla), Tecchan

- PORTS -

* Consoles :
NEC PC-Engine (1990)

* Computers :
Sinclair ZX Spectrum (1990)
Commodore C64 (1990)
Amstrad CPC (1990)
Commodore Amiga (1990)
Atari ST (1990)
MSX (1990)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2296&o=2

$end


$amigaocs_flop=sdragon,
$bio

Saint Dragon (c) 1990 Storm

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74930&o=2

$end


$msx1_cass=sdragon,
$bio

Saint Dragon (c) 1990 Dro Soft [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94954&o=2

$end


$cpc_cass=sdragon,
$bio

Saint Dragon (c) 1990 Sales Curve, Ltd., The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99017&o=2

$end


$gameboy=saintpar,
$bio

Saint Paradise - Saikyou no Senshi-tachi [Model DMG-S7J] (c) 1992 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66880&o=2

$end


$nes=sseiyac2,
$bio

圣斗士星矢-北欧突击篇 (c) 200? Nanjing.
(Saint Seiya - Beiou Tuji Pian)

- TECHNICAL -

Game ID: NJ084

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76913&o=2

$end


$wscolor=sseiya,
$bio

Saint Seiya - Ougon Densetsu Hen - Perfect Edition [Model SWJ-BANC3D] (c) 2003 Bandai Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86486&o=2

$end


$nes=sseiya2,sseiya2p,
$bio

聖闘士星矢　黄金伝説　完結編 (c) 1988 Shinsei.
(Saint Seiya - Ougon Densetsu Kanketsu-hen)

- TECHNICAL -

Cartridge ID: SHI-OK

- TRIVIA -

Released on May 30, 1988 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54576&o=2

$end


$nes=sseiya,
$bio

聖闘士星矢　黄金伝説 (c) 1987 Bandai.
(Saint Seiya - Ougon Densetsu)

- TECHNICAL -

Cartridge ID: BA-SEIYA

- TRIVIA -

Released on August 10, 1987 in Japan.

Know export releases:
[FR] "Les Chevaliers Du Zodiaque - La Legende D'Or [Model NES-OK-FRA/FRA]"

Rare case, the game was only exported to France. It was never release to the USA.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54574&o=2

$end


$nes=sseiyac,
$bio

圣斗士星矢-天马之幻想 (c) 200? Nanjing
(Saint Seiya - Tian Ma Huan Xiang)

- TECHNICAL -

Cartridge ID: NJ022

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76912&o=2

$end


$megadriv=sswordj,
$bio

Saint Sword (c) 1991 Taito Corp.

- TRIVIA -

Reviews:
October 1991 - Joypad N.1 [FR]: 81/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56814&o=2

$end


$megadriv=ssword,
$bio

Saint Sword (c) 1991 Taito Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57379&o=2

$end


$pc98=racerx,
$bio

Saisoku Densetsu Racer X (c) 1993 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90548&o=2

$end


$pc8801_flop=saitodem,
$bio

Saito Yuki (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92817&o=2

$end


$pc8801_flop=saitoyuk,
$bio

Saito Yuki no Tokimeki Data Bank (c) 1988 NEC Home Electronics, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92818&o=2

$end


$nes=saiyukiw,
$bio

Saiyuuki World (c) 1988 Jaleco Company, Limited. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54577&o=2

$end


$nes=saiyuki2,
$bio

Saiyuuki World 2 - Tenjoukai no Majin (c) 1990 Jaleco Company, Limited. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54578&o=2

$end


$saturn,sat_cart=sakamoto,
$bio

Sakamoto Ryuuma - Ishin Kaikoku (c) 1998 KID

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59588&o=2

$end


$gbcolor=sakata,
$bio

Sakata Gorou Kudan no Renju Kyoushitsu [Model DMG-AREJ-JPN] (c) 1999 Culture Brain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68714&o=2

$end


$x68k_flop=sakeruda,
$bio

Sakeru no Da! (c) 19?? Mugen Unagi Team

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88581&o=2

$end


$msx1_cart=sakhrdic,
$bio

Sakhr Dictionary [Model F063] (c) 1987 al Alamiah

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77413&o=2

$end


$msx1_cart=sakhrfil,
$bio

Sakhr Files [Model B051] (c) 1987 al Alamiah

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77414&o=2

$end


$msx1_cart=sakhrlog,
$bio

Sakhr Logo [Model C050] (c) 1987 al Alamiah

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77415&o=2

$end


$gameboy=sakigake,
$bio

魁!!男塾 冥凰島決戦 (c) 1990 Yutaka
(Sakigake!! Otoko Juku - Meioutou Kessen)

- TECHNICAL -

Model DMG-OMJ

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66881&o=2

$end


$nes=sakigake,
$bio

Sakigake!! Otoko Juku - Shippu Ichi Gou Sei (c) 1989 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54579&o=2

$end


$psx=sakkyoku,
$bio

Sakkyoku Surundamon - Dance Remix [Model SLPS-02808] (c) 2000 Ving [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85628&o=2

$end


$psx=sakumash,
$bio

Sakuma-shiki Jinsei Game [Model SLPS-01740] (c) 1998 Takara Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85629&o=2

$end


$gba=sakuramo,
$bio

Sakura Momoko no UkiUki Carnival [Model AGB-ACLJ-JPN] (c) 2002 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72757&o=2

$end


$pc98=sakuramo,
$bio

Sakura no Mori (c) 1995 Active Software [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90549&o=2

$end


$saturn,sat_cart=sakurat,sakurata,
$bio

Sakura Taisen (c) 1996 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59589&o=2

$end


$saturn,sat_cart=hanacols,hanacolsa,
$bio

Sakura Taisen - Hanagumi Taisen Columns (c) 1997 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59591&o=2

$end


$saturn,sat_cart=hanatsus,hanatsusa,hanatsusb,
$bio

Sakura Taisen - Hanagumi Tsushin (c) 1997 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59592&o=2

$end


$saturn,sat_cart=teigekig,
$bio

Sakura Taisen - Teigeki Graph (c) 1998 SIMS

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59593&o=2

$end


$saturn,sat_cart=sakurat2,sakurat2a,
$bio

Sakura Taisen 2 - Kimi, Shini Tamou Kotonakare (c) 1998 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59594&o=2

$end


$saturn,sat_cart=sakurat2tb,sakurat2tba,
$bio

Sakura Taisen 2 - Kimi, Shini Tamou Kotonakare Tokubetsu-ban (c) 1998 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59596&o=2

$end


$saturn,sat_cart=sakurat2tbb,
$bio

Sakura Taisen 2 - Kimi, Shini Tamou Kotonakare [Shokai Tokutenban] (c) 1998 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59595&o=2

$end


$gbcolor=sakura,
$bio

Sakura Taisen GB - Geki Hana Kumi Nyuutai! [Model CGB-BRJJ-JPN] (c) 2000 Media Factory [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68715&o=2

$end


$gbcolor=sakura2,
$bio

Sakura Taisen GB2 - Thunderbolt Sakusen [Model CGB-BQYJ-JPN] (c) 2001 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68716&o=2

$end


$saturn,sat_cart=radioshw,
$bio

Sakura Taisen Jouki Radio Show (c) 1997 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59597&o=2

$end


$saturn,sat_cart=sakuratsa,
$bio

Sakura Taisen [Satakore] (c) 1998 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59590&o=2

$end


$saturn,sat_cart=sakutsuu,
$bio

Sakura Tsuushin (c) 1998 Media Gallop

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59598&o=2

$end


$pc8801_flop=sakurada,
$bio

Sakuradamongai (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92819&o=2

$end


$snes=sakurai,
$bio

Sakurai Shouichi no Jankiryuu Mahjong Hisshouhou [Model SHVC-AMZJ-JPN] (c) 1995 Sammy Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62114&o=2

$end


$pc8801_flop=sakusaku,
$bio

Sakusaku Daigoto Plus (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92820&o=2

$end


$x1_cass=tomathim,tomathima,
$bio

サラダの国のトマト姫 (c) 1984 Hudson Soft.
(Salad no Kuni no Tomato Hime)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86266&o=2

$end


$pc98=tomathim,
$bio

サラダの国のトマト姫 (c) 1984 Hudson Soft.
(Salad no Kuni no Tomato Hime)

- TRIVIA -

Released in March 1984 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90550&o=2

$end


$pc8801_flop=tomathim,
$bio

サラダの国のトマト姫 (c) 1984 Hudson Soft.
(Salad no Kuni no Tomato Hime)

- TRIVIA -

Released in July 1984 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92821&o=2

$end


$fm7_cass=tomathim,
$bio

サラダの国のトマト姫 (c) 1984 Hudson Soft.
(Salad no Kuni no Tomato Hime)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93787&o=2

$end


$nes=tomathim,
$bio

サラダの国のトマト姫 (c) 1988 Hudson Soft [Hudson Group].
(Salad no Kuni no Tomato Hime)

Salad no Kuni no Tomato Hime is a graphic/adventure game by Hudson Soft. The game takes place in the Salad Kingdom, a peaceful place where fruits and vegetables live in harmony with each other. It is ruled by the respected King Onion (aka King Broccoli), whose wisdom protects the kingdom from evil and unwelcome intruders. Unfortunately, a clan led by the malevolent Kabocha Dai? (aka Minister Pumpkin) decides otherwise - from his castle, he establishes a new social order and sends his army in waves in an attempt to conquer the Kingdom. King Onion and his daughter Princess Tomato decide to assemble an armed resistance, but she soon gets captured and imprisoned in Pumpkin's castle, destined to marry Minister Pumpkin's son against her will. The noble Ky?ri Senshi (aka Sir Cucumber) and his young persimmon Kakippachi (aka Percy) seem to be the kingdom's last hope, and they embark on a long journey to rescue the princess and save the day. The game displays the surrounding scene and various commands (such as move, talk, check, use and so forth) allow the player to interact with it. Sir Cucumber can look for items, talk to other people or gather information and hints. Our hero also faces rare enemies throughout his journey - battles use an unusual system based on traditional Japanese 'Jan-Ken-Pon' (aka 'finger wars' battles), and this dual challenge follows a blood pumping two rounds rock-paper-scissors formula where each direction on the controller translates as a form (Up/Down. for Stone, Left for Scissors and Right for Paper), followed by a phase where the player must guess which direction the enemy's head will face. Interestingly, the player never loses a battle and is given a chance to fight again in the case of a shameful defeat.

- TECHNICAL -

Game ID: HFC-RT

- TRIVIA -

Salad no Kuni no Tomato Hime was released on May 27, 1988 in Japan for 5900 Yen.

Salad no Kuni no Tomato Hime was first released for the PC-6001mkII Japanese computer in 1984. It was then ported to the PC-8001mkII, Sharp X1, FM-77 and finally for the MSX. The original game didn't use menus but an English text parser instead, which is rather odd as the rest of the game is entirely in Japanese. Interestingly, this was also the case for other early Hudson Soft graphic adventure games, such as Dezeni Land (1983) and Dezeni World (1986). The Famicom port of Salad no Kuni no Tomato Hime followed much later, in 1988. Although the story closely resembles that of the original, all of the graphics were redrawn and several new features were introduced. The most noticeable are the new maze sections, the 'Jan-Ken-Pon' (aka 'finger wars') battles and, of course, the menu-driven interface. The text and graphics were also toned down for a children audience - the original version featured more 'mature' graphics, such as a crucified tomato inside a church early in the game, or some rather scary fire-breathing bananas.

Export releases:
"Princess Tomato in the Salad Kingdom [Model NES-RT-USA]"

- STAFF -

Story Writer: Megupyon
Chief Programmer: Yoshiyuki.K
Assistant Programmer: Okkun, Oichan, Ryouichi Nakaya
Assistant Cordinater: Billiard Ga Daisuki Syounen, Fumiya Nagata Deshita
Chief Designer: Tetsuka.A
Sprite Designer: Negi Jiisan Tottemo Kawaii, Commando Sasaki, Juanken Kozou Character
Background Designer: Yasue Oikawa
Special Background Designer: Gary Fujimoto
Special Character Designer: Yasai Wa Mou Korigori, Koara Takaoka
Background Designer: Hideyuki Ogura
Music Composer: Tomotsune Maeno
Sound Programmer: Katsunori Takahashi
Total Adviser: Nontama And Ura San
Special Thanks: Hiroyuki Sakai

- PORTS -

The Famicom game was later included in Hudson Best Collection Vol. 4: Nazotoki Collection for the Game Boy Advance (2005), along with Binary Land and Nuts & Milk. Interestingly, Hudson Soft released an i-appli remake of Salada no Kuni no Tomato Hime for Japanese cell phones in 2004.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54580&o=2

$end


$info=tvslmndr,
$bio

Salamander (c) 1991 TOURVision.

Unlicensed Spanish game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101163&o=2

$end


$pc98=salamand,
$bio

Salamander (c) 1992 Gold Cats.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48489&o=2

$end


$cpc_cass=salamand,
$bio

Salamander - Nemesis 2 (c) 1988 Imagine Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99020&o=2

$end


$cpc_cass=salamands,
$bio

Salamander - Nemesis 2 [Model AM 459] (c) 1988 Erbe Soft. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99019&o=2

$end


$msx1_cart=salamandk,
$bio

Salamander - Operation X (c) 1988 Zemina [Korea]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77416&o=2

$end


$info=salmndr2,salmndr2a,
$bio

Salamander 2 (c) 1996 Konami.

A one or two player shoot-em-up released ten years after the game it sequels, Salamander 2 remains faithful to the superb 1986 original; retaining both the organic look and feel of the graphics, as well as the horizontal and vertically scrolling levels. While the game doesn't break any new ground gameplay-wise, and is little more than a retread of (and tribute to) the original game, what it does it does very well; and the graphics in particular are nothing short of stunning.

- TECHNICAL -

Konami GX Hardware

Main CPU : Motorola 68EC020
Sound CPU : Motorola 68000
Sound Chips : (2x) K054539

Control : 8-way joystick
Buttons : 3

- TRIVIA -

Salamander 2 was released in January 1996.

Note : The kanji on the title screen actually reads 'Sa Ra Man Da', meaning 'Sand Gauze Wide Snake'. This is an example of 'ateji', where Japanese artists use the phonetic value of a character to allow the title to be written with kanji (often choosing those that fit the game; the 4th kanji here means snake).

Soundtrack releases:
[JP] May 04, 1996; Salamander 2 Orignal Game Soundtrack [KICA-7695]
[JP] May 21, 1998; Salamander - Kukeiha Club Pro-Fusion [KICA-7702]
[JP] Apr.09, 2003; Salamander Arcade Soundtrack [KOLA-030]

- SERIES -

1. Gradius [Model GX400] (1985)
2. Salamander [Model GX587] (1986)
3. Gradius II - GOFER no Yabou [Model GX785] (1988)
4. Gradius III - Densetsu Kara Shinwa-e [Model GX945] (1989)
5. Nemesis '90 Kai (1993, Sharp X68000)
6. Salamander 2 (1996)
7. Solar Assault - Gradius (1997)
8. Solar Assault - Revised (1997)
9. Gradius Gaiden (1997, Sony PlayStation)
10. Gradius IV - Fukkatsu (1998)
11. Gradius Generation (2001, Nintendo Game Boy Advance)
12. Gradius V (2004, Sony PlayStation 2)
13. Gradius Neo (2004, NTT DoCoMo i-mode Phones)
14. Gradius Neo Imperial (2005, NTT DoCoMo i-mode Phones)
15. Gradius Wide (2007, NTT DoCoMo i-mode Phones)
16. Gradius Rebirth (2008, Nintendo Wii)

- STAFF -

Producer : Tango
Director : Qchan
Graphic designers : Satoyan, Masato Hijima, Sonshi Sdr, Kaori Nishimura, Yas, Motohisa Ando
Sound designers : You Takamine, Naoki Maeda
Hard designer : V Kobe Yzz
Develop assistant : Takaaki "Q" Kumemura
Product designer : K. Iwashita
Programmers : Qchan, Yamamoso Type2, Takeaki Hasegawa

- PORTS -

* Consoles :
Sony PlayStation [JP] (July 3, 1997; "Salamander Deluxe Pack Plus [Model SLPM-86037]") 
Sega Saturn (June 19, 1997; "Salamander Deluxe Pack Plus [Model T-9520G (VS057-J1]") 
Sony PSP [JP] (January 25, 2007; "Salamander Portable [Model ULJM-05219]")
Sony PSP [JP] (March 13, 2008; "Salamander Portable [Konami The Best] [Model ULJM-05322]")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2298&o=2

$end


$saturn,sat_cart=salamadx,
$bio

Salamander Deluxe Pack Plus (c) 1997 Konami Company, Limited.

- TECHNICAL -

[Model T-9520G]

- TRIVIA -

Salamander Deluxe Pack Plus was released on June 19, 1997 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48172&o=2

$end


$bbca_cass,bbcb_cass=salgraph,
$bio

Salamander Graphics Package (c) 19?? Salamander

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52342&o=2

$end


$pc8801_flop=salamand,
$bio

Salamander II (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92822&o=2

$end


$x68k_flop=salamand,
$bio

Salamander (c) 1988 SPS.

- TECHNICAL -

[Model CZ-218AS]

- TRIVIA -

Released in October 1998.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48170&o=2

$end


$info=salamand,salamandj,
$bio

Salamander (c) 1986 Konami.

Salamander is a 1 or 2 player sequel to 1985's superb shoot-em-up, "Nemesis". While it retained the same basic gameplay and feel of its predecessor (particularly the superb and innovative weapons system), Salamander featured both superior graphics and a more imaginative approach to level design. The earliest example of the latter appears towards the end of the very first level, in which imposing, organic obstructions grow before the players' eyes. The game's third level - the infamous 'lava' level - is another good example of Salamander's superb design; with huge solar flares constantly erupting both above and below the player's ship that must be carefully navigated to avoid instant loss of life. Salamander introduced further variety to the action with the introduction vertically-scrolling levels, which alternated with the standard side-scrolling levels.

Salamander's weapon power-up system is as follows :
* SPEED UP : Five speed levels.
* MISSILE : Press missile button to launch.
* LASER : Your forward rockets turn into deadly lasers.
* RIPPLE LASER : Use shoot button to fire.
* FORCE FIELD : Protect your ship with barriers.
* MULTIPLE : Increase your fire power by up to four times.

Multiple special powers can be obtained, but the LASER cannot be used in conjunction with the RIPPLE Laser.

- TECHNICAL -

Konami Nemesis Hardware
Game ID : GX587

Main CPU : MC 68000 @ 10Mhz / G400 Bios
Sound CPU : Zilog Z80
Sound chip : 2x AY-3-8910 psg

- TRIVIA -

Salamander was released in July 1986 in Japan. It is known in US as "Lifeforce", but it was re-released one year later in Japan as "Lifeforce [Model GX587]" (June 1987).

Salamander is the game that inspired Ikeda Tsunemoto (Toaplan>Cave) to develop the 'Danmaku'; the shot patterns seen in "Donpachi" et al.

Note: The kanji on the Japanese version title screen actually reads 'Sa Ra Man Da', meaning 'Sand Gauze Wide Snake'. This is an example of 'ateji', where Japanese artists use the phonetic value of a character to fit the game's name allowing them to write the name in kanji as opposed to a kana.

The first boss in Salamander appears as BRAIN GOLEM in "Kyukyoku Sentai Dadandarn".

Soundtrack releases:
[JP] [Cassette] Dec. 16, 1986; Original Sound of Salamander [KHY-1012]
[JP] [Cassette] Nov.21, 1987; Original Sound of Gradius & Salamander [Battle Music Collection]
[JP] [Audio CD] (Nov.21, 1987) Original Sound of Gradius & Salamander [Battle Music Collection]
[JP] Nov. 21, 1988; Original Sound of Salamander [BY12-5019]
[JP] May 25, 1992; Salamander Again - Konami Kukeiha Club [KICA-7601]
[JP] May 21, 1998; Salamander - Kukeiha Club Pro-Fusion [KICA-7702]
[JP] Apr. 09, 2003; Salamander Arcade Soundtrack [KOLA-030]
[JP] Sep. 22, 2011; Konami Shooting Collection [LC-2039~48]

The story between the different versions of Salamander differs. While the story in the arcade original is not entirely clear, the Famicom version claims a large creature named Zelos (possibly the serpent often pictured on the game's cover art) is preparing to swallow your planet whole, and you must stop it from the inside out. The US arcade follows primarily the same story. the Japanese LifeForce may have a more surgery-related story, involving the removal of an unwanted virus or microbe from the body. The MSX version of Salamander differs the most from any of these. Basically, a prophecy from long ago comes true when an army attacks Latis and it's surrounding planets. They have created a barrier around Latis, and the only way to undo it is by activating a 'crush below' system created by ancient Latisians.

- TIPS AND TRICKS -

* Bypass the mini-boss in stage 6: In stage 6 (Zelos's fortress if you're playing Salamander or the brain area if you're playing Life Force), there is a mini-boss section consisting of multiple boss ships that fire sets of 4 lasers. Move your ship all the way to the top of the screen and you will be safe until this section ends. This glitch does not work in the Japanese re-release version of the game (the one with a purple background in attract mode).

- SERIES -

1. Gradius [Model GX400] (1985)
2. Salamander [Model GX587] (1986)
3. Gradius II - GOFER no Yabou [Model GX785] (1988)
4. Gradius III - Densetsu Kara Shinwa-e [Model GX945] (1989)
5. Nemesis '90 Kai (1993, Sharp X68000)
6. Salamander 2 (1996)
7. Solar Assault - Gradius (1997)
8. Solar Assault - Revised (1997)
9. Gradius Gaiden (1997, Sony PlayStation)
10. Gradius IV - Fukkatsu (1998)
11. Gradius Generation (2001, Nintendo Game Boy Advance)
12. Gradius V (2004, Sony PlayStation 2)
13. Gradius Neo (2004, NTT DoCoMo i-mode Phones)
14. Gradius Neo Imperial (2005, NTT DoCoMo i-mode Phones)
15. Gradius Wide (2007, NTT DoCoMo i-mode Phones)
16. Gradius Rebirth (2008, Nintendo Wii)

- STAFF -

Game programmers : Hiroyasu Machiguchi, Mitsuo Takemoto, Toshiaki Takahori, Ikuko Minowa
Video graphics designers : Jun Sakurai, Miki Yoshikata, Ikuko Bando
Sound editors : Yoshiaki Hatano, Miki Higashino
Engineer : Yasushi Furukawa

- PORTS -

* Consoles :
Nintendo Famicom [JP] (September 25, 1987) "Salamander [Model RC821]" 
NEC PC-Engine [JP] (December 6, 1991) "Salamander [Model KM91002]" 
Sega Saturn [JP] (June 19, 1997) "Salamander Deluxe Pack Plus [Model T-9520G]" 
Sony PlayStation [JP] (July 3, 1997) "Salamander Deluxe Pack Plus [Model SLPM-86037]" 
Sony PSP [JP] (January 25, 2007) "Salamander Portable [Model ULJM-05219]" 
Nintendo Wii [Virtual Console] [JP] (September 11, 2007) PC-Engine version
Sony PSP [JP] (March 13, 2008) "Salamander Portable [Konami The Best] [Model ULJM-05322]" 
Nintendo Wii [Virtual Console] [JP] (January 12, 2010) MSX version

* Computers :
MSX [JP] (December 26, 1987) "Salamander [Model RC758]"
Sharp X68000 [JP] (October 1988) "Salamander [Model CZ-218AS]"
Commodore C64 [US] [EU] (1988)
Sinclair ZX Spectrum [EU] (1988)
Amstrad CPC [EU] (1988) 
NEC PC-9801 [JP] (1992) Salamander

* Others :
Mobile Phone [CN] (2009) Salamander

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2297&o=2

$end


$pce=salamand,
$bio

Salamander (c) 1991 Konami Industry Company, Limited.

Salamander is a shooter by Konami and conversion of their own arcade game originally released in 1986. The players takes control of an highly advanced space-fighter called the Vic Viper and fights his way through relentless hordes of aliens and globulous brains. Power-up icons are scattered throughout the game and upgrade the ship in various ways - speed up, missiles, lasers, ripple lasers and force fields. The game features a unique stage layout and alternates horizontal and vertical levels. Each area is specifically engineered to create an immersive gameplay from deadly organic tentacles to hostile fire snakes. Finally, Salamander features a two simultaneous player option and a second player can join the party and pilot the Lord British space fighter. Interestingly, the two ships can even be controlled in single-player mode.

- TECHNICAL -

Game ID: KM91002

- TRIVIA -

Salamander for the PC-Engine was released on December 6, 1991 in Japan.

- STAFF -

Programmer: K. Hashimoto, T. Tokuda, T. Kou
Graphic Designer: R. Shogaki, T. Miyoshi, H. Morii, M. Suenaga
Sound Designer: H. Muraoka
Producer: A. Nagata
Special Thanks To: M. Fukunaga, AC Salamander Team

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [JP] (September 11, 2007) [Model PASJ] 
Nintendo Wii U [Virtual Console] [JP] (October 22, 2014) [Model PASJ] 

It was then released on the Sony PlayStation Network as a PC-Engine Classic on July 21, 2010 in Japan, and on November 16, 2010 in South Korea.
[JP] PSN release ID: NPJJ-30030

* Others : 
Apple iPhone/iPad [US] (December 20, 2010) "TurboGrafx-16 GameBox [Model 406585960]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48171&o=2

$end


$msx1_cart=salamand,
$bio

Salamander (c) 1987 Konami Industry Company, Limited.

- TECHNICAL -

[Model RC758]

- TRIVIA -

Released on December 26, 1987 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48169&o=2

$end


$nes=salamandj,
$bio

Salamander (c) 1987 Konami Industry Company, Limited.

Salamander is an horizontal shooter by Konami and conversion of their own arcade game originally released in 1986. The galactic entity Zelos is dangerously approaching planet Latis. The space monster's appetite is growing and he is devouring everything on its path. The player on board the Vic Viper and a partner on board the Lord British star fighter fly to Zelos's lair in an attempts to destroy the invader. This port of Salamander borrows its weapon system from Gradius - unlike the original arcade game which featured a more traditional and straightforward power-up system. A power-bar at the bottom of the screen displays available weapons and power capsules must be collected to activate them. There are six type of upgrades - speed up, missiles, ripple lasers, plutonic laser, options and shield. Options are at the core of the gameplay and mimic the ship's motion and attacks - they are also invulnerable and can withstand enemy bullets. However, losing a life also means losing all the painfully accumulated upgrades. The game features six zones and alternates between horizontal and vertical scrolling levels - they also all end with intense boss battles in the most venerable shooting traditions.

- TECHNICAL -

Game ID: RC821

- TRIVIA -

Salamander for Famicom was released on September 25, 1987 in Japan.

This Famicom port of Salamander is different than the original arcade game. It is a mix of both the Japanese Salamander and the American Life Force topped with exclusive content.

Export releases:
[US] "Life Force [Model NES-LF-USA]"
[EU] "Life Force Salamander"

- STAFF -

Programmed By: S. Umezaki, T. Danjyo, H. Hori, H. Yanagisawa
Character Design: S. Muraki, Y. Yoshimoto, C. Ozawa, J. maruo
Music by: S. Sakamoto, S. Terashima, H. Maezawa, A. Fujito
Visual Design: K. Shimoide, N. Satoh
Special Thanks: H. Machiguchi
Directed by: S. Umechan, Osetsusan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48168&o=2

$end


$ti99_cart=salaryp,
$bio

Salary Planner (c) 1980 Foresman [Scott Foresman]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84708&o=2

$end


$info=salarymc,
$bio

Salaryman Champ (c) 2000 Konami Corp.

An update to "Hyper Bishi Bashi Champ".

- TECHNICAL -

Konami System 573 Hardware

Main CPU : R3000A 32 bit RISC processor, Clock - 33.8688MHz, Operating performance - 30 MIPS, Instruction Cache - 4KB
BUS : 132 MB/sec. 
OS ROM : 512 Kilobytes
Additional Sound Chips : Playstation SPU, 24 Channels, 44.1KHz sample rate, PCM audio source, Digital effects include: Envelope, Looping, Digital Reverb, Load up to 512K of sampled waveforms, Supports MIDI Instruments.
Main RAM: 2 Megabytes 
Video RAM: 2 Megabyte 
Sound RAM : 512 Kilobytes
Graphical Processor : 360,000 polygons/sec, Sprite/BG drawing, Adjustable frame buffer, No line restriction, 4,000 8x8 pixel sprites with individual scaling and rotation, Simultaneous backgrounds (Parallax scrolling)
Sprite Effects : Rotation, Scaling up/down, Warping, Transparency, Fading, Priority, Vertical and horizontal line scroll 
Resolution : 256x224 - 740x480 
Colours : 16.7 million colors, Unlimited CLUTs (Color Look-Up Tables)

- TRIVIA -

Even if titlescreen says 2000, Salaryman Champ was released in February 2001 in Japan.

- SERIES -

1. Bishi Bashi Championship Mini Game Senshuken (1996)
2. Super Bishi Bashi Champ (1998)
3. Handle Champ (1998)
4. Hyper Bishi Bashi (1999)
5. Gachaga Champ (1999)
6. Step Champ (1999)
7. Hyper Bishi Bashi Champ (1999)
8. Anime Champ (2000)
9. Salaryman Champ (2001)
10. Great Bishi Bashi Champ (2002)
11. Bishi Bashi Champ Online (2005)
12. The Bishi Bashi (2009)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4193&o=2

$end


$psx=salaryma,
$bio

Salaryman Champ - Tatakau Salaryman (c) 2001 Success.

- TECHNICAL -

Game ID: SLPM-86820

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85630&o=2

$end


$info=salmankt,
$bio

Salaryman Kintaro (c) 2004 Sammy.

- TRIVIA -

Released in June 2004.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32441&o=2

$end


$psx=salarytg,
$bio

Salaryman Kintarou - The Game [Model SLPS-02806] (c) 2000 Bandai Co., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85632&o=2

$end


$psx=salarysm,
$bio

Salaryman Settai Mahjong  (c) 2001 Visit.

- TECHNICAL -

Game ID: SLPS-03175

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85631&o=2

$end


$c64_cart,c64_flop=salescrt,
$bio

Sales Cartridge (c) 1982 Commodore

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53691&o=2

$end


$info=saloon,
$bio

Saloon (c) 198? Unknown.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=19460&o=2

$end


$bbca_cass,bbcb_cass=saloonsa,
$bio

Saloon Sally (c) 19?? Psion

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52343&o=2

$end


$info=m4salsa,
$bio

Salsa (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41441&o=2

$end


$gba=saltlakeu,
$bio

Salt Lake 2002 [Model AGB-AS5E-USA] (c) 2002 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72759&o=2

$end


$gba=saltlake,
$bio

Salt Lake 2002 [Model AGB-AWGP-EUR] (c) 2002 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72758&o=2

$end


$cpc_cass=salutart,
$bio

Salut l'Artiste [Model SOFT 497] (c) 1984 Amsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99021&o=2

$end


$msx1_cass=salvage,
$bio

Salvage (c) 1986 LiveWire Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94955&o=2

$end


$cdi=salvaten,
$bio

Salvat Enciclopedia Interactiva (c) 1996 Salvat Multimedia

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53061&o=2

$end


$msx1_cass=samantha,samanthaa,
$bio

Samantha Fox Strip Poker (c) 1986 Martech

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94956&o=2

$end


$cpc_cass=foxstrip,
$bio

Samantha Fox Strip Poker (c) 1986 Martech Games, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99024&o=2

$end


$cpc_cass=2foxs7cs,
$bio

Samantha Fox Strip Poker + 7 Card Stud (c) 1986 Martech Games, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99025&o=2

$end


$info=samba,sambap,
$bio

Samba de Amigo (c) 1999 Sega Enterprises, Limited.

Samba de Amigo is a music-game controlled with maracas.

- TECHNICAL -

Runs on the Sega "NAOMI" Hardware.

Screen Orientation: Horizontal

- SERIES -

1. Samba de Amigo (1999)
2. Samba de Amigo Ver. 2000 (2000)

- PORTS -

* Consoles :
Sega Dreamcast (2000)
Nintendo Wii (2008)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4068&o=2

$end


$info=samba2k,
$bio

Samba de Amigo Ver. 2000 (c) 2000 Sega.

An updated version of "Samba de Amigo", this is new version has:
- Addition of new modes, Hustle mode and Love Love mode
- Addition of new height classes: 190 cm and 110 cm
- Improvement of the right of choice for a song in 2 players mode (Only 1P in previous version).
- Addition of new songs (total 24 songs).
- Addition of new stages and characters.

- TECHNICAL -

Runs on the Sega "NAOMI" hardware.

- TIPS AND TRICKS -

* Randam Mode: In level selection screen, move cursor to Easy then shake left maracas 10 times

* Super Hard Mode: In level selection screen, move cursor to Hard then shake left maracas 10 times

* All Songs Mode: In height selection screen, big-swing left maracas 3 times clockwise then move cursor to 110 cm then shake left maracas 10 times

* Secret Stages: Finish first song with Rank A or more. You will play with "Extra Stage". And finishing second song with Rank A or more and over 98%, "Special Stage" is playable.

- SERIES -

1. Samba de Amigo (1999)
2. Samba de Amigo Ver. 2000 (2000)

- PORTS -

* Consoles :
Sega Dreamcast (2000)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4069&o=2

$end


$x68k_flop=samegame,
$bio

Same Game (c) 1995 Makoto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88582&o=2

$end


$snes=samegmcc,
$bio

Same Game - Chara Cassette [Model BSMC-ZS5J-JPN] (c) 1996 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62116&o=2

$end


$snes=samegmcd,
$bio

Same Game - Chara Data Shuu (c) 1996 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62117&o=2

$end


$snes=bssgk4,
$bio

Same Game Koma Editor 4 (c) 199? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62118&o=2

$end


$gameboy=samegame,
$bio

Same Game [Model DMG-AS5J-JPN] (c) 1997 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66882&o=2

$end


$snes=samegame,
$bio

Same Game [Model SHVC-ZS5J-JPN] (c) 1996 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62115&o=2

$end


$megadriv=samesame,
$bio

Same! Same! Same! (c) 1990 Toaplan Company, Limited.

- TECHNICAL -

[Model T-40013]

- TRIVIA -

Same! Same! Same! for Mega Drive was released on November 2, 1990 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47491&o=2

$end


$info=samesame,samesame2,
$bio

Same! Same! Same! (c) 1989 Toaplan.

A vertically scrolling shoot 'em up from Toaplan.

- TECHNICAL -

Game ID : TP-017

Main CPU : Motorola 68000 (@ 10 Mhz)
Sound Chips : YM3812 (@ 3.5 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Same Same Same was released in November 1989 in Japan.

The title of this game translates from Japanese as 'Shark! Shark! Shark!'.

The game is known outside Japan as "Fire Shark!".

Offical high score recorded: 10,000,000 points (reached counter stop) by gamer 'JAG-POW', posted on Basic-Magazine (Japanese arcade game magazine).

- TIPS AND TRICKS -

* Hidden Functions : If the 'Invulnerability dip switch' is enabled, you are invulnerable but you may also 'Pause' the game with P2 Start and restart with P1 Start.

- SERIES -

1. Hi Sho Zame (1987)
2. Fighting Hawk (1988)
3. Same! Same! Same! (1989)

- STAFF -

Music created by : Masanory Yuge

- PORTS -

* Consoles :
Sega Mega Drive [JP] (November 2, 1990) [Model T-40013]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2299&o=2

$end


$intv=sgr,
$bio

SameGame & Robots [Model 9114] (c) 2005 IntelligentVision

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60945&o=2

$end


$spc1000_cass=wizardry,
$bio

Sammi's Wizardry (c) 1986 SMC [Sammi Computer].

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83567&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=sammon,
$bio

SamMON (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86912&o=2

$end


$coleco=sammylf,sammylfa,
$bio

Sammy Lightfoot (c) 1983 Sierra On-Line, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53342&o=2

$end


$c64_cart,c64_flop=sammylf,
$bio

Sammy Lightfoot (c) 1983 Sierra On-Line, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53692&o=2

$end


$pc8801_flop=sammylf,
$bio

Sammy Lightfoot (c) 1985 Comptiq [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92823&o=2

$end


$info=smis0502564,smis0502565,smis0502566,smis0502567,smis0502568,smis0502569,
$bio

Sammy Snake Eye [Ganster Series] (c) 2011 Bally Tech., Incorporated.

- TRIVIA -

Compatible with the "Alpha 2 Pro V22/26 Slant" cabinet.

- UPDATES -

SMI #S0502564
Min/Max%: 83.23%/85.02%
Odds to JP (3 lines played): 118,360

SMI #S0502565
Min/Max%: 84.54% 88.07%
Odds to JP (3 lines played): 112,797

SMI #S0502566
Min/Max%: 86.52% 90.05%
Odds to JP (3 lines played): 112,797

SMI #S0502567
Min/Max%: 88.48% 92.01%
Odds to JP (3 lines played): 112,797

SMI #S0502568
Min/Max%: 90.51% 94.04%
Odds to JP (3 lines played): 112,797

SMI #S0502569
Min/Max%: 92.50% 96.03%
Odds to JP (3 lines played): 112,797

- TIPS AND TRICKS -

Overall Hit Frequency: 19.99%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=45157&o=2

$end


$x68k_flop=sampling,
$bio

Sampling Pro-68K (c) 1988 Musical Plan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88051&o=2

$end


$gba=samsaran,
$bio

Samsara Naga 1x2 [Model AGB-ASNJ-JPN] (c) 2001 Victor Interactive Software, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72760&o=2

$end


$snes=samsarn2,
$bio

Samsara Naga 2 [Model SHVC-IV] (c) 1994 Victor Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62119&o=2

$end


$nes=samsaran,
$bio

Samsara Naga (c) 1990 Victor Musical Industries, Incorporated.

- TECHNICAL -

[Model VFR-Q1]

- TRIVIA -

Samsara Naga was released on March 23, 1990 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54581&o=2

$end


$c64_cart,c64_flop=samson,
$bio

Samson (c) 198? Rossmoller

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53693&o=2

$end


$info=samurai,
$bio

Samurai (c) 1980 Sega.

The rogue samurai challenges all comers!

- TECHNICAL -

Game ID : 289-302

Main CPU : Zilog Z80 (@ 1.93356 Mhz)

Players : 2
Control : 4-way joystick
Buttons : 1

- TRIVIA -

Released in March 1980 in Japan.

- PORTS -

* Consoles :
Sega Saturn [JP] (Nov. 27, 1997) "Sega Memorial Selection Vol.2 [Model GS-9163]"

* Others :
Mobile phones (2003, "Mobile Samurai")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2300&o=2

$end


$info=m4samu,
$bio

Samurai (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41442&o=2

$end


$info=samuraia,
$bio

Samurai Aces (c) 1993 Psikyo.

A vertically scrolling shooter.

- TECHNICAL -

Main CPU : Motorola 68EC020 (@ 16 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2610 (@ 8 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2
=> Fire, Bomb

- TRIVIA -

Released in April 1993.

This game is known in Japan as "Sengoku Ace" (translates from Japanese as 'Civil War Ace').

Samurai Aces is the very first game developed by Psikyo (Psikyo was founded in 1992 in Tokyo).

Note : There are 22 different endings!

- TIPS AND TRICKS -

*Extra features : If you hold Test Button + PL1 Button 1 during boot, you get extra options in the test menu. A level skip, BG test usually etc...

- SERIES -

1. Samurai Aces (1993)
2. Tengai - Sengoku Ace Episode II (1996)
3. Sengoku Cannon - Sengoku Ace Episode III (2005, Sony PSP)

- STAFF -

Staff : Shinnosuke, Rick Johnson, O.Senbei, Hiromin, Shiori, Ukon Zakura, Minsk, Dozi, Tall Man, Ayanokouji Reimu, Iron Champ, Studio Avi

- PORTS -

* Consoles :
Sony PlayStation 2 (2004, "Psikyo Shooting Collection Vol. 2")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2301&o=2

$end


$info=j6samur,j6samura,j6samurb,j6samurc,j6samurd,
$bio

Samurai Club (c) 199? JPM International.

- TECHNICAL -

Impact

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41143&o=2

$end


$gba=samdeepk,
$bio

Samurai Deeper Kyo [Model AGB-AOSE-USA] (c) 2008 Bold Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72762&o=2

$end


$gba=samdeepkj,
$bio

Samurai Deeper Kyo [Model AGB-AOSJ-JPN] (c) 2002 Marvelous Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72761&o=2

$end


$psx=samuraid,
$bio

Samurai Deeper Kyo [Model SLPS-03505] (c) 2002 Bandai Co., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85633&o=2

$end


$gba=samraiev,
$bio

Samurai Evolution - Oukoku Geist [Model AGB-AECJ-JPN] (c) 2002 Enix, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72763&o=2

$end


$gba=samujack,
$bio

Samurai Jack - The Amulet of Time [Model AGB-AJTE-USA] (c) 2003 BAM! Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72764&o=2

$end


$gbcolor=samurai,
$bio

Samurai Kid [Model CGB-BS5J-JPN] (c) 2001 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68717&o=2

$end


$info=tsamurai,tsamurai2,tsamuraih,
$bio

Samurai Nihon-ichi (c) 1985 Taito.

Set in ancient feudal japan, you play as a samurai warrior and must fend with his katana, advancing and waging battles to death against the enemies and their wild animals, while you jump and you crouch it to dodge the enemy's attacks, move forward through varied zones and keeping the bushido code to well finish your battle.

- TECHNICAL -

Board Number : M6100070A
Prom Stickers : A35

Main CPU : Zilog Z80 (@ 4 Mhz)
Sound CPU : (2x) Zilog Z80 (@ 2 Mhz)
Sound Chips : General Instrument AY8910 (@ 2 Mhz), (2x) DAC

Players : 2
Control : 4-way joystick
Buttons : 2

- TRIVIA -

Developed by Kaneko. Released in February 1985 in Japan.

The title of this game translates from Japanese as 'Japan's No. 1 Samurai'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2302&o=2

$end


$info=sams64,
$bio

Samurai Shodown 64 (c) 1997 SNK.

- TECHNICAL -

SNK Hyper Neo-Geo 64 hardware
Game ID : HNG64 No. 02

Main CPU : R4600 (@ 12.5 Mhz), V30 (@ 8 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 4

- TRIVIA -

Released in December 1997.

This game is known in Japan as "Samurai Spirits 64".

Pony Canyon released a limited-edition soundtrack album for this game (Samurai Spirits 64 - PCCB-00283) on 08/01/1998.

- TIPS AND TRICKS -

* Secret Character:
1) Start VS play
2) Select a character with holding D button
3) Select a style with holding C button
If succeeds, selected character changes Kuroko before starting first round.
But you can only play with him in this stage. If you win, Kuroko returns to selected character.

* VS Gan-da-ra: In single (CPU) mode, Gan-da-ra comes if you gets the following conditions.
1) Current stage is 3, 4, 5 or 8
2) Current round is final
3) Total time is the following:
Stage 3: within 2:40
Stage 4: within 3:10
Stage 5: within 6:40
Stage 8: None
== Current time in the round is the following:
Stage 3: 0 - 55
Stage 4: 0 - 30
Stage 5: 0 - 55
Stage 8: 55 - 57

* Beginner mode : Hold Start button then choose a style. This mode has the following function:
Auto guard
Auto Ikari-bakuhatsu if your energy is under 25% in final round
Damage when you guard normal attack

- SERIES -

1. Samurai Spirits [Model NGM-045] (1993)
2. Shin Samurai Spirits - Haohmaru Jigoku Hen [Model NGM-063] (1994)
3. Samurai Spirits - Zankurou Musouken [Model NGM-087] (1995)
4. Samurai Spirits - Amakusa Kourin [Model NGM-222] (1996)
5. Samurai Shodown 64 (1997)
6. Samurai Shodown 64 - Warrior's Rage (1998)
7. Kenkaku Ibunroku Yomigaerishi Soukou no Ha - Samurai Spirits Shinshou (1999, PSX)
8. Samurai Spirits Zero [Model NGM-270] (2003)
9. Samurai Spirits Zero Special [Model NGM-272] (2004)
10. Samurai Spirits - Tenkaichi Kenkakuden (2005)
11. Samurai Shodown - Edge of Destiny (2008)

- STAFF -

* Voice actors :
Haohmaru : Daiki Nakamura
Nakoruru : Harumi Ikoma
Rimururu : Keiko Kamiya (formerly Kamitani)
Hanzo Hattori : Toshimitsu Arai
Galford : Mantaro Koichi
Ukyo Tachibana : Eiji Yano
Genjuro Kibagami : Kong Kuwata
Kazuki Kazama : Atsushi Yamanishi
Sogetsu Kazama : Naoki Oikawa
Hanma Yagyu : Ken Watanabe
Shiki : Kaori Minami
Gandara : Katsumi Masago
Deku (male puppet) : Daiki Nakamura
Dekuina (female puppet) : Kaori Minami
Yuga the Destroyer : Daiki Nakamura, Kaori Minami

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3586&o=2

$end


$info=sams64_2,
$bio

Samurai Shodown 64 - Warrior's Rage (c) 1998 SNK.

- TECHNICAL -

SNK Hyper Neo-Geo 64 hardware
Game ID : HNG64 No. 05

Main CPU : R4600 (@ 50 Mhz), V30 (@ 8 Mhz), Zilog Z80 (@ 12.5 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 4

- TRIVIA -

Released in October 1998.

This game is known in Japan as "Samurai Spirits 2 - Asura Zanmaden".

Soundtracks:
[JP] Oct. 07 1998; Samurai Spirits 2 - Asura Zanmaden [PCCB-00331] - Pony Canyon.
[JP] Oct. 21 1998; Samurai Spirits 2 - Asura Zanmaden Arrange Sound Trax [PCCB-00338] - Pony Canyon.
[JP] Nov. 06 1998; Samurai Spirits 2 - Asura Zanmaden Arrange Drama CD [PCCB-00343] - Pony Canyon.

- TIPS AND TRICKS -

* Secret Character : If you gets ALL following condition, Gandhara comes here in final battle.
Stage 3 : Win with 36 or more seconds.
Stage 4 : Win with 32 or more seconds.
Stage 5 : Win with 28 or more seconds.
Stage 6 : Win with 00 or more seconds.

- SERIES -

1. Samurai Spirits [Model NGM-045] (1993)
2. Shin Samurai Spirits - Haohmaru Jigoku Hen [Model NGM-063] (1994)
3. Samurai Spirits - Zankurou Musouken [Model NGM-087] (1995)
4. Samurai Spirits - Amakusa Kourin [Model NGM-222] (1996)
5. Samurai Shodown 64 (1997)
6. Samurai Shodown 64 - Warrior's Rage (1998)
7. Kenkaku Ibunroku Yomigaerishi Soukou no Ha - Samurai Spirits Shinshou (1999, PSX)
8. Samurai Spirits Zero [Model NGM-270] (2003)
9. Samurai Spirits Zero Special [Model NGM-272] (2004)
10. Samurai Spirits - Tenkaichi Kenkakuden (2005)
11. Samurai Shodown - Edge of Destiny (2008)

- STAFF -

* Voice actors :
Haohmaru : Daiki Nakamura
Nakoruru : Harumi Ikoma
Rimururu : Keiko Kamiya (formerly Kamitani)
Hanzo Hattori : Toshimitsu Arai
Galford : Mantaro Koichi
Ukyo Tachibana : Eiji Yano
Genjuro Kibagami : Kong Kuwata
Kazuki Kazama : Atsushi Yamanishi
Sogetsu Kazama : Naoki Oikawa
Hanma Yagyu : Ken Watanabe
Shiki : Kaori Minami
Asura : Kazuya Ichijo
Taizan Morosumi : Takaya Yamauchi
Gandara : Katsumi Masago
Yuga the Destroyer : Satomi Nakatani

- PORTS -

* Consoles :
Neo-Geo Pocket Color [JP] (June 10, 1999) "Samurai Spirits! 2 [Model NEOP00300]"
Neo-Geo Pocket Color [JP] (July 20, 2000) "Samurai Spirits! 2 [Best Collection] [Model NEOP00307]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3566&o=2

$end


$nes=samsho3,
$bio

Samurai Shodown III (c) 1997 Rex Soft [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84099&o=2

$end


$megadriv=samsho,
$bio

Samurai Shodown (c) 1994 Takara Company, Limited.

Export version. For more information about the game, please see the original Japanese version entry.

- TECHNICAL -

Game ID: 1184-50
Cartridge ID: 670-6281-50
Package ID: 670-6282-50

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47701&o=2

$end


$gameboy=samsho,samshop,
$bio

Samurai Shodown (c) 1994 Takara USA Corp.

- TECHNICAL -

[Model DMG-X4-USA]

- TRIVIA -

Samurai Shodown for Game Boy was released in November 1994 in USA.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47700&o=2

$end


$snes=samshou,
$bio

Samurai Shodown (c) 1994 Takara USA Corp.

- TECHNICAL -

Package ID: [Model SNS-P- A7SE]
Cartridge ID: [Model SNS-A7SE-USA]
32 MEG

- TRIVIA -

Samurai Shodown for Super NES was released in November 1994 in USA.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47704&o=2

$end


$snes=samsho,
$bio

Samurai Shodown [Model SNSP-A7SP-EUR] (c) 1994 Takara Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63514&o=2

$end


$gamegear=samsho,
$bio

Samurai Shodown (c) 1994 Takara USA Corp.

- TECHNICAL -

[Model T-103018]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47703&o=2

$end


$megadriv=samshou,
$bio

Samurai Shodown (c) 1994 Takara USA Corp.

- TECHNICAL -

[Model T-103066]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47702&o=2

$end


$megacd,megacdj=samsho,samshod,
$bio

Samurai Shodown [Model T-60175-50] (c) 1995 JVC

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60651&o=2

$end


$segacd=samsho,
$bio

Samurai Shodown (c) 1995 JVC Musical Industries, Incorporated.

- TECHNICAL -

[Model T-60175]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47705&o=2

$end


$neocd=samsho4,
$bio

Samurai Spirits - Amakusa Kourin (c) 1996 SNK.

- TECHNICAL -

[Model NGCD-222]

- TRIVIA -

Released on December 27, 1996 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47860&o=2

$end


$info=samsho4,
$bio

Samurai Shodown IV - Amakusa's Revenge (c) 1996 SNK.

The 4th installment of Japanese swordplay featuring 17 selectable characters and 1 end boss.

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : NGM-0222

Players : 2
Control : 8-way joystick
Buttons : 4
=> [A] Light attack with weapon, [B] Medium attack with weapon, [C] Strong attack with weapon, [D] Kick

- TRIVIA -

Samurai Spirits - Amakusa Kourin (translates from Japanese as 'Samurai Spirits - Amakusa's Descent') was released in October 1996 in Japan.

This game is known outside Japan as 'Samurai Shodown IV - Amakusa's Revenge'.

- TIPS AND TRICKS -

* Beat the entire game in the time limit to see a picture of Wan-Fu or Sieger after the end credits. Who appears is entirely at random though.

* In order to see a special win pose with the puppies, win with a double
perfect using Slash Galford. Galford will say, 'Arigato!' as the puppies
scamper across the screen.

* I'm Not Afraid Of You! : think you are really good? Tap START 3 times quickly to make your character drop his/her sword. Now show your opponents that the most fearsome weapons are the ones you were born with! Note : a few characters are really hampered by the loss of weapon (e.g. Haohmaru, Kazuki, Sogetsu) and a few are not really affected (Nakoruru, Rimururu, Hanzo).

* Sepukku (Suicide) : press Back, then move your joystick a quarter circle from forwards to down and press START to make your character kill himself/herself and lose the current round (Useless trick? Not quite since you will start the next round with a full rage gauge!).

* Silly Name Trick : now this is weird! At the naming screen input 'AAA' as your name to make your character faint!

- SERIES -

1. Samurai Spirits [Model NGM-045] (1993)
2. Shin Samurai Spirits - Haohmaru Jigoku Hen [Model NGM-063] (1994)
3. Samurai Spirits - Zankurou Musouken [Model NGM-087] (1995)
4. Samurai Spirits - Amakusa Kourin [Model NGM-222] (1996)
5. Samurai Shodown 64 (1997)
6. Samurai Shodown 64 - Warrior's Rage (1998)
7. Kenkaku Ibunroku Yomigaerishi Soukou no Ha - Samurai Spirits Shinshou (1999, PSX)
8. Samurai Spirits Zero [Model NGM-270] (2003)
9. Samurai Spirits Zero Special [Model NGM-272] (2004)
10. Samurai Spirits - Tenkaichi Kenkakuden (2005)
11. Samurai Shodown - Edge of Destiny (2008)

- STAFF -

Executive producer : Eikichi Kawasaki
Producers : Y. Koudou, H. Kawano, Bad Apples
Planners : Head-Ken, Tomi Yan, Kouji Takaya, Guro
Support from : Masami Nakaoka, Eiji Shiroi, Y. Kawase, Araiichi, Nao.Q.
Back team : Yasupuu (as Yasu-Puu), Anta-Baka, Y. Yoshimitsu, Yoshiko, Pu-Suke, Has, Y, N. Azumi, Chu
Programmers : Kura, Llaoyllakcuf, Dan-ABE
Sound : Yamapy-1, Jojoha Kitapy, Mitsuo, Sha-V

* Voice Actors :
Tam Tam : Toshikazu Nishimura
Galford : Mantaro Koichi
Hanzo Hattori : Toshimitsu Arai
Jubei Yagyu : Kiyoshi Kobayashi
Sogetsu Kazama : Naoki Oikawa
Kazuki Kazama : Atsushi Yamanishi
Genjuro Kibagami : Kong Kuwata
Haohmaru : Masaki Usui
Charlotte : Harumi Ikoma
Tokisada Shirou Amakusa : Eiji Yano
Kyoshiro Senryou : Monster Maetsuka
Ukyo Tachibana : Eiji Yano
Basara Kubikiri : Masahiro Nonaka
Gaira Kafuin : Takeshi Watanabe
Shizumaru Hisame : Miho Kaneda
Nakoruru : Harumi Ikoma
Rimururu : Megumi Matsumoto
Zankuro Minazuki : Enma Ito

- PORTS -

* Consoles :
SNK Neo-Geo [JP] (Nov. 29, 1996; "Samurai Spirits - Amakusa Kourin [Model NGH-222]")
SNK Neo-Geo CD [JP] (Dec. 27, 1996; "Samurai Spirits - Amakusa Kourin [Model NGCD-222]")
Sega Saturn [JP] (Oct. 02, 1997; "Samurai Spirits - Amakusa Kourin [Model T-3116G]")
Sega Saturn [JP] (Oct. 02, 1997; "Samurai Spirits - Amakusa Kourin [Model T-3118G]")
Sony PlayStation [JP] (Dec. 25, 1997; "Samurai Spirits - Amakusa Kourin Special [Model SLPS-01171]")
Sega Saturn [JP] (Aug. 06, 1998; "Samurai Spirits Best Collection [Model T-3123G]")
SNK Neo-Geo Pocket [JP] (Dec. 25, 1998; "Samurai Spirits! [Model NEOP00080]")
SNK Neo-Geo Pocket [JP] (Dec. 25, 1998; "Samurai Spirits! [Special Box] [Model NEOP90010]")
Sony PlayStation [JP] (Apr. 24, 2003; "Samurai Spirits - Amakusa Kourin Special [PSone Books] [Model SLPS-91513]")
Sony PlayStation 2 [JP] (July 24, 2008 "Samurai Spirits - Rokuban Shobu [NeoGeo Online Collection Vol.12] [Model SLPS-25839]")
Nintendo Wii [JP] (July 24, 2008; "Samurai Spirits - Rokuban Shobu [Model RVL-RSSJ-JPN]")
Sony PlayStation 2 [JP] (June 18, 2009; "Samurai Spirits - Rokuban Shobu [NeoGeo Online Collection The Best] [Model SLPS-25934]")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2306&o=2

$end


$saturn,sat_cart=samsho4,samsho4a,
$bio

Samurai Spirits - Amakusa Kourin (c) 1997 SNK [Shin Nihon Kikaku].

- TECHNICAL -

[Model T-3116G]

- TRIVIA -

Samurai Spirits Amakusa Kourin was released on October 02, 1997 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47861&o=2

$end


$psx=samurais,
$bio

Samurai Spirits - Kenkaku Yubinan Pack (c) 1998 SNK [Shin Nihon Kikaku].

- TECHNICAL -

[Model SLPS-00647]

- TRIVIA -

Released on March 26, 1998 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47696&o=2

$end


$info=samsptk,
$bio

Samurai Spirits - Tenkaichi Kenkakuden (c) 2005 SNK Playmore.

- TECHNICAL -

SAMMY Atomiswave Hardware

CPU : Hitachi SH-4 64-bit RISC CPU
Sound Engine : ARM7 Yamaha AICA (45 MHZ)

Players : 2
Control : 8-way joystick
Buttons : 5
=> [A] - Light slash, [B] - Medium slash, [C] - Heavy slash, [D] - Kick, [E] - Special move

- TRIVIA -

Released in September 2005. The beta testing of the game had already started from 28 to 29 April, 2005 at Shinjuku, Tokyo as well (same place as NBC tests).

- SERIES -

1. Samurai Spirits [Model NGM-045] (1993)
2. Shin Samurai Spirits - Haohmaru Jigoku Hen [Model NGM-063] (1994)
3. Samurai Spirits - Zankurou Musouken [Model NGM-087] (1995)
4. Samurai Spirits - Amakusa Kourin [Model NGM-222] (1996)
5. Samurai Shodown 64 (1997)
6. Samurai Shodown 64 - Warrior's Rage (1998)
7. Kenkaku Ibunroku Yomigaerishi Soukou no Ha - Samurai Spirits Shinshou (1999, PSX)
8. Samurai Spirits Zero [Model NGM-270] (2003)
9. Samurai Spirits Zero Special [Model NGM-272] (2004)
10. Samurai Spirits - Tenkaichi Kenkakuden (2005)
11. Samurai Shodown - Edge of Destiny (2008)

- STAFF -

Haohmaru : Hiroyuki Koga
Nakoruru : Mikako Takahashi
Yoshitora Tokugawa : Naoki Yanagi
Mina Majikina : Tsumugi Osawa
Ukyo Tachibana : Kazutaka Ishii
Rimururu : Rie Kugimiya
Yunfei : Toru Okawa 
Kusaregedo the demon : Taro Masuoka
Genjuro Kibagami : Toru Okawa
Rera : Mikako Takahashi
Kyoshiro Senryo : Taro Masuoka
Rasetsumaru : Shinsuke Fukui
Kazuki Kazama : Masahiro Okazaki
Sogetsu Kazama : Junji Majima
Enja : Shintarou Ohata
Suija : Ikuji Nose
Hanzo Hattori : Hiroyuki Koga
Galford : Junji Majima
Shizumaru Hisame : Motoki Takagi
Jubei Yagyu : Toru Okawa
Basara : Motoki Takagi
Gaira Caffeine : Takumi Sato
Charlotte : Mayumi Shindo
Tam Tam : Kazutaka Ishii 
Sankuro Yorozu : Shinsuke Fukui
Yumeji Kurokouchi : Mitsuki Saiga
Gaoh Kyougoku Hinowanokami : Akio Ohtsuka
Andrew : Kazutaka Ishii
Nicotine Caffeine : Naoki Yanagi
Cham Cham : Tsumugi Osawa
Earthquake : Takumi Sato
Iroha : Mayumi Shindo
Ocha-Maro Karakuri : Mayumi Shindo
Sugoroku Matsuribayashi : Taro Masuoka
Neinhalt Sieger : Hiroyuki Koga
Genan Shiranui : Masahiro Okazaki
Wan-fu : Masahiro Okazaki
Shiro Tokisada Amakusa : Junji Majima

- PORTS -

* Consoles :
Sony PlayStation 2 [JP] (Jan. 26, 2006) "Samurai Spirits - Tenkaichi Kenkakuden [Model SLPS-25559]"
Sony PlayStation 2 [JP] (Jan. 25, 2007) "Samurai Spirits - Tenkaichi Kenkakuden [SNK Best Collection] [Model SLPS-25559]"
Sony PlayStation 2 [JP] (July 24, 2008 "Samurai Spirits - Rokuban Shobu [NeoGeo Online Collection Vol.12] [Model SLPS-25839]")
Nintendo Wii [JP] (July 24, 2008 "Samurai Spirits - Rokuban Shobu [Model RVL-RSSJ-JPN]")
Sony PlayStation 2 [JP] (June 18, 2009 "Samurai Spirits - Rokuban Shobu [NeoGeo Online Collection The Best] [Model SLPS-25934]")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4280&o=2

$end


$saturn,sat_cart=samsho3,
$bio

Samurai Spirits - Zankuro Musouken (c) 1996 SNK [Shin Nihon Kikaku].

- TECHNICAL -

[Model T-3104G]

- TRIVIA -

Samurai Spirits Zankuro Musouken was released on November 08, 1996 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47832&o=2

$end


$neocd=samsho3,
$bio

Samurai Spirits - Zankurou Musouken (c) 1995 SNK [Shin Nihon Kikaku].

- TECHNICAL -

[Model NGCD-087]

- TRIVIA -

Released on December 29, 1995 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47829&o=2

$end


$info=samsho3,samsho3h,
$bio

Samurai Spirits - Zankurou Musouken (c) 1995 SNK.

To have no fear, to slice and die! To survive! Continuing the aesthetic tradition and high quality of the very successful series featuring 12 selectable characters to fight Zankuro, a very powerful demon samurai.

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : 0087

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2610 (@ 8 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 4
=> [A] Light attack with weapon, [B] Medium attack with weapon, [C] Strong attack with weapon, [D] Kick

- TRIVIA -

Samurai Spirits - Zankurou Musouken was released in October 1995 in Japan. Literally 'Samurai Spirits - Zankuro's Matchless Sword'.

This game is known outside Japan as 'Samurai Shodown III' and in Korea as "Fighters Swords". The full US name for the game is "Samurai Shodown III - Blades of Blood".

Kafuin Gaira is a Buddhist monk whose weapons are giant 'mala', or Buddhist prayer beads. When Gaira wins the first round of a match, he throws a few punches and says 'Tenchu!', which means 'retribution!'. Gaira says a traditional Buddhist prayer for his fallen opponent when he wins the final round of the match. 'Namu amida butsu', Gaira's prayer, is basically 'go to heaven' or 'rest in peace'.

Shizumaru Hisame is a homage to Himura Kenshin (a character from the manga 'Rurouni Kenshin').

Zankuro Minazuki is a homage to Raijyuta Isurugi (another character from 'Rurouni Kenshin').

- TIPS AND TRICKS -

* Play as Zankuro : This tip only works in 2-Player mode. Select Haohmaru, hold START and then go to the following characters : Genjuro, Basara, Kyoshiro, Ukyo, Rimururu, Haohmaru, Shizumaru, Nakoruru, Hanzo, Amakusa, Gaira, Galford and Shizumaru. Wait until the timer reach 03 and then press A and B.

- SERIES -

1. Samurai Spirits [Model NGM-045] (1993)
2. Shin Samurai Spirits - Haohmaru Jigoku Hen [Model NGM-063] (1994)
3. Samurai Spirits - Zankurou Musouken [Model NGM-087] (1995)
4. Samurai Spirits - Amakusa Kourin [Model NGM-222] (1996)
5. Samurai Shodown 64 (1997)
6. Samurai Shodown 64 - Warrior's Rage (1998)
7. Kenkaku Ibunroku Yomigaerishi Soukou no Ha - Samurai Spirits Shinshou (1999, PSX)
8. Samurai Spirits Zero [Model NGM-270] (2003)
9. Samurai Spirits Zero Special [Model NGM-272] (2004)
10. Samurai Spirits - Tenkaichi Kenkakuden (2005)
11. Samurai Shodown - Edge of Destiny (2008)

- STAFF -

Executive producer : Eikichi Kawasaki
Programmers : Abe Jaron, Oh!Butch, Magic2papa
Back team : N. Azumi, Mayu K., Yoshimitsu, Yoshi-Ko, Chu, Guchi, Etsuko, Satoni, Has
Special effects by 'POW team'.

* Voice Actors :
Haohmaru : Masaki Usui
Nakoruru : Harumi Ikoma
Rimururu : Tomo Sakurai
Hanzo Hattori : Toshimitsu Arai
Galford : Kazuhiro Inage (Key Inage)
Kyoshiro Senryou : Monster Maetsuka
Ukyo Tachibana, Tokisada Shirou Amakusa : Eiji Yano
Genjuro Kibagami : Kong Kuwata
Basara Kubikiri : Masahiro Nonaka
Shizumaru Hisame : Miho Kaneda
Gaira Kafuin : Kouji Suizu
Zankuro Minazuki : Hiroyuki Arita

- PORTS -

* Consoles :
SNK Neo-Geo [JP] (Dec. 01, 1995; "Samurai Spirits - Zankurou Musouken [Model NGH-087]")
SNK Neo-Geo [US] (Dec. 01, 1995; "Samurai Shodown III [Model NGH-087]")
SNK Neo-Geo CD [JP] (Dec. 29, 1995; "Samurai Spirits - Zankurou Musouken [Model NGCD-087]")
SNK Neo-Geo CD [US] (Dec. 29, 1995; "Samurai Shodown III [Model NGCD-087E]")
Nintendo Game Boy [JP] (Aug. 23, 1996; "Nettou Samurai Spirits - Zankuro Musouken [Model DMG-ASZJ-JPN]")
Sony PlayStation  [JP] (Aug. 30, 1996; "Samurai Spirits - Zankurou Musouken [Model SLPS-00350]")
Sega Saturn [JP] (Nov. 08, 1996; "Samurai Spirits - Zankuro Musouken [Model T-3104G]")
Sega Saturn [JP] (Nov. 08, 1996; "Samurai Spirits - Zankuro Musouken [Model T-3106G]")
Sony PlayStation  [JP] (Mar. 20, 1997; "Samurai Spirits - Zankurou Musouken [The Best] [Model SLPS-91024]")
Sega Saturn [JP] (Aug. 06, 1998, "Samurai Spirits Best Collection [Model T-3123G]")
Sony PlayStation  [JP] (Apr. 24, 2003; "Samurai Spirits - Zankurou Musouken [PSone Book] [Model SLPS-91514]")
Sony PlayStation 2 [JP] (July 24, 2008 "Samurai Spirits - Rokuban Shobu [NeoGeo Online Collection Vol.12] [Model SLPS-25839]")
Nintendo Wii [JP] (July 24, 2008 "Samurai Spirits - Rokuban Shobu [Model RVL-RSSJ-JPN]")
Sony PlayStation 2 [JP] (June 18, 2009 "Samurai Spirits - Rokuban Shobu [NeoGeo Online Collection The Best] [Model SLPS-25934]")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2305&o=2

$end


$psx=samsho3,
$bio

Samurai Spirits - Zankurou Musouken (c) 1997 SNK [Shin Nihon Kikaku].

Re-Edition (The Best)

- TECHNICAL -

Model # SLPS-91024

- TRIVIA -

Released on March 20, 1997 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47834&o=2

$end


$info=samspsen,
$bio

Samurai Spirits Sen (c) 2008 SNK Playmore.

- TECHNICAL -

Runs on the "Taito Type X²" hardware.

Players: 2
Control: 8-way joystick
Buttons: 4
=> A [Horizontal Slash]
=> B [Vertical Slash]
=> C [Kick]
=> R [Special Action]

- TRIVIA -

Released in March 2008.

Developed by 'K2 LLC'.

Known outside Japan as "Samurai Shodown - Edge of Destiny"

The game was first announced in development to the public at the All Nippon Amusement Machine Operator's Union (AOU) 2006 event where it was given a tentative release date of sometime by the end of 2007. However, at the 2007 Tokyo Game Show, the date was pushed back, but was mentioned to be nearly ready for future release in Japanese arcades. Since late October 2007, the game has been undergoing severe beta testing around arcades in Japan. On December 13, 2007, the official website to the game was created, along with a bulletin of 4 locations sites which are in Tokyo, Kanagawa, Osaka, and Chiba. Testing begins on December 20th and ends on December 24th. The official site also confirms an eventual release in 2008. The first overseas testing location took place in Hong Kong during December 20~21. Along with this announcement came the game's international title. Aoi Nanase, character designer to the series' first OVA, has reported in her personal blog that the official staff intend to take a great departure from the Makai and are going for a sengoku-jidai effect.

On February 9, 2008 the 3rd location testing ad was listed on the Japanese official site at 4 different locations. Testing begins February 14th and ends on February 19th. The ad also says that this is meant to be the final round of testing. Also at this time, a tentative release date listed as 'Spring 2008' (later to the release date) in Japanese arcades is scheduled on the Hong Kong SNK Playmore site.

- UPDATES -

Blood and fatalities are present in the English version of the game only.

- SERIES -

1. Samurai Spirits [Model NGM-045] (1993)
2. Shin Samurai Spirits - Haohmaru Jigoku Hen [Model NGM-063] (1994)
3. Samurai Spirits - Zankurou Musouken [Model NGM-087] (1995)
4. Samurai Spirits - Amakusa Kourin [Model NGM-222] (1996)
5. Samurai Shodown 64 (1997)
6. Samurai Shodown 64 - Warrior's Rage (1998)
7. Kenkaku Ibunroku Yomigaerishi Soukou no Ha - Samurai Spirits Shinshou (1999, PSX)
8. Samurai Spirits Zero [Model NGM-270] (2003)
9. Samurai Spirits Zero Special [Model NGM-272] (2004)
10. Samurai Spirits - Tenkaichi Kenkakuden (2005)
11. Samurai Shodown - Edge of Destiny (2008)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=27656&o=2

$end


$info=samsh5sp,samsh5sph,samsh5spho,
$bio

Samurai Spirits Zero Special (c) 2004 SNK Playmore.

An 'upgrade' of the Samurai Spirits Zero episode with its 24 fighters plus 4 more characters : Amakusa, Gaoh, Zankuro and Mizuki. It's probably the ultimate game released on MVS since SNK Playmore decided to develop its future games on AtomisWave.

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : NGM-272

Players : 2
Control : 8-way Joystick
Buttons : 4
=> [A] Light attack, [B] Medium attack, [C] Kick/Break defence, [D] Lie down/Forward roll/Back roll/Small jump/Dodge

- TRIVIA -

Samurai Spirits Zero Special was released in April 2004 in Japan.

This game is known outside Japan as 'Samurai Shodown V Special'.

The original version of the game contain some bugs and characters don't have fatalities. To correct that, SNK Playmore released corrected cartridges (without any problems) which can be recognized by a small NeoGeo sticker on the top right

On the game box, SNK put the following message : 'A final Farewell. To all of our customers, who have purchased NeoGeo rom cartridges up till now, thank you very much. We offer our most heartfelt gratitude for your loyal patronage over these 14 full years and hope for your continued support for our games on the many other platforms we will provide products for in the future. NeoGeo fans rule!'.

Some rumors says that SNK Playmore wanted to release an other upgrade of "Samurai Shodown V" on NeoGeo MVS called "Samurai Shodown V Special Final" including 2 new characters, some new stages and the correction of all the original game's bugs. A location test occurred in Tokyo in october 2004 but then SNK Playmore denied developing this game.

- TIPS AND TRICKS -

* I'm Not Afraid Of You! : think you are really good? Tap Start 3 times quickly to make your character drop his/her sword. Now show your opponents that the most fearsome weapons are the ones you were born with!

* The game has several last bosses: Amakusa,  Zankuro, Gao and Muzuki. In order to reach the latter bosses, you need to perform a fatality on the former ones. If you don't, you'll instead get a bad ending.

- SERIES -

1. Samurai Spirits [Model NGM-045] (1993)
2. Shin Samurai Spirits - Haohmaru Jigoku Hen [Model NGM-063] (1994)
3. Samurai Spirits - Zankurou Musouken [Model NGM-087] (1995)
4. Samurai Spirits - Amakusa Kourin [Model NGM-222] (1996)
5. Samurai Shodown 64 (1997)
6. Samurai Shodown 64 - Warrior's Rage (1998)
7. Kenkaku Ibunroku Yomigaerishi Soukou no Ha - Samurai Spirits Shinshou (1999, PSX)
8. Samurai Spirits Zero [Model NGM-270] (2003)
9. Samurai Spirits Zero Special [Model NGM-272] (2004)
10. Samurai Spirits - Tenkaichi Kenkakuden (2005)
11. Samurai Shodown - Edge of Destiny (2008)

- STAFF -

* Voice Actors :
Announcer/Narrator : Satoshi Taki
Haohmaru : Masaki Usui
Nakoruru : Harumi Ikoma
Yoshitora Tokugawa : Hiro Yuki
Mina Majikina : Satsuki Yukino
Ukyo Tachibana : Eiji Yano
Rimururu : Hitomi Nabatame
Yunfei Liu : Satoshi Taki
Kusaregedo the demon : Go Shinomiya
Genjuro Kibagami : Kong Kuwata
Rera : Kyoko Hikami
Kyoshiro Senryo : Monster Maetsuka
Rasetsumaru : Tsuguo Nakajima (formerly Mogami)
Kazuki Kazama : Atsushi Yamanishi
Sogetsu Kazama : Naoki Oikawa
Enja : Shintarou Ohata
Suija : Ikuji Nose
Hanzo Hattori : Toshimitsu Arai
Galford : Mantaro Koichi 
Shizumaru Hisame : Miho Kaneda
Jubei Yagyu : Kiyoshi Kobayashi
Basara : Masahiro Nonaka
Gaira Caffeine : Takeshi Watanabe
Charlotte : Harumi Ikoma
Tam Tam : Toshikazu Nishimura
Zankuro Minazuki : Kazuhiro Nakata
Shiro Tokisada Amakusa : Takashi Ohara
Rashoujin Mizuki : Shizuka Ito
Gaoh Kyougoku Hinowanokami : Kenji Utsumi

- PORTS -

* Consoles :
SNK Neo-Geo [JP] (July 09, 2004; "Samurai Spirits Zero Special [Model NGH-272]")
SNK Neo-Geo [US] (July 09, 2004; "Samurai Shodown V Special [Model NGH-272]")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3583&o=2

$end


$info=samsho5,samsho5h,samsho5b,
$bio

Samurai Spirits Zero (c) 2003 SNK Playmore.

A 5th episode of the Samurai Shodown saga on Neo-Geo with 24 selectable characters plus Poppy (secret character) plus 3 bosses (Sankuro the mid-boss, Yumeji the sub-boss and the general Gaoh as final boss).

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : NGM-270

Players : 2
Control : 8-way Joystick
Buttons : 4
=> [A] Light attack, [B] Medium attack, [C] Kick/Break defence, [D] Lie down/Forward roll/Back roll/Small jump/Dodge

- TRIVIA -

Samurai Spirits Zero was released in October 2003 in Japan. Called ZERO because its story takes place before the first Samurai Spirits episode.

This game is known outside Japan as Samurai Shodown V.

Parts of Shiki's personality are homages to Rei Ayanami (a character from Evangelion) and Mugen no Jyuunin. As a matter of fact, one of her winquotes was taken word-for-word from a quote in Evangelion.

Rera first appeared in a Nakoruru OVA titled 'Nakoruru - Ano hito kara no okurimono'.

Sankuro's name and moves (which call out his henchmen), collectively, contain all the digits from one to nine.

Yumeji's attacks are all borrowed from other characters (for most of them, she morphs into the character she is borrowing the move from). Her Shin Musou Ittou-ryuu Kagerou and Shin Musou Ittou-ryuu Sasame Yuki - Sen are all borrowed from Ukyo's Bust moves in SS4 (Ukyo only has his Slash moves from SS4 in SS5). She also borrows : Charlotte's Bayonette Lunge, Genjuro's Sanren Satsu, Hanzo's Ninpou Mozu Otoshi, Haohmaru's Ougi - Kogetsu Zan, Jubei's Yagyu Shingan Tou - Souha, Kyoshiro's Choubi Jishi, Nakoruru's Annu Mutsube, Rimururu's Rupush Kamui Weison Pekoru, Ukyo's Hiken Tsubame Gaeshi, Yoshitora's Yon no Tachi - Tsubaki.

The creator of the manga 'Rurouni Kenshin', Nobuhiro Watsuki, helped to make 'Yoshitora Tokugawa'. Nobuhiro Watsuki has declared many times his love for the Samurai Spirits video-games. You can find some characters in his work strictly copied from these series.

Card game : In December 2006, Sabertooth Games released a Samurai Shodown V collectable card game set for it's Universal Fighting System (UFS) game.

- UPDATES -

If you put the game in 'Japan territory' via the MVS bios setting, the story mode will be completed by little scenes of dialogs between the different characters.

- TIPS AND TRICKS -

* Costume Color Select : everyone has four outfit colors chosen by A, B, C or D. The (D) button ones seem to be the oddest ones.

* Play as Poppy : on the character select screen highlight 'Kazuki' and then move Left, Right, Left(x2), Right(x2), Left(x2), Right and then button A to select (use buttons B to D instead for different colors).

* I'm Not Afraid Of You! : think you are really good? Tap Start 3 times quickly to make your character drop his/her sword. Now show your opponents that the most fearsome weapons are the ones you were born with!

* Secret Win Pose : if you get a Perfect win in the second round with Galford, one of Poppy's puppies will show up and run forward, only to stumble and land on it's stomach.

* Pursuit Reset : pick Jubei and perform a Big Pursuit when unarmed (press Up+B+C when your opponent is down). The game will reset.

- SERIES -

1. Samurai Spirits [Model NGM-045] (1993)
2. Shin Samurai Spirits - Haohmaru Jigoku Hen [Model NGM-063] (1994)
3. Samurai Spirits - Zankurou Musouken [Model NGM-087] (1995)
4. Samurai Spirits - Amakusa Kourin [Model NGM-222] (1996)
5. Samurai Shodown 64 (1997)
6. Samurai Shodown 64 - Warrior's Rage (1998)
7. Kenkaku Ibunroku Yomigaerishi Soukou no Ha - Samurai Spirits Shinshou (1999, PSX)
8. Samurai Spirits Zero [Model NGM-270] (2003)
9. Samurai Spirits Zero Special [Model NGM-272] (2004)
10. Samurai Spirits - Tenkaichi Kenkakuden (2005)
11. Samurai Shodown - Edge of Destiny (2008)

- STAFF -

Developed by Yuki Enterprise.

Illustrators : Dorio Takaya, Takkun, Sakuraitohru, Murasaki, Yukikage, Takahashi
Character designers : Nobuhiro Watsuki, Takuro Fuse, Ponkichi, Kentaro Maruta, Gunpom, C. Takahashi, Qon, Yuichi Nakatani, Shinosuke, Kusarehada, Takayanagi K', Takaomi, Shuhei Hayashi, Kano Toyo, Tomisu, Toshirou Hara, Taisuke Satoh, Yasuhiro Nightow
[Marehen Breaker] : Kazuhiro Mikuma, Kengo Tanaka
[Tachyon] : Miyazaki-Atu
[Mechanic Arms] : Manabu Sakai, Yoshiki Oyabu, Toshiharu Tagami
??? : Daisuke Shimada
??? : Morita Kazuro, Ken, Hide. H, M. Kawamura, Nakamura Yoshihiro
Music Compose : Suemura Kennosuke, Kuroiwa Haruhiko
Arrange & Sound Design : Suemura Kennosuke
Sound Effect : Miyazaki Seiji
Sound Director : Matsuo Atsuya, Hide. H
Producer : Yasuo Tanaka

* Voice actors :
Announcer/Narrator : Satoshi Taki
Haohmaru : Masaki Usui
Nakoruru : Harumi Ikoma
Yoshitora Tokugawa : Hiro Yuki
Mina Majikina : Satsuki Yukino
Ukyo Tachibana : Eiji Yano
Rimururu : Hitomi Nabatame
Yunfei : Satoshi Taki
Kusaregedo the demon : Go Shinomiya
Genjuro Kibagami : Kong Kuwata
Rera : Kyoko Hikami
Kyoshiro Senryo : Monster Maetsuka
Rasetsumaru : Tsuguo Nakajima (formerly Mogami)
Kazuki Kazama : Atsushi Yamanishi
Sogetsu Kazama : Naoki Oikawa
Enja : Shintarou Ohata
Suija : Ikouji Nose
Hanzo Hattori : Toshimitsu Arai
Galford : Mantaro Koichi
Shizumaru Hisame : Miho Kaneda
Jubei Yagyu : Kiyoshi Kobayashi
Basara : Masahiro Nonaka
Gaira Caffeine : Takeshi Watanabe
Charlotte : Harumi Ikoma
Tam Tam : Toshikazu Nishimura
Sankuro Yorozu : Tomoyuki Shimura, 
Yumeji Kurokouchi : Mitsuki Saiga
Gaoh Kyougoku Hinowanokami : Kenji Utsumi

- PORTS -

* Consoles :
SNK Neo-Geo [JP] (Dec. 11, 2003; "Samurai Spirits Zero [Model NGH-270]")
Sony PlayStation 2 [JP] (July 29, 2004; "Samurai Spirits Zero [Model SLPS-25346]")
Sony PlayStation 2 [JP] (???? ??, 2005; "Samurai Spirits Zero [SNK Best Collection] [Model ????-?????]")
Sony PlayStation 2 [JP] (July 24, 2008 "Samurai Spirits - Rokuban Shobu [NeoGeo Online Collection Vol.12] [Model SLPS-25839]")
Nintendo Wii [JP] (July 24, 2008 "Samurai Spirits - Rokuban Shobu [Model RVL-RSSJ-JPN]")
Sony PlayStation 2 [JP] (June 18, 2009 "Samurai Spirits - Rokuban Shobu [NeoGeo Online Collection The Best] [Model SLPS-25934]")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2307&o=2

$end


$megadriv=samspir,
$bio

Samurai Spirits (c) 1994 Sega Enterprises, Limited.

- TECHNICAL -

Game ID: G-4127
Cartridge ID: 670-5578
Cover ID: 670-5579

- TRIVIA -

Samurai Spirits for Mega Drive was released on November 19, 1994 in Japan.

- STAFF -

Excective Producer: Nobuyuki Tanaka
Producer: Yasushi Okahara, Takahiro Shima
Direction: Zizi, Haccyan
Assistant Programmer: Yama
Graphic System: Hideki
Graphic Design Modify: M. Toshiro, T. Koyama
Sound System: Den
Sound Arrangement: Shinichi Yamazaki, Kazuhiko Oshikiri, Hideki Nagai, Hiroyuki Takei
Collision Tuning: Kuzira, Shikanosuke, Koyaman 3D

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47692&o=2

$end


$neocd=samsho,
$bio

Samurai Spirits (c) 1994 SNK [Shin Nihon Kikaku].

- TECHNICAL -

[Model NGCD-045]

- TRIVIA -

Samurai Spirits for Neo-Geo CD was released on September 9, 1994 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47690&o=2

$end


$info=samsho,samshoh,
$bio

Samurai Spirits (c) 1993 SNK.

The game that put the Neo-Geo on the map! Superb weapons-based fighter featuring 12 characters, bonus rounds and one end boss.

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : NGM-045

Players : 2
Control : 8-way joystick
Buttons : 4
=> With weapon : [A] Light attack, [B] Medium attack
=> Without weapon : [A] Light punch, [B] Medium punch, [C] Light kick, [D] Medium kick

- TRIVIA -

Samurai Spirits was released in July 1993 in Japan.

The game is known outside Japan as 'Samurai Shodown'

Samurai Spirits is the first game that introduced weapon fighting into the fighting game genre. The game used an upgraded version of the scaling graphics engine that was originally featured in "Art of Fighting".

Samurai Spirits also started SNK's reputation for their unique style of Engrish, known as SNKgrish in their games.

Unlike "Mortal Kombat", the usage of blood in this game is generally accepted, and the decision to replace blood with 'white blood' remains a sore point among fans of this series.

Samurai Spirits is considered by some to portray Japanese culture and language effectively. Unlike most American versions of Japanese video games, the characters in this game (including the announcer) generally speak fluent Japanese with subtitles, and traditional Japanese music is often heard during gameplay. Samurai Shodown takes most of its characters from either historical sources or characters from the Ninja Scroll anime. In fact, a few designers that worked on Samurai Shodown also worked on the Ninja Scroll anime...

Haohmaru is based on the legendary samurai Miyamoto Musashi (1584-1645), whose fighting philosophy heavily influenced that of the Haohmaru character.

Ukyo Tachibana is Based on Sasaki Kojiro Genryu (1572-1612), Musashi's skilled rival.

Jubei Yagyu is based on the historical Yagyu Jubei Mitsuyoshi (1606-1644), who was a sword instructor to the Tokugawa shogunate. The Yagyu clan was a famous clan of samurai.

Hattori Hanzo Masashige (1541-1596) was the most famous of the Iga Ninja clan. He was a genius at leading night raids on forts and fiefs and became a feared assassin. Under his leadership, Iga Ninja became so notorious that Nobunaga felt it necessary to obliterate the Iga Ninja clan.

Wan-Fu seems to be a combination of two famous Chinese warriors. The first is a famous Chinese swordsman who was a rebel during the Ch'ing Dynasty. His name was Wang Ts-bin Wu, but he became known as Da Dao Wang Wu ('Big Scimitar Wang Wu'). The second lead bases Wan Fu upon the ancient, almost legendary, founder of the Chou Dynasty, King Wu Wang.

Kyoshiro Senryo is based on Nemuri Kyoshiro, a fictional character created by Shibata Tosaburo. 'Kyoshiro' translates to something like 'deranged fellow'. Tosaburo's Kyoshiro had nothing to do with kabuki theater as does Samurai Shodown Kyoshiro. Kyoshiro's weapon is called a naginata.

Charlotte is based on a character in the manga 'The Rose of Versailles' by Riyoko Ikeda (1972).

Gen-an Shiranui looks much like Mushizo, the hunchback demon of Ninja Scroll. Gen-an's weapon is modeled after the weapon wielded by Shijima, the shadow demon, from Ninja Scroll. Although they share a surname, Gen-an is not a relative of Mai Shiranui of the Fatal Fury/King of Fighters series.

Amakusa Shiro Tokisada (1622-1638) led a Christian uprising against the Tokugawa shogunate in the Shimabara region of Japan.

Nakoruru is a homage to Sailor Moon.

A 'Kuroko' is a traditional Kabuki theater stagehand. They are traditionally dressed in black and took care of scenery and other behind-the-scenes needs during a Kabuki performance, just like modern theater stagehands. In the case of Samurai Shodown, Kuroko is the referee for each match in Samurai Shodown I and II. The black strip of fabric hanging over a Kuroko's face is to signify that they are not part of the Kabuki performance, just helping with the props. The red and white flags that Kuroko has are used in traditional martial arts matches, where each successful hit gets the corresponding fighter's flag raised.

Mai Shiranui (of Fatal Fury) appears in Haohmaru's and Gen-An's endings.

Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Samurai Spirits - PCCB-00135) on 17/09/1993.

- TIPS AND TRICKS -

* Alternate Costume Colors : Highlight a fighter at the character selection screen and press D.

* Sleeping Mamahaha : This is just hilarious! To see this while playing as Nakoruru simply stand still, after a 8 secs or so Mamahaha will land on Nakoruru's shoulder, start yawning and then it will fall asleep!

* Poppy's Puppies : To see a truly cool & funny secret pose with Galford, Get a PERFECT against an opponent while unarmed. You must finish the battle with anything except a throw though!

* Tam Tam's Broken Ending : If you use continues while beating the game with Tam Tam, you will miss a part of the whole ending (You can't see his real face). Beat the game with one credit in order to see his face.

* Wan-fu's Sword Explosion Bug : While playing as Wan-fu trap an enemy against the edge of the screen then perform the Explosive Sword Drop with the B button (HCB + B) to throw the sword and land next to the opponent. Since most players as well as the CPU are likely to block the move, crouch and hit them with the C button (a short kick). This will make the move unblockable and causes tons of damage!

* Cut-proof Characters? : Sometimes a finishing slash will cut most opponents in half, however some characters (these being Kyoshiro & Amakusa) cannot be cut in half!

- SERIES -

1. Samurai Spirits [Model NGM-045] (1993)
2. Shin Samurai Spirits - Haohmaru Jigoku Hen [Model NGM-063] (1994)
3. Samurai Spirits - Zankurou Musouken [Model NGM-087] (1995)
4. Samurai Spirits - Amakusa Kourin [Model NGM-222] (1996)
5. Samurai Shodown 64 (1997)
6. Samurai Shodown 64 - Warrior's Rage (1998)
7. Kenkaku Ibunroku Yomigaerishi Soukou no Ha - Samurai Spirits Shinshou (1999, PSX)
8. Samurai Spirits Zero [Model NGM-270] (2003)
9. Samurai Spirits Zero Special [Model NGM-272] (2004)
10. Samurai Spirits - Tenkaichi Kenkakuden (2005)
11. Samurai Shodown - Edge of Destiny (2008)

- STAFF -

Executive producer : Eikichi Kawasaki
Main producer : Rocket Queen
Producers : Bonehead Ken, Satoppe-, Tomi Yan, Fukui Tomoaki
Front designers : Violetche Nakamoto, Miki, Masami Tanaka, K.Shintani-F91, Go-Go (Dave Bros), Kazu, The.Fool, Ryu! (Dave Bros), Erina.Makino
Back designers : Fukui Tomoaki, AAA, Keisen (as Oshioki-Keisen), Yasupuu, N. Azumi (as N. Azumichan), Okap-, Mayu K., Erina.Makino
Programmers : Nishidon, K2, Zombi Abe, Cyber Kondo, Z'N
Music : Tate Norio, Masahiko Hataya (Papaya)
Submissions : Ryu! (Dave Bros), AAA, Miki, Okap-, The.Fool, Mayu K., Erina.Makino

* Character designers :
Jubei Yagyu : Masami Tanaka, Miki, Kuma.Bee, Kazu
Earthquake : Go-Go (Dave Bros), K.Shintani-F91, Kazu
Hanzo Hattori : Violetche Nakamoto, Keisen (as Oshioki.Keisen), K.Shintani-F91, N. Azumi (as N. Azumichan), The.Fool, Erina.Makino
Ukyo Tachibana : Kazu, The.Fool
Wan-fu : Go-Go (Dave Bros), K.Shintani-F91, The.Fool, Ryu! (Dave Bross)
Gen-an Shiranui : K.Shintani-F91, Keisen (as Oshioki-Keisen), N. Azumi (as N. Azumichan), Ryu! (Dave Bross), The.Fool
Galford : Violetche Nakamoto, Keisen (as Oshioki-Keisen), K.Shintani-F91, N. Azumi (as N. Azumichan), The.Fool, Erina.Makino
Kyoshiro Senryo : Kazu, Erina.Makino
Tam Tam : Miki, Masami Tanaka, Go-Go (Dave Bros)
Haohmaru : K.Shintani-F91, Erina.Makino
Nakoruru : Violetche Nakamoto, Keisen (as Oshioki-Keisen), The.Fool
Shirou Tokisada : Miki
Charlotte, Poppy : Kuwa.Bee
Mamahaha : Erina.Makino

* Voice actors :
Haomaru, Hanzo Hattori, Galford, Earthquake : Masaki Usui
Jubei Yagyu, Wan-Fu : Takayuki Sakai
Ukyo Tachibana, Gen-an Shiranui, Shiro Tokisada Amakusa : Eiji Yano
Kyoshiro Senryo, Tam Tam : Kazuhiro Inage (Key Inage)
Nakoruru, Charlotte : Harumi Ikoma

Special thanks : M.Mioshi, Yama.O, Yama.R, Yama.P, Honda.NR, Sk, Yokosuka. Boy, Morioka, Chika2, J.Mikami, Miyakami, Atsushi, Iwata Kun, Y.Yoshida, Yoshi.Kaneko, Speaker.R, Magi2spapa, Ma2, D.S.K

- PORTS -

* Consoles :
SNK Neo-Geo [JP] Aug. 11, 1993 "Samurai Spirits [Model NGH-045]"
SNK Neo-Geo [US] Aug. 11, 1993 "Samurai Shodown [Model NGH-045]"
Nintendo Game Boy [JP] June 30, 1994 "Nettou Samurai Spirits [Model DMG-X4J]"
SNK Neo-Geo CD [JP] Sep. 09, 1994 "Samurai Spirits [Model NGCD-045]"
Nintendo Super Famicom [JP] Sep. 22, 1994 "Samurai Spirits [Model SHVC-A7SJ-JPN]"
Nintendo Super NES [US] Nov. ??, 1994 "Samurai Shodown [Model SNS-P-A7SE]"
Nintendo Super NES [EU] ???. ??, 1994 "Samurai Shodown [Model SNS-P-A7SP]"
Nintendo Game Boy [US] Nov. ??, 1994 "Samurai Shodown [Model DMG-X4]"
Sega Mega Drive [JP] Nov. 19, 1994 "Samurai Spirits [Model G-4127]"
Sega Mega Drive [EU] ???. ??, 1994 "Samurai Shodown [Model 670-6282-50]"
Sega Genesis [US] ???. ??, 1994 "Samurai Shodown [Model T-103066]"
Sega Game Gear [JP] Dec. 16, 1994 "Samurai Spirits [Model T-103027]"
Sega Game Gear [US] ???. ??, 1994 "Samurai Shodown"
Panasonic 3DO [JP] Feb. 10, 1995 "Samurai Shodown [Model FZ-SJ3155]"
Sega CD [US] ???. ??, 1995 "Samurai Shodown [Model T-60175]"
Sega Mega-CD [EU] ???. ??, 1995 Samurai Shodown
Sony PlayStation [JP] Mar. 26, 1998 "Samurai Spirits - Kenkaku Yubinan Pack [Model SLPS-00647]"
Sony PlayStation 2 [JP] July 24, 2008 "Samurai Spirits - Rokuban Shobu [NeoGeo Online Collection Vol.12] [Model SLPS-25839]"
Nintendo Wii [JP] July 24, 2008 "Samurai Spirits - Rokuban Shobu [Model RVL-RSSJ-JPN]"
Sony PlayStation 2 [US] May 05, 2008 "SNK Arcade Classics Vol.1 [Model SLUS-21724]"
Sony PSP [US] May 05, 2008 "SNK Arcade Classics Vol.1 [Model ULUS-10338]"
Sony PlayStation 2 [KO] May 29, 2008 "SNK Arcade Classics Vol.1 [Model SLKA-25424]"
Nintendo Wii [US] July 29, 2008 "SNK Arcade Classics Vol.1 [Model RVL-P-RNCE]"
Sony PSP [EU] Oct. 17, 2008 "SNK Arcade Classics Vol.1 [Model ULES-01105]"
Nintendo Wii [EU] Oct. 31, 2008 "SNK Arcade Classics Vol.1 [Model RVL-P-RJZP]"
Sony PlayStation 2 [EU] Nov. 21, 2008 "SNK Arcade Classics Vol.1 [Model SLES-55232]"
Nintendo Wii [KO] Feb. 24, 2009 "Samurai Spirits - Rokuban Shobu [Model RVL-RSSK-KOR]"
Sony PlayStation 2 [US] Mar. 24, 2009 "Samurai Shodown Anthology [Model SLUS-21629]"
Sony PSP [US] Mar. 24, 2009 "Samurai Shodown Anthology [Model ULUS-10401]"
Sony PSP [EU] Mar. 27, 2009 "Samurai Shodown Anthology [Model ULES-01211]"
Nintendo Wii [EU] Apr. 04, 2009 "Samurai Shodown Anthology [Model RVL-RSSE]"
Sony PSP [JP] May. 21, 2009 "SNK Arcade Classics Vol.1 [Model ULJS-193]"
Sony PlayStation 2 [JP] June 18, 2009 "Samurai Spirits - Rokuban Shobu [NeoGeo Online Collection The Best] [Model SLPS-25934]"
Sony PSP [JP] June 24, 2010 "SNK Arcade Classics Vol.1 [SNK Best Collection] [Model ULJS-00297]"
Sony PS3 [PlayStation Store] Dec. ??, 2010 

* Computers :
FM Towns [JP] ???. ??, 1995 "Samurai Spirits [Model JH-012]"

* Others :
Mobile Phones [US] July 15, 2004 Samurai Shodown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2303&o=2

$end


$snes=samspir,samspirp,
$bio

Samurai Spirits (c) 1994 Takara Company, Limited.

Lost in a forgotten era... You are a fierce Samurai warrior with only one goal: to seek out and defeat your enemies with all your strength and skills.

Samurai Spirits, the #1 arcade game, is here with 32 Megs of Arcade-Style action. Feel your senses come alive as you do battle in complete Dolby surround sound. Play as any of the 12 selectable characters with 13 full stages plus Bonus rounds and lots of surprises! Exciting new "Rage Gauge" feature gives you added attack power when you accumulate damage. There is also the "Courier Man" who runs past to throw you food, coins and surprise items during battle. Dozens of new sword swinging techniques to learn and master!

Armed with only your sword, you must rely on your keen instincts while you do battle with some of the strongest and craftiest Knights, Ninjas, and tough guys ever assembled.

- TECHNICAL -

Cartridge ID: SHVC-A7SJ-JPN

- TRIVIA -

Samurai Spirits for Super Famicom was released on September 22, 1994 in Japan.

- TIPS AND TRICKS -

When the Takara logo appears, press A, Y, X, B. A sound by Amakusa will be heard. When you start the game in 1P VS 2P or Count Down mode, you can now select Amakusa by holding L and R, and pressing any button. If playing against another player, keep holding L and R until they select their character.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47691&o=2

$end


$gamegear=samspir,
$bio

Samurai Spirits (c) 1994 Takara Company, Limited.

- TECHNICAL -

[Model T-103027]

- TRIVIA -

Samurai Spirits for Game Gear was released on December 16, 1994 in Japan.

- TIPS AND TRICKS -

* Use Amakusa: During the Takara logo, press Right x3.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47693&o=2

$end


$ngpc=samsho2,
$bio

Samurai Spirits! 2 (c) 1999 SNK.

- TECHNICAL -

Cartridge ID: NEOP00300

- TRIVIA -

Released on June 10, 1999 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47927&o=2

$end


$ngp=samsho,
$bio

Samurai Spirits! (c) 1998 SNK.

- TECHNICAL -

[Model NEOP00080]

- TRIVIA -

Released on December 25, 1998 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47864&o=2

$end


$famicom_flop=samurai,
$bio

??????? (c) 1988 Capcom Company, Limited.
(Samurai Sword)

- TECHNICAL -

Disk ID: CAP-SMU

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65444&o=2

$end


$cpc_cass=samurait,
$bio

Samurai Trilogy (c) 1987 Gremlin Graphics Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99026&o=2

$end


$cpc_cass=samuwarr,
$bio

Samurai Warrior [Model AMC-617] (c) 1988 MCM Soft. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99029&o=2

$end


$odyssey2,g7400=samurai,
$bio

Samurai (c) 1980 Philips Corp.

- TECHNICAL -

Game ID: 15

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95671&o=2

$end


$tg16=samuraig,
$bio

Samurai-Ghost [Model TGX040085] (c) 1992 Turbo Technologies, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84346&o=2

$end


$info=sfrush,
$bio

San Francisco RUSH - Extreme Racing (c) 1996 Atari Games Corp.

- TECHNICAL -

Atari Flagstaff hardware 
Game ID : 136109 

Main CPU : R5000 (@ 200 Mhz)
Graphics Chipset: 10mb Voodoo Graphics Chipset with Dual TMUs (@ 50 Mhz) 
Sound CPU : TMS32031 (@ 33.8688 Mhz) 
Sound Chips : (4x) DMA-driven (@ 33.8688 Mhz) 

Players : 1-8 
Control : force-feedback steering wheel, 4-position shifter, three foot pedals for gas, brake and clutch. 
Buttons : 6

- TRIVIA -

San Francisco RUSH was released in December 1996.

- TIPS AND TRICKS -

* Demo Race : During the attract mode, press and hold the Music button while the machine is displaying a demo race. The race will continue until you release the button and will be shown from many different camera angles and perspectives that can't be seen at any other time during the game.

* Play Solo : At the 'Select your track' screen, hold the Reverse button while selecting your track to play solo. This blocks others from joining in and also eliminates the 'waiting for others to join' timer.

* Alternate Cars : At the vehicle select screen, hold the Music button and press View 1+Gas.

* Time Trial Mode : At the vehicle select screen, hold the Music button and press View 2+Gas.

* More Force Feedback : At the vehicle select screen, hold the Music button and press View 3.

- SERIES -

1. San Francisco RUSH - Extreme Racing (1996)
2. San Francisco Rush The Rock - Alcatraz Edition (1996)
3. San Francisco Rush 2049 (1999)
4. San Francisco Rush 2049 Tournament Edition (2000)
5. Hot Rod Rebels (2000)
6. San Francisco Rush 2049 Special Edition (2003)

- STAFF -

Executive producer : Mark Stephen Pierce
Producer : John Ray
Software : Alan Gray, John Geraci, Forrest Miller, Dave Shepperd, Mark van der Pol, Bruce Rogers, Steve Bennetts
Game Design : Cameron Petty, Alan Gray, Spencer Lindsay
Art : Spencer Lindsay, Rob Adams, Mike Prittie, Gene Higashi, Jef Shears, Kirk Young, Tom Capizzi
Audio : Gunner Madsen, Todd Modjeski, Chuck Peplinski, David Reisner, Farrokh Khodadadi
Hardware : Andrew Dyer, Steve Correll, Paul Shepard, Dennis Nale, Mink Nguyen, Rick Meyette, Jeff Peters, Leon Fritts, Tram Vu
Sr. Engineering Tech. : Patrick Hubbell
Design services : Pete Takaichi, Mark Gruber, Ralph Perez, Mark Hoendervoogt, Stevie Landaverde

- PORTS -

* Consoles : 
Nintendo 64 [US] (November 8, 1997) [Model NUS-NSFE] 
Nintendo 64 [EU] (December 1997) [Model NUS-NSFP] 
Sony PlayStation [EU] (1998) [Model SLES-01208] 
Sony PlayStation [US] (February 28, 1998) [Model SLUS-00505]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2308&o=2

$end


$n64=sfrush,sfrushu,
$bio

San Francisco Rush - Extreme Racing (c) 1997 Midway Home Entertainment

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57958&o=2

$end


$info=sf2049,
$bio

San Francisco Rush 2049 (c) 1999 Atari Games.

A racing game with three action-packed games in one... race, stunt and battle your way into the future. 
Race Mode : Scream through futuristic San Francisco tracks. 
Stunt Mode : Bust out insane air and gravity defying tricks. 
Battle Mode : Lock and load your way through eight killer battle arenas.

- TECHNICAL -

Runs on the Atari "Denver" hardware.

Players : 4
Control : paddle
Buttons : 3

- TRIVIA -

San Francisco Rush 2049 was released in October 1999.

Michael Jackson used to own this game. It was sold at the official Michael Jackson Auction on April 24, 2009.

- TIPS AND TRICKS -

* All Tracks (This is very useful if you would like to race 'Track 4 The Rock' and 'Track 5 Night' if you don't have enough miles) : Must be entered at track Select Screen. Hold the Music button...
Solo Race numerical codes :
327837# - (Faster) - Makes your car go about 30 miles per hour faster 
66664728# - (Moongravity) - Make car light as feathers and basically changes the gravity to that on the moon(must hit abort before it works) 
666# - Mirrors the race while you are racing, works in two player mode also 
60# - Changes frame rate from fast to slow, works in two player mode also 
8675309#(Jenny) - End game, works in two player mode also 
8265968#(Tankyou)- Makes your car weigh as much as a tank 
5874837#(Jupiter)- Makes your car heavy, but not as heavy as tank mode 
75477379#(Slippery)- Your car losses all traction

* Secret Team RUSH Numbers : When you enter your Team Rush Number, enter these numbers : 
911 - CopCar (Gets you all cars and tracks. Each car has a police car paint job complete with flashing lights) 
666 - Devil! (Gets you all cars and tracks.)

* Secret car and paint jobs : You can unlock a bonus car and different paint schemes for it by simply having a Team Rush account with enough mileage accumulated on it.
Mileage = 100 - Secret car with yellow paint job
Mileage = 200 - Blue paint job (for secret car)
Mileage = 400 - Yellow-green paint job (for secret car)
Mileage = 1000 - Black paint job (for secret car)
Mileage = 1500 - Black/fire/white paint job (for secret car)
Mileage = 2049 - Red paint job (for secret car)
Mileage = 5000 - Orange paint job (for secret car)
Mileage = 10000 - Cop Car Paint

* Taunt your opponents : Pressing the view buttons causes you to issue verbal taunts to the people near you on the track (like other human opponents). There are 7 taunts total. One for each view if you are changing to that view, one each if you are already in that view, and one that you will get if your car is on fire. 
Changing to v1 : Ye-haw! 
Staying in v1 : Yeeee-ow! 
Changing to v2 : It's dangerous! 
Staying in v2 : Outta my way! 
Changing to v3 : No-no, no! No! Don't do it! 
Staying in v3 : AAAAhhhhhh! 
While on fire : Oww!

- SERIES -

1. San Francisco RUSH - Extreme Racing (1996)
2. San Francisco Rush The Rock - Alcatraz Edition (1996)
3. San Francisco Rush 2049 (1999)
4. San Francisco Rush 2049 Tournament Edition (2000)
5. Hot Rod Rebels (2000)
6. San Francisco Rush 2049 Special Edition (2003)

- STAFF -

Producer : John Ray

- PORTS -

* Consoles : 
Sega Dreamcast [EU] (2000) "San Francisco Rush 2049 [Model T-9709D-61]" 
Sega Dreamcast [US] (September 6, 2000) "San Francisco Rush 2049 [Model T-9707N]" 
Nintendo 64 [US] (September 7, 2000) "San Francisco Rush 2049 [Model NUS-NRUE-USA]" 
Nintendo 64 [EU] (November 17, 2000) "San Francisco Rush 2049 [Model NUS-NRUP-EUR]" 

* Handhelds : 
Nintendo Game Boy Color [US] (September 7, 2000) "San Francisco Rush 2049 [Model CGB-ASXE-USA]" 
Nintendo Game Boy Color [EU] (December 1, 2000) "San Francisco Rush 2049 [Model CGB-ASXP-EUR]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3779&o=2

$end


$info=sf2049se,
$bio

San Francisco Rush 2049 Special Edition (c) 2003 Betson.

An upgrade of the previous versions done by Betson. There are 2 new tracks, 10 new cars and new shortcuts.

- TECHNICAL -

Runs on the Atari "Denver" hardware.

Players : 4
Control : paddle
Buttons : 3

- TRIVIA -

San Francisco Rush 2049 Special Editio was released in March 2003.

- SERIES -

1. San Francisco RUSH - Extreme Racing (1996)
2. San Francisco Rush The Rock - Alcatraz Edition (1996)
3. San Francisco Rush 2049 (1999)
4. San Francisco Rush 2049 Tournament Edition (2000)
5. Hot Rod Rebels (2000)
6. San Francisco Rush 2049 Special Edition (2003)

- STAFF -

Producer : John Ray

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4800&o=2

$end


$info=sf2049te,
$bio

San Francisco Rush 2049 Tournament Edition (c) 2000 Atari Games.

- TECHNICAL -

Runs on the Atari "Denver" hardware.

Players : 4
Control : paddle
Buttons : 3

- TRIVIA -

San Francisco Rush 2049 had lots of bugs so Atari decided to release an upgrade in February 2000 : the Tournament Edition with new tracks, new cars, bugs fixed and it also had an online tournament mode which had the machine connect via modem to a server. It was released and then recalled due to Midway closing the Tournament Network, not everyone returned their kits so there are still machines about.

- SERIES -

1. San Francisco RUSH - Extreme Racing (1996)
2. San Francisco Rush The Rock - Alcatraz Edition (1996)
3. San Francisco Rush 2049 (1999)
4. San Francisco Rush 2049 Tournament Edition (2000)
5. Hot Rod Rebels (2000)
6. San Francisco Rush 2049 Special Edition (2003)

- STAFF -

Producer : John Ray

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3778&o=2

$end


$gbcolor=sf2049,
$bio

San Francisco Rush 2049 (c) 2000 Midway Home Entertainment.

- TECHNICAL -

Model CGB-ASXE-USA

- TRIVIA -

San Francisco Rush 2049 for Game Boy Color was released on September 7, 2000 in North America.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68718&o=2

$end


$n64=sf2049u,
$bio

San Francisco Rush 2049 (c) 2000 Midway Home Entertainment

- TECHNICAL -

Model NUS-NRUE-USA

- TRIVIA -

San Francisco Rush 2049 for Nintendo 64 was released on September 7, 2000 in North America.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83886&o=2

$end


$n64=sf2049,
$bio

San Francisco Rush 2049 (c) 2000 Midway Home Entertainment

- TECHNICAL -

Model NUS-NRUP-EUR

- TRIVIA -

San Francisco Rush 2049 for Nintendo 64 was released on November 17, 2000 in Europe.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57959&o=2

$end


$info=sfrushrk,
$bio

San Francisco Rush The Rock - Alcatraz Edition (c) 1997 Atari Games Corp.

You'll get all the amazingly real driving models, spectacular jumps, crashes and stunts you can handle! Includes all the original tracks from the original San Francisco Rush as well as four additional courses. Discover new shortcuts, new music and mirrored track mode for added challenge.

- TECHNICAL -

Atari Flagstaff hardware

Main CPU : R5000 (@ 200 Mhz)
Sound CPU : TMS32031 (@ 33.8688 Mhz)
Sound Chips : (4x) DMA-driven (@ 33.8688 Mhz)

Players : 3
Control : paddle
Buttons : 6

- TRIVIA -

San Francisco Rush The Rock Alcatraz Edition was released in October 1997.

- TIPS AND TRICKS -

* Different Wheel Settings : Press Music and View 3 at the car selection screen (can be done multiple times for different effects)

* First set of secret cars : Press View 1 once at the track selection screen

* Second set of secret cars : Press View 1 twice at the track selection screen

* No CPU cars : Press Music and View 2 when selecting cars

* Secret Mirrored Tracks : Press View 1 at the track selection screen

- SERIES -

1. San Francisco RUSH - Extreme Racing (1996)
2. San Francisco Rush The Rock - Alcatraz Edition (1996)
3. San Francisco Rush 2049 (1999)
4. San Francisco Rush 2049 Tournament Edition (2000)
5. Hot Rod Rebels (2000)
6. San Francisco Rush 2049 Special Edition (2003)

- STAFF -

Producer : John Ray
Marketing : Derryl DePriest, Mary Fujihara, Ray Bersabe, Randall Ng, Jackie Sherman

- PORTS -

* Consoles : 
Sony PlayStation 2 [AU] (2005) "Midway Arcade Treasures 3 [Model SLES-53666]" 
Microsoft XBOX [US] (September 27, 2005) "Midway Arcade Treasures 3" 
Sony PlayStation 2 [US] (September 27, 2005) "Midway Arcade Treasures 3 [Model SLUS-21094]" 
Microsoft XBOX [EU] (October 14, 2005) "Midway Arcade Treasures 3" 
Sony PlayStation 2 [EU] (October 14, 2005) "Midway Arcade Treasures 3 [Model SLES-53666]" 
Nintendo GameCube [US] (October 26, 2005) "Midway Arcade Treasures 3 [Model DOL-GE3E-USA]" 

* Computers : 
PC [MS Windows, CD-ROM] [US] (February 17, 2006) "Midway Arcade Treasures Deluxe Edition"
PC [MS Windows, CD-ROM] [EU] (March 17, 2006) "Midway Arcade Treasures Deluxe Edition" by Zoo Digital Publishing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3317&o=2

$end


$nes=shisnmj2,
$bio

San Guo Chun Qiu ~ Shisen Mahjian 2 (c) 1996 N.T

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84100&o=2

$end


$nes=sanguows,
$bio

三国无双-猛将传 (c) 200? Nanjing.
(San Guo Wu Shuang - Meng Jiang Zhuan)

- TECHNICAL -

Game ID: NJ047

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76914&o=2

$end


$nes=sanguoa,
$bio

San Guo Zhi (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84101&o=2

$end


$nes=sanguoas,
$bio

三国志-之傲视天地 (c) 200? Nanjing.
(San Guo Zhi - Ao Shi Tian Di)

- TECHNICAL -

Game ID: NJ008

- TRIVIA -

Title translates from Chinese as Three Kingdoms: Disdain for the World.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76915&o=2

$end


$gbcolor=sanguoas,sanguoasb,sanguoasa,
$bio

San Guo Zhi - Ao Shi Tian Jia (c) 200? Unknown [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68720&o=2

$end


$nes=sanguocz,
$bio

三国志-曹操传 (c) 200? Nanjing.
(San Guo Zhi - Cao Cao Zhuan)

- TECHNICAL -

Game ID: NJ018

- TRIVIA -

Title of this game translates from Chinese as Romance of the Three Kingdoms – The Legend of Cao Cao.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76916&o=2

$end


$nes=sanguolv,
$bio

三国志吕布传 (c) 200? Nanjing.
(San Guo Zhi - Lu Bu Zhuan)

- TECHNICAL -

Game ID: NJ040

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95266&o=2

$end


$nes=sanguoz,
$bio

San Guo Zhi - Qun Xiong Zheng Ba (c) 199? Asder Soft.

- TECHNICAL -

Game ID: CN-21

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76917&o=2

$end


$nes=sanguoxb,
$bio

三国 志雄霸天下 (c) 19?? Waixing Computer & Technology Co., Ltd.
(San Guo Zhi - Xiong Ba Tian Xia)

- TECHNICAL -

[Model ES-1057]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76918&o=2

$end


$nes=sanguoyj,sanguoyj2,sanguoyj1,
$bio

三国志英杰传 (c) 199? Waixing Computer & Technology Co., Ltd.
(San Guo Zhi - Ying Jie Zhan)

- TECHNICAL -

Game ID: ES-1001

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76919&o=2

$end


$nes=sanguo,
$bio

San Guo Zhi - Zhong Yuan Ba Zhe [Model ES-1002] (c) 19?? Waixing Computer & Technology Co., Ltd. [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76920&o=2

$end


$nes=sanguo4,
$bio

San Guo Zhi 4 - Chi Bi Feng Yun (c) 1995 Future Media [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76922&o=2

$end


$nes=sanguo2h,
$bio

San Guo Zhi II (c) 19?? HengGedianzi.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95506&o=2

$end


$nes=sanguo2a,
$bio

三国志II 中文加强版 (c) 19?? Waixing Computer & Technology Co., Ltd.
(San Guo Zhi II - Ba Wang Da Lu - Zhong Wen Jia Qiang Ban)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76921&o=2

$end


$nes=sanguo2,
$bio

???II?? (c) 19?? Waixing Computer & Technology Co., Ltd.
(San Guo Zhi II - Zhong Wen)

- TECHNICAL -

[Model ES-1084]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76923&o=2

$end


$megadriv=sanguo,
$bio

San Guo Zhi Lie Zhuan - Luan Shi Qun Ying (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56815&o=2

$end


$megadriv=sanguo5,
$bio

San Guo Zhi V (c) 199? SKOB

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56816&o=2

$end


$nes=sangzlz,
$bio

三国忠烈传 The Story of Three Kingdoms (c) 19?? Waixing Computer & Technology Co., Ltd.
(San Guo Zhong Lie Zhuan)

- TECHNICAL -

[Model ES-1016]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76924&o=2

$end


$megadriv=sansan,
$bio

San San (c) 1994 San San Co.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56817&o=2

$end


$nes=sanshilj,
$bio

三十六计 (c) 1996 Waixing Computer & Technology Co., Ltd.
(San Shi Liu Ji)

- TECHNICAL -

[Model ES-1008]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76925&o=2

$end


$nes=sanxiawy,sanxiawyb,sanxiawya,
$bio

San Xia Wu Yi [Model ES-1071] (c) 19?? Waixing Computer & Technology Co., Ltd. [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76926&o=2

$end


$sg1000=3ninmj,
$bio

三人麻雀 (c) 1984 Tsukuda Original.
(San-nin Mahjong)

- TECHNICAL -

Game ID: OM-G004

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65102&o=2

$end


$sg1000=3ninmjt,
$bio

San-nin Mahjong [Model W-013] (c) 1984 Aaronix [Taiwan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65103&o=2

$end


$pc8801_flop=sanzesho,
$bio

San-ze-sho-butsu Music Disk (c) 1994 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92824&o=2

$end


$nes=sanada,
$bio

Sanada Juu Yuushi (c) 1988 Kemco

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54582&o=2

$end


$info=sandscrp,sandscrpa,sandscrpb,
$bio

Sand Scorpion - Sasori (c) 1992 Face.

A vertically scrolling shoot'em up.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 12 Mhz), Zilog Z80 (@ 4 Mhz)
Sound Chips : OKI6295 (@ 15.151 Khz), Yamaha YM2203 (@ 4 Mhz)

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

'Sasori' is Japanese for...you guessed it...'Scorpion'!

- UPDATES -

A version with a Chinese titlescreen is known to run on a revised hardware.

- STAFF -

Game designer : Ghost
Programmers : Nak, Maruyaman
Graphic designers : N-Phantom, Satoshi.N, Higeta-K, F.Dij!, Nob

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2309&o=2

$end


$info=sandor,
$bio

Sando-R - Puzzle & Action (c) 1995 Sega.

A game that includes puzzle, quiz and action games within.

- TECHNICAL -

Runs on the "ST-V [Sega Titan Video Game System]" hardware.
Cartridge ID: 610-0373-11

Players: 2
Control: 8-way joystick
Buttons: 6

- TRIVIA -

Sando-R was released in November 1995.

The title of this game translates from Japanese as 'Puzzle & Action - R for the third time'. 'Sando-R' is a pun of the game's name.

Export releases: "Treasure Hunt - Puzzle & Action".

- SERIES -

1. Tant-R - Puzzle & Action (1992)
2. Ichidant-R - Puzzle & Action (1994)
3. Sando-R - Puzzle & Action [Model 610-0373-11] (1995)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2310&o=2

$end


$cdi=sandyadv,
$bio

Sandy's Circus Adventure (c) 1991 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53062&o=2

$end


$cdi=sandyadvd,sandyadvda,
$bio

Sandy's Circus Avontuur (c) 1992 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53063&o=2

$end


$cdi=sandyadvg,
$bio

Sandy's Zirkus Abenteuer (c) 1992 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53064&o=2

$end


$x1_cass=sangokai,
$bio

Sango Kaikaisen (c) 198? dB-SOFT [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86267&o=2

$end


$x1_flop=sangoku,
$bio

Sangokushi (c) 1985 Koei Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86099&o=2

$end


$pc8801_flop=sangoku,sangokua,sangokub,sangokuc,sangokue,sangokud,
$bio

Sangokushi (c) 1985 Koei Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92825&o=2

$end


$msx1_cart=sangoku,sangokub,sangokua,
$bio

Sangokushi (c) 1986 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52723&o=2

$end


$pc98=sangoku,
$bio

Sangokushi (c) 1986 Koei Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90551&o=2

$end


$msx2_flop=sangoku,sangokub,sangokua,
$bio

Sangokushi (c) 1986 Koei Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102005&o=2

$end


$msx2_cart=sangokus,
$bio

Sangokushi (c) 1988 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51367&o=2

$end


$nes=sangoku,sangokua,
$bio

Sangokushi (c) 1988 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54583&o=2

$end


$x68k_flop=sangoku,
$bio

Sangokushi (c) 1988 Koei Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88052&o=2

$end


$nes=sangochu,
$bio

Sangokushi - Chuugen no Hasha (c) 1988 Namco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54584&o=2

$end


$pc98=sangoeik,
$bio

Sangokushi - Eiketsuden (c) 1995 Koei Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90552&o=2

$end


$gba=sangoeik,
$bio

Sangokushi - Eiketsuden [Model AGB-B3EJ-JPN] (c) 2005 Koei Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72767&o=2

$end


$snes=sangoeik,
$bio

Sangokushi - Eiketsuden [Model SHVC-A3AJ-JPN] (c) 1995 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62120&o=2

$end


$gbcolor=sangogb2,
$bio

Sangokushi - Game Boy Ban 2 [Model DMG-AS9J-JPN] (c) 1999 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68721&o=2

$end


$gameboy=sangogb,
$bio

Sangokushi - Game Boy Ban [Model DMG-ISJ] (c) 1992 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66883&o=2

$end


$gba=sangokou,
$bio

Sangokushi - Koumeiden [Model AGB-B3QJ-JPN] (c) 2005 Koei Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72768&o=2

$end


$msx2_cart=sangoku2,
$bio

Sangokushi 2 (c) 1991 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51368&o=2

$end


$sms=sangoku3,
$bio

Sangokushi 3 (c) 1994 Game Line

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56164&o=2

$end


$pcecd=sangoku,
$bio

Sangokushi Eiketsu - Tenka ni Nozomu (c) 1991 Naxat Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58355&o=2

$end


$saturn,sat_cart=sangeike,sangeikea,
$bio

Sangokushi Eiketsuden (c) 1996 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59599&o=2

$end


$psx=sangokus,
$bio

Sangokushi Eiketsuden [Model SLPS-00309] (c) 1996 Koei Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85634&o=2

$end


$pc98=sangoeng,
$bio

Sangokushi Engi (c) 1991 Soft Plan [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90553&o=2

$end


$pc98=sangoen2,
$bio

Sangokushi Engi 2 (c) 1994 Soft Plan [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90554&o=2

$end


$pc98=sangofgt,
$bio

Sangokushi Fighters (c) 1995 Imagineer.

- TRIVIA -

Released on June 09, 1995 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48515&o=2

$end


$wswan=sangoku,
$bio

Sangokushi for WonderSwan [Model SWJ-KEX002] (c) 1999 Koei Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86379&o=2

$end


$pc8801_flop=sangoku2,sangoku2b,sangoku2c,sangoku2a,
$bio

Sangokushi II (c) 1989 Koei Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92826&o=2

$end


$nes=sangoku2,sangoku2a,
$bio

Sangokushi II (c) 1990 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54585&o=2

$end


$x1_flop=sangoku2,
$bio

Sangokushi II (c) 1990 Koei Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86100&o=2

$end


$pc98=sangoku2,
$bio

Sangokushi II (c) 1990 Koei Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90555&o=2

$end


$msx2_flop=sangoku2,sangoku2a,
$bio

Sangokushi II (c) 1990 Koei Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102006&o=2

$end


$megadriv=sangoku2,
$bio

Sangokushi II (c) 1991 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56818&o=2

$end


$nes=sango2ht,
$bio

Sangokushi II - Haou no Tairiku (c) 1992 Namco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54586&o=2

$end


$info=wofhfh,
$bio

Sangokushi II - Huo Fenghuang (c) 1999 Unknown.

- TRIVIA -

Chinese bootleg of "Sangokushi II".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=26868&o=2

$end


$wswan=sangoku2,
$bio

Sangokushi II for WonderSwan [Model SWJ-KEX004] (c) 2000 Koei Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86378&o=2

$end


$x1_flop=sangoku2a,
$bio

Sangokushi II Turbo (c) 1990 Koei Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86101&o=2

$end


$info=wofa,
$bio

Sangokushi II (c) 1992 Capcom Company, Limited.

Asian version. Game developed in Japan. For more information about the game itself, please see the original Japanese version entry; "Tenchi wo Kurau II - Sekiheki no Tatakai [B-Board 91634B-2]".

- TECHNICAL -

Runs on the CP System hardware.
B-Board #: 91634B-2

- TRIVIA -

Sangokushi II was released in October 1992 in Asia. It is known in Japan as "Tenchi wo Kurau II - Sekiheki no Tatakai" and in the rest of the world as "Warriors of Fate".

The title of this game translates from Japanese as 'Annals of the Three Kingdoms II'.

- SERIES -

1. Tenchi wo Kurau (1989)
2. Sangokushi II (1992)

- PORTS -

* Consoles :
FM Towns Marty (ported by Koei)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2311&o=2

$end


$psx=sangoku2,
$bio

Sangokushi II [Model SLPS-01596] (c) 1998 Koei Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85635&o=2

$end


$megadriv=sangoku3,
$bio

Sangokushi III (c) 1992 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56819&o=2

$end


$x68k_flop=sangoku3,
$bio

Sangokushi III (c) 1992 Koei Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88053&o=2

$end


$pc98=sangoku3,
$bio

Sangokushi III (c) 1992 Koei Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90556&o=2

$end


$pcecd=sangoku3,
$bio

Sangokushi III (c) 1993 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58356&o=2

$end


$snes=sangoku3,sangoku3a,sangoku3h,
$bio

Sangokushi III [Model SHVC-S3] (c) 1992 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62121&o=2

$end


$psx=sangoku3,
$bio

Sangokushi III [Model SLPM-86747] (c) 2001 Koei Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85636&o=2

$end


$megacd,megacdj=sangoku3,
$bio

Sangokushi III [Model T-76014] (c) 1993 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60552&o=2

$end


$pc98=sangoku4,
$bio

Sangokushi IV (c) 1994 Koei Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90557&o=2

$end


$pc98=sangoku4pk,
$bio

Sangokushi IV Power Up Kit (c) 1994 Koei Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90558&o=2

$end


$saturn,sat_cart=sangoku4puk,
$bio

Sangokushi IV with Power Up Kit (c) 1997 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59601&o=2

$end


$snes=sangoku4a,sangoku4,
$bio

Sangokushi IV [Model SHVC-AS4J-JPN] (c) 1994 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62122&o=2

$end


$32x=sangoku4,
$bio

Sangokushi IV (c) 1994 Koei Co., Ltd.

- TECHNICAL -

Model T-7601A

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84392&o=2

$end


$saturn,sat_cart=sangoku4,
$bio

Sangokushi IV (c) 1995 Koei

- TECHNICAL -

Game ID: T-7601G

- TRIVIA -

Released on April 28, 1995 in Japan.

Export releases:
[US] "Romance of the Three Kingdoms IV - Wall of Fire [Model T-7601H]"
[KO] "Romance of the Three Kingdoms IV - Wall of Fire [Model T-7601H-08]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59600&o=2

$end


$saturn,sat_cart=sangkoum,sangkouma,
$bio

Sangokushi Koumeiden (c) 1997 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59602&o=2

$end


$psx=sangokou,
$bio

Sangokushi Koumeiden [Model SLPS-00688] (c) 1997 Koei Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85637&o=2

$end


$megadriv=sangoret,
$bio

Sangokushi Retsuden - Ransei no Eiyuutachi (c) 1991 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56820&o=2

$end


$saturn,sat_cart=sangret,
$bio

Sangokushi Returns (c) 1997 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59603&o=2

$end


$psx=sangokrt,
$bio

Sangokushi Returns [Model SLPS-00474] (c) 1997 Koei Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85638&o=2

$end


$snes=sangosei,
$bio

Sangokushi Seishi - Tenbu Spirits [Model SHVC-W2] (c) 1993 Wolf Team

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62123&o=2

$end


$pc98=sangoku5,
$bio

Sangokushi V (c) 1995 Koei Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90559&o=2

$end


$saturn,sat_cart=sangoku5,
$bio

Sangokushi V (c) 1996 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59604&o=2

$end


$pc98=sangoku5pk,
$bio

Sangokushi V Power Up Kit (c) 1996 Koei Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90560&o=2

$end


$psx=sangoku5,
$bio

Sangokushi V [Model SCPS-45128] (c) 1997 Koei Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85639&o=2

$end


$psx=sangoku6,
$bio

Sangokushi VI [Model SLPM-86129] (c) 1998 Koei Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85640&o=2

$end


$gba=sangoku,
$bio

Sangokushi [Model AGB-ASXJ-JPN] (c) 2001 Koei Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72766&o=2

$end


$saturn,sat_cart=sjsims2,
$bio

Sankyo Fever Jikki Simulation S Vol. 2 (c) 1998 TEN

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59606&o=2

$end


$saturn,sat_cart=sjsims3,
$bio

Sankyo Fever Jikki Simulation S Vol. 3 (c) 1998 TEN

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59607&o=2

$end


$saturn,sat_cart=sjsims,
$bio

Sankyo Fever Jikki Simulation S [Genteiban] (c) 1997 TEN

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59605&o=2

$end


$snes=sankyofv,
$bio

Sankyo Fever! Fever! Pachinko Jikki Simulation Game (c) 1994 Telenet Japan.

- TECHNICAL -

Package ID: Model SHVC-P-AFFJ(JPN)
Game ID: Model SHVC-AFFJ-JPN

- TRIVIA -

Sankyo Fever Fever was released on October 28, 1994 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62124&o=2

$end


$nes=sanmamei,
$bio

Sanma no Mei Tantei (c) 1987 Namco, Limited.

- TRIVIA -

Released on April 2, 1987 in Japan.

- STAFF -

By: HARUHISA UDAGAWA, KUMI HANAOKA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54587&o=2

$end


$pico=sanouk1,sanouk1a,
$bio

Sanou Kaihatsu Series 1 Zukei Ninshiki (c) 1995 Imagineer Company, Limited.

- TECHNICAL -

Game ID: T-150210

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75778&o=2

$end


$pico=sanouk3,
$bio

Sanou Kaihatsu Series 3 Hikaku - Bunrui [Model T-150220] (c) 1995 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75779&o=2

$end


$pico=sanouk4,
$bio

Sanou Kaihatsu Series 4 Suiri - Kousei [Model T-150250] (c) 1995 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75780&o=2

$end


$pico=sanouk6,
$bio

Sanou Kaihatsu Series 6 Ouyoumondai [Model T-150260] (c) 1995 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75781&o=2

$end


$msx2_flop=sanriku0,sanriku0a,
$bio

Sanriku Ouja #0 (c) 1997 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102007&o=2

$end


$info=ssanchan,
$bio

Sanrin San-Chan - Tricycle-San (c) 1984 Sega.

Sanrin San-Chan is a fast-moving maze-chase game in which the player takes on the role of a tricycle-pedalling child out collecting flowers, while trying to avoid collisions with the numerous enemies giving chase.

Most of the maze paths are separated into two lanes, with a springy elastic fence separating them. This fence is the key to playing the game, as players can jump into it, allowing them to squeeze past oncoming enemies in the same lane. Also, enemies on the opposite side of the fence can be sent flying from the track. Solid blocks also feature, and these can be pushed into enemies to destroy them.

Special bonus rounds feature after stages two, six, ten and fourteen. These rounds are platform-based, with the player trying to collect as many items of fruit as possible before heading up to the highest platform, to meet up with a friendly elderly lady who is waiting there. 'Fruit' and 'Happy' bonuses are then awarded.

- TECHNICAL -

Game ID : 834-5583

Runs on the Sega "System 1" hardware.

Players: 2
Control: 8-way joystick
Buttons: 2

- TRIVIA -

Released in December 1984 in Japan.

The title of this game translates from Japanese as 'Three Wheel San-chan - Tricycle Girl'.

This game is known outside Japan as "Spatter".

- STAFF -

From highscore table : Hideki Ishikawa (H.I), Yoshiki Kawasaki (Y.K), (TAB), (A.K), (ISI), (RIE), (STR)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2313&o=2

$end


$nes=sanrioc,
$bio

Sanrio Carnival (c) 1990 Character Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54588&o=2

$end


$nes=sanrioc2,
$bio

Sanrio Carnival 2 (c) 1993 Character Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54589&o=2

$end


$gameboy=sanrioc2,
$bio

Sanrio Carnival 2 [Model DMG-S6J] (c) 1993 Character Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66885&o=2

$end


$pico=sanrioct,
$bio

Sanrio Carnival Tanoshii Card Dukuri (c) 1995 SEGA Enterprises, Ltd.

- TECHNICAL -

Game ID: HPC-6031

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96326&o=2

$end


$gameboy=sanrioc,
$bio

Sanrio Carnival [Model DMG-CSJ] (c) 1991 Character Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66884&o=2

$end


$nes=sanriocp,
$bio

Sanrio Cup - Pon Pon Volley (c) 1992 Character Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54590&o=2

$end


$gba=sanriopl,
$bio

Sanrio Puroland - All Characters [Model AGB-A85J-JPN] (c) 2003 Tomy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72769&o=2

$end


$pico=sanriodc,
$bio

Sanrio Puroland de Dance Carnival - Minna de Oryouri Osaihou [Model HPC-6026] (c) 1995 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75782&o=2

$end


$snes=sanriosh,
$bio

Sanrio Shanghai [Model SHVC-38] (c) 1994 Character Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62125&o=2

$end


$gbcolor=sanriotk,
$bio

Sanrio Timenet - Kako Hen [Model DMG-ATPJ-JPN] (c) 1998 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68722&o=2

$end


$gbcolor=sanriotm,
$bio

Sanrio Timenet - Mirai Hen [Model DMG-ATFJ-JPN] (c) 1998 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68723&o=2

$end


$gameboy=sanrioupa,sanrioup,
$bio

Sanrio Uranai Party [Model DMG-AG7J-JPN] (c) 1997 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66886&o=2

$end


$snes=smashbal,
$bio

Sanrio World Smash Ball! [Model SHVC-S7] (c) 1993 Character Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62126&o=2

$end


$info=sanfuze2,
$bio

Sansa Fuze 2 (c) 200? SanDisk.

Pocket video & MP3 player.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100771&o=2

$end


$snes=sanspo,
$bio

Sanspo Fishing - Keiryuu Ou [Model SHVC-IO] (c) 1994 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62127&o=2

$end


$nes=sansu1n,
$bio

Sansuu 1 Nen - Keisan Game (c) 1986 Tokyo Shoseki

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54591&o=2

$end


$nes=sansu2n,
$bio

Sansuu 2 Nen - Keisan Game (c) 1986 Tokyo Shoseki

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54592&o=2

$end


$nes=sansu3n,
$bio

Sansuu 3 Nen - Keisan Game (c) 1986 Tokyo Shoseki

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54593&o=2

$end


$nes=sansu4n,sansu4np,
$bio

Sansuu 4 Nen - Keisan Game (c) 1986 Tokyo Shoseki

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54594&o=2

$end


$nes=sansu56n,sansu56np,
$bio

Sansuu 5 & 6 Nen - Keisan Game (c) 1986 Tokyo Shoseki

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54595&o=2

$end


$gba=santajr,santajrp,
$bio

Santa Claus Jr. Advance [Model AGB-AXXP-EUR] (c) 2002 JoWooD Productions AG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72770&o=2

$end


$gbcolor=santajr,
$bio

Santa Claus Junior [Model CGB-B3JP-EUR] (c) 2001 JoWooD Productions AG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68724&o=2

$end


$famicom_flop=santa,
$bio

?????????? (c) 1987 Data East Corp.
(Santa Claus no Takarabako)

- TECHNICAL -

Disk ID: DFC-SAN

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65445&o=2

$end


$gba=santasav,
$bio

Santa Claus Saves the Earth [Model AGB-AUZP] (c) 2002 Telegames

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72771&o=2

$end


$cdi=santamic,
$bio

Santa Claus' Mice (c) 1992 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53065&o=2

$end


$info=santam,
$bio

Santa Maria (c) 2002 Atronic.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43661&o=2

$end


$a7800=santasim,
$bio

Santa Simon (c) 2006 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50175&o=2

$end


$cpc_cass=santaxc,
$bio

Santa's Christmas Capers (c) 1990 Zeppelin Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99031&o=2

$end


$info=sc1sant,
$bio

Santana (c) 1996 ELAM.

- TECHNICAL -

Model 6245

- TRIVIA -

Santana was released in June 1996.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42160&o=2

$end


$bbca_cass,bbcb_cass=santadel,
$bio

Santas Delivery (c) 19?? Tynesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52344&o=2

$end


$psx=sanyopac,
$bio

Sanyo Pachinko Paradise 2 - Umi Monogatari Special [Model SLPS-02389] (c) 1999 Irem Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85641&o=2

$end


$pc98=saori,
$bio

Saori (c) 1991 Fairytale [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90561&o=2

$end


$x68k_flop=saori,
$bio

Saori - Bishoujo-tachi no Yakata (c) 1991 Ides [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88054&o=2

$end


$x68k_flop=saotome,
$bio

Saotome Gakuen Nyuugaku Annai (c) 1989 Zenryutsu [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88055&o=2

$end


$x68k_flop=saotome2,
$bio

Saotome Gakuen Nyuugaku Annai II - Blue Wind (c) 1989 Zenryutsu [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88056&o=2

$end


$x68k_flop=sap,
$bio

SAP - Tokushu Koudou Keisatsu (c) 1991 Great [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88046&o=2

$end


$pc98=sap,
$bio

SAP Tokushu Koudou Keisatsu - File M661-51 (c) 1990 Great [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90537&o=2

$end


$cpc_cass=sapiensf,sapiens,
$bio

Sapiens [Model 149] (c) 1986 Loriciels [France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99032&o=2

$end


$sms=sapomestr,
$bio

Sapo Xulé - O Mestre do Kung Fu (c) 1995 Tec Toy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56165&o=2

$end


$sms=sapoxule,
$bio

Sapo Xulé vs. Os Invasores do Brejo (c) 1995 Tec Toy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56166&o=2

$end


$info=searchar,searcharu,searcharj,
$bio

SAR - Search and Rescue (c) 1989 SNK.

When a pioneer spaceship vanishes mysteriously. An investigation reveals that the spaceship crashed near a ravine due to unknown circumstances. Now two SAR (Search and Rescue) operatives are on a mission to find out what happened, and eliminate the alien threat.

- TECHNICAL -

Game ID : A8007 'BH'

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), UPD7759 (@ 640 Khz)

Players : 2
Control : dial
Buttons : 2

- TRIVIA -

Released in December 1989 in Japan.

This was SNK's last game to use rotary joysticks.

Despite the game having an 1989 copyright, SAR - Search and Rescue was actually released sometime in 1990. A few months after SAR's release, SNK began to focus on the Neo-Geo hardware.

- UPDATES -

The US version is slightly different, it has the "Winners Don't Use Drugs" screen.

- STAFF -

Producer : Yanbaru
Graphic designers : Sick Of, U-Rakuchou, Chagera No2, Marochie, Tulip Nao
Music composer : Hinjakun
Boss : Eikichi Kawasaki
Programmers : Takoguti Kamen 001, Cock-A-Doodle-Doo
Hardware engineer : Crasher H.T.

- PORTS -

* Consoles :
Sony PSP (2011, "SNK Arcade Classic 0")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2314&o=2

$end


$cpc_cass=saracen,
$bio

Saracen (c) 1987 US Gold, Ltd. [Birmingham, UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99033&o=2

$end


$amigaocs_flop=sarakon,
$bio

Sarakon (c) 1991 Starbyte

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74931&o=2

$end


$amigaocs_flop=sarakona,
$bio

Sarakon (c) 199? Mastertronic, Limited. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74932&o=2

$end


$amigaocs_flop=sarcophs,
$bio

Sarcophaser (c) 1988 Rainbow Arts

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74933&o=2

$end


$cpc_cass=sardina,
$bio

Sardina Forever (c) 2012 GenSoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99036&o=2

$end


$info=sarge,
$bio

Sarge (c) 1985 Bally Midway.

- TECHNICAL -

Bally Midway MCR 3 hardware
[No. 0B88]

Main CPU : Zilog Z80 (@ 5 Mhz)
Sound CPU : Motorola M6809 (@ 2 Mhz)
Sound Chips : DAC

Screen orientation : Horizontal
Video resolution : 512 x 480 pixels
Screen refresh : 30.00 Hz
Palette colors : 64

Players : 2
Control : Double 2-way joystick (Vertical)
Buttons : 2

- TRIVIA -

Released in October 1985.

Considered by some to be the grandfather of all real-time video battle-games, Sarge was the first coin-op game to give players the ability to deploy multiple vehicles against common adversaries and, of course, each other.

Sarge is also probably the first real 'start-to-finish' design collaboration between artist/animator Brian Colin and programmer Jeff Nauman. 

From Brian Colin, Lead Artist on Sarge : "The realistically depicted female soldier featured in the game generated so much interest when it was first introduced that, part-way through it's production run, we slipped a hidden player incentive. With the machine's internal DIP switches set a certain way, players who achieved a rank of Colonel were greeted with a winking, sexy GI Jane wearing little more than a smile.
The DIP switches should be set as follows : 0011000100.
To see if the switches are set correctly, look at the girl at the start of the game. If she is wearing a low-cut T-shirt, then the 'hidden player incentive' is on.".

- STAFF -

Software : Jeff Nauman
Artists : Brian Colin, Sharon Perry
Sounds : Bob Libbe, Neil Falconer
Hardware : Cary Mednick, Steve Ackerman
Mechanical : John Kubik
Added support : Jim Belt

- PORTS -

* Consoles :
Atari 7800 (unreleased prototype)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2315&o=2

$end


$cdi=sargona,sargon,
$bio

Sargon Chess (c) 1992 Philips Interactive Media, Incorporated.

Sargon, the Warlord who ruled the ancient world, inspired this CD-i chess program which will challenge, coach, and entertain you. Play games from novice to the most advanced chess algorithm available today. Features 16 levels and 145,000 moves leading to 68,000 unique positions.

- TECHNICAL -

Model 690 0302

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53066&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=sargon2,
$bio

Sargon II Chess (c) 1982 Commodore, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86913&o=2

$end


$amigaocs_flop=sargon3,
$bio

Sargon III (c) 1988 Logotron

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74934&o=2

$end


$pc98=sargon5,
$bio

Sargon V - World Class Chess (c) 1992 GAM [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90562&o=2

$end


$info=sarukani,
$bio

Saru Kani Hamu Zou - Taisen Block Kuzushi (c) 1997 Kaneko.

Breakout featuring a jumping character and hilarious graphics.

- TECHNICAL -

Kaneko Super Nova System hardware

Main CPU : SH-2 (@ 28.638 Mhz)
Sound Chips : Yamaha YMZ280B (@ 16.666666 Mhz)

Players : 2
Control : dial
Buttons : 3

- TRIVIA -

Released in January 1997.

Developed by MediaWorks for Kaneko. MediaWorks was acquired by Kadokawa Shoten, in 2008, and was merged with ASCII. So, their name began 'ASCII MediaWorks'. They now have the direction of video games magazines and publishing imprints like: 'Dengeki Bunko', 'Nintendo Dreams', 'Dengeki Playstation', 'Dengeki G's Magazine'.

The title of this game translates from Japanese as 'Monkey Crab Hamster Elephant - Block Breaking Competition' ('Block Kuzushi'/'Block Breaking' is the Japanese name for 'Breakout'.)

This game is known in Asia as "VS Block Breaker".

- STAFF -

Planner : Koban
Programmer : Masayuki Yamakawa, Yash, Masahiro Honma, Yukihiro Yamazaki, Hisaya Sakuma
Sound Programmer : Mitsuhiro Kanaoka
Graphic Designer : Tatsuya Yoshikawa, YUzuru Suzuki, Makoto Sugimoto, Sera Shiina, Tsuneo Sato
Sound Creator : Sayoko Ueda
Original Game Designer : Syu Sato
Character Designer : syun Kazakami
Art Director : Makoto Kawamoto
Director : Koban
General Producer : Hiroshi Kaneko
Co-Operation : Dengeki Playstation (Mediaworks), Syun Kazakami

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2316&o=2

$end


$gbcolor=sarupnch,
$bio

Saru Puncher [Model DMG-BSPJ-JPN] (c) 2000 Taito Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68725&o=2

$end


$psx=sarugety,
$bio

Saru! Get You! (c) 1999 Sony Computer Ent., Inc.

Having developed a time machine, the professor's first visitors were two boys, Spike and Buzz, who wanted to go down in history as the first time travellers. But when they get to the lab they find the professor and his daughter tied up and hundreds of monkeys gone berserk. 

It turns out that one of the monkeys, Specter, had found and put on the Peak Point Helmet, a device invented by the professor to harness and increase the mind's potential. All it did to Specter was to make him a power crazy terror who is set on ruling the world. 

Caught in the time machine with Specter and his crew, the boys find themselves dragged back millions of years. Can they capture all the monkeys? Can you help? 

With over 20 3-D levels, bonus games, training rooms and heaps of gadgets to collect along the way, Ape Escape is not one to monkey around with.

- TECHNICAL -

Game ID: SCPS-10091

- TRIVIA -

Released on June 24, 1999 in Japan.

Re-Editions:
[JP] "Saru! Get You! [Model SCPS-91196]" (2000)
[JP] "Saru! Get You! [Model SCPS-91331]" (2005)

Export releases:
[US] "Ape Escape [Model SCUS-94423]"
[EU] "Ape Escape [Model SCES-01564]"

- STAFF -

Producer: Susumu Takatsuka, Takafumi Fujisawa
Executive Producer: Shuhei Yoshida
Designers: Kenkichi Shimooka, Hingo Matsumoto, Katsuyuki Kanetaka, Kenji Kaido, Hidekuni Sakai
Graphic Artists (Character): Takamitsu Iijima, Hiroki Nishi, Taichi Ogawa
Graphic Artists (Stage): Shunsuke Saitō, Makato Doi, Satoru Miyaki, Yusuke Watanabe, Shingo Takahashi, Mikiko Takeda, Hideaki Takaku, Toshiyuki Yonekura, Shuhei Hashimoto, Takeshi Sugiyama
Graphic Artists (Movie): Shoji Miyazaki, Kentarō Yoshida, Shinya Murakami, Hiromasa Horie
Programmers: Yuji Yamada, Kazuo Kato, Kaoru Hagiwara, Toshitake Tsuchikura, Kenji Ishii, Makato Wakabayashi, Kiyoshi Sakai
Music Composer: Soichi Terada
Movie Sound Effects: Masatoshi Mizumachi
Data Programmers: Keiichi Nishimoto, Kōichi Yamazaki
Sound Effects: Masaaki Kaneko
Supervisor: Takashi Sora
Director: Masamichi Seki
QA Staff: Masaki Hiyoshi, Akira Okano, Shinya Inagaki, Kazuko Oikawa, Atsushi Sakai, Hideyuki Ikeda, Manabu Endou
Overseas Coordinator: Mikiko Okai
Marketing: Masatsuka Saeki, Megumi Hosoya, Tomoko Inoue
CG Staff: Masaaki Nansen, Mari Watanabe, Shuji Hiramatsu
Special Thanks: Akira Satou, Toshiyuki Miyata, Yukio Nagasaki, Yukinori Takada, Eiji Nagao, Yoshiko Watanabe, Akira Hiramine, Shiro Fujitaka

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85642&o=2

$end


$cpc_cass=sasac,
$bio

SAS Assault Course. [Model AT 405X] (c) 1986 Atlantis Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98982&o=2

$end


$amigaocs_flop=sascombs,
$bio

SAS Combat Simulator (c) 1990 Codemasters Software Company, Limited., The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74926&o=2

$end


$amigaocs_flop=sasmig29,
$bio

SAS Combat Simulator + MIG-29 Soviet Fighter + Kamikaze [Quattro Fighters] (c) 1990 Codemasters Software Company, Limited., The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74927&o=2

$end


$cpc_cass=sascsim,
$bio

SAS Combat Simulator [Model 3129] (c) 1988 Codemasters Soft. Co., Ltd., The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98986&o=2

$end


$msx1_cart=sasa,sasaa,
$bio

Sasa [Model 00190] (c) 1984 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77417&o=2

$end


$pc98=sasamitn,
$bio

Sasami no Tenchi Dasshu Daisakusen!! (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90563&o=2

$end


$info=sasuke,
$bio

Sasuke vs. Commander (c) 1980 SNK.

A great vertical shoot'em up game. 

You, controls a redheaded ninja warrior named Sasuke, set in feudal Japan in the beautiful city of kioto must protect your master the Shogun, by defeating all the villains ninja Commander. 

The player Sasuke is always at the bottom of the screen can only move left or right and shoot tiny shuriken, he faces off against multiple ninjas stealthily jumping from trees and several powerfull bosses each equipped with their own magics capabilities such as Henshin, Bunshin, Kaen and Hiryuken you must eliminate all the enemies and dodge his falling corpses, to complete the stage.

- TECHNICAL -

Main CPU : MOS Technology M6502 (@ 705.562 Khz)
Sound Chips : Custom (@ 705.562 Khz), Samples (@ 705.562 Khz), (3x) SN76477 (@ 705.562 Khz)

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 61.25 Hz
Palette colors : 32

Players : 2
Control : 2-way joystick
Buttons : 1

- TRIVIA -

Released in October 1980.

The title screen shows that 'SNK' stands for 'Shinnihon Kikaku'.

Developed by Tose for SNK. The third game manufactured by SNK was their first colored game.

This game is one of the earliest titles to have bosses, labeled as "magical bonuses" during play.

At the game over screen, Sasuke humorously trips over a rock and falls lying on the floor.

In the artwork of the original japanese arcade flyer, shows the character Sasuke  represented like the original sprite and has a wrong color combination that does not match to the original color of sprite of the character in the game.

A Sasuke vs. Commander machine appears in the SNK Neo Geo Pocket game "SNK vs. Capcom Cardfighters Clash".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2317&o=2

$end


$msx1_cass=satan,
$bio

Satan (c) 1989 Dinamic Software [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94957&o=2

$end


$msx1_cass=satans,satansa,
$bio

Satan (c) 1989 Dinamic Software [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94958&o=2

$end


$c64_cart,c64_flop=satan,
$bio

Satan (c) 1990 Dinamic Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53694&o=2

$end


$amigaocs_flop=satan,
$bio

Satan (c) 1990 Dinamic Software [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74935&o=2

$end


$ibm5150,ibm5150_cass=satanc,satane,
$bio

Satan (c) 1990 Dinamic Software [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83688&o=2

$end


$info=satansat,satansata,
$bio

Satan of Saturn (c) 1981 SNK.

A space shoot 'em up game. The gameplay is a variation of Space Invaders.

Fly your spaceship to Saturn, then once on Saturn destroy as many Satan's as possible. Additional bonus points can be accumlated by destroying the comet or attacking dragonflies. An additional spaceship is rewarded if the players score reaches 5,000 or 10,000 points. If the attacking UFOs or enemy rockets are destroyed, points will be scored. The game progresses through 4 different screens.

- TECHNICAL -

Main CPU : MOS Technology M6502 (@ 705.562 Khz)
Sound Chips : Custom (@ 705.562 Khz), SN76477 (@ 705.562 Khz)

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 61.25 Hz
Palette Colors : 32

Players : 2
Control : 2-way joystick
Buttons : 2

- TRIVIA -

Satan of Saturn was released in March 1981 in Japan.

This game was exported under Taito license as "Zarzon".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2318&o=2

$end


$info=satansatind,
$bio

Satan of Saturn (c) 1981 Inder.

Spanish bootleg.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72502&o=2

$end


$cpc_cass=satans,satan,
$bio

Satan [Model IB-A-007] (c) 1989 Dinamic Soft. [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99037&o=2

$end


$a800=satan,
$bio

Satan's Hollow (c) 1982 CBS Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86679&o=2

$end


$info=shollow,shollow2,
$bio

Satan's Hollow (c) 1981 Bally Midway.

Satan's Hollow is a 1- or a 2-player game. When playing this game, the Rocket Launcher is under YOUR control. YOU make it move back and forth across the screen to launch Rockets that will eliminate your attackers. These attackers are displayed in groups, called 'racks', across the top of the screen. The first rack is made up of a small number of attackers. The second rack is made up of a larger number of these attackers. And intermixed with the racks of attackers is a rack with only a single fire-breathing Devil's head. 

The attackers and the Devil's Head will try to wipe out your Rocket Launcher. If they do, you lose one player. In emergencies, you have a Shield which goes all around your Rocket Launcher for a short period of time. It is activated by pushing the Shield button on the control console. BUT BE CAREFUL!! This consumes a lot of power and will only last a VERY SHORT TIME! 

Each attacker eliminated will cause a Bridge Section to appear at the lower left corner of the screen EXCEPT : when there is already a Bridge Section there or when you have a Bridge Section in tow under your Rocket Launcher. Pick these Sections up with your Rocket Launcher and move them over to build a Bridge across the gorge at the right side of the screen leading into the land of SATAN. 

When you complete your Bridge into the land of SATAN, you can cross it and do battle with him. If you win you will be rewarded by increased fire power for your Rocket Launcher. If SATAN defeats you, you lose one player. 

As your skill level increases, the number of attackers is increased and the speed that the fire-breathing Devil's Head moves is increased also. 

Bonus Rocket Launchers are awarded to you periodically throughout the game as you reach or pass certain preselected point values. Each attacker has an assigned point value. 

The object of the game is to HAVE FUN while constantly improving your skills as you play, eliminating as many attackers as possible each time to get the highest score.

- TECHNICAL -

Upright model
Game No. 941

This game had a dedicated cabinet that was just plain evil. It is red with realistic demons on both the sideart and the marquee. Flames and a blacklight on the control panel area add to the cool factor. In fact, this machine is up there with "Tron" in the ranking for coolest looking game around. The game was controlled by means of a 2-way trigger stick that was red and sort of translucent. This is the same basic stick that was used for "Tron", it is just colored differently. No one makes this exact stick anymore, but any trigger stick would make a fine replacement.

Bally Midway MCR 2 hardware

Main CPU : Zilog Z80 (@ 2.496 Mhz)
Sound CPU : Zilog Z80 (@ 2 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 2 Mhz)

Players : 2
Control : 2-way joystick
Buttons : 2

- TRIVIA -

Satan's Hollow was designed and programmed by Arcade Engineering, who designed a slew of games for Midway before being bought out by them in 1985.

Satan's Hollow was released in 1982. The copyright date on the screen says 1981 but Jeff was still working on it when Brian was hired in the fall of 1982.

The game drew some criticism in the bible belt for its theme.

Some wiring harnesses are labeled 'Satan's Master' and others have 'Satan's Power' on the tag. These may have been pre-production titles for the game.

It seems like this game has copied its ideas from many other places. Check it out :
* Enemies going down and attacking your stock is similar to the ducks from "Carnival".
* The elaborate, mostly static background reminds of "Pleiads".
* The shield idea is used similarly to the shield in "Phoenix" (though you couldn't move when using it then, and it took longer to recharge).
* The diving enemy concept was used first in "Galaxian".
* The shot-increasing power-up concept originated in "Galaga".

A Satan's Hollow unit appears in the 1983 movie 'Joysticks'.

- SCORING -

Gargoyle : 120 points 
Bridge Bomber : 225 points 
Egg Thrower : 225 points 
Beelzbub : 250 points 
Old Nick : 500 points 
Lucifer : 1,000 points 
Satan : 1,000 points

- TIPS AND TRICKS -

BONUS : A bonus flag is added each time a battle has been successfully completed. Each bonus flag is worth 1000 additional points. To collect the bonus build the bridge into the land of Satan and defeat Satan. 

Each time Satan is defeated, an additional barrel is added to the base up to a maximum of three barrels.

- STAFF -

Designed by : Bill Adams
Staff : Jim Love, Jeff Nauman

- PORTS -

* Consoles : 
Sony PlayStation 2 [US] (November 18, 2003) "Midway Arcade Treasures [Model SLUS-20801]" 
Microsoft XBOX [US] (November 24, 2003) "Midway Arcade Treasures" 
Nintendo GameCube [US] (December 18, 2003) "Midway Arcade Treasures [Model DOL-GAKE-USA]" 
Microsoft XBOX [EU] (February 6, 2004) "Midway Arcade Treasures" 
Sony PlayStation 2 [EU] (February 6, 2004) "Midway Arcade Treasures [Model SLES-51927]" 
Microsoft XBOX 360 [US] (November 6, 2012) "Midway Arcade Origins" 
Sony PlayStation 3 [US] (November 6, 2012) "Midway Arcade Origins [Model BLUS-31083]"
Microsoft XBOX 360 [EU] (November 15, 2012) "Midway Arcade Origins" 
Sony PlayStation 3 [EU] (November 15, 2012) "Midway Arcade Origins [Model BLES-01768]"

* Computers : 
Commodore C64 [US] [EU] (1984)
PC [MS Windows, CD-ROM] [US] (August 27, 2004) "Midway Arcade Treasures" 
PC [MS Windows, CD-ROM] [EU] (November 23, 2004) "Midway Arcade Treasures"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2319&o=2

$end


$snes=bswalker,
$bio

Satella Walker 2 - Sate Bou o Sukuidase! (c) 199? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62128&o=2

$end


$psx=satellit,
$bio

Satelli TV [Model SLPS-01203] (c) 1998 Nippon Ichi Software, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85643&o=2

$end


$sms=satell7,satell7a,
$bio

サテライト7 (c) 1985 Sega Enterprises, Limited.
(Satellite 7)

- TECHNICAL -

Game ID: C-506

- TRIVIA -

Released on December 20, 1985 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55890&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=satmet,
$bio

Satellite and Meteorites! [NTSC] (c) 1982 UMI

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86915&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=satmetp,
$bio

Satellite and Meteorites! [PAL] (c) 1982 UMI

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86916&o=2

$end


$odyssey2,g7400=satellit,
$bio

Satellite Attack (c) 1981 Philips Corp.

- TECHNICAL -

Game ID: 34

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95672&o=2

$end


$x68k_flop=satbatle,
$bio

Satellite Battle (c) 1990 Dual.D [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88583&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=satpatrl,
$bio

Satellite Patrol (c) 1982 HES [Human Engineered Software]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86914&o=2

$end


$info=sc1satse,
$bio

Satellite Special Edition (c) 1998 ELAM.

- TECHNICAL -

Model 1052

- TRIVIA -

Satellite Special Edition was released in March 1998.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42162&o=2

$end


$cpc_cass=satelwar,
$bio

Satellite Warrior [Model SOFT 949] (c) 1985 Amsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99038&o=2

$end


$info=ss4094,ss3920,ss4637,ss4636,ss3718,ss3719,ss7118,ss3720,ss3721,ss4566,ss4567,
$bio

Satellite (c) 1994 IGT [International Game Technologies].

3-Coin Multiplier slot.

- TECHNICAL -

[Model 132A]

- UPDATES -

* SS4094
* SS3920
* SS4637
* SS4636
* SS3718
* SS3719
* SS7118
* SS3720
* SS3721
* SS4566
* SS4567

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=37630&o=2

$end


$info=ss4093,ss4532,ss4630,ss3509,ss3510,ss7253,ss3512,
$bio

Satellite (c) 199? IGT [International Game Technologies].

2-Coin Multiplier slot.

- TECHNICAL -

Game ID: 132A

- UPDATES -

SS4093
SS4532
SS4630
SS3509
SS3510
SS7253
SS3512

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46170&o=2

$end


$info=ss4408,ss4409,ss4410,ss4411,ss4412,ss4577,
$bio

Satellite (c) 199? IGT [International Game Technologies].

5-Coin Multiplier slot.

- TECHNICAL -

[Model 132F]

- UPDATES -

SS4408
SS4409
SS4410
SS4411
SS4412
SS4577

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46327&o=2

$end


$info=sc1sat,
$bio

Satellite (c) 1989 ELAM.

- TECHNICAL -

Model 5515

- TRIVIA -

Satellite was released in November 1989.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42161&o=2

$end


$snes=bssates4,
$bio

Satesupo DX Dai-4-Gou (c) 199? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62129&o=2

$end


$nes=satomihk,
$bio

Satomi Hakkenden (c) 1989 SNK [Shin Nihon Kikaku] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54596&o=2

$end


$psx=satomino,
$bio

Satomi no Nazo [Model SLPS-00613] (c) 1996 Sound Technology Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85644&o=2

$end


$x68k_flop=satorisp,satoris2,
$bio

Satori Shooting Practice Program (c) 1990 Fukuiinchou

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88584&o=2

$end


$nes=satsui,
$bio

Satsui no Kaisou - Power Soft Satsujin Jiken (c) 1988 HAL Kenkyuujo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54597&o=2

$end


$pc98=koinonag,
$bio

Satsujin Roman Kikou - Koi no Nagano Bojou (c) 1991 Heart Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90564&o=2

$end


$x1_flop=satsujin,
$bio

Satsujin wa Tegami ni Notte (c) 1988 Twin Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86102&o=2

$end


$pc98=satsujin,
$bio

Satsujin wa Tegami ni Notte (c) 1988 Twin Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90565&o=2

$end


$pc8801_flop=satsujin,
$bio

Satsujin wa Tegami ni Notte (c) 1988 Twin Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92827&o=2

$end


$info=ep_snbev,ep_snbeva,ep_snbevb,ep_snbevc,ep_snbevd,ep_snbeve,gl_snbev,gl_snbeva,
$bio

Saturday Night Beaver (c) 199? Global Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40891&o=2

$end


$info=slammast,slammastu,slampic,
$bio

Saturday Night Slam Masters (c) 1993 Capcom Company, Limited.

Export release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Muscle Bomber - The Body Explosion [B-Board 91634B-2]".

- TECHNICAL -

Runs on the "CP System" hardware.
B-Board #: 91635B-2

- TRIVIA -

Saturday Night Slam Masters was released in July 1993 outside Japan. It is known in Japan as "Muscle Bomber - The Body Explosion". 

Certain wrestlers had their names changed from Japanese audiences. They are as follows :
Biff Slamkovich - Aleksey Zalazof.
Gunloc - Lucky Colt.
The Great Oni - Mysterious Budo.
El Stingray - El Stinger.
Alexander The Grater - Sheep The Royal.
King Rasta Mom - Missing IQ Gomes.
Jumbo Flap Jack - Kimala The Bouncer.
Scorpion - Astro.

- SERIES -

1. Saturday Night Slam Masters [CP-S No. 27] (1993)
2. Muscle Bomber Duo - Ultimate Team Battle [CP-S No. 28] (1993)
3. Ring of Destruction - Slammasters II [CP-S II No. 06] (1994)

- PORTS -

* Consoles : 
Nintendo SNES [AU] (1994) [Model SNSP-ZW] 
Nintendo SNES [US] (June 1994) [Model SNS-ZW] 
Nintendo SNES [EU] (September 1994) [Model SNSP-ZW-EUR] 
Sega Genesis [US] (1994) 
Sega Mega Drive [EU] (1994)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2320&o=2

$end


$snes=slammastu,
$bio

Saturday Night Slam Masters [Model SNS-ZW-USA] (c) 1994 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63516&o=2

$end


$snes=slammast,
$bio

Saturday Night Slam Masters [Model SNSP-ZW-EUR] (c) 1994 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63515&o=2

$end


$megadriv=slammast,
$bio

Saturday Night Slammasters (c) 1994 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56821&o=2

$end


$megadriv=slammastu,
$bio

Saturday Night Slammasters (c) 1994 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57380&o=2

$end


$info=saturnzi,
$bio

Saturn (c) 1983 Jaleco Company, Limited.

- TECHNICAL -

Top Board Number : BP-8205
Lower Board Number : BP-8206

Main CPU : Zilog Z80 (@ 3.5 Mhz), Zilog Z80 (@ 1.25 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.25 Mhz), AY8910 (@ 625 Khz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Saturn was released in August 1983 in Japan.

Developed by Zilec for Jaleco.

- STAFF -

Staff : Christopher Stamper, John Lathbury, Timothy Stamper

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2321&o=2

$end


$info=saturn2,
$bio

Saturn 2 (c) 1985 Bell Games.

- TRIVIA -

1,200 units were produced.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=9640&o=2

$end


$saturn,sat_cart=satbombmj,satbombmjb,satbombmja,
$bio

Saturn Bomberman (c) 1996 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59608&o=2

$end


$saturn,sat_cart=satbombm,
$bio

Saturn Bomberman (c) 1997 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60394&o=2

$end


$saturn,sat_cart=bmanfght,
$bio

Saturn Bomberman Fight!! (c) 1997 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59610&o=2

$end


$saturn,sat_cart=satbombmjsn,
$bio

Saturn Bomberman for SegaNet (c) 1996 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59611&o=2

$end


$saturn,sat_cart=satbombmu,
$bio

Saturn Bomberman [Model 81070] (c) 1997 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60133&o=2

$end


$saturn,sat_cart=satbombmjsa,
$bio

Saturn Bomberman [Satakore] (c) 1997 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59609&o=2

$end


$saturn,sat_cart=mschool,
$bio

Saturn Music School (c) 1997 Waka Mfg.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59612&o=2

$end


$saturn,sat_cart=satsup5,
$bio

Saturn Super Vol. 5 (c) 1996 Captain Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59613&o=2

$end


$saturn,sat_cart=satsup6,
$bio

Saturn Super Vol. 6 (c) 1996 Captain Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59614&o=2

$end


$saturn,sat_cart=satsup7,
$bio

Saturn Super Vol. 7 (c) 1996 Captain Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59615&o=2

$end


$pc98=satyr,
$bio

Satyr (c) 1994 Aypio [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90566&o=2

$end


$info=samsho2k,
$bio

Saulabi Spirits (c) 1994 SNK [Shin Nihon Kikaku].

- TRIVIA -

Saulabi Spirits is the Korean release of "Samurai Shodown II".

Sometimes also known as "Jin Saulabi Tu Hon".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32392&o=2

$end


$info=sauro,saurop,saurorr,
$bio

Sauro (c) 1987 Tecfri.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 4 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : YM3812 (@ 3.6 Mhz)

Screen orientation : Horizontal
Video resolution : 240 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 1024

Players : 2
Control : 8-way joystick
Buttons : 2

- STAFF -

Staff: Javier Valero, Josep Quingles, Luis Jonama

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2322&o=2

$end


$msx2_flop=saurlnc0,
$bio

Saurus Lunch Vol.0 (c) 1989 Bit2 [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102008&o=2

$end


$msx1_cart=saurus,
$bio

Saurusland (c) 1983 Nippon Columbia.

- TRIVIA -

Original price: 3600 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77418&o=2

$end


$pyuuta=saurus,
$bio

Saurusland [Model 003E] (c) 1983 Tomy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101358&o=2

$end


$cpc_cass=savages,
$bio

Savage (c) 1988 MCM Soft. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99039&o=2

$end


$cpc_cass=savage,
$bio

Savage (c) 1988 Firebird Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99040&o=2

$end


$amigaocs_flop=savage,
$bio

Savage (c) 1989 Firebird

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74936&o=2

$end


$info=savgbees,
$bio

Savage Bees (c) 1985 Memetron, Incorporated.

An early vertically-scrolling shoot'em up.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 4 Mhz)
Sound CPU : Zilog Z80 (@ 3 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.5 Mhz), (2x) SN76496 (@ 3 Mhz)

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 256

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Savage Bees was released in March 1985.

This game is also known as "Exed Exes".

- TIPS AND TRICKS -

* If you manage to shoot all the first few screens worth of enemies (which is much easier with two players) you get rewarded with a group of dragonflies moving across the top. Each dragonfly is worth 10,000 points.

* Watch out for WOPs, which are POWs in reverse. They reduce your power level.

* There are special POWs that turn enemies into fruit. They're not the pretty POW on a circular background - those give power-ups - these are just the word POW. If you find one of these, hold off on using it until you get several of the bigger enemies onscreen. They're worth 5,000 points in their fruit form.

- STAFF -

Music by : Tamayo Kawamoto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2323&o=2

$end


$bbca_cass,bbcb_cass=savagei1,
$bio

Savage Island Part One (c) 19?? Tynesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52345&o=2

$end


$bbca_cass,bbcb_cass=savagei2,
$bio

Savage Island Part Two (c) 19?? Tynesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52346&o=2

$end


$bbca_cass,bbcb_cass=savpondb,
$bio

Savage Pond (c) 1983 Bug Byte

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52348&o=2

$end


$bbca_cass,bbcb_cass=savponda,
$bio

Savage Pond (c) 19?? ASP Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52347&o=2

$end


$info=savquest,
$bio

Savage Quest (c) 1999 Interactive Light.

- STAFF -

Cabinet Graphic Design: Don Marshall

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=17594&o=2

$end


$saturn,sat_cart=savaki,
$bio

Savaki (c) 1998 Micro Cabin Co.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59616&o=2

$end


$info=savanna,
$bio

Savannah (c) 1982 Olympia.

Clone of Konami's "Jungler".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4643&o=2

$end


$a2600=savemarye,savemary1,savemary,
$bio

Save Mary! (c) 1991 Atari, Incorporated.

- TECHNICAL -

Model CX26178

- TRIVIA -

Unreleased prototype.

- STAFF -

Developed by: Axlon

Programmer: Tod Frye

- PORTS -

* Others : 
Atari Flashback 2 [US] (2005)
Atari Flashback 3 [US] (September 16, 2011) by AtGames 
Atari Flashback 4 [US] (November 13, 2012) by AtGames 
Atari Flashback 5 [US] (October 1, 2014) by AtGames

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50905&o=2

$end


$c64_cart,c64_flop=saveny,
$bio

Save New York (c) 1983 Creative Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53695&o=2

$end


$a2600=sos,sos1,
$bio

Save Our Ship (c) 1983 TechnoVision

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50906&o=2

$end


$a2600=savewhal,
$bio

Save the Whales (c) 1983 20th Century Fox

- TRIVIA -

Unreleased prototype.

- STAFF -

Programmer: Steve Beck

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50907&o=2

$end


$pc98=savior,
$bio

Savior (c) 1986 Enix, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90567&o=2

$end


$info=m4sayno,m4sayno__a,m4sayno__b,m4sayno__c,m4sayno__d,
$bio

Say No More (c) 199? Barcrest.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=14915&o=2

$end


$pc98=sayaka,
$bio

Sayaka - Gibo (c) 1994 Fairytale [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90568&o=2

$end


$pc8801_flop=sayoko,
$bio

Sayoko Fantasy Adventure 1 (c) 1986 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92828&o=2

$end


$pc8801_flop=sayoko2,
$bio

Sayoko II (c) 1987 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92829&o=2

$end


$msx2_flop=sayocarm,
$bio

Sayonara Carmine (c) 1999 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102009&o=2

$end


$pc8801_flop=sayjuptr,
$bio

Sayonara Jupiter (c) 1984 Pony Canyon, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92830&o=2

$end


$x68k_flop=isonofam,
$bio

Sazae A Isono's Family Crazy Story (c) 1995 68 Bank

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88585&o=2

$end


$pc8801_flop=sb2music,
$bio

SB2 Music Disk (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92783&o=2

$end


$info=spacewin,
$bio

Scacco Matto - Space Win (c) 1996 Playmark.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=27667&o=2

$end


$svision=scaffold,
$bio

Scaffolder (c) 1992 Bon Treasure

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95471&o=2

$end


$cpc_cass=scalextr,
$bio

Scalextric [Model LG380] (c) 1986 Leisure Genius

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99041&o=2

$end


$gba=scanhunt,
$bio

Scan Hunter - Sennen Kaigyo o Oe! [Model AGB-A57J-JPN] (c) 2002 PCCW Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72772&o=2

$end


$info=scandal,scandalm,
$bio

Scandal Mahjong (c) 1989 Nichibutsu.

Scandalous mahjong with scandalous girls.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 5 Mhz)
Sound Chips : YM3812 (@ 2.5 Mhz), DAC (@ 2.5 Mhz)

Screen orientation : Horizontal
Video resolution : 512 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256

Player : 2
Control : mahjong keyboard

- TRIVIA -

Released in February 1989 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2325&o=2

$end


$nes=scarab,
$bio

Scarabeus (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55522&o=2

$end


$info=ss_15,ss_12,ss_14,ss_03,ss_01,
$bio

Scared Stiff (c) 1996 Midway.

- TECHNICAL -

Midway WPC-95
Model Number: 50048

Main CPU : Motorola M6809 (@ 2 MHz)
Sound CPU : ADSP2105 (@ 10 MHz)
Sound Chip : DMA-driven DAC

- TRIVIA -

Scared Stiff was released in September 1996. 4,028 units were produced.

The animation for Meat Head shows a cow moo'ing.

There are 3 video tapes on the backglass : 
'Corn Man from Mars' was Pat McMahan's name for the Martians that Doug Watson designed for Attack from Mars. 
'Black Thursday' refers to the day everyone was laid off at WMS. 
'Curse of the Zombie Cows'. Them cows again!

One of the deadheads, Bad Head, is playfield designer Steve Ritchie.

The cat in the backglass was drawn from a photo of designer Dennis Nordman's wife's cat, Chelsea.

In Attract mode, watch the list of Elvira's Favorite Stiffs. Sometimes DOHO is displayed as the oldest stiff at the bottom of the list.

- UPDATES -

REVISION 1.0
Date : September 4, 1996
- Initial release to production.

REVISION 1.1
Date : September 16, 1996
- Added French and Spanish translations.
- Saved by the Spell is now active during Multiball.

REVISION 1.2
Date : September 30, 1996
- Fixed a display glitch in The Spell is Cast.

REVISION 1.3
Date : November 13, 1996
- This revision updates the coffin to handle ball jams.

REVISION 1.4
Date : November 21, 1996
- Replay level maximums have been fixed.
- The JACKPOT lamp on the left ramp during hurry-ups has been fixed.
- Fixed 'Favorite Stiffs' score display.

REVISION 1.5
Date : February 7, 1997
- Improved Coffin Multiball display effect.
- Eliminated problem at ball start that could cause resets.
- Deadheads now award the correct value.
- Fixed skill shot bug that denied points to players 2,3, and 4.
- Coffin jam compensation improved.
- Attract Mode Spider adjustment improved to allow operator-settable delays.
- Fixed bad switch logic on Leaper targets.
- Fixed broken spider logic.
- Fixed lamps for a broken spider.

- TIPS AND TRICKS -

During Attract mode, press one of the following sequences :
B, 3L, 15R, 23L, 1R (that spells cow!)
B, 13L, 15R, 15L, 1R.
B, 13L, 1R, 2L, 1R.
B, 3L, 10R, 19R, 1L.
Please note that the L & R are reversable on all the codes to this game.

When Drac says 'Hurry, stop the spider!' the display usually shows a spider crawling up the web. But if instead the display shows the number 3 crawling up the web, then press the startbutton 3 times. This awards an extra Spider Spin.

Achieve a high score and enter the initials MOO.

With your machine set to the correct date, power up on any of these days for a birthday fanfare :
Mike 3/16/65 (Mike Boon, software)
Cameron 9/18/73 (Cameron Silver, software)
Alan 2/22
Eydie 1/5 (Mike Boon's wife)
Heather 5/14/96
Tania 12/5
Paul 11/11/57 (Paul Heitsch, sound/music)
Lindsey 9/24/86 (artist Greg Freres' daughter)
Lauren 8/30/89 (also Greg Freres' daughter)
Also listed in the ROM but not functional - Damien 5/22.

- SERIES -

1. Elvira and the Party Monsters (1989)
2. Scared Stiff (1996)

- STAFF -

Designers : Dennis Nordman (DEN), Mark Weyna
Artwork : Greg Freres
Software : Mike Boon (MAB), Cameron Silver (CJS)
Dots/Animation : Adam Rhine (ASR), Brian Morris (BCM)
Mechanics : Win Schilling (WIN), Bob Brown, Joe Loveday
Music & Sounds : Paul Heitsch (PH), Dave Zabriskie

- PORTS -

* Others :
Apple Store (Oct. 29, 2012, "The Pinball Arcade")
Android (Oct. 29, 2012 "The Pinball Arcade")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5374&o=2

$end


$x68k_flop=scarlet1,
$bio

Scarlet (c) 1991 Login Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88057&o=2

$end


$msx1_cart=scarlet7,
$bio

Scarlet 7 - The Mightiest Women [Model PS-2019G] (c) 1986 Toshiba EMI [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77419&o=2

$end


$x1_cass=scarlett,
$bio

Scarlett 7 (c) 198? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86268&o=2

$end


$amigaocs_flop=scarymsa,
$bio

Scary Mutant Space Aliens from Mars (c) 1989 ReadySoft, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74937&o=2

$end


$cpc_cass=scarytal,
$bio

Scary Tales (c) 1988 Power House, The [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99042&o=2

$end


$msx1_cass=scentped,
$bio

Scentipede (c) 1986 Eaglesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94959&o=2

$end


$channelf=schach,
$bio

Schach (c) 197? SABA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53229&o=2

$end


$vc4000=chess2,
$bio

Schach II (c) 1978 Interton Electronic.

- TECHNICAL -

[Cassette No. 22]

- TRIVIA -

Also called Chess II outside Germany, and Les Echecs II in France.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49220&o=2

$end


$vc4000=chess,
$bio

Schach (c) 1978 Interton Electronic.

- TECHNICAL -

[Cassette No. 13]

- TRIVIA -

Also called Chess outside Germany, and Les Echecs in France.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49219&o=2

$end


$ti99_cart=chessd,
$bio

Schachmeister [Model PHM 3008] (c) 1979 Texas Instruments

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84709&o=2

$end


$pc8801_flop=schememu,
$bio

Scheme Music Disk (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92832&o=2

$end


$a2600=schiessb,
$bio

Schiessbude (c) 1983 Quelle

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50908&o=2

$end


$gameboy=schiffe,
$bio

Schiffe Versenken [Model DMG-AB8D-NOE] (c) 1998 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66887&o=2

$end


$info=schmeisr,
$bio

Schmeiser Robo (c) 1993 Hot-B.

Schmeiser Robo plays similarly to other 2-D versus fighting games during its release, which the player's character fights against his or her opponent in best two-out-of-three matches in a single player tournament mode with the computer or against another human player. However, unlike most other fighting games released at the same time, the game uses an 8-way joystick and 3 buttons: one for punching, another for kicking, and the last one first introduced in the game during the modern era of fighting games, the guard button. Every character can do moving and attacking in spite of repeatedly pressing the guard button; however, they can't block their opponents' attacks by using it. Other unique features introduced in this game are quick (or small) jumping, air-guarding, counter-attacking, guard-canceling and rush-attacking.

- TECHNICAL -

Main CPU: Motorola 68000 (@ 14 Mhz)
Sound CPU: Hudson Soft HuC6280 (@ 8.055 Mhz)
Sound Chips: Yamaha YM2151 (@ 3.58 Mhz), OKI6295 (@ 7.757 Khz), OKI6295 (@ 15.514 Khz)

Screen orientation: Horizontal
Video resolution: 320 x 240 pixels
Screen refresh: 58.00 Hz
Palette colors: 2048

Players: Up to 2 simultaneously.
Control: One 8-way joystick per player.
Buttons: 3 per player.

- TRIVIA -

After developing this game, Hot-B went bankrupt in 1994.

- STAFF -

Director: Yasuyuki Osada
System Design: Yasuyuki Osada, Nobuyuki Nakane
Planning: Noriaki Kaiami, Kengo Asai
Main Programmer: Nobuyuki Nakane
Programmer: Masato Kimura, Goh Arakami, Masanori Mori
Graphics: Yasuyuki Osada, Kenji Ono, Junichi Sugawara, Tomoko Honda, Chihiro Takahashi
Sound: Mint
Character Design: Yasuyuki Osada
Walker Design: Satoshi Hatsuya
Background Graphic: Kenji Ono
Cooperation: Hot.B USA, First Farmers
Costume Design: Teikoku Zousen Matterial, Kemono_Industry, L.Carol
Producer: Akinori Tomonaga
Executive Producer: Michiyo Kashiwase

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3581&o=2

$end


$cpc_cass=lehrbas1,
$bio

Schneider Basic-Lehrbuch Teil 1 [Model SOFT 211] (c) 1984 Amsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99043&o=2

$end


$cpc_cass=lehrbas2,
$bio

Schneider Basic-Lehrbuch Teil 2 [Model SOFT 256] (c) 1985 Amsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99045&o=2

$end


$ti99_cart=schnoz,
$bio

Schnoz-ola (c) 1983 Funware

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84710&o=2

$end


$ti99_cart=scholsp3,
$bio

Scholastic Spelling - Level 3 [Model PHM 3059] (c) 1982 Scholastic Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84711&o=2

$end


$ti99_cart=scholsp4,
$bio

Scholastic Spelling - Level 4 [Model PHM 3060] (c) 1982 Scholastic Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84712&o=2

$end


$ti99_cart=scholsp5,
$bio

Scholastic Spelling - Level 5 [Model PHM 3061] (c) 1982 Scholastic Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84713&o=2

$end


$ti99_cart=scholsp6,
$bio

Scholastic Spelling - Level 6 [Model PHM 3062] (c) 1982 Scholastic Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84714&o=2

$end


$megadriv=msbp06,msbp05,msbp04,msbp03,msbp02,msbp01,
$bio

Scholastic's The Magic School Bus (c) 1995 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56822&o=2

$end


$megadriv=msb,
$bio

Scholastic's The Magic School Bus (c) 1995 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57381&o=2

$end


$pico=magschol,
$bio

Scholastic's The Magic School Bus [Model 49038-00] (c) 199? Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75783&o=2

$end


$pc98=schoold,
$bio

School Days - Yuri Rika Kaori (c) 1996 Misty [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90570&o=2

$end


$pc98=schlgirl,
$bio

School Girls (c) 19?? Scoop [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90571&o=2

$end


$ti99_cart=schoolm,
$bio

School Mailer (c) 1981 Foresman [Scott Foresman]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84715&o=2

$end


$pc98=schoolwr,
$bio

School Wars (c) 1990 CreamSoft-Striker [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90572&o=2

$end


$pc8801_flop=schoolwa,
$bio

School-Wars (c) 1990 CreamSoft-Striker [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92833&o=2

$end


$psx=schrodin,
$bio

Schrödinger no Neko - Die Katze von Schrödinger [Model SLPS-00780] (c) 1997 Takara Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85645&o=2

$end


$pc98=schwarz,
$bio

Schwarzschild - Kyouran no Ginga (c) 1988 Kogado Studio [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90573&o=2

$end


$pc8801_flop=schwarzs,schwarzsa,
$bio

Schwarzschild - Kyouran no Ginga (c) 1989 Kogado Studio [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92834&o=2

$end


$msx2_flop=schwarzs,schwarzsa,
$bio

Schwarzschild - Kyouran no Ginga (c) 1989 Kogado Studio [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102010&o=2

$end


$x68k_flop=schwarzs,
$bio

Schwarzschild - Kyouran no Ginga (c) 1990 Kogado Studio [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88058&o=2

$end


$pc8801_flop=schwarz2,schwarz2a,
$bio

Schwarzschild 2 (c) 1989 Kogado Studio [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92835&o=2

$end


$msx2_flop=schwarz2,schwarz2a,
$bio

Schwarzschild II (c) 1990 Kogado Studio [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102011&o=2

$end


$pc98=schwarz2,
$bio

Schwarzschild II - Teikoku no Haishin (c) 1989 Kogado Studio [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90574&o=2

$end


$pc98=schwarz3,schwarz3a,
$bio

Schwarzschild III - Wakusei Desperan (c) 1992 Kogado Studio [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90575&o=2

$end


$pc98=schwarz4,
$bio

Schwarzschild IV - The Cradle End (c) 1993 Kogado Studio [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90576&o=2

$end


$cdi=tombaski,tombaskia,
$bio

Sciamo con Alberto Tomba - Let's Go Skiing With Alberto Tomba (c) 1994 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53067&o=2

$end


$bbca_cass,bbcb_cass=science1,
$bio

Science 1 (c) 1985 Shards Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52349&o=2

$end


$msx1_cass=scifi,
$bio

Science Fiction (c) 1986 Eaglesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94960&o=2

$end


$bbca_cass,bbcb_cass=scfiquiz,
$bio

Science Fiction Quiz (c) 1983 Ivan Berg

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52350&o=2

$end


$info=scionc,
$bio

Scion (c) 1984 Cinematronics, Incorporated.

- TRIVIA -

Released in September 1984. Licensed from Seibu Denshi to Cinematronics for US manufacture and distribution. For more information about the game, please see the original Seibu Denshi entry.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=38790&o=2

$end


$info=scion,
$bio

Scion (c) 1984 Seibu Denshi.

A great vertical shoot'em up. 

Players have to pilot a aircraft and shoot the alien waves space ships and dodge his attacks, while destroys a giant latticed ground structure, for this you must shoot first a special ship in mid-air to get the extra weapon and now you are ready to throwing bombs for destroy all the square targets, this makes the whole structure collapses in order to continue on to the next scene and later face off to the end boss structure.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound CPU : Zilog Z80 (@ 1.78975 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.536 Mhz), Discrete (@ 1.536 Mhz)

Players: 2
Control: 8-way joystick
Buttons: 2

- TRIVIA -

Scion was released in February 1984 in the Japanese arcades.

- PORTS -

* Computers :
MSX (1985)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2326&o=2

$end


$msx1_cart=scion,
$bio

Scion [Model HBS-G030C] (c) 1985 Sony Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77420&o=2

$end


$cpc_cass=scoobscr,
$bio

Scooby Doo & Scrappy Doo [Model HT 121] (c) 1991 Hi-Tec Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99048&o=2

$end


$cpc_cass=scooby,scoobye,
$bio

Scooby Doo In The Castle Mystery (c) 1986 Elite Systems, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99049&o=2

$end


$gba=scooby2u,
$bio

Scooby-Doo 2 - Monsters Unleashed [Model AGB-BMUE-USA] (c) 2004 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72776&o=2

$end


$gba=scooby2,
$bio

Scooby-Doo 2 - Monsters Unleashed [Model AGB-BMUP] (c) 2004 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72775&o=2

$end


$amigaocs_flop=scooby,
$bio

Scooby-Doo and Scrappy-Doo (c) 1991 HiTec Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74938&o=2

$end


$gba=scoobycc,
$bio

Scooby-Doo and the Cyber Chase [Model AGB-ASDE-USA] (c) 2001 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72778&o=2

$end


$gba=scoobycca,
$bio

Scooby-Doo and the Cyber Chase [Model AGB-ASDX-EUR] (c) 2001 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72777&o=2

$end


$n64=scooby,scoobyu1,scoobyu,
$bio

Scooby-Doo! Classic Creep Capers (c) 2000 THQ

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57960&o=2

$end


$gbcolor=scooby,
$bio

Scooby-Doo! Classic Creep Capers [Model CGB-BCCE-USA] (c) 2001 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68726&o=2

$end


$megadriv=scooby,
$bio

Scooby-Doo Mystery (c) 1995 Acclaim Entertainment, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57382&o=2

$end


$gba=scoobymmu,
$bio

Scooby-Doo! Mystery Mayhem [Model AGB-BMME-USA] (c) 2003 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72781&o=2

$end


$gba=scoobymm,
$bio

Scooby-Doo! Mystery Mayhem [Model AGB-BMMP] (c) 2003 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72780&o=2

$end


$snes=scooby,
$bio

Scooby-Doo Mystery [Model SNS-AXDE-USA] (c) 1995 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63517&o=2

$end


$gba=scoobyumu,
$bio

Scooby-Doo! Unmasked [Model AGB-B25E-USA] (c) 2005 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72783&o=2

$end


$gba=scoobyum,scoobyuma,
$bio

Scooby-Doo! Unmasked [Model AGB-B25P] (c) 2005 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72782&o=2

$end


$gba=scooby,scoobyf,scoobyg,scoobys,
$bio

Scooby-Doo [Model AGB-AGB-AP8P-EUR] (c) 2001 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72773&o=2

$end


$gba=scoobyu,
$bio

Scooby-Doo [Model AGB-AP8E-USA] (c) 2001 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72774&o=2

$end


$info=m3scoop,
$bio

Scoop (c) 198? Simper [Peter Simper].

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49645&o=2

$end


$info=scotrsht,
$bio

Scooter Shooter (c) 1985 Konami.

- TECHNICAL -

Main CPU : Motorola M6809 (@ 3.072 Mhz)
Sound CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : YM2203 (@ 3.072 Mhz)

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256

Players : 2
Control : 8-way joystick
Buttons : 1

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3278&o=2

$end


$msx1_cart=scopeon,
$bio

Scope On - Fight in Space [Model 001C1] (c) 1983 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77421&o=2

$end


$saturn,sat_cart=scorcher,
$bio

Scorcher (c) 1997 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60395&o=2

$end


$saturn,sat_cart=scorcheru,
$bio

Scorcher [Model 81214] (c) 1996 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60134&o=2

$end


$msx1_cass=scor3020,
$bio

Score 3020 (c) 1988 Topo Soft [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94961&o=2

$end


$cpc_cass=scor3020,
$bio

Score 3020 [Model AM 503] (c) 1988 Erbe Soft. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99050&o=2

$end


$info=ss4093,ss4532,ss4630,ss3509,ss3510,ss7253,ss3512,
$bio

Score Board! (c) 199? IGT [International Game Technologies].

2-Coin Multiplier slot.

- TECHNICAL -

Game 132A

- UPDATES -

SS4093
SS4532
SS4630
SS3509
SS3510
SS7253
SS3512

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46171&o=2

$end


$info=ss4094,ss3920,ss4637,ss4636,ss3718,ss3719,ss7118,ss3720,ss3721,ss4566,ss4567,
$bio

Score Board! (c) 1993 IGT [International Game Technologies].

3-Coin Multiplier slot.

- TECHNICAL -

[Model 132A]

- UPDATES -

* SS4094
* SS3920
* SS4637
* SS4636
* SS3718
* SS3719
* SS7118
* SS3720
* SS3721
* SS4566
* SS4567

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=37621&o=2

$end


$info=ss4199,ss4200,ss4201,ss4202,ss4203,ss4204,
$bio

Score Board! (c) 199? IGT [International Game Technologies].

3-Line slot.

- TECHNICAL -

Model 132E

- UPDATES -

SS4199
SS4200
SS4201
SS4202
SS4203
SS4204

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46341&o=2

$end


$info=ss4408,ss4409,ss4410,ss4411,ss4412,ss4577,
$bio

Score Board! (c) 199? IGT [International Game Technologies].

5-Coin Multiplier slot.

- TECHNICAL -

[Model 132F]

- UPDATES -

SS4408
SS4409
SS4410
SS4411
SS4412
SS4577

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46328&o=2

$end


$info=scrpn_l1,scrpn_t1,
$bio

Scorpion (c) 1980 Williams.

- TECHNICAL -

Williams System 6
Model Number : 494

- TRIVIA -

2,000 units were produced.

- STAFF -

Design by : Barry Oursler
Art by : Constantino Mitchell, Tony Ramunni
Software by : Larry DeMar

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5556&o=2

$end


$info=scorpion,scorpiona,scorpionb,
$bio

Scorpion (c) 1982 Zaccaria.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound CPU : Zilog Z80 (@ 1.78975 Mhz)
Sound Chips : (3x) General Instrument AY8910 (@ 1.78975 Mhz)

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette colors : 99

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

A bootleg of this game was released by 'Dorneer' on "Moon Cresta" Hardware.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2327&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=scorpion,
$bio

Scorpion (c) 1983 Tronix

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86917&o=2

$end


$info=scorpionmc,
$bio

Scorpion (c) 198? Dorneer.

Bootleg of the Zaccaria's original running on the Moon Cresta hardware.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=36005&o=2

$end


$x68k_flop=scorpius,
$bio

Scorpius (c) 1991 Shinseisha

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88059&o=2

$end


$cdi=scotlandf,scotland,scotlang,
$bio

Scotland Yard (c) 1994 Philips Interactive Media, Incorporated.

Mr. X, London's most wanted baddie, is still on the loose! Was that him, fitting up Farringdon? Or sipping into the Zoo? Or bounding up Bond Street? Scotland Yard detectives are at their wits end and are desperate for your help. This is your big chance! Can you track down Mr. X? If you haven't 'nailed' him by the time your quota of taxi, tube and bus tickets runs out, he's free to continue his evil career of crime! Scotland Yard is the fascinating CD-i version of the classic board game. You cover London in the chase, learning about one of the world's greatest cities, through photographs and animated graphics. You can zero in on your chosen district, pursuing Mr. X from Maida Vale to the Oval, from Kensington Gardens to Clerkenwell Green. You can play with friends, with or without Robi the game computer, or play on your own with Robi as your opponent. So get on the case now. The meter's running and the heat is on!

- TECHNICAL -

Model 810 0139

- TRIVIA -

Export releases:
[FR] 812 0070
[GE] 813 0042

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53068&o=2

$end


$gameboy=scotyard,
$bio

Scotland Yard [Model DMG-SYJ] (c) 1990 Toei Animation [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66888&o=2

$end


$pc8801_flop=scottie,
$bio

Scottie (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92836&o=2

$end


$pc8801_flop=scottiet,
$bio

Scottie Turbo (c) 1990 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92837&o=2

$end


$bbca_cass,bbcb_cass=scrabble,
$bio

Scrabble (c) 19?? Leisure Genius

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52351&o=2

$end


$info=scrabble,scrabbled,
$bio

Scrabble (c) 1997 JPM.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 8 Mhz), TMS34010 (@ 5 Mhz)
Sound Chips : UPD7759 (@ 640 Khz)

Players : 1
Buttons : 1

- TRIVIA -

Released in June 1997.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=14146&o=2

$end


$megadriv=scrabble,
$bio

Scrabble (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56823&o=2

$end


$gba=scrablst,
$bio

Scrabble Blast! [Model AGB-BLAE-USA] (c) 2005 DSI Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72785&o=2

$end


$amigaocs_flop=scrabblef,
$bio

Scrabble Deluxe (c) 1988 Leisure Genius

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74940&o=2

$end


$amigaocs_flop=scrabble,
$bio

Scrabble Deluxe [Board Genius] (c) 1988 Leisure Genius

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74939&o=2

$end


$gba=scrbscrm,scrbscrma,
$bio

Scrabble Scramble! (c) 2005 Zoo Digital Publishing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72786&o=2

$end


$gba=scrabble,
$bio

Scrabble [Model AGB-AQBP-EUR] (c) 2002 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72784&o=2

$end


$gbcolor=scrabble,
$bio

Scrabble [Model CGB-B9QP-EUR] (c) 2001 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68728&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=scram20,
$bio

Scram 20 (c) 1983 Nalin Sharma

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86918&o=2

$end


$info=scrambles,scrambles2,
$bio

Scramble (c) 1981 Stern Electronics, Incorporated.

- TRIVIA -

Scramble was released by Stern in May 1981 in the USA, under license from Konami. For more information about the game itself, please see the original Konami entry.

- PORTS -

* Consoles :
GCE Vectrex [US] (1982) [Model VT 3103] 
Sony PlayStation [US] (November 30, 1999) "Konami Arcade Classics [Model SLUS-00945]" 
Nintendo Game Boy Advance [US] (March 21, 2002) "Konami Collector's Series: Arcade Advanced [Model AGB-AKCE-USA]" 
Microsoft XBOX 360 [XBLA] [US] (September 13, 2006) 
Nintendo DS [US] (March 30, 2007) "Konami Classics Series: Arcade Hits [Model NTR-ACXE-USA]" 

* Computers :
Tandy Color Computer [US] (1983) "Skramble" 
Commodore C64 [US] (1983) "Skramble!"
Commodore C64 [US] (1984) "Penetrator" by Melbourne House 
Tommy Tutor

* Others :
VFD portable game [US] (1982) by Tomy 
Arcade [US] (November 1998) "Konami 80's AC Special" 
Konami Arcade Advanced Plug 'n Play TV Game [US] (2004) by Majesco 
Windows Mobile [US] (December 10, 2007)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=39694&o=2

$end


$info=scramblebf,
$bio

Scramble (c) 1981 Karateco.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32468&o=2

$end


$info=scrambler,
$bio

Scramble (c) 1981 Reben S.A.

Scramble bootleg featuring different music.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72503&o=2

$end


$info=scrampt,
$bio

Scramble (c) 1981 PETACO [Proyectos Electromecanicos de Tanteo y Color].

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72505&o=2

$end


$info=scramce,
$bio

Scramble (c) 1981 Centromatic.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94332&o=2

$end


$info=scram_tp,
$bio

Scramble (c) 1987 Tecnoplay.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5557&o=2

$end


$spc1000_cass=scramble,
$bio

Scramble (c) 198? Samsung Software [Korea]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83546&o=2

$end


$pc8801_flop=scramble,
$bio

Scramble (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92838&o=2

$end


$msx1_cart=scramegg,
$bio

Scramble Eggs [Model AMX001] (c) 1983 Ample Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77422&o=2

$end


$msx2_flop=scramble,scramblea,
$bio

Scramble Formation (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102012&o=2

$end


$info=tokio,tokiob,tokioo,
$bio

Scramble Formation / Tokio (c) 1986 Taito Corp.

Flying over the city of Tokyo in your bi-plane you must shoot down hordes of enemy planes whilst avoiding their attacks.

Collect and control multiple biplanes to increase your firepower and help you to victory.

- TECHNICAL -

You can changes the title from Japanese (Scramble Formation) to English (Tokio).

Game ID: G20 00500A
Prom Stickers : A71

Main CPU : (2x) Zilog Z80
Sound CPU : Zilog Z80
Sound Chips : YM2203

Players : 1
Control : 8-way joystick
Buttons : 2 => [A] Shoot, [B] Change formation

- TRIVIA -

Scramble Formation / Tokio was released in April 1986.

Licensed to Romstar for US manufacture and distribution.

Taito released a limited-edition soundtrack album for this game (Taito Sound Team Demo Tape ver.1986).

- TIPS AND TRICKS -

* Formations :
1) Line : safety mode. This mode allows both aerial and ground attacks, but you only get a narrow shot area. The multiple biplanes are susceptible to getting hit too, so watch your flying.
2) Delta : aerial attack mode. The firepower can only hit flying planes, no ground shoots.
3) Crux : ground attack mode. Only ground objects can be hit. This is also the only mode that can destroy the boss ship.

* If you press A+B the multiple biplanes will be released. This can be used as a sort of shield.

- PORTS -

NOTE: Please visit the Romstar release entry for a list of ports released in North America.

* Consoles:
FM Towns Marty [JP] 
Microsoft XBOX [EU] (October 14, 2005) "Taito Legends" 
Sony PlayStation 2 [EU] (October 14, 2005) "Taito Legends [Model SLES-53438]" 
Sony PlayStation 2 [KO] (July 18, 2006) "Taito Legends [Model SLKA-15056]" 
Sony PlayStation 2 [JP] (January 25, 2007) "Taito Memories II Joukan [Model SLPM-66649]" 

* Computers:
MSX [JP] (1987)
MSX2 [JP]
PC [MS Windows, CD-ROM] [EU] (October 14, 2005) "Taito Legends"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2924&o=2

$end


$info=tokiou,
$bio

Scramble Formation / Tokio (c) 1986 Romstar, Incorporated.

North American release, please visit Taito Corporation release entry for more information about this game itself.

- TECHNICAL -

Game ID: G20 00500A
Prom Stickers : A71

- TRIVIA -

Scramble Formation / Tokio was released in April 1986 in the North America by Romstar. It was licensed by Taito America Corp.

- PORTS -

NOTE: These are North American ports only. Please visit Taito Corporation release entry for ports released outside North America. 

* Consoles:
Microsoft XBOX [US] (October 25, 2005) "Taito Legends" 
Sony PlayStation 2 [US] (October 25, 2005) "Taito Legends [Model SLUS-21122]" 

* Computers:
PC [MS Windows, CD-ROM] [US] (November 10, 2005) "Taito Legends"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=12975&o=2

$end


$msx2_cart=scramble,
$bio

スクランブルフォーメーション (c) 1987 Taito Corp.
(Scramble Formation)

- TECHNICAL -

Model TMS-01

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51369&o=2

$end


$x68k_flop=scramble,
$bio

Scramble Pyuuta Ban (c) 19?? XYZ [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88586&o=2

$end


$info=sspirits,sspirtfc,sspiritj,
$bio

Scramble Spirits (c) 1988 Sega.

At the beginning of the 21st century, the human race had committed a colossal error. Thereafter, some third world countries were rehabilitated. Then one day, the Earth was subjected to a surprise attack by a mysterious enemy. Emergency situation! Scramble immediately!

- TECHNICAL -

Game ID : 317-0058-02 / 317-0058-02c

Runs on the Sega "System 24" hardware.

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Released in September 1988 in Japan.

- STAFF -

Director : Hoko Chan
Video Graphics : Ojisama, Panda, Nosa
Programmer : Night Emperor, Mam, Issei Kun
Sound design : Professor Tohru, Yatchan

- PORTS -

* Consoles :
Sega Master System (1988)

* Computers :
Sinclair ZX Spectrum (1990)
Commodore C64 (1990)
Amstrad CPC (1990)
Commodore Amiga (1990)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2330&o=2

$end


$sms=sspirits,
$bio

Scramble Spirits (c) 1989 Sega Enterprises, Limited.

- TRIVIA -

Reviews:
[FR] Player One (Sept. 1990): 60/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56167&o=2

$end


$amigaocs_flop=sspirits,
$bio

Scramble Spirits (c) 1990 Grandslam

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74941&o=2

$end


$msx1_cass=sspirits,sspiritsa,
$bio

Scramble Spirits (c) 1990 Grandslam

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94962&o=2

$end


$cpc_cass=sspirits,
$bio

Scramble Spirits (c) 1990 Grandslam Ent., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99051&o=2

$end


$pyuuta=scramblej,
$bio

Scramble [Model 006E] (c) 1981 Tomy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101359&o=2

$end


$info=tmscramb,
$bio

Scramble (c) 1982 Tomytronic.

Tabletop VFD game.

- TECHNICAL -

Model 7614

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100345&o=2

$end


$tutor=scramble,
$bio

Scramble [Model 8201] (c) 1981 Tomy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101372&o=2

$end


$info=scramble,scramblb,scramb2,scramblebb,
$bio

Scramble (c) 1981 Konami Industry Company, Limited.

Scramble is a sideways scrolling shoot-em-up in which a single player takes control of a spaceship and must try to fight through six different enemy-packed levels - destroying as many fuel tanks and ground intallations as possible - before reaching the enemy base and destroying it. 

Contact with any scenery, ground installations, enemy ships or projectyles results in an instant loss of life. The Scramble ship is armed with both a blaster and bombs. The blaster is forward-firing only while the bombs drop downwards to target ground-based enemy installations and to collect fuel from fuel dumps. 

The fuel dumps are of particular importance, as the player ship's fuel gauge constantly depletes as the player progresses through the game and the only way to re-fuel is by bombing the fuel tanks that are located on the ground throughout the levels. Fuel usage increases as the game progresses, until fuel usage actually outstrips the amount of fuel dumps available and the game becomes impossible. 

Scramble is rightly considered to be a classic and was the world's first ever 'multi-level' shoot-em-up.

- TECHNICAL -

The Scramble cabinet was the same basic cabinet design that Stern used for all its games. It featured a monitor that was set back at a 45 degree angle, and a very large marquee that was angled towards the player. Most cabinets have straight up and down marquees, so Stern ones are easy to spot. This title features rather primitive painted sideart that only uses two colours, but it makes up for it with the impressive comic-book style art on the control panel and monitor bezel.

The marquee has a roundish 'Scramble' logo, with some sort of space castle in the background. The control panel is aluminium, and it has a mostly yellow design, with game instructions and a red ball-top 8-Way leaf switch joystick mounted centrally. It has fire buttons on both sides of the panel, so it can be played either left handed or right handed. The industry later forgot about lefties altogether and went completely right handed. Most of these machines were uprights, but there were several cocktail units made as well.

Game ID : GX387

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound CPU : Zilog Z80 (@ 1.78975 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.78975 Mhz), (6x) RC (@ 1.78975 Mhz)

Players : 2
Control : 8-Way Joystick
Buttons : 2
=> Laser, Bomb

- TRIVIA -

Scramble was released in February 1981 in Japan.

Sometimes unfairly referred to as a 'poor man's Defender', Scramble was not only the world's first multi-level shoot-em-up, it was also the first of its type to feature a re-fueling system. These innovations helped to ensure that Scramble was a well deserved commercial success for Konami. 

This game was the first title to use the 'Scramble Hardware', which was later used for "Super Cobra", "Lost Tomb", "The End" and a number of other titles. Many of these titles were actually bootlegs of other games, such as Namco's "Pac-Man". This was because Konami neglected to give Scramble ANY copy protection whatsoever; making it incredibly easy to run just about anything that used a Z80 processor, which, at the time, was pretty much every game out there. There were, of course, a lot of Bootleg copies of Scramble itself floating around, such as "Explorer" or "Strafe Bomb".

Scramble is considered the first in the "Gradius" series according to the Nintendo Game Boy Advance "Gradius Galaxies" intro sequence.

This game had a Bulgarian bootleg called "Memory Devices Facility".

A Scramble unit appears in the 1983 movie 'Joysticks'.

- SCORING -

10 points per second of flying.

Missile on ground : 50 points
Missile in air : 80 points
UFO : 100 points
Fuel Tank : 150 points
Mystery Base : 100, 200, or 300 points
Main Base : 800 points

- TIPS AND TRICKS -

A) Always watch what passes below you as you fly, especially in Sectors One through Four.

B) Ignore the 10 points added to your score every second : you want to finish each round quickly, because running out of fuel is bad news.

Try also to hit as many fuel tanks as you can, even in preference to mystery bases. One hundred and fifty points plus fuel is more desirable than an average mystery score of 200 points.

C) When you fuel gets low, the rule is to ignore everything but speed survival, and getting more fuel.

D) In Sector One, fly close to the ground. Your object should be scoring points rather than precise maneuvering, so keep in mind just a few simple rules : 
1. Fly slowly only when you must to destroy a rich cluster of targets.
2. Release a couple of bombs just as you top each mountain, then descend quickly into the valley.
3. Once there, shoot any threatening rockets by slowing down for a second and using your laser. Descend to the lowest plateau at the earliest opportunity, shooting lasers constantly to clear your path of targets.
4. Rise with the terrain, using your laser against targets in the foothills, and go all the way up only when the next mountain forces you to.
5. After the last mountain, be prepared for the UFOs.

E) Through Sector Two, simply fly relatively low at medium speed, pressing LASER and BOMB constantly. The laser shots will take care of almost all the UFOs in your way. If one or two survive until you reach them, shift to full speed until you pass them, dodging vertically if necessary.

Try to time the release of your bombs so that they hit fuel tanks, compensating for your middling speed.

F) Don't try to stay alive among the fireballs. Staying below them makes sense for two reasons - you keep your jet, and you even have a chance to pick up some points from the sparse targets below.

As for making if from valley to valley, just go where the fireballs aren't. Fly quickly through each valley, then stop just before you leave shelter. Wait there until a fireball passes just over you; then chances are that you will have a second in which to duck swiftly over and into the next valley. You will find there is definitely a rhythm to it.

G) If you fly through the city too fast, you might not be able to react in time to a juicy cluster of targets or to a rocket rising in your path. Fly at medium speed, lasering and bombing for all you are worth, especially at rockets in front of you and fuel tanks beneath you.

When you fly over silos too deep for your bombs to penetrate, accelerate for a moment in case the rockets suddenly take off toward your underside.

Treat a low roof just as you would a Sector One valley; descend and laser the row of targets into oblivion. Be careful, though, when reascending; the rises here are much more abrupt than Sector One.

H) Without excellent vertical control, you will never make it through Sector Five. Blasting away the fuel tanks blocking your path is vital, but requires much less of your concentration than does piloting the jet through such a tortuous maze.

As soon as you emerge from a passageway, stop. Then move up or down, whichever you need, as far as you can until the screen catches up with you and pushes you forward. Keep the joystick to the left; while the screen propels you, you should have time to find just the right height for entering the next passage.

Once you are in the next passage, speed up right away, giving yourself a head start for the next cavern; you will have to stop once again when you enter it. The cycle requires concentration even once you know the rhythm.

Sometimes, you will enter a cavern at top left and need to leave it through a passage at bottom right, but fuel tanks will block the mouth of the passage, cluttering even the cavern floor. If you are worried about crashing into these tanks from above before you have a chance to laser them, just drop a couple of bombs at the right moment in your descent. The tanks will stand in your way no longer.

I) Once you know its secrets, the base may actually be slightly easier than Sector Five. To destroy the enemy octagon, all you have to do is gun your engine before you enter its canyon, then pull sharply down and back, and nose up to it. If you are on its level, fire your laser; if just above, drop a bomb. You will destroy the base.

You will also crash your own ship, but no matter : you will start the next round with a free replacement. Most players are afraid of crashing, so they fly too high for their bombs to have any hope of reaching the base. Eventually, they crash or run out of fuel.

J) By now, you have probably realized the one step essential to mastering SCRAMBLE; memorization. Since the pattern repeats itself every round, being prepared for upcoming opportunities and dangers is what the game is about.

- SERIES -

1. Scramble (1981)
2. Super Cobra (1981)

- PORTS -

* Consoles : 
Sony PlayStation [JP] (May 13, 1999) "Konami Arcade Classics [Model SLPM-86228]" 
Nintendo Game Boy Advance [JP] (May 2, 2002) "Konami Arcade Game Collection [Model AGB-AKCJ-JPN]" 
Nintendo Game Boy Advance [EU] (June 21, 2002) "Konami Collector's Series: Arcade Classics [Model AGB-AKCP-EUR]" 
Sony PlayStation 2 [JP] (July 21, 2005) "Oretachi Geasen Zoku Sono 1 - Scramble [Model SLPM-62626]" 
Microsoft XBOX 360 [XBLA] [EU] [JP] (September 13, 2006) 
Nintendo DS [JP] (March 15, 2007) "Konami Arcade Collection [Model NTR-P-ASKJ (RY039-J1)]" 
Nintendo DS [EU] (October 26, 2007) "Konami Arcade Classics [Model NTR-P-ACXP]" 
Nintendo DS [AU] (October 29, 2007) "Konami Arcade Classics" 
Nintendo DS [JP] (October 29, 2009) "Konami Arcade Collection [Konami Dendou Selection] [Model NTR-ASKJ-JPN-1 (RY039-J4)]" 

* Computers :
BBC B [EU] (1982) "Rocket Raid" by Acornsoft) 
Sinclair ZX Spectrum [EU] (1982) "Penetrator" by Melbourne House 
Sinclair ZX Spectrum [EU] (1983) "Cavern Fighter" by Bug-Byte 
Commodore C64 [EU] (1983) "Skramble!" 
Commodore C64 [EU] (1984) "Penetrator" by Melbourne House 

* Others :
VFD portable game [EU] (1982) "Rambler", German version by Tomy 
VFD portable game [EU] (1982) "Astro Blaster", Hales UK version by Tomy
Arcade [EU] [AU] [KO] (November 1998) "Konami 80's AC Special" 
Arcade [JP] (November 1998) "Konami 80's Arcade Gallery"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2328&o=2

$end


$vectrex=scramble,
$bio

Scramble (c) 1982 GCE [General Consumer Electric]

Watch out for that next mountain! Maneuver your ship over a rough terrain in an effort to destroy the enemy base. Careful piloting alone won't get you to your destination... you must brave rockets, UFOs, flamoids and some very tight tunnels.  Few people have ever seen the enemy base, let alone destroy it. Will you be one of the select few?

Your ship will immediately come into view and the landscape of the first part of your journey will begin moving beneath you. Use the joystick to maneuver your ship across the terrain, avoiding the mountains and other obstacles. Press button 3 to drop bombs. Press button 4 to fire lasers at the obstacles. If you are successful in piloting through that section of the terrain, you will immediately fly to the next, more difficult part of the planet. If you successfully travel through all levels, you will eventually reach the enemy base.

- TECHNICAL -

Model HS-4070

Controls
Joystick: Moves ship up or down, faster or slower. Moves in 8 directions indicated on overlay.
Button 1: Not used.
Button 2: Not used.
Button 3: Bomb. Drops bombs on objects below.
Button 4: Laser. Shoots lasers at approaching objects.

- TRIVIA -

Export releases:
[EU] {UK] "Scramble [Model 8120]"

- SCORING -

Flying: 10 points per second
Missile: 50 points on ground, 80 in air
Fuel tank: 150 points
Mystery base: 200 points
U. F. O.: 100 points
Enemy base: 850 points

- TIPS AND TRICKS -

* Bonus ship: In each game you start with 5 ships. A bonus ship is awarded when you score 10,000 points.

* There are five levels in Scramble which you must survive in an effort to get to the enemy base. The levels are as follows:

LEVEL ONE: The Mountains.
Fly over a mountainous terrain, destroying obstacles. Maneuver carefully... surface-to-air missiles will be constantly released.

LEVEL TWO: The Cavern.
Weave your way through a treacherous cavern. Be sure to avoid the floor and ceiling while also avoiding or destroying the UFOs.

LEVEL THREE: The Flamoids.
Careful piloting is required to survive this level. Flamoids are speeding toward you and your bullets and lasers have no effect on them -- you can only try to avoid this danger.

LEVEL FOUR: The City.
Climb high over the walls of the city.  Watch carefully because missiles hidden in silos may take off and destroy you at any moment.

LEVEL FIVE: The Maze.
This tight maze requires absolute precision to survive. The fuel tanks at the beginning are your last chance to fuel up before tackling the enemy base.

LEVEL SIX: The Enemy Base.
Your only objective is to bomb the enemy base. This level will repeat until the base is successfully destroyed.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82232&o=2

$end


$info=scregg,
$bio

Scrambled Egg (c) 1983 Technos Japan Corp.

- TECHNICAL -

Game ID : TA-0001

Main CPU : MOS Technology M6502 (@ 1.5 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.5 Mhz)

Players : 2
Control : 4-way joystick
Buttons : 1

- TRIVIA -

Scrambled Egg was released in June 1983, and was intended as a Japan-only release.

It is one earliest arcade video games developed by Technos Japan.

A revised and improved version of the game, simply called Eggs, was distributed internationally by Universal later that year. 

Mysterious Stones, a 1984 Technos game, uses the same game design concept.

- SERIES -

1. Scrambled Egg (1983)
2. Eggs (1983)

- STAFF -

Programmed by: Noriyuki Tomiyama, Y. Kaneko, J. Hagiwara, H. Sato
Sound Coordinator: J. Hagiwara
Art Designer: Hiromi Fukuda
Story: X. Yumoto
Total Director: Noriyuki Tomiyama

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2329&o=2

$end


$x68k_flop=scrap,
$bio

Scrap (c) 1989 Hypa Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88587&o=2

$end


$pc8801_flop=scrap,
$bio

Scrap (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92839&o=2

$end


$a7800=scrapdog,scrapdogu,
$bio

Scrapyard Dog [Model CX7879] (c) 1990 Atari Corp. [Sunnyvale, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50176&o=2

$end


$lynx=scrapdog,
$bio

Scrapyard Dog (c) 1991 Atari Corp.

Louie the scrapyard guy was eating his lunch when that dangerous gangster Mr. Big blasted his way into the yard and pooch-napped Scraps, the scrapyard dog. Boy was Louie Mad! Not only did Mr. Big purloin the Puppy, he knocked Louie's Headcheese sandwich into the dirt. Armed with a bunch of old cans, Louie set out to rescue his dog and avenge his headcheese. Can Louie save his cruelly captured canine, or will Scraps end up dogmeat? Find out by helping Louie rescue his scrapyard dog!

- TECHNICAL -

Model PA2048

- TRIVIA -

Reviews:
November 1991 - Consoles + N.3 (Page 126) [FR]: 89/100

- SCORING -

$1 money bag (green): 50
$5 money bag (red): 100
Time power-up: 250
Shield power-up: 1000
Invincible power-up: 1000
Small power-up: 1000
Life power-up: 2500
Armor (music room only): 1000
Music room bonus (play tune correctly on the first try): 2500
End of round bonus: 2500
Collect a treasure chest item: 2500

Zapping a henchman is 1000; getting other enemies ranges from 50 to 1000 each.

- TIPS AND TRICKS -

* Free Shield, 1: At the start of any level, move Louie exactly in the middle of the screen (positioning is very important), then press PAUSE, B. If you did this right, you should see a message at the bottom of the screen that says SHIELD AWARDED. In the first level, the exact position is in front of the door.

* Free Shield, 2: When the timer is exactly 299, press B. This does not work in later stages.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58857&o=2

$end


$gamegear=scratchg,
$bio

Scratch Golf [Model T-23017] (c) 1994 Vic Tokai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64819&o=2

$end


$info=ep_scrm,ep_scrma,ep_scrmb,ep_scrmc,
$bio

Screamin Demon (c) 199? Maygay.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40888&o=2

$end


$cpc_cass=scrndes,
$bio

Screen Designer [Model SOFT 197] (c) 1984 Amsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99022&o=2

$end


$mc10=scrnfun,
$bio

Screen Fun (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87695&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=scrnmstr,
$bio

Screen Master (c) 1982 Handic Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86919&o=2

$end


$info=screenpl,screenp1,screenp2,screenp1a,screenp2a,screenp3,screenp3a,screenp4,
$bio

Screen Play (c) 1991 Maygay.

- TRIVIA -

Screen Play was released in June 1991.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31362&o=2

$end


$gba=screwbrk,
$bio

Screw Breaker - Goushin DoriRureRo [Model AGB-V49J-JPN] (c) 2005 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72787&o=2

$end


$info=screwloo,
$bio

Screw Loose (c) 1983 Mylstar Electronics.

The player controls a blue robot character named "Robop" around a 3-D perspective playfield grid, while shooting enemies and gathering items for points and beware the Inchworm it will steal your robotics hands!

Your character, Robop, must navigate his way around a playfied shooting records, snipes and bees to earn points. Gathering hamburgers, nuts, briefcases and atoms will light up the bulbs. The levels advance when all the bulbs have been lit. Robop must avoid the inchworm and pick up his hands if they become detached from his body. The game ends if all Robop hands are pushed off the screen by the inchworm or he is destroyed by the Cherry Bomb.

The left joystick moves Robop, while the right joystick fires. The joystick buttons activate Robop's Super!Charge that both speeds him up and shields him from attack.

- TECHNICAL -

Game ID : GV-123

Main CPU : I8086 (@ 5 Mhz)
Sound CPU : (2x) M6502 (@ 1 Mhz)
Sound Chips : (2x) DAC (@ 1 Mhz), (2x) AY8910 (@ 2 Mhz), SP0250 (@ 3.12 Mhz)

Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 61.00 Hz
Palette colors : 16

Players : 1
Control : Sticks
Buttons : Start1, Start2

- TRIVIA -

Screw Loose is an unreleased prototype and was Tim Skelly's last game for Mylstar. Only 3 units were produced.

- STAFF -

Designed and programmed by : Tim Skelly
Sound by : Craig Beierwaltes

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2331&o=2

$end


$bbca_cass,bbcb_cass=screwbal,
$bio

Screwball (c) 1984 MRM Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52352&o=2

$end


$bbca_cass,bbcb_cass=screwbalbr,
$bio

Screwball (c) 1985 Blue Ribbon

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52353&o=2

$end


$cpc_cass=screwbal,
$bio

Screwball [Model XXX 8905] (c) 1985 CDS Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99053&o=2

$end


$info=m4screw,m4screwa,m4screwb,m4screwp,
$bio

Screwing Around (c) 199? Global Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15356&o=2

$end


$info=cscrtry,cscrtry2,
$bio

Scrum Try (c) 1984 Data East Corp.

A rugby game.

- TECHNICAL -

This video game runs on the "DECO Cassette System" Hardware.

Cartridge ID : Model DT-138

- TRIVIA -

Scrum Try was released in March 1984. It was known as the 38th video game made for this system (Cassette No. 38).

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=415&o=2

$end


$x68k_flop=scsiutil,
$bio

SCSI Utility (c) 19?? System Sacom Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88047&o=2

$end


$a2600=scuba,
$bio

Scuba Diver (c) 1983 Pana, Inc.

- TECHNICAL -

Model 104

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50909&o=2

$end


$cpc_cass=scubakid,
$bio

Scuba Kidz (c) 1989 Silverbird Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99054&o=2

$end


$saturn,sat_cart=scud,
$bio

Scud - The Disposable Assassin [Model 14003] (c) 1997 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60135&o=2

$end


$info=scudhamm,
$bio

Scud Hammer (c) 1994 Jaleco.

An absolutely insane paper-rock-scissors game where the winner gets to beat the living crap out of the opponent.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound Chips : (2x) OKI6295 (@ 16 Khz)

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 30.00 Hz
Palette Colors : 2560

Players : 1
Control : paddle
Buttons : 4

- TRIVIA -

Japanese children play a version of paper-rock-scissors called 'jan ken pon'. 'jan, ken, pon' is chanted and the hands are thrown as tradition dictates. If there is a tie, a second round begins to the chant of 'aiko denshou' and the hands are thrown again. Traditionally, the loser of jan ken pon gets hit on the head with a fan, but in the case of Scud Hammer the fan has been replaced by a hammer and the object is to knock your opponent out with it.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2332&o=2

$end


$info=scud,scuda,scudj,
$bio

Scud Race (c) 1996 Sega.

- TECHNICAL -

Runs on the Sega "Model 3 Step 1.5" hardware.

Players : 1
Control : paddle
Buttons : 8

- TRIVIA -

Released in December 1996.

SCUD stands for 'Sport Car Ultimate Drive'.

This game is also known as "Sega Super GT".

Scud Race was designed by the AM R&D 2 team led by Toshihiro Nagoshi who has developed the legendary "Daytona USA".

Soundtrack releases :
Scud Race Sound Tracks [Toshiba EMI - TYCY-5541 - Feb 19, 1997]

- SERIES -

1. Scud Race (1996)
2. Scud Race Plus (1997)

- STAFF -

Music composed by : Hideaki Miyamoto, Kaoru Oohori, Fumio Itoh

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2333&o=2

$end


$info=scudplus,scudplusa,
$bio

Scud Race Plus (c) 1997 Sega Enterprises, Limited.

A very odd game, where you have to race miniature tanks, buses and rocket cars around a giant track.

- TECHNICAL -

Runs on the Sega "Model 3 Step 1.5" hardware.

Players : 1
Control : paddle
Buttons : 8

- TRIVIA -

Scud Race Plus was released in September 1997.

In addition to featuring the regular "Scud Race", there is also a new 'Super-Beginner Mode'. The level is set in and around an giant-scale house, replete with gigantic furniture, reminiscent of 'Toy Story'.

In this mode, 4 new 'vehicles' exclusive to this mode are available : a bus, an A825-23H tank, a cat (capable of speeds up to 271km/h) and a rocket car.

When using the tank, it's possible to fire at competitors.

The AM2 team members' faces can be seen on the windows of a bus in the 'Super-Beginner Mode' track.

Because of the offbeat nature of the game, the game was never released outside Japan. It is possible, though, to switch the Country code to 'USA'.

- SERIES -

1. Scud Race (1996)
2. Scud Race Plus (1997)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3750&o=2

$end


$snes=unflfoot,
$bio

Sculptured Software's NFL Football [Prototype] (c) 1994 Sculptured Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63518&o=2

$end


$gba=scurgeu,
$bio

Scurge - Hive [Model AGB-BHVE-USA] (c) 2006 Orbital Media

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72789&o=2

$end


$gba=scurge,
$bio

Scurge - Hive [Model AGB-BHVP] (c) 2006 SouthPeak Interactive, LLC

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72788&o=2

$end


$nes=sdbattle,
$bio

SD Battle Oozumou - Heisei Hero Basho (c) 1990 Banpresto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54560&o=2

$end


$gameboy=sdcommnd,
$bio

SD Command Gundam - G-Arms [Model DMG-CAJ] (c) 1991 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66867&o=2

$end


$snes=sdf1gp,sdf1gpp,
$bio

SD F-1 Grand Prix [Model SHVC-AGFJ-JPN] (c) 1995 Video System Company, Limited. [Kyoto, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62092&o=2

$end


$x68k_flop=sdfightr,
$bio

SD Fighter (c) 1991 Une Une Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88569&o=2

$end


$info=sdfight,
$bio

SD Fighters (c) 1996 SemiCom.

A Korean fighting game featuring 8 Super Deformed characters.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 15 Mhz), Zilog Z80 (@ 3.75 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.42719 Mhz), OKI6295 (@ 1.024 Mhz)

Players : 2
Buttons : 3

- TRIVIA -

Developed by the Tirano (3rd) team.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=12085&o=2

$end


$vboy=sdgundam,
$bio

SD???? Dimension War (c) 1995 Bandai
(SD Gundam - Dimension War)

Just how much time may have passed since humanity began to pursue a place of activity in space...?

Fires resulting from numerous battles go out. There has been repeated sadness, and many people have come to tears each time.... 

And amidst the fighting that continues even now, the war situation has worsened. Armed enemy forces retrieved the new mobile suit models that had been developed at each base. Troops were dispatched, in order to be deployed to the front lines.

G Force was appointed to the project.... This is the force that was organized around the Gundams and that even now hands down the battle-tested, brave figures. 

G Force, tasked with destroying the enemy forces and recovering the mobile suits, raided into the battlefield.

Upon repeating the battles a number of times, G Force received information on the existence of new enemies and all-new mobile suit models. There is now a new mission from military headquarters!

Attack the new enemy mobile suits!!

Together with the new mobile suit models that were recovered, G Force starts out once again for a new battlefield, in order to destroy the new enemy mobile suits...

- TECHNICAL -

Model VUE-VSDJ-JPN

- TRIVIA -

Released on December 22, 1995 in Japan.

- STAFF -

Production Manager: Eisaku Maniwa
Executive Producer: Kazumasa Ogata
Producer: Nobuyuki Tanaka
Advisor: Norihiko Ushimura
Special Thanks: Sotsu Agency, Toshikazu Fukamori, Kodansha, Takayuki Kanai, Yasuhiro Zenzai
Program: Hijiya Rodriguez, Tarou Yamada (Wizard), Junichi Kuroki, Kenji Baba, Hideaki Inano, Toshio Yakuwa (Yakuwa 107 Toshiya Okutaru)
Graphic: Hiroyasu Hanaki, Akira Otsuka, Yoshito Ozaki, Masafumi Ninomiya
Sound: Takashi Kumegawa, Akiko Hida

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82377&o=2

$end


$wswan=sdgundem,
$bio

SD Gundam - Emotional Jam [Model SWJ-BAN006] (c) 1999 Bandai Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86375&o=2

$end


$wscolor=sdgunduc,
$bio

SD Gundam - Operation U.C. [Model SWj-BANC21] (c) 2002 Bandai Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86481&o=2

$end


$snes=sdgunpzl,
$bio

SD Gundam - Power Formation Puzzle [Model SHVC-AXXJ-JPN] (c) 1996 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62093&o=2

$end


$info=grainbow,
$bio

SD Gundam - Sangokushi Rainbow Tairiku Senki (c) 1993 Banpresto.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 10 Mhz)
Sound CPU : Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), OKI6295 (@ 8 Khz)

Players : 4
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Released in September 1993.

SD stands for 'Super Deformed', and refers to the exaggerated body proportions of the characters.

The title of this game translates from Japanese as 'SD Gundam - Knights of the Three Rainbow Kingdoms'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2335&o=2

$end


$gamegear=sdgundam,
$bio

SD Gundam - Winner's History [Model T-133027] (c) 1995 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64818&o=2

$end


$wscolor=sdgunde1,
$bio

SD Gundam Eiyuu Den - Kishi Densetsu [Model SWJ-BANC0A] (c) 2001 Bandai Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86482&o=2

$end


$wscolor=sdgunde2,
$bio

SD Gundam Eiyuu Den - Musha Densetsu [Model SWJ-BANC0B] (c) 2001 Bandai Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86483&o=2

$end


$psx=sdgkvm,
$bio

SD Gundam Eiyuuden Daikessen - Knight vs. Musha [Model SLPS-03145] (c) 2001 Bandai Co., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85624&o=2

$end


$gba=sdgundfcj,
$bio

SD Gundam Force [Model AGB-BG4J-JPN] (c) 2004 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72739&o=2

$end


$gba=sdgundfc,
$bio

SD Gundam Force [Model AGB-BGEE-USA] (c) 2004 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72740&o=2

$end


$psx=sdggg0,
$bio

SD Gundam G - Generation Zero [Model SLPS-02200~2] (c) 1999 Bandai Co., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85625&o=2

$end


$psx=sdgggfif,
$bio

SD Gundam G - Generation-F.I.F [Model SLPS-03195] (c) 2001 Bandai Co., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85626&o=2

$end


$saturn,sat_cart=sdgundam,
$bio

SD Gundam G Century S (c) 1998 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59587&o=2

$end


$psx=sdgggf,
$bio

SD Gundam G Generation-F [Model SLPS-02900~2] (c) 2000 Bandai Co., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85627&o=2

$end


$snes=sdgunmap,
$bio

SD Gundam G Next - Unit & Map Collection [Model SHVC-039] (c) 1996 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62095&o=2

$end


$snes=sdgungnx,
$bio

SD Gundam G Next [Model SHVC-ZX3J-JPN] (c) 1995 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62094&o=2

$end


$wscolor=sdgundg1,
$bio

SD Gundam G-Generation - Gather Beat 2 [Model SWJ-BANC12] (c) 2001 Bandai Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86484&o=2

$end


$wswan=sdgundgg,
$bio

SD Gundam G-Generation - Gather Beat [Model SWJ-BAN030] (c) 2000 Bandai Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86376&o=2

$end


$wscolor=sdgundg2,
$bio

SD Gundam G-Generation - Mono-Eye Gundams [Model SWJ-BANC2F] (c) 2002 Bandai Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86485&o=2

$end


$nes=sdgndgs2,
$bio

SD Gundam Gachapon Senshi 2 - Capsule Senki (c) 1989 Shinsei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54561&o=2

$end


$msx2_flop=sdgndgs2,sdgndgs2a,
$bio

SD Gundam Gachapon Senshi 2 - Capsule Senki (c) 1990 Banpresto [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102002&o=2

$end


$nes=sdgndgs3,
$bio

SD Gundam Gachapon Senshi 3 - Eiyuu Senki (c) 1990 Yutaka

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54562&o=2

$end


$nes=sdgndgs4,
$bio

SD Gundam Gachapon Senshi 4 - New Type Story (c) 1991 Yutaka

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54563&o=2

$end


$nes=sdgndgs5,
$bio

SD Gundam Gachapon Senshi 5 - Battle of Universal Century (c) 1992 Yutaka

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54564&o=2

$end


$nes=kgundam,kgundama,
$bio

SD Gundam Gaiden - Knight Gundam Monogatari (c) 1990 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54565&o=2

$end


$snes=kgundama,kgundam,
$bio

SD Gundam Gaiden - Knight Gundam Monogatari - Ooinaru Isan [Model SHVC-KG] (c) 1991 Angel [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62097&o=2

$end


$nes=kgundam2,
$bio

SD Gundam Gaiden - Knight Gundam Monogatari 2 - Hikari no Kishi (c) 1991 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54566&o=2

$end


$nes=kgundam3,
$bio

SD Gundam Gaiden - Knight Gundam Monogatari 3 - Densetsu no Kishi Dan (c) 1992 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54567&o=2

$end


$gameboy=sdgundam,
$bio

SD Gundam Gaiden - Lacroan' Heroes [Model DMG-LHJ] (c) 1990 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66868&o=2

$end


$snes=sdgundg2,
$bio

SD Gundam Gaiden 2 - Entaku no Kishi [Model SHVC-EN] (c) 1992 Yutaka

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62098&o=2

$end


$wswan=sdgundga,
$bio

SD Gundam Gashapon Senki - Episode 1 [Model SWJ-BAN020] (c) 1999 Bandai Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86377&o=2

$end


$snes=stsdguna,
$bio

SD Gundam Generation - Axis Senki [Model SFT-0107] (c) 1996 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62099&o=2

$end


$snes=stsdgunb,
$bio

SD Gundam Generation - Babylonia Kenkoku Senki [Model SFT-0108] (c) 1996 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62100&o=2

$end


$snes=stsdgunc,
$bio

SD Gundam Generation - Colony Kakutouki [Model SFT-0111] (c) 1996 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62101&o=2

$end


$snes=stsdgung,
$bio

SD Gundam Generation - Gryps Senki [Model SFT-0105] (c) 1996 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62102&o=2

$end


$snes=stsdguni,
$bio

SD Gundam Generation - Ichinen Sensouki [Model SFT-0104] (c) 1996 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62103&o=2

$end


$snes=stsdgunz,
$bio

SD Gundam Generation - Zanscare Senki [Model SFT-0110] (c) 1996 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62104&o=2

$end


$gba=sdgundgg,
$bio

SD Gundam GGeneration Advance [Model AGB-BGAJ-JPN] (c) 2003 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72741&o=2

$end


$snes=sdgungx,
$bio

SD Gundam GX [Model SHVC-X2] (c) 1994 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62096&o=2

$end


$info=neobattl,
$bio

SD Gundam Neo Battling (c) 1992 Banpresto.

A vertically scrolling shooter.

- TECHNICAL -

Game ID : BP923

Main CPU : Motorola 68000 (@ 16 Mhz)
Sound Chips : X1-010 (@ 16 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 1

- TRIVIA -

Released in December 1992 in Japan only.

SD stands from 'Super Deformed'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2334&o=2

$end


$famicom_flop=sdgndgsmap,sdgndgsmap1,
$bio

SD Gundam World - Gachapon Senshi - Scramble Wars - Map Collection [Model BAN-SG2] (c) 1989 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65437&o=2

$end


$famicom_flop=sdgndgs,sdgndgs2,sdgndgs1,
$bio

SD???????? ??????? ?????????? (c) 1988 Bandai
(SD Gundam World - Gachapon Senshi - Scramble Wars)

- TECHNICAL -

Disk ID: BAN-SGW

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65436&o=2

$end


$gba=f_sdgund,
$bio

SD Gundam World - Gachapon Senshi Scramble Wars [Famicom Mini] [Model AGB-FSDJ-JPN] (c) 2004 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70642&o=2

$end


$nes=sdhero,
$bio

SD Hero Soukessen - Taose! Aku no Gundan (c) 1990 Banpresto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54568&o=2

$end


$n64=sdhiryu,
$bio

SD Hiryuu no Ken Densetsu [Model NUS-NDCJ] (c) 1999 Culture Brain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57956&o=2

$end


$gbcolor=sdhiryux,
$bio

SD Hiryuu no Ken EX [Model DMG-AUXJ-JPN] (c) 1999 Culture Brain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68707&o=2

$end


$gameboy=sdhiryu2,
$bio

SD Hiryuu no Ken Gaiden 2 [Model DMG-AHVJ-JPN] (c) 1995 Culture Brain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66870&o=2

$end


$gameboy=sdhiryu,
$bio

SD Hiryuu no Ken Gaiden [Model DMG-AHGJ-JPN] (c) 1995 Culture Brain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66869&o=2

$end


$snes=sdhiryu,
$bio

SD Hiryuu no Ken [Model SHVC-HL] (c) 1994 Culture Brain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62105&o=2

$end


$nes=sdkeiji,
$bio

SD Keiji - Blader (c) 1991 Taito Corp.

- TECHNICAL -

Game ID: TFC-SKB-6400

- TRIVIA -

Released on August 02, 1991 in Japan. This is the 39th title made by Taito for the Famicom.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54569&o=2

$end


$snes=sdgundv,
$bio

SD Kidou Senshi Gundam - V Sakusen Shidou [Model SHVC-GM] (c) 1992 Angel [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62106&o=2

$end


$snes=sdgund2,
$bio

SD Kidou Senshi Gundam 2 [Model SHVC-ZG] (c) 1993 Angel [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62107&o=2

$end


$gameboy=sdlupin3,
$bio

SD Lupin III - Kinko Yaburi Daisakusen [Model DMG-XRJ] (c) 1990 Banpresto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66871&o=2

$end


$x68k_flop=sdsadist,
$bio

SD Sadistic Gamers (c) 199? Ankoku Baitai Software House

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88570&o=2

$end


$nes=sdsango,
$bio

SD Sangoku Bushou Retsuden (c) 1990 Banpresto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54570&o=2

$end


$gameboy=sdsengo,
$bio

SD Sengokuden - Kunitori Monogatari [Model DMG-SDJ] (c) 1990 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66872&o=2

$end


$gameboy=sdsengo2,
$bio

SD Sengokuden 2 - Tenka Touitsu Hen [Model DMG-G3J] (c) 1992 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66873&o=2

$end


$gameboy=sdsengo3,
$bio

SD Sengokuden 3 - Chijou Saikyou Hen [Model DMG-D3J] (c) 1992 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66874&o=2

$end


$msx2_flop=sdsnatch,sdsnatcha,
$bio

SD Snatcher (c) 1990 Konami Co., Ltd. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102003&o=2

$end


$snes=sdgbattl,
$bio

SD The Great Battle - Aratanaru Chousen [Model SHVC-BS] (c) 1990 Banpresto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62108&o=2

$end


$x68k_flop=sdtoki,
$bio

SD Toki no Kagi (c) 1989 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88571&o=2

$end


$pc8801_flop=sdtokino,
$bio

SD Toki no Kagi (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92784&o=2

$end


$snes=stbattl7,
$bio

SD Ultra Battle - Seven Densetsu [Model SFT-0102] (c) 1996 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62109&o=2

$end


$snes=stbattlu,
$bio

SD Ultra Battle - Ultraman Densetsu [Model SFT-0101] (c) 1996 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62110&o=2

$end


$megadriv=sdvalis,
$bio

SD Valis (c) 1992 Laser Soft

- TRIVIA -

Reviews:
April 1992 - Consoles + N.8 (Page 80-81) [FR]: 36/100
April 1992 - Joypad N.7 (Page 78-79) [FR]: 63/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56813&o=2

$end


$amigaocs_flop=sdic,
$bio

SDI (c) 1987 Mindscape, Incorporated. [Northbrook, IL, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74928&o=2

$end


$cpc_cass=sdi,
$bio

SDI - Strategic Defence Initiative [Model UQK 301] (c) 1988 Activision, Inc. [Santa Clara, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98989&o=2

$end


$info=sdi,sdib,sdibl,sdia,
$bio

SDI - Strategic Defense Initiative (c) 1987 Sega.

A strategic challenge in the science of offensive & defensive warfare.

- TECHNICAL -

Runs on the Sega "System 16A" hardware.
Game ID : 317-0027

Players : 2
Control : 8-way joystick with button, trackball

- TRIVIA -

Released in April 1987 in Japan.

Re-Editions:
"SDI - Strategic Defense Initiative [Model 317-0028]"

Export releases:
"Defense [Model 317-0028]".

Soundtrack releases:
[JP] Oct. 10, 1987 - After Burner [Sega Game Music Vol.3] [28XA-109]

- TIPS AND TRICKS -

* Flicky Mode :
1) Insert a credit (ONLY 1 credit)
2) Input code Up(x2), Down, Right, Down, Left, Down(x2) with Player 1
3) Input code Player 2 Shot button x3 then press Player 2 START button
4) Satellite (player character) will change to Flicky at the starting of Stage 2.

- STAFF -

Planed by : Black Holl Tomo
Project leader : Joe Kacchan
Programmers : Sweet Tohchan, Anatano Pideshi, Ippo Ogapi, Defended Your State
Character designers : Saitama Kenji, 8940 KON
Scene designer : Henchan
Music by : Katsuhiro Hayashi (Funky Gerogero)
Mechanical engineer : MI.U.I.Hachi
Enemy creation : Demon Taka
Data adjust : Nanno Icchan

- PORTS -

* Consoles :
Sega Master System (1987)
Sony PlayStation 2 (2005, "Sega AGES 2500 Series Vol. 21 SDI & Quartett ~SEGA System 16 Collection Vol.1~")

* Computers :
Commodore Amiga (1987)
Amstrad CPC (1988)
Sinclair ZX Spectrum (1989)

* Others :
Mobile phones ("Mobile SDI", 2002)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2336&o=2

$end


$sms=sdi,
$bio

SDI (c) 1987 Sega Enterprises, Limited.

- TECHNICAL -

Game ID: G-1338

- TRIVIA -

Released on October 24, 1987 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55889&o=2

$end


$info=sdk80,
$bio

SDK-80 (c) 1975 Intel.

The 8080 System Design Kit (SDK-80) is a complete microcomputer system in kit form.

- TRIVIA -

Each time Intel launched a new microprocessor, they provided simultaneously a System Development Kit (SDK) allowing computer company engineers as well as university students to introduce them to the new processor concepts and features.

The SDK-80 was simple to assemble (construction time is 6 hours) and provides an excellent training and prototype vehicle for evaluation of the 8080 microcomputer system.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=39518&o=2

$end


$info=sdk86,
$bio

SDK-86 (c) 1979 Intel.

The SDK-86 MCS-86 System Design Kit is a complete single board 8086 microcomputer system in kit form. It contains all necessary components to complete construction of the kit, including LED display, keyboard, resistors, caps, crystal, and miscellaneous hardware. Included are preprogrammed ROMs containing a system monitor for general software utilities and system diagnostics. The complete kit includes an 8-digit LED display and a mnemonic 24-key keyboard for direct insertion, examination, and execution of a user's program. In addition, it can be directly interfaced with a teletype terminal, CRT terminal, or the serial port of an Intellec system.

All major components were socketed and the kit could be assembled by anyone having a limited technical knowledge thanks to a clear and complete assembly manual.

- TRIVIA -

The SDK-86 (System Design Kit) was the first available computer using the Intel 8086 microprocessor. It was sold as a single board kit at a cheaper price than a single 8086 chip because Intel thought that the success of a microprocessor depends on its evaluation by as many users as possible.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103350&o=2

$end


$pc8801_flop=sdosa,
$bio

SDOS (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92785&o=2

$end


$info=ultrchmp,ultrchmph,
$bio

Se Gye Hweng Dan Ultra Champion (c) 1995 Nakanihon Wreath Company, Limited.

Korean version of Nettou Quiz Champion. For more information about the game itself, please see the original Japanese version entry; "Nettou Quiz Champion [Model N103]".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61491&o=2

$end


$bbca_cass,bbcb_cass=seaadven,
$bio

Sea Adventure (c) 1984 Virgin Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52354&o=2

$end


$info=seabass,
$bio

Sea Bass Fishing (c) 1997 Able Corp., Limited.

- TECHNICAL -

Runs on the "ST-V [Sega Titan Video Game System]" hardware.
Cartridge ID: [Model 610-0374-85]

Players: 2
Control: 8-way joystick
Buttons: 6

- TRIVIA -

Sea Bass Fishing was released in November 1997.

Developed by A-Wave, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2337&o=2

$end


$info=seabattl,seabattla,
$bio

Sea Battle (c) 1980 Zaccaria.

- TRIVIA -

The game was presented at the 1980 Milan Fair.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72304&o=2

$end


$intv=seabattl,
$bio

Sea Battle (c) 1980 Mattel Electronics

General quarters! General quarters! All hands man your battle stations! Enemy ships off the port bow. You and your opponent are warring fleet Admirals. Check enemy position on the Strategy Chart. Deploy battleship, submarine & PT boat. Stand by to engage enemy! Check your bearings on the Battle Chart - commence firing!!! Dispatch second squadron to repel enemy attackers approaching home base. The battle rages on for naval supremacy!!

OBJECT OF THE GAME is to employ battle strategy to engage and sink enemy ships. Victory goes to the player who commands his troop transport or aircraft carrier into opponent's harbor during the strategy phase. (If both players have lost these ships, then any other ship can take the harbor and win!)

- TECHNICAL -

Model 1818

CONTROLS:
[1] AIRCRAFT CARRIER
[2] TROOP TRANSPORT
[3] BATTLESHIP
[4] SUBMARINE
[5] DESTROYER
[6] PT BOAT
[7] MINE LAYER
[8] ENGAGE/RETREAT: Engage or Battle Retreat
[9] MINE SWEEPER
[clear] CREATE: To Select Ships
[0] STOP: Stops Controlled Ships
[ENTER] DEPLOY: Deploys Squadron/Switches Command

Upper Side Buttons -- AIM: Identify Enemy Targets
Lower Side Buttons -- FIRE: Fire Guns & Torpedoes
DISC: Moves Squadron & Crosshair

- STAFF -

Program: Ken Smith

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60946&o=2

$end


$a2600=seabattl,
$bio

Sea Battle (c) 1983 M Network.

- TECHNICAL -

Model 5860

- TRIVIA -

Originally called 'High Seas'.

- STAFF -

Programmer: Bruce Pedersen, Larry Zwick

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50910&o=2

$end


$gameboy=seabattl,
$bio

Sea Battle [Model DMG-AB8P-EUR] (c) 1998 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66889&o=2

$end


$a800=seachase,
$bio

Sea Chase (c) 1983 Romox

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86680&o=2

$end


$astrocde=seadevil,
$bio

Sea Devil (c) 1983 L&M Software

- STAFF -

Written by: Andy Guevara

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86828&o=2

$end


$info=sfposeid,
$bio

Sea Fighter Poseidon (c) 1984 Taito.

A great underwater shooter game.

The player start on an dive propulsion vehicle that can fire torpedoes. The mission is to rescue all the hostages and avoid or shoot all enemies that come your way to attack you. If your vehicle runs out of fuel can explode to avoid this must be attentive to the fuel indicator, if your tank is almost finished press the dismount button to get off the vehicle. Now the player is swimming freely and your weapon is a powerful harpoon. If you kill the owner of another dive vehicle you can mount it and use torpedoes again. The number of hostages to rescue increases with each level. When all the hostages have been rescued, the level ends.

- TECHNICAL -

Runs on the "Taito SJ System" hardware.
Board Number: M4300003R
Prom Stickers: A14

Players: 2
Control: 8-way joystick
Buttons: 2

- TRIVIA -

Sea Fighter Poseidon was released in March 1984.

- PORTS -

* Consoles: 
Sony PlayStation 2 [JP] (March 29, 2007) "Taito Memories II Gekan [Model SLPM-66713]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2338&o=2

$end


$a800=seafox,
$bio

Sea Fox (c) 1982 Broderbund Software, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86681&o=2

$end


$info=smiy1951,smiy1914,smiy1915,smiy1916,smiy1952,
$bio

Sea Goddess (c) 2011 Bally Tech., Incorporated.

- TECHNICAL -

Software Part Number: 301106A
Game Kit #192104 (ALPHA Pro V32 iDec)

- UPDATES -

SMI #Y1951
Min/Max %: 85.42%

SMI #Y1914
Min/Max %: 88.23%

SMI #Y1915
Min/Max %: 90.02%

SMI #Y1916
Min/Max %: 92.12%

SMI #Y1952
Min/Max %: 94.07%

- SCORING -

Base Game Top Award: 200 Credits x Total Bet x Denomination.

- TIPS AND TRICKS -

Base Game Top Award: Occurs on average every 174,763 plays.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46032&o=2

$end


$a2600=seahawk1,
$bio

Sea Hawk (c) 1987 Sancho

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50913&o=2

$end


$a2600=seahawkc,
$bio

Sea Hawk (c) 19?? CCE

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50912&o=2

$end


$a2600=seahawke,
$bio

Sea Hawk (c) 1983 Panda Software.

- TECHNICAL -

Model 108

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50911&o=2

$end


$a800=seahorse,
$bio

Sea Horse Hide'n Seek (c) 1984 CBS Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86682&o=2

$end


$msx1_cart=seahorse,
$bio

Sea Horse [Model L003] (c) 1984 al Alamiah

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77423&o=2

$end


$a2600=seahunt1,
$bio

Sea Hunt (c) 1987 Sancho

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50915&o=2

$end


$a2600=seahunt,
$bio

Sea Hunt (c) 19?? CCE

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50914&o=2

$end


$msx1_cart=seahuntr,
$bio

Sea Hunter (c) 1984 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77424&o=2

$end


$info=shpeng,
$bio

Sea Hunter Penguin (c) 1995 Unknown.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 5.5 Mhz)
Sound Chips : YM2203 (@ 2.75 Mhz)

Players : 2
Control : 8-way Joystick
Buttons : 3

- TRIVIA -

Sea Hunter Penguin was released in May 1995.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5174&o=2

$end


$msx1_cass=seaking,
$bio

Sea King (c) 1986 Players Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94963&o=2

$end


$bbca_cass,bbcb_cass=sealord,
$bio

Sea Lord (c) 1983 Bug Byte

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52355&o=2

$end


$a2600=seamonste1,seamonste2,
$bio

Sea Monster (c) 1982 Puzzy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50916&o=2

$end


$a2600=seamonstc,
$bio

Sea Monster - O Monstro Marinho (c) 1983 CCE

- TECHNICAL -

Model C-805

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50917&o=2

$end


$a2600=seamonste,
$bio

Sea Monster (c) 1982 Bit Corp.

- TECHNICAL -

Model PG201

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50918&o=2

$end


$nes=seadream,
$bio

Sea of Dreamland (c) 1992 Mega Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84102&o=2

$end


$bbca_cass,bbcb_cass=seaqueen,
$bio

Sea Queen (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52356&o=2

$end


$c64_cart,c64_flop=seaspell,
$bio

Sea Speller (c) 1984 SSC

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53696&o=2

$end


$apple2gs=seastrke,
$bio

Sea Strike (c) 1987 PBI Software, Incorporated.

- STAFF -

Concept: Richard L. Seaborne, Jeff A. Lefferts, William Low
Program, Sound, Manual: Richard L. Seaborne, Jeff A. Lefferts
Graphics: Mei-Ying Dell'Aquila, Jeff A. Lefferts
Cover Art: Kathy Riethmeier

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49783&o=2

$end


$gba=seatradr,
$bio

Sea Trader - Rise of Taipan [Model AGB-ALJE-USA] (c) 2003 Jaleco Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72790&o=2

$end


$c64_cart,c64_flop=seawolf,
$bio

Sea Wolf (c) 1982 Commodore

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53697&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=seawolf,
$bio

Sea Wolf (c) 1982 Commodore, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86920&o=2

$end


$bbca_cass,bbcb_cass=seawolf,
$bio

Sea Wolf (c) 19?? Optima

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52357&o=2

$end


$info=seawolf2,
$bio

Sea Wolf II (c) 1978 Midway.

The game screen is a side view of a underwater scene (with the surface towards the top). You control a crosshair at the surface level. The object is to shoot as many ships as possible, before the time runs out. Your torpedoes are launched from the bottom of the screen, and must move upwards to hit the enemy ships (while avoiding the mines that float at different levels of the water). There are several different types of enemy ships, from slow moving destroyers, to fast moving PT boats. An 'explosion' light will flash inside your periscope each time you score a hit. Your submarine can shoot five shots before it has to reload (an automatic action that takes about a second). Your game will be extended if you reach a certain score before time runs out (the score is operator adjustable).

- TECHNICAL -

Game No. 625

Main CPU : Zilog Z80 (@ 1.789773 Mhz)
Sound Chips : Discrete Circuitry.

Players : 2
Control : paddle
Buttons : 1

This game has one cool looking cabinet. It is in an upright format and is dark blue. The sideart is painted on, but is much more subdued than the art on the original "Sea Wolf". Two metal periscopes come down from the marquee area and attach down by the control panel area (or where the control panel would have been, if this game had one). The players look through their periscopes and move them to control the game. They have a fire button mounted on their right handle. The periscopes also have several transparencies inside which provide a cross hair, a display of remaining torpedoes, a reload light, and cause the explosion effect.

- TRIVIA -

Released in June 1978, Sea Wolf II is the first-ever sequel! It was basically the exact same game as its predecessor with a few cosmetic improvements. 

Still, at least one of the cosmetic tweaks in "Sea Wolf"'s case was a ground-breaker in its own right - though there's some argument over the fact, Sea Wolf II is generally thought to have been the first coin-op to use genuine colour, but was definitely not the first! Real color had been used as early as 1974 (in "Pace Car Pro") and possibly in 1973 (in "Wimbledon" and the "Color Gotcha"). These games, however, made very limited use of color (as did others, like Atari's "Sprint 8") and most of them didn't sell very well. Sea Wolf II, on the other hand, sold fairly well and may have been the first game to make extensive use of color. Sea Wolf II probably represents the very first 'modern' video game.

About 4,000 units were produced.

- SERIES -

1. Sea Wolf [No. 596] (1976)
2. Sea Wolf II [No. 625] (1978)

- STAFF -

Designed & programmed by : Tom McHugh, Dave Nutting, Alan McNeil

- PORTS -

* Computers :
Atari 800 (1983)
Commodore C64

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2340&o=2

$end


$info=seawolf,seawolfo,
$bio

Sea Wolf (c) 1976 Midway.

The game screen is a side view of a underwater scene (with the surface towards the top). You control a crosshair at the surface level. The object is to shoot as many ships as possible, before the time runs out. Your torpedoes are launched from the bottom of the screen, and must move upwards to hit the enemy ships (while avoiding the mines that float at different levels of the water). Your submarine can shoot 5 shots before it has to reload (an automatic action that takes about a second). Your game will be extended if you reach a certain score before time runs out (the score is operator adjustable).

- TECHNICAL -

Game No. 596

Main CPU : Intel 8080 (@ 1.9968 Mhz)
Sound Chips : Discrete circuitry

Players : 1
Control : paddle
Buttons : 1

Sea Wolf has one of the all time great cabinets. It is in an upright format and is totally covered in painted sideart (submarine scenes done in white and three shades of blue). The marquee bulges out in front and has a large periscope which comes down from it. The player looks through the periscope and moves it to control the game. It has a fire button mounted on on one of the handles. The periscope has several transparencies inside which provide a cross hair, a display of remaining torpedoes, and a reload light. The monitor is mounted deep inside the machine and is displayed on a mirror. It is also covered with a blue overlay to give the game a bit of color. The monitor bezel area is covered in mock submarine gauges, but you can't even see them when playing, because you have to look through the periscope.

- TRIVIA -

Sea Wolf was released in March 1976 in North America.

10,000 units were made. This is one of the all time greats. The whole game is played through a big periscope. This particular game is based on a much earlier electromechanical game from Sega (called "Periscope"), which was the first game ever to require 25 cents per play (a price the industry has been trying to raise for years now, an effort which has only been partially successful, despite over a decade of games requiring 50 cents or more. People just still expect for games to cost a quarter).

The current world record holder for Sea Wolf is Alan Radue with a score of 11,300 points. The record was set on October 2, 2011 at the Tranquility Base Arcade and verified by Twin Galaxies International on October 9, 2011.

The game was imported in Germany by Wullf-Automaten GmbH, an official Midway Importer of these times.

- SERIES -

1. Sea Wolf [No. 596] (1976)
2. Sea Wolf II [No. 625] (1978)

- STAFF -

Designed and programmed by: Tom McHugh, Dave Nutting

- PORTS -

* Consoles :
Bally Astrocade

* Computers :
Commodore VIC-20 (1982)
Commodore C64 (1982)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2339&o=2

$end


$info=seawld,seawldd1,
$bio

Sea World (c) 2005 Amcoe.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31162&o=2

$end


$gba=seamonk,
$bio

Sea-Monkeys (c) 2002 ELO Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72792&o=2

$end


$cpc_cass=seadelta,
$bio

Seabase Delta (c) 1985 Firebird Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99056&o=2

$end


$saturn,sat_cart=seabassj,
$bio

SeaBass Fishing (c) 1996 Victor Entertainment [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59617&o=2

$end


$saturn,sat_cart=seabass,
$bio

SeaBass Fishing (c) 1996 JVC

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60396&o=2

$end


$psx=seabassf,
$bio

Seabass Fishing 2 [Model SLPS-00992] (c) 1997 Victor Interactive Software, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85646&o=2

$end


$saturn,sat_cart=seabass2,
$bio

SeaBass Fishing 2 [Satakore] (c) 1998 Victor Interactive Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59618&o=2

$end


$c64_cart,c64_flop=seafox,
$bio

Seafox (c) 1982 Broderbund Software, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53698&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=seafox,
$bio

Seafox (c) 1983 Broderbund Software, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86921&o=2

$end


$info=smiy1728,smiy1729,smiy1730,smiy1731,smiy1732,
$bio

Seagull Sam (c) 2011 Bally Tech., Incorporated.

- UPDATES -

SMI #Y1728
Min/Max %: 85.33%/85.33% 

SMI #Y1729
Min/Max %: 87.64%/87.64%

SMI #Y1730
Min/Max %: 89.86%/89.86%

SMI #Y1731
Min/Max %: 91.62%/91.62%

SMI #Y1732
Min/Max %: 94.73%/94.73%

- TIPS AND TRICKS -

* The base game top award occurs on average every 1,822 play.

* Overall Hit Frequency: 50.84%

* Free Games: Player's collect Free Games symbols to win extra Free Games and Treasure Chest symbols that lock in position and stay wild for the Free Games feature. Occurs on average every 147 plays and pays on average 51 credits times total bet.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=45281&o=2

$end


$amigaocs_flop=seahaven,
$bio

SeaHaven Towers (c) 1989 UnSane Creations

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74942&o=2

$end


$a2600=seahawk,
$bio

Seahawk (c) 1982 Tang's Electronic Co.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50919&o=2

$end


$c64_cart,c64_flop=seahorse,
$bio

Seahorse Hide'n Seek (c) 1984 CBS Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53699&o=2

$end


$a2600=seaquestdy,
$bio

Seaquest (c) 1983 Dynacom [Sao Paulo, Brazil]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50925&o=2

$end


$a2600=seaquestdv,
$bio

Seaquest (c) 19?? Digivision

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50923&o=2

$end


$a2600=seaquestd,
$bio

Seaquest (c) 19?? Dinatronic

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50924&o=2

$end


$megadriv=seaquest,
$bio

SeaQuest DSV (c) 1994 THQ

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56824&o=2

$end


$megadriv=seaquestu,
$bio

SeaQuest DSV (c) 1994 Black Pearl

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57383&o=2

$end


$gameboy=seaquest,
$bio

SeaQuest DSV [Model DMG-ASQE-USA] (c) 1994 Malibu Games [T-HQ Division]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66890&o=2

$end


$snes=seaquestu,
$bio

SeaQuest DSV [Model SNS-ASQE-USA] (c) 1995 Malibu Games [T-HQ Division]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63520&o=2

$end


$snes=seaquest,
$bio

SeaQuest DSV [Model SNSP-ASQP-EUR] (c) 1995 Malibu Games [T-HQ Division]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63519&o=2

$end


$a2600=seaquest,seaqueste,
$bio

Seaquest (c) 1983 Activision.

Your divers have retrieved the buried treasure, and now you must come to their rescue. The object of Seaquest is to retrieve as many treasure-divers as you can, while dodging and blasting enemy subs and killer sharks. All before your oxygen runs out!

- TECHNICAL -

Model AX-022

- TRIVIA -

Back in the 80s, if you manage to get a score of 50,000 points or more. You could send a picture of your TV screen to Activision to receive in return an official 'Sub Club' emblem.

- SCORING -

When the game begins, every killer shark and enemy sub is worth 20 points. Every time you surface with six divers, the value of enemy subs and killer sharks increases by 10, up to a maximum of 90 points each.  Rescued divers start at 50 points each.  Then, their point value increases by 50, every time you surface, up to a maximum of 1000 points each.  Also, you'll be further rewarded with bonus points for all the oxygen you have remaining the moment you surface.  The more oxygen you have left, the more bonus points you're given.

- TIPS AND TRICKS -

Tips from Steve Cartwright, designer of Seaquest.
(Steve Cartwright is a Senior Designer of Activision. Before creating Seaquest), Steve designed Barnstorming and MegaMania for Activision.)

"As you'll quickly discover, you can't join the Sub Club overnight.  It takes confidence, sharp aim, and lots of practice.  Also, here are a couple of important pointers that should help."

"As soon as you've picked up your sixth diver, start watching out for the Patrol Sub.  It's important to surface in the right spot, especially since the Patrol Sub sails faster as the game progresses."

"And, every time you surface, you increase the game's level of difficulty. So, keep your surfacing to a minimum, with one exception: when you've got five divers aboard, and your oxygen's running low--surface to refill your oxygen supply.  You'll lose one diver, but you can easily pick up two or more to resurface and gain a lot of extra bonus points."

"Practice 'Silent Running'.  It's the best technique I know of to really learn underwater navigation."

"And, next time you return to shore, drop me a note.  I'd love to hear your tall tales from the high seas."

- STAFF -

Programmer: Steve Cartwright

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50921&o=2

$end


$a2600=seaquestc,seaquestc1,
$bio

Seaquest (c) 1983 CCE

- TECHNICAL -

Model C-815

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50922&o=2

$end


$info=searchey,searcheya,
$bio

Search Eye (c) 1999 Yun Sung.

Features 70 levels.

- TECHNICAL -

Main CPU : Motorola 68000
Sound CPU : Zilog Z80
Sound Chips : YM3812, OKI6295

Players : 2
Control : 8-way Joystick
Buttons : 2

- TRIVIA -

This game features music originally from Nihon Falcom's "Dragon Slayer - The Legend of Heroes".

- SERIES -

1. Search Eye (1999)
2. Search Eye Plus V2.0 (1999)

- STAFF -

Director : Bok Won Kang, Chang Won Lee
Program : Chang Soo Jang, Jong Min Lee
Graphics : Jeong Suk Oh, Jeong Sik Yuh, Dong Suk Kim
Hardware : Sang Jin Lee, Jong Hwan An
Sound : Chang Won Lee
Special Thanksgiver : Yong Woo Nam, Dule Ryeun Park

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3955&o=2

$end


$info=searchp2,
$bio

Search Eye Plus V2.0 (c) 1999 Yun Sung.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 16 Mhz), Zilog Z80 (@ 4 Mhz)
Sound Chips : YM3812 (@ 3.579545 Mhz), OKI6295 (@ 1 Mhz)

Palette colors : 1024

Players : 2
Buttons : 2

- SERIES -

1. Search Eye (1999)
2. Search Eye Plus V2.0 (1999)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11228&o=2

$end


$info=m1search,m1searcha,m1searchb,
$bio

Search Light (c) 199? Maygay.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15486&o=2

$end


$cpc_cass=seablood,
$bio

Seas of Blood (c) 1986 Adventure International

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99057&o=2

$end


$gameboy=ssvolley,
$bio

Seaside Volley [Model DMG-SVJ] (c) 1989 Tonkin House

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66892&o=2

$end


$ibm5150,ibm5150_cass=seastalk,
$bio

Seastalker (c) 1984 Infocom

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83689&o=2

$end


$amigaocs_flop=seastalk,
$bio

Seastalker (c) 1986 Infocom

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74943&o=2

$end


$info=seawitch,
$bio

Seawitch (c) 1980 Stern Electronics.

- TECHNICAL -

Model Number : 123

- TRIVIA -

2,503 units were produced.

This game was also manufactured in Australia by Leisure and Allied Industries under license by Stern Electronics.

- STAFF -

Design by : Mike Kubin
Art by : Bob Timm

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5558&o=2

$end


$astrocde=seawolf,
$bio

Seawolf + Missile (c) 1978 Bally Mfg. Co.

- TECHNICAL -

Model 2002

- TRIVIA -

Part of the "Action/Skill Series".

- STAFF -

Written by: Rickey Spiece

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86829&o=2

$end


$a2600=seawolf3,
$bio

Seawolf 3 (c) 1983 Sears [USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50927&o=2

$end


$x68k_flop=sebasuch,
$bio

Sebasuchan (c) 199? Earth & Moon

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88588&o=2

$end


$msx1_cart=sebaweh1,
$bio

Sebaweh I [Model A009] (c) 1985 al Alamiah

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77425&o=2

$end


$msx1_cart=sebaweh2,
$bio

Sebaweh II [Model A023] (c) 1985 al Alamiah

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77426&o=2

$end


$info=secondch,
$bio

Second Chance (c) 1985 SMS Mfg. Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32637&o=2

$end


$info=secolove,
$bio

Second Love (c) 1986 Nichibutsu.

Mahjong, like love, is better the second time around.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 5 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.25 Mhz), DAC

Screen orientation : Horizontal
Video resolution : 512 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 4096

Player : 2
Control : mahjong keyboard

- TRIVIA -

Released in December 1986, Second Love is the first Mahjong to use real photos.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2341&o=2

$end


$amigaocs_flop=secndsam,
$bio

Second Samurai (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74944&o=2

$end


$amigaocs_flop=secndout,
$bio

Seconds Out [Budget] (c) 1989 Prism Leisure

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74945&o=2

$end


$info=m5sec7,m5sec7a,
$bio

Secret 7's (c) 199? BWB.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15171&o=2

$end


$a2600=secretag,
$bio

Secret Agent (c) 1983 Data Age, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50928&o=2

$end


$info=secretag,secretab,secretagj,
$bio

Secret Agent (c) 1989 Data East.

Secret Agent is a side-scrolling platform shoot-em-up which the player takes on the role of a James Bond-esque secret agent who must fight his way through a terrorist group called 'CWD' to reach the final Boss confrontation and prevent a stolen nuclear missile being launched.

The player starts the game armed only with a pistol, and this has a limited amount of ammunition. Once the ammo has run out, players can only kick their enemies. Machine guns are occasionally dropped by defeated enemies and can be picked up and used. Also, Golden Gun components are sometimes dropped; there are six of these in total and once all have been collected, the player is rewarded with a very powerful golden rifle. This weapon kills all enemies instantly but will only last for twenty-five seconds, indicated by a meter at the top-right of the screen.

Most of the game's eight stages are platform-based, but there are also two underwater scuba levels and a motorbike chase. All of the game's end-of-level bosses reappear on the final 'underground lair' level.

While not officially licensed as a James Bond game, Secret Agent is unmistakably meant to represent both the Bond character and movie series. The Bond villain Jaws shows up at the end of stage two and another famous Bond villain, Odd Job also appears. Another memorable Bond reference is the use of a Shaun Connery impersonator who tells players that they have done a Great job upon completion of a level.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound CPU : Hudson Soft HuC6280 (@ 3 Mhz)
Sound Chips : YM2203 (@ 1.5 Mhz), YM3812 (@ 3 Mhz), OKI6295 (@ 7.757 Khz)

Players : 2
Control : 8-way joystick
Buttons : 2 (ATTACK, JUMP)

- TRIVIA -

This game is known in US as "Sly Spy".

The headless corpse of "Robocop" can be seen lying on the ground at the start of the game's final level. The game also features references to other Data East games, such as "Bad Dudes...", "Karnov" and "Chelnov".

- STAFF -

Game planner : Makoto Kikuchi
Programmers : Hinsyuku Man, Tac.H, Umanosuke
Designers : Dot Man, Kim, Malukin, Sin, Kanamori, Jun, Ferrari Adachi, Magurin Warrior
Musicians : Azusa Hara (AZUSA), Hiroaki Yoshida (MARO)
Hardwares : Kazuhiro Takayama, P! Fujimoto, Osapan
Special Thanks To : Joe Kaminkow

- PORTS -

* Computers : 
Commodore C64 [EU] (1989) "Sly Spy: Secret Agent" 
Amstrad CPC [EU] (1990) 
Sinclair ZX Spectrum [EU] (1990) 
Atari ST [EU] (1990) "Sly Spy: Secret Agent" 
Commodore Amiga [EU] (1990) "Sly Spy: Secret Agent" 
Commodore C64 [EU] (1990) "Sly Spy: Secret Agent [Hit Squad edition]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2342&o=2

$end


$info=m4sctagt,
$bio

Secret Agent (c) 199? Nova.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41443&o=2

$end


$info=ep_secag,ep_secaga,ep_secagb,
$bio

Secret Agent (c) 2000 Maygay.

- TRIVIA -

Secret Agent was released in June 2000 in UK.

- UPDATES -

1.5 was released in June 2002.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40890&o=2

$end


$cpc_cass=secretaghs,
$bio

Secret Agent - Sly Spy [Model 48] (c) 1990 Hit Squad, The [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99075&o=2

$end


$gba=secrtbrbu,
$bio

Secret Agent Barbie - Royal Jewels Mission [Model AGB-AAHE-USA] (c) 2002 Vivendi Universal Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72794&o=2

$end


$gba=secrtbrb,
$bio

Secret Agent Barbie - Royal Jewels Mission [Model AGB-AAHP] (c) 2002 Vivendi Universal Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72793&o=2

$end


$info=ec_secrt,
$bio

Secret Castle (c) 199? Electrocoin Automatics, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41888&o=2

$end


$sms=secret,
$bio

Secret Command (c) 1986 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56168&o=2

$end


$cdi=secretm,secretmg,secretmd,
$bio

Secret Mission (c) 1996 Philips Interactive Media, Incorporated.

It's the 1950's. The place is the Indo-Chinese country of Opalia. Opalia has become the target of the USSR and the United States and its geographic position has made it a real hot spot in the Cold War battle of the superpowers. Networks of underground informants and foreign spies have totally destabilized this once peaceful country and local rebels , led by the devious Prime Minister, Vishaka, are trying to topple the king. The safety of Opalia is in your hands alone... You can't let them down.

- TECHNICAL -

Model 810 0272

- STAFF -

Produced by Microïds, Philips, Club d'Investissement Media.

Graphics: Loïc Yvart, Jean Minnereau, Christophe Dupuis, Guillaume Niquet
Program: Franck Quero, Nicolas Gohin, Nicolas Guerineau

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53069&o=2

$end


$snes=evermoreu,
$bio

Secret of Evermore [Model SNS-AEOE-USA] (c) 1995 Square Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63524&o=2

$end


$snes=evermoreg,
$bio

Secret of Evermore [Model SNSP-AEOD-NOE] (c) 1995 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63523&o=2

$end


$snes=evermoref,
$bio

Secret of Evermore [Model SNSP-AEOF-FRA] (c) 1995 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63522&o=2

$end


$snes=evermore,evermores,
$bio

Secret of Evermore [Model SNSP-AEOP-EUR] (c) 1995 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63521&o=2

$end


$snes=manau,manaua,
$bio

Secret of Mana (c) 1993 Square Company, Limited.

North American release. Game developed in Japan. See original "Seiken Densetsu 2 [Model SHVC-K2]" for more information about the game itself.

- TECHNICAL -

Model SNS-K2-USA

- TRIVIA -

Released on October 3, 1993 in USA.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63527&o=2

$end


$snes=manaa,mana,manafa,manaf,
$bio

Secret of Mana (c) 1993 Nintendo Company, Limited.

European release. Game developed in Japan. See original "Seiken Densetsu 2 [Model SHVC-K2]" for more information about the game itself.

- TECHNICAL -

Model SNSP-K2-EUR

- TRIVIA -

Released on November 24, 1994 in Europe.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63525&o=2

$end


$snes=manag,
$bio

Secret of Mana [Model SNSP-K2-NOE/SFRG] (c) 1993 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63526&o=2

$end


$segacd=monkey,
$bio

Secret of Monkey Island[Model T-60035] (c) 1993 JVC Musical Industries, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60798&o=2

$end


$odyssey2,g7400=pharaohs,
$bio

Secret of the Pharaohs (c) 1981 Philips Corp.

- TECHNICAL -

Game ID: 21

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95673&o=2

$end


$pc98=ssilblad,
$bio

Secret of the Silver Blades (c) 1992 Pony Canyon, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90577&o=2

$end


$a2600=squeste,
$bio

Secret Quest (c) 1989 Atari Corporation.

PAL release. Game developed in USA. For more information, please see the NTSC release's entry; "Secret Quest [Model CX26170]".

- TECHNICAL -

Model CX26170P

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83023&o=2

$end


$a2600=squest,squeste,
$bio

Secret Quest (c) 1989 Atari Corporation.

First there was one alien space station, then there were three. Now there are eight. If left unchecked, laser gates, dragons, and other evil creatures will wipe out the human race.

To destroy each station, you'll have to confront the aliens in face-to-face combat and discover the secret destruct code. Once you have the code, use it to activate the station's self-destruction mechanism. Then the race begins. Can you get to the teleport room before the station explodes into the vacuum of space?

Are you ready? Remember, you'll need precision battle skills, a keen sense of direction, speed, and pure guts to save the human race.

Your Quest: Destroy all eight alien space stations. The secret orders you received list basics on how to destroy a station. The rest is up to you.
1. Search through the rooms and find the secret destruct code on each level.
2. Find the self-destruction mechanism and activate it by entering the secret destruct code(s).
3. Race to the teleporter room and escape the alien station before it explodes. The teleporter automatically sends you to the next station.

Along the way you pick up weapons and other objects and fight alien creatures such as Spinner and Dragon. Fighting aliens takes precious oxygen and energy, which you can replenish each time you destroy all aliens in a room.

The game ends when you destroy all eight stations, run out of oxygen, or don't make it to the teleporter room in time after activating the self-destruct mechanism. When the game ends, the title screen appears with your total score.

- TECHNICAL -

Model CX26170

- TRIVIA -

Export releases:
[PAL] "Secret Quest [Model CX26170P]"

- SCORING -

Dragon: 750 points.
Snake: 700 points.
Firecracker {short, sparks from antenna}: 650 points.
Ghost: 600 points.
Stomper {smiling stick-figure}: 550 points.
Squid: 500 points.
Medusa: 400 points.
Spinner {two rotating balls}: 350 points.
Floater {diamond, eye in center}: 250 points.
Machine {on treads}: 200 points.
Chopper {prop on top}: 150 points.
Potato Man {brown with legs}: 100 points.
Bear Trap {snapping jaws}: 50 points.

- TIPS AND TRICKS -

Learn your way around the stations by drawing a map as you go.

If you are in a multi-level station, write down the code you find on each level so you will be able to remember the entire code when you enter the room containing the self-destruction mechanism.

Avoid losing all of your energy. If you lose all of your energy, you can't use a weapon. If you can't use a weapon to destroy aliens, you will not be able to get oxygen. If you can't get oxygen, you will not live long. Neither will the human race.

- STAFF -

Developed by Axlon.

Programmer: Steve DeFrisco
Designer: Nolan Bushnell

- PORTS -

* Handhelds : 
Nintendo DS [US] (March 8, 2011) "Atari Greatest Hits Vol.2 [Model NTR-BR7E-USA]" 

* Others : 
Atari Flashback 2 [US] (2005) 
Atari Flashback 2+ [US] (February 22, 2010) 
Atari Flashback 3 [US] (September 16, 2011) by AtGames

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50929&o=2

$end


$bbca_cass,bbcb_cass=ssam1,
$bio

Secret Sam 1 (c) 1983 MRM Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52359&o=2

$end


$bbca_cass,bbcb_cass=ssam1br,
$bio

Secret Sam 1 (c) 19?? Blue Ribbon

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52358&o=2

$end


$bbca_cass,bbcb_cass=ssam2br,
$bio

Secret Sam 2 (c) 19?? Blue Ribbon

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52360&o=2

$end


$nes=sscoutp,sscout,
$bio

Secret Scout In The Temple of Demise (c) 1991 Color Dreams

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55523&o=2

$end


$info=ssvc_a26,ssvc_b26,
$bio

Secret Service (c) 1988 Data East Pinball.

- TECHNICAL -

Game ID: 500-5502-01

Data East Version 2

Main CPU : M6808 (@ 1 MHz)
Sound CPU : Motorola M6809 (@ 2 MHz)
Sound chips : Yamaha YM2151 (@ 3.579545 MHz), OKI MSM5205 (@ 384 KHz)

- TRIVIA -

A Secret Service pinball machine can be seen in the 1989 James Cameron film, The Abyss, Starring Ed Harris, Mary Elizabeth Mastrantonio and Michael Biehn.

- STAFF -

Designer : Joe Kaminkow
Artwork : Kevin O'Connor, Margaret Hudson
Music : David D. Thiel
Sounds : Kyle Johnson, David D. Thiel
Software : Lonnie D. Ropp, Richard Ditton

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5487&o=2

$end


$nes=secrett,
$bio

Secret Ties (c) 1992 Vic Tokai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55524&o=2

$end


$msx1_cart=secretwd,
$bio

Secret Word [Model F044] (c) 1985 al Alamiah

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77427&o=2

$end


$info=sc4s16,sc4s16a,
$bio

Section 16 (c) 200? Mazooma Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43697&o=2

$end


$info=sectionz,sectionza,
$bio

Section Z (c) 1985 Capcom Company, Limited.

As a sole astronaut, you must penetrate the alien Balangool space craft and destroy the evil 'L-Brain'. Make your way through 27 alphabet-labeled levels to find his lair.

The player maneuvers the space ranger throughout the enemy space station, which consists of 26 alphabetically ordered corridors known as "sections", starting from Section A and ending at the titular Section Z. The game is divided into five stages, each consisting of five sections (with the final stage having six sections to accommodate the spare letter). The player will fight an enemy boss at the end of each stage, concluding with the final battle against the "L Brain" at Section Z. The game's stages alternates between horizontal-scrolling stage (left or right) and upwards vertical-scrolling stages. The player will lose a life every time they get hit by enemy fire. Additional lives can be obtained if the player achieves a high enough score. The game will be over if the player loses all of their lives, although a chance to continue will be provided.

The controls consists of an eight-way joystick and two buttons, one for shooting and the other for changing the character's aim to the left or right. This allows the player to shoot at one direction while moving away towards the opposite. The player will shoot their rifle towards the left or the right with the fire button, while dropping bombs at the same time to the ground. By destroying certain dome-shaped containers, the player can obtain one of three power-up items represented by letters: S, P, and B. S increases the player's mobility speed, while P increases their firing power; each can improved for up to three increments. However, these power-ups will be lost whenever the player loses a life. The B item will simply give the player bonus points

- TECHNICAL -

Main CPU : Zilog Z80 (@ 6 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : (2x) Yamaha YM2203 (@ 1.5 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Section Z was released in December 1985. 

The first of Capcom's 'Jet-Pack Hero' shooters! Your hero is officially called "Captain Commando". :) 

Section Z has a couple of bugs, sprites don't clip properly when scrolling on or off the left side of the screen or the top of the screen. 

Every few sections (stages), the direction of the game's scrolling changes, from left-to-right, to bottom-to-top, to right-to-left, etc. 

One section features a pinball machine in which you must avoid the multiple flying pinballs. 

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

- SERIES -

1. Section Z (1985)
2. Side Arms - Hyper Dyne (1986)

- STAFF -

Programmed by : Toshio Arima
Music by : Tamayo Kawamoto

- PORTS -

* Consoles : 
Nintendo Famicom Disk System [JP] (May 25, 1987) "Section Z [Model CAP-SCZ]" 
Nintendo NES [US] (July 1987) "Section Z [Model NES-SZ-USA]" 
Nintendo NES [EU] (September 27, 1989) "Section Z [Model NES-SZ-EEC]" 
Microsoft XBOX [US] (September 27, 2005) "Capcom Classics Collection" 
Sony PlayStation 2 [US] (September 27, 2005) "Capcom Classics Collection [Model SLUS-21316]" 
Microsoft XBOX [EU] (November 18, 2005) "Capcom Classics Collection" 
Sony PlayStation 2 [EU] (November 18, 2005) "Capcom Classics Collection [Model SLES-53661]" 
Sony PlayStation 2 [JP] (March 2, 2006; "Capcom Classics Collection [Model SLPM-66317]" 
Sony PlayStation 3 [PSN] [JP] (February 19, 2013) "Capcom Arcade Cabinet [Model NPJB-00210]" 
Sony PlayStation 3 [PSN] [EU] (February 20, 2013) "Capcom Arcade Cabinet" 
Microsoft XBOX 360 [XBLA] [JP] (February 20, 2013) "Capcom Arcade Cabinet" 
Microsoft XBOX 360 [XBLA] [EU] (February 20, 2013) "Capcom Arcade Cabinet" 
Microsoft XBOX 360 [XBLA] [AU] (February 21, 2013) "Capcom Arcade Cabinet" 
Sony PlayStation 3 [PSN] [US] (March 4, 2013) "Capcom Arcade Cabinet: Game Pack 2 [DLC]" 
Microsoft XBOX 360 [XBLA] [US] (March 5, 2013) "Capcom Arcade Cabinet: Game Pack 2 [DLC]" 
Sony PlayStation 3 [PSN] [US] (May 21, 2013) "Capcom Arcade Cabinet: All-In-One Pack [DLC]" 
Microsoft XBOX 360 [XBLA] [US] (May 22, 2013) "Capcom Arcade Cabinet: All-In-One Pack [DLC]"

* Handhelds : 
Sony PSP [US] (March 22, 2006) "Capcom Classics Collection Remixed [Model ULUS-10097]" 
Sony PSP [EU] (July 21, 2006) "Capcom Classics Collection Remixed [Model ULES-00347]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2343&o=2

$end


$famicom_flop=sectionz,
$bio

Section Z (c) 1987 Capcom Company, Limited.

Section Z is the conversion of Capcom's arcade shooter released back in 1985. Anybody familiar with some of the greatest Capcom's shooters of the time (like Side Arms - Hyper Dyne or Forgotten Worlds) will definitively see a family resemblance. The hero of the game, unlike other traditional shooters, is a flying human in a heavy space armor (called Captain Commando in the American version). A gigantic space fortress is approaching the Earth and the player's duty is to infiltrate it up to the last section (hence Section Z) and destroy the commander. The fortress is divided into small sections and, at the end of each one of them, our hero's path usually splits up. The decision on which way to take may not be critical at first but it soon gets the player to run around in circles. Our hero can use a main laser gun and each button gets him to fire in one direction (left or right). Some enemies, as expected, drop power-ups - some of them take effect instantly (like speed-ups or extra-energy), but others get stored and activated later by pressing select (they include special weapons such as wave-laser, 3-ways or force-field). Some zones also hide warp fields, each one of them can beam the player up to a bonus room. Finally, the life system can be confusing at first -the shield absorbs shots but doesn't protect our hero when he gets hit by an enemy ship. Finally, thanks to the diskCard system, three slots are available to save the game's progress.

- TECHNICAL -

Game ID: CAP-SCZ

- TRIVIA -

Section Z for FCD was released on May 25, 1987 in Japan for 2890 Yen.

ection Z was released by Capcom in the arcades in 1985. The original game is however very different, graphics are much darker and the overall color palette much less saturated than the Famicom version. The character is also very different and looks more like a flying red man with a jet-pack. He can also drop bombs and the stage's layout is completely different.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65446&o=2

$end


$nes=sectionz,
$bio

Section Z (c) 1989 Capcom Company, Limited.

- TECHNICAL -

Cartridge ID: NES-SZ-EEC

- TRIVIA -

Section Z for NES was released on September 27, 1989 in Europe.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55525&o=2

$end


$nes=sectionzu,
$bio

Section Z (c) 1987 Capcom USA, Incorporated.

- TECHNICAL -

Cartridge ID: NES-SZ-USA

- TRIVIA -

Section Z for NES was released in July 1987 in North America.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83989&o=2

$end


$coleco=secalpha,secalphaa,
$bio

Sector Alpha (c) 1983 Spectravideo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53343&o=2

$end


$info=sectrzon,
$bio

Sector Zone (c) 07/1984 Nichibutsu.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz), NSC8105 (@ 1.5 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.536 Mhz), DAC

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 64

Players : 2
Control : 8-way joystick
Buttons : 1

- TRIVIA -

This game is also known as "Seicross".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2344&o=2

$end


$ti99_cart=securana,
$bio

Securities Analysis [Model PHM 3012] (c) 1979 Texas Instruments

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84716&o=2

$end


$a2600=seesaw,
$bio

See Saw (c) 1983 Quelle

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50930&o=2

$end


$info=ssfindo,
$bio

See See Find Out (c) 1999 Icarus.

- TECHNICAL -

Main CPU : ARM7 (@ 54 Mhz)

Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256

Players : 2
Control : 8-way Joystick
Buttons : 1

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3863&o=2

$end


$x68k_flop=seethru2,
$bio

See Through (c) 1989 Flying Garden

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88589&o=2

$end


$x68k_flop=seesaw,
$bio

See-Saw (c) 1996 Yama [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88590&o=2

$end


$bbca_cass,bbcb_cass=seek,
$bio

Seek (c) 1982 Micro Power

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51418&o=2

$end


$pc98=seek,
$bio

Seek - Chikashitsu no Mesu Dorei-tachi (c) 1995 PIL [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90579&o=2

$end


$amigaocs_flop=seekdest,
$bio

Seek and Destroy (c) 1993 Mindscape, Incorporated. [Northbrook, IL, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74946&o=2

$end


$pc98=seeksp,
$bio

Seek SP Disk - Abunai Omake Disk (c) 1995 PIL [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90580&o=2

$end


$pc8801_flop=seena,
$bio

SeeNa (c) 1986 System Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92840&o=2

$end


$pc8801_flop=seenaws,
$bio

SeeNa - Wide screen (c) 1986 System Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92841&o=2

$end


$pc98=seena2,seena2a,
$bio

SeeNa 2 (c) 1995 Bio 100% [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90578&o=2

$end


$saturn,sat_cart=segaagesu,
$bio

Sega Ages [Model T-12707H] (c) 1997 Spaz

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60136&o=2

$end


$gba=segaagu,
$bio

Sega Arcade Gallery [Model AGB-AYPE-USA] (c) 2003 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72796&o=2

$end


$gba=segaag,
$bio

Sega Arcade Gallery [Model AGB-AYPP] (c) 2003 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72795&o=2

$end


$info=basschal,basschalo,
$bio

Sega Bass Fishing Challenge (c) 2009 Sega Amusements Europe, Limited.

A 1-Player only fishing game.

- TECHNICAL -

Sammy Atomiswave Hardware

CPU : Hitachi SH-4 32-bit RISC CPU (200 MHz 360 MIPS / 1.4 GFLOPS)
Graphic Engine : PowerVR 2 (PVR2DC)
Sound Engine : ARM7 Yamaha AICA 45 MHZ (with internal 32-bit RISC CPU, 64 channel ADPCM)
Main Ram : 32 megs
Main Memory : 16 MByte
Graphic Memory : 16 MByte
Sound Memory : 8 MByte
Media : ROM Board
Simultaneous Number of Colors : Approx. 16,770,000 (24bits)
Polygons : 2.5 Million polys/sec
Rendering Speed : 500 M pixel/sec
Additional Features : Bump Mapping, Fog, Alpha-Bending (transparency), Mip Mapping (polygon-texture auto switch), Tri-Linear Filtering, Anti-Aliasing, Environment Mapping, and Specular Effect.
Network : It is possible to connect the systems on the network using both 56K modem or broadband connection using the AW-Net.

- TRIVIA -

Sega Bass Fishing Challenge was released on January 06, 2009.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31310&o=2

$end


$info=bassdx,
$bio

Sega Bass Fishing Deluxe (c) 1997 Sega Enterprises, Limited.

To proceed through the game players must choose the correct lures, catch the biggest bass and reach the clear weight to get to the next level. Clear all the areas to reach the special stage where huge bass reside. Players who catch the biggest bass will rank highest on the Big Bass Rankings!
Variable weather and water conditions will affect the fishes’ behaviour, so you’ll need to master a wide variety of special lures and angling techniques to catch them all.

Features:
- Unique fishing controller
- 6 different bait

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49343&o=2

$end


$info=segacd2,
$bio

Sega CD 2 (c) 1993 Sega of America, Inc.

- TECHNICAL -

Model 4102

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82093&o=2

$end


$info=segacd,
$bio

Sega CD (c) 1992 Sega of America, Inc.

- TECHNICAL -

Model 1690

- TRIVIA -

Released on October 15, 1992 in USA.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82092&o=2

$end


$megadriv=segachnla,segachnl,segachd,
$bio

Sega Channel (c) 199? Scientific Atlanta

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57384&o=2

$end


$sms=segachss,
$bio

Sega Chess (c) 1991 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56169&o=2

$end


$megacd,megacdj=segaac,segaaca,
$bio

Sega Classics Arcade Collection (c) 1992 Sega Enterprises, Limited.

5-in-1 Mega-CD compilation featuring the Mega Drive versions of:
"Columns" 
"Golden Axe"
"Streets of Rage"
"Super Monaco GP"
"The Revenge of Shinobi"

- TECHNICAL -

[Limited Edition]
Game ID: 4127
Package ID: 670-2762
CD ID: 670-2760

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60652&o=2

$end


$megacd,megacdj=segaac,segaaca,segaacb,
$bio

Sega Classics Arcade Collection (c) 1993 Sega Enterprises, Limited.

4-in-1 Mega-CD compilation featuring the Mega Drive versions of:
"Bare Knuckle - Ikari no Tetsuken" 
"Columns" 
"Golden Axe" 
"The Super Shinobi"

- TECHNICAL -

[Limited Edition]
[Model G-6012]

- TRIVIA -

Sega Classics Arcade Collection was released on April 23, 1993 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47618&o=2

$end


$segacd=segaac5,segaac4,segaac4a,
$bio

Sega Classics Arcade Collection (c) 1992 Sega Enterprises, Limited.

4-in-1 Sega CD compilation featuring the Genesis versions of:
"Columns"
"Golden Axe"
"Streets of Rage"
"The Revenge of Shinobi"

- TECHNICAL -

Game ID: T-4127

- TRIVIA -

Sega Classics Arcade Collection was released on October 15, 1992 in North America. It was then re-released in 1994 as "Sega Classics Arcade Collection (5 in 1) [Model 4127]", adding the Genesis version of "Super Monaco GP" to the lineup.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60799&o=2

$end


$info=claychal,
$bio

Sega Clay Challenge (c) 2009 Sega Amusements, Incorporated.

- TECHNICAL -

Sammy Atomiswave Hardware

CPU : Hitachi SH-4 32-bit RISC CPU (200 MHz 360 MIPS / 1.4 GFLOPS)
Graphic Engine : PowerVR 2 (PVR2DC)
Sound Engine : ARM7 Yamaha AICA 45 MHZ (with internal 32-bit RISC CPU, 64 channel ADPCM)
Main Ram : 32 megs
Main Memory : 16 MByte
Graphic Memory : 16 MByte
Sound Memory : 8 MByte
Media : ROM Board
Simultaneous Number of Colors : Approx. 16,770,000 (24bits)
Polygons : 2.5 Million polys/sec
Rendering Speed : 500 M pixel/sec
Additional Features : Bump Mapping, Fog, Alpha-Bending (transparency), Mip Mapping (polygon-texture auto switch), Tri-Linear Filtering, Anti-Aliasing, Environment Mapping, and Specular Effect.
Network : It is possible to connect the systems on the network using both 56K modem or broadband connection using the AW-Net.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31311&o=2

$end


$sg1000=segaflip,segaflipa,
$bio

Sega Flipper (c) 1983 Sega Enterprises, Limited.

- TECHNICAL -

Game ID: G-1018

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65104&o=2

$end


$info=gamegear,
$bio

Sega Game Gear (c) 1990 Sega Enterprises, Ltd.

- TECHNICAL -

Model 2110-50

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82100&o=2

$end


$gamegear=sega4in1,sega4in1p,
$bio

Sega Game Pack 4 in 1 (c) 1991 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64820&o=2

$end


$info=32x,
$bio

Sega Genesis 32X (c) 1994 Sega of America, Inc.

The Sega Genesis 32X is an add-on for the Sega Genesis video game console. Codenamed 'Project Mars', the 32X was designed to expand the power of the Genesis and serve as a transitional console into the 32-bit era until the later release of the Sega Saturn. Independent of the Genesis, the 32X utilizes its own ROM cartridges and has its own library of games.

- TECHNICAL -

Model No. MK-84000A

CPU: 2 x SH-2 32-bit RISC (23 MHz)
Memory: 2Mbit RAM
Display: 320 x 240 resolution, 32768 on-screen colors.
Dimensions: 110 x 210 x 100 mm (4.3 x 8.3 x 3.9 in).
Weight: 495 g. (17.5 oz)

- TRIVIA -

Unveiled at June 1994's Consumer Electronics Show, Sega presented the 32X as a low-cost option for consumers looking to play 32-bit games. Developed in response to the Atari Jaguar and concerns that the Saturn would not make it to market by the end of 1994, the product was originally conceived as an entirely new console. At the suggestion of Sega of America executive Joe Miller and his team, the console was converted into an add-on to the existing Genesis and made more powerful. The final design contained two 32-bit central processing unit chips and a 3-D graphics processor. In order to bring the new add-on to market by its scheduled release date of November 21, 1994, development of the new system and its games were rushed.

Ultimately, the console failed to attract third-party video game developers and sufficient consumers due to the announcement of the Sega Saturn's simultaneous release in Japan. Sega's efforts to rush the 32X to market cut into available time for game development, resulting in a weak library of forty titles that could not fully utilize the add-on's hardware, including Genesis ports. By the end of 1994, the 32X had sold 665,000 units. After price reductions in 1995, it was officially discontinued in 1996 as Sega turned their focus toward the Saturn.

Export releases:
[JP] "Super 32X [Model HMA-2400]"
[EU] "Sega Mega Drive 32X [Model MK-84200-50]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82090&o=2

$end


$info=genesis,genesis_tmss,
$bio

Sega Genesis (c) 1989 Sega of America, Inc.

North American release. Console developed in Japan. See the original Japanese entry; "Mega Drive [Model HAA-2510]", for more information about the conseole itself.

- TECHNICAL -

Model # MK-1600

- TRIVIA -

Having achieved very little progress in cracking the American market with the Sega Master System, Sega's plans for the Mega Drive (renamed Genesis here) were far bolder, with aggressive marketing tactics in place from day one which openly criticized Nintendo and their NES, which, much like Japan, dominated the video game console market. The Genesis launched in late 1989, and although had struggled against the PC-Engine in Japan, quickly eclipsed the US-variant, the TurboGrafx-16.

The early Genesis game library and marketing campaigns in North America focused on the arcade-at-home stance, although Sega also took the decision to create celebrity-sponsored sports titles (as well as the famed Michael Jackson's Moonwalker), a tactic which proved reasonably successful. Sega also partnered with Disney to create platformers such as Castle of Illusion Starring Mickey Mouse and QuackShot, the relationship running for several years into the mid-90s.

Most notably was Sega's strong ties with Electronic Arts, which saw rapid growth on the Mega Drive not least due to John Madden Football. EA stemmed from their history as computer game publishers during this period and turned in to a major player of the video game landscape, eventually becoming the world's largest video game publisher.

The Genesis made huge gains over Nintendo during the console's first couple of years, although for many it was assumed that the successor, the Super Nintendo, would reclaim its crown upon release. Though this eventually did occur, Nintendo's plans were set back dramatically by the release of Sonic the Hedgehog on that day, June 23, 1991, as well as a wealth of high quality titles and strong advertising campaigns depicting the SNES, much like the NES, as the weaker system. Though damaged, Nintendo never truly went away - a number of strange Sega marketing blunders in 1994/1995 and the extended lifespan of the SNES (not to mention the strong support coming from Japan) meant that in the end, the Super Nintendo was able to take a victory.

Sega became disinterested in the Genesis by the mid-90s, focusing instead on the Sega Saturn. It did, however contract Majesco to continue manufacturing Mega Drives in the US through 1997 and 1998, and the few third party developers and first party studios that stayed on board produced games like Vectorman 2 and Sonic 3D - Flickies' Island and many compilations. In an ironic twist of fate, a straight port of Frogger would be the last officially released Mega Drive game released in the country - Frogger had been a series Sega held a license over for much of the 1980s, and coincidentally was one of the last SNES releases in the region too.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83340&o=2

$end


$info=scg06nt,
$bio

Sega Golf Club Version 2006 - Next Tours (c) 2006 Sega Enterprises, Limited.

- TECHNICAL -

Runs on the Sega "Chihiro Satellite Terminal" hardware.

- SERIES -

1. Sega Golf Club - Network Pro Tour (2005)
2. Sega Golf Club Version 2006 - Next Tours (2006)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31637&o=2

$end


$saturn,sat_cart=intvgoalj,
$bio

Sega International Victory Goal (c) 1995 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59621&o=2

$end


$info=smarinef,
$bio

Sega Marine Fishing (c) 2000 Sega Enterprises, Limited.

A fishing game from Sega.

- TECHNICAL -

Runs on the Sega "NAOMI" Hardware.

Screen Orientation: Horizontal

- TRIVIA -

Sega Marine Fishing was released in March 2000.

- SERIES -

1. Get Bass - Sega Bass Fishing (1997)
2. Sega Marine Fishing (2000)
3. Get Bass 2 (2001)

- PORTS -

* Consoles :
Sega Dreamcast (2000)

* Computers :
PC [MS Windows] (2001)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3940&o=2

$end


$cpc_cass=segammix,
$bio

Sega Master Mix (c) 1990 US Gold, Ltd. [Birmingham, UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99060&o=2

$end


$info=smspal,
$bio

Sega Master System II (c) 1990 Sega Enterprises, Ltd.

- TECHNICAL -

Model No. 3006-05

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82095&o=2

$end


$info=sms1pal,
$bio

Sega Master System (c) 1986 Sega Enterprises, Ltd.

- TECHNICAL -

Model No. 3005-05-A

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82094&o=2

$end


$info=megacd,
$bio

Sega Mega-CD (c) 1993 Sega Enterprises, Ltd.

European release.

- TECHNICAL -

Model No. 1690-18

- TRIVIA -

Released around spring 1993 in Europe.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82091&o=2

$end


$info=megacd2,
$bio

Sega Mega-CD2 (c) 1993 Sega Enterprises, Ltd.

- TECHNICAL -

Model No. MK-4102-50

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82098&o=2

$end


$saturn,sat_cart=samem1,
$bio

Sega Memorial Selection Vol.1 (c) 1997 Sega Enterprises, Limited.

Features ports of:
- Head-On (1979)
- Pengo (1982)
- Up'n Down (1983)
- Flicky (1984)

- TECHNICAL -

[Model GS-9135]
[Sega Ages]

- TRIVIA -

Sega Memorial Selection Vol.1 was released on February 28, 1997 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48403&o=2

$end


$saturn,sat_cart=samem2,samem2a,
$bio

Sega Memorial Selection Vol.2 (c) 1997 Sega Enterprises, Limited.

Includes:
- Monaco GP (1979)
- Samurai (1979)
- Star Jacker (1983)
- Sindbad Mystery (1983)
- Ninja Princess (1985)
- Doki Doki Penguin Land (1985)

- TECHNICAL -

[Model GS-9163]
[Sega Ages]

- TRIVIA -

Sega Memorial Selection Vol.2 was released on November 27, 1997 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48404&o=2

$end


$info=multmega,
$bio

Sega Multi-Mega (c) 1994 Sega Enterprises, Ltd.

- TECHNICAL -

Model No. MK-4121-50

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82099&o=2

$end


$sg1000=music,
$bio

Sega Music Editor (c) 198? Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65105&o=2

$end


$info=seganinj,seganinju,seganinja,
$bio

Sega Ninja (c) 1985 Sega.

- TECHNICAL -

Game ID : 834-5677

Runs on the Sega "System 1" hardware.

Players: 2
Control: 8-way joystick
Buttons: 3

- TRIVIA -

Released in March 1985 in Japan.

This game is known in Japan as "Ninja Princess" and is also known as "Ninja".

- STAFF -

From highscore table : (R.N), (M.O), Yoshiki Kawasaki (Y.K), Reiko Kodama (R.K), (M.K), (H.U), (TAC)

- PORTS -

* Consoles :
Sega Master System (1986) "The Ninja"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2374&o=2

$end


$info=segartv,
$bio

Sega Race TV (c) 2008 Sega Enterprises, Limited.

Sega Race TV is a racer with a distinctly American theme.

- TECHNICAL -

Sega Lindbergh Hardware

CPU : Intel Pentium 4 3.0G HT (800Mhz FSB - 1MB L2 Cache)
GFX : NVIDIA GeForce 6 Series GPU
GFX Memory : 256MB (256 bit GDDR3)
OS : Montavista Linux
GFX Capabilities : Vertex Shader 3.0, Pixel Shader 3.0
Audio : 3D audio synthesizer chip onboard, possible to have 64 sounds playing simultaneously, 5.1 surround output.
Video output: One analog D-Sub, Two Digital DVI outputs.
Display : Single or dual monitor support. Can output the same picture to each monitor or different pictures on each monitor, the resolution for each of the 2 monitors can also be different.
Sound output: The two front speakers have RCA connectors, SPDIF for full surround.
Resolution : HDTV (High Definition)
RAM : 1024MB 184pin DDR SD-RAM PC3200 (2x 512MB DDR 400 sticks)
LAN : 10/100/1000 TBase Gigabit Network
Other : DVD Drive Support, USB2.0 (x4) - Sega ALL.NET online support.
Connector Format : JVS
Protection : High Spec original security module.

- TRIVIA -

Sega Race TV was released on February 20, 2008.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=19365&o=2

$end


$info=srally2,srally2x,
$bio

Sega Rally 2 - Sega Rally Championship (c) 1998 Sega.

- TECHNICAL -

Runs on the Sega "Model 3 Step 2.0" hardware.

Players : 1
Control : Paddle
Buttons : 8

- TRIVIA -

Sega Rally 2 was Released in March 1998 in Japan.

The game serves 1,000,000 polygons per second, three time faster than "Sega Rally Championship".

Soundtrack releases :
Sega Rally Championship 2 Original Soundtrack [Marvelous Entertainment (MMV) - MJCA-00017 - Apr 1, 1998]

- TIPS AND TRICKS -

* Extra Cars from "Sega Rally Championship" After the machine is installed and run for more than 30 days & 100 games played, press the Select button and pull the Handbrake at the same time on car selection screen, then you'll see the Lancia Delta & Toyota Celica slide into the screen from left.

* Time Difference Mode Press the Select button and pull the Handbrake at the same time after name entry, hold it until the game start, then you will be playing the game in 'Time Difference Mode'.

* Score Attack Mode : After the machine is installed and run for more than 30 days & 100 games played, choose Championship mode, in stage 4 'Riviera' there's 2 hairpin corners, knock down 2 pylons from left to right after the second hairpin in the first lap, then in the second lap you should see an entrance opened on your left hand side after the second hairpin corner. Go inside and have fun! (an extra 30 seconds is added to your game).

* No Handicap for linked game : All players need to step on the brake to choose course when playing linked games. Release brake when the game starts.

* Name Change : The following is a list of initials and what they change to :
SEX - SEC
XXX - AMB
XX - SEC
X - M.A
YU - AM2   (Yu Suzuki of AM2)

* Name Change Extra : Name change extra works in a similar way, only having typed the relevant initials an actual name is displayed on the car instead of the entered initials. Examples are :
SAS - Sasaki
MAS - Masaki
POO - Some Japanese characters

* No Music : After you have entered your initials, press Start and hold until game starts. Note : some machines may have the music turned off by default.

- SERIES -

1. Sega Rally Championship (1994)
2. Sega Rally 2 - Sega Rally Championship (1998)
3. Sega Rally 2006 (2006, PS2) : Japanese release.
4. Sega Rally Revo (2007, PS3, XBOX360, PC, PS2, PSP)
5. SR3 - Sega Rally 3 (2008)

- STAFF -

Sound composer : Tatsuhiko Fuyuno, Jun Senoue, Low Dogs, Tetsuya Yamamoto, Kenji Iino, Takenobu Mitsuyoshi

- PORTS -

* Consoles :
Sega Dreamcast (1999)

* Computers :
PC [MS Windows 9x, CD-ROM] [HCJ-0145] (Jun 1999)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3334&o=2

$end


$info=srallyc,srallycb,srallyca,
$bio

Sega Rally Championship (c) 1995 Sega.

- TECHNICAL -

Runs on the Sega "Model 2A" hardware.

Players: 2
Control: 8-way joystick
Buttons: 4

- TRIVIA -

Sega Rally Championship was released in January 1995 in Japan.

Originally a Model 1 game, this was near completion when Sega stopped making Model 1 boards, so production was shifted to Model 2 and the artwork was redone.

Thanks to the Model 2 hardware, Sega Rally Championship serves 300,000 polygons per second.

- TIPS AND TRICKS -

* New Informational View : Hold down Start and View when selecting a car to get an alternate view. There is no rear view mirror, a seconds clock appears in the bottom right-hand corner of the screen and a split time will be displayed based on the best time the machine has in memory. The digits are red if you are currently faster the best time.

* No Waiting To Get Into The Game : To skip waiting for the ten second timer, thus avoiding another player joining the game, simply insert your coins and hold down both the Start and View buttons. Instantly the select screen will appear. No waiting!

* Different Car Characteristics : To get different car capabilities (e.g. slides more easily), while selecting your car, shift 1st/2nd/3rd/4th and you will hear a WHOOOSH! sound, which means this code is enabled. The car will now handle differently, as you will soon see.

* Lakeside Course In Practice Mode : Completing the Championship course is not the only way to reach Lakeside. When choosing a course, select Mountain and enter the gearshifts 1>2>3>N>3 and then wait until the timer runs out. You will hear a WHOOOSH! sound which means the code was performed correctly.

- SERIES -

1. Sega Rally Championship (1994)
2. Sega Rally 2 - Sega Rally Championship (1998)
3. Sega Rally 2006 (2006, PS2) : Japanese release.
4. Sega Rally Revo (2007, PS3, XBOX360, PC, PS2, PSP)
5. SR3 - Sega Rally 3 (2008)

- STAFF -

Music composed by : Takenobu Mitsuyoshi, Tomoyuki Kawamura

- PORTS -

* Consoles :
Sega Saturn (1995)
Nintendo Game Boy Advance (2002)

* Computers :
PC [Windows 9x, CD-ROM] [HCJ-0111] (Jan 1997)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3333&o=2

$end


$saturn,sat_cart=srallycj,srallycjb,srallycja,
$bio

Sega Rally Championship (c) 1995 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59622&o=2

$end


$saturn,sat_cart=srallyc,
$bio

Sega Rally Championship (c) 1995 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60397&o=2

$end


$saturn,sat_cart=srallycjhib,
$bio

Sega Rally Championship Hibaihin (c) 1995 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59623&o=2

$end


$saturn,sat_cart=srallycunl,
$bio

Sega Rally Championship Netlink Edition [Model 81215] (c) 1998 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60138&o=2

$end


$saturn,sat_cart=srallypl,
$bio

Sega Rally Championship Plus (c) 1996 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59624&o=2

$end


$saturn,sat_cart=srallyplsa,
$bio

Sega Rally Championship Plus [Satakore] (c) 1997 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59625&o=2

$end


$saturn,sat_cart=srallycu,srallycp,
$bio

Sega Rally Championship [Model 81207] (c) 1995 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60137&o=2

$end


$gba=srallycu,
$bio

Sega Rally Championship [Model AGB-AYLE-USA] (c) 2003 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72799&o=2

$end


$gba=srallycj,
$bio

Sega Rally Championship [Model AGB-AYLJ-JPN] (c) 2002 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72798&o=2

$end


$gba=srallyc,
$bio

Sega Rally Championship [Model AGB-AYLP] (c) 2003 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72797&o=2

$end


$saturn,sat_cart=satccuta,satccut,
$bio

Sega Saturn Choice Cuts [Model 81600] (c) 199? Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60139&o=2

$end


$saturn,sat_cart=tamagotc,
$bio

Sega Saturn de Hekken!! Tamagocchi Park (c) 1998 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59627&o=2

$end


$saturn,sat_cart=intrnet1,
$bio

Sega Saturn Internet Vol. 1 (c) 1997 Aplix

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59626&o=2

$end


$info=saturnjp,
$bio

Sega Saturn (c) 1994 SEGA Enterprises, Ltd.

A 32-bit home video game console developed by Sega for the fifth-generation of consoles.

- TECHNICAL -

Model HST-0001

Featuring a total of eight processors, the Saturn's main central processing units are two Hitachi SH-2 microprocessors clocked at 28.6 MHz and capable of 56 MIPS.

The system contains a Motorola 68EC000 running at 11.3 MHz as a sound controller, a custom sound processor with an integrated Yamaha FH1 DSP running at 22.6 MHz capable of up to 32 sound channels with both FM synthesis and 16-bit PCM sampling at a maximum rate of 44.1 kHz, and two video display processors, the VDP1 (which handles sprites, textures and polygons) and the VDP2 (which handles backgrounds).[

Its double-speed CD-ROM drive is controlled by a dedicated Hitachi SH-1 processor to reduce load times.

The Saturn's System Control Unit (SCU), which controls all buses and functions as a co-processor of the main SH-2 CPU, has an internal DSP running at 14.3 MHz.

The Saturn contains a cartridge slot for memory expansion, 16 Mbit of work random-access memory (RAM), 12 Mbit of video RAM, 4 Mbit of RAM for sound functions, 4 Mbit of CD buffer RAM and 256 Kbit (32 KB) of battery backup RAM.

Its video output, provided by a stereo AV cable, displays at resolutions from 320×224 to 704×224 pixels, and is capable of displaying up to 16.77 million colors simultaneously.

Physically, the Saturn measures 260 mm × 230 mm × 83 mm (10.2 in × 9.1 in × 3.3 in).

- TRIVIA -

Development of the Saturn began in 1992, the same year Sega's groundbreaking 3-D Model 1 arcade hardware debuted. Designed around a new CPU from Japanese electronics company Hitachi, another video display processor was incorporated into the system's design in early 1994 to better compete with Sony's forthcoming PlayStation.

The name Saturn was initially the system's codename during development in Japan, but was eventually chosen as the official product name.

The Sega Saturn was released on November 22, 1994 in Japan at a price of 44,800 Yens. 5 millions units were sold in Japan.

Official re-Editions:
[JP] "Sega Saturn [Model HST-0004]"
[JP] "Sega Saturn [Model HST-0005]"
[JP] "Sega Saturn [Model HST-0014]"
[JP] "Sega Saturn [Model HST-0017]"
[JP] "Sega Saturn [Model HST-0019]"
[JP] "Sega Saturn [Model HST-0020]"
[JP] "Sega Saturn [Model HST-0021]"
[JP] "Sega Saturn [Model HST-0022]"

Licensed releases:
[JP] "Hi-Saturn [Model MMP-1]"
[JP] "Hi-Saturn [Model MMP-11]"
[JP] "V-Saturn [Model RG-JX1]"
[JP] "V-Saturn [Model RG-JX2]"

Export releases:
[US] "Sega Saturn [Model MK-80000]"
[US] "Sega Saturn [Model MK-80001]"
[EU] "Sega Saturn [Model MK-80200-50]"

- STAFF -

Development of the Saturn was supervised by: Hideki Sato

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102854&o=2

$end


$saturn,sat_cart=segascre,
$bio

Sega Screams Volume 1 [Model 81075] (c) 199? Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60140&o=2

$end


$gba=segasmshu,
$bio

Sega Smash Pack (c) 2002 T-HQ, Incorporated.

Compilation of 3 Genesis titles : 
"Ecco the Dolphin" 
"Golden Axe"
"Sonic Spinball"

- TECHNICAL -

Game ID: AGB-A3PE-USA

- TRIVIA -

Sega Smash Pack for Game Boy Advance was released on September 23, 2002 in North America.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72801&o=2

$end


$gba=segasmsh,
$bio

Sega Smash Pack (c) 2003 Sega Enterprises, Limited.

Compilation of 3 Mega Drive titles : 
"Ecco the Dolphin" 
"Golden Axe"
"Sonic Spinball"

- TECHNICAL -

Game ID: AGB-A3PP-EUR

- TRIVIA -

Sega Smash Pack for Game Boy Advance was released on August 1, 2003 in Europe.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72800&o=2

$end


$megadriv=segasprt,
$bio

Sega Sports 1 (c) 1995 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56825&o=2

$end


$info=sstrkfgt,sstrkfgta,
$bio

Sega Strike Fighter (c) 2000 Sega Enterprises, Limited.

- TECHNICAL -

[Standard model]

Runs on the Sega "NAOMI" hardware.

- TRIVIA -

Released in October 2000.

Also released as "Sega Strike Fighter [Deluxe model]".

The game's theme song was used a year later in 2001 on a soundtrack called 'SEGA-Con', which features a collection of songs from popular Sega games.

Michael Jackson used to own this game (serial number: 1028669). It was sold at the official Michael Jackson Auction on Apr. 24th, 2009.

- SERIES -

1. After Burner (1987, Arcade)
2. After Burner II (1987, Arcade)
3. G-Loc - Air Battle (1990, Arcade)
4. R360 - G-Loc Air Battle (1990, Arcade)
5. Strike Fighter (1991, Arcade)
6. Sky Target (1995, Arcade)
7. Sega Strike Fighter (2000, Arcade)
8. After Burner Climax (2006, Arcade)
9. After Burner - Black Falcon (2007, PSP)

- STAFF -

Composer: Masanori Takeuchi

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=29741&o=2

$end


$info=sgtetris,
$bio

Sega Tetris (c) 1999 Sega.

- TECHNICAL -

Runs on the Sega "NAOMI" hardware.

- TRIVIA -

Released in November 1999 in Japan.

- TIPS AND TRICKS -

* Secret Bonus: Finish single mode with only using Left Turn button.

- PORTS -

* Consoles :
Sega Dreamcast (2000)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3938&o=2

$end


$megadriv=segatop,
$bio

Sega Top Five (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56826&o=2

$end


$info=stcc,stcca,stccb,
$bio

Sega Touring Car Championship (c) 1996 Sega.

- TECHNICAL -

Runs on the Sega "Model 2C" hardware.

Players : 2
Control : 8-way joystick
Buttons : 4

- TRIVIA -

Sega Touring Car Championship was released in September 1996.

OSTs :
Sega Touring Car Championship : Marvelous Entertainment (MMV) MJCA-00002 / MJCA-10002 Oct 17, 1997
Sega Racing Best : Marvelous Entertainment (MMV) MJCA-00043 Mar. 3, 1999

- TIPS AND TRICKS -

* Music Select : After qualifying, press the blue and red buttons to the left of the steering wheel.
Cycle through 'Avec Trax', 'Sega sound', 'Trance', and 'No BGM'.

- PORTS -

* Consoles :
Sega Saturn (1997)

* Computers :
PC [Windows 9x, CD-ROM] [HCJ-0139] (Feb 1998)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2375&o=2

$end


$saturn,sat_cart=stccj,stccjb,stccja,
$bio

Sega Touring Car Championship (c) 1997 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59628&o=2

$end


$saturn,sat_cart=stcc,
$bio

Sega Touring Car Championship (c) 1997 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60398&o=2

$end


$saturn,sat_cart=stccu,
$bio

Sega Touring Car Championship [Model 81216] (c) 1997 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60141&o=2

$end


$info=segawski,
$bio

Sega Water Ski (c) 1997 Sega.

The objective of this game is similar to the last game, "Top Skater". Except you're water-skiing, instead of skateboaring.

Characters in this game:
Takuto
Shampoo
Rozzman 
Lenny

Courses:
Palm Beach: Beginner
Pau-Pau River: Advanced
Whale Park: Expert

- TECHNICAL -

Runs on the Sega "Model 2C" hardware.

- TRIVIA -

Sega Water Ski was released in September 1997 in Japan and in November 1997 in the US.

The announcer's voice in this game was done by Hisaki Nimiya, the same guy who did the voice for the announcers in "Manx TT SuperBike" and "Sega Bass Fishing".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3730&o=2

$end


$sms=segawtg,
$bio

Sega World Tournament Golf (c) 1993 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56170&o=2

$end


$saturn,sat_cart=wwsoc97,
$bio

Sega Worldwide Soccer '97 (c) 1997 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60399&o=2

$end


$saturn,sat_cart=wwsoc97u,
$bio

Sega Worldwide Soccer '97 [Model 81112] (c) 1996 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60142&o=2

$end


$saturn,sat_cart=wwsoc98j,wwsoc98ja,
$bio

Sega Worldwide Soccer '98 (c) 1998 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59629&o=2

$end


$saturn,sat_cart=wwsoc98a,wwsoc98,
$bio

Sega Worldwide Soccer '98 Club Edition (c) 1998 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60400&o=2

$end


$saturn,sat_cart=wwsoc98u,
$bio

Sega Worldwide Soccer '98 [Model 81123] (c) 1998 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60143&o=2

$end


$sg1000=segagala,segagala1,
$bio

Sega-Galaga (c) 1983 Sega Enterprises, Limited.

- TECHNICAL -

Model G-1022

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65106&o=2

$end


$saturn,sat_cart=mogv1,
$bio

Segakore Sega Bible Mogitate SegaSaturn Soukango (c) 1997 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59630&o=2

$end


$info=sonicpop,
$bio

SegaSonic Popcorn Shop (c) 1993 Sega.

This is a mixture of Vending Machine/Video Game. You play as Sonic trying to deliver popcorn to the customer. Robotnik tries to stop Sonic by placing him on a treadmill. You have to make Sonic run faster than the treadmill so he can jump off the end and deliver the popcorn. You have to make Sonic run by turning the wheel on the front of the machine as fast as you can. 

You can play the game while the machine actually makes popcorn for you.

- TECHNICAL -

Runs Sega "System C-2" hardware.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=18262&o=2

$end


$info=sonic,sonicp,
$bio

Segasonic The Hedgehog (c) 1992 Sega.

A scrolling, isometric racing game for one to three players featuring Sega's legendary mascot, 'Sonic the Hedgehog'. Sonic's nemesis, 'Dr. Robotnik', is once again intent on World domination and is preparing to launch his latest attack from his new island base, Eggman Island.

When 'Sonic', 'Ray', and 'Mighty' drop in to thwart his plans, Robotnik catches them with one of his devious machines. After finding themselves imprisoned in a tower, the trio break free onto the island, and proceed to make their escape and try to defeat Robotnik and his evil plans.

Sega Sonic's gameplay retains elements of the original console games, such as Sonic's ability to jump on the heads of enemies to kill them. The golden rings that Sonic collects are also included. Each level is littered with Dr Robotnik's devious traps; with lava flows, collapsible platforms, locked gates etc. all serving to hamper Sonic's progress.

- TECHNICAL -

Runs on the Sega "System 32" hardware.

Control per player: trackball
Buttons per player: 1

- TRIVIA -

Even if the title screen says '1992', Sonic Arcade was released in September 1993 in Japan.

Sonic Arcade marked the first appearance of the characters 'Ray' and 'Mighty'. Ray has not appeared in any sequels thus far, but in the Mega32X game, "Knuckles Chaotix", 'Mighty the Armadillo' appears as a selectable character along with another character called Knuckles.

- SERIES -

1. Sonic The Hedgehog [Model G-4049] (1991, Mega Drive) 
2. Sonic the Hedgehog 2 [Model G-4088] (1992, Mega Drive) 
3. Segasonic The Hedgehog (1992, Arcade)
4. Sonic the Hedgehog CD [Model G-6021] (1993, Mega CD) 
5. Sonic the Hedgehog 3 [Model G-5531] (1994, Mega Drive) 
6. Sonic and Knuckles (1994, Genesis) 
7. Knuckles' Chaotix (1995, 32X) 
8. Sonic Adventure (1999, Dreamcast)
9. Sonic Adventure 2 (2001, Dreamcast)
10. Sonic Adventure 2 - Battle (2001, Gamecube)
11. Sonic Advance (2001, GBA) 
12. Sonic Advance 2 (2002, GBA)
13. Sonic Adventure DX - Director's Cut (2003, Gamecube)
14. Sonic N (2003, N-Gage)
15. Sonic Advance 3 (2004, GBA)
16. Sonic Heroes (2004, Gamecube)
17. Sonic Rush (2005, Nintendo DS)
18. Sonic The Hedgehog (2006, XBox 360)
19. Sonic and the Secret Rings (2007,  Wii)
20. Sonic Rush Adventure (2007, Nintendo DS)
21. Sonic The Hedgehog 4 - Episode I (2010, WiiWare)
22. Sonic 4 The Hedgehog - Episode II (2012, Google Play)

- STAFF -

Director: T. Tsuda
Program: Hideshi Kawatake (H.Kawatake), T. Hasegawa, Tetsuya Kawauchi (T.Kawauchi)
Design: M. Kusunoki, K. Miyagi, M. Hoshino, S. Yamagata
Sound: Hiroshi Miyauchi (H.Miyauchi), K. Hanada, N. Tokiwa
Voice Actor: T. Kusao (Sonic), H. Kanamaru (Ray), Y. Numata (Mighty), M. Satoh (Eggman)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2376&o=2

$end


$saturn,sat_cart=segata,
$bio

Segata Sanshirou - Shinken Yuugi (c) 1998 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59631&o=2

$end


$pc8801_flop=seiferre,
$bio

Sei Ferret Gakuen Tantei Club (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92842&o=2

$end


$gbcolor=seihai,
$bio

Sei Hai Densetsu [Model DMG-AEOJ-JPN] (c) 2000 GAPS, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68729&o=2

$end


$pc98=jeremiah,
$bio

Sei Jeremiah Gakuen (c) 1993 Lunar Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90581&o=2

$end


$x68k_flop=seiruna,
$bio

Sei Runa Gakuen Chikoku Daisensou no Maki (c) 1991 Pasoket

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88591&o=2

$end


$info=amatelas,
$bio

Sei Senshi Amatelass (c) 1986 Nichibutsu.

Become the Mighty Fighting Amazon and you will search jungles and deserts on the most dangerous island on earth. Your mission is to recapture the men. You desperately need to save the only race of giant womankind from extinction.

You will journey and must conquer 8 forbidden territories of death infested by hungry cannibals and defended by armies of bizarre creatures, each lead by a giant hideous monster whom you must defeat to continue your quest.

Beware, there are many unknown dangers. Remember, you must steal the air mobile cycle and become invincible to succeed against the giant evil that awaits you. Failure would mean the end of the Mighty Amazon forever!

- TECHNICAL -

Main CPU : Motorola 68000 (@ 8 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM3526 (@ 4 Mhz), (2x) DAC

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 256

Players : 1
Control : 8-way joystick
Buttons : 2
=> [A] Shoot, [B] Bomb

- TRIVIA -

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

Export releases:
This game is known outside Japan as "Soldier Girl Amazon".

Pony Canyon / Scitron released a limited-edition soundtrack album for this game (G.S.M. Nichibutsu 1 - D28B0004) on 21/09/1988.

- STAFF -

Music composed by : Takeshi Yoshida

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2377&o=2

$end


$info=cupsoc,cupsocsb,cupsoca,cupsocb,cupsocsb2,cupsocsb3,
$bio

Seibu Cup Soccer (c) 1992 Seibu Kaihatsu.

A soccer game.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 10 Mhz)
Sound CPU : Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : YM3812 (@ 3.579545 Mhz), OKI6295 (@ 8 Khz)

Players : 4
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Seibu Cup Soccer was released in May 1992.

This game is also known as "Olympic Soccer '92".

The game's team select screen uses the likeness of a famous player for each team, but with altered features.
England -> Paul Gascoigne (spikey hair)
France -> Michel Platini
Italy -> Salvatore Schillaci (blonde hair) / Marco Tardelli
Germany -> Karl-Heinz Rummenigge
Holland -> Frank Rijkaard
Spain -> Emilio Butragueno
Brazil -> Carlos Dunga
Argentina -> Diego Armando Maradona (sporting an afro)

Argentina is wrongly spelled 'Algentina'.

A bootleg of this game is known as "Goal! '92".

- UPDATES -

Seibu Cup Soccer's bootleg version doesn't use the YM3812 @ 3.579545 Mhz.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2378&o=2

$end


$pc8801_flop=seibunar,seibunara,
$bio

Seibu no Nariagari (c) 1984 Hot-B [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92843&o=2

$end


$info=seicross,
$bio

Seicross (c) 1984 Nichibutsu.

The player controls a gliding motorcycle-like vehicle, bumping other riders, collecting power modules and collecting blue people who are stranded. A second area removes the riders and adds rough terrain, while the final leg features a battle with one or more dinosaur tanks, which launch their heads when destroyed. The sequence repeats infinitely, getting progressively difficult.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz), NSC8105 (@ 1.5 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.536 Mhz), DAC

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 64

Players : 2
Control : 8-way joystick
Buttons : 1

- TRIVIA -

Seicross was released in July 1984.

This game is also known as "Sector Zone".

- PORTS -

* Consoles :
Nintendo Famicom (1988)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2379&o=2

$end


$nes=seicrossj,seicrossja,
$bio

Seicross (c) 1986 Nichibutsu [Nihon Bussan Company, Limited.] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54598&o=2

$end


$nes=seicrossh,
$bio

Seicross (c) 1987 FMG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69309&o=2

$end


$nes=seicross,
$bio

Seicross (c) 1988 FCI

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55526&o=2

$end


$saturn,sat_cart=prettyx,
$bio

Seifuku Densetsu Pretty Fighter X (c) 1995 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59632&o=2

$end


$snes=prettyfg,
$bio

Seifuku Densetsu Pretty Fighter [Model SHVC-ASFJ-JPN] (c) 1994 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62130&o=2

$end


$x68k_flop=seifukuk,
$bio

Seifuku Kako no Ibutsu o Matoishi Mono-tachi (c) 1992 Pussy Cat

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88592&o=2

$end


$pc98=seifuman,
$bio

Seifuku Mansion - Tadaima Manshitsu - 1 Gouren (c) 1993 Studio Angel [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90582&o=2

$end


$info=seiha,seiham,
$bio

Seiha (c) 07/1987 Nichibutsu.

Mahjong girls for you to play against.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 5 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.25 Mhz), DAC

Screen orientation : Horizontal
Video resolution : 512 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 65536

Player : 2
Control : mahjong keyboard

- TRIVIA -

The title of this game translates from Japanese as 'Conquest'.

- STAFF -

Programmer : K. Komai
Planner : K. Tanaka
Artists : Asa & Senba
Music & Sound : N. Yoshida
Hardware : I. Shiki

- PORTS -

* Computers :
MSX2 (1988)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2380&o=2

$end


$msx2_flop=seiha,seihaa,
$bio

Seiha (c) 1988 Nichibutsu [Nihon Bussan Co., Ltd.] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102013&o=2

$end


$x1_flop=seijoden,seijodena,
$bio

Seijo Densetsu (c) 1986 Cosmos Computer [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86104&o=2

$end


$pc8801_flop=seijoden,
$bio

Seijo Densetsu (c) 1986 Cosmos Computer [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92844&o=2

$end


$pc8801_flop=seijopan,seijopana,
$bio

Seijo Panic (c) 1986 Cosmos Computer [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92845&o=2

$end


$x1_flop=seijopan,seijopana,
$bio

Seijo Panic (c) 1987 Cosmos Computer [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86105&o=2

$end


$pc98=lakers,
$bio

Seijo Sentai Lakers (c) 1993 Apple Pie [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90583&o=2

$end


$pc98=lakers2,
$bio

Seijo Sentai Lakers II (c) 1994 Apple Pie [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90584&o=2

$end


$snes=seijuuma,
$bio

Seijuu Maden Beasts & Blades [Model SHVC-AB5J-JPN] (c) 1995 BPS [Bullet-Proof Software]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62131&o=2

$end


$psx=seikaino,
$bio

Seikai no Monshou [Model SLPS-02323] (c) 2000 Bandai Co., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85647&o=2

$end


$saturn,sat_cart=seikairi,
$bio

Seikai-Risshiden - Yoi Kuni - Yoi Seiji (c) 1997 BMG Interactive Entertainment [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59633&o=2

$end


$msx1_cart=seikacho,seikachoa,
$bio

Seiken Achou (c) 1985 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77428&o=2

$end


$msx1_cart=seikachok,
$bio

Seiken Achou (c) 1987 Clover.

Korean release.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95210&o=2

$end


$gameboy=seiknden,
$bio

Seiken Densetsu - Final Fantasy Gaiden [Model DMG-FFJ] (c) 1991 Square Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66893&o=2

$end


$snes=seikndn2,seikndn2a,
$bio

Seiken Densetsu 2 (c) 1993 Square Company, Limited.

- TECHNICAL -

Model SHVC-K2

- TRIVIA -

Released on August 6, 1993 in Japan.

- TIPS AND TRICKS -

* Hidden Credits: To see this, you have to hold down L + A on controller 1, press R 39 times, release L + A, then press R once. The game will freeze, NAS will appear on your status bar for less than two seconds, vanish, and the game will resume normally. The letters are a reference to Nasir Gebelli, the game's programmer. This can only be done when your character is wielding a weapon.

- STAFF -

Programmer: Nasir Gebelli

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62132&o=2

$end


$snes=seikndn3,seikndn3a,seikndn3s,
$bio

Seiken Densetsu 3 (c) 1995 Square Company, Limited.

- TECHNICAL -

Model SHVC-A3DJ-JPN

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62133&o=2

$end


$famicom_flop=psychocl,
$bio

????????? ?????? (c) 1987 Imagineer Company, Limited.
(Seiken Psychocalibur - Majuu no Mori Densetsu)

- TECHNICAL -

Disk ID: IMA-MAJ

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65447&o=2

$end


$pc98=seikenmd,
$bio

Seiken to Maken no Densetsu (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90585&o=2

$end


$nes=seikima2,
$bio

聖飢魔II 悪魔の逆襲! (c) 1986 CBS [Sony Group]
(Seikima II - Akuma no Gyakushuu)

- TECHNICAL -

Game ID: CBS-SA 49FR-1
Barcode: T4988 009 00019 0

- TRIVIA -

Seikima II was released on December 25, 1986 in Japan.

Subtitle of this game translates from Japanese as 'The Wrath of Satan!'.

The game is based on a then-popular Japanese heavy metal band formed by Damian Hamada called Seikima-II. This band lasted from its creation in 1982 to its dissolution on December 31, 1999. Their history, as it has been prophesized, is that they are a group of demons preaching a religion in order to propagate Satan through the use of Heavy Metal. Each member is a demon of a different hierarchical class with His Excellency Demon Kogure being leader of demons and His Majesty Damian Hamada being crown prince of hell. In accordance to the prophecy and after completing the world conquest, the band would disband at the end of the century on December 12, 1999 at 23:59:59 Japan Standard Time.

- TIPS AND TRICKS -

Stage Selection code: At the title screen, press B, A, A, B, A, A, B, A, A, A, B, A, B to activate the option.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54599&o=2

$end


$msx2_cart=seikima2,seikima2a,
$bio

Seikima II Special - Akuma no Gyakushuu (c) 1987 Sony [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51370&o=2

$end


$msx2_flop=seikima2,seikima2b,seikima2c,seikima2a,
$bio

Seikima II Special - Akuma no Gyakushuu (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102014&o=2

$end


$msx2_flop=seikifly,
$bio

Seikimatsu Fly Battler (c) 1993 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102015&o=2

$end


$pc98=seikitan,
$bio

Seikimatsu Tanemaki Densetsu - Shoujo Yuugi - Ai no tame ni Shine!! (c) 1989 Great [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90586&o=2

$end


$pc8801_flop=seikonoa,
$bio

Seiko no Adventure (c) 1983 Enix, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92846&o=2

$end


$pc8801_flop=seikosos,
$bio

Seiko-chan SOS (c) 1983 Cosmic Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92847&o=2

$end


$pc98=seilane,
$bio

Seilane (c) 1987 Micro Cabin Co. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90587&o=2

$end


$pc8801_flop=seilane,
$bio

Seilane (c) 1987 Micro Cabin Co. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92848&o=2

$end


$msx2_flop=seilane,
$bio

Seilane (c) 1988 Micro Cabin Co. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102016&o=2

$end


$megacd,megacdj=3x3eyes,
$bio

Seima Densetsu 3x3 Eyes (c) 1993 Sega Enterprises, Limited.

- TECHNICAL -

[Model G-6007]

Data on CD takes about 224 MO.

- TRIVIA -

Seima Densetsu 3x3 Eyes was released on July 23, 1993 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60553&o=2

$end


$info=cultname,
$bio

Seimei-Kantei-Meimei-Ki Cult Name (c) 1996 I'Max.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 8 Mhz)
Sound Chips : ST0016 (@ 8 Mhz)

Screen orientation : Horizontal
Video resolution : 1024 x 1024 pixels
Screen refresh : 60.00 Hz
Palette Colors : 1025

Players : 1

- TRIVIA -

Released in April 1996.

The title of this game translates from Japanese as 'Loom of Judgement Cult Name'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3360&o=2

$end


$nes=sdlickle,
$bio

Seirei Densetsu Lickle (c) 1992 Taito Corp.

- TECHNICAL -

Game ID: DTF-LK

- TRIVIA -

Released on June 26, 1992 in Japan. It was the 44th title made by Taito for the Famicom.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54600&o=2

$end


$nes=seireiga,
$bio

Seirei Gari (c) 1989 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54601&o=2

$end


$pcecd=spriggan,
$bio

???? Spriggan (c) 1991 Compile.
(Seirei Senshi Spriggan)

Spriggan is a vertical shooter by Compile and published by Naxat Soft. In a fantasy feudal Japan, mechanical demons and dark techno-sorcerers commanded by an evil lord are converging on the kingdom. From a large floating city, a group of loyal warriors prepare for the battle ahead. The player assumes the role of the country's last hope and flies a mechanical suit, complete with heavy weaponry and deflector shields. The weapon system is really unique and loosely based on elemental powers - four different colored orbs hidden inside balloons (red, blue, yellow and green) can be collected and combined in sets of three. Each combination activates a different weapon based on the orbs elemental association. For instance, a single red orb can activate a forward-fire weapon, and inserting a blue orb to the combination adds a rotating and protective attack formation. Orbs can also be sacrificed and used as bombs - this ability, more that wiping out all enemies on screen, allows the player to free up an elemental slot and switch to a different weapon system as well. A flashing orb is also available and adds a shield to the suit and acts as a smart-bomb. Finally, the game was part of Naxat Soft's Summer Carnival and therefore also features time and score attack modes.

- TECHNICAL -

Game ID: NXCD1004

- TRIVIA -

Seirei Senshi Spriggan was released on July 19, 1991 in Japan.

Reviews:
[FR] September 1991 - Consoles + N.1: 83/100
[FR] October 1991 - Joypad N.1: 93/100

- SERIES -

1. Seirei Senshi Spriggan [Model NXCD1004] (1991)
2. Spriggan mark 2 [Model NXCD2008] (1992)

- STAFF -

Developed by Compile.

Voices:
Jega: Horikawa Ryoh
Rik?to: Tsuru Hiromi
Capitaine: G?ri Daisuke
Buraizubara King: Kayumi Iemasa

Planner: Nakajima Kazuyuki
Main Program: Toyama Yuuichi
Demonstration Program: Tanida Takashi
Visual Concept: Nakajima Kazuyuki
Character Design: Ryuuohin Hiroshi
Visual Support: Yamada Akirani, Sakamoto Anegoh, JANUS Teramoto
Demo Graphics: Ryuuohin Hiroshi
Sub Graphics: Ichino Suke
Music: Sakota Toshiaki, Takeuchi Keiji, Nagao Ryohtoshi, Tanaka Katsumi
Acoustics: MATS
Cooperation: Watanabe Takayuki, Yonemitsu Issei, It? Yutaka, Yumi Ry?ra, Suenaga Katsuji, Watanabe Yasunari, Hira Kenjir?, Morita Shigure, Tanaka Mitsugu, Kodama Hiroki, Moriken, CHAO, Otaka, Djyari, Matsukui, Inon, Kimurin, HIRO, Chidori, Gy?midosudosu, CHISATO, HIROMI
Supervision: Jemini K?ya

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47745&o=2

$end


$megacd,megacdj=fheyarea,fheyareaa,fheyareab,
$bio

Seirei Shinseiki - Fhey Area [Model T-32034] (c) 1992 Wolf Team

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60554&o=2

$end


$saturn,sat_cart=seireki,
$bio

Seireki 1999 - Pharaoh no Fukkatsu (c) 1996 BMG Victor

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59634&o=2

$end


$psx=seireish,
$bio

Seirishoukan - Princess of Darkness [Model SLPS-01271] (c) 1998 Shoeisha Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85649&o=2

$end


$pcecd=monbit,
$bio

Seiryuu Densetsu Monbit (c) 1991 Hudson Soft.

Seiryuu Densetsu Monbit is a simple and cute Role Playing Game by Hudson Soft. Once again, the whole world is at considerable peril. A purple flaming meteor hurls through space and it now appears in the sky as large as the moon. Inhabitants of the planet are confused by this apparition and new evil spirits emerge to take over the world. Fear now reigns amongst the people. A courageous warrior from the Rabbit ear people tries to free the world and manage to defeat the demon king. The magic ornament he was wearing shatters and the fate of the world is no longer at stake. He later gives away the ornament, and a baby, to one of his friends for protection. The man then hides them in a small village. The baby has now grown up to be a young warrior and the game tells his story. Seiryuu Densetsu Monbit is a traditional role playing game, with round based fights and the usual world/villages/dungeons exploration structure. The original aspect of the game is most certainly the Dragon. Our hero receives a Dragon egg at the beginning of the game and will have to take care of his new friend during his long journey.

- TECHNICAL -

Game ID: HCD1018

- TRIVIA -

Released on August 30, 1991 in Japan for 6800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58357&o=2

$end


$pcecd=seisensh,
$bio

Seisenshi Denshou - Jantaku no Kishi (c) 1994 Nichibutsu [Nihon Bussan Company, Limited.] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58358&o=2

$end


$info=bijokkog,
$bio

Seishun Mahjong Bijokko Gakuen (c) 01/1988 Nichibutsu.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 5 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.25 Mhz), DAC (@ 1.25 Mhz)

Screen orientation : Horizontal
Video resolution : 512 x 352 pixels
Screen refresh : 60.00 Hz
Palette colors : 65536

Player : 2
Control : LCD control panel

- TRIVIA -

The title of this game translates from Japanese as 'Young Mahjong Cutie Academy'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=247&o=2

$end


$info=sscandal,
$bio

Seishun Scandal (c) 1985 Sega.

- TECHNICAL -

Game ID : 834-5755

Runs on the Sega "System 1" hardware.

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Developed by Coreland.

The title of this game translates from Japanese as 'Adolescent Scandal'.

This game is known outside Japan S as "My Hero".

- PORTS -

* Consoles :
Sega Mark III (1985)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2381&o=2

$end


$sms=seishun,seishun1,
$bio

青春スキャンダル (c) 1986 Sega Enterprises, Limited.
(Seishun Scandal)

- TECHNICAL -

Game ID: C-510

- TRIVIA -

Released on January 31, 1986 in Japan.

Exported outside Japan as My Hero.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55891&o=2

$end


$pcecd=seiyamon,
$bio

Seiya Monogatari - Anearth Fantasy Stories (c) 1995 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58359&o=2

$end


$pcecd=seiyamont,seiyamonp,
$bio

Seiya Monogatari - Anearth Fantasy Stories Taikenban (c) 1995 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58360&o=2

$end


$x68k_flop=seiyudai,
$bio

Seiyuu Daishuugou (c) 1990 Buruumaunten Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88593&o=2

$end


$x68k_flop=sekakimi,
$bio

Sekai de Ichiban Kimi ga Suki! (c) 1990 Ides [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88060&o=2

$end


$pc98=sekaichi,
$bio

Sekai de Ichiban Kimi ga Suki! (c) 1990 Cocktail Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90588&o=2

$end


$pc8801_flop=sekakimi,sekakimia,
$bio

Sekai de Ichiban Kimi ga Suki! (c) 1990 Cocktail Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92850&o=2

$end


$pico=sekaimg,
$bio

Sekai Meisaku Gekijou [Model HPC-6024] (c) 1995 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75784&o=2

$end


$saturn,sat_cart=swisshen,
$bio

Sekai no Shasou Kara 1 Swiss-hen - Alps Tozantetsudou no Tabi (c) 1996 Fujitsu Parex

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59635&o=2

$end


$x68k_flop=sekaiss,
$bio

Sekai Seifuku Set (c) 1992 Moai [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88594&o=2

$end


$pc8801_flop=sekaiyar,
$bio

Sekai Yaruhodo So Much (c) 1986 Peacock [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92849&o=2

$end


$pc8801_flop=sekai88,
$bio

SEKAI88 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92786&o=2

$end


$sg1000=sekaishi,
$bio

Sekaishi Nenpyou - Monbushou Shidouyouryou Junkyo [Model E-109] (c) 1983 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65107&o=2

$end


$pce=sekigaha,
$bio

Sekigahara (c) 1990 Tonkin House

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58715&o=2

$end


$pc98=sekigaha,sekigahaa,
$bio

Sekigahara (c) 1991 Artdink Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90589&o=2

$end


$nes=sekiryu,
$bio

Sekiryuuou (c) 1989 Sunsoft

- TRIVIA -

Released on February 10, 1989 in Japan.

- STAFF -

Developed by: Tokai Engineering

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54603&o=2

$end


$x68k_flop=sekizudx,
$bio

Sekizui DX Sample (c) 1993 Famibe no Yosshin

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88595&o=2

$end


$x68k_flop=sekizuhaosekizuha,
$bio

Sekizui Hansha de Acchoo (c) 1993 Famibe no Yosshin

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88596&o=2

$end


$info=selfeena,
$bio

Sel Feena (c) 1991 East Technology.

- TECHNICAL -

Taito B System hardware

Main CPU : Motorola 68000 (@ 12 Mhz), Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2610 (@ 8 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Released in September 1991.

- STAFF -

Directer : Shimachan
Programmers : H. Ikeda, Junia, Kim, T. Kakinuma, Tony.Snow, Y. Yoshiura
Sound : Tsuda
Character designers : Irisawa, Kanuma, Kawashima, Nagoshi, Sakai
Supervisor : Takioka
Special thanks to : A. Inoue, E. Ogura, Y. Katsumata

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2382&o=2

$end


$info=m4select,
$bio

Select (c) 199? Union Games, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41444&o=2

$end


$x1_flop=sorcersel1,
$bio

Selected Sorcerian 1 (c) 1989 Brother Kougyou [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86106&o=2

$end


$pc98=sorcersel1,
$bio

Selected Sorcerian 1 (c) 1989 Amorphous [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90590&o=2

$end


$pc8801_flop=sorcersel1,sorcersel1b,
$bio

Selected Sorcerian 1 (c) 1989 Takeru [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92851&o=2

$end


$x1_flop=sorcersel2,
$bio

Selected Sorcerian 2 (c) 1990 Brother Kougyou [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86107&o=2

$end


$pc98=sorcersel2,
$bio

Selected Sorcerian 2 (c) 1990 Amorphous [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90591&o=2

$end


$pc8801_flop=sorcersel2,
$bio

Selected Sorcerian 2 (c) 1990 Takeru [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92852&o=2

$end


$x1_flop=sorcersel3,
$bio

Selected Sorcerian 3 (c) 1990 Brother Kougyou [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86108&o=2

$end


$pc98=sorcersel3,
$bio

Selected Sorcerian 3 (c) 1990 Amorphous [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90592&o=2

$end


$pc8801_flop=sorcersel3,
$bio

Selected Sorcerian 3 (c) 1990 Takeru [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92853&o=2

$end


$x1_flop=sorcersel4,
$bio

Selected Sorcerian 4 (c) 1990 Brother Kougyou [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86109&o=2

$end


$pc98=sorcersel4,
$bio

Selected Sorcerian 4 (c) 1990 Amorphous [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90593&o=2

$end


$pc8801_flop=sorcersel4,
$bio

Selected Sorcerian 4 (c) 1990 Takeru [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92854&o=2

$end


$x1_flop=sorcersel5,
$bio

Selected Sorcerian 5 (c) 1990 Brother Kougyou [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86110&o=2

$end


$pc98=sorcersel5,
$bio

Selected Sorcerian 5 (c) 1990 Amorphous [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90594&o=2

$end


$pc8801_flop=sorcersel5,
$bio

Selected Sorcerian 5 (c) 1990 Takeru [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92855&o=2

$end


$info=gs4002,gs4002a,
$bio

Selection (c) 1982 GEI.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : DAC (@ 4 Mhz)

Screen orientation : Horizontal
Video resolution : 416 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 256

Players : 1
Buttons : 9

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3672&o=2

$end


$gameboy=select1,
$bio

Selection - Erabareshi Mono [Model DMG-SEJ] (c) 1989 Kemco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66894&o=2

$end


$gameboy=select12,
$bio

Selection I & II [Model DMG-ASLJ-JPN] (c) 1998 Kemco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66895&o=2

$end


$gameboy=select2,
$bio

Selection II - Ankoku no Fuuin [Model DMG-SIJ] (c) 1992 Kemco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66896&o=2

$end


$pc8801_flop=selen,
$bio

Selen (c) 1991 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92856&o=2

$end


$fm77av=seles,selesa,
$bio

Seles (c) 1990 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93860&o=2

$end


$pc98=dsematte,
$bio

Sematte Mitai (c) 1989 Hard [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90595&o=2

$end


$pc8801_flop=semattem,
$bio

Semattemitai (c) 1989 Hard [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92857&o=2

$end


$gbcolor=semecom,
$bio

Seme COM Dungeon - Drururuaga [Model DMG-BV6J-JPN] (c) 2000 Namco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68730&o=2

$end


$pc8801_flop=semidoub,
$bio

Semi Double II (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92858&o=2

$end


$info=senknow,
$bio

Sen-Know (c) 1999 Kaneko.

- TECHNICAL -

Kaneko Super Nova System hardware

Main CPU : SH-2 (@ 28.638 Mhz)
Sound Chips : Yamaha YMZ280B (@ 16.666666 Mhz)

Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768

Players : 2
Control : 8-way Joystick
Buttons : 3

- TRIVIA -

Developed by Kouyousha, Ltd.

Released in April 1999 in Japan.

The title of this game translates from Japanese as 'Brainwashing'.

Note : The kanji on the titlescreen reads 'sennou' which means 'brainwashing'. 'Know' in the title is a pun on the second character 'nou', which means 'brain'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2384&o=2

$end


$msx1_cass=sendasal,
$bio

Senda Salvaje (c) 1990 Zigurat Soft [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94964&o=2

$end


$cpc_cass=sendasal,
$bio

Senda Salvaje [Model SS-013-AMS] (c) 1990 Zigurat Soft [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99061&o=2

$end


$x68k_flop=senegal,
$bio

Senegal (c) 1991 Brings Onion Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88597&o=2

$end


$info=sengekis,sengekisj,
$bio

Sengeki Striker (c) 1997 Kaneko.

- TECHNICAL -

Kaneko Super Nova System hardware

Main CPU : SH-2 (@ 28.638 Mhz)
Sound Chips : Yamaha YMZ280B (@ 16.66 Mhz)

Screen orientation : Vertical
Video resolution : 240 x 320 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768

Players : 2
Control : 8-way Joystick
Buttons : 2

- TRIVIA -

Sengeki Striker was released in July 1997 in Japan.

The title of this game translates from Japanese as 'Dramatic Battle Striker'.

The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to 'KAN'.

- STAFF -

Developed in cooperation with Warashi, Inc.

Directed by : Sho
Programmer : Tsutomu Tabata
Character designer : Nozomu Oda
Game designer & 3-D models : Taichi Shigemura
Planner : Norihide Yamaguchi
Character graphic designers : Taichi Shigemura, Nozomu Oda, Tama
Backgrand graphic designers : Nozomu Oda, Tama, Masaki Ohno
Sound track & Sound effects : Yukihiko Murabayashi

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2385&o=2

$end


$pc98=sengoku,
$bio

Sengoku (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90596&o=2

$end


$info=sengoku3,
$bio

Sengoku 3 (c) 2001 SNK.

Taking quite a different approach than the previous 2 Sengoku games, the 3rd in the series introduces 4 characters and a new chain combo system. 2 bosses, when defeated, can also be selected for battle for the final 2 stages.

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : 0261

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2610 (@ 8 Mhz)

Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette Colors : 4096

Players : 2
Control : 8-way joystick
Buttons : 4
=> [A] Weapon attack/Special attack 1, [B] Barehanded blast/Special attack 2, [C] Jump, [D] Projectile toss

- TRIVIA -

Released in October 2001.

Developed by Noise Factory (their first game) for the original SNK Corp. (SNK's last official title).

Sony Music Entertainment / Scitron released a limited-edition soundtrack album for this game (Sengoku Densyo 2001 Original Soundtrack - SCDC-00102) on 18/07/2001.

- TIPS AND TRICKS -

* Play as Okuni and Byakki : Finish China (Easy), Italy (Hard), and Japan (Hard) - This tip was given on the original game flyer.

- SERIES -

1. Sengoku Densyo [Model NGM-017] (1991)
2. Sengoku Densyo 2 [Model NGM-040] (1993)
3. Sengoku 3 (2001)

- STAFF -

Producer, planner : Keiko Ijuu
Sub planners : Masahiro Maeda, Hidenari Mamoto
Main programmer : Hidenari Mamoto
Sub programmer : Kazuaki Ezato
Character designers : Masahiro Maeda, Yosikazu Nisikawa, Nana Isiguro
Background designers : Masafumi Fuji, Miyuki Okazaki
Sound producer -Studio Aqua- : Toshikazu Tanaka
Voice artists -Character Land- : Koreya Nannda, Yukihiro Fujimoto, Syuusuke Sada, Takahiro Araki, Sayuri Koizumi, Runnna Wasio, Tika Iwami

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2388&o=2

$end


$info=sngkace,sngkacea,
$bio

Sengoku Ace (c) 1993 Psikyo.

A vertically scrolling shooter.

- TECHNICAL -

Main CPU : Motorola 68EC020 (@ 16 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2610 (@ 8 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2 (FIRE, BOMB)

- TRIVIA -

Released in April 1993.

The title of this game translates from Japanese as 'Civil War Ace'.

This game is known outside Japan as "Samurai Aces".

Sengoku Ace is the very first game developed by Psikyo (Psikyo was founded in 1992 in Tokyo).

Note : There are 22 different endings!

- TIPS AND TRICKS -

* Extra features : If you hold Test Button + PL1 Button 1 during boot, you get extra options in the test menu. A level skip, BG test usually etc...

- SERIES -

1. Sengoku Ace (1993)
2. Sengoku Blade - Sengoku Ace Episode II (1996)
3. Sengoku Cannon - Sengoku Ace Episode III (2005, Sony PSP)

- STAFF -

Staff : Shinnosuke., Rick Johnson, O.Senbei, Hiromin, Shiori., Ukon Zakura, Minsk, Dozi, Tall Man, Ayanokouji Reimu, Iron Champ, Studio Avi

- PORTS -

* Consoles :
Sony PlayStation 2 [JP] (Dec. 02, 2004) "Sengoku Ace & Sengoku Blade [Psikyo Shooting Collection Vol.2] [Model SLPM-62563]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2389&o=2

$end


$pc98=sengoaki,
$bio

Sengoku Akihabara Nobunaga Den (c) 1993 Dengeki Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90597&o=2

$end


$info=sbxc,
$bio

Sengoku Basara X (c) 2008 Capcom.

Japanese history-based fighting game.

- TECHNICAL -

Namco System 256 hardware.

Players : 2
Control : 8-way joystick
Buttons : 4

- TRIVIA -

Developed by Arc System Works.

The X sould be pronouced 'Cross'.

This game is known as "Devil Kings" in US.

Manga based on this game was released on magazine in 2006. A 12-part Episode anime based on this game was released on DVD in 2009.

One of the playable character, Date Masamune, was appointed Miyagi Province governor.

- SERIES -

1. Sengoku Basara (Devil Kings) (2005, PS2)
2. Sengoku Basara 2 (2006, PS2)
3. Sengoku Basara X (2007)
4. Sengoku Basara: Battle Heroes (2009, PSP)
5. Sengoku Basara 3 (2010, PS3)
6. Sengoku Basara: Chronicle Heroes (2011, PSP)

- STAFF -

Date Masamune : Nagai Kazuya
Sanada Yukimura : Hosi Shoichiro

- PORTS -

* Consoles :
Sony PlayStation 2 (2008)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=16753&o=2

$end


$saturn,sat_cart=sengblad,sengblada,
$bio

Sengoku Blade - Sengoku Ace Episode II (c) 1996 Atlus Company, Limited.

- TECHNICAL -

[Model T-14410G]

- TRIVIA -

Sengoku Ace Episode II for Saturn was released on November 22, 1996 in Japan.

This home conversion features Marion from "Gunbird" as a selectable character.

- TIPS AND TRICKS -

* Play As Ayin : At the character selection screen, highlight the [?] and press Up(X3), Down(X3), Up(X7) and Ayin will appear.

* Play as Marion: You must complete the game once with each character (including Ayin) in a one-player game on any difficulty level without switching characters during each stage. Then, at the character selection screen, highlight the [?] and press Up. Marion will appear. To get Ayin again, press Up (X2).

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48044&o=2

$end


$neocd=sengoku2,
$bio

Sengoku Densyo 2 (c) 1995 SNK [Shin Nihon Kikaku].

- TECHNICAL -

[Model NGCD-040]

- TRIVIA -

Sengoku Densyo 2 for Neo-Geo CD was released on March 17, 1995 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47684&o=2

$end


$info=sengoku2,
$bio

Sengoku Densyo 2 (c) 1993 SNK [Shin Nihon Kikaku].

The Mad Shogun rises again, this time taking over various periods in the time stream. Now you're permanently armed with a sword and must save different eras from the wrath of the Mad Shogun!

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : NGM-040

Players : 2
Control : 8-way joystick
Buttons : 4
=> On foot > [A] Slice [B] Sever [C] Jump [D] Change
=> On a horse > [A] Forward attack [B] Rear attack

- TRIVIA -

Sengoku Densyo 2 (translates from Japanese as 'Civil War Tradition 2') was released in Febuary 1993 in Japan.

This game is known outside Japan as just 'Sengoku 2'.

Reviews:
[FR] May 1993 - Consoles + No. 20: 83/100 (AES version)

- SERIES -

1. Sengoku Densyo [Model NGM-017] (1991)
2. Sengoku Densyo 2 [Model NGM-040] (1993)
3. Sengoku 3 (2001)

- STAFF -

Producer : Yanbaru
Director : Sick Of
Programmers : Shinchan (as 'Shinchan-SSSS'), Nuckey Nuckey Fuji Nuckey
Graphic Designers : U-Rakuchou, M-Marohie, Mic-Senbey, Dadamushi, Ui---su Shio, Guillotine Kama
Music : Tate Norio
Sound effects : Yoko

- PORTS -

* Consoles :
SNK Neo-Geo (Apr.9, 1993; "Sengoku Densyo 2 [Model NGH-040]")
SNK Neo-Geo CD (Mar.17, 1995; "Sengoku Densyo 2 [Model NGCD-040]")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2387&o=2

$end


$neocd=sengoku,
$bio

Sengoku Densyo (c) 1995 SNK [Shin Nihon Kikaku]

- TECHNICAL -

[Model NGCD-017]

- TRIVIA -

Sengoku Densyo for Neo-Geo CD was released on March 17, 1995 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47597&o=2

$end


$info=sengoku,sengokuh,
$bio

Sengoku Densyo (c) 1991 SNK [Shin Nihon Kikaku].

Two warriors, endowed with spiritual gifts, fight to stop the resurrection of the Mad Shogun. Lots of very interesting enemies and beautiful scenery. The player also has the ability to morph into different fighters.

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : NGM-017

Players : 2
Control : 8-Way Joystick
Buttons : 3
=> [A] Attack [B] Jump [C] Change

- TRIVIA -

Sengoku Densyo (translates from Japanese as 'Civil War Tradition') was released on February 12, 1991 in Japan.

This game is known outside Japan as just Sengoku. 

The game includes different items which change the special attacks :
* Green : When 10 green items are collected, life gauge gain 1up
* Red : Samurai sword
* Blue : Double sword
* Purple : Holy sword
* Gold : Unknown effect

In level 2, there is a store called 'Boutique Athena' in the background with the original Athena logo from 1986's "Athena" by SNK.

- TIPS AND TRICKS -

Hold the attack button for a couple seconds to launch a burst of energy from the player's fist.

There are some samurais whose swords can be broken if the player bashes the attack button enough times. remember that this trick can be done when the player is in his normal form and bare-handed (no sword power-ups).

- SERIES -

1. Sengoku Densyo [Model NGM-017] (1991)
2. Sengoku Densyo 2 [Model NGM-040] (1993)
3. Sengoku 3 (2001)

- STAFF -

Producer : Yanbaru
Programmers : Shinchan (as 'Shinchan-SSS'), Oh!Butch
Sound : Tate Norio, Toshio Shimizm (as Shimizum)
Pictures : U-Rakuchou, Marohie, Mic-Senbey, Chulip-Nao, Dadamusi, Sick of
Game Assistants : Dirty-H-Miyamaki, Phantom Iwata, HTMS-Sugimori
Directors : Tama, Moonmin

- PORTS -

* Consoles :
SNK Neo-Geo [JP] (July 1, 1991; "Sengoku Densyo [Model NGH-017]")
Nintendo Super Famicom [JP] (Sept. 22, 1993; "Sengoku Densyo [Model SHVC-G5]")
Sega Mega CD [JP] (Dec. 28, 1993; "Sengoku Densyo [Model T-24034]")
SNK Neo-Geo CD [JP] (Mar. 17, 1995; "Sengoku Densyo [Model NGCD-017]")
Sony PlayStation 2 [US] May 05, 2008 "SNK Arcade Classics Vol.1 [Model SLUS-21724]"
Sony PSP [US] May 05, 2008 "SNK Arcade Classics Vol.1 [Model ULUS-10338]"
Sony PlayStation 2 [KO] May 29, 2008 "SNK Arcade Classics Vol.1 [Model SLKA-25424]"
Nintendo Wii [US] July 29, 2008 "SNK Arcade Classics Vol.1 [Model RVL-P-RNCE]"
Sony PSP [EU] Oct. 17, 2008 "SNK Arcade Classics Vol.1 [Model ULES-01105]"
Nintendo Wii [EU] Oct. 31, 2008 "SNK Arcade Classics Vol.1 [Model RVL-P-RJZP]"
Sony PlayStation 2 [EU] Nov. 21, 2008 "SNK Arcade Classics Vol.1 [Model SLES-55232]"
Sony PSP [JP] May. 21, 2009 "SNK Arcade Classics Vol.1 [Model ULJS-193]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2386&o=2

$end


$snes=sengoku,
$bio

Sengoku Densyo (c) 1993 Data East Corp.

- TECHNICAL -

[Model SHVC-G5]

- TRIVIA -

Sengoku Densyo for Super Famicom was released on September 22, 1993 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47595&o=2

$end


$megacd,megacdj=sengoku,
$bio

Sengoku Densyo (c) 1993 Sammy Corp.

- TECHNICAL -

[Model T-24034]

- TRIVIA -

Sengoku Densyo for Mega-CD was released on December 28, 1993 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47596&o=2

$end


$gba=sengokak,
$bio

Sengoku Kakumei Gaiden [Model AGB-A7GJ-JPN(RK323-J1)] (c) 2003 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72802&o=2

$end


$pcecd=sengokuk,
$bio

Sengoku Kantou Sangokushi (c) 1991 Intec

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58361&o=2

$end


$pce=sengokmj,
$bio

Sengoku Mahjong (c) 1988 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58716&o=2

$end


$info=sengokmj,
$bio

Sengoku Mahjong (c) 1991 Sigma Enterprises.

- TECHNICAL -

Main CPU : V30 (@ 8 Mhz)
Sound CPU : Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : YM3812 (@ 3.579545 Mhz), OKI6295 (@ 8 Khz)

Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 2048

Players : 1

- TRIVIA -

The title of this game translates from Japanese as 'Civil War Mahjong'.

- STAFF -

Z80 Program rom written by : K. Saeki

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2390&o=2

$end


$psx=sengokum,
$bio

Sengoku Mugen [Model SLPS-03151] (c) 2001 Banpresto [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85650&o=2

$end


$gameboy=sengoku,
$bio

Sengoku Ninja-kun [Model DMG-UPJ] (c) 1991 UPL Company, Limited. [Universal PlayLand]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66897&o=2

$end


$snes=sengohas,
$bio

Sengoku no Hasha - Tenkafubu e no Michi [Model SHVC-A8AJ-JPN] (c) 1995 Banpresto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62134&o=2

$end


$pc98=ranze,
$bio

Sengoku Tsuwamono Emaki - Ranze (c) 1994 Great [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90598&o=2

$end


$pc98=sengokut,
$bio

Sengoku Turb (c) 1992 Bio 100% [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90599&o=2

$end


$pc8801_flop=senjohos,
$bio

Senjou no Hoshi (c) 1987 Soft Plan [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92859&o=2

$end


$pc8801_flop=senjokam,senjokama,
$bio

Senjou no Ookami (c) 1983 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92860&o=2

$end


$info=commandoj,
$bio

戦場の狼 (c) 1985 Capcom.
(Senjou no Ookami)

Senjou no Ookami is a vertically-scrolling shoot'em up in which the player takes on the role of a highly trained commando soldier. The mission is to rescue captives and destroy enemy bases and strongholds, killing as many enemy soldiers as possible in the process. The commando carries only 2 weapons : a limited-range machine gun with unlimited shots, and a limited supply of hand grenades. Extra grenades can be picked up as the player progresses through the levels.

- TECHNICAL -

Main CPU: Zilog Z80 (@ 4 Mhz)
Sound CPU: Zilog Z80 (@ 3 Mhz)
Sound Chips: (2x) Yamaha YM2203 (@ 1.5 Mhz)

Players: 2
Control: 8-way joystick
Buttons: 2

- TRIVIA -

Senjou no Ookami was released in May 1985 in Japan. It is known outside Japan as "Commando" and is known as "Space Invasion" for the West German marketplace. 

The title of this game translates from Japanese as 'Wolf of the Battlefield'. 

The main character is Super Joe from "Rush & Crash" and "Top Secret". 

Bandai released a board game based on this video game (Commando) : A simple roll-and-move type game, with symbols on the board indicating what happens when you land on that spot. There are multiple choices on which direction to go, but not too much in the way of required thinking. There are many different boards that you progress through, each 'board' representing one 'stage' of the game. 

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

- TIPS AND TRICKS -

* The arch bridge is a dangerous spot so watch for grenade attacks from above. Be careful of trucks and jeeps that may try to run over you. Do not fall into rivers or ponds. Trees, walls and other obstacles may be used for cover.

* Here's A Hot Way To Kill The Soldiers Without Going Anywhere Near Them : At the end of each area, when the enemy soldiers are pouring out of the gate from their compound, move your commando to the bottom of the screen and shoot down. Your shots will come down from the top of the screen, killing the soldiers as they come out of the gate.

* This will let you rack up big points and all the extra men you can : On the first stage there is a cliff on the right side of the screen. The bad guys will jump off the end of this cliff and attack you. If you walk until the bad guys START jumping off and then stop you can stand there and kill them until you get sick of playing or until you reach the max extra men.
If you plan on playing through the rest of the game you should stop at the max amount of extra men. If you just sit there the enemies will get faster and faster so the rest of the game will be harder.

- SERIES -

1. Senjou no Ookami (1985)
2. Senjou no Ookami II [CP-S No. 09] (1990)

- STAFF -

Designed by : Tokuro Fujiwara
Music by : Tamayo Kawamoto

- PORTS -

Here is a list of ports released in Japan only. To see non-Japanese ports, please see the export version entry, "Commando".

* Computers : 
Nintendo Famicom [JP] (September 27, 1986) "Senjou no Ookami [Model CAP-SJ]"
Sega Saturn [JP] (November 12, 1998) "Capcom Generation Dai 4 Shou Kokou no Eiyuu [Model T-1235G]" 
Sony PlayStation [JP] (November 12, 1998) "Capcom Generation Dai 4 Shou Kokou no Eiyuu [Model SLPS-01701]"
Sony PlayStation 2 [JP] (March 2, 2006) "Capcom Classics Collection [Model SLPM-66317]" 
Sony PlayStation 2 [JP] (October 11, 2007) "Capcom Classics Collection [Best Price] [Model SLPM-66852]" 
Nintendo Wii [Virtual Console Arcade] [JP] (October 5, 2010) 
Sony PlayStation 3 [PSN] [JP] (February 19, 2013) "Capcom Arcade Cabinet [Model NPJB-00210]" 
Microsoft XBOX 360 [XBLA] [JP] (February 20, 2013) "Capcom Arcade Cabinet"

* Handhelds : 
Sony PSP [JP] (September 7, 2006) "Capcom Classics Collection [Model ULJM-05104]" 
Sony PSP [JP] (September 13, 2007) "Capcom Classics Collection [Best Price] [Model ULJM-05280]" 

* Computers : 
MSX [JP] (1986)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2391&o=2

$end


$msx1_cart=senjokam,
$bio

???? (c) 1987 ASCII Corp.
(Senjou no Ookami)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52724&o=2

$end


$info=mercsj,
$bio

戦場の狼II (c) 1990 Capcom.
(Senjou no Ookami II)

The US faces a grave crisis! The former president has been kidnapped by a group of revolutionaries while on a trip on Central Africa meant to promote world peace. Take control of three highly skilled anti-terrorist soldiers and venture through enemy lines to save the former president & annihilate the rebel army in the process. Features solid graphics & sound, plenty of weapons & vehicles to use and hulking bosses to defeat.

- TECHNICAL -

Runs on the "CP System" hardware
B-Board ID: 89625B-1

Players: Up to 3
Control per player: 8-way joystick
Buttons per player: 2

- TRIVIA -

Senjou no Ookami II was released in March 1990 in Japan. It is known outside Japan as "Mercs". 

The title of this game translates from Japanese as 'Wolf of the Battlefield II'.

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

- TIPS AND TRICKS -

* At the end of Stage 1, a large plane rises in front of the player. If you stand .25 to .5 inches up from the bottom of the cliff, and line up so your bullets will hit just to the right of the plane's center, it cannot hit you with its cannon. This takes practice.

- SERIES -

1. Senjou no Ookami (1985)
2. Senjou no Ookami II [CP-S No. 09] (1990)

- STAFF -

Chief designer : S. Okano, Tokuro Fujiwara (A. Kume), Kijima
Character designers : Hitoshi Nishio, T. Hayashi
Sound : M. Gotoh
Sound programmer : Yoshihiro Sakaguchi (Y. Sakaguchi)
Programmers : M. Akahori, T. Ohta, Y. Matsui

- PORTS -

* Consoles : 
Sega Mega Drive [JP] (September 27, 1991) "Senjou no Ookami II [Model G-4051]" 
Sega Saturn [JP] (November 12, 1998) "Capcom Generation Dai 4 Shou Kokou no Eiyuu [Model T-1235G]" 
Sony PlayStation [JP] (November 12, 1998) "Capcom Generation Dai 4 Shou Kokou no Eiyuu [Model SLPS-01701]" 
Sony PlayStation 2 [JP] (March 2, 2006) "Capcom Classics Collection [Model SLPM-66317]" 

* Handhelds : 
Sony PSP [JP] (September 7, 2006) "Capcom Classics Collection [Model ULJM-05104]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2392&o=2

$end


$nes=senjokam,
$bio

戦場の狼 (c) 1986 Capcom Company, Limited.
(Senjou no Ookami)

Senjou no Ookami is a vertical scrolling run-n-gun by Capcom and conversion of the arcade game of the same name originally released in 1985. The premise of the game is profoundly simple - the player takes control of a lone commando soldier (called Super Joe) who is out to rescue hostages kept captive by a small army (although the game takes place in 19XX, outfits worn by the enemy and the comic book instruction manual both allude to Nazi Germany during World War II). Joe's mission starts off behind enemy lines, after a chopper drops him off in the middle of an hostile jungle. Armed with only a standard sub-machine gun and a very limited supply of grenades, he has to take on legions of hostile soldiers while avoiding enemy fire, occasionally using parts of the scenery (such as trees, bushes or small buildings) to take cover. His weaponry sounds relatively helpless considering the vast army of enemy soldiers standing between him and his goal, and although he can fire his machine gun in eight directions, he can only throw hand grenades in an arc towards the top of the screen. But Joe has plenty of special items on hand to help him - some are free for the taking and simply lay on the ground whereas others are earned by rescuing prisoners. The special items range from extra grenades (symbolized by flashing boxes), super grenades (kill all enemies on the screen when used), medals (extra life), remote radio (kills all enemies), bullet proof vests and so forth. Additionally, more than just being the most powerful weapon in the game, hand grenades can also be used to reveal secret items or hidden ladders leading to secret underground shelters. Most of them contain additional hostages to rescue, bonus items or enemies, but some are rigged with vicious and deadly traps (such as the lethal gas chambers). Each level ends with a fight against a commanding officer and his team of highly trained soldiers. Senjou no Ookami consists of four stages which loop four times (it basically spans across sixteen levels with increased difficulty) and features a two-player alternating mode.

- TECHNICAL -

Cartridge ID: CAP-SJ

- TRIVIA -

The game was released on September 27, 1986 in Japan. It was sold 5500 Yen.

The Famicom version of Senjou no Ookami shows various differences with the original arcade game. The two most significant are the stage arrangement and the underground shelters. As for the stage arrangement, the arcade game consists of eight levels made out of two sets of four stages, whereas the Famicom port features sixteen levels made out of four sets of four stages. Then ladders leading to small underground shelters are scattered throughout the game and are revealed by throwing grenades in specific location on the battlefield. These shelters are particularly well thought out though, and players looking for a gaming experience closer to the original game can simply ignore them and concentrate on the non-stop shooting action instead. Additionally, the game has a lot more items to collect (most of them appear inside the shelters), as well as machine gun and grenade upgrades ! Finally, any reference to Nazi Germany was removed from the American's manual/packaging and was replaced by an evil Empire Army.

Export releases:
[US] "Commando [Model NES-CO-USA]"

- STAFF -

by: Masamitsu Kobayashi (M.K), Tokuro Fujiwara (KURO), Yoshihiro Sakaguchi (SAKA), Tamayo Kawamoto (TAMA)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54604&o=2

$end


$info=senjyo,
$bio

Senjyo (c) 1983 Tehkan.

Senjyo is an arcade game developed in 1983 by Tehkan (now known as Tecmo). The gameplay involves the player controlling a fixed turret on a tank shooting oncoming alien enemies through a cross-hair target. A certain number of enemies must be destroyed to progress to the next stage. The original arcade cabinet was a cocktail table.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 4 Mhz)
Sound CPU : Zilog Z80 (@ 2 Mhz)
Sound Chips : (3x) Texas Instruments SN76496 (@ 2 Mhz), Custom (@ 2 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 1

- TRIVIA -

Released in November 1983 in Japan.

The title of this game translates from Japanese as 'Battlefield'.

According to an interview, Senjyo was the first game in which Shinichi 'Cheabow' Sakamoto debuted as music programmer.

- STAFF -

Music by : Shinichi Sakamoto (Cheabow)

- PORTS -

* Consoles :
Sony PlayStation 2 (2004, "Tecmo Hit Parade")
Microsoft XBOX (2005, "Tecmo Classic Arcade")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2393&o=2

$end


$msx1_cart=senjyo,senjyoa,
$bio

Senjyo [Model HBS-G016C] (c) 1984 Sony Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77429&o=2

$end


$gbcolor=senkai,
$bio

Senkai Ibunroku Juntei Taisen - TV Animation Senkaiden Houshin Engi Yori [Model DMG-BHSJ-JPN] (c) 2000 Banpresto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68731&o=2

$end


$psx=senkaita,
$bio

Senkai Taisen TV Animation Senkaiden Houshin Engi Yori [Model SLPS-02736] (c) 2000 Bandai Co., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85651&o=2

$end


$wswan=senkai,
$bio

Senkaiden - TV Animation Senkaiden Houshin Engi Yori [Model SWJ-BAN022] (c) 2000 Bandai Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86380&o=2

$end


$wscolor=senkaini,
$bio

Senkaiden Ni - TV Animation Senkaiden Houshin Engi Yori [Model SWJ-BANC04] (c) 2000 Bandai Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86487&o=2

$end


$saturn,sat_cart=senken,
$bio

Senken Kigyouden (c) 1999 Softstar Entertainment

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59636&o=2

$end


$info=senko,senkoo,
$bio

Senko no Ronde (c) 2005 G.Rev.

Senko No Ronde is an oppositional fighting game set in space. Players must try to shoot the enemy's plane and then once the enemy plane is close, the battle changes to hand-to-hand combat and players fight each other directly.

- TECHNICAL -

Runs on the Sega "NAOMI GD-ROM System" hardware.

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Senko no Ronde was released in April 2005.

Senko no Ronde's Bullet pattern is an homage to some of the Taito Shooting games ("Metal Black", "Darius", "Ray Storm").

Yasuhisa Watanabe, a famous member of Taito's sound team Zuntata. He composed with Hisayoshi Ogura. In 2003, he left Taito. Now, he have a studio called 'Studio Duel Moon' (In reference of the second stage of "Metal Black").

- TIPS AND TRICKS -

* Play as Ernula in the first version of the arcade machine : Input this code after inserting your money but before pressing start...
Up, Main, Up, Sub, Down, Main, Down, Sub, Left, Right, Main, Left, Right, Sub

- SERIES -

1. Senko no Ronde (2005)
2. Senko no Ronde SP [GDL-0038] (2006)
3. Senko no Ronde DUO (2009)

- STAFF -

Game Designer : Hiroyuki Maruyama
Main Graphic Designer : Minoru Okamoto
Main Programmer : Katsuyuki Fujita
Mechanic Designers : Koichi Mugitani, Nanashiki Yamamoto, Shuji Sogabe
Character Designers : Shuji Sogabe, Mizuki Takayama
Music Composer : Yasuhisa Watanabe

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4279&o=2

$end


$info=senkosp,
$bio

Senko no Ronde SP (c) 2006 G.Rev.

- TECHNICAL -

[GDL-0038]

Runs on the Sega "NAOMI GD-ROM System" hardware.

- TRIVIA -

Senko no Ronde SP was released in August 2006.

- SERIES -

1. Senko no Ronde (2005)
2. Senko no Ronde SP [GDL-0038] (2006)
3. Senko no Ronde DUO (2009)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=34047&o=2

$end


$saturn,sat_cart=chaossd,
$bio

Senkutsu Katsuryu Taisen - Chaos Seed (c) 1998 ESP.

- TECHNICAL -

Game ID: T-30902G

- TRIVIA -

Released on January 29, 1998 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59637&o=2

$end


$info=senkyu,senkyua,
$bio

Senkyu (c) 1995 Seibu Kaihatsu.

In this puzzle game, 3 rotatable balls consisting of 4 basic colors, yellow, pink, green, blue, fall from the top to the lowest part of the screen. When groups of like-colored spheres collect together, they disappear and the space is filled in with surrounding spheres. Bonuses are awarded for completing combos and the game ends when the entire screen has been filled up. The game has many modes of play : Single, Puzzle, Vs. Computer and Vs. Player. In Puzzle mode there is continuous, changing backgrounds and additional colors. In the Vs. play modes, the spheres only appear in the four basic colors.

- TECHNICAL -

Seibu SPI Hardware

Main CPU : I386 (@ 25 Mhz)
Sound CPU : Zilog Z80 (@ 7.15909 Mhz)
Sound Chips : YMF271 (@ 7.15909 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Released in October 1995.

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

- PORTS -

* Consoles :
Sony PlayStation (1997, as bonus game in "Raiden DX")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3290&o=2

$end


$gba=sennenkz,
$bio

Sennen Kazoku [Model AGB-BKAJ-JPN] (c) 2005 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72803&o=2

$end


$x68k_flop=senningm,
$bio

Sennin Game (c) 19?? Ando

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88598&o=2

$end


$pc8801_flop=sennokni,
$bio

Senno Knife no Meikyu no Mashoujokan (c) 1989 Aisel [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92861&o=2

$end


$wswan=sennoumi,
$bio

Sennou Millennium [Model SWJ-BAN025] (c) 2000 Bandai Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86381&o=2

$end


$x68k_flop=sennots1,
$bio

Sennou Tsuushin Vol. 1 (c) 1991 Nihon Sennou Club

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88061&o=2

$end


$x68k_flop=sennotmt,
$bio

Sennou Tsuushin Yo Mizu Too Ni (c) 1994 Nihon Sennou Club

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88062&o=2

$end


$pc98=senran,
$bio

Senran (c) 1995 Hokusho [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90600&o=2

$end


$psx=senryaku,
$bio

Senryaku Shidan - Tora! Tora! Tora! Rikusenhen [Model SLPS-02631] (c) 2000 DaZZ [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85652&o=2

$end


$saturn,sat_cart=senryaku,
$bio

Senryaku Shougi (c) 1995 Electronic Arts Victor [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59638&o=2

$end


$nes=senshasn,
$bio

Sensha Senryaku - Sabaku no Kitsune (c) 1988 Kemco

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54605&o=2

$end


$x68k_flop=senshasn,senshasna,
$bio

Senshasen (c) 1992 Yamaco

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88599&o=2

$end


$x68k_flop=senshas3,
$bio

Senshasen III VS-Bowler (c) 1996 Yamaco

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88600&o=2

$end


$amigaocs_flop=sensgolf,
$bio

Sensible Golf (c) 1995 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74947&o=2

$end


$amigaocs_flop=sensible,sensibce,sensibcea,
$bio

Sensible Soccer (c) 1992 Renegade Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74948&o=2

$end


$sms=sensible,
$bio

Sensible Soccer (c) 1993 Sony Imagesoft

- TRIVIA -

Reviews:
[FR] January 1994 - Consoles + N.28: 88%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56171&o=2

$end


$megadriv=sensible,sensiblep,
$bio

Sensible Soccer (c) 1993 Renegade

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56827&o=2

$end


$gameboy=sensible,
$bio

Sensible Soccer - European Champions [Model DMG-VZ-NOE] (c) 1993 Sony Imagesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66898&o=2

$end


$snes=sensible,sensiblep,
$bio

Sensible Soccer - European Champions [Model SNSP-8S-FAH] (c) 1992 Renegade Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63528&o=2

$end


$megadriv=sensibie,
$bio

Sensible Soccer - International Edition (c) 1993 Sony Imagesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56828&o=2

$end


$amigaocs_flop=sensibie,sensibiea,
$bio

Sensible Soccer - International Edition (c) 1994 Renegade Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74949&o=2

$end


$jaguar=sensible,
$bio

Sensible Soccer - International Edition (c) 1995 Telegames

- TECHNICAL -

Model JA250

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76443&o=2

$end


$amigaocs_flop=sensibceb,
$bio

Sensible Soccer [Award Winners Gold Edition] (c) 1993 Renegade Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74950&o=2

$end


$gamegear=sensible,
$bio

Sensible Soccer [Model T-93068-50] (c) 1994 Sony Imagesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64821&o=2

$end


$megacd,megacdj=sensible,sensibled,
$bio

Sensible Soccer [Model T-93185-50] (c) 1993 Sony Imagesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60653&o=2

$end


$amigaocs_flop=swosa,swosup,swos,
$bio

Sensible World of Soccer (c) 1994 Renegade Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74951&o=2

$end


$amigaocs_flop=swos9596,
$bio

Sensible World of Soccer 95-96 (c) 1995 Renegade Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74952&o=2

$end


$amigaocs_flop=swosec,
$bio

Sensible World of Soccer 95-96 - European Championship Edition (c) 1996 Renegade Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74953&o=2

$end


$amigaocs_flop=swos9697,
$bio

Sensible World of Soccer 96-97 (c) 1996 Renegade Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74954&o=2

$end


$info=sentetst,
$bio

Sente Diagnostic Cartridge (c) 1984 Bally Sente.

A cartridge used to test the components of Bally Sente game machines.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2394&o=2

$end


$pc98=sentehis,
$bio

Sente Hisshou (c) 1992 Software House Aladdin [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90601&o=2

$end


$info=minigolf,minigolf2,
$bio

Sente Mini-Golf (c) 1985 Bally Sente.

- TECHNICAL -

[No. 0E04]

Bally / Sente SAC-I hardware

Main CPU : Motorola M6809 (@ 1.25 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : (6x) CEM3394 (@ 4 Mhz)

Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024

Players : 1
Control : trackball
Buttons : 1

- TRIVIA -

Released in November 1985.

Stan Szczepanski holds the official record for this game with 60,500 points.

- UPDATES -

In Mini Golf (set 2), a screen with two missing children (Tahj Allen Merriman and Steven Phillip Curtis) appears after the first demo.

- STAFF -

Game designer : Dennis Koble
Art direction : Roger Hector
Sound : Jesse Osborne
Art : Gary Johnson, Bil Maher, Mark McPhee
Technical support : Dave Ross, Owen Rubin, Paul Brandt, Ed Rotberg

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2395&o=2

$end


$bbca_cass,bbcb_cass=sentseq,sentseqg,
$bio

Sentence Sequencing (c) 198? Acornsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52361&o=2

$end


$saturn,sat_cart=sentg,sentga,
$bio

Sentimental Graffiti (c) 1998 Nec InterChannel, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59639&o=2

$end


$saturn,sat_cart=sentgfw,
$bio

Sentimental Graffiti - First Window (c) 1997 Nec InterChannel, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59640&o=2

$end


$psx=sentimen,
$bio

Sentimental Graffiti [Model SLPS-03184] (c) 2001 NEC Home Electronics, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85653&o=2

$end


$pc98=sentgfx1,
$bio

Sentimental Graphics Vol. 1 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90602&o=2

$end


$cpc_cass=sentinel,
$bio

Sentinel (c) 1987 Firebird Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99062&o=2

$end


$bbca_cass,bbcb_cass=sentinel,
$bio

Sentinel (c) 19?? PSS

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52362&o=2

$end


$mc10=sentinel,
$bio

Sentinel (c) 198? Gerrie [Charlie]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87696&o=2

$end


$a2600=sentinel,
$bio

Sentinel (c) 1990 Atari, Incorporated.

- TECHNICAL -

Model CX26183.

- TRIVIA -

Requires the Atari light gun to play.

- PORTS -

* Handhelds : 
Nintendo DS [US] (March 8, 2011) "Atari Greatest Hits Vol.2 [Model NTR-BR7E-USA]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50931&o=2

$end


$a7800=sentinel,sentinelu,
$bio

Sentinel [Model CX7869] (c) 1991 Atari Corp. [Sunnyvale, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50177&o=2

$end


$pc8801_flop=xabungle,xabunglea,
$bio

Sento Mecha Xabungle - Blue Gale (c) 1983 Pony Canyon, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92862&o=2

$end


$saturn,sat_cart=sentomon,
$bio

Sento Monogatari Sono I (c) 1995 CRI [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59641&o=2

$end


$pc8801_flop=sentoerf,
$bio

Sentou Densetsu Erf (c) 1985 Cosmos Computer [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92863&o=2

$end


$psx=sentouko,
$bio

Sentou Kokka Kai - Improved [Model SCPS-10034] (c) 1997 Sony Computer Ent., Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85654&o=2

$end


$gba=sentouin,
$bio

Sentouin Yamada Hajime [Model AGB-BSYJ-JPN] (c) 2004 Kids Station

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72804&o=2

$end


$snes=septentr,
$bio

Septentrion [Model SHVC-TT] (c) 1993 Human Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62135&o=2

$end


$cpc_cass=sepulcris,
$bio

Sepulcri [Model 3AS009] (c) 1986 Dro Soft [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99064&o=2

$end


$cpc_cass=sepulcri,
$bio

Sepulcri [Model AS 32061] (c) 1986 Reaktor

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99065&o=2

$end


$fm7_cass=serapis,
$bio

Serapis no Shinden (c) 1984 TIP [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93788&o=2

$end


$pc98=serena,
$bio

Serena (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90603&o=2

$end


$cpc_cass=sergseym,
$bio

Sergeant Seymour Robotcop [Model 3781] (c) 1992 Codemasters Soft. Co., Ltd., The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99082&o=2

$end


$cpc_cass=sernoire,
$bio

Serie Noire (c) 1985 Micro Application

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99083&o=2

$end


$gba=serioussu,
$bio

Serious Sam Advance [Model AGB-AENE-USA] (c) 2004 Global Star Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72806&o=2

$end


$gba=seriouss,
$bio

Serious Sam Advance [Model AGB-AENP] (c) 2004 Global Star Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72805&o=2

$end


$sg1000=serizawa,
$bio

芹沢八段の詰将棋 (c) 1983 Sega Enterprises, Limited.
(Serizawa Hachidan no Tsumeshogi)

- TECHNICAL -

Game ID: G-1006

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65108&o=2

$end


$snes=serizawa,
$bio

Serizawa Nobuo no Birdie Try [Model SHVC-TS] (c) 1992 Toho Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62136&o=2

$end


$gameboy=serpent,
$bio

Serpent [Model DMG-KM-USA] (c) 1990 Taxan USA Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66900&o=2

$end


$c64_cart,c64_flop=serptine,
$bio

Serpentine (c) 1982 Broderbund Software, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53700&o=2

$end


$a800=serptine,
$bio

Serpentine (c) 1982 Broderbund Software, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86683&o=2

$end


$ibm5150,ibm5150_cass=serptine,
$bio

Serpentine (c) 1984 Broderbund Software, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83690&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=serptine,
$bio

Serpentine [NTSC] (c) 1982 Creative Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86922&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=serptinep,
$bio

Serpentine [PAL] (c) 1982 Creative Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86923&o=2

$end


$msx1_cart=fddtest,
$bio

Service Floppy Disk Drive Test (c) 19?? Philips Interactive Media, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77430&o=2

$end


$msx1_cart=testcart,
$bio

Service Test Cart MSX1 (c) 19?? Philips Interactive Media, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77431&o=2

$end


$pico=sesame,
$bio

Sesame Street - Alphabet Avenue [Model 49067-00] (c) 199? Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75785&o=2

$end


$nes=bigbird,
$bio

Sesame Street - Big Bird's Hide and Speak (c) 1990 Hi Tech Expressions

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55527&o=2

$end


$c64_cart,c64_flop=letter,
$bio

Sesame Street - Letter-Go-Round (c) 1984 CBS Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53701&o=2

$end


$nes=sesam123,
$bio

Sesame Street 1 2 3 (c) 1989 Hi Tech Expressions

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55528&o=2

$end


$nes=sesamabc,
$bio

Sesame Street A B C (c) 1989 Hi Tech Expressions

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55530&o=2

$end


$nes=2sesame,
$bio

Sesame Street A B C & 1 2 3 (c) 1991 Hi Tech Expressions

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55529&o=2

$end


$nes=sesame,
$bio

Sesame Street Countdown (c) 1992 Hi Tech Expressions

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55531&o=2

$end


$megadriv=sesame,
$bio

Sesame Street Counting Cafe (c) 1994 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57385&o=2

$end


$a800=letter,
$bio

Sesame Street Letter-Go-Round (c) 1984 CBS Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86684&o=2

$end


$gbcolor=sesamespu,
$bio

Sesame Street Sports [Model CGB-BSOE-USA] (c) 2001 NewKidCo International, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68733&o=2

$end


$gbcolor=sesamesp,
$bio

Sesame Street Sports [Model CGB-BSOP-EUR] (c) 2001 NewKidCo International, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68732&o=2

$end


$msx1_cart=setsa,sets,
$bio

Sets [Model M011] (c) 1985 al Alamiah

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77432&o=2

$end


$pc98=setsuju,
$bio

Setsujuu - Yuganda Kioku (c) 1995 Jast [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90604&o=2

$end


$amigaocs_flop=7citygld,
$bio

Seven Cities of Gold (c) 1985 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74955&o=2

$end


$ibm5150,ibm5150_cass=7citygld,
$bio

Seven Cities Of Gold (c) 1985 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83691&o=2

$end


$info=m5seven,
$bio

Seven Deadly Spins (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41628&o=2

$end


$info=ss4097,ss4028,ss4629,ss3730,ss3711,ss4013,ss3712,ss7251,ss3713,ss0198,ss3731,ss0188,ss3781,ss6508,ss8096,ss8097,
$bio

Seven Seas (c) 199? IGT [International Game Technologies].

2-Coin Multiplier slot.

- TECHNICAL -

Game ID: 120A

- UPDATES -

SS4097
SS4028
SS4629
SS3730
SS3711
SS4013
SS3712
SS7251
SS3713
SS0198
SS3731
SS0188
SS3781
SS6508
SS8096
SS8097

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46181&o=2

$end


$info=ss4098,ss3663,ss4631,ss3409,ss3410,ss7116,ss3411,ss4334,ss4219,ss3412,ss4133,ss3413,ss4564,ss8099,ss8098,
$bio

Seven Seas (c) 199? IGT [International Game Technologies]

3-Coin multiplier slot.

- TECHNICAL -

[Model 121A]

- UPDATES -

# SS4098
Max %: 98.077
Hit Freq.: 20.227
Win Freq.: 4.94

# SS3663
Max %: 97.434
Hit Freq.: 20.227
Win Freq.: 4.94

# SS4631
Max %: 96.208
Hit Freq.: 20.026
Win Freq.: 4.99

# SS3409
Max %: 95.063
Hit Freq.: 19.825
Win Freq.: 5.04

# SS3410
Max %: 92.649
Hit Freq.: 19.447
Win Freq.: 5.14

# SS7116
Max %: 91.025
Hit Freq.: 18.834
Win Freq.: 5.31

# SS3411
Max %: 90.175
Hit Freq.: 19.063
Win Freq.: 5.25

# SS4334
Max %: 90.004
Hit Freq.: 18.834
Win Freq.: 5.31

# SS4219
Max %: 89.917
Hit Freq.: 19.056
Win Freq.: 5.25

# SS3412
Max %: 87.597
Hit Freq.: 18.755
Win Freq.: 5.33

# SS4133
Max %: 87.085
Hit Freq.: 18.696
Win Freq.: 5.35

# SS3413
Max %: 85.232
Hit Freq.: 18.403
Win Freq.: 5.43

# SS4564
Max %: 83.178
Hit Freq.: 19.065
Win Freq.: 5.54

# SS8099
Max %: 81.566
Hit Freq.: 16.678
Win Freq.: 6.00

# SS8098
Max %: 76.581
Hit Freq.: 16.678
Win Freq.: 6.00

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=45987&o=2

$end


$info=pr_sevab,
$bio

Seven's Above (c) 199? Project Coin Machines, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42107&o=2

$end


$info=pr_sevml,
$bio

Sevens & Melons (c) 199? Project Coin Machines, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40224&o=2

$end


$info=ss4205,ss4692,ss3991,ss3992,ss3993,ss3994,ss4302,ss3995,
$bio

Sevens Up (c) 1993 IGT [International Game Technologies].

2-Coin Multiplier slot.

- TECHNICAL -

[Model 170A]

- UPDATES -

SS4205
SS4692
SS3991
SS3992
SS3993
SS3994
SS4302
SS3995

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46227&o=2

$end


$info=ss4693,ss3996,ss3997,ss3998,ss3999,ss4000,ss4001,ss8755,
$bio

Sevens Up (c) 1993 IGT [International Game Technologies].

3-Coin Multiplier slot.

- TECHNICAL -

[Model 170B]

- UPDATES -

ALL #
(Stops): (72) AAA
Top Award (Hits/Cycle): 500/1000/10K (1)
2nd Award (Hits/Cycle): 200/400/1000 (26)

# SS3996
Max %: 97.405
Hit Freq.: 25.271
Win Freq.: 3.96

# SS3997
Max %: 95.083
Hit Freq.: 25.036
Win Freq.: 3.99

# SS3998
Max %: 92.428
Hit Freq.: 24.578
Win Freq.: 4.07

# SS3999
Max %: 90.094
Hit Freq.: 24.359
Win Freq.: 4.11

# SS4000
Max %: 87.581
Hit Freq.: 23.999
Win Freq.: 4.17

# SS4001
Max %: 85.192
Hit Freq.: 23.620
Win Freq.: 4.23

# SS4693
Max %: 98.008
Hit Freq.: 25.271
Win Freq.: 3.96

# SS8755
Max %: 82.063
Hit Freq.: 23.171
Win Freq.: 4.32

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=37616&o=2

$end


$coleco=sewersam,
$bio

Sewer Sam (c) 1984 Interphase

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53344&o=2

$end


$intv=sewersam,
$bio

Sewer Sam (c) 1983 Interphase.

One or two players compete to guide Sewer Sam through myriad mazes of danger-filled tunnels searching for...beep, beep, beep...three enemy submarines that have invaded the city's sewer system. But watch out for subterranean dangers, as Sam dodges and shoots snakes, crocodiles, bats, rats, web-spinning spiders, and more! Enough to make even the stout-hearted shudder...as Sam searches through wet and dry tunnels for the ultimate showdown!

- TECHNICAL -

Model 8010002

- STAFF -

Design/Program: Stephen Willey

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60947&o=2

$end


$msx1_cart=sewersam,
$bio

Sewer Sam [Model PS-2005G] (c) 1984 Toshiba EMI [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77433&o=2

$end


$megacd,megacdj=sshark,
$bio

Sewer Shark [Model T-93015-50] (c) 1992 Sony Imagesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60654&o=2

$end


$segacd=sshark,ssharkb,ssharkba,
$bio

Sewer Shark [Model T-93015] (c) 1992 Sony Imagesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60800&o=2

$end


$info=sexappl,
$bio

Sex Appeal (c) 1992 GEI [Grayhound Electronics, Incorporated.].

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71064&o=2

$end


$msx2_flop=sexbombb,
$bio

Sex Bomb Bunny (c) 1999 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102017&o=2

$end


$info=sextriv,
$bio

Sex Triv (c) 1985 Status Games.

- TECHNICAL -

Main CPU : 8085A (@ 12.4 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.5 Mhz)

Screen orientation : Horizontal
Video resolution : 272 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 8

Players : 1
Buttons : 4

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5270&o=2

$end


$pc98=sexpress,
$bio

Sexpress (c) 1995 Ange [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90605&o=2

$end


$info=sextriv1,sextriv2,
$bio

Sexual Trivia (c) 1985 Kinky Kit and Game.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : DAC (@ 4 Mhz)

Screen orientation : Horizontal
Video resolution : 416 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 256

Players : 1
Buttons : 6

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3497&o=2

$end


$info=sexyboom,
$bio

Sexy Boom (c) 1992 Sang Ho Soft.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 8 Mhz)
Sound Chips : YM2413 (@ 3.58 Mhz)

Palette colors : 512

Players : 2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=6225&o=2

$end


$pc8801_flop=sexydyna,
$bio

Sexy Dynamite (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92864&o=2

$end


$info=sexygal,
$bio

Sexy Gal (c) 1985 Nichibutsu.

- TRIVIA -

Sexy Gal was released in May 1985 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=30068&o=2

$end


$pcecd=sexyidof,
$bio

Sexy Idol Mahjong - Fashion Monogatari (c) 1994 Nichibutsu [Nihon Bussan Company, Limited.] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58362&o=2

$end


$pcecd=sexyidoy,
$bio

Sexy Idol Mahjong - Yakyuuken no Uta (c) 1995 Nichibutsu [Nihon Bussan Company, Limited.] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58363&o=2

$end


$pcecd=sexyidol,
$bio

Sexy Idol Mahjong (c) 1993 Nichibutsu [Nihon Bussan Company, Limited.].

- TECHNICAL -

[Model NBCD3004]

- TRIVIA -

Sexy Idol Mahjong was released on December 24, 1993 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49160&o=2

$end


$famicom_flop=sexyinv,
$bio

Sexy Invaders (c) 1990 Super PIG [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65448&o=2

$end


$pc8801_flop=sexyoran,
$bio

Sexy Orange (c) 1987 System House Oh!

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92865&o=2

$end


$info=sexyparo,sexyparoa,
$bio

Sexy Parodius (c) 1996 Konami Company, Limited.

The 3rd sequel in a hugely successful series of games that was originally intended to be little more than a parody of Konami's own successful "Gradius" series. As the previous "Parodius" games, "Sexy Parodius" again gives the player a choice of increasingly bizarre ships to control; ranging from a sexy girl riding a missile, to a stick man on a paper aeroplane.

The game plays much the same as its prequels, as well as the 'Gradius' series it sets out to parody. One new addition to the game-play is the introduction of branching paths through the game. Each level has a specific task, such as collecting the golden coins on the second level, the completion or failure of which dictates which level players will be faced with next.

Due to the powerful Konami GX hardware the game runs on, Sexy Parodius's colorful and inventive visuals represent the pinnacle of the series.

- TECHNICAL -

Konami GX Hardware

Main CPU : Motorola 68EC020
Sound CPU : Motorola 68000
Sound Chips : (2x) K054539

Players : 2
Control : 8-Way Joystick
Buttons : 3
=> Power Up, Fire, Missile

- TRIVIA -

Sexy Parodius was released in March 1996.

World 3-A (get the 300 coins in World 2) will appeal to fans of Konami's classic game "Yie Ar Kung-Fu" (Oolong makes a guest appearance just before reaching the stage boss and you can even knock him out!).

World 3-B (do not get the 300 coins in World 2) is a hilarious parody of Konami's "CastleVania" series (the well-known Medusa makes a guest appearance as the stage's boss!).

The name of the fish character Mambo has a double meaning, he gets his name from the real life fish called Ocean Sunfish (or Mola Mola), but called Mambou in Japan. The other meaning is Mambo from the musical style, which is why the female partner character in this game is called Samba, yet another musical style.

Character selection screen music is a remix of 'Twinkle Twinkle Little Star', by Wolfgang Amadeus Mozart.
The music theme of Shooting Star comes from "Twin Bee Yahhoo! Fushigi no Kuni de Oo-Abare!!" (1995, Konami).
Stage 1 music is a megamix of : 'Hokkaido wa Dokoni Aru?' by Gonchichi, 'American Patrol' by Frank W. Meacham, and 'My Old Kentuchy Home' by Stephen C. Foster.
Stage 1 boss music is a remix of 'Summ, Summ, Summ, Bienchen' by Hoffmann V. Fallersleben
Stage 2 music is a remix of a music from "Yi Ar Kung-Fu" (1985, Konami).
Stage 2 boss music is a megamix of : a music from "Yi Ar Kung-Fu" and "Maim Maim" (an Israeli folksong).
Stage 3 music is a megamix of : a music from "Castlevania" and 'Clarinet Polka" (a Polish folksong).
Stage 3 boss music is a megamix of : a music from "Castlevania" and 'Hungarian Dance No. 5' by Brahms.
Stage 4 music is a remix of 'Csikos Post' by Hermann Necke.
Stage 4 boss music is a megamix of : 'Bienchen Summ Herum!' (a Bohemian folksong) and 'Einzug der Gladiatoren' by Julius Fucik.
Stage 5 music is a megamix of : 'The Battle Hymn of the Republic' by William Steffe and 'J'ai Perdu le Do de Ma Clarinette' (a French folksong).
Stage 5 boss music is a remix of the Aircraft Carrier music from "Gradius".
Stage 6 music is a megamix of : 'Tankoubushi' (A Japanese folksong) and 'Hokkai Bon'uta' (Japanese Bon Festival Song)
Stage 6 boss music is a megamix of : 'Symphony No. 5 in C, Op. 67' by Ludwig Beethoven, and 'Genkotsuyama no Tanukisan' (A Japanese children's song).
Stage 7 music is a remix of 'El Bimbo' by Claude Morgan.
Stage 7 boss music is a remix of 'Habanera - From Carmen' by Georges Bizet.
Stage 8 sub-boss 1 music is a remix of 'Piano Sontata K.331, 3rd : Rondo Alla Turca' by Wolfgang Amadeus Mozart.
Stage 8 sub-boss 2 music is a remix of 'Flight of the Bumblebee' by Nikolai Rimsky-Korsakov.
Stage 8 sub-boss 3 music comes from "Gradius II - GOFER no Yabou" (1988, Konami).
Stage 8 sub-boss 4 music is a remix of 'Orphee Aux Enfers' by Jacques Offenbach.
Stage 8 final boss music is a megamix of : 'Prelude Op.28 #7' by Frederic Chopin, and 'Scene From Swan Lake' by Piotr Tchaikovsky.
Stage 9 music is a megamix of 'Hornpipe from Water Music' and 'Hallelujah Chorus' by George F. Handel.
Stage 9 boss music comes from "Gradius III" (1989, Konami).
Special stage music is a megamix of musics from "Gradius", "Gradius II - GOFER no Yabou", "Gradius III", "MX5000", and "Lightning Fighters".
Special stage boss music is a remix of 'Fur Elise' by Beethoven.

Soundtrack releases :
Sexy Parodius / Original Game Soundtrack [King Records - KICA-7703 - May 22, 1996]

- TIPS AND TRICKS -

* Special team attack : in two-player games, get both ships close to each other in order to use a special team attack!

* Secret stage : successfully complete all stage's additional objectives in order to unlock the secret stage!

- SERIES -

1. Parodius - Tako wa Chikyuu o Sukuu [Model RC759] (1988, MSX)
2. Parodius Da! Shinwa kara Owarai e [Model GX955] (1990, ARC)
3. Gokujyou Parodius! Kako no Eikou wo Motomete [Model GX321] (1994, ARC)
4. Jikkyou Oshaberi Parodius [Model SHVC-AJOJ-JPN] (1995, SFC)
5. Sexy Parodius (1996, ARC)

- STAFF -

Programmers: Chichibinta Tsukasa, Ohji, Paiman
Character designers: Shuzilow.Ha, Magrou, Natsumi Bouike, Misugi Inagaki, Kaori Nishimura, Galaxy Namikoshi
Music composers: Mayuko Kageshita, Ary
Music advisers: Izumi, Sita-Ru Senoo
Sound effects: Ary
Hard designer: Yoshikazu Matsui
Product designer: Poper Takashi
Radio actors: Joshua Popenoe, Kumike Watanabe, Nobuyuki Hiyama, Yuko Nagashima

- PORTS -

* Consoles :
[JP] Sega Saturn (1996) "Sexy Parodius [Model T-9514G") 
[JP] Sony PlayStation (1996) "Sexy Parodius [Model SLPM-86009]"
[JP] Sony PSP (2007) "Parodius Portable [Model ULJM-05220]"
[JP] Sony PSP (2008) "Parodius Portable [Konami the Best] [Model ULJM-05324]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2396&o=2

$end


$saturn,sat_cart=sexyparo,
$bio

Sexy Parodius (c) 1996 Konami Company, Limited.

- TECHNICAL -

Game ID: T-9514G

- TRIVIA -

Released on November 01, 1996 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59642&o=2

$end


$nes=pyramidj,
$bio

Sexy Pyramid - Cleopatra Kiki Ippatsu (c) 1990 Hacker International.

Pyramid by Hacker is the same game as the Sachen one, but with nudity.

- TECHNICAL -

Game ID: HKI-03

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54527&o=2

$end


$famicom_flop=galdung2,
$bio

Sexy Yakyuuken Adventure II - Gal's Dungeon Part II (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65449&o=2

$end


$cpc_cass=seymatmv,
$bio

Seymour at the Movies [Model 3668] (c) 1991 Codemasters Soft. Co., Ltd., The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99084&o=2

$end


$megadriv=opensea,
$bio

Sezon Ohoty (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56829&o=2

$end


$megadriv=opensea3,
$bio

Sezon Ohoty 3 (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56830&o=2

$end


$pc8801_flop=sfgamepa,
$bio

SF Game Pack (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92787&o=2

$end


$info=sfx,
$bio

SF-X (c) 1983 Nichibutsu.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound CPU : (2x) Zilog Z80 (@ 1.78975 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.78975 Mhz), and a DAC for speechs

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Developed by Nihon Game (now Culture Brain).

Released in July 1983 in Japan.

This game is known outside Japan as "Skelagon".

SF-X stands for 'Space Fighter-X'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2397&o=2

$end


$sg1000=m2cp,
$bio

SG-1000 M2 Check Program (c) 1984 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65098&o=2

$end


$mc10=sg6bomb,
$bio

SG6 Bomber (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87693&o=2

$end


$mc10=sg6demo,
$bio

SG6 Demo (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87694&o=2

$end


$cpc_cass=sgrizam,
$bio

Sgrizam (c) 1986 Dinamic Soft. [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99085&o=2

$end


$gbcolor=sgtrock,
$bio

Sgt. Rock - On the Frontline [Model CGB-BRFE-USA] (c) 2000 BAM! Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68734&o=2

$end


$snes=sgtsaund,
$bio

Sgt. Saunders' Combat! [Model SHVC-AJAJ-JPN] (c) 1995 ASCII Ent. Software, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62137&o=2

$end


$psx=shachoue,
$bio

Shachou Eiyuuden - The Eagle Shooting Heroes [Model SCPS-45510] (c) 2000 Sony Computer Ent., Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85655&o=2

$end


$info=shackled,
$bio

Shackled (c) 1986 Data East.

Move your player through a maze-like level in this shoot'em up. Shoot enemies and collect treasures and keys.

- TECHNICAL -

Main CPU : (2x) M6809 (@ 2 Mhz)
Sound CPU : MOS Technology M6502 (@ 1.5 Mhz)
Sound Chips : YM2203 (@ 1.5 Mhz), YM3526 (@ 3 Mhz)

Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 58.00 Hz
Palette colors : 1024

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Shackled was released in December 1986.

This game is known in Japan as "Breywood".

This game represents the Data East answer to Atari's "Gauntlet".

- UPDATES -

The attract mode is different in the Japanese version.

- PORTS -

* Computers :
Atari ST [EU] (1988)
Amstrad CPC [EU] (1988)
Sinclair ZX Spectrum [EU] (1988)
Commodore C64 [EU] (1988)
Sinclair ZX Spectrum [EU] (1989) : Budget edition by Erbe

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2398&o=2

$end


$cpc_cass=shackled,
$bio

Shackled (c) 1988 US Gold, Ltd. [Birmingham, UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99086&o=2

$end


$gamegear=shadam,
$bio

Shadam Crusader - Harukanaru Oukoku [Model G-3404] (c) 1992 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64822&o=2

$end


$megadriv=shadow,
$bio

Shadow Blasters (c) 1990 Sages Creation

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57386&o=2

$end


$nes=shadowbr,
$bio

Shadow Brain (c) 1991 Pony Canyon, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54606&o=2

$end


$sms=shdancer,
$bio

Shadow Dancer (c) 1991 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56172&o=2

$end


$amigaocs_flop=shdancer,
$bio

Shadow Dancer (c) 1991 US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74956&o=2

$end


$cpc_cass=shdancer,
$bio

Shadow Dancer (c) 1991 US Gold, Ltd. [Birmingham, UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99088&o=2

$end


$cpc_cass=2sdas,
$bio

Shadow Dancer + Alien Storm (c) 1991 US Gold, Ltd. [Birmingham, UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99090&o=2

$end


$info=shdancer,shdancerj,shdancbl,shdancer1,shdancbla,
$bio

Shadow Dancer - Kage no Mai (c) 1989 Sega.

A loose sequel to 1988's "Shinobi", Shadow Dancer stars a young Ninja who, together with his faithful canine companion, must battle against a terrorist group. The terrorist group have planted a number of time bombs throughout the metropolis. The Ninja and his dog must set out to gather up all the explosives placed by the evil gang and to annihilate the criminal mastermind.

Game-play is very similar to that of the original Shinobi, and features the jumping and projectile weapon-based game-play of its illustrious older brother. However, a new and crucial attacking move has since been added to the Ninja's arsenal. Pulling DOWN on the joystick and pressing the ATTACK button sends the hero's dog to attack the nearest enemy. This will stop the enemy from attacking the player as he wrestles with the dog. The enemy must be killed quickly, however, or the dog itself will be killed. If the dog is attacked, he will turn into a small puppy, and once the player has killed a set number of enemies, the puppy will grow to be a full-sized dog who can once again be used to attack enemies.

- TECHNICAL -

Runs on the Sega "System 18" hardware.

Players: 2
Control: 8-way joystick
Buttons: 3 (ATTACK, JUMP, MAGIC)

- TRIVIA -

Released in December 1989.

The subtitle of this game translates from Japanese as 'Dance of Shadows'.

The identity of the main character differs between the supplemental materials of the game's various home versions.
* In the Japanese Mega Drive version, the main character is named Hayate and is characterized as the son of Joe Musashi (the game being set 20 years after original Shinobi). His canine companion is named Yamato.
* In the English Sega Genesis/Mega Drive version, the character is Joe Musashi himself. His canine companion is still named Yamato in this version.
* In the Master System version, the ninja is named Takashi in the manual and Fuma during the attract sequence.

- UPDATES -

The United States cocktail version is different.
* 'Winners Don't Use Drugs' screen added.
* 'Sega' logo during cocktail mode.

- TIPS AND TRICKS -

Finish a stage without throwing ANY star (only 'close attacks'). You can use your 'Dog Attack'. You will receive a 100,000 points bonus.

- SERIES -

1. Shinobi [Model 317-0049] (1987, Arcade)
2. Shadow Dancer - Kage no Mai (1989, Arcade)
3. The Revenge of Shinobi (1989, Mega Drive)
4. The Cyber Shinobi - Shinobi Part 2 (1990, Master System)
5. The GG Shinobi [Model G-3302] (1991, Game Gear)
6. The GG Shinobi II [Model G-3315] (1992, Game Gear)
7. Shinobi III - Return of the Ninja Master (1993, Mega Drive)
8. Shinobi X (1995, Saturn)
9. Shinobi (2002, PS2)
10. Nightshade (2004, PS2)
11. Shinobi 3D (2011, 3DS)

- PORTS -

* Consoles : 
Sega Master System [EU] (1991) "Shadow Dancer - The Secret of Shinobi [Model 9009]" 
Sega Master System [BR] (1991) "The Secret of Shinobi" by Tec Toy
Sega Genesis [US] (1990) 
Sega Mega Drive [JP] (December 1, 1990) "Shadow Dancer - The Secret of Shinobi [Model G-4043]" 
Sega Mega Drive [EU] (1991)
Sega Mega Drive [BR] (1992) "The Secret of Shinobi" by Tec Toy

Note : The Sega Genesis / Mega Drive port of this game has a completely different level layout, a completely different plot, some mechanics changes (such as being able to collide with enemies), and the bombs were turned into hostages.

* Computers :
Sinclair ZX Spectrum [EU] (1991)
Commodore 64 [US] [EU] (1991)
Amstrad CPC [EU] (1991)
Commodore Amiga [EU] (1991)
Atari ST [EU] (1991)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2399&o=2

$end


$megadriv=shdancer,
$bio

Shadow Dancer - The Secret of Shinobi (c) 1990 Sega Enterprises, Limited.

Some time after destroying Neo Zeed in Revenge of Shinobi, Joe Musashi decides to spend some time in america with his student, Kato. One day though when a mysterious terrorist group known as Union Lizard takes an elementary school hostage, Kato sets out to defuse the situation, only to be fatally wounded by one of Union Lizard's members.

Angered by this, Joe promises Kato's mother that he will avenge Kato's death. This time however, Joe's not alone because Kato's dog, Yamato will accompany Joe in his quest for avenging Kato's death.

- TECHNICAL -

[JP] Game ID: G-4043
[JP] Cartridge ID: 670-1068
[JP] Cover ID: 670-1069

- TRIVIA -

The Mega Drive version of Shadow Dancer, fully titled 'Shadow Dancer - The Secret of Shinobi', was released on December 1, 1990 in Japan, with subsequent releases in North America, Europe, and Brazil.

The Brazilian version was manufactured by Tec Toy.

The main character's identity, originally a nameless ninja in the coin-op game, differs between the supplement materials of this version. In the Japanese version, the ninja was given the name Hayate, who is identified as the biological son of Joe Musashi from the original Shinobi, whereas in the English localization the ninja is actually Joe Musashi himself. The companion dog is named Yamato in both versions. According to the back-story of both versions, the main character sought to avenge the death of a man named Kato, who was Hayate's mentor in the Japanese version and Musashi's student in the English version.

While the basic gameplay remained basically unchanged from the original coin-op game, the Genesis/Mega Drive version features all new stages and bosses, and a slightly different objective : instead of looking for time bombs, the player must now rescue hostages scattered around each stage. The bonus rounds were also changed from a first-person minigame to one in which the player must shoot down ninjas below them while skydiving from a building.

- STAFF -

Program: Takubon, Kazu K.
Character Design: Hiroyuki Kawaguchi (Hiro K.)
Graphic Design: Rieko Kodama (Phenix Rie)
Assistant Graphic Design: Rew
Game Design: Tomohiro Kondō (Mu)
Music Composer: Keisuke Tsukahara (Tsukachan)
Supervisor: Kankan, Tantan, Hayhay
Test Player: Yasushi Yamaguchi (Judy Totoya), Atsuhiko Nakamura (Kyamura), Yūichirō Mine (Proto-2)

- PORTS -

* Consoles : 
Sony PlayStation 2 [US] (November 7, 2006) "Sega Genesis Collection [Model SLUS-21542]" 
Nintendo Wii [Virtual Console] [JP] (December 2, 2006) 
Nintendo Wii [Virtual Console] [EU] [AU] (January 8, 2010) [Model MBEP] 
Nintendo Wii [Virtual Console] [US] (January 18, 2010) 

* Handhelds : 
Sony PSP [US] (November 16, 2006) "Sega Genesis Collection [Model ULUS-10192]" 

* Computers : 
PC [Steam] [US] (June 1, 2010) both stand-alone and as part of "Sega Genesis Classics Pack 1" 
PC [Steam] [EU] (June 1, 2010) both stand-alone and as part of "Sega Mega Drive Classics Pack 1" 
PC [Steam] [US] (March 25, 2011) "SEGA Genesis Classics Collection" 
PC [Steam] [EU] (March 25, 2011) "SEGA Mega Drive Classics Collection" 

* Others :
Arcade [Mega-Tech] [EU] (1990) "Shadow Dancer [Mega-Tech 43]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56831&o=2

$end


$info=mt_shado,
$bio

Shadow Dancer (c) 1990 Sega Enterprises, Limited.

- TECHNICAL -

Runs on the "Mega-Tech System" hardware.
Cartridge ID: 610-0239-43

- TRIVIA -

Known as the 43th video game made for this system.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31836&o=2

$end


$amigaocs_flop=shfightr,
$bio

Shadow Fighter (c) 1995 Gremlin Interactive.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74957&o=2

$end


$info=shadfgtr,
$bio

Shadow Fighters (c) 1989 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=22900&o=2

$end


$info=shadfrce,shadfrcej,shadfrceu,
$bio

Shadow Force - Henshin Ninja (c) 1993 Technos.

Shadow Force is a side-scrolling platform beat-em-up for one or two players, who choose to play as one of four Ninjas and must use all the means at their disposal to free the world from the grip of the evil Dr. Wong and his terrifying 'Theaser' organization.

Shadow Force has 6 buttons: 2 for punches (low and high) 2 for kicks (low and high) 1 for jumping and 1 for possessing an enemy. Additional attack moves can be utilised by moving the joystick up or down and pressing punch and kick buttons. It's also possible to combine punch and kick attacks to obtain different combos and while the enemies can do the same, the number and variation of their attacks is generally lower than those available to the players.

In addition to being able to possess nearby enemies, Shadow Force also features something else new to the side-scrolling beat-em-up genre; at the end of each stage players take part in a bonus round consisting of a one-on-one fight. 

Players can choose to start on any one of the first three stages and the game features 14 different possible endings.

- TECHNICAL -

Game ID : TA-0032

Main CPU : Motorola 68000 (@ 14 Mhz)
Sound CPU : Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), OKI6295 (@ 12 Khz)

Screen orientation : Horizontal
Video resolution : 320 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 16384

Players : 2
Control : 8-way joystick
Buttons : 6

- TRIVIA -

Shadow Force was released in June 1993.

The subtitle of this game translates from Japanese as 'Metamorphosis Ninja'.

A Technos billboard featuring Kunio appears at the start of the Construction stage.

- UPDATES -

The Japanese version is different from the US Version :
- The game's sequence in attract mode are different.
- During the attract mode, you can see the events that bring the Dr. Wong and his evil organization 'Theaser' to menace the world. In the US version this sequence has been cut.
- There's a characters description during the attract mode.
- You can use only 3 keys in the game : one for punch, one for kick and one for jump, to possess an enemy press A+B when your close to him, and press A+B+C to execute the special attack.
- The enemies are more easily to beat, even the bosses suffer much damage (so, the game is a little bit easier)
- The Bonus Stage after each stage has been cut on the Japanese version.
- The standard color of the Coyote character is different.

The US version has at usual the 'winners don't use drugs' logo during the attract mode.

- TIPS AND TRICKS -

* To possess an enemy, go close on him, then press the 6th button, now you can use that enemy like a playable character, and you can use his moves too! (a screen appears with a description of one of the enemy moves). For leave the enemy body and return to your normal character hero, press the same key. Try to control different enemies and have fun to switch on them!! Find what of them are most powerful and how you can take advantage of their moves! Remember that you can't possess a boss, and also you can't possess nobody if your lifebar is empty; also, when the enemy possessed dies, the player is still on action, but is lifebar remains empty.

* When you engage an enemy, you fight still versus one of them, and in that moment you can go back and forward on him without turn your shoulder on him, you can also execute a block when the enemy attack simply press the opposite direction on him. If you engage groups of enemies, you fight one enemy at once, while the others stay far of you waiting that you defeat the first enemy before they attack you.

* After you've beaten the last boss, Dr Wong will challenge you giving the chance of one last battle before you can terminate the game : this final battle is identical to the bonus stage, but you can choose one of the 4 boss to fight versus the other character boss controlled by CPU. This is the only moment on the game where you can control a boss. If you win this last battle you can see the real final of the game, if you lose you'll obtain a game over.

- STAFF -

Planner : Toshinari Takahashi
Object Designers : Seiichirou Ishiguro, Koji Ogata, Michiaki Ishida, Kosei Okamoto, Makoto Shirai, Long Hair Mori, Inemuri Nakamura, Hideki Hoshiya, Manabu Taniguchi
Background Designer : Shinichi Saito, Kuni Bayashi, Kozukuri Ohsumi, Hiroyuki Kato, Yasuhiro Ohi, Takayuki Ozawa
Programmers : Tatsumi Saitoh, T. Obi, Oira Matsumoto
Key Puncher : Masakazu Yoshida
System Engineer : Yasuyuki Taruki, Genei Fukuhara
Hardware Designer: Kenji Nishikawa
Music Composer : Kazunaka Yamane
Sound Programmers : Michiya Hirasawa, Robert C. Ashworth, Taku
Adviser : Naritaka Nishimura
Fight Choreography : Toshinari Takahashi, Bruce Ebichan Lee
Radio Actors : Shinya Takeuchi, Dajare Hosaka, Kokomadeonde Chikako, Izumi Tokutani RX20, Mayumi Hachisu, Sayuri Miyamoto
Special Thanks : Takashi Hanya, Pine Akutsu, Bamboo Nemoto, Plum Okada

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2400&o=2

$end


$msx2_flop=shadowhe,
$bio

Shadow Heroes 2 (c) 1993 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102018&o=2

$end


$pc8801_flop=shadowhu,
$bio

Shadow Hunter (c) 1988 Champion Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92866&o=2

$end


$msx2_flop=shadowhu,
$bio

Shadow Hunter (c) 1988 Champion Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102019&o=2

$end


$info=shadowld,
$bio

Shadow Land (c) 1987 Namco.

Export version. For more information about the game itself, please see the original Japanese version entry; "Youkai Douchuu-ki".

- TECHNICAL -

Namco System 1 hardware

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2401&o=2

$end


$n64=shadowmnb,shadowmn,shadowmnf,shadowmng,shadowmnu,
$bio

Shadow Man (c) 1999 Acclaim Entertainment, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57961&o=2

$end


$amigaocs_flop=beast,beastbmd,beasta,
$bio

Shadow of the Beast (c) 1989 Psygnosis, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74960&o=2

$end


$c64_cart,c64_flop=beast,
$bio

Shadow of the Beast (c) 1990 Ocean

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53702&o=2

$end


$cpc_cass=beast,
$bio

Shadow of the Beast (c) 1990 Gremlin Graphics Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99096&o=2

$end


$sms=beast,
$bio

Shadow of the Beast (c) 1991 TecMagik

- TRIVIA -

Reviews:
November 1991 - Consoles + N.2 [FR]: 92/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56173&o=2

$end


$pcecd=beast,
$bio

Shadow of the Beast (c) 1992 Psygnosis

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58511&o=2

$end


$pcecd=beastj,
$bio

Shadow of the Beast ???? (c) 1992 Victor Entertainment.
(Shadow of the Beast - Majou no Okite)

Shadow of the Beast is a side scrolling action/adventure game developed by DMA Design and published by Victor Interactive Software. The hero rather normal life is turned upside-down when he finds himself turned into a monstrous beast. During a dark and stormy night, a mysterious horseman known as a beast-mage leaps out of the forest and curses the inhabitant of a modest cottage house. The owner suddenly wakes up and soon realizes his horrible fate - he is now an horrific looking beast and he embarks on a journey of personal and mad revenge, in a desperate attempt to regain his stolen human form. The consequence of his misadventure has one unexpected twist - he now has beast powers and can run farther, jump incredible highs and throw powerful punches and kicks with ease. There are also special attacks but they don't really follow any traditional formulas, instead they only exist in the sole purpose to defeat bosses and to allow the player to move forward in his quest. As a matter of fact, they hardly qualify as special attacks as they simply disappear after fulfilling their purpose. Players can progress through the game in any way they see fit, however they will need to solve puzzles and complete tasks in a specific order - Shadow of the Beast contains many dead ends and this is where the true challenge of the game really lies.

- TECHNICAL -

Game ID: JCCD2008

- TRIVIA -

Released on March 27, 1992 in Japan for 7200 Yen.

Reviews:
[FR] June 1992 - Joypad N.9: 90/100

Shadow of the Beast was first released in 1989 for the Commodore Amiga. This port of the game has some surprising differences from the original Amiga version. It is interesting to notice that this port was developed by DMA Design, the people behind Lemmings and Grand Theft Auto. It features some enhancements not found in other versions, such as an exclusive animated introduction sequence. The storyline was also slightly changed - the original game had the beast changed into a monster-looking creature during childhood, here the main character meets his fate as an adult (the text at the back of the case even describes the original story and not the one told during the game's introduction sequence). Controls in this version are also a little less rigid and the game is overall much easier. Finally, and not the least, the soundtrack was entirely rearranged by D.C. Productions Ltd.in beautiful CD-quality.

- STAFF -

Produced by Psygnosis and JVC.
Written by DMA Design.
Based on an Original Amiga Game by Refletions.

Director: Dave Jones
Project manager: Brian Watson
Programming by: Michael Dailly
Animation Player by: Russel Kay, Brian Watson
Production: Steve Hammond, John White, Martyn Chudley
Intro graphics by: Jeff Bramfitt, Mike Waterworth
End Sequence by: Jeff Bramfitt, Garvan Corbett
Animated Sequences: Jeff Bramfitt, Lee Carus, Nikki Westcott
Actors: Mike Waterworth, Garvan Corbett, Nikki Westcott, Lee Carus, Neil Thompson, Gary Burley, Dianne Walsh
Backgrounds: Mike Waterworth, Garvan Corbett, Lee Carus, Gary Burley
Miscellaneous Graphics: Steve Hammond, Mike Dailly
Music by: D.C. Productions Ltd.
Gofer: Jane Donald, Nick Burcombe
Play Testers: John White, Steven Reid, Dave Jones, Scott Traynor, Steve Hammond, Me, Tea Boy, Scott Johnston
Special Thanks to: Andrew White, Dave Halley, Garry Timmons, Jamie grant, Jill Jamieson, Mark ireland, Stacey Jamieson, The Fileserver, A Piece of Lime, Biscuit Muncher, Russel kay, Lemmings

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58364&o=2

$end


$megadriv=beastj,
$bio

Shadow of the Beast - Mashou no Okite (c) 1992 Victor Musical Industries, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56832&o=2

$end


$amigaocs_flop=beast2,beast2a,
$bio

Shadow of the Beast II (c) 1990 Psygnosis, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74961&o=2

$end


$megacd,megacdj=beast2,
$bio

Shadow of the Beast II (c) 19?? Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60655&o=2

$end


$megacd,megacdj=beast2,
$bio

Shadow of the Beast II - Juushin no Jubaku [Model T-60034] (c) 1994 Victor Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60555&o=2

$end


$segacd=beast2,
$bio

Shadow of the Beast II [Model T-113045] (c) 1993 Psygnosis, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60801&o=2

$end


$amigaocs_flop=beast3,beast3u,
$bio

Shadow of the Beast III (c) 1992 Psygnosis, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74962&o=2

$end


$lynx=beast,
$bio

Shadow of the Beast (c) 1992 Atari Corp.

Long ago, the Beast Lord conquered the world and banished all light. A mysterious child was born into this darkness. The Beast Lord's warrior priests knew of the birth and warned the evil king that this child would someday destroy the Beast Lord and return light to the world. In terror, the Beast Lord ordered the child captured and transformed him into a demon of darkness. But when he reached maturity, the demon learned the with of his past and set out to destroy the Beast Lord and all his wicked minions. To succeed, the demon must go deep within the Beast Lord's kingdom, into the very Shadow of the Beast!

Shadow of the Beast is an action-packed fantasy adventure. You are a demon who was once a child of power until you were kidnapped by the evil Beast Lord. You must seek out the Beast Lord and destroy him so you can regain your normal form. But first you must destroy the Beast Lord's gruesome guardians.

- TECHNICAL -

Cartridge ID: PA2081

- TRIVIA -

Reviews:
[FR] November 1992 - Consoles+ No. 14: 92/100

- TIPS AND TRICKS -

* Learn the lay of the land. If you can remember what hideous creature guards an area, or which dangerous trap waits where, you will be able to anticipate your next move and strategically plot your course. This is very important. There is no luck in this quest. You must be skillful to succeed. Do not waste powerful weapons. If you can get by with your fists, do it. You will need your weapons for the strongest creatures.

* Don't fall too far. You can survive short falls, but a long fall means certain death.

* Some situations cannot be survived. Learn where they are and avoid them. Other situations may seem impossible, but they are not. Only experience will tell you which is which.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58858&o=2

$end


$pc98=shdcomet,
$bio

Shadow of the Comet (c) 1995 Electronic Arts Victor [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90606&o=2

$end


$nes=shadninj,
$bio

Shadow of the Ninja (c) 1990 Natsume

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55534&o=2

$end


$cpc_cass=shdwskim,
$bio

Shadow Skimmer [Model EDG 11 AM] (c) 1988 Edge, The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99091&o=2

$end


$amigaocs_flop=shadsorc,
$bio

Shadow Sorcerer (c) 1991 SSI

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74958&o=2

$end


$32x=stellar,stellarp6,stellarp5,stellarp4,stellarp3,stellarp2,stellarp1,stellarp,
$bio

Shadow Squadron (c) 1995 Sega Enterprises, Limited.

- TECHNICAL -

Model 84509

- TRIVIA -

Reviews:
[FR] June 1995, Consoles + N.44: 70/100 (US version)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72396&o=2

$end


$info=shadoww,shadowwa,
$bio

Shadow Warriors (c) 1988 Tecmo.

Ryu, the Dragon Ninja, travels the world to defeat evil wherever he finds it.

- TECHNICAL -

Game ID : 6215

Main CPU : Motorola 68000 (@ 9.216 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : (2x) Yamaha YM2203 (@ 4 Mhz), OKI6295 (@ 7.575 Khz)

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Even though the title screen says 1988, Shadow Warriors was released in February 1989 in Europe.

This game is known in US as "Ninja Gaiden" and in Japan as "Ninja Ryukenden".

- SERIES -

1. Shadow Warriors (1988)
2. Shadow Warriors (1989, NES) 
3. Shadow Warriors II - The Dark Sword of Chaos (1990, NES) 
4. Ninja Gaiden (2004, Microsoft XBOX)
5. Ninja Gaiden Black (2005, Microsoft XBOX)
6. Ninja Gaiden Sigma (2007, PS3)
7. Ninja Gaiden Dragon Sword (2007, DS)
8. Ninja Gaiden II (2008, XBOX 360)
9. Ninja Gaiden Sigma 2 (2009, PS3)
10. Ninja Gaiden 3 (2012, PS3, XBOX 360)
11. Ninja Gaiden 3 - Razor's Edge (2013, XBOX 360, PS3, Wii U)

- STAFF -

Musician : Mikio Saito (Metal Yuhki), Putaro, Ryuichi Nitta, Angirus
Art design : Bayashi

- PORTS -

* Consoles : 
Nintendo NES [EU] (August 15, 1991) "Shadow Warriors [Model NES-66-EUR]" 
Sega Master System [EU] (1992) "Ninja Gaiden [Model 670-2262-50]" 
Nintendo Wii [Virtual Console Arcade] [EU] [AU] (November 13, 2009) "Ninja Gaiden" 

* Handhelds : 
Sega Game Gear [EU] (1991) "Ninja Gaiden" 
Sega Game Gear [BR] (1991) by Tec Toy

* Computers :
Sinclair ZX Spectrum [EU] (1990)
Commodore C64 [EU] (1990)
Amstrad CPC [EU] (1990)
Commodore Amiga [EU] (1990)
Atari ST [EU] (1990)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2402&o=2

$end


$amigaocs_flop=shadwar,shadwara,
$bio

Shadow Warriors (c) 1990 Ocean Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74959&o=2

$end


$cpc_cass=shadwarr,
$bio

Shadow Warriors (c) 1990 Ocean Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99094&o=2

$end


$nes=shadwar2,
$bio

Shadow Warriors II - The Dark Sword of Chaos (c) 1991 Tecmo, Limited.

European release. Game developed in Japan. For more information on the game itself, please see the original Japanese release entry; "Ninja Ryukenden II - Ankoku no Jashinken [Model TCF-NW]".

- TRIVIA -

Shadow Warriors II - The Dark Sword of Chaos for NES was released on October 27, 1994 in Europe.

- PORTS -

* Handhelds : 
Nintendo 3DS [Virtual Console] [EU] [AU] (August 29, 2013) "Ninja Gaiden II - The Dark Sword of Chaos" by Koei Tecmo Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55533&o=2

$end


$gameboy=shadwarr,
$bio

Shadow Warriors [Model DMG-NG-FAH] (c) 1992 Tecmo, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66901&o=2

$end


$nes=shadwarr,
$bio

Shadow Warriors (c) 1991 Tecmo, Limited.

European version. Game developed in Japan. For more information on the game, please see the Japanese version's entry; "Ninja Ryukenden [Model TCF-NY]".

- TECHNICAL -

Cartridge ID: NES-66-EUR

- TRIVIA -

Shadow Warriors for NES was released in August 15, 1991 in Europe.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55532&o=2

$end


$bbca_cass,bbcb_cass=shadowfa,
$bio

Shadowfax (c) 19?? Postern

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52363&o=2

$end


$cpc_cass=shadfire,
$bio

Shadowfire (c) 1986 Beyond Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99098&o=2

$end


$amigaocs_flop=shadgate,
$bio

Shadowgate (c) 1987 Mindscape, Incorporated. [Northbrook, IL, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74963&o=2

$end


$nes=shadgatej,
$bio

Shadowgate (c) 1989 Kemco

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54607&o=2

$end


$nes=shadgate,shadgatef,shadgateg,shadgatesw,shadgateu,
$bio

Shadowgate (c) 1991 Kemco

- TRIVIA -

Reviews:
September 1991 - Consoles + N.1 [FR]: 94/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55535&o=2

$end


$n64=shadgate,shadgate2,shadgate1,shadgateu,
$bio

Shadowgate 64 - Trials of the Four Towers (c) 1999 Kemco

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57962&o=2

$end


$n64=shadgatej,
$bio

Shadowgate 64 - Trials of the Four Towers [Model NUS-NSGJ] (c) 1999 Kemco

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57963&o=2

$end


$gbcolor=shadgatea,
$bio

Shadowgate Classic [Model DMG-ASWE-USA] (c) 1999 Kemco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68735&o=2

$end


$gbcolor=shadgate,
$bio

Shadowgate Classic [Model DMG-ASWE-USA] (c) 1999 Kemco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68737&o=2

$end


$gbcolor=shadgatej,
$bio

Shadowgate Return [Model DMG-ASWJ-JPN] (c) 1999 Kemco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68739&o=2

$end


$amigaocs_flop=shadland,
$bio

Shadowlands (c) 1992 Domark Group, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74964&o=2

$end


$amigaocs_flop=shadwrld,
$bio

Shadoworlds (c) 1992 Krisalis

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74965&o=2

$end


$megadriv=shadowrn,shadowrnp4,shadowrnp3,shadowrnp1,shadowrnp2,
$bio

Shadowrun (c) 1994 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57387&o=2

$end


$megadriv=shadowrnj,
$bio

Shadowrun (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56833&o=2

$end


$snes=shadowrnj,
$bio

Shadowrun [Model SHVC-WR] (c) 1994 Data East Corp.

- TRIVIA -

The game was presented at the Famicom Spaceworld' 93 in August 1993 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62138&o=2

$end


$snes=shadowrnu,shadowrnup,
$bio

Shadowrun [Model SNS-WR-USA] (c) 1993 Data East Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63531&o=2

$end


$snes=shadowrn,shadowrns,shadowrnsw,
$bio

Shadowrun [Model SNSP-WR-EUR] (c) 1993 Data East Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63529&o=2

$end


$snes=shadowrng,
$bio

Shadowrun (c) 1993 Data East Corp.

- TECHNICAL -

Cartridge ID: SNSP-WR-NOE

- TRIVIA -

Reviews:
[FR] November 1993 - Consoles + N.25: 90%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63530&o=2

$end


$megacd,megacdj=shadowrn,
$bio

Shadowrun [Model T-66024] (c) 1996 Compile

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60556&o=2

$end


$saturn,sat_cart=shadtusk,
$bio

Shadows of the Tusk (c) 1998 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59643&o=2

$end


$info=shaktam,
$bio

Shakatto Tambourine (c) 2000 Sega Enterprises, Limited.

- TECHNICAL -

Runs on the Sega "NAOMI GD-ROM System" hardware.

- SERIES -

1. Shakatto Tambourine (2000)
2. Shakatto Tambourine 2001 Spring (2001)
3. Shakatto Tambourine Chou Power Up Chu! (2001)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4089&o=2

$end


$info=shaktamb,
$bio

Shakatto Tambourine Chou Power Up Chu! (c) 2001 Sega.

- TECHNICAL -

GDS-0016

Runs on the Sega "NAOMI GD-ROM System" hardware.

- TRIVIA -

Developed by Sega Future Research Development team. Released in November 2001.

- TIPS AND TRICKS -

* Easy Double Mode: In the mode selection screen, move cursor to Easy then shake a tambourine 10 times and press a button on a tambourine.

* Another Hard Mode: In the mode selection screen, move cursor to Hard then shake a tambourine 10 times and press a button on a tambourine.

* Another Cooperation Mode: In the mode selection screen, move cursor to Cooperation then shake a tambourine 10 times and press a button on a tambourine.

* Super Hard Mode: In the mode selection screen, press (select button's) Up, Down, Up, Down, Tap (a tambourine), Up, Down, Up, Down, Up

* Another Double Mode: In the mode selection screen, press Up, Down, Down, Down, Up, Down, Down, Tap, Up, Down

* Marathon Mode: In the mode selection screen, press Down, Down, Tap, Up, Up, Up, Down, Up, Down, Up

- SERIES -

1. Shakatto Tambourine (2000)
2. Shakatto Tambourine 2001 Spring (2001)
3. Shakatto Tambourine Chou Power Up Chu! (2001)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4091&o=2

$end


$info=sc4srrmzd,sc4srrmzf,sc4srrmzg,sc4srrmzh,sc4srrmzi,sc4srrmzj,sc4srrmzk,sc4srrmzl,sc4srrmzm,
$bio

Shake Rattle Roll Arcade (c) 200? Mazooma Games.

- TECHNICAL -

[Model 7079]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43698&o=2

$end


$info=sc4srrca,sc4srrcaa,sc4srrcab,sc4srrcac,sc4srrcad,sc4srrcae,sc4srrmza,sc4srrmzb,sc4srrmzc,sc4srrmze
$bio

Snake Rattle Roll Casino (c) 200? Mazooma Games.

- TECHNICAL -

[Model 7079]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42805&o=2

$end


$info=sc4srrmz,
$bio

Snake Rattle Roll (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR7141]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42807&o=2

$end


$pc98=shakesh,
$bio

Shake! Shake! (c) 1991 Bonbee Bonbon! [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90607&o=2

$end


$pc98=shakeshk,
$bio

Shake! Shake! Kanpeki-ban (c) 1992 Bonbee Bonbon! [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90608&o=2

$end


$wscolor=shamking1,shamking,
$bio

Shaman King - Asu e no Ishi [Model SWJ-BANC2D] (c) 2002 Bandai Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86488&o=2

$end


$gbcolor=shamcrdf,
$bio

Shaman King Card Game - Chou Senjiryakketsu - Funbari Hen [Model CGB-BQUJ-JPN] (c) 2001 King Records

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68740&o=2

$end


$gbcolor=shamcrdm,
$bio

Shaman King Card Game - Chou Senjiryakketsu - Meramera Hen [Model CGB-BQVJ-JPN] (c) 2001 King Records

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68741&o=2

$end


$gba=shamcrd2,
$bio

Shaman King Card Game - Chou Senjiryakketsu 2 [Model AGB-AKAJ-JPN(KIG-14)] (c) 2002 King Records

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72807&o=2

$end


$gba=shamcrd3,
$bio

Shaman King Card Game - Chou Senjiryakketsu 3 [Model AGB-AL3J-JPN-KIG-15)] (c) 2002 King Records

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72808&o=2

$end


$pc8801_flop=shampoo,
$bio

Shampoo (c) 1989 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92867&o=2

$end


$gba=shamudsau,
$bio

Shamu's Deep Sea Adventures [Model AGB-BBAE-USA] (c) 2005 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72810&o=2

$end


$gba=shamudsa,
$bio

Shamu's Deep Sea Adventures [Model AGB-BBAP] (c) 2006 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72809&o=2

$end


$a800=shamus,
$bio

Shamus (c) 1982 Synapse Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86685&o=2

$end


$ti99_cart=shamus,
$bio

Shamus (c) 1983 Atarisoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84717&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=shamus,
$bio

Shamus (c) 1983 HES [Human Engineered Software]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86924&o=2

$end


$ibm5150,ibm5150_cass=shamus,
$bio

Shamus (c) 1984 Synsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83692&o=2

$end


$gbcolor=shamus,
$bio

Shamus [Model DMG-AVXE-USA] (c) 2000 Vatical Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68742&o=2

$end


$nes=shancara,
$bio

Shancara - Seiryaku Simulation - Inbou no Wakusei (c) 1992 IGS Corp.

- TECHNICAL -

[Model IGS-SV]

- TRIVIA -

Released on june 26, 1992 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54602&o=2

$end


$megadriv=shanewar,
$bio

Shane Warne Cricket (c) 1997 Codemasters Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56834&o=2

$end


$nes=shanggsj,
$bio

Shang Gu Shen Jian (c) 19?? HengGedianzi [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76927&o=2

$end


$ti99_cart=shanghai,
$bio

Shanghai (c) 1983 Funware

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84718&o=2

$end


$pc8801_flop=shanghsc,shanghsca,
$bio

Shanghai (c) 1985 Starcraft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92869&o=2

$end


$amigaocs_flop=shanghaiu,
$bio

Shanghai (c) 1986 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74968&o=2

$end


$msx2_cart=shanghai,
$bio

Shanghai (c) 1987 Systemsoft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51371&o=2

$end


$coco_cart=shanghai,
$bio

Shanghai (c) 1987 Tandy Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53469&o=2

$end


$nes=shanghai,shanghais,
$bio

Shanghai (c) 1987 Sunsoft

- TECHNICAL -

Barcode: 4 907940 100165

- TRIVIA -

Released on December 04, 1987 in Japan.

- STAFF -

Developed by: SUNSOFT

Director: Cho Musou
Programmer: Yoshiaki Komada (Don Gavacyo)
Program Director: Hiroaki Higashiya (Hiro-Kun)
Art Director: Ikko.
Title: Chiao, Atsushi Sakai (Asshi)
Music: Naoki Kodaka, Naohisa Morota
End Title: Katsunori Kobayashi
Assistant: Kitachan, Little Stone, Noribou
Trader: Dairen
Title Design: Yoshiaki Komada (Don Gavacyo), Kazuyuki Sugiura (Kaz), Rieko Sakai (HCM-PIO Sakai)
Package Design: NAC
Special Thanks To: Akito Takeuchi (A.T), GZ‑20, NOMU, NAOCHAN, MAC, Hirokatsu Fujii (Hacker-Fujii)

Original Game Copyright: ACTIVISION
Original Game Design: Brodie Lockard

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54608&o=2

$end


$x1_flop=shanghai,shanghaia,
$bio

Shanghai (c) 1987 System Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86111&o=2

$end


$x68k_flop=shanghai,
$bio

Shanghai (c) 1987 System Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88063&o=2

$end


$pc98=shanghai,
$bio

Shanghai (c) 1987 System Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90609&o=2

$end


$pc8801_flop=shanghai,
$bio

Shanghai (c) 1987 System Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92868&o=2

$end


$msx2_flop=shanghai,shanghaia,
$bio

Shanghai (c) 1987 System Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102020&o=2

$end


$info=shanghai,shanghaij,
$bio

Shanghai (c) 1988 Sunsoft.

Szechuan-style solitaire mahjong.

- TECHNICAL -

Main CPU : V30 (@ 8 Mhz)
Sound Chips : YM2203 (@ 4 Mhz)

Screen orientation : Horizontal
Video resolution : 384 x 280 pixels
Screen refresh : 30.00 Hz
Palette colors : 256

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Shanghai was released in March 1988.

Shanghai and its sequels are 'Szechuan'-style solitaire mahjong games where the object is to match identical pairs of tiles until the board is clear or you are unable to make another move. This type of solitaire mahjong can also be referred to as 'Shanghai', hence the game title. The stacked-tile arrangement presented here is one of many traditional Chinese 'Szechuan'-style solitaire mahjong arrangements.

- SERIES -

1. Shanghai (1988) 
2. Shanghai II (1989) 
3. Super Shanghai Dragon's Eye (1992) 
4. Shanghai III (1993) 
5. Sanrio Shanghai (1994, Nintendo Super Famicom)
6. Shanghai - Banri no Choujou [Model 610-0374-02] (1995) 
7. Shanghai - Great Moments (1995, PC [MS Windows])
8. Game no Tatsujin - The Shanghai (1995, Sony Playstation)
9. Shanghai Dynasty (1997, PC [MS Windows])
10. Shangai Matekibuyuu (1998)
11. Shanghai Pocket (1998, Nintendo Game Boy & Game Boy Color)
11. Shanghai Pocket (1999, Wonder Swan)
12. Shanghai - Second Dynasty (1999, PC [MS Windows])
13. Shanghai Mahjong (2000, PC [MS Windows])
14. Shanghai - Four Elements (2000, Sony Playstation 2)
15. Shanghai Shoryu Sairin (2000)
16. Shanghai Mini (2000, NeoGeo Pocket Color)
17. Shanghai - Sangoku Pai Tatagi (2002, Sony Playstation 2)
18. Shanghai Advance (2002, Nintendo Game Boy Advance)
19. Super Shanghai 2005 (2004, Sony PlayStation 2)
20. Tsuushin Shanghai (2005, Sony PlayStation 2)

- STAFF -

Staff : M. Maeda, K. Yoshida, A. Takeuchi, M. Nomura, K. Kitazumi, K. Okumura, Sakakibara, Yoshinari, T. Shiono, S. Saitoh

- PORTS -

* Consoles :
Nintendo Famicom (1987)
Sega Master System (1988)
Nintendo Game Boy (1989)
Atari Lynx (1990)
Sony PlayStation (2000, "Shanghai [Value 1500 Series]")

* Computers :
Commodore C64 (1986)
Commodore Amiga (1986)
Atari ST (1986)
Apple II (1987)
PC9801 (System Soft)
FM Towns PC (1990)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2403&o=2

$end


$sms=shanghai,shanghaip,
$bio

Shanghai (c) 1988 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56174&o=2

$end


$amigaocs_flop=shangh98,
$bio

Shanghai '98 (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74966&o=2

$end


$saturn,sat_cart=shangban,shangbana,shangbanb,
$bio

Shanghai - Banri no Choujou (c) 1995 Sunsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59644&o=2

$end


$info=shanhigw,
$bio

Shanghai - Banri no Choujou (c) 1995 Sunsoft.

- TECHNICAL -

Runs on the "ST-V [Sega Titan Video Game System]" hardware.
Cartridge ID: 610-0374-02

Players: 2
Control: 8-way joystick
Buttons: 6

- TRIVIA -

Released in June 1995.

The title of this game translates from Japanese as 'Shangai - The Great Wall'.

- SERIES -

1. Shanghai (1988) 
2. Shanghai II (1989) 
3. Super Shanghai Dragon's Eye (1992) 
4. Shanghai III (1993) 
5. Sanrio Shanghai (1994, Nintendo Super Famicom)
6. Shanghai - Banri no Choujou [Model 610-0374-02] (1995) 
7. Shanghai - Great Moments (1995, PC [MS Windows])
8. Game no Tatsujin - The Shanghai (1995, Sony Playstation)
9. Shanghai Dynasty (1997, PC [MS Windows])
10. Shangai Matekibuyuu (1998)
11. Shanghai Pocket (1998, Nintendo Game Boy & Game Boy Color)
11. Shanghai Pocket (1999, Wonder Swan)
12. Shanghai - Second Dynasty (1999, PC [MS Windows])
13. Shanghai Mahjong (2000, PC [MS Windows])
14. Shanghai - Four Elements (2000, Sony Playstation 2)
15. Shanghai Shoryu Sairin (2000)
16. Shanghai Mini (2000, NeoGeo Pocket Color)
17. Shanghai - Sangoku Pai Tatagi (2002, Sony Playstation 2)
18. Shanghai Advance (2002, Nintendo Game Boy Advance)
19. Super Shanghai 2005 (2004, Sony PlayStation 2)
20. Tsuushin Shanghai (2005, Sony PlayStation 2)

- PORTS -

* Consoles :
Nintendo Super Famicom (1995, "Shanghai - Banri no Choujou")
Sega Saturn (1995)
Sony PlayStation (1995)
NEC PCFX (1996)
Panasonic 3DO ("Shanghai - Triple Thread")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2404&o=2

$end


$snes=shangbana,shangban,
$bio

Shanghai - Banri no Choujou (c) 1995 Sunsoft

- TECHNICAL -

Model SHVC-A4SJ-JPN

- TRIVIA -

Released on November 17, 1995 in Japan only. It was never exported outside Japan.

- STAFF -

Composer: Shigeharu Isoda

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62139&o=2

$end


$saturn,sat_cart=shanghtt,
$bio

Shanghai - Triple Threat [Model T-13001H] (c) 1995 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60144&o=2

$end


$famicom_flop=shangh2,shangh2a,
$bio

Shanghai 2 [Prototype] (c) 19?? Sunsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65451&o=2

$end


$gba=shanghai,
$bio

Shanghai Advance [Model AGB-ASVJ-JPN] (c) 2001 Sunsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72811&o=2

$end


$saturn,sat_cart=shanghgm,
$bio

Shanghai Great Moments (c) 1996 Sunsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59645&o=2

$end


$info=shangha2,shangha2a,
$bio

Shanghai II (c) 1989 Sunsoft.

Szechuan-style solitaire mahjong.

- TECHNICAL -

Main CPU : V30 (@ 8 Mhz)
Sound Chips : YM2203 (@ 4 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Shanghai II was released in March 1989.

- SERIES -

1. Shanghai (1988) 
2. Shanghai II (1989) 
3. Super Shanghai Dragon's Eye (1992) 
4. Shanghai III (1993) 
5. Sanrio Shanghai (1994, Nintendo Super Famicom)
6. Shanghai - Banri no Choujou [Model 610-0374-02] (1995) 
7. Shanghai - Great Moments (1995, PC [MS Windows])
8. Game no Tatsujin - The Shanghai (1995, Sony Playstation)
9. Shanghai Dynasty (1997, PC [MS Windows])
10. Shangai Matekibuyuu (1998)
11. Shanghai Pocket (1998, Nintendo Game Boy & Game Boy Color)
11. Shanghai Pocket (1999, Wonder Swan)
12. Shanghai - Second Dynasty (1999, PC [MS Windows])
13. Shanghai Mahjong (2000, PC [MS Windows])
14. Shanghai - Four Elements (2000, Sony Playstation 2)
15. Shanghai Shoryu Sairin (2000)
16. Shanghai Mini (2000, NeoGeo Pocket Color)
17. Shanghai - Sangoku Pai Tatagi (2002, Sony Playstation 2)
18. Shanghai Advance (2002, Nintendo Game Boy Advance)
19. Super Shanghai 2005 (2004, Sony PlayStation 2)
20. Tsuushin Shanghai (2005, Sony PlayStation 2)

- STAFF -

Staff : M. Maeda, K. Yoshida, A. Takeuchi, M. Nomura, K. Kitazumi, K. Okumura, Sakakibara, Yoshinari, T. Shiono, S. Saitoh

- PORTS -

* Consoles :
Sharp X68000 (Year unknown)
Sega Game Gear (1990)

* Computers :
PC [MS-DOS]
NEC PC 8801
NEC PC 9801 (System Soft)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2405&o=2

$end


$x68k_flop=shangh2,shangh2d,
$bio

Shanghai II (c) 1989 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88064&o=2

$end


$pc98=shangh2,
$bio

Shanghai II (c) 1989 System Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90610&o=2

$end


$msx2_flop=shangh2,shangh2bshangh2a,
$bio

Shanghai II (c) 1989 System Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102021&o=2

$end


$pcecd=shangh2,
$bio

Shanghai II (c) 1990 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58365&o=2

$end


$pc8801_flop=shangh2,
$bio

Shanghai II (c) 1990 System Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92870&o=2

$end


$megadriv=shangh2,shangh2p,shangh2p1,
$bio

Shanghai II - Dragon's Eye (c) 1994 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57388&o=2

$end


$snes=shangh2u,
$bio

Shanghai II - Dragon's Eye [Model SNS-DE-USA] (c) 1993 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63533&o=2

$end


$snes=shangh2,
$bio

Shanghai II - Dragon's Eye (c) 1993 Activision, Incorporated.

- TECHNICAL -

Cartridge ID: SNSP-DE-EUR

- TRIVIA -

Reviews:
[FR] May 1993 - Consoles + No. 20: 85/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63532&o=2

$end


$gamegear=shangh2a,shangh2,
$bio

Shanghai II [Model T-15017] (c) 1990 Sunsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64823&o=2

$end


$nes=shangh2,
$bio

Shanghai II (c) 1990 Sunsoft

- TECHNICAL -

Game ID: TEC-XT

- TRIVIA -

Released on August 24, 1990 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54609&o=2

$end


$info=shangha3,shangha3j,shangha3u,
$bio

Shanghai III (c) 1993 Sunsoft.

Szechuan-style solitaire mahjong.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 8 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.5 Mhz), OKI6295 (@ 8 Khz)

Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Shanghai III was released in November 1993.

- SERIES -

1. Shanghai (1988) 
2. Shanghai II (1989) 
3. Super Shanghai Dragon's Eye (1992) 
4. Shanghai III (1993) 
5. Sanrio Shanghai (1994, Nintendo Super Famicom)
6. Shanghai - Banri no Choujou [Model 610-0374-02] (1995) 
7. Shanghai - Great Moments (1995, PC [MS Windows])
8. Game no Tatsujin - The Shanghai (1995, Sony Playstation)
9. Shanghai Dynasty (1997, PC [MS Windows])
10. Shangai Matekibuyuu (1998)
11. Shanghai Pocket (1998, Nintendo Game Boy & Game Boy Color)
11. Shanghai Pocket (1999, Wonder Swan)
12. Shanghai - Second Dynasty (1999, PC [MS Windows])
13. Shanghai Mahjong (2000, PC [MS Windows])
14. Shanghai - Four Elements (2000, Sony Playstation 2)
15. Shanghai Shoryu Sairin (2000)
16. Shanghai Mini (2000, NeoGeo Pocket Color)
17. Shanghai - Sangoku Pai Tatagi (2002, Sony Playstation 2)
18. Shanghai Advance (2002, Nintendo Game Boy Advance)
19. Super Shanghai 2005 (2004, Sony PlayStation 2)
20. Tsuushin Shanghai (2005, Sony PlayStation 2)

- PORTS -

* Consoles :
Nintendo Super Famicom (1994, "Game No Tetsujin The Shanghai")
Sony PlayStation ("Game No Tatsujin The Shanghai")
Sega Saturn ("Game No Tetsujin The Shanghai")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2406&o=2

$end


$pcecd=shangh3,
$bio

Shanghai III - Dragon's Eye (c) 1992 ASK Kodansha Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58366&o=2

$end


$snes=shangh3,
$bio

Shanghai III [Model SHVC-AS3J-JPN] (c) 1994 Sunsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62140&o=2

$end


$cpc_cass=shangkar,
$bio

Shanghai Karate (c) 1988 Players Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99099&o=2

$end


$info=shangkid,
$bio

Shanghai Kid (c) 1985 Data East USA.

Early fighter with targets appearing upon each opponent to show you their weak points.

- TECHNICAL -

Main CPU : (2x) Zilog Z80 (@ 3 Mhz)
Sound CPU : Zilog Z80 (@ 3 Mhz)
Sound Chips : DAC, AY8910 (@ 2 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in June 1985.

Developed by Taiyo System.

This game is known in Japan as "Hokuha Syourin Hiryu no Ken".

- TIPS AND TRICKS -

* Test Mode : Press Coin 1 or Coin 2 key during boot up. You can check a input and sound in Test Mode.

- SERIES -

1. Hokuha Syourin Hiryu no Ken (1985)
2. Flying Dragon - The Secret Scroll (1988, Nintendo Famicom)
3. Hiryuu no Ken II - Dragon no Tsubasa (19??, Nintendo Famicom)
4. Hiryuu no Ken III - 5 Nin no Ryuu Senshi (19??, Nintendo Famicom)
5. Hiryu Gaiden (1990, Nintendo Game Boy)
6. Hiryuu no Ken Special - Fighting Wars (1991, Nintendo Famicom)
7. Hiryuu no Ken S - Golden Fighter (1992, Nintendo Super Famicom)
8. Hiryuu no Ken S - Hyper Version (1992, Nintendo Super Famicom)
9. SD Hiryuu no Ken (1994, Nintendo Super Famicom)
10. SD Hiryu no Ken Gaiden (1995, Nintendo Game Boy Color)
11. SD Hiryu no Ken Gaiden 2 (1996, Nintendo Game Boy Color)
12. Flying Dragon (1998, Nintendo 64)
13. SD Hiryu Ex (1999, Nintendo Game Boy Color)
14. Hiryu no Ken Retsuden (2000, Nintendo Game Boy Color)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2408&o=2

$end


$info=shngmtkb,
$bio

Shanghai Matekibuyuu (c) 1998 Sunsoft.

- TECHNICAL -

Main CPU : PSX (@ 16.9344 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 6

- TRIVIA -

Released in August 1998.

The title of this game translates from Japanese as 'Shanghai Story of True Valor'.

- SERIES -

1. Shanghai (1988) 
2. Shanghai II (1989) 
3. Super Shanghai Dragon's Eye (1992) 
4. Shanghai III (1993) 
5. Sanrio Shanghai (1994, Nintendo Super Famicom)
6. Shanghai - Banri no Choujou [Model 610-0374-02] (1995) 
7. Shanghai - Great Moments (1995, PC [MS Windows])
8. Game no Tatsujin - The Shanghai (1995, Sony Playstation)
9. Shanghai Dynasty (1997, PC [MS Windows])
10. Shangai Matekibuyuu (1998)
11. Shanghai Pocket (1998, Nintendo Game Boy & Game Boy Color)
11. Shanghai Pocket (1999, Wonder Swan)
12. Shanghai - Second Dynasty (1999, PC [MS Windows])
13. Shanghai Mahjong (2000, PC [MS Windows])
14. Shanghai - Four Elements (2000, Sony Playstation 2)
15. Shanghai Shoryu Sairin (2000)
16. Shanghai Mini (2000, NeoGeo Pocket Color)
17. Shanghai - Sangoku Pai Tatagi (2002, Sony Playstation 2)
18. Shanghai Advance (2002, Nintendo Game Boy Advance)
19. Super Shanghai 2005 (2004, Sony PlayStation 2)
20. Tsuushin Shanghai (2005, Sony PlayStation 2)

- PORTS -

* Consoles :
Sony PlayStation (1998)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2407&o=2

$end


$ngpc=shanghai,shanghaipu,shanghaipj,
$bio

Shanghai Mini [Model NEOP00400] (c) 1999 SNK Corp. [Shin Nihon Kikaku] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82591&o=2

$end


$x68k_flop=shanghaiod,
$bio

Shanghai Original-men Data (c) 1988 System Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88065&o=2

$end


$gameboy=shangpok,
$bio

Shanghai Pocket (c) 1998 Sunsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66905&o=2

$end


$gbcolor=shanghai,
$bio

Shanghai Pocket [Model DMG-AHPE-USA] (c) 1998 Sunsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68744&o=2

$end


$gbcolor=shanghaiu,
$bio

Shanghai Pocket [Model DMG-AHPE-USA] (c) 1998 Sunsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68748&o=2

$end


$gbcolor=shanghaij,
$bio

Shanghai Pocket [Model DMG-AHPJ-JPN] (c) 1998 Sunsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68747&o=2

$end


$wswan=shanghai,
$bio

Shanghai Pocket [Model SWJ-SUN001] (c) 1999 Sunsoft [Sun Electronics div.] [Kounan, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86382&o=2

$end


$info=shangtou,
$bio

Shanghai Sangokuhai Tougi (c) 2002 Warashi.

- TECHNICAL -

Runs on the "Taito G-Net" hardware.

- TRIVIA -

Shanghai Sangokuhai Tougi was released in January 2002.

- PORTS -

* Consoles :
Sony PlayStation 2 (2002, "Shanghai - Sangoku Pai Tatagi")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31879&o=2

$end


$info=shanghss,
$bio

Shanghai Shoryu Sairin (c) 2000 Activision.

- TECHNICAL -

Runs on the "Taito G-Net" hardware.

- TRIVIA -

Released in May 2000.

Developed by Warashi.

- SERIES -

1. Shanghai (1988) 
2. Shanghai II (1989) 
3. Super Shanghai Dragon's Eye (1992) 
4. Shanghai III (1993) 
5. Sanrio Shanghai (1994, Nintendo Super Famicom)
6. Shanghai - Banri no Choujou [Model 610-0374-02] (1995) 
7. Shanghai - Great Moments (1995, PC [MS Windows])
8. Game no Tatsujin - The Shanghai (1995, Sony Playstation)
9. Shanghai Dynasty (1997, PC [MS Windows])
10. Shangai Matekibuyuu (1998)
11. Shanghai Pocket (1998, Nintendo Game Boy & Game Boy Color)
11. Shanghai Pocket (1999, Wonder Swan)
12. Shanghai - Second Dynasty (1999, PC [MS Windows])
13. Shanghai Mahjong (2000, PC [MS Windows])
14. Shanghai - Four Elements (2000, Sony Playstation 2)
15. Shanghai Shoryu Sairin (2000)
16. Shanghai Mini (2000, NeoGeo Pocket Color)
17. Shanghai - Sangoku Pai Tatagi (2002, Sony Playstation 2)
18. Shanghai Advance (2002, Nintendo Game Boy Advance)
19. Super Shanghai 2005 (2004, Sony PlayStation 2)
20. Tsuushin Shanghai (2005, Sony PlayStation 2)

- PORTS -

* Consoles :
Sony Playstation (2001)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3806&o=2

$end


$pc8801_flop=shanghsr,
$bio

Shanghai SR (c) 19?? Starcraft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92871&o=2

$end


$bbca_cass,bbcb_cass=shangwar,
$bio

Shanghai Warriors (c) 1989 Players

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52364&o=2

$end


$cpc_cass=shangwar,
$bio

Shanghai Warriors (c) 1989 Players Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99100&o=2

$end


$gameboy=shanghai,
$bio

Shanghai [Model DMG-SH-USA] (c) 1990 HAL Laboratory, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66904&o=2

$end


$gameboy=shanghaij,
$bio

Shanghai [Model DMG-SHJ] (c) 1989 HAL Laboratory, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66902&o=2

$end


$gameboy=shanghaija,
$bio

Shanghai [Model DMG-ZZJ] (c) 1994 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66903&o=2

$end


$pce=shanghai,
$bio

Shanghai (c) 1987 Hudson Soft.

Shanghai is based on the ancient and traditional Mahjong game and also on a video game released by Activision in 1987 and created by Brodie Lockard. Shanghain was probably the first game to be ever released for the PC Engine system. 144 tiles are stacked in a sort of pyramid layout. Those tiles consist of 36 in the Bamboo series, 36 in the Circle series, 36 in the character series, 16 in the Wind series, 12 Dragon tiles and 8 bonus tiles (4 Seasons and 4 flowers). The player can only remove free pairs of identical tiles, or tiles from the same family, like seasons or flowers. Tiles are considered free when there is no tiles either to the right or to the left. Because pieces are stack on top of each other, the removed tiles will unlock new hidden ones and allow the player to finish the game, and clean up all of them.

- TECHNICAL -

HuCARD ID: HC62004
HuCARD Size: 2 Mbits.

- TRIVIA -

Released on October 30, 1987 in Japan for 4500 Yen.

This is the 4th title published by Hudson Soft for the PC-Engine.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58717&o=2

$end


$lynx=shanghai,
$bio

Shanghai (c) 1990 Atari Corp.

Long ago, when mystical powers still roamed the Earth, a powerful dragon brought fear and terror to the lands around Shanghai. The emperor promised riches and glory to the hero who could defeat the dragon. Many brave warriors tried. All failed. The few who survived brought back tales of the dragon's magical shape-shifting. Whenever a warrior seemed to gain the upper hand in pitched battle, the dragon changed shape: sometimes a turtle, a bear, a butterfly -- there seemed to be no limit to the dragon's magic.

One afternoon in Spring, a humble farmboy named Mah Jongg was carrying eggs to the village market. A man with a gray beard and a long white pigtail appeared from behind a rock. "Young man," said the Wise One, "not far from here there lives the evil dragon. Go to its den and grab hold of the scaled back. The dragon will change form. No matter what happens, no matter how frightened you become, do not let go your hold until the dragon surrenders to you. Only good will come of this." Then the old man vanished as suddenly as he appeared.

Mah Jongg did as the Old One said. He sneaked into the dragon's den and took hold of the dragon's scaled back. The surprised dragon immediately changed into a hawk with a sharp beak and tearing talons. The boy did not let go. The dragon changed into a beautiful butterfly, a slippery fish, and a hungry bear. Still Mah Jongg held on. Even when the dragon took the forms of a poisonous spider and a snapping turtle, the brave farm boy held tightly to its back. Finally, exhausted, the dragon returned to its original form and surrendered to the boy. 

From that time on, the dragon brought nothing but good luck and great harvests to the people of the province, Mah Jongg most of all.

Years later, the game of Shanghai was developed to remind the people of this event. It is said that anybody who can solve the puzzle in all its forms will receive a piece of the Luck of the Dragon. You are about to enter the realm of Shanghal -- one of the most absorbing computer experiences you'll ever encounter.

- TECHNICAL -

Model PA2063

- TRIVIA -

Reviews:
1990 - Consoles + HS N.2 [FR]: 67/100

- TIPS AND TRICKS -

* Ending Sequence: At the high score table, press PAUSE then hold down OPTION 1+OPTION 2+B and press Up+Right.

- STAFF -

Programmers: Eric Ginner, Jerome Strach

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58859&o=2

$end


$amigaocs_flop=shanghai,
$bio

Shanghai [Power Hits] (c) 1986 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74967&o=2

$end


$famicom_flop=shanghai,
$bio

Shanghai [Prototype] (c) 19?? Sunsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65450&o=2

$end


$x68k_flop=shangrli,
$bio

Shangrlia (c) 1991 Elf [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88066&o=2

$end


$pc98=shanglia,
$bio

Shangrlia (c) 1991 Elf [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90611&o=2

$end


$x68k_flop=shangr2,
$bio

Shangrlia 2 (c) 1993 Elf [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88067&o=2

$end


$x68k_flop=shangr2s,
$bio

Shangrlia 2 Special (c) 1993 Elf [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88068&o=2

$end


$pc98=shangl2s,
$bio

Shangrlia 2 Special Disk (c) 19?? Elf [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90612&o=2

$end


$gbcolor=shantae,
$bio

Shantae (c) 2002 Capcom Company, Limited.

Genie-girl Shantae is the self-appointed guardian of a small fishing village, Scuttle Town. Living life in a lighthouse rather than a bottle, she's constantly on the lookout for danger. When the nefarious lady-pirate, Risky Boots catches wind of the treasure that was recently unearthed in the village, she launches an attack. To get Scuttle out of trouble, it's up to Shantae to prove that she's the rightful 'Guardian Genie' to the best of her dancing, buying and hair-whipping abilities. Now crack that whip!

- TECHNICAL -

Cartridge ID: CGB-B3AE-USA
Package ID: CGB P B3AE

- TRIVIA -

Released on June 2, 2002 in USA.

- TIPS AND TRICKS -

* Play on the Game Boy Advance system for enhanced color and to unlock hidden secrets!

- STAFF -

Developed by: WayForward Technologies

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68749&o=2

$end


$cpc_cass=shaolin,
$bio

Shao Lin's Road [Model EDG 9AM] (c) 1987 Edge, The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99101&o=2

$end


$nes=snyx,
$bio

???? (c) 19?? Waixing Computer & Technology Co., Ltd.
(Shao Nian You Xia)

- TECHNICAL -

[Model ES-1054]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76928&o=2

$end


$info=shaolins,shaolinb,
$bio

Shao-Lin's Road (c) 1985 Konami.

A side-scrolling kung-fu platform game.

- TECHNICAL -

Game ID : GX477

Main CPU : Motorola M6809 (@ 1.25 Mhz)
Sound Chips : SN76496 (@ 1.536 Mhz), SN76496 (@ 3.072 Mhz)

Players : 2
Control : 4-way joystick
Buttons : 2

- TRIVIA -

Shao-Lin's Road was released in April 1985.

This game is also known as "Kicker", and known in Japan as 'Shourinjihe no Michi' (translates from Japanese as 'Shaolin Road').

- TIPS AND TRICKS -

* Attack enemies when they are moving from floor to floor : When enemies are moving from floor to floor is a great opportunity to attack them! Attack them when they have landed!

* More points with jump kicks : You get 200 points if you take out an enemy. If you do so with a jump kick, you get 500 points! Take multiple enemies out at once and you get more points.

* Push bosses out of the screen : If you attack a boss and push him out of the screen, you can send him to the other side of the screen.

* Bring back the iron ball : After shooting an iron ball, press the control pad in the opposide direction to bring it back.

* You can pick up iron balls : If the time limit comes when you have an iron ball, the iron ball turns back to Ball 1 and flies away. Make use of this and press the kick button right before the time limit. The iron ball you have kicked turns back to Ball 1 at an ideal position and you can pick it up.

* Go for the green enemy : There are a bunch of enemies carrying items. Take them out and obtain all those items.

* Jump at heights : You incur damage if you get to a height difference while walking. If you jump and go down, you take no damage.

- PORTS -

* Consoles : 
Sony PlayStation [JP] (May 13, 1999) "Konami Arcade Classics [Model SLPM-86228]" 
Sony PlayStation [US] (November 30, 1999) "Konami Arcade Classics [Model SLUS-00945]" 
Nintendo DS [JP] (March 15, 2007) "Konami Arcade Collection [Model NTR-P-ASKJ (RY039-J1)]" 
Nintendo DS [US] (March 30, 2007) "Konami Classics Series: Arcade Hits [Model NTR-ACXE-USA]" 
Nintendo DS [AU] (October 29, 2007) "Konami Arcade Classics" 
Nintendo DS [JP] (October 29, 2009) "Konami Arcade Collection [Konami Dendou Selection] [Model NTR-ASKJ-JPN-1 (RY039-J4)]" 

* Computers :
Commodore C64 [US] [EU] (1986)
Sinclair ZX Spectrum [EU] (1986)
Amstrad CPC [EU] (1987)

* Others : 
Arcade [US] [EU] [AU] [KO] (November 1998) "Konami 80's AC Special" 
Arcade [JP] (November 1998) "Konami 80's Arcade Gallery"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2409&o=2

$end


$cdi=shaolin,
$bio

Shaolin's Road (c) 1995 Philips Interactive Media, Incorporated.

Acquire the Kung Fu skills you'll need to avenge your father's murder this action/adventure thriller.

- TECHNICAL -

Model 810 0116

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53070&o=2

$end


$bbca_cass,bbcb_cass=shapemat,
$bio

Shape Match (c) 19?? Beebug

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52365&o=2

$end


$pcecd=shapesh,
$bio

Shape Shifter (c) 1992 ICOM Simulations

Shape Shifter is a side scrolling action/adventure game by Icom Simulations. In the country of Krellion, monsters and demons have invaded the land and only a courageous warrior can restore peace and free the five members of the Ring Of Five and defeat the three demons called the Dark Ones. Shapeshifter starts in the small city of Treyhelm and, at the beginning, our hero is only armed with his two fists - but soon, he finds the head of the city and receives a pass and some gold to purchase his first weapon. The game counts a total of three different upgradeable weapons, namely the Axe, the Mace and the bow and several suits or armor such as leather skin or chain mail. Our hero also has an unusual ability - every ten minutes of play, an eclipse occurs and refill his life. Another important feature of Shape Shifter are transformations - each time a member of the ring is rescued, our hero is given the ability to transform into a new form. Four forms are available throughout the game - the Panther, the Shark, the Golem and the Dragon. These transformations however consume gems and the player must make sure he always has enough stones at hand. The land of Krellion is vast and our hero will visit numerous places full of evil foes and large bosses. However, make sure he always return to Treyhelm as it is the only place in the game where his journey can be saved.

- TECHNICAL -

Game ID: TGXCD1021

- TRIVIA -

Export releases:
[JP] "Shapeshifter - Makai Eiyuu Den [Model JCCD2011]"

- STAFF -

Senior Programmer: Roman Sharnberg
Assisting Programmer: Christian Gustafsson
Senior Artist: Tom Zehner
Assisting Artist: Doug Snook
Producer: David Marsh
Executive Producer: Ken Tarolla
Design: Doug Snook, Tom Zehner, David Marsh, Roman Sharnberg, Christian Gustafsson
Additional Design: Karl Roelofs, Brian Babendererde
Additional Artwork: David Marsh, Ricardo Delgado, Hector Mertinez, Richard Martin, Roman Sharnberg
Dialogue: David Marsh
Talent: N.U.T.S (Minneapolis MN)
Audio Recording: Tri Audio-Digital (Minneapolis MN)
Soundtrack: David Tumminaro, Chick Steneck Music Comp Inc (Roselle IL)
Recorded at Fine Line Studios, Inc (E. Dundee IL)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58512&o=2

$end


$pcecd=shapeshj,
$bio

Shapeshifter - Makai Eiyuu Den (c) 1992 Victor Musical Industries, Inc.

Japanese release. Game developed in USA. For more information about the game itself, please see the original American release entry; "Shape Shifter [Model TGXCD1021]".

- TECHNICAL -

Game ID: JCCD2011

- TRIVIA -

Released on September 29, 1992 in Japan for 7400 Yen.

- STAFF -

(JAPANESE STAFF ONLY)

Producer: Atsuhi Okabe
Director: Masato Mizushima
Special Thanks: Toshiyuki Nagai, Yoshitada Iwasa, Takashi Kimura, Kobku Minami, Kaku Maetani, Shunji Nishizawa, Etsuko Matsuoka
Supervisor: Satoshi Honda, Harunobu Komori, Katsumi Arai, Isamu Senda, Toshimichi Kawamura
Video Direction: P-Cube Co.Ltd
All Design: LITERATO
Actor/Actress: Syuichi Ikeda, Takeshi Kuwahara, Motomu Kiyokawa, Akira Murayama, Seiichi Hirai, Akiko Muta, Yoh Inoue

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58367&o=2

$end


$info=shaqattq,shaqatt2,
$bio

Shaq Attaq (c) 1995 Premier Technology Co.

- TECHNICAL -

Gottlieb System 3
Model Number : 743

- TRIVIA -

3,380 units were produced.

- STAFF -

Designer : Jon Norris
Artwork : Constantino Mitchell

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5560&o=2

$end


$gamegear=shaqfu,
$bio

Shaq Fu (c) 1995 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64824&o=2

$end


$gameboy=shaqfu,
$bio

Shaq Fu [Model DMG-AQFE-USA] (c) 1995 Black Pearl

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66906&o=2

$end


$snes=shaqfuu,shaqfuup,
$bio

Shaq Fu [Model SNS-AQFE-USA] (c) 1994 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63535&o=2

$end


$snes=shaqfu,
$bio

Shaq Fu [Model SNSP-AQFP-FAH] (c) 1994 Ocean Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63534&o=2

$end


$cpc_cass=shardinv,
$bio

Shard of Inovar [Model BA 0198] (c) 1987 Mastertronic, Ltd. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99103&o=2

$end


$cdi=sharilew,
$bio

Shari Lewis - Lamb Chop's Play-Along! Action Songs (c) 1993 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53071&o=2

$end


$info=shark,
$bio

Shark (c) 1980 Hankin.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5561&o=2

$end


$info=sharkt,
$bio

Shark (c) 1982 Taito.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5562&o=2

$end


$cpc_cass=shark,
$bio

Shark (c) 1989 Players Premier

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99104&o=2

$end


$bbca_cass,bbcb_cass=shark,
$bio

Shark (c) 19?? Audiogenic

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52366&o=2

$end


$cdi=sharkale,
$bio

Shark Alert (c) 1993 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53072&o=2

$end


$info=sharkatt,
$bio

Shark Attack (c) 1981 Pacific Novelty.

Divers come out from nowhere to hunt you down. But you're a shark, and a hungry one at that. So... DINNERTIME! (Just watch out for those harpoons).

- TECHNICAL -

Main CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1 Mhz)

Screen orientation : Horizontal
Video resolution : 256 x 192 pixels
Screen refresh : 60.00 Hz
Palette colors : 16

Players : 2
Control : 8-way joystick
Buttons : 2 (MUNCH, THRUST)

- TRIVIA -

Released in March 1981. Originally named 'Deep Death'.

This game has a cassette that plays a loop. The loop lasts forty-five seconds, and consists of four voices (three male, one female) looking for, reacting to and trying to catch a shark. There's also some general references to diving on the tape.

- SCORING -

1st 4 divers eaten : 50 points each.
5th diver : 300 points.
6th-8th divers : 100 points.
9th diver : 500 points.
10th-12th divers : 200 points.
13th diver : 700 points.
14th-16th divers : 300 points.
17th diver : 900 points.
18th-20th diver : 400 points.
21st diver : 1,300 points.
22nd-24th diver : 500 points.
25th diver : 1,750 points.
26-28th diver : 750 points.

Upon eating the twenty-eighth diver you get an extra shark and the scoring starts over at 50 points.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2410&o=2

$end


$a2600=sharkatt,
$bio

Shark Attack (c) 1982 Apollo

You are a deep sea diver in search of a fabulous treasure of diamonds that spilled from the hold of a Spanish galeon that sank during a fierce storm in the early sixteenth century.  You dive deep into the murky darkness of Dave Jones' Locker, and enter the shark-infested maze of kelp to retrieve the treasure.  You know your mission is rife with danger... the menace of the man-eating sharks that patrol the kelp beds... the lurking menace of the legendary Loch Ness monster, a beast that will pursue you relentlessly if you dare invade its territory.

- TECHNICAL -

Model AP2005

- TRIVIA -

Known as "Alerte aux Requins" in France.

- SCORING -

The screen shows one player's score on the left, the other player's score on the right, and in the middle the current turn score of the player competing at that time.  Players score one point for each diamond gathered. In the gobble game, the central score reflects how many diamonds the diver is carrying with him, and is added to his permanent score when he returns to the shark cage... if he ever does!  In the pick'm up game, the central score reflects how many diamonds have been deposited in the shark cage, and is added to the player's permanent score when his turn is completed.

- STAFF -

Programmer: Steve Stringfellow

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50932&o=2

$end


$msx1_cass=sharkh,
$bio

Shark Hunter (c) 1984 Electric Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94965&o=2

$end


$odyssey2=shark,
$bio

Shark Hunter (c) 2006 Classic Consoles Center

- STAFF -

Game Concept: Graham Conduit
Programming: Graham Conduit

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95674&o=2

$end


$info=sharkjaw,
$bio

Shark JAWS (c) 1975 Atari.

The game is exceptionally simple. It is just a little man on a screen, the only other graphics are a shark and a fish (oh, and the score). You simply try and catch the fish, without getting eaten by the shark. Then the score counter increments by one, and the fish respawns somewhere else. The graphics are black and white monochrome, and the game is controlled by a single joystick (no buttons).

- TRIVIA -

Released in September 1975.

Shark JAWS is the first game featuring animated characters, it's a conversion using the "Tank" hardware. The manufacturer is 'Horror Games', created by Atari to avoid any possible legal hassles from the producers of the obvious inspiration for the game : Universal Studios' smash-hit movie 'Jaws'.

The PCB to this game is very simple, no processor, no RAM, only off the shelf electronic components, and three rom chips that hold the images of the fish, shark, and man respectively. The game has a single dip switch, which selects one play per credit, or 2 plays per credit (default is two). The only other option is a knob that controls the length of the game. Most really old games played on time limits, not lives, and this was no exception.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3395&o=2

$end


$info=sharkpye,
$bio

Shark Party (c) 1995 Alpha Co.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43926&o=2

$end


$info=sharkpy,sharkpya,
$bio

Shark Party (c) 1996 Subsino.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=26137&o=2

$end


$info=m5shark,m5sharka,
$bio

Shark Raving Mad (c) 200? Vivid Gaming.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41629&o=2

$end


$gba=sharktali,
$bio

Shark Story (c) 2004 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72812&o=2

$end


$gba=sharktalj,
$bio

Shark Tale [Model AGB-B9TJ-JPN] (c) 2004 Taito Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72815&o=2

$end


$gba=sharktal,
$bio

Shark Tale [Model AGB-BSUE-USA] (c) 2004 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72814&o=2

$end


$gba=sharktalfds,
$bio

Shark Tale [Model AGB-BSUP] (c) 2004 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72813&o=2

$end


$aquarius=shark,
$bio

Shark! (c) 1983 Mattel Electronics.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49813&o=2

$end


$intv=shark,
$bio

Shark! Shark! (c) 1982 Mattel Electronics

Terror reigns under the ocean surface. It's a heavy traffic of sharks, nasty fish, seahorses, crabs, lobsters and jellyfish. They swim fast, jerk up and down, lurk behind plants, or slide under coral reefs. They have weird shapes, striking colors, tiny or big sizes, and very mean intentions. They eat or kill each other at first sight!

Under your control, a small fish will begin scoring points by quickly GULPING SMALLER FISH and NIBBLING AT A BLACK SHARK'S TAIL. Watch for that shark turning around on you a bit too fast... or you're dead! Never touch his head or fins! For every 1000 points  earned, you'll GROW ONE SIZE BIGGER. For every shark, crab, or lobster killed, you'll get one bonus small fish. You start with 5 small fish, one at a time, each a size 1, capable of growing up to size 5. After you've reached size 5, for every 1000 points earned you'll get a BONUS FISH instead. At certain sizes you're capable of eating up seahorses or killing falling crabs and lobsters. But when the size-6 jellyfish begins to cruise around, you'd better avoid him... as you would any fish or thing bigger than you... or you're finished. Get eaten up once, another small fish will take your place. But how many fish in your team have you left? Soon you'll have only one. WIN BY SCORING HIGH AND STAYING ALIVE!

- TECHNICAL -

Model 5387

- TRIVIA -

Working Title: 'Shark'. Designer Ji-Wen Tsao got the idea for the game from the Chinese proverb 'Big fish eat little fish'.

The maximum possible score is 9,999,950. The maximum possible fish count is 255.

- SCORING -

EATING COMPUTER FISH
Computer fish size 0 = 100 points
Computer fish size 1 = 150 points
Computer fish size 2 = 200 points
Computer fish size 3 = 250 points
Computer fish size 4 = 300 points
Computer fish size 5 = 350 points

EATING PLAYER FISH
Player fish size 1 = 150 points
Player fish size 2 = 200 points
Player fish size 3 = 250 points
Player fish size 4 = 300 points

NIBBLING AT SHARK'S TAIL
Player fish size 1 = 150 points
Player fish size 2 = 200 points
Player fish size 3 = 250 points
Player fish size 4 = 300 points
Player fish size 5 = 350 points

KILLING A SHARK
For player fish size 1, 7 nibblings are needed.
For player fish size 2, 6 nibblings are needed.
For player fish size 3, 5 nibblings are needed.
For player fish size 4, 4 nibblings are needed.
For player fish size 5, 3 nibblings are needed.

CLIMBING THE UNDERWATER LADDER
Game Level 0: 0 to 4,999 points
Game Level 1: 5,000 to 14,999 points
Game Level 2: 15,000 to 24,999 points
Game Level 3: 25,000 to 49,999 points
Game Level 4: 50,000 to 89,999 points
Game Level 5: 90,000 to 9,999,950 points

KILLING A CRAB OR LOBSTER
Game Level 0: 500 points
Game Level 1: 550 points
Game Level 2: 600 points
Game Level 3: 650 points
Game Level 4: 700 points
Game Level 5: 750 points

- TIPS AND TRICKS -

* While a shark is off the screen, try to stay away from the edge of the screen. Another one may appear suddenly next to you, and get you! Any fish bigger than you can surprise you the same way!

* When chasing a smaller fish, be careful of any larger fish nearby who may also be chasing the same fish.

* Don't trust the coral reefs for hiding. They're infested with crabs and lobsters!

* When nibbling at a shark's tail, be sure there are no large fish around the shark and there's enough space for escaping from shark attack! Nibble him to death BEFORE he tries to leave the screen.

* Try not to nibble at shark's tail when shark is too close to the top or bottom of the screen.

* For 2-player games, decide quickly which smaller fish you're going to eat and do it BEFORE your opponent's player fish gets in your way. Try to build up bonus fish WHILE your opponent's player fish is DEAD.

- STAFF -

Design & Program: Ji-Wen Tsao
Sound & Music: Andy Sells

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60948&o=2

$end


$gba=sharkmv,
$bio

Shark's Tale (c) 200? Unknown.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102176&o=2

$end


$amigaocs_flop=sharkey,
$bio

Sharkey's Moll (c) 1991 Zeppelin Platinum

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74969&o=2

$end


$cpc_cass=sharkmol,
$bio

Sharkey's Moll (c) 1991 Zeppelin Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99105&o=2

$end


$info=shrkysht,shrkyfr,shrkygr,shrkyit,shrknew,shrky_207,shrkyfr_207,shrkygr_207,shrkyit_207,
$bio

Sharkey's Shootout (c) 2000 Stern Pinball, Incorporated.

- TECHNICAL -

Stern Whitestar
Model Number : 72

Main CPU : Motorola M6809 (@ 2 MHz)
Sound CPU : Motorola M6809 (@ 2 MHz)
Display CPU : Motorola M6809 (@ 4 MHz)
Sound Chip : BSMT2000 (@ 24 MHz)

- TRIVIA -

This game features professional billiards player Jeanette Lee (known as 'The Black Widow').

- STAFF -

Concept : Dwight Sullivan
Designer : John Borg
Art Director : Jason J. Dominiak
Artwork : John Youssi
Software : Dwight Sullivan, Keith P. Johnson, Lonnie D. Ropp
Dots/Animation : Mark Galvez
Mechanics : John Borg
Music and Sounds : Kyle Johnson

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5446&o=2

$end


$nes=fctitler,
$bio

Sharp Famicom Titler (c) 1989 Sharp [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54610&o=2

$end


$nes=sharpsht,
$bio

Sharp Shooter (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84103&o=2

$end


$info=sshootr2,
$bio

Sharp Shooter II [Model 730] (c) 1983 Game Plan.

- TECHNICAL -

Model Number : 730

- TRIVIA -

Released in November 1983.

600 units were produced.

- SERIES -

1. Sharpshooter (1979)
2. Sharp Shooter II (1983)
3. Lady Sharpshooter (1985)

- STAFF -

Design by : Roger Sharpe, Wendell McAdams
Art by : Paul Faris

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5563&o=2

$end


$info=sc5sharp,sc5sharpa,
$bio

Sharp Shooter (c) 200? Voodoo Games.

- TECHNICAL -

[Model PR1774]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42792&o=2

$end


$intv=shrpshot,
$bio

Sharp Shot (c) 1982 Mattel Electronics.

GAME 1: TOUCHDOWN PASSING
Throw ball to either blue receiver until clock reads 0. If 2 play, take turns.

GAME 2: SPACE GUNNER
Fire at spaceships in gunsight until clock reads 0. 2 can play at the same time.

GAME 3: SUBMARINE
Sink as many ships as you can until clock reads 0. If 2 play, take turns.

GAME 4: MAZE SHOOT
Hit as many monsters as you can until clock reads 0. Try to get thembefore they steal points from your score! 2 can play at the same time.

- TECHNICAL -

Model 5638

- TRIVIA -

At the beginning of the development of this game, it was called 'Poww' and 'Zzap!'

These four single-button games were originally programmed by APh for a TV game show -- contestants controlled the single fire button by saying "Pow!" With no advance notice, APh sent over these four games stitched into one with the intention that Mattel release it as a children's cartridge. Since Mattel by contract had to buy a certain amount of product each year from APh, Marketing agreed to release the cartridge, over the objections of Gabriel Baum, VP of Application Software.

- STAFF -

Program: Frank Evans

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60949&o=2

$end


$info=sshooter,sshooter12,sshooter11,sshooter17,
$bio

Sharpshooter (c) 1998 P&P Marketing.

- TECHNICAL -

Main CPU : R3000 (@ 24 Mhz)
Sound Chips : BSMT2000 (@ 24 Mhz)

Players : 2
Control : lightgun
Buttons : 1

- UPDATES -

VERSION 1.2
* Initial Challenge set, internal program still very much like "Police Trainer".

VERSION 1.7, Fundamental rewrite :
* Diagnostic program made easier to use (Particularly Gun Calibration).
* Added an 'Auto' Difficulty setting, which sets the difficulty of each game according to performance by all players in a location.
* Circus of Mystery 'Balloon' Challenge rewritten (Can now shoot the balloons directly, rather than having to hit a target first).
* Alien Encounter 'Saucer' Challenge (top left on grid) rewritten (No penalty target).

- STAFF -

Software designer : Andreja Djokovic
Art and design : Doug Snook, Jarod Pranno
SFX & Music : Rob Herman
Assoc. producer : Matthew Akers
Producer : Steve Boyer
Exec. producer : Ed Pellegrini
P&P/Atlas support team : Tim Shelley, Dave Oermann, George Limorez, Kang Lee, Jerry Marcus, Joe Serpico, Bob Goodman, Stephanie Tate, Pam Lewis, Pat Thornton, Lori Celaya, Sandy Kachel
Sega support team : Gary Stern, Frank Pellegrini, Joe Kaminkow, Demetrios Kouzios

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2411&o=2

$end


$info=sshootep,
$bio

Sharpshooter (c) 1979 Game Plan.

- TECHNICAL -

Model Number : 130

- TRIVIA -

Released in May 1979.

4,200 units were produced.

- SERIES -

1. Sharpshooter (1979)
2. Sharp Shooter II (1983)
3. Lady Sharpshooter (1985)

- STAFF -

Design by : Roger Sharpe, Joe Joos Jr., Ed Cebula
Art by : George Molentin
Mechanics by : Joe Joos Jr.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5564&o=2

$end


$msx1_cart=shaterb,shaterba,
$bio

Shater Hassan (c) 1987 Barq

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77435&o=2

$end


$msx1_cart=shathera,
$bio

Shater Hassan [Model P046] (c) 1987 al Alamiah

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77434&o=2

$end


$nes=shatterh,shatterhu,shatterhup,
$bio

Shatterhand (c) 1991 Jaleco Company, Limited.

- TRIVIA -

Released on October 26, 1991 in Japan.

- TIPS AND TRICKS -

Test Mode: Shatterhand has a test mode available that the developers didn't dummy out before release. To access it, at the "Press Start" screen, press A, A, A, A, B, B, B, B, A, B, A, B, A, B, A, B. This will enable several minor testing features. Press Select to switch between which option you would like to use, and press Start to choose.

- STAFF -

PROGRAM: K. ISHIHARA
DESIGN: S. TANIGUCHI, N. MIZOGUCHI, S. MATSUURA, BIT
SOUND: H. IWATSUKI
MUSIC: I. MIZUTANI

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55536&o=2

$end


$gba=shaunsnwg,
$bio

Shaun Palmer's Pro Snowboarder [Model AGB-ASCD-NOE] (c) 2001 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72818&o=2

$end


$gba=shaunsnw,
$bio

Shaun Palmer's Pro Snowboarder [Model AGB-ASCE-USA] (c) 2001 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72816&o=2

$end


$gba=shaunsnw,
$bio

Shaun Palmer's Pro Snowboarder [Model AGB-ASCP] (c) 2001 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72817&o=2

$end


$gbcolor=shaunsnw,
$bio

Shaun Palmer's Pro Snowboarder [Model CGB-B3SE-USA] (c) 2001 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68750&o=2

$end


$astrocde=sheloves,
$bio

She Loves You (c) 1986 Degler [Richard Degler]

- TRIVIA -

This music was originally released on tape format by George Moses. Richard 
Degler converted it to cartridge format and made the notes play along to the 
music on a musical staff.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86830&o=2

$end


$pc8801_flop=shemonke,
$bio

She Monkey (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92872&o=2

$end


$cpc_cass=mrweems,
$bio

She Vampires [Model AS291] (c) 1987 Alternative Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99597&o=2

$end


$saturn,sat_cart=shesn,shesna,
$bio

She'sn (c) 1998 KID

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59646&o=2

$end


$amigaocs_flop=shefox,
$bio

She-Fox (c) 1988 Martech

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74970&o=2

$end


$bbca_cass,bbcb_cass=shbounds,
$bio

Shedmaster Bounds Greene (c) 1987 DeeKay

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52367&o=2

$end


$bbca_cass,bbcb_cass=shfinpar,
$bio

Shedmaster Finsbury Park (c) 19?? DeeKay

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52368&o=2

$end


$gba=sheep,
$bio

Sheep [Model AGB-AEPP] (c) 2002 Empire Interactive Europe, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72819&o=2

$end


$info=m5sheik,
$bio

Sheik Yer Money (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41630&o=2

$end


$saturn,sat_cart=shellshku,
$bio

Shellshock (c) 1995 US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60145&o=2

$end


$saturn,sat_cart=shellshkj,
$bio

Shellshock (c) 1996 Electronic Arts Victor [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59647&o=2

$end


$saturn,sat_cart=shellshkf,shellshkg,shellshk,
$bio

Shellshock (c) 1996 Core Design

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60401&o=2

$end


$gbcolor=shellycl,
$bio

Shelly Club [Model CGB-BKIP-EUR] (c) 2001 Vivendi Universal Publishing Interactive International

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68752&o=2

$end


$nes=shenhjy3,
$bio

Shen Hua Jian Yun III (c) 19?? HengGedianzi [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76929&o=2

$end


$nes=smjsj,smjsja,
$bio

神密金三角 (c) 199? Waixing Computer & Technology Co., Ltd.
(Shen Mi Jin San Jiao)

- TECHNICAL -

[Model ES-1018]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76930&o=2

$end


$nes=shenqbb,
$bio

Shen Qi Bao Bei (c) 19?? HengGedianzi.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95507&o=2

$end


$pc8801_flop=shenandr,shenandra,
$bio

Shenan Dragon (c) 1990 Technopolis Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92873&o=2

$end


$msx2_flop=shenandr,
$bio

Shenan Dragon (c) 1990 Technopolis Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102022&o=2

$end


$info=sdwx,
$bio

Sheng Dan Wu Xian (c) 2002 IGS.

- TECHNICAL -

Main CPU : ARM7 (@ 20 Mhz)

- TRIVIA -

Released in March 2002.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=12482&o=2

$end


$nes=firembgcc,
$bio

Sheng Huo Hui Zhang - Suo Fei Ya De Fu Su (c) 199? Fuzhou Coolboy Electronics Co., Ltd. [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76932&o=2

$end


$nes=firembgcb,firembgc,firembgca,
$bio

Sheng Huo Hui Zhang - Suo Fei Ya De Fu Su [Model ES-1011] (c) 199? Waixing Computer & Technology Co., Ltd. [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76931&o=2

$end


$nes=firembc,firembca,
$bio

????II? (c) 19?? Waixing Computer & Technology Co., Ltd.
(Sheng Huo Hui Zhang II Dai)

- TECHNICAL -

[Model ES-1053]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76933&o=2

$end


$nes=shhz3,
$bio

Sheng Huo Hui Zhang III [Model ES-1107] (c) 19?? Waixing Computer & Technology Co., Ltd. [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76934&o=2

$end


$gbcolor=shjmlwc,
$bio

Sheng Huo Jiang Mo Lu Wai Chuan - Guang Yu An De Lun Hui (c) 200? SKOB [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68753&o=2

$end


$nes=shenghlz,
$bio

Sheng Huo Lie Zhuan (c) 1991 Computer & Ent. [Taiwan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84104&o=2

$end


$nes=shengjcs,
$bio

圣剑传说 (c) 200? Nanjing.
(Sheng Jian Chuan Shuo)

- TECHNICAL -

Game ID: NJ014

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76935&o=2

$end


$nes=shconan,
$bio

Shentan Conan (c) 19?? XingXing [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76936&o=2

$end


$info=sheriff,
$bio

Sheriff (c) 1979 Nintendo.

You control a sheriff who has been surrounded by bandits. You can move around in the middle of the screen, and pick off the bandits that have you circled in. The longer you play the quicker they move. Luckily you can move one direction, while firing another.

- TECHNICAL -

Main CPU : Intel 8080 (@ 2.016 Mhz)
Sound CPU : I8035 (@ 400 Khz)
Sound Chips : DAC, SN76477 (@ 400 Khz)

Players : 2
Control : Joystick 8-Way (controls movement), 8-Way rotary knob + push. (controls shooting)

This game uses some strange color hardware, which required a unique monitor.

Sheriff was one of the last games that was designed to look like a "Bowling Alley". It has light colored woodgrain sides that actually look like they were made from the same wood as a bowling lane. They have a 'Sheriff' logo painted on the side in black, with a few graphics of Mexican bandits circling the machine near the bottom. The front of the machine has a huge coin door, and a speaker grill offset to the left of it (both of these are black). The control panel is done in red and features game instructions, start buttons for each player, and the controls. The monitor bezel goes all the way up to the top of the machine (no marquee on this title), and has a few more game instructions, some cowboy graphics, and a big 'Sheriff' logo done up to look like an American Flag. There were also two cocktail versions of this title made. The first was in a standard white topped first generation Nintendo cocktail ("Donkey Kong" used the same one with a different top). The second one was a god awful red and white contraption that looked like some sort of fantasy jukebox (this one used a smaller monitor and is fairly rare).

- TRIVIA -

Sheriff was released in October 1979.

The Sheriff and the bandits characters, appear as trophy in the game Super Smash Bros. Melee.

After Sheriff's release by Nintendo in 1979, it was licensed to Exidy for re-release as "Bandido" in 1980.

- SERIES -

1. Sheriff (1979)
2. Sheriff 2 (1979)

- STAFF -

Characters designed by: Shigeru Miyamoto

- PORTS -

A slightly redesigned version of 'Sheriff' is included as an unlockable extra on Nintendo's Game Boy Advance title 'Wario Ware Inc.: Mega Microgame$'. In this version, Wario is the 'dashing hero' instead of the cowboy from the arcade game; the gameplay and graphics are otherwise basically the same. 'Sheriff' also serves as the basis for one of 9-Volt's microgames during normal play.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2412&o=2

$end


$segacd=holmes,
$bio

Sherlock Holmes - Consulting Detective (c) 1992 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60802&o=2

$end


$segacd=holmes2,
$bio

Sherlock Holmes - Consulting Detective Vol II [Model T-4653] (c) 1994 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60803&o=2

$end


$megacd,megacdj=holmes,
$bio

Sherlock Holmes - Consulting Detective Vol. I (c) 1993 Sega Enterprises, Limited.

- TECHNICAL -

[Model 4650]

- TRIVIA -

Reviews:
[FR] Oct. 1993 - Consoles + N.24: 86%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60656&o=2

$end


$megacd,megacdj=holmes2,
$bio

Sherlock Holmes - Consulting Detective Vol. II [Model4653] (c) 1993 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60657&o=2

$end


$nes=holmeshr,
$bio

Sherlock Holmes - Hakushaku Reijou Yuukai Jiken (c) 1986 Towa Chiki

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54611&o=2

$end


$pcecd=holmes,
$bio

Sherlock Holmes Consulting Detective (c) 1991 Sleuth Publications

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58513&o=2

$end


$pcecd=holmes2,
$bio

Sherlock Holmes Consulting Detective Volume II (c) 1993 Sleuth Publications

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58514&o=2

$end


$pcecd=holmesj,
$bio

Sherlock Holmes no Tantei Kouza (c) 1991 Victor Entertainment [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58368&o=2

$end


$pcecd=holmes2j,
$bio

Sherlock Holmes no Tantei Kouza II (c) 1993 Victor Entertainment [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58369&o=2

$end


$cpc_cass=shermnm4,
$bio

Sherman M4 [Model 22744] (c) 1990 Proein Soft Line [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99106&o=2

$end


$pc8801_flop=sherwood,
$bio

Sherwood Forest (c) 1984 Starcraft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92874&o=2

$end


$megadriv=shijie,
$bio

Shi Jie Zhi Bang Zheng Ba Zhan - World Pro Baseball 94 (c) 1994 C&E

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56835&o=2

$end


$gbcolor=smmftian,
$bio

Shi Mian Mai Fu - Tian Long Pian (c) 200? Unknown [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68754&o=2

$end


$gbcolor=smmftu,
$bio

Shi Mian Mai Fu - Tu Long Pian (c) 200? Unknown [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68755&o=2

$end


$megadriv=fatallabj,
$bio

Shi no Meikyuu (c) 1991 Sega Enterprises, Limited.

- TRIVIA -

Shi no Meikyuu was released in 1991 in Japan for the Sega Meganet online service. There was no stand-alone physical release for this game in Japan.

This game is known outside Japan as Fatal Labyrinth.

- PORTS -

* Consoles : 
Sega Mega-CD [JP] (March 18, 1994) "Game no Kanzume Vol. 2 [Model G-6033]" 
Sony PlayStation 3 [KO] (February 10, 2009) "Sonic's Ultimate Genesis Collection" by SCEI

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91194&o=2

$end


$gbcolor=sqsd,
$bio

Shi Qi Shi Dai - Jing Ling Wang Dan Sheng (c) 200? Gowin.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68756&o=2

$end


$psx=shibasu1,
$bio

Shibas 1-2-3 Destiny! Unmei O Kaerusha! [Model SLPS-01893] (c) 2000 Jaleco Co., Ltd. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85656&o=2

$end


$pc8801_flop=shichini,
$bio

Shichinin no Samurai (c) 1987 IA System

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92875&o=2

$end


$saturn,sat_cart=guyferd,
$bio

Shichisei Toushin Guyferd - Crown Kaimetsu Sakusen (c) 1998 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59648&o=2

$end


$saturn,sat_cart=pitgraph,
$bio

Shichuu Suimei Pitagraph (c) 1996 Datam Polystar

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59649&o=2

$end


$snes=shichusu,
$bio

Shichuusuimeigaku Nyuumon - Shin Tougenkyou [Model SHVC-AP8J-JPN] (c) 1995 Banpresto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62141&o=2

$end


$snes=shienj,
$bio

Shien - The Blade Chaser [Model SHVC-OO] (c) 1994 Dynamic Planning

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62142&o=2

$end


$snes=shien,shienp,
$bio

Shien's Revenge (c) 1994 Vic Tokai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63536&o=2

$end


$saturn,sat_cart=shienryu,
$bio

Shienryu (c) 1997 Warashi

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59650&o=2

$end


$info=shienryu,
$bio

Shienryu (c) 1996 Warashi.

- TECHNICAL -

Runs on the "ST-V [Sega Titan Video Game System]" hardware.
Cartridge ID: 610-0374-13

Players: 2
Control: 8-way joystick
Buttons: 6

- TRIVIA -

Shienryu was released in December 1996.

Shi en ryuu translates as 'Purple flame dragon'.

The 1st boss design and combat environment in this game is clearly inspired by the 1st boss of "Daioh", a 1993 shoot-em-up produced by about the same staff. Also, the 3rd boss is clearly inspired by the 3rd boss in "Daioh". Perhaps more inspirations to find? (The main reason is that this game is actually produced by  Daioh's staff).

The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to 'ISH'.

PATENTS :
U.S.A : 4,442,486 - 4,454,594 - 4,462,076
Europe : 80244
Canada : 1,183,276
Honk Kong : 88-4302
Singapore : 88-155

- STAFF -

Director and programmer : Tsutomu Tabata
Game and graphics designer : Nozomu Oda
Graphic designers : Shige-P, Tama (Magitec)
Sound tracks and effects : bAsHEE, Yuki
Planner : Hiroaki Sato
Advertisement : SHO
Lead tester : Takeshi Ohbuchi
Executive producer : Noriyuki Takasaki

- PORTS -

* Consoles :
Sega Saturn (1997)
Sony PlayStation (1999, "Geki-Oh Shooting King - Shienryu")
Sony PlayStation 2 (2003, "Double Shienryu")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2413&o=2

$end


$megadriv=sokoban,
$bio

Shijou Saidai no Soukoban (c) 1990 NCS

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56836&o=2

$end


$snes=seriea,
$bio

Shijou Saikyou League Serie A - Ace Striker [Model SHVC-ATXJ-JPN] (c) 1995 TNN

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62143&o=2

$end


$snes=shijoqz,
$bio

Shijou Saikyou no Quiz Ou Ketteisen Super [Model SHVC-QS (c) 1992 Party Room 21

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62144&o=2

$end


$gba=shikakk,
$bio

Shikakui Atama o Maruku Suru. Advance - Kanji, Keisan [Model AGB-B4KJ-JPN] (c) 2004 Rocket Co.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72820&o=2

$end


$gba=shikakss,
$bio

Shikakui Atama o Maruku Suru. Advance - Kokugo, Sansuu, Shakai, Rika [Model AGB-B4RJ-JPN] (c) 2004 Rocket Co.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72821&o=2

$end


$x68k_flop=shikato,
$bio

Shikato (c) 19?? Rero Rero

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88601&o=2

$end


$x68k_flop=shikendm,
$bio

Shiken ni Denai Maison (c) 19?? Melty Club

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88602&o=2

$end


$x68k_flop=shikenmi,
$bio

Shiken ni Deru Maison Ikkoku (c) 1990 Ponta Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88603&o=2

$end


$pc8801_flop=shikenni,shikennia,
$bio

Shiken ni Deru Urusei Yatsura (c) 1986 Kitty Enterprise

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92876&o=2

$end


$x68k_flop=shikendu,
$bio

Shiken ni Deru Urusei Yatsura Part 1 (c) 1989 Ponta Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88604&o=2

$end


$snes=jinryu,
$bio

Shiki Eiyuu Den - Jinryuu Densetsu [Model SHVC-AAUJ-JPN] (c) 1995 Outrigger

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62145&o=2

$end


$info=shikigam,
$bio

Shikigami no Shiro (c) 2001 Alfa System.

A shoot'em up featuring 6 selectable characters. There are five levels of three stages each.

- TECHNICAL -

Runs on the "Taito G-Net" hardware.

Players : 2
Control : 8-way joystick
Buttons : 2
=> [A] Shoot, [B] Bomb

- TRIVIA -

Released in August 2001 in Japan.

This game is known outside Japan as "Castle of Gods".

- TIPS AND TRICKS -

* Secret character :
1) After inserted a credit, input the following code : Up, Down, Up, down, A, A, B, A, B
OR
2) In test mode, input the followin code with the 2P side : Up, A, Up, B, Down, B, Down, A, Left, B, Left, B, Right, A, Right, A
Note : In case of the second method, 'Secret Character' item appears in the game setting menu. If you enable this item then save, you can select secret character without have todo the first method.

* Shikigami no Shiro weapons :
1) Shot: normal shot, depends on the character you selected.
2) Shikigami Attack : activated by holding down the A button. Also depends on the character you selected.
3) Bomb : depends on the character you selected

* Coins : it is released when an enemy is destroyed and powers up the player. It?s value starts with 10pts and reach the maximum of 10.000pts, this values does not decrease if you miss any coin or get hit. If you use the Shikigami Attack the coins will move towards you, also the enemies release more coins if you have a higher power up level.

* Tension system : it is activated when you move close to the enemies, bullets ans scenery. When the tension system is active an aura appears around the player. Also it activates a bonus multiplier - from 2x to 8x - that affects the points of the enemies destroyed and coins collected. When you get the 8x multiplier a rapid and more powerful fire is activated and the aura turns red.

- SERIES -

1. Shikigami no Shiro (2001)
2. Shikigami no Shiro Evolution (2002, Microsoft XBOX)
3. Shikigami no Shiro II (2003)
4. Shikigami no Shiro III (2005)

- PORTS -

* Consoles :
Sony PlayStation 2 (2002)
Microsoft XBOX (2002)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3442&o=2

$end


$info=shikgam2,
$bio

Shikigami no Shiro II (c) 2003 Alfa System.

A shoot'em up featuring 7 selectable characters. There are five levels of two stages each.

- TECHNICAL -

Runs on the Sega "NAOMI GD-ROM System" hardware.

Players : 2
Control : 8-way joystick
Buttons : 2
=> [A] Shoot, [B] Bomb

- TRIVIA -

Released in April 2003.

- TIPS AND TRICKS -

* Secret Modes : After inserted a credit, input the following code...
- SII Mix Mode : AB + Start
- Extreme Mode : Up, A, Down, Down, Left, A, Right, Down, B, B, A, AB + Start

* Secret Character : In game Test Mode, input the following code WITHIN 10 seconds : Up, Down, Right, Right, 2P Start, 1P Start, Right, Right, 2P Start.

* Shikigami no Shiro weapons :
1) Shot : normal shot, depends on the character you selected.
2) Shikigami Attack : activated by holding down the A button. Also depends on the character you selected.
3) Bomb : depends on the character you selected

* Coins : it is released when an enemy is destroyed. It?s value starts with 10pts and reach the maximum of 10.000pts, this values does not decrease if you miss any coin or get hit. If you use the Shikigami Attack the coins will move towards you, also the enemies release more coins if you have a higher power up level. Unlike "Shikigami no Shiro", there's no power up system in "Shikigami no Shiro II".

* Tension system : it is activated when you move close to the enemies, bullets ans scenery. When the tension system is active an aura appears around the player. Also it activates a bonus multiplier - from 2x to 8x - that affects the points of the enemies destroyed and coins collected. When you get the 8x multiplier a rapid and more powerful fire is activated and the aura turns red.

* Timing : unlike "Shikigami no Shiro", at "Shikigami no Shiro II" only the bosses battles are timed.

- SERIES -

1. Shikigami no Shiro (2001)
2. Shikigami no Shiro Evolution (2002, Microsoft XBOX)
3. Shikigami no Shiro II (2003)
4. Shikigami no Shiro III (2005)

- PORTS -

* Consoles :
Sega Dreamcast (2004)
Sony Playstation 2 (2004)
Microsoft XBOX (2004)
Nintendo GameCube (2004)

* Computers :
PC [MS Windows] (2004)

* Others :
PSN (2012) (PS2 ver.)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3949&o=2

$end


$info=shikiga3,
$bio

Shikigami no Shiro III (c) 2005 Alfa System.

- TECHNICAL -

Runs on the "Taito Type X" hardware.

- TRIVIA -

Released in February 2006 in Japan (even if the titlescreen says 2005).

This game has side-story and was developed by sKOnec Entertainment.

- TIPS AND TRICKS -

* Unlock Extreme Mode : After inserting a coin, at the title screen, do the following.
Up, A, Down(x2), Left, Right, Up, Down, B(x2), A, A+B.

- SERIES -

1. Shikigami no Shiro (2001)
2. Shikigami no Shiro Evolution (2002, Microsoft XBOX)
3. Shikigami no Shiro II (2003)
4. Shikigami no Shiro III (2005)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3950&o=2

$end


$megadriv=shikinjo,
$bio

Shikinjoh (c) 1991 Sunsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56837&o=2

$end


$pc8801_flop=shikinjo,
$bio

Shikinjou (c) 1989 Scap Trust [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92877&o=2

$end


$msx2_flop=shikinjo,shikinjoa,
$bio

Shikinjou (c) 1990 ScapTrust [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102023&o=2

$end


$nes=shikinjo,
$bio

Shikinjou (c) 1991 Toei Animation

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54612&o=2

$end


$gameboy=shikinjo,
$bio

Shikinjou [Model DMG-SUJ] (c) 1991 Toei Animation [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66907&o=2

$end


$gamegear=shikinjo,
$bio

Shikinjou [Model T-15027] (c) 1991 Sunsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64825&o=2

$end


$pc8801_flop=shikoshi,
$bio

Shikoshiko Racing (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92878&o=2

$end


$pc8801_flop=shikotei,
$bio

Shikotei (c) 1986 dB-SOFT [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92879&o=2

$end


$pce=mjwars,
$bio

Shikyaku Retsuden - Mahjong Wars (c) 1990 Nichibutsu.

Shikaka Retsuden Mahjong Wars is a simple Role Playing Game with a blend of Mahjong. Our hero, a young teenage male, travels all around Japan and hold various Mahjong duels mainly against (cute) female characters. A good understanding of Japanese is needed in order to progress in the game despite its overall simplicity. There are many puzzles to solve, and some need to be unlocked in a specific order. The world is quite large, with big cities to visit, various caves and dungeons. The game uses the Backup Ram and it is advised to use it. Without it, a more classical, and really painful password system needs to be used instead to save the game's progress. Shikaka Retsuden Mahjong Wars also proposes a Normal Mode where the player can play a game of Mahjong again CPU controlled opponents.

- TECHNICAL -

HuCARD ID: NB01001
HuCARD Size: 2 Mbits.

- TRIVIA -

Released on February 28, 1991 in Japan for 5400 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58638&o=2

$end


$pico=shimatan,
$bio

Shima Shima Tora no Shimajiro - Tanoshii Ichi Nichi [Model HPC-6085] (c) 2000 Sega Toys

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75786&o=2

$end


$x68k_flop=shimaimj100,shimaimj110,shimaimj130,shimaimj,
$bio

Shimai Mahjong (c) 1993 Kazumi

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88605&o=2

$end


$pico=shimayum,shimayuma,
$bio

Shimajiro to Yume no Kuni he Daibouken! [Model HPC-6116] (c) 2002 Sega Toys

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75787&o=2

$end


$info=jsk,
$bio

Shimizushi Dai Joryuu Yonkan'ou Kanshuu - Joryuu Shougi Kyoushitsu (c) 1997 Visco.

- TECHNICAL -

Main CPU : V60 (@ 16 Mhz), V810 (@ 25 Mhz)
Sound Chips : ES5506 (@ 16 Mhz)

Players : 1

- TRIVIA -

Released in February 1997 in Japan.

The title of this game translates from Japanese as 'Shimizushi City's Four Great Lady Champions - Lady Shougi Classroom'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1225&o=2

$end


$snes=shimono,
$bio

Shimono Masaki no Fishing to Bassing [Model SHVC-ABIJ-JPN] (c) 1994 Natsume [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62146&o=2

$end


$gba=shimurak,
$bio

Shimura Ken no Baka Tonosama - Bakushou Tenka Touitsu Game [Model AGB-A64J-JPN] (c) 2002 TDK Core

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72822&o=2

$end


$nes=shin4num,
$bio

Shin 4-nin Uchi Mahjong - Yakuman Tengoku (c) 1991 Nintendo.

- TECHNICAL -

Cartridge ID: HVC-YT

- TRIVIA -

Released on July 28, 1991 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54613&o=2

$end


$x68k_flop=sbbknuck,
$bio

Shin Baseball Knuckles (c) 1995 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88606&o=2

$end


$pc8801_flop=shinbest,
$bio

Shin Best Nine Pro Yakyu (c) 1985 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92880&o=2

$end


$pc98=sbest9py,
$bio

Shin Best Nine Pro Yakyuu (c) 1986 ASCII Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95242&o=2

$end


$msx2_flop=sbest9py,
$bio

Shin Best Nine Pro Yakyuu (c) 1987 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102024&o=2

$end


$gba=sboktai,
$bio

Shin Bokura no Taiyou - Gyakushuu no Sabata [Model AGB-U33J-JPN] (c) 2005 Konami Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72823&o=2

$end


$gba=shinchan,
$bio

Shin Chan - Aventuras en Cineland [Model AGB-BKCS-ESP] (c) 2005 Atari Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72824&o=2

$end


$gba=shincnms,
$bio

Shin Chan contra los Muñecos de Shock Gahn (c) 2006 Atari Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72825&o=2

$end


$info=matrim,matrimbl,
$bio

Shin Gouketsuji Ichizoku Toukon - Matrimelee (c) 2002 Playmore.

Revived from the New Power Instinct series, the Goketsuji clan has appeared newly on the MVS Neo-Geo! In addition to the familiar 11 characters, individual fresh 4 join in the heated Head Decision Match. You will be overwhelmed by the spectacular graphics and the BGM. Attention to the memorial Marriage Battle over the right to the throne and get ready!

- TECHNICAL -

SNK Neo-Geo MVS harware
Game ID : NGM-266

Players : 2
Control : 8-way Joystick
Buttons : 4
=> [A] Weak Punch, [B] Weak Kick, [C] Strong Punch, [D] Strong Kick

- TRIVIA -

Developed by Noise Factory & Atlus. Also licensed to SNK Playmore for manufacture and distribution.

Even if the copyright year shows 2002, this game was officialy released in public March 2003.

The title of this game translates from Japanese as 'True Gouketsuji Family Fighting Spirit - Matrimelee' ('Gouketsuji' is literally means 'Overpowering Blood Temple Family').

Known outside Japan as 'Matrimelee',

Some characters from the Power Instinct series received some minor name changes in this game :
Thin Nen => Chinen
Otane => Tane
Oume => Ume
Kurara => Clara
Annie => Anny
Pochi => Poochy

Also the transformation sequences from previous games has been almost completely ditched in this game (with the only exceptions of  super moves from Kanji, Clara & Princess Sissy; as well as one of Tane's win poses).

While there have been a few fighting games that feature a vocal track as BGM (Roll's BGM in "Marvel vs. Capcom - Clash of Super Heroes", Arina's BGM in "Waku Waku 7" & Roomy's BGM in "Galaxy Fight - Universal Warriors" are but a few examples of this), the Japanese version of this game's BGM features an unprecedented number of excellent & quite hilarious vocal tracks for many stages. Chinen BGM is nothing short of awesome!

Jones is the only selectable character from "Rage of the Dragons" that won't challenge you on the 3rd & 5th battle. This is odd...

Abubo ("Rage of the Dragons"' sub-boss character) makes an unlikely cameo as one of Princess Sissy box surprises!

Kang Jae-Mo ("Rage of the Dragons" wrestler) makes a hilarious cameo in one of Jones' super moves.

Default highscore table (Ranking) :
RANK SCORE NAME
1ST 0500000 PLM
2ND 0450000 ATL
3RD 0400000 MTM
4TH 0350000 NEO
5TH 0300000 GEO

Noise Factory released a limited-edition soundtrack album for this game (Shin Gouketsuji Ichizoku Toukon - Matrimelee / Original Soundtrack) on May 01, 2003.

- UPDATES -

The US version of this game completely removed all the vocal tracks from the Japanese version and are replaced with the BGM of the "Rage of the Dragons" guest characters, causing those tracks to be recycled quite a few times. Such strange issue had already been seen in a few previous Neo-Geo games such as the Magical Drop games.

- TIPS AND TRICKS -

* Enable "Rage of the Dragons" Characters : At the character selection screen, press Up(x4), Down(x3), Left(x2) and Right. The screen will go black and reappear with Lynn, Mr. Jones, Jimmy and Elias in the center of the character select screen.

* Play As Princess Sissy : After you choose your character, press and hold A+B+C+D until the match begins and you'll play as Princess Sissy.

- SERIES -

1. Power Instinct (1993)
2. Power Instinct 2 (1994)
3. Gogetsuji Legends (1995)
4. Gouketsuji Ichizoku 3 - Groove on Fight [Model 610-0374-34] (1997)
5. Matrimelee (2003) 
6. Shin Gouketsuji Ichizoku - Bonnou Kaihou (2006, Sony PlayStation 2)
7. Power Instinct V (2009)

- STAFF -

Producer : Keiko Ijuu
Directors : Keiko Ijuu, Marohie. M
Sub Directors : Hidenari Mamoto, 55
Main Programmers : Hidenari Mamoto
Sub Programmers : Kazuaki Ezato, H. Hishikawa
Character Designers : Marochie. M, Super Dotter K', Dessy, Shio Shio Shio, Orie Kinugasa
Background Designers : Miyukichi, Miyavi, Kuramoyan
Illustration : Range Murata, Tomokazu Nakano, Ooma Bunshichiro
Sound Producer : Studio Aqua
Vocalists : Toshikazu Tanaka (Dencyu), Masanosuke Fujiwara, Momoeika, Ryuji Mutou, Moamo & Cheiko, Uchida, Nami Matsusima, Aya Fujimoto
Voice Actors : R. Riken, Shinya Moriguchi, Akihisa Muramoto, N. Chinatsu, Mina Yamamoto, Nahomi, Ikuro. I, Sayaka Mishimura, Aumi Jinga
Special Thanks: H. Yokoyama, A. Morita

- PORTS -

* Consoles :
SNK Neo-Geo [JP] (May 29, 2003; "Shin Gouketsuji Ichizoku Toukon Matrimelee [Model NGH-2660]")
SNK Neo-Geo [US] (May 29, 2003; "Matrimelee [Model NGH-266]")
Sony PlayStation 2 [JP] (May 25, 2006; "Shin Goketsuji Ichizoku : Bonnou Kaihou [Model SLPM-66278]"): features an online mode, new characters and a card battle system called 'lusts cards system'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2028&o=2

$end


$snes=shinikka,
$bio

Shin Ikkakusenkin [Model SHVC-AI2J-JPN] (c) 1995 VAP Game [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62147&o=2

$end


$nes=sjinruih,
$bio

Shin Jinrui - The New Type (c) 1987 FMG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69310&o=2

$end


$nes=sjinrui,
$bio

新人類 The New Type (c) 1987 Rix Soft.
(Shin Jinrui - The New Type)

Shin Jinrui is a vertical/overhead shooter published by Rix Soft. The game is set in prehistoric times and tells the adventures of a courageous young caveman, and his voyage through a dangerous world populated with dinosaurs and other apex predators. As he begins his adventure, the caveman relies on small rocks in order to defend himself against the various enemies coming his way. However, this default weapon is very limited and, thankfully, can be upgraded as the game progresses. Some elements of the scenery are destructible (such as flowers, pots or skulls) and reveal all kind of special icons. Most of them give the player various advantages in battle - Power icons, symbolized by a closed fist, progressively upgrade the main weapon into stone axes, boomerangs and finally flaming torches, boots speed-up the player, hearts increase the player's available life to a maximum of eight hearts, meat refills life, Stars destroy all enemies on screen in a flash, and Diamonds boost the player's score. Two secret icons are also available throughout the game, and can only be revealed by shooting at the same hidden and invisible locations multiple times - the bird gives the player little wings and the ability to temporary fly, and the Riki icon turns the player into a large wrestler with considerable powers. Shin Jinrui features four different levels (the last one being a combination of the first three level themes and bosses) and is single player only.

- TECHNICAL -

Cartridge ID: RES-SG

- TRIVIA -

Shin Jinrui was released on February 10, 1987 in Japan. It was sold 4900 Yen.

It was released in North America as "Adventures of Dino Riki [Model NES-SG-USA]" (September 1989)

- STAFF -

Developed by Hudon Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54614&o=2

$end


$saturn,sat_cart=skgkodo,
$bio

Shin Kaitei Gunkan - Koutetsu no Kodoku (c) 1997 ASCII Entertainment Software, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59651&o=2

$end


$gameboy=shinpokj,
$bio

Shin Keiba Kizoku Pocket Jockey [Model DMG-AQGJ-JPN] (c) 1998 King Records

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66908&o=2

$end


$snes=gndmwend,
$bio

Shin Kidou Senki Gundam W - Endless Duel [Model SHVC-AEDJ-JPN] (c) 1996 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62148&o=2

$end


$gba=skisekae,
$bio

Shin Kisekae Monogatari [Model AGB-AAJJ-JPN] (c) 2003 Marvelous Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72826&o=2

$end


$x1_flop=skugyokd,
$bio

Shin Kugyokuden (c) 1988 TechnoSoft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86112&o=2

$end


$pc98=shkugyok,
$bio

Shin Kugyokuden (c) 1988 Tecno Soft [TechnoSoft] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90613&o=2

$end


$pc8801_flop=skugyokda,skugyokd,skugyokdd,
$bio

Shin Kugyokuden (c) 1988 Tecno Soft [TechnoSoft] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92881&o=2

$end


$msx2_flop=skugyokd,skugyokda,
$bio

Shin Kugyokuden (c) 1988 Tecno Soft [TechnoSoft] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102025&o=2

$end


$snes=shinmj,
$bio

Shin Mahjong [Model SHVC-KZ] (c) 1994 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62149&o=2

$end


$msx2_flop=sgolvell,
$bio

Shin Maou Golvellius (c) 1988 Compile

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102026&o=2

$end


$psx=shinmaso,
$bio

Shin Masoukishin - Panzer Warfare [Model SLPS-02319] (c) 1999 Banpresto [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85657&o=2

$end


$pcecd=shinmt,
$bio

Shin Megami Tensei (c) 1993 Atlus Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58370&o=2

$end


$saturn,sat_cart=sdvsum,sdvsuma,sdvsumb,
$bio

Shin Megami Tensei - Devil Summoner (c) 1995 Atlus Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59652&o=2

$end


$saturn,sat_cart=sdvsumaz,sdvsumaza,
$bio

Shin Megami Tensei - Devil Summoner - Akuma Zensho (c) 1996 Atlus Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59655&o=2

$end


$saturn,sat_cart=sdvsumsa,
$bio

Shin Megami Tensei - Devil Summoner [Satakore] (c) 1997 Atlus Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59653&o=2

$end


$saturn,sat_cart=sdvsumspec,
$bio

Shin Megami Tensei - Devil Summoner [Special Box] (c) 1996 Atlus Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59654&o=2

$end


$gbcolor=shinmta,
$bio

Shin Megami Tensei Devil Children - Aka no Sho [Model DMG-BHNJ-JPN] (c) 2000 Atlus Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68757&o=2

$end


$gba=shinmthk,
$bio

Shin Megami Tensei Devil Children - Hikari no Sho [Model AGB-Al4J-JPN] (c) 2002 Atlus Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72828&o=2

$end


$gba=shinmthn,
$bio

Shin Megami Tensei Devil Children - Honoo no Sho [Model AGB-BDHJ-JPN] (c) 2003 Atlus Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72829&o=2

$end


$gba=shinmtko,
$bio

Shin Megami Tensei Devil Children - Koori no Sho [Model AGB-BDYJ-JPN] (c) 2003 Atlus Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72830&o=2

$end


$gbcolor=shinmtk,
$bio

Shin Megami Tensei Devil Children - Kuro no Sho [Model DMG-BHEJ-JPN] (c) 2000 Atlus Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68758&o=2

$end


$gba=shinmtmr,
$bio

Shin Megami Tensei Devil Children - Messiah Riser [Model AGB-BDLJ-JPN] (c) 2004 Atlus Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72831&o=2

$end


$gba=shinmtpz,
$bio

Shin Megami Tensei Devil Children - Puzzle de Call! [Model AGB-A8ZJ-JPN] (c) 2003 Atlus Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72832&o=2

$end


$gbcolor=shinmts,
$bio

Shin Megami Tensei Devil Children - Shiro no Sho [Model CGB-BHWJ-JPN] (c) 2001 Atlus Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68759&o=2

$end


$gba=shinmtym,
$bio

Shin Megami Tensei Devil Children - Yami no Sho [Model AGB-AC5J-JPN] (c) 2002 Atlus Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72833&o=2

$end


$snes=shinmtifa,shinmtif,
$bio

Shin Megami Tensei if... [Model SHVC-AMXJ-JPN] (c) 1994 Atlus Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62152&o=2

$end


$gba=shinmt2,
$bio

Shin Megami Tensei II [Model AGB-A5TJ-JPN] (c) 2003 Atlus Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72834&o=2

$end


$snes=shinmt2a,shinmt2,
$bio

Shin Megami Tensei II [Model SHVC-ZE] (c) 1994 Atlus Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62151&o=2

$end


$gbcolor=shinmtcd,
$bio

Shin Megami Tensei Trading Card - Card Summoner [Model CGB-BT8J-JPN] (c) 2001 Enterbrain, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68760&o=2

$end


$gba=shinmt,
$bio

Shin Megami Tensei [Model AGB-AAUJ-JPN] (c) 2003 Atlus Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72827&o=2

$end


$snes=shinmta,shinmt,
$bio

Shin Megami Tensei (c) 1992 Atlus Company, Limited.

- TECHNICAL -

Model SHVC-ME

- TRIVIA -

Released on October 30, 1992 in Japan.

- STAFF -

Programming by: Cozy Okada

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62150&o=2

$end


$psx=shinmega,
$bio

Shin Megami Tensei [Model SLPS-03170] (c) 2001 Atlus Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85658&o=2

$end


$megacd,megacdj=shinmt,
$bio

Shin Megami Tensei [Model T-44044] (c) 1994 SIMS [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60557&o=2

$end


$nes=smoeproy,
$bio

Shin Moero!! Pro Yakyuu (c) 1989 Jaleco Company, Limited. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54615&o=2

$end


$snes=shinmomo,shinmomo1,
$bio

Shin Momotarou Densetsu [Model SHVC-M5] (c) 1992 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62153&o=2

$end


$snes=shinnekk,
$bio

Shin Nekketsu Kouha - Kunio-tachi no Banka [Model SHVC-QN] (c) 1994 Technos Japan Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62154&o=2

$end


$snes=sprowres,
$bio

Shin Nihon Pro Wrestling - Chou Senshi in Tokyo Dome - Fantastic Story (c) 1993 Varie

The Fantastic Story in Tokyo Dome 1993 features 10 of New Japan's greatest wrestlers taking part in the G1 Climax championship tournament. Up to two players can compete in singles V.S. Battle matches and up to four players can have tag V.S. Battle matches.

- TECHNICAL -

Game ID: SHVC-NJ-JPN
Barcode: 4959020001336

- TRIVIA -

Released in September 14, 1993.

The January 4 Dome Show is New Japan Pro-Wrestling's major professional wrestling show. The Fantastic Story in Tokyo Dome show celebrated in 1993 drew 63,500 spectators and $3,200,000 in ticket sales, the second show NJPW co-promoted with the World Championship Wrestling (WCW) promotion.

Translating as New Japan Super Warriors in Tokyo Dome Fantastic Story, the game features ten of New Japan's wrestlers officially licensed, listed below:

Jushin 'Thunder' Liger
Hiroshi Hase
The Great Muta (heel form of Keiji Mutoh)
Riki Choshu
Big Van Vader
Scott 'Flash' Norton
Tony Halme (real name Ludvig Borga)
Tatsumi 'The Dragon' Fujinami
Shinya Hashimoto
Masahiro Chono

Also one of New Japan's wrestlers El Samurai can be spotted watching a match at ring side.

- SERIES -

1. Shin Nippon Pro Wrestling - Toukon Sanjushi [Model DMG-FMJ] (1991, GB)
2. Shin Nihon Pro Wrestling - Chou Senshi in Tokyo Dome - Fantastic Story [Model SHVC-NJ] (1993, SFC)
3. Shin Nihon Pro Wrestling Kounin - '94 Battlefield in Tokyo Dome [Model SHVC-9V-JPN](1994, SFC)
4. Shin Nippon Pro Wrestling '94 - Battlefield in Tokyo Dome [Model FCCD4001] (1994, PC Engine CD)
5. Stardust Suplex [Model SHVC-AVLJ] (1995, SFC)
6. Shin Nippon Pro Wrestling '95 - Tokyo Dome Battle 7 [Model SHVC-AB7J] (1995, SFC)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62155&o=2

$end


$gba=sprowres,
$bio

Shin Nihon Pro Wrestling - Toukon Retsuden Advance [Model AGB-ARAJ-JPN] (c) 2002 Tomy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72835&o=2

$end


$gameboy=shinprow,
$bio

Shin Nihon Pro Wrestling - Toukon Sanjuushi (c) 1993 Varie.

New Japan Pro-Wrestling champion Riki Choshu has challenged the Toukon Sanjuushi for a shot at his IWGP Championship and before they can challenge him, they must fight against each other as well as a couple of New Japan's greatest wrestlers.

Keiji Mutoh, the Natural Born Master

Masahiro Chono, Mr. G1

Shinya Hashimoto, King of Destruction

Who will reign supreme in this battle?

- TECHNICAL -

Model DMG-FMJ

- TRIVIA -

Shin Nihon Puroresu: King of Sports

Founded by Antonio Inoki in January 1972, New Japan Pro Wrestling is a major professional wrestling promotion and today remains one of the more successful in Japan.

The Toukon Sanjuushi or Three Musketeers consisted of New Japan wrestlers Keiji Mutoh, Masahiro Chono and Shinya Hashimoto. The group was formed in 1988 during an excursion in Puerto Rico. This game, the very first NJPW video game ever and presented by the Varie Corporation, is centered around this stable of wrestlers,  also featuring the following:

Hiroshi Hase
Tatsumi Fujinami
Riki Choshu

The gameplay differs from other wrestling games in that the player must earn grapple icons by either, striking their opponent three times or defending against their attack with the right timing, in order to perform grappling maneuvers.

Varie would then develop a trilogy of NJPW video games for the Super Famicom.

- SERIES -

1. Shin Nippon Pro Wrestling - Toukon Sanjushi [Model DMG-FMJ] (1991, GB)
2. Shin Nihon Pro Wrestling - Chou Senshi in Tokyo Dome - Fantastic Story [Model SHVC-NJ] (1993, SFC)
3. Shin Nihon Pro Wrestling Kounin - '94 Battlefield in Tokyo Dome [Model SHVC-9V-JPN](1994, SFC)
4. Shin Nippon Pro Wrestling '94 - Battlefield in Tokyo Dome [Model FCCD4001] (1994, PC Engine CD)
5. Stardust Suplex [Model SHVC-AVLJ] (1995, SFC)
6. Shin Nippon Pro Wrestling '95 - Tokyo Dome Battle 7 [Model SHVC-AB7J] (1995, SFC)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66909&o=2

$end


$pcecd=sprowr94,
$bio

Shin Nihon Pro Wrestling Kounin - '94 Battlefield in Tokyo Dome (c) 1994 Fujicom

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58371&o=2

$end


$snes=sprowr94,
$bio

Shin Nihon Pro Wrestling Kounin - '94 Battlefield in Tokyo Dome (c) 1994 Varie.

20 of New Japan's best enter the Battlefield in Tokyo Dome for the Super Dream Match to become the greatest. Also features the round robin tournament G1 Climax Super League, the IWGP Battle Scramble Tournament and the VS Battle Super Explosion Bout for up to four players taking each other in on in singles and tag team matches.

- TECHNICAL -

Game ID: SHVC-9V-JPN
Barcode: 4959020001374

- TRIVIA -

Released August 12, 1994.

Drawing 48,000 spectators, the January 4 Dome show of 1994, known as Battlefield, was not billed as being co-promoted by World Championship Wrestling even though it featured the Steiner brothers (who were working for the then World Wrestling Federation at the time) who are present in this game. The following 20 wrestlers are all licensed and playable:

On top row

Riki Choshu
Shinya Hashimoto
Keiji Mutoh
Shiro Koshinaka
Akira Nogami
Hawk Warrior (also known as Road Warrior Hawk)
Scott Norton
Rick Steiner
Jushin "Thunder" Liger
Tiger Mask (Koji Kanemoto, the third Tiger Mask)

On bottom row

Tatsumi Fujinami
Masahiro Chono
Hiroshi Hase
Akitoshi Saito
Takayuki Iizuka
Power Warrior (Kensuke Sasaki)
Hercules Hernandez (erroneously labeled as Fernandez in-game)
Scott Steiner
Wild Pegasus
El Samurai

Keiji Mutoh appears in the game as an unselectable boss character.

- SERIES -

1. Shin Nippon Pro Wrestling - Toukon Sanjushi [Model DMG-FMJ] (1991, GB)
2. Shin Nihon Pro Wrestling - Chou Senshi in Tokyo Dome - Fantastic Story [Model SHVC-NJ] (1993, SFC)
3. Shin Nihon Pro Wrestling Kounin - '94 Battlefield in Tokyo Dome [Model SHVC-9V-JPN](1994, SFC)
4. Shin Nippon Pro Wrestling '94 - Battlefield in Tokyo Dome [Model FCCD4001] (1994, PC Engine CD)
5. Stardust Suplex [Model SHVC-AVLJ] (1995, SFC)
6. Shin Nippon Pro Wrestling '95 - Tokyo Dome Battle 7 [Model SHVC-AB7J] (1995, SFC)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62156&o=2

$end


$snes=sprowr95,
$bio

Shin Nihon Pro Wrestling Kounin - '95 Tokyo Dome Battle 7 [Model SHVC-AB7J-JPN] (c) 1995 Varie

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62157&o=2

$end


$info=toukon3,
$bio

Shin Nihon Pro Wrestling Toukon Retsuden 3 - Arcade Edition (c) 1997 Namco.

- TECHNICAL -

Namco System 12 Hardware

Main CPU : R3000A 32 bit RISC processor, Clock- 48MHz, Operating performance - 30 MIPS, Instruction Cache - 4 KB
BUS : 132 MB/sec
OS ROM : 512 Kilobytes
Sound CPU : Hitachi H8 3002
Additional Sound Chip : Namco C352 sample playback
Main RAM: 2 Megabytes
Video RAM: 2 Megabyte
Sound RAM : 512 Kilobytes

- TRIVIA -

Released in December 1997.

Developed by TOMY & YUKE'S.

This game is also known as "New Japan Pro Wrestling - Toukon Retsuden 3".

- SERIES -

1. Toukon Retsuden (1995, Sony PlayStation)
2. Toukon Retsuden 2 (1996, Sony PlayStation)
3. Shin Nihon Pro Wrestling Toukon Retsuden 3 - Arcade Edition (1997)
4. Shin Nihon Pro Wrestling Toukon Retsuden 4 - Arcade Edition (1999)

- PORTS -

* Consoles :
Sony PlayStation (1998)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4126&o=2

$end


$info=toukon4,
$bio

Shin Nihon Pro Wrestling Toukon Retsuden 4 - Arcade Edition (c) 1999 Namco.

- TECHNICAL -

Runs on the Sega "NAOMI" hardware.

- TRIVIA -

Shin Nihon Pro Wrestling Toukon Retsuden 4 was released on Arcades in April 2000 in Japan (even if the titlescreen says 1999).

This game is also known as "New Japan Pro Wrestling - Toukon Retsuden 4".

- SERIES -

1. Toukon Retsuden (1995, Sony PlayStation)
2. Toukon Retsuden 2 (1996, Sony PlayStation)
3. Shin Nihon Pro Wrestling Toukon Retsuden 3 - Arcade Edition (1997)
4. Shin Nihon Pro Wrestling Toukon Retsuden 4 - Arcade Edition (1999)

- PORTS -

* Consoles : 
Sega Dreamcast [JP] (September 2, 1999; "New Japan Pro Wrestling - Toukon Retsuden 4 [Model T-28202M]")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4125&o=2

$end


$wswan=sprowres,
$bio

Shin Nihon Pro Wrestling Toukon Retsuden [Model SWJ-TMY001] (c) 1999 Tomy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86383&o=2

$end


$n64=sprowres,
$bio

Shin Nihon Pro Wrestling Toukon Road - Brave Spirits [Model NUS-NTOJ] (c) 1998 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57964&o=2

$end


$n64=sprowrs2,
$bio

Shin Nihon Pro Wrestling Toukon Road 2 - The Next Generation [Model NUS-NT3J] (c) 1998 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57965&o=2

$end


$pcecd=shinonry,
$bio

Shin Onryou Senki (c) 1995 Fujicom

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58372&o=2

$end


$saturn,sat_cart=ragnagrd,ragnagrda,
$bio

Shin Ou Ken (c) 1997 SNK [Shin Nihon Kikaku] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59656&o=2

$end


$neocd=samsho2,
$bio

Shin Samurai Spirits - Haohmaru Jigoku Hen (c) 1994 SNK [Shin Nihon Kikaku]

- TECHNICAL -

[Model NGCD-063]

- TRIVIA -

Released on December 15, 1994 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47783&o=2

$end


$info=samsho2,
$bio

真 SAMURAI SPIRITS 覇王丸地獄変 (c) 1994 SNK Corporation.
(Shin Samurai Spirits - Haohmaru Jigoku Hen)

The second game in this wildly popular series features 15 weapon-wielding fighters clashing to earn the right to face the extremely difficult end boss.

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : NGM-063

Players : 2
Control : 8-Way Joystick
Buttons : 4
=> [A] Light Attack with weapon, [B] Medium Attack with weapon, [C] Light Kick, [D] Medium Kick

- TRIVIA -

Shin Samurai Spirits was released in October 1994.

The title of the game translates from Japanese as 'True Samurai Spirits - Haohmaru's Incident In Hell'.

This game is known outside Japan as 'Samurai Shodown II'.

Kafuin Nicotine (Anglicized as 'Caffiene') is based somewhat on the Ninja Scroll character Dakuan who shares outfit and is armed with similar weapons. The 'papers' that Nicotine throws are called 'o-fuda', which are talismans inscribed with a prayer to endow them with certain powers. Japanese occultism and lore at work.

Neinhalt Sieger's name translates from German as 'non-stop victory'.

Genjuro Kibagami is a huge reference to a Japanese hanafuda deck. Hanafuda is a Japanese card game in which all cards represent a certain flower and time of the year. The hanafuda cards can be seen when Genjuro hits his opponent with special moves. Among the cards seen are wistaria, maple and peony. All cards shown are from an actual hanafuda deck.

Ryuhaku Todo (of AOF) appears in Gen-An's ending.

If you wait a long time, Hikyaku will throw food and/or bombs to the screen. Every so often, Kim Kaphwan (of Fatal Fury) will come out instead.

Kuroko's moves are largely borrowed from other characters.

Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Shin Samurai Spirits - PCCB-00164) on 02/11/1994.

- TIPS AND TRICKS -

* Alternate Costumes Colors : Press D instead of A to choose your character.

- SERIES -

1. Samurai Spirits [Model NGM-045] (1993)
2. Shin Samurai Spirits - Haohmaru Jigoku Hen [Model NGM-063] (1994)
3. Samurai Spirits - Zankurou Musouken [Model NGM-087] (1995)
4. Samurai Spirits - Amakusa Kourin [Model NGM-222] (1996)
5. Samurai Shodown 64 (1997)
6. Samurai Shodown 64 - Warrior's Rage (1998)
7. Kenkaku Ibunroku Yomigaerishi Soukou no Ha - Samurai Spirits Shinshou (1999, PSX)
8. Samurai Spirits Zero [Model NGM-270] (2003)
9. Samurai Spirits Zero Special [Model NGM-272] (2004)
10. Samurai Spirits - Tenkaichi Kenkakuden (2005)
11. Samurai Shodown - Edge of Destiny (2008)

- STAFF -

Producer : Bad Apples
Executive producer : Eikichi Kawasaki
Main planner : K.Y. Hayate 
Programmers : Nishidon, Oh!Butch, Abe, Cyber Kondo
Sound : Tate Norio, Yamapy-1
Narration : Kiyoshi Kobayashi
Submissions : Babilu, Ryu!, Rodem.Yam, Kakugo.Koji, Junichi, Koba.B, Yozora
Fixs : Keisen (as Tokimeki Keisen), Cyber Kondo, Y. Nishiguchi, Satomi.S

* Front character :
Haohmaru : V Shintani, Masami Tanaka, Y. Koyasu
Nakoruru : Puutaro Katori, Masami Tanaka, Riding Monkey, Kouji Takaya, Y. Koyasu, E. Ohira, Mamahira
Hanzo Hattori : Makino Sakana, Pon. Yashamaru, Keisen (as Tokimeki Keisen)
Galford : Makino Sakana, Pon. Yashamaru
Poppy : Kuwa.Bee
Wan-Fu : Babilu, Ryu!, Keisen (as K. Tokimeki Keisen), Y. Koyasu, Yuhki.N, Rodem.Yam, Kakugo.Koji
Ukyo Tachibana : Harleydavidson, Sleeping, Wolf, Kouji Takaya, Chu
Kyoshiro Senryo : Harleydavidson, Sleeping, Wolf, Kouji Takaya
Gen-An Shiranui : V Shintani, Masami Tanaka, Y. Koyasu, Yuhki.N, Rodem.Yam, Yozora
Earthquake : Riding Monkey, K., Chu
Yubei Yagyu : Makino Sakana, Pon. Yashamaru, Keisen (as Tokimeki Keisen), Masami Tanaka, Y. Koyasu, Rodem.Yam, Yozora
Charlotte : Kuwa.Bee, Yoshi.M.Kaneko
Genjuro Kibagami : Takachan.O, Masami Tanaka, Harleydavidson, Yoshimitsu, Kouji Takaya, Chu, E. Ohira
Cham Cham : V Shintani, Masami Tanaka, Riding Monkey, Takachan.O, Kouji Takaya, E. Ohira, Y. Nishiguchi, Satomi.S
Paku Paku : Kuwa.Bee
Neinhalt Sieger : Harleydavidson, Sleeping, Wolf, Kouji Takaya, Yoshimitsu, Yuhki.N
Nicotine Caffeine : Makino Sakana, Pon. Yashamaru, Mayu K., Y. Koyasu, Yozora, Koba.B
Rashoujin Mizuki : Kuwa.Bee, Masami Tanaka, riding Monkey, Y. Koyasu
Ambrosia : Riding Monkey, K.
Kuroko : Yoshi.M.Kaneko, Kuwa.Bee, K., Riding Monkey, Y. Koyasu

* Back character :
Haohmaru : Yasupuu, Yuhki.N, Chu, Satomi.S
Nakoruru : N. Azumi, Y. Nishiguchi, Satomi.S
Hanzo Hattori : Yasupuu, K., Mayu K., Y. Nishiguchi
Galford : Mayu K., Chu
Wan-Fu : Okadasan
Ukyo Tachibana : Yasupuu, Yuhki.N, Satomi.S
Kyoshiro Senryo : N. Azumi, Kouji Takaya, Chu, E. Ohira
Gen-An Shiranui : Okadasan, Harleydavidson, Mayu K., Yuhki.N
Earthquake : Okadasan, Yoshimitsu
Yubei Yagyu : N. Azumi
Charlotte : Mayu K., Yuhki.N, Y. Nishiguchi
Genjuro Kibagami : Mayu K.
Cham Cham : Yasupuu, Yoshimitsu, Chu, Y. Nishiguchi
Neinhalt Sieger : Yoshimitsu, Chu
Nicotine Caffeine : Yoshimitsu, Keisen (as Tokimeki Keisen)
Rashoujin Mizuki : Okadasan, E. Ohira
Kuroko : Yuhki.N, Rodem.Yam, Chu

* Planner :
Haohmaru, Nakoruru, Nicotine Caffeine : Tomi Yan
Hanzo Hattori, Yubei Yagyu, Neinhalt Sieger : K.Y. Hayate
Galford : Chu
Wan-Fu, Kyoshiro Senryo, Earthquake, Genjuro Kibagami : Yukika
Ukyo Tachibana, Gen-An Shiranui, Charlotte, Cham Cham : Bad Apples
Rashoujin Mizuki : Kouji Takaya
Kuroko : Yoshimitsu

* Programm :
Haohmaru, Hanzo Hattori, Galford, Wan-Fu, Ukyo Tachibana, Kyoshiro Senryo, Yubei Yagyu, Charlotte, Cham Cham : Abe
Nakoruru, Gen-An Shiranui, Earthquake, Genjuro Kibagami, Neinhalt Sieger, Nicotine Caffeine, Kuroko : Oh!Butch
Rashoujin Mizuki : Oh!Butch, Abe

* Voice actors :
Haohmaru, Earthquake : Masaki Usui
Nakoruru, Rashoujin Mizuki, Charlotte : Harumi Ikoma
Hanzo Hattori : Toshimitsu Arai
Galford : Kazuhiro Inage
Wan-Fu : Toshikazu Nishimura
Ukyo Tachibana, Gen-An Shiranui : Eiji Yano
Kyoshiro Senryo, Nicotine Caffeine : Monster Maetsuka (as Atsushi Maezuka)
Yubei Yagyu : Kiyoshi Kobayashi
Genjuro Kibagami, Neinhalt Sieger : Kong Kuwata
Cham Cham : Reiko Chiba
Paku Paku : Kenji Ikeda
Kuroko : Toshikazu Nishimura

- PORTS -

* Consoles :
SNK Neo-Geo [JP] (Dec. 02, 1994; "Shin Samurai Spirits - Haohmaru Jigoku Hen [Model NGH-063]")
SNK Neo-Geo [US] (Dec. 02, 1994; "Samurai Shodown II [Model NGH-063]")
SNK Neo-Geo CD [JP] (Dec. 15, 1994; "Shin Samurai Spirits - Haohmaru Jigoku Hen [Model NGCD-063]")
SNK Neo-Geo CD [US] (Dec. 15, 1994; "Samurai Shodown II [Model NGCD-063E]")
Sony PlayStation [JP] (Mar. 26, 1998; "Samurai Spirits - Kenkaku Yubinan Pack [Model SLPS-00647]")
Sony PlayStation 2 [JP] (July 24, 2008 "Samurai Spirits - Rokuban Shobu [NeoGeo Online Collection Vol.12] [Model SLPS-25839]")
Nintendo Wii [Virtual Console] [JP] (July 23, 2008 "Shin Samurai Spirits - Haohmaru Jigoku Hen [Model EAEJ]")
Nintendo Wii [JP] (July 24, 2008 "Samurai Spirits - Rokuban Shobu [Model RVL-RSSJ-JPN]")
Nintendo Wii [Virtual Console] [EU] (Aug. 07, 2008 "Samurai Shodown II [Model EAEP]")
Nintendo Wii [Virtual Console] [US] (Aug. 25, 2008 "Samurai Shodown II [Model EAEE]")
Sony PlayStation 2 [JP] (June 18, 2009 "Samurai Spirits - Rokuban Shobu [NeoGeo Online Collection The Best] [Model SLPS-25934]")

* Handhelds :
SNK Neo-Geo Pocket Color [US] (Apr. 30, 1999) "Samurai Shodown! 2 [Model NEOP00301]"
SNK Neo-Geo Pocket Color [JP] (June 10, 1999) "Samurai Spirits! 2 [Model NEOP00300]"
SNK Neo-Geo Pocket Color [JP] (June 20, 2000) "Samurai Spirits! 2 [NGP Best Collection] [Model NEOP00307]"

* Computers :
PC [MS Windows 9x] [JP] (1996) Shin Samurai Spirits - Haohmaru Jigoku Hen
PC [MS Windows 9x] [US] (2000) Samurai Shodown II

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2304&o=2

$end


$nes=ssamsho2,
$bio

Shin Samurai Spirits 2 - Haoumaru Jigoku Hen (c) 1996 JY Co.

- TECHNICAL -

Game ID: JY-083

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76938&o=2

$end


$gbcolor=3gokum2,3gokum2a,
$bio

Shin Sangoku Musou 2 - Zhen San Guo Wu Shuang 2 (c) 200? Unknown.

Chinese game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68761&o=2

$end


$gba=ssangomu,
$bio

Shin Sangoku Musou Advance [Model AGB-B36J-JPN] (c) 2005 Koei Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72836&o=2

$end


$pcecd=shinsang,
$bio

Shin Sangokushi - Tenka ha Ware ni (c) 1992 Naxat Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58373&o=2

$end


$nes=shinsato,
$bio

Shin Satomi Hakkenden - Hikari to Yami no Tatakai (c) 1989 Toei Animation

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54616&o=2

$end


$gameboy=shinsdgg,
$bio

Shin SD Gundam Gaiden - Knight Gundam Monogatari [Model DMG-UOJ] (c) 1994 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66910&o=2

$end


$snes=shinseng,
$bio

Shin SD Sengokuden - Daishougun Retsuden [Model SHVC-ARMJ-JPN] (c) 1995 BEC

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62158&o=2

$end


$psx=shinsdse,
$bio

Shin SD Sengokuden - Kidou Musha Taisen [Model SLPS-00576] (c) 1996 Bandai Co., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85659&o=2

$end


$psx=bravesag,
$bio

Shin Sedai Robot Senki - Brave Saga [Model SLPS-01756] (c) 1998 Takara Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85660&o=2

$end


$saturn,sat_cart=shinobij,
$bio

Shin Shinobi Den (c) 1995 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59657&o=2

$end


$snes=shinshog,
$bio

Shin Shougi Club (c) 1995 Hect [Hector].

- TECHNICAL -

Model SHVC-AHJJ-JPN

- TRIVIA -

Released on September 22, 1995 in Japan.

- STAFF -

Developed by: Natsu System

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62160&o=2

$end


$megadriv=ragnacen,ragnacenp,
$bio

Shin Souseiki Ragnacenty (c) 1994 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56838&o=2

$end


$snes=shinstrk,
$bio

Shin Star Trek - Ooinaru Isan IFD no Nazo o Oe (c) 1995 Tokuma Shoten

- TECHNICAL -

Game ID: SHVC-XN

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62161&o=2

$end


$pc8801_flop=shintake,
$bio

Shin Taketori Monogatari (c) 1984 Cross Media Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92882&o=2

$end


$x1_flop=shintake,
$bio

Shin Taketori Monogatari (c) 1985 Cross Media Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86113&o=2

$end


$pc8801_flop=shintama,
$bio

Shin Tamatori Monogatari (c) 1987 Cross Media Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92883&o=2

$end


$saturn,sat_cart=sthemepk,
$bio

Shin Theme Park (c) 1997 Electronic Arts Victor [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59658&o=2

$end


$psx=shinthem,
$bio

Shin Theme Park [Model SLPS-00810] (c) 1997 Electronic Arts Victor [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85661&o=2

$end


$pico=shinuher,
$bio

Shin Ultrahero (c) 1998 Bandai Co., Ltd.

- TECHNICAL -

Game ID: T-133280

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96327&o=2

$end


$pc98=shinxalx,
$bio

Shin Xalx no Monshou 98 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90614&o=2

$end


$neocd=ragnagrd,
$bio

Shin-Oh-Ken [Model NGCD-218] (c) 1996 SNK [Shin Nihon Kikaku] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68155&o=2

$end


$info=ragnagrd,
$bio

Shin-Oh-Ken (c) 1996 Saurus.

Pre-rendered pixelation puts somewhat of a damper on this Japanese fantasy fighter. Eight selectable characters and three end bosses.

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : NGM-0218

Players : 2
Control : 8-way joystick
Buttons : 4
=> [A] Light Punch, [B] Light Kick, [C] Strong Punch, [D] Strong Kick

- TRIVIA -

Shin-Oh-Ken was released in May 1996 in Japan.

The title of the game translates from Japanese as 'True King Fist'.

This game is known outside Japan as Ragnagard.

- TIPS AND TRICKS -

* Play As Behemoth : In character select screen, highlight Syuten-Dozi and press B, C, B, C, B(x2), C, then press A or D to select.

* Play As Eelis : In character select screen, highlight Benten and press C(x2), B(x2), C, B, C, then press A or D to select.

* Play As Lucifer : In character select screen, highlight Susano and press B, C(x3), B(x3), C, then press A or D to select.

- STAFF -

Developed by System Vision.

Game Designer : Hiroaki Fujimoto
Character Designer : Hiroaki Fujimoto
World Designers : Hiroaki Fujimoto, Motohiro Toshiro
Graphics : Hiroaki Fujimoto, Motohiro Toshiro, Koyama, Ryoumi Momota, Kyoosuke Motoya, Yasunori Hayashi
Animation : Kyoosuke Motoya, Hiroaki Fujimoto, Koyama
Fonts : Ryoumi Momota, M. Kihara, Zizi
Programmers : Zakky , Yas, Hideki Suzuki
Technical Adviser : Masaaki Yuuki
Music : Hideki Suzuki
Sound : Hideki Suzuki
Voices : Sawatari Mutuki, Haruki, Sayu Mitou, Ishikawa, Hiroaki Fujimoto, Kyoosuke Motoya
Tuning : Hiroaki Fujimoto, Masaaki Nagahora, Yuusuke Kunitomo
Sales Promoters : Osamu Nagano, Kimihiko Kobayashi, Miwa Izumi, Tomoo Yoda
Art Director : Koutarou Noumura
Director : Ryoumi Momota
Producers : Takahiro Shima, Yasushi Okahara
Executive Producer : Nobuyuki Tanaka

- PORTS -

* Consoles :
SNK Neo-Geo [JP] (July 26, 1996) [Model NGH-218]
SNK Neo-Geo [US] (July 26, 1996) [Model NGH-218]
SNK Neo-Geo CD [JP] (August 23, 1996) [Model NGCD-218]
Sega Saturn [JP] (April 4, 1997, "Shin-Oh-Ken [Model T-3113G]")
Nintendo Wii [Virtual Console] [JP] (October 18, 2011)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2162&o=2

$end


$pc98=shinc,
$bio

Shinc - Fantasy RPG (c) 1993 Libido [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90615&o=2

$end


$snes=shinkouk,
$bio

Shinchou Kouki [Model SHVC-NT] (c) 1993 Yanoman Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62162&o=2

$end


$pc8801_flop=shindo40,shindo40a,
$bio

Shindo 40 - Fathoms Force (c) 1984 Comptiq [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92884&o=2

$end


$saturn,sat_cart=skurupa,
$bio

Shingata Kururin Pa! (c) 1996 Sky Think System

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59659&o=2

$end


$gba=smedarkb,
$bio

Shingata Medarot - Kabuto Version [Model AGB-BKVJ-JPN] (c) 2004 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72837&o=2

$end


$gba=smedarkw,
$bio

Shingata Medarot - Kuwagata Version [Model AGB-BKUJ-JPN] (c) 2004 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72838&o=2

$end


$info=tshingena,
$bio

Shingen - Samurai-Fighter (c) 1988 Jaleco.

Export release. Game developed in Japan. See "Takeda Shingen" for more information about the game itself.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2414&o=2

$end


$nes=shingen,
$bio

Shingen The Ruler (c) 1990 Hot-B

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55537&o=2

$end


$megadriv=shindarkj,
$bio

Shining and the Darkness (c) 1991 Sega Enterprises, Limited.

- TECHNICAL -

Game ID: G-5506
Cartridge ID: 670-1301
Cover ID: 670-1302
Barcode: 4 974365 555061

- TRIVIA -

Shining and the Darkness for Mega Drive was released on March 29, 1991 in Japan. It is known outside Japan as Shining and the Darkness.

Sega allocated the bare minimum budget offered to out-of-house developers for the creation of Shining and the Darkness. According to Hiroyuki Takahashi: "Because we were on such a tight budget, apart from the programming and graphics, I did nearly all of the work on [Shining in the Darkness]. I suppose the basic concept behind Darkness was 'realism'. I thought it would be exciting if the player could actually travel to a fantasy world and walk around, exploring old houses, dungeons and other places. It was in essence a continuation of the sense of excitement you'd get from moving through the dungeons in older games such as Wizardry. By 'reality' I'm not talking about true realism – I mean the feeling that you really are progressing through actual houses and dungeons, and the same thing applied to the battles."

- STAFF -

Developed by: Climax Entertainment

Written and Produced by: Hiroyuki Takahashi
Special Effects: Yasuhiro Taguchi
Assistant Director: Yoshinori Tagawa
Subtitles: Bob Timbello
Artwork and Design: Hidehiro Yoshida
Outline and Storyboards: Yoshitaka Tamaki
Music: Masahiko Yoshimura
Visual Support	: Ryutaro Ishimatsu
Technical Support: Haruki Kodera
Director: Kan Naitō
Special Thanks: Media Mixture, Mad Cap

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [JP] (June 12, 2007) [Model MA7J] 
Sony PlayStation 3 [KO] (February 10, 2009) "Sonic's Ultimate Genesis Collection" by SCEI

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56842&o=2

$end


$megadriv=shinfrcej,
$bio

Shining Force - Kamigami no Isan (c) 1992 Sega Enterprises, Limited.

- TECHNICAL -

Game ID: G-5512
Cartridge ID: 670-2045
Package ID: 670-2046
Barcode: 4 974365 555122

- TRIVIA -

Shining Force - Kamigiami no Isan for Mega Drive was released on March 29, 1992 in Japan.

The subtitle translates from Japanese as "The Legacy of the Gods".

- TIPS AND TRICKS -

Name all characters: You must be starting a new game for this code. After naming your character put the cursor on END. On controller 2, hold A, B, C and Start. On controller 1, press A, C, and Start simultaneously. Another character should appear. Rename this character, and when you press END again, another should appear. This process will repeat until all characters are renamed.

- STAFF -

Developed by: Camelot Software Planning

Scenario: Masaki Wachi, Kenji Orimo, Haruki Kodra, Hiroyuki Takahashi
Scenario Assistant: Ritsuko Hisasue, Tadashi Iwasa
Game Design: Hiroyuki Takahashi
Programmers: Yasuhiro Taguchi, Yoshinori Tagawa, Kan Naitō (Naitoh), Haruki Kodera
Technical Support: Masumi Takimoto, Kiyoaki Matsumoto
Character Designs: Yoshitaka Tamaki
Graphics Director: Hidehiro Yoshida, Yoshitaka Tamaki
Music Composer: Masahiko Yoshimura
Sound Effects: Dōgen Shibuya, Enzan Shibuya
Special Thanks: Naoki Aoki, Kōtarō Hayashida, Shiro Tsuchiya
Director: Yasuhiro Taguchi, Kenji Orimo
Promotion Director: Shinya Nishigaki
Producer: Hiroyuki Takahashi
Graphic Design: Hidehiro Yoshida, Yoshitaka Tamaki, Ryushiro Miyazaki, Hiroto Nakashima (1610. Nakashima), Hirotada Kakusaken, Mizuho Mochizuki, Yōjirō Hirashita, Ryutaro Ishimatu

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [JP] (July 10, 2007) [Model MBEJ] 
Sony PlayStation 3 [KO] (February 10, 2009) "Sonic's Ultimate Genesis Collection" by SCEI

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56839&o=2

$end


$gba=shinfrcej,
$bio

Shining Force - Kuroki Ryuu no Fukkatsu [Model AGB-AF5J-JPN] (c) 2004 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72839&o=2

$end


$gba=shinfrceu,
$bio

Shining Force - Resurrection of the Dark Dragon [Model AGB-AF5E-USA] (c) 2004 Atlus Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72841&o=2

$end


$gba=shinfrce,
$bio

Shining Force - Resurrection of the Dark Dragon [Model AGB-AF5P] (c) 2004 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72840&o=2

$end


$megadriv=shinfrce,shinfrcep,
$bio

Shining Force - The Legacy of Great Intention (c) 1993 Sega Enterprises, Limited.

- TECHNICAL -

Game ID ID: 1312
Cartridge ID: 670-3198
Package ID: 670-3199

- TRIVIA -

Shining Force - The Legecy of Great Intention for Genesis was released in July 1993 in North America.

- PORTS -

* Consoles : 
Sega Dreamcast [US] (January 31, 2001) "Sega Smash Pack Vol. 1 [Model 51146]" 
Nintendo Wii [Virtual Console] [US] (July 23, 2007) [Model MBEE] 
Microsoft XBOX 360 [US] (February 10, 2009) "Sonic's Ultimate Genesis Collection [Model 68034]" 
Sony PlayStation 3 [US] (February 10, 2009) "Sonic's Ultimate Genesis Collection [Model BLUS-30259]" 

* Computers : 
PC [MS Windows, CD-ROM] [US] (2000) "Sega Smash Pack 2" 
PC [MS Windows, CD-ROM] [JP] (September 22, 2000) "Sega Archives from USA Vol. 3" 
PC [Steam] [US] (January 26, 2011) "Shining Force - The Legacy of Great Intention [Model 71120]" : both stand-alone and as part of "SEGA Genesis Classics Pack 4" 
PC [MS Windows, DVD-ROM] [US] (March 15, 2011) "Sega Genesis Classic Collection - Gold Edition" 
PC [Steam] [US] (March 25, 2011) "SEGA Genesis Classics Collection" 

* Others : 
Apple iPhone/iPad [US] (July 23, 2010) "Shining Force [Model 382280803]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57389&o=2

$end


$megacd,megacdj=shinfrce,
$bio

Shining Force CD [Model 4656] (c) 1995 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60658&o=2

$end


$megacd,megacdj=shinfrce,
$bio

Shining Force CD [Model G-6036] (c) 1994 Sega Enterprises, Limited.

- TRIVIA -

Reviews:
[FR] July 1995, Consoles + N.45: 92/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60558&o=2

$end


$segacd=shinfrce,shinfrcea,shinfrcep,
$bio

Shining Force CD [Model T-4656] (c) 1994 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60804&o=2

$end


$gamegear=shinfrcg,
$bio

Shining Force Gaiden - Ensei, Jashin no Kuni e (c) 1992 Sega Enterprises, Limited.

- TECHNICAL -

[Model G-3406]

- TIPS AND TRICKS -

* Rename All Characters: To rename all characters in the game, confirm the name of your main character with START+2.

* Secret Characters, 1: At battle 12, there is a lake at the right side of the battlefield. Search in the bushes above the lake and find Domingo.

* Secret Characters, 2: At battle 19, there is a sequence with three trees at the right from the starting point. Find Amigo at the tree on the right.

* Difficult Mode: First, finish the game. Now, during the Sega logo, press Down&nbsp;x5. A sound will confirm the code and the message Excellent will appear at the title screen.

* Sound Test: First, finish the game. Now, when you start or restart a game, hold Up+START when the narrator says the last words to access the Sound Test.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64826&o=2

$end


$gamegear=shinfrgf,
$bio

Shining Force Gaiden - Final Conflict (c) 1995 Sega Enterprises, Limited.

- TECHNICAL -

[Model G-3428]

- TIPS AND TRICKS -

* Difficult Mode: During the Sega logo, press Down&nbsp;x5.

* Rename All Characters: To rename the main character of the first Shining Force, confirm the name of the main character with START+2. To rename the other characters in the game, confirm the name of the first Shining Force with START+2.

* Secret Characters, 1: At battle 16, search the cactus at the left from the starting point to find Sasuke.

* Secret Characters, 2: At battle 19, search the grass between the trees at the lower right side at the battlefield to find Kojirou.

* Sound Test: First, finish the game. Now, when you start or restart a game, Up+START when the narrator says the last words to access the Sound Test.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64828&o=2

$end


$gamegear=shinfrg2,
$bio

Shining Force Gaiden II - Jashin no Kakusei [Model G-3409] (c) 1993 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64829&o=2

$end


$megadriv=shinfrc2j,
$bio

Shining Force II - Koe no Fuuin (c) 1993 Sega Enterprises, Limited.

- TECHNICAL -

Game ID: G-5221

- TRIVIA -

Shining Force II - Koe no Fuuin for Mega Drive was released on October 1, 1993 in Japan.

The subtitle translates from Japanese as "The Ancient Seal".

- STAFF -

Developed by: Camelot Software Planning

Programmers: Yasuhiro Taguchi, Shugo Takahashi, Haruki Kodera, Kenji Numaya, Yutaka Yamamoto, Tsukasa Tanaka, Hiroyuki Takahashi, Ritsuko Hisasue, Shuji Shimizu
Map Design: Ritsuko Hisasue, Shuji Shimizu, Tatsuya Niikura
Character Design: Suezen 
Graphics: Fumihide Aoki, Masayuki Hashimoto
Music Composer: Motoaki Takenouchi
Sound Effects: Dōgen Shibuya, Enzan Shibuya
Manual: Naoko Okada, Riko Kushida, Masayo Umetsu, Junko Mikami
Special Thanks to: Winds Co. LTD., R.I.S Co. LTD., Rit's Co., Chaki , Hiroshi Kajiyama, Satoshi Tezuka, Minoru Yasuda, Akira Takahashi, Satomi Yokose, Daichan Ikejiri
Directed By: Shugo Takahashi, Yasuhiro Taguchi
Produced By: Hiroyuki Takahashi

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [JP] (July 15, 2008) [Model MB6J] 
Sony PlayStation 3 [KO] (February 10, 2009) "Sonic's Ultimate Genesis Collection" by SCEI

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56841&o=2

$end


$gamegear=shinfrc2,shinfrc2p4,shinfrc2p3,shinfrc2p2,shinfrc2p1,
$bio

Shining Force II - The Sword of Hajya (c) 1994 Sega Enterprises, Limited.

- TECHNICAL -

[Model 2524]

- TIPS AND TRICKS -

* Difficult Mode: During the Sega logo, press Down&nbsp;x5. A sound will confirm the code and the message Excelent will appear at the title screen.

* Rename All Characters: To rename the Cypress's prince, confirm the name of the main character with START+2. To rename other characters of the game, confirm the name of the Cypress's prince with START+2.

* Mime Show Ticket: During the fifth battle, search the well next to the house to find the ticket. This will give you access to see the Mime Show at the end of the game.

* Secret Characters, 1: At battle 18, search the wall in front of your main character when the battle starts to find Higgins.

* Secret Characters, 2: At battle 21, search the stone pillar in front of the starting point to find Rush.

* Sound test: First, finish the game. Now, when you start or restart a game, hold Up+START when the narrator says the last words to access the Sound Test.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64830&o=2

$end


$megadriv=shinfrc2,
$bio

Shining Force II (c) 1994 Sega Enterprises, Limited.

- TECHNICAL -

Game ID: 1315-03
Cartridge ID: 670-5423-03
Package ID: 670-5424-03

- TRIVIA -

Shining Force II for Mega Drive was released on July 2, 1994 in Europe.

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [EU] [AU] (October 3, 2008) [Model MB6P] 
Microsoft XBOX 360 [EU] (February 20, 2009) "SEGA Mega Drive Ultimate Collection [Model 384-40210]" 
Sony PlayStation 3 [EU] [AU] (February 20, 2009) "SEGA Mega Drive Ultimate Collection [Model BLES-00475]" 
Microsoft XBOX 360 [AU] (February 26, 2009) "Sega Mega Drive Ultimate Collection" 

* Computers : 
PC [Steam] [EU] (January 26, 2011) both stand-alone and as part of "SEGA Mega Drive Classics Pack 4" 
PC [MS Windows, CD-ROM] [EU] (February 4, 2011) "Sega Mega Drive Classics Collection Vol. 4" 
PC [MS Windows, DVD-ROM] [EU] (March 18, 2011) "Sega Mega Drive Classic Collection - Gold Edition" 
PC [Steam] [EU] (March 25, 2011) "SEGA Mega Drive Classics Collection"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56840&o=2

$end


$megadriv=shinfrc2u,shinfrc2p2,shinfrc2p1,
$bio

Shining Force II (c) 1994 Sega Enterprises, Limited.

North American release.

- TECHNICAL -

Game ID: 1315

- TRIVIA -

Shining Force II for Sega Genesis was released on October 19, 1994 in North America.

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [US] (October 6, 2008) [Model MB6E] 
Microsoft XBOX 360 [US] (February 10, 2009) "Sonic's Ultimate Genesis Collection [Model 68034]" 
Sony PlayStation 3 [US] (February 10, 2009) "Sonic's Ultimate Genesis Collection [Model BLUS-30259]" 

* Computers : 
PC [Steam] [US] (January 26, 2011) "Shining Force II [Model 71160]" : both stand-alone and as part of "SEGA Genesis Classics Pack 4" 
PC [MS Windows, DVD-ROM] [US] (March 15, 2011) "Sega Genesis Classic Collection - Gold Edition" 
PC [Steam] [US] (March 25, 2011) "SEGA Genesis Classics Collection"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57390&o=2

$end


$saturn,sat_cart=shinfrc3,
$bio

Shining Force III (c) 1996 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60402&o=2

$end


$saturn,sat_cart=shinfrc3u,
$bio

Shining Force III (c) 1998 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60146&o=2

$end


$saturn,sat_cart=shinf3s1a,shinf3s1,
$bio

Shining Force III - Scenario 1 - Outo no Kyoshin (c) 1997 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59660&o=2

$end


$saturn,sat_cart=shinf3s2,
$bio

Shining Force III - Scenario 2 - Nerawareta Miko (c) 1998 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59661&o=2

$end


$saturn,sat_cart=shinf3s3,shinf3s3a,
$bio

Shining Force III - Scenario 3 - Hyouheki no Jashinguu (c) 1998 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59662&o=2

$end


$megadriv=shindarkbr,
$bio

Shining in the Darkness (c) 1994 Tec Toy.

Brazilian release. Game developed in Japan. See the original Japanese version entry, "Shining and the Darkness [Model G-5506]", for more information about the game itself.

- TECHNICAL -

Game ID: 041260
Barcode: 7 891196 041266

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56843&o=2

$end


$megadriv=shindark,
$bio

Shining in the Darkness (c) 1991 Sega Enterprises, Limited.

North American release. Game developed in Japan. See the original Japanese version entry, "Shining and the Darkness [Model G-5506]", for more information about the game itself.

- TECHNICAL -

Game ID: 1310
Cartridge ID: 670-1616
Package ID: 670-1617

- TRIVIA -

Shining in the Darkness for Genesis was released on March 28, 1991 in North America. It is known in Japan as "Shining and the Darkness [Model G-5506]"

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [US] (August 13, 2007) [Model MA7E] 
Microsoft XBOX 360 [US] (February 10, 2009) "Sonic's Ultimate Genesis Collection [Model 68034]" 
Sony PlayStation 3 [US] (February 10, 2009) "Sonic's Ultimate Genesis Collection [Model BLUS-30259]" 

* Computers : 
PC [Steam] [US] (January 26, 2011) "Shining in the Darkness [Model 71161]" : both stand-alone and as part of "SEGA Genesis Classics Pack 4" 
PC [MS Windows, DVD-ROM] [US] (March 15, 2011) "Sega Genesis Classic Collection - Gold Edition" 
PC [Steam] [US] (March 25, 2011) "SEGA Genesis Classics Collection"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93520&o=2

$end


$gba=shinsol2u,
$bio

Shining Soul II [Model AGB-AU2E-USA] (c) 2004 Atlus Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72847&o=2

$end


$gba=shinsol2j,
$bio

Shining Soul II [Model AGB-AU2J-JPN] (c) 2003 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72846&o=2

$end


$gba=shinsol2,
$bio

Shining Soul II [Model AGB-AU2P] (c) 2004 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72845&o=2

$end


$gba=shinsoulu,
$bio

Shining Soul [Model AGB-AHUE-USA] (c) 2003 Atlus Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72844&o=2

$end


$gba=shinsoulj,
$bio

Shining Soul [Model AGB-AHUJ-JPN] (c) 2002 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72843&o=2

$end


$gba=shinsoul,
$bio

Shining Soul [Model AGB-AHUP] (c) 2003 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72842&o=2

$end


$saturn,sat_cart=shinholyj,shinholyja,
$bio

Shining the Holy Ark (c) 1996 Camelot

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59664&o=2

$end


$saturn,sat_cart=shinholyu,
$bio

Shining the Holy Ark (c) 1997 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60148&o=2

$end


$saturn,sat_cart=shinholy,
$bio

Shining the Holy Ark (c) 1997 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60404&o=2

$end


$saturn,sat_cart=shinwisdja,shinwisdj,shinwisdjb,
$bio

Shining Wisdom (c) 1995 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59663&o=2

$end


$saturn,sat_cart=shinwisdu,
$bio

Shining Wisdom (c) 1995 Working Designs

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60147&o=2

$end


$saturn,sat_cart=shinwisd,
$bio

Shining Wisdom (c) 1995 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60403&o=2

$end


$pc98=shinjuku,
$bio

Shinjuku Monogatari (c) 1992 Fairytale [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90616&o=2

$end


$x68k_flop=shinkeis,
$bio

Shinkeisuijaku Pro 68K (c) 1989 Tutankamen

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88607&o=2

$end


$ngpc=evolutnj,
$bio

Shinki Sekai Evolution - Hateshinai Dungeon [Model NEOP00820] (c) 2000 SNK Corp. [Shin Nihon Kikaku] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82592&o=2

$end


$sg1000=shinnyust,
$bio

Shinnyushain Tooru Kun [Model A121] (c) 198? Unknown [Taiwan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65110&o=2

$end


$sg1000=shinnyus,
$bio

Shinnyushain Tooru Kun [Model G-1041] (c) 1985 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65109&o=2

$end


$info=mikiej,
$bio

Shinnyuushain Tooru-Kun (c) 1984 Konami.

- TECHNICAL -

Game ID : GX469

Main CPU : Motorola M6809 (@ 1.25 Mhz)
Sound CPU : Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : SN76496 (@ 1.789772 Mhz), SN76496 (@ 3.579545 Mhz)

Players : 2
Control : 4-way joystick
Buttons : 2

- TRIVIA -

Shinnyuushain Tooru-Kun was released in October 1984. The title of this game translates from Japanese as 'New Employee Tooru-kun'. It is known outside Japan as "Mikie".

The classroom level plays the song 'A Hard Day's Night' by The Beatles. The Gym Level plays 'Twist and Shout', the Medley/Russell song made famous by the Fab Four.

- SCORING -

Collecting a heart : 200 points
Collecting a flashing heart : 1000 points

Hitting an enemy with an object (basketball or roast) : 400 points
Being hit by a dancer : 100 points
Bumping a student out of their desk (back row) : 400 points
Bumping a student out of their desk (middle row) : 600 points
Bumping a student out of their desk (front row) : 800 points
Stunning an enemy horizontally : 400 points
Stunning an enemy vertically : 800 points
Stunning two enemies horizontally : 2000 points
Stunning two enemies vertically : 3000 points
Stunning three enemies : 5000 points

Smacking an enemy with the door : 600 points
Picking up a lunchbox : 1000 points
Picking up the hamburger : 1000 points
Picking up the Coke : 1000 points
Finding the scantily - clad woman in the closet : 5000 points

Entering the Hallway after finishing any Room : 2000 points
Perfect Room Completion bonus : 5000 points

(Skill Bonus for Locker and Restaurant Rooms - awarded upon exiting the respective room)
Do not throw any objects : 5000 points
Throw one object : 3000 points
Throw two objects : 2000 points
Throw three to four objects : 1000 points
Throw five to eight objects : 200 points
Throw all nine objects : No Bonus

- TIPS AND TRICKS -

* Test mode : hold START1+START2 during boot. Then press START1 to cycle through the different tests.

* Secret message : In game instruction scene between title screen and demonstration play, input the following code when player character sits on a chair : hold 1P Up + 2P Down then press 1P Start 4 times. "THIS SOFTWARE IS AN ORIGINAL PRODUCT OF KONAMI" should appears.

* You can exit out either of the two Room doors when a room is complete (you can also come back in if need be), but only one door (the one that flashes out) will allow you to continue down towards the garden (the other is where you came in). Still, useful if you're panicking and need a quick exit.

* You can bump the non-heart guarding students out of their desk for points inside the Classroom, but you're only given the points once and this only matters for Step 1 anyways.

* You can headbutt the teacher in the classroom for extra points many, many times, if your timing is good. (Read: Leech)

* Headbutting an enemy vertically in the hallway is extremely difficult, and should only be attempted as a last resort. There just isn't enough room.

* Stun an enemy in the hallway in front of a door, and then smack him with the door for an easy extra 600 points.

* When enemies are moving a little too fast to be comfortable headbutting them, make sure to get them on the horizontal and not the vertical, as it's easier to time your strike.

* If you die after entering a room for the first time (or re-enter a room), the classroom teacher will only delay for about 1 second instead of 3 seconds before entering the room. Be forewarned. You may want to turn around right away and headbutt him as he stands in the doorway.

* The red bucket in the hallway can only hit you on the same horizontal line. Move either up or down (as necessary) to dodge it.

* Controlling and grouping enemies for points is possible on the Garden, but is not easy and cannot be done for very long before they become too fast. Still, it has the most open space of any of the Rooms.

- PORTS -

* Consoles : 
Sega SG-1000 [JP] (1985)
Sega Master System [JP] (1985) "Shinnyushain Tooru Kun"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2415&o=2

$end


$info=shinoblb,
$bio

Shinobi (c) 1988 Beta.

This is the bootleg version made by BETA.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=34393&o=2

$end


$info=shinobld,shinoblda,
$bio

Shinobi (c) 1988 Datsu.

This is the bootleg version made by DATSU.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=34394&o=2

$end


$info=shinobls,
$bio

Shinobi (c) 1988 Star.

This is the bootleg version made by STAR.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=34395&o=2

$end


$nes=shinobi,
$bio

Shinobi (c) 1989 Tengen

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55538&o=2

$end


$amigaocs_flop=shinobi,
$bio

Shinobi (c) 1989 Mastertronic, Limited. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74971&o=2

$end


$amigaocs_flop=shinobiu,
$bio

Shinobi (c) 1989 Sega of America, Incorporated. [USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74972&o=2

$end


$msx1_cass=shinobi,
$bio

Shinobi (c) 1989 Virgin Games, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94966&o=2

$end


$cpc_cass=shinobi,
$bio

Shinobi (c) 1989 Virgin Games, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99107&o=2

$end


$cpc_cass=shinobit,
$bio

Shinobi (c) 1989 Tronix

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99110&o=2

$end


$info=tvshnobi,
$bio

Shinobi (c) 1991 TOURVision.

Unlicensed Spanish game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101161&o=2

$end


$info=mp_shnb3,
$bio

Shinobi III - Return of the Ninja Master (c) 1993 Sega Enterprises, Limited.

- TECHNICAL -

[Mega Play 09]

Runs on the Sega "Mega Play" hardware.

- STAFF -

Directors: Tomoyuki Ito, Takeshi Hatsuhashi
Programmers: Tsukasa Aoki, Toshiaki Yajima, Akio Ooi
Graphic Designers: Kazuyuki Iwasawa, Katsuhiko Ogikubo, Hiroyuki Hirama, Hideaki Moriya, Masanori Hara
Music and Sound: Masayuki Nagao, Hirofumi Murasaki, Morihiko Akiyama
Planner: Naohisa Nakazawa
Supervisor: Noriyoshi Ooba
Producers: Tomio Takami, Tokinori Kaneyasu

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=27304&o=2

$end


$megadriv=shinobi3,
$bio

Shinobi III - Return of the Ninja Master (c) 1993 Sega Enterprises, Limited.

European release. Game developed in Japan. See the original Japanese release, "The Super Shinobi II [Model G-4085]", for more information about the game itself.

- TECHNICAL -

Game ID: 1136-50
Cartridge ID: 670-2866-50
Package ID: 670-2867-50

- TRIVIA -

Shinobi III - Return of the Ninja Master for Mega Drive was released in 1993 (exact date unknown) in Europe. In was released in 1994 in Australia exclusively as a "Sega Gold Collection" edition.

A "Classic" edition reprint was released in 1995 in Europe.

Reviews:
[FR] September 1993- Consoles + N.23: 89%

- SERIES -

1. Shinobi [Model 317-0049] (1987, Arcade)
2. Shadow Dancer - Kage no Mai (1989, Arcade)
3. The Revenge of Shinobi (1989, Mega Drive)
4. The Cyber Shinobi - Shinobi Part 2 (1990, Master System)
5. The GG Shinobi [Model G-3302] (1991, Game Gear)
6. The GG Shinobi II [Model G-3315] (1992, Game Gear)
7. Shinobi III - Return of the Ninja Master (1993, Mega Drive)
8. Shinobi X (1995, Saturn)
9. Shinobi (2002, PS2)
10. Nightshade (2004, PS2)
11. Shinobi 3D (2011, 3DS)

- PORTS -

* Consoles : 
Sony PlayStation 2 [EU] (February 2, 2007) "Sega Mega Drive Collection [Model SLES-54333]" 
Sony PlayStation 2 [AU] (February 8, 2007) "Sega Mega Drive Collection" 
Nintendo Wii [Virtual Console] [EU] [AU] (August 3, 2007) [Model MBFP]
Microsoft XBOX 360 [EU] (February 20, 2009) "SEGA Mega Drive Ultimate Collection [Model 384-40210]" 
Sony PlayStation 3 [EU] [AU] (February 20, 2009) "SEGA Mega Drive Ultimate Collection [Model BLES-00475]" 
Microsoft XBOX 360 [AU] (February 26, 2009) "Sega Mega Drive Ultimate Collection" 

* Handhelds : 
Sony PSP [EU] (February 2, 2007) "Sega Mega Drive Collection [Model ULES-00556]" 
Sony PSP [AU] (February 8, 2007) "Sega Mega Drive Collection [Model ULES-00556]" 
Nintendo 3DS [eShop] [EU] (December 19, 2013) "3D Shinobi III [Model CTR-JSNP-EUR]" 
Nintendo 3DS [eShop] [AU] (December 19, 2013) "3D Shinobi III [Model CTR-JSNP-AUS]" 

* Computers : 
PC [MS Windows, CD-ROM] [EU] (September 3, 2010) "Sega Mega Drive Classics Collection Vol. 1" 
PC [Steam] [EU] (June 1, 2010) both stand-alone and as part of "Sega Mega Drive Classics Pack 1" 
PC [MS Windows, DVD-ROM] [EU] (March 18, 2011) "Sega Mega Drive Classic Collection - Gold Edition" 
PC [Steam] [EU] (March 25, 2011) "SEGA Mega Drive Classics Collection" 

* Others : 
Arcade [EU] (1993) "Shinobi III - Return of the Ninja Master [Mega Play 09]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56844&o=2

$end


$megadriv=shinobi3u,
$bio

Shinobi III - Return of the Ninja Master (c) 1993 Sega Enterprises, Limited.

North American release. Game developed in Japan. See the original Japanese release, "The Super Shinobi II [Model G-4085]" for more information about the game itself.

- TECHNICAL -

Game ID:: 1136
Cartridge ID: 670-2866
Package ID: 670-2867

- TRIVIA -

Shinobi III - Return of the Ninja Master for Genesis was released on July 22, 1992 in North America.

- PORTS -

* Consoles : 
Sony PlayStation 2 [US] (November 7, 2006) "Sega Genesis Collection [Model SLUS-21542]" 
Nintendo Wii [Virtual Console] [US] (August 20, 2007) [Model MBFE]
Microsoft XBOX 360 [US] (February 10, 2009) "Sonic's Ultimate Genesis Collection [Model 68034]" 
Sony PlayStation 3 [US] (February 10, 2009) "Sonic's Ultimate Genesis Collection [Model BLUS-30259]" 

* Handhelds : 
Sony PSP [US] (November 16, 2006) "Sega Genesis Collection [Model ULUS-10192]" 
Nintendo 3DS [eShop] [US] (December 19, 2013) "3D Shinobi III - Return of the Ninja Master [Model CTR-JSNE-USA]" 

* Computers : 
PC [Steam] [US] (June 1, 2010) "Shinobi III - Return of the Ninja Master [Model 34277]" : both stand-alone and as part of "Sega Genesis Classics Pack 1" 
PC [MS Windows, DVD-ROM] [US] (March 15, 2011) "Sega Genesis Classic Collection - Gold Edition" 
PC [Steam] [US] (March 25, 2011) "SEGA Genesis Classics Collection" 

* Others : 
Apple iPhone/iPad [US] (January 25, 2011) "Shinobi III - Revenge of the Ninja Master [Model 415942619]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57391&o=2

$end


$saturn,sat_cart=shinleg,
$bio

Shinobi Legions (c) 1995 Vic Tokai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60149&o=2

$end


$info=shinfz,
$bio

Shinobi Ninja Game (c) 2006 ISG.

- TECHNICAL -

ISG Selection Master Type 2006 (Korean System 16 bootleg)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=36088&o=2

$end


$saturn,sat_cart=shinobix,
$bio

Shinobi X (c) 1995 Sega Enterprises, Limited.

- TRIVIA -

The game was presented at the 1994 Tokyo Omocha Show in Japan.

- SERIES -

1. Shinobi [Model 317-0049] (1987, Arcade)
2. Shadow Dancer - Kage no Mai (1989, Arcade)
3. The Revenge of Shinobi (1989, Mega Drive)
4. The Cyber Shinobi - Shinobi Part 2 (1990, Master System)
5. The GG Shinobi [Model G-3302] (1991, Game Gear)
6. The GG Shinobi II [Model G-3315] (1992, Game Gear)
7. Shinobi III - Return of the Ninja Master (1993, Mega Drive)
8. Shinobi X (1995, Saturn)
9. Shinobi (2002, PS2)
10. Nightshade (2004, PS2)
11. Shinobi 3D (2011, 3DS)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60405&o=2

$end


$info=mt_shnbi,
$bio

Shinobi (c) 1989 Sega.

- TECHNICAL -

Runs on the "Mega-Tech System" hardware.
Cartridge ID: 610-0239-08

- TRIVIA -

Shinobi was one of the many names given to the ninja in feudal Japan. It literally means 'stealer-in' because that is what the ninja specialised in above all else. By employing any number of tricks such as stealth walking and staying upwind of any guard animals, the shinobi went undetected about his mission. On a more devious level, the shinobi was also a master of disguise, and would often 'steal in' to village communities disguised as a local, or even into enemy palaces, disguised as a wandering priest looking for somewhere to stay overnight.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2364&o=2

$end


$info=shinobi,shinobi1,shinobi3,shinobi2,shinobi4,shinobi5,shinobi1d,shinobi2d,
$bio

Shinobi (c) 1987 Sega Enterprises, Limited.

Shinobi is a scrolling platform beat-em-up in which the player takes on the role of Joe Musashi, a Shinobi Ninja, who must fight his way through 5 tough missions - each made up of between 3 to 5 stages - in his quest to rescue the kidnapped Ninja children of the Iga clan; now hostages of an evil Ninja syndicate called "Zeed". To complete a mission, the player must rescue all of the kidnapped children on each level, with the number of hostages remaining displayed on a meter in the bottom left corner of the screen.

The Shinobi Ninja begins each level armed with either 'shuriken' throwing stars or a gun for long-range attacks; and a Samurai sword for close-range combat. In addition, the Ninja also has one 'Magic Attack' per level; a smart bomb which kills or damages all on-screen enemies. A points bonus is awarded whenever a level is completed without the Magic Attack being used. An end-of-level guardian awaits the player at the end of each mission, and each takes several hits before it is killed. Once a boss is defeated, the player is taken to a bonus stage in which a large number of Ninjas will try to 'jump' from the back of the screen to the front to attack the player. A bonus life is awarded if the player manages to kill all of the Ninjas without being attacked.

Shinobi was a huge success for Sega, and deservedly so. Its perfectly realized blend of platform and fighting action and is as fine an exponent of the 'easy to get into, difficult to master' gameplay ethic as video games have seen.

- TECHNICAL -

Runs on the Sega "System 16B" hardware.
Game ID : 317-0049

Players : 2
Control : 8-Way Joystick
Buttons : 3 
=> Attack, Jump, Magic

- TRIVIA -

Shinobi was released in November 1987 in Japan.

Re-Editions:
"Shinobi [Model 317-0050]" (16A)
"Shinobi [Model 317-0054]"

Shinobi was one of the many names given to the ninja in feudal Japan. Its literal translation is 'stealer-in'; a reference to what Ninjas specialized in above all else. By employing any number of tricks such as stealth walking and staying upwind of any guard animals, the Shinobi went undetected about his mission. On a more devious level, the Shinobi was also a master of disguise, and would often 'steal in' to village communities disguised as a local, or into enemy palaces disguised as a wandering priest.

Marilyn Monroe's face appears on several posters in the Mission 1 second stage.

A Shinobi cabinet can be seen in the Nickelodeon show All That (from 1997 to 2000). however it used a fictional marquee which was made for the show.

- SCORING -

Scoring in this game is very easy. Each enemy is worth 100 points with the exception of the Purple Guard and the Sword Throwing Guard which are worth 500 points. The bosses are 5,000 points apiece. NOTE : The Purple Guards and Sword Throwing Guards are the ones that guard the hostages.

In addition to getting points from killing enemies, you can also score points for time left on the clock after you complete a level. You get 30 points per second of remaining time.

You can also receive special bonuses at the end of each level for certain actions :
1) If you don't use your ninja magic, you get a 5,000 point bonus.
2) If you only use your Ninja-to sword (no Shurikens or gunfire), you get a 20,000 point bonus.

- TIPS AND TRICKS -

* Unless you are continuing, each game begins at 'Mission 1' and will have everything you need to complete each mission. Each level must be completed within 3 minutes, and all hostages must be rescued before you can exit the level. If you are killed, all hostages rescued prior to your death will still be recorded as rescued. In addition to melee attacks, you will also be able to use a specific Ninja Magic attack once per level. These magical attacks kill everything that is on the screen but you will be awarded a point bonus if you manage to complete a level WITHOUT using your Ninja Magic. The three Ninja Magic attacks are :
1) Multiple-Attack Magic : Allows you to gain lightning-fast speed to attack up to 12 times at once.
2) Tornado Magic : Brings about a magical tornado to blow your enemies away.
3) Lightning Magic : Causes the air to crackle with electricity and destroys your enemies.

* Some general gameplay guidelines :
1) Joe is strictly a one-hit, one-kill character, so you must avoid all enemy attacks or risk losing a life.
2) As you become more practiced at moving around, you won't have to rely on your distance weapons (throwing stars etc.) and can use your ninja sword for close-up kills; the advantage of this is that you can gain the 20,000 point bonus. This also applies to the use of Ninja Magic.
3) Many of the enemies in the later missions will swarm Joe and attack in numbers, it's vitally important to learn to attack-and-jump as quickly as possible otherwise you will be quickly overrun.
4) Your main goal is, of course, to rescue all the hostages to exit the level; and although three minute time limit initially seems quite generous, should you delay too long with the enemies, the time will quickly run out.
5) It's important to become good at the Challenge Levels, since this is the only way to gain extra lives. The Challenge levels will require you to take out around thirty ninjas who are trying to get to your position. There is no real hard and fast strategy other then take them down before they reach the second platform. Challenge Levels occur at the end of every mission.
6) Ninja Magic is a great thing. You must remember, though, that you can only use it once per level. This means you should only use it when you are totally surrounded by enemies and have no other means of escape.
7) All bosses take eight hits to defeat. Of course, you will have to hit them in the right place for that hit to register.

* Stop Gunners : In levels with Bazooka-toting enemies (Rounds 3-2), push one of them against a wall about ten times (always pushing on his direction, never stopping), you'll see then that all Bazooka men and Gun men are no longer able to use their weapons against you.

* Extra lives from hostages : In game are special hostage, you can get 1UP instead points from them. These hostages are : 2nd hostage on stage 2-2, 1st hostage on 2-3, 2nd hostage on 3-1, 5th hostage on 3-2. What you must do to get 1UP instead points? When you get hostage you must have 3 identical digits at end of your score (don't count last digit which is always 0). Example : 70,000, 100,000, 109,990, 68,880, 141110. 1UP icon will appear instead points icon over hostage.

- SERIES -

1. Shinobi [Model 317-0049] (1987, Arcade)
2. Shadow Dancer - Kage no Mai (1989, Arcade)
3. The Revenge of Shinobi (1989, Mega Drive)
4. The Cyber Shinobi - Shinobi Part 2 (1990, Master System)
5. The GG Shinobi [Model G-3302] (1991, Game Gear)
6. The GG Shinobi II [Model G-3315] (1992, Game Gear)
7. Shinobi III - Return of the Ninja Master (1993, Mega Drive)
8. Shinobi X (1995, Saturn)
9. Shinobi (2002, PS2)
10. Nightshade (2004, PS2)
11. Shinobi 3D (2011, 3DS)

- STAFF -

Designed by : Noriyoshi Ohba
Staff : Sugachan 26, Wagamama Kenchi, Topi, Gyofunori, Hanachan, Super Haggar, Fanta Jijii, Yamiagari, Shinjuku Otoko

- PORTS -

* Consoles :
Sega Master System [EU] (1988) "Shinobi [Model MK-7009-50]" 
Sega Master System [US] (1988) "Shinobi [Model 7009]" 
Sega Master System [JP] (June 19, 1988) "Shinobi [Model G-1353]" 
NEC PC-Engine [JP] (December 8, 1989) "Shinobi [Model AS01001]" 
Nintendo NES [US] (1989)
Sega Master System [BR] (1995) "Sapo Xule - O Mestre do Kung Fu [Model 023.500]" 
Microsoft XBOX 360 [US] (February 10, 2009) as an unlockable extra in "Sonic's Ultimate Genesis Collection [Model 68034]" 
Sony PlayStation 3 [KO] (February 10, 2009) as an unlockable extra in "Sonic's Ultimate Genesis Collection" by SCEI
Sony PlayStation 3 [US] (February 10, 2009) as an unlockable extra in "Sonic's Ultimate Genesis Collection [Model BLUS-30259]" 
Microsoft XBOX 360 [EU] (February 20, 2009) as an unlockable extra in "SEGA Mega Drive Ultimate Collection [Model 384-40210]" 
Sony PlayStation 3 [EU] [AU] (February 20, 2009) as an unlockable extra in "SEGA Mega Drive Ultimate Collection [Model BLES-00475]" 
Microsoft XBOX 360 [AU] (February 26, 2009) as an unlockable extra in "Sega Mega Drive Ultimate Collection" 
Microsoft XBOX 360 [XBLA] [US] [JP] (June 19, 2009) 
Nintendo Wii [Virtual Console Arcade] [JP] (July 14, 2009) 
Nintendo Wii [Virtual Console Arcade] [JP] (October 23, 2009) 
Nintendo Wii [Virtual Console Arcade] [JP] (December 7, 2009) 

* Computers :
Sinclair ZX Spectrum [EU] (1989)
Commodore C64 [US] [EU] (1989)
Atari ST [EU] (1989)
Commodore Amiga [EU] (1989)
Amstrad CPC [EU] (1989) [64 ko Cassette version]
Amstrad CPC [EU] (1989) [128 Ko Disk version]
MSX [EU] (1989)
Amstrad CPC [EU] (1990, Mastertronic)
Sinclair ZX Spectrum [EU] (1990)
PC [MS-DOS, 5.25"] [US] (1989)

* Others :
Tiger Handheld LCD Game [US] (1988)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2416&o=2

$end


$pce=shinobi,
$bio

Shinobi (c) 1989 Asmik.

Sega's Shinobi is probably the most popular ninja game even created. The original arcade game came out in 1987 and this PC-Engine version followed two years later. A syndicate of evil ninjas has kidnapped the children of the Iga clan. Without hesitation, a martial art expert named Joe Musashi decides to fight on their ground and rescue the kids from the hands of those who enslaved them. Our hero ninja primary weapons are shurikens and things get quickly tricky. Most of the enemies are actually better than the usual mindless baddies of the time. Some of them hide behind shields or crates and teach the player to use strategy rather than mash attack. Also, our hero, despite his powerful skills, will die in one hit. This certainly forces the player to learn enemies attack patterns and weaknesses. Finally, our Ninja can also use magic powers in the form of twisters of energy. They can only be triggered once in every stage but will inflict significant damage to his enemies. This conversion sadly misses all the bonus stages and the second level from the original arcade game.

- TECHNICAL -

HuCARD ID: AS01001
HuCARD Size: 3 Mbits.

- TRIVIA -

Shinobi for PC-Engine was released on December 8, 1989 in Japan.

Shinobi was originally released in the arcades by Sega in 1987.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49161&o=2

$end


$sms=shinobij,
$bio

Shinobi (c) 1988 Sega Enterprises, Limited.

- TECHNICAL -

Game ID: G-1352

- TRIVIA -

Released on June 19, 1988 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55892&o=2

$end


$sms=shinobi,
$bio

Shinobi (c) 1988 Sega Enterprises, Limited.

- TECHNICAL -

Model G-1353

- TRIVIA -

Shinobi for Master System was released on June 19, 1988 in Japan.

Export releases : 
[US] "Shinobi [Model 7009]" 
[EU] "Shinobi [Model MK-7009-50]"

Also released in Brazil as part of "Game Box Serie Lutas [Model 028380]".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56175&o=2

$end


$pc98=elhazard,
$bio

Shinpi no Sekai El-Hazard (c) 1996 Pioneer LDC, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90617&o=2

$end


$saturn,sat_cart=elhazard,elhazardb,elhazarda,
$bio

Shinpi no Sekai El-Hazard [Shokai Tokuten Genteiban] (c) 1996 Pioneer LDC

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59665&o=2

$end


$saturn,sat_cart=shinreij,shinreija,
$bio

Shinrei Jusatsushi Taroumaru (c) 1997 Time Warner Interactive

- STAFF -

70% Background Graphics, 50% Boss Graphics: Hiroshi Iuchi

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59666&o=2

$end


$psx=shinseid,
$bio

Shinseiden Megaseed Fukkatsu-Hen [Model SLPS-00925] (c) 1997 Banpresto [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85662&o=2

$end


$saturn,sat_cart=shinev,shinevb,shineva,
$bio

Shinseiki Evangelion (c) 1996 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59667&o=2

$end


$saturn,sat_cart=shinev2i,shinev2ia,shinev2ic,shinev2ib,
$bio

Shinseiki Evangelion - 2nd Impression (c) 1997 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59668&o=2

$end


$saturn,sat_cart=shinevyu,
$bio

Shinseiki Evangelion - Eva to Yukaina Nakamatachi (c) 1998 Gainax

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59669&o=2

$end


$gbcolor=evangeln,
$bio

Shinseiki Evangelion - Mahjong Hokan Keikaku [Model CGB-BQRJ-JPN] (c) 2000 King Records

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68762&o=2

$end


$gameboy=shingpx,
$bio

Shinseiki GPX Cyber Formula [Model DMG-CFJ] (c) 1992 Varie

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66911&o=2

$end


$snes=shingpx,
$bio

Shinseiki GPX Cyber Formula (c) 1992 Takara Company, Limited.

- TECHNICAL -

Cartridge ID: SHVC-CF

- TRIVIA -

Reviews:
May 1992 - Joypad N.8 (Page 140-141) [FR]: 81/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62163&o=2

$end


$snes=shinody2,
$bio

Shinseiki Odysselya II [Model SHVC-AOLJ-JPN] (c) 1995 Vic Tokai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62165&o=2

$end


$snes=shinodys,shinodyss,
$bio

Shinseiki Odysselya [Model SHVC-OL] (c) 1993 Vic Tokai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62164&o=2

$end


$pico=ultraden,
$bio

Shinseiki Ultraman Densetsu (c) 2002 Bandai Co., Ltd.

- TECHNICAL -

Game ID: T-133420

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96330&o=2

$end


$nes=shinsend,
$bio

Shinsenden (c) 1989 Irem Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54617&o=2

$end


$pc98=shinseng,
$bio

Shinsengumi - Bakumatsu Genshikou (c) 1991 Telenet Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90618&o=2

$end


$pc8801_flop=shinsen,
$bio

Shinsenkumi (c) 1983 CSK Software Products [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92885&o=2

$end


$pc98=shinchus,
$bio

Shinsetsu Chuushingura - Shikaku-tachi no 707 Nichi (c) 1995 KSS Media Ent. Co. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90619&o=2

$end


$pc98=shinoedo,
$bio

Shinsetsu Ooedo Tantei - Kamiya Ukyou (c) 1994 Altacia [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90620&o=2

$end


$psx=shinsets,
$bio

Shinsetsu Samurai Spirits - Bushido Retsuden (c) 1997 SNK Corp.

- TECHNICAL -

Game ID: SLPS-00814

- TRIVIA -

Released on June 27, 1997 in Japan.

- STAFF -

PlayStation Version
Planning Director: Triple Crown
System Arranger: Sapporo Udon
Battle System Arranger: Anomalocaris
Planning Assistant: Y. Arita (Y.Arita!)

PlayStation Version Graphic
Character CG Director: Kon.Kita_
Background CG Director: Kui Chin
Graphic: Kozo, Hone.Bone, Jyunrou.Y, Max.D

PlayStation Version Program
Program Director: Dandy.X
System: Seeker
Field Events: M. Kondoh, Andy
Battle: Dandy.X, Hirokun, B. Hamada
Battle Movie: Nakatsuka, Andy, B. Hamada
Opening & Ending: Zen

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85663&o=2

$end


$saturn,sat_cart=samshrpg,samshrpgb,samshrpga,
$bio

Shinsetsu Samurai Spirits - Bushidoh Retsuden (c) 1997 SNK.

- TRIVIA -

Released on June 27, 1997 in Japan.

- STAFF -

Sega Saturn Version
Planning Director: Triple Crown
System Arranger: Sapporo Udon
Battle System Arranger: Anomalocaris
Planning Assistant: Y. Arita (Y.Arita!)

Sega Saturn Version Graphic
Character CG Director: Kon.Kita_
Background CG Director: Kui Chin
Graphic: Kozo, Hone.Bone, Jyunrou.Y, Max.D

Sega Saturn Version Program
Program Director: Hiro
System: Seeker
Field Events: M. Kondoh, Andy
Battle: Dandy.X, Hirokun, B. Hamada
Battle Movie: Nakatsuka, Andy, B. Hamada
Opening & Ending: Zen

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59670&o=2

$end


$neocd=samsprpg,
$bio

Shinsetsu Samurai Spirits - Bushidoh Retsuden (c) 1997 SNK.

- TECHNICAL -

Game ID: NGCD-0850

- TRIVIA -

Released on June 27, 1997 in Japan.

- STAFF -

Cast
Cast: Masaki Usui (Haohmaru), Harumi Ikoma (Nakoruru), Mantarou Koichi (Galford), Eiji Yano (Tachibana Ukyo), Reiko Chiba (Cham Cham), Kong Kuwata (Kibagami Genjuro), Mitsuaki Madono (Amakusa Shiro), Rica Matsumoto (Rashohjin Mizuki), Urara Takano (Reon), Junko Iwao (Tokihime), Kiyoshi Kobayashi (Yagyu Jubei), Megumi Matsumoto (Rimurimu), Atsushi Maezuka (Monster Maetsuka [Caffeine Nicotine]), Eiji Yano (Tachibana Ukyo), Harumi Ikoma (Nakoruru), Toshimitsu Arai (Hattori Hanzo), Masashi Sugawara (Earthquake), Kōji Ishii (Neinhalt Sieger), Masahiro Nonaka (Basara), Masaru Naka (Wan-Fu/Wan-Ron), Ken Watanabe (Caffeine Gaira), Atsushi Maezuka (Monster Maetsuka [Caffeine Nicotine]), Fumihiko Tachiki, Naoko Ishii, Akemi Higashinaka, Miyuki Toyoda, Masahiko Nishida, Yuko Tsuji, Shoji Izumi, Masanori Tobita, Mayumi Shō, Kunihiko Yasui, Yuka Nagayoshi, Masae Yumi, Hiromi Uono, Yoshinori Shima, Akiko Tanaka, Nobuyuki Tanaka, Kikue Nishiyama (Fuji TV [Wakisaka Shizu]), Akiko Yagi (Fuji TV [Odagiri Kei]), Sato Kondo (Fuji TV [Narration])
Cast Management: Arts Vision, T.T.B, Ricomotion, 81Produce, Sun Music, Cherry Babe, Ezaki Production, Ken Production, Nakajima Ramo Office, Ohsawa Office, T.B.Oncemore, Fuji TV Announcer Room, Rouge

Sound
Sound Producer: Konny
Sound Director: Brother Hige
Compose & Program: SNK New World Sound Players, Brother Hige, Macky, Mariko, Kyoko Naka (Kyo-chan), Akihiro Uchida (Acky), Yasuhiro Naka (Yassun), Toshio Shimizu (Simizum), Hirotomi Imoto (Imo)
Ending Theme: Saintly Sky/Sora-E
Performer: Ken Nishikiori (Ken)
Lyrics: Momo Watanabe
Composer: SNK New World Sound Players
Arranger: Nobuyuki Nakamura
Orchestra Conductor: Chihiro Hayashi
Opening Theme: Fate/Sadame
Composer : SNK New World Sound Players
Song for Komachi: My Samurai/Samurai‑na Yatsu
Performer : Atsuko Yamaoka
Lyrics : Momo Watanabe
Compose & Arrange: SNK New World Sound Players
Recording Engineer: Toshiyuki Fukui (Pony Canyon), Masahiko Konno (Sonata Club), Yoshiaki Onishi (Sonata Club)
Voice Director: Masafumi Mima
Voice Coordinator: Takeshi Takadera
Studio: Aoi Studio, Step, Sonata Club
Sound Cooperation: Techno Sound, Pony Canyon, Scitron and Art

Planning
Game Director: Choji Yoshikawa
System Designer: Yukihiro Kuroda (Muse Soft)
Scenario: Tatsuji Yamazaki, Katsuhiko Chiba
System Director: Kazuki Fukudome, Masahiro Hikokubo, Yoshifumi Hashimoto
Battle Director: Goichi Minamitani
Battle System Director: Yoshifumi Hashimoto, Masahiro Hikokubo
Battle System Assistant: Keisen Yamaguchi, Takafumi Yamashita
Battle Action Design: Yoshifumi Hashimoto, Masahiro Hikokubo, Kiyoji Tomita, Kenji Ohguro
Scenario Assistant: Katsura Nakamura, Masaki Tanaka, Yosuke Abe, Mitsuhiro Ishida, Yoshinori Satake, Seiji Sato, Kentaro Abe, Yoshimasa Saiga, Akiko Ikeda, Acid Rain, Meeher, Yasuyuki Nakatsuka, Max.D
System Assistant: Yoshitaka Komuro (Muse Soft), Tomoaki Ichikawa, Hidekazu Hatano
Opening Continuity: Tatsuji Yamazaki, Goichi Minamitani
Ending Continuity: Goichi Minamitani

Graphic
Character Design: Shiro Ohno
Graphic Director: Goichi Minamitani

Battle CG Staff
Character CG Director: Yoshiko Kubo
Background CG Director: Mayu Kuzuhara
Effect CG Director: Isamu Kawasaki, Yukiko Yasutani
CG Designed by: Team Garapagos

Field CG Staff
Character CG Director: Hitoshi Natsume
Background CG Director: Yoshiyuki Shikano
System CG Director: Akifumi Sabato
CG Designed by: Masaru Ohshima, Hitoshi Kanemaru, Sumimo Tamura, Keisuke Nozawa, Kimihiro Hasuo, Kyosuke Shimba, Takakazu Baba, Tomcat System, Kano Project, Stingray, B-Net, Peacock, Winds

Program
Program Director: Hiroshi, Tadashi
Chief in Programers: Magi2 Papa
Programer: Super Maguro 201, Iidabashi 310, The Rack, CRM, Bashi, Oh!Butch, Jaron, Toppo George, Noric, Living Dead, T. Yamazaki, T. Nakamura, Itchie, Mue, Yamashun, Sugimoto, M. Kondoh, Road Fox
Debug: Taku Hagiwara, Toshiharu Iwasa, Yasushi Gushiken, R. Tuneoka, Yasushi Kabashima, K. Arita

Other
Jacket & Booklet Designed by: Masanori Kusumoto, Tomoko Fujii
Promotion Staff: Takashi Kaga, Shoichiro Takatsu, Akio Nakamura, Takeshi Umemoto
Sho: Masami Nakaoka
Adviser: Roe R. Adams III (KCTJ)
Special Thanks: Atsushi Kajii, Youzou Kageyama, Akira Mashimo, Nana Kitagawa, Hiroshi Kikuchi, Yasutoshi Netsu, Akio Ōnuma, Keiko Okaue
Supervisor: Eikichi Kawasaki (SNK)
Producer: Hiroyuki Kawano (SNK), Kenji Shimizu (Fuji TV), Hidetaka Ikuta (Asatsu)
Co-Producer: Yoshimi Ishikawa (Fuji TV), Yoshihiro Suzuki (Fuji TV), Kazuto Kouno (SNK), Yasushi Adachi (SNK), Ken Sato (SNK)
Executive Producer: Takashi Nishiyama (SNK), Chihiro Amano (Fuji TV), Yoshiro Kataoka (Asatsu)
Authored by: SNK, Fuji Television, Asatsu

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68156&o=2

$end


$pcecd=shinsets,
$bio

Shinsetsu Shiawase Usagi (c) 1995 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58374&o=2

$end


$pcecd=shinset2,
$bio

Shinsetsu Shiawase Usagi 2 - Kairaku e no Invitation (c) 1996 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58375&o=2

$end


$pcecd=shinsetf,
$bio

Shinsetsu Shiawase Usagi f - Yuujou Yori mo Aiyoku (c) 1997 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58376&o=2

$end


$saturn,sat_cart=shinsets,shinsetsa,
$bio

Shinsetsu Yumemi Yakata - Tobira no Oku ni Darekaga... (c) 1994 Sega Enterprises, Limited.

- TECHNICAL -

Game ID: GS-9005

- TRIVIA -

The game was presented at the 1994 Tokyo Omocha Show in Japan. It was then release on December 02, 1994.

Export releases:
[US] "The Mansion of Hidden Souls [Model 81012]"
[FR] "Le Manoir des Ames Perdues [Model MK81012-05]"
[DE] "Mystery Mansion - Das Haus der verlorenen Seelen [Model MK81012-18]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59671&o=2

$end


$pc98=islemyth,
$bio

Shinwa no Shima - Island of Myth (c) 1992 Softec [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90621&o=2

$end


$pc98=shinwade,
$bio

Shinwaden - Hatou no Shou (c) 1994 Great [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90622&o=2

$end


$gba=sseikndn,
$bio

Shinyaku Seiken Densetsu [Model AGB-AVSJ-JPN] (c) 2003 Square Enix Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72848&o=2

$end


$msx1_cart=konsynth,
$bio

ShinyoSizer - Konami's Synthesizer [Model RC741] (c) 1986 Konami Industry Co., Ltd. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77436&o=2

$end


$snes=shinigo,
$bio

Shinzui Taikyoku Igo - Go Sennin [Model SHVC-AWGJ-JPN] (c) 1995 J-Wing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62166&o=2

$end


$megadriv=ship,
$bio

Ship (c) 199? Technopop

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56845&o=2

$end


$cpc_cass=shipdoom,
$bio

Ship of Doom [Model PMANA01] (c) 1985 Paxman Promotions [Geoffs Records div.]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99112&o=2

$end


$cpc_cass=ship,
$bio

Ship [Model 4 STZ 503] (c) 1986 System 4 de Espana, S.A. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99111&o=2

$end


$gameboy=shippobm,
$bio

Shippo de Bun [Model DMG-TGJ] (c) 1992 VAP Game [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66912&o=2

$end


$saturn,sat_cart=mahoudai,mahoudaia,
$bio

Shippuu Mahou Daisakusen - Kingdom Grandprix (c) 1996 GAGA Communications

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59672&o=2

$end


$info=shippumd,
$bio

疾風魔法大作戦キングダム-グランドプリ (c) 1994 Eighting / Raizing.
(Shippuu Mahou Daisakusen - Kingdom-Grandprix)

A vertically scrolling shooter with a racing theme. You have the choice of either firing (when the button is pressed) or boosting (when the button is held).

- TECHNICAL -

Main CPU : Motorola 68000 (@ 16 Mhz), Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.375 Mhz), OKI6295 (@ 7.575 Khz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Shippuu Mahou Daisakusen was released in September 1994 in Japan.

The title of this game translates from Japanese as 'Hurricane Magic Great Military Operation'.

This game is known outside Japan as "Kingdom Grandprix" (the subtitle became the title).

- SERIES -

1. Mahou Daisakusen (1993)
2. Shippuu Mahou Daisakusen - Kingdom-Grandprix (1994)
3. Great Mahou Daisakusen [Green Board] (2000)

- STAFF -

Voice : Hiroaki Ishikawa, Juurota Kosugi, Miki Ito, Rikako Aikawa
Graphics : Kazuyuki Nakashima, Kenichi Yokoh, Ryuichi Yamakawa
Program : Yuichi Toyama (Healthy Toyama), Yasunari Watanabe
Music Compose & S.E. : Hitoshi Sakimoto (YmoH.S), Masaharu Iwata (Rezon)
Special Thanks To: Atsuhiro Motoyama
Art Work : Akihiro Yamada

- PORTS -

* Consoles :
Sega Saturn [JP] (1996)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2417&o=2

$end


$gameboy=shippuil,
$bio

Shippuu! Iron Leaguer [Model DMG-IRJ] (c) 1994 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66913&o=2

$end


$cdi=shipwrck,
$bio

Shipwreck (c) 1993 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53073&o=2

$end


$pico=shirayuk,
$bio

Shirayukihime (c) 1999 SEGA Toys.

- TECHNICAL -

Game ID: HPC-6077

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96328&o=2

$end


$gba=shirenmn,
$bio

Shiren Monsters Netsal [Model AGB-ANVJ-JPN] (c) 2004 Chun Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72849&o=2

$end


$info=jgakuen,
$bio

Shiritsu Justice Gakuen - Legion of Heroes (c) 1997 Capcom.

- TECHNICAL -

Sony ZN-1 Hardware

Main CPU : PSX (@ 16.9344 Mhz)
Sound CPU : Zilog Z80 (@ 8 Mhz)
Sound Chips : SPU (@ 8 Mhz), Q-Sound (@ 4 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 6

- TRIVIA -

Shiritsu Justice Gakuen was released in November 1997 in Japan. It is known outside Japan as "Rival Schools - United by Fate".

The title of this game translates from Japanese as 'Private Justice Academy - Legion of Heroes'.

Justice Gakuen is the name of one of five schools in this game. They are :
1) Taiyou Gakuen (translates from Japanese as 'Solar Academy') : Batsu, Hinata and Kyousuke are students at this school.
2) Gorin Koukou (translates from Japanese as '5-Ring High School') : Shouma, Natsu, Roberto are students at this school. The word 'gorin' is made up of two kanji: 'go'  and 'rin' .
3) Pacific High School : This is an American school, where exchange students Roy, Tiffany and Boman attend.
4) Gedou Koukou (translates from Japanese as 'Heretical Doctrine High School') : Edge, Akira, Gan are students at this school for bad kids.
5) Justice Gakuen (translates from Japanese as 'Justice Academy') : Hideo, Kyouko, Raizou and Hyou are faculty at Justice Gakuen.

Suleputer released a limited-edition soundtrack album for this game (Shiritsu Justice Gakuen - Legend of Heroes Orignal Soundtrack - CPCA-1002) on January 29, 1998.

- TIPS AND TRICKS -

* Play Against Hyo : When you get to the seventh chapter (what would normally be the last fight), defeat your opponents with a Team Up Attack and you will go on to fight Hyo, the real boss. After beating him you will also receive a different ending then you normally would.

* Free Select Mode : After 2 weeks of installation, characters can be team up freely (but no story).

* Free Select Mode Code (no need time-release) : Go to test mode's 'Dot Cross Hatch' and press on the player 1 side Up(x2), Down(x2) LK, HP. Exit test mode and start a game holding Start button until character select screen appear.

* Play As Hyo / As Raizo : After 3 weeks of installation, insert your coin(s) and hold Start. Hyo and Raizo will be selectable.

*Play As Hyo / As Raizo (no need time-release) : Go to test mode's 'Sound&Voice' and press on the player 2 side Up(x2), Down(x2), LK, HP. Exit test mode and start a game holding Start button until character select screen appear.

* Play As Sakura / As Akira : After 4 weeks of installation, insert your coin(s) and hold Start. There will be two arrows above Hyo and Raizo.

* Play As Sakura / As Akira (no need time-release) : When Hyo and Raizo can be used, go to test mode's 'Input' and press on the player 2 side Up(x2), Down(x2), and on the player 1 side LK, HP. Exit test mode and start a game holding Start button until character select screen appear.

- SERIES -

1. Shiritsu Justice Gakuen - Legion of Heroes (1997)
2. Moero! Justice Gakuen (2000)

- STAFF -

* CAST :
1) Taiyou Gakuen  :
Batsu Ichimonji : Nobuyuki Hiyama
Hinata Wakaba : Tomoe Hanba
Kyosuke Kagami : Isshin Chiba
Hayato Nekketsu : Takumi Yamazaki

2) Gorin Koukou  :
Shoma Sawamura : Yuji Ueda
Natsu Ayuhara : Narumi Tsunoda
Roberto Miura : Tomoyuki Morikawa

3) Pacific High School :
Roy Bromwell : Ryutato Okiayu
Tiffany Rose : Miki Narahashi
Boman Delgado : Takashi Nagasako

4) Gedou Koukou  :
Eiji Yamada (Edge) : Yoshiharu Yamada
Akira Kazama : Chiharu Tezuka
Gan Isurugi : Takashi Nagasako
Daigo Kazama : Koichi Yamadera

5) Justice Gakuen  :
Hideo Shimazu : Tetsuo Mizutori
Kyoko Minazuki : Kotono Mitsuishi
Raizo Imawano : Tomomichi Nishimura
Hyou Imawano : Kaneto Shiozawa

6) Tamagawa Minami Koukou  :
Sakura Kasugano : Yuko Sasamoto

7) Sub-characters :
Shizuku Itsumonji (Batsu's mother) : Kotono Mitsuishi
Kohai  B / Hisho  / Committee Chairman : Miki Narahashi
Kohai A : Tomoe Hanba
Tiffany's Dad : Tetsuo Mizutori
Professor : Tomomichi Nishimura
Narration : Kaneto Shiozawa

- PORTS -

Here is a list of ports released in Japan. For ports released outside Japan, please see the Export version's entry; "Rival Schools - United by Fate".

* Consoles :
Sony PlayStation [JP] (July 30, 1998) [Model SLPS-01240~1] 
Sony PlayStation [JP] (February 22, 2012, PSOne Classics edition)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2418&o=2

$end


$psx=shiritsu,
$bio

Shiritsu Justice Gakuen - Legion of Heroes [Model SLPS-01240~1] (c) 1998 Capcom Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85664&o=2

$end


$psx=shirits2,
$bio

Shiritsu Justice Gakuen - Nekketsu Seishun Nikki 2 [Model SLPS-02120] (c) 1999 Capcom Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85665&o=2

$end


$pc8801_flop=shiritsu,
$bio

Shiritsu Tantei Max (c) 1987 Agumix [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92886&o=2

$end


$pc98=shiritsg,
$bio

Shiritsu Tantei Max - Super Graphics Shuu (c) 1988 Agumix [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90623&o=2

$end


$pc98=shirits2,
$bio

Shiritsu Tantei Max 2 - Master of Elemental (c) 1991 Agumix [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90624&o=2

$end


$pc8801_flop=shiritsg,
$bio

Shiritsu Tantei Max Graphics (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92887&o=2

$end


$pc98=shirisen,
$bio

Shiritsu Tantei Max Sennyuu!! Nazo no Joshikou (c) 1988 Agumix.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90625&o=2

$end


$bbca_cass,bbcb_cass=sconrans,
$bio

Shirley Conran's Magic Garden (c) 1983 Acornsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52369&o=2

$end


$pc8801_flop=shiroden,
$bio

Shiro Densetsu (c) 1984 Xtal Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92888&o=2

$end


$pc8801_flop=destrugk,destrugkb,destrugka,
$bio

Shiro to Kuro no Densetsu Shirizu - Destruction Gekan (c) 1990 Soft Studio Wing [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92889&o=2

$end


$pc8801_flop=destrujk,destrujkb,destrujka,
$bio

Shiro to Kuro no Densetsu Shirizu - Destruction Joukan (c) 1989 Soft Studio Wing [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92890&o=2

$end


$pc8801_flop=sbrenzsj,
$bio

Shirobara Renzoku Satsujin Jiken (c) 1984 Riverhill Software [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92891&o=2

$end


$snes=shirorng,
$bio

Shiroi Ring e - Twinkle Little Star [Model SHVC-ALOJ] (c) 1995 Pony Canyon, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62167&o=2

$end


$saturn,sat_cart=shirokim,
$bio

Shiroki Majo - Mou Hitotsu no Eiyuu Densetsu (c) 1998 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59673&o=2

$end


$saturn,sat_cart=shirokimtai,
$bio

Shiroki Majo - Mou Hitotsu no Eiyuu Densetsu Taikenban (c) 1998 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59674&o=2

$end


$pce=shiryo,
$bio

Shiryou Sensen (c) 1989 Victor Interactive Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58718&o=2

$end


$pc8801_flop=shiryo,shiryoa,
$bio

Shiryou Sensen - War of the Dead (c) 1989 Cross Media Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92892&o=2

$end


$msx2_flop=shiryo,shiryoa,
$bio

Shiryou Sensen - War of the Dead (c) 1989 Victor Ent. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102027&o=2

$end


$msx2_cart=shiryo,
$bio

???? War of the Dead (c) 1987 Victor Musical Industries, Incorporated.
(Shiryou Sensen - War of the Dead)

Shiry? Sensen War of the Dead is a post apocalyptic and dark Role Playing/Action game by Victor Musical Industries. Due to a series of mysterious events, the town of Chany's Hill has been cut off from the rest of the world. People have suddenly gone missing and cannibalistic monsters now roam the land, killing all who cross their path. The protagonist of the game is Laila Arufon, the youngest female member of the S-SWAT (Supernatural and Special Weapon Attack Team). She was born in the small town and has developped strange psychic abilities. Her Psychic Seal (PS) and Mind Force (MF) powers allow her to increase any weapon destruction power but also to increase her defense capability greatly. Her mission is twofold - she must investigate the mysterious and supernatural incident in Chaneys Hill and to rescue all the remaining survivors she can find and lead them to the town's church. Laila comes equipped with a combat knife and a Hand Gun (SIG/SAUER P226) - additional weapons appear later in the game including the Assault Rifle (STYER AUG), Grenade launcher (HK MZP1), Flamethrower (M2A1-7), Bazooka (M72A2) and so forth. Although most of the game uses a traditional top-down view, battles quickly drop the game into side-scrolling action phases. There, Laila fights hordes of monsters to gain experience (blue orbs), life (reb orbs), MF points (green orbs) or ammunitions (pink cases). She can also escape at anytime as long as she can reach the edge of the fighting area. The combat items are complemented by more conventional inventory items such as medic packs, psychic pills, keys and so forth. Player's progression is saved through a long password system.

- TECHNICAL -

HuCARD ID: JC63002
HuCARD Size: 2 MBits.

- TRIVIA -

Released on March 24, 1989 in Japan for 5500 Yen.

Shiry? Sensen War of the Dead was first released for the MSX in 1987 on cartridge.

- TIPS AND TRICKS -

Shiry? Sensen War of the Dead comes with a little pink disclaimer that advises the player on five things to do to win the game. It explains that listening and talking to people is more important than getting experience points. It even states that Laila can't gain more that 9999 experience points, and if she does, her stats will go back to zero and she will die.

The disclaimer also warns that there is a mistake in the instruction manual, although it mentions that the player can carry 15 items, he actually can only carry 14 in the game. They acknowledge and apologize for the annoying length of the passwords and recommend to directly contact them if you happen to be stuck in the game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51372&o=2

$end


$pc8801_flop=shiryo2,shiryo2a,
$bio

Shiryou Sensen 2 - War of the Dead Part 2 (c) 1989 Cross Media Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92893&o=2

$end


$msx2_flop=shiryo2,shiryo2b,shiryo2a,
$bio

Shiryou Sensen 2 - War of the Dead Part 2 (c) 1990 Victor Ent. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102028&o=2

$end


$info=shisen,
$bio

Shisen-shou - Joshiryou-hen (c) 1989 Tamtex.

Szechuan-style solitaire mahjong.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 6 Mhz)
Sound CPU : Zilog Z80 (@ 3.579645 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), DAC

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Shisen-shou was released in February 1989 in Japan.

The title translate from Japanese as 'Szechuan Reflections - Women’s Dormitory Episode'.

This game is known outside Japan as "Match it" and also known as "Sichuan II".

Default highscore table (BEST 5) :
1ST MARK 550 Stage6
2ND JOHN 450 Stage4
3RD JIM 350 Stage3
4TH TOM 250 Stage2
5TH MARY 150 Stage1

- SERIES -

1. Shisen-shou - Joshiryou-hen (1989)
2. Shisen-shou II (1993)

- PORTS -

* Consoles :
Game Boy [JP] (July 13 1990) "Shisen-shou - Match-Mania")

* Computers :
NEC PC-9801 [JP] (March 1990) "Sichuan - The Ancient Chinese Game of Mahjong"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2419&o=2

$end


$info=shisen2,
$bio

Shisen-shou II (c) 1993 Tamtex.

- TECHNICAL -

Irem M-97 system hardware

Main CPU : V30 (@ 8 Mhz)
Sound CPU : Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), DAC

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Shisen-shou II was released in June 1993 in Japan. It was known outside Japan as "Match It II".

The title of this game translates from Japanese as 'Szechuan Reflections II'.

Default highscore table (FANTASY) :
1ST 39800 HIROGON
2ND 36400 HIDARIN
3RD 32600 AYA
4TH 27200 YUKIYA
5TH 23800 YAMATIN
6TH 16500 HIYA
7TH 13400 X

- SERIES -

1. Shisen-shou - Joshiryou-hen (1989)
2. Shisen-shou II (1993)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2420&o=2

$end


$gameboy=shisensh,
$bio

Shisenshou - Match-Mania [Model DMG-MAA] (c) 1990 Irem Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66914&o=2

$end


$pc98=shisensh,
$bio

Shisenshou - Sichuan (c) 1990 Irem Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90626&o=2

$end


$pc98=shisemik,
$bio

Shisetsu Mikuni (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90627&o=2

$end


$pc98=shitaoki,
$bio

Shitai Okiba de Yuushoku o (c) 1988 Heart Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90628&o=2

$end


$pc8801_flop=shitaiok,
$bio

Shitaiokiba de Yushokuwo (c) 1989 Technopolis Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92894&o=2

$end


$megadriv=shiten,
$bio

Shiten Myouou (c) 1990 Sigma Enterprises, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56846&o=2

$end


$pc98=shizuku,
$bio

Shizuku (c) 1996 Leaf [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90629&o=2

$end


$msx1_cass=shnax,
$bio

Shnax (c) 1985 Kuma Computers, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94967&o=2

$end


$info=shock,
$bio

Shock (c) 1980 Taito.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5668&o=2

$end


$info=m4shoknr,m4shoknr__a,m4shoknr__b,m4shoknr__c,m4shoknr__d,
$bio

Shock 'n' Roll (c) 199? QPS Interactive.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42387&o=2

$end


$info=shocktro,shocktroa,
$bio

Shock Troopers (c) 1997 SNK.

Shock Troopers pits the players against a mighty terrorist group who are holding a girl hostage, in order to force her grandfather to surrender a powerful drug which will enable the terrorists to control the minds of the grandfather's soldiers and create a huge, unstoppable army.

Shock Troopers is a multi-directional scrolling shoot-em-up for one or two players that builds upon the foundations laid by Capcom's 1985 classic, "Commando (Capcom)" and also borrows heavily from Commando's sequel, '"Mercs". As well as enemy troops, players must contend with tanks, choppers and assorted military vehicles, and must also be careful to avoid any of the landmines that litter the levels. Extra weapons and health can be picked up from destroyed enemy vehicles, as well as being found in enemy supply crates. Shock Troopers is effectively three games in one as players can chose one of three different routes; each made up of different levels. The game also offers greater variety of gameplay than other of the genre; with levels having the players travel on the back of fast moving vehicles, climbing a rock face etc.

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : 0238

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2610 (@ 8 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 4
=> [A] Shot/Close range attack, [B] Evasive Maneuver, [C] Special attack, [D] Change player (in team battle mode only)

- TRIVIA -

Developed by Saurus.

Released in November 1997.

This game runs on the Neo-Geo MVS but was not released on the Neo-Geo AES home console.

Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Shock Troopers Second Squad, Shock Troopers - PCCB-00355) on 01/1999.

- SERIES -

1. Shock Troopers (1997)
2. Shock Troopers - 2nd Squad (1998)

- STAFF -

Executive producer : Nobuyuki Tanaka
Executive director : Yasushi Okahara (Yasushi Okaharo)
Planner : kenji Ishimoto
Object designers : Masato Miyoshi, Yoichi Sato, Kaori Ito, Hideo Akimoto, Michitaka Ishida, Narushiro Kishimoto
B.G. designers : Sachiko Miyoshi, Yuri Tachikawa, Yasuhori Tsuruoka, Naoko Tanaka
Programmers : Takashi Shishido, Yosuke Takasaki, Daiyoshi Sato
Music composers & Sound effects : Masahiko hataya, Masaki kase

* Voices :
Jackal : Taiyo Ofune
Milky : Reina Hayami
Loki : Kinnosuke Todoroki
Southern cross : Sinkichi Kaji
Marie bee : Suzue Isaribi
Rio : Isamu Kida
Maru : Kaeru Tsuchiya
Big mama : Towako Tendo
Cecilia : Yuka Utsumi
Commander : Meijin Takahashi

- PORTS -

* Consoles :
Sony PlayStation 2 [US] May 05, 2008 "SNK Arcade Classics Vol.1 [Model SLUS-21724]"
Sony PSP [US] May 05, 2008 "SNK Arcade Classics Vol.1 [Model ULUS-10338]"
Sony PlayStation 2 [KO] May 29, 2008 "SNK Arcade Classics Vol.1 [Model SLKA-25424]"
Nintendo Wii [US] July 29, 2008 "SNK Arcade Classics Vol.1 [Model RVL-P-RNCE]"
Sony PSP [EU] Oct. 17, 2008 "SNK Arcade Classics Vol.1 [Model ULES-01105]"
Nintendo Wii [EU] Oct. 31, 2008 "SNK Arcade Classics Vol.1 [Model RVL-P-RJZP]"
Sony PlayStation 2 [EU] Nov. 21, 2008 "SNK Arcade Classics Vol.1 [Model SLES-55232]"
Sony PSP [JP] May. 21, 2009 "SNK Arcade Classics Vol.1 [Model ULJS-193]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2421&o=2

$end


$info=shocktr2,
$bio

Shock Troopers - 2nd Squad (c) 1998 SNK.

More of an update than a full-blown sequel, Shock Troopers - 2nd Squad picks up where the first game - released a year earlier - left off. Once again, one or two players face the might of a terrorist army who are threatening to destroy the world by launching a newly developed weapon-of-mass-destruction if their wishes - to be given absolute control of the newly-founded nation of Billberk - aren't granted.

Like many Neo Geo sequels, 2nd Squad doesn't particularly do anything the original didn't do. There are some improvements, however; graphics have been given a brush up and level design is a little more imaginative than that of the already impressive original.

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : 0246

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2610 (@ 8 Mhz)

Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096

Players : 2
Control : 8-way joystick
Buttons : 3 => [A] Shot attack/Close range attack, [B] Bomb attack, [C] Jump/Get in a vehicle/Get out a vehicle
=> Leon > [A] Spread shot/Combat knife, [B] Power napalm
=> Angel > [A] Front shot/Tear gus, [B] Wide napalm
=> Lulu > [A] Wide shot/Revolver, [B] Normal bomb
=> Toy > [A] Laser shot/Stan gun, [B] Sonic bomb

- TRIVIA -

Developed by Saurus.

Released in October 1998.

Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Shock Troopers Second Squad, Shock Troopers - PCCB-00355) on 01/1999.

- TIPS AND TRICKS -

Here are the 4 characters with their codenames and statistics :
* Leon (aka Lion Heart) : Speed 1 - Attack 4 - Defense 4 - Evasion 1
* Angel (aka Ceramic Arms) : Speed 2 - Attack 3 - Defense 2 - Evasion 3
* Lulu (aka Lightning Eyes) : Speed 4 - Attack 1 - Defense 1 - Evasion 3
* Toy (aka Ice Brain) : Speed 3 - Attack 2 - Defense 3 - Evasion 2

- SERIES -

1. Shock Troopers (1997)
2. Shock Troopers - 2nd Squad (1998)

- STAFF -

Exective producer : Nobuyuki Tanaka
Producer : Yasushi Okahara
Exective director : Kenji Ishimoto
Main planner : Mitsuki Pkc Saito
Sub planner : Hotlips
Chief programmer : Jo.
Programmers : Levin Takasaki, Dis, Buttaku H. K
Tool programmer : Hiroaki Torii
Technical adviser : Yuki
Chief front designer : Kurara Kiri
Front designers : Masato Miyoshi, Tsuru-Chang, Michitaka Ishida, Satoshi Ishiguro, Naruhiro Kishimoto
Chief back designer : Miwako Kojima
Back designers : Yuko Hara, Matsumoto Kiyoshi, Kaori Nishioka, Takazumi Hirokawa
Character designer : Aki
Sound producer : Masahiko Hataya
Music composer : Masaki Kase (World Wide Wave)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2422&o=2

$end


$info=shocking,shockingk,shockingko,
$bio

Shocking (c) 1997 Yun Sung.

Shocking is a charming action adventure game wish some puzzle elements.  You are a werewolf seeking to return to your normal form and this quest will lead you to save the world.

Each round features a new objective to complete in order to clear the single screen level and continue on your journey.  There are 12 rounds in each stage and each stage ends with a boss battle.  Interspersed within the stages are various mini-game challenges where the player can earn extra lives.

The game is over once you have lost all of your lives.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 16 Mhz)
Sound Chips : OKI6295 (@ 7.575 Khz)

Players : 2
Control : 8-way joystick
Buttons : 1

- TRIVIA -

Shocking is an unofficial arcade port of the 1996 Compile Japanese PC game "Gensei Kai Shingeki".

Some of the intro graphics are ripped from Rayman.

One of the tracks in this game is a loop of 'Good Vibrations' by Marky Mark & The Funky Bunch.

The 'ribbon flies' are ripped from the PC game "Commander Keen 4" (the 'Skypest' enemy).

- STAFF -

Directors : Bok Won Kang, Chang Won. Lee
Programmers : Byung Gyu. Kim, Chang Soo. Jang
Graphics designers : Jeong Suk. Oh, Jeong Sik. Yum, Dong Suk. Kim, Chang Won. Lee
Hardware : Sang Jin. Lee
Sound : Chang Won. Lee

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2423&o=2

$end


$pc8801_flop=shocking,
$bio

Shocking Crossword (c) 1986 Winky Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92895&o=2

$end


$tg16=shockman,
$bio

Shockman [Model TGX040087] (c) 1992 NEC Home Electronics, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84347&o=2

$end


$nes=shockwav,
$bio

Shockwave (c) 1990 AGCI

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55539&o=2

$end


$amigaocs_flop=shockwav,
$bio

ShockWave (c) 1990 Digital Magic

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74973&o=2

$end


$info=m4shkwav,m4shkwav__a,m4shkwav__b,m4shkwav__c,m4shkwav__d,m4shkwav__e,m4shkwav__f,m4shkwav__g,
$bio

Shockwave (c) 199? QPS Interactive.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42386&o=2

$end


$saturn,sat_cart=shockwav,
$bio

Shockwave Assault (c) 1996 Electronic Arts.

- TECHNICAL -

Game ID: T-5005H-50

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60406&o=2

$end


$saturn,sat_cart=shockwavu,
$bio

Shockwave Assault (c) 1996 Electronic Arts.

- TECHNICAL -

Game ID: T-5005H

- TRIVIA -

Shockwave Assault was released on June 26, 1996 in the USA.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60150&o=2

$end


$info=X002250P,X002251P,X002252P,X002253P,X002254P,
$bio

ShockWave Poker (c) 199? IGT [International Game Technologies]

- TECHNICAL -

B1065X; CLASSIC UPRIGHT CABINET
IA65X; IMBEDDED BILL ACCEPTOR CABINET
2965X; SLANT CABINET WITH TOP BOX
3665X; DROP IN BAR CABINET WITH FLAT SCREEN
3765X; DROP IN BAR CABINET WITH SLANT SCREEN
GD65X; SLANT CABINET WITH IBA TOP BOX
QA65X; FLAT BAR WITH IMBEDDED BILL ACCEPTOR
VS65X; 17" MONITOR w/ROUND TOP
WA65X; 13" MONITOR w/EXTERNAL DROP BOX

- UPDATES -

X002250P
X002251P
X002252P
X002253P
X002254P

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46363&o=2

$end


$cpc_cass=shockrid,
$bio

Shockway Rider (c) 1986 FTL [Faster Than Light]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99113&o=2

$end


$snes=shodanek,
$bio

Shodai Nekketsu Kouha Kunio-kun [Model SHVC-KN] (c) 1992 Technos Japan Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62168&o=2

$end


$snes=shodanms,
$bio

Shodan Morita Shougi [Model SHVC-MS] (c) 1991 Seta Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62169&o=2

$end


$snes=shodanin,
$bio

Shodani Nintei - Shodan Pro Mahjong [Model SHVC-A28J-JPN] (c) 1995 GAPS, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62170&o=2

$end


$nes=shogun,
$bio

Shogun (c) 1988 Hect

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54618&o=2

$end


$info=shogwarr,shogwarre,shogwarru,
$bio

Shogun Warriors (c) 1992 Kaneko.

Export version, for more information about the game itself, please see the original Japanese version entry; "Fujiyama Buster".

- SERIES -

1. Shogun Warriors (1992)
2. Blood Warrior (1994)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2424&o=2

$end


$gba=naruton2,
$bio

Shonen Jump Naruto - Ninja Council 2 [Model AGB-BN2E-USA] (c) 2006 D3 Publisher, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73151&o=2

$end


$gba=narutonc,
$bio

Shonen Jump's Naruto - Ninja Council [Model AGB-A7AE-USA] (c) 2006 D3 Publisher, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73152&o=2

$end


$gba=shamlegh,
$bio

Shonen Jump's Shaman King - Legacy of the Spirits - Soaring Hawk [Model AGB-BHLE-USA] (c) 2005 Konami Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73153&o=2

$end


$gba=shamlegw,
$bio

Shonen Jump's Shaman King - Legacy of the Spirits - Sprinting Wolf [Model AGB-BWSE-USA] (c) 2005 Konami Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73154&o=2

$end


$gba=shamkms2u,
$bio

Shonen Jump's Shaman King - Master of Spirits 2 [Model AGB-B2ME-USA] (c) 2005 Konami Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73158&o=2

$end


$gba=shamkms2,
$bio

Shonen Jump's Shaman King - Master of Spirits 2 [Model AGB-B2MP] (c) 2006 Konami Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73157&o=2

$end


$gba=shamkmsu,
$bio

Shonen Jump's Shaman King - Master of Spirits [Model AGB-BSOE-USA] (c) 2004 Konami Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73156&o=2

$end


$gba=shamkms,
$bio

Shonen Jump's Shaman King - Master of Spirits [Model AGB-BSOP] (c) 2005 Konami Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73155&o=2

$end


$gba=yugiwc05u,
$bio

Shonen Jump's Yu-Gi-Oh! 7 Trials to Glory - World Championship Tournament 2005 [Model AGB-BY7E-USA] (c) 2005 Konami Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73159&o=2

$end


$gba=yugiwc05,
$bio

Shonen Jump's Yu-Gi-Oh! Day of the Duelist - World Championship Tournament 2005 [Model AGB-BYOP] (c) 2005 Konami Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73160&o=2

$end


$gba=yugidstbu,
$bio

Shonen Jump's Yu-Gi-Oh! Destiny Board Traveler [Model AGB-BYDE-USA] (c) 2004 Konami Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73162&o=2

$end


$gba=yugidstb,
$bio

Shonen Jump's Yu-Gi-Oh! Destiny Board Traveler [Model AGB-BYDP] (c) 2005 Konami Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73161&o=2

$end


$gba=yugiresdu,
$bio

Shonen Jump's Yu-Gi-Oh! Reshef of Destruction [Model AGB-AY8E-USA] (c) 2004 Konami Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73163&o=2

$end


$gba=yugiwc06u,
$bio

Shonen Jump's Yu-Gi-Oh! Ultimate Masters - World Championship Tournament 2006 [Model AGB-BY6E-USA] (c) 2006 Konami Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73164&o=2

$end


$gba=yugiwc06,
$bio

Shonen Jump's Yu-Gi-Oh! Ultimate Masters Edition - World Championship Tournament 2006 [Model AGB-BY6P] (c) 2006 Konami Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73165&o=2

$end


$gba=yugiwc04u,
$bio

Shonen Jump's Yu-Gi-Oh! World Championship Tournament 2004 [Model AGB-BYWE-USA] (c) 2004 Konami Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73166&o=2

$end


$gba=yugigxdau,
$bio

Shonen Jump's Yu-Gi-Oh! GX - Duel Academy [Model AGB-BYGE-USA] (c) 2006 Konami Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73168&o=2

$end


$gba=yugigxda,
$bio

Shonen Jump's Yu-Gi-Oh! GX - Duel Academy [Model AGB-BYGP] (c) 2006 Konami Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73167&o=2

$end


$fm77av=mike,
$bio

Shonen Mike no Hitori Tabi (c) 1986 Nihon Soft Bank [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93861&o=2

$end


$info=sc5sfts,sc5sftsa,sc5sftsb,sc5sftsc,
$bio

Shoot for the Stars (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model Z056]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42791&o=2

$end


$info=shootout,shootoutj,shootoutb,
$bio

Shoot Out (c) 1985 Data East.

- TECHNICAL -

Main CPU : MOS Technology M6502 (@ 2 Mhz)
Sound CPU : MOS Technology M6502 (@ 1.5 Mhz)
Sound Chips : YM2203 (@ 1.5 Mhz)

Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in October 1985. A Korean bootleg was released the same year.

- UPDATES -

On the Korean bootleg, the hero has a black costume instead of white.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2425&o=2

$end


$info=j6shoot,
$bio

Shoot Out (c) 19?? JPM International.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15823&o=2

$end


$nes=shootout,
$bio

Shoot Out (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84105&o=2

$end


$x68k_flop=shootrng,
$bio

Shoot Range (c) 1992 Bit2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88069&o=2

$end


$info=shootbul,
$bio

Shoot The Bull (c) 1985 Bally Midway.

A dart game for up to 4 players with four different games to choose from.

- TECHNICAL -

[No. 0E15]

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : Namco (@ 96 Khz)

Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.61 Hz
Palette Colors : 16

Players : 1
Control : trackball
Buttons : 1

- STAFF -

Game designer : Jeff Nauman
Game artist : Brian Colin
Cabinet art : Greg Freres
Sounds : Mike Bartlow
Support : Jim Belt
Hardware : Cary Mednick, John Boydston
Mechanical : John Kubik

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2426&o=2

$end


$nes=shootufo,
$bio

Shoot UFO (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84106&o=2

$end


$amigaocs_flop=seuck,
$bio

Shoot'Em-Up Construction Kit (c) 1989 Avantage

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74974&o=2

$end


$pc8801_flop=shootari,
$bio

Shootarian (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92896&o=2

$end


$nes=shootera,shooter,
$bio

Shooter (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84107&o=2

$end


$snes=shooterp,
$bio

Shooter [Prototype] (c) 199? Punk Development

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63537&o=2

$end


$a2600=shooting,
$bio

Shootin' Gallery (c) 1982 Imagic.

- TECHNICAL -

Model IA3410

- STAFF -

Programmer: Dennis Koble

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50933&o=2

$end


$x68k_flop=shoot68k,
$bio

Shooting 68K (c) 1992 Brother Kougyou [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88070&o=2

$end


$a2600=shootarce,shootarc,
$bio

Shooting Arcade (c) 1990 Atari Corporation.

- TECHNICAL -

Model CX26169

- TRIVIA -

Unreleased prototype.

- STAFF -

Programmer: Tod Frye

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50934&o=2

$end


$coco_cart=shootgal,
$bio

Shooting Gallery (c) 1982 Tandy Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53470&o=2

$end


$info=shootgal,
$bio

Shooting Gallery (c) 1984 Zaccaria.

- TECHNICAL -

Main CPU : S2650 (@ 1.536 Mhz)
Sound CPU : I8035 (@ 400 Khz)
Sound Chips : DAC

Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 256

Players : 1
Control : lightgun
Buttons : 1

- STAFF -

Designed by Seatongrove UK, Ltd. for Zaccaria.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2427&o=2

$end


$sms=shooting,
$bio

Shooting Gallery (c) 1987 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56176&o=2

$end


$mc10=shootgal,
$bio

Shooting Gallery (c) 198? Furr [T. Furr]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87697&o=2

$end


$info=sl2007,
$bio

シューティング ラブ。2007 ～EXZEAL & シューティング技能検定～ (c) 2007 Triangle Service.
(Shooting Love 2007: Exzeal & Shmups Skill Test)

Shooting Love 2007 is a compilation of two shooters:

- Exzeal:
Exzeal follows the similar formula to "Trizeal" in which players progress through the stages and destroy the bosses respectively. However, the weapon power-up system from Trizeal was removed, replaced by the special fixed-weapon system, with a standard attack and a charged attack that can destroy single large enemies once. The player can choose from one of the four weapon sets during the start, with one mimicking the attack pattern of "XII Stag".

- Shmups Skill Test:
A collection of competitive mini-games for shooter fans. A player's proficiency is measured at the end of each mini-game, with both 'Score' and 'Result' displayed, and there are 3 modes in proficiency measurement.

- TECHNICAL -

Runs on the Sega "NAOMI" hardware.

Players: 2
Control: 8-Way Joystick
Buttons: 3
=> Shoot, Bomb, Full-Auto

- TRIVIA -

Shooting Love 2007 was released in July 2007.

- PORTS -

A Dreamcast port of Exzeal was rumored but never released. A compilation of Trizeal and Exzeal named Shooting Love 200X was released for the Xbox 360 in Japan on February 19, 2009.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40792&o=2

$end


$info=shtngmst,shtngmsb,shtngmste,
$bio

Shooting Master (c) 1985 Sega.

- TECHNICAL -

Runs on the Sega "System 2" hardware.

- TRIVIA -

Released in November 1985 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2428&o=2

$end


$nes=shootrng,
$bio

Shooting Range (c) 1989 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55540&o=2

$end


$info=shtstar,
$bio

Shooting Star (c) 1994 Nova.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=36803&o=2

$end


$info=strapids,
$bio

Shooting the Rapids (c) 1979 Zaccaria.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5565&o=2

$end


$info=shootpl,shootopl,
$bio

Shootout Pool (c) 2002 Sega.

A pool-game controlled with a realistic miniature cue-controller.

- TECHNICAL -

Runs on the Sega "NAOMI GD-ROM System" hardware.

- TRIVIA -

Shootout Pool was released in January 2002.

- SERIES -

1. Shootout Pool (2002)
2. Shootout Pool Prize (2003)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4087&o=2

$end


$info=shootplm,
$bio

Shootout Pool Prize (c) 2003 Sega.

An updated version of "Shootout Pool".

- TECHNICAL -

Sega Naomi GD-Rom Hardware

CPU : Hitachi SH-4 32-bit RISC CPU (200 MHz 360 MIPS / 1.4 GFLOPS)
Graphic Engine : PowerVR 2 (PVR2DC)
Sound Engine : ARM7 Yamaha AICA (@ 45 Mhz)

- SERIES -

1. Shootout Pool (2002)
2. Shootout Pool Prize (2003)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4088&o=2

$end


$info=v4shpwnd,
$bio

Shop Window (c) 199? BWB.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42292&o=2

$end


$pc98=shopping,
$bio

Shopping Bunny (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90630&o=2

$end


$cdi=shorelin,
$bio

Shorelines (c) 1994 Educational Management Group

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53074&o=2

$end


$cpc_cass=shortcrc,
$bio

Short Circuit (c) 1986 Ocean Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99114&o=2

$end


$cpc_cass=shortfus,
$bio

Short's Fuse (c) 1984 Firebird Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99116&o=2

$end


$psx=shoryusa,
$bio

Shoryu Sangokuengi [Model SLPS-00253] (c) 1996 Imageneer Co., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85666&o=2

$end


$info=shtrider,shtridera,shtriderb,
$bio

Shot Rider (c) 1984 Sigma Co., Ltd.

A great motorbike racing game.

Prepare for racing! at full speed on the most extreme motorbike race, competing with rivals for supremacy of the road, no rules and you must bump your opponents to expel or eliminate them while avoid being beaten or tumble of the bike, by differents types of vehicles and being careful with the dangerous curves and the different terrains to reach the goal and win the race!

- TECHNICAL -

Main CPU : Zilog Z80 (@ 4 Mhz)
Sound CPU : Motorola M6803 (@ 894.886 Khz)
Sound Chips : (2x) General Instrument AY8910 (@ 894.886 Khz), (2x) MSM5205 (@ 384 Khz)

Screen orientation : Vertical
Video resolution : 256 x 240 pixels
Screen refresh : 56.75 Hz
Palette colors : 144

Players : 2
Control : 2-way joystick
Buttons : 2

- TRIVIA -

This game was released in June 1985 in Japan by Sigma.

- STAFF -

Developed by Seibu Kaihatsu.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2429&o=2

$end


$info=shougi,
$bio

?? (c) 1980 Alpha Denshi.
(Shougi)

- TECHNICAL -

Main CPU : (2x) Zilog Z80 (@ 2.5 Mhz), ALPHA-8201 (@ 312.5 Khz)
Sound Chips : General Instrument AY8910 (@ 1.25 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 4

- TRIVIA -

Shougi was released in September 1980 in Japan.

This represents the first Alpha Denshi arcade video game.

- SERIES -

1. Shougi (1980)
2. Shougi 2 (1982)

- PORTS -

* Computers :
PC 8801 (1984) Shougi

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2430&o=2

$end


$pc8801_flop=shogi,shogia,
$bio

Shougi (c) 1984 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92897&o=2

$end


$msx1_cart=shogimc,
$bio

Shougi (c) 1985 Micro Cabin Co. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77437&o=2

$end


$info=shougi2,
$bio

Shougi 2 (c) 1982 Alpha Denshi.

- TECHNICAL -

Main CPU : (2x) Zilog Z80 (@ 2.5 Mhz), ALPHA-8201 (@ 312.5 Khz)
Sound Chips : General Instrument AY8910 (@ 1.25 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 4

- TRIVIA -

Released in December 1982 in Japan.

- SERIES -

1. Shougi (1980)
2. Shougi 2 (1982)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2431&o=2

$end


$gbcolor=shougi2,
$bio

Shougi 2 [Model DMG-AS8J-JPN] (c) 1999 Pony Canyon, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68763&o=2

$end


$gbcolor=shougi3,
$bio

Shougi 3 [Model DMG-B9SJ-JPN] (c) 2001 Pony Canyon, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68764&o=2

$end


$pc98=shogibt,
$bio

Shougi Bijin Taikyoku (c) 1995 KSS Media Ent. Co. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90631&o=2

$end


$snes=shogiclb,
$bio

Shougi Club [Model SHVC-AHEJ-JPN] (c) 1995 Hect [Hector] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62171&o=2

$end


$pcecd=shougidb,
$bio

Shougi Database Kiyuu (c) 1995 Seta Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58377&o=2

$end


$pc8801_cass=shogid2,
$bio

Shougi Dojo 2 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91265&o=2

$end


$snes=shogifuu,
$bio

Shougi Fuurinkazan [Model SHVC-FJ] (c) 1993 Pony Canyon, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62172&o=2

$end


$saturn,sat_cart=shougima,
$bio

Shougi Matsuri (c) 1995 Seta Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59675&o=2

$end


$pc8801_cass=shogimei,
$bio

Shougi Meijin (c) 1985 Apollo Technica [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91266&o=2

$end


$msx1_cart=shougime,
$bio

Shougi Meijin [Model PS-2008G] (c) 1985 Toshiba EMI [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77439&o=2

$end


$nes=smeik92,
$bio

Shougi Meikan '92 (c) 1992 Hector

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54619&o=2

$end


$nes=smeik93,
$bio

Shougi Meikan '93 (c) 1992 Hector

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54620&o=2

$end


$megadriv=shougi,
$bio

Shougi no Hoshi (c) 1991 Home Data

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56847&o=2

$end


$neocd=mosyougi,
$bio

Shougi no Tatsujin - Master of Syougi [Model ADCD-010] (c) 1995 SNK [Shin Nihon Kikaku] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68157&o=2

$end


$ngpc=shougic,
$bio

Shougi no Tatsujin Color [Model NEOP00270] (c) 1999 SNK Corp. [Shin Nihon Kikaku] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82594&o=2

$end


$ngp=shougi,
$bio

Shougi no Tatsujin (c) 1998 ADK Corp.

- TECHNICAL -

Cartridge ID: NEOP00050

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82593&o=2

$end


$scv=shogi,
$bio

Shougi Nyuumon (c) 1985 Epoch Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58789&o=2

$end


$snes=shogisa2,
$bio

Shougi Saikyou II - Jissen Taikyoku Hen [Model SHVC-AX2J-JPN] (c) 1996 Magical Co.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62174&o=2

$end


$gameboy=shogisaia,shogisai,
$bio

Shougi Saikyou [Model DMG-AMSJ-JPN] (c) 1994 Magical Co.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66916&o=2

$end


$snes=shogisai,
$bio

Shougi Saikyou [Model SHVC-AMSJ-JPN] (c) 1995 Magical Co.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62173&o=2

$end


$x68k_flop=shogisei,
$bio

Shougi Seiten (c) 1992 Home Data [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88071&o=2

$end


$pc98=shogise2,
$bio

Shougi Seiten II (c) 1994 Magical Co. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90632&o=2

$end


$pce=shogisi,
$bio

Shougi Shodan Icchokusen (c) 1990 Home Data

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58719&o=2

$end


$pce=shogism,
$bio

Shougi Shoshinsha Muyou (c) 1991 Home Data

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58720&o=2

$end


$pc8801_cass=shogita2,
$bio

Shougi Taikyoku V2 (c) 1984 Compaq [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91267&o=2

$end


$pc8801_flop=shogitai,
$bio

Shougi Taishou 88 (c) 1987 Showa Sangyo Kabushikigaisha

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92898&o=2

$end


$wswan=shogitor,
$bio

Shougi Touryuumon [Model SWJ-SUM005] (c) 1999 Sammy Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86384&o=2

$end


$snes=shogizan,
$bio

Shougi Zanmai [Model SHVC-AVEJ-JPN] (c) 1995 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62175&o=2

$end


$gameboy=shougi,
$bio

Shougi [Model DMG-SGJ] (c) 1989 Pony Canyon, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66915&o=2

$end


$msx1_cart=shogipc,
$bio

Shougi [Model R49X5094] (c) 1986 Pony Canyon, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77438&o=2

$end


$pc8801_flop=shogi88,
$bio

Shougi88 (c) 1987 System Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92899&o=2

$end


$msx1_cart=shogun,
$bio

Shougun [Model ND-07MR] (c) 1987 Jaleco Co., Ltd. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77440&o=2

$end


$x68k_flop=shojoden,
$bio

Shoujo Densetsu (c) 1989 System House Oh!

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88072&o=2

$end


$saturn,sat_cart=utena,
$bio

Shoujo Kakumei Utena Itsuka Kakumei Sareru Monogatari (c) 1998 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59676&o=2

$end


$pc98=rinnjikn,
$bio

Shoujo Tantei Rinn-chan no Jikenbo - Dennou Shoujo Densetsu (c) 1989 Agumix [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90633&o=2

$end


$nes=shokoced,
$bio

Shoukoushi Ceddie (c) 1988 Fuji TV

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54621&o=2

$end


$msx2_flop=shlblade,
$bio

Shoulder Blade (c) 1997 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102029&o=2

$end


$pc98=shomakyo,
$bio

Shoumakyou no Densetsu (c) 1986 Starcraft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90634&o=2

$end


$pc8801_flop=shomakyo,
$bio

Shoumakyou no Densetsu (c) 1986 Starcraft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92900&o=2

$end


$snes=yuuenchi,
$bio

Shounen Ashibe - Goma-chan no Yuuenchi Daibouken [Model SHVC-AS] (c) 1992 Takara Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62176&o=2

$end


$nes=shonashi,
$bio

Shounen Ashibe - Nepal Daibouken no Maki (c) 1991 Takara Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54622&o=2

$end


$gameboy=yuuenchi,
$bio

Shounen Ashibe - Yuuenchi Panic [Model DMG-A2J] (c) 1991 Takara Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66917&o=2

$end


$snes=ninjasas,
$bio

Shounen Ninja Sasuke [Model SHVC-EO] (c) 1994 Sunsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62177&o=2

$end


$snes=shounin,
$bio

Shounin yo, Taishi o Idake!! [Model SHVC-AYQJ-JPN] (c) 1995 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62178&o=2

$end


$saturn,sat_cart=shoryuse,shoryusea,
$bio

Shouryuu Sangoku Engi (c) 1996 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59677&o=2

$end


$pc98=shosango,
$bio

Shouryuu Sangokushi (c) 1994 Imagineer Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90635&o=2

$end


$msx1_cart=shoutmat,
$bio

Shout Match (c) 1987 Victor Interactive Software, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77441&o=2

$end


$x68k_flop=shouten,
$bio

Shouten (c) 199? Software Factory T's

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88608&o=2

$end


$megadriv=shoveit,
$bio

Shove It! ...The Warehouse Game (c) 1990 Dreamworks Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57392&o=2

$end


$megadriv=sdmilha2,sdmilha2a,
$bio

Show do Milhão Volume 2 (c) 2002 Tec Toy

- TECHNICAL -

Game ID: 053020
Barcode: 7891196053023

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56849&o=2

$end


$megadriv=sdmilhao,
$bio

Show do Milhão (c) 2001 Tec Toy

- TECHNICAL -

Model 053010
Barcode: 7891196053016

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56848&o=2

$end


$pc8801_flop=showdown,
$bio

Show Down - Presentation Vol. 1 (c) 1988 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92901&o=2

$end


$pc8801_flop=showdownex,
$bio

Show Down - Presentation Vol. 1 EX - Kakucho CG Data Disk (c) 1988 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92902&o=2

$end


$info=showhand,
$bio

Show Hand (c) 2001 Astro Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11974&o=2

$end


$info=sc5smtm,sc5smtma,
$bio

Show Me the Money (c) 200? Mazooma Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42797&o=2

$end


$info=showqn,
$bio

Show Queen (c) 2003 Konami Gaming, Incorporated.

A video slot machine with 5 reels and 30 lines.

- TECHNICAL -

Runs on the Konami Endeavour series hardware.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5163&o=2

$end


$info=sc4showt,sc4showta,sc4showtb,sc4showtc,sc4showtd,sc4showte,sc4showtf,
$bio

Show Time (c) 2008 Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR3043]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=30348&o=2

$end


$info=m4showtm,
$bio

Show Timer (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41448&o=2

$end


$info=m4shocm,m4shocm__a,m4shocm__b,m4shocm__c,m4shocm__d,m4shocm__e,m4shocm__f,m4shocm__g,m4shocm__h,m4shocm__i,m4shocm__j,
$bio

Showcase Crystal Maze (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41446&o=2

$end


$info=m4shodf,m4shodf__a,m4shodf__b,m4shodf__c,m4shodf__d,m4shodf__e,m4shodf__f,m4shodf__g,m4shodf__h,m4shodf__i,m4shodf__j,m4shodf__k,m4shodf__l,
$bio

Showcase Duty Free (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41447&o=2

$end


$info=showdown,
$bio

Showdown (c) 1988 Exidy.

- TECHNICAL -

Exidy 440 hardware

Main CPU : Motorola M6809 (@ 1.6224 Mhz)
Sound CPU : Motorola M6809 (@ 811.2 Khz)
Sound Chips : Custom (@ 50.7 Khz)

Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256

Players : 1
Control : lightgun
Buttons : 8

- TRIVIA -

Released in October 1988.

- STAFF -

Designed and programmed by : Larry Hutcherson, Vic Tolomei, Ken Nicholson

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2432&o=2

$end


$odyssey2=showdown,
$bio

Showdown in 2100 A.D. (c) 1979 Magnavox.

- TECHNICAL -

Game ID: AK9416

- STAFF -

Programmer: Ed Averett

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95675&o=2

$end


$info=m5showtm,
$bio

Showtime (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41631&o=2

$end


$info=sc2showt2,sc2showt2p,sc2showt3,sc2showt3p,sc2showt4,sc2showt4p,
$bio

Showtime Spectacular (c) 1995 Bell-Fruit Mfg.

- TECHNICAL -

[Model 6550]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=21272&o=2

$end


$info=sc2showt,sc2showt1,sc2showt1p,sc2showtp,
$bio

Showtime Spectacular (c) 1996 Bell-Fruit Mfg. Company, Limited. [B.F.M.]

- TECHNICAL -

[Model 6779]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61724&o=2

$end


$info=sc5showt,sc5showta,sc5showtb,sc5showtc,sc5showtd,sc5showte,sc5showtf,sc5showtg,sc5showth,sc5showti,sc5showtj,sc5showtk,sc5showtl,sc5showtm,sc5showtn,sc5showto,sc5showtp,sc5showtq,
$bio

Showtime (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Scorpion 5]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43132&o=2

$end


$megadriv=shrek,
$bio

Shrek (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56850&o=2

$end


$info=sh_141,
$bio

Shrek (c) 2008 Stern Pinball, Incorporated.

- TRIVIA -

Shrek's playfield is based on 2007's "Family Guy" pinball, also designed by Pat Lawlor.

- STAFF -

Designer : Pat Lawlor
Software : Lonnie Ropp, Mike Kyzivat
Art : John Youssi
Dot Art : Mark Galvez, Tom Kyzivat

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=22907&o=2

$end


$gbcolor=shrek,
$bio

Shrek - Fairy Tale Freakdown (c) 2001 TDK Core

- TECHNICAL -

Model CGB-BFUE-USA

- TRIVIA -

Released on May 29, 2001 in USA.

- STAFF -

Programming
===========
Lead GBC programmer, Lead tools programmer, processing: James J. Host (James the Animal Tamer)
GBC programmer, AI programmer, tools, some processin: Chris Chu (CC)
GBC programmer, tools, processing: Edgar C. Tolentino (Edgar)
GBC programmer, tools, some technical design, processing: William A. Ware
(legacy) Level building tool John L. Saleigh (The lobsters are everywhere)

Design
======
Game Designer: Derek W. Frost

Art
===
Lead artist, Lead level builder, Lead Animator: Derek W. Frost
Production Artist: Michele M. Rivera
Artist: Spincer Wilkins
Animator: Edgar C. Tolentino
Associate Animator: William A. Ware
Associate Animator: James J. Host
Associate Animator: Aaron Koblin

Sound
=====
Music composition, Sound design: John Harvey

Production
==========
Producer (A Busy Man): Matthew Miller
Technical Design Assistance, Diplomatic relations: Baron R. K. Von Wolfsheild 
The Deal: Russell Mix

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68765&o=2

$end


$gba=shrekhcsu,
$bio

Shrek - Hassle at the Castle [Model AGB-AH4E-USA] (c) 2002 TDK Mediactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73170&o=2

$end


$gba=shrekhcs,
$bio

Shrek - Hassle at the Castle [Model AGB-AH4P] (c) 2002 TDK Mediactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73169&o=2

$end


$gba=shrekrhvu,
$bio

Shrek - Reekin' Havoc [Model AGB-AOIE-USA] (c) 2003 TDK Mediactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73172&o=2

$end


$gba=shrekrhv,
$bio

Shrek - Reekin' Havoc [Model AGB-AOIP-EUR] (c) 2003 TDK Mediactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73171&o=2

$end


$gba=shreksrcu,
$bio

Shrek - Smash n' Crash Racing [Model AGB-B4IE-USA] (c) 2006 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73174&o=2

$end


$gba=shreksrc,
$bio

Shrek - Smash n' Crash Racing [Model AGB-B4IP] (c) 2007 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73173&o=2

$end


$gba=shrekslmu,
$bio

Shrek - Super Slam [Model AGB-B4UE-USA] (c) 2005 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73176&o=2

$end


$gba=shrekslm,
$bio

Shrek - Super Slam [Model AGB-B4UP] (c) 2005 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73175&o=2

$end


$gba=shreksks,
$bio

Shrek - Swamp Kart Speedway [Model AGB-AS4E-USA] (c) 2002 TDK Mediactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73177&o=2

$end


$megadriv=shrek2,
$bio

Shrek 2 (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56851&o=2

$end


$gba=shrek2bm,
$bio

Shrek 2 - Beg for Mercy (c) 2004 Activision, Incorporated.

- TECHNICAL -

Model AGB-BSIE-USA

- TRIVIA -

Released on October 26, 2004 in USA.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73183&o=2

$end


$gba=shrek2bma,
$bio

Shrek 2 - Beg for Mercy [Model AGB-BSIP] (c) 2004 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73182&o=2

$end


$gba=shrek2a,
$bio

Shrek 2 [Model AGB-BSEX-EUR] (c) 2004 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73179&o=2

$end


$gba=shrek2,
$bio

Shrek 2 [Model AGB-BSSE-USA] (c) 2004 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73180&o=2

$end


$gba=shrek3u,
$bio

Shrek the Third [Model AGB-B3HE-USA] (c) 2007 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73185&o=2

$end


$gba=shrek3,
$bio

Shrek the Third [Model AGB-B3HP] (c) 2007 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73184&o=2

$end


$info=shrike,
$bio

Shrike Avenger (c) 1986 Bally Sente.

- TECHNICAL -

The game was written for the 6809 using a 6800 as a math co-processor.

Bally / Sente SAC-II hardware

Main CPU : Motorola M6809 (@ 1.25 Mhz), 68000 (@ 8 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : (6x) CEM3394 (@ 8 Mhz)

Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024

Players : 1
Control : stick
Buttons : 5

- TRIVIA -

Released in February 1986.

This game is the only one to run on the Bally / Sente SAC-II hardware.

Jim Turner started writing this game and Owen Rubin finished it after Jim left Sente.

The original name for this game was 'D'Arc Angel' but Marketing rejected it.

There were only 10 units built at Dann Services (a rehab center).

It was the first game to successfully charge a $1.00. It was one of the first games to actually move and a pre-cursor to the simulators that followed.

- STAFF -

Programmed by : Owen Rubin (The Goose), Dave Ross (Doc), Jim Turner (D'Arc Angel), Dennis Koble (Carte Blanche)
Screen graphics by : Bil Maher (The Thril)
Sound and music by : Gary Levenberg (Laser)
Electrical and mechanical by : Pete Mokris (Mokie), Howard Delman (No Scroll), Mike Barry (The Paddle), Chuck Verhaegh (Ray)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2433&o=2

$end


$msx2_flop=enigma,
$bio

Shrines of Enigma (c) 1994 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102030&o=2

$end


$bbca_cass,bbcb_cass=shrinkpr,
$bio

Shrinking Professor (c) 198? A&F Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52370&o=2

$end


$nes=shumabb,
$bio

Shu Ma Bao Bei (c) 19?? Fuzhou Coolboy Electronics Co., Ltd. [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76939&o=2

$end


$gbcolor=shuiji2,
$bio

Shu Ma Bao Long - Shui Jing Ban II (c) 200? Sintax.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68767&o=2

$end


$gbcolor=smbl3,
$bio

Shu Ma Bao Long 3 - Shui Jing Ban (c) 200? Unknown [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68768&o=2

$end


$nes=shumab4,
$bio

????4 ??? (c) 19?? Waixing Computer & Technology Co., Ltd.
(Shu Ma Bao Long 4 - Shui Jing Ban)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76941&o=2

$end


$gbcolor=smbl9,
$bio

Shu Ma Bao Long 9 - Bao Long Pian 2002 (c) 2002 Unknown [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68769&o=2

$end


$nes=shumabl,
$bio

数碼暴龍III (c) 200? Nanjing.
(Shu Ma Bao Long III)

- TECHNICAL -

Game ID: NJ005

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76940&o=2

$end


$nes=smzd2,
$bio

Shu Ma Zhan Dui II (c) 200? Nanjing.

- TECHNICAL -

Game ID: NJ006

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76942&o=2

$end


$nes=shuqiyus,
$bio

Shu Qi Yu - Shu Xue Xiao Zhuan Yuan (c) 19?? Unknown [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76943&o=2

$end


$nes=shuqiyuz,
$bio

Shu Qi Yu - Zhi Li Xiao Zhuan Yuan (c) 19?? Unknown [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76944&o=2

$end


$info=iqblocka,iqblockf,
$bio

Shu Zi Le Yuan (c) 1996 IGS.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=28407&o=2

$end


$nes=shuangxp,
$bio

Shuang Xiang Pao (c) 1988 Bit Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84108&o=2

$end


$nes=shuang,twineagha,
$bio

Shuang Ying (c) 1989 Sachen [Taiwan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76945&o=2

$end


$amigaocs_flop=shuffle,
$bio

Shuffle (c) 1990 Talesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74975&o=2

$end


$nes=shufflef,
$bio

Shuffle Fight (c) 1992 Banpresto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54623&o=2

$end


$info=shfin_l1,
$bio

Shuffle Inn (c) 1989 Williams Electronics Games, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=7391&o=2

$end


$msx2_flop=shufflep,shufflepd,
$bio

Shuffle Puck (c) 1993 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102031&o=2

$end


$info=shuffle,
$bio

Shuffleboard (c) 1978 Midway.

- TECHNICAL -

Game ID : 643

Main CPU : Intel 8080 (@ 1.9968 Mhz)

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 2

Players : 2
Control : trackball
Buttons : 1

- TRIVIA -

Released in October 1978. This was one of the earliest games to use a trackball. While "Atari Football" was in development first, Shuffleboard was actually released at almost the same time.

The game was designed for Midway by Arcade Engineering - a design firm founded by two former Allied Leisure employees. Arcade Engineering also designed "Dogpatch", "M-4" and "4-Player Bowling" for Midway.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2434&o=2

$end


$amigaocs_flop=shflpuck,
$bio

Shufflepuck Cafe (c) 1989 Domark Group, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74976&o=2

$end


$x68k_flop=shflpuck,
$bio

Shufflepuck Cafe (c) 1989 Broderbund Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88073&o=2

$end


$pc98=shflpuck,
$bio

Shufflepuck Cafe (c) 1989 Broderbund Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90636&o=2

$end


$cpc_cass=shflpuck,
$bio

Shufflepuck Cafe (c) 1989 Broderbund Sarl [France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99117&o=2

$end


$nes=shflpuck,
$bio

Shufflepuck Cafe (c) 1990 Pony Canyon, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54624&o=2

$end


$amigaocs_flop=shflpuckf,
$bio

Shufflepuck Cafe [NRJ Vol. 2] (c) 1989 Domark Group, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74977&o=2

$end


$info=shufshot,shufshot139,shufshot137,
$bio

Shuffleshot (c) 1997 Incredible Technologies, Incorporated.

- TECHNICAL -

Main CPU : Motorola 68EC020 (@ 25 Mhz), M6809 (@ 2 Mhz)
Sound Chips : ES5506 (@ 16 Mhz)

Screen orientation : Horizontal
Video resolution : 384 x 255 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768

Players : 2
Control : trackball
Buttons : 2

- TRIVIA -

Coin-op cabinets in the background are "Golden Tee Golf" and "World Class Bowling", two others games from Incredible Technologies.

- UPDATES -

Revision 1 :
* Software version : 1.37

Revision 2 :
* Software version : 1.39

Revision 3 :
* Software version : 1.40

- STAFF -

Staff : Matt Beefcake Kern, Ralph Melgosa, Scott Morrison, Chris Oberth, Brian Smolik

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2435&o=2

$end


$nes=shuiguli,shuiguli1,shuiguli2,
$bio

Shui Guo Li (c) 1988 Bit Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76946&o=2

$end


$megadriv=shuihu,
$bio

Shui Hu - Feng Yun Zhuan (c) 1999 Never Ending Soft Team

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56852&o=2

$end


$nes=shuihu3,
$bio

水浒3 (c) 200? Nanjing.
(Shui Hu 3)

- TECHNICAL -

Game ID: NJ028

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76947&o=2

$end


$gbcolor=shuihuss,shuihussa,
$bio

Shui Hu Shen Shou (c) 2001 VF [V.Fame] [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68770&o=2

$end


$nes=shssw,
$bio

水浒神兽 (c) 2004 Waixing Computer & Technology Co., Ltd.
(Shui Hu Shen Shou)

- TECHNICAL -

[Model ES-1087]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76949&o=2

$end


$nes=shssn,
$bio

水浒神兽 (c) 2004 Nanjing.
(Shui Hu Shen Shou)

- TECHNICAL -

Game ID: NJ019

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76948&o=2

$end


$megadriv=shuihuzh,
$bio

Shui Hu Zhuan (c) 1996 Chuanpu Technologies

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56853&o=2

$end


$gbcolor=shuihuz,
$bio

Shui Hu Zhuan (c) 2002 Unknown [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68771&o=2

$end


$nes=shuihuzha,shuihuzh,
$bio

Shui Hu Zhuan [Model ES-130] (c) 19?? Waixing Computer & Technology Co., Ltd. [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76950&o=2

$end


$saturn,sat_cart=shunsai,
$bio

Shunsai (c) 1996 Naxat Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59678&o=2

$end


$msx1_cass=shup,
$bio

Shup - Trebol (c) 1986 Mind Games Espana, S.A.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94968&o=2

$end


$megadriv=shuramon,
$bio

Shura no Mon (c) 1992 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56854&o=2

$end


$psx=shuranom,
$bio

Shura no Mon [Model SLPS-01202] (c) 1998 Kodansha

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85667&o=2

$end


$saturn,sat_cart=shussemj,
$bio

Shusse Mahjong Daisettai (c) 1996 King Records

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59679&o=2

$end


$pc98=shutendo,
$bio

Shuten Doji (c) 1990 Enix, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90637&o=2

$end


$pc8801_flop=shutendo,shutendoa,
$bio

Shuten Doji (c) 1990 Enix, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92903&o=2

$end


$saturn,sat_cart=minipoli,
$bio

Shutsudou! Mini-skirt Police (c) 1997 Sada Soft Genki

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59680&o=2

$end


$bbca_cass,bbcb_cass=shuttle,
$bio

Shuttle (c) 19?? Oakleaf

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52371&o=2

$end


$amigaocs_flop=shuttle,shuttlea,
$bio

Shuttle - The Space Flight Simulator (c) 1992 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74978&o=2

$end


$info=shuttlei,
$bio

Shuttle Invader (c) 1979 Omori Electric.

Space Invaders's clone.

- TECHNICAL -

Main CPU : Intel 8080 (@ 2 Mhz)
Sound Chips : SN76477 (@ 2 Mhz)

Players : 1
Control : 2-way Joystick
Buttons : 1

- TRIVIA -

Shuttle Invader was released in February 1979.

- TIPS AND TRICKS -

When you insert a coin you get a 'Service Score' changing random number. When Play is pressed, the number stabilizes, then disappears. This number is the score you need to gain a bonus ship.

- SERIES -

1. Shuttle Invader (1979)
2. Shuttle Invader Part II (1979)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4634&o=2

$end


$a2600=shuttlor,
$bio

Shuttle Orbiter (c) 1983 Avalon Hill.

You are the pilot of the space shuttle Challenger. Your mission is to complete the construction of a space station in as short a period of time as possible. There are ten sections remaining to be transported to and installed in the space station. The sections are available at the orbiting Factory. Additional fuel is available at the orbital Depot.

- TECHNICAL -

Model 50040

- TIPS AND TRICKS -

Any time the shuttle hits the Factory, Depot, Space Station, or debris it will be damaged and leak fuel. The greater the number of hits, the greater the rate of fuel loss.

Any time the Challenger hits an object there is at least a 25% chance you will damage your cargo. Due to packing constraints, if you are carrying two sections and hit an object, you will definitely damage one section – possibly both. You can only examine the sections at the Factory or Space Station. If the section has no prongs on the right-hand side, it is damaged and cannot be used. If one of the two sections being carried is damaged, the good section will be brought out first by the astronaut.

The shuttle consumes more fuel carrying two sections (damaged or not) than carrying one section, and more fuel carrying one section than with no cargo.

Only one refueling should be necessary for the truly proficient pilot.

- STAFF -

Programmer: Bill Hood
Cover Photo by the NASA.
Graphics: Jean Baer
Typesetting by Colonial Composition.
Prep. Dept. Coordinator: Elaine Adkins
Printing by Monarch Services.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50935&o=2

$end


$info=shuuz,shuuz2,
$bio

Shuuz (c) 1990 Atari Games.

A horseshoes game.

- TECHNICAL -

Game ID : 136083

Main CPU : Motorola 68000 (@ 7.15909 Mhz)
Sound Chips : OKI6295 (@ 6.779 Khz)

Players : 1
Control : trackball
Buttons : 2

- TRIVIA -

Shuuz was released in October 1990 in the USA. This is Atari's attempt to break into the 'bar' market.

The game is very rare, only 40 dedicated units were produced. The selling price was $1895. Also, 60 conversion kits were produced in the USA and 23 in Ireland. The Kit selling price was $995.

- UPDATES -

REVISION 1 :
* Software version : 7.1.
* Build date : Fri Oct 12 15 :35 :31 1990

REVISION 2 :
* Software version : 8.0.
* Build date : Fri Nov 2 12 :03 :22 1990

- TIPS AND TRICKS -

* Hint : Tempo plays a big part in the throw, forward motion should match backwards motion in speed or you'll go over the stake.

* A Tip : You can actually control the path of the horseshoe 'in the air' roll the trackball left or right to 'nudge' the flight path.

* A Trick : If you just hit the control key without setting your name after getting a high score, some of the default names you'll get are 'rat', 'dog', 'pig', 'rad'.

- STAFF -

Team Leader : John Ray
Staff : Mike Albaugh, Sid, Sam Lee, Cris Drobny, Bridget Erdmann, Tim Hubberstey, Ed Rotberg, Sam Comstock, Peter Lipson, Lefty, Rob Rowe, Pat Mc.Carthy, Joe, Minh Nguyen, John Paul, Jerry Momoda

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2436&o=2

$end


$gameboy=iremfght,
$bio

Shuyaku Sentai Irem Fighter [Model DMG-IFJ] (c) 1993 Irem Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66918&o=2

$end


$nes=silucq,
$bio

Si Lu Chuan Qi (c) 19?? HengGedianzi [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76951&o=2

$end


$info=sichuan2,sichuan2a,
$bio

Sichuan II (c) 1989 Tamtex.

Szechuan-style solitaire mahjong.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 6 Mhz)
Sound CPU : Zilog Z80 (@ 3.579645 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), DAC (@ 3.579545 Mhz)

Screen orientation : Horizontal
Video resolution : 512 x 256 pixels
Screen refresh : 55.00 Hz
Palette colors : 256

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

This game is also known as "Shisenshou Joshiryouhen".

'Sichuan' is the Chinese translation of 'Szechuan', which is the largest province in China. The game at hand here is indeed Szechuan-style solitaire mahjong, where the object is to match two identical unblocked tiles until the board is clear. This type of solitaire mahjong is also referred to as 'Shisenshou'. The tile layout presented herein is one of many traditional Chinese Szechuan-style solitaire arrangements.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2437&o=2

$end


$ibm5150,ibm5150_cass=pirates,
$bio

Sid Meier's Pirates! (c) 1987 Microprose Software, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83693&o=2

$end


$pc98=railtycn,
$bio

Sid Meier's Railroad Tycoon (c) 1991 MicroProse Japan K.K.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90638&o=2

$end


$pc98=railtydx,
$bio

Sid Meier's Railroad Tycoon Deluxe (c) 1993 MicroProse Japan K.K.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90639&o=2

$end


$pc98=civ,
$bio

Sid Meyer's Civilization (c) 1992 MicroProse Japan K.K.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90640&o=2

$end


$odyssey2=sidspell,
$bio

Sid the Spellbinder (c) 1982 Philips Corp.

- TECHNICAL -

Game ID: AC9438

- STAFF -

Programmer: Sam Overton

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95676&o=2

$end


$msx1_cart=sidbad,
$bio

Sidbad (c) 1985 Barq

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77442&o=2

$end


$cpc_cass=sidearms,
$bio

Side Arms (c) 1987 GO! Media Holdings, Ltd. [US Gold Division]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99118&o=2

$end


$amigaocs_flop=sidearms,
$bio

Side Arms (c) 1989 GO!

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74979&o=2

$end


$info=tvsdarms,
$bio

Side Arms (c) 1991 TOURVision.

Unlicensed Spanish game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101160&o=2

$end


$tg16=sidearms,
$bio

Side Arms (c) 1989 Radiance Software

North American release. Game developed in Japan. For more information on the game itself, please see the original Japanese version entry; "Side Arms - Hyper Dyne [Model H54G-1004]".

- TECHNICAL -

Game ID: RTGX10001

- TRIVIA -

Side Arms for TurboGrafx-16 was released in 1989 (exact date unknown) in North America by Radiance Software.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84284&o=2

$end


$info=sidebs,sidebsja,
$bio

Side By Side (c) 1996 Taito.

- TECHNICAL -

Taito JC System hardware
Prom Stickers : E23

Main CPU : 68040 (@ 25 Mhz), 68000 (@ 16 Mhz), MC68HC11 (@ 4 Mhz), TMS32051 (@ 50 Mhz)
Sound Chips : Ensoniq ES5505 (@ 15.23805 Mhz)

- TRIVIA -

Side By Side was released in June 1996 in Japan.

- TIPS AND TRICKS -

Play the secret course: Hold view button, then insert coin.

- SERIES -

1. Side By Side (1996)
2. Side by Side 2 (1997)
3. Side by Side Special 2000 (1999, Sony PlayStation)

- PORTS -

* Consoles :
Sony PlayStation (1997, "Side By Side Special")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3309&o=2

$end


$info=sidebs2,sidebs2j,
$bio

Side By Side 2 (c) 1997 Taito.

- TECHNICAL -

Taito JC System hardware

Main CPU : 68040 (@ 25 Mhz), 68000 (@ 16 Mhz), MC68HC11 (@ 4 Mhz), TMS32051 (@ 50 Mhz)
Sound Chips : Ensoniq ES5505 (@ 15.23805 Mhz)

- TRIVIA -

Side by Side 2 was released in May 1997 in Japan.

- TIPS AND TRICKS -

Play the secret course: Hold view button, then insert coin.

T.T.Mode: Hold view button

- SERIES -

1. Side By Side (1996)
2. Side by Side 2 (1997)
3. Side by Side Special 2000 (1999, Sony PlayStation)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3310&o=2

$end


$psx=sidebysi,
$bio

Side by Side Special 2000 [Model SLPM-86344] (c) 1999 Taito Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85669&o=2

$end


$info=sidepckt,sidepcktj,sidepcktb,
$bio

Side Pocket (c) 1986 Data East.

- TECHNICAL -

Main CPU : Motorola M6809 (@ 2 Mhz)
Sound CPU : MOS Technology M6502 (@ 1.5 Mhz)
Sound Chips : YM2203 (@ 1.5 Mhz), YM3526 (@ 3 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Side Pocket was released in June 1986. 

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

- SERIES -

1. Side Pocket (1986)
2. Side Pocket 2 / Minnesota Fats Pool Legend (1995, Sega Saturn & Mega Drive)

- PORTS -

* Consoles : 
Nintendo NES [US] (June 1987) "Side Pocket [Model NES-PK]" 
Nintendo Famicom [JP] (October 30, 1987) 
Nintendo Game Boy [EU] (1990) "Side Pocket [Model DMG-SW-NOE]"
Nintendo Game Boy [AU] (1990) 
Nintendo Game Boy [JP] (September 21, 1990) "Side Pocket [Model DMG-SWA]" 
Nintendo Game Boy [US] (November 1990) "Side Pocket [Model DMS-SW]" 
Nintendo NES [AU] (1992) "Side Pocket [Model NES-PK]" 
Sega Genesis [US] (1992) "Side Pocket [Model T-13046]" 
Sega Mega Drive [EU] (1992)
Nintendo NES [EU] (May 27, 1992) "Side Pocket [Model NES-PK]" 
Sega Mega Drive [JP] (December 11, 1992) "Side Pocket [Model T-13083]" 
Nintendo SNES [EU] (1993) 
Nintendo SNES [US] (December 1993) "Side Pocket [Model SNS-4P]" 
Sega Game Gear [US] (1994) 
Nintendo Super Famicom [JP] (March 18, 1994) "Side Pocket [Model SHVC-4P]" 
Sega Mega-CD [JP] "Side Pocket Special Edition" : Unreleased Prototype 
Bandai WonderSwan [JP] (November 25, 1999) "Side Pocket for WonderSwan [Model SWJ-DTE001]" 
Nintendo Wii [US] (February 19, 2010) "Data East Arcade Classics [Model RVL-P-R26E]" 
Nintendo 3DS [Virtual Console] [JP] (September 7, 2011) Game Boy version 
Nintendo 3DS [Virtual Console] [US] (October 6, 2011) Game Boy version 
Nintendo 3DS [Virtual Console] [EU] [AU] (November 10, 2011) Game Boy version

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2439&o=2

$end


$nes=sidepockj,
$bio

Side Pocket (c) 1987 Namco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54625&o=2

$end


$nes=sidepock,sidepockr,sidepocku,
$bio

Side Pocket (c) 1987 Data East Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55542&o=2

$end


$megadriv=sidepock,
$bio

Side Pocket (c) 1992 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56855&o=2

$end


$megadriv=sidepockj,
$bio

Side Pocket (c) 1992 Data East Corp.

- TRIVIA -

Reviews:
[FR] November 1992 - Consoles+ No. 14: 90/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56856&o=2

$end


$megadriv=sidepocku,
$bio

Side Pocket (c) 1992 Data East Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57393&o=2

$end


$saturn,sat_cart=sidepkt2,sidepkt2a,
$bio

Side Pocket 2 - Densetsu no Hustler (c) 1995 Data East Corp.

- TRIVIA -

Reviews:
[FR] June 1995, Consoles + N.44: 76/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59681&o=2

$end


$saturn,sat_cart=sidepkt3,
$bio

Side Pocket 3 (c) 1997 Data East Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59682&o=2

$end


$psx=sidepock,
$bio

Side Pocket 3 - 3D Polygon Billiard Game [Model SLPS-01079] (c) 1998 Data East Corp. [Tokyo, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85668&o=2

$end


$saturn,sat_cart=sidepkt3sam,
$bio

Side Pocket 3 Sample (c) 1997 Data East Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59683&o=2

$end


$wswan=sidepock,
$bio

Side Pocket for WonderSwan [Model SWJ-DTE001] (c) 1999 Data East Corp. [Tokyo, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86385&o=2

$end


$gameboy=sidepock,
$bio

Side Pocket [Model DMG-SWA] (c) 1990 Data East Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66919&o=2

$end


$snes=sidepockj,
$bio

Side Pocket [Model SHVC-4P] (c) 1994 Data East Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62179&o=2

$end


$snes=sidepocku,
$bio

Side Pocket [Model SNS-4P-USA] (c) 1993 Data East Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63539&o=2

$end


$snes=sidepock,
$bio

Side Pocket [Model SNSP-4P-EUR] (c) 1993 Data East Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63538&o=2

$end


$gamegear=sidepock,
$bio

Side Pocket [Model T-13018] (c) 1994 Data East USA, Incorporated. [San Jose, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64831&o=2

$end


$info=sc4sidsp,sc4sidspa,sc4sidspb,sc4sidspc,
$bio

Side Splitter (c) 200? Mazooma Games.

3 SS symbols in view enters the feature board. 3 on winline opens the Side Splitter feature. Move around the board collecting cash, nudges, features, blasts and bonuses. A succesful Hi-Lo gamble re-awards the current square. Mystery squares can be rejected in favour of collecting one of the side pots. Take blasts when lit to add to the SIDE SPLITTER bank. Bar Code features are also available.

- TECHNICAL -

[Model PR2117]

Technology : Scorpion 4
Cabinet : Eclipse Front-Opening

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11887&o=2

$end


$info=sidetrac,
$bio

Side Trak (c) 1979 Exidy.

Side Trak is a black & white man-versus-machine game where the goal is to pick up all of the waiting passengers with your train while avoiding the computer-driver 'killer engine' which aims to take you out in a head-on collision. You can control your train via the 'fast' button which allows you to temporarily increase your speed on the tracks. You can also use the joystick to switch between several tracks at various junction points.

Each time you make a complete circuit around the track and pass the start marker on the outside track, another car is added to your train.

- TECHNICAL -

Main CPU : MOS Technology M6502 (@ 705.562 Khz)
Sound Chips : Discrete circuitry, DAC

Screen orientation : Horizontal
Video resolution : 248 x 256 pixels
Screen refresh : 57.00 Hz
Palette colors : 8

Players : 1
Control : 4-way joystick
Buttons : 1

- TRIVIA -

Side Trak was released in April 1979. It is the first of several games that were developed on a common Exidy platform which would eventually become host to their most popular games. Early revisions of the platform — Side Trak included — had custom sound generators tailored for each game, along with a primitive tone generator that could play one of two very short preprogrammed sequences of notes (Later games eventually included a common sound system).

- SCORING -

Passengers picked up from the outermost track are worth 10 points.
Passengers picked up from each successive inner track are worth an additional 10 points.
On top of that, passengers picked up when you have additional cars in tow add another 10 points to car.

- PORTS -

* Consoles :
Colecovision (Unreleased prototype)
Colecovision (2012 - Homebrew port)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2440&o=2

$end


$cpc_cass=siderwar,
$bio

Sideral War [Model 4SPU 806] (c) 1989 Delta Soft. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99121&o=2

$end


$amigaocs_flop=sideshow,
$bio

SideShow (c) 1989 Actionware

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74980&o=2

$end


$cpc_cass=sidewalk,
$bio

Sidewalk (c) 1987 Infogrames Interactive, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99122&o=2

$end


$cpc_cass=sidewalk,
$bio

Sidewalk [Model 60130385] (c) 1987 Zafiro Soft. Division [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99123&o=2

$end


$info=sidewndr,
$bio

Sidewinder (c) 1981 ACE.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 2.5 Mhz)

Screen orientation : Vertical 
Video resolution : 256 x 512 pixels 
Screen refresh : 60.00 Hz 
Palette colors : 16

Players : 1
Buttons : 10

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11293&o=2

$end


$info=ar_sdwr,ar_sdwr2,
$bio

Sidewinder (c) 1988 Arcadia Systems.

- TECHNICAL -

Arcadia System hardware

Main CPU : Motorola 68000 (@ 7.15909 Mhz)
Sound Chips : Custom (@ 3.579545 Mhz)

Screen orientation : Horizontal
Video resolution : 671 x 216 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096

Players : 2
Control : 8-way Joystick
Buttons : 2

- TRIVIA -

Developed by Synergistic Software.

- STAFF -

By : Darrin Massena, Hayes Haugen
Artwork by : Jonathan Sposato
Additional work by : Michael Ormsby, Robert C. Clardy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3825&o=2

$end


$amigaocs_flop=sidewind,
$bio

SideWinder (c) 1988 Mastertronic, Limited. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74981&o=2

$end


$ibm5150,ibm5150_cass=sidwindr,
$bio

SideWinder (c) 1988 Arcadia

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83694&o=2

$end


$nes=sidewind,
$bio

Sidewinder (c) 1989 HES [Home Entertainment Suppliers].

- TRIVIA -

Sidewinder for NES was released in 1989 (exact date unknown) in Australia. It is known in North America as "Mission Cobra".

- PORTS -

* Consoles : 
Nintendo NES [AU] (1990) "Total Funpak"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55543&o=2

$end


$m5_cass=sidewind,
$bio

Sidewinder (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95323&o=2

$end


$info=j6sidewd,j6sidewda,j6sidewdb,j6sidewdc,j6sidewdd,j6sidewde,
$bio

Sidewinder (c) 199? JPM International.

- TECHNICAL -

Impact

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41144&o=2

$end


$nes=sidewinda,
$bio

Sidewinder - Xiang Wei She (c) 1989 Sachen.

- TECHNICAL -

Game ID: TC-003

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76907&o=2

$end


$amigaocs_flop=sidewin2,
$bio

SideWinder II (c) 1990 Mastertronic, Limited. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74982&o=2

$end


$psx=sidewind,
$bio

Sidewinder [Model SLPS-00156] (c) 1996 Asmik Ace Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85670&o=2

$end


$bbca_cass,bbcb_cass=siege,
$bio

Siege (c) 19?? Postern

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52372&o=2

$end


$ibm5150,ibm5150_cass=cboxing,
$bio

Sierra Championship Boxing (c) 1985 Sierra On-Line, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83695&o=2

$end


$info=ss4606,ss4607,ss4608,ss7256,ss4609,ss4610,ss4611,
$bio

Sierra Silver (c) 199? IGT [International Game Technologies].

2-Coin Multiplier slot.

- TECHNICAL -

[Model 205A]

- UPDATES -

SS4606
SS4607
SS4608
SS7256
SS4609
SS4610
SS4611

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46228&o=2

$end


$info=ss4612,ss4613,ss4614,ss7288,ss4615,ss4616,ss4617,
$bio

Sierra Silver (c) 1995 IGT [International Game Technologies].

3-Coin Multiplier slot.

- TECHNICAL -

[Model 205A]

- UPDATES -

SS4612
SS4613
SS4614
SS7288
SS4615
SS4616
SS4617

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=37634&o=2

$end


$amigaocs_flop=sierrasc,
$bio

Sierra Soccer - World Challenge Edition (c) 1994 Sierra On-Line, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74983&o=2

$end


$pc8801_flop=sigma,
$bio

Sigma (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92904&o=2

$end


$info=sigmapkr,
$bio

Sigma Poker (c) 1995 Sigma Game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=21343&o=2

$end


$info=sigma2k,
$bio

Sigma Poker 2000 (c) 1998 Sigma Game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=21344&o=2

$end


$cpc_cass=sigma7s,
$bio

Sigma Seven (c) 1987 Erbe Soft. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99124&o=2

$end


$cpc_cass=sigma7,
$bio

Sigma Seven (c) 1987 Durell Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99125&o=2

$end


$gba=sigmastr,
$bio

Sigma Star Saga [Model AGB-B3GP] (c) 2005 Namco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73187&o=2

$end


$bbca_cass,bbcb_cass=sigmagic,
$bio

Signals and Magic (c) 19?? H & H

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52373&o=2

$end


$x68k_flop=signchou,
$bio

Signatory Chouinsha (c) 1991 NCS Corp. [Nippon Computer Systems] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88074&o=2

$end


$spc1000_cass=sigrape2,
$bio

Sigrape2 (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83547&o=2

$end


$nes=silentas,
$bio

Silent Assault (c) 1990 Color Dreams

A run and gun shoot'em up game.

A sinister alien power has taken control of the Earth's military forces. Chosen by fate, you are the only person that the interstellar demon creatures cannot possess. Engage enemy infantry as you gather additional armament. Infiltrate a besieged city to secure the heavily guarded munitions factory and nuclear reactor. Engage bizarre creatures from the scorching desert to the dark and forbidding forest. It's a race against time, and your time is almost up.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55544&o=2

$end


$nes=silentasa,
$bio

Silent Assault (c) 1990 Sachen.

- TECHNICAL -

Game ID: TC-005

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76908&o=2

$end


$pce=silentd,
$bio

Silent Debuggers (c) 1991 Data East Corp.

You control your silent debugger in the depth of an abandoned space station. Another fellow will help you trying to locate other aliens and weapons. The whole game has a pseudo-3D view and can be quite impressive when alien fills up the whole screen.

- TECHNICAL -

HuCARD ID: DE90004
HuCARD Size: 4 Mbits.

- TRIVIA -

Released on March 29, 1991 in Japan for 6800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58722&o=2

$end


$tg16=silentd,
$bio

Silent Debuggers [Model TGX040063] (c) 1991 NEC Home Electronics, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84348&o=2

$end


$info=silentd,silentdj,silentdu,
$bio

Silent Dragon (c) 1992 Taito Corporation.

Four brawlers take up arms to destroy the evil gangs.

- TECHNICAL -

Taito B System hardware

Main CPU : Motorola 68000 (@ 16 Mhz), Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2610 (@ 8 Mhz)

Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096

Players : 4
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Silent Dragon was released in April 1992.

Silent Dragon was developed by an outside team called 'East Technology', PCBs are copyrighted 'ET' which stands for 'East Technology'.

The third boss in this game is an homage to Jagi from the manga 'Hokuto no Ken'.

- STAFF -

Developed by East Technology.

Programmers : E. Ogura, Y. Katumata, T. Kaki, T. Kim, T. Odd
Music composed by : T. Noaki
Sound effects : T. Noaki, H. Tsuda
Voices : Nozaki, Hasyepon, Irisawa, Sakai, Takeda
Character designers : K. Sakai, T. Chida, T. Irisawa, N. Wataya, Y. Takeda
Supervisor : N. Takioka

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2441&o=2

$end


$pc98=silentmb,
$bio

Silent Möbius (c) 1990 Gainax [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90641&o=2

$end


$x68k_flop=silentmb,
$bio

Silent Möbius (c) 1991 Gainax [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88075&o=2

$end


$psx=silentmo,
$bio

Silent Möbius - Genei no Datenshi [Model SLPS-01803] (c) 1998 Bandai Co., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85671&o=2

$end


$info=sscope,sscopea,sscopeb,sscopec,
$bio

Silent Scope (c) 1999 Konami Company, Limited.

An innovative light gun game.

You play the role of a professional sniper who must stop and kill out the terrorists threat, with his scope rifle while rescue all the hostages in the way and save the situation.

The plot centers on the American First Family, and the President of the United States, it was returning from a function in Chicago, Illinois when their convoy was ambushed by heavily armed terrorists. In the resulting confusion, the terrorists managed to capture the entire First Family, and are demanding the release of their leader (the dictator) in exchange for the safe return of the president. Washington officials have decided to resolve the problem quietly and quickly, using military force and the help of a experienced and accurate sniper.

- TECHNICAL -

Konami Hornet Hardware

CPU : PowerPC 403GA 32-bit RISC @ 64 MHz
Sound CPU : Motorola 68000 @ 16 MHz
Sound Chip : Ricoh RF5C400 PCM 32Ch, 44.1 kHz Stereo, 3D Effect Spatializer
3D DSP : Analog Devices ADSP-21062 (SHARC) 32-bit floating point DSP @ 36 MHz
Graphics Chips : 3DFX Voodoo 2 Pixel processor with 16meg RAM, 3DFX Voodoo 2 Texture processor with 32meg RAM
Interface : Jamma +

- TRIVIA -

Silent Scope was released in March 1999.

Cobra and Hornet, the 2 bosses for stage 1 have their codenames based on Konami's Cobra Hardware (which runs the 1997 fighting game "Fighting Bujitsu") and Hornet hardware (which runs Silent Scope).

The twin bosses codenamed 'Tom and Jerry' have their code name inspired by the cartoon cat and mouse duo of the same name.

The female boss, Monica is probably named after Monica Lewinsky who was the intern involved in a scandal with then president Bill Clinton.

- TIPS AND TRICKS -

* Professional Challenges : Put coins in, hold trigger, and press Start. Still holding trigger, highlight mode of your choice, then press Start(x4).

* Night Vision Challenges : Put coins in, then hold trigger and press Start. Still holding it, guide it onto the mode of your choice and press Start(x5).

* Professional Night Challenges : Put coins in, hold trigger, and press Start. Still holding trigger, highlight a mode of your choice, and press Start(x6).

- SERIES -

1. Silent Scope (1999)
2. Dark Silhouette - Silent Scope 2 (2000)
3. Silent Scope EX (2001)
4. Silent Scope 3 (2002, Sony PlayStation 2)
5. Silent Scope - Fortune Hunter (2002 - Gambling game also featuring Silent Scope EX)
6. Silent Scope - Bone Eater (2014)

- STAFF -

Executive Producers : Fumiaki Tanaka, Hiroyasu Machiguchi
Directors : Masaki Kukino, Shigenobu Matsuyama
Producer : Shigenobu Matsuyama
Game Main Programmer : Hardboilder Shin
System Programmer : Yoshihisa Inoue
Enemy & Camera Programmer : Yoshito Fukuda
Effect Programmer : Teck Niihama
Chief Designer : Masaaki Kukino
Map Designer : Yutaka Fujiwara
Character Designer : Yoshinobu Saito
Motion Designers : Hiro Moriyama Kazuya Inoue
Sound Effect : Masahiro Ikariko
Music Composer : Jimmy Weckl
Hardware Engineers : Hitoshi Konishi, Tatsuya Kobayashi, Masakatsu Watanabe, Hidekazu Yamashita, Satoshi Ueda
Mechanical Engineers: Yuji Tamura, Koichi Nishio, Hirofumi Nagao, Manabu Akita
Industrial Designers : Hiroyuki Muraki, Makiko Otomi
Product Designers : Hideaki Minoda, Hiroyuki Sugimoto
Original Game Idea : Yoshitaka Komiya

- PORTS -

* Consoles :
Sega Dreamcast (2000)
Sony PlayStation 2 (2000)
Nintendo Game Boy Advance (2002)
Microsoft XBOX (2004) "Silent Scope Complete"

* Others :
Mobile Phone [CN] (2010) Silent Scope

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3542&o=2

$end


$info=sscopefh,
$bio

Silent Scope - Fortune Hunter (c) 2002 Konami Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103583&o=2

$end


$info=sscopex,
$bio

Silent Scope EX (c) 2001 Konami Corp.

The third instalment of the Silent Scope action saga continues, you play and assumes the role of a professional sniper who takes out terrorists with his scope rifle and must save all the hostages to save the situation and be the hero!.

- TECHNICAL -

Konami Viper Hardware

CPU : Motorola Power PC XPC8240 @ 200-250MHz
Graphics System : 3DFX 355-0024-020 (Equivalent to 3dfx Voodoo3/Avenger)
Sound : Yamaha YMZ280B
ROMS : Flash Card based, some secured, and all controlled by an RTC Ram.

- TRIVIA -

Released in May 2001.

This game is known in Japan as "Sogeki".

- TIPS AND TRICKS -

* Bonus Girl Locations : Put these girls on your scope to gain a 10% life boost
Building - 1st area, bottom right corner of building, will move to middle right part of building
Boat - 1st area, top right corner of boat on roof
Airplane - 1st area, standing directly right of ambulance
Patrolled Route - 2nd area, parachuting on top right corner, will move towards top left corner
Low Alt. Route - 4th area (the one with cars), parachuting at top right corner, will move towards top left corner
President Speech - far left of screen, standing right above the limousine
President Parade - directly northwest of the 6th suspect (the one in the rightmost building)
President Drive - right after you pass the 1st set of bridges, on a green advertisement sign with the girl on it on the side of the road
Helicopter Attack - 3rd area, middle right section of the train
4WD Jeep Attack - 3rd area, far right section of the train
Hang Glider Sneak In - 1st area, on the westmost edge of the pillar near the ladders, will walk towards the north side of pillar
Cargo Sneak In - area where the truck passes by, directly east of you
Underwater Sneak In - 3rd area, swimming right above the leftmost rock
Enemy's Main Base - 1st area, must shoot the eastmost door, girl will be behind door after it's shot open

- SERIES -

1. Silent Scope (1999)
2. Dark Silhouette - Silent Scope 2 (2000)
3. Silent Scope EX (2001)
4. Silent Scope 3 (2002, Sony PlayStation 2)
5. Silent Scope - Fortune Hunter (2002 - Gambling game also featuring Silent Scope EX)
6. Silent Scope - Bone Eater (2014)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4111&o=2

$end


$gba=sscopeu,
$bio

Silent Scope [Model AGB-AIPE-USA] (c) 2002 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73190&o=2

$end


$gba=sscopej,
$bio

Silent Scope [Model AGB-AIPJ-JPN(RK303-J1)] (c) 2002 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73189&o=2

$end


$gba=sscope,
$bio

Silent Scope [Model AGB-AIPP] (c) 2002 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73188&o=2

$end


$ibm5150,ibm5150_cass=silentsr,silentsra,
$bio

Silent Service (c) 1986 Microprose Software, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83696&o=2

$end


$cpc_cass=silentsr,
$bio

Silent Service (c) 1986 Microprose Soft., Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99126&o=2

$end


$nes=silentsrua,silentsru,
$bio

Silent Service (c) 1989 Ultra Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55546&o=2

$end


$nes=silentsr,
$bio

Silent Service (c) 1990 Konami Industry Company, Limited.

- TRIVIA -

Reviews:
1990 - Consoles + HS N.2 [FR]: 86/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55545&o=2

$end


$amigaocs_flop=silentsr,
$bio

Silent Service - The Submarine Simulation (c) 1986 Microprose Software, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74984&o=2

$end


$amigaocs_flop=silents2,
$bio

Silent Service II (c) 1991 Microprose Software, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74985&o=2

$end


$cpc_cass=silshadw,
$bio

Silent Shadow (c) 1988 Kixx

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99128&o=2

$end


$cpc_cass=silshadws,
$bio

Silent Shadow [Model AM 440] (c) 1988 Topo Soft [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99127&o=2

$end


$msx1_cass=silfi,
$bio

Silfi (c) 1988 Iber Software [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94969&o=2

$end


$saturn,sat_cart=silhouet,
$bio

Silhouette Mirage (c) 1997 ESP [Entertainment Software Publishing]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59684&o=2

$end


$psx=silhouet,
$bio

Silhouette Mirage - Reprogrammed Hope [Model SLPS-01449] (c) 1998 ESP [Ent. Software Publishing]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85672&o=2

$end


$saturn,sat_cart=silhouettai,
$bio

Silhouette Mirage Taikan CD-ROM Sousa Setsumei (c) 1997 ESP [Entertainment Software Publishing]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59685&o=2

$end


$psx=silhstor,
$bio

Silhouette Stories [Model SLPS-000374] (c) 1996 Kaneko Co., Ltd. [Tokyo, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85673&o=2

$end


$msx1_cass=sildream,sildreamb,sildreamc,sildreama,
$bio

Silicon Dreams (c) 1986 Level 9 Computing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94970&o=2

$end


$amigaocs_flop=silicond,
$bio

Silicon Dreams (c) 1988 Firebird

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74986&o=2

$end


$a800=siliconw,
$bio

Silicon Warrior (c) 1983 Epyx Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86686&o=2

$end


$gba=silkcotn,
$bio

Silk to Cotton [Model AGB-A7IJ-JPN] (c) 2002 KiKi Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73191&o=2

$end


$x68k_flop=silkroad,
$bio

Silkroad - Legend of Gero (c) 1993 Sprite [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88609&o=2

$end


$x68k_flop=silkrod2,
$bio

Silkroad 2 (c) 1995 Sprite [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88610&o=2

$end


$info=silkworm,silkwormj,
$bio

Silkworm (c) 1988 Tecmo.

A shooter game where you control either a jeep or a helicopter and travel through the enemy terrain, shooting various enemies.

- TECHNICAL -

CPU PCB Number : A-41909, 6217A
GFX - Graphics PCB Number : B-41909, 6217B

Main CPU : Zilog Z80 (@ 6 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), OKI MSM5205 (@ 384 Khz)

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Released in March 1988 in Japan.

- UPDATES -

In the non-Japanese version (set 1 in MAME), the dipswitch for coin A corresponds to what is typically the left coin input, and dipswitch B corresponds to the right.
In the Japanese version (set 2 in MAME), the dipswitches are swapped, so that dipswitch B corresponds to the left coin, and A to the right. The 1st set also does not display the Japanese warning screen.

- TIPS AND TRICKS -

* Double Bonus : When the big flying ship comes (the one in 4 pieces) that gives you one bonus for each player, fire repeatedly on the second piece before it is in place. If it is destroyed before it is in place, you will be given two bonuses per player instead of one.

* At the end of level 5 : When you arrive to the final enemy, around the hand pointing up of the statue there are two hidden icons. You can fire up with the jeep (or diagonal with the chopper), and you will see that your shots gets stopped by something invisible. If you keep firing, finally two new icons will appear (of course you don't have to kill the final enemy). Take this icon, and you will have a bonus. The bonus depends on your rank. If you have the Eagle rank you will earn 500,000 bonus points. If you don't have it, then you will earn 100,000 bonus points and the Eagle rank.

- PORTS -

* Consoles :
Nintendo Famicom (1990)
Nintendo Super NES ("Super Silkworm") [Unreleased Prototype]

* Computers :
Amstrad CPC (1988)
Atari ST (1988)
Sinclair ZX Spectrum (1989)
Commodore C64 (1989)
Commodore Amiga (1989)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2442&o=2

$end


$cpc_cass=silkworm,
$bio

Silkworm (c) 1988 Virgin Games, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99129&o=2

$end


$amigaocs_flop=silkworm,silkworma,
$bio

Silkworm (c) 1989 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74987&o=2

$end


$nes=silkworm,
$bio

Silkworm (c) 1990 American Sammy Corp. [Torrance, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55547&o=2

$end


$pc8801_flop=silpheed,silpheeda,silpheedh1,silpheedh2,silpheedd,
$bio

Silpheed (c) 1987 Game Arts Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92905&o=2

$end


$apple2gs=silpheed,
$bio

Silpheed (c) 1988 Sierra On-Line, Incorporated.

- STAFF -

Apple IIGS version by: John Rettig

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49784&o=2

$end


$coco_cart=silpheed1,silpheed,
$bio

Silpheed (c) 1988 Tandy Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53471&o=2

$end


$megacd,megacdj=silpheed,
$bio

Silpheed [Model 4423] (c) 1993 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60659&o=2

$end


$fm77av=silpheed,silpheeda,
$bio

Silpheed [Model GA8CF3] (c) 1988 Game Arts Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93862&o=2

$end


$segacd=silpheed,
$bio

Silpheed [Model T-4423] (c) 1993 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60805&o=2

$end


$megacd,megacdj=silpheed,
$bio

Silpheed [Model T-45054] (c) 1993 Game Arts Company, Limited.

- TRIVIA -

Reviews:
[FR] October 1993 - Consoles + N.24: 93%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60559&o=2

$end


$x68k_flop=silsteel,silsteelo,
$bio

Silsteel (c) 1995 P.Pink.Pot

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88611&o=2

$end


$nes=silvasag,
$bio

Silva Saga (c) 1992 Seta Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54626&o=2

$end


$snes=silva2,
$bio

Silva Saga II - The Legend of Light and Darkness [Model SHVC-S8] (c) 1993 Seta Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62180&o=2

$end


$pico=sylvan,
$bio

Silvanian Families - Mori no Nakama to Tanoshii Otanjoubikai [Model T-198010] (c) 2001 Epoch Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75788&o=2

$end


$info=smiy1052,smiy1042,smiy1043,smiy1044,smiy1045,smiy1046,
$bio

Silver & Gold [Super Reel Jackpots] (c) 2009 Bally Tech., Incorporated.

- TECHNICAL -

Software Part Number: AVGSJSG017UI-00

Game Kit #155033 ALPHA Widescreen M9000 
Game Kit #152971 ALPHA Elite V20
Game Kit #152977 ALPHA Elite V20&#8722;20
Game Kit #152981 CineVision

Topper Part Number: C765-00352-SRJP
Topper Description: SUPER REEL JACKPOTS

- UPDATES -

SMI #Y1052
Min/Max%: 80.47%/85.01%

SMI #Y1042
Min/Max%: 83.42%/87.97%

SMI #Y1043
Min/Max%: 85.57%/90.11%

SMI #Y1044
Min/Max%: 87.49%/92.04%

SMI #Y1045
Min/Max%: 89.51%/94.05%

SMI #Y1046
Min/Max%: 91.49%/96.04%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=45841&o=2

$end


$info=m5sil7,m5sil7a,
$bio

Silver 7s (c) 199? BWB.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41632&o=2

$end


$x68k_flop=silverbl,
$bio

Silver Ball (c) 1989 X-Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88612&o=2

$end


$info=j2silvcl,
$bio

Silver Classic (c) 198? PCP.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40086&o=2

$end


$x68k_flop=silvrcry,
$bio

Silver Crystal (c) 19?? Kunugi J.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88613&o=2

$end


$nes=silvreag,
$bio

Silver Eagle (c) 1993 Sachen.

- TECHNICAL -

Game ID: TC-025

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76909&o=2

$end


$info=silverga,
$bio

Silver Game (c) 1983 Unknown.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=37791&o=2

$end


$x1_flop=silvergh,
$bio

Silver Ghost (c) 1988 Brother Kougyou [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86114&o=2

$end


$pc8801_flop=silvergh,silvergha,
$bio

Silver Ghost (c) 1988 KSK [Kure Software Koubou] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92906&o=2

$end


$info=j2slvrgh,
$bio

Silver Ghost (c) 198? JPM International.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41004&o=2

$end


$info=j6slvgst,j6slvgsta,j6slvgstb,j6slvgstc,j6slvgstd,j6slvgste,j6slvgstf,j6slvgstg,
$bio

Silver Ghost (c) 199? JPM International.

- TECHNICAL -

IMPACT

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41949&o=2

$end


$info=smis0502081,smis0502082,smis0502083,smis0502084,smis0502085,
$bio

Silver Knight (c) 2007 Bally Gaming, Incorporated.

- TECHNICAL -

Game Kit #112152 C9K
Game Kit #112155 M9K
Game Kit #115577 ALPHA Elite V20

- UPDATES -

SMI #S0502081
Min/Max %: 87.04/87.86
Odds to JP (20 lines played): 63,406

SMI #S0502082
Min/Max %: 88.82/89.83
Odds to JP (20 lines played): 51,347

SMI #S0502083
Min/Max %: 91.02/91.90
Odds to JP (20 lines played): 58,775

SMI #S0502084
Min/Max %: 92.93/93.85
Odds to JP (20 lines played): 56,578

SMI #S0502085
Min/Max %: 94.85/95.86
Odds to JP (20 lines played): 51,343

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46033&o=2

$end


$info=silvland,
$bio

Silver Land (c) 1982 Falcon.

This game is a bootleg of "River Patrol".

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.536 Mhz)

Players : 2
Control : 2-way joystick
Buttons : 1

- TRIVIA -

Released in November 1981.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2443&o=2

$end


$info=m2svlite,
$bio

Silver Lights (c) 198? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42032&o=2

$end


$info=silvmil,
$bio

Silver Millennium (c) 1995 Para JP.

- TRIVIA -

Silver Millennium was released in May 1995.

4000 units were produced at factory. This game is considered as one of the rarest video game ever developed in South Korea. At this time, many Japanese company released their games in Korea and they was more interesting than Korean games. Korean gamers were didn't interested by their Korean games. 

One year after the release, Silver Millennium boards were converted to "Pasha Pasha".

Beside this, Silver Millennium is a true jewel from South Korea. It's even a pioneer in what's we call 'Maniac Shooter'

In 2007, Para JP want to do a sort of 'remake' of the game, but the project was canceled at a certain stage of development and the game was never released.

- TIPS AND TRICKS -

While finishing the 7th stage, you got last character, called 'Silver Millennium'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32284&o=2

$end


$info=m4silnud,
$bio

Silver Nudger (c) 199? MDM Leisure.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41449&o=2

$end


$info=j5slvree,j5slvreea,
$bio

Silver Reels (c) 199? JPM International.

- TECHNICAL -

System 5

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41050&o=2

$end


$info=m5silver,m5silver03,m5silver06,
$bio

Silver Screen (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41633&o=2

$end


$info=m4silshd,m4silshda,m4silshdb,
$bio

Silver Shadow (c) 199? Barcrest.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=14914&o=2

$end


$info=silvslug,
$bio

Silver Slugger (c) 1990 Premier Technology Co.

- TECHNICAL -

Gottlieb System 3
Model Number : 722

- TRIVIA -

Silver Slugger was the first Gottlieb 'street level' pinball machine.

2,100 units were produced.

- STAFF -

Designer : John Trudeau
Artworks : David Moore, Constantino Mitchell

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5566&o=2

$end


$info=j5slvstr,j5slvstra,j5slvstrb,
$bio

Silver Streak (c) 2000 JPM International.

- TRIVIA -

Released in December 2000.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15806&o=2

$end


$nes=silvrsrf,
$bio

Silver Surfer (c) 1990 Arcadia Systems, Incorporated. [Mastertronic Group] [Costa Mesa, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55548&o=2

$end


$info=slbmania,
$bio

Silverball Mania (c) 1980 Bally.

- TECHNICAL -

Bally MPU AS-2518-35
Model Number : 1157

Main CPU : M6800 (@ 475 KHz)
Sound CPU : M6802 (@ 895 KHz)
Sound chips : General Instrument AY8910 (@ 895 KHz)

- TRIVIA -

Released in February 1980. 10,350 units were produced.

The development of this game took 19 months! (started in June 1978).

One of the play-field plastics shows artist Kevin O'Connor's Jeep Cherokee drawn in chrome. Some of the reflections in the silver balls on the sides are of O'Connor himself, who wore a beard for many years.

The game came to O'Connor as a blank white-wood and he designed the art from an idea he got from a comic by a comic who drew everything in chrome, tieing in well with the pinball.

- STAFF -

Design by : Jim Patla
Art by : Kevin O'Connor

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5567&o=2

$end


$msx2_flop=silviana,silvianab,silvianaa,
$bio

Silviana (c) 1989 Pack-In-Video Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102032&o=2

$end


$famicom_flop=silviana,
$bio

??????? ????????? (c) 1988 Pack-In-Video Company, Limited.
(Silviana - Ai Ippai no Boukensya)

- TECHNICAL -

Disk ID: PAC-SIL

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65452&o=2

$end


$bbca_cass,bbcb_cass=sim,
$bio

Sim (c) 19?? Viper

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52374&o=2

$end


$x68k_flop=simant,
$bio

Sim Ant (c) 1993 Imagineer Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88076&o=2

$end


$amigaocs_flop=simcitya,simcityc,simcityb,simcity,
$bio

Sim City (c) 1989 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74988&o=2

$end


$amigaocs_flop=simcityua,simcityu,
$bio

Sim City (c) 1989 Maxis

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74989&o=2

$end


$cpc_cass=simcity,
$bio

Sim City (c) 1989 Infogrames Interactive, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99132&o=2

$end


$bbca_cass,bbcb_cass=simcity,
$bio

Sim City (c) 1990 Superior Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52375&o=2

$end


$x68k_flop=simcity,simcitycd2,simcitycd1,
$bio

Sim City (c) 1990 Imagineer Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88077&o=2

$end


$pc98=simcity,
$bio

Sim City (c) 1990 Imagineer Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90642&o=2

$end


$x68k_flop=simcitylog,
$bio

Sim City - LOGiN Scenario Map (c) 1991 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88078&o=2

$end


$pc98=simcit2k,
$bio

Sim City 2000 (c) 1994 Imagineer Co., Ltd.

- TRIVIA -

Released in June 1994 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90646&o=2

$end


$gba=simcit2ku,
$bio

Sim City 2000 [Model AGB-A5CE-USA] (c) 2003 DSI Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73193&o=2

$end


$gba=simcit2k,
$bio

Sim City 2000 [Model AGB-A5CP] (c) 2003 Zoo Digital Publishing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73192&o=2

$end


$saturn,sat_cart=simcit2kja,simcit2kj,
$bio

Sim City 2000 (c) 1995 Sega Enterprises, Limited.

- TECHNICAL -

Game ID: GS-9027

- TRIVIA -

Released on September 29, 1995 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59686&o=2

$end


$saturn,sat_cart=simcit2k,
$bio

Sim City 2000 (c) 1995 Sega Enterprises, Limited.

- TECHNICAL -

Game ID: MK81580-50

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60407&o=2

$end


$n64=simcit2k,
$bio

Sim City 2000 [Model NUS-NS2J] (c) 1998 Imagineer [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57966&o=2

$end


$snes=simcit2kj,
$bio

Sim City 2000 (c) 1995 Imagineer Company, Limited.

- TECHNICAL -

Game ID: SHVC-AWWJ-JPN

- TRIVIA -

Released on May 26, 1995 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62183&o=2

$end


$snes=simcit2ku,
$bio

Sim City 2000 (c) 1996 Black Pearl

- TECHNICAL -

Game ID: SNS-AWWE-USA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63546&o=2

$end


$snes=simcit2k,
$bio

Sim City 2000 (c) 1996 Black Pearl.

- TECHNICAL -

Game ID: SNSP-AWWP-EUR

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63545&o=2

$end


$saturn,sat_cart=simcit2ku,
$bio

Sim City 2000 (c) 1995 Maxis

- TECHNICAL -

Game ID: T-12601H

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60151&o=2

$end


$amigaocs_flop=simcitygs1,
$bio

Sim City Graphics Set 1 - Ancient Cities (c) 1991 Broderbund Software, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74990&o=2

$end


$amigaocs_flop=simcitygs2,
$bio

Sim City Graphics Set 2 - Future Cities (c) 1991 Broderbund Software, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74991&o=2

$end


$amigaocs_flop=simcityte,
$bio

Sim City Terrain Editor (c) 1989 Broderbund Software, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74992&o=2

$end


$x68k_flop=simcityed,
$bio

Sim City Terrain Editor (c) 1991 Imagineer Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88079&o=2

$end


$pc98=simcityte,
$bio

Sim City Terrain Editor (c) 1991 Imagineer Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90643&o=2

$end


$pc98=simearth,
$bio

Sim Earth (c) 1991 Imagineer Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90644&o=2

$end


$x68k_flop=simearth,
$bio

Sim Earth (c) 1992 Imagineer Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88080&o=2

$end


$amigaocs_flop=simearth,simearthf,
$bio

Sim Earth (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74993&o=2

$end


$pcecd=simearth,
$bio

Sim Earth - The Living Planet (c) 1993 Maxis

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58515&o=2

$end


$pcecd=simearthj,
$bio

Sim Earth - The Living Planet (c) 1993 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58378&o=2

$end


$amigaocs_flop=simlife,simlifef,simlifeg,
$bio

Sim Life (c) 1993 Mindscape, Incorporated. [Northbrook, IL, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74994&o=2

$end


$amigaocs_flop=simant,simantf,simantg,
$bio

SimAnt (c) 1992 Ocean Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74995&o=2

$end


$pc98=simant,
$bio

SimAnt (c) 1993 Imagineer Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90645&o=2

$end


$snes=simantj,
$bio

SimAnt [Model SHVC-AN] (c) 1993 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62181&o=2

$end


$snes=simant,simantp,
$bio

SimAnt [Model SNS-AN-USA] (c) 1993 Maxis

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63540&o=2

$end


$nes=simbas,
$bio

Simba's v1.0 (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55549&o=2

$end


$snes=simcitjr,
$bio

SimCity Jr. [Model SHVC-ALIJ-JPN] (c) 1996 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62184&o=2

$end


$snes=simcityj,
$bio

SimCity (c) 1991 Nintendo Company, Limited.

- TECHNICAL -

Cartridge ID: SHVC-SC

- TRIVIA -

Reviews:
November 1991 - Consoles + N.2 [FR]: 96/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62182&o=2

$end


$snes=simcityu,
$bio

SimCity [Model SNS-SC-USA] (c) 1991 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63544&o=2

$end


$snes=simcity,
$bio

SimCity [Model SNSP-SC-EUR] (c) 1991 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63541&o=2

$end


$snes=simcityf,
$bio

SimCity (c) 1991 Nintendo Company, Limited.

- TECHNICAL -

Cartridge ID: SNSP-SC-FRA/SFRA

- TRIVIA -

Reviews:
[FR] November 1993 - Consoles + N.25: 91%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63542&o=2

$end


$snes=simcityg,
$bio

SimCity [Model SNSP-SC-NOE/SFRG] (c) 1991 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63543&o=2

$end


$snes=simearth,
$bio

SimEarth - The Living Planet (c) 1993 FCI

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63547&o=2

$end


$snes=simearthja,simearthj,
$bio

SimEarth - The Living Planet [Model SHVC-SE] (c) 1991 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62185&o=2

$end


$megacd,megacdj=simearth,
$bio

SimEarth [Model G-6008] (c) 1993 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60560&o=2

$end


$astrocde=simgolf,
$bio

Simon + Putt-Putt Golf (c) 1993 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86831&o=2

$end


$ti99_cart=simon,
$bio

Simon Says (c) 1983 Texas Instruments

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84719&o=2

$end


$amigaocs_flop=simonsor,simonsorf,simonsorg,
$bio

Simon the Sorcerer (c) 1993 Adventure Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74996&o=2

$end


$info=simon,
$bio

Simon (c) 1978 Milton Bradley Co.

Light game.

- TECHNICAL -

Model 4850-L1

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101018&o=2

$end


$psx=s15j_01,
$bio

Simple 1500 Jitsuyou Series Vol.01: Norikae Annai - 2000 Edition [Model SLPS-02842] (c) 2000 D3 Publisher, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85674&o=2

$end


$psx=s15j_03,
$bio

Simple 1500 Jitsuyou Series Vol.03: Seimei Handan [Model SLPS-02841] (c) 2000 D3 Publisher, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85675&o=2

$end


$psx=s15j_04,
$bio

Simple 1500 Jitsuyou Series Vol.04: Ryouri [Model SLPS-02839] (c) 2000 D3 Publisher, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85676&o=2

$end


$psx=s15j_05,
$bio

Simple 1500 Jitsuyou Series Vol.05: Kusuri no Jiten - Pill Book 2001 Edition [Model SLPM-86706] (c) 2001 D3 Publisher, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85677&o=2

$end


$psx=s15j_06,
$bio

Simple 1500 Jitsuyou Series Vol.06: Cocktail no Recipe [Model SLPM-86707] (c) 2001 D3 Publisher, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85678&o=2

$end


$psx=s15j_07,
$bio

Simple 1500 Jitsuyou Series Vol.07: Tanoshiku Manabu Unten Menkyo [Model SLPM-86797] (c) 2001 D3 Publisher, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85679&o=2

$end


$psx=s15j_08,
$bio

Simple 1500 Jitsuyou Series Vol.08: 1-Jikan de Wakaru Kabushiki Toushi [Model SLPM-86708] (c) 2001 D3 Publisher, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85680&o=2

$end


$psx=s15j_09,
$bio

Simple 1500 Jitsuyou Series Vol.09: Watashi Style no Aromatherapy [Model SLPM-86843] (c) 2001 D3 Publisher, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85681&o=2

$end


$psx=s15j_10,
$bio

Simple 1500 Jitsuyou Series Vol.10: Tarot Uranai [Model SLPM-86913] (c) 2001 D3 Publisher, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85682&o=2

$end


$psx=s15j_11,
$bio

Simple 1500 Jitsuyou Series Vol.11: Katei de Dekiru Tsubo Shiatsu [Model SLPM-86968] (c) 2001 D3 Publisher, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85683&o=2

$end


$psx=s15j_12,
$bio

Simple 1500 Jitsuyou Series Vol.12: Katei no Igaku [Model SLPM-86969] (c) 2001 D3 Publisher, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85684&o=2

$end


$psx=s15j_13,
$bio

Simple 1500 Jitsuyou Series Vol.13: Shinri Game - Soreike X Kokoroji [Model SLPM-87016] (c) 2002 D3 Publisher, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85685&o=2

$end


$psx=s15j_14,
$bio

Simple 1500 Jitsuyou Series Vol.14: Kurashi no Manner (c) 2002 D3 Publisher.

- TECHNICAL -

Game ID: SLPM-87022

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85686&o=2

$end


$psx=s15j_15,
$bio

Simple 1500 Jitsuyou Series Vol.15: Inu no Kaikata - Sekai no Inu Catalog [Model SLPM-87051] (c) 2002 D3 Publisher, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85687&o=2

$end


$psx=s15j_16,
$bio

Simple 1500 Jitsuyou Series Vol.16: Neko no Kaikata - Sekai no Neko Catalo [Model SLPM-87052] (c) 2002 D3 Publisher, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85688&o=2

$end


$psx=s15j_17,
$bio

Simple 1500 Jitsuyou Series Vol.17: Planetarium [Model SLPM-87049] (c) 2002 D3 Publisher, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85689&o=2

$end


$psx=s15j_18,
$bio

Simple 1500 Jitsuyou Series Vol.18: Kanji Quiz - Kanji Keitei ni Challenge [Model SLPM-87072] (c) 2002 D3 Publisher, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85690&o=2

$end


$psx=s15_h01,
$bio

Simple 1500 Series Hello Kitty vol.01: Hello Kitty Bowling [Model SLPM-86866] (c) 2001 D3 Publisher, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85691&o=2

$end


$psx=s15_h02,
$bio

Simple 1500 Series Hello Kitty Vol.02: Hello Kitty Illust Puzzle [Model SLPM-86867] (c) 2001 D3 Publisher, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85692&o=2

$end


$psx=s15_h03
$bio

Simple 1500 Series Hello Kitty Vol.03 - Hello Kitty Block Kuzushi (c) 2001 D3 Publisher, Inc.

- TECHNICAL -

Game ID: SLPM-86911

- TRIVIA -

Released on October 25, 2001 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84814&o=2

$end


$psx=s15_h04,
$bio

Simple 1500 Series Hello Kitty Vol.04: Hello Kitty Trump [Model SLPM-86910] (c) 2001 D3 Publisher, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85693&o=2

$end


$psx=s15_101,
$bio

Simple 1500 series vol.101: The Sentou [Model SLPM-87142] (c) 2003 D3 Publisher, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85713&o=2

$end


$psx=s15_102,
$bio

Simple 1500 Series Vol.102: The Densha Untensha - Densha de Go! Nagoya Tetsudou-hen (c) 2002 D3 Publisher, Inc.

- TECHNICAL -

Model SLPM-87144

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85694&o=2

$end


$psx=s15_103,
$bio

SIMPLE1500シリーズ Vol.103 THE 元祖電車運転士 電車でGO! (c) 2003 D3 Publisher, Inc.
(Simple 1500 Series Vol.103: The Ganso Densha Utenshi - Densha de Go!)

Re-Edition (Simple 1500 Series). Game originaly released in 1997. See the original version for more information about the gale itself; "Densha de Go! [Model SLPS-01150]"

- TECHNICAL -

Game ID: SLPM-87212

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85695&o=2

$end


$psx=s15_104,
$bio

Simple 1500 Series Vol.104: The Pink Panther - Pinkadelic Pursuit [Model SLPM-87215] (c) 2003 D3 Publisher, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85696&o=2

$end


$psx=s15_37,
$bio

Simple 1500 Series Vol.37: The Illustration Puzzle & Slide Puzzle [Model SLPS-02958] (c) 2000 D3 Publisher, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85697&o=2

$end


$psx=s15_51,
$bio

Simple 1500 Series vol.51: The Jigsaw Puzzle [Model SLPM-86700] (c) 2000 D3 Publisher, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85700&o=2

$end


$psx=s15_63,
$bio

Simple 1500 Series vol.63: The Gun Shooting 2 [Model SLPM-86816] (c) 2001 D3 Publisher, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85701&o=2

$end


$psx=s15_67,
$bio

Simple 1500 Series vol.67: The Soccer - Dynamite Soccer 1500 [Model SLPM-86864] (c) 2001 D3 Publisher, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85702&o=2

$end


$psx=s15_71,
$bio

Simple 1500 Series vol.71: The Renai Simulation 2 [Model SLPM-86870] (c) 2001 D3 Publisher, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85703&o=2

$end


$psx=s15_72,
$bio

Simple 1500 Series vol.72: The Beach Volley [Model SLPM-86871] (c) 2001 D3 Publisher, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85704&o=2

$end


$psx=s15_73,
$bio

Simple 1500 Series vol.73: The Invaders - Space Invaders 1500 [Model SLPM-86900] (c) 2001 D3 Publisher, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85705&o=2

$end


$psx=s15_76,
$bio

Simple 1500 Series vol.76: The Dodgeball [Model SLPM-86914] (c) 2001 D3 Publisher, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85706&o=2

$end


$psx=s15_83,
$bio

Simple 1500 Series vol.83: The Wakeboard - BursTrick Wake Boarding!! [Model SLPM-86998] (c) 2001 D3 Publisher, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85707&o=2

$end


$psx=s15_85,
$bio

Simple 1500 Series vol.85: The Sengoku Bushou - Tenka Touitsu no Yabou [Model SLPM-87008] (c) 2002 D3 Publisher, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85708&o=2

$end


$psx=s15_88,
$bio

Simple 1500 Series vol.88: The Gal Mahjong - Love Songs - Idol wa High Rate [Model SLPM-87023] (c) 2002 D3 Publisher, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85709&o=2

$end


$psx=s15_89,
$bio

Simple 1500 Series vol.89: The Power Shovel - Power Shovel ni Norou! [Model SLPM-87035] (c) 2002 D3 Publisher, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85710&o=2

$end


$psx=s15_90,
$bio

Simple 1500 Series vol.90: The Sensha [Model SLPM-87044] (c) 2002 D3 Publisher, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85711&o=2

$end


$psx=s15_93,
$bio

Simple 1500 Series Vol.93: The Puzzle Bobble 4 [Model SLPM-87057] (c) 2002 D3 Publisher, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85698&o=2

$end


$psx=s15_97,
$bio

Simple 1500 Series vol.97: The Squash [Model SLPM-87088] (c) 2002 D3 Publisher, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85712&o=2

$end


$psx=s15_99,
$bio

Simple 1500 Series Vol.99: The Kendo - Ken no Hanamichi [Model SLPM-87140] (c) 2002 D3 Publisher, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85699&o=2

$end


$gba=stomv1tg,
$bio

Simple 2960 Tomodachi Series Vol. 1 - The Table Game Collection [Model AGB-AZKJ-JPN] (c) 2003 D3 Publisher, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73194&o=2

$end


$gba=stomv2bk,
$bio

Simple 2960 Tomodachi Series Vol. 2 - The Block Kuzushi [Model AGB-AZ9J-JPN] (c) 2003 D3 Publisher, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73195&o=2

$end


$gba=stomv3ip,
$bio

Simple 2960 Tomodachi Series Vol. 3 - The Itsudemo Puzzle - Massugu Soroeru Straws [Model AGB-BS3J-JPN] (c) 2003 D3 Publisher, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73196&o=2

$end


$gba=stomv4tr,
$bio

Simple 2960 Tomodachi Series Vol. 4 - The Trump - Minna de Asoberu 12 Shurui no Trump Game [Model AGB-BS4J-JPN] (c) 2003 D3 Publisher, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73197&o=2

$end


$msx1_cart=simplasm,
$bio

Simple ASM 1.0 (c) 1984 Coral

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77443&o=2

$end


$psx=sc2k_02,
$bio

Simple Characters 2000 Series Vol.02: Afro Ken - The Puzzle [Model SLPS-03307] (c) 2001 Bandai Co., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85714&o=2

$end


$psx=sc2k_03,
$bio

Simple Characters 2000 Series Vol.03: Kamen Rider - The Bike Race [Model SLPS-03308] (c) 2001 Bandai Co., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85715&o=2

$end


$psx=sc2k_04,
$bio

Simple Characters 2000 Series Vol.04: Jarinko Chie - The Hanafuda [Model SLPS-03350] (c) 2001 Bandai Co., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85716&o=2

$end


$psx=sc2k_05,
$bio

Simple Characters 2000 Series vol.05: Highschool Kimengumi - The Table Hockey [Model SLPS-03362] (c) 2001 Bandai Co., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85723&o=2

$end


$psx=sc2k_06,
$bio

Simple Characters 2000 Series Vol.06: Dokonjou Gaeru - The Mahjong [Model SLPS-03363] (c) 2002 Bandai Co., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85717&o=2

$end


$psx=sc2k_07,
$bio

Simple Characters 2000 Series vol.07: Ikkyuu-san - The Quiz [Model SLPS-03418] (c) 2002 Bandai Co., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85724&o=2

$end


$psx=sc2k_09,
$bio

Simple Characters 2000 Series Vol.09: Tsuri Kichi Sanpei - The Tsuri [Model SLPS-03445] (c) 2002 D3 Publisher, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85718&o=2

$end


$psx=sc2k_10,
$bio

Simple Characters 2000 Series Vol.10: Sakigake!! Otojo Juku [Model SLPS-03457] (c) 2002 D3 Publisher, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85719&o=2

$end


$psx=sc2k_12,
$bio

Simple Characters 2000 Series Vol.12: Kidou Butouden G Gundam - The Battle [Model SLPS-03471] (c) 2002 D3 Publisher, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85720&o=2

$end


$psx=sc2k_13,
$bio

Simple Characters 2000 Series vol.13: Kidou Senki Gundam W - The Battle [Model SLPS-03472] (c) 2002 D3 Publisher, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85725&o=2

$end


$psx=sc2k_14,
$bio

Simple Characters 2000 Series Vol.14: Nante Tantei Idol - The Jigsaw Puzzle [Model SLPS-03473] (c) 2002 D3 Publisher, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85721&o=2

$end


$psx=sc2k_15,
$bio

Simple Characters 2000 Series vol.15: The Block Kuzushi [Model SLPS-03474] (c) 2002 D3 Publisher, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85726&o=2

$end


$psx=sc2k_16,
$bio

Simple Characters 2000 Series Vol.16: Ganba no Bouken - The Puzzle Action [Model SLPS-03546] (c) 2003 D3 Publisher, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85722&o=2

$end


$adam_flop=spaintfx,
$bio

Simple Painter & Simple FX (c) 1990 Softworks Factory, The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82665&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=simpcalc,
$bio

SimpliCalc (c) 1981 Commodore, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86925&o=2

$end


$info=ep_simfr,ep_simfra,
$bio

Simply Fruits (c) 199? Maygay.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15484&o=2

$end


$info=pr_sptb,
$bio

Simply the Best (c) 199? PCP.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42937&o=2

$end


$msx1_cass=simten,
$bio

Simulador Profesional de Tenis (c) 1990 Dinamic Software [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94971&o=2

$end


$cpc_cass=protenns,
$bio

Simulador Profesional de Tenis (c) 1990 Dinamic Soft.

- TECHNICAL -

[Model 992900008]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98735&o=2

$end


$cpc_cass=protenn,
$bio

Simulador Profesional de Tenis [Model AMS900008] (c) 1990 Dinamic Soft. [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98734&o=2

$end


$pc98=simulati,
$bio

Simulation Hobby Simu Ne-chan (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90647&o=2

$end


$snes=proyakyu,
$bio

Simulation Pro Yakyuu [Model SHVC-AHAJ-JPN] (c) 1995 Hect [Hector] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62186&o=2

$end


$saturn,sat_cart=simrpg,
$bio

Simulation RPG Tsukuru (c) 1998 ASCII Entertainment Software, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59687&o=2

$end


$saturn,sat_cart=simzoo,
$bio

Simulation Zoo (c) 1997 Soft Bank

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59688&o=2

$end


$psx=simulati,
$bio

Simulation Zoo - Sekaiichi no Doubutsuen o Tsukurou [Model SLPS-00458] (c) 1996 Soft Bank

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85727&o=2

$end


$amigaocs_flop=simulcra,
$bio

Simulcra (c) 1990 Microprose Software, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74997&o=2

$end


$bbca_cass,bbcb_cass=sinbad,
$bio

Sinbad (c) 1984 Virgin Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52376&o=2

$end


$info=m4sinbd,m4sinbd__a,m4sinbd__b,m4sinbd__c,m4sinbd__d,m4sinbd__e,m4sinbd__f,m4sinbd__g,m4sinbd__h,m4sinbd__i,m4sinbd__j,m4sinbd__k,m4sinbd__l,m4sinbd__m,m4sinbd__n,m4sinbd__o,m4sinbd__p,m4sinbd__q,
$bio

Sinbad (c) 199? BWB.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41450&o=2

$end


$info=m4sinbdn__e,m4sinbdn__f,m4sinbdn,m4sinbdn__a,
$bio

Sinbad (c) 199? Nova.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42391&o=2

$end


$apple2gs=sinbad,
$bio

Sinbad & the Throne of the Falcon (c) 1990 Cinemaware Corp.

- STAFF -

Written and Directed by: Bill Williams
Executive Producers: Robert Jacob, Phyllis Jacob
Associate Producer: John Cutter
Original Music Composed by: Bill Williams
Additional Art by: Martha Williams

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49785&o=2

$end


$msx1_cart=sinbad,
$bio

シンドバッド７つの冒険 (c) 1986 Casio Computer Co., Ltd.
(Sinbad - Nanatsu no Bouken)

- TECHNICAL -

Game ID: GPM-119

- TRIVIA -

Original price: 4800 Yen

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77444&o=2

$end


$info=sc4s2k,
$bio

Sinbad 2000 (c) 2000 Nova.

- TECHNICAL -

[Model PR7076]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42787&o=2

$end


$amigaocs_flop=sinbad,
$bio

Sinbad and the Throne of the Falcon! (c) 1987 Cinemaware Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74998&o=2

$end


$info=m4sinbdd,
$bio

Sinbad Deluxe (c) 199? Nova.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42390&o=2

$end


$info=m4sinbdn__b,m4sinbdn__c,m4sinbdn__d,
$bio

Sinbad Deluxe 2 (c) 199? Nova.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42388&o=2

$end


$info=m4sinbd3,
$bio

Sinbad Deluxe 3 (c) 199? Nova.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42389&o=2

$end


$info=sinbad,sinbadn,
$bio

Sinbad (c) 1978 Gottlieb.

An up-to-4 players pinball machine.

- TECHNICAL -

Gottlieb System 1
Model Number : 412

- TRIVIA -

This game was a direct tie-in to the 1977 Hollywood movie 'Sinbad and the Eye of the Tiger'.

12,950 units were produced.

The 2-player version of this game is known as "Eye of the Tiger".

- STAFF -

Design by : Ed Krynski
Art by : Gordon Morison

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5669&o=2

$end


$info=zx80,
$bio

Sinclair ZX80 (c) 1980 Sinclair Research, Limited.

A home computer built in the United Kingdom.

- TECHNICAL -

* CPU: NEC 780C-1 (Z80 compatible) 3.25 MHz
* RAM: 1 KB, 901 bytes available (upgradeable  to 64 KB)
* ROM: 4 KB. Can be expended to 8 KB, thereby making it almost a ZX81
* Text Modes: 32 chars. x 22 lines
* Graphic Modes: 64 x 44 dots
* Colors: Monochrome
* Sound: None
* I/O Ports: Zilog Z80 Bus, tape, TV/RF video
* Keyboard: Membrane keyboard, 40 keys, 1 SHIFT key
* Peripherals: 16 KB RAM extension
* Built In Language: Sinclair Basic

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72691&o=2

$end


$info=zx81,
$bio

Sinclair ZX81 (c) 1981 Sinclair Research, Limited.

A home computer built in the United Kingdom as the successor of the ZX80.

- TECHNICAL -

* CPU: Zilog Z80A 3.5 MHz
* RAM: 1 KB (901 bytes available, up to 64 KB)
* ROM: 8 KB
* Text Modes: 32 x 24 (but 2 lines are reserved for system messages and commands)
* Graphic Modes: 64 x 44
* Colors: Black and white
* Sound: None
* I/O Ports: Zilog Z80 Bus, tape, video
* Keyboard: Touch-sensitive keyboard, 40 keys
* Built In Language: Sinclair Basic

- TRIVIA -

The ZX81 was released on March 05, 1981.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72690&o=2

$end


$info=sindbadm,
$bio

Sindbad Mystery (c) 1983 Sega.

Described as an Intelligent Puzzle Game on the title screen, the player uses a 4-way joystick to take control of the Sindbad, and direct him around various different mazes to collect thirty question marks to reveal the parts of the maze on a treasure map at the top of the screen, while avoiding the various enemies. Once he collects one question mark in a particular part of the maze it will reveal the location of a treasure item for that round. Sindbad will then have to dig up that spot to find the treasure item. Once this is done, he will receive the remaining value of the round's timer as a bonus.

- TECHNICAL -

Sega G80 Raster hardware
Game ID : 834-5244

Main CPU : Zilog Z80 (@ 3.867 Mhz), Zilog Z80 (@ 4 Mhz)
Sound Chips : SN76496 (@ 2 Mhz), SN76496 (@ 4 Mhz)

Players : 2
Control : 4-way joystick
Buttons : 1

- TRIVIA -

Released during July 1983.

This game was originally created and released during 1983 on the Sega SG-1000 console.

- PORTS -

* Consoles :
Sega Saturn [JP] (Nov. 27, 1997) "Sega Memorial Selection Vol.2 [Model GS-9163]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2446&o=2

$end


$sg1000=sindbadmt,
$bio

Sindbad Mystery [Model B-012] (c) 1983 Aaronix [Taiwan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65112&o=2

$end


$sg1000=sindbadm,
$bio

シンドバットミステリー (c) 1983 Sega Enterprises, Limited.
(Sindbad Mystery)

- TECHNICAL -

Game ID: G-1012

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65111&o=2

$end


$pce=sindibad,
$bio

Sindibad - Chitei no Dai Makyuu (c) 1990 IGS Corp.

Sindibad is a cute role playing game by IGS. You guide a warrior who seems to be travelling in the world of the Arabian nights. Ok, that was easy, the game title is Sinbad after all. The game offers an usual top view, where land but also cities and towns are displayed. Then, from now and then, the screens becomes black and change to fighting mode. A picture of your enemies appears for a round based fight. And as usual, they give you gold, experience and items when defeated. Sindibad is your usual Japanese role playing game, influenced like many others by Epix's Dragon Quest series.

- TECHNICAL -

HuCARD ID: AI02002
HuCARD Size: 3 Mbits.

- TRIVIA -

Released on June 02, 1990 in Japan for 6700 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58723&o=2

$end


$megacd,megacdj=sing,
$bio

Sing! Teddyboy Blues (c) 19?? Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60561&o=2

$end


$gbcolor=sewingos,
$bio

Singer Sewing Machine Operation Software [Model DMG-BRAE-USA] (c) 2000 Natsume, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68772&o=2

$end


$xegs=sinistar,
$bio

Sinistar (c) 199? Atari Corp. [Sunnyvale, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51251&o=2

$end


$a2600=sinistar2,sinistar1,sinistar,sinistar3,
$bio

Sinistar (c) 1984 Atari, Incorporated.

- TECHNICAL -

Model CX26122

- TRIVIA -

Unreleased prototype.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50936&o=2

$end


$info=sinistar,sinistar2,sinistar1,
$bio

Sinistar (c) 1982 Williams.

Your intergalactic crystal-mining mission takes you to the antipodes of the known universe. But your parametric DeepSpace scanner faithfully displays the sector of the galaxy you presently occupy (including an area fully three parsecs across, no less)! 

Keep the galaxy safe for all its sinizens! Fiendish Worker ships from the planet Sporg will attempt to fabricate a Sinistar from the remains of derelict planetoids in your very sector. You must not let them do this for two reasons : 
1) These planetoids contain the life-sustaining crystals that your civilization requires for its vital technologies. 
2) With the eminently unstable Sinistar in their possession, the Sprogites can lay waste to any civilization in your sector. You alone stand in their way. 

You must mine the sinisite crystals. Williams has equipped you with the latest heuristic electret cannon technology. All you need to do is aim at a planetoid and shoot. Now collect your motherlode! 

In fact, only with sinisite can you manufacture sinibombs to eradicate the Sinistar. But you must also rebuff the Workers and disintegrate their even more aggressive comrades-at-arms, the evil skelomorphic Warriors! Intelligent beings everywhere depend on your courage, your dedication, your reserve, your shrewd command of tactical invention! It's up to you, space cadet!

- TECHNICAL -

[Upright model]

Main CPU : Motorola M6809 (@ 1 Mhz) 
Sound CPU : M6808 (@ 894.75 Khz) 
Sound Chips : DAC, HC55516 (@ 894.75 Khz) 

Players : 2 
Control : 8-way joystick 
Buttons : 2 
= > [1] FIRE, [2] SINIBOMB

- TRIVIA -

Even if the title screen says 1982, Sinistar was released in February 1983.

Also released as :
"Sinistar [Cockpit model]"
"Sinistar [DuraMold model]"

This game was originally going to be called "Juggernaut", then "Darkstar". The prototype version called Sinistar is a machine that was displayed at the November 1982 AMOA show in Las Vegas. The revision 2 was the most common version of the game. 

The game is jokingly referred to as 'Opie-Star' at Williams' offices, because Sinistar's 'Run, Coward!' taunt sounded like he's saying 'Ron Howard' (acclaimed actor and director best known for his roles as Opie Taylor on 'The Andy Griffith Show', and as Richie Cunningham on 'Happy Days'). 

Sinistar's phrases : 
'Beware I live' 
'I hunger' 
'I hunger coward' 
'Beware coward' 
'Run coward' 
'Run run run' 
'I am Sinistar' 

A Sinistar unit appears in the 1983 movie 'WarGames'. 

A Sinistar unit appears in the 1983 music video, 'Almost Over You' by Sheena Easton.

- UPDATES -

REVISION 3:
* Latest revision.
* Some bugs fixed.

REVISION 2:
* Added 'Set Attract mode message' option in the game adjustments menu.
* The Survivors Today has the following initials (the initial are mostly those of the people who contributed programming, artwork, sound, playtesting or ideas (or a little of each)). Note : They keep the same order, but rotate position every time the machine is reset. :
N-F = Noah Falstein
KJF = Ken Fedesna
KAG = Ken Graham
FRG = ???
YAK = ???
JJK = John Kotlarik
KFL = Ken Lantz
PJM = Pam McMahon
DOC = ???
JLM = John Meissen
E-Z = Mike Metz
=M= = ???
TIM = Tim Murphy
JRN = John Newcommer
TOM = ???
PFZ = Bill Pfutzenreuter
RTP = ???
BFD = Dave Rzepka
MBS = ???
MRS = Mike Stroll
EJS = ???
STU = ???
WIT = Rich Witt
MOM = ???
FAC = ???
GOD = ???
KAY = ???
HEC = ???
SAM = Sam Dicker
KYD = ???

PROTOTYPE (AMOA):
* The Sinistar logo in the attract mode uses a Rocky-Horror-esque 'dripping blood' font.
* The letter 'T' shows up behind the 'dripping blood' logo, possibly part of the trademark?.
* The Sinistar death sequence sometimes occurs offscreen.
* There seem to be more crystals per planetoid than in the release revision.
* Missing the 'set attract mode message' option in the game adjustments screen.
* High score entry uses fire to advance to the next character, rather than the joystick.
* Warping to the next level can occur in any direction, not just upper-right.
* Sinistar's 'roar' occurs multiple times in rapid succession, cutting off each time he is hit by a sinibomb.
* When a player's ship is destroyed by the Sinistar, it explodes rather than spinning out first.
* After defeating Sinistar, his face outline doesn't appear in the center of the screen.
* You can set the extra ship points AND extra ship point factors to ZERO. As soon as you get a point, the game program gets caught in an infinite loop. You'll also hear an EXTENDED extra ship noise. You can break the loop by hitting advance and looking at ALL the extra ships you just received.
* Stuff (like the Sini-bombs, warriors and even the Sinistar himself (if it has a gender)) doesn't travel well from scanner to playfield and these objects can make quick second passes and sometimes even just skip the playfield all together.
* Survivors Today Has the following initials when tables are cleared : YYY XYS MAA AAA AAA AAA BDG MAA AAA AAA ABC EJS MAA AAA AAA RED HPG MAA AAA AAB CFL XYS MAA AAA AAB DGN DBG MAA AAA BCE.
* Scores start at 19,045 and are listed with the following algorithm (-265, -365, -265, repeat).

- SCORING -

Planetoid: 5 points. 
Worker: 150 points. 
Crystal: 200 points. 
Warrior: 500 points. 
Sinistar Piece: 500 points. 
Destroying Sinistar: 15,000 points.

- TIPS AND TRICKS -

* Programming Credits And Williams message:
1) Set lives to 1 (this is optional, it merely saves time).
2) Insert one credit.
3) Bump into a Planetoid (rock).
4) Push the fire button seven times.
5) Avoid Planetoids and Workers, don't fire at anything and get shot by a Warrior. If you set lives to 1, the game will now be over. If not, lose all lives in this manner until the game ends.
6) Enter initials.
7) Press the 2-Player button 3 times, then insert one coin and start a new 1-Player game.
8) Don't move or fire, just push the Sinibomb button once.

There are now two messages which can be displayed for the credits:
9) Insert three coins, then push the Sinibomb button again. The 'crossword' credits should now be displayed.

* For the Williams Electronics message :
10) Simply end the game by getting shot without hitting a Planetoid or firing, then push the 1-Player button to display the message. 

* 255 Lives Trick : This little trick is harder than the game itself, but worth it if you pull it off. On your last man, make sure a warrior fires at you just as Sinistar sucks you in. As the Sinistar sucks you in, you will lose your last man, but when the warrior's bullet hits you, you will have one less than zero ships.
Note: The warriors stop shooting as soon as you are 'caught' by Sinistar. The game was programmed this way, to prevent you from dying twice. Since you are trying to die twice, you have to let a warrior shoot at you, before you get sucked in, then hope that the shot hits you after you have been sucked in. This is very tricky.
Note 2: 8-bit processors can only handle values from 0-255, for a total of 256 values. Therefore, 'one less than zero ships' will roll around to 255.

- STAFF -

Project leader & co-designer : Noah Falstein (N-F)
Lead programmer : Sam Dicker (SAM)
Programmers : Robert J. Mical, Richard A. Witt (WIT)
Original design & storyline : John Newcomer (JRN)
Artwork / graphics : Jack E. Haeger
Sound effects by : Michael Metz (E-Z)
Hardware designers : Rich Grande, Greg Wepner
Mechanical : Leo Ludzia, Gary Berge
Tech. support by : John Meissen (JLM)

- PORTS -

* Consoles : 
Atari 2600 [US] (1984) : was a prototype only. It was never released. 
Sega Genesis [US] (1996) "Williams Arcade's Greatest Hits" 
Sega Mega Drive [EU] (1996) "Arcade's Greatest Hits [Model T-97126]" 
Sega Saturn [US] (1996) "Arcade's Greatest Hits [Model T-9703H]" 
Sony PlayStation [US] (April 10, 1996) "Williams Arcade's Greatest Hits [Model SLUS-00201]" 
Sony PlayStation [EU] (September 1, 1996) "Williams Arcade's Greatest Hits [Model SLES-00323]" 
Nintendo SNES [US] (October 1996) "Williams Arcade's Greatest Hits [Model SNS-AW8E-USA]" 
Nintendo SNES [EU] (January 8, 1997) "Williams Arcade's Greatest Hits [Model SNSP-AW8P-EUR]" 
Sega Dreamcast [US] (June 27, 2000) "Midway's Greatest Arcade Hits Vol. 1 [Model T-9713N]" 
Sega Dreamcast [EU] (July 28, 2000) "Midway's Greatest Arcade Hits Vol. 1 [Model T-9710D-50]" 
Nintendo 64 [US] (November 14, 2000) "Midway's Greatest Arcade Hits Vol. 1 [Model NUS-NAIE-USA]" 
Sony PlayStation 2 [US] (November 18, 2003) "Midway Arcade Treasures [Model SLUS-20801]" 
Microsoft XBOX [US] (November 24, 2003) "Midway Arcade Treasures" 
Nintendo GameCube [US] (December 18, 2003) "Midway Arcade Treasures [Model DOL-GAKE-USA]" 
Microsoft XBOX [EU] (February 6, 2004) "Midway Arcade Treasures" 
Sony PlayStation 2 [EU] (February 6, 2004) "Midway Arcade Treasures [Model SLES-51927]" 
Microsoft XBOX 360 [US] (November 6, 2012) "Midway Arcade Origins" 
Sony PlayStation 3 [US] (November 6, 2012) "Midway Arcade Origins [Model BLUS-31083]"
Microsoft XBOX 360 [EU] (November 15, 2012) "Midway Arcade Origins" 
Sony PlayStation 3 [EU] (November 15, 2012) "Midway Arcade Origins [Model BLES-01768]"

* Handhelds : 
Nintendo Game Boy Advance [US] (November 22, 2001) "Midway's Greatest Arcade Hits [Model AGB-AM3E-USA]" 
Nintendo Game Boy Advance [EU] (November 30, 2001) "Midway's Greatest Arcade Hits [Model AGB-AM3P-EUR]" 
Sony PSP [US] (December 13, 2005) "Midway Arcade Treasures Extended Play [Model ULUS-10059]"
Sony PSP [EU] (February 24, 2006) "Midway Arcade Treasures Extended Play [Model ULES-00180]" 

* Computers : 
Tandy Color Computer 3 (1989) "Sinistaar" 
PC [MS Windows 3.1/DOS, CD-ROM] [US] (1995) "Williams Arcade Classics" 
PC [MS Windows 95/DOS, CD-ROM] [US] (1996) "Williams Arcade Classics" 
PC [MS Windows, CD-ROM] [US] (August 27, 2004) "Midway Arcade Treasures" 
PC [MS Windows, CD-ROM] [EU] (November 23, 2004) "Midway Arcade Treasures" 

* Others : 
Palm OS [US] (August 2001) "Midway Arcade Classic" 
Tiger Game.com [US] (1997) "Williams Arcade Classics [Model 71-722]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2447&o=2

$end


$tg16=sinistrn,
$bio

Sinistron [Model ITGX10007] (c) 1991 NEC Home Electronics, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84349&o=2

$end


$amigaocs_flop=sinkswim,
$bio

Sink or Swim (c) 1993 Zeppelin Premier

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74999&o=2

$end


$snes=sinkswimu,
$bio

Sink or Swim [Model SNS-9J-USA] (c) 1996 Titus

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63549&o=2

$end


$snes=sinkswim,
$bio

Sink or Swim [Model SNSP-9J-EUR] (c) 1996 Titus

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63548&o=2

$end


$pc98=sinoraq2,sinoraq2a,
$bio

Sinora's Quest 2 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90648&o=2

$end


$cpc_cass=sintevoz,
$bio

Sintetizador de Voz (c) 1985 MHT Ingenieros [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99134&o=2

$end


$x68k_flop=sion,
$bio

Sion (c) 1991 Soft Bank

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88081&o=2

$end


$x68k_flop=sion2,
$bio

Sion II (c) 1992 Soft Bank

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88082&o=2

$end


$x68k_flop=sion4,
$bio

Sion IV (c) 1995 Soft Bank

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88083&o=2

$end


$cpc_cass=ababol,
$bio

Sir Ababol [Model CPC 027] (c) 2010 Mojon Twins, The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99135&o=2

$end


$cpc_cass=sirbob,
$bio

Sir Bob (c) 1986 Monser [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99136&o=2

$end


$msx1_cass=sirfred,
$bio

Sir Fred (c) 1986 Zigurat Soft [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94972&o=2

$end


$cpc_cass=sirfred,
$bio

Sir Fred (c) 1986 Made in Spain [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99137&o=2

$end


$cpc_cass=sirfredz,
$bio

Sir Fred (c) 1986 Zigurat Soft [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99138&o=2

$end


$coleco=lancelot,
$bio

Sir Lancelot (c) 1983 Xonox, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53345&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=lancelot,
$bio

Sir Lancelot (c) 1983 Xonox, Inc. [Hopkins, MN, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86926&o=2

$end


$cpc_cass=sirlance,
$bio

Sir Lancelot (c) 1985 Melbourne House [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99139&o=2

$end


$a2600=sirlance,sirlancee,
$bio

Sir Lancelot (c) 1983 Xonox.

You are SIR LANCELOT. Astride your winged horse PEGASUS, you set out on a quest to save a poor maiden held prisoner in a castle by a fire-breathing dragon. As you start your journey, winged creatures wil try to kill you, but with your charmed lance and carefull flying by PEGASUS, you can overcome their challenge. You collect points for each creature destroyed and when all are gone you reach the castle and face the dragon. The wily dragon will not fight you directly, for he has seen how you devastated the creatures outside, and beathes its fire at you from behind a magic screen. The fire will not kill you, but will temporarily stun PEGASUS so he cannot flap his wings. Kill the dragon with your lance and you will save the maiden. Once the dragon is killed, you will face new creatures guarding another castle, and these defenders will have heard of your exploits and be more difficult and so will the dragon.

- TECHNICAL -

Model 99006

- SCORING -

When battling the castle defenders, SIR LANCELOT gets points for killing the creatures and bonuses for killing them quickly (within one second from one kill to the next).

SCREEN 1 - THE FLYING SNAKES
Kill Snake 250 points
1st Quick Kill 1,000 points
2nd Quick Kill 2,000 points
3rd Quick Kill 5,000 points

When battling the dragons, points are awarded to SIR LANCELOT for each one and one half seconds survived, for killing the dragons in time to save the damsels.

SCREEN 2 - THE OLD DRAGON
Survive 1 1/2 seconds 10 points
Kill Old Dragon 2,500 points
Save CAROLYN 10,000 points

SCREEN 3 - THE MONSTER BEES
Kill Monster Bee 750 points
1st Quick Kill 1,750 points
2nd Quick Kill 4,000 points
3rd Quick Kill 10,000 points

SCREEN 4 - YOUNG GROK THE DRAGON
Survive 1 1/2 seconds 20 points
Kill Young Grok 5,000 points
Save SARAH 20,000 points

SCREEN 5 - THE KILLER DRAGONFLIES
Kill the Dragonfly 1,500 points
1st Quick Kill 3,500 points
2nd Quick Kill 6,000 points
3rd Quick Kill 15,000 points

SCREEN 6 - JAREK THE SPEEDY
Survive 1 1/2 seconds 30 points
Kill Jarek 7,500 points
Save LAUREN 40,000 points

SCREEN 7 - THE INVISIBLE INVINCIBLES
Kill an Invincible 3,000 points
1st Quick Kill 5,000 points
2nd Quick Kill 8,000 points
3rd Quick Kill 20,000 points

SCREEN 8 - HANEK THE HORRIBLE
Survive 1 1/2 seconds 40 points
Kill HANEK 10,000 points
Save ELISABETH 80,000 points

- TIPS AND TRICKS -

For each 100,000 points awarded, SIR LANCELOT gets a bonus live up to a
maximum of six extra lives at any given moment.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50937&o=2

$end


$info=sc4sirpz,
$bio

Sir Prize (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR2004]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42794&o=2

$end


$info=sc4sirpza,sc4sirpzb,
$bio

Sir Prize (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR7079]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42683&o=2

$end


$info=ep_srwin,ep_srwina,ep_srwinb,ep_srwinc,ep_srwind,
$bio

Sir Winalot (c) 2000 Maygay.

- TRIVIA -

Sir Winalot was released in July 2000 in UK.

- UPDATES -

2.6 was released in June 2002.

3.3 was released in August 2002.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40898&o=2

$end


$a7800=sirius,
$bio

Sirius (c) 1990 Tynesoft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50178&o=2

$end


$x1_flop=sirius1,
$bio

Sirius 1 (c) 198? Micro Cabin Co. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86115&o=2

$end


$cpc_cass=sirwood,
$bio

Sirwood (c) 1989 Opera Soft [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99140&o=2

$end


$msx1_cass=sirwood,sirwooda,
$bio

Sirwood (c) 1990 Opera Soft [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94973&o=2

$end


$a800=sistema,
$bio

Sistema Controlado por Computadora (c) 1992 ZZ Top Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86687&o=2

$end


$psx=sisterpr,
$bio

Sister Princess - Pure Stories [Model SLPS-03360] (c) 2001 Media Works

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85728&o=2

$end


$gba=sistrprn,
$bio

Sister Princess - RePure [Model AGB-A4PJ-JPN] (c) 2003 Marvelous Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73198&o=2

$end


$cdi=eindhov,
$bio

Site Seeing in Digitaal Eindhoven (c) 1997 TV-Tokyo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53075&o=2

$end


$cpc_cass=sitopons,
$bio

Sito Pons 500 c.c. Grand Prix [Model S.P.017-AMS] (c) 1990 Zigurat Soft [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99141&o=2

$end


$msx1_cass=sp500gp,
$bio

Sito Pons 500cc Grand Prix (c) 1990 Zigurat Soft [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94974&o=2

$end


$gba=sittingdu,
$bio

Sitting Ducks [Model AGB-BSDE-USA] (c) 2004 HIP Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73200&o=2

$end


$gba=sittingd,
$bio

Sitting Ducks [Model AGB-BSDP-EUR] (c) 2003 LSP [Light & Shadow Production]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73199&o=2

$end


$pc8801_flop=shiva,
$bio

Siva (c) 1991 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92907&o=2

$end


$info=m5sixshta,m5sixshtab,m5sixshtac,m5sixshtad,m5sixshtae,m5sixshtaf,m5sixshtag,m5sixshtah,m5sixshtai,m5sixshtaj,m5sixshtak,m5sixshtal,m5sixshtam,m5sixshtan,
$bio

Six Shooter (c) 200? Vivid Gaming.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41634&o=2

$end


$info=m1sixspn,
$bio

Six Spinner (c) 199? Maygay.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42014&o=2

$end


$amigaocs_flop=sixiang,
$bio

Sixiang (c) 1989 Kingsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75000&o=2

$end


$info=j5sizl,
$bio

Sizzling (c) 199? JPM International.

- TECHNICAL -

SYSTEM 5

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41929&o=2

$end


$info=SS3344,SS3340,SS7408,SS6179,SS3341,SS7409,SS3342,SS3343,
$bio

Sizzling 7 (c) 1994 IGT [International Game Technologies].

[3-Coin Buy-A-Pay]

- TECHNICAL -

[Model 107A]

- UPDATES -

SS3344
SS3340
SS7408
SS6179
SS3341
SS7409
SS3342
SS3343

- PORTS -

* Computers :
Microsoft Windows (2008, "IGT Slots - Little Green Men")
Mac Os X (2008, "IGT Slots - Little Green Men")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=37795&o=2

$end


$info=SS3353,SS3354,SS3355,
$bio

Sizzling 7 (c) 1994 IGT.

3-Reel, 1-Line, 2-Coin Buy-A-Pay slot from IGT

- TRIVIA -

Released in December 1994.

- UPDATES -

SS3353
SS3354
SS3355

- PORTS -

* Computers :
Microsoft Windows (2011, "IGT Slots - Lucky Larry's Lobstermania")
Mac OS X (2011, "IGT Slots - Lucky Larry's Lobstermania")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=10469&o=2

$end


$sms=sitio,
$bio

Sítio do Picapau Amarelo (c) 1997 Tec Toy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56223&o=2

$end


$gba=thps2j,
$bio

SK8 - Tony Hawk's Pro Skater 2 [Model AGB-ATHJ-JPN] (c) 2001 Success

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72742&o=2

$end


$c64_cart,c64_flop=hugo,
$bio

Skaermtrolden Hugo (c) 1990 SilverRock Productions

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53703&o=2

$end


$fm7_disk=skapon,
$bio

Skapon Tanken-tai (c) 1988 PSK [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93645&o=2

$end


$fm77av=skapon,
$bio

Skapon Tanken-tai (c) 1988 PSK [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93863&o=2

$end


$pc8801_flop=skapon,
$bio

Skapon Tanken-tai Part 1 (c) 1988 PSK [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92908&o=2

$end


$info=skattv,skattva,
$bio

Skat TV (c) 1994 ADP.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 8 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.8432 Mhz)

Palette colors : 256

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=10340&o=2

$end


$cpc_cass=skatebalf,
$bio

Skate Ball (c) 1989 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99142&o=2

$end


$cpc_cass=skatebals,
$bio

Skate Ball [Model AMC 627] (c) 1989 MCM Soft. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99143&o=2

$end


$a2600=skateb,skatebe,
$bio

Skate Boardin' (c) 1987 Absolute Entertainment, Incorporated.

You know you're late for school, but what you don't know is that just overnight, an array of obstacles has been placed along the way. Radical man, this is a skateboarder's dream come true! You have to get to school on time, but passing up the chance to ride ramps or cruise tubes would make you look like a real nerd! You've got to conquer a total of thirty tubes and ramps in under five minutes to be totally awesome. Not only that, after you find all the tubes and ramps you have to find the front steps of the school building.

Your time clock is displayed at the top left of the screen, and next to the clock is a number representing the amount of tubes and ramps you have remaining. Other obstacles include walls, rails and hurdles, but you need only conquer the tubes and ramps to finish. The others, however, must be avoided as they will stop you and knock you off your board.

You start at the steps of your house, holding your skateboard. Press RESET to begin. You can walk by moving the joystick in the direction you want to go, but that's not going to get you to school very fast. Instead, point the joystick left or right, and press the button to jump onto your board. Once on your board, press the button to jump or press it and hold it down to crouch. If the button is held down, you will land into a crouch after the jump.

As you set your course through this gnarly maze, keep in mind that the scoreboard display is not a wall. If you choose to go up, you can cruise right on through. You can cruise through the walks or over the turf area, but cutting across the turf will slow you down.  To regain your speed, you must either stay on the turf long enough to stop, or run into an obstacle.  This will bring you off your board so you can jump back on and resume at normal speed.

To ride a ramp, you can be in either standing or crouched position just make sure you are cruising within the area from the botton to the top of the ramp. In other words, don't try to hit the ramp below or above it or it won't count.  A bing sound will indicate a successful ramp jump.

To clear a tube, you must travel through it while in a crouch. Head in the direction of the tube, align yourself with the opening and then crouch by jumping and keeping the button down.  While in a crouch, if you need to adjust your position, tap the joystick up or down to fine tune. If you are approaching the tube while standing, or if you miss the opening, you will crash into it and stop. A bong sound will indicate a successful pass.

- TECHNICAL -

Model AG-042

- TIPS AND TRICKS -

Remember, each obstacle must be conquered only once. Try to improve upon your time by checking out new shortcuts.  

If you want to max out your speed, get yourself up to the street (at the very top of the maze) and try to catch the truck when it passes the stop sign. If you miss it, get off of your board and position yourself with just your feet on the sidewalk.  When it passes, it will pick you up and take you for a ride down the street.  Get off by moving the joystick in the direction you want to go, but watch out now you're really cruising!

You know you're close to the school when you find the schoolyard.If you get really stuck in the maze, try making a map.

There are rumors of a truly radical skateboarder who finished all thirty obstacles and got to school with more than 2 minutes left. See if you can top that!

- STAFF -

Programmer: David Crane

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50938&o=2

$end


$cpc_cass=skatecrz,
$bio

Skate Crazy (c) 1988 Gremlin Graphics Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99144&o=2

$end


$msx1_cass=skdragon,skdragona,
$bio

Skate Dragon (c) 1986 Idealogic [Barcelona, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94975&o=2

$end


$info=skatekds,
$bio

Skate Kid Bros. (c) 1988 Two-Bits Score.

This is a hack of "VS. Super Mario Bros.". It includes graphic enhancements that change Mario to a kid on a skateboard. Scenery, bad guys and the hidden objects are also changed.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3817&o=2

$end


$apple2gs=skatedie,
$bio

Skate or Die (c) 1988 Electronic Arts.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49804&o=2

$end


$gameboy=skatedie,
$bio

Skate or Die - Bad 'N Rad [Model DMG-SK-UKV] (c) 1990 Palcom Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66922&o=2

$end


$gameboy=skatedieu,
$bio

Skate or Die - Bad 'N Rad [Model DMG-SK-USA] (c) 1990 Konami Industry Co., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66923&o=2

$end


$gameboy=skattour,
$bio

Skate or Die - Tour de Thrash [Model DMG-KD-USA] (c) 1991 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66924&o=2

$end


$nes=skatedi2,
$bio

Skate or Die 2 - The Search for Double Trouble (c) 1990 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55550&o=2

$end


$cpc_cass=skatedie,
$bio

Skate or Die [Model E04822XL] (c) 1989 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99150&o=2

$end


$nes=skatedieu,
$bio

Skate or Die! (c) 1988 Ultra Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55552&o=2

$end


$nes=skatedie,
$bio

Skate or Die! (c) 1990 Palcom

- TRIVIA -

Reviews:
[FR] Player One (Oct. 1990): 78/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55551&o=2

$end


$cpc_cass=skaterck,
$bio

Skate Rock Simulator [Model RA 019] (c) 1987 Ricochet [Mastertronic Group] [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99147&o=2

$end


$cpc_cass=skatewar,
$bio

Skate Wars (c) 1990 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99149&o=2

$end


$info=skatebll,
$bio

Skateball (c) 1980 Bally.

- TECHNICAL -

Bally MPU AS-2518-35
Model Number : 1210

Main CPU : M6800 (@ 475 KHz)
Sound CPU : M6802 (@ 895 KHz)
Sound chips : General Instrument AY8910 (@ 895 KHz)

- TRIVIA -

Released in September 1980. 4,150 units were produced.

The development of this game took 5 months.

Skateball had a faulty design that allowed players to score excessive points, lowering operator profits due to many free games being awarded. Players could easily hold the ball on the right flipper and make it roll in and out of the right inlane by briefly releasing the flipper button. This caused the bonus to raise to the maximum award which would award a special upon reaching 60k. Operators reportedly tried a number of different solutions to solve the problem.

- STAFF -

Designer : Claude Fernandez
Artwork : Greg Freres

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5461&o=2

$end


$cpc_cass=skatejst,
$bio

Skateboard Joust (c) 1988 Silverbird Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99152&o=2

$end


$cpc_cass=skatekid,
$bio

Skateboard Kidz (c) 1988 Silverbird Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99153&o=2

$end


$info=cskater,
$bio

Skater (c) 1983 Data East.

- TECHNICAL -

Runs on the "DECO Cassette System" hardware

Model DT-130

- TRIVIA -

Skater was known as the 30th video game made for this system (Cassette No. 30).

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=29340&o=2

$end


$cpc_cass=skatin,
$bio

Skatin' USA [Model AT 422] (c) 1990 Atlantis Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99154&o=2

$end


$amigaocs_flop=sketshot,
$bio

Skeet Shoot (c) 1991 Trojan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75001&o=2

$end


$a2600=skeet,skeete,
$bio

Skeet Shoot (c) 1981 Apollo

Pull! The trap springs, and the clay pegeon - alive with flight - soars away from you at an unexpected angle. With a fluid motion, you raise your gun to your shoulder as you pivot toward you target. You lead your pegeon, finger on the trigger... your mind racing... challenged by the speeding target before you. Will your reactions be too slow? Too fast? Or right on course? Suddenly you squeeze the trigger!

- TECHNICAL -

Model AP1001

- STAFF -

Programmer: Ed Salvo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50939&o=2

$end


$info=skeetsht,
$bio

Skeet Shot (c) 1991 Dynamo.

- TRIVIA -

Licensed to Romstar for U.S. distribution.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=6056&o=2

$end


$info=skelagon,
$bio

Skelagon (c) 1983 Nichibutsu.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound CPU : (2x) Zilog Z80 (@ 1.78975 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.78975 Mhz), and a DAC for speechs

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Developed by Nihon Game (now Culture Brain).

Released in July 1983.

This game is known in Japan as "SF-X".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3674&o=2

$end


$megadriv=skelkrew,
$bio

Skeleton Krew (c) 1995 Core Design

- TRIVIA -

Reviews:
[FR] July 1995, Consoles + N.45: 88/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56857&o=2

$end


$megadriv=skelkrewu,
$bio

Skeleton Krew (c) 1995 Core Design

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57394&o=2

$end


$saturn,sat_cart=skelwaru,
$bio

Skeleton Warriors (c) 1996 Playmates Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60152&o=2

$end


$saturn,sat_cart=skelwar,
$bio

Skeleton Warriors (c) 1997 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60408&o=2

$end


$odyssey2,g7400=ski,
$bio

Ski (c) 1979 Radiola La Radiotechnique.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95677&o=2

$end


$info=skichamp,
$bio

Ski Champ (c) 1998 Sega.

- TECHNICAL -

Runs on the Sega "Model 3 Step 2.0" hardware.

Players : 1
Buttons : 2

- TRIVIA -

Ski Champ was Released in January 1998 in Japan.

Was presented at the Sega 'Private Show' in December 1997 at Japan.

Like the last two games, "Sega Water Ski", and "Top Skater", which were Model 2 games, "Ski Champ" features characters, and they all have names.

- SERIES -

1. Sega Ski Super G (1996)
2. Ski Champ (1998)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3753&o=2

$end


$msx1_cart=skicommk1,
$bio

Ski Command (c) 1986 Aproman.

Korean release.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95211&o=2

$end


$msx1_cart=skicommk2,
$bio

Ski Command (c) 1986 ProSoft.

Korean release.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95212&o=2

$end


$msx1_cart=skicomm,skicomma,
$bio

Ski Command [Model GPm-103] (c) 1985 Casio Computer Co., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77445&o=2

$end


$a2600=skihunt,
$bio

Ski Hunt (c) 1983 HomeVision

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50940&o=2

$end


$info=skijump,
$bio

Ski Jump (c) 1978 Zaccaria.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=6440&o=2

$end


$nes=skiordie,
$bio

Ski or Die (c) 1991 Palcom

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55553&o=2

$end


$nes=skiordieu,
$bio

Ski or Die (c) 1991 Ultra Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55554&o=2

$end


$amigaocs_flop=skiordie,
$bio

Ski or Die (c) 1991 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75002&o=2

$end


$snes=skiparad,
$bio

Ski Paradise with Snowboard [Model SHVC-XS] (c) 1994 Pack-In-Video Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62187&o=2

$end


$a2600=skirun,
$bio

Ski Run (c) 19?? Suntek

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50941&o=2

$end


$bbca_cass,bbcb_cass=skislalo,
$bio

Ski Slalom (c) 1982 RH Soft.

- TRIVIA -

Mr. Ellwood wrote and sold this game to RH Software in 1982.

- STAFF -

Cassette based game written by: Stephen Ellwood

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52377&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=skibern,
$bio

Skibbereen [NTSC] (c) 1982 UMI

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86927&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=skibernp,
$bio

Skibbereen [PAL] (c) 1982 UMI

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86928&o=2

$end


$amigaocs_flop=skidmark,
$bio

Skidmarks (c) 1993 Acid

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75003&o=2

$end


$amigaocs_flop=skidrac1,
$bio

Skidmarks Racer Issue 1 (c) 1993 Acid

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75004&o=2

$end


$coco_cart=skiing,
$bio

Skiing (c) 1981 Tandy Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53472&o=2

$end


$coleco=skiing,
$bio

Skiing (c) 1986 Telegames

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53346&o=2

$end


$a2600=skiingm,
$bio

Skiing (c) 19?? Milmar

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50942&o=2

$end


$nes=skiing,
$bio

Skiing (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84109&o=2

$end


$odyssey2,g7400=alpine,
$bio

Skiing (c) 1979 Philips Corp.

- TECHNICAL -

Game ID: 25

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95679&o=2

$end


$a2600=skiing,skiinge,
$bio

Skiing (c) 1980 Activision.

Slalom Runs
Game 1: 20 gates, Novice run.
Game 2: 40 gates, Intermediate run.
Game 3: 30 gates, Expert run.
Game 4: 50 gates, Olympic run.
Game 5: 30 gates, a new Expert run every time you select Game 5.

Downhill Runs
Game 6: 200 meters, Novice hill.
Game 7: 300 meters, Intermediate hill.
Game 8: 500 meters, Expert hill.
Game 9: 900 meters, Olympic hill.
Game 10: A new 900-meter Olympic hill every time you select Game 10.

- TECHNICAL -

Model AG-005

- TIPS AND TRICKS -

Tips from Bob Whitehead, designer of Skiing:

"The keys to success in Skiing by ACTIVISION, just as in real skiing, are learning to control the tips of your skis and anticipating and avoiding trouble."

"Keep your skis pointed as straight down the hill as possible. The less you traverse across the slope, the faster you'll make it to the bottom."

"Pick your line through the trees and gates by constantly looking ahead of your position toward the bottom of the screen. When you see the next set of trees and/or gates, point your skis to miss the trees or pass through the gates. Of course, the more you ski any particular hill, the more familiar with it you will become. To get the fastest times, you must memorize the run and ski the shortest possible route down the hill or through the gates."

"When you want to maneuver, I suggest you tap your Joystick lightly to the right or left to move your skis or change direction, rather than push heavily on the stick. There are 8 different positions for your skis and 15 different directions you can go (downhill plus two possible angles for each left or right ski position)."

"We're organizing an Activision Ski Team. To qualify, you must run slalom course 3 (Game 3) in under 28.2 seconds. If you break that time, send us a picture of the screen and we will enroll you as a member. And if you break 28 seconds, consider yourself Olympic caliber."

"Of course, not everyone wants to ski down a hill in record time. Some of you may just like to ski back and forth and down the hill at your own pace. Go ahead, if you wish."

"I really had a great time working on Skiing by ACTIVISION. I hope you enjoy playing it as much as I enjoyed designing it. Have fun and God bless!"

- STAFF -

Programmer: Bob Whitehead

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50943&o=2

$end


$info=v4sklcsh,
$bio

Skill Cash (c) 1990 Barcrest Games.

- TRIVIA -

Skill Cash was released in August 1990 in the UK.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42872&o=2

$end


$info=schery97,schery97a,
$bio

Skill Cherry '97 (c) 1998 Amcoe.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=30240&o=2

$end


$info=skill98,
$bio

Skill Cherry '98 (c) 1998 Amcoe.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=30241&o=2

$end


$info=ad4skill,
$bio

Skill Dice (c) 199? Bell-Fruit Mfg. Company, Limited. [B.F.M.].

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42304&o=2

$end


$info=skilldrp,
$bio

Skill Drop Georgia (c) 2002 Astro Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=33118&o=2

$end


$info=skflight,
$bio

Skill Flight (c) 1986 Nuova Bell Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=9624&o=2

$end


$info=sklflite,
$bio

Skill Flight (c) 1987 Playmatic.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82201&o=2

$end


$info=sfbonus,sfbonuso,sfbonusd1,sfbonusv1,sfbonuso2,
$bio

Skill Fruit Bonus (c) 2003 Amcoe.

- TRIVIA -

Skill Fruit Bonus was released in June 2003.

- UPDATES -

V1.6
V1.7
V1.9R

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=30242&o=2

$end


$info=v4skltrk,v4skltrka,
$bio

Skill Trek (c) 1990 Barcrest.

- TECHNICAL -

Main CPU : Motorola M6809 (@ 1.72 Mhz), 68000 (@ 10 Mhz)
Sound Chips : General Instrument AY8910 (@ 1 Mhz), SAA1099 (@ 1 Mhz)

Players : 1

- TRIVIA -

Skill Trek was released in July 1990 in the UK.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4902&o=2

$end


$info=gt507uk,
$bio

Skill Trivia (c) 1986 GEI [Grayhound Electronics, Incorporated.].

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3347&o=2

$end


$info=skimaxx,
$bio

Skimaxx (c) 1996 ICE (Innovative Concepts in Entertainment).

Water-ski simulator.

- TRIVIA -

Skimaxx was released in July 1996 in USA.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=17595&o=2

$end


$info=mwskins,mwskinsa,mwskinso,
$bio

Skins Game (c) 2000 Midway Games, Incorporated..

- TECHNICAL -

Midway Atlantis Hardware

Main CPU : NEC VR4310 (D30210GD-167) @ 167MHz
Screen orientation : Horizontal

- TRIVIA -

Skins Game was released in May 2000.

- UPDATES -

1.04
1.06

- STAFF -

Senior Staff Producer : Rob Rowe

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=13960&o=2

$end


$pc98=skip4,
$bio

Skip 4 (c) 1990 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90649&o=2

$end


$bbca_cass,bbcb_cass=skirmish,
$bio

Skirmish (c) 19?? Go Dax

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52378&o=2

$end


$pc98=skirmish,
$bio

Skirmish (c) 1994 AIL [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90650&o=2

$end


$nes=sklad18,
$bio

Sklad Nomer 18 (c) 1997 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55555&o=2

$end


$cpc_cass=skooltim,
$bio

Skool Times (c) 1985 Hektic Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99155&o=2

$end


$msx1_cass=skooter,
$bio

Skooter (c) 1987 Eaglesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94976&o=2

$end


$msx1_cart=skooter,skootera,
$bio

Skooter (c) 1988 Pony Canyon, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77446&o=2

$end


$msx1_cass=skramble,
$bio

Skramble (c) 1985 Aackosoft [Netherlands]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94977&o=2

$end


$amigaocs_flop=skrull,
$bio

Skrull the Barbarian (c) 1989 16 32 Diffusion

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75005&o=2

$end


$snes=skuljagg,skuljaggp,
$bio

Skuljagger - Revolt of the Westicans (c) 1992 ASC Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63550&o=2

$end


$info=skullxbo,skullxbo4,skullxbo3,skullxbo2,skullxbo1,
$bio

Skull & Crossbones (c) 1989 Atari Games Corporation.

Skull & Crossbones is a swashbuckling adventure in which players portray two pirates competing for food, drink, booty, and revenge. Players use a joystick and button to control the unique sword-fighting action.

The game begins with an encounter with the evil Wizard, who robs our heroes of all of their booty. The pirates swear revenge and set off on a quest to destroy the Wizard and recover their treasure.

The adventure takes them around the world. The pirates battle the fierce captains and crews of opponent ships. They encounter the soldier guards and the merciless Executioner in the Spanish castle. In the ninja camp they fight the Ninja Master and his followers. On the beach the heroes encounter the dreaded Medusa and a horde of wicked skeletons that rise from the dead.

Finally, the pirates reach the Wizard's Island, where they must again do battle against the shadow figures of the Executioner, the Ninja Master, and the Medusa before they can fight face-to-face with the evil Wizard. If they make it to the throne room and overcome the Wizard, players are rewarded with a room full of treasure.

Players use a joystick and sword button in a combination of defensive and offensive maneuvers to battle the various enemies. Players can learn the lunge and back-slash, two. skilled sword-fighting moves that are the most effective.

In order to increase the long-term appeal of the game, players can select various difficulty levels of easy, medium, and hard to vary their paths through the game. By selecting the longer hard path, players are rewarded with more food, drink, and booty along the way.

- TECHNICAL -

Game ID : 136072

Main CPU : Motorola 68000 (@ 7.15909 Mhz), MOS Technology 6502 (@ 1.7895 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579 Mhz), OKI6295 (@ 9.037 Khz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Skull & Crossbones was released on September 29, 1989.

Only 65 dedicated game were produced in the USA. The selling price was $2295.
875 conversion kits were produced in the USA. The selling price was $1295. This kit was most evil, because it was one of the few kits that had a marquee and control panel overlay big enough to fit a "Dragon's Lair" machine (the marquee was even three-fold, just like the Dragon's Lair one). Most of these games were converted within months. Very few original games remain today, and Atari quickly dropped the game from their lineup.

- UPDATES -

REVISION 1 :
* Build date : OS : 29SEP1989 16 :53 :40 / PG : 11OCT1989 11 :22 :07

REVISION 2 :
* Build date : OS : 29SEP1989 16 :53 :40 / PG : 16OCT1989 10 :24 :08

REVISION 3 :
* Build date : OS : 29SEP1989 16 :53 :40 / PG : 24OCT1989 15 :43 :18

REVISION 4 :
* Build date : OS : 29SEP1989 16 :53 :40 / PG : 03NOV1989 11 :44 :33

REVISION 5 :
* Build date : OS : 29SEP1989 16 :53 :40 / PG : 09NOV1989 17 :36 :00

- TIPS AND TRICKS -

*  Stand over the white crossed bones that mark the spot of buried treasure and press the sword button to dig it up. Walk over the treasure to collect it.

*  In order to get the highest score, first start the digging, then battle the opponents on each screen. Collect all the treasure before moving on to the next scene.

*  The most difficult opponents in each wave (ship captains, Executioner, Ninja Master and Medusa) each protect a special treasure. By destroying these enemies, the players are given the special item that will protect them in the final round on the Wizard's Island. In a two-player game, the two players must duel over these special treasures.

- STAFF -

Staff : Cris Drobny

- PORTS -

* Consoles :
Nintendo NES (1990)

* Computers :
Commodore C64 (1991)
Amstrad CPC (1991)
Atari ST (1991)
Sinclair ZX Spectrum (1991)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2448&o=2

$end


$nes=skullxb,
$bio

Skull & Crossbones (c) 1990 Tengen

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55556&o=2

$end


$cpc_cass=skullxb,
$bio

Skull & Crossbones (c) 1991 Domark Group, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99156&o=2

$end


$amigaocs_flop=skullxbo,
$bio

Skull and Crossbones (c) 1991 Domark Group, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75006&o=2

$end


$msx1_cass=skulexil,
$bio

Skull Exilon (c) 1988 Iber Software [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94978&o=2

$end


$info=skullfng,skullfngj,
$bio

Skull Fang (c) 1996 Data East.

- TECHNICAL -

Data East MLC System hardware

Main CPU : ARM (@ 7 Mhz)
Sound Chips : Yamaha YMZ280B (@ 14 Mhz)

Players : 2
Control : 8-way Joystick
Buttons : 4

- TRIVIA -

Skull Fang was released in February 1996.

Soundtrack releases:
Data East Retro Game Music Collection - TEAM Entertainment [KDSD-00366] (July 21, 2010)

- TIPS AND TRICKS -

* Special Mode (boss battle only) : on the scroll selection screen, hold UP then press B3(x5), B2(x3).

* Very Hard : on the scroll selection screen, hold Right then press B2(x4), B3, B2, B3, B2(x2).

* Hardest Mode : on the scroll selection screen, hold Left then press B2, B3(x2), B2, B3(x2), B2, B3(x3).

* Thrust : if you select a 'Fighter' type pilot, you can use Thrust by 'code input' during ingame action.
1) Back Thrust : Up, Left or Right, Down + B3 - Back attack.
2) Side Thrust : Right or Left, Down + B3 - Side attack.
3) Air Brake : Down(x2) + B3 - Temporary invincibility.
4) Hi-Ion Shield : Left, Right + B3 or Right, Left + B3 - B.Roll Power-Up.
5) SECRET : Down(x4), Up(x2), Down + B3 - Enabled rolling attack.

- SERIES -

1. Kuhga - Operation Code Vapor Trail (1989)
2. Wolf Fang - Ku-U-Ga 2001 (1991)
3. Skull Fang (1996)

- STAFF -

Project Manager : Koji Jinbo
Project Leader : Minoru Sano
Software Design & Production Support : Wataru Iida, Ichikawa, Masaou Tomosawa
Hardware Design : Masao, Shingo Mitsui
Pixel Art Works : Hiroshi Tamawashi, Seiji Satoh, Yoshinari Kaihou, Tomoyuki Arakawa
Opening Movie Works : Hiroshi Tamawashi
Design Works : Hironori Kobayashi, Hiroshi Koga, Hiroshi Tamawashi
Sound Design : Hiroaki Yoshida (Maro) (Gamedelic)
Character Voice (Arts Vision) : Kan Tokumaru, Nobuyuki Hiyama, Isshin Chiba, Konami Yoshida, Michiko Neya
Character Voice (Data East) : Steve Miller
Market Research & Adviser : Makoto Nagao, Hitoshi Kitazume
Marketing & Promotion : S.P. Ohshima, Tomohiko Ebi, Yasuo Sogajima
Technical Support : Tomoo Adachi, Shinichi Suzuki
Character Voice Support : Arts Vision
English Support : Steve Miller
Planning & Direction : Hironoki Kobayashi

- PORTS -

* Consoles :
Sega Saturn [JP] (May 30, 1997) "Skull Fang - Kuuga Gaiden [Model T-1311G]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2449&o=2

$end


$saturn,sat_cart=skullfan,
$bio

Skull Fang - Kuuga Gaiden (c) 1997 Data East Corp.

- TECHNICAL -

[Model T-1311G]

- TRIVIA -

Skull Fang for Saturn was released on May 30, 1997 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48064&o=2

$end


$cpc_cass=skulldug,
$bio

Skullduggery (c) 1985 Scorpio Gamesworld

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99158&o=2

$end


$info=m5skulcl,m5skulcl20,m5skulcl23,
$bio

Skullduggery Club (c) 199? Empire Games, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41635&o=2

$end


$cpc_cass=skweekf,
$bio

Skweek (c) 1989 Loriciels [France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99159&o=2

$end


$cpc_cass=skweek,
$bio

Skweek (c) 1989 US Gold, Ltd. [Birmingham, UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99161&o=2

$end


$pce=skweek,
$bio

Skweek (c) 1991 Victor Interactive Software

- TRIVIA -

Reviews:
September 1991 - Consoles + N.1 [FR]: 92/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58724&o=2

$end


$info=tvskweek,
$bio

Skweek (c) 1991 TOURVision.

Unlicensed Spanish game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101162&o=2

$end


$amigaocs_flop=skweek,
$bio

Skweek [Les Stars] (c) 1989 Loriciels [France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75007&o=2

$end


$cpc_cass=skweeks,
$bio

Skweek [Model 22462] (c) 1989 Proein Soft Line [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99160&o=2

$end


$gamegear=skweek,
$bio

Skweek [Model T-60017] (c) 1991 Victor Musical Industries, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64832&o=2

$end


$info=skyadvntu,
$bio

Sky Adventure (c) 1989 SNK Corp. of America.

- TRIVIA -

Licensed from Alpha Denshi Co.

This SNK (US) version is slightly different than the Alpha Denshi ones, it has the "Winners Don't Use Drugs" screen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=39695&o=2

$end


$info=skyadvnt,skyadvntj,
$bio

Sky Adventure (c) 1989 Alpha Denshi Company, Limited.

A vertically scrolling shoot-em-up.

- TECHNICAL -

Game ID : SA

Main CPU : Motorola 68000 (@ 10 Mhz)
Sound CPU : Zilog Z80 (@ 7.15909 Mhz)
Sound Chips : YM2203 (@ 3 Mhz), YM2413 (@ 8 Mhz), DAC

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Sky Adventure was released in November 1989.

- SERIES -

1. Sky Adventure (1989)
2. Ghost Pilots [Model NGM-020] (1991)

- STAFF -

System programmer : Eizi Fukathu
Main programmer : Hiroyuki Ryu
Programmer : Hideo Kamoda
Hardware : Shinichi Tamura
Designer : Kenichi Sakanishi
Music : Tambourine Yuka
Sound : Hiroaki Simizu
Producer : Akira Usizawa

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2450&o=2

$end


$info=skyalert,
$bio

Sky Alert (c) 1992 Metro Corp.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound CPU : uPD7810 (@ 12 Mhz)
Sound Chips : OKI6295 (@ 9.375 Khz), YM2413 (@ 3.579545 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Sky Alert was released in October 1992 in Japan. It was the second arcade video game made by Metro.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2451&o=2

$end


$a2600=skyalien,
$bio

Sky Alien (c) 1983 HomeVision

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50945&o=2

$end


$info=skyarmy,
$bio

Sky Army (c) 1982 Shoei.

A great horizontal shoot'em up game. 

Your city is in war, you must fly your red helicopter on enemy territory your mission is to destroy certain enemy targets, for this you must bomb bridges to stop its construction, kill military and eliminate hordes of blue enemy helicopters and others aircraft, later you fly over by vast areas infested with shellfire and enemy submarines to then help build and defend a bridge to be used for attack and win the war.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : General Instrument AY8910 (@ 2.5 Mhz)

Screen orientation : Vertical
Video resolution : 240 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 32

Players : 2
Control : 8-way joystick
Buttons : 7

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2452&o=2

$end


$info=skybase,
$bio

Sky Base (c) 1982 Omori Electric.

A very rare shoot-em-up.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : Tone generator and discrete circuits

Players : 2
Control : 2-way joystick
Buttons : 2

- TRIVIA -

Sky Base was released in March 1982.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2453&o=2

$end


$info=skybump,
$bio

Sky Bumper (c) 1982 Venture Line.

A one or two player shooter game. 

Fly your airplane over the nightly sky city, while makes loops to make points destroying enemies helicopters. Shoot the gates to move from one area to the next, always avoiding colliding with these. A neat feature is the ability to bounce off 'borders' with your plane, like a bumper car.

- TECHNICAL -

Main CPU : TMS9995 (@ 12 Mhz), TMS9980A/TMS9981 (@ 2 Mhz), COP420 (@ 1 Mhz)
Sound Chips : General Instrument AY8910 (@ 2 Mhz), Texas Instruments TMS5220 (@ 640 Khz), DAC (@ 640 Khz)

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 32

Players : 2
Control : 2-way joystick (vertical)
Buttons : 2

- SERIES -

1. Looping (1982)
2. Sky Bumper (1982)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2454&o=2

$end


$info=skychut,
$bio

Sky Chuter (c) 1980 Irem.

- TECHNICAL -

Main CPU : MOS Technology M6502 (@ 2.5 Mhz)

Screen orientation : Vertical
Video resolution : 224 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 8

Players : 2
Control : 2-way joystick
Buttons : 1

- TRIVIA -

Released in March 1980.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2455&o=2

$end


$gba=skydancru,
$bio

Sky Dancers - They Magically Fly! [Model AGB-B4DE-USA] (c) 2006 Crave Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73202&o=2

$end


$gba=skydancr,
$bio

Sky Dancers - They Magically Fly! [Model AGB-B4DP] (c) 2005 Crave Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73201&o=2

$end


$info=skydest,
$bio

Sky Destroyer (c) 1985 Taito Corp.

An excellent and challenging shoot'em up game.

The player controls a World War II Japanese monoplane of color green, furrowing the sky over enemy waters. 

The pilot has to avoid missiles and destroy a variety of enemies like Submarines, Aircraft, a Navy Destroyer and a Mid-Boss Heavy bombers and the final Bosses to clear next stages and go to bonus zone.

At each new phase the colour of the sky changes according to day cycle, starts (night, Morning and afternoon) later a hostile island, could view on the horizon and the attack of the enemy becomes more intense.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 6 Mhz)
Sound CPU : Zilog Z80 (@ 3 Mhz)
Sound Chips : (2x) Yamaha YM2203 (@ 1.5 Mhz) 

Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 256

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Sky Destroyer was released in May 1985 in Japan only. Due to its theme, this game was not distributed in USA.

- PORTS -

* Consoles :
Nintendo Famicom (1985) "Sky Destroyer [Model TFC-SD-4500]"
Nintendo Famicom (1987) Sky Destroyer (by FMG)

* Computers :
Apple II (198?)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4611&o=2

$end


$nes=skydestrh,
$bio

Sky Destroyer (c) 1987 FMG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69311&o=2

$end


$nes=skydestr,
$bio

Sky Destroyer (c) 1985 Taito Corp.

- TECHNICAL -

Game ID: TFC-SD-4500

- TRIVIA -

Sky Destroyer for Famicom was released on November 14, 1985 in Japan.

It was the 5th title published by Taito on the Famicom.

- TIPS AND TRICKS -

Secret Message: Start a new game, then take damage to both the left and right wings before crash landing. Do this three times and on the GAME OVER screen, a secret message saying PRESENTS BY KOBAYASI & OHTSUKA will appear.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54627&o=2

$end


$a2600=skydivere,
$bio

Sky Diver (c) 1979 Atari, Incorporated.

PAL release. Game developed in USA. For more information, please see the NTSC release's entry; "Sky Diver [Model CX2629]".

- TECHNICAL -

Model CX2629P

- PORTS -

* Consoles : 
Microsoft XBOX [EU] (November 26, 2004) "Atari Anthology" 
Sony PlayStation 2 [EU] (February 18, 2005) "Atari Anthology [Model SLES-53061]" 

* Handhelds : 
Nintendo DS [EU] (February 24, 2011) "Atari Greatest Hits Vol.1 [Model NTR-BR6P-EUR]"

* Computers : 
PC [MS Windows, CD-ROM] [EU] (June 10, 2005) "Atari - 80 Classic Games in One! [Replay]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83012&o=2

$end


$a2600=skydiver,
$bio

Sky Diver (c) 1979 Atari, Incorporated.

Your initial task is to guide the Sky Diver onto the landing pad. Your ultimate task is to score more points than your opponent. To hit the landing pad and score points you must:
* Release the Sky Diver from the airplane.
* Open the parachute.
* Control the downward drift of the Sky Diver.
* Land squarely on the pad at the bottom of the screen.

There are five two-player games in Sky Diver. You and your oppenent have nine jumps each in which to score points.

Games 1 and 2 are identical with one exception. In Game 2 the width of each landing pad is smaller, making it more difficult to score points. The landing pads are placed in different spots for each jump.

In Games 3 and 4 the landing pads move back and forth. There is no wind factor. The landing pads in Game 4 are smaller in width.

Play 'chicken' in Game 5 with your opponent. There's only one landing pad in the middle of the screen. The first player to land squarely on the pad scores points; the other player receives no points for that jump.

- TECHNICAL -

Model CX2629

- STAFF -

Programmer: Jim Huether

- PORTS -

* Consoles : 
Microsoft XBOX [US] (November 16, 2004) "Atari Anthology [Model 26084]" 
Sony PlayStation 2 [US] (November 22, 2004) "Atari Anthology [Model SLUS-21076]" 
Microsoft XBOX [JP] (August 4, 2005) "Atari Anthology [Model B7X-00001]" 

* Handhelds : 
Nintendo DS [US] (November 2, 2010) "Atari Greatest Hits Vol.1 [Model NTR-BR6E-USA]" 

* Computers : 
PC [MS Windows, CD-ROM] [US] (November 11, 2003) "Atari - 80 Classic Games in One! [Model 25069J]" 

* Others : 
Atari Flashback [US] (2004) 
Atari Flashback 3 [US] (September 16, 2011) by AtGames 
Atari Flashback 4 [US] (November 13, 2012) by AtGames 
Atari Flashback 5 [US] (October 1, 2014) by AtGames

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50946&o=2

$end


$amigaocs_flop=skyfight,
$bio

Sky Fighter (c) 1987 Anco

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75008&o=2

$end


$info=skyfox,
$bio

Sky Fox (c) 1987 Jaleco.

Export release. Sky Fox is a 1987 arcade game developed by Nichibutsu that was originally published in Japan by Jaleco as "Exerizer" as a follow-up to 1983's Exerion and 1984's Exerion II: Zorni. See "Exerizer" for information about the game itself.

- TRIVIA -

Released in April 1987.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2456&o=2

$end


$amigaocs_flop=skyhighs,
$bio

Sky High Stuntman (c) 1991 Codemasters Software Company, Limited., The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75009&o=2

$end


$cpc_cass=skyhunt,
$bio

Sky Hunter [Model 61731674] (c) 1988 Zafiro Soft. Division [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99162&o=2

$end


$msx1_cart=skyjagk,
$bio

Sky Jaguar (c) 198? Zemina.

Korean release.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95213&o=2

$end


$sms=skyjag,
$bio

Sky Jaguar (c) 199? Samsung

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56177&o=2

$end


$sms=skyjag1,
$bio

Sky Jaguar (c) 199? Clover.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95285&o=2

$end


$msx1_cart=skyjag,
$bio

Sky Jaguar [Model RC721] (c) 1984 Konami Industry Co., Ltd. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77447&o=2

$end


$a2600=skyjinkc
$bio

Sky Jinks (c) 198? CCE

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50948&o=2

$end


$a2600=skyjink,skyjinke,
$bio

Sky Jinks (c) 1982 Activision.

The object of Sky Jinks is to race your P41 through the pylon course, in the
shortest possible time, without hitting pylons, trees, or balloonists.

Game 1: Polo Grounds (25 pylon course)
Game 2: Aero Race (50 pylon course)
Game 3: Love Field (75 pylon course)
Game 4: Speedway Meadows (99 pylon course)
Game 5: Thompson Tourney (99 pylons and a new course each time you select Game 5)

- TECHNICAL -

Model AG-019

- TRIVIA -

Back in the 80s, if you managed to beat a time of 37.0 seconds on Game 1, without missing any pylons, you can join Activision's 'Sky Stars' club by sending a picture of your television screen to Activision.

- TIPS AND TRICKS -

Tips from Bob Whitehead, designer of Sky Jinks.

"The key to winning any race is speed. But, in pylon air racing, you'll have to match your speed with flying skills. That means becoming a good judge of distance and how soon or late to begin your turns."

"As your skills really progress, and you become a precision pilot, you should almost be able to fly full throttle through most of a course without slowing down for pylons, trees or balloons.  Cut your turns sharply, and try to get as close tot he pylons as you can. The path to becoming a "Sky Star" takes lots of patience and plenty of crashes."

"But, remember, even when you do have a mishap and crash into something, quickly accelerate back into the race. You'll be surprised at how good your times can be even after a crash or two."

"And, please stay down from the wild blue yonder long enough to drop me a note. I'd love to hear how your racing career is going. Good luck, good flying and God bless!"

- STAFF -

Programmer: Bob Whitehead

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50947&o=2

$end


$info=skykid,skykido,skykidd,skykids,
$bio

Sky Kid (c) 1985 Namco.

Sky Kid is a 2-D, scrolling shooter type of game. You play as the character Sky Kid. Sky Kid flies around in a bi-plane and is assigned specific targets during the missions. These missions involved bombing specific targets. This would seem easy, however, there are a few obstacles Sky Kid must overcome to get to the target safely. First, the bi-plane is not equipped with the bomb. Sky Kid must pick up the bomb en route to the target. Second, there are both ground and air units that attempt to keep Sky Kid from accomplishing his mission. Last, Sky Kid may have to navigate through some very inhospitable terrain or navigate around cities in order to get to the target. The targets that Sky Kid must bomb will either be a fortress complex or a ship. As one moves farther up in the missions, it isn't uncommon to have multiple targets in one mission. Perhaps barnstorming would have been a better idea.

- TECHNICAL -

Game ID : SK

Main CPU : Motorola M6809 (@ 1.536 Mhz), Hitachi HD63701 (@ 1.536 Mhz)
Sound Chips : Namco 8-channel WSG

Players : 2
Control : 8-way joystick
Buttons : 2 (FIRE, LOOP)

- TRIVIA -

Sky Kid was released in December 1985 in Japan.

After Namco ended its partnerships with both Midway and Atari, they started to release games in the United States. Releases such as "Gaplus", "Galaga 3", and "Dig Dug II" were some games that Namco released. Since the big arcade collapse of the early 80's had claimed quite a few arcade companies, Namco managed to fill the gap. Sky Kid was a game that didn't enjoy great success in the United States. The game, however, did show that Namco was on the right track as far as games they released. Featuring cartoon-like graphics and different types of missions, Sky Kid would form the basis of several other Namco games based on the same type of gameplay. To this day, Namco is either releasing new arcade games or it is releasing old classics for the different gaming systems.

Sky Kid is the first game from Namco to allow play for two players simultaneously.

- SCORING -

Scoring in this game is kind of complicated. You get points for destroying air and ground targets. You then get additional points for how many of these types of targets you destroyed. In addition, you get points based on how much of the target you destroyed.

* Ground Targets :
Truck : 100 points
Tank : 200 points
AA Gun : 100 points

* Sea Targets :
AA Boat : 100 points
Submarine : 100 points

* Air Targets :
Planes : 100 points
Balloon : 100 points
Bomber : 100 points
Bomb : 100 points

* Bomb Hits :
Direct hit, target totally destroyed : 1,000 points
Indirect hit, target partially destroyed : 500 points

You will receive a bonus after you land. This bonus depends on how many of each type of the above targets you destroyed. It is listed in the order of :
Ground and Sea Units
Air Units
Mission Target or Targets

For the first two items, the scoring is:
Units Destroyed : 10-19 - 1,000 Points
Units Destroyed : 20-29 - 3,000 Points
Units Destroyed : 30-39 - 5,000 Points
Units Destroyed : 40-49 - 10,000 Points
Units Destroyed : 50 and UP - 20,000 Points

In regard to targets, bonus points are scored on whether you totally destroy or partially destroy the target or targets.
Partial Destruction :  2,000 points
Total Destruction : 10,000 points

You will also get 10 points per second that you are in the air.

- TIPS AND TRICKS -

* When you start the game, Sky Kid will be at his airfield in the lower right of the game screen. When the mission starts, you will take off from that airfield. Keep in mind, this is a scrolling game. This means you can go no faster then the left side and no slower then the right side. You can, however, vary your speed in-between by pushing the joystick back and forth. The biggest key in getting through this game is learning how to use the joystick to speed up and slow down because you will sometimes be put into some very tight areas that will require precision joystick control.

* Remember the controls on this game are not ''reversed''. This means that this isn't like a normal plane where pushing up causes the plane to dive and pushing down causes the plane to rise. Instead, the directions of the joystick will be the direction of the plane.

* Everything that isn't air is hazardous to Sky Kid's plane. This means don't go flying through the forests, cities, or billboards or you will have one less plane.

* Ground units (except trucks) attack in two manners :
a) The tanks just throw up a wave of bullets toward your plane. They aren't very precise but sometimes the volume is enough to knock your plane out of the sky.
b) The anti-aircraft guns fire what is called a ''proximity'' fuzed shell. These types of shells don't have to directly hit the plane to be lethal. Instead, they explode at a pre-set altitude and throw shrapnel in different directions. If Sky Kid's plane gets caught by any of this shrapnel, the plane is lost.

* The sea units also attack in two manners :
a) The anti-aircraft boats throw the 'proximity' fuzed shell.
b) Submarines throw up a wave of bullets then rapidly submerge.

* Enemy fighters will appear both from in front of and also behind Sky Kid. This basically means that ''hugging'' the left or right side of the screen is a bad thing since a collision is highly probable.

* Enemy fighters also seem to sense when Sky Kid's gunsights are locked on them. The enemy planes will do a loop and end up going in the opposite direction over Sky Kid. Keep this in mind when shooting at them since this could cause a collision.

* Just because Sky Kid's plane has been shot full of holes doesn't mean that all is lost. Once your plane has been shot, rapidly press the loop button and you may recover out of the shoot down. Of course, you need to do this right after you have been shot or it won't work.

* When Sky Kid is performing a loop, enemy units cannot hit him with fire. Of course, the disadvantage is that it puts Sky Kid at a higher altitude and it also may place him right in the way of an enemy air unit.

* During the first few missions, the bomb is relatively easy to get. As the missions progress, however, the bomb gets harder to retrieve. Sometimes it will be in a little spot between two trees or it may be at the bottom of a deep valley. Adjust speed and direction accordingly.

* Before you get to the bomb, a prompt 'GET THE BOMB' will appear on the screen a couple of seconds before the bomb gets into view.

* In order to fully destroy a target, you must plant your bomb right in the middle of it.  You will know you have scored a direct hit because the target will explode and then sink.

* Speaking of targets, they are usually heavily defended. Not just by the outside units, but also by the volume of fire they can throw skyward to shoot down your plane.

* When you are approaching your airfield to land, make sure that you aren't in one of your enemy's gunsights. Enemy units sometimes will fire on you until you get on the runway. Nothing like almost getting to the airfield only to get shot down.

* As the missions progress, the distances also get longer. You will know how far you are when the prompt 'HALFWAY POINT' shows up on the screen. If you get shot down before the halfway point, you start from the airfield. If it is after the halfway point, you start from the halfway point.

* If you shoot the dancing girls around the airfield when you are coming in, they turn into pink flowers.  Not worth any points but I guess a great way to line up your gunsights.

* If you overshoot the runway, you will run out of fuel and crash. You still, though, get the extra bonuses but you lose a plane in the process.

* Make sure you watch the terrain at all times. Sometimes mountains, billboards, cities, etc. will appear at the worst possible times. Of course, you can also use these to your advantage since enemy air units also get destroyed by these features

- SERIES -

1. Sky Kid (1985)
2. Sky Kid Deluxe (1986)
3. Vs. Super Sky Kid (1986)

- STAFF -

Music by : Junko Ozawa

- PORTS -

* Consoles : 
Super Cassette Vision [JP] (1986) "Sky Kid [Model 29 NO.09350]"
Nintendo Famicom [JP] (August 22, 1986) "Sky Kid [Model NSK-3900]" 
Nintendo NES [US] (September 1987) "Sky Kid [Model NES-SY-USA]" 
Sony PlayStation [JP] (October 30, 1997) "Namco Museum Encore [Model SLPS-01050]" 
Microsoft XBOX [US] (August 30, 2005) "Namco Museum - 50th Anniversary [Model NMO-2201A-NM]" 
Nintendo GameCube [US] (August 30, 2005) "Namco Museum - 50th Anniversary [Model DOL-G5NE-USA]" 
Sony PlayStation 2 [US] (August 30, 2005) "Namco Museum - 50th Anniversary [Model SLUS-21164]" 
Sony PlayStation 2 [JP] (January 26, 2006) "Namco Museum Arcade Hits! [Model SLPS-25590]" 
Microsoft XBOX [EU] (March 24, 2006) "Namco Museum - 50th Anniversary" 
Sony PlayStation 2 [EU] (March 31, 2006) "Namco Museum - 50th Anniversary [Model SLES-53957]" 
Nintendo GameCube [EU] (May 5, 2006) "Namco Museum - 50th Anniversary [Model DOL-G5NP-EUR]" 
Microsoft XBOX 360 [US] (November 4, 2008) "Namco Museum - Virtual Arcade [Model 21022]"
Microsoft XBOX 360 [EU] (May 15, 2009) "Namco Museum - Virtual Arcade" 
Microsoft XBOX 360 [AU] (June 4, 2009) "Namco Museum - Virtual Arcade" 
Nintendo Wii [Virtual Console Arcade] [JP] (July 7, 2007) 
Microsoft XBOX 360 [JP] (November 5, 2009) "Namco Museum - Virtual Arcade [Model 2RD-00001]" 

* Handhelds : 
Nintendo Game Boy [JP] (July 25, 1997) "Namco Gallery Vol.3 [Model DMG-AV3J]" 

* Computers : 
PC [MS Windows, CD-ROM] [US] (October 25, 2005) "Namco Museum - 50th Anniversary" 
PC [MS Windows, CD-ROM] [EU] (March 27, 2006) "Namco Museum - 50th Anniversary" 
PC [MS Windows, CD-ROM] [AU] (May 19, 2006) "Namco Museum - 50th Anniversary"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2457&o=2

$end


$info=skykiddx,skykiddxo,
$bio

Sky Kid Deluxe (c) 1986 Namco.

An update to the original featuring:
* Battle report between each mission.
* New missions (X1-4).
* Snow on missions X1 and X3.
* Many new characters.

- TECHNICAL -

Namco System 86 hardware
Game ID : SK

Main CPU : (2x) M6809 (@ 1.536 Mhz), Hitachi HD63701 (@ 1.536 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.57958 Mhz), Namco 8-channel WSG

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Sky Kid Deluxe was released in April 1986 in Japan.

- SERIES -

1. Sky Kid (1985)
2. Sky Kid Deluxe (1986)
3. Vs. Super Sky Kid (1986)

- STAFF -

Music by : Junko Ozawa

- PORTS -

* Consoles : 
Microsoft XBOX 360 [US] (November 4, 2008) "Namco Museum - Virtual Arcade [Model 21022]"
Microsoft XBOX 360 [EU] (May 15, 2009) "Namco Museum - Virtual Arcade" 
Microsoft XBOX 360 [AU] (June 4, 2009) "Namco Museum - Virtual Arcade" 
Microsoft XBOX 360 [JP] (November 5, 2009) "Namco Museum - Virtual Arcade [Model 2RD-00001]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2458&o=2

$end


$scv=skykid,
$bio

Sky Kid (c) 1986 Namco, Limited.

- TECHNICAL -

[Model 29 NO.09350]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49093&o=2

$end


$nes=skykid,
$bio

Sky Kid (c) 1987 SUNSOFT.

North American release. Game developed in Japan. For more information about the game itself please see the original Japanese release entry; "Sky Kid [Model NSK-3900]".

- TECHNICAL -

Game ID: NES-SY-USA

- TRIVIA -

Sky Kid for NES was released in September 1987 in North America.

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [US] (May 19, 2008) "Sky Kid [Model FECE]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55557&o=2

$end


$nes=skykidj,
$bio

Sky Kid (c) 1986 Namco, Limited.

Sky Kid is a cartoony looking side scrolling shooter by Namco and conversion of the arcade game of the same name originally released in 1985. Players take control of the notorious "Red Baron" and "Blue Max" fighter biplane pilots. Thematically, the action takes place in a setting loosely based on World War I - but it also embraces many fantasy related elements and stars an extravaganza cast of anthropomorphic birds. In the midst of a war against an evil crow army, the two ace pilots are given their most perilous missions - onboard their fighter biplanes, then must fly deep into enemy territory and destroy various ground targets. In each level, players go up against enemy ace squadrons as well as tanks, artillery and other submarines and war aircrafts. However, and this is what makes Sky Kid unique, bombs appear in each level and must be picked up by the player, then carried safely without being hit, and dropped onto a specific location (enemy fortress or battleship) for points. Although the first action button fires the plane's machine gun, the second button performs evasive loop maneuvers, allowing the player to escape deadly situations or to take out enemies on its tail. The pilots also possess the ability to save their planes in case of a spinning nose dive - when hit, each plane will suddenly make an uncontrollable dive to the ground, and repeatedly tapping the loop button can prevent the fatal crash. Obviously, this advanced technique becomes harder to pull off as the game progresses. Sky Kid features twenty six levels and a simultaneous two-player mode.

- TECHNICAL -

Game ID: NSK-3900

- TRIVIA -

Sky Kid for Famicom was released on August 22, 1986 in Japan for 3900 Yen.

Sky Kid for the Famicom system shows many differences with the original arcade game. Many of the elements found throughout the games are slightly different and some entirely new ones have been added, such as the cheering blue girls or the blue combat airship. Various elements are also directly borrowed from Sky Kid Deluxe, such as the blue penguins (who, in this version, turn into polar bears instead of pints of beer), the ice dome bases, the Raijin gods of lightning, the sun, the moon and so forth... Finally, the Famicom port features several exclusive elements not found in any of the original arcade games - it includes more levels (twenty six instead of twenty one), bonus stages (in the shape of floating bonus targets), new background elements (such as volcanoes) and enemies (such as hi-speed rockets).

Export releases:
[US] "Sky Kid [Model NES-SY-USA]"

- STAFF -

Programmer: HIROKI AOYAGI

- PORTS -

* Console : 
Nintendo Wii [Virtual Console] [JP] (April 1, 2008) "Sky Kid [Model FECJ]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54628&o=2

$end


$info=skylancr,
$bio

Sky Lancer (c) 1983 Orca.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.5 Mhz)

Screen orientation : Vertical
Video resolution : 224 x 232 pixels
Screen refresh : 60.00 Hz
Palette Colors : 32

Players : 2
Control : 8-way joystick
Buttons : 1

- TRIVIA -

Released in July 1983.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2459&o=2

$end


$info=skylancre,
$bio

Sky Lancer (c) 1983 Esco Trading Company, Incorporated.

- TRIVIA -

Released in July 1983.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=36819&o=2

$end


$info=skylncr,
$bio

Sky Lancer (c) 1995 Bordun International.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.5 Mhz)

Palette colors : 512

Players : 2
Buttons : 4

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=9911&o=2

$end


$info=skylove,
$bio

Sky Love (c) 1979 Omori Electric.

- TRIVIA -

Sky Love was released in December 1979.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4636&o=2

$end


$snes=skymiss,
$bio

Sky Mission (c) 1992 Namco, Limited.

- TECHNICAL -

Cartridge ID: SHVC-SI

- TRIVIA -

Reviews:
[FR] Consoles+ No. 13 (October 1992): 93/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62188&o=2

$end


$a2600=skypatrl,
$bio

Sky Patrol (c) 1982 Imagic

- TECHNICAL -

Model IA3409

- TRIVIA -

Unreleased prototype. A prototype label and box exists.

- STAFF -

Programmer: Brad Stewart

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50949&o=2

$end


$info=skyraid,
$bio

Sky Raider (c) 1978 Atari.

Sky Raider is a two-dimensional, vertical scrolling game. You get to be the pilot of a bomber whose task is to destroy as many targets as possible in the allotted period of time. Fortunately for the player, it is a target-rich environment and the best part is that there are no defenses to fly through. That means you get to bomb targets at will without fear of any enemy fire. Who could ask for a simpler type of game.

- TECHNICAL -

Game ID : 009709

Main CPU : MOS Technology M6502 (@ 1.008 Mhz)

Screen orientation : Horizontal
Video resolution : 512 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 20

Players : 1
Control : stick
Buttons : 7

- TRIVIA -

Released in March 1978.

1978 was a big year in video games. It was the year that Midway managed to secure a license from Taito and get "Space Invaders" brought to the United States. It was already causing a major commotion in Japan and the same happened in the United States. This, unfortunately, meant many other videogames suffered because Space Invaders was literally sucking up everyone's quarters. Atari, though, was starting to become a powerhouse in the video game world. The release of the Atari 2600 home console opened the doors to many possibilities. Atari even translated some of the 2600 games into arcade games. In later years, Atari would take the most successful arcade games and convert them to 2600 games. Atari had also been known for being on the cutting edge where technology was concerned. Sky Raider was no exception. It was the first vertically scrolling game to come out. In addition to a vertically scrolling terrain, the player could also control the 'speed' of their bomber in relation to the landscape.

From the designer : In '78 it seemed Atari was flying high on many successes and Lyle had this idea for a very unusual method of display. Since at the time we could make just about anything and they'd sell at least 100's of them, I believe the company thought we could experiment with some things. I must admit, even though the game itself ended up being rather trivial, the process of developing this unique hardware was very interesting to me.

Lyle, Steve Bristow and I got a patent issued to us for this game display (patent #4,169,272 issued 9/25/79).

It was _very_ difficult for an artist to design and sketch a playfield for this game. Lyle, being an excellent artist in his own right, did most, if not all, of that himself and even he had a terrible time with it. I remember these huge sheets of vellum graph paper with each row filled by pencils of varying shades of grey. The hardware allowed for 16 3 bit pixels per horizontal line but each pixel could be from 1 to 32 horizontal clocks wide. He managed to make a 2048 line playfield into a scroll map so line 2047 meshed perfectly with line 0 resulting in a seamless scroll. Then we (well, ok, it was I) had to transcribe those 2048 lines of streaks of grey, manually counting all the horizontal clocks, off the vellum and get them put into a 2Kx8 PROM. Yikes. It should be readily apparent why we only used this display on one game.

An interesting piece of trivia about Sky Raider is that the monitor is modified to intentionally screw up the linearity. The effect ends up showing objects in the background as looking more compressed and slightly slower moving.

A Sky Raider unit appears in the ZZ Top music video 'Legs'.

- SCORING -

Enemy point values are :
Tower : 350 points.
Bridge : 450 points.
City : 450 points.
Oil Refinery : 450 points.
Enemy Plane : 800 points.

Scores for extended play depend on allotted length of time set up for the game. Game lengths can be set at 60, 80, 100, or 120 seconds. Obviously, the higher the game length, the higher your score needs to be to win an extended play. Extended play is half the length of the normal game length the machine is set up to be. So the extended plays will be 30, 40, 50, or 60 seconds.

Scores needed for extended play (according to the length of the game) are :
60 seconds : 22,000 points.
80 seconds : 29,000 points.
100 seconds : 36,000 points.
120 seconds : 43,000 points.

- TIPS AND TRICKS -

You start the game at the bottom of the screen. Your main mission is to accumulate as many points in the time allotted. This means you will have to plan ahead and keep a mental note of where your targets are at all times.

* Obviously, the name of the game is getting points. This means you will have to be pretty darn precise in your ability to bomb. That means you will have to learn how to speed up and slow down with precision.

* Once you release your bombs on a target, don't dawdle over that target. You should be setting yourself up to take out the next target. This may mean some radical maneuvering and speed control to get to it.

* Keep in mind that you will not be attacked by any enemy units. This means you can put your full concentration into making sure your bombs hit their targets.

* Speaking of targets, if you are forced to decide between two targets, use this priority system to determine which ones to hit :
1) Go after the target that gives you the greatest point value. If they are of equal value, take your pick.
2) Go after a target that is clustered around other targets. That way, you get more 'bang for your buck'.

* Hit targets that make it easier to get to another target without wasting any time.

* You can only have one bomb on the screen at a time. Since you can fire bombs relatively fast, this shouldn't create too much of a problem.

* Always watch the top of the screen for the next target or targets to appear. Targets appear at random so you will need to be prepared as to where said targets will be. In addition to ground targets, the enemy plane could also appear although it comes out less frequently.

* Your ultimate goal, as far as targets are concerned, is to be sure to get the enemy plane every time since it is worth the most points.

* No free men are awarded or needed since nothing shoots back at your bomber.
This game is strictly time based.

- STAFF -

Concept/Idea by : Lyle Rains
Designed and programmed by : Dave Shepperd
Design and programming assistant : Rich Patak

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2460&o=2

$end


$info=skyraidr,
$bio

Sky Raiders (c) 1980.

You pilot an arrowhead-shaped vessel at the bottom of the screen, facing off against four different types of enemies. Certain enemies drop 'space soldiers' when shot, if these make it to the bottom of the screen, they will try to 'spear' your ship from behind.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : Tone generator and discrete circuits

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette colors : 98

Players : 2
Control : 2-way joystick
Buttons : 1

- TRIVIA -

This game is a bootleg of "UniWar S".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2461&o=2

$end


$info=skyrobo,
$bio

Sky Robo (c) 1989 Nichibutsu [Nihon Bussan Company, Limited.].

- TECHNICAL -

Main CPU : Motorola 68000, Zilog Z80
Sound Chips : YM3812, (2x) DAC

Palette colors : 2048

Players: 2
Buttons: 3

- TRIVIA -

Sky Robo was released in July 1989 in Japan. It was Nichibutsu's last arcade video (non-Mahjong/Hanafadu) game. After Sky Robo, they focused only on Mahjong and Hanafuda games because excutives and president of Nichibutsu where no more interested by general arcade video games. They fired almost all developers.

Sky Robo is one of rarest arcade video game developed by Nichibutsu.

Mandora, the final boss of "Terra Cresta", appears in the final stage of this game.

- TIPS AND TRICKS -

* When you transform to robot from fighter, you are invisible.

- STAFF -

Sound Composer: Ogawa Hiroshi

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11918&o=2

$end


$pc8801_flop=skyscrap,
$bio

Sky Scraper (c) 1986 Bear's, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92909&o=2

$end


$info=skyshark,skysharka,
$bio

Sky Shark (c) 1987 Romstar, Incorporated.

American version. For more information about the game itself, please see the original Japanese version entry; Hi Sho Zame "[Model TP-007]".

- TECHNICAL -

Game ID : TP-007

Main CPU : Motorola 68000 (@ 7 Mhz), Zilog Z80 (@ 3.5 Mhz), TMS32010 (@ 3.5 Mhz)
Sound Chips : YM3812 (@ 3.5 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Developed by Toaplan. Released in USA in March 1987 by Romstar, Inc. Licensed from Taito America Corp.

This game is known outside US as "Flying Shark" and in Japan as "Hi Sho Zame".

- SERIES -

1. Sky Shark (1987)
2. Fighting Hawk (1988)
3. Fire Shark! (1990)

- PORTS -

* Consoles :
Nintendo NES [US] (September 1989) [Model NES-2S] 

* Computers : 
Commodore C64 [US] (1988)
PC [MS-DOS] [US] (1989)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2462&o=2

$end


$nes=skyshark,
$bio

Sky Shark (c) 1989 Taito America Corp.

- STAFF -

Developed by: SOFTWARE CREATIONS

PROGRAMMER: STEPHEN RUDDY
ARTIST: ANDREW THRELFALL
MUSICIAN: TIM FOLLIN

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55558&o=2

$end


$info=skyskipr,
$bio

Sky Skipper (c) 1981 Nintendo.

The wonder kingdom is conquered by giant gorillas the player controls a hero pilot and your mission is to save the king and the royal family and his aides have been kidnaped and caged you must rescue and release them, dropping bombs on gorillas to knock them and catch with your plane all the characters, maneuvering through the maze stay alert to replenish your fuel tank and avoiding colliding with the environment to clear the stage.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : General Instrument AY8910 (@ 2 Mhz)

Screen orientation : Horizontal
Video resolution : 512 x 448 pixels
Screen refresh : 60.00 Hz
Palette colors : 288

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Sky Skipper was released in August 1981 in Japan.

Some of clear stage tunes in the game sounds very similar like melodies of these contemporary games such: Donkey Kong, Donkey Kong Jr and Pinball.

- PORTS -

* Consoles :
Atari 2600 (1983)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2463&o=2

$end


$a2600=skyskipp,skyskippe,
$bio

Sky Skipper (c) 1983 Parker Bros.

The object of the game is to rescue as many captured animals as you can and to score the most points along the way.

- TECHNICAL -

Model PB5350

- SCORING -

Knocking a gorilla off its feet: 10 points.
Rescuing one animal: 100 points.
Rescuing one of each type of animal consecutively (1 cat, 1 turtle, 1 rabbit, 1 duck): 500 points.

- TIPS AND TRICKS -

Every time you score 10,000 points, you'll get another plane!

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50950&o=2

$end


$info=skysmash,
$bio

Sky Smasher (c) 1990 Nihon System.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 10 Mhz)
Sound CPU : Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : YM3812 (@ 3.579545 Mhz), OKI6295 (@ 8 Khz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in December 1990.

- STAFF -

Developed by TAD Corporation.

Game Designer: Iwao Fushiki
Main Programmer: Takayuki Sadahiro
Programming Support: Akira Sakuma

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2464&o=2

$end


$info=skysoldrbl,
$bio

Sky Soldiers (c) 1988 SNK [Shin Nihon Kikaku].

- TRIVIA -

Released in July 1988 in Japan.

Developed by Alpha Denshi.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=39696&o=2

$end


$info=skysoldr,
$bio

Sky Soldiers (c) 1988 Romstar, Incorporated.

Sky Soldiers is a vertical scrolling Shoot em' Up developed by Alpha Denshi and released to arcades in 1988 by Romstar in North America and SNK for the rest of the world. The game features a time travel theme as well as an organized weapon select screen at the beginning of each stage.

Players travel back in time starting in Great Britain 1945, Germany 1915, Japan 1945, Germany 1944, Vietnam 1974, France 1914, Russia 1974 and finally the space station in the present time, 2110. Each time stage has two levels, both ending in a boss battle save for the final stage, resulting in a total of 15 Areas.

The ship's weapon system is accessed in the beginning of each stage. The ship’s main shot consists of a semi-automatic Wave Shot. The ship’s bomb weapons include forward firing missiles, fireballs, homing missiles and the buster bomb. The ship can be equipped with only one bomb weapon from either category at a time. The ship can only be loaded with a certain number of Bomb weapons and they can only be resupplied at the end of the level. The only pick-up item in the game is a parachuting human pilot shot down from malfunctioning fighter planes/jets; collecting these pilots results in random bonus points.

- TECHNICAL -

Game ID : Alpha-68K96II 'SS'

Main CPU : Motorola 68000 (@ 8 Mhz)
Sound CPU : Zilog Z80 (@ 7.15909 Mhz)
Sound Chips : YM2203 (@ 3 Mhz), YM2413 (@ 8 Mhz), DAC

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in September 1988 in USA by Romstar, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2465&o=2

$end


$info=m4sky,m4sky__a,m4sky__b,m4sky__c,m4sky__d,
$bio

Sky Sports (c) 199? BWB.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41451&o=2

$end


$info=skytargt,
$bio

Sky Target (c) 1995 Sega.

- TECHNICAL -

[1] Deluxe model
[2] Standard model

Runs on the Sega "Model 2A" hardware.

- TRIVIA -

Released in November 1995 in Japan and in January 1996 in the US.

Also released as "Sky Target [Standard model]".

Sky Target serves 300,000 polygons per second.

- SERIES -

1. After Burner (1987, Arcade)
2. After Burner II (1987, Arcade)
3. G-Loc - Air Battle (1990, Arcade)
4. R360 - G-Loc Air Battle (1990, Arcade)
5. Strike Fighter (1991, Arcade)
6. Sky Target (1995, Arcade)
7. Sega Strike Fighter (2000, Arcade)
8. After Burner Climax (2006, Arcade)
9. After Burner - Black Falcon (2007, PSP)

- STAFF -

Music & Sound Effects: Kazuhiko Nagai, Nanae Kenda, David Leytze, Masanori Takeuchi

- PORTS -

* Consoles :
Sega Saturn (1997)

* Computers : 
MS Windows (1997)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3341&o=2

$end


$saturn,sat_cart=skytargtj,skytargtja,
$bio

Sky Target (c) 1997 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59689&o=2

$end


$saturn,sat_cart=skytargtu,
$bio

Sky Target (c) 1997 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60153&o=2

$end


$saturn,sat_cart=skytargt,
$bio

Sky Target (c) 1997 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60409&o=2

$end


$msx1_cass=skyvis,
$bio

Sky Vision (c) 1987 Eaglesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94979&o=2

$end


$msx1_cass=skywar,
$bio

Sky War (c) 1988 OMK Software [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94980&o=2

$end


$msx1_cart=skywolf,skywolfa,
$bio

Sky Wolf (c) 1987 Barq

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77448&o=2

$end


$a800=skywritr,
$bio

Sky Writer (c) 1983 Atari, Inc. [Sunnyvale, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86688&o=2

$end


$pc98=skyblast,
$bio

Skyblaster GR (c) 1992 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90651&o=2

$end


$amigaocs_flop=skyblast,
$bio

Skyblaster [Amiga Star Collection] (c) 1989 reLINE

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75012&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=skyblazr,
$bio

Skyblazer (c) 1983 Broderbund Software, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86929&o=2

$end


$snes=skyblazru,skyblazrup,skyblazrupa,
$bio

Skyblazer [Model SNS-LZ-USA] (c) 1994 Sony Imagesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63552&o=2

$end


$snes=skyblazr,
$bio

Skyblazer [Model SNSP-LZ-FRG] (c) 1994 Sony Imagesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63551&o=2

$end


$amigaocs_flop=skychase,
$bio

SkyChase (c) 1988 Image Works

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75010&o=2

$end


$amigaocs_flop=skychasea,
$bio

SkyChase [Supreme Challenge - Flight Command] (c) 1988 Image Works

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75011&o=2

$end


$info=skydiver,
$bio

Skydiver (c) 1978 Atari.

This is quite a fun game, where you score points for landing on an ever decreasing patch of 'good' land. Why 'good'? As you descend without opening your parachute your landing point becomes smaller, but the points become higher, just don't leave pulling the ripcord too late because the Newtonian laws concerning gravity is working against you. Each time you successfully land the plane goes lower.

- TECHNICAL -

Game ID: 009787

Main CPU: M6800 (@ 750 Khz)
Sound Chips: Discrete circuitry.

Players: 2
Control: 2-way joystick
Buttons: 6

- TRIVIA -

Skydiver was released in June 1978.

The designer of this game was a pinball fan, so this is the first video game to have a pinball feature. The lamps behind the marquee for SKYDIVER are software controllable. When you start the game, the letters flash one at a time. When you jump, the lamps stop on whatever letter is on, and if you land successfully, you 'earn' that letter below your score. Spell out Skydiver, and, depending on the options settings, you could earn a free life, a free game, or bonus points.

- STAFF -

Designed and programmed by: Owen Rubin

- PORTS -

* Consoles :
Atari 2600 [US] (1978) "Sky Diver [Model CX2629]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2467&o=2

$end


$amigaocs_flop=skyfox,skyfoxa,
$bio

Skyfox (c) 1986 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75013&o=2

$end


$pc8801_flop=skyfox,
$bio

Skyfox (c) 1988 Electronic Arts Victor, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92910&o=2

$end


$cpc_cass=skyfoxs,
$bio

Skyfox [Model 1EA-002] (c) 1985 Dro Soft [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99163&o=2

$end


$cpc_cass=skyfox,
$bio

Skyfox [Model AS 32014] (c) 1985 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99164&o=2

$end


$msx1_cart=skygaldo,
$bio

Skygaldo [Model MXMH21052] (c) 1986 Magical Zoo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77449&o=2

$end


$jaguar=skyhamm,
$bio

Skyhammer (c) 2000 Songbird Productions.

In the mid-21st century, power-hungry corporations rule the streets of the largest cities. You have been employed by Cytox as a Skyhammer pilot to protect its corporate investments. You will undertake a wide variety of missions to prove your ability and ensure long-term revenues for Cytox.

Skyhammer was developed exclusively for the Atari Jaguar by famed Jaguar and PC developer Rebellion. The game features full-freedom 3D motion, nonlinear missions that allow you to reach objectives and repair your craft according to your decisions, and enough missiles, cannons, counter-measures, and bombs to repel any foe.

- TECHNICAL -

Model CF3001

- TRIVIA -

For many years, Skyhammer existed only in flash rom format. Telegames was thinking of releasing it but it's a 32MB cartridge. They said the selling price would be USD$100 because of that larger cartridge size, so they didn't want to produce it. Songbird Productions released the game in 2000 as a regular cart.

- TIPS AND TRICKS -

In dock, type *09101993# to get 50K credits, all weapons and promotion to next city.
Note: this number is the date the programmer got married.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76444&o=2

$end


$bbca_cass,bbcb_cass=skyhawk,
$bio

Skyhawk (c) 1986 Bug Byte

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52379&o=2

$end


$msx1_cass=skyhawk,
$bio

Skyhawk (c) 1986 Bug Byte

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94981&o=2

$end


$info=skywolf,skywolf2,skywolf3,
$bio

Skywolf (c) 1987 K&G Games.

- TRIVIA -

Released in September 1987.

Bootleg of Airwolf. For more information about the original game, please see the original Kyugo entry.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2466&o=2

$end


$cpc_cass=slaine,
$bio

Slaine [Model 147] (c) 1988 Martech Games, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99165&o=2

$end


$nes=slalom,slalomu,
$bio

Slalom (c) 1987 Nintendo.

- TRIVIA -

Released in August 1987 in USA.

- STAFF -

Developed by: RARE

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55559&o=2

$end


$saturn,sat_cart=slamnjamj,
$bio

Slam 'n Jam '96 featuring Magic & Kareem (c) 1996 BMG Victor

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59690&o=2

$end


$saturn,sat_cart=slamnjamu,slamnjamp,
$bio

Slam 'n Jam '96 featuring Magic & Kareem (c) 1996 Crystal Dynamics

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60154&o=2

$end


$saturn,sat_cart=slamnjam,
$bio

Slam 'n Jam '96 featuring Magic & Kareem (c) 1996 Crystal Dynamics

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60410&o=2

$end


$megadriv=slamshaq,
$bio

Slam - Shaq vs. the Legends (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56858&o=2

$end


$megacd,megacdj=slamcity,slamcitya,slamcityd,
$bio

Slam City with Scottie Pippen [Model T-162035-50] (c) 1994 Digital Pictures

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60660&o=2

$end


$segacd=slamcity,slamcitya,
$bio

Slam City with Scottie Pippen [Model T-162035] (c) 1994 Digital Pictures

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60806&o=2

$end


$segacd=slamcity32,
$bio

Slam City with Scottie Pippen [Model T-16204F] (c) 1994 Digital Pictures

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60807&o=2

$end


$megacd,megacdj=slamcity32,
$bio

Slam City with Scottie Pippen [Model T-16205F-50] (c) 1994 Digital Pictures

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60661&o=2

$end


$info=slmdunkj,
$bio

Slam Dunk - B-Ball Show Time (c) 1993 Konami.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 16 Mhz)
Sound CPU : Zilog Z80 (@ 10 Mhz)
Sound Chips : (2x) K054539 (@ 48 Khz)

Players : 4
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Slam Dunk was Released in October 1993 in Japan

This game is known outside Japan as "Run and Gun - B-Ball Show Time [Model GX247]".

King Records released a limited-edition soundtrack album for this game (Konami Amusement Sound '94 Spring - KICA-7631, 7632) on February 23, 1994.

- SERIES -

1. Slam Dunk - B-Ball Show Time (1993)
2. Slam Dunk 2 (1996)

- STAFF -

Prince of art : Champion Lover X
Art director : Strawberry
Takarazuka art : By Acky 2
Technical instructor : Snack Z
Crazy art : Screamin' Neo Monky
Art work : Ricky
Sound producer : M. Izu
Music composer : E.G.A.
Sound programmer : Kingorou
Hardware : Meijiro Keisuke, Circo Hideo, Nambashot Tom, Golden Kawapy
The sacrifice : Hirotaka
Program and data : Aki. T
Producer and director : Dr. Lee

- PORTS -

* Consoles :
Nintendo Super Famicom [JP] (September 29, 1995) "NBA Jikkyou Basket: Winning Dunk [Model SHVC-ANJJ]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2468&o=2

$end


$info=slamdnk2,
$bio

Slam Dunk 2 (c) 1996 Konami.

- TECHNICAL -

Konami GX hardware
Game ID : GX505

Main CPU : Motorola 68EC020 (@ 24 Mhz)
Sound CPU : Motorola 68000 (@ 9.2 Mhz)
Sound Chips : (2x) K054539 (@ 48 Khz)

Players: 4
Control: 8-way joystick
Buttons: 3

- TRIVIA -

Slam Dunk 2 was released in March 1996.

This game is known outside Japan as "Run and Gun 2 [Model GX505]".

- SERIES -

1. Slam Dunk - B-Ball Show Time (1993)
2. Slam Dunk 2 (1996)

- STAFF -

Producer: Masahiro Inoue
Art Director: Strawberry
Motion Designer: Taka Acky-6, Osamu-Chan Z
Graphic Designer: Nickboss
Visual Designer: Masatake K., Kato, Matsuoka, Yutaka Sakaue
Main Programmer: Cha-Cha-Ki
Music Composer: Izumi
Sound Editor: Sakagon
Hardware Designer: Yohikazu
Product Designer: Miyoko Kokado
Director: Dr. Lee

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2469&o=2

$end


$intv=slamdunk,
$bio

Slam Dunk Super Pro Basketball (c) 1987 INTV

Assemble a team of 5 players that will, under your control, score more baskets in four 12-minute quarters than the opposing team. Make 2-point shots, longer 3-point shots, and 1-point free throws, awarded for being fouled. Tie score at end of 4th quarter puts game into 5-minute overtime.

- TECHNICAL -

Model 9001

- TRIVIA -

The speed of the on-screen players and their shot percentages are influenced by the players' statistics. Steve Ettinger compiled the stats from real pro players, using fake names (many borrowed from INTV and Mattel employees) to avoid licensing issues.

One group of Intellivision fans in Chicago became so addicted to Slam Dunk that they started searching in phone books from across the country for the names listed in the game credits, finally tracking down Steve Ettinger over a year after the game was released. They wanted to commission a custom version of Slam Dunk, using their names and playing statistics. Taken by the group's enthusiasm, Steve and Dave Warhol complied, providing them with a special prototype cartridge. Last Steve heard from them, they were still holding regular tournaments on their Intellivision.

- TIPS AND TRICKS -

* A player's statistics for 2-point and 3-point shots are based on an average distance from the basket and an average of jump shots and set shots. A player will shoot better than his stats show if you have him shoot closer to the basket or, if he's farther out, have him favor set shots.

* Passing often lets you get around a close defender, but be careful! A long pass toward a well-defended area will probably be intercepted. On the other hand, a long pass from a well-defended area can work since the thrown ball goes faster than players run.

* If the end of the game is close, you're behind, and the other team is trying to run out the clock (not shooting for as long as possible to keep possession), be more aggressive covering the man with the ball and try for a foul -- you'll have a chance to get possession after the free throw (and instead of fouling, you might just steal the ball). Just make sure your man hasn't already fouled out this game, or the other team will keep possession after the free throw.

* If you are on offense trying to run out the clock and defense is trying to foul you, avoid running with the ball (you can only be fouled when dribbling or shooting) -- move the ball with short passes. If you must move the ball by running, use your best free throw shooter, in case he is fouled.

- STAFF -

Design/Program: David Warhol, Steve Ettinger
Graphics: Connie Goldman
Sound: David Warhol
Package photograph: Adam Yurman

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60950&o=2

$end


$info=ss4087,ss3886,ss3658,ss3659,ss3660,ss0189,ss3955,
$bio

Slam Dunk (c) 1991 IGT [International Game Technologies].

- TECHNICAL -

Game ID: 140A

- TRIVIA -

Slam Dunk was released in May 1991.

it was one of the first NUDGE slot machines, where when a specific symbols lands above or below the payline, it gets Nudged up or down for a payoff. IGT S+ machine, with physical spinning reels under electronic control. Lots of fun to play, introduced new excitement from the nudge feature, lots of small pays.

- UPDATES -

SS4087
SS3886
SS3658
SS3659
SS3660
SS0189
SS3955

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=37593&o=2

$end


$info=ss4088,ss3887,ss3675,ss3676,ss3677,ss3834,ss3883,ss3835,
$bio

Slam Dunk (c) 199? IGT [International Game Technologies].

3-Coin multiplier slot.

- TECHNICAL -

[Model 140B]

- UPDATES -

SS4088
SS3887
SS3675
SS3676
SS3677
SS3834
SS3883
SS3835

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=45988&o=2

$end


$info=slapfigh,slapfighb2,slapfighb1,slapfighb3,slapfigha,
$bio

Slap Fight (c) 1986 Taito Corp.

A vertically scrolling shoot'em up.

- TECHNICAL -

Prom Stickers : A76

Main CPU : (2x) Zilog Z80 (@ 6 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.5 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2 (FIRE, ACTIVATE)

- TRIVIA -

Developed by Toaplan, Slap Fight was released in July 1986 in Japan by Taito.

This game is known in US as "Alcon".

Due to no obvious cause, a white "Space Invader" sometimes flies across the screen when you are approximately 60% through the game.

- UPDATES -

The English bootleg just says 'England' instead of the copyright message before the title screen.

- TIPS AND TRICKS -

* Super Power-Up : Start a game, don't score any points and get killed as soon as possible. You restart with 1000 points, all power-ups & weapons.

* Extra Super Power-Up : Start a game, don't score any points and survive until you've passed the first pond/fountain, which appears on the left hand side of screen. You restart with 180,000 points, all power-ups & weapons and are advanced much further in the game.

* Helicopter : Start a game, get killed TWICE as soon as possible. You restart with a helicopter sitting on the first left hand side ledge which you can shoot for 170 points.

- STAFF -

Sound composer : Masahiro Yuge

- PORTS -

* Consoles :
Sega Mega Drive [JP] (June 11, 1993) "Slap Fight MD [Model T-48093]" 

* Computers :
Sinclair ZX Spectrum (1987)
Commodore C64 [EU] (1987) by Imagine Studios 
Amstrad CPC [EU] (1987) by Imagine 
Thomson TO8 (1987)
Atari ST
Thomson M05
Amstrad CPC (1988) "Les Défis de Taito" 
Amstrad CPC (1988) "Taito Coin-Op Hits"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2470&o=2

$end


$cpc_cass=slapfght,
$bio

Slap Fight (c) 1987 Imagine Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99166&o=2

$end


$megadriv=slapfigh,
$bio

Slap Fight MD (c) 1993 Tengen.

- TECHNICAL -

[Model T-48093]

- TRIVIA -

Slap Fight MD was released on June 11, 1993 in Japan.

- STAFF -

Music by: Yuzo Koshiro

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47427&o=2

$end


$cpc_cass=slapfghths,
$bio

Slap Fight [Model 11] (c) 1989 Hit Squad, The [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99071&o=2

$end


$psx=slaphapp,
$bio

Slap Happy Rhythm Busters [Model SLPS-02789] (c) 2000 ASK

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85729&o=2

$end


$cpc_cass=slapshot,
$bio

Slap Shot (c) 1985 Anirog Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96689&o=2

$end


$sms=slapshotb,slapshota,slapshot,slapshotp,
$bio

Slap Shot (c) 1989 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56178&o=2

$end


$info=slapshot,
$bio

Slap Shot (c) 1994 Taito.

An air-hockey type game from Taito. Hit the puck into your opponent's goal to win. You can also use a special shot for a better chance of scoring.

- TECHNICAL -

Game ID : D71

Main CPU : Motorola 68000 (@ 14.346 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2610B (@ 8 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Released in August 1994.

Developed by East Technology (as 'ET'), Slap Shot was their last video game.

- STAFF -

Programmers : M. Tamano, T. Ikeda
Graphic designers : K. Suzuki, Mis, Ken, Y. Takeda, Showji
Sound : H. Kudoh
Planner : A. Ue-Pi

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2471&o=2

$end


$intv=slapshot,
$bio

Slap Shot Super Pro Hockey (c) 1987 INTV.

Score more goals than your opponent. Each goal scores 1 point. Game ends after three 20 minute periods (no overtime).

- TECHNICAL -

Model 9003

- TIPS AND TRICKS -

* Credits automatically display if no action is taken on the title screen.

* A hard, long shot can knock the goalie down. While the goalie is down, the net is defenseless! Regain control of the puck and shoot!

* Although illegal, you can frequently get away with tripping a player without the puck. Tripping a player set to receive a pass gives you a chance to steal the puck -- if you're willing to risk getting caught.

* To get around an opposing player, try passing the puck directly to him! As soon as he gets possession, trip him, steal the puck back, and keep moving! Similarly, let the opposing player take the puck in a face-off, then trip him and steal the puck! Take advantage of the time the player is down!

- STAFF -

Program: Ray Kaestner

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60951&o=2

$end


$snes=slapstic,
$bio

Slap Stick [Model SHVC-E9] (c) 1994 Enix, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62189&o=2

$end


$msx1_cass=slapshot,
$bio

Slapshot (c) 1985 Anirog Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94982&o=2

$end


$msx1_cart=slapshot,
$bio

Slapshot [Model HBS-I034] (c) 1985 Idealogic [Barcelona, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77450&o=2

$end


$info=slashout,slasho,
$bio

Slash Out (c) 2000 Sega Enterprises, Limited.

- TECHNICAL -

Runs on the Sega "NAOMI" Hardware.

- TRIVIA -

Slash Out was released in July 2000 in Japan.

- TIPS AND TRICKS -

* New skins : Hold the Start button, then press any of the 4 buttons when selecting a character.

- SERIES -

1. Spikeout - Digital Battle Online (1998)
2. Spikeout - Final Edition (1999)
3. Slash Out (2000)
4. Spikeout - Battle Street [V3M 00001] (2005, Microsoft XBOX)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3936&o=2

$end


$megadriv=slaughtr,
$bio

Slaughter Sport (c) 1991 Razorsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57395&o=2

$end


$coco_cart=nereis,
$bio

Slay the Nereis (c) 1983 Tandy Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53473&o=2

$end


$amigaocs_flop=slayer,
$bio

Slayer (c) 1989 Hewson Consultants

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75014&o=2

$end


$amigaocs_flop=slayerpr,
$bio

Slayer [Budget] (c) 1989 Prism Leisure

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75015&o=2

$end


$pc98=slayers,slayersa,
$bio

Slayers (c) 1994 Banpresto [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90652&o=2

$end


$saturn,sat_cart=slayersr,slayersra,
$bio

Slayers Royal (c) 1997 Kadokawa Shoten

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59691&o=2

$end


$saturn,sat_cart=slayers2a,slayers2,
$bio

Slayers Royal 2 (c) 1998 Kadokawa Shoten

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59692&o=2

$end


$snes=slayers,
$bio

Slayers [Model SHVC-UZ] (c) 1994 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62190&o=2

$end


$amigaocs_flop=slaygon,
$bio

Slaygon (c) 1988 Microdeal

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75016&o=2

$end


$amigaocs_flop=sleepgod,
$bio

Sleeping Gods Lie (c) 1989 Empire Interactive Europe, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75017&o=2

$end


$amigaocs_flop=sleepwlk,
$bio

Sleepwalker (c) 1993 Ocean Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75018&o=2

$end


$amigaocs_flop=sleepwlka,
$bio

Sleepwalker [Comic Relief] (c) 1993 Ocean Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75019&o=2

$end


$info=sleicpin,
$bio

Sleic Pin-BALL (c) 1994 Sleic.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5671&o=2

$end


$bbca_cass,bbcb_cass=sleighbe,
$bio

Sleigh Bells (c) 19?? Gamini

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52380&o=2

$end


$info=slikshot,slikshot16,slikshot17,
$bio

Slick Shot (c) 1990 Incredible Technologies.

- TECHNICAL -

The cabinet featured a cut down pool table slate, with cloth. The player had to use a real miniature pool cue to hit a ball along the table, in line with the shot to be played. IR (infra-red) technology tracked the movement of the ball, and translated this to the screen. Other games using this system include "Super Strike Bowling", and "Dyno Bop".

Main CPU : (2x) M6809 (@ 2 Mhz), Zilog Z80 (@ 4 Mhz)
Sound Chips : OKI6295 (@ 7.812 Khz), Yamaha YM2203 (@ 4 Mhz)

Screen orientation : Vertical
Video resolution : 240 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 256

Players : 1
Control : Trackball
Buttons : 3

- TRIVIA -

Developed in cooperation with Grand Products.

Released in April 1990.

- UPDATES -

Revision 1 :
* Software version : 1.6.

Revision 2 :
* Software version : 1.7.

Revision 3 :
* Software version : 2.2.
* Removed 'Call Pocket Level', 'Call Both Level', 'Three Player Games' and 'Four Player Games' of the Game Stats in the operator menu.
* Added 'One Player 8 Ball' and 'Two Player 8 Ball' on the Game Stats in the operator menu.
* Removed 'Shot Time', 'Star Game Time', 'Call Pocket Score' and 'Call Both Score' of the Game Setting in the operator menu.
* Added '8-Ball Game Time', '8-Ball Call Pocket' and 'Slick Shot Time' on the Game Setting in the operator menu.
* 'Call Pocket Score' of the Game Setting is set to 500 instead of 100.

- STAFF -

Concept : David Marofske
Sensor designers : Dan Dooley, Randy Tiller, George Gomez
Mechanical designers : John Kubik, Helmuts Eichenfelds
Programmer : Pierre Maloka
Graphics designers : Tim Skelly, Rosendo Toro
Sound and music : David D. Thiel

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2472&o=2

$end


$bbca_cass,bbcb_cass=slickerp,
$bio

Slicker Puzzle (c) 19?? DK Tronics

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52381&o=2

$end


$info=m5slide,
$bio

Slider (c) 199? Red Gaming.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=18188&o=2

$end


$gamegear=slider,
$bio

Slider (c) 1991 Sega Enterprises, Limited.

- TECHNICAL -

Cartridge ID: 2315

- TRIVIA -

Reviews:
May 1992 - Joypad N.8 (Page 162) [FR]: 68/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64833&o=2

$end


$amigaocs_flop=sliders,
$bio

Sliders (c) 1991 Palace Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75020&o=2

$end


$bbca_cass,bbcb_cass=slblpuzz1,slblpuzz,
$bio

Sliding Block Puzzles (c) 1982 Acornsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52382&o=2

$end


$bbca_cass,bbcb_cass=slidingp,
$bio

Sliding Puzzles (c) 19?? Ega Beva

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52383&o=2

$end


$amigaocs_flop=sligtmag,
$bio

Slightly Magic (c) 1991 Codemasters Software Company, Limited., The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75021&o=2

$end


$a800=slime,
$bio

Slime (c) 1982 Synapse Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86689&o=2

$end


$pc8801_flop=slimelan,
$bio

Slime Land Story (c) 1990 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92911&o=2

$end


$pc8801_flop=slimemas,
$bio

Slime Master (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92912&o=2

$end


$x68k_flop=slimemst,
$bio

Slime Master (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88614&o=2

$end


$gba=slimemdq,
$bio

Slime Morimori Dragon Quest - Shougeki no Shippo Dan [Model AGB-A9KJ-JPN] (c) 2003 Square Enix Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73203&o=2

$end


$megadriv=slimewj,
$bio

Slime World (c) 1992 Micro World

- TRIVIA -

Reviews:
[FR] March 1992 - Consoles + N.8 (Page 76) [FR]: 48/100
[FR] July 1992 - Joypad N.10: 67/100

Average: 57.5/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56859&o=2

$end


$pcecd=slimew,
$bio

Slime World (c) 1992 Micro World

Slime World is a side-scrolling platform game by Epyx and published by Micro World. Captain Todd is on a mission to explore the green and inhospitable underground world of a mysterious Slime Planet and retrieve all the precious Slime Gems hidden in its depths. Our hero has to visit endless caverns and catacombs filled with green and gooey slime. Six stages are available from the start and each one of them is based around upon a particular scheme - from straight arcade action where Todd has to blast as many enemies as possible, to logic action when the player has to use his brain rather than his fire-power. Todd can run, jump, climb walls or use his water-gun to defeat all the various hordes of slimy enemies the game throws at him. More weapons and special items are available, such as bombs, jet pack or shields. When hit, Todd doesn't lose any life but instead turns greener and greener until he dies - unless he can find a water pond and clean himself up.

- TECHNICAL -

Game ID: MWCD2005

- TRIVIA -

Released on october 09, 1992 in Japan for 7200 Yen.

Slime World was first released for the Atari Lynx in 1990.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58379&o=2

$end


$x68k_flop=slimyer,
$bio

Slimyer (c) 1990 Hot-B [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88084&o=2

$end


$amigaocs_flop=slipstrm,
$bio

Slip Stream (c) 1989 Microdeal

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75022&o=2

$end


$pc98=slipstr,
$bio

Slip Stream (c) 1991 Bit Town [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90653&o=2

$end


$pc98=slipst92,
$bio

Slip Stream '92 (c) 1992 Bit Town [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90654&o=2

$end


$pc98=slipst93,slipst93a,
$bio

Slip Stream '93 Rev-LIMIT (c) 1994 Bit Town [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90655&o=2

$end


$info=slipstrm,slipstrmh,
$bio

Slipstream (c) 1995 Capcom.

Slipstream is a sprite-based Formula One racing game featuring four different race tracks; Germany, Japan, Australia and the obligatory Monaco.

players can chose to race in any one of eight different F-1 racing cars, with each offering different levels of handling, acceleration, speed and grip. The game also offers three different play modes; Time Trial (raced over a single course), World Championship (raced over all four courses) and Time Trial (also raced over all four courses).

Each car has a basic high and low gear. Also, as the player races the course, a 'Turbo' meter builds up. The Turbo will occasionally kick in and give the player's car a temporary speed boost. Rival cars are also able to turbo-boost.

- TECHNICAL -

Runs on the Sega "System 32" hardware.

Players: 1
Control: paddle
Buttons: 1

- TRIVIA -

Released as a prototype in April 1995. Slipstream is one of the rarest Capcom arcade games around, due to the fact that only 150 units were ever made. It didn't sell well and as a result never made it beyond the prototype stage.

The reasons for its lack of success was obvious; it was dated before it was even released. Its adequate but unremarkable use of sprite-scaling, as well as its basic gameplay mechanic, were more suited to the arcade scene of the late eighties than the mid nineties, and had it been released five or 6 years earlier, the story may well have been different. To put its shortcomings into perspective, Namco's superb 'Ridge Racer' had been released 2 years earlier, and by 1995, racing games and the technology they were utilizing far outstripped Capcom's meagre offering.

Capcom decided to license the System 32 hardware from Sega for this game. This is the only known non-Sega game to use this hardware.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2473&o=2

$end


$info=slither,slithera,
$bio

Slither (c) 1982 Century II.

- TECHNICAL -

Main CPU : (2x) M6809 (@ 1.33125 Mhz)
Sound Chips : (2x) Texas Instruments SN76496 (@ 1.33125 Mhz)

Screen orientation : Vertical
Video resolution : 256 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 1024

Players : 2
Control : trackball
Buttons : 2

- PORTS -

* Consoles :
Colecovision (1983)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2474&o=2

$end


$coleco=slither,
$bio

Slither (c) 1983 Coleco Industries, Incorporated. [Amsterdam, NY, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53347&o=2

$end


$wswan=slither,
$bio

Slither Link [Model SWJ-BAN029] (c) 2000 Bandai Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86386&o=2

$end


$info=sliver,slivera,
$bio

Sliver (c) 1996 Hollow.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 12 Mhz), I8051 (@ 8 Mhz)
Sound Chips : OKI6295 (@ 7.575 Khz)

Screen orientation : Horizontal
Video resolution : 512 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 512

Players : 1

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5289&o=2

$end


$pc98=slope,
$bio

Slope (c) 1990 Queensoft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90656&o=2

$end


$pc8801_flop=slope,
$bio

Slope (c) 1990 Queensoft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92913&o=2

$end


$astrocde=sloshed,
$bio

Sloshed! (c) 1986 New Image

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86832&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=slot,
$bio

Slot (c) 1981 Commodore, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86930&o=2

$end


$info=slotcarn,
$bio

Slot Carnival (c) 1985 Wing.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=30070&o=2

$end


$channelf=slotmchn,
$bio

Slot Machine (c) 1980 Zircon

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53230&o=2

$end


$m5_cass=slotmach,
$bio

Slot Machine (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95324&o=2

$end


$a2600=slote,
$bio

Slot Machine (c) 1979 Atari, Incorporated.

PAL release. Game developed in USA. For more information, please see the NTSC release's entry; "Slot Machine [Model CX2653]".

- TECHNICAL -

Model CX2653P

- PORTS -

* Consoles : 
Microsoft XBOX [EU] (November 26, 2004) "Atari Anthology" 
Sony PlayStation 2 [EU] (February 18, 2005) "Atari Anthology [Model SLES-53061]" 

* Handhelds : 
Nintendo DS [EU] (February 24, 2011) "Atari Greatest Hits Vol.1 [Model NTR-BR6P-EUR]"

* Computers : 
PC [MS Windows, CD-ROM] [EU] (June 10, 2005) "Atari - 80 Classic Games in One! [Replay]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83013&o=2

$end


$a2600=slot,
$bio

Slot Machine (c) 1979 Atari, Incorporated.

In one-player games, you are competing against the computer. The computer makes a random bet for each play.  The game ends if you or the computer go broke.  To continue play depress the game reset switch once.  This adds 25 coins to each bank.  As in two-player games, the player with coins remaining when the game ends does not lose those coins when the game reset switch is depressed once those coins when the game reset switch is depressed once.

- TECHNICAL -

Model CX2653

- STAFF -

Prorammer: David Crane

- PORTS -

* Consoles : 
Microsoft XBOX [US] (November 16, 2004) "Atari Anthology [Model 26084]" 
Sony PlayStation 2 [US] (November 22, 2004) "Atari Anthology [Model SLUS-21076]" 
Microsoft XBOX [JP] (August 4, 2005) "Atari Anthology [Model B7X-00001]" 

* Handhelds : 
Nintendo DS [US] (November 2, 2010) "Atari Greatest Hits Vol.1 [Model NTR-BR6E-USA]" 

* Computers : 
PC [MS Windows, CD-ROM] [US] (November 11, 2003) "Atari - 80 Classic Games in One! [Model 25069J]" 

* Others : 
Atari Flashback 4 [US] (November 13, 2012) by AtGames 
Atari Flashback 5 [US] (October 1, 2014) by AtGames

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50951&o=2

$end


$info=saiyukip,
$bio

Slot Poker Saiyuki (c) 1997 World Station Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42978&o=2

$end


$a2600=slotracee,
$bio

Slot Racers (c) 1978 Atari, Incorporated.

PAL release. Game developed in USA. For more information, please see the NTSC release's entry; "Slot Racers [Model CX2606]".

- TECHNICAL -

Model CX2606P

- PORTS -

* Consoles : 
Microsoft XBOX [EU] (November 26, 2004) "Atari Anthology" 
Sony PlayStation 2 [EU] (February 18, 2005) "Atari Anthology [Model SLES-53061]" 

* Handhelds : 
Nintendo DS [EU] (February 24, 2011) "Atari Greatest Hits Vol.1 [Model NTR-BR6P-EUR]"

* Computers : 
PC [MS Windows, CD-ROM] [EU] (June 10, 2005) "Atari - 80 Classic Games in One! [Replay]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83014&o=2

$end


$a2600=slotrace,
$bio

Slot Racers (c) 1978 Atari, Incorporated.

Screech! Pow! Smash! This is the super chase scene, and you're in it right behind the wheel of a Super Chasemobile car equipped with power and incredible gadgets.

GAMES 1-4
Select your favorite maze pattern. These games feature missiles that travel faster than the cars. Note that the speed of both the missiles and cars increase with each game number. For example, Game 1 has the slowest moving missiles and cars; Game 4 features the fastest moving missiles and cars.

GAMES 5-7
Drive your car fast on these mazes. This time, the cars travel faster than the missiles during these games. Note that the speed of the cars increase with each game number. For example, Game 5 features the slowest moving cars; Game 7 offers plenty of speed.

GAMES 8 AND 9
Missiles do not automatically turn corners during these games. That's why some of your missiles may become trapped in front of a wall. In Game 9 you're driving race cars; Game 8 features slower cars.

- TECHNICAL -

Model CX2606

- SCORING -

You score one point each time you hit your opponent's car with a missile. The first player to score 25 points wins the game. The score of the left controller player appears in the upper left corner; the right controller player's score appears in the upper right corner.

- TIPS AND TRICKS -

* In steering the car, note that you cannot turn the car into the wall. The car will automatically take a corner to avoid crashing into a wall.

* After turning your car or missile onto a street remember to return the Joystick to its center position. For example, if you push the Joystick to  the left to turn the car to the left, push the Joystick back to its center position. Otherwise, the car will continue to make left turns.

- STAFF -

Programmer: Warren Robinett

- PORTS -

* Consoles : 
Microsoft XBOX [US] (November 16, 2004) "Atari Anthology [Model 26084]" 
Sony PlayStation 2 [US] (November 22, 2004) "Atari Anthology [Model SLUS-21076]" 
Microsoft XBOX [JP] (August 4, 2005) "Atari Anthology [Model B7X-00001]" 

* Handhelds : 
Nintendo DS [US] (November 2, 2010) "Atari Greatest Hits Vol.1 [Model NTR-BR6E-USA]" 

* Computers : 
PC [MS Windows, CD-ROM] [US] (November 11, 2003) "Atari - 80 Classic Games in One! [Model 25069J]"

* Others : 
Atari Flashback 4 [US] (November 13, 2012) by AtGames 
Atari Flashback 5 [US] (October 1, 2014) by AtGames

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50952&o=2

$end


$pcecd=slotshou,
$bio

Slot Shoubushi (c) 1995 Nichibutsu [Nihon Bussan Company, Limited.] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58380&o=2

$end


$gba=slotpro2,
$bio

Slot! Pro 2 Advance - GoGo Juggler & New Tairyou [Model AGB-ATBJ-JPN] (c) 2002 Telenet Japan [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73204&o=2

$end


$gba=slotpro,
$bio

Slot! Pro Advance - Takarabune & Ooedo Sakurafubuki 2 [Model AGB-ASFJ-JPN] (c) 2001 Telenet Japan [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73205&o=2

$end


$info=slotsnl,sltblgpo,sltblgp1,sltblgtk,
$bio

Slots (c) 1995 ELAM Group.

- TECHNICAL -

Main CPU : (2x) M6809 (@ 2 Mhz)
Sound Chips : UPD7759 (@ 640 Khz), YM2413 (@ 3.579545 Mhz)

Screen orientation : Horizontal
Video resolution : 400 x 300 pixels
Screen refresh : 50.00 Hz
Palette colors : 16

Players : 1
Buttons : 4

- TRIVIA -

You could find these machines in almost any bar in Belgium around the year 2000. After a year or 2 these were banned in the entire country. After that you could still find a machine here and there, but they would no longer give cash prizes.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4903&o=2

$end


$bbca_cass,bbcb_cass=slphighn,
$bio

SLP High Noon (c) 19?? Stack Light Pen

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52336&o=2

$end


$bbca_cass,bbcb_cass=slpmadbo,
$bio

SLP Mad Bomb (c) 19?? Stack Light Pen

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52337&o=2

$end


$bbca_cass,bbcb_cass=slpnebul,
$bio

SLP Nebulons (c) 19?? Stack Light Pen

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52338&o=2

$end


$cpc_cass=slug,
$bio

Slug [Model AS269] (c) 1988 Alternative Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99168&o=2

$end


$info=sf_l1,
$bio

SlugFest! (c) 1991 Williams Electronics Games, Incorporated.

- TECHNICAL -

Williams WPC (Dot Matrix)
Model number : 60001

Main CPU : Motorola M6809 (@ 2 Mhz)
Sound CPU : Motorola M6809 (@ 2 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), DAC, HC55516

- TRIVIA -

Pfutzenreuter programmed this game almost entirely on a blank switch and lamp matrix. He left for vacation during design, with the game done except for the sound effects. He left instructions for what sounds should he put on what hex codes, and Heitsch just filled them in and the game automatically used them.

- STAFF -

Game Design : Mark Ritchie (MDR)
Artists : Pat McMahon (MAX), Linda Deal
Graphic Effects : John Tobias (J T)
Game Programmer : Bill Pfutzenreuter (Pfutz) (PFZ)
Music/Sounds : Paul Heitsch (P H)
Engineering : Mark Coldebella (MJC), Manu Jayswal (MCJ)
Mechanix : Bud Cosley (BUD), Jack Skalon (JWS), Win Schilling (WHS), Joe Joos, John Krutsch
Model Makers : Al Cardenas, Mark Johnson
Tech Support : Paul Johnson (P.J.), Jose Delgado (JCD), Bill Thomson, Wally Roeder, Dick Valosek, Kent Pemberton, Herb Uher, Butch Ortega
Manual Dept. : Jim Nickel (JBN), Nina Clemente (NIN), Norma Rodriguez (NCR)
Special Thanks : Python Anghelo, Neil Nicastro, Steve Ritchie
Voice of The Heckler : Ed Boon

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=7379&o=2

$end


$coleco=slurpy,
$bio

Slurpy (c) 1984 Xonox, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53348&o=2

$end


$info=slyspy,slyspy2,slyspy3,
$bio

Sly Spy (c) 1989 Data East USA.

North American version, for more information about the game itself, please see the original version entry; "Secret Agent".

- TRIVIA -

Sly Spy was released in July 1989 in the USA. It is known outside US as "Secret Agent". 

A Sly Spy unit appears in the 1990 movie 'Robocop 2'.

- PORTS -

* Consoles : 
Nintendo Wii [US] (February 19, 2010) "Data East Arcade Classics [Model RVL-P-R26E]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2475&o=2

$end


$amigaocs_flop=slyspy,
$bio

Sly Spy - Secret Agent (c) 1989 Ocean Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75023&o=2

$end


$cpc_cass=secretag,
$bio

SLY SPY - Secret Agent (c) 1990 Ocean Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99059&o=2

$end


$cpc_cass=secretags,
$bio

SLY SPY - Secret Agent [Model AM 584] (c) 1990 Erbe Soft. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99058&o=2

$end


$ti99_cart=slymoids,
$bio

Slymoids [Model PHM 3197] (c) 1983 Texas Instruments

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84720&o=2

$end


$msx1_cass=smackwac,
$bio

Smack Wacker (c) 1986 Eaglesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94983&o=2

$end


$msx1_cass=smaily,
$bio

Smaily (c) 1990 Zigurat Soft [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94984&o=2

$end


$cpc_cass=smaily,
$bio

Smaily [Model SM-021-AMS] (c) 1991 Zigurat Soft [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99169&o=2

$end


$gameboy=smallsol,
$bio

Small Soldiers [Model DMG-ASIE-USA] (c) 1998 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66925&o=2

$end


$bbca_cass,bbcb_cass=stextpro,
$bio

Small Text Processor (c) 19?? Cosma

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52384&o=2

$end


$info=ssem,
$bio

Small-Scale Experimental Machine (c) 1948 Victoria University of Manchester

- TRIVIA -

The Small-Scale Experiemntal Machine was the world's first stored-program computer. It ran its first program, consisting of 17 instructions, on June 21, 1948.

The machine was not intended to be a practical computer but was instead designed as a testbed for the Williams tube, an early form of computer memory. Although considered 'small and primitive' by the standards of its time, it was the first working machine to contain all the elements essential to a modern electronic computer.

In 1998, a working replica of the SSEM, now on display at the Museum of Science and Industry in Manchester, was built to celebrate the 50th anniversary of the running of its first program. Demonstrations of the machine in operation are held regularly at the museum.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102938&o=2

$end


$pico=curkids,
$bio

Smart Alex and Smart Alice - Curious Kids (c) 199? Sega Enterprises, Ltd. [Tokyo, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75789&o=2

$end


$info=smartoss,
$bio

Smart Ball (c) 1993 Smart Industries Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=17293&o=2

$end


$adam_flop=smrtfile,
$bio

Smart Filer (c) 1984 Coleco Industries, Inc. [Amsterdam, NY, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82666&o=2

$end


$adam_cass=smartfil,
$bio

Smart Filer (c) 1984 Coleco Industries, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82704&o=2

$end


$adam_cass=smartlet,
$bio

Smart Letters and Forms (c) 1984 Coleco Industries, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82705&o=2

$end


$a800=smart41,smart50,
$bio

Smart Terminal (c) 1983 MPP

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86690&o=2

$end


$snes=smartbal,
$bio

SmartBall (c) 1992 Sony Imagesoft

North American release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Jerry Boy [Model SHVC-JB]".

- TECHNICAL -

Cartridge ID: SNS-JB-USA

- TRIVIA -

Unfortunately the entire introduction sequence from the original japanese version was omitted in this one s well as all the villages and towns Jerry visits along his journey.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63553&o=2

$end


$adam_flop=sbasic,sbasic12,
$bio

SmartBasic (c) 1983 Coleco Industries, Inc. [Amsterdam, NY, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82667&o=2

$end


$adam_cart=ddpbasic,
$bio

SmartBASIC DDP Restorer (c) 198? Coleco Industries, Inc. [Amsterdam, NY, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82691&o=2

$end


$gameboy=smartcom,
$bio

SMARTCOM (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66875&o=2

$end


$a800=smartdos,
$bio

SmartDOS (c) 1984 Rana Systems

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86691&o=2

$end


$adam_flop=smrtlogo,
$bio

SmartLOGO (c) 1984 LOGO Computer Systems

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82668&o=2

$end


$adam_cass=smartlog,
$bio

SmartLOGO (c) 198? LOGO Computer Systems

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82706&o=2

$end


$msx1_cart=smartex1a,smartex1,
$bio

Smartness Examine 1 [Model K015] (c) 1985 al Alamiah

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77451&o=2

$end


$msx1_cart=smartex2,
$bio

Smartness Examine 2 [Model K073] (c) 1986 al Alamiah

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77452&o=2

$end


$adam_flop=smrtprnt,
$bio

SmartPRINT Plus (c) 1992 MAL & Swift

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82669&o=2

$end


$info=smash,
$bio

Smash (c) 1979 Unknown.

Hack of Exidy's "Crash".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=33613&o=2

$end


$msx1_cass=smash,
$bio

Smash (c) 1984 Spectravideo, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94985&o=2

$end


$info=m4smshgb,m4smshgba,m4smshgbb,m4smshgbc,
$bio

Smash 'n' Grab (c) 199? MDM Leisure.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15575&o=2

$end


$info=m4sgrab,m4sgraba,m4sgrabb,
$bio

Smash 'n' Grab (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41445&o=2

$end


$bbca_cass,bbcb_cass=smashgra,
$bio

Smash and Grab (c) 1984 Superior Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52385&o=2

$end


$bbca_cass,bbcb_cass=smashgrasc,
$bio

Smash and Grab [The Superior Collection Vol.1] (c) 198? Superior Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52386&o=2

$end


$info=scptour,
$bio

Smash Court Tennis (c) 2002 Namco.

- TRIVIA -

Released in March 2002 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=29757&o=2

$end


$a2600=smashhit,
$bio

Smash Hit Pak (c) 19?? HES [Human Engineered Software]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50953&o=2

$end


$nes=spingpon,
$bio

Smash Ping Pong (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84110&o=2

$end


$famicom_flop=smashpin,
$bio

????????? (c) 1987 Nintendo Company, Limited.
(Smash Ping Pong)

- TECHNICAL -

Disk ID: FMC-PPN

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65453&o=2

$end


$amigaocs_flop=smashtv,
$bio

Smash T.V. (c) 1991 Ocean Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75024&o=2

$end


$cpc_cass=smashtv,
$bio

Smash T.V. (c) 1991 Ocean Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99170&o=2

$end


$info=smashtv,smashtv4,smashtv5,smashtv6,smashtv3,
$bio

Smash T.V. (c) 1990 Williams Electronics Games, Incorporated.

The year is 1999. Television has adapted to the more violent nature of man. The most popular form of television remains the game show. One show in particular has dominated the ratings. That show is SMASH TV. The most violent game show of all time. Two lucky contestants compete for cash and prizes. Each contestant is armed with an assortment of powerful weapons and sent into a closed arena. The action takes place in front of a studio audience and is broadcast live via satellite around the world. Be prepared. The future is now. You are the next lucky contestant!

Smash TV Game Rules:
1. Move with LEFT joystick to avoid enemies and gather prizes (cash and game show gifts).
2. Fire weapons with RIGHT joystick and collect power-up icons for increased firepower.
3. Advance to next game arena when enemies are gone.

- TECHNICAL -

The first series of cabinet was released with 19-inch monitors while the more common second series was fitted with 25-inch monitors.

Williams Y Unit hardware
Game No. 3044-U1

Main CPU : TMS34010
Sound CPU : Motorola M6809
Sound Chips : Yamaha YM2151, DAC, HC55516

Players : 2
Control : Double 8-way joysticks

- TRIVIA -

Smash T.V. was released in April 1990.

A superb spiritual sequel to 1982's legendary single screen shoot-em-up, "Robotron: 2084". The Classic Robotron game-play is enhanced further with the addition of power-ups and imaginative and challenging end-of-level bosses. The two-player game introduced a very high level of competitiveness as both players try to beat each other to the power-ups, prizes and keys.

The game seems to be based, at least in part, on the sci-fi action movie, 'The Running Man', starring Arnold Schwarzenegger. This movie itself was based on a book of the same name by Stephen King (under the pseudonym 'Richard Bachman').

One of Smash TV's more memorable elements was the game show host; at random intervals, a garishly suited, grinning host would pop up and enthusiastically announce such memorable sound-bites as, 'Total carnage! I love it!', 'I'll buy that for a dollar!' (taken from the 1987 movie Robocop), 'I love it!', 'Big money! Big prizes! I love it!'.

A Smash T.V. sequel was planned, but the project never got past the planning stage and nothing more was heard of it. While Smash TV has yet to see a fully-fledged sequel, it WAS followed by a semi-sequel in the form of 'Total Carnage'; a military-themed scrolling shoot-em-up which was housed in a cabinet very similar to that of Smash T.V.s and shared the same dual joystick controls. Upon completion of Total Carnage's incredibly difficult first level, a message screen appeared stating that "all Smash T.V. players should quit and flee from this machine" before Total Carnage's already high difficulty level increased further. A solid follow-up to an already challenging game.

On the 2005 video game "Grand Theft Auto - Liberty City Stories", there is a side-mission called 'Slash TV', which parodies this game, where the player's character is surrounded by enemies, and is awarded cash for eliminating waves of them. The camera angle changes from the game's traditional third-person to a slightly angled overhead view so it looks like the original.

- UPDATES -

Revision 1 :
* Software version 3.01.

Revision 2 :
* Software version 4.00.

Revision 3 :
* Software version 5.00.
* Added the 'Reset secret warp' (see 'Tips And Tricks' section for more info).
* Reduced difficulty (Factory setting : 3 (easy) instead of 5 (medium)).

Revision 4 :
* Software version 6.00.

Revision 5 :
* Software version 8.00.
* Added the famous 'Pleasure Dome'.
* Changed some 'in-game texts'.

- TIPS AND TRICKS -

* Secret Warp (Works on 5.00 and Up) : when you start a game of Smash T.V. on the first level, reset the machine, it'll take you to the 'Secret Warp 3' and take you to the third boss stages.

* Difficulty : the game is known to adjust its difficulty by the daily high score list. If the high scores are too high, making the game too hard, just reset the machine :).

* Don't try to conserve ammo. Your shots should be efficient and kill as much as possible, and you won't have time to think about conserving shots (especially in the latter stages). The pattern of moves you should follow at the end of each board to reach the easiest boards is :
Level 1 : right, up; and then you have no choices.
Level 2 : up, right; and then again, no choices.
Level 3 : right, right, down; and then you have no choices.

* When playing with 2 people, if one player finishes the level near an exit, the other will 'walk through the wall' to the next room. Can be useful on some levels.

- STAFF -

Smash TV Design Team: Mark Turmell (MJT), John Tobias (JON), Tim Coman (TIM), Eugene Jarvis (DRJ), Todd Allen, George N. Petro, Larry DeMar, Jack E. Haeger, Cary Mednick, Glenn Shipp (GWS), Al Lasko, Sheridan Oursler, Ray Gay, Mark Loffredo, Ray Czajka, Greg Freres, Jim Nichols, Tim Elliot (TJE), Rob Ashworth

Music and Sounds: Jon Hey (JON) (HEY)
Voice of the MC: Ed Boon

Others from High Score Table: (LIP), (MLZ), (ALT), Brian Schmidt (BLS), (DJT), (NLN), (MTN), (TLC), (FAW), (FOO), (BAT), (MAN)

- PORTS -

* Consoles :
Nintendo NES
[US] "Smash T.V. [Model NES-5V-USA]" (September 1991)
[EU] (1991) 

Sega Master System
[EU] "Smash T.V. [Model MK-27044-50]" (1992)

Sega Genesis / Mega Drive
[US] "Super Smash T.V. [Model T-81066]" (1992)
[EU] "Super Smash T.V. [Model T-81066-50]" (1992)

Nintendo SNES / Super Famicom
[US] "Super Smash T.V. [Model SNS-TV-USA]" (February 1992)
[JP] "Smash T.V. [Model SHVC-TV]" (March 27, 1992)
[EU] "Super Smash T.V. [Model SNSP-TV-EUR]" (February 18, 1993)

Sony PlayStation
[US] "Arcade Party Pak [Model SLUS-00952]" (September 30, 1999)
[EU] "Arcade Party Pak [Model SLES-02339]" (February 23, 2001)

Sony PlayStation 2
[US] "Midway Arcade Treasures [Model SLUS-20801]" (November 18, 2003)
[EU] "Midway Arcade Treasures [Model SLES-51927]" (February 6, 2004)

Microsoft XBOX
[US] "Midway Arcade Treasures" (November 24, 2003)
[EU] "Midway Arcade Treasures" (February 6, 2004)

Nintendo GameCube
[US] "Midway Arcade Treasures [Model DOL-GAKE-USA]" (December 18, 2003)

Microsoft XBOX 360 [XBLA] (Retired in 2010)
[US] (November 24, 2005)
[EU] (December 2, 2005)
[JP] (December 19, 2005)
[KO] (February 24, 2006)
[AU] (March 23, 2006)

Microsoft XBOX 360
[US] "Midway Arcade Origins" (November 6, 2012)
[EU] "Midway Arcade Origins" (November 15, 2012)

Sony PlayStation 3
[US] "Midway Arcade Origins [Model BLUS-31083]" (November 6, 2012)
[EU] "Midway Arcade Origins [Model BLES-01768]" (November 15, 2012)

* Handhelds : 
Sega Game Gear 
[EU] "Super Smash T.V. [Model T-81058-50]" (1992)
[US] "Super Smash T.V. [Model T-81058]" (1994)
[JP] "Super Smash T.V. [Model T-81057]" (July 29, 1994)

* Computers : 
[EU] Sinclair ZX Spectrum (1991) 
[US] Commodore C64 (1991)
[EU] Commodore C64 (1991) 
[EU] Amstrad CPC (1991) 
[US] Commodore Amiga (1991)
[EU] Commodore Amiga (1991) 
[EU] Atari ST (1991) 
[US] PC [MS Windows, CD-ROM] (August 27, 2004) "Midway Arcade Treasures" 
[EU] PC [MS Windows, CD-ROM] (November 23, 2004) "Midway Arcade Treasures" 

* Others : 
[US] LCD handheld game (1991) by Acclaim

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2476&o=2

$end


$nes=smashtv,smashtvu,
$bio

Smash T.V. (c) 1991 Acclaim Entertainment, Incorporated.

Congratulations! You're the next lucky contestant on the game show with the ultimate in prizes... YOUR LIFE! Sorry, no mindless blondes spinning your wheels here. Just deadly action, flying shrapnel, and total carnage - all in front of a live studio audience! Instead of picking vowels, you pick up 6 futuristic weapons like triple photon lasers and lethal plasma grenades. And the 2 controller action gives you 360 degree arcade firepower.

Sure, you can win toasters and microwaves... after you defeat hordes of cyborg mutants, power orbs, tactical assault tanks and the 30-ton Mutoid Man! Any wonder this show's #1 in the ratings? Don't forget to wave hello to Mom!

- TECHNICAL -

Model NES-5V-USA

- TRIVIA -

Smash T.V. for NES was released in September 1991 in USA.

- TIPS AND TRICKS -

Level Select: At the players/control select screen, hold at least one B button on any controller along with at least one Down button on any controller then press, but not hold the Start button for the Level Select. So you can press Down + B only on the first or the second controllers, or Down on the first, B on the second, etc...

- STAFF -

Developed by: Beam Software

PROGRAMMING BY: JAMIE RIVETT

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55560&o=2

$end


$snes=smashtvj,
$bio

Smash T.V. (c) 1992 ASCII Ent. Software, Incorporated.

- TECHNICAL -

Cartridge ID: SHVC-TV

- TRIVIA -

Smash T.V. for Super Famicom was released on March 27, 1992 in Japan. 

Reviews:
March 1992 - Consoles + N.8 (Page 94-95) [FR]: 74/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62191&o=2

$end


$snes=smashten,smashtenp,
$bio

Smash Tennis (c) 1993 Virgin Interactive

- TRIVIA -

Reviews:
[FR] August 1994 - Consoles + N.34: 87%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63554&o=2

$end


$info=smashdrv,
$bio

Smashing Drive (c) 2000 Gaelco.

An arcade game based on the frantic driving of a 'super-cab' in New York. You are an experienced taxi driver, racing through the city with a "super-cab" and dealing with the infernal traffic on a race to race basis. In your route, you will pick up some picturesque passengers, from the absent-minded tourist with his camera, to a dangerous Mafia's boss with his bodyguard. You have to take them to destination in the least possible time.

During your journey across this chaotic city, you will come across different icons, if you pass them through, they will transform your taxi into a fantastic car during a short period of time, these icons will offer you advantages over the rest of vehicles and obstacles that you will find along your path.

'Smashing Drive' offers you the possibility of choosing between three different circuits, with progressive difficulty, where you will be able to compete against another player, if the machine is linked, or against the CPU.

- TRIVIA -

Smashing Drive was released on December 10, 2000.

Michael Jackson used to own this game (Serial number: SMC0666). It was sold at the official Michael Jackson Auction on Apr. 24th, 2009.

- PORTS -

* Consoles :
Microsoft XBOX (2002)
Nintendo GameCube (2002)
Nintendo Game Boy Advance (2004)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4858&o=2

$end


$gba=smashdrvu,
$bio

Smashing Drive [Model AGB-BSVE-USA] (c) 2004 DSI Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73207&o=2

$end


$gba=smashdrv,
$bio

Smashing Drive [Model AGB-BSVP] (c) 2005 Zoo Digital Publishing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73206&o=2

$end


$pc98=smellbld,
$bio

Smell of Blood (c) 1991 Heart Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90657&o=2

$end


$odyssey2=smither,
$bio

Smithereens! [Model AC9441] (c) 1982 Philips Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95680&o=2

$end


$info=m5smobik,m5smobik12,
$bio

Smokey Biki'n (c) 200? BWB.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15181&o=2

$end


$info=sc1smoke,sc1smokea,
$bio

Smokey Vs The Bandit (c) 199? MDM Leisure.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42164&o=2

$end


$info=sc4smk7,
$bio

Smoking 7's (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR6924]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42796&o=2

$end


$x68k_flop=smsxmoon,
$bio

SMSX Moon Soldier (c) 199? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88572&o=2

$end


$x68k_flop=smsxsamp,
$bio

SMSX Sample (c) 199? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88573&o=2

$end


$ti99_cart=eleceng,
$bio

SMU Electrical Engineering Library [Model PHM 3045] (c) 1981 Texas Instruments

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84706&o=2

$end


$gba=smuggleru,
$bio

Smuggler's Run [Model AGB-ASGE-USA] (c) 2002 Destination Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73209&o=2

$end


$gba=smuggler,
$bio

Smuggler's Run [Model AGB-ASGP] (c) 2002 Digital Worldwide

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73208&o=2

$end


$cpc_cass=smuggler,
$bio

Smugglers Cove (c) 1985 CRL Group PLC [London, England]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99196&o=2

$end


$a2600=smurfs,
$bio

Smurf - Rescue in Gargamel's Castle (c) 1982 Coleco Industries, Incorporated.

In Coleco's SMURF RESCUE IN GARGAMEL'S CASTLE, treacherous Gargamel has captured Smurfette. He keeps her trapped on a shelf high above his laboratory floor. To reach the castle laboratory, nimble-footed Smurf must run and jump through fields, woods and caverns. That's not all, either! He must climb, tall mountains and duck dangers in the forest paths. Help Smurf dodge the hawks, snakes, bats and scary spiders Gargamel sends from the castle! Once in the laboratory, Smurf jumps to the bench, to the table, to the chair. He must even jump to the shelf to free the captive Smurfette! Can you make all these jumps and Smurf the day?

- TECHNICAL -

Model 2465

- STAFF -

Programmer: Henry Will IV
Sound: Todd Marshall

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50954&o=2

$end


$a2600=smurfse,
$bio

Smurf - Schtroumpfs - Pitufo (c) 1982 CBS, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50955&o=2

$end


$coleco=smurfpnt,
$bio

Smurf Paint 'n' Play Workshop (c) 1983 Coleco Industries, Incorporated. [Amsterdam, NY, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53349&o=2

$end


$coleco=smurfply,
$bio

Smurf Play and Learn (c) 1982 Coleco Industries, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53350&o=2

$end


$coleco=smurf,smurfa,
$bio

Smurf Rescue in Gargamel's Castle (c) 1982 Coleco Industries, Incorporated. [Amsterdam, NY, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53351&o=2

$end


$a2600=smurfssd,
$bio

Smurfs - Save the Day (c) 1983 Coleco Industries, Incorporated.

- TECHNICAL -

Model 2465

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50956&o=2

$end


$pc8801_flop=sn88dos,
$bio

Sn88DOS (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92914&o=2

$end


$spc1000_cass=snackatk,
$bio

Snack Attack (c) 198? Samsung Software [Korea]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83548&o=2

$end


$info=snakjack,
$bio

Snacks'n Jaxson (c) 1984 Bally Sente.

- TECHNICAL -

[No. 0B90]

Bally / Sente SAC-I hardware

Main CPU : Motorola M6809 (@ 1.25 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : (6x) CEM3394 (@ 4 Mhz)

Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024

Players : 2
Control : trackball
Buttons : 1 (SNEEZE)

- STAFF -

Designer and programmer : Dave Ross
Designer and graphic designer : Bil Maher
Sounds and music : Gary Levenberg

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2477&o=2

$end


$intv=snafu,
$bio

Snafu (c) 1981 Mattel Electronics.

The contest is on! Create a maze to corner your opponents... before you are cornered yourself. Split-second reflexes keep your trail in motion -- while blocking your opponent and/or the computer in a trap from which there is no escape. Or direct a hungry serpent after your opponent, and bite his tail off before he bites yours. It's a twisting tangle which only the swift survive. 16 game variations put you in control.

Trap Games (12 variations) -- To keep your trail moving without colliding -- and to block your opponents' trails so that they are forced into collisions. Trails that collide with others, with the edge of the picture, with obstacles  or themselves are eliminated.

Bite Games (4 variations) -- To make contact between the head of your serpent and the tail of your opponent's serpent, biting off one link with each contact. The winner is the surviving serpent.

- TECHNICAL -

Model 3758

- TIPS AND TRICKS -

TRAP GAMES:
Direct your trail so that it always has room to keep moving freely. At the same time, try to block your opponents so that they are forced into a collision. If a trail collides with the edge of the picture, with an obstacle, with another trail or with part of itself, it is eliminated from the round. Depending on game variation, eliminated trails may disappear or remain on screen as additional obstacles.

BITE GAMES:
Maneuver your serpent to make contact between the head of your serpent and the end of your opponent's serpent's tail, "biting" off one link. Each serpent starts with 10 links. A serpent can grow a new link (up to a maximum length of 20), if it is not bitten within a certain length of time. The time required to grow a new link depends on the speed at which you are playing.
Fast speed -- approx. 20 seconds
Medium Fast speed -- approx. 27 seconds
Medium speed -- approx. 33 seconds
Slow speed -- approx. 40 seconds

If a serpent runs into the edge of the picture and doubles back on itself, it will lose one link. Display at the bottom of the screen shows how many links each serpent has left. The game is over when a serpent loses all its links. The winner is the surviving serpent.

- STAFF -

Program, Graphics and Sound: Mike Minkoff
Music: Russ Lieblich

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60952&o=2

$end


$aquarius=snafu,
$bio

Snafu (c) 1982 Mattel Electronics.

- TECHNICAL -

[Model 4028]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49814&o=2

$end


$a2600=snail,snail1,
$bio

Snail Against Squirrel (c) 1983 Bit Corp.

- TECHNICAL -

Model PG208

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50958&o=2

$end


$info=m5sblz,
$bio

Snail Blazer (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42975&o=2

$end


$bbca_cass,bbcb_cass=snailtra,
$bio

Snail Trail (c) 19?? RH Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52387&o=2

$end


$bbca_cass,bbcb_cass=snakecc,
$bio

Snake (c) 1982 Computer Concepts

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52388&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=snakbyte,
$bio

Snake Byte (c) 1982 Sirius

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86931&o=2

$end


$msx1_cart=snakeit,
$bio

Snake It (c) 1986 Eaglesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77453&o=2

$end


$msx1_cass=snakeit,
$bio

Snake It (c) 1986 Eaglesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94986&o=2

$end


$info=snake,
$bio

Snake Machine (c) 1982 Taito.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5571&o=2

$end


$bbca_cass,bbcb_cass=snakepit,
$bio

Snake Pit (c) 19?? Postern

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52389&o=2

$end


$info=snakepit,snakepit2,
$bio

Snake Pit (c) 1984 Bally Sente.

- TECHNICAL -

[No. 0B11]

Bally / Sente SAC-I hardware

Main CPU : Motorola M6809 (@ 1.25 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : (6x) CEM3394 (@ 4 Mhz)

Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024

Players : 2
Control : trackball
Buttons : 1

- STAFF -

Program designer : Lee Actor
Graphics designer : Mark McPhee
Sound designer : Gary Levenberg
With support from : Howard Delman, Ed Rotberg

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2478&o=2

$end


$ti99_cart=snakepl,
$bio

Snake plissken (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84721&o=2

$end


$info=sc5srrqp,sc5srrqpa,
$bio

Snake Rattle & Roll (c) 200? QPS Interactive.

- TECHNICAL -

[Model PR2466]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42808&o=2

$end


$nes=snakernr,snakernru,
$bio

Snake Rattle 'n Roll (c) 1990 Nintendo [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55561&o=2

$end


$megadriv=snakernr,
$bio

Snake Rattle n' Roll (c) 1993 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56860&o=2

$end


$info=sc5srrcl,sc5srrcla,sc5srrclb,sc5srrclc,
$bio

Snake Rattle'n'Roll Club (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR2458]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42806&o=2

$end


$info=sc4srr,sc4srra,sc4srrb,sc4srrc,
$bio

Snake Rattle'n'Roll (c) 2001 Bell-Fruit Games.

- TECHNICAL -

[Model PR1105]
Scorpion 4

- TRIVIA -

Released in October 2001.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11550&o=2

$end


$nes=mgear2u,
$bio

Snake's Revenge (c) 1990 Ultra Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55563&o=2

$end


$nes=mgear2,
$bio

Snake's Revenge (c) 1992 Konami Co., Ltd

The nefarious Higharolla Kockamamie (a.k.a. Big Boss) has threatened to wage war once again with the use of a new form of Metal Gear. As a result, Solid Snake is back in action once more to stop the new Metal Gear and Kockamamie once and for all.

- TRIVIA -

Snake's Revenge was released in April of 1990 in the US, and on March of 1992 in Europe

Although the title implies itself as a sequel to Metal Gear, it really isn't. In fact, after learning from one of the game's developers that Snake's Revenge was being produced, Hideo Kojima was driven to create the true sequel Metal Gear 2: Solid Snake which was released for the MSX2 computer system on July of 1990.

As with many Konami games released internationally, the instruction manual radically altered the storyline which is inconsistent with the actual plot of the game, this included altering Big Boss's name to Higharolla Kockamamie (which was a parodical take on Ayatollah Khomeini).

Reviews:
March 1992 - Consoles + N.8 (Page 126-128) [FR]: 33/100
May 1992 - Joypad N.8 (Page 70-73) [FR]: 93/100

- STAFF -

Programmers: H. Akamatsu, Kouki Yamashita, Yasuo Okuda, S. Fukuoka
Graphics: A. Nozaki, Takeshi Fujimoto
Sound: Tsutomu Ogura

Special Thanks to Konami PC Team

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55562&o=2

$end


$info=j6snakes,j6snakesa,j6snakesb,j6snakesc,j6snakesd,j6snakese,j6snakesf,j6snakesg,
$bio

Snakes & Ladders (c) 199? JPM International.

- TECHNICAL -

Impact

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40057&o=2

$end


$info=m4snklad,
$bio

Snakes & Ladders (c) 199? MDM Leisure.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41452&o=2

$end


$info=j6slagn,j6slagna,j6slagnb,j6slagnc,j6slagnd,j6slagne,j6slagnf,j6slagng,j6slagnh,
$bio

Snakes & Ladders - Slides Again (c) 199? Crystal Leisure.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41948&o=2

$end


$info=sc4slad,sc4slada,sc4sladb,sc4sladc,sc4sladd,sc4slade,sc4sladf,sc4sladg,sc4sladh,
$bio

Snakes & Ladders (c) 200? Bell-Fruit Games.

- TECHNICAL -

[Model PR1411]

Scorpion 4

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11532&o=2

$end


$info=sc5slad,sc5slada,sc5sladb,sc5sladc,sc5sladd,sc5slade,sc5sladf,sc5sladg,
$bio

Snakes & Ladders (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Scorpion 5]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43133&o=2

$end


$m5_cass=snaky,
$bio

Snaky (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95325&o=2

$end


$info=m3snaphp,
$bio

Snap Happy (c) 198? PCP.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41203&o=2

$end


$info=snapjack,
$bio

Snap Jack (c) 1982 Universal.

Guide a dot-munching, long-jumping, leg-stretching character through right-to-left scrolling scenes of hills and tunnels. Avoid squid-type-things, giant fish, and the kettles and boots on the overhead conveyor. This game is a cross between "Pac-Man" and "Scramble".

- TECHNICAL -

Main CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : (2x) Texas Instruments SN76496 (@ 4 Mhz)

Screen orientation : Horizontal
Video resolution : 240 x 192 pixels
Screen refresh : 60.00 Hz
Palette Colors : 32

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in May 1982 in Japan.

- PORTS -

* Computers :
Commodore C64 (1984, "Wheelin' Wallie")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2479&o=2

$end


$gba=snapkid,
$bio

Snap Kid's [Model AGB-AEAJ-JPN] (c) 2002 Enix, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73210&o=2

$end


$bbca_cass,bbcb_cass=snapper,snapper1,snapper21,snapperg,
$bio

Snapper (c) 1982 Acornsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52391&o=2

$end


$info=snapper,
$bio

Snapper (c) 1990 Philko.

A fun "Blockade" style game. You controls a hungry snake through various levels, will need eat all the balls as you grow and avoid colliding with his own body, while avoiding enemies to open the exit to the next level.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 10 Mhz)
Sound Chips : YM2413 (@ 4 Mhz)

Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 6144

Players : 1
Control : 8-way Joystick
Buttons : 3

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3948&o=2

$end


$bbca_cass,bbcb_cass=snapperpias,
$bio

Snapper [Play It Again Sam] (c) 198? Superior Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52390&o=2

$end


$info=m3snappy,
$bio

Snappy Viper (c) 198? BWB.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41183&o=2

$end


$pc8801_flop=snatcher,snatchera,snatcherd1,snatcherd2,
$bio

Snatcher (c) 1988 Konami Co., Ltd.

- TRIVIA -

Released on November 26, 1988 in Japan.

- STAFF -

Scenario: Hideo Kojima (H. Kojima)
Mechanical Design: Yoshihiko Ota (Y. Ohta)
Character Design: Tomiharu Kinoshita (T. Kinoshita)
Character Assistant: Y. Minami
Main Program: Toshiya Adachi (T. Adachi)
Sub Program: Hiroyuki Fukui (H. Fukui), M. Ozawa, Koji Toyohara (K. Toyohara), Y. Nakanishi
Sound Effect: Iku Mizutani (I. Mizutani)
Music Composition: Masahiro Ikariko (M. Ikariko)
Supervisor: Naoki Matsui (N. Matsui)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92915&o=2

$end


$msx2_flop=snatcher,snatchera,
$bio

Snatcher (c) 1988 Konami Co., Ltd. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102033&o=2

$end


$pcecd=snatcherpd,
$bio

Snatcher - Pilot Disk (c) 1992 Konami Company, Limited.

Konami released this Pilot Disk as a preview to their 'coming' adventure game Snatcher which was released the same year. This version offers five options. The first one is a fully playable demo of the game. The second is a sort of animated trailer where each letter of the title is expanded into a word (S for Suspense, N for Nightmare, T for Terrible etc...) and each of them are illustrated with animation sequences from the game. The third option presents all the characters . The fourth option is called the CD Room and offers original interviews from the game creators accompanied by digitised pictures ! Finally, the fifth option is a music mode where you can play tracks from the game.

- TECHNICAL -

Game ID: KMCD2001

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58382&o=2

$end


$pcecd=snatcher,
$bio

Snatcher (c) 1992 Konami Company, Limited.

Snatcher is a Cyberpunk/Futuristic digital comic created by the prolific video game designer Hideo Kojima. The game takes place in 2047 in Neo Kobe City, fifty years after a catastrophic disaster in Moscow that released a secret biological weapon in the atmosphere, and claimed a large portion of the human population. Mysterious humanoid cyborgs called the Snatchers have started to appear regularly all over the city - although not much is known about their origins, it is clear that they are plotting to take over the world by killing their victims and stealing their identities. The player takes control of Gillian Seed, a member of the JUNKER organization that was created to eliminate the mysterious threat. However, Gillian and his wife Jaime Seed both suffer from amnesia. They were discovered in Siberia and can't recall the chain of events that led them there - but soon, the awareness of their past history reveals that they may be both connected to the recent events. Gillian is also accompanied by Metal Gear Mk.II, a small robot navigator that helps him investigate people and items, and also use a videophone to call anyone in the city. Snatcher is a traditional digital comic and features animated graphics and menu driven controls. Although the game includes a handfull of action scenes, all the text and menus are in Japanese, and a fairly good knowledge of the language is requiered to enjoy the game.

- TECHNICAL -

Game ID: KMCD2002

- TRIVIA -

Released on October 23, 1992 in Japan for 7800 yen.

Snatcher was first released in 1988 for the PC-8801 MkII Japanese computer and for the MSX2.

- STAFF -

Appearance: Yara Y?saku, Koyama Mami, Inoue Kikuko, Shiozawa Kaneto, Tominaga M?na, Saikachiry?ji, Inokuchi Isao, Naya Gor?
Planning: Kojima Hideo
Original Screenplay: Kojima Hideo
Assistant director: Inoue Shinya
Character design: Kinoshita Tomiharu
Mechanic design: ?ta Yoshihiko
Original picture: Kinoshita Tomiharu, ?ta Yoshihiko, Yoshioka Satoshi
CG director: ?ta Yoshihiko
Graphic: ?ta Yoshihiko, Yoshioka Satoshi
Audio Video Sync: Mas?ru Ishii
Scenario Compiler: Adachi Toshiya
Command Interpreter: Sh?ka Kenwa
Scenario Configuration: Kojima Hideo, Inoue Shinya
Production: Inoue Shinya
Assistant director: Shinohara Kenji, Sh?ka Kenwa
Program: Sh?ka Kenwa, Shinohara Kenji
Shooting Program: Shinohara Kenji
Sound Program: Muraoka Kazuki
CD System Design: Sh?ka Kenwa
System Advisor: Hashimoto Kazuhisa
Music: Furukawa Motoaki (Kukeiha Club), Muraoka Kazuki, IKAchan, Prophet Fukami, Izumi
Acoustic: Muraoka Kazuki
Voice Linear Editing: Hashimoto Kazuhisa
Sound Director: Muraoka Kazuki
Recording: Abaco Creative Studio
Mixer: Abe Yukio, Abaco Creative Studio
Sound coordination: Nozaki Kimiko, Samusingu
Recording Cooperation: Chizaki Kazuyoshi (Music Station)
Recording Production: Kojima Hideo
Steel: It? Toshio, Ito Studio, Matsuda Hiroshi, Yoshioka Satoshi, Nagata Akihiko
Public Relations: Hayasaka Taeko
Poster Illustration: Kaida Y?ji
Package: Matsuda Hiroshi
Card Illustration: Kinoshita Tomiharu
Comic Coloring: Masuda Masanori
Manual: Matsuda Hiroshi
Making Of Video: Kojima Hideo, Yoshioka Satoshi, Nagata Akihiko
Cooperation: Yamada Yoshir?, Fukutake Shigeru, Sakamoto Shinya, Okamura Noriaki, Tateishi Kazuhiro, Furukawa Toshiharu, Shima Kenji, Tanahashi Masaaki, Ikeda K?ji, Tamura Shigeyuki, Yamashita Fumi, Hudson Soft, Roland Sound Space, Konami Institute of Technology
Produce: Nagata Akihiko
Director: Kojima Hideo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58381&o=2

$end


$psx=snatcher,
$bio

Snatcher (c) 1996 Konami Co., Ltd.

- TECHNICAL -

Game ID: SLPS-00154

- TRIVIA -

Released on February 16, 1996 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85730&o=2

$end


$megacd,megacdj=snatcher,
$bio

Snatcher [Model T-95035-50] (c) 1994 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60662&o=2

$end


$segacd=snatcher,
$bio

Snatcher [Model T-95035] (c) 1994 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60808&o=2

$end


$saturn,sat_cart=snatcher,snatchera,
$bio

Snatcher (c) 1996 Konami Company, Limited.

- TECHNICAL -

Game ID: T-9508G

- TRIVIA -

Released on March 29, 1996 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59693&o=2

$end


$a2600=sneakpek,sneakpeke,
$bio

Sneak'n Peek (c) 1982 US Games Corp.

Sneak'n Peek is a one or two player hide and seek game. There are four variations of the basic game and two levels of difficulty to increase your enjoyment and test your skill.

Sneak'n Peek is played in and around a spooky old house with a large yard and three weird rooms.  Each room, including the yard, is a separate scene:
- a living room
- a pink bedroom
- a blue bedroom
- the yard

Each scene contains up to five hiding places. That makes a total of twenty hiding locations. Some of them are in really strange places, and some of the locations can change depending on the level you select.

The game always begins in the living room with player one standing in the corner and covering his eyes. Player two may sneak in to any of the five hiding places in the living room or exit through the door to another scene. To enter another room or go out-of-doors, move the player through the doorway and a new scene will appear.

When a hiding place is found, simply move the joystick and the hiding place will pull the player in, making him invisible. If you don't like the hiding place and want to move to another, then before the player is all the way into the hiding place, hold down the Red Button while moving the Joystick and the player will back away.  A timer keeps track of how long it takes the player to hide.

Once the player is hidden, the computer will signal the other player to begin seeking the sneaky hider and his counter will begin counting. Player two must peek in the hiding places. When player one has been found, player two will automatically be pulled into the hiding place and the timer will stop. Immediately the living room scene will reappear and the roles will automatically reverse. Player two can then hide while player one covers his eyes in the corner. (You will probably want your opponent to really cover his own eyes while you are hiding your player so that he can't sneak a peek.)

With practice, you will be able to find and remember all of the hiding places, and be able to fine your opponent in less time than he takes to find you when it is your turn to hide.

If a friend isn't available to play, the computer will be happy to hide from you. It knows all of the hiding places and is very sneaky.

Sneak'n Peek Game Variations

Game 1
One Player Game
Fixed Hiding Places
Computer Hides

Game 2
Two Player Game
Fixed Hiding Places
Players Both Hide

Game 3
Two Player Game
Variable Hiding Places
Players Both Hide

Game 4
Two Player Game
Fixed Hiding Places
Computer Hides

- TECHNICAL -

Model VC1002

- STAFF -

Programmer: Paul Willson

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50959&o=2

$end


$astrocde=sneaky,
$bio

Sneaky Snake (c) 1983 New Image

- TRIVIA -

This cartridge was released on September 24, 1983 at the Astrobash. Some
versions of this cartridge have the label glued (or taped) over an original
BALLY MFG. CORP. label (since Sneaky Snake used salvaged cartridge cases).
Peggy Gladdon drew the label's artwork. Written by Dave Ibach using the General Video Assembler.

- UPDATES -

Two different ROMs exist, one much larger than the other, but no difference can be seen between them.

- STAFF -

Written by: Dave Ibach

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86833&o=2

$end


$gameboy=sneaky,
$bio

Sneaky Snakes (c) 1991 Tradewest, Incorporated.

- TECHNICAL -

Cartridge ID: DMG-NK-UKV

- TRIVIA -

Reviews:
[FR] June 1992 - Consoles + N.10 (Pages 134): 64/100
[FR] June 1992 - Joypad N.9: 82/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66927&o=2

$end


$ti99_cart=sneggit,
$bio

Sneggit [Model PHM 3145] (c) 1982 Texas Instruments

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84722&o=2

$end


$x68k_flop=snell,
$bio

Snell (c) 1991 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88615&o=2

$end


$info=koroleva,
$bio

Snezhnaya Koroleva (c) 1988 Terminal.

A one player platform/maze game.

- TECHNICAL -

TIA-MC-1

Main CPU : Intel 8080 (@ 1.777777 Mhz)
Sound Chips : Custom (@ 1.777777 Mhz)

Screen orientation : Horizontal
Video resolution : 256 x 256 pixels
Screen refresh : 50.00 Hz
Palette colors : 256

Players : 1
Control : 4-way joystick
Buttons : 2

- TRIVIA -

This game is based on a 1957 Soviet animated film named "Snezhnaya Koroleva" (The Snow Queen) directed by Lev Atamanov in moscow and is based on the story of the same name by Hans Christian Andersen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=26701&o=2

$end


$megadriv=snezkoro,
$bio

Snezhnaya Koroleva (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56861&o=2

$end


$pc8801_flop=ikenieno,
$bio

Sniper Series - Ikenie no Machi (c) 1987 Adult Inn [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92916&o=2

$end


$ngpc=snkgalsj,
$bio

SNK Gals' Fighters [Model NEOP00650] (c) 2000 SNK Corp. [Shin Nihon Kikaku] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82584&o=2

$end


$ngpc=snkgals,
$bio

SNK Gals' Fighters [Model NEOP00930] (c) 2000 SNK Corp. [Shin Nihon Kikaku] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82583&o=2

$end


$ngpc=svccard2,
$bio

SNK vs. Capcom - Card Fighters 2 - Expand Edition [Model NEOP01160] (c) 2001 SNK Corp. [Shin Nihon Kikaku] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82585&o=2

$end


$ngpc=svccardc,
$bio

SNK vs. Capcom - Card Fighters' Clash - Capcom Cardfighter's Version [Model NEOP00680] (c) 1999 SNK Corp. [Shin Nihon Kikaku] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82586&o=2

$end


$ngpc=svccards,
$bio

SNK vs. Capcom - Card Fighters' Clash - SNK Cardfighter's Version [Model NEOP00670] (c) 1999 SNK Corp. [Shin Nihon Kikaku] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82587&o=2

$end


$ngpc=svccardcj,
$bio

SNK vs. Capcom - Gekitotsu Card Fighters - Capcom Supporters Version [Model NEOP00570] (c) 1999 SNK Corp. [Shin Nihon Kikaku] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82588&o=2

$end


$ngpc=svccardsja,svccardsj,svccardp,
$bio

SNK vs. Capcom - Gekitotsu Card Fighters - SNK Supporters Version [Model NEOP00560] (c) 1999 SNK Corp. [Shin Nihon Kikaku] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82589&o=2

$end


$cpc_cass=snoball,
$bio

Snoball In Hell! [Model At418X] (c) 1989 Atlantis Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99197&o=2

$end


$gbcolor=snobochm,
$bio

Snobo Champion [Model CGB-B5CJ-JPN] (c) 2000 Bottom Up

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68773&o=2

$end


$n64=snobokidj,
$bio

Snobo Kids [Model NUS-NSKJ] (c) 1997 Atlus Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57967&o=2

$end


$psx=snobowki,
$bio

Snobow Kids Plus [Model SLPS-01823] (c) 1999 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85731&o=2

$end


$cpc_cass=snodgits,
$bio

Snodgits [Model CSAG 700] (c) 1985 Thorn EMI Video

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99198&o=2

$end


$gba=snood2u,
$bio

Snood 2 - On Vacation [Model AGB-B2VE-USA] (c) 2005 DSI Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73214&o=2

$end


$gba=snood2,
$bio

Snood 2 - On Vacation [Model AGB-B2VP] (c) 2005 Zoo Digital Publishing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73213&o=2

$end


$gba=snoodu,
$bio

Snood [Model AGB-ASQE-USA] (c) 2001 Destination Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73212&o=2

$end


$gba=snood,
$bio

Snood [Model AGB-ASQP] (c) 2001 Digital Worldwide

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73211&o=2

$end


$bbca_cass,bbcb_cass=snookera,
$bio

Snooker (c) 1983 Acornsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52392&o=2

$end


$bbca_cass,bbcb_cass=snookerv,
$bio

Snooker (c) 19?? Visions

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52393&o=2

$end


$info=m4snookr,
$bio

Snooker (c) 199? Eurocoin.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41453&o=2

$end


$info=snookr10,
$bio

Snooker 10 (c) 1998 Sandii'.

- TECHNICAL -

Main CPU : M65SC02 (@ 2 Mhz)

Palette colors : 256

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11629&o=2

$end


$cpc_cass=snookmng,
$bio

Snooker Management (c) 1990 Cult

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99199&o=2

$end


$cpc_cass=billarsn,
$bio

Snooker [SOFT 190] (c) 1984 Amsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82750&o=2

$end


$a2600=snoopyec,
$bio

Snoopy (c) 1983 Century Electronics, Limited. [England, UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50961&o=2

$end


$a2600=snoopydv,
$bio

Snoopy (c) 19?? Digivision

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50960&o=2

$end


$gameboy=snoopy,
$bio

Snoopy - Magic Show [Model DMG-SN-USA] (c) 1990 Kemco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66928&o=2

$end


$gameboy=snoopyj,
$bio

Snoopy - Magic Show [Model DMG-SNA] (c) 1990 Kemco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66930&o=2

$end


$amigaocs_flop=snoopy,snoopya,
$bio

Snoopy - The Cool Computer Game (c) 1989 Edge, The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75025&o=2

$end


$a2600=snoopyc,
$bio

Snoopy and the Red Baron (c) 19?? CCE

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50963&o=2

$end


$a2600=snoopyi,
$bio

Snoopy and the Red Baron (c) 19?? Intellivision

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50964&o=2

$end


$a2600=snoopy,snoopye,snoopyp,
$bio

Snoopy and the Red Baron (c) 1983 Atari, Incorporated.

The dastardly Red Baron has stolen important food supplies from the allies during the war.  Hamburgers, ice cream cones, popcorn and other tasty treats have been taken by this evil aviator and sharpshooter. Your task is to help Snoopy shoot down the Red Baron and recover the stolen supplies.

You begin your mission with four doghouses. It takes eight direct hits to bring down the Red Baron, and for the Red baron to bring down Snoopy's doghouse. If the Red Baron downs a doghouse, all accumulated treats will be lost. Press the controller button to fire Snoopy's machine gun.

Note: Snoopy cannot fly above the clouds.

To catch a stolen treat: Keep an eye on the Red Baron when he drops a tasty morsel from his tri-plane. Recover the falling treat by touching it with Snoopy's doghouse.  But watch out! The Red Baron can also drop skull and crossbones, and if you catch one, you lose all of the treats you've collected.

If you manage to shoot down all the Red Barons in the round and collect all the treats, bonus points are added to your score. Press the controller button to begin the next round.

Before you press GAME RESET, you can play a practice game without scoring points, and without being shot down.

- TECHNICAL -

Model CX26111

- SCORING -

Points During Flight
Red Baron Hit: 10
Each Treat: 40

Bonus Points (at the end of round)
Each Treat Recovered: 50
Red Baron Shot Down: 100
All treats recovered: Bonus Doghouse

- TIPS AND TRICKS -

* When Snoopy catches a treat, the Red Baron will come after him, so quickly fly away.

* Fly Snoopy down toward the mountains to lure the Red Baron out of the clouds, where Snoopy dares not roam.

* Try to fly behind the Red Baron. He cannot shoot backwards.

- STAFF -

Programmers: Nick Turner, Richard Dobbis
Graphics: Sam Comstock

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50962&o=2

$end


$snes=snoopy,
$bio

Snoopy Concert [Model SHVC-A3PJ-JPN] (c) 1995 Mitsui Bussan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62192&o=2

$end


$pico=snoopy,
$bio

Snoopy no Gakugeikai [Model HPC-6016] (c) 1995 Sega Enterprises, Ltd. [Tokyo, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75790&o=2

$end


$gameboy=snoopyha,
$bio

Snoopy no Hajimete no Otsukai [Model DMG-AFJJ-JPN] (c) 1996 Kemco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66931&o=2

$end


$gbcolor=snoopytnu,
$bio

Snoopy Tennis [Model CGB-BS9E-USA] (c) 2001 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68776&o=2

$end


$gbcolor=snoopytnj,
$bio

Snoopy Tennis [Model CGB-BS9J-JPN] (c) 2001 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68775&o=2

$end


$gbcolor=snoopytn,
$bio

Snoopy Tennis [Model CGB-BS9P-NOE] (c) 2001 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68774&o=2

$end


$cpc_cass=snoopy,
$bio

Snoopy [Model EDG28 AM] (c) 1989 Edge, The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99200&o=2

$end


$nes=snoopy,
$bio

Snoopy's Silly Sports Spectacular! (c) 1990 Kemco

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55564&o=2

$end


$pokemini=snorlax,snorlaxj,
$bio

Snorlax's Lunch Time (c) 2003 Nintendo Co., Ltd.

- TRIVIA -

Released on July 18, 2003 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82315&o=2

$end


$bbca_cass,bbcb_cass=snorter,
$bio

Snorter (c) 19?? Beebug

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52394&o=2

$end


$info=snowboar,snowbalt,
$bio

Snow Board Championship (c) 1996 Gaelco.

A snowboarding game.

- TECHNICAL -

Gaelco GG-1v hardware
Game ID : 960419/1

Main CPU : Motorola 68000 (@ 15 Mhz)
Sound Chips : GAELCO (@ 15 Mhz)

Screen orientation : Horizontal
Video resolution : 384 x 240 pixels
Screen refresh : 59.10 Hz
Palette colors : 65520

Players : 2
Control : 8-way joystick
Buttons : 3

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2481&o=2

$end


$nes=snowbrosj,
$bio

Snow Bros. (c) 1991 Toaplan Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54629&o=2

$end


$amigaocs_flop=snowbros,
$bio

Snow Bros. (c) 199? Ocean Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75026&o=2

$end


$info=snowbros,snowbrosj,snowbrosa,snowbrosb,snowbrosc,snowbrosd,snowbroswb,
$bio

Snow Bros. - Nick & Tom (c) 1990 Toaplan.

One or two players take on the roles of snowmen Nick and Tom as they battle a variety of monsters over fifty platform-based, single screen levels. The snowmen must throw snowballs at the enemies, eventually encasing them completely in snow. The encased enemies must them be kicked in order to destroy them. This is achieved by standing next to the snowball and pressing the "kick out" button, which sends the giant snowball flying around the screen, killing any enemies that lay in its path. During every 10th level, the players must face and defeat an end-of-level boss.

A number of power-ups are available, in the form of coloured potions. The power-ups are as follows :
* Yellow = Long shot
* Red = Speed up
* Blue = Bigger snowballs (encases monsters quicker)
* Green = Inflates the players like a balloon and lets them fly around the screen, killing any monsters they touch.

- TECHNICAL -

Game ID : MIN16-02

Main CPU : Motorola 68000 (@ 8 Mhz)
Sound CPU : Zilog Z80 (@ 6 Mhz)
Sound Chips : YM3812 (@ 3 Mhz)

Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 57.50 Hz
Palette colors : 256

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Snow Bros. was released in April 1990. 

Like Taito's "Liquid Kids", Snow Bros. was licensed to Manchester's Ocean Software for conversion to both the Atari ST and the Commodore Amiga home computers but, again like "Liquid Kids", Ocean decided that the game wouldn't perform well at retail and the game was cancelled. It has since been released, in its entirety, to the emulation community and is a fine conversion.

This game was released as a conversion kit only (often factory installed in a generic cabinet), so any such machine could be converted into a proper Snow Bros. machine. This title is JAMMA compatible (the circuit board for it is one of the smallest ever made, it is barely larger than a Nintendo Famicom cartridge). The marquee for this title shows a 'Snow Bros.' logo, with two snowmen, and a couple of cartoon enemies in the background - in keeping with the game's 'cute' theme.

Licensed to Romstar for USA distribution.

A bootleg of this game is known as "The Winter Bobble".

Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Out Zone, Snow Bros. - PCCB-00044) on 21/10/1990.

- TIPS AND TRICKS -

* Killing all the monsters on a level with a single snowball causes money bonuses, worth 10,000 points, to fall down, but sometimes a glowing cake bonus will appear instead. When the cake is collected, the game stops and four blue snowball creatures appear for a short time. If these enemies are killed, they each provide a letter : S,N,O or W. Collect all four of these letters for an extra life. The glowing cake can also appear at other times during the game.

* Hidden Functions : If the 'Invulnerability dip switch' is enabled, you are invulnerable but you may also 'Pause' the game with P2 Start and restart with P1 Start.

- SERIES -

1. Snow Bros. - Nick & Tom (1990)
2. Snow Bros. 2 - With New Elves (1994)
3. Snow Brothers 3 - Magical Adventure (2002)

- STAFF -

Music composed by : Osamu Ohta

- PORTS -

* Consoles :
Nintendo Famicom (1991)
Sega Mega Drive (1993)
Nintendo Game Boy ("Snow Bros. Jr.") : includes 10 additional (new) levels after you complete all 50 from the arcade.

* Computers :
Commodore Amiga (Unreleased).

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2482&o=2

$end


$megadriv=snowbros,
$bio

Snow Bros. - Nick & Tom (c) 1993 Tengen

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56862&o=2

$end


$info=snowbro2,snowbro2b,
$bio

Snow Bros. 2 - With New Elves (c) 1994 Hanafram Company, Limited.

A direct sequel to the 1990 original, Snow Bros. 2 plays identically to its predecessor; the only notable difference being the introduction of three new playable characters - the 'New Elves' of the game's subtitle.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 16 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.375 Mhz), OKI6295 (@ 20.454 Khz)

Screen Orientation : Horizontal 
Video Resolution : 320 x 240 Pixels
Screen Refresh : 60.00 Hz
Palette Colors : 65536

Players : 4
Control : 8-Way Joystick
Buttons : 2
=> Shoot, Jump

- TRIVIA -

Developed by Toaplan, Snow Bros. 2 - With New Elves was Released in April 1994 by Hanafram Co., Ltd.

After the development of Snow Bros. 2, Toaplan faced a bankruptcy and closed its doors in the same year.

This game is known in Japan as "Otenki Paradise - Snow Bros. 2" (translates from Japanese as 'Weather Paradise').

- UPDATES -

On Japanese dipswitch settings (Otenki Paradise) and Korean dipswitch settings, the portraits on the character select screen are different.

- SERIES -

1. Snow Bros. - Nick & Tom (1990)
2. Snow Bros. 2 - With New Elves (1994)
3. Snow Brothers 3 - Magical Adventure (2002)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2483&o=2

$end


$gameboy=snowbros,
$bio

Snow Bros. Jr. [Model DMG-SJ-UKV] (c) 1992 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66932&o=2

$end


$gameboy=snowbrosu,
$bio

Snow Bros. Jr. [Model DMG-SJ-USA] (c) 1992 Capcom USA, Incorporated. [Santa Clara, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66934&o=2

$end


$gameboy=snowbrosj,
$bio

Snow Bros. Jr. (c) 1991 Naxat Soft.

- TECHNICAL -

Cartridge ID: DMG-SJJ

- TRIVIA -

Reviews:
November 1991 - Consoles + N.2 [FR]: 79/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66933&o=2

$end


$nes=snowbros,snowbrosu,
$bio

Snow Brothers (c) 1991 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55565&o=2

$end


$info=snowbro3,
$bio

Snow Brothers 3 - Magical Adventure (c) 2002 Syrmex.

An unofficial sequel running on hacked hardware of the first game in the series, Magical Adventure plays identically to "Snow Bros"; the only difference being that the players' characters are wearing football strips and now encase the game's enemies in a giant football.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 16 Mhz)
Sound Chips : OKI6295 (@ 7.575 Khz)

Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz

Players : 2
Control : Joystick 8-way
Buttons : 3

- TRIVIA -

Syrmex Electronics is a Mexican company and Snow Brothers 3 is the first Mexican coin-op video games. The game appears to be a hack of the original Toaplan "Snow Bros. - Nick & Tom".

The development name of this game was "Snow Brothers 3 - Prehistoric Adventure".

The background of Stage 20 is a picture of Violator from Spawn.
The 2 bosses of Stage 30 are Cacodemons from the PC game Doom.

- SERIES -

1. Snow Bros. - Nick & Tom (1990)
2. Snow Bros. 2 - With New Elves (1994)
3. Snow Brothers 3 - Magical Adventure (2002)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2484&o=2

$end


$pc98=snowmem,snowmema,
$bio

Snow Memory (c) 1996 Birdy Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90658&o=2

$end


$x68k_flop=snowkibn,
$bio

Snow na Kibun! (c) 1991 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88616&o=2

$end


$n64=snowsped,
$bio

Snow Speeder [Model NUS-NSNJ] (c) 1998 Imagineer [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57968&o=2

$end


$cpc_cass=snowstrk,
$bio

Snow Strike (c) 1990 US Gold, Ltd. [Birmingham, UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99201&o=2

$end


$snes=snowwhit,
$bio

Snow White in Happily Ever After (c) 1994 American Softworks

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63555&o=2

$end


$a2600=snowwhit1,snowwhit,
$bio

Snow White (c) 1983 Atari, Incorporated.

- TECHNICAL -

Model CX26107

- TRIVIA -

Unreleased prototype.

- STAFF -

Programmer: Greg Easter

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50965&o=2

$end


$bbca_cass,bbcb_cass=snowball,
$bio

Snowball (c) 1983 Level 9 Computing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52395&o=2

$end


$cpc_cass=snowball,
$bio

Snowball (c) 1984 Level 9 Computing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99203&o=2

$end


$info=m4snowbl,
$bio

Snowball Bingo (c) 199? MDM Leisure.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42065&o=2

$end


$nes=snowchal,
$bio

Snowboard Challenge (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55566&o=2

$end


$n64=snobokid,snobokidu,
$bio

Snowboard Kids (c) 1998 Atlus Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57969&o=2

$end


$n64=snobokd2,snobokd2u,
$bio

Snowboard Kids 2 (c) 1999 Atlus Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57970&o=2

$end


$gbcolor=snowcros,
$bio

SnowCross [Model CGB-B3OP-EUR] (c) 2001 Wanadoo Edition

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68777&o=2

$end


$nes=snowshot,
$bio

Snowfield Shoot (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84111&o=2

$end


$amigaocs_flop=snowstrk,
$bio

SnowStrike [Super Simpack] (c) 1990 US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75027&o=2

$end


$nes=soapanic,soapanica,
$bio

Soap Panic (c) 1991 Hacker International

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54630&o=2

$end


$pc8801_flop=soapland,
$bio

Soapland Story (c) 1986 Hard [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92917&o=2

$end


$pc8801_flop=soaplan1,
$bio

Soapland Story II Memory (c) 1991 Hard [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92918&o=2

$end


$info=soccrrmt,
$bio

Soccer (c) 1973 RamTek.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=19466&o=2

$end


$a800=soccer,
$bio

Soccer (c) 1982 Thorn EMI Video

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86692&o=2

$end


$nes=soccerh,
$bio

Soccer (c) 1987 FMG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69312&o=2

$end


$a2600=soccer
$bio

Soccer (c) 1989 Telegames

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50966&o=2

$end


$nes=soccrfds,
$bio

Soccer (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84112&o=2

$end


$cpc_cass=soccer7,
$bio

Soccer 7 (c) 1990 Cult

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99204&o=2

$end


$cpc_cass=soccer86,
$bio

Soccer 86 [Model UQK] (c) 1985 Activision, Inc. [Santa Clara, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98161&o=2

$end


$bbca_cass,bbcb_cass=soccboss,
$bio

Soccer Boss (c) 1989 Alternative

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52396&o=2

$end


$cpc_cass=soccerbs,
$bio

Soccer Boss [Model AS010] (c) 1990 Alternative Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99205&o=2

$end


$gameboy=soccrboy,
$bio

Soccer Boy [Model DMG-SBA] (c) 1990 Epic/Sony Records [Sony Music Ent., Incorporated.] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66939&o=2

$end


$neocd=socbrawl,
$bio

Soccer Brawl (c) 1995 SNK [Shin Nihon Kikaku].

Neo-Geo Cd conversion. For more information about the game itself, please see the original MVS entry.

- TECHNICAL -

[Model NGCD-031]

- TRIVIA -

Released on March 31, 1995 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47648&o=2

$end


$neogeo=socbrawlh,
$bio

Soccer Brawl (c) 1992 SNK [Shin Nihon Kikaku].

- TECHNICAL -

Cartridge ID: NGH-031]
Cartridge Size: 46 Mega

- TRIVIA -

This AES version was released on March 13, 1992 in Japan.

For more information about the game itself, please see the original MVS entry : "Soccer Brawl [Model NGM-031]".

Reviews:
April 1992 - Joypad N.7 (Page 119) [FR]: 94/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47647&o=2

$end


$info=socbrawl,socbrala,
$bio

Soccer Brawl (c) 1992 SNK.

A futuristic soccer game.

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID: NGM-031

[SNK MVS Neo-Geo Controls]
2 players - 4 buttons per player (2 used)
=> Attack : [A] Kick/Power shoot, [B] Pass
=> Defense : [A] Sliding cut/Arm punch, [B] Heading

- TRIVIA -

Released in February 1992.

- STAFF -

Produced by : Eikichi Kawasaki
Front designers : Strong-Ko-Kongoh, Bomber Kanae, T. Yokoyama, Sambo Asako
Back designers : M.K, S. Chinatsu
Programmers : Mantaru Hantaru, From A to Z
Music : Domitory Room102, Wolf.Gang Amadeus Yamada
Directed by : Fire Narisuke

- PORTS -

* Consoles :
SNK Neo-Geo (Mar.12, 1992; "Soccer Brawl [Model NGH-031]")
SNK Neo-Geo CD (Mar.31, 1995 "Soccer Brawl [Model NGCD-031]")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2485&o=2

$end


$svision=soccerch,
$bio

Soccer Champion [Model SV10034] (c) 199? Hartung

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95472&o=2

$end


$cpc_cass=soccerdr,
$bio

Soccer Director (c) 1990 GTI Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99207&o=2

$end


$cpc_cass=soccerdb,
$bio

Soccer Double (c) 198? Challenge Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99208&o=2

$end


$cpc_cass=soccerd2,
$bio

Soccer Double 2 (c) 198? Challenge Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99209&o=2

$end


$amigaocs_flop=soccerkd,
$bio

Soccer Kid (c) 1993 Krisalis

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75028&o=2

$end


$snes=soccerkd,
$bio

Soccer Kid (c) 1994 Ocean Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63556&o=2

$end


$jaguar=soccerkd,
$bio

Soccer Kid (c) 1996 ReadySoft, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76445&o=2

$end


$gba=soccerkd,
$bio

Soccer Kid [Model AGB-AK6E-USA] (c) 2002 Telegames

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73215&o=2

$end


$jaguar=soccerkd1,soccerkd1h,
$bio

Soccer Kid (c) 2000 Songbird Productions

Disaster! An alien of the cup collecting kind has stolen the World Cup.

Double Disaster!! In a collision with an asteroid the trophy is smashed into five pieces and scattered around the globe. Join Soccer Kid in his quest to recover and reassemble the World Cup. His un-ball-ievable ball skills are put to the test like never before. It's awesome arcade action all the way with a blistering soundtrack to match.

- TECHNICAL -

Model CF3002

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76446&o=2

$end


$snes=soccerkdj,soccerkdjp,
$bio

Soccer Kid [Model SHVC-YK] (c) 1993 Yanoman Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62193&o=2

$end


$info=socrking,socrkngg,socrkngi,
$bio

Soccer Kings (c) 1982 Zaccaria.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5573&o=2

$end


$nes=soccerlg,
$bio

Soccer League - Winner's Cup (c) 1988 Data East Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54631&o=2

$end


$gbcolor=socmanag,
$bio

Soccer Manager [Model CGB-BSMP-EUR] (c) 2000 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68778&o=2

$end


$gameboy=soccerm,
$bio

Soccer Mania [Model DMG-SB-USA] (c) 1992 Sony Imagesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66940&o=2

$end


$info=soccernw,
$bio

Soccer New (c) 199? Unknown.

- TECHNICAL -

Main CPU : M65SC02 (@ 2 Mhz)
Sound Chips : General Instrument AY8910 (@ 2 Mhz)

Palette colors : 512

Players : 1
Buttons : 7

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=9910&o=2

$end


$amigaocs_flop=soccerpb,
$bio

Soccer Pinball (c) 1992 Codemasters Software Company, Limited., The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75029&o=2

$end


$cpc_cass=soccpinb,
$bio

Soccer Pinball [Model 3642] (c) 1991 Codemasters Soft. Co., Ltd., The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99210&o=2

$end


$cpc_cass=soccerq,
$bio

Soccer Q (c) 1990 Cult

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99211&o=2

$end


$cpc_cass=socceriv,
$bio

Soccer Rivals (c) 1991 Cult

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99212&o=2

$end


$snes=sshotout,
$bio

Soccer Shootout (c) 1994 Capcom Company, Limited.

- TRIVIA -

Reviews:
[FR] July 1995, Consoles + N.45: 92/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63557&o=2

$end


$cpc_cass=soccstar,
$bio

Soccer Star (c) 1989 Cult

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99213&o=2

$end


$amigaocs_flop=socstwce,
$bio

Soccer Star - World Cup Edition (c) 1994 BUB

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75030&o=2

$end


$info=soccerss,soccerssa,soccerssj,soccerssu,
$bio

Soccer Superstars (c) 1994 Konami.

- TECHNICAL -

Konami GX hardware
Game ID : GX427

Main CPU : Motorola 68EC020 (@ 24 Mhz)
Sound CPU : Motorola 68000 (@ 9.2 Mhz)
Sound Chips : (2x) K054539 (@ 48 Khz)

Players : 4
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Released in December 1994 in Japan.

- STAFF -

Twin System & Game Program: Tomo Yoshi
Software Designer: Mochiageya Kenro
Art Director: Strawberry
Psychedelic Soul Art: Guitar E.S. Ichiro, Aura Battler, Snack Z
Takarazuka Art: Acky 3
Art Charinker: Takepon
Reanimater: Moocho 'Hyp' Changue
Crazy Art: Screamin' Neo Monkey, Ecotappun, Nickboss, V_Goal, Satoh, Kuidaore, Ramoshindo
Sound Effects: Kingoro
Musiclogist: Zenjii Pekito
Recording Co-Ordinate: T. Sasugano
Announcer: Petr Stone (Mickey's Company)
Hardware: Ole Ole 138, V Kobe Yzz, Sasurau Hito, Y.K 98, Kage No Bancho, Bonney
Exhibition Instructors: Kanbanmusume, Aki T., Soldier
Director & Producer: Dr. Lee

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2486&o=2

$end


$bbca_cass,bbcb_cass=soccersu,
$bio

Soccer Supremo (c) 19?? Qualsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52397&o=2

$end


$wswan=soccerya,
$bio

Soccer Yarou! Challenge the World (c) 1999 Coconuts Japan

- TECHNICAL -

Model SWJ-CCJ002

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86387&o=2

$end


$arcadia=soccer,
$bio

Soccer (c) 1982 Emerson Radio Corp.

- TECHNICAL -

[Cartridge No. 16]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49272&o=2

$end


$scv=soccer,soccera,
$bio

Soccer (c) 1985 Epoch Company, Limited.

- TECHNICAL -

[Model 13 NO.09190]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49096&o=2

$end


$astrocde=soccer,soccerp,soccera2,soccera3,soccera4,soccera,
$bio

Soccer (c) 1985 Unknown

- TECHNICAL -

Game ID: 3007

- TRIVIA -

Two versions of this exist. The first was the true Astrocade prototype that Clyde Perkins had in early 1983. It was sold in 1985 because Mike White didn't know a better one existed. The other version was finished by an unknown third party to include more menu options for customizing game play. These were sold through ABC Hobbycraft until 1986. When Mike White was shown this version, he began supplying the finished version on cartridge instead. He offers a free exchange, but holders of the unfinished version may now have a valuable rare item! (Less than twenty sold)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86834&o=2

$end


$crvision=soccer,
$bio

Soccer (c) 1983 Video Technology, Limited.

- TECHNICAL -

Model 8017

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53782&o=2

$end


$gameboy=soccerj,
$bio

Soccer (c) 1991 Tonkin House

- TECHNICAL -

Cartridge ID: DMG-GSA

- TRIVIA -

Reviews:
June 1992 - Consoles + N.10 (Pages 112): 89/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66938&o=2

$end


$gameboy=soccer,
$bio

Soccer [Model DMG-YK-NOE-1] (c) 1994 GameTek

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66935&o=2

$end


$famicom_flop=soccer,
$bio

Soccer (c) 1985 Nintendo Company, Limited.

FDS version. Originally released on Famicom. See original "Soccer [Model HVC-SC]" for more information about the game itself.

- TECHNICAL -

Model FMC-SCC

- TRIVIA -

Even if title screen says 1985. This FDS version of Soccer was released on February 21, 1986 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65454&o=2

$end


$nes=soccer1,
$bio

Soccer (c) 1985 Nintendo.

- TECHNICAL -

Model HVC-SC

- TRIVIA -

Soccer was released on April 9, 1985 in Japan.

- STAFF -

DEVELOPED BY: IWASAKI ELECTRONICS

CREATE BY: M. OOYAMA, H. YUKAMI

Produced by: DON IKUNO       
Created by: H. YUKAMI (CPU YUKAMI), M. OOYAMA (LUM OOYAMA), ROM DOHMAE      
Art Designer: NON YAMAMURA    
Music: NICK KONDO      
Co-Director: TURBO OHTA, ROM KITANISHI   
                                
Special thanks: TOSHI NAKAMURA, KEN NAKAJIMA, YES SENGOKU, KYO IIJIMA, HIDE SUZUKI, SUN SOBAJIMA, TRON NARIHIRO

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55567&o=2

$end


$nes=soccer,
$bio

Soccer (c) 1985 Nintendo Co., Ltd.

European release. Game developed in Japan. See original "Soccer [Model HVC-SC]" for more information about the game itself.

- TECHNICAL -

Model NES-SC-NOE

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82356&o=2

$end


$ti99_cart=soccer,
$bio

Soccer [Model PHM 3024] (c) 1980 Texas Instruments

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84723&o=2

$end


$pc8801_flop=socian,
$bio

Socian (c) 1991 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92919&o=2

$end


$megadriv=socket,
$bio

Socket (c) 1994 Vic Tokai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57396&o=2

$end


$pico=sodatete,
$bio

Sodatete Manabu - Doubutsu Oukoku! [Model T-193030] (c) 1996 Yonezawa [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75791&o=2

$end


$x1_flop=sofia,
$bio

Sofia (c) 1987 Dempa Shinbunsha [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86116&o=2

$end


$msx1_cart=sofia,
$bio

Sofia (c) 1988 Dempa [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77454&o=2

$end


$x68k_flop=softhard,
$bio

Soft de Hard na Monogatari (c) 1988 System Sacom Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88085&o=2

$end


$pc98=softhard,
$bio

Soft de Hard na Monogatari (c) 1988 System Sacom Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90662&o=2

$end


$x68k_flop=softhrd2,
$bio

Soft de Hard na Monogatari II (c) 1989 System Sacom Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88086&o=2

$end


$pc98=softhrd2,
$bio

Soft de Hard na Monogatari II (c) 1989 System Sacom Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90663&o=2

$end


$pc98=stengok2,
$bio

Soft Tengoku 2 (c) 1991 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90659&o=2

$end


$pc98=stengok3,
$bio

Soft Tengoku 3 (c) 1991 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90660&o=2

$end


$pc98=stengok4,
$bio

Soft Tengoku 4 (c) 1992 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90661&o=2

$end


$nes=softengk,
$bio

Softball Tengoku (c) 1989 Tonkin House

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54632&o=2

$end


$pc98=cmag9111,
$bio

SoftBank C Magazine 1991-11 (c) 1991 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90664&o=2

$end


$pc98=cmag9201,
$bio

SoftBank C Magazine 1992-01 (c) 1992 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90665&o=2

$end


$pc98=cmag9202,
$bio

SoftBank C Magazine 1992-02 (c) 1992 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90666&o=2

$end


$pc98=cmag9203,
$bio

SoftBank C Magazine 1992-03 (c) 1992 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90667&o=2

$end


$pc98=cmag9204,
$bio

SoftBank C Magazine 1992-04 (c) 1992 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90668&o=2

$end


$pc98=cmag9205,
$bio

SoftBank C Magazine 1992-05 (c) 1992 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90669&o=2

$end


$pc98=cmag9206,
$bio

SoftBank C Magazine 1992-06 (c) 1992 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90670&o=2

$end


$pc98=cmag9207,
$bio

SoftBank C Magazine 1992-07 (c) 1992 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90671&o=2

$end


$pc98=cmag9209,
$bio

SoftBank C Magazine 1992-09 (c) 1992 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90672&o=2

$end


$pc98=cmag9210,
$bio

SoftBank C Magazine 1992-10 (c) 1992 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90673&o=2

$end


$pc98=cmag9211,
$bio

SoftBank C Magazine 1992-11 (c) 1992 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90674&o=2

$end


$pc98=cmag9212,
$bio

SoftBank C Magazine 1992-12 (c) 1992 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90675&o=2

$end


$pc98=cmag9301,
$bio

SoftBank C Magazine 1993-01 (c) 1993 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90676&o=2

$end


$pc98=cmag9404,
$bio

SoftBank C Magazine 1994-04 (c) 1993 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90677&o=2

$end


$pc98=cmag9405,
$bio

SoftBank C Magazine 1994-05 (c) 1993 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90678&o=2

$end


$pc98=cmag9406,
$bio

SoftBank C Magazine 1994-06 (c) 1993 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90679&o=2

$end


$pc98=sbgpc01,
$bio

SoftBank Gekkan PC - Test Software & Windows Wallpaper (c) 1993 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90680&o=2

$end


$pc98=sbgpc02,
$bio

SoftBank Gekkan PC - Windows Performace & PC Data Theta Shuu (c) 1993 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90681&o=2

$end


$pc98=ohpcpage,
$bio

SoftBank Oh!PC - Aldus Pagemaker Demo (c) 1992 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90683&o=2

$end


$pc98=ohpcaska,
$bio

SoftBank Oh!PC - ASKA Ver.2 Demo (c) 1991 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90682&o=2

$end


$pc98=ohpcfree,
$bio

SoftBank Oh!PC - Lotus Freelance Demo (c) 1992 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90684&o=2

$end


$pc98=ohpcword,
$bio

SoftBank Oh!PC - MicroSoft Word Demo (c) 1992 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90685&o=2

$end


$pc98=ohpcw30,
$bio

SoftBank Oh!PC - Windows Ver.3.0A Demo (c) 1992 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90686&o=2

$end


$adam_cass=softadam,
$bio

Software for the Coleco Adam (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82707&o=2

$end


$cpc_cass=softhous,
$bio

Software House (c) 1988 Cult

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99214&o=2

$end


$amigaocs_flop=softmang,
$bio

Software Manager (c) 1994 Kaiko

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75031&o=2

$end


$cpc_cass=softstar,
$bio

Software Star [Model A12] (c) 1984 Addictive Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99215&o=2

$end


$info=sogeki,
$bio

Sogeki (c) 2001 Konami Corp.

- TECHNICAL -

Main CPU : MPC8240 (@ 200 Mhz)

- TRIVIA -

Released in May 2001.

This game is known in the U.S. as "Silent Scope EX".

- TIPS AND TRICKS -

* Bonus Girl Locations : Put these girls on your scope to gain a 10% life boost...
Building - 1st area, bottom right corner of building, will move to middle right part of building
Boat - 1st area, top right corner of boat on roof
Airplane - 1st area, standing directly right of ambulance
Patrolled Route - 2nd area, parachuting on top right corner, will move towards top left corner
Low Alt. Route - 4th area (the one with cars), parachuting at top right corner, will move towards top left corner
President Speech - far left of screen, standing right above the limousine
President Parade - directly northwest of the 6th suspect (the one in the rightmost building)
President Drive - right after you pass the 1st set of bridges, on a green advertisement sign with the girl on it on the side of the road
Helicopter Attack - 3rd area, middle right section of the train
4WD Jeep Attack - 3rd area, far right section of the train
Hang Glider Sneak In - 1st area, on the westmost edge of the pillar near the ladders, will walk towards the north side of pillar
Cargo Sneak In - area where the truck passes by, directly east of you
Underwater Sneak In - 3rd area, swimming right above the leftmost rock
Enemy's Main Base - 1st area, must shoot the eastmost door, girl will be behind door after it's shot open

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=14140&o=2

$end


$saturn,sat_cart=scouncil,
$bio

Sokkou Seitokai - Sonic Council (c) 1998 Banpresto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59694&o=2

$end


$msx2_flop=soko,
$bio

Soko (c) 1995 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102034&o=2

$end


$coco_cart=sokoban,
$bio

Soko-ban (c) 1988 Tandy Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53474&o=2

$end


$fm7_cass=sokoban,
$bio

Sokoban (c) 1982 Thinking Rabbit [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93789&o=2

$end


$pc8801_flop=sokoban,
$bio

Sokoban (c) 1983 Thinking Rabbit [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92920&o=2

$end


$x68k_flop=sokoban,
$bio

Sokoban (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88617&o=2

$end


$pc8801_flop=sokoban2,sokoban2a,
$bio

Sokoban 2 (c) 1984 Thinking Rabbit [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92921&o=2

$end


$fm7_disk=sokoban2,
$bio

Sokoban 2 (c) 1984 Thinking Rabbit [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93646&o=2

$end


$fm7_cass=sokoban2,
$bio

Sokoban 2 (c) 1984 Thinking Rabbit [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93790&o=2

$end


$x68k_flop=sokoperf,
$bio

Sokoban Perfect (c) 1989 Thinking Rabbit [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88087&o=2

$end


$pc98=sokoperf,sokoperfa,
$bio

Sokoban Perfect (c) 1989 Thinking Rabbit [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90687&o=2

$end


$pc8801_flop=sokoperf,sokoperfa,
$bio

Sokoban Perfect (c) 1989 Thinking Rabbit [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92922&o=2

$end


$msx2_flop=sokoperf,sokoperfb,sokoperfa,
$bio

Sokoban Perfect (c) 1989 Micro Cabin Co. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102035&o=2

$end


$pc98=sokorev,
$bio

Sokoban Revenge (c) 1991 Thinking Rabbit [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90688&o=2

$end


$pc98=sokosl30,
$bio

Sokoban Select 30 (c) 1991 Thinking Rabbit [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90689&o=2

$end


$pce=sokoban,
$bio

Sokoban World (c) 1990 Media Rings Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58725&o=2

$end


$info=sokonuke,
$bio

Sokonuke Taisen Game (c) 1995 Sammy Corp.

In this strange party game you must compete in simple yet strange events such as inflating balloons, morphing into dragons, etc., while at the same time protect your partner from 'harmless' pain inducers such as razor-sharp buzzsaws and bombs! Features nice graphics and hectic gameplay!

- TECHNICAL -

Main CPU : Motorola 68000 (@ 16 Mhz)
Sound Chips : X1-010 (@ 16 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 1

- TRIVIA -

Sokonuke Taisen Game was released in July 1995 in Japan only.

Developed by Sekarabe.

The title of this game translates from Japanese as 'Bottomless War Game'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2487&o=2

$end


$pc8801_cass=sokoban,
$bio

Sokouban (c) 1983 Thinking Rabbit [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91268&o=2

$end


$pcecd=solbianc,
$bio

Sol Bianca (c) 1990 NCS

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58383&o=2

$end


$info=soldivid,
$bio

Sol Divide - Sword of Darkness (c) 1997 Psikyo.

An excellent horizontal scrolling shoot-em-up.

- TECHNICAL -

Main CPU : SH-2 (@ 28.63635 Mhz)
Sound Chips : YMF278B (@ 28.63635 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Sol Divide Sword of Darkness was released in May 1997.

The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to three smileys.

- TIPS AND TRICKS -

* Unlock Extra Maintenance : if you hold Test Button + PL1 Button 1 during boot, you get extra options in the test menu (Stage Select).

- STAFF -

Staff : Katsuya Terada, Shin Nakamura, Jun-Ichi Niwa, Shiori Saito, Hiroshi Yamada, Wataru Yamazaki, Naozumi Yorichika, Toshinori Sugita, Mitsuo Kodama, Hideyuki Oda, Masaki Izutani, Yoko Tsukagoshi, Ikuya Yoshida, Norikazu Takemori, Emi Taniguchi, Hideto Kamioka, Hirotsugu Imoto, Keisuke Takagi, Kotaro Ogata, Keizo Fujita, Kunio Asahara, Kentaro Maki, Kunihiko Nogomi, Kenichi Fujita

- PORTS -

* Consoles :
Sega Saturn [JP] (July 02, 1998) "Sol Divide - Sword of Darkness [Model T-14423G]"
Sony PlayStation [JP] (July 02, 1998) "Sol Divide - Sword of Darkness [Model SLPS-01463]"
Sony PlayStation 2 [JP] (Mar. 31, 2005) "Sol Divide & Dragon Blaze [Psikyo Shooting Collection Vol.3] [Model SLPM-62593]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2488&o=2

$end


$saturn,sat_cart=soldivid,
$bio

Sol Divide - Sword of Darkness (c) 1998 Atlus Company, Limited.

- TECHNICAL -

[Model T-14423G]

- TRIVIA -

Sol Divide for Saturn was released on July 02, 1998 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48056&o=2

$end


$pcecd=solmoona,
$bio

Sol Moonarge (c) 1994 Irem Corp.

Irem is certainly most famous for its glorious series of shooters such as R*Type or puzzle games such as the cute Gussun Oyoyo. But Irem didn't only shine in those fields and Sol Moonarge is a perfect example of this. The game tells the story of Soleil, and later his son Sonia, two young tree people. Suspicious looking demons starts appearing all over the country and the King decides to send all his most valorous swordsmen seek for the Sword of the Sun and protect two Moon goddesses and the gears of fate. Soleil's journey starts in the small town of Itchy, and we will soon meet other friends who will accompany him in his long quest. They include the cute red-haired Mappy and the strong Nosu. Like any traditional role playing game, most of the action happen in towns and villages and the view zooms out when our heroes travel the world. However, Sol Moonarge also offers some neat side-scrolling and action based stages such as the Demon Tower, where Soleil will have to climb and jump from huge rotating gears. Combats are round based and an auto-fight option is available. It also offers an interesting experience system where the main character's magic and swordship skills can grow separately, depending on how often they get used in fights. This greatly influence our hero's abilities throughout the game. The gameplay is also influenced by a cycle of day and night, and some events only occur during this two sided time line. Shops are only open during daylight hours for instance and Soleil can only peep at some lovely next door neighbourhood's bath time at night...

- TECHNICAL -

Game ID: ICCD3004

- TRIVIA -

Released on January 07, 1994 in Japan for 7700 Yen.

- STAFF -

Planner: Syu Sato
Chief Designer: Kazakami Shun
Designer: Great Choukei, Zurio
Chief Programmer: Shinichi Yamamoto
Visual Programmer: Kouji Kuri
Music Composer: Rikei Hirashima
Technical Coordinator: Kiyoshi Kitabayashi, Fukuchan
Sound Tools: Jitta
Ricording Engineer: FM-Sounds, Off Road
Sound Effects: Sound Freak

CAST:
Soleil: Ryouchi Tanaka
Mappy: Chiyoko Kawashima
North: Hidekatsu Shibata
Sonia: Hikaru Midorikawa
Pasta: Yuka Koyama
Punch: Arihoro Masuda
Paff: Chiyoko Kawashima
Luna, Lune: Keiko Han
Vongole: Hidero Ishikawa
Black: Akira Kamiya
Silver: Kaneto Shiozawa
Na: Iemasa Kayumi
EnglishNa: Taka Egawa

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58384&o=2

$end


$cpc_cass=solnegro,
$bio

Sol Negro (c) 1988 Opera Soft [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99216&o=2

$end


$msx1_cass=solnegro,solnegrob,solnegroa,
$bio

Sol Negro (c) 1989 Opera Soft [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94987&o=2

$end


$info=sol20,
$bio

SOL-20 (c) 1976 Processor Technology Corp.

- TRIVIA -

The SOL-20 was available as fully assembled or as kit form.

- STAFF -

Designed by: Bob Marsh, Lee Felsenstein, Gordon French

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103257&o=2

$end


$megadriv=soldeace,
$bio

Sol-Deace (c) 1992 Renovation

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57397&o=2

$end


$x68k_flop=solfeace,
$bio

Sol-Feace (c) 1990 Wolf Team [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88088&o=2

$end


$megacd,megacdj=solfeace,solfeacea,solfeaceb,
$bio

Sol-Feace [Model 4130] (c) 1992 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60663&o=2

$end


$megacd,megacdj=solfeace,
$bio

Sol-Feace [Model T-32024] (c) 1991 Wolf Team

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60562&o=2

$end


$segacd=solfeace,
$bio

Sol-Feace [Model T-4404] (c) 1992 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60809&o=2

$end


$info=slrasslt,
$bio

Solar Assault - Gradius (c) 1997 Konami Company, Limited.

- TECHNICAL -

Konami GTI Club Hardware

CPU : PowerPC 403GA @ 64 MHz
3D DSP : ADSP-21062 (SHARC) @ 36 MHz
Sound CPU : 68EC000 @ 16 MHz
Sound chips : Ricoh RF5C400 PCM 32Ch, 44.1 kHz Stereo, 3D Effect Spatializer.
Graphics (Custom 3D) : 2 x KS10071

- TRIVIA -

Released in July 1997.

- SERIES -

1. Gradius [Model GX400] (1985)
2. Salamander [Model GX587] (1986)
3. Gradius II - GOFER no Yabou [Model GX785] (1988)
4. Gradius III - Densetsu Kara Shinwa-e [Model GX945] (1989)
5. Nemesis '90 Kai (1993, Sharp X68000)
6. Salamander 2 (1996)
7. Solar Assault - Gradius (1997)
8. Solar Assault - Revised (1997)
9. Gradius Gaiden (1997, Sony PlayStation)
10. Gradius IV - Fukkatsu (1998)
11. Gradius Generation (2001, Nintendo Game Boy Advance)
12. Gradius V (2004, Sony PlayStation 2)
13. Gradius Neo (2004, NTT DoCoMo i-mode Phones)
14. Gradius Neo Imperial (2005, NTT DoCoMo i-mode Phones)
15. Gradius Wide (2007, NTT DoCoMo i-mode Phones)
16. Gradius Rebirth (2008, Nintendo Wii)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4179&o=2

$end


$cpc_cass=solarcst,
$bio

Solar Coaster (c) 1987 Optyx Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99217&o=2

$end


$astrocde=solarcnq,solarcnqp28,solarcnqp39,solarcnqp,
$bio

Solar Conqueror (c) 1983 Astrocade, Inc.

- TECHNICAL -

Game ID: 2018

- TRIVIA -

This game was called Solar Quest in some references in Astrocade newsletters.

Released as part of the "Action/Skill Series".

- STAFF -

Written by: Scot L. Noris, Thomas McHugh, Julie Malan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86835&o=2

$end


$saturn,sat_cart=solarec,
$bio

Solar Eclipse (c) 1995 Crystal Dynamics

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60155&o=2

$end


$cpc_cass=solaremp,
$bio

Solar Empire (c) 1990 Players Premier

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99218&o=2

$end


$info=solfight,
$bio

Solar Fight (c) 1979.

- TECHNICAL -

Main CPU : Intel 8080 (@ 1.9968 Mhz)
Sound Chips : SN76477 (@ 1.9968 Mhz), discrete circuitry

Screen orientation : Vertical
Video resolution : 224 x 260 pixels
Screen refresh : 59.54 Hz
Palette colors : 2

Players : 2
Control : 2-way joystick
Buttons : 1

- TRIVIA -

This game is a bootleg of "Ozma Wars".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2489&o=2

$end


$info=solar_l2,
$bio

Solar Fire (c) 1981 Williams Electronics, Incorporated.

- TECHNICAL -

Williams System 7
Model Number : 507

- TRIVIA -

782 units were produced.

- STAFF -

Design by : Barry Oursler
Art by : Constantino Mitchell

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5574&o=2

$end


$c64_cart,c64_flop=solarfox,
$bio

Solar Fox (c) 1983 Commodore

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53704&o=2

$end


$a2600=solarfox,solarfoxe,
$bio

Solar Fox (c) 1983 CBS, Incorporated.

The object of SOLAR FOX is to successfully maneuver your Starship through a series of colorful, pulsating solar cell matrixes. Points are scored for each solar cell you capture and for how fast you clear each matrix. Players may also earn the right to complete Challenge Racks for bonus points and clues to the mystery of SOLAR FOX.

Game 1 - One-Player
Game 2 - Two-Player
Game 3 - One-Player (Parent-Play)
Game 4 - Two-Player (Parent-Play)

- TECHNICAL -

Model 80020

- SCORING -

Solar Cell Point Values:
Racks 1 to 5: 100 points
Racks 6 to 10: 200 points
Racks 11 to 15: 300 points
Racks 16 to 20: 400 points

- TIPS AND TRICKS -

1. Learn to use and rely upon your speed control button. It may be the only thing that stands between you and many a deadly collision.

2. Avoid hovering around the matrix perimeters for too long. The sentinels will quickly sense your presence.

3. To save time, try to pick up as many cells as possible in a single direction before turning a corner to avoid a fireball.

- STAFF -

Programmer: Bob Curtiss

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50967&o=2

$end


$info=solarfox,
$bio

Solar Fox (c) 1981 Bally Midway.

Solar Fox is a space shooter and a Pac-Man type game all in one. The playing field is square and only has walls on the outside. Each wall has a moving cannon mounted that will fire odd shaped torpedoes at your ship. Scattered around the inside will be a bunch of pellets in various simple patterns. To complete each level you have to drive over, or shoot all of the pellets. If done quickly enough the game will skip a level (going from 1 to 3, etc), and award you point for the level skipped.

If you select Novice difficulty at the beginning, the Solar Fox's normal speed will be slow, and pressing the Speed Button will speed it up. If you should select Expert difficulty, its normal speed will be faster, and pressing the Speed Button will slow it down. Every fourth rack is also a bonus rack, and if you die in one, it will not cost you a life. After clearing ten racks, a player becomes a member of the "10-Rack Club" and the game will continue on as normal.

- TECHNICAL -

[Game No. 982]
[Upright model]

The game came in a grey dedicated cabinet with sideart of a spacemans head inside an arrow shaped logo. The monitor was mounted deep inside the game, and what the player saw was actually a mirror.

Bally Midway MCR 1 hardware

Main CPU : Zilog Z80 (@ 2.496 Mhz)
Sound CPU : Zilog Z80 (@ 2 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 2 Mhz)

Screen orientation : Vertical
Video resolution : 480 x 512 pixels
Screen refresh : 30.00 Hz
Palette Colors : 32

Players : 2
Control : 4-way joystick
Buttons : 2

- TRIVIA -

This game was released in 1982 (Copyright title screen says 1981). A Solar Fox unit appears in the 1983 movie 'Joysticks'.

- STAFF -

Programmed by : Jack Pearson
Sound programmed by : Ben Blish

- PORTS -

* Consoles :
Atari 2600 (1983)

* Computers :
Commodore C64 (1983)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2490&o=2

$end


$nes=solarjet,
$bio

Solar Jetman - Hunt for the Golden Warpship (c) 1991 Nintendo [Japan]

- TRIVIA -

Reviews:
1990 - Consoles + HS N.2 [FR]: 94/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55568&o=2

$end


$nes=solarjetu,
$bio

Solar Jetman - Hunt for the Golden Warpship (c) 1990 Tradewest, Incorporated.

Players explore the universe in full combat readiness as they help Solar Jetman recover the sabotaged Golden Warship -- the most powerful spacecraft in the galaxy. On 12 alien worlds, each with its own army of enraged aliens and their deadly devices, the necessary parts to repair the damaged vessel are hidden. Players must act fast and with finesse to fend off the destructive alien forces, gravity, baffing booby traps, perpetual black holes, and cosmic space warps. It's intense galactic rivalry that'll keep players in orbit.

- TECHNICAL -

[Model NES-LJ-USA]

- TRIVIA -

Solar Jetman was released in September 1990 in North America.

- TIPS AND TRICKS -

* Passwords :
KLBLBKHBKLGB - Start on Planet 02.
KLBMKBBGXHHB - Start on Planet 04.
KNDHNBHBNWNB - Start on Planet 06.
LQGGMQLHNDHH - Start on Planet 10.
LMGZQBDPZLTG - Start on Planet 12.
HHHHHHHHHHHH - Start on Planet 13.
KDBRNPBDRPHD - Skip Planet 03.
KNDPBKKDGBNB - Skip Planet 05.
LKDZKQHDTRNB - Skip Planet 07.
MBGLNMKGHXNB - Skip Planet 09.
BKKBKKHMBHMB - Acces to hidden 'XX' level.
QQQQQQQQQQQQ - Bonus levels.
ZBBBBBBBLNTQ - begin with 15 lives & extra $$$.
NNNNNNNNNNNN - begin with 7 lives & extra $$$.
BBBBBBBBBBBB - Start with no money.

- SERIES -

1. Jetpac (1983,ZX Spectrum) 
2. Lunar Jetman (1984, ZX Spectrum) 
3. Solar Jetman (1990) 
4. Jetpac Refuelled (2007, XBOX 360 - "XBOX Live Arcade")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55569&o=2

$end


$info=pc_sjetm,
$bio

Solar Jetman (c) 1990 Rare.

PlayChoice-10 version. For more information about the game itself, please see the original NES version; "Solar Jetman - Hunt for the Golden Warpship [Model NES-LJ-USA]".

- TECHNICAL -

Nintendo PlayChoice-10 hardware
Game ID : LJ

Main CPU : Zilog Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz)
Sound Chips : Zetex N2A03 (@ 1.789772 Mhz), DAC

Players : 2
Control : 8-way joystick
Buttons : 2

- SERIES -

1. Jetpac (1983,ZX Spectrum) 
2. Lunar Jetman (1984, ZX Spectrum) 
3. Solar Jetman (1990) 
4. Jetpac Refuelled (2007, XBOX 360 - "XBOX Live Arcade")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1826&o=2

$end


$info=solarq,
$bio

Solar Quest (c) 1981 Cinematronics.

In the center of the screen is a sun. Any space ships or ship's fire coming in contact with the sun are destroyed. The sun exerts an increasing gravitational pull as play progresses.

A player controlled space ship is randomly located on the screen. The space ship's movement is controlled by rotate right, rotate left, and thrust buttons. For quick escapes, the space ship can be thrust into hyperspace, causing the ship to disappear and then reappear in a different location.

The space ship possesses two weapons. The first weapon consists of shots fired by pressing the fire button. These shots will destroy any alien ships they strike, but will disintegrate if they do not hit any targets. The second weapon is a nuke which is launched by pressing the nuke button. The nuke will continue to travel across the screen until either it strikes a target or the player detonates the nuke by pressing the nuke button a second time. The nuke will destroy all alien ships within a limited radius of the explosion.

At the top of the screen is a display showing the player's score, the number of ships remaining, and the number of nukes a player has available.

The game consists of different phases. Each phase begins with several alien ships appearing from random points along the edge of the screen. The number of the alien ships is determined by the phase, with a maximum of eight ships for any single type of alien ship in a phase.

The alien ships move across the screen in a random pattern. After a predetermined time, dependent upon the phase, the alien ships will begin to chase the player's space ship. The player must shoot the alien ships before his ship is rammed by an alien ship. In later phases, the alien ships can shoot at the player's space ship as well as ram it.

Any alien ship that is destroyed by the player will leave a survivor. The player can either capture or kill the survivor. Survivors cannot be killed with nukes. If the survivor is neither captured nor killed, it will begin to drift towards the sun. Survivors disappear when they come in contact with the sun.

If the player does not shoot any alien ships, one or two ghost ships will appear and begin to chase the player's space ship. The ghost ship will shoot at the player's space ship during any phase. The length of time it takes for the ghost ships to appear shortens with each phase, until at least one is always present. A ghost ship will not leave a survivor when it is destroyed.

During a phase, seven different types of alien ships will appear. It is possible for several types of alien ships to be on the screen at one time. A phase is completed after all the alien ships have been destroyed or a specific amount of time has elapsed.

A player must be careful when using hyperspace. Excessive use will cause hyperspace to lock-out for a short period, making a player's space ship more vulnerable. A player's space ship cannot be destroyed in hyperspace.

As play continues, each phase becomes successively more difficult; the number of alien ships increases, the length of time before the alien ships attack shortens, and the alien ships firing capability activates. When a player's space ship is destroyed, play resumes at the same point. The game ends when all of a player's space ships are destroyed.

1- and 2-player options are available. In the 2-player mode, players alternate until all their ships are destroyed. If 1-player receives more extra ships than another, he will be allowed to play the extra ships even though his opponent's game is over.

An extra nuke is awarded every 10,000 points. An extra space ship is awarded after capturing a specified number of survivors.

- TECHNICAL -

Solar Quest machines came in a white upright cabinet with a black front section. The side-art covered the top half of the machine, and showed a scene of a white spaceship and a sun on a blue background, along with the title. The marquee was black and had the Solar Quest logo superimposed over a multicolored explosion. The control panel and monitor bezel were blue and decorated with small spacecrafts zooming to and fro. The control panel has no joystick. Play is instead controlled with six buttons. It seems that most vector games had buttons instead of joysticks, they were probably just following what "Asteroids" did. This game uses a black and white vector open frame monitor, but it has several color overlays installed to make the sun yellow, and the top of the screen red. The monitor is actually installed deep inside the machine, and the player views a reflection of it, instead of the actual screen.

Main CPU : CCPU (@ 5 Mhz)

Screen orientation : Horizontal

Players : 2
Buttons : 6
=> [1] Thrust, [2] Fire, [3] Hyperspace, [4] Nuke, [5] Rotate Left, [6] Rotate Right

- TRIVIA -

Released in December 1981.

This was the last 'Black and white with a color overlay' vector game produced by Cinematronics. Solar Quest was a last minute game. Cinematronics was heading towards the trade show season with only "Boxing Bugs" to show, which they felt was not a winner. Scott Bodden who had left the company earlier, was called in as a contractor to write Solar Quest. He completed this in a mere 90 days.

- SCORING -

Shooting :
1st Alien : 250 points
2nd Alien : 300 points
3rd Alien : 350 points
4th Alien : 400 points
5th Alien : 450 points
6th Alien : 500 points
7th Alien : 750 points
Ghost : 2,500 points
Survivor : 250 points

Survivor Captured : 1,000 points

- TIPS AND TRICKS -

GAME FEATURES :
1. The number of alien ships for any type increases from four in phase one, to eight in phase five.
2. The sun's gravity increases with each phase, starting in phase five.
3. The speed of the alien ships increases with each phase.
4. Alien ships' firing capability becomes activated in phases five through eleven. The seventh type of alien ship receives firing capability in phase five, the sixth type in phase six, the fifth type in phase seven, and so on, until all the, alien ships have firing capability in phase eleven.
5. The ghost ships will appear in a shorter amount of time each phase, until at least one is always present.
6. The number of captured survivors needed to receive an extra space ship is adjustable, either twenty-five or forty.
7. The number of ships per credit is adjustable, either three or five.
8. The number of credits per coin is adjustable.

- STAFF -

Designed and programmed by : Scott Boden

- PORTS -

* Consoles :
GCE Vectrex (1982)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2491&o=2

$end


$vectrex=solarq,
$bio

Solar Quest (c) 1982 GCE [General Consumer Electric]

How many types of alien vessels will you be able to destroy? Seven different types are after you. You must first destroy them and then attempt to rescue the survivors before that float into the sun. Don't get your ship too close to the sun... its high temperatures can destroy you.

The first group of aliens will fly on to the screen. Use the joystick to rotate your ship and button 3 to move forward. You must try to destroy the ships before they collide with you. To destroy alien vessels one at a time, press button 4 to fire rockets. You can destroy many alien vessels at the same time by using button 2, the Nuke. Press this button once to fire the Nuke and a second time to release its force. The number of remaining Nukes are shown at the bottom of the screen.

Button 1 allows you to move mysteriously on the screen to avoid begin hit.  Use it cautiously... it might put you in an even more difficult predicament.

Once an alien vessel is destroyed, its survivor will remain and float toward the sun in the center of the screen. You can earn extra points by either destroying the survivors or picking them up in your craft before the sun destroys them.

As the game progresses, new types of aliens, who are even faster and more deadly, will enter the field.

- TECHNICAL -

Model HS-4080

Controls
Joystick: Rotates your alien destroying ship.
Button 1: Hyperspace.
Button 2: Nuke. Fires Nukes at alien vessels.
Button 3: Thrust.
Button 4: Fire.

- SCORING -

Alien type 1 ship: 250 points
Alien 2: 300 points
Alien 3: 350 points
Alien 4: 400 points
Alien 5: 450 points
Alien 6: 500 points
Alien 7: 750 points
Ghost ship: 3500 points
Shooting a survivor: 250 points
Picking up survivor: 1000 points

- TIPS AND TRICKS -

An extra Nuke is awarded for each 10,000 points earned.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82233&o=2

$end


$info=solaride,
$bio

Solar Ride (c) 1979 Gottlieb.

- TECHNICAL -

Gottlieb System 1
Model Number : 421

- TRIVIA -

8,800 units were produced.

- STAFF -

Design by : Ed Krynski
Art by : Gordon Morison

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5672&o=2

$end


$a2600=solarstr,solarstre,
$bio

Solar Storm (c) 1983 Imagic

You're strapped in your laser ship, battling fierce Deltoids and Shields. They approach in waves, at faster and faster speeds. Each raider can shoot a single flash of proton energy that comes at you like a lightning bolt.

There's no time to waste. And no place to hide. Then, as you carry on the defense, things get much worse. A far-off sun explodes! Fragments from the cataclysm come raining down. Keep moving!

Blast almost everything you see! If you don't, heat from the solar debris can destroy your planet. If you prevail, you can move out to the edge of space and attack your foes. Sweet revenge!

* Hit as much solar debris as you can, without losing your laser ship.
* Allow the fewest possible objects to reach your planet's surface, or it will overheat and explode.
* Shoot passing fleet ships from your orbital platform to win extra lasers when your score goes up 500 points.

- TECHNICAL -

Model 03206

- SCORING -

Each SUN SPOT hit: 5 points.
Each DELTOID or SHIELD BLASTER or LANDER hit: 10 points.
Each SOLAR FLARE hit: 20 points.
Each SIZZLOID hit: 50 points.
Each FLEET SHIP hit (from orbital platform): 10 points.

- TIPS AND TRICKS -

* Remember, Deltoid and Shield Blasters can each fire at you only once. Try to wait until they take their shots before moving your laser into firing position.

* When you hit a Sizzloid the whole screen is cleared. In later stages of  the game you can avoid the dangers of many falling targets by waiting until the last possible second to hit a Sizzloid.

- STAFF -

Programmer: Dennis Koble

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50968&o=2

$end


$gameboy=sstriker,
$bio

Solar Striker (c) 1990 Nintendo.

- TECHNICAL -

[Model DMG-SSA]

- TRIVIA -

Solar Striker was released on January 26, 1990 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48964&o=2

$end


$cdi=solarsys,
$bio

Solar System (c) 1995 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53076&o=2

$end


$m5_cass=ssf,
$bio

Solar System Forces (c) 198? Takara Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95326&o=2

$end


$m5_cass=ssfcm,
$bio

Solar System Forces - Commando Team (c) 198? Takara Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95327&o=2

$end


$m5_cass=ssfom,
$bio

Solar System Forces - Operation Maul (c) 198? Takara Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95328&o=2

$end


$m5_cass=ssfvm,
$bio

Solar System Forces - Victory of Mars (c) 198? Takara Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95329&o=2

$end


$info=solarwap,
$bio

Solar Wars (c) 1986 Sonic.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=10152&o=2

$end


$info=solrwarr,solarwar,
$bio

Solar-Warrior (c) 1986 Taito America Corp.

North American release. Game developed in Japan. Please see the original Japanese release entry for more information about the game; "Xain'd Sleena"

- TECHNICAL -

Game ID : TA-0019

Main CPU : (2x) M6809 (@ 1.5 Mhz)
Sound CPU : Motorola M6809 (@ 1.5 Mhz)
Sound Chips : (2x) Yamaha YM2203 (@ 3 Mhz)

Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 57.00 Hz
Palette Colors : 512

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in February 1987 by Taito America Corp. under license from Technos Japan. Distributed by Memetron in USA.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2492&o=2

$end


$a2600=solaris,solarise,
$bio

Solaris (c) 1987 Atari Corporation.

To attack a Zylon force or defend a Federation Planet, move to its sector and press the fire button. You immediately hyperwarp to that sector. Watch your Targeting Computer during hyperwarp. It shows your StarCruiser hyperwarping in and out of focus, while the number on the right of the Computer displays your hyperwarp focus value (0 is a perfect warp, 3 is terrible). Move the joystick handle left or right to keep your fighter in focus.

Once you land in an enemy sector, start blasting. Watch your Targeting Computer to find unseen Zylon ships. The number on the left of the Computer tells their left/right distance from you; the number on the right tells their up/down distance. Zero means they're straight ahead. When your Targeting Computer is damaged it will flash bright white. Use the left/right, up/down numbers to track the enemy until you can dock at a Federation Planet for repairs.

When you've destroyed all Zylons in a sector, the Galactic Scanner reappears. (If you're using a second joystick, press its fire button to redisplay your Scanner at will, even during battle.) To hyperwarp to another quadrant, move the StarCruiser to a sector with an Exit and press the fire button. Choose an enemy sector from that quadrant and get going!

An alarm will ring when Zylons are attacking a Federation Planet in your quadrant, or you'll spot the attack on your Galactic Scanner (the planet will flash). You've got 40 seconds to save the planet. If you fail, the whole quadrant regresses into a Red Zone, and joystick control is reversed. Watch it!

When your fuel gets critically low, another alarm buzzes. Hyperwarp to a Federation Planet as soon as you can for refueling. Dock in a Docking Bay, by flying into it, to refuel and repair any damage to your StarCruiser. If you run out of fuel, your StarCruiser explodes.

Battle gets increasingly fast and furious as the game goes on. You must continue to search for Solaris while destroying all enemy ships. You'll know Solaris when you find it -- it's the only blinking planet in the galaxy.

The game ends when all your ships are destroyed or you can reach Solaris. Press Reset, then the fire button, to play again.

- TECHNICAL -

Model CX26136

- SCORING -

Making it through a Corridor: 8,000 points
Rescuing all Cadets on a Zylon Planet: 8,000 points
FlagShip: 500 points
Raider: 400 points
Kogalon Star Pirate: 320 points
Targeter: 320 points
Glider: 320 points
Mechnoid: 300 points
Blockader: 260 points
Cobra Ship: 80 points
Guardian: 60 points
Distractor: 20 points

- TIPS AND TRICKS -

* When you rescue all Space Cadets on a Zylon Planet, you earn an extra StarCruiser and blow up the planet. You blow up another Zylon Planet when you make it safely through a Corridor.

* Map your progress! It will help you find Solaris more quickly.

* Try to keep your StarCruiser in focus during hyperwarp. The better job you do at focusing, the less fuel you waste. When you arrive in the enemy sector you'll also be closer to the Zylon fleet.

* Destroy the enemy closest to Federation Planets first.

* Save fuel in an enemy sector by blasting at neutral planets only to avoid colliding with them.

* Don't shoot your Docking Bays or you'll turn the quadrant into a Red Zone.

- STAFF -

Programmer: Doug Neubauer

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50969&o=2

$end


$info=soldam,soldamj,
$bio

Soldam - Action Puzzle Game (c) 1992 Jaleco.

- TECHNICAL -

Jaleco Mega System 1-A hardware

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound CPU : Motorola 68000 (@ 7 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.5 Mhz), (2x) OKI6295 (@ 30.303 Khz)

Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 1024

Players : 2
Control : 8-way joystick
Buttons : 2 (ROTATE LEFT, ROTATE RIGHT)

- TRIVIA -

Released in September 1992.

Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Soldam - PCCB-00108) on 01/1993.

- STAFF -

Chief programmer : Sas
Programmers : Shu, Karasawa
Graphic designers : Takarod, AP Sinya, Tatsuzo, Keijiroh
Game designer : Kurashima
Sound composers : Y. Suzuki, Atsuyoshi Isemura, Takashiba
Sound programmer : Panic Yunma
Project leader / Game designer : Momonga

- PORTS -

* Consoles :
Nintendo Game Boy (1993)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2493&o=2

$end


$gameboy=soldam,
$bio

Soldam [Model DMG-S9J] (c) 1993 Jaleco Company, Limited. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66941&o=2

$end


$pce=soldblas,
$bio

Soldier Blade Special - Caravan Stage (c) 1992 Hudson Soft.

Special 'Caravan Stage' edtion. For more information about the game itself, please see the original release: "Soldier Blade [Model HC92056]".

- TRIVIA -

Available during the 8th Caravan Competition organized by Hudson Soft. This non-commercial and very limited edition of Soldier Blade offers a 2 and 5 minutes Time Attack modes.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58727&o=2

$end


$pce=soldblad,
$bio

Soldier Blade (c) 1992 Hudson Soft.

Soldier Blade is a vertical-scrolling shooter and is the forth game in the Star Soldier series (and the third and last episode released for the PC Engine system). In the 21st century, humanity decides to initiate a space colonization program designed to save the Earth from depletion of its natural resources. However, not long after the beginning of the operation, the human fleet encounters the Zeograd alien army which is now on a mission to conquer our world. The elite Soldier Blade star fighter is created by the SIA (Special Interception Airforce) to counter the threat, and the player embarks on a perilous mission through seven stages (called 'Operations') to defeat the Zeograd empire. The ship comes equipped with a standard Vulcan Gun (red) and two other weapons are available for the picking - the laser-beam (blue) and the laser-wave (green). When a power-up is collected, a flying and invulnerable robot-pod also joins the Soldier Blade and shoots at everything in sight. Another unique feature of the weapon system is the ability to store up to three power-ups. At anytime during the game, the active weapon can be sacrificed and its power unleashed with devastative effects, cleaning up most of the enemies on the screen (releasing a bomb automatically activates the second available weapon). Soldier Blade, in the Star Soldier tradition, also features a two and five minutes time attack mode.

- TECHNICAL -

HuCARD ID: HC92056
HuCARD Size: 4 Mbits.

- TRIVIA -

Soldier Blade for the PC-Engine was released on July 10, 1992 in Japan for 6500 Yen; a "Special Version" was released later that same year.

Soldier Blade was part of the 8th Caravan Competition organized by Hudson Soft in 1992. See the Special edition entry for more information; "Soldier Blade Special - Caravan Stage".

Export releases : 
[US] Soldier Blade [Model TGX040082]

- SERIES -

1. Star Soldier (1986, Famicom)
2. Super Star Soldier [Model HE-1097] (1990, PC-Engine)
3. Final Soldier [Model MC91045] (1991, PC-Engine)
4. Soldier Blade [Model HC92056] (1992, PC-Engine)
5. Star Soldier - Vanishing Earth (1998, Arcade)
6. Star Soldier R (2008, Wii)

- STAFF -

Direction: Charley Nakata
Game Design: Ukiuki Uribo
System Programing: Hikaru Aoyama
Enemy Programing: Charley Nakata
Production Programing: Hikaru Aoyama
Art Direction: Ukiuki Uribo
Mechanical Art: Tatsuya Doe
Graphic Design: Ukiuki Uribo, Tatsuya Doe, Yukinori Kouzen, Rururira Hidebo, Atsushi Kakutani, Kuboq
Music Composing: Keita Hoshi, Makiko Tanifuji
Sound Effect: Keita Hoshi
Sound System Programing: Lu. Iwabuchi
Super Voice: Nimai C. Malle
Special Thanks: Futofuto Satoh, Hector Oyama, Manga, Masaaki Inoue, Masanori Wake, Mccol Iwata, Satoshi Mikami, Tetsuya Wakabayashi, Toshiya Abe, Team Young Power
Planning: Shigeki Fujiwara
Supervision: Tatsujin Kawada

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [JP] (January 30, 2007) [Model PALJ] 
Nintendo Wii U [Virtual Console] [JP] (September 14, 2014) [Model PNTJ] 

The game was also released on the Sony PlaySation Network as a PC-Engine Classic on February 17, 2010. PSN release ID: NPJJ-30022

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58726&o=2

$end


$tg16=soldblad,
$bio

Soldier Blade (c) 1992 Turbo Technologies, Inc.

Export release. Game developed in Japan. For more information on the game itself, please see the original Japanese version entry; "Soldier Blade [Model HC92056]".

- TECHNICAL -

Game ID: TGX040082

- TRIVIA -

Soldier Blade for the TurboGrafx-16 was released in 1992 (exact date unknown) in North America.

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [US] (January 8, 2007) [Model PALE] 
Nintendo Wii [Virtual Console] [EU] (January 26, 2007) [Model PALP] 
Nintendo Wii [Virtual Console] [AU] (July 6, 2007) [Model PALP] 

It was also released on the Sony PlayStation Network as a PC-Engine Classic on June 7, 2011. PSN release ID: NPUF-30016

* Others : 
Apple iPhone/iPad [US] (December 20, 2010) "TurboGrafx-16 GameBox [Model 406585960]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84350&o=2

$end


$info=amazon,
$bio

Soldier Girl Amazon (c) 1986 Nichibutsu.

Export release. Game developed in Japan. See the original Japanese release entry for more information about the game itself; "Sei Senshi Amatelass".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2494&o=2

$end


$amigaocs_flop=soldlght,
$bio

Soldier of Light (c) 1988 ACE

- STAFF -

Graphics by: Tahir Rashid
Programmer: Glyn Kendall
Music: David Lowe

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75032&o=2

$end


$msx1_cass=soldlght,
$bio

Soldier of Light (c) 1989 Dro Soft [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94988&o=2

$end


$cpc_cass=soldlghts,
$bio

Soldier of Light [Model 3 DG-004] (c) 1989 Dro Soft [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99219&o=2

$end


$cpc_cass=soldlght,
$bio

Soldier of Light [Model RAD2AM] (c) 1989 Softek

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99220&o=2

$end


$megadriv=soldfort,
$bio

Soldiers of Fortune (c) 1993 Spectrum Holobyte

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57398&o=2

$end


$snes=soldfort,
$bio

Soldiers of Fortune (c) 1993 Spectrum HoloByte

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63558&o=2

$end


$megadriv=soleil,soleilf,soleilg,soleils,
$bio

Soleil (c) 1994 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56863&o=2

$end


$pcecd=solidfrc,
$bio

Solid Force (c) 1995 NEC Home Electronics, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58385&o=2

$end


$info=j2sldgld,
$bio

Solid Gold (c) 198? JPM International.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48763&o=2

$end


$info=sc4solgl,sc4solgla,sc4solglb,sc4solglc,
$bio

Solid Gold (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR1010]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42798&o=2

$end


$snes=solidrun,
$bio

Solid Runner [Model SHVC-AAAJ-JPN] (c) 1997 ASCII Ent. Software, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62194&o=2

$end


$info=m4solsil,m4solsila,
$bio

Solid Silver Club (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41454&o=2

$end


$msx2_flop=solidsnl,solidsnla,
$bio

Solid Snail (c) 1994 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102036&o=2

$end


$nes=solit1,
$bio

Solitair (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84113&o=2

$end


$mc10=solitair,
$bio

Solitaire (c) 198? Gerrie [Jim Gerrie]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87698&o=2

$end


$m5_cass=solitair,
$bio

Solitaire (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95330&o=2

$end


$nes=solitair,
$bio

Solitaire (c) 1992 American Video Entertainment

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55570&o=2

$end


$gameboy=solitfun,
$bio

Solitaire Funpak [Model DMG-UX-USA] (c) 1994 Interplay

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66943&o=2

$end


$gamegear=solitair,
$bio

Solitaire Funpak (c) 1994 Interplay

- TECHNICAL -

[Model T-125038]

- STAFF -

Executive Producer : Alan Pavlish
Programmer : Clive Barrett
Artists : Simon Hart, Greg Holland, John Tsiglis
Music & SFX : Marshall Parker
Director of QA : Jeremy Barnes
Lead Tester : John Werner
Testers : Matt Norton, Ron Austin, Shane Cleavelin, Yuri Furumi, John McGinley
Producer : Wesley Yanagi
Manual Text : Bruce Warner
Manual Layout / Design : Salma Asadi

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64837&o=2

$end


$gamegear=solitarp,
$bio

Solitaire Poker [Model 2316] (c) 1991 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64838&o=2

$end


$pc98=solitair,solitaira,
$bio

Solitaire Royale (c) 1988 Game Arts Co., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90690&o=2

$end


$pc8801_flop=solitair,solitaira,
$bio

Solitaire Royale (c) 1988 Game Arts Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92923&o=2

$end


$fm7_disk=solitair,
$bio

Solitaire Royale (c) 1988 Game Arts Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93647&o=2

$end


$msx2_flop=solitair,solitairbsolitaira,
$bio

Solitaire Royale (c) 1988 Game Arts Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102037&o=2

$end


$x68k_flop=solitair,
$bio

Solitaire Tiny Ban (c) 1990 Miro [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88618&o=2

$end


$gameboy=solitair,
$bio

Solitaire [Model DMG-S5A] (c) 1992 Hect [Hector] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66942&o=2

$end


$amigaocs_flop=solitjrn,
$bio

Solitaire's Journey (c) 1992 QQP

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75033&o=2

$end


$info=solfigtr,
$bio

Solitary Fighter (c) 1991 Taito Corporation.

Six street toughs battle for prize money in an underground fighting competition. Some stages have weapons to throw at the opponent. DOGOOOOOON!

- TECHNICAL -

Runs on the "Taito F2 System" Hardware.
Prom Stickers: C91

Screen Orientation: Horizontal

Players: 2
Control: 8-Way Joystick
Buttons: 3
=> Punch, Jump, Kick

- TRIVIA -

Solitary Fighter was released on February 27, 1991.

The game is the same as Violence Fight except for onscreen UI tweaks (diferent life & power meters) but also at random times a woman carrying a knife appears in the battle and stays close you the fighters, waiting to randomly attack the player before retreating. She can be attacked like an enemy to drive her off though.

- SERIES -

1. Violence Fight (1989)
2. Solitary Fighter (1991)

- STAFF -

Game Programmers: Takeshi Ishizashi, Akio Uematsu, PZR400 Mom 
Game Designers: Takao Horiuti, Masakazu Iwahashi
Character Effects: Lin Chinkai
Sound Designers: Kazuko Umino (Zuntata)
Hard Designer: Takashi Ohara
Character Designers: Takashi Yamada, Keisuke Nishioka, Creamy Tetsu, Bin Kaneko
Designer: Hiroyasu Nagai
Special Thanks: G C Hamer, Osaka RD

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2495&o=2

$end


$vc4000=solitair,
$bio

Solitär (c) 1978 Interton Electronic.

- TECHNICAL -

[Cassette No. 30]

- TRIVIA -

Also called Solitaire outside Germany.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49221&o=2

$end


$x68k_flop=solitea,
$bio

Solitea (c) 1990 Miro [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88619&o=2

$end


$msx1_cass=solo,
$bio

Solo (c) 1989 Opera Soft [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94989&o=2

$end


$cpc_cass=solo,
$bio

Solo (c) 1989 Opera Soft [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99221&o=2

$end


$saturn,sat_cart=solocris,
$bio

Solo Crisis (c) 1998 Quintet

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59695&o=2

$end


$saturn,sat_cart=solocristai,
$bio

Solo Crisis Taiken Sample-ban (c) 1998 Quintet

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59696&o=2

$end


$ibm5150,ibm5150_cass=soloflt,
$bio

Solo Flight (c) 1983 Microprose Software, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83697&o=2

$end


$sms=solomon,
$bio

ソロモンの鍵 王女リヒタの涙 (c) 1988 Salio
(Solomon no Kagi - Oujo Rihita no Namida)

- TECHNICAL -

Game ID: S-002

- TRIVIA -

Released on April 17, 1988 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55893&o=2

$end


$nes=solomon2j,
$bio

Solomon no Kagi 2 - Coolmin Tou Kyuushutsu Sakusen (c) 1992 Tecmo, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54634&o=2

$end


$nes=solomonh,
$bio

Solomon no Kagi (c) 1987 FMG

Pirate hack of "Solomon no Kagi [Model TCF-SK]"

- TECHNICAL -

Game ID: F006

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69313&o=2

$end


$famicom_flop=solomon,
$bio

?????? (c) 1991 Tecmo, Limited.
(Solomon no Kagi)

- TECHNICAL -

Disk ID: TCF-SKD

- TRIVIA -

Released on January 25, 1991 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65455&o=2

$end


$nes=solomonj,
$bio

?????? (c) 1986 Tecmo, Limited.
(Solomon no Kagi)

Solomon no Kagi is an action/puzzle game by Tecmo, and conversion of the arcade game of the same name originally released in 1986. Eons ago, demons roamed at large in the world and caused chaos. To prevent the world's utter destruction, the king Solomon used his benevolent magic to create a book, only weapon capable of sealing away all the demons and their powers. The book, known as the Solomon's Key, eventually restored peace and order to the world. But, in the present day, an evil mind found the mystical spellbook and used it to free many of the ruthless demons from their captivity. King Yutora (aka Yutra) from the Lilac (aka Lyrac) fairy kingdom sends Dana, his best wizard, on a dangerous mission to restore peace and order. The young enchanter must travel through the Miya constellation and its twelve areas based on the Zodiac signs. Each level is a chamber filled with blocks, items, enemies and, most importantly, a door and a key. The latter are at the core of what makes Solomon's Key tick - in order to complete a chamber, Dana must first collect a key and then make it to the exit door before a timer runs out. However, the task at hand is far from easy and each chamber is filled with lethal obstacles and deadly enemies - but Dana has a few tricks up its sleeve. His magic wand allows him to create or remove blocks below him, or facing him. This ability is at the core of the gameplay and is the main component used to solve the game's fiendishly puzzles. Dana also come equipped with a short supply of fireballs (listed on a scroll in the upper-right corner of the screen) that he can use to overcome even the toughest enemies. Blocks and defeated enemies also often reveal bonus items that come in various shapes and forms, from colored jars (fireballs or super fireballs), scrolls (extants the fireball scroll), hourglass (increases time) and so forth. Additionally, bells are scattered throughout the game and release fairies - they are an important aspect of the game and each chamber usually hides a few (Dana is awarded an extra life for each ten fairies he collects). Solomon's Key consists of fifty chambers and holds many secrets, such as hidden rooms, special items and warps to only name a few.

- TECHNICAL -

Game ID: TCF-SK

- TRIVIA -

Solomon no Kagi was released on July 30, 1986 in Japan for 4900 Yen.

The original arcade game and the Famicom port are fairly similar. The chambers are (for the most part) the same but the Famicom version arguably features more of them (well, although the arcade game consists of fifty one chambers, five of them are generic bonus levels so, technically, the Famicom version feature more original levels). The console port also feels easier and the player is allowed more time to complete each chamber. Some bonus items and secrets are different (the arcade version has different keys that lead to hidden bonus stages for instance), and the arcade version has slightly more enemies (such as colored slimes).

Export releases:
[US] "Solomon's Key [Model NES-KE-USA]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54633&o=2

$end


$gbcolor=solomon,
$bio

Solomon [Model CGB-BSOJ-JPN] (c) 2000 Tecmo, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68779&o=2

$end


$gameboy=solomclb,
$bio

Solomon's Club (c) 1991 Tecmo, Limited.

- TECHNICAL -

Cartridge ID: DMG-SC-ESP

- TRIVIA -

Reviews:
May 1992 - Joypad N.8 (Page 159) [FR]: 90/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66945&o=2

$end


$gameboy=solomclbu,
$bio

Solomon's Club [Model DMG-SC-USA] (c) 1991 Tecmo, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66947&o=2

$end


$gameboy=solomclbj,
$bio

Solomon's Club [Model DMG-SCJ] (c) 1991 Tecmo, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66946&o=2

$end


$cpc_cass=solomon,
$bio

Solomon's Key (c) 1987 US Gold, Ltd. [Birmingham, UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99222&o=2

$end


$info=solomon,solomonj,
$bio

Solomon's Key - Solomon no Kagi (c) 1986 Tecmo.

A superb and addictive platform/puzzle game in which a single player controls a wizard called 'Dana', whose quest is to retrieve "Solomon's key" and vanquish the demon hordes that have broken through into the world. To achieve this Dana must advance through the fifty rooms of 'Constellation Space', before finally reaching the magical key.

Each room has a key that Dana must collect. Once collected, the room's exit will open and the wizard must then try to find and/or create a safe route past the constantly spawning demons to reach the exit and progress to the next room. To enable him to do this, Dana is armed with a magic wand that can be used to both destroy and create granite blocks to use as platforms and barriers. Dana can remove existing blocks with his wand, and can remove blocks directly above him by repeatedly jumping up into them until they shatter.

Bonus Items litter each room, as well as being hidden in granite blocks, and collecting these will earn the player for extra points. Power-ups can also be found and picked up. These appear as potion bottles with a flame emblazoned on them. When used, Dana shoots a fireball which will start moving along the walls and platforms and will destroy the first demon it comes into contact with.

As well as the bonus items and power-ups, each level also has a hand bell which, when collected, will trigger the release of a trapped fairy. The fairy will slowly fly around the room and can be rescued for bonus points. An extra life is awarded for every ten fairies rescued.

The game's levels are set around the Zodiac star constellations. The main levels are divided into groups of four - making a total of fourty-eight standard rooms - with each group representing a separate constellation. In addition to the standard rooms, each constellation also has a secret bonus room that can only be accessed by finding the given constellation's 'Seal', which is located in the last room of each group. There are three further secret rooms - 'Page of Time', 'The Page of Space' and the 'Princess Room' - that are only accessible if the player has found the 'Hidden Seals of Solomon'.

The four room groups are :
1-4 Aries 5-8 Taurus 9-12 Gemini
13-16 Cancer 17-20 Leo 21-24 Scorpio
25-28 Libra 29-32 Virgo 33-36 Sagittarius
37-40 Capricorn 41-44 Aquarius 45-48 Pisces

- TECHNICAL -

Main CPU : Zilog Z80 (@ 4 Mhz)
Sound CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : (3x) General Instrument AY8910 (@ 1.5 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2 (CREATE BLOCK/DESTROY BLOCK/SWAP KEY, MAGIC)

- TRIVIA -

Released in July 1986.

The subtitle of this game translates from Japanese as 'Key of Solomon'.

- SCORING -

Blue bag I : 100 points.
Blue bag II : 200 points.
Blue bag V : 500 points.
Red bag I : 1000 points.
Red bag II : 2000 points.
Red bag V : 5000 points.
Green bag I : 10000 points.
Green bag II : 20000 points.
Blue gem : 500 points.
Red gem : 5000 points.
Coin : 1000 points.
Double coin : 2000 points.
Star coin : 10000 points.
Double star coin : 20000 points.
Gold bar : 100 points.
Gold ruby : 200 points.
Green cross : 50000 points.
Question mark : 100000~1000000 points.

- TIPS AND TRICKS -

* Secret rooms : shoot the key to change its color...
Room 3-3 : Red Key -> Room 4-1 (normal), Blue Key -> Room 3-4 (secret room)
Room 5-6 : Red Key -> Room 6-1 (normal), Blue Key -> Room 5-7 (secret room)
Room 6-6 : Red Key -> Room 7-1 (normal), Blue Key -> Room 6-7 (secret room)
Room 7-2 : Green Key -> Room 7-4 (normal), Blue Key -> Room 7-3 (secret room)
Room 8-6 : Red Key -> Room 9-1 (normal), Blue Key -> 8-7 (secret room)
Room 9-6 : Red Key -> Room 10-2 (normal), Blue Key -> Room 9-7 (secret room)

- SERIES -

1. Solomon's Key - Solomon no Kagi (1986)
2. Solomon's Club (1991, Nintendo Game Boy)
3. Solomon no Kagi 2 - Coolmin Tou Kyuushutsu Sakusen (1993, Nintendo Famicom)
4. Solomon - Cox Adventure of the White Tower (2000, Nintendo Game Boy)

- STAFF -

Music by : Michiharu Hasutani

- PORTS -

* Consoles :
Nintendo Famicom (1987)
Sega Master System (1988, "Solomon no Kagi")
Nintendo Famicom Disk ("Solomon no Kagi")
Sony PlayStation 2 (2004, "Tecmo Hit Parade")
Microsoft XBOX (2005, "Tecmo Classic Arcade")
Nintendo Wii (2006, "Virtual Console" - NES version)

* Computers :
Sinclair ZX Spectrum (1987)
Commodore C64 (1987)
Amstrad CPC (1987)
PC [Booter] (1988)
PC [MS-DOS] (1988)
Atari ST

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2496&o=2

$end


$nes=solomon2,solomon2up,
$bio

Solomon's Key 2 (c) 1993 Tecmo, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55572&o=2

$end


$nes=solomon,solomonu,
$bio

Solomon's Key (c) 1987 Tecmo, Limited.

North American release. Game developed in Japan. For more information about the game itself please see the original Japanes release entry; "Solomon no Kagi [Model TCF-SK]".

- TECHNICAL -

Game ID: NES-KE-USA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55571&o=2

$end


$nes=solsticej,
$bio

Solstice (c) 1990 Epic - Sony Records

- TRIVIA -

Released on July 20, 1990 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54635&o=2

$end


$nes=solsticeu,solsticeup,
$bio

Solstice - The Quest for the Staff of Demnos (c) 1990 CSG Imagesoft

- TRIVIA -

Released in June 1990 in USA.

- STAFF -

Developer: Software Creations

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55574&o=2

$end


$nes=solstice,
$bio

Solstice - The Quest for the Staff of Demnos (c) 1991 Software Creations

- TRIVIA -

Released on September 26, 1991 in Europe.

Reviews:
[FR] October 1991 - Joypad N.1: 92/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55573&o=2

$end


$snes=solstic2,solstic2p,
$bio

Solstice II (c) 1993 Epic/Sony Records [Sony Music Ent., Incorporated.]

Solstice 2 is an action/puzzle/adventure game by Software Creations and published by Sony Imagesoft, and it is also the sequel of Solstice released for the Famicom system in 1990. The young Glendaal is on a mission to deliver his father Shadax, powerful wizard (and hero of the first game) kidnapped by his apprentice, the evil sorceress Sonia. Each of the seven visited worlds hides vast underground dungeons and Glendaal must collect twelve magic blue orbs hidden within their walls. Like with Solstice, the first game of the series, Solstice 2 uses cleverly designed 3D-isometric graphics. But unlike the first opus, the world-map can also rotate using the neat Super Famicom's hardware deformation effects. Our hero starts his journey empty handed, and his first task is to collect weapons and magic spells. Each dungeon contains one hidden weapon (dagger, shuriken, axe, etc...) and one hidden spell (unlike weapons, some spells are essential to complete the game). Once all the orbs are collected, the area's guardian can be summoned and be (hopefully) defeated. Upon victory, Glendaal increases his health and magic powers, and also collect one of the five strings for his magic harp. But the secret of the music instrument has been long lost and who knows what will happen to Glendaal when he first uses it...

- TECHNICAL -

Cartridge ID: SHVC-EX(ESPG48)

- TRIVIA -

The game was presented at the Famicom Spaceworld' 93 in August 1993 in Japan for 9500 Yen.

Export releases:
[US] "Equinox [Model SNS-EX-USA]"
[UK] "Equinox [Model SNSP-EX-UKV]"
[FR] "Equinox [Model SNSP-EX-FRG]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62195&o=2

$end


$info=solvalou,
$bio

Solvalou (c) 1991 Namco.

A great sequel, with a first-person 3-D viewpoint.

You be once again the pilot of mighty combat aircraft 'Solvalou' this time under a first-person view, through the perspective of the pilot and armed with the classic weaponry the forward-firing gun for aerial targets, and the bombs to destroying ground-based targets. 

Your pilot skills will be tested! destroy's all the air and ground enemies and dodge all his attacks, to reach the end and destroy the giant mothership 'Andor Genesis' to restore peace in the planet.

- TECHNICAL -

Namco System 21 hardware
Game ID : SV

Main CPU : (2x) Motorola 68000 (@ 12.288 Mhz), M6809 (@ 3.072 Mhz), HD63705 (@ 2.048 Mhz), (2x) TMS32025 (@ 24 Mhz)
Sound Chips : C140 (@ 32 Khz), YM2151 (@ 3.57958 Mhz)

Players : 1
Control : stick
Buttons : 4

- TRIVIA -

Solvalou was released in December 1991 in Japan.

Victor Entertainment released a limited-edition soundtrack album for this game (Namco Video Game Graffiti Vol.8 - VICL-8074) on April 21, 1993.

- SERIES -

1. Xevious (1982, Arcade)
2. Super Xevious (1984, Arcade)
3. Vs. Super Xevious - Ganpu no Nazo (1986, Arcade)
4. Solvalou (1991, Arcade)
5. Xevious 3D/G (1995, Arcade)
6. Xevious Arrangement (1995, Arcade): part of "Namco Classics Collection Vol.1"
7. Xevious Resurrection (2010, PS3/PSN): part of "Namco Museum.comm"

- STAFF -

Music composition by : Hiroyuki Kawada

- PORTS -

* Consoles :
Nintendo Wii [Virtual Console Arcade] [JP] (March 26, 2009)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2497&o=2

$end


$nes=somarib,somari1,somari,
$bio

Somari The Adventurer (c) 1994 Ge De Industry Co.

- STAFF -

Developed by: Somari Team

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84114&o=2

$end


$info=sc4slih,sc4sliha,sc4slihb,sc4slihc,sc4slihd,sc4slihe,
$bio

Some Like It Hot (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR2145]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=18195&o=2

$end


$tg16=somerass,
$bio

Somer Assault [Model TGX040089] (c) 1992 Turbo Technologies, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84351&o=2

$end


$info=sonoth,
$bio

Something For Nothing (c) 1998 WMS Gaming.

4-reel mechanical slot.

- TRIVIA -

Released in December 1998.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=12966&o=2

$end


$info=m5sondr,m5sondra,m5sondr05,
$bio

Son of Dracula (c) 2000 Barcrest.

- TRIVIA -

Son of Dracula was released in June 2000.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=14913&o=2

$end


$info=sonofphx,
$bio

Son of Phoenix (c) 1985 Associated Overseas MFR.

Pirate version of "Repulse". See this entry for more information about the game itself.

- TRIVIA -

Son of Phoenix was released in November 1985.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2498&o=2

$end


$amigaocs_flop=sonempir,
$bio

Son of the Empire (c) 1993 Mindscape, Incorporated. [Northbrook, IL, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75035&o=2

$end


$amigaocs_flop=sonshush,
$bio

Son Shu Shi (c) 199? Expose

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75034&o=2

$end


$info=sonson,sonsonj,
$bio

Son Son (c) 1984 Capcom Company, Limited.

The game is a 2-D sidescrolling platformer. The screen scrolls automatically, only stopping to fight major enemies. The screen features six continuous platforms that occasionally feature small gaps. Sonson and Tonton walk automatically across these platforms. Pressing up or down will cause them to jump up or down to the next platform. Pressing left causes them to move more slowly than the screen scrolls, essentially continuing to move forward but at a reduced pace. Pressing right does the opposite - SonSon and TonTon will move across the platforms faster than the screen scrolls. The duo have only one attack - the ability to fire energy blasts from their staves. Touching an enemy or an unfriendly projectile causes the player to lose a life. If a player has any additional lives, they will return to the screen riding on a cloud that will give them temporary invincibility. If the player presses the control stick in any direction, the cloud will disappear and the character will resume its usual walking mode. The cloud will eventually disappear on its own if the control stick is not used.

Power-ups come in the form of various fruits which produce points (with enough points giving the player an extra life). Gathering certain fruit will cause all enemies currently on a screen to turn into point-bearing fruits. Walking across certain platforms will randomly cause a bamboo shoot to sprout, yielding many extra points. Keep in mind that it is possible to play the game co-operatively with partner who plays as TonTon.

- TECHNICAL -

Main CPU : Motorola M6809 (@ 2 Mhz)
Sound CPU : Motorola M6809 (@ 2 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.5 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 1

- TRIVIA -

Son Son was released in July 1984. This was Capcom's second game and their first released in the United States.

Son Son is Capcom's tribute to a Chinese legend called 'Xiyou Ji', meaning 'Journey to the West', considered to be one of the four classic pieces of Chinese literature (and a fairly good read). The main character in Xiyou Ji is Sun Wukong, or, when you pronounce the words as if they were Japanese kanji, Son Gokuu (hence the name Son Son).

This game features one of the first game soundtracks composed by Tamayo Kawamoto, who made also other Capcom 80's BGM. She now works at Taito : she's a member of Zuntata, the popular (well, in Japan) Taito band where she plays keyboards.

- SERIES -

1. Son Son (1984, Arcade)
2. Son Son II [Model H54G1003] (1989, PC-Engine)

- STAFF -

Designed by : Yoshiki Okamoto
Music by : Tamayo Kawamoto, Ayako Mori

- PORTS -

* Consoles : 
Nintendo Famicom [JP] (February 08, 1986) "Son Son [Model CAP-SS]" 
Sega Saturn [JP] (October 15, 1998) "Capcom Generation Dai 3 Shou Koko ni Rekkishi Hajimaru [Model T-1234G]" 
Sony PlayStation [JP] (October 15, 1998) "Capcom Generation Dai 3 Shou Koko ni Rekkishi Hajimaru [Model SLPS-01649]" 
Sony PlayStation [EU] (September 3, 1999) "Capcom Generations 3 - The First Generation [Capcom Generations Disc 3] [Model SLES-21881]" 
Sony PlayStation [JP] (May 25, 2005) "Capcom Retro Game Collection Vol.3 [Model SLPM-87362]"
Microsoft XBOX [US] (September 27, 2005) "Capcom Classics Collection" 
Sony PlayStation 2 [US] (September 27, 2005) "Capcom Classics Collection [Model SLUS-21316]" 
Microsoft XBOX [EU] (November 18, 2005) "Capcom Classics Collection" 
Sony PlayStation 2 [EU] (November 18, 2005) "Capcom Classics Collection [Model SLES-53661]" 
Sony PlayStation 2 [JP] (March 2, 2006) "Capcom Classics Collection [Model SLPM-66317]" 
Nintendo Wii [Virtual Console Arcade] [JP] (September 7, 2010) 
Nintendo Wii [Virtual Console Arcade] [US] (December 6, 2010) 
Nintendo Wii [Virtual Console Arcade] [EU] [AU] (December 17, 2010)
Sony PlayStation 3 [PSN] [JP] (February 19, 2013) "Capcom Arcade Cabinet [Model NPJB-00210]" 
Sony PlayStation 3 [PSN] [EU] (February 20, 2013) "Capcom Arcade Cabinet" 
Microsoft XBOX 360 [XBLA] [JP] (February 20, 2013) "Capcom Arcade Cabinet" 
Microsoft XBOX 360 [XBLA] [EU] (February 20, 2013) "Capcom Arcade Cabinet" 
Microsoft XBOX 360 [XBLA] [AU] (February 21, 2013) "Capcom Arcade Cabinet" 
Sony PlayStation 3 [PSN] [US] (April 16, 2013) "Capcom Arcade Cabinet: Game Pack 5 [DLC]" 
Microsoft XBOX 360 [XBLA] [US] (April 17, 2013) "Capcom Arcade Cabinet: Game Pack 5 [DLC]" 
Sony PlayStation 3 [PSN] [US] (May 21, 2013) "Capcom Arcade Cabinet: All-In-One Pack [DLC]" 
Microsoft XBOX 360 [XBLA] [US] (May 22, 2013) "Capcom Arcade Cabinet: All-In-One Pack [DLC]"

* Handhelds : 
Sony PSP [JP] (September 7, 2006) "Capcom Classics Collection [Model ULJM-05104]" 
Sony PSP [US] (October 24, 2006) "Capcom Classics Collection Reloaded [Model ULUS-10134]" 
Sony PSP [EU] (November 10, 2006) "Capcom Classics Collection Reloaded [Model ULES-00377]" 
Sony PSP [AU] (November 16, 2006) "Capcom Classics Collection Reloaded"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2499&o=2

$end


$nes=sonsonh,
$bio

Son Son (c) 1987 FMG.

Pirate release of "Son Son [Model CAP-SS]".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69314&o=2

$end


$info=tvsson2,
$bio

Son Son II (c) 1991 TOURVision.

Unlicensed Spanish game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101164&o=2

$end


$pce=sonson2,
$bio

Son Son II (c) 1989 NEC Avenue, Limited.

Son Son 2 is a side scrolling platform game by Capcom, and sequel of the arcade game Son Son originally released in 1984. Son Son, a courageous monkey boy, is on a mission to deliver his close friends (Sanzo the monk, Hakkai the pig and Sagojo the kappa) held captive by a strange and enigmatic shadowy figure. He must travel through seven different worlds and fight an army of monsters, demons and other evil spirits with the help of his trusted magic staff. The goal of each level is rather simple - Son Son must use his platforming and exploration skills to find a key and reach the door that leads to the area's boss (or new sections later in the game), and he has to do all of this hastily or a red demon will appear and throw deadly lightning bolts at him. Additionally, Son Son can collect all kind of fruits and vegetables along the way that act as money - Zennies, as they are called, are mainly used in stores to purchase various items - such as health, magic potions, magic lamps (extra continues), power gloves (destroy breakable walls) - or to simply upgrade the magic staff. The almighty weapon is at the core of the gameplay and must be leveled up throughout the game - there are a total of six different staffs with progressively increasing power and reach. Aside from stores, and in the platform game tradition, a myriad of items are also available to collect throughout the game, from hearts (health), scrolls (magic), skulls (lose 100 zennies) to special abilities such as the flying cloud (used during boss battles) or Capcom's familiar special items such as the Yashichi windmill (increases health and magic) or the Pow icons (kill all enemies on screen and turn them into fruits). Magic also plays an important role in the game and Son Son can cast all kind spells, such as the average Magic Peach attack, the protective Shield, the explosive Bombs, the ability to Freeze Time or the powerful all-target Thunder Bolt (see the secrets section below to learn how to use magic). Finally, points that Son Son gain throughout the game apparently act as experience points, and increase his maximum health and magic as the game progresses.

- TECHNICAL -

HuCARD ID: H54G1003

- TRIVIA -

Son Son II was released on January 27, 1989 in Japan for 5400 Yen.

- SERIES -

1. Son Son (1984, Arcade)
2. Son Son II [Model H54G1003] (1989, PC-Engine)

- STAFF -

Executive Producer: Norihiko Hamada (Capcom), Shigenobu Nanbu (NEC Avenue)
Producer (Planner): Masaya Higashitani (Capcom), Yoshiki Okamoto
Director: Toshio Tabeta (NEC Avenue), Kouji Matsuda
Programmer, Masayuki Akahori (Capcom), Yoshito Itoh
Object Design: Susumu Ueda, Takashi Shouno
Scroll Design: Naoe Nonomura, Yuki Kyoutani, Yukiyo Kuramoto, Miki Mikami
Sound: Yoshihiro Sakaguchi, Manami Gotoh
Special Thanks: Akira Yasuda

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58728&o=2

$end


$nes=sonson,
$bio

Son Son (c) 1986 Capcom Company, Limited.

Son Son is a side scrolling action game by Capcom and conversion of their own arcade game originally released in 1984. It is loosely based on the old Chinese legend Journey to the west and tells the story of a monk and his long pilgrimage to Tenjiku (ancient India) to retrieve Buddhist scriptures. But soon, the monk and his disciples (lead by Son Son the monkey boy) come under attack and are captured by a flying demon-warrior. Only Son Son and Ton Ton (the pig in two-player cooperative mode) manage to escape, and the duo vows to save their friends and to reach their intended destination. Son Son is not your typical platform game, but rather a mix of platform action and shooting. Each one of the twenty levels (or continuous sections) is made out of six large platforms that span across the screen. The playfield constantly scrolls from right to left, encouraging Son Son to always stay on the move and to jump up or down to higher or lower ground in order to avoid incoming enemies or to collect fruits and other special items. Most of the items available in the game, such as fruits and vegetables, are only good for points (additionally, larger ones appear in front of wooden signs and award the player with even more bonus points). The last power-ups are Capcom's familiar and trademark Pow icons (kill all the enemies on the screen and turns them into fruits and vegetables for points), small Bamboo shoots (they grow behind Son Son) and the Yashichi pinwheel for extra bonus points. Every so often, the screen stops for a short amount of time and unveils a tougher battle against skull blocks, bombers and, later in the game, respawning waves of increasingly difficult enemies and large flying demon-warriors.

- TECHNICAL -

Game ID: CAP-SS

- TRIVIA -

Son Son for Famicom was released on February 08, 1986 in Japan for 4900 Yen.

The game was never ported outside Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54636&o=2

$end


$channelf=sonrsrch,
$bio

Sonar Search (c) 1977 Fairchild

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53231&o=2

$end


$psx=sonataja,
$bio

Sonata [Model SLPS-01843~4] (c) 1999 T&E Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85732&o=2

$end


$c64_cart,c64_flop=songmakr,
$bio

Song Maker (c) 1985 SSC

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53705&o=2

$end


$snes=songmstr,
$bio

Song Master [Model SHVC-YM] (c) 1992 Yanoman Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62196&o=2

$end


$astrocde=songsa,songs,songsu,
$bio

Songs (c) 19?? Bally Mfg. Co.

- TRIVIA -

Mike White created twelve of these cartridges, and New Image only made a few
more. Eventually, Richard C. Degler revealed it was written by Scot L. Norris.

- STAFF -

Written by: Scot L. Norris

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86836&o=2

$end


$nes=sonic,
$bio

Sonic (c) 19?? Unknown.

A pirate hack of "Adventure Island" featuring a Sonic The Hedgehog sprite as main character.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65209&o=2

$end


$nes=ssonic5,ssonic5a,
$bio

Sonic & Knuckles 5 (c) 199? Unknown

- TECHNICAL -

Cartridge name: Super Sonic 5
Cartridge ID: VT2018b

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84144&o=2

$end


$megadriv=sk,
$bio

Sonic & Knuckles (c) 1994 Sega Enterprises, Limited.

European release. For more information on the game itself, please see the Japanese version's entry; "Sonic & Knuckles [Model G-4124]".

- TECHNICAL -

Game ID: 1563-50

- TRIVIA -

Sonic & Knuckles for Mega Drive was released on October 18, 1994 in Europe.

It was also released in November 1994 in Australia exclusively as a Sega Platinum Collection edition.

- PORTS -

* Consoles : 
Sega Saturn [EU] (August 28, 1997) "Sonic Jam [Model MK81079-50]" 
Nintendo GameCube [EU] (March 7, 2003) "Sonic Mega Collection [Model DOL-GSOP-EUR]" 
Microsoft XBOX [EU] (February 4, 2005) "Sonic Mega Collection Plus" 
Sony PlayStation 2 [EU] (February 4, 2005) "Sonic Mega Collection Plus [Model SLES-52998]" by Sega Europe
Sony PlayStation 2 [AU] (March 20, 2005) "Sonic Mega Collection Plus [Model SLES-52998]" 
Microsoft XBOX 360 [EU] (February 20, 2009) "SEGA Mega Drive Ultimate Collection [Model 384-40210]" 
Sony PlayStation 3 [EU] [AU] (February 20, 2009) "SEGA Mega Drive Ultimate Collection [Model BLES-00475]" 
Microsoft XBOX 360 [AU] (February 26, 2009) "Sega Mega Drive Ultimate Collection" 
Microsoft XBOX 360 [XBLA] [EU] (September 9, 2009)
Nintendo Wii [Virtual Console] [EU] [AU] (February 12, 2010) [Model MCDP] 

* Handhelds : 
Nintendo DS [AU] (March 11, 2010) "Sonic Classic Collection [Model TWL-VSOV-AUS]" 
Nintendo DS [EU] (March 12, 2010) "Sonic Classic Collection [Model TWL-VSOV-EUR]" 

* Computers : 
PC [MS Windows 95, CD-ROM] [EU] (1997) "Sonic & Knuckles Collection" 
PC [MS Windows, DVD-ROM] [EU] (March 31, 2006) "Sonic Mega Collection Plus" 
PC [MS Windows, CD-ROM] [EU] (November 26, 2010) "Sega Mega Drive Classics Collection Vol. 3" : Must be locked together with "Sonic the Hedgehog 3".
PC [Steam] (January 26, 2011) : Must be locked together with "Sonic the Hedgehog 3".
PC [MS Windows, DVD-ROM] [EU] (March 18, 2011) "Sega Mega Drive Classic Collection - Gold Edition" : Must be locked together with "Sonic the Hedgehog 3"
PC [Steam] [EU] (July 3, 2013) "Sonic Hits Collection"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93920&o=2

$end


$megadriv=sku,skp12,skp11,skp10,skp09,skp08,skp07,skp06,skp05,skp04,skp02,skp03,skp01,
$bio

Sonic & Knuckles (c) 1994 Sega Enterprises, Limited.

North American release. For more information on the game itself, please see the Japanese version's entry; "Sonic & Knuckles [Model G-4124]".

- TECHNICAL -

Game ID: 1563

- TRIVIA -

Sonic & Knuckles for Genesis was released on October 18, 1994 in North America.

It was developed in the United States at Sega Technical Institute by members of Sonic Team, and was published by Sega worldwide.

Prior to the release of Sonic & Knuckles in North America, Blockbuster Video and MTV co-sponsored a tournament contest where kids were allowed to play a pre-release of the game, leading to a final tournament held at Alcatraz Island in San Francisco, California. A special on the game showing the tournament final, "MTV's Rock the Rock Warning", was aired shortly before the game's release.

- PORTS -

* Consoles : 
Sega Saturn [US] (July 31, 1997) "Sonic Jam [Model 81079]" 
Nintendo GameCube [US] (November 10, 2002) "Sonic Mega Collection [Model DOL-GSOE-USA]" 
Microsoft XBOX [US] (November 2, 2004) "Sonic Mega Collection Plus [Model 64057]" 
Sony PlayStation 2 [US] (November 2, 2004) "Sonic Mega Collection Plus [Model SLUS-20917]" 
Microsoft XBOX 360 [US] (February 10, 2009) "Sonic's Ultimate Genesis Collection [Model 68034]" 
Sony PlayStation 3 [US] (February 10, 2009) "Sonic's Ultimate Genesis Collection [Model BLUS-30259]" 
Microsoft XBOX 360 [XBLA] [US] (September 9, 2009)
Nintendo Wii [Virtual Console] [US] (February 15, 2010) [Model MCDE] 

* Handhelds : 
Nintendo DS [US] (March 2, 2010) "Sonic Classic Collection [Model TWL-VSOE-USA]" 

* Computers : 
PC [MS Windows 95, CD-ROM] [US] (1997) "Sonic & Knuckles Collection" by Expert Software
PC [MS Windows, DVD-ROM] [US] (March 9, 2007) "Sonic Mega Collection Plus" 
PC [Steam] [US] (January 26, 2011) "Sonic 3 & Knuckles [Model 71162]" : Only available when locked together with "Sonic the Hedgehog 3"
PC [MS Windows, DVD-ROM] [US] (March 15, 2011) "Sega Genesis Classic Collection - Gold Edition" 
PC [Steam] [US] (July 3, 2013) "Sonic Hits Collection" : Only available when locked together with "Sonic the Hedgehog 3"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56864&o=2

$end


$megadriv=skj,
$bio

Sonic & Knuckles (c) 1994 Sega Enterprises, Limited.

- TECHNICAL -

Game ID: G-4124
Package ID: 671-5483
Cartridge ID: 670-5496

- TRIVIA -

Sonic & Knuckles for Mega Drive was released on October 18, 1994 in Japan.

Sonic & Knuckles utilizes 'lock-on technology' that lets the cartridge plus the Mega Drive access data from Sonic the Hedgehog 2 and Sonic the Hedgehog 3 so that elements of both Sonic & Knuckles and the locked-on game are combined. To play these combined games, the hatch on top of the Sonic & Knuckles cartridge can be flipped open and the second game placed inside.

This game is known as "Sonic 3 & Knuckles" when locked on with "Sonic the Hedgehog 3".

- TIPS AND TRICKS -

* Debug mode and all Emeralds (Locked-On to Sonic 2): First activate and go to the Stage Select. Play the tracks in Sound Test with button B in this order: 01 09 09 04 01 00 01 08.
This enables the Debug code, you should hear a ring chime if the code is entered correctly. start the selected level with A+start. 
To get all 7 Chaos Emeralds, input this code the same way: 01 06 07 07 07 02 01 06
You should hear the Emerald chime. Note: this code may not work without the Debug code

* Level Select (Locked-On to Sonic 3): Start a game and go to Angel Island Zone Act 1. Go to one of the swings that you hang from and grab on. While Sonic is swinging, press Left, Left, Left, Right, Right, Right, Up, Up, Up. You will hear a ring if you entered the code correctly. Pause the game and press A to take you back to the title screen. Press Down twice to find the newly unlocked Sound Test menu. Enter it, where you can play all of the sounds/music in the game and warp to any level.

* Debug mode (Locked-On to Sonic 3): While playing Sonic 3 and Knuckles press Left(x3), Right(x3), Up(x3) in the mushroom hill zone, while on one of the pully things. (Just like level select in normal Sonic and Knuckles).

* Bonus game trick: Put a game other than Sonic 2 or 3 in the top of the Sonic & Knuckles cartridge. Then, when it shows the picture of the trio and the message at the top, press A, B, and C simultaneously to play Bonus Games.

- STAFF -

Animator: Takashi Thomas Yuda
Art Assistant: Osamu Ohashi
C.G. Artist: Kunitake Aoki
Character Designer: Takashi Thomas Yuda
Director: Hirokazu Yasuhara
Enemy Artist: Satoshi Yokokawa
Excecutive Management: Shouichirou Irimajiri, Tom Kalinske, Paul Rioux
Executive Coordinator: Diane A. Fornasier, Roger Hector, Mamoru Shigeta, Tomio Takami, Takaharu Utsunomiya
Executive Producer: Hayao Nakayama
Lead Game Designer: Hirokazu Yasuhara
Lead Programmer: Yuji Naka
Music Composer: Bobby Brooks, Brad Buxer, Howard Drossin, Geoff Grace, Doug Grigsby III, Darryl Ross
Producer: Yuji Naka
Product Manager: Pamela Kelly, Hisashi Suzuki, Shinobu Toyoda, Masaharu Yoshii
Scene Artist: Kunitake Aoki, Tsuneko Aoki, Shigeru Okada, Satoshi Yokokawa, Chie Yoshida, Takashi Thomas Yuda
Sega Sound Team: Bo, Tatsuyuki Maeda, Milpo, Masayuki Nagao, Sachio Ogawa, Tomonori Sawada, Jun Senoue, Masaru Setsumaru
Senior Game Designer: Takashi Iizuka, Hisayoshi Yoshida
Senior Programmer: Takahiro Hamano, Masanobu Yamamoto

- PORTS -

* Consoles : 
Sega Saturn [JP] (June 20, 1997) "Sonic Jam [Model GS-9147]" 
Nintendo GameCube [JP] (December 19, 2002) "Sonic Mega Collection [Model DOL-GSOJ-JPN]" 
Microsoft XBOX [JP] (December 9, 2004) "Sonic Mega Collection Plus [Model ZD6-00003]" 
Sony PlayStation 2 [JP] (December 9, 2004) "Sonic Mega Collection Plus [Model SLPM-65758]" 
Sony PlayStation 3 [KO] (February 10, 2009) "Sonic's Ultimate Genesis Collection" by SCEI
Microsoft XBOX 360 [XBLA] [JP] (September 9, 2009)
Nintendo Wii [Virtual Console] [JP] (October 27, 2009) [Model MCDJ] 

* Computers : 
PC [MS Windows 95, CD-ROM] [JP] (February 14, 1997) "Sonic & Knuckles Collection"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93921&o=2

$end


$gamegear=sonictl2,
$bio

Sonic & Tails 2 (c) 1994 Sega Enterprises, Limited.

- TECHNICAL -

Game ID: G-3356
Package ID: 671-5341
Cartridge ID: 670-5434

- TRIVIA -

Sonic & Tails 2 for Game Gear was released on November 11, 1994 in Japan. It is known outside Japan as "Sonic the Hedgehog - Triple Trouble".

- TIPS AND TRICKS -

* Level select: This is a bit tricky, but it works. Hold at start Up and then, during the intro, press START exactly when Knuckles touches the third emerald (the red one). A ring sound will confirm the code and, when you start the game, the Select Stage screen will appear after the Stage Character one.

- STAFF -

Producer : M. Hoko
Director : K. Hase
Staff : M. Sima, N. Honoa, Saori. K, T. Ihoroi, S. Higasi, O. Kodera, Toshiaki, K. Oikawa, H. Sai, K. Mixa, Sukioka, M. Tatsu, Tokomo, Fumi, Yoshiki
Composer : Yayoi. F

Thanks : H. Kojima, Y. Furuta, Hayato. T, N. Taidai, K. Unoki, Ray. F, J. Spahn, N. Katoh, Right. Somaki, J. Misima, Y. Okitsu, T. Tanaka, Manabu. M

- PORTS -

* Consoles : 
Sony PlayStation 2 [JP] (August 11, 2005) "Sonic Gems Collection [Model SLPM-66074]" 
Nintendo GameCube [JP] (August 11, 2005) "Sonic Gems Collection [Model DOL-G2XJ-JPN]" 

* Handhelds : 
Nintendo 3DS [Virtual Console] [JP] (March 14, 2012) [Model GAAJ]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64840&o=2

$end


$gamegear=sonictls,sonictlss,
$bio

Sonic & Tails (c) 1993 Sega Enterprises, Limited.

- TECHNICAL -

Game ID: G-3331

- TRIVIA -

Sonic & Tails for Game Gear was released on November 19, 1983 in Japan. 

This game is known outside Japan as "Sonic Chaos". Here are some known export releases : 
[US] "Sonic Chaos [Model 2515]" 
[EU] "Sonic Chaos [Model 2515-50]"

- TIPS AND TRICKS -

* Stage Select: At the title screen, press Up, Up, Down, Down, Right, Left, Right, Left, START.

* Sound Test: At the title screen, press Down, Down, Up, Up, Left, Right, Left, Right, START.

* Sonic Hadouken:  At the Sound Test screen, enter Left, Down, Right, Right+(1 or 2) to make Sonic do a Hadouken. (This is better known as a Street Fighter "fireball", and is the same key sequence as in that game)

- STAFF -

Game design : M. Shima, Ray, 500ZO
Art : 7LY.Bigking, Gen?, Noburin, East
Sound : Mix, Nagao N. Gee
Program : Koko, Hiro 777, Toshiyan, Tomoyan

Thanks to : Hitmen, The Hase, Kensan, Gadai, Mikarin, LLG, J.S., K. Dash, Hasuwo, Yokoyamasan, Tomozo

- PORTS -

* Consoles : 
Microsoft XBOX [JP] (December 9, 2004) "Sonic Mega Collection Plus [Model ZD6-00003]" 
Sony PlayStation 2 [JP] (December 9, 2004) "Sonic Mega Collection Plus [Model SLPM-65758]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64839&o=2

$end


$megadriv=sonic3,
$bio

Sonic 3 (c) 1994 Sega Enterprises, Inc.

European release.

- TECHNICAL -

[EU] Game ID: 1079-50
[EU] Cartridge ID: 670-3654-50
[EU] Cover ID: 670-3655-50
[AU] Platinum Collection edition ID: PSON075SMC

- TRIVIA -

Sonic the Hedgehog 3 for Genesis was released on February 24, 1994 in Europe. It was subsequently released later that same year in Australia exclusively as a Sega Platinum Collection edition.

- PORTS -

* Consoles : 
Sega Saturn [EU] (August 28, 1997) "Sonic Jam [Model MK81079-50]" 
Nintendo GameCube [EU] (March 7, 2003) "Sonic Mega Collection [Model DOL-GSOP-EUR]" 
Microsoft XBOX [EU] (February 4, 2005) "Sonic Mega Collection Plus" 
Sony PlayStation 2 [EU] (February 4, 2005) "Sonic Mega Collection Plus [Model SLES-52998]" by Sega Europe
Sony PlayStation 2 [AU] (March 20, 2005) "Sonic Mega Collection Plus [Model SLES-52998]" 
Microsoft XBOX 360 [XBLA] [EU] (June 10, 2009) 
Nintendo Wii [Virtual Console] [EU] (September 7, 2007) [Model MBMP] 
Microsoft XBOX 360 [EU] (February 20, 2009) "SEGA Mega Drive Ultimate Collection [Model 384-40210]" 
Sony PlayStation 3 [EU] [AU] (February 20, 2009) "SEGA Mega Drive Ultimate Collection [Model BLES-00475]" 
Microsoft XBOX 360 [AU] (February 26, 2009) "Sega Mega Drive Ultimate Collection" 

* Handhelds : 
Nintendo DS [AU] (March 11, 2010) "Sonic Classic Collection [Model TWL-VSOV-AUS]" 
Nintendo DS [EU] (March 12, 2010) "Sonic Classic Collection [Model TWL-VSOV-EUR]" 

* Computers : 
PC [MS Windows 95, CD-ROM] [EU] (1997) "Sonic & Knuckles Collection" : Can either be used alone or locked with "Sonic & Knuckles".
PC [MS Windows, DVD-ROM] [EU] (March 31, 2006) "Sonic Mega Collection Plus" 
PC [MS Windows, CD-ROM] [EU] (November 26, 2010) "Sega Mega Drive Classics Collection Vol. 3" : Only available when locked together with "Sonic & Knuckles".
PC [Steam] [US] (January 26, 2011) : Only available when locked together with "Sonic & Knuckles".
PC [MS Windows, DVD-ROM] [EU] (March 18, 2011) "Sega Mega Drive Classic Collection - Gold Edition" : Only available when locked together with "Sonic & Knuckles".
PC [Steam] [EU] (July 3, 2013) "Sonic Hits Collection" : Only available when locked together with "Sonic & Knuckles".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93916&o=2

$end


$saturn,sat_cart=sonic3dj,
$bio

Sonic 3D - Flickies' Island (c) 1999 Sega Enterprises, Limited.

- TECHNICAL -

Game ID: GS-9143
Package ID: 670-13901

- TRIVIA -

Sonic 3D - Flickies' Island for Sega Saturn was released on October 14, 1999 in Japan. It is known in North America as "Sonic 3D Blast".

- PORTS -

* Consoles : 
Sony PlayStation 2 [JP] (August 11, 2005) "Sonic Gems Collection [Model SLPM-66074]" 
Nintendo GameCube [JP] (August 11, 2005) "Sonic Gems Collection [Model DOL-G2XJ-JPN]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59697&o=2

$end


$megadriv=sonic3dp8,sonic3dp7,sonic3dp6,sonic3dp5,sonic3dp4,sonic3dp3,sonic3dp2,
$bio

Sonic 3D - Flickies' Island (c) 1996 Sega Enterprises, Limited.

European release.

- TECHNICAL -

Game ID: MK-1844-50
Package ID: 670-9374-50
Cartridge ID: 670-9373-50

- TRIVIA -

This game is known in North America and Brazil as "Sonic 3D Blast".

- PORTS -

* Consoles : 
Nintendo GameCube [EU] (March 7, 2003) "Sonic Mega Collection [Model DOL-GSOP-EUR]" 
Microsoft XBOX [EU] (February 4, 2005) "Sonic Mega Collection Plus" 
Sony PlayStation 2 [EU] (February 4, 2005) "Sonic Mega Collection Plus [Model SLES-52998]" by Sega Europe
Sony PlayStation 2 [AU] (March 20, 2005) "Sonic Mega Collection Plus [Model SLES-52998]" 
Nintendo Wii [Virtual Console] [EU] (November 2, 2007) [Model MBUP] 
Microsoft XBOX 360 [EU] (February 20, 2009) "SEGA Mega Drive Ultimate Collection [Model 384-40210]" 
Sony PlayStation 3 [EU] [AU] (February 20, 2009) "SEGA Mega Drive Ultimate Collection [Model BLES-00475]" 
Microsoft XBOX 360 [AU] (February 26, 2009) "Sega Mega Drive Ultimate Collection" 

* Computers : 
PC [MS Windows, DVD-ROM] [EU] (March 31, 2006) "Sonic Mega Collection Plus" 
PC [Steam] [EU] (June 1, 2010) "Sonic 3D Blast" 
PC [MS Windows, CD-ROM] [EU] (February 4, 2011) "Sega Mega Drive Classics Collection Vol. 4" 
PC [MS Windows, DVD-ROM] [EU] (March 18, 2011) "Sega Mega Drive Classic Collection - Gold Edition" 
PC [Steam] [EU] (July 3, 2013) "Sonic Hits Collection"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56869&o=2

$end


$saturn,sat_cart=sonic3d,
$bio

Sonic 3D - Flickies' Island (c) 1997 Sega Enterprises, Limited.

- TECHNICAL -

Game ID: MK81062-50
Package ID: 670-10309-50
CD ID: 670-10308-50

- TRIVIA -

Sonic 3D - Flickies' Island for Sega Saturn was released on February 13, 1997 in Europe. It is known in North America as "Sonic 3D Blast".

- PORTS -

* Consoles : 
Sony PlayStation 2 [EU] (September 30, 2005) "Sonic Gems Collection [Model SLES-53350]" 
Nintendo GameCube [EU] (September 30, 2005) "Sonic Gems Collection [Model DOL-G2XP-EUR]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60411&o=2

$end


$gameboy=sonic3d5,
$bio

Sonic 3D Blast 5 (c) 1998 Yong Yong.

Chinese pirate game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66948&o=2

$end


$nes=sonic3d6h,sonic3d6,
$bio

Sonic 3D Blast 6 (c) 199? Unknown.

Chinese pirate game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84116&o=2

$end


$megadriv=sonic3d,sonic3dp1,
$bio

Sonic 3D Blast (c) 1996 Sega Enterprises, Limited.

North American release.

- TECHNICAL -

Game ID: 1844
Package ID: 670-9374
Cartridge ID: 670-9373

- TRIVIA -

This game is known in Europe as "Sonic 3D - Flickies' Island".

This game was never released in Japan as a cartridge for the console itself; see the Ports section below for Japanese releases.

- PORTS -

* Consoles : 
Nintendo GameCube [US] (November 10, 2002) "Sonic Mega Collection [Model DOL-GSOE-USA]" 
Nintendo GameCube [JP] (December 19, 2002) "Sonic Mega Collection [Model DOL-GSOJ-JPN]" 
Microsoft XBOX [US] (November 2, 2004) "Sonic Mega Collection Plus [Model 64057]" 
Sony PlayStation 2 [US] (November 2, 2004) "Sonic Mega Collection Plus [Model SLUS-20917]" 
Microsoft XBOX [JP] (December 9, 2004) "Sonic Mega Collection Plus [Model ZD6-00003]" 
Sony PlayStation 2 [JP] (December 9, 2004) "Sonic Mega Collection Plus [Model SLPM-65758]" 
Nintendo Wii [Virtual Console] [JP] (October 16, 2007) [Model MBUJ] 
Nintendo Wii [Virtual Console] [US] (November 19, 2007) [Model MBUE] 
Microsoft XBOX 360 [US] (February 10, 2009) "Sonic's Ultimate Genesis Collection [Model 68034]" 
Sony PlayStation 3 [KO] (February 10, 2009) "Sonic's Ultimate Genesis Collection" by SCEI
Sony PlayStation 3 [US] (February 10, 2009) "Sonic's Ultimate Genesis Collection [Model BLUS-30259]" 

* Computers : 
PC [MS Windows, DVD-ROM] [US] (March 9, 2007) "Sonic Mega Collection Plus" 
PC [Steam] [US] (June 1, 2010) "Sonic 3D Blast [Model 34278]" 
PC [MS Windows, DVD-ROM] [US] (March 15, 2011) "Sega Genesis Classic Collection - Gold Edition" 
PC [Steam] [US] (July 3, 2013) "Sonic Hits Collection"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57399&o=2

$end


$saturn,sat_cart=sonic3du,
$bio

Sonic 3D Blast (c) 1996 Sega Enterprises, Limited.

North American release.

- TECHNICAL -

Game ID: 81062

- TRIVIA -

Sonic 3D Blast for Sega Saturn was released on November 20, 1996 in North America. It is known in Europe and Japan as "Sonic 3D - Flickies' Island".

- PORTS -

* Consoles : 
Nintendo GameCube [US] (August 16, 2005) "Sonic Gems Collection [Model DOL-G2XE-USA]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60156&o=2

$end


$gameboy=sonic6,
$bio

Sonic 6 (c) 1998 Sonic World

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66949&o=2

$end


$gba=sonic2u,sonic2up,
$bio

Sonic Advance 2 [Model AGB-A2NE-USA] (c) 2003 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73221&o=2

$end


$gba=sonic2j,
$bio

Sonic Advance 2 [Model AGB-A2NJ-JPN] (c) 2002 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73220&o=2

$end


$gba=sonic2,
$bio

Sonic Advance 2 [Model AGB-A2NP] (c) 2003 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73219&o=2

$end


$gba=sonic3u,
$bio

Sonic Advance 3 [Model AGB-B3SE-USA] (c) 2004 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73224&o=2

$end


$gba=sonic3j,sonic3p,
$bio

Sonic Advance 3 [Model AGB-B3SJ-JPN] (c) 2004 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73223&o=2

$end


$gba=sonic3,
$bio

Sonic Advance 3 [Model AGB-B3SP-EUR] (c) 2004 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73222&o=2

$end


$gba=sonicu,sonicup,
$bio

Sonic Advance [Model AGB-ASOE-USA] (c) 2002 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73218&o=2

$end


$gba=sonicja,sonicj,
$bio

Sonic Advance [Model AGB-ASOJ-JPN] (c) 2001 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73217&o=2

$end


$gba=sonic,
$bio

Sonic Advance [Model AGB-ASOP-EUR] (c) 2002 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73216&o=2

$end


$gbcolor=sonicad7,
$bio

Sonic Adventure (c) 1999 Yong Yong [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68780&o=2

$end


$gba=sonicbtlu,
$bio

Sonic Battle [Model AGB-BSBE-USA] (c) 2004 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73227&o=2

$end


$gba=sonicbtlj,
$bio

Sonic Battle [Model AGB-BSBJ-JPN] (c) 2003 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73226&o=2

$end


$gba=sonicbtl,
$bio

Sonic Battle [Model AGB-BSBP] (c) 2004 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73225&o=2

$end


$info=sbm,
$bio

Sonic Blast Man (c) 1990 Taito.

- TECHNICAL -

Taito B System hardware
Prom Stickers : C69

Main CPU : Motorola 68000 (@ 12 Mhz), Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2610B (@ 8 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 4

- TRIVIA -

Even if titlescreen says 1990, Sonic Blast Man was released in January 1991 in Japan.

Taito lost a class action suit for $50,000 to the U.S. Consumer Product Safety Commission (CPSC) because of injuries sustained by players of Sonic Blast Man. The CPSC alleges that between 1991 and 1994, Taito failed to report about 70 cases in which young players fractured or injured wrists and arms as a result of hitting the Blast Man's punching pad.

- SERIES -

1. Sonic Blast Man (1990)
2. Real Puncher (1994)
3. Sonic Blast Heroes (2010)

- PORTS -

* Consoles :
Nintendo Super Famicom (1992) : The SFC version is the arcade game with a side scrolling beat-em-up game added to it, which (understandably) became the primary part of the game. The arcade game in its entirety appears as a bonus game between levels. You pick a target and attempt to KO it as if you were playing with one credit in the arcade version. Win or lose, you go onto the next side-scrolling level.

How the SFC version plays : Instead of an actual target to punch with your own actual fist as in the arcade version, you have a "Hit Point" circle that moves quickly left and right on the screen and an on-screen power gauge in the SFC version. Like the arcade version, you are given given three rounds to do enough cumulative damage to KO the target. The power gauge is empty at the start of each round. To build up the power gauge, you have to press all four directions on the D-pad as quickly possible. The gauge will deplete RAPIDLY the moment you stop building power. You are given a time limit for building up the power gauge each round. When you have built up sufficient power, press any button to punch. The power of the punch on the object is determined by the level of the power gauge and how close the "Hit Point" circle was over the center of the object when you punched. If you exceed the time limit, the game will automatically punch for you but your punch will have no power behind it.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2500&o=2

$end


$info=sblast2b,
$bio

Sonic Blast Man II - Special Turbo (c) 1997 Akira Corp.

- STAFF -

Producer: Tomohiro Nishikado (T. Nishikado)
Concept: N. Kuroki
Director: Y. Kanno, R. Ito
Sub Director: M. Uehara
Character design: M. Ueara, M. Saito, K. Ohhara, H. Sukegawa
Graphic design: M. Uchisumi, S. Tachihara, Junichi Ohno (J. Ohno), K. Fujii
Sound: K. Watanabe, N. Yagishita
Programmer: T. Kuniyoshi, H. Kusano
Design: T. Sakai

Special thanks: Y. Satoh, T. Kawaishi, M. Sonoda, Y. Koga, Y. Tanaka, T. Shiokawa, N. Ichinohe, Y. Takasu, K. Yoshioka

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=27400&o=2

$end


$snes=sbm2j,
$bio

Sonic Blast Man II [Model SHVC-2C] (c) 1994 Taito Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62198&o=2

$end


$snes=sbm2,
$bio

Sonic Blast Man II [Model SNS-2C-USA] (c) 1994 Taito Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63561&o=2

$end


$snes=sbmj,
$bio

Sonic Blast Man (c) 1992 Taito Corp.

Sonic Blast Man is a side scrolling beat'em up by Taito loosely based the arcade game of the same name originally released in 1990. Heavy Blast Man, evil twin brother of Sonic Blast Man, has decided to take over the world and the universe. But the path towards saving the world is never an easy one, and Sonic Blast Man embarks on a long journey to find his twin sibling, and ultimately defeat him. The player takes control of the unique and wacky super hero in a strange outfit and a tiny cape - he however comes with a complete repertoire of traditional moves such as basic punches and jumps, or powerful and devastating grabbing attacks (he can grab an opponent by the head with a single hand!). But his D-Punches signature moves are what make him such a dangerous opponent! The player starts the game with a limited stock of three, and their function is very similar to super-bombs in a traditional shooter, and they literally knock all enemies off the screen and absorb most of their life bars in a flash. Each level ends with wacky bonus stages where our hero has to trigger a devastating Mega-Punch against a ruthless enemy, ranging from futile gang members to a giant crab or a huge meteor hurling towards Earth!

- TECHNICAL -

Cartridge ID: SHVC-SK

- TRIVIA -

Released on September 25, 1992 in Japan for 8500 Yen.

Reviews:
[FR] December 1992 - Consoles + N.15: 94%

Export releases:
[US] "Sonic Blast Man [Model SNS-SK-USA]"
[EU] "Sonic Blast Man [Model SNSP-SK]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62197&o=2

$end


$snes=sbmu,
$bio

Sonic Blast Man [Model SNS-SK-USA] (c) 1993 Taito Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63560&o=2

$end


$snes=sbm,
$bio

Sonic Blast Man [Model SNSP-SK-EUR] (c) 1993 Taito Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63559&o=2

$end


$sms=sonicbls,
$bio

Sonic Blast (c) 1997 Tec Toy.

- TECHNICAL -

[Model 030.030]

- TRIVIA -

Sonic Blast for Master System was released in December 1997 in Brazil only.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56180&o=2

$end


$fm7_cass=sonic,
$bio

Sonic Boom (c) 1985 Compaq [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93791&o=2

$end


$amigaocs_flop=sonicbom,
$bio

Sonic Boom (c) 1990 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75036&o=2

$end


$cpc_cass=sonicbom,
$bio

Sonic Boom (c) 1990 Activision, Inc. [Santa Clara, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99224&o=2

$end


$info=sonicbom,sonicbomd,
$bio

Sonic Boom (c) 1987 Sega.

A vertically scrolling shooter from Sega.

- TECHNICAL -

Sega System 16B hardware
Game ID : 317-0053

Main CPU : Motorola 68000 (@ 10 Mhz)
Sound CPU : Zilog Z80 (@ 5 Mhz)
Sound Chips : Yamaha YM2151 (@ 4 Mhz), UPD7759 (@ 640 Khz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in December 1987 in Japan.

- PORTS -

* Computers :
Sinclair ZX Spectrum (1990)
Amstrad CPC (1990)
Commodore C64 (1990)
Atari ST (1990)
Commodore Amiga (1990)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3505&o=2

$end


$megacd,megacdj=soniccd,
$bio

Sonic CD (c) 1993 Sega Enterprises, Limited.

European release.

- TECHNICAL -

Game ID: 4407
Package ID: 670-4103-50
CD ID: 670-4102-50

- TRIVIA -

Sonic CD for Mega CD was released in September 1993 in Europe

Reviews:
[FR] September 1993- Consoles + N.23: 94%

- PORTS -

* Consoles : 
Sony PlayStation 2 [EU] (September 30, 2005) "Sonic Gems Collection [Model SLES-53350]" 
Nintendo GameCube [EU] (September 30, 2005) "Sonic Gems Collection [Model DOL-G2XP-EUR]" 

* Computers : 
PC [Steam] [EU] (January 19, 2012) 
PC [Steam] [EU] (July 3, 2013) "Sonic Hits Collection"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60664&o=2

$end


$segacd=soniccdn,soniccd510,soniccd712,soniccd920,
$bio

Sonic CD (c) 1993 Sega Enterprises, Limited.

North American release.

- TECHNICAL -

Game ID: T-4407

- TRIVIA -

Sonic CD for Sega CD was released on November 19, 1993 in North America.

- PORTS -

* Consoles : 
Nintendo GameCube [US] (August 16, 2005) "Sonic Gems Collection [Model DOL-G2XE-USA]" 

* Computers : 
PC [Steam] [US] (January 19, 2012) "Sonic CD [Model 200940]" 
PC [Steam] [US] (July 3, 2013) "Sonic Hits Collection"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60810&o=2

$end


$info=schamp,
$bio

Sonic Championship (c) 1996 Sega Enterprises, Limited.

- TECHNICAL -

Runs on the Sega "Model 2B" hardware.

- TRIVIA -

Released in May 1996.

Known outside US as "Sonic The Fighters".

- PORTS -

* Consoles : 
Nintendo GameCube [US] (August 16, 2005) "Sonic Gems Collection [Model DOL-G2XE-USA]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32467&o=2

$end


$gamegear=sonicc,
$bio

Sonic Chaos (c) 1993 Sega Enterprises, Limited.

North American release. This game is known in Japan as "Sonic & Tails [Model G-3331]".

- TECHNICAL -

Game ID: 2515
Package ID: 671-3523
Cartridge ID: 670-3539

- TRIVIA -

Sonic Chaos for Game Gear was released on November 23, 1993 in North America. Re-released in 2000 by Majesco Entertainment Co. [Model 1204].

This game is known in Japan as "Sonic & Tails".

- PORTS -

* Consoles : 
Microsoft XBOX [US] (November 2, 2004) "Sonic Mega Collection Plus [Model 64057]" 
Sony PlayStation 2 [US] (November 2, 2004) "Sonic Mega Collection Plus [Model SLUS-20917]" 

* Computers : 
PC [MS Windows, DVD-ROM] [US] (March 9, 2007) "Sonic Mega Collection Plus"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64844&o=2

$end


$megadriv=soniccmp,
$bio

Sonic Classics (c) 1997 Sega Enterprises, Limited.

3 classic Sonic games for the Sega Genesis bundled together : 
"Dr. Robotnik's Mean Bean Machine" 
"Sonic the Hedgehog" 
"Sonic the Hedgehog 2"

- TRIVIA -

Known in Europe as "Sonic Compilation".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57401&o=2

$end


$megadriv=soniccmp1,
$bio

Sonic Compilation (c) 1995 Sega Enterprises, Limited.

3 classic Sonic games for the Sega Mega Drive bundled together : 
"Dr. Robotnik's Mean Bean Machine" 
"Sonic the Hedgehog" 
"Sonic the Hedgehog 2"

- TECHNICAL -

Game ID: 1190-50
Package ID: 670-7105-50
Cartridge ID: 670-7104-50

- TRIVIA -

Known in North America, South Korea, and Brazil as "Sonic Classics".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56870&o=2

$end


$megadriv=scrack,
$bio

Sonic Crackers (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56871&o=2

$end


$gamegear=sonicdr2u,
$bio

Sonic Drift 2 (c) 1995 Sega Enterprises, Limited.

North American release.

- TECHNICAL -

Game ID: 2562

- TRIVIA -

Sonic Drift 2 for Game Gear was released in November 1995 in North America. It is known in Europe as "Sonic Drift Racing".

- PORTS -

* Consoles : 
Nintendo GameCube [US] (August 16, 2005) "Sonic Gems Collection [Model DOL-G2XE-USA]" 

* Handhelds : 
Nintendo 3DS [Virtual Console] [US] (July 4, 2013) [Model GADE]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64848&o=2

$end


$gamegear=sonicdr2j,
$bio

Sonic Drift 2 (c) 1995 Sega Enterprises, Limited.

- TECHNICAL -

Game ID: G-3366
Package ID: 671-6120
Cartridge ID: 670-6267

- TRIVIA -

Sonic Drift 2 for Game Gear was released on March 17, 1995 in Japan.

Known in Europe as "Sonic Drift Racing".

- TIPS AND TRICKS -

* Quit Free Run: If you want to quit the race during the Free Run mode, pause the game and press 1+2.

* Final Race: If you finish all races of the Blue GP in first place, you will enter in an extra race against a CPU Eggman. Beat him and see the game credits.

- PORTS -

* Consoles : 
Sony PlayStation 2 [JP] (August 11, 2005) "Sonic Gems Collection [Model SLPM-66074]" 
Nintendo GameCube [JP] (August 11, 2005) "Sonic Gems Collection [Model DOL-G2XJ-JPN]" 

* Handhelds : 
Nintendo 3DS [Virtual Console] [JP] (November 14, 2012) [Model GADJ]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64847&o=2

$end


$gamegear=sonicdr2,
$bio

Sonic Drift Racing (c) 1995 Sega Enterprises, Limited.

European release.

- TECHNICAL -

Game ID: 2563-50
Package ID: 671-6282-50
Cartridge ID: 670-6427-50

- TRIVIA -

Sonic Drift Racing was released in March 1995 in Europe. It is known outside Europe as "Sonic Drift 2".

Reviews:
[FR] March 1995, Consoles + N.41: 85/100

- PORTS -

* Consoles : 
Sony PlayStation 2 [EU] (September 30, 2005) "Sonic Gems Collection [Model SLES-53350]" 
Nintendo GameCube [EU] (September 30, 2005) "Sonic Gems Collection [Model DOL-G2XP-EUR]" 

* Handhelds : 
Nintendo 3DS [Virtual Console] [EU] [AU] (July 4, 2013) [Model GADP]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93944&o=2

$end


$gamegear=sonicdr,sonicdrs,
$bio

Sonic Drift (c) 1994 Sega Enterprises, Limited.

- TECHNICAL -

Game ID: G-3415
Package ID: 671-4728
Cartridge ID: 670-4760

- TRIVIA -

Sonic Drift for Game Gear was released on March 18, 1994 in Japan only. 

See Ports section below for this game's only appearances outside Japan.

- TIPS AND TRICKS -

* Quit Free Run: If you want to quit the race during the Free Run mode, pause the game and press 1+2.

- PORTS -

* Consoles : 
Microsoft XBOX [US] (November 2, 2004) "Sonic Mega Collection Plus [Model 64057]" 
Sony PlayStation 2 [US] (November 2, 2004) "Sonic Mega Collection Plus [Model SLUS-20917]" 
Microsoft XBOX [JP] (December 9, 2004) "Sonic Mega Collection Plus [Model ZD6-00003]" 
Sony PlayStation 2 [JP] (December 9, 2004) "Sonic Mega Collection Plus [Model SLPM-65758]" 
Microsoft XBOX [EU] (February 4, 2005) "Sonic Mega Collection Plus" 
Sony PlayStation 2 [EU] (February 4, 2005) "Sonic Mega Collection Plus [Model SLES-52998]" by Sega Europe
Sony PlayStation 2 [AU] (March 20, 2005) "Sonic Mega Collection Plus [Model SLES-52998]" 

* Computers : 
PC [MS Windows, DVD-ROM] [EU] (March 31, 2006) "Sonic Mega Collection Plus" 
PC [MS Windows, DVD-ROM] [US] (March 9, 2007) "Sonic Mega Collection Plus"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64846&o=2

$end


$saturn,sat_cart=sonicext,
$bio

Sonic Extreme (c) 199? Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60157&o=2

$end


$crvision=sonicinv,
$bio

Sonic Invader (c) 1981 Video Technology, Limited.

16 game variations.

- TECHNICAL -

NO. 8003

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53783&o=2

$end


$saturn,sat_cart=sonicjamu,
$bio

Sonic Jam (c) 1997 Sega Enterprises, Limited.

Compilation of 4 Sonic titles for the Genesis : 
"Sonic the Hedgehog"
"Sonic the Hedgehog 2"
"Sonic the Hedgehog 3"
"Sonic & Knuckles"

- TECHNICAL -

Game ID: 81079

- TRIVIA -

Sonic Jam for Saturn was released on July 31, 1997 in North America.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60158&o=2

$end


$saturn,sat_cart=sonicjamj,sonicjamja,
$bio

Sonic Jam (c) 1997 Sega Enterprises, Limited.

Compilation of 4 Sonic titles for the Mega Drive : 
"Sonic the Hedgehog"
"Sonic the Hedgehog 2"
"Sonic the Hedgehog 3"
"Sonic & Knuckles"

- TECHNICAL -

Game ID: GS-9147

- TRIVIA -

Sonic Jam for Saturn was released on June 20, 1997 in Japan.

It was subsequently re-released as a "Satakore" edition [Model GS-9200] on June 23, 1998.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59698&o=2

$end


$saturn,sat_cart=sonicjamjsa,
$bio

Sonic Jam (c) 1998 Sega Enterprises, Limited.

Satakore Re-issue of "Sonic Jam [Model GS-9147]".

- TECHNICAL -

Game ID: GS-9200

- TRIVIA -

This reprint of Sonic Jam for Saturn was released on June 23, 1998 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59699&o=2

$end


$saturn,sat_cart=sonicjam,
$bio

Sonic Jam (c) 1997 Sega Enterprises, Limited.

Compilation of 4 Sonic titles for the Mega Drive : 
"Sonic the Hedgehog"
"Sonic the Hedgehog 2"
"Sonic the Hedgehog 3"
"Sonic & Knuckles"

- TECHNICAL -

Game ID: MK81079-50

- TRIVIA -

Sonic Jam for Saturn was released on August 28, 1997 in Europe.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60412&o=2

$end


$gamegear=soniclab,
$bio

Sonic Labyrinth (c) 1995 Sega Enterprises, Limited.

- TECHNICAL -

Game ID: G-3374
Package ID: 671-6954
Cartridge ID: 670-7276

- TRIVIA -

Sonic Labyrinth for Game Gear was released on November 17, 1995 in Japan.

- TIPS AND TRICKS -

* Stage Select: At the title screen, press Up x2, Right x3, Down x6, Left x9. The world Select will appear. In the Config menu, the Stage option will replace the Sound option.

* Bonus stage: At zone 2-3, find the cannon and hold Right+1+2. Turn on the button to open the door to the bonus stage.

- PORTS -

* Consoles : 
Microsoft XBOX [JP] (December 9, 2004) "Sonic Mega Collection Plus [Model ZD6-00003]" 
Sony PlayStation 2 [JP] (December 9, 2004) "Sonic Mega Collection Plus [Model SLPM-65758]" 

* Handhelds : 
Nintendo 3DS [Virtual Console] [JP] (May 16, 2012) [Model GAFJ]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64849&o=2

$end


$x68k_flop=soniclnk,
$bio

Sonic Linker (c) 1993 May-Be Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88089&o=2

$end


$gba=sonicpinu,
$bio

Sonic Pinball Party [Model AGB-A86E-USA] (c) 2003 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73230&o=2

$end


$gba=sonicpinj,
$bio

Sonic Pinball Party [Model AGB-A86J-JPN] (c) 2003 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73229&o=2

$end


$gba=sonicpin,
$bio

Sonic Pinball Party [Model AGB-A86P] (c) 2003 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73228&o=2

$end


$saturn,sat_cart=sonicrj,sonicrja,
$bio

Sonic R (c) 1997 Sega Enterprises, Limited.

North American release.

- TECHNICAL -

Game ID: 81800

- TRIVIA -

Sonic R for Sega Saturn was released on November 18, 1997 in North America.

- PORTS -

* Consoles : 
Nintendo GameCube [US] (August 16, 2005) "Sonic Gems Collection [Model DOL-G2XE-USA]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59700&o=2

$end


$saturn,sat_cart=sonicru,
$bio

Sonic R (c) 1997 Sega Enterprises, Limited.

- TECHNICAL -

Game ID: GS-9170
Package ID: 670-11889
CD ID: 670-11887

- TRIVIA -

Sonic R for Sega Saturn was released on December 4, 1997 in Japan.

- PORTS -

* Consoles : 
Sony PlayStation 2 [JP] (August 11, 2005) "Sonic Gems Collection [Model SLPM-66074]" 
Nintendo GameCube [JP] (August 11, 2005) "Sonic Gems Collection [Model DOL-G2XJ-JPN]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60159&o=2

$end


$saturn,sat_cart=sonicr,
$bio

Sonic R (c) 1997 Sega Enterprises, Limited.

European release.

- TECHNICAL -

Game ID: MK-81800-50
Package ID: 670-11205-50
CD ID: 670-11204-50

- TRIVIA -

Sonic R for Sega Saturn was released on December 11, 1997 in Europe.

- PORTS -

* Consoles : 
Sony PlayStation 2 [EU] (September 30, 2005) "Sonic Gems Collection [Model SLES-53350]" 
Nintendo GameCube [EU] (September 30, 2005) "Sonic Gems Collection [Model DOL-G2XP-EUR]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60413&o=2

$end


$tg16=wbeach,
$bio

Sonic Spike [Model ITGX10001] (c) 1990 NEC Home Electronics, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84352&o=2

$end


$gamegear=sspin,sspinp20,sspinp19,sspinp18,sspinp17,sspinp16,sspinp15,sspinp14,sspinp13,sspinp12,sspinp11,sspinp10,sspinp09,sspinp08,sspinp07,sspinp06,sspinp04,sspinp03,sspinp02,sspinp01,sspinp05,
$bio

Sonic Spinball (c) 2000 Majesco Sales, Incorporated.


This reprint of "Sonic Spinball [Model 2526]" for Game Gear was released in 2000 by Majesco Sales. For more information about the game, please see the initial release's entry.

- TECHNICAL -

[Model 1200]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64851&o=2

$end


$megadriv=sspin,sspinp,
$bio

Sonic Spinball (c) 1993 Sega Enterprises, Limited.

European release.

- TECHNICAL -

Game ID: 1537-50
Package ID: 670-3621-50
Cartridge ID: 670-3620-50

- TRIVIA -

Sonic Spinball for Mega Drive was released on November 15, 1993 in Europe.

Reviews:
[FR] November 1993 - Consoles + N.25: 90%

- PORTS -

* Consoles : 
Nintendo GameCube [EU] (March 7, 2003) "Sonic Mega Collection [Model DOL-GSOP-EUR]" 
Microsoft XBOX [EU] (February 4, 2005) "Sonic Mega Collection Plus" 
Sony PlayStation 2 [EU] (February 4, 2005) "Sonic Mega Collection Plus [Model SLES-52998]" by Sega Europe
Sony PlayStation 2 [AU] (March 20, 2005) "Sonic Mega Collection Plus [Model SLES-52998]" 
Nintendo Wii [Virtual Console] [EU] (April 5, 2007) [Model MATP] 
Nintendo Wii [Virtual Console] [AU] (April 6, 2007) [Model MATP] 
Microsoft XBOX 360 [EU] (February 20, 2009) "SEGA Mega Drive Ultimate Collection [Model 384-40210]" 
Sony PlayStation 3 [EU] [AU] (February 20, 2009) "SEGA Mega Drive Ultimate Collection [Model BLES-00475]" 
Microsoft XBOX 360 [AU] (February 26, 2009) "Sega Mega Drive Ultimate Collection" 

* Handhelds : 
Nintendo Game Boy Advance [EU] (August 1, 2003) "Sega Smash Pack [Model AGB-A3PP-EUR]" 

* Computers : 
PC [MS Windows, DVD-ROM] [EU] (March 31, 2006) "Sonic Mega Collection Plus" 
PC [Steam] [EU] (September 13, 2010)
PC [MS Windows, CD-ROM] [EU] (November 26, 2010) "Sega Mega Drive Classics Collection Vol. 3" 
PC [MS Windows, DVD-ROM] [EU] (March 18, 2011) "Sega Mega Drive Classic Collection - Gold Edition" 
PC [Steam] [EU] (July 3, 2013) "Sonic Hits Collection"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93933&o=2

$end


$megadriv=sspinu,sspinua,
$bio

Sonic Spinball (c) 1993 Sega Enterprises, Limited.

North American release.

- TECHNICAL -

Game ID: 1537
Package ID: 670-3621
Cartridge ID: 670-3620

- TRIVIA -

Sonic Spinball for Genesis was released on December 14, 1993 in North America.

- PORTS -

* Consoles : 
Nintendo GameCube [US] (November 10, 2002) "Sonic Mega Collection [Model DOL-GSOE-USA]" 
Microsoft XBOX [US] (November 2, 2004) "Sonic Mega Collection Plus [Model 64057]" 
Sony PlayStation 2 [US] (November 2, 2004) "Sonic Mega Collection Plus [Model SLUS-20917]" 
Nintendo Wii [Virtual Console] [US] (March 12, 2007) [Model MATE] 
Microsoft XBOX 360 [US] (February 10, 2009) "Sonic's Ultimate Genesis Collection [Model 68034]" 
Sony PlayStation 3 [US] (February 10, 2009) "Sonic's Ultimate Genesis Collection [Model BLUS-30259]" 

* Handhelds : 
Nintendo Game Boy Advance [US] (September 23, 2002) "Sega Smash Pack [Model AGB-A3PE-USA]" 

* Computers : 
PC [MS Windows, CD-ROM] [US] (February 1999) "Sega Smash Pack"
PC [MS Windows, CD-ROM] [JP] (June 23, 2000) "Sega Archives from USA Vol. 1" 
PC [MS Windows, DVD-ROM] [US] (March 9, 2007) "Sonic Mega Collection Plus" 
PC [Steam] [US] (September 13, 2010) "Sonic Spinball [Model 34313]" 
PC [MS Windows, DVD-ROM] [US] (March 15, 2011) "Sega Genesis Classic Collection - Gold Edition" 
PC [Steam] [US] (July 3, 2013) "Sonic Hits Collection"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57402&o=2

$end


$megadriv=sspinj,
$bio

Sonic Spinball (c) 1993 Sega Enterprises, Limited.

- TECHNICAL -

Game ID: G-4112
Package ID: 670-4237
Cartridge ID: 670-4236

- TRIVIA -

Sonic Spinball for Mega Drive was released on December 10, 1993 in Japan.

- PORTS -

* Consoles : 
Nintendo GameCube [JP] (December 19, 2002) "Sonic Mega Collection [Model DOL-GSOJ-JPN]" 
Microsoft XBOX [JP] (December 9, 2004) "Sonic Mega Collection Plus [Model ZD6-00003]" 
Sony PlayStation 2 [JP] (December 9, 2004) "Sonic Mega Collection Plus [Model SLPM-65758]" 
Nintendo Wii [Virtual Console] [JP] (March 13, 2007) [Model MATJ]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56872&o=2

$end


$nes=sonic3d5,
$bio

Sonic the Edgehog (c) 199? Unknown.

Chinese pirate game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84115&o=2

$end


$info=sfight,
$bio

Sonic The Fighters (c) 1996 Sega.

- TECHNICAL -

Runs on the Sega "Model 2B" hardware.

Players : 2
Control : 8-way joystick
Buttons : 4

- TRIVIA -

Released in May 1996.

This game was released in limited quantities in the US as "Sonic Championship".

Sonic The Fighters was conceived at AM2 when, during development of "Fighting Vipers", a programmer programmed Sonic into the game's code. AM2 head Yu Suzuki caught a glimpse at it and thought that it was a joke. He then pitched the Sonic Fighters concept to Sonic Team leader Yuji Naka, and after getting the approval from Naka, the game's development began.

The character 'Bean The Dynamite' comes directly from the old Sega game "Dynamite Dux". His alternate costume/color is an exact replica of his Dynamite Dux appearance.

Toshiba EMI released a limited-edition soundtrack album for this game (Sonic the Fighters Sound Tracks - TYCY-5521) on 07/12/1996.

- TIPS AND TRICKS -

* Play as Super Sonic : Begin a game playing as Sonic, and win against the first eight enemies without being defeated. When fighting against Metal Sonic defeat him in the first round, and in the second round turn Sonic in to Super Sonic by pressing Back+Punch+Kick at the same time. If done correctly sonic will morph in to the invincible Super Sonic.

- STAFF -

Producer : Yu Suzuki
Director : Hiroshi Kataoka
Game Coordinator : Daichi Katagiri
Programmers : Daichi Katagiri, Susumu Morii, Eiji Ikuta, Hiroshi Masui
Character Designer : Masahiro Sugiyama
Stage Designers : Yasuko Suzuki, Wataru Kawashima
2D Graphic & Model Design : Takako Kawaguchi
Graphic & Model Design : Kazunori Oh
Motion Designers : Daichi Katagiri, Hiroki Iwasaki
Sound Designer : Maki Morrow, Takenobu Mitsuyoshi

- PORTS -

* Consoles :
Sony PlayStation 2 [JP] (August 11, 2005) "Sonic Gems Collection [Model SLPM-66074]" 
Nintendo GameCube [JP] (August 11, 2005) "Sonic Gems Collection [Model DOL-G2XJ-JPN]" 
Sony PlayStation 2 [EU] (September 30, 2005) "Sonic Gems Collection [Model SLES-53350]" 
Nintendo GameCube [EU] (September 30, 2005) "Sonic Gems Collection [Model DOL-G2XP-EUR]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2501&o=2

$end


$info=j6sonic,j6sonica,j6sonicb,j6sonicc,j6sonicd,j6sonice,j6sonicf,j6sonicg,j6sonich,
$bio

Sonic The Hedgehog (c) 199? JPM International.

A Sonic themed slot machine produced by JPM, a Sega owned company.

- TECHNICAL -

Impact

- TRIVIA -

The graphics and music are straight from Sonic 1.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=30158&o=2

$end


$gba=sonicgen,
$bio

Sonic the Hedgehog - Genesis (c) 2006 Sega Enterprises, Limited.

PLAY THE ORIGINAL THAT STARTED IT ALL! The original Sonic the Hedgehog that broke the speed barrier wide open on the SEGA Genesis.

- TECHNICAL -

Game ID: AGB-BIJE-USA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73231&o=2

$end


$ngpc=sonic,sonicp,
$bio

Sonic the Hedgehog - Pocket Adventure [Model NEOP00590] (c) 2000 SNK Corp. [Shin Nihon Kikaku] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82595&o=2

$end


$gamegear=sonictri,sonictrip,
$bio

Sonic The Hedgehog - Triple Trouble (c) 1994 Sega Enterprises, Limited.

European release.

- TECHNICAL -

Game ID: 2530-50
Package ID: 671-4801-50
Cartridge ID: 670-4818-50

- TRIVIA -

Sonic The Hedgehog - Triple Trouble for Game Gear was released in November 1994 in Europe. 

This game is known in Japan as "Sonic & Tails 2 [Model G-3356]".

- PORTS -

* Consoles : 
Sony PlayStation 2 [EU] (September 30, 2005) "Sonic Gems Collection [Model SLES-53350]" 
Nintendo GameCube [EU] (September 30, 2005) "Sonic Gems Collection [Model DOL-G2XP-EUR]" 

* Handhelds : 
Nintendo 3DS [Virtual Console] [EU] [AU] (March 29, 2012) [Model GAAP]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64857&o=2

$end


$gamegear=sonictriu,
$bio

Sonic The Hedgehog - Triple Trouble (c) 1994 Sega Enterprises, Limited.

North American release.

- TECHNICAL -

Game ID: 2530

- TRIVIA -

Sonic The Hedgehog - Triple Trouble for Game Gear was released on November 15, 1994 in North America.

This game is known in Japan as "Sonic & Tails 2 [Model G-3356]".

- PORTS -

* Consoles : 
Nintendo GameCube [US] (August 16, 2005) "Sonic Gems Collection [Model DOL-G2XE-USA]" 

* Handhelds : 
Nintendo 3DS [Virtual Console] [US] (March 15, 2012) [Model GAAE]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64856&o=2

$end


$info=sonic2mb,
$bio

Sonic The Hedgehog 2 (c) 1993 Unknown.

Bootleg of Megadrive version.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83478&o=2

$end


$info=mp_soni2,
$bio

Sonic The Hedgehog 2 (c) 1993 Sega.

- TECHNICAL -

Mega Play 07

Runs on the Sega "Mega Play" hardware.

Players: 2
Control: 8-way Joystick
Buttons: 3

- TRIVIA -

Unlike the Sega Genesis version of Sonic The Hedgehog 2, the Mega-Play port has several differences such as the omission of the timer.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3964&o=2

$end


$info=mt_soni2,
$bio

Sonic The Hedgehog 2 (c) 1992 Sega.

- TECHNICAL -

Runs on the "Mega-Tech System" hardware.
Cartridge ID: 610-0239-62

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3436&o=2

$end


$megadriv=sonic2a,sonic2p1,sonic2b,sonic2,sonic2c,
$bio

Sonic the Hedgehog 2 (c) 1992 Sega Enterprises, Ltd.

European release. For more information on the game itself, please see the Japanese version's entry; "Sonic the Hedgehog 2 [Model G-4088]".

- TECHNICAL -

[EU] Game ID: 1051-50
[EU] Cartridge ID: 670-2479-50
[EU] Cover ID: 670-2480-50
[AU] Game ID ('Sega Gold Collection' edition): FSON01SMC

- TRIVIA -

Sonic the Hedgehog 2 was released on November 24, 1992 in Europe.

It was also released in Australia in 1996 as a Sega Gold Collection edition.

Sonic 2 had a release date in most Western regions which was uncommon at the time. November 24, 1992 was dubbed Sonic 2sday (a pun of the fact that it was a Tuesday), and the game was released throughout North America and the PAL territories. (It was released in Japan three days earlier.) This is referenced in the game by the order in which you need to play the sound effects to activate the debug mode.

Reviews:
[FR] Consoles+ No. 13 (October 1992): 92/100

- PORTS -

* Consoles : 
Sega Mega Drive [EU] (1995) "Sonic Compilation [Model 670-7105-50]" 
Sega Mega Drive [EU] (1995) "Telstar Double Value Games - Sonic the Hedgehog 2 / Bubsy in Claws Encounters of the Furred Kind" by Telstar
Sega Saturn [EU] (August 28, 1997) "Sonic Jam [Model MK81079-50]" 
Nintendo GameCube [EU] (March 7, 2003) "Sonic Mega Collection [Model DOL-GSOP-EUR]" 
Microsoft XBOX [EU] (February 4, 2005) "Sonic Mega Collection Plus" 
Sony PlayStation 2 [EU] (February 4, 2005) "Sonic Mega Collection Plus [Model SLES-52998]" by Sega Europe
Sony PlayStation 2 [AU] (March 20, 2005) "Sonic Mega Collection Plus [Model SLES-52998]" 
Sony PlayStation 2 [EU] (February 2, 2007) "Sega Mega Drive Collection [Model SLES-54333]" 
Sony PlayStation 2 [AU] (February 8, 2007) "Sega Mega Drive Collection" 
Nintendo Wii [Virtual Console] [EU] [AU] (July 6, 2007) [Model MBBP] 
Microsoft XBOX 360 [EU] (February 20, 2009) "SEGA Mega Drive Ultimate Collection [Model 384-40210]" 
Sony PlayStation 3 [EU] [AU] (February 20, 2009) "SEGA Mega Drive Ultimate Collection [Model BLES-00475]" 
Microsoft XBOX 360 [AU] (February 26, 2009) "Sega Mega Drive Ultimate Collection" 

* Handhelds : 
Sony PSP [EU] (February 2, 2007) "Sega Mega Drive Collection [Model ULES-00556]" 
Sony PSP [AU] (February 8, 2007) "Sega Mega Drive Collection [Model ULES-00556]" 
Nintendo DS [AU] (March 11, 2010) "Sonic Classic Collection [Model TWL-VSOV-AUS]" 
Nintendo DS [EU] (March 12, 2010) "Sonic Classic Collection [Model TWL-VSOV-EUR]" 

* Computers : 
PC [MS Windows, DVD-ROM] [EU] (March 31, 2006) "Sonic Mega Collection Plus" 
PC [MS Windows, CD-ROM] [EU] (October 15, 2010) "Sega Mega Drive Classics Collection Vol. 2" 
PC [Steam] [EU] (January 26, 2011)
PC [MS Windows, DVD-ROM] [EU] (March 18, 2011) "Sega Mega Drive Classic Collection - Gold Edition" 
PC [Steam] [EU] (July 3, 2013) "Sonic Hits Collection" 

* Others :
Arcade [Mega-Tech] [EU] (1992) "Sonic The Hedgehog 2 [Mega-Tech 62]" 
Arcade [Mega Play] [EU] (1993) "Sonic The Hedgehog 2 [Mega Play 07]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93514&o=2

$end


$gamegear=sonic2,
$bio

Sonic the Hedgehog 2 (c) 1992 Sega Enterprises, Limited.

European release. For more information on the game itself, please see the original Japanese release entry; "Sonic The Hedgehog 2 [Model G-3321]".

- TECHNICAL -

Game ID: 2507-50
Package ID: 671-2554-50
Cartridge ID: 670-2533

- PORTS -

* Consoles : 
Sony PlayStation 2 [EU] (September 30, 2005) "Sonic Gems Collection [Model SLES-53350]" 
Nintendo GameCube [EU] (September 30, 2005) "Sonic Gems Collection [Model DOL-G2XP-EUR]" 

* Handhelds : 
Sega Game Gear [EU] (October 1995) "Sonic 2 in 1 - Sonic 2 + Sonic Spinball [Model 2568]" 
Nintendo 3DS [Virtual Console] [EU] [AU] (June 27, 2013) [Model GAUP]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93907&o=2

$end


$gamegear=sonic2u,
$bio

Sonic The Hedgehog 2 (c) 1993 Sega Enterprises, Limited.

North American release. For more information on the game itself, please see the original Japanese release entry; "Sonic The Hedgehog 2 [Model G-3321]".

- TECHNICAL -

Game ID: 2507
Cartridge ID: 670-2533
Package ID: 671-2554

- PORTS -

* Consoles : 
Nintendo GameCube [US] (August 16, 2005) "Sonic Gems Collection [Model DOL-G2XE-USA]" 

* Handhelds : 
Nintendo 3DS [Virtual Console] [US] (June 27, 2013) [Model GAUE]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64860&o=2

$end


$sms=sonic2,sonic2a,
$bio

Sonic The Hedgehog 2 (c) 1992 Sega Enterprises, Limited.

- TECHNICAL -

Game ID: 9015
Package/Cartridge ID: 670-2703-50

- TRIVIA -

Sonic the Hedgehog 2 for Master System was released on October 16, 1992 in Europe. It was then released in Brazil by Tec Toy the following year. It didn't appear in Japan or North America until the Virtual Console release on the Nintendo Wii years later (See Ports below).

The Master System version is totally different than the Sonic 2 for Mega Drive. Tails obviously doesn't accompany you, like he can in the Mega Drive release. Sonic can also not do his infamous buzz saw roll by simply ducking and pressing jump.

- STAFF -

Compose: Tomoz? End? (Tomozou), Simachan, Ray
Program: Ko.Ko, Semimaru, Tea Tea, Tosiyan
Art: Hisato Fukumoto (Jly King), Nobuhiko Honda (Noburin), Tez, U.D.K
Edit: Raizou, M. Shimamura (M.Shima), End, Mariyuri
Sound: Masafumi Ogata (Gatao), Naofumi Hataya (Nao Chan), Tomonori Sawada (Dawasa)
Thanks: Hiroshi As? (Asohy), Takashi Sh?ji (Taku.S), Katsuhiro Hasegawa (The Hase), Takashi Yuda (Thomas Y), Okusan, Kenji Shintani (Lunarian), Hitmen, Aspect, and YOU

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [JP] (November 18, 2008) [Model LAJJ] 
Nintendo Wii [Virtual Console] [US] (December 8, 2008) [Model LAJE] 
Nintendo Wii [Virtual Console] [EU] [AU] (December 26, 2008) [Model LAJP]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56182&o=2

$end


$gamegear=sonic2j,
$bio

Sonic The Hedgehog 2 (c) 1992 Sega Enterprises, Limited.

- TECHNICAL -

[Model G-3321]

- TRIVIA -

Sonic the Hedgehog 2 for Game Gear was released on November 21, 1992 in Japan. It was then re-released as a Meisaku Collection edition [Model G-3338] on December 10, 1993.

- TIPS AND TRICKS -

* Level select: During the intro, hold Down+Left+1+2+START. Wait for Tails to blink twice - you should hear ring sounds. Release the buttons and press START.

* Infinite extra lives: On Green Hills Zone act 1, when you go up on the first loop, there's a life monitor there. If you're fast enough because of the impulse that you took to climb on the loop, you will take the life monitor and pass directly. Press jump exactly on the diagonal green spring and try to return to where the extra life is, and it will be there again. You can repeat this as many times as you want.

- STAFF -

Compose : Tomozou, Simachan, Ray
Program : Ko. Ko, Hiro SSS, Tea Tea, Toshiyan
Art : Jly King, Noburin, Tez, U.D.K
Edit : Raizou, M. Shima, End, Mariyuri
Sound : Gatao, Nao Chan, Dawasa

Thanks : Asohy, Taku. S, The Hase, Thomas Y, Ryu, Okusan, Lunarian, Hitmen, Aspect, and you

- PORTS -

* Consoles : 
Sony PlayStation 2 [JP] (August 11, 2005) "Sonic Gems Collection [Model SLPM-66074]" 
Nintendo GameCube [JP] (August 11, 2005) "Sonic Gems Collection [Model DOL-G2XJ-JPN]" 

* Handhelds : 
Nintendo 3DS [Virtual Console] [JP] (October 31, 2012) [Model GAUJ]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64858&o=2

$end


$megadriv=sonic2p8,sonic2p7,sonic2p6,sonic2p5,sonic2p4,sonic2p3,sonic2p2,
$bio

Sonic the Hedgehog 2 (c) 1992 Sega Enterprises, Limited.

The nefariously evil scientist Dr. Ivo Robotnik is at it again with his demented goal to conquer the world by forcing innocent animals to become evil 'badniks' (by that i mean, his robots). and only one speedy hedgehog is eager enough to put a stop to Robotnik's scheme and his name is Sonic The Hedgehog. and this time he's not alone, Miles Prower (miles per hour, get it?) The Fox who's commonly known as 'Tails' because he has 2 tails which enable him to fly has decided to tag along with Sonic in order to bring peace back to the planet.

- TECHNICAL -

Game ID: G-4088
Cartridge ID: 670-2656
Cover ID: 670-2657

- TRIVIA -

Sonic the Hedgehog 2 was released on November 21, 1992 in Japan.

Just like Sonic, Tails's real name, Miles Prower, is a reference to speed (miles per hour).

Sonic the Hedgehog 2's ending music is based on the song 'Sweet Dream' by 'Dreams Come True'. In addition a remixed version of the ending music is performed by 'Dreams Come True' and rapper Akon in Sonic The Hedgehog (the 2006 version).

The final stage's name (Death Egg) is a reference to the Death Star from the Star Wars film series.

Sonic's transformation into Super Sonic is inspired by the anime Dragon Ball Z.

- UPDATES -

The Hidden Palace Zone, which is in the beta versions, but not the final release, was used extensively in previews. One controversial topic among Sonic fans is a mysterious screenshot of what appeared to be a desert that popped up in various gaming magazines prior to the game's release. While many believe it to be a mock-up or a clever hoax, there are others who note elements of the screenshot do in fact appear in the beta, and some conceptual drawings imply that a desert level did, in fact, exist at one point. (One title of a drawing even says 'Desert Level' in Japanese.) Still, there are those who insist this is nonsense.

- TIPS AND TRICKS -

* Stage Select : Under the 'Sound Test' menu, listen to sounds 19, 65, 09, and 17 in order; you'll hear a chime when you activate the last sound. Next, return to the title screen, highlight '1 Player', hold A and press Start to access the stage-select menu.

* Chaos Emeralds Cheat : At the Stage Select menu, highlight 'Sound Test' and listen to sounds 04, 01, 02, and 06 in order; you'll hear the fanfare that sounds when you get a Chaos Emerald. This code gives you all of the Chaos Emeralds; you can grab 50 rings and jump to change into Super Sonic. With this you'll be able to see the 'good' ending when you beat the game.

* Debug Mode : At the Stage Select menu, highlight 'Sound Test' and listen to sounds 01, 09, 09, 02, 01, 01, 02 and 04 in order; you'll hear a chime to confirm. Now highlight the name of any stage, hold the A button and press Start; don't release A until the stage begins. Screen coordinates will appear instead of a score and the number of objects displayed will appear instead of the time remaining. Use one of the following buttons sequences to enable the corresponding debug code... 
Object transformation : Press B during game play to change Sonic/Tails into a game object. 
1) Press A to change into a new object. 
2) Press C to place an object on the screen. 
3) Press B again to revert back to Sonic (Note : The type of object that may be selectable will vary from level to level). 
Invincibility : Sonic/Tails is, by default, invincible in debug mode (Note : Sonic/Tails can still drown, be crushed, fall and die, etc. He is only invincible to enemy attacks). 
Slow motion : Pause gameplay and hold B. 
Restart : Pause gameplay and press A. 
Frame advance : Pause gameplay and press C.

- SERIES -

1. Sonic The Hedgehog [Model G-4049] (1991, Mega Drive) 
2. Sonic the Hedgehog 2 [Model G-4088] (1992, Mega Drive) 
3. Segasonic The Hedgehog (1992, Arcade)
4. Sonic the Hedgehog CD [Model G-6021] (1993, Mega CD) 
5. Sonic the Hedgehog 3 [Model G-5531] (1994, Mega Drive) 
6. Sonic and Knuckles (1994, Genesis) 
7. Knuckles' Chaotix (1995, 32X) 
8. Sonic Adventure (1999, Dreamcast)
9. Sonic Adventure 2 (2001, Dreamcast)
10. Sonic Adventure 2 - Battle (2001, Gamecube)
11. Sonic Advance (2001, GBA) 
12. Sonic Advance 2 (2002, GBA)
13. Sonic Adventure DX - Director's Cut (2003, Gamecube)
14. Sonic N (2003, N-Gage)
15. Sonic Advance 3 (2004, GBA)
16. Sonic Heroes (2004, Gamecube)
17. Sonic Rush (2005, Nintendo DS)
18. Sonic The Hedgehog (2006, XBox 360)
19. Sonic and the Secret Rings (2007,  Wii)
20. Sonic Rush Adventure (2007, Nintendo DS)
21. Sonic The Hedgehog 4 - Episode I (2010, WiiWare)
22. Sonic 4 The Hedgehog - Episode II (2012, Google Play)

- STAFF -

Executive Producer: Hayao Nakayama
Producer: Shinobu Toyoda
Director: Masaharu Yoshii
Chief Programmer: Yuji Naka (YU2)
Game Planner: Hirokazu Yasuhara (Carol Yas)
Character Design: Yasushi Yamaguchi (Judy Totoya)
Chief Artist: Yasushi Yamaguchi (Judy Totoya)
Assistant Programmers: Bill Willis, Masanobu Yamamoto
Object Placement: Takahiro Anto, Yutaka Sugano, Hirokazu Yasuhara
Special Stage Object Placement: Yutaka Sugano
Zone Artists: Jina Ishiwatari, Tom Payne, Rieko Kodama (Phenix Rie), Brenda Ross, Craig Stitt, Yasushi Yamaguchi
Special Stage Art and CG: Peter Morawiec, Timothy Skelly
Music Composer: Masato Nakamura (1992 Dreams Come True)
Sound Programmer: Tomoyuki Shimada
Sound Assistants: Hiroshi Kubota (Jimita), Yukifumi Makino (Macky), Yoshiaki Kashima (Milpo), Masaru Setsumaru (Oyz), Masayuki Nagao (N.Gee), Sachio Ogawa (S.O), Izuho Takeuchi (Ippo)
Project Assistants: Takahiro Hamano, Shūichi Katagi, Yoshiki Ōoka, Steve Woita
Game Manual: Carol Ann Hanshaw, Youichi Takahashi
Executive Supporters: Thomas Kalinske, Fujio Minegishi, Daizaburou Sakurai, Hisashi Suzuki, Takaharu Utsunomiya
Special Thanks To: Kunitake Aoki, Tsuneko Aoki, Cindy Claveran, Masaaki Kawamura, Broderick Macaraeg, Deborah McCracken, Akinori Nishiyama (Locky P), Daisuke Saito, France M. Tantiado, Tatsuo Yamada

- PORTS -

* Consoles : 
Sega Saturn [JP] (June 20, 1997) "Sonic Jam [Model GS-9147]" 
Nintendo GameCube [JP] (December 19, 2002) "Sonic Mega Collection [Model DOL-GSOJ-JPN]" 
Microsoft XBOX [JP] (December 9, 2004) "Sonic Mega Collection Plus [Model ZD6-00003]" 
Sony PlayStation 2 [JP] (December 9, 2004) "Sonic Mega Collection Plus [Model SLPM-65758]" 
Nintendo Wii [Virtual Console] [JP] (June 19, 2007) [Model MBBJ]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56874&o=2

$end


$megadriv=sonic3c,sonic3ca,
$bio

Sonic the Hedgehog 3 (c) 1994 Sega Enterprises, Inc.

Asian release.

- TECHNICAL -

Game ID: 1079-40
Cartridge ID: 670-3654-40
Cover ID: 670-3655-40

- TRIVIA -

Sonic the Hedgehog 3 for Mega Drive was released in 1994 in China and Hong Kong.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93918&o=2

$end


$megadriv=sonic3u,
$bio

Sonic the Hedgehog 3 (c) 1994 Sega Enterprises, Limited.

North American release.

- TECHNICAL -

Game ID: 1079
Cartridge ID: 670-3654
Cover ID: 670-3655

- TRIVIA -

Sonic the Hedgehog 3 for Genesis was released on February 2, 1994 in North America. It was subsequently released as a Mega Hits edition in 1997.

- PORTS -

* Consoles : 
Sega Saturn [US] (July 31, 1997) "Sonic Jam [Model 81079]" 
Nintendo GameCube [US] (November 10, 2002) "Sonic Mega Collection [Model DOL-GSOE-USA]" 
Microsoft XBOX [US] (November 2, 2004) "Sonic Mega Collection Plus [Model 64057]" 
Sony PlayStation 2 [US] (November 2, 2004) "Sonic Mega Collection Plus 
[Model SLUS-20917]" 
Nintendo Wii [Virtual Console] [US] (September 10, 2007) [Model MBME] 
Microsoft XBOX 360 [US] (February 10, 2009) "Sonic's Ultimate Genesis Collection [Model 68034]" 
Sony PlayStation 3 [US] (February 10, 2009) "Sonic's Ultimate Genesis Collection [Model BLUS-30259]" 
Microsoft XBOX 360 [XBLA] [US] (June 10, 2009) 

* Handhelds : 
Nintendo DS [US] (March 2, 2010) "Sonic Classic Collection [Model TWL-VSOE-USA]" 

* Computers : 
PC [MS Windows 95, CD-ROM] [US] (1997) "Sonic & Knuckles Collection" by Expert Software : Can either be used alone or locked with "Sonic & Knuckles"
PC [MS Windows, DVD-ROM] [US] (March 9, 2007) "Sonic Mega Collection Plus" 
PC [Steam] [US] (January 26, 2011) "Sonic 3 & Knuckles [Model 71162]" : Only available when locked together with "Sonic & Knuckles" 
PC [MS Windows, DVD-ROM] [US] (March 15, 2011) "Sega Genesis Classic Collection - Gold Edition" : Only available when locked together with "Sonic & Knuckles"
PC [Steam] [US] (July 3, 2013) "Sonic Hits Collection" : Only available when locked together with "Sonic & Knuckles"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57403&o=2

$end


$megadriv=sonic3j,
$bio

Sonic the Hedgehog 3 (c) 1994 Sega Enterprises, Limited.

- TECHNICAL -

Game ID: G-5531
Cartridge ID: 670-4310
Cover ID: 670-4311

- TRIVIA -

Sonic the Hedgehog 3 was released on May 27, 1994 in Japan.

- SERIES -

1. Sonic The Hedgehog [Model G-4049] (1991, Mega Drive) 
2. Sonic the Hedgehog 2 [Model G-4088] (1992, Mega Drive) 
3. Segasonic The Hedgehog (1992, Arcade)
4. Sonic the Hedgehog CD [Model G-6021] (1993, Mega CD) 
5. Sonic the Hedgehog 3 [Model G-5531] (1994, Mega Drive) 
6. Sonic and Knuckles (1994, Genesis) 
7. Knuckles' Chaotix (1995, 32X) 
8. Sonic Adventure (1999, Dreamcast)
9. Sonic Adventure 2 (2001, Dreamcast)
10. Sonic Adventure 2 - Battle (2001, Gamecube)
11. Sonic Advance (2001, GBA) 
12. Sonic Advance 2 (2002, GBA)
13. Sonic Adventure DX - Director's Cut (2003, Gamecube)
14. Sonic N (2003, N-Gage)
15. Sonic Advance 3 (2004, GBA)
16. Sonic Heroes (2004, Gamecube)
17. Sonic Rush (2005, Nintendo DS)
18. Sonic The Hedgehog (2006, XBox 360)
19. Sonic and the Secret Rings (2007,  Wii)
20. Sonic Rush Adventure (2007, Nintendo DS)
21. Sonic The Hedgehog 4 - Episode I (2010, WiiWare)
22. Sonic 4 The Hedgehog - Episode II (2012, Google Play)

- PORTS -

* Consoles : 
Sega Saturn [JP] (June 20, 1997) "Sonic Jam [Model GS-9147]" 
Nintendo GameCube [JP] (December 19, 2002) "Sonic Mega Collection [Model DOL-GSOJ-JPN]" 
Microsoft XBOX [JP] (December 9, 2004) "Sonic Mega Collection Plus [Model ZD6-00003]" 
Sony PlayStation 2 [JP] (December 9, 2004) "Sonic Mega Collection Plus [Model SLPM-65758]" 
Nintendo Wii [Virtual Console] [JP] (August 21, 2007) [Model MBMJ] 
Microsoft XBOX 360 [XBLA] [JP] (June 10, 2009) 

* Computers : 
PC [MS Windows 95, CD-ROM] [JP] (February 14, 1997) "Sonic & Knuckles Collection" : Can either be used alone or locked with "Sonic & Knuckles".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56875&o=2

$end


$megacd,megacdj=soniccd,
$bio

Sonic the Hedgehog CD (c) 1993 Sega Enterprises, Limited.

- TECHNICAL -

Game ID: G-6021
Package ID: 670-3563
CD ID: 670-3561

Data on CD take about 338 MO.

- TRIVIA -

Sonic the Hedgehog CD was released on September 23, 1993 in Japan. It is known outside Japan as simply "Sonic CD".

- SERIES -

1. Sonic The Hedgehog [Model G-4049] (1991, Mega Drive) 
2. Sonic the Hedgehog 2 [Model G-4088] (1992, Mega Drive) 
3. Segasonic The Hedgehog (1992, Arcade)
4. Sonic the Hedgehog CD [Model G-6021] (1993, Mega CD) 
5. Sonic the Hedgehog 3 [Model G-5531] (1994, Mega Drive) 
6. Sonic and Knuckles (1994, Genesis) 
7. Knuckles' Chaotix (1995, 32X) 
8. Sonic Adventure (1999, Dreamcast)
9. Sonic Adventure 2 (2001, Dreamcast)
10. Sonic Adventure 2 - Battle (2001, Gamecube)
11. Sonic Advance (2001, GBA) 
12. Sonic Advance 2 (2002, GBA)
13. Sonic Adventure DX - Director's Cut (2003, Gamecube)
14. Sonic N (2003, N-Gage)
15. Sonic Advance 3 (2004, GBA)
16. Sonic Heroes (2004, Gamecube)
17. Sonic Rush (2005, Nintendo DS)
18. Sonic The Hedgehog (2006, XBox 360)
19. Sonic and the Secret Rings (2007,  Wii)
20. Sonic Rush Adventure (2007, Nintendo DS)
21. Sonic The Hedgehog 4 - Episode I (2010, WiiWare)
22. Sonic 4 The Hedgehog - Episode II (2012, Google Play)

- STAFF -

Developed by: Sonic Team

- PORTS -

* Consoles : 
Sony PlayStation 2 [JP] (August 11, 2005) "Sonic Gems Collection [Model SLPM-66074]" 
Nintendo GameCube [JP] (August 11, 2005) "Sonic Gems Collection [Model DOL-G2XJ-JPN]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60563&o=2

$end


$sms=sonicc,
$bio

Sonic The Hedgehog Chaos (c) 1993 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56183&o=2

$end


$sms=sspin,
$bio

Sonic The Hedgehog Spinball (c) 1994 Sega Enterprises, Limited.

- TECHNICAL -

Game ID: 9034
[EU] Package ID: 670-5566-50
[AU] Package ID: FSON05SEC

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56184&o=2

$end


$info=mp_sonic,
$bio

Sonic The Hedgehog (c) 1993 Sega.

- TECHNICAL -

[Mega Play 01]

Runs on the Sega "Mega Play" hardware.

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Released 2 years after the original, this version can be considered as a reduced version :
* Stages : Green hill -> Spring year -> Starlight -> Scrap brain (1,2) -> Final zone.
* You have a limited amount of time per level (usually pretty tight, 1 minute is the easy setting for the first level, 35 seconds seems to be the hardest).
* Extra life boxes do nothing.
* Jumping into the special stage ring does nothing (no special stages).
* When you finish it sonic seems to have the 'you didn't get any emeralds' look despite there being no emeralds due to the lack of special stages.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2346&o=2

$end


$info=mt_sonic,mt_sonia,
$bio

Sonic The Hedgehog (c) 1991 Sega.

Join Sonic the Hedgehog as he saves and frees his animal friends from Dr. Ivo Robotnik's evil scheme for world conquest.

- TECHNICAL -

Runs on the "Mega-Tech System" hardware.
Cartridge ID: 610-0239-52

- TRIVIA -

Sonic The Hedgehog : Genesis of the Genesis'! Greatest hero 'Sonic the Hedgehog' was the premier character on the home system 'Sega Mega Drive'. It is said that because the Genesis was faster than other console systems at the time (and more importantly, faster than its chief competitor, the Nintendo Super Famicom), Sonic, a hedgehog whose lone weapon is his speed, was born.

Originally, sonic's main attack was the ability to pick up things and throw them at his enemies (similar to Chip 'n Dale Rescue Rangers for the Nintendo Entertainment System), but it was scrapped because it was too complex.

The Sonic The Hedgehog character actually made his debut in 1990 as part of a promotional tour with the Japanese pop group 'Dreams Come True'. Ironically, the music for Sonic The Hedgehog (and its sequel, Sonic The Hedgehog 2) was composed by Dreams Come True's bassist Masato Nakamura.

Sonic replaced 'Alex Kidd', who was Sega's mascot prior to 1990.

The bonus stage scene was greatly inspired by Taito's "Cameltry".

Sonic The Hedgehog is a playable character in Nintendo's Super Smash Bros. Brawl for the Nintendo Wii.

MB (Milton Bradley) released a board games based on this video game (same name) : Just like the video game, the object is to collect the most rings and defeat Dr. Robotnik.

- TIPS AND TRICKS -

* Level Select : At the title screen, press Up, Down, Left, Right. You should hear a noise like a ring being collected. Then, hold A and press Start for a level select.

* Crazy Sonic : Hold A+B+C during demonstration mode for force Sonic to run into objects and act strangely (Note : This may also be done during the ending sequence after completing the Final Zone).

* Debug Mode : Press Up, C, Down, C, Left, C, Right, C, Start, then hold A at the title screen. Continue to hold A until game play begins. Screen coordinates will appear instead of a score and the number of objects displayed will appear instead of the time remaining. Use one of the following buttons sequences to enable the corresponding debug code...
Object transformation : Press B during game play to change Sonic into a game object.
1) Press A to change into a new object.
2) Press C to place an object on the screen.
3) Press B again to revert back to Sonic (Note : The type of object that may be selectable will vary from level to level).
Invincibility : Sonic is, by default, invincible in debug mode (Note : Sonic can still drown, be crushed, fall and die, etc. He is only invincible to enemy attacks).
Slow motion : Pause game-play and hold B.
Restart : Pause game-play and press A.
Frame advance : Pause game-play and press C.

* Control Ending Sequence : Enable the 'Debug mode' code. Press B when Sonic is running with the animals at the end, then turn back into Sonic. You can now control yourself.

- STAFF -

Programmer : Yuji Naka
Music : Masato Nakamura
Staff : Naoto Oshima

- PORTS -

* Consoles :
Sega Game Gear (1991)
Sega Master System (1991)
Sega Mega Drive (1991)
Sega Mega Drive (1995, "6-PAK")
SNK Neo-Geo Pocket Color (1999, "Sonic the Hedgehog - Pocket Adventure")
Sony PlayStation 2 (2006, "Genesis Collection")
Sony PSP (2006, "Genesis Collection")
Nintendo Game Boy Advance (2006, "Sonic the Hedgehog Genesis")
Nintendo Wii (2006, "Virtual Console")
Microsoft XBOX 360 (2007, "XBOX Live Arcade")
Nintendo 3DS [eShop] (2013) "3D Sonic The Hedgehog"

* Others :
Mobile Phones (2005, Sonic Mobile)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2365&o=2

$end


$megadriv=sonic,
$bio

Sonic the Hedgehog (c) 1991 Sega Enterprises, Limited.

European release. For more information on the game itself, please see the Japanese version's entry; "Sonic the Hedgehog [Model G-4049]".

- TECHNICAL -

Game ID: 1009-50
Cartridge ID: 670-1469-50
Cover ID: 670-1470-50S

- TRIVIA -

Sonic the Hedgehog for Mega Drive was released on June 24, 1991 in Europe.

- PORTS -

* Consoles : 
Sega Mega Drive [EU] (1995) "Mega Games 6 Vol. 3" 
Sega Saturn [EU] (August 28, 1997) "Sonic Jam [Model MK81079-50]" 
Sega Mega Drive [EU] (1995) "Sonic Compilation [Model 670-7105-50]"
Nintendo Wii [Virtual Console] [EU] (December 8, 2006) [Model MAHP] 
Nintendo GameCube [EU] (March 7, 2003) "Sonic Mega Collection [Model DOL-GSOP-EUR]" 
Microsoft XBOX [EU] (February 4, 2005) "Sonic Mega Collection Plus" 
Sony PlayStation 2 [EU] (February 4, 2005) "Sonic Mega Collection Plus [Model SLES-52998]" by Sega Europe
Sony PlayStation 2 [AU] (March 20, 2005) "Sonic Mega Collection Plus [Model SLES-52998]" 
Sony PlayStation 2 [EU] (February 2, 2007) "Sega Mega Drive Collection [Model SLES-54333]" 
Sony PlayStation 2 [AU] (February 8, 2007) "Sega Mega Drive Collection" 
Microsoft XBOX 360 [EU] (February 20, 2009) "SEGA Mega Drive Ultimate Collection [Model 384-40210]" 
Sony PlayStation 3 [EU] [AU] (February 20, 2009) "SEGA Mega Drive Ultimate Collection [Model BLES-00475]" 
Microsoft XBOX 360 [AU] (February 26, 2009) "Sega Mega Drive Ultimate Collection" 

* Handhelds : 
Sony PSP [EU] (February 2, 2007) "Sega Mega Drive Collection [Model ULES-00556]" 
Sony PSP [AU] (February 8, 2007) "Sega Mega Drive Collection [Model ULES-00556]" 
Nintendo DS [AU] (March 11, 2010) "Sonic Classic Collection [Model TWL-VSOV-AUS]" 
Nintendo DS [EU] (March 12, 2010) "Sonic Classic Collection [Model TWL-VSOV-EUR]" 

* Computers : 
PC [MS Windows, DVD-ROM] [EU] (March 31, 2006) "Sonic Mega Collection Plus" 
PC [MS Windows, CD-ROM] [EU] (September 3, 2010) "Sega Mega Drive Classics Collection Vol. 1" 
PC [Steam] [EU] (October 26, 2010) 
PC [MS Windows, DVD-ROM] [EU] (March 18, 2011) "Sega Mega Drive Classic Collection - Gold Edition"
PC [Steam] [EU] (July 3, 2013) "Sonic Hits Collection"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93902&o=2

$end


$megadriv=sonicu,
$bio

Sonic the Hedgehog (c) 1991 Sega of America, Incorporated.

US release. For more information on the game itself, please see the Japanese version's entry; "Sonic the Hedgehog [Model G-4049]".

- TECHNICAL -

Game ID: 1009
Cartridge ID: 670-1469
Cover ID: 670-1470

- TRIVIA -

Sonic the Hedgehog for Genesis was released on June 23, 1991 in the United States of America. A reprint exactly 2 days later was labeled as "Not For Sale". The game was also re-released in 1995 as a 'Sega Classics' edition [Model 1009].

- PORTS -

* Consoles : 
Sega Genesis [US] (1995) "6-Pak [Model 1717]" 
Sega Genesis [US] (1997) "Sonic Classics"
Sega Saturn [US] (July 31, 1997) "Sonic Jam [Model 81079]" 
Sega Dreamcast [US] (January 31, 2001) "Sega Smash Pack Vol. 1 [Model 51146]" 
Nintendo GameCube [US] (November 10, 2002) "Sonic Mega Collection [Model DOL-GSOE-USA]" 
Microsoft XBOX [US] (November 2, 2004) "Sonic Mega Collection Plus [Model 64057]" 
Sony PlayStation 2 [US] (November 2, 2004) "Sonic Mega Collection Plus [Model SLUS-20917]" 
Sony PlayStation 2 [US] (November 7, 2006) "Sega Genesis Collection [Model SLUS-21542]" 
Nintendo Wii [Virtual Console] [US] (November 19, 2006) [Model MAHE] 
Microsoft XBOX 360 [US] (February 10, 2009) "Sonic's Ultimate Genesis Collection [Model 68034]" 
Sony PlayStation 3 [US] (February 10, 2009) "Sonic's Ultimate Genesis Collection [Model BLUS-30259]" 

* Handhelds : 
Sony PSP [US] (November 16, 2006) "Sega Genesis Collection [Model ULUS-10192]" 
Nintendo DS [US] (March 2, 2010) "Sonic Classic Collection [Model TWL-VSOE-USA]" 

* Computers : 
PC [MS Windows, DVD-ROM] [US] (March 9, 2007) "Sonic Mega Collection Plus" 
PC [Steam] [US] (October 26, 2010) "Sonic the Hedgehog [Model 71113]" 
PC [Steam] [EU] (October 26, 2010) 
PC [MS Windows, DVD-ROM] [US] (March 15, 2011) "Sega Genesis Classic Collection - Gold Edition"
PC [Steam] [US] [EU] (July 3, 2013) "Sonic Hits Collection"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93903&o=2

$end


$gamegear=sonic,
$bio

Sonic The Hedgehog (c) 1991 Sega Enterprises, Limited.

- TECHNICAL -

[US]/[EU] Game ID: 2408
[US]/[EU] Cartridge ID: 670-1748
[US] Cover ID: 671-1664

- TRIVIA -

Sonic the Hedgehog for Game Gear was released in December 1991 in North America. It was also released that same year (exact date unknown) in Europe. It was then re-released in North America as a 'Classic' edition in 1993.

- PORTS -

* Consoles : 
Microsoft XBOX [US] (November 2, 2004) "Sonic Mega Collection Plus [Model 64057]" 
Sony PlayStation 2 [US] (November 2, 2004) "Sonic Mega Collection Plus [Model SLUS-20917]" 
Microsoft XBOX [EU] (February 4, 2005) "Sonic Mega Collection Plus" 
Sony PlayStation 2 [EU] (February 4, 2005) "Sonic Mega Collection Plus [Model SLES-52998]" by Sega Europe
Sony PlayStation 2 [AU] (March 20, 2005) "Sonic Mega Collection Plus [Model SLES-52998]" 

* Handhelds : 
Nintendo 3DS [Virtual Console] [US] (June 7, 2013) [Model GATE] 
Nintendo 3DS [Virtual Console] [EU] [AU] (June 13, 2013) [Model GATP] 

* Computers : 
PC [MS Windows, DVD-ROM] [EU] (March 31, 2006) "Sonic Mega Collection Plus" 
PC [MS Windows, DVD-ROM] [US] (March 9, 2007) "Sonic Mega Collection Plus"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64855&o=2

$end


$sms=sonic,
$bio

Sonic The Hedgehog (c) 1991 Sega Enterprises, Limited.

- TECHNICAL -

[EU]/[US] Game ID: 7076
[US] Cover ID: 670-1706
[EU] Cover ID: 670-1706-50

- TRIVIA -

Sonic the Hedgehog for Master System was released on October 25, 1991 in North America and Europe.

In addition to its cartridge release, it was built into some versions of the Master System II in Europe. The version that came built-in the Master System II console lacks credits. Because ROM chips were very expensive at the time, the credits were dropped to make room on the small ROM chip for the necessary BIOS routines for the console. By doing this, Sega avoided having to buy bigger and more expensive ROM chips for the console.

This was the last game released for the Sega Master System in North America.

- STAFF -

Developed by: Ancient (Japan)

Game Program: Shinobu Hayashi
Graphic Design: Ayano Koshiro, Takefuni Yunoue
Sound Producer: Masato Nakamura
Rearrange and Original Music: Yūzō Koshiro
Special Thanks: Yoshio Yoshida (Yoshio Y), Kenji Shintani (Lunarian SG)

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [US] (August 4, 2008) [Model LAGE] 
Nintendo Wii [Virtual Console] [JP] (August 5, 2008) [Model LAGJ] 
Nintendo Wii [Virtual Console] [EU] [AU] (September 19, 2008) [Model LAGP]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56181&o=2

$end


$gamegear=sonicj,sonicp,
$bio

Sonic The Hedgehog (c) 1991 Sega Enterprises, Limited.

- TECHNICAL -

Model G-3307
Cartridge ID: 670-1947
Package ID: 671-1805
Barcode: 4 974365 133078

- TRIVIA -

Sonic the Hedgehog for Game Gear was released on December 28, 1991 in Japan. It was subsequently re-released on December 10, 1993 as a Meisaku Collection edition [Model G-3334].

- TIPS AND TRICKS -

Developer: Ancient

Game Programer : Shinobu Hayashi (Pinbot)
Graphic Designer : Ayano Koshiro, Takefuni Yunoue
Sound Producer : Masato Nakamura
Rearranging and Original Music : Yuzo Koshiro

Special Thanks : Yoshio Y, Lunarian SG

- PORTS -

* Consoles : 
Microsoft XBOX [JP] (December 9, 2004) "Sonic Mega Collection Plus [Model ZD6-00003]" 
Sony PlayStation 2 [JP] (December 9, 2004) "Sonic Mega Collection Plus [Model SLPM-65758]" 

* Handhelds : 
Nintendo 3DS [Virtual Console] [JP] (December 4, 2013) [Model GATJ]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64853&o=2

$end


$megadriv=sonicj,
$bio

Sonic the Hedgehog (c) 1991 Sega Enterprises, Limited.

In an attempt to steal the six Chaos Emeralds and harness their power, the game's antagonist, Dr. Eggman, has trapped the animal inhabitants of South Island in aggressive robots and stationary metal capsules. The player controls Sonic, who aims to halt Eggman's plans by freeing his animal friends and collecting the emeralds himself. If the player collects all the Chaos Emeralds and completes the game, a reward ending sequence is shown. If all the emeralds are not collected, Robotnik taunts the player instead.

- TECHNICAL -

Game ID: G-4049
Cartridge ID: 670-1459
Cover ID: 670-1460
Barcode: 4 974365 540494

- TRIVIA -

Sonic the Hedgehog was released on July 26, 1991 in Japan.

In 1990, Sega ordered its in-house development studio, AM8, to develop a game featuring a mascot for the company. This was a position already held by the character Alex Kidd, but he was considered similar to Mario and deemed unsatisfactory; Sega president Hayao Nakayama wanted a character as iconic as Mickey Mouse. Sega had competition from Nintendo and its mascot, Mario, in mind; Nintendo was dominant at the time, particularly after the release of the successful Super Mario Bros. 3, and Sega wanted a foothold in the industry. Although the company had some success with Genesis ports of its arcade titles, it knew this would not be enough.

AM8 developed ideas for characters, an engine, and gameplay mechanics. Development emphasized speed, so AM8 eliminated character designs not associated with fast animals, as well as fast creatures like kangaroos and squirrels. One idea, a rabbit able to grasp objects with prehensile ears, showed promise at first but was too complex for the available hardware. The team narrowed its search to animals that can roll into a ball, their idea for an attacking move. Designers then realized that this would not seem aggressive enough, so they focused on two animals with spikes: armadillos and hedgehogs. The hedgehog character, first proposed by Naoto Ohshima, prevailed, although the armadillo would later become the basis for Mighty the Armadillo (who first appeared in 1993's SegaSonic the Hedgehog). Ohshima has admitted since that he created Sonic's basic design by combining Felix the Cat's head with Mickey Mouse's body.

Sonic was originally teal-colored, then a light shade of blue, but he was changed to dark blue so he would stand out against certain backgrounds and to match the Sega logo. His shoes were colored red through the inspiration of Michael Jackson's boots on the album cover for Bad and the outfit of Santa Claus, whom Ohshima saw as the most famous character in the world. Sonic's spikes were emphasized to make him look sleeker, and he was given the ability to spin while jumping (so attacking and jumping could be controlled with one button). The new character was originally named Mr. Needlemouse, but the 15-member AM8 changed his name to Sonic and their studios to Sonic Team. Ideas proposed to flesh out the character included placing him in a rock band, giving him vampire fangs, and giving him a human girlfriend named Madonna, but Sega of America scrapped these ideas to keep his identity simple. Sega of America also expressed concerns that most Americans would not know what a hedgehog is and initially proposed a full-scale recreation of the character, but compromised with Sonic Team to simply make design changes. Robotnik ended up being named Dr. Eggman in Japan and Dr. Robotnik in other regions as a result of a dispute between Sega's American and Japanese divisions.

With a satisfying protagonist completed, Sega turned to esteemed programmer Yuji Naka, who had impressed them through his work on Phantasy Star and the Mega Drive port of Makaimura. The gameplay originated with a tech demo by Naka, who developed an algorithm allowing a sprite to move smoothly on a curve by determining its position with a dot matrix. Naka's prototype was a platform game with a fast-moving character rolling in a ball through a long, winding tube, and this concept was fleshed out with Ohshima's character designs and levels by designer Hirokazu Yasuhara. Yasuhara originally intended to work on the game for three months due to the delay of his planned move to the United States by the outbreak of the Gulf War, but was engrossed in the project for nearly a year. His designs for levels were intended to attract both hardcore and casual gamers by integrating occasional challenging set pieces into the mostly accessible level design. The game's color scheme was influenced by the work of pop artist Eizin Suzuki, and the aesthetics of Green Hill were influenced by the geography of California.

In designing the game mechanics, Naka was inspired by Shigeru Miyamoto, whose games he had enjoyed playing years earlier. Admiring the simplicity of Miyamoto's mechanics in complex environments, Naka decided that Sonic would be controlled with only a directional pad for movement and a single button for jumping. He also wanted his creation to be more action-oriented than the Mario series; while playing Super Mario Bros., he had wondered why the levels could not be cleared more quickly. Due to the need to demonstrate the Mega Drive' technological promess, the developing game underwent extensive testing and redesign, a process taking over six months. The developers' efforts were rewarded; according to Yuji Naka, the game had the fastest-ever character speed in a video game and a rotation effect in the special stages that was considered impossible on the console. The team intended to add a two-player mode displayed via split-screen, but Naka's programming knowledge was insufficient to implement this feature. However, such a mode would later appear in sequel Sonic the Hedgehog 2 (1992), where the second player would control Sonic's best friend Miles Tails Prower. Naka, Oshima, and Yasuhara worked 19 hours a day on the project for several months.

Naka's relationship with Sega of Japan was tenuous during this time; he received little credit for his involvement in the game. He left the company shortly after the game's release, although Sega of America hired him later. Before leaving, however, he went against Sega of Japan's prohibition of him including post-game credits by including a few names in black text on a black background, identifiable only by looking at the game's code.[18]

Known export releases : 
[US] "Sonic the Hedgehog [Model 1009]" 
[EU] "Sonic the Hedgehog [Model 1009-50]"
[CA] "Sonic the Hedgehog [Model 1009-22]" 
[KO] "Baramdori Sonic [Model GM4015JG]" by Samsung Software
[BR] "Sonic the Hedgehog" by Tec Toy

- SERIES -

1. Sonic The Hedgehog [Model G-4049] (1991, Mega Drive) 
2. Sonic the Hedgehog 2 [Model G-4088] (1992, Mega Drive) 
3. Segasonic The Hedgehog (1992, Arcade)
4. Sonic the Hedgehog CD [Model G-6021] (1993, Mega CD) 
5. Sonic the Hedgehog 3 [Model G-5531] (1994, Mega Drive) 
6. Sonic and Knuckles (1994, Genesis) 
7. Knuckles' Chaotix (1995, 32X) 
8. Sonic Adventure (1999, Dreamcast)
9. Sonic Adventure 2 (2001, Dreamcast)
10. Sonic Adventure 2 - Battle (2001, Gamecube)
11. Sonic Advance (2001, GBA) 
12. Sonic Advance 2 (2002, GBA)
13. Sonic Adventure DX - Director's Cut (2003, Gamecube)
14. Sonic N (2003, N-Gage)
15. Sonic Advance 3 (2004, GBA)
16. Sonic Heroes (2004, Gamecube)
17. Sonic Rush (2005, Nintendo DS)
18. Sonic The Hedgehog (2006, XBox 360)
19. Sonic and the Secret Rings (2007,  Wii)
20. Sonic Rush Adventure (2007, Nintendo DS)
21. Sonic The Hedgehog 4 - Episode I (2010, WiiWare)
22. Sonic 4 The Hedgehog - Episode II (2012, Google Play)

- STAFF -

Game Plan: Hirokazu Yasuhara (Carol Yas)
Program: Yuji Naka (YU2)
Character Design: Naoto Ohshima (Bigisland)
Design: Jina Ishiwatari (Jinya), Rieko Kodama (Phenix Rie)
Sound Produce: Masato Nakamura
Sound Program: Hiroshi Kubota (Jimita), Yukifumi Makino (Macky)
Special Thanks: Papa, Fujio Minegishi

- PORTS -

* Consoles : 
Sega Saturn [JP] (June 20, 1997) "Sonic Jam [Model GS-9147]" 
Nintendo GameCube [JP] (December 19, 2002) "Sonic Mega Collection [Model DOL-GSOJ-JPN]" 
Microsoft XBOX [JP] (December 9, 2004) "Sonic Mega Collection Plus [Model ZD6-00003]" 
Sony PlayStation 2 [JP] (December 9, 2004) "Sonic Mega Collection Plus [Model SLPM-65758]" 
Nintendo Wii [Virtual Console] [JP] (December 2, 2006) [Model MAHJ]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56873&o=2

$end


$pico=sonicgam,sonicgam4,sonicgam3,sonicgam2,sonicgam1,
$bio

Sonic the Hedgehog's Gameworld [Model 49049-00] (c) 1996 Sega Enterprises, Ltd. [Tokyo, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75793&o=2

$end


$pico=sonigamj,
$bio

Sonic the Hedgehog's Gameworld [Model HPC-6010] (c) 1994 Sega Enterprises, Ltd. [Tokyo, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75792&o=2

$end


$info=sonicwi,
$bio

Sonic Wings (c) 1992 Video System.

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

- TECHNICAL -

Main CPU : Motorola 68000 (@ 10 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2610 (@ 8 Mhz)

Players: Up to two simultaneously.
Control: One 8-way joystick per player.
Buttons: Two per player (FIRE, SPECIAL WEAPON).

- TRIVIA -

Sonic Wings was released in March 1992 in Japan.

This game is known outside Japan as "Aero Fighters".

Red Rabbit from "Rabio Lepus" (also known as "Rabbit Punch") makes a cameo appearance in this game. Just check out Mao Mao's ending and you'll see it.

In Kowful's and T.B.'s joint ending, you can see plenty of "Turbo Force" arcade machines.

There are two last bosses in the game, but they appear randomly. The most common one is Pandora, a skull inside a rocket. The rarer one is Osaru, a huge monkey. You can get two bad endings if you let them escape.

There are a total of 15 endings in the game. Eight are for the individual character endings, four are for the team endings, two for the bad endings and one when you beat the 2nd loop. 

The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to Japanese characters.

Soundtrack album releases :
Sonic Wings (PCCB-00118) (21/04/93) [Pony Canyon/Scitron]

- SERIES -

1. Sonic Wings (1992, ARC)
2. Sonic Wings 2 [Model NGM-075] (1994, ARC)
3. Sonic Wings 3 [Model NGM-097] (1995, ARC)
4. Sonic Wings Limited (1996, ARC)
5. Sonic Wings Assault [Model NUS-NSAJ] (1997, N64)

- STAFF -

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

- PORTS -

* Consoles :
[JP] Nintendo Super Famicom (1993) "Sonic Wings [Model SHVC-HW]"
[JP] Sony PlayStation 2 (2005) "Oretachi Geasen Zoku Sono 6 - Sonic Wings"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2502&o=2

$end


$neocd=sonicwi2,
$bio

Sonic Wings 2 (c) 1994 SNK.

- TECHNICAL -

Game ID: NGCD-075

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68127&o=2

$end


$info=sonicwi2,
$bio

Sonic Wings 2 (c) 1994 Video System.

The first sequel to the superb vertically scrolling shoot-em-up "Sonic Wings", players once again take control of a Jet fighter aircraft and take to the skies to destroy enemy jets, boats, helicopters, gun emplacements and huge end-of-level bosses. The graphics are every bit as accomplished as those of the prequel and the game delivers a good level of challenge.

The end-of-level bosses change from game-to-game; a nice touch that adds variety to an already solid game.

Players can choose to play as any one of eight different fighter pilots, each of which pilots a different jet :
* American F-117A Nighthawk piloted by Robo-Keaton. 
* American A-10 Thunderbolt II piloted by Mao Mao. 
* Japanese Fighter-Support X piloted by Hien. 
* Japanese F-15 Eagle piloted by Captain Silver. 
* International F-14 Tomcat piloted by Cindy and Ellen. 
* International YF-23 Black Widow II piloted by Spanky. 
* French Rafale piloted by Steve. 
* British Sea Harrier FRS2 piloted by Bobby.

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : NGM-075

Players : 2
Control : 8-way joystick
Buttons : 2 
=> [A] Main shot, [B] Special weapon

- TRIVIA -

Sonic Wings 2 was released in July 1994 in Japan. This game is known outside Japan as Aero Fighters 2.

This represents the second game in the Sonic Wings series and the first one on the Neo-Geo MVS.

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

In one part of the city in the Japan stage, you can see Red Rabbit (from "Rabio Lepus") on a sign, a poster of Mao Mao, a small sign with Mambu on it, and of course that infamous 'Heroin Magic' sign. Also, Check out the theme park in the U.S.A. stage. Among the rides, you can see the Red Rabbit, Tenukie, and Mambu.

There are three last bosses in the game, but they appear randomly. The most common one is Lar, a giant black sphere with an eye. The second rarest one is Tenukii, a white sheet ghost. And the third and most difficult to get is Mambu, a giant sunfish. You can get three bad endings if you let the last bosses escape.

There are a total of 47 endings in the game. Eight are for the individual character endings, twenty-eight are for the team endings, three are for the bad endings and eight for beating the 2nd loop with each character.

The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to 'OH!'.

Soundtrack album releases :
[JP] Sonic Wings 2 (PCCB-00158) (16/12/94) [Pony Canyon/Scitron]

- UPDATES -

In the Japanese version of the game, Spanky is called Whity and Steve is called Angela.

- SERIES -

1. Sonic Wings (1992, ARC)
2. Sonic Wings 2 [Model NGM-075] (1994, ARC)
3. Sonic Wings 3 [Model NGM-097] (1995, ARC)
4. Sonic Wings Limited (1996, ARC)
5. Sonic Wings Assault [Model NUS-NSAJ] (1997, N64)

- STAFF -

Plan : Count IKuei
Program : Aiz!, You-Chan
Design : K. Yamamotoya, Takasu, Akira, Armored Cruiser, Oh! Kawara, Manbow Yokoyama, Eriko
Sound : Soushi Hosoi (Hoso-Q), Pirowo, Norie, Tarako, Hira
Assist : Mac, 840AV, Matsunami, Sisyou, K. Nakajima, T. Sakon, Masako, Hiki, Takashi Tateishi (T. Tateishi)

Special Thanks: Masahiko Kimura, M. Hihara

- PORTS -

* Consoles :
SNK Neo Geo AES [JP] (1994) "Sonic Wings 2 [Model NGH-075]"
SNK Neo-Geo CD (1994)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=36&o=2

$end


$neocd=sonicwi3,
$bio

Sonic Wings 3 [Model NGCD-097] (c) 1995 SNK [Shin Nihon Kikaku] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68129&o=2

$end


$info=sonicwi3,
$bio

Sonic Wings 3 (c) 1995 Video System.

The third game in this excellent series adheres to the solid shoot-em-up template set down by its predecessors. The player takes on the role of a Jet Fighter aircraft pilot whose mission is to combat world terrorism. The object of the game is to fly from country to country and destroy all opposition around the world, before flying into outer space to combat the menace responsible for the terrorism. Each pilot has his own storyline that ties in with the game.

One enemy shot destroys the player's plane and releases a special power-up that the plane may have been carrying. If the player's final ship is destroyed, all power-ups and extra bombs are released and can be collected if the player chooses the 'continue' option, or if a second player is still active. However, on the final mission in Outer Space, the player is forced to start again at the beginning of the space mission, unless 2 players are active.

Sonic Wings now features an array of 10 selectable pilots :
American Vought F4U Corsair piloted by Robo-Keaton. 
American Northrop P-61 Black Widow piloted by the Blazers. 
Japanese Mitsubishi A6M Zero-Sen piloted by Hien. 
Japanese Aichi M6A1 Seiran piloted by Mao Mao. 
Soviet Il-2 Stormovik piloted by Chaika and Pooshka. 
Soviet Polikarpov I-16 piloted by Spanky. 
German Dornier Do-335 Pfeil piloted by Malcolm ('Pfeil' is german for 'Arrow') 
German Junkers Ju-87 Stuka piloted by Kowful and River. 
British Westland Whirlwind piloted by Alex and Pictus. 
British Fairy Swordfish piloted by Cindy and Ellen. 

There are also 2 secret planes (see the TIPS AND TRICKS section for details) :
The Aka Usagi (Red Rabbit) piloted by Kotomi. 
The Diabloon piloted by The Man.

Planes Spec. :
Vought F4U Corsair can have 3 power-ups and 5 bombs.
Northrop P-61 Black Widow can have 3 power-ups and 7 bombs.
Mitsubishi A6M Zero-Sen have 3 power-ups and 5 bombs.
Aichi M6A1 Seiran can have 2 power-ups and 5 bombs.
Il-2 Stormovik can have 2 power-ups and 7 bombs.
Polikarpov I-16 can have 4 power-ups and 6 bombs.
Dornier Do-335 Pfeil can have 3 power-ups and 4 bombs.
Junkers Ju-87 Stuka can have 4 power-ups and 7 bombs.
Westland Whirlwind can have 3 power-ups and 6 bombs.
Fairy Swordfish can have 1 power-up and 7 bombs.
Aka Usagi (Red Rabbit, see below) can have 2 power-ups and 4 bombs.
Diabloon (see below) can have 7 power-ups and 2 bombs.

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : NGM-097

Players : 2
Control : 8-way joystick
Buttons : 2
=> [A] Shot, [B] Special weapon

- TRIVIA -

Sonic Wings 3 was released in October 1995 in Japan.

This game is known outside Japan as "Aero Fighters 3".

This represent the latest game in the Sonic Wings series for the Neo-Geo MVS.

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

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

There are four random last bosses in the game, two for the Sea stage and two for the Space stage. In the Sea level, the most common one is Bagarius, a large alien submarine. The rarer one is a Giant Squid, you can't attack it and it doesn't attack you. In the Space level, the most common one is Gurabura, a UFO. And the rarer one is Soh Takeko, a mahjong piece. You can get four bad endings if you let them escape. 

There are a total of 23 endings in the game. Twelve are for the individual character endings, six are for the team endings, four are for the bad endings and one when you beat the 2nd loop.

The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to 'HEY'.

Soundtrack album releases :
[JP] Sonic Wings 3 (PCCB-00193) (20/10/1995) [Pony Canyon/Scitron]

- UPDATES -

In the Japanese version of the game, Spanky is called Whity.

- TIPS AND TRICKS -

* Choose your next stage: 
After beating the stage boss of level 1, 4 and 7, a checkered plane will appear. Destroy the plane's left or right wing to determine your next stage.

* Play As Red Rabbit Kotomi (from "Rabio Lepus") :
1) Insert your coin(s)
2) Press and hold B+Start during all the following sequence. Now, at the character selection screen :
3) Press Down when the timer reaches 7 and when the nose of the plane points towards you.
4) Press Down when the timer reaches 5 and when the nose of the plane points towards you.
5) Press Down when the timer reaches 2 and when the nose of the plane points towards you.
6) Press Down when the timer reaches 0 and when the nose of the plane points towards you. Red Rabbit will appear.

* Play As Diabloon (from "Turbo Force") :
1) Insert your coin(s)
2) Press and hold B+Start during all the following sequence. Now, at the character selection screen :
3) Press Right.
4) Press Down when the timer reaches 7 and when the nose of the plane points towards you.
5) Press Down when the timer reaches 5 and when the nose of the plane points towards you.
6) Press Down when the timer reaches 2 and when the nose of the plane points towards you.
7) Press Down when the timer reaches 0 and when the nose of the plane points towards you. Diabloon will appear.

- SERIES -

1. Sonic Wings (1992, ARC)
2. Sonic Wings 2 [Model NGM-075] (1994, ARC)
3. Sonic Wings 3 [Model NGM-097] (1995, ARC)
4. Sonic Wings Limited (1996, ARC)
5. Sonic Wings Assault [Model NUS-NSAJ] (1997, N64)

- STAFF -

Planner : Count IKuei
Programmers : Aiz!, You-Chan, Sysyou
Designers : Armored Cruiser, Takasu, Akira, Manbow Yokoyama, T. Tateishi, K. Yamamotoya, A. Sakamura, A., Kaz, Hiki, T. Matsui, Oh! Kawara, M. Cats.I, Hil, T. Sakon
Sound : Q, P, Noise

- PORTS -

* Consoles :
SNK Neo-Geo CD (1995)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=37&o=2

$end


$n64=sonicwing,
$bio

Sonic Wings Assault (c) 1998 Video System Company, Limited.

- TECHNICAL -

[Model NUS-NSAJ]

- SERIES -

1. Sonic Wings (1992, ARC)
2. Sonic Wings 2 [Model NGM-075] (1994, ARC)
3. Sonic Wings 3 [Model NGM-097] (1995, ARC)
4. Sonic Wings Limited (1996, ARC)
5. Sonic Wings Assault [Model NUS-NSAJ] (1997, N64)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57971&o=2

$end


$info=sncwgltd,
$bio

Sonic Wings Limited (c) 1996 Video System.

- TECHNICAL -

Main CPU : SPU (@ 16.9344 Mhz)
Sound Chips : SPU (@ 16.9344 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2 (FIRE, SPECIAL WEAPON)

- TRIVIA -

Sonic Wings Limited was released in July 1996 in Japan. It is a remix of the three earlier Sonic Wings games.

This game is known in Taiwan as "Aero Fighters Special" and it's completely in English.

The game forbids the initials 'SEX' on the high score table. If you try, it gets changed it a Japanese characters followed by a '?'.

There are five random last bosses in the game, two for the "Fight in Orbit" stage, two more for the "Another Dimension" stage and one for the "Mars" stage. In the "Fight in Orbit" level, the most common one is Gurabura, a large UFO. The rarer one is Pandora, a skull inside a rocket. In the "Another Dimension" level, the most common one is Lar, a black sphere with an eye. And the rarer one is Do-ni Revision, a tiny tank. In the "Mars" level, the last boss will always be Osaru, the giant monkey. 

There is a total of 59 endings in the game. Each of the 12 individual characters and 6 possible teams have three different endings depending on what last level you chose as your destination, for a total of fifty-four endings. There are also five bad endings if you let the last bosses escape.

- TIPS AND TRICKS -

* Select your next stage:
Finish Stage 4 with less or more than 500,000 points to go to "Aegean Sea" or "New York".
Finish Stage 5 with less or more than 550,000 points to go to "Red Square" or "Panama Canal".
Finish any Stage 6 with less than 600,000 points to go to "Fight in Orbit".
Finish Stage 6 "Red Square" with more than 600,000 points to go to "Another Dimension".
Finish Stage 6 "Panama Canal" with more than 600,000 points to go to "Mars".

- SERIES -

1. Sonic Wings (1992, ARC)
2. Sonic Wings 2 [Model NGM-075] (1994, ARC)
3. Sonic Wings 3 [Model NGM-097] (1995, ARC)
4. Sonic Wings Limited (1996, ARC)
5. Sonic Wings Assault [Model NUS-NSAJ] (1997, N64)

- STAFF -

Staff : H. Furukawa, M. Arano, Armored Cruiser, K. Yamamotoya, Hiroshi, Kazuo.A, Manbow Yokoyama, Oh! Kawara, Daapo, Kawauso, Sugibo, Basara, Hoso-Q, Oba, Paff

- PORTS -

* Consoles :
Sega Saturn [JP] (1996, "Sonic Wings Special [Model T-26402G]")
Sony PlayStation (1996, "Sonic Wings Special")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2503&o=2

$end


$saturn,sat_cart=sonicwin,
$bio

Sonic Wings Special (c) 1996 Media Quest.

- TECHNICAL -

[Model T-26402G]

- TRIVIA -

Sonic Wings Special for Saturn was released on July 05, 1996 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49063&o=2

$end


$snes=sonicwing,
$bio

Sonic Wings (c) 1993 Video System Company, Limited.

Sonic Wings is an intense vertical shooter by Video system and conversion of their own arcade game originally released in 1992. Four elite pilots from around the globe are called upon to take part in an anti-terrorist military operation and seven large enemy installations and weapons must be destroyed. Players can pick one of four nationalities to fulfill their missions - United States, Japan, England and Sweden. Each pilot comes with his own plane and each one of them is based on real fighters such as the F-14 Tomcat, Tornado IDS or AJ-37. They also feature their own handling characteristics and special weapons. The weapons system is rather simple and consist of one main upgrade-able Vulcan gun (and secondary missiles) and a set of bomb-attacks capable of obliterating most of the objects on screen. A maximum of four bombs can be carried at once and each weapon can be upgraded four times - however, the highest power-up level only lasts for a short period of time. The game counts a total of seven stages, three of which are played first and in a random order. A two simultaneous player mode is also available and a friend can join the party at any time.

- TECHNICAL -

Cartridge ID: SHVC-HW

- TRIVIA -

Released on July 30, 1993 in Japan for 8900 Yen.

Sonic Wings was an arcade game released in 1992 by Video System and was ported to the Super Famicom in 1993.

Export releases:
[US] "Aero Fighters [Model SNS-AERE-USA]"

- TIPS AND TRICKS -

Player Select Screen Codes: At the player select screen, hold the R button then enter the code on Controller 2:

Endurance Mode: Hold R and press A, Left, Y, Right, X, Down, B, Up on controller two at the character selection screen.

Play as Rabio and Lepus: Hold R and press Left, Down, Right, X, Y, A, B, Left, Down, Right, Down, X, Y, A, B on controller two at the character selection screen.

- STAFF -

Director: T. Hosokawa
Designer: Hikihara, T.Akamatsu, Hiroshi, Kazuo.A, Yamamotoya
Main Programmer: Kazzo
Sub Programmer: M. Tsukada, Urashita, Y. Fukuda, Y. Nakanishi
Sound: Nao. Itamura, M. Yamana
Special Thanks: Y. Kaneda, K. Shiomi, Tomomi.M, M. Kumichou

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62199&o=2

$end


$sms=sonicedu,
$bio

Sonic's Edusoft (c) 19?? Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56185&o=2

$end


$svision=sonnyxpr,
$bio

Sonny X'press (c) 199? Watara

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95473&o=2

$end


$pc8801_flop=sonogo1,
$bio

Sonogo no Keiko-chan Part 1 Kangofu Hen (c) 1986 Champion Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92924&o=2

$end


$pc8801_flop=sonogo2,
$bio

Sonogo no Keiko-chan Part 2 OL Hen (c) 1986 Champion Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92925&o=2

$end


$pc8801_flop=sonogo3,
$bio

Sonogo no Keiko-chan Part 3 Shin Tsuma Hen (c) 1986 Champion Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92926&o=2

$end


$msx2_flop=sonygred,
$bio

Sony Graphics Editor (c) 1986 Sony Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102038&o=2

$end


$msx2_flop=hbf700d,
$bio

Sony HB-F700D (c) 1985 Sony Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102039&o=2

$end


$msx2_flop=hbf700f,
$bio

Sony HB-F700F (c) 1985 Sony Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102040&o=2

$end


$msx2_flop=hbf700p,
$bio

Sony HB-F700P (c) 1985 Sony Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102041&o=2

$end


$msx2_flop=hbf700s,
$bio

Sony HB-F700S (c) 1985 Sony Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102042&o=2

$end


$msx2_flop=hbf900,
$bio

Sony HB-F900 (c) 1986 Sony Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102043&o=2

$end


$msx2_flop=hbg900p,
$bio

Sony HB-G900P/HB-G900AP (c) 1986 Sony Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102044&o=2

$end


$msx2_flop=sonyc,
$bio

Sonyc (c) 1997 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102045&o=2

$end


$pico=gccaperk,
$bio

Sootjanara Yeohaeng (c) 1996 Samsung.

- TECHNICAL -

Game ID: T-10291-08

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96309&o=2

$end


$msx1_cass=sootland,
$bio

Sootland (c) 1988 Zafiro Software Division [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94990&o=2

$end


$cpc_cass=sootland,
$bio

Sootland [Model 60130575] (c) 1989 Zafiro Soft. Division [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99226&o=2

$end


$cpc_cass=sootlandlg,
$bio

Sootland [Model 60130661] (c) 1989 Zafiro Soft. Division [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99227&o=2

$end


$cpc_cass=sootyswp,
$bio

Sooty & Sweep [Model AS744] (c) 1989 Alternative Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99228&o=2

$end


$amigaocs_flop=sophelie,
$bio

Sophelie (c) 1990 New Deal Productions

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75037&o=2

$end


$megadriv=sorcerkj,
$bio

Sorcer Kingdom (c) 1992 NCS

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56876&o=2

$end


$info=sstriker,sstrikera,
$bio

Sorcer Striker (c) 1993 Raizing.

A superb vertically scrolling shooter from Raizing.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 16 Mhz), Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.375 Mhz), OKI6295 (@ 7.575 Khz)

Screen orientation : Vertical
Video resolution : 240 x 320 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

This game is known in Japan as "Mahou Daisakusen".

This game is the first game created by Raizing.

- SERIES -

1. Sorcer Striker (1993)
2. Kingdom Grandprix (1994)
3. Dimahoo [Blue Board] (2000)

- STAFF -

Music composed by : Atsuhiro Motoyama

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2504&o=2

$end


$info=sorcerer,sorcererd,
$bio

Sorcerer (c) 1979 Exidy, Inc.

An early home computer.

- TRIVIA -

The Sorcerer made its debut at the Long Beach Computer Show in April 1978.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103351&o=2

$end


$info=sorcr_l1,sorcr_l2,
$bio

Sorcerer (c) 1985 Williams Electronics, Incorporated.

- TECHNICAL -

Williams System 9
Model Number : 532

- TRIVIA -

3,700 units were produced.

- STAFF -

Design by : Mark Ritchie
Art by : Pam Erickson

- PORTS -

* Consoles :
Nintendo Wii (2008, Pinball Hall of Fame: The Williams Collection)
Sony PlayStation Portable (2008, Pinball Hall of Fame: The Williams Collection)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5575&o=2

$end


$info=sorcerer2,
$bio

Sorcerer 2 (c) 1979 Exidy, Inc.

Computer from Exidy.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98315&o=2

$end


$cpc_cass=sorcerld,
$bio

Sorcerer Lord (c) 1987 PSS

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99229&o=2

$end


$amigaocs_flop=sorclord,
$bio

Sorcerer Lord (c) 1988 PSS

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75038&o=2

$end


$a2600=sorcerer,
$bio

Sorcerer (c) 1983 Mythicon.

Many centuries ago, the Earth was ruled by Sorcerers and Wizards. They possessed mystical powers capable of both good and evil. The most respected influences in the land were from the good Sorcerers. This fact continually disturbed the evil Wizards, and they eventually decided to use their power to conquer the countryside and enslave its people. They devised a plan to systematically eliminate the good Sorcerers by sending wave after wave of diabolical creatures to ravage the world.

As the bravest of the good Sorcerers you have been asked to destroy these forces and save the planet. As a reward for your bravery: whenever you overcome or destroy a creature, you will receive a treasure.

Knowing your bravery the Wizards have done everything within their power to keep you from succeeding. They don't believe you will survive their first three waves of evil, but just in case you do they have several surprises waiting, Only you can discover through bravery and talent how evil they can become.
To give you more power over the Forces of Evil the good Sorcerers have provided a magical Flying Platform. When you start on your journey you should first catch this elusive platform. You can continue without it, but only the foolish would dare to do so. Once on the Flying Platform you can go anywhere on the screen to avoid or destroy the enemy. The good Sorcerers have also given you four lives to use against the Forces of Evil.

- TECHNICAL -

Model 1001

- SCORING -

SCORING is done by hitting the Forces of Evil with an energy charge and picking up treasures. Each time you hit a force of evil with your energy charge you get 30 POINTS. When they disappear a treasure will materialize. Touching the treasure gives you 80 POINTS. Successfully moving through the lightning storm will cause a treasure to come out of the sky. Don't forget to pick up each treasure since once you have moved to the next screen you can't go back.

- STAFF -

Programmer: Bruce de Graaf
Sound: Bill Bryner

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50970&o=2

$end


$a2600=sorcappr,sorcappr1,sorcappre,sorcapprp,
$bio

Sorcerer's Apprentice (c) 1983 Atari, Incorporated.

The object of SORCERER'S APPRENTICE is to help Mickey prevent the cavern from flooding by stopping the falling stars that are turning into brooms. To do this you must:

* Catch stars with the Sorcerer's magic hat that Mickey is wearing - before they fall between the mountain peaks.
* Hit stars with Mickey's magic fireballs.
* Create empty buckets by hitting meteors with fireballs.
* Go into THE CAVERN and stop the brooms from reaching the cavern floor.

You can play SORCERER'S APPRENTICE in THE MOUNTAIN scene, in THE CAVERN scene, or you can move Mickey back and forth between both scenes to play one magical game.  When THE CAVERN is flooded, the game is over.

There are four game variations in SORCERER'S APPRENTICE: Slow, Medium, Super Sonic, and Beginning speed.  The game number appears at the  bottom of the screen when you press the GAME SELECT switch. In all games, the speed of the game will increase as you play. So even if you start with Game 4, you will end up playing at SUPER SONIC speed if you play long enough.

- TECHNICAL -

Model CX26109

- SCORING -

You score points in SORCERER'S APPRENTICE by hitting stars and meteors with fireballs, by catching stars with Mickey's magic hat, and by stopping brooms.  Notice that the point value of a star varies with its different stages.  A bursting star may be worth 50 to 80 points, depending on exactly when it is hit.
Catching a star: 6 points
Hitting a blue meteor: 10 points
Hitting a red meteor: 15 points
Stopping a broom: 20 points
Hitting a big star (1st stage): 20 points
Hitting a little star (1st stage): 25 points
Hitting a bursting star (2nd stage): 50-80 points
Hitting a dropping star (3rd stage): 60 points

- TIPS AND TRICKS -

* Remember that SORCERER'S APPRENTICE can be played three different ways: in the Mountains, in the Cavern, and in both places.

* Use the SOUND GUIDE to help you learn the different game sounds. Sounds are especially helpful in the Mountain scene because they let you know what is happening in the Cavern.

SOUND GUIDE
- Bell tone: When you hit or catch a star
- Four rising notes: When you hit a meteor, creating two empty buckets
- 'Swoosh' sound: When a broom is created or stopped
- SORCERER'S APPRENTICE: When the water level changes tune

* Young children should start with Game 4.  In the Mountains, try scoring as many points as you can.  Listen to the sounds when you hit or catch stars.  See if you can stop every star from landing between the mountain peaks.

* In the Cavern, try placing Mickey on different parts of the staircase. Find a place where you can stop most brooms.  Also, don't get too close to the sides of the staircase.  You could easily fall off and end up back in the Mountains.

* Remember: What happens in the Mountains affects what happens in the Cavern.  The key to playing in both places is knowing where to be at the right time.
  
For example:
- Run into the Cavern to stop brooms when you see the water level getting too high.
- Likewise, if you run out of empty buckets in the cavern, return to the Mountains to get more.

- STAFF -

Designed and programmed by: Peter C. Niday

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50971&o=2

$end


$megadriv=sorcerk1,sorcerk,
$bio

Sorcerer's Kingdom (c) 1992 Treco

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57404&o=2

$end


$pc8801_flop=sorcerb,sorcer,sorcerud,
$bio

Sorcerian (c) 1987 Nihon Falcom [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92931&o=2

$end


$msx2_flop=sorcer,sorcera,
$bio

Sorcerian (c) 1987 Falcom

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102046&o=2

$end


$x1_flop=sorcer,sorcera,
$bio

Sorcerian (c) 1988 Nihon Falcom [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86117&o=2

$end


$pc98=sorcer,
$bio

Sorcerian (c) 1988 Nihon Falcom [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90691&o=2

$end


$megadriv=sorcer,
$bio

Sorcerian (c) 1990 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56877&o=2

$end


$pcecd=sorcer,
$bio

Sorcerian (c) 1992 Victor Entertainment [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58386&o=2

$end


$x68k_flop=sorcer,
$bio

Sorcerian (c) 1994 AQRS

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88090&o=2

$end


$x68k_flop=sorcerys,
$bio

Sorcerian (c) 1995 Yasty-Serv

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88091&o=2

$end


$x1_flop=sorcermd,
$bio

Sorcerian Music Disk (c) 1988 Nihon Falcom [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86118&o=2

$end


$pc8801_flop=sorcermd,
$bio

Sorcerian Music Disk Volume 1 (c) 1990 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92932&o=2

$end


$pc8801_flop=sorcermg,sorcermga,
$bio

Sorcerian Music Gallery (c) 1987 Nihon Falcom [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92933&o=2

$end


$pc8801_flop=sorcerml,
$bio

Sorcerian Music Library (c) 1987 Nihon Falcom [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92934&o=2

$end


$x1_flop=sorcerexp4,
$bio

Sorcerian New Scenario Vol.1 - Uchuu Kara no Homonsha (c) 1989 Brother Kougyou [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86119&o=2

$end


$pc8801_flop=sorcerexp4,
$bio

Sorcerian New Scenario Vol.1 - Uchuu Kara no Homonsha (c) 1989 Takeru [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92935&o=2

$end


$x68k_flop=sorcsugo,
$bio

Sorcerian Sugoroku (c) 1990 Missy.M

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88620&o=2

$end


$x1_flop=sorcerexp,
$bio

Sorcerian Tsuika Scenario (c) 1988 Nihon Falcom [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86120&o=2

$end


$pc98=sorcerexp,
$bio

Sorcerian Tsuika Scenario (c) 1988 Nihon Falcom [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90692&o=2

$end


$pc8801_flop=sorcerexp,
$bio

Sorcerian Tsuika Scenario (c) 1988 Nihon Falcom [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92936&o=2

$end


$x1_flop=sorcerexp2,
$bio

Sorcerian Tsuika Scenario 2 - Sengoku Sorcerian (c) 1988 Nihon Falcom [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86121&o=2

$end


$pc98=sorcerexp2,
$bio

Sorcerian Tsuika Scenario 2 - Sengoku Sorcerian (c) 1988 Nihon Falcom [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90693&o=2

$end


$pc8801_flop=sorcerexp2,
$bio

Sorcerian Tsuika Scenario 2 - Sengoku Sorcerian (c) 1988 Nihon Falcom [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92937&o=2

$end


$msx2_flop=sorcerexp2,
$bio

Sorcerian Tsuika Scenario 2 - Sengoku Sorcerian (c) 1992 Brother Kougyou [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102047&o=2

$end


$x1_flop=sorcerexp3,
$bio

Sorcerian Tsuika Scenario 3 - Pyramid Sorcerian (c) 1988 Nihon Falcom [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86122&o=2

$end


$pc98=sorcerexp3,
$bio

Sorcerian Tsuika Scenario 3 - Pyramid Sorcerian (c) 1988 Nihon Falcom [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90694&o=2

$end


$pc8801_flop=sorcerexp3,
$bio

Sorcerian Tsuika Scenario 3 - Pyramid Sorcerian (c) 1988 Nihon Falcom [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92938&o=2

$end


$msx2_flop=sorcerexp3,
$bio

Sorcerian Tsuika Scenario 3 - Pyramid Sorcerian (c) 1992 Brother Kougyou [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102048&o=2

$end


$pc98=sorcerexp4,sorcerexp4a,
$bio

Sorcerian Tsuika Scenario 4 - Uchuu Kara no Homonsha (c) 1989 Amorphous [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90695&o=2

$end


$pc8801_flop=sorcerutil,sorcerutila,
$bio

Sorcerian Utility Disk (c) 1988 Nihon Falcom [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92939&o=2

$end


$x1_flop=sorcerutil,sorcerutila,
$bio

Sorcerian Utility Disk Vol.1 (c) 1988 Nihon Falcom [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86123&o=2

$end


$pc98=sorcerutil,
$bio

Sorcerian Utility Disk Vol.1 (c) 1988 Nihon Falcom [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90696&o=2

$end


$pc8801_flop=sorcerid,
$bio

Sorcerian Xanadu Powerup Hack Program (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92940&o=2

$end


$msx1_cass=sorcery,sorcerya,
$bio

Sorcery (c) 1985 Virgin Games, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94991&o=2

$end


$amigaocs_flop=sorceryp,
$bio

Sorcery + (c) 1988 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75039&o=2

$end


$cpc_cass=sorcery,sorceryfl,
$bio

Sorcery [Model VGD 9001] (c) 1985 Virgin Games, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99230&o=2

$end


$info=m5,m5p,m5p_brno,
$bio

Sord m.5 (c) 1982 Sord Computer Corporation.

The Sord m.5 is a home computer launched by Sord Computer Corporation in 1982. Primarily the Sord M5 competed in the Japanese home computer market. Despite its short production run, the m.5 was supported by various big Japanese game developers such as Namco and Konami.

- TECHNICAL -

CPU: Zilog Z80, 3.58 MHz
Video Hardware: TMS9918
40x24 text (6x8 characters), 224 user defined characters
256x192 graphics, 16 colours
32 hardware sprites (up to 16x16 pixels)
Sound Hardware: SN76489
3 sound channels
1 noise channel
6 octaves, 15 amplitude levels
RAM: 20 KB (of which 16KB is screen memory)
ROM: 8 KB expandable to 16KB

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82077&o=2

$end


$psx=kidanpn,
$bio

Soreike Anpanman 2 - Anpanman To Daibouken! [Model SLPS-03197] (c) 2001 Bandai Co., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85345&o=2

$end


$info=kokoroj2,
$bio

Soreike Kokology 2 (c) 1993 Sega.

2nd game of the famous TV program at that time.

- TECHNICAL -

Runs on the Sega "System 32" hardware.

- TRIVIA -

Released in December 1993 in Japan.

- SERIES -

1. Soreike Kokology (1992)
2. Soreike Kokology 2 (1993)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3682&o=2

$end


$gameboy=amidakun,
$bio

Soreike! Amida-kun [Model DMG-AMA] (c) 1990 Coconuts Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66950&o=2

$end


$gbcolor=anpaman5,
$bio

Soreike! Anpanman - 5-tsu no Tou no Ousama [Model CGB-BS2J-JPN] (c) 2000 Tam [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68781&o=2

$end


$pico=anpanman,
$bio

Soreike! Anpanman - Anpanman to Denwa de Asobou! [Model HPC-6051] (c) 1997 Sega Enterprises, Ltd. [Tokyo, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75794&o=2

$end


$pico=anpanmka,
$bio

Soreike! Anpanman - Anpanman to Kotoba Asobi [Model HPC-6071] (c) 1998 Sega Enterprises, Ltd. [Tokyo, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75795&o=2

$end


$pico=anpanmtd,
$bio

Soreike! Anpanman - Anpanman to Tanoshii Drive! [Model HPC-6067] (c) 1998 Sega Enterprises, Ltd. [Tokyo, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75796&o=2

$end


$pico=anpanme2,
$bio

Soreike! Anpanman - Eigo to Nakayoshi 2 - Tanoshii Carnival (c) 1995 Sega Enterprises, Ltd.

- TECHNICAL -

Game ID: HPC-6017

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75797&o=2

$end


$gbcolor=anpamanf,
$bio

Soreike! Anpanman - Fushigi na Nikoniko Album [Model DMG-AANJ-JPN] (c) 1999 Tam [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68782&o=2

$end


$nes=anpaman,
$bio

Soreike! Anpanman - Minna de Hiking Game! (c) 1992 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54637&o=2

$end


$pico=anpanmga,
$bio

Soreike! Anpanman no Game de Asobou Anpanman [Model T-133010] (c) 1994 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75798&o=2

$end


$pico=anpanmm2,anpanmm2a,
$bio

Soreike! Anpanman no Medalympic World 2 (c) 199? Bandai.

- TECHNICAL -

Game ID: T-133300

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75800&o=2

$end


$pico=anpanmmw,
$bio

Soreike! Anpanman no Medalympic World [Model T-133120] (c) 1995 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75799&o=2

$end


$pico=anpanmod,
$bio

Soreike! Anpanman no Ohanashi Daisuki Anpanman [Model T-133030] (c) 1994 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75801&o=2

$end


$ngpc=hanadojo,
$bio

Soreike!! Hanafuda Doujou [Model NEOP00780] (c) 1999 Dyna Co., Ltd. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82596&o=2

$end


$snes=ebisumar,
$bio

Soreyuke Ebisumaru Karakuri Meiro - Kieta Goemon no Nazo!! [Model SHVC-AK7J-JPN] (c) 1996 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62200&o=2

$end


$pc98=sorenanp,
$bio

Soreyuke Nanpa-kun (c) 1991 Virgin House [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90699&o=2

$end


$gameboy=speedyj,
$bio

Soreyuke! Speedy Gonzales (c) 1994 Sunsoft

- TECHNICAL -

Cartridge ID: DMG-G6J

- TRIVIA -

The game was presented at the Famicom Spaceworld' 93 in August 1993 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66951&o=2

$end


$gameboy=soreyukk,
$bio

Soreyuke!! Kid [Model DMG-ABJJ-JPN] (c) 1997 Kemco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66952&o=2

$end


$ti99_cart=sorgan2,
$bio

Sorgan II (c) 1988 DaTaBioTics

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84724&o=2

$end


$wscolor=sorobang,
$bio

Sorobang [Model SWJ-KGTC09] (c) 2000 Kaga Tech

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86489&o=2

$end


$mc10=cantlist,
$bio

Sorry Cant List That (c) 1985 Furr [Gary Furr]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87699&o=2

$end


$fm7_cass=sort,
$bio

Sort Kenkyuu (c) 198? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93792&o=2

$end


$saturn,sat_cart=sorvice,
$bio

Sorvice (c) 1998 Altron Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59701&o=2

$end


$info=sos,
$bio

SOS (c) 1979 Namco.

The player controls a fighter plane called a 'Shinryaku' which is situated at the bottom of the screen, while enemy planes fly down from above. The player may destroy them for 10 points each. Every few seconds, an "SOS" signal will sound and an arrow will point to either side of the screen, and the player must get there before it stops to receive 30 points and eliminate some of the enemy planes that have passed the Shinryaku. If 100 enemy planes make it past the Shinryaku, the game is instantly over.

- TECHNICAL -

Main CPU : Intel 8080 (@ 2.048 Mhz)
Sound Chips : Custom (@ 2.048 Mhz)

Players : 2
Control : 2-way joystick
Buttons : 1

- TRIVIA -

SOS was released in October 1979 in Japan.

This game gained limited notoriety for the 'coffee breaks' it takes every 2000 points, which feature a cartoon girl in a (rather modest) bikini or topless.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2505&o=2

$end


$snes=sos,
$bio

SOS (c) 1994 Vic Tokai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63511&o=2

$end


$pc98=sotsugyo,
$bio

Sotsugyou - Graduation (c) 1992 JHV [Japan Home Video] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90700&o=2

$end


$x68k_flop=sotsugyo,
$bio

Sotsugyou - Graduation (c) 1994 Brother Kougyou [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88092&o=2

$end


$pcecd=sotsugyo,
$bio

Sotsugyou - Graduation (c) 1993 NEC Avenue, Limited.

This game is the conversion of the PC-9801 game released in 1992. This is what can be called a Raise and Simulation game where the player takes care of a group of student girls from high school. You play a newly assigned teacher and you help five cute girls who are on the register in 3 year B group to graduation. Each of them displaying different personnality and hobbies. One for instance is a sporty and dynamic girl. Another is an arrogant and troublemaker. Finally the last one is gentle and love studing. Everything is designed for the player to really believe in those characters: dates of birth, blood type and Zodiac signs. The game contains a high adult content (even if always mild) and can be hard at first as a strong knowledge of the japanese language is needed.

- TECHNICAL -

Game ID: NAPR-1036

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58387&o=2

$end


$saturn,sat_cart=sotsalb,
$bio

Sotsugyou Album (c) 1998 Shogakukan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59702&o=2

$end


$snes=sotsugyo,
$bio

Sotsugyou Bangai Hen - Nee Mahjong Shiyo! [Model SHVC-A2KJ-JPN] (c) 1994 KSS [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62201&o=2

$end


$saturn,sat_cart=sotscros,sotscrosa,
$bio

Sotsugyou Crossworld (c) 1997 Shogakukan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59703&o=2

$end


$psx=sotsugyo,
$bio

Sotsugyou Crossworld [Model SLPS-00273] (c) 1996 Hearty Robin

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85733&o=2

$end


$wswan=sotsugyo,
$bio

Sotsugyou for WonderSwan [Model SWJ-BVL002] (c) 1999 Bandai Visual

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86388&o=2

$end


$saturn,sat_cart=sotsgrs,
$bio

Sotsugyou Graduation S (c) 1997 Nec InterChannel, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59704&o=2

$end


$pcecd=sotsugy2,
$bio

Sotsugyou II - Neo Generation (c) 1994 Riverhill Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58388&o=2

$end


$saturn,sat_cart=sots2,sots2a,sots2c,sots2b,
$bio

Sotsugyou II - Neo Generation (c) 1995 Riverhill Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59705&o=2

$end


$saturn,sat_cart=sots3,
$bio

Sotsugyou III - Wedding Bell (c) 1998 Shogakukan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59706&o=2

$end


$x68k_flop=sotsugym,
$bio

Sotsugyou Shashin - Miki (c) 1992 Cocktail Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88093&o=2

$end


$pcecd=sotsugym,
$bio

Sotsugyou Shashin - Miki (c) 1994 Coconuts Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58389&o=2

$end


$pc98=sotsusha,
$bio

Sotsugyou Shashin - Photograph (c) 1992 Cocktail Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90701&o=2

$end


$pc98=sotsush2,
$bio

Sotsugyou Shashin 2 - Raspberry Dream (c) 1996 Janis [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90702&o=2

$end


$info=sotsugyo,
$bio

Sotsugyou Shousho (c) 1995 Mitchell.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 14 Mhz)
Sound CPU : Hudson Soft HuC6280 (@ 4.0275 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.58 Mhz), OKI6295 (@ 7.757 Khz)

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Released in November 1995.

The title of this game translates from Japanese as 'Graduation Certificate'.

Licensed to Atlus.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2506&o=2

$end


$psx=sougakut,
$bio

Sougaku Toshi OSAKA [Model SLPS-01722~3] (c) 1999 King Records

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85734&o=2

$end


$snes=astralb2,
$bio

Sougou Kakutougi - Astral Bout 2 - The Total Fighters [Model SHVC-EJ] (c) 1994 King Records

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62203&o=2

$end


$snes=astralb,
$bio

Sougou Kakutougi - Astral Bout [Model SHVC-AB] (c) 1992 King Records

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62202&o=2

$end


$snes=astralb3,
$bio

Sougou Kakutougi Rings - Astral Bout 3 [Model SHVC-AABJ] (c) 1995 King Records

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62204&o=2

$end


$x68k_flop=souhoubp,
$bio

Souhou Blue Phoenix (c) 1994 Stillrise

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88621&o=2

$end


$x68k_flop=souhoutv,
$bio

Souhou Blue Phoenix Taste Version (c) 1995 Stillrise

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88622&o=2

$end


$msx1_cart=sokobank,
$bio

Soukoban (c) 1984 Qnix Corp. [Korea]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77455&o=2

$end


$sg1000=sokobank,
$bio

Soukoban (c) 1985 Unknown [Korea]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65114&o=2

$end


$gameboy=sokoban2,
$bio

Soukoban 2 [Model DMG-SQJ] (c) 1990 Pony Canyon, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66954&o=2

$end


$info=soukobdx,
$bio

Soukoban Deluxe (c) 1990 Namco.

A puzzle game where you control a boy who tries to push the boxes onto the blue circles.

- TECHNICAL -

Namco System 1 hardware
Game ID : SB

Main CPU : Motorola M6809 (@ 1.536 Mhz)
Sub CPU : Motorola M6809 (@ 1.536 Mhz)
Sound CPU : Motorola M6809 (@ 1.536 Mhz)
MCU: HD63701 (@ 1.536 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.57958 Mhz), Namco advanced 8-channel stereo WSG, stereo DAC

Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.61 Hz
Palette colors : 24-bit RGB palette

Players : 2
Control : 4-way joystick
Buttons : 2

- TRIVIA -

Developed by Thinking Rabbit, Ltd.

The title of this game translates from Japanese as 'Warehouseman Deluxe'.

This game is known outside Japan as "Boxy Boy".

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

- SERIES -

1. Soukoban (1989, Nintendo Game Boy)
2. Soukoban Deluxe (1990)
3. Soukoban 2 (1990, Nintendo Game Boy)
4. Super Soukoban (1992; Nintendo Super Famicom)

- STAFF -

Music composed by : Ayako Saso

- PORTS -

* Consoles :
Nintendo Game Boy (1989)
Nintendo Super Famicom (1992, "Super Soukoban")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2507&o=2

$end


$gbcolor=sokoban,
$bio

Soukoban Densetsu - Hikari to Yami no Kuni [Model DMG-AWIJ-JPN] (c) 1999 J-Wing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68783&o=2

$end


$sg1000=sokoban,
$bio

倉庫番 (c) 1985 Sega Enterprises, Limited.
(Soukoban)

- TECHNICAL -

Game ID: C-56

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65113&o=2

$end


$gameboy=sokoban,
$bio

Soukoban [Model DMG-SOJ] (c) 1989 Pony Canyon, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66953&o=2

$end


$sg1000=sokobant,
$bio

Soukoban [Model R-056] (c) 1985 Unknown [Taiwan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65115&o=2

$end


$gamegear=sokoban,
$bio

Soukoban (c) 1990 Riverhill Software

- TECHNICAL -

[Model T-53017]

- TIPS AND TRICKS -

* Passwords: Enter these passwords to obtain the corresponding effect
LAST : Level Skip
CLOSE : Stage Close Mode
OPEN : Stage Open Mode
SPACE : All Levels Completed

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64861&o=2

$end


$x68k_flop=cannonsg,
$bio

Soukou Hohei Butai - Cannon Sight (c) 1992 Nihon Computer Club Renmei Kikaku

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88094&o=2

$end


$psx=armoredt,
$bio

Soukou Kihei Votoms - Lightning Slash [Model SLPS-01961] (c) 1999 Takara Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85735&o=2

$end


$snes=votoms,
$bio

???????? ?????????? (c) 1993 Takara Company, Limited.
(Soukou Kihei Votoms - The Battling Road)

Soukou Kihei Votomss is an action game by Takara and based on a popular Japanese animation series aired for the first time in 1983. Players take controls of heavy armed Votom mechas and fulfill missions assigned to them, all of them taking place in 3-D environments heavily relying on the Super Famicom's mode-7. But before springing into action, the player must fist undergo a short training program, and learn how to pilot a standard ATM-09-ST (codenamed The Scope Dog) equipped with a weak arm punch as only weapon. Passed this test, the first real mission begins. Now an heavy machine gun is available for combat and things get a big more serious with real enemies capable of firing deadly vulcan guns as well as missiles. Later stages get harder, from simple area mode where the player can freely move around a closed arena, to complex stages where he has to follow a given path and confront heavily armed bosses. As expected, more weapons are available later in the game, such as the poweful shoulder missile launcher.

- TECHNICAL -

Cartridge ID: SHVC-VO

- TRIVIA -

Released on October 29, 1993 in Japan for 9800 Yen.

The game was never release outside Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62205&o=2

$end


$saturn,sat_cart=gothawld,
$bio

Soukuu no Tsubasa - Gotha World (c) 1997 Micronet

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59707&o=2

$end


$psx=soukyugu,
$bio

Soukyuugurentai - Oubu Shustugeki (c) 1997 Data East Corp.

- TECHNICAL -

Game ID: SLPS-01172

- TRIVIA -

Released on December 05, 1997 in Japan.

- STAFF -

Producer: Minoru Sano
Director: Seiichi Ishii
Planning: Mitsuaki Fukushi
Program: Kengo Sasaoka, Kenichi Katou, Hiroaki Suzuki, Kaeru Taniguchi
Program Support: Keiji Tsuchioka, Ken Yone, Takayuki Kamezawa
CG: Takateru Itou, Yasutaka Matsunuma
Bousou Production: Takateru Itou
Movie: Kazuyuki Endou, Yasuhito Mori
Movie Editing: Mitsuaki Fukushi
Sound: Norihiko Togashi, Mitsuaki Fukushi
Voices: Miki Nagasawa, Hidetoshi Nakamura
Cooperation: Takehiko oukubo, Hiroshi Tamawashi

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85736&o=2

$end


$saturn,sat_cart=soukygo,
$bio

蒼穹紅蓮隊 御徳用 (c) 1997 Electronic Arts Victor.
(Soukyuugurentai Otokuyou)

- TECHNICAL -

Game ID: T-10626G

- TRIVIA -

Released on December 18, 1997 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59709&o=2

$end


$info=sokyugrt,
$bio

蒼穹紅蓮隊 (c) 1996 Raizing.
(Soukyuugurentai)

- TECHNICAL -

Cartridge ID: 610-0374-06
Runs on the "ST-V [Sega Titan Video Game System]"

Screen orientation : Horizontal

Players: 2
Control: 8-way joystick
Buttons: 3
=> [A] Shot & Laser, [B] Bomber, [C] Change Laser

- TRIVIA -

Soukyuugurentai was released in August 1996 in Japan.

The title of this game translates from Japanese as 'Red Alert Corps'.

Export releases: "Terra Diver"

- TIPS AND TRICKS -

Extra Hard Mode : press Up(x2), Down(x2), Left, Right, Left, Right, Button1, Button2, Button3 on the title screen after inserting a credit.

- STAFF -

Planning and Program : Yuichi Toyama
Planning Assist : Kenichi Yokoh
Program : Yasunari Watanabe, Kenji Shibayama, Yuichi Ochiai
Graphics : Kazuyuki Nakashima, Shinichi Ohnishi, Hideki Hatanaka
Graphics Assist : Shinsuke Yamakawa, Masaharu Tokutake, Yuki Yonei
Sound : Hitoshi Sakimoto
Sound Effects : Manabu Namiki

- PORTS -

* Consoles :
[JP] Sony PlayStation (1997) "Soukyuugurentai - Oubu Shustugeki [Model SLPS-01172]"
[JP] Sega Saturn (1997) "Soukyuugurentai [Model T-10616G]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2508&o=2

$end


$saturn,sat_cart=soukyuug,
$bio

Soukyuugurentai (c) 1997 Electronic Arts Victor.

- TECHNICAL -

Game ID: T-10616G

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59708&o=2

$end


$snes=soulswrd,
$bio

Soul & Sword [Model SHVC-SV] (c) 1993 Zamuse

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62206&o=2

$end


$snes=soulblad,soulbladh,
$bio

Soul Blade (c) 1997 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62207&o=2

$end


$snes=soulbldr,
$bio

Soul Blader (c) 1992 Enix, Limited.

- TECHNICAL -

Cartridge ID: SHVC-SO

- TRIVIA -

Reviews:
April 1992 - Joypad N.7 (Page 119) [FR]: 96/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62208&o=2

$end


$snes=soulblzru,
$bio

Soul Blazer [Model SNS-SO-USA] (c) 1992 Enix, Limited.

- TRIVIA -

Reviews:
[FR] December 1992 - Consoles + N.15: 94%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63565&o=2

$end


$snes=soulblzr,
$bio

Soul Blazer [Model SNSP-SO-EUR] (c) 1994 Enix, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63562&o=2

$end


$snes=soulblzrf,
$bio

Soul Blazer [Model SNSP-SO-FRA/SFRA] (c) 1994 Enix, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63563&o=2

$end


$snes=soulblzrg,
$bio

Soul Blazer [Model SNSP-SO-NOE/SFRG] (c) 1994 Enix, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63564&o=2

$end


$info=soulclbr,soulclbrwb,soulclbrub,soulclbrjc,soulclbrjb,soulclbrja,soulclbruc,
$bio

Soul Calibur (c) 1998 Namco, Limited.

The mystical sword of the legends, the "Soul Edge", ended up in the hands of the dreaded pirate Cervantes de Leon of Spain. For the next 25 years he stayed dormant on the remnants of a Spanish port town, taking the souls of those who reached him during their search of the sword. His reign of terror was soon to start, but through the joined efforts of Greek divine warrior Sophitia Alexandra and Japanese kunoichi Taki, he was stopped and killed, with one of the twin Soul Edge blades being shattered in the process. As it was about to tear itself apart, young Prussian knight Siegfried Schtauffen approached the port town and battled Cervantes, whose corpse had been momentarily reanimated through Soul Edge's will. After emerging victorious, Siegfried's attention turned unto the sword. The moment he took the hilt of the cursed blade, Soul Edge released a bright column of light into the sky. This was known as the "Evil Seed", bound to bring calamity and death in its wake.

Three years after those events, Soul Edge uses Siegfried as its host, and now Siegfried is Nightmare, a knight wearing azure armor and sporting a hideously deformed right arm. Europe plunges into a vortex of slaughters as he and his followers claim souls to strengthen the blade in its weakened state. Unknown to them, a group of warriors met on their journey to stop Soul Edge, and with them three sacred weapons join once again.

- TECHNICAL -

Namco System 12 Hardware
Game ID : SOC

Main CPU : PSX (@ 16.9344 Mhz), H8/3002 (@ 14.7456 Mhz)
Sound Chips : C352 (@ 14.7456 Mhz)

Players : 2
Control : 8-Way Joystick
Buttons : 4
=> Horizontal Slash, Vertical Slash, Kick, Guard

- TRIVIA -

Soul Calibur was released on July 30, 1998.

Soul Calibur adopted the 'Tekken-style' of character unlock, with a huge hidden roster that was unlocked by leaving the game on for months... It is common knowledge that you can tell the age of a modern Namco fighting game by counting characters, and this is one of only two arcade ones that you could measure still after a year (The other is "Tekken Tag Tournament").

The Soul Calibur of the title is used by Xianghua during her final battle. It replaces her sword right before the fight against Inferno.

Bandai Music Entertainment released Soul Calibur Original Soundtrack (APCG-9006) on October 21, 1999.

Michael Jackson (1958~2009) used to own this game. It was sold at the official Michael Jackson Auction on April 24th, 2009.

- UPDATES -

Unlike most games, the build date doesn't seem to be updated although the game was.

SOC11/VER.A1 :
* Japan release
* Build date : 18:59:50, July 30, 1998

SOC11/VER.A2
* Japan release
* Build date : 18:59:50, July 30, 1998

SOC11/VER.B
* Japan release
* Build date : 18:59:50, July 30 ,1998

SOC11/VER.C :
* Japan release
* Build date : 18:59:50, July 30, 1998

SOC13/VER.B
* US release
* Build date : 18:59:50, July 30, 1998

SOC13/VER.C :
* US release
* Build date : 18:59:50, July 30, 1998

SOC14/VER.B :
* World release
* Build date : 18:59:50, July 30, 1998

SOC14/VER.C :
* World release 
* Build date : 18:59:50, July 30, 1998
* Mitsurugi was renamed and redesigned, becoming a character named Arthur.

- TIPS AND TRICKS -

* Play as Unknown Soul : With Edge Master unlocked, pick any character and press Start.

- SERIES -

1. Soul Edge (1995, Arcade)
2. Soul Edge Ver. II (1996, Arcade)
3. Soul Calibur (199, Arcade)
4. Soul Calibur II (2003, Arcade)
5. Soul Calibur III Arcade Edition (2005, Arcade)
6. Soul Calibur Legends (2007, Wii)
7. Soul Calibur IV (2008, PS3, X360)
8. Soul Calibur V (2012, PS3, X360)

- STAFF -

Composers : Junichi Nakatsuru, Yoshihito Yano, Akitaka Tohyama, Takanori Otsuka, Hideki Tobeta

Cabinet Graphic Design: Don Marshall

- PORTS -

* Consoles :
Sega Dreamcast (1999)
Microsoft XBOX 360 (2008, "Xbox Live Arcade")

* Others :
Google Play (2013)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2509&o=2

$end


$info=soulclb2,soulcl2a,soulcl2b,soulcl2w,
$bio

Soul Calibur II (c) 2002 Namco, Limited.

Transcending history, and the world, a tale of souls and swords, eternally retold.

The game is set in the year 1591, four years after the events of Soulcalibur. The wave of slaughters that terrorized Europe reached a sudden end. The knight in azure armor, Nightmare, and his followers were successful in collecting enough souls and were about to start the restoring ceremony on the ruins of the once-proud Ostreinsburg Castle. But just as the ceremony was to start, three young warriors assaulted the castle. After an intense battle Nightmare fell, but then the evil soul inside Soul Edge sent the young warriors into a vortex of hellfire and stood to confront them. As a result of Soul Edge's evil aura, Krita-Yuga revealed its true form: that of the Holy Sword, Soul Calibur. The intense battle ended with the victory of the holy sword, but at the collapse of the vortex of Inferno, both swords along with the azure Nightmare were sucked in a void and expelled in another place. Siegfried, recognizing his sins, set out on a journey of atonement. Still the blade held a strong bond, and every night it took control of the body and took souls of those nearby. The efforts made by the young knight were fruitless, and four years later the Azure Knight Nightmare returned. Around those times various warriors came into contact of the blade's remaining fragments, revealing Soul Edge's ultimate survival after its defeat. Driven either to possess or destroy it, they join a new journey, while Nightmare begins his rampage, seeking souls to restore Soul Edge once again.

This sequal has improved with great graphics and introduces new characters, stages, and music.

- TECHNICAL -

Namco System 246 hardware

- TRIVIA -

Soul Calibur II was released in July 2002.

Only a few characters actually can unlock Soul Calibur as a weapon, while all the characters can unlock a version of "Soul Edge". The characters who CAN use Soul Calibur, as their tenth weapon, are : Talim, Nightmare and Xianghua, the latter of which can also use, much earlier, a 'evil' version of Soul Calibur. Notably, Talim's version is not a blade, but a pair of bladed tonfa, due to both Soul Edge and Soul Calibur being able to shapeshift into a suitable weapon for the user.

Cassandra Alexandra replaces Sophitia, from "Soul Edge" and the first "Soul Calibur" game, she is also the younger sister of Sophitia and his first debut in this sequal.

A eleventh joke weapon is hidden in the consumer versions, which is a essentially just a very basic weapon with a funny sound effect.

- SERIES -

1. Soul Edge (1995, Arcade)
2. Soul Edge Ver. II (1996, Arcade)
3. Soul Calibur (199, Arcade)
4. Soul Calibur II (2003, Arcade)
5. Soul Calibur III Arcade Edition (2005, Arcade)
6. Soul Calibur Legends (2007, Wii)
7. Soul Calibur IV (2008, PS3, X360)
8. Soul Calibur V (2012, PS3, X360)

- PORTS -

In each version released, a different character was added, only for that version, as a 'bonus' to loyal followers of the various consoles.

* Consoles :
Nintendo GameCube (2003) : has Legend Of Zelda's Link as a exclusive character.
Sony PlayStation 2 (2003) : has Tekken's Heihachi Mishima as a exclusive character.
Microsoft XBOX (2003) : has Spawn as a exclusive character.
Sony PlayStation 3 - PSN / Microsoft XBOX 360 - XBLA (2013, "Soul Calibur II HD Online")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3426&o=2

$end


$info=soulclb3,soulclb3a,soulclb3b,
$bio

Soul Calibur III Arcade Edition (c) 2005 Namco.

The game takes place shortly after the events of Soulcalibur II, and year is still 1591. The wicked Soul Edge survived its fated encounter with the wielder of Soulcalibur, Xianghua, and restored its control over the body of Siegfried Schtauffen, turning him back into the Azure Knight Nightmare. Four years later, Nightmare was about to restore Soul Edge, when suddenly a man named Raphael appeared, intending on taking Soul Edge. Nightmare defeated the attacker, but was distracted by Siegfried's latent will trying to restore his body. Using the distraction, Raphael pierced Soul Edge's eye, giving Siegfried the edge he needed to break free from Soul Edge's control once again.

After waking up, Siegfried found the holy sword, free from its entrapment within the wicked sword, and out of instinct used it to pierce Soul Edge. The result led to both swords sealed together in a fateful embrace, an "Embrace of Souls". Siegfried took both weapons and started a quest to find a definitive way of sealing Soul Edge, but memories of his slaughters, plus the attacks of those resentful of the Azure Knight, drove his mind towards insanity. Unbeknownst to him, the evil soul of the blade escaped and obtained a temporary shell, starting a new killing spree to strengthen himself while seeking its body, Soul Edge.

What neither of the two warriors knows is that a man behind the scenes is controlling their steps, searching to end an everlasting curse. And that many other warriors ventured in search of the blade as well.

The 3rd edition of the popular 3-D swordfighting series. It balances and fixes the gameplay glitches found in the Sony PS2 version. New to the series are :
* Zasalamel (who wields a Scythe) 
* Setsuka (who wields an Iaito hidden in a Parasol)
* Tira (who wields ring-shaped edge)
* Olcadan (imitates random characters) 
* Abyss (game boss who wields a mutated Scythe, he is an evil mutated version of Zasalamel)
* Night Terror (game boss who wields a giant zweihänder, he is an evil mutated version of Nightmare)

Also, 3 bonus characters from previous games make a return :
* Hwang Seong-gyeong (who wields a Chinese sword)
* Li Long (who wields a Dual Nunchaku)
* Amy Sorel (who wields a Rapiel)

The game has 3 modes that can be played :
* Training Mode - Where the player can practice movesets for 300 seconds
* Standard Mode - Normal 9 battle arcade mode
* Legend Mode - An expansive on "Soul Calibur II"'s Conquest Mode, which adds many RPG elements and revolves around defeating a Legend Character.

- TECHNICAL -

Namco System 258 hardware

- TRIVIA -

Soul Calibur III Arcade Edition was released in April 2003.

Victor Entertainment released a 2 CD limited-edition soundtrack album for this game (Soul Calibur Original Soundtrack - Legend of Sounds - VIZL-158) on 23/11/2005.

- SERIES -

1. Soul Edge (1995, Arcade)
2. Soul Edge Ver. II (1996, Arcade)
3. Soul Calibur (199, Arcade)
4. Soul Calibur II (2003, Arcade)
5. Soul Calibur III Arcade Edition (2005, Arcade)
6. Soul Calibur Legends (2007, Wii)
7. Soul Calibur IV (2008, PS3, X360)
8. Soul Calibur V (2012, PS3, X360)

- PORTS -

* Consoles :
Sony PlayStation 2 (2005)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4747&o=2

$end


$info=souledgeuc,souledgeua,souledgeja,souledgeaa,
$bio

Soul Edge (c) 1995 Namco.

A great 3-D fighting game in which the combatants use hand-held weapons.

The game is set in the year 1584. The game tells the tale of warriors searching for the ultimate sword, "Soul Edge". It has been given many names throughout the history, such as "The Sword of Salvation", "The Sword of Heroes" and "The Ultimate Sword" among others. Many strong warriors searched for years, but very few actually found it. The sword, currently in the form of a twin pair of long swords, appeared mysteriously in an auction. It was taken by the dreaded Captain Cervantes and nothing was known of his fate thereafter. Now, nine warriors from around the world search for the sword for different reasons. Some for power, others for revenge; some believing it's a benevolent sword, searching for its support; while others knowing of its evil nature, seeking its destruction. Nothing is known for certain about the sword, except for one thing: it brings misfortune to those seeking it.

- TECHNICAL -

Namco System 11 hardware
Game ID : SO

Main CPU : PSX (@ 16.9344 Mhz), M37702 (@ 16.384 Mhz)
Sound Chips : C352 (@ 16.384 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 4

- TRIVIA -

Even if titlescreen says '1995', Soul Edge was released in January 1996 in Japan.

Pony Canyon released a limited-edition soundtrack album for this game (Super Battle Sound Attack Soul Edge - PCCG-00365) on 21/10/1996.

- UPDATES -

* SO1/VER.A : 14:59:02 JAN 29 1996
Japan release.

* SO3/VER.A : 14:59:02 JAN 29 1996

- TIPS AND TRICKS -

* Play As Hwang : Insert coin, press and hold Start and pres Up, Down then move to Taki and press Up(x2), Down(x2), then move to Rock and press Down, Up, Down, Up. You will hear a noise if the code works, now move left.

- SERIES -

1. Soul Edge (1995, Arcade)
2. Soul Edge Ver. II (1996, Arcade)
3. Soul Calibur (199, Arcade)
4. Soul Calibur II (2003, Arcade)
5. Soul Calibur III Arcade Edition (2005, Arcade)
6. Soul Calibur Legends (2007, Wii)
7. Soul Calibur IV (2008, PS3, X360)
8. Soul Calibur V (2012, PS3, X360)

- STAFF -

Planner : Takayasu Yanagihara
Director : Teruaki Konishi
Game design & Motion management : Hiroaki Yotoriyama
Character motion adviser : Masataka Ishiguro
Coordinator : Koh Onda
System programmer : Norimasa Matsuura
Main programmer : Shinobu Nimura
Enemy programmer & Special camera : Masaaki Fukunaga
Visual effect programmer : Taketoshi Nishimori
Character model chief artist : Hiroshi Kuwabara
Character model artists : Junko Kanbe, Daisuke Tsushima, Hitomi Yotoriyama
Stage model artist : Satoshi Mori
Visual effect artist : Hisaharu Takahashi
Character motion artists : Yukie Misaki, Yoshihisa Yaguchi, Kazuyuki Nakamura, Nobuko Endo, Masahiro Onoguchi, Tomoe Yamashita
Character design : Kohji Mitsunaga
Title logo designer & Graphics : Hideaki Ito
Full motion Pac-man demo : Muneyuki Tejima
Title CG artist : Nobuo takahashi
Music composer / programmer : Takayuki Aihara
Sound effect / programmer : Takanori Otsuka
Tuning & Debug unit : Kazuo Takahashi, Mitsuaki Ishii, Tetsuaki Akatsuka, Norikatsu Yoshikawa, Jin Okubo, Yasumichi Onishi, Satoshi Masukawa
Motion actors : kenichiro Tamayori, Takayuki Nakayama, Yasuhiro Nakata, Hidesuke Tanaka, Ikumi Yoshida
Voice actors : Toshiyuki Morikawa, Hekiru Shiina, Fujiko Takimoto, Jin Yamanoi, Michiko Neya, Nobuyuki Hiyama, Takashi Nagasako, Barry Gjerde
Producer : Masuya Oishi
Executive producer : Hajime Nakatani

Cabinet Graphic Design: Don Marshall

- PORTS -

* Consoles :
Sony PlayStation (1996)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2510&o=2

$end


$info=souledge,
$bio

Soul Edge Ver. II (c) 1996 Namco, Limited.

This Ver. II of Soul Edge has improved graphics and new selectable characters.

- TECHNICAL -

Namco System 11 Hardware
Game ID : SO

Main CPU : PSX (@ 16.9344 Mhz), M37702 (@ 16.384 Mhz)
Sound Chips : C352 (@ 16.384 Mhz)

Players : 2
Control : 8-Way Joystick
Buttons : 4
=> Horizontal Slash, Vertical Slash, Kick, Guard

- TRIVIA -

Soul Edge Ver. II was released on May 16, 1996.

- UPDATES -

* SO3/VER.C : 17:10:03 May 16, 1996
* SO4/VER.C : 17:10:03 May 16, 1996

- SERIES -

1. Soul Edge (1995, Arcade)
2. Soul Edge Ver. II (1996, Arcade)
3. Soul Calibur (199, Arcade)
4. Soul Calibur II (2003, Arcade)
5. Soul Calibur III Arcade Edition (2005, Arcade)
6. Soul Calibur Legends (2007, Wii)
7. Soul Calibur IV (2008, PS3, X360)
8. Soul Calibur V (2012, PS3, X360)

- STAFF -

Planner : Takayasu Yanagihara
Director : Teruaki Konishi
Game design & Motion management : Hiroaki Yotoriyama
Character motion adviser : Masataka Ishiguro
Coordinator : Koh Onda
System programmer : Norimasa Matsuura
Main programmer : Shinobu Nimura
Enemy programmer & Special camera : Masaaki Fukunaga
Visual effect programmer : Taketoshi Nishimori
Character model chief artist : Hiroshi Kuwabara
Character model artists : Junko Kanbe, Daisuke Tsushima, Hitomi Yotoriyama
Stage model artist : Satoshi Mori
Visual effect artist : Hisaharu Takahashi
Character motion artists : Yukie Misaki, Yoshihisa Yaguchi, Kazuyuki Nakamura, Nobuko Endo, Masahiro Onoguchi, Tomoe Yamashita
Character design : Kohji Mitsunaga
Title logo designer & Graphics : Hideaki Ito
Full motion Pac-man demo : Muneyuki Tejima
Title CG artist : Nobuo takahashi
Music composer / programmer : Takayuki Aihara
Sound effect / programmer : Takanori Otsuka
Tuning & Debug unit : Kazuo Takahashi, Mitsuaki Ishii, Tetsuaki Akatsuka, Norikatsu Yoshikawa, Jin Okubo, Yasumichi Onishi, Satoshi Masukawa
Motion actors : kenichiro Tamayori, Takayuki Nakayama, Yasuhiro Nakata, Hidesuke Tanaka, Ikumi Yoshida
Voice actors : Toshiyuki Morikawa, Hekiru Shiina, Fujiko Takimoto, Jin Yamanoi, Michiko Neya, Nobuyuki Hiyama, Takashi Nagasako, Barry Gjerde
Producer : Masuya Oishi
Executive producer : Hajime Nakatani

- PORTS -

* Consoles :
Sony PlayStation

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2511&o=2

$end


$snes=souledge,souledgeh,
$bio

Soul Edge Vs Samurai (c) 199? DVS Electronics

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62209&o=2

$end


$gbcolor=soulfalc,
$bio

Soul Falchion - Ge Dou Jian Shen (c) 2002 Guangzhou Li Cheng [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68784&o=2

$end


$gbcolor=soulget,
$bio

Soul Getter - Houkago Bouken RPG [Model DMG-AL9J-JPN] (c) 2000 Micro Cabin Co.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68785&o=2

$end


$msx1_cass=soulrobo,
$bio

Soul of a Robot (c) 1987 Mastertronic, Ltd. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94992&o=2

$end


$cpc_cass=soulrobo,
$bio

Soul of a Robot [Model IA 0090] (c) 1986 Mastertronic, Ltd. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99232&o=2

$end


$info=m4souls,m4souls__a,m4souls__b,m4souls__c,m4souls__d,m4souls__e,m4souls__f,
$bio

Soul Sister (c) 199? BWB.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41455&o=2

$end


$info=soulsurf,
$bio

Soul Surfer (c) 2002 Sega.

- TECHNICAL -

Runs on the Sega "NAOMI 2" hardware.

- TRIVIA -

Released in February 2002.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4093&o=2

$end


$cpc_cass=souldrkn,
$bio

Souls of Darkon (c) 1985 Bug-Byte

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99233&o=2

$end


$megacd,megacdj=soulstar,soulstard,
$bio

SoulStar [Model T-115035-50] (c) 1994 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60665&o=2

$end


$segacd=soulstar,
$bio

SoulStar [Model T-115035] (c) 1994 Core Design

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60811&o=2

$end


$megacd,megacdj=soulstar,
$bio

SoulStar [Model T-60184] (c) 1994 Victor Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60564&o=2

$end


$pc8801_flop=soundcas,
$bio

Sound Castle 1 (c) 1991 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92941&o=2

$end


$mc10=sounddem,
$bio

Sound Demonstration (c) 1985 Furr [Gary Furr]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87700&o=2

$end


$cpc_cass=soundexp,
$bio

Sound Experiment Program (c) 1984 Popular Computing Weekly

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99234&o=2

$end


$snes=soundfct,
$bio

Sound Factory (c) 1993 Nintendo Co., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53364&o=2

$end


$saturn,sat_cart=machi,machib,machia,
$bio

Sound Novel Machi (c) 1998 Chun Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59710&o=2

$end


$saturn,sat_cart=snovelt2,
$bio

Sound Novel Tsukuru 2 (c) 1997 ASCII Entertainment Software, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59711&o=2

$end


$snes=bssnt4,
$bio

Sound Novel Tsukuru 4 (c) 199? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62211&o=2

$end


$snes=bssnt4h,
$bio

Sound Novel Tsukuru 4h (c) 199? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62212&o=2

$end


$snes=soundtsu,
$bio

Sound Novel Tsukuru [Model SHVC-ZSNJ-JPN] (c) 1996 ASCII Ent. Software, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62210&o=2

$end


$pc8801_flop=soundon1,soundon1a,
$bio

Sound On-Ten vol. 1.00 (c) 1991 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92942&o=2

$end


$pc8801_flop=soundon3,soundon3a,
$bio

Sound On-Ten vol. 3.00 (c) 1992 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92943&o=2

$end


$x68k_flop=soundpro,
$bio

Sound Pro-68K (c) 1987 Musical Plan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88095&o=2

$end


$saturn,sat_cart=soundqub,
$bio

Sound Qube (c) 1998 Human Entertainment

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59712&o=2

$end


$megadriv=sndtool,
$bio

Sound Tool v2.2? (c) 1991 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56878&o=2

$end


$ti99_cart=soundtro,
$bio

Soundtrack Trolley (c) 1983 Milton Bradley Co. [East Longmeadow, MA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84725&o=2

$end


$cdi=soundtrp,
$bio

Soundtrap (c) 1994 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53077&o=2

$end


$gba=soundvoy,
$bio

Soundvoyager [bit Generations] [Model AGB-BVGJ-JPN] (c) 2006 Nintendo Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76397&o=2

$end


$alice32=sousmar,
$bio

Sous-Marin (c) 1984 Ediciel

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87600&o=2

$end


$famicom_flop=souseiki,
$bio

Souseiki Fammy (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65456&o=2

$end


$info=soutenry,
$bio

Soutenryu (c) 2000 Warashi.

- TECHNICAL -

Runs on the "Taito G-Net" hardware.

- TRIVIA -

Released in December 2000.

- PORTS -

* Consoles :
Sony PlayStation 2 (2003, "Soutenryuu - The Arcade")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3809&o=2

$end


$bbca_cass,bbcb_cass=sdevonhy,
$bio

South Devon Hydraulics (c) 1986 DeeKay

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52398&o=2

$end


$n64=southprkb,southprk,southprkg,southprku,
$bio

South Park (c) 1998 Acclaim Entertainment, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57972&o=2

$end


$info=sprk_103,sprk_090,sprk_096,
$bio

South Park (c) 1999 Sega Pinball, Incorporated.

- TECHNICAL -

Sega Whitestar System

Main CPU : Motorola M6809 (@ 2 MHz)
Sound CPU : Motorola M6809 (@ 2 MHz)
Display CPU : Motorola M6809 (@ 4 MHz)
Sound chip : BSMT2000 (@ 24 MHz)

- TRIVIA -

Based on the hit cartoon series by Comedy Central.

- TIPS AND TRICKS -

Press the following sequence: 2L, 2R, 2L, 2R to see the credits.

- STAFF -

Mechanics: Joe Balcer, Rob Hurtado
Software: Neil Falconer, Orin Day
Art director: Jason J. Dominiak

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5332&o=2

$end


$n64=sparkchf,sparkchfu,
$bio

South Park - Chef's Luv Shack (c) 1999 Acclaim Entertainment, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57973&o=2

$end


$n64=sparkral,sparkralu,
$bio

South Park Rally (c) 2000 Acclaim Entertainment, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57974&o=2

$end


$info=sc4spark,sc4sparka,sc4sparkb,sc4sparkc,sc4sparkd,sc4sparke,
$bio

South Park (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

SCORPION 4
[Model PR6912]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42219&o=2

$end


$cpc_cass=southbel,
$bio

Southern Belle (c) 1985 Hewson Consultants

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99235&o=2

$end


$bbca_cass,bbcb_cass=sbelle,
$bio

Southern Belle (c) 19?? Hewson

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52399&o=2

$end


$fm7_cass=southern,
$bio

Southern Cross (c) 1984 Bandai Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93793&o=2

$end


$pc8801_flop=southern,
$bio

Southern Cross (c) 1985 Bandai Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92944&o=2

$end


$cpc_cass=soviet,
$bio

Soviet (c) 1991 Opera Soft [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99237&o=2

$end


$saturn,sat_cart=sstrikeu,
$bio

Soviet Strike (c) 1996 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60160&o=2

$end


$saturn,sat_cart=sstrikef,sstrikeg,sstrike,
$bio

Soviet Strike (c) 1997 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60414&o=2

$end


$amigaocs_flop=soldner,
$bio

Söldner (c) 1993 Gamebench

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75188&o=2

$end


$saturn,sat_cart=soldners,
$bio

Söldnerschild (c) 1997 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59755&o=2

$end


$pc8801_flop=sp8801d8,
$bio

SP88-01 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92788&o=2

$end


$pc8801_flop=sp8802d8,
$bio

SP88-02 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92789&o=2

$end


$pc8801_flop=sp8803d8,
$bio

SP88-03 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92790&o=2

$end


$pc8801_flop=sp8804d8,
$bio

SP88-04 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92791&o=2

$end


$pc8801_flop=sp8805d8,
$bio

SP88-05 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92792&o=2

$end


$pc8801_flop=sp8806d8,
$bio

SP88-06 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92793&o=2

$end


$pc8801_flop=sp8807d8,
$bio

SP88-07 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92794&o=2

$end


$pc8801_flop=sp8808d8,
$bio

SP88-08 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92795&o=2

$end


$pc8801_flop=sp8809d8,
$bio

SP88-09 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92796&o=2

$end


$pc8801_flop=sp8810d8,
$bio

SP88-10 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92797&o=2

$end


$pc8801_flop=sp8811d8,
$bio

SP88-11 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92798&o=2

$end


$pc8801_flop=sp8812d8,
$bio

SP88-12 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92799&o=2

$end


$amigaocs_flop=spc1889,
$bio

Space 1889 (c) 1991 Empire Interactive Europe, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75040&o=2

$end


$fm7_cass=spc2030,
$bio

Space 2030 (c) 1983 Computer Brain [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93794&o=2

$end


$nes=spac2050,
$bio

Space 2050 (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84117&o=2

$end


$info=spaceace,spaceacea2,spaceacea,spaceaceeuro,spacea91,spacea91_13e,
$bio

Space Ace (c) 1983 Leland.

One gallant earthling stands between the inter-planetary invasion forces of the blue-skinned alien Commander Borf and their intended target, Earth : an earthling named Dexter. On Dexter's narrow shoulders ride the fate of Earth and the well-being of his lovely sidekick, Kimberly, who Borf has carried off into the cosmos.

Dexter sets off in hot pursuit of Lord Borf, battling monsters, machines and mechanisms as he fights his way across the galaxy. During his daring quest, Dexter relies on his wits, agility and quick reflexes to overcome the deadly predicaments and bizarre opponents Borf throws in his path; but when the peril grows too great for even cunning and courage to prevail, Dexter has a secret strength in reserve.

Exposure to mysterious cosmic rays has given Dexter a remarkable ability. Just when our hero seems doomed and all appears lost, he undergoes a startling transformation into his super-mighty, super-bold, super-self : SPACE ACE! a broad-shouldered, good-natured alter ego who evens out the odds as Dexter struggles to rescue Kimberly.

Pursued to his home planet by this resourceful and relentless adversary, Borf turns and faces Dexter in a final and climactic confrontation. Determined to prevail at all costs, Borf resorts to the ultimate weapon, a weapon capable of reducing even the mighty Space Ace into a helpless infant : the dreaded INFANTO-RAY! Only Space Ace can survive such a crisis, and Space Ace alone can save the Earth, save the girl, and save the day!

- TECHNICAL -

Space Ace was made available to distributors in two different formats; a dedicated cabinet, and a conversion kit that could be used to turn an existing copy of "Dragon's Lair" into a Space Ace game. The conversion kit included the Space Ace laserdisc, new EPROMs containing the game program, an additional circuit board to add the skill level buttons, and replacement artwork for the cabinet. The game originally used the Pioneer LD-V1000 or PR-7820 laserdisc players, but an adaptor kit now exists to allow Sony LDP series players to be used as replacements if the original player is no longer functional.

Main CPU : Zilog Z80
Sound Chips : General Instrument AY8910, Custom

ACTION BUTTON : The action button functions in a variety of ways in a variety of situations. Most frequently the Action button fires weapons and energizes Dexter into Space Ace.
JOYSTICK : The joystick controls the direction of movement of the Dexter and Space Ace characters.

- TRIVIA -

Released in October 1983.

The animation staff provided their own voices for their own characters, in order to keep the costs down. Animator, Jeff Etter was the voice of Ace. Storyman / animator Will Finn was the voice of Dexter. Animator, Lorna Pomeroy (wife of Co-Producer, John Pomeroy) was the voice of Kimmy. Don Bluth was the voice of Commander Borf. The narrator was Michael Rye and the musical score was created by Christopher Stone.

The scantily-clad heroine Kimberly was named after one of the people of the animation staff whose name was Kimberly Coy.

Space Ace were released 1984 by Cinematronics/magicom and licensed to Atari and Sidam (only Italy) for the European market. The European version of Space ace don't have the skill select that the Cinematronics version have. The Atari's and Sidam's version were made for the PAL system and Cinematronics version were made for the NTSC system.

The Cinematronics hardware and software were also totally different from Atari's/Sidam's.

Space Ace was re-released in 1991, this time without the different skill levels, were released as a conversion kit for "Dragon's Lair II - Time Warp". But this time it was Leland that produced the game.
Cinematronics went out of business late in 1984, the same year Space Ace were first released. None of the hardware or software from Cinematronics 1984 version were used in Lelands 1993 version.
Space Ace were again licensed to Atari and Sidam (only Italy) for the European market. But this time Leland, Atari and Sidam used some of the same hardware for the 1991 version of Space Ace. Leland used a Sony 1450 LD-player. Atari and Sidam Again used a Philips player, allowing them to skip the NTSC pcb.

A Space Ace machine was showed up at the 2003 classic arcade games show 'California Extreme', San Jose, California.

Space Ace was also featured as an animated series : Ruby-Spears Productions. Produced By Joe Ruby, Ken Spears. Aired as part the second season of 'Saturday Supercade' on CBS.

- UPDATES -

Some scenes are left out in Cinematronics version, depending on the skill level the player plays. In skill level 'Space Ace' all scenes are included.

In 1991, Leland released a slightly updated version of Space Ace in the form of a conversion kit for the then recently-released "Dragon's Lair II - Time Warp". The updated version added more complicated moves (including diagonal moves), and dropped the easier skill levels, meaning only the 'Ace' (difficult) level could be played.

- STAFF -

Designer: Rick Dyer

- PORTS -

* Consoles :
Philips CD-I (1993)
Nintendo Super Famicom (1994)
Sega Mega-CD (1994)
Panasonic 3DO (1995)
Atari Jaguar CD (1996)
Nintendo Wii (2010; as part of Dragon's Lair Trilogy)

* Computers :
Commodore Amiga (1990)
Commodore Amiga (1993, "The Animation Classics Pack")
PC [MS-DOS, CD-ROM] (1994)
PC [MS Windows 9x, CD-ROM] (2003)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2512&o=2

$end


$apple2gs=spaceace,
$bio

Space Ace (c) 1990 ReadySoft, Incorporated.

Originally released as an arcade video game in 1983.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49786&o=2

$end


$amigaocs_flop=spaceace,
$bio

Space Ace (c) 1990 ReadySoft, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75041&o=2

$end


$cpc_cass=spaceace,
$bio

Space Ace (c) 1990 Players Premier

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98029&o=2

$end


$amigaocs_flop=spaceac2,
$bio

Space Ace II - Borf's Revenge (c) 1991 Empire Interactive Europe, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75042&o=2

$end


$cdi=spaceace,spaceaceu,
$bio

Space Ace  (c) 1994 Philips Interactive Media, Incorporated.

Ace, Earth's greatest hero, is being attacked by the evil commander Borf. Borf has just kidnapped the beautiful Kimberley, and is plotting to take over the planet Earth with the help of his dreaded weapon - the Infanto Ray. Only you can guide Ace through treacherous battles to destroy the Infanto Ray, save Earth and rescue Kimberley. Be valiant, space warrior, the fate of Earth is in your hands!

- TECHNICAL -

Model 810 0073

- STAFF -

Space Ace was an arcade game originally created by Don Bluth.

SPACE ACE CD-i version.
Produced by: Superclub, Int'l CDI.
Executive producers: P.M.J.A. Fitters, M. De Coster, W. Wallyn, A. Wennegers

Integrated by: International Creative Digital Image (Charleroi)

Technical Director: Bruno Rahir
Project Leader: Thierry Walrant
Software Design Engineer: Thierry Walrant, Joel Dolisy, Benoit Gehenot
Additional Graphics Design: Nathalie Aughuet
Interactive Design: Alex Wennegers, Alain Hainaut, Joel Dolisy, Thierry Walrant
Production follow up: Alex Wennegers
Digital Video Engineer: Yves Boreux

Telecinema, Video and Audio processing: Studio L'Equipe (Brussels)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53078&o=2

$end


$info=sc4sace,sc4sacea,
$bio

Space Ace (c) 200? QPS Interactive.

- TECHNICAL -

[Model PR2509]

Scorpion 4

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15596&o=2

$end


$snes=spaceacej,
$bio

Space Ace [Model SHVC-IS] (c) 1994 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62213&o=2

$end


$snes=spaceaceu,spaceaceup,
$bio

Space Ace [Model SNS-5A-USA] (c) 1994 Absolute Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63567&o=2

$end


$snes=spaceace,
$bio

Space Ace (c) 1994 Empire Interactive

- TECHNICAL -

Cartridge ID: SNSP-5A-EUR

- TRIVIA -

Reviews:
[FR] May 1995 - Consoles + N.32: 79%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63566&o=2

$end


$segacd=spaceace,spaceaced,
$bio

Space Ace [Model T-121025] (c) 1994 ReadySoft, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60812&o=2

$end


$c64_cart,c64_flop=spaceact,
$bio

Space Action (c) 1983 Handic Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53706&o=2

$end


$bbca_cass,bbcb_cass=spcadv,
$bio

Space Adventure (c) 19?? Virgin

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52400&o=2

$end


$a2600=spaceadv,
$bio

Space Adventure (c) 19?? Zellers

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50972&o=2

$end


$bbca_cass,bbcb_cass=spadv1,
$bio

Space Adventure 1 (c) 19?? First Byte

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52401&o=2

$end


$bbca_cass,bbcb_cass=spadvpro,
$bio

Space Adventure Pro (c) 19?? Pro

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52402&o=2

$end


$pc8801_flop=spaceamo,
$bio

Space Amoeba (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92945&o=2

$end


$msx1_cart=sparithm,
$bio

Space Arithmetic [Model M013] (c) 1985 al Alamiah

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77456&o=2

$end


$intv=spacearm,
$bio

Space Armada (c) 1981 Mattel Electronics.

Start the game and HERE THEY COME -- 4 rows of menacing monsters -- an armada of trouble! You begin with 6 laser guns and 3 bunkers. The descending targets drop bombs on you and your bunkers. Hit the elusive red flying saucer for big points and some damage repair! Every time you clear the screen of targets, the challenge gets tougher -- more bombs, guided missiles, and many, many surprises! Fire away!

Score as many points as possible for shooting descending Space Armada targets, before any of them land. Each time a screen full of targets is cleared a new Armada appears with higher point values...and sometimes new offensive weapons.

- TECHNICAL -

Model 3759

- TRIVIA -

Space Armada is a clone of the arcade game Space Invaders. According to Mattel lawyers, the copyright of the original game hadn't been properly protected. Any other company could make their own version as long as they changed the name.

Space Armada was the first Intellivision game to take advantage of sequencing GRAM to create the illusion of more than eight moving objects (sprites) on-screen at one time.

- SCORING -

Every screenful of targets is worth more than the preceding Armada. The first set of targets are worth 10 points each; the second set are 20 points, and so on (you do not score any points when you hit a bomb or projectile). The red flying saucer at the top of the screen gives you bonus points when you hit it...a random number from 1 to 32, times the current value of each target. So, hitting the flying saucer in the fifth screen could give you over 1,500 points!

- TIPS AND TRICKS -

* Start to the right. Knock off vertical columns to delay the armada from advancing down another rank. The fewer columns left in the armada, the better your chances of clearing the screen as the armada approaches the bottom.

* Hit the saucer. It's difficult but well worth it. Not only do you get points, a bunker will be rebuilt as well.

* Don't get hit. Stay mobile or hide behind the bunkers. You'll need every "life" possible late in the game.

* Remember the red spiral missiles don't need a direct hit to cause damage. If you're too close when the missile hits bottom, your base will be destroyed.

* Outmaneuver the red homing missiles. Lead them into a bunker. They will crash and self-destruct. Or, lead them along to one side, quickly double-back underneath and fire.

* Concentrate. Remember the structure of the invisible armadas. Many good players suffer early defeat because they forgot the presence of just one alien.

- STAFF -

Program: John Brooks, Chris Hawley

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60953&o=2

$end


$sg1000=spacearmb,spacearm,spacearma,
$bio

Space Armor [Model OM-G007] (c) 1984 Tsukuda Original [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65116&o=2

$end


$coco_cart=spaceass,
$bio

Space Assault (c) 1981 Tandy Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53475&o=2

$end


$amigaocs_flop=spaceass,
$bio

Space Assault (c) 1991 Magic Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75043&o=2

$end


$a2600=spaceatte,
$bio

Space Attack (c) 1989 Telegames

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50974&o=2

$end


$info=sspacaho,
$bio

Space Attack + Head On (c) 1979 Sega.

Head On is a two-dimensional maze racing game. You control your car through the maze to pick up the dots while at the same time avoiding the car, or cars, that are constantly trying to ram you. Successfully get through one maze and many more await you. This is good practice for freeway driving in the big city.

Space Attack is another game inspired by "Space Invaders". This one is a more straightforward version, although after you finish off a rack a UFO starts working its way down; shoot it and you'll get a bonus (and maybe a free ship).

- TECHNICAL -

Main CPU : Zilog Z80 (@ 1.93356 Mhz)

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 64

Players : 2
Control : 4-way joystick
Buttons : 2

- TRIVIA -

Space Attack / Head On is worth mentioning due to it having a rom marked as 'EPR-1', the first of Sega's now 20,000+rom naming scheme!.

Head On is reputed to be the first game in which the player must "eat" all of the dots in order to progress to the next level (One year before "Pac-Man", Head On was the first 'eat-the-dots'-style game).

- SCORING -

* Scoring for Head On :
Dots : 5 points. There are 140 dots per maze to clear giving you 700 points per maze.

* Scoring for Space Attack :
Bottom aliens : 100 points
Middle aliens : 200 points
Top aliens : 300 points
UFOs : 1,000 - 3,000 points

- TIPS AND TRICKS -

Tips and tricks for Head On :

* When you start the game, your car will be located in the open space in the middle of the bottom of the screen in lane one. The jam car will be located in the middle left of the screen in lane one. On the higher levels, they will progress through lanes one, two, and/or three. As you progress through the levels, the number or speed of the jam cars increases. Here is the breakdown :
Level 1 : One Slow Jam Car
Level 2 : One Fast Jam Car
Level 3 : Two Slow Jam Cars
Level 4 : Two Fast Jam Cars
Level 5 : Three Slow Jam Cars
Level 6 and beyond : Three Fast Jam Cars

* Always be aware of where the Jam Car(s) is/are located. They can only make one lane change at a time but that lane change may be into your lane.

* The faster you go, the fewer lanes you can cross. At full acceleration, you will only be able to change one lane at a time. In the earlier levels, this will be fine since you will only be dealing with one car. In the multiple Jam Car levels, this can be a very bad thing. Decelerate (take your finger off the accelerate button) to go across multiple lanes.

* The Jam Car(s) always travel in a clockwise motion while you travel in a counterclockwise motion. Remember that so that you don't get confused when there are multiple cars in the maze. Also, the color of the Jam Car is red while yours is white.

* Don't try to get all the dots on one of the lanes. You need to anticipate where your next move is well before you enter the lane change area since you cannot change lanes at any other time. Sometimes, on the earlier levels, it is best to do a staggered type dot pickup where you do lane one, change to lane two, to lane three, lane four, lane five, then back to lane one. If you time it right, the Jam Car or Cars will still be in the maze.

* Don't let the speed of the Jam Car(s) throw you. Just plan to be out of your lane and in the lane change area before them. If both cars enter at the same time, you run a big risk of a collision.

* Since the game isn't timed, take your time planning on how you will take care of the dots. Don't take chances since you will have to restart the level if your car gets destroyed.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2515&o=2

$end


$info=spaceat2,
$bio

Space Attack II (c) 1980 Zenitone Microsec.

Space Invader's clone.

- TECHNICAL -

Main CPU : Intel 8080 (@ 1.9968 Mhz)
Sound Chips : SN76477 (@ 1.9968 Mhz)

Screen orientation : Vertical
Video resolution : 224 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2

Players : 1
Control : 2-way joystick
Buttons : 1 (FIRE)

- TRIVIA -

Unique to Space Invaders :
1) The saucers that run across the top of the screen shoot back at you when they have a clear shot.
2) Some invaders split into two invaders on either side of the original, giving you more invaders to shoot.
3) When you finish a rack, the following gets printed on the screen : "Well Done Earthing, this time you win. Now do battle with our super forces".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2516&o=2

$end


$info=sspacatc,
$bio

Space Attack T4 (c) 1979 Sega Enterprises, Limited.

Cocktail Table release. For more information about the game itself, please see the Upright release entry; "Space Attack [Upright model]".

- TECHNICAL -

[Cocktail Table model]

Prom stickers : 139-146

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=26886&o=2

$end


$arcadia=spaceatt,spaceatta,
$bio

Space Attack (c) 1982 Emerson Radio Corp.

- TECHNICAL -

[Cartridge No. 2]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49273&o=2

$end


$a2600=spaceatt,
$bio

Space Attack (c) 1982 M Network.

The object of the game is to defend your Mother Ship from attacking aliens. You have 3 squadrons, with 3 ships in each squadron. Aliens have 6 fleets of varying sizes. (Only 3 fleets appear at a time on the Radar Screen.) Destroy all alien fleets and you win! If your squadrons are destroyed first, the aliens move in and annihilate the hidden Mother Ship.

- TECHNICAL -

Model MT5659

- TIPS AND TRICKS -

* Dispatch your first squadron after the alien fleet CLOSEST to the Mother Ship. If possible, do not dispatch more than one squadron at a time, when playing with the Right Difficulty Switch in Hard position.

* Try to hold one squadron in reserve, in case an alien fleet makes it to the inner rectangle. You can reach the threatening alien faster from the Mother Ship than from another position in space.

* In Battle Mode, keep your gunsight moving. Alien photon blasts home in on your gunsight if it remains in one place for long.

* As soon as you finish one battle with a squadron, send it back out afteranother alien fleet. Don't leave it sitting idle in space.

- STAFF -

Programmers: Hal Finney, Bruce Pedersen

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50973&o=2

$end


$info=spaceatt,spaceatt2k,spaceattbp,
$bio

Space Attack (c) 1979 Video Games, Limited.

- TECHNICAL -

[Upright model]

Main CPU : Intel 8080 (@ 1.9968 Mhz)
Sound Chips : SN76477 (@ 1.9968 Mhz)

Screen orientation : Vertical
Video resolution : 224 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2

Players : 2
Control : 2-way joystick
Buttons : 1 (FIRE)

- TRIVIA -

Freddy Bailey was chairman of the Game World Group in Nottingham. He was originaly a distributor for Video Games GMBH in Lich Germany. In 1979, he received an order for 1,000 upright Space Attack, because of the boom, Video Games GMBH could not fulfil the order from the German factory, so the directors of Video Games GMBH and itself funded a new company called Video Games (UK) Ltd, after a short while he purchased all ot the shares from the German partners and changed the name to Game World, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2513&o=2

$end


$info=sspaceat,sspaceat2,sspaceat3,
$bio

Space Attack (c) 1979 Sega.

Another game inspired by Space Invaders. This one is a more straightforward version, although after you finish off a rack a UFO starts working its way down; shoot it and you'll get a bonus (and maybe a free ship).

- TECHNICAL -

[Upright model] 
Prom stickers : 155-162

Main CPU : Zilog Z80 (@ 1.93356 Mhz)

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 64

Players : 2
Control : 2-way joystick
Buttons : 1 (FIRE)

- TRIVIA -

Released during February 1979.

- SCORING -

Bottom aliens : 100 points
Middle aliens : 200 points
Top aliens : 300 points
UFOs : 1,000 - 3,000 points

- PORTS -

* Consoles :
Emerson Arcadia (1982)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2514&o=2

$end


$info=spacbatt,spacbat2,
$bio

Space Battle (c) 1980 U.S Billiards.

You pilot an arrowhead-shaped vessel at the bottom of the screen, facing off against four different types of enemies. Certain enemies drop 'space soldiers' when shot, if these make it to the bottom of the screen, they will try to 'spear' your ship from behind.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : Tone generator and discrete circuits

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette colors : 98

Players : 2
Control : 2-way joystick
Buttons : 1

- TRIVIA -

This game is a bootleg of "Gingateikoku No Gyakushu".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2517&o=2

$end


$amigaocs_flop=spacebtl,
$bio

Space Battle (c) 1987 Anco

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75044&o=2

$end


$intv=spacebtl,
$bio

Space Battle (c) 1979 Mattel Electronics.

Attack alert! 5 alien squadrons closing in on Mother ship. You have 3 squadrons with which to defend her. Check enemy positions on Radar Screen, then dispatch your squadrons. When they reach alien squadrons, GO TO BATTLE! Screen switches to Battle Screen. You move the gunsight to aim. You fire converging missiles. Watch out! The aliens shoot back. It's you against computer-controlled invaders. Only you can save the Mother Ship from disaster.

- TECHNICAL -

Model 2612

- TIPS AND TRICKS -

* Strategy Mode (radar screen)
1. Fight your own fights -- when the computer fights for you, you will probably lose more ships than if you fought the battle yourself. Rotate through your squadrons if more than one is engaged.

2. Stagger dispatches -- if you carefully time your squadron dispatching, you may be able to complete the first battle before your second squadron engages.

3. Don't let the radar screen fool you -- make your dispatch decisions based on the actual distances from the aliens to your mother ship. The rectangular layout on the game screen may cause you to misjudge the distance.

4. Win the battle but don't lose the war -- the instant one of your squadrons defeats an alien squadron, dispatch your squadron to another alien group or return it to base. Don't waste valuable time by leaving a squadron drifting aimlessly in space.

5. Hit them where it hurts -- if an alien squadron penetrates your home base territory, send in one of your squadrons. Keep the alien squadron busy and they'll have less striking power to use against your home base.

* Battle Mode
1. Practice aiming -- lead the ships with your cursor for best results.
2. Keep moving -- after firing, it's not necessary to keep your cursor on target. Your lasers will blast the spot at which they were fired. Move on to a new target, and keep mobile to avoid enemy lasers.
3. Avoid target fixation -- keep switching back to the radar screen to track alien progress.

- STAFF -

Program: Hal Finney

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60954&o=2

$end


$snes=spacebaz,
$bio

Space Bazooka [Model SHVC-BT] (c) 1993 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62214&o=2

$end


$info=spacbeam,
$bio

Space Beam (c) 1979 Irem.

You and another cannon are duelling each other over a field of alien ships. As the ships thin out, you become more exposed (so does your enemy, but the computer has better reflexes than you). Can you outlast, or outmaneuver your opponent?

- TECHNICAL -

Main CPU : MOS Technology M6502 (@ 1.173 Mhz)

Players : 2
Control : 2-way joystick
Buttons : 1

- TRIVIA -

Released in November 1980.

- SCORING -

Small ships : 10-90 points (depending on the distance from your ship).
Opposite side ship : 200 points.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2518&o=2

$end


$fm7_cass=spacebee,
$bio

Space Bee (c) 1983 Carry Lab. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93795&o=2

$end


$info=spacebrd,
$bio

Space Bird (c) 1980 Karateco.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 4 Mhz)
Sound CPU : I8035 (@ 400 Khz)

Screen orientation : Vertical
Video resolution : 232 x 264 pixels
Screen refresh : 60.00 Hz
Palette colors : 36

Players : 2
Control : 8-way joystick
Buttons : 2

- PORTS -

* Computers :
Sinclair ZX-Spectrum (1985, "Star Firebirds - Insight Software)
Amstrad CPC (1986, "Star Firebirds" - Insight)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2519&o=2

$end


$info=sbomber,sbombera,
$bio

Space Bomber (c) 1998 Psikyo.

- TECHNICAL -

Main CPU : SH-2 (@ 28.63635 Mhz)
Sound Chips : YMF278B (@ 28.63635 Mhz)

Screen orientation : Vertical
Video resolution : 224 x 320 pixels
Screen refresh : 60.00 Hz
Palette Colors : 5120

Players : 2
Control : 8-way joystick
Buttons : 2 (FIRE, CATCH)

- TRIVIA -

Released in July 1998.

Ver.B is much more common than the original revision.

Scitron / Gamest released a limited-edition soundtrack album for this game (Pilots Kids, Space Bomber - SGCD-006) on 05/03/1999.

- UPDATES -

Differences in Ver.B compared to the original:
- Intro: picture of man ("No, go to star") has been flipped horizontally
- Intro: spinning "Space Bomber" at bottom right is red instead of silver.
- "Game Over" image has different palette
- Lives counter are animated instead of a larger static image
- Story panes have been added between worlds and when the game is cleared, the original had none
- 'rankings' have been added on all clear ("CAT-2" etc.)
- Gameplay tweaks seem to consist of shrinking the size of bullets in a given encounter (e.g. third wave of bullets for boss 2-4, bullets from saucers in 1-4) presumably to make it a touch easier

- TIPS AND TRICKS -

* Play As Light blue ship : After inserting a credit, press Right(x3), Left(x3), Right(x7).

* Play As Tetris block : After inserting a credit, press Up(x3), Down(x3), Up(x7).

* Unlock Extra Maintenance : If you hold Test Button+PL1 Button 1 during boot, you get extra options in the test menu (Stage Select with choice of ships, BG Test).

- STAFF -

Staff : Shin nakamura, Kunio asahara, Akihiko nasu, Koji Hamada, Hiroyuki ootani, Hajime itou, Noriko tomishima, Kazuhiro toba, Shiori saito, Masaki izutani, Katsuya shikanouchi, Katsuhiro nishida, Masayuki nakata, Masashi kajikawa, Yasuhide maeda, Hiroshi yamada, Shinichi yusa, Genbun kobayashi

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2520&o=2

$end


$nes=spaceboy,
$bio

Space Boy (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84118&o=2

$end


$info=sbugger,sbuggera,
$bio

Space Bugger (c) 1981 GAT [Game-A-Tron].

A space shooter. Hide behind barriers, keep moving and fire. That's the key to stay in the game.

- TECHNICAL -

Main CPU : 8085A (@ 3 Mhz)
Sound Chips : (2x) Texas Instruments SN76496 (@ 3 Mhz)

Screen orientation : Vertical
Video resolution : 256 x 512 pixels
Screen refresh : 60.00 Hz
Palette colors : 512

Players : 2
Buttons : 4
=> UP, DOWN, FIRE LEFT, FIRE RIGHT

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2521&o=2

$end


$x1_cass=sburger,
$bio

Space Burger (c) 198? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86269&o=2

$end


$info=sc4sbust,sc4sbusta,
$bio

Space Buster (c) 200? QPS Interactive.

- TECHNICAL -

[Model PR2506]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42789&o=2

$end


$msx1_cass=sbustera,
$bio

Space Busters (c) 1985 Aackosoft [Netherlands]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94993&o=2

$end


$msx1_cass=sbusters,
$bio

Space Busters (c) 1986 Eaglesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94994&o=2

$end


$msx1_cart=spacecmp,spacecmpa,
$bio

Space Camp [Model MS-6] (c) 1986 Pack-In-Video Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77457&o=2

$end


$a2600=spacecan,
$bio

Space Canyon (c) 1983 Panda.

- TECHNICAL -

Model 100

- TRIVIA -

Space Canyon is the first Panda Software video game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50975&o=2

$end


$a2600=spacecav,
$bio

Space Cavern (c) 1981 Apollo.

You are in command of a Mark XIV intergalactic star-cruiser in an uncharted quadrant of outer space. You land on a mysterious planet riddled with a suterranean maze of tunnels and caverns inhabited by savage Electrosauri whose horns generate electro-molecular charges capable of disintegrating you and your crew. Your photon ray pistol is activated by the joystick and the fire button. The iridescent eyes of the electrosauri light the cavern walls with eerie flashes as they stalk you, their horns crackling and sizzling. If even one blast of electro-molecular energy strikes you, your skeleton will glow inside your body as the bio-molecular compounds of your body disintegrate. WARNING: Beware the savage attack of the shaggy marsupods.

There are 48 exciting variations of Space Cavern.

- TECHNICAL -

Model AP2002

- TRIVIA -

Known in France as "Les Guerriers de l'espace".

- SCORING -

Every large Electrosaurus you destroy earns you 115 points, while smaller ones are worth 165 points. Shaggy marsupods who rush at your spaceman from caves at his left and right will earn you 200 points if you can get them before they get you.

- STAFF -

Programmer: Dan Oliver

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50976&o=2

$end


$bbca_cass,bbcb_cass=spcavern,
$bio

Space Caverns (c) 1985 Tynesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52403&o=2

$end


$gba=spacech5u,
$bio

Space Channel 5 - Ulala's Cosmic Attack [Model AGB-A5UE-USA] (c) 2003 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73233&o=2

$end


$gba=spacech5,
$bio

Space Channel 5 - Ulala's Cosmic Attack [Model AGB-A5UP] (c) 2003 Atari Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73232&o=2

$end


$info=schaser,schasercv,schaserb,schasera,schaserc,
$bio

Space Chaser (c) 1979 Taito.

Space Chaser is a 2-Dimensional maze racing game. You control your rocket through the maze to pick up the dots while at the same time avoiding the rocket, or rockets, that are constantly trying to ram you. Successfully get through one maze and many more await you. This is good practice for freeway driving in the big city.

- TECHNICAL -

Board Number : RTNxxxx
Prom Stickers : RT13-22

Main CPU : Intel 8080
Sound Chips : SN76477, Discrete circuitry

Players : 2
Control : 4-way joystick
Buttons : 1 (THRUST)

- TRIVIA -

Space Chaser was released in October 1979.

Also released as a cocktail model. In Japan, the cocktail version is known as "T.T Space Chaser".

This is probably the most manic of the "Head-on" type of games, as instead of a car (or 2) you're trying to avoid a head-on collision with, you have a missile trying to ram into you. This gives added pressure, since you must be able to outrace the missile at the end of the round.

Maybe also known as "Missile Chaser".

- SCORING -

Dots : 10 points X level number. 
Levels start at 1 and go up to 9. After that level 9 keeps repeating itself.

- TIPS AND TRICKS -

* How to finish off the first screen :
1) Let your rocket finish off the half of the bottom row you are on, but turn around before you turn the corner. Turn towards the center when you get back to where you were.
2) Finish off the ten sets of two dots in the middle. Watch out for the missile trying to strike you. Although you should have no problem with giving your rocket a moment's needed boost, try to do as much as possible without boosting through the center. You'll need it later.
3) Take the circle of dots that surrounds the inner area. 
4) Go to the bottom row. You should have the left half of the bottom line ready. Go around, finishing the dots.
5) On the last row, hit the boost. You'll need it to finish.

* Hold down 2P DOWN while it says INSERT COIN. Then insert a coin and play. You will have 2 extra ships.

* In the Hard difficulty setting, you normally start at level 4. Hold down the 1P START (the 1 key) while it says INSERT COIN. Then insert a coin and play. You will start at level 5.

- PORTS -

* Consoles :
Sony PlayStation 2 [JP] (January 25, 2007) "Taito Memories II Joukan [Model SLPM-66649]" 

* Handhelds : 
Sony PSP [EU] (October 6, 2006) "Taito Legends Power-Up [Model ULES-00473]" 
Sony PSP [AU] (November 9, 2006) "Taito Legends Power-Up [Model ULES-00473]" 
Sony PSP [US] (May 17, 2007) "Taito Legends Power-Up [Model ULUS-10208]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2522&o=2

$end


$info=schaserm,
$bio

Space Chaser (c) 1979 Model Racing S.p.a.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100772&o=2

$end


$info=spacecty,
$bio

Space City (c) 1979 Zaccaria.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=6441&o=2

$end


$info=spacecom,
$bio

Space Combat (c) 1979 Unknown.

bootleg of Space Invaders.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61482&o=2

$end


$info=spacecr,
$bio

Space Cruiser (c) 1981 Taito.

An Excellent and varied space shoot'm up game. Locate the coordinates of attack on the interstellar map, the UFO attack is coming! Forwards! The Earth's future is on your shoulders! blast off the Space Cruiser for a new survival adventure!

- TECHNICAL -

Runs on the "Taito SJ System" hardware.
Prom Stickers: CG

Players: 2
Control: 2-way joystick
Buttons: 1

- TRIVIA -

Also available as a cocktail model. In Japan, the cocktail version is known as "T.T Space Cruiser".

- PORTS -

* Computers :
FM-7 [JP] (1983)
NEC PC-8801 [JP] (1983)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2523&o=2

$end


$pc8801_flop=spacecrs,
$bio

Space Cruiser (c) 1983 Nidecom [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92946&o=2

$end


$amigaocs_flop=spacecrs,
$bio

Space Crusade (c) 1992 Gremlin Graphics Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75045&o=2

$end


$cpc_cass=spacecrss,
$bio

Space Crusade (c) 1992 Dro Soft [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99238&o=2

$end


$cpc_cass=spacecrs,
$bio

Space Crusade (c) 1992 Gremlin Graphics Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99239&o=2

$end


$info=spacedem,
$bio

Space Demon (c) 1980 Fortrek.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 4 Mhz)
Sound CPU : I8035 (@ 400 Khz)

Screen orientation : Vertical
Video resolution : 232 x 264 pixels
Screen refresh : 60.00 Hz
Palette colors : 36

Players : 2
Control : 2-way joystick
Buttons : 2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2524&o=2

$end


$pc98=kuru2,
$bio

Space Destroyer - Kuru II (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90703&o=2

$end


$apfm1000=spacedst,
$bio

Space Destroyers (c) 1979 APF Electronics, Incorporated.

- TECHNICAL -

[Cart. No. MG1013]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49742&o=2

$end


$pc8801_cass=spacedia,
$bio

Space Diamond (c) 1984 Bothtec, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91269&o=2

$end


$a7800=spacduel,spacduelu,
$bio

Space Duel (c) 2007 Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50179&o=2

$end


$info=spacduel,spacduel1,
$bio

Space Duel (c) 1982 Atari.

Space Duel is a 1- or 2-player game with a color X-Y video display. This display, with its 3-color guns and higher voltage, has the same technology that was used in previous Atari black-and-white X-Y displays. However, the screen now displays dazzling color and unique visual effects in a spectacular multi-dimensional video display.

Space Duel offers players a choice of 4 different game versions. One player can control a fighter or a space station. Two players, playing at the same time, can control fighters or a space station. The game offers players 12 different targets (7 split when hit), and 18 different waves. At the beginning of each wave, objects enter from the screen edge. The player(s) then tries to shoot and destroy the objects. The wave ends when all the objects are destroyed.

The play mode begins with the first wave. In the space station game, two ships appear near the center of the screen. The ships are joined together by a 'fuse'. In the fighter game, the red ship appears above the red controls. The green ship appears above the green controls. A sound is heard any time a ship appears on the screen.

A ship may fire as many as four shots on the screen at one time. However, if a ship is damaged, it may fire only one shot on the screen. Also the ship is slower to react. In space stations, a second hit to either ship destroys that ship. Then, the fuse between ships starts to burn, and the other ship explodes.

In the fighter game, players may shoot each other without losing a life. Instead, the ship blinks and disappears. After a period of time, the ship reappears in a different location. If one player loses all of his ships before the other player, his last ship returns to the screen as a damaged ship. It is possible to earn a bonus ship while damaged.

Shields protect a ship from all saucer shots and collisions. Shields wear out with time or if hit by targets. Space stations have more than twice as much shield energy as fighters.

In the first wave, spinners enter and break into two smaller pieces when shot. Each piece splits into two smaller pieces when shot again. Each of these pieces is destroyed when shot. Other targets split apart in the same manner.

At the end of each wave, a bonus wave begins and a low humming sound is heard. BONUS LEVEL, and the number of points for that level, flash on the screen. A box appears at the screen edge and ships cannot leave that boundary. Fuzzballs, stars and saucers enter and attack the player. A fighter, when shot by the other player, either just before or during the bonus wave, will not reappear until the next wave. The bonus wave ends when all targets are destroyed, or the humming sound reaches its highest pitch.

Other targets enter as the game progresses. When the number of targets is less than the wave number, or it no splitting targets have been hit in some time, saucer enters and shoots at targets and ships. The saucer shots become more accurate as play continues. Saucers may also enter as a pair. They shoot at, but do not destroy, each other. Anything caught between them will be shot. Each time the pair goes across the screen, the distance between them increases.

A player's ship may be destroyed by a shot or collision. Game play ends when all ships are destroyed.

- TECHNICAL -

Game ID : 136006

Main CPU : MOS Technology M6502 (@ 1.512 Mhz)
Sound Chips : (2x) POKEY (@ 1.512 Mhz)

Player controls consist of 5 buttons for each player : 
ROTATE LEFT
ROTATE RIGHT
THRUST
SHIELDS
FIRE

- TRIVIA -

The Upright model was placed on Field Test for the first time on July 31, 1981. It was officially released in February 1982.

Production run :
Space Duel Upright : 11,017 Built @ $2,095
Space Duel Cocktail : 1,019 Built @ $1,895

Space Duel is the first and only multi-player interactive vector game by Atari. When "Asteroids Deluxe" tanked, this game was taken off the shelf and released to moderate success.

A Space Duel cabinet appears on the cover of the Who's 1982 album, 'It's Hard'.

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

- TIPS AND TRICKS -

* Invite Your Friend : In 2 player mode, you can shoot your partner and it will regenerate their shield. This comes in very handy!

- SERIES -

1. Asteroids (1979)
2. Asteroids Deluxe (1981)
3. Space Duel (1982)
4. Blasteroids (1987)
5. Asteroids (1998, PC, PS; 1999, GBC; 2000, Mac)  
6. Asteroids Hyper 64 (1999, N64)
7. Asteroids Gunner (2011, App Store)

- STAFF -

Designed & partially programmed by : Rick Maurer (Richard Maurer)
Project resumed, changes made & game finished by : Owen Rubin (ORR), (JMR), Steve Calfee (SRC), Dave Shepperd (DES)
Hardware Engineer : John Ray

- PORTS -

* Consoles :
Sony PlayStation [US] (2001) "Atari Anniversary Edition Redux" [Model SLUS-01427]" 
Sony PlayStation [EU] (March 1, 2002) "Atari Anniversary Edition Redux" [Model SLES-03808]" 
Microsoft XBOX [US] (November 16, 2004) "Atari Anthology [Model 26084]" 
Sony PlayStation 2 [US] (November 22, 2004) "Atari Anthology [Model SLUS-21076]" 
Microsoft XBOX [EU] (November 26, 2004) "Atari Anthology" 
Sony PlayStation 2 [EU] (February 18, 2005) "Atari Anthology [Model SLES-53061]" 
Microsoft XBOX [JP] (August 4, 2005) "Atari Anthology [Model B7X-00001]" 

* Handhelds : 
Nintendo DS [US] (November 2, 2010) "Atari Greatest Hits Vol.1 [Model NTR-BR6E-USA]" 
Nintendo DS [EU] (February 24, 2011) "Atari Greatest Hits Vol.1 [Model NTR-BR6P-EUR]" 

* Computers :
PC [MS Windows, CD-ROM] [US] (November 11, 2003) "Atari - 80 Classic Games in One! [Model 25069J]" 
PC [MS Windows, CD-ROM] [EU] (June 10, 2005) "Atari - 80 Classic Games in One! [Replay]" 

* Others :
Atari Flashback 2 [US] (2005) - Atari 2600 version 
Nokia N-Gage [US] (February 2006) "Atari Masterpieces Vol. II" 
Nokia N-Gage [EU] (March 30, 2006) "Atari Masterpieces Vol. II" 
Atari Flashback 2+ [US] (2010) - Atari 2600 version 
Apple Store [US] (2011) "Atari Greatest Hits" 
Android Market [US] (2011) "Atari Greatest Hits"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2525&o=2

$end


$info=sdungeon,
$bio

Space Dungeon (c) 1981 Taito America Corp.

Each level of Space Dungeon consists of 36 rooms arranged in a six-by-six grid. Rooms are connected by open doorways of various sizes. One room in each level is the entrance, where the player begins, and another is the Collect Bonus room. Other rooms may or may not contain laser defenses, hostile aliens, or various bits of treasure. The goal in each level is to navigate using an automap to the room containing the "Collect Bonus" area, visiting as many rooms and collecting as much treasure as possible along the way.

The player's only weapon is a laser cannon, which fires a pulsing, solid beam in any of eight directions. Like Robotron: 2084 (1982), but preceding the release of that game, the controls for Space Dungeon are a pair of 8-directional joysticks: one for moving, one for shooting. Space Dungeon may have been the first twin-stick shooter.

Higher scores are awarded for exiting each level with more treasures. A 10,000-point bonus is awarded if the player visits every single room on the level, whether or not all treasures on the level have been collected. Since an extra ship is awarded to the player every 10,000 points, this, and the large point values of the treasures (especially the later ones) created an interesting tension between securing the treasures already collected or risking losing ships to acquire more. If the player's ship collides with an enemy or any of their spore shots before reaching the "Collect Bonus" cube, all collected treasure is dropped in the room where the ship was destroyed. This room is designated on the map by an X.

- TECHNICAL -

Prom Stickers : SD

Main CPU : (2x) M6809 (@ 1.25 Mhz), Motorola M68705 (@ 1 Mhz)
Sound CPU : M6802 (@ 921.6 Khz)
Sound Chips : Discrete

Players : 2
Control : Double 8-way joysticks

- TRIVIA -

Space Dungeon was released in February 1982.

If you pass level 99, you get to level 0 and it says 'You're a hero on level zero'.

When you reach 990,000 points, every time you shoot an enemy you get a free man. Be careful, your free men get knocked to 0 after 255.

A Space Dungeon unit appears in the 1983 movie 'Joysticks'.

Developer messages are hidden in the ROM chip sd19:
DESIGNED AND PROGRAMMED BY REXFORD AYERS BATTENBERG FOR TAITO AMERICA CORP
STOLEN FROM THE GOOD BUDDY'S AT TAITO BY AN UNAUTHORIZED DO BADDER

- TIPS AND TRICKS -

* A Boring Score-grabbing Cheat : Lock yourself in a room by closing all the doors. The thief will appear (To close a door, go through it then back immediately - it may take more than once). Warning : this is a sure, but very slow, way to build points.

- STAFF -

Designed and programmed by: Rex Battenberg

- PORTS -

* Consoles : 
Atari 5200 [US] (1983) "Space Dungeon [Model CX5232]" 

* Handhelds : 
Sony PSP [EU] (October 6, 2006) "Taito Legends Power-Up [Model ULES-00473]" 
Sony PSP [AU] (November 9, 2006) "Taito Legends Power-Up [Model ULES-00473]" 
Sony PSP [US] (May 17, 2007) "Taito Legends Power-Up [Model ULUS-10208]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2526&o=2

$end


$a5200=spcedngn,
$bio

Space Dungeon (c) 1983 Atari, Incorporated.

As the Commander of the expedition, your goal is to score as many points as possible by collecting the treasures of the planet and by destroying the enemies who get in your way.

The space of the destroyed planet is divided into a series of antechambers, or connecting rooms -- the 'space dungeon' -- through which you travel on your search for these treasures. Some rooms are filled with treasure, some with enemies, some with both, and some with nothing but space itself.

You guide your ship through the doorways of each room, looking for treasure and destroying enemies with your laser cannon. You pick up treasure by flying directly over it. As you do, a distinct sound will signal you that the treasure has been automatically scooped up into your Treasure Box.

- TECHNICAL -

Model CX5232

- SCORING -

Iron Cross: 500
Copper Piece: 1000
Silver Star: 2000
Golden Fleece: 4000
Platinum Ark: 8000
Piker (ship): 100
Piker (shield): 10
Corner Zapper: 25
Deathsquare: 25
Thief: 50
Guard: 125
Executioner: 125
Enforcer: 250
Spore Case: 500

- TIPS AND TRICKS -

* There are a variety of strategies you can use -- some active, some passive. You can aggressively scour through space, fighting off enemies as you store treasure in the Treasure Box. Or you can isolate yourself in one of the rooms and blast to smithereens, all those enemies who dare approach.

* You can cash in the collected treasure without completing the entire level. Or you can try to visit all the rooms, collecting as much treasure as possible before you decide to cash in your treasure for points. Of course, you can use any combination of these strategies, as the circumstances of the moment dictate.

* In the beginning, try moving your ship around the rooms without shooting to get familiar with the maneuverability of the ship and its speed in relation to the enemies.

* Familiarize yourself with the eight different directions in which your ship can go and where your laser cannon can fire. This will help you from backing yourself in a corner or trying to shoot an enemy along an angle that will not touch it.

* When you exit a room, the doorway you pass through will 'glow' for a few seconds. This indicates that the doorway has become temporarily impenetrable, preventing you from immediately passing back through it.

* You can seal off portions of the wall by exiting a room, then returning to that room through a different doorway, while the doorway you exited is still 'glowing'.

* You never know what you'll see in the next room, but you can be sure that if it moves, it won't be friendly. SPACE DUNGEON, therefore, is one game where the "Shoot first and ask question later!" tradition of the Old West will sever you well. It is best to have your laser cannon firing in front of you as you enter a room; it will help clear a path for your ship as you navigate through the rooms. Laser fire will not penetrate nearby rooms.

* Although the Corner Zappers always fire at random intervals, there is a detectable pattern in any one shooting session. Sense the rhythm of the Corner Zappers and watch that you don't cruise right into the middle of their line of fire. If one Corner Zapper is left alive when you exit a room, the other three will spontaneously regenerate themselves to greet you if you decide to return.

* You can't kill a Thief. When you shoot him, he will drop any treasure that he might be carrying. He will also leave behind Guards who will try to prevent you from picking up the treasure he dropped when you caught him red-handed.

* For an interesting variation in game play, try playing SPACE DUNGEON with one person guiding the spaceship while another is operating the laser cannon.

- STAFF -

Programmers: Eric Knopp, Allen Merrell
Graphics: Alan Murphy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50088&o=2

$end


$n64=spacedyn,
$bio

Space Dynamites [Model NUS-NDKJ] (c) 1998 Vic Tokai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57975&o=2

$end


$info=spacecho,spacecho2,
$bio

Space Echo (c) 1981 Gayton Games.

A space shooter game.

The alien spaceships comes to planet earth, and the city invasion has been established, hurry up help and avoid the human abduction destroying, with the defense spaceship, all the hordes of aliens.

- TECHNICAL -

Main CPU : (2x) Zilog Z80 (@ 2.5 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.25 Mhz), SN76477 (@ 1.25 Mhz), DAC

Screen orientation : Vertical
Video resolution : 256 x 256 pixels
Screen refresh : 57.00 Hz
Palette colors : 8

Players : 2
Control : 2-way joystick
Buttons : 1

- TRIVIA -

This game is a bootleg of "Speak & Rescue".

- UPDATES -

Space Echo happens at a city instead of on a lunar landscape, the humans are in a building suspiciously like the Empire State Building (instead of another moon), and alien ships remaining are numbered underneath a big saucer instead of shown waiting for an attack.

- SCORING -

blue saucer : 50 points
red saucer : 100 points
Saucer with human : ??? points
Bonus at end of round : 100 points per human not captured

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2527&o=2

$end


$info=spacempr,
$bio

Space Empire (c) 1980 Unknown.

Bootleg of UniWar S. This version uses Moon Cresta's palette and removes all copyright.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32447&o=2

$end


$info=spcenctr,
$bio

Space Encounters (c) 1980 Midway.

A great space shoot'em up game, with a good pseudo-3D graphics effects. Navigate with your Defense Ship through the large corridors of the space station, destroy all the enemies and increase the speed to evade enemies and his remains.

- TECHNICAL -

Game ID : 645

Main CPU : Intel 8080 (@ 1.9968 Mhz)
Sound Chips : SN76477 (@ 1.9968 Mhz), Discrete circuitry

Players: 1
Control: stick
Buttons: 1

- TRIVIA -

Space Encounters was released in August 1980.

A Space Encounters unit appears in the 1982 movie 'Rocky III'.

- STAFF -

Designed and programmed by : Dave Needle

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2528&o=2

$end


$pcecd=spcfzone,
$bio

Space Fantasy Zone (c) 1991 NEC Avenue, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58390&o=2

$end


$info=spacefev,spacefevo2,spacefevo,
$bio

Space Fever (c) 1979 Nintendo.

The Earth is under attack from alien invaders. Shoot them out of the sky before they land. Space Fever is Nintendo's take on the "Space Invaders" franchise. The game is almost identical in terms of how it plays. The alien craft are arranged in rows and they slowly move left and right across the screen. When the row reaches the edge, the ships drop down a row and move in the opposite direction. As you shoot more enemies the speed will increase, as will the number of enemy bullets. You have four blocks above you that absorb the enemy shots until they are worn through, and being hit by an enemy shot will cost you a life. Sometimes a UFO will fly along the top of the screen and can be hit for Bonus points.

There are three different game modes for 1- or 2-player games :
Game A - There are two 'blocks' of aliens that move in opposite directions to each other.
Game B - The aliens move as one 'block', but they only appear one row at a time.
Game C - The same as "Space Invaders" - all the aliens move as one 'block' in the same direction.

- TECHNICAL -

Main CPU : Intel 8080 (@ 2.016 Mhz)
Sound CPU : I8035 (@ 400 Khz)
Sound Chips : DAC, SN76477 (@ 400 Khz)

Players : 2
Control : 2-way joystick
Buttons : 1

- TRIVIA -

Space Fever was released in June 1979.

- SCORING -

lower aliens : 10 points
middle aliens : 20 points
upper aliens : 30 points
UFOs : 50-300 points

- SERIES -

1. Space Fever (1979)
2. Space Fever High Splitter (1979)
3. Space Fever II (Nintendo Game Boy)

- STAFF -

Characters designed by: Shigeru Miyamoto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2529&o=2

$end


$info=highsplt,highsplta,highspltb,
$bio

Space Fever High Splitter (c) 1979 Nintendo.

Space Fever High Splitter is another of Nintendo's takes on the "Space Invaders" franchise, only with a twist : if you don't quite hit the alien in the middle, you'll split the alien in two, both of which you'll have to shoot. The alien crafts are arranged in rows and they slowly move left and right across the screen. When the row reaches the edge, the ships drop down a row and move in the opposite direction (one exception : see below). As you shoot more enemies the speed will increase, as will the number of enemy bullets. You have four blocks above you that absorb the enemy shots until they are worn through, and being hit by an enemy shot will cost you a life. Sometimes a UFO will fly along the top of the screen; hit it and you'll get points and a smaller alien, hit the smaller alien and get more points.

There are three different game modes for 1- or 2-player games :
Game A : aliens go down two, up one, down two, up one.
Game B : aliens show up in one up-and-down row, they add a row each time they reach the edge and turn around.
Game C : The same as "Space Invaders" - all the aliens move as one 'block' in the same direction.

- TECHNICAL -

Main CPU : Intel 8080 (@ 2.016 Mhz)
Sound CPU : I8035 (@ 400 Khz)
Sound Chips : DAC, SN76477 (@ 400 Khz)

Players : 2
Control : 2-way joystick
Buttons : 1

- TRIVIA -

Space Fever High Splitter was released in August 1979 in Japan.

Advertised as 'SF-Hisplitter'

- SCORING -

Lower big alien whole : 30 points
Lower small alien : 10 points
Middle big alien whole : 60 points
Middle small alien : 20 ponts
Upper big alien whole : 90 points
Upper small alien : 30 points
Big UFO : 50-300 points
Little UFO : 500 points

- TIPS AND TRICKS -

Try hitting the aliens in the middle, as hitting them on the side will split the aliens in two, giving you zero points in the process and adding to the number of shots you'll have to take to finish that round. You'll also earn more points for hitting the bigger aliens in the middle.

- SERIES -

1. Space Fever (1979)
2. Space Fever High Splitter (1979)
3. Space Fever II (Nintendo Game Boy)

- STAFF -

Characters designed by: Shigeru Miyamoto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4729&o=2

$end


$amigaocs_flop=spacefgt,
$bio

Space Fight (c) 1987 Softgang

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75046&o=2

$end


$bbca_cass,bbcb_cass=sfighter,
$bio

Space Fighter (c) 1982 Superior Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52404&o=2

$end


$fm7_cass=sfighter,
$bio

Space Fighter (c) 1982 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93796&o=2

$end


$info=spfghmk2,spfghmk22,
$bio

Space Fighter Mark II (c) 1979 Data East.

- TRIVIA -

Released in March 1979 in Japan.

- SERIES -

1. Space Fighter (1978)
2. Space Fighter Mark II (1979)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4252&o=2

$end


$svision=spcfghtr,
$bio

Space Fighter [Model SV10017] (c) 1992 Bon Treasure

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95474&o=2

$end


$info=spacefbg,
$bio

Space Firebird [Upright model] (c) 1980 Gremlin.

Space Firebird is a one or two player game in which players are attacked from all sides by highly maneuverable Firebirds. Players can move space ship left or right and shoot a rapid-fire laser at attacking Firebirds. A special Warp Mode allows the space ship to escape danger and fire at the flock of aliens.

FIREBIRDS
The space Firebirds are a unique set of adversaries. There are three different birds, the Emperor, Eagle and Gull, which fly together in complex looping formations, firing and attacking from all directions. The player must keep track of the laser hits because each bird has a different resistance level to hits. The fearless Emperor is destroyed by four hits, the Eagle with two hits and the soaring Gull with one hit. The Eagle also has a deadly bomb which is launched at the space ship. Extra points are scored by hitting the bomb before it explodes. The bomb when hit, scatters into deadly shrapnel. To avoid the flying shrapnel, the bomb must be hit from directly underneath.

SPACE SHIP
The space ship can be moved right or left to evade attacking Firebirds. Depressing the fire button enables the space ship to shoot its laser at approaching Firebirds. Players receive 3 (adjustable) space ships per play.

WARP MODE
Activate warp mode to escape impeding danger or to strike out at approaching birds. There is only warp mode per space ship. When activated, the space ship is launched into space with a force field around it that deflects enemy fire. In warp mode, Firebirds can be eliminated by ramming into them or by firing at close range.

If all Firebirds are destroyed, the player moves into a new battle sequence that increases in difficulty. One new space ship is awarded for a score of 5,000 (adjustable) points. Game ends when all space ships are destroyed.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 4 Mhz)
Sound CPU : I8035 (@ 400 Khz)
Sound Chips : DAC

Screen orientation : Vertical
Video resolution : 232 x 264 pixels
Screen refresh : 60.00 Hz
Palette colors : 36

Players : 2
Control : 2-way joystick
Buttons : 2

- TRIVIA -

Released in October 1980.

Default high score table (Gremlin version only) :
1. 4930 BAI
2. 4750 DDC
3. 4390 BNI
4. 4310 OAN
5. 4020 HDG
6. 3800 FIO
7. 3770 ANH
8. 3520 DDF
9. 3110 DDP
10. 2980 DMA

The Nintendo version has all default high scores set to zero with no initials, while the bootlegs don't show a high score table at all during the attract mode.

- SCORING -

Emperor : 100 points
Eagle : 50 points
Gull : 20 points
Bomb : 50 to 200 points

Each battle consists of 50 Firebirds and 1,000 bonus points are awarded if all are destroyed.

- STAFF -

Characters designed by: Shigeru Miyamoto
Sound effects by: Hirokazu Tanaka

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2530&o=2

$end


$info=spacefb,spacefbe,spacefba,spacefbe2,
$bio

Space Firebird (c) 1980 Nintendo.

Space Firebird is a one or two player game in which players are attacked from all sides by highly maneuverable Firebirds. Players can move space ship left or right and shoot a rapid-fire laser at attacking Firebirds. A special Warp Mode allows the space ship to escape danger and fire at the flock of aliens.

FIREBIRDS
The space Firebirds are a unique set of adversaries. There are three different birds, the Emperor, Eagle and Gull, which fly together in complex looping formations, firing and attacking from all directions. The player must keep track of the laser hits because each bird has a different resistance level to hits. The fearless Emperor is destroyed by four hits, the Eagle with two hits and the soaring Gull with one hit. The Eagle also has a deadly bomb which is launched at the space ship. Extra points are scored by hitting the bomb before it explodes. The bomb when hit, scatters into deadly shrapnel. To avoid the flying shrapnel, the bomb must be hit from directly underneath.

SPACE SHIP
The space ship can be moved right or left to evade attacking Firebirds. Depressing the fire button enables the space ship to shoot its laser at approaching Firebirds. Players receive 3 (adjustable) space ships per play.

WARP MODE
Activate warp mode to escape impeding danger or to strike out at approaching birds. There is only warp mode per space ship. When activated, the space ship is launched into space with a force field around it that deflects enemy fire. In warp mode, Firebirds can be eliminated by ramming into them or by firing at close range.

If all Firebirds are destroyed, the player moves into a new battle sequence that increases in difficulty. One new space ship is awarded for a score of 5,000 (adjustable) points. Game ends when all space ships are destroyed.

- TECHNICAL -

[Upright model]

Main CPU : Zilog Z80 (@ 4 Mhz)
Sound CPU : I8035 (@ 400 Khz)
Sound Chips : DAC

Players : 2
Control : 2-way joystick
Buttons : 2

- TRIVIA -

Space Firebird was released in July 1980.

Licensed releases:
Space Firebird (Gremlin)
Space Demon (Fortrek)

Known pirates:
Space Bird (Karateco)
Fire Bird (René Pierre)

- SCORING -

Emperor : 100 points
Eagle : 50 points
Gull : 20 points
Bomb : 50 to 200 points

Each battle consists of 50 Firebirds and 1,000 bonus points are awarded if all are destroyed.

- STAFF -

Characters designed by: Shigeru Miyamoto
Sound effects by: Hirokazu Tanaka

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=26887&o=2

$end


$snes=spacefoo,
$bio

Space Football - One on One (c) 1992 Triffix

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63568&o=2

$end


$info=spcforce,spcforc2,
$bio

Space Force (c) 1980 Venture Line.

- TECHNICAL -

Main CPU : 8085A (@ 4 Mhz)
Sound CPU : I8035 (@ 768 Khz)
Sound Chips : (3x) Texas Instruments SN76496 (@ 2 Mhz)

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 8

Players : 2
Control : 2-way joystick
Buttons : 2

- TRIVIA -

This game is also known as "Meteoroids".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2531&o=2

$end


$advision=spacefrc,
$bio

Space Force (c) 1982 Entex Industries, Incorporated.

- TECHNICAL -

Game ID: 6078

- TRIVIA -

Known bug: If you die while there are a lot of asteroids on the screen, the game will wait for a clearing that will most likely never occur.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49227&o=2

$end


$info=spacefrt,spaceftr,
$bio

Space Fortress (c) 1981 Century Electronics.

- TECHNICAL -

Main CPU : S2650 (@ 894.886 Khz)
Sound CPU : S2650 (@ 894.886 Khz)
Sound Chips : (2x) DAC (@ 894.886 Khz), TMS5110 (@ 640 Khz)

Screen orientation : Vertical
Video resolution : 248 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 16

Players : 2
Control : 2-way joystick
Buttons : 2

- PORTS -

* Consoles :
Bally Astrocade

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2532&o=2

$end


$astrocde=spacefrt,spacefrtp,
$bio

Space Fortress (c) 1981 Astrocade, Inc.

- TECHNICAL -

Model 2012]

- TRIVIA -

Released as part of the "Action/Skill Series".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86837&o=2

$end


$megadriv=spacebob,
$bio

Space Funky B.O.B. (c) 1993 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56879&o=2

$end


$snes=spacebob,
$bio

Space Funky B.O.B. (c) 1993 Electronic Arts Victor.

Japanese release. Game developed in USA. For more information about the game itself, please see the original USA entry release; "B.O.B. [Model SNS-B4-USA]".

- TECHNICAL -

Game ID: SHVC-B4

- TRIVIA -

Released on December 22, 1993 in Japan for 8900 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62215&o=2

$end


$info=spacfury,spacfurya,spacfuryb,
$bio

Space Fury (c) 1981 Sega.

This game is a rather simple alien blasting shoot-em-up. It uses almost industry standard vector controls, which are four buttons, Left Rotate, Right Rotate, Thrust, and Fire. You begin the game in the center of four strange looking shapes. These shapes are both level selects and upgrades. Run into one of them and it will add itself to your ship, and then you get to do the level associated with it. Each level is different mainly because you have wildly different shot patterns on each one. But all of them are the same when it comes to your objective. What you have to do is blast all the spaceship parts before they can form into dangerous enemy spaceships. Blast them all, and you get to select a new level and watch a little interlude where the alien taunts you with his evil computer voice.

PLAY INSTRUCTIONS : 
1. Enemy ships will be formed by four craft coming together.
2. Only complete enemy ships can launch fireballs.
3. Partial enemy ships will try to ram the player ship.
4. Between rounds the player ship can dock for more firepower.
5. To dock destroy enemy fleet before reinforcements arrive.

- TECHNICAL -

Sega G80 vector system

Main CPU : Zilog Z80 (@ 4 Mhz), I8035 (@ 208 Khz)
Sound Chips : Discrete circuitry, SP0250 (@ 3.12 Mhz)

Screen orientation : Horizontal
Video resolution : 224 x 256 pixels
Screen refresh : 40.00 Hz
Palette colors : 256

Players : 2
Buttons : 4 (LEFT, RIGHT, THRUST, FIRE)

- TRIVIA -

Space Fury was released in July 1981 and was the first color vector graphic games. The most notable thing about that hardware platform is that the monitors would often catch on fire. You could lower the chance of this game catching fire by installing a monitor cooling fan and removing the back door.

Space Fury shipped in the Sega 'convert-a-cab', which was an attractive, but hopelessly generic arcade cabinet with woodgrain sides, and no sideart. Lots of different games came in this cabinet, it wasn't just for Space Fury. The rest of the decorations on this game looked rather amateur. The alien head and logo displayed on the marquee could have easily come out of any 8th grade art class.

Quotes :
* Attract mode :
"Is there no warrior mightier than I?"
"Does anyone dare challenge my imperial fleet?"
* Gameplay :
"So, a creature for my amusement. Prepare for battle!"
"So, you defeated my scouts. Well, my cruisers will destroy you."
"You are starting to annoy me, creature. My destroyers will annihilate you."
"You survived! Warships! Dispose of this annoyance at once."
"Well done. Prepare to battle my entire fleet!"

A sample of the synthesized taunt, 'Prepare for battle!', was used by musical group The Crüxshadows in their song 'Winterborn'.

- SCORING -

Scoring in this game is kind of hard since the way points are calculated is based on how many segments an alien fighter has. It is also based on what level you are on in the game. After level four, the scores remain at the level four amounts.

LEVEL 1
Alien Segment : 10 points
Incomplete Alien : 40 points
Complete Alien : 20 points
Fireball : 30 points

LEVEL 2
Alien Segment : 20 points
Incomplete Alien : 80 points
Complete Alien : 40 points
Fireball : 60 points

LEVEL 3
Alien Segment : 30 points
Incomplete Alien : 150 points
Complete Alien : 80 points
Fireball : 100 points

LEVEL 4
Alien Segment : 40 points
Incomplete Alien : 300 points
Complete Alien : 150 points
Fireball : 200 points

In addition, you get a docking bonus when you connect to your shell. This bonus is whatever you had left out of 5,000 points when you started the level.

- TIPS AND TRICKS -

* When you start the game, your fighter will be in the middle of the screen. Alien segments will start from the sides and head toward each other to form up. If you have ever played "Asteroids", this game works in a similar manner with the way the thrust works. If you haven't, learn how to tap versus hold down your thrust. This will give you better control over your fighter.

* You will have a maximum of 50 seconds to complete a level. Your goal, though, is to complete it in less time. The faster you take out the aliens, the higher your bonus will be when you get to the docking bonus area.

* Learn the characteristics of the alien spaceships :
a) Only complete alien spaceships can shoot fireballs. These fireballs do not track your fighter so you can either destroy them or move out of their way.
b) Incomplete alien spaceships will attempt to ram your fighter. They do track so you must destroy them before they destroy you.

* All things can 'wrap-around' the screen. This means anything exiting the screen from one of the edges will reappear at the opposite edge. Keep this in mind when you are being pursued and/or fired upon.  This also holds true when you are firing.

* After level four, the aliens will be a mix of the four levels you already went through. The action will be faster paced and you won't be able to sit still or you make yourself an easy target.

* After you complete a level (until level four), you will be given the chance to dock your fighter with a shell. This shell is an upgrade to your weapons system. You will have anywhere from 3 to 11 seconds to successfully dock :
1) Docking is real easy, just turn and thrust at the right and left shells or thrust into the top shell.
2) The shells capabilities are (from left to right) :
a) The left shell is dark blue. It fires two shots in addition to the one shot the regular fighter fires.
b) The top shell is green. It fires one shot from each side of your fighter.
c) The right shell is light blue. It fires two shots behind your fighter (in addition to your one shot in front).
3) After you successfully dock, you collect the remaining bonus.

* To avoid the headache of too many things trying to get you, try to shoot the alien segments before they form up. This will prevent them from becoming complete and launching fireballs at you.

* The incomplete alien spaceships are the most dangerous since they track your fighter.

* The best shell to have is the dark blue one since it will be easier to take out targets in front of you then behind you. To make sure you end up with the dark blue shell, pick out the other two on the first two levels.

* In the early levels, try to go for the bonus since the alien spaceships aren't worth many points. When the pace picks up in the later levels, you will accumulate more points for the aliens. Plus, you probably will never see the bonus because all of your time will be spent defending against the alien attacks.

- PORTS -

* Consoles :
Colecovision [AU] (1983)
Colecovision [US] (1983) "Space Fury [Model 2415]" 

* Handhelds : 
Sony PSP [US] (November 16, 2006) as an unlockable extra in "Sega Genesis Collection [Model ULUS-10192]" 
Sony PSP [EU] (February 2, 2007) as an unlockable extra in "Sega Mega Drive Collection [Model ULES-00556]" 
Sony PSP [AU] (February 8, 2007) as an unlockable extra in "Sega Mega Drive Collection [Model ULES-00556]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2533&o=2

$end


$coleco=spacfury,spacfurya,
$bio

Space Fury (c) 1983 Coleco Industries, Incorporated.

- TECHNICAL -

Model 2415

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53352&o=2

$end


$info=spcgambl,
$bio

Space Gambler (c) 1978 Playmatic.

- TRIVIA -

Is probably the first Solid State game by Playmatic.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=6063&o=2

$end


$spc1000_cass=spacegng,
$bio

Space Gang (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83549&o=2

$end


$info=spaceg,
$bio

Space Guerrilla (c) 1979 Omori Electric.

An old and challenging space shoot'em up.

Your city is under attack! the alien invasion has begun army forces have equipped you with the last anti-aircraft tank in the mission to defend the city and avoid his destruction and stop the enemy expancion, you must eliminate all aliens spaceships but your task will not be easy because as you progress through the level, the enemy attack pattern varies and some spaceships employ a kamikaze attack, the Accuracy and his expertise like soldier will be tested. Good Luck!

- TECHNICAL -

Main CPU : Zilog Z80 (@ 2.5 Mhz)

Players : 2
Control : 8-way Joystick
Buttons : 1

- TRIVIA -

Space Guerrilla was released in October 1979.

- SCORING -

Red UFO : 10 points
Dark blue UFO : 20 points
Green UFO : 30 points
Pink UFO : 40 points
Orange UFO : Mystery points
Clearly blue UFO : 1000 points

- SERIES -

1. Space Guerrilla (1979)
2. Super Space Guerrilla (1980)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3894&o=2

$end


$info=spacegun,spacegunj,spacegunu,
$bio

Space Gun (c) 1990 Taito Corp.

As a member of a special Search And Rescue unit. you (and an optional friend) are told to investigate an S.O.S. distress signal that was sent from a space station. what you don't know is that a group of vicious aliens have taken the colonists hostage. luckily for you, you're armed with a plasma pulse gun and four sets of grenades that are quite special (aside from the common grenade that explodes, some will freeze, incinerate, and even slice and dice the aliens).

- TECHNICAL -

Taito Z System hardware
Prom Stickers : C57

Main CPU : (2x) Motorola 68000
Sound Chips : Yamaha YM2610

Players : 2
Control : lightgun
Buttons : 3

- TRIVIA -

Space Gun was released in October 1990

Zuntata Records released a limited-edition soundtrack album for this game (Zuntata History L'ab-normal 1st - ZTTL-0038) on April 1, 1999.

A Space Gun unit appears in the 1994 French movie 'La Vengeance d'une Blonde'.

- TIPS AND TRICKS -

* Using Bombs, each Bomb has a specific effect.
1) Fire: Aliens will burn.
2) Bomb: Aliens will explode.
3) Sword: Aliens will be cut.
4) Freeze: Aliens will be frozen.

* Harder mode: If you stay at as low health as possible, the difficulty will be harder. And if you reach the time out, a powerful Alien will appear.

* Good Ending: Your cockpit should not be destroyed in last stage.

- STAFF -

Producers : Yuji Iwasaki, Atsuchi Taniguchi
Software : Yuji Iwasaki, Shinji Soyano, T. Nakamura, Hikaru Taniguchi, Kazutomo Ishida, Takashi Ishii
Sound (Zuntata) : Norihiro Furukawa (Wiz Master AKD.), Naoto Yagishita
Monster designers : T. Sekipon, H. Katochin, Atsuchi Taniguchi, V.A.P
Designers : Hiroyasu Nagai, A. Nomura, V.A.P, Peacock
Mechanical engineers : I. Yamada, Y. Tsuriya, T. Tsurumi
Hardware : M. Yamaguchi, K. Mimura, Y. Shibuya
Characters : T. Sekipon, H. Katochin, Atsuchi Taniguchi, H. Kuzirai, T. Matsumoto, Nobuhiro Hiramatsu, Yukiwo Ishikawa (Yukio Abe), V.A.P, Peacock

- PORTS -

* Consoles :
Sega Master System [EU] (1992) "Space Gun [Model 9010]" 
Microsoft XBOX [EU] (October 14, 2005) "Taito Legends" 
Sony PlayStation 2 [EU] (October 14, 2005) "Taito Legends [Model SLES-53438]" 
Microsoft XBOX [US] (October 25, 2005) "Taito Legends" 
Sony PlayStation 2 [US] (October 25, 2005) "Taito Legends [Model SLUS-21122]" 
Sony PlayStation 2 [KO] (July 18, 2006) "Taito Legends [Model SLKA-15056]" 
Sony PlayStation 2 [JP] (January 25, 2007) "Taito Memories II Joukan [Model SLPM-66649]" 

* Computers :
Sinclair ZX Spectrum [EU] (1992)
Commodore C64 [EU] (1992)
Amstrad CPC [EU] (1992)
Commodore Amiga [EU] (1992)
Atari ST [EU] (1992)
PC [MS Windows, CD-ROM] [EU] (October 14, 2005) "Taito Legends" 
PC [MS Windows, CD-ROM] [US] (November 10, 2005) "Taito Legends"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2534&o=2

$end


$c64_cart,c64_flop=spacegun,
$bio

Space Gun (c) 1992 Ocean

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53707&o=2

$end


$amigaocs_flop=spacegun,
$bio

Space Gun (c) 1992 Ocean Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75047&o=2

$end


$sms=spacegun,
$bio

Space Gun (c) 1992 Sega Enterprises, Limited.

- TECHNICAL -

Cartridge ID: 9010

- TRIVIA -

Reviews:
[FR] October 1992 - Consoles+ No. 13: 40/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56186&o=2

$end


$info=sharrier,sharrier1,
$bio

Space Harrier (c) 1985 Sega.

Space Harrier is a sprite-scaling 3D shoot-em-up set in the 'Fantasy Zone'; a surreal world composed of abstract structures and a checkerboard landscape. The game's enemies are as abstract as its setting; with creatures including prehistoric Mammoths, alien pods, giant mushrooms and, at the end of most stages, a huge, fireball-spitting Chinese Dragon.

The player's on-screen counterpart carries a portable jetpack under his arm which allows him to fly. The player can also run along the ground to avoid overhead structures and enemies.

In addition to its flight capability, the jetpack is also equipped with a laser, used to destroy both the game's many enemies as well as some (but not all) obstructions, such as the trees and floating rocks on the first stage.

Space Harrier has a total of 18 stages, each with a boss fight at the end. Three exceptions are the bonus stages (5th and 12th) and the 18th stage, which is a 'boss rush' featuring some of the bosses encountered up to that point.

- TECHNICAL -

[1] [Sit-Down model]

[2] [Rolling model]

[3] [Upright model]

Players : 1
Control : stick
Buttons : 3 (FIRE, FIRE, FIRE)

- TRIVIA -

Space Harrier was released in October 1985 in Japan.

The pioneer 3-D shooting game realized by a high speed 3-D processing. The first full-color CG graphics in Japan and a beautiful BGM supported by a FM sound system that gave a great impact to the arcade scene in 1985.

Sountracks:
[JP] Dec. ??, 1987 - Sega Taikan Game Special [28XA-198]
[JP] Oct. 17, 1997 - Yu-Suzuki produce Hang-On / Space Harrier [MJCAX-00001]

Library:
[JP] Jan. 10, 1989 - Space Harrier - White Dragon no Yuusha [Bouken Game Book]

- TIPS AND TRICKS -

There's an Easter egg which causes a credit from Yu Suzuki, as well as a build date, to appear on the screen. To trigger this text, at the start of a stage (before the stage name disappears), press Shot-3 six times, Start eight times, then Shot-3 again. Note that any misstep in this sequence will reset the whole process.

- SERIES -

1. Space Harrier (1985)
2. Space Harrier 3D [Model G-1349] (1988, Sega Mark III)
3. Space Harrier II [Model G-4002] (1988, Sega Mega Drive)
4. Space Harrier - Return to the Fantasy Zone (1989, Commodore Amiga)
5. Planet Harriers (2001)

- STAFF -

Designed by: Yu Suzuki (YU.)
From highscore table: (KAN), (KAW), Satoshi Mifune (BIN), (TUD), (NAG), (ASO)
Music by: Hiroshi Miyauchi

- PORTS -

* Consoles :
Sega Mark III [JP] (December 21, 1986) "Space Harrier [Model G-1310]"
Sega Master System [US] (1987) "Space Harrier [Model 7001]" 
Sega Master System [EU] (August 1987) "Space Harrier [Model 7080]" 
NEC PC-Engine [JP] (December 9, 1988) "Space Harrier [Model H67G-1002]"
Nintendo Famicom [JP] (January 6, 1989) "Space Harrier [Model TFC-SO]" 
NEC TurboGrafx-16 [US] (1990) "Space Harrier [Model TGX040025]" 
Sega Genesis 32X [US] (1994) "Space Harrier [Model 84505]"
Sega Mega Drive 32X (1994) "Space Harrier [Model 84505-50]"
Sega Super 32X [JP] (December 3, 1994) "Space Harrier [Model GM-4005]"
Sega Saturn [JP] (July 19, 1996) "Space Harrier [Sega Ages] [Model GS-9108]"
Sega Saturn [JP] (July 19, 1996) "Space Harrier [Limited Special Set] [Model GS-9111]"
Sega Dreamcast [JP] (December 20, 2001) "Yu Suzuki Game Works Vol.1 [Model ASP001]"
Sony PlayStation 2 [JP] (September 25, 2003) "Space Harrier [Sega Ages 2500 Vol.4] [Model SLPM-62384]"
Sony PlayStation 2 [JP] (October 27, 2005) "Space Harrier II - Space Harrier Complete Collection [Sega Ages 2500 Vol.20] [Model SLPM-62691]"
Nintendo Wii [Virtual Console Arcade] [JP] [March 26, 2009) 
Nintendo Wii [Virtual Console Arcade] [EU] (May 29, 2009) 
Nintendo Wii [Virtual Console Arcade] [US] (June 15, 2009) 
Microsoft XBOX 360 [US] (February 10, 2009) as an unlockable extra in "Sonic's Ultimate Genesis Collection [Model 60834]" 
Sony PlayStation 3 [KO] (February 10, 2009) as an unlockable extra in "Sonic's Ultimate Genesis Collection" by SCEI
Sony PlayStation 3 [US] (February 10, 2009) as an unlockable extra in "Sonic's Ultimate Genesis Collection [Model BLUS-30259]" 
Microsoft XBOX 360 [EU] (February 20, 2009) as an unlockable extra in "SEGA Mega Drive Ultimate Collection [Model 384-40210]" 
Sony PlayStation 3 [EU] [AU] (February 20, 2009) as an unlockable extra in "SEGA Mega Drive Ultimate Collection [Model BLES-00475]" 
Microsoft XBOX 360 [AU] (February 26, 2009) as an unlockable extra in "Sega Mega Drive Ultimate Collection" 

* Handhelds : 
Sega Game Gear [JP] (December 28, 1991) "Space Harrier [Model G-3212]"
Sega Game Gear [US] [EU] (1991) "Space Harrier [Model 2314]" 
Nintendo 3DS [eShop] [JP] (December 26, 2012) "3D Space Harrier [Model CTR-JSHJ-JPN]" 
Nintendo 3DS [eShop] [US] (November 28, 2013) "3D Space Harrier [Model CTR-JSHE-USA]" 
Nintendo 3DS [eShop] [EU] (November 28, 2013) "3D Space Harrier [Model CTR-JSHP-EUR]" 
Nintendo 3DS [eShop] [AU] (November 28, 2013) "3D Space Harrier [Model CTR-JSHP-AUS]" 

* Computers :
Amstrad CPC [EU] (1986) "Space Harrier [Disc]"
Amstrad CPC [EU] (1986) "Space Harrier [Cassette]"
Sharp X68000 [JP] (September 1987) "Space Harrier [Model DP-3205003]"
Commodore C64 [US] [EU] (1987)
Fujitsu FM-7 [JP] (1987)
Fujitsu FM-77AV [JP] (1987)
Sinclair ZX Spectrum [EU] (1987)
Atari ST [US] [EU] (1988)
Commodore Amiga [US] [EU] (1989)
PC [MS-DOS, 5.25"] [US] (1989)
NEC PC 8801 [JP]
Sharp X1 [JP]

* Others :
Tiger Handheld LCD Game [US] (19??)
Mobile phones [US] (2002)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2535&o=2

$end


$cpc_cass=sharrier,
$bio

Space Harrier (c) 1986 Elite Systems, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99240&o=2

$end


$pc8801_flop=sharrier,sharriera,
$bio

Space Harrier (c) 1987 Dempa Shinbunsha [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92947&o=2

$end


$x1_flop=sharrier,sharriera,
$bio

Space Harrier (c) 1988 Dempa Shinbunsha [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86124&o=2

$end


$amigaocs_flop=sharlld,
$bio

Space Harrier + Live and Let Die [The Story so Far Vol. 3] (c) 1989 Elite

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75048&o=2

$end


$amigaocs_flop=sharrier,
$bio

Space Harrier - Return to the Fantasy Zone (c) 1989 Elite.

- SERIES -

1. Space Harrier (1985)
2. Space Harrier 3D [Model G-1349] (1988, Sega Mark III)
3. Space Harrier II [Model G-4002] (1988, Sega Mega Drive)
4. Space Harrier - Return to the Fantasy Zone (1989, Commodore Amiga)
5. Planet Harriers (2001)

- STAFF -

Coder: Richard Frankish
Graphics: Michael Sportouch

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48312&o=2

$end


$sms=sharr3d,
$bio

Space Harrier 3D (c) 1988 Sega Enterprises, Limited.

American cartridge. For more information about the game itself, please see the Japanese version entry; "Space Harrier 3D [Model G-1349]".

- TECHNICAL -

[Model 8004]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48308&o=2

$end


$sms=sharr3dj,
$bio

Space Harrier 3D (c) 1988 Sega Enterprises, Limited.

- TECHNICAL -

Game ID: G-1349

- TRIVIA -

Space Harrier 3D for Mark III was released on February 29, 1998 in Japan.

- SERIES -

1. Space Harrier (1985)
2. Space Harrier 3D [Model G-1349] (1988, Sega Mark III)
3. Space Harrier II [Model G-4002] (1988, Sega Mega Drive)
4. Space Harrier - Return to the Fantasy Zone (1989, Commodore Amiga)
5. Planet Harriers (2001)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48307&o=2

$end


$megadriv=sharrieru,
$bio

Space Harrier II (c) 1989 Sega of America, Incorporated.

North American release. Game developed in Japan. For more information about the game, please see the original Janapese release entry; "Space Harrier II [Model G-4002]".

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [US] (December 18, 2006) [Model MAIE] 

* Computers : 
Commodore C64 [US] (1989)
PC [Steam] [US] (June 1, 2010) "Space Harrier II [Model 34279]" : both stand-alone and as part of "Sega Genesis Classics Pack 1" 
PC [MS Windows, DVD-ROM] [US] (March 15, 2011) "Sega Genesis Classic Collection - Gold Edition" 
PC [Steam] [US] (March 25, 2011) "SEGA Genesis Classics Collection" 

* Others :
Apple Store [US] (July 22, 2010) "Space Harrier II [Model 382277388]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48311&o=2

$end


$megadriv=sharrier,
$bio

Space Harrier II (c) 1989 Sega Enterprises, Limited.

European release. Game developed in Japan. For more information about the game, please see the original Janapese release entry; "Space Harrier II [Model G-4002]".

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [EU] (December 8, 2006) [Model MAIP] 

* Computers :
Commodore C64 [EU] (1989)
Commodore Amiga [EU] (1990)
Amstrad CPC [EU] (1990)
Sinclair ZX Spectrum [EU] (1990) by Grandslam Entertainment. Also released in 1991 as Budget editions by MCM and Unique.
PC [MS Windows, CD-ROM] [EU] (September 3, 2010) "Sega Mega Drive Classics Collection Vol. 1" 
PC [Steam] [EU] (June 1, 2010) both stand-alone and as part of "Sega Mega Drive Classics Pack 1" 
PC [MS Windows, DVD-ROM] [EU] (March 18, 2011) "Sega Mega Drive Classic Collection - Gold Edition" 
PC [Steam] [EU] (March 25, 2011) "SEGA Mega Drive Classics Collection" 

* Others :
Arcade [Sega Mega-Tech] [EU] (1989) "Space Harrier II [Mega-Tech 02]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56880&o=2

$end


$cpc_cass=sharrie2,
$bio

Space Harrier II (c) 1989 Grandslam Ent., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99242&o=2

$end


$amigaocs_flop=sharrie2,
$bio

Space Harrier II (c) 1990 Grandslam

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75049&o=2

$end


$info=mt_shar2,
$bio

Space Harrier II (c) 1989 Sega.

- TECHNICAL -

Runs on the "Mega-Tech System" hardware.
Cartridge ID: 610-0239-02

- TRIVIA -

For more information about the game, please see the original Japanese Sega Mega Drive entry; "Space Harrier II [Model G-4002]".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2366&o=2

$end


$megadriv=sharrierj,
$bio

Space Harrier II (c) 1988 Sega Enterprises, Limited.

- TECHNICAL -

Game ID: G-4002

- TRIVIA -

Space Harrier II for Mega Drive was released on October 29, 1988 in Japan.

- TIPS AND TRICKS -

* Sound Test And Some Options : At the title screen hold Right+A to access a mode selection screen that includes a sound test, difficulty setting, an option to turn rapid fire on or off and an option to use normal or inverted directional control.

- SERIES -

1. Space Harrier (1985)
2. Space Harrier 3D [Model G-1349] (1988, Sega Mark III)
3. Space Harrier II [Model G-4002] (1988, Sega Mega Drive)
4. Space Harrier - Return to the Fantasy Zone (1989, Commodore Amiga)
5. Planet Harriers (2001)

- STAFF -

Director : Kotaro Hayashida (Ossale Kohta)
Lead Programmer : Yamaichi
Assistant / Monster Programmer : Ore
Program Coordinator : Yamaichi
Monster Design : Stresteles, Taro Shizouka
Graphic Coordinator : Stresteles
Game Tester : Akinori Nishiyama (Works Nishi)
Music Composer : Tokuhiko Uwabo (Bo)
Sound Programming : Tokuhiko Uwabo (Bo), Navy

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [JP] (December 2, 2006) [Model MAIJ] 
Sony PlayStation 2 [JP] (October 27, 2005) Space Harrier II - Space Harrier Complete Collection [Sega Ages 2500 Vol.20] [Model SLPM-62691]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48310&o=2

$end


$sms=sharrieru,
$bio

Space Harrier (c) 1987 Sega of America, Incorporated.

North American release. Game developed in Japan. For more information on the game itself, please see the Japanese release entry; "Space Harrier [Model G-1310]".

- TECHNICAL -

[Model 7001]

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [US] (November 3, 2008)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93971&o=2

$end


$sms=sharrier,
$bio

Space Harrier (c) 1987 Sega Enterprises, Limited.

European release. Game developed in Japan. For more information on the game itself, please see the Japanese release entry; "Space Harrier [Model G-1310]".

- TECHNICAL -

Game ID: 7080

- TRIVIA -

Space Harrier for Sega Master System was released in August 1987 in Europe.

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [EU] (October 17, 2008)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56187&o=2

$end


$32x=sharrier,
$bio

Space Harrier (c) 1995 Sega Enterprises, Limited.

European release. Game developed in Japan. For more information on the game itself, please see the original Japanese release entry; "Space Harrier [Model GM-4005]".

- TECHNICAL -

Game ID: 84505-50

- TRIVIA -

Space Harrier for Sega Genesis 32X was released in 1994 (exact date unknown) in Europe.

Reviews:
[FR] March 1995, Consoles + N.41: 70/100

- STAFF -

Export version packaging art by: Marc Ericksen

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93972&o=2

$end


$32x=sharrieru,
$bio

Space Harrier (c) 1995 Sega Enterprises, Limited.

North American release. Game developed in Japan. For more information on the game itself, please see the original Japanese release entry; "Space Harrier [Model GM-4005]".

- TECHNICAL -

Game ID: 84505

- TRIVIA -

Space Harrier for Sega Genesis 32X was released in 1994 (exact date unknown) in North America.

- STAFF -

Export version packaging art by: Marc Ericksen

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93973&o=2

$end


$x68k_flop=sharrier,
$bio

Space Harrier (c) 1987 Micomsoft.

- TECHNICAL -

[Model DP-3205003]

- TRIVIA -

Space Harrier for X68000 was released in September 1987 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48247&o=2

$end


$fm77av=sharrier,
$bio

Space Harrier [Model DP-3301213] (c) 1987 Dempa Shinbunsha [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93864&o=2

$end


$sms=sharrierj,
$bio

Space Harrier (c) 1986 Sega Enterprises, Limited.

Creating Space Harrier for the Mark III was very ambitiou, but they did a somewhat decent job with the port. A feature you'll find in this version that isn't in the arcade version is a song called 'Lovers'. It's played during the story scroll (let the game go on it's own and the story will come up after a few demos).

- TECHNICAL -

Game ID: G-1310

- TRIVIA -

Space Harrier for Mark III was released on December 21, 1986 in Japan.

This version is the first Space Harrier ever created for one of Sega's own home console machines.

- TIPS AND TRICKS -

Bonus Level Secret: In round 5 (the first bonus stage), hitting less than three things will make a jet fly across the screen after you jump off Uriah. It flies by very fast, but if you can shoot it, you'll be rewarded with 10,000,000 points.

* Continue: To continue from where you left off, press up, up, down, down, left, right, left, right, down, up, down, up on the Game Over screen.

* Sound Test: At the title screen, press right, left, down, up.

* Option Screen: In the sound test, play songs 7, 4, 3, 7, 4, 8, and then 1 to exit. This will take you to an option screen where you can change the difficulty of the game, reverse the controls, and turn Space Harrier into a jet.

* Enter ERI for your initials in all seven top scores and the following message appears:

Wornderful Fantastic
You, Smart guy
Please send us your thoughts to this game. We'll answer a letter with something to the first ten persons.
So, forgive us, if your letter is out of ten, we can't reply to yours.
By the way, can you see why you can find this message?
Sega Enterprises LTD.
R,D No.4 Space Harrier
1,2,12 Haneda, OTA KU
Tokyo, Japan 144

- STAFF -

Directed by: Berial Mut 743
Produced by: Nitta Tai Yuji
Screenplay by: Nitta Tai Yuji, Berial Mut 743, Tamo, Koshihikari
Story by: Berial Mut 743
Editor: Tamo, Koshihikari
Art Director: Fuuuuuk
Art Designer: Mayu, Col Khadafy, Matilda Yoko, Sukeban Tamun, 3712 SK
Music Arranger: Bo
Proposed by: Nitta Tai Yuji
Special Thanks: Arcade Unit, Yu, Cota, Hiro, Bin Chan, Chisuke, Eiro, Pideshi, Kan, Shy Guy Aso, Sant

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [JP] (July 23, 2008)
Sony PlayStation 2 [JP] (October 27, 2005) "Space Harrier II - Space Harrier Complete Collection [Sega Ages 2500 Vol.20] [Model SLPM-62691]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48246&o=2

$end


$gamegear=sharrier,
$bio

Space Harrier (c) 1991 Sega Enterprises, Limited.

Not surprisingly, Sega decided to release a version of Space Harrier for their new (at the time) portable called the Game Gear. The game is VERY similar to the Mark III version. The music is almost identical. Most of the enemies were changed for this version though. They're still similar to their Mark III counterparts, but small things were added such as tubes, moss, changed colors. Some monsters where changed completely, such as the one eyed mammoths.

- TECHNICAL -

[JP] Game ID: G-3212
[US] Game ID: 2314
[JP] Package ID: 671-1398
[US] Package ID: 671-1652

- TRIVIA -

Space Harrier for Game Gear was released on December 28, 1991 in Japan. It was also released in 1991 (exact date unknown) in North America and Europe.

- TIPS AND TRICKS -

* Passwords list:
Stage 02: EAGF
Stage 03: CHFA
Stage 05: DGBC
Stage 06: HBGA
Stage 07: FBHE
Stage 09: BFCH
Stage 10: HGDA
Stage 11: AGEC

* Special Codes:
Turn on the console holding the following buttons to get the corresponding effect
Easier Game: hold Button [2] while turning on your Game Gear.
Harder Game: hold Button [1] while turning on your Game Gear.
Double lives : hold Button [UP]

- PORTS -

* Consoles : 
Sony PlayStation 2 [JP] (October 27, 2005) "Space Harrier II - Space Harrier Complete Collection [Sega Ages 2500 Vol.20] [Model SLPM-62691]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48250&o=2

$end


$32x=sharrierj,
$bio

Space Harrier (c) 1994 Sega Enterprises, Limited.

- TECHNICAL -

Game ID: GM-4005

- TRIVIA -

Space Harrier for Super 32X was released on December 3, 1994 in Japan.

- STAFF -

Reprogrammed by: Rutubo Games

Programmer and Planner: M. Hashimoto, S. Mukaigashira, K. Tsuneyoshi, T. Matsushima, M. Mishima
Thanks: Y. Kenji, T. Maeda

Special Thanks: M. Shigeta, H. Aso, O. Sato, Y. Ohoka, S. Yonekura, H. Lee, Kotaro Hayashida (K. Hayashida)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48251&o=2

$end


$pce=sharrier,
$bio

Space Harrier (c) 1988 NEC Avenue, Limited.

Space Harrier is a 3D/forward shooter developed by Dempa and published by Nec Avenue, and conversion of Sega's popular arcade game. The peaceful world of Dragon Land is under attack by swarms of evil creatures. A fighter with extraordinary powers decides to challenge the invaders, and to save the doomed planet and its inhabitants. Space Harrier features eighteen levels and a fairly simple gameplay mechanics - the players takes control of a warrior armed with a large laser-cannon who can run on the ground or fly across the screen. However, the game is played from a 3D perspective and the player must dodge trees, pillars and enemy bullets while flying at considerable speeds through the strange landscapes of Dragon Land. Space Harrier relies on split second reflexes, and although obstacles can be destroyed in the first stage, most of them can't be later in the game, and the player must constantly move around the screen while shooting at countless enemies in order to stay alive. Two bonus levels are also scattered throughout the game, in which the player rides a large floating dragon and must smash into elements of the background in order to score as many points as possible.

- TECHNICAL -

HuCARD ID: H67G-1002
HuCARD Size: 4 Mbits.

- TRIVIA -

Space Harrier For PC-Engine was released on December 9, 1988 in Japan for 6700 Yen.

Known export release : 
[US] "Space Harrier [Model TGX040025]" 

The arcade game Space Harrier was originally released by Sega in 1985. It should come as no surprise that this PC-Engine conversion of Space Harrier shows various differences with the original and blazing fast arcade game. The most obvious difference is the checkerboard pattern that was replaced here by horizontal lines. Then sprites are far smaller than the arcade, but it was most certainly the optimal trade off to create a game that runs surprisingly close to arcade speed. Finally, Space Harrier was technically the first 4 Mbits Hucard game ever released, and is apparently the only Hucard game not compatible with the SuperGrafx system (there is however a mode switch at the back of the console to turn it back into PC-Engine mode).

- STAFF -

Main Programmer: T. Kurebayashi
Music Driver: Perfect Senoko
Music Editor: Nazo1 Ken Ken
Sound Effector: Rom Writer Nasu
Graphic Coding: T. Matsushima, T. Kurebayashi
Test Player: K. Tsuchida, A. Yamashita
Special Thanks To: Daddy Naniwa, T. Tabeta

Executive Producer: Shigenobu Nanbu (Nec Avenue)
Producer: Daddy Naniwa (Dempa), Toshio Tabeta (Nec Avenue)

- PORTS -

* Consoles : 
Sony PlayStation 2 [JP] (October 27, 2005) "Space Harrier II - Space Harrier Complete Collection [Sega Ages 2500 Vol.20] [Model SLPM-62691]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48248&o=2

$end


$nes=sharrier,
$bio

Space Harrier (c) 1989 Takara Company, Limited.

Space Harrier is a 3D/forward shooter by Takara and conversion of Sega's popular arcade game originally released in 1985. The game takes place in the fictional world of Dragon Land, where an evil force and his army have appeared and seek for the total annihilation of the land and its inhabitants. The player takes control of a warrior armed with a large laser-cannon, ready to take on the swarming invaders. The interesting device also doubles as a rocket-pack, giving the player the ability to float around the screen and to fly at blazing speeds through the different zones of the Dragon Land. Unlike most of the shooters released at the time, Space Harrier uses 3D effects based on sprite scaling, and the player constantly moves forward on a set track. Space Harrier features eighteen levels, all filled with all kind of flying enemies, from bug-like creatures to winged insects, robot-mechas, formations of flying jets and massive dragons. Finally, two bonus stages are also scattered throughout the game and give the player the ability to ride the dragon Uriah, and to destroy elements of the background for extra points.

- TECHNICAL -

Game ID: TFC-SO

- TRIVIA -

Space Harrier for the Famicom was released on January 06, 1989 in Japan for 5500 Yen.

Takara is somewhat known for doing a lot SNK ports for the Super Famicom, Mega Drive, and a few other systems. The music is kind of cool because basically it's the Famicom version of Mark III music, meaning it sounds the same, yet different. The movement of everything in the game is really smooth, but the fire button doesn't always want to work for some reason. Basically it's a Famicom port of the Mark III version without the voices.

- TIPS AND TRICKS -

* Continue: To continue from where you left off, press up, up, down, down, left, right, left, right, down, down, up, up on the Game Over screen.

* Sound Test: At the title screen, press right, left, down, up.

* Option Screen: In the sound test, play songs 7, 4, 3, 7, 4, 8, and then 1 to exit. This will take you to an option screen where you can change the difficulty of the game, reverse the controls, and turn Space Harrier into a jet.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48249&o=2

$end


$tg16=sharrier,
$bio

Space Harrier (c) 1990 NEC Home Electronics, Ltd.

North American release. Game developed in Japan. For more information on the game itself, please see the original Japanese release entry; "Space Harrier [Model H67G-1002]".

- TECHNICAL -

HuCARD ID: TGX040025

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84353&o=2

$end


$saturn,sat_cart=sharrier,
$bio

Space Harrier (c) 1996 Sega Enterprises, Limited.

- TECHNICAL -

[Model GS-9108]
[Sega Ages]

- TRIVIA -

Space Harrier for Saturn was released on July 19, 1996 in Japan.

- TIPS AND TRICKS -

* Arcade Mode: To make the game revert to arcade mode wait for the title screen, then press A, C + Start on Controller Two.

* Diagnostics Screen: You can access the arcade diagnostics screens by holding X, Y, Z and Start in controller one. There you can change difficulty etc. Only works when the game has been switched to arcade mode.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=19574&o=2

$end


$intv=spacehwk,
$bio

Space Hawk (c) 1981 Mattel Electronics.

THE SITUATION: Imagine a hunter, alone in Deep Space. You control his movements. He's armed with a 'gas blaster'. His prime target is the white Space Hawk. If a Hawk, deadly gas bubbles, comets or amoebas touch the hunter, he tumbles into infinity! There are just three ways to escape: move out fast under backpack rocket power, shoot away the danger, or go into HYPERSPACE! The longer the game goes on, the more exciting it becomes, so... GET THE HAWK!

OBJECT OF THE GAME: Play against the computer, and go for a big Peak Score by hitting the targets many more times than you are hit yourself. Shoot a Hawk 3 times for big scores; hit bubbles and comets for added points. Get extra hunters when your peak score rises to higher levels. Use HYPERSPACE to escape from hopeless situations. OR, play varieties of the game with a friend to team up for high scores or have 'sabotage contests!'.

- TECHNICAL -

Model 5136

CONTROLS:
[1] AUTO FIRE
[2] SINGLE SHOT
[4] DRIVE MODE: DRIFT
[5] DRIVE MODE: DIRECT
[7] AIMING: SMOOTH
[8] AIMING: QUICK
[9] HYPERSPACE
[Clear] SCORE -- Freeze Action/Score Readout
Upper Side Keys: FIRE RAY GUN
Lower Side Keys: ROCKET THRUST

- SCORING -

You start the game with 500 points. You score goes up or down according to this system:
When your score is displayed, the number in the lower right corner is the current scoring "multiple." It increases at higher score levels, and determines how often you can get an extra hunter.
1x: 0 - 999 points, new hunter each 1,000 pts
2x: 1,000 - 4,999 pts, new hunter every 1,000 pts
3x: 5,000 - 19,999 pts, new hunter every 1,000 pts
4x: 20,000 - 49,999 pts, new hunter every 2,000 pts
5x: 50,000 - 199,999 pts, new hunter every 5,000 pts
6x: 200,000 & up, new hunter every 5,000 pts

YOUR SCORE GOES UP WHEN YOU SHOOT...
BUBBLE 20pts
DOUBLE-BIG BUBBLE 40pts
BIG HAWK, HIT THREE TIMES 200pts
COMET 100pts
SMALL HAWK, HIT THREE TIMES 800pts
RAINBOW BUBBLE 50pts

Score is multiplied by current scoring multiple (1x, 2x, 3x, etc.).

- TIPS AND TRICKS -

* Comets only appear above 10,000 points.

* Rainbow Bubbles only appear above 100,000 points. They constantly change color, and ricochet your shots in random directions. CAN BE DESTROYED ONLY IF YOU SHOOT THEM WHILE THEY ARE GREEN.

* AMOEBAS: Appear as pulsating gray blobs which chase the hunter. YOU CAN'T STOP AMOEBAS by shooting them! Move away or use HYPERSPACE. Little amoebas appear over 40,00 points; big ones, over 200,000 points.

- STAFF -

Design & Program: Bill Fisher, John Sohl
Graphics & Sound: Bill Fisher

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60955&o=2

$end


$bbca_cass,bbcb_cass=sphawks,
$bio

Space Hawks (c) 1982 Computer Concepts

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52405&o=2

$end


$info=spacehaw,
$bio

Space Hawks (c) 1986 Nuova Bell Games.

- TRIVIA -

250 units were produced.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=9625&o=2

$end


$cpc_cass=spacehwk,
$bio

Space Hawks [Model SOFT 177] (c) 1984 Amsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99244&o=2

$end


$gba=spacehex,
$bio

Space Hexcite - Maetel Legend EX [Model AGB-AJSJ-JPN] (c) 2001 Jorudan Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73234&o=2

$end


$bbca_cass,bbcb_cass=sphiway,
$bio

Space Hi-way (c) 19?? Amcom

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52406&o=2

$end


$amigaocs_flop=spchulk,
$bio

Space Hulk (c) 1993 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75050&o=2

$end


$pc98=spchulk,
$bio

Space Hulk (c) 1995 Starcraft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90704&o=2

$end


$saturn,sat_cart=spchulk,
$bio

Space Hulk - Vengeance of the Blood Angels (c) 1995 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60415&o=2

$end


$saturn,sat_cart=spchulku,
$bio

Space Hulk - Vengeance of the Blood Angels (c) 1996 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60161&o=2

$end


$nes=spacehnt,
$bio

Space Hunter (c) 1986 Kemco

Space Hunter is an action game by Namco. In the year 2199 AD and after a devastating nuclear war, all of humanity relies upon cyborgs and robots to survive. But a group of cyborgs is now leading a revolt against their masters and the Earth is under extremely heavy bombardment from space. A 16 years old female cyborg named Altiana is sent to eradicate the threat - she is on a mission to explore six maze-like planets and to defeat their ferocious guardians one by one in order to unlock and access the final and seventh level, the enemy space-fortress. All six planets can be accessed from the beginning of the game and each one is made up of a large grid of inter-connected screens. Along the way, Altiana has to avoid various obstacle and enemies but also explore mysterious underground shrines - although most of them reward the player with new weapons or special items (such as Health cells which extend Altiana's maximum health), one of them leads to the guardian's lair. Once the guardian is defeated, the planet's self-destruct mechanism activates and the cyborg has a finite amount of time to escape before the place goes to oblivion. Altiana is equipped with a jetpack-type device which enables her to fly around each visited areas. She is also armed with 2-way bombs, her primary defense system which can also be used to reveal hidden items and doors. More weapons can be collected along the way such as the laser beam, light-saber or boomerang-laser as well as Shield Crystals. Unlike bombs, these new weapons drain her power-energy, which she must recharge continuously by collecting moon shaped items left behind by defeated enemies (Star shaped icons are also there for the taking and refill her health). Although all six planets can be played in any order, special items need to be acquired first in order to explore some of the latter worlds (for instance, Altiana has to retrieve the swimming gears before diving in the ocean planet) - and failing to collect them can greatly compromise the success of her entire mission. Finally, the player's progress can be saved at anytime by writing down the password constantly displayed in the status screen.

- TECHNICAL -

Game ID: KSC-HT

- TRIVIA -

Space Hunter wa released on September 25, 1986 in Japan for 4900 Yen.

The game was never released outside Japan.

- STAFF -

Programmer: Sue, Shina, Kari, Sea, Fumi2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54638&o=2

$end


$info=spaceint,spaceintj,
$bio

Space Intruder (c) 1980 Shoei.

Space Invader's clone.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 2 Mhz)

Screen orientation : Vertical
Video resolution : 240 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 8

Players : 2
Control : 2-way joystick
Buttons : 1

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2536&o=2

$end


$a7800=spaceinv,spaceinvu,
$bio

Space Invader (c) 2008 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50180&o=2

$end


$info=einvaderc,
$bio

Space Invader (c) 1981 Entex Industries, Inc.

- TECHNICAL -

Game ID: COP444

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95290&o=2

$end


$info=einvader,
$bio

Space Invader (c) 1980 Entex Industries, Inc.

- TECHNICAL -

Game ID: TMS1100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94352&o=2

$end


$info=sitv,sicv,sisv,sisv2,spacealt,sitv1,sisv1,sisv3,
$bio

Space Invaders (c) 1978 Taito.

Space Invaders is quite simply the most influential video-game of all time. A single player moves an armed 'laser base' left or right along the bottom of the screen and shoots the endless waves of aliens marching relentlessly down the screen towards earth.

There are four buildings (shields) at the bottom of the screen that the player can hide behind, but these will eventually be destroyed by either enemy missiles or by direct contact with the invaders themselves. The player's shots will also destroy the shields.

The aliens' descent quickens as they are eliminated, making them harder to hit. A flying saucer will fly across the top of the screen at regular intervals and can be shot to earn extra points.

- TECHNICAL -

Main CPU : Intel 8080 (@ 1.9968 Mhz)
Sound Chips : SN76477 (@ 1.9968 Mhz)

Players : 2

Control : 2-way Joystick
Buttons : 1 (FIRE)

- TRIVIA -

Space Invaders was released in July 1978 in Japan. It was also available as a cocktail model. In Japan, the cocktail version is known as "T.T Space Invaders".

The development of Space Invaders only took three months, but developing the programming environment alone took almost six months.

Space Invaders was so popular in Japan that it caused a yen shortage and more coins had to be minted. Many regular produce and goods stores in Japan removed their products and converted into Space Invaders parlors overnight, complete with giant speakers broadcasting the 'thump-thump-thump' of the marching invaders. A true classic in every sense of the word.

As one of the earliest shoot'em ups, Space Invaders set precedents and helped pave the way for future titles and for the shoot'en up genre. Space Invaders popularized a more interactive style of gameplay with the enemies responding to the player controlled cannon's movement, and was the first video game to popularize the concept of achieving a high score, being the first to save the player's score. While earlier shooting games allowed the player to shoot at targets, Space Invaders was the first in which targets could fire back at the player. It was also the first game where players were given multiple lives, had to repel hordes of enemies, could take cover from enemy fire, and use destructible barriers, in addition to being the first game to use a continuous background soundtrack, with four simple diatonic descending bass notes repeating in a loop, which was dynamic and changed pace during stages, like a heartbeat sound that increases pace as enemies approached.

Space Invaders contains the first attract mode with a sense of humor. It would first display 'PLAY SPACE INVADERS' with the 'Y' in 'PLAY' upside-down, and an invader would come along taking the offending upside-down 'Y' and carrying it off the screen, and then coming back with the 'Y' right side up and putting it back in place. The invader would then disappear from the screen. The attract mode would also display 'INSERT CCOIN' and an invader would come along and bomb the offending extra 'C'.

There are exactly 55 invaders per screen and exactly 11 different in-game sounds.

Space Invaders was the first arcade game to work its way out of seedy arcades and into pizza parlors and ice cream shops.

An upright unit of the Taito release of Space Invaders appears in the Nazareth music video 'Holiday'.

Export (Licensed) releases:
"Space Invaders [Upright model] [No. 739]"
"Space Invaders [Cocktail Table model] [No. 775]"

- UPDATES -

Clone "CV Version" uses the same color monitor and color generator board as "Space Invaders Part II", where anything not black will turn red during the explosion of the player's laser base once the player has been hit by enemy fire (during actual gameplay only, not during attract mode).

- SCORING -

Large Invader : 10 points.
Medium Invader : 20 points.
Small Invader : 30 points.
UFO : 50 to 300 points.

- TIPS AND TRICKS -

* When you start the game, your laser base will be in the bottom left corner of the screen, below the buildings. Your goal is to blast the invaders into dust. Keep in mind that once the invaders make it to either the right or left edge of the screen, they will drop down a row and head in the opposite direction. You should plan your strategy to prevent them from making it to an edge.

* A good strategy is to start blasting out the columns on the opposite edge of movement. This is if the invaders are moving right, they start blasting out the leftmost columns first. This way, their return trip is longer and you have more time to deal with them.

* Do not attempt to hit the invaders dead center. They fire their laser bombs from dead center and your shots will collide, wasting your shot and letting them move closer to an edge.

* Speaking of shots, you can only have one shot out at a time so make it count.

* Use your buildings to your advantage. 'Peek' around buildings to get shots and blast a hole in the middle of your buildings to give you protection while you knock out columns of invaders. Keep in mind, this protection will only last about two columns before the invaders blow open a hole wide enough to destroy your laser base.

* Every other wave of invaders starts one row lower. Eventually, the waves will start one row above your buildings. Be prepared to do some fast shooting to keep them from getting any lower because once they reach your level, the game is over.

* When you are down to taking out the last invader on a wave, that invader will zip across the screen. The strange thing is that the invader travels faster going left to right than going right to left. Keep this in mind when trying to shoot it.

* The mystery saucer (or UFO) will appear at random times. If you have a good shot at it, try to hit it. Don't go out of your way, however, to go after it; it isn't worth the risk or time wasted.

* The Hidden Message Trick : To get the hidden message, you must do the following :
1) When the demo starts, you need to press the following keys at the same time on the machine :  LEFT, RIGHT, FIRE, 1P START, 2P START.
2) Continue to press these keys rapidly as fast as you can.
3) If you are successful, the message ('TAITO CORP') will appear under the high score.

* Shot Counting Trick : To get 300 every time you hit the mystery saucer. It is named the 'Furrer Trick' named after Eric Furrer who perfected it. To do this trick, perform the following :
1) Once the new level begins, start counting the shots from your base.
2) When you have fired 22 shots, stop shooting and wait for the mystery saucer.
3) Use the 23rd shot to blast the mystery saucer.
4) After this, start counting shots again, this time count only to 14.
5) Use the 15th shot to hit the mystery saucer.
6) Continue using the 14 shot rule until the level is finished.
7) At the next wave, start with the 22 shot rule, then use the 14 shot rule to finish that wave.
8) Remember, all shots count regardless of hits or misses.

* Eric Furrer writes : Here's a variant of the Counting Trick that most people don't know and it's the exact trick I used to play that darn game for 36 hours over 20 years ago. The shot count trick works great for level 1,2,3 but you can't use 22-14-14 counts for mystery ships on the 4th wave because the invaders are too low. If you wait around for the ship after 22-14, then the invaders will be down too quick and you will surely die. Most players at this point do a 22 count and abandon the remaining 14 counts and just clear the board. This slows point accumulation.
 
My solution is simple and the shot count works in progressions as well : On the 4th wave count 22, wait, and clobber the 300. Now instead of counting 14, shoot the 29 invaders in the bottom rows and get the ship. Now the invaders are high enough to do two more 14's.

Here's the grid for rolling the machine's score in about 6 minutes by the forth wave using 29. Otherwise, you'd have to wait until the 5th wave. Seems minor, but it saves 30 seconds per roll, which could mean a 30 minute lead against a good player on a head to head speed match, a difference of about 50,000 points!
 
1st wave - 22, 14, 14, 14, 14, 14 (bonus = 3000 + 990 = 3990 first wave) 
2nd wave - 22, 14, 14, 14 (bonus = 1200 + 990 = 2190 total score now = 6180) 
3rd wave - 22, 14, 14, 14 (bonus = 1200 + 990 = 2190 total score now = 8370) 
4th wave - 22, 29, 14 (bonus = 900 + 990 = 1890 total score now = 0260 or 10260) (if you counted 22, 14, you couldn't get the 3rd 14 without severe risk of death row) 
5th wave - 22, 29, 14 (same as 4th wave)
6th wave - 22, 14 
7th wave - 22 14 
8th wave - 22 
9th wave - 22
 
Then back to the first wave!!

- SERIES -

1. Space Invaders (1978, ARC)
2. Space Invaders Part II (1979, ARC)
3. Return of the Invaders (1985, ARC)
4. Majestic Twelve - The Space Invaders Part IV (1990, ARC)
5. Space Invaders DX (1994, ARC)
6. Akkanvader (1995, ARC)
7. Space Invaders Virtual Collection (1995, Virtual Boy)
8. Space Invaders X (2000, PS)
9. Space Invaders Anniversary (2003, ARC)
10. Space Invaders DS (2005, DS)
11. Space Invaders - Galaxy Beat (2005, PSP)
12. Space Invaders Extreme (2008, DS/PSP)
13. Space Invaders Extreme 2 (2009, DS)

- STAFF -

Designed & programmed by : Tomohiro Nishikado

- PORTS -

NOTE: For ports released outside Japan, please see the Midway upright model entry.

* Consoles :
Atari 2600 [JP] (1983)
Sega SG-1000 [JP] (1985) "Space Invaders [Model G-1045]" 
Nintendo Famicom [JP] (April 17, 1985) "Space Invaders [Model 01 TF-4500]" 
Nintendo Virtual Boy [JP] (December 1, 1995) "Space Invaders - Virtual Collection [Model VUE-VSPJ-JPN]" 
Bandai WonderSwan [JP] (1999) 
Sony PlayStation 2 [JP] (July 28, 2005) "Taito Memories Joukan [Model SLPM-66057]" : Color version
Sony PlayStation 2 [JP] (August 25, 2005) "Taito Memories Gekan [Model SLPM-66092]" 

Handhelds : 
Sony PSP [JP] (May 12, 2005) "Space Invaders Pocket [Model ULJM-05015]" 

* Computers :
MSX [JP] (1985)
X68000 [JP] (1989)
NEC PC-9801 [JP] (1992)

* Others :
VFD handheld game [JP] (19??) by Gakken

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2537&o=2

$end


$info=invaderl,
$bio

Space Invaders (c) 1978 Logitec Company, Limited.

A bootleg version of the original.

- TECHNICAL -

This bootleg of "Space Invaders" has a color monitor. While most of the screen remains B&W, the green is actually generated by the PCB (Printed Circuit Board) and although it looks very much like an overlay it's not. Back then this pirated PCB, because of it's design and minimal memory room on the PCB, (remember we are talking old technology), the game was very complex for it's time. It used an old 8080 processor which unlike the Z80 processor, it had its limitations. When this game was first designed it was originally going to be released as a B&W game and not color. The green is done by taking a segment out of the video processing area of the PCB and pulling it down with a bipolar prom to generate the affect. There are actually 2 video lines on this pcb - 1 for B&W and the other for sync and color.

- TRIVIA -

Logitec Co., ltd. was one of the sub-company of Taito. During the famous 'Invader Boom', Logitec made their own version. But Logitec doesn't have copyright. Then, Logitec and Taito relation was end. Logitec developed 'Pro-Golf', but this video game was a flop (mainly because Data East produced a game with the same name). So, Logitec became a Hard Disk manufacturer and Hard Disk recover Company.

This bootleg version is also available in a cocktail model, known by the same title as the original Taito Corp. Japan cocktail model (complete with "T.T" prefix).

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=19514&o=2

$end


$a800=spaceinv,
$bio

Space Invaders (c) 1980 Atari, Inc. [Sunnyvale, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86693&o=2

$end


$bbca_cass,bbcb_cass=spaceinv,
$bio

Space Invaders (c) 1982 Bug Byte

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52407&o=2

$end


$nes=spaceinvh,
$bio

Space Invaders (c) 1987 FMG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69315&o=2

$end


$x68k_flop=sinv,
$bio

Space Invaders (c) 1989 Tiny-Tomo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88623&o=2

$end


$info=invadrmr,
$bio

Space Invaders (c) 198? Model Racing.

An Italian bootleg version of the original.

- TRIVIA -

This version of Space Invaders appears in the 1980 music video 'Holiday' by Nazareth.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=19513&o=2

$end


$info=invadersem,
$bio

Space Invaders (c) 198? Electromar.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51057&o=2

$end


$spc1000_cass=spaceinv,spaceinva,
$bio

Space Invaders (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83550&o=2

$end


$pc98=spaceinv,spaceinva,
$bio

Space Invaders (c) 1992 Wiz.

- TRIVIA -

Released on January 31, 1992 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48488&o=2

$end


$info=j6spcinv,
$bio

Space Invaders (c) 199? Crystal Leisure.

- TECHNICAL -

Impact

- TRIVIA -

Based on the video game of the same name.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15280&o=2

$end


$info=spcinv95,spcinv95u,
$bio

Space Invaders '95 - The Attack of Lunar Loonies (c) 1995 Taito.

A remake of the classic invading aliens shoot'em up game that features interesting enemies and a wide variety of characters to choose from.

- TECHNICAL -

Runs on the "Taito F3 System" Hardware.

Prom Stickers : E06 

Players : 4 
Control : 8-way joystick 
Buttons : 1 (FIRE)

- TRIVIA -

Space Invaders '95 was released in June 1995. 

This game is known in Japan as "Akkanvader" (translates from Japanese as 'Rogue-vader'). 

The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to 'AAA'.

- UPDATES -

US version has the "Winners Don't Use Drugs" screen.

- TIPS AND TRICKS -

* INSTRUCTIONS:
- Choose your craft. 
- Move your ship left and right and press the Fire button to shoot the invaders. Destroy all the invaders on the screen to complete a level.
- If the invaders reach the bottom of the screen or you are hit by an enemy invader, you will lose a life. 
- Hold down the Fire button to charge-up and fire a stronger missile. 
- Shoot UFOs to get special items. 

* ITEMS LIST:
Rapid Fire: Enables rapid fire
Bowling Ball: The ball eliminates all invaders in its way
Bomb: Destroys multiple invaders
Time Stop: Freezes all invaders temporarily

* CRAFT TYPES

Teke-Teke
Pilots: Dan & Mayumi
Charge Shot: A powerful shot that destroys multiple invaders in a column.

Toilet 
Pilots: Ben-Ben & Pen-Pen
Charge Shot: A germ attack that destroys multiple invaders.

Bucket / Corrugated Carton 
Pilots: Harry & Nancy
Charge Shot: Guided missiles - steer them by moving the left thumbstick.

Name: Amulet 
Pilots: Sayo-Chan & Miyo-Chan
Charge Shot: An explosive amulet that destroys multiple invaders. 

Silver Hawk 
Pilots: Cride & Bonny
Charge Shot: Rapidly fires 4 shots.

- SERIES -

1. Space Invaders (1978, ARC)
2. Space Invaders Deluxe (1979, ARC)
3. Space Invaders II (1980, ARC)
4. Return of the Invaders (1985, ARC)
5. Super Space Invaders '91 (1990, ARC)
6. Space Invaders DX (1994, ARC)
7. Space Invaders '95 - Attack of the Lunar Loonies (1995, ARC)
8. Space Invaders (1999, PS)
9. Space Invaders 25th Silver Anniversary (2003, ARC)
10. Space Invaders Revolution (2005, DS)
11. Space Invaders Evolution (2005, PSP)
12. Space Invaders Extreme (2008, DS/PSP)
13. Space Invaders Extreme 2 (2009, DS)

- STAFF -

Planners : Seiji Kawakami, Nobuhiro Hiramatsu, Shinichi Arai
Character designers : Seiji Kawakami, Nobuhiro Hiramatsu, Shinichi Arai, Hiroyo Kujirai, Sy??Nakajima, Kasayama Pamio, Hiroto Nizato, Shin Tanaka, Terumi Ogihara, V.A.P, Peacock
Software engineers : Kazutomo Ishida, Hirotaka Fukakawa, K??Kato, Masashi Tsuzura, Takashi Ishii, Yasutaka Hayashi, Shinji Soyano, Tabby Software Magic, Hiroshi Aoki, Kouji Tsunekiyo
Sound director : Kazuko Umino (karu)
Decoration designer : Kumi Mizobe
Hardware engineer : Takeshi Kinugasa

- PORTS -

* Consoles : 
Sony PlayStation 2 [AU] (March 30, 2006) "Taito Legends 2 [Model SLES-53852]" 
Microsoft XBOX [EU] (March 31, 2006) "Taito Legends 2" 
Sony PlayStation 2 [EU] (March 31, 2006) "Taito Legends 2 [Model SLES-53852]" 
Sony PlayStation 2 [US] (May 16, 2007) "Taito Legends 2 [Model SLUS-21349]" 

* Computers : 
PC [MS Windows, CD-ROM] [EU] (March 31, 2006) "Taito Legends 2" 
PC [MS Windows, CD-ROM] [US] (July 10, 2007) "Taito Legends 2"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2538&o=2

$end


$pce=spaceinv,
$bio

??????????? ???? (c) 1990 Taito Corp.
(Space Invaders - Fukkatsu no Hi)

Space Invaders Fukkatsu no Hi is a shooter by Taito and based on the arcade game Space Invaders. Fukkatsu no Hi translates as 'The day of resurrection', and this edition of the game includes two versions of Taito's seminal classic. The first one is a straight port of the old school Space Invaders originally released in 1978, where the player controls a cannon located at the bottom of the screen and tries to stop a formation of descending alien invaders. The second game is called Space Invaders Plus and features updated graphics, sounds and gameplay heavily borrowed from Majestic Twelve. Just like with the original game, the player controls a AIT-50 cannon (or AIF-73CA spaceship later in the game) located at the bottom of the screen and must take down waves of alien invaders. But this version adds a few little extras into the mix - alien mother ships now occasionally drop temporary power-ups (extra lives, shields, homing missiles, shower bombs, time freeze and so forth). Each area in the game features graphical variations, such as a large variety of alien invaders and backgrounds. The cannon is also equipped with shields and can absorb several hits before being knocked out.

- TECHNICAL -

HuCARD ID: TP02008
HuCARD Size: 2 Mbits.

- TRIVIA -

Released on March 02, 1990 in Japan for 5900 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58729&o=2

$end


$pcecd=spaceinv,
$bio

Space Invaders - The Original Game (c) 1995 NEC Avenue, Limited.

- TECHNICAL -

Game ID: NAPR-1050

- TRIVIA -

Space Invaders - The Original Game for PC-Engine CD was released on July 28, 1995 in Japan.

- PORTS -

* Consoles :
Nintendo Wii [Virtual Console] [JP] (March 3, 2009)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58391&o=2

$end


$snes=spaceinvj,
$bio

Space Invaders - The Original Game (c) 1994 Taito Corp.

Taito's all time classic and its wave of descending aliens is back for the Super Famicom system. Does Space Invaders still need a presentation ?.. Here we go. A fleet of alien invaders moves across the screen and slowly descends towards Earth, with their now popular continuous beeps slowly frying your brain. If one of them lands on the ground, then it is game over. The player controls a gun at the bottom of the screen and his mission is to stop the invasion. To make this task a bit easier, the player can hide underneath destructible shields. The game offered here is the original arcade game, including the black and white version, but also the colored-layer and the upright edition with the moon backdrop. However, a two-player battle mode has been added where two opponents can compete against each other in a split screen battle.

- TECHNICAL -

Cartridge ID: SHVC-IC

- TRIVIA -

Space Invaders - The Original Game for Super Famicom was released on March 25, 1994 in Japan for 4980 yen.

It was then re-released on December 1, 1997 as a Nintendo Power edition.

Taito most probably released this version to commemorate the 15th anniversary of the game originally released in 1978.

This game is basically the Super Famicom conversion of the arcade title "Space Invaders DX" without the "Parody Game" mode.

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [JP] (September 16, 2008)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62216&o=2

$end


$snes=spaceinvu,
$bio

Space Invaders - The Original Game (c) 1997 Nintendo Company, Limited.

North American release. For more information about the game itself, please see the Japanese version entry; "Space Invaders - The Original Game [Model SHVC-IC]".

- TECHNICAL -

Model SNS-IC-USA

- TRIVIA -

Space Invaders - The Original Game for the Super NES was released in November 1997 in North America.

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [US] (November 17, 2008)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63570&o=2

$end


$snes=spaceinv,
$bio

Space Invaders - The Original Game (c) 1997 Nintendo Company, Limited.

European release. For more information about the game itself, please see the Japanese version entry; "Space Invaders - The Original Game [Model SHVC-IC]".

- TECHNICAL -

Model SNS-IC-EUR

- PORTS -

* Consoles :
Nintendo Wii [Virtual Console] [EU] (November 28, 2008)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63569&o=2

$end


$vboy=spaceinv,
$bio

Space Invaders - Virtual Collection (c) 1995 Taito Corporation.

Features 2D and 3D versions of the original "Space Invaders" and "Space Invaders Part II".

- TECHNICAL -

Cartridge ID: VUE-VSPJ-JPN
Package ID: VUE-P-VSPJ(JPN)

- TRIVIA -

Released on December 1, 1995 in Japan only.

Reviews:
[JP] Famitsu (December 1995): 15/40
[JP] VB Guide: 23.5/100

- STAFF -

CG Design: Ryosuke Hayase (R. Hayase)
Design: Toshiki Sakai (T. Sakai)
Sound: Fumito Tamayama (F. Tamayama)
Front Man: K. Furukawa
E. Producer: K. Nakamura
Planner: T. Tazima
Programmer: Tatsuya Kitasawa (T. Kitasawa), T. Sasaki
Producer: Yuji Koga (Y. Koga)
Original: Tomohiro Nishikado (T. Nisikado)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82378&o=2

$end


$info=invqix,
$bio

Space Invaders 25th Silver Anniversary (c) 2003 Taito Corp.

This game includes the original "Space Invaders" (color version) and "Qix".

- TRIVIA -

Space Invaders 25th Silver Anniversary was released in October 2003.

- SERIES -

1. Space Invaders (1978, ARC)
2. Space Invaders Deluxe (1979, ARC)
3. Space Invaders II (1980, ARC)
4. Return of the Invaders (1985, ARC)
5. Super Space Invaders '91 (1990, ARC)
6. Space Invaders DX (1994, ARC)
7. Space Invaders '95 - Attack of the Lunar Loonies (1995, ARC)
8. Space Invaders (1999, PS)
9. Space Invaders 25th Silver Anniversary (2003, ARC)
10. Space Invaders Revolution (2005, DS)
11. Space Invaders Evolution (2005, PSP)
12. Space Invaders Extreme (2008, DS/PSP)
13. Space Invaders Extreme 2 (2009, DS)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48771&o=2

$end


$megadriv=sinv90,
$bio

Space Invaders 90 (c) 1990 Taito Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56881&o=2

$end


$megadriv=sinv91,
$bio

Space Invaders 91 (c) 1991 Taito Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57405&o=2

$end


$info=sianniv,
$bio

Space Invaders Anniversary (c) 2003 Taito Corp.

This nice compilation contains :
T.T Space Invaders [Cellophane version]
T.T Space Invaders [Color version]
T.T Space Invaders [Monochrome version]
Space Invaders [Upright version]
Space Invaders Part II [Upright version]
Space Invaders 3D [Basic Version]
Space Invaders 3D [Extra Version]

- TECHNICAL -

Runs on the "Taito G-Net" hardware.

- TRIVIA -

Space Invaders Anniversary was released in October 2003 exclusively in Japan.

- SERIES -

1. Space Invaders (1978, ARC)
2. Space Invaders Part II (1979, ARC)
3. Return of the Invaders (1985, ARC)
4. Majestic Twelve - The Space Invaders Part IV (1990, ARC)
5. Space Invaders DX (1994, ARC)
6. Akkanvader (1995, ARC)
7. Space Invaders Virtual Collection (1995, Virtual Boy)
8. Space Invaders X (2000, PS)
9. Space Invaders Anniversary (2003, ARC)
10. Space Invaders DS (2005, DS)
11. Space Invaders - Galaxy Beat (2005, PSP)
12. Space Invaders Extreme (2008, DS/PSP)
13. Space Invaders Extreme 2 (2009, DS)

- PORTS -

* Consoles :
Virtual Boy (1995) ("Space Invaders Virtual Collection" is the original game that "Space Invaders Anniversary" is an enhanced version of.  Both contain "Space Invaders", "Space Invaders Part II", and "3D Space Invaders")

Sony PlayStation 2 [JP] (July 31, 2003) [Model SLPM-62354 (TCPS-10069)] : Also released as a 25th Anniversary Bundle edition (September 25, 2003)
Sony PlayStation 2 [EU] (April 30, 2004) [Model SLES-52313]

* Computers : 
PC [MS Windows, CD-ROM] [US] (November 26, 2006, part of the "Weekend Play Pack" compilation)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4840&o=2

$end


$info=invaddlx,
$bio

Space Invaders Deluxe (c) 1979 Midway.

Export release by Midway. Game developed in Japan by Taito. For more information about the game itself, please see the original Japanese release entry; "Space Invaders Part II".

- TECHNICAL -

[Upright model]
[Game No. 852]

Upright model :
Buttons : 3 (LEFT, RIGHT, FIRE)

- TRIVIA -

Space Invaders Deluxe was released in November 1979 by Midway, under license from Taito.

Space Invaders Deluxe still says 'Space Invaders Part II' on the title screen because Midway was only allowed to make minor modifications of the Taito code. All other references to the game (promotional material, manual, service bulletins, labels on the motherboard, serial number tags inside the cabinet, monitor glass, etc.) say 'Space Invaders Deluxe'.

Space Invaders Deluxe uses a color overlay. Taito's "Space Invaders Part II" used a color monitor and a simple color generator board that turns anything that is not black to red when the player's base explodes during gameplay (but not during attract mode).

A Space Invaders Deluxe unit appears in the 1982 movie 'Fast Times at Ridgemont High'.

- SERIES -

1. Space Invaders (1978, ARC)
2. Space Invaders Deluxe (1979, ARC)
3. Space Invaders II (1980, ARC)
4. Return of the Invaders (1985, ARC)
5. Super Space Invaders '91 (1990, ARC)
6. Space Invaders DX (1994, ARC)
7. Space Invaders '95 - Attack of the Lunar Loonies (1995, ARC)
8. Space Invaders (1999, PS)
9. Space Invaders 25th Silver Anniversary (2003, ARC)
10. Space Invaders Revolution (2005, DS)
11. Space Invaders Evolution (2005, PSP)
12. Space Invaders Extreme (2008, DS/PSP)
13. Space Invaders Extreme 2 (2009, DS)

- PORTS -

* Consoles :
ColecoVision [US] (August 9, 2003) "Space Invaders Collection" 
Sony PlayStation 2 [EU] (October 14, 2005) "Taito Legends [Model SLES-53438]" 
Microsoft XBOX [EU] (October 14, 2005) "Taito Legends" 
Sony PlayStation 2 [US] (October 25, 2005) "Taito Legends [Model SLUS-21122]" 
Microsoft XBOX [US] (October 25, 2005) "Taito Legends" 
Sony PlayStation 2 [KO] (July 18, 2006) "Taito Legends [Model SLKA-15056]" 

* Computers : 
PC [MS Windows] [EU] (October 14, 2005) "Taito Legends" 
PC [MS Windows] [US] (November 10, 2005) "Taito Legends"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2539&o=2

$end


$info=spacedx,spacedxj,spacedxo,spcinvdj,
$bio

Space Invaders DX (c) 1994 Taito Corp.

A modern and fitting tribute to Taito's 1978 seminal shoot-em-up, "Space Invaders". 

There are now 3 different game modes to choose from. These include a faithful recreation of the legendary original - available in both upright and cocktail versions - and replete with a simulation of the infamous "coloured plastic overlay" that was used to add the impression of full colour graphics to the original game.

The 2 remaining game modes are 'Versus', with simultaneous split-screen 2-player action, and "Parody", which features characters and graphics from other well-known Taito games, such as "The New Zealand Story", "Bubble Bobble" and "Liquid Kids". Despite the graphical changes, the Parody version plays identically to the original game, and all modes retain the original, legendary sound effects.

- TECHNICAL -

This game was available in 3 different cabinet models : the single-control upright model with one control panel that 2 players must share, the dual-control upright, where the players have their own control, and stand next to one another, and the head-to-head cocktail, where the players sit on opposite sides of the cabinet and the screen flips its orientation for each player's turn.

The 'Versus' game mode is available on the dual-control upright model only.

Taito B System hardware
Prom Stickers : D89

Main CPU : Motorola 68000 (@ 12 Mhz), Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2610 (@ 8 Mhz)

Players : 4
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Space Invaders DX was released in September 1994.

This game runs originally on the Taito B System hardware, but there is also an alternate version of this game released on Taito F3 System hardware (Game ID : D93).

In ''Parody Game Mode'', a LOT of characters taken from early Taito games appear at each level, here is the list :
Level 1 - Characters from "The New Zealand Story".
Level 2 - Characters from "The Fairyland Story".
Level 3 - Characters from "Bubble Bobble".
Level 4 - Characters from "Rainbow Islands - The Story of Bubble Bobble 2".
Level 5 - Characters from "Mizubaku Adventure".
Level 6 - Characters from "Arkanoid".
Level 7 - Characters from "KiKiKaiKai".
Level 8 - Characters from "Darius".
Level 9 - Characters from "Don Doko Don".

- UPDATES -

Revision 1 :
* Software version : 2.0.
* Japanese release only.

Revision 2 :
* Software version : 2.1.
* Japanese and American release (The US version has the "Winners Don't Use Drugs" and "Recycle It, Don't Trash It" screens).
* Added 'Configuration' menu and 'Factory setting' option in the operator menu.

Revision 3 :
* Taito F3 System hardware.
* Software version : 2.6.
* Japanese release only.

- SCORING -

Bottom two rows: 10 pts 
Middle two rows: 20 pts 
Top row: 30 pts 
Saucer: Mystery

- SERIES -

1. Space Invaders (1978, ARC)
2. Space Invaders Part II (1979, ARC)
3. Return of the Invaders (1985, ARC)
4. Majestic Twelve - The Space Invaders Part IV (1990, ARC)
5. Space Invaders DX (1994, ARC)
6. Akkanvader (1995, ARC)
7. Space Invaders Virtual Collection (1995, Virtual Boy)
8. Space Invaders X (2000, PS)
9. Space Invaders Anniversary (2003, ARC)
10. Space Invaders DS (2005, DS)
11. Space Invaders - Galaxy Beat (2005, PSP)
12. Space Invaders Extreme (2008, DS/PSP)
13. Space Invaders Extreme 2 (2009, DS)

- PORTS -

* Consoles :
Nintendo Super Famicom [JP] (March 25, 1994) "Space Invaders - The Original Game [Model SHVC-IC]" 
Nintendo Super NES [AU] (1997) "Space Invaders - The Original Game [Model SNSP-IC-AUS]" 
Nintendo Super NES [EU] (1997) "Space Invaders - The Original Game [Model SNSP-IC-EUR]" 
Nintendo Super NES [US] (November 1997) "Space Invaders - The Original Game [Model SNS-IC-USA]" 
Nuon [US] (June 1, 2000) "Space Invaders XL [Model 11109]" 
NEC PC-Engine CD [JP] (July 28, 2005) "Space Invaders - The Original Game [Model NAPR-1050]" 
Sony PlayStation 2 [JP] (July 28, 2005) "Taito Memories Joukan [Model SLPM-66057]" 
Sony PlayStation 2 [AU] (March 30, 2006) "Taito Legends 2 [Model SLES-53852]" 
Sega Saturn [JP] (December 13, 1996) "Space Invaders [Model T-1107G]"
Microsoft XBOX [EU] (March 31, 2006) "Taito Legends 2" 
Sony PlayStation 2 [EU] (March 31, 2006) "Taito Legends 2 [Model SLES-53852]" 
Sony PlayStation 2 [US] (May 16, 2007) "Taito Legends 2 [Model SLUS-21349]" 

* Computers : 
PC [MS Windows, CD-ROM] [EU] (March 31, 2006) "Taito Legends 2" 
PC [MS Windows, CD-ROM] [US] (July 10, 2007) "Taito Legends 2"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2540&o=2

$end


$gba=spaceinvj,
$bio

Space Invaders EX (c) 2002 Taito Corp.

Modern remake of the Taito cult classic.

The original game can also be selected from the main menu.

- TECHNICAL -

Game ID: AGB-AIDJ-JPN

- TRIVIA -

Space Invaders EX for Game Boy Advance was released on August 2, 2002 in Japan. It is known outside Japan as simply "Space Invaders".

- STAFF -

Developed by: Torus Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73237&o=2

$end


$info=galap1,
$bio

Space Invaders Galactica (c) 1979.

Possible bootleg of the Midway Galaxian. The only difference is that the words "We are the Galaxians, Mission: Destroy Aliens" has been changed to Space Invaders Galactica.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : Tone generator and discrete circuits

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette colors : 98

Players : 2
Control : 2-way joystick
Buttons : 1

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2541&o=2

$end


$info=invad2ct,
$bio

Space Invaders II (c) 1980 Midway.

Space Invaders II allowed for 2-player simultaneous competitive play (although both players could work together). Besides shooting the invaders, one of the goals was to destroy your opponent (either CPU or another player) and gain his ships!

- TECHNICAL -

This game was only available in a cocktail table cabinet. No upright or cabaret model were manufactured.

Game ID : 851

Main CPU : Intel 8080A (@ 1.9968 Mhz)
Sound Chips : (2x) SN76477 (@ 1.9968 Mhz)

Players : 2
Control : 2-way joystick
Buttons : 1 (FIRE)

- TRIVIA -

Space Invaders II was released in March 1980 exclusively in the USA.

This game was a Midway in-house project, done by Joel Kreger. His name can be found in one of the game ROMs using a hex editor. This game runs on modified SI Deluxe hardware, with two sound boards; one for each player. Player 2's sound was a bit higher in pitch than player 1's. The sounds of player 2 are also a bit different, with the enemy explosion and laser base destroyed sounds being different than player 1. The overlay contained many colors, running from red (player 1) to yellow (player 2), with various shades of blue and green in between.

The game used a 8080A processor. Replacing the CPU with a regular 8080 causes the game to play the 'THUMP THUMP' sound during the attract mode.

- TIPS AND TRICKS -

Occasionally, a mystery ship will fly by, dropping more invaders!! When 2 players are playing, TWO different mystery ships fly by. The points for shooting them range from 50 pts to 525 pts (!!!).

When playing with 2 players, player 2 has lost all of his or her ships, and still has invaders left on his or her side, they will move back and forth when they 'land' endlessly, until player 1 destroys them.

If 2 players are playing, player 2 has lost all of his or her ships, and player 1 clears player 2's board with ships left, player 2 will gain one of player 1's ships to return to the game!!

- SERIES -

1. Space Invaders (1978, ARC)
2. Space Invaders Deluxe (1979, ARC)
3. Space Invaders II (1980, ARC)
4. Return of the Invaders (1985, ARC)
5. Super Space Invaders '91 (1990, ARC)
6. Space Invaders DX (1994, ARC)
7. Space Invaders '95 - Attack of the Lunar Loonies (1995, ARC)
8. Space Invaders (1999, PS)
9. Space Invaders 25th Silver Anniversary (2003, ARC)
10. Space Invaders Revolution (2005, DS)
11. Space Invaders Evolution (2005, PSP)
12. Space Invaders Extreme (2008, DS/PSP)
13. Space Invaders Extreme 2 (2009, DS)

- STAFF -

Original game design & programming by : Tomohiro Nishikado 
Game changes designed & programmed by : Joel Kreger

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2542&o=2

$end


$info=invmulti,invmultim1a,invmultim2a,invmultim2c,invmultim3a,invmultip,invmultis1a,invmultis2a,invmultis3a,invmultit3d,
$bio

Space Invaders Multigame (c) 2002 Braze Technologies.

- TRIVIA -

Released in June 2002.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48551&o=2

$end


$info=invader4,
$bio

Space Invaders Part Four (c) 1979.

- TECHNICAL -

Main CPU : Intel 8080 (@ 1.9968 Mhz)
Sound Chips : SN76477 (@ 1.9968 Mhz)

Players : 2
Control : 2-way joystick
Buttons : 1

- TRIVIA -

1) The saucers that run across the top of the screen shoot back at you when they have a clear shot.
2) Some invaders split into two invaders on either side of the original, giving you more invaders to shoot.
3) When you finish a rack, the following gets printed on the screen: "Well Done Earthing, this time you win. Now do battle with our super forces.".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3658&o=2

$end


$info=invadpt2,invadpt2br,
$bio

Space Invaders Part II (c) 1979 Taito.

The sequel to the legendary "Space Invaders"; Part II's game-play is virtually identical to the original game, with the player once again moving a laser base back and forth along the bottom of the screen, shooting endless waves of aliens marching downwards towards the player. Once again flying saucers cab be shot for extra points.

- TECHNICAL -

Game ID : PVN00002
CPU Board Number : AA017757
Audio/IO Coard Number : CV070005
ROM board Number : AA017756A
Prom Stickers : PV01-PV05

Main CPU : Intel 8080 (@ 2 Mhz)
Sound Chips : SN76477 (@ 2 Mhz)

Players : 2
Control : 2-way Joystick
Buttons : 1 (FIRE)

- TRIVIA -

Space Invaders Part II was released in September 1979 in Japan.

Changes in gameplay include invaders that march forward, invaders that split to two forms when shot, another bonus ship that flies by above the invaders, intermissions between racks and the famous 'rainbow bonus'.

Other releases:
[JP] "T.T Space Invaders Part II" (Cocktail Table)

Export releases:
[US] "Space Invaders Deluxe [Upright model] [No. 852]"
[US] "Space Invaders Deluxe [Cocktail model] [No. 870]"

Taito used to convert Space Invaders Part II to "Lunar Rescue" as an upgrade.

A count of seven of Taito's Space Invaders Part II units were used in the 1981 movie 'Shock Treatment' during the number 'I'm Looking For Trade'. Seven units can be seen on a software DVD player while only five units are visible on standard DVD players.

- SCORING -

Large Invader : 10 points
Medium Invader : 20 points
Small Invader : 30 points
UFO : 50 to 300 points
Flashing UFO : 200 points
'Rainbow' Bonus : 500 or 1,000 points

- TIPS AND TRICKS -

* When you start the game, your base will be in the bottom left corner of the screen, below the buildings. Your goal is to blast the invaders into dust. Keep in mind that once the invaders make it to either the right or left edge of the screen, they will drop down a row and head in the opposite direction. You should plan your strategy to prevent them from making it to an edge.

* A good strategy is to start blasting out the columns on the opposite edge of movement. If the invaders are moving right, they start blasting out the leftmost columns first. This way, their return trip is longer and you have more time to deal with them.

* Do not attempt to hit the invaders dead center. They fire their laser bombs from dead center and your shots will collide, wasting your shot and letting them move closer to an edge.

* Speaking of shots, you can only have one shot out at a time so make it count.

* Use your buildings to your advantage. 'Peek' around buildings to get shots and blast a hole in the middle of your buildings to give you protection while you knock out columns of invaders. Keep in mind, this protection will only last about 2 columns before the invaders blow open a hole wide enough to destroy your base.

* Every other wave of invaders starts one row lower. Eventually, the waves will start one row above your buildings. Be prepared to do some fast shooting to keep them from getting any lower because once they reach your level, the game is over.

* When you are down to taking out the last invader on a wave, that invader will zip across the screen. The strange thing is that the invader travels faster going left to right then going right to left. Keep this in mind when trying to shoot it.

* The mystery saucer (or UFO) will appear at random times. If you have a good shot at it, try to hit it. Don't go out of your way, however, to go after it; it isn't worth the risk or time wasted.

* When you get a wave that has spaces in-between the invaders (4th wave in "Space Invaders Part II"; 2nd wave in "Space Invaders Deluxe"), be prepared for heavier fighting. These gaps are left to accommodate the 'new' invaders that will appear. These new invaders appear when you hit one of the regular invaders and it splits.

* The blinking saucer can only be hit when it is solid. Time your shot right and you may be able to hit it.

* Another thing is if you are getting too successful at blasting the invaders, a Mystery Ship will show up and start to deposit more invaders for you to take out.

* The Hidden Message Trick. To get the hidden message, you must do the following :
1) When the demo starts, you need to press the following keys at the same time on the machine :  LEFT, RIGHT, FIRE, 1 PLAYER START, 2 PLAYER START.
2) Continue to press these keys rapidly as fast as you can.
3) If you are successful, the message ('TAITO CORP.') will appear below the high score. The ''spelling error'' on "Space Invaders" is corrected.

* Shot Counting Trick : To get 300 every time you hit the mystery saucer. It is named the 'Furrer Trick' named after Eric Furrer who perfected it. To do this trick, perform the following :
1) Once the new level begins, start counting the shots from your base.
2) When you have fired 22 shots, stop shooting and wait for the mystery saucer.
3) Use the 23rd shot to blast the mystery saucer.
4) After this, start counting shots again, this time count only to 14.
5) Use the 15th shot to hit the mystery saucer.
6) Continue using the 14 shot rule until the level is finished.
7) At the next wave, start with the 22 shot rule, then use the 14 shot rule to finish that wave.
8) Remember, all shots count regardless of hits or misses.

* Eric Furrer writes : The 'Shot Counting' trick from "Space Invaders" works in Space Invaders Part II but the flashing mystery ship can throw you off. You can count 22 like in Space Invaders, but you must count 14 or 29 from the 300 to the next 300, even if you hit the flashing mystery ship. Also, in Space Invaders Part II, the mystery ship drops invaders, so he's harder to target. In Space Invaders Part II, I just do the first 22, and concentrate on leaving the left lower invader as the last invader to kill for the 1000pt fireworks bonus.

* Rainbow Trick : If the final aliens you kill are in the bottom 2 rows, you get a fireworks display and 500 bonus points. If it happens to be the bottom, left-most alien, you get fireworks and a 1,000 point bonus.

* Extra Life : The machine will award you a bonus life during the intermission if you were able to wipe out the previous screen in 55 shots or less. Of course, this is very difficult to do. However, you can take advantage of the famous 8-bit rollover bug by firing OVER 255 shots, thereby rolling over the shot counter! Just make sure you can wipe out the remaining invaders in under 55 shots after you roll the counter over..

* Preset Mode : Space Invaders Part II provided a way the operator could enter his/her name each time the machine was turned on.
1) Turn preset mode ON in the DIP switch.
2) Insert one credit.
3) Depress one player select button 'Preset Mode' will be displayed on screen.
4) Depress one player select button again to increase score until previous high-score is beaten. Note : If you press the two player select button you can skip the starting level as well.
5) Depress Fire button to start game. After all bases have been destroyed the alphabet will be displayed on screen. A new name may now be entered.
6) Turn preset mode OFF in the DIP switch to re-establish game mode.

- SERIES -

1. Space Invaders (1978, ARC)
2. Space Invaders Part II (1979, ARC)
3. Return of the Invaders (1985, ARC)
4. Majestic Twelve - The Space Invaders Part IV (1990, ARC)
5. Minivaders (1990, ARC)
6. Space Invaders DX (1994, ARC)
7. Akkanvader (1995, ARC)
8. Space Invaders Virtual Collection (1995, Virtual Boy)
9. Space Invaders Anniversary (2003, ARC)
10. Space Invaders DS (2005, DS)
11. Space Invaders: Galaxy Beat (2005, PSP)
12. Space Invaders Extreme (2008, DS/PSP)
13. Space Invaders Extreme 2 (2009, DS)

- STAFF -

Designed & programmed by : Tomohiro Nishikado

- PORTS -

* Consoles :
Sony PlayStation 2 [JP] (August 25, 2005) "Taito Memories Gekan [Model SLPM-66092]" 

* Handhelds : 
Sony PSP [JP] (May 12, 2005) "Space Invaders Pocket [Model ULJM-05015]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2543&o=2

$end


$gbcolor=spaceinvx,
$bio

Space Invaders X (c) 2000 Taito Corp.

Modern remake of the Taito cult classic.

Includes the original game as a hidden feature.

- TECHNICAL -

Game ID: DMG-BSIJ-JPN

- TRIVIA -

Space Invaders X for Game Boy Color was released on September 29, 2000 in Japan. It is known outside Japan as just "Space Invaders".

- STAFF -

Developed by: Crawfish Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68789&o=2

$end


$psx=spaceinv,
$bio

Space Invaders X (c) 2000 Taito.

Modern remake of the Taito cult classic. Includes the original game as a hidden feature.

- TECHNICAL -

Game ID: SLPM-86419

- TRIVIA -

Space Invaders X for Sony PlayStation was released on February 17, 2000 in Japan. It is known outside Japan as simply "Space Invaders".

- STAFF -

Developed by: Z-Axis

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82174&o=2

$end


$astrocde=spaceinv,spaceinvp,
$bio

Space Invaders (c) 1979 Bally Mfg. Co.

- TECHNICAL -

Game ID: 2009

- TRIVIA -

Released as part of the "Action/Skill Series".

Later known as Astro Battle. This cartridge has part numbers 2006, 2008 and
2009.

Known bugs:
- If there is only 1 invader left, you sometimes will get points for shooting your own bunkers.
- If you make it to wave 7, the invaders will already be on the ground, and the game will end! If you're lucky, you may hit 1 just as the screen appears.

- STAFF -

Written by: Bob Ogden

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86838&o=2

$end


$gba=spaceinv,
$bio

Space Invaders (c) 2002 Activision, Incorporated.

Modern remake of the Taito cult classic. The original game can also be selected from the main menu.

- TECHNICAL -

Game ID: AGB-AIDE-USA

- TRIVIA -

This game is known in Japan as "Space Invaders EX".

- STAFF -

This game is known in Japan as "Space Invaders EX".

Developed by: Torus Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73235&o=2

$end


$gba=spaceinvf,
$bio

Space Invaders (c) 2002 Activision, Incorporated.

Modern remake of the Taito cult classic.

The original game can also be selected from the main menu.

- TECHNICAL -

Game ID: AGB-AIDP

- TRIVIA -

Space Invaders for Game Boy Advance was released on May 3, 2002 in Europe. It is known in Japan as "Space Invaders EX".

- STAFF -

Developed by: Torus Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73236&o=2

$end


$a2600=spaceinvc,
$bio

Space Invaders (c) 1983 CCE

- TECHNICAL -

Model C-820

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50979&o=2

$end


$a2600=spaceinv,spaceinv1,spaceinvf,spaceinve,
$bio

Space Invaders (c) 1980 Atari, Incorporated.

Each time you turn on SPACE INVADERS you will be at war with enemies from space who are threatening the earth. Your objective is to destroy these invaders by firing your laser cannon. You must wipe out the invaders either before they reach the earth (bottom of the screen), or before they hit you three times with their laser bombs.

Your long-term objective is to score as many points as possible. Points are scored each time you hit one of the SPACE INVADERS. They are worth different amounts of points, depending on their initial position on the screen (See SCORING).

If you  destroy all 36 SPACE INVADERS before they reach the earth, a new set of invaders will appear on the screen. Each time the invaders are reset on the screen they will start from a position closer to the earth until they reach the closest position possible. The SPACE INVADERS can be reset on the screen indefinitely during a game.

There are several GAME VARIATIONS programmed into SPACE INVADERS. The variations are intended to challenge the experienced player, as well as to provide variety in general. The variations include:
* Moving Shields - the SHIELDS move back and forth on the screen, as opposed to remaining in a fixed or stationary position. Using them for protection becomes hazardous.
* Zigzagging Laser Bombs - the laser bombs zigzag back and forth as they come down the screen. It is difficult to know exactly where they are going to land, and thus, stay out of their path.
* Fast Laser Bombs - they drop quickly and are much more difficult to avoid. (When the laser bombs are both zigzagging AND fast, even the experienced players will have their hands full.)
* Invisible Invaders - the invaders are invisible on the screen after game play begins. Each time one is hit, the remainder of the invaders appear momentarily on the screen, and then disappear until one is hit again.

In addition to the GAME VARIATIONS, there are several ways in which one or two players may play SPACE INVADERS.

A. The normal or basic game for one player. (GAMES 1-16) GAME VARIATIONS are optional, but one player always competes against the computer.

B. Two opposing players taking alternate turns. (Games 17-32) Left player goes first (starts on left side of screen), then the right player takes a turn (starting from right side). The screen display changes so that each player has his or her own set of invaders. The SHIELDS are completely restored for each new turn. Play ends for each player after three enemy hits, or when invaders reach the earth. Highest score wins.

C. Two opposing players competing at the same time. (Games 33-48) Both players fire away simultaneously and compete for a higher score. The COMMAND ALIEN SHIP is worth 100 points. Whenever you are hit, you opponents is awarded 200 points. Play ends after three hits are taken between the two players, or when the invaders reach the earth.

D. Two opposing players competing at the same time, taking alternate shots. (Games 49-64) If you wait too long, your laser cannon is fired automatically and your opponent can set up a shot. All other game play characteristics are the same is in C above.

E. Two player partnership game. (Games 65-80) Both players control a common laser cannon. Each player can move in one direction only. Right player moves the cannon to the right, left player moves it to the left. Either play may fire. Otherwise, this version is like a one-player normal game. (one score display.)

F. Two-player partnership game with alternating firing and controlling of the cannon. (Games 81-96) The left player starts and may move the cannon in either direction. After ONE shot by the left player, the right player then has control and fires one shot. Both players are striving for a common (high) score, as in the E version above.

G. Two-player partnership game with one player controlling cannon movement and the other player firing laser beams. (games 97-112) Left player moves the cannon, right player fires. Otherwise, this version is the same as the other partnership games.

- TECHNICAL -

Cartridhe ID: CX2632

- TRIVIA -

Space Invaders for the Atari 2600 was the first ever arcade to home game license, becoming a huge best seller.

The original Space Invaders game was in black & white and used colored overlays to produce some very limited colors.  Since the 2600 was capable of producing 128 colors, Atari decided that they would use them.  For the first time ever, Space Invaders was in color, and it never looked so good.  Some liberties were also taken with the graphics since the 2600 didn't have quite as high a resolution as the original arcade machine.  Finally due to the graphical constraints of the 2600, the invaders formation was changed to a 6x6 pattern instead of the arcade's 11x5.

Even though Atari made millions from Space Invaders, programmer Rick Maurer only received around $11,000 for his amazing conversion. Rick left Atari shortly after he finished Space Invaders because of this.

- SCORING -

The SPACE INVADERS are worth 5, 10, 15, 20, 25, 30 points in the first through sixth rows respectively. The point value of each target stays the same as it drops lower on the screen. Each complete set of SPACE INVADERS is worth 630 points.

Although scoring can be infinite, there is only room for four digits on the display, so that the highest score any player will ever see on the screen is 9999. This does not represent the highest score possible, but rather the highest score that can be displayed on the screen.

The COMMAND SHIP is worth 200 points. (In games C and D, it worth 100 points.)

- TIPS AND TRICKS -

Holding down the game reset switch while turning the on the Atari 2600 results in two shots being fired at once during the game.

- STAFF -

Programmer: Rick Maurer

- PORTS -

* Others :
Atari Flashback 4 [US] (November 13, 2012) by AtGames: Atari 2600 version.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50978&o=2

$end


$a5200=spaceinv,
$bio

Space Invaders (c) 1982 Atari, Incorporated.

Space Invaders for Atari 5200 offers 12 game variations. Each game may be played by one or two players, and you can start with three or five lives, depending on the variation you select.

GAME 1: A good choice for beginners, this easiest SPACE INVADERS game offers slow enemy bombs and five lives for you.
GAME 2: In this version the enemy bombs alternate between slow and fast, and you have five lives (turns).
GAME 3: You have five lives and all the enemy bombs are fast.
GAME 4: With slow enemy bombs, this version is identical to Game 1, except that you have three lives instead of five.
GAME 5: The alien bombs alternate between slow and fast and you have three lives.
GAME 6: All the enemy bombs are fast and you have three lives.
GAME 7: The enemy bombs are slow but, in this game, the invaders use sophisticated radar to hom-in on you. You'll find it's a real challenge to avoid such smart bombs. You have five lives.
GAME 8: This version of SPACE INVADERS is like Game 2. The enemy bombs alternate between slow and fast and you have five lives. As in Game 7, the bombs will home-in on you.
GAME 9: Try to dodge fast invader bombs that home-in on you. You have five lives.
GAME 10: The enemy bombs are slow but smart -- they home-in on you. You have three lives.
GAME 11: Home-in bombs alternate between fast and slow. You have three lives.
GAME 12: The invaders' bombs are fast, they home-in, and you have three lives.

- TECHNICAL -

Model CX5204

- TIPS AND TRICKS -

* Try to hit invaders at the edges of the rows. This will slow them in their march toward you.

* Use the shields to your advantage. Hide behind them to avoid enemy bombs, then rush out to blast the invaders.

* Take advantage of the 60-point saucer by counting your shots. One way to make the most of this is to shoot 14 invaders, then wait for the saucer (behind a shield, if possible) and use your fifteenth shot to hit the saucer, thereby gaining 60 points.

- STAFF -

Programmer: Eric Manghise
Graphics: Marilyn Churchill Theurer

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50089&o=2

$end


$gbcolor=spaceinv,
$bio

Space Invaders (c) 1999 Activision, Incorporated.

Modern remake of the Taito cult classic.

Includes the original game as a hidden feature.

- TECHNICAL -

Game ID: DMG-AIVE-USA

- TRIVIA -

Space Invaders for Game Boy Color was released on October 27, 1999 in North America. It is known in Japan as "Space Invaders X".

- STAFF -

Developed by: Crawfish Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68786&o=2

$end


$gameboy=spaceinv,
$bio

Space Invaders (c) 1994 Nintendo Company, Limited.

European release.

- TECHNICAL -

Cartridge ID: DMG-SP-NOE

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66955&o=2

$end


$gameboy=spaceinvu,
$bio

Space Invaders (c) 1994 Nintendo Company, Limited.

North American release.

Text from this version:
Destroy or be destroyed!
Space Invaders tests your skill and reflexes against a horde of invaders.
Space Invaders for Game Boy includes the classic one player "you against them" battle, or you can link up with a friend to play head=to=head. Space Invaders is Super Game Boy Enhanced, with spacial features available only when playing through the Super NES using your Super Game Boy accessory.
This nostalgic plast from the past will bring back fond memories for veteran players. Younger players will enjoy discovering this simple, yet challenging, game for the first time.

- TECHNICAL -

Cartridge ID: DMG-SP-USA

- TRIVIA -

Space Invaders for Game Boy was released in October 1994 in North America.

Super Game Boy enhanced.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66958&o=2

$end


$gameboy=spaceinvj,
$bio

Space Invaders [Model DMG-SPA] (c) 1990 Taito Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66957&o=2

$end


$sg1000=spaceinv,
$bio

Space Invaders [Model G-1045] (c) 1985 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65117&o=2

$end


$msx1_cart=spaceinv,
$bio

スペースインベーダー (c) 1985 Nidecom
(Space Invaders)

- TECHNICAL -

Game ID: NH-MSX06

- TRIVIA -

Original price: 4800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77458&o=2

$end


$n64=spaceinv,
$bio

Space Invaders (c) 1999 Activision, Incorporated.

Modern remake of the Taito cult classic. Includes the original game as a hidden feature.

- TECHNICAL -

Game ID: NUS-NIVE-USA

- TRIVIA -

Space Invaders for Nintendo 64 was released on November 30, 1999 in North America.

- STAFF -

Developed by: Z-Axis

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57976&o=2

$end


$wswan=spaceinv,
$bio

Space Invaders [Model SWJ-SUN002] (c) 1999 Sunsoft [Sun Electronics div.] [Kounan, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86389&o=2

$end


$saturn,sat_cart=spaceinv,spaceinva,
$bio

Space Invaders (c) 1996 Taito Corp.

- TECHNICAL -

[Model T-1107G]

- TRIVIA -

Space Invaders for Saturn was released on December 13, 1996 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49064&o=2

$end


$nes=spaceinv,
$bio

Space Invaders (c) 1985 Taito Corp.

Nintendo Famicom's port of Taito's timeless classic.

- TECHNICAL -

Cartridge ID: TF-4500

- TRIVIA -

Space Invaders for Famicom was released on April 17, 1985 in Japan.

It was the first title published by Taito on the Famicom.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54639&o=2

$end


$sg1000=spaceinvt,
$bio

Space Invaders [Model W-045] (c) 1985 Aaronix [Taiwan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65118&o=2

$end


$info=spaceinv,
$bio

Space Invaders (c) 1980 Bally.

- TECHNICAL -

Bally MPU AS-2518-35
Model Number : 1178

Main CPU : M6800 (@ 475 KHz)
Sound CPU : M6802 (@ 895 KHz)
Sound chips : General Instrument AY8910 (@ 895 KHz)

- TRIVIA -

Released in April 1980. 11,400 units were produced.

The development of this game took 1 year (started in May 1980)

Based on the classic video game, "Space Invaders", developed by Taito and released by Midway (Bally's parent company at the time).

A Space Invaders unit appears in the 1987 movie, 'Spaceballs'.

- STAFF -

Design by : Jim Patla
Art by : Paul Faris

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5576&o=2

$end


$info=invaders,
$bio

Space Invaders (c) 1978 Midway Mfg. Co.

Export version manufactured by Midway under license from Taito. For more information about the game itself, please see the original Taito upright model entry; "Space Invaders".

- TECHNICAL -

Game ID : 739
[Upright model]

Buttons : 3 (LEFT, RIGHT, FIRE)
(The US upright model had no joystick)

- TRIVIA -

Space Invaders by Midway was released in October 1978 in the USA.

The Space Invaders phenomenon stunned many conservative adults of the time who were convinced that video-games soured the minds of their youngsters. Residents of Mesquite, Texas, pushed the issue all the way to the Supreme Court in their efforts to ban the illicit machines from their Bible-belt community. A number of reported incidents of juvenile crime began to surface shortly after the game's release, adding to its 'controversy'. A girl was caught stealing $5,000 from her parents and gangs of youths were reported to have robbed grocery stores just so they would have money to play the game.

Of the reported 350,000 units produced world wide, about 65,000 units were produced in the U.S. alone.

Technology journalist Jason Whittaker credited the game's success to ending the video game crash of 1977, which had earlier been caused by Pong clones flooding the market, and beginning the golden age of video arcade games. According to The Observer, the home console versions were popular and encouraged users to learn programming; many who later became industry leaders.

Space Invaders inspired a catchy hit song by 'Uncle Vic' called 'Space Invaders' released over the spring to summer-time period of 1980. The Pretenders also released an instrumental song called 'Space Invaders' on their debut album in 1980.

A Space Invaders unit appears in the 1980 movie 'Midnight Madness', in the 1982 movie 'Jekyll & Hyde... Together Again', in the 1982 movie 'Fast Times at Ridgemont High', in the 1983 movie 'Joysticks', in the 1984 movie 'The Iceman', in the 1991 movie 'Terminator 2 - Judgment Day', and in the 1998 sitcom 'That 70's Show'; Season 4, Episode 8 (Donna's Story).

An upright unit of the Midway release of Space Invaders appears in the ZZ Top music video, 'Legs'.

- SERIES -

1. Space Invaders (1978, ARC)
2. Space Invaders Deluxe (1979, ARC)
3. Space Invaders II (1980, ARC)
4. Return of the Invaders (1985, ARC)
5. Super Space Invaders '91 (1990, ARC)
6. Space Invaders DX (1994, ARC)
7. Space Invaders '95 - Attack of the Lunar Loonies (1995, ARC)
8. Space Invaders (1999, PS)
9. Space Invaders 25th Silver Anniversary (2003, ARC)
10. Space Invaders Revolution (2005, DS)
11. Space Invaders Evolution (2005, PSP)
12. Space Invaders Extreme (2008, DS/PSP)
13. Space Invaders Extreme 2 (2009, DS)

- PORTS -

NOTE: For ports released in Japan, please see the Taito upright model entry.

* Consoles :
Atari 2600 [US] (1980) "Space Invaders [Model CX2632]" 
Atari 5200 [US] (1982) "Space Invaders [Model CX5204]" 
Atari XEGS
DynaVision [BR] (198?) 
ColecoVision [US] (August 9, 2003) "Space Invaders Collection" 
Sony PlayStation 2 [EU] (October 14, 2005) "Taito Legends [Model SLES-53438]" 
Microsoft XBOX [EU] (October 14, 2005) "Taito Legends" 
Sony PlayStation 2 [US] (October 25, 2005) "Taito Legends [Model SLUS-21122]" 
Microsoft XBOX [US] (October 25, 2005) "Taito Legends" 
Sony PlayStation 2 [KO] (July 18, 2006) "Taito Legends [Model SLKA-15056]" 

* Handhelds : 
Nintendo Game Boy [AU] (1994) "Space Invaders [Model DMG-SP-AUS]" 
Nintendo Game Boy [EU] (1994) "Space Invaders [Model DMG-SP-NOE]" 
Nintendo Game Boy [UK] (1994) "Space Invaders [Model DMG-SP-UKV]" 
Nintendo Game Boy [US] (October 1994) "Space Invaders [Model DMG-SP-USA]" 
Sony PSP [EU] (October 6, 2006) "Taito Legends Power-Up [Model ULES-00473]" 
Sony PSP [US] (May 17, 2007) "Taito Legends Power-Up [Model ULUS-10208]" 

* Computers :
Exidy Sorcerer [EU] (1978) "Invaders" 
Microtan 65 [EU] (1980) "Space Invasion" 
TI99/4a [US] (1981) "TI Invaders [Model PHM 3053]" by Texas Instruments  
Tandy Color Computer [US] (1981) "Space Assault" 
Tandy Color Computer [US] (1981) "Color Space Invaders" 
Commodore Vic 20 [US] "Avenger" 
Commodore C64 [US] (1982) "Avenger [Model C-64 621]" 
Commodore C64 [EU] (1982) "Avenger" 
BBC B [EU] (1982) "Super Invaders" by Acornsoft 
Sinclair ZX-Spectrum [EU] (1982) "Spectral Invaders" by Bug-Byte 
Sinclair ZX-Spectrum [EU] (1982) "Space Raiders" by Sinclair Research 
Sinclair ZX-Spectrum [EU] (1982) "Invaders" by Artic Computing (UK) 
Oric [EU] (1983) "Oric Invaders" by Arcadia Software 
Tandy Color Computer [US] (1985) "Super Vaders" 
Commodore C64 [EU] [US] (1987) "Arcade Classics" 
Tandy Color Computer 3 [US] (1988) "Space Intruders" : wave 9 is similar to wave 5 of "Phoenix".
Commodore Amiga [EU] (1988) "Amoeba Invaders" : included in the cover disk that came with the ST/Amiga Format Magazine (November 1988, Issue number 5).
Atari ST [EU] (1989)
Sinclair ZX-Spectrum [EU] (1993) "Invaders" by Design Design Software (UK) : published exclusively on magazine covertape, appeared on side A of covertape "Your Sinclair issue 85: Christmas Collection 2".
PC [MS-DOS] (1997) "Champ Invaders" - CHAMProgramming 
VTech Laser-VZ [AU] "Vz Invaders" 
Apple II [US] "Apple Invader" 
PC [MS Windows] [EU] (October 14, 2005) "Taito Legends" 
PC [MS Windows] [US] (November 10, 2005) "Taito Legends" 

* Others :
LED handheld game [US] (1980) black version by Entex 
LED handheld game [US] (1981) grey version by Entex 
LCD handheld game [US] (1982) by Tiger Electronics
LCD handheld game with calculator [US] (1982) by Tiger Electronics
LCD handheld game [US] (larger LCD) (1984) by Tiger Electronics
LCD handheld game [EU] (1999) by Systema 
Arcade Legends : Space Invaders TV Game [US] (2004) by Radica Games 
Mobile Phones [US] (2007) "3D Space Invaders" 
Mobile Phones [US] (2007) "Space Invaders Trilogy"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31739&o=2

$end


$info=sinvasn,sinvasnb,
$bio

Space Invasion (c) 1985.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 4 Mhz)
Sound CPU : Zilog Z80 (@ 3 Mhz)
Sound Chips : (2x) Yamaha YM2203 (@ 1.5 Mhz)

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

This is "Commando (Capcom)" modified for the West German marketplace.

- UPDATES -

In this version, the enemy soldiers were replaced by robots.

- PORTS -

* Computers :
Amstrad CPC [EU] (1985)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2544&o=2

$end


$gbcolor=sinvasn,
$bio

Space Invasion (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68792&o=2

$end


$gbcolor=sinkj,
$bio

Space Invasion & Karate Joe (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68790&o=2

$end


$gbcolor=sinpntr,
$bio

Space Invasion & Painter (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68791&o=2

$end


$bbca_cass,bbcb_cass=spjailer,
$bio

Space Jailer (c) 19?? Micro Power

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52408&o=2

$end


$info=spacejam,spacejmf,spacejmg,spacejmi,
$bio

Space Jam (c) 1996 Sega Pinball, Incorporated.

- TECHNICAL -

Sega Whitestar
Model Number : 43

Main CPU : Motorola M6809 (@ 2 MHz)
Sound CPU : Motorola M6809 (@ 2 MHz)
Display CPU : Motorola M6809 (@ 4 MHz)
Sound chip : BSMT2000 (@ 24 MHz)

- TRIVIA -

Released in December 1996.

Based on the hit Warner Bros. movie, which was released not too long before the pinball machine came out, starring Michael Jordan, Bill Murray, and Wayne Knight.

- STAFF -

Designers : Joe Kaminkow, Orin Day, Lonnie D. Ropp
Artwork : Morgan Weistling
Software : Lonnie D. Ropp, Orin Day
Music and Sounds : Brian Schmidt

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5441&o=2

$end


$saturn,sat_cart=spacejamu,
$bio

Space Jam (c) 1996 Acclaim Entertainment, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60162&o=2

$end


$saturn,sat_cart=spacejamj,
$bio

Space Jam (c) 1997 Acclaim Japan [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59713&o=2

$end


$saturn,sat_cart=spacejam,
$bio

Space Jam (c) 1997 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60416&o=2

$end


$a2600=spacejoce,spacejoce1,
$bio

Space Jockey (c) 1983 Carrere Video

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50981&o=2

$end


$a2600=spacejoc
$bio

Space Jockey (c) 1982 US Games Corp.

You are a Space Jockey at the controls of a highly maneuverable Attack Saucer, which appears on the left side of the screen. A variety of enemy weapons and obstacles appear on the right and move toward your space ship. These include tanks, jet planes, prop planes and helicopters, which all fire at you. Additionally, there are balloons, houses and trees that do not fire but are obstacles capable of destroying your Attack Saucer upon impact.

Your objective is to shoot down as many of the enemy objects as possible, scoring as many points as possible, while at the same time avoiding enemy fire.

- TECHNICAL -

Model VC1001

- SCORING -

House/Tree: 20 points.
Balloon: 25 points.
Helicopter: 50 points.
Jet Plane: 100 points.           
Prop Plane: 100 points.           
Tank: 100 points.

- STAFF -

Programmer: Garry Kitchen

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50980&o=2

$end


$ti99_cart=spcjourn,
$bio

Space Journey (c) 1983 Foresman [Scott Foresman]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84726&o=2

$end


$a800=journey,
$bio

Space Journey (c) 1983 Roklan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86694&o=2

$end


$info=spceking,
$bio

Space King (c) 1978 Leijac.

Space Invader's clone. Only the graphics have more detail and the labels at the top of the screen for player one, player two and the high score are written using Japanese katakana.

- TECHNICAL -

Main CPU : Intel 8080 (@ 1.9968 Mhz)
Sound Chips : SN76477 (@ 1.9968 Mhz)

Players : 2
Control : 2-way joystick
Buttons : 1

- TRIVIA -

Space Invaders was released in July 1978.

- SERIES -

1. Space King (1978)
2. Space King-2 (1979)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2545&o=2

$end


$info=spcking2,
$bio

Space King-2 (c) 1979 Leijac Corp.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 2 Mhz)
Sound Chips : Discrete Circuitry

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 8

Players : 2
Control : 2-way joystick
Buttons : 1

- SERIES -

1. Space King (1978)
2. Space King-2 (1979)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2546&o=2

$end


$x68k_flop=spacelnd,
$bio

Space Landing S-Type Mission 2 (c) 1989 Cross Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88624&o=2

$end


$info=spclaser,
$bio

Space Laser (c) 1980 GamePlan.

- TECHNICAL -

Main CPU : Intel 8080 (@ 1.9968 Mhz)
Sound Chips : SN76477 (@ 1.9968 Mhz), Samples

Screen orientation : Vertical
Video resolution : 224 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2

Players : 1
Control : 2-way joystick
Buttons : 1

- TRIVIA -

Released in November 1980.

This game is known under Leijac license as "Space War".

- SCORING -

Any ingame UFO : 10~70 points
The other player : 1000 points

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2547&o=2

$end


$info=splasfgt,
$bio

Space Laser Fight (c) 1980 Bambino, Inc.

The world's smallest graphic color display with revolutionary computer-game functions and sounds! You can see the space robot's arms move to fire a laser beam, legs move to stoop and body fall apart due to laser destruction. Over 100 million computerized plays - a constantly challenging game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83178&o=2

$end


$info=spacelnc,
$bio

Space Launcher (c) 1979 Nintendo.

Space Launcher is a game by Nintendo that was surprisingly original - the game is similar to Frogger, though is not a clone since it predates it by at least two years. 

The game takes place in space, and your goal is to maneuver around space objects and dodge oncoming enemy fire from the aliens that are stationed above. There are treasures at the top: and your goal is to fly up, grab the treasure, and come soaring back down. You must repeat this until all of the treasures have been scavenged.

- TECHNICAL -

Main CPU : Intel 8080 (@ 2.016 Mhz)
Sound CPU : I8035 (@ 400 Khz)
Sound Chips : DAC, SN76477 (@ 400 Khz)

Players : 2
Control : 2-way joystick
Buttons : 1

- TRIVIA -

Released in November 1979.

- SCORING -

Knocking out ships : 50-100 points (first two attempts)
Landing in top docks : points above docking station
Safely Landing on the ground : 500 points
Point values increase as you become more successful.

- TIPS AND TRICKS -

* Use rockets to get up faster. Lay off the rockets only to get around a moving mine or to avoid ramming an enemy ship.

* Spend as little time underneath a ship as you can. Enemy shots move quickly in this game.

* When you start going downward, don't go sideways until after you've hit one of the upper level ships. Your ship isn't immune to the sides of the docking station.

* Again, use the rockets. Again, missiles move fast and it is best to be speeding away from the ships. You also get to the ground faster.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2548&o=2

$end


$info=spclords,spclordsa,spclordsb,spclordsg,
$bio

Space Lords (c) 1992 Atari Games.

- TECHNICAL -

Atari GX2 hardware
Game ID : 136096

Main CPU : Motorola 68EC020 (@ 14.31818 Mhz), MOS Technology 6502 (@ 1.7895 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579 Mhz), (2x) OKI6295 (@ 9.037 Khz)

Screen orientation : Horizontal
Video resolution : 336 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048

Players : 2
Control : stick
Buttons : 4

- TRIVIA -

Released in October 1992.

- UPDATES -

REVISION 1 :
* OS : 10OCT1992 00:30:12 / MAIN : 16OCT1992 18:18:16

REVISION 2 :
* OS : 03NOV1992 22:34:23 / MAIN : 06NOV1992 05:45:23

REVISION 3 :
* OS : 07DEC1992 17:40:49 / MAIN : 14DEC1992 19:13:29

- STAFF -

Staff : Ed Logg, Bob Flanagan, Cris Drobny, Sam Comstock, Sam Lee, Don Paauw, Mike Albaugh, Lyle Rains, Dave Shepperd, Riz Bugawan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2549&o=2

$end


$msx2_cart=spmanbow,
$bio

Space Manbow (c) 1989 Konami Industry Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51373&o=2

$end


$msx2_flop=spmanbow,
$bio

Space Manbow (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102049&o=2

$end


$gbcolor=spacemar,
$bio

Space Marauder [Model CGB-AZYE-USA] (c) 2000 Agetec, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68793&o=2

$end


$bbca_cass,bbcb_cass=spacmaze,
$bio

Space Maze (c) 1981 Micro Power

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51419&o=2

$end


$msx1_cart=spacmaze,spacmazeb,spacmazea,
$bio

Space Maze Attack [Model HM-006] (c) 1983 HAL Laboratory, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77459&o=2

$end


$snes=spacemeg,
$bio

Space Megaforce (c) 1992 Toho Company, Limited.

North American release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Super Aleste [Model SHVC-AT]".

- TECHNICAL -

Cartridge ID: SNS-AT-USA

- TRIVIA -

There are a couple of interesting differences between the original Japanese game and the western releases. Particularly obvious is the boot-up screen, although the Japanese version doesn't have any, the American release starts with a copyright screen and a digitized voice that says the name of the game (Space Megaforce!).

Another surprising difference is the omission of all references to the anime-style characters seen in the original game - both the pilot and the female co-pilot were removed from the option and game over screens, as well as the introduction and end sequences. As a side note, the Japanese end sequence also shows that Thi (the co-pilot) plays an important role in defeating the alien invader and this part was completely removed from the western release... The story was also heavily edited, as well as the name of the various areas and bosses. Finally, the music tracks for the bonus stages (levels 3, 6, 9 and 10) were swapped around and one track was entirely removed (well, this track does sound awfully close to several New Order's hit songs, such as 'The Perfect Kiss' or 'Fine Time', and this potential copyright infringement may explain the removal).

Finally, the voice message played each time the player collects a power-up was re-recorded for the western releases and arguably sounds better.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63571&o=2

$end


$info=spacmiss,
$bio

Space Missile - Space Fighting Game (c) 19?? Unknown.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=39531&o=2

$end


$spc1000_cass=spacemsn,
$bio

Space Mission (c) 198? Samsung Software [Korea]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83551&o=2

$end


$arcadia=spcemssn,
$bio

Space Mission (c) 1982 Emerson Radio Corp.

- TECHNICAL -

[Cartridge No. 9]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49274&o=2

$end


$sg1000=spacemnt,
$bio

Space Mountain (c) 1983 Tsukuda Original.

- TECHNICAL -

[Model OM-G003]

Game for the Othello Multivision system, which was compatible with the Sega SG-1000.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65119&o=2

$end


$info=spaceod,spaceod2,
$bio

Space Odyssey (c) 1981 Sega.

PLAY INSTRUCTIONS :
1. Destroy attacking UFO-s for points.
2. Round ends after seven sectors.
3. Faster ship speed awards higher bonus at end of round.
4. Extra points awarded for passing through gaps blown in targets.
5. Passing over black hole momentarily disables ship.
6. Avoid meteors. They are indestructible
7. Bonus ship awarded for outstanding play.
8. Point values increase with each round.

Good luck.

- TECHNICAL -

Sega G80 Raster hardware

Main CPU : Zilog Z80 (@ 3.867 Mhz)
Sound Chips : Discrete circuitry

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 128

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released during May 1981.

- SCORING -

Destroying enemies : 100 points X round number.
End of round bonus : Distance travelled.

- STAFF -

Designed & programmed by : Steve Hanawa

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2550&o=2

$end


$info=panic,panic2,panic3,panich,
$bio

Space Panic (c) 1980 Universal Company, Limited.

Influential computer game designer and writer Chris Crawford calls Space Panic "the granddaddy of all platform games", as it predates Nintendo's Donkey Kong (from 1981) which is often cited as the original platform game. Space Panic lacks Donkey Kong's jump mechanic - the main character instead digs holes in the platforms into which he must lure the aliens. He must then hit them to knock them out of the hole and off the screen. In later levels, two or more holes must be lined up vertically in order to dispose of the aliens. There is also a limited supply of oxygen.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 1.802666 Mhz)
Sound Chips : DAC

Players : 2
Control : 4-way joystick
Buttons : 2

- TRIVIA -

Space Panic was released in November 1980. It was the first platform game.

Licensed to ADP Automaten for the German market.
Licensed to Inder for the Spanish market.

- SERIES -

Cosmic Series

1. Cosmic Monsters [Upright model] (1979)
2. Cosmic Monsters 2 (1979)
3. Cosmic Guerilla (1979)
4. Cosmic Alien (1980)
5. Devil Zone (1980)
6. Zero Hour (1980)
7. Space Panic (1980)
8. Cosmic Avenger (1981)

- PORTS -

* Consoles :
Colecovision [US] (1983) "Space Panic [Model 2447]"
Casio PV-1000 [Japan] 

* Computers :
Apple II [US] (1981) "Apple Panic"
Microbee (198X) "Apple Panic"
PC-DOS (1982) "Apple Panic"
Vic-20 (1982) "Apple Panic"
TRS-80 (1982) "Apple Panic"
Atari XE (1982) "Apple Panic"
Apple II [US] (1983) "Apple Panic"
VTech Laser-VZ [US] "Vz Panik"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2551&o=2

$end


$info=panicger,
$bio

Space Panic (c) 1981 adp Automaten.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46657&o=2

$end


$coleco=panic,
$bio

Space Panic (c) 1983 Coleco Industries, Incorporated. [Amsterdam, NY, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53353&o=2

$end


$pc98=spacepan,
$bio

Space Panicco (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90705&o=2

$end


$ti99_cart=spacepat,
$bio

Space Patrol (c) 1983 Sunware

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84727&o=2

$end


$info=spaceph,
$bio

Space Phantoms (c) 1979 Zilec Games.

- TECHNICAL -

Main CPU : Intel 8080 (@ 1.9968 Mhz)
Sound Chips : SN76477 (@ 1.9968 Mhz), discrete circuitry

Players : 2
Control : 2-way joystick
Buttons : 1

- TRIVIA -

Released in December 1979.

This game is a bootleg of "Ozma Wars".

- UPDATES -

This game is the same as Ozma Wars with new graphics so that the theme is not space but supernatural.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2552&o=2

$end


$pico=sshuttle,
$bio

Space Pico - Uchuu Bouken Space Shuttle Pilot Set (c) 1997 SEGA Enterprises, Ltd.

- TECHNICAL -

Game ID: HPC-6058

- TRIVIA -

Released in December 1997 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96329&o=2

$end


$info=spaceplt,
$bio

Space Pilot (c) 1982.

Unofficial bootleg of "Time Pilot".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2553&o=2

$end


$bbca_cass,bbcb_cass=spilot,
$bio

Space Pilot (c) 1984 Superior Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52409&o=2

$end


$bbca_cass,bbcb_cass=spilotsc,
$bio

Space Pilot [The Superior Collection Vol.2] (c) 198? Superior Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52410&o=2

$end


$vboy=spacepin,
$bio

Space Pinball (c) 1995 Nintendo Co., Ltd.

Prototype version of "Galactic Pinball [Model VUE-VGPJ-JPN]".

- TRIVIA -

This prototype was shown at the Shoshinkai 1994 and the CES 1995.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82379&o=2

$end


$bbca_cass,bbcb_cass=sppirate,
$bio

Space Pirates (c) 19?? Bug Byte

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51420&o=2

$end


$info=spacepir,spacepir_14,
$bio

Space Pirates (c) 1992 American Laser Games, Incorporated.

Colonial Star One is under attack by the 'Black Brigade'. Captain Tallinn and his cut throat pirates are in control of the 'Star Splitter Cannon'. Captain Tallinn is trying to take over the galaxy by using the Star Splitter Cannon, but in order to use the cannon, he must find the 'cannon star crystals'. The star crystals have been lost for years on different worlds throughout the solar system. You must find the crystals before Tallinn does. Your journey across the galaxy won't be easy though. Mutant life forms, sorceresses, and other alien life forms will try to stop you from getting the crystals. Find the crystals and go on to the final showdown to take out Captain Tallinn and win the game!

- TECHNICAL -

Main CPU : Motorola 68000
Sound Chips : (2x) Custom

Colors palette : 4097

Players : 2
Buttons : 2

This game uses a laser disc.

- TRIVIA -

Released in March 1992.

- PORTS -

* Consoles :
Panasonic 3DO (1994)
Sega CD

* Computers :
PC

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4502&o=2

$end


$info=spcpostn,
$bio

Space Position (c) 1986 Sega.

- TECHNICAL -

First Board Number : X090-PC-A 171-5383
Second Board Number : X090-PC-B 171-5384

Main CPU : NEC D317-0005 (Z80) @ 8 Mhz)
Sound CPU : NEC D780C-1 (Z80) (@ 4 Mhz)
Sound Chips : (2x) Yamaha YM2203 (@ 4 Mhz)

Players : 2
Control : 8-way joysticks
Buttons : 2

- TRIVIA -

Released in July 1986 in Japan.

Developed by Nasco.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2554&o=2

$end


$spc1000_cass=spacprot,
$bio

Space Protector (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83552&o=2

$end


$amigaocs_flop=spquest1,spacqst,
$bio

Space Quest Chapter I - The Sarien Encounter [Enhanced] (c) 1992 Sierra On-Line, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75051&o=2

$end


$amigaocs_flop=spquest2,
$bio

Space Quest Chapter II - Vohaul's Revenge (c) 1988 Sierra On-Line, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75052&o=2

$end


$amigaocs_flop=spquest3g,
$bio

Space Quest III - Die Piraten von Pestulon (c) 1989 Sierra On-Line, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75053&o=2

$end


$amigaocs_flop=spquest3,
$bio

Space Quest III: The Pirates of Pestulon (c) 1989 Sierra On-Line, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75054&o=2

$end


$amigaocs_flop=spquest4,spquest4g,
$bio

Space Quest IV - Roger Wilco and the Time Rippers (c) 1992 Sierra On-Line, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75055&o=2

$end


$pc98=spquest4,
$bio

Space Quest IV - Roger Wilco and the Time Rippers (c) 1992 Sierra On-Line, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90706&o=2

$end


$amigaocs_flop=spacrace,spacracef,
$bio

Space Racer (c) 1988 Loriciels [France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75056&o=2

$end


$cpc_cass=spacercrf,
$bio

Space Racer (c) 1988 Loriciels [France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99247&o=2

$end


$a2600=spacraid,spacraid1,
$bio

Space Raid (c) 19?? Suntek

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50982&o=2

$end


$a2600=spacraidk,
$bio

Space Raid (c) 19?? King Tripod Enterprise Co.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50983&o=2

$end


$info=sraider,
$bio

Space Raider (c) 1982 Universal.

An old and challenging space shoot'em up.

Destroy the raiders from mysterious outer space!!

- TECHNICAL -

Main CPU : (2x) Zilog Z80 (@ 4 Mhz)
Sound Chips : (5x) SN76496 (@ 4 Mhz)

Screen orientation : Vertical
Video resolution : 192 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 65

Players : 2
Control : 4-way joystick
Buttons : 1

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3439&o=2

$end


$arcadia=spcerdrs,
$bio

Space Raiders (c) 1982 Emerson Radio Corp.

- TECHNICAL -

[Cartridge No. 5]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49275&o=2

$end


$info=spacerng,
$bio

Space Ranger (c) 1978 Leisure Time Electronics.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48234&o=2

$end


$info=ar_sprg,
$bio

Space Ranger (c) 1987 Arcadia Systems.

- TECHNICAL -

Arcadia System hardware

Main CPU : Motorola 68000 (@ 7.15909 Mhz)
Sound Chips : Custom (@ 3.579545 Mhz)

Screen orientation : Horizontal
Video resolution : 671 x 216 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096

Players : 2
Control : 8-way Joystick
Buttons : 2

- TRIVIA -

Developed by Synergistic Software.

- STAFF -

Game design by : Robert C. Clardy, Darrin Massena, Llyod Ollmann
Programmed by : Darrin Massena, Hayes Haugen, Llyod Ollmann
Graphics by : David Schroeder, Michael Ormsby, Robert C. Clardy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3827&o=2

$end


$amigaocs_flop=spacerng,
$bio

Space Ranger (c) 1987 Mastertronic, Limited. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75057&o=2

$end


$msx1_cass=srescue,srescueb,srescuea,
$bio

Space Rescue (c) 1988 Eurosoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94995&o=2

$end


$c64_cart,c64_flop=spaceric,
$bio

Space Ric-o-Shay (c) 1983 Mr. Computer

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53708&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=ricoshay,
$bio

Space Ric-o-Shay (c) 198? OEM

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86932&o=2

$end


$cpc_cass=spacerid,
$bio

Space Rider [Model HT017] (c) 1990 Hi-Tec Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99249&o=2

$end


$info=spcrider,
$bio

Space Riders (c) 1978 Atari., Incorporated.

- TECHNICAL -

Atari Generation 1

Main CPU : M6800 (@ 1 MHz)
Sound Chip : Custom

- STAFF -

Artwork : Gjalt Vanderwyk, George Opperman
Software : Eugene Jarvis

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5419&o=2

$end


$a2600=spcrobot,spcrobote,spcrobote1,spcrobot1,
$bio

Space Robot (c) 19?? Sinmax

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50984&o=2

$end


$info=spcrocks,
$bio

Space Rocks (c) 1981 J. Estevez.

Spanish clone of Asteroids.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103440&o=2

$end


$amigaocs_flop=spcrogue,
$bio

Space Rogue (c) 1990 Origin Systems, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75058&o=2

$end


$x68k_flop=spcrogue,
$bio

Space Rogue (c) 1990 Wave Train

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88096&o=2

$end


$pc98=spcrogue,
$bio

Space Rogue (c) 1990 Wave Train [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90707&o=2

$end


$cdi=spacesaf,
$bio

Space Safari (c) 1995 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53079&o=2

$end


$info=spaceskr,
$bio

Space Seeker (c) 1981 Taito.

- TECHNICAL -

Runs on the "Taito SJ System" hardware.
Prom Stickers : EB01-15

Players: 2
Control: 8-way joystick
Buttons: 2

- TRIVIA -

Space Seeker was released in October 1981 in Japan.

Also available as a cocktail model; "T.T Space Seeker".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2555&o=2

$end


$nes=spaceshd,
$bio

Space Shadow (c) 1989 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54640&o=2

$end


$info=spaceshp,
$bio

Space Ship (c) 1978 Sega Enterprises, Limited.

- TECHNICAL -

Dimensions : 68 x 76 x 168 cm.

- TRIVIA -

Released during June 1978.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=26097&o=2

$end


$pc8801_flop=spacesho,
$bio

Space Shot mkII (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92948&o=2

$end


$info=sshtlzac,
$bio

Space Shuttle (c) 1980 Zaccaria.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5577&o=2

$end


$intv=sshuttle,
$bio

Space Shuttle (c) 1981 Mattel Electronics

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60956&o=2

$end


$info=sshuttle,sshuttl1,
$bio

Space Shuttle (c) 1985 Mecatronics.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=6650&o=2

$end


$bbca_cass,bbcb_cass=spshuttm,
$bio

Space Shuttle (c) 19?? Microdeal

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52411&o=2

$end


$bbca_cass,bbcb_cass=spshuttx,
$bio

Space Shuttle (c) 19?? Molimerx

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52412&o=2

$end


$c64_cart,c64_flop=shuttle,
$bio

Space Shuttle - A Journey into Space (c) 1983 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53709&o=2

$end


$a800=shuttle,
$bio

Space Shuttle - A Journey Into Space (c) 1983 Activision, Inc. [Santa Clara, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86695&o=2

$end


$msx1_cass=sshuttle,
$bio

Space Shuttle - A Journey into Space (c) 1986 Activision, Inc. [Santa Clara, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94996&o=2

$end


$a2600=shuttle,shuttle1,shuttlee,
$bio

Space Shuttle - A Journey Into Space (c) 1983 Activision

- TECHNICAL -

Model AZ-033

- STAFF -

Programmer: Steve Kitchen

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50985&o=2

$end


$a5200=shuttle,
$bio

Space Shuttle - A Journey Into Space (c) 1983 Activision

- TECHNICAL -

Model FZ-012

- STAFF -

Programmer: Bob Henderson
Designer: Steve Kitchen

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50090&o=2

$end


$cpc_cass=sshuttle,
$bio

Space Shuttle - A Journey into Space [Model UQK 009] (c) 1986 Activision, Inc. [Santa Clara, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99250&o=2

$end


$info=sshtl_l7,
$bio

Space Shuttle - Pinball Adventure (c) 1984 Williams Electronics, Incorporated.

- TECHNICAL -

Williams System 9

Main CPU: M6808 (@ 1 MHz)
Sound CPU: M6808 (@ 1 MHz)
Sound chips: DAC, HC55516

- TRIVIA -

The space shuttle's name is 'Defender', a nod to the video game, "Defender".

- SERIES -

1. Space Shuttle - Pinball Adventure (1984)
2. Space Station - Pinball Rendez-vous  (1987)

- STAFF -

Designer : Barry Oursler
Artwork : Mark Sprenger
Software : Larry DeMar
Sounds : Eugene Jarvis, Larry DeMar
Speech : Steve Ritchie
Producer : Joe Kaminkow

- PORTS -

* Consoles :
Nintendo Wii (2008, Pinball Hall of Fame: The Williams Collection)
Sony PlayStation 2 (2008, Pinball Hall of Fame: The Williams Collection)
Sony PlayStation Portable (2008, Pinball Hall of Fame: The Williams Collection)

* Others :
Google Play (2013) The Pinball Arcade

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5311&o=2

$end


$nes=spacesht,
$bio

Space Shuttle Project (c) 1991 Absolute Entertainment, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55575&o=2

$end


$cpc_cass=sshutsim,
$bio

Space Shuttle Simulateur [Model 099] (c) 1985 Loriciels [France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99251&o=2

$end


$sg1000=spacesla,
$bio

Space Slalom [Model G-1023] (c) 1983 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65120&o=2

$end


$msx1_cass=smugglrs,
$bio

Space Smugglers (c) 1989 MHT Ingenieros [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94997&o=2

$end


$cpc_cass=ssmugglr,
$bio

Space Smugglers (c) 1989 MHT Ingenieros [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99252&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=spcsnake,
$bio

Space Snake (c) 1982 Handic Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86933&o=2

$end


$x68k_flop=spacesld,
$bio

Space Soldier (c) 1992 Studio Theta

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88625&o=2

$end


$intv=sspartan,
$bio

Space Spartans (c) 1981 Mattel Electronics.

In 480 B.C. a small Spartan force held off Xerxes and the entire Persian army, in the famous Battle of Thermopylae. The Spartans chose to die defending the pass into Greece, to give their allies time to prepare for attack. SPACE SPARTANS reenacts this battle in space, in a heroic adventure that pits you against overwhelming alien odds. You are the elite force. Stop the first alien onslaught and a new alien force appears. Hold the aliens back as long as you can and give your home galaxy time to prepare for attack!

Score as many points as possible by shooting down alien ships, before your ship is destroyed or you run out of energy. Repair damaged ship systems and re-energize at your 3 starbases. Destroy all aliens on the Sector Grid and a new round starts with more aliens. YOU HAVE ONE SHIP AGAINST A CONTINUOUS ONSLAUGHT OF ALIEN ATTACKERS.

- TECHNICAL -

Model 3416

- TRIVIA -

Space Spartans, the first Intellivoice game, was begun in mid-1981 by Brian Dougherty, who only worked on it a short time before leaving to join the startup company Imagic. Mike Minkoff took over the project and developed it further. When Mike was promoted to manager, he passed it off to the team of Bill Fisher and Steve Roney, who really defined the game and made it more than just Space Battle with voice.

At the time the game was in development, all Intellivision cartridges were 4K in size. To accommodate the voice data, Space Spartans was the first to be given a seemingly generous 8K. This turned out to be woefully inadequate; dialogue had to be cut to a minimum, and the sampling rate was dropped to the point where it's difficult to distinguish the male voices from each other. Luckily, dropping these to a very mechanical sound added to the sci-fi feel of the game. Only the female computer voice was kept at a higher rate, since it adds a strong note of personality. All the voice games that followed were allocated 12 or 16K; even the foreign versions of Space Spartans (Gli Spartani Dello Spazio, Les Spartiates De L'Espace and Spartaner Aus Dem All) were given 12K each.

Most of the sound effects were written by Bill Fisher, but Bill Goodrich contributed the explosions; this was fortunate, since it helped find a bug in Intellivision II. While playing Space Spartans on an Intellivision II, Bill Goodrich was distressed to discover his explosions sounded 'thin'. Comparing other released cartridges, he discovered similar loss of sound quality in the bubbles in Shark! Shark! It was too late to fix the bug in Intellivision II, so subsequent games were tested and reprogrammed to get around any sound problems.

- STAFF -

Design/Program/Graphics: Bill Fisher, Steve Roney, Mike Minkoff, Brian Dougherty
Sound: Bill Fisher, Bill Goodrich
Voice of the Computer: Keri Tombazian

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60957&o=2

$end


$aquarius=speller,
$bio

Space Speller (c) 1983 Mattel Electronics.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49815&o=2

$end


$arcadia=spcesqdn,
$bio

Space Squadron (c) 1982 Emerson Radio Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49276&o=2

$end


$vboy=ssquash,
$bio

????????? (c) 1995 Coconuts Japan
(Space Squash)

- TECHNICAL -

Model VUE-VSSJ-JPN

- TRIVIA -

Released on September 29, 1995 in Japan only.

Reviews:
[JP] Famitsu (October 1995): 20/40
[JP] VB Guide: 20.5/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82380&o=2

$end


$amigaocs_flop=spcstatn,
$bio

Space Station - Part I (c) 1986 Prism Leisure

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75059&o=2

$end


$info=spstn_l5,
$bio

Space Station - Pinball Rendez-vous (c) 1987 Williams Electronics Games, Incorporated.

- TECHNICAL -

Williams System 11B
Model Number : 552

Main CPU : M6808 (@ 1 MHz)
Sound CPU : Motorola M6809 (@ 2 MHz), OKI M6808 (@ 1 MHz)
Sound chips : Yamaha YM2151 (@ 3.579545 MHz), DAC, HC55516

- TRIVIA -

Approximately 3,800 units were produced.

- SERIES -

1. Space Shuttle - Pinball Adventure (1984)
2. Space Station - Pinball Rendez-vous  (1987)

- STAFF -

Concept & Game Design : Barry Oursler
Graphic Design & Art : Tim Elliott (TJE)
Software : Ed Boon (EJB)
Musical Score & Sounds : Brian Schmidt (BLS)
Mechanics : Craig Fitpold (CLF)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5312&o=2

$end


$bbca_cass,bbcb_cass=spstatal,
$bio

Space Station Alpha (c) 19?? Icon

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52413&o=2

$end


$amigaocs_flop=oblivion,
$bio

Space Station Oblivion (c) 1988 Epyx, Incorporated. [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75060&o=2

$end


$info=sstrangr,
$bio

Space Stranger (c) 1979 Yachiyo Electronics.

- TECHNICAL -

Main CPU : Intel 8080 (@ 2 Mhz)
Sound Chips : Samples, SN76477 (@ 2 Mhz)

Screen orientation : Vertical
Video resolution : 224 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2

Players : 2
Control : 2-way joystick
Buttons : 1

- TRIVIA -

Released in January 1979.

- SERIES -

1. Space Stranger (1979)
2. Space Stranger 2 (1979)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2556&o=2

$end


$info=sstrangr2,
$bio

Space Stranger 2 (c) 1979 Yachiyo Electronics.

- TECHNICAL -

Main CPU : Intel 8080 (@ 2 Mhz)
Sound Chips : SN76477 (@ 2 Mhz)

Screen orientation : Vertical
Video resolution : 224 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 8

Players : 2
Control : 2-way joystick
Buttons : 1

- TRIVIA -

Released in December 1979.

- SERIES -

1. Space Stranger (1979)
2. Space Stranger 2 (1979)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2557&o=2

$end


$ibm5150,ibm5150_cass=spacestr,
$bio

Space Strike (c) 1982 Funtastic

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83698&o=2

$end


$info=stactics,
$bio

Space Tactics (c) 1980 Sega.

- TECHNICAL -

Main CPU : Intel 8080 (@ 1.93356 Mhz)

Screen orientation : Horizontal
Video resolution : 256 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 16

Players : 1
Control : 8-way joystick
Buttons : 7

- TRIVIA -

Released during October 1980.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2558&o=2

$end


$info=spctbird,
$bio

Space Thunderbird (c) 19?? Fortrek.

Space Thunderbird is similar to Eagle, but has different graphics. Space Thunderbird's sound is slightly different too.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : Tone generator and discrete circuits

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette colors : 98

Players : 2
Control : 2-way joystick
Buttons : 1

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2559&o=2

$end


$cpc_cass=spacetrd,
$bio

Space Trader [Model AT 414X] (c) 1988 Atlantis Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96800&o=2

$end


$info=spactrai,
$bio

Space Train (c) 1981 Armenia, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85244&o=2

$end


$pc98=spacetrv,
$bio

Space Travel (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90708&o=2

$end


$info=spacetrk,spacetrkc,
$bio

Space Trek (c) 1980 Sega.

- TECHNICAL -

Game ID : 630-645

Main CPU : Zilog Z80 (@ 1.93356 Mhz)

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 64

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released during June 1980.

- STAFF -

Designed & programmed by : Steve Hanawa

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2560&o=2

$end


$msx1_cart=spactrip,
$bio

Space Trip (c) 1986 Barq

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77460&o=2

$end


$msx1_cart=spacetrb,
$bio

Space Trouble [Model HM-013] (c) 1984 HAL Laboratory, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77461&o=2

$end


$a2600=spacetunc,
$bio

Space Tunnel - O Tunel Espacial (c) 1983 CCE

- TECHNICAL -

Model C-807

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50989&o=2

$end


$a2600=spacetun,spacetune,
$bio

Space Tunnel (c) 1982 Bit Corp.

- TECHNICAL -

Model PG202

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50990&o=2

$end


$arcadia=spcevult,
$bio

Space Vultures (c) 1982 Emerson Radio Corp.

- TECHNICAL -

[Cartridge No. 7]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49277&o=2

$end


$info=spacwalk,
$bio

Space Walk (c) 1978 Midway.

A sort of "Clowns" game, for one player vs. computer or two players. You both have a spring board which works the same way as Clowns. On the left hand side of the screen, Player 1's board is higher than Player 2's. On the right hand side, Player 2's board is higher.

A spaceman walks out from the side of the screen and jumps. If you do not have any men on your board when the jumper lands, the spaceman becomes a little rocket which launches up to the top of the screen. This rocket is aimable (you have three seconds to position the rocket before the launch) so you can use this to hit the top target for 500 points. The rocket changes back into a spaceman upon reaching the top of the screen.

If you have a man on one side of your board, play continues as per Clowns until the other player captures the moving spaceman (which goes to a Launch sequence) or both players miss the spaceman (which disappears off the bottom of the screen with a noise similar to "Q-Bert"'s Coily jumping off the edge of the pyramid).

- TRIVIA -

Released in June 1978.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4666&o=2

$end


$msx1_cart=spacewlk,
$bio

Space Walk (c) 1985 Mastertronic, Ltd. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77462&o=2

$end


$msx1_cass=spacewlk,
$bio

Space Walk (c) 1985 Mastertronic, Ltd. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94998&o=2

$end


$channelf=spacewar,
$bio

Space War (c) 1977 Fairchild

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53232&o=2

$end


$info=spcewarl,
$bio

Space War (c) 1979 Leijac.

- TECHNICAL -

Main CPU : Intel 8080 (@ 1.9968 Mhz)
Sound Chips : SN76477 (@ 1.9968 Mhz), Samples

Screen orientation : Vertical
Video resolution : 224 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2

Player : 2
Control : 2-way joystick
Buttons : 1

- TRIVIA -

Released in November 1979 in Japan.

This game is also known as "Space Laser".

- SCORING -

Any ingame UFO : 10~70 points
The other player : 1000 points

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2561&o=2

$end


$info=spcewars,
$bio

Space War (c) 1979 Sanritsu.

Another copy of "Space Invaders" with different art and a slightly faster shooting capability. Additional items which make this game unique:
1) Numbers in the bunker to denote rack number.
2) The occasional timed round, with a bonus plus a splash screen for finishing the rack.
3) Invaders change shape as you finish off more racks.
4) When you finish off the first rack, the game asks you for your name. Afterwards, it shows what you input in place of the SCORE1 or SCORE2 above your score.

- TECHNICAL -

Main CPU : Intel 8080 (@ 2 Mhz)
Sound Chips : SN76477 (@ 2 Mhz), Speaker (@ 2 Mhz)

Screen orientation : Vertical
Video resolution : 224 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2

Players : 2
Control : 8-way joystick
Buttons : 1

- TRIVIA -

Released in December 1979.

During the game, you can heard some famous Japanese songs from 70's.

- SCORING -

Large Invader : 10 points.
Medium Invader : 20 points.
Small Invader : 30 points.
UFO : 50 to 300 points.
Blinking UFO : 500 points.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2562&o=2

$end


$arcadia=spacewar,
$bio

Space War (c) 1982 Emerson Radio Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49278&o=2

$end


$jaguar=spacewar,
$bio

Space War 2000 (c) 2001 B&C Computervision

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76447&o=2

$end


$jaguar=spacewarp,
$bio

Space War 2000 [Prototype] (c) 199? Atari Corp.

- TRIVIA -

Unreleased prototype.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76448&o=2

$end


$info=spacewr3,
$bio

Space War Part Three (c) 1979.

Pirate release of Space Invaders. Items which make this game unique:
* Spaceship's design is different.
* Numbers in the bunker to denote rack number.
* The occasional timed round, with a bonus plus a splash screen for finishing the rack.
* Invaders change shape as you finish off more racks.
* When you finish off the first rack, the game asks you for your name. Afterwards, it shows what you input in place of the SCORE1 or SCORE2 above your score.

- TECHNICAL -

Main CPU : Intel 8080 (@ 2 Mhz)
Sound Chips : SN76477 (@ 2 Mhz), Speaker

Screen orientation : Vertical
Video resolution : 224 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2

Players : 2
Control : 8-way joystick
Buttons : 1

- TRIVIA -

Space War Part Three was released in December 1979.

- SCORING -

Large Invader : 10 points
Medium Invader : 20 points
Small Invader : 30 points
UFO : 50 to 300 points
Blinking UFO : 500 points

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2563&o=2

$end


$a2600=spaceware,
$bio

Space War (c) 1978 Atari, Incorporated.

PAL release. Game developed in USA. For more information, please see the NTSC release's entry; "Space War [Model CX2604]".

- TECHNICAL -

Model CX2604P

- PORTS -

* Consoles : 
Microsoft XBOX [EU] (November 26, 2004) "Atari Anthology" 
Sony PlayStation 2 [EU] (February 18, 2005) "Atari Anthology [Model SLES-53061]" 

* Computers : 
PC [MS Windows, CD-ROM] [EU] (June 10, 2005) "Atari - 80 Classic Games in One! [Replay]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50234&o=2

$end


$a2600=spacewar,
$bio

Space War (c) 1978 Atari, Incorporated.

SPACE WAR GAMES
You and your opponent blast off into space. Each player controls one Star Ship with the Joystick Controller. The object is to score points by shooting your opponent's Star Ship with missiles fired by the red button on your Joystick Controller. Aim the nose of your Star Ship in the direction you want to fire. Space War games last ten minutes or until one player scores ten points. Player's scores appear at the top of the playfield and are color coordinated with the Star Ships. The two lines to the right of your score refer to fuel and missile supply. The top line is the fuel gauge; the bottom line is the amount of missiles remaining. Each player begins with eight missiles. Once the arsenal is depleted, the game will automatically reset each player with eight more missiles ONLY when both players are out of missiles. In most War games, fuel cannot be resupplied. In games 6 and 7, players can refuel and resupply missiles by docking with the Starbase. Fuel is used by adding 'thrust' to your Star Ship or by putting your Ship into Hyperspace. 

GAME 1: It's war in space as two players attempt to score 10 points first. You have Galaxy boundaries in this game. 
GAME 2: Engage in combat in a galaxy which features Galaxy Boundaries and Hyperspace. 
GAME 3: Oppose your space opponent in a galaxy which has Warp Drive. Use Hyperspace as a defensive move. 
GAME 4: The Space Sun in the center of the galaxy exerts gravity during combat. Avoid your opponent or collision with the Space Sun by using Hyperspace. You also fight within Galaxy Boundaries. 
GAME 5: The Space Sun, Warp Drive, and Hyperspace are the features of the galaxy playfield. 
GAME 6: You can refuel and receive more missiles at any time during this game. Steer your Star Ship to the Starbase. This galaxy also features Galaxy Boundaries and Hyperspace. 
GAME 7: Steer your Star Ship to the Starbase at any time during the game to refuel or receive more missiles. This galaxy also features Warp Drive and Hyperspace. 

SPACE SHUTTLE GAMES 
If you have mastered the exercises, you are ready to try Space Shuttle. Connect your Star Ship with the Space Module to score. Recommended strategy is to first match your Star Ship's speed to the Space Module's speed. Then slowly maneuver your Star Ship towards the Space Module. During Shuttle games the Star Ships have an unlimited supply of fuel. In one-player games, you control one Star Ship with the left Joystick Controller and compete against the clock. You have ten minutes to score a maximum ten points. During two-player games each player maneuvers his Star Ship to score. In two-player games with two Space Modules, the target Space Module will be the same color as your Star Ship. First player to score ten points or the most points in ten minutes wins. 
 
2-PLAYER GAMES 
GAME 8: Two players each control one Star Ship and attempt to connect with the Module which is color coordinated with the Ship. Warp Drive is present in this galaxy. 
GAME 9: Two players each control one Star Ship and compete to connect with the same Space Module. This galaxy features Warp Drive.
GAME 10: Each player controls a Star Ship and attempts to connect with a color coordinated Space Module. This galaxy has a Space Sun and Galaxy Boundaries. 
GAME 12: Galaxy Boundaries characterize this galaxy. Each player controls a Star Ship and attempts to connect to the same Space Module. 
GAME 13: Each player controls a Star Ship and attempts to connect with the Space Module that is color coordinated to the Star Ship. Galaxy boundaries are featured. 

1-PLAYER GAMES 
GAME 14: One player controls a Star Ship and attempts to connect with the Space Module. This galaxy features Warp Drive. 
GAME 15: A Space Sun and Warp Drive characterize this space galaxy. One player steers the Star Ship to connect with the Space Module. 
GAME 16: One player controls a Star Ship and attempts to dock it with the Space Module. Galaxy Boundaries characterize this playfield. 
GAME 17: A Space Sun and Galaxy Boundaries could affect one player's strategy to connect the Star Ship with the Space Module.

- TECHNICAL -

Model CX2604

- TIPS AND TRICKS -

After you master controlling your Star Ship, you're ready to develop game strategy. The following tips should help you begin your competitive strategy for Space Shuttle and Space War games. 

SPACE WAR
* Change your Star Ship's position as soon as the game is in the Start position. The initial location of the Star Ships makes it easier for players to score a direct hit.
* Keep close surveillance on your opponent's missile supply gauge. Plan your shots so that your opponent deletes his missile supply first, leaving no defense against your missiles.
* Note that missile supplies are automatically replenished only when BOTH players have used all their missiles. Use this feature to you advantage when these three variables occur at once:
- Your opponent has no remaining missiles. 
- You have remaining missiles. 
- You are playing in a galaxy with a Starbase. 
* Leave your opponent without a chance for resupplying missiles by obtaining all of  your missiles at the Starbase BEFORE your supplies are completely depleted. 
	
SPACE SHUTTLE
* The easiest way to match you Star Ship's speed with the Space Module speed it to first, stop your ship. Point it in the DIRECTION the module is travelling. Apply thrust until the Star Ship and the Space Module are moving at the same speed. Then move the Star Ship towards the Space Module.
* To efficiently make your Star Ship contact the Module: 
- Your Star Ship must travel at the same speed as the Space Module. 
- Your Star Ship must travel in the same direction as the Space Module. Now point your Ship at the Module and apply thrust.

- PORTS -

* Consoles : 
Microsoft XBOX [US] (November 16, 2004) "Atari Anthology [Model 26084]" 
Sony PlayStation 2 [US] (November 22, 2004) "Atari Anthology [Model SLUS-21076]" 
Microsoft XBOX [JP] (August 4, 2005) "Atari Anthology [Model B7X-00001]" 

* Handhelds : 
Nintendo DS [US] (March 8, 2011) "Atari Greatest Hits Vol.2 [Model NTR-BR7E-USA]" 

* Computers : 
PC [MS Windows, CD-ROM] [US] (November 11, 2003) "Atari - 80 Classic Games in One! [Model 25069J]" 

* Others : 
Atari Flashback 2 [US] (2005) 
Atari Flashback 2+ [US] (February 22, 2010) 
Atari Flashback 3 [US] (September 16, 2011) by AtGames 
Atari Flashback 4 [US] (November 13, 2012) by AtGames 
Atari Flashback 5 [US] (October 1, 2014) by AtGames

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50991&o=2

$end


$bbca_cass,bbcb_cass=spwarp,
$bio

Space Warp (c) 1982 Bug Byte

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52414&o=2

$end


$info=spcwarp,
$bio

Space Warp (c) 1983 Century Electronics.

- TRIVIA -

So Far, It's a very broken game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=29320&o=2

$end


$fm7_cass=spcwarp,
$bio

Space Warp (c) 1984 Star Pack

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93797&o=2

$end


$info=spacewar,
$bio

Space Wars (c) 1977 Cinematronics.

Space Wars is a battle between 2 opposing space ships in a hostile spacefield.

- TECHNICAL -

Main CPU : CCPU (@ 5 Mhz)

Players : 2
Buttons : 5
=> LEFT, RIGHT, THRUST, FIRE, HYPERSPACE

- TRIVIA -

Released in October 1977.

Space Wars was the first vector game, and introduced the concept of 'fuel for money', in which the player could insert more coins and buy more fuel during the current game in play.

Rosenthal began working on Space Wars in 1973. He realized he had a commercially viable product on his hands in December of 1976 when he put the game in a friend's arcade before leaving on a trip to Boston. When he returned, he found that the game had made $500 in 6 days and he began looking for a company to license his game. He hit the streets carrying a demonstration unit (along with a "Lunar Lander" game he'd created) but was rejected by most companies until he struck a deal with Cinematronics, who had been around since 1975 but had produced only 3 games, none of them hits. Space Wars was the hit of the 1977 AMOA show and went on to sell at least 10,000 units (some sources put the figure at 3 times that).

Atari reportedly offered Cinematronics $5 million to license the game but the offer was refused (though Cinematronics would launch an unsuccessful lawsuit against Atari for patent violation after the release of "Asteroids").

A Space Wars unit appears in the 1982 movie 'Tron'.

Michael D. Mize has been the "High Score" holder for this Arcade Unit since 8/21/1982. At 19 points it is considered the "Lowest" High Score of all time.

- SCORING -

Once a ship is destroyed : 1 point

- TIPS AND TRICKS -

* Temporary invincibility : Either ship will become invincible after being hit as long as their pieces are still floating in space. This can be used as an advantage by skimming the edge of the middle star in the middle to knock off a piece of the ship. Then, fly into your opponent while invincible.

- STAFF -

Original design (Spacewar!) by : Steve Russell (on a PDP-1 mainframe in 1962).
Hardware design & game program for Cinematronics by : Larry Rosenthal (Founder of Cinematronics).

- PORTS -

* Consoles : 
GCE Vectrex [US] (1982) "Space Wars [Model VT-3105]"
GCE Vectrex [EU] (1982) "Space Wars [Model 8130]" by Milton Bradley

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2564&o=2

$end


$vectrex=spacewar,
$bio

Space Wars (c) 1982 GCE [General Consumer Electric]

Who says there are no rules in intergalactic warfare. Pick your own bounce, expanded universe, black hole as you embark on a deadly dogfight.

You can select any of 7 different game play options.  Each game play option determines the ship and bomb speed, as well as the type and amount of the sun's gravity.

- TECHNICAL -

Model HS-4090

Controls
Joystick: Rotates your destroyer.
Button 1: Select number of players.
Button 2: Hyperspace (and select game number).
Button 3: Thrust.
Button 4: Fire.

- SCORING -

1 point is awarded each time your opponent is destroyed. The game ends when one ship has 10 points.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82234&o=2

$end


$cpc_cass=spacewlf,
$bio

Space Wolf (c) 1985 Norsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99253&o=2

$end


$info=spacezap,
$bio

Space Zap (c) 1980 Midway.

A multi-directional space shoot'em up game. 

The space colony is in danger his defense base is being attacked by a alien threat it comes in four differents quadrants and their attacks are devastating, quickly use the cannon to destroy them and release the base of the hostile threat must be quick because time passes, the enemy increases the intensity and speed of attack and can exploit its base you must avoid this, you must using your control skills at win the mission and defend your base.

- TECHNICAL -

Game No. 902
Upright model
Dimensions: 73 x 26-1/2 x 34 inches

Main CPU : Zilog Z80 (@ 1.789773 Mhz)
Sound Chips : Astrocade (@ 1.789773 Mhz)

Screen orientation : Horizontal
Video resolution : 320 x 204 pixels
Screen refresh : 60.00 Hz
Palette colors : 256

Players: 2 (Alternatively)
Buttons: 5 (four directional buttons and a fire button).

- TRIVIA -

Space Zap was released in October 1980.

This game was licensed from Game-A-Tron, who had released it earlier as "Zap".

In addition to "Berzerk", Space Zap also inspired the multi-directional shooting in "Robotron". At the time, this fact was not well known.

- SCORING -

Space mine : 250 points
Alien ship : 500 points
Attack sattelite : 2,000 points

- TIPS AND TRICKS -

Extra laser bases are awarded every 75,000 points.

- STAFF -

Developer: David Nutting Associates

- PORTS -

* Consoles : 
Bally Astrocade ("Space Fortress")

* Computers :
Tandy Color Computer (198?, "Space Zapper")
TI99/4a (1983, "Starship Pegasus")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2565&o=2

$end


$gbcolor=spacentb,
$bio

Space-Net - Cosmo Blue [Model CGB-BNBJ-JPN] (c) 2001 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68794&o=2

$end


$gbcolor=spacentr,
$bio

Space-Net - Cosmo Red [Model CGB-BREJ-JPN] (c) 2001 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68795&o=2

$end


$amigaocs_flop=spacebal,
$bio

Spaceball (c) 1989 Rainbow Arts

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75062&o=2

$end


$a2600=schase,schasee,
$bio

Spacechase (c) 1981 Apollo

You left Planet Earth just moments ago for routine moon-based primary-satellite scout duty. You are commanding a squadron consisting of three heavily armed Mark 16 Starcruisers. Suddenly you are attacked by alien enemy raiders energizing from the ether... obviously molecularly energized from a distant galaxy. They fire neutron missiles which will destroy your Starcruiser upon impact.

Your mission is to destroy the alien enemy ships until reinforcements can arrive from Planet Earth.  These arrive at the approximate rate of one Starcruiser every 10,000 points. The enemy's arsenal also consists of Lazer-Directed Heat-Seeking Proton Missiles which are fired sparingly.

WARNING  As the battle progresses, the enemy grows desperate and fires the Lazer-Directed Heat-Seeking Proton Missiles more frequently.

- TECHNICAL -

Model AP2001

- TIPS AND TRICKS -

Minimum Heat-Seeking Missiles:
Each time you destroy a Level One alien ship, you score 125 points. A Level Two alien ship scores 200 points. A Level Three alien ship scores 275 points. Each time you hit an alien missile you score an additional 50 points.

When your score reaches 10,000 points, the game automatically switches to Level Two.  At 40,000 points, the game automatically switches to Level Three. However, by utilizing the Game Select Switch as described in the Game Menu, you can begin to score directly on Level Two or Level Three

Although you can score more points at Levels Two and Three, it is more difficult to do because the alien ships are smaller and their missiles are faster.

Maximum Heat-Seeking Missiles:
If you are playing a game that include Maximum Heat-Seeking Missiles, the scoring is as follows: Level One: for each alien ship destroyed - 175 points. Level Two: for each alien ship destroyed - 250 points. Level Three: for each alien ship destroyed - 325 points.  In addition, for each Heat Seeking Missile you destroy, you receive an additional 100 points.

- STAFF -

Programmer: Ed Salvo
Sound: Bryon Parks

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50993&o=2

$end


$amigaocs_flop=spacecut,
$bio

SpaceCutter (c) 1989 Rainbird

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75061&o=2

$end


$cpc_cass=spacdout,
$bio

Spaced Out (c) 1987 Firebird Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99254&o=2

$end


$bbca_cass,bbcb_cass=spmansid,
$bio

Spaceman Sid (c) 1984 English Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52415&o=2

$end


$a2600=smastx7,
$bio

SpaceMaster X-7 (c) 1983 20th Century Fox.

Your mission is to destroy as many Hyperion Military Bases as possible. You can fire missiles through the gaps in the Force Field or from inside the Force Field. If you are able to sneak inside, you must quickly destroy the Base before the Force Field closes in on your Assault Ship. This is no easy task! The Base can construct electrifying Shields during battle and is protected by a variety of deadly defenders. If you are able to avoid all of them, you will be truly deserving of the title Space Master X-7.

- TECHNICAL -

Model 11022

- SCORING -

FIREBALL = 25 Points.
HEAT SEEKER = 100 Points.
BOUNCER = 50 Points.
WANDERER = 200 Points.
HOMER = 400 Points.
BASE HIT = 25 Points per hit.
BASE DESTROYED = 1000 Points each for the first four Bases.
2000 Points for the next four Bases, and so on.

- TIPS AND TRICKS -

You begin each game with five Assault Ships, four in reserve and one in play. Bonus Ships are awarded for every second Hyperion Base destroyed and after every 10,000 points.

HINTS FROM DAVID LUBAR...

"Watch to see which type of defense weapon is forming within the Base. Each acts differently and requires a different strategy."

"On the higher levels, avoid the area where the Shields will appear first. Otherwise, you could get hit with no warning."

"When moving through the Force Field, try to fly directly toward the base, then fire when you are almost touching it. As soon as you hit the button, you will stop moving."

"At very high levels take your time and hit the Base from outside the Field until the energy level drops and the outer Shields are absorbed."

- STAFF -

Programmer: David Lubar

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50992&o=2

$end


$amigaocs_flop=spacport,
$bio

Spaceport (c) 1987 reLINE

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75063&o=2

$end


$n64=ssilicon,ssiliconj,ssiliconu,
$bio

SpaceStation Silicon Valley (c) 1998 Take Two Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57977&o=2

$end


$gbcolor=silicon,
$bio

Spacestation Silicon Valley [Model DMG-AV2P-EUR] (c) 1999 Take-Two Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68796&o=2

$end


$amigaocs_flop=spacewrk,
$bio

Spacewrecked (c) 1991 Gremlin Graphics Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75064&o=2

$end


$cpc_cass=spaghetw,
$bio

Spaghetti Western Simulator [Model A207] (c) 1990 Zeppelin Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99255&o=2

$end


$info=spain82,
$bio

Spain 82 (c) 1982 Playmatic.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=10033&o=2

$end


$pc98=spndream,
$bio

Span of Dream (c) 1990 Wolf Team [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90709&o=2

$end


$bbca_cass,bbcb_cass=spanishg,
$bio

Spanish Gold (c) 19?? Chalksoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52416&o=2

$end


$gameboy=spanky,
$bio

Spanky's Quest [Model DMG-LM-NOE] (c) 1992 Natsume, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66959&o=2

$end


$gameboy=spankyu,
$bio

Spanky's Quest [Model DMG-LM-USA] (c) 1992 Natsume, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66960&o=2

$end


$snes=spankyu,
$bio

Spanky's Quest (c) 1992 Natsume.

North American release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Hansei Zaru Jiro-kun no Daibouken [Model SHVC-HJ]".

Teaser text from this American version:
Wicked witch turns fruits into monsters, Mopoland Population famished! Welcome to Mopoland, where the evil witch Morticia has cast an evil spell and turned all the fruits of the mighty kingdom into fiendish monsters. Spanky, our primate hero is on a quest. Armed with his magic ball, and his exceptional ball heading capabilities, Spanky must hunt down Morticia through six gruelling levels to liberate Mopoland, and save it's citizens from a certain famine.

- TECHNICAL -

Cartridge ID: SNS-HJ-USA

- TRIVIA -

Beyond the questionable name choice, there are some interesting (and surprising) differences between the original Super Famicom version, and this western version. For some obscure reasons, the title screen was entirely changed. Then, the first world from the Japanese game has instructions in the background that guide the player through the gameplay system - this feature was entirely omitted here. However, the western game has the currently visited area indicated in large prints in the top-right corner of the screen (this part is a lot more subtle in the Japanese version). Additionally, the Japanese version has a world map that shows the various zones of the game - and this too was surprisingly removed (which is rather odd, this part of the game doesn't even display any Japanese text). Finally, the western version has an introduction sequence (that can't be skipped!) curiously not included in the Japanese release, whereas the latter features an animated sequence right before the last area as well as an ending sequence not included in the western version! There are probably a lot more subtle differences between the two versions, but it is anyone's guess as to why the game was substantially modified for the western release...

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63573&o=2

$end


$snes=spanky,
$bio

Spanky's Quest [Model SNSP-HJ-EUR] (c) 1992 Natsume [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63572&o=2

$end


$x68k_flop=spannera,
$bio

Spanner A (c) 1989 MP-Networks

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88626&o=2

$end


$x68k_flop=spannerx,
$bio

Spanner-X Endless Fire (c) 1994 Studio MM

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88627&o=2

$end


$cpc_cass=spannerm,
$bio

Spannerman [Model SOFT 114] (c) 1984 Amsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99256&o=2

$end


$x1_flop=spchange,
$bio

Spare Change (c) 1985 Soft Pro International [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86125&o=2

$end


$a800=sprkbugs,
$bio

Spark Bugs (c) 1983 Romox

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86696&o=2

$end


$info=sparkman,sparkmana,
$bio

Spark Man (c) 1989 SunA Electronics Ind. Company, Limited.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 6 Mhz)
Sound CPU : Zilog Z80 (@ 6 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), AY8910 (@ 1.5 Mhz), Custom (@ 1.5 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Spark Man was released in June 1989.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2566&o=2

$end


$snes=sparkwld,
$bio

???? ???? (c) 1995 Denz
(Spark World)

Spark World is an action game by Den'Z and reminiscent of Hudson Soft's all time classic Bomberman. In a fantasy world where cars have taken over the world, an evil cigar smoking mafia dealer spreads terror in his wake. Two courageous cars decide to stop the renegade vehicle and his army of criminals throughout the world. The story mode gets the player to start the game from any of nine areas. Each zone features three stages and a boss, and the goal of the game is rather simple - each stage must be carefully cleaned of all the depraved bad guys, or vehicles in this case. Our heroes' main weapon is a short range battery that fires lighting sparks in four directions at once. Like Bomberman's bombs, they only ignite after a handful of seconds. This feature is planted firmly at the heart of the gameplay and most of the game's strategy orbits around the placement and timing of the batteries to cause maximum damage. Following the Bomberman tradition, the game features power-up items hidden inside destructible blocks. Some expand the range of the lightning sparks, some increase the stock of available batteries whereas others give the player upgrades - these can get him to throw small bombs over the playfield or give him the ability to punch batteries or other vehicles. However, there are also bad items that give the player diseases for a short amount of time - there is a safe way out though and these sicknesses can be transferred to anyone the player touches. Unlike Bomberman, each player can be hit several times before failing a level, and super-powers are available for the taking (four of the nine zones feature mean black cars as bosses and killing them release special powers). Finally, any Bomberman clone wouldn't be complete without a battle mode and up to fire players can indeed blast each other up in frantic dead matches.

- TECHNICAL -

[Model SHVC-ADWJ-JPN]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62217&o=2

$end


$msx1_cart=sparkie,sparkiea,
$bio

Sparkie [Model HBS-G001C] (c) 1983 Sony Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77463&o=2

$end


$mc10=sparkle,
$bio

Sparkle (c) 1981 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87701&o=2

$end


$megadriv=sparkstr,sparkstrj,
$bio

Sparkster (c) 1994 Konami Company, Limited.

- TRIVIA -

The game was presented at the 1994 Tokyo Omocha Show in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56882&o=2

$end


$megadriv=sparkstru,
$bio

Sparkster (c) 1994 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57406&o=2

$end


$snes=sparkstrj,
$bio

Sparkster (c) 1994 Konami Company, Limited.

Sparkster is a cartoony side scrolling action game by Konami, and sequel of Rocket Knight Adventures originally released for the Sega Megadrive in 1993 (this Super Famicom episode is often considered as a spin-off rather than a direct sequel though). The evil Lioness and her growing army of wolf soldiers are taking over the opossum kingdom, and the young Flora, the king's daughter, has been kidnapped and held for ransom by the cruel invader. The protagonist of the game is Sparkster, a skilled and courageous opossum rocket knight, and his sole mission it to rescue the distressed damsel and to save the kingdom from total annihilation. But little does he knows that his arch-enemy Axel Gear, the rogue and betrayer rocket knight, has also joined forces with the assailant and will do anything in his power to make sure Sparkster doesn't succeed in his mission. Sparkster's first incredible ability is to hang from anywhere with his tail (trees, pipes and so forth), allowing him to escape dare situations, or reach inaccessible areas. Then, with the help of his trusty sword, he can slash his enemies, fire deadly beams or break through walls. But Sparkster's armor and unmistakable aviator glasses hide another secret - the opossum wears a jet-pack on his back, and holding the attack button for a few seconds gives Sparkster the incredible ability to fly through the air and reach higher platforms, or bounce off walls. The same technique can be used to unleash rocket-boost charges against the enemy. Sparkster has a few other tricks up his sleeves, such as a powerful spin attack or an equally damaging air dashing move. Sparkster consists of nine stages and features a simple password system to save the player's progress.

- TECHNICAL -

Cartridge ID: SHVC-ASSJ-JPN

- TRIVIA -

Released on September 15, 1994 in Japan for 9800 Yen.

Sparkster is an interesting and imaginative franchise, and many players have drawn a strong parallel between Konami's opossum hero, and Sega's flagship character Sonic the Hedgehog. And parallel there is. The first Sparkster game was released for the Sega Megadrive in 1993 under the name Rocket Knight Adventures, and this two years after Sonic the Hedgehog. Like Sega's flagship platformer, the game featured fast-paced action and a rodent character (well, technically, hedgehogs are not rodents, but you get the point). Unlike countless other Sonic wannabes in the mid-1990s, Rocket Knight Adventures was actually wonderfully crafted and was Konami at its best. But the game never became a huge hit, which was rather unfortunate (the game enjoyed some levels of success though). Of course that didn't stop Konami, who went ahead and released a first sequel for the Super Famicom and Megadrive in 1994 simply called Sparkster. Both games were released the same month, but the Super Famicom version was the first one to hit the shelves. Although both game share the same cover art, they are two completely different games and were apparently developed by two different teams at Konami. The Super Famicom version is arguably better, but it is often seen as a spin off, rather than a true sequel. On the same note, the Japanese Megadrive version of the game was subtitled Rocket Knight Adventures 2, and is considered as the true sequel to the first game.

- TIPS AND TRICKS -

Crazy hard mode: Go to the title screen and enter the setup menu. Then highlight Level and press Left, Left, Right, Right, Down, Up, Down, Up, A and X. The Crazy Hard difficulty mode should now be available.

- STAFF -

Director, Main Programmer: Axelay! Ueda
Programmer: Fururu!!, Ponce Yamamoto
Main Designer: Yada Bonsei
Designer: Reika, Ohanayamicchan, Nagisa Chan, Sato Noriyoshi
Sound Design: K. Uehara, M. Ikariko, M. Matsuhira, Y. Yamane, A. Yamaoka
Package Design: K. Namba, Y. Nozawa
Advisor: J. Blaustein
Producer: K. Tom

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62218&o=2

$end


$snes=sparkstru,
$bio

Sparkster [Model SNS-ASSE-USA] (c) 1994 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63575&o=2

$end


$snes=sparkstr,
$bio

Sparkster [Model SNSP-ASSP-EUR] (c) 1994 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63574&o=2

$end


$a800=spart418,spart419,spart420,spart421,spart42a,
$bio

Sparta DOS X (c) 1988 ICD, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86697&o=2

$end


$a800=spart422,
$bio

Sparta DOS X (c) 1995 FTe

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86698&o=2

$end


$a800=spart439,spart441,spart442,spart443,spart444,spart445,spart446,
$bio

Sparta DOS X (c) 2006 DLT

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86699&o=2

$end


$info=ep_spart,ep_sparta,ep_spartb,
$bio

Spartacash (c) 1999 Impulse Gaming.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40028&o=2

$end


$info=spartanx,spartanxtec,
$bio

Spartan X (c) 1984 Irem Corp.

Thomas - the game's hero - and his girlfriend Sylvia are suddenly ambushed by a group of unknown assailants, and Sylvia is kidnapped. Thomas receives a ransom demand from the mysterious 'X' informing him that Sylvia is being held in the Devil's Temple.

Thomas must kick and punch through the five enemy-packed floors of the temple to reach Sylvia and rescue her. A fearsome guardian awaits the player at the end of each floor, and must be defeated before Thomas can continue his progress up through the temple.

- TECHNICAL -

Irem M-62 system hardware 

Main CPU : Zilog Z80 (@ 3.072 Mhz) 
Sound CPU : Motorola M6803 (@ 894.886 Khz) 
Sound Chips : (2x) General Instrument AY8910 (@ 894.886 Khz), (2x) MSM5205 (@ 384 Khz)

Players : 2 
Control : 4-way joystick 
Buttons : 2 
= > [1] Kick, [2] Punch

The game has more than 10,000 lines of assembly code and 28 ROMs (including 177 KB of graphics), main code 2x 16 KB.

- TRIVIA -

This game is known outside of Japan as "Kung-Fu Master". 

Spartan X was the first sideways-scrolling beat-em-up. While understandably not as polished as the games it would go on to inspire, Spartan X is still regarded as an absolute classic. It is also fiendishly difficult. 

The official name for the regular fighters is 'Gripper'.
The official name for green-clad boys which make their first appearance on Floor 2 is 'Tom Tom'. 

This game is based on the Bruce Lee movie 'Game of Death' then changed and marketed together in 1984 with the movie 'Wheels on Meals', starring Jackie Chan (as Thomas) and Sammo Hung (who also directed). This movie is called 'Spartan X' in Japan. 

In the game you have a 5-Floor Pagoda (which is Beopjusa in Chungcheongbuk-do, South-Korea) and the Giant Kareem Abdul-Jabbar. In the movie 'Bruce's Finger', you can see the kidnapping letter and a tied-up girl in a red dress. In the movie 'Goodbye Bruce Lee, his Last Game of Death' you can see the red pillars and the ceiling tape, like in the game. 

A French movie, 'Le Petit Amour', by Agnes Varda, doesn't have 'Kung-Fu Master' just as the name in USA but also has an intro with a scroll-lateral reference to the game and a lot of scenes of the game itself too! One thing that can cause some strangeness is the fact that the movie is a romance and not a fighting/action movie as the US name can propose.

- SCORING -

Scoring in this game is relatively simple. Some of the scoring depends on whether you kick or punch an enemy. You get more points punching enemies. 

Kick on Grippers : 100 points 
Kick on Tom Toms : 200 points 
Kick on Knife Throwers : 500 points (Require 2 hits) 

Punch on Grippers : 200 points 
Punch on Tom Toms : 300 points 
Punch on Knife Throwers : 800 points (Require 2 hits) 

Jump Kick on Grippers : 200 points 
Jump Kick on Tom Toms : 300 points 
Jump Kick on Knife Throwers : 1,000 points (Require 2 hits) 

Knock out leaping Tom Toms : 400 points

If you kick or punch into a group, you have a chance of knocking more then one fighter off the floor. The progressions for this are... 

Progression for Jump Kick or Punch : 
1 person : 200 points 
2 persons : 400 points 
3 persons : 600 points 
4 persons : 800 points 

For everyone beyond the 4th person, it stays at 800 points. 

Progression for a Kick or Low Sweep : 
1 person : 100 points 
2 persons : 200 points 
3 persons : 300 points 
4 persons : 400 points 

For everyone beyond the 4th person, it stays at 400 points. 

On the 2nd and 4th floors, you will encounter some different enemies. 
Dragons : 2,000 points 
Confetti Balls : 1,000 points 
Vases (Kicked) : 200 points 
Vases (Punched) : 100 points 
Poisonous Moths (Kicked) : 500 points 
Poisonous Moths (Punched) : 600 points 

You also get points for the bosses : 
1st Floor (Stick Fighter) : 2,000 points 
2nd Floor (Boomerang Fighter) : 3,000 points 
3rd Floor (Giant) : 3,000 points 
4th Floor (Black Magician) : 5,000 points 
5th Floor (Mr. X) : 10,000 points 

At the end of each floor, you will receive bonus points by adding your time remaining + your remaining energy. To complete a floor, you must go up the stairs to the next floor.

- TIPS AND TRICKS -

* When you start the game, Thomas will be at the right side of the screen. It will then be your job to navigate him through the five floors to Mr. X. On each floor, you are under a time crunch. The Timer starts at 2,000 and only stops when you go up the stairs to the next floor. Sometimes players forget this and think after you defeat the boss then the floor is over. 

* If Thomas is grabbed by the Grippers or Tom Toms, just rapidly shake the joystick left and right. This will throw them off of Thomas although you get no points for it. You will lose energy if they hold on to you plus Thomas cannot fight while being held. 

* Tom Toms can only be destroyed with crouching attacks. If they leap toward you, stand or jump out of a crouch to knock them out. 

* Knife Throwers can be particularly dangerous. In the lower levels, they throw at a medium or high height. Later on, they also will throw low. It takes two hits to take out a Knife Thrower. In the higher levels, don't be surprised if Thomas has a Knife Thrower on either side of him. The best way to counter this is to move toward the left or right to get one of the Knife Throwers off the screen and deal with the other one. 

* Speaking about the above two points, a particularly dangerous situation emerges when Thomas is being held and Knife Throwers appear on the scene. You have to rapidly get Thomas free and deal with the Knife Throwers. Failing to do this will result in a quick death for Thomas. 

* Try to make it to the boss as quickly as possible since you are on limited time. You will know when the boss is around since all other people on the screen disappear. 

* As you are moving along the floor, you will be assaulted by different people and things. Enemies encountered will depend on which floor you are currently on. As you finish each Devil's Temple, the floors will get harder as the enemies become more numerous and quicker. The floors are broken up like this : 

1ST FLOOR : This floor just has Grippers and Knife Throwers. They do become more numerous the more Temples you successfully complete. 

2ND FLOOR : This floor has a few different enemies to deal with. 
1) You will be assaulted by vases and confetti balls. If you do not destroy the vases before they hit the floor, they will release dragons or snakes. You can attempt to kick or punch the dragons, but it is risky since they blow fire from their mouths. This in addition to other enemies around you. As for the snakes, your only defense is to jump over them. 
2) The confetti balls explode after a period of time sending shrapnel in all directions. These can be destroyed before they do any harm. 
3) On the final part of the floor, you will deal with Grippers, Tom Toms, and Knife Throwers. (This is where the Tom Toms make their first appearance.) 

3RD FLOOR : This floor is like the first floor except now you will also have Tom Toms to deal with. 

4TH FLOOR : This floor only has a couple of enemies to deal with. 
1) At the beginning of the floor, Poisonous Moths will be released from the walls. They will come at Thomas randomly high, medium, or low. That means you will have to do some fancy footwork to either avoid them or take them out. 
2) After the Poisonous Moths, the rest of the floor is the usual Grippers, Tom Toms, and Knife Throwers. 

5TH FLOOR : Just like the 3rd floor except the Knife Throwers come out more frequently now. 

* Defeating The Bosses : There are five bosses to deal with in this game. For most of the bosses, if you can back them up against the stairs and start pounding on them, you will defeat them very quickly. Of course, some bosses won't work with you in that area so you have to try other methods. 

1) STICK FIGHTER : His claim to fame is that he has a big stick and he doesn't speak at all. This is one of the easier bosses to take down. 
a) You can tell when he is ready to strike because he cocks his arm back to swing. Just move or jump back to avoid being hit. 
b) You can crowd him against the stairs. Once you have done that, use a series of low sweeps to finish him off. 
c) You can also take him out be doing jump kicks on him but that is a little more tricky since he can get a hit on you if you are not ready. 

2) BOOMERANG FIGHTER : This guy likes to hit you coming and going. He throws two boomerangs at Thomas. If Thomas avoids them on the trip out, he may get hit on the return trip. 
a) Your first priority is avoiding the boomerangs (of course). Most of the time, he throws the boomerangs mid or high so you can easily duck. Sometimes he will throw some low shots so you have to jump. 
b) Once he releases his boomerangs, get up to him and let loose with kicks and punches. Prepare for the boomerangs' return trip and once he catches them, hit him a couple of more times. 
c) You should only have to do this cycle a couple of times before the Boomerang Fighter is no more. 

3) GIANT : He stands about twice as tall as Thomas. Plus, he packs a mean wallop both in his punch and kick. 
a) Although he is built like a tank, he is not very quick. Thomas can get in about three shots to his one. The problem is, when the Giant hits Thomas, a lot of energy loss occurs. 
b) Don't even try to go toe-to-toe with the Giant or you will lose. The best attacks are the jump kick and low sweep. You just have to watch out for his kick on the low sweep. 
c) This one may take a while since you need to be careful around the Giant. 

4) BLACK MAGICIAN : Of course, no Devil's Temple would be complete without the resident Black Magician to annoy you. The Black Magician is one of the stranger bosses you have to deal with. His claim to fame is a couple of things. First, he creates duplicates of himself so you don't know which one is the real Black Magician. Second, he sometimes sends creatures after you such as bats to make your life miserable. Fortunately, the Black Magician is one of the easier bosses to deal with. 
a) You need to back him up to the stairs as quickly as possible to limit his movement. If the Black Magician has a lot of room, he can create duplicates which will hurt Thomas. 
b) Once you've backed him against the stairs, the only thing that will work on the Black Magician are low punches. When you have him backed against the stairs and are pounding on him, he can't create duplicates or other critters to harass Thomas. 

5) MR. X : Well, you've finally made it to Mr. X. This will be a test of all of your Kung-Fu skills. Mr. X is no pushover. In addition, Mr. X regenerates his energy so you have to be quick about taking him down or he will fully regenerate. 
a) You will notice that Mr. X has his own series of Kung-Fu moves that could very well do severe damage to Thomas. You will need to use different combos to get through Mr. X's defenses. 
b) If he seems to block a particular attack, quickly switch to another. For example, if he blocks a low sweep, change it to a jump kick and you may get a shot in. Also, use your punches after getting his defenses away with kicks. 
c) This will be a long battle but if you continue using different attacks, you can take him down. 

6) Once Mr. X is beaten, you walk forward to kiss Sylvia. Jump at the last minute and you'll walk a few extra steps and kiss thin air. 

* Slow Motion Mode : Turn 'slow motion mode' ON in DIP switch. In game, press 2P START to slow game speed. 

* Stop Mode : Turn 'Freeze' ON in DIP switch. In game, press 2P START to stop and 1P START to restart. 

* Level Selection Mode : Turn 'Level selection mode' ON in DIP switch. In game, press 1P START to select and 2P START to restart. 

* Hint : Time your punches properly. They give you double score compared with the kicks, but they're much more risky, as you can fall short with your punch and get grabbed.

* Defeating the Bosses : 
1) STICK FIGHTER : Easy. Wait to his first pole swing from a safe distance and then quickly get close (stuck) to him. From now on, his attacks won't hit you. Walk forward (making him walk back) until you reach the staircases and then start punching him in the belly. 
2) BOOMERANG FIGHTER : First, clean your back of henchmen. Then, wait for the Boomerang Fighter to throw his first boomerang, avoid it and this is the time! You have to hit him like hell while he's waiting to recover his boomerang. Punches hurt double. If you're quick enough punching, he won't recover his first boomerang. 
3) GIANT : Just make a moving jump kick, hit him in the chest, and as soon you touch the floor (falling down from the jump kick) start punching fast as hell! With any luck he won't touch you anyway. Be sure to have spare energy to perform this movement just in case he has time to give you a kick (1/4 of the bar would be enough). 
4) BLACK MAGICIAN : Watch out, this one is tricky. First, take him to the limits where he can walk (He suddenly stops as he can't get closer to you). Then come closer to him and duck, avoiding his projectiles. Then, a copy of him will appear at your back. Stand up and start walking (avoiding projectiles again) just as you did with the Stick Fighter. As soon as you arrive at the stairs, duck and start punching. He will appear and disappear, but JUST in front of you. Six punches and he's history. 
5) MR. X : Mainly keep him defending himself with high kicks (tapping very fast!) and then suddenly change to low kicks. Start with a jumping moving kick in the chest (just like the third boss) and then start the high/low kicks patterns.

- SERIES -

1. Spartan X (1984, Arcade) 
2. Spartan X 2 [Model IF-23] (1991, Famicom)

- PORTS -

* Consoles : 
Nintendo Famicom [JP] (June 21, 1985) "Spartan X [Model HVC-SX]" 
Sega Saturn [JP] (April 26, 1996) "Irem Arcade Classics [Model T-22403G]" 
Sony PlayStation [JP] (April 26, 1996) "Irem Arcade Classics [Model SLPS-00341]" 

* Handhelds : 
Nintendo Game Boy [JP] (December 11, 1990) "Spartan X [Model DMG-SXJ]" 

* Computers : 
MSX [JP] (1984) "Kung Fu Master" by ASCII Entertainment

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2567&o=2

$end


$x1_cass=spartanx,spartanxa,
$bio

Spartan X (c) 1984 Pony Canyon, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86270&o=2

$end


$pc8801_cass=spartanx,
$bio

Spartan X (c) 1985 Pony Canyon, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91270&o=2

$end


$nes=spartanxh,
$bio

Spartan X (c) 1987 FMG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69316&o=2

$end


$nes=spartnx2,
$bio

Spartan X 2 (c) 1991 Irem Corp.

- TECHNICAL -

Model IF-23

- TRIVIA -

Spartan X 2 was released on September 27, 1991 in Japan only.

- STAFF -

Developer: Tamtex

Programmed by: Ruriel

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54642&o=2

$end


$gameboy=spartanx,
$bio

Spartan X [Model DMG-SXJ] (c) 1990 Irem Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66961&o=2

$end


$nes=spartanx,
$bio

Spartan X (c) 1985 Nintendo.

Nintendo Famicom's port. For more history about the game itself, please refer to the original Japanese arcade video game entry; "Spartan X".

- TECHNICAL -

Model HVC-SX

- TRIVIA -

Spartan X for Famicom was released on June 21, 1985 in Japan at a retail price of 4900 Yen.

Outside of Japan, the arcade version of the game is known as "Kung-Fu Master"; this port, as simply "Kung Fu".

Known export releases:
"Kung Fu [Model NES-SX-USA]"
"Kung Fu [Model NES-SX-EEC]"
"Kung Fu [Model NES-SX-ESP]"
"Kung Fu [Model NES-SX-GBR]"
"Kung Fu [Model NES-SX-NOE]"
"Kung Fu [Model NES-SX-UKV]"

- TIPS AND TRICKS -

NOTE: These tricks only work on the NES/Famicom port of the game and do not work on the arcade version.

* Fight Sylvia: each time you beat the game it will restart from the beginning. Beat the game 50 times in a row and you can fight Sylvia, the girl you usually rescue.

* Bonus points: use a jump kick on the twelfth enemy on each level for 5,000 points (WARNING: This trick will not work if the twelfth opponent is a Knife Thrower or a Tom Tom).

- STAFF -

Music by: Koji Kondo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54641&o=2

$end


$info=spatter,spattera,
$bio

Spatter (c) 1984 Sega.

Export release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Sanrin San-Chan - Tricycle-San".

- TECHNICAL -

Runs on the Sega "System 1" hardware.

- TRIVIA -

Released in December 1984.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2568&o=2

$end


$info=spawn,
$bio

Spawn In The Demon's Hand (c) 1999 Capcom.

- TECHNICAL -

Runs on the Sega "NAOMI" Hardware.

- TRIVIA -

Spawn In The Demon's Hand was released in January 2000 (even if the titlescreen shows 1999).

Spawn is a popular comic published in 120 countries all over the world with a standing of more than 125,000,000 copies sold. It's first publication broke the record of American Comic sales and is still going strong. Spawn's popularity spread through various media like action figures, animation, movies, etc...

- TIPS AND TRICKS -

* Hidden Characters : Depending on how many times the game was beaten, you might have noticed a screen that says that you can go through the extended storyline with multiple players. If that happens, when next time you play, hold down ALL of the buttons, including the START button. Insert the coins, and press START while holding the rest of the buttons down. If done correctly, the screen should turn blue and an expanded character ring will appear with the following new additions.
1) Spawn I
2) Spawn IV
3) DA 'Dark Ages' Spawn
4) Admonisher

- PORTS -

* Consoles : 
Sega Dreamcast [JP] (August 10, 2000 [Model T-1216M]
Sega Dreamcast [US] (October 1, 2000 [Model T-1216N]
Sega Dreamcast [EU] (January 19, 2001 [Model T-36816D-05]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3417&o=2

$end


$gbcolor=spawn,
$bio

Spawn [Model CGB-AAWE-USA] (c) 1999 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68797&o=2

$end


$snes=spawnu,
$bio

Spawn [Model SNS-A9WE-USA] (c) 1995 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63577&o=2

$end


$snes=spawn,
$bio

Spawn [Model SNSP-A9WP-EUR] (c) 1995 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63576&o=2

$end


$info=snmath,snmatha,snmathp,
$bio

Speak & Math (c) 1986 Texas Instruments.

Speak & Math had five distinct learning games: Solve It, Word Problems, Greater Than/Less Than, Write It, and Number Stumper, all playable at three levels of difficulty.

- TRIVIA -

Speak & Math was one of a three-part talking educational toy series that also included Speak & Spell and Speak & Read.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84470&o=2

$end


$info=snread,
$bio

Speak & Read (c) 1980 Texas Instruments.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94376&o=2

$end


$info=speakres,speakresb,
$bio

Speak & Rescue (c) 1980 Sun Electronics.

A space shooter game.

The alien spaceships comes to planet earth, invasion has been established, hurry up help and avoid the human abduction destroying with the defense moon spaceship, all the hordes of aliens.

- TECHNICAL -

Main CPU : (2x) Zilog Z80 (@ 2.5 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.25 Mhz), SN76477 (@ 1.25 Mhz), DAC (@ 1.25 Mhz)

Screen orientation : Vertical
Video resolution : 256 x 256 pixels
Screen refresh : 57.00 Hz
Palette colors : 8

Players : 2
Control : 2-way joystick
Buttons : 1

- TRIVIA -

Speak & Rescue was released in May 1980.

This game is known under Taito license as "Stratovox".

This game was the first game to have synthesized voices and is the very first release from Sun Electronics. Sun Electronics was a player in the early 80's arcade market. They only made a few game before changing their name to Sun Corporation. Then in 1988 they once again underwent a change of name to Sunsoft.

A bootleg of this game is known as "Space Echo".

- SCORING -

Yellow saucer : 50 points
Red saucer : 100 points
Saucer with human : ??? points
Bonus at end of round : 100 points per human not captured

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2569&o=2

$end


$info=snspell,snspella,snspelluk,snspelluka,snspellb,
$bio

Speak & Spell (c) 1979 Texas Instruments.

- TRIVIA -

Development began in 1976 with an initial budget of $25,000, as an outgrowth of TI's research into speech synthesis.

The original Speak & Spell was the first of a three-part talking educational toy series that also included Speak & Read and Speak & Math.

- STAFF -

Created by: Paul Breedlove

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84471&o=2

$end


$info=speakesy,speakes4p,
$bio

Speak Easy (c) 1982 Bally.

- TECHNICAL -

Bally/Midway MPU AS-2518-35 (Squawk and Talk)
Model Number : 1273

Main CPU : M6800 (@ 475 KHz)
Sound CPU : M6802 (@ 895 KHz)
Sound chips : General Instrument AY8910 (@ 895 KHz), DAC, Texas Instruments TMS5220 (@ 640 KHz)

- TRIVIA -

Released in August 1982. 3,000 units were produced.

A 'Speak Easy' was one of the many saloons in the United States that illegally served alcoholic beverages during Prohibition, which was the period from 1920 to 1933 in which national law prohibited the manufacture, sale, or transportation of intoxicating beverages. Prior to Prohibition, the saloons admitted only men as patrons, but as speakeasies they allowed both men and women.

- STAFF -

Design by : George Christian
Art by : Greg Freres

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5578&o=2

$end


$info=ep_spcbw,ep_spcbwa,ep_spcbwb,ep_spcbwc,ep_spcbwd,ep_spcbwe,ep_spcbwf,ep_spcbwg,ep_spcbwh,ep_spcbwi,ep_spcbwj,ep_spcbwk,ep_spcbwl,ep_spcbwm,
$bio

Special Brew (c) 199? Maygay.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40894&o=2

$end


$info=m3circle,m3circlea,m3circleb,
$bio

Special Circle Club (c) 198? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41176&o=2

$end


$sms=sci,scip,
$bio

Special Criminal Investigation (c) 1992 Sega Enterprises, Limited.

- TECHNICAL -

Cartridge ID: 7079

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56188&o=2

$end


$info=mv1sfx,mv1sfxa,mv1sfx2,
$bio

Special Effects (c) 199? Maygay.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41661&o=2

$end


$info=specforc,
$bio

Special Force (c) 1986 Bally Midway Mfg. Co.

- TECHNICAL -

[No. 0E47]

Bally/Midway 6803 (Sounds Deluxe)

Main CPU : Motorola M6803 (@ 895 KHz)
Sound CPU : Motorola 68000 (@ 8 MHz)
Sound Chip : DAC

- TRIVIA -

There is an alternate, identical, version of the game, called "Special Force Girls".

- STAFF -

Game Designer : Dennis Nordman
Programmer : Rehman Merchant
Sounds : Neil Falconer
Graphics : Tony Ramunni

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5364&o=2

$end


$amigaocs_flop=specfrce,
$bio

Special Forces (c) 1992 Microprose Software, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75065&o=2

$end


$info=specfrce,
$bio

Special Forces - Elite Training (c) 2002 ICE.

Game Features :
* 2 Training Tests & 1 Combat Mission per branch.
* Total of 30 Training Tests & 9 Combat Missions.
* 3 Special Forces branches (Army, Air Force, Navy) test players' skill, speed and accuracy.
* 20 ranks to reach '5-Star General'.
* Plus a Super Soldier Bonus Round per branch.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4358&o=2

$end


$info=spclforc,
$bio

Special Forces - Kung Fu Commando (c) 1985 Magic Electronics, Incorporated.

"Kung-Fu Master"-like action game with an anti-terrorist theme.

The player controlled a gung-ho super commando named Captain Action in a quest to fight off kidnappers and rescue hostages using commando tactics in one phase and hand-to-hand kung-fu in another.

- TECHNICAL -

Main CPU : S2650 (@ 1.536 Mhz)
Sound Chips : DAC (@ 1.536 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Licensed from Senko Industries. Released as a conversion kit by Magic Electronics, Inc. for Donkey Kong/DK Jr./Crazy Kong.

- SERIES -

1. Special Forces - Kung Fu Commando (1985)
2. Special Forces II (1985)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2570&o=2

$end


$info=spcfrcii,
$bio

Special Forces II (c) 1985 Magic Electronics, Incorporated.

"Kung-Fu Master"-like action game with an anti-terrorist theme.

- TECHNICAL -

Main CPU : S2650 (@ 1.536 Mhz)
Sound Chips : DAC (@ 1.536 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Licensed from Senko Industries. Released as a conversion kit by Magic Electronics, Inc.

- SERIES -

1. Special Forces - Kung Fu Commando (1985)
2. Special Forces II (1985)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2571&o=2

$end


$bbca_cass,bbcb_cass=specops,
$bio

Special Operations (c) 1984 Lothlorien

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52417&o=2

$end


$cpc_cass=specops,
$bio

Special Operations (c) 1984 MC Lothlorien

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99260&o=2

$end


$msx1_cass=specops,specopsa,
$bio

Special Operations (c) 1985 MC Lothlorien

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94999&o=2

$end


$info=j2spcrsv,
$bio

Special Reserve (c) 198? JPM International.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41005&o=2

$end


$pc98=spcstage,
$bio

Special Stage - Paris-Dakar Sabaku no Shissou (c) 1992 Allex [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90710&o=2

$end


$snes=steeshot,
$bio

Special Tee Shot (c) 199? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62219&o=2

$end


$x68k_flop=tenanmon,
$bio

Special Tenanmon (c) 1990 Pekin Net

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88628&o=2

$end


$coco_cart=spectltr,
$bio

Spectaculator (c) 1983 Tandy Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53476&o=2

$end


$bbca_cass,bbcb_cass=spectape,
$bio

Spectapede (c) 19?? Mastertronic, Limited. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52418&o=2

$end


$info=spectar,spectar1,
$bio

Spectar (c) 1980 Exidy.

Spectar, released by Exidy in 1980, is the follow-up of "Targ". Gameplay is apparently unchanged, you control a vehicle called Whummel into a 9x9 grid maze, chasing down, and being chased by, the alien invaders. Targs have evolved into the more dangerous Rammers, and Spectars appears more often, shooting at player's ship.

You use a 4-Way joystick to guide your vehicle in the maze, and a pushbutton to shoot at enemies. Up to 2 players can alternate in gameplay.

The most noticeable difference from his predecessors is that to complete a level you can now collect all the gems in the maze, in a "Pacman"-like game or destroy all of the Rammers (like in "Targ"). Rammers and Spectars continue to appear from flashing pods, so you cannot rest and plan your course easily, or you will be overwhelmed by the alien force.

Graphic is highly improved compared to his predecessor : The maze now has barricades that must be avoided or can be used as a shielding against the enemies, and has ten environment settings, changing from the 'square-block town' of Targ to a city, a forest, a lunar landscape and many more. The enemies too are smarter and faster, and the fact that they go on spawning from the pods makes the game a even more frenzy challenge.

- TECHNICAL -

Main CPU : MOS Technology M6502 (@ 705.562 Khz)
Sound Chips : Samples, DAC

Screen orientation : Horizontal
Video resolution : 248 x 256 pixels
Screen refresh : 57.00 Hz
Palette colors : 8

Players : 2
Control : 4-way joystick
Buttons : 1

- TRIVIA -

Released in November 1980.

'Spectar' stands for 'Special Target'.

A French version of this game is known as "Phantomas" (by Jeutel).

A bootleg is known as "Rallys".

- SCORING -

Run over a dot : 20 points.
Hit a targ (red ships) : 10 X rack number.
Hit a spectar (green ships) : 100-500 points.
Finish off rack : 1000 X rack number.

- SERIES -

1. Targ (1980)
2. Spectar (1980)

- STAFF -

Designed & programmed by : Manuel Campos

- PORTS -

* Consoles :
Colecovision (Unreleased prototype)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2572&o=2

$end


$info=spectra,
$bio

Spectra IV (c) 1978 Valley Co.

- TECHNICAL -

The complete playfield rotated manually under the glass table top providing the ability for 4 seated players to access the machine with out having to move.

- TRIVIA -

The Specta IV is one of only two rotating Solid State cocktail table pinball machines made. Valley Co. was a subsidiary of Walter Kidde Co., maker of the fire alarms and such. Current known working machines are estimated to be less than 25. Original design placed 3 NiCd batteries on to the main CPU board and it is very common to have the CPU board damaged by these leaking batteries.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=38663&o=2

$end


$a2600=scubeinv,
$bio

Spectracube Invasion (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50994&o=2

$end


$psx=spectral,
$bio

Spectral Blade [Model SLPS-02526] (c) 1999 Idea Factory

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85737&o=2

$end


$info=svg,svgpcb,svgtw,
$bio

Spectral Vs Generation (c) 2005 IGS.

- TECHNICAL -

IGS PGM hardware.

- TRIVIA -

Spectral Vs Generation was released in May 2005.

Developed by Idea Factory for IGS. Idea Factory was establised by former Data East employees.

This game based on Idea Factory's famous turn-based RPG Game.

- TIPS AND TRICKS -

* Hiro2 and Jadou2 codes : To use Hiro2 and Jadou2 in the Japanese version of Spectral vs Generation. When on the character select screen put the cursor on either Hiro for Hiro2 or Jadou for Jadou2 then enter one or both of the codes below.

* Hiro2 - Highlight Hiro, press START, UP(x2), DOWN(x2), LEFT, RIGHT, LEFT, RIGHT, then press Start

* Jadou2 - Highlight Jadou, press START, DOWN(x2), UP(x2), RIGHT(x2), LEFT(x2), then press START.

- PORTS -

* Consoles : 
Sony PlayStation 2 (2006)
Sony PSP (2006)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5403&o=2

$end


$info=ep_spec,ep_speca,ep_specb,
$bio

Spectre (c) 1999 Maygay.

- TRIVIA -

Spectre was released in July 1999 in UK.

- UPDATES -

1.6 was released in May 2002.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40895&o=2

$end


$info=sc1spct,sc1spcta,
$bio

Spectre (c) 1993 Bell-Fruit Mfg. Company, Limited.

- TECHNICAL -

Model 6104

- TRIVIA -

Spectre was released in January 1993 in the UK.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42165&o=2

$end


$snes=spectreu,
$bio

Spectre [Model SNS-7Q-USA] (c) 1994 CyberSoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63579&o=2

$end


$snes=spectre,
$bio

Spectre [Model SNSP-7Q-EUR] (c) 1994 CyberSoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63578&o=2

$end


$coleco=spectron,
$bio

Spectron (c) 1983 Spectravideo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53354&o=2

$end


$info=spec2k,spec2kh,
$bio

Spectrum 2000 (c) 2000 YONA Tech.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 12 Mhz), Zilog Z80 (@ 4 Mhz)
Sound Chips : (2x) OKI6295 (@ 7.575 Khz)

Screen orientation : Horizontal
Video resolution : 240 x 224 pixels
Screen refresh : 56.00 Hz
Palette colors : 768

Players : 2
Control : 8-way Joystick
Buttons : 2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4722&o=2

$end


$info=m5speccl,
$bio

Spectrum Club (c) 200? Vivid Gaming.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41637&o=2

$end


$info=raaspec,
$bio

Spectrum I+ (c) 1984 Roy Abel & Associates.

Insert a coin and choose 8 colors in the order you feel. Color choices reveal stress and personality accurately.

- TRIVIA -

The Spectrum I+ was a modified CGE's Vectrex.

- TIPS AND TRICKS -

Service mode:
The service mode can be accessed by pressing button 8 during startup.
As soon as all LEDs light up, press 2 and 3 without releasing 8.
Then release 8 and after that 2 and 3.
You can leave the screen where you enter ads by pressing 8 several times.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40306&o=2

$end


$info=spectrm,spectrm4,
$bio

Spectrum (c) 1982 Bally.

- TECHNICAL -

Bally/Midway MPU AS-2518-35 (Squawk and Talk)
Model Number : 1262

Main CPU : M6800 (@ 475 KHz)
Sound CPU : M6802 (@ 895 KHz)
Sound chips : General Instrument AY8910 (@ 895 KHz), DAC, Texas Instruments TMS5220 (@ 640 KHz)

- TRIVIA -

Released in August 1982. 994 units were produced but less than 500 were sold.

The development of this game took 16 months.

- STAFF -

Design by : Claude Fernandez
Art by : Margaret Hudson

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5579&o=2

$end


$info=m4specu,
$bio

Speculator Club (c) 199? BWB.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41456&o=2

$end


$bbca_cass,bbcb_cass=speech,
$bio

Speech (c) 19?? Superior Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52419&o=2

$end


$mc10=speech,
$bio

Speech (c) 198? Furr [Gary Furr]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87702&o=2

$end


$ti99_cart=speeched,
$bio

Speech Editor [Model PHM 3011] (c) 1980 Texas Instruments

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84728&o=2

$end


$cpc_cass=speech,
$bio

Speech! (c) 1986 Superior Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99261&o=2

$end


$mc10=speed,
$bio

Speed (c) 1986 Pollock [Graham Pollock]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87703&o=2

$end


$info=speedatk,
$bio

Speed Attack! (c) 1984 Seta Kikaku Corp.

- TECHNICAL -

Game ID : CB-0

Main CPU : Zilog Z80 (@ 6 Mhz)
Sound Chips : General Instrument AY8910 (@ 4 Mhz)

Players : 2
Control : 2-way joystick
Buttons : 5

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2573&o=2

$end


$info=speedbal,
$bio

Speed Ball (c) 1987 Tecfri.

A pinball video game.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 4 Mhz), Zilog Z80 (@ 2.66 Mhz)
Sound Chips : YM3812 (@ 3.6 Mhz)

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 768

Players : 2
Buttons : 4

- STAFF -

Staff: Javier Valero, Josep Quingles, Luis Jonama

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2574&o=2

$end


$info=spdball,
$bio

Speed Ball - Contest at Neonworld (c) 1985 Williams.

- TECHNICAL -

Main CPU : Motorola M6809 (@ 1 Mhz)
Sound CPU : M6808 (@ 894.75 Khz)
Sound Chips : DAC (@ 894.75 Khz)

Screen orientation : Horizontal
Video resolution : 292 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 16

Players : 2
Control : trackball
Buttons : 1

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2575&o=2

$end


$info=spdcoin,
$bio

Speed Coin (c) 1984 Stern Electronics.

The objective is to roll the coin to the bottom of the screen and through the hole at the bottom by tilting the coin's platform. This must be done without breaking the coin, and within the shortest time possible. If this is done above certain times, the player gets a bonus multiplier (either 4, 2, or 1) depending on which of the 3 times the player's finishing time is above or equal to. It seems simple, but is super addictive and really fun to play with a group of people.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound CPU : Zilog Z80 (@ 1.78975 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.78975 Mhz)

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette colors : 99

Players : 2
Control : 2-way joystick

- STAFF -

Game concept by : Thomas Baron
Programmed by : Keith Enge

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2577&o=2

$end


$info=m5spddmn,
$bio

Speed Demon (c) 200? Vivid Gaming.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41636&o=2

$end


$info=speeddrv,
$bio

Speed Driver (c) 2004 IGS [International Game System].

- TRIVIA -

Speed Driver was released in January 2005.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43923&o=2

$end


$info=speeddrp,
$bio

Speed Drop (c) 2003 Astro Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=35270&o=2

$end


$info=speedfrk,
$bio

Speed Freak (c) 1979 Vectorbeam.

In Speed Freak you drove an extremely fast car along a lonesome road. The idea was simply to drive as fast as you can without crashing. The game was time based, you could crash as much as you wanted, but points were scored for driving as fast and as far as you could without crashing. Your view of the action was from behind the hood of the car, but slightly above what an actual driver would see, kind of like you were sitting on the roof instead of inside the car. Obstacles were mainly oncoming cars (which was always the same one), and police roadblocks. The off-road scenery was limited to stick figure cows, hitchhikers, and the occasional cactus.

- TECHNICAL -

Main CPU : CCPU (@ 5 Mhz)
Sound Chips : Samples

Screen orientation : Horizontal
Video resolution : 224 x 256 pixels
Screen refresh : 38.00 Hz
Palette colors : 32768

Players : 2
Control : Analog steering wheel, four-position shifter

- TRIVIA -

Released in March 1979.

Speed Freak was Larry's first game for Vectorbeam. Only 700 units were produced. The machine was available only as an upright dedicated cabinet. The cabinet was white with sticker sideart on each side that displayed the game name, and a picture of a red car. The control panel is simply black with a red and yellow stripe around it. The monitor bezel had no decoration at all, and the marquee was made of metal, and was not illuminated in any way. The game used a 19'' monochrome vector monitor.

A Speed Freak unit appears in the 1980 movie 'Midnight Madness'.

- STAFF -

Designed & programmed by : Larry Rosenthal, Dan Sunday

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2578&o=2

$end


$msx1_cass=spedking,spedkingb,spedkinga,
$bio

Speed King (c) 1986 Mastertronic, Ltd. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95000&o=2

$end


$cpc_cass=speedknga,speedkng,
$bio

Speed King [Model IA 0114] (c) 1986 Mastertronic, Ltd. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99262&o=2

$end


$psx=speedkin,
$bio

Speed King [Model SLPM-86013] (c) 1996 Konami Co., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85738&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=spedmath,
$bio

Speed Math & Bingo Math (c) 1981 Commodore, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86934&o=2

$end


$c64_cart,c64_flop=spedmath,
$bio

Speed Math & Bingo Math (c) 1982 Commodore

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53710&o=2

$end


$psx=speedpow,
$bio

Speed Power Gunbike [Model SLPS-01066] (c) 1998 Sony Computer Ent., Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85739&o=2

$end


$info=speedrcr,
$bio

Speed Racer (c) 1995 Namco, Limited.

A excellent racing game based in the successful anime cartoon in which the player takes on the role of the young pilot Speed Racer and his super racing GT car named Mach 5 Avoiding obstacles in the way helped by different gadgets, an avoid the rivals pilots cars to finish the race to the victory.

- TECHNICAL -

Namco System FL Hardware
Game ID : SE

Main CPU : i960KB (@ 20 Mhz), M37702 (@ 16.384 Mhz)
Sound Chips : C352 (@ 16.384 Mhz)

Players : 1
Control : Steering Wheel
Buttons : 4

- TRIVIA -

Speed Racer was released in January 1995.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3367&o=2

$end


$snes=speedrac,
$bio

Speed Racer in My Most Dangerous Adventures (c) 1994 Accolade, Incorporated. [San Jose, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63580&o=2

$end


$ti99_cart=speedrda,
$bio

Speed Reading A (c) 1984 Navarone

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84729&o=2

$end


$ti99_cart=speedrdb,
$bio

Speed Reading B (c) 1984 Navarone

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84730&o=2

$end


$info=speedspn,
$bio

Speed Spin (c) 1994 TCH.

Nice ping pong game.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 6 Mhz)
Sound CPU : Zilog Z80 (@ 6 Mhz)
Sound Chips : OKI6295 (@ 8.5 Khz)

Screen orientation : Horizontal
Video resolution : 384 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 1024

Players : 2
Control : 8-way joystick
Buttons : 3

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2580&o=2

$end


$info=stest,
$bio

Speed Test (c) 1982 Taito.

- TRIVIA -

This is a copy of 1982's "Vector (Bally)".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5580&o=2

$end


$info=ppspeed,
$bio

Speed Up (c) 1983 Unknown [Spain].

Spanish bootleg of Pole Position.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72853&o=2

$end


$info=speedup,speedup10,
$bio

Speed Up (c) 1996 Gaelco.

A racing game in which up to eight players (via linked cabinets) compete in a lap-based race around one of three testing courses. After each lap, the slowest car is eliminated and the game continues until only the winner remains. In the single-player game, the player competes against a field of A.I. controlled cars.

Each player selects one car from the ten that are available, then chooses their preferred track (Beginner, Advanced or Expert). The action is fast and furious and the game can vary between one and nine laps, depending upon the number of rival players. An on-screen map in the upper right-hand corner of the display indicates the positions of all rival racers.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 15 Mhz), TMS32031 (@ 60 Mhz)
Sound CPU : ADSP2115 (@ 16 Mhz)
Sound Chips : (4x) DMA-driven (@ 16 Mhz)

Players : 2
Control : steering wheel
Buttons : 5

- TRIVIA -

Released in December 1996.

Speed Up was Gaelco's first 3-D game.

- STAFF -

Staff: Xavier Arrébola

- PORTS -

* Consoles :
Sony PlayStation (1997, "Racingroovy VS")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2581&o=2

$end


$pc98=speed,
$bio

Speed. (c) 1993 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90711&o=2

$end


$amigaocs_flop=speedbl,
$bio

Speedball (c) 1988 Image Works

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75066&o=2

$end


$amigaocs_flop=speedblu,
$bio

Speedball (c) 1988 Spotlight Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75067&o=2

$end


$sms=speedbl,
$bio

Speedball (c) 1990 Image Works

- TRIVIA -

Reviews:
October 1991 - Joypad N.1 [FR]: 90/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56189&o=2

$end


$sms=speedblv,
$bio

Speedball (c) 1992 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56190&o=2

$end


$sms=speedbl2,
$bio

Speedball 2 (c) 1992 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56191&o=2

$end


$megadriv=speedbl2,
$bio

Speedball 2 (c) 1992 Virgin Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56883&o=2

$end


$megadriv=speedbl2j,
$bio

Speedball 2 (c) 1992 CRI

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56884&o=2

$end


$amigaocs_flop=speedbl2,speedbl2u,
$bio

Speedball 2 - Brutal Deluxe (c) 1990 Image Works

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75069&o=2

$end


$megadriv=speedbl2u,
$bio

Speedball 2 - Brutal Deluxe (c) 1991 Arena

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57407&o=2

$end


$amigaocs_flop=speedbl2b,
$bio

Speedball 2 - Brutal Deluxe [Budget] (c) 1990 Kixx

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75068&o=2

$end


$gba=speedbl2,
$bio

Speedball 2 - Brutal Deluxe [Model AGB-AS6P-EUR] (c) 2002 Wanadoo Edition

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73238&o=2

$end


$gameboy=speedbl2,
$bio

Speedball 2 - Brutal Deluxe [Model DMG-E2-USA] (c) 1992 Mindscape, Incorporated. [Northbrook, IL, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66962&o=2

$end


$amigaocs_flop=speedbl2a,
$bio

Speedball 2 - Brutal Deluxe [The Bitmap Brothers Volume 1] (c) 1990 Image Works

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75070&o=2

$end


$amigaocs_flop=speedbas,
$bio

Speedboat Assassin (c) 1989 Mastertronic, Limited. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75071&o=2

$end


$msx1_cass=sbracer,
$bio

Speedboat Racer (c) 1987 Methodic Solutions

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95001&o=2

$end


$cpc_cass=speedmst,
$bio

Speedmaster V.20 (c) 198? Walltone, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99264&o=2

$end


$odyssey2=3rcsocpt,
$bio

Speedway + Spin-Out + Crypto-logic [Model AC9400] (c) 1978 Magnavox Co., The [Fort Wayne, IN, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95667&o=2

$end


$studio2=speedwaya,
$bio

Speedway / Tag (c) 1978 Hanimex.

- TECHNICAL -

[Model MG-211]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82066&o=2

$end


$a800=spedwayb,
$bio

Speedway Blast (c) 1982 IDSI

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86700&o=2

$end


$cpc_cass=teamdiv2,
$bio

Speedway Team Championship (c) 1991 ET Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99534&o=2

$end


$gbcolor=speedy,
$bio

Speedy Gonzales - Aztec Adventure [Model DMG-ALZE-USA] (c) 1999 Sunsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68798&o=2

$end


$snes=speedy,
$bio

Speedy Gonzales in Los Gatos Bandidos [European Prototype] (c) 1995 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63581&o=2

$end


$snes=speedyua,speedyup,speedyu,speedyup1,
$bio

Speedy Gonzales in Los Gatos Bandidos [Model SNS-ASEE-USA] (c) 1995 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63582&o=2

$end


$gameboy=speedy,
$bio

Speedy Gonzales [Model DMG-G6-USA] (c) 1993 Sunsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66964&o=2

$end


$cpc_cass=spedzones,
$bio

Speedzone [Model 3 MT-178] (c) 1988 Mastertronic, Ltd. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99265&o=2

$end


$cpc_cass=spedzone,
$bio

Speedzone [Model PAl SA2] (c) 1988 Dro Soft [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99266&o=2

$end


$amigaocs_flop=spellbk7,
$bio

Spell Book 7 Plus (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75072&o=2

$end


$mc10=spellit,
$bio

Spell It (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87704&o=2

$end


$info=splmastr,
$bio

Spell Master (c) 2002 Atronic.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43751&o=2

$end


$bbca_cass,bbcb_cass=spellbin,
$bio

Spellbinder (c) 1987 Superior Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52420&o=2

$end


$info=spellbnd,
$bio

Spellbound (c) 1981 ACE.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 2.5 Mhz)

Screen orientation : Vertical 
Video resolution : 256 x 512 pixels 
Screen refresh : 60.00 Hz 
Palette colors : 16

Players : 1
Buttons : 10

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11294&o=2

$end


$info=sp_spell,
$bio

Spellbound (c) 199? Ace Coin Equipment, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42261&o=2

$end


$bbca_cass,bbcb_cass=spellbes,
$bio

Spellbound Beseiged (c) 19?? Sullis

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52421&o=2

$end


$amigaocs_flop=dizzy5,
$bio

Spellbound Dizzy (c) 1992 Codemasters Software Company, Limited., The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75074&o=2

$end


$cpc_cass=spellbnd,spellbnda,
$bio

Spellbound [Model MAD 4] (c) 1985 Mastertronic, Ltd. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99267&o=2

$end


$amigaocs_flop=spellbnd,
$bio

SpellBound! (c) 1991 Psygnosis, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75073&o=2

$end


$sms=spellcst,
$bio

SpellCaster (c) 1988 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56192&o=2

$end


$snes=spellcra,
$bio

SpellCraft - Aspects of Valor (c) 1993 Ybarra Productions.

SNES port of the MS-DOS game of the same name.

- TECHNICAL -

Model SNS-C5-USA

- TRIVIA -

This game was never released to the public.

- STAFF -

Written by: Scott Nelson, Jeff Davies

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63583&o=2

$end


$amigaocs_flop=spellfir,
$bio

Spellfire the Sorceror (c) 1990 Codemasters Software Company, Limited., The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75075&o=2

$end


$info=spellb,
$bio

Spelling aBc (c) 1978 Texas Instruments.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100615&o=2

$end


$info=spelunkr,spelunkrj,
$bio

Spelunker (c) 1986 Irem Corp.

In Spelunker - which means 'cave-diver' - a caver has to work his way down through a number of multi-directionally scrolling caves - each one deeper underground than the last - in his bid to find the mythical 'World of Wonders'. To do this, the spelunker must find the exit to each cave, so he can move on to the next and get closer to his goal.

Spelunker is a platform game, and each tricky cave is filled with enemies - such as bats and ogres - and traps. Ladders, ropes, lifts and the obligatory minecarts must be used to reach other platforms and sections of the cave.

To aid him in his difficult quest, the Spelunker carries a gun and can shoot short-range fireballs at his enemies to stun or kill them. Numerous bonus items can be collected, such as bombs to destroy any rocks block his route, keys to open locked doors and potions to boost the caver's ever-decreasing energy meter. Treasure chests also litter each cave, and can be opened for bonus treasure items.

- TECHNICAL -

Irem M-62 system hardware

Main CPU : Zilog Z80 (@ 4 Mhz)
Sound CPU : Motorola M6803 (@ 894.886 Khz)
Sound Chips : (2x) General Instrument AY8910 (@ 894.886 Khz), (2x) MSM5205 (@ 384 Khz)

Screen orientation : Horizontal
Video resolution : 384 x 256 pixels
Screen refresh : 55.00 Hz
Palette colors : 512

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in February 1986 by Irem, under license from Broderbund.

Originally released in 1984 by Broderbund Software for the Commodore C64 computer.

- SERIES -

1. Spelunker (1986)
2. Spelunker II - 23 no Kagi (1986)

- STAFF -

Designed and programmed by : Tim Martin

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2582&o=2

$end


$nes=spelunkr,
$bio

Spelunker (c) 1987 Broderbund Software, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55576&o=2

$end


$nes=spelunkrh,
$bio

Spelunker (c) 1987 FMG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69317&o=2

$end


$info=spelunk2,
$bio

Spelunker II - 23 no Kagi (c) 1986 Irem.

- TECHNICAL -

Irem M-62 system hardware

Main CPU : Zilog Z80 (@ 4 Mhz)
Sound CPU : Motorola M6803 (@ 894.886 Khz)
Sound Chips : (2x) General Instrument AY8910 (@ 894.886 Khz), (2x) MSM5205 (@ 384 Khz)

Screen orientation : Horizontal
Video resolution : 384 x 256 pixels
Screen refresh : 55.00 Hz
Palette colors : 768

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in October 1986 by Irem, under license from Broderbund.

The subtitle of this game translates from Japanese as '23 Keys'.

- SERIES -

1. Spelunker (1986)
2. Spelunker II - 23 no Kagi (1986)

- STAFF -

Designed & programmed by : Tim Martin

- PORTS -

* Consoles :
Nintendo NES [Unreleased Prototype]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2583&o=2

$end


$nes=spelunk2,
$bio

Spelunker II - Yuusha e no Choosen (c) 1987 Irem Corp.

- TECHNICAL -

[Model IF-06]

- TRIVIA -

Spelunker II for Famicom was released on September 18, 1987. Licensed from Broderbund.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47464&o=2

$end


$nes=spelunkrj,
$bio

Spelunker (c) 1985 Irem Corp.

- TECHNICAL -

[Model IF-03]

- TRIVIA -

Spelunker for Famicom was released on December 7, 1985 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47463&o=2

$end


$msx1_cart=spelunkr,spelunkra,
$bio

Spelunker [Model IM-01] (c) 1986 Irem Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77464&o=2

$end


$info=m4sss,m4sss__a,m4sss__b,m4sss__c,m4sss__d,m4sss__e,m4sss__f,m4sss__g,m4sss__h,m4sss__i,m4sss__j,m4sss__k,m4sss__l,
$bio

Spend Spend Spend (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41461&o=2

$end


$pc98=spentr91,
$bio

Spent Runner '91 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90712&o=2

$end


$bbca_cass,bbcb_cass=sphdest,
$bio

Sphere of Destiny (c) 1986 Audiogenic

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52422&o=2

$end


$bbca_cass,bbcb_cass=sphdest2,
$bio

Sphere of Destiny 2 (c) 1988 Audiogenic

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52423&o=2

$end


$amigaocs_flop=sphericl,
$bio

Spherical (c) 1989 Rainbow Arts

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75076&o=2

$end


$cpc_cass=spheric,
$bio

Spherical (c) 1989 Rainbow Arts

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99268&o=2

$end


$amigaocs_flop=sphrwrld,
$bio

Spherical Worlds (c) 1996 4Matted

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75077&o=2

$end


$cpc_cass=spheric,
$bio

Spherical [Model AM 597] (c) 1990 Erbe Soft. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99269&o=2

$end


$fm7_cass=sphinx,
$bio

Sphinx (c) 1984 Tsukumo Denki [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93798&o=2

$end


$info=ec_sphin,ec_sphina,ec_sphinb,
$bio

Sphinx (c) 199? Electrocoin Automatics, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41891&o=2

$end


$bbca_cass,bbcb_cass=sphinx,
$bio

Sphinx Adventure (c) 1982 Acornsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52424&o=2

$end


$info=shpinxii,
$bio

Sphinx II (c) 2002 Atronic.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43750&o=2

$end


$info=spicaadv,
$bio

Spica Adventure (c) 2005 Taito.

A 2-D action game featuring a littel girl with a parasol. The game has 28 stages of nine areas (2 stage + 1 boss stage).

- TECHNICAL -

Runs on the "Taito Type X" hardware.

Control : 8-way joystick
Buttons : 2
=> [A] Attack, [B] Jump

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4410&o=2

$end


$info=sc4spice,sc4spicea,sc4spiceb,sc4spicec,
$bio

Spice It Up (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

Scorpion 4

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42799&o=2

$end


$info=sc5spice,sc5spicea,sc5spiceb,sc5spicec,sc5spiced,sc5spicee,
$bio

Spice It Up (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Scorpion 5]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43134&o=2

$end


$info=spiceup,
$bio

Spice it Up! (c) 2004 Konami Gaming, Incorporated.

- TECHNICAL -

Konami Endeavour Series hardware.

- TRIVIA -

Released in Africa, Oceania and Asia.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11789&o=2

$end


$info=spider,
$bio

Spider (c) 1994 Buena Vision.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93943&o=2

$end


$a800=spidcity,
$bio

Spider City (c) 1983 Sirius

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86701&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=spidcity,spidcity1,
$bio

Spider City (c) 1983 Sirius

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86935&o=2

$end


$a2600=spidfghtdy,
$bio

Spider Fighter (c) 1983 Dynacom [Sao Paulo, Brazil]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50998&o=2

$end


$a2600=spidfghtdv,
$bio

Spider Fighter (c) 19?? Digivision

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50997&o=2

$end


$a2600=spidfghti,
$bio

Spider Fighter (c) 19?? Intellivision

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50999&o=2

$end


$a2600=spidfght,spidfghte,spidfghte1,
$bio

Spider Fighter (c) 1982 Activision

The object of the game is to protect your fruit orchard from insect fruit theives, scoring points by exterminating the attackers.

- TECHNICAL -

Model AX-021

- TRIVIA -

Back in the 80s, if you scored 40,000 points or more on the regular game level, you could qualify for Activision's elite corp of Spider Fighters by sending a picture of your TV screen showing your score, along with your name and address, to Activision. In return, you received an official 'Spider Fighters' emblem.

- TIPS AND TRICKS -

Tips from Larry Miller, designer of Spider Fighter.

"As you can see, keeping a fruit orchard isn't exactly easy.  Those bugs can really become a nuisance.  You can never get rid of them entirely, but you can control them."

"There are various strategies you can experiment with, but one of the most effective that I have found is to first gun down the lone Spy Pod. If you can exterminate that Pod, you halt the flow of reinforcements.  Afterwards, you can pick off the rest of the attackers, leaving the Master Nest for last."

"Occasionally, the Master Nest will release a continuous stream of Spy Pods, and each one you hit seems to be replaced. If this happens, you must immediately destroy the Master Nest and take your chances against a squadron full of angry Stingers. Normally, though, it is best to destroy the slower Spy Pods and Green Widows that hover near the bottom of the screen before killing the Master Nest. A low-flying Stinger is your worst enemy."

"So maintain a stiff upper lip, and send me a line in between Spider fights. I'd sure like to know how this year's fruit harvest will fare."

- STAFF -

Programmer: Larry Miller

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50995&o=2

$end


$a2600=spidfghtc,
$bio

Spider Fighter (c) 1983 CCE

- TECHNICAL -

Model C-853

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50996&o=2

$end


$a2600=spidkong,
$bio

Spider Kong (c) 198? Goliath.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51001&o=2

$end


$a2600=spidmaze,
$bio

Spider Maze (c) 1982 K-Tel Vision

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51002&o=2

$end


$a2600=spidmazee,
$bio

Spider Maze (c) 1982 Funvision

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51003&o=2

$end


$a2600=spidmons,
$bio

Spider Monster - Inca Gold (c) 1982 Funvision

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51004&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=spidmars,
$bio

Spider of Mars [NTSC] (c) 1982 UMI

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86936&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=spidmarsp,
$bio

Spider of Mars [PAL] (c) 1982 UMI

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86937&o=2

$end


$a2600=spidermn,spidermne,
$bio

Spider-Man (c) 1982 Parker Bros.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51005&o=2

$end


$megadriv=spidermnp1,spidermnp2,
$bio

Spider-Man (c) 1995 Acclaim Entertainment, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57408&o=2

$end


$n64=spidermn,
$bio

Spider-Man (c) 2000 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57978&o=2

$end


$info=sman_240,sman_130ef,sman_130ei,sman_130es,sman_130gf,sman_140e,sman_140ef,sman_140ei,sman_140es,sman_140gf,sman_142e,sman_160e,sman_160ef,sman_160ei,sman_160es,sman_160gf,sman_170e,sman_170ef,
$bio

Spider-Man (c) 2007 Stern Pinball, Incorporated.

- TECHNICAL -

Stern S.A.M. System

- TRIVIA -

Released in June 2007.

Based on the hit Spider-Man movies, starring Tobey Maguire and directed by Sam Raimi.

Also released as a limited edition called "Black Spider-Man".

- UPDATES -

V2.40
V2.30
V2.20
V2.10
V2.00
V1.92
V1.90
V1.70
V1.60
V1.42
V1.40
V1.30

- STAFF -

Designer : Steve Ritchie
Artworks : Kevin O'Connor, Margaret Hudson, Marc Schoenberg, Mark Galvez
Software : Lyman F. Sheats Jr.
Dot Art : Mark Galvez
Mechanics : John Rotharmel, Oleg Korepanov, Rob Blakeman, Mike Redoble, Mike Koch
Music and Sounds : David D. Thiel

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=14007&o=2

$end


$megadriv=spidmaxc,
$bio

Spider-Man & Venom - Maximum Carnage (c) 1994 Acclaim Entertainment, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56885&o=2

$end


$snes=spidmaxcu,
$bio

Spider-Man & Venom - Maximum Carnage [Model SNS-AMCE-USA] (c) 1994 LJN, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63586&o=2

$end


$snes=spidmaxc,
$bio

Spider-Man & Venom - Maximum Carnage [Model SNSP-AMCP-EUR] (c) 1994 LJN, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63585&o=2

$end


$gba=spidbnyu,
$bio

Spider-Man - Battle for New York [Model AGB-BC9E-USA] (c) 2006 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73256&o=2

$end


$gba=spidbny,
$bio

Spider-Man - Battle for New York [Model AGB-BC9P] (c) 2007 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73255&o=2

$end


$gba=spidermmj,
$bio

Spider-Man - Mysterio no Kyoui [Model AGb-ASEJ-JPN] (c) 2002 Success

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73257&o=2

$end


$gba=spidermm,
$bio

Spider-Man - Mysterio's Menace [Model AGB-ASEE-USA] (c) 2001 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73258&o=2

$end


$nes=spidermn,spidermnu,
$bio

Spider-Man - Return of the Sinister Six (c) 1992 LJN

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55577&o=2

$end


$sms=spidermn,
$bio

Spider-Man - Return of the Sinister Six (c) 1992 Flying Edge

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56193&o=2

$end


$gamegear=spidermn,
$bio

Spider-Man - Return of the Sinister Six [Model T-81128] (c) 1993 Flying Edge

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64862&o=2

$end


$info=spidman,spidmanu,spidmanj,
$bio

Spider-man - The Video Game (c) 1991 Sega.

A sideways scrolling beat-em-up for 1 to 4 players; choosing from Spider-Man, Black-Cat, Hawkeye or Sub-Mariner. The heroes must fight their way through four levels of Dr. Doom's villains; including Venom, The Scorpion, The Lizard, The Green Goblin, The Sandman, The Kingpin, The Hobgoblin, Electro, Dr. Octopus and, of course, Dr. Doom himself.

Each player character has a different weapon or power that can be used throughout the game while fighting. Spider-Man uses his webs, The Black Cat uses her 'cat's claw' grappling hook and cable, Hawkeye uses his bow and arrows and The Sub-Mariner uses his hydro-electric charges. The game's viewpoint pans in and out between alternate large and small scale (4-way scrolling) sections. The game's 'camera' zooms out on alternate levels with the zoomed-out view introducing four-way scrolling platform sections to the gameplay. The game ends when the fourth and final chapter has been completed.

- TECHNICAL -

Game ID : 833-8331-05

Runs on the Sega "System 32" hardware.

Players: 4
Control: 8-way joystick
Buttons: 2

- TRIVIA -

Released in September 1991.

All 4 superheroes in this game made their debuts in the following books : Sub-Mariner in Motion Picture Funnies Weekly #1, April 1939, Spider-Man in Amazing Fantasy #15, August 1962, Hawkeye in Tales of Suspense #57, September 1964, and Black Cat in Amazing Spider-Man #194, July 1979.

Some of the tunes used in Spider-Man - The Video Game, are actually remixed tunes from Sega's 1986 arcade game, "Quartet".

- UPDATES -

The US version is slightly different, it has the "Winners Don't Use Drugs" screen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2584&o=2

$end


$gbcolor=spiderm2,
$bio

Spider-Man 2 - The Sinister Six [Model CGB-B2SE-USA] (c) 2001 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68805&o=2

$end


$gba=spiderm2u,
$bio

Spider-Man 2 [Model AGB-BSPE-USA] (c) 2004 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73261&o=2

$end


$gba=spiderm2,spiderm2i,
$bio

Spider-Man 2 [Model AGB-BSPP] (c) 2004 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73260&o=2

$end


$gameboy=spiderm3,
$bio

Spider-Man 3 - Invasion of the Spider-Slayers [Model DMG-LQ-NOE] (c) 1993 LJN, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66966&o=2

$end


$gba=spiderm3u,
$bio

Spider-Man 3 [Model AGB-BI3E-USA] (c) 2007 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73263&o=2

$end


$gba=spiderm3,spiderm3f,spiderm3g,spiderm3i,spiderm3s,
$bio

Spider-Man 3 [Model AGB-BI3P-EUR] (c) 2007 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73262&o=2

$end


$gameboy=spidxmen,
$bio

Spider-Man and the X-Men in Arcade's Revenge [Model DMG-XG-USA] (c) 1993 LJN, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66967&o=2

$end


$snes=spidxmenu,spidxmenup,
$bio

Spider-Man and the X-Men in Arcade's Revenge [Model SNS-MN-USA] (c) 1992 LJN, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63590&o=2

$end


$snes=spidxmen,
$bio

Spider-Man and the X-Men in Arcade's Revenge [Model SNSP-MN-EUR] (c) 1992 LJN, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63589&o=2

$end


$gamegear=spidxmen,
$bio

Spider-Man and the X-Men in Arcade's Revenge [Model T-81158] (c) 1992 Flying Edge

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64864&o=2

$end


$info=mt_spman,
$bio

Spider-Man vs The Kingpin (c) 1991 Sega Enterprises, Limited.

- TECHNICAL -

Runs on the "Mega-Tech System" hardware.
Cartridge ID: 610-0239-54

- TRIVIA -

Known as the 54th video game made for this system.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=33674&o=2

$end


$sms=spidking,
$bio

Spider-Man vs. The Kingpin (c) 1990 Sega Enterprises, Limited.

The Kingpin has planted the 'Ultimate Bomb' which is slated to detonate within 24 hours, and if that wasn't bad enough, he's placed the blame on Spider-Man. Now with the city's trust in the web slinger along with the city's existence at stake, it's up to Spider-Man to find the keys to defuse Kingpin's bomb by facing his villainous colleagues such as The Lizard, Doctor Octopus, and even Venom, and rescue both the city and his own reputation.

- TRIVIA -

This game's development is the primary reason why Sega did not remove the Spider-Man boss character in Revenge of Shinobi while they got replaced the boss' second form which depicted Batman with the anime character Devilman.

Reviews:
October 1991 - Joypad N.1 [FR]: 92/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56194&o=2

$end


$megadriv=spidking,
$bio

Spider-Man vs. the Kingpin (c) 1991 Sega Enterprises, Limited.

The Kingpin has set up a bomb which is set to decimate New York within 24 hours, and has pinned the bomb on Spider-Man. Only the web slinger himself can find the villains the Kingpin's working with such as Dr. Octopus, The Lizard, Hobgoblin, and even Venom, obtain the keys to the Kingpin's bomb as well as clearing his own name (not to mention bringing him to justice.

- TRIVIA -

This game's development is the reason why Sega chose to keep the Spider-Man boss in Revenge of Shinobi.

Reviews:
October 1991 - Joypad N.1 [FR]: 92/100

- PORTS -

* Consoles :
Sega Master System (1991)
Sega CD (1993) [This port contains animated cutscenes as well as music performed by the band Mr. Big]

* Others :
Arcade (1991) "Spider-Man vs The Kingpin [Model 610-0239-54]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56886&o=2

$end


$gamegear=spidking,
$bio

Spider-Man vs. The Kingpin (c) 1992 Flying Edge

- TECHNICAL -

[Model T-81028]

- TRIVIA -

The title of the game on the Box is simply Spiderman.

- TIPS AND TRICKS -

* Venom's Suit: To equip Spidey with Venom's suit, start the game in "Nightmare" mode, and after you defeat the Lizard at the end of round 2, move to the right and fall into the pit where you can find the Lizard's key. Then, walk through the sewage to the bottom of the ladder, hold Down,and press 2 to make Spider-Man dive into the sewage. Press 2 again, and Spider-Man will leap out wearing Venom's suit.

* Full life: Begin game play in "Nightmare" mode. At the end of the third stage, after you defeat Electro, take the key from between the conductors, and jump down while holding Left. You'll receive a lot of life.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64865&o=2

$end


$odyssey2,g7400=spider,
$bio

Spider-Man (c) 2006 Unknown.

- TECHNICAL -

Game ID: 65

- STAFF -

Developed by Parker Bros.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95683&o=2

$end


$gba=spidermn,
$bio

Spider-Man [Model AGB-AKXE-USA] (c) 2002 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73253&o=2

$end


$gba=spidermnf,spidermng,
$bio

Spider-Man [Model AGB-AKXP] (c) 2002 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73254&o=2

$end


$gbcolor=spidermn,
$bio

Spider-Man [Model CGB-BSEE-USA] (c) 2000 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68801&o=2

$end


$gbcolor=spidermnf,
$bio

Spider-Man [Model CGB-BSEF-FRA] (c) 2000 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68803&o=2

$end


$gbcolor=spidermnj,
$bio

Spider-Man [Model CGB-BSEJ-JPN] (c) 2001 Success

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68804&o=2

$end


$psx=spiderma,
$bio

Spider-Man [Model SLPM-86739] (c) 2001 Success [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85740&o=2

$end


$snes=spidermnu,spidermnup,
$bio

Spider-Man [Model SNS-ADME-USA] (c) 1995 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63588&o=2

$end


$snes=spidermn,
$bio

Spider-Man [Model SNSP-ADMP-EUR] (c) 1995 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63587&o=2

$end


$ibm5150,ibm5150_cass=spidrbot,
$bio

Spiderbot (c) 1988 Epyx Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83699&o=2

$end


$coco_cart=spdrcide,
$bio

Spidercide (c) 1983 Tandy Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53477&o=2

$end


$a2600=spidroid,
$bio

Spiderdroid (c) 1987 Froggo.

It's the future, when droids do battle. You send your Spiderdroid in to capture a building by covering the structure with its unbreakable Droidweb.  Your Spiderdroid lays down a web strand as it crawls along each girder.  Once you have strung a web strand completely around an opening, the Spiderdroid flings a web over that opening.  Your objective is to travel all the building's girders so the entire structure is caught in your Droidweb.

But watch out!  The building is swarming with Birddroids out to have your Spiderdroid for lunch.  If you get cornered, use your secret weapon! Press the Joystick's button to cast a magic spell that makes the Birddroids invisible and unable to eat you...but only for a few seconds.  And remember each of your Spiderdroids can cast only four magic spells.

Once you capture the first building, it's time to send your advanced Mummydroid to capture the next one, which is guarded by a horde of Skeledroids!

- TECHNICAL -

Model FG1002

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51006&o=2

$end


$a2600=spidermneq,
$bio

Spiderman (c) 1983 Quelle

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51007&o=2

$end


$bbca_cass,bbcb_cass=spidermn,
$bio

Spiderman (c) 19?? Adventure Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52425&o=2

$end


$info=m1spid,m1spida,m1spidb,
$bio

Spiderman (c) 199? Maygay.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42015&o=2

$end


$info=spiders,spiders2,spiders3,
$bio

Spiders (c) 1981 Venture Line, Incorporated.

You control a ship that must shoot at a growing spider web and attacking spiders. You must be careful not to let the spider web reach the bottom of the screen or let too many spiders get past you, or your ship will be destroyed. Every few rounds a woman's face will appear and make affectionate faces at you.

- TECHNICAL -

Main CPU : Motorola M6809 (@ 2.8 Mhz)
Sound CPU : M6802 (@ 3 Mhz)
Sound Chips : Discrete circuitry

Players : 2
Control : 2-way joystick, or 2 buttons (left / right)
Buttons : 1 (Fire)

- TRIVIA -

Spiders was released in December 1981 in the USA by Venture Line under license from the Japanese company Sigma Enterprises. Other machines made by Sigma Enterprises, Incorporated during the time period Spiders was produced include: Battle Cruiser M-12, Golden Invaders, New York New York, and Wanted.

A bootleg of this game of known as Spinner.

- TIPS AND TRICKS -

Be sure to keep an eye out for the last spider on each level if you want to rack up a good score. It is the White Spider, which is worth 1,000 points on the first level and increases by 500 points on every level thereafter, up to 5,500 points.

- PORTS -

* Others :
VFD portable game (1982) by Entex.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2585&o=2

$end


$arcadia=spiders,
$bio

Spiders (c) 1982 UA, Limited.

- TECHNICAL -

[Cartridge No. 24]

- TRIVIA -

It's a very rare Arcadia 2001 game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49279&o=2

$end


$amigaocs_flop=spidertr,
$bio

Spidertronic (c) 1988 Ere Informatique [Paris, France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75078&o=2

$end


$info=spielbud,
$bio

Spiel Bude (c) 1985 ADP.

- TRIVIA -

The title of this game translates from German as 'Play Booth'

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=30243&o=2

$end


$cpc_cass=spielbox,
$bio

Spielbox 1 (c) 1989 Veb Mikroelektronik

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99270&o=2

$end


$cpc_cass=spielbox01,
$bio

Spielbox 2 (c) 1989 Veb Mikroelektronik

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99271&o=2

$end


$cpc_cass=spielbox02,
$bio

Spielbox 5 (c) 1989 Veb Mikroelektronik

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99272&o=2

$end


$vectrex=spike,
$bio

Spike (c) 1983 GCE [General Consumer Electric]

Our lovely and innocent heroine, Molly, has been kidnapped by the evil Spud! You will hear her cry, 'Eek! Help, Spike!' as he drags her away. Only Spike can save her from this awful fate. As soon as Spike kicks open the door to the villain Spud's hideaway shouting 'Oh, no! Molly!', the game field appears. Spike enters on the bottom catwalk... and then YOU have control of him!

There are three catwalks connected by a move-able ladder. Above the top catwalk, Molly has been imprisoned inside a cell. To help Spike rescue her, you must manoeuvre him to the top catwalk with the help of the ladder. Move him to the left or right and also make him climb the ladder with the joystick. If you want to make him jump a gap in the catwalks, press button 4 at the same time as you move the joystick. Press button 1 to move the ladder around and help Spike get to Molly's rescue faster!

You will also have to retrieve the key to unlock Molly's cell. It will appear in different places, so keep a sharp watch out!

- TECHNICAL -

Controls
Joystick: Moves Spike backwards and forwards along the moving catwalks, and helps him climb up and down ladders.
Button 1: Ladder/Cage - Changes the position of the ladder (and the cage on the top level) and selects a game for one or two players.
Button 2: Kick left
Button 3: Kick right
Button 4: Jump - Allows Spike to jump over hazards. Used with joystick.

- TRIVIA -

This was the only release from the original GCE lineup of games that could talk (as the Vectrex didn't have speech capability). Molly says 'eek...help...Spike', sounding like the pieced-together automated phone services of today, then 'oh, Spike' when she is rescued, while Spike bellows 'oh no! Molly!' when she is kidnapped, and 'darnit!' when he loses a life.

- SCORING -

Kicking a Bouncer-: 100 points
Kicking a Bird: 200 points
Collecting a Key: 500 points
Opening Molly's Cell: 2000 points

- TIPS AND TRICKS -

Earn one bonus life (an extra allowed defeat) for every 10,000 points.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82235&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=spikpeak,
$bio

Spike's Peak (c) 1983 Xonox, Inc. [Hopkins, MN, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86938&o=2

$end


$a2600=spikpeak,spikpeake,
$bio

Spike's Peak (c) 1983 Xonox.

You are Spike, climbing against time.  Rather than following the safer way of the path, you may decide to climb the cliff instead... but such a decision will change your speed and your technique. Completing 5 different screens will take you to the top of the mountain, but beware of diving eagles, and hungry bears that hide in darkened caves.  You must also watch for rock slides and slippery ice patches... they may send you sliding, perhaps into poisonous mountain cactus.  The higher you climb, the colder you'll get So hurry... before you freeze!

- TECHNICAL -

Model 99001

- STAFF -

Developed by Beck-Tech.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51008&o=2

$end


$info=spikeout,
$bio

Spikeout - Digital Battle Online (c) 1998 Sega.

- TECHNICAL -

Runs on the Sega "Model 3 Step 2.1" hardware.

Players : 1
Control : 8-way Joystick
Buttons : 4

- TRIVIA -

Spikeout was released in August 1998 in Japan.

- SERIES -

1. Spikeout - Digital Battle Online (1998)
2. Spikeout - Final Edition (1999)
3. Slash Out (2000)
4. Spikeout - Battle Street [V3M 00001] (2005, Microsoft XBOX)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3415&o=2

$end


$info=spikeofe,
$bio

Spikeout - Final Edition (c) 1999 Sega Enterprises, Limited.

- TECHNICAL -

Runs on the Sega "Model 3 Step 2.1" hardware.

- TRIVIA -

The final edition was released in January 1999 in Japan.

- SERIES -

1. Spikeout - Digital Battle Online (1998)
2. Spikeout - Final Edition (1999)
3. Slash Out (2000)
4. Spikeout - Battle Street [V3M 00001] (2005, Microsoft XBOX)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48758&o=2

$end


$info=m5spiker,m5spiker02,m5spikera,
$bio

Spiker the Biker (c) 2000 Barcrest.

- TRIVIA -

Spiker the Biker was released in January 2000 in UK.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=21220&o=2

$end


$info=spiker,spiker2,spiker3,
$bio

Spiker (c) 1986 Bally Sente.

- TECHNICAL -

[No. 0E56]

Bally / Sente SAC-I hardware

Main CPU : Motorola M6809 (@ 1.25 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : (6x) CEM3394 (@ 4 Mhz)

Control : trackball
Buttons : 1

- TRIVIA -

Released in May 1986.

- STAFF -

Game & software designer : S.D.Madiano
Screen graphics designer : Gary Johnson
Audio : Gary Levenberg, Jesse Osborne
Technical support : Ed Rotberg, Paul Brandt

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2586&o=2

$end


$intv=vball,
$bio

Spiker! Super Pro Volleyball (c) 1988 INTV.

THE OBJECT OF THE GAME is to hit the ball over the net in such a manner that the opposing team is unable to return it within 3 hits of the ball. You control offensive moves (sets and spikes) and defensive moves (digs and blocks). Only the team that serves (puts the ball into play) can score points. If the serving team fails to score, a side out is awarded and the service changes to the opposing team.

First team to score at least 15 points with a 2 point advantage wins the game. Three games out of five wins the match.

- TECHNICAL -

Model 9102

Controls:
KEYS 1 TROUGH 9: Select zone to aim for
CLEAR & ENTER: Select different team member
0: Hit ball over net early (first or second hit)
UPPER SIDE KEYS: Jump (for spikes or blocks)
LOWER SIDE KEYS: Dive in direction running
DISC: Run in direction pressed

- TIPS AND TRICKS -

Easter Egg: To display the credits, press 0 (zero) on either hand controller while the title screen is displayed.

- STAFF -

Designer/Programmer: Steve Ettinger
Graphics: Connie Goldman, Steve Ettinger
Sound: David Warhol
Package illustration: Keith Robinson

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60958&o=2

$end


$info=spkrbtl,
$bio

Spikers Battle (c) 2001 Sega.

- TECHNICAL -

Runs on the Sega "NAOMI GD-ROM System" hardware.

- TRIVIA -

Released in May 2001 in Japan and in July 2001 in USA.

Developed by Amusement Vision, Ltd.

- PORTS -

* Consoles :
Microsoft XBOX (2005, Spikeout - Battle Street) : an enhanced version with online-play etc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4086&o=2

$end


$cpc_cass=spikyhrla,spikyhrl,
$bio

Spiky Harold (c) 1986 Firebird Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99273&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=spills,
$bio

Spills & Fills (c) 1983 Creative Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86939&o=2

$end


$info=ep_spntn,ep_spntna,ep_spntnb,ep_spntnc,
$bio

Spin & Tonic (c) 199? Impulse Gaming.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40897&o=2

$end


$info=m4spnwin,m4spnwina,
$bio

Spin A Win (c) 199? Cotswold Microsystems.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41458&o=2

$end


$pc98=spinball,
$bio

Spin Ball (c) 1991 Wiz.

- TRIVIA -

Released on April 26, 1991 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48507&o=2

$end


$info=sc5witwi,
$bio

Spin It to Win It (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR3223]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42856&o=2

$end


$info=ep_spin,ep_spina,ep_spinb,ep_spinc,ep_spind,ep_spine,
$bio

Spin On It (c) 199? Impulse Gaming.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=18224&o=2

$end


$pce=spinpair,
$bio

Spin Pair (c) 1990 Media Rings Corp.

Pair of colored icons drop down the screen. They are all half filled and you can rotate them by pressing one of the button. The other button will swap the two icons.Same shaped, but with different area filled, will disappear. Spin Pais had 4 modes: normal, story, Battle (2 players) and GT versus. Story mode is the same as normal, but you have to match a list of shapes per stage. Battle is the same as normal, but with 2 players fighting against each other.

- TECHNICAL -

HuCARD ID: MR90002
HuCARD Size: 2 Mbits.

- TRIVIA -

Released on December 14, 1990 in Japan for 5900 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58731&o=2

$end


$info=m4spinbt,m4spinbt__a,m4spinbt__b,m4spinbt__c,m4spinbt__d,m4spinbt__e,m4spinbt__f,m4spinbt__g,
$bio

Spin the Bottle (c) 199? BWB.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41457&o=2

$end


$info=ss4209,ss4446,ss4447,ss4448,ss4449,ss4450,
$bio

Spin Til You Win (c) 1992 IGT [International Game Technologies].

2-Coin Multiplier slot.

- TECHNICAL -

[Model 145A]

- UPDATES -

SS4209
SS4446
SS4447
SS4448
SS4449
SS4450

- PORTS -

* Computers :
Microsoft Windows (2010, "IGT Slots - Wolf Run")
Mac OS X (2010, "IGT Slots - Wolf Run")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=45426&o=2

$end


$info=ss4198,ss4451,ss4452,ss4453,ss4454,ss4455,ss4210,
$bio

Spin Til You Win (c) 1992 IGT (International Game Technologies).

3-Coin Multiplier slot.

- TECHNICAL -

[Model 145B]

- UPDATES -

SS4198
SS4451
SS4452
SS4453
SS4454
SS4455
SS4210

- PORTS -

* Computers :
MS-Windows (2009, "IGT Slots - Texas Tea")
Mac OS X (2009, "IGT Slots - Texas Tea")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=10470&o=2

$end


$info=sc4swywm,sc4swywma,sc4swywmb,sc4swywmc,sc4swywmd,sc4swywme,sc4swywmf,sc4swywmg,
$bio

Spin When Your Winning (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR2232]

[Scorpion 4]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43060&o=2

$end


$info=sc5swywm,sc5swywma,sc5swywmb,sc5swywmc,
$bio

Spin When Your Winning (c) 200? Mazooma Games.

- TECHNICAL -

[Scorpion 5]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40085&o=2

$end


$info=m4spnwnc,m4spnwnc__a,m4spnwnc__b,
$bio

Spin-A-Win (c) 199? Concept.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42969&o=2

$end


$info=spinlbrk,spinlbrku,spinlbrkj,
$bio

Spinal Breakers (c) 1990 V-System.

Rare "Cabal" type shoot'em up.

- TECHNICAL -

Game ID : M6100589A
PCB Number : 9S-1-05 uA-67MV

Main CPU : Motorola 68000 (@ 10 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2610 (@ 8 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Even if titlescreen says 1990, Spinal Breakers was released in January 1991 in Japan.

Licensed to American Sammy for US manufacture and distribution.

- UPDATES -

The United States cocktail version is different :
* 'Winners Don't Use Drugs' screen added.

- STAFF -

Producer : Akiro Nonami
4000D0 members : Hiroya Tsubakimoto, Yasutoshi Ishida, Taizou Kojima, Yasukuni Suga
Programmer : Aiz!
Graphic designers : Hyoue Ogawa, FM CCCP, Mari F, Shoko Ishimoto, Funara "Saru-u", W. Kobushi
Composer : Naoki Itamura
Sound effects : Kenji Okuda, Masato Arikawa (Sleeping Arikawa)
Adviser : Tadatsugu Honda

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2587&o=2

$end


$vectrex=spinball,
$bio

Spinball (c) 1983 GCE [General Consumer Electric]

Get ready for even more excitment and split-second action than traditional arcade pinball. SpinBall's special features like a ball splitter, drop targets and ball savers will give you the ultimate pinball challenge. It even TILTS!

SpinBall's action moves fast and furious. You'll need your sharpest reflexes to keep the ball in play and rack up bonus points.

- TECHNICAL -

Model 3204

SpinBall is designed to be played with the built-in control panel only. The functions of the controls are:
Pause - Selects one or two player game. While in play, activates PAUSE - depress again to conbnue play.
Shoot - Releases ball into play when ball is resting on plunger spring.
Joystick - When ball is at rest, sets tension on the plunger spring Pull backwards to increase tension for max imum ball release speed. Push forward to decrease tension. When ball is in play, controls the hitting or 'juking' of the pinball table.
Right Flippers - Controls flippers on right side.
Left Flippers - Controls flippers on left side

- SCORING -

Center Chute Lights
with diamonds on: 500 points.
with diamonds off: 1500 points.

Six-sided Bumpers
without light: 15 points.
with light: 515 points.

Spinners
with Bonus Arrows off: 300 points.
with Bonus Arrows on: 2000 points.

Drop Targets
when not hit in order: 100 points each.
when hit in order: 200 points each.

Ball Savers:  1000

Combination Scoring
Upper right Drop Targets and lower left Spinner with Bonus Arrow: 5000 points.
Upper left Drop Targets and lower right Spinner with Bonus Arrow: 5000 points.
Lower left Drop Targets and upper left Spinner with Bonus Arrow: 5000 points.
Lower right Drop Targets and lower right Spinner with Bonus Arrow: 5000 points.
All Drop Targets and triangular Ball Saver: 10,000 points.

- TIPS AND TRICKS -

High Score Memory: As long as your machine is on with the SpinBall car tridge in place, the high score is retained. Once the machine is turned off, and the cartridge is removed, the high score is lost. To check the high score, press the Reset Button on the console.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82236&o=2

$end


$pc98=spindiz2,
$bio

Spindizzy II (c) 1991 Arsys Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90713&o=2

$end


$x68k_flop=spindiz2,spindiz2d,
$bio

Spindizzy II (c) 1992 Arsys Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88097&o=2

$end


$amigaocs_flop=spindizz,
$bio

Spindizzy Worlds (c) 1990 Electric Dreams Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75079&o=2

$end


$snes=spindizzj,
$bio

Spindizzy Worlds (c) 1992 ASCII Ent. Software, Incorporated.

- TECHNICAL -

Cartridge ID: SHVC-SX

- TRIVIA -

Reviews:
[FR] November 1992 - Consoles+ No. 14: 90/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62220&o=2

$end


$snes=spindizzu,
$bio

Spindizzy Worlds [Model SNS-SX-USA] (c) 1993 ASCII Ent. Software, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63592&o=2

$end


$snes=spindizz,
$bio

Spindizzy Worlds [Model SNSP-SX-EUR] (c) 1993 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63591&o=2

$end


$cpc_cass=spindizz,
$bio

Spindizzy [Model UQK-606] (c) 1986 Electric Dreams Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99274&o=2

$end


$cpc_cass=spindron,
$bio

Spindrone [Model AT 413] (c) 1988 Atlantis Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99277&o=2

$end


$info=spinner,
$bio

Spinner (c) 1981.

- TECHNICAL -

Main CPU : Motorola M6809 (@ 2.8 Mhz)
Sound CPU : M6802 (@ 3 Mhz)
Sound Chips : Discrete (@ 3 Mhz)

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 8

Players : 2
Control : 2-way joystick
Buttons : 1

- TRIVIA -

This game is a bootleg of "Spiders".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3279&o=2

$end


$info=sc5spnrn,sc5spnrna,
$bio

Spinning Around (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR2205]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42801&o=2

$end


$a2600=spinfire,
$bio

Spinning Fireball (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51009&o=2

$end


$a2600=spinfirep,spinfirep1,
$bio

Spinning Fireball - Fire Spinner - Fireball Spinner (c) 1983 ZiMAG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51010&o=2

$end


$info=m5spins,
$bio

Spinsation (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41638&o=2

$end


$amigaocs_flop=spinwrld,
$bio

Spinworld (c) 1988 reLINE.

- TIPS AND TRICKS -

Invincibility: Press T at the title screen.

- STAFF -

Design: Andreas Goerz
Coder: Alexander Jorias, Matthias Meilicke
Graphics: Hartwig Nieder-Gassel, Oliver Weirich
Sound Effects: Michael Meister

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75080&o=2

$end


$amigaocs_flop=spinwwld,
$bio

Spinworld + The Way of the Little Dragon [Amiga Star Collection] (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75081&o=2

$end


$pce=spirwave,
$bio

Spiral Wave (c) 1991 Media Rings Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58732&o=2

$end


$x68k_flop=spiralbl,
$bio

Spiral-Bullet (c) 1999 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88629&o=2

$end


$pc8801_flop=spirit,
$bio

Spirit (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92949&o=2

$end


$gba=spiritg,spiritgp,
$bio

Spirit - Der Wilde Mustang (c) 2002 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73264&o=2

$end


$gba=spiritf,
$bio

Spirit - L'Etalon des Plaines (c) 2002 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73265&o=2

$end


$gba=spiritu,
$bio

Spirit - Stallion of the Cimarron [Model AGB-AC6E-USA] (c) 2002 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73267&o=2

$end


$gba=spirit,
$bio

Spirit - Stallion of the Cimarron [Model AGB-AC6P] (c) 2002 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73266&o=2

$end


$amigaocs_flop=spirexcl,spirexclu,
$bio

Spirit of Excalibur (c) 1991 Mastertronic, Limited. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75082&o=2

$end


$amigaocs_flop=spirexcla,
$bio

Spirit of Excalibur [Strategy Masters] (c) 1991 Mastertronic, Limited. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75083&o=2

$end


$info=spirit,
$bio

Spirit [Model 673] (c) 1982 Gottlieb.

- TECHNICAL -

Gottlieb System 80A
Model Number : 673

- TRIVIA -

1,230 units were produced.

- STAFF -

Design by : John Trudeau
Art by : Terry Doerzaph

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5581&o=2

$end


$cpc_cass=spirit,
$bio

Spirit [Model MUA-11] (c) 1986 Microbyte, S.A.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99278&o=2

$end


$msx1_cass=spirits,
$bio

Spirits (c) 1987 Topo Soft [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95002&o=2

$end


$cpc_cass=spirits,
$bio

Spirits (c) 1987 Topo Soft [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99279&o=2

$end


$gba=spirspel,
$bio

Spirits & Spells [Model AGB-AWNE-USA] (c) 2003 DreamCatcher Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73268&o=2

$end


$nes=spiritwfp,spiritwfb,spiritwfa,spiritwf,
$bio

Spiritual Warfare (c) 1992 Wisdom Tree

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55578&o=2

$end


$gameboy=spiritwf,
$bio

Spiritual Warfare (c) 1992 Wisdom Tree

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66969&o=2

$end


$megadriv=spiritwf,
$bio

Spiritual Warfare (c) 1994 Wisdom Tree

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57409&o=2

$end


$megadriv=spirou,
$bio

Spirou (c) 1996 Infogrames Interactive, Incorporated.

- TRIVIA -

Reviews:
[FR] July 1995, Consoles + N.45: 85/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56887&o=2

$end


$gamegear=spirou,
$bio

Spirou (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64867&o=2

$end


$gbcolor=spirou,
$bio

Spirou Robbedoes - The Robot Invasion [Model CGB-BSCP-EUR] (c) 2000 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68807&o=2

$end


$gameboy=spirou,spiroup,
$bio

Spirou (c) 1996 Infogrames Interactive, Incorporated.

- TECHNICAL -

Model DMG-AUOP-EUR

- TIPS AND TRICKS -

Level select: Pause the game and press Down, Down, B, Left, Right, A, Down, Up, A.

- STAFF -

Developer: Bit Managers

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66970&o=2

$end


$snes=spirou,
$bio

Spirou [Model SNSP-AUOP-EUR] (c) 1995 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63593&o=2

$end


$c64_cart,c64_flop=spitball,
$bio

Spitball (c) 1983 Creative Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53711&o=2

$end


$channelf=spitfire,spitfirep,
$bio

Spitfire (c) 1976 Fairchild

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53233&o=2

$end


$a5200=spitfire,
$bio

Spitfire (c) 1983 Atari, Incorporated.

- TRIVIA -

Unreleased prototype.

- STAFF -

Programmer: Joe Copson

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50091&o=2

$end


$cpc_cass=spitfire,
$bio

Spitfire (c) 1989 Elite Systems, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99280&o=2

$end


$info=sc1spit,
$bio

Spitfire (c) 198? ELAM Group.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=21271&o=2

$end


$msx1_cass=spitfire,
$bio

Spitfire '40 (c) 1986 Mirrorsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95003&o=2

$end


$bbca_cass,bbcb_cass=spit40,
$bio

Spitfire 40 (c) 1985 Mirrorsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52426&o=2

$end


$cpc_cass=spitfr40,
$bio

Spitfire 40 (c) 1985 Mirrorsoft, Ltd. [England]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99282&o=2

$end


$cpc_cass=2spitsfh,
$bio

Spitfire 40 + Strike Force Harrier [Model AS074] (c) 1992 Alternative Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99283&o=2

$end


$cpc_cass=spitfr40s,
$bio

Spitfire 40 [Model MJA-13] (c) 1985 Microbyte, S.A.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99281&o=2

$end


$ibm5150,ibm5150_cass=spitfire,
$bio

Spitfire Ace (c) 1984 Microprose Software, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83700&o=2

$end


$a2600=spitfire,
$bio

Spitfire Attack (c) 1983 Milton Bradley Co.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51011&o=2

$end


$bbca_cass,bbcb_cass=spitcomm,
$bio

Spitfire Command (c) 1983 Superior Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52427&o=2

$end


$bbca_cass,bbcb_cass=spitsim,
$bio

Spitfire Flight Simulator (c) 19?? Alligata

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52428&o=2

$end


$cpc_cass=spittimg,
$bio

Spitting Image (c) 1988 Domark Group, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99284&o=2

$end


$msx1_cass=splash,
$bio

Splash (c) 1986 Mind Games Espana, S.A.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95004&o=2

$end


$info=sc4splgb,sc4splgba,
$bio

Splash & Grab (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR7055]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42800&o=2

$end


$pc8801_flop=splash2,
$bio

Splash 2 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92950&o=2

$end


$pc8801_flop=splash3,
$bio

Splash 3 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92951&o=2

$end


$pcecd=splashl,
$bio

Splash Lake (c) 1992 NEC Avenue, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58516&o=2

$end


$pcecd=splashlj,
$bio

Splash Lake (c) 1991 NEC Avenue, Limited.

Splash lake is a kind of puzzle game where you control a bouncing ostrich. You always start on platforms over a lake and you must clear all baddies within a time limit to go to the next level. To do so, you have to break up tiles by pecking them (some tiles are indestructible so be careful!) Any connected tile will break and any creature standing on them will end up in the lake ! You can also jump over enemies and gaps. Of course, a two simultaneous players option is available.

- TECHNICAL -

Game ID: NAPR-1020

- TRIVIA -

Released on June 28, 1991 in Japan for 5800 Yen.

Reviews:
November 1991 - Consoles + N.2 [FR]: 92/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58392&o=2

$end


$info=splash,splash10,
$bio

Splash! (c) 1992 Gaelco.

- TECHNICAL -

Game ID : 922804

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound CPU : Zilog Z80 (@ 3.75 Mhz)
Sound Chips : YM3812 (@ 3 Mhz), OKI MSM5205 (@ 384 Khz)

Screen orientation : Horizontal
Video resolution : 376 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 2048

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

This game is also known as "Painted Lady".

Splash! was developed by a freelance group called OMK from Barcelona. OMK itself were three members : a programmer and two graphic artists. The music and sound was always made at Gaelco. Nowadays, OMK has disappeared, but one of the graphic artists is still working at Gaelco. Splash! was a big success.

- UPDATES -

* ver. 1.0
* ver. 1.2

- SERIES -

1. Splash! (1992)
2. Glass (1993)

- STAFF -

Developed by OMK.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2589&o=2

$end


$info=splat,
$bio

Splat! (c) 1982 Williams.

- TECHNICAL -

Main CPU : Motorola M6809 (@ 1 Mhz)
Sound CPU : M6808 (@ 894.75 Khz)
Sound Chips : DAC

Players : 2
Control : Double 8-way joysticks

- TRIVIA -

Splat was inspired by the food fight scene of Animal House. John came up with the idea of removable heads to extend the life of the characters, plus thought it was a unique twist to the game.

- STAFF -

Staff : John Newcomer (JRN), (HEC), (MBS), Bill Pfutzenreuter (PFZ), Jill Chittenden (JIL), (CWK)

- PORTS -

* Consoles :
Sony PlayStation [US] (November 30, 1997) "Arcade's Greatest Hits - The Midway Collection 2 [Model SLUS-00450]" 
Sony PlayStation [EU] (March 1998) "Arcade's Greatest Hits - The Midway Collection 2 [Model SLES-00739]"
Sony PlayStation 2 [US] (November 18, 2003) "Midway Arcade Treasures [Model SLUS-20801]" 
Microsoft XBOX [US] (November 24, 2003) "Midway Arcade Treasures" 
Nintendo GameCube [US] (December 18, 2003) "Midway Arcade Treasures [Model DOL-GAKE-USA]" 
Microsoft XBOX [EU] (February 6, 2004) "Midway Arcade Treasures" 
Sony PlayStation 2 [EU] (February 6, 2004) "Midway Arcade Treasures [Model SLES-51927]" 

* Computers :
PC [MS Windows 95, CD-ROM] [US] (1997) "Arcade's Greatest Hits - The Midway Collection 2" 
PC [MS Windows, CD-ROM] [US] (August 27, 2004) "Midway Arcade Treasures" 
PC [MS Windows, CD-ROM] [EU] (November 23, 2004) "Midway Arcade Treasures"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2590&o=2

$end


$cpc_cass=splatis,
$bio

Splat! [Model A18] (c) 1985 Incentive Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99286&o=2

$end


$cpc_cass=splat,
$bio

Splat! [Model SOFT 909] (c) 1985 Amsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99288&o=2

$end


$info=splatter,splatterj,splatter2,
$bio

Splatterhouse (c) 1988 Namco.

In a dark and stormy night, Rick and his girlfriend Jeniffer take refuge in the creepy West mansion, only to find himself dead and Jeniffer missing! Now, a mysterious sacrificial mask with amazing powers brings him back from the dead and in order to free himself from its curse, he must destroy the evil lurking deep within the mansion and save Jennifer in the process! Features some of the goriest graphics ever seen at its release date, awesome music & sound effects, lots of the typical toys seen in horror flicks (knives, etc.) as well as lots of challenge!

- TECHNICAL -

Namco System 1 hardware
Game ID : SH

Main CPU : 6809 (@ 1.536 Mhz)
Sub CPU : 6809 (@ 1.536 Mhz)
Sound CPU : 6809 (@ 1.536 Mhz)
MCU: HD63701 (@ 1.536 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.57958 Mhz), Namco advanced 8-channel stereo WSG, stereo DAC

Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.61 Hz
Palette colors : 24-bit RGB palette

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Splatterhouse was released in November 1988.

Licensed to Atari Games for distribution in the USA (February 1989). Only 100 PCBs were produced by Atari because the game was banned in most arcades in the USA due to its violent nature as well as some questionable bosses such as the chapel boss (The inverted cross). Splatterhouse was the first game to get a parental advisory disclaimer.

Rick makes a cameo appearance in "Point Blank 3".

Splatterhouse's developers seem to have been inspired by many known and a few lesser known horror flicks such as...
* Friday the 13th movies : The third boss wears a bag for a mask just like Jason Voorhees did on the first three movies and Rick's mask resembles the well-know hockey mask that Jason wears in the later movies of the series until the Jason X movie in which he gets a totally different new look.
* Evil Dead movies : Many concepts were borrowed from these particular movies such as : House deep within the woods where a famed scientist unleashes some very evil demonic power; The fight between Rick and his evil twins; The evil severed hands that even taunt him; The possessed room with flying furniture; The necromancer's zombies that just won't die, Rick's quest to rescue Jennifer, only to find her possessed and turned into a cackling demon hungry for his blood!
* The Exorcist : When fighting against demon Jennifer, she recovers her sanity for a few brief moments and begs for your help just before turning into a demon once again, something quite similar is seen in this horror classic.
* H-man : The sludge monsters seen in the sewer levels seem somewhat similar to the liquid people seen in this old japanese horror flick.
* Poltergeist : The possessed room may also have been inspired by this movie.
* Parasite : The leeches seen at the end of the first stage as well as in many other later levels are cleary based on the creatures seen in this pseudo 3-D movie.
* Rejuvenator : The big headed monsters whose heads fly off and attack before dying are very reminiscent of the gruesome brain-eating monster seen in this film.
* Re-Animator : Dr. West is largely believed to be Herbert West who was featured prominently in H.P. Lovecraft's story Herbert West : Reanimator, who was subsequently featured in the "Re-Animator" film series.

Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Winning Run : G.S.M. Namco 2 - D24B1003) on 21/07/1989.

- TIPS AND TRICKS -

* Slide Kick : Rick's most powerful attack is also the trickiest move to do in the game! Do a big jump (hold the jump button) while walking either left or right, then as Rick comes down from the jump hold diagonally down-left or down-right and press the attack button JUST BEFORE Rick's feet touch the ground. Use this move to take out many enemies at once and to quickly reach a level's exit but be sure not to slide right into a trap such as a pit, an acid puddle, etc.! 

* Reaching The Exit Is More Important Than Fighting! : When you are close enough to the end of a level, Rick will automatically walk towards the exit and he becomes completely invulnerable to any incoming enemy attack!

* Save Your Ammo! : You can only use your weapons while standing or jumping. This means you are free to low kick or slide kick your enemies in order to save your weapons for tougher enemies in a particular level. Also each time you pick another weapon, Rick will drop the previous weapon slightly ahead of him allowing you to pick it up again. This is particularly useful against the third stage's boss since you'll be able to easily blow him away with two shotguns!

- SERIES -

1. Splatterhouse (1988)
2. Splatterhouse - Wanpaku Graffiti (1989, Nintendo Famicom)
3. Splatterhouse 2 (1992, Sega Mega Drive)
4. Splatterhouse 3 (1993, Sega Mega Drive)

- STAFF -

Director : Mr. Yokoyama
Producer : Kazuu
Associate producer : Haya Paya
Programmer : PSQGL
Art director : M. Ishida
Special visual effects : T. Oda
Special makeup designed and created by Daihadan13.
Original music : Katsurou Tajima, Yoshinori Kawamoto
Title designer : Mr. Usukura
Special artist : Y. Komoriya
Data processing : Mr. Natsui, Miss. Chiiko
Debug chief : Sisyo Seto Kyososama

- PORTS -

* Consoles :
NEC PC-Engine (1990)
Nintendo Wii (2007, "Virtual Console" - TurboGrafx-16 version)

* Computers :
FM Towns PC (1992)
PC [MS-Windows, CD-ROM] (2003, "ULTRA series" from Media Kite under Namco license) : Japanese release only.

* Others :
LCD handheld game (1988) released by Namco.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2591&o=2

$end


$nes=splatth,
$bio

????????? ?????????? (c) 1989 Namco, Limited.
(Splatterhouse - Wanpaku Graffiti)

Splatterhouse Wanpaku Graffiti is a cute side scrolling action-platformer by Namco and based on the arcade game Spatterhouse originally released in 1988. During a stormy night, in a town cemetery, the blond Jennifer kneels over her boyfriend's grave, shedding tears for Rick, her beloved companion. Suddenly, lightning strikes and revives him, but their happiness was not destined to last long and another bolt of lightning strikes and revives the evil Pumpkin King! The demonic monster kidnaps Jennifer and Rick must now go and save the poor damsel. Rick comes equipped with the Splatterhouse traditional terror mask and is armed with a meat cleaver (although a particularly powerful shotgun is also available later in the game). Interestingly, Rick doesn't really pick up power ups (except for a few health items) and levels up by gaining experience points from killing enemies while making his way through the game. A number at the top of the screen indicates how many enemies need to be killed before the next level, and bosses reward a lot more experience points than the average foes. Splatterhouse Wanpaku Graffiti is packed with references to countless horror movies or shows from the 80s, such as a Vampire who goes on a Michael Jackson's Thriller dance routine with his troupe of zombie dancers, and the list goes on, from Alien, Friday the 13th to The Fly or the Exoscist. Splatterhouse Wanpaku Graffiti consists of seven levels and a short four digits password is given to the player at the end of each stage (however, Rick will lose all of his meticulously gained life when a password is used).

- TRIVIA -

Released on July 31, 1989 in Japan.

The game was never released outside Japan.

- TIPS AND TRICKS -

* Passwords:
Level 2 - 1055
Level 3 - 3739
Level 4 - 8245
Level 5 - 4722
Level 6 - 7397
Level 7 - 8671

- STAFF -

Planner: Maguma Taiji
Programmer: Silky Deguchi, Myt Juso
Character: Oni Taiji, Juncha, Baguchan, Hidebou
Music: Anna Puruna
Special thanks: Nobotan, Yappy, Princess Ki, Kazuu
Producer: JJ Page

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54643&o=2

$end


$megadriv=splatth2,
$bio

Splatterhouse 2 (c) 1992 Sega Enterprises, Limited.

- TRIVIA -

Reviews:
[FR] August 1992 - Joypad N.11: 88/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56888&o=2

$end


$megadriv=splatth2u,
$bio

Splatterhouse 2 (c) 1992 Namco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57410&o=2

$end


$megadriv=splatth3,
$bio

Splatterhouse 3 (c) 1993 Namco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57411&o=2

$end


$megadriv=splatth2j,
$bio

Splatterhouse Part 2 (c) 1992 Namco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56889&o=2

$end


$megadriv=splatth3j,
$bio

Splatterhouse Part 3 (c) 1993 Namco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56890&o=2

$end


$pce=splatth,
$bio

Splatterhouse (c) 1990 Namco, Limited.

Splatterhouse is a side-scrolling horror themed action game developed by Namco, and conversion of the arcade game of the same name. It stars two young scientists interested in paranormal phenomenons, Rick Taylor and Jennifer Wills, who one day decide to investigate a strange old mansion that that has been known to harbor many terrifying secrets. The gloomy house, named the 'Splatterhouse' by the locals, is owned by Dr West, a renowned scientist rumored to conduct bizarre and gruesome experiments. One night, as they arrive at the mysterious mansion, a storm starts raging and they are forced to take shelter inside the dark place. They both come under attack and Rick falls unconscious. When he regains consciousness, he discovers that Jennifer is gone, and that a creepy mask with supernatural powers (the "Hell Mask") now covers his face. His body has also mutated into that of a repulsive, and yet tremendously powerful, burly creature. Rick must now explore the mansion and find his beloved Jennifer - but hordes of murky deadmen, impaled zombies, flesh eating worms and other nightmarish and grotesque creatures are now on the loose everywhere. Rick can punch with his bear fists and kick (low, jump kicks and slide kicks), and can also pick up weapons scattered throughout the game, such as a planks of wood (the 'two by four'), spears, a lethal meat cleaver or a shotgun. More than just enemies, the game also throws disguised booby traps and ominous obstacles at the player, such as sharp blades, spikes, bottomless pits and other lethal dangers. Splatterhouse consists of seven levels, and some stages even branch out (through holes in the ground or ladders) and allow the player to take alternate routes.

- TECHNICAL -

HuCARD ID: NC90002
HuCARD Size: 4 Mbits.

- TRIVIA -

Splatterhouse was released on April 03, 1990 in Japan for 6800 Yen.

The arcade game Splatterhouse was originally released in 1988. There are some differences between the original arcade game and this PC Engine conversion. First of all, the introduction sequence was dramatically reduced and only features the exterior view of the mansion (we don't see Jennifer and Kirk running through the rain, or the Hell Mark taking over the hero's body and soul). The in-between level screens are also different - although the arcade game shows a picture from the coming stage, the PC Engine port shows one of the creature the player will eventually fight there. Interestingly, the gore factor was also toned down a little - for instance, the first level features prison cells in the background and mutilated human bodies which were completely removed from the PC Engine port. Weapons have also be shuffled around, for instance although Rick first picks a meat cleaver in the arcade version, the PC Engine port features a wooden plank, and the cleaver only appears once in the chapel stage (and was curiously turned into a Golden Cleaver).

- TIPS AND TRICKS -

Stage and sound select screen:
On the title screen, press Run to start a new game. Then, when the screen with the mansion in the rain appears, press Select three times, then hold down and left, and press I and II at the same time. The Stage select screen will appear. If you press Select on the level select screen, the menu will change to a sound test. Press Select again to switch back to the stage menu.

- STAFF -

Director: Y. Asada, Mr. Yokoyama
Producer: Kazuu, Papaya Payapaya
Editor: Kirifune
Sound Program: T. Kobayashi
Sound: Joshua
Original Music: Chopin, Kawagen
Graphic Designed: Y. Sakakibara
Art: Akumakun
Original Art: M. Ishida
Visual Effect: T. Oda
Special Designed: Daihadan13
Title Designed: Spanky Usukura
Special Artist: Tenkomoriya~N
Special Thanks: Bolero

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58733&o=2

$end


$tg16=splatth,
$bio

Splatterhouse (c) 1990 NEC Home Electronics, Ltd.

- TECHNICAL -

Model TGX040041

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84354&o=2

$end


$info=splndrbt,
$bio

Splendor Blast (c) 1985 Alpha Denshi Company, Limited.

A futuristic spaceship racing game.

Join the intergalactic race, drive your racing spaceship at full speed and destroy the opponents spaceships, grab the energy and ammo items, in this engrossing space race, evade all obstacles and dangerous curves to move to the next race to victory!

- TECHNICAL -

Main CPU : Motorola 68000 (@ 6 Mhz)
Sound CPU : 8085A (@ 5 Mhz)
Sound Chips : MSM5232 (@ 2.5 Mhz), AY8910 (@ 1.536111 Mhz), (2x) DAC

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Splendor Blast was released in March 1985.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2592&o=2

$end


$msx2_flop=splitbal,
$bio

Split Ball (c) 1995 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102050&o=2

$end


$cpc_cass=splitper,
$bio

Split Personalities (c) 1986 Domark Group, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99292&o=2

$end


$info=spltsecp,
$bio

Split Second (c) 1981 Stern Electronics.

- TECHNICAL -

Model Number : 144

- STAFF -

Design by : Harry Williams
Art by : Doug Watson, Gerry Simkus

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5582&o=2

$end


$gameboy=splitzj,
$bio

Splitz - Nigaoe 15 Game [Model DMG-R5A] (c) 1993 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66972&o=2

$end


$gameboy=splitz,
$bio

Splitz [Model DMG-R5-UKV] (c) 1993 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66971&o=2

$end


$gba=spongbbbu,
$bio

SpongeBob SquarePants - Battle for Bikini Bottom [Model AGB-BSQE-USA] (c) 2003 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73270&o=2

$end


$gba=spongbbb,
$bio

SpongeBob SquarePants - Battle for Bikini Bottom [Model AGB-BSQP] (c) 2003 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73269&o=2

$end


$gba=spongbkku,
$bio

SpongeBob SquarePants - Creature from the Krusty Krab [Model AGB-BO4E-USA] (c) 2006 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73272&o=2

$end


$gba=spongbkk,
$bio

SpongeBob SquarePants - Creature from the Krusty Krab [Model AGB-BO4P] (c) 2006 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73271&o=2

$end


$gbcolor=spongebb,
$bio

SpongeBob SquarePants - Legend of the Lost Spatula [Model CGB-BQPE-USA] (c) 2001 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68808&o=2

$end


$gba=spongblcu,
$bio

SpongeBob SquarePants - Lights, Camera, Pants! [Model AGB-BQQE-USA] (c) 2005 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73274&o=2

$end


$gba=spongblc,
$bio

SpongeBob SquarePants - Lights, Camera, Pants! [Model AGB-BQQP] (c) 2005 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73273&o=2

$end


$gba=spongbfdu,spongbfd,
$bio

SpongeBob SquarePants - Revenge of the Flying Dutchman [Model AGB-AQ3E-USA] (c) 2002 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73275&o=2

$end


$gba=spongbsp,
$bio

SpongeBob SquarePants - SuperSponge [Model AGB-ASPE-USA] (c) 2001 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73277&o=2

$end


$gba=spongbmvu,spongbmvup,
$bio

SpongeBob SquarePants - The Movie [Model AGB-BSNE-USA] (c) 2004 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73280&o=2

$end


$gba=spongbmv,
$bio

SpongeBob SquarePants - The Movie [Model AGB-BSNP-EUR] (c) 2005 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73279&o=2

$end


$gba=spongbbv,
$bio

SpongeBob SquarePants and Friends - Battle for Volcano Island (c) 2007 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73281&o=2

$end


$gba=spongbff,
$bio

SpongeBob SquarePants and Friends in Freeze Frame Frenzy [Model AGB-BCCP] (c) 2004 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73283&o=2

$end


$gba=spongbfu,
$bio

SpongeBob SquarePants and Friends Unite! [Model AGB-BNUP-EUR] (c) 2006 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73282&o=2

$end


$gba=spongbas,
$bio

SpongeBob's Atlantis SquarePantis [Model AGB-BZXE-USA] (c) 2007 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73284&o=2

$end


$info=m3spoof,m3spoofa,
$bio

Spoof (c) 198? PCP.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41204&o=2

$end


$cpc_cass=spookedu,
$bio

Spooked (c) 1989 Players Premier

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99295&o=2

$end


$bbca_cass,bbcb_cass=spookspi,
$bio

Spooks and Spiders (c) 1984 Software Invasion

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52429&o=2

$end


$bbca_cass,bbcb_cass=spooksv,
$bio

Spooksville (c) 1988 Blue Ribbon

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52430&o=2

$end


$info=spookyp,spookyi,
$bio

Spooky (c) 1987 Zaccaria.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5583&o=2

$end


$cpc_cass=spookycs,
$bio

Spooky Castle [Model AT 420X] (c) 1990 Atlantis Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99296&o=2

$end


$info=ep_spook,ep_spooka,ep_spookb,
$bio

Spooky Hollow (c) 2003 Global Games.

- TECHNICAL -

H : 1780mm
W : 660mm
D : 670mm

- TRIVIA -

Spooky Hollow was released in October 2003 in UK.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=18229&o=2

$end


$bbca_cass,bbcb_cass=spooky,
$bio

Spooky Manor (c) 198? Acornsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52431&o=2

$end


$info=spooky,spookyo,
$bio

Spooky Night (c) 2007 Amcoe, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=36260&o=2

$end


$info=sfish2,sfish2j,
$bio

Sport Fishing 2 (c) 1995 Sega.

An interactive fishing game featuring 24 different types of fish. You can choose to fish in the Caribbean Sea or Pacific Ocean. Mainly controlled using a fishing rod-like mechanism.

- TECHNICAL -

Runs on "ST-V [Sega Titan Video Game System]" hardware.
Cartridge ID: 610-0373-06

Players: 2
Control: 8-way joystick
Buttons: 6

- TRIVIA -

Sport Fishing 2 was released in July 1995 in Japan.

Official Typo? : Unlike the original game's title, the first word in this sequel game's title is singular, not plural.

- SERIES -

1. Sports Fishing (1994)
2. Sport Fishing 2 (1995)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2593&o=2

$end


$cdi=sportfrk,
$bio

Sport Freaks (c) 1996 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53080&o=2

$end


$megadriv=sportg,
$bio

Sport Games (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56891&o=2

$end


$a5200=sprtgoof,
$bio

Sport Goofy (c) 1983 Atari, Incorporated.

- TECHNICAL -

Model CX5237

- TRIVIA -

Unreleased prototype. Originaly scheduled to be released in November 1983.

- STAFF -

Programmer: Leo Salinas

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50092&o=2

$end


$cpc_cass=sportkng,
$bio

Sport of Kings [Model IA 0150] (c) 1986 Mastertronic, Ltd. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99297&o=2

$end


$bbca_cass,bbcb_cass=spspecta,
$bio

Sport Spectacular (c) 1988 Alternative

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52432&o=2

$end


$bbca_cass,bbcb_cass=sporttri,
$bio

Sporting Triangles (c) 1990 CDS

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52433&o=2

$end


$a2600=sportsac,
$bio

Sports Action Pak (c) 1988 HES [Human Engineered Software]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51012&o=2

$end


$info=sprtauth,
$bio

Sports Authority Challenge (c) 1992 GEI [Grayhound Electronics, Incorporated.].

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=28649&o=2

$end


$gameboy=sportcol,
$bio

Sports Collection [Model DMG-ASCJ-JPN] (c) 1996 Tonkin House

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66973&o=2

$end


$gameboy=spillfb,
$bio

Sports Illustrated - Football & Baseball [Model DMG-QM-USA] (c) 1993 Malibu Games [T-HQ Division]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66974&o=2

$end


$gameboy=spillglf,
$bio

Sports Illustrated - Golf Classic [Model DMG-AGFE-USA] (c) 1994 Malibu Games [T-HQ Division]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66975&o=2

$end


$gamegear=sportill,
$bio

Sports Illustrated Championship Football & Baseball (c) 1995 Black Pearl

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64868&o=2

$end


$snes=spillfb,spillfbp,
$bio

Sports Illustrated Championship Football & Baseball (c) 1994 Malibu Games.

- TECHNICAL -

Model SNS-LU-USA

- TRIVIA -

Released in February 1994 in USA.

- TIPS AND TRICKS -

Hidden Credits: Hold Select before the main menu appears to see the game's credits.

- STAFF -

Programmers: Michael Knauer, Nigel Spencer
Lead Artists: Michael Hulme, Fred Andrews
Support Artists: Damon Dubois, Joan Igawa, Troy Adam (The Head)
Producers: George Sinfield, Michael Knauer
Music Sound: Audio Cyber Factory
Sports Illustrated: Phil Polishook

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63594&o=2

$end


$gba=spilbase,
$bio

Sports Illustrated for Kids - Baseball [Model AGB-AKBE-USA] (c) 2001 BAM! Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73285&o=2

$end


$gba=spilfoot,
$bio

Sports Illustrated for Kids - Football [Model AGB-AKFE-USA] (c) 2003 BAM! Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73286&o=2

$end


$gameboy=tripldar,
$bio

Sports Illustrated for Kids - The Ultimate Triple Dare! [Model DMG-U8-USA] (c) 1994 Malibu Games [T-HQ Division]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66976&o=2

$end


$info=sprtjam,
$bio

Sports Jam (c) 2001 Sega.

- TECHNICAL -

Runs on the Sega "NAOMI GD-ROM System" hardware.

- TRIVIA -

Developed by WOW Entertainment, Inc., Sports Jam was released by Sega in December 2000 in Japan.

Michael Jackson used to own this game (Serial number: 2080920). It was sold at the official Michael Jackson Auction on Apr. 24th, 2009.

- PORTS -

* Consoles :
Sega Dreamcast (2001)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4084&o=2

$end


$info=sprtmtch,
$bio

Sports Match (c) 1989 Dynax.

A puzzle game.

- TECHNICAL -

Game ID : '31'

Main CPU : Zilog Z80 (@ 5.5 Mhz)
Sound Chips : YM2203 (@ 2.75 Mhz)

Screen orientation : Horizontal
Video resolution : 512 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 512

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Released in April 1989.

Licensed to Fabtek.

This game is known in Japan as "Dragon Punch".

- UPDATES -

Sports Match is another layout of 'Szechuan'-style solitaire mahjong but the tiles have been changed to a sports theme. The background is made up of grey squares. The character that smashes matched tiles is dressed in a referee uniform.

The Japanese version ("Dragon Punch") uses traditional mahjong tiles. The background is green squares and has pictures of people and bamboo on it. The character that smashes matched tiles is a fat, shirtless Asian man with glasses.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2594&o=2

$end


$sms=sportsft,
$bio

Sports Pad Football (c) 1987 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56195&o=2

$end


$sms=sportssc,
$bio

Sports Pad Soccer (c) 1988 Sega Enterprises, Limited.

Reprint of "World Soccer [Model G-1327]".

- TECHNICAL -

Game ID: G-1365

- TRIVIA -

Sports Pad Soccer for Sega Mark III was released on October 29, 1988 in Japan.

The original version of the game, "World Soccer [Model G-1327]" was released on June 19, 1987.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55894&o=2

$end


$info=sprtshot,
$bio

Sports Shooting USA (c) 2003 Sammy.

Compete on the speed, accuracy, and technique in this faithful reproduction of the world of target shooting. Guns are the exclusive Sammy scope gun with laser sight. Single or twin player game, which allows you to play against the computer or a friend. The game is very addictive giving you the chance to improve your ability to score the highest points, qualifying you to the next level. After the end of the events you are then graded. There are four levels from Beginner to Master, and you can play up to a hundred different events. The targets vary between moving targets and still targets, so keep your eyes peeled!

- TECHNICAL -

Sammy Atomiswave Hardware

CPU : Hitachi SH-4 32-bit RISC CPU (200 MHz 360 MIPS / 1.4 GFLOPS)
Graphic Engine : PowerVR 2 (PVR2DC)
Sound Engine : ARM7 Yamaha AICA 45 MHZ (with internal 32-bit RISC CPU, 64 channel ADPCM)
Main Ram : 32 megs
Main Memory : 16 MByte
Graphic Memory : 16 MByte
Sound Memory : 8 MByte
Media : ROM Board
Simultaneous Number of Colors : Approx. 16,770,000 (24bits)
Polygons : 2.5 Million polys/sec
Rendering Speed : 500 M pixel/sec
Additional Features : Bump Mapping, Fog, Alpha-Bending (transparency), Mip Mapping (polygon-texture auto switch), Tri-Linear Filtering, Anti-Aliasing, Environment Mapping, and Specular Effect.

- TRIVIA -

Sports Shooting USA was released in December 2002 in Japan.

Michael Jackson used to own this game. It was sold at the official Michael Jackson Auction on Apr. 24th, 2009.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4052&o=2

$end


$megadriv=sporttbb,
$bio

Sports Talk Baseball (c) 1992 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57412&o=2

$end


$gamegear=sprtrvce,
$bio

Sports Trivia - Championship Edition (c) 1995 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64870&o=2

$end


$gamegear=sporttrv,sporttrvp12,sporttrvp11,sporttrvp10,sporttrvp09,sporttrvp08,sporttrvp07,sporttrvp06,sporttrvp05,sporttrvp04,sporttrvp03,sporttrvp02,sporttrvp01,
$bio

Sports Trivia [Model 2329] (c) 1995 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64869&o=2

$end


$gba=sportsmn,
$bio

Sportsman's Pack [Model AGB-B23E-USA] (c) 2005 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73287&o=2

$end


$info=ar_airh,ar_airh2,
$bio

SportTime Table Hockey (c) 1988 Designstar Consultants.

- TECHNICAL -

Arcadia System hardware

Main CPU : Motorola 68000 (@ 7.15909 Mhz)
Sound Chips : Custom (@ 3.579545 Mhz)

Screen orientation : Horizontal
Video resolution : 671 x 216 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096

Players : 2
Control : 8-way Joystick
Buttons : 2

- TRIVIA -

Licensed to Mindscape.

- STAFF -

Designed and produced by : Ed Ringler
Programming : Chris Oke
Graphics : Ed Ringler Sr., Chris Oke, Ed Ringler, Simon Ffinch

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3818&o=2

$end


$info=ar_bowl,
$bio

SportTime Ten Pin Bowling (c) 1988 Designstar Consultants.

- TECHNICAL -

Arcadia System hardware

Main CPU : Motorola 68000 (@ 7.15909 Mhz)
Sound Chips : Custom (@ 3.579545 Mhz)

Screen orientation : Horizontal
Video resolution : 671 x 216 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096

Players : 2
Control : 8-way Joystick
Buttons : 2

- TRIVIA -

Licensed to Mindscape.

- STAFF -

Designed and produced by : Ed Ringler
Programming : Chris Oke
Graphics : Ed Ringler Sr., Chris Oke, Ed Ringler, Simon Ffinch

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3819&o=2

$end


$nes=spot,
$bio

Spot (c) 1990 Arcadia Systems, Incorporated.

- TRIVIA -

Released in September 1990 in USA.

- STAFF -

By: GRAEME DEVINE, DAN CHANG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55579&o=2

$end


$amigaocs_flop=spot,
$bio

Spot (c) 1991 Leisure Genius

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75084&o=2

$end


$nes=spotj,
$bio

Spot (c) 1992 BPS [Bullet-Proof Software]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54644&o=2

$end


$gameboy=spotcool,
$bio

Spot - The Cool Adventure (c) 1993 Virgin Games

- TECHNICAL -

Cartridge ID: DMG-CU-USA

- TRIVIA -

Reviews:
[FR] April 1993 - Consoles + No. 19: 79/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66981&o=2

$end


$gameboy=spotcoolj,
$bio

Spot - The Cool Adventure [Model DMG-CUA] (c) 1994 Virgin Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66980&o=2

$end


$megadriv=spotgo,
$bio

Spot Goes to Hollywood (c) 1996 Virgin Interactive.

European release.

- TECHNICAL -

Cartridge ID: 670-7577-50
Cover ID: 670-7578-50

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56892&o=2

$end


$saturn,sat_cart=spotgo,
$bio

Spot Goes to Hollywood (c) 1997 Virgin Interactive

European release.

- TECHNICAL -

Game ID: T-7001H-50

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60417&o=2

$end


$saturn,sat_cart=spotgou,
$bio

Spot Goes to Hollywood (c) 1996 Virgin Interactive

- TECHNICAL -

Game ID: T-7001H

- STAFF -

Game Director: Mark W. J. Kelly
Executive Producer: Mark W. J. Kelly
Programming Team: Heather Barclay, Jerod M. Bennett, Stuart Gregg, Mark W. J. Kelly
Art Team: Jeffrey Berting, Jeanne Brinker, Jaqueline Corley, Ray Huerta, Mila Kelly, Martin McDonald, Patrick Moran, Molly Talbot, Jennifer Terry, Michael Witt, Perry Zombolas
Design Team: Jared Brinkley, Mark W. J. Kelly, Martin McDonald, Tom Rademacher, Jon Williams
Additional Design Ideas: Chris Bauer, Chris Harvey, Julian Rignall
Director of Audio: Keith Arem
Flick Music: Keith Arem
Sound Effects: Keith Arem
Audio Department Coordinator: David Fries
Additional Sound Design: Joey Kuras, Mical Pedriana
Director of Video: Robb Hart
Video Support: Lou Chagaris, Jeff Gordon
Executives in Charge of Burst: Neil Young, Christopher D. Yates
Concept Art: Julian A. Moran
Additional Thanks: Tom Bernardo
QA Director: David Maxey
QA Administrative & Planning Analyst: Chris McFarland
QA Group Supervisor: Stacey Mendoza
QA Team: Glenn Burtis (Lead Analyst), Nick Camerota, Greg Corzine, Robert Dearborn, David Johnson, Jason Lewis, Gordon L. Madison Jr., Chris Nelsen, Stuart Roch, Paul Shoener, Rob Smith
QA Technical Specialist: Paul Moore
Vice President of Marketing: Russell Kelban
Director of Marketing: Jane Gilbertson
Product Manager: Nancy Feiner
Editorial Manager: Lisa Marcinko
Director of Production: Gail Hetland

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60163&o=2

$end


$saturn,sat_cart=spotgoj,
$bio

Spot Goes to Hollywood (c) 1997 Virgin Interactive

Japanese release.

- TECHNICAL -

Game ID: T-7014G

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59714&o=2

$end


$megadriv=spotgou,
$bio

Spot Goes to Hollywood (c) 1995 Acclaim Entertainment, Incorporated.

- TECHNICAL -

Game ID: T-81616

- TRIVIA -

Released on November 1995 in the USA.

- STAFF -

Developed by Eurocom Entertainment Software
Lead Programmers: Ian Denny, Tim Swann
Additional Programming: Steve Bak, Ashley Finney, Kevin Grantham, Tim Rogers
Art: Andy Bee, Matt Dixon, Colin Garrat, Adrian Mannion, Clive Stevenson
Animation: Andy Bee, Matt Dixon, Colin Garrat, Adrian Mannion, Clive Stevenson
Additional Art: Nigel Bentley, Pete Lyon
Project Management: Hugh Binns, Tim Rogers, Mat Sneap
Tools Programming: Nick Flemming, Tim Rogers
Maps and Level Design: Steve Bak, Hugh Binns, Ian Denny, Steve Duckworth, Colin Garrat, Kevin Grantham, Adrian Mannion, Mat Sneap
Music: Tommy Tallarico
Sound: Tommy Tallarico
Testing: Kevin Holt, Richard Moody, Libby Whitham
Special Thanks to: Martin Alper, Richard Alton, Neil Baldwin, Paul Bates, David Fries, Mark Hetherington, Stuart Johnson, Nicholas A. Jones, David J. Looker, David Perry, David Pridmore, Julian Rignall, Kenneth Rosman, Robert Watkins, John Williams, Neil Young

Published by Virgin Interactive Entertainment
Producer: Robb Alvey
Associate Producer: Grady Hunt, Mike Merrin
Assistant Producer: Craig McCoy
Vice President Production: Eric Lux
Q.A. Manager: David Maxey
Group Head: Stacey Mendoza
Lead Analyst: Gordon L. Madison Jr.
Analysts: Jeff Rice, Mitch Feldman, Paul Shoener, David Johnson, Brian Wagner, Matt Muench, Victor Rodriguez, Robert Dearborn

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57413&o=2

$end


$info=m4spton,
$bio

Spot On (c) 199? PCP.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41459&o=2

$end


$gameboy=spot,
$bio

Spot [Model DMG-S3-NOE] (c) 1991 Virgin Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66977&o=2

$end


$gameboy=spotu,
$bio

Spot [Model DMG-S3-USA] (c) 1991 Virgin Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66979&o=2

$end


$gameboy=spotj,
$bio

Spot [Model DMG-S3A] (c) 1992 BPS [Bullet-Proof Software]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66978&o=2

$end


$info=m1sptlgt,m1sptlgta,m1sptlgtb,m1sptlgtc,m1sptlgtd,m1sptlgte,
$bio

Spotlight (c) 199? Maygay.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31355&o=2

$end


$info=m4spotln,
$bio

Spotlight (c) 199? Nova.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42392&o=2

$end


$info=sc2dick,sc2dick1,sc2dick2,sc2dick2e,sc2dick2eu,sc2dick2p,sc2dickp,
$bio

Spotted Dick (c) 199? Global Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15352&o=2

$end


$info=spotty,
$bio

Spotty (c) 2001 Prince.

- TECHNICAL -

Main CPU : E1-32XT (@ 80 Mhz), I8051 (@ 4 Mhz)
Sound Chips : OKI6295 (@ 1 Mhz)

Players : 1
Buttons : 6

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=12489&o=2

$end


$msx1_cart=spreadsh,
$bio

Spread Sheet (c) 1984 Computermates

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77465&o=2

$end


$info=sc4spred,
$bio

Spread Your Bet (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR2044]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42802&o=2

$end


$pcecd=spriggn2,
$bio

Spriggan mark 2 (c) 1992 Naxat Soft.

Spriggan mark 2 is a horizontal shooter developed by Compile and published by Naxat Soft, and it is the spiritual sequel of Seirei Senshi Spriggan originally released in 1991. In a distant future, the Earth's human population has drastically increased, and humanity began to move out into space as a result. As humans colonize Mars, a war for territorial dominance of the red planet erupts. Spriggan Mark 2 begins on the Mars colony as armed forces land and suddenly attack without warning - the game's elaborate story leaps off from there, and ultimately takes the player back to Earth. The player takes control of Greg Irwin, an elite mech pilot - although he starts out the first couple of missions by controlling a Bartholomeu, he soon takes control of the Spriggan mark 2, a prototype mecha-fighter built from ancient technology discovered on Mars. The Bartholomeu comes first equipped with three interchangeable weapons - a standard Beam Cannon, Homing Missiles and a powerful Beam Saber which doubles as a temporary shield (weapons can be switched at any time by pressing Select). Beside, the game doesn't have any in-game weapon upgrades nor power ups - instead, the player can equip a different weapon configuration (from a total of six) at the beginning of each stage. However, this feature is only available when the player acquires the Spriggan Mark 2 at the end of the third level. All of the secondary weapons have limited ammunition and can only be replenish between levels, which requires the player to constantly and strategically re-evaluate which weapon to use. Spriggan mark 2 consists of eight levels, and the game's story unfolds primarily through a series of animated cutscenes and mission messages.

- TECHNICAL -

Game ID: NXCD2008

- TRIVIA -

Spriggan mark 2 was released on May 01, 1992 in Japan for 6800 Yen.

Reviews:
[FR] July 1992 - Joypad N.10: 76/100

Spriggan Mark 2 has absolutely nothing in common with Seirei Senshi Spriggan originally released in 1991. The first game was set in a fantasy world cleverly entwining ancient magic and technology. Spriggan Mark 2 appears to have a more traditional futuristic/sci-fi theme, reminding the likes of the Gundam and Macross animated series. Furthermore, the game is a side-scrolling shooter (whereas Seirei Senshi Spriggan was a vertical scroller) and the weapon system is far less elaborate. Finally, the game's story is heavily intertwined with the action - cutscenes and communications between pilots bookend the combat sections and advance the plot. Interestingly, the game's manual mentions that the Spriggan (and Spriggan Mark 2) mechas were actually created using ancient designs borrowed from an unknown and ancient civilization discovered on Mars - this is probably the only apparent connection between Seirei Senshi Spriggan and Spriggan Mark 2.

- SERIES -

1. Seirei Senshi Spriggan [Model NXCD1004] (1991)
2. Spriggan mark 2 [Model NXCD2008] (1992)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47764&o=2

$end


$snes=spriggan,
$bio

Spriggan Powered [Model SHVC-AXJJ-JPN] (c) 1996 Naxat Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62221&o=2

$end


$info=sprbreak,
$bio

Spring Break (c) 1987 Premier Technology Co.

- TECHNICAL -

Gottlieb System 80B
Model Number : 706

- TRIVIA -

3,550 units were produced.

- STAFF -

Designer : John Trudeau
Artworks : David Moore, Larry Day

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5584&o=2

$end


$info=springbd,
$bio

Springboard (c) 1978 Subelectro.

To burst all the moving balloons at the top of the picture by buncing the little man off the Springboard.

- TRIVIA -

This game is known outside UK as "Clowns".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4385&o=2

$end


$info=springer,
$bio

Springer (c) 1982 Orca.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.5 Mhz)

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 256

Players : 2
Control : 8-way joystick
Buttons : 1

- TRIVIA -

Released in December 1982.

Also licensed to 'Nicole Manufacturing'.

- PORTS -

* Consoles :
Atari 2600

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2595&o=2

$end


$ti99_cart=springer,
$bio

Springer (c) 1983 Tigervision [Tiger Electronic Toys, Inc.] [Orchard Mundelein, IL, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84731&o=2

$end


$a800=springer,
$bio

Springer (c) 1983 Tigervision [Tiger Electronic Toys, Inc.] [Orchard Mundelein, IL, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86702&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=springer,
$bio

Springer (c) 1983 UMI

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86940&o=2

$end


$a2600=springer,springere,
$bio

Springer (c) 1982 Tigervision.

Springer is the rabbit. Your job is to help Springer jump from cloud to cloud collecting bonuses by kicking the dragons, eggs, and other objects and trying to find the fastest path t the sun (top).

- TECHNICAL -

Model 7-006

- SCORING -

Dragon: 80 points.
Large egg: 60 points.
Egg: 30 points.
Each jump onto the moving cloud: 5 points.

Bonus Scoring:
Frame 1:
Toothbrush: 50 points.
Carrot: 30 points.

Frame 2:
Pot: 90 points.
Glass: 45 points.

Frame 3:
Cup: 80 points.
Toothbrush: 15 points.

- TIPS AND TRICKS -

The best strategy for the first 3 frames is to find the shortest route to the sun while taking all the bonus objects.

On the third frame, pay attention to the cloud just below the sun; it will disappear and reappear on the other side.

After the third frame you must try to kill all eggs before they change to large eggs or dragons.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51013&o=2

$end


$coco_cart=spring,
$bio

Springster (c) 1987 Tandy Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53478&o=2

$end


$info=sprint2,sprint2a,sprint2h,
$bio

Sprint 2 (c) 1976 Kee Games.

In this game you control a race car on a semi-circular track. You are looking down on the action from above. Your only goal is to drive around the track as many times as possible, and as fast as you can. There will be four cars on the track at all times (the computer lets you know that 'Grey cars drive automatically'). Player one controls the white car, while player two (if present), controls a black car. The game will rate you at the end, you can get rated Granny, Rookie, or Pro, and getting a score over 250 points will extend the game an extra 30 seconds. The game has several different tracks available, and you can select them with a button at the start of a match. The graphics are simple black and white with two shades of gray thrown in for good measure. They are simple, but they get the job done.

- TECHNICAL -

Game ID : 005922

Main CPU : MOS Technology M6502 (@ 756 Khz)
Sound Chips : Discrete circuitry

Players : 2
Control : Steering wheel, Gas pedal, four position shifter

Sprint 2 came in one form, that of an orange and black upright. The game had car sideart, and featured an integrated marquee/ monitor bezel (many early titles combined those two components, that was before anybody had begun to think about conversions, which are hard to do on these machines). The control panel featured two steering wheels that had 360 degree movement (and worked off optical encoders), and a gas pedal and a four position shifter for each player. All of the game circuits are built into a single large PCB, which also has an integrated power supply.

- TRIVIA -

Sprint 2 was released in November 1976. Atari's first mass-produced microprocessor-based game (Approximately 8200 units were produced). Sprint 2 was considered, by other game designers, one of the great all-time games. This is by far the most common game of the Sprint series, there were more of these than all the rest of them put together.

After a nearly 50-year run, the mid-1970s video games like Sprint 2 spelled the end of the electro-mechanical arcade games (such as "Killer Shark" seen in the movie Jaws). Video games would spawn a nation-wide phenomenon which has gone on to this day.

Sprint 2 was one of many mid-1970's Atari games such as "Night Driver", "Starship 1" and "Drag Race" which were often found at carnivals and bowling alleys. Kids would flock to these establishments just to get an opportunity to play the games rather than the primary source of entertainment they offered. When the 80's arrived, video games could be found everywhere including grocery stores and kids didn't have to go very far to play their favorite game.

Believed to be the first game to utilise the now well-known 'arcade font'. This font has since been used by many, many non-Atari games manufacturers including Namco, Irem, Nichibutsu and Nintendo.

A Sprint 2 unit appears in the 1978 movie 'Dawn of the Dead' and in the 1982 movie 'Tron'.

- SERIES -

1. Sprint 2 (1976)
2. Sprint 8 (1977)
3. Sprint 4 (1977)
4. Sprint One (1978)
5. Super Sprint (1986)
6. Championship Sprint (1986)
7. Bad Lands (1989)

- STAFF -

Designed and programmed by : Dennis Koble, Lyle Rains

- PORTS -

* Consoles :
Nintendo DS [UK] (March 11, 2005; "Retro Atari Classics [Model NTR-ATAE-UKV]") 
Nintendo DS [EU] (March 11, 2005; "Retro Atari Classics [Model NTR-ATAE-EUR]") 
Nintendo DS [US] (March 16, 2005; "Retro Atari Classics [Model NTR-ATAE]") 
Nintendo DS [JP] (June 30, 2005; "Atarimix Happy 10 Games [Model NTR-P-ATAJ]") 
Nintendo DS [AU] (November 2007, "Retro Atari Classics [Model NTR-ATAE-AUS]")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2596&o=2

$end


$info=sprint4,sprint4a,
$bio

Sprint 4 (c) 1977 Atari.

In this game you control a race car on a semi-circular track. You are looking down on the action from above. Your only goal is to drive around the track as many times as possible, and as fast as you can. There will be four cars on the track at all times. With the computer controlling cars for missing players. The game will rate you at the end, you can get rated Granny, Rookie, or Pro, and getting a score over 250 points will extend the game an extra 30 seconds. The game has several different tracks available, and you can select them with a button at the start of a match. The graphics are simple black and white with two shades of gray thrown in for good measure. They are simple, but they get the job done.

- TECHNICAL -

Sprint 4 came in one form, that of a black standing cocktail table. With steering wheels on every side. Each player had a 360 degree steering wheel and a gas pedal. All of the game circuits are built into a single large PCB, which also has an integrated power supply.

Game ID : 008716

Main CPU : MOS Technology M6502 (@ 756 Khz)
Sound Chips : Discrete circuitry

Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 6

Players : 4
Control : dial
Buttons : 5

- TRIVIA -

Released in December 1977.

- UPDATES -

* New (Set 1) : Large car sprites [12x12 pixels].
* Old (Set 2) : Small car sprites [11x11 pixels].

- SERIES -

1. Sprint 2 (1976)
2. Sprint 8 (1977)
3. Sprint 4 (1977)
4. Sprint One (1978)
5. Super Sprint (1986)
6. Championship Sprint (1986)
7. Bad Lands (1989)

- STAFF -

Programmed and designed by : Dennis Koble, Lyle Rains

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2597&o=2

$end


$info=sprint8,sprint8a,
$bio

Sprint 8 (c) 1977 Atari.

In this game you control a race car on a semi-complicated track. You are looking down on the action from above. Your only goal is to drive around the track as many times as possible, and as fast as you can. There will be eight cars on the track at all times. With the computer controlling cars for missing players. The sheer number of cars can make this game a little confusing. All the cars have minor variations to set them apart from the others, but are similar enough that you simply cannot look away from the track for a second. If you are used to the other Sprint games, you will find that this one is a bit different, the graphics are slightly higher in resolution, and the tracks are much more complex, and have a different look to them, not to mention the fact that this version adds a brake pedal that was absent in the other Sprint titles. The game has several different tracks available, and you can select them with a button at the start of a match. The graphics are simple black and white with two shades of gray thrown in for good measure. They are simple, but they get the job done. The game will rate you at the end, you can get rated Granny, Rookie, or Pro, and getting a score over 250 points will extend the game an extra 30 seconds.

- TECHNICAL -

Sprint 8 came in one form, that of a huge black and tan standing cocktail table, this thing is larger than your dining room table. It has a large four sided marquee raised up above the table on posts to a height of about seven feet. Scattered all around the table are steering wheels, gas pedals, and coin mechs. Each side of the table is equipped with driving stations for two players, with each station having a steering wheel, two pedals, a four position shifter, a start button, and a level select button. The game computer is contained on a single pcb like all late 1970's Atari games with an onboard voltgae regulator. The pcb is nothing like any indy/sprint series game and has an 88pin edge conenctor.

Main CPU : M6800 (@ 1.005 Mhz)

Screen orientation : Horizontal
Video resolution : 496 x 232 pixels
Screen refresh : 60.00 Hz
Palette Colors : 18

Players : 8
Control : dial
Buttons : 2

- TRIVIA -

Released in May 1977.

- SERIES -

1. Sprint 2 (1976)
2. Sprint 8 (1977)
3. Sprint 4 (1977)
4. Sprint One (1978)
5. Super Sprint (1986)
6. Championship Sprint (1986)
7. Bad Lands (1989)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2598&o=2

$end


$a2600=sprintme,
$bio

Sprint Master (c) 1988 Atari Corporation.

PAL release. Game developed in USA. For more information, please see the NTSC release's entry; "Sprint Master [Model CX26155]".

- TECHNICAL -

Model CX26155P

- PORTS -

* Consoles : 
Microsoft XBOX [EU] (November 26, 2004) "Atari Anthology" 
Sony PlayStation 2 [EU] (February 18, 2005) "Atari Anthology [Model SLES-53061]" 

* Handhelds : 
Nintendo DS [EU] (February 24, 2011) "Atari Greatest Hits Vol.1 [Model NTR-BR6P-EUR]"

* Computers : 
PC [MS Windows, CD-ROM] [EU] (June 10, 2005) "Atari - 80 Classic Games in One! [Replay]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83015&o=2

$end


$a2600=sprintm,
$bio

Sprint Master (c) 1988 Atari Corporation.

Speed into the Sprint Master hall of fame! Choose your track, from practice-caliber squares to the curvaceous championship courses. Rev up at the starting line, and take off!

Keep a good grip on the controls. You'll need a delicate touch and a cool head to avoid sliding into the wall on those arcing curves.

Watch your time. Take advantage of the bonus speed and traction boxes at the necessary moments. Grab the lead on the first lap, or let your challenger outpace you and then make him eat dust in the final laps.

Outrace an opponent, or go at it again to beat your own time. Sprint to the finish and win!

- TECHNICAL -

Model CX26155

- TIPS AND TRICKS -

Pick up momentum in the straightaways. Keep to the inside track on curves.

On blacktop, make for the red boxes to gain as much speed as you can.

On ice, head for the blue boxes for extra traction.

Stay on the track. You can take shortcuts across the grass, but you may bump into invisible barriers and lose valuable time.

Watch the track. Some tracks have barriers that appear and disappear and could cost you time. You can also use these gates for shortcuts, but you need to make sure you get through before the gate closes.

- STAFF -

Programmer: Bob Polaro

- PORTS -

* Consoles : 
Microsoft XBOX [US] (November 16, 2004) "Atari Anthology [Model 26084]" 
Sony PlayStation 2 [US] (November 22, 2004) "Atari Anthology [Model SLUS-21076]" 
Microsoft XBOX [JP] (August 4, 2005) "Atari Anthology [Model B7X-00001]" 

* Handhelds : 
Nintendo DS [US] (November 2, 2010) "Atari Greatest Hits Vol.1 [Model NTR-BR6E-USA]" 

* Computers : 
PC [MS Windows, CD-ROM] [US] (November 11, 2003) "Atari - 80 Classic Games in One! [Model 25069J]" 

* Others : 
Atari Flashback [US] (2004) 
Atari Flashback 3 [US] (September 16, 2011) by AtGames 
Atari Flashback 4 [US] (November 13, 2012) by AtGames 
Atari Flashback 5 [US] (October 1, 2014) by AtGames

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51014&o=2

$end


$info=sprint1,
$bio

Sprint One (c) 1978 Kee Games.

In this game you control a race car on a semi-circular track. You are looking down on the action from above. Your only goal is to drive around the track as many times as possible, and as fast as you can. There will be four cars on the track at all times (the computer lets you know that 'Grey cars drive automatically').You control the white car, while the computer controls a black car and two grey cars. The game will rate you at the end, you can get rated Granny, Rookie, or Pro, and getting a score over 250 points will extend the game an extra 30 seconds. The game has several different tracks available, and they change randomly throughout the game (they literally change while you are still driving). This is different than the original "Sprint 2", which allowed you to select your track manually. The graphics are simple black and white with two shades of gray thrown in for good measure. They are simple, but they get the job done.

- TECHNICAL -

Game ID : 006443

Main CPU : MOS Technology M6502 (@ 756 Khz)
Sound Chips : Discrete circuitry.

Screen orientation : Horizontal
Video resolution : 512 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 4

Players : 1
Control : steering wheel, pedal, four position shifter

- TRIVIA -

Released in January 1978. Sprint One was released two years after "Sprint 2" and both games have the same type of play. The '1' and '2' designations have nothing to do with a predecessor/sequel status, but merely reflect the number of players required for each game.

Sprint One came in two forms, that of a plain woodgrain upright, and much rarer upright with sideart. This common woodgrain version had no sideart, of any kind. It only had a few modest decorations around the control pane and monitor. Atari simply didn't put the work into this one that they put into the previous Sprint titles, it seems they made this one only to fill up a gap in their product line... All of the game circuits are built into a single large PCB, which also has an integrated power supply.

- SERIES -

1. Sprint 2 (1976)
2. Sprint 8 (1977)
3. Sprint 4 (1977)
4. Sprint One (1978)
5. Super Sprint (1986)
6. Championship Sprint (1986)
7. Bad Lands (1989)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2599&o=2

$end


$snes=sprinter,
$bio

Sprinter Monogatari - Mezase!! Ikkakusenkin [Model SHVC-AKGJ-JPN] (c) 1995 VAP Game [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62222&o=2

$end


$x68k_flop=spritedt,
$bio

Sprite Editor E68K (c) 1988 Oh! Business

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88098&o=2

$end


$cpc_cass=spritegn,
$bio

Sprite Generator (c) 1986 ANWUC

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99298&o=2

$end


$gameboy=spud,
$bio

Spud's Adventure [Model DMG-TV-USA] (c) 1991 Atlus Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66982&o=2

$end


$cpc_cass=sputnik,
$bio

Sputnik [Model 1 STZ 508] (c) 1988 System 4 de Espana, S.A. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99299&o=2

$end


$pc8801_flop=spydaisa,spydais1,
$bio

Spy Daisakusen (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92952&o=2

$end


$info=spyhuntp,
$bio

Spy Hunter (c) 1983 Playtronic srl.

- TRIVIA -

Licensed by Bally/Midway to Playtronic for Argentina manufacture and distribution. For more information about the game itself, please see the original Bally/Midway entry.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43925&o=2

$end


$bbca_cass,bbcb_cass=spyhunt,
$bio

Spy Hunter (c) 1983 US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52434&o=2

$end


$c64_cart,c64_flop=spyhunt,
$bio

Spy Hunter (c) 1983 US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53712&o=2

$end


$coleco=spyhunt,spyhuntp1,spyhuntp,
$bio

Spy Hunter (c) 1984 Coleco Industries, Incorporated. [Amsterdam, NY, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53355&o=2

$end


$a800=spyhunt,
$bio

Spy Hunter (c) 1984 Sega Enterprises, Ltd. [Tokyo, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86703&o=2

$end


$cpc_cass=spyhunt,
$bio

Spy Hunter (c) 1986 Kixx

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99300&o=2

$end


$nes=spyhunt,
$bio

Spy Hunter (c) 1987 Sun Corp. of America.

- TRIVIA -

Spy Hunter for NES was released in September 1987 in North America.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55580&o=2

$end


$info=spyhunt2,spyhunt2a,
$bio

Spy Hunter II (c) 1987 Bally Midway.

Driving/shooting game using a 3-D perspective from behind and above the car. The car can attain several different weapons up to four at one time. Two players may play at the same time cooperatively.

- TECHNICAL -

Game No. 0B75
Bally Midway MCR 68k hardware

Main CPU : Motorola 68000 (@ 7.7238 Mhz)
Sound CPU : Motorola M6809 (@ 2 Mhz), 68000 (@ 8 Mhz)
Sound Chips : (2x) DAC

Players : 2
Control : paddle
Buttons : 7

- TRIVIA -

Spy Hunter II was released in March 1987. 

The game was not successful for Bally Midway, in fact Spy Hunter II is widely considered by gamers as one of the worst sequels ever made. The game's use of a 3-D perspective from behind and above the car in place of an overhead view used in the original was an unpopular one. Though it created more realism, many fans preferred the original and as a result it never went into large scale production. 

Peter Gunn theme music plays throughout the game.

- SERIES -

1. <a href="index.php?page=database&listtypes=1&lemot=spy%20hunter%20%5Bno">Spy Hunter</a> (1983, Arcade)
2. Spy Hunter II (1987, Arcade)
3. Spy Hunter (2001, PS2) 
4. Spy Hunter - Nowhere to Run (2006, XBOX/PS2)
5. Spy Hunter (2012, 3DS/Vita)

- STAFF -

Game Design : Gary Oglesby, Tom Leon, Brian Colin
Lead Programmer : Gary Oglesby
Artist / Animator : Brian Colin
Group Leader : Tom Leon

- PORTS -

* Consoles : 
Sony PlayStation 2 [AU] (2004) "Midway Arcade Treasures 2" 
Microsoft XBOX [US] (October 11, 2004) "Midway Arcade Treasures 2 [Model MWO-3201W]" 
Nintendo GameCube [US] (October 11, 2004) "Midway Arcade Treasures 2 [Model DOL-GAYE-USA]" 
Sony PlayStation 2 [US] (October 11, 2004) "Midway Arcade Treasures 2 [Model SLUS-20997]" 
Microsoft XBOX [EU] (October 29, 2004) "Midway Arcade Treasures 2" 
Sony PlayStation 2 [EU] (October 29, 2004) "Midway Arcade Treasures 2 [Model SLES-52844]"
Microsoft XBOX 360 [US] (November 6, 2012) "Midway Arcade Origins" 
Sony PlayStation 3 [US] (November 6, 2012) "Midway Arcade Origins [Model BLUS-31083]"
Microsoft XBOX 360 [EU] (November 15, 2012) "Midway Arcade Origins" 
Sony PlayStation 3 [EU] (November 15, 2012) "Midway Arcade Origins [Model BLES-01768]"

* Computers : 
PC [MS Windows, CD-ROM] [US] (February 17, 2006) "Midway Arcade Treasures Deluxe Edition"
PC [MS Windows, CD-ROM] [EU] (March 17, 2006) "Midway Arcade Treasures Deluxe Edition" by Zoo Digital Publishing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2601&o=2

$end


$a2600=spyhunt,
$bio

Spy Hunter (c) 1983 Sega.

Your Spy Hunter adventure starts as the Weapons Van rolls up from the bottom of the screen and pulls over to the shoulder of the road. The van stops and your Spy Car rolls out the back, armed with machine guns. You then maneuver your car onto the road as the action begins.

The road will branch and fork as you go. You must be careful as you dodge and chase enemy agents not to swerve off the road. If you do, you'll lose one of your Spy Cars. When you lose a Spy Car and you still have Spy Cars in reserve, a Weapons Van appears from the bottom of the screen and pulls onto the road shoulder to let the new Spy Car roll out the back and onto the road for more action. If you have no remaining Spy Cars, the game is over.

The terrain will change as you traverse the course. Screen backgrounds will change color as indication of a new terrain. As the course continues, you'll come to a waterway. Here your Spy Car enters a boathouse and automatically becomes a Spy Boat and skims along the surface of the water. Don't think you're safe because the water is teaming with other Enemy Agents. You can pause the game by stopping your Spy Car when two trees are on the screen at the same time.

- TECHNICAL -

Model 011-01

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51015&o=2

$end


$gba=spyhuntu,
$bio

Spy Hunter [Model AGB-AHNE-USA] (c) 2002 Midway Home Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73289&o=2

$end


$gba=spyhunt,
$bio

Spy Hunter [Model AGB-AHNP] (c) 2002 Midway Home Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73288&o=2

$end


$info=spyhuntr,
$bio

Spy Hunter (c) 1984 Bally Midway.

- TECHNICAL -

Model Number : 0A17

- TRIVIA -

Based on the video game of the same name, released one year before.

2,300 units were produced.

- STAFF -

Design by : Greg Kmiec
Art by : Tony Ramunni

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5585&o=2

$end


$info=spyhunt,spyhuntpr,
$bio

Spy Hunter (c) 1983 Bally Midway Mfg. Co.

Spy Hunter is an action/driving game. It places the player as the driver of a G-6155 CIA Prototype Interceptor sports car. The object of the game is to travel the freeways and waterways, hunting down and destroying as many enemy vehicles as possible, all the while not harming civilian vehicles. The view is top-down and the screen scrolls vertically underneath the player's car.

The game begins with the player driving the G-6155. Soon, the player starts to encounter enemy vehicles which try to force the player's car off the road and crash. Each enemy vehicle has its own special feature, such as tire slashers or bulletproof armor.

Points are scored for driving on the road and for destroying enemy vehicles. There is a lead-in time when the player has an endless supply of cars. After this time expires, the player will lose a life each time the car crashes. Extra cars can be earned with high scores. The first extra car is earned at a default value of 30,000 points, but this value can vary depending on settings.

The player must be careful to avoid harming civilian vehicles on the road. There are three types: blue automobiles, pink automobiles, and motorcycles. Hurting these vehicles causes scoring to stop briefly, during which time the player's score reads 'NO POINTS'.

Initially, the only weapon the player's car has available is a dual front-mounted machine gun which has an endless supply of ammunition. Early on, these guns and the player's driving skill are his only weapons against the enemy cars. The player can also attempt to force or ram the enemy cars off the road. Eventually the player encounters an ally, the weapons van. After the player drives past the weapons van parked on the side of the road, the van accelerates past the player's car and positions itself in front of it and drops a ramp. The player can then drive up the ramp to enter the back of the van. The van then pulls to the side of the road and deploys the spy car equipped with a new weapon. A symbol atop the weapons van indicates which type of special weapon it carries. The player is not obligated to use the weapons supplied by the van. Also, if uninterested, the player can simply ignore the van and drive past it.

There are three special weapons in all and they can all be equipped simultaneously. The special weapons consist of an oil slick, a smoke screen and missiles. Each special weapon has a limited number of uses. The smoke screen and missiles can each be used three times. The special weapons are activated via dedicated buttons on the steering wheel. Once the weapons ammo is depleted or before, the car can be refitted with a new supply from the weapons van.

There are six enemies in all, each with their own special characteristic : 
* 'Switchblade' or 'Never To Be Trusted' cars have tire slashers. Knives pop out of this car's tires and can force the player's car to crash if they touch his tires.
* 'The Road Lord' or 'Bulletproof Bully' cars have bulletproof armor plating; machine guns are ineffective against these cars.
* 'The Enforcer' or 'Double Barrel Action' is a limousine with a shotgun-toting thug who shoots at the player's car.
* 'The Mad Bomber' or 'Master Of The Sky' is a helicopter which drops bombs. This enemy can only be destroyed with missiles.
* 'Barrel Dumper' is a boat which drops lethal explosives into the water.
* 'Doctor Torpedo' is a boat which shoots torpedoes at the player's ship.

Occasionally a message appears on screen that says 'Bridge Out - Detour on Left'. Then the player must drive his car into a boathouse located alongside the road, otherwise he will crash into the water and lose a life. After driving through this house, the player's car is turned into a speedboat on a river, with enemy boats which try to destroy the player. In this area, if the player uses the oil slick, the boat instead issues a line of fire which destroys any ship directly behind the player. In this area, occasionally the river splits; the left side continues the river, the right side causes the player to drive through another house where the boat is changed back into the car.

Later in the game the player gets a warning that there are 'Icy Roads Ahead', then the player enters an area that has a white road which is very slick. The icy roads section eventually ends and goes back to normal roads. Icy roads occur again on and off during the rest of the game.

- TECHNICAL -

[Game No. A27]
[Upright model]

Bally Midway MCR 3 hardware

Main CPU : Zilog Z80 (@ 5 Mhz)
Sound CPU : Zilog Z80 (@ 2 Mhz), 68000 (@ 7.5 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 2 Mhz), DAC (@ 2 Mhz)

Screen orientation : Vertical
Video resolution : 480 x 480 pixels
Screen refresh : 30.00 Hz
Palette colors : 68

Players : 1
Control : Steering wheel with gear shift and pedal (High/Low)
Buttons : 5
=> MACHINE GUNS, SMOKE SCREEN, OIL SLICK, MISSILES, WEAPONS VAN

- TRIVIA -

Spy Hunter was released in November 1983.

Originally the James Bond theme was planned as the background music for the game. The inability to obtain the rights to use the music, however, forced Midway to change the theme on shipping models. In the end, the Peter Gunn theme music was a large part of the game's appeal.

A boat driving sequence is incorporated in the game, and a sequence with the player flying a helicopter was also planned. Shortage of memory, however, did not allow for this feature. The game was RUMORED to have an ending sequence where the player exited the car for on-foot action in a graveyard scene, however this is a fantasy; the game has no end and at no time does the driver ever leave the car or boat.

The car was based on one of the designer's own Nissan 280z. The name of the car, the G-6155, is a clever tribute to designer George Gomez - the numbers stand for his birth date.

From George Gomez : 'My original design for both upright and sit-down were identical. And they were produced that way only because of the economies of manufacturing. Which means : why make different parts, since it will cost less to make more of one design. "Spy Hunter II" which I had nothing to do with was different. On my game both left and right grips should each have a trigger and a thumb button, in addition to the center button (call weapons van). The shifter was a two-position device, low and high. Of course there was the gas pedal and a series of dashboard weapons lights for machine guns, missiles, oil slick and smoke. After the first few thousand games the grips were retooled in plastic and they went on to be used in hundreds of different games. They were licensed to Happ controls in the late 80's and they have been on almost every manufacturer's games at one point or another. The original sand cast aluminium grips (painted black) were actually molded directly from patterns that I carved and they had softer contours and were more comfortable but they were also very expensive. So to cost-reduce them, the company took the grips and retooled them to be injection molded plastic. However, the patterns for the plastic grips were made off the engineering drawings, and the drawings of that era were not as representative of the actual parts I carved, since they were made after my patterns instead of before. I have the original wood patterns along with some other stuff from development of the game in a box somewhere.' 

Spy Hunter was parodied in a sketch in the television show 'Robot Chicken'.

In 2008, a Pontiac Commercial featured an homage to Spy Hunter by showing some gameplay which had the player's car turn into a real Pontiac.

- SCORING -

The Road Lord : 150 points
Switch Blade : 150 points
The Enforcer : 500 points
The Mad Bomber : 700 points
Barrel Dumper : 150 points
Doctor Torpedo : 500 points
Driving through the river boathouse : 1,500 points
Driving on the road for each 1/4 screen traveled : 15 points
Driving on the water for each 1/4 screen traveled : 25 points

- TIPS AND TRICKS -

* Here's A Great Cheat That Does Several Things At Once:
1) You need to have a supply truck available, and be at a bridge-out level. When the detour appears, don't take it - instead, call up your truck.
2) Wait until the road has straightened out into the bridge and drive into the truck. When the truck pulls over and lets you out, stay on the side of the road, and SLOWLY drive up until you reach the gap in the bridge.
3) Drive on until you car is about half-way over the edge, and wait until the Enforcer comes along. He will try and get you, but he'll be unable to drive far enough to do so. At this point, I would get a friend to mind the game, while I went for a break. When I returned, I just drove across the bridge, flying mysteriously across the bridge out, until I reached the other side.
4) You will notice several differences to the game after this happens. The Enforcer no longer appears, the game gets no harder, and Dr. Torpedo no longer appears on water sections!

* Switchblade Destruction: You can actually destroy the Switchblade cars without use of weapons. As they close in from the rear, slow down a hair and align your car so that their front bumper is just barely in line with your Rear Bumper. Then Quickly slam the wheel to bump them off the road. As long as you bump them before the front tire area, the blades will not harm you.

* Exploding Van Trick: When the Weapons Van comes, start to drive into it, but shoot a single bullet just before you enter. If you time it right, your car will still enter the yet unharmed Van, give you the weapon, let you out... then it will explode.

* Boat Jumps: In an homage to a famous scene in the James Bond film "Live and Let Die", it is possible to jump the spy boat completely over an island. When you're on the water, an island will appear shortly after you miss an opportunity to exit the river. To make the jump, you must be at or near the vehicle's top speed and simply drive right at the island. If you're closely followed at the time, your pursuers won't make the jump.

- SERIES -

1. <a href="index.php?page=database&listtypes=1&lemot=spy%20hunter%20%5Bno">Spy Hunter</a> (1983, Arcade)
2. Spy Hunter II (1987, Arcade)
3. Spy Hunter (2001, PS2) 
4. Spy Hunter - Nowhere to Run (2006, XBOX/PS2)
5. Spy Hunter (2012, 3DS/Vita)

- STAFF -

Designed & programmed by : Tom Leon (TFL), Jeff Nauman
Art : Kevin O'Connor (KO), Brian Colin (BFC), Steve Ulstad (SJU), Sharon Perry (SP)
Music and sounds : Bob Libbe, Neil Falconer
"Peter Gunn" theme by : Henry Mancini
Group Manager : Bill Adams
Cabinet guru : George Gomez (GG)
Cabinet assistant : John Kubik (JCK)
Additional staff : Atish Ghosh (AG), (RML), (SV)

- PORTS -

* Consoles :
Atari 2600 [US] (1983) "Spy Hunter [Model 011-01]" 
Colecovision [US] (1984) "Spy Hunter [Model 2617]" 
Atari XEGS
Nintendo NES [US] (September 1987) "Spy Hunter [Model NES-HU]" 
Sony PlayStation [US] (November 30, 1997) "Arcade's Greatest Hits - The Midway Collection 2 [Model SLUS-00450]" 
Sony PlayStation [EU] (March 1998) "Arcade's Greatest Hits - The Midway Collection 2 [Model SLES-00739]" 
Nintendo 64 [US] (November 14, 2000) "Midway's Greatest Arcade Hits Vol. 1 [Model NUS-NAIE-USA]" 
Sega Dreamcast [US] (November 15, 2001) "Midway's Greatest Arcade Hits Vol. 2 [Model T-9714N]" 
Sony PlayStation 2 [US] (November 18, 2003) "Midway Arcade Treasures [Model SLUS-20801]" 
Microsoft XBOX [US] (November 24, 2003) "Midway Arcade Treasures" 
Nintendo GameCube [US] (December 18, 2003) "Midway Arcade Treasures [Model DOL-GAKE-USA]" 
Microsoft XBOX [EU] (February 6, 2004) "Midway Arcade Treasures" 
Sony PlayStation 2 [EU] (February 6, 2004) "Midway Arcade Treasures [Model SLES-51927]" 
Microsoft XBOX 360 [US] (November 6, 2012) "Midway Arcade Origins" 
Sony PlayStation 3 [US] (November 6, 2012) "Midway Arcade Origins [Model BLUS-31083]"
Microsoft XBOX 360 [EU] (November 15, 2012) "Midway Arcade Origins" 
Sony PlayStation 3 [EU] (November 15, 2012) "Midway Arcade Origins [Model BLES-01768]"

* Handhelds : 
Nintendo Game Boy Color [US] (May 1999) "Arcade Hits - Moon Patrol & Spy Hunter [Model DMG-ADUE-USA]" 
Nintendo Game Boy Color [EU] (1999) "Arcade Hits - Moon Patrol & Spy Hunter [Model DMG-ADUP-EUR]" 
Nintendo Game Boy Advance [US] (August 15, 2005) "2 Games in One! Spy Hunter + Super Sprint [Model AGB-B6AE-USA]" 
Nintendo Game Boy Advance [EU] (September 16, 2005) "2 Games in One! Spy Hunter + Super Sprint [Model AGB-B6AP]" 
Sony PSP [US] (December 13, 2005) "Midway Arcade Treasures Extended Play [Model ULUS-10059]"
Sony PSP [EU] (February 24, 2006) "Midway Arcade Treasures Extended Play [Model ULES-00180]" 

* Computers :
BBC Micro [EU] (1983) 
Commodore C64 [US] (1983) "Spy Hunter [Model 011-05]" 
Commodore C64 [EU] (1983) 
Atari 800 [US] (1984) "Spy Hunter [Model 011-03]" 
PC [Booter] [US] (1984)
Apple II [EU] (1984)
Sinclair ZX Spectrum [EU] (1985) 
Amstrad CPC [EU] (1986)
Atari ST [US] (1988) "Major Motion" 
Commodore Amiga [EU] (1988) "Major Motion" 
Amstrad CPC [EU] (1989) "Coin-Op Hits" 
PC [MS Windows 95, CD-ROM] [US] (1997) "Arcade's Greatest Hits - The Midway Collection 2" 
PC [MS Windows, CD-ROM] [US] (August 27, 2004) "Midway Arcade Treasures" 
PC [MS Windows, CD-ROM] [EU] (November 23, 2004) "Midway Arcade Treasures" 

* Others :
Palm OS [US] (August 2001) "Midway Arcade Classic"
Mobile Phones [US] (July 18, 2005) 
BlackBerry [US] (August 28, 2009) "Spy Hunter [Model 3120]" 
Windows Mobile [US] (July 10, 2009) by EA Mobile 
Apple iPhone/iPod [US] (September 8, 2010) 
Apple iPhone/iPod [US] (February 23, 2012) "Midway Arcade [Model 476467441]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2600&o=2

$end


$gba=spykid3du,
$bio

Spy Kids 3-D - Game Over [Model AGB-AV3E-USA] (c) 2003 Disney Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73291&o=2

$end


$gba=spykid3d,
$bio

Spy Kids 3-D - Game Over [Model AGB-AV3P] (c) 2003 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73290&o=2

$end


$gba=spykidch,
$bio

Spy Kids Challenger [Model AGB-A2KE-USA] (c) 2002 Disney Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73292&o=2

$end


$gba=spymuppt,
$bio

Spy Muppets - License to Croak [Model AGB-BSSE-USA] (c) 2003 TDK Mediactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73293&o=2

$end


$spc1000_cass=spypanic,
$bio

??? Panic (c) 1985 Softmen
(Spy Panic)

A port from an original game from the PC-98.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83553&o=2

$end


$msx1_cass=spystory,spystorya,
$bio

Spy Story (c) 1986 Aackosoft [Netherlands]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95005&o=2

$end


$cpc_cass=spytrek,
$bio

Spy Trek Adventure (c) 1986 Americana Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99301&o=2

$end


$bbca_cass,bbcb_cass=spyvsspy,
$bio

Spy vs Spy (c) 1984 Tynesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52435&o=2

$end


$cpc_cass=spyvsspy,spyvsspya,
$bio

Spy vs Spy (c) 1985 First Star Soft., Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99302&o=2

$end


$x1_flop=spyvsspy,
$bio

Spy vs Spy (c) 1986 Hot-B [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86126&o=2

$end


$pc8801_flop=spyvsspy,
$bio

Spy vs Spy (c) 1986 Hot-B [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92953&o=2

$end


$amigaocs_flop=spyvsspy,
$bio

Spy vs Spy (c) 1989 Wicked

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75085&o=2

$end


$gameboy=spyvsspy,spyvsspyu,
$bio

Spy vs Spy - Operation Boobytrap (c) 1992 Kemco, Limited.

- TRIVIA -

Reviews:
[FR] July 1992 - Joypad N.10: 65/100 (1-Player)
[FR] July 1992 - Joypad N.10: 80/100 (2-Player)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66983&o=2

$end


$cpc_cass=spyvssp2,
$bio

Spy vs Spy - The Island Caper (c) 1987 First Star Soft., Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99306&o=2

$end


$msx1_cart=spyvssp2,
$bio

Spy vs Spy II - The Island Caper (c) 1987 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77466&o=2

$end


$msx1_cass=spyvssp2,spyvssp2a,
$bio

Spy vs Spy II - The Island Caper (c) 1987 Databyte

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95006&o=2

$end


$amigaocs_flop=spyvssp2,
$bio

Spy vs Spy II - The Island Caper (c) 1989 Wicked

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75086&o=2

$end


$amigaocs_flop=spyvssp3,
$bio

Spy vs Spy III - Arctic Antics (c) 1989 Wicked

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75087&o=2

$end


$cpc_cass=spyvssp3,
$bio

Spy vs Spy III - Arctic Antics [Model HT033] (c) 1987 Hi-Tec Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99305&o=2

$end


$sms=spyvsspyj,spyvsspyj1,
$bio

スパイvsスパイ (c) 1986 Sega Enterprises, Limited.
(Spy vs Spy)

- TECHNICAL -

Game ID: C-514

- TRIVIA -

Released on September 20, 1986 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55895&o=2

$end


$sms=spyvs,spytw,
$bio

Spy vs Spy (c) 1986 Aaronix.

- TECHNICAL -

Game ID: K321
Cart color: Yellow/Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56196&o=2

$end


$cpc_cass=spyvsspyz,
$bio

Spy vs Spy [Model ZS-AM 097] (c) 1985 Zafiro Soft. Division [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99304&o=2

$end


$a2600=spyvsspy,
$bio

Spy Vs. Spy (c) 1983 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51016&o=2

$end


$nes=spyvsspyj,
$bio

Spy vs. Spy (c) 1986 Kemco

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54645&o=2

$end


$sms=spyvsspy,spyvsspys,
$bio

Spy vs. Spy (c) 1986 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56197&o=2

$end


$nes=spyvsspy,spyvsspyu,
$bio

Spy vs. Spy (c) 1988 Kemco

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55581&o=2

$end


$gbcolor=spyvsspyu,
$bio

Spy vs. Spy [Model CGB-AS6E-USA] (c) 1999 Kemco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68812&o=2

$end


$gbcolor=spyvsspyj,
$bio

Spy vs. Spy [Model CGB-AS6J-JPN] (c) 1999 Kemco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68811&o=2

$end


$gbcolor=spyvsspy,
$bio

Spy vs. Spy [Model CGB-AS6P-EUR] (c) 1999 Kemco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68810&o=2

$end


$ti99_cart=spiesdem,
$bio

Spy's Demise (c) 1987 CSI Design Group

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84732&o=2

$end


$bbca_cass,bbcb_cass=spycat,
$bio

Spycat (c) 1988 Superior Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52436&o=2

$end


$ibm5150,ibm5150_cass=spyhunt,
$bio

Spyhunter (c) 1984 Bally Midway Mfg. Co. [Franklin Park, IL, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83701&o=2

$end


$gba=spyroatr,
$bio

Spyro - Attack of the Rhynocs [Model AGB-AOWE-USA] (c) 2003 Universal Interactive Studios, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73294&o=2

$end


$gba=2spycr3,
$bio

Spyro - Fusion + Crash Bandicoot - Fusion (c) 2005 Vivendi Universal Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73295&o=2

$end


$gba=2crspyu1,
$bio

Spyro - Season of Ice + Crash Bandicoot - The Huge Adventure (c) 2005 Sierra Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73298&o=2

$end


$gba=2spycr1,
$bio

Spyro - Season of Ice + Crash Bandicoot 2 - N-Tranced (c) 2005 Vivendi Universal Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73299&o=2

$end


$gba=spyroiceu,
$bio

Spyro - Season of Ice [Model AGB-ASYE-USA] (c) 2001 Universal Interactive Studios, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73297&o=2

$end


$gba=spyroice,
$bio

Spyro - Season of Ice [Model AGB-ASYP] (c) 2001 Universal Interactive Studios, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73296&o=2

$end


$gba=2spycr2,
$bio

Spyro 2 - Season of Flame + Crash Nitro Kart (c) 2005 Vivendi Universal Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73302&o=2

$end


$gba=spyroflmu,spyroflmup,
$bio

Spyro 2 - Season of Flame [Model AGB-A2SE-USA] (c) 2002 Universal Interactive Studios, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73301&o=2

$end


$gba=spyroflm,
$bio

Spyro 2 - Season of Flame [Model AGB-A2SP] (c) 2002 Universal Interactive Studios, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73300&o=2

$end


$gba=spyrowtd,
$bio

Spyro Advance - Wakuwaku Tomodachi Daisakusen! [Model AGB-BS8J-JPN] (c) 2004 Vivendi Universal Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73304&o=2

$end


$gba=spyroicej,
$bio

Spyro Advance [Model AGB-A4SJ-JPN(RK292-J1)] (c) 2002 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73303&o=2

$end


$gba=spyroadv,
$bio

Spyro Adventure [Model AGB-AOWP] (c) 2003 Universal Interactive Studios, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73305&o=2

$end


$gba=spyrofsn,
$bio

Spyro Fusion [Model AGB-BSTP-EUR] (c) 2004 Vivendi Universal Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73306&o=2

$end


$gba=2crspyu2,
$bio

Spyro Orange - The Cortex Conspiracy + Crash Bandicoot Purple - Ripto's Rampage [Model AGB-B53E-USA] (c) 2005 Sierra Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73308&o=2

$end


$gba=spyrorng,
$bio

Spyro Orange - The Cortex Conspiracy [Model AGB-BSTE-USA] (c) 2004 Vivendi Universal Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73307&o=2

$end


$gba=2spyro,
$bio

Spyro Superpack: Spyro - Season of Ice + Spyro - Season of Flame [Model AGB-B8SE-USA] (c) 2005 Vivendi Universal Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73309&o=2

$end


$nes=sqoonh,
$bio

Sqoon (c) 1987 FMG

Pirate release of "Sqoon [Model IF-04]".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69318&o=2

$end


$nes=sqoonj,sqoonja,
$bio

Sqoon (c) 1986 Irem Corp.

Sqoon is a side scrolling shooter developed by Home Data and published by Irem. In a distant future, the gradual rise of the ocean flooded most of the land and submerged all the major cities at the bottom of the sea. But this was no accident. This was actually the work of a race of malevolent aliens called the "Ototo" (aka the Neptunians). The aquatic creatures had to leave their dying world and decided to invade Earth, melting the polar ice caps in a quest to destroy and enslave humanity (and even use them as food source!). In an effort to eliminate the unprecedented threat, the US Pentagon decides to contact the pirate and gold miner Narik?n (aka Narikeen), and to deploy the "Sqoon", his small pink attack submarine. But all cuteness aside, the deceptive amphibian vehicle is a lethal war machine and comes equipped with two types of combat weaponry - small torpedoes that can be fired forward and bombs to damage ground facilities and enemies. In a nutshell, the goal of the game is to fight through eight different areas and to rescue as many human hostages as possible along the way. Captured humans are kept prisoner inside various enemy buildings (domes and factories) the player must crack open with bombs. Once freed, the humans disperse in the water and the player must catch them before angry sharks (who always circle around) get a chance to sneak a bite. But the tiny Sqoon can only carry nine persons at a time and a motorized island instantly appears when that maximum capacity is reached, allowing the player to remove them to safety. Another important aspect of the game is fuel management - the Sqoon starts off its journey with sixty units of fuel that last no more than sixty seconds, and the only way to regain energy is to call the motorized island and to bring nine humans to safety. Interestingly, another way is to carry at least one human and to collect the piece of gold left behind by wandering red crabs before it disappears. Finally, the motorized island also release power-up icons that upgrade the primary missile weapon (from energy blasts to three-way shots). Sqoon consists of eight levels which loop upon completion (the second loop uses slightly different colors and graphics though).

- TECHNICAL -

Game ID: IF-04

- TRIVIA -

Sqoon was released on June 26, 1986 in Japan.

This is the 4th title released by Irem on the Famicom.

Export releases:
[US] "Sqoon [Model NES-SQ-USA]"

- STAFF -

Developed by Home Data.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54647&o=2

$end


$nes=sqoon,
$bio

Sqoon (c) 1987 Irem Corp.

North American release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Sqoon [Model IF-04]"

- TECHNICAL -

Game ID: NES-SQ-USA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55582&o=2

$end


$info=squale,
$bio

Squale (c) 1984 Apollo 7.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=97879&o=2

$end


$msx1_cart=squardan,
$bio

Square Dancer (c) 1984 Toshiba EMI [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77467&o=2

$end


$gameboy=squared,
$bio

Square Deal [Model DMG-CA-USA] (c) 1992 DTMC, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66984&o=2

$end


$nes=squaref,
$bio

Square Force (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84119&o=2

$end


$nes=sqtomsaw,
$bio

Square no Tom Sawyer (c) 1989 Square Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54648&o=2

$end


$x68k_flop=squarers,
$bio

Square Resort (c) 1992 Family Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88099&o=2

$end


$psx=seikende,
$bio

Square's Preview 5 (c) 1999 Square Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85648&o=2

$end


$mc10=squares,
$bio

Squares (c) 1981 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87705&o=2

$end


$psx=squareso,
$bio

Squaresoft Memory Card Data CD [Model SLPM-80556] (c) 199? Square Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85741&o=2

$end


$info=squaitsa,
$bio

Squash (c) 1984 Itisa Electronics.

A fun mix tennis/squash game from Itisa Electronics.

- STAFF -

Staff: Henk Spits, Josep M. Petit, Josep Morillas

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=26111&o=2

$end


$info=squash,
$bio

Squash (c) 1992 Gaelco.

An entertaining squash sport game from Gaelco.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound Chips : OKI6295 (@ 8 Khz)

Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 1024

Players : 2
Control : 8-way joystick
Buttons : 2

- STAFF -

Graphics : Esteve Polls, Xavi Fradera
Director : Luis Jonama
Software : Alexander Ekjanov

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3498&o=2

$end


$nes=squashed,
$bio

Squashed (c) 1991 Jaleco Company, Limited. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55583&o=2

$end


$bbca_cass,bbcb_cass=squeakal,
$bio

Squeakaliser (c) 19?? Bug Byte

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52437&o=2

$end


$a2600=squeeze,
$bio

Squeeze Box (c) 1982 US Games Corp.

Game 1: The squeeze bars randomly grow in from both sides of the room. You must shoot them back and attempt to get out of the room. The bars will begin moving faster and faster as time goes on. If you succeed in leaving the first room, you enter the next room with faster growing bars.

Game 2: The squeeze bars only grow-in from one wall. The other wall is stationary. The object is to turn all the moving color bars white by shooting them all the way back. When this happens, the screen automatically clears and you are in the next room. As the game becomes faster, it is less desirable to stay in the room, and it becomes harder to turn all the bars white.

Game 3: Once again, the squeeze bars grow-in from only one wall, but the other wall now begins to move in on you. Shooting back the growing bars rolls up the score. Shooting back the flashing bars rolls up bonus points. As the game goes on, it becomes faster. The faster it is, the harder it becomes to shoot a pathway out.

Game 4: is identical to Game 1 except there are twice as many horizontal color bars.

Game 5: is identical to Game 2 except there are twice as many horizontal color bars.

Game 6: is identical to Game 3 except there are twice as many horizontal color bars.

- TECHNICAL -

Model VC2002

- SCORING -

Games 1 & 4: Each color bar: 10 points

Games 2 & 5:
Each color bar: 10 points
Each white bar: 0 points

Games 3 & 6:
Each color bar: 10 points
Each blinking bar: 20 points

All games: Shooting a path and walking off: 100 points

- TIPS AND TRICKS -

* The longer your shot, the more time available for the walls to move in on you. Stand as close as possible to the advancing bars so your gun will fire more frequently, but be careful!

* Try to completely shoot away one wall of bars first and then reverse to the opposite wall. Remember, if you clear away all bars (both sides) you gain an extra turn (star - 3 maximum).

* Change the shooting angle as seldom as possible as this takes up time allowing the bars to advance. Now get out there and blast away those walls or you'll be trying to hotfoot your way to freedom!

- STAFF -

Programmer: Henry Will IV

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51017&o=2

$end


$info=m4squid,m4squid__a,m4squid__b,m4squid__c,
$bio

Squids In (c) 1999 BWB.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15179&o=2

$end


$info=m5squids,m5squids04a,m5squids05,m5squids06,
$bio

Squids In (c) 200? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41639&o=2

$end


$a2600=squirrel,
$bio

Squirrel - O Esquilo (c) 1983 CCE.

- TECHNICAL -

Model C-809

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51018&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=squishem,
$bio

Squish 'em (c) 1983 Sirius

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86941&o=2

$end


$coleco=squishem,
$bio

Squish 'em Sam! (c) 1983 Interphase.

- STAFF -

BY: TONY NGO, URIAH BARNETT, BENNY NGO
TITLE AND SPEECH ADDED & GAME INCREASED TO 25 LEVELS: NORMAN R. DICK

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53356&o=2

$end


$a800=squishem,
$bio

Squish 'Em! (c) 1983 Sirius

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86704&o=2

$end


$msx1_cart=squishem,squishema,
$bio

Squish'em (c) 1984 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77468&o=2

$end


$a2600=squoosh,squoosh1,
$bio

Squoosh (c) 1983 Apollo

- TECHNICAL -

Model AP2012

- TRIVIA -

Unreleased prototype. Originally called 'Vat's Incredible!'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51019&o=2

$end


$x1_flop=srdemo,
$bio

SR Demo (c) 198? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86098&o=2

$end


$info=tisr16,
$bio

SR-16 (c) 1974 Texas Instruments.

The TI SR-16 is a scientific calculator with 8 digits precision and algebraic logic. It has 14 functions, 31 keys and an LED (light-emitting diode) display, typical of calculators of this era.

- TRIVIA -

The SR-16 was released on October 25, 1974 in the USA.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11935&o=2

$end


$info=tisr16ii,
$bio

SR-16 II (c) 1975 Texas Instruments.

- TRIVIA -

Released in August 1975 in the USA.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=39519&o=2

$end


$info=srdarwin,srdarwinj,
$bio

SRD - Super Real Darwin (c) 1987 Data East Corp.

SRD: Super Real Darwin is a vertical scrolling shooter arcade game developed and published by Data East. It is the sequel to Data East's 1986 arcade game, Darwin 4078. The player takes control of a small fighter ship capable of mutating into different shapes. The ship's appearance will change with upgraded weapons as the player obtains more powerups.

The story starts on the planet Lakya where the technologically advanced inhabitants of the planet unwittingly unleash the planet's life force known as Evol. As the released Evol drifts from planet Lakya, it is received by the inhabitants of the nearby planet Cokyo; the people of Cokyo initiate the Shlohe project, a plan to use their captured Evol to develop advanced biologic ships and weapons to invade planet Lakya. The inhabitants of Lakya retaliate the Cokyo invasion by using their own evolving fighter ships.

- TECHNICAL -

Main CPU : Motorola M6809 (@ 2 Mhz)
Sound CPU : MOS Technology M6502 (@ 1.5 Mhz)
Sound Chips : YM2203 (@ 1.5 Mhz), YM3812 (@ 3 Mhz)

Players : 1 
Control : 8-way joystick 
Buttons : 2
=> [A] Shot, [B] Bomb

- TRIVIA -

Super Real Darwin was released in October 1987.

Soundtracks:
Data East Game Music - Alfa Records [28XA-205] (May 10, 1988)
Data East Retro Game Music Collection - TEAM Entertainment [KDSD-00366] (July 21, 2010)

- TIPS AND TRICKS -

* Power-up items :
1) Evol : evolution item. Power-up your ship.
2) BEvol : black evolution item, released by the big ships. Also powers-up your ship. It can be changed to an Evol item by shooting at it.
3) Ar : armour item. It is released by some enemies. Unlike the evolution items, it moves upwards.
4) Sp : speedup item. It is released by some enemies. Unlike the evolution items, it moves upwards.
5) DNA : it is released by the ground lizards.
6) Egg : available after destroying each stage boss. It adds a second ship that shoots sideways and can also be upgraded by collecting evolution items. Its evolution level is at most equal to the main ship level.

* General sequence : 
1) When you are not invincible -> (get hit by a bullet) -> PISTER 
2) All states -> (fixed time without collecting power-up) -> degenerate 
3) PISTER -> (get hit by a bullet) -> die 
4) All states -> (get hit by an enemy) -> die 

* Evolution sequence (when you collect an evolution item) : 
PISTER -> HODOYODO (your stating level) -> ZWIPIP -> DARIER -> SYULBA -> QUILL -> LBOCK -> SWEEP -> DLIME -> ARTDEAME -> SLUGBU -> GYASYALBA
(if you collect BEVol while you are DARIER, ZWIPIP or ARTDEAME then the evolution sequence is different, see below)

* Degeneration sequence (at fixed time without collecting an evolution item) : 
1) GYASYALBA -> SLUGBU -> ARTDEAME -> DLIME -> SWEEP -> LBOCK -> QUILL -> SYULBA -> DARIER -> ZWIPIP -> HODOYODO
2) FC FDIVI -> FOUR DIVI -> TC TDIVI -> TWO DIVI -> ARTDEAME -> DLIME -> SWEEP -> LBOCK -> QUILL -> SYULBA -> DARIER -> ZWIPIP -> HODOYODO
3) DARIER-4S -> DARIER-4 -> DARIER-3 -> DARIER-2 -> DARIER -> ZWIPIP -> HODOYODO
4) PISPIDER -> PISTER
5) GOAT DEAM -> PISTER
6) PISNAKE -> PISTER

* Mutation sequence : 
1) All levels -> (hit the orange explosions released by the ground bugs) -> PISPIDER (bullet invincible)
2) ARTDEAME -> (collect BEvol) -> TWO DIVI -> TC TDIVI -> FOUR DIVI -> FC FDIVI

* Opposite evolution : 
1) SLUGBU -> (degenerate) -> GYASYALBA (but shooting like ARTDEAME) -> (get hit by a bullet) -> GOAT DEAM (bullet invincible)
2) All levels, except PISTER and the invincible levels -> (destroy some water snakes) -> (get hit by a bullet) -> PISNAKE (bullet invincible)

* Bomb upgrade :
1) DARIER -> (collect BEvol) -> DARIER-2 -> DARIER-3 -> DARIER-4 -> DARIER-4S (bomb upgrade)
2) ZWIPIP -> (collect BEvol) -> ZWIPIP-2 -> DARIER-4 -> DARIER-4S (bomb upgrade)

* Bug? feature? : Under the attract mode the ship can me moved by the player as long that screen persists. It can fire both shots. Only in the Japanese version of the game.

- SERIES -

1. Darwin 4078 (1986)
2. SRD - Super Real Darwin (1987)
3. Act-Fancer - Cybernetick Hyper Weapon (1989)

- STAFF -

Music by : Yoshida Hiroaki

- PORTS -

* Consoles :
Sega Mega Drive [JP] (April 7, 1990) "Darwin 4081 [Model G-4033]" 
Nintendo Wii [US] (February 19, 2010) "Data East Arcade Classics [Model RVL-P-R26E]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2602&o=2

$end


$cpc_cass=amstrads,
$bio

SSA-1 (c) 1985 Amsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64292&o=2

$end


$pc8801_flop=ssc1,
$bio

SSC Music Gallery vol.1 (c) 1991 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92800&o=2

$end


$pc8801_flop=ssc2,
$bio

SSC Music Gallery vol.2 (c) 1992 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92801&o=2

$end


$pc8801_flop=ssggs1,
$bio

SSG Game Special (c) 1989 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92802&o=2

$end


$pc8801_flop=ssggs2,
$bio

SSG Game Special 2 (c) 1990 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92803&o=2

$end


$pc8801_flop=ssgmd4,
$bio

SSG Music Disk Vol. 4 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92804&o=2

$end


$pc8801_flop=ssgmd5,
$bio

SSG Music Disk Vol. 5 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92805&o=2

$end


$info=ssipkr40,ssipkr30,ssipkr24,
$bio

SSI Poker (c) 1990 SSI.

- UPDATES -

* v2.4
* v3.0
* v4.0

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=22964&o=2

$end


$a2600=sssnakee,
$bio

Sssnake (c) 1983 Gameworld

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51021&o=2

$end


$a2600=sssnake,
$bio

Sssnake (c) 1982 Data Age, Incorporated.

Your objective is to score as many points as possible by shooting the prehistoric creatures that prowl outside the ancient fortress walls. But at the same time you must avoid contact with the deadly snakes that can slither in and out of your jungle hiding place.

- TECHNICAL -

Model DA1003

- SCORING -

You will score a point each time your powerful Cluster Gun strikes a prehistoric creature. Sometimes these predators travel together in groups of two or even three. The 'blast effect' from your Cluster Gun will knock out all the creatures even if you hit only one (but you'll still score just one point). Once your score has reached 99, the score indicator will return to zero and begin at 1 point.

- TIPS AND TRICKS -

The snakes cannot be killed, and you score no points for hitting a snake. But the name of the game here is survival, and cutting the snakes down to size is the key to racking up a big score.

Hitting a snake with your Cluster Gun can knock out one or more segments, breaking the snake in two or shortening its overall length. In either case, the snake will become easier to avoid.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51020&o=2

$end


$svision=sssnake,
$bio

SSSnake [Model SV10009] (c) 199? Watara

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95470&o=2

$end


$gba=ssx3,
$bio

SSX 3 [Model AGB-BSXE-USA] (c) 2003 EA Games [Electronic Arts, Incorporated.]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72743&o=2

$end


$gba=ssxtrick,
$bio

SSX Tricky [Model AGB-AXYE-USA] (c) 2002 EA Games [Electronic Arts, Incorporated.]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72745&o=2

$end


$info=stvbios,
$bio

ST-V [Sega Titan Video Game System] (c) 1995 Sega Enterprises, Limited.

- TECHNICAL -

Main CPU: 2x Hitachi SH-2 (7604 32-Bit RISC) @ 28.6 MHz in a master/slave configuration

Custom Saturn Control Unit (SCU): Fixed-point math coprocessor

VDP1: 32-bit Video Display Processor - handles sprite and polygon drawing. Dual 256 KB framebuffers for rotate and scale effects. Texture mapping, Gouraud shading. 512KB texture RAM

VDP2: 32-bit background and scroll plane Video Display Processor - transparency effects, shadowing, 5 simultaneous scrolling backgrounds and 2 simultaneous rotating playfields

Sound CPU: Motorola 68000( @ 11.45 MHz)
Sound chip: Yamaha YMF292-F SCSP (@ 11.3 MHz)

Main RAM: 2 MB
VRAM: 1.54MB
Audio RAM: 512KB

- TRIVIA -

Sega's ST-V is essentially identical to the Sega Saturn home console system. The only difference is the media: ST-V used ROM cartridges instead of CD-ROMs to store games. Being derived from the Saturn hardware, the ST-V was presumably named after the moon Titan, a satellite of Saturn.

PATENTS :
U.S.A : 4,442,486 - 4,454,594 - 4,462,076
Europe : 80244
Canada : 1,183,276
Honk Kong : 88-4302
Singapore : 88-155

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69615&o=2

$end


$snes=standrew,
$bio

St. Andrews - Eikou to Rekishi no Old Course [Model SHVC-ASAJ-JPN] (c) 1995 Epoch Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62223&o=2

$end


$ti99_cart=stnick,
$bio

St. Nick (c) 1983 Funware

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84733&o=2

$end


$snes=stablest,
$bio

Stable Star - Kyuusha Monogatari [Model SHVC-AKQJ-JPN] (c) 1996 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62224&o=2

$end


$info=stkclmns,stkclmnsj,
$bio

Stack Columns (c) 1994 Sega.

- TECHNICAL -

Runs Sega "System C-2" hardware.

Players: 2
Control: 8-way joystick
Buttons: 2

- TRIVIA -

Released in May 1994.

- SERIES -

1. Columns (1990, Arcade)
2. Columns II - The Voyage Through Time (1990, Arcade)
3. Columns III - Revenge of Columns (1993, Arcade)
4. Stack Columns (1994, Arcade)
5. Super Columns [Model G-3226] (1995, Game Gear)
6. Columns '97 [Model 610-0373-20] (1997, Arcade)
7. Hanagumi Taisen Columns - Sakura Wars (1998, Arcade)
8. Hanagumi Taisen Columns 2 (2000, Dreamcast)
9. Columns Crown (2002, GBA)

- PORTS -

* Consoles :
Sega Saturn (1997) "Columns Arcade Collection"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2603&o=2

$end


$amigaocs_flop=stackup,
$bio

Stack Up (c) 1991 Zeppelin Platinum

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75088&o=2

$end


$nes=stackup,
$bio

Stack-Up (c) 1985 Nintendo [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55584&o=2

$end


$info=scross,scrossu,scrossa,
$bio

Stadium Cross (c) 1992 Sega.

- TECHNICAL -

Sega System Multi 32 hardware

Main CPU : V70 (@ 20 Mhz), Zilog Z80 (@ 8.053975 Mhz)
Sound Chips : YM3438 (@ 8.053975 Mhz), MultiPCM (@ 8.053975 Mhz)

Players : 2
Control : paddle
Buttons : 3

- TRIVIA -

Released in June 1992 in Japan and in September 1992 in the US.

- UPDATES -

The US version is slightly different, It has the 'Winners Don't Use Drugs' and the 'Recycle It, Don't Trash It!' screens.

The Network Master version has also an additional 'Go Head to Head with the Other Player' advice.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2604&o=2

$end


$nes=stadevnt,stadevntu,
$bio

Stadium Events (c) 1987 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55585&o=2

$end


$gba=stadiumgu,
$bio

Stadium Games [Model AGB-A9GE-USA] (c) 2004 AIA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73311&o=2

$end


$gba=stadiumg,
$bio

Stadium Games [Model AGB-A9GP] (c) 2003 Ignition Ent., Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73310&o=2

$end


$info=stadhero,
$bio

Stadium Hero (c) 1988 Data East.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 10 Mhz)
Sound CPU : MOS Technology M6502 (@ 1.5 Mhz)
Sound Chips : YM2203 (@ 1.5 Mhz), YM3812 (@ 3 Mhz), OKI6295 (@ 7.757 Khz)

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Stadium Hero was released in July 1988 in Japan.

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

- SERIES -

1. Stadium Hero (1988)
2. Dataeast's Stadium Hero '96 (1996)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2605&o=2

$end


$intv=mbuggies,
$bio

Stadium Mud Buggies (c) 1988 INTV.

Score points by performing in nine events, either individually or one after the other. Compete against a friend, a computer driver, or against your own top score.

- TECHNICAL -

Model 9100

- TRIVIA -

Essentially, this is a super-enhanced version by Rick Koenig of his own Motocross game for Mattel Electronics. Developed as Monster Truck Rally (and announced with that name in the Fall 1988 INTV catalog), the decision to change it to Stadium Mud Buggies was made after the game was complete.

- SCORING -

Score for each event is based on how fast you run the course, plus the number of cars you crush in the CAR CRUSH, COMBO COURSE, and MONSTER RALLY events. Your score is based on a total of three runs for the DRAG RACE, TUG OF WAR, and DONUTS events, and for those events in the MONSTER RALLY.

When two players compete, a buggy is automatically pushed forward if it falls too far behind, adding a penalty to the driver's score.

A score of 1000 for each event is viewed as better than average, except the three-attempt events, where 1500 is better than average. A good MONSTER RALLY is around 10000 points. The length of an event does not effect the score.

- TIPS AND TRICKS -

* It's sometimes better to crash into your opponent rather than letting him or her cross the finish line first.

* Water is easier to drive across than mud.

* In the DRAWBRIDGE event, build up enough speed and you may be able to use a drawbridge as a ramp to jump the next one.

* In the CAR CRUSH event, cut off your opponent and crush the cars he or she is about to drive over.

- STAFF -

Design/Program: Rick Koenig
Graphics: Connie Goldman
Sound: David Warhol
Package illustration: Keith Robinson

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60959&o=2

$end


$info=sc4stag,sc4staga,
$bio

Stag Night (c) 200? Bell-Fruit Games.

- TECHNICAL -

[Model PR6915]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15159&o=2

$end


$info=stagger1,
$bio

Stagger I (c) 1998 Afega.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2151 (@ 4 Mhz), OKI6295 (@ 7.575 Khz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in May 1998.

A prototype version of this game is known as "Red Hawk".

The attract music is a cover of Level 1 music from "Raiden II".

AFEGA means 'Art-Fiction Electronic Game'.

- STAFF -

Hardware designer : Namjun Cho
Sound : Junghae Seo
Background graphic designer : Hyonmi Kim
Graphic director : Bongwon Son
Program director : Haiisung Ryou

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2607&o=2

$end


$psx=stahlfed,
$bio

Stahlfeder [Model SLPS-00162] (c) 1996 Santos

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85742&o=2

$end


$cpc_cass=stainles,
$bio

Stainless Steel (c) 1986 Mikro-Gen [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99307&o=2

$end


$info=ec_stair,ec_staira,
$bio

Stairway To Heaven (c) 199? Electrocoin Automatics, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59800&o=2

$end


$bbca_cass,bbcb_cass=stairhel,
$bio

Stairway to Hell (c) 1985 Software Invasion

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52438&o=2

$end


$cpc_cass=stairw2h,
$bio

Stairway to Hell (c) 1986 Software Invasion

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99309&o=2

$end


$info=m4stakeu,m4stakeua,
$bio

Stake Up Club (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41462&o=2

$end


$info=m4stakex,m4stakexa,
$bio

Stake X (c) 199? Leisurama.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41463&o=2

$end


$info=ec_stkex,
$bio

Stake X (c) 19?? Electrocoin Automatics, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42947&o=2

$end


$info=m1sycc,m1sycca,m1syccb,
$bio

Stake Yer Claim Club (c) 199? Global Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42352&o=2

$end


$saturn,sat_cart=stakeswi,stakeswia,
$bio

Stakes Winner - GI Kanzen Seiha e no Michi (c) 1996 SNK [Shin Nihon Kikaku] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59715&o=2

$end


$neocd=stakwin,
$bio

Stakes Winner - GI Kanzen Seiha Heno Machi [Model NGCD-088] (c) 1996 SNK [Shin Nihon Kikaku] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68158&o=2

$end


$info=stakwin,
$bio

Stakes Winner - GI Kinzen Seihae no Michi (c) 1995 Saurus.

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : 0088

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2610 (@ 8 Mhz)

Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096

Players : 2
Control : 8-way joystick
Buttons : 2
=> [A] Slight acceleration, [B] Sharp acceleration

- TRIVIA -

Stakes Winner was released in September 1995 in Japan.

The subtitle of the game translates from Japanese as 'Stakes Winner - Way of Joyful Success'.

This game is known outside Japan as just Stakes Winner (no subtitle).

- TIPS AND TRICKS -

* Breeder's Cup Classic Race : Win first place in Race 5 or Race 9 to race in the Breeder's Cup Classic at Churchill Downs.

* Prix De l'Arc de Triomphe Race : Win first place in Race 12 to race in Prix de l'Arc de Triomphe in Paris.

- SERIES -

1. Stakes Winner (1995)
2. Stakes Winner 2 (1996)

- PORTS -

* Consoles :
SNK Neo-Geo CD (1996)
Sega Saturn (1996, "Stakes Winner - GI kinzen Seihae no michi")
Sony PlayStation (1996, "Stakes Winner - GI Kanzen Seihahe no Michi")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2608&o=2

$end


$info=stakwin2,
$bio

Stakes Winner 2 (c) 1996 Saurus.

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : 0227

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2610 (@ 8 Mhz)

Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096

Players : 2
Control : 8-way joystick
Buttons : 3
=> [A] Slight acceleration/Decelerate, [B] Sharp acceleration, [C] Special move

- TRIVIA -

Released in September 1996.

This game is known in Japan as 'Stakes Winner 2 - Saikyou Uma Densetsu' (translates from Japanese as 'Stakes Winner 2 - Legend of the Mightiest Horse').

- TIPS AND TRICKS -

* How to unlock the endings: The game has between 16 and 18 races depending on your performance. If you get a game over and change your horse, the race count will reset. Reset the count mid game or near the end to get the extra endings. Also, the endings are slightly different depending on the gender of the horse.
- Good Ending 1: Win in all the races. It doesn't matter on how many you participate in, it can be 1 out of 1 or 17 out of 17, but you need to win on every one of them.
- Good Ending 2: Participate in over 8 races and don't win all of them. 
- Bad Ending 1: Participate in between 1 and 7 races and don't win all of them. 
- Bad Ending 2: Participate in just 1 race and lose it.

- SERIES -

1. Stakes Winner (1995)
2. Stakes Winner 2 (1996)

- STAFF -

Game designer : Hajime Yasuhara, Yas
Chief programmer : Yas
Programmers : Yas, Takuya Kawamura
Technical adviser : Masaaki Yuuki
Chief designer : Ryoumi Momota
Graphics designers : Ryoumi Momota, Motohiro Toshiro, Yasunori Hayashi, Chigusa Yokoyama, Yoshinori Hayashi, Hiroaki Fujimoto, Kyoosuke Motoya, Takayuki Koyama
Animation : Ryoumi Momota, Motohiro Toshiro, Chigusa Yokoyama
Fonts : Ryoumi Momota
Cource designers : Hajime Yasuhara, Yasunori Hayashi
Title designers : Koutarou Noumura
Illustlation : Miso Suzuki
Music composers : Hiroyuki Takei, Shuichi Kurosawa, Hiromu Sasaki, Tsuyoshi Sasaki
Sound effects & Sound programmer : Hideki Suzuki
Voices : Rintarou Hamano
Tuning : Hajime Yasuhara, Yas, Ryoumi Momota, Motohiro Toshiro, Takuya Kawamura, Yasunori, Hayashi, Chigusa Yokoyama, Yoshinori Hayashi, Hiroaki Fujimoto, Kyoosuke Motoya, Takayuki Koyama
English version : Bob Timbello
Sales promoters : Osamu Nagano, Miwa Izumi, Tomoo Yoda
Producer : Takahiro Shima
Executive producers : Nobuyuki Tanaka

- PORTS -

* Consoles :
Sega Saturn (1997, "Stakes Winner 2 - Saikyou Uma Densetsu")
Sony PlayStation (1997)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2609&o=2

$end


$saturn,sat_cart=stakesw2,
$bio

Stakes Winner 2 - Saikyouba Densetsu (c) 1997 SNK [Shin Nihon Kikaku] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59716&o=2

$end


$a2600=stampedei,
$bio

Stampede (c) 19?? Intellivision

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51023&o=2

$end


$info=as_stp,as_stpa,as_stpb,
$bio

Stampede (c) 200? Astra Games, Limited. [Novomatic Group].

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41859&o=2

$end


$a2600=stampede,stampedee,stampedee1,
$bio

Stampede (c) 1981 Activision.

Climb into your saddle and start ridin'! You'll want to practice playing your horse and rider in the right position to rope and herd those dogies without letting any get by you - and to dodge any surprises on the trail.

To rope: position your horse directly behind the dogie you wish to lasso. The  rope will always be thrown directly in front of your horse, and the loop 'must' touch a dogie in order to rope him. If you attempt to rope a steer which is too far away or too close, you'll come up empty. When you get more at home on the range, you'll know the right time to throw your rope. It's impossible to score well if you can't keep the game going long enough to rope a passel (?) of dogies. The only way to do that successfully is to keep the cattle in a herd in front of you. Herding is as important as roping in helping you run up your score. When you ride just behind one of the dogies, you'll notice he'll speed up and run further out in front of your horse. Since all dogies do not run at the same speed, you will have your work cut out for you to keep them all together and ahead of you.

Game 1: Sidekick
Game 2: Pilgrim
Game 3: Cowpoke
Game 4: Wrangler
Game 5: Top Hand
Game 6: Trail Boss
Game 7: Rancher
Game 8: Cattle Baron

Each game of Stampede offers a different pattern, speed and movement of the dogies, providing new challenges every time you play.

Game One / Sidekick Level: When  the game begins, dogies lop along, gradually running faster as the game progresses. They will run only straight ahead, and they travel in a specific pattern. Dark Red Herefords are first. After you rope these critters, the Light Brown Jerseys appear, followed by the Medium Brown Guernseys. Keep your eyes peeled for an occasional Black Angus.

Game Two / Pilgrim Level: Same as Game 1, except all dogies try to avoid your lasso by moving up and down the screen.

Game Three / Cowpoke Level: Same as Game 1, but there is no set pattern of appearance of dogies on the screen.

Game Four / Wrangler Level: Same as Game 3, but all dogies try to avoid your  lasso by moving up and down the screen.

Games Five through Eight: Same patterns as Games 1 through 4, except all dogies start out at a full gallop.

- TECHNICAL -

Model AG-011

- STAFF -

Programmer: Bob Whitehead

- PORTS -

* Consoles :
Intellivision (1982) "Stampede [Model M-001-03]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51022&o=2

$end


$intv=stampede,
$bio

Stampede (c) 1982 Activision, Incorporated.

Based on the original Atari 2600 video game of the same name; "Stampede [Model AG-011]"

Yahoo! Stampede by Activision is bringing some kind of fun to your Intellivision. And some kind of challenge! The object of this tough little video trail drive is to lasso as many stampeding calves as possible. But hold on there, Pilgrim! Those little 'dogies' are right clever, and they'll do their darnedest to outsmart you! So, ride hard, rope fast, and hold on to your hat! You're in for the truest test of the wild, wild West!

- TECHNICAL -

Model M-001-03

- TRIVIA -

Stampede was one of the first Activision cartridges. The designer/programmer of the original Atari 2600 version also programmed this Intellivision version.

Players who sent a photo to Activision showing a score of 3,000 or more received an official 'Activision Trail Drive' emblem.

- TIPS AND TRICKS -

From designer Bob Whitehead, designer:

"If you are really a savvy cowboy, you could probably play Stampede till the cows come home. Strategy, patience and smart herding and roping are what really count."

"First of all, keep in mind the particular sequences in which the dogies appear. My advice is to establish a priority for roping the stampeding herd."

"One strategy is to lasso the high-point dogies first, while keeping the darker (low-point) ones herded in front of you."

"Herding is the most important part of the game. But remember, a dogie that is repeatedly herded will get tired and become more difficult to herd, because he won't run as far ahead on the screen."

"You'll notice that the dogies appear in rows. When you rope the last one of a group of dark red Herefords... get set for some fast action, 'cause there's trouble ahead!"

- STAFF -

Design/Program: Bob Whitehead

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60960&o=2

$end


$cdi=stamps,
$bio

Stamps - Windows on the World (c) 1991 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53081&o=2

$end


$info=m4stand2,
$bio

Stand To Deliver (c) 199? DJE.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41464&o=2

$end


$info=peip0031,peip0058,peip0108,peip0112,peip0114,peip0116,peip0118,peip0120,pex0006p,pex2247p,
$bio

Standard Draw Poker (c) 1987 IGT.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82198&o=2

$end


$info=pekoc766,pekoc802,pekoc806,
$bio

Standard Draw Poker (c) 1995 IGT.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82199&o=2

$end


$saturn,sat_cart=standby,
$bio

Standby Say You! [Shokai Gentei Special Package 2] (c) 1997 Human Entertainment

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59717&o=2

$end


$nes=stanley,
$bio

Stanley - The Search for Dr. Livingston (c) 1992 Electro Brain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55586&o=2

$end


$x1_cass=mephius,
$bio

Star Arthur Densetsu - Wakusei Mephius (c) 198? Unknown.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86271&o=2

$end


$pc8801_cass=wakumeph,
$bio

Star Arthur Densetsu I - Wakusei Mephius (c) 1983 T&E Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91271&o=2

$end


$pc8801_flop=wakumeph,wakumepha,wakumephh1,wakumephh2,
$bio

Star Arthur Densetsu I - Wakusei Mephius (c) 1983 T&E Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92954&o=2

$end


$fm7_cass=mephius,
$bio

Star Arthur Densetsu I - Wakusei Mephius (c) 1983 T&E Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93799&o=2

$end


$fm7_cass=ankosei,
$bio

Star Arthur Densetsu II - Ankoku Seiun (c) 1983 T&E Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93800&o=2

$end


$pc8801_flop=ankosei,ankoseia,
$bio

Star Arthur Densetsu II - Ankoku Seiun (c) 1984 T&E Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92955&o=2

$end


$fm7_cass=ter4001,
$bio

Star Arthur Densetsu III - Terra 4001 (c) 1984 T&E Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93801&o=2

$end


$cpc_cass=staravng,
$bio

Star Avenger (c) 1984 Kuma Computers, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99311&o=2

$end


$cpc_cass=staravngs,
$bio

Star Avenger [Model AM-15] (c) 1984 ACE Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99310&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=starbatl,
$bio

Star Battle (c) 1981 Commodore, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86942&o=2

$end


$bbca_cass,bbcb_cass=starbatt,
$bio

Star Battle (c) 19?? Superior Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52439&o=2

$end


$astrocde=starbttl,
$bio

Star Battle  (c) 1979 Bally Mfg. Co.

- TECHNICAL -

[Model 2005]

- TRIVIA -

Released as part of the "Action/Skill Series".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86840&o=2

$end


$x68k_flop=starblad,starblap,
$bio

Star Blade (c) 19?? Nami.dat

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88630&o=2

$end


$coco_cart=starblaz,
$bio

Star Blaze (c) 1983 Tandy Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53479&o=2

$end


$info=sblazerp,
$bio

Star Blazer (c) 1983 Sega.

- TRIVIA -

Released during December 1983 in Japan.

This game is known outside Japan as "Galaxy Ranger".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=17700&o=2

$end


$msx1_cart=starblaz,starblazb,starblaza,
$bio

Star Blazer [Model HBS-G033C] (c) 1985 Sony Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77469&o=2

$end


$msx1_cass=starbowl,
$bio

Star Bowls (c) 1991 Zigurat Soft [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95007&o=2

$end


$amigaocs_flop=starbrkr,
$bio

Star Breaker (c) 1989 ARC

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75089&o=2

$end


$pcecd=starbrkr,
$bio

Star Breaker (c) 1994 Ray Force

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58393&o=2

$end


$info=starcas,starcas1,starcase,starcasp,
$bio

Star Castle (c) 1980 Cinematronics.

Star Castle is a 1- or 2-player outer space action game designed with features geared for maximum player appeal : A progressively difficult competitive level and a clearly defined enemy which must be both attacked and avoided at various points in the course of play.

The center of the playfield is occupied by the Star Castle which is programmed to constantly home in on the players' ships. Surrounding the Star Castle are three concentric energy rings of twelve segments each, which serve as both a protective perimeter for the Star Castle and a source of points for the player. Contained within the energy rings are three protective mines which seek out the players' ships and destroy them upon collision. The movements of the mines are programmed to simulate the actions of heat-seeking missiles.

The object of the games of Star Castle is to score the maximum number of points possible. This is accomplished by the combination of three elements :
a) Exploding the ring segments.
b) Exploding the Star Castle.
c) Avoiding the Star Castle's mines. A player's turn is over when his ship has been destroyed. The number of ships per game is set by the operator.

For maximum scoring, a player will want to shoot out sections of the energy rings in order to give him a shot at the Star Castle in the center of the screen. As play progresses, there are 2 facts a player must keep in mind :
1) Exploding all segments in a given ring will cause the entire ring to reappear - thereby eliminating a potential shot at the Star Castle in the center.
2) Exploding the rings in a manner that gives you a shot at the Star Castle will also give the Star Castle a shot at you. The Star Castle is programmed so that its nose always seeks out the player's ship. If there is an open shot at the player, it will take it.

When the Star Castle is hit by a player's missile, it will first implode and then explode with all remaining ring segments. After a one-second delay, the Star Castle will reappear with all three ring segments. If the Star Castle shoots the player, his turn is over.

As play begins, the Star Castle will appear in the center of the screen surrounded by its 3 energy rings. The player's ship appears about halfway up on the right hand edge. By using the control buttons to move forward, right or left, the player maneuvers about the screen using the firing button to launch missiles.

Points are scored by destroying the energy ring segments or the Star Castle itself. Exploding the Star Castle gives an extra ship as well as points. No points are given for the mines that attack the player.

The player's ship can be destroyed in 2 ways : By collision with the mines or by a hit from the Star Castle's torpedo. The mines are launched from the rings and attack the player for approximately ten seconds or until shot. The Star Castle's torpedoes are launched only when there is a clear shot at the player through all 3 rings. At this time the player also has his shot at the Star Castle. Both the Star Castle and the mines get smarter and faster as the game progresses.

The game of STAR CASTLE is not based on time units. The battle rages on until all the players' ships are destroyed. The length of the game depends solely on the skill of the player. It's the age-old challenge of man versus machine.

- TECHNICAL -

Star Castle machines came in a white upright cabinet with a black front section. The side-art covered the top half of the machine, and showed a scene of two blue spaceships on a red background, along with the title. The marquee was black and included the scoring information, while the control panel and monitor bezel were decorated with geometric shapes that were supposed to represent the interior (or possible exterior), of a spacecraft. The control panel has no joystick. Play is instead controlled with four buttons, fire, thrust, rotate left, and rotate right (just like "Asteroids"). Although some bootleg units may have joysticks. This game uses a black and white vector open frame monitor, but it has several color overlays installed to make the rings different colors.

Main CPU : CCPU (@ 5 Mhz)

Screen orientation : Horizontal

Players : 2
Buttons : 4 (Left, Right, Thrust, Fire)

- TRIVIA -

Released in September 1980.

This was one of the first games to use an experimental artificial intelligence to harass the game player's ship. The star constellation in the background was actually the outline of a centerfold from a 1980 issue of OUI magazine. When management found out after shipping about 5,000 units, they flipped out and almost stopped production. They eventually came to their senses and nothing was changed.

About 14,000 units were produced.

The original inspiration for the game reportedly came from an early version of Larry Rosenthal's never-released "Oops!" in which the player controlled a sperm trying to fertilize an egg in the center of the screen. Later, Dan Sunday changed the game so that the player rotated in the middle of the screen, protected by rotating blocks, and shot snowflake-shaped objects that were flying towards him. Eventually, the player would be overwhelmed by the objects and the game would be over. Tim Skelly later changed the game around to its final form by anchoring the enemy in the middle of the screen, and having the player fly around and destroy the shield to get to the enemy.

Licensed to Mottoeis for Spanish manufacture and distribution.

A bootleg of this game is known as "Stellar Castle".

A Star Castle unit appears in the 1982 movie 'Fast Times at Ridgemont High', in the 1982 movie 'Rocky III', in the 1983 movie 'Joysticks', in the 1986 movie 'Maximum Overdrive' and in the 1996 movie 'High School High'.

A Star Castle cabinet can be seen in the background of the 1984 movie Ghostbusters (in the scene when they're eating and suddenly they get a call to their first case at the Sedgewick Hotel).

A Star Castle unit appears (multiple times) in a 'Columbo' tv movie episode : (Murder, Smoke and Shadows) directed by James Frawley (in the same episode you can see beside this cabinet a "Joust" unit).

The Atari 2600 game "Yar's Revenge" originated from a rough version of Star Castle for that system which never made it to production.

- SCORING -

Outer Ring : 10 points
Middle Ring : 20 points
Inner Ring : 30 points

There are a total of 720 points possible for each set of three rings.

When you destroy the laser cannon, you get the points for rings remaining plus points for destroying the cannon plus an extra man as a bonus for destroying the cannon.

Sparks are worth no points.

- TIPS AND TRICKS -

A) Get used to using the edges of the screen. it will come in handy once you start using the patterns set forth below, and it's always a good habit in ASTEROIDS-type games.

B) After a certain point in the game, you must learn never to stay in one place for more than a second.

C) It's a shame that the game speeds up with time instead of with each cannon destroyed otherwise, you could play indefinitely simply by destroying the first castle's outer ring over and over. As it is, though, you must take as little time as possible to destroy each castle, ensuring a steady supply of bonus ships.

D) Except for shifting the slow ring to the middle later in the game (see Strategy I)) try not to let a castle grow new rings, it wastes time.

E) Similarly, shoot an approaching bomb only if it is alone and you do not wont to move. Otherwise, you are wasting your time, gaining no points, and taking the risk of missing.

F) When you have only the inner ring between you and the cannon and you are close enough, a triple burst will destroy it before it has a chance to retaliate.

G) When the game begins to speed up, try this simple pattern : go to the center of the left or right edge and face the edge of the screen. Your shots will cross behind and hit the other side of the castle.

As soon as the bombs get too close for comfort, simply thrust about an inch forward and you will be on the other side of the screen, still firing at the castle. As the bombs cross the screen towards you, turn around and repeat the procedure.

H) Once the game is at maximum speed, you will need a more sophisticated technique. Here it is : Spend all your time in 2 opposite corners. You should dart back and forth behind the screen developing a turn-thrust-shoot rhythm and synchronizing it with the outer ring so that you are always shooting at the same spot. Once you perfect this method, the cannon and bombs will never be fast enough to do more than almost destroy you.

I) For best effect, the corner pattern should be followed with the slow ring in the middle. You can shift it to this position by quickly destroying the outer wall twice before beginning your attack in earnest.

- STAFF -

Designed by: Tim Skelly
From an early demo by: Dan Sunday
Programmed by: Scott Boden
Cabinet Art: Rick Bryant

- PORTS -

* Consoles :
GCE Vectrex (1983)

* Others :
Tiger LCD Handheld Game (1982)
Tiger LCD Tabletop Game (19??) : These games have a colored LCD and a backlight (which is accessible by a little cover on the back).

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2610&o=2

$end


$vectrex=starcas,
$bio

Star Castle (c) 1982 GCE [General Consumer Electric]

You and other experienced intergalactic voyagers have heard about and shared the legend of Star Castle -- a mysterious fortress in a far away galaxy filled with incredible riches and surrounded by revolving walls of shimmering solid gold. Yet no one, until now, has ever actually seen the Castle -- or lived to tell about it!

As you approach, you are overwhelmed with the beauty of the Castle but you suddenly realize that the golden walls hide a deadly arsenal. To survive you must destroy the walls and the powerful Energy Cannon they shield. Perhaps you will be the first to survive the Star Castle's arsenal and prove the legend true. Perhaps not!

- TECHNICAL -

Model 3109

Controls
Joystick: Controls the rotation of your star cruiser.
Button 1: Rotate left.
Button 2: Rotate right.
Button 3: Thrust.
Button 4: Fire.

- SCORING -

Outer wall section: 10
Middle wall section: 20
Inner wall section: 30
Energy Cannon: A bonus star cruiser

- TIPS AND TRICKS -

Hidden message: A developer credit can be accessed by holding 1 + 2 + 4 on the title screen until the music ends.

- STAFF -

Programmed by: William Havkins

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82237&o=2

$end


$x68k_flop=starchrg,
$bio

Star Charge (c) 1995 KMC

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88631&o=2

$end


$arcadia=starchss,
$bio

Star Chess (c) 1982 UA, Limited.

- TECHNICAL -

[Cartridge No. 18]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49280&o=2

$end


$bbca_cass,bbcb_cass=starclsh,
$bio

Star Clash (c) 1986 Gremlin

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52440&o=2

$end


$amigaocs_flop=starcomm,
$bio

Star Command (c) 1989 SSI

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75090&o=2

$end


$pc98=starcomm,
$bio

Star Command (c) 1989 Hulinks [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90714&o=2

$end


$msx1_cart=starcomm,
$bio

Star Command [Model 00031] (c) 1983 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77470&o=2

$end


$cpc_cass=starcomm,starcomma,
$bio

Star Commando [Model TAM1] (c) 1984 Terminal Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99312&o=2

$end


$amigaocs_flop=starctrl,
$bio

Star Control (c) 1990 Accolade, Incorporated. [San Jose, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75091&o=2

$end


$cpc_cass=starctrl,
$bio

Star Control (c) 1990 Accolade, Inc. [San Jose, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99316&o=2

$end


$megadriv=starctrl,
$bio

Star Control (c) 1991 Ballistic

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57414&o=2

$end


$info=starcrus,
$bio

Star Cruiser (c) 1977 RamTeK.

A 2 players space shoot'em up game. Guide your Spaceship through deep space destroys the opponent to win in this Star Cruiser!

- TECHNICAL -

Main CPU : Intel 8080 (@ 1.083 Mhz)

Players: 2
Control: 2-way joystick
Buttons: 3

- TRIVIA -

Star Cruiser was released in January 1977.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2611&o=2

$end


$x1_flop=scruiser,
$bio

Star Cruiser (c) 1988 Arsys Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86127&o=2

$end


$pc98=scruiser,
$bio

Star Cruiser (c) 1988 Arsys Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90715&o=2

$end


$pc8801_flop=scruiser,
$bio

Star Cruiser (c) 1988 Arsys Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92956&o=2

$end


$x68k_flop=scruiser,
$bio

Star Cruiser (c) 1989 Arsys Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88100&o=2

$end


$megadriv=starcrus,
$bio

Star Cruiser (c) 1990 NCS

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56893&o=2

$end


$pc98=scruisr2,
$bio

Star Cruiser II - The Odysseus Project (c) 1993 Arsys Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90716&o=2

$end


$x68k_flop=starcrs2,
$bio

Star Cruiser Sol Will 2 (c) 1992 Proceed [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88632&o=2

$end


$m5_cart=bosco,
$bio

Star Destroyer Bosconian (c) 1981 NAMCO, Ltd. [Tokyo, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95364&o=2

$end


$msx1_cart=bosco,boscob,boscoa,
$bio

Star Destroyer Bosconian [Model 10] (c) 1984 Namco, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77471&o=2

$end


$bbca_cass,bbcb_cass=stardrif,
$bio

Star Drifter (c) 1985 Firebird

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52441&o=2

$end


$msx1_cass=starfght,
$bio

Star Fighter (c) 1986 Eaglesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95008&o=2

$end


$info=starfigh,
$bio

Star Fighter (c) 1990 SunA Electronics Ind. Company, Limited.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 6 Mhz)
Sound CPU : Zilog Z80 (@ 6 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), AY8910 (@ 1.5 Mhz), Custom (@ 1.5 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in April 1990.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2612&o=2

$end


$x68k_flop=starfght,
$bio

Star Fighter (c) 1992 Faw [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88633&o=2

$end


$saturn,sat_cart=starfght,
$bio

Star Fighter (c) 1996 Acclaim Entertainment, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60164&o=2

$end


$info=starfirp,starfirpa,
$bio

Star Fire (c) 1985 Playmatic.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=10035&o=2

$end


$info=starfire,starfirea,starfir2,
$bio

Star Fire (c) 1978 Exidy.

Exidy STARFIRE is a single player game which simulates combat between space-going fighters. The player can control the speed and direction of his fighter and attack enemy fighters with his lasers; the enemy fighters shoot fireballs at the player. The object of play is to accumulate points by destroying enemy fighters. A player can buy extra playtime during play and continue the game he is playing, as long as he has any time left; he earns bonus playtime each time he exceeds a bonus score. The game keeps track of 20 high scores - one score for each number of coins accumulated. The initials of high scoring players are displayed during the game's attract mode.

Play Mode - The screen shows a crosshair gun sight at the center of a background of stars; enemy ships move across this background. The background moves as the player works the controls, but the crosshairs always stay at the center of the screen.

The bottom of the screen has several indicators and a message panel.  A thrust indicator shows the player's speed and forward-reverse direction, and a long range scan indicator shows the presence and direction of any enemy ships off the main screen. Other indicators show the player's current score and fuel level. The message panel tells whether the player has hit an enemy ship or been hit himself, whether his laser is ready to fire, etc.

Enemy fighters move in all directions on the screen, getting larger or smaller as they move toward or away from the player. Bonus Exidy pirate ships move from left to right across the screen, and always stay the same size. The fighters and pirate ships come in three colors: blue, green, and gold (actually orange). Blue fighters are worth 10 points, green fighters 20 points, and gold fighters 40 points; all bonus Exidy pirate ships are worth 50 points.

When a target (an enemy fighter or bonus Exidy pirate ship) comes near the crosshairs, two gauge scales appear - one from the right side and one from the bottom of the screen.  At the same time, a warning beep sounds. If the player maneuvers the target into the crosshairs, it is locked-on - the enemy is frozen in the crosshairs for several seconds, and the player can easily destroy it with his laser. When the player locks onto the enemy, a second warning beep sounds, a 'LOCKED!' message appears on the message panel, and the target flashes in the crosshairs.

Press the laser fire button, and four simulated laser beams converge on the center crosshairs from the corners of the screen. If the lasers hit a target, it explodes. Enemy fighters can shoot fireballs at the player; if a fireball hits, the screen flashes and the player is penalized by being reset to blue targets.

STARFIRE produces a wide variety of sound effects. An ENGINE RUMBLE sounds throughout the play, and an EXPLOSION sounds whenever an enemy explodes or the player is hit by enemy fire. There is a LASER sound whenever the player pushes the laser fire button, and a HISS whenever an enemy fighter fires at the player.

There are four different kinds of WARNING BEEP. These warn the player when he is almost locked onto a target, when he is actually locked on, when a target is just off the edge of the screen, and when the laser overheats.

These sounds are heard only during the play mode. There is only one operator adjustment for the sound effects - the volume control.

STARFIRE has 3 player controls: a steering yoke, a thrust control, and a laser fire button. To steer right or left across the screen, turn the steering yoke like an automobile steering wheel; to move down or up, move the yoke in or out. Slide the thrust control T-handle up or down to move forward or back. The laser fire button is on the left handgrip of the steering yoke.

Awards and Bonuses - The operator can set the bonus score to 300, 500, or 700 points, or can turn off the bonus feature.  If the bonus has been set, a player has one chance of a bonus for each 300 fuel units he buys. If he tops the bonus score during any 300 unit period, the game awards him a bonus of 150 fuel units. This bonus fuel is added after the fuel indicator reaches zero. The player can only get one bonus for each 300 fuel units he buys.

The coin accumulator keeps track of the coins a player has spent. STARFIRE maintains twenty high scores : one for players who have only inserted one coin, a second for two-coin players, and so on. Players who spend more than twenty coins are lumped together in the twenty-coin score.

When a player finishes playing, STARFIRE counts the coins he has spent and compares his point score to the appropriate high score. If he has topped that score, the game asks him for his initials (one, two, or three letters); as long as his high score stands, his initials will be on the attract mode score table. If switch 7 of the DIP switch is ON, the score table will stay on screen as long as the laser fire button is pressed.

Every third coin a player spends buys double playtime. That is, STARFIRE awards four coins worth of playtime for each three coins spent.

- TECHNICAL -

[Upright model]

Main CPU : Zilog Z80 (@ 2.5 Mhz)

STARFIRE has three player controls :
a steering yoke
a thrust control
a laser fire button

- TRIVIA -

Star Fire was released in December 1978, this is the first arcade coin-operated video game to maintain a high score table by accepting and displaying the names of winning players.

Also released as "Star Fire [Cockpit model]" (it was the first environmental game, featuring a viewer window).

A 'Star Fire II' update was intended to go into the last run of Star Fire units, it features a more refined high score display and easier high score input.

An Upright Star Fire appears in the 1980 Disney movie 'Midnight Madness'.

- TIPS AND TRICKS -

* Secret messages :
1) If you enter 'DBR' it will put 'HI DAVE' on the screen; It's David Rolfe.
2) If you enter 'TZM' it will put 'HI TED' on the screen; It's Ted Michon.
3) If you enter 'SKO' it will put 'HI SUSAN' on the screen for a second or two before showing the high-score table; It's Susan K. Owen, the graphics artists girlfriend (and she also worked for this game as a graphics artist).

- STAFF -

Programmed by : David Rolfe
Graphics by : Susan Olsen (Michon's girldriend)
Hardware by : Ted Michon

- PORTS -

* Computers :
Atari 800 [US] (1983)
Commodore C64 [US] (1983)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2613&o=2

$end


$cpc_cass=starfirb,
$bio

Star Firebirds (c) 1986 Firebird Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99318&o=2

$end


$x1_cass=starflet,
$bio

Star Fleet (c) 1983 Tecno Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86272&o=2

$end


$pc8801_cass=starflet,
$bio

Star Fleet (c) 1983 Tecno Soft [TechnoSoft] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91272&o=2

$end


$bbca_cass,bbcb_cass=starflen,
$bio

Star Fleet Encounter (c) 1984 Micro Power

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52442&o=2

$end


$info=starforc,starforce,starforcb,starforca,
$bio

Star Force (c) 1984 Tehkan.

A single player, vertically scrolling shoot-em-up in which the player pilots a spaceship over series series of islands - drifting in outer-space space - shooting enemy spacecraft and ground-based targets. Special symbols appear at regular intervals and can be shot or collected for bonuses and power-ups. Each level has an end-of-level boss that must be defeated before the player can progress to the next level, while the levels themselves are designated by letters of the Greek alphabet.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 4 Mhz)
Sound CPU : Zilog Z80 (@ 2 Mhz)
Sound Chips : (3x) Texas Instruments SN76496 (@ 2 Mhz), Custom (@ 2 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 1

- TRIVIA -

Released in September 1984.

This game is known in US as "Megaforce".

- TIPS AND TRICKS -

* A Trick : You can determine which direction the end of level boss will move before it even appears by looking at your score. If the hundreds digit is odd, the boss will move to the left. If it is even, it'll move right (the tens and units digits are always zero).

* One Million Points Bonus : On the violet continent, if you see a coelacanth fossil on the left side, go to the -right- side and shoot. Cleopatra appears - shoot her and you'll get a million-point bonus. The coelacanth may only appear on the third violet continent.

* 80,000 Points Bonus : At some points in the game you will see two columns of green arrows down the center of the screen. Concentrate on either the left or right column of these arrows, and try to shoot 16 in a row. You will be awarded an 80,000 bonus for doing this. The first time these appear, it is possible to get two such bonuses in a row (if there are not many enemies around!), and sometimes more if the level ends before the column has finished appearing. Later on there is a short column of only 16, so only one bonus is possible here.

* 50,000 Point Bonus : You've seen a big enemy that combines into parts. When you hear the tune it is about to appear, STOP SHOOTING (You don't actually have to stop shooting altogether, but if you hit part of the enemy before the center part flashes white the bonus will not work). Position your ship so that you are just underneath the center part of the enemy and wait for it to flash white. Once this has happened, shoot the center part several times : the enemy will be destroyed and you will be awarded the 50,000 point special bonus.

- SERIES -

1. Star Force (1984, Arcade)
2. Super Star Force [Model TCF-ST] (1986, Famicom)
3. Final Star Force (1992, Arcade)

- STAFF -

Music and Sound FX: Shinichi Sakamoto (Cheabow), Tsukasa Masuko (Matsu)

- PORTS -

* Consoles :
Sega SG-1000 (1985, Sega)
Nintendo Famicom (1987)
Nintendo Super Famicom [JP] (Jul. 07, 1995, "Caravan Shooting Collection [Model SHVC-AS8J-JPN]")
Sony PlayStation 2 (2004, "Tecmo Hit Parade")
Microsoft XBOX (2005, "Tecmo Classic Arcade")

* Computers :
MSX (1985)
Sharp X68000 (1993 - Dempa)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2614&o=2

$end


$nes=starfrce,starfrceu,starfrceup,
$bio

Star Force (c) 1987 Tecmo, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55587&o=2

$end


$nes=starfrceh,
$bio

Star Force (c) 1987 FMG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69319&o=2

$end


$x68k_flop=starfrce,
$bio

Star Force (c) 1993 Dempa Shinbunsha [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88101&o=2

$end


$bbca_cass,bbcb_cass=starfo7a,
$bio

Star Force Seven (c) 19?? ASP Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52443&o=2

$end


$bbca_cass,bbcb_cass=starfo7b,
$bio

Star Force Seven (c) 19?? Bug Byte

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52444&o=2

$end


$sg1000=starfrcet,starfrceta,
$bio

Star Force [Model B-043] (c) 1985 Aaronix [Taiwan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65123&o=2

$end


$msx1_cart=starfrce,starfrcea,
$bio

Star Force [Model BC-M2] (c) 1985 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77472&o=2

$end


$sg1000=starfrce,
$bio

Star Force [Model G-1043] (c) 1985 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65121&o=2

$end


$nes=starfrcej,
$bio

Star Force (c) 1985 Hudson Soft [Hudson Group].

Star Force is a vertical shooter by Hudson Soft and conversion of Tecmo's arcade game originally released in 1984. In the year 2010, a mysterious planet named Gordess threatens the peace and stability of the cosmos. A fearless pilot on board the futuristic Final Star space fighter decides to take on the dangerous mission to defend humanity against the approaching menace. The goal of the game is to destroy the incoming enemy ships, ground structures and the countless bosses from each area. The Final Star essentially has only one weapon called the Star Beam. It starts out rather weak but can be upgraded along the way - the player can combine with another ship called the Purser and transform the Final Star to dramatically enhanc e and speed up the Star beam. Large ships called Alpha Targets appear at the end of each area and must be annihilated in order to move along to the next stage. This feature is at the core of the gameplay and stages can't be cleared without destroying these bosses. Smaller fortresses such as Larios also appear throughout the game and skillful shooting is necessary to take them down on time for the highest possible score.

- TECHNICAL -

Game ID: HFC-SF

- TRIVIA -

Star Force for Famicom was released on June 25, 1985 in Japan for 4900 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54649&o=2

$end


$a2600=starfox,
$bio

Star Fox (c) 1983 Mythicon, Incorporated.

PATROL COMMUNIQUE 4024/8: Friendly robot freighter downed on planetoid Beta-7 in your quadrant.
 
CARGO: Valuable trimetalisium energy crystals. Enemy star cruiser with fighter drones enroute to confiscate these highly valuable blue energy crystals.
 
MISSION: Recover as many crystals as possible. Destroy all enemy fighter drones you encounter. Intelligence reports that enemy is combat testing new models of these drones and will periodically replace them during melee.
 
MISSION STATUS: Critical. Expect extreme danger when penetrating orange atmosphere of Beta-7 planetoid. The energy crystals have ionized the gases to such an extent that your horizontal drives will be useless: you may not be able to move left or right at low altitudes. No further communication authorized.  Good Hunting.

- TECHNICAL -

Model 1003

- SCORING -

Ram enemy: 10 points
Shoot enemy: 100 points
Recover crystal: 200 points

- TIPS AND TRICKS -

Your search for crystals will be greatly reduced by flying rapidly to the right or to the left.  If you do not come across a crystal within a few seconds reverse direction.  This will generally being a crystal into view almost immediately.
 
You are most vulnerable when within Beta-7's atmosphere while recovering the trimetalisium crystals. Since trimetalisium possesses an extraordinary amount of energy, they float above the surface of Beta-7. To reduce the time you must remain within the atmosphere wait until the crystal is near the top of the gaseous layer. It is also helpful to dive into the atmosphere at an angle instead of dropping straight down. Since your landing gear will deploy automatically as soon as your ship's sensors detect Beta-7's atmosphere gases you will decelerate very rapidly. Pick-up the crystal and ascend to thinner air.

- STAFF -

Programmer: Bruce de Graaf
Sound: Bill Bryner

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51025&o=2

$end


$nes=stargate,
$bio

Star Gate (c) 1987 HAL Kenkyuujo

- TECHNICAL -

Model HAL-SB

- TRIVIA -

Star Gate for Famicom was released on September 24, 1987 in Japan. 

Differences from the arcade version : 
- Losing all humans will NOT result in the destruction of the planet and turning all remaining Landers into Mutants. Instead, you will just not get any bonus points at the completion of a wave. Humans are still fully restored after every five waves, though.
- Pods do not explode into Swarmers. 
- Bombers do not lay any mines. 
- All aliens must be destroyed to complete each wave. 

Export release:
[US] "Defender II [Model NES-SB-USA]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54650&o=2

$end


$info=stargzr,
$bio

Star Gazer (c) 1980 Stern Electronics.

- TECHNICAL -

Model Number : 127

- TRIVIA -

869 units were produced.

- STAFF -

Design by : Brian Poklacki

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5586&o=2

$end


$ti99_cart=stargz1,
$bio

Star Gazer I (c) 1984 Video Magic

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84734&o=2

$end


$ti99_cart=stargz2,
$bio

Star Gazer II (c) 1984 Video Magic

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84735&o=2

$end


$ti99_cart=stargz3,
$bio

Star Gazer III (c) 1984 Video Magic

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84736&o=2

$end


$info=starglad,stargladj,
$bio

Star Gladiator - Episode:I Final Crusade (c) 1996 Capcom Company, Limited.

- TECHNICAL -

Sony ZN-1 hardware

Main CPU : PSX (@ 16.9344 Mhz)
Sound CPU : Zilog Z80 (@ 8 Mhz)
Sound Chips : SPU (@ 8 Mhz), Q-Sound (@ 4 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 6

- TRIVIA -

Star Gladiator Episode I was released in June 1996.

- TIPS AND TRICKS -

* Activation of Bilstein and Kappah in the character select screen :
1) In character select screen, hold Start button (Keep holding Start Button from first to last !).
2) Move cursor to Gore.
3) Press 'G K G K A A A B B B G+B' -> Bilstein appears.
4) Next, Move cursor to Hayato.
5) Press 'K A B A G A B A K A G+K' -> Kappah appears.

- SERIES -

1. Star Gladiator - Episode:I Final Crusade (1996)
2. Star Gladiator 2 - Nightmare of Bilstein (1998)

- STAFF -

Director : Hideaki Tsuno, Eiichiro Sasaki
Character Design : Akira Yasuda (Akiman), Motokazu Sakai
Title Design : Shoei
Computer Graphics : Blbon, Monkey-Kick, Tako, Sensei, Nezumi-Otoko
Motion Design : Hitoshi Nishio ('T'), Naoki Fukushima, King Joe, Naoki Fujisawa, Shinya Kitamura, Ball Boy, Jun Matsumura (28), Toru Takaoka, Kazuko Kawanaka, Masaru Nishigaichi
Stage & Effects Design : Fukumoyan, Yasuto Takahashi, Takuji Mishima, Kouichi Takeda, Takayuki Kosaka
Main Program : Yuichi Kagawa ('Gamof')
Player Program : Morimichi Suzuki, Katsuhiko Sometani, Atsushi Fukushima
Enemy Program : Panda
Visual Effects Program : Kohei Akiyama, Hero Hero
System Program : Dome, Meijin, Chabin Type-M
Music & Sound Effects : Isao Abe, Yuko Kadota, Michio Sakurai ('XTC')
Voice Actor : Egawa Hisao, Ogata Megumi, Daisuke Gouri, Tanaka Kazumi, Hayashi Nobutoshi, Hosoi Osamu
Producer : Furoboh Aoki
General Producer : Noritaka Funamizu (Poo), Yoshiki Okamoto

- PORTS -

* Consoles : 
Sony PlayStation [JP] (October 25, 1996) "Star Gladiator - Episode:I Final Crusade [Model SLPS-00539]"
Sony PlayStation [US] (October 31, 1996) "Star Gladiator - Episode:I Final Crusade [Model SLUS-00372]"
Sony PlayStation [EU] (December 1996) "Star Gladiator - Episode:I Final Crusade [Model SLES-00495]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2615&o=2

$end


$info=stargld2,
$bio

Star Gladiator 2 - Nightmare of Bilstein (c) 1998 Capcom.

- TECHNICAL -

Sony ZN-2 hardware

Main CPU : PSX (@ 16.9344 Mhz)
Sound CPU : Zilog Z80 (@ 8 Mhz)
Sound Chips : SPU (@ 8 Mhz), Q-Sound (@ 4 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 6

- TRIVIA -

Star Gladiator 2 was shown at the 1998 AOU Amusement Expo show (February 1998), in Japan. It was then released in March 1998 in Japan.

This game is known outside Japan as "Plasma Sword - Nightmare of Bilstein".

Suleputer released a limited-edition soundtrack album for this game (Star Gladiator 2 - Nightmare of Bilstein Original Soundtrack - CPCA-1008) on May 21, 1998.

- TIPS AND TRICKS -

* Play As Kaede : At the character selection screen, highlight Rain and press Down(x2), Left(x2), Up.

* Play As Rai-On : At the character selection screen, highlight Byakko and press Up, Down, Left(x2), Right, Left, Up.

* Play Against Kaede Or Rai-On (Note : No continue and no win by time out) :
1) Finish three rounds with 'Plasma Strike'.
2) Finish two rounds with 'Perfect'.
3) Finish a round with 'Plasma Field'.

* Secret Ending (Points number needed at the end of level 8) :
1) One round at 70000 points.
2) Three rounds at 95000 points.
3) Five rounds at 110000 points.

- SERIES -

1. Star Gladiator - Episode:I Final Crusade (1996)
2. Star Gladiator 2 - Nightmare of Bilstein (1998)

- STAFF -

Director : Satsuma (Ikeda), Terada Takayoshi
Main Programer : Hiro
Demo Programer : Hero Hero, Sigeru Kato (S.K)
Player Programer : Hero Hero, Hiro, Sigeru Kato (S.K), Masaki Kataoka
Programer : Yoshihiro Shindome, Kohei Akiyama, Chabin Type M, Yuichi Kagawa ('Okaz'), Fuku 2
Object Effect : Shiba-H
Object Motion : Naoki Fukushima, Ken, Tsuru, Masaki Yamanaka, Masayuki Maeda
Object Texture : Nakatani, Kuratani Eiji, Michiru
Background Design : Takahashi Yasuto, Kohama, Mishima Takuji
Sound Director : Hiroaki Kondo ('X68K') (Cipher)
Sound Effect : T. Kitamura (Moe.T)
Main Music Composer : Takayuki Iwai (Anarchy Takapon)
Sub Music Composer : Tetsuya Shibata (Cyber-T)
Official Art Works : MCF, Inoda Keigo, Daichan
Title Design : Shoei
Instruction Card : Sakomizu
Voice Actor : Secret
Producer : Noritaka Funamizu, Kouji Nakajima
Executive Producer : Yoshiki Okamoto

- PORTS -

* Consoles :
Sega Dreamcast [JP] (December 9, 1999) [Model T-1204M]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2616&o=2

$end


$info=stargod,stargoda,
$bio

Star God (c) 1980 Zaccaria.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5587&o=2

$end


$amigaocs_flop=stargoos,
$bio

Star Goose! (c) 1988 Logotron

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75092&o=2

$end


$cpc_cass=stargraf,
$bio

Star Graf [Model WG-002T] (c) 1986 War Games [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99319&o=2

$end


$info=stargrds,
$bio

Star Guards (c) 1987 Bally Midway.

- TECHNICAL -

Game No. 0E89

Bally Midway MCR 3 hardware

Main CPU : Zilog Z80 (@ 5 Mhz)
Sound CPU : Motorola 68000 (@ 8 Mhz)
Sound Chips : DAC (@ 8 Mhz)

Screen orientation : Horizontal
Video resolution : 512 x 480 pixels
Screen refresh : 30.00 Hz
Palette Colors : 64

Players : 3
Control : Double 8-way joysticks

- TRIVIA -

Released in March 1987.

- STAFF -

Programmed by : Edward March Jr.
Screen graphics by : Scott Morrison
Special animation by : Robert Beech
Sounds by : Bob Libbe, Michael Bartlow
Cabinet art by : Paul Niemeyer
Support by : Dan Stern, Jim Belt, Bob Ploussard

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2617&o=2

$end


$info=starhawk,
$bio

Star Hawk (c) 1979 Cinematronics.

Star Hawk is a 3-D wireframe shoot-em-up which places a strong emphasis on player timing. Players move a cross hair around the screen and must blast the approaching enemy spaceships.

The skill level settings affect how quickly the cross hairs move in response to the joystick input. As the game progresses, the speed of the enemy craft increases. If one particular enemy ship is not destroyed quickly enough, it will zap 800 points off the player's score, with the enemy itself also worth 800 points.

Star Hawk can effectively be played indefinitely, providing the player keeps shooting enough enemy ships.

- TECHNICAL -

Main CPU : CCPU (@ 5 Mhz)

Screen orientation : Horizontal

Players : 2
Control : 8-way joystick
Buttons : 4

- TRIVIA -

Released in March 1979.

Licensed to Sega for Japan market.

Star Hawk was the first arcade game ever released to be based on the film 'Star Wars'. This game literally came out right after the movie. This was an unlicensed translation, but the Tie Fighters and the Death Star inspired background are obvious. This was only the second or third game in history to use an X-Y monitor.

Larry Rosenthal left Cinematronics to form his own company (Vectorbeam). When he left the company, he took all of the development tools that were used for Space Wars with him. Tim Skelly was hired in this time, and was left with nothing to write his games on except for the main board! Luckily, Larry had ran into a time crunch and had to hire a technician to help him out. Tim found the tech, who had the opcodes for the board, and Dennis Halverson was hired to write the macro assembler for the DEC computers used at the company. Cinematronics needed a game, and fast. So rather than wait for the tools to be developed, Skelly wrote Star Hawk on paper using opcodes. The Star Hawk code was the first machine language code that Skelly wrote that actually worked.
Skelly says, "Obviously, things eventually worked out. I managed to crank out Starhawk in time for a winter game show in London. But what still angers me to this day besides being put on the spot like that, is the fact that more than a hundred employees were depending on a new game to maintain their livelihood, and I was clearly chosen as the guy who couldn't come up with one. I think you can see that, under the circumstances, there was no love lost between the Cinematronics and Vectorbeam camps".

Star Hawk came in a large cabinet that had a front that was completely vertical, while the back section sloped away slightly from the marquee. This title actually had two marquees, one with the game logo, and a second one right below it that had some game instructions. The monitor bezel was just tinted plastic with more game instructions below it. The control panel had a pair of odd 8-Way fire button joysticks that looked a bit like handgrips on a childrens bicycle. These were positioned to be used with the right hand, eventually the industry would decide that joysticks go in the left hand, but this one was the other way around. The cabinet features painted sideart of a barely disguised X-Wing swooping down on a barely disguised Death Star, with a few unrelated red and orange bubbles above them.

- SCORING -

Command ships – 800
Starship – 500
Rocket – 300
Missile – 100
Bomber – 100

- STAFF -

Designed & programmed by : Tim Skelly

- PORTS -

* Consoles :
GCE Vectrex (1982)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2618&o=2

$end


$vectrex=starhawk,
$bio

Star Hawk (c) 1982 GCE [General Consumer Electric]

Fly over your planet, protecting your comrades from alien ships trying to infiltrate your culture.  Use the joystick to aim your gunsight and press button 4 to release your missiles toward the aliens. You only have 60 seconds to prevent as many enemy craft as possible from getting through.

In a two player game, you are both protecting the planet. The action builds as you compete to destroy the aliens!

You have a choice of two game play options. They are:

GAME 1: Your gunsight will move proportionally to the joystick movement. In other words, if you were to move the joystick slightly to the right, and then let it recenter itself, your gunsight would have moved slightly to the right and would remain there.

GAME 2: You gunsight will move in a direct ratio to the joystick movement. In other words, if you want your gunsight to move to the right, you would push the joystick to the right and would have to hold the joystick there in order to keep the gunsight there.

- TECHNICAL -

Controls
Joystick: Moves your ships gunsight as you travel over the planet.
Button 1: Unused.
Button 2: Unused.
Button 3: Unused.
Button 4: Fire.

- TRIVIA -

Export releases:
[EU] [UK] "Star Hawk [Model 8127]"

- SCORING -

Bomber: 100 points
Missile: 200 points
Rocket: 300 points
Starship: 500 points
Command Ship: 800 points

- TIPS AND TRICKS -

Command Ships: Every few seconds, an enemy Command Ship will signal his presence and appear. If you destroy him, the planet's rotation speeds up, you gunsight will get larger for 5 seconds, and you will receive double points for any other alien ships destroyed.

Bonus: A bonus of 20 seconds is awarded for each 10,000 points scored. An additional ship (up to four) will come into view. However, your aim will have to improve after each bonus because the ships will become more difficult to hit.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82238&o=2

$end


$info=msthawk,
$bio

Star Hawk (c) 1981 Mattel Electronics.

Handheld VFD game.

- TECHNICAL -

Model 5152

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101110&o=2

$end


$gameboy=starhawk,
$bio

Star Hawk [Model DMG-WK-UKV] (c) 1993 Accolade, Incorporated. [San Jose, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66985&o=2

$end


$wscolor=starheartai,
$bio

Star Hearts - Hoshi to Daichi no Shisha - Taikenban (c) 2001 Bandai Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86491&o=2

$end


$wscolor=starhear,
$bio

Star Hearts - Hoshi to Daichi no Shisha [Model SWJ-BANC16] (c) 2001 Bandai Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86490&o=2

$end


$info=starhrcl,starhrct,starhrse,
$bio

Star Horse - Victory at the track (c) 2000 Sega Enterprises, Limited.

- TECHNICAL -

Runs on the Sega "NAOMI" Hardware.

- SERIES -

1. Star Horse - Victory at the track (2000)
2. Star Horse 2001 - Triumph at the track (2001)
3. Star Horse 2002 - Dream at the track (2002)
4. Star Horse Progress - Glory at the track (2003)
5. Star Horse Progress Returns (2003)
6. Star Horse 2 - New Generation (2005) 
7. Star Horse 2 - Second Fusion (2006)
8. Star Horse 2 - Third Evolution (2007)
9. Star Horse 2 - Fourth Ambition (2008)
10. Star Horse 2 - Fifth Expansion (2009)
11. Star Horse 2 - Final Destination (2010)
12. Star Horse 3 Season I - A new legend begins (2011)
13. Star Horse 3 Season II - Blaze of Glory (2013)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=22960&o=2

$end


$info=starhrpr,
$bio

Star Horse Progress Returns (c) 2003 Sega Enterprises, Limited.

- SERIES -

1. Star Horse - Victory at the track (2000)
2. Star Horse 2001 - Triumph at the track (2001)
3. Star Horse 2002 - Dream at the track (2002)
4. Star Horse Progress - Glory at the track (2003)
5. Star Horse Progress Returns (2003)
6. Star Horse 2 - New Generation (2005) 
7. Star Horse 2 - Second Fusion (2006)
8. Star Horse 2 - Third Evolution (2007)
9. Star Horse 2 - Fourth Ambition (2008)
10. Star Horse 2 - Fifth Expansion (2009)
11. Star Horse 2 - Final Destination (2010)
12. Star Horse 3 Season I - A new legend begins (2011)
13. Star Horse 3 Season II - Blaze of Glory (2013)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69923&o=2

$end


$info=starjack,starjacks,
$bio

Star Jacker (c) 1983 Sega.

Star Jacker is an early vertical scrolling shooter with some interesting characteristics.  The player starts out with three fighters with all of the fighters moving and shooting at the same time. Two fighters trail the lead fighter. Star Jacker features a similar scheme with the Namco game Xevious in that the fighters shoot at enemy fighters in the air while dropping bombs on enemies and targets on the ground level.

When any of the fighters is killed, the game momentarily pauses and re-centers the player fighters before continuing at the same point.  The game is over when all of the player's fighters are destroyed. Star Jacker allows no continues.

- TECHNICAL -

Game ID : 834-5191

Runs on the Sega "System 1" hardware.

Players: 2
Control: 8-way joystick
Buttons: 2

- TRIVIA -

Star Jacker was released during July 1983.

Also licensed to Stern.

The initials on the high score screen spell out 'Star Jacker' (5x2 letters).

- STAFF -

Hardwork by: Hideki Sato
Secured by: Masatoshi Mizunaga
Programmed by: Hirohi Nakayama, Katsuya Kazihara, Katsunori Kanazawa
Designed by: Eiro Nagata, Shozo Takihi
Sound by: Hideo Kume
Creator: Takaya Ida

- PORTS -

* Consoles :
Sega SG-1000 [JP] (1983) [Model G-1010] 
Sega Saturn [JP] (November 27, 1997; "Sega Memorial Selection Vol.2 [Model GS-9163]")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2619&o=2

$end


$sg1000=starjackt,
$bio

Star Jacker [Model B-010] (c) 1983 Aaronix [Taiwan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65125&o=2

$end


$sg1000=starjack1,starjack,starjack2,
$bio

スター･ジャッカー (c) 1983 Sega Enterprises, Limited.
(Star Jacker)

- TECHNICAL -

Game ID: G-1010

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65124&o=2

$end


$info=strlt_l1,
$bio

Star Light (c) 1984 Williams Electronics, Incorporated.

- TECHNICAL -

Williams System 7
Model Number : 530

- TRIVIA -

100 units were produced.

- STAFF -

Design by : Barry Oursler
Art by : L. Blazek, Tom Smeltzer

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5588&o=2

$end


$nes=starlusth,
$bio

Star Luster (c) 1987 FMG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69320&o=2

$end


$x68k_flop=starlust,starlusd,
$bio

Star Luster (c) 1994 Dempa Shinbunsha [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88102&o=2

$end


$nes=starlust,
$bio

Star Luster (c) 1985 Namco, Limited.

Star Luster is a strategy/first-person space shooter by Namco. In the year AG 307, the Bosconian empire waged a war against humanity, and left the survivors to scatter all across the universe. Peace has now returned but a new enemy is lurking on the horizon. Batts?ra, a mysterious entity from a different dimension, plots to obliterate human civilization. All but one pilot have perished, and Dan Heinick, on board the 'Gaia' star fighter, is humanity's last hope. The player pilots the ship and travels through a large area of space occupied by enemy formations (E), bases (B), planets (*) and asteroid fields (::). Dan can warp from one location of the galactic map to another at will (as long as his fuel supply allows it) in an attempt to destroy all the enemies he can find. However, enemy ships do also move and the player's secondary goal is to also defend Earth's bases and planets from relentless attacks. The Gaia comes equipped with a standard laser gun and a shield. However, the space fighter also features four critical components that can be damaged during combat - the Radar (RAD) allows the player to see enemy ships on a long range scanner and on the galactic map, the Aiming Computer (COM) displays a reticle at the center of the screen and offers an enemy targeting system, and the Engine (ENG) drives the shields and the ship's thrusters. Any action performed by the player (accelerating, warping or firing) consumes energy which must be periodically refilled by visiting one of the various bases scattered around the map. But Gaia has another weapon up in her sleeves - Dan can also fire a limited amount of long range photon missiles at any enemy on the galactic map without engaging them in combat. Star Luster features three play-modes - Training (simple first mission with only bases and enemies), Command (medium difficulty with planets and asteroid fields) and Adventure (the true mission of the game, each planet reveals a key in order to find and destroy Batts?ra).

- TECHNICAL -

Game ID: NSL-4900

- TRIVIA -

Star Luster was released on December 06, 1985 in Japan for 4900 Yen.

The game was never released outside Japan.

This is the 12th title made by Namco for the Famicom.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54651&o=2

$end


$ti99_cart=starmaze,
$bio

Star Maze (c) 1983 Foresman [Scott Foresman]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84737&o=2

$end


$a800=starmaze,
$bio

Star Maze (c) 1984 Roklan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86705&o=2

$end


$bbca_cass,bbcb_cass=starmaz2,
$bio

Star Maze 2 (c) 1984 Mastertronic, Limited. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52445&o=2

$end


$x68k_flop=starmobl,
$bio

Star Mobile (c) 1991 MNM Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88103&o=2

$end


$pcecd=starmobi,
$bio

Star Mobile (c) 1992 Naxat Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58394&o=2

$end


$gbcolor=starocea,
$bio

Star Ocean - Blue Sphere [Model DMG-BO2J-JPN] (c) 2001 Enix, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68813&o=2

$end


$snes=starocea,
$bio

Star Ocean (c) 1996 Enix, Limited.

- TECHNICAL -

Cartridge ID: SHVC-ARFJ-JPN

- TRIVIA -

Released on July 19, 1996 in Japan and never released outside.

- STAFF -

Developed by: Tri-Ace

Cast: Hiro Y?ki (as Ratix Farrence), Nobuyuki Hiyama (as Dorn Marto / Joshua Jerand), Konami Yoshida (as Milly Kiliet / Fear Mell), Akira Okamori (as Ronixis J. Kenny), Wakana Yamazaki (as Iria Silvestoli / Perisie), Hiroki Touchi (as Cius Warren), Nozomi Nonaka (as Marvel Frozen), Kazuhiko Inoue (as Ashlay Barnbelt / Jie Revors), Takuya Fujisaki (as Tinek Arukena), Robert Belgrade (as Captain), Julie Openheimer (as Science Officer)

Game Design: Masaki Norimoto
Total Program & Scenario: Yoshiharu Gotanda
Graphic Design: Yoshiaki Inagaki, Tadashi Hamada, Mari Kimura, Kenichi Kanekura, Yumiko Nishitani
Music: Motoi Sakuraba
Director: Joe Asanuma
Field Program: Hiroya Hatsushiba
Camp Program: Chikaaki Tokuhiro
Event Program: Makoto Yamamoto
Assistant Design: K. Kawakami, K. Miyamoto, J. Sato, N. Sasaki, K. Minagawa
Based on 'Star Ocean' Written by: Yoshiharu Gotanda
Character Design: K? Uchiyama (credited as Meimu)
Casting Coordinate: Atsushi Fujimoto
Assistant Coordinate: Yumiko Muto (Gosaydo)
Sound Engineer: Kouichi Imazaki
Assistant Mixer: Masaya Sakata
Interpreter: Yuki Kaida
Mixing Studio: Mitomo VTC
Cooperate: Kailas, Gosaydo
Public Relations: Yoshihisa Saito, Takashi ?tsuka
Sales: Hajime Kanie, Masaharu Katsuragi, Tsutomu Yamada, Y?ken Furo, Takayki Masuda, Kaori Shiozawa, Keiko Fujita
Art Work: Naoki ?ishi
Technical Support: Sadao Yahagi, Kazufumi Honma
Management Support: Noriko Nakanome
Arbeit Manager: Kenjir? Kano, Hiroshi Sat?
Test Players: K. Ikeda, K. Ohwada, Youko Kagaya, Kouji Matsuda, Takayuki Futaki, S. Kouda, Masayoshi Miyakoshi, T. Suzuki, A. Yamada, K. Iwase, T. Koyama, N. Kasai, M. Suwa, A. Tange, H. Kubota

Enix Staff: Shinji Futami, Jun Toda, T. Watanabe, Daisuke Kobayashi, Shinji Wachi, Hiroki Fujimoto, Yoshihisa Saitou, Yuuchi Kikumoto, Hitoshi Suinou, Taichi Inuzuka, Mariko Numajiri, Youichi Hayakawa, H. Tanaka, Etsuko Shimamura
Producer: Yoshinori Yamagishi
Production: Yukinobu Chida, Keiji Honda
Publisher: Yasuhiro Fukushima

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62227&o=2

$end


$pcecd=starparo,
$bio

Star ????? (c) 1992 Hudson Soft.
(Star Parodia)

Star Parodia is a cute vertical shooter by Hudson Soft. As the name sorts of implies, Star Parodia parodies memorable and seminal game icons created by the Japanese company, namely Star Soldier, Bomberman and the PC-Engine system itself. Planet Paroson is at stake and the Mother Brain's army must be stopped ! Earth decides to deploy three of its best star fighters - Paro-Caesar (Caesar is the ship from the Star Soldier series), a large robotic and flying Bomberman, and a white ship in the shape of the original PC Engine system. Each fighter comes equipped with its own set of weapons and abilities, from lasers and Vulcan guns for the Paro-Caesar, bombs and explosives for Bomberman, to utterly unconventional Hucards, CDRoms and controller pads for the PC Engine ship. Each fighter features three main weapon systems (Red, blue and yellow) that can be switched by collecting different power-ups, and accumulating them increase their strength and range of destruction. Finally, and in the Star Soldier tradition, secondary weapons are also available for the picking, such as multiples, shields and missiles. Star Parodia features eight long and humorous stages, midpoint mini-bosses, and two score-attack modes.

- TECHNICAL -

Game ID: HCD2024

- TRIVIA -

Reviews:
[FR] June 1992 - Joypad N.9: 93/100

Star Parodia was planned for release in North America under the name Fantasy Star Soldier. It however never made it commercially and the release was eventually canceled. Interestingly, a working prototype was later found and leaked to the public.

- STAFF -

Production Executive: Kud? Y?ji
Executive Producer: Nakamoto Shinichi
Producer: Aoyama Eiji
Game Design: Kawada Tadayuki
Technical Advisor: Matsunaga Tomofumi
Production Progress: Miyamoto Naruhito
Program: Yamashita Takashi, Sugimoto Takashi
Graphic: Yokoyama Sh?, Furuhashi Hideyuki, Yamamoto Kenji

Composition.Arrangement.Mixing: Sait? Hiroshi (Konpojira)
Composition: Watanabe hito (Uesuton)
CD Audio: Suzuki Makoto (konpojira)
PSG: Sakamoto Shinichi
S.E.: Iwabuchi Takayuki
ADPCM: Inoue Masaaki
Sound Production: Sasagawa Toshiyuki, Takimoto Toshiaki
Voiced: Ginga Banj?, Hisakawa Aya
Narration Cooperation: Aoni Production, Furuichi Toshio, Studio Tabakku

Special Thanks: Nagashima Yasunori, Arai Yoshihiro, Matsuura Hideki, Murage Kenji, Sait? Yoshimichi, Nakamura Hata, ?take Hirokazu, Sekiguchi Shinobu, Yamaguchi Masato, Hatanaka Hiromitsu, Kawabata Sh?ji, Yamamoto Masa, Fukuyama Katsuji, Shioya Keita, Shiozawa Yukihisa, Abe Kazuyuki, Ut? Akihiko, Kat? Shir?, Taguchi Masayuki, K?no Mitsuru

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58395&o=2

$end


$pc98=starplat,
$bio

Star Platinum (c) 1996 Cybertech Custom

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90717&o=2

$end


$info=m4magtbo,
$bio

Star Play 300 (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41470&o=2

$end


$bbca_cass,bbcb_cass=starport,
$bio

Star Port (c) 1990 Superior Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52446&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=starpost,
$bio

Star Post (c) 1982 Commodore, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86943&o=2

$end


$c64_cart,c64_flop=starpost,
$bio

Star Post (c) 1983 Commodore

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53713&o=2

$end


$pc98=otanoshi,
$bio

Star Press Fan Club - Otanoshimi Disk Final (c) 19?? Fairy Dust [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90718&o=2

$end


$x68k_flop=starpuls,
$bio

Star Pulse (c) 1998 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88634&o=2

$end


$bbca_cass,bbcb_cass=starquak,
$bio

Star Quake (c) 19?? Bubble Bus

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52447&o=2

$end


$pc8801_cass=starques,
$bio

Star Quest (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91273&o=2

$end


$info=starrace,
$bio

Star Race (c) 1980 Gottlieb.

- TECHNICAL -

Gottlieb System 80
Model number : 657

Main CPU : MOS Technology M6502 (@ 850 KHz)
Sound CPU : MOS Technology M6502 (@ 894.886 Khz)
Sound Chips : DAC

- TRIVIA -

870 units were produced.

- STAFF -

Designer : John Buras

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5552&o=2

$end


$a800=starraid,
$bio

Star Raiders (c) 1979 Atari, Inc. [Sunnyvale, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86706&o=2

$end


$xegs=starrai2,
$bio

Star Raiders II [Model RX8078] (c) 1987 Atari Corp. [Sunnyvale, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51252&o=2

$end


$cpc_cass=starrai2,
$bio

Star Raiders II [Model UQK 617] (c) 1987 Electric Dreams Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99321&o=2

$end


$a2600=starraide,
$bio

Star Raiders (c) 1982 Atari, Incorporated.

PAL release. Game developed in USA. For more information, please see the NTSC release's entry; "Star Raiders [Model CX2660]".

- TECHNICAL -

Model CX2660P

- PORTS -

* Consoles : 
Microsoft XBOX [EU] (November 26, 2004) "Atari Anthology" 
Sony PlayStation 2 [EU] (February 18, 2005) "Atari Anthology [Model SLES-53061]" 

* Computers : 
PC [MS Windows, CD-ROM] [EU] (June 10, 2005) "Atari - 80 Classic Games in One! [Replay]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83016&o=2

$end


$a2600=starraid,starraidp,
$bio

Star Raiders (c) 1982 Atari, Incorporated.

Your first mission is to destroy all Krylon warships and save the starbase. Failing that, you must wipe out all Krylon ships before the Star Fighter is destroyed. If you run out of energy or take a hit with your protective shields off, the Star Fighter blows up, Krylon takes over the galaxy, and the game ends. If you complete your mission and destroy all the Krylons, the ATARI FORCE computer evaluates your performance and assigns you a new rank, based on:
* Mission skill level
* Amount of energy remaining
* Number of visits to the starbase for energy and repairs

Mission Skill Level and Energy are shown on the Control Panel at the start of a game. T10 means that at Skill Level 10, there are 10 targets. The higher the skill level, the more targets, and the harder it is to survive. Start at level 10 and work your way up to 40. See Section 6 for descriptions of the mission skill levels.

NOTE: Once the game starts, the T counter keeps track of targets remaining.

The higher the skill level, the more energy units you start with. If you run low on energy, you can recharge at the starbase, assuming Krylon hasn't destroyed it and you have enough energy to get there.

- TECHNICAL -

Model CX2660

- STAFF -

Programmer: Carla Meninsky
Designer: Doug Neubauer

- PORTS -

* Consoles : 
Microsoft XBOX [US] (November 16, 2004) "Atari Anthology [Model 26084]" 
Sony PlayStation 2 [US] (November 22, 2004) "Atari Anthology [Model SLUS-21076]" 
Microsoft XBOX [JP] (August 4, 2005) "Atari Anthology [Model B7X-00001]" 

* Handhelds : 
Nintendo DS [US] (March 8, 2011) "Atari Greatest Hits Vol.2 [Model NTR-BR7E-USA]" 

* Computers : 
PC [MS Windows, CD-ROM] [US] (November 11, 2003) "Atari - 80 Classic Games in One! [Model 25069J]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51026&o=2

$end


$a5200=starraid
$bio

Star Raiders (c) 1982 Atari, Incorporated.

Welcome, cadets, to Federation Field. I'm Commander Champion, your space flight instructor. You'll be stationed here for some intensive starship flight simulation and computer training. When you've successfully completed your training mission, you'll win your Novice star and a commission in the Earth Federation's most elite fighting unit... the Star Raiders.

We Star Raiders have a long, distinguished tradition of service to the Earth Federation and the Galaxy. Since the year 2010 we've policed the space routes, enforcing freedom of space and peaceful coexistence of the solar systems. thanks to the Star Raiders, there hasn't been a major space war since then. Space trade flourishes and the Earth Federation prospers.

Now, just as we're beginning to think peace will put the Star Raiders out of business, the Zylons... that rabble of half-life barbarians from Alpha Solar... turn to space piracy and terrorism. Their object is to break up the Federations's space trade and weaken its influence in the Galaxy. Space Security has issued 'cease and desist' orders to no avail. Zylon responds by hijacking our spacecraft and terrorizing starbases that harbor them. They've pushed us to the limit. Let's rid the Galaxy of this pest once and for all!

Your mission is to SEEK OUT Zylon combat ships in every sector of the Galaxy and DESTROY THEM ON SIGHT. For this job we've given you the ultimate in sophisticated fighter craft. Your starship is equipped with high-power photon torpedoes, twin ion engines, and dual hyperwarp engines that transport you instantly to the furthest reaches of the Galaxy.

Your computer instrumentation surpasses state-of-the-art. It includes a Galactic Chart with real-time updating, Long-Range Sector Scan for pinpoint targeting, and the most advanced Attack Computer ever devised for locking on the target and homing in for the kill.

- TECHNICAL -

Model CX5205

- TIPS AND TRICKS -

Here are some survival tactics that experience Star Raiders use to help them complete their missions and earn a promotion. If you have a few tips of your own, tell your fellow Star Raiders.

HOW TO MAKE A FAST RETREAT
When your shields are destroyed, the next enemy hit will destroy your starship. To get out of the sector fast, press the HYPERSPACE key and hyperwarp out of the sector without consulting the Galactic Chart. When you're safe in an empty sector, return to the Galactic Chart and locate a starbase.

HOW TO REACH A STARBASE FASTER
If you know there's a starbase next to an enemy sector you're in, you can hyperwarp directly to the starbase sector without using the Galactic Chart. In hyperspace, move the Hyperspace Target Marker to the edge of the crosshair that points in the direction of the starbase.

HOW TO FIND A STARBASE WITHOUT THE COMPUTER
How can you find a starbase when your Attack Computer Display doesn't work? Here's some help:
Locate a starbase on the Galactic Chart and engage your hyperwarp engines. As you enter hyperspace, note the position of the Hyperspace Target Marker and try not to stray from that position.
When hyperwarp is completed, press the SCAN key. If you're in the starbase sector, the starbase should be visible on the Long- Range Sector Scan. If it is not, return to the Galactic Chart, correct your position, and try again.
When you get the starbase on the Long-Range Scan, center it, LONG-RANGE SECTOR SCAN. Then press the FORE VIEW key. The target should now be visible on the screen.

LOW ON ENERGY?
If your energy supply threatens to run out while you are trying to dock at a starbase, turn off your shields temporarily. This will save 2 units of energy per second and may buy you enough time to establish orbit and energize your starship. Don't forget to turn your shields back on before you hyperwarp into an enemy sector.

WHEN TO SACRIFICE A STARBASE
When you cannot save a starbase, it is better to destroy it yourself than let Zylon destroy it. Mission Control doesn't penalize you as much when you destroy a starbase, because Zylon cannot use the starbase debris to build two new combat ships.

NEED A LITTLE TARGET PRACTICE?
After you destroy a starbase, the Attack Computer tracks meteors in the starbase sector, since there are no enemy targets to track. This gives you a perfect opportunity to practice homing in on the target and locking on the photon torpedoes. Meteors make good tracking targets because they never alter course. Sorry, you do not get kill credits for zapping meteors.

- STAFF -

Programmer: Joe Copson

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50093&o=2

$end


$info=starrkr,
$bio

Star Raker (c) 1981 Sega Enterprises, Limited.

- TRIVIA -

Released in June 1981 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32316&o=2

$end


$c64_cart,c64_flop=starrngr,
$bio

Star Ranger (c) 1983 Commodore

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53714&o=2

$end


$cpc_cass=starrang,
$bio

Star Ranger (c) 1986 Tynesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99323&o=2

$end


$msx1_cass=starrun,starruna,
$bio

Star Runner (c) 1986 Manhattan Transfer

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95009&o=2

$end


$ti99_cart=starrun,
$bio

Star Runner (c) 1987 DaTaBioTics

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84738&o=2

$end


$cpc_cass=starsabr,
$bio

Star Sabre (c) 2007 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99324&o=2

$end


$vectrex=starship,
$bio

Star Ship (c) 1982 GCE [General Consumer Electric]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82239&o=2

$end


$pc8801_flop=starship,
$bio

Star Ship Rendezvous (c) 1988 Scap Trust [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92957&o=2

$end


$msx2_flop=ssrendez,ssrendezb,ssrendeza,
$bio

Star Ship Rendezvous (c) 1988 ScapTrust [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102051&o=2

$end


$a2600=starship,
$bio

Star Ship (c) 1977 Atari, Incorporated.

STAR SHIP
You're sitting in your Star Ship cockpit. And your television screen is suddenly transformed into the window of your Star Ship. With the Joystick Controller, steer the ship deep into space. A constant barrage of meteors whiz toward your window. Eerie Enemy Space Objects float from the darkest parts of space.

ONE PLAYER GAMES
You are alone in these games. Your television screen becomes your Space Ship Window as you guide your ship deep into space with the right Joystick Controller.  Meteors whiz past you.  And on each mission, Enemy Space Objects make a different strategy.

Score points by destroying Enemy Space Objects. Just press the red Controller button when the Enemy Space Object is in the target area and ZAPPP! All one-player games last two minutes and 16 seconds. During the final 16 seconds, your score flashes off and on the Space Window.

GAME 1: Your mission is to destroy as many SLOW MOVING Enemy Space Objects as possible in 2 minutes and 16 seconds. The Enemy Space Objects appear two at a time as you guide your ship into space.
GAME 2: Your mission is to destroy as many SLOW MOVING Enemy Space Objects as possible in 2 minutes and 16 seconds. They appear one at a time as you guide your ship into space.
GAME 3: Your mission is to destroy as many FAST MOVING Enemy Space Objects as possible in 2 minutes and 16 seconds. They appear one at a time.
GAME 4: Your mission is to destroy as many FAST MOVING Enemy Space Objects as possible in two minutes and 16 seconds. They appear two at a time.

TWO PLAYER GAMES
You are sitting in your Star Ship cockpit. Use the right Joystick Controller to guide the Star Ship. The opponent uses the other Joystick Controller to steer the Space Module that appears through the Space Window. Your score appears in the top right corner of the Space Window. The opponent's score is in the left corner.

Only the Star Ship Commander can score in this game. But both players have a turn to be Commander of the Star Ship. This game lasts 4 minutes and 32 seconds. During the final 16 seconds of each game half (2 minutes and 16 seconds), the scores will flash at the top of the screen. After the first half of the game, the Module at the Space Window changes color from blue to orange. Then you become Commander of the Module and your opponent becomes the Star Ship Commander.

Your mission as Star Ship Commander? To destroy Enemy Space Objects and the Space Module you can see through your Space Window. As you chase the Module through space, make points when you zap an Enemy Space Object or when you destroy the Module. Lose 1 point when you collide with an Enemy Space Object or asteroid.

As Module Commander, you must avoid collisions and laser missiles from the Star Ship. The Module's main defense?  The ability to become invisible. The Module Commander presses the red Controller button and the Module disappears when it is near the target area in the center of the Space Window. The Star Ship Commander scores 2 points when the Module collides with an Enemy Space Object or asteroid.

GAME 5: The space chase is on. And you must destroy the Space Module. There are no enemy space objects in this galaxy.  As Module Commander, you must avoid laser missiles.
GAME 6: Blast off into space after the Space Module.  You must destroy the Module and try to avoid collisions with the indestructible SLOW MOVING ASTEROIDS that appear.  If you are the Module Commander, you must avoid collisions and laser missiles.
GAME 7: Your mission? To destroy the Space Module and try to avoid collisions with the indestructible FAST MOVING ASTEROIDS that appear. As Module Commander, you must avoid collisions and laser missiles.
GAME 8: The space chase is on! You must destroy the Space Module and SLOW MOVING Enemy Space Objects that appear one at a time from deep space.
GAME 9: Catch the Space Module. You must destroy it and the FAST MOVING Enemy Space Objects that appear one at a time from deep space.

WARP DRIVE (One-Player Games)
You are sitting in your cockpit watching space whiz by. With the right Joystick Controller, steer your ship past the indestructible asteroids. Your mission?  To cover as much distance as possible.

Your space meter ticks away each parsec (a measure of space distance which equals 19.2 trillion miles) of distance in the upper right corner of the Space Window. You lose one parsec each time you collide with an asteroid.

To increase your speed into space, press the red Controller button. You'll hear the engines roar into the fastest speed of all Warp Drive. During the final 16 seconds of each game, your score will flash off and on at the top right of the Space Window. Warp Drive game lasts 2 minutes and 16 seconds.

Throughout your space race against time, you'll hear the sound of your Space Ship engines, computer "BEEPS" from your Space Ship controls, and collisions.

GAME 10: Cover as much distance as possible while avoiding collisions with ASTEROIDS that appear one at a time.
GAME 11: Cover as much distance as possible while avoiding collisions with ASTEROIDS that appear two at a time.

LUNAR LANDER
You've explored space. Now your mission is to explore the moon. You control the Lunar Lander on the Space Window with your Controller Joystick. The game or another player controls the movement of the moon. Score one point for every successful landing your Lunar Lander makes.

NOTE: When the Lunar Lander or the Moon is moved off the top, bottom or sides of the Space Window, it will reappear at the opposite side.  For example, the Moon moves off the top of the Window and reappears at the bottom of the Window.

You'll hear space sounds: computer BEEPS from your lander controls, collisions and retro fire from your rocket engines.

ONE-PLAYER GAMES
Each one-player game lasts 2 minutes and 16 seconds. The computer controls the movement of the moon. You control the movement of the Lunar Lander with the right Controller Joystick. Score one point for every successful landing your Lander makes. Before you can make a perfect landing, remember to fire your retro rockets by pressing the red Controller button as you land.

GAME 12: Using the right Controller, you steer the Lunar Lander. The computer controls the movement of the moon. Score one point for every successful landing.
GAME 13: Using the right controller, you are the commander of the Lunar Lander while the computer moves the moon. Score one point for every successful landing. You must avoid collision with SLOW MOVING METEOR SHOWERS. Lose one point when you collide with a meteor.  Meteors do not affect the moon.
GAME 14: You control the Lunar Lander with the right Controller. The computer controls the moon. Score one point for every successful landing. You must avoid collision with FAST MOVING METEOR SHOWERS. Lose one point when you collide with a meteor. Meteors do not affect the moon.

TWO-PLAYER GAMES
Control the Lunar Lander with the right Joystick and your score appears in the top right corner of the Space Window. The other player controls the moon with the left Joystick and that score appears in the left corner. Only the Lunar Lander Commander can score one point for each successful moon landing.

The two-player games last 4 minutes and 32 seconds. After the first half of the game, the Lunar Lander changes from blue to orange, and the right Joystick controls the moon's movement; the left Joystick then controls the Lunar Lander. That way, both players have a chance to score. During the final 16 seconds of each game half (2 minutes and 16 seconds), the score will flash at the top of the Space Window.

GAME 15: You control the movement of the Lunar Lander. Another player controls the moon. Score one point for every successful landing.  As controller of the moon, you must try to avoid contact with the Lunar Lander.
GAME 16: Score one point every time you land on the moon.  Your only obstacles are SLOW MOVING METEOR SHOWERS.  When the Lunar Lander collides with a meteor, you lose one point.  As controller of the moon, you must try to avoid contact with the Lunar Lander.  Meteor showers do not affect the moon.
GAME 17: Score one point every time you land on the moon. Your opponent controls the moon. Your only obstacles are FAST MOVING METEOR SHOWERS. When you collide with a meteor, you lose one point. As controller of the moon, you must try to avoid contact with the Lunar Lander. Meteor showers do not affect the moon.

- TECHNICAL -

Model CX2603

- TRIVIA -

Export releases:
[PAL] "Star Ship [Model CX2603P]"

- SCORING -

STAR SHIP
Star Fighter (blue ship which looks like a Klingon ship): 1 point.
Flying Saucer (looks like a flying saucer): 2 points.
Space Robot (looks like a pink bug): 3 points.
Space Module (the other player's ship in some variations): 2 points.

- STAFF -

Programmer: Bob Whitehead

- PORTS -

* Consoles : 
Microsoft XBOX [US] (November 16, 2004) "Atari Anthology [Model 26084]" 
Sony PlayStation 2 [US] (November 22, 2004) "Atari Anthology [Model SLUS-21076]" 
Microsoft XBOX [JP] (August 4, 2005) "Atari Anthology [Model B7X-00001]" 

* Handhelds : 
Nintendo DS [US] (November 2, 2010) "Atari Greatest Hits Vol.1 [Model NTR-BR6E-USA]" 

* Computers : 
PC [MS Windows, CD-ROM] [US] (November 11, 2003) "Atari - 80 Classic Games in One! [Model 25069J]" 

* Others : 
Atari Flashback 3 [US] (September 16, 2011) by AtGames 
Atari Flashback 4 [US] (November 13, 2012) by AtGames 
Atari Flashback 5 [US] (October 1, 2014) by AtGames

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51027&o=2

$end


$info=starshot,
$bio

Star Shooter (c) 1979 Allied Leisure.

- STAFF -

Design by : Bob Betor
Art by : Mike Tori

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=6660&o=2

$end


$nes=starsoldh,
$bio

Star Soldier (c) 1987 FMG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69321&o=2

$end


$info=starsldr,
$bio

Star Soldier - Vanishing Earth (c) 1998 Hudson Soft.

- TECHNICAL -

Seta Aleck64 hardware

CPU : R4300i
Co-Processor : 64-bit RISC processor, RCP SP (Sound and Graphics Processor), and DP (Pixel Drawing Processor)
Sound : 16 bit stereo, 44.1Khz; ADPCM sound compression, up to 100PCM channels
RAM : Rambus D-RAM 36 Mbits

Players : 1
Buttons : 4

- TRIVIA -

Star Soldier was released in November 1998.

- SERIES -

1. Star Soldier (1986, Famicom)
2. Super Star Soldier [Model HE-1097] (1990, PC-Engine)
3. Final Soldier [Model MC91045] (1991, PC-Engine)
4. Soldier Blade [Model HC92056] (1992, PC-Engine)
5. Star Soldier - Vanishing Earth (1998, Arcade)
6. Star Soldier R (2008, Wii)

- STAFF -

Producer : T. Takahashi
Superviser: S. Nakamoto
Product Manager : A. Ikeda
Planner : M. Nakamura
Designer : H. Soma, H. Kimoto, K. Kasahara
Music : I. Shimakura
Sound Effect : O. Narita
Programmer : M. Murata, K. Tsubota

- PORTS -

* Consoles :
Nintendo 64 (1998) "Star Soldier - Vanishing Earth [Model NUS-NS6J]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11026&o=2

$end


$n64=starsold,
$bio

Star Soldier - Vanishing Earth (c) 1998 Electro Brain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57982&o=2

$end


$n64=starsoldj,
$bio

Star Soldier - Vanishing Earth [Model NUS-NS6J] (c) 1998 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57981&o=2

$end


$nes=starsoldsp,
$bio

Star Soldier Special Version (c) 1986 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54653&o=2

$end


$gba=f_ssoldr,
$bio

Star Soldier [Famicom Mini] [Model AGB-FSOJ-JPN] (c) 2004 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70624&o=2

$end


$msx1_cart=starsold,starsolda,
$bio

Star Soldier [Model BC-M8] (c) 1986 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77473&o=2

$end


$nes=starsold,
$bio

Star Soldier (c) 1989 Taxan

Export release. Game developed in Japan. For more informartiion, see the original Japanese release entry; "Star Soldier [Model SHVC-SO]".

- TECHNICAL -

Game ID: NES-SO-USA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55588&o=2

$end


$nes=starsoldj,
$bio

Star Soldier (c) 1986 Hudson Soft [Hudson Group].

Star Soldier is a vertical shooter by Hudson Soft. A giant super computer called the Starbrain is poised to take over the galaxy. A pilot and his advanced space-fighter, the Caesar, are on the front line of battle and they are mankind's last hope against the imminent menace. The space fighter comes equipped with a Vulcan gun - the weapon can be upgraded to fire in multiple directions by collecting floating pods with a "S" stamped on them. The fighter can also gain a rotating shield and the almighty rapid-fire. Star Soldier is built around a score attack theme which focuses on achieving the highest score - consequently, levels are littered with tiles, large blocks and other destructive elements allowing the player to crank up his score. The game features sixteen stages each one capped by a Star Brain boss and, interestingly, each one of them must be destroyed within a time limit. If the player fails to do so then the Star Brain escapes and the stage has to be played through again. Another unusual gameplay element of Star Soldier is the abilitity to fly the Caesar underneath certain the background to avoid enemies - however the ship can't fire in this mode.

- TECHNICAL -

Game ID: SHVC-SO

- TRIVIA -

Star Soldier was released on June 13, 1986 in Japan for 4900 Yen.

Export releases:
[US] "Star Soldier [Model NES-SO-USA]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54652&o=2

$end


$scv=starspdr,
$bio

Star Speeder (c) 1985 Epoch Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58790&o=2

$end


$x1_cass=sstream,
$bio

Star Stream (c) 198? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86273&o=2

$end


$pc98=sstrider,
$bio

Star Striders (c) 1994 KSS Media Ent. Co. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90719&o=2

$end


$a2600=starstrke,
$bio

Star Strike (c) 1989 Telegames

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51029&o=2

$end


$segacd=starstrk,
$bio

Star Strike  (c) 2003 Good Deal Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60813&o=2

$end


$intv=starstrk,
$bio

Star Strike (c) 1981 Mattel Electronics.

YOUR MISSION: Destroy the alien station BEFORE Earth passes directly over the launch trench! Shoot down the alien defenders stalking you. Bomb 5 Hot Targets, or Earth will be destroyed! Good luck...and good hunting!

OBJECT OF THE GAME
Get a high score by quickly bombing five red targets, and by hitting as many alien spacecraft as you can. You must hit all red targets before 'Planet Earth' moves directly over the green trench. The first red target that you fail to hit when Earth is in alignment will become a missile that blows up Earth. If this happens, the game is over. Avoid hits by alien spaceships to keep controls and lasers working.

- TECHNICAL -

Model 5161

CONTROLS
KEYPAD 1 - 5: Skill Level / Flying Speed
UPPER SIDE KEYS: Fire Air-To-Air Laser
LOWER SIDE KEYS: Drop Bomb
DISC: Flying Control

- TRIVIA -

Inspired by the Death Star trench sequence from the movie Star Wars, Star Strike is actually a very simple game; most players quickly learn the timing of it to consistently win. But visually it was stunning, with a 3-D effect (accomplished by sequencing GRAM) not seen before in a home videogame. Heavily promoted, it was the top-selling Intellivision game of 1982, with nearly 800,000 units shipped that year.

The Star Strike TV commercial became probably the most notorious of all videogame commercials of its era, with Mattel Electronics spokesperson George Plimpton bragging about "our most amazing visual effect ever: the total destruction of a planet!" while the earth is seen being blasted to pieces. Comedians, cartoonists and politicians all jumped on this as an example of the glorification of violence in videogames.

- TIPS AND TRICKS -

* When engaged in air-to-air combat, remember that whoever is behind another spaceship has the shooting position. When the aliens pass you, they turn light blue. Then you're in position to shoot them down.

* Part of the aliens' strategy is to draw your ship away from the trench where it is harder to hit them and, of course, where you are way out of bombing position. Try to stay near the center target area as much as you can.

* Keep track of the number of targets you have bombed. The targets always appear in the same sequence. If you remember that the next one is black (already hit), you won't have to fly in the vulnerable bombing position, and can concentrate on shooting down aliens for more score points.

* The best bombing position is low altitude, in the center of the trench. Your bombs fall too slowly for high-altitude precision. Also, you cannot fire your laser while a bomb is falling.

* Stay mobile. Keep moving up, down, left and right when the aliens are behind you. Don't give them a stationary target.

* Practice firing at the aliens. Line up the alien ship between you and your laser's vanishing point.

* Try shooting down both aliens. Doubling up on targets will give you a little extra time to align your ship for bombing before a new wave of aliens appear. You'll add extra points to your score.

* Stay on the deck. It's much more difficult to bomb the alien's silos from a high altitude. Stay low and score higher.

* Keep a mental scorecard. Keep track of alien silos destroyed. Don't risk damage by going after a 'dead' silo.

* Be aware of damage. Keep a careful record of your ship's capabilities. Damage reduces control. Don't ask your ship to do something it can't in emergency situations.

- STAFF -

Program: Hal Finney, Brett Stutz

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60961&o=2

$end


$a2600=starstrk,
$bio

Star Strike (c) 1983 M Network

- TECHNICAL -

Model MT4313

- TRIVIA -

Star Strike is the Atari 2600 version of the Intellivision Star Strike cartridge.

- STAFF -

Sound: Patricia Lewis Du Long
Programmer: Dave Akers

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51028&o=2

$end


$bbca_cass,bbcb_cass=starstri,
$bio

Star Striker (c) 1987 Superior Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52448&o=2

$end


$bbca_cass,bbcb_cass=starstrisc,
$bio

Star Striker [The Superior Collection Vol.1] (c) 198? Superior Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52449&o=2

$end


$info=starswep,
$bio

Star Sweep (c) 1997 Axela.

- TECHNICAL -

Namco System 11 hardware
Game ID : STP

Main CPU : PSX (@ 16.9344 Mhz), M37702 (@ 16.384 Mhz)
Sound Chips : C352 (@ 16.384 Mhz)

Players : 4
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Released in July 1997.

- UPDATES -

STP1/VER.A : Japan release, JUL 15 1997

- PORTS -

* Consoles :
Nintendo Game Boy (1998)
Sony PlayStation (2000)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2620&o=2

$end


$gameboy=starswep,
$bio

Star Sweep [Model DMG-AXLJ-JPN] (c) 1997 Axela

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66986&o=2

$end


$pc8801_flop=starsymp,starsympa,
$bio

Star Symphony (c) 1986 Cross Media Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92958&o=2

$end


$pc98=startrad,
$bio

Star Trader (c) 1989 Nihon Falcom [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90720&o=2

$end


$pc8801_flop=startrad,startrada,startradd,
$bio

Star Trader (c) 1989 Nihon Falcom [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92959&o=2

$end


$bbca_cass,bbcb_cass=startrad,
$bio

Star Trader (c) 19?? First Byte

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52450&o=2

$end


$x68k_flop=startrad,
$bio

Star Trader (c) 1992 Brother Kougyou [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88104&o=2

$end


$msx1_cart=startrap,
$bio

Star Trap (c) 1987 Jast

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77474&o=2

$end


$pc98=startrap,
$bio

Star Trap (c) 1996 Fairy Dust [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90721&o=2

$end


$amigaocs_flop=startrsh,
$bio

Star Trash (c) 1990 Rainbow Arts

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75093&o=2

$end


$info=strax_p7,
$bio

Star Trax (c) 1991 Taito America Corp.

A game of the type having a large number of balls, the number of ball is adjustable but defaults at 800 per round with 3 rounds per game,a set of targets responsive to contact with the balls, and a scoring mechanism for keeping a score associated with contact between the balls and the targets further includes a tiltable rebound surface. A ball pump raises the balls to the top of the cabinet and discharges the balls from the output to cause the balls to fall in space onto the rebound surface. A user controlled steering mechanism is coupled to the rebound surface to allow a user to tilt the rebound surface as the balls fall onto the rebound surface in order to direct the balls that bounce off of the rebound surface against selected ones of the targets.

- TECHNICAL -

Williams System 11B
Main CPU : M6808 (@ 1 MHz)
Sound CPU : Motorola M6809 (@ 2 MHz), OKI M6808 (@ 1 MHz)
Sound chips : Yamaha YM2151 (@ 3.579545 MHz), (2x) DAC, (2x) HC55516

Uses Police Force pinball and Top Dawg bowler sound roms. Game roms are unique to this game.

- TRIVIA -

The game was developed with the help of Williams Electronics. The game tested very well but there was a change of management at Taito and the project was scrapped.

Only one unit is known to exist. When you enter service mode the display shows 'Domestic Proto ID 01 09-04-90'.

Game has two neon tubes, one on each side of the game. One is purple the other is green. Has a strobe light in the top of the game.

Patent Number 5,044,639 - Sep. 3, 1991.

- STAFF -

Programmed by: Ed Suchocki

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=25773&o=2

$end


$fm7_cass=startrek,
$bio

Star Trek (c) 1981 Tsukumo Denki [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93802&o=2

$end


$bbca_cass,bbcb_cass=startrkm,
$bio

Star Trek (c) 1983 Micro Power

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52451&o=2

$end


$bbca_cass,bbcb_cass=startrek,
$bio

Star Trek (c) 19?? IJK

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51421&o=2

$end


$info=startrks,
$bio

Star Trek (c) 198? Sidam.

Bootleg on the Head-On hardware.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85242&o=2

$end


$mc10=startrek,
$bio

Star Trek (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87706&o=2

$end


$x68k_flop=startrek,
$bio

Star Trek (c) 19?? To$hi

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88635&o=2

$end


$nes=strek25g,strek25,
$bio

Star Trek - 25th Anniversary (c) 1992 Ultra Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55589&o=2

$end


$info=trek_201,trek_110,trek_11a,trek_120,trek_200,
$bio

Star Trek - 25th Anniversary (c) 1991 Data East Pinball.

- TECHNICAL -

Game ID: 500-5514-01

Data East Version 3 (BSMT2000 & 128 x 16 display)

Main CPU : M6808 (@ 1 MHz)
Sound CPU : Motorola M6809 (@ 2 MHz)
Display CPU : Zilog Z80 (@ 4 Mhz)
Sound chip : BSMT2000 (@ 24 MHz)

- STAFF -

Designers : Joe Kaminkow, Ed Cebula
Artwork : Margaret Hudson, Kevin O'Connor
Software : Kristina Donofrio
Music and Sounds : Brian Schmidt

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5399&o=2

$end


$gameboy=strek25,
$bio

Star Trek - 25th Anniversary (c) 1992 Ultra Games [Ultra Software Corp].

- TECHNICAL -

Cartridge ID: DMG-RK-USA

- TRIVIA -

Reviews:
[FR] June 1992 - Joypad N.9: 65/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66987&o=2

$end


$megadriv=stds9,
$bio

Star Trek - Deep Space Nine - Crossroads of Time (c) 1995 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56894&o=2

$end


$megadriv=stds9u,
$bio

Star Trek - Deep Space Nine - Crossroads of Time (c) 1995 Playmates Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57415&o=2

$end


$snes=stds9u,stds9up,
$bio

Star Trek - Deep Space Nine - Crossroads of Time [Model SNS-A9DE-USA] (c) 1995 Playmates Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63598&o=2

$end


$snes=stds9,
$bio

Star Trek - Deep Space Nine - Crossroads of Time [Model SNSP-A9DP-EUR] (c) 1995 Playmates Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63597&o=2

$end


$snes=stsfleetu,
$bio

Star Trek - Starfleet Academy - Starship Bridge Simulator [Model SNS-ASTE-USA] (c) 1994 Interplay

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63601&o=2

$end


$snes=stsfleet,
$bio

Star Trek - Starfleet Academy - Starship Bridge Simulator [Model SNSP-ASTP-EUR] (c) 1994 Interplay

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63599&o=2

$end


$snes=stsfleetg,
$bio

Star Trek - Starfleet Academy - Starship Bridge Simulator [Model SNSP-ASTP-NOE] (c) 1994 Interplay

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63600&o=2

$end


$c64_cart,c64_flop=startrek,
$bio

Star Trek - Strategic Operations Simulator (c) 1983 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53715&o=2

$end


$a800=startrek,
$bio

Star Trek - Strategic Operations Simulator (c) 1983 Sega Enterprises, Ltd. [Tokyo, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86707&o=2

$end


$coleco=startrek,
$bio

Star Trek - Strategic Operations Simulator  (c) 1984 Coleco Industries, Incorporated. [Amsterdam, NY, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53357&o=2

$end


$info=startrek,
$bio

Star Trek - Strategic Operations Simulator (c) 1982 Sega.

STAR TREK is a 1- or 2-player SEGA Color X-Y video game with computerized speech synthesis. The player finds himself the Captain of the Starship Enterprise, his mission being to rid the universe of a number of threats to the United Federation of Planets.

STAR TREK has a unique method of displaying the information vital to the game play. This method involves the separation of the CRT into three completely separate screens.

The Scanner is where the player sees a top down or plan view of local space, with the Enterprise always in the center of this screen. The Viewer is where the player sees actual apparent 3-D images, as if he were looking out the ships front window. The Status screen displays player score in addition to Shield strength, number of Photon Torpedoes, and amount of Warp energy remaining.

The game begins by introducing Klingons, Starbases and the Enterprise into the Scanner with an exciting shrink down animation sequence. The Enterprise starts with 1 to 4 Shields and Photon Torpedoes (switch selectable). By actuating the rotary knob and depressing the Thrust button the player may maneuver about the Scanner screen.

In order to destroy enemies the player may use either of two weapons : Phasers (the Fire button) or Photon Torpedoes. Each has unique properties.
* Phasers are instantaneous, can destroy only one enemy at a time, and are in unlimited energy supply.
* Photon Torpedoes require time to travel, can destroy many enemies, and are in LIMITED supply. Displayed in the Status screen, Photon Torpedo supply appears as a red bar (squares).

For high speed, the player may depress the WARP button. While this button is held down the Enterprise moves very quickly and cannot be damaged in any way by anything. A blue bar in the Status screen displays the amount of Warp energy available, and shrinks as the Warp button is held down.

The Enterprise is shrouded by an automatic Shield, which protects the Enterprise from enemy fire and collisions. The Shields are displayed in the Status screen as green line segments (a bar). Once the strength of the Shields is depleted, the ship can sustain damage. When damaged, the Enterprise looses ship functions in the following order : Shields, Photon Torpedoes, Warp Drive. If all of these are damaged, the next hit will destroy the Enterprise and end the game.

In order to repair this damage the player may choose to dock with a Starbase. Docking is accomplished by merely flying into a Starbase. The DOCKED message appears, all damage is repaired, and a Shield unit, Photon Torpedo, and some Warp time are added to the ship’s supplies. Although only four of each supply unit is displayed at any one time, 255 can be collected.

The primary enemy is the Klingon Battle Cruiser, which comes in three colors :
* Red Klingon - ignores the Enterprise and sets out to destroy a Starbase, after which the Klingon turns purple.
* Purple Klingon - ignores Starbases and attempts to destroy the Enterprise by firing plasma energy balls. Purple Klingons will stop a certain distance away while attacking so as not to risk collision. After a certain period of time (depending on round), purple Klingons turn white.
* White Klingons - sometimes known as Maniac Klingons, these Klingons will move VERY QUICKLY and attempt to ram the Enterprise.

Anti-Matter Saucers appear randomly and move about the screen in a confusing fashion. These saucers can be destroyed only with Phasers. If the saucer collides with the Enterprise, it will attach itself, drain your ships Warp energy, then leave quickly.

After a number of rounds, the player advances to the Nomad round. In this sequence Nomad zips about the screen depositing dangerous mines. The mines cause chain reactions which should be avoided. Nomad can only be destroyed with Phasers. Once Nomad has delivered its total load of 30 mines, it waits for the last mine to detonate, leaves the screen, and ends the round.

Every 10,000 to 40,000 points (operator selectable) the player is awarded a bonus Shield unit, Photon Torpedo and Warp time unit. The two player game is played with players alternating with each complete round. Whenever a player is eliminated, the other player continues and finishes the game.

- TECHNICAL -

[Cockpit model]
Sega G80 Vector hardware

Main CPU : Zilog Z80 (@ 4 Mhz), I8035 (@ 208 Khz), I8035 (@ 400 Khz)
Sound Chips : SP0250 (@ 3.12 Mhz), Custom (@ 3.12 Mhz)

Screen orientation : Horizontal

Players : 2
Control : Dial (to rotate the Enterprise right and left)
Buttons : 3 (IMPULSE, PHOTON TORPEDO, WARP)

- TRIVIA -

Star Trek is Sega's vector color game that came upon the scene in 1982. It featured a screen that was broken down into three parts. It also featured pseudo-three-dimensional graphics. The game is fast paced and in addition to keeping track of all that's going on, you must also be pretty good with the controls. This is another 'sleeper' game that didn't gain a real big following.

- SCORING -

Destroying Enemies :	
Klingons : 25 + (round number X 25) Points
Anti-Matter Saucer : 5,000 Points
Nomad : 30,000 Points

Starbase Bonus at the end of a round :
Used Starbase : round number X 250 Points
Un-used Starbase : round number X 1,000 Points

- TIPS AND TRICKS -

* When you start the game, the Enterprise will be placed into the sector. You will have a 1-2 second delay so take a good look at where everything is at on your radar screen. Your first priority should always be to defend your starbase.

* Try to use your warp as little as possible. On the early waves, you can make it to your starbase and defend it without having to warp to it. On the later waves, however, you will be needing that warp to get to your starbase quickly. Also, you will also be using your warp to get away from the Klingons, especially when they go into suicide mode (turn white).

* As the game progresses, the Klingons get quicker and they maneuver faster to keep out of phaser range.  When you do have a target within your phaser sight, a spinning yellow ring will outline the target.  In addition to faster movement, the Klingons also fire faster so you can lose a ship very quickly in the later sectors.

* It takes 5 shots to destroy a starbase. After the Klingon bomber has achieved that objective, it will change from red to purple and become a normal Klingon fighter that will attack you. Also, you can collide with the Klingon bomber causing the loss of 1 unit of shield energy.

* After sector 20, there are random numbers of Klingon fighters in the sector. If the number is below 4, they may instantly turn white and attempt to ram your ship instead of firing on it.  Before sector 20, if you take too long destroying the Klingons, they will also turn white.

* You want to, as much as possible, avoid resupplying at the starbase. If you don't resupply, you will get a much larger score then if you do resupply. Plus, if you get enough points, you will get additional things anyway. So, bottom line, use the starbase only in the most dire of circumstances.

* You will notice a blue, oval shaped ship on your radar. That is an antimatter UFO and the only thing you can destroy it with are phasers. If you  notice, when you attempt to close in on it, the UFO moves away.  The best way, if you can safely do it, is to move diagonally until the UFO is within your phaser range. Sometimes you get a lucky break and the sector starts with the UFO already in phaser range.

* The NOMAD sectors are probably the most difficult sectors to deal with. NOMAD rapidly moves around the sector laying mines. These mines either detonate after a certain time period or when you hit them with phaser or photon torpedo fire. Keep in mind, if there are a lot of mines packed together, they will all detonate and your ship may be in the middle of it all. The best strategy is to hopefully put up a phaser barrage at the beginning of the sector and take NOMAD out quickly. If this fails, don't move around unless your ship is in danger. NOMAD will eventually return within range. In the later sectors, NOMAD moves very quickly so you have to be very quick on the controls.

* Use your photon torpedoes sparingly since you have a limited number. If you  see an enemy grouping of three or more, shoot a torpedo into the middle. Since photon torpedoes have a blast radius, you can probably take out those three ships with one shot. Again, use only on tight groupings of enemies or when desperate measures require desperate actions.

* Become very familiar with the controls since a moments hesitation could end the Enterprise's 5 year mission prematurely.

- STAFF -

Designed and programmed by : Sam Palahnuk

- PORTS -

* Consoles :
Atari 2600
Atari 5200
Atari XEGS
Colecovision

* Computers :
Commodore C64 (1983, "Star Trek : Strategic Operations Simulator")
Commodore VIC-20
Atari 8-bit
Tandy Color Computer (1984, "Space Wrek")
Texas Instruments TI-99/4A (1983)
Apple II

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2621&o=2

$end


$a2600=startrek,startreke,
$bio

Star Trek - Strategic Operations Simulator (c) 1983 Sega Enterprises, Limited.

Now you are ready to play STAR TREK. The game is divided into ten Sectors (different skill levels). Each Sector has six different rounds.
1. Klingon Encounter                    
2. Klingon Encounter                     
3. Asteroid Field or Meteor Shower      
4. Klingon Encounter
5. Klingon Encounter
6. NOMAD

Guide the Enterprise safely through a round of play and you automatically enter the next one.

After surviving all six rounds in a sector, you automatically move to the next. As you advance, your enemies become more aggressive and dangerous and your victories more rewarding!

- TECHNICAL -

Model 004-01

- SCORING -

* Destroy Klingon cruiser - 100 STU's x (sector + 1)
* Colliding with Klingon - 100 STU's
* Destroy Anti-Matter Saucer - 5000 STU's
* Each remaining green Starbase (not docked with) - 2,000-50,000 STU's (Sector 0-2000, Sector 1-5000, Sector 2-10000, Sector 3-20000, Sector 4-25000, each consecutive Sector add an additional 5000 STU's)
* Each remaining blue Starbase - 500 STU's
* Destruction of NOMAD - 30000 STU's

- TIPS AND TRICKS -

Ater playing STAR TREK several times, you'll discover which techniques work best for you.  Here are some tips you will find helpful in your mission:

THE KLINGON ENCOUNTER
* Keep the Enterprise moving - Klingons can't easliy destroy a moving target.
* Store up Photon Torpedoes for later sectors when enemy Klingons are more numerous.
* Learn how to get Klingons to persue the Enterprise in a line, and easily destroy them with one Photon blast.
 
THE ANTI-MATTER SAUCER
* It always moves away from the Enterprise; to destroy it, make a swift about-face and fire away.

YOUR STARBASES
* Dock with your Starbase in early rounds to build supplies for more difficult rounds.
* Try NOT to dock in later rounds for increased bonus STU's.

ASTEROID FIELD / METEOR SHOWER
* You can only use your Enterprise steering controls.
* Wind your way through obstacles by lightly moving joystick left or right to turn and immediately let Enterprise center itself.
* Only for wide sweeping turns should you HOLD the joystick left or right.
* During this round, relax and replenish Enterprise supplies and prepare for NOMAD.

NOMAD
* Be patient, observe MOMAD's movements.
* NOMAD has a tendency to place mines in a cluster, steer carefully towards the mines to trak NOMAD.
* Avoid hitting or shooting mines, they will explode and deplete your supplies.
* Effective use of Warp Drive can allow you to position yourself near NOMAD.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51030&o=2

$end


$a5200=startrek,
$bio

Star Trek - Strategic Operations Simulator (c) 1982 Sega Enterprises, Limited.

- TECHNICAL -

Model 004-02

- STAFF -

Programmer: Monti Rieman

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50094&o=2

$end


$vectrex=startrekd,startrek,
$bio

Star Trek - The Motion Picture (c) 1982 GCE [General Consumer Electric]

Welcome, Captain Kirk, to your command on the Starship Enterprise. Your mission is to seek out and destroy the enemy Klingon Mothership. Travel through nine sectors of space, each more difficult, or take a shortcut through the Black Hole. Be careful... the Klingons and Romulans are hiding in space, waiting to destroy you at every turn!

You can select which of the first eight sectors contains the Black Hole, which is the shortcut to the enemy Klingon Mothership. When  Game 1 appears on the screen, press button 2 to change the sector in which you want the Black Hole to appear. For example, if you press button 2 twice, Game 3 will appear on the screen. This will put the Black Hole in Sector 3. If you do not choose a particular sector, the Black Hole will be in Sector 1.

- TECHNICAL -

Model HS-4110

Controls
Joystick: Moves your ship through space from the pilot's view.
Button 1: No function.
Button 2: Power Link - Locks your ship on your Space Station door (to refuel) or in the Black Hole.
Button 3: Shield.
Button 4: Fire - at Klingons, Romulans, and their torpedoes.

- TRIVIA -

Export releases:
[EU] [UK] "Star Ship [Model 8125]"

- SCORING -

Shooting enemy torpedo: 300 points
Romulans and Klingons: 300 - 800 points (depending on distance)
Romulans and Klingons while banking: 1000 points
Klingon Mothership: 5000 points
Detroying all ships in a sector: 1500 points

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82240&o=2

$end


$info=sttng_l7,sttng_g7,sttng_l1,sttng_l2,sttng_x7,sttng_s7,sttng_p5,sttng_l3,sttng_p4,sttng_p8,
$bio

Star Trek - The Next Generation (c) 1993 Williams Electronics Games, Incorporated.

- TECHNICAL -

Williams WPC (DCS)
Model Number : 50023

Main CPU : Motorola M6809 (@ 2 Mhz)
Sound CPU : ADSP2105 (@ 10 MHz)
Sound Chips : DMA-driven (@ 10 MHz)

- TRIVIA -

Released in November 1993. This game was part of WMS' SuperPin series. 11,728 units were produced.

Based on the hit TV series of the same name. This game features original speech by the original TV cast, including Patrick Stewart, Michael Dorn, and Jonathan Frakes.

Michael Jackson used to own this game (Serial number: 53323429261). It was sold at the official Michael Jackson Auction on Apr. 24th, 2009.

- UPDATES -

REVISION L-1 (changes from revision P-8):
Date: November 30, 1993
- Initial release to production.
- Fixed the Final Frontier start.
- Enhanced logic on staged balls in poppers.

REVISION L-2
Date : December 7, 1993
- Lengthened ball search delay at the start of Final Frontier.
- Delayed some coil firing to try to keep the coil fuse from fatiguing.
- Fixed the music restart after an extra ball in Battle Simulation.
- Increased default replay boost.
- Auto replay scores can now adjust above 500 million.

REVISION L-3
Date : December 12, 1993
- Added adjustment A.2 24 to disable holodeck from skill shot after locks are awarded.
- Lighting Lock from the neutral zone is now controlled from the multiball percentage adjustment.

REVISION L-4
Date : December 28, 1993
- Fixed a problem where the game would hang if the player tilts during the Lock effect.
- Warp 9 now turns off missions and command decision. Only multiball and video mode will interrupt Warp 9 now.
- Enhanced the broken gun launcher opto compensation.

REVISION L-5
Date : December 30, 1993
- Fixed 1 coin/1 credit buy-in logic.

REVISION L-6
Date : February 8, 1994
- Added adjustment A.2 25 Restart After Warp. Set to NO to inhibit the warp factor feature from resetting after warp 9.
- The 'Thank you, Mr. Data' flipper bonus now works only if both flipper buttons are pressed.
- Changed the 1/2 credit sound.
- Enhanced the logic on the catapult to let the ball settle on it before launching.
- Increased the scoring during Final Frontier.
- Added adjustment A.2 26 Super Spinner. Set to OFF to inhibit the super spinner from lighting on warp 6.
- Fixed Ferengi and Cardassian Multiballs. They were not correctly handling the case of all the balls quickly draining.

REVISION L-7
Date : February 17, 1994
- Added adjustment A.2 27 Poker Night. Set to OFF to disable Poker Video Mode selection.

- TIPS AND TRICKS -

* Hidden messages : During Attract mode, press the following sequence to see the following hidden messages (L = Left flipper, R = Right flipper, B = Both flipper buttons) :
B, 8L, 1R, 5L, 1R, 5L, 1R, 6L, 2R : Steve Ritchie's games (starting with his first game, 1977's "Airborne Avenger")
B, 1R, 5L, 1R, 1L, 1R, 6L, 2R : CHANGE RULES AS NEEDED. -DAMMIT
B, 1R, 6L, 1R, 7L, 1R, 3L, 2R : HI TED
B, 1L, 1R, 1L, 1R, 6L, 1R, 5L, 2R : HELLO DOC X
B, 1L, 1R, 1L, 1R, 6L, 1R, 7L, 2R : THE BORG ARE REAL PARTY ANIMALS (with graphic)
B, 1L, 1R, 8L, 1R, 9L, 3R : HI ZAP
B, 2L, 1R, 1L, 1R, 3L, 1R, 5L, 2R : HIYA SEXY I LOVE YOU (with graphic)
B, 2L, 1R, 5L, 1R, 9L, 1R, 4L, 2R : HI DAN
B, 2L, 1R, 6L, 1R, 1L, 1R, 4L, 2R : HI BILL
B, 3L, 1R, 3L, 1R, 3L, 1R, 3L, 2R : HELLO WORLD
B, 3L, 1R, 3L, 1R, 9L, 1R, 1L, 2R : HI TRACEY
B, 4L, 1R, 9L, 2R, 7L, 2R : MATTHEW C. CORIALE (with graphic)
B, 5L, 1R, 9L, 1R, 4L, 1R, 9L, 2R : HI CAB
B, 6L, 1R, 9L, 1R, 6L, 1R, 9L, 2R : HI DOHO
B, 1L, 1R, 4L, 1R, 7L, 1R, 7L, 2R : HELLO XAQERY I'VE MISSED YOU
B, 8L, 1R, 1L, 1R, 1L, 1R, 8L, 2R : SUPER GAME RULES
B, 8L, 1R, 1L, 1R, 4L, 1R, 8L, 2R : HI GEORGE
B, 9L, 2R, 8L, 1R, 9L, 2R: HI JASON
B, 9L, 1R, 2L, 1R, 2L, 1R, 3L, 2R : HI TEX
B, 9L, 1R, 8L, 1R, 7L, 1R, 6L, 2R : GOOD LUCK LED

* Secret Mission : When the Shuttle ramp is entered and the display shows 'Holodeck 3 is Ready', pull the gun trigger three times. Every target is now worth 1M+odd number.

* Hidden Poker game : When you have the choice of 25M or Shuttle Simulation in the Holodeck, hold the trigger and press the right flipper button.

* Secret Video mode : Press the following sequence: B, 1R, 2L, 1R, 4L, 1R, 8L, 2R.
When you have the choice of 25M or Shuttle Simulation in the Holodeck, hold the trigger and press the right flipper button. The Hidden Poker game should now be replaced with a Breakout game.

* Hidden Image : Shoot the ball into the Advance Rank/Command Decision hole when nothing is lit, then pull the trigger.
The display now shows a Limo driving away from a wall which has a DOHO graffiti on it.
You can also see this animation at the beginning of Multiball : Fire the first shot, miss the second and then hit both flippers.
This might only work on games with software revision LX-7.

* Press both flipper buttons when Data says : 'Had you had propelled the ball on the proper trajectory you would have been rewarded!' Picard will interrupt him with 'Thank you, Mr. Data!', and you are awarded 10 million points. This is only said when losing a "bad" ball.

- STAFF -

Design & Direction : Steve Ritchie (SSR)
Software & Design: Dwight Sullivan (XAQ)
Mechanical Design : Carl Biagi (CAB)
Art & Design : Greg Freres (ZAP)
Music, Speech & Sounds : Dan Forden (DAN)
Software Support : Matt Coriale (MAT)
Video FX : Scott Slomiany (Scott Matrix), Eugene Geer
CAD Drafting : Rob Hurtado
CAD Engineering : Butch Ortega
Prototype Support : Mark Johnson

Thanks : Linda Deal, Bill Grupp

Special Thanks : Patrick Stewart, Michael Dorn, Brent Spiner, Johnathan Frakes, LeVar Burton, Gates McFadden, Marina Sirtis, John DeLancie, James Wolvington, William Wistrom, Michael Okuda, Michael Westmore, Dan Curry, Rob Legato, Guy Vardaman, Michael Westmore Jr., Rick Sternbach, Suzie Domnick, Patricia Lew, Rick Berman, Michael Puller, Wendy Nuess, Gene Roddenberry, Paramount Pictures, John Krutsch, Jerry Pinsler, Ted Estes (TED), Margaret Hudson, Sebastian Ortega, Tracey Nunnery, Karen Trybula, Liz Thompson, Jim Tansey, Elaine Johnson, John Tobias, Roger Sharpe, Wally Roder, Jose Delgado, Chris Ritchie, Rebecca Ellis, Christa Woss, Pat Lawlor, Larry DeMar (LED), Wally Smolucha, Jim Patla, Pat Riley, Anna Sullivan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5298&o=2

$end


$nes=sttng,
$bio

Star Trek - The Next Generation (c) 1993 Absolute Entertainment, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55590&o=2

$end


$megadriv=sttngp04,sttngp03,sttngp02,sttngp01,sttngp06,sttngp05,
$bio

Star Trek - The Next Generation - Echoes from the Past (c) 1994 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56895&o=2

$end


$megadriv=sttnga,sttng,
$bio

Star Trek - The Next Generation - Echoes from the Past (c) 1994 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57416&o=2

$end


$snes=stngu,
$bio

Star Trek - The Next Generation - Future's Past [Model SNS-XN-USA] (c) 1994 Spectrum HoloByte

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63603&o=2

$end


$snes=stng,
$bio

Star Trek - The Next Generation - Future's Past [Model SNSP-XN-EUR] (c) 1994 Spectrum HoloByte

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63602&o=2

$end


$gameboy=stngs,
$bio

Star Trek - The Next Generation [Model DMG-NU-ESP] (c) 1993 Absolute Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66991&o=2

$end


$gameboy=stngg,
$bio

Star Trek - The Next Generation [Model DMG-NU-NOE] (c) 1993 Absolute Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66990&o=2

$end


$gameboy=stng,
$bio

Star Trek - The Next Generation [Model DMG-NU-USA] (c) 1993 Absolute Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66988&o=2

$end


$gamegear=stng,
$bio

Star Trek - The Next Generation (c) 1994 Absolute Ent., Incorporated.

- TECHNICAL -

[Model T-86038]

- TRIVIA -

Based on the TV series Star Trek: The Next Generation, aired in 1987-1994.

- TIPS AND TRICKS -

* Level Passwords: Progresses in this game corresponds to promotions in your rank. To get a promotion, you have to complete a number of missions back to back without any failures. Enter these passwords to start from the corresponding rank

Ensign : SPOT
Lieutenant : KEIKO
Lt. Commander : LEFLER
Commander : SHELBY
Captain : BRAHMS

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64871&o=2

$end


$info=startrkd,
$bio

Star Trek 1981 (c) 1981 Unknown.

- TECHNICAL -

Main CPU : Motorola M6809 (@ 1 Mhz)
Sound CPU : M6808 (@ 894.75 Khz)
Sound Chips : DAC (@ 894.75 Khz)

Screen orientation : Horizontal
Video resolution : 294 x 239 pixels
Screen refresh : 60.00 Hz
Palette colors : 16

Players : 2
Control : 2-way joystick (vertical)
Buttons : 5

- TRIVIA -

This game is a bootleg of "Defender".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3942&o=2

$end


$bbca_cass,bbcb_cass=startrka,
$bio

Star Trek Adventure (c) 1983 Superior Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52452&o=2

$end


$gamegear=stgbeyn,
$bio

Star Trek Generations - Beyond the Nexus (c) 1994 Absolute Ent., Incorporated.

- TRIVIA -

This game is based on the 1994 movie Star Trek - Generations.

- TIPS AND TRICKS -

* Level Passwords: Enter these passwords to start from the corresponding level

2-1 Power Conduits : HARRRIMAN
3-1 Enterprise-D : DEMORA
4-1 Observatory : SOREN
5-1 Sensor Array : VERIDIAN
6-1 Bird of Pray : OGAWA
7-1 Final : FARRAGUT

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64872&o=2

$end


$gameboy=stgbeynu,
$bio

Star Trek Generations - Beyond the Nexus [Model DMG-ASTE-USA] (c) 1994 Absolute Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66993&o=2

$end


$gameboy=stgbeyn,
$bio

Star Trek Generations - Beyond the Nexus [Model DMG-ASTP-EUR] (c) 1994 Absolute Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66992&o=2

$end


$32x=stsfleet,
$bio

Star Trek Starfleet Academy - Starship Bridge Simulator [Model 84521] (c) 1995 Sega Enterprises, Ltd. [Tokyo, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84400&o=2

$end


$nes=strek5,
$bio

Star Trek V - The Final Frontier (c) 1989 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55591&o=2

$end


$info=voyager,
$bio

Star Trek Voyager - The Arcade Game (c) 2003 Team Play.

The player is a member of Voyager's crew. The game play takes the player through a number of frantic firefights in several familiar Voyager environments. Throughout the game the player runs into characters from the show, each of whom may help guide the player along the way.

Star Trek Voyager is an arcade gun-shooting game in the grand tradition of "Area 51", "Virtua Cop" and "The House of the Dead". Unlike those games, though...it's populated by new alien adversaries designed exclusively for the Star Trek universe by the creators of General Chaos and "Rampage World Tour".

- TRIVIA -

Named 'Video Game Of the Year 2002' by Wal-Mart Stores Inc., this pulse-pounding shoot-em-up, designed and developed by the trekkies at GAME REFUGE, can be found in finer arcades, movie theaters and entertainment centers everywhere!

- STAFF -

Concept and Design : Brian Colin, Jeff Nauman
Art : Ben Nauman, Tom Konkol, Mark Sieka, Yu Gu, Brian Colin
Programming : Monte Krol, Tim Truesdale

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3577&o=2

$end


$ti99_cart=startrek,
$bio

Star Trek [Model PHM 3225] (c) 1983 Sega Enterprises, Ltd. [Tokyo, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84739&o=2

$end


$info=startrep,
$bio

Star Trek (c) 1979 Bally.

- TECHNICAL -

Bally MPU AS-2518-35 (Sound Module -50)
Model Number : 1148

Main CPU : M6800 (@ 475 MHz)
Sound Chip : Custom

- TRIVIA -

Released in April 1979. 16,842 units were produced.

The development took 9 months (started in January 78).

The original backglass had the character on the left shooting a humanoid, but that had to be changed to a ball of energy due to demands by the producers that no-one be shown being killed.

- STAFF -

Designer : Gary Gayton
Artwork : Kevin O'Connor

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5505&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=startrek,
$bio

Star Trek: Strategic Operations Simulator (c) 1983 Sega Enterprises, Ltd. [Tokyo, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86944&o=2

$end


$info=m1startr,m1startra,m1startrb,m1startrc,m1startrd,m1startre,m1startrf,m1startrg,m1startrh,m1startri,m1startrj,m1startrk,m1startrl,m1startrm,m1startrn,m1startro,m1startrp,m1startrq,m1startrr,
$bio

Star Trekking (c) 199? MDM Leisure.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42351&o=2

$end


$info=startrgn,
$bio

Star Trigon (c) 2002 Namco, Limited.

- TECHNICAL -

Namco System 10 hardware
Game ID : STT

Main CPU : PSX (@ 16.9344 Mhz)

Players : 2
Control : 8-way Joystick
Buttons : 6

- TRIVIA -

Star Trigon was released in July 2002.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4045&o=2

$end


$info=startrip,
$bio

Star Trip [Model 120] (c) 1979 Game Plan.

4-player sit-down pinball game.

- TECHNICAL -

Model Number : 120

- TRIVIA -

Released in April 1979.

- STAFF -

Design by : Ed Cebula
Art by : Dick White

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5589&o=2

$end


$cpc_cass=startrop,
$bio

Star Trooper (c) 1988 Players Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99325&o=2

$end


$a800=startrux,
$bio

Star Trux (c) 1982 Atari, Inc. [Sunnyvale, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86708&o=2

$end


$n64=startwin,
$bio

Star Twins [Model NUS-NJFJ] (c) 1999 Nintendo [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57983&o=2

$end


$msx2_cart=starvirg,starvirga,
$bio

Star Virgin (c) 1988 Pony Canyon, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51374&o=2

$end


$msx2_flop=starvirg,starvirgbstarvirga,
$bio

Star Virgin (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102052&o=2

$end


$nes=starvoyg,
$bio

Star Voyager (c) 1987 Acclaim Entertainment, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55592&o=2

$end


$a2600=svoyagerc,svoyagerc1,
$bio

Star Voyager (c) 1983 CCE

- TECHNICAL -

Model C-818

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51032&o=2

$end


$a2600=svoyager,svoyagere,
$bio

Star Voyager (c) 1982 Imagic

Pilot Star Voyager through treacherous space. As you look out from the Command Bridge, stars rush past. Penetrate the seven star portals and save the Capital Starport. Destroy enemy ships with photon torpedoes or lasers, or evade them to maintain your precious energy supply.

Keep track of energy levels on the instrument panel. Use your radar screen to locate opponents and approaching star portals. Only passing through a star portal restores your energy reserves. But be warned! Crashing into a star portal will destroy you!

- TECHNICAL -

Model IA3201

- TIPS AND TRICKS -

Practice Star Voyager by playing a 2-player version alone.
Plug in both joysticks.
Use the left controller.
Move left Difficulty Lever to B. Star portals will appear at center screen. Learn to recognize enemy ships, control your fire, and read the radar scope.

- STAFF -

Programmer: Bob Smith

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51031&o=2

$end


$x68k_flop=starwar,
$bio

Star War 1991 (c) 1991 KYAT

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88636&o=2

$end


$bbca_cass,bbcb_cass=starwarp,
$bio

Star Warp (c) 1984 Superior Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52453&o=2

$end


$info=starwarr,
$bio

Star Warrior (c) 1980 Potomac Mortgage Co.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=29803&o=2

$end


$ti99_cart=starwars,
$bio

Star Wars (c) 1984 Phillips [John Phillips]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84740&o=2

$end


$msx1_cart=starwars,
$bio

Star Wars (c) 1986 al Alamiah

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77475&o=2

$end


$msx1_cass=starwars,starwarsa,
$bio

Star Wars (c) 1986 Eaglesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95010&o=2

$end


$info=sonstwar,sonstwr2,
$bio

Star Wars (c) 1987 Sonic.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5673&o=2

$end


$bbca_cass,bbcb_cass=starwars,
$bio

Star Wars (c) 1987 Domark

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52454&o=2

$end


$nes=starwrsn,
$bio

Star Wars (c) 1987 Namco, Limited.

Star Wars is a Famicom exclusive side scrolling platform game by Namco. Although the game is loosely based on the epic feature film of the same name, the story is definitely not the same and Namco decided to tell it their own way. As expected, Luke Skywalker is the main protagonist of the game - after listening to the holographic message recorded into R2-D2 by princess Leia, Luke embarks on a journey to find his companions held prisoners across the galaxy. On board the Millenium Falcon, he goes from planet to planet and rescues R2-D2, Obi-Wan Kenobi, C-3PO, Princess Leia, Chewbacca and Han Solo. He also fights countless incarnations of his arch-nemesis Darth Vader who unexpectedly turns into terrifying monsters throughout the game. Luke's main weapon is his trademark light-saber and a blaster can later be picked up. But most importantly, the young Jedi can control The Force and use it to attack his enemies or to reach inaccessible areas. Blue Force crystals are left behind by defeated foes or hidden inside blocks - the more Luke collects, the more Jedi powers he gains and the more powerful he becomes. He can fly in the air, freeze enemies, run faster or become invincible for a short amount of time. The characters that Luke rescues also play important roles in the game and they must be called in specific situations to assist the young Jedi.

- TRIVIA -

Star Wars was released on December 04, 1987 in Japan for 4900 Yen.

It was never ported outside Japan.

- STAFF -

Game Designed by: Wan Wan
Game Programed by: Kissie
Game Designed by: Shimada
Assistant: Pochi
Sound Composed by: Kawada
Produced by: Masaya Nakamura
Production Manager: Kazunori Sawano

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54654&o=2

$end


$cpc_cass=starwars,
$bio

Star Wars (c) 1987 Domark Group, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99326&o=2

$end


$amigaocs_flop=starwars,starwarsa,
$bio

Star Wars (c) 1988 Domark Group, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75094&o=2

$end


$nes=starwars,starwarsu,starwarsup,
$bio

Star Wars (c) 1991 JVC

- TRIVIA -

Reviews:
March 1992 - Joypad N.6 (Page 56-58) [FR]: 82/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55593&o=2

$end


$cpc_cass=starwarse,
$bio

Star Wars (c) 1992 Erbe Soft. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99327&o=2

$end


$sms=starwars,
$bio

Star Wars (c) 1993 US Gold

- TRIVIA -

Reviews:
[FR] November 1993 - Consoles + N.25: 85%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56198&o=2

$end


$megadriv=starwars,
$bio

Star Wars (c) 199? Glorysun

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56896&o=2

$end


$info=starw,starw1,
$bio

Star Wars (c) 19?? Yamashita.

Bootlef/Hack of Universal's "Galaxy Wars".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2622&o=2

$end


$amigaocs_flop=swltk,
$bio

Star Wars + Licence to Kill [Heroes] (c) 1988 Domark Group, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75095&o=2

$end


$x68k_flop=starwars,
$bio

Star Wars - Attack on the Death Star (c) 1991 Victor Musical Industries, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88105&o=2

$end


$info=starwbc,starwbcp,
$bio

Star Wars - Electronic Battle Command (c) 1979 Kenner.

Tabletop LED game.

- TECHNICAL -

Model 40370

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84473&o=2

$end


$info=swe1pb,
$bio

Star Wars - Episode I (c) 1999 Williams Electronics Games, Incorporated.

- TECHNICAL -

Williams Pinball 2000 System

Main CPU : Cyrix MediaGX (@ 233 MHz)
Sound CPU : ADSP2104 (@ 16MHz)
Sound chips : (2x) DMA-driven DAC

- TRIVIA -

Based on the 1999 movie of the same name.

This was Williams / Midway's last pinball game produced, as on October 1999, WMS Industries (Williams / Midway's parent company) ceases pinball operations.

- UPDATES -

Version: 1.50 - SEP 22 2003
(Changes From 1.40)
Incorporate the final version of XINA (1.19) which fixes the problem 
where booting the system with the power driver board disconnected 
can cause factory reset to occur due to the mismatch of the last 
country dipswitch setting in CMOS vs. the country setting for 
an open power driver board cable.

Version 1.40 - July 31, 2000
(Changes from V1.30)
Updated to latest operating system.
Enhanced coin/bill handling and credit system.
Added tournament mode fix for exploiting ramp shots.

Version 1.30 - September 21, 1999
(Changes From V1.20)
Added power-cycle fix for games with Japanese dipswitch settings.
If you have already upgraded to version 1.20 and are not using Japanese dipswitch settings, this upgrade is not necessary. 

Version 1.20 - September 16, 1999
(Changes From V1.00)
Added translations
Added optional ball saver (off by default)
Added G-U-N-G-A-N / J-A-R-J-A-R rule to bumpers/spinner.
Made locked balls kick out immediately at end of game.
Added HSTD tables to status report.
Added instructions to attract mode.
Added action buttons (up/down one line) to initials entry.
Tweaked various scoring, lamp, and display choreography problems.
Made ramp/spinner combos forgiving of ramp/switch errors.
Fixed bug in Replay Boost.
Fixed screen when a PC keyboard is connected.
Added adjustment to allow slam tilt to reset the game.
Fixed O/S bug which incorrectly calculated ROM checksums in some cases.

- TIPS AND TRICKS -

In Attract mode, press the following sequence : B, 24R, 1L, 9R, 1L, 14R, 1L, 1R, 1L

In Attract mode, press the following sequence : B, 1R, 1L, 2R, 1L, 3R, 1L, 1L

- STAFF -

Concept & Design : John Popadiuk
Artwork : Dave Mueller, Paul Barker, Kevin O'Connor
Software : Cameron Silver, Duncan Brown
Animation : Alan Cruz
Mechanics : Jack Skalon, Bob Brown
Music & Sounds : Eric Pryzby

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5302&o=2

$end


$gba=swep2u,
$bio

Star Wars - Episode II - Attack of the Clones [Model AGB-AS2E-USA] (c) 2002 T-HQ, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75836&o=2

$end


$gba=swep2,
$bio

Star Wars - Episode II - Attack of the Clones [Model AGB-AS2P] (c) 2002 T-HQ, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75835&o=2

$end


$gba=swep3u,
$bio

Star Wars - Episode III - Revenge of the Sith [Model AGB-BE3E-USA] (c) 2005 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75838&o=2

$end


$gba=swep3,
$bio

Star Wars - Episode III - Revenge of the Sith [Model AGB-BE3P] (c) 2005 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75837&o=2

$end


$gba=swfalconu,
$bio

Star Wars - Flight of the Falcon (c) 2003 T-HQ, Inc.

- TECHNICAL -

Model AGB-BSWE-USA

- TRIVIA -

Released on November 18, 2003 in USA.

- TIPS AND TRICKS -

* Hidden developer portraits: Pause the game, hold down L + R, then press Up, Right, A, Start, A, Down, A, Start, Start (U R A SAD ASS). The game will automatically unpause. Pause the game and quit back to the main menu. Now go into the password screen and enter F4C3, and you'll go to a screen where you'll be shown some portraits of various people that worked on the game. Press Left or Right to change the portrait.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75840&o=2

$end


$gba=swfalcon,
$bio

Star Wars - Flight of the Falcon (c) 2003 T-HQ, Inc.

European release. Game developed in USA. See "Star Wars - Flight of the Falcon [Model AGB-BSWE-USA]" for more information about the game itself.

- TECHNICAL -

Model AGB-BSWP

- TRIVIA -

Released on November 21, 2003 in Europe.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75839&o=2

$end


$a2600=jediaren,jediarene,
$bio

Star Wars - Jedi Arena (c) 1983 Parker Bros.

- TECHNICAL -

Model PB5000

- STAFF -

Programmer: Rex Bradford

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51033&o=2

$end


$gba=swjedipbu,
$bio

Star Wars - Jedi Power Battles [Model AGB-ASWE-USA] (c) 2002 T-HQ, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75842&o=2

$end


$gba=swjedipb,
$bio

Star Wars - Jedi Power Battles [Model AGB-ASWP] (c) 2002 T-HQ, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75841&o=2

$end


$megacd,megacdj=swrad,swrada,
$bio

Star Wars - Rebel Assault [Model T-60075-50] (c) 1994 JVC

- TRIVIA -

Reviews:
[FR] September 1994, Consoles + N.35: 82%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60666&o=2

$end


$segacd=swra,swraa,swrab,
$bio

Star Wars - Rebel Assault [Model T-60075] (c) 1994 JVC Musical Industries, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60814&o=2

$end


$megacd,megacdj=swra,
$bio

Star Wars - Rebel Assault [Model T-60174] (c) 19?? Victor Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60565&o=2

$end


$cpc_cass=jedi,
$bio

Star Wars - Return of the Jedi (c) 1989 Domark Group, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99329&o=2

$end


$a800=jedidsb,
$bio

Star Wars - Return of the Jedi - Death Star Battle (c) 1983 Parker Bros. [Beverly, MA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86709&o=2

$end


$a5200=jedidsb,
$bio

Star Wars - Return of the Jedi - Death Star Battle (c) 1983 Parker Bros.

Your ultimate goal is to destroy the sinister DEATH STAR before the EMPIRE completes its construction! But, reaching this powerful space station won't be easy. First, shoot down a restless swarm of TIE INTERCEPTORS as they pursue your ship, the MILLENIUM FALCON, across the galaxy. Then, with split-second timing, slip through one of the random openings in the DEATH STAR's energy shield! Blast as much of the space station away with your lasers as possible-while avoiding the destructive, heat-seeking DEATH RAY. Then, one quick shot to the DEATH STAR's energy core and POW! The DEATH STAR turns into an incredible burning mass, bursting into hundreds of blazing fireballs. And the heat's not off until you escape their fury! But if you do, then you're ready for another round with the infamous DEATH STAR!

- TECHNICAL -

Model 9060

- SCORING -

TIE INTERCEPTORS: 50 points each.
IMPERIAL SHUTTLE: 1000 points.
DEATH STAR: 20 points per hit.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50095&o=2

$end


$a2600=jedidsb,jedidsbe,
$bio

Star Wars - Return of the Jedi - Death Star Battle (c) 1983 Parker Bros.

Your ultimate goal is to destroy the sinister DEATH STAR before the EMPIRE completes its construction! But reaching this powerful space station won't be easy. First, shoot down a relentless swarm of TIE INTERCEPTORS as they pursue your ship. Then, with split-second timing, slip through one of the random openings in the DEATH STAR's energy shield! Blast as much of the space station away with your lasers as possible--while avoiding the destructive, heat-seeking DEATH RAY. Then, one quick shot to the DEATH STAR's energy core and POW! The DEATH STAR turns into an incredible burning mass, bursting into hundreds of blazing fireballs.  And the heat's not off until you escape their fury!  But if you do, then you're ready for another round with the infamous DEATH STAR!

- TECHNICAL -

Model PB5060

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51034&o=2

$end


$a2600=jediewok,jediewokp,
$bio

Star Wars - Return of the Jedi - Ewok Adventure (c) 1983 Parker Bros.

- TRIVIA -

Unreleased prototype.

- STAFF -

Programmer: Larry Gelberg

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51035&o=2

$end


$cpc_cass=jedis,
$bio

Star Wars - Return of the Jedi [Model AM 491] (c) 1989 Erbe Soft. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99328&o=2

$end


$n64=swrogue1,swrogue,swrogueu1,swrogueu,
$bio

Star Wars - Rogue Squadron (c) 1998 Nintendo [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57984&o=2

$end


$n64=swshadow,swshadowu2,swshadowu1,swshadowu,
$bio

Star Wars - Shadows of the Empire (c) 1997 Nintendo [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57985&o=2

$end


$n64=swshutsu,
$bio

Star Wars - Shutsugeki! Rogue Chuutai [Model NUS-NRSJ] (c) 1999 Nintendo [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57986&o=2

$end


$n64=swteiko,
$bio

Star Wars - Teikoku no Kage [Model NUS-NSWJ] (c) 1997 Nintendo [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57987&o=2

$end


$c64_cart,c64_flop=starwars,
$bio

Star Wars - The Arcade Game (c) 1983 Parker Bros.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53716&o=2

$end


$coleco=starwars,
$bio

Star Wars - The Arcade Game (c) 1984 Parker Bros.

- STAFF -

Game by: Wendell Brown
Graphics by: Karen Elliott
Sounds by: Neil McKenzie

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53358&o=2

$end


$a800=starwars,
$bio

Star Wars - The Arcade Game (c) 1984 Parker Bros. [Beverly, MA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86710&o=2

$end


$a5200=starwars,
$bio

Star Wars - The Arcade Game (c) 1983 Parker Bros.

The object of the game is to score as many points as possible by destroying a relentless swarm of IMPERIAL TIE FIGHTERS, a barrage of deadly fireballs, and a maze of sinister laser towers before finally blasting the infamous DEATH STAR from existence.

- TECHNICAL -

Model 9040

- SCORING -

TIE FIGHTERS: 1,000 points
Fireballs: 33 points

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50096&o=2

$end


$a2600=starwars,starwarse,starwarsp5,starwarsp4,starwarsp3,starwarsp2,starwarsp1,
$bio

Star Wars - The Arcade Game (c) 1984 Parker Bros.

The objectif is to score as many points as possible by destroying a relentless swarm of IMPERIAL TIE FIGHTERS, a barrage of deadly fireballs, and a maze of sinister laser towers before finally blasting the infamous DEATH STAR from existence.

- TECHNICAL -

Model PB5540

- SCORING -

Destroying:
TIE FIGHTERS: 100 points.
DARTH VADER's ship: 200 points.
Fireballs: 3 points.

Laser Tower Tops:
In each Laser Tower scene, there is a maximum of 10 Tower Tops which can be destroyed to gain points. 20 points are earned for destroying the first Laser tower top. Thereafter, each subsequent Tower top is worth an additional 20 points.
EXAMPLE: the first Tower top destroyed is worth 20 points. The second Tower top destroyed is worth 40 points, and so on.

Destroying all Laser Tower tops: 5100 bonus points.

- STAFF -

Programmers: Bob Smith, W. Aguilar, M. Becker
Sound: Neil McKenzie

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51036&o=2

$end


$amigaocs_flop=esb,
$bio

Star Wars - The Empire Strikes Back (c) 1988 Domark Group, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75096&o=2

$end


$cpc_cass=esb,
$bio

Star Wars - The Empire Strikes Back (c) 1988 Domark Group, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99330&o=2

$end


$nes=esb,esbu,esbup,
$bio

Star Wars - The Empire Strikes Back (c) 1992 JVC

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55594&o=2

$end


$nes=esbj,
$bio

Star Wars - The Empire Strikes Back (c) 1993 JVC Musical Industries

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54656&o=2

$end


$gameboy=esb,
$bio

Star Wars - The Empire Strikes Back (c) 1993 Ubi Soft

- TECHNICAL -

cartridge ID: DMG-EB-ESP

- TRIVIA -

Reviews:
[FR] April 1993 - Consoles + No. 19: 89/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66997&o=2

$end


$gameboy=esbu,
$bio

Star Wars - The Empire Strikes Back [Model DMG-EB-USA] (c) 1993 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66998&o=2

$end


$a2600=esb,esbe,
$bio

Star Wars - The Empire Strikes Back (c) 1982 Parker Bros.

The object of the game is to destroy as many of the Imperial Walkers as you can before they reach the power generator at the end of the battlefield or before the Imperial Walkers destroy your fleet of Snowspeeders.

- TECHNICAL -

Model PB5050

- STAFF -

Programmer: Rex Bradford

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51037&o=2

$end


$intv=esb,
$bio

Star Wars - The Empire Strikes Back (c) 1983 Parker Bros.

Based on the classic scene from The Empire Strikes Back, you battle gigantic IMPERIAL WALKERS on the ICE PLANET HOTH. Quick reflexes and nerves of steel are needed to halt the WALKERS before they blow up the power generator at the Rebel base.

- TECHNICAL -

Model PB6050

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60962&o=2

$end


$amigaocs_flop=esba,
$bio

Star Wars - The Empire Strikes Back [The Star Wars Trilogy] (c) 1988 Domark Group, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75097&o=2

$end


$gba=swndroidu,
$bio

Star Wars - The New Droid Army [Model AGB-A2WE-USA] (c) 2002 T-HQ, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75844&o=2

$end


$gba=swndroid,
$bio

Star Wars - The New Droid Army [Model AGB-A2WP] (c) 2002 T-HQ, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75843&o=2

$end


$a7800=starwars,starwarsu,
$bio

Star Wars 7800 (c) 2007 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50181&o=2

$end


$info=swa,
$bio

Star Wars Arcade (c) 1993 Sega.

A superb 3-D shoot-em-up for one or two players, based on the legendary 1977 movie of the same name. In the two player game, one player takes on the role of the pilot, who controls both the speed and direction of the fighter ship, and who can only shoot at the centre of the screen. The second other player takes on the role of the 'gunner' and can target a much larger area on-screen.

In single player mode, the player can only be the pilot.

Star Wars Arcade consists of four different stages :
* The first stage takes place in an asteroid field, with players attacked by Star Destroyers and squadrons of TIE Fighters.
* The second stage has the player piloting their X-Wing through a Super Star Destroyer, before destroying it by blowing up a reactor.
* In the third stage players must destroy a squadron of TIE Fighters flying over the surface of the Death Star.
* Finally, fly into the unfinished Death Star and blow it up it by destroying the main reactor.

At the end of the second and fourth stage, a cut-scene is played. Even though the game is called Star Wars Arcade, its setting is actually that of the third movie in the series, 1983's "Return of the Jedi". Admiral Ackbar briefs players on the missions leading up to the destruction of the second Death Star.

- TECHNICAL -

Runs on the Sega "Model 1" hardware.

Players : 2
Control : stick
Buttons : 3

- TRIVIA -

Released in April 1994 in Japan. The attract mode lists a copyright of 1993 for Sega, and a copyright of 1994 for Lucasfilm; the marquee and serial number tag both say 1994.

The sound test mode reveals that the voice samples are available in Japanese as well as English. Allegedly, only about a dozen or so units were imported into the US.

- SERIES -

1. Star Wars Arcade (1993)
2. Star Wars Trilogy Arcade [Standard model] (1998)
2. Star Wars Trilogy Arcade [Deluxe model] (1998)

- PORTS -

* Consoles :
Sega 32X (1994)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3297&o=2

$end


$32x=swau,swap12,swap11,swap10,swap8,swap7,
$bio

Star Wars Arcade (c) 1994 Sega Enterprises, Ltd.

- TECHNICAL -

Game ID: 84508

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84401&o=2

$end


$32x=swaj,swap4,swap3,swap2,
$bio

Star Wars Arcade (c) 1994 Sega Enterprises, Ltd.

- TECHNICAL -

Game ID: GM-4002

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84391&o=2

$end


$cpc_cass=swdroids,
$bio

Star Wars Droids [Model ISA 0261] (c) 1988 Mastertronic, Ltd. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99331&o=2

$end


$n64=swnaboo,swnaboou,
$bio

Star Wars Episode I - Battle for Naboo (c) 2001 THQ

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57988&o=2

$end


$gbcolor=swep1obiu,
$bio

Star Wars Episode I - Obi-Wan's Adventures [Model CGB-BOWE-USA] (c) 2001 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68815&o=2

$end


$gbcolor=swep1obi,
$bio

Star Wars Episode I - Obi-Wan's Adventures [Model CGB-BOWP-EUR] (c) 2001 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68814&o=2

$end


$n64=swracer,swraceru,
$bio

Star Wars Episode I - Racer (c) 1999 Nintendo [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57989&o=2

$end


$gbcolor=swracer,
$bio

Star Wars Episode I - Racer [Model CGB-VYHE-USA] (c) 1999 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68816&o=2

$end


$n64=swracerj,
$bio

Star Wars Episode I - Racer [Model NUS-NEPJ] (c) 1999 Nintendo [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57990&o=2

$end


$megadriv=starjedi,
$bio

Star Wars Jedi (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56897&o=2

$end


$info=podrace,
$bio

Star Wars Racer Arcade (c) 2000 Sega.

A Pod-racing game, based on the movie 'Star Wars Episode I The Phantom Menace'.

- TECHNICAL -

Runs on the Sega "Hikaru" hardware.

Available in 3 different cabinets:
50'' Deluxe
33'' Mini-Deluxe
Twin

- TRIVIA -

Star Wars Racer Arcade was released in June 2000 in Japan.

Michael Jackson used to own this game (serial number U0097592). It was sold at the official Michael Jackson Auction on Apr. 24th, 2009.

- TIPS AND TRICKS -

* Unlockable Characters :
Ben Quadinators - Complete the Expert Course 50 times.
Gasgano - Get 700 plays in total on the machine.

- SERIES -

1. Star Wars Racer Arcade (2000)
2. Star Wars - Racer Revenge (2002, Sony PlayStation 2)

- PORTS -

* Consoles :
Nintendo Game Boy Color (1999, "Star Wars Episode I: Racer")
Nintendo 64 (1999, "Star Wars Episode I: Racer")
Sega Dreamcast (2000, "Star Wars Episode I: Racer")

* Computers :
PC [MS Windows] (1999, "Star Wars Episode I: Racer")
Apple Macintosh (1999, "Star Wars Episode I: Racer")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4098&o=2

$end


$gba=swtrilgyu,
$bio

Star Wars Trilogy - Apprentice of the Force [Model AGB-BCKE-USA] (c) 2004 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75846&o=2

$end


$gba=swtrilgy,
$bio

Star Wars Trilogy - Apprentice of the Force [Model AGB-BCKP] (c) 2004 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75845&o=2

$end


$info=swtril43,swtril41,
$bio

Star Wars Trilogy - Special Edition (c) 1997 Sega Pinball, Incorporated.

- TECHNICAL -

Sega Whitestar

Main CPU : Motorola M6809 (@ 2 MHz)
Sound CPU : Motorola M6809 (@ 2 MHz)
Display CPU : Motorola M6809 (@ 4 MHz)
Sound chip : BSMT2000 (@ 24 MHz)

- SERIES -

1. Star Wars (1992)
2. Star Wars Trilogy - Special Edition (1997)

- STAFF -

Designers : Joe Kaminkow, Joe Balcer
Artwork : Morgan Weistling
Software : Lonnie D. Ropp, Orin Day
Music and Sounds : Brian Schmidt

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5442&o=2

$end


$info=swtrilgy,swtrilgya,
$bio

Star Wars Trilogy Arcade (c) 1998 Sega.

Star Wars Trilogy Arcade is a Model 3 shooter allowing the player to ride, fly, and shoot in galactic vehicles.

Players will travel through 6 incredibly detailed intergalactic stages, featuring scenes from A New Hope, Empire Strikes Back, and Return of the Jedi, both challenging the players shooting accuracy as well as vehicle maneuvering capabilities.

Hidden secrets, located in all stages, allow the player to alter the course of the stage, making each game an unconventional and thrilling experience.

- TECHNICAL -

[Standard model]

Runs on the Sega "Model 3 Step 2.1" hardware.

Players : 1
Control : Joystick
Buttons : 2

- TRIVIA -

Released in November 1998.

Also released as "Star Wars Trilogy Arcade [Deluxe model]".

- SERIES -

1. Star Wars Arcade (1993)
2. Star Wars Trilogy Arcade [Standard model] (1998)
2. Star Wars Trilogy Arcade [Deluxe model] (1998)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3756&o=2

$end


$info=stwr_103,stwr_102,stwr_a14,stwr_e12,stwr_g11,stwr_104,
$bio

Star Wars (c) 1992 Data East Pinball.

- TECHNICAL -

Game ID: 500-5524-01

Data East Version 3 (BSMT & 128x32 Display)

Main CPU : M6808 (@ 1 MHz)
Sound CPU : Motorola M6809 (@ 2 MHz)
Display CPU : Motorola M6809 (@ 4 MHz)
Sound chips : BSMT2000 (@ 24 MHz)

- TRIVIA -

Released in December 1992.

- SERIES -

1. Star Wars (1992)
2. Star Wars Trilogy - Special Edition (1997)

- STAFF -

Game Design: Joe Kaminkow (JEK), John Borg (JDB)
Game Software : Neil Falconer (NF)
Display Software : Lonnie D. Ropp (LON)
Mech. Design: John Borg, Ed Cebula (EDC), John Lund
Game Art : Markus Rothkranz, Kurt Andersen, Margaret Hudson
Sounds & Music : Brian Schmidt
Design Consultant: Bonnie Stone
Display Art: Jack Liddon (JAK), Kurt Andersen
Software Support: Kristina Donofrio, John Carpenter, Masaya Horiguchi, Eric Winston
Cables: Phillis
BOM: Sarah Bagnola
Technical Support: Arnie Aarstad, Jim Gorman
Inspiration for 110%: T. Fukuda

Special Thanks To: George Lucas, The Entire LucasArts Family, Julia Russo, Stacy Mollema, Howard Roffman, Gary Hymowitz, Louise Riley
This Game is Dedicated to the Memory Of: Addie Alexander

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5321&o=2

$end


$gameboy=starwars,
$bio

Star Wars [Model DMG-WS-EUR] (c) 1992 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66994&o=2

$end


$gameboy=starwarsa,
$bio

Star Wars [Model DMG-WS-USA-1] (c) 1992 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66995&o=2

$end


$gameboy=starwarsu,
$bio

Star Wars [Model DMG-WS-USA] (c) 1992 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66996&o=2

$end


$studio2=starwars,
$bio

Star Wars (c) 1978 Hanimex.

- TECHNICAL -

Model MG-203

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82067&o=2

$end


$gamegear=starwars,
$bio

Star Wars [Model T-79098-50] (c) 1993 US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64873&o=2

$end


$gamegear=starwarsu,
$bio

Star Wars (c) 1993 US Gold.

- TECHNICAL -

[Model T-79098]

- TRIVIA -

This game is based on the 1977 movie with the same title.

- TIPS AND TRICKS -

* Level Select: Enter the sequence (Right, Up, Down)x3 and then enter Right x3 on the title screen. Start a game, progress to stage 2 and lose all your lives and the continue screen includes a level select.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64874&o=2

$end


$nes=starwarsj,
$bio

Star Wars (c) 1991 Victor Musical Industries, Incorporated.

- TECHNICAL -

[Model VFR-7V]

- TRIVIA -

Star Wars was released on November 15, 1991 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54655&o=2

$end


$info=starwars,starwars1,
$bio

Star Wars (c) 1983 Atari, Incorporated.

Star Wars is a single-player 3-D shoot-em-up based on the legendary movie franchise of the same name. This game is specifically based on the very first Star Wars movie, 'Episode IV: A New Hope'. The player takes on the role of Luke Skywalker (Red Five) whose goal is to blow up the infamous "Death Star" by firing a Proton Torpedo into an exposed exhaust port situated on the Death Star's surface. 

Before reaching the exhaust port, players must survive three attack phases. 

PHASE 1 : The game begins in outer space above the Death Star. Players must engage in a dog fight with Darth Vader and numerous enemy TIE Fighters. All but Vader's fighter can be shot and destroyed. Incoming enemy fire must be avoided or shot to prevent damage to the player's Deflector shields. 

PHASE 2 : The X-Wing flies down to the surface of the Death Star and is confronted with a barrage of laser turrets and towers as the X-Wing flies across the Death Star's surface. Any collisions with either the towers or incoming enemy shots will cause damage to the player's Deflector Shields. 

The laser tower tops have a progressive scoring incentive that is displayed at the top center of the screen, along with the number of remaining laser tower tops that need to be destroyed before the X-Wing enters the exhaust port trench. If the player manages to destroy all of the towers, a sizeable point bonus is awarded. 

PHASE 3 : The X-Wing begins its approach down the trench of the Death Star, heading for the exhaust port situated at the end of the trench. The trench walls are lined with red laser-gun turrets that fire at the player as he makes his approach. Incoming fire must either be avoided or shot. Trench catwalks of varying shapes and heights also appear in later trench runs. These must be avoided as any collision results in damage to Red 5's deflector shields. 

If the player survives the trench run, the voice of 'Han Solo' will advise that 'You're all clear, Kid' and the player must quickly shoot the exhaust port to destroy the Death Star. If a trench run is completed without the player having fired any shots other than the shot into the exhaust port, a sizeable point bonus is awarded for 'using the force'. If the exhaust port is missed, Red 5 will plough through the wall at the end of the trench and lose one deflector shield, after which the trench run will start over. 

If the player succeeds in blowing up the Death Star, Red 5 makes its escape before turning to view the colourful explosion. Bonus points for Remaining Shield Energy is now scored. 

The player is then returned to the fray and whole process begins again. Each successive Death Star run greatly increases in difficulty; TIE Fighters shoot more often, there are more Laser towers and batteries in successive rounds and there are many more obstacles and laser fire during the trench run.

- TECHNICAL -

[Upright model]

Game ID : 136021

Main CPU : Motorola M6809 (@ 1.512 Mhz)
Sound CPU : Motorola M6809 (@ 1.512 Mhz)
Sound Chips : (4x) POKEY (@ 1.512 Mhz), Texas Instruments TMS5220 (@ 640 Khz)

Screen orientation : Horizontal

Players : 1
Control : Flight Yoke (Custom Specs)
Buttons : 4

The Star Wars Yoke pivots left to right to control the X position.  But unlike normal fight yokes which slide (linear) in and out... the handles instead rotate (circular) forwards and backwards to control the Y position.

The Yoke uses 2 Pots for tracking.
X Pot = Left & Right Aim movement 
Y Pot = Up & Down  Aim movement

Button 1 (Left Forwards) = Fire 
Button 2 (Left Rear) = Fire 
Button 3 (Right Forward) = Fire
Button 4 (Right Rear) = Fire

- TRIVIA -

Star Wars was released in May 1983. 10,245 Upright units were sold ate the price of $2,295.

Also released as "Star Wars [Cockpit model]".

The basic game engine for Star Wars was converted from a 2-year old space game project called 'Warp-Speed', which was designed to develop 3-D image capabilities. The controls were adapted from the controls used for Army "Battle Zone".

Star Wars was the first Atari game to have speech. The game featured several digitized samples of voices from the movie. The most memorable was the voice of Obi-Wan Kenobi, after losing the game, stating 'The force will be with you--always'.

Hidden In-game Message : On odd-numbered levels, when approaching the Death Star and right after hitting the exhaust port, the message 'MAY THE FORCE BE WITH YOU' is visible on the surface of the Death Star. On even-numbered levels, the programmer's names appear on the Death Star :
'HALLY'
'RIVERA'
'MARGOLIN'
'AVELLAR'
'VICKERS'
'DURFEY'

Attract mode has the following screens :

FLIGHT INSTRUCTIONS TO RED FIVE

1. YOUR X-WING IS EQUIPPED WITH AN INVISIBLE DEFLECTOR SHIELD THAT WILL PROTECT YOU FOR 6 COLLISIONS.
2. DEFLECTOR STRENGTH IS LOST WHEN A FIREBALL IMPACTS YOUR SHIELD OR WHEN YOU STRIKE A LASER TOWER OR TRENCH CATWALK.
3. AIM YOUR LASERS WITH CURSOR TO EXPLODE EMPIRE TIE FIGHTERS, LASER TOWER TOPS AND TRENCH TURRETS.
4. SHOOT FIREBALLS BEFORE THEY IMPACT YOUR SHIELD.
5. THE REBEL FORCE IS DEPENDING ON YOU TO STOP THE EMPIRE BY BLOWING UP THE DEATH STAR.

OBI-WAN KENOBI IS GONE BUT HIS PRESENCE IS FELT WITHIN THE FORCE. THE EMPIRE’S DEATH STAR, UNDER THE COMMAND OF DARTH VADER, NEARS THE REBEL PLANET. YOU MUST JOIN THE REBELLION TO STOP THE EMPIRE. THE FORCE WILL BE WITH YOU. ALWAYS

Default high score table (Princess Leia's Rebel Force):
1. OBI 1285353
2. WAN 1110986
3. HAN 1024650
4. GJR 872551
5. MLH 813553
6. JED 704899
7. NLA 518000
8. EJD 492159
9. EAR 384766
10. RLM 380655

A sequel was planned as 'Star Wars II' the same year (idea form only) with a serial communication concept (link between 2 or more cabinets) - this idea never was born.

The default high score screen of "Cyberball 2072" features names of many Atari arcade games, including STARWARS.

A Star Wars upright unit appears in the 1984 movie 'Gremlins'.

- SCORING -

TIE fighters : 1000 points
Darth Vader's ship : 2000 points per hit
Laser bunkers : 200 points
Laser towers : 200 points, increasing by 200 points per tower
Trench turrets : 100 points
Fireballs : 33 points
Exhaust Port : 25000 points
Destroying all tower tops : 50000 points

End of wave bonus :
5000 points per shield remaining
Starting on medium difficulty (wave 3) : 400000 points bonus
Starting on hard difficulty (wave 5) : 800000 points bonus

'Use the Force' : bonus for not shooting in the trench until the very end :
Wave 1 : 5000 points
Wave 2 : 10000 points
Wave 3 : 25000 points
Wave 4 : 50000 points
Wave 5 and above : 100000 points

- TIPS AND TRICKS -

* In the tower scene, you can shoot fireballs that are hidden behind the towers. In the trench scene, you can shoot fireballs through the catwalks.

* Moving the flight yoke far left and far right during the attract mode will switch between the instructions and the high score list.

* In the trench you can 'use the force' and get bonus points by not shooting ANYTHING until you reach the exhaust port. The text 'USE THE FORCE' is shown at the top of the screen until you shoot. The bonus is actually awarded just before you have to shoot the exhaust port, so it's possible to take out some of the gun turrets at the end, too.

- SERIES -

1. Star Wars [Cockpit model] (1983)
1. Star Wars [Upright model] (1983)
2. Return of The Jedi (1984)
3. The Empire Strikes Back (1985)

- STAFF -

Designed by : Mike Hally (MLH)
Programmed & developed by : Greg Rivera (GJR), Norm Avellar (NLA), Eric Durfey (EJD), Jed Margolin (JED), Earl Vickers (EAR), Rick Moncrief (RLM)

- PORTS -

* Consoles :
Atari 2600 [US] (1983) [Model PB5540] 
Colecovision [US] (1984) [Model 9940]
Atari 5200 [US] (1984) [Model 9040] 
Atari XEGS
Nintendo GameCube [US] (2003, "Star Wars Rogue Squadron III - Rebel Strike Limited Edition Preview Disc [Model DOL-DLSE-USA]") 
Nintendo GameCube [US] (October 15, 2003; "Star Wars Rogue Squadron III - Rebel Strike [Model DOL-GLRE-USA]" 
Nintendo GameCube [EU] (November 7, 2003; "Star Wars Rogue Squadron III - Rebel Strike [Model DOL-GLRP-EUR]" 
Nintendo GameCube [JP] (November 21, 2003; "Star Wars Rogue Squadron III - Rebel Strike [Model DOL-GLRJ-JPN]" 

NOTE: "Star Wars Rogue Squadron III - Rebel Strike" for the Nintendo GameCube contains the original game accessible via a password.

* Computers :
Commodore C64 [EU] (1983)
Commodore C64 [US] (1983) [Model PB1840] 
BBC Micro [EU] (1987) 
Tandy Color Computer [US] (1984, "Space Wrek")
Atari ST [US] [EU] (1987)
Sinclair ZX Spectrum [EU] (1987)
Amstrad CPC [EU] (1988)
Commodore Amiga [US] [EU] (1988)
Commodore C64 [US] [EU] (1988) 
PC [MS-DOS] [US] (1988)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2623&o=2

$end


$x1_cass=starwrld,
$bio

Star World 2 (c) 198? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86274&o=2

$end


$gba=starxu,
$bio

Star X [Model AGB-AS8E-USA] (c) 2002 BAM! Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75848&o=2

$end


$gba=starx,
$bio

Star X [Model AGB-AS8P] (c) 2002 BAM! Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75847&o=2

$end


$info=strsphnx,
$bio

Star's Phoenix (c) 1987 Zaccaria.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5674&o=2

$end


$cpc_cass=starwrck,
$bio

Star-Wreck [Model AS034] (c) 1987 Alternative Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99332&o=2

$end


$pc98=starship,
$bio

Star/Ship Rendezvous (c) 1988 ScapTrust [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90722&o=2

$end


$info=starblad,starbladj,
$bio

Starblade (c) 1991 Namco.

A 3-D space shoot'em up featuring 2 separate missions; the first is to destroy the planet 'Red Eye' while the second is to wipe out the enemy fleet and their leader. The game's sit-down cabinet featured a seat that vibrated whenever the player was hit, either by incoming fire or by enemy objects such as ships, asteroids etc. The yoke joystick - which had a fire button situated at the top of the stick, underneath where the player's thumb sits - was very similar in appearance and feel to that used in Atari's 1983 wireframe classic, "Star Wars (Atari)".

- TECHNICAL -

Namco System 21 hardware
Game ID : ST

Main CPU : (2x) Motorola 68000 (@ 12.288 Mhz), M6809 (@ 3.072 Mhz), HD63705 (@ 2.048 Mhz), (2x) TMS32025 (@ 24 Mhz)
Sound Chips : C140 (@ 32 Khz), YM2151 (@ 3.57958 Mhz)

Players : 1
Control : stick
Buttons : 4

- TRIVIA -

Starblade was released in September 1991 in Japan.

Victor Entertainment released a limited-edition soundtrack album for this game (Starblade & Galaxian3 - Project Dragon : Namco Game Sound Express Vol.06 - VICL-15009) on 21/03/1992.

- SERIES -

1. Starblade (1991)
2. Star Blade - Operation Blue Planet (2001)

- STAFF -

Chief director : H. Nakatani
Assistant director : K. Kobayashi
Programmers : Norimasa Matsuura, Y. Saitoh, Y. Ohmori
Music and sound effects : Shinji Hosoe
Visual director : W. Yanagawa
Visual designers : N. Kumagai, M. Tejima, M. Kimura
Industrial designer : N. Yoshimatsu
Mechanical designers : S. Kanebako, H. Igarashi, T. Wakayama, J. Uchida
Electrical designers : M. Yamada, O. Morita, M. Ito
Producers : K. Sawano, M. Yamada

- PORTS -

* Consoles :
Sega Mega-CD (1994)
Panasonic 3DO [JP] (Dec. 16, 1994; "Starblade [Model FZ-SJ5351]")
Sony PlayStation (1995, "Starblade Alpha")
Sony PlayStation 2 (2005, as a bonus game in "Tekken 5")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2624&o=2

$end


$megacd,megacdj=starblad,
$bio

StarBlade [Model 4284] (c) 1994 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60667&o=2

$end


$megacd,megacdj=starblad,
$bio

Starblade [Model T-14014] (c) 1994 Namco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60566&o=2

$end


$segacd=starblad,
$bio

StarBlade [Model T-14025] (c) 1994 Namco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60815&o=2

$end


$amigaocs_flop=starblaz,
$bio

Starblaze (c) 1989 Logotron

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75102&o=2

$end


$cpc_cass=starboy,
$bio

Starboy [Model GAS0 010] (c) 1986 Gasoline Soft. [France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99333&o=2

$end


$msx1_cass=starbugg,
$bio

Starbuggy (c) 1988 Eurosoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95011&o=2

$end


$msx1_cass=starbyte,
$bio

Starbyte (c) 1987 Mister Chip [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95012&o=2

$end


$cpc_cass=starbyte,
$bio

Starbyte (c) 1987 Mister Chip [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99334&o=2

$end


$n64=starcrft,starcrftg,starcrftu,starcrftub,
$bio

StarCraft 64 (c) 2000 Nintendo [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57991&o=2

$end


$amigaocs_flop=starx,
$bio

Starcross (c) 1986 Infocom

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75103&o=2

$end


$c64_cart,c64_flop=stardos,
$bio

Stardos (c) 1986 Starpoint Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53717&o=2

$end


$msx1_cass=stardust,
$bio

Stardust (c) 1987 Topo Soft [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95013&o=2

$end


$cpc_cass=stardusts,
$bio

Stardust (c) 1987 Topo Soft [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99335&o=2

$end


$cpc_cass=stardust,
$bio

Stardust (c) 1987 Kixx

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99336&o=2

$end


$amigaocs_flop=stardust,stardusta,
$bio

Stardust (c) 1993 Bloodhouse

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75104&o=2

$end


$info=j6stards,j6stardsa,j6stardsb,j6stardsc,
$bio

Stardust (c) 199? JPM International.

- TECHNICAL -

Impact

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=39998&o=2

$end


$info=m4stards,
$bio

Stardust (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41466&o=2

$end


$pc98=stardust,stardusta,
$bio

Stardust Chaser (c) 1992 Bio 100% [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90723&o=2

$end


$snes=stardust,
$bio

Stardust Suplex [Model SHVC-AVLJ-JPN] (c) 1995 Varie

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62228&o=2

$end


$saturn,sat_cart=sf3000j,
$bio

StarFighter 3000 (c) 1996 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59718&o=2

$end


$saturn,sat_cart=sf3000,
$bio

StarFighter 3000 (c) 1996 Telstar Electronic Studios

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60418&o=2

$end


$bbca_cass,bbcb_cass=starfind,
$bio

Starfinder (c) 19?? Mirrorsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52455&o=2

$end


$bbca_cass,bbcb_cass=starfire,
$bio

Starfire (c) 19?? Beebug

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52456&o=2

$end


$amigaocs_flop=starfl,
$bio

Starflight (c) 1989 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75105&o=2

$end


$megadriv=starfl,starfl1,
$bio

Starflight (c) 1991 Electronic Arts.

- TECHNICAL -

Cartridge size: 4 Mb.

- TRIVIA -

Reviews:
October 1991 - Joypad N.1 [FR]: 90/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70574&o=2

$end


$amigaocs_flop=starfl2,
$bio

StarFlight II (c) 1991 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75098&o=2

$end


$x68k_flop=starfrcd,
$bio

Starforce (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88637&o=2

$end


$bbca_cass,bbcb_cass=starflan,
$bio

Starforce Lander (c) 19?? First Byte

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52457&o=2

$end


$cpc_cass=starfox,
$bio

Starfox (c) 1987 Ariolasoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99337&o=2

$end


$info=pss61,
$bio

StarFox  + Super Mario Kart + Super Mario Collection (c) 1993 Nintendo.

StarFox is a rail shoot'em up in a third-person and first-person 3-D perspective.

Super Mario Kart is a famous go-kart racing game.

Super Mario Collection is a collection of famous platform games.

- TECHNICAL -

Cardridge No. PSS-61.

- TIPS AND TRICKS -

* STAR FOX Polygon View Mode: At the continue screen after you lose your last ship, you can play with the polygons on the screen. Here are the controls. 
Controller 1: 
Left and Right-Rotate object horizontally
Up and Down-Rotate object vertically
L button-Zoom in
R button-Zoom out
X button-Stop rotation
A button-Hold it down while rotating to 'draw' with the object. Release the button to clear the screen.
Controller 2: Up, Down, Left, Right, SELECT, START, Y, or B-Changes to a different object.

* STAR FOX Black Hole: To enter the black hole, a secret area on the map with no apparent way in, you must enter Level 1-2 (Asteroid Belt) and keep going until you find a spinning asteroid bar. Hit the center of the asteroid bar just before you hit it. Do it with the next 2. If you hit all 3 bars right before you hit them (fly through where the breakable asteroid was...). A Laughing asteroid will appear. Shoot it repeatedly to open the gateway to the Black Hole.

There are 3 level warps in the Black Hole. Fly through and look around this Lost ship graveyard...

* STAR FOX Enter another dimension: Choose level 3, then go to the asteroid belt and keep shooting the second big asteroid until it is destroyed. A bird-like object will fly out. Do not shoot it. Ram into it to travel 'out of this dimension'. Shoot the paper-like objects. The boss does not have a life meter, just icons (until they display three 7s) Shoot THE END letters until they are in the right position. The letters will be orange when they are correct.

* SUPER MARIO KART Small Racer: When at the character select screen (only in racing) hold Y and push A and your character will become small. This will not effect speed whatsoever, it will only make it so your opponents can run you over to slow you down. Hold Y and push A to make yourself big again.

* SUPER MARIO KART Unlock Special Cup: At the cup select screen, press the following buttons in order: L, R, L, R, L, L, R, R.

* SUPER MARIO KART Unlock Special Cup on Time Trial: Go to Time Trial, put the cursor on Mushroom Cup and press: L, R, L, R, L, L, R, R, A. If you haven't unlocked Special Cup already, it'll be available now.

* SUPER MARIO COLLECTION
SMB1 High Score Reset: On the title screen, press A, B, L, and R all at the same time.
SMB1 Restart after game over: Hold A + B on the gameover screen, then press start.
SMB2 Kill Yourself: Pause then hold L+R and press select.
SMBLL High Score Reset: On the title screen, press A, B, L, and R all at the same time.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40780&o=2

$end


$snes=starfox2a,starfox2,
$bio

Star Fox 2 (c) 1995 Argonaut.

- TRIVIA -

Never released to the public. Some prototype are known to exists.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62226&o=2

$end


$n64=starfoxu1,starfoxu,
$bio

StarFox 64 (c) 1997 Nintendo.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57980&o=2

$end


$n64=starfoxj,
$bio

StarFox 64 (c) 1997 Nintendo.

- TECHNICAL -

Model NUS-NFXJ

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57979&o=2

$end


$snes=starfoxswc,
$bio

StarFox Official Competition (c) 1993 Nintendo Company, Limited.

- TECHNICAL -

Cartridge ID: SNS-FU-USA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63596&o=2

$end


$snes=starfoxja,starfoxj,
$bio

Star Fox (c) 1993 Nintendo Company, Limited.

Star Fox is a 3-D rail-shooter programmed by Argonaut Software and published by Nintendo. The evil scientist and self declared Emperor Andross threatens to take over the Lylat solar system and no one can stop him. Corneria, the fourth planet of the system, is under attack and the enemy armies are in dramatic superiority. A small group of four pilots belonging to the Star Fox Team take on the challenge and fly off their Arwing ships to planet Venom, ultimate hideout of the evil emperor. The player takes control of Fox McCloud, leader of the team, and guides his teammates (Falco, Peppy and Slippy) through three designated routes across the Lylat solar system. Although each one of the path leads to Andross's lair, they each feature an increasing difficulty level (easy, medium and hard). The Arwing comes equipped with a standard Vulcan gun and powerful, yet in limited quantities, Nova Bombs. But the real highlight of the fighter are its retractable wings and anti-gravity engine allowing for incredibly fast rolls and flips. Various power-up items are dropped by certain enemies or just scattered around the levels - they range from yellow rings (restores some shield energy), blue rings (check point and shield energy), ship rings (extra ship if the player manages to shoot the three pods that form the ring), Twin laser, temporary Power Shield, Wings (repairs a broken wing) and Nova bomb.

- TECHNICAL -

Cartridge ID: SHVC-FO

- TRIVIA -

Released on February 21, 1993 in Japan for 9800 Yen.

Star Fox was the first game to use the Super FX chip. The coprocessor was directly included with each game cartridge and gave the original Super Famicom hardware an extra power boost. This graphics accelerator chip allowed games to generate smooth and realtime 3D graphics for home consoles. The console market was under increasing pressure to create the same 3D graphics already offered by home computers and the Super FX chip was a natural step forward. It was created by the talented people at Argonaut Games (England), who also co-developed Star Fox. Interestingly, it wasn't the first time the company had made such a '3-D move'. They developed the first-person 3D shooter Starglider in 1986 for the Commodore Amiga and Atari ST (the game was later ported to other systems). The shooter was rendered with wireframe vector graphics but its sequel released in 1988, Starglider 2, used solid shaded polygonal graphics.

Reviews:
[FR] April 1993 - Consoles + No. 18: 96/100

- STAFF -

Executive Producer: Hiroshi Yamauchi
Producer: Shigeru Miyamoto
Director: Katsuya Eguchi
Assistant Director: Yoichi Yamada
Programmed By: Dylan Cuthbert, Giles Goddard, Krister Wombell
3D System: Pete Warnes, Carl Graham
Graphic Designer: Takaya Imamura, Shape Designer, Tsuyoshi Watanabe
Sound Effects: Koji Kondo
Music Composer: Hajime Hirasawa
Assisted By: Argonaut Software
Super FX Staff: Jez San, Ben Cheese, Richard Clucas, Satoshi Nishiumi, Hironobu Kakui
Software Support: Yasunari Nishida, Yasuhiro Kawaguchi, Shigeki Yamashiro
English Support: Dan Owsen, Tony Harman, Jon Dean, Ian Crowther
Japanese Support: Keizo Kato, Takao Shimizu, Masato Kimura, Hajime Yajima, Kenji Yamamoto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62225&o=2

$end


$snes=starfoxa,starfoxp,starfox,
$bio

Star Fox (c) 1993 Nintendo Company, Limited.

- TECHNICAL -

Cartridge ID: SNS-FO-USA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63595&o=2

$end


$info=stargate,
$bio

Stargate (c) 1981 Williams.

Stargate, also known as 'Defender II', will transport you to a whole new dimension in video games! Not only will the skills you learned with "Defender" be challenged and refined, but new strategies must come into play if you are to be victorious in rescuing the humanoids from the clutches of the aliens and in entering the Stargate! Your ability to react quickly and with on-target precision will be tested against the evil Yllabian Space Guppies, Dynamos, Space Hums, Firebombers and their Fireballs, Phreds, Big Reds and Munchies! If you succeed in maneuvering your ship into the Stargate, you'll be instantly trans-located to that part of the planet where the humanoids are being abducted! To open up spectacular scoring possibilities, rescue four Humanoids, re-enter Stargate and you'll warp 3 waves ahead in space and time, setting off dazzling special effects and racking up high points! 

If you must destroy everything in your path or risk self-destruction, activate the Inviso anti-matter cloaking device and become invisible and invulnerable! Inviso time plus a new ship and a Smart Bomb are earned with every 10,000 points you score! 

If all ten Humanoids in a wave are abducted, the universe will explode into smithereens, leaving deadly Mutants on the attack! Survive until Wave 5 and the universe will be restored, the humanoids safe... but you'll be the target of an Yllabian Dog Fight! There'll be no Landers to abduct the Humanoids, but all the other aliens will have stronger and larger forces concentrated against you! It will be an out space battle reaching the outer limits of aggression and will call up your last ounce of determination and courage!

- TECHNICAL -

Main CPU : Motorola M6809 (@ 1 Mhz)
Sound CPU : M6808 (@ 894.75 Khz)
Sound Chips : DAC

Players : 1
Control : 2-way joystick (vertical)
Buttons : 6
=> Thrust, Fire, Reverse, Smart bomb, Inviso, Hyperspace

- TRIVIA -

Stargate was released in November 1981. 

Stargate was the first game designed by Vid Kidz, the design firm founded by Jarvis and DeMar when they decided to go independent. Williams became desperate for a game after the designers left, so they took Vid Kidz under contract. Stargate took four months to complete. All Vid Kidz games were designed on a dual 8" floppy, 1 MHz 6809 Motorola Exorcisor system that cost $30,000 in those days.

The name was changed to 'Defender II' right after the game had stopped being manufactured, because Williams wanted to make sure they could own the trademark on the title. All compilation packs released for home consoles and computers in 1995 and later (see Ports section below for the complete listing) feature the game under the 'Defender II' moniker. 

The name of the enemy Yllabian is created by reversing the spelling of Bally, one of Williams' competitors. Bally reversed becomes Yllab. 

Shooting a Pod will release between four and seven Swarmers. 

Approximately 26,000 upright cabinets and about 1,000 cocktail tables were made. 

Stargate plays very similarly to "Defender", although several enhancements have been made to the already superb and demanding game play. Changes from "Defender" : 
* The addition of eight more enemies. 
* The addition of the Stargate. Going through the Stargate allows the player to either : 
1) Go to the opposite side of the planet if no Humanoids are being threatened. 
2) Arrive at the exact spot where a Lander is abducting a Humanoid. 
3) In addition, before Wave 10, if you fly forwards (not backwards) through the Stargate while carrying four or more Humanoids, you will warp forward three waves. You will get a bonus of Humanoids left X 2,000 points for this achievement (up to 20,000 points). 
* The Inviso button allows you to cloak your ship in an anti-matter field. While cloaked, your ship is indestructible and you can destroy enemies by flying through them. You can still pick up falling Humanoids while cloaked. 
* There are now bonus waves in the game. After completing these bonus waves, you start again with ten Humanoids on the planet's surface. The bonus waves are: 
1) On Wave 5 and every tenth wave thereafter : The Yllabian Dogfight. 
2) On Wave 10 and every tenth wave thereafter : The Firebomber Showdown. 
* When the last Humanoid left on the planet's surface is abducted, the planet surface starts flashing, and the message under the scanner reads : 'PLANET SURFACE UNSTABLE!'. This is the warning that planetary explosion will occur soon unless at least one Humanoid is saved. 
* When all Landers in a wave are destroyed, the message under the scanner reads : 'ALL LANDERS DESTROYED!'. 
* There is now a 'Pod Intersection' timer which appears in the scanner at the beginning of any wave which has at least three Pods. It counts down to the moment when all the Pods come together.

- SCORING -

Lander: 150 points 
Mutant: 150 points 
Bomber: 250 points 
Pod: 1,000 points 
Baiter: 200 points 
Swarmer: 150 points 
Firebomber: 250 points 
Fireball: 100 points 
Dynamo: 200 points 
Space Hum: 100 points 
Yllabian Space Guppy: 200 points 
Phred: 200 points 
Big Red: 200 points 
Munchies: 50 points 
Getting hit by an enemy bullet: 25 points 

Destroying a Pod with a Smart Bomb will award either 1,450 or 1,600 points. 

Rescuing abducted Humanoids gives increasing bonuses if they are rescued consecutively without being immediately returned to the ground. 
500 points for saving the first Humanoid from a Lander, 1,000 points for saving the second, 1,500 points for the third, and 2,000 points for the fourth and higher. 
500 points for each Humanoid put back into the planet's surface. 
250 points for a Humanoid landing into the ground safely on his own. 

A special undocumented bonus can be gained by dropping off a Humanoid as the last event in a wave. There are two ways to do this. One way requires you to have killed everything off in the wave except for one Lander. Wait for the Lander to pick up a Humanoid. Shoot the Lander and catch the Humanoid JUST before it hits the ground. The other way is to deposit a Humanoid that your ship is carrying at the exact moment when you kill the last enemy of the wave. Either way, when this is done properly the screen will flash several times and you will be awarded 2,000 points. 

Bonus at the end of each wave: 
Wave 1: Humanoids Left X 100. 
Wave 2: Humanoids Left X 200. 
Wave 3: Humanoids Left X 300. 
Wave 4: Humanoids Left X 400. 
Wave 5 and all Yllabian Dogfight waves: 2,500 points. 
Wave 6 and above: Humaniods Left X 500. 
Warp: Humanoids Left X 2,000.

- TIPS AND TRICKS -

The enemies that initially appear in each wave are : 
Wave 1 : 11 Landers, 2 Dynamos, 3 Firebombers 
Wave 2 : 10 Landers, 2 Dynamos, 3 Firebombers, 7 Yllabian Space Guppies 
Wave 3 : 10 Landers, 2 Dynamos, 6 Firebombers, 4 Yllabian Space Guppies, 3 Pods 
Wave 4 : 17 Landers, 3 Dynamos, 3 Firebombers, 5 Yllabian Space Guppies, 4 Pods 
Wave 5 and every Yllabian Dogfight : 6 Dynamos, 22 Yllabian Space Guppies, 8 Swarmers 
Wave 6 : 17 Landers, 3 Dynamos, 3 Firebombers, 5 Yllabian Space Guppies, 4 Pods, 2 Bombers 
Waves 7, 8, and 9 : 17 Landers, 3 Dynamos, 3 Firebombers, 5 Yllabian Space Guppies, 4 Pods, 3 Bombers 
Wave 10 and every Firebomber Showdown : 13 Firebombers, 6 Pods 
Wave 11 and every regular wave higher : 18 Landers, 4 Dynamos, 4 Firebombers, 3 Yllabian Space Guppies, 4 Pods, 2 Bombers 

If the planet is destroyed, all Landers are replaced with Mutants. 

* You start the game in the middle of the screen. You can look at your radar to see where the various enemies are. Get to learn the sounds of the game because they are an important clue as to what is going on out of your viewing range. First of all, learn how to use the buttons with proficiency. You don't want to be hunting around for the smart bomb or thrust button when you are in the middle of a firefight. Practice will make you proficient. 

* The player's ship can shoot a maximum of four lasers on the screen at any one time. 

* Learn to use your radar screen and after a while you will only look at the viewable area briefly to take care of business. Each enemy has a unique color on the radar so you should be able to easily identify what they are. In addition, you will also learn how each enemy moves around. This will definitely become a great benefit in the later waves. 

* Listen to the sounds of the game. When you hear a high-pitched chatter, that means a Lander has picked up a Humanoid in order to create a Mutant. Use your radar and look for the green shape going straight up; that's the Lander. Try to get over there as quickly as possible. Just shoot the Lander, not the Humanoid it has taken. When you hear what sound like something being put together, that means a Lander has become a Mutant. 

* Once you shoot the Lander, your job isn't over yet. If the height is too great, the Humanoid will fall and die on impact. You have to fly over the Humanoid and your fighter will pick it up. Any time you scrape against the ground, you will set the Humanoid down. Some players continuously ride around with a Humanoid to prevent the planet from exploding. 

* The planet will only explode when all ten Humanoids are dead. Then you will have to go through waves of nothing but Mutants and the other regular enemies until you make it to a bonus wave. After that, you will have ten humans and a new planet again. Mutants are very dangerous to deal with because they tend to swarm and fire a lot of shots toward your ship. Of course, expert players just shoot all the Humanoids so they can have the challenge of going through these Mutant waves. 

* Try to clear waves as quickly as possible. If you take too long on a wave, a Baiter, Phred, or a Big Red will appear. These enemies are much faster than your fighter and can outrun it. The Baiter also has the tendency to fire pretty accurate shots. One of the tactics to throw them off is to reverse quickly a couple of times. This disorients them briefly and may give you a chance to shoot them. These enemies make their appearance to ensure you finish waves quickly. 

* Use your Smart Bombs only when the screen is crowded with enemies. A lot of players like to get all the Pods together and then touch off a Smart Bomb. Another way is to break open the Pods so that Swarmers are all over then hit the Smart Bomb. 

* Use your Inviso sparingly. A good tactic is to find a lot of enemy units bunched up. Fly fast toward them and at the last second activate your Inviso until you are clear (should amount to less then a second of time). You can destroy quite a few enemies this way and you conserve your Invisio energy. 

* Use Hyperspace only when you are in a totally desperate situation (like getting swarmed by Mutants or Swarmers). Sometimes Hyperspace will destroy your ship on re-entry. 

* Watch out for the Bombers. Although they travel slowly, they leave strings of bombs. If you are not paying attention, you may crash if you attempt to fly through them. 

* The Firebombers have a tendency to shoot a lot of Fireballs at your fighter. Fortunately, you can destroy these Fireballs. This can become complicated if there are four or five Firebombers firing at the same time. The Fireballs don't track your ship. The Firebombers don't start shooting Fireballs until Wave 2. 

* You can fly through and under the terrain (but you cannot exit the screen at the top and come up through the bottom or vice-versa). Use this to your advantage when maneuvering around. 

* Since you 'wrap-around' the screen, this gives you a little more maneuvering room. However, keep looking at your radar because the enemy that disappears off the left side will show up on the right side. Also, shots do not wrap around the edge. 

* In addition to using the 'wrap-around', keep in mind that you can also use the Stargate to your advantage. Some players hang around the Stargate until a Humanoid is abducted. They go through the Stargate, save the Humanoid, and go back to the Stargate again to await the next rescue. Also, the Stargate is useful if you are being pursued by a lot of enemies since it transports you to the opposite side of the planet. 

* Since you get an extra ship, Smart Bomb, and Inviso time every 10,000 points, that should be your constant goal. However, as the waves get higher things move a lot faster, making even getting 10,000 points a challenge. 

* The most extra ships or Smart Bombs that can be obtained is 255. If the player has 255 extra ships or Smart Bombs and then wins an extra one, the counter rolls back to zero. 

* Secret Message : The formula consists of three sequences of buttons, that all must be completed within a quarter of a second of each other, without the player dying onscreen. The moves are as follows... 
1) Joystick Down, Reverse, 1P Start and Thrust. 
2) Reverse, 2P Start and Fire. 
3) Joystick Down, 1P Start, Thrust and Fire. 

* Stargate attack waves 'roll over' at wave 100, which is displayed, when started and after being completed, as Wave 0. The game keeps track of the actual number of waves, even though they are not shown properly. For example, the next wave will be counted as Wave 101, even though it shows being completed as Wave 1. The game will 'roll over' again at Wave 200, which is displayed, when started and after being completed, as Wave 0 as well. The next 'roll over' occurs at Wave 256. Upon completion of Wave 255, the next wave is a wave very similar to the very first wave, except that the Firebombers shoot. This level is counted and displayed as Wave 0, and the player is awarded a bonus of Humanoids left X 0 points (the bonus for this wave is always 0 points). The next is Wave 1, and the game now plays just as if the player had started a new game (warps are now again possible up to Wave 10), except the player gets to keep his score and all of his bonus ships and Smart Bombs.

- SERIES -

1. Defender (1980)
2. Stargate (1981)
3. Strikeforce (1991)
4. Defender 2000 (1996, Atari Jaguar)

- STAFF -

Staff : Larry DeMar (LED), Sam Dicker (SAM), Steve Ritchie (SSR), Eugene Jarvis (DRJ) (EPJ), (JER)

- PORTS -

* Consoles : 
Atari 2600 [US] (1984) "Stargate [Model CX26120]" 
Atari 5200 [US] (1984) "Stargate [Model CX5219]" 
Nintendo Famicom [JP] (September 24, 1987) "Star Gate [Model HAL-SB]" 
Atari 2600 [US] (1988) "Defender II [Model CX26120]" 
Nintendo NES [US] (July 1988) "Defender II [Model NES-SB-USA]" 
Nintendo SNES [US] (October 1996) "Arcade's Greatest Hits [Model SNS-AW8E-USA]" 
Nintendo SNES [EU] (January 8, 1997) "Arcade's Greatest Hits [Model SNSP-AW8P-EUR]" 
Sega Genesis [US] (1996) "Williams Arcade's Greatest Hits" 
Sega Mega Drive [EU] (1996) "Arcade's Greatest Hits [Model T-97126]" 
Sega Saturn [US] (1996) "Arcade's Greatest Hits [Model T-9703H]" 
Sony PlayStation [US] (April 10, 1996) "Williams Arcade's Greatest Hits [Model SLUS-00201]" 
Sony PlayStation [EU] (September 1, 1996) "Williams Arcade's Greatest Hits [Model SLES-00323]" 
Sega Dreamcast [US] (June 27, 2000) "Midway's Greatest Arcade Hits Vol. 1 [Model T-9713N]" 
Sega Dreamcast [EU] (July 28, 2000) "Midway's Greatest Arcade Hits Vol. 1 [Model T-9710D-50]" 
Sony PlayStation 2 [US] (November 18, 2003) "Midway Arcade Treasures [Model SLUS-20801]" 
Microsoft XBOX [US] (November 24, 2003) "Midway Arcade Treasures" 
Nintendo GameCube [US] (December 18, 2003) "Midway Arcade Treasures [Model DOL-GAKE-USA]" 
Microsoft XBOX [EU] (February 6, 2004) "Midway Arcade Treasures" 
Sony PlayStation 2 [EU] (February 6, 2004) "Midway Arcade Treasures [Model SLES-51927]" 
Microsoft XBOX 360 [US] (November 6, 2012) "Midway Arcade Origins" 
Sony PlayStation 3 [US] (November 6, 2012) "Midway Arcade Origins [Model BLUS-31083]"
Microsoft XBOX 360 [EU] (November 15, 2012) "Midway Arcade Origins" 
Sony PlayStation 3 [EU] (November 15, 2012) "Midway Arcade Origins [Model BLES-01768]"

* Computers : 
Commodore VIC-20 [US] (1982) "Defender II" 
Apple II [US] (1983) 
PC [Booter] [US] (1983) 
Commodore C64 [US] [EU] (1984) "Guardian" 
PC [MS Windows 3.1/DOS, CD-ROM] [US] (1995) "Williams Arcade Classics" 
PC [MS Windows 95/DOS, CD-ROM] [US] (1996) "Williams Arcade Classics" 
PC [MS Windows, CD-ROM] [US] (August 27, 2004) "Midway Arcade Treasures" 
PC [MS Windows, CD-ROM] [EU] (November 23, 2004) "Midway Arcade Treasures" 

* Others : 
Palm OS [US] (August 2001) "Midway Arcade Classic"
VFD handheld game (1982) by Entex 
Tiger Game.com [US] (1997) "Williams Arcade Classics [Model 71-722]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2625&o=2

$end


$a800=stargate,
$bio

Stargate (c) 1984 Atari, Inc. [Sunnyvale, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86711&o=2

$end


$megadriv=stargatep,
$bio

Stargate (c) 1994 Acclaim Entertainment, Incorporated.

- TRIVIA -

Reviews:
[FR] March 1995, Consoles + N.41: 78/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56898&o=2

$end


$info=estargte,
$bio

Stargate (c) 1982 Entex Industries, Inc.

- TECHNICAL -

Game ID: 6074

- STAFF -

Case designed by: Ortega Orr, Ron Chesley
Electronics designed and programmed by: Rick Dyer, AMS

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95291&o=2

$end


$info=stargatp,stargatp1,stargatp2,stargatp3,stargatp4,
$bio

Stargate (c) 1995 Premier Technology Co.

- TECHNICAL -

Gottlieb System 3

Main CPU : M65C02 (@ 2 MHz), M65C02 (@ 1.7895 MHz)
Sound CPU : (2x) M6502 (@ 2 MHz)
Sound Chips : (2x) DAC, YM2151 (@ 4 MHz), OKI6295 (@ 8 KHz)

- TRIVIA -

Stargate was released in March 1995 in North America.

It was based on the 1994 movie, starring Kurt Russell and James Spader.

- STAFF -

Designers : Ray Tanzer, Jon Norris
Artwork : Constantino Mitchell
Mechanics : Marion Czyz, Wesley Chang
Software : Allen Edwall
Dots/Animations : Rand Paulin, Alycen Hareas, Vecennia Jordan
Sounds : Craig Beierwaltes, Duane Decker

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5404&o=2

$end


$a2600=stargate,stargatee,
$bio

Stargate (c) 1984 Atari, Incorporated.

- TECHNICAL -

Model CX26120

- STAFF -

Designed by Williams Electronics, Inc.

Programmed by: Bill Aspromonte
Computer Graphics by: Bill Aspromonte
Audio by: Andrew Fuchs

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51040&o=2

$end


$a5200=stargate,
$bio

Stargate (c) 1984 Atari, Incorporated.

- TECHNICAL -

Model CX5219

- TRIVIA -

Unreleased prototype.

- STAFF -

Programmer: Steve Baker

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50097&o=2

$end


$gameboy=stargate,
$bio

Stargate [Model DMG-AGTE-USA] (c) 1994 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=66999&o=2

$end


$snes=stargatej,
$bio

Stargate [Model SHVC-AGTJ-JPN] (c) 1995 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62229&o=2

$end


$snes=stargateu,stargateup,
$bio

Stargate [Model SNS-AGTE-USA] (c) 1995 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63605&o=2

$end


$snes=stargate,
$bio

Stargate [Model SNSP-AGTP-EUR] (c) 1995 Acclaim Ent., Incorporated.

- TRIVIA -

Reviews:
[FR] April 1995, Consoles + N.42: 79/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63604&o=2

$end


$gamegear=stargate,
$bio

Stargate (c) 1994 Acclaim Ent., Incorporated.

- TECHNICAL -

[Model T-81157]

- TRIVIA -

This game is based on the 1994 movie with the same title.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64877&o=2

$end


$cpc_cass=starglid,
$bio

Starglider (c) 1986 Rainbird Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99339&o=2

$end


$amigaocs_flop=starglid,
$bio

Starglider (c) 1987 Rainbird

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75106&o=2

$end


$amigaocs_flop=stargld2,
$bio

Starglider 2 (c) 1988 Rainbird

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75107&o=2

$end


$pc98=stargld2,
$bio

Starglider 2 (c) 1991 MicroProse Japan K.K.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90724&o=2

$end


$a2600=stargunn,
$bio

Stargunner (c) 1982 Telesys

- TECHNICAL -

Model 1005

- STAFF -

Programmer: Alex Leavens

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51041&o=2

$end


$a800=starion,
$bio

Starion (c) 1983 Romox

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86712&o=2

$end


$cpc_cass=starion,stariona,
$bio

Starion (c) 1985 Melbourne House [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99340&o=2

$end


$cpc_cass=starlife,
$bio

Starlife [Model 61731681] (c) 1988 Zafiro Soft. Division [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99341&o=2

$end


$pc8801_cass=starligh,
$bio

Starlight Adventure (c) 1983 Carry Lab. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91274&o=2

$end


$amigaocs_flop=starlord,starlordg,
$bio

Starlord (c) 1994 Microprose Software, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75108&o=2

$end


$a2600=starmast,starmaste1,starmaste,starmastef,
$bio

StarMaster (c) 1982 Activision

You must protect your starbases by destroying all invading enemy starfighters before they destroy you or your starbases. You must accomplish your mission quickly, using the least amount of energy, sustaining the least damage. Succeed, and you will be rewarded. Fail, and you will be destroyed. The destiny of the galaxy is in your hands.

- TRIVIA -

StarMaster by ACTIVISION was designed to be played on color television sets only.

- STAFF -

Programmer: Alan Miller

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51038&o=2

$end


$bbca_cass,bbcb_cass=starmaze,
$bio

Starmaze (c) 19?? Software Invasion

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52458&o=2

$end


$a2600=scharger,
$bio

Starpath Supercharger (c) 1982 Starpath Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51042&o=2

$end


$info=sc4starp,sc4starpa,sc4starpb,sc4starpc,sc4starpd,sc4starpe,sc4starpf,sc4starpg,sc4starph,sc4starpi,sc4starpj,sc4starpk,
$bio

Starprize (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR6805]

Scorpion 4

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42810&o=2

$end


$cpc_cass=starquak,
$bio

Starquake (c) 1985 Bubble Bus Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99342&o=2

$end


$msx1_cass=starquak,starquaka,
$bio

Starquake (c) 1986 Bubble Bus Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95014&o=2

$end


$amigaocs_flop=starray,
$bio

StarRay (c) 1988 Logotron

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75099&o=2

$end


$amigaocs_flop=starrayb,
$bio

StarRay [Budget] (c) 1988 Prism Leisure

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75100&o=2

$end


$amigaocs_flop=starraya,
$bio

StarRay [Hyperaction] (c) 1988 Logotron

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75101&o=2

$end


$info=stars,
$bio

Stars (c) 1978 Stern Electronics.

- TECHNICAL -

Model Number : 103

- TRIVIA -

5,127 units were produced.

- STAFF -

Design by : Steve Kirk
Art by : Jorge Obregon

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5590&o=2

$end


$info=smi6455,smi6456,smi6457,smi6458,smi6459,
$bio

Stars & Bars (c) 199? Bally Gaming, Incorporated.

2-Coin Multiplier slot

- TECHNICAL -

Art form: SAB-5009

- UPDATES -

* SMI # 6455
Part Number: E598711X-05
Hit Frequency: 15,42%
Percentage: 89,17%

* SMI # 6456
Part Number: E598811X-05
Hit Frequency: 15,89%
Percentage: 91,15%

* SMI # 6457
Part Number: E598911X-05
Hit Frequency: 15,42%
Percentage: 92,99%

* SMI # 6458
Part Number: E597411X-05
Hit Frequency: 15,89%
Percentage: 95,06%

* SMI # 6459
Part Number: E599011X-05
Hit Frequency: 16,36%
Percentage: 97,12%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=45364&o=2

$end


$info=smi6450,smi6451,smi6452,smi6453,smi6454,smi6460,smi6461,smi6462,smi6463,smi6464,
$bio

Stars & Bars (c) 199? Bally Gaming, Incorporated.

3-Coin Multiplier slot.

- UPDATES -

* SMI # 6450
Part Number: E598111X-05
Art form: SAB-5005
Hit Frequency: 14,52%
Percentage: 89,18%

* SMI # 6451
Part Number: E598211X-05
Art form: SAB-5005
Hit Frequency: 15,89%
Percentage: 90,99%

* SMI # 6452
Part Number: E598311X-05
Art form: SAB-5005
Hit Frequency: 15,89%
Percentage: 93,05%

* SMI # 6453
Part Number: E598411X-05
Art form: SAB-5005
Hit Frequency: 16,36%
Percentage: 95,13%

* SMI # 6454
Part Number: E598611X-05
Art form: SAB-5005
Hit Frequency: 16,82%
Percentage: 97,03%

* SMI # 6460
Part Number: E599111X-05
Art form: SAB-5006
Hit Frequency: 15,86%
Percentage: 89,18%

* SMI # 6461
Part Number: E599211X-05
Art form: SAB-5006
Hit Frequency: 16,34%
Percentage: 91,13%

* SMI # 6462
Part Number: E599311X-05
Art form: SAB-5006
Hit Frequency: 16,36%
Percentage: 93,1%

* SMI # 6463
Part Number: E597311X-05
Art form: SAB-5006
Hit Frequency: 16,82%
Percentage: 95,07%

* SMI # 6464
Part Number: E599411X-05
Art form: SAB-5006
Hit Frequency: 17,29%
Percentage: 97,04%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=45363&o=2

$end


$info=smih0256,smih0255,smih0254,smih0253,smih0252,
$bio

Stars & Bars (c) 200? Bally Gaming.

- UPDATES -

H0252
H0253
H0254
H0255
H0256

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32136&o=2

$end


$info=monrobwl,
$bio

Stars & Strikes (c) 1978 Stern Electronics.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=7601&o=2

$end


$info=m4starst,m4starst__a,m4starst__b,m4starst__c,m4starst__d,m4starst__e,m4starst__f,m4starst__g,m4starst__h,m4starst__i,m4starst__j,
$bio

Stars & Stripes (c) 199? BWB.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41467&o=2

$end


$info=m5stars,m5stars10,m5stars10a,m5stars13a,m5stars20,m5stars22,m5stars25,m5stars25a,m5stars26,
$bio

Stars & Stripes (c) 200? Vivid.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15648&o=2

$end


$info=m5startr,
$bio

Stars & Stripes Triple (c) 200? Vivid Gaming.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41641&o=2

$end


$info=sc4strbra,sc4strbrc,sc4strbrd,
$bio

Stars 'n' Bars Arcade (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR1263]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43699&o=2

$end


$info=sc4strbr,sc4strbrb,
$bio

Stars 'n' Bars (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR1219]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42812&o=2

$end


$info=m4starbr,
$bio

Stars and Bars (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41465&o=2

$end


$info=starshp1,starshpp,
$bio

Starship 1 (c) 1977 Atari.

- TECHNICAL -

Game ID : 007513-007531

Main CPU : MOS Technology M6502 (@ 750 Khz)

Players : 1
Control : stick
Buttons : 3

The game uses a half-silvered mirror to reflect the image over a black light lit space background. The monitor has a ''+'' (a target crosshairs) taped directly onto the monitor to aid in lining up enemy ships.

- TRIVIA -

Starship 1 was released in July 1977.

It is another fantastic Atari first. This incredibly realistic video sensation (at its time) goes where no game has gone before. 3500 units were produced.

After a nearly 50-year run, the mid-1970s video games like Starship 1 spelled the end of the electro-mechanical arcade games (such as "Killer Shark" seen in the movie Jaws). Video games would spawn a nation-wide phenomenon which has gone on to this day.

Starship 1 was one of many mid-1970's Atari games such as "Night Driver", "Sprint 2" and "Drag Race" which were often found at carnivals and bowling alleys. Kids would flock to these establishments just to get an opportunity to play the games rather than the primary source of entertainment they offered. When the 80's arrived, video games could be found everywhere including grocery stores and kids didn't have to go very far to play their favorite game.

At the end of a game, two different sayings will be displayed. One simply saying to deposit a quarter to be the captain of Starship 1, the other saying that "Sensors detect another quarter in your pocket, deposit it to be the captain of Starship 1". Pretty funny the first time you see it!

A Starship 1 unit appears in the 1978 movie "Dawn of the Dead".

- STAFF -

Designed and programmed by : Steve Mayer, Dave Shepperd, Dennis Koble (at Grass Valley)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2626&o=2

$end


$coco_cart=starship,
$bio

Starship Chameleon (c) 1982 Dragon Data

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53480&o=2

$end


$bbca_cass,bbcb_cass=sshipcom,
$bio

Starship Command (c) 1983 Acornsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52459&o=2

$end


$bbca_cass,bbcb_cass=sshipcomsc,
$bio

Starship Command [The Superior Collection Vol.?] (c) 198? Superior Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52460&o=2

$end


$bbca_cass,bbcb_cass=stardisc,
$bio

Starship Discovery (c) 19?? Alligata

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52461&o=2

$end


$nes=starship,
$bio

Starship Hector (c) 1990 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55596&o=2

$end


$ti99_cart=pegasus,
$bio

Starship Pegasus [Model PHM 3147] (c) 1983 Milton Bradley Co. [East Longmeadow, MA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84741&o=2

$end


$bbca_cass,bbcb_cass=starques,
$bio

Starship Quest (c) 1987 Elk Adventure Club

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52462&o=2

$end


$x68k_flop=starship,
$bio

Starship Rendezvous (c) 1989 Scap Trust [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88106&o=2

$end


$msx1_cart=starship,starshipa,
$bio

Starship Simulator (c) 1984 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77476&o=2

$end


$info=startrp,
$bio

Starship Troopers (c) 1997 Sega Pinball, Incorporated.

- TECHNICAL -

Sega Whitestar
Model Number : 59

Main CPU : Motorola M6809 (@ 2 MHz)
Sound CPU : Motorola M6809 (@ 2 MHz)
Display CPU : Motorola M6809 (@ 4 MHz)
Sound chip : BSMT2000 (@ 24 MHz)

- TRIVIA -

Released in December 1997.

Based on the 1997 hit movie, directed by Paul Verhoeven. The movie itself was based on the classic sci-fi book by Robert A. Heinlein (1907-1988).

- UPDATES -

VERSION 1.00
DEC 04, 1997
- First release.

VERSION 1.01
DEC 05, 1997
- FIXED KICKCODE HANGUP- WHICH LOCKED UP TROFF
- CHANGED JON NORRIS' DEFAULT FACE TO SKULL

VERSION 2.00
DEC 22, 1997
- ADDED BACKGROUND MUSIC ADJUST FOR ENGLAND
- FIXED M.B. JACKPOTS STAYING ON IF BALLS DRAIN AS M.B. BALL SAVER ENDING.

- TIPS AND TRICKS -

Press both flippers when you're getting briefed by the military officer. That guy is then history!

Press the following sequence : 2L, 2R, 2L, 2R to see the credits.

- STAFF -

Designers : Joe Balcer, Joe Kaminkow
Art director : Jason J. Dominiak
Artwork : Morgan Weistling
Software : Neil Falconer, Orin Day
Music and Sounds : Brian Schmidt

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5444&o=2

$end


$n64=starshot,starshotu,
$bio

Starshot - Space Circus Fever (c) 1998 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57992&o=2

$end


$gba=starskyhu,starskyhup,
$bio

Starsky & Hutch [Model AGB-AYHE-USA] (c) 2003 Empire Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75850&o=2

$end


$gba=starskyh,
$bio

Starsky & Hutch [Model AGB-AYHP] (c) 2003 Empire Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75849&o=2

$end


$info=starspnr,
$bio

Starspinner (c) 1982 ACE.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 2.5 Mhz)

Screen orientation : Vertical
Video resolution : 256 x 512 pixels
Screen refresh : 60.00 Hz
Palette colors : 16

Players : 1
Buttons : 10

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4535&o=2

$end


$cpc_cass=sstrik12,
$bio

Starstrike I & II (c) 1988 Silverbird Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99346&o=2

$end


$cpc_cass=starstk2,
$bio

Starstrike II (c) 1986 Firebird Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99347&o=2

$end


$info=ac1sstrk,ac1sstrka,
$bio

Starstruck (c) 199? PCP.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42276&o=2

$end


$cpc_cass=startest,
$bio

Startest (c) 1987 DMV Soft. [Daten und Medien Verlag]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99349&o=2

$end


$pcecd=startody,
$bio

Startling Odyssey (c) 1993 Ray Force

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58396&o=2

$end


$psx=startlin,
$bio

Startling Odyssey 1 - Blue Evolution [Model SLPS-02043] (c) 1999 Ray Force

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85743&o=2

$end


$pcecd=startod2,
$bio

Startling Odyssey II - Makyou Sensou (c) 1994 Ray Force

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58397&o=2

$end


$bbca_cass,bbcb_cass=startrkl,
$bio

Startrek (c) 1982 Logic Systems.

- TRIVIA -

From the designer: "I wrote this game while at College and sold it to Logic systems for 300 UKP in 1982 shortly after I moved to Cambridge. It is a port of a mainframe turn based game into a real-time mode 7 game for the BBC Microcomputer".

- STAFF -

Written by: Stephen Ellwood

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52463&o=2

$end


$nes=startrpc,startrpcu,
$bio

StarTropics (c) 1990 Nintendo [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55595&o=2

$end


$info=j6start,j6starta,
$bio

Starturn (c) 199? JPM International.

- TECHNICAL -

Impact

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41145&o=2

$end


$amigaocs_flop=starush,
$bio

Starush (c) 1992 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75109&o=2

$end


$amigaocs_flop=starways,
$bio

Starways (c) 1988 Diamond

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75110&o=2

$end


$snes=starwingswc,starwinggce,
$bio

Starwing Official Competition (c) 1993 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63608&o=2

$end


$snes=starwinga,starwing,
$bio

Starwing (c) 1993 Nintendo Company, Limited.

- TECHNICAL -

[Model SNSP-FO-FAH]

- TRIVIA -

This is the european version of Star Fox, and the reasony why this version is known as Starwing, is an attempt to avoid confusion with an Atari 2600 game which released in europe as 'Starfox'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63606&o=2

$end


$snes=starwingg,
$bio

Starwing [Model SNSP-FO-NOE/SFRG] (c) 1993 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63607&o=2

$end


$x1_flop=state,
$bio

State (c) 198? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86128&o=2

$end


$c64_cart,c64_flop=states,
$bio

States and Capitals Tutorial (c) 1984 SM Thorpe

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53718&o=2

$end


$x68k_flop=statnary,
$bio

Stationary Pro-68K v1.00 (c) 19?? Sharp [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88107&o=2

$end


$amigaocs_flop=stationf,
$bio

Stationfall (c) 1987 Infocom

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75111&o=2

$end


$ti99_cart=statistc,
$bio

Statistics [Model PHM 3014] (c) 1979 Texas Instruments

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84742&o=2

$end


$ti99_cart=statisd,
$bio

Statistik [Model PHM 3014] (c) 1980 Texas Instruments

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84743&o=2

$end


$info=m5stax,
$bio

Stax of Cash (c) 200? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41642&o=2

$end


$info=stealsee,
$bio

Steal See (c) 2000 Eolith Company, Limited.

- PORTS -

* Computers:
Windows (Moov Generation) (2001)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=45831&o=2

$end


$nes=stealth,stealthu,
$bio

Stealth ATF (c) 1989 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55597&o=2

$end


$snes=stealth,
$bio

Stealth [Model SHVC-H7] (c) 1992 Hect [Hector] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62230&o=2

$end


$pc98=steamhea,
$bio

Steam-Heart's (c) 1994 Giga [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90725&o=2

$end


$saturn,sat_cart=steamhea,
$bio

Steam-Heart's (c) 1998 TGL [Technical Group Laboratory] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59719&o=2

$end


$pcecd=steamhea,
$bio

Steam-Heart's (c) 1996 TGL [Technical Group Laboratory].

Steam Heart's is a vertical shooter by Giga and published by TGL. A virus has infected planet Westina. Its inhabitants, sort of cat-people, perish one after the others and their leaders have lost all their sence of reasons because of it. The player take can take control of either the cat-boy called Blondia, or his sister Falandia. Their mission will be to free all the contaminated leader. Blondia laser shoot straight in front of the ship, while Falandia's can shoot to the sides too. Each of them are upgradeable and deliver some serious firepower. Tons of powerups are also available, from shields, missiles or homing pods. Yous ships propose an original features, like a seven hits shield and also a speed boost (available in other games like the Rayxamber series) allowing you to jump from one side of the screen to the other in a blink of an eye). Ok, lets now talk about the other feature of this game. This is a Hentai game, and it is probably one of the only Hentai shooter. Hentai means pervert in Japanese. At the end of each stage, Blondia has to copulate with every beaten cat-girl to free her up from the virus contamination, all of this depicted during nicely drawn, and naughty, cutscenes.

- TECHNICAL -

Game ID: GLCD6002

- TRIVIA -

Released on March 22, 1996 in Japan for 8800 Yen.

- PORTS -

* Consoles :
Sega Saturn (1998)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58398&o=2

$end


$saturn,sat_cart=steamgea,steamgeaa,
$bio

SteamGear Mash (c) 1995 Takara Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59720&o=2

$end


$coleco=steam,
$bio

Steamroller (c) 1984 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53359&o=2

$end


$nes=sted,
$bio

STED - Iseki Wakusei no Yabou (c) 1990 KAC [K.Amusement Lising Co.] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54571&o=2

$end


$amigaocs_flop=steel,
$bio

Steel (c) 1989 Hewson Consultants

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75112&o=2

$end


$cpc_cass=steelegl,
$bio

Steel Eagle (c) 1990 Players Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99350&o=2

$end


$megadriv=steelemp,
$bio

Steel Empire (c) 1992 Flying Edge

- TRIVIA -

Reviews:
May 1992 - Joypad N.8 (Page 90-91) [FR]: 82/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57417&o=2

$end


$amigaocs_flop=steelemp,
$bio

Steel Empire (c) 1992 Millennium Game Products

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75114&o=2

$end


$gba=steelemp,
$bio

Steel Empire [Model AGB-BKTP] (c) 2005 Zoo Digital Publishing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75851&o=2

$end


$info=stlforce,
$bio

Steel Force (c) 1994 Electronic Devices.

A futuristic-themed, maze based shoot-em-up in which one or two players must battle through an alien-infested space station in a desperate hunt for the level's exit. Weapon power-ups, ammunition and health packs are dotted around the levels to assist players in their task.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 15 Mhz)
Sound Chips : OKI6295 (@ 7.102 Khz)

Screen orientation : Horizontal
Video resolution : 368 x 240 pixels
Screen refresh : 58.00 Hz
Palette colors : 2048

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Developed in cooperation with Ecogames S.L. (Spain).

Electronic Devices is now called 'Elettronica Video Games'. They are still based in their original location and now import arcade games into Italy.

Steel Force is an almost direct copy of the famous 1991 Commodore Amiga shoot-em-up, "Alien Breed"; released by UK-based software house, 'Team 17'. The characters movements and the game's graphical style is almost identical to the Amiga game.

- STAFF -

Programmed by : Javier Maura
Graphics by : Miguel A. Carrillo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2627&o=2

$end


$x68k_flop=steelgun,
$bio

Steel Gunman (c) 199? Shuuru Shuuru

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88638&o=2

$end


$info=sgunner,sgunnerj,
$bio

Steel Gunner (c) 1990 Namco.

Some major trouble is brewing in the city of Neo Arc. A radical terrorist group known as S.T.U.R.M. is causing problems to the citizens of Neo Arc by kidnapping a well respected quantum physicist and his assistant in order to create an abominable war machine. However there's a ray of hope which come in the form of the police department's counter-terrorist force called Steel Gunner. Now the battle is set for it's up to both Steel Gunner Officers Cliff and Garcia to stop the seemingly merciless wrath of S.T.U.R.M. and it's leader : Gatse Bernard

- TECHNICAL -

Namco System 2 hardware
Game ID : SN

Main CPU : (2x) Motorola 68000 (@ 12.288 Mhz), M6809 (@ 3.072 Mhz), HD63705 (@ 2.048 Mhz)
Sound Chips : C140 (@ 21.39 Khz), YM2151 (@ 3.57958 Mhz)

Players : 2
Control : lightgun
Buttons : 2

- TRIVIA -

Even if titlescreen says 1990, Steel Gunner was released in March 1991 in Japan.

The name of the police force is the Neo Arc PD (Neo = 'NEW' Arc = i.e. Newark, New Jersey). A clever play on words.

Victor Entertainment released a limited-edition soundtrack album for this game (Namco Video Game Graffiti Vol.7 - VICL-8004) on 01/05/1991.

- SERIES -

1. Steel Gunner (1990)
2. Steel Gunner 2 (1991)

- STAFF -

Director : G. Iwasaki
Programmers : K. Nakamura, Y. Ohmori
Sound effects : Yoshie Takayanagi
Visual directors : H. Kikuchi, K. Mizuno
Visual designers : M. Kimura, Y. Mizushima, S. Sasaki, M. Tejima
Industrial designer : S. Tohyama
Mechanical designers : H. Igarashi, T. Ohara, J. Koyama
Electrical designers : O. Morita, T. Ohgane, J. Takano
Producers : K. Sawano, K. Tashiro

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2628&o=2

$end


$info=sgunner2,sgunner2j,
$bio

Steel Gunner 2 (c) 1991 Namco.

- TECHNICAL -

The majority of cabinets for this game were released as conversion kits for Taito's "Operation Thunderbolt".

Namco System 2 hardware
Game ID : SNS

Main CPU : (2x) Motorola 68000 (@ 12.288 Mhz), M6809 (@ 3.072 Mhz), HD63705 (@ 2.048 Mhz)
Sound Chips : C140 (@ 21.39 Khz), YM2151 (@ 3.57958 Mhz)

Players : 2
Control : lightgun
Buttons : 2

- TRIVIA -

Steel Gunner 2 was Released in March 1992 in Japan (even if abstract mode says NAMCO 1991).

Victor Entertainment released a limited-edition soundtrack album for this game (Namco Video Game Graffiti Vol. 9 - VICL-8089) on 22/09/1993.

- UPDATES -

The US version is slightly different, it has the "Winners Don't Use Drugs" screen.

- SERIES -

1. Steel Gunner (1990)
2. Steel Gunner 2 (1991)

- STAFF -

Directed by : G. Iwasaki
Director of photography : Y. Omori
Supervising editor : T. Hijiya
Production designer : H. Kikuchi
Supervisor of visual effects : M. Kimura
Set designer : T. Yamada
Visual effects : Y. Yaguchi
Creature created by : Mitsuru Fukuoka (M. Fukuoka)
Property master : M. Tsuchida
Sound effects & music composed by : Yoshie Takayanagi

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2629&o=2

$end


$info=steeltal,steeltal1,steeltalp,steeltalg,
$bio

Steel Talons (c) 1991 Atari Games Corp.

A 1- or simultaneous 2-player attack helicopter simulation.

- TECHNICAL -

Game ID : 136087

Main CPU : Motorola 68010 (@ 8 Mhz), TMS34010 (@ 6 Mhz), TMS34010 (@ 6.25 Mhz), ADSP2101 (@ 12 Mhz), MOS Technology 6502 (@ 1.7895 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579 Mhz), OKI6295 (@ 9.037 Khz)

Players: 2
Control: stick
Buttons: 4

- TRIVIA -

Steel Talons was released in August 1991. 900 units were produced in the USA and 250 in Ireland. The selling price was $9495 at its time of release.

According to Atari, Steel Talons represented the ultimate in 1991 game technology.

Steel Talons is a Same Name Like a GDI Forces Team Division The RTS Game in Command and Conquer Franchise EA Video Game in Command and Conquer 3: Kane's Wrath.

- STAFF -

Staff: Ed Logg, Ed Rotberg (Gonzo)
Hardware designed by: Jed Margolin

- PORTS -

* Consoles :
Atari Lynx (1991)
Sega Mega Drive (1992)
Nintendo Super Famicom (1993)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2630&o=2

$end


$megadriv=steeltalp,
$bio

Steel Talons (c) 1992 Tengen

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57418&o=2

$end


$megadriv=steeltalj,
$bio

Steel Talons (c) 1993 Tengen

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56899&o=2

$end


$lynx=steeltal,
$bio

Steel Talons (c) 1992 Atari Corp.

Warning lights flash on the control panel of your high-tech AT1196 Steel Talon combat helicopter. You know what that means! Your on-board sensors detect incoming missiles. You lower the helicopter to just a few feet of the ground to avoid disaster. Your eyes grow wide as you see an enemy tank appear suddenly, right in front of you, guns blazing. You press the trigger and pound the tank with a volley of rounds from your machine guns. BOOM! That's one less tank to worry about. As you rise to avoid the flying debris, a missile flies within inches of your tail rotor. That was a close one!

- TECHNICAL -

Model PA2104

- TRIVIA -

Reviews:
[FR] December 1992 - Consoles + N.15: 77%

- TIPS AND TRICKS -

Use the machine guns whenever possible. Only use missiles on very dangerous, long range targets. You only have eight, and you will need them. Rockets are more plentiful than missiles, but you will run out more quickly than you think. 

The target sight may lock on a target that is behind a hill. If you fire at hidden targets, you may put a dent in a mountain, but you will not do any damage to the enemy. That's a real good way to waste a missile. 

Use the map as often as possible. You cannot afford to waste time searching for targets. When you look at the map, notice the mountains, rivers and roads. Use them to navigate toward your target. If you fly over the edge of the map, you will wrap to the other side. 

Watch out for the enemy radar message at the bottom of the screen. When this message appears, they'll start throwing everything they've got at you. 

Dont't waste time flying slowly. You have to move if you want to win this war! Listen carefully to the instructions I will give you at the start of each mission. I will tell you what you must do to succeed.

- STAFF -

Programmer: John Sanderson

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58860&o=2

$end


$snes=steeltal,
$bio

Steel Talons [Model SNS-5S-USA] (c) 1993 Left Field Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63609&o=2

$end


$info=steelwkr,
$bio

Steel Worker (c) 1980 Taito.

The player is cast as the chief engineer of a construction site. They must use a 2-way joystick to select one of ten different types of girders (with a button to confirm his choice) in order to build a bridge so that the Steel Worker may safely walk from one side of the site to the other. If the Steel Worker falls off the bridge, it will cost him a life and he will be resurrected back on that left side of the site. 

The player also has another button to reverse the direction of the Steel Worker - but it can only be used a maximum of nine times. You will receive 50 points for every girder you connect (up to a maximum of fifteen can be used for every stage). There is a a bonus for having the Steel Worker reach that right side of the site. See scoring section for details.

- TECHNICAL -

Main CPU : Intel 8080 (@ 2 Mhz)
Sound CPU : Texas Instruments SN-76477

Players : 2
Control : 2-way joystick
Buttons : 2

- TRIVIA -

Released in March 1980 in Japan.

Also released as a Cocktail model : "T.T Steel Worker".

- SCORING -

Each girder you connect : 50 points.

Successful crossing scores bonus points. Awarded as follows :
1st frame : 100 points.
2nd frame : 400 points.
3rd frame : 200 points.
4th frame : 200 points.
5th frame : 300 points.
6th frame : 300 points.

Up to 1,000 bonus points can be scored for one crossing.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4604&o=2

$end


$amigaocs_flop=steela,
$bio

Steel [Budget] (c) 1989 Hewson Consultants

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75113&o=2

$end


$saturn,sat_cart=steeldom,
$bio

Steeldom (c) 1996 TechnoSoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59721&o=2

$end


$saturn,sat_cart=sssu,
$bio

Steep Slope Sliders (c) 1997 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60165&o=2

$end


$saturn,sat_cart=sss,
$bio

Steep Slope Sliders (c) 1997 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60419&o=2

$end


$info=sss,
$bio

Steep Slope Sliders (c) 1998 Capcom Company, Limited.

A snowboarding game. Select your boarder and perform as many tricks as you can, going as fast as possible down the hill before time runs out or the track ends. Courses include Canada, Italy and Japan.

- TECHNICAL -

Sega Titan Video hardware (STV)

Main CPU : (2x) SH-2 (@ 28.6364 Mhz), 68000 (@ 11.45456 Mhz)
Sound Chips : SCSP (@ 11.45456 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 6

- TRIVIA -

Steep Slope Sliders was released on November 10, 1998.

This game runs on Sega's STV and it's the first Capcom game on this hardware.

PATENTS :
U.S.A : 4,442,486 - 4,454,594 - 4,462,076
Europe : 80244
Canada : 1,183,276
Honk Kong : 88-4302
Singapore : 88-155

- PORTS -

* Consoles :
Sega Saturn [JP] (October 23, 1997; "Steep Slope Sliders [Model T-9112G]")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2631&o=2

$end


$saturn,sat_cart=sssjhib,
$bio

Steep Slope Sliders Hibaihin (c) 1997 Pack In Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59722&o=2

$end


$saturn,sat_cart=sssj,
$bio

Steep Slope Sliders (c) 1997 Pack-In-Video Company, Limited.

- TECHNICAL -

[Model T-9112G]

- TRIVIA -

Steep Slope Sliders for Saturn was released on October 23, 1997 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47527&o=2

$end


$info=steeplec,
$bio

Steeplechase (c) 1975 Atari.

Steeplechase is a horse racing game. Up to six players can play against each other. You have to make your horse jump over obstacles on a horizontal course. The monitor has six rows for each horse, each with an individual color overlay. You always play against a computer player with horse number 7. The fastest horse wins.

- TRIVIA -

The project name for Steeplechase was 'Astroturf'. The name 'Astroturf' is even still on the board. It is an early Atari board without any dedicated CPU (the computer was a TTL state machine), but had two graphics PROMs for the horses.

- STAFF -

Designed by : Lyle Rains

- PORTS -

* Consoles :
Atari 2600 [US] (1981) [Model 49-75126] 
Microsoft XBOX [US] (November 16, 2004; "Atari Anthology [Model 26084]") : Atari 2600 version
Sony PlayStation 2 [US] (November 22, 2004; "Atari Anthology [Model SLUS-21076]") : Atari 2600 version
Microsoft XBOX [EU] (November 26, 2004, "Atari Anthology") : Atari 2600 version
Sony PlayStation 2 [EU] (February 18, 2005; "Atari Anthology [Model SLES-53061]") : Atari 2600 version

* Computers : 
PC [MS Windows, CD-ROM] [US] (November 11, 2003; "Atari: 80 Classic Games in One! [Model 25069J]") : Atari 2600 version
PC [MS Windows, CD-ROM] [EU] (June 10, 2005; "Atari: 80 Classic Games in One! (Replay)") : Atari 2600 version

* Others :
Atari Paddle TV Game [US] (2004, Jakk's Pacific) : Atari 2600 version
Atari Flashback 3 [US] (September 16, 2011; AtGames) : Atari 2600 version
Atari Flashback 4 [US] (November 13, 2012; AtGames) : Atari 2600 version

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3704&o=2

$end


$a2600=steeplece,
$bio

Steeplechase (c) 1983 Video Gems

- PORTS -

* Consoles : 
Microsoft XBOX [EU] (November 26, 2004) "Atari Anthology" 
Sony PlayStation 2 [EU] (February 18, 2005) "Atari Anthology [Model SLES-53061]" 

* Computers : 
PC [MS Windows, CD-ROM] [EU] (June 10, 2005) "Atari - 80 Classic Games in One! [Replay]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51044&o=2

$end


$a2600=steeplec,steeplecp,
$bio

Steeplechase (c) 1980 Sears

The object of Steeplechase is to be the first player to advance your horse to the right side of the screen display. Each horse gallops at a given speed from left to right. While the horse gallops, hurdles of different sizes approach the horse from right to left. Your task is to jump and clear the hurdles, and get your horse to the right side first.

As you are jumping each hurdle, your horse actually has no motion from left to right.  Whenever you hit a hurdle your horse loses some horizontal position (distance) while it falls to the ground and gets up. The higher you jump your horse, the easier it is to clear all hurdles. However, the more time it takes to clear the hurdles, and the more time it takes to reach the right side of the screen.

The height of a jump can be set by adjusting your height indicator bar. There are four height settings. Each horse has its own height indicator bar.

The speed of the race starts off slow, and increases when the leading horse:
(1) gets about one-third of the way across the screen, and,
(2) again when the leading horse gets two-thirds of the way across.

A game ends automatically when the game clock reaches 3:00 and none of the horses have made it to the right side.

GAME VARIATIONS
NOTE: All six games can be played by one, two, three, or four players.

Games 1,2,3: The spacing between the hurdles in these games is 'uniform', meaning that the distance between all hurdles is the same, enabling you to establish a rhythm.

In Game 1 the computer horse or horse's racing ability is poor. In Game 2 the computer horse's ability is good, and in Game 3 it is excellent.

Games 4,5,6: In these games the spacing between the hurdles is "random" meaning that the hurdles come at you with varying distances between them.

In Game 4, the computer horse's racing ability is poor, good for Game 5, and excellent in Game 6.

- TECHNICAL -

Model 49-75126

- TIPS AND TRICKS -

At first, it may be difficult to focus your attention both on the horse, AND on the height indicator bar. You may have a tendency to keep your eye on your horse toward the left side of the screen, rather than on the bar on the right side. To eliminate this problem when first playing STEEPLECHASE, set the height indicator bar to its highest position and leave it there for the entire race. This allows you to get the knack of jumping hurdles without having to worry about the bar.

Later, when you feel more comfortable about jumping, you can switch your attention to the height indicator bar. Naturally there is more than one method you can use to control your horse and the bar. You may develop a winning method of your own.

One method is to quickly change your concentration from the horse to the bar and back to the horse. The trick here is not to linger too long and the bar and miss the hurdle. Another method you might try is to keep your attention mainly on your horse and you your peripheral vision to adjust the bar. This method can be especially helpful once you are used to adjusting the controller to move the bar.

- STAFF -

Programmer: Jim Huether

- PORTS -

* Consoles : 
Microsoft XBOX [US] (November 16, 2004) "Atari Anthology [Model 26084]" 
Sony PlayStation 2 [US] (November 22, 2004) "Atari Anthology [Model SLUS-21076]" 
Microsoft XBOX [JP] (August 4, 2005) "Atari Anthology [Model B7X-00001]" 

* Handhelds : 
Nintendo DS [US] (March 8, 2011) "Atari Greatest Hits Vol.2 [Model NTR-BR7E-USA]" 

* Computers : 
PC [MS Windows, CD-ROM] [US] (November 11, 2003) "Atari - 80 Classic Games in One! [Model 25069J]" 

* Others : 
Atari Paddle TV Game [US] (2004) by Jakk's Pacific 
Atari Flashback 3 [US] (September 16, 2011) by AtGames 
Atari Flashback 4 [US] (November 13, 2012) by AtGames 
Atari Flashback 5 [US] (October 1, 2014) by AtGames

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51043&o=2

$end


$amigaocs_flop=steg,
$bio

Steg the Slug (c) 1993 Codemasters Software Company, Limited., The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75115&o=2

$end


$cpc_cass=steg,
$bio

Steg [Model 3646] (c) 1992 Codemasters Soft. Co., Ltd., The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99351&o=2

$end


$msx2_flop=steinzet,
$bio

Steinzeit (c) 1987 Data Beutner

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102053&o=2

$end


$pc98=stellanv,
$bio

Stella Navigator v1.0 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90726&o=2

$end


$amigaocs_flop=stellar7g,stellar7,
$bio

Stellar 7 (c) 1991 Dynamix

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75116&o=2

$end


$saturn,sat_cart=stellar,
$bio

Stellar Assault SS (c) 1998 SIMS

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59723&o=2

$end


$32x=stellarj
$bio

Stellar Assault (c) 1995 Sega Enterprises, Ltd.

- TECHNICAL -

Game ID: GM-4010

- TRIVIA -

Released on May 26, 1995 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84390&o=2

$end


$info=stellcas,
$bio

Stellar Castle (c) 1980 Elettronolo.

- TECHNICAL -

Main CPU : CCPU (@ 5 Mhz)
Sound Chips : Samples

Screen orientation : Horizontal

Players : 2
Buttons : 4 (Left, Right, Thrust, Fire)

- TRIVIA -

This game is an Italian bootleg of "Star Castle".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2632&o=2

$end


$amigaocs_flop=stellcrs,
$bio

Stellar Crusade (c) 1989 SSI

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75117&o=2

$end


$coco_cart=stellar,
$bio

Stellar Life Line (c) 1983 Tandy Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53481&o=2

$end


$a2600=stellart,
$bio

Stellar Track (c) 1980 Sears

The object of your mission is to destroy the Aliens in the galaxy with PHOTONS or PHASORS before they destroy you. If you run out of time (STARDATES) or fuel (ENERGY), we Terrans are lost!

- TECHNICAL -

Model 49-75159

- STAFF -

Programmer: Robert Zdybel

- PORTS -

* Consoles : 
Microsoft XBOX [US] (November 16, 2004) "Atari Anthology [Model 26084]" 
Sony PlayStation 2 [US] (November 22, 2004) "Atari Anthology [Model SLUS-21076]" 
Sony PlayStation 2 [EU] (February 18, 1005) "Atari Anthology [Model SLES-53061]" 
Microsoft XBOX [EU] (November 26, 2004) "Atari Anthology" 
Microsoft XBOX [JP] (August 4, 2005) "Atari Anthology [Model B7X-00001]" 

* Handhelds : 
Nintendo DS [US] (November 2, 2010) "Atari Greatest Hits Vol.1 [Model NTR-BR6E-USA]" 
Nintendo DS [EU] (February 24, 2011) "Atari Greatest Hits Vol.1 [Model NTR-BR6P-EUR]" 

* Computers : 
PC [MS Window, CD-ROM] [US] (November 11, 2003) "Atari - 80 Classic Games in One! [Model 25069J]"
PC [MS Window, CD-ROM] [EU] (June 10, 2005) "Atari - 80 Classic Games in One! [Replay]" 

* Others : 
Atari Flashback 4 [US] (November 13, 2012) by AtGames 
Atari Flashback 5 [US] (October 1, 2014) by AtGames

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51045&o=2

$end


$info=stlwr_l2,
$bio

Stellar Wars (c) 1979 Williams.

- TECHNICAL -

Williams System 4

Main CPU : M6800 (@ 895 KHz)
Sound CPU : M6808 (@ 894.75 KHz)
Sound Chip : DAC

- STAFF -

Designer : Steve Ritchie
Artwork : Constantino Mitchell

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5393&o=2

$end


$segacd=stellarf,
$bio

Stellar-Fire [Model T-110025] (c) 1993 Dynamix

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60816&o=2

$end


$info=stellecu,
$bio

Stelle e Cubi (c) 1998 Sure.

- TECHNICAL -

Main CPU : Zilog Z80

Palette colors : 2048

Players : 1
Buttons : 5

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=10589&o=2

$end


$info=stepchmp,
$bio

Step Champ (c) 1999 Konami Company, Limited.

- TECHNICAL -

Konami System 573 Hardware

Main CPU : R3000A 32 bit RISC processor, Clock - 33.8688MHz, Operating performance - 30 MIPS, Instruction Cache - 4KB
BUS : 132 MB/sec. 
OS ROM : 512 Kilobytes
Additional Sound Chips : Playstation SPU, 24 Channels, 44.1KHz sample rate, PCM audio source, Digital effects include: Envelope, Looping, Digital Reverb, Load up to 512K of sampled waveforms, Supports MIDI Instruments.
Main RAM: 2 Megabytes 
Video RAM: 2 Megabyte 
Sound RAM : 512 Kilobytes
Graphical Processor : 360,000 polygons/sec, Sprite/BG drawing, Adjustable frame buffer, No line restriction, 4,000 8x8 pixel sprites with individual scaling and rotation, Simultaneous backgrounds (Parallax scrolling)
Sprite Effects : Rotation, Scaling up/down, Warping, Transparency, Fading, Priority, Vertical and horizontal line scroll 
Resolution : 256x224 - 740x480 
Colours : 16.7 million colors, Unlimited CLUTs (Color Look-Up Tables)

- TRIVIA -

Released in December 1999 in Japan.

- SERIES -

1. Bishi Bashi Championship Mini Game Senshuken (1996)
2. Super Bishi Bashi Champ (1998)
3. Handle Champ (1998)
4. Hyper Bishi Bashi (1999)
5. Gachaga Champ (1999)
6. Step Champ (1999)
7. Hyper Bishi Bashi Champ (1999)
8. Anime Champ (2000)
9. Salaryman Champ (2001)
10. Great Bishi Bashi Champ (2002)
11. Bishi Bashi Champ Online (2005)
12. The Bishi Bashi (2009)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4192&o=2

$end


$info=as_siu,as_siua,
$bio

Step It Up (c) 200? Astra Games, Limited. [Novomatic Group].

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41857&o=2

$end


$info=m4steptm,
$bio

Step Timer (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41468&o=2

$end


$m5_cart=stepup,stepupj,
$bio

Step Up (c) 1983 Takara Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95365&o=2

$end


$msx1_cart=stepupk,
$bio

Step Up (c) 198? Zemina.

Korean release.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95215&o=2

$end


$msx1_cart=stepup,stepupa,
$bio

Step Up [Model HM-001] (c) 1983 HAL Laboratory, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77477&o=2

$end


$msx1_cart=stepper,
$bio

Stepper (c) 1985 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77478&o=2

$end


$info=step3,
$bio

Stepping 3 Superior (c) 1999 Jaleco [Japan Leisure Co. Ltd.].

- TECHNICAL -

3 CGA-type monitors: 2 19" vertical (each side), 1 25"(?) horizontal monitor

6 light-up step pads per player, 2 player array

Neon lights that blink during the game: above the monitors and around speakers

Specialized 3-screen motherboard that mixes video off a PC running Windows 98 Japanese version for the 25" monitor.  

PC: motherboard model# ?, two VGA connectors (one from motherboard for desktop screen, other from extra video card to play music videos), hard drive.  No keyboard or mouse.

The PC is used to receive commands from the Jaleco motherboard and play music videos on demand.  Music videos are stored on a hard drive.  PC requires parallel hardware dongle to operate or a warning message will appear on the center screen, halting the entire game from operating.

When powered up, the Jaleco motherboard resets and waits for the PC to finish booting up.  PC will boot Windows then run custom software Jaleco uses for playback.

CAUTION: the hard drive is sensitive to game vibrations. It is strongly suggested that the bass sounds must be kept at a minimal volume or turned off.  (There are volume controls for Left, Right and SUB speakers.)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=30502&o=2

$end


$info=stepstag,
$bio

Stepping Stage (c) 1999 Jaleco.

- TECHNICAL -

Main CPU : (2x) Motorola 68000 (@ 16 Mhz)

- TRIVIA -

Released in May 1999.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5180&o=2

$end


$info=ep_step,ep_stepa,
$bio

Stepping Stones (c) 199? Maygay.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40899&o=2

$end


$snes=sterling,
$bio

Sterling Sharpe - End 2 End [Model M/SNS-AS2E-USA] (c) 1995 Jaleco Company, Limited. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63610&o=2

$end


$info=sc1ster,
$bio

Sterling (c) 1996 ELAM.

- TECHNICAL -

Model 5952

- TRIVIA -

Sterling was released in June 1996.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=21270&o=2

$end


$cpc_cass=sdpool,
$bio

Steve Davis Pool [Model XXX 8908] (c) 1986 CDS Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99352&o=2

$end


$msx1_cass=sdsnookr,
$bio

Steve Davis Snooker (c) 1985 CDS Software, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95015&o=2

$end


$bbca_cass,bbcb_cass=stdsnook,
$bio

Steve Davis Snooker (c) 1986 CDS

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52465&o=2

$end


$bbca_cass,bbcb_cass=stdsnookbr,
$bio

Steve Davis Snooker (c) 1990 Blue Ribbon

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52464&o=2

$end


$cpc_cass=sdsnook,
$bio

Steve Davis Snooker [Model XXX 8002] (c) 1985 CDS Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99353&o=2

$end


$amigaocs_flop=davisws,
$bio

Steve Davis World Snooker (c) 1989 CDS

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75118&o=2

$end


$snes=seagal,
$bio

Steven Seagal is the Final Option [Prototype] (c) 1994 TecMagik Ent., Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63611&o=2

$end


$nes=stickhnt,
$bio

Stick Hunter - Exciting Ice Hockey Game (c) 1987 KAC [K.Amusement Lising Co.] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54657&o=2

$end


$cdi=stickyb,stickybu,
$bio

Stickybear Family Fun Games (c) 1995 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53082&o=2

$end


$cdi=stickyrs,
$bio

Stickybear Leyendo (c) 1994 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53083&o=2

$end


$cdi=stickymu,
$bio

Stickybear Math (c) 1994 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53084&o=2

$end


$cdi=stickyp,
$bio

Stickybear Preschool (c) 1994 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53085&o=2

$end


$cdi=stickyr,
$bio

Stickybear Reading (c) 1993 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53086&o=2

$end


$cpc_cass=stifflip,
$bio

Stifflip & Co. (c) 1987 Erbe Soft. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99359&o=2

$end


$cpc_cass=stifflipg,
$bio

Stifflip & Co. [Model PAG 1054] (c) 1987 Palace Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99355&o=2

$end


$info=scrzy_l1,
$bio

Still Crazy (c) 1984 Williams Electronics, Incorporated.

- TRIVIA -

Very rare prototype. Only 12 test units are known to exists.

- STAFF -

Design by: Eric Erickson, Dan Langlois
Software by: Ed Suchocki

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49651&o=2

$end


$pc8801_flop=stilswrd,
$bio

Still Sword (c) 1988 Fairytale [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92960&o=2

$end


$pc8801_flop=stilswra,stilswraa,
$bio

Still Sword for Adult (c) 1988 Fairytale [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92961&o=2

$end


$megadriv=renstim,
$bio

Stimpy's Invention Starring Starring Ren Hoëk & Stimpy (c) 1993 Sega Enterprises, Limited.

- TRIVIA -

Reviews:
[FR] May 1995 - Consoles + N.32: 77%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56900&o=2

$end


$megadriv=renstimu,renstimup,
$bio

Stimpy's Invention Starring Starring Ren Hoëk & Stimpy (c) 1993 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57419&o=2

$end


$cdi=sting,
$bio

Sting - Ten Summoner's Tales (c) 1994 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53087&o=2

$end


$info=stinger,stinger2,
$bio

Stinger (c) 1983 Seibu Denshi.

The game consists of traveling around a space fortress meanwhile shooting aliens and spaceships. An object called 'Bongo' could be used as a defense method. This object will shoot itself to the enemies for a few seconds.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound CPU : Zilog Z80 (@ 1.78975 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.536 Mhz), Discrete circuitry
Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in December 1983.

This is the first game manufactured by Seibu Denshi. Stinger is notable for being a horizontally scrolling shoot'em up with a vertically oriented screen, a rather uncommon design.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2633&o=2

$end


$nes=stinger,
$bio

Stinger (c) 1987 Konami Industry Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55598&o=2

$end


$info=stingray,
$bio

Stingray (c) 1977 Stern Electronics.

- TECHNICAL -

Model Number : 102

- TRIVIA -

3,066 units were produced.

- STAFF -

Design by : Mike Kubin

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5591&o=2

$end


$cpc_cass=stircrzy,
$bio

Stir Crazy featuring BOBO (c) 1988 Infogrames Interactive, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99361&o=2

$end


$info=sc4stirc,sc4stirca,sc4stircb,sc4stircc,sc4stircd,sc4stirce,sc4stircf,sc4stircg,sc4stirch,sc4stirci,sc4stircj,
$bio

Stir Crazy (c) 200? Mazooma Games.

Stir Crazy presents a combined board and chase style game themed on a prison 'break out'.

3 locks on the winline starts the feature. Choose 'Run For Your Money' to chase for cash and features with the police hot on your heels, or press START to enter feature board, climbing cash and feature ladders.

Collect 3 Stir Crazy symbols to enter the Hi Lo super feature chase in your bid to reach the COSTA DEL CASH !

- TECHNICAL -

[Model PR2005]

Technology : Scorpion 4
Cabinet : Eclipse with Note Acceptor facility.
Jackpot : £15 / £5
Stakes : 20p, 25p, 30p

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11909&o=2

$end


$c64_cart,c64_flop=stix,
$bio

Stix (c) 1983 Supersoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53719&o=2

$end


$bbca_cass,bbcb_cass=stix,
$bio

Stix (c) 19?? Supersoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52466&o=2

$end


$bbca_cass,bbcb_cass=stockcar,
$bio

Stock Car (c) 1983 Micro Power

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52467&o=2

$end


$bbca_cass,bbcb_cass=stockcon,
$bio

Stock Control (c) 198? Acornsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52468&o=2

$end


$bbca_cass,bbcb_cass=stockmrk,
$bio

Stock Market (c) 19?? ASP Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52469&o=2

$end


$cpc_cass=stockaid,
$bio

Stock-Aid (c) 1984 Amsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99365&o=2

$end


$cpc_cass=stockaids,
$bio

Stock-Aid [Model AMC-505] (c) 1984 Indescomp [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99364&o=2

$end


$info=stocker,
$bio

Stocker - Drive all the way from coast to coast ! (c) 1984 Bally Sente.

- TECHNICAL -

Bally / Sente SAC-I hardware

Main CPU : Motorola M6809 (@ 1.25 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : (6x) CEM3394 (@ 4 Mhz)

Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024

Players : 1
Control : dial
Buttons : 1

- TRIVIA -

A Stocker unit appears in the 1986 movie 'The Color of Money'.

- STAFF -

Game designer : Dennis Koble
Art : Gary Johnson
Sound : Jesse Osborne
Additional support : Gary Levenberg, Bil Maher
Additional codes : Lee Actor, Rich Adam

- PORTS -

* Computers :
Commodore C64 (1988)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2634&o=2

$end


$cpc_cass=stockmrk,
$bio

Stockmarket [Model SOFT 903] (c) 1985 Amsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99366&o=2

$end


$pc8801_flop=stocksan,
$bio

Stocks Analyzer (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92962&o=2

$end


$bbca_cass,bbcb_cass=stolenla,
$bio

Stolen Lamp (c) 1984 Lothlorien

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52470&o=2

$end


$cpc_cass=stomp,
$bio

Stomp (c) 1984 DK Tronics

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99368&o=2

$end


$info=stompin,
$bio

Stompin' (c) 1986 Bally Sente.

- TECHNICAL -

[No. 0E38]

Bally / Sente SAC-I hardware

Main CPU : Motorola M6809 (@ 1.25 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : (6x) CEM3394 (@ 4 Mhz)

Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 1024

Players : 1
Control : Dance pad
Buttons : 1

- STAFF -

Original concept & programming : Jon Kinsting
Screen graphics : Bil Maher, Gary Johnson, Roger Hector
Cabinet graphics : Bob Flemate
Music & sounds : Jesse Osborne
Technical Advisor : Owen Rubin

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2635&o=2

$end


$crvision=stoneage,
$bio

Stone Age (c) 1984 Video Technology, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53784&o=2

$end


$info=stoneage,
$bio

Stone Age (c) 1991.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound CPU : Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.58 Mhz), OKI6295 (@ 7.627 Khz), OKI6295 (@ 15.255 Khz)

Players : 2
Control : 8-way joystick
Buttons : 2
= [A] Throw Weapon, [B] Jump

- TRIVIA -

This game is an Italian bootleg of "Caveman Ninja" and "Tatakae Genshijin - Joe & Mac". In this bootleg, the sound program is ripped from "Block Out" (by Technos).

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2637&o=2

$end


$info=astoneag,
$bio

Stone Age (c) 200? Astro Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11952&o=2

$end


$a2600=stoneage,
$bio

Stone Age (c) 1983 CCE

- TECHNICAL -

Model C-840

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51046&o=2

$end


$info=stonebal,stonebal2,
$bio

Stone Ball (c) 1994 Art & Magic.

Created in 1994, "Stone Ball" is a funny game between football, hockey and baseball which presents several teams of cavemen having more knowledge on fighting than on sport rules! Armed with big clubs, the players have to put a stone ball in the opposite cave. They can tackle, hustle or hit the opponents. Special bonus allow the cavemen to fire, burn or even bury their enemies...

- TECHNICAL -

PCB Number : AM007B1094 0454

Main CPU : MC68000P12 (@ 12.5 Mhz), TMS34010FNL-40 (@ 5 Mhz)
Sound Chips : OKI6295 (@ 8.08 Khz)
RAM : (2x) MCM54260, (4x) TMS44251
Dipswitch : (2x) 8 positions

Screen orientation : Horizontal
Video resolution : 320 x 256 pixels
Screen refresh : 50.27 Hz
Palette Colors : 256

Players : 4
Control : 8-way joystick
Buttons : 3

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2636&o=2

$end


$fm7_disk=sod12,
$bio

Stone of Deity + Stone of Deity II - Stolen Stone (c) 1989 FM Circle Jimukyoku

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93648&o=2

$end


$megadriv=stonprot,
$bio

Stone Protectors (c) 1994 Vic Tokai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57420&o=2

$end


$snes=stonprot,
$bio

Stone Protectors (c) 1994 Kecmo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63612&o=2

$end


$snes=stonprotj,
$bio

Stone Protectors [Model SHVC-ASOJ-JPN] (c) 1995 Kecmo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62231&o=2

$end


$odyssey2,g7400=stone,
$bio

Stone Sling (c) 1981 Philips Corp.

- TECHNICAL -

Game ID: 20

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95684&o=2

$end


$intv=stonix,
$bio

Stonix [Model 9112] (c) 2005 IntelligentVision

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60963&o=2

$end


$msx1_cass=stopball,
$bio

Stop Ball (c) 1987 Dro Soft [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95016&o=2

$end


$cpc_cass=stopball,
$bio

Stop Ball [Model 3 DR 001] (c) 1987 Dro Soft [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99369&o=2

$end


$gameboy=stoproac,
$bio

Stop That Roach! [Model DMG-HZ-USA] (c) 1994 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67001&o=2

$end


$info=m4stopcl,
$bio

Stop the Clock (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41469&o=2

$end


$info=stopthie,stopthiep,
$bio

Stop Thief (c) 1979 Parker Bros.

LED game.

- TECHNICAL -

Game ID: 3500

- STAFF -

Designed by: Bob Doyle

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84474&o=2

$end


$a2600=stoppgng,
$bio

Stopp die Gangster (c) 1983 Quelle

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51047&o=2

$end


$ibm5150,ibm5150_cass=storm,
$bio

Storm (c) 1986 Mastertronic, Ltd. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83702&o=2

$end


$pc98=storm,
$bio

Storm (c) 1988 Micronet [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90727&o=2

$end


$pc8801_flop=storm,
$bio

Storm (c) 1988 Micronet [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92963&o=2

$end


$msx1_cass=storm,storma,
$bio

Storm - Una's Lair (c) 1986 Mastertronic, Ltd. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95017&o=2

$end


$amigaocs_flop=stormeur,
$bio

Storm Across Europe - The War in Europe: 1939-45 (c) 1990 SSI

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75119&o=2

$end


$info=stmblade,stmbladej,
$bio

Storm Blade (c) 1996 Visco Corp.

- TECHNICAL -

Main CPU : V60 (@ 16 Mhz)
Sound Chips : ES5506 (@ 16 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in May 1996.

- TIPS AND TRICKS -

* Auto Fire : At the title screen, hold B and press Start, then choose any plane with the A button.

- STAFF -

Programmers : Nadu.S, N Joy and Cu, Manaby The Gambler
Graphic designers : Wep, Zero Nyan, Oda, Yayopin, Skip, Jack, Tuna, Hase Meg, Yukopon
Character designer : Tajiman
Music composer : Light Link Music
Producer : Tetsuo Akiyama
Director : Don Gabacho, Mr. Doo

* CAST :
Lucky : Shinichiro Miki
Alex : Kiyoyuki Yanada
Camel : Keiko Onodera
Kamikaze : Mahito Tsujimura

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2638&o=2

$end


$pc98=stormcal,
$bio

Storm Caliber (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90728&o=2

$end


$info=ep_stm,ep_stma,ep_stmb,ep_stmc,
$bio

Storm Force (c) 199? Global Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40900&o=2

$end


$amigaocs_flop=stormstr,
$bio

Storm Master (c) 1992 Silmarils

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75120&o=2

$end


$amigaocs_flop=stormstrf,
$bio

Storm Master [Magic Worlds] (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75121&o=2

$end


$cpc_cass=stormwar,
$bio

Storm Warrior (c) 1989 Elite Systems, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99371&o=2

$end


$cpc_cass=storm,
$bio

Storm [Model IA 0123] (c) 1986 Mastertronic, Ltd. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99370&o=2

$end


$amigaocs_flop=stormbal,
$bio

Stormball (c) 1991 Millennium Game Products

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75122&o=2

$end


$msx1_cass=sbringer,
$bio

Stormbringer (c) 1987 Mastertronic, Ltd. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95018&o=2

$end


$cpc_cass=stormbrn,
$bio

Stormbringer [Model IA 0181] (c) 1987 Mastertronic, Ltd. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99372&o=2

$end


$bbca_cass,bbcb_cass=stormcyc,
$bio

Stormcycle (c) 1989 Atlantis

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52471&o=2

$end


$amigaocs_flop=stormlrd,
$bio

Stormlord (c) 1989 Hewson Consultants

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75123&o=2

$end


$cpc_cass=stormlor,
$bio

Stormlord (c) 1989 Hewson Consultants

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99373&o=2

$end


$megadriv=strmlordj,
$bio

Stormlord (c) 1990 Micro World

- TRIVIA -

Reviews:
October 1991 - Joypad N.1 [FR]: 80/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56901&o=2

$end


$megadriv=strmlord,
$bio

Stormlord (c) 1990 Razorsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57421&o=2

$end


$c64_cart,c64_flop=storymac,
$bio

Story Machine (c) 1983 Spinnaker Software Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53720&o=2

$end


$a800=storymac,
$bio

Story Machine (c) 1983 Spinnaker Software Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86713&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=storymac,
$bio

Story Machine (c) 1983 HES [Human Engineered Software]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86945&o=2

$end


$cdi=storymc,
$bio

Story Machine - Magic Tales (c) 1992 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53088&o=2

$end


$cdi=storymcg,
$bio

Story Machine - Marchenzauber (c) 1992 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53089&o=2

$end


$cdi=storyms,
$bio

Story Machine - Star Dreams (c) 1992 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53090&o=2

$end


$ti99_cart=storymch,
$bio

Story Machine [Model PHM 3178] (c) 1983 Spinnaker Software Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84744&o=2

$end


$cdi=storymsg,
$bio

Story Maschine - Galaxis (c) 1992 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53091&o=2

$end


$x68k_flop=stox,
$bio

Stox (c) 1989 Pineapple

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88639&o=2

$end


$cpc_cass=stradgrf,
$bio

Stradgraf (c) 1986 Microstrad [France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99320&o=2

$end


$pc98=stradia,
$bio

Stradia (c) 1993 Systemsoft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90729&o=2

$end


$info=strfbomb,
$bio

Strafe Bomb (c) 1981 Omni.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound CPU : Zilog Z80 (@ 1.78975 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.78975 Mhz)

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette Colors : 99

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

This game is a bootleg of "Scramble".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2640&o=2

$end


$saturn,sat_cart=strahl,
$bio

Strahl - Himerareshi Nanatsu no Hikari (c) 1995 Media Entertainment

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59724&o=2

$end


$a2600=strahlen,
$bio

Strahlen der Teufelsvoegel (c) 1983 Quelle

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51048&o=2

$end


$info=sflush,
$bio

Straight Flush (c) 1979 Taito.

- TECHNICAL -

Main CPU : M6800 (@ 2 Mhz)

Players : 2
Control : paddle

- TRIVIA -

Released in October 1979 in Japan.

Also released as a Cocktail model : "T.T Straight Flush".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2641&o=2

$end


$pc8801_flop=straight,
$bio

Straight Flush (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92964&o=2

$end


$bbca_cass,bbcb_cass=stranded,
$bio

Stranded (c) 1985 Superior Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52472&o=2

$end


$cpc_cass=stranded,strandedd,
$bio

Stranded (c) 2006 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99375&o=2

$end


$gbcolor=stranded,
$bio

Stranded Kids [Model DMG-AVKP-EUR] (c) 1999 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68818&o=2

$end


$bbca_cass,bbcb_cass=striloof,
$bio

Stranded on Iloofrax (c) 19?? Potter

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52473&o=2

$end


$fm7_cass=strhouse,
$bio

Strange House (c) 1984 Star Pack

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93803&o=2

$end


$msx1_cart=stranglp,
$bio

Strange Loop [Model ND-06MR] (c) 1987 Jaleco Co., Ltd. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77479&o=2

$end


$fm7_disk=strangod,
$bio

Strange Odyssey (c) 1984 Starcraft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93649&o=2

$end


$info=strngsci,strngscg,
$bio

Strange Science (c) 1986 Bally Midway Mfg. Co.

- TECHNICAL -

[No. 0E35]

Bally/Midway 6803 (Turbo Cheap Squeak)

Main CPU : Motorola M6803 (@ 895 KHz)
Sound CPU : Motorola M6809 (@ 2 MHz)
Sound Chip : DAC

- TRIVIA -

Strange Science was released in November 1986.

- STAFF -

Designer : Dan Langlois
Artwork : Greg Freres
Software : Howard Shere
Sounds : Bob Libbe

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5331&o=2

$end


$cpc_cass=stranglp,
$bio

Strangeloop [Model VGD 9002] (c) 1985 Virgin Games, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99376&o=2

$end


$info=stratab,stratab1,stratabs,
$bio

Strata Bowling (c) 1990 Strata Group, Incorporated.

A bowling game.

- TECHNICAL -

Main CPU : (2x) M6809 (@ 2 Mhz)
Sound Chips : OKI6295 (@ 7.812 Khz), Yamaha YM2203 (@ 4 Mhz)

Screen orientation : Vertical
Video resolution : 240 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 256

Players : 2
Control : trackball
Buttons : 2

- TRIVIA -

Developed by Incredible Technologies, Inc.

Released in August 1990.

The theme music to this has lyrics, as you will no doubt find out if you get a high score and deliberate over choosing your initials. The lyrics are :
It's the game of the Nineties, The hottest craze.
Bowl with a trackball, Everyone plays.
Do you wan-na go bowling? We'll show you how.
Press the start button, Play Strata Bowl now!
Strata Bowling, Strata Bowling
Strata Bowling, Strata Bowling

- STAFF -

Software : Richard Ditton, Larry Hodgson, Chris Oberth, Harry E Cline III
Hardware : Steve Jaskowiak, Scott Allie
Sales : John Cassiday
Support : Elaine Ditton, Jim Zielinski, Linda Koch
Sounds and music : David D. Thiel, Neil Falconer, Kyle Johnson, Leif Marwede
Publicity : Carol Tomme

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2642&o=2

$end


$info=ep_strat,ep_strata,
$bio

Stratagem (c) 199? Maygay.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40901&o=2

$end


$msx2_cart=stramars,
$bio

Strategic Mars (c) 1989 db-Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51375&o=2

$end


$msx2_flop=stramars,stramarsbstramarsa,
$bio

Strategic Mars (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102054&o=2

$end


$nes=strateg,stratega,
$bio

Strategist [Model TC-014] (c) 19?? Sachen [Taiwan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76952&o=2

$end


$pce=stratego,
$bio

Stratego (c) 1992 Victor Interactive Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58734&o=2

$end


$pc98=stratego,
$bio

Stratego (c) 1992 Victor Musical Industries, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90730&o=2

$end


$cpc_cass=strategy,
$bio

Strategy (c) 1985 Norsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99378&o=2

$end


$bbca_cass,bbcb_cass=s1invasi,
$bio

Strategy 1 - Invasion (c) 19?? ASP Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52474&o=2

$end


$bbca_cass,bbcb_cass=s2bismar,
$bio

Strategy 2 - Hunt for the Bismark (c) 19?? ASP Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52475&o=2

$end


$info=stratgyx,stratgys,
$bio

Strategy X (c) 1981 Konami.

Even Patton would spend all his quarters attempting to advance through the four attack levels of Strategy X, Konami's latest tank attack video game.

1st Level : Defend against rotating cannons.
2nd Level : Watch out for attacking Jeeps
3rd Level : Careful! Here come attacking and shooting tanks
4th Level : Rotating cannons again, but this time against a moving background.

An audible signal warns that it's refueling time. Enter a fuel dock and receive 100-300 points. The Tank commander's life isn't an easy one.

Aside from an on-going battle, he has to watch out for obstacles and rough terrain. Brick walls destroy tanks, although they can be shot away. TNT, rather nasty stuff...explodes when shot, but destroys all objects in the area. Stay off pink backgrounds. That's where the land mines are buried. They explode only on contact. Don't worry about a blue background, though. It's a slip zone like an oil slick and can be driven across. If an alien base is found and destroyed, advance to the next level of difficulty. You bet there's a 'buy-in' feature on this one.

Strategy X. There's never been a war game like it. It blows minds, and quarters.

- TECHNICAL -

Game ID : GX306

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound CPU : Zilog Z80 (@ 1.78975 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.78975 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Strategy X was released in October 1981

Licensed to Stern for US manufacture and distribution (December 1981).

- PORTS -

* Consoles :
Atari 2600 [US] (1981) [Model RC-101-X 02]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2643&o=2

$end


$a2600=strategxe,
$bio

Strategy X (c) 1983 Gakken

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51050&o=2

$end


$a2600=strategx,
$bio

Strategy X (c) 1983 Konami Industry Company, Limited.

- TECHNICAL -

Model RC-101-X 02

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51049&o=2

$end


$bbca_cass,bbcb_cass=stratobo,
$bio

Stratobomber (c) 19?? IJK

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52476&o=2

$end


$info=stratvox,stratvoxb,
$bio

Stratovox (c) 1980 Taito Corp.

A space shooter game.

The alien spaceships comes to planet earth, invasion has been established, hurry up help and avoid the human abduction destroying with the defense moon spaceship, all the hordes of aliens.

- TECHNICAL -

Board Number : LS070013
Prom Stickers : LS01-LS06

Main CPU : (2x) Zilog Z80 (@ 2.5 Mhz) (Number : LS070014)
Sound Chips : General Instrument AY8910 (@ 1.25 Mhz), SN76477 (@ 1.25 Mhz), DAC (@ 1.25 Mhz)

Screen orientation : Vertical
Video resolution : 256 x 256 pixels
Screen refresh : 57.00 Hz
Palette colors : 8

Players : 2
Control : 2-way joystick
Buttons : 1

- TRIVIA -

Stratovox was released in August 1980.

This game is also known as "Speak & Rescue".

Stratovox was the first game to have synthesized voices.

- SCORING -

Blue saucer : 50 points
Red saucer : 100 points
Saucer with human : ??? points
Bonus at end of round : 100 points per human not captured

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2644&o=2

$end


$x68k_flop=strawdsn,
$bio

Strawberry Daisenryaku (c) 1990 Ides [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88108&o=2

$end


$pc98=strawds,
$bio

Strawberry Daisenryaku (c) 1990 Fairytale [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90731&o=2

$end


$pc98=strawds2,
$bio

Strawberry Daisenryaku 2 (c) 1993 Fairytale [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90732&o=2

$end


$gba=strawrc,
$bio

Strawberry Shortcake - Ice Cream Island - Riding Camp [Model AGB-B35P-EUR] (c) 2006 Game Factory, The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75852&o=2

$end


$a2600=strawmm,strawmme,
$bio

Strawberry Shortcake - Musical Match-Ups (c) 1983 Parker Bros.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51051&o=2

$end


$gba=strawsasp,
$bio

Strawberry Shortcake - Summertime Adventure - Special Edition [Model AGB-BQWE-USA] (c) 2005 Majesco Sales, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75854&o=2

$end


$gba=strawsa,
$bio

Strawberry Shortcake - Summertime Adventure [Model AGB-B35E-USA] (c) 2004 Majesco Sales, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75853&o=2

$end


$gba=strawsd,
$bio

Strawberry Shortcake - Sweet Dreams [Model AGB-B4TE-USA] (c) 2006 Majesco Sales, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75855&o=2

$end


$pc8801_flop=strawber,
$bio

Strawberry Soft #2 - SM Sailor-fuku (c) 1987 Strawberry Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92965&o=2

$end


$info=sc5srace,sc5sracea,
$bio

Streak Racer (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR0003]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42804&o=2

$end


$msx1_cass=streaker,
$bio

Streaker (c) 1987 Bulldog Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95019&o=2

$end


$cpc_cass=streaker,
$bio

Streaker [Model BA 0193] (c) 1987 Mastertronic, Ltd. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99379&o=2

$end


$info=streakng,streaknga,
$bio

Streaking (c) 1981 Shoei.

In this comical maze game, the player controls a nude streaker girl who runs around a city maze and she must eat all foods shaped circle while must pick up all the clothes and accessories and back to dress for avoid being caught by the police officers, she also may escape quickly using orbed portals located at each corner of the maze.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : Tone generator and discrete circuits

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette Colors : 98

Players : 2
Control : 4-way joystick

- TRIVIA -

Streaking was released in October 1981.

This game appeared in the movie 'Joysticks' - Cabinet does not appear to be dedicated but the game is played and actual close ups of the screen are displayed for a good amount of time.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2645&o=2

$end


$info=sc4sahed,sc4saheda,sc4sahedb,
$bio

Streaks Ahead (c) 200? QPS Interactive.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42814&o=2

$end


$nes=strblst2,
$bio

Street Blaster II Pro (c) 1993 Cony Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84120&o=2

$end


$nes=strblst5,strblst5a,
$bio

Street Blaster V Turbo 20 (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84121&o=2

$end


$info=sburners,
$bio

Street Burners (c) 1975 Allied Leisure.

An early vertical car racing game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4316&o=2

$end


$snes=scombatu,
$bio

Street Combat [Model SNS-RA-USA] (c) 1993 Irem Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63614&o=2

$end


$snes=scombat,
$bio

Street Combat [Model SNSP-RA-EUR] (c) 1993 Irem Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63613&o=2

$end


$nes=streetcp,
$bio

Street Cop (c) 1989 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55599&o=2

$end


$cpc_cass=streetcb,
$bio

Street Cred' Boxing (c) 1989 Players Premier

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99380&o=2

$end


$cpc_cass=streetcf,
$bio

Street Cred' Football (c) 1989 Players Premier

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99381&o=2

$end


$nes=sdance,
$bio

Street Dance (c) 19?? Invent

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84122&o=2

$end


$info=strtdriv,
$bio

Street Drivin' (c) 1993 Atari Games Corporation.

A first person driving game that is the sequel to Rave Drivin' and is similar to it, but has an extra track and a police car.

- TECHNICAL -

Main CPU : Motorola 68010 (@ 8 Mhz), TMS34010 (@ 6 Mhz), ADSP2101 (@ 12 Mhz), DSP32C (@ 40 Mhz)

Players : 1
Control : paddle
Buttons : 6

- SERIES -

1. Hard Drivin' [No. 136052] (1988) 
2. <a href="index.php?page=database&listtypes=1&lemot=race%20drivin%5C%27&gallery=1">Race Drivin'</a> (1990)
3. Hard Drivin' II - Drive Harder (1991, ST/Amiga) 
4. Hard Drivin's Airborne (1993) 
5. Street Drivin' (1993)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3499&o=2

$end


$info=stfight,stfighta,
$bio

Street Fight (c) 1986 Seibu Kaihatsu.

A first-person shoot'em up where you attempt to rid 1931 New York City of the dangerous criminal element.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3 Mhz)
Sound CPU : Zilog Z80 (@ 3 Mhz)
Sound Chips : (2x) Yamaha YM2203 (@ 1.5 Mhz), OKI MSM5205 (@ 384 Khz)

Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 257

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Exclusively distributed in West Germany by TV-Tuning Videospiele GMBH. This game is known outside Germany as "Empire City 1931".

- SERIES -

1. Street Fight (1986)
2. Dead Angle (1988)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2646&o=2

$end


$info=sf,sfj,sfp,sfua,sfan,
$bio

Street Fighter (c) 1987 Capcom.

Martial arts masters Ryu and Ken enter a worldwide martial arts tournament spanning 5 nations as they face 10 of the world's greatest fighters. The game can be played alone or with 2 players competing, with Player 1 taking the role of Ryu and Player 2 as Ken. The predecessor to the ultra-popular "Street Fighter II - The World Warrior".

- TECHNICAL -

Main CPU : Motorola 68000 (@ 8 Mhz)
Sound CPU : (2x) Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), (2x) MSM5205 (@ 384 Khz)

Players : 2
Control : 8-way joystick
Buttons : 6
= > [1] LP (Jab), [2] MP (Strong), [3] HP (Fierce)
= > [4] LK (Short), [5] MK (Forward), [6] HK (Roundhouse)

- TRIVIA -

Street Fighter was released in August 1987.

Capcom's first head-to-head fighting game, Street Fighter is also the first fighting game to feature :
- 6 buttons (or 2 pressure pads)  and 8 way joystick.
- 2 playable characters and ten CPU-controlled opponents .
- Special moves.

Two versions of the game's cabinet were produced. A standard version with the 6-button configuration later used by its sequels ("Street Fighter II - The World Warrior") and a deluxe cabinet that featured 2 pressure sensitive pads for punches and kicks that determine the strength and speed of the player's attacks based on hard they were pressed. 

Ryu, Ken and Sagat were the only characters to return in the immediate sequel "Street Fighter II - The World Warrior". Birdie and Adon would later return in "Street Fighter Alpha - Warriors' Dreams", followed by Gen in "Street Fighter Alpha 2" and Eagle in "Capcom Vs. SNK 2 - Mark of the Millennium 2001". The character of Mike is believed to a precursor to Balrog from Street Fighter II, whose name in Japan is M. Bison (with the M standing for Mike).

Ryu and Sagat were mostly based on 'Yoshiji Soeno', a 'Kyokushin Karate legend' and 'Reiba', the 'Dark Lord of Muaythai' from an old Japanese martial art comics called 'Karate Baka Ichidai'.

In the England (Birdie) stage a poster for 'The Velvet Underground' (a cult 1960's rock band) is clearly visible alongside another poster for 'Ian Dury and the Blockheads'. The Blockheads were a popular British pub-rock band who disbanded in 1982 but reformed in 1987 for a tour of Japan, two months before the release of this game. A third poster advertises 'Ristorante Donnaloia' an expensive Italian restaurant in Kobe, which still exists to this day. Also on this stage the name and likeness of at that time Capcom USA Vice President of Sales and Marketing 'Bill Cravens' is grafittied on the shutter in front of the 'Block Heads' pub.

The title screen has several Capcom games listed on the brick wall: "Avengers", "Commando", Wings ("Legendary Wings"), and "Trojan".

In May 1988, Pony Canyon released a Game Simulation Video VHS tape featuring approx. 20 minutes of gameplay footage from this game.

Alfa Records released a limited-edition soundtrack album for this game (Capcom Game Music Vol.2 - 28XA-203) on March 25, 1988.

A Street Fighter unit can be seen in the 1992 film 'Juice' starring Omar Epps and the late Tupac Shakur.

- UPDATES -

The Japanese version :
* Has different words spoken for Ryu and Ken during their special moves than the other versions. Ryu and Ken shout 'hadoken!', 'shoryuken!' and 'tatsu-maki-senpuu-kyaku!' during respective special moves in the Japanese version, while they shout 'hellfire!', 'dragon punch!' and 'hurricane!' on all other versions.

The prototype version :
* Has no demo mode.
* Different colors on highscore table.
* Different hole on in the wall during the title screen.
* Is highly bugged.
* No digitized voice samples.
* Characters share stage music.
* Ryu's victory pose is visually different.
* Different sound effects for everything.
* Different intro/outro music.
* Must win three rounds to win the match.
* Typo in victory quote screen, 'Rut Don't Forget...' instead of 'But Don't Forget...'.
* No stage select when you start the game.
* The Hurricane Kick does not seem to be in the game.

- TIPS AND TRICKS -

Performing special moves : Unlike pretty much every other fighting game, this game requires the player to "release" the buttons instead of pressing them to attack. This applies to special moves as well. A tip to do them easily is to hold the attack button as soon as you start the motion and release it as soon as you finish it. 

Turtling with Mike : When fighting Mike, you can turtle-up in the corner and he will just repeatedly throw low punches at you (which you can block). You can use this to your advantage by letting time run out if you have more energy than he does.

Single-Move Victory with Birdie : When fighting Birdie, if you do a hurricane kick right at the start of the round, you can 'sometimes' get him will all of the kicks (he will not be knocked back) and defeat him with that one move alone.

- SERIES -

1. Street Fighter (1987)
2. Street Fighter II - The World Warrior [B-Board 90629B] (1991)
3. Street Fighter II' - Champion Edition [B-Board 91634B-2] (1992)
4. Street Fighter II' - Hyper Fighting [B-Board 91635B-2] (1992)
5. Super Street Fighter II - The New Challengers [Green Board] (1993)
6. Super Street Fighter II Turbo [Blue Board] (1994)
7. Street Fighter Alpha - Warriors' Dreams [Blue Board] (1995)
8. Street Fighter Alpha 2 [Blue Board] (1996)
9. Street Fighter III - New Generation (1997)
10. Street Fighter III - 2nd Impact : Giant Attack (1997)
11. Street Fighter Alpha 3 [Blue Board] (1998)
12. Street Fighter III - 3rd Strike : Fight For The Future (1999)
13. Hyper Street Fighter II - The Anniversary Edition [Green Board] (2003)
14. Street Fighter IV (2008)
15. Super Street Fighter IV - Arcade Edition (2010)
16. Ultra Street Fighter IV (2014)

- STAFF -

Direction : Takashi Nishiyama (Piston Takashi)
Planner : Hiroshi Matsumoto (Finish Hiroshi)
Programmer : Fz 2151
Character Designers : Crusher Ighi, Dabada Atsushi, Bonsoir Yuko, Ocan Miyuki, Bravo Ovu, Innocent Saicho
Sound & Music : Yoshihiro Sakaguchi
Hard Planner : Punch Kubozo
Mechatronics : Strong Take, Radish Kamin
Special Thanks : Short Arm Seigo, Melanin Kazu, Puttsun Midori (Puttun Midori), James Nyama, Seinto Sinn

- PORTS -

* Consoles : 
NEC PC-Engine CD-ROM [JP] (December 4, 1988) "Fighting Street [Model HCD8002]" 
NEC TurboGrafx-CD [US] (1989) "Fighting Street [Model TGXCD1001]" 
Microsoft XBOX [US] (November 24, 2006) "Capcom Classics Collection Vol. 2" 
Sony PlayStation 2 [US] (November 24, 2006) "Capcom Classics Collection Vol. 2 [Model SLUS-21473]" 
Sony PlayStation 2 [AU] (April 11, 2007) "Capcom Classics Collection Vol. 2 [Model SLES-54561]" 
Sony PlayStation 2 [EU] (April 13, 2007) "Capcom Classics Collection Vol. 2 [Model SLES-54561]" 

* Handhelds : 
Sony PSP [US] (March 22, 2006) "Capcom Classics Collection Remixed [Model ULUS-10097]" 
Sony PSP [EU] (July 21, 2006) "Capcom Classics Collection Remixed [Model ULES-00347]" 

* Computers : 
Amstrad CPC [EU] (1988) 
Atari ST [US] (1988) by Go! 
Commodore Amiga [EU] (1988) 
Commodore C64 [EU] (1988) 
PC [MS-DOS] [US] (1988) 
Sinclair ZX Spectrum [EU] (1988) by Go! 
Commodore C64 [US] (June 1988) 
Amstrad CPC [FR] (1990) "10 Jeux Spectaculaires" 
PC [MS Windows, CD-ROM] [US] (2003) "Capcom Arcade Hits Vol. 1"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2647&o=2

$end


$amigaocs_flop=sf,
$bio

Street Fighter (c) 1988 GO!

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75124&o=2

$end


$cpc_cass=sf,
$bio

Street Fighter (c) 1988 GO! Media Holdings, Ltd. [US Gold Division]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99382&o=2

$end


$saturn,sat_cart=sfreal,
$bio

Street Fighter - Real Battle On Film (c) 1995 Capcom Company, Limited.

Next generation gaming and mega movie-based action collide in Street Fighter: Real Battle On Film!

All-new super attacks and combo finish moves make this the best Street Fighter yet with digitized backgrounds and characters from the hit movie - including Jean Claude Van Damme! Four exciting modes of play: Movie Battle, Street Battle, Versus Battle and Trial Battle!

Street Fighter: Real Battle On Film. The ultimate street fight begins... where the others left off!!!

- TECHNICAL -

Game ID: T-1201G

- TRIVIA -

Released on August 11, 1995 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59727&o=2

$end


$info=sftm,sftm110,sftm111,sftmj,
$bio

Street Fighter - The Movie (c) 1995 Incredible Technologies, Incorporated.

Digitized fighter based on the incredibly horrible movie, featuring fourteen selectable characters.

- TECHNICAL -

Main CPU : Motorola 68EC020 (@ 25 Mhz), M6809 (@ 2 Mhz)
Sound Chips : ES5506 (@ 16 Mhz)

Players : 2
Control : 8-Way Joystick
Buttons : 6 
=> LP (Jab), MP (Short), HP (Fierce), LK (Strong), MK (Forward), HK (Roundhouse)

- TRIVIA -

Street Fighter The Movie was released in June 1995.

3 years earlier, Midway tried to get Van Damme to do a digitized fighting game based on the movie 'Bloodsport'. When that fell through, the game was adapted into "Mortal Kombat" and its Johnny Cage character was based on Van Damme's character in Bloodsport. Things worked out great for Midway as they ended up with a game that was a huge hit instead of just a slightly prettier version of the terrible "Pit-Fighter". After seeing the success of MK, Van Damme agreed to be digitized for a game based on his Street Fighter movie. Consequently, 'Street Fighter - The Movie' turned out to be little more than a MK rip-off that lacked the charm of Mortal Kombat and Street Fighter.

This game tanked in arcades for two reasons. The first being that the Street Fighter live-action movie that this game is based on was universally panned by moviegoers and video game fans alike (read : the movie was TERRIBLE). The second reason was that many diehard Street Fighter fans just didn't find the digitized characters appealing, as they lacked the initial charm of the original drawn sprites. What was overlooked, however, was that this is a decent fighting game in its own right and failed due to poor marketing and public squeamishness.

This arcade game marks Raul Julia's second appearance in coin-ops, the first being the highly popular Addams Family pinball table. This makes him a member of a very exclusive club within arcade games : A man who lent his likeness and talents to a commercial triumph and a turkey within 5 years. Sadly Raul Julia passed away on October 24, 1994 from a stroke aged 54.  This game was released eight months after his death and Street Fighter - The Movie was his second to last role.

In the SFTM game, you can have Fei Long's theme as a secret theme, but Fei Long himself has no connections to the movie whatsoever. Why is that? According to documents at the time, the role that Fei Long was going to play was replaced by Captain Sawada, largely because there was not enough character development for Fei Long in SSF2.

* CAST :
Guile : Jean-Claude Van Damme
M. Bison : Raul Julia (1940-1994), Darko Tuscan
Chunli : Ming-Na Wen
Cammy : Kylie Minogue
Ryu : Byron Mann
Sagat : Wes Studi
Ken : Damian Chapa
Vega : Jay Tavare
Balrog : Grand L. Bush
Honda : Peter Twiasosopo
Zangief : Andrew Bryniarski
Sawada : Kenya Sawada
Akuma : Ernie Reyes, Sr.
Blade : Alan Noon

After beating the game with Blade it will be revealed that he is Guile's brother. In addition it says that Blade's real name and profession is Gunloc, a wrestler. Gunloc is a wrestler from Capcom's "Saturday Night Slam Masters". Blade's fourth consecutive throw reversal is called a 'Slam Master'.

In Chun-Li's ending it says she goes back to the United States and becomes a medical resident in a Chicago emergency room. The actress that played Chun-Li (Ming Na Wen) played the role of Jing-Mei 'Deb' Chen (1994-1995 and 2000-2004) on NBC's medical drama E.R. (Emergency Room) that takes place on Chicago County General Hospital.

- UPDATES -

Revision 1 :
* Software version : 1.10

Revision 2 :
* Software version : 1.11

Revision 3 :
* Software version : 1.12

Revision 4 :
* Software version : 1.12N

- TIPS AND TRICKS -

* Extended Combo Mode : Hold the joystick Right then press Start then LK at the character select screen.

* Classic Soundtracks : To hear some classic soundtracks from Street Fighter II, enter these codes on the VS screen...
Ryu - LP, LP, MP
Vega - LP, LP, HP
Guile - LP, LP, LK
Sagat - LP, LP, MK
Ken - LP, LP, HK
Honda - MP, MP, LP
Chun Li - MP, MP, HP
Cammy - MP, MP, LK
Fei Long - MP, MP, MK
Balrog - MP, MP, HK
Blanka - HP, HP, LP
Bison - HP, HP, MP
Zangief - HP, HP, MK
Akuma - HP, HP, HK

* Fight Arkane : You must be fighting in Bison's lair. Look for Blade to appear in the background and press Start as soon as you see him.

* Fight Khyber : You must be fighting in the dungeon stage. Get a perfect on the first round and wait for the middle platform to fall, as soon as it falls press start and you'll find yourself face to face with Cyber.

* Play as Arkane : At the character select screen, highlight Blade, press down 20 times then press all 3 kick buttons. 

* Play as Khyber : At the character select screen, highlight E.Honda then move to Ryu, E.Honda, Balrog, E.Honda, Ryu, E.Honda, Balrog, E.Honda, Ryu, E.Honda, Balrog, E.Honda then press all 3 punch buttons.

* Random Character Select : Hold the joystick Up and press Start at the character select screen.

* Team Mode : Press Start then press HK at the character select screen.

* Easter Egg : If you press Start during a match on the Kommande Centre stage, the main television screen will display a short clip of Van Damme flexing his muscles for the camera.

- STAFF -

* Capcom :
Executive producers : Kenzo Tsujimoto, Takahito Yasuki, Yoshiki Okamoto, Tetsuya Iijima, Rene Lopez

* Incredible Technologies :
Executive producer : Elaine Ditton
Project manager : Leif Pran Marwede
Head programmer : Jane Siegrist
Art direction : Ralph Melgosa
Art coordinator : Jane Siegrist
Game designers : Leif Pran Marwede, Alan Noon
Programmers : Jane Siegrist, Leif Pran Marwede, Richard Ditton
Additional programmers : Tino Kalafatis, Mike Hanson, Steve Jaskowiak
Sounds : Kyle Johnson
Australia location crew : Elaine Ditton, Richard Ditton, Ralph Melgosa, Leif Pran Marwede, Alan Noon
Artists : Ralph Melgosa, Alan Noon, Bob Nagel, Scott Morrison
Additional art : Ed Reck, Donna Foshee, Andrew Dorizas, Jennifer Hedrick
Hardware designers : Steve Jaskowiak, Jeff Siegrist
Technical support : Terry Little, Ann Vonckx, Scott Allie, Ed Reck

- PORTS -

The game was never officially ported to home consoles. A fighting game was released for the Sony PlayStation and Sega Saturn also titled Street Fighter - The Movie, which used the same digitized footage as the arcade game, is actually a completely different game based on the "Super Street Fighter II Turbo" engine. The home version was originally released under the title of Street Fighter - Real Battle on Film in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2648&o=2

$end


$saturn,sat_cart=sftm,
$bio

Street Fighter - The Movie (c) 1996 Acclaim Ent., Incorporated.

- TECHNICAL -

Game ID: T-8105H-50

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60420&o=2

$end


$saturn,sat_cart=sftmu,
$bio

Street Fighter - The Movie (c) 1995 Acclaim Entertainment, Incorporated.

- TECHNICAL -

Game ID: T-8105H

- TRIVIA -

Released in November 1995 in the USA.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60166&o=2

$end


$nes=sf2010,
$bio

Street Fighter 2010 - The Final Fight (c) 1990 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55600&o=2

$end


$info=sfach,
$bio

Street Fighter Alpha - Warriors' Dreams (c) 1995 Capcom Company, Limited.

CPS Changer release of SFA. Identical to the Arcade release.

- TRIVIA -

SFA for CPS Changer was released in July 1995.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67876&o=2

$end


$info=sfa,sfar1,sfau,sfar2,sfar3,sfad,
$bio

Street Fighter Alpha - Warriors' Dreams (c) 1995 Capcom USA.

North American & European release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Street Fighter Zero [Green Board]".

- TECHNICAL -

Runs on the "CP System II" hardware.
Blue Board [USA & Europe]

- TRIVIA -

Street Fighter Alpha - Warriors' Dreams was released in June 1995 in North America and Europe.

In these export versions, to maintain consistency with the previous games: 
* Nash is named Charlie.
* Gouki is named Akuma.
* Vega is named M. Bison.

Also, the original Japanese version plays an instrumental version of 'Itoshisato Setsunasato Kokorotsuyosato' during Dramatic Battle mode, the song which is played in the animated SFII movie during the 2-on-1 battle between Ryu and Ken with Vega (M. Bison in the export versions). It was not only changed in the export versions, but also in the home ports.

- UPDATES -

Blue Board revisions:

NOTE: US releases also cover Canada. 

REVISION 1:
* Build date: 950605
* EUROPE release. 

REVISION 2:
* Build date: 950627
* US and EUROPE releases.

REVISION 3:
* Build date: 950718
* EUROPE release. 

REVISION 4:
* Build date: 950727
* EUROPE release.

- SERIES -

1. Street Fighter (1987)
2. Street Fighter II - The World Warrior [B-Board 90629B] (1991)
3. Street Fighter II' - Champion Edition [B-Board 91634B-2] (1992)
4. Street Fighter II' - Hyper Fighting [B-Board 91635B-2] (1992)
5. Super Street Fighter II - The New Challengers [Green Board] (1993)
6. Super Street Fighter II Turbo [Blue Board] (1994)
7. Street Fighter Alpha - Warriors' Dreams [Blue Board] (1995)
8. Street Fighter Alpha 2 [Blue Board] (1996)
9. Street Fighter III - New Generation (1997)
10. Street Fighter III - 2nd Impact : Giant Attack (1997)
11. Street Fighter Alpha 3 [Blue Board] (1998)
12. Street Fighter III - 3rd Strike : Fight For The Future (1999)
13. Hyper Street Fighter II - The Anniversary Edition [Green Board] (2003)
14. Street Fighter IV (2008)
15. Super Street Fighter IV - Arcade Edition (2010)
16. Ultra Street Fighter IV (2014)

- PORTS -

Here is a list of ports released in North America, Europe, and Australia.

* Consoles : 
Sony PlayStation [US] (December 21, 1995) "Street Fighter Alpha - Warriors' Dreams [Model SLUS-00197]" 
Sony PlayStation [EU] (May 1996) "Street Fighter Alpha - Warriors' Dreams [Model SLES-00199]" 
Sega Saturn [US] (1996) "Street Fighter Alpha - Warriors' Dreams [Model T-1206H]"  
Sega Saturn [EU] (January 25, 1996) "Street Fighter Alpha - Warriors' Dreams [Model T-7008H-50]" 
Sony PlayStation 2 [AU] (2006) "Street Fighter Alpha Anthology" by THQ
Sony PlayStation 2 [US] (June 13, 2006) "Street Fighter Alpha Anthology [Model SLUS-21317]" 
Sony PlayStation 2 [EU] (July 7, 2006) "Street Fighter Alpha Anthology [Model SLES-54085]" 

* Handhelds : 
Nintendo Game Boy Color [EU] (1999) "Street Fighter Alpha - Warriors' Dreams [Model CGB-AFZP-EUR]" 
Nintendo Game Boy Color [US] (March 2000) "Street Fighter Alpha - Warriors' Dreams [Model CGB-AFZE-USA]" 

* Computers : 
PC [Windows 9x, CD-ROM] [US] (June 14, 2000) 

* Others : 
Mobile Phones [US] (April 2, 2005) "Street Fighter Alpha - Rapid Battle" 
Windows Mobile [US] (December 16, 2009)
BlackBerry [US] (December 21, 2009) "Street Fighter Alpha [Model 5342]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2649&o=2

$end


$gbcolor=sfau,
$bio

Street Fighter Alpha - Warriors' Dreams (c) 2000 Capcom Company, Limited.

- TECHNICAL -

Model CGB-AFZE-USA

- TRIVIA -

Street Fighter Alpha - Warriors' Dreams for Game Boy Color was released in March 2000 in North America.

This port of "Street Fighter Alpha - Warriors' Dreams" contains downscaled graphics and sound. There is no link cable support, and the game can only be played by one player.

- STAFF -

Developed by: Crawfish Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68821&o=2

$end


$gbcolor=sfa,
$bio

Street Fighter Alpha - Warriors' Dreams (c) 2000 Capcom Company, Limited.

- TECHNICAL -

Model CGB-AFZP-EUR

- TRIVIA -

Street Fighter Alpha - Warriors' Dreams for Game Boy Color was released in 1999 (exact date unknown) in Europe.

This port of "Street Fighter Alpha - Warriors' Dreams" contains downscaled graphics and sound. There is no link cable support, and the game can only be played by one player.

- STAFF -

Developed by: Crawfish Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68819&o=2

$end


$gbcolor=sfaj,
$bio

Street Fighter Alpha - Warriors' Dreams (c) 2001 Capcom Company, Limited.

- TECHNICAL -

Model CGB-BF2J-JPN

- TRIVIA -

Street Fighter Alpha - Warriors' Dreams for Game Boy Color was released on March 30, 2001 in Japan.

This port of "Street Fighter Zero" contains downscaled graphics and sound. There is no link cable support, and the game can only be played by one player.

- STAFF -

Developed by: Crawfish Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68820&o=2

$end


$saturn,sat_cart=sfau,
$bio

Street Fighter Alpha - Warriors' Dreams (c) 1996 Capcom Company, Limited.

North American release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Street Fighter Zero [Model T-1206G]".

- TECHNICAL -

Game ID: T-1206H

- TRIVIA -

Street Fighter Alpha - Warriors Dreams for Saturn was released in 1996 (exact date unknown) in North America.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60168&o=2

$end


$saturn,sat_cart=sfa,
$bio

Street Fighter Alpha - Warriors' Dreams (c) 1996 Virgin Interactive

European release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Street Fighter Zero [Model T-1206G]".

- TECHNICAL -

Game ID: T-7008H-50

- TRIVIA -

Street Fighter Alpha - Warriors Dreams for Saturn was released on January 25, 1996 in Europe.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60422&o=2

$end


$info=sfa2,sfa2u,sfa2ur1,
$bio

Street Fighter Alpha 2 (c) 1996 Capcom.

North American & European release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Street Fighter Zero 2 [Green Board]".

- TECHNICAL -

Runs on the "CP System II" hardware.
Blue Board [USA & Europe]

- TRIVIA -

Street Fighter Alpha 2 was released in February 1996 in Europe and in March 1996 in the USA.

In these export releases: 
Nash is named Charlie.
Vega is named M. Bison. 
Gouki is named Akuma.
Shin Gouki is named Shin Akuma.
Satsui no Hadou ni Mezameta Ryu is named Evil Ryu.

In the original Japanese version, specific locations are displayed on the 'next stage' screen. All export versions just tell you which country the stage is in. Perhaps someone at Capcom USA was too lazy to translate the location-specific text (which is in Japanese) and just used the country name (which is in English). Below are the place names that were left out of the non-Japanese versions, translated into English... 
(Character : Stage location) 
Ryu : Suzaku Castle, Japan 
(Sagat vs.) Ryu : a big prairie, Australia 
Ken : San Francisco Bay, USA 
Chun-Li : Beijing, China 
Sagat : Ayuthaya Temple Ruins, Thailand 
Adon : Bank of the Chao Phraya River, Thailand 
Birdie : London Station Underground, England 
Charlie ('Nash' in Japan) : Detroit Highway, USA 
Guy : Metro City, USA 
Rose : Genova City Port, Italy 
Sodom : Arizona Desert, USA 
M. Bison ('Vega' in Japan) : Atop the VTOL, Brazil 
(Charlie vs.) M. Bison : Guiana Highlands - Great Waterfalls, Venezuela 
Akuma ('Gouki' in Japan) : Gokuentou, Japan 
Dan : Temple Street, Hong Kong 
Dhalsim : Bank of the Ganges River, India 
Zangief : Bilsk Steelworks, USSR 
Gen : Shanghai, China 
Rolento : New York, USA 
Sakura : Setagaya-ku, 2-Choume, Tokyo, Japan

- UPDATES -

Blue Board revisions : 

REVISION 1
* Build date: 960229
* EUROPE release

REVISION 2
* Build date: 960306
* US release

REVISION 3
* Build date: 960430
* US release

- SERIES -

1. Street Fighter (1987)
2. Street Fighter II - The World Warrior [B-Board 90629B] (1991)
3. Street Fighter II' - Champion Edition [B-Board 91634B-2] (1992)
4. Street Fighter II' - Hyper Fighting [B-Board 91635B-2] (1992)
5. Super Street Fighter II - The New Challengers [Green Board] (1993)
6. Super Street Fighter II Turbo [Blue Board] (1994)
7. Street Fighter Alpha - Warriors' Dreams [Blue Board] (1995)
8. Street Fighter Alpha 2 [Blue Board] (1996)
9. Street Fighter III - New Generation (1997)
10. Street Fighter III - 2nd Impact : Giant Attack (1997)
11. Street Fighter Alpha 3 [Blue Board] (1998)
12. Street Fighter III - 3rd Strike : Fight For The Future (1999)
13. Hyper Street Fighter II - The Anniversary Edition [Green Board] (2003)
14. Street Fighter IV (2008)
15. Super Street Fighter IV - Arcade Edition (2010)
16. Ultra Street Fighter IV (2014)

- PORTS -

These are ports released in North America, Europe, and Australia.

* Consoles : 
Sega Saturn [EU] (1996) "Street Fighter Alpha 2 [Model T-7026H-50]" 
Sega Saturn [US] (September 30, 1996) "Street Fighter Alpha 2 [Model T-1213H]" 
Sony PlayStation [US] (September 30, 1996) "Street Fighter Alpha 2 [Model SLUS-00258]"  
Nintendo SNES [US] (November 1996) "Street Fighter Alpha 2 [Model SNS-AUZE-USA]" 
Sony PlayStation [EU] (December 1996) "Street Fighter Alpha 2 [Model SLES-00496]" 
Nintendo SNES [EU] (December 19, 1996) "Street Fighter Alpha 2 [Model SNSP-AUZP-EUR]" 
Sony PlayStation 2 [AU] (2006) "Street Fighter Alpha Anthology" by THQ
Sony PlayStation 2 [US] (June 13, 2006) "Street Fighter Alpha Anthology [Model SLUS-21317]" 
Sony PlayStation 2 [EU] (July 7, 2006) "Street Fighter Alpha Anthology [Model SLES-54085]" 

* Computers : 
PC [MS Windows 9x, CD-ROM] [US] (November 1, 1997) 
PC [MS Windows 9x, CD-ROM] [EU] (1998)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2650&o=2

$end


$snes=sfa2u,
$bio

Street Fighter Alpha 2 (c) 1996 Capcom Company, Limited.

North American release. Game developed in Japan. For more information on the game itself, please see the original Japanese release entry; "Street Fighter Zero 2 [Model SHVC-AUZJ-JPN]".

- TECHNICAL -

Cartridge ID: SNS-AUZE-USA

- TRIVIA -

Street Fighter Alpha 2 for Super NES was released in November 1996 in North America.

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [US] (December 7, 2009) 
Nintendo Wii U [Virtual Console] [US] (May 22, 2014) [Model JCGE]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63616&o=2

$end


$snes=sfa2,
$bio

Street Fighter Alpha 2 (c) 1996 Capcom Company, Limited.

European release. Game developed in Japan. For more information on the game itself, please see the original Japanese release entry; "Street Fighter Zero 2 [Model SHVC-AUZJ-JPN]".

- TECHNICAL -

Cartridge ID: SNSP-AUZP-EUR

- TRIVIA -

Street Fighter Alpha 2 for Super NES was released on December 19, 1996 in Europe.

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [EU] (January 29, 2010) 
Nintendo Wii [Virtual Console] [EU] [AU] (October 2, 2014) [Model JCGP]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63615&o=2

$end


$saturn,sat_cart=sfa2u,
$bio

Street Fighter Alpha 2 (c) 1996 Capcom Company, Limited.

North American release. Game developed in Japan. For more information on the game itself, please see the original Japanese release entry; "Street Fighter Zero 2 [Model T-1212G]".

- TECHNICAL -

Game ID: T-1213H

- TRIVIA -

Street Fighter Alpha 2 for Saturn was released on September 30, 1996 in North America.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60169&o=2

$end


$saturn,sat_cart=sfa2,
$bio

Street Fighter Alpha 2 (c) 1997 Virgin Interactive

European release. Game developed in Japan. For more information on the game itself, please see the original Japanese release entry; "Street Fighter Zero 2 [Model T-1212G]".

- TECHNICAL -

Game ID: T-7026H-50

- TRIVIA -

Street Fighter Alpha 2 for Saturn was released in 1996 (exact date unknown) in Europe.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60423&o=2

$end


$info=sfa3,sfa3u,sfa3ur1,sfa3ud,sfa3us,
$bio

Street Fighter Alpha 3 (c) 1998 Capcom.

North American & European release. Game developed in Japan. For more information about the game itself, see the original Japanese release entry; "Street Fighter Zero 3 [Green Board]".

- TECHNICAL -

Runs on the "CP System II" hardware.
Blue Board [USA & Europe]

- TRIVIA -

Bam Margera of MTV's 'Jackass' and 'Viva La Bam' has owned this game before in his house. In the episode of 'Viva La Bam' called "Uncivil War", one of the arcade cabinets in Bam's laundry room running "Street Fighter Alpha 3" can be briefly shown for a second.

In all Export releases : 
- Gouki is named Akuma.
- M. Bison is named Balrog.
- Nash is named Charlie. 
- Vega is named M. Bison.
- Shin Vega is named Final Bison.
- Balrog is named Vega.

In Europe and the Western Hemisphere : 
- The Z-ISM is called A-ISM (representing Alpha).

In the original Japanese version, specific locations were given for each stage (in Japanese) along with the name of the country (in English). Only the country name is given in all Export versions, with the more specific info being removed instead of being translated. Here is the list:
Adon: Khmer Historic Ruins, Thailand 
Akuma ('Gouki' in Japan): Oni Fang Cave, Japan 
Balrog ('M. Bison' in Japan), M. Bison ('Vega' in Japan), Juni & Juli: Secret Point 48106 (since there was no country given for 'Secret Point 48106', its name is left completely blank in the Export versions)
Birdie: Train Cemetery, England 
Blanka: Madeira River branch - swampland, Brazil 
Cammy: Mikonos Island, Greece 
Charlie ('Nash' in Japan): Frankfort Hangar, U.S.A. 
Chun-Li: Zhidan Plaza, China 
Cody: Metro City - City Police Detention Center, U.S.A. 
Dan: Hinode Park (translated from Japanese as 'Sunrise Park'), Japan 
Dhalsim: In front of Jaunpur Monument, India 
E. Honda: Higashikomagata - Katomi kontou, Japan 
Gen: Victoria Harbor, Hong Kong 
Guy: Under 22nd Street overhead, U.S.A. 
Karin, Sakura: Flower Shoutengai (translated from Japanese as Flower Shopping Street), Japan (NOTE: In Sakura's version, the sky is daylight; in Karin's version, night has fallen.) 
Ken: Hotel Masters, U.S.A. 
R. Mika: Sardine Beach Special Ring, Japan 
Rolento: New York Camouflaged Subway, U.S.A. 
Rose: Palazzo Mistero (Translated from Italian as Palace of Mystery), Italy 
Ryu: Genbugahara (translated from Japanese as 'Genbu Plain'), Japan 
Sagat: Nagpa Resting Shakyamuni the Buddha Statue, Thailand 
Sodom: Manhattan Building 49 F, U.S.A. 
Vega ('Balrog' in Japan): Requena Spiral Tower, Spain 
Zangief: Akademu Gorodowa blast furnace, U.S.S.R.

- UPDATES -

Blue Board revisions : 

REVISION 1:
* Build date: 980629
* US release

REVISION 2:
* Build date: 980904
* US and EUROPE releases

- SERIES -

1. Street Fighter (1987)
2. Street Fighter II - The World Warrior [B-Board 90629B] (1991)
3. Street Fighter II' - Champion Edition [B-Board 91634B-2] (1992)
4. Street Fighter II' - Hyper Fighting [B-Board 91635B-2] (1992)
5. Super Street Fighter II - The New Challengers [Green Board] (1993)
6. Super Street Fighter II Turbo [Blue Board] (1994)
7. Street Fighter Alpha - Warriors' Dreams [Blue Board] (1995)
8. Street Fighter Alpha 2 [Blue Board] (1996)
9. Street Fighter III - New Generation (1997)
10. Street Fighter III - 2nd Impact : Giant Attack (1997)
11. Street Fighter Alpha 3 [Blue Board] (1998)
12. Street Fighter III - 3rd Strike : Fight For The Future (1999)
13. Hyper Street Fighter II - The Anniversary Edition [Green Board] (2003)
14. Street Fighter IV (2008)
15. Super Street Fighter IV - Arcade Edition (2010)
16. Ultra Street Fighter IV (2014)

- PORTS -

NOTE: These are only ports released in North America, Europe, and Australia. 

* Consoles :
Sony PlayStation [US] (April 30, 1999) "Street Fighter Alpha 3 [Model SLUS-00821]" 
Sony PlayStation [EU] (2000) "Street Fighter Alpha 3 [Model SLES-01863]" 
Sony PlayStation [US] (2000) "Street Fighter Alpha 3 [Greatest Hits] [Model SLUS-00821GH]" 
Sega Dreamcast [US] (May 31, 2000) "Street Fighter Alpha 3 [Model T-1203N]" 
Sega Dreamcast [EU] (September 29, 2000) "Street Fighter Alpha 3 [Model T-7005D-50]" 
Sony PlayStation 2 [AU] (2006) "Street Fighter Alpha Anthology" 
Sony PlayStation 2 [US] (June 13, 2006) "Street Fighter Alpha Anthology [Model SLUS-21317]" 
Sony PlayStation 2 [EU] (July 7, 2006) "Street Fighter Alpha Anthology [Model SLES-54085]" 

* Handhelds : 
Nintendo Game Boy Advance [EU] (November 29, 2002) "Street Fighter Alpha 3 [Model AGB-AZUP-EUR]"  
Nintendo Game Boy Advance [US] (December 1, 2002) "Street Fighter Alpha 3 [Model AGB-AZUE-USA]" 
Sony PSP [AU] (2006) "Street Fighter Alpha 3 MAX" by THQ
Sony PSP [US] (February 7, 2006) "Street Fighter Alpha 3 MAX [Model ULUS-10062]" 
Sony PSP [EU] (March 10, 2006) "Street Fighter Alpha 3 MAX [Model ULES-00235]" 

For further details, please see the "Street Fighter Zero 3 Upper" entry.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2651&o=2

$end


$gba=sfa3u,
$bio

Street Fighter Alpha 3 [Model AGB-AZUE-USA] (c) 2002 Capcom Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75857&o=2

$end


$gba=sfa3,
$bio

Street Fighter Alpha 3 [Model AGB-AZUP] (c) 2002 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75856&o=2

$end


$info=sfa3h,sfa3hr1,
$bio

Street Fighter Alpha 3 (c) 1998 Capcom Company, Ltd

South American release. Game developed in Japan. For more information about the game itself, see the original Japanese release entry; "Street Fighter Zero 3 [Green Board]".

- TECHNICAL -

Runs on the "CP System II" hardware.
Orange Board [South America]

- TRIVIA -

This Export version supports a card (possibly meaning 'ticket') dispenser, and when the game's options in test mode have the dispenser turned on, when there's no dispenser installed on the machine, a 'NO CARD' message will appear during the attract mode, and when you're playing the game.

- UPDATES -

Orange Board revisions : 

REVISION 1:
* Build date: 980629

REVISION 2:
* Build date: 980904

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69670&o=2

$end


$info=sfa3b,
$bio

Street Fighter Alpha 3 (c) 1998 Capcom Company, Ltd

Brazilian release. Game developed in Japan. For more information about the game itself, see the original Japanese release entry; "Street Fighter Zero 3 [Green Board]".

- TECHNICAL -

Runs on the "CP System II" hardware.
Pink Board [Brazil]

- TRIVIA -

This Export version supports a card (possibly meaning 'ticket') dispenser, and when the game's options in test mode have the dispenser turned on, when there's no dispenser installed on the machine, a 'NO CARD' message will appear during the attract mode, and when you're playing the game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71671&o=2

$end


$psx=streetfi,
$bio

Street Fighter Collection (c) 1997 Capcom Company, Limited.

The Greatest Collection of Fighters Has Just Entered The Arena!

This compilation : 
- Super Street Fighter II - The New Challengers: 16 of the world's greatest go head to head in an epic struggle for supremacy. 
- Super Street Fighter II X - Grand Master Challenge: Sharpen your Super Combos to defeat Gouki, the dark warrior. 
- Street Fighter Zero 2 Dash: Features new animations, moves, and modes of play; discover the secret code to unlock the first appearance of Cammy in the Zero series, brought home in its true arcade form for the first time.

Battle your way through two of your all-time favorites!

We've hit you with a Super Combo!

- TECHNICAL -

Disc 1 ID # SLPS-00800
Disc 2 ID # SLPS-00801

- TRIVIA -

Released on September 18, 1997 in Japan to celebrate the 10th anniversary of the Street Fighter franchise.

Street Fighter Zero 2 Dash is known in Japanese arcades as "Street Fighter Zero 2 Alpha".

- TIPS AND TRICKS -

SUPER STREET FIGHTER II - THE NEW CHALLENGERS

Simultaneously press the L and R buttons to cancel character selection (Versus Mode only).

Each of the attack buttons as well as the Start button will give you a different costume color. An eighth costume color can be selected by pressing and holding any Punch or Kick button for a few seconds.

SUPER STREET FIGHTER II X - GRAND MASTER CHALLENGE

The two codes listed above also work for Super Street Fighter II X.

Gouki can be selected in two ways. The long method is to highlight Ryu (or Ken), T. Hawk, Guile, Cammy, and Ryu (or Ken) for 3 seconds each, then placing the cursor on any character and pressing Start, then all 3 Punch buttons simultaneously. The easier method is to highlight Ryu and press both the L and R buttons simultaneously.

The SUPER (more commonly known as OLD) characters can also be selected in two ways. The following lists the arcade method of selecting these characters. Choose your character with any button and then press the following, finishing with LP (or LP+LK for alternate costume color):

Ryu: Right, Right, Right, Left
Ken: Left, Left, Left, Right
E. Honda: Up, Up, Up, Down
Chun-Li: Down, Down, Down, Up
Blanka: Right, Left, Left, Left
Zangief: Left, Right, Right, Right
Guile: Up, Down, Down, Down
Dhalsim: Down, Up, Up, Up
T. Hawk: Right, Right, Left, Left
Fei Long: Left, Left, Right, Right
Cammy: Up, Up, Down, Down
Dee Jay: Down, Down, Up, Up
M. Bison: Left, Right, Right, Left
Balrog: Down, Up, Up, Down
Sagat: Up, Down, Down, Up
Vega: Right, Left, Right, Left

An easier way to select these characters is to hold down the R button, then press any attack button (LK for alternate color).

To face Gouki in Arcade Mode, reach Stage 12 without using any continues.


STREET FIGHTER ZERO DASH

Highlight Zangief, Dhalsim, Vega, Sagat, Ken or Ryu and press Start once to reveal their EX versions, press Start twice for Chun-Li. These versions use techniques from Street Fighter II' and have no Super meter, Zero Counters, or other features from the Zero series.

Press Start twice while highlighting Ryu to reveal Satsui No Hadou Ni Mezameta Ryu. Press Start once while highlighting Chun-Li to change her into her SFII costume. Press Start five times while highlighting Sakura and Gouki for special Sakura colors and Shin Gouki, respectively.

In Arcade Mode, play as Vega (or EX Vega) and beat the highest score (50,000) in the game. Enter the initials "CAM". Now enter Versus Mode or Training. Highlight Vega and press Start twice to reveal Cammy in her X-Men Vs. Street Fighter appearance.

When playing in Arcade Mode, have a second player join in. Have the second player highlight any character and hold Start for a second, then release and select any character to play in the stage you chose. To play in Australia, highlight Sagat and hold Start for five seconds. Do not release Start and select any character. For Venezuela, highlight Nash instead of Sagat.

Select Survival by holding L and Chun-Li will fight you in her SFII costume and your final battle will be against Shin Gouki. Select Survival by holding R and your final battle will be against Vega.

- STAFF -

CONSUMER STAFF ONLY
Planners: Neo_G, H. Ishizawa, Kanetaka [Kinta]
Programmers: Katsu Nishida (Btype), Toshihiko Honda (ED), Yanagi Yasuhiro, Yoshiaki Nishimura (UKTKK), Misawa Tsuyoshi (cookie), Akiyoshi Eshiro (Fly Boy), Hideki Tada (Nya- Nya-)
Scroll Design: Konomi, Kayako Shibata, Y. Kyo, Megumi Maeno
Object Design: Makoto Ishii, T. Takemoto, Fujihara, Iwasaki, Sagata
Visual Planner: Mucchi [Haruo.M]
Original Illustrations: Ikeno Medaka
Sound & Voice Design: Hiroaki Kondou (X68K)
Music Compose & Arrange: Shun Nishigaki, Setsuo Yamamoto, Tatsuro‑
All Sound Produce: Arcade Sound Team
Producer: Noritaka Funamizu (Poo)
Special Thanks: Masako Honma (Manasi), Jiwasaki, Toyozo, Takuya Shiraiwa, Kouji Nakajima, Yoshihiro Sudou, Miki Okagawa (YUKIKAZE), Umanami, Hiro, Taro Takeda (ALPHA)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83966&o=2

$end


$saturn,sat_cart=sf2u,
$bio

Street Fighter Collection (c) 1997 Capcom Company, Limited.

The Greatest Collection of Fighters Has Just Entered The Arena!

This CD features : 
- "Super Street Fighter II - The New Challengers" : 16 of the world's greatest go head to head in an epic struggle for supremacy. 
- "Super Street Fighter II Turbo" : Sharpen your Super Combos to defeat Akuma, the dark warrior. 

Battle your way through your all-time favorites!

We've hit you with a Super Combo!

- TECHNICAL -

Disc 1 of a 2-CD set
[Model T-1222H]

- TRIVIA -

This is the first disc of a 2-CD package for the Sega Saturn titled "Street Fighter Collection", released on November 30, 1997 in North America to celebrate the 10th anniversary of the Street Fighter franchise.

- TIPS AND TRICKS -

SUPER STREET FIGHTER II - THE NEW CHALLENGERS

Simultaneously press the L and R buttons to cancel character selection (Versus Mode only).

Each of the attack buttons as well as the Start button will give you a different costume color. An eighth costume color can be selected by pressing and holding any Punch or Kick button for a few seconds.

SUPER STREET FIGHTER II TURBO

The two codes listed above also work for Super Street Fighter II Turbo.

Akuma can be selected in two ways. The long method is to highlight Ryu (or Ken), T. Hawk, Guile, Cammy, and Ryu (or Ken) for 3 seconds each, then placing the cursor on any character and pressing Start, then all 3 Punch buttons simultaneously. The easier method is to highlight Ryu and press both the L and R buttons simultaneously.

The SUPER (more commonly known as OLD) characters can also be selected in two ways. The following lists the arcade method of selecting these characters. Choose your character with any button and then press the following, finishing with LP (or LP+LK for alternate costume color):

Ryu: Right, Right, Right, Left
Ken: Left, Left, Left, Right
E. Honda: Up, Up, Up, Down
Chun-Li: Down, Down, Down, Up
Blanka: Right, Left, Left, Left
Zangief: Left, Right, Right, Right
Guile: Up, Down, Down, Down
Dhalsim: Down, Up, Up, Up
T. Hawk: Right, Right, Left, Left
Fei Long: Left, Left, Right, Right
Cammy: Up, Up, Down, Down
Dee Jay: Down, Down, Up, Up
Balrog: Left, Right, Right, Left
Vega: Down, Up, Up, Down
Sagat: Up, Down, Down, Up
M. Bison: Right, Left, Right, Left

An easier way to select these characters is to hold down the R button, then press any attack button (LK for alternate color).

To face Akuma in Arcade Mode, reach Stage 12 without using any continues.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60167&o=2

$end


$saturn,sat_cart=sfa2du,
$bio

Street Fighter Collection (c) 1997 Capcom Company, Limited.

The Greatest Collection of Fighters Has Just Entered The Arena!

This CD features : 
- "Street Fighter Alpha 2 Gold" : The game known in Japanese arcades as "Street Fighter Zero 2 Alpha" makes its North American debut here. Features new animations, moves, and modes of play; discover the secret code to unlock the first appearance of Cammy in the Alpha series, brought home in its true arcade form for the first time.

We've hit you with a Super Combo!

- TECHNICAL -

Disc 2 of a 2-CD package
[Model T-1222H]

- TRIVIA -

This is the second disc of a 2-CD package for the Sega Saturn titled "Street Fighter Collection", released on November 30, 1997 in North America to celebrate the 10th anniversary of the Street Fighter franchise.

- TIPS AND TRICKS -

Highlight Zangief, Dhalsim, M. Bison, Sagat, Ken or Ryu and press Start once to reveal their EX versions, press Start twice for Chun-Li. These versions use techniques from "Street Fighter II' - Champion Edition" and have no Super meter, Alpha Counters, or other features from the Alpha series.

Press Start twice while highlighting Ryu to reveal Evil Ryu. Press Start once while highlighting Chun-Li to change her into her SFII costume. Press Start five times while highlighting Sakura and Akuma for special Sakura colors and Shin Akuma, respectively.

In Arcade Mode, play as M. Bison (or EX M. Bison) and beat the highest score (50,000) in the game. Enter the initials "CAM". Now enter Versus Mode or Training. Highlight M. Bison and press Start twice to reveal Cammy in her X-Men Vs. Street Fighter appearance.

When playing in Arcade Mode, have a second player join in. Have the second player highlight any character and hold Start for a second, then release and select any character to play in the stage you chose. To play in Australia, highlight Sagat and hold Start for five seconds. Do not release Start and select any character. For Venezuela, highlight Charlie instead of Sagat.

Select Survival by holding L and Chun-Li will fight you in her SFII costume and your final battle will be against Shin Akuma. Select Survival by holding R and your final battle will be against M. Bison.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60170&o=2

$end


$saturn,sat_cart=sf2j,sf2ja,
$bio

Street Fighter Collection (c) 1997 Capcom Company, Limited.

The Greatest Collection of Fighters Has Just Entered The Arena!

This CD features : 
- "Super Street Fighter II" - The New Challengers" : 16 of the world's greatest go head to head in an epic struggle for supremacy. 
- "Super Street Fighter II X - Grand Master Challenge" : Sharpen your Super Combos to defeat Gouki, the dark warrior. 

Battle your way through two of your all-time favorites!

We've hit you with a Super Combo!

- TECHNICAL -

Disc 1 of a 2-CD package
[Model T-1223G]

- TRIVIA -

This is the first disc of a 2-CD package for the Sega Saturn titled "Street Fighter Collection", released on September 18, 1997 in Japan to celebrate the 10th anniversary of the Street Fighter franchise.

- TIPS AND TRICKS -

SUPER STREET FIGHTER II - THE NEW CHALLENGERS

Simultaneously press the L and R buttons to cancel character selection (Versus Mode only).

Each of the attack buttons as well as the Start button will give you a different costume color. An eighth costume color can be selected by pressing and holding any Punch or Kick button for a few seconds.

SUPER STREET FIGHTER II X - GRAND MASTER CHALLENGE

The two codes listed above also work for Super Street Fighter II X.

Gouki can be selected in two ways. The long method is to highlight Ryu (or Ken), T. Hawk, Guile, Cammy, and Ryu (or Ken) for 3 seconds each, then placing the cursor on any character and pressing Start, then all 3 Punch buttons simultaneously. The easier method is to highlight Ryu and press both the L and R buttons simultaneously.

The SUPER (more commonly known as OLD) characters can also be selected in two ways. The following lists the arcade method of selecting these characters. Choose your character with any button and then press the following, finishing with LP (or LP+LK for alternate costume color):

Ryu: Right, Right, Right, Left
Ken: Left, Left, Left, Right
E. Honda: Up, Up, Up, Down
Chun-Li: Down, Down, Down, Up
Blanka: Right, Left, Left, Left
Zangief: Left, Right, Right, Right
Guile: Up, Down, Down, Down
Dhalsim: Down, Up, Up, Up
T. Hawk: Right, Right, Left, Left
Fei Long: Left, Left, Right, Right
Cammy: Up, Up, Down, Down
Dee Jay: Down, Down, Up, Up
M. Bison: Left, Right, Right, Left
Balrog: Down, Up, Up, Down
Sagat: Up, Down, Down, Up
Vega: Right, Left, Right, Left

An easier way to select these characters is to hold down the R button, then press any attack button (LK for alternate color).

To face Gouki in Arcade Mode, reach Stage 12 without using any continues.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59725&o=2

$end


$saturn,sat_cart=sfz2d,sfz2da,
$bio

Street Fighter Collection (c) 1997 Capcom Company, Limited.

The Greatest Collection of Fighters Has Just Entered The Arena!

This CD features : 
- "Street Fighter Zero 2 Dash" : Features new animations, moves, and modes of play; discover the secret code to unlock the first appearance of Cammy in the Zero series, brought home in its true arcade form for the first time.

We've hit you with a Super Combo!

- TECHNICAL -

Disc 2 of a 2-CD package
[Model T-1223G]

- TRIVIA -

This is the second disc of a 2-CD package for Sega Saturn titled "Street Fighter Collection", released on September 18, 1997 in Japan to celebrate the 10th anniversary of the Street Fighter franchise.

It was then released as a standalone (without the first disc) on November 19, 1998 as a Ssturn Collection edition [Model T-1244G]. 

The game featured on this CD is known in Japanese arcades as "Street Fighter Zero 2 Alpha".

- TIPS AND TRICKS -

Highlight Zangief, Dhalsim, Vega, Sagat, Ken or Ryu and press Start once to reveal their EX versions, press Start twice for Chun-Li. These versions use techniques from Street Fighter II' and have no Super meter, Zero Counters, or other features from the Zero series.

Press Start twice while highlighting Ryu to reveal Satsui No Hadou Ni Mezameta Ryu. Press Start once while highlighting Chun-Li to change her into her SFII costume. Press Start five times while highlighting Sakura and Gouki for special Sakura colors and Shin Gouki, respectively.

In Arcade Mode, play as Vega (or EX Vega) and beat the highest score (50,000) in the game. Enter the initials "CAM". Now enter Versus Mode or Training. Highlight Vega and press Start twice to reveal Cammy in her X-Men Vs. Street Fighter appearance.

When playing in Arcade Mode, have a second player join in. Have the second player highlight any character and hold Start for a second, then release and select any character to play in the stage you chose. To play in Australia, highlight Sagat and hold Start for five seconds. Do not release Start and select any character. For Venezuela, highlight Nash instead of Sagat.

Select Survival by holding L and Chun-Li will fight you in her SFII costume and your final battle will be against Shin Gouki. Select Survival by holding R and your final battle will be against Vega.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59730&o=2

$end


$saturn,sat_cart=sf2,
$bio

Street Fighter Collection [Model T-7033H-50] [Disc 1] (c) 1998 Capcom Company, Limited.

The Greatest Collection of Fighters Has Just Entered The Arena!

This CD features : 
- "Super Street Fighter II - The New Challengers" : 16 of the world's greatest go head to head in an epic struggle for supremacy. 
- "Super Street Fighter II Turbo" : Sharpen your Super Combos to defeat Akuma, the dark warrior. 

Battle your way through your all-time favorites!

We've hit you with a Super Combo!

- TECHNICAL -

Disc 1 of a 2-CD package
[Model T-7033H-50]

- TRIVIA -

This is the first disc of a 2-CD package for the Sega Saturn titled "Street Fighter Collection", released in February 1998 in Europe to celebrate the 10th anniversary of the Street Fighter franchise.

- TIPS AND TRICKS -

SUPER STREET FIGHTER II - THE NEW CHALLENGERS

Simultaneously press the L and R buttons to cancel character selection (Versus Mode only).

Each of the attack buttons as well as the Start button will give you a different costume color. An eighth costume color can be selected by pressing and holding any Punch or Kick button for a few seconds.

SUPER STREET FIGHTER II TURBO

The two codes listed above also work for Super Street Fighter II Turbo.

Akuma can be selected in two ways. The long method is to highlight Ryu (or Ken), T. Hawk, Guile, Cammy, and Ryu (or Ken) for 3 seconds each, then placing the cursor on any character and pressing Start, then all 3 Punch buttons simultaneously. The easier method is to highlight Ryu and press both the L and R buttons simultaneously.

The SUPER (more commonly known as OLD) characters can also be selected in two ways. The following lists the arcade method of selecting these characters. Choose your character with any button and then press the following, finishing with LP (or LP+LK for alternate costume color):

Ryu: Right, Right, Right, Left
Ken: Left, Left, Left, Right
E. Honda: Up, Up, Up, Down
Chun-Li: Down, Down, Down, Up
Blanka: Right, Left, Left, Left
Zangief: Left, Right, Right, Right
Guile: Up, Down, Down, Down
Dhalsim: Down, Up, Up, Up
T. Hawk: Right, Right, Left, Left
Fei Long: Left, Left, Right, Right
Cammy: Up, Up, Down, Down
Dee Jay: Down, Down, Up, Up
Balrog: Left, Right, Right, Left
Vega: Down, Up, Up, Down
Sagat: Up, Down, Down, Up
M. Bison: Right, Left, Right, Left

An easier way to select these characters is to hold down the R button, then press any attack button (LK for alternate color).

To face Akuma in Arcade Mode, reach Stage 12 without using any continues.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60421&o=2

$end


$saturn,sat_cart=sfa2d,
$bio

Street Fighter Collection (c) 1998 Capcom Company, Limited.

The Greatest Collection of Fighters Has Just Entered The Arena!

This CD features : 
- "Street Fighter Alpha 2 Dash" : The game known in Japanese arcades as "Street Fighter Zero 2 Alpha" makes its European debut here. Features new animations, moves, and modes of play; discover the secret code to unlock the first appearance of Cammy in the Alpha series, brought home in its true arcade form for the first time.

We've hit you with a Super Combo!

- TECHNICAL -

Disc 2 of a 2-CD package
[Model T-7033H-50]

- TRIVIA -

This is the second disc of a 2-CD package titled "Street Fighter Collection", released in February 1998 in Europe to celebrate the 10th anniversary of the Street Fighter franchise.

- TIPS AND TRICKS -

Highlight Zangief, Dhalsim, M. Bison, Sagat, Ken or Ryu and press Start once to reveal their EX versions, press Start twice for Chun-Li. These versions use techniques from "Street Fighter II' - Champion Edition" and have no Super meter, Alpha Counters, or other features from the Alpha series.

Press Start twice while highlighting Ryu to reveal Evil Ryu. Press Start once while highlighting Chun-Li to change her into her SFII costume. Press Start five times while highlighting Sakura and Akuma for special Sakura colors and Shin Akuma, respectively.

In Arcade Mode, play as M. Bison (or EX M. Bison) and beat the highest score (50,000) in the game. Enter the initials "CAM". Now enter Versus Mode or Training. Highlight M. Bison and press Start twice to reveal Cammy in her X-Men Vs. Street Fighter appearance.

When playing in Arcade Mode, have a second player join in. Have the second player highlight any character and hold Start for a second, then release and select any character to play in the stage you chose. To play in Australia, highlight Sagat and hold Start for five seconds. Do not release Start and select any character. For Venezuela, highlight Charlie instead of Sagat.

Select Survival by holding L and Chun-Li will fight you in her SFII costume and your final battle will be against Shin Akuma. Select Survival by holding R and your final battle will be against M. Bison.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60424&o=2

$end


$info=sfex,sfexa,sfexj,sfexu,
$bio

Street Fighter EX (c) 1996 Capcom.

- TECHNICAL -

Sony ZN-1 hardware

Main CPU : PSX (@ 16.9344 Mhz)
Sound CPU : Zilog Z80 (@ 8 Mhz)
Sound Chips : SPU (@ 8 Mhz), Q-Sound (@ 4 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 6 
= > [1] LP, [2] MP, [3] HP 
= > [4] LK, [5] MK, [6] HK

- TRIVIA -

Released in Japan in November 1996; other regions didn't see the game until December 1996. Developed by Arika.

EX stands for 'Extreme'. This is the first Street Fighter game using a 3D engine.

At one point during development the game was called "Street Fighter Gaiden", suggesting that it may have taken place in an alternate reality.

Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Street Fighter EX - PCCB-00241) on February 21, 1997.

- UPDATES -

Here is the list of all versions : 

961130
* JAPAN release.

961219
* US, EUROPE and ASIA releases.


ADDITIONAL NOTES : 

The US version has the "Winners Don't Use Drugs" screen.

- TIPS AND TRICKS -

* Play As Akuma : Highlight Ryu, hold Start and push Down(x3), Up(x4), then MP or MK to select Akuma.

* Play Against Akuma : Get 8 wins streak continuously against CPU (that means you can still lose a round in stage 1 or stage 9) or get 32 wins streak against human player.

* Play Against Garuda :
1) Get 2 perfects.
2) get 4 super finishes on last round.
3) Use level 3's supercancel once or Zangief's level 3 F.A.B. or Akuma's level 3 Demon Rage (Red flashing light indicate level 3) (exception for Kairi and C.Jack, they only need level 2).
4) And require minimum combo hits for each character :
* 6 hits : Allen, Darun.
* 7 hits : Ryu, Ken, Zangief, Pullum, C.Jack, Blair.
* 8 hits : Guile, Hokuto, Skullomania, Kairi.
* 9 hits : Gouki.
* 11 hits : D.Dark.
* 12 hits : Chun-li.

* Unlock 4 Hidden Characters : If the game runs for 400 hours, the characters will be available automatically (move cursor to the left or right of Pullum or Skullomania).

* Skullomania's Alternative Colour : Hold start and press...
LP : Black (default)
MP : Red
HP : Purple
LK : Green
MK : Yellow
HK : Pink

- SERIES -

1. Street Fighter EX (1996)
2. Street Fighter EX Plus (1997)
3. Street Fighter EX2 (1998)
4. Street Fighter EX2 Plus (1999)
5. Street Fighter EX3 (2001, Sony PlayStation 2)

- STAFF -

Planners: Akira Nishitani (NIN), Junichi Ohno (OHN), Ichirou Mihara (MIZ.)
Game programmers: Hori Takamasa, Hiroyasu Od. Hasssy, Akira K.
System programmers: Mitsu, M. Karasawa
Modeling designer: Jun Matsumura (28)
Motion Designers: Dirty Takaoka, Alien Pole, Tanaka Masaaki, Kazuko Kawanaka
Background designers: Motokazu Sakai, Kaori Matsumoto
Effect designer: Seigo Kawakami
Title design: Motokazu Sakai, Osamu Fujita
Sound creators: Shinji Hosoe (MEGA), Ayako Saso (AYA), Takayuki Aihara (J99)

* Voice Actors & Actress :
Ryu : Ishizuka Katashi
Ken : Tetsuya Iwanaga
Chun Li : Miyamura Yuko (Miyamura Yuuko)
Guile : Genda Tesshou
Zangief, Doctrine Dark : Takagi Wataru
Hokuto : Amano Yuri
Pullum Purna : Sakamoto Chika
Skullomania : Futamata Issei
Cracker Jack : Ginga Banjou
Kairi : Shiozawa Kaneto
Allen Snider : Hosoi Osamu
Darun Mister : Nagasako Takashi
Blair Dame : Tachibana Hikari
Gouki, Vega : Tomomichi Nishimura
Garuda : Hosoi Osamu

Special Thanks: Yoshiki Okamoto, Wakamatsu (BET 50), Yuichiro Konno, Tomotaka Suzuki, Hiroshi Nagata
Producer: Akira Nishitani (NIN)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2652&o=2

$end


$info=sfexp,sfexpu1,sfexpj,sfexpj1,
$bio

Street Fighter EX Plus (c) 1997 Capcom Company, Limited.

- TECHNICAL -

Sony ZN-1 hardware

Main CPU : PSX (@ 16.9344 Mhz)
Sound CPU : Zilog Z80 (@ 8 Mhz)
Sound Chips : SPU (@ 8 Mhz), Q-Sound (@ 4 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 6 
= > [1] LP, [2] MP, [3] HP 
= > [4] LK, [5] MK, [6] HK

- TRIVIA -

Developed by Arika, Street Fighter EX Plus was released in March 1997 by Capcom.

- UPDATES -

Here is the list of all versions : 

970311
* US and JAPAN releases.

970407
* US updated release.

- TIPS AND TRICKS -

* Play as B.Ryu : At the character selection screen, highlight Ryu, press Start once, then press LP+MK+HP or LK+MP+HK.

* Play as B.Hokuto : If B.Hokuto is in the ranking (appears after about 2 weeks after installation)...
1) At the character selection screen, highlight Akuma and press Start(x3).
2) Highlight Kairi and press Start Twice.
3) Highlight Hokuto and press MP or MK.

* Play as Beta : If Beta is in the ranking (appears after 200 hours after installation)...
1) At the character selection screen, highlight Pullum and press Start(x4).
2) Highlight Ryu and press Start(x3).
3) Highlight Blair and press MP or MK.

* Play as Gamma : If Gamma is in the ranking (appears after about 4 weeks after installation)...
1) At the character selection screen, highlight Garuda and press Start(x5).
2) Highlight Guile and press Start(x4).
3) Highlight D.Dark and press MP or MK.

* Play against Akuma : Get 8 wins streak continuously against CPU (that means you can still lose a round in stage 1 or stage 9) or get 32 wins streak against human player.

* Play against Garuda :
1) Get 2 perfects.
2) get 4 super finishes on last round.
3) Use level 3's supercancel once or Zangief's level 3 F.A.B. or Akuma's level 3 Demon Rage (Red flashing light indicate level 3) (exception for Kairi and C.Jack, they only need level 2).
4) And require minimum combo hits for each character...
* 6 hits : Allen, Darun.
* 7 hits : Ryu, Ken, Zangief, Pullum, C.Jack, Blair.
* 8 hits : Guile, Hokuto, Skullomania, Kairi.
* 9 hits : Gouki.
* 11 hits : D.Dark.
* 12 hits : Chun-li.
* ?? hits : Garuda, M.Bison, B.Ryu, B.Hokuto.

- SERIES -

1. Street Fighter EX (1996)
2. Street Fighter EX Plus (1997)
3. Street Fighter EX2 (1998)
4. Street Fighter EX2 Plus (1999)
5. Street Fighter EX3 (2001, Sony PlayStation 2)

- STAFF -

Planners: Akira Nishitani (NIN), Junichi Ohno (OHN), Ichirou Mihara (MIZ.), Yuichiro Konno, Hiroshi Nagata
Game programmers: Hori Takamasa, Hiroyasu Od. Hasssy, Akira K.
System programmers: Mitsu, M. Karasawa
Modeling designer: Jun Matsumura (28)
Motion Designers: Dirty Takaoka, Alien Pole, Tanaka Masaaki, Kazuko Kawanaka
Background designers: Motokazu Sakai, Kaori Matsumoto
Effect designer: Seigo Kawakami
Title design: Motokazu Sakai, Osamu Fujita
Sound creators: Shinji Hosoe (MEGA), Ayako Saso (AYA), Takayuki Aihara (J99)

* Voice Actors & Actress :
Ryu : Ishizuka Katashi
Ken : Tetsuya Iwanaga
Chun Li : Miyamura Yuko (Miyamura Yuuko)
Guile : Genda Tesshou
Zangief : Takagi Wataru
Hokuto : Amano Yuri
Pullum Purna : Sakamoto Chika
Doctrine Dark : Takagi Wataru
Skullomania : Futamata Issei
Cracker Jack : Ginga Banjou
Kairi : Shiozawa Kaneto
Allen Snider : Hosoi Osamu
Darun Mister : Nagasako Takashi
Blair Dame : Tachibana Hikari
Gouki : Tomomichi Nishimura
Vega : Tomomichi Nishimura
Garuda : Hosoi Osamu

Special Thanks: Yoshiki Okamoto, Wakamatsu (BET 50), Tomotaka Suzuki
Producer: Akira Nishitani (NIN)

- PORTS -

* Consoles : 
Sony PlayStation [JP] (July 17, 1997) "Street Fighter EX Plus Alpha [Model SLPM-86041]" 
Sony PlayStation [US] (September 30, 1997) "Street Fighter EX Plus Alpha [Model SLUS-00548]" 
Sony PlayStation [EU] (November 1997) "Street Fighter EX Plus Alpha [Model SLES-00939]" : Also released in both Platinum and Value editions (1999 (exact day unknown) for Platinum, December 29, 2000 for Value) 
Sony PlayStation [JP] (September 23, 1998) "Street Fighter EX Plus Alpha [The Best] [Model SLPS-91088]" 

Notes: In these versions, Sakura Kasugano and Dhalsim are playable.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2655&o=2

$end


$snes=sfex,sfexh,
$bio

Street Fighter EX Plus Alpha (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62232&o=2

$end


$info=sfex2,sfex2j,sfex2a,sfex2h,
$bio

Street Fighter EX2 (c) 1998 Capcom.

A 3-D game, in the normally-2-D Street Fighter game series.

- TECHNICAL -

Sony ZN-2 hardware

Main CPU : PSX (@ 16.9344 Mhz)
Sound CPU : Zilog Z80 (@ 8 Mhz)
Sound Chips : SPU (@ 8 Mhz), Q-Sound (@ 4 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 6 
= > [1] LP, [2] MP, [3] HP 
= > [4] LK, [5] MK, [6] HK

- TRIVIA -

Street Fighter EX2 was shown at the 1998 AOU Amusement Expo show (February 1998), in Japan. It was then released in March 1998 in most regions; this game did not appear in the United States until May 1998. 

Developed by Arika.

Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Street Fighter EX2 - PCCB-00322) on June 17, 1998.

- UPDATES -

Here is the list of all versions : 

980312
* JAPAN, ASIA, and HISPANIC releases. 

980526
* US release. 

ADDITIONAL NOTES : 

The US version has the "Winners Don't Use Drugs" screen.

- TIPS AND TRICKS -

* Play as Kairi and Shadowgeist :
Player's code - The total of each entry in the Score Ranking should be equal or more than 500,000 points (one character per entry so all characters must be in the ranking with 500,000 points each).
Operator's code - Turn on the machine and go to Test Mode, go to the Color Menu and input the following button sequence using the Player1 side : HP, LP, LK, HK, MP, LP, LK, MK, LK, MK, MP, LP, HK, MK, MP, HP once input, this message pops at the bottom of the screen : 'HERE COMES A NEW CHALLENGER' this message confirms that the code was input properly and Kairi and Shadowgeist are activated upon restart.

* Play as Nanase and Garuda : These extra characters can only be activated only after Kairi and Shadowgeist are activated.
Player's code - The total accumulated points of all entries in the Score Ranking should add up to equal or more than 28,000,000 points (including Kairi and Shadowgeist).
Operator's code - Turn on the machine and go to the Test Mode screen, go to the Color Menu and input the following button sequence using the Player1 side : MK, HK, HP, MP, LK, HK, HP, LP, HK, LK, LP, HP, MK, LK, LP, MP once input, this message pops at the bottom of the screen : 'HERE COMES A NEW CHALLENGER' this message confirms that the code was input properly and Nanase and Garuda are activated upon restart.

* Play as Unmasked Vega : Select Vega as your character and at every VS screen before the fight, hold Start+LP+MK+HP and when the match begins Vega will not be wearing a mask during the next fight.

- SERIES -

1. Street Fighter EX (1996)
2. Street Fighter EX Plus (1997)
3. Street Fighter EX2 (1998)
4. Street Fighter EX2 Plus (1999)
5. Street Fighter EX3 (2001, Sony PlayStation 2)

- STAFF -

Director : Akira Nishitani (Nin)
Planner : Shinzi Watanabe, Hiroshi Okuda, Kiminori Tsubouchi
Programmers : Hiroyasu OD.Hassssy, Gara, S.Masuda M.K, Yoshiyuki Nagata, Akira Okubo, Akira K.
Modeling designer : Jun Matsumura
Motion designers : Noritaka Funamizu (Poo), Masaaki Tanaka Japan, Kazuko Kawanaka.Inko, Tadashi Aoki, Hitoshi Yamaguchi (Kani), Yoshikatsu Yamamoto
B.G designers : Motokazu Sakai, Kaori Matsumoto, Yoko Funato, Miroshi Chiba, Younosuke Naito
Sound creators : Shinji Hosoe, Takayuki Aihara, Ayako Saso
Technical support : Noriyuki Takahashi, Kumapu, Masahito Kurihara, Kimiaki Kazamatsuri

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2653&o=2

$end


$info=sfex2p,sfex2pj,sfex2pa,sfex2ph,
$bio

Street Fighter EX2 Plus (c) 1999 Capcom Company, Limited.

- TECHNICAL -

Sony ZN-2 hardware

Main CPU : PSX (@ 16.9344 Mhz)
Sound CPU : Zilog Z80 (@ 8 Mhz)
Sound Chips : SPU (@ 8 Mhz), Q-Sound (@ 4 Mhz)

Players : 2
Control : 8-way joystick 
Buttons : 6 
= > [1] LP, [2] MP, [3] HP 
= > [4] LK, [5] MK, [6] HK

- TRIVIA -

Developed by Arika, Street Fighter EX2 Plus was released by Capcom in June 1999.

Suleputer released a limited-edition soundtrack album for this game (Street Fighter EX 2 Plus - CPCA-1038) on 19/02/2000.

- UPDATES -

Here is the list of all versioins : 

990611
* US, JAPAN, and ASIA releases

ADDITIONAL NOTES : 

The US version has the "Winners Don't Use Drugs" screen.

- TIPS AND TRICKS -

* Fury list (Level 3 only) :

Area - FINAL CANCER (1 time by match) : Down, DownLeft, Left, Down, DownLeft, Left + All Punchs.

Bison (Vega) - PSYCHO BREAK SMASHER : Left (2 seconds), Right, Left, Right + All Punchs.

Blanka - SUPER ELECTRIC SANDER : (near) Down, DownRight, Right, Down, DownRight, Right + All Kicks.

C. Jack - HOMERUN KING : (near) Down, DownRight, Right, Down, DownRight, Right + All Kicks.

Chun-Li - KIKOU SHOU GOKU : (near) Down, DownRight, Right, Down, DownRight, Right + All Punchs.

Doctrine Dark - DEATH TRAP : Down, DownLeft, Left, Down, DownLeft, Left + All Punchs

Darun Mister - G.O.D. : (close) Right, DownRight, Down, DownLeft, Left, UpLeft, Up + All Punchs... then continue with Right, DownRight, Down, DownLeft, Left, UpLeft, Up + Punch or Kick several times.

Dhalsim - YOGA INFERNO : (near) Down, DownRight, Right, Down, DownRight, Right + All Punchs.

Garuda - RAISEN SHO : (near) Down, DownLeft, Left, Down, DownLeft, Left + All Kicks... and just after the fifth hit : Down, DownRight, Right, Down, DownRight, Right + Kick... and roughly after the sixth or seventh hit : Down, DownLeft, Left, Down, DownLeft, Left + Punch.

Hokuto - SHIRASE GATANA : (near) Down, DownRight, Right, Down, DownRight, Right + All Kicks.

Kairi - EVIL DANCE : (near) LP, LP, Right, LK, HP
GODLY PALM FORCE (1 time by match) : Down, DownRight, Right, Down, DownRight, Right + All Punchs.

Ken - ALL OF THE ABOVE : (near) Down, DownLeft, Left, Down, DownLeft, Left + All Kicks.

Nanase - MACHIYOI TENSHOU GEKI : LP, LP, Right, LK, HP.

Pullum Purna - GRADOUSU BALL : Down, DownRight, Right, Down, DownRight, Right + All Punchs.

Ryu - SHIN SHO RYU KEN : (close) Down, DownRight, Right, Down, DownRight, Right + All Kicks.

Sagat - TIGER STORM : (near) Down, DownRight, Right, Down, DownRight, Right + All Punchs.

Shadowgeist - SHADOW PUNCH : (near) Down, DownLeft, Left, Down, DownLeft, Left + All Punchs

Sharon - ASSAULT RIFLE : (better to be 'close') Down, DownRight, Right, Down, DownRight, Right + All Punchs.

Skullomania - SUPER ENERGY FIELD : (near) Down, DownLeft, Left, Down, DownLeft, Left + All Kicks.

Vega (Balrog) - SUPER SKY HIGH CLAW : (close) DownLeft, DownRight, DownLeft, DownUp + All Kicks, a rebound on the wall then Punch.

Guile - SONIC BOOM TYPHOON  : Left (2 seconds), Right, Left, Right + All Kicks.

Vulcano Rosso - SHIKEI : (close) Down, DownRight, Right, Down, DownRight, Right + All Kicks.

Zangief - COSMIC FINAL ATOMIC BUSTER : (close) 720° + All Punchs.

- SERIES -

1. Street Fighter EX (1996)
2. Street Fighter EX Plus (1997)
3. Street Fighter EX2 (1998)
4. Street Fighter EX2 Plus (1999)
5. Street Fighter EX3 (2001, Sony PlayStation 2)

- STAFF -

Director : Akira Nishitani (Nin)
Planner : Shinzi Watanabe, Hiroshi Okuda, Kiminori Tsubouchi
Programmers : Hiroyasu OD.Hassssy, Gara, S.Masuda M.K, Yoshiyuki Nagata, Akira Okubo, Akira K.
Modeling designer : Jun Matsumura
Motion designers : Noritaka Funamizu (Poo), Masaaki Tanaka Japan, Kazuko Kawanaka.Inko, Tadashi Aoki, Hitoshi Yamaguchi (Kani), Yoshikatsu Yamamoto
B.G designers : Motokazu Sakai, Kaori Matsumoto, Yoko Funato, Miroshi Chiba, Younosuke Naito
Sound creators : Shinji Hosoe, Takayuki Aihara, Ayako Saso
Technical support : Noriyuki Takahashi, Kumapu, Masahito Kurihara, Kimiaki Kazamatsuri

- PORTS -

* Consoles : 
Sony PlayStation [EU] (1999) [Model SLES-02598] : also released in a White Label edtion (April 27, 2001) 
Sony PlayStation [JP] (December 22, 1999) [Model SLPS-02508] 
Sony PlayStation [US] (December 30, 1999) [Model SLUS-01105] 

The original Sony PlayStation is the only platform this game was ever ported to. These versions features Hayate as hidden character.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2654&o=2

$end


$info=sf2dkot2,
$bio

Street Fighter II - Champion Edition [Double KO Turbo Two] (c) 1992 Unknown.

- TRIVIA -

This Street Fighter II- Champion Edition hack has :
1. Increased Game speed.
2. Pressing START changes character (the CPU does this too).
3. Dragon punches reach across the width of the playfield.
4. More fireballs!
5. Fireballs follow a sinusodial path.
6. Various special moves can be performed while airborne.
6. E. Honda's stage is dripping with blood.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=25960&o=2

$end


$info=sf2yyc,
$bio

Street Fighter II - Champion Edition [YYC] (c) 1992 HCR.

YYC is a hack of the world version (920313) of "Street Fighter II' - Champion Edition".

- TECHNICAL -

Capcom Play System hardware (CPS)

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound CPU : Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), OKI6295 (@ 7.576 Khz)

Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096

Players : 2
Control : 8-way joystick
Buttons : 6 (LP, MP, HP, LK, MK, HK)

- TRIVIA -

In this hacked version of SFII CE :
1. Many 'Special' moves can be executed while in the air.
2. Ability to change characters while in play, by hitting the 1 & 2 Player START buttons.
3. Many distant attacks are launched in ZigZag.
4. Some players have faster moving speeds.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2656&o=2

$end


$info=sf2ebbl,sf2stt,sf2ebbl2,sf2ebbl3,
$bio

Street Fighter II - The World Warrior (c) 1992 TAB-Austria.

TAB-Austria's bootleg.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=36263&o=2

$end


$amigaocs_flop=sf2,sf2a,
$bio

Street Fighter II - The World Warrior (c) 1992 US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75126&o=2

$end


$nes=sf2,sf2b,sf2a,
$bio

Street Fighter II - The World Warrior (c) 1992 Yoko

- STAFF -

Developed by: Hummer Team

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84123&o=2

$end


$info=sf2ja,sf2eb,sf2ua,
$bio

Street Fighter II - The World Warrior (c) 1991 Capcom Company, Limited.

Re-release/Updated hardware. For more information about the game itself, please see the original Japanese release entry; "Street Fighter II - The World Warrior [B-Board 90629B]".

- TECHNICAL -

Runs on the "CP System" hardware.
B-Board #: 90629B-2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69758&o=2

$end


$info=sf2,sf2jc,sf2ee,sf2ub,sf2uc,sf2ud,sf2ue,sf2uf,sf2ug,sf2ui,sf2uk,sf2ed,
$bio

Street Fighter II - The World Warrior (c) 1991 Capcom Company, Limited. 

Re-release/Updated hardware. For more information about the game itself, please see the original Japanese release entry; "Street Fighter II - The World Warrior [B-Board 90629B]".

- TECHNICAL -

Runs on the "CP System" hardware.
B-Board #: 90629B-3

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69759&o=2

$end


$info=sf2j,sf2jl,sf2jh,sf2jf,
$bio

Street Fighter II - The World Warrior (c) 1991 Capcom.

Street Fighter II - The World Warrior is the legendary fighting game that defined the fighting game genre. One or two players can choose from eight selectable World Warriors and must defeat the other seven, before finally taking on four non-selectable 'boss' characters. 

Each fighter is as distinctive in feel and fighting style as they are in physical appearance, with each protagonist possessing several fantastical 'special moves' (the first genuine example of such in the fighting genre) to accompany the usual array of kicks, punches and throws. These special moves, while being difficult to execute due to the complexity of the joystick and buttons combinations required, allows the fighter to inflict huge amounts of damage on their opponent. 

Street Fighter II is a fighting game in the truest sense of the word, with deceptively deep and strategic gameplay ensuring that experienced players would destroy simple 'button mashers' with relative ease.

- TECHNICAL -

Runs on the "CP System" hardware.
B-Board #: 90629B

Players: Up to 2.
Control: 8-way joystick  per player.
Buttons: 6 per player.
= > [1] LP (Jab), [2] MP (Strong), [3] HP (Fierce) 
= > [4] LK (Short), [5] MK (Forward), [6] HK (Roundhouse)

- TRIVIA -

Street Fighter II was released in February 1991 in the Japanese arcades. It was known as the 14th video game made for the CP System.

Known re-releases:
"Street Fighter II - The World Warrior [B-Board 90629B-2]"
"Street Fighter II - The World Warrior [B-Board 90629B-3]"

SFII was the fighting game that changed the face of video-games forever. So innovative was the game, that many of the game-play elements that fighting fans now take for granted, appeared HERE first. Within just weeks of release, its place in gaming history was assured. Any fighting game that has appeared after SFII is influenced - to a greater or lesser degree - by the Capcom legend. 

During the development of SFII (and before the release of Final Fight), the very first free-hand drawing was done in the fall of 1988. At this time, eight prototype characters and an Island design was drawn. Just like the world map of the final version, the island would scroll on-screen to show the next destination, culminating at the top of the island. 

* With the rapid success of SFII, it was rumored that Mattel, the makers of Barbie, sued Capcom for using the name Ken - insisting that people would confuse the Street Fighter character with that of Barbie's boyfriend. To avoid further litigation Capcom gave Ken a surname. 

* Fans of Street Fighter are well accustomed to the story of 'Sheng Long'. SFII was already very popular in the arcades when the April issue of Electronic Gaming Monthly (EGM) came out. The story relates to a supposed secret character in SFII; his name was Sheng Long, the 'master' of Ryu and Ken. To reach him, according to EGM, the player had to survive a number of matches against M. Bison WITHOUT actually touching him. Should you achieve this, Sheng Long would apparently appear and kill Bison, and the player would then fight him instead. His style was essentially a mix of Ryu's and Ken's styles, but was much faster and inflicted far greater damage. When the EGM issue came out, thousands of gamers spent hours pouring money into SFII machines, trying to get to this non-existent character. Capcom had neither confirmed nor denied the Sheng Long story - obviously spotting the increase in revenue the mythical character could generate - and it was only much later that EGM themselves admitted that it was just an April Fools' joke. 

* There were only ever THREE official Capcom versions of SFII, at least until the switch to the CPS2 system was made. The first was "Street Fighter II - The World Warrior"; more commonly referred to as 'Street Fighter II'. The second was "Street Fighter II' - Champion Edition" (also known in Japan as "Street Fighter II Dash" because the Japanese refer to the apostrophe after the 'II' as a 'dash') and many operators from that era will probably relate to the problems that its release caused. Capcom originally made 'Champion Edition' available only in dedicated form - insisting that only a limited number of these dedicated units would be manufactured - and the game would never be produced in kit form. After everyone who could afford the machines had invested in the expensive dedicated units, Capcom, somewhat inevitably, began producing the game in kit form, claiming that they never knew how much demand there would be for the game. After the earnings from 'Champion Edition' began to subside, the infamous 'grey market' enhancements began to appear. Many of these went by names like 'Turbo', 'Hyper', and 'Super', including the 'Rainbow Edition' and 'Accelerator T1'. In early 1993, Capcom sued these manufacturers for copyright infringement and thus put an end to the development and distribution of these unauthorized enhancement kits. Capcom then released "Street Fighter II' - Hyper Fighting" (known as "Street Fighter II' Turbo - Hyper Fighting" in Japan), as the 'official' "Champion Edition" upgrade. This, just like the grey market kits, was a simple ROM upgrade to the "Champion Edition" board. Later on, Capcom developed the CPS2 (A/B) system that featured "Super Street Fighter II - The New Challengers" and its sequel "Super Street Fighter II Turbo" (known as "Super Street Fighter II X - Grand Master Challenge" in Japan), the final 'Street Fighter II' game until the 2003 release of "Hyper Street Fighter II - The Anniversary Edition". 

* Each stage has background colors that would change in later versions of the game (mainly time of day changes), here are the original color schemes for each stage background :
1) Ryu stage : The stage has red-orange sky and a yellow moon.
2) E. Honda stage : The walls are dark blue; the floor is royal blue. The big picture (excluding the sun) is black. The 'Victory' sign is blue. The Hiragana Yu on the left is purple.
3) Blanka stage : The snake is green, and the wooden houses are in brighter colors than in "Street Fighter II' - Champion Edition".
4) Guile stage : The sky is daylight. There is teal tinted canopy on the jet. The symbol on the ground is blue. The missile linings are yellow. The people in the background wear green, but that doesn't change until "Super Street Fighter II - The New Challengers".
5) Ken stage : The boat is red; the 2 guys on top are wearing brown clothes and purple clothes. On the bottom are the bald man in grey shirt, a man in white bowler and white coat, a woman in pink dress, and a guy in the cyan shirt and brown pants. The guy in the trenchcoat and hat is blue.
6) Chun Li stage : The 2 customers wear blue, the meat store's roof is light blue and its sign is red, the meats hanging on the ceiling are pink, the man holding the chicken wears green, the "Shanghai Friend Corridor" is light blue with red letters, the water sign is green, and the ground is a bright beige.
7) Zangief stage : The floor is silver, and the area to the left is red. The 'Attention' flyers are tan with brown letters.
8) Dhalsim stage : The stage has red curtains, a teal stone floor, and a red carpet.
9) Balrog ([JP] M. Bison) stage : The stage floor is blue. The guy throwing confetti at win/lose wears orange, the car to the left is navy blue, and the car to the right is black.
10) Vega ([JP] Balrog) stage : The stage and floor are orange, and the Flamenco dancers are dressed in yellow.
11) Sagat stage : The Buddhist statue is silver, and the grass is a lighter shade of green than in later versions of the game.
12) M. Bison ([JP] Vega) stage : the sky is daylight. The palace roof is pale red, and the bell is olive-green with red trim.

* Mike the Bison : many have conjectured whether Mike from the original "Street Fighter" is the same as Balrog ('Mike Bison' in Japan) from SFII. While Capcom of Japan confirms this, Capcom of America strenuously denied it (mainly due to the possibility of Mike Tyson filing a lawsuit). In Japan, as long as the name is changed, it's far easier to basically rip off someone else's character and have it treated as an original creation (in America it would be some form of copyright/identity theft). Ironically, as a result of the name change, Vega is a better fitting name for the Spanish warrior. (Vega is known as 'Balrog' in Japan. The name Balrog has its roots in Nordic mythology, while Vega is a Hispanic name.)

The E in E. Honda's name stands for his first name, Edmund; the M in M. Bison's name stands for 'Major'.

* About Chun Li : Chun Li is notable for being one of the first successful and popular female video game protagonists. When SFII was released, most female characters in games existed as objectives to be rescued or cast in the roles of other supporting characters, such as townspeople, girlfriends, the occasional opponent, or simply background decoration. Beyond RPGs, there were very few female heroes in action-based video games. After the success of SFII and Chun Li's popularity, female protagonists became more and more common. Since then, in games with selectable characters, at least, there will generally always be one or two selectable female characters. 

* About M. Bison ('Vega' in Japan) : His design shares more than one detail with Kato, a character of the anime 'Doomed Megalopolis'. Like Kato, M. Bison is tall and thin, wears a red military uniform, keep wind his body with a black mantle when he's not fighting and possesses some obscure evil powers: even the star impressed on his hat (until Super Street Fighter II) is similar to the design of Kato.

The cabinet and the main characters Ryu, Ken, Zangief Chun Li, Cammy, Blanka and M. Bison, make an appearance on the 2012 animation movie 'Wreck-It Ralph' from Walt Disney Animation Studios.

- UPDATES -

Here is the list of all versions : 

910206 
* US release. 

910214 
* WORLD, US and JAPAN releases. 

910228 
* WORLD and US releases. 

910306 
* US and JAPAN releases. 

910318 
* WORLD and US releases. 

910411 
* US and JAPAN releases.

910522 
* WORLD, US and JAPAN releases.

911101 
* US release.

911210 
* JAPAN release. 

920312
* JAPAN release.

ADDITIONAL NOTES : 

US versions have the "Winners Don't Use Drugs" screen.

In the Japanese versions : 
* Balrog is named 'M. Bison' (in this case, the M stands for 'Mike', see Trivia section above for further details). 
* Vega is named 'Balrog'. 
* M. Bison is named 'Vega'. 
* Guile's deceased friend Charlie is named 'Nash'. 
* Guile's wife Jane is named 'Julia'. 
* Guile's daughter Amy is named 'Chris', however there is no mention of her name anywhere in Guile's Japanese ending. 

None of the endings are translated 100% accurately from Japanese to English, but most are pretty close : 
* Blanka's ending : In the non-Japanese versions, Blanka's mother says that he was lost when his plane crashed in Brazil when he was a baby. 
In the Japanese versions there is no explanation of how, when, or where mother and son were separated. 
Since the anklets she gave to Jimmy BEFORE they were separated still fit him, he was probably not supposed to be a baby when he was lost. 
* Chun Li's ending : Chun Li refers to M. Bison's organization as 'Bison's drug'. This was probably supposed to be 'drug ring', as the word 'ring' was added in later versions of the game. 
In the Japanese versions, she calls it 'the organization of evil'; there is no mention of drugs. 
* Dhalsim's ending : In the Japanese versions, Dhalsim says that the photograph is of him a long time ago. 
In the non-Japanese versions, he says it is him 'in his past life'. 
Since only three years had passed, he obviously didn't actually mean that he had died and been reincarnated since the photograph had been taken. 
* Guile's ending : In the non-Japanese versions, Guile asks M. Bison if he remembers : him (Guile), him and Charlie and Cambodia. Bison says he remembers and that Guile was not the runt he was then. 
None of this is said in the Japanese versions. 
In the non-Japanese versions, after his wife Jane stops Guile from killing Bison, she says that killing him won't bring Charlie back, only make Guile a murderer, just like Bison. 
In the Japanese versions, 'Julia' only says that killing 'Vega' won't bring 'Nash' back. She does not say that it would make Guile a murderer.

- TIPS AND TRICKS -

* Characters stats : If you enter the classic Konami code UP(x2), DOWN(x2), LEFT, RIGHT, LEFT, RIGHT, MP, LP on the Player-2 side during the demo fight in attract mode, it makes a bunch of zeros appear. 
First line contains 0001 0002 0003 0004 
Second line contains 0005 0006 0007 0008 0009 0010 0011 0012 

0001 = No idea, probably some sort of 'experience points' for 1P side. 
0002 = The no. of coins put in in the left-hand slot. 
0003 = Same as 0001, but for 2nd player. 
0004 = Same as 0002, but for right-hand slot. 
0005 = No. of times Ryu has been used. 
0006 = No. of times Honda has been used. 
0007 = No. of times Blanka has been used 
0008 = No. of times Guile has been used. 
0009 = No. of times Ken has been used. 
0010 = No. of times Chun Li has been used. 
0011 = No. of times Zangief has been used. 
0012 = No. of times Dhalsim has been used. 

* Special Ending : Finish the game on 1 credit to see an additional credit sequence. 

* To get Ryu vs. Ryu : Start a fresh game on the left side (1P). Select any character other than Ryu. Play the game until you reach Ryu. Lose. Join in the game on the other side and hit 2P BEFORE the timer runs out. Select Ryu and enjoy fighting Ryu. 

* Guile Freeze Himself (aka 'Pose' and 'Statue') : Get close enough to your opponent to do an upside down kick. Charge back on the joystick. After charging back, press roundhouse to execute the upside down kick, while continuing to charge back. As soon as Guile kicks and starts to flip around to land on the ground, throw a Sonic Boom with fierce (this is why we have been charging back). Guile will freeze standing up on one leg (which is one of the frames of Guile's landing after the upside down kick). 

Un-freeze : You can 'un-freeze' at any time, even after the round ends (that makes it a good pause). To do so, execute a Flash Kick (charge down for 2 seconds then press up and any kick). 

* Guile's Handcuffs (aka 'Freeze the Enemy') : Though its not required, its easiest to do this move when the enemy is dizzy. Charge down for 2 seconds. Then press UP (as if you were doing a Flash Kick) and hit the Strong and Forward buttons, while trying to hit strong a split second before hitting forward. Basically what you are doing is throwing your opponent with strong, and while in middle of the throw, you do a Flash Kick. When this move is done, you see all of the frames of Guile's Strong throw, however instead of flying across the screen at the end of the throw, the enemy sticks to you. 

Un-handcuff : The 'un-handcuff' is the difficult part because it requires doing Guile's Shadow Throw. Charge back for 3 seconds then hit forward on the joystick along with the Fierce and Roundhouse buttons. Just like in the Handcuffs, you should try to hit the Roundhouse button slightly before the Fierce button. Also, you should hit the buttons slightly after moving the joystick forward. You can practice this by throwing Sonic Booms and seeing how far forward you can walk and still throw the sonic boom. 

* Guile Invisible Throw (aka 'Shadow Throw', 'Magic Throw', 'Phantom Throw') : Charge back then hit forward on the joystick along with the Fierce and Roundhouse buttons. Just like in the Handcuffs, you should try to hit the Roundhouse button slightly before the Fierce button. Also, you should hit the buttons slightly after moving the joystick forward. You can practice this by throwing sonic booms and seeing how far forward you can walk and still throw the sonic boom. 

* Guile Reset the Machine (aka 'Blackout') : Do a throw with Strong. Then do a Flash Kick before the opponent hits the ground. You can also try doing this by doing a Flash Kick with Fierce and Roundhouse. 

* Dhalsim Invisible glitch : Throw a Yoga Fire (down, down-forward, forward) with both the Fierce and Forward buttons. This only works on versions 3 and 4 of the SFII boards. 

* Blanka Double Roll Bite (Blanka rolls slow, then fast then bites without landing) : Do a slow roll (with Jab). While rolling, charge for a second roll. Roll with Fierce before Blanka lands. While in the second roll, push the joystick forward and hit Fierce to bite. 

* Ken or Ryu Get Stuck on the car and bounce : Start the car bonus round. Break the left (or right) side of the car until it blocks. Face away from the car. Do a jump toward the car. Kick right after you jump but not at the same time as you jump. If you are lucky, you will be facing backwards. This is a tough one, so have patience. 

* Ken or Ryu Endless Hurricane Kick : Do a normal Hurricane kick then tap Roundhouse extremely fast (fast enough to do Honda's Hundred Hand Slap, Chun Li's Lightning Leg, or Blanka's Electricity) while Ken or Ryu is in the air. 

* Zangief Turbo Short : This is another glitch that is fun only to do once. If you hit your opponent with low Short, do another low Short, then hit Jab as fast as possible. If a 3rd low Short would have hit the opponent a Short will come out even though you are hitting Jab. If the short would have missed, Jab usually comes out even though short will from time to time.

- SERIES -

1. Street Fighter (1987)
2. Street Fighter II - The World Warrior [B-Board 90629B] (1991)
3. Street Fighter II' - Champion Edition [B-Board 91634B-2] (1992)
4. Street Fighter II' - Hyper Fighting [B-Board 91635B-2] (1992)
5. Super Street Fighter II - The New Challengers [Green Board] (1993)
6. Super Street Fighter II Turbo [Blue Board] (1994)
7. Street Fighter Alpha - Warriors' Dreams [Blue Board] (1995)
8. Street Fighter Alpha 2 [Blue Board] (1996)
9. Street Fighter III - New Generation (1997)
10. Street Fighter III - 2nd Impact : Giant Attack (1997)
11. Street Fighter Alpha 3 [Blue Board] (1998)
12. Street Fighter III - 3rd Strike : Fight For The Future (1999)
13. Hyper Street Fighter II - The Anniversary Edition [Green Board] (2003)
14. Street Fighter IV (2008)
15. Super Street Fighter IV - Arcade Edition (2010)
16. Ultra Street Fighter IV (2014)

- STAFF -

Planners : Akira Nishitani (Nin), Akira Yasuda (Akiman)
Character designers : S.Y, Ikusan Z, Sho, Erichan, Pigmon, Katuragi, Mak!!, Manbou, Ball Boy (Ballboy), Kurisan, Q (Q Kyoku), Mikiman, Tanuki, Yamachan, S-Taing, Nissui, Buppo, Ziggy, Zummy, Nakamura, M. Okazaki
Programmers : Shin, Marina, Macchan, Ecchro!!
Sound : Yoko Shimomura (Shimo-P), Isao Abe (Oyaji-Oyaji)
Special Thanks : CBX, Noritaka Funamizu (Poo), Kiyomi Kaneko (Kanekon), Shono

- PORTS -

* Consoles : 
Nintendo Famicom [Unreleased Prototype] 
Nintendo Famicom [AS] (1992) "Master Fighter II - The World Warrior" : bootleg by Yoko Soft 
Nintendo Famicom [JP] (19??) "Mari Turbo Street Fighter III" : bootleg including Super Mario as a new fighting character. 
Nintendo Super Famicom [JP] (June 10, 1992) "Street Fighter II - The World Warrior [Model SHVC-S2]" 
Nintendo SNES [US] (July 1992) "Street Fighter II - The World Warrior [Model SNS-S2-USA]" 
Nintendo SNES [EU] (December 17, 1992) "Street Fighter II - The World Warrior [Model SNSP-S2-NOE]" 
Sony PlayStation [EU] (1998) "Street Fighter Collection 2 [Model SLES-01721]" 
Sony PlayStation [US] (October 31, 1998) "Street Fighter Collection 2 [Model SLUS-00746]" 
Sega Saturn [JP] (December 3, 1998) "Capcom Generation Dai 5 Shou Kakkutouka Tachi [Model T-1236G]" 
Sony PlayStation [JP] (December 3, 1998) "Capcom Generation Dai 5 Shou Kakkutouka Tachi [Model SLPS-01725]" 
Microsoft XBOX [US] (September 27, 2005) "Capcom Classics Collection" 
Sony PlayStation 2 [US] (September 27, 2005) "Capcom Classics Collection [Model SLUS-21316]" 
Microsoft XBOX [EU] (November 18, 2005) "Capcom Classics Collection" 
Sony PlayStation 2 [EU] (November 18, 2005) "Capcom Classics Collection [Model SLES-53661]" 
Sony PlayStation 2 [JP] (March 2, 2006) "Capcom Classics Collection [Model SLPM-66317]" 

* Handhelds : 
Nintendo Game Boy [EU] (1995) "Street Fighter II [Model DMG-ASFP-NOE]" 
Nintendo Game Boy [JP] (August 11, 1995) "Street Fighter II [Model DMG-ASFJ-JPN]" 
Nintendo Game Boy [US] (September 1995) "Street Fighter II [Model DMG-ASFE-USA]" 
Sony PSP [JP] (September 7, 2006) "Capcom Classics Collection [Model ULJM-05104]" 
Sony PSP [US] (October 24, 2006) "Capcom Classics Collection Reloaded [Model ULUS-10134]" 
Sony PSP [EU] (November 10, 2006) "Capcom Classics Collection Reloaded [Model ULES-00377]" 
Sony PSP [AU] (November 16, 2006) "Capcom Classics Collection Reloaded" 

* Computers : 
Atari ST [EU] (1992) by U.S. Gold 
Commodore Amiga [EU] (1992) 
Commodore C64 [EU] (1992) : Also released as a Budget edition (1993) 
PC [MS-DOS, 3.5"] [US] [EU] (1992) 
Sinclair ZX Spectrum [EU] (1992) 
Atari ST [EU] (1993) by Kixx 
Sharp X68000 [JP] (1993) 

* Others : 
LCD handheld game (19??) by Tiger Electronics : it's basically a stripped down version of SFII, made to fit on a portable unit. You have two 'game types', basically whether you want to control either the character on the left or the character on the right. The player on the left could choose between Ryu, Ken and Guile, while the right-hand character could be one of Blanka, E. Honda and Zangief. Players could control the characters on a 'simplified layout' (ie. two buttons). Although special moves exist, keep in mind it's an LCD game - there aren't many (in fact Ryu and Ken are the only characters with two moves). 
Mobile Phones [JP] (December 2004) 
Apple iPhone/iPod [US] (November 4, 2010) "Capcom Arcade [Model 397347348]" 
Apple iPhone/iPod [US] (September 15, 2011) "Street Fighter II Collection [Model 459660048]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2657&o=2

$end


$snes=sf2j,sf2ja,
$bio

Street Fighter II - The World Warrior (c) 1992 Capcom Company, Limited.

Super Famicom version of the hit arcade game that features all the characters. Select between any of the eight unique fighters, Ryu, E. Honda, Blanka, Guile, Ken, Chun-Li, Zangief, and Dhalsim, each with their unique fighting style and special attacks, such as Ken's Dragon Punch, Dhalsim's Yoga Flame, Zangief's Spinning Pile Driver and Guile's Sonic Boom. Play against the computer on your way to the four Grand Masters or against another player in the dedicated V.S. Battle mode.

- TECHNICAL -

[Model SHVC-S2]

Players: 2
Control: 8-Way Joystick
Buttons: 6
=> [Y] Light Punch (Jab), [X] Medium Punch (Strong), [L] Heavy Punch (Fierce), [B] Light Kick (Short), [A] Medium Kick (Forward), [R] Heavy Kick (Roundhouse)

- TRIVIA -

Street Fighter II for Super Famicom was released on June 10, 1992 in Japan. This version of the game was Capcom's best-selling consumer game of all time for more than 20 years with 6,3 millions sold.

Known export releases:
"Street Fighter II - The World Warrior [Model SNS-S2-USA]"
"Street Fighter II - The World Warrior [Model SNSP-S2-FAH]"
"Street Fighter II - The World Warrior [Model SNSP-S2-NOE]"
"Street Fighter II - The World Warrior [Model SNSP-S2-NOE-1]"

Reviews:
[FR] June 1992 - Consoles + N.10 (Pages 52-54): 96/100
[FR] August 1992 - Joypad N.11: 97/100

Average note: 96.5/100

The opening sequence from the arcade version was removed.

Some of the voice samples when characters perform certain techniques or special moves were removed.

The pitch of the character's special move voice changes depending on the strength level of the move used. The higher the strength level, the higher the sound pitch.

There are only two bonus stages, each appearing after four battles rather than three. A new brick breaking bonus round is the first bonus level, while the car crushing bonus round is the second and is played after defeating the first boss.

The 'Hurry Up' tracks of each stage were removed and instead the music speeds up when a character is close to being knocked down.

Some techniques were deleted, such as Guile's Knee Bazooka, and Chun-Li's standing Medium Punch.

There is animation missing, especially the animation for characters walking away from an opponent.

The palm tree in the third boss stage was removed.

The announcer doesn't cite the names of the countries the characters fight in or the numbers on the continue countdown.

Two of the elephants in Dhalsim's stage were taken out.

The blood splatter behind the VS text was removed and it was completely changed to gold 'VS' letters.

Characters now have two victory messages instead of one, and some of them were changed or altered.

Visuals and text in the endings are slightly different from the arcade version.

To compensate for the reduced size of the characters and make it less noticeable to players, the screen is letter boxed.

Street Fighter II makes an appearance in 1993's City Hunter featuring Jackie Chan in which he ends up fighting a blonde thug who resembles Ken from the game, all while transforming into Guile, E. Honde (reason for the slight name change from Honda to Honde was that Jackie was a spokesperson for Mitsubishi), Dhalsim, and even Chun Li. The music and sound effects used during the fight scenes are from this version of the game.

- TIPS AND TRICKS -

When the CAPCOM logo is displayed, press Down, Up, L, R, Y, B on controller 1. You will hear a selection sound. Now both players can control the same character in a match, like in the Champion Edition, which wasn't possible in the arcades. The second character uses the same alternate palette from Street Fighter II' Champion Edition. The bosses remain unplayable, but change to these colors as well.

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [JP] (December 2, 2006) [Model JAJJ] 
Nintendo Wii U [Virtual Console] [JP] (June 25, 2014) [Model JAMJ]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62233&o=2

$end


$snes=sf2u,
$bio

Street Fighter II - The World Warrior (c) 1992 Capcom USA, Incorporated.

North American release. For more information about the game itself, please see the original Japanese release entry; "Street Fighter II - The World Warrior [Model SHVC-S2]".

- TECHNICAL -

[Model SNS-S2-USA]

- TRIVIA -

Released in July 1992, this was the first console version of Street Fighter II available in North America. It was also the first 16 megs cartridge of the SNES.

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [US] (December 25, 2006) [Model JAJE] 
Nintendo Wii U [Virtual Console] [US] (August 22, 2013) [Model JAME]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63618&o=2

$end


$snes=sf2,sf2a,
$bio

Street Fighter II - The World Warrior (c) 1992 Capcom Company, Limited.

French release. For more information about the game itself, please see the original Japanese release entry; "Street Fighter II - The World Warrior [Model SHVC-S2]".

- TECHNICAL -

[Model SNSP-S2-FAH]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63617&o=2

$end


$info=sf2qp1,
$bio

Street Fighter II - The World Warrior [Quicken Pt-1] (c) 1993 Testron, Incorporated.

A hack of "Street Fighter II - The World Warrior". Here are the enhancements list:
* 1st & 2nd players select any characters.
* New moves.
* New patterns.
* Jumps higher.
* Runs faster & Faster moves.
* Transforming characters.
* Quicker game timer.
* Increased levels of difficulty.
* Characters fight in mid air.
* And much more...

- TRIVIA -

This hack was available as a 'enhancement kit' at $179 from Testron, Inc. in 1993.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32427&o=2

$end


$info=sf2thndr,
$bio

Street Fighter II - The World Warrior [Thunder Edition] (c) 1991 Unknown.

A very rare hack of "Street Fighter II - The World Warrior".

- TECHNICAL -

This particular hack uses a modified B-board PAL which mirrors the CPS-B registers at an alternate address.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=34085&o=2

$end


$info=sf2v004,
$bio

Street Fighter II! Champion Edition [V004] (c) 1992.

V004 is a hack of "Street Fighter II' - Champion Edition".

- TECHNICAL -

Capcom Play System hardware (CPS)

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound CPU : Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), OKI6295 (@ 7.576 Khz)

Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096

Players : 2
Control : 8-way joystick
Buttons : 6 (LP, MP, HP, LK, MK, HK)

- TRIVIA -

In this hacked version of SFII CE :
1. All characters may perform any special move in the air.
2. The gameplay speed is much much faster.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2658&o=2

$end


$saturn,sat_cart=sf2mov,sf2mova,
$bio

Street Fighter II Movie (c) 1996 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59726&o=2

$end


$snes=sf2tj,sf2tja,
$bio

Street Fighter II Turbo - Hyper Fighting (c) 1993 Capcom Company, Limited. 

Feel the need for speed!

Faster, stronger, and with all new moves including Blanka's Vertical Rolling, Zangief's Quick Double Lariat, Dhalsim's Yoga Teleport, Chun-Li's Kikoken and Ryu's Airborne Tatsumaki Senpukyaku, twelve of the greatest fighters from across the globe are ready to do battle!

Features 12 characters plus awesome stereo sound, adjustable Turbo speed plus a special Champion mode on 20 MEGS of martial arts action, the largest Super Famicom Game Pak at the time of release.

For 1 or 2 players, play against the computer or against another player.

- TECHNICAL -

Cartridge ID: SHVC-TI

- TRIVIA -

This is one of Capcom's biggest selling consumer video game with 4,100,000 units sold. It was released on July 11, 1993 in Japan for 9980 Yen. It was then released as a Nintendo Power edition on September 30, 1997.

Despite being titled 'Turbo', this port contains a version of Champion Edition named Normal mode.

The changes in pitch for Special Moves that were used in the original game was removed.

The voice of the announcer for the stage countries, round victories, and continue countdown was restored.

The barrel buster bonus stage was placed in this game as the third bonus stage after 9 fights.

The images displayed for the endings were changed to make them more accurate to the arcade version endings.

Sound effects for the elephants in Dhalsim's stage and crowd cheering in some stages at the end of rounds were added to this version, although they were not in the arcade original. However, these were included in the arcade version of Super Street Fighter II which was released a few months later.

- TIPS AND TRICKS -

The code: Down, R, Up, L, Y, B, X, A

Enter the code at the CAPCOM screen to disable Special Moves during a single player game.

Enter the code (on controller 2) as the word TURBO scrolls from right to left to enable up to ten stars of Turbo speed for the Turbo game.

Enter the code (on controller 2) on the Handicap and Stage Select screen in V.S. Battle mode to enable the Special Moves screen.

- STAFF -

BY: Koji Yoshida (Yoshilim), Hisashi Kuramoto (Kurarin), Tadashi Sanzen (Sanchan), Syuichiroh Chiboshisan (Chiboshi)

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [JP] (August 10, 2007) [Model JBIJ] 
Nintendo Wii U [Virtual Console] [JP] (June 25, 2014) [Model JAYJ]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62234&o=2

$end


$snes=sf2tua,sf2tub,sf2tu,
$bio

Street Fighter II Turbo - Hyper Fighting (c) 1993 Capcom Company, Limited.

North American release. Game developed in Japan. See "Street Fighter II Turbo - Hyper Fighting [Model SHVC-TI]" for more information about the game itself.

- TECHNICAL -

Model SNS-TI-USA

- TRIVIA -

Street Fighter II Turbo - Hyper Fighting for Super NES was released in August 1993 in North America.

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [US] (June 25, 2007) [Model JBIE] 
Nintendo Wii U [Virtual Console] [US] (August 22, 2013) [Model JAYE] 

* Others : 
Street Fighter II' Special Champion Edition Plug 'n Play TV Game [US] (2004) by Radica Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63620&o=2

$end


$snes=sf2ta,sf2t,
$bio

Street Fighter II Turbo - Hyper Fighting (c) 1993 Capcom Company, Limited.

European release. Game developed in Japan. See "Street Fighter II Turbo - Hyper Fighting [Model SHVC-TI]" for more information about the game itself.

- TECHNICAL -

Model SNSP-TI-EUR

- TRIVIA -

Street Fighter II Turbo - Hyper Fighting for Super NES was released in August 1993 in Europe.

Reviews:
[FR] September 1993- Consoles + N.23: 94%

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [EU] (July 20, 2007) [Model JBIP]
Nintendo Wii U [Virtual Console] [EU] (July 20, 2007) [Model JAYP]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63619&o=2

$end


$info=sfight2,sfight2a,sfight2b,
$bio

Street Fighter II (c) 1993 Gottlieb / Premier Technology.

- TECHNICAL -

Gottlieb System 3
Model Number : 735

- TRIVIA -

5,550 units were produced.

- STAFF -

Design by : Ray Tanzer, Mike Vettros, Bill Parker, Jon Norris
Art by : David Moore, Constantino Mitchell

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5592&o=2

$end


$gameboy=sf2,sf2a,
$bio

Street Fighter II (c) 1995 Nintendo Company, Limited.

- TECHNICAL -

Model DMG-ASFE-USA

- TRIVIA -

Street Fighter II for Game Boy was released in September 1995 in North America.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67002&o=2

$end


$gameboy=sf2j,
$bio

Street Fighter II (c) 1995 Capcom Company, Limited.

Take the wildest fighting action everywhere you go!

Travel the globe seeking the wildest martial arts action with the courageous and elite World Warriors. With fierce displays of bone-crushing moves these global contestants brawl to the very end. Rolling attacks, dragon punches, fireballs, and sonic booms devastate the competition. Can anyone survive this incredible test of martial arts annihilation?

World Warrior martial arts action comes to the Game Boy featuring fighters with their special attacks and unique fighting styles, Super Game Boy compatibility with border changes with each location around the globe, and 2 player simultaneous play with Game Link or Super Game Boy! All on 4 megs of hard-hitting action with incredible graphics and awesome special moves!

- TECHNICAL -

Cartridge ID: DMG-ASFJ-JPN

- TRIVIA -

Street Fighter II for Game Boy was released on August 11, 1995 in Japan. Then, it was released on March 1, 2000 as a Nintendo Power edition.

Three characters are missing: E. Honda, Dhalsim, and Balrog (Vega in the US). The remaining nine are playable, including M. Bison (Balrog in the US), Sagat, and Vega (M. Bison in the US).

The graphics, character portraits, and backgrounds are based on Super Street Fighter II, although some moves, such as Blanka's Amazon River Run from Super Street Fighter II X (Super Street Fighter II Turbo in the US) are included as well.

Since the Game Boy only features two buttons, the strength of a player's punches and kicks are determined by how long the player hold either button, an input method similar to the pressure pads used in some arcade versions of the original Street Fighter.

Same character matches are allowed, but characters will have the same color whether a Super Game Boy is being used or not.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67004&o=2

$end


$info=sf2accp2,
$bio

Street Fighter II' - Champion Edition [Accelerator Pt+.II] (c) 1992 Testron.

Accelerator Pt+.II (aka Final Victory) is a hack of "Street Fighter II' - Champion Edition":
1. It is possible to change characters partway through the fight (with Start button).
2. All characters may perform any special move in the air.
3. M. Bison's Psycho Crusher does not make a sound when it is performed.
4. Ryu's dragon punch (with HP) moves across the entire screen.
5. Ryu's Hurricane kick (with HK) moves across the entire screen.
6. Ken and Ryu "Fireballs" LP : bounce slowly across screen. MP : angle downward. HP : angle upward.

- TECHNICAL -

Capcom Play System hardware (CPS)

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound CPU : Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), OKI6295 (@ 7.576 Khz)

Players: 2
Control: 8-way joystick
Buttons: 6 (LP, MP, HP, LK, MK, HK)

- TRIVIA -

This hack was available as a 'enhancement kit' at $149 from Testron, Inc. in 1992.

The title screen advertises what appears to be Testron's telephone number, which is 607-326-7212.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2660&o=2

$end


$info=sf2acc,sf2acca,
$bio

Street Fighter II' - Champion Edition [Accelerator!] (c) 1992 Testron.

Another hack of "Street Fighter II' - Champion Edition".

- TRIVIA -

Released in September 1992.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32426&o=2

$end


$info=sf2amf,
$bio

Street Fighter II' - Champion Edition [Alpha Magic-F] (c) 1992 Unknown.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49928&o=2

$end


$info=sf2ceja,sf2cejb,sf2cejc,sf2dongb,
$bio

Street Fighter II' - Champion Edition (c) 1992 Capcom.

The Champion Edition was the first official sequel to "Street Fighter II - The World Warrior". 

New gameplay additions included the ability to play as any of the four boss characters (increasing the playable roster to twelve) and the option for both players to use the same characters in two-player fights - with an alternate color scheme introduced to distinguish them from each other. Some minor gameplay revisions were also made to balance the characters out. 

Additionally, while in the original SFII, one-player games could last up to ten rounds in the event of there being no clear winner (at which point the game made the player lose by default), in the Champion Edition this was reduced to just four rounds.

- TECHNICAL -

Runs on the "CP System" hardware.
B-Board #: 91634B-2

# of Players: Up to 2 simultaneously.
Control : 8-way joystick 
Buttons : 6 
=> [1] LP (Jab), [2] MP (Strong), [3] HP (Fierce) 
=> [4] LK (Short), [5] MK (Forward), [6] HK (Roundhouse)

- TRIVIA -

Street Fighter II' - Champion Edition was released in March 1992 in the Japanese arcades. It was known there as the 21st video game made for this system.

Known export release: "Street Fighter II' - Champion Edition [B-Board 91635B-2]".

In Japan, the apostrophe-like character on the game's official logo is actually a prime symbol and thus the official title is pronounced Street Fighter II Dash - Champion Edition.

This game is an enhanced version of "Street Fighter II - The World Warrior" : 
* Added an alternate color scheme for each character and the ability to select boss characters (Balrog, Vega, Sagat, M. Bison). 
* Each stage had different background colors from the original (mainly time of day changes), here are the background changes : 
1) Ryu stage : now has midnight blue sky instead of red-orange, and has yellow moon.
2) E. Honda stage : the walls are now yellow, the big picture (excluding the sun) is now blue-purple. The 'Victory' sign is now red-orange. The Hiragana Yu on the left is now red.
3) Blanka stage : the snake is now red, and the houses are now wood color.
4) Guile stage : The sky is now sunset. The tinted canopy on the jet is now purple. The symbol on the ground is now red, and the missile linings are now red.
5) Ken stage : The boat is now blue. The 2 guys on top are now wearing brown clothes and orange clothes. The guy in the trenchcoat and hat is now yellow.
6) Chun Li stage : The 2 customers now wear pink, the meat store's roof is now orange and its sign is now green, the meats on the ceiling are now brown, the "Shanghai Friend Corridor" sign is now pale green with red letters, and the ground is now a darker color.
7) Zangief stage : The floor is now gold and to the left is now copper. The "Attention" flyers are now red with yellow letters.
8) Dhalsim stage : The stage now has blue curtains, silver stone floor, and blue carpet.
9) Balrog ([JP] M. Bison) stage : The floor is now purple. 
10) Vega ([JP] Balrog) stage : The stage now sports a dark blue hue, and the Flamenco dancers are now dressed in pink.
11) Sagat stage : Buddhist statue is now gold, and the grass is now a darker green.
12) M. Bison ([JP] Vega) stage : The sky is evening this time.

* New moves were added for some characters. 
* The portraits of Chun Li and M. Bison have been recolored. 
* Overall hit damage was reduced (favoring combos attacks instead of special moves). 
* Special moves were tweaked a bit (i.e. : the fighting styles of Ryu and Ken were distinguishable from one another) 
* The main title screen was changed from black to blue. 
* Various cosmetic enhancements were made to each character's physical appearance. 
* Ryu's original SFII stage featured breakable 'Fuurinkazan' signs. These signs have been removed in this game and are not seen again until "Hyper Street Fighter II - The Anniversary Edition". 
* In Ken's original SFII stage, there were two barrels and a stack of boxes which were a single breakable item. From "Street Fighter II' - Champion Edition" to "Super Street Fighter II Turbo" ("Super Street Fighter II X - Grand Master Challenge" in Japan), there is just a single barrel in Ken's stage. The two barrels and stack of boxes from the original SFII would later return in "Hyper Street Fighter II - The Anniversary Edition". 
* Sagat's stage in the original SFII had a palm tree in the foreground. The palm tree is gone in this game and does not return.

- UPDATES -

Revision 1:
* Build date: 920322

Revision 2:
* Build date: 920513

Revision 3:
* Build date: 920803

- TIPS AND TRICKS -

* Characters stats: If you enter the classic Konami code Up(x2), Down(x2), Left, Right, Left, Right, MP, LP on the 2nd player side during the demo fight in attract mode, it makes a bunch of zeros appear. 
First line contains 0001 0002 0003 0004 
Second line contains 0005 0006 0007 0008 0009 0010 0011 0012 0013 0014 0015 0016 

0001 = No idea, probably some sort of 'experience points' for 1P side. 
0002 = The no. of coins put in in the left-hand slot. 
0003 = Same as 0001, but for 2nd player. 
0004 = Same as 0002, but for right-hand slot. 
0005 = No. of times Ryu has been used. 
0006 = No. of times Honda has been used. 
0007 = No. of times Blanka has been used. 
0008 = No. of times Guile has been used. 
0009 = No. of times Ken has been used. 
0010 = No. of times Chun Li has been used. 
0011 = No. of times Zangief has been used. 
0012 = No. of times Dhalsim has been used. 
0013 = No. of times Balrog (M. Bison in Japan) has been used. 
0014 = No. of times Sagat has been used. 
0015 = No. of times Vega (Balrog in Japan) has been used. 
0016 = No. of times M. Bison (Vega in Japan) has been used. 

* Special Ending: finish the game on one credit to see an additional credit sequence.

- SERIES -

1. Street Fighter (1987)
2. Street Fighter II - The World Warrior [B-Board 90629B] (1991)
3. Street Fighter II' - Champion Edition [B-Board 91634B-2] (1992)
4. Street Fighter II' - Hyper Fighting [B-Board 91635B-2] (1992)
5. Super Street Fighter II - The New Challengers [Green Board] (1993)
6. Super Street Fighter II Turbo [Blue Board] (1994)
7. Street Fighter Alpha - Warriors' Dreams [Blue Board] (1995)
8. Street Fighter Alpha 2 [Blue Board] (1996)
9. Street Fighter III - New Generation (1997)
10. Street Fighter III - 2nd Impact : Giant Attack (1997)
11. Street Fighter Alpha 3 [Blue Board] (1998)
12. Street Fighter III - 3rd Strike : Fight For The Future (1999)
13. Hyper Street Fighter II - The Anniversary Edition [Green Board] (2003)
14. Street Fighter IV (2008)
15. Super Street Fighter IV - Arcade Edition (2010)
16. Ultra Street Fighter IV (2014)

- STAFF -

Planner: Akira Nishitani (Nin), Akira Yasuda (Akiman)
Character designers: S.Y, Ikusan Z, Sho, Erichan, Pigmon, Katuragi, Mak!!, Manbou, Ball Boy (Ballboy), Kurisan, Q Kyoku, Mikiman, Tanuki, Yamachan, S-Taing, Nissui, Buppo, Ziggy, Zummy, Nakamura, Okazaki
Programmers: Shin., Marina, Macchan, Ecchro!!
Sound: Yoko Shimomura (Shimo-P.), Isao Abe (Oyaji-Oyaji)

Special Thanks: CBX, And, Noritaka Funamizu (Poo), Kiyomi Kaneko (Kanekon), Shono., Hirakin., Nac Kai, Erlingr Ogachy, James Goddard (DJames.)

- PORTS -

Here is a list of ports released in Japan only. To see non-Japanese ports, please see the Export version entry; "Street Fighter II' - Champion Edition [B-Board 91635B-2]".

* Consoles : 
NEC PC-Engine [JP] (June 12, 1993) "Street Fighter II' - Champion Edition [Model HE93002]" 
Sega Mega Drive [JP] (September 28, 1993) "Street Fighter II' Plus - Champion Edition [Model T-12033]" 
Nintendo Super Famicom [JP] (July 11, 1993) "Street Fighter II Turbo - Hyper Fighting [Model SHVC-TI]" 
Sega Saturn [JP] (December 3, 1998) "Capcom Generation Dai 5 Shou Kakkutouka Tachi [Model T-1236G]" 
Sony PlayStation [JP] (December 3, 1998) "Capcom Generation Dai 5 Shou Kakkutouka Tachi [Model SLPS-01725]" 
Sony PlayStation 2 [JP] (March 2, 2006) "Capcom Classics Collection [Model SLPM-66317]" 

* Handhelds : 
Sony PSP [JP] (September 7, 2006) "Capcom Classics Collection [Model ULJM-05104]" 

* Computers : 
Sharp X68000 [JP] (November 26, 1993) 

* Others : 
CPS Changer [JP] (1994)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2659&o=2

$end


$info=sf2ce,sf2ceua,sf2ceub,sf2ceuc,sf2ceea,sf2ceud,sf2amf2,sf2ceblp,
$bio

Street Fighter II' - Champion Edition (c) 1992 Capcom Company, Limited.

Export release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Street Fighter II' - Champion Edition [B-Board 91634B-2]".

- TECHNICAL -

Capcom Play System hardware (CP-S) 
B-Board #: 91635B-2

- PORTS -

Here is a list of ports released outside Japan. To see Japanese ports, please see the original Japanese version entry; "Street Fighter II' - Champion Edition [B-Board 91634B-2]".

* Consoles : 
Nintendo SNES [AU] (1993) "Street Fighter II Turbo - Hyper Fighting" 
Sega Mega Drive [AU] (1993) "Street Fighter II' - Special Champion Edition [Sega Gold Collection]" 
Sega Mega Drive [BR] (1993) "Street Fighter II' - Special Champion Edition [Model 047020]" by Tec Toy 
Nintendo SNES [EU] (August 1993) "Street Fighter II Turbo - Hyper Fighting [Model SNSP-TI-EUR]" 
Nintendo SNES [US] (August 1993) "Street Fighter II Turbo - Hyper Fighting [Model SNS-TI-USA]" 
Sega Genesis [US] (September 27, 1993) "Street Fighter II' - Special Champion Edition [Model T-12016]" 
Sega Mega Drive [EU] (October 1993) "Street Fighter II' - Special Champion Edition [Model 670-4179]" 
Sega Master System [BR] (1997) "Street Fighter II [Model 030.010]" by Tec Toy 
Sony PlayStation [EU] (1998) "Street Fighter Collection 2 [Model SLES-01721]" 
Sony PlayStation [US] (October 31, 1998) "Street Fighter Collection 2 [Model SLUS-00746]" 
Microsoft XBOX [US] (September 27, 2005) "Capcom Classics Collection" 
Sony PlayStation 2 [US] (September 27, 2005; "Capcom Classics Collection [Model SLUS-21316]" 
Microsoft XBOX [EU] (November 18, 2005) "Capcom Classics Collection" 
Sony PlayStation 2 [EU] (November 18, 2005) "Capcom Classics Collection [Model SLES-53661]" 

* Handhelds : 
Sony PSP [US] (October 24, 2006) "Capcom Classics Collection Reloaded [Model ULUS-10134]" 
Sony PSP [EU] (November 10, 2006) "Capcom Classics Collection Reloaded [Model ULES-00377]" 
Sony PSP [AU] (November 16, 2006) "Capcom Classics Collection Reloaded" 

* Computers : 
PC [MS Windows, CD-ROM] [US] (2003) "Capcom Arcade Hits Volume 1" 

* Others : 
Mobile Phones [US] (2008) 
Apple iPhone/iPad [US] (November 4, 2010) "Capcom Arcade [Model 397347348]" 
Apple iPhone/iPod [US] (September 15, 2011) "Street Fighter II Collection [Model 459660048]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69767&o=2

$end


$info=sf2m2,
$bio

Street Fighter II' - Champion Edition [Hack] (c) 1992 Mega Co.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=33292&o=2

$end


$info=sf2koryu,
$bio

Street Fighter II' - Champion Edition [Kouryu] (c) 1992 Yu.

Kouryu is a hack of "Street Fighter II' - Champion Edition".

- TECHNICAL -

Capcom Play System hardware (CPS)

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound CPU : Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), OKI6295 (@ 7.576 Khz)

Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096

Players : 2
Control : 8-way joystick
Buttons : 6 (LP, MP, HP, LK, MK, HK)

- TIPS AND TRICKS -

* Trick : 99 credits in kouryu for free!
1) Turn off the machine (so you have the default hi-scores)
2) Play a game and beat the hi-score ( its 99.999)
3) Enter 'WBH' as initials for 1st place.
4) You got 99 credits in game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2661&o=2

$end


$info=sf2mdt,sf2mdta,sf2mdtb,sf2b,
$bio

Street Fighter II' - Champion Edition [Magic Delta Turbo] (c) 1992 Unknown.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=26869&o=2

$end


$info=sf2m9,
$bio

Street Fighter II' - Champion Edition [Magic Delta!] (c) 1992 Unknown.

Hack based on the 920313 version.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83037&o=2

$end


$pce=sf2ce,
$bio

Street Fighter II' - Champion Edition (c) 1993 NEC Home Electronics, Limited.

In the name of destiny, they continue their fight. That glimmer in their eyes - is it the glow of victory or the brutal ember of defeat?

Following the success of the world famous Street Fighter II on the Super Famicom platform, STREET FIGHTER II DASH for the PC Engine pushes the enthusiasm of the series towards another peak.

STREET FIGHTER II DASH: With its all-new features, it will never fall short of your high expectations.

- TECHNICAL -

HuCARD ID: HE93002
HuCARD Size: 20 Mbits.

- TRIVIA -

Street Fighter II' - Champion Edition for PC-Engine was released on June 12, 1993 in Japan for 9800 Yen.

This version features the barrel buster bonus stage missing from the Super Nintendo version of the original Street Fighter II, but still only contains two bonus stages, the first one after three fights, and the second one after six fights.

The majority of the games released at the time of this game's release were on CD-ROM, but Capcom chose to release this as a 20-Megabit Hu-Card, the biggest for the console.

A six-button controller was designed specifically for this game. When played with a two-button controller, the Pause function is disabled, and the Run, I, and II buttons are used for attacks, with the Select button used to toggle between Punches and Kicks.

- TIPS AND TRICKS -

Hold down the Select button before the VS screen appears to open the Key Configuration screen and make last minute changes.

- STAFF -

Produced by Capcom
Presented by NEC Home Electronics

Planner: Tatsuya Minami (Hyper Mickey)
Software Design: Kōji Yoshida (Yoshilim), Koji Ueyama (Cuty), Harunobu Imagawa (IMG), Hisashi Kuramoto (Kurarin), Hiroki Bandoh (Chun), Mitsutoshi Gotoh (MIT)
Sound Software Design: Yoshihiro Sakaguchi (Oyabun), Yasushi Ikeda (Ikebomb)
Music Design: Mari Yamaguchi, Isao Abe (Oyaji)
Sound Effect Design: Tatsuya Nishimura (Anie), Tadashi Joukagi (Elf)
Object Design: Masao Sakurai (Sakusan), Kaijin Pe.pe.pe
Scroll Design: Shizuyo Ukai (Izzy), Chie Nishida (Tanoq)
Technical Design: Nobuhiro Takagaki (Nob), Yasunobu Kasuya (Planet), Takato Matsumura
Market Design: Masao Takeuchi (Tekesan), Yoshiro Suzuki (Single), Nobuyuki Kondō (Kon), Hideaki Azima, Meg, Hirotada Hashimoto (Baco)
Very Special Thanks: Tadashi Sanzen (Breath), Masako Honma (Manashi), Masayuki Akahori (Imo), Tokuro Fujiwara (Professor F), Mizushima Ya
Special Thanks: Shinichi Ueyama (Shin), Ryo Miyazaki, Noriko Aiba (Cozy), Pukuch, Naoya Tomita (PC Tompon), Hyper Bengie, Hanaten Sarujima (Uckey), Key Mountain

- PORTS -

* Consoles :
Nintendo Wii [Virtual Console] [JP] [Model PDJJ] (November 16, 2009)
Nintendo Wii [Virtual Console] [US] [Model PDJE] (November 16, 2009) 
Nintendo Wii [Virtual Console] [EU] [AU] [Model PDJP] (December 18, 2009)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58735&o=2

$end


$info=sf2rb,sf2rb2,sf2rb3,sf2bhh,
$bio

Street Fighter II' - Champion Edition [Rainbow] (c) 1992 Hung Hsi.

- TECHNICAL -

Capcom Play System hardware (CPS)

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound CPU : Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), OKI6295 (@ 7.576 Khz)

Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096

Players : 2
Control : 8-way joystick
Buttons : 6 (LP, MP, HP, LK, MK, HK)

- TRIVIA -

Street Fighter II Rainbow is a special hacked version of "Street Fighter II' - Champion Edition". There are some special features in this program. First, the game has increased speed. Midair moves are also possible, just execute your favorite attack in the air. All fireballs (except Yoga Flame) are homing, meaning that they move toward the opponent, even when they jump. All jab fireballs are extremely slow. Strong fireballs are medium speed. Fierce fireballs are lightning fast, hitting instantaneously. You also have the ability to do multiple fireballs. In other words, you can throw a new fireball before the old one hits. You can climb the screen indefinitely, (jump, do a special move, jump, do a special move, etc.). Also, throws have seemingly unlimited vertical range.

The best part of this game is the ability to switch characters in the middle of a round. This is done by pressing START on the player controller that you are.  Starting with Ryu, the cycle is as follows : Ryu -> E. Honda -> Blanka -> Guile -> Ken -> Chun Li -> Zangief -> Dhalsim -> M. Bison -> Sagat -> Balrog -> Vega

Ryu :
1. Fierce dragon punch goes across the screen (arcing dragon punch).
2. Roundhouse hurricane kick goes across the screen.

E. Honda : Hundred hand slap often fires a Ken/Ryu fireball.

Blanka :
1. Electricity often fires a Ken / Ryu fireball.
2. All Rolls arc up. You can do continuous rolls easily by charging for the next roll while rolling and executing it while in the air, at the end of the original roll.

Guile :
1. Sonic booms are no charge.
2. Hit your opponent with slow and fast sonic booms at the same time.

Ken : Roundhouse hurricane kick is fast and travels across the screen. It almost always will dizzy.

Chun-Li : Lightning Kick sometimes releases a Ken/Ryu fireball.

Zangief :
1. Hand Spin sometimes throws a fireball.
2. Try doing the handspin in the air and jumping afterwards.

Dhalsim : Slide Roundhouse reaches across screen. He wals very fast.

M. Bison : Psycho crusher is much faster.

Sagat : Kick button based Tigers take the same effect as punch based fireballs.

Balrog : Sliding Punches (with the punch buttons) make Ken/Ryu fireballs. Use jab for the best effect.

Vega : Rolls throw Ken/Ryu fireball.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2662&o=2

$end


$info=sf2red,
$bio

Street Fighter II' - Champion Edition [Red Wave] (c) 1992.

Red Wave is a hack of "Street Fighter II' - Champion Edition".

- TECHNICAL -

Capcom Play System hardware (CPS)

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound CPU : Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), OKI6295 (@ 7.576 Khz)

Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096

Players : 2
Control : 8-way joystick
Buttons : 6 (LP, MP, HP, LK, MK, HK)

- TRIVIA -

In this hacked version of SFII CE :
1. It is possible to change characters partway through the fight by hold Start button (as a roulette).
2. Many 'Special' moves can be executed while in the air.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2663&o=2

$end


$info=sf2hf,sf2hfu,
$bio

Street Fighter II' - Hyper Fighting (c) 1992 Capcom.

Export release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Street Fighter II' Turbo - Hyper Fighting [B-Board 91634B-2]".

- TECHNICAL -

Capcom Play System hardware (CP-S) 
B-Board #: 91635B-2

- TRIVIA -

Street Fighter II' Hyper Fighting was released in December 1992 outside Japan. It is known in Japan as "Street Fighter II' Turbo - Hyper Fighting".

- SERIES -

1. Street Fighter (1987)
2. Street Fighter II - The World Warrior [B-Board 90629B] (1991)
3. Street Fighter II' - Champion Edition [B-Board 91634B-2] (1992)
4. Street Fighter II' - Hyper Fighting [B-Board 91635B-2] (1992)
5. Super Street Fighter II - The New Challengers [Green Board] (1993)
6. Super Street Fighter II Turbo [Blue Board] (1994)
7. Street Fighter Alpha - Warriors' Dreams [Blue Board] (1995)
8. Street Fighter Alpha 2 [Blue Board] (1996)
9. Street Fighter III - New Generation (1997)
10. Street Fighter III - 2nd Impact : Giant Attack (1997)
11. Street Fighter Alpha 3 [Blue Board] (1998)
12. Street Fighter III - 3rd Strike : Fight For The Future (1999)
13. Hyper Street Fighter II - The Anniversary Edition [Green Board] (2003)
14. Street Fighter IV (2008)
15. Super Street Fighter IV - Arcade Edition (2010)
16. Ultra Street Fighter IV (2014)

- PORTS -

Here is a list of ports released outside Japan. To see Japanese ports, please see the original Japanese version entry; "Street Fighter II' Turbo - Hyper Fighting [B-Board 91634B-2]".

* Consoles : 
Nintendo SNES [AU] (1993) "Street Fighter II Turbo - Hyper Fighting" 
Sega Mega Drive [AU] (1993) "Street Fighter II' - Special Champion Edition [Sega Gold Collection]" 
Sega Mega Drive [BR] (1993) "Street Fighter II' - Special Champion Edition [Model 047020]" by Tec Toy
Nintendo SNES [EU] (August 1993) "Street Fighter II Turbo - Hyper Fighting [Model SNSP-TI-EUR]" 
Nintendo SNES [US] (August 1993) "Street Fighter II Turbo - Hyper Fighting [Model SNS-TI-USA]" 
Sega Genesis [US] (September 27, 1993) "Street Fighter II' - Special Champion Edition [Model 670-4179]" 
Sega Mega Drive [EU] (October 1993) "Street Fighter II' - Special Champion Edition [Model 670-4179]" 
Sony PlayStation [EU] (1998) "Street Fighter Collection 2 [Model SLES-01721]" 
Sony PlayStation [US] (October 31, 1998) "Street Fighter Collection 2 [Model SLUS-00746]" 
Microsoft XBOX [US] (September 27, 2005) "Capcom Classics Collection" 
Sony PlayStation 2 [US] (September 27, 2005) "Capcom Classics Collection [Model SLUS-21316]" 
Microsoft XBOX [EU] (November 18, 2005) "Capcom Classics Collection" 
Sony PlayStation 2 [EU] (November 18, 2005) "Capcom Classics Collection [Model SLES-53661]" 
Microsoft XBOX 360 [XBLA] [EU] [US] (August 2, 2006) 

* Handhelds : 
Sony PSP [US] (October 24, 2006) "Capcom Classics Collection Reloaded [Model ULUS-10134]" 
Sony PSP [EU] (November 10, 2006) "Capcom Classics Collection Reloaded [Model ULES-00377]" 
Sony PSP [AU] (November 16, 2006) "Capcom Classics Collection Reloaded" 

* Others : 
Apple iPhone/iPad [US] (November 4, 2010) "Capcom Arcade [Model 397347348]" 
Apple iPhone/iPod [US] (September 15, 2011) "Street Fighter II Collection [Model 459660048]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2664&o=2

$end


$megadriv=sf2,
$bio

Street Fighter II' - Special Champion Edition (c) 1993 Sega Enterprises, Limited.

European/Australian release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Street Fighter II' Plus - Champion Edition [Model T-12033]".

- TECHNICAL -

[EU]/[AU] Game ID: 1090-50
[EU]/[AU] Cartridge ID: 670-4178-50
[EU] Package ID: 670-4179-50

Cartridge size: 24 Mb

- TRIVIA -

Street Fighter II' - Special Champion Edition for Mega Drive was released in October 1993 in Europe.

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [EU] (October 17, 2008) [Model MCLP]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56902&o=2

$end


$megadriv=sf2u,
$bio

Street Fighter II' - Special Champion Edition (c) 1993 Capcom USA.

North American release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Street Fighter II' Plus - Champion Edition [Model T-12033]".

Description from the US back cover:

SMASH INTO THE NEXT LEVEL!
From the corners of the globe come twelve of the toughest fighters to ever prowl the streets. Choose your champion and step into the arena as one of the eight original challengers or as one of the four Grand Masters! Pound your opponent as Balrog and knock them out for the count. Tower over your prey as Sagat and daze them with your awesome Tiger Shot. Slash your opponent with Vega's claw and send them running for cover. Or strike fear into your enemies as M. Bison, the greatest Grand Master of them all!

* Two games in one! Play Champion Edition or the new Hyper mode!
* 24 MEGS of heart stopping martial arts action!
* Choose from any of the 12 unique fighters. Each with their own unique fighting style and special attacks!
* Features a new Group Battle Mode. Only for the Sega Genesis!

For true arcade action, look for the Special Genesis Edition of the Capcom Fighter Power Stick. Coming Soon!

- TECHNICAL -

Cartridge ID: T-12016
Cartridge size: 24 Mb

- TRIVIA -

Street Fighter II' - Special Champion Edition for Genesis was released on September 27, 1993 in North America.

In these Export versions, the original black fighter is replaced by another white fighter.

Reviews:
Mega Fun (Oct. 1993): 93/100
GamePro (Nov. 1993): 5/5
Game Players (Nov. 1993): 96/100
Edge (Nov. 1993) 8/10
Megablast (Dec. 1993): 75/100
Sega Force (Jan. 1994): 96/100

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [US] (October 13, 2008) [Model MCLE]

* Others : 
Street Fighter II' Special Champion Edition Plug 'n Play TV Game [US] (2004) by Radica Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57422&o=2

$end


$x68k_flop=sf2ce,
$bio

Street Fighter II' Champion Edition (c) 1993 Capcom Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88109&o=2

$end


$megadriv=sf2j,
$bio

Street Fighter II' Plus - Champion Edition (c) 1993 Capcom Company, Limited.

Smash into the next level! From the corners of the globe come twelve of the toughest fighters to ever prowl the streets. Choose your champion and step into the arena as one of the eight original challengers or as one of the four Grand Masters!

Pound your opponent as M. Bison and knock them out for the count. Slash your opponent with Balrog's claw and send them running for cover. Tower over your prey as Sagat and daze them with your awesome Tiger Shot. Or strike fear into your enemies as Vega, the greatest Grand Master of them all!

Features two games in one, the Champion Edition and the Hyper Fighting. Choose from any of 12 unique fighters each with their own fighting style and special attacks. Also features an exclusive Group Battle mode only on Mega Drive.

- TECHNICAL -

Cartridge ID: T-12033
Cartridge Size: 24 Mb

- TRIVIA -

Street Fighter II' Plus was released on September 28, 1993 in Japan as a 24 MegaBit cartridge, the largest at the time of its release. This is one of Capcom's biggest selling products with 1.65 millions sold.

This version of the game was originally announced simultaneously with the PC-Engine version of "Street Fighter II' - Champion Edition" and was intended to be just a version of "Street Fighter II' - Champion Edition" without the Turbo features. Screenshots of this version had the top part of the background cut off where the character's vitality gauges, scores and time limit were displayed. The game was delayed to make it comparable to the Super Famicom and PC Engine versions of the game and the Turbo features were also added, resulting in the name change to SFII' Plus and Special Champion Edition.

A six-button controller was released around the time of release primarily designed for this game. The game can be played with a three-button controller. A, B, and C are for Light, Medium and Heavy attacks, and the Start button is used to switch between punches and kicks. The Pause function is disabled when using the three-button controller.

The game defaults to Dash mode, a version of Champion Edition, and features an Excite mode, a version of Hyper Fighting.

This was the first console version of Street Fighter II to feature the original opening sequence.

The Excite mode has all ten stars for Turbo speed without the use of a code, and the V.S. and Group Battle modes have a Special Moves screen where individual special attacks can be turned ON or OFF without the use of a code.

This was the only home version of Street Fighter II at the time of its release to feature 'simultaneous button cancels' (more commonly known as 'CPS1 Chains').

Known Export release: "Street Fighter II' - Special Champion Edition".

- TIPS AND TRICKS -

Three-button code: Down, C, Up, A, A, B, B, C
Six-button code: Down, Z, Up, X, A, Y, B, C

Enter the code at the CAPCOM screen to disable Punches and Kicks during a single player game. Only throws and Special Moves can be performed by the player.

Enter the code as the building is fading out during the opening sequence to enable up to five stars of turbo speed for Dash mode.

Enter the code (on controller 2) during the Group Battle select screen to enable selection of the same character twice in the same team.

- STAFF -

Planner: Tatsuya Minami (Mickey)
Software Design: Yoshito Itoh (Leo), Tomoyuki Ohta (E-Hito), Kōji Yoshida (Yoshilim), Kiyomi Kaneko (Kanekon), Harunobu Imagawa (Img), Koji Ueyama (Cuty), Hisashi Kuramoto (Kurarin), Tadashi Sanzen (Sanchan), Shuichiro Chiboshi (Luck), Hiroki Bandoh (Chun)
Music Design: Tadashi Joukagi (Elf), Setsuo Yamamoto (Kashira)
Sound Design: Tatsuya Nishimura (Anie), Tadashi Joukagi (Elf)
Object Design: Masao Sakurai (Sakusan), Mayumi Tanabe (Nabe-Chan Mayumi), Akemi Iwasaki (Zizi), Hajime‑Chan, Naokazu Saitoh (Sailor-V)
Scroll Design: Shizuyo Ukai (R.H.C.P.), Akiko Nagashima (Ryutaro's Mama), Jun Takeuchi (Bunny), Joe Yabuki
Very Special Thanks: Masayuki Akahori (Imo), Tokuro Fujiwara (Professor F)
Special Thanks: Hyper Bengeie, Mizushima Aaf ‑Ya., Mr. Samalim, Factory Matsubara, Hironobu Takeshita, Mr. Makino, Osu Nakajima

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [JP] (July 29, 2008)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56903&o=2

$end


$info=sf2hfj,
$bio

Street Fighter II' Turbo - Hyper Fighting (c) 1992 Capcom.

This is the second SFII follow-up. Here's what's new: 
* Gameplay is SIGNIFICANTLY sped up to intensify the pace of the game. 
* More special moves (ie. Chun Li's fireball, Dhalsim's Yoga Teleport) are added for each character except for M. Bison. 
* New color schemes are added for each character (but the color schemes for the stage backgrounds are still the same as they were for Champion Edition). 
* The addition of mid-air special moves for Chun Li, Ryu and Ken are introduced. 
* Platform graphics (resembling the medal ceremonies in the Olympics) are added to each character's ending, featuring the character you completed the game with at the first-place platform, M. Bison at the second-place platform, and Sagat at the third-place platform. The musical setting for this display is the music from the home stage of the character standing on the 1st-place platform (If you completed the game with Sagat or M. Bison, the one you used stands on the 1st-place platform, the other one on the 2nd-place platform, and Vega occupies the 3rd-place platform).

- TECHNICAL -

Runs on the "CP System" hardware.
B-Board #: 91634B-2

Players: Up to 2 simultaneously.
Control per player: 8-way joystick
Buttons per player: 6
= > [1] LP (Jab), [2] MP (Strong), [3] HP (Fierce) 
= > [4] LK (Short), [5] MK (Forward), [6] HK (Roundhouse)

- TRIVIA -

Street Fighter II' Turbo - Hyper Fighting was released in December 1992 in the Japanese arcades. It was known there as the 24th video game made for this system.

Exported as "Street Fighter II' - Hyper Fighting [B-Board 91635B-2]".

This ROM upgrade to "Street Fighter II' - Champion Edition" was an idea by Capcom USA employee James Goddard in response to the rampant unauthorized hacks that arcade operators were installing in their SFII'CE machine to make the game play faster, have mid-air special moves, change characters on-the-fly, and all sorts of other strange things. The hacks made the game interesting again to those who wanted something new in the game, but destroyed the balance of the game. 

The 'Hyper Fighting' upgrade was an attempt to incorporate many of the ideas present in the hacks while maintaining game balance. The way those ideas were implemented were taken from "Super Street Fighter II - The New Challengers", which was still being developed at the time and was planned to be the direct successor to SFII'CE before all the unauthorized hacks forced this upgrade to be made. Ironically, this unforeseen upgrade is considered the best and most balanced game in the SFII series.

- TIPS AND TRICKS -

Special Ending : finish the game on one quarter to see additional credit sequence.

- SERIES -

1. Street Fighter (1987)
2. Street Fighter II - The World Warrior [CP-S No. 14] (1991)
3. Street Fighter II' - Champion Edition [CP-S No. 21] (1992)
4. Street Fighter II' Turbo - Hyper Fighting [CP-S No. 24] (1992)
5. Super Street Fighter II - The New Challengers [CP-S II No. 01] (1993)
6. Super Street Fighter II X - Grand Master Challenge [CP-S II No. 03 Bis] (1994)
7. Street Fighter Zero [CP-S II No. 11] (1995)
8. Street Fighter Zero 2 [CP-S II No. 15] (1996)
9. Street Fighter Zero 2 Alpha (1996)
10. Street Fighter III - New Generation (1997)
11. Street Fighter III - 2nd Impact : Giant Attack (1997)
12. Street Fighter Zero 3 [CP-S II No. 29] (1998)
13. Street Fighter III - 3rd Strike : Fight For The Future (1999)
14. Hyper Street Fighter II - The Anniversary Edition [CP-S II No. 38] (2003)
15. Street Fighter IV (2008)
16. Super Street Fighter IV (2010)
17. Ultra Street Fighter IV (2014)

- STAFF -

Planners : Akira Nishitani (Nin), Akira Yasuda (Akiman)
Character Designers : S.Y, Ikusan Z, Sho, Erichan, Pigmon, Katuragi, Mak!!, Manbou, Ball Boy (Ballboy), Kurisan, Q (Q Kyoku), Mikiman, Tanuki, Yamachan, S-Taing, Nissui, Buppo, Ziggy, Zummy, Nakamura, M. Okazaki
Programmers : Shin., Marina, Macchan, Ecchro!!
Sound : Yoko Shimomura (Shimo-P.), Isao Abe (Oyaji-Oyaji)
Design Support : James Goddard (DJames.)
Special Thanks : CBX, And, Noritaka Funamizu (Poo), Kiyomi Kaneko (Kanekon), Shono, Hirakin, Nac Kai, Erlingr Ogachy, Zenji, Super Joe (Super Cheap Joe)

- PORTS -

Here is a list of ports released in Japan only. To see non-Japanese ports, please see the Export version entry; "Street Fighter II' - Hyper Fighting [B-Board 91635B-2]".

* Consoles : 
Nintendo Super Famicom [JP] (July 11, 1993) "Street Fighter II Turbo - Hyper Fighting [Model SHVC-TI]" 
Sega Mega Drive [JP] (September 28, 1993) "Street Fighter II' Plus - Champion Edition [Model T-12033]" 
Sega Saturn [JP] (December 3, 1998) "Capcom Generation Dai 5 Shou Kakkutouka Tachi [Model T-1236G]" 
Sony PlayStation [JP] (December 3, 1998) "Capcom Generation Dai 5 Shou Kakkutouka Tachi [Model SLPS-01725]" 
Sony PlayStation 2 [JP] (March 2, 2006) "Capcom Classics Collection [Model SLPM-66317]" 

* Handhelds : 
Sony PSP [JP] (September 7, 2006) "Capcom Classics Collection [Model ULJM-05104]" 

* Others : 
CPS Changer [JP] (1994)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2665&o=2

$end


$sms=sf2,
$bio

Street Fighter II' (c) 1997 Tec Toy.

- TECHNICAL -

Game ID: 030.010
Barcode: 7 891011 030017

- TRIVIA -

Released in September 1997, this was one of the largest Master System games ever created. It was only available in Brazil, where the older consoles were still very popular at the time. As this was an 8-bit title, some cuts had to be made. There are only eight playable characters (Ryu, Ken, Chun-Li, Blanka, Guile, Sagat, Balrog and Mr Bison) and the background is devoid of animation. Some moves were omitted as well, such as Ken and Ryu's signature Dragon Punch. Also, since the original Master System controller only had two buttons, Tec Toy manufactured a six-button controller to go with the game. This controller later became the standard controller for Master System in Brazil.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56199&o=2

$end


$nes=sf3,sf3_9,
$bio

Street Fighter III (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84124&o=2

$end


$info=sfiii2,sfiii2n,sfiii2j,cps3bs32,cps3bs32a,
$bio

Street Fighter III - 2nd Impact : Giant Attack (c) 1997 Capcom Company, Limited.

The sequel to "Street Fighter III - New Generation". Joining the existing Street Fighter III cast are Hugo, Urien and recurring character Akuma (Gouki in the Japanese version). Other improvements include a speed increase, new moves and several damage-related tweaks.

- TECHNICAL -

Capcom Play System III Hardware (CP-S III)
CD Number : Cap-3GA000
CD Label : Cap-3GA-1

Main CPU : Hitachi SH2 (possibly 2)
Storage : SCSI CD Rom, Ram and Flash Rom.
RAM : SIMMs on the left w/ 16M of data each (each has 8x 16M Flash Roms, there's 4 SIMMs plugged in on this board). SIMMs on the right w/ 8M each (there's 4 Flash Roms on each board and there are 2 SIMMs plugged in)
OSC : 60MHz. 42.9545MHz, XTAL 3.6864MHz.

Players : 2
Control : 8-Way Joystick
Buttons : 6
=> [1] LP (Jab), [2] MP (Short), [3] HP (Firece)
=> [4] LK (Strong), [5] MK (Forward), [6] HK (Roundhouse)

- TRIVIA -

Street Fighter III 2nd Impact was released on September 30, 1997.

The 'Giant Attack' subtitle refers to the 2 huge characters that are added to the Street Fighter III series with this game : Hugo and Urien. 

This is the only CPS3 game to feature a widescreen mode. 

The character Hugo is based on the late WWF Hall of Famer Andre The Giant. He also made an appearance in "Final Fight" as a non-boss enemy. 

The character Urien is identical in figure and fighting style to the boss character, Gill, except that Urien has much less hair, and his skin is the same color on both sides. 

Gill, the boss character, has added a new Super Art to his arsenal, 'Meteor Strike', which is the only one listed as available in the Vs. screen. However, he does still have access to his 'Resurrection' Super Art.

Firstsmile released a limited-edition soundtrack album for this game (Street Fighter III - 2nd Impact : Giant Attack Original Soundtrack - FSCA-10025) on December 17, 1997.

- UPDATES -

The Asian version has the "Voice Type" set to Off by default in the System Configuration. This causes some Japanese utterances from the characters to be replaced with grunts or silence. Set to Normal to restore the correct voices to the characters.

- TIPS AND TRICKS -

* To enable the widescreen mode, do the following : Go to Test Menu->Configuration->Game. Then change Screen Mode to Wide and save your settings.

* Hidden Character : To enable Gouki/Akuma as a playable character go to Test Menu->Configuration->Game. Then highlight in this order :
'Time Count Speed' and press Start x3,
'Event' and press MK x2,
'Screen Mode' and press HK x3,
'Bonus Game' and press Start x1,
'Damage Level' and press LK x4
If you hear Gouki's/Akuma's voice, the input was correct.

* Second method to play as Gouki/Akuma : At the Character Select Screen, highlight Ryu and press Down, Down, Up -> move to Ken and press Up(x2), Down -> move to Ryu and press UP -> move to Ken and press Down -> move to Sean and press Down(x2), Up, Down, Up(x3). Gouki's/Akuma's portrait should appear above Sean.

* Play Against Hidden Rival : Get at least five super arts finishes and cannot lose a round. If done correctly, "Your rival has
found you!" appear on the screen and fight his/her rival.

* Play Against Gouki/Akuma : Get at least three perfect finishes without lose a round. If meet this condition, Gouki/Akuma will come up and Shun Goku Satsu on his/her final rival. Then you will fight Gouki/Akuma.

* Play Against Shin Gouki/Shin Akuma : Defeat Gouki/Akuma with one super arts finishes and cannot lose a round. Also you cannot get three more via block damage. If done correctly, he will gets up and you will fight Shin Gouki/Shin Akuma. Defeat him and you will see the alternative ending.

- SERIES -

1. Street Fighter (1987)
2. Street Fighter II - The World Warrior [B-Board 90629B] (1991)
3. Street Fighter II' - Champion Edition [B-Board 91634B-2] (1992)
4. Street Fighter II' - Hyper Fighting [B-Board 91635B-2] (1992)
5. Super Street Fighter II - The New Challengers [Green Board] (1993)
6. Super Street Fighter II Turbo [Blue Board] (1994)
7. Street Fighter Alpha - Warriors' Dreams [Blue Board] (1995)
8. Street Fighter Alpha 2 [Blue Board] (1996)
9. Street Fighter III - New Generation (1997)
10. Street Fighter III - 2nd Impact : Giant Attack (1997)
11. Street Fighter Alpha 3 [Blue Board] (1998)
12. Street Fighter III - 3rd Strike : Fight For The Future (1999)
13. Hyper Street Fighter II - The Anniversary Edition [Green Board] (2003)
14. Street Fighter IV (2008)
15. Super Street Fighter IV - Arcade Edition (2010)
16. Ultra Street Fighter IV (2014)

- STAFF -

Character Designers : Who, D-Kurita, Chimorin Shogun, Shibaki, Chun, Jun Ikawa, Seiji Yano, Yuki Ishikawa, Shinnosuke N.
Scroll Designers : Hiroshi Sugiyama, Yoko Fukumoto, Hiroyuki Imahori, Ojiji, Naobei, Akemi Kohama, Tama, Yamamoto Koji, Kouichi Takeda
Original Art Works : Akira Yasuda (Akiman), Kinu Nishimura, NK
Title Logo Designer : Shoei
Instruction Designer : Sakomizu
Programmers : Kazuhito Nakai, Nobuya Yoshizumi (LT1), Yuko Kawamura (Tate), Hiroshi Nakagawa (Raoh), Yosinobu Inada (Ine), Masahito Oh!Ya!, Akihiro Yokoyama
Sound Effect Designers : Satoshi Ise, Hiroaki "X68K" Kondo
Music Composers : Hideki Okugawa, Yuki Iwai
Music Arrangement : Hideki Okugawa
Planners : Seto Yasuhiro, Neo_G (H. Ishizawa), Numach

* Voice Actors :
Ryu, Yun Lee, Hugo : Wataru Takagi
Ken Masters, Yang Lee : Koji Tobe
Sean Matsuda : Isshin Chiba
Ibuki, Effie : Yuri Amano
Elena : Kahoru Fujino
Oro : Kan Tokumaru
Urien : Yuji Ueda
Akuma, Shin Akuma : Tomomichi Nishimura
Alex, Necro : Michael X. Sommers
Dudley, Gill, Announcer : Bruce Robertson

Message Translators : Erik Suzuki, Dan Okada, Chris Tang, Yumiko Nishi, Karla Oshiro de Freitas
Producer : Tomoshi Sadamoto
General Producers : Noritaka Funamizu, Yoshiki Okamoto

Special Thanks : Tsuyoshi, Mayano, Tomo, Blbon, Takafumi Sagata, M. Aoki, N. Akei, H. Nakamura, H. Ojima, Yoji Mikami (X68K), Takuya Shiraiwa, Rita Rokos, Ryoji Yamamoto, Hard. Yas (-Follow-)
CS Bug Checkers : Kunishige Matsubara, Manabu Matsumoto, Tomoyuki Yokota, Tetsuya Haze, Katsusuke Miura, Masahiro Kajitani, Takashi Hashimoto, Yoshihiko Kurata, Yoshihiro Tomita, Daisuke Sasaki, Akinori Murata
Skill Smith - Test Play : TTK-K.S, Hiroshi. Sugimoto-Bug, Gon, Kohsuke-Arai (TKO)

- PORTS -

* Consoles : 
Sega Dreamcast [JP] (December 16, 1999) "Street Fighter III W Impact [Model T-1211M]" 
Sega Dreamcast [US] (June 19, 2000) "Street Fighter III Double Impact [Model T-1210N]" 
Sega Dreamcast [EU] (September 15, 2000) "Street Fighter III Double Impact [Model T-7006D-50]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2667&o=2

$end


$info=sfiii3,sfiii3r1,sfiii3n,sfiii3u,sfiii3nr1,sfiii3ur1,
$bio

Street Fighter III - 3rd Strike : Fight For The Future (c) 1999 Capcom.

New characters Remy, Makoto, Q, and Twelve join the returning Street Fighter veteran Chun-Li and the existing "Street Fighter III - 2nd Impact : Giant Attack" cast in this third and final installment of Street Fighter III.

- TECHNICAL -

Capcom Play System III hardware (CPS III)
CD Number : CAP-33S000
CD Label : CAP-33S-1

Main CPU : Hitachi SH2 (possibly 2)
Storage : SCSI CD Rom, RAM and Flash ROM.
RAM : SIMMs on the left w/ 16M of data each (each has 8x 16M Flash ROMs, there's 4 SIMMs plugged in on this board). SIMMs on the right w/ 8M each (there's 4 Flash ROMs on each board and there are 2 SIMMs plugged in)
OSC : 60MHz. 42.9545MHz, XTAL 3.6864MHz.

Players : 2
Control : 8-way joystick
Buttons : 6
=> [1] LP (Jab), [2] MP (Strong), [3] HP (Fierce)
=> [4] LK (Short), [5] MK (Forward), [6] HK (Roundhouse)

- TRIVIA -

Released in May 1999.

Twelve's name is incorrectly spelt 'Tweleve' on the opponent selection screen. The mistake then appears again when the screen scrolls to display the next opponent choice.

Shin Akuma is present in the game code. Shin Akuma in 3rd Strike differs somewhat from his 2nd Impact guise. For a start, in 2nd Impact Shin Akuma had his own audio samples. In 3rd Strike, he shares Akuma's soundfile. His second Super Art is somewhat glitchy at times, and unlike 2nd Impact, he seems to have only 2 outfits. The blue color outfit is for Player 1, and the white colour outfit for Player 2. Both are hardcoded.

This is also the first Street Fighter game to adopt a rap/hip hop urban theme.

- UPDATES -

VER. 990512
* Ken Vs. Makoto neutral throw bug : If Ken defeats Makoto with his neutral throw (i.e. knee bash), the game will reset.
* Chou Denji Storm graphical glitch : P2 Yang has 'Chou Denji Storm' listed as one of his Super Arts instead of 'Tenshin-Senkyutai'.
* Unblockables : Certain characters (Urien, Oro) have moves/combos which are impossible to block.

VER. 990608
* Ken Vs. Makoto neutral throw bug has been fixed and doesn't reset the game.
* Unblockables are no longer unblockable.

- TIPS AND TRICKS -

* 6 Costume Colors : Highlight a fighter at the character selection screen and press one of the 6 buttons for the standard outfits (button 1 aka LP is the original color).

* Secret Colour : Highlight a fighter at the character selection screen and press LP+MK+HP.

* Play Against Q : Get at least five super art finishes and you cannot lose any rounds. However, you can get the grade at least D or above, and at least two special points needed. If done correctly, Q will appear and you will fight him on the stage you fought in (Also now Q's theme is playing).

- SERIES -

1. Street Fighter (1987)
2. Street Fighter II - The World Warrior [B-Board 90629B] (1991)
3. Street Fighter II' - Champion Edition [B-Board 91634B-2] (1992)
4. Street Fighter II' - Hyper Fighting [B-Board 91635B-2] (1992)
5. Super Street Fighter II - The New Challengers [Green Board] (1993)
6. Super Street Fighter II Turbo [Blue Board] (1994)
7. Street Fighter Alpha - Warriors' Dreams [Blue Board] (1995)
8. Street Fighter Alpha 2 [Blue Board] (1996)
9. Street Fighter III - New Generation (1997)
10. Street Fighter III - 2nd Impact : Giant Attack (1997)
11. Street Fighter Alpha 3 [Blue Board] (1998)
12. Street Fighter III - 3rd Strike : Fight For The Future (1999)
13. Hyper Street Fighter II - The Anniversary Edition [Green Board] (2003)
14. Street Fighter IV (2008)
15. Super Street Fighter IV - Arcade Edition (2010)
16. Ultra Street Fighter IV (2014)

- STAFF -

Character Designers : Who, Ikusan Z, D-Kurita, Chimorin Shogun, Sibaki, Chunzenji & Rute, Tsuyoshi, Jun-Ikawa, Toshihiro Suzuki, Noya-T, Seiji Yano, Naoi Ryosuke (Hell), Tomo, Hirano=Daichi, Izumi. N, Akira Yasuda (Akiman)
Scroll Designers : Imahori 75%, Sugiyama 50%, Youko Fukumoto, Yuki Kyotani, Sawatch, Atsushi, Ryo Uno, Yusuke Saiwai, Kenichi Yamahashi
Original Artwork : Daigoro, Harumaru
Title Logo Design : Y. Uchida
Instruction Design : Sakomizu
Programming : Kazuhito Nakai, Nobuya Yoshizumi (LT1), Yuko Kawamura (Tate), Hiroshi Nakagawa (Raoh), Y&M.Inada (Ine), Masahito Oh!Ya!, Akihiro (Star) Yokoyama
Sound Effect Design : Satoshi Ise, Yoshiki Sandou
Music Composer : Hideki Okugawa
Sound Designer : Kazuya Takimoto
Sound Management Director : Yoshinori Ono
Song Writers for Third Strike, Let's Get It On and Moving On : Infinite/Hideki Okugawa
Song Arrangement : Hideki Okugawa
Vocals : Infinite (Courtesy of Lock Down Entertainment Inc.)
Recording Engineer : Yutaka Shinoyama (Victor St.) (Lock Down Entertainment Inc.)
Mix Engineer : Paul Shubat (Lock Down Entertainment Inc.)
Assistant Engineer : Vladimir Nikolic (Lock Down Entertainment Inc.)
Artist Management : Cain (Lock Down Entertainment Inc.)
Planning : Neo_G H. Ishizawa, Haruo Murata, Numach (T.O), Yasunori Ichinose, Sada 36
Message Translator : Erik Suzuki, Dan Okada, Chris Tang
Producer : Noritaka Funamizu, Kouji Nakajima
General Producer : Yoshiki Okamoto

* Voice Actors :
Ryu : Touru Ohkawa
Ken Masters : Yuji Kishi
Sean Matsuda : Mitsuo Iwata
Yun Lee : Kentaro Itou
Yang Lee : Masakazu Suzuki
Ibuki/Effie : Yuri Amano
Elena : Mie Midori
Oro : Takashi Matsuyama
Akuma : Tomomichi Nishimura
Makoto : Makoto Tsumura
Remy : Eiji Sekiguchi
Chun-Li, Poison : Atsuko Tanaka
Urien, Necro, Twelve, Gill : Lawrence Bayne
Alex : Patrick Gallagan
Dudley : Francis Diakewsky
Q, Hugo : Len Carlson

Special Thanks : Youichi Egawa, Takuya Shiraiwa, Abu, Tomoaki Tsuji, Tobuto Dezaki (Mam2), Mitsuaki Araki (Tim2), Takechan, Oni-Suzuki, Hiroshi.Sugimoto-Bug, K. Shinano, Gon, Syachi (S. Ohoka), Yng. J. Matsubara, Miura Cuberick, Tetsuya Haze, Yoshihiro Tomita, Hmx-12 Hamada, Masayasu Mukai, Punch Kubozono, Tetsuya Iijima, Lisa E. Jones, Masayuki Fukumoto, Lance Luu, Nate Williams

- PORTS -

* Consoles : 
Sega Dreamcast [JP] (June 29, 2000) "Street Fighter III - 3rd Strike: Fight for the Future [Model T-1209M]"
Sega Dreamcast [JP] (October 4, 2000) "Street Fighter III - 3rd Strike: Fight for the Future [Model T-1213N]" 
Sony PlayStation 2 [JP] (July 22, 2004) "Street Fighter III - 3rd Strike: Fight for the Future [Model SLPM-65621]" 
Sony PlayStation 2 [JP] (July 22, 2004) "Street Fighter III - 3rd Strike [The Limited Edition] [Model CPCS-01009]" 
Sony PlayStation 2 [US] (August 31, 2004) "Street Fighter Anniversary Collection" [Model SLUS-20949]
Sony PlayStation 2 [KO] (September 3, 2008) "Street Fighter Anniversary Collection [PlayStation 2 Big Hit] [Model SLKA-25437]" 
Sony PlayStation 2 [EU] (October 30, 2004) "Street Fighter Anniversary Collection" 
Microsoft XBOX [JP] (October 28, 2004) "Street Fighter Anniversary Collection [Model STJ-00001]"
Microsoft XBOX [EU] (October 29, 2004) "Street Fighter Anniversary Collection" 
Microsoft XBOX [AU] (2004) "Street Fighter Anniversary Collection" 
Microsoft XBOX [US] (February 22, 2005) "Street Fighter Anniversary Collection [Model STJ-00001]" 
Sony PlayStation 2 [JP] (December 14, 2006) "Street Fighter III - 3rd Strike [CapKore] [Model SLPM-66639]" 
Sony PlayStation 2 [JP] (September 18, 2008) "Capcom vs SNK 2 Millionaire Fighting 2001/Street Fighter III 3rd Strike Fight for the Future Value Pack [Model CPCS-01040]" 
Sony Playstation 3 (August 23, 2011) "Street Fighter III - 3rd Strike" Online Edition 
Microsoft XBOX 360 (August 24, 2011) "Street Fighter III - 3rd Strike" Online Edition

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2668&o=2

$end


$info=sfiii,sfiiin,sfiiij,sfiiih,sfiiiu,sfiiia,sfiiina,
$bio

Street Fighter III - New Generation (c) 1997 Capcom Company, Limited.

A New Generation of Street Fighters! Features larger characters sprites than previous Street Fighter games with the smoothest, most detailed 2-D animation ever made at the time of its release, a level of quality that is yet to be matched by any other 2-D game outside of the Street Fighter III series as of 2004; some complain that too many things are animated and each animation contains too many frames, slowing down the pace of the game.

- TECHNICAL -

Capcom Play System III Hardware (CP-S III) 
Game ID : CP-S III No. 02 
CD Number : CAP-SF3000 
CD Label : CAP-SF3-3 

Main CPU : Hitachi SH2 (possibly 2) 
Storage : SCSI CD Rom, RAM and Flash ROM. 
RAM : SIMMs on the left w/ 16M of data each (each has 8x 16M Flash ROMs, there's 4 SIMMs plugged in on this board). SIMMs on the right w/ 8M each (there's 4 Flash ROMs on each board and there are 2 SIMMs plugged in) 
OSC : 60MHz. 42.9545MHz, XTAL 3.6864MHz.

Players : 2 
Control : 8-Way Joystick 
Buttons : 6 
= > [1] LP (Jab), [2] MP (Strong), [3] HP (Fierce) 
= > [4] LK (Short), [5] MK (Forward), [6] HK (Roundhouse)

- TRIVIA -

Street Fighter III was released in February 1997.

According to Capcom's flyer for this game, this game has character animations that are animated at 64 frames per second at the maximum.

The marquee simply refers to this game as 'Three'.

Sean was originally supposed to be the only fighter who used the Ryu and Ken's style in the game, Ken and Ryu were added in later by the demand of SF fans.

The enigmatic hoax character Shen Long was revived in Street Fighter III after an issue of EGM that gave an incomplete strategy describing how to face him, and some doctored screen-shots that show Shen Long as an altered Ken or Ryu character model firing multiple hadou waves.

Hugo, first introduced in "Street Fighter III - 2nd Impact", is present in the game code. Hugo is missing most of his animation frames and moves. His stage background from 2nd Impact is mostly intact, except that the background music being played is from Judgement Day - Gill's stage. Capcom presumably didn't have enough time to finish the Hugo character and decided to keep him for the sequel.

The music from Alex's Stage (Jazzy NYC) contains the famous "Woo! Yeah!" voice sample from James Brown's "Think (About It)"; a sample that became a very popular and important component of Hip-Hop music, specially after the huge success of MC Rob Base & DJ E-Z Rock's "It Takes Two" in the late 80's.

QUOTE LIST :
* Alex :
Talk's cheap. Bluffing will get you nowhere against me.
You're tough, but you can't outlast the best.
You arrogant imbecile, you slacked off right at the end.
You thought you had a chance?  C'mon, everyone knows you're no good.
Just stay down.  Don't try to stand up.  You look pale!
I don't know where you trained yourself, but you didn't train hard enough. Those moves suck!
Damn!  I can't believe how poorly I fought.  Next time I will really beat the crap out of you!
I didn't think I'd have such a hard time with you!
I give my all no matter who I fight.
Damn!  Even my sparring partner lasts longer than that!
You hit the ground right when I was about to go berserk. Lucky!
You say you were out of form? Your excuses are out of control!
to Alex : ?
to Dudley : You may have mighty body blows, but you can't hit my vital organs.
to Elena : If you want a man to like you, use those legs for something else.
to Hugo : ?
to Ibuki : You're a pathetic excuse for a ninja.
to Ken : You may be fast, but not fast enough to elude my fists.
to Necro : Your moves are almost as freakin' weird as you are.
to Oro : Control your temper old man.  I will ignore your piddly ass next time.
to Ryu : You... you seem to live for the fight.
to Sean : ?
to Urien : ?
to Yun : ?
to Yang : You brothers sure are hot blooded! But you're both still lamers.

* Dudley :
You're down already? The spectators have asked for their shillings back!
Shall I awaken you with the waters of the Thames River?
Good show, but it's just not in your blood.
No matter how many times we fight, I'll always pound your limey hide.
To err is human, but to win is noble.
This was my finest hour!
'Cowards die often', or so it is said.
The British spirit is an indomitable spirit!
I put on the kettle, but you can't even last till tea time.
Another uncouth lout falls between my fists and the pavement.
It seems the grace of victory doesn't love you.
How could you have given me such a tussle?  'Tis not my day!  Time to go home!
to Alex : Ah, I just can't stand ill-mannered goons who ignore their grooming!
to Dudley : You dared to piss me off.  Was it boldness, or stupidity?
to Elena : Pardon me for my violent behavior... Lady...
to Hugo : ?
to Ibuki : Not a bad go of things... I enjoyed it, Samurai lass!
to Ken : My apologies, but I have no chance but to maul sissy men like you!
to Necro :  At first glance you looked like a right good challenge. Appearances can decieve, eh?
to Oro : By my honor, old man.  I swear I did not pull any punches!
to Ryu : Sad...The land of the Samurai must have fallen with you.
to Sean : Such a greenhorn!  You left your temple wide open!  Bad form!
to Urien :
to Yang : When it comes to lightning action, the speed of boxing is unsurpassed.
to Yun : Your fighting skills are equal to...child's play.

* Elena :
I think we can be friends. You think so too, right?
Are you tone-deaf? I had trouble timing myself to your moves.
I'll never forget about today's fight!
African earth is my teacher. You must learn to respect it!
Will you fight me again someday?  I think it's wonderful!
What did you think of my finishing move?
Did you let me win?  No one can be THAT bad.
It was a great fight!  I wanted it to last forever!
I felt your rhythm!
You don't have any rhythm!
Maybe you should take up some other hobby.  You could try mountain biking.
I was pleased to have fought with you.
to Alex : ?
to Dudley: ?
to Elena : I hate copycats!
to Hugo : ?
to Ibuki : ?
to Ken : ?
to Necro : ?
to Oro : ?
to Ryu : ?
to Sean : ?
to Urien : ?
to Yang : ?
to Yun : ?

* Gill :
If you tried harder, maybe you wouldn't fall so quickly. Pathetic!
Ignorant of your own incompetence. What a fool!
I should have been conquering worlds, not wasting time with the likes of you!
I held back, and still you cower on the ground like a peon. What a waste of human life!
Look into my eyes. I'll carve the mark of defeat on your brow.
You actually made me pay attention to this fight for a moment.
Not bad, but still you fall short of the perfection I embody.
You call yourself well-trained?  Obviously humans follow the wrong leaders.. Anyone but me!
You did well, for one of the sheep.  Challenge me again when you learn from your mistakes.
Are you paralyzed yet?  You're way below my expectations, but that's nothing new.
I admire your courage, but you'd be a fool to challenge me again.

* Ibuki :
Don't underestimate me!
There's no second chance in the real fight!
Devote yourself to your training.
I'll beat you from behind next time!
Even though I won, it was too close a fight.
You don't have enough tenacity for the fight.
Useless try.  You were beaten from the beginning.
Now that you know the special move of the Shinobi, I cannot let you live.
I don't think you can understand what Shinobi moves are all about.
Hesitation in a fraction of a second can kill you.
I'm the best there is!
It was my destiny to win.
to Alex : So much for you, Macho Stud!  You sure lost that Power Instinct!
to Dudley : ?
to Elena : You'll get into a lot of trouble if you fight in a half-hearted way.
to Hugo : ?
to Ibuki : ?
to Ken : Your cute charms won't save you from defeat!
to Necro : You use strange moves.  Are you a Shinobi too?
to Oro : May you live long, old man!
to Ryu : ?
to Sean : ?
to Urien : ?
to Yang : ?
to Yun : You're fast, but I'm faster.

* Ken :
What a reckless man you are!  Don' try to execute a jump-kick against me!
Now you've learned how to kick your opponent!
It's the fighting sense that matters. Time off will never dull my instincts!
It was already decided that I would win!
I thought you had at least a little potential!  It seems I was wrong!
That was too easy!
It's not that you were good!  It's that I wasn't trying very hard!
I must be getting old to allow someone of your weak ability to almost win!
You were good! I almost broke a sweat.
I had an extremely good sense of how the fight would go!
You hurt me, but I hurt you worse!
Don't be so depressed. You will get better with time.
to Alex: You're not bad! But you're not so good either.  Just average...
to Dudley : Hey old man! Don't even think about fighting me again!
to Elena : A lady like you shouldn't act so violently!
to Hugo : ?
to Ibuki : Did I do something that makes you hate me?
to Ken : ?
to Necro : You're so interesting...
to Oro : ?
to Ryu : I think we've fought too many times now. When will you accept that I'm better?
to Sean : You have to learn the basic rules of fighting!
to Urien: ?
to Yang : ?
to Yun : I like a naughty boy like you!

* Necro :
My rage was like a white inferno of anger. You will burn.
Screw you bastard! I'm in pain! You'll wish you were never born!
Damn, I can't believe I'm breathing hard after fighting your sorry ass!
I'll win by any means necessary. I will survive!
What are you looking at?  What's your damn problem?
Get outta my way or I'll tear you limb from limb.
Apologize while you can idiot! Say you're sorry and I might forgive you for your crimes.
Don't give me that punk ass attitude. You think I cheated!
I can't believe you're already out!  What am I supposed to do with all my rage now?
So boring... I could spare change while kicking your ass without breaking a sweat.
I warned you.  You didn't listen.  The masses of humanity will always suffer... at my hands!
No mercy to weekend warriors and pansy freaks!
to Alex : ?
to Dudley : Thank you for being my punching bag. You're a true gentleman!
to Elena : ?
to Hugo : ?
to Ibuki : ?
to Ken : For some reason, I just don't like you blondie!
to Necro : ?
to Oro : ?
to Ryu : ?
to Sean : ?
to Urien : ?
to Yang : ?
to Yun : I'm through playing kids games with you. Go home!

* Oro :
I used the minimum energy to insure victory.
You were almost worthy of the lies you told about your ability.
You have the power, you just don't know how to use it.
You have to start by learning how to communicate with heaven and earth.
It was over before I knew it. Too bad you weren't one of my students.
You strain yourself too much. Fight without restraint and you will stand a chance.
Show some respect to your elders, whippersnapper!
Some call it unearthly abilities. I call it Senjitsu.
I have no time to deal with cretins like you.
I was truly pressed. First time in 10 years I've broken a sweat.
Such a lack of challenge. I thought you had burning passion, but you are devoid of talent.
to Alex : Don't judge your opponents by their appearance. You're just a cocky youth.
to Dudley : Your uppercut you're so proud of moves in slow motion to my eyes.
to Elena : I see potential in you girl. Come on, come closer.
to Hugo : ?
to Ibuki: You're vicious. Too vicious. You can't touch me.
to Ken : Your fighting spirit is strong. If I could train you like a dog, you might become good some day.
to Necro: Your screwed up face is only entertainment.
to Oro : ?
to Ryu : You remind me of my younger days. I must train you if you are to realize your potential.
to Sean : You're so young! I envy your youth, but not your lack of skill.
to Urien : ?
to Yang : ?
to Yun : ?

* Ryu :
It was a good fight. Challenge me again!
These two fists are everything to me!
I was not concentrating!  I have not trained hard enough!
Get up! Show me your true power!
You're wounded. The hot springs can heal you quickly.
Put everything you've got in your fist and challenge me!
You still have a fighting spirit in your eyes. I look forward to our next battle. The world is big! There must be no limit to human strength.
Your moves are sharp. But I'll deal with them later.
This match... I think I've learned something from this. You're nothing.
What? Out of stamina already?
You can't beat me with those incomplete moves!
to Alex : ?
to Dudley : ?
to Elena : Your body has a wonderful bounce to it!
to Hugo : ?
to Ibuki : Your ninjitsu differs from the Bushin style, but that's because you're not a guy.
to Ken : ?
to Necro : Those strange moves won't work on me, I've fought this guy from India!
to Oro : ?
to Ryu : ?
to Sean : ?
to Urien : ?
to Yang : ?
to Yun : ?

* Sean :
Hado power! I think I've come to understand it!
Don't call me Dan!
I did it master! I beat my first opponent!
I must defeat everyone!
I've reached my potential!
When it comes to the fighting spirit, I can not lose!
Shoryu-reppa! I'll perfect it next time!
Rule#1 : Never give up! Rule#2 : Don't fight me! Rule#3 : Don't be like Dan!
I like close fights! It makes me stronger!
I'm as fast as the wind, as fierce as fire, and as solid as a rock!
You lack strength of purpose. Don't despise me!
I must learn more. Where is Ken?
to Alex : ?
to Dudley : ?
to Elena : ?
to Hugo : ?
to Ibuki : ?
to Ken : ?
to Necro : ?
to Oro : ?
to Ryu : ?
to Sean : ?
to Urien : ?
to Yang : Isn't Kung-fu supposed to be the best?
to Yun : Unlike you, I try to defeat the opponent with one punch.

* Yang :
A close one. I almost let you win.
I told you I was strong. You should listen to your superiors.
I was itching for a good fight. Thanks! But next time make it a good fight, and not just a fight.
I did it. No sweat.
I've heard only he of serious mind wins fights.  Your mind is a serious sieve.
Try to look up at the sky. Don't look down or you'll become depressed as you see your lame body.
Enough!  I'm not going to waste my fists on your scurvy face.
What's your problem? You want another fist in the face?
Why am I so strong? Why are you so weak? Why is the sky blue?
Some days are better than others. Today was bad for me but really bad for you.
You want to try again? Sure, you'll just lose again.
I paid you back for the injuries you inflicted on me three times over.
to Alex : ?
to Dudley : ?
to Elena : When it comes to fighting, the lines between genders are blurred to me.
to Hugo : ?
to Ibuki : That ninja costume is wasted on your body.
to Ken : ?
to Necro : ?
to Oro : ?
to Ryu : ?
to Sean : ?
to Urien : ?
to Yang : ?
to Yun : ?

* Yun :
It's only natural that you lost. Rest now.
I can't bear to watch your moves. They're too uncool for words.
Everyone expects the true Kung-Fu master will win.
For once in my life, I have a close one? I must have the sniffles or something.
That was a close one. But you still screwed the pooch.
Your attacks didn't even graze my skin.
It's scary how perfect I am.
Hey you! The one with the weak moves! Are you still alive?
Whew, you scared me. This much.
Sometimes I beat people up too much. Not again!
Hey you! Are you done playing around yet?
I've shown you the best moves I've got, the best Kung Fu in the whole world!
to Alex : ?
to Dudley : Your speed combined with your great weight is almost unfair. Almost.
to Elena : I've beaten a girl. Grandfather will scold me.
to Hugo : ?
to Ibuki : You look good in that outfit, but good looks aren't everything.
to Ken : Your moves are fun to look at, but easy to stop.
to Necro : ?
to Oro : Old man, you should be drinking hot tea or something rather than fighting.
to Ryu : You look like you enjoyed being beat!
to Sean : Your moves are hard, but they lack polish. You'd better tone up or you'll never win with that junk.
to Urien : ?
to Yang : ?
to Yun : ?

- UPDATES -

Here is the list of all versions : 

970204
* US, Japan, Asia, and Hispanic releases. 

Additional Notes : 

The US version has the 'Recycle It, Don't Trash It!' screen. 

The Asian version has the "Voice Type" set to off by default in the System Configuration. This causes some Japanese utterances from the characters to be replaced with grunts or silence. Set to normal to restore the correct voices to the characters.

- TIPS AND TRICKS -

* Play as Yang : Highlight Yun on the character select screen and then press any Kick button. If done correctly, Yun's character icon should change into Yang.

- SERIES -

1. Street Fighter (1987)
2. Street Fighter II - The World Warrior [B-Board 90629B] (1991)
3. Street Fighter II' - Champion Edition [B-Board 91634B-2] (1992)
4. Street Fighter II' - Hyper Fighting [B-Board 91635B-2] (1992)
5. Super Street Fighter II - The New Challengers [Green Board] (1993)
6. Super Street Fighter II Turbo [Blue Board] (1994)
7. Street Fighter Alpha - Warriors' Dreams [Blue Board] (1995)
8. Street Fighter Alpha 2 [Blue Board] (1996)
9. Street Fighter III - New Generation (1997)
10. Street Fighter III - 2nd Impact : Giant Attack (1997)
11. Street Fighter Alpha 3 [Blue Board] (1998)
12. Street Fighter III - 3rd Strike : Fight For The Future (1999)
13. Hyper Street Fighter II - The Anniversary Edition [Green Board] (2003)
14. Street Fighter IV (2008)
15. Super Street Fighter IV - Arcade Edition (2010)
16. Ultra Street Fighter IV (2014)

- STAFF -

Character Designers : Hitoshi Nishio (T), Ball Boy, Q, Yu-Suke, Who, Toru Takaoka, G. Kamina, D-Kurita, Shibaki, Tsuyoshi, Yoshioka, Chun, Norihide, Chimorin Shogun, Yuki Ishikawa, Syuucyan, Ken, Koki K., Seiji Yano, Jun Ikawa, Otokonoyama
Scroll Designers : Hiroyuki Imahori, Hiroki Ohnishi, Yoko Fukumoto, Yuki Kyotani, Tama, Chie Morisaki, Hiroshi Sugiyama, Koji Yamamoto, Yumiko N., Takako Nakamura, Yasuto Takahashi, Kazumi Teramoto, Tanoue Yoichi, Shinnosuke N., Naoko Niiyama
Original Art Works : Akira Yasuda (Akiman), Kinu Nishimura
Sound Effect : Satoshi Ise
Music Composers : Hideki Okugawa, Yuki Iwai
Programmers : Kazuhito Nakai, Nobuya Yoshizumi (LT1), Yuko Kawamura (Tate), Hiroshi Nakagawa, Hard. Yas (-Assist-), Akihiro Yokoyama
CP-System III Programmer : Yoji Mikami (X68K)
Planners : Seto Yasuhiro, Tomonori Ohmura (Numach the Nikolist), Shinichiro Obata (AE-86 Trueno), Malachie du Marais, Hidetoshi Ishizawa (Neo_G)
 
* Voice Actors / Actress :
Ryu, Yun Lee : Wataru Takagi
Ken Masters, Yang Lee : Koji Tobe
Sean Matsuda : Isshin Chiba
Ibuki/Effie : Yuri Amano
Elena : Kahoru Fujino
Oro : Kan Tokumaru
Alex, Necro : Michael X. Sommers
Dudley, Gill : Bruce Robertson

Translators : Matt Taylor, Erik Suzuki, Jesus Rodriguez Bueno, Harumi Yamashita
Producer : Tomoshi Sadamoto
General Producers : Noritaka Funamizu, Yoshiki Okamoto

Special Thanks : Takuya Shiraiwa, Naoki Fukushima, Sayuri Shintani, Shoei, Sakomizu, Rita Rokos

- PORTS -

* Consoles : 
Sega Dreamcast [JP] (December 16, 1999) "Street Fighter III W Impact [Model T-1211M]" 
Sega Dreamcast [US] (June 19, 2000) "Street Fighter III Double Impact [Model T-1210N]" 
Sega Dreamcast [EU] (September 15, 2000) "Street Fighter III Double Impact" [Model T-7006D-50]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2666&o=2

$end


$snes=sfiiisv,
$bio

Street Fighter III - Super Version (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62235&o=2

$end


$snes=sfiii12,
$bio

Street Fighter III - Super Version 12 Fighters (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62236&o=2

$end


$nes=sf4,
$bio

快打傳説 (c) 1993 Gouder Co.
(Street Fighter IV)

- STAFF -

Developed by: Hummer Team

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84125&o=2

$end


$nes=sf5,
$bio

Street Fighter V (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84126&o=2

$end


$nes=sf5t60,sf5t60a,
$bio

Street Fighter V Turbo 60 (c) 1995 Cony Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84127&o=2

$end


$nes=sfxt,
$bio

Street Fighter X Turbo 40 (c) 1993 Cony Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84128&o=2

$end


$info=sfzch,sfzbch,
$bio

Street Fighter Zero (c) 1995 Capcom Co., Ltd.

CPS Changer release of SFZ. Identical to the Arcade release.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60517&o=2

$end


$nes=sfz2,
$bio

Street Fighter Zero 2 (c) 199? NT.

Light version of "Street Fighter Zero 2 '97 [Model NT 6037]" which removes the intro and the characters Guy, Adon, Sagat, Sodom and Gouki.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84130&o=2

$end


$nes=sfz2_97,
$bio

Street Fighter Zero 2 '97 (c) 1997 NT.

- TECHNICAL -

Game ID: NT 6037

- STAFF -

Developed by: Hummer Team

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84129&o=2

$end


$info=sfz2alh,sfz2alj,sfz2al,sfz2alb,sfz2ald,
$bio

Street Fighter Zero 2 Alpha (c) 1996 Capcom Company, Limited.

An enhanced version of "Street Fighter Zero 2" released in arcades in Japan, southeast Asia, Brazil, and Hispanic regions. In North America and Europe, where its predecessor is known as "Street Fighter Alpha 2", this enhanced version appears on home consoles only.

- TECHNICAL -

Capcom Play System II hardware (CPS II)
Game ID : CP-S II No. 18

Main CPU : Motorola 68000 (@ 11.8 Mhz), Zilog Z80 (@ 8 Mhz)
Sound Chips : Q-Sound (@ 4 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 6
= > [1] LP, [2] MP, [3] HP
= > [4] LK, [5] MK, [6] HK

- TRIVIA -

Street Fighter Zero 2 Alpha was released in August 1996. 

This game is very similar to it's predecessor, "Street Fighter Zero 2". It is slightly enhanced, giving some of the characters a new move or two. There are also additional game modes added, such as 'Dramatic Battle' (2 vs. 1), 'Shin Akuma Mode' and 'Survival'.

- UPDATES -

Here is the list of all versions : 

960805
* Green Board [Japan] release.

960813
* Orange Board [South America] and Pink Board [Brazil] releases.

960826
* Grey Board [Asia] release.

Unlike most other CPS2 titles, this one never had a Blue Board release in the arcades.

ADDITIONAL NOTES : 

In the Green Board [Japan] release : 
* Charlie is called 'Nash' 
* M. Bison is called 'Vega' 
* Akuma is called 'Gouki' 
* Evil Ryu is called 'Satsui No Hadou Ni Mezameta Ryu' (translated as "Ryu in which the surge of the intent to kill has awakened")

- TIPS AND TRICKS -

* Two vs. One Battle : Hold LK+MK+HK and press Start at the start screen. 

* Fight Your Mid Boss : Win five rounds with a Super finish or Custom Combo finish, and don't lose a round before the sixth match.

* Fight Shin Akuma : Hold MK+MP and press Start at the start screen. 

* Survival Battle : Hold LP+MP+HP and press Start at the start screen. 

* SFII' Versions Of Ryu, Ken, Sagat, M. Bison, Dhalsim, Zangief : Highlight the character and press Start. 

* Evil Ryu : Highlight Ryu and press Start twice. 

* SFII Costume Chun Li, SFII' Chun Li : Highlight Chun Li and press Start once for SFII costume Chun Li, twice for SFII' Chun Li. 

* Choose A Win Pose : Hold Start + any attack button after winning a round to determine your win pose.

* Alternate Colors For Sakura : Highlight Sakura and press Start(x5). 

* Stage Select : Can only be done when a second player enters the game, therefore the message "Here Comes A New Challenger!!" must appear before returning to the select screen. On the select screen, highlight a character icon and hold Start for 2 seconds. Then choose your fighter. If you want the grassy Australia stage (the tall grass), hold Start on Sagat's icon for 2 seconds then select your character (do not let go of Start). To select the Venezuela stage (the waterfall), do the same steps you would do to select Australia, except hold Start on Charlie's icon instead of Sagat's.

- SERIES -

1. Street Fighter (1987)
2. Street Fighter II - The World Warrior [CP-S No. 14] (1991)
3. Street Fighter II' - Champion Edition [CP-S No. 21] (1992)
4. Street Fighter II' Turbo - Hyper Fighting [CP-S No. 24] (1992)
5. Super Street Fighter II - The New Challengers [CP-S II No. 01] (1993)
6. Super Street Fighter II X - Grand Master Challenge [CP-S II No. 03 Bis] (1994)
7. Street Fighter Zero [CP-S II No. 11] (1995)
8. Street Fighter Zero 2 [CP-S II No. 15] (1996)
9. Street Fighter Zero 2 Alpha (1996)
10. Street Fighter III - New Generation (1997)
11. Street Fighter III - 2nd Impact : Giant Attack (1997)
12. Street Fighter Zero 3 [CP-S II No. 29] (1998)
13. Street Fighter III - 3rd Strike : Fight For The Future (1999)
14. Hyper Street Fighter II - The Anniversary Edition [CP-S II No. 38] (2003)
15. Street Fighter IV (2008)
16. Super Street Fighter IV (2010)
17. Ultra Street Fighter IV (2014)

- STAFF -

Planner : Noritaka Funamizu (Poo), Neo_G, Kanetaka 
Programmers : Cham Cho Choy, Pon, Arikichi Kiyoko, Hard.Yas (-Becret Player-), Shinchan (as 'Hyper Shinchan'), Super Sailor (Birdie) 
Scroll designers : Konomi, Shibata Kayoko, Daisuke Nakagawa, Y. Kyo, Kisabon, Ohnishi, Tama, M. Chiezou, Kazu.T, Takapon, Yoichi Tanoue (Tanopu), Yamamoto.K, Megu Megu, Buchi, Hirokazu Yonezuka, Kanno, Inoyan, Shinnosuke, Hooly, Fukumoyan, Otsuki Teikoku 
Object designers : Eripyon.N (Eri_Eri), Ball Boy, Yu_Suke, Makoto Ishi, A. Iwasaki, Arahi Juf, Seigo Kawakami (Ushi), K.Takechan, Alien Pole, Kuri Geruge, Nasaaki, Masayo Tsujimoto, Shinya Miyamoto, Rumi-Yamaguchi, Chimorin Shogun, H.I = rassi, Takayuki Kosaka, Reiko Komatsu, Sagata 
Visual planner : Haruo Murata (as "Mucchi") 
Original artwork : Holyhomerun 
Sound & voices : Hiroaki Kondo (X68K) 
Music compose & Arrange : Syun Nishigaki, Setsuo Yamamoto, Tatsuro Zuzuki (Tatsuro-) 
All sound produced by Arcade Sound Team. 
Producer : Noritaka Funamizu (Poo) 

* Voice Actors : 
Ryu : Katashi Ishizuka 
Adon, Gen, Zangief, Birdie, Sodom : Wataru Takagi 
Chun Li : Yuko Miyamura 
Ken Masters, Guy : Tetsuya Iwanaga 
Dhalsim : Yoshiharu Yamada 
Sakura Kasugano : Yuko Sasamoto 
Rolento Schugerg : Jin Yamanoi 
Charlie : Toshiyuki Morikawa 
Rose : Yuko Miyamura 
Sagat : Miki Shinichiro 
Akuma, Major Bison : Tomomichi Nishimura 
Dan Hibiki : Osamu Hosoi

- PORTS -

Home versions have three different titles : 
[JP] "Street Fighter Zero 2 Dash" 
[EU] "Street Fighter Alpha 2 Dash" 
[US] "Street Fighter Alpha 2 Gold" 

* Consoles : 
Sega Saturn [EU] (1997) "Street Fighter Collection [Model T-7033H-50] [Disc 2]" 
Sega Saturn [JP] (September 18, 1997) "Street Fighter Collection [Model T-1223G] [Disc 2]" 
Sony PlayStation [JP] (October 23, 1997) "Street Fighter Collection [Model SLPS-00801]" 
Sega Saturn [US] (November 30, 1997) "Street Fighter Collection [Model T-1222H] [Disc 2]" 
Sony PlayStation [US] (November 30, 1997) "Street Fighter Collection [Model SLUS-00584]" 
Sony PlayStation [EU] (July 1998) "Street Fighter Collection [Model SLES-10998]" 
Sony PlayStation 2 [AU] (2006) "Street Fighter Alpha Anthology" by THQ
Sony PlayStation 2 [JP] (May 25, 2006) "Street Fighter Zero - Fighters Generation [Model SLPS-66409]" 
Sony PlayStation 2 [US] (June 13, 2006) "Street Fighter Alpha Anthology [Model SLUS-21317]" 
Sony PlayStation 2 [EU] (July 7, 2006) "Street Fighter Alpha Anthology [Model SLES-54085]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2671&o=2

$end


$saturn,sat_cart=sfz2tai,
$bio

Street Fighter Zero 2 Taikenban (c) 1996 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59731&o=2

$end


$info=sfz2j,sfz2n,sfz2jd,sfz2jr1,
$bio

Street Fighter Zero 2 (c) 1996 Capcom Company, Limited.

Eighteen fighters go head-to-head this time around, featuring a few "Final Fight" alumni.

- TECHNICAL -

Runs on the "CP System II" hardware.
Green Board [Japan]

Players: Up to 2.
Control: 8-way joystick per player.
Buttons: 6 per player.
= > [1] LP, [2] MP, [3] HP
= > [4] LK, [5] MK, [6] HK

- TRIVIA -

Street Fighter Zero 2 was released in February 1996 in the Japanese arcades. It was known there as the 15th video game released for the CPS2 hardware.

Known Export releases:
"Street Fighter Alpha 2 [Blue Board]"
"Street Fighter Zero 2 [Grey Board]"
"Street Fighter Zero 2 [Orange Board]"
"Street Fighter Zero 2 [Pink Board]"

Guy, Rolento and Sodom are from Capcom's "Final Fight" - Guy as a selectable character, Sodom as the second boss, and Rolento as the fourth boss. Guy's and Rolento's music are taken from "Final Fight". 

In Guy's stage you will see many familiar faces from "Final Fight". There's Mike and Jessica Haggar, Cody, Poison, Andorre and a few other bosses in the background - most of the "Final Fight" characters that have gone on to other games are there. 

In Rose's battle location there are represented the 'gondole', the typical elements of another and more famous Italian sea-town, Venice. This is clearly wrong cultural knowledge by Capcom's programmers. 

Here is a list of cameos in Ken's Yacht stage : 
* Eliza (It's her birthday after all!) 
* Captain Commando & Sho 
* Strider Hiryu (wielding a teddy bear!) 
* Lynn Kurosawa (from Alien Vs Predator) 
* Morrigan, Felicia, Zabel Zarock ('Lord Raptor' outside Japan) & Lei-Lei ('Hsien-Ko' outside Japan) (these last two are pretty much alive in this cameo, unlike in the Vampire & Vampire Savior games!) :) 
* Michelle Heart (from "Ares no Tsubasa" as another waitress!) 
* A few thugs from "Final Fight" (working as waiters?!) 

Dan Hibiki, the pink-clad Shotokan fighter, was an attempt by Capcom to make fun of SNK fighting games. Ryo Sakazaki was thought to be so much like Ryu that Capcom had to make a statement. Dan is mainly a hybrid of Ryo Sakazaki and Robert Garcia from the "Art of Fighting" series. This is most evident in his appearance in which he has Robert Garcia's trademark pony tail and Ryo Sakazaki's black undershirt. His animations were heavily tailored to look like a take on the aforemetioned characters. Dan's father was killed by Sagat (This is the man who Sagat hits with a Tiger Uppercut during the Ryu vs. Sagat intro in "Street Fighter Alpha 3"), so Dan developed his own style of fighting called 'Saikyo-ryuu', which is Japanese for 'strongest style', a poke at the "Art of Fighting" 'Kyokugen' karate style ('Kyokugen" is Japanese for 'extreme'). Fei Long makes a guest appearance in Dan's stage. 

The sumo wrestler 'Fujinoyama' that Sodom challenges in his ending had so much of a resemblance to E. Honda that Capcom, for "Street Fighter Alpha 3", changed it to E. Honda. 

The Australian prairie stage where Sagat fights Ryu is based on the opening scene of the animated 'Street Fighter II Movie', in which Ryu and Sagat fight in a prairie during a thunderstorm. 

Victor Entertainment released a limited-edition soundtrack album for this game (Street Fighter Zero 2 : Capcom Game Soundtrack - VIZL-24) on June 21, 1996.

After the first release of SFZ2, an upgraded version of the game called "Street Fighter Zero 2 Alpha" was released in Japanese arcades in August 1996, and to home consoles in North America and Europe in 1997. It included some enhancements like new moves, a unique variation of Sakura, the survival mode, the dramatic battle and the player was able to fight with Zangief, Dhalsim and 'Satsui no Hadou Mezameta Ryu' (Evil Ryu).

- UPDATES -

Green Board revisions:

REVISION 1:
* Buid date: 060227

REVISION 2:
* Buid date: 960430

- TIPS AND TRICKS -

* Alternate Costume Colors : Highlight a fighter at the character selection screen and press punch or kick for the two standard outfits (punch is the original color). For two alternative outfits press two punch or two kick buttons together. 

* Alternate Chun-Li Costumes : Hold Start and highlight Chun-Li at the character selection screen. After five seconds, press LP, MP, or HP for a blue costume (without trousers); press LP+MP+HP for a pink costume. 

* Play as Satsui no Hadou ni Mezameta Ryu (translated as 'Ryu in which the surge of the intent to kill has awakened'; known as 'Evil Ryu' in Export releases) : Highlight Ryu at the character selection screen, then press Start for one second. Then highlight Adon, Gouki, Adon, then return to Ryu. Then hold Start for one second, while holding start press any attack button. 

* Grass Stage : Select two-player mode. Hold Start at the character selection screen, then highlight Sagat for five seconds. Then highlight any character, release Start and press any attack button. 

* Waterfall Stage : Select two-player mode. Hold Start at the character selection screen, then highlight Vega for five seconds. Then highlight any character, release Start and press any attack button. 

* Sari in Every Stage : In Dhalsim's stage you may have noticed a girl who cheers for him. That is Sari, his wife. When you play as Dhalsim, its possible to make her appear on every fight by holding down LP+HK before the fight starts (You must do this at the beginning of every round). 

* Alternate Sodom Stage : An alternate version of Sodom's stage appears every 4096 matches. The artwork on his truck is different. The Japanese text is replaced with English and the man on the side of the trailer is now wearing sunglasses. This alternate version of the stage is the one used in "Street Fighter Zero 2 Alpha". 

* Fight against Shin Gouki : It only works with the character's first color (meaning the original color). Fight through the game without losing a single round. Get at least three perfect wins and three super special finishes. Shin Gouki appears as your last boss now.

- SERIES -

1. Street Fighter (1987)
2. Street Fighter II - The World Warrior [CP-S No. 14] (1991)
3. Street Fighter II' - Champion Edition [CP-S No. 21] (1992)
4. Street Fighter II' Turbo - Hyper Fighting [CP-S No. 24] (1992)
5. Super Street Fighter II - The New Challengers [CP-S II No. 01] (1993)
6. Super Street Fighter II X - Grand Master Challenge [CP-S II No. 03 Bis] (1994)
7. Street Fighter Zero [CP-S II No. 11] (1995)
8. Street Fighter Zero 2 [CP-S II No. 15] (1996)
9. Street Fighter Zero 2 Alpha (1996)
10. Street Fighter III - New Generation (1997)
11. Street Fighter III - 2nd Impact : Giant Attack (1997)
12. Street Fighter Zero 3 [CP-S II No. 29] (1998)
13. Street Fighter III - 3rd Strike : Fight For The Future (1999)
14. Hyper Street Fighter II - The Anniversary Edition [CP-S II No. 38] (2003)
15. Street Fighter IV (2008)
16. Super Street Fighter IV (2010)
17. Ultra Street Fighter IV (2014)

- STAFF -

Planner : Noritaka Funamizu (poo), Neo_G, Kanetaka
Programmers : Cham Cho Choy, Pon, Arikichi Kiyoko, Hard.Yas (-Becret Player-), Shinchan (as 'Hyper Shinchan'), Super Sailor (Birdie)
Scroll designers : Konomi, Shibata Kayoko, Daisuke Nakagawa, Y.Kyo, Kisabon, Ohnishi, Tama, M.Chiezou, Kazu.T, Takapon, Yoichi Tanoue (Tanopu), Yamamoto.K, Megu Megu, Buchi, Hirokazu Yonezuka, Kanno, Inoyan, Shinnosuke, Hooly, Fukumoyan, Otsuki Teikoku
Object Designers : Eripyon.N (Eri-Eri), Ball Boy, Yu-Suke, Makoto Ishi, A. Iwasaki, Arahi Juf, Seigo Kawakami (Ushi), K.Takechan, Alien Pole, Kuri Geruge, Nasaaki, Masayo Tsujimoto, Shinya Miyamoto, Rumi-Yamaguchi, Chimorin Shogun, H.I.=rassi, Takayuki Kosaka, Reiko Komatsu, Sagata
Visual planners : Mucchi (Harvo. M)
Original artwork : Holyhomerun
Sound & voice : Hiroaki Kondo (X68K)
Music compose & arrange : Syun Nishigaki, Setsuo Yamamoto, Tatsuro Zuzuki (Tatsuro-)
All sound produce by Arcade Sound team.
Producer : Noritaka Funamizu (poo)

* Voice Actors :
Ryu : Katashi Ishizuka
Adon, Gen, Zangief, Birdie, Sodom : Wataru Takagi
Chun-Li : Yuko Miyamura
Ken Masters, Guy : Tetsuya Iwanaga
Dhalsim : Yoshiharu Yamada
Sakura Kasugano : Yuko Sasamoto
Rolento Schugerg : Jin Yamanoi
Nash : Toshiyuki Morikawa
Rose : Yuko Miyamura
Sagat : Miki Shinichiro
Gouki, Vega : Tomomichi Nishimura
Dan Hibiki : Osamu Hosoi

- PORTS -

These are Japanese ports only.

* Consoles : 
Sony PlayStation [JP] (August 9, 1996) "Street Fighter Zero 2 [Model SLPS-00415]" 
Sega Saturn [JP] (September 14, 1996) "Street Fighter Zero 2 [Model T-1212G]" 
Nintendo Super Famicom [JP] (December 20, 1996) "Street Fighter Zero 2 [Model SHVC-AUZJ-JPN]" 
Sony PlayStation 2 [JP] (May 25, 2006) "Street Fighter Zero - Fighters Generation [Model SLPS-66409]" 

* Computers : 
PC [MS Windows 9x, CD-ROM] [JP] (March 12, 1998) : Bundled with the original "Street Fighter Zero"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2670&o=2

$end


$info=sfz2a,sfz2ad,
$bio

Street Fighter Zero 2 (c) 1996 Capcom Company, Limited.

Asian release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Street Fighter Zero 2 [Green Board]".

- TECHNICAL -

Runs on the "CP System II" hardware.
Grey Board [Asia]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69668&o=2

$end


$snes=sfz2,
$bio

Street Fighter Zero 2 (c) 1996 Capcom Company, Limited.

Do you have what it takes?

The bad boys of the Street Fighter series are back for more fisticuffs of fury! Eighteen different combatants, some old and some new, are here to lay claim to the title "World's Best". Screamin' moves like Ken's Dragon Punch, Adon's Jaguar Tooth and Vega's Somersault Skull Diver will blow you away! Play alone or pummel a friend in two-player simultaneous action. This ain't no cakewalk. This is Street Fighter Zero 2 and it's blazing on your Super Famicom with two-player simultaneous play!

18 fighters (Ryu, Ken, Gouki, Nash, Chun-Li, Adon, Sodom, Guy, Birdie, Rose, Vega, Sagat, Dan, Sakura, Rolento, Dhalsim, Zangief and Gen), two games modes (Arcade and Versus Mode) and 32 megs of power!

- TECHNICAL -

Cartridge ID: SHVC-AUZJ-JPN

- TRIVIA -

Street Fighter Zero 2 for Super Famicom was released on December 20, 1996 in Japan.

This port of Street Fighter Zero 2 makes use of the S-DD1 chip to decompress graphics on-the-fly, but the game has loading delays when entering matches when sounds are loaded onto the sound chip despite the decompression.

- TIPS AND TRICKS -

Highlight Chun-Li and hold Start for 5 seconds, then press any button and she changes to her Street Fighter II outfit.

When playing Versus Mode, highlight Sagat's stage on the Handicap and Stage Select screen, hold Select, and press any button. You will select the Australia stage.

Press any two Punch buttons simultaneously to select a third costume color. Press any two Kick buttons simultaneously to select a fourth costume color. Select your character with any/two Punch buttons and select AUTOMATIC Mode to select a fifth costume color. Select your character with any/two Kick buttons and select AUTOMATIC Mode to select a sixth costume color.

Get 5 Super Combo/Custom Combo finishes without using a continue to fight your rival.

To face Shin Gouki, choose your character with any Punch color (any Kick color for Player 2), then reach your boss without losing a round and earning at least 3 Perfect victories. Shin Gouki will challenge you before you face your final boss.

When you KO your opponent, hold Select and any attack button and you can select a winning pose. Note that characters have a minimum of three, so not all buttons may give you a unique pose.

- PORTS -

* Consoles : 
Nintendo Wii U [Virtual Console] [JP] (August 20, 2014) [Model JCGJ]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62237&o=2

$end


$saturn,sat_cart=sfz2,sfz2b,sfz2a,
$bio

Street Fighter Zero 2 (c) 1996 Capcom Company, Limited.

Street Fighter Zero 2 explodes on-screen with lightning-fast gameplay and amazing innovations. Push your talents to the limit as you discover new hidden moves and reversals for every character.

- TECHNICAL -

Game ID: T-1212G

- TRIVIA -

Street Fighter Zero 2 for Saturn was released on September 14, 1996 in Japan.

Features an arranged soundtrack. While the Sony Playstation version uses XA-Audio, the Sega Saturn version uses a streaming ADPCM format which allows the background music to loop correctly like in the arcade version.

Exclusive to the Sega Saturn version of the game when compared to the Sony Playstation version is the inclusion of Evil Ryu, EX Zangief, and EX Dhalsim (from the arcade version of Street Fighter Alpha 2), a Survival Mode, and an Art Gallery.

- TIPS AND TRICKS -

There are characters with alternate or EX versions that can be stored to the Saturn's memory after using these codes to unlock them. Chun-Li (with the SFII outfit) is already stored in memory:

Evil Ryu
Highlight Ryu and hold Start for one second. Press Right, Up, Down, Left and press any button.

EX Dhalsim
Highlight Dhalsim and hold Start for one second. Press Left, Down, Right, Up and press any button.

EX Zangief
Highlight Zangief and hold Start for one second. Press Down, Left, Left, Left, Left, Up, Up, Right, Right, Right, Right, Down and press any button.

Shin Gouki
Highlight Gouki and hold Start for one second. Press Down, Down, Right, Down, Right, Down, Down, Down, Left, Down, Left, Down and press any button.

Select Survival while holding button L to fight Chun-Li in her SFII outfit and have Shin Gouki be your final opponent. Select Survival while holding button R to have Vega as your final opponent.

Select Training Mode from the mode menu screen. Hold the L button and Start, then select your characters and settings. Keep holding L+Start until the match begins. The Custom Combo timer won't run out when you initiate a Custom Combo. Switching characters or exiting Training mode removes the cheat. 

Select Training Mode from the mode menu and hold R button and Start. Select your fighter and sparring partner and keep holding them down until the match begins. Now, holding any button will cause you to punch or kick repeatedly. You can combine this with the code listed above.

Enter Survival Mode. Go to Sakura and press and hold Start. Then press Up, Left, Down, Left, Down, Right, Right, Down, Left, Left, Down, Down, Down, Right, Up, Up, Right. The cursor stops on Ryu. Press any button to choose Sakura in one of her Street Fighter Zero 2 Alpha special colors. If you have Evil Ryu saved on the Saturn's memory, it will not work.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59729&o=2

$end


$info=sfz2h,
$bio

Street Fighter Zero 2 (c) 1996 Capcom Company, Limited.

South American release. For more information about the game itself, please see the original Japanese release entry; "Street Fighter Zero 2 [Green Board]".

- TECHNICAL -

Runs on the "CP System II" hardware.
Orange Board [South America]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69667&o=2

$end


$info=sfz2b,sfz2br1,
$bio

Street Fighter Zero 2 (c) 1996 Capcom Company, Limited.

Brazilian release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Street Fighter Zero 2 [Green Board]".

- TECHNICAL -

Runs on the "CP System II" hardware.
Pink Board [Brazil]

- UPDATES -

Pink Board releases : 

REVISION 1
* Build date: 960304

REVISION 2
* Build date: 960531

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71670&o=2

$end


$info=sfz3ugd,
$bio

Street Fighter Zero 3 Upper (c) 2001 Capcom Company, Limited.

"Street Fighter Zero 3" ("Street Fighter Alpha 3" outside Japan and southeast Asia) was released for the Sony PlayStation (1998), Sega Dreamcast (1999) and Sega Saturn (1999) with additional features not found in the original arcade version. This game, "Street Fighter Zero 3 Upper", is the arcade port of those console versions, which was released exclusively in Japan. Changes and additions brought in from the console version includes hidden characters Balrog ('Mike Bison' in Japan), Juni and Juli playable from the start, joining the new characters to the game which includes past Street Fighter legends Guile, Dee Jay, Fei Long and T. Hawk. In total, 34 playable characters are in the game.

- TECHNICAL -

Runs on the Sega "NAOMI GD-ROM System" hardware.

Players : 2 
Control : 8-way joystick 
Buttons : 6 
= > [1] LP, [2] MP, [3] HP 
= > [4] LK, [5] MK, [6] HK

- TRIVIA -

Street Fighter Zero 3 Upper was released in January 2001. 

An aurally and graphically reduced port of "Street Fighter Zero 3 Upper" was made for the Nintendo Game Boy Advance in 2001 with Eagle (from the original "Street Fighter"), Yun (from "Street Fighter III"), and Maki (from "Final Fight 2") added as unlockable characters to the game. In 2006, a faithful port of "Street Fighter Zero 3 Upper" was made for the Sony PlayStation Portable with the addition of Eagle, Yun, and Maki immediately playable without having to be unlocked. Also, a new character was added to this version: Ingrid from "Capcom Fighting Jam." This upgraded port was named "Street Fighter Zero 3 Double Upper" in Japan and "Street Fighter Alpha 3 MAX" outside Japan. This brings the total playable characters to 38.

- UPDATES -

In the Japanese version, a description is given for each stage (in Japanese) along with the name of the country (in English). In non-Japanese versions, only the country name in English is retained, leaving the description box blank. The location list is the same as in Zero 3/Alpha 3 with the following additions: 
Balrog ('M. Bison' in Japan) : Las Vegas, U.S.A.
Karin : Queen of Victoria Ship, Japan 
Dee Jay : Port Antonio, Jamaica 
Evil Ryu ('Satsui no Hado ni Mezameta Ryu' in Japan) : Oni Fang Cave, Japan 
Fei Long : Kowloon Park, Hong Kong 
Guile : Nevada Ghost Valley, U.S.A. 
Shin Akuma ('Shin Gouki' in Japan) : Jail Flame Island, Japan 
T. Hawk : Monte Alban Plains, Mexico 

Note: In the original version of Zero 3/Alpha 3, Karin's stage was the same as Sakura's, except set at nighttime.

- SERIES -

1. Street Fighter (1987)
2. Street Fighter II - The World Warrior [CP-S No. 14] (1991)
3. Street Fighter II' - Champion Edition [CP-S No. 21] (1992)
4. Street Fighter II' Turbo - Hyper Fighting [CP-S No. 24] (1992)
5. Super Street Fighter II - The New Challengers [CP-S II No. 01] (1993)
6. Super Street Fighter II X - Grand Master Challenge [CP-S II No. 03 Bis] (1994)
7. Street Fighter Zero [CP-S II No. 11] (1995)
8. Street Fighter Zero 2 [CP-S II No. 15] (1996)
9. Street Fighter Zero 2 Alpha (1996)
10. Street Fighter III - New Generation (1997)
11. Street Fighter III - 2nd Impact : Giant Attack (1997)
12. Street Fighter Zero 3 [CP-S II No. 29] (1998)
13. Street Fighter III - 3rd Strike : Fight For The Future (1999)
14. Hyper Street Fighter II - The Anniversary Edition [CP-S II No. 38] (2003)
15. Street Fighter IV (2008)
16. Super Street Fighter IV (2010)
17. Ultra Street Fighter IV (2014)

- STAFF -

Planner : Noritaka Funamizu 
Directors : Maoto Ohta, Mamoru, Buruma, Ohko Zero05 
Visual planner : Haruo Murata 
Programmers : Cham Cho Choy, Hard.Yas (~?-ISM~), Pon, Shinchan (as 'Hyper Shinchan'), 24 ~Nishi~, Minomi, Reiko Toh, Sen?Knight Rider Giu, Ittetsu 
Character designers : Akiman, Osusi 
Title designer : Shoei 
Object designers : Eripyon.N (Eri-N), Fujihara, Mizuho, Takemoto, Hitoshi Igarashi, Mizupyon, Kimo Kimo (Jinzin), Ball boy, Yuesuke, D-Kurita, A. Iwasaki, Kaname, Fuzii & Peliko, Chimorin Shogun, Sagata, Ikusan Z, Kitasan, You-Ten Nakano, Tomohiro Ohsumi, Hiro, Rumichan, Reiko Komatsu, Kozuchi Tamura, Youichi Matsuo, Makoto Ishii 
Scroll designers : Asae Nisituji-Ba, S. Mukai (Jijii), Hirokazu Yonezuka, Kohama Ake&kuro, Y. Tanoue (Tanopu), Ryo Uno, Yoko.Fukumoto, Takako Nakamura, Kazu.T, A. Ohnishi, N. Niiyama, C. Iwai, Sawatch, K. Yamahashi, H. Yamahashi, Hiroki Ohnishi 
Main music composer : Takayuki Iwai (Anarchy Takapon) 
Sub music composer : Yuki Iwai, Isao Abe, Hideki Okugawa, Tetsuya Shibata 
Sound direction : Hiroaki Kondo (X68K) 
Sound designers : Moe.T, Satoshi Ise 
Test players : Nuki, M.P Oni-Suzuki, Skill Smith-Bug, Skill Smith-TTK, M. Kunishige, Miura.F.Katsusuke, Tomita Yoshihiro, Murata Akimori 
Market producer : Kouji Nakajima 
General producers : Noritaka Funamizu, Yoshiki Okamoto 

* Voice Actors : 
Ken Masters, Guy : Tetsuya Iwanaga 
Vega ('Balrog' in Japan), Blanka : Yuji Ueda 
Cammy, Juni, Juli : Akiko Koumoto 
Sakura Kasugano, Sari (Dhalsim's wife) : Yuko Sasamoto 
Edmund Honda, Edi.E : Masashi Sugahara 
Adon, Birdie, Gen, Sodom, Zangief : Wataru Takagi 
Rainbow Mika Nanakawa : Junko Takeuchi 
Major Bison, Akuma ('Vega' and 'Gouki' respectively in Japan) : Tomomichi Nishimura 
Rose : Michiko Neya 
Dan : Osamu Hosoi 
Sagat : Miki Shinichiro 
Chun Li : Yuko Miyamura 
Ryu, Charlie ('Nash' in Japan) : Toshiyuki Morikawa 
Karin Kanzuki : Miho Yamada 
Dhalsim : Yoshiharu Yamada 
Cody, Balrog ('Mike Bison' in Japan) : Koichi Yamadera 
Rolento Schugerg : Jin Yamanoi 
Thunder Hawk : Shozo Iizuka 
Dee Jay : Yoshitada Ohtsuka 
Guile : Toshihide Tsuchiya 
Fei Long : Kousuke Toriumi 
Narrator : Greg Irwin

- PORTS -

* Consoles : 
Sony PlayStation [JP] (December 23, 1998) "Street Fighter Zero [Model SLPS-01777]" 
Sony PlayStation [US] (April 30, 1999) "Street Fighter Alpha 3 [Model SLUS-00821]" 
Sega Dreamcast [JP] (July 8, 1999) "Street Fighter Zero 3 - Saikyooryuu Doujou [Model T-1203M]" : The title screen in the game proper says "Street Fighter Alpha 3 - Saikyo Dojo" 
Sega Saturn [JP] (August 6, 1999) "Street Fighter Zero 3 [Model T-1247G]" 
Sony PlayStation [EU] (2000) "Street Fighter Alpha 3 [Model SLES-01863]" 
Sega Dreamcast [US] (May 31, 2000) "Street Fighter Alpha 3 [Model T-1203N]" 
Sega Dreamcast [EU] (September 29, 2000) "Street Fighter Alpha 3 [Model T-7005D-50]" 

* Handhelds : 
Nintendo Game Boy Advance [JP] (September 27, 2002) "Street Fighter Zero 3 Upper [Model AGB-AZUJ-JPN]" 
Nintendo Game Boy Advance [EU] (November 29, 2002) "Street Fighter Alpha 3 [Model AGB-AZUP-EUR]" 
Nintendo Game Boy Advance [US] (December 1, 2002) "Street Fighter Alpha 3 [Model AGB-AZUE-USA]" 
Sony PSP [AU] (2006) "Street Fighter Alpha 3 MAX" by THQ
Sony PSP [JP] (January 19, 2006) "Street Fighter Zero 3 Double Upper [Model ULJM-05082]" 
Sony PSP [US] (February 7, 2006) "Street Fighter Alpha 3 MAX [Model ULUS-10062]" 
Sony PSP [EU] (March 10, 2006) "Street Fighter Alpha 3 MAX [Model ULES-00235]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3443&o=2

$end


$gba=sfa3j,
$bio

Street Fighter Zero 3 Upper (c) 2002 Capcom Co., Ltd.

Capcom unleashes the biggest and brightest star in the Street Fighter universe on the Gameboy Advance system. Street Fighter Zero 3 stars over 31 characters and is loaded with multiple modes of play, seamless animation and 3 different fighting styles for every character. Street Fighter Zero 3 puts arcade fighting in the palm of your hand!

- TECHNICAL -

[Model AGB-AZUJ-JPN]

- TRIVIA -

Developed by Crawfish Interactive (who designed the Game Boy Color version of Street Fighter Zero) and released on September 27, 2002.

Although it is missing several backgrounds, music, and sound effects from previous versions of the game, all characters are present, including Guile, Fei Long, Dee Jay, and T. Hawk. Eagle, Maki, and Yun were ported from Capcom Vs. SNK 2 (released in 2001) as unlockable characters as well.

- TIPS AND TRICKS -

* The following codes must be entered quickly at the title screen (the screen asking the player to PRESS START) before a demo fight begins. Ryu should say 'Hadoken' each time a code is entered correctly:

All Characters: Left, Right, Down, Right, L, L, A, L, L, B, R, A, Up.

All ISM Plus: A, Up, A, L, R, Right, L, Right, A, Down, Right.

All Game Modes: L, Right, A, R, Up, L, Right, B, A, Up, Right, Down, Right.

* The characters can also be unlocked by clearing Single mode on difficulty level 2 or higher with 11 different characters. However, to unlock Shin Gouki, you must clear Single mode with Guile, Evil Ryu, Eagle, Maki, and Yun. Then to unlock Final Vega, you must clear Single mode on difficulty level 8 as Shin Gouki. To select Shin Gouki or Final Vega, highlight the respective character, hold Start, and press any button.

* Each of the ISM Plus can be unlocked by clearing Final Battle a total of 12 times. They are listed at the end of the Option menu and each can be toggled ON or OFF.

* You can unlock Dramatic Battle by clearing Single mode once, Survival by finishing Dramatic Battle, Saikyo, Mazi, and Classic Modes by clearing 10/30/50 Battle Survival courses, respectively, and Final Battle after clearing Boss Survival. Saikyo, Mazi, and Classic appear before you select your character's ISM (after selecting the character).

* To face Shin Gouki in Final Battle, hold A and B buttons simultaneously after selecting your ISM (and Game Speed).

- STAFF -

Developed by Crawfish Interactive.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75858&o=2

$end


$info=sfz3j,sfz3jr1,sfz3jr2,sfz3jr2d,
$bio

Street Fighter Zero 3 (c) 1998 Capcom Company, Limited.

25 fighters mix it up to have a shot at Shin Vega in the height of his power! Featuring 3 fighting styles for each character.

- TECHNICAL -

Runs on the "CP System II" hardware.
Green Board [Japan]

Players: Up to 2.
Control: 8-way joystick per player.
Buttons: 6 per player.
= > [1] LP, [2] MP, [3] HP
= > [4] LK, [5] MK, [6] HK

- TRIVIA -

Street Fighter Zero 3 was released in June 1998 in the Japananese arcades. It was known as the 29th video game released on the CPS2 hardware.

Known export releases:
"Street Fighter Alpha 3 [Blue Board]"
"Street Fighter Zero 3 [Grey Board]"
"Street Fighter Alpha 3 [Orange Board]"
"Street Fighter Alpha 3 [Pink Board]"

Guy, Cody, Sodom and Rolento are from Capcom's "Final Fight" - Guy and Cody as selectable characters, Sodom as the second boss and Rolento as the fourth boss in "Final Fight". "Final Fight" boss 'Edi E' makes appearances in some of Cody's finishing poses.

The reason for Mike Haggar's (the third selectable character in "Final Fight") non-appearance in Street Fighter was that he was too similar to Zangief. Furthermore, it could be because during the "Street Fighter Zero" storyline, Mike Haggar was assumed to be the mayor of Metro City (a part of New York) at the time. 

In Guy's stage there is a group from "Final Fight" cheering Guy on. They consist of: Mike Haggar, Andorre Jr., Axl and poison. Also in the background against one of the buildings there is a advert for a Rockman Drink just under the Capcom Logo. 

Karin Kanzuki is the first Street Fighter to have originated from a comic book (actually, a manga). She first appeared in a girls' manga that had Sakura Kasugano as the main character. 

The three ISMs have some symbolic meaning : 
* X-ISM represents "Super Street Fighter II X - Grand Master Challenge". That is, this ISM matches closely to the gameplay style found therein. There are, however, a few differences between X-ISM in Zero 3 and Super Street Fighter II X, mainly because of the Zero 3 game engine. 
* Z-ISM represents Zero. That is, it is closest to the style of the previous Zero games. 
* V-ISM represents Variable, as in 'Variable Combination', meaning 'Custom Combo'. This merely represents how you can use your super bar. 

Even though "Super Street Fighter II X - Grand Master Challenge" is known as "Super Street Fighter II Turbo" outside Japan, X-ISM is still known as X-ISM in all export releases of Zero 3.

Attack of the Vega Dolls: Each Vega doll is named after a month of the year in the language of their supposed origin. It is said that they wield different tools, but generally share the same style. It is said that they generally worked as a team. 
1) Enero (January) from Spain uses a microphone. 
2) Fevrier (February) from France uses a gun. 
3) Marz (March) from Germany uses a laptop and dyes her hair. Enero and Marz are the information and recon members of the team. 
4) Aprile (April) from Italy is the medical member of the team. At the beginning of SFA3, Aprile's brother had asked Rose to find her whereabouts. 
5) Satsuki (May) is Japanese and wields a sword. Some say Sakura was supposed to be kidnapped instead of Satsuki, but Sakura evaded capture. This belief is consistent with the fact that all 12 dolls (and Cammy) were 16 at the time of SFA3. 
6) Juni (June) is German and fights unarmed. 
7) Juli (July) is also German and also fights unarmed. Despite the claims of some sources, Juni and Juli are not related (none of the Bison dolls are). 
8) Santamu (August) is Vietnamese, but of African heritage. SANTAMU is the equivalent of Vietnamese's 8th month. However, the Vietnamese's spelling should be 'Thang Tam'. It's a compound word of 'month' & 'eight', obviously. She wields a spear and can also unleash a small monkey to attack for her. 
9) Xiayu (September) is Chinese and wields the nunchaku. 
10) Jianyu (October) is also Chinese and wields a staff. 
11) Noembelu (November) is Mexican and is a member of T. Hawk's tribe (thus T. Hawk was looking for her and not Juli as the story implied). She wields a pair of hatchets on ropes. 
12) Decapre (December) is Russian and her appearance is similar to that of Cammy. 

Cammy had tried to save the Vega dolls in her SFZ3 ending because, due to the extent of their brainwashing, they would have died with Vega otherwise. It is said that the inspiration of the Vega dolls was Yuka Minakawa's novels named collectively as 'Cammy History'. Before the fight, Cammy throws a red coat, this comes from Street Fighter 2 the Animated Movie. 

Various characters of the game make a cameo in a marvel comic-book of Deadpool, the Merc with a mouth, vol.1 number 8. They appear in the shadows like mercenaries of the infernal house, the place where Deadpool obtains his merc jobs. We can recognize Adon, Dhalsim and Akuma as shadows, Sagat appears drawn and coloured. There are two more fighters, one appears to be Cammy. The artist of this Deadpool issue is Ed McGuiness. 
In number 27 of Deadpool's comic, the author Joe Kelly, makes a homage to the Street Fighter series. In this comic Deadpool does a "Shoryuken" to Kitty Pride to make Wolverine attack him. 

Suleputer released a limited-edition soundtrack album for this game (Street Fighter Zero 3 Original Soundtrack - CPCA-1012, 1013) on September 21, 1998.

An upgraded version of SFZ3 appeared as "Street Fighter Zero 3 Upper" in 2001. Previously hidden characters M. Bison, Juni and Juli are playable from the start. In addition, past Street Fighter legends Guile, Dee Jay, Fei Long and T. Hawk are now playable as well. This brings the total count to 34 playable characters! 

An even further upgraded version of SFZ3, called "Street Fighter Zero 3 Double Upper" appeared for the Sony PSP in 2006, and adds Eagle (from the original Street Fighter), Yun (from SFIII), Maki (from the Super Famicom Final Fight 2) and newcomer Ingrid. This now brings the total count of playable characters to 38!

- UPDATES -

Green Board revisions : 

REVISION 1:
* Build date: 980629

REVISION 2:
* Build date: 980727

REVISION 3:
* Build date: 980904

Revision 1 had two bugs involving Karin : First, she could do her Kanzuki-ryuu Kou'ou Ken super in X-ISM (which she shouldn't be able to do, as it was her second super). Second, Karin's normal throw in Mazi Mode could do 99% damage.

- TIPS AND TRICKS -

* Title Color Chart : The color of the title screen denotes what secrets are currently available. After a few weeks of play, the title screen will change color, so in a few months after your SFZ3 machine has been installed, it should reach the final color (light blue). The explanation of the colors is shown below :
Cream - (default color)
Green - Classical Mode
Red - M. Bison, Juni and Juli become playable
Dark Blue - Mazi Mode
Purple - Saikyou Mode
Light Blue - Can select one of the three Battle Modes

* Random Select : The Random Select squares are normally invisible. But, there are two for the first player and two for the second. The 1P squares are located in the upper-right corner of the diamond and the lower-right. The 2P squares are in the upper-left corner and the lower-left corners.

* Hidden Characters : The three hidden charactes are M. Bison, the boxer and Juni and Juli, two prototype 'dolls' created by Vega's Shadowloo organization. Once the game's title screen has become the proper color (see 'Title Color Chart', above), their score listing will show up in the High Score listing and they become playable...
1) To choose M. Bison, pause on Karin for five seconds, then move to any Random Select square, hold the Start button and press any button.
2) To use Juli, pause on Karin for five seconds, then move to any Random Select square. If the square is on the left side of the screen, choose her by holding Left and pressing any button. If the square is on the right side, then hold Right and press any button instead.
3) To use Juni, pause on Karin for five seconds, then move to any Random Select square. If the square is on the top of the screen, choose her by holding Up and pressing any button. If the square is on the bottom, then hold Down and press any button instead.

* Hidden Modes Of Play : There are three secret modes that affect basic gameplay. Once the game's title screen has become the proper color (see 'Title Color Chart', above), you can select a hidden mode to use...
1) To use Classical Mode, insert your coin, hold down HP+HK and press Start. You can release HP+HK once you're at the Player Select Screen. Then, pick your character. When you start the round your super power bar will be gone and you will have Street Fighter 2 moves.
2) To use Mazi Mode, insert your coin, hold down MP+MK and press Start. You can release HP+HK once you're at the Player Select Screen. Then, pick your character.
3) To use Saikyou Mode, insert your coin, hold down LP+LK and press Start. You can release HP+HK once you're at the Player Select Screen. Then, pick your character.

* Hidden Battle Mode : Once the game's title screen has become the proper color (see 'Title Color Chart', above), you can select a hidden battle mode...
1) Final battle mode : After picking your ISM, hold Start+LP+MK+HP. You'll fight Shin Vega for one battle only. It's just like the last battle; win and you get your ending, lose and you get the bad ending.
2) Dramatic battle mode : Hold LK+MK+HK, then press Start. Keep holding those buttons at Player Select Screen for a moment. You'll fight a 2 on 1 battle for 6 rounds, in which you face two CPU-controlled opponents.
3) Survival mode : Insert your coin(s), hold LP+MP+HP and press Start. Keep holding those buttons at Player Select Screen. You'll get to fight all 27 characters in continuous one-round battles.

* Secret Messages (this trick only works on Japanese SFZ3 machines) : After winning a battle, press and hold Start as well as any other button. Between battles, a message will appear on the screen, depending on the button you're holding.

* Sari In Every Stage : In Dhalsim's stage you may have noticed a girl who cheers for him. That is Sari, his wife. When you play as Dhalsim, its possible to make her appear on every fight by holding down LP+HK before the fight starts (you must do this at the beginning of every round).

* Alternate Sodom BGM : When fighting against Sodom (VS or CPU), you'll get to hear a different tune if it is on X-ISM mode. Apparently the tune is inspired on his boss tune in "Final Fight".

- SERIES -

1. Street Fighter (1987)
2. Street Fighter II - The World Warrior [CP-S No. 14] (1991)
3. Street Fighter II' - Champion Edition [CP-S No. 21] (1992)
4. Street Fighter II' Turbo - Hyper Fighting [CP-S No. 24] (1992)
5. Super Street Fighter II - The New Challengers [CP-S II No. 01] (1993)
6. Super Street Fighter II X - Grand Master Challenge [CP-S II No. 03 Bis] (1994)
7. Street Fighter Zero [CP-S II No. 11] (1995)
8. Street Fighter Zero 2 [CP-S II No. 15] (1996)
9. Street Fighter Zero 2 Alpha (1996)
10. Street Fighter III - New Generation (1997)
11. Street Fighter III - 2nd Impact : Giant Attack (1997)
12. Street Fighter Zero 3 [CP-S II No. 29] (1998)
13. Street Fighter III - 3rd Strike : Fight For The Future (1999)
14. Hyper Street Fighter II - The Anniversary Edition [CP-S II No. 38] (2003)
15. Street Fighter IV (2008)
16. Super Street Fighter IV (2010)
17. Ultra Street Fighter IV (2014)

- STAFF -

Planner : Noritaka Funamizu
Directors : Maoto Ohta, Mamoru, Buruma, Ohko Zero05
Visual planner : Haruo Murata
Programmers : Cham Cho Choy, Hard.Yas (~?-ISM~), Pon, Shinchan (as 'Hyper Shinchan'), 24 ~Nishi~, Minomi, Reiko Toh, Sen?Knight Rider Giu, Ittetsu
Character designers : Akira Yasuda (Akiman), Osusi
Title designer : Shoei
Object designers : Eripyon.N  (Eri-N), Fujihara, Mizuho, Takemoto, Hitoshi Igarashi, Mizupyon, Kimo Kimo (Jinzin), Ball boy, Yuesuke, D-Kurita, A. Iwasaki, Kaname, Fuzii & Peliko, Chimorin Shogun, Sagata, Ikusan Z, Kitasan, You-Ten Nakano, Tomohiro Ohsumi, Hiro, Rumichan, Reiko Komatsu, Kozuchi Tamura, Youichi Matsuo, Makoto Ishii
Scroll designers : Asae Nisituji-Ba, S. Mukai (Jijii), Hirokazu Yonezuka, Kohama Ake&kuro, Yoichi Tanoue (Tanopu), Ryo Uno, Yoko.Fukumoto, Takako Nakamura, Kazu.T, A. Ohnishi, N. Niiyama, C. Iwai, Sawatch, K. Yamahashi, H. Yamahashi, Hiroki Ohnishi
Main music composer : Takayuki Iwai (Anarchy Takapon)
Sub music composer : Yuki Iwai, Isao Abe, Hideki Okugawa, Tetsuya Shibata
Sound direction : Hiroaki Kondo (X68K)
Sound designers : Moe.T, Satoshi Ise
Test players : Nuki, M.P Oni-Suzuki, Skill Smith-Bug, Skill Smith-TTK, M. Kunishige, Miura.F.Katsusuke, Tomita Yoshihiro, Murata Akimori
Market producer : Kouji Nakajima
General producers : Noritaka Funamizu, Yoshiki Okamoto

* Voice Actors :
Ryu : Toshiyuki Morikawa
Edmund Honda : Masashi Sugahara
Cody : Koichi Yamadera
Karin Kanzuki : Miho Yamada
Balrog, Blanka : Yuji Ueda
Ken Masters : Tetsuya Iwanaga
Dhalsim : Yoshiharu Yamada
Sodom, Zangief, Adon, Gen, Birdie : Wataru Takagi
Cammy, Juli, Juni : Akiko Koumoto
Rolento Schugerg : Jin Yamanoi
Sakura Kasugano : Yuko Sasamoto
Rose : Neya Michiko
Dan Hibiki : Osamu Hosoi
Guy : Tetsuya Iwanaga
Rainbow Mika Nanakawa : Junko Takeuchi
Gouki, Vega : Tomomichi Nishimura
Chun-Li : Yuko Miyamura
Nash : Toshiyuki Morikawa
Sagat : Miki Shinichiro
Mike Bison : Koichi Yamadera
Narrator : Greg Irwin

- PORTS -

NOTE: These are ports released in Japan only.

* Consoles : 
Sony PlayStation [JP] (December 23, 1998) "Street Fighter Zero [Model SLPS-01777]" 
Sega Dreamcast [JP] (July 8, 1999) "Street Fighter Zero 3 - Saikyooryuu Doujou [Model T-1203M]" 
Sega Saturn [JP] (August 6, 1999) "Street Fighter Zero 3 [Model T-1247G]" 
Sony PlayStation 2 [JP] (May 25, 2006) "Street Fighter Zero - Fighter's Generation [Model SLPS-66409]" 

* Handhelds : 
Nintendo Game Boy Advance [JP] (September 27, 2002) "Street Fighter Zero 3 Upper [Model AGB-AZUJ-JPN]" 
Sony PSP [JP] (January 19, 2006) "Street Fighter Zero 3 Double Upper [Model ULJM-05082]" 

For further details on most of these ports, please see the "Street Fighter Zero 3 Upper" entry.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2672&o=2

$end


$info=sfz3a,sfz3ar1,
$bio

Street Fighter Zero 3 (c) 1998 Capcom Company, Limited.

Asian release. Game developed in Japan. For more information about the game itself, see the original Japanese release entry; "Street Fighter Zero 3 [Green Board]".

- TECHNICAL -

Runs on the "CP System II" hardware.
Grey Board [Asia]

- UPDATES -

Grey Board revisions : 

REVISION 1:
* Build date: 980701

REVISION 2:
* Build date: 980904

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69669&o=2

$end


$saturn,sat_cart=sfz3,sfz3a,
$bio

Street Fighter Zero 3 (c) 1999 Capcom Company, Limited.

The street's most powerful fighters once again accept the challenge of body-crushing combat. Each warrior brings a fierce fighting spirit and pyrotechnic special moves to the battle arena.

Choose your player from 33 of the STREET FIGHTER saga's most dangerous and mesmerizing characters. Pit your fighting skills against the world's best!

- TECHNICAL -

Game ID: T-1247G

- TRIVIA -

SFZ3 for Sega Saturn was released in August 6, 1999 shortly after the Sega Dreamcast version in Japan only. A 4MRAM Doukori Ban edition [Model T-1246G] showed up earlier the same day.

Makes use of Sega's 4MB RAM expansion cartridge to include all character animation and the use of three different characters for Dramatic Battle matches.

Evil Ryu, Guile, Shin Gouki, and EX Balrog are initially selectable, and the player may also unlock Final Vega (see below). There is also a Reverse Dramatic Battle course on the Dramatic Battle mode. Players face specific teams in the following order:
Dan & Blanka
E. Honda & Sodom
Guy & Cody
Birdie & M. Bison
Dhalsim & Rose
Chun-Li & Fei Long
Dee Jay & T. Hawk
Balrog & Rolento
Ken & Ryu
Karin & Sakura
Guile & Nash
R. Mika & Zangief
Gen & Gouki
Sagat & Adon
Juli & Juni
Cammy & Vega
Shin Gouki & Evil Ryu

- TIPS AND TRICKS -

* To face off against Shin Gouki in the Final Battle, hold both L and R buttons simultaneously after selecting your character and ISM (and Game Speed if set to Free).

* To play as Shin Gouki, highlight Gouki, hold R, and press any Punch or Kick button.

* Clear the final Japan course in World Tour mode (to access this course, you need a Level 31 character with at least two ISMs mastered). Then highlight Vega, hold R, and press any button. You become Final Vega, with the Shadaloo ISM and Final Psycho Crusher Super Combo. Final Vega isn't usable in all modes.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59732&o=2

$end


$info=sfzj,sfzjr2,sfzjr1,
$bio

Street Fighter Zero (c) 1995 Capcom Co, Limited.

The new look of the Street Fighter series, with ten characters including old favorites and new surprises.

- TECHNICAL -

Runs on the "CP System II" hardware.
Green Board [Japan]

Players: Up to 2.
Control: 8-way joystick per player.
Buttons: 6 per player.
= > [1] LP, [2] MP, [3] HP 
= > [4] LK, [5] MK, [6] HK

- TRIVIA -

Street Fighter Zero was released in June 1995 in the Japanese arcades. It was known there as the 11th video game released for the CPS2 hardware.

Known Export releases:
"Street Fighter Alpha - Warriors' Dreams [Blue Board]"
"Street Fighter Zero [Grey Board]"
"Street Fighter Zero [Orange Board]"
"Street Fighter Zero [Pink Board]"

The Zero series of games take place between the original Street Fighter and Street Fighter II. The scar on Sagat's chest in SFII is said to be from Ryu's Shouryuuken during the final battle in the original Street Fighter. In SF Zero, Sagat has the scar on his chest, so it must take place after the first Street Fighter. The character Nash was mentioned in Guile's ending in SFII. He is a friend of Guile who was killed by Vega. Since Nash is still alive in the Zero series, it must take place before SFII.

This is the first Street Fighter game to have the Dramatic Battle Mode, a feature no doubt inspired by the Japanese animated movie, 'Street Fighter II', where Ken and Ryu team up to fight M. Bison in the final battle.

This game marks the first time Gouki's name is displayed on-screen in the game.

Ryu / Guy stages : 
The "Son Son" convenience store in Ryu and Guy's stages is named after an earlier Capcom game of the same name. 
A poster for the animated feature film version of Street Fighter II can be seen on display.
The kanji on the small sign on the bath-house means 'Honda Bath'. 
The curtain on the bath-house (in Guy's version of the stage) says 'yu' in hiragana, which is the reading for the 'bath' kanji on the 'Honda Bath' sign. 
In "Street Fighter Zero 3", Edmond Honda's stage is in front of this (or a similar-looking) bath-house with slightly different signs on it. 
In "Street Fighter II - The World Warrior" (and all its follow-ups), Honda's stage is inside of a bath house.

Guy and Sodom are from Capcom's "Final Fight" - Guy as selectable character and Sodom as the second boss in Final Fight. Guy's music is taken from "Final Fight".

Sodom is a westerner who is obsessed with Japanese culture and apparently doesn't speak Japanese very well. In the Japanese versions of these games, Sodom's victory quotes are meaningless sentences composed of English words (e.g., 'SHOW BY HUNG JAW') followed by a Japanese translation of what he actually meant to say. In Sodom's ending, he claims about reforming and renaming the Mad Gear gang into something with four kanji. Those kanji read 'Ma-do-gi-a'. Now this could just be random kanji that, when strung together, sound like 'Mad Gear', but by the same token, it can sound like 'Mad Doggie'. The jitte weapons Sodom uses were used by policemen in feudal Japan.

Change of Race: In the original "Street Fighter", Birdie looked Caucasian. In SF Alpha, Birdie is black. The reason for this change is explained in one of Birdie's "Street Fighter Zero 3" win quotes (he was sick at the time of the first Street Fighter).

Sony Music Entertainment released a limited-edition soundtrack album for this game (Street Fighter Zero Arcade Game Track - SRCL-3297) on August 21, 1995.

- UPDATES -

Green Board releases:

REVISION 1:
* Build date: 950605

REVISION 2:
* Build date: 950627

REVISION 3:
* Build date: 950727

- TIPS AND TRICKS -

* Play as Gouki: Put the cursor on the [?] on your side and hold Start, then press... 
Player 1 : Down(x3), Left(x3), LK+HK (or for different costume press LP+HP). 
Player 2 : Down(X3), Right(x3), LK+HK (or for different costume press LP+HP). 

* Play as Vega: Put the cursor on the [?] on your side and hold Start, then press... 
Player 1 : Down(x2), Left(x2), Down, Left(x2), LK+HK (or for different costume press LP+HP) 
Player 2 : Down(x2), Right(x2), Down, Right(x2), LK+HK (or for different costume press LP+HP) 

* Play as Dan: After inserting a coin, press and hold Start. Then on the character selection screen go to the [?] box. Then quickly press LP, LK, MK, HK, HP, MP. To get the alternate costume (green) press HP, HK, MK, LK, LP, MP. 

* Dramatic Battle Mode : In 2-player mode, have Player 1 highlight Ryu and Player 2 highlight Ken at the character selection screen. 
1) Have Player 1 hold Start and press Up, Up. 
2) Release Start then press Up, Up, LP. 
3) Have Player 2 hold Start and press Up, Up. 
4) Release Start then press Up, Up, HP. If done correctly, Ryu and Ken will face M. Bison.

* Alternate Costume Colors : Highlight a fighter at the character selection screen and press LK, MK or HK.

* Fight against Gouki: Highlight a fighter at the character selection screen. Hold Start+MP+MK until Akuma appears and beats up your opponent on the first stage. You will now fight him instead.

* Fight against Dan: Select any player. End each match with the same winning quote. Do not lose any of your first five matches. When you reach your sixth opponent, the message 'Here comes a new challenger' will appear and you will fight Dan (Dan's stage is basically the same as Adon's and Sagat's, except it is sunset). After the match, the game will continue in its normal fashion. (NOTE : To select a winning quote, just hold down and a certain button combination of 3 total buttons when you win your second round. This varies from character to character, but every character can select 2 by holding down with 3 punches or down with 3 kicks).

- SERIES -

1. Street Fighter (1987)
2. Street Fighter II - The World Warrior [CP-S No. 14] (1991)
3. Street Fighter II' - Champion Edition [CP-S No. 21] (1992)
4. Street Fighter II' Turbo - Hyper Fighting [CP-S No. 24] (1992)
5. Super Street Fighter II - The New Challengers [CP-S II No. 01] (1993)
6. Super Street Fighter II X - Grand Master Challenge [CP-S II No. 03 Bis] (1994)
7. Street Fighter Zero [CP-S II No. 11] (1995)
8. Street Fighter Zero 2 [CP-S II No. 15] (1996)
9. Street Fighter Zero 2 Alpha (1996)
10. Street Fighter III - New Generation (1997)
11. Street Fighter III - 2nd Impact : Giant Attack (1997)
12. Street Fighter Zero 3 [CP-S II No. 29] (1998)
13. Street Fighter III - 3rd Strike : Fight For The Future (1999)
14. Hyper Street Fighter II - The Anniversary Edition [CP-S II No. 38] (2003)
15. Street Fighter IV (2008)
16. Super Street Fighter IV (2010)
17. Ultra Street Fighter IV (2014)

- STAFF -

Planners : Noritaka Funamizu (Poo), Haruo Murata (Mucchi), H. Itsuno (-Tomoshibi-)
Programmers : Cham Cho Choy, Egw, "Tege Killer" Jyaian, Knight Rider Giu, Ogt_Dm, Pon, Arikichi Kiyoko, Hard.Yas (-Gouki-), Hamachan, Shinchan (as 'Hyper Shinchan'), Super Sailor (Vega), Matsushita -Adon- Masakazu
Scroll designers : Konomi, Buppo, Shibata Kayoko, Akiko Matsunaga, Daisuke Nakagawa, Maeno Megumi, Isono, Sm, Mago, Mr. Oranda
Object designers : Eripyon.N (Dokkim), Yatsunonawa (D), Jun Matsumura (27), Makoto Ishii, Chama(c), Gonta, Ari Inukichi, Seigo Kawakami (Ushi), M. Nakatani (KotatuToNeko), Alien Pole, Kuriotoko, Chimorin Syogun, K.Takechan, Masaaki, Dway Nishimura, Norihide = Fnyako.F, Shin-Ya.M, Super-8, Masayo Tsujimoto (Noriko), R, Sagata, Takayuki Kosaka
Music composers : Isao Abe (Oyaji), Syun Nishigaki (Kobekko), Setsuo Yamamoto (Purple), Kadota Yuko (Pop'n), Kuru-Kuru Chance Iwami, Mizuta Naoshi (Groovy)
Sound designers : Hiroaki Kondo (X68K), Ryoji
Producer : Iyono Pon

* Voice Actors :
Ryu, Charlie : Toshiyuki Morikawa
Chun-Li : Yuko Miyamura
Ken, Guy : Tetsuya Iwanaga
Adon, Birdie, Sodom : Wataru Takagi
Rose : Yuko Miyamura
Sagat : Miki Shinichiro
Akuma, M. Bison : Tomomichi Nishimura

- PORTS -

Here is a list of Japanese ports.

* Consoles : 
Sony PlayStation [JP] (December 22, 1995) "Street Fighter Zero [Model SLPS-00176]" 
Sega Saturn [JP] (January 26, 1996) "Street Fighter Zero [Model T-1206G]" 
Sony PlayStation 2 [JP] (May 25, 2006) "Street Fighter Zero - Fighters Generation [Model SLPS-66409]" 

* Handhelds : 
Nintendo Game Boy Color [JP] (March 30, 2001) "Street Fighter Alpha - Warriors' Dreams [Model CGB-BFZJ-JPN]" 

* Computers : 
PC [MS Windows 9x] [JP] (1997) : Bundled with "Street Fighter Zero 2"

* Others : 
CPS Changer [JP] (1995)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2669&o=2

$end


$info=sfza,sfzar1,
$bio

Street Fighter Zero (c) 1995 Capcom Company, Limited.

Asian release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Street Fighter Zero [Green Board]".

- TECHNICAL -

Runs on the "CP System II" hardware.
Grey Board [Asia]

- UPDATES -

Grey Board revisions : 

REVISION 1: 
* Build date: 950605

REVISION 2:
* Build date: 950627

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69666&o=2

$end


$saturn,sat_cart=sfzb,sfz,sfza,sfzc,
$bio

Street Fighter Zero (c) 1996 Capcom Company, Limited.

Dare To Walk On The Dangerous Side Of The Street.

Intense. Brutal. Combat. The world has never encountered such a powerful collection of fighters. Until now... The most devastating Street Fighters of all time assemble to battle armed with an arsenal of new martial arts moves, super combos and deadly secrets, the legendary competitors Ryu, Chun-Li, Ken and Sagat collide with a lethal new combination of fierce opponents, Adon, Sodom, Birdie and Guy show they play for keeps when they battle on the street. The new contenders Rose and Nash annihilate opponents in the most extreme one-on-one warfare ever!!

Features 13 fierce Street Fighters in all with new special attacks, super combos and counterattacks and a new mix of classic and intense new competitors, Street Fighter Zero is a precise translation of the #1 smash arcade hit with fantastic, next generation speed and control and all-new eye popping art, animation and blasting sound effects. 2 modes of play: Arcade (1 player) and Versus mode (2 players) and the new Training mode for practicing multi-hit combos and strategies.

- TECHNICAL -

Game ID: T-1206G

- TRIVIA -

Street Fighter Zero for Saturn was released on January 26, 1996 in Japan.

Features an arranged soundtrack, with the player having a choice between Remix mode music, or the Original arcade versions.

One of the first console Street Fighter ports to feature a Training mode to practice moves and combos against an immobile character.

- TIPS AND TRICKS -

The game has three characters who are not part of the immediate roster of playable characters: Gouki, Vega, and Dan. These characters can be played as through codes performed on the character select screen, but they can also be permanently unlocked, as described below:

Gouki
Set the Difficulty level to 5 stars or higher. Play in Arcade Mode as any character except Gouki. Select them with any Punch button if you are Player 1, or any Kick button if you are Player 2. Before reaching your final boss, don't lose any rounds, get at least 10 Super Combo finishes and earn at least 3 Perfects. Gouki will then appear and defeat your boss. Defeat him and then save your game to store him to memory. If you lose to Gouki, he will disappear and you will have to try again.

Vega
Complete Arcade Mode on the highest Difficulty setting (8 stars) with a character that faces Vega as their boss. These are Nash, Chun-Li, Birdie, Guy, Rose and Gouki.

Dan
Play Arcade Mode on Difficulty level 6 or higher as any character except Dan and don't lose any rounds. Hold Down and all three Punch or Kick buttons at the end of a match to select your win quote, repeat this 5 times and Dan challenges you at the 6th match. Defeat Dan, then proceed as normal until you beat the game, and then save to permanently unlock Dan.

To unlock the Team Mode, you must first defeat Vega after entering the code. To play in Team Mode, select Arcade Mode and have a second player join in. Player 1 is highlighting Ryu and Player 2 Ken. Both players hold the L shoulder button and press Up twice, then they release L and press Up twice again. Player 1 selects Ryu with LP and Player 2 selects Ken with HP. Select Manual if Manual/Auto is turned ON and any game speed and Ryu and Ken will move to Gouki's stage to challenge each other, but Vega will appear and interrupt their battle. Defeat Vega, then end the game by losing a match and the Team Mode option will be unlocked.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59728&o=2

$end


$info=sfzh,sfzhr1,
$bio

Street Fighter Zero (c) 1995 Capcom Company, Limited.

South American release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Street Fighter Zero [Green Board]".

- TECHNICAL -

Runs on the "CP System II" hardware.
Orange Board [South America]

- UPDATES -

Orange Board revisions : 

REVISION 1:
* Build date: 950627

REVISION 2:
* Build date: 750718

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69665&o=2

$end


$info=sfzb,sfzbr1,
$bio

Street Fighter Zero (c) 1995 Capcom Company, Limited.

Brazilian release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Street Fighter Zero [Green Board]".

- TECHNICAL -

Runs on the "CP System II" hardware.
Pink Board [Brazil]

- UPDATES -

Pink Board revisions : 

REVISION 1:
* Build date: 950727

REVISION 2:
* Build date: 951109

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15956&o=2

$end


$amigaocs_flop=sfa,
$bio

Street Fighter [Budget] (c) 1988 Kixx

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75125&o=2

$end


$info=sc4sf,sc4sfa,sc4sfb,sc4sfc,sc4sfd,
$bio

Street Fighter (c) 200? Mazooma Games.

The player must get 3 overlaid symbols on the winline or fill one of the
three arrow pots above the reels to enter the feature. The player may then
Hi Lo up the trail, or exchange to one of the boards when his arrow progressive
is full enough.

Street Fighter is a game full of strategy and fun, with many hidden surprises to
keep players entertained for a long period of time.

- TECHNICAL -

[Model PR2024]

Technology : Scorpion 4
Cabinet : Eclipse with Note Acceptor facility.
Jackpot : £15 / £5
Stakes : 20p, 25p, 30p

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11905&o=2

$end


$info=sfootbal,
$bio

Street Football (c) 1986 Bally Sente.

- TECHNICAL -

[No. 0E75]

Bally / Sente SAC-I hardware

Main CPU : Motorola M6809 (@ 1.25 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : (6x) CEM3394 (@ 4 Mhz)

Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 1024

Players : 2
Control : stick
Buttons : 1

- TRIVIA -

Released in November 1986.

- STAFF -

Software and game designer : Lee Actor
Screen graphics designer : Gary Johnson
Sounds : Jesse Osborne

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2673&o=2

$end


$info=streetg,streetgr3,
$bio

Street Games (c) 1993 New Image Technologies.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31517&o=2

$end


$info=streetg2,streetg2r5,
$bio

Street Games II (c) 1993 New Image Technologies.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31518&o=2

$end


$cpc_cass=stretgng,
$bio

Street Gang (c) 1988 Players Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99385&o=2

$end


$cpc_cass=sgfootb,
$bio

Street Gang Football [Model 3144] (c) 1989 Codemasters Soft. Co., Ltd., The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99386&o=2

$end


$nes=streetgn,
$bio

Street Gangs (c) 1992 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55601&o=2

$end


$x68k_flop=haita2b,haita2a,haita2,
$bio

Street Haita 2 (c) 1992 Yamazaki

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88640&o=2

$end


$c64_cart,c64_flop=sthassle,
$bio

Street Hassle (c) 1987 Melbourne House [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53721&o=2

$end


$cpc_cass=strethwk,
$bio

Street Hawk (c) 1986 Ocean Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99387&o=2

$end


$info=strtheat,
$bio

Street Heat (c) 1985 Epos.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound CPU : I8035 (@ 400 Khz)
Sound Chips : DAC (@ 400 Khz)

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 256

Players : 2
Control : steering wheel
Buttons : 3

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2674&o=2

$end


$gamegear=sheroa,shero,
$bio

Street Hero (c) 1993 Innovation Tech

- STAFF -

Planner : Baek Nam Kil, Ha Sang Yeon
Programmer : Jeon Yeon Sub, Oh Gyeong Hun, Choi Yong Duk, Park Se Jun
Graphic Designer : Back Nam Kil, Ha Sang Yeon
Music : Lee Mi Kyeong
Package Designer : Han Hae Jun
Producer : Seo Young Suk

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64878&o=2

$end


$gbcolor=shero,
$bio

Street Hero (c) 199? Sachen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95189&o=2

$end


$nes=sheroes,
$bio

Street Heroes [Model TC-027] (c) 19?? Sachen [Taiwan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76953&o=2

$end


$snes=street95,street95p,
$bio

Street Hockey '95 [Model SNS-AHYE-USA] (c) 1994 GTE Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63621&o=2

$end


$gba=streetjm,
$bio

Street Jam Basketball [Model AGB-A3ZE-USA] (c) 2004 DSI Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75859&o=2

$end


$cpc_cass=stretmacg,
$bio

Street Machine (c) 1986 Software Invasion

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99389&o=2

$end


$cpc_cass=stretmac,
$bio

Street Machine (c) 1986 Power House, The [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99391&o=2

$end


$cpc_cass=stretmacs,
$bio

Street Machine [Model 160049] (c) 1986 Mind Games Espana, S.A.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99390&o=2

$end


$pc98=streetm2,
$bio

Street Mahjong 2 (c) 1996 Blucky [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90733&o=2

$end


$sms=strtmast,
$bio

Street Master (c) 1992 Zemina

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56200&o=2

$end


$msx1_cart=strtmast,
$bio

Street Master (c) 1992 Zemina [Korea]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77480&o=2

$end


$msx2_flop=snf2c,snf2b,snf2,snf2a,
$bio

Street Neo Fighter II - The World Warrior (c) 1994 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102055&o=2

$end


$bbca_cass,bbcb_cass=stpatrol,
$bio

Street Patroller (c) 19?? Central Computing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52477&o=2

$end


$bbca_cass,bbcb_cass=stpatror,
$bio

Street Patroller The Remix (c) 19?? Central Computing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52478&o=2

$end


$pc8801_flop=streetqu,
$bio

Street Quiz 3 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92966&o=2

$end


$saturn,sat_cart=straceex,
$bio

Street Racer Extra (c) 1996 Ubi Soft.

Japanese release. Game developed in Europe.

- TECHNICAL -

Game ID: T-17702G

- TRIVIA -

Released on December 20, 1996 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59733&o=2

$end


$a2600=sracere,
$bio

Street Racer (c) 1977 Atari, Incorporated.

PAL release. Game developed in USA. For more information, please see the NTSC release's entry; "Street Racer [Model CX2612]".

- TECHNICAL -

Model CX2612P

- PORTS -

* Consoles : 
Microsoft XBOX [EU] (November 26, 2004) "Atari Anthology" 
Sony PlayStation 2 [EU] (February 18, 2005) "Atari Anthology [Model SLES-53061]" 

* Computers : 
PC [MS Windows, CD-ROM] [EU] (June 10, 2005) "Atari - 80 Classic Games in One! [Replay]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83017&o=2

$end


$a2600=sracere,sracer,
$bio

Street Racer (c) 1977 Atari, Incorporated.

------------
STREET RACER
------------
Avoid collisions and score points! One, 2, 3 or 4 players each control one car on the track playfield. In one and two-player games, each player uses a separate vertical track. In three and four-player games, two players share one track.

Each player tests his skill against computer cars. Use the knob on the Controller to steer your car around the oncoming cars heading straight for you! Press the red Controller button to increase your speed.

Score one point for every car you pass. Your car is color coordinated with your score that appears at the top of the playfield.

Each game is completed after 2 minutes and 16 seconds or when a player or team scores 99 points. Your score will flash on and off during the final 16 seconds of game time. You'll hear the hum of the motors, CRASHES, and BEEPS when you score.

GAME 1: One player steers a car on a moving vertical track avoiding collisions and racing against the computer car.

GAME 2: Two players each steer a car on separate moving tracks avoiding collision with computer cars that appear on the track one at a time.

GAME 3: Each of the three players controls one car and avoid collisions with computer cars that appear on the track one at a time. Two players share the right track and compete against one player on the left track.

GAME 4: Four players compete to avoid collisions with cars that appear one at a time. Two players are on each driving team and share one track.

GAME 5: Two players each steer a car down separate tracks while steering around computer cars that appear two at a time.

GAME 6: Four players compete to avoid collisions. Two computer cars head down the track at one time. There are two players on each driving team that shares one track.

------
SLALOM
------
Put on your skis and get ready for the treacherous slopes. One, 2, 3 or 4 players each control one set of skis. In one and two-player games, each player skis on his own private ski run. In three and four-player games, two players share a ski run.

Use the knob on the Controller to steer your skis through gates. Press the red Controller button when you want to increase the speed down the run.

Score one point for every gate you pass. When you crash with the gate, you've only lost time, not points.

NOTE: Slide the Difficulty to A position and you lose one point upon collision. The gates also become narrower.

Your skis are color coordinated with the score that appears at the top of the playfield. A game of Slalom is completed when one player scores 99 points or after 2 minutes and 16 seconds. The scores will flash on and off during the last 16 game seconds.

You'll hear the SWISH and the BEEPS when you pass through a gate and score one point. You'll also hear the CRASHES.

GAME 7: One player skis down the right slope and passes through gates that appear one at a time on the ski run. The left skier is your computer opponent.

GAME 8: Two players each have separate but identical runs. Gates appear one at a time.

GAME 9: The ski gates appear one at a time for three players who compete for points. Two players share the right ski run and compete against one player on the left run.

GAME 10: Four players race down the slope and through the gates to make points. Gates Zon ski run one at a time. Two players are on each ski team and share a run.

GAME 11: Two players compete for points by passing through gates that appear two at a Zon the ski run.

GAME 12: Four players compete for points by passing through gates that appear two at a time on the ski run. Two players are on each ski team and share a run.

------
DODGEM
------
Sharpen your driving reflexes and make points when you avoid oncoming obstacles. One or two players each control one car. In these one and two-player games, each player has a private vertical straightaway track.

Use the Controller knob to steer your car. Press the red Controller button when you want to accelerate the car; release the button and the car gradually falls backwards to the bottom of the track.

Your object is to move the car from the bottom of the track to the top while dodging oncoming obstacles. Score one point each time you complete the straightaway. Your car automatically returns to the bottom starting line when you complete the track.

The score at the top of the play-field is color coordinated with your car. A game of Dodgem is complete when one player scores 99 points or after 2 minutes and 16 seconds. The score will flash on and off during the last 16 seconds of the game. You'll hear the motors hum, cars CRASH, and scores BEEP.

GAME 13: One player races against the clock and tries to complete the track as many times as possible within 2 minutes and 16 seconds.

GAME 14: Two opposing players compete for points on separate vertical tracks while oncoming obstacles appear on the track one at a time.

GAME 15: One player races against the clock and tries to complete the track as many times as possible. Oncoming obstacles appear on the track two at a time.

GAME 16: Two opposing players compete for points on separate vertical tracks while oncoming obstacles appear on the track two at a time.

-----------
JET SHOOTER
-----------
You're a fighter pilot in this game. One or two players each control one fighter jet equipped with missiles. In these games, each player has a separate air space.

Use the Controller knob to steer your jet through the sky. Press the red Controller button when you want to fire missiles and destroy enemy aircraft approaching you from the opposite direction.

Score one point for each enemy aircraft you destroy. Put the Difficulty switch in the B position and you lose only time, not points, when an enemy jet collides with you. With the Difficulty switch in the A position you lose one point for each collision.

A game is completed when one pilot scores 99 points or after 2 minutes and 16 seconds. The score will flash on and off during the final 16 seconds of game time. You'll hear the missiles fire, crashes and the hum of the engines.

GAME 17: One player guides the right jet through the skies and attempts to shoot down enemy jets that appear one at a time. The left jet is your computer opponent.

GAME 18: Two Players each stter a jet in a private sky. Oncoming enemy jets appear one at a time.

GAME 19: One player steers the jet through the sky as enemy jets appear two at a time.

GAME 20: Two players each steer a jet as enemy jets appear in the sky two at a time.

---------------
NUMBER CRUNCHER
---------------
Got an appetite for Numbers? One, two, three and four players each control one Motorcyle that CRUNCHES numbers on the track.

In one and two-player games, each player drives up a private vertical track. In three and four-player games, two players make up a motorcycle team and share the right track. Two players use one track in four-player games.

Use the Controller knob to steer your chopper down the track. Press the red Controller button when you want to accelerate the speed.

Your object is to run over the numbers on the track (2,4,6). You score the face value for each number you squash. For example, score six points when you CRUNCH a number 6. Be sure to directly run over the numbers with the nose of your chopper. Sloppy aims can result in number collisions instead of points.

Your motorcycle is color coordinated with the score at the top of the track. Number Cruncher games are completed when a player scores 99 points or after 2 minutes and 16 seconds. During the final 16 seconds, your score will flash on and off the scoreboard.

You'll hear the whine of the chopper engines and the CRUNCH and CRASH of the numbers.

GAME 21: One player steers his motorcycle to CRUNCH numbers that appear on the track one at a time.

GAME 22: Two players rumble down the tracks looking for numbers that appear two at a time.

GAME 23: Three players take a thrilling ride up the track as numbers appear two at a time. Two players are on one motorcycle team and oppose one player.

GAME 24: Four players become a Number Cruncher Motorcycle Gang looking for numbers to squash on the track. Two players are on each motorcycle team and share one track. Numbers appear two at a time.

----------
SCOOP BALL
----------
Your object? To catch balls and deposit them into a Computer Scooper. To catch the balls you have a giant moving Scooper. Two, three or four players each control one Scooper. In two-player games, each player moves along a private track. Two players share the right track in three-player games; during four-player games, two players are on each track.

Use the Controller knob to steer the Scooper up the track. Press the red Controller button to accelerate the Scooper

You score one point each time you catch a ball (+) Continue to catch balls until a Computer Scooper appears on the screen. When you steer your Scooper into the Computer Scooper, you score three points and deposit the ball or balls you've collected. If you CRASH before depositing, you lose your chance to deposit the balls and score.

NOTE: Your Scooper changes shape after you catch the first ball. After you deposit the balls, your Scooper returns to its original shape.

Your Scooper is color coordinated with the score at the top of the track. Games are completed when a player scores 99 points or after 2 minutes and 16 seconds. During the final 16 game seconds, your score flashes on and off the scoreboard.

You'll hear CRASHES, the Scooper motors, the scoop and deposit.

GAME 25: Two opposing players compete for balls and Computer Scoopers that appear on the track two at a time.

GAME 26: Three players compete for points. Two players are on one Scooper team and share the right track.

GAME 27: Four players compete for points. Two players are on each Scooper team as balls and Computer Scoopers appear two at a time.

- TECHNICAL -

Model CX2612

- SCORING -

In one-player games you race against the clock as you try to make points within 2 minutes and 16 seconds. During two, three and four player games, you compete against opponents to score the most points within 2 minutes and 16 seconds.  Your score will flash on and off the screen during the final 16 seconds of game time.

- STAFF -

Programmer: Larry Kaplan

- PORTS -

* Consoles : 
Microsoft XBOX [US] (November 16, 2004) "Atari Anthology [Model 26084]" 
Sony PlayStation 2 [US] (November 22, 2004) "Atari Anthology [Model SLUS-21076]" 
Microsoft XBOX [JP] (August 4, 2005) "Atari Anthology [Model B7X-00001]" 

* Handhelds : 
Nintendo DS [US] (March 8, 2011) "Atari Greatest Hits Vol.2 [Model NTR-BR7E-USA]" 

* Computers : 
PC [MS Windows, CD-ROM] [US] (November 11, 2003) "Atari - 80 Classic Games in One! [Model 25069J]" 

* Others : 
Atari Paddle TV Game [US] (2004) by Jakk's Pacific 
Atari Flashback 4 [US] (November 13, 2012) by AtGames 
Atari Flashback 5 [US] (October 1, 2014) by AtGames

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51052&o=2

$end


$gameboy=sracer,
$bio

Street Racer (c) 1996 Ubi Soft

- TECHNICAL -

[Model DMG-ASRE-USA]

- STAFF -

Programming: David Looker
Graphics: Neil Holmes
Music: Martin Walker
SFX: Martin Walker
Thanks to: Harrison Bernardez
Special Thanks: Mat Sneap
Design Concept: Vivid Image
Produced by: Mevlut Dinc

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67006&o=2

$end


$gameboy=sracerj,
$bio

Street Racer [Model DMG-ASRJ-JPN] (c) 1996 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67008&o=2

$end


$snes=sracerj,
$bio

Street Racer [Model SHVC-ASRJ-JPN] (c) 1994 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62238&o=2

$end


$snes=sraceru,sracerup,
$bio

Street Racer [Model SNS-9S-USA] (c) 1994 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63623&o=2

$end


$snes=sracera,sracer,
$bio

Street Racer (c) 1994 Ubi Soft

- TECHNICAL -

Game ID: SNSP-ASRP-EUR

- STAFF -

Team at Ubi Soft
Project Management: Serge Hascoët
Marketing: Florence Gayet, Nathalie Deshayes
Manual: Cynegethic

Team at Vivid Image
Programming: Chris West
Graphics: Tony West
Design: Mevlut Dinc, Raffaele Cecco, Chris West
Music: Allister Brimble
Sound FX: Allister Brimble
Project Management: Stephane Koenig
Play Testing: Stefan Marjoram, Harrison Bernardez, Nejati Dinc
Special Thanks: Bill Hajee, Nicholas A. Jones
Producer: Mevlut Dinc

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63622&o=2

$end


$megadriv=sracer,
$bio

Street Racer (c) 1995 Ubi Soft.

- TECHNICAL -

Game ID: T-177016-50

- STAFF -

Concept and Design by Vivid Image.

Programming: Harrison Bernardez
Sprite and Memory Routines: Raffaele Cecco
Graphics: Tony West, Stefan Marjoram, Jim McMorrow
Audio Drivers: Krisalis Software
Music: Matt Furniss
Sfx: Matt Furniss
Project Management: Stephane Koenig
Play Testing: Mevlut Dinc, Stephane Koenig, Nejati Dinc, West Bros
Thanks To: Bill Hajee, Vera; Rozenn, UBIsoft France
Produced by: Mevlut Dinc

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56904&o=2

$end


$saturn,sat_cart=streetra,
$bio

Street Racer (c) 1996 Ubi Soft

- TECHNICAL -

Game ID: T-17702H-50
Disc ID: 670-8778-50
Cover ID: 670-8779-50

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60425&o=2

$end


$gba=srsu,
$bio

Street Racing Syndicate [Model AGB-BCZE-USA] (c) 2005 DSI Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75862&o=2

$end


$gba=srs,
$bio

Street Racing Syndicate [Model AGB-BCZP] (c) 2005 Zoo Digital Publishing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75861&o=2

$end


$info=streetsm,streetsm1,streetsmw,streetsmj,
$bio

Street Smart (c) 1989 SNK [Shin Nihon Kikaku].

You begin by choosing one of 2 fighters (either a blond guy, or a dark haired guy in karate gear). Then you are whisked away to one of many cities on the map to have a battle. The opponents are tough, but simple. This game has no special moves (and has only punch, kick, and jump buttons), and all characters have insanely high energy. So you pretty much just wail away at each other with punches and kicks until someone falls down. An ambulance will show up to haul away your defeated opponent, and a girl in the audience will come out to congratulate you

- TECHNICAL -

This game is JAMMA compatible, and requires a cabinet with a horizontal monitor. Operators could only buy this game as a kit (no dedicated cabinets were produced).

Game ID : A8007 'S2'

Main CPU : Motorola 68000 (@ 10 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), UPD7759 (@ 640 Khz)

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Street Smart was released in August 1989.

Street Smart was SNK's answer to the original "Street Fighter" game made by Capcom.

This game could have been a hit (there were almost no fighting games on the market at the time), but they made one fatal mistake. That mistake was making the game co-operative in 2-Player mode. Instead of battling each other, a second enemy would spawn, and the players would work together against both of them. That completely took all the fun and excitement out of playing this game in 2-Player mode. "Street Fighter II - The World Warrior" was released about a year later, and most Street Smart games were quickly converted into them.

Some gamers think that the Player 1 character looks like a young Takuma Sakazaki, who'd later be seen in the "Art of Fighting" and "King of Fighters" series. So far, SNK has never officially confirmed if this is so.

The music of the first stage of Street Smart was recycled later in "Fatal Fury - King of Fighters" in a 2-Player battle.

- UPDATES -

The US version is slightly different, it has the "Winners Don't Use Drugs" screen.

- STAFF -

Boss : Eikichi Kawasaki
Boss 2 : Mr. Hasegawa
Programmers : Konny, Fujimoto
Sound : Tarkun
Producer : Akira Goto
Head Designer : Isuka Michi
Designers : Kamada, Ishimoto, Tomoni. M, Sick Of, Mitsuzo, Miyoshi, Asako
Hardware : Koike

- PORTS -

* Consoles :
Sega Mega Drive [JP] (1991, "Street Smart [Model T-24083]")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2676&o=2

$end


$megadriv=ssmart,
$bio

Street Smart (c) 1991 Treco.

- TECHNICAL -

[Model T-24083]

- TRIVIA -

Street Smart for Mega Drive was released on July 19, 1991 in Japan.

Reviews:
September 1991 - Consoles + N.1 [FR]: 44/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47512&o=2

$end


$cpc_cass=stretbsk,
$bio

Street Sports Basketball (c) 1987 Erbe Soft. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99392&o=2

$end


$apple2gs=strsoccr,
$bio

Street Sports Soccer (c) 1988 Epyx, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49805&o=2

$end


$x68k_flop=streetuc,
$bio

Street Uckey II (c) 1991 Goro [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88641&o=2

$end


$pc8801_flop=streetya,streetyaa,
$bio

Street Yakyuken (c) 1991 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92967&o=2

$end


$info=j2stahed,
$bio

Streets Ahead (c) 198? JPM International.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41007&o=2

$end


$megadriv=sor,sora,
$bio

Streets of Rage (c) 1991 Sega Enterprises, Limited.

European release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Bare Knuckle - Ikari no Tetsuken [Model G-4050]".

- TECHNICAL -

Package ID: 670-1601-50
Cartridge ID: 670-1600-50

- TRIVIA -

Streets of Rage for the Sega Mega Drive was released in August 1991 in Europe.

Reviews:
September 1991 - Consoles + N.1 [FR]: 91/100
Octobre 1991 - Joypad N.1 [FR]: 95/100

- PORTS -

* Consoles : 
Sega Mega-CD [EU] (1992) "Sega Classics Arcade Collection [Limited Edition] [Model 4127]" 
Sega Mega Drive [EU] (1993) "Mega Games 2"
Sega Mega Drive [EU] (1995) "Mega Games 6 Vol. 1" 
Sega Mega Drive [EU] (1995) "Mega Games 6 Vol. 3" 
Nintendo Wii [Virtual Console] [EU] [AU] (March 2, 2007) [Model MAQP] 
Microsoft XBOX 360 [EU] (February 20, 2009) "SEGA Mega Drive Ultimate Collection [Model 384-40210]" 
Sony PlayStation 3 [EU] [AU] (February 20, 2009) "SEGA Mega Drive Ultimate Collection [Model BLES-00475]" 
Microsoft XBOX 360 [AU] (February 26, 2009) "Sega Mega Drive Ultimate Collection" 
Microsoft XBOX 360 [XBLA] [EU] [AU] (May 30, 2012) "Sega Vintage Collection - Streets of Rage"

* Handhelds : 
Nintendo 3DS [eShop] [EU] (December 19, 2013) "3D Streets of Rage [Model CTR-JRAP-EUR]" 
Nintendo 3DS [eShop] [AU] (December 19, 2013) "3D Streets of Rage [Model CTR-JRAP-AUS]" 

* Computers : 
PC [Steam] [EU] (January 26, 2011) both stand-alone and as part of "SEGA Mega Drive Classics Pack 4" 
PC [MS Windows, CD-ROM] [EU] (February 4, 2011) "Sega Mega Drive Classics Collection Vol. 4" 
PC [MS Windows, DVD-ROM] [EU] (March 18, 2011) "Sega Mega Drive Classic Collection - Gold Edition" 
PC [Steam] [EU] (March 25, 2011) "SEGA Mega Drive Classics Collection"

* Others : 
Arcade [EU] (1991) "Streets of Rage [Mega Play]" 
Arcade [EU] (1991) "Streets of Rage [Mega-Tech 51]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70204&o=2

$end


$megadriv=soru,
$bio

Streets of Rage (c) Sega of America, Incorporated.

North American release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Bare Knuckle - Ikari no Tetsuken [Model G-4050]".

- TECHNICAL -

Package ID: 670-1601
Cartridge ID: 670-1600

- TRIVIA -

Streets of Rage for Sega Genesis was released in September 1991 in North America.

- PORTS -

* Consoles : 
Sega CD [US] (October 15, 1992) "Sega Classics Arcade Collection [Model T-4127]" 
Sega Genesis [US] (1995) "6-Pak [Model 1717]" 
Sega CD [US] (1994) "Sega Classics Arcade Collection (5-in-1) [Model 4127]" 
Nintendo Wii [Virtual Console] [US] (February 19, 2007) [Model MAQE] 
Microsoft XBOX 360 [US] (February 10, 2009) "Sonic's Ultimate Genesis Collection [Model 68034]" 
Sony PlayStation 3 [US] (February 10, 2009) "Sonic's Ultimate Genesis Collection [Model BLUS-30259]" 
Microsoft XBOX 360 [XBLA] [US] (May 30, 2012) "Sega Vintage Collection - Streets of Rage"

* Handhelds : 
Nintendo 3DS [eShop] [US] (December 19, 2013) "3D Streets of Rage [Model CTR-JRAE-USA]" 

* Computers : 
PC [Steam] [US] (January 26, 2011) "Streets of Rage [Model 71164]" : both stand-alone and as part of "SEGA Genesis Classics Pack 4" 
PC [MS Windows, DVD-ROM] [US] (March 15, 2011) "Sega Genesis Classic Collection - Gold Edition" 
PC [Steam] [US] (March 25, 2011) "SEGA Genesis Classics Collection" 

* Others : 
Apple iPhone/iPad [US] (July 14, 2009) "Streets of Rage [Model 320540355]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93962&o=2

$end


$info=mp_sor2,
$bio

Streets of Rage 2 (c) 1993 Sega.

One year after defeating the evil crime syndicate led by Mr. X, things have gone well for the city. but now Mr. X has returned and as if things couldn't get any worse, he sent some of his goons to kidnap Adam Hunter. Now it's up to Axel Stone and Blaze Fielding to take the city back to it's good citizens, but this time they're not alone, because joining them is a pro wrestler who's a friend of Axel called Max Thunder, and Adam's little brother : Eddie 'Skate' Hunter. These 4 will do their best to end the syndicate's new reign of terror, and bring peace to the Streets of Rage.

- TECHNICAL -

[Mega Play 05]

Runs on the Sega "Mega Play" hardware.

Players : 2
Control : 8-way Joystick
Buttons : 3
=> [A] Attack, [B] Jump, [C] Special Attack

- TRIVIA -

This game is known in Japan as 'Bare Knuckle II - Shitouhe no Chingonka' (translates from Japanese as 'Bare Knuckle II - Death Struggle Requiem').

In an early beta version of the game, Axel's super moves feature an uppercut attack and a spinning roundhouse kick that is strikingly similar to that of Ken and Ryu from Capcom's "Street Fighter" series.

- UPDATES -

This Mega Play version has a higher level of difficulty than the original, you cannot receive any extra lives through points, and all 1ups are replaced by money bags worth 1,000 points.

- TIPS AND TRICKS -

Rear attack : press button-A and button-B simultaneously.

- SERIES -

1. Streets of Rage (1991, Sega Mega Drive)
2. Streets of Rage 2 (1992, Sega Mega Drive)
3. Streets of Rage 3 (1994, Sega Mega Drive)

- STAFF -

Music composed by : Yuzo Koshiro

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3959&o=2

$end


$megadriv=sor2u,
$bio

Streets of Rage 2 (c) 1992 Sega Enterprises, Limited.

North American release.

- TECHNICAL -

Game ID: 1054
Package ID: 670-2484
Cartridge ID: 670-2483

- TRIVIA -

Outside of North America, the Roman numeral is used in the printed title.

This game is known in Japan as "Bare Knuckle II - Shitouhe no Chingonka [Model G-4091]".

- PORTS -

* Consoles : 
Sega Dreamcast [US] (January 31, 2001) "Sega Smash Pack Vol. 1 [Model 51146]" 
Nintendo Wii [Virtual Console] [US] (May 21, 2007) [Model MA6E] 
Microsoft XBOX 360 [XBLA] [US] (August 29, 2007) "Streets of Rage 2" 
Microsoft XBOX 360 [US] (February 10, 2009) "Sonic's Ultimate Genesis Collection [Model 68034]" 
Sony PlayStation 3 [US] (February 10, 2009) "Sonic's Ultimate Genesis Collection [Model BLUS-30259]" 
Sony PlayStation 3 [PSN] [US] (June 28, 2011) 
Microsoft XBOX 360 [XBLA] [US] (May 30, 2012) "Sega Vintage Collection - Streets of Rage" 

* Computers : 
PC [Steam] [US] (January 26, 2011) "Streets of Rage 2 [Model 71165]" : both stand-alone and as part of "SEGA Genesis Classics Pack 4" 
PC [MS Windows, DVD-ROM] [US] (March 15, 2011) "Sega Genesis Classic Collection - Gold Edition" 
PC [Steam] [US] (March 25, 2011) "SEGA Genesis Classics Collection" 

* Others : 
Apple iPhone/iPad [US] (April 14, 2011) "Streets of Rage 2 [Model 425567844]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57423&o=2

$end


$megadriv=sor3,sor3p5,sor3p4,sor3p3,sor3p2,sor3p1,
$bio

Streets of Rage 3 (c) 1994 Sega Enterprises, Limited.

European release.

- TECHNICAL -

Game ID: 1539-50
Cartridge ID: 670-4644-50
Package ID: 670-4645-50

- TRIVIA -

This game is known in Japan as "Bare Knuckle III [Model G-4116]".

Reviews:
[FR] May 1995 - Consoles + N.32: 89%

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [EU] [AU] (October 5, 2007) [Model MBQP] 
Microsoft XBOX 360 [EU] (February 20, 2009) "SEGA Mega Drive Ultimate Collection [Model 384-40210]" 
Sony PlayStation 3 [EU] [AU] (February 20, 2009) "SEGA Mega Drive Ultimate Collection [Model BLES-00475]" 
Microsoft XBOX 360 [AU] (February 26, 2009) "Sega Mega Drive Ultimate Collection" 
Microsoft XBOX 360 [XBLA] [EU] [AU] (May 30, 2012) "Sega Vintage Collection - Streets of Rage"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56905&o=2

$end


$megadriv=sor3u,sor3up10,sor3up09,sor3up08,sor3up07,sor3up06,sor3up05,sor3up04,sor3up03,sor3up02,sor3up01
$bio

Streets of Rage 3 (c) 1994 Sega Enterprises, Limited.

North American release.

- TECHNICAL -

Game ID: 1539
Cartridge ID: 670-4644
Package ID: 670-4645

- TRIVIA -

Streets of Rage 3 was released on March 3, 1994 in North America.

This game is known in Japan as "Bare Knuckle III [Model G-4116]".

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [US] (September 24, 2007) [Model MBQE] 
Microsoft XBOX 360 [US] (February 10, 2009) "Sonic's Ultimate Genesis Collection [Model 68034]" 
Sony PlayStation 3 [US] (February 10, 2009) "Sonic's Ultimate Genesis Collection [Model BLUS-30259]" 
Microsoft XBOX 360 [XBLA] [US] (May 30, 2012) "Sega Vintage Collection - Streets of Rage" 

* Computers : 
PC [Steam] [US] (May 2, 2012) "Streets of Rage 3 [Model 211206]" : both stand-alone and as part of "SEGA Genesis Classics Pack 5"

* Others : 
Apple iPhone/iPad [US] (April 28, 2011) "Streets of Rage 3 [Model 429820095]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57424&o=2

$end


$megadriv=sor2,
$bio

Streets of Rage II (c) 1993 Sega Enterprises, Limited.

European release.

- TECHNICAL -

Game ID: 1054-50
Package ID: 670-2484-50
Cartridge ID: 670-2483-50

- TRIVIA -

Streets of Rage II for the Sega Mega Drive was released on January 16, 1993 in Europe.

This game is known in Japan as "Bare Knuckle II - Shitouhe no Chingonka [Model G-4091]".

Reviews:
[FR] December 1992 - Consoles + N.15: 92%

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [EU] [AU] (May 31, 2007) [Model MA6P] 
Microsoft XBOX 360 [XBLA] [EU] [AU] (August 29, 2007) "Streets of Rage 2" 
Microsoft XBOX 360 [EU] (February 20, 2009) "SEGA Mega Drive Ultimate Collection [Model 384-40210]" 
Sony PlayStation 3 [EU] [AU] (February 20, 2009) "SEGA Mega Drive Ultimate Collection [Model BLES-00475]" 
Microsoft XBOX 360 [AU] (February 26, 2009) "Sega Mega Drive Ultimate Collection" 
Sony PlayStation 3 [PSN] [EU] (June 2, 2011) 
Microsoft XBOX 360 [XBLA] [EU] [AU] (May 30, 2012) "Sega Vintage Collection - Streets of Rage" 

* Computers : 
PC [Steam] [EU] (January 26, 2011) both stand-alone and as part of "SEGA Mega Drive Classics Pack 4" 
PC [MS Windows, CD-ROM] [EU] (February 4, 2011) "Sega Mega Drive Classics Collection Vol. 4" 
PC [MS Windows, DVD-ROM] [EU] (March 18, 2011) "Sega Mega Drive Classic Collection - Gold Edition" 
PC [Steam] [EU] (March 25, 2011) "SEGA Mega Drive Classics Collection" 

* Other : 
Arcade [EU] (1992) "Streets of Rage 2 [Mega Play 05]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93969&o=2

$end


$gamegear=sor2,
$bio

Streets of Rage II (c) 1993 Sega Enterprises, Limited.

European release.

- TECHNICAL -

Game ID: 2517-50
Package ID: 671-5478-50

- TRIVIA -

This game is known in Japan as "Bare Knuckle II - Shitou he no Chingonka [Model G-3328]".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93970&o=2

$end


$gamegear=sor2u,
$bio

Streets of Rage II (c) 1993 Sega Enterprises, Limited.

North American release.

- TECHNICAL -

Game ID: 2517
Package ID: 671-5478

- TRIVIA -

This game is known in Japan as "Bare Knuckle II - Shitou he no Chingonka [Model G-3328]".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64882&o=2

$end


$sms=sor2,
$bio

Streets of Rage II (c) 1993 Sega Enterprises, Limited.

- TECHNICAL -

Game ID: 9026
Package ID: 670-3528-50

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56202&o=2

$end


$info=mt_srage,
$bio

Streets of Rage (c) 1991 Sega Enterprises, Limited.

- TECHNICAL -

Runs on the "Mega-Tech System" hardware.
Cartridge ID: 610-0239-51

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31837&o=2

$end


$gamegear=sor,
$bio

Streets of Rage (c) 1992 Sega Enterprises, Limited.

European release.

- TECHNICAL -

Game ID: 2417-50
Cartridge ID: 670-2531-50
Package ID: 670-2548-50

- TRIVIA -

This game is known in Japan as "Bare Knuckle - Ikari no Tekken [Model G-3313]".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93964&o=2

$end


$gamegear=soru
$bio

Streets of Rage (c) 1992 Sega Enterprises, Limited.

- TECHNICAL -

Game ID: 2417
Cartridge ID: 670-2531
Package ID: 670-2548

- TRIVIA -

Streets of Rage for Game Gear was released in December 1992 in North America.

This game is known in Japan as "Bare Knuckle - Ikari no Tekken [Model G-3313]".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64880&o=2

$end


$sms=sor,
$bio

Streets of Rage (c) 1993 Sega Enterprises, Limited.

- TECHNICAL -

Cartridge ID: 9019
Package ID: 670-3302-50

- TRIVIA -

Reviews:
[FR] June 1993 - Consoles + N.21: 72/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56201&o=2

$end


$info=j5street,
$bio

Streetwise (c) 199? JPM International.

- TECHNICAL -

System 5

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41051&o=2

$end


$info=strnskil,
$bio

Strength & Skill (c) 1984 Sun Electronics Corp.

- TECHNICAL -

Game ID : TVG15

Main CPU : (2x) Zilog Z80 (@ 4 Mhz)
Sound Chips : SN76496 (@ 2 Mhz), SN76496 (@ 4 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Strength & Skill was released in April 1984.

This game is known in Japan as "The Guiness".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2677&o=2

$end


$info=stress,
$bio

Stress Busters (c) 1998 Sega Enterprises, Limited.

- TRIVIA -

PATENTS :
U.S.A : 4,442,486 - 4,454,594 - 4,462,076
Europe : 80244
Canada : 1,183,276
Honk Kong : 88-4302
Singapore : 88-155

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=21369&o=2

$end


$ibm5150,ibm5150_cass=strecalc,
$bio

StretchCalc (c) 1983 Multisoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83703&o=2

$end


$amigaocs_flop=strider,
$bio

Strider (c) 1989 US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75127&o=2

$end


$cpc_cass=strider,
$bio

Strider (c) 1989 US Gold, Ltd. [Birmingham, UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99394&o=2

$end


$cpc_cass=striderk,
$bio

Strider (c) 1989 Kixx

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99395&o=2

$end


$megadriv=strider,
$bio

Strider (c) 1990 Sega Enterprises, Limited.

North American release. Game developed in Japan. For more information on the game itself, please see the original Japanese version entry; "Strider Hiryu [Model G-4037]".

- TRIVIA -

Strider for Genesis was released in 1990 (exact date unknown) in North America.

- PORTS -

* Consoles :
Nintendo Wii [Virtual Console] [US] (February 16, 2012)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84382&o=2

$end


$megadriv=strider,
$bio

Strider (c) 1991 Sega Enterprises, Limited.

Game developed in Japan. For more information on the game itself, please see the original Japanese version entry; "Strider Hiryu [Model G-4037]".

- TRIVIA -

Strider for Mega Drive was released in 1991 (exact date unknown) in Europe.

- PORTS -

* Consoles :
Nintendo Wii [Virtual Console] [EU] [AU] (March 15, 2012)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84380&o=2

$end


$info=strider2,strider2a,
$bio

Strider 2 (c) 1999 Capcom Company, Limited.

Export release. Game developed in Japan. For more information about the game itself, please see the original Japanese version entry; "Strider Hiryu 2".

- TRIVIA -

Strider 2 was released in December 1999 outside Japan. It is known in Japan as "Strider Hiryu 2".

- SERIES -

1. Strider [CP-S No. 03] (1989) 
2. Strider 2 (1999)

- PORTS -

Here is a list of ports released outside Japan. For Japanese ports, please see the original Japanese version entry; "Strider Hiryu 2"

* Consoles : 
Sony PlayStation [US] (July 28, 2000) "Strider 2 [Model SLUS-01142 (SLUS-01163)]" 
Sony PlayStation [EU] (December 15, 2000) "Strider 2 [Model SLES-02867 (SLES-12867)]" 

* Computers : 
Amstrad CPC [EU] (1991) "Capcom Collection" 
Atari ST [EU] (1991) "Capcom Collection" 
Commodore C64 [EU] (1991) "Capcom Collection" 
Commodore Amiga [EU] (1991) "Capcom Collection" 
Sinclair ZX Spectrum [EU] (1991) "Capcom Collection"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2679&o=2

$end


$info=shiryu2,
$bio

Strider Hiryu 2 (c) 1999 Capcom.

A direct sequel to the superb 1989 original, the player once again takes on the role of Strider Hiryu; a ninja who wields a deadly plasma-ejecting cypher called the 'Falchion'. Players start the game by selecting one of three difficult missions, with a fourth becoming available once the initial three are completed. Completing the fourth mission will unlock the final 'boss' mission, in which the player must battle a number of bosses which includes the rogue 'Strider Hien' from the first Strider game. Once all missions are completed, the character of Strider Hien - who wields two ranged cyphers - is unlocked.

To add variety to the tight gameplay, Capcom included special unlockable and powerful skills to aid players on their missions. These included the Savage Slash ('Midare-Giri' in Japanese), Hassou Jump, Boost (unlimited if missions defeated by Hien) and rapid slash.

Strider 2 features improved graphics - now rendered in pseudo 3-D - but with hack-and-slash gameplay largely unaltered from the first game. One difference to the original is a greater emphasis placed on boss encounters.

- TECHNICAL -

Sony ZN-2 hardware

Main CPU : SPU (@ 16.9344 Mhz)
Sound CPU : Zilog Z80 (@ 8 Mhz)
Sound Chips : SPU (@ 8 Mhz), Q-Sound (@ 4 Mhz)

The game runs on a horizontal monitor and is drived by a 16-Bit color palette (65536 colors).

Players : 2
Control : 8-way joystick
Buttons : 6

- TRIVIA -

Strider Hiryu 2 was originally released in December 1999 in Japan. The title of this game translates from Japanese as 'Flying Dragon Strider 2'. 

This game is known outside Japan as "Strider 2".

This is not the first Strider sequel to be released. U.S. Gold published a game known as "Strider Returns" to various home consoles, such as the Sega Genesis/Mega Drive, throughout the early 1990s. However, the game was poorly received by critics and gamers alike due to poor gameplay. Because of its failure and the true sequel being named Strider 2, it is possible that Capcom actually denied its existence.

The first background music from Stage 1 (Armed Fortress Invasion 1) samples 'Shot in the Dark', a song from Ozzy Osbourne.

Suleputer released a limited-edition soundtrack album for this game (Strider Hiryu 2 Original Soundtrack - CPCA-1035) on January 21, 2000.

- SERIES -

1. Strider Hiryu [B-Board 89625B-2] (1989, Arcade)
2. Strider Hiryu 2 (1999, Arcade)
3. Strider (2014, PS4, Xbox One)

- STAFF -

Planners : Atsushi Tomita, Yoshifumi Fukuda (Yo TD Fukuda), Masahiro Nakano, Nuki
Programmers : Tsutomu Urago, Kazuhiko Komori, Arikichi Kiyoko, Shigeru Kato, Hero Hero, Kazuo Yamawaki, Meijin, Yoshihiro Shindome
Scroll Designers : Takahashi Yasuto, Nakamura Takako, Yamamoto Yasuhiro, Yoichi Tanoue (Tanopu) (TT), Hongo Akiko
Object Designers : Minobe Hiroaki, Naoki Fukushima, G. Kamina, Miwa Sakaguchi, T, Shinya Miyamoto, Masanori Kondo, Y. Yamamoto, Masayuki Maeda 04, Hiro, Kaeru Nagashima, Akita, Tomomall. S, Toshihiro Suzuki, Narancia, R., Masaru_N, Koichi Kikutani (Kikutani), Tomohiko Ohsumi, Michiru, Kitasan
Designers : Shoei, Nezumi Otoko, Harumaru
Music Composers : Setsuo Yamamoto, Etsuko
Sound Effects : Ryoji Yamamoto, Yoshiki Sandou
Voice Actors : Kousuke Toriumi, Kan Tokumaru, Toshihide Tsuchiya, Hozumi Tokuda
Special Thanks : Sakomizu
Producer : Noritaka Funamizu
General Producer : Yoshiki Okamoto

- PORTS -

* Consoles : 
Sony PlayStation [JP] (February 24, 2000) "Strider Hiryu 1&2 [Model SLPS-02620~1]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2681&o=2

$end


$info=striderj,
$bio

ストライダー飛竜 (c) 1989 Capcom Company, Limited.
(Strider Hiryu)

Strider Hiryu is a multi-directional scrolling platform beat-em-up in which the player takes control of 'Strider Hiryu', a ninja-style warrior who must defeat a legendary being known as 'Grandmaster Meio'. 

Set in a dystopian future in the year 2048, Meio has been watching Earth from his own distant galaxy and has created a space station (known as 'The Third Moon') between Earth and its moon in order to rule over the Human race. 

Armed with a curved sword known as a 'Falchion', Strider must travel the globe to find and destroy Meio. Numerous power-ups can be obtained from metallic item boxes carried by certain enemies. These include an extension to Hiryu's attack range that lasts for one hundred slashes, two types of health aids (represented by the kanji used to write Hiryu's name), a max health extension, an extra life and a power-up that not only makes Hiryu invulnerable to attack, but also increases his own attack abilities via shadow images of himself for 30 seconds. 

Hiryu can also summon robotic companions known collectively as "options" that help him fight enemies. These consist of up to two mushroom-like droids, a saber-toothed tiger and a hawk. These are referred to as Options A, B and C respectively. 

Strider Hiryu is highly agile and has the ability to latch onto walls and ceilings using a metallic hook; a concept which set the game apart from other platformers and allowed for highly inventive level design. 

The game consists of five stages: 
* Kazakh Soviet Sot Republic (called "St. Petersburgh" during the arcade game's attract sequence), 
* Siberian Wilderness 
* Aerial Battleship Ballog 
* Amazonian Jungle 
* The Third Moon. 

Each stage is divided into a number of smaller sections, with each section imposing its own time limit. Strider initially has a three-point health gauge (which can be increased to five points with health extension power-ups) and will lose a life when the health gauge is fully depleted. Lives are also lost by either falling into a bottomless pit, or failing to complete a section within the time limit. 

The game ends once all lives are lost, but continues are available.

- TECHNICAL -

Runs on the "CP System" hardware.
B-Board ID: 89625B-2

Players: 2 (alternatively).
Control: 8-way joystick.
Buttons: 2.
=> [1] Slash, [2] Jump

- TRIVIA -

Strider Hiryu was originally released in March 1989 in Japan. It was known there as the third video game made for this system. It is known outside Japan as just "Strider".

The title of this game translates from Japanese as 'Flying Dragon Strider'. 

Known re-releases: 
"Strider Hiryu [B-Board 91634B-2]" (1991) 

Known export releases: 
"Strider [B-Board 89624B-2]" 
"Strider [B-Board 89624B-3]" 

Strider became one of Capcom's early hits before "Street Fighter II - The World Warrior", revered for its innovative gameplay, multilingual voice clips during cutscenes. 

Hiryu did not have his beginnings at the Arcades, but rather at the black and white pages of a manga anthology. The original Strider Hiryu manga was serialized between May and October 1988 issues of the Monthly Comp Comics and was illustrated by Tatsumi Wada (an alias of Strider's creator, Moto Kikaku or perhaps the other way around). Capcom was heavily involved in the production of the manga, which led to the creation to the later CPS game. The manga told the story of former Strider, Hiryu, who retired after killing his older sister, Mariya, who went insane for some mysterious reasons. A few years since the incident, Hiryuu is forced out of retirement by Strider director Matic when he tells the news of Kain's capture by enemy forces. The Strider Hiryu arcade game was released shortly after the manga finished it's run, although the game barely has anything to do with the plot of the manga. 

As Strider was made before the fall of Communism, one could take this as a 'cold war'-era game. The main plot of the story revolves around the fact that nuclear war had broken out and a Russian secret weapon went on a rampage, the only people being able to stop it are 'Earth's Final Guardians', the Striders. Hiryu is the youngest of the Striders. Kafazu (the setting of Strider) is yet another obfuscated name (think Gotham City and New York, for you Batman fans). It's actually Kazhakstan. If you don't know what that is, it's a country in central Asia. The number of mosques in Kafazu also reflects the fact that Kazhakstan is a mainly muslim population. 

Strider Hiryu was resurrected in 1998 as a character in "Marvel vs. Capcom - Clash of Super Heroes". 
One of the three girls at the end of level 2 appears as a striker character (Ton-Pooh) in "Marvel vs. Capcom - Clash of Super Heroes". 

Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Strider Hiryu : G.S.M. Capcom 2 - D25B1001) on May 21, 1989.

- SCORING -

When you complete a level, you get the following bonus points...
1: 5,000 points
2: 8,000 points
3: 10,000 points
4: 10,000 points
5: 30,000 points

- TIPS AND TRICKS -

1 - During the game you can have the maximum of 2 'helpers'. Every time you get a helper, it will use the 'last' slot available of your life meter, or be, if you receive a damage, you will lose this life-slot and will lose your helper.
2 - Try to 'link' your helper(s) in the 'left-side' slots, because you will lose the helpers only if you get a lot of damage. On the 1st stage, be with only 2 life-slots when catching the helpers, it will maintain they more safe.
3 - If you have only 2 life-slots, and both 2 helpers, try to find the 'tiger' icon, but don't catch it. Get damage until you have only 1 life-slot. Now catch the tiger icon. The tiger will help you a few seconds, and it is over you will own the 2 helpers, but it will use only one slot, the left-slot. You will lose it only if you die (time-over not included).
4 - If you lose a life by 'time-over', your stock of 'helpers' will maintain, and it will keep on the same "slot" of the helpers.

- SERIES -

1. Strider Hiryu [B-Board 89625B-2] (1989, Arcade)
2. Strider Hiryu 2 (1999, Arcade)
3. Strider (2014, PS4, Xbox One)

- STAFF -

Object Designers : Shinji Sakashita (Sakashita Thing), Take Pong, Tissue (Tisshu), Makizoe, Tery, Terabo, Hisabo, Kuribo, Komsan, Gin
Scroll Designers : Teiki, Rie. Poo, Ziggy, Rinma, Marilyn Higuchi, Morilyn, Kintaro
Soft Programmers : T. Maruchi, Tae 250r, Mikkun, Tadaken, Kiyomi Kaneko (Kanekon), Dorompa. E, Ka~kuny, Check. Masa
Music by : Junko Tamiya
Planning Advisers : Tokuro Fujiwara (Arthur), Yossan
Game Planner : Hiroichi Yotsui (Isuke)

- PORTS -

All Japanese ports are listed here. To see non-Japanese ports, please see the 'outside Japan' version's entry; "Strider [B-Board 89624B-2]" 

* Consoles : 
NEC PC Engine Arcade CD-ROM² [JP] (September 22, 1994) "Strider Hiryu [Model NAPR-1041]"
Sega Mega Drive [JP] (September 29, 1990) "Strider Hiryu [Model G-4037]"
Sony PlayStation [JP] (February 24, 2000) "Strider Hiryu 1&2 [Disc 2] [Model SLPS-02621]" 
Sony PlayStation [JP] (October 24, 2006) "Strider Hiryu [Capcom Game Books Series] [Model SLPM-87401]" 

* Computers : 
Sharp X68000 [JP] (1992)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2680&o=2

$end


$info=striderjr,
$bio

Strider Hiryu (c) 1991 Capcom Company, Limited.

Re-release of "Strider Hiryu [B-Board 89625B-2]". See this entry for more information about the game itself.

- TECHNICAL -

Runs on the "CP System" hardware.
B-Board ID: 91634B-2

- TRIVIA -

This re-edition was released in 1991 in Japan only. The title screen copyright date is unchanged.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69741&o=2

$end


$megadriv=striderj,
$bio

ストライダー飛竜 (c) 1990 Sega Enterprises, Limited.
(Strider Hiryu)

- TECHNICAL -

Game ID: G-4037
Cartridge ID: 670-0854
Cover ID: 670-0855

- TRIVIA -

Strider Hiryu for Mega Drive was released on September 9, 1990 in Japan.

- STAFF -

Chief Programmer: Keiichi Yamamoto (Yamai)
Program Coordinator: Keiichi Yamamoto (Yamai)
Assistant Programmer: Matsuhide Mizoguchi (Mizoran)
Chief Designer: Tarō Shizuoka (Taro S.)
Graphic Coordinator: Tarō Shizuoka (Taro S.)
Designer: Atsushi Seimiya (Sayshi), Mt. Maya
Sound Programmer: XOR
Total Coordinator: Pal‑ko
Special Thanks to: Hiroshi Momota (Momonga Momo), Little Sun, Larie, Thunder, Panpakapann, Filly, The Hi Master, Capcom Arcade Staff

- PORTS -

* Consoles :
Nintendo Wii [Virtual Console] [JP] (November 15, 2011)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56907&o=2

$end


$pcecd=strider,
$bio

ストライダー飛竜 (c) 1994 NEC Avenue, Limited.
(Strider Hiryu)

Strider Hiryu is an action game by NEC Avenue and conversion of Capcom's classic arcade game of the same name originally released in 1989. In the year 2042, the world is crumbling under the rule of a heartless dictator named Meio (the 'Grand Master') and his mysterious army. Six years later, Hiryu (the 'Flying Dragon'), a A-Class agent from the elite anti-terrorist group called the 'Striders', is given the mission to reach Meio's hideout, the Third Moon, and to eliminate the evil dictator. Hiryu's journey begins in Kafazu, a fortress city in Russia, and his mission eventually takes him to a variety of hostile locations - from frozen Siberia to the heart of the Amazonian forest or deep inside a space station orbiting around the Earth. Like all the A Class members of the Striders secret organization, Hiryu is armed with a lethal plasma-blade called the 'Cypher' that can cleave through obstacles and enemies in a single blow - and Hiryu is very proficient at it. Additionally, the elite soldier is an expert in acrobatics and he uses this unerring dexterity for evading enemy attacks or sneaking up on them. With the help of a special claw, the agile Strider can climb vertical walls or inclined platforms with incredible ease. Hiryu can also acquire small robotic drones to help him with his mission - some just stay close to the player and attack enemies, whereas others, such as the Hawk or the Panther, just kill enemies on the screen. Additionally, special small containers are scattered throughout the levels and release various power ups items, such as Life upgrades (increase the player's life bar), Sword upgrades (increase the range of the Cypher) or temporary invulnerability. This PC-Engine version of Strider Hiryu consists of six stages (as opposed to five in the original arcade game) as well as exclusive animated cutscenes and an arranged redbook soundtrack.

- TECHNICAL -

Game ID: NAPR-1041

- TRIVIA -

Strider Hiryu for PC-Engine CD was released on September 22, 1994 in Japan.

There has been a lot of drama surrounding the release of this PC-Engine port of Strider Hiryu. You may have noticed that it was released in 1994 - five years after the original arcade game, and four years after the Sega Mega Drive version. So what happened? It seems that original work began on a Super Grafx HuCard version in 1990 - but, apparently, the failure of the system forced NEC Avenue to make a CD-ROM version instead (it seems that the choice of the Arcade Card came later). Although the incredible delay is explainable, various pictures appeared in Japanese magazines around 1990 arguably 'showing' images of the game in action. And indeed, the images do show differences with the original arcade game (they could be pictures taken from an arcade beta version though). In any case, this was enough to start a rumor mill among PC-Engine fans, and this subject remains a topic of controversy, still to this day.

Interestingly, this PC-Engine port was made by the Japanese developer Dice Creative. Their website states that the company was created in response to a request for third party outsourcing by Satoru Iwata (Manager of Development of HAL Laboratory at the time and now president of Nintendo). They first released the gambling game Vegas Stakes/Las Vegas Dream (Super Famicom, 1993) and Strider Hiryu for the PC-Engine followed in 1994. This is rather strange if you take into consideration that Dice only developed 'low-profile' games for Hal Laboratory and Strider was the only PC-Engine game they ever made... How did they end up inheriting NEC Avenue's Strider project? However, all of this partly explains why Strider looks under part compared to other NEC Avenue games...

This PC-Engine port is quite faithful to the original arcade game. But, NEC Avenue (maybe in a way to apologize for the game being delayed) added an exclusive second stage (a desert camp level), as well as new animated cutscenes filling out the story in even more detail and a CD-quality remixed soundtrack. However, the game lost the original parallax scrolling and the stage layout is slightly different in places.

- STAFF -

CAST
Hiry?: Shiozawa Kaneto
Others: T?ma Yumi, Hori Yukitoshi, Ikeda Sh?ichi, Yada K?ji, Matsui Maaji
Grand Master: Toitani K?ji
Narration: Kayumi Iemasa

Game Part
Program: Imagawa Toyohiro, Takahashi Gor?
Map Graphics: Ishii Sencho, Sait? Akihiro, Sugino Gen, Nakamura Nobumasa, Horiguchi Masao
Visual Demo Part
Program: Watanabe Mamoru
Character Design & Animate: Inano Yoshinobu
Graphics: Aoki Y?ko, Ishii Sencho, ?tsu Chiaki, Sait? Akihiro, Sugino Gen, Maruyama Seiji
Music: K.M. Brothers
Produce: Sait? Akihiro
Direction: ?no Satoshi
Executive producer: Tabeta Toshio

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58399&o=2

$end


$x68k_flop=strider,
$bio

Strider Hiryuu (c) 1992 Capcom Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88110&o=2

$end


$amigaocs_flop=strider2,
$bio

Strider II (c) 1989 US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75128&o=2

$end


$megadriv=strider2,
$bio

Strider II (c) 1990 US Gold

- TRIVIA -

Reviews:
[FR] June 1993 - Consoles + N.21: 91/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56908&o=2

$end


$cpc_cass=strider2,
$bio

Strider II (c) 1990 US Gold, Ltd. [Birmingham, UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99397&o=2

$end


$sms=strider2,
$bio

Strider II (c) 1992 US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56204&o=2

$end


$amigaocs_flop=stridij,
$bio

Strider II + Indiana Jones and the Last Crusade [uperheroes] (c) 1989 US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75129&o=2

$end


$megadriv=strider2u,
$bio

Strider Returns - Journey from Darkness (c) 1990 US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57425&o=2

$end


$info=strider,
$bio

Strider (c) 1989 Capcom Company, Limited.

Export release. Game developed in Japan. For more information about the game itself, see the original Japanese version entry; "Strider Hiryu [B-Board 89625B-2]".

- TECHNICAL -

Runs on the "CP System" hardware.
B-Board ID: 89624B-2

- TRIVIA -

On the title screen of these Export versions, Strider is written in English on top of the 'Hiryu' Kanji. The 'Hiryu' kanji are colored with a purple gradient. Instead of in the Japanese version's where Strider is written in katakana to the left of the 'Hiryu' kanji. The 'Hiryu' kanji starts out red, then catches on fire. 

Also, in the US version, Strider Hiryu is missing his yell when swinging his sword. 

The game was soon re-edited as "Strider [B-Board 89624B-3]".

- SERIES -

1. Strider [CP-S No. 03] (1989) 
2. Strider 2 (1999)

- PORTS -

All released outside Japan are listed here. To see Japanese ports, please see the original Japanese entry of the game; "Strider Hiryu [B-Board 89625B-2]". 

* Consoles : 
Nintendo NES [US] (July 1989) "Strider [Model NES-HX-USA]" 
Sega Genesis [US] (1990) "Strider" 
Sega Mega Drive [BR] (1991) "Strider" by Tec Toy
Sega Mega Drive [EU] (1991) "Strider"
Sega Master System [US] [EU] (1991) "Strider [Model 9005]" 
Sega Master System [KO] (1993) "Strider" by Samsung
Sega Master System [BR] (1993) "Strider" by Tec Toy 
Sony PlayStation [US] (July 28, 2000) "Strider 2 [Disc 2] [Model SLUS-01163]" 
Sony PlayStation [EU] (December 15, 2000) "Strider 2 [Disc 2] [Model SLES-12867]" 
Microsoft XBOX [US] (November 24, 2006) "Capcom Classics Collection Vol. 2" 
Sony PlayStation 2 [US] (November 24, 2006) "Capcom Classics Collection Vol. 2 [Model SLUS-21473]" 
Sony PlayStation 2 [AU] (April 11, 2007) "Capcom Classics Collection Vol. 2 [Model SLES-54561]" 
Sony PlayStation 2 [EU] (April 13, 2007) "Capcom Classics Collection Vol. 2 [Model SLES-54561]" 

* Handhelds : 
Sony PSP [US] (March 22, 2006) "Capcom Classics Collection Remixed [Model ULUS-10097]" 
Sony PSP [EU] (July 21, 2006) "Capcom Classics Collection Remixed [Model ULES-00347]" 

* Computers : 
Amstrad CPC [EU] (1989) 
Atari ST [EU] (1989) : Re-released as a Budget edition (1990) 
Commodore C64 [EU] [US] (1989) 
Commodore Amiga [EU] (1989) 
PC [MS-DOS, 5.25"] [EU] (1989) 
Sinclair ZX Spectrum [EU] (1989) 
Amstrad CPC [EU] (1990) by Kixx 
Amstrad CPC [EU] (1990) "Les Aventuriers" 
Amstrad CPC [EU] (1991) "Capcom Collection" 
Atari ST [EU] (1991) "Capcom Collection" 
Commodore C64 [EU] (1991) "Capcom Collection" 
Commodore Amiga [EU] (1991) "Capcom Collection" 
Sinclair ZX Spectrum [EU] (1991) "Capcom Collection" 

* Others : 
Tiger Handheld LCD Game [US] (19??)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2678&o=2

$end


$info=striderua,
$bio

Strider (c) 1989 Capcom USA, Incorporated.

Re-release of "Strider [B-Board 89624B-2]". Refer to this entry for more information about the game itself.

- TECHNICAL -

Runs on the CP System hardware.
B-Board ID: 89624B-3

- TRIVIA -

This re-release was available in North America only.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69740&o=2

$end


$info=strideruc,
$bio

Strider [B-Board 90629B-3] (c) 1989 Unknown.

Pirate Street Fighter II conversion.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101124&o=2

$end


$sms=strider,striderd,
$bio

Strider (c) 1991 Sega Enterprises, Limited.

- TECHNICAL -

Cartridge ID: 9005

- TRIVIA -

Strider for Sega Master System was released in 1991 in North America and Europe.

Reviews:
[FR] 1990 - Consoles + HS N.2: 67/100
[FR] May 1993 - Consoles + N. 20: 84/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56203&o=2

$end


$nes=strider,
$bio

Strider (c) 1989 Capcom Company, Limited.

- TECHNICAL -

Cartridge ID: NES-HX-USA

- TRIVIA -

Strider for NES was released in July 1989 in North America.

- PORTS -

* Handhelds : 
Nintendo Game Boy Advance [US] (September 19, 2006) "Capcom Classics Mini Mix [Model AGB-BC6E-USA]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55602&o=2

$end


$info=strike,
$bio

Strike (c) 1978 Zaccaria.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5593&o=2

$end


$info=j6strk10,j6strk10a,j6strk10b,j6strk10c,j6strk10d,j6strk10e,j6strk10f,j6strk10g,j6strk10h,j6strk10i,j6strk10j,j6strk10k,
$bio

Strike 10 (c) 199? Ace Coin Equipment, Limited.

- TECHNICAL -

Impact

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41146&o=2

$end


$info=sc1str4,sc1str4a,
$bio

Strike 4 (c) 1988 ELAM.

- TECHNICAL -

Model 5367

- TRIVIA -

Strike 4 was released in March 1988.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=21269&o=2

$end


$info=m3slight,
$bio

Strike A Light (c) 198? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41202&o=2

$end


$amigaocs_flop=strikace,
$bio

Strike Aces (c) 1990 Accolade, Incorporated. [San Jose, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75130&o=2

$end


$info=sbowling,
$bio

Strike Bowling (c) 1982 Taito.

- TECHNICAL -

Runs on three boards :

* TOP BOARD :
PCB # : KBO70001  KBN00001
DIPSW : 8 position x2
Sound Chips : General Instrument AY8910 (@ 1.248 Mhz)
Volume POTs x4 (Master volume + 3 for separate sound levels)

* MIDDLE BOARD :
PCB # : KBO70002  KBN00002
Main CPU : Intel 8080 (@ 1.9968 Mhz)
XTAL : 19.968MHz
RAM : 2114 x2
ROMs : 2732 x3 (main program)

* BOTTOM BOARD : 
PCB # : KBO70003  KBN00003
RAM : TMS4060 x32
ROMs : 2716 x3, 2732 x1
PROMs : NEC B406 (1kx4) x2

Screen orientation : Vertical
Video resolution : 224 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024

Players : 2
Control : Trackball

- TRIVIA -

Released in May 1982 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2682&o=2

$end


$info=strkfgtr,strkfgtrj,
$bio

Strike Fighter (c) 1991 Sega.

A single player sprite-scaled shoot-em-up in which the player takes the seat of an F-14 flight combat simulator with a view to shooting down swathes of enemy planes, avoiding incoming gunfire and missiles.

- TECHNICAL -

Sega Y Board hardware

Main CPU : (3x) 68000 (@ 12.5 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2151 (@ 4 Mhz), Sega (@ 4 Mhz)

Control : stick
Buttons : 3

- TRIVIA -

Strike Fighter was released in May 1991 in Japan.

As a Japan-only release, Strike Fighter was available as a conversion kit for "G-Loc - Air Battle". The game is a natural successor to 1987's "After Burner" and was later ported over to the Sega CD as "After Burner III".

- SERIES -

1. After Burner (1987, Arcade)
2. After Burner II (1987, Arcade)
3. G-Loc - Air Battle (1990, Arcade)
4. R360 - G-Loc Air Battle (1990, Arcade)
5. Strike Fighter (1991, Arcade)
6. Sky Target (1995, Arcade)
7. Sega Strike Fighter (2000, Arcade)
8. After Burner Climax (2006, Arcade)
9. After Burner - Black Falcon (2007, PSP)

- STAFF -

Designed by : Yu Suzuki

- PORTS -

* Consoles :
Sega CD (1992) "After Burner III"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3684&o=2

$end


$cpc_cass=strikefc,
$bio

Strike Force Cobra [Model AS137] (c) 1986 Alternative Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99401&o=2

$end


$cpc_cass=strikefh,
$bio

Strike Force Harrier (c) 1986 Mirrorsoft, Ltd. [England]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99403&o=2

$end


$amigaocs_flop=strikefh,
$bio

Strike Force Harrier (c) 1988 Mirrorsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75131&o=2

$end


$amigaocs_flop=strikefha,
$bio

Strike Force Harrier [Budget] (c) 1988 Mirror Image

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75132&o=2

$end


$gba=strikefhu,
$bio

Strike Force Hydra [Model AGB-AFHE-USA] (c) 2003 AIA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75864&o=2

$end


$gba=strikefh,
$bio

Strike Force Hydra [Model AGB-AFHP] (c) 2003 Ignition Ent., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75863&o=2

$end


$cpc_cass=sasstfrc,sasstfrcmg,
$bio

Strike Force SAS (c) 1987 Mikro-Gen [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98988&o=2

$end


$snes=sgunnerj,
$bio

Strike Gunner S.T.G (c) 1992 Athena Co. Ltd.

Strike Gunner is a vertical shooter and adaptation of Tecmo's arcade game originally released in 1991. The action takes place in 2008, as an armada of enemy ships enter the Earth atmosphere and wreaks havoc on its path. Mark and Jane, two elite pilots, have been selected to save the day, and fly their fighter-jets deep behind enemy lines. But before diving into battle and fighting off endless waves of enemy fighters, the player must select a secondary weapon from a extensive list of fifteen : Shield Unit, Homing Missiles, Atomic Missiles, Laser Cannon and so forth. But they come with a twist, and the selected weapon can only be used once per level (as long as its energy bar is full), and another one must be selected for any upcoming level. This certainly adds a lot of strategy to the game, and the player must constantly decide which weapon to equip early in his mission, and which one to save for later stages. The main weapon, a simple vulcan-gun, can nevertheless be slowly upgraded during the game. Strike Gunner also includes a simultaneous two player option.

- TECHNICAL -

Cartridge ID: SHVC-SG

- TRIVIA -

Released on March 27, 1992 in Japan for 8900 Yen.

Reviews:
[FR] March 1992 - Consoles + N.8 (Page 96-97): 82/100
[FR] June 1992 - Joypad N.9: 72/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62239&o=2

$end


$snes=sgunner,
$bio

Strike Gunner S.T.G [Model SNS-SG-USA] (c) 1992 NTVIC

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63624&o=2

$end


$info=v4strike,v4strike2,v4strike2d,v4striked,
$bio

Strike It Lucky (c) 199? Barcrest.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=34049&o=2

$end


$info=j2siricha,
$bio

Strike It Rich (c) 198? JPM International.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61483&o=2

$end


$info=m1sirich,m1siricha,m1sirichb,m1sirichc,
$bio

Strike It Rich (c) 199? Maygay.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42350&o=2

$end


$info=sc1sir,sc1sira,sc1sirb,sc1sirc,
$bio

Strike it Rich (c) 1990 Bell-Fruit Mfg. Company, Limited. [B.F.M.]

- TECHNICAL -

[Model 5773]

- TRIVIA -

Strike it Rich was released in March 1990 in the UK.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15151&o=2

$end


$coleco=strikeit,
$bio

Strike It! (c) 1983 Telegames

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53360&o=2

$end


$info=strik_l4,
$bio

Strike Master (c) 1992 Williams Electronics Games, Incorporated.

- TECHNICAL -

Williams WPC (Dot Matrix)

Main CPU : Motorola M6809 (@ 2 Mhz)
Sound CPU : Motorola M6809 (@ 2 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), DAC, HC55516

- STAFF -

Strike Master was created by : Mike Boon (MAB), Dick Valosek, Scott Slomiany (Scott Matrix), Matt Booty, Linda Deal, Dan Lee, Bill Pfutzenreuter (Pfutz)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=8035&o=2

$end


$info=j2strk10,
$bio

Strike Ten (c) 198? JPM International.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15804&o=2

$end


$ti99_cart=strike3,
$bio

Strike Three! (c) 1988 Phillips [John Phillips]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84745&o=2

$end


$nes=strikwlf,
$bio

Strike Wolf [Model MGC-014] (c) 19?? TXC Corp. [Taiwan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76954&o=2

$end


$info=sc4strx,sc4strxa,sc4strxb,sc4strxc,
$bio

Strike X (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR1114]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42815&o=2

$end


$info=szone_l5,szone_l2,
$bio

Strike Zone (c) 1984 Williams Electronics, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=7393&o=2

$end


$info=strkzone,
$bio

Strike Zone Baseball (c) 1988 Leland Corp.

- TECHNICAL -

Main CPU : (2x) Zilog Z80 (@ 6 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.66 Mhz), Custom (@ 1.66 Mhz)

Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024

Players : 2
Control : stick
Buttons : 6

- TRIVIA -

Released in February 1988.

D. Christianson and J. Hubber worked approximately 9 months on this game. They worked for free for almost 3 months to finish the game.

- SERIES -

1. World Series - The Season (1985)
2. Baseball The Season II (1987)
3. Super Baseball Double Play Home Run Derby (1987)
4. Strike Zone Baseball (1988)

- STAFF -

Lead Programmer : Medo Moreno
Art Director : Dan Viescas
Lead Artist : Dana Christianson
Artist : Jerry Huber

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2683&o=2

$end


$info=sc1strk,
$bio

Strike (c) 1998 ELAM.

- TECHNICAL -

Model 6882

- TRIVIA -

Strike was released in February 1998.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42166&o=2

$end


$cpc_cass=strike,
$bio

Strike [Model IA 0170] (c) 1987 Mastertronic, Ltd. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99400&o=2

$end


$info=ss4358,ss4359,ss4360,ss4361,ss4362,ss4363,
$bio

Strike! (c) 1993 IGT [International Game Technologies].

3-Coin Multiplier slot.

- TECHNICAL -

[Model 197A]

- UPDATES -

# SS4358
Max %: 97.421
Hit Freq.: 15.203
Win Freq.: 6.57

# SS4359
Max %: 95.02
Hit Freq.: 14.935
Win Freq.: 6.70

# SS4360
Max %: 92.427
Hit Freq.: 14.502
Win Freq.: 6.90

# SS4361
Max %: 90.009
Hit Freq.: 14.255
Win Freq.: 7.02

# SS4362
Max %: 87.472
Hit Freq.: 13.834
Win Freq.: 7.23

# SS4363
Max %: 85.031
Hit Freq.: 13.651
Win Freq.: 7.33

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=37617&o=2

$end


$info=ss4420,ss4421,ss4422,ss4423,ss4424,
$bio

Strike! (c) 1993 IGT [International Game Technologies].

2-Coin Multiplier slot.

- TECHNICAL -

Model 197B

- UPDATES -

SS4420
SS4421
SS4422
SS4423
SS4424

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46229&o=2

$end


$amigaocs_flop=strikflt,
$bio

Strikefleet (c) 1991 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75133&o=2

$end


$info=strkforc,
$bio

Strikeforce (c) 1991 Midway.

Strike Force is a side-scrolling shoot-em-up and is the third game in Midway's seminal "Defender" series. Saurian lizard men have overrun all twenty-two planets that form the New Earth Solar System colonies, capturing and mutating the resident humans into reptiles to use as slave labour at their stronghold base, the Saurian 'Mega-Star Apocalypse'.

Players fly a spaceship over the surface of the of planets, destroying enemy waves and rescuing humans from the alien invaders, with rescued humans hanging from the underside of the player's ship. Once these tasks have been completed, the mothership arrives to pick up the player's ship, together with any humans they have rescued. Players can decide which planets to attack, when to purchase additional firepower and when to attack the Apocalypse.

Strike Force adds several new features to the series. Two players can now share the screen at one time and the surface of each planet is littered with various special weapons that can be picked up and deployed. Humans can be 'mutated' into small green creatures that will fight against the player (although players can still pick them up for points as, with the unmutated humans). The mutants can also use vehicles found on the planet's surface against the player.

- TECHNICAL -

Midway Y Unit hardware

Main CPU : TMS34010 (@ 6.25 Mhz)
Sound CPU : Motorola M6809 (@ 2 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.57958 Mhz), DAC, HC55516 (@ 3.57958 Mhz)

Players: 2
Control: 8-way joystick
Buttons: 3

- TRIVIA -

Strikeforce was released in February 1991.

If you look at the Today's Victors part of the high score screen, you should see the initials DEF for rank 5, END in rank 6, and ER in rank 7; they spell out the word, 'DEFENDER' (as in the game, "Defender").

- TIPS AND TRICKS -

* To reach the ultimate bad guy without having to go through the entire enemy starship, you just play the LEFT player, and get yourself killed at the far LEFT end of the starship (the very beginning). When you reincarnate, you'll be at the far RIGHT end of the board, past the wall (or IN the wall if you weren't far enough left). The boss will not appear until you move to the left past where he should be (though things will start firing at you immediately). Kill the boss, get your free credit, start again. ;)

* Strategy Tip : kill dreadnaughts with one timewarp and one cluster bomb. You always get the time warp back, plus other goodies.

* Score Hogging Tip : clear out all the planets but one, and then fly around from starbase to starbase waiting for dreadnaughts to appear. Pick 'em off using the above method. This gets boring after a while, of course...

- SERIES -

1. Defender (1980)
2. Stargate (1981)
3. Strikeforce (1991)
4. Defender 2000 (1996, Atari Jaguar)

- STAFF -

Programmers : Todd Allen (TRA), Eric Pribyl (ELP)
Artists : John Vogel (JCV), Jim Gentile (JPG)
Music and Sounds : Chris Granner (C G), Rich Karstens (R K)

Staff : Sheridan Oursler (S O), Mark Penacho (MDP), Tim Coman (TIM), John Tobias (JON), Jack E. Haeger (JEH), Eugene Jarvis (EPJ), Ray Czajka (RAY), George N. Petro (GNP), (BUN), (LOF), Al Lasko (A L), Cary Mednick (CMM), Steve Ritchie (SSR), Larry DeMar (LED), Mark Turmell (M T), (MTN), (NLN), (JTK)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2684&o=2

$end


$snes=striker,strikerp,
$bio

Striker (c) 1992 Elite Systems, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63625&o=2

$end


$megadriv=striker,strikerp,
$bio

Striker (c) 1994 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56909&o=2

$end


$saturn,sat_cart=strik96j,
$bio

Striker '96 (c) 1996 Acclaim Japan [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59734&o=2

$end


$saturn,sat_cart=strik96u,
$bio

Striker '96 (c) 1996 Acclaim Entertainment, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60171&o=2

$end


$saturn,sat_cart=strik96,
$bio

Striker '96 (c) 1996 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60426&o=2

$end


$cpc_cass=strikemg,
$bio

Striker Manager (c) 1990 Cult

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99404&o=2

$end


$amigaocs_flop=strikmng,
$bio

Striker Manager (c) 1991 D & H Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75135&o=2

$end


$cdi=striker,strikeru,
$bio

Striker Pro (c) 1994 Philips Interactive Media, Incorporated.

Striker Pro - The best CD-i football game ever, challenges you to put your skills to the test. There's 64 teams worldwide waiting to be chosen for a Friendly, World League or World Cup competition. And remember real rules apply!

- TECHNICAL -

Model 810 0187

- TRIVIA -

Export releases:
[US] 310690143-2

- STAFF -

Produced by: Simon Golding, Lance Abson, Tim Page

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53092&o=2

$end


$info=strikext,strxt_fr,strxt_gr,strxt_it,strxt_sp,strxt_uk,strknew,
$bio

Striker Xtreme (c) 2000 Stern Pinball.

It's the International Soccer Championship and your country is in contention for the cup. You're the team's most valuable striker and you've been given one simple job : SCORE GOALS!

Sixteen teams have qualified for the tournament and you will need to defeat each one of them in order to celebrate victory. France, U.S.A., Spain, Australia, Germany, Belgium, Sweden, Holland, England, Brazil, Switzerland, Finland, Italy, Canada, Mexico, and Japan are all in contention, with each team becoming increasingly difficult to beat as you advance through the tournament. So use your three flippers and the corner kickback to score goals as the commentator calls out the play-by-play in one of five languages : English, Italian, French, Spanish or German.

As team striker, there are several shots that you're being counted on to make: corner kicks, free kicks, throw-in shots, penalty kicks, and shootouts. But the opponent's goalie, with his belly-mounted target, will be there to stop you with each attempt. So as the competition grows more intense, so do your scoring chances in the Xtreme rounds and in both Stadium and Celebration Multi-Ball modes. Good luck striker...the team is counting on you!

- TECHNICAL -

Cabinet dimensions :
H : 75 1/2in., W : 27in., D : 55in., W : 260lbs

Sega/Stern Whitestar
Model Number : 68

- TRIVIA -

Michael Jackson used to own this game (Serial number: 152533). It was sold at the official Michael Jackson Auction on Apr. 24th, 2009.

- TIPS AND TRICKS -

SKILLSHOT : Time your plunge to collect one of the displayed awards.

MULTIPLAYER : Spell CUP to advance Bonus X.

GOALS : Get past defenders and the goalie to collect current goal award (Big points, Beat Country, Xtreme Round).

PENALTY KICK : Complete 4 soccer ball targets to light side ramp and spot defender return lane for a penalty kick.

SHOOTOUT : Shoot the left hole to spell SHOOTOUT. Then shoot either ramp shot to collect shootout hurry-up award and take a free shot on goal.

COUNTRIES : Defeat flashing country when Beat Country is lit at goal. Complete groups to earn extra awards.

STADIUM MULTIBALL : Shoot the spinner to light locks. Shoot lit ramps to lock balls in Stadium. During multiball, all red arrows are lit for jackpots. Shoot the side ramp for super jackpot. Shooting a goal always defeats a country and relights all jackpots.

FREE : KICK Defeating a country lights free kick on the outlanes (you get the ball back).

HALFTIME : Defeating the 2nd country in a group lights halftime.

SOCCER BALLS : Making shots, soccer ball targets, and soccer ball combos awards soccer balls. Collecting soccer balls lights vendor for a mystery award.

EXTRA : BALL Light extra ball by defeating countries, collecting soccer balls, vendor award, and...?

CELEBRATION MULTIBALL : Defeat all countries to start celebration multiball. All shots are always lit for jackpots. Lock all balls for a chance at super shootout for huge points.

- STAFF -

Art by: Kevin O'Connor
Dots/Animation by: Kurt Andersen
Mechanics by: Joe Balcer, John Borg, Ray Tanzer
Music & Sounds by: Kyle Johnson
Software by: Lonnie D. Ropp, Orin Day, Keith P. Johnson
Artwork also by: Jason J. Dominiak

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5595&o=2

$end


$gamegear=striker,
$bio

Striker [Model 2551-50] (c) 1995 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64883&o=2

$end


$info=striker,
$bio

Striker (c) 1982 Gottlieb.

- TECHNICAL -

Gottlieb System 80A
Model Number : 675

- TRIVIA -

910 units were produced.

- STAFF -

Design by : John Trudeau, Allen Edwall
Art by : David Moore

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5594&o=2

$end


$amigaocs_flop=striker,
$bio

Striker [Zool Pack] (c) 1992 Rage

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75134&o=2

$end


$info=s1945,s1945a,s1945j,s1945jn,s1945k,s1945bl,
$bio

Strikers 1945 (c) 1995 Psikyo.

In 1945, the second world war ended. Soon, there was peace, but an organization of high-ranking military officers from all over the world form a global army known as CANY. Their mission was to conquer the world. CANY activity was found in areas like the Soviet Union, America, Japan, and even Germany. It is revealed that CANY had weapons never seen before from rockets to mechanical walkers. The world quickly formed a group of pilots and planes called the Strikers whose mission is to rid of CANY from the world.

- TECHNICAL -

Main CPU : Motorola 68EC020 (@ 16 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : YMF278B (@ 33.8688 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Released in June 1995.

The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to a smiley, and 'THAT IS WRONG' appears.

Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Strikers 1945 II, Strikers 1945 - SGCD-0001) on 20/12/1997.

- TIPS AND TRICKS -

* Unlock Extra Maintenance : if you hold Test Button + PL1 Button 1 during boot, you get extra options in the test menu. A level skip, BG test usually etc...

* Sexy Pilots Images & Names : if you make a perfect score, you can see how the sexy pilots look and what their names are. In practice, this means getting three gold medals at the end of each stage (for time, accuracy and completion). This should be done in the first loop of the game, the pilot of the plane you chose will be seen at the end of this first loop. Two pilots will be seen if it's a two-player game. The pilots can also be seen in the Extra Maintenance menu.

- SERIES -

1. Strikers 1945 (1995)
2. Strikers 1945 II (1997)
3. Strikers 1945 Plus (1999)
4. Strikers 1999 (1999)

- STAFF -

Staff : Jun-ichi Niwa, Shin Nakamura, R.J. Bashmet, Hyoue Ogawa, Wataru Yamazaki, Hideyuki Oda, Youko Tsukagoshi, Hiromi Tanegashima, Masaki Izutani, Ikuya Yoshida, Norikazu Takemori, Toshinori Sugita, Seiki -SSS- Sato, Shiori Saito, Yusataro

- PORTS -

* Consoles :
Sega Saturn [JP] (June 28, 1996) "Strikers 1945 [Model T-14407G]"
Sony PlayStation [JP] (July 19, 1996) "Strikers 1945 [Model SLPS-00407]"
Sony PlayStation 2 (JP] (Aug. 05, 2004, "Strikers 1945 I&II [Psikyo Shooting Collection Vol.1] [Model SLPM-62515]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2685&o=2

$end


$info=s1945ii,
$bio

Strikers 1945 II (c) 1997 Psikyo.

- TECHNICAL -

Main CPU : SH-2 (@ 28.63635 Mhz)
Sound Chips : YMF278B (@ 28.63635 Mhz)

Players : 2
Control : 8-Way Joystick
Buttons : 2
=> Shoot, Bomb

- TRIVIA -

Strikers 1945 II was released in October 1997.

The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to three smileys.

Scitron / Gamest released a limited-edition soundtrack album for this game (Strikers 1945 II, Strikers 1945 - SGCD-0001) on 20/12/1997.

- TIPS AND TRICKS -

* Unlock Extra Maintenance : if you hold Test Button + PL1 Button 1 during boot, you get extra options in the test menu (Stage Select - buggy!, BG Test).

- SERIES -

1. Strikers 1945 (1995)
2. Strikers 1945 II (1997)
3. Strikers 1945 Plus (1999)
4. Strikers 1999 (1999)

- STAFF -

Staff : Yoshiyuki Takami, Shin Nakamura, Hiroshi Yamada, Shiori Saito, Naozumi Yorichika, Hideyuki Oda, Yoko Tsukagoshi, Masaki Izutani, Norikazu Takemori, Emi Taniguchi, Keisuke Takagi, Hideto Kamioka, Keizo Fujita, Kunio Asahara, Kenichi Fujita, Kunihiko Nogomi

- PORTS -

* Consoles :
Sega Saturn [JP] (October 22, 1998; "Strikers 1945 II [Model T-20402G]")
Sony PlayStation [JP] (October 22, 1998; "Strikers 1945 II [Model SLPS-01637]")
Sony PlayStation [JP] (September 28, 2000; "Strikers 1945 II [SuperLite 1500 Series] [Model SLPM-86631]")
Sony PlayStation 2 [JP] (August 05, 2004; "Strikers 1945 I&II [Psikyo Shooting Collection Vol.1] [Model SLPM-62515]")
Sony PlayStation 2 [JP] (July 14, 2005; "Strikers 1945 I&II [Psikyo Shooting Collection Vol.1] [Taito Best] [Model SLPM-62653]")
Sony PlayStation 2 [EU] (July 16, 2004; "1945 I&II The Arcade Games [Model SLES-51741]")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2686&o=2

$end


$saturn,sat_cart=s1945ii,
$bio

Strikers 1945 II (c) 1998 Psikyo.

- TECHNICAL -

[Model T-20402G]

- TRIVIA -

Developed by Kuusou Kagaku, Strikers 1945 II for Saturn was released on October 22, 1998 in Japan by Psikyo.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48045&o=2

$end


$info=s1945p,
$bio

Strikers 1945 Plus (c) 1999 Psikyo.

After inserting quarters and hitting the Start button, the player chooses one of 6 planes (plus 1 hidden plane) or can opt for a random choice.

The available fighters are :
* P-38 Lightning
* Vought XF5U 'Flying Pancake'
* Spitfire Mk. VI
* Zero Type 52
* Focke Wulf Ta 152
* Fiat G.56
* XP-55 Ascender (Hidden) 

The first 4 stages are in random order, while the last 4 are sequential. Players collect weapon powerups, bombs, and gold bars for points. Each plane has a unique 'supershot' which is charged by damaging enemies and fired by holding then releasing the fire button. Supershots can be stored, although the number varies from plane to plane. Using a Bomb results in a large friendly fighter swooping onto the screen and blocking shots while returning fire for a few seconds.

After the player beats the final boss, the game starts again from the beginning, albeit at a much higher difficulty level. All level are similar to the ones in Strikers 1945 II. Only one of the 4 bosses that are randomly chosen and the 6th boss is changed.

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : 0254

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2610 (@ 8 Mhz)

Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096

Players : 2
Control : 8-way joystick
Buttons : 2
=> [A] Shot/Supershot, [B] Support attack

- TRIVIA -

Released in December 1999.

This is an updated version of "Strikers 1945 II" and is exclusive to the Neo-Geo. This is Psikyo's first and only game developed and released for the Neo-Geo MVS (but was not released on the Neo-Geo AES home console).

The game forbids the initials 'SEX' or 'KKK' on the high score table. If you try, they get changed to 3 smileys.

- TIPS AND TRICKS -

* Play as Ascender : At the selection screen, highlight the '?' symbol and press Down+A+B.

* Play as Ascender (Alternate) : Highlight the '?' symbol and press Up, Down, Up, Down, UP(x4), Down. Ascender should appear.

- SERIES -

1. Strikers 1945 (1995)
2. Strikers 1945 II (1997)
3. Strikers 1945 Plus (1999)
4. Strikers 1999 (1999)

- STAFF -

Composers : Masaki Izutani

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2688&o=2

$end


$saturn,sat_cart=s1945,s1945a,
$bio

Strikers 1945 (c) 1996 Atlus Company, Limited.

- TECHNICAL -

[Model T-14407G]

- TRIVIA -

Strikers 1945 for Saturn was released on June 28, 1996 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48041&o=2

$end


$info=s1945iii,
$bio

Strikers 1999 (c) 1999 Psikyo.

Year 1999, fall. The countless super minimum machine group 'nano-machine', which came flying, invaded the principal weapon and military terminals of each country from outer space and began multiplication. This weapon group which is automated with the 'nano-machines' repeated  attack with non discrimination and the metropoles of each country were in a devastating state. A fear of the extensive nuclear warfare with the strategy nuclear missile error morphism hit the world!!! Barely the unit of each country which prevents the invasion of the 'nano- machine' is summoned because of the unmanned weapon eradication  maneuvers. So, fighting with the weapons of the entire world was not enough. The Strikers start the attack on the enemy center! By the way of the time of half a century, new legend of special force STRIKERS now starts!

- TECHNICAL -

Main CPU : SH-2 (@ 28.63635 Mhz)
Sound Chips : YMF278B (@ 28.63635 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Strikers 1999 was released in October 1999 in Japan.

Export releases: This game is known outside Japan as Strikers 1945 III.

The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to three smileys.

The Chaos Queen is the only boss in the game that is pure organic, unlike the others, which are robotics.

Scitron & Art released a limited-edition soundtrack album for this game (Strikers 1999 - SCDC-00004) on 21/01/2000.

- TIPS AND TRICKS -

* Maintenance Code : in test mode, enter this code...
8-1-6-5-0 Maintenance Mode
0-1-9-9-9 Secret Command Enabled (X-36 is available by pressing 'Up' on random box).
8-1-6-3-0 Secret Random Enabled (X-36 is available on Random Box with luck).
8-1-6-2-0 Secret All Disabled (X-36 is not available).
8-1-6-1-0 All Data Erased.
1-2-3-4-5 Reset Scores.

* Technical Bonus : each boss, excluding the last one, has a weak point called 'the core' that is exposed outside for some few seconds. When the player airplane gets close to it at a fixed distance, it turns red. It is possible to defeat the boss quickly by attacking intensively the core at that point in time. The Technical Bonus is added if you destroy the core.

* Super Shot : when an enemy plane is shot the energy accumulates in the level gauge. When there's enough energy accumulated in the level gauge the super shot can be discharged by pressing continously the shot button. While the super shot is discharging the energy of the level gauge keeps decreasing. When energy becomes 0 the super shot stops being able to shoot. In Strikers 1945 III a cancellation function was attached to the super shot so the energy at the level gauge can be preserved.

- SERIES -

1. Strikers 1945 (1995)
2. Strikers 1945 II (1997)
3. Strikers 1945 Plus (1999)
4. Strikers 1999 (1999)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2687&o=2

$end


$info=stk_sprs,
$bio

Strikes and Spares (c) 1978 Bally.

- TECHNICAL -

Bally MPU AS-2518-17 (Chime)
Model Number : 1135

Main CPU : M6800 (@ 475 KHz)

- TRIVIA -

Released in June 1978. 12,820 units were produced.

The development of this game took 11 months (started in August 77).

Artist Kevin O'Connor said at the 2004 Texas Pinball Festival that the girl in the backglass is a fantasy girl and was not based on an actual person.

This was the first backglass O'Connor designed himself.

- STAFF -

Designer : Gary Gayton
Artwork : Kevin O'Connor

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5535&o=2

$end


$info=snspares,snspares1,
$bio

Strikes n' Spares (c) 1995 Gottlieb / Premier Technology.

- TECHNICAL -

Model number : N111

- TRIVIA -

750 units were produced.

- STAFF -

Design : Ray Tanzer, John Buras
Art : Constantino Mitchell

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=7392&o=2

$end


$pce=stripf2,
$bio

Strip Fighter II (c) 1993 Game Express

- TRIVIA -

Original price: 9,800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58736&o=2

$end


$x68k_flop=stripfgt,
$bio

Strip Fighter II (c) 1993 Nankoku Byouyou

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88642&o=2

$end


$x68k_flop=stripfg2,
$bio

Strip Fighter II Sutonyan Dash (c) 1993 Nankoku Byouyou

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88643&o=2

$end


$c64_cart,c64_flop=spoker,
$bio

Strip Poker (c) 1984 Artworx

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53722&o=2

$end


$cpc_cass=stripp,
$bio

Strip Poker (c) 1985 Core [Evry, France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99405&o=2

$end


$amigaocs_flop=spoker2,
$bio

Strip Poker II (c) 1988 Anco

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75136&o=2

$end


$cpc_cass=stripp2p,
$bio

Strip Poker II Plus (c) 1988 Anco Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99407&o=2

$end


$bbca_cass,bbcb_cass=spoker2p,
$bio

Strip Poker II Plus (c) 1989 Anco

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52479&o=2

$end


$amigaocs_flop=spoker2p,spoker2pdd1,
$bio

Strip Poker II+ (c) 1988 Anco

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75137&o=2

$end


$msx1_cass=strpok2p,strpok2pa,
$bio

Strip Poker II+ (c) 1988 Anco

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95020&o=2

$end


$cdi=spokrliv,
$bio

Strip Poker Live (c) 1995 Green Pig Production.

You'll play with the most fascinating international models, waiting to strip for you. You can choose from Julie, a Swedish blonde, Ombretta, the beautiful Mediterranean brunette, the tempting Aysha, just arrived from Maui, the refined Christine from Paris... or if you prefer, Roby, the athlete... The decision is up to you to pass or call. Have fun!

- TECHNICAL -

Model IM99002

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53093&o=2

$end


$pc98=striprol,
$bio

Strip Roulette (c) 1991 Studio Milk [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90734&o=2

$end


$pc98=striprkh,
$bio

Strip Roulette - Kageki Hen (c) 1991 Studio Milk [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90735&o=2

$end


$pc98=striprlh,
$bio

Strip Roulette - Lolita Hen (c) 1993 Studio Milk [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90736&o=2

$end


$info=steaser,
$bio

Strip Teaser (c) 1993 Unknown.

An Italian card game with nude girls.

- TECHNICAL -

Main CPU : Motorola 68000

Palette colors : 512

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4250&o=2

$end


$cdi=strippok,
$bio

Strip-Poker Pro (c) 1994 Hot Stage.

Are you ready for an antalising evening? On you television screen Michael, Max, Lucy, Jane and Nadia are going to try and beat you at poker but not just any sort of poker! They want you to play strip-poker!! You have no doubt already understood that you will have to sharpen your game and playing tactics if you do not want to finish the night in your boxer-shorts! On the other hand you will be well rewarded if you manage to beat Jane, Lucy or Nadia, each one as sexy and seductive as the other. Or indeed Max or Michael who are both slick muscular play-boys.

- TECHNICAL -

Model 812 0142

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53094&o=2

$end


$bbca_cass,bbcb_cass=strip2,
$bio

Stripper II (c) 19?? Aggressive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52480&o=2

$end


$x68k_flop=strokex,
$bio

Stroke.x (c) 1991 Etou Hiroshi

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88644&o=2

$end


$info=strlink,
$bio

Strong Link (c) 200? Extrema-Ukraine.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=12012&o=2

$end


$info=strongx,
$bio

Strong X (c) 1982 Unknown.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32413&o=2

$end


$pc98=strongh,
$bio

Stronghold - Koutei no Yousai (c) 1994 Ving [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90737&o=2

$end


$a2600=strongh,
$bio

Stronghold (c) 1983 CommaVid.

In STRONGHOLD you control a small spacecraft which you pilot on an assault against a well defended asteroid. Your goal is to neutralize the asteroid's defenses by destroying the Command Crawler that controls them. First you must survive a barrage of drones launched from the surface. As you maneuver to blast through the shields that protect the Command Crawler, interceptors home in on your ship and patrollers hover above the shields. When the shields are breached, the Command Crawler itself begins to return your fire. If you can destroy the Command Crawler, a new and better defended asteroid awaits.

- TECHNICAL -

Model CM009

- SCORING -

For each section of shield you knock out, 10 points are scored.
Destroying a drone, patroller or interceptor scores 20 points.
Destroying a Command Crawler scores 90 points.

- TIPS AND TRICKS -

Remember that you can't shoot directly to either side. Don't get 'outflanked' by an attacker coming from the side.

Watch out for rapidly entering attackers. Stay away from the top and bottom of the screen when new attackers are likely to come in.

To keep track of the position of the Command Crawler without looking down at it, listen to the sound as it moves on the asteroid's surface. The louder the sound, the nearer it is to your ship. When it is directly beneath and locked on to fire, a shrill warning alarm is given.

Opportunities may arise to dive under the patrollers and blast the shields, but a poorly timed attempt is likely to be fatal.

To survive the faster drone assaults, shoot a few to break up their pattern and then concentrate on dodging them.

- STAFF -

Programmer: Joseph Biel

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51053&o=2

$end


$cpc_cass=stroper,
$bio

Stroper [Model AM-1259] (c) 1992 Zigurat Soft [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99409&o=2

$end


$pc98=strush,
$bio

Strush (c) 1991 Orange House

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90738&o=2

$end


$cpc_cass=stryfe,
$bio

Stryfe - The Everlasting Battle (c) 1986 Ere Informatique [Paris, France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99410&o=2

$end


$cpc_cass=stryfez,
$bio

Stryfe [Model 61731337] (c) 1986 Zafiro Soft. Division [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99411&o=2

$end


$cpc_cass=stryker,
$bio

Stryker in the Crypts of Trogan [Model 3671] (c) 1992 Codemasters Soft. Co., Ltd., The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99412&o=2

$end


$bbca_cass,bbcb_cass=strykrun,
$bio

Strykers Run (c) 1986 Superior Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52481&o=2

$end


$amigaocs_flop=stryx,
$bio

Stryx (c) 1990 Psyclapse

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75138&o=2

$end


$gbcolor=stuartl,
$bio

Stuart Little - The Journey Home [Model CGB-BJIE-USA] (c) 2001 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68823&o=2

$end


$gbcolor=stuartla,
$bio

Stuart Little - The Journey Home [Model CGB-BJIX-EUR] (c) 2001 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68822&o=2

$end


$gba=stuartl2,
$bio

Stuart Little 2 [Model AGB-ASLE-USA] (c) 2002 Activision, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75865&o=2

$end


$gba=stuartl2f,
$bio

Stuart Little 2 [Model AGB-ASLP-EUR] (c) 2002 Activision, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75866&o=2

$end


$cpc_cass=studpokr,
$bio

Stud Poker/Stud Jack (c) 1985 Data Media GmbH

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99413&o=2

$end


$pc8801_flop=sflapd4,
$bio

Studio Flapper Ongaku Disk 4 (c) 1991 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92968&o=2

$end


$pc8801_flop=sflapd5,
$bio

Studio Flapper Ongaku Disk 5 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92969&o=2

$end


$pc98=studiopl,
$bio

Studio Pal CG Shuu (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90739&o=2

$end


$pc8801_flop=studiok2,
$bio

Studio-K2 Disk Vol.1 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92970&o=2

$end


$nes=studygam,
$bio

Study and Game 32 in 1 (c) 19?? Unknown [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76955&o=2

$end


$nes=studybox,
$bio

Study Box (c) 19?? Fukutake Shoten

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54658&o=2

$end


$info=stuntair,
$bio

Stunt Air (c) 1983 Nuova Videotron

A Sega's "Star Jacker" bootleg.

- TRIVIA -

Stunt Air was released in October 1983.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72291&o=2

$end


$cpc_cass=stuntsim,
$bio

Stunt Bike Simulator (c) 1988 Silverbird Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99414&o=2

$end


$amigaocs_flop=stuntcar,
$bio

Stunt Car Racer (c) 1989 MicroStyle

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75139&o=2

$end


$cpc_cass=stuntcare,
$bio

Stunt Car Racer (c) 1990 Erbe Soft. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99416&o=2

$end


$cpc_cass=stuntcar,
$bio

Stunt Car Racer - Normal Version (c) 1990 Micro Style

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99415&o=2

$end


$info=stuntcyc,
$bio

Stunt Cycle (c) 1976 Atari.

Daredevil thrills. A fantastic motorcycle jump and stunt attraction. Realistic handlegrip throttle control accelerates motorcycle. Riders try to jump over an increasing number of buses without crashing--more than 8, it's a wipeout! The roar of acceleration, crashing, the cheer of the crowd--high speed wheelies over more and more buses add to the excitement.

- TRIVIA -

Released in January 1976.

Early versions of the Stunt Cycle hardware had a blue jumper wire that was added to the boardset that went to every single chip on the board.

- PORTS -

* Others :
Atari "Stunt Cycle [Model C450]" (1977) [US]
Sears "Motocross [Model 99729]" (1977) [US]: contains 20 games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3401&o=2

$end


$a2600=stuntcyc,
$bio

Stunt Cycle (c) 1980 Atari, Incorporated.

- TRIVIA -

Unreleased prototype.

Only one TIA sound register is used in the game. There are three types of
sounds, acceleration, wipeout, and a ding ding ding when you successfully
make a jump. Each sound cancels out the other.

- SCORING -

Scoring indicated on the right indicates successful jumps, starts with 1 'gimme' point. Score on the left indicates missed jumps. 1 point earned for each jump. You get a total of 9 jumps per game. Each successful jump adds another 'car' or level of distance between the ramps. If you miss a jump, you have to redo that level. Therefore at any point, your right hand score always indicates the number of cars you are jumping over. In attract mode, not only do the colors cycle, but the bike will pop wheelies. Games 7-9 feature a hybrid physics model where the "mid air" trick works but the bike is otherwise sensitive to wipeouts for the rest of the track.

- STAFF -

Programmer: Bob Polaro

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51054&o=2

$end


$nes=stuntkid,
$bio

Stunt Kids (c) 1992 Camerica

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55603&o=2

$end


$cpc_cass=stuntsey,
$bio

Stunt Man Seymour [Model 3723] (c) 1992 Codemasters Soft. Co., Ltd., The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99418&o=2

$end


$a2600=stuntman,
$bio

Stunt Man (c) 1983 Panda, Inc.

- TECHNICAL -

Model 105

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51055&o=2

$end


$snes=stuntfxu,
$bio

Stunt Race FX (c) 1994 Nintendo Company, Limited.

- TECHNICAL -

Cartridge ID: SNS-CQ-USA

- TRIVIA -

Reviews:
[FR] August 1994 - Consoles + N.34: 87%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63627&o=2

$end


$snes=stuntfx,stuntfxp,
$bio

Stunt Race FX [Model SNSP-CQ-FAH] (c) 1994 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63626&o=2

$end


$n64=stuntrac,
$bio

Stunt Racer 64 (c) 2000 Midway Home Entertainment

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57993&o=2

$end


$amigaocs_flop=stuntrck,
$bio

Stunt Track Racer (c) 1989 MicroPlay

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75140&o=2

$end


$info=styphp,
$bio

Stunt Typhoon Plus (c) 2001 Taito.

- TECHNICAL -

Runs on the "Taito Type Zero" hardware.

- TRIVIA -

Stunt Typhoon Plus was released in April 2001 in Japan.

- SERIES -

1. Stunt Typhoon (2000)
2. Stunt Typhoon Plus (2001)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4837&o=2

$end


$gba=stuntmanu,
$bio

Stuntman [Model AGB-AUXE-USA] (c) 2003 Atari Interactive, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75868&o=2

$end


$gba=stuntman,
$bio

Stuntman [Model AGB-AUXP] (c) 2003 Atari Interactive, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75867&o=2

$end


$astrocde=stweek,
$bio

Stweek (c) 19?? Bally Mfg. Co.

This is not a game, it's a Sound Tweeker program that gives direct access to
the music registers.

- TRIVIA -

It was used as an in-house programming tool to make sound effects and music for other cartridges.

- STAFF -

Written by: Scot L. Norris

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86841&o=2

$end


$ibm5150,ibm5150_cass=styx,
$bio

Styx (c) 1983 Windmill Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83704&o=2

$end


$spc1000_cass=styxmon,
$bio

Styx Monitor (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83554&o=2

$end


$info=suhosong,
$bio

Su Ho Seong (c) 1997 SemiCom.

- TRIVIA -

Released in April 1997.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83035&o=2

$end


$cpc_cass=sub,
$bio

Sub (c) 1988 Gasoline Soft. [France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99421&o=2

$end


$amigaocs_flop=subbattl,
$bio

Sub Battle Simulator (c) 1988 Epyx, Incorporated. [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75141&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=subchase,
$bio

Sub Chase (c) 1982 UMI

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86946&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=subcomm,
$bio

Sub Commander (c) 1982 Thorn EMI Video

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86947&o=2

$end


$intv=subhunt,
$bio

Sub Hunt (c) 1981 Mattel Electronics

TO SUB SQUADRON: Enemy convoys approaching... All have destroyer escorts... Station subs at sea... Stalk your targets... Fire torpedoes... Evade surface gunnery and depth charges... Sink all ships... Good hunting!

OBJECT OF THE GAME
You control 4 submarines, one at a time. Your targets: 6 convoys, which are crossing the open sea. Navigate them, sight ships through the periscope, then fire your ready torpedoes. Take evasive action to escape hits from deck guns and depth charges. Sink the ships before they can reach a safe harbor and form an almost-unstoppable invasion force to attack your home base.

- TECHNICAL -

Model 3408

- STAFF -

Program: Tom Loughry

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60964&o=2

$end


$info=subhunt,subhuntr,
$bio

Sub Hunter (c) 1977 Taito.

An old 2-minute timed shoot'em up.

- TECHNICAL -

Prom Stickers : DP

Main CPU : Intel 8080 (@ 1.93356 Mhz)
Sound Chips : Samples

Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 64

Players : 1
Control : 2-way joystick
Buttons : 2

- TRIVIA -

This game is also known as "Depthcharge" (Gremlin).

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2689&o=2

$end


$cpc_cass=subhunt,
$bio

Sub Hunter (c) 2011 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99423&o=2

$end


$bbca_cass,bbcb_cass=subkillr,
$bio

Sub Killer (c) 19?? DK Tronics

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52482&o=2

$end


$spc1000_cass=subrout,
$bio

Sub Routine (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83555&o=2

$end


$mc10=subsrch,
$bio

Sub Search (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87707&o=2

$end


$bbca_cass,bbcb_cass=substrik,
$bio

Sub Strike (c) 19?? TDS Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52483&o=2

$end


$cpc_cass=subs,
$bio

Sub [Model 61731420] (c) 1988 Zafiro Soft. Division [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99422&o=2

$end


$a2600=subscan,subscane,
$bio

Sub-Scan (c) 1982 Sega Enterprises, Limited.

Now hear this! Now hear this! All hands man your battle stations.

Enemy submarines have been detected in your waters. You command a destroyer which can launch as many as four depth charges at a time. Your mission is to sink as many enemy subs as possible.

But it's not that simple. Because SUB-SCAN is more than a shooting match. It's a game of strategy. A battle of wits. Can-and-mouse on the high seas between the hunter above and the hunted below.

- TECHNICAL -

Model 01-002

- TIPS AND TRICKS -

* Your main mission is to hit all the subs. Miss ten and the game is over.

* Once you have aimed a depth charge at a particular sub, keep your eye on the depth charge and the sub. A shallower sub might cruise into the battle scene and run into a previously targeted depth charge. In this case you’ll need to quickly launch another depth charge to hit your original target sub.

* Avoid hitting the BONUS SUB as long as you possibly can! This builds the bonus value up at an incredible rate and keeps the subs moving at a manageable speed. Remember: a BONUS SUB never counts as a missed sub if you let it go.

* Use the viewport. If you time it right, you can hit subs just as they enter the battle scene.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51056&o=2

$end


$n64=mkmythu,
$bio

SUB-ZERO - Mortal Kombat Mythologies (c) 1997 Midway Home Entertainment.

From the distant past of gods and warriors comes the epic quest that is Mortal Kombat Mythologies: Sub-Zero. Follow the adventures of Sub-Zero, a young warrior raised in the desolate expanses of north Asia. Schooled by his father in hand-to-hand combat and other forbidden arts, Sub-Zero is commanded by his masters of the Lin Kuei clan to journey to the heart of China. Here, protected by the majestic Shaolin Temples, lies the sacred Map of Elements. Sub-Zero's mission: to steal they mystic map and return it to the Lin Kuei.

Across the Japanese sea the Ninja, sworn enemies of the Lin Kuei, watches and waits. At last, the time is ripe. The masters of Shirai Ryu -- the most ancient and feared Ninja clan -- summon forth a young warrior named Hanjo Hasashi, better known as Scorpion. He, too, is to journey to the Shaolin Temples and plunder the Map of the Elements.

Mortal Kombat Mythologies takes the bone-crunching action and graphic realism you've come to expect in every MK title and adds all-new elements of adventure and suspense. Diehards will welcome back the classic MK fighting system, complete with a combo meter and the ability to gain dazzling new moves as you rout rival kombatants and gain experience. But MK creator John Tobias has also packed the game with plenty of power-ups, hazards, traps and branching routes.

The guardians of the Shaolin Temple have laid many diabolical traps for those who would seize the sacred map. Sub-Zero will have to elude plunging pillars, swinging battle axes and gigantic crevices that open up beneath his feet. The action ranges from gloomy caverns to opulent palaces to a shattered bridge high above earth. Fortunately, herbal potions and mystical formulas restore his health, ancient inscriptions provide valuable advice, and keys open up locked rooms.

Mortal Kombat Mythologies is the first 128-megabit game for the N64. All that extra memory is used to store high-quality graphics, including fully digitized actors, atmospheric use of light-sourcing and deftly MIP-mapped backgrounds.

- TECHNICAL -

Model NUS-NMYE-USA

- TRIVIA -

SUB-ZERO was released on Dec 8, 1997 in North America.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57843&o=2

$end


$n64=mkmyth,
$bio

SUB-ZERO - Mortal Kombat Mythologies (c) 1998 Midway Home Ent. 

European release.

- TECHNICAL -

Game ID: NUS-NMYP-EUR

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83945&o=2

$end


$cpc_cass=subbuteos,
$bio

Subbuteo (c) 1990 System 4 de Espana, S.A. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99424&o=2

$end


$cpc_cass=subbuteo,
$bio

Subbuteo (c) 1990 Electronic Zoo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99425&o=2

$end


$info=ep_subb,ep_subba,ep_subbb,ep_subbc,ep_subbd,ep_subbe,ep_subbf,ep_subbg,
$bio

Subbuteo (c) 200? Maygay.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15479&o=2

$end


$amigaocs_flop=subbuteo,
$bio

Subbuteo - The Computer Game (c) 1990 Electronic Zoo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75142&o=2

$end


$info=sub,
$bio

Submarine (c) 1985 Sigma Enterprises, Incorporated.

A great sideways-scrolling shoot-em-up. 

The player takes control of a futuristic submarine and must shoot their way through the game's levels in a underwater city and in the depths of the seabed and it is attacked from both sides beneath the water in which the submarine moves and from the bottom the water, by a variety of enemies you must destroy all the machines and avoid collide with obstacles while you pick captive divers and fuel to reach the end of level.

- TECHNICAL -

Main CPU : (2x) Zilog Z80 (@ 4 Mhz)
Sound : Speaker 2xAY-3-8910A YM2610 (@ 1.536000 Mhz)

Screen orientation : Horizontal
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 1024

Players : 2
Control : 4-way Joystick
Buttons : 2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32521&o=2

$end


$sms=submarin,
$bio

Submarine Attack (c) 1990 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56205&o=2

$end


$ti99_cart=submarin,
$bio

Submarine Battle (c) 1982 Texas Instruments

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84746&o=2

$end


$a800=subcomm,
$bio

Submarine Commander (c) 1982 Thorn EMI Video

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86714&o=2

$end


$ti99_cart=subcomm,
$bio

Submarine Commander (c) 1983 Thorn EMI Video

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84747&o=2

$end


$a2600=subcomm,
$bio

Submarine Commander (c) 1982 Sears.

The object of the game is to sink as many enemy ships as possible. As you sink ships, you score points. Some of the ships can drop depth charges, which might damage your submarine.

Depth charges are indicated on the depth charge detector gauge. The gauge alerts you to the closeness and the seriousness of a depth charge. Because your sub is equipped with sonar detection you can identify the location of enemy ships before they are sighted through the periscope. This allows you to shoot a torpedo before the enemy drops a depth charge.

Your sub also carries 3000 units of fuel and two torpedo launchers. The fuel level is proportional to the engine temperature. Watch the engine temperature gauge at the top center of the screen. The more maneuvers you make, the hotter the engine gets. Every torpedo launched uses three units of fuel, but every depth charge hit costs 300-377 units of fuel. Some fuel is also used just to run the submarine engines. When all the fuel runs out, the temperature gauge turns black, and the game is over.

SUBMARINE COMMANDER includes 8 game variations. All odd-numbered games are for one player; all even numbers are two-player games.
Games 1 and 2 are the easiest SUBMARINE COMMANDER games. In these two variations, the enemy ships do not shoot depth charges. All you have to do is shoot torpedoes to sink the enemy ships before you run out of fuel.
In Games 3 and 4, only the destroyers attack with depth charges.
In Games 5 and 6, you will have to avoid the depth charges of both destroyers and PT boats.
Games 7 and 8 are the toughest. You will be dodging depth charges from destroyers, PT boats, and tankers.

- TECHNICAL -

Model 49-75142

- TIPS AND TRICKS -

* Your submarine is equipped with many gauges, each of which is equally important. To learn to scan all of the gauges during game play, it is best to master one gauge at a time. When you learn one, add another gauge. With lots of practice, you will soon be using all of the gauges. 

* Learn to detect the sounds of the PT boats. If you listen, you can hear them coming just before you see them on the screen. 

* Try to sink as many PT boats as possible. They are worth the most points, and they only need one hit to go down. 

* The easiest position to shoot from is the lowest level on the screen. Pull the Joystick back (toward you). When you have mastered ail of the gauges, use the sonar detector and move up to the horizon (push the Joystick forward). Ships on the horizon are worth the most points, but you are more vulnerable to their depth charges.

- STAFF -

Programmer: Matthew Hubbard

- PORTS -

* Consoles : 
Microsoft XBOX [US] (November 16, 2004) "Atari Anthology [Model 26084]" 
Sony PlayStation 2 [US] (November 22, 2004) "Atari Anthology [Model SLUS-21076]" 
Sony PlayStation 2 [EU] (February 18, 1005) "Atari Anthology [Model SLES-53061]" 
Microsoft XBOX [EU] (November 26, 2004) "Atari Anthology" 
Microsoft XBOX [JP] (August 4, 2005) "Atari Anthology [Model B7X-00001]" 

* Handhelds : 
Nintendo DS [US] (November 2, 2010) "Atari Greatest Hits Vol.1 [Model NTR-BR6E-USA]" 
Nintendo DS [EU] (February 24, 2011) "Atari Greatest Hits Vol.1 [Model NTR-BR6P-EUR]" 

* Computers : 
PC [MS Window, CD-ROM] [US] (November 11, 2003) "Atari - 80 Classic Games in One! [Model 25069J]"
PC [MS Window, CD-ROM] [EU] (June 10, 2005) "Atari - 80 Classic Games in One! [Replay]" 

* Others : 
Atari Flashback 3 [US] (September 16, 2011) by AtGames 
Atari Flashback 4 [US] (November 13, 2012) by AtGames 
Atari Flashback 5 [US] (October 1, 2014) by AtGames

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51058&o=2

$end


$info=submar,
$bio

Submarine (c) 1979 Midway.

- TECHNICAL -

Game No. 760

- TRIVIA -

Released in October 1979.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=14436&o=2

$end


$nes=suboreng,
$bio

Subor - English Word Blaster v1.0 (c) 1994 Subor [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76956&o=2

$end


$nes=suborfig,
$bio

Subor - Figure Ratiocination & IQ Puzzle (c) 1994 Subor [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76957&o=2

$end


$nes=suborr,suborr1,
$bio

Subor v1.0 (c) 19?? Subor

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55604&o=2

$end


$nes=subor11,
$bio

Subor v1.1 (c) 1993 Subor [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76958&o=2

$end


$nes=subor3,
$bio

Subor v3.0 (c) 19?? Subor [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76959&o=2

$end


$nes=subor,
$bio

Subor v4.0 (c) 1995 Subor [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76960&o=2

$end


$nes=subwin2k,
$bio

Suborwin 2000 (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55605&o=2

$end


$coleco=subroc,
$bio

Subroc (c) 1983 Coleco Industries, Incorporated. [Amsterdam, NY, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53361&o=2

$end


$adam_cass=subroc,
$bio

Subroc (c) 1983 Coleco Industries, Inc. [Amsterdam, NY, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82708&o=2

$end


$info=subroc3d,
$bio

Subroc-3D (c) 1982 Sega.

SUBROC-3D is an overwhelming 3-dimensional game, with a dual scene system for battles in the ocean or in space. The graphics and sound effects are very exciting!

You command a sophisticated craft and by using the elevation controls you can move it up or down so it can be operated under water or in space.

The periscope-type viewer can be moved from side to side, enabling you to attack more enemies.

Preen the fire button to shoot down the enemy.

The dynamic stereo sound system creates an amazingly realistic surround effect.

Many strangely-shaped crafts, missiles and UFOs suddenly zoom in to attack you; once they are in your sights they can attack you, so shoot first and survive!

The 3-dimensional effect of fast-moving crafts and missiles, combined with the terrifying  explosions seemingly right up close to you are truly bewildering.

To destroy the BARRIER guarding the enemy COMMAND SHIP, you must hit it in the very center.

After blowing up the COMMAND SHIP, you proceed to another round.

The bonus points remaining will be added to your score.

When you reach HIGH SCORE you will get another ship.

In each successive round the score increases by 100 points over the previous round.

Your score and the round are displayed at the top of the screen. Your score and the previous best three scores are displayed over the periscope.

Play ends with the loss of your last ship.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 4.992 Mhz)
Sound Chips : Discrete circuitry

Screen orientation : Horizontal
Video resolution : 240 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 256

Players : 1
Control : 8-way joystick
Buttons : 1

- TRIVIA -

Subroc-3D was released in june 1982 in Japan.

A Subroc-3D unit appears in the 1983 movie 'WarGames'.

- PORTS -

* Consoles :
ColecoVision (1983)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2690&o=2

$end


$info=subs,
$bio

Subs (c) 1979 Atari.

- TECHNICAL -

Game ID : 033714

Main CPU : MOS Technology M6502 (@ 756 Khz)
Sound Chips : Discrete (@ 756 Khz)

Screen orientation : Horizontal
Video resolution : 512 x 224 pixels
Screen refresh : 57.00 Hz
Palette Colors : 4

Players : 2
Control : dial
Buttons : 1

- TRIVIA -

Released in May 1979. Subs was the first multi-monitor game. Players stood on opposite sites of each other and used radar to find the others hidden sub and blow it away. In addition to the dual monitor, this was the first game with an operator optional add-a-coin or regular credit coinage mode. In add-a-coin mode, the game can be set on eight different times per coin.

- STAFF -

Designed and programmed by : John Ray, Phil Hash
Hardware Engineer : John Ray

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2691&o=2

$end


$cpc_cass=subsunk,
$bio

Subsunk Adventure (c) 1985 Firebird Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99426&o=2

$end


$a2600=subterra,subterrae,
$bio

Subterranea (c) 1983 Imagic.

* Fight off attacking Aerobots and swoop down to seize the Treasure Crystal.

* Descend to the tunnels, blasting the flying foes. Don't let the Ranger touch tunnel sides... especially any skulls!

* Clear a tunnel and find the Electro-Gate. Move the Ranger through it safely in 3 attempts or less.

* When you've cleared the bottom tunnel, descend through the glowing transit port and enter a big cavern. Keep going if you can!

- TECHNICAL -

Model 03213

- STAFF -

Programmer: Mark Klein

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51059&o=2

$end


$cpc_cass=substryk,
$bio

Subterranean Stryker [Model SOFT 06010] (c) 1986 Amsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99427&o=2

$end


$megadriv=subterru,
$bio

SubTerrania (c) 1993 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57426&o=2

$end


$megadriv=subterr,subterrj,subterrp3,subterrp1,subterrp2,
$bio

SubTerrania (c) 1994 Sega Enterprises, Limited.

- TRIVIA -

Reviews:
[FR] May 1995 - Consoles + N.32: 90%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56910&o=2

$end


$amigaocs_flop=suburban,
$bio

Suburban Commando (c) 1993 Alternative Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75143&o=2

$end


$amigaocs_flop=suburbana,
$bio

Suburban Commando [The Sci-Fi Collecion] (c) 1993 Alternative Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75144&o=2

$end


$amigaocs_flop=subversn,
$bio

Subversion (c) 1993 Point Of View Computing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75145&o=2

$end


$bbca_cass,bbcb_cass=subwayvi,
$bio

Subway Vigilante (c) 1989 Players

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52484&o=2

$end


$cpc_cass=subwayvg,
$bio

Subway Vigilante (c) 1989 Players Premier

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99430&o=2

$end


$info=scessjoe,
$bio

Success Joe (c) 1990 Taito Corp.

Export release. Game developed in Japan. For more information about the game itself, see the original Japanese release entry; "Ashita no Joe".

- SERIES -

1. Success Joe (1990)
2. Legend of Success Joe (1991)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=21368&o=2

$end


$x68k_flop=suchabtl100,suchabtl,
$bio

Sucharaka Battle Next (c) 1996 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88645&o=2

$end


$pc98=sucharak,
$bio

Sucharaka Junior High School (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90740&o=2

$end


$psx=suchiepa,
$bio

Suchie-Pai Adventure - Doki Doki Nightmare [Model SLPS-01265] (c) 1998 Jaleco Co., Ltd. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85744&o=2

$end


$saturn,sat_cart=suchiadv,suchiadva,
$bio

Suchie-Pai Adventure - Doki Doki Nightmare (c) 1998 Jaleco Company, Limited.

- TECHNICAL -

Game ID: T-5713G

- SERIES -

1. Bishoujo Janshi Suchie-Pai [Model SHVC-JS] (1993, SFC)
2. Idol Janshi Suchie-Pai Special (1993, ARC)
3. Idol Janshi Suchie-Pai II (1994, ARC) 
4. Idol Janshi Suchie-Pai Special [Model IMP-SF0301] (1995, 3DO)
5. Idol Janshi Suchie-Pai Special [Model T-5701G] (1995, SAT)
6. Idol Janshi Suchie-Pai Limited [Model SLPS-00029] (1995, PSX)
7. Idol Janshi Suchie-Pai Remix [Model T-5704G] (1995, SAT)
8. Idol Janshi Suchie-Pai Special (1996, WIN3.1) 
9. Idol Janshi Suchie-Pai II [Model T-5705G] (1996, SAT)
10. Idol Janshi Suchie-Pai II Limited (1996, PSX)
11. Idol Janshi Suchie-Pai II Limited Special Pack (1996, PSX)
12. Idol Janshi Suchie-Pai Special (1997, WIN95)
13. Suchie-Pai Adventure - Doki Doki Nightmare [Model T-5713G] (1998, SAT)
14. Suchie-Pai Adventure Doki Doki Nightmare (1998, PSX)
15. Suchie-Pai Adventure Doki Doki Nightmare Special Package (1998, SAT)
16. Idol Janshi Suchie-Pai Mecha Genteiban - Hatsubai 5 Shuunen Toku Package [Model T-5716G] (1998, SAT)
17. Idol Janshi Suchie-Pai Secret Album [Model T-5717G] (1999, SAT)
18. Idol Janshi Wo Tsukuttyaou (1999, DREAM)
19. Idol Janshi Suchie-Pai III (1999, ARC)
20. Idol Janshi Suchie-Pai Collection Koushiki Digital Gengashuu (1999, WIN95)
21. Idol Janshi Suchie-Pai Desktop De Asonjyaou (2001, WIN95)
22. Idol Janshi Suchie-Pai III Shokai Gentei ban (2002, WIN95) 
23. Idol Janshi Suchie-Pai III Tsujou ban(2002, WIN95) 
24. Idol Janshi Suchie-Pai Fandisk Shokai Gentei ban (2002, WIN98) 
25. Idol Janshi Suchie-Pai Double Pack (2002, WIN98) 
26. JALECO The Best Idol Janshi Suchie-Pai Limited (2002, PSX) 
27. JALECO The Best Idol Janshi Suchie-Pai II Limited (2002, PSX)
28. Idol Janshi Suchie-Pai DVDPG Shokai Gentei ban (2003, DVD) 
29. Ultra Series Idol Janshi Suchie-Pai Special (2003, WIN98) 
30. YuYu Idol Janshi Suchie-Pai Special (2004, WIN98) 
31. Idol Janshi Suchie-Pai PC Memorial BOX (2005, WIN98) 
32. Idol Janshi Suchie-Pai III Remix (2007, DS/PSP)
33. Idol Janshi Suchie-Pai IV (2007, PS2)
34. Idol Janshi Suchie-Pai IV Portable (2010, PSP)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59735&o=2

$end


$info=m1sudnim,m1sudnima,m1sudnimb,m1sudnimc,
$bio

Sudden Impact (c) 199? Maygay.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42019&o=2

$end


$ti99_cart=sudoku,
$bio

Sudoku (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84748&o=2

$end


$spc1000_cass=sudoku,
$bio

Sudoku (c) 2008 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83556&o=2

$end


$cpc_cass=sudoku,sudokud,
$bio

Sudoku [Model CP58] (c) 2008 Cronosoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99419&o=2

$end


$bbca_cass,bbcb_cass=suds,
$bio

Suds (c) 1986 Riverdale

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52485&o=2

$end


$snes=sufami,
$bio

Sufami Turbo (c) 1996 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62240&o=2

$end


$info=ss7207,ss4926,ss4927,ss4928,ss7263,ss4929,ss4930,ss4931,
$bio

Sugar & Spice (c) 199? IGT [International Game Technologies].

2-Coin Multiplier slot.

- UPDATES -

SS7207
SS4926
SS4927
SS4928
SS7263
SS4929
SS4930
SS4931

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46230&o=2

$end


$info=ss7208,ss4934,ss4935,ss4936,ss7293,ss4937,ss4938,ss4939,
$bio

Sugar & Spice (c) 1999 IGT [International Game Technologies].

3-Coin Multiplier slot.

- UPDATES -

# SS4934
Max %: 97.412
Hit Freq.: 14.787
Win Freq.: 6.76

# SS4935
Max %: 95.005
Hit Freq.: 14.550
Win Freq.: 6.87

# SS4936
Max %: 92.5
Hit Freq.: 14.312
Win Freq.: 6.99

# SS4937
Max %: 89.997
Hit Freq.: 14.102
Win Freq.: 7.09

# SS4938
Max %: 87.532
Hit Freq.: 13.880
Win Freq.: 7.20

# SS4939
Max %: 85.015
Hit Freq.: 13.467
Win Freq.: 7.43

# SS7208
Max %: 98.02
Hit Freq.: 14.816
Win Freq.: 6.75

# SS7293
Max %: 90.982
Hit Freq.: 14.384
Win Freq.: 6.95

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=37724&o=2

$end


$pc8801_cass=sugarfac,
$bio

Sugar Factory (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91275&o=2

$end


$gba=sugarsug,
$bio

Sugar Sugar Rune - Heart Ga Ippai! Moegi Gakuen [Model AGB-B4LJ-JPN] (c) 2005 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75869&o=2

$end


$cpc_cass=sugarlum,sugarlumsl,
$bio

Sugarlumps (c) 2012 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99431&o=2

$end


$saturn,sat_cart=drgmstsi,
$bio

Sugobencha - Dragon Master Silk Gaiden (c) 1998 Datam Polystar

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59736&o=2

$end


$snes=sugoi,
$bio

Sugoi Hebereke [Model SHVC-QH] (c) 1994 Sunsoft

- TRIVIA -

The game was presented at the Famicom Spaceworld' 93 in August 1993 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62241&o=2

$end


$nes=sugoro,
$bio

Sugoro Quest - Dice no Senshi-tachi (c) 1991 Technos Japan Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54659&o=2

$end


$snes=sugoroqs,
$bio

Sugoro Quest++ - Dicenics [Model SHVC-XQ] (c) 1994 Technos Japan Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62242&o=2

$end


$pcecd=sugoroku,
$bio

Sugoroku '92 Nari Tore Nariagari Trendy (c) 1991 Telenet [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58400&o=2

$end


$snes=sugoroku,
$bio

Sugoroku Ginga Senki [Model SHVC-AU5J-JPN (c) 1996 Bottom Up

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62243&o=2

$end


$pc8801_flop=sugoropn,
$bio

Sugoroku Pon (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92971&o=2

$end


$pc8801_flop=sugoroku,
$bio

Sugoroku Yakyu-do (c) 1989 Nihon Create [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92972&o=2

$end


$sms=suhocheo,
$bio

Suho Jeonsa (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56206&o=2

$end


$nes=styy,
$bio

Sui Tang Yan Yi [Model ES-1051] (c) 19?? Waixing Computer & Technology Co., Ltd. [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76961&o=2

$end


$nes=styx,
$bio

隋唐英雄 (c) 200? Nanjing.
(Sui Tang Ying Xiong)

- TECHNICAL -

Game ID: NJ030

- TRIVIA -

Title translate from Chinese as SuiTang Heroes.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76962&o=2

$end


$a2600=suicideme,suicidemepv,
$bio

Suicide Mission (c) 1982 Starpath Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51061&o=2

$end


$amigaocs_flop=suicidem,
$bio

Suicide Mission (c) 1988 Prism Leisure

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75146&o=2

$end


$a2600=suicidem,suicidempv,suicidemp,
$bio

Suicide Mission (c) 1982 Arcadia Corp.

The Battleground: A growing abscess, perilously close to the human heart. An invasion of lethal virus, multiplying faster than the body's warrior leukocytes can destroy them.

Your Mission: Shrink down, down, down. Smaller than a speck of dust. Board a microscopic submarine. And navigate through the bloodstream until you encounter your deadly foes. Any volunteers?

A Million to One: Those are the odds against you. Even though you're fast, tough, and smart. You're simply outnumbered. And the enemy is tough.

The Bad Guys: Fiendish virus. Tough to kill, too. A direct hit with a penicillin torpedo divides the colony. Hit again, and they divide into creepy little virus. A third blast pulls their plugs for good.

Most of them just cruise along attacking their host's cells. But watch out for a particularly nasty number who goes straight for your throat.

- TECHNICAL -

Model AR4102

- SCORING -

Viral Colony: 30 Points.
Sub Colony: 60 Points.
Creepy Crawling Virus: 100 Points.
Deadly Little Virus: 150 Points.

Bonus Submarines:
Easy: One for every 20,000 Points.
Medium: One for every 80,000 Points.
Hard: One for every 20,000 Points.

- STAFF -

Programmer: Stephen Landrum, Steve Hales

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51060&o=2

$end


$saturn,sat_cart=suikoen2,suikoen2s,
$bio

Suiko Enbu - Fuuun Saiki (c) 1996 Data East Corp.

Saturn-exclusive upgrade to Suiko Enbu based on the Special Mode.

The game replaces taunting (now used for battle intros) with small jumps, fake dizzies are replaced by the ability to place weapons on the floor and then pick them back up for later use and certain move commands have been simplified or changed. The final boss Chougai, as well as the guest character Mizoguchi (from Fighter's History) are now playable in the single player game. The game also adds Yungmie (from Fighter's History Dynamite) for a grand total of 14 fighters. There are also three gameplay speeds to choose from.

- TRIVIA -

The opening introduction has been changed with new music and images. The character select screen has also been changed displaying both small and large portraits as well as character names in English at the bottom.

The player can no longer select their first opponent in a single player game. They must first face Yungmie, then fight the Water Margin characters in a fixed order then they must fight Mizoguchi and then Chougai.

Brothers Gen Shougo and Gen Shoushichi no longer share the same background with their older brother Gen Shouji. Chougai, Mizoguchi and Yungmie share their stage background with Shishin, but each have their own background music.

Chougai only uses his second background music (the one where he is already transformed) when fought against in a single player game.

There is a new ending theme and the endings have been changed, displaying scrolling text alongside the profile of your character. The credits also feature sketches of the characters.

Pencil drawings of all 108 outlaws appear during the loading screens of the game.

Players can no longer select the skin tone of a character and there are only three costume colors per character with either Punch, Kick, or Start. The Kick buttons select the character's original color. Gen Shougo's original color has been changed and he is the only character to receive skin color changes with each costume color.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59737&o=2

$end


$saturn,sat_cart=suikoenb,suikoenba,
$bio

Suiko Enbu - Outlaws of the Lost Dynasty (c) 1995 Data East Corp.

- TECHNICAL -

[Model T-1302G]

- TRIVIA -

Suiko Enbu for Saturn was released on August 11, 1995 in Japan.

- TIPS AND TRICKS -

Change character's skin color : Hold the A button then move the D-Pad in any direction at the character selection screen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48013&o=2

$end


$info=suikoenb,
$bio

Suiko Enbu (c) 1995 Data East.

In the foggy marshes of the Liang Shan Mountains, an army assembles... Outlaws of the Lost Dynasty. 11 Superheroes from the Orient in a struggle for power and conquest!

Data East's second attempt at a Versus fighting franchise after their Fighter's History series. 11 Superheroes gather in the marshes of the Liang Shan mountains in a struggle for power.

- TECHNICAL -

Runs on the "ST-V [Sega Titan Video Game System]" hardware
Cartridge ID: 610-0374-01

Players: Up to 2 simultaneously.
Control (per player): 8-way joystick
Buttons (per player): 6

- TRIVIA -

Suiko Enbu was released in March 1995.

'Suiko' is a reference to Suikoden, the Japanese name of an ancient Chinese novel. 'Enbu' means a military excercise.

The fighters in this game are inspired by the 108 outlaws from the Chinese classical novel "Water Margin" by Shi Naian.

This game is known as "Outlaws of the Lost Dynasty" in the U.S.

The names of the characters differ between versions. In the US version, they retain the names they had in the Water Margin novel. Japanese names listed on the left, US names listed on the right:

Shishin = Shi Jin
Rinchuu = Lin Chong
Kosanjou = Hu San Niang
Taisou = Dai Zong
Riki = Li Kui
Rochishin = Lu Zhi Shen
Kousonshu = Gong Shun Sheng
Bushou = Wu Song
Gen Shouji = Ruan Xiao Er
Gen Shougo = Ruan Xiao Wu
Gen Shoushichi = Ruan Xiao Qi
Chougai = Chao Gai

The U.S. version of the game has different voices for the characters, removes the spoken victory quote voices by the characters (in Japanese) and removes a secret sub boss character that the player faces during the game before facing the final boss of the game. The character is known as Huyan Zhuo in the Water Margin novel and fights on horseback wielding two clubs.

- TIPS AND TRICKS -

To change the skin tone of a character, press and hold any button to confirm character selection, then as you hold the button, hold different directions on the joystick to select the skin color you want, then release button.

To enable a golden color scheme, you must play a match against another player, then select the same character in the following manner:

Have your opponent select his character (San Niang for example) with Weak Kick. Then you select San Niang with Weak Kick and you select her with the gold color scheme. Gong is the only exception, your opponent selects him with Weak Punch, and then you choose him with Weak Punch to select his gold color scheme.

Players can bounce off an opponent's projectile move by jumping on top of it and tapping down on the joystick to avoid getting pinned.

Most medium and heavy attacks that connect with the opponent will cause them to either lift themselves on the ground floating, knock or bounce themselves off the ground, spin around in the air for a few seconds, or be knocked against the wall. The character can be hit or thrown at any point while any of this happens.

The meter at the bottom of the screen is not a super meter, the game doesn't have any super or desperation moves. This is the weapon meter. The meter decreases as players hit blocking opponents with their weapon or they block weapon attacks. When the meter is empty, the weapon blows up and the character will be stunned and helpless.

You can throw away your weapon if you have one by hitting both the Heavy Punch and Heavy Kick button simultaneously. If the weapon hits, it will knock the opponent dizzy. Characters may gain a new move but others may lose some essential moves when throwing their weapon, so be careful.

Players can chain punches and kicks together in a "one-two attack" sequence when unarmed, in addition to dodging an opponent's weapon attack while blocking so that they can counter quickly.

- PORTS -

* Consoles :
Sega Saturn [JP] (August 11, 1995) "Suiko Enbu [Model T-1302G]"
Sony PlayStation [JP] (January 26, 1996) "Suiko Enbu [Model SLPS-00137]"
Sony PlayStation [JP] (October 31, 2002) "Suiko Enbu [Arcade Hits] [Model SLPM-87145]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2692&o=2

$end


$psx=suikoenb,
$bio

Suiko Enbu (c) 1996 Data East Corp.

Sony PlayStation port of Suiko Enbu. It includes the 'Arcade Mode' and a new 'Special Mode' that adds or simplifies moves, in addition to adding Desperation Moves when a character's lifebar is flashing. Special Mode also enables the use of the final boss, Chougai, as well as Mizoguchi from the Fighter's History series, who makes a guest appearance.

- TECHNICAL -

[Model SLPS-00137]

[Sony Playstation Controls]
2 Players - 8 Buttons Per Player.
=>[Joystick] 8-Way, [Square] Quick Punch [Triangle] Medium Punch [L1] Fierce Punch [X] Quick Kick [Circle] Medium Kick [R1] Fierce Kick [L2] Not used [R2] Not used

- TRIVIA -

Released on January 26, 1996 in Japan. The game was re-released by Hamster as part of their Major Wave Arcade Hits series on October 31, 2002 and then on the Playstation 3 as a PSOne Classic by MonkeyPaw Games on October 5, 2010.

Two of Mizoguchi's moves reference other games by Data East. One special move where he swings a green energy bat has him cosplay as a baseball player from the Stadium Hero series for a split second. His Desperation Move, where he launches and even transforms the opponent into pink sheeps, is a reference to Trio the Punch: Never Forget Me.

Mizoguchi, along with fellow Fighter's History Dynamite fighter Liu Yungmie, later appeared in the sequel to this game: Suiko Enbu Act II: Fuunsaiki

- TIPS AND TRICKS -

Start a game in 'Special Mode' and press Start to access the title screen. Press Up, Down, Left, Right, Down, Up, Right, Left, L2, R2. You will hear a voice by Mizoguchi, and you can now play as him in 2P Battle.

Hold L2 and R2 during the character select screen to display Beginner mode.

On the character select screen, highlight the character you wish to select and choose their outfit color with any button. Hold down the button and then hold any of the 8 directions to change the skin tone of your character.

To choose a bonus eighth color for your character, have your opponent select the character you wish to choose with LK, then press LK to select the character they selected (LP for Kousonshu, Start for Mizoguchi and Chougai). Your character will fight with a golden color scheme.

A character known as Huyan Zhuo in the novel will challenge the player before the final boss fight if they remain undefeated throughout the game at that point. He can only be defeated through special attacks, and if the timer reaches 20, he will unleash an attack that kills the player in a single hit.

In "Special Mode", characters have at least two Desperation Moves that can be performed when a character's lifebar is flashing depending on whether you have your weapon or not. Before listing them all, here's a quick legend:

F = Forward, B = Back, D = Down, U = Up, P = Punch, K = Kick, LP/LK = Light Punch/Kick, MP/MK = Medium Punch/Kick, HP/HK = Heavy Punch/Kick, DF = Down/Foward and so on.

Shishin
Rising Dragon: F, B, DB, D, DF, F + P (with weapon)
Berserker Rage: D, DB, B, D, DB, B + HP (without weapon)

Rinchuu
Spaz Attack: F, DF, D, DB, B + K (with weapon)
Berserker Rage: D, DB, B, F + HP (without weapon)

Kosanjyou
Vacuum Jasmine Wave: [jump] D, DF, F + P (with weapon)
Berserker Rage: [jump] D, DB, B, F + HP (without weapon)

Taisou
Shadow Charge: D, DF, F + K (without weapon)
Super Ki Beam: F, DF, D, DB, B, F + HP (with weapon)

Riki
Mandarin Death Chop: B, D, DB, F + P (with weapon)
Atomic Earth Splitter: D, DB, B, DB, D + HP (without weapon)

Rochishin
Super Earth Scorcher: [close] B, D, DB + P (with or without weapon)
Manchurian Meteor Fang: F, B, DB, D, DF, F, D, DF + HP (without weapon)

Kousonshou
Super Meteor Strike: [jump] D, DF, F + P (without guardian)
Pinball Bounce: D, DB, B, D, DB, B + HP (with guardian)

Bushou
Tiger Drill: F, D, DF + P (without weapon)
Tiger-fighting Hero: When you lose a round with your weapon, hold down all three Punch buttons as the next rounds begin.

Genshouji
Tsunami Strike: D, DB, B + P (with guardian)
Phoenix Rush: D, DF, F, D, DF, F + HP (without guardian)

Genshougo
Brilliant Storm Drop: D, DB, B + K (with weapon)
Rising Phoenix: B, F, D, DF, F, D, DF + HP (without weapon)

Genshoushichi
Thunderstorm Arc: F, D, DF + P (with or without weapon)
Yama Phoenix: B, F, DF, D, DB, B, F + HP (without weapon)

Chougai
Transform: Hold down all three Punch buttons as soon as you are defeated (K.O.’ed) in the round.
Dark Ki Beam: F, DF, D, DB, B, F + P (transformed)

Mizoguchi
Sheep Curse: F, DF, D, DB, B, F, D, DF + HP and HK simultaneously

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48014&o=2

$end


$pc8801_flop=suikoden,suikodena,
$bio

Suikoden (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92973&o=2

$end


$msx2_cart=suikoden,
$bio

Suikoden - Tenmei no Chikai (c) 1989 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51376&o=2

$end


$x1_flop=suikoden,
$bio

Suikoden - Tenmei no Chikai (c) 1989 Koei Co., Ltd.

- TRIVIA -

Released in April 1989 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86129&o=2

$end


$x68k_flop=suikoden,
$bio

Suikoden - Tenmei no Chikai (c) 1989 Koei Co., Ltd.

- TRIVIA -

Released on December 19, 1989 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88111&o=2

$end


$pc8801_flop=suikodtc,
$bio

Suikoden - Tenmei no Chikai (c) 1989 Koei Co., Ltd.

- TRIVIA -

Released in March 1989 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92974&o=2

$end


$msx2_flop=suikodensuikodena,
$bio

Suikoden - Tenmei no Chikai (c) 1989 Koei Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102056&o=2

$end


$pc98=suikoden,
$bio

Suikoden - Tenmei no Chikai (c) 1991 Koei Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90741&o=2

$end


$nes=suikoden,
$bio

Suikoden - Tenmei no Chikai (c) 1990 Koei

- TECHNICAL -

Game ID: KOE-XJ

- TRIVIA -

Released on June 25, 1990 in Japan.

Export releases:
[US] "Bandit Kings of Ancient China [Model NES-XJ-USA]"

- STAFF -

Producer: Yoichi Erikawa (Kou Shibusawa)
Music Composers: Shinji Kinoshita, Kazumasa Mitsui, Yoichi Takizawa

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54660&o=2

$end


$saturn,sat_cart=suiktcp,
$bio

Suikoden - Tenmei no Chikai [Premium Pack] (c) 1997 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59738&o=2

$end


$saturn,sat_cart=suik108,
$bio

Suikoden Tendou 108 Sei (c) 1997 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59739&o=2

$end


$pc8801_flop=suiryush,suiryusha,
$bio

Suiryushi (c) 1989 Shanbara

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92975&o=2

$end


$pc8801_flop=mediflor,mediflor1,
$bio

Suiryushi Bangaihen - Mediflora no Izumi (c) 1991 Shanbara

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92976&o=2

$end


$pc8801_flop=suiryus2,suiryus2a,
$bio

Suiryushi II - Wadatsumi no Hikari Koto (c) 1989 Shanbara.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92977&o=2

$end


$pc98=suiryuus,
$bio

Suiryuushi (c) 1989 Shambhala [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90742&o=2

$end


$pc98=suiryuu2,
$bio

Suiryuushi II - Watatsumi no Hikarigoto (c) 1990 Shambhala [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90743&o=2

$end


$famicom_flop=suishoun,
$bio

???? (c) 1986 Square Company, Limited.
(Suishou no Ryu)

Suichou no Ryu is a futuristic graphic adventure game by DOG (Disk Original Group) and published by Square. The game tells the story of a young boy in a futuristic and imaginary world and most of the action takes place on a distant planet and its two moons. His friends and the space shuttle they were traveling on have mysteriously disappeared. Our hero's journey starts in a small spacecraft with a enigmatic girl on his side. He doesn't clearly remember what just happened and he can only recall this much - he was flying to his friends' rescue on a small craft and the terrific noise and flashes of light that followed when an enormous blue dragon appeared from nowhere and crushed the ship. Soon, they both reach the local space station and the girl disappears as quickly as she appeared. Who is she ? What happened to the boy's friends ? where is this Crystal Dragon coming from ? These are some of the questions our hero will try to answer. The game offers simple controls providing the player with several actions (all symbolized with simple icons displayed on top of the screen) such as Move, Look, Take, Speak... a cursor can also be moved around the screen and points where the desired action is happening. Collected items are also symbolized with small icons, making them easier to identify. However, the rest of the game is all in Japanese (no Kanjis though) and will certainly be a challenge for non-Japanese speaking players.

- TECHNICAL -

Game ID: SQF-SSD

- TRIVIA -

Suishou no Ryu was released on December 15, 1986 in Japan for 3400 Yen. Like most of DOG (Disk Original Group) games, Suichou no Ryu comes in a large box. The game's documentation also includes a short 24 pages Manga Comic and tells the story of all the game protagonists, up to the point where the game starts.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65457&o=2

$end


$info=sc4sus,sc4susc,sc4susf,sc4susg,sc4sush,sc4susi,sc4susj,sc4susk,
$bio

Suits U Sir! (c) 200? QPS Interactive.

- TECHNICAL -

[Model PR2255]

[Scorpion 4]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43059&o=2

$end


$info=sc5sus,sc5susa,sc5susb,sc5susc,
$bio

Suits U Sir! (c) 200? QPS Interactive.

- TECHNICAL -

[Scorpion 5]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42817&o=2

$end


$x68k_flop=sukaparo,
$bio

Sukaparojii (c) 1993 Dream Staff

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88646&o=2

$end


$x68k_flop=sukatan,
$bio

Sukatan Highschool (c) 19?? Team Bakabonzu

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88647&o=2

$end


$sms=sukeban,
$bio

スケバン刑事II 少女鉄仮面伝説 (c) 1987 Sega Enterprises, Limited.
(Sukeban Deka II - Shoujo Tekkamen Densetsu)

- TECHNICAL -

Game ID: G-1318

- TRIVIA -

Released on April 19, 1987 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55896&o=2

$end


$nes=sukeban3,
$bio

Sukeban Deka III (c) 1988 Toei Animation

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54661&o=2

$end


$info=sjryuko,sjryuko1,
$bio

Sukeban Janshi Ryuuko (c) 1987 Whiteboard.

- TECHNICAL -

Runs on the Sega "System 16A" hardware.
Game ID : 317-5021

Players: 1

- TRIVIA -

Sukeban Janshi Ryuuko was released in January 1988 in Japan (even if the titlescreen says 1987).

The title of this game translates from Japanese as 'Mahjong Knight Ryuko - Leader of Naughty Girls'.

- UPDATES -

FD1089 317-5018

FD1089 317-5020

FD1089 317-5021
* Runs on Sega System 16A hardware.

FD1089 317-5021 (alternate)
* Runs on Sega System 16B hardware.

- SERIES -

1. Sukeban Janshi Ryuuko (1988)
2. Mahjong Cop Ryuu (1989, Mega Drive)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3710&o=2

$end


$pc98=sukeban,
$bio

Sukeban Sengokushi - Psymec School War (c) 1991 Hard [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90744&o=2

$end


$pc98=suki,
$bio

Suki! (c) 1996 Nikukyuu [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90745&o=2

$end


$msx1_cart=arablogo,
$bio

Sulhof Arab Logo [Model C061] (c) 1987 al Alamiah

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77481&o=2

$end


$cpc_cass=sultanmz,
$bio

Sultan's Maze [Model SOFT 113] (c) 1984 Amsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99433&o=2

$end


$info=sultanw,
$bio

Sultan's Wish (c) 2006 Konami Gaming, Incorporated.

- TRIVIA -

Released in Oceania.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11868&o=2

$end


$amigaocs_flop=summcamp,
$bio

Summer Camp (c) 1993 Black Legend

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75147&o=2

$end


$pcecd=summer92,
$bio

Summer Carnival '92 - Alzadick (c) 1992 Naxat Soft.

Alzadick is a vertical shooter by Naxat Soft. The player takes control of a space ship and must literally annihilate everything on screen. The game can only be played in a short score attack mode and for that matter, the more ships and ground facilities the player destroys, the better is the final score - which is the ultimate goal of the game. Four different weapons are available and they can freely be activated by collecting floating pods (A, B, C & D). As expected, the more pods the ship collects, the more powerful the active weapon becomes. A more destructive secondary weapon is also available but can only be fired once. Several variations of it can be selected before the game starts and each one of them comes with a terrific name such as Torrid Flash, strike form, Rolling Buster or Dome Blast - they basically wipe out everything on screen. The game also offers a story mode (The 14th Planet and Battle of Valder) which are just variations of the score attack mode.

- TECHNICAL -

Game ID: NXCD2012

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58401&o=2

$end


$nes=summer92,
$bio

Summer Carnival '92 - Recca (c) 1992 Naxat Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54662&o=2

$end


$pcecd=summer93,
$bio

Summer Carnival '93 - Nexzr Special (c) 1993 Naxat Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58402&o=2

$end


$megadriv=summer,
$bio

Summer Challenge (c) 1993 Accolade, Incorporated.

- TRIVIA -

Reviews:
[FR] May 1993 - Consoles + No. 20: 86/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70987&o=2

$end


$pc8801_flop=sumgames,
$bio

Summer Games (c) 1986 Pony Canyon, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92978&o=2

$end


$cpc_cass=sumgames,
$bio

Summer Games (c) 1988 Epyx Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99436&o=2

$end


$sms=sumgames,sumgamesp,
$bio

Summer Games (c) 1991 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56207&o=2

$end


$ibm5150,ibm5150_cass=sumgame2,sumgame2a,
$bio

Summer Games II (c) 1986 Epyx Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83705&o=2

$end


$cpc_cass=sumgame2,
$bio

Summer Games II (c) 1989 Epyx Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99437&o=2

$end


$amigaocs_flop=sumgame2,
$bio

Summer Games II [Mega Sports] (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75149&o=2

$end


$amigaocs_flop=sumgames,
$bio

Summer Games [Mega Sports] (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75148&o=2

$end


$a2600=sumgames,sumgamese,
$bio

Summer Games (c) 1987 Epyx, Incorporated.

SUMMER GAMES is a series of seven exciting competitive events. Up to eight players can enter this international contest, choosing a single country for which to compete (no two players can choose the same nation to represent).

The object is to see your country come out on top. Events vary from head-to-head races like hurdles, sprints, swimming and rowing, to solo events like skeet and gymnastics. Win an event either by scoring a faster time or by piling up more points than your opponent. The nation that wins the most events takes home the gold medal!

HURDLES: The object of this event is to jump all the hurdles as fast as you can. Press the FIRE BUTTON to begin READY/SET/GO sequence. There is an overhead view of the track in the center of the screen showing which runner is ahead. At GO push the joystick to the right and hold it there until you near the first hurdle. Jump hurdles by "tapping" the joystick UP as your runner approaches each hurdle (holding the joystick up for too long slows your man down). Push the joystick right to sprint again once you've cleared the hurdle. Just as in live competition, crashing into hurdles costs valuable time. And the harder you crash, the more 'get-up' time you're docked. First one to the finish live wins.

SWIMMING: Like the hurdling event, swimming begins with a READY/SET/GO sequence when you press the FIRE BUTTON. Anticipate the gun (GO) and press the joystick to the right early to get a good start (but not too early or you'll fault). Gain speed by hitting the FIRE BUTTON on each down stroke, just as your swimmer's arm reaches the water. Turn quickly at the pool's end by tapping the joystick left before you hit the wall. Time the strokes and the turns well and splash home to victory. The first swimmer to finish his laps wins.

SKEET SHOOTING: Targets are launched from the right or the left of the firing range when you press the FIRE BUTTON. Move the joystick left or right, up, or down to sight the target and shoot by pressing the FIRE BUTTON. Shoot at either one or two targets from each of the eight shooting posts. Adjust your aim carefully and quickly before you fire (keep in mind that there is a slight gravitational pull on your sight as you aim). The shooter with the most hits out of 25 wins the medal.

100-YARD DASH: The 100-yard dash is a speed event. Runners line up on two parallel tracks, as in the Hurdles event. Press the FIRE BUTTON to start. At GO (but not before) move the joystick as fast as you can in any direction to make your runner sprint. Keep the joystick moving in all directions as fast as you can until your runner reaches the finish line. The fastest time wins.

SWIMMING RELAY: Three-man teams compete against one another in this extended version of the Swimming competition. Press the FIRE BUTTON to start the READY/SET/GO sequence. As in the swimming event, anticipate the gun (GO) and press the joystick right early to get a good start. Press the FIRE BUTTON just as the swimmer's arm reaches the water on the down stroke to gain speed. As he nears the right side of the pool, tap the joystick to the left before he hits the wall to turn him around. Remember that each member of your relay team swims two laps; as the first swimmer nears the left side of the pool, anticipate his arrival and the tap the joystick right. Be careful not to tap the joystick too early or you will lose time! Follow the same sequence for each swimmer on your team. The first team to finish wins.

GYMNASTICS: In this event, only one athlete competes at a time. The winner is determined by points gained in special maneuvers during his routine. The initial screen shows your gymnast ready to start his run at the pommel horse. Press the FIRE BUTTON to start your man running toward the horse; press it again as he nears it to initiate a mount. Once mounted, your gymnast holds the pommel horse bar and circles the horse's axis in a rhythmic motion. Points are give for mounting and dismounting correctly (0.5 each), for traversing the horse (0.5), and for each 360 degree spin the gymnast makes (.005). Points are subtracted for incorrect hand placement (0.1), for moving in the wrong direction (.1), for falling off the end of the horse (1.0 - automatic disqualification), and for faulty dismounts (1.0).

The upper screen shows your gymnast in motion on the pommel horse. The lower screen shows your gymnast's hand position by a pair of dots that follow his motion up and down the horse. Increase his speed as he revolves about the horse's axis by pushing the joystick left just before he moves across the bottom of the pommel horse. Push it to the right as he approaches the top of the horse. If you're quick, you can increase speed faster by pushing the joystick right (or left) more than once. Your athlete will slow down if you fail to press the joystick right and left, but he'll keep on the horse and in motion. Move the joystick up to move him to the top of the horse, move it down for your gymnast to reach the 'south' end. (Up-to-down or down-to-up is a full transversal). Remember he can fall off the end and be disqualified! Watch the hand and body movements of your gymnast to determine when to push the joystick up or down. (If he's moving to the bottom of the horse, and his hands are close together, then the bottom one should be moved...) Remember that you can only move the hand that is in the air (the smaller dot) so you must time your movements carefully. There is a one-minute time limit with a maximum of 10 points to be earned. When it is time to dismount, you'll hear a warning bell. Good Luck!

- TECHNICAL -

Model 08519R

- STAFF -

Programmer: Peter Engelbrite

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51062&o=2

$end


$a7800=sumgames,
$bio

Summer Games [Model CX7826] (c) 1987 Atari Corp. [Sunnyvale, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50182&o=2

$end


$xegs=sumgames,
$bio

Summer Games [Model RX8098] (c) 1987 Atari Corp. [Sunnyvale, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51253&o=2

$end


$pc8801_flop=summerrs,summerrsa,
$bio

Summer Resort Chukinto (c) 1990 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92979&o=2

$end


$fm7_cass=sumwint,
$bio

Summer Winter (c) 1981 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93804&o=2

$end


$info=sc5sumit,sc5sumita,
$bio

Summit Up (c) 200? QPS Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43749&o=2

$end


$info=sc4sumit,sc4sumita,sc4sumitb,sc4sumitc,
$bio

Summit Up (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR2176]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43700&o=2

$end


$gba=sumngtch,
$bio

Summon Night - Craft Sword Monogatari - Hajimari no Ishi [Model AGB-B3CJ-JPN] (c) 2005 Banpresto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75871&o=2

$end


$gba=sumngtc2,
$bio

Summon Night - Craft Sword Monogatari 2 [Model AGB-BSKJ-JPN] (c) 2004 Banpresto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75872&o=2

$end


$gba=sumngtcs,
$bio

Summon Night - Craft Sword Monogatari [Model AGB-AB4J-JPN] (c) 2003 Banpresto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75870&o=2

$end


$gba=sumngts2,
$bio

Summon Night - Swordcraft Story 2 [Model AGB-BSKE-USA] (c) 2006 Atlus Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75874&o=2

$end


$gba=sumngtss,
$bio

Summon Night - Swordcraft Story [Model AGB-AB4E-USA] (c) 2006 Atlus Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75873&o=2

$end


$gameboy=sumofght,
$bio

Sumo Fighter [Model DMG-SF-USA] (c) 1993 DTMC, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67009&o=2

$end


$gameboy=sumofghtj,
$bio

Sumou Fighter - Toukaidou Basho [Model DMG-SFJ] (c) 1991 I'Max [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67010&o=2

$end


$info=m4sunclb,m4sunclba,
$bio

Sun Club (c) 199? BWB.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41471&o=2

$end


$info=smiy2093,smiy2094,smiy2095,smiy2096,smiy2097,smiy2098,smiy2099,smiy2100,smiy2101,smiy2102,smiy2103,smiy2104,
$bio

Sun God (c) 2011 Bally Tech., Incorporated.

5 Reels, 30 Lines, 300 Credits Max Bet.

- TECHNICAL -

Housed in the "Alpha 2 Pro V22/22 with Curve" cabinet.

- TRIVIA -

Released in December 2011.

- UPDATES -

SMI #Y2093
Min/Max %: 85.53%/85.74%
Max Bet: 150
Top Award (X denom.): 100,000

SMI #Y2094
Min/Max %: 87.87%/88.04%
Max Bet: 150
Top Award (X denom.): 100,000

SMI #Y2095
Min/Max %: 89.88%/90.05%
Max Bet: 150
Top Award (X denom.): 100,000

SMI #Y2096
Min/Max %: 91.85%/92.01%
Max Bet: 150
Top Award (X denom.): 100,000

SMI #Y2097
Min/Max %: 93.82%/93.98%
Max Bet: 150
Top Award (X denom.): 100,000

SMI #Y2098
Min/Max %: 95.85%/96.01%
Max Bet: 150
Top Award (X denom.): 100,000

SMI #Y2099
Min/Max %: 85.53%/85.74%
Max Bet: 300
Top Award (X denom.): 200,000

SMI #Y2100
Min/Max %: 87.87%/88.04%
Max Bet: 300
Top Award (X denom.): 200,000

SMI #Y2101
Min/Max %: 89.88%/90.05%
Max Bet: 300
Top Award (X denom.): 200,000

SMI #Y2102
Min/Max %: 91.85%/92.01%
Max Bet: 300
Top Award (X denom.): 200,000

SMI #Y2103
Min/Max %: 93.82%/93.98%
Max Bet: 300
Top Award (X denom.): 200,000

SMI #Y2104
Min/Max %: 95.85%/96.01%
Max Bet: 300
Top Award (X denom.): 200,000

- TIPS AND TRICKS -

Overall Hit Frequency: 35.66%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=45208&o=2

$end


$cpc_cass=sunstar,
$bio

Sun Star (c) 1987 CRL Group PLC [London, England]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99438&o=2

$end


$info=sunaq,
$bio

SunA Quiz 6000 Academy (c) 1994 SunA Electronics Ind. Company, Limited.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 6 Mhz), Zilog Z80 (@ 3.5795 Mhz), Zilog Z80 (@ 6 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.5795 Mhz), (2x) DAC

Palette colors : 512

Players : 2
Buttons : 4

- TRIVIA -

SunA Quiz 6000 Academy was released in June 1994 in Korea.

The musics and graphics are ripped from Konami's "Quiz Gakumon no Susume".

In 2011, this game was introduced by Korean video game Brodcast, On-gamenet, at 'Kyunkim-e-wang-kkaji'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=7613&o=2

$end


$info=v4sunbst,
$bio

Sunburst (c) 199? BWB.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42294&o=2

$end


$info=sundance,
$bio

Sundance (c) 1979 Cinematronics.

The object in Sundance was to catch little suns that bounced back and forth between a pair of grids, which move closer and closer together as the game goes on.

- TECHNICAL -

Main CPU : CCPU (@ 5 Mhz)
Sound Chips : Samples

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 38.00 Hz
Palette Colors : 32768

Players : 2
Buttons : 10

- TRIVIA -

Released during October 1979.

Licensed to Sega for Japan market.

The vector game PCB that Sundance ran on was the original Rosenthal design that "Space Wars" used, except there was a lot of cut-and-jumpering done to allow for the varying degrees of intensity that the vectors could show. Hence, the game was quite fragile and none of the machines lasted very long. Sundance had grids in space years before "Tempest". Skelly felt the game lacked the anxiety element needed in a good game and begged Cinematronics not to release it.

Cinematronics tried to make about 1000 of them, but the production fallout rate was around 50%. The problem was the 23'' CRT which was manufactured by an outside vendor. The carbon coating sprayed onto the inside of the tube was defective, and would shake loose and settle around the neck if the game was left in certain positions. When the game was powered up after shipping to the operators, the CRT would instantly burn up from arcing inside the tube. As a result, most Sundance machines suffered a quick death, and were likely destroyed or sent out to pasture in an operators back room.

Sundance came in the same basic cabinet as the more common "Rip Off" and "Tailgunner". It featured flame themed sideart, and also had flames on the monitor bezel and around the coin door. The monitor bezel was orange, in order to give the game a bit of color. Most of these cabinets were instantly scrapped, as game conversions weren't really big in 1979, and a cabinet with a bad monitor isn't very good for a conversion anyhow.

- STAFF -

Designed & programmed by : Tim Skelly

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2693&o=2

$end


$info=m4sdquid,m4sdquid__a,m4sdquid__b,m4sdquid__c,m4sdquid__d,m4sdquid__e,m4sdquid__f,m4sdquid__g,m4sdquid__h,m4sdquid__i,m4sdquid__j,m4sdquid__k,
$bio

Sundance Quid (c) 199? QPS Interactive.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42385&o=2

$end


$nes=sunday,
$bio

Sunday Funday - The Ride (c) 1995 Wisdom Tree

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55606&o=2

$end


$info=m4sunday,
$bio

Sunday Sport (c) 199? PCP.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40032&o=2

$end


$nes=sunman,
$bio

Sunman (c) 1992 Sunsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55607&o=2

$end


$info=m4sunset,m4sunseta,m4sunsetb,m4sunsetc,m4sunsetd,m4sunsete,m4sunsetf,m4sunsetg,m4sunseth,m4sunseti,m4sunsetj,m4sunsetk,m4sunsetl,m4sunsetm,m4sunsetn,m4sunseto,m4sunsetp,m4sunsetq,m4sunsetr,m4sunsets,
$bio

Sunset Boulevard 777 (c) 199? Barcrest.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=14911&o=2

$end


$info=m4sunscl,m4sunscla,m4sunsclb,
$bio

Sunset Club (c) 199? BWB.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41472&o=2

$end


$megadriv=ssridersu,
$bio

Sunset Riders (c) 1992 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57427&o=2

$end


$info=ssriders2,
$bio

Sunset Riders II (c) 1998 Unknown.

bootleg/hack.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=36382&o=2

$end


$info=srmdb,
$bio

Sunset Riders [Bootleg] (c) 1993 Unknown.

Unofficial arcade version based on the Sega MegaDrive version.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=36007&o=2

$end


$info=ssriders,ssridersabd,ssridersjbd,ssridersubc,ssridersuac,ssridersuda,ssridersebc,ssridersebd,ssridersb,ssridersadd,ssriderseaa,ssridersuab,ssridersjac,ssridersjad,
$bio

Sunset Riders (c) 1991 Konami.

Sunset Riders is a superb sideways scrolling shoot-em-up for one to four players set in America's Wild West. Four sharpshooter bounty hunters (Steve, Billy, Bob and Cormano) set out to claim the bounties given for killing the most wanted outlaws in the West. The ultimate aim is to survive long enough to reach the final showdown against Sir Richard de la Rose. 

Sunset Riders is an incredibly playable game featuring colourful and well-drawn graphics, with a number of humorous visual jokes keeping players entertained. The side-scrolling action takes place both on foot and on horseback, with the action sometimes broken up with a wild west pursuit; such as having to run along the backs of a herd of fleeing Buffalo. 

Each level ends with players entering a one-on-one battle against one of the wanted men they have been pursuing. Weapon power-ups can be found and collected to help players in their quest.

- TECHNICAL -

Game ID : GX064

Main CPU : Motorola 68000 (@ 16 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), K053260 (@ 3.579545 Mhz)

Players : 4
Control : 8-way joystick
Buttons : 2 (ATTACK, JUMP)

- TRIVIA -

Sunset Riders was released in September 1991. 

In the 90s, the official Italian importer for Konami was Elettronica Videogames. Managers of the Japanese company usually visited the foreign partner, bringing a lot of new games and prototypes with them. In one of this circumstances, they brought with them the European prototype of Sunset Riders. In this version, the Mexican character was named 'Hermano' (brother). During a funny moment, trying to say something humorous, the chief technician of the Italian firm proposed: "Why not calling him Cormano?". Cormano, in fact, is the little town near Milan where the importing company was located. 

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

- UPDATES -

The US versions have the "Winners Don't Use Drugs" screen.

- TIPS AND TRICKS -

When you're facing off against the first boss, Simon Greedwell, there's a way to fire at him without being hit by his own gunfire. First, all enemies popping out of the house windows need to be cleared away, and the barrel on the left side needs to knocked down, exposing one side of the boss (but make sure you aren't hit and killed by the falling barrel). Then, position your player underneath that side so that he's firing upwards with the left hand at the left side of the boss (this is easier to do if you're holding two guns). If you do this correctly, you'll be able to gun down the boss while his own ammo passes by you harmlessly without touching you.

On the 2nd stage, as you're heading towards the train station where the second boss is waiting, there's an enemy-manned wagon that appears where the occupants throw out at least two logs that you need to jump over, lest you be killed by them. If you can anticipate the appearance of this wagon, you can shoot at the wheel almost instantly upon its arrival to destroy the wagon before they even throw out a single log at you.

On the 4th stage where you face off against the Smith Brothers in the saloon, they throw heavy explosives in your direction, so you need to keep jumping on and off the chandelier and in other directions to avoid their weapons. (Freeing the bar girls will render you intangible for a few seconds.) Don't try to jump onto the platforms where the Smith Brothers are standing while they're still alive, as you can be killed instantly when touching them.

On the 5th stage, the boss, El Greco, carries a whip causing instant death, and a shield. To succeed in hitting him, you need to try and jump around to shoot him from behind, as well as shooting him whenever he jumps, and to do your best to avoid being hit by the whip.

On the final stage, when penetrating Richard Rose's fortress, you need to use the Gatling guns provided to blast your way through two large wooden gates. Just jump onto the stands where your player will automatically grab the gun, point the joystick in the right direction and fire. But be careful, as the Gatling gun's ammo can kill other players as well as the enemy themselves

- STAFF -

Director : Hideyuki Tsujimoto (H. Tsujimoto)
Art director : R. Itoh
Animation directors : Waitel, Schenker & Takeshi
Sound advisor : B. Maezawa
Music : Motoaki Furukawa
Sound effects : Kenichiro Fukui
Production designers : Naoko Sato, Hiroshi Hanatani
Electronic engineer : K. Furukawa

Cabinet Graphic Design: Don Marshall

- PORTS -

* Consoles : 
Sega Genesis [US] (1992) 
Sega Mega Drive [EU] (1992) "Sunset Riders [Model T-95026-50]" 
Nintendo SNES [EU] (1993) "Sunset Riders [Model SNSP-6S-EUR]"
Nintendo SNES [US] (October 1993) "Sunset Riders [Model SNS-6S-USA]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2694&o=2

$end


$snes=ssridersu,
$bio

Sunset Riders [Model SNS-6S-USA] (c) 1993 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63629&o=2

$end


$snes=ssriders,
$bio

Sunset Riders (c) 1993 Konami Company, Limited.

- TECHNICAL -

Cartridge ID: SNSP-6S-EUR

- TRIVIA -

Reviews:
[FR] November 1993 - Consoles + N.25: 90%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63628&o=2

$end


$megadriv=ssriders,
$bio

Sunset Riders (c) 1992 Konami Company, Limited.

- TECHNICAL -

Game ID: T-95026-50

- TRIVIA -

Reviews:
[FR] April 1993 - Consoles + No. 19: 68/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56911&o=2

$end


$info=j2sset,
$bio

Sunset Strip (c) 198? Unknown.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41880&o=2

$end


$info=ep_snset,ep_snseta,
$bio

Sunset Strip (c) 199? Extreme Gaming.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40892&o=2

$end


$psx=sunsoft3,
$bio

Sunsoft Classics Vol.3 - Memorial Series [Model SLPS-03366] (c) 2001 Sunsoft [Sun Electronics div.] [Kounan, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85745&o=2

$end


$gameboy=sunsftgp,
$bio

Sunsoft Grand Prix [Model DMG-FB-NOE] (c) 1992 Sunsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67011&o=2

$end


$famicom_flop=mapedit,
$bio

Sunsoft Map Editor (c) 19?? Sunsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65458&o=2

$end


$famicom_flop=tiledit,tiledito,
$bio

Sunsoft Tile Editor (c) 19?? Sunsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65459&o=2

$end


$info=j2supfrt,
$bio

Supa Fruit (c) 198? JPM International.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41010&o=2

$end


$info=m4supfru,m4supfrua,
$bio

Supa Fruits (c) 199? Union Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15643&o=2

$end


$info=m4supsl,
$bio

Supa Silva (c) 1986 Unknown.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42066&o=2

$end


$info=m4supslt,
$bio

Supa Slot (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41479&o=2

$end


$info=j2supstp,j80supst,
$bio

Supa Steppa (c) 198? JPM International.

- TECHNICAL -

System 80

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41017&o=2

$end


$info=j2ss,
$bio

Supa Stepper (c) 198? JPM International.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41921&o=2

$end


$info=j2suptrk,
$bio

Supa Track (c) 198? JPM International.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41019&o=2

$end


$amigaocs_flop=supaplex,
$bio

Supaplex (c) 1991 Dream Factory

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75150&o=2

$end


$snes=supapndx,
$bio

Supapoon DX [Model SHVC-A3YJ-JPN] (c) 1995 Yutaka

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62245&o=2

$end


$snes=supapoon,
$bio

すぱぽーん (c) 1995 Yutaka
(Supapoon)

Supapoon is a cute breakout game published by Yutaka and developed by Now Production. Sure, we have here another Arkanoid clone, but Supapoon offers a couple of unique and new twists to the genre. First of all, not all bricks need to be cleared up to complete a stage. Only the strange looking yellow balls and their odd sun glasses need to be popped out to clear a stage. Cleaning everything up on screen awards the player with a special perfect bonus though. As expected, some bricks and other gems can release small power-ups (usually symbolized by a colored Hiragana character) that players can use to increase the size of the paddle, trigger multi-balls, get an extra life or build a wall-shield at the bottom of the screen. Sometimes, stars and tiny skulls can also fall down. The paddle can hit the ball when the action button is pressed and, in function of how many stars have been collected, can increase the ball's power hit. If the player collects more than four, then a powerful bomb wipes out most of the bricks on screen! Finally, the paddle has a life bar displayed on the left of the screen. This bar plays a vital role and constantly decreases. More than a time limit, the bar also reduces each time the player gets hit, or collects a skull. Supapoon has more surprises in store, including bosses, bonus stages and various, and often unusual, special bricks and items.

- TECHNICAL -

Cartridge ID: SHVC-A5YJ-JPN

- TRIVIA -

Supapoon was released on October 06, 1995 in Japan.

This game was never released outside Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62244&o=2

$end


$msx1_cart=suparobo,
$bio

Suparobo (c) 1984 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77482&o=2

$end


$info=j2supsft,
$bio

Supashifta (c) 1987 JPM International.

- TRIVIA -

Released in August 1987.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15801&o=2

$end


$info=m3supasw,
$bio

Supaswop (c) 198? BWB.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41206&o=2

$end


$info=m4suptrn,
$bio

Supatron (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41480&o=2

$end


$info=sc1s1000,
$bio

Super 1000 (c) 1992 Deltasoft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42159&o=2

$end


$megadriv=s15in1,
$bio

Super 15 in 1 (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56912&o=2

$end


$megadriv=s19in1,
$bio

Super 19 in 1 (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56913&o=2

$end


$info=j_super2,
$bio

Super 2 (c) 198? JPM International.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41957&o=2

$end


$nes=2socdanc,
$bio

Super 2 in 1 (c) 19?? Unknown [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76963&o=2

$end


$snes=super20m,
$bio

Super 20 Collection (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62246&o=2

$end


$info=super21,
$bio

Super 21 (c) 1978 Mirco Games, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=29497&o=2

$end


$nes=mc_s3a,
$bio

Super 3 in 1 (c) 1997 NT.

- TECHNICAL -

Game ID: NT-943

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95411&o=2

$end


$info=32xj,
$bio

Super 32X (c) 1994 Sega Enterprises, Ltd.

Japanese release. For more information, please see the original USA model entry; "Sega Genesis 32X [Model MK-84000A]".

- TECHNICAL -

Model No. HMA-2400

- TRIVIA -

The Super 32X was released on December 03, 1994 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82088&o=2

$end


$snes=super3db,
$bio

Super 3D Baseball [Model SHVC-3D] (c) 1993 Jaleco Company, Limited. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62247&o=2

$end


$info=j5sup4,
$bio

Super 4 (c) 199? JPM International.

- TECHNICAL -

System 5

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41052&o=2

$end


$snes=super4wd,
$bio

Super 4WD - The Baja (c) 1994 Nichibutsu.

- TECHNICAL -

Model SHVC-R8-JPN

- TRIVIA -

Super 4WD - The Baja for Super Famicom was released on June 17, 1994 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62248&o=2

$end


$info=sc4s6c,sc4s6ca,sc4s6cb,sc4s6cc,sc4s6cd,sc4s6ce,
$bio

Super 6 Club (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR6834]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42788&o=2

$end


$bbca_cass,bbcb_cass=super7,
$bio

Super 7 (c) 19?? DACC

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52486&o=2

$end


$info=ss3021,rs3525,ss3124,ss3022,ss3023,ss3018,ss3256,ss3024,ss3334,ss3025,
$bio

Super 7 (c) 199? IGT [International Game Technologies].

4-Reel, 2-Coin Multiplier slot.

- TECHNICAL -

Game ID: 33I

- UPDATES -

SS3021
RS3525
SS3124
SS3022
SS3023
SS3018
SS3256
SS3024
SS3334
SS3025

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46358&o=2

$end


$info=j2super7,
$bio

Super 7's (c) 198? Unknown.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41922&o=2

$end


$snes=super8,
$bio

Super 8 (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63630&o=2

$end


$info=V0000637,V0000638,V0000639,V0000640,V0000641,
$bio

Super 8 Race (c) 1996 IGT [International Game Technologies].

9-Reel 8-Line slot.

- TRIVIA -

Released in August 1996.

- UPDATES -

V0000637
V0000638
V0000639
V0000640
V0000641

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=37669&o=2

$end


$info=s8waysfc,
$bio

Super 8 Ways FC (c) 199? Sigma Enterprises, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94331&o=2

$end


$info=PS0330,PS0329,PS0327,PS0326,PS0325,
$bio

Super 8-Line (c) 199? IGT [International Game Technologies].

- TECHNICAL -

Model 168I

- UPDATES -

PS0330
PS0329
PS0327
PS0326
PS0325

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=38367&o=2

$end


$info=super98,
$bio

Super 98 (c) 1998 Unknown.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100206&o=2

$end


$info=superabc,superabco,
$bio

Super ABC (c) 1999 Two-Bits Score.

The Super ABC-Kit is a Kit made by Two-Bits Score was a multi-game kit that were to be connected to a Pac-man or Ms.Pac-Man Board. The games on the kit are:
Pac-Man, Ms.Pac-Man, Pac Attack (a.k.a Hangly Man) Ms.Pac-Attack (a.k.a Ms.Pac-Man Plus), Ms.Pac-Man After Dark (a.k.a Vector Ms.Pac-Man), and Piranha (hack).

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48556&o=2

$end


$info=X002372P,X002373P,X002374P,
$bio

Super Aces Bonus Poker (c) 199? IGT [International Game Technologies].

- TECHNICAL -

B1065X; CLASSIC UPRIGHT CABINET
IA65X; IMBEDDED BILL ACCEPTOR CABINET
2965X; SLANT CABINET WITH TOP BOX
3665X; DROP IN BAR CABINET WITH FLAT SCREEN
GD65X; SLANT CABINET W/IBA TOP BOX
QA65X; FLAT BAR WITH IMBEDDED BILL ACCEPTOR

- UPDATES -

X002372P
X002373P
X002374P

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=26843&o=2

$end


$coleco=sabaseb,
$bio

Super Action Baseball (c) 1983 Coleco Industries, Incorporated. [Amsterdam, NY, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53362&o=2

$end


$coleco=safootb,
$bio

Super Action Football (c) 1984 Coleco Industries, Incorporated. [Amsterdam, NY, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53363&o=2

$end


$a2600=superact,
$bio

Super Action Pak (c) 1988 HES [Human Engineered Software]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51063&o=2

$end


$coleco=safootb,
$bio

Super Action Soccer (c) 1984 Coleco Industries, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53365&o=2

$end


$info=m3supadr,
$bio

Super Adders & Ladders (c) 198? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41205&o=2

$end


$snes=advisl2u,
$bio

Super Adventure Island II (c) 1994 Hudson Soft.

- TECHNICAL -

Game ID: SNS-E4-USA

- TRIVIA -

Reviews:
[FR] September 1994, Consoles + N.35: 89%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63634&o=2

$end


$snes=advisl2,
$bio

Super Adventure Island II [Model SNSP-E4-UKV] (c) 1994 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63633&o=2

$end


$snes=advislu,
$bio

Super Adventure Island [Model SNS-H2-USA] (c) 1992 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63632&o=2

$end


$snes=advisl,
$bio

Super Adventure Island (c) 1992 Hudson Soft [Hudson Group].

- TECHNICAL -

Cartridge ID: SNSP-H2-EUR

- TRIVIA -

Reviews:
March 1992 - Joypad N.6 [FR]: 90/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63631&o=2

$end


$saturn,sat_cart=sarockmn,
$bio

Super Adventure Rockman (c) 1998 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59740&o=2

$end


$psx=superadv,
$bio

Super Adventure RockMan [Model SLPS-01051~3] (c) 1998 Capcom Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85746&o=2

$end


$snes=airdivr2,
$bio

Super Air Diver 2 [Model SHVC-AADJ-JPN] (c) 1995 Asmik

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62250&o=2

$end


$snes=airdiverj,
$bio

Super Air Diver [Model SHVC-AZ] (c) 1993 Asmik

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62249&o=2

$end


$snes=airdiver,
$bio

Super Air Diver [Model SNSP-AZ-UKV] (c) 1993 Sunsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63635&o=2

$end


$pcecd=superair,
$bio

Super Air Zonk (c) 1993 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58517&o=2

$end


$megadriv=superair,
$bio

Super Airwolf (c) 1991 Kyugo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56914&o=2

$end


$nes=supalad,supalada,
$bio

Super Aladdin (c) 19?? Super Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84131&o=2

$end


$pcecd=superalb,
$bio

Super Albatross (c) 1989 Telenet [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58403&o=2

$end


$snes=aleste,
$bio

Super Aleste (c) 1992 Toho Company, Limited.

European release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Super Aleste [Model SHVC-AT]".

- TRIVIA -

Reviews:
[FR] March 1992 - Consoles + N.8 (Page 72-73): 89/100
[FR] July 1992 - Joypad N.10: 95/100

Average note: 92/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63636&o=2

$end


$snes=alestej,
$bio

???????? (c) 1992 Toho Company, Limited.
(Super Aleste)

Super Aleste is an intense vertical shooter by Compile and, as the name so aptly implies, is part of the classic and critically acclaimed Aleste series. In the year 2048 AD, a strange giant sphere appears from the depths of space and starts attacking Earth cities. It eventually stops in South America, over the Amazon jungle, where it starts building a giant floating city. The Earth Allied Forces decide to launch a counterattack and to deploy their most priced fighter - the 'Aleste' - to eliminate the invader. But the fighter is quickly overwhelmed by a swarm of phenomenal power and fails in its mission. Although in a desperate situation, the Earth Forces don't surrender and they begin the construction of the 'Super Aleste'. The new elite pilot Raz and his female alien co-pilot Thi are now on a suicide mission to destroy the sphere and thus to put an end to the invasion. The Super Aleste fighter is packed with serious firepower and no less than eight different weapons can be equipped (such as homing missiles, guided options, lasers or multi-shots). Additionally, each weapon can be upgraded to a maximum of six times (by collecting orange orbs or green weapon-pods) and all have two different modes of action that can be switched at any time during gameplay. Beside, the power upgrades double as a shield and the active weapon's power downgrades each time the fighter receives a hit, and at zero the Super Aleste goes to oblivion. Finally, super-bombs are of course available and used to wipe out most of the enemies on screen in case of a sudden emergency. Super Aleste consists of twelve levels (four are bonus stages) and also includes a 'short' option which acts as an intense 'score attack' mode.

- TECHNICAL -

[Model SHVC-AT]

- TRIVIA -

Super Aleste was released on April 28, 1992 in Japan.

- STAFF -

Executive Producers: Akira Kobayashi, Moo Niitani
Producers: Junichi Tsunoda, Masato Takeno, Taka Tanida
Programmer: Jemini Hirono
Graphic Designers: Janus Teramoto, Kerol Watanabe, Itoh, Koshio, Sawa, Ohnishi
Sound Designers: Takeuchi, Nagao, Katsumi Tanaka
Game Designer: Jemini Hirono
Special Thanks to: Katsuji Suenaga, Matsuoka, Compile Staff

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47763&o=2

$end


$snes=alfredu,
$bio

Super Alfred Chicken (c) 1994 Mindscape, Incorporated. [Northbrook, IL, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63637&o=2

$end


$c64_cart,c64_flop=supalien,
$bio

Super Alien (c) 1982 Commodore

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53723&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=alien,
$bio

Super Alien [Model VIC-1906] (c) 1981 Commodore

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83760&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=spramok,
$bio

Super Amok (c) 198? UMI

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86948&o=2

$end


$snes=genchohi,
$bio

Super Aoki Ookami to Shiroki Mejika - Genchou Hishi [Model SHVC-G2] (c) 1993 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62251&o=2

$end


$pc8801_flop=superapp,
$bio

Super Applicatte 88 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92980&o=2

$end


$nes=suprarabh,
$bio

Super Arabian (c) 1987 FMG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69322&o=2

$end


$nes=suprarab,
$bio

スーパーアラビアン (c) 1985 Sunsoft.
(Super Arabian)

- TECHNICAL -

Game ID: SS1-4500
Barcode: 4988107032413

- TRIVIA -

Super Arabian for the Nintendo Famicom was the first home video game made by Sunsoft. It was released on July 25, 1985 in Japan.

The arcade version of this title is known simply as "Arabian".

- STAFF -

Developed by SUNSOFT

- PORTS -

* Consoles : 
Sony PlayStation [JP] (October 4, 2001) "Memorial Series Sunsoft Vol.1 [Model SLPS-03135]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54663&o=2

$end


$sms=superark,
$bio

Super Arkanoid (c) 1989 HiCom

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56208&o=2

$end


$gba=suprarmy,
$bio

Super Army War [Model AGB-BG6E-USA] (c) 2005 Atlus Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75875&o=2

$end


$x68k_flop=superart,
$bio

Super Artemis (c) 199? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88648&o=2

$end


$lynx=supaster,
$bio

Super Asteroids & Missile Command (c) 1995 Atari Corp.

- TECHNICAL -

Model PA2093

- STAFF -

Programmer: Steve Marschner

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58861&o=2

$end


$info=csuperas,
$bio

Super Astro Fighter (c) 1981 Data East Corp.

Super Astro Fighter is a great 2-D, space shooter game featuring new graphics and sounds. Once again the player has the mission to protect the various sectors from the hoards of invading aliens UFOs. Armed with your super astro fighter spaceship, you must ensure to destroy all the invaders. You will have to defeat waves of alien spaceships in order to later confront the boss alien ship the 'space master' to destroy and dock with it to refuel and keep the mission.

- TECHNICAL -

This video game runs on the "DECO Cassette System" Hardware.

Cartridge ID : Model DT-109

- TRIVIA -

Super Astro Fighter was released in May 1981. It was known as the 9th video game made for this system (Cassette No. 09).

- SERIES -

1. Astro Fighter [Upright model] (1979)
2. Super Astro Fighter [Model DT-109] (1981)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=416&o=2

$end


$n64=sbdaman,
$bio

Super B-Daman - Battle Phoenix 64 [Model NUS-NB6J] (c) 1998 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57994&o=2

$end


$gameboy=sbdaman,
$bio

Super B-Daman - Fighting Phoenix [Model DMG-ABDJ-JPN] (c) 1997 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67012&o=2

$end


$snes=superbc,
$bio

Super B.C. Kid (c) 1994 Hudson Soft [Hudson Group].

- TRIVIA -

Reviews:
[FR] April 1995, Consoles + N.42: 80/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63638&o=2

$end


$snes=backtof2,
$bio

????????????????????II (c) 1993 Toshiba EMI.
(Super Back to the Future II)

Super Back To The Future II is a Japan only platform game by Toshiba/EMI and based on the popular movie of same name. The player takes control of a super deformed version of Marty McFly and the game starts out as he and the genius Doc time travel to 2015 in a desperate attempt to save Marty's future. Our hero rides a hover-board and his only means of attack is to flip the board in the air and to hit enemies with it. Coins can be collected along the way and spent on vending machines to purchase power-ups, extra lives or shields. Marty's arch enemy Biff and his loyal minions usually wait at the end of each area, and these frantic fights push our hero to use elements of the scenery (usually in the shape of large buttons). The game faithfully follows the blockbuster movie and stages become fairly large later in the game. Each level is divided into sub-areas and the story unfolds in cute original cutscenes. A password system allows the player to save his progress.

- TECHNICAL -

Cartridge ID: SHVC-B2 (TOPN-2004)

- TRIVIA -

Released on July 23, 1993 in Japan for 9000 Yen.

- STAFF -

Executive Producer: Yoshihiko Ohhashi, Naoki Morishima, Nobuyuki Hakamada
Sound Arrange: Hitoshi Sakimoto
Programmer: Paradise Kenji, Puppet Ishizuka
Graphics: Endorphin Konappy, Nozomi Takeguchi

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62252&o=2

$end


$info=sbagman,sbagmans,
$bio

Super Bagman (c) 1984 Valadon Automation.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.5 Mhz), TMS5110 (@ 640 Khz)

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 64

Players : 2
Control : 4-way joystick
Buttons : 2

- TRIVIA -

Released in April 1984.

Also licensed to Stern for US manufacture and distribution.

- SERIES -

1. Bagman (1982)
2. Super Bagman (1984)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2695&o=2

$end


$snes=sbaken95,
$bio

Super Baken Ou '95 [Model SHVC-A4TJ-JPN] (c) 1995 Teichiku Records

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62253&o=2

$end


$info=suprball,
$bio

Super Ball (c) 2002 Amcoe, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40707&o=2

$end


$pc8801_flop=superbal,
$bio

Super Balloon (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92981&o=2

$end


$info=superbar,
$bio

Super Bar (c) 1994 Promat Company, Limited.

- TRIVIA -

Released in April 1994.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32639&o=2

$end


$info=ss1720,ss1721,ss1579,ss1580,ss1581,ss1582,
$bio

Super Bar (c) 199? IGT [International Game Technologies].

- TECHNICAL -

Model 63B

- UPDATES -

SS1721
SS1579
SS1581
SS1582

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46342&o=2

$end


$info=ec_sbxbr,ec_sbxbra,ec_sbxbrb,ec_sbxbrc,ec_sbxbrd,ec_sbxbre,ec_sbxbrf,ec_sbxbrg,ec_sbxbrh,
$bio

Super Bar-X (c) 1991 Brunel Research.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64464&o=2

$end


$info=ec_sbarx,ec_sbarx__a1,ec_supbxmab,ec_supbxcon,ec_sbarx__a,ec_sbarx__b,ec_sbarx__c,ec_sbarx__d,ec_sbarx__e,ec_sbarx__f,ec_sbarx__g,ec_sbarx__h,ec_sbarx__i,ec_sbarx__j,ec_sbarx__k,ec_sbarx__l,
$bio

Super Bar-X (c) 199? Electrocoin Automatics, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41893&o=2

$end


$info=ec_spbdx,ec_spbdx__a,ec_spbdx__b,ec_spbdx__c,
$bio

Super Bar-X Deluxe (c) 199? Electrocoin Automatics, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41890&o=2

$end


$info=pr_supbr,
$bio

Super Bars (c) 1999 PCP.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48953&o=2

$end


$info=j5supbar,j5supbara,
$bio

Super Bars (c) 199? JPM International.

- TECHNICAL -

System 5

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41053&o=2

$end


$fm7_cass=sbasebal,
$bio

Super Baseball (c) 1983 Sawada Denki

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93805&o=2

$end


$pc8801_flop=superbas,
$bio

Super Baseball (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92982&o=2

$end


$a2600=superbasc
$bio

Super Baseball (c) 19?? CCE

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51065&o=2

$end


$megadriv=2020bb,
$bio

Super Baseball 2020  (c) 1994 Electronic Arts

- TECHNICAL -

Game ID: 7158

- TRIVIA -

Released on March 03, 1994 in North America.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88792&o=2

$end


$info=dblplay,
$bio

Super Baseball Double Play Home Run Derby (c) 1987 Leland Corp.

- TECHNICAL -

Main CPU : (2x) Zilog Z80 (@ 6 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.666666 Mhz), Custom (@ 1.666666 Mhz)

Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024

Players : 2
Control : stick
Buttons : 6

- TRIVIA -

Developed in cooperation with Tradewest.

- SERIES -

1. World Series - The Season (1985)
2. Baseball The Season II (1987)
3. Super Baseball Double Play Home Run Derby (1987)
4. Strike Zone Baseball (1988)

- STAFF -

Lead Programmer : Medo Moreno
Art Director : Dan Viescas
Artist : Jerry Huber

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2696&o=2

$end


$snes=bbsim1k,
$bio

Super Baseball Simulator 1.000 [Model SNS-UB-USA] (c) 1991 Culture Brain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63639&o=2

$end


$a2600=superbase,
$bio

Super Baseball (c) 1988 Atari Corporation.

PAL release. Game developed in USA. For more information, please see the NTSC release's entry; "Super Baseball [Model CX26152]".

- TECHNICAL -

Model CX26152P

- PORTS -

* Consoles : 
Microsoft XBOX [EU] (November 26, 2004) "Atari Anthology" 
Sony PlayStation 2 [EU] (February 18, 2005) "Atari Anthology [Model SLES-53061]" 

* Computers : 
PC [MS Windows, CD-ROM] [EU] (June 10, 2005) "Atari - 80 Classic Games in One! [Replay]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83018&o=2

$end


$a2600=superbas,
$bio

Super Baseball (c) 1988 Atari Corporation.

- TECHNICAL -

Model CX26152

- TIPS AND TRICKS -

The fielder closest to the ball automatically makes the play. Begin moving the fielder into position, using the joystick handle, as soon as the ball is hit.

If the ball is thrown away, the runners don't advance.  Play is delayed until the appropriate fielder picks up the ball and throws it back to the pitcher.

When throwing the ball to an infielder, picture the joystick as sitting in the middle of the baseball diamond.  When the handle is in the center position, pushing the fire button throws the ball to the pitcher; home plate is down from the pitcher; first base is to the right of the pitcher; second is up from the pitcher; and third base is to the left of the pitcher.

Remember to select a pitch before you release the fire button.  If you release the fire button without having selected a pitch, it's counted as an intentional ball.

As in a real baseball game, the team with the highest number of runs after nine innings wins the game.  However, if the game is tied at the end of the ninth, it could be a long day at the old ballpark.

- PORTS -

* Consoles : 
Microsoft XBOX [US] (November 16, 2004) "Atari Anthology [Model 26084]" 
Sony PlayStation 2 [US] (November 22, 2004) "Atari Anthology [Model SLUS-21076]" 
Microsoft XBOX [JP] (August 4, 2005) "Atari Anthology [Model B7X-00001]" 

* Handhelds : 
Nintendo DS [US] (March 8, 2011) "Atari Greatest Hits Vol.2 [Model NTR-BR7E-USA]" 

* Computers : 
PC [MS Windows, CD-ROM] [US] (November 11, 2003) "Atari - 80 Classic Games in One! [Model 25069J]" 

* Others : 
Atari Flashback 2+ [US] (February 22, 2010) 
Atari Flashback 3 [US] (September 16, 2011) by AtGames 
Atari Flashback 4 [US] (November 13, 2012) by AtGames 
Atari Flashback 5 [US] (October 1, 2014) by AtGames

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51064&o=2

$end


$snes=basload,
$bio

Super Bases Loaded (c) 1991 Jaleco Company, Limited. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63646&o=2

$end


$snes=basload3a,basload3,
$bio

Super Bases Loaded 3 - License to Steal (c) 1995 Jaleco Company, Limited. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63647&o=2

$end


$snes=basload2,
$bio

Super Bases Loaded II (c) 1994 Jaleco Company, Limited. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63648&o=2

$end


$sms=suprbskt,
$bio

Super Basketball (c) 1989 Sega.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56209&o=2

$end


$info=sbasketb,sbaskete,sbasketg,sbasketh,
$bio

Super Basketball (c) 1984 Konami Industry Company, Limited.

A basketball game.

- TECHNICAL -

This game appears to have only been available as a conversion kit. The game runs on a single large motherboard with one daughterboard attached. This board is compatible with the Konami Standard and will plug into any machine wired for that standard.

Game ID : GX405

Main CPU : Motorola M6809 (@ 1.4 Mhz)
Sound CPU : Zilog Z80 (@ 3.5795 Mhz)
Sound Chips : DAC, SN76496 (@ 1.789772 Mhz), Sanyo VLM5030 (@ 3.58 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 3 (DRIBBLE, PASS, SHOOT)

- TRIVIA -

Super Basketball was released in September 1984. This is the first basketball game presented by Konami.

- UPDATES -

It appears that there was both an encrypted and an unencrypted version of the game, there is no game+play difference between them, but they do use slightly different hardware.

- TIPS AND TRICKS -

* Angle And Timing Rules...
Free Throws : 41-44 and 46-49% = 1 pt and 3 seconds, 45% = 2 pts and 5 seconds.
Jump Shots : Varies by location, 45% sinks from anywhere ('nice shot'), 5 seconds.
Dunk Shots : Same as above, grants one extra second.
Lose 5 seconds for each turnover, unless game clock is already at :09 or below.

* Speed and time are essential. The big points are scored on the after-game bonuses, and you need to score tons of points to beat the World Champs. Here's how :
1) The primary sweet spot on the floor is the baseline (right edge) on the right (bottom) side of the basket, anywhere inside 3 point range. You can win most games shooting only from here. Dribble there every chance you get and shoot while running out of bounds -- the computer can't block the shot and any reasonably angled shot will go in.
2) The secondary sweet spot is the bottom left corner of the free throw line. Periodically one of your players will post up in this spot -- a quick pass to him results in an easy shot if it's taken immediately. The computer can sometimes stop the play, but it's such a fast striking shot that it can pay off big when time is running low.
3) Basic strategy is score fast, score often, you need the time. Pass north-south, not east-west and you can get around the defenders to the baseline. Take most of your shots from there as outlined above, and you should score fast enough to beat most teams.

* Hint 1 : On bonus shot screens, just shoot like crazy. You can have multiple balls on+screen at once, so don't bother aiming.

* Hint 2 : After about the 4th team, you're better off just avoiding passing altogether as they pick off the balls too often.

* Hint 3 : Move diagonally as much as possible rather than straight forward, and when under the hoop, you don't need to make a full jump to get it in easy - that just makes it easier to be blocked.

* Hint 4 : If you're moving without the ball (say after a shot, to go rebound) it seems that you can run faster if you 'dribble' even though you don't have a ball to do that with.

* 5,000 Point Bonus : When you're shooting free throws, hold down the shoot button until the angle indicator is between 85 and 90 degrees. The ball will go straight up, bounce off the shooter's head, and bounce off the screen, awarding you a 5,000 point bonus.

- PORTS -

* Consoles : 
Nintendo DS [JP] (March 15, 2007) "Konami Arcade Collection [Model NTR-P-ASKJ (RY039-J1)]" 
Nintendo DS [US] (March 30, 2007)  as "Basketball" in "Konami Classics Series: Arcade Hits [Model NTR-ACXE-USA]" 
Nintendo DS [EU] (October 26, 2007) "Konami Arcade Classics [Model NTR-P-ACXP]" 
Nintendo DS [AU] (October 29, 2007) "Konami Arcade Classics" 
Nintendo DS [JP] (October 29, 2009) "Konami Arcade Collection [Konami Dendou Selection] [Model NTR-ASKJ-JPN-1 (RY039-J4)"]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2697&o=2

$end


$snes=batterup,
$bio

Super Batter Up (c) 1992 Namco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63649&o=2

$end


$pc98=sskinpan,
$bio

Super Battle Skin Panic (c) 1991 Gainax [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90746&o=2

$end


$megadriv=sbship,
$bio

Super Battleship (c) 1993 Mindscape, Incorporated. [Northbrook, IL, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57428&o=2

$end


$snes=sbshipu,
$bio

Super Battleship [Model SNS-8B-USA] (c) 1993 Mindscape, Incorporated. [Northbrook, IL, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63651&o=2

$end


$snes=sbship,
$bio

Super Battleship [Model SNSP-8B-EUR] (c) 1993 Mindscape, Incorporated. [Northbrook, IL, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63650&o=2

$end


$gameboy=sbtank,
$bio

Super Battletank - War in the Gulf [Model DMG-N6-EUR] (c) 1994 Absolute Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67013&o=2

$end


$gameboy=sbtanku,
$bio

Super Battletank - War in the Gulf [Model DMG-N6-USA] (c) 1994 Absolute Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67014&o=2

$end


$snes=sbtank2j,
$bio

Super Battletank 2 [Model SHVC-2X] (c) 1994 Pack-In-Video Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62255&o=2

$end


$snes=sbtank2u,
$bio

Super Battletank 2 [Model SNS-2X-USA] (c) 1994 Absolute Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63654&o=2

$end


$snes=sbtank2s,
$bio

Super Battletank 2 [Model SNSP-2X-ESP] (c) 1994 Sony Imagesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63653&o=2

$end


$snes=sbtank2,
$bio

Super Battletank 2 [Model SNSP-2X-EUR] (c) 1994 Sony Imagesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63652&o=2

$end


$gamegear=sbtank,
$bio

Super Battletank [Model 1239] (c) 1992 Majesco Ent. Co.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64884&o=2

$end


$snes=sbtankj,
$bio

Super Battletank [Model SHVC-SB] (c) 1993 Pack-In-Video Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62254&o=2

$end


$info=m4sbx,m4sbxa,m4sbxb,m4sbxc,m4sbxd,m4sbxe,
$bio

Super Bear X (c) 199? Coin World.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48950&o=2

$end


$odyssey2,g7400=superbee,
$bio

Super Bee (c) 1983 GST Video

- TECHNICAL -

Game ID: 50

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95685&o=2

$end


$odyssey2=superbeeb,
$bio

Super Bee! (c) 1983 Philips Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95686&o=2

$end


$snes=sbig2,
$bio

Super Big 2 (c) 199? Unknown [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62256&o=2

$end


$info=ec_spbg7mab,
$bio

Super Big 7 (c) 199? Electrocoin Automatics, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41889&o=2

$end


$gameboy=superbik,
$bio

Super Bikkuriman - Densetsu no Sekiban [Model DMG-CYJ] (c) 1992 Yutaka

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67015&o=2

$end


$snes=sbikkuri,
$bio

Super Bikkuriman [Model SHVC-BM] (c) 1993 BEC

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62257&o=2

$end


$snes=sbillard,
$bio

Super Billiard - Championship Pool [Model SHVC-IP] (c) 1994 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62258&o=2

$end


$msx1_cart=sbillard,
$bio

Super Billiards [Model HM-010] (c) 1983 HAL Laboratory, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77483&o=2

$end


$sms=sbioman1,
$bio

Super Bioman 1 (c) 1992 HiCom

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56210&o=2

$end


$msx1_cart=sbioman4,bioman4,
$bio

Super Bioman 4 (c) 199? Zemina [Korea]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77484&o=2

$end


$snes=birdrush,
$bio

Super Birdie Rush (c) 1992 Data East Corp.

Top down view golf game.

- TECHNICAL -

Cartridge ID: SHVC-BH

- TRIVIA -

Super Birdie Rush was released on March 06, 1992 in Japan exclusively.

'BH' in the cartridge ID stands for 'Birdie rusH'.

Reviews:
[FR] May 1992 - Joypad N.8 (Page 150-151): 76/100

- SERIES -

1. Golf Club Birdie Rush [Model DFC-GH] (1987)
2. Super Birdie Rush [Model SHVC-BH] (1987)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62259&o=2

$end


$info=sbishi,sbishik,sbishika,
$bio

Super Bishi Bashi Champ (c) 1998 Konami Company, Limited.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 16 Mhz)
Sound Chips : Yamaha YMZ280B (@ 16.9344 Mhz)

Players : 3
Buttons : 3

- TRIVIA -

Super Bishi Bashi Champ was released in May 1998 in Japan.

In the 'Super car' minigame, you can speed up your car by pressing green button, every time you speed up, you'll hear familiar Gradius III powerup sound, along with the announcer voice 'Speed up!'

In the 'UFO' minigame, one of UFOs you discover is none other than Koitsu, the stickman from the Parodius series.

- SERIES -

1. Bishi Bashi Championship Mini Game Senshuken (1996)
2. Super Bishi Bashi Champ (1998)
3. Handle Champ (1998)
4. Hyper Bishi Bashi (1999)
5. Gachaga Champ (1999)
6. Step Champ (1999)
7. Hyper Bishi Bashi Champ (1999)
8. Anime Champ (2000)
9. Salaryman Champ (2001)
10. Great Bishi Bashi Champ (2002)
11. Bishi Bashi Champ Online (2005)
12. The Bishi Bashi (2009)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4411&o=2

$end


$gbcolor=sblkbass,
$bio

Super Black Bass - Real Fight [Model CGB-VRFJ-JPN] (c) 1999 Starfish, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68825&o=2

$end


$snes=sblkbas2,
$bio

Super Black Bass 2 [Model SHVC-AB2J-JPN] (c) 1994 Starfish, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62261&o=2

$end


$snes=sblkbas3a,sblkbas3,
$bio

Super Black Bass 3 [Model SHVC-A3SJ] (c) 1995 Starfish, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62262&o=2

$end


$gba=sblkbass,
$bio

Super Black Bass Advance (c) 2002 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75876&o=2

$end


$gba=sblkbassj,
$bio

Super Black Bass Advance [Model AGB-AABJ-JPN] (c) 2001 Starfish, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75877&o=2

$end


$gameboy=sblkbap2,
$bio

Super Black Bass Pocket 2 [Model DMG-ABTJ-JPN] (c) 1997 Starfish, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67018&o=2

$end


$gbcolor=sblkbap3,
$bio

Super Black Bass Pocket 3 [Model DMG-ABQJ-JPN] (c) 1998 Starfish, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68826&o=2

$end


$gameboy=sblkbap,
$bio

Super Black Bass Pocket [Model DMG-ABPJ-JPN] (c) 1996 Starfish, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67017&o=2

$end


$gameboy=sblkbass,
$bio

Super Black Bass [Model DMG-A2BE-USA] (c) 1998 Hot-B [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67016&o=2

$end


$snes=sblkbassj,
$bio

Super Black Bass [Model SHVC-BQ] (c) 1992 Hot-B [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62260&o=2

$end


$snes=sblkbass,
$bio

Super Black Bass [Model SNS-BQ-USA] (c) 1993 Hot-B [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63655&o=2

$end


$nes=supbonyx,
$bio

Super Black Onyx (c) 1988 BPS [Bullet-Proof Software]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54664&o=2

$end


$info=comg204,
$bio

Super Blackjack (c) 1984 Cal Omega.

As the name implies, this is not an ordinary Blackjack game. It is super in every respect. Up to 6 cards may be displayed on each hand and a new deck is used for each game. After the player's first 2 cards are dealt he has the option of doubling his score. Additional cards are received each time the 'Hit' button is pressed. The player then stands by using the 'Stand' button and the dealer then receives additional cards until the game ends. In addition to standard play, the player can split any natural pair or 2 'ten' valued cards and play 2 hands against the dealer. Insurance against the dealer is available if the dealer shows an 'Ace' or 'Ten' valued card. The win table includes some exciting 3-card combination wins.

- TECHNICAL -

Housed in a 'The Derringer' cabinet.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=21493&o=2

$end


$info=m4madhse__q,
$bio

Super Blackjack (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41474&o=2

$end


$info=m4supbjc,m4supbjca,m4supbjcb,m4supbjcc,m4supbjcd,
$bio

Super Blackjack Club (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41475&o=2

$end


$nes=supblst7,
$bio

Super Blaster VII Turbo 28 (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84132&o=2

$end


$svision=sblock,
$bio

Super Block [Model SV10022] (c) 1992 Bon Treasure

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95475&o=2

$end


$info=sboblbobl,sboblbola,sboblbolb,sboblbobld,
$bio

Super Bobble Bobble (c) 19??.

Super Bobble Bobble is a bootleg of "Bubble Bobble".

Super Bobble Bobble has the 'Super Bubble Bobble' code (see "Bubble Bobble" entrie) in dip switch. Also, this bootleg has a new feature in Dip switch where you may control the speed of monsters. 

The monsters 'Mighta', 'Hidegonsu', and 'Drunk' do not throw their projectile weapons (i.e. 'Mighta' does not throw his slow-moving stone balls, 'Hidegonsu' does not throw his fast-moving fireballs, and 'Drunk' does not throw his boomerang bottles). However, the 'Invader' monster, who appears in 'Normal' mode only, does throw his laser projectile.

- TECHNICAL -

Main CPU : (2x) Zilog Z80 (@ 6 Mhz)
Sound CPU : Zilog Z80 (@ 3 Mhz)
Sound Chips : YM2203 (@ 3 Mhz), YM3526 (@ 3 Mhz)

Players : 2
Control : 2-way joystick
Buttons : 2
= > [1] Bubble, [2] Jump

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2698&o=2

$end


$snes=panicbw,
$bio

Super Bomberman - Panic Bomber W [Model SHVC-APBJ-JPN] (c) 1995 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62264&o=2

$end


$snes=sbombmn2j,sbombmn2jc,
$bio

Super Bomberman 2 [Model SHVC-M4] (c) 1994 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62265&o=2

$end


$snes=sbombmn2u,
$bio

Super Bomberman 2 [Model SNS-M4-USA] (c) 1994 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63659&o=2

$end


$snes=sbombmn2,
$bio

Super Bomberman 2 [Model SNSP-M4-UKV] (c) 1994 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63658&o=2

$end


$snes=sbombmn3,
$bio

Super Bomberman 3 (c) 1995 Hudson Soft [Hudson Group].

- TRIVIA -

Reviews:
[FR] July 1995, Consoles + N.45: 85/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63660&o=2

$end


$snes=sbombmn3j,sbombmn3jp,
$bio

Super Bomberman 3 [Model SHVC-AS6J-JPN] (c) 1995 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62266&o=2

$end


$snes=sbombmn4,
$bio

Super Bomberman 4 [Model SHVC-A4BJ-JPN] (c) 1996 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62267&o=2

$end


$snes=sbombmn5,sbombmn5c,
$bio

Super Bomberman 5 [Model SHVC-A5SJ-JPN] (c) 1997 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62268&o=2

$end


$snes=sbombmanj,
$bio

Super Bomberman (c) 1993 Hudson Soft.

- TECHNICAL -

Model SHVC-H6

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62263&o=2

$end


$snes=sbombmanu,
$bio

Super Bomberman [Model SNS-H6-USA] (c) 1993 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63657&o=2

$end


$snes=sbombman,
$bio

Super Bomberman [Model SNSP-H6-EUR] (c) 1993 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63656&o=2

$end


$gbcolor=sbomblis,
$bio

Super Bombliss DX [Model DMG-A2OJ-JPN] (c) 1999 BPS [Bullet-Proof Software]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68827&o=2

$end


$gameboy=sbomblis,
$bio

Super Bombliss [Model DMG-ASBJ-JPN] (c) 1995 BPS [Bullet-Proof Software]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67019&o=2

$end


$snes=sbomblis,
$bio

Super Bombliss [Model SHVC-ABOJ-JPN] (c) 1995 BPS [Bullet-Proof Software]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62269&o=2

$end


$info=superbon,
$bio

Super Bond (c) 1982 Alpha.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound CPU : Zilog Z80 (@ 1.78975 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.78975 Mhz)

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette colors : 99

Players : 1
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Super Bond is a conversion kit for "Super Cobra (Konami)", "Frogger (Konami)", "Amidar (Konami)" or "Scramble (Konami)".

Was distributed by Signatron in USA.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2699&o=2

$end


$snes=sbonk,
$bio

Super Bonk (c) 1994 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63661&o=2

$end


$info=suprbowl,
$bio

Super Bowl (c) 1984 Bell Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=9641&o=2

$end


$snes=sbowling,
$bio

Super Bowling (c) 1992 American Technos

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63662&o=2

$end


$n64=sbowling,
$bio

Super Bowling (c) 2000 UFO Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57996&o=2

$end


$n64=sbowlingj,
$bio

Super Bowling [Model NUS-NBWJ] (c) 1999 Athena Co. Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57995&o=2

$end


$snes=sbowlingj,
$bio

Super Bowling [Model SHVC-BW] (c) 1992 Athena Co. Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62270&o=2

$end


$a2600=superbox,
$bio

Super Box (c) 19?? CCE

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51066&o=2

$end


$sms=sboy3,
$bio

Super Boy 3 (c) 1991 Zemina

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56211&o=2

$end


$msx1_cart=sboy3,sboy3a,
$bio

Super Boy 3 (c) 1991 Zemina [Korea]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77485&o=2

$end


$sms=sboy4,
$bio

Super Boy 4 (c) 1992 Zemina

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56212&o=2

$end


$famicom_flop=superboy,
$bio

Super Boy Allan (c) 1987 Sunsoft

- TECHNICAL -

Disk ID: SSD-ALN

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65460&o=2

$end


$msx1_cart=sboy1,
$bio

Super Boy I (c) 1989 Zemina [Korea]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77486&o=2

$end


$sms=sboy1,
$bio

Super Boy I. (c) 1989 Zemina.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56213&o=2

$end


$sms=sboy2,
$bio

Super Boy II (c) 1989 Zemina

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56214&o=2

$end


$msx1_cart=sboy2,sboy2a,
$bio

슈퍼보이II (c) 1989 Zemina.
(Super Boy II.)

Korean version of Super Mario Bros.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77487&o=2

$end


$info=sbrkout,sbrkout3,sbrkoutc,sbrkoutct,
$bio

Super Breakout (c) 1978 Atari.

Super Breakout allows the player(s) to select any one of three different action-packed Super Breakout games by turning the game select knob on the control panel to the desired game. The three available Super Breakout modes are the following : 

* Double Breakout : before serving the ball, the Double Breakout playfield contains 52 orange bricks (4x13) at the top of the screen and 52 green bricks (4x13) immediately below the orange brick wall. 
Two paddles are displayed at the bottom end of the screen. When the serve pushbutton is pressed two balls are served. If the first ball served is missed, it counts as a missed serve and goes against the players allotted serves per game; otherwise the second ball is served. If the second ball served is missed after striking the first served ball, the player may continue with the first ball. 

* Cavity Breakout : before serving the ball, the Cavity Breakout playfield contains 44 orange bricks and 52 (4x13) green bricks located immediately below the orange brick wall. At approximately 3 columns in and 2 rows down into the orange brick wall, from both the left and the right side of the wall, two cavities appear. These two cavities occupy the space of 4 bricks (a 2x2 brick area). 
One paddle is provided in this game, and only one ball is served, unlike Double Breakout. When enough bricks are removed to release a captive ball from its cavity, the score doubles for each brick removed by any of the two balls in the playfield (as long as the served and freed ball remain active in the playfield). If the third ball is freed and all three balls are played in the playfield, the score triples. If any one of the balls is missed and lost, the score returns to double points. If the second ball is missed and only one ball remains in the playfield, points are then scored as normal. 

* Progressive Breakout : before serving the ball, the Progressive Breakout playfield contains 4x13 brick walls (one blue and the other green). The blue brick wall, which consists of 52 bricks, is at the top. Then occurs a space equivalent to this wall. In the middle of the screen is a green brick wall consisting of 52 bricks. 
The brick walls move or 'scroll' toward the paddle at a rate determined by the number of hits on the ball. As the bricks are knocked out and the walls progressively creep up on the player's paddle, new bricks enter the playfield at a progressively faster rate; four rows of bricks are always separated by four rows of blanks. 
As the brick walls scroll down, their colors change which indicates a new point score for that brick at that instant of time.

- TECHNICAL -

This title was most commonly available in an upright dedicated cabinet, although cocktail versions were also available. The machine featured a cartoon rendering of gameplay on both the side art and the marquee (done up mostly in yellow and brick red). The control panel was decorated with a few stripes and featured a single spinner control along with one button. The game was displayed on a black and white open frame monitor that had a color overlay installed to simulate color. This overlay made the different rows of bricks appear to be different colors.

Game ID : 033442-033455

Main CPU : MOS Technology M6502 (@ 375 Khz)
Sound Chips : DAC (@ 375 Khz)

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 2

Players : 2
Control : paddle
Buttons : 1

- TRIVIA -

Super Breakout was released in September 1978. 

Approximately 4,800 units were produced. 

This game is also known as "Super Knockout" (licensed to Subelectro).

- SCORING -

* Double Breakout Mode (the maximum score for this mode is 2694) :
Orange brick row 1 : 7 points (1 ball in playfield), 14 points (2 balls in playfield).
Orange brick row 2 : 7 points (1 ball in playfield), 14 points (2 balls in playfield).
Orange brick row 3 : 5 points (1 ball in playfield), 10 points (2 balls in playfield).
Orange brick row 4 : 5 points (1 ball in playfield), 10 points (2 balls in playfield).
Green brick row 1 : 3 points (1 ball in playfield), 6 points (2 balls in playfield).
Green brick row 2 : 3 points (1 ball in playfield), 6 points (2 balls in playfield).
Green brick row 3 : 1 points (1 ball in playfield), 2 points (2 balls in playfield).
Green brick row 4 : 1 points (1 ball in playfield), 2 points (2 balls in playfield).

* Cavity Breakout Mode (the maximum score for this mode is 3384) :
Orange brick row 1 : 7 points (1 ball in playfield), 14 points (2 balls in playfield), 21 points (3 balls in playfield).
Orange brick row 2 : 7 points (1 ball in playfield), 14 points (2 balls in playfield), 21 points (3 balls in playfield).
Orange brick row 3 : 5 points (1 ball in playfield), 10 points (2 balls in playfield), 15 points (3 balls in playfield).
Orange brick row 4 : 5 points (1 ball in playfield), 10 points (2 balls in playfield), 15 points (3 balls in playfield).
Green brick row 1 : 3 points (1 ball in playfield), 6 points (2 balls in playfield), 9 points (3 balls in playfield).
Green brick row 2 : 3 points (1 ball in playfield), 6 points (2 balls in playfield), 9 points (3 balls in playfield).
Green brick row 3 : 1 points (1 ball in playfield), 2 points (2 balls in playfield), 3 points (3 balls in playfield).
Green brick row 4 : 1 points (1 ball in playfield), 2 points (2 balls in playfield), 3 points (3 balls in playfield).

* Progressive Breakout Mode (the maximum score for this mode is infinite, however the score flips at 9,999 going back to 0) :
Blue brick : 7 points.
Orange brick : 5 points.
Green brick : 3 points.
Yellow brick : 1 point.

- TIPS AND TRICKS -

* Ball Speed : Besides the slowest ball speed, right after the serve, there are three possible speed-ups. The first speed-up after the serve occurs on the 4th hit, and a second faster speed-up occurs on the 8th hit. The third occurs after the 12th hit and the fourth occurs when a highpoint (either a 5- or 7-point) brick is hit, regardless of previous speed. Ball speed is restored to slowest value at the beginning of each serve.

* Ball Direction : When the ball intercepts the paddle it will rebound in any of four directions, depending on which portion of the paddle was hit (divide the paddle in four equal portions). This is still the case after the paddle has been reduced to half its normal size. Note that the ball is not allowed to move in a direction perpendicular to the front surface of the paddle or perpendicular to the edge of the paddle. These directions change with the number of hits of the balls. Just like the ball speed changes occur at the 4th, 8th and 12th ball hits.

- SERIES -

1. Breakout (1976)
2. Breakout Deluxe (1976)
3. Super Breakout (1978)
4. Breakout 2000 [Model J9093E] (1997, Atari Jaguar)
5. Breakout (2000, Sony PlayStation, PC CD-ROM; 2001, Macintosh)
6. Breakout Boost (2011, App Store)

- STAFF -

Designed and programmed by : Ed Logg

- PORTS -

* Consoles : 
Atari 2600 [US] (1978) "Super Breakout [Model CX2608]" 
Mattel Intellivision [US] "Brickout!" : release cancelled 
Atari 5200 [US] (1982) "Super Breakout [Model CX5203]" 
Atari XEGS 
DynaVision [BR] (198?) 
Sega Master System [EU] (1992) "Arcade Smash Hits [Model MK-27032]" 
Sony PlayStation [US] (December 31, 1996) "Arcade's Greatest Hits - The Atari Collection 1 [Model SLUS-00339]" 
Sony PlayStation [EU] (December 1997) "Arcade's Greatest Hits - The Atari Collection 1 [Model SLES-00466]" 
Nintendo SNES [US] (August 1997) "Arcade's Greatest Hits - The Atari Collection 1 [Model SNS-AW7E]" 
Nintendo SNES [EU] (February 26, 1998) "Arcade's Greatest Hits - The Atari Collection 1 [Model SNSP-AW7P-EUR]" 
Sega Saturn [EU] (1997) "Arcade's Greatest Hits - The Atari Collection 1 [Model T-25413H-50]" 
Sega Saturn [US] (June 30, 1997) "Arcade's Greatest Hits - The Atari Collection 1 [Model T-9706H]" 
Sony PlayStation [US] (2001) "Atari Anniversary Edition Redux [Model SLUS-01427]" 
Sony PlayStation [EU] (March 1, 2002) "Atari Anniversary Edition Redux [Model SLES-03808]" 
Sega Dreamcast [US] (July 2, 2001) "Atari Anniversary Edition [Model T-15130N]" 
Microsoft XBOX [US] (November 16, 2004) "Atari Anthology [Model 26084]" 
Sony PlayStation 2 [US] (November 22, 2004) "Atari Anthology [Model SLUS-21076]" 
Microsoft XBOX [EU] (November 26, 2004) "Atari Anthology" 
Sony PlayStation 2 [EU] (February 18, 2005) "Atari Anthology [Model SLES-53061]" 
Microsoft XBOX [JP] (August 4, 2005) "Atari Anthology [Model B7X-00001]" 

* Handhelds : 
Nintendo Game Boy [EU] (1996) "Arcade Classics - Battlezone & Super Breakout [Model DMG-ABSE-EUR]" 
Nintendo Game Boy [US] (October 1996) "Arcade Classics - Battlezone & Super Breakout [Model DMG-ABSE-USA]" 
Nintendo Game Boy Color [US] (December 1998) 
Nintendo Game Boy Advance [US] (March 25, 2002) "Atari Anniversary Advance" [Model AGB-AAVE-USA]" 
Nintendo Game Boy Advance [EU] (February 14, 2003) "Atari Anniversary Advance" [Model AGB-AAVP]" 
Nintendo Game Boy Advance [US] (August 15, 2005) "3 Games in One! Super Breakout - Millipede - Lunar Lander [Model AGB-B62E-USA]" 
Nintendo Game Boy Advance [EU] (September 2, 2005) "3 Games in One! Super Breakout - Millipede - Lunar Lander [Model AGB-B62P-EUR]" 
Sony PSP [US] (December 19, 2007) "Atari Classics Evolved [Model ULUS-10325]" 
Sony PSP [AU] (March 7, 2008) "Atari Classics Evolved" 
Nintendo DS [US] (March 8, 2011) "Atari Greatest Hits Vol.2 [Model NTR-PR7E-USA]" 

* Computers : 
Atari 400 [US] (1979) "Super Breakout [Model CXL-4006]" 
BBC B [US] (1982) "Acornsoft Breakout" - Acornsoft 
Atari ST [EU] (1987) 
PC [MS Windows, CD-ROM] [EU] (1999) "Atari Arcade Hits 1"
PC [MS Windows, CD-ROM] [US] (July 13, 1999) "Atari Arcade Hits 1" 
PC [MS Windows, CD-ROM] [US] (July 9, 2001) "Atari Anniversary Edition" 
PC [MS Windows, CD-ROM] [EU] (December 14, 2001) "Atari Anniversary Edition" 
PC [MS Windows, CD-ROM] [US] (2003) "Asteroids & Super Breakout" by SelectSoft
PC [MS Windows, CD-ROM] [US] (November 11, 2003) "Atari - 80 Classic Games in One! [Model 25069J]" 
PC [MS Windows, CD-ROM] [EU] (June 10, 2005) "Atari - 80 Classic Games in One! [Replay]" 

* Others : 
Mobile Phones [US] (October 30, 2004) 
Nokia N-Gage [US] (2005) "Atari Masterpieces Vol. I" 
Nokia N-Gage [EU] (October 13, 2005) "Atari Masterpieces Vol. I" 
Apple iPhone/iPod [US] (October 11, 2008) [Model 291296852] 
Apple Store (2011) "Atari Greatest Hits" 
Android Market (2011) "Atari Greatest Hits" 
Apple iPhone/iPod [US] (February 18, 2011) "Super Breakout Ultra [Model 416010994]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2700&o=2

$end


$a800=sbrkout,
$bio

Super Breakout (c) 1979 Atari, Inc. [Sunnyvale, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86715&o=2

$end


$a2600=sbrkoute,
$bio

Super Breakout (c) 1981 Atari, Incorporated.

PAL release. Game developed in USA. For more information, please see the NTSC release's entry; "Super Breakout [Model CX2608]".

- TECHNICAL -

Model CX2608P

- PORTS -

* Consoles : 
Microsoft XBOX [EU] (November 26, 2004) "Atari Anthology" 
Sony PlayStation 2 [EU] (February 18, 2005) "Atari Anthology [Model SLES-53061]" 

* Computers : 
PC [MS Windows, CD-ROM] [EU] (June 10, 2005) "Atari - 80 Classic Games in One! [Replay]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83019&o=2

$end


$a2600=sbrkout,sbrkout1,
$bio

Super Breakout (c) 1981 Atari, Incorporated.

-----------------------
BREAKOUT (Games 1 and 2)
-----------------------

Games 1 and 2 are regular BREAKOUT.
Game 1 is for one player, Game 2 is for two players.

As in all two-player games, each player has his own wall of bricks (and corresponding score), which is displayed on the screen during that player's turn.

Each wall of bricks contains eight rows.  Bricks in the first two rows are worth one point each.  The third and fourth row bricks are worth three points each.  The fifth and sixth row bricks are worth five points each, and the seventh and eighth row bricks are worth seven points each. (See Figure 5.)

If you knock out all the bricks(within five turns), a new wall of bricks will appear on the screen.  Each wall of bricks is worth 416 points.

There is no limit to the number of times a new wall of bricks can be reset during a game.

If a tie occurs in a two-player game, the player reaching that score in the fewest turns is the winner.  The maximum score for BREAKOUT is infinite since the wall of bricks will reset indefinitely.  However, since the screen display has room for only four digits, a player's score will reset to 0000 if it  exceeds 9999.

---------------------
DOUBLE (Games 3 and 4)
---------------------

Game 3 is DOUBLE BREAKOUT for one player.
Game 4 is DOUBLE BREAKOUT for two players.

The playfield in DOUBLE is the same as the BREAKOUT playfield, except that there are two paddles and two balls served.  The paddles are stacked one on top of the other.  The point value of the bricks is essentially the same as BREAKOUT except when there are two balls in play.  When this occurs, each brick is worth twice its normal amount.

If you miss the first ball served, it counts as a miss and goes against your allotted serves(turns) per game.  Otherwise, the second ball is served.  If you miss the second ball(after hitting the first ball), play continues until you miss the first ball.  After both balls are in play(have been hit at least once), one may be missed while the other remains in play.

The wall of bricks will reset an infinite number of times after the firtt wall is knocked out.

The maximum score for DOUBLE BREAKOUT is infinite.

---------------------
CAVITY (Games 5 and 6)
---------------------

Game 5 is CAVITY BREAKOUT for one player.
Game 6 is CAVITY BRAKOUT for two players.

The CAVITY playfield contains slightly fewer bricks to make room for two 'cavities', each of which contains a ball. When the game begins, the balls bounce inside each cavity but are held captive for the time being while a third ball is served.  There are two paddles, the same as in DOUBLE.

Point values of the bricks are the same as the other games(defined by rows) when one ball is in play.  When enough bricks are removed to release a  captive ball, each brick is then worth twice its normal amount when hit. If the third ball is freed, bricks are worth triple their normal amount when hit.

If any one of the balls is missed, the scoring returns to double points. If the second ball is missed and only one ball remains in the playfield, the point value of the bricks returns to normal.

The wall of bricks will reset an infinite number of times, therefore the maximum score possibility for CAVITY BREAKOUT is infinite.

-------------------
PROGRESSIVE (Game 7)
-------------------

Game 7 is PROGRESSIVE BREAKOUT for one player only.

The playfield in PROGRESSIVE is set up somewhat differently than BREAKOUT. When the game begins, the playfield contains four rows of bricks at the top of the screen, followed by four blank rows, and then four more rows of bricks. The point value of the bricks is defined by row numbers, the same as in BREAKOUT.

After game play begins, the brick walls 'progress' toward the bottom of the screen. As the bricks are knocked out and the walls progressively move down toward your paddle, new bricks enter the playfield at a progressively faster rate.  Four rows of bricks are always separated by four rows of blanks. As the brick walls progress downward, their colors change, which gives them a new point value.

The maximum score for PROGRESSIVE is infinite.

Special PROGRESSIVE bonus: When a brick progresses to the last row at the  bottom of the screen(which places it very close to your paddle), it will stay there for a specified amount of time and then disappear.  If you hit such a brick squarely(in the center), before it disappears, you may receive special bonus points.

----------------------------------
CHILDREN'S VERSIONS (Games 8 and 9)
----------------------------------

Game 8 is a one-player Children's Version.
Game 9 is a two-player Children's Version.
Both games are regular BREAKOUT.

The game play in these versions is programmed at a slower rate. The ball does not speed up after hitting bricks in the last four rows.  Also, the paddle does not reduce to half its original size when the ball reaches the top boundary of the playfield.

Scoring and other game play characteristics are the same as normal BREAKOUT.

- TECHNICAL -

Model CX2608

- TIPS AND TRICKS -

When playing any of the SUPER BRAKOUT games, your best bet is to break out through the right or left corner of the playfield. The corners seem to be the easiesst points at which to establish a 'groove'. Beginners should use the larger paddle size. (Set the appropriate difficulty switch to the b position.)

Be prepared for the ball to return at a faster speed when it hits the bricks in the last four rows(or the upper rows of bricks in PROGRESSIVE). You can miss a lot of shots simply by not being prepared.

Don't panic when the ball reaches the top boundary of the playfield and your paddle reduces to half its original size. All it takes at this point to keep the ball in play is a little more concentration, and a finer touch on the Paddle Controller. In time you'll have no trouble at all keeping the ball in play when your paddle is reduced in size.

Learn to anticipate where the ball is going to be. Anticipation can be a key factor, particularly when the ball bounces off one of the side boundaries near the bottom of the playfield. When the ball is travelling at high speed, you won't always have time to react and move your paddle to the right position. Your paddle will have to be in the correct position to advance. The only way to accomplish this is to anticipate where the ball will be.

- STAFF -

Programmer: Nick Turner

- PORTS -

* Consoles : 
Microsoft XBOX [US] (November 16, 2004) "Atari Anthology [Model 26084]" 
Sony PlayStation 2 [US] (November 22, 2004) "Atari Anthology [Model SLUS-21076]" 
Microsoft XBOX [JP] (August 4, 2005) "Atari Anthology [Model B7X-00001]" 

* Handhelds : 
Nintendo DS [US] (March 8, 2011) "Atari Greatest Hits Vol.2 [Model NTR-BR7E-USA]" 

* Computers : 
PC [MS Windows, CD-ROM] [US] (November 11, 2003) "Atari - 80 Classic Games in One! [Model 25069J]" 

* Others : 
Atari Flashback 2 [US] (2005) : as a hidden game.
Atari Flashback 2+ [US] (February 22, 2010) : as a hidden game.
Atari Flashback 3 [US] (September 16, 2011) by AtGames 
Atari Flashback 4 [US] (November 13, 2012) by AtGames 
Atari Flashback 5 [US] (October 1, 2014) by AtGames

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51067&o=2

$end


$a5200=sbrkout,
$bio

Super Breakout (c) 1982 Atari, Incorporated.

SUPER BREAKOUT contains the following game variations:

* BREAKOUT
Each player has his own wall of bricks and corresponding score, which are displayed on the screen during that player's turn. Figure 6 shows a typical BREAKOUT playfield.

Each wall of bricks contains eight rows with 14 bricks in a row. If you knock out all the bricks within five turns, a new wall will appear on the screen. Each wall of bricks is worth 448 points. The number of times a new wall of bricks can be reset during a game is infinite.

The maximum attainable score for BREAKOUT is infinite since the wall of bricks will reset indefinitely. However, since the screen display has room for only four digits per score, a player's score will reset to 0000 if it passes 9999.

* DOUBLE
The DOUBLE playfield is the same as the BREAKOUT playfield, except that there are two paddles and two balls served. The paddles are stacked one on top of the other. The point value for each brick is defined by color, as in BREAKOUT and PROGRESSIVE, except when two balls are in play, then each brick is worth twice its normal amount. When only one ball is in play, point value returns to normal.

If you miss the first ball served, it counts as a miss and goes against your allotted serves (turns) per game. Otherwise, the second ball is served. If you miss the second ball after hitting the first ball, play continues until you miss the first ball. After both balls are in play (have been hit at least once), one may be missed while the other remains in play.

The wall of bricks will reset two additional times after the initial wall is knocked out. The maximum score possible for DOUBLE is 2688.

* CAVITY
The CAVITY playfield contains slightly fewer bricks than other SUPER BREAKOUT games. This allows room for two 'cavities', each of which contains a ball. When the game begins, the balls bounce inside each cavity but are held captive. There are two paddles, as in DOUBLE.

A ball is served. Point values of the bricks remain the same as in other games when only one ball is in play. However, when enough bricks are broken out to release a captive ball, each brick is then worth twice its normal amount when hit. If the second captive ball is freed and three balls are kept in play, bricks are worth triple their normal amount.

If any one of the three balls is missed, the scoring returns to double points. If the second ball is missed and only one ball remains on the playfield, the point value of the bricks returns to normal.

The wall of bricks will reset two additional times, making a maximum score possibility of approximately 3500 points.


* PROGRESSIVE
The playfield in PROGRESSIVE is set up somewhat differently than BREAKOUT. When the game begins, the playfield contains four rows of bricks at the top of the screen, followed by four blank rows, and then four more rows of bricks, as shown in Figure 7. There are 14 bricks per row and the point value for these is defined by color.

Once PROGRESSIVE game play begins, the brick walls move down or 'scroll' toward the bottom of the screen. As the bricks are knocked out and the walls progress toward your paddle, new bricks enter the playfield at a progressively faster rate. Four rows of bricks are always separated by four rows of blank space. As the brick walls progress downward, their colors change, but point values for each color remain the same.

The maximum score for PROGRESSIVE is infinite, although the score will reset to 0000 when it passes 9999, as in BREAKOUT.

- TECHNICAL -

Model CX5203

- TIPS AND TRICKS -

* When playing any of the SUPER BREAKOUT games, your best bet is to work your way out through the right or left corner of the playfield. The corners seem to be the easiest points at which to establish a 'groove'.

* Be prepared for the ball to return at a faster speed when it hits the bricks in the last four rows (or the upper rows of bricks in PROGRESSIVE). You can miss a lot of shots simply by not being prepared.

* Don't panic when the ball reaches the top boundary of the playfield and your paddle reduces to half its original size. All it takes to keep the ball in play at this point is a little more concentration, and a finer touch on the controller. In time you'll have no trouble at all keeping the ball in play when your paddle is reduced in size.

* Learn to anticipate where the ball is going to be. Anticipation can be a key factor, particularly when the ball bounces off one of the side boundaries near the bottom of the playfield. When the ball is traveling at high speed, you won't always have time to react and move your paddle to the right position. Your paddle will have to be in the correct position in advance.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50098&o=2

$end


$gameboy=sbrkout,
$bio

Super Breakout [Model DMG-ABOE-USA] (c) 199? Majesco Ent. Co.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67021&o=2

$end


$gbcolor=sbrkout,
$bio

Super Breakout! [Model DMG-ABOE-USA] (c) 1998 Majesco Ent. Co.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68828&o=2

$end


$gbcolor=sbrkoutu,
$bio

Super Breakout! [Model DMG-AOTP-EUR] (c) 1998 Majesco Ent. Co.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68829&o=2

$end


$nes=smb8,smb8a,
$bio

Super Bros 8 (c) 19?? Unknown.

A pirate hack of "Don Doko Don 2" featuring a Mario sprite as main character.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65202&o=2

$end


$nes=smb16,
$bio

Super Bros. 16 (c) 19?? Unknown.

A pirate hack of "Kaiketsu Yanchamaru 2 - Karakuri Land" featuring a Mario sprite as main character.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65197&o=2

$end


$nes=swm5,
$bio

Super Bros. 5 (c) 1991 ECE.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76979&o=2

$end


$msx1_cart=sbw1,
$bio

Super Bros. World 1 (c) 19?? Clover.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95209&o=2

$end


$info=sb2003,sb2003a,
$bio

Super Bubble 2003 (c) 2003 Limenko.

An advanced version of a classic type of game. Moni & Chris are on a quest to rid there island of viscous invading monsters. Players blow bubble to entrap the monsters and then jump on them to make them pop. Luckily Moni & Chris have many items to help them dispose of these dangerous foes. Like exterminate scrolls which called forth the force of the elements and nature or the super transform crystal which powers up our heroes so they don't have to encase the enemies in bubbles first they can just run into they to destroy them. Players can in power up the attack button to blow a triple bubble instead of a single. The main objective of the players is to clear all the enemies for each area of the island. The game consists of 4 chapters with 60 stages.

- TECHNICAL -

Main CPU : E1-32XT (@ 80 Mhz)

Palette colors : 4096

Players : 2
Buttons : 2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4369&o=2

$end


$sms=suprbubl,
$bio

Super Bubble Bobble (c) 1989 Zemina

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56215&o=2

$end


$msx1_cart=suprbubl,
$bio

Super Bubble Bobble (c) 1989 Zemina [Korea]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77488&o=2

$end


$info=sbp,
$bio

Super Bubble Pop (c) 2004 Vektorlogic.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=45830&o=2

$end


$gba=suprbpopu,
$bio

Super Bubble Pop [Model AGB-AVZE-USA] (c) 2003 Jaleco Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75879&o=2

$end


$gba=suprbpop,
$bio

Super Bubble Pop [Model AGB-AVZP] (c) 2003 Jaleco Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75878&o=2

$end


$info=m4supbf,m4supbfa,
$bio

Super Bucks Fizz Club (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41473&o=2

$end


$info=superbug,
$bio

Super Bug (c) 1977 Kee Games.

A great and pioneer top-view racing game. 

Super Bug! Super Thrills!

The player drive a bright yellow "modified bug" speeds through tree-lined city streets in a fast moving rally race. The constantly moving streets provide new excitement and driving challenge every time the game is played, as the driver races the clock to cover as much distance as possible for highest score.

Directional arrows appear on the road to warn drivers as they approach turns. Quick reflexes are a must to avoid crashing into curbs and parked cars. And to avoid sliding into oil slicks and sand traps.

Players can select "Novice" or "Expert" tracks, shift into first, step on the accelerator and take off. The roar of acceleration, crash and skid sounds add to the exciment. Score, Fuel (time remaining) and driver Ratings are displayed on the screen, as well as "Crunch" whenever the player crashes.

- TECHNICAL -

Game ID : 009115-009467

Main CPU : M6800 (@ 756 Khz)
Sound Chips : Discrete circuitry

Players : 1
Control : steering wheel, pedal, four-speed shifter

- TRIVIA -

Super Bug was released in September 1977. Howie Delman's first Coin-operated video game. This is the first video game to use a scrolling playfield.

Its original name was 'City Driver'.

- STAFF -

Designed and programmed by : Howard Delman
Howard also designed the hardware for this game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2701&o=2

$end


$arcadia=superbug,superbuga,
$bio

Super Bug (c) 198? UA, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49281&o=2

$end


$x1_cass=sbuggon,sbuggona,
$bio

Super Buggon (c) 198? dB-SOFT [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86275&o=2

$end


$info=sc5sbull,sc5sbulla,
$bio

Super Bullseye (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Scorpion 5]
[Model PR1719]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43131&o=2

$end


$info=supbtime,supbtimej,supbtimea,
$bio

Super Burger Time (c) 1990 Data East.

Peter Pepper returns almost eight years after the original Burger Time - and this time, there are more evil things in his way, more tools to deal with them (the classic pepper, a skewer, a frying pan, even a water hose), and bigger burgers to assemble. You even have to fight bosses, by heaving hamburgers at them!

- TECHNICAL -

Game ID : MAE

Main CPU : Motorola 68000 (@ 14 Mhz)
Sound CPU : Hudson Soft HuC6280 (@ 4.0275 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.58 Mhz), OKI6295 (@ 7.757 Khz)

Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 58.00 Hz
Palette colors : 1024

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Super Burger Time was released in December 1990 in Japan.

Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Edward Randy, Super Burger Time - PCCB-00061) on April 21, 1991.

- TIPS AND TRICKS -

Unlike in the original Burger Time, your weaponry is time-limited instead of limited in number of uses. Also unlike the original, hitting an enemy enough times with your weapon will knock them off the screen. If your weapon runs out of time, you'll be left unarmed until you can get another from the windows on either side of the screen. Don't be afraid of hammering your fire button - but also remember, you get extra points if you trap an enemy beneath a falling burger piece, so it may be in your best interests to merely stun them and then drop a topping on them, depending on the situation.

- SERIES -

1. Burger Time (1982)
2. Peter Pepper's Ice Cream Factory [Cassette No.39] (1984) 
3. Super Burger Time (1990) 
4. Burger Time Deluxe (2009, iPhone, Macintosh, PC)
5. Burger Time: World Tour (2011, PSN, XBLA; 2012, Nintendo Wii)

- STAFF -

Game designer : Koji Akibayashi
Software : Mentaiko (as Mr. Mentaiko), Virago Yamasaki, Noriaki Matsuo, Naoya Hanada
Graphic designer : Mario Watanabe, Yoshiyuki Urushibara
Sound : Tatsuya Kiuchi, Tomtom Sato
Hardware : Hiroyuki Iwabe
Reserve man : Furiten Nishi

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2702&o=2

$end


$jaguar=sburnout,
$bio

Super Burnout (c) 1995 Atari Corp.

Get your motor runnin' - you're in for the most challenging motorcycle racing experience ever.

Whether you're racing in the championship, competing against a friend or just trying to beat the records, this race is so real you'll feel the g-force, hear bugs crash against your helmet and smell the burning octane.

Feel the adrenaline pumping through your blood as the announcer signals the start of the race. As you zoom away from the start, the engine's roar will be echoed by your pounding heart. Hit the first curve at break-neck speed and launch into the straights as you push your bike to the limit.

As you finish each lap, your ears will ring with the crowd's thunderous cheers. Pushing your bike to the edge, scream past the competition and pound home to the finish.

- TECHNICAL -

Model J9052E

- TIPS AND TRICKS -

* HINTS:
- The dark marks on the track shows a perfect trajectory at 100 MPH. Always be on the inside when entering a turn - you'll be able to slide without leaving the track and you won't lose crucial speed.
- Never hesitate to reduce the turn's radius by going on the grass or the sand just before the turn. If you don't stay there too long, your speed will be reduced just enough so that you can turn without causing an accident. This technique works best on hairpin curves with a minimal loss of speed.
- When you hit or bump a challenger, you will only fall down if the speed difference between your bike and his bike is very high.
- Some oils stay on the track after a crash. Avoid the oil or your bike will lose grip for the first five seconds back in the saddle.

* Turbo Speed (at title screen): 1,9,6,7,2 (musical beep) (Note: Automatic transmission option must be active. When bike's speed reaches 175mph, turbo accelerate by pressing C or the firebutton configured for 'nothing'. Top speed is 343mph and speed records are not acknowledged or saved.)

* The Punisher bike (at title screen): 2,1,7,9,4 (musical beep) (Note: It's a high acceleration, high grip, fast bike. You can toast all previous lap records especially with the turbo. It's basically just the best bike!!)

* Display Version Number: While turning on the Jaguar, hold A+B+C.

- STAFF -

Designed by: SHEN

Producer: Bill Rehbock
Assistant Producer: Loic Duval

Project Manager: Elysee Ade
Programmer: Olivier Nallet
Graphics: Tan Kheang
Additional Graphics: Olivier Baron
Music: Alex Ekian
Lead Tester: Tal Funke-Bilu
Testers: Lance Lewis, Manuel Souza, Dan Mc Namee, Harry Kinney, Chris Charles, Frank Coles, Sean McInnes, Nathan Tan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76449&o=2

$end


$gba=superbamu,
$bio

Super Bust-A-Move [Model AGB-ABME-USA] (c) 2001 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75881&o=2

$end


$gba=superbam,
$bio

Super Bust-A-Move [Model AGB-ABMP] (c) 2001 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75880&o=2

$end


$info=sbbros,
$bio

Super Buster Bros. (c) 1990 Mitchell Corp.

North American release.  See "Super Pang" for more information about the game.

- TRIVIA -

Released in North America by Capcom, under license from Mitchell Corp.

- SERIES -

1. Buster Bros. (1989)
2. Super Buster Bros. (1990)
3. Buster Buddies (1995)
4. Mighty! Pang (2000)

- PORTS -

* Consoles : 
Nintendo SNES [US] (October 1992) "Super Buster Bros. [Model SNS-SN]" 
Sony PlayStation [US] (March 31, 1997) "Buster Bros. Collection [Model SLUS-00208]" 

* Handhelds : 
Sony PSP [US] (February 6, 2007) "Capcom Puzzle World [Model ULUS-10217]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2703&o=2

$end


$snes=sbbrosa,sbbrosp,sbbros,
$bio

Super Buster Bros. (c) 1992 Capcom Company, Limited.

North American release. Game developed in Japan. For more information on the game itself, please see the original Japanese release entry; "Super Pang [Model SHVC-SN]".

- TECHNICAL -

Cartridge ID: SNS-SN

- TRIVIA -

This game is known outside North America as "Super Pang".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63663&o=2

$end


$coco_cart=sprbust,
$bio

Super Bustout (c) 1981 Tandy Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53482&o=2

$end


$nes=superc,
$bio

Super C (c) 1990 Konami Industry Company, Limited. [Osaka, Japan]

- TIPS AND TRICKS -

* 10 Extra Lives (Player 1) : When the title screen pops up, press Right, Left, Down, Up, A, B, then Start.

* 10 Extra Lives (Player 2) : When the title screen pops up, press Right, Left, Down, Up, A, B, Select, then Start.

* Sound Mode : To open the Sound Test, while on the Title Screen, hold down A+B then press Start.

* Replay game with previous score : Complete the game once and return to the title screen. Press A, B, Start at the title screen to start the game again with your score intact and three lives.  
  
* Replay game with previous score and lives : Complete the game once and return to the title screen. Press B, A, Start at the title screen to start the game again with your score intact and the lives accumulated in the previous game.

- STAFF -

Directed By : Umechan Team
Programmer : S. Umezaki
Graphic designer : S. Muraki
Sound designer : H. Maezawa

Special Thanks : K. Shimoide, Super C Team

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55608&o=2

$end


$info=pc_suprc,
$bio

Super C (c) 1990 Nintendo of America.

PlayChoice-10 version. For more information about the game itself, please see the original NES version.

- TECHNICAL -

Nintendo PlayChoice-10 hardware
Game ID : UE

Main CPU : Zilog Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz)
Sound Chips : Zetex N2A03 (@ 1.789772 Mhz), DAC

Players : 2
Control : 8-way joystick
Buttons : 2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1827&o=2

$end


$snes=scaesars,scaesarsp,
$bio

Super Caesars Palace [Model SNS-C6-USA] (c) 1993 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63664&o=2

$end


$info=supercrd,
$bio

Super Card (c) 1992 Fun World.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49929&o=2

$end


$amigaocs_flop=supercar,
$bio

Super Cars (c) 1990 Gremlin Graphics Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75151&o=2

$end


$cpc_cass=supercar,
$bio

Super Cars (c) 1990 Gremlin Graphics Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99439&o=2

$end


$nes=supercar,
$bio

Super Cars (c) 1991 Electro Brain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55609&o=2

$end


$amigaocs_flop=supercr2,
$bio

Super Cars II (c) 1991 Gremlin Graphics Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75153&o=2

$end


$amigaocs_flop=supercara,
$bio

Super Cars [Budget] (c) 1990 GBH Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75152&o=2

$end


$a800=sprcart,
$bio

Super Cartridge (c) 199? Unerring Master

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86716&o=2

$end


$nes=supcart1,
$bio

Super Cartridge Ver 1 - 4 in 1 [Model TC-SC1] (c) 1994 Sachen [Taiwan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76964&o=2

$end


$nes=supcart2,
$bio

Super Cartridge Ver 2 - 10 in 1 (c) 1994 Sachen [Taiwan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76965&o=2

$end


$nes=supcart3,
$bio

Super Cartridge Ver 3 - 8 in 1 (c) 1994 Sachen [Taiwan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76966&o=2

$end


$nes=supcart4,
$bio

Super Cartridge Ver 4 - 6 in 1 (c) 1994 Sachen [Taiwan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76967&o=2

$end


$nes=supcart5,
$bio

Super Cartridge Ver 5 - 7 in 1 (c) 1994 Sachen [Taiwan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76968&o=2

$end


$nes=supcart6,
$bio

Super Cartridge Ver 6 - 6 in 1 (c) 1994 Sachen [Taiwan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76969&o=2

$end


$nes=supcart7,
$bio

Super Cartridge Ver 7 - 4 in 1 (c) 1994 Sachen [Taiwan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76970&o=2

$end


$nes=supcart8,
$bio

Super Cartridge Ver 8 - 4 in 1 (c) 1994 Sachen [Taiwan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76971&o=2

$end


$nes=supcart9,
$bio

Super Cartridge Ver 9 - 3 in 1 (c) 1994 Sachen [Taiwan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76972&o=2

$end


$info=sc2scshx,sc2scshxgman,sc2scshxstar,
$bio

Super Cash X (c) 199? Concept.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42983&o=2

$end


$info=sucasino,
$bio

Super Casino (c) 1984 Data Amusement.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3 Mhz)
Sound CPU : Zilog Z80 (@ 1.5 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.5 Mhz)

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 32

Players : 2
Control : 2-way joystick
Buttons : 1

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2704&o=2

$end


$snes=scaesarsja,scaesarsj,
$bio

Super Casino - Caesars Palace (c) 1993 Coconuts Japan.

- TECHNICAL -

Game ID: SHVC-KH

- TIPS AND TRICKS -

$2 million
----------
Enter 9FY7F3NCR242D7T7 as a password.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62271&o=2

$end


$snes=scasino2,
$bio

Super Casino 2 [Model SHVC-OE] (c) 1994 Coconuts Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62272&o=2

$end


$info=sc2scshxcas,
$bio

Super Casino Cash X (c) 199? Concept.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42984&o=2

$end


$saturn,sat_cart=supercas,
$bio

Super Casino Special (c) 1997 Coconuts Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59741&o=2

$end


$snes=scastles,
$bio

Super Castles [Model SHVC-AVIJ-JPN] (c) 1994 Victor Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62273&o=2

$end


$snes=scvania4u,
$bio

Super Castlevania IV (c) 1991 Konami Company, Limited.

North American release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Akumajou Dracula [Model SHVC-AD]".

- TECHNICAL -

Cartridge ID: SNS-AD-USA
Package ID: SNS-P-AD

- TRIVIA -

Super Castlevania IV for SNES was released in December 1991 in North America.

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [US] (December 25, 2006) [Model JAIE] 
Nintendo Wii U [Virtual Console] [US] (October 31, 2013) [Model JA9E]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63666&o=2

$end


$snes=scvania4,
$bio

Super Castlevania IV [Model SNSP-AD-FAH] (c) 1991 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63665&o=2

$end


$cpc_cass=supercld,
$bio

Super Cauldron (c) 1993 Titus [Gagny, France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99441&o=2

$end


$info=csplayh1,
$bio

Super CD Dai8dan Mahjong Hanafuda Cosplay Tengoku (c) 1995 Sphinx Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47735&o=2

$end


$pcecd=scdrpgs,
$bio

Super CD-Rom² Taiken Soft-shuu (c) 1991 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58404&o=2

$end


$x68k_flop=supercgq,
$bio

Super CGQ (c) 1991 Iron Gear

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88649&o=2

$end


$a2600=scbasbalj,
$bio

Super Challenge Baseball (c) 1978 Jone Yuan Telephonic Enterprise Co.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51068&o=2

$end


$a2600=scbasbal,
$bio

Super Challenge Baseball (c) 1978 Mattel Electronics.

The object of the game is to score the most runs in 9 innings or extra innings to a decision. Most professional baseball rules apply - 3 strikes for an out, 4 balls for a walk, first 2 fould balls count as strikes. Each player controls an 8-man team. One team fields while the other team is up to bat. Home runs, force-outs, double and triple plays can all be made. Batter up!

- TECHNICAL -

Model MT5665

- TRIVIA -

Super Challenge Baseball is the Atari 2600 version of the Intellivision Major League Baseball cartridge.

- TIPS AND TRICKS -

* Baseball is a game of defense. With a little practise on your fielding, you'll have a tremendous advantage.
- Watch where the ball is traveling. Pick out the fielder closest to the spot where you expect the ball to drop. Get control of that fielder.
- Move your fielder after the ball. Then get your throw off fast! Remember: no fly outs!

* When batting, make 'em pitch to you. Let the bad pitches go by.

3. * afraid to STRETCH your hits. Take 2nd, go for 3rd, etc.

* When pitching, fake out your opponent. Throw a curve, then bring it back in over the plate.

* After pitching the ball, get control of the pitcher immediately. (Press the red button after the ball is hit, without moving the joystick.) Many times the pitcher will be able to field the ball quickly and throw the batter out.

- STAFF -

Programmer: Dave Rolfe

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51069&o=2

$end


$a2600=scfootb,
$bio

Super Challenge Football (c) 1982 M Network.

The object of the game is to out-score your opponent. There's passing, rushing, blocking, and touchdowns! Simulated 15 minute quarters. You set both offense and defense. Individual control of both the quarterback and linebacker.

- TECHNICAL -

Model MT5658

- TRIVIA -

Super Challenge Football is the Atari 2600 version of the Intellivision NFL Football cartridge.

- TIPS AND TRICKS -

* A quick way to catch the ball carrier is to run off one end of the field. You quickly reappear at the other end. This is useful when the linebacker is way behind the quarterback. Go off the screen and appear ahead of the quarterback at the other end.

* Use directional blocking (up/down) to open up a hole in the offensive line, then run through it!

* Program several linemen to go out for a pass. (Remember, only one actual receiver.) This fakes out defense!

- STAFF -

Programmer: Ken Smith

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51070&o=2

$end


$info=sbasebal,sbasebalj,
$bio

Super Champion Baseball (c) 1989 SNK Corp of America.

A baseball game from Alpha Denshi. This is the 3rd game in the Champion Baseball series, with improved graphics and gameplay.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 10 Mhz)
Sound CPU : Zilog Z80 (@ 7.15909 Mhz)
Sound Chips : YM2203 (@ 3 Mhz), YM2413 (@ 8 Mhz), DAC

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Released in July 1989 by SNK under license from Alpha Denshi.

- SERIES -

1. Champion Baseball (1983)
2. Champion Baseball Part-2 - Pair Play (1983)
3. Super Champion Baseball (1989)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2705&o=2

$end


$info=m5scharg,m5scharg05,m5scharg06,m5scharga,
$bio

Super Charged (c) 2002 Barcrest Games.

- TRIVIA -

Super Charged was released in April 2002 in UK.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40024&o=2

$end


$info=superchs,superchsj,superchsu,superchsp,
$bio

Super Chase - Criminal Termination (c) 1992 Taito.

- TECHNICAL -

Board Number : K11E0740A
Prom Stickers : D46

Main CPU : Motorola 68EC020 (@ 16 Mhz), 68000 (@ 16 Mhz)
Sound CPU : Motorola 68000 (@ 16 Mhz)
Sound Chips : Ensoniq ES5505 (@ 13.343 Mhz)

Players : 2
Control : Steering wheel
Buttons : 6

- TRIVIA -

Even if abstract mode says TAITO 1992, Super Chase was released in February 1993 in Japan.

The development name was 'Chase 3'.

- UPDATES -

The US version is slightly different, it has the 'Winners Don't Use Drugs' screen.

- SERIES -

1. Chase H.Q. (1988)
2. S.C.I. - Special Criminal Investigation (1989)
3. Super Chase - Criminal Termination (1992)
4. Ray Tracers (1997, Sony PlayStation)
5. Chase H.Q. 2 (2007)

- STAFF -

Planners : Seiji Kawakami, Nobuhiro Hiramatsu
Main programmer : Akira Ohtsuki
Enemy programmers : Hiroshi Aoki, Takeshi Higuchi
Demo programmers : Masashi Tsuzura, Kouji Tsunekiyo
Course edit : Takashi Kurosawa
Director designers : Seiji Kawakami, Nobuhiro Hiramatsu
Object designers : Shinjiroh Sugitani
Demo designers : Takayuki Isobe
Nancy designers : Tomohisa Yamashita
Assistant designers : Peacock
All song create : Yasuhisa Watanabe
Sound effects & voice data (Zuntata) : Katsuhisa Ishikawa
System engineers : Yasuhiro Shibuya, Hajime Rga, Hironobu Suzuki
Mechnanic engineers : Kazuhisa Tabuchi, Kazuhiro Kawabata, Jun Nishiyama
Designers : Yoshinori Aiura, Hidetomo Ogino

- PORTS -

* Consoles :
Nintendo Super Famicom (1993, "Super Chase H.Q.")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2706&o=2

$end


$gameboy=schasehq,
$bio

Super Chase H.Q. [Model DMG-Q2-USA] (c) 1994 Taito Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67022&o=2

$end


$snes=schasehqu,
$bio

Super Chase H.Q. [Model SNS-QT-USA] (c) 1993 Taito Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63668&o=2

$end


$snes=schasehq,
$bio

Super Chase H.Q. [Model SNSP-QT-EUR] (c) 1993 Taito Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63667&o=2

$end


$info=igtsc,
$bio

Super Cherry (c) 2000 IGT [International Game Technologies].

- TECHNICAL -

Game King Video Slots hardware.

- TRIVIA -

Released in November 2000.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=26842&o=2

$end


$info=scherrym,
$bio

Super Cherry Master (c) 2001 Dyna Company, Limited.

- SERIES -

1. Cherry Master (1989)
2. Cherry Master II (199?)
3. Super Cherry Master (2001)
4. Cherry Master V (2004)
5. Cherry Master 2005 (2005)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32272&o=2

$end


$info=unkch4,
$bio

Super Cherry Master - Grand Cherry Master (c) 1999 Unknown.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32062&o=2

$end


$info=unkch1,unkch3,
$bio

Super Cherry Master - New Cherry Gold '99 (c) 1999 Unknown.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32060&o=2

$end


$info=unkch2,
$bio

Super Cherry Master - Super Cherry Gold (c) 1999 Unknown.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32061&o=2

$end


$msx1_cass=schess,schessa,
$bio

Super Chess (c) 1984 Kuma Computers, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95021&o=2

$end


$cpc_cass=superchs,
$bio

Super Chess (c) 1984 CP Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99442&o=2

$end


$gba=supchin,
$bio

Super Chinese 1, 2 Advance [Model AGB-BSAJ-JPN] (c) 2004 Culture Brain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75882&o=2

$end


$nes=supchin2,
$bio

Super Chinese 2 - Dragon Kid (c) 1989 Culture Brain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54666&o=2

$end


$nes=supchin3,
$bio

Super Chinese 3 (c) 1991 Culture Brain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54667&o=2

$end


$gbcolor=supchinf,
$bio

Super Chinese Fighter EX [Model CGB-A66J-JPN] (c) 1999 Culture Brain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68830&o=2

$end


$gameboy=supchinf,
$bio

Super Chinese Fighter GB [Model DMG-AFFJ-JPN] (c) 1996 Culture Brain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67024&o=2

$end


$snes=supchinf,
$bio

Super Chinese Fighter [Model SHVC-ACWJ-JPN] (c) 1995 Culture Brain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62274&o=2

$end


$gameboy=schil123,
$bio

Super Chinese Land 1.2.3' [Model DMG-ALDL-JPN] (c) 1996 Culture Brain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67026&o=2

$end


$gameboy=schilnd2,
$bio

Super Chinese Land 2 [Model DMG-CHJ] (c) 1991 Culture Brain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67027&o=2

$end


$gameboy=schilnd3,
$bio

Super Chinese Land 3 [Model DMG-ACLJ-JPN] (c) 1995 Culture Brain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67028&o=2

$end


$gameboy=schiland,
$bio

Super Chinese Land [Model DMG-CLJ] (c) 1990 Culture Brain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67025&o=2

$end


$snes=schinwl2,schinwl2p,schinwl2s,
$bio

Super Chinese World 2 - Uchuu Ichibutou Taikai [Model SHVC-CU] (c) 1993 Culture Brain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62276&o=2

$end


$snes=schinwl3,
$bio

Super Chinese World 3 - Chou Jigen Daisakusen [Model SHVC-AWQJ-JPN] (c) 1995 Culture Brain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62277&o=2

$end


$snes=schinwld,
$bio

Super Chinese World [Model SHVC-CW] (c) 1991 Culture Brain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62275&o=2

$end


$nes=supchin,
$bio

Super Chinese (c) 1986 Namco, Limited.

- TECHNICAL -

Game ID: NSC-4900

- TRIVIA -

Super Chinese was released on June 20, 1986 in Japan at a retail price of 3900 Yen.

Export releases:
[US] "Kung-Fu Heroes [Model NES-CE-USA]"

- STAFF -

Music Composer: Shunichi Mikame

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54665&o=2

$end


$mc10=supcload,
$bio

Super CLOAD (c) 1985 Pollock [Graham Pollock]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87708&o=2

$end


$info=mg_scl,
$bio

Super Clue (c) 199? Maygay.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42407&o=2

$end


$info=m1cluesh,m1cluesho,m1clueshop,m1clueshp,
$bio

Super Cluedo? Showcase (c) 1993 Maygay.

- TRIVIA -

Super Cluedo? Showcase was released in July 1993.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41975&o=2

$end


$info=scobrab,
$bio

Super Cobra (c) 1981 Karateco.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31728&o=2

$end


$info=scobras,scobrae,
$bio

Super Cobra (c) 1981 Stern Electronics.

- TECHNICAL -

Super Cobra came in the standard 'Stern Cabinet' which was the same one used for "Scramble", "The End", "Berzerk", and many others. This title features painted 'Stern' sideart and uses a vertical monitor. The marquee is reddish and shows a helicopter, a few missiles and a very 70s looking 'Super Cobra' logo. The control panel uses a single 8-Way leaf switch joystick which is mounted centrally, FIRE and BOMB buttons are on either side (meaning you can play this title with either hand).

- TRIVIA -

Licensed from Konami, Super Cobra was released in July 1981 in USA.

- PORTS -

* Consoles :
Entex Adventurevision [US] (1982) "Super Cobra [Model 6077]" 
Magnavox Odyssey 2 [US] (1983) by Parker Brothers)
Mattel Intellivision [US] (1983) "Super Cobra [Model 6320]" 
Colecovision [US] (1983) "Super Cobra[Model 9850]" 
Atari 2600 [US] (1983) "Super Cobra [Model PB5320]" 
Atari 5200 [US] (1983) "Super Cobra [Model 9550]" 
Atari XEGS
Sony PlayStation [US] (November 30, 1999; "Konami Arcade Classics [Model SLUS-00945]")

* Computers :
Atari 800 [US] (1983) "Super Cobra [Model 1140]" 

* Others :
VFD handheld game [US] (1982) released by Entex.
Arcade [US] (November 1998) "Konami 80's AC Special"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31729&o=2

$end


$info=scobrase,
$bio

Super Cobra (c) 1981 Sega Enterprises, Limited.

- TRIVIA -

Licensed from Konami Industry Co., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31730&o=2

$end


$m5_cart=scobra,
$bio

Super Cobra (c) 1981 Konami Industry Co., Ltd. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95366&o=2

$end


$coleco=scobra,scobraa,
$bio

Super Cobra (c) 1983 Parker Bros.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53366&o=2

$end


$a800=scobra,
$bio

Super Cobra (c) 1983 Parker Bros. [Beverly, MA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86717&o=2

$end


$odyssey2=cobra,cobrab,
$bio

Super Cobra (c) 1983 Parker Bros.

- STAFF -

Programmer: Graham Thomasson

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95687&o=2

$end


$advision=scobra,
$bio

Super Cobra (c) 1982 Entex Industries, Incorporated.

- TECHNICAL -

[Model 6077]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49228&o=2

$end


$a5200=scobra,
$bio

Super Cobra (c) 1983 Parker Bros.

Brush off your ace piloting skills because you're about to take off on a hair-raising adventure: air surveillance of unfriendly territory. This means an 11,000 mile obstacle course through ever-changing terrain... over craggy mountain tops, around tall city buildings, through long jagged tunnels. And that isn't all! The course is just rigged with chopper-stopping weapons like igniting rockets, heavy ground artillery, flobbynoids, and flying saucers. Every 1,000 miles of terrain brings ever-increasing challenges and ever-certain... danger. But a handsome payoff lies at the end for anyone who's got what it takes!

- TECHNICAL -

Model 9550

- SCORING -

Hitting a rocket: 50 points
Hitting a fuel tank: 50 points

Hitting ground artillery:
100 points for the first in each level;
200 points for the second in each level;
300 points for the third in each level;
100, 200, 300, etc. for each additional hit.

Hitting a flobbynoid: 100 points
Hitting a falling mine: 50 points
Hitting a comet: 100 points
Hitting a flying saucer: 100 points

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50099&o=2

$end


$info=scobra,
$bio

Super Cobra (c) 1981 Konami.

The object of the game is to invade ten SUPER COBRA defense systems of increasing difficulty and safely pick up the BOOTY.

Use the joystick to move up, down, accelerate and decelerate. Use the Laser and Bombs to destroy defenders. Hitting tanks scores Mystery Value worth 100, 200, or 300 points. Rockets, Tanks, Missiles, and UFO's may all fire at invader. Hit fuel tanks for extra fuel for CHOPPER. The Chopper uses up fuel as it flies, except in between defense levels.

At 10000 points, the player is awarded a BONUS CHOPPER.

At the end of the game, the player can continue at the defense level he left off on by depositing extra coins and pressing the discharge button on the left-hand side of the panel.

If the Booty is destroyed on the BASE level, the player may try again. When the Booty is safely recovered, a Bonus Chopper is awarded and play resumes at defense level Number 1 where the fuel is used up faster and the defenders fire more often.

SUPER COBRA Defense Level Descriptions :
*  Fuel Tanks appear on every defense level.
*  Tanks appear and fire on all levels except level 8 where they do not fire.
Level 1 - Player must maneuver the chopper over mountainous terrain against fast and slow firing rockets.
Level 2 - Chopper faces Arcing missiles over a mountain terrain.
Level 3 - Smart Bombs flying in groups of four over mountainous terrain. Rockets appear, but do not fire.
Level 4 - Single Smart Bombs over mountainous terrain. Again, Rockets appear but do not fire.
Level 5 - Chopper flies through a cavern-like terrain against Falling Mines.
Level 6 - Rapidly firing, Roving Tanks over mountainous terrain. Rockets appear, but do not fire.
Level 7 - Maneuver through a field of meteors which explode when hit with bombs or three times with Laser, plus a single, green, shadow meteor directly in front of Chopper which explodes when hit five times with Laser. Rockets appear but do not fire.
Level 8 - Chopper flies over mountainous terrain against rapidly firing UFO's. Tanks and Rockets appear, but do not fire.
Level 9 - Chopper faces arcing missiles over tall buildings.
Level 10 - Firing rockets in a Building Maze.
Base - Player must maneuver the Chopper over tall buildings against arcing missiles and rapidly firing tanks to reach the Booty and safely carry it away.

- TECHNICAL -

Game ID : GX316

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound CPU : Zilog Z80 (@ 1.78975 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.78975 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2 (FIRE, BOMB)

- TRIVIA -

Super Cobra came out at the same time as "Scramble". While Scramble only went through five areas to the base, Super Cobra went through ten areas. Super Cobra also had more enemies to deal with besides the missiles such as gun batteries and sidewinder missiles. The premise, though, is the same. Penetrate the enemy defenses to make it to the base to pick up the booty. What do you have against all this defense, you have your Super Cobra of course. It will, though, require all of your skills as a pilot to be able to go the distance to get the booty. This game never gained the popularity of Scramble but it still remains a cult classic and actually seems to have had better staying power then Scramble. Perhaps the reason was because it was more of a challenge, who knows.

A Super Cobra unit appears in the 1982 movie 'Fast Times at Ridgemont High'.

- SCORING -

10 points per second of flying.

Missile on ground : 30 points
Sidewinder missile on ground : 40 points
Missile in air : 50 points
Sidewinder missile in air : 60 points
Red UFO : 100 points
UFO : 100 points
Fuel tank : 50 points
Gun battery : 100, 200, or 300 points
Green fireball : 150 points
Missile in ceiling : 30 points
Missile dropping from ceiling : 50 points
Booty : 800 points

- TIPS AND TRICKS -

* When you start the game, your helicopter will be at the left side of the screen. Keep in mind, this is a scrolling game. This means you can go no faster then the right side and no slower then the left side. You can, however, vary your speed in-between by pushing the joystick back and forth. The biggest key in getting through this game is learning how to use the joystick to speed up and slow down because you will sometimes be put into some very tight areas that will require precision joystick control. You will hit a clear area and a message will come up such as '1000 miles cleared', '2000 miles cleared', etc... until your reach the base.

1ST AREA :  This is a basic introductory area. It will allow you to get used to the controls while the threat level remains relatively low. The area is a mix of both mountainous and city.
a) Learn how to vary your speed and you can drop bombs with pinpoint precision. You can only have two bombs on the screen at any one time. You will have to go close to the surface to really make a difference. The biggest threat is the missiles that rise up to meet you.
b) Fuel is a very precious commodity in this game. Don't take a chance trying to bomb a fuel tank. It's better, if you have a flat section, to take out what's under your rocket, and strafe the rest of the way. This way, you ensure you can hit the fuel tank or tanks.
c) Watch the terrain. Sometimes you may be cruising when a mountain will appear suddenly requiring quick reflexes and space you may not have.
d) You also need to watch out for ground fire from the gun batteries. They tend to fire random shots and if you aren't careful, they will hit your helicopter.

2ND AREA : This area introduces you to the sidewinder missile. These missiles are unusual in the fact that they fire at an arc and come back down again. This means your helicopter can get hit two ways. Of course, if it misses your helicopter, it tends to sometimes be helpful by taking out other ground targets such as missiles and gun batteries. The terrain is mountainous.
a) Follow the same pattern as you did in the 1st Area. This time, you need to be wary of the sidewinder missiles.
b) As always, make sure you keep a high fuel level and watch out for those gun batteries.

3RD AREA : You get to deal with the red UFO's in this area. Also, the mountains will get steeper and create ''choke points'' at the top of the screen. Of course, you will have to contend with the UFO's coming through the other side. The terrain is mountainous.
a) The red UFO's aren't too difficult to deal with. They have a tendency to stop in pairs, then come at your helicopter. Again, it's easy to shoot them down.
b) The biggest threats are the 'choke points'. You usually will arrive at the same time as a UFO to see who's first over the mountain. This will require quick reflexes.
c) Even though no missiles come up at you, the gun batteries will still harass you.

4TH AREA : This is a continuation of the 3rd Area. Except this time the area you are flying in is significantly narrowed to a point where it seems like you are going through natural caverns. Use the same methods as the 3rd Area.

5TH AREA : You will have to deal with threats both from above and below in this area. There are missiles in the ceiling of the caverns that will drop down. Although missiles aren't firing from the ground, you still have to deal with gun batteries. The terrain is mountainous and caves.
a) You will have to be real careful in this area, the missiles in the ceiling are pretty concentrated. You will have to be able to speed up and slow down on a dime to avoid them or to shoot them.
b) Don't get too close to the ground since the terrain goes from mountains to canyons very quickly.
c) As already mentioned, get fuel and avoid ground fire.

6TH AREA : The main threat in this area is the fact the gun batteries now move. That's right, they track right along with your helicopter until they hit an obstacle. They travel equally well in the canyons as well as the mountains. This makes them especially dangerous since they are firing at the same time.
a) You will have to accelerate and decelerate frequently to 'fool' the moving gun batteries.
b) When you destroy ground targets, be selective in which ones you hit because if you hit targets in the path of the moving gun batteries, you just allow them to travel farther.

7TH AREA : This area is a little trickier since you now have fireballs coming at your helicopter. In addition, there is a green fireball that likes to track your helicopter and prevent your shots from gaining any distance. It takes seven shots to take out this fireball.  The terrain is mountainous.
a) You will be staying in the valleys most of the time in this area. This is a good time to shoot things up on the ground since again, the missiles won't fly up at your helicopter. Gun batteries, though, will continue to harass you.
b) Timing again is important in this area since there are hills in the valley you must cross over. Of course, the tops of these hills are exposed to the fireballs. Time it so that right after a fireball passes over a hill, accelerate and drop into the next valley. Then decelerate in preparation for the next hill.

8TH AREA : This is repeat of the 3rd area except this time you will be dealing with 'chains' of white UFO's.  Use the same tactics as the 3rd Area.

9TH AREA : This is a very short city area. Just watch out for sidewinder missiles.

10TH AREA : This is the area that will get most players. The movements have to be precise in the caves or you will end up part of the wall.
a) Learn quickly when to accelerate and decelerate within the caves. Right when you come to a ledge, push the joystick all the way back and start lining up for the next cave. Accelerate quickly through it, decelerate and repeat this pattern.
b) Don't worry about running out of fuel in the caves, there are plenty of fuel tanks to top your helicopter off. Plus, you will need all that fuel for not only navigating through the caves, but also the base since it doesn't have any fuel tanks.

BASE : This is the second hardest area that gets a lot of players. You have to be very precise in your movement. You will have to deal with gun batteries firing at you while you are trying to pick up the booty.
a) You will see the KONAMI sign atop one of the buildings. Once you see this, you need to decelerate rapidly and drop down quickly to the shorter building next to the base. Once you almost clear that building, you will have to rapidly decelerate, drop down, grab the booty, and rise quickly to avoid the building on the right.
b) If you fail to grab the booty on a pass, the screen will repeat itself until you either destroy the base or run out of rockets to use on it.

Once you have completed the Base, the action goes back to the 1st Area again. Things, however, will speed up. Fuel consumption is quicker and the enemies also are faster.

- SERIES -

1. Scramble (1981)
2. Super Cobra (1981)

- PORTS -

* Consoles :
Casio PV-1000
Philips G7000 Videopac [EU]
Sony PlayStation [JP] (May 13, 1999) "Konami Arcade Classics [Model SLPM-86228]" 

* Computers :
MSX [JP] [EU] (1983) "Super Cobra [Model RC705]" 
Amstrad CPC [EU] (1987) "Killer Cobra" by Mastertronic 
Commodore Plus/4 [EU] (1987)
Sord-M5 [JP] (1981) 

* Others :
VFD handheld game [JP] (19??) released by Gakken : Two different body styles were released.
Arcade [EU] [AU] [KO] (November 1998) "Konami 80's AC Special" 
Arcade [JP] (November 1998) "Konami 80's Arcade Gallery"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2707&o=2

$end


$a2600=scobra,scobrae,
$bio

Super Cobra (c) 1982 Parker Bros.

Brush off your ace piloting skills because you're about to take off on a hair-raising adventure: air surveillance of unfriendly territory. This means a 10,000-mile obstacle course through ever-changing terrain... over craggy mountain tops, around tall city buildings, through long jagged tunnels. And that isn't all! The course is just rigged with chopper-stopping weapons like igniting rockets, heavy ground artillery, flying fireballs, and falling mines.

Every 1,000 miles of terrain brings ever-increasing challenges and ever-certain... danger. But a handsome payoff lies at the end for anyone who's got what it takes.

- TECHNICAL -

Model PB5320

- SCORING -

Hitting ground artillery: 100 points.
Hitting a rocket: 50 points.
Hitting a fireball: 50 points.
Hitting a mine: 50 points.
Picking up booty: 5000 points.
Points also accumulate as you gain mileage (for every 1,000 miles travelled.): 900 points.

- STAFF -

Programmer: Mike Brodie

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51071&o=2

$end


$intv=scobra,
$bio

Super Cobra (c) 1983 Parker Bros.

Based on the Konami arcade video game.

Set off on a high flying, dangerous gunship mission to destroy the enemy's base. Fly your helicopters through mazes, caves, and cities filled with tall buildings. The enemy tries to shoot your helicopter down with missiles, tanks, meteors, and even flying saucers! 1 or 2 players.

- TECHNICAL -

Model PB6320

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60965&o=2

$end


$msx1_cart=scobra,scobraa,
$bio

Super Cobra (c) 1984 Konami.

- TECHNICAL -

[Model RC705]

- TRIVIA -

Released in January 1984.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48142&o=2

$end


$gba=superclp,
$bio

Super Collapse! II [Model AGB-BCLE-USA] (c) 2004 Majesco Sales, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75883&o=2

$end


$msx1_cart=supercol,
$bio

Super Columns (c) 1990 Hi-Com

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77489&o=2

$end


$gamegear=supercol,
$bio

Super Columns [Model 2449] (c) 1995 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64885&o=2

$end


$gamegear=supercolj,supercolp7,supercolp6,supercolp5,supercolp4,supercolp3,supercolp2,supercolp1,
$bio

Super Columns (c) 1995 Sega Enterprises, Limited.

- TECHNICAL -

[Model G-3226]

- TRIVIA -

Super Columns for Game Gear was released on May 26, 1995 in Japan.

- SERIES -

1. Columns (1990, Arcade)
2. Columns II - The Voyage Through Time (1990, Arcade)
3. Columns III - Revenge of Columns (1993, Arcade)
4. Stack Columns (1994, Arcade)
5. Super Columns [Model G-3226] (1995, Game Gear)
6. Columns '97 [Model 610-0373-20] (1997, Arcade)
7. Hanagumi Taisen Columns - Sakura Wars (1998, Arcade)
8. Hanagumi Taisen Columns 2 (2000, Dreamcast)
9. Columns Crown (2002, GBA)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47620&o=2

$end


$snes=conflictu,
$bio

Super Conflict - The Mideast [Model SNS-CN-USA] (c) 1993 Vic Tokai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63670&o=2

$end


$snes=coflict,
$bio

Super Conflict - The Mideast (c) 1993 Vic Tokai

- TECHNICAL -

Cartridge ID: SNSP-CN-EUR

- TRIVIA -

Reviews:
[FR] May 1993 - Consoles + No. 20: 43/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63669&o=2

$end


$info=smi5527,smi5946,smi5948,
$bio

Super Continental (c) 200? Bally Gaming, Incorporated.

6-Coin Multiplier slot.

- TECHNICAL -

Art form: SUC-5012

- UPDATES -

SMI # 5527
Part number: E608511X-05
Max Hit Frequency: 15,38%
Max-Coin Percentage: 85,37%

SMI # 5946
Part number: E608611X-05
Max Hit Frequency: 15,73%
Max-Coin Percentage: 89,72%

SMI # 5948
Part number: E608711X-05
Max Hit Frequency: 15,62%
Max-Coin Percentage: 88,38%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=45340&o=2

$end


$nes=scontra,
$bio

Super Contra (c) 1990 Konami Industry Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54668&o=2

$end


$info=scontraj,
$bio

Super Contra - Alien no Gyakushuu (c) 1988 Konami.

The sequel to "Contra" - released a year earlier - is set in the year 2634 and begins with the disturbing news that the alien invaders from the first game - a race known as the Red Falcon - have renewed their attack on Earth and have infiltrated military bases and possessed most of the federation forces troops. 

The heroes of the first games - Bill Rizer and Lance Bean - are once again called upon to defend the Earth and defeat the alien invaders. 

Super Contra plays identically to its predecessor, with the usual mix of run-and-gun gameplay. The main difference is that the into-the-screen stages of the original Contra have been replaced with overhead stages. In addition, power-up icons are now represented as the actual weapons wielded by the characters, instead of the traditional letter-based falcon icons and players can now upgrade their weapon by picking it up twice in a row. 

Another new gameplay addition is that players can now control the height of their jump; holding the joystick up and pressing the jump button allows for a higher jump; likewise the player can perform low jumps by holding down-right or down-left while pressing the jump button. 

The available weapons are as follows: 

* Machine Gun - Fires bullets at auto-fire. The upgraded version increases the firing rate to a near-ridiculous speed. 

* Bomb Launcher - Fires bombs that spread fire when they hit their target. The upgraded version causes bigger explosions. 

* Laser Rifle - Fires a powerful laser beam once per shot. The upgraded version fires a larger beam. 

* Spread Shot - Fires a three-way shot. Increases to a five-way spread after the upgrade. 

* Mega Shell - Available only in the top-view stages. After picking it up, players can launch it by pressing the jump button and kill all on-screen enemies. 

Super Contra's five stages are: 

* Area 1 - Outer Base (side-view) - A military base overrun by possessed soldiers. Bosses include a manned tank and a possessed helicopter. At the end of the level, players must destroy a core protected by a pair of snipers and a grenade thrower to gain entrance to the next area. 

* Area 2 - Inner Base (top-view) - A tank hanger filled with manned tanks and cannons, in addition to enemy soldiers. The end-of-level boss is the Hyper Electric Magnetic Tank Magnus, which is manned by three gunners. 

* Area 3 - Jungle (side-view) - Enemies come from trees as players progress through the level. The heroes will sometimes have to cross a lake, and players can duck into it to avoid enemy fire. Towards the end of the level, the heroes are faced with alien eggs that produce facehugger-like creatures (the same ones featured in the original game). The end-of-level boss is an alien shrine with a skull. 

* Area 4 - 1st Alien Lair (side-view) - This takes place inside an alien nest. The enemies are now xenomorph-like creatures and mutant mouths that shoot alien spawns. The sub-boss is an alien hovercraft composed of skulls, while the end-of-level boss is a flying alien. 

* Area 5 - 2nd Alien Lair (top-view) - The final stage, filled with mouths emerging from the ground, flying heads and spider-like creatures. The final boss is Gaver, a giant alien head with snake-like arms.

- TECHNICAL -

Game ID : GX775

Main CPU : Konami (@ 3 Mhz)
Sound CPU : Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), Konami K007232 (@ 3.579545 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2
=> Fire, Jump

- TRIVIA -

Super Contra was released in January 1988 in Japan

The subtitle of this game, Alien no Gyakushuu, translates from Japanese as 'Alien's Counterattack'.

Export releases:
"Super Contra [Model GX775]".

Note: The kanji on the title screen actually reads 'Kon To Ra', meaning 'Soul Big Dipper Gauze'. This is an example of 'gikun', where Japanese artists use the phonetic value of a character to determine the game's name and not the meaning of the character itself.

King Records released a limited-edition soundtrack album for this game (Music From Super Contra & Ajax - K30X-7702) on March 21, 1988.

- SERIES -

1. Contra (1987)
2. Super Contra - Alien no Gyakushuu (1988)
3. Contra III - The Alien Wars (1992, Nintendo Super Famicom)
4. Contra - Hard Cops (1994, Sega Mega Drive)
5. Contra - Legacy of War (1996, Sony PlayStation)
6. C: The Contra Adventure (1998, Sony PlayStation)
7. Shin Contra (2002, Sony PlayStation 2)
8. Neo Contra (2004, Sony PlayStation 2)
9. Contra - Dual Spirits (2008, Nintendo DS)

- STAFF -

Written & Directed By : Hideyuki Tsujimoto (H. Tsujimoto)
Assistant Director : K. Wada
Associate To Directors : S. Fujiwara, T. Koudo
Production Sound Mixer : Yousuke Uno
Music Editors : Kazuki Muraoka, Motoaki Furukawa
Art Director : Kengo Nakamura
Set Director : N. Sugita
Titles : H. Takatani, N. Ishii
Makeup Supervisor : M. Moriyama
Conceptual Artist : T. Jinbo
Electronics Designer : K. Hashima
Publicity Supervisor : F. Shibuya
Still Photographer : J. Tanaka
Translator : K. Hayashi
Produced By : Koji Hiroshita

- PORTS -

* Consoles :
Nintendo Famicom [JP] (February 2, 1990) [Model KDS-UE] 
Microsoft XBOX 360 [XBLA] [JP] (July 25, 2007) "Xbox Live Arcade" 
Nintendo Wii [Virtual Console] [JP] (February 12, 2008) Famicom version 
Nintendo DS [JP] (March 13, 2008) "Contra: Dual Spirits [Model NTR-P-YCTJ (RY079-J1]" 
Nintendo DS [JP] (March 12, 2009) "Contra: Dual Spirits [Konami the Best] [Model NTR-P-YCTJ (RY079-J2)]" 

NOTE: The game is featured as unlockable bonus content on the Nintendo DS.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2709&o=2

$end


$nes=scontra5,
$bio

Super Contra 5 (c) 19?? Unknown.

A pirate hack of "G.I. Joe - The Atlantis Factor"  featuring a Contra sprite as main character.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65191&o=2

$end


$nes=scontra5,
$bio

Super Contra 5 (c) 19?? Unknown [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76973&o=2

$end


$nes=scontra8,
$bio

Super Contra 8 (c) 1999 ESC

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84133&o=2

$end


$nes=scontra2,
$bio

Super Contra II [Model G-135] (c) 1993 Mars [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76974&o=2

$end


$nes=scontrax,
$bio

Super Contra X (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84134&o=2

$end


$info=scontra,
$bio

Super Contra (c) 1988 Konami.

Export version. Game developed in Japan. For more information about the game itself, please see the original Japanese version entry; "Super Contra - Alien no Gyakushuu [Model GX775]".

- TECHNICAL -

Game ID : GX775

- TRIVIA -

Super Contra was released in January 1988.

This western version ends the game after the staff roll, while the Japanese version takes the player to a second and harder cycle of the game.

- SERIES -

1. Contra [Model GX633] (1987, Arcade) 
2. Super Contra (1988, Arcade)
3. Operation C (1991, Game Boy)
4. Contra Force (1992, NES)
5. Contra Spirits [Model SHVC-CS] (1992, Super Famicom)
6. Contra - Hard Corps (1994, Mega Drive)
7. Contra - Legacy of War (1996, PlayStation)
8. C - The Contra Adventure (1998, PlayStation)
9. Contra - Shattered Soldier (2002, PlayStation 2)
10. Neo Contra (2004, PlayStation 2)
11. Contra 4 (2007, DS)
12. Contra ReBirth (2009, WiiWare)

- STAFF -

Cabinet Graphic Design: Don Marshall

- PORTS -

* Consoles :
Nintendo NES [US] (April 1990) "Super C [Model NES-UE]" 
Nintendo NES [EU] (1992) "Probotector II: Return of the Evil Forces [Model NES-PD]" 
Microsoft XBOX 360 [XBLA] [US] [EU] (July 25, 2007) 
Nintendo Wii [Virtual Console] [US] (August 27, 2007) NES version 
Nintendo Wii [Virtual Console] [EU] (October 12, 2007) NES version 
Nintendo DS [US] (November 13, 2007) "Contra 4 [Model NTR-TCTE-USA]" 
Microsoft XBOX 360 [US] (December 15, 2009) "Konami Classics Vol.1 [Model 30085]" : XBLA version

NOTE: The game is featured as unlockable bonus content on the Nintendo DS. 

* Computers :
Commodore Amiga [US] (1990) "Super C" 
PC [MS-DOS] [US] (1990) "Super C" 
PC [MS Windows, CD-ROM] [US] (November 16, 2002) "Konami Collector's Series - Castlevania & Contra") : NES version

* Others :
Mobile Phones [US] (2008)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2708&o=2

$end


$coleco=suprtest,
$bio

Super Controller Test Cartridge (c) 1983 Coleco Industries, Incorporated. [Amsterdam, NY, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53367&o=2

$end


$nes=mc_scb4,
$bio

Super Cool Boy 4 in 1 (c) 200? Unknown.

- TECHNICAL -

Game ID: CB-4034

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95416&o=2

$end


$snes=suprcopa,
$bio

Super Copa (c) 1994 American Softworks Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63671&o=2

$end


$adam_flop=scosmofg,
$bio

Super Cosmo Fighter (c) 1997 Red Bullet Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82670&o=2

$end


$info=supcrash,
$bio

Super Crash (c) 1979 VGG [Video Gelectronic Games].

- TECHNICAL -

Main CPU : Zilog Z80 (@ 1.93356 Mhz)

Colors palette : 64

Players : 1
Buttons : 1

- TRIVIA -

This game is a bootleg of "Head On".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=6057&o=2

$end


$coleco=sprcross,sprcrossa,
$bio

Super Cross Force (c) 1983 Spectravideo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53368&o=2

$end


$msx1_cart=superxf,
$bio

Super Cross Force (c) 1983 Spectravideo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77490&o=2

$end


$msx1_cass=supxfrce,
$bio

Super Cross Force (c) 1983 Spectravideo, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95022&o=2

$end


$info=sprcros2,sprcros2a,
$bio

Super Cross II (c) 1986 GM Shoji.

- TECHNICAL -

Main CPU : (2x) Zilog Z80 (@ 5 Mhz)
Sound Chips : (3x) Texas Instruments SN76496 (@ 2.5 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in May 1986.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2710&o=2

$end


$info=suprgolf,
$bio

Super Crown Golf (c) 1989 Nasco.

A golf game.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : YM2203 (@ 3 Mhz)

Players : 2
Control : 2-way joystick
Buttons : 3

- TRIVIA -

Released in March 1989.

- SERIES -

1. Crowns Golf (1984)
2. Crowns Golf In Hawaii (1985)
3. Super Crowns Golf (1989)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3546&o=2

$end


$info=m5scfinl,
$bio

Super Cup Final (c) 199? Lowen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41627&o=2

$end


$info=scfinals,scfinalso,
$bio

Super Cup Finals (c) 1993 Taito.

A soccer game from Taito.

- TECHNICAL -

Runs on the "Taito F3 System" Hardware.

Board Number : K11E0776A
Prom Stickers : D49

Players : 4
Control : 8-way joystick
Buttons : 4

- TRIVIA -

Super Cup Finals was released in November 1993.

This game is also known as "Taito Cup Finals" and in Japan as "Hattrick Hero '93".

The game forbids the initials 'SEX' on the high score table. If you try, it gets changed it to '!!!'.

Zuntata Records released a limited-edition soundtrack album for this game (Zuntata Rare Collection - ZTTL-0022) on 05/1998.

- SERIES -

1. Football Champ (1991)
2. Taito Cup Finals (1993)
3. Hattrick Hero '94 (1994)
4. Taito Power Goal (1994)

- STAFF -

Planner : Takeshi Kobori
Character designers : Takeshi Kobori, Yuji Sakamoto, Hideyuki Kato, Hiroyo Kujirai, Hiromi Mikami, Shinjiro Sugitani
Software : Kazutomo Ishida, Kusago Nagahara, Shinji Soyano, Kousuke Usami, Xxx Hayashi
Designers : Naoto Hashizume, Takeshi Kobori
Sound : Shuichiro Nakazawa (Zuntata)
Hardware : Katsumi Kaneoka

* CAST : 
Player & Gk : Masashi Tsuzura
Manager : Suminori Hase, Yuji Sakamoto
Referee : Shin Tanaka
Lady : Seiji Kawakami
Doctor : Hiroto Nizato
Nurse : Hiromi Mikami
Stunt : Tomohisa Yamashita

Assistant : Shin Tanaka
Directors : Takeshi Kobori, Marutake

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2711&o=2

$end


$snes=supercup,
$bio

Super Cup Soccer (c) 1992 Jaleco Company, Limited. [Japan Leisure].

- TECHNICAL -

Cartridge ID: SHVC-SU

- TRIVIA -

Reviews:
[FR] July 1992 - Joypad N.10: 85/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62278&o=2

$end


$cpc_cass=supercyc,
$bio

Super Cycle (c) 1986 Epyx Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99444&o=2

$end


$cpc_cass=supercycs,
$bio

Super Cycle (c) 1987 Erbe Soft. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99443&o=2

$end


$x68k_flop=superdps,
$bio

Super D.P.S. (c) 1992 Alicesoft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88112&o=2

$end


$pc98=superdps,
$bio

Super D.P.S. (c) 1992 Alicesoft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95244&o=2

$end


$pc98=sdaifugg,
$bio

Super Daifugo Gakuen (c) 1996 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90747&o=2

$end


$x68k_flop=superdai,
$bio

Super Daikaiten (c) 1993 Ishida Hironari

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88650&o=2

$end


$snes=daikokai,
$bio

Super Daikoukai Jidai [Model SHVC-QK] (c) 1992 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62279&o=2

$end


$msx2_cart=supdaisn,
$bio

Super Daisenryaku (c) 1988 Micro Cabin

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51377&o=2

$end


$pc8801_flop=supdaisn,supdaisnb,supdaisna,
$bio

Super Daisenryaku (c) 1988 System Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92983&o=2

$end


$msx2_flop=supdaisn,
$bio

Super Daisenryaku (c) 1988 Micro Cabin Co. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102057&o=2

$end


$megadriv=supdaisn,
$bio

Super Daisenryaku (c) 1989 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56915&o=2

$end


$pcecd=supdaisn,
$bio

Super Daisenryaku (c) 1990 Micro Cabin Co.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58405&o=2

$end


$x68k_flop=supdaisn,
$bio

Super Daisenryaku 68K (c) 1989 System Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88113&o=2

$end


$x68k_flop=supdaisnmc,
$bio

Super Daisenryaku 68K - Map Collection (c) 1989 System Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88114&o=2

$end


$x68k_flop=supdaisnpk,
$bio

Super Daisenryaku 68K - Pro Kyuu Map (c) 1989 Science House

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88115&o=2

$end


$pc98=sdaisenr,
$bio

Super Daisenryaku 98 (c) 1988 Systemsoft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90748&o=2

$end


$pc8801_flop=supdaisnp,
$bio

Super Daisenryaku Power-up Kit (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92984&o=2

$end


$snes=sdany,sdanyp,
$bio

Super Dany (c) 1998 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63672&o=2

$end


$pcecd=sdarius2,
$bio

スーパーダライアスII (c) 1993 NEC Avenue, Limited.
(Super Darius II)

Super Darius II is a horizontal shooter by NEC Avenue and based on the arcade game "Darius II" originally released by Taito in 1989. The Belzer empire was successfully defeated at the battle on Darius, but the planet now lies in ruins, forcing the survivors to abandon their dying world. Some find refuge on planet Oruga, whereas others establish bases throughout our solar system. One day, large war ships belonging to the belligerent Belzer empire resurface, and this time they launch an attack against Earth. The inhabitants of Darius decide to send both Proco Jr. and Tiat Young, two of their most skilled pilots, to counter the invasion. The player progress through seven stages, from the surface of the Sun to the giant Jupiter where the head of the enemy forces hides. However, and in the typical Darius tradition, this progress is non-linear and the player is presented with a choice of two stages to choose from at the end of each level. All combined, the game features a total of twenty eight zones, and some paths are obviously more difficult than others. The ship comes equipped with three different types of weapons - front laser, side lasers and ground bombs, as well as a force field shield. Each weapon can be upgraded by collecting colored orbs left behind by specific formations of enemy fighters - red for the forward laser (8 levels), yellow for the side lasers (7 levels), green for the bombs (5 levels) and blue for the shield (8 levels). Although the introduction sequence clearly shows two ships, this version is single player only (the option menu gives the player the opportunity to choose from Proco or Tiat though).

- TECHNICAL -

Game ID: NAPR-1031

- TRIVIA -

Super Darius II for PCE was released on December 23, 1993 in Japan for 7800 Yen.

The arcade game "Darius II" was originally released in 1989.

This PC-Engine version of "Darius II" shows significant differences with the original arcade game. Obviously, the screen is not as wide as the original display, and is cropped and zoomed in (ships are fairly large on screen for that matter). Then, another obvious change is the soundtrack - T's Music (better known for their work on Winds of Thunder, Ginga Fukei Densetsu Sapphire or Dungeon Explorer II) rearranged Zuntata's original tunes and filled them with enticing electric guitar riffs and slinky synthesizers. The gameplay is fairly identical to the original game, however this conversion offers three difficulty levels (easy, normal and hard) and the easy mode allows the player to keep all his weaponry after losing a life. The shield also feels less powerful and disappears after a few hits. But the greatest difference lies in the bosses, and although three are directly borrowed from Darius II - Killer Hijia (Zone C), Yamato (Zones K & M) and Leadain (Zones L, N & O) - all of the others are exclusive to this version! Super Darius II features a total of thirteen bosses (whereas the original arcade game included eleven). Finally, the Warning sign displayed right before each boss encounter shows a glaring spelling mistake - "A huge battle ship is approached fast" - this is rather unfortunate because the original arcade game didn't commit any spelling mistakes.

- TIPS AND TRICKS -

Slow motion: Pause at anytime during the game. If you press I or II the game will play one image at the time allowing you to defeat even the most dreadful of enemies.

- STAFF -

Published by Nec Avenue, Ltd.
Produce: Toshio Tabeta
Information: Ritsuko Honmyo
Special Thanks: Kenichi Tsubokura, Kenichi Nakada, Kuniyasu Saitou, Go Kuwahara, Takashi Ozama, Kaoru Murohoshi, Kenichi Yamashita

Developed by A Wave, Inc.
Main program: Mik., Kazuhito Miyahara
Boss Program: Shoichi Horishita, Junji Takahashi, Haya, N.G.I, Tessy
Graphic: Shigeru Toda, Takeyuki Machida, Fumoi Koakutsu, Sabaschan
Director: Satoshi Uchida
Special Thanks: .......!
Music Arrange: T's Music

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [JP] (February 17, 2009) [Model QA4J]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58407&o=2

$end


$pcecd=sdarius,
$bio

Super Darius (c) 1990 NEC Avenue, Limited.

- TECHNICAL -

Game ID: HACD 0003

- TRIVIA -

Released on March 16, 1990 in Japan for 6800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58406&o=2

$end


$info=m3sdeal,
$bio

Super Deal (c) 198? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41200&o=2

$end


$ti99_cart=demonat,
$bio

Super Demon Attack [Model PHM 3219] (c) 1983 Imagic, Inc. [Los Gatos, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84749&o=2

$end


$pc98=superdep,
$bio

Super Depth - The Ultimate Hyper Battleship (c) 1991 Bio 100% [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90749&o=2

$end


$info=sderby,sderbya,
$bio

Super Derby (c) 1996 Playmark.

A horse betting game.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound Chips : OKI6295 (@ 8 Khz)

Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096

Players : 1
Control : 4-way Joystick
Buttons : 2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4534&o=2

$end


$info=sc4sdr,sc4sdra,sc4sdrb,sc4sdrc,
$bio

Super Diamonds & Rubies (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR6921]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42790&o=2

$end


$ti99_cart=sdiskmn,
$bio

Super Disk Manager (c) 1984 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84750&o=2

$end


$info=superdix,
$bio

Super Dixieland (c) 1984 Sirmo.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=7662&o=2

$end


$coleco=superdk,
$bio

Super DK! (c) 1982 Coleco Industries, Incorporated. [Amsterdam, NY, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53369&o=2

$end


$coleco=suprdkjr,
$bio

Super DK! Junior (c) 1983 Coleco Industries, Incorporated. [Amsterdam, NY, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53370&o=2

$end


$info=spdodgeb,
$bio

Super Dodge Ball (c) 1987 Technos.

The player takes control of the American team, who must compete against five other nations in a worldwide dodgeball tournament. In the first match, the player represent the state Dallas and must defeat their rivals from Chicago to represent America in the World Cup. Afterwards, the player will take on England, Iceland, China and Africa before fighting against the champions from Japan.

- TECHNICAL -

Game ID : TA-0022

Main CPU : MOS Technology M6502 (@ 2 Mhz)
Sound CPU : Motorola M6809 (@ 2 Mhz)
Sound Chips : YM3812 (@ 3 Mhz), (2x) MSM5205 (@ 384 Khz)

Screen orientation : Horizontal
Video resolution : 240 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 1024

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in November 1987.

- UPDATES -

This game is known in Japan as "Nekketsu Koukou Dodgeball-bu". The main difference between the 2 versions is that the nationalities of the player's team and the final team are switched.

- SERIES -

1. Super Dodge Ball (1987, ARC)
2. Kunio no Dodgeball dayo Zen'in Shuugou! (1993, SFC)
3. Kunio no Nekketsu Toukyuu Densetsu [Model NGM-0208] (1996, MVS)
4. Super Dodge Ball Advance (2001, GBA)
5. Super Dodgeball Brawlers (2008, NDS)

- STAFF -

Director: Mitsuhiro Yoshida
Programmer: Noriyuki Tomiyama, Shintaro Kumagai

- PORTS -

* Consoles :
Nintendo Famicom (1989) 
NEC PC-Engine (1990, "Nekketsu Koukou Dodgeball-bu: PC Bangai-hen")

* Computers :
Sharp X68000 (1987, "Nekketsu Koukou Dodgeball-bu")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2712&o=2

$end


$nes=sdodgeb,
$bio

Super Dodge Ball (c) 1989 CSG Imagesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55610&o=2

$end


$gba=sdodgebu,sdodgebup,
$bio

Super Dodge Ball Advance [Model AGB-ADFE-USA] (c) 2001 Atlus Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75885&o=2

$end


$gba=sdodgeb,
$bio

Super Dodge Ball Advance [Model AGB-ADFP] (c) 2001 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75884&o=2

$end


$pc98=sdogwrld,
$bio

Super Dog World (c) 1994 Koei Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90750&o=2

$end


$snes=sdogfght,
$bio

Super Dogfight (c) 1994 Pack-In-Video Company, Limited.

Super Dogfigh is an air combat shooter published by Pack-In-Video. The player gets to pilot an F-14 Tomcat fighter armed with a M61A1 Vulcan 20mm cannon and radar guided infrared missiles. Most of the action takes place in Mediterranean region and missions are usually flown over the ocean. Each sortie gets the player to be launched from an aircraft carrier and to fight Mig-29 enemy fighters over a protected airspace zone. An AWACS operational radar grid is available and gives access to a vast array of information such as enemy fighters location but also submarines and refueling aircrafts. Along with straight attacks, enemy fighters may also shoot air-to-air missiles at the player, and electronic countermeasures and escape maneuvers must be used to avoid being hit. As a side note, a Co-Pilot mode gives a second player the opportunity to take control of the weapon and computer system in order to lighten the load on the first player. Once the mission is over, the player must safely land back on the air carrier to replenish fuel and weaponry, and begin to prepare for the next mission. A password system is used to restore a saved game.

- TECHNICAL -

Cartridge ID: SHVC-ZN

- TRIVIA -

Released on June 26, 1994 in Japan for 9800 Yen.

Export releases:
[US] "Turn and Burn - No-Fly Zone [Model SNS-ZN-USA]"
[SP] "Turn and Burn - No-Fly Zone [Model SNSP-ZN-ESP/SESP]"
[EU] "Turn and Burn - No-Fly Zone [Model SNSP-ZN-EUR]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62280&o=2

$end


$gbcolor=sdoll,
$bio

Super Doll Licca-chan - Kisekae Daisakusen [Model CGB-BSLJ-JPN] (c) 2000 VR-1 Japan, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68831&o=2

$end


$info=superdq,superdqs,superdqa,
$bio

Super Don Quix-ote (c) 1984 Universal.

You are a knight named Don. Your girlfriend, Isabella, has been captured by an evil witch who is holding her hostage. You have a sword for a weapon and a sidekick named Sancho. You must battle your way to the evil witch's hideout and save Isabella.

- TECHNICAL -

This game uses a laser disc.

Main CPU : Zilog Z80
Sound Chips : SN76496, Custom

Palette colors : 32

Players : 2
Buttons : 1

- TRIVIA -

Released in November 1984.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2714&o=2

$end


$nes=sdkong,
$bio

Super Donkey Kong (c) 199? Hosenkan Electronics

- STAFF -

Developed by: Ei-How Yang

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84135&o=2

$end


$nes=sdkongxj,
$bio

Super Donkey Kong - Xiang Jiao Chuan (c) 199? Unknown [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76975&o=2

$end


$info=pss64,
$bio

Super Donkey Kong / Super Bomberman 2 (c) 199? Nintendo.

- TECHNICAL -

[PSS-64]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40783&o=2

$end


$info=pss63,
$bio

Super Donkey Kong / Super Tetris 2 + Bombliss (c) 1994 Nintendo.

- TECHNICAL -

[PSS-63]

- PORTS -

This game is a SNES game modified to accept coins, so there is only one true port of "Super Tetris 2 + Bombliss".

* Computers:
PC9801 (Super Tetris 2 + Bombliss) (port of the original SNES version)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40782&o=2

$end


$snes=dkongc2ja,dkongc2ja1,dkongc2j,dkongc2j1,
$bio

Super Donkey Kong 2 - Dixie & Diddy (c) 1995 Nintendo Company, Limited.

- TECHNICAL -

Model SHVC-ADNJ-JPN

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62282&o=2

$end


$gba=dkongc2j,
$bio

Super Donkey Kong 2 [Model AGB-B2DJ-JPN] (c) 2004 Nintendo Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75887&o=2

$end


$nes=sdkong2,sdkong2b,sdkong2a,
$bio

Super Donkey Kong 2 (c) 1997 NT.

- TECHNICAL -

Game ID: NT866

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84136&o=2

$end


$snes=dkongc3ja,dkongc3j,
$bio

Super Donkey Kong 3 - Nazo no Krems-tou (c) 1996 Nintendo Company, Limited.

- TECHNICAL -

Model SHVC-A3CJ-JPN

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62283&o=2

$end


$gba=dkongc3j,
$bio

Super Donkey Kong 3 [Model AGB-BDQJ-JPN] (c) 2005 Nintendo Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75888&o=2

$end


$gameboy=sdkong,
$bio

Super Donkey Kong GB [Model DMG-YTJ] (c) 1995 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67029&o=2

$end


$gba=dkongcj,
$bio

Super Donkey Kong [Model AGB-A5NJ-JPN] (c) 2003 Nintendo Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75886&o=2

$end


$snes=dkongcja,dkongcj,
$bio

Super Donkey Kong (c) 1994 Nintendo Company, Limited.

Japanese release.

- TECHNICAL -

Game ID: SHVC-8X

- TRIVIA -

Super Donkey Kong was released on November 26, 1994 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62281&o=2

$end


$info=sddz,
$bio

Super Dou Di Zhu (c) 200? IGS.

- TECHNICAL -

Main CPU : ARM7 (@ 20 Mhz)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=12483&o=2

$end


$info=cjddzsp,
$bio

Super Dou Di Zhu Special (c) 200? IGS Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69774&o=2

$end


$info=superdbl,
$bio

Super Double (c) 198? Karateco.

Poker game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=37094&o=2

$end


$info=X002376P,X002377P,X002378P,X002379P,
$bio

Super Double Bonus Poker (c) 199? IGT [International Game Technologies]

- TECHNICAL -

B1065X; CLASSIC UPRIGHT CABINET
IA65X; IMBEDDED BILL ACCEPTOR CABINET
2965X; SLANT CABINET WITH TOP BOX
3665X; DROP IN BAR CABINET WITH FLAT SCREEN
GD65X; SLANT CABINET W/IBA TOP BOX
QA65X; FLAT BAR WITH IMBEDDED BILL ACCEPTOR

- UPDATES -

X002376P
X002377P
X002378P
X002379P

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46365&o=2

$end


$snes=sddragonu,
$bio

Super Double Dragon (c) 1992 Tradewest, Incorporated.

- TECHNICAL -

Cartridge ID: SNS-WD-USA

- TRIVIA -

Reviews:
[FR] December 1992 - Consoles + N.15: 85%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63674&o=2

$end


$snes=sddragon,
$bio

Super Double Dragon [Model SNSP-WD-FAH] (c) 1992 Tradewest, Incorporated. [Corsicana, TX, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63673&o=2

$end


$snes=syakumn2,
$bio

Super Double Yakuman II [Model SHVC-AYXJ-JPN] (c) 1997 VAP Game [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62285&o=2

$end


$snes=syakuman,
$bio

Super Double Yakuman [Model SHVC-7V] (c) 1994 VAP Game [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62284&o=2

$end


$info=sdtennis,
$bio

Super Doubles Tennis (c) 1983 Data East.

- TECHNICAL -

Main CPU : MOS Technology M6502 (@ 750 Khz)
Sound CPU : MOS Technology M6502 (@ 500 Khz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.5 Mhz)

Screen orientation : Vertical
Video resolution : 240 x 240 pixels
Screen refresh : 57.00 Hz
Palette colors : 16

Players : 2
Control : 8-way joystick
Buttons : 1

- TRIVIA -

Also released on the DECO Cassette System hardware as "Super Doubles Tennis [Cassette No.34]".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2715&o=2

$end


$info=csdtenis,
$bio

Super Doubles Tennis (c) 1983 Data East Corp.

- TECHNICAL -

This video game runs on the "DECO Cassette System" Hardware.

Cartridge ID : Model DT-134

- TRIVIA -

Super Doubles Tennis was released on May 09, 1983. It was known as the 34th video game made for this system (Cassette No. 34).

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=33108&o=2

$end


$info=superdbz,
$bio

Super Dragon Ball Z (c) 2005 Banpresto.

- TECHNICAL -

System 246 hardware

- TRIVIA -

Released in December 2005 in Japan.

The game is known in Japan as "Chou Dragon Ball Z".

The game was developed by Crafts & Meister, headed by Noritaka Funamizu (a former Capcom fighting game producer who worked on the Street Fighter series and Darkstalkers).

- TIPS AND TRICKS -

* Unlock Android 17:
Access Test Mode and enter Game Test Mode.
Press Left once to highlight Event Mode.
Press A button 8 times.
Press Left 2 times to highlight Stage Select.
Press A button 3 times.
Press Right 6 times to highlight Fight Count (1P Play).
Press A button 6 times.
Message The ANDROID NO.17 appeared. is displayed.

* Unlock Chi-Chi:
Access Test Mode and enter Game Test Mode.
Press Left 3 times to highlight Stage Select.
Press A button 5x times.
Press Right 7 times to highlight Fight Count (VS Play).
Press A button 6 times.
Press Left 6 times to highlight Sound in Attract.
Press A button 2 times.
Message The CHI-CHI appeared. is displayed.

- SERIES -

1. Dragon Ball Z (1993)
2. Dragon Ball Z 2 - Super Battle (1994)
3. Super Dragon Ball Z (2005)

- STAFF -

Executive director: Noritaka Funamizu

- PORTS -

* Consoles :
Sony PlayStation 2 [JP] (Jun.2006)
Sony PlayStation 2 [NA] (Jul.2006)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4841&o=2

$end


$snes=sdrakkhn,
$bio

Super Drakkhen [Model SHVC-XO] (c) 1994 Kemco

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62286&o=2

$end


$info=supdrapo,supdrapoa,supdrapob,
$bio

Super Draw Poker (c) 1983 Valadon Automation.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : General Instrument AY8910 (@ 4 Mhz)

Screen orientation : Vertical
Video resolution : 256 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 16

Players : 2
Buttons : 10

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2716&o=2

$end


$snes=sdriftop,
$bio

Super Drift Out - World Rally Championships [American Prototype] (c) 1995 Visco Corp. [Kyoto, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63675&o=2

$end


$snes=sdrifto,
$bio

Super Drift Out - World Rally Championships [Model SHVC-ADOJ-JPN] (c) 1995 Visco Corp. [Kyoto, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62287&o=2

$end


$msx1_cart=supdrink,
$bio

Super Drinker [Model AMX004] (c) 1983 Ample Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77491&o=2

$end


$info=supduck,
$bio

Super Duck (c) 1992 Comad Industry Co., Ltd.

- STAFF -

Director: K.S. Ann
Planner: K.H. Heo, S.K. Lee
Programmer: J.M. Ryu, J.S. Ra, Y.M. Park
Designer: K.H. Heo, S.K. Lee, J.U. Kim, T.C. Choi, N.H. Seo, J.A. Park, H.S. Seo, K.Y. Chang
Sound: J.Y. Lee
Hardware: M.N. Kim, Y.J. Youn
Special Thanks: President Ko, Y.H. Nam, Y.H. Ko, Y.J. Park

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83479&o=2

$end


$snes=sdunksht,
$bio

Super Dunk Shot (c) 1992 HAL Laboratory, Incorporated.

- TECHNICAL -

Cartridge ID: SHVC-DU

- TRIVIA -

The 'DU' in the official cartridge ID stands for 'DUNK'.

Reviews:
[FR] June 1992 - Consoles + N.10 (Pages 92-93): 91/100
[FR] August 1992 - Joypad N.11: 90/100

Average note: 91.5/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62288&o=2

$end


$snes=sdunkstr,
$bio

Super Dunk Star [Model SHVC-DC] (c) 1993 Sammy Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62289&o=2

$end


$ti99_cart=supduper,
$bio

Super Duper (c) 1984 Navarone

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84751&o=2

$end


$info=usg32,
$bio

Super Duper Casino! (c) 1987 U.S. Games.

- TECHNICAL -

Main CPU : Motorola M6809 (@ 2 Mhz)
Sound Chips : General Instrument AY8910 (@ 2 Mhz)

Players : 1
Buttons : 5

- TRIVIA -

Super Duper Casino was released in May 1987. It is from the designer of "Little Casino".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2717&o=2

$end


$gba=sdsumos,
$bio

Super Duper Sumos [Model AGB-BDPE-USA] (c) 2003 Midway Home Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75889&o=2

$end


$nes=badmintn,
$bio

Super Dyna'Mix Badminton (c) 1988 VAP Game [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54669&o=2

$end


$msx2_flop=sdfs,
$bio

Super Dynamite Fighters Street (c) 199? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102058&o=2

$end


$a800=eburner,
$bio

Super E-Burner (c) 1992 CSS

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86718&o=2

$end


$snes=superedf,
$bio

Super E.D.F. (c) 1991 Jaleco Company, Limited.

Super E.D.F. is a side scrolling shooter by Jaleco and based on their own arcade game. A race of aliens has secretly landed on the dark side of the Moon with the intention to destroy Earth. The Earth Defense Force has deployed its best space fighters and pilots to counter the impending threat and defend the world from the alien invaders. The players takes control of the XA-1, an advanced fighter mounted with two satellite devices. These flying pods are at the core of the gameplay and their formation can be adjusted to the situation at the press of a button. They can stay close to the ship and provide more power to the main weapon, or be deployed and cause damage to enemy ships while firing in unison. A wide array of eight weapons are available to choose from at the beginning of each level - they range from Vulcan gun, Homing Lasers, Atomics, Lasers and so forth. Although Super E.D.F. doesn't allow the player to switch weapons during play, or to collect power-ups, a clever experience system increase their destructive power in battle. A power bar located at the top of the screen slowly fills up as enemy formations are destroyed - once the bar is full, the weapon gets upgraded and its power increased (leveling up also adds new pattern-formations to the flying pods). A total of five power levels are available and they persist throughout the game - they are retained even if the player gets killed (or at least until he runs out of continues). The player starts each level with three shield units and passed the fifth power level, each new upgrade adds a shield unit to the ship.

- TECHNICAL -

Cartridge ID: SHVC-ED

- TRIVIA -

Released on October 25, 1991 in Japan for 8700 Yen.

E.D.F. Earth Defense Force was originally released in the arcades in 1991. However, a lot of enemies and elements didn't make it to the Super Famicom port. Several enemies were removed or redesigned, such as the large fighters from the first stage. or the large ship that preceded the boss of the second stage, which was completely removed. However, the port features a lot of exclusive content (hence the 'Super' prefix) - it includes entirely new and unique levels and an exclusive final boss was added at the end of the game. Finally, the original arcade game had four weapons to choose from whereas the Super Famicom version features eight, but the two player option was omitted.

Reviews:
[FR] November 1991 - Consoles + N.3: 91/100

Export releases:
[US] "Earth Defense Force [Model SNS-ED-USA]"

- STAFF -

Director: Yuki Arai, S.o.H.X
Programmer: Papa Sekiya, Dragons V Shirato, Panic Yuma, Oh! Hara
Graphic: Catty.N, Bg Tadahiko
Sound: Y Takashiba (Zep)
Special Thanks: Kazaana, Myau-Kun, Azvear-S (SMDE)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62290&o=2

$end


$info=speglsht,speglsha,
$bio

Super Eagle Shot (c) 1994 Seta.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 8 Mhz), R3000 (@ 16 Mhz)
Sound Chips : ST0016 (@ 16 Mhz)

Screen orientation : Horizontal
Video resolution : 384 x 384 pixels
Screen refresh : 60.00 Hz
Palette colors : 1025

Players : 2
Control : 8-way Joystick
Buttons : 3

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3325&o=2

$end


$info=searthin,searthina,
$bio

Super Earth Invasion (c) 1980 Competitive Video.

Pirate release of Space Invader. Take over command of earth base and use your skill to stop the earth invasion.

- TECHNICAL -

Main CPU : Intel 8080 (@ 1.9968 Mhz)
Sound Chips : SN76477 (@ 1.9968 Mhz)

Screen orientation : Vertical
Video resolution : 224 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2

Players : 2
Control : 2-way joystick
Buttons : 1

- TRIVIA -

Super Earth Invasion also does a few things not seen in the original "Space Invaders" :
1) The saucers that run across the top of the screen shoot back at you when they have a clear shot.
2) Some invaders split apart after you hit them, giving you more invaders to shoot.
3) When you hit a UFO the game shows words (like BAM or POW) instead of points. 
4) When you finish a rack, the following gets printed on the screen : "Congratulations of stopping the 1st (2nd, 3rd, etc.) earth invasion. Warning! Superior invaders are on their way".

- SCORING -

Large Invader : 100 points
Medium Invader : 200 points
Small Invader : 300 points
UFO : 500 to 3000 points

- PORTS -

* Computers :
Mattel Aquarius (1983, "N-VADERS") : by ADD ON ELECTRONICS, written by K.Baker.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2718&o=2

$end


$info=searthie,
$bio

Super Earth Invasion (c) 1980 Electrocoin, Limited.

Pirate release of Space Invaders.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4453&o=2

$end


$pc8801_flop=superedi,
$bio

Super Editor (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92985&o=2

$end


$info=j2sex,
$bio

Super Exchanger (c) 198? Unknown.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41919&o=2

$end


$info=m3sexcu,
$bio

Super Exchanges Unlimited (c) 198? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41201&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=sprexpnd,
$bio

Super Expander (c) 198? Commodore, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86949&o=2

$end


$snes=supf1c2,
$bio

Super F1 Circus 2 (c) 1993 Nichibutsu [Nihon Bussan Company, Limited.].

- TECHNICAL -

Game ID: SHVC-N2

- TRIVIA -

This game was the 5th title made by Nichibutsu on the Super Famicom.

Reviews:
[FR] Oct. 1993 - Consoles + N.24: 86%

- SERIES -

1. F1 Circus [Model NB90002] (1990, PCE)
2. F1 Circus '91 - World Championship [Model NB91004] (1991, PCECD)
3. F1 Circus Special - Pole to Win [Model NBCD2002] (1992, PCECD)
4. Super F1 Circus [Model SHVC-FC] (1992, SFC)
5. Super F1 Circus Limited [Model SHVC-FD] (1992, SFC)
6. F1 Circus '92 - The Speed of Sound [Model NB92007] (1992, PCECD)
7. Super F1 Circus 2 [Model SHVC-N2] (1993, SFC)
8. Super F1 Circus 3 [Model SHVC-N3] (1994, SFC)
9. Super F1 Circus Gaiden [Model SHVC-AN4J-JPN] (1995, SFC)
10. Formula Circus (1997, PSX)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62292&o=2

$end


$snes=supf1c3,
$bio

Super F1 Circus 3 (c) 1994 Nichibutsu [Nihon Bussan Company, Limited.]

- TECHNICAL -

Game ID: SHVC-N3

- TRIVIA -

This game was the 11th title made by Nichibutsu on the Super Famicom.

- SERIES -

1. F1 Circus [Model NB90002] (1990, PCE)
2. F1 Circus '91 - World Championship [Model NB91004] (1991, PCECD)
3. F1 Circus Special - Pole to Win [Model NBCD2002] (1992, PCECD)
4. Super F1 Circus [Model SHVC-FC] (1992, SFC)
5. Super F1 Circus Limited [Model SHVC-FD] (1992, SFC)
6. F1 Circus '92 - The Speed of Sound [Model NB92007] (1992, PCECD)
7. Super F1 Circus 2 [Model SHVC-N2] (1993, SFC)
8. Super F1 Circus 3 [Model SHVC-N3] (1994, SFC)
9. Super F1 Circus Gaiden [Model SHVC-AN4J-JPN] (1995, SFC)
10. Formula Circus (1997, PSX)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62293&o=2

$end


$snes=supf1cg,
$bio

Super F1 Circus Gaiden (c) 1995 Nichibutsu [Nihon Bussan Company, Limited.]

- TECHNICAL -

Game ID: SHVC-AN4J-JPN

- TRIVIA -

Super F1 Circus Gaiden was released on July 07, 1995 in Japan.

This game was the 20th title made by Nichibutsu on the Super Famicom.

- SERIES -

1. F1 Circus [Model NB90002] (1990, PCE)
2. F1 Circus '91 - World Championship [Model NB91004] (1991, PCECD)
3. F1 Circus Special - Pole to Win [Model NBCD2002] (1992, PCECD)
4. Super F1 Circus [Model SHVC-FC] (1992, SFC)
5. Super F1 Circus Limited [Model SHVC-FD] (1992, SFC)
6. F1 Circus '92 - The Speed of Sound [Model NB92007] (1992, PCECD)
7. Super F1 Circus 2 [Model SHVC-N2] (1993, SFC)
8. Super F1 Circus 3 [Model SHVC-N3] (1994, SFC)
9. Super F1 Circus Gaiden [Model SHVC-AN4J-JPN] (1995, SFC)
10. Formula Circus (1997, PSX)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62294&o=2

$end


$snes=supf1ltd,
$bio

Super F1 Circus Limited (c) 1992 Nichibutsu [Nihon Bussan Company, Limited.]

- TECHNICAL -

Game ID: SHVC-FD

- TRIVIA -

This game was the second title made by Nichibutsu on the Super Famicom.

- SERIES -

1. F1 Circus [Model NB90002] (1990, PCE)
2. F1 Circus '91 - World Championship [Model NB91004] (1991, PCECD)
3. F1 Circus Special - Pole to Win [Model NBCD2002] (1992, PCECD)
4. Super F1 Circus [Model SHVC-FC] (1992, SFC)
5. Super F1 Circus Limited [Model SHVC-FD] (1992, SFC)
6. F1 Circus '92 - The Speed of Sound [Model NB92007] (1992, PCECD)
7. Super F1 Circus 2 [Model SHVC-N2] (1993, SFC)
8. Super F1 Circus 3 [Model SHVC-N3] (1994, SFC)
9. Super F1 Circus Gaiden [Model SHVC-AN4J-JPN] (1995, SFC)
10. Formula Circus (1997, PSX)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62295&o=2

$end


$snes=supf1c,
$bio

Super F1 Circus (c) 1992 Nichibutsu [Nihon Bussan Company, Limited.]

- TECHNICAL -

Cartridge ID: SHVC-FC

- TRIVIA -

This game was the first title made by Nichibutsu on the Super Famicom.

Reviews:
[FR] October 1992 - Consoles+ No. 13: 75/100

- SERIES -

1. F1 Circus [Model NB90002] (1990, PCE)
2. F1 Circus '91 - World Championship [Model NB91004] (1991, PCECD)
3. F1 Circus Special - Pole to Win [Model NBCD2002] (1992, PCECD)
4. Super F1 Circus [Model SHVC-FC] (1992, SFC)
5. Super F1 Circus Limited [Model SHVC-FD] (1992, SFC)
6. F1 Circus '92 - The Speed of Sound [Model NB92007] (1992, PCECD)
7. Super F1 Circus 2 [Model SHVC-N2] (1993, SFC)
8. Super F1 Circus 3 [Model SHVC-N3] (1994, SFC)
9. Super F1 Circus Gaiden [Model SHVC-AN4J-JPN] (1995, SFC)
10. Formula Circus (1997, PSX)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62291&o=2

$end


$snes=famiwars,
$bio

Super Famicom Wars [Model SHVC-BFWJ-JPN] (c) 1998 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62296&o=2

$end


$snes=zelda3jb,zelda3ja,zelda3j,
$bio

Super Famicom ゼルダの伝説 神々のトライフォース (c) 1991 Nintendo Company, Limited.
(Super Famicom Zelda no Densetsu - Kamigami no Triforce)

After the initial success of Zelda for the Famicom system, a sequel was inevitable. Kamigami no Tri-Force is the third opus in the Zelda series, one of Nintendo's most popular and flagship franchise that became a genre of its own. During a stormy night, the young Link is awaken by a warm female voice. Agahnim the dark priest has captured princess Zelda and holds her captive in the nearby castle. She now telepathically pleads Link for help and, without hesitation, he grabs a lamp and follows his heart. But rescuing the princess is only the beginning of a long journey for our young hero. The land of Hyrule is at stake and he is not yet aware of the many dangers lurking out there - he will retrieve the Master Sword, travel to the Dark World, reunite the Tri Force and fight Ganon, his archetypal enemy who, once again, has returned to conquer the Light World. The game features the overhead perspective introduced by the first episode of the series. Link is equipped with a sword and a small shield that can deflect enemy attacks and projectiles. The sword can also be used in several different ways and a powerful spinning attack can be charged up by holding the action button. But, most importantly, our hero can use a hodgepodge of items and secondary weapons such as the almighty Boomerang to stun enemies and collect items, the Bombs to reveal secret passageways, the catching net to capture bees and fairies and store them in glass bottles for later use, the Power Glove to move large rocks and so forth. Exploration in the game is divided into two major phases. In the first one, Link freely travels the world, talk to villagers and buys new equipment. He then spends the rest of his time in the game's different dungeons and defeat countless guardians hidden within their deepest depths.

- TECHNICAL -

Game ID: SHVC-ZL

- TRIVIA -

Zelda no Densetsu was released on November 21, 1991 in Japan for 8000 Yen.

The title of this game translates from Japanese as 'The Legend Of Zelda - The Tri-Force of the Gods' but the game was known in the rest of the world as 'The Legend Of Zelda - A Link To The Past'. All the religious symbols were removed from the American and European versions of the game.

Known export releases:
[CA] "The Legend of Zelda - A Link to the Past [Model SNS-ZF-CAN-1]"
[US] "The Legend of Zelda - A Link to the Past [Model SNS-ZL-USA]"
[EU] "The Legend of Zelda - A Link to the Past [Model SNSP-ZL-EUR]"
[FR] "The Legend of Zelda - A Link to the Past [Model SNSP-ZL-FRA/SFRA]"
[DE] "The Legend of Zelda - A Link to the Past [Model SNSP-ZL-NOE/SFRG]"

- STAFF -

Executive Producer: Hiroshi Yamauchi
Producer: Shigeru Miyamoto
Director: Takashi Tezuka
Script Writer: Kensuke Tanabe
Assistant Director: Yasuhisa Yamamura, Yoichi Yamada

Screen Graphics Designers
Object Designers: Soichiro Tomita, Takaya Imamura
Background Designers: Masanao Arimoto, Tsuyoshi Watanabe
Program Director: Toshihiko Nakago
Main Programmer: Yasunari Soejima
Object Programmer: Kazuaki Morita
Programmers: Tatsuo Nishiyama, Yuichi Yamamoto, Yoshihiro Nomoto, Eiji Noto, Sarotu Takahata, Toshio Iwawaki, Shigehiro Kasamatsu, Yasunari Nishida

Sound Composer: Koji Kondo
Coordinators: Keizo Kato, Takao Shimizu
Printed Art Work: Yoichi Kotabe, Hideki Fujii, Yoshiaki Koizumi, Yasuhiro Sakai, Tomoaki Kuroume
English Script Writers: Daniel Owsen, Hiroyuki Yamada
Special Thanks To: Nobuo Okajima, Yasunori Taketani, Kiyoshi Koda, Takamitsu Kuzihara, Hironobu Kakui, Shigeki Yamashiro

- PORTS -

* Consoles :
[JP] GBA (March 14, 2003)
[JP] Wii [Virtual Console] (December 02, 2006)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62664&o=2

$end


$info=snes,
$bio

Super Famicom (c) 1990 Nintendo Co., Ltd.

- TECHNICAL -

Model # SHVC-001

- TRIVIA -

To compete with the popular Famicom, NEC launched the PC-Engine in 1987, and Sega followed suit with the Sega Mega Drive in 1988. Both systems were built on 16-bit architectures and offered improved graphics and sound over the 8-bit Famicom. Nintendo executives were in no rush to design a new system, but they reconsidered when they began to see their dominance in the market slipping.

Designed by Masayuki Uemura, the designer of the original Famicom, the Super Famicom was released in Japan on Wednesday, November 21, 1990 for 25,000 Yens.

It was an instant success; Nintendo's initial shipment of 300,000 units sold out within hours, and the resulting social disturbance led the Japanese government to ask video game manufacturers to schedule future console releases on weekends.

The system's release also gained the attention of the Yakuza, leading to a decision to ship the devices at night to avoid robbery.

With the Super Famicom quickly outselling its chief rivals, Nintendo reasserted itself as the leader of the Japanese console market. Nintendo's success was partially due to its retention of most of its key third-party developers from its earlier system, including Capcom, Konami, Tecmo, Square, Koei, and Enix.

Export releases:
[US] "Super Nintendo [Model SNS-001]"
[EU] "Super Nintendo [Model SNSP-001]"

17.17 millions units were sold in Japan and 49.10 millions worldwide (including export releases).

The Super Famicom was officially discontinued in September 2003 in Japan.

- SERIES -

1. Family Computer [FAMICOM] [Model HVC-001] (1983)
2. Super Famicom [Model SHVC-001] (1990)
3. Nintendo 64 (1996)
4. Nintendo GameCube (2001)
5. Nintendo Wii (2006)
6. Nintendo Wii U (2012)

- STAFF -

Designed by: Masayuki Uemura

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83311&o=2

$end


$snes=famicirc,
$bio

Super Family Circuit [Model SHVC-23] (c) 1994 Namco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62297&o=2

$end


$snes=famigela,
$bio

Super Family Gelaende [Model SHVC-A25J-JPN] (c) 1998 Namco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62298&o=2

$end


$snes=famitenn,
$bio

Super Family Tennis [Model SHVC-JA] (c) 1993 Namco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62299&o=2

$end


$snes=sfamist2,
$bio

Super Famista 2 [Model SHVC-FI] (c) 1993 Namco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62301&o=2

$end


$snes=sfamist3,
$bio

Super Famista 3 [Model SHVC-N6] (c) 1994 Namco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62302&o=2

$end


$snes=sfamist4a,sfamist4,
$bio

Super Famista 4 [Model SHVC-AF4J-JPN] (c) 1995 Namco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62303&o=2

$end


$snes=sfamist5,
$bio

Super Famista 5 [Model SHVC-A27J-JPN] (c) 1996 Namco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62304&o=2

$end


$snes=sfamista,
$bio

Super Famista [Model SHVC-FA] (c) 1992 Namco, Limited.

- TRIVIA -

Reviews:
[FR] June 1992 - Joypad N.9: 42/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62300&o=2

$end


$megadriv=sfzone,sfzonej,
$bio

Super Fantasy Zone (c) 1993 Sunsoft

- TRIVIA -

Reviews:
March 1992 - Joypad N.6 [FR]: 60/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56916&o=2

$end


$a2600=ferrari,
$bio

Super Ferrari (c) 19?? Suntek

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51072&o=2

$end


$nes=supfght2,
$bio

Super Fighter II' (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84137&o=2

$end


$nes=supfght3,
$bio

Super Fighter III (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84138&o=2

$end


$nes=supfight,
$bio

Super Fighters (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84139&o=2

$end


$gbcolor=sf99,
$bio

Super Fighters '99 (c) 200? VF [V.Fame] [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68832&o=2

$end


$snes=finmatch,
$bio

Super Final Match Tennis [Model SHVC-F9] (c) 1994 Human Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62305&o=2

$end


$snes=fireprwq,
$bio

Super Fire Pro Wrestling - Queen's Special (c) 1995 Human Ent.

Super Fire Pro Wrestling: Queen's Special is licensed by All Japan Women's Pro Wrestling and contains a selection of 36 female wrestlers. Challenge for the Red belt or have a One Night Match. There is also Battle Royal, One Night Tournament and the Elimination Match. You can create your own original female wrestler using the Wrestler Edit mode as well.

Up to four can play simultaneously.

- TECHNICAL -

Game ID: SHVC-AQQJ-JPN

Players: 4
Control: 8-Way Joystick
Buttons: 4
=> [Y] Weak strike/grapple, [B] Medium strike/grapple, [A] Strong strike/grapple, [X] Run

- TRIVIA -

Released on June 30, 1995 in Japan.

This is the last game with the Fire Pro name to be officially licensed by a professional wrestling promotion.

It features the following Joshi (female) performers:

Aja Kong
Yumiko Hotta
Suzuka Minami
Toshiyo Yamada
Manami Toyota
Etsuko Mita
Mima Shimoda
Kyoko Inoue
Takako Inoue
Mariko Yoshida
Sakie Hasegawa
Kaoru Ito
Chaparrita ASARI
Dynamite Kansai
Devil Masami
Mayumi Azuki
Cutie Suzuki
Plum Mariko
Hikari Fukuoka
Candy Okutsu
Bolshoi Kid
Shinobu Kandori
Rumi Kazama
Eagle Sawai
Harley Saito
Noriyo Tateno
Yasha Kurenai
Megumi Kudo
Combat Toyoda
Chigusa Nagayo
KAORU
Bomber Hikaru
Cooga
Lioness Asuka
Jaguar Yokota
Bison Kimura

The following can be discovered in Wrestler Edit:

38 - Blizzard YUKI
39 - Reina Jubuki
40 - Kayo Noumi
41 - Super Heel Devil Masami
42 - Command Bolshoi
43 - Shark Tsuchiya
44 - Crusher Maedomari
45 - Hiromi Yagi
46 - Carlos Amano

Keep in mind that most of the roster features women who were either freelancers at the time, from JWP Project (JWP), Ladies Legend Pro Wrestling (LLPW), Frontier Martial-Arts Wrestling (FMW), GAEA Japan (GAEA) or JDStar (Jd*) and, in that case, they were provided with fake names because they aren't from All Japan Women's Pro Wrestling (AJW).

- TIPS AND TRICKS -

Earn the Red Belt in the Challenge Mode to unlock hidden wrestlers Akira Hokuto and Bull Nakano.

- SERIES -

1. Fire Pro Wrestling - Combination Tag [Model HM89001] (1989, PC-Engine)
2. Fire Pro Wrestling 2nd Bout [Model HM91005] (1991, PC-Engine)
3. Super Fire Pro Wrestling [Model SHVC-FP] (1991, Super Famicom)
4. Thunder Pro Wrestling Retsuden (1992, Sega Mega Drive)
5. Fire Pro Wrestling 3 - Legend Bout (1992, PC-Engine)
6. Super Fire Pro Wrestling 2 [Model SHVC-FF] (1992, Super Famicom)
7. Super Fire Pro Wrestling III - Final Bout [Model SHVC-F3] (1993, Super Famicom)
8. Fire Pro Joshi - All Star Dream Slam [Model SHVC-J4](1994, Super Famicom)
9. Super Fire Pro Wrestling Special [Model SHVC-AP4J-JPN] (1994, Super Famicom)
10. Blazing Tornado (1994, Arcade)
11. Wrestling Universe - Fire Pro Joshi - Dome Choujo Taisen - WOWOW vs. JWP [Model HMCD-4008] (1995, PC-Engine CD)
12. Super Fire Pro Wrestling - Queen's Special [Model SHVC-AQQJ-JPN] (1995, Super Famicom)
13. Super Fire Pro Wrestling X [Model SHVC-AF5J-JPN](1995, Super Famicom)
14. Fire Pro Wrestling - Iron Slam '96 (1996, Playstation)
15. Super Fire Pro Wrestling X Premium [Model SHVC-AF6J-JPN] (1996, Super Famicom)
16. Fire Pro Wrestling S - 6Men Scramble [Model T-4308G] (1996, Saturn)
17. Fire Pro Wrestling G (1999, Playstation)
18. Fire Pro Wrestling for WonderSwan (2000, WonderSwan)
19. Fire Pro Wrestling i (2001, i-mode)
20. Fire Pro Wrestling D (2001, Dreamcast)
21. Fire Pro Wrestling A (2001, GBA)
22. Fire Pro Wrestling J (2002, J-PHONE)
23. Final Fire Pro Wrestling - Yume no Dantai Unei! [Model AGB-AFWJ-JPN] (2002, GBA)
24. Fire Pro Wrestling Z (2003, PS2)
25. Fire Pro Wrestling Returns (2005, PS2)
26. Fire Pro Wrestling in Mobage (2011, Mobage)
27. Fire Pro Wrestling (2012, X360)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62307&o=2

$end


$snes=fireprw2,
$bio

Super Fire Pro Wrestling 2 (c) 1992 Human Ent.

Super Fire Pro Wrestling 2 is the first ever 4 player wrestling video game to appear on the Super Famicom with 25 selectable wrestlers on offer.

- TECHNICAL -

Cartridge ID: SHVC-FF
Barcode: 4959143600065

Players: 4
Control: 8-Way Joystick
Buttons: 4
=> [Y] Weak strike/grapple, [B] Medium strike/grapple, [A] Strong strike/grapple [X] Run

- TRIVIA -

Released in Japan in December 25, 1992.

Each of the 25 wrestlers available are based on real wrestlers from various promotions but are given fake names due to a lack of license. In the following list, the name listed to the left is the name used in the game, and the wrestler's real name is listed right:

Victory Musashi = Antonio Inoki (New Japan Pro Wrestling)
Fighter Yamato = Tatsumi Fujinami (New Japan Pro Wrestling)
Hurricane Rikimaru = Riki Choshu (New Japan Pro Wrestling)
Shinya Hatamoto = Shinya Hashimoto (New Japan Pro Wrestling)
Super Kaiser = Jushin Liger (New Japan Pro Wrestling)
Tommy Bomber = Jumbo Tsuruta (All Japan Pro Wrestling)
Tsukasa Tagami = Akira Taue (All Japan Pro Wrestling)
Mitsuhide Hikawa = Mitsuharu Misawa (All Japan Pro Wrestling)
Toshiie Kazama = Toshiaki Kawada (All Japan Pro Wrestling)
Blade Musha = The Great Muta (New Japan Pro Wrestling)
Takashi Kajiwara = Yoshiaki Fujiwara (Pro Wrestling Fujiwara-Gumi)
Masakatsu Higaki = Masakatsu Funaki (Pro Wrestling Fujiwara-Gumi)
Akira Saeha = Akira Maeda (Fighting Network RINGS)
Rick Gray = Dick Vrij (Fighting Network RINGS)
Thunder Ryu = Genichiro Tenryu (Super World of Sports)
Axe Duggan = Hulk Hogan (World Wrestling Federation)
Star Bison = Star Hansen (All Japan Pro Wrestling)
Kerry Bogey = Terry Gordy (All Japan Pro Wrestling)
Steel James = Steve Williams (All Japan Pro Wrestling)
Katsushi Okita = Atsushi Onita (Frontier Martial-Arts Wrestling)
Mad Tiger = Tiger Jeet Singh (Frontier Martial-Arts Wrestling)
Abdul the Danger = Abdullah the Butcher (All Japan Pro Wrestling)
Hitman Saber = Big Van Vader (New Japan Pro Wrestling)
Smasher G. Gigas = Bam Bam Bigelow (New Japan Pro Wrestling)
Masahiro Kono = Masahiro Chono (New Japan Pro Wrestling)

- TIPS AND TRICKS -

Enter PASSWORD. Then hit any one of the following to face these hidden wrestlers:

PYC6S VGHOJ TYNMD IXGHG DOW4U VATU6 NYKCH 5XD54 YQ = Ken Budoh (Keiji Mutoh)
4B2ZI U273H MBXTO D5272 03YRQ UCMQZ XBLKJ Z5SFR RR = Dynamic Kid (Dynamite Kid)
HRUC7 YENG5 IR6WM VJENE MGASQ YTIQC 6RFDB XLQ3T 62 = Mask De Panther (Tiger Mask)

The following passwords allow you to start either a new Hard Mode Singles Championship or a Hard Mode Tag Championship:

MWEGE I6ZEZ THOP6 FRCZD Y2XDI KDLMN NE4WS 70RAX 5F = Singles Championship (Hard Mode)
2WLPL T7ULU IR6A7 NEHUJ SWQJT XJZ24 4L3OG B6EDQ LT = Tag Championship (Hard Mode)

There is a third and final tournament, the 2 on 1 Handicap. These passwords allows you to start in it or face hidden boss teams:

ZA4E4 7QRYT 5CXWN SBQRQ NYAG6 7K56I XCUME 30PLG 66 = Start the 2 on 1 Handicap Championship
C3P42 T7IBY DMZRH QE717 HB3NL TODL5 ZMA64 SP3DN GI = Vs. Musha and Budoh
XT6ED PV2WC H4SOJ 6YV2V JWTML P5HLU S4GFE 7NTXM 7Z = Vs. Panther and Kid

The following codes only work in Exhibition Match (second option at left of Main Menu), Elimination Match (third option at left) and Open League (first option on the right). Hold L and R buttons then press B on the following wrestlers:

Victory Musashi = Mask De Panther
Fighter Yamato = Dynamic Kid
Blade Musha = Ken Budoh

Also in the same modes of play, holding Select button and pressing B allows you to select the wrestler in his alternate attire. Super Kaiser and Blade Musha carry more alternate ring gear variations selected by holding Select and Y, L and B or R and B to confirm wrestler selection.

- SERIES -

1. Fire Pro Wrestling - Combination Tag [Model HM89001] (1989, PC-Engine)
2. Fire Pro Wrestling 2nd Bout [Model HM91005] (1991, PC-Engine)
3. Super Fire Pro Wrestling [Model SHVC-FP] (1991, Super Famicom)
4. Thunder Pro Wrestling Retsuden (1992, Sega Mega Drive)
5. Fire Pro Wrestling 3 - Legend Bout (1992, PC-Engine)
6. Super Fire Pro Wrestling 2 [Model SHVC-FF] (1992, Super Famicom)
7. Super Fire Pro Wrestling III - Final Bout [Model SHVC-F3] (1993, Super Famicom)
8. Fire Pro Joshi - All Star Dream Slam [Model SHVC-J4](1994, Super Famicom)
9. Super Fire Pro Wrestling Special [Model SHVC-AP4J-JPN] (1994, Super Famicom)
10. Blazing Tornado (1994, Arcade)
11. Wrestling Universe - Fire Pro Joshi - Dome Choujo Taisen - WOWOW vs. JWP [Model HMCD-4008] (1995, PC-Engine CD)
12. Super Fire Pro Wrestling - Queen's Special [Model SHVC-AQQJ-JPN] (1995, Super Famicom)
13. Super Fire Pro Wrestling X [Model SHVC-AF5J-JPN](1995, Super Famicom)
14. Fire Pro Wrestling - Iron Slam '96 (1996, Playstation)
15. Super Fire Pro Wrestling X Premium [Model SHVC-AF6J-JPN] (1996, Super Famicom)
16. Fire Pro Wrestling S - 6Men Scramble [Model T-4308G] (1996, Saturn)
17. Fire Pro Wrestling G (1999, Playstation)
18. Fire Pro Wrestling for WonderSwan (2000, WonderSwan)
19. Fire Pro Wrestling i (2001, i-mode)
20. Fire Pro Wrestling D (2001, Dreamcast)
21. Fire Pro Wrestling A (2001, GBA)
22. Fire Pro Wrestling J (2002, J-PHONE)
23. Final Fire Pro Wrestling - Yume no Dantai Unei! [Model AGB-AFWJ-JPN] (2002, GBA)
24. Fire Pro Wrestling Z (2003, PS2)
25. Fire Pro Wrestling Returns (2005, PS2)
26. Fire Pro Wrestling in Mobage (2011, Mobage)
27. Fire Pro Wrestling (2012, X360)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62308&o=2

$end


$snes=fireprw3e,
$bio

Super Fire Pro Wrestling III - Easy Type (c) 1994 Human Ent.

Super Fire Pro Wrestling III: Easy Type features 64 wrestlers facing each other in one shot singles, tag or handicap matches, tournament, league, elimination and battle royal.

- TECHNICAL -

Cartridge ID: SHVC-3E
Barcode: 4959143600119

Players: 4
Control: 8-Way Joystick
Buttons: 4
=> [Y] Weak strike/grapple, [B] Medium strike/grapple, [A] Strong strike/grapple [X] Run

- TRIVIA -

Released in February 4, 1994. Super Fire Pro Wrestling III: Final Bout was so difficulty for players that HUMAN decided to release Super Fire Pro Wrestling III: Easy Type, an easier version of the game that does away with the battery save feature, including the Edit mode, but allows the player to play as any of the previously unavailable hidden wrestlers.

- TIPS AND TRICKS -

Enter these in the PASSWORD menu found at the bottom of the main menu. Your chosen wrestler will be Hitman Saber (Big Van Vader) against the following:

3SIF = Harry Texan Jr. (Dory Funk Jr.)
KCIF = Kerry Texan (Terry Funk)
5CYF = Masked Panther (Super Tiger)
MSIF = Dynamic Kid (Dynamite Kid)
7SYF = Rikiouzan (Rikidozan)
OCYF = The Eliminator (The Destroyer)
QSYF = R.J. Phase (Lou Thesz)
BCIV = Carlos Krauser (Karl Gotch)

These listed below will give you the team of Hitman Saber and Nobuhisa Sanada (Nobuhiko Takada) to face these tag teams:

2CY7A5 = Vs. Harry and Kerry
RIS5KP = Vs. Panther and Kid
AWU34R = Vs. Rikio and Eliminator
LUWBO3 = Vs. Phase and Krauser

- SERIES -

1. Fire Pro Wrestling - Combination Tag [Model HM89001] (1989, PC-Engine)
2. Fire Pro Wrestling 2nd Bout [Model HM91005] (1991, PC-Engine)
3. Super Fire Pro Wrestling [Model SHVC-FP] (1991, Super Famicom)
4. Thunder Pro Wrestling Retsuden (1992, Sega Mega Drive)
5. Fire Pro Wrestling 3 - Legend Bout (1992, PC-Engine)
6. Super Fire Pro Wrestling 2 [Model SHVC-FF] (1992, Super Famicom)
7. Super Fire Pro Wrestling III - Final Bout [Model SHVC-F3] (1993, Super Famicom)
8. Fire Pro Joshi - All Star Dream Slam [Model SHVC-J4](1994, Super Famicom)
9. Super Fire Pro Wrestling Special [Model SHVC-AP4J-JPN] (1994, Super Famicom)
10. Blazing Tornado (1994, Arcade)
11. Wrestling Universe - Fire Pro Joshi - Dome Choujo Taisen - WOWOW vs. JWP [Model HMCD-4008] (1995, PC-Engine CD)
12. Super Fire Pro Wrestling - Queen's Special [Model SHVC-AQQJ-JPN] (1995, Super Famicom)
13. Super Fire Pro Wrestling X [Model SHVC-AF5J-JPN](1995, Super Famicom)
14. Fire Pro Wrestling - Iron Slam '96 (1996, Playstation)
15. Super Fire Pro Wrestling X Premium [Model SHVC-AF6J-JPN] (1996, Super Famicom)
16. Fire Pro Wrestling S - 6Men Scramble [Model T-4308G] (1996, Saturn)
17. Fire Pro Wrestling G (1999, Playstation)
18. Fire Pro Wrestling for WonderSwan (2000, WonderSwan)
19. Fire Pro Wrestling i (2001, i-mode)
20. Fire Pro Wrestling D (2001, Dreamcast)
21. Fire Pro Wrestling A (2001, GBA)
22. Fire Pro Wrestling J (2002, J-PHONE)
23. Final Fire Pro Wrestling - Yume no Dantai Unei! [Model AGB-AFWJ-JPN] (2002, GBA)
24. Fire Pro Wrestling Z (2003, PS2)
25. Fire Pro Wrestling Returns (2005, PS2)
26. Fire Pro Wrestling in Mobage (2011, Mobage)
27. Fire Pro Wrestling (2012, X360)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62309&o=2

$end


$snes=fireprw3a,fireprw3p,fireprw3,
$bio

Super Fire Pro Wrestling III - Final Bout (c) 1993 Human Ent.

Super Fire Pro Wrestling III: Final Bout features 56 wrestlers including the new four player battle royal mode, improved control and an enhanced Edit mode with a battery RAM save feature.

- TECHNICAL -

Cartridge ID: SHVC-F3-JPN
Barcode: 4959143600096

Players: 4
Control: 8-Way Joystick
Buttons: 4
=> [Y] Weak strike/grapple, [B] Medium strike/grapple, [A] Strong strike/grapple [X] Run

- TRIVIA -

Released in Japan in December 28, 1993.

Super Fire Pro Wrestling III: Final Bout includes over 50 playable characters each based on real life personalities, but given altered names due to a lack of a professional wrestling license. The wrestlers will be listed here below with their in-game name left and their real name right:

Victory Musashi = Antonio Inoki (New Japan Pro Wrestling)
Fighter Yamato = Tatsumi Fujinami (New Japan Pro Wrestling)
Hurricane Rikimaru = Riki Choshu (New Japan Pro Wrestling)
Zombie Masa = Masa Saito (New Japan Pro Wrestling)
Hiro Date = Hiroshi Hase (New Japan Pro Wrestling)
Storm Keisuke = Kensuke Sasaki (New Japan Pro Wrestling)
Shinya Hatamoto = Shinya Hashimoto (New Japan Pro Wrestling)
Masahiro Kono = Masahiro Chono (New Japan Pro Wrestling)
Ken Budoh = Keiji Mutoh (New Japan Pro Wrestling)
Flash Barton = Scott Norton (New Japan Pro Wrestling)
Hyper God Super Kaiser = Jushin "Thunder" Liger (New Japan Pro Wrestling)
Phantom Guy = Pegasus Kid (New Japan Pro Wrestling)
El Kamikaze = El Samurai (New Japan Pro Wrestling)
Blade Hayate = The Great Sasuke (Michinoku Pro Wrestling)
Tommy Bomber = Jumbo Tsuruta (All Japan Pro Wrestling)
Tsukasa Yagami = Akira Taue (All Japan Pro Wrestling)
Mitsuhide Hikawa = Mitsuharu Misawa (All Japan Pro Wrestling)
Toshiie Kazama = Toshiaki Kawada (All Japan Pro Wrestling)
Keiji Togashi = Kenta Kobashi (All Japan Pro Wrestling)
Kyoji Akitoshi = Tsuyoshi Kikuchi (All Japan Pro Wrestling)
Star Bison = Stan Hansen (All Japan Pro Wrestling)
Big the Great Bull = Bruiser Brody (All Japan Pro Wrestling)
Kerry Bogey = Terry Gordy (All Japan Pro Wrestling)
Steel James = Steve Williams (All Japan Pro Wrestling)
Akira Saeha = Akira Maeda (Fighting Network RINGS)
Takashi Kajiwara = Yoshiaki Fujiwara (Pro Wrestling Fujiwara-Gumi)
Nobuhisa Sanada = Nobuhiko Takada (Union of Wrestling Forces International)
Kazuki Yamamoto = Kazuo Yamazaki (Union of Wrestling Forces International)
Masakatsu Higaki = Masakatsu Funaki (Hybrid Wrestling Pancrase)
Mitsuro Midzuki = Minoru Suzuki (Hybrid Wrestling Pancrase)
Wolf Van = Volk Han (Fighting Network RINGS)
Rick Gray = Dick Vrij (Fighting Network RINGS)
G.O. Bright = Gary Albright (Union of Wrestling Forces International)
Win Harlock = Wayne Shamrock (Hybrid Wrestling Pancrase)
Thunder Ryu = Genichiro Tenryu (Wrestle and Romance)
Azteca Dragon = Ultimo Dragon (Wrestle and Romance)
Axe Duggan = Hulk Hogan (World Wrestling Federation)
Astro Blaster = The Ultimate Warrior (World Wrestling Federation)
Iron Blaster = Animal (World Wrestling Federation)
Knight Blaster = Hawk (New Japan Pro Wrestling)
Killer Blaster = Power Warrior (New Japan Pro Wrestling)
Big Stamina = Rick Steiner (World Wrestling Federation)
Small Stamina = Scott Steiner (World Wrestling Federation)
Hitman Saber = Big Van Vader (World Championship Wrestling)
Smasher Gam Gam Gigas = Bam Bam Bigelow (World Wrestling Federation)
Blade Musha = The Great Muta (New Japan Pro Wrestling)
The Spike = Sting (World Championship Wrestling
Mascara Condor = Mil Mascaras (Wrestle and Romance)
Mascara Eagle = Dos Caras (Empresa Mundial de Lucha Libre)
Mad Tiger = Tiger Jeet Singh (Frontier Martial-Arts Wrestling)
Bloody Allen = Bad News Brown (New Japan Pro Wrestling)
Pirate Number 1 = Billy Gasper (New Japan Pro Wrestling)
Pirate Number 2 = Barry Gasper (New Japan Pro Wrestling)
Katsushi Okita = Atsushi Onita (Frontier Martial-Arts Wrestling)
Mister K = Koji Kitao (Wrestle and Romance)
Ittetsu Wakamoto = Kotetsu Yamamoto (New Japan Pro Wrestling)

- TIPS AND TRICKS -

Select the LOAD option on the main menu. Then pick PASSWORD. The following passwords will have you, as Hitman Saber, face the following boss characters:

BYOL = Harry Texan Jr. (Dory Funk Jr.)
QIOL = Kerry Texan (Terry Funk)
DI6L = Masked Panther (Super Tiger)
SYOL = Dynamic Kid (Dynamite Kid)
FY6L = Rikiouzan (Rikidozan)
UI6L = The Eliminator (The Destroyer)
WY6L = R.J. Phase (Lou Thesz)
HIO3 = Carlos Krauser (Karl Gotch)

These passwords will give you a team of Hitman Saber and Nobuhisa Sanada to face the following tag teams:

GOYDQV = Vs. Harry and Terry
TK4HUB = Vs. Panther and Kid
A24HUB = Vs. Rikio and Eliminator
R24HUB = Vs. Krauser and Phase

Enter AAAAAA as your password to start a new tag team Championship using two Victory Musashis in your team.

Enter KICHIJOJI on the password screen. Your edited wrestler can now be customized using any of the color palettes of the hidden boss wrestlers.

- SERIES -

1. Fire Pro Wrestling - Combination Tag [Model HM89001] (1989, PC-Engine)
2. Fire Pro Wrestling 2nd Bout [Model HM91005] (1991, PC-Engine)
3. Super Fire Pro Wrestling [Model SHVC-FP] (1991, Super Famicom)
4. Thunder Pro Wrestling Retsuden (1992, Sega Mega Drive)
5. Fire Pro Wrestling 3 - Legend Bout (1992, PC-Engine)
6. Super Fire Pro Wrestling 2 [Model SHVC-FF] (1992, Super Famicom)
7. Super Fire Pro Wrestling III - Final Bout [Model SHVC-F3] (1993, Super Famicom)
8. Fire Pro Joshi - All Star Dream Slam [Model SHVC-J4](1994, Super Famicom)
9. Super Fire Pro Wrestling Special [Model SHVC-AP4J-JPN] (1994, Super Famicom)
10. Blazing Tornado (1994, Arcade)
11. Wrestling Universe - Fire Pro Joshi - Dome Choujo Taisen - WOWOW vs. JWP [Model HMCD-4008] (1995, PC-Engine CD)
12. Super Fire Pro Wrestling - Queen's Special [Model SHVC-AQQJ-JPN] (1995, Super Famicom)
13. Super Fire Pro Wrestling X [Model SHVC-AF5J-JPN](1995, Super Famicom)
14. Fire Pro Wrestling - Iron Slam '96 (1996, Playstation)
15. Super Fire Pro Wrestling X Premium [Model SHVC-AF6J-JPN] (1996, Super Famicom)
16. Fire Pro Wrestling S - 6Men Scramble [Model T-4308G] (1996, Saturn)
17. Fire Pro Wrestling G (1999, Playstation)
18. Fire Pro Wrestling for WonderSwan (2000, WonderSwan)
19. Fire Pro Wrestling i (2001, i-mode)
20. Fire Pro Wrestling D (2001, Dreamcast)
21. Fire Pro Wrestling A (2001, GBA)
22. Fire Pro Wrestling J (2002, J-PHONE)
23. Final Fire Pro Wrestling - Yume no Dantai Unei! [Model AGB-AFWJ-JPN] (2002, GBA)
24. Fire Pro Wrestling Z (2003, PS2)
25. Fire Pro Wrestling Returns (2005, PS2)
26. Fire Pro Wrestling in Mobage (2011, Mobage)
27. Fire Pro Wrestling (2012, X360)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62310&o=2

$end


$snes=fireprwsa,fireprws,
$bio

Super Fire Pro Wrestling Special (c) 1994 Human Ent.

With a monster line-up of 76 wrestlers and shootfighters and an improved Edit mode that makes use of ASCII's Turbo File Adapter to allow even more Edit creations to be saved, it also features a story mode in the form of the Champion Road. One Night Match including four player battle royal, also features a Tournament mode and Open League.

- TECHNICAL -

Cartridge ID: SHVC-AP4J-JPN
Barcode: 4 959143 600225

Players: 4
Control: 8-Way Joystick
Buttons: 4
=> [Y] Weak strike/grapple, [B] Medium strike/grapple, [A] Strong strike/grapple [X] Run

- TRIVIA -

Released in Japan in December 22, 1994.

Directed by Goichi Suda (today known by his pseudonim Suda51, who also made Killer 7 and No More Heroes) the game is infamous for its controversial ending, where protagonist Morio Smith commits suicide three days after winning the World Championship!

Super Fire Pro Wrestling Special features 76 wrestlers all using the likeness of real wrestlers but given fake names as HUMAN didn't pay for any license. In the list below, Fire Pro name listed to the left, real name listed to the right:

View Japan (VJP) features these characters based on wrestlers from New Japan Pro Wrestling:

Fighter Yamato = Tatsumi Fujinami
Hurricane Rikimaru = Riki Choshu
Shinya Hatamoto = Shinya Hashimoto
Masahiro Kono = Masahiro Chono
Ken Budoh = Keiji Mutoh
Hiro Date = Hiroshi Hase
Knight Blaster = Hawk
Killer Blaster = Power Warrior
Flash Barton = Scott Norton
Jurassic Achilles = Hercules Hernandez
Samurai Jiro = Shiro Koshinaka
Inazuma Kengo = Kengo Kimura
Toji Goto = Tatsutoshi Goto
The Blade Kagura = The Great Kabuki
Kuniaki Igarashi = Kuniaki Kobayashi
Hyper God Super Kaiser = Jushin "Thunder" Liger
Wild Phantom = Wild Pegasus
Black Kaiser = Black Tiger II
El Kamikaze = El Samurai
Osamu Mito = Osamu Kido

Olive Japan (OJP) includes these characters based on wrestlers from All Japan Pro Wrestling:

Tommy Bomber = Jumbo Tsuruta
Masanobu Kobuchizawa = Masanobu Fuchi
Mitsuhide Hikawa = Mitsuharu Misawa
Keiji Togashi = Kenta Kobashi
Toshiie Kazama = Toshiaki Kawada
Kyoji Akitoshi = Tsuyoshi Kikuchi
Tsukasa Sagami = Akira Taue
Shun Akigawa = Jun Akiyama
Star Bison = Stan Hansen
Million Dollar Davis = Ted DiBiase
Kerry Bogey = Terry Gordy
Steel James = Steve Williams
John Peace = Johnny Ace

RYU features these characters based on wrestlers from Wrestle and Romance:

Thunder Ryu = Genichiro Tenryu
Hitman Minamoto = Ashura Hara
Azteca Dragon = Ultimo Dragon
Masao Orikura = Masao Orihara
F.F. Machine = Super Strong Machine
Otsuchi Arashiyama = Arashi

Independent World (IW) contains these characters based on independent promotions such as Frontier Martial-Arts Wrestling and Michinoku Pro Wrestling:

Katsushi Okita = Atsushi Onita
Hunter Gojo = Tarzan Goto
Master Togo = Mr. Pogo
Danger Matsubara = Mitsuhiro Matsunaga
Blade Hayate = The Great Sasuke
Tricky Tsuji = Ricky Fuji
The Tattoo = Sabu
Space Dolphin = Super Delfin
Jinsui Kanzaki = Jinsei Shinzaki
Mister K = Koji Kitao

World Wrestling Circus (WWC) features these characters based on wrestlers from the World Wrestling Federation (today WWE) and World Championship Wrestling:

Axe Duggan = Hulk Hogan
Macho Saber = Randy Savage
John Earthshaker = Earthquake
Smasher Gam Gam Gigas = Bam Bam Bigelow
Underground = The Undertaker
Dick Road = Rick Rude
The Spike = Sting
Bureito Musha = The Great Muta
Big Steiner = Rick Steiner
Small Steiner = Scott Steiner

UWH includes these characters that are based on shootfighters from Fighting Network RINGS, Union of Wrestling Forces International and Hybrid Wrestling Pancrase:

Takashi Kajiwara = Yoshiaki Fujiwara
Akira Saeha = Akira Maeda
Wolf Van = Volk Han
Bitanza Tarwell = Bitsadze Tariel
Christoper Allman = Chris Dolman
Rick Gray = Dick Vrij
Nobuhisa Sanada = Nobuhiko Takada
Kazuki Yamamoto = Kazuo Yamazaki
Takashi Minemura = Kiyoshi Tamura
The Saber = Super Vader
G.O. Bright = Gary Albright
Masakatsu Higaki = Masakatsu Funaki
Mitsuro Midzuki = Minoru Suzuki
Win Harlock = Wayne Shamrock
Boss Rotten = Bas Rutten
Shoji Anzoh = Yoji Anjoh
Yoko Minato = Yuko Miyato

You can also discover the following in the Edit mode:

105 - Shinjiro Ohtachi = Shinjiro Ohtani
106 - Zombie Masa = Masa Saito
107 - Yoshimichi Nohara = Michiyoshi Ohara
108 - Great Policeman = The Big Bossman
109 - Oyashi Motomura = Rusher Kimura
110 - Hien = Hayabusa
111 - Mister Chin = Mister Chin
112 - Rick Canton = Big Titan
113 - The Campfire = The Crusader
114 - Omen = Damien
115 - Adon Fuyuki = Samson Fuyuki
116 - Prince Conga = Prince Tonga
117 - Curry S Doh = Jado
118 - Bulldog K Doh = Gedo
119 - Bloody Allen = Bad News Brown
120 - Willard Wil = Willie Williams
121 - Yakihiro Kajimura = Yukihiro Kanemura
122 - TAC Hosomichi = TAKA Michinoku
123 - Lando Chagasaki = Kendo Nagasaki
124 - Uminosuke Ueda = Umanosuke Ueda
125 - Yoshiaki Akutsu = Yoshiaki Yatsu
126 - Great Sekitoli = Yokozuna
127 - Baret Heart = Bret Hart
128 - (FiPro name unknown) = Papa Shango
129 - Tommy Hall = Tony Halme
130 - Green Hawk = Patriot
131 - The Tomcat = The Eagle
132 - Dag Finesse = Doug Furnas
133 - Dive Jirofat = Danny Kroffat
134 - Astro Blaster = Ultimate Warrior
135 - Snake Robin = Jake Roberts
136 - El Canalick = El Canek
137 - Mascara Eagle = Dos Caras
138 - Champala Chacha = Kendo of Mexico
139 - Harlay Louis = Harley Race
140 - The Eliminator = The Destroyer
142 - Seyryu = Shiryu
143 - Morio Smith = Protagonist of Champion Road story mode
144 - Hidenari Hogawa = Yoshinari Ogawa
145 - Masaya Wakai = Mitsuya Nagai
146 - Yoshimasa Yamaoka = Nobuhisa Yamamoto
147 - Masaoki Nasuta = Masayoshi Naruse
148 - Andrey Piroshki = Andrey Copeov
149 - Tadao Masuda = Tadao Yasuda
151 - Devil Pirates 1 = Billy Gasper
152 - Devil Pirates 2 = Barry Gasper
153 - Tatsurou Okano = Tatsuo Nakano
154 - Toue Ishihara = Yuki Ishikawa
155 - Chodeintoushi Battleroid ZZ = Chodein Senshi Battle Ranger Z

- TIPS AND TRICKS -

Clear Champion Road to enable Gruesome Fighting matches in the octagon and unlock two new promotions with the following characters based on these wrestlers and mixed martial artists:

HIDE has these characters:

Mascara Conder = Mil Mascaras
Gran Mariposa = Gran Hamada
Dynamic Kid = Dynamite Kid
Mighty Boy Smith = British Bulldog
Mask De Panther = Tiger Mask
Great Panther = Super Tiger
Neverland Rush = Roland Bock
Big The Great Bull = Bruiser Brody
Victory Musashi = Antonio Inoki
Great Shiba = Giant Baba
Blitz Von Elrick = Fritz Von Erich
Rikiouzan = Rikidozan
R.J. Phase = Lou Thesz
Carlos Krauser = Karl Gotch
Justy Roses = Dusty Rhodes
Dick Maverick = Dick Murdoch
Harry Texan Jr. = Dory Funk Jr.
Kerry Texan = Terry Funk
Iron Blaster = Animal
Mad Tiger = Tiger Jeet Singh
Abdul the Danger = Abdullah the Butcher
Dick Slender = Ric Flair
Ittetsu Wakamoto = Kotetsu Yamamoto

KAKU features these:

Voice Stacie = Royce Gracie
Masayuki Sadake = Masaaki Satake
Andre Fag = Andy Hug
Hornet Ghost = Ernesto Hoost
General Bordeaux = Gerard Gordeau
Thomas Schmidt = Maurice Smith

Achieve RankS1 in the Fight Records to unlock all the moves for Skill Edit as well as gain the total 160 edit points for editing wrestlers.

You can compete against the hidden wrestlers in the Legends Tournament. Start a new game in Tournament mode using default settings with 120 wrestlers competing in total then use any wrestler of your choice to successfully win the first seven tournaments consecutively. Once you win the seventh tournament, an eighth and final tournament begins with a cast of legendary and hidden wrestlers for your opponents.

- SERIES -

1. Fire Pro Wrestling - Combination Tag [Model HM89001] (1989, PC-Engine)
2. Fire Pro Wrestling 2nd Bout [Model HM91005] (1991, PC-Engine)
3. Super Fire Pro Wrestling [Model SHVC-FP] (1991, Super Famicom)
4. Thunder Pro Wrestling Retsuden (1992, Sega Mega Drive)
5. Fire Pro Wrestling 3 - Legend Bout (1992, PC-Engine)
6. Super Fire Pro Wrestling 2 [Model SHVC-FF] (1992, Super Famicom)
7. Super Fire Pro Wrestling III - Final Bout [Model SHVC-F3] (1993, Super Famicom)
8. Fire Pro Joshi - All Star Dream Slam [Model SHVC-J4](1994, Super Famicom)
9. Super Fire Pro Wrestling Special [Model SHVC-AP4J-JPN] (1994, Super Famicom)
10. Blazing Tornado (1994, Arcade)
11. Wrestling Universe - Fire Pro Joshi - Dome Choujo Taisen - WOWOW vs. JWP [Model HMCD-4008] (1995, PC-Engine CD)
12. Super Fire Pro Wrestling - Queen's Special [Model SHVC-AQQJ-JPN] (1995, Super Famicom)
13. Super Fire Pro Wrestling X [Model SHVC-AF5J-JPN](1995, Super Famicom)
14. Fire Pro Wrestling - Iron Slam '96 (1996, Playstation)
15. Super Fire Pro Wrestling X Premium [Model SHVC-AF6J-JPN] (1996, Super Famicom)
16. Fire Pro Wrestling S - 6Men Scramble [Model T-4308G] (1996, Saturn)
17. Fire Pro Wrestling G (1999, Playstation)
18. Fire Pro Wrestling for WonderSwan (2000, WonderSwan)
19. Fire Pro Wrestling i (2001, i-mode)
20. Fire Pro Wrestling D (2001, Dreamcast)
21. Fire Pro Wrestling A (2001, GBA)
22. Fire Pro Wrestling J (2002, J-PHONE)
23. Final Fire Pro Wrestling - Yume no Dantai Unei! [Model AGB-AFWJ-JPN] (2002, GBA)
24. Fire Pro Wrestling Z (2003, PS2)
25. Fire Pro Wrestling Returns (2005, PS2)
26. Fire Pro Wrestling in Mobage (2011, Mobage)
27. Fire Pro Wrestling (2012, X360)

- STAFF -

Cast: Morio Smith, Reiko Saeba, The Spike, Dick Road, The Underground, Kazuki Yamamoto, Star Bison, Toshi Goto, Super "God" Kaizer, Samurai Jiro, Kiyoshi Akechi, Masanobu Kobuchizawa, Shun Akikawa, Osamu Mito, Great Panther, Hiroshi Date, Masahiro Kouno, Shinya Hatamoto, Kerry Bogey, Milliondollar Davis, Still James, Nobuhisa Sanada, Makoto Higaki, Joe Kajiwara, Fighter Yamato, Hurricane Rikimaru, Victory Musashi, Akira Sagami, Keiji Togashi, Toshiie Kazama, Mitsuhide Hikawa, Rick Gly, Volf Van, Bitsanza Taluwell, Shoji Andoh, Yohkoh Minato, Boss Rotten, Win Harlock, Mitsuru Mizuki, Thomas Smit, Masayuki Sadake, Andrey Fag, Mr. K, Thunder Ryu, Katsushi Okita, Arashiyama Taishi, General Voldow, Voice Staycie, Big Steiner, Small Steiner, Knight Blaster, Iron Blaster, Mightyboy Smith, The Saber, Macho Saber, Brade Musha, Tommy Bomber, Axe Duggan, Dynamic Kid, Carlos Krauser, Dick Slender, Big "The Great" Bull, Ittetsu Wakamoto, Akira Saeba
Director of Program: Naoki Sonoda
Production Programmer: Satoshi Kawakami
Director of Graphic: Toshiaki Tamura
Skill Animation by: Yoshinori Asakura
Production Visual Designer: Akihisa Yoshimura
Music Composed by: Masamichi Yamazaki
Story and ScreenPlay by: Goichi Suda
Production Manager: Hiroyuki Abe, Kazuhiko Yamada, Masahiro Yonezawa, Hidenori Yagi
Assistant Director: Daisuke Takahashi
Executive Game Designer: Masato Masuda
Executive Design Supervisor: Yuichi Kobayashi
Code Programmers: Naoki Sonoda, Hiroyuki Furuichi
Additional Code Programmers: Hiroyuki Abe, Takeshi Aikoh, Akito Yoneda, Shika Nakayama
Action Programmers: Satoshi Kawakami, Hajime Watanabe
Skill Programmer: Hajime Watanabe
Additional Skill Programmers: Hideaki Oguma, Taro Adachi, Nobutaka Kobayashi
Opening Programmer: Shika Nakayama
Visual Graphics: Toshiaki Tamura, Kunio Takeichi, Hidenori Nishioka, Hiroaki Tanaka, Keisuke Sasaki
Additional Visual Graphics: Masanori Yamazaki, Kousuke Ohtake, Kenji Aoyagi, Yoichiro Shimazaki, Tazrow Murayama
Visual Designers: Akihisa Yoshimura, Hiroki Takahashi
Skill Animators: Yoshinori Asakura, Tazrow Murayama, Yoichiro Shimazaki, Kenji Takaoka
Additional Skill Animators: Toshiaki Tamura, Ryo Kato, Hiroya Tamura, Takehiro Ohkawa
Wrestler Designer: Kenji Takaoka
Wrestler Graphics: Ryo Kato, Yoichiro Shimazaki, Kenji Aoyagi
Background Designer: Hiroya Tamura
Information Graphics: Masaharu Omi, Ryo Kato
Font Designer: Masaharu Omi
Opening Graphics: Hiroya Tamura
Graphic Consultant: Toshiyuki Ohhashi, Naozumi Yamaguchi
Graphic Helpers: Naozumi Yamaguchi, Masami Yamagishi, Makoto Kawamoto
Composers: Masamichi Yamazaki, Chiyomaru Shikura, Yukie Sugawara, Shintaro Jyocha
Foley: Masamichi Yamazaki
Publicity: Kazuyuki Kumagai
Sales Promoter: Yukiyasu Ichizaki
Assistant Sales Promoter: Sou Haneishi
Press Agent: Hisayo Yoshihara, Satoru Endo, Junichi Aratake, Real International
Title Designers: Yasuhiro Kimura, Sohhei Ohshiba
Package Illustration by: Yukihiro Makino
Package and Manual by: Yasuyuki Nakamura, Goichi Suda
Manual Illustration by: Naozumi Yamaguchi, Sapporo Visual Center
Skill Editors: Takayuki Tsuyuzaki, Tatsuro Onora, Toshiyuki Kikuchi, Ryoji Itoh
Test Players: Dr.E.Brown, Takuya Fujimura, Nobuo Saitoh, Kouji Kuwabara, Shiori Koike, Junichi Bucho, Kenzi Sugiura, Kenji Shimizu, Toshikazu Tozawa, Kouji Hiraki, Yukie Numata, Takuma Kurata, Satoru Itoh, Norimasa Higaki, Kenji Kimura, Yutaka Ohta, Takahiro Uchiyama, Yoshikazu Harada, Yurie Ishibe, Mika Mishima, Naori Hiraki, Hiroki Tajima
Quality Assurance: Shinji Akagawa, Shigeaki Nezu, Hiroshi Tamura, Tomonori Koike, Hifumi Kouno, Keita Kimura, Keisuke Itoh, Masayuki Fujita
Cooperation by: Marquee International Japan Champion
Special Thanks: Masato Masuda, Teruyuki Yoneyama, Masafumi Ohmura, Hideki Iwashita, Kazuyuki Kumagai, Hideaki Sasagawa, Hideaki Kimura, Yasuko Terada, Takayuki Tsuyuzaki
Supervisor: Fumihiko Saito
Directed by: Goichi Suda

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62311&o=2

$end


$snes=fireprxp,
$bio

Super Fire Pro Wrestling X Premium (c) 1996 Human Ent.

Legend of the Fighting Spirits

Kick. Fly. Submission. Suplex. 

FIRE PROWRESTLING

- TECHNICAL -

Game ID: SHVC-AF6J-JPN

Players: 4
Control: 8-Way Joystick
Buttons: 6
=> [Y] Weak strike/grapple, [B] Medium strike/grapple, [A] Strong strike/grapple, [X] Run, [L] Performance, [R] Special operation

- TRIVIA -

Super Fire Pro Wrestling X Premium is a bugfix re-release of Super Fire Pro Wrestling X released in March 29, 1996 enabling players to save up to 80 edited wrestlers.

- SERIES -

1. Fire Pro Wrestling - Combination Tag [Model HM89001] (1989, PC-Engine)
2. Fire Pro Wrestling 2nd Bout [Model HM91005] (1991, PC-Engine)
3. Super Fire Pro Wrestling [Model SHVC-FP] (1991, Super Famicom)
4. Thunder Pro Wrestling Retsuden (1992, Sega Mega Drive)
5. Fire Pro Wrestling 3 - Legend Bout (1992, PC-Engine)
6. Super Fire Pro Wrestling 2 [Model SHVC-FF] (1992, Super Famicom)
7. Super Fire Pro Wrestling III - Final Bout [Model SHVC-F3] (1993, Super Famicom)
8. Fire Pro Joshi - All Star Dream Slam [Model SHVC-J4](1994, Super Famicom)
9. Super Fire Pro Wrestling Special [Model SHVC-AP4J-JPN] (1994, Super Famicom)
10. Blazing Tornado (1994, Arcade)
11. Wrestling Universe - Fire Pro Joshi - Dome Choujo Taisen - WOWOW vs. JWP [Model HMCD-4008] (1995, PC-Engine CD)
12. Super Fire Pro Wrestling - Queen's Special [Model SHVC-AQQJ-JPN] (1995, Super Famicom)
13. Super Fire Pro Wrestling X [Model SHVC-AF5J-JPN](1995, Super Famicom)
14. Fire Pro Wrestling - Iron Slam '96 (1996, Playstation)
15. Super Fire Pro Wrestling X Premium [Model SHVC-AF6J-JPN] (1996, Super Famicom)
16. Fire Pro Wrestling S - 6Men Scramble [Model T-4308G] (1996, Saturn)
17. Fire Pro Wrestling G (1999, Playstation)
18. Fire Pro Wrestling for WonderSwan (2000, WonderSwan)
19. Fire Pro Wrestling i (2001, i-mode)
20. Fire Pro Wrestling D (2001, Dreamcast)
21. Fire Pro Wrestling A (2001, GBA)
22. Fire Pro Wrestling J (2002, J-PHONE)
23. Final Fire Pro Wrestling - Yume no Dantai Unei! [Model AGB-AFWJ-JPN] (2002, GBA)
24. Fire Pro Wrestling Z (2003, PS2)
25. Fire Pro Wrestling Returns (2005, PS2)
26. Fire Pro Wrestling in Mobage (2011, Mobage)
27. Fire Pro Wrestling (2012, X360)

- PORTS -

* Consoles :
Super Famicom [Nintendo Power] (September 30, 1997)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62313&o=2

$end


$snes=fireprx,
$bio

Super Fire Pro Wrestling X (c) 1995 Human Ent.

Legend of the Fighting Spirits For The Ultimate Battles

Featuring 86 wrestlers total, including the Neo Heroic Wrestlers from the arcade game Blazing Tornado as well as an improved Edit mode. Challenge for the Human Wrestling Association championship. Or take on a One Night Dream Match, Exciting Tournament, Mega Fight League, 5-on-5 Elimination Match or the Hyper Battle Royal.

- TECHNICAL -

Cartridge ID: SHVC-AF5J-JPN

Players: 4
Control: 8-Way Joystick
Buttons: 6
=> [Y] Weak strike/grapple, [B] Medium strike/grapple, [A] Strong strike/grapple, [X] Run, [L] Performance, [R] Special operation

- TRIVIA -

The vast majority of characters seen in this game are based on real life wrestlers but given fake aliases because HUMAN didn't license any promotion for the game. In the following list, Fire Pro Wrestling name listed to the left, real wrestler name on the right:

New World Pro-Wrestling is based on New Japan Pro Wrestling and features these characters based on wrestlers from the promotion:

Fighter Yamato = Tatsumi Fujinami
Hurricane Rikimaru = Riki Choshu
Ken Hyodo = Keiji Mutoh
Violence Kohno = Masahiro Chono
Crusher Hatamoto = Shinya Hashimoto
Storm Daisuke = Kensuke Sasaki
Hiroki Date = Hiroshi Hase
Buffalo Amamoto = Hiroyoshi Tenzan
Kyoku Red Kaiser = Jushin "Thunder" Liger
Wild Phantom = Wild Pegasus
Black Kaiser = Black Tiger II
The Kamikaze = El Samurai
Raising Nonaka = Norio Honaga
Ryo Takemoto = Koji Kanemoto
Shinichiro Ohtaki = Shinjiro Ohtani
Osamu Mita = Osamu Kido
Knight Blaster = Hawk
Flash Barton = Scott Norton
Tattoo = Sabu

All Pacific Pro-Wrestling is based on All Japan Pro Wrestling, featuring these characters based on these wrestlers:

Mitsuhide Hikawa = Mitsuharu Misawa
Keiji Togashi = Kenta Kobashi
Akira Sagami = Akira Taue
Toshiie Kazama = Toshiaki Kawada
Tommy Bomber = Jumbo Tsuruta
Masanori Kobuchizawa = Masanobu Fuchi
Kiyoshi Akechi = Tsuyoshi Kikuchi
Shun Akigusa = Jun Akiyama
Star Bison = Stan Hansen
Still James = Steve Williams
Gale O. Bright = Gary Albright
John Peace = Johnny Ace

Independents World has these characters based on garbage/hardcore wrestlers from Frontier Martial-Arts Wrestling and International Wrestling Association of Japan:

Katsushi Okita = Atsushi Onita
Arashi = Hayabusa
Master Togo = Mister Pogo
Hunter Gojo = Tarzan Goto
Kerry Bogey = Terry Gordy
Rocky Tsuji = Ricky Fuji
Mad Tiger = Tiger Jeet Singh

RYU is based on Wrestle and Romance (later Wrestle Association R) and includes these characters based on the following:

Thunder Ryu = Genichiro Tenryu
Hitman Minamoto = Ashura Hara
Saxon Haruki = Hiromichi Fuyuki
Azteca Dragon = Ultimo Dragon
Ghouly Mado = Jado
Bulldog Kid = Gedo
Masato Norikura = Masao Orihara

Yukiguni (North World) Wrestling features these characters based on these wrestlers from Michinoku (North Eastern) Pro Wrestling:

The Ninja Hayate = The Great Sasuke
Cyber Dolphin = Super Delfin
Jinsui Kanzaki = Jinsei Shinzaki
Sakigake Onikuda = SATO
WAKA Yukiguni = TAKA Michinoku

Shinsei Tobaku Gun is based on the New Japan Pro Wrestling stable Heisei Ishingun and features these characters based on the following:

Samurai Jiro = Shiro Koshinaka
Inazuma Kengo = Kengo Kimura
Toshi Goto = Tasutoshi Goto
Toshiaki Igarashi = Kuniaki Kobayashi
The Mysterious Kagura = The Great Kabuki

World Wrestling Circus contains wrestlers based on these World Championship Wrestling and World Wrestling Federation superstars:

Ax Duggan = Hulk Hogan
The Undead Taylor = The Undertaker
The Saber = Vader
The Mysterious Budo = The Great Muta
Big Schneider = Rick Steiner
Small Schneider = Scott Steiner

UWH Integration has these characters based on wrestlers from Union of Wrestling Forces International:

Nobuhisa Sanada = Nobuhiko Takada
Takashi Minemura = Kyoshi Tamura
Takehiko Makihara = Masahito Kakihara

Gongs features these shootfighters based on those of Fighting Network RINGS:

Akira Saeha = Akira Maeda
Christopher Allman = Chris Dolman
Rick Grain = Dick Vrij
Wolf Gamza = Volk Han
Richard Gabriel = Bitsadze Tariel

Perfect Wrestling Kajiwara Gumi is based on Professional Wrestling Fujiwara Gumi and has the character Takashi Kajiwara who's based on Yoshiaki Fujiwara.

High Class has characters based on these shootfighters from Hybrid Wrestling Pancrase:

Makoto Higaki = Masakatsu Funaki
Mitsuru Mitsuki = Minoru Suzuki
Win Harlock = Wayne Shamrock
Boz Dokken = Bas Rutten
Mamoru Yanagi = Manabu Yamada

There are two characters in the Human Wrestling Alliance section that's there for Freelancers, based on the following:

Kazuki Yamamoto = Kazuo Yamazaki
Mister K = Koji Kitao

Gruesome Fighters features characters based on these mixed martial artists:

Nixon Stacie = Rickson Gracie
Thomas Schmidt = Maurice Smith

Heroic Wrestling Federation features the eight characters from the arcade game Blazing Tornado. These are:

Daijiro Zama
Eric Starback
Baron Firebird
John Bantline Saigo
Wolf McShneider
Ho Yin-Long
Jailbreaker Bullnoi
Hayate

These characters, based on the following listed below, can only be made playable if you make them yourself in Wrestler Edit:

088 - Jurassic Atlas = Hercules Hernandez
091 - Abdol the Danger = Abdullah the Butcher
092 - Danger Matsubara = Mitsuhiro Matsunaga
093 - Genocide Assam = The Gladiator
094 - Kendo Master Hiroshima = Kendo Nagasaki
095 - Garyu = Shiryu
096 - Bran Naniwa = Gran Naniwa
097 - Mascara Eagle = Dos Caras
098 - Greg Hearts = Bret Hart
099 - Spike = Sting
100 - Dick Road = Rick Rude
101 - Mighty Boy Smith = Davey Boy Smith
102 - Smasher "GamGam" Gigas = Bam Bam Bigelow
103 - Big Bear Willie = Willie Williams
104 - Justin Roses = Dusty Rhodes
105 - Garland Bosh = Roland Bock
106 - The Eliminator = The Destroyer

- TIPS AND TRICKS -

To unlock the Title Match mode, clear the World Championship mode in either the Singles or Tag Team division and the mode will be added to the main mode select screen.

Earn the HWGP Championship and the NHC Championship in Title Match mode (in any order) to unlock the following hidden characters based on the following:

NEW WORLD PRO-WRESTLING

Victory Musashi = Antonio Inoki
Strong Sakeguchi = Seiji Sakaguchi
Mask De Panther = Tiger Mask
Dynamic Kid = Dynamite Kid

ALL PACIFIC PRO-WRESTLING

Harley Texan Jr. = Dory Funk Jr.
Big The Great Bull = Bruiser Brody

INDEPENDENTS WORLD

Kerry Texan = Terry Funk

RYU

Mascara Condor = Mil Mascaras

YUKIGUNI WRESTLING

Gran Mariposa = Gran Hamada

WORLD WRESTLING CIRCUS

Dick Slender = Ric Flair
Iron Blaster = Animal

LEGENDARY WRESTLERS

Carlos Krauser = Karl Gotch
R.J. Phase = Lou Thesz
Rikiouzan = Rikidozan
Blitz Von Elrick = Fritz Von Erich
Great Panther = Super Tiger

HEROIC WRESTLING FEDERATION

Hizelshustat Von Ludwig

Earn the HWGP and HWF championship belts in both the single and tag team division to earn 150 EDIT points for your EDIT wrestler. Note that these points are only awarded to the wrestler, not the Wrestler Edit mode itself.

- SERIES -

1. Fire Pro Wrestling - Combination Tag [Model HM89001] (1989, PC-Engine)
2. Fire Pro Wrestling 2nd Bout [Model HM91005] (1991, PC-Engine)
3. Super Fire Pro Wrestling [Model SHVC-FP] (1991, Super Famicom)
4. Thunder Pro Wrestling Retsuden (1992, Sega Mega Drive)
5. Fire Pro Wrestling 3 - Legend Bout (1992, PC-Engine)
6. Super Fire Pro Wrestling 2 [Model SHVC-FF] (1992, Super Famicom)
7. Super Fire Pro Wrestling III - Final Bout [Model SHVC-F3] (1993, Super Famicom)
8. Fire Pro Joshi - All Star Dream Slam [Model SHVC-J4](1994, Super Famicom)
9. Super Fire Pro Wrestling Special [Model SHVC-AP4J-JPN] (1994, Super Famicom)
10. Blazing Tornado (1994, Arcade)
11. Wrestling Universe - Fire Pro Joshi - Dome Choujo Taisen - WOWOW vs. JWP [Model HMCD-4008] (1995, PC-Engine CD)
12. Super Fire Pro Wrestling - Queen's Special [Model SHVC-AQQJ-JPN] (1995, Super Famicom)
13. Super Fire Pro Wrestling X [Model SHVC-AF5J-JPN](1995, Super Famicom)
14. Fire Pro Wrestling - Iron Slam '96 (1996, Playstation)
15. Super Fire Pro Wrestling X Premium [Model SHVC-AF6J-JPN] (1996, Super Famicom)
16. Fire Pro Wrestling S - 6Men Scramble [Model T-4308G] (1996, Saturn)
17. Fire Pro Wrestling G (1999, Playstation)
18. Fire Pro Wrestling for WonderSwan (2000, WonderSwan)
19. Fire Pro Wrestling i (2001, i-mode)
20. Fire Pro Wrestling D (2001, Dreamcast)
21. Fire Pro Wrestling A (2001, GBA)
22. Fire Pro Wrestling J (2002, J-PHONE)
23. Final Fire Pro Wrestling - Yume no Dantai Unei! [Model AGB-AFWJ-JPN] (2002, GBA)
24. Fire Pro Wrestling Z (2003, PS2)
25. Fire Pro Wrestling Returns (2005, PS2)
26. Fire Pro Wrestling in Mobage (2011, Mobage)
27. Fire Pro Wrestling (2012, X360)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62312&o=2

$end


$snes=fireprow,
$bio

Super Fire Pro Wrestling (c) 1991 Human Ent.

The first Fire Pro release on the Super Famicom features 21 wrestlers taking each other on in a one shot dream match including singles and tag competition. Or a 5-on-5 elimination match and 8-man tournament. Super Fire Pro Wrestling also features a Trial Mode where the player is taught how to play.

Up to two players can play simultaneously.

- TECHNICAL -

Cartridge ID: SHVC-FP
Barcode: 4959143600010

Players: 2
Control: 8-Way Joystick
Buttons: 4
=> [Y] Weak strike/grapple, [B] Medium strike/grapple, [A] Strong strike/grapple, [X] Run

- TRIVIA -

Super Fire Pro Wrestling was released on December 20, 1991 in Japan.

Super Fire Pro Wrestling was released early on in the Super Famicom's life and thus it doesn't support up to four players going at it simultaneously like the previous games in the series (that were released for the PC Engine).

Super Fire Pro Wrestling features 21 characters based on real wrestlers. Their likeness are accurate, but were given false names due to a lack of of a promotion's license. In the list shown below, the name of the wrestler in the game is shown at left, and their real name is listed right:

Victory Musashi = Antonio Inoki (New Japan Pro Wrestling)
Great Shiba = Giant Baba (All Japan Pro Wrestling)
Axe Duggan = Hulk Hogan (World Wrestling Federation)
Thunder Ryu = Genichiro Tenryu (Super World of Sports)
Hurricane Rikimaru = Riki Choshu (New Japan Pro Wrestling)
Shinya Hatamoto = Shinya Hashimoto (New Japan Pro Wrestling)
Takashi Kajiwara = Yoshiaki Fujiwara (Universal Wrestling Federation)
Masakatsu Higaki = Masakatsu Funaki (Universal Wrestling Federation)
Mitsuhide Hikawa = Mitsuharu Misawa (All Japan Pro Wrestling)
Tommy Bomber = Jumbo Tsuruta (All Japan Pro Wrestling)
Super Kaiser = Jushin Liger (New Japan Pro Wrestling)
Phantom Guy = Pegasus Kid (New Japan Pro Wrestling)
Bloody Allen = Bad News Brown (New Japan Pro Wrestling)
Mad Tiger = Tiger Jeet Singh (All Japan Pro Wrestling)
Knight Blaster = Hawk (All Japan Pro Wrestling)
Iron Blaster = Animal (All Japan Pro Wrestling)
Blade Musha = The Great Muta (New Japan Pro Wrestling)
Astro Blaster = The Ultimate Warrior (World Wrestling Federation)
Akira Saeha = Akira Maeda (Universal Wrestling Federation)
Hitman Saber = Big Van Vader (New Japan Pro Wrestling)
Star Bison = Stan Hansen (All Japan Pro Wrestling)

Reviews:
May 1992 - Joypad N.8 (Page 142-143) [FR]: 72/100

- TIPS AND TRICKS -

To watch two computer controlled opponents go at it, hold down Button X and select Exhibition (second option of the main menu) in either Single or Tag Team match. Choose a wrestler(s) while still holding X, then pick controller 2 to select the other wrestler(s). When done correctly, the selected wrestlers will be controlled by the computer.

There are three wrestlers who aren't normally usable, these are:

Ittetsu Wakamoto = Kotetsu Yamamoto (New Japan Pro Wrestling)
Rikiouzan = Rikidozan (Japan Wrestling Association)
B.G. Bull = Bruiser Brody (All Japan Pro Wrestling)

You can play as each of them in World Championship mode by doing the following. Hold the L Button and highlight the fourth option of the main menu. Select it with B, and a window will appear at the bottom right. Press Y. The game highlights the first option (World Championship) press Start, then select either Single or Tag with Start button. The wrestler select screen will appear with the three additional wrestlers available. To play as these characters in any mode other than World Championship and the Dojo, simply hold L and press Start until you reach the wrestler select screen.

Enter CHACHA at the Password screen for Chagamimaru referee. Enter WOMAN for a female referee. These work even though they don't use up all 30 spaces on the Password screen.

05B0X N703W 2W = Use this password to face the team of Star Bison and B.G. Bull at the end of the Tag World Championship
FOV5B 4PH5Z A2 = This password starts the Single World Championship in Hard Mode
KYDXR QCEFP LW = Starts the Tag World Championship in Hard Mode
PJ3TW ESEQD AK = Face Rikiouzan at the end of the Hard Mode World Championship
05B0X JHO3W KW = Go up against the special tag team of Rikiouzan and B.G. Bull at the end of the Hard Mode World Championship

- SERIES -

1. Fire Pro Wrestling - Combination Tag [Model HM89001] (1989, PC-Engine)
2. Fire Pro Wrestling 2nd Bout [Model HM91005] (1991, PC-Engine)
3. Super Fire Pro Wrestling [Model SHVC-FP] (1991, Super Famicom)
4. Thunder Pro Wrestling Retsuden (1992, Sega Mega Drive)
5. Fire Pro Wrestling 3 - Legend Bout (1992, PC-Engine)
6. Super Fire Pro Wrestling 2 [Model SHVC-FF] (1992, Super Famicom)
7. Super Fire Pro Wrestling III - Final Bout [Model SHVC-F3] (1993, Super Famicom)
8. Fire Pro Joshi - All Star Dream Slam [Model SHVC-J4](1994, Super Famicom)
9. Super Fire Pro Wrestling Special [Model SHVC-AP4J-JPN] (1994, Super Famicom)
10. Blazing Tornado (1994, Arcade)
11. Wrestling Universe - Fire Pro Joshi - Dome Choujo Taisen - WOWOW vs. JWP [Model HMCD-4008] (1995, PC-Engine CD)
12. Super Fire Pro Wrestling - Queen's Special [Model SHVC-AQQJ-JPN] (1995, Super Famicom)
13. Super Fire Pro Wrestling X [Model SHVC-AF5J-JPN](1995, Super Famicom)
14. Fire Pro Wrestling - Iron Slam '96 (1996, Playstation)
15. Super Fire Pro Wrestling X Premium [Model SHVC-AF6J-JPN] (1996, Super Famicom)
16. Fire Pro Wrestling S - 6Men Scramble [Model T-4308G] (1996, Saturn)
17. Fire Pro Wrestling G (1999, Playstation)
18. Fire Pro Wrestling for WonderSwan (2000, WonderSwan)
19. Fire Pro Wrestling i (2001, i-mode)
20. Fire Pro Wrestling D (2001, Dreamcast)
21. Fire Pro Wrestling A (2001, GBA)
22. Fire Pro Wrestling J (2002, J-PHONE)
23. Final Fire Pro Wrestling - Yume no Dantai Unei! [Model AGB-AFWJ-JPN] (2002, GBA)
24. Fire Pro Wrestling Z (2003, PS2)
25. Fire Pro Wrestling Returns (2005, PS2)
26. Fire Pro Wrestling in Mobage (2011, Mobage)
27. Fire Pro Wrestling (2012, X360)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62306&o=2

$end


$info=smih0765,smih0766,smih0767,smih0768,smih0769,smih0770,
$bio

Super Fireball Frenzy (c) 2008 Bally Gaming, Incorporated.

- TECHNICAL -

[Bally Signature Series]
Software Part Number: ASGSFBF017UI-01
Game Kit #145949
Cabinet: CineReels

- UPDATES -

SMI #H0765
Min/Max %: 85.18%

SMI #H0766
Min/Max %: 87.98%

SMI #H0767
Min/Max %: 90.03%

SMI #H0768
Min/Max %: 91.99%

SMI #H0769
Min/Max %: 94.00%

SMI #H0770
Min/Max %: 96.00%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46251&o=2

$end


$info=smiy0699,smiy0700,smiy0701,smiy0702,smiy0703,
$bio

Super Fireball Frenzy (c) 2007 Bally Gaming, Incorporated.

- TECHNICAL -

Game Kit #120340 ALPHA Elite V20
Game Kit #120337 ALPHA Elite V20 UK
Game Kit #120347 C9K
Game Kit #120345 C9K UK

- UPDATES -

SMI #Y0699
Min/Max %: 87.93

SMI #Y0700
Min/Max %: 90.00

SMI #Y0701
Min/Max %: 92.01

SMI #Y0702
Min/Max %: 94.00

SMI #Y0703
Min/Max %: 96.02

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46034&o=2

$end


$x68k_flop=superfm,
$bio

Super First Mission (c) 1995 YOH [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88652&o=2

$end


$snes=fishbigf,
$bio

Super Fishing Big Fight [Model SHVC-ANFJ-JPN] (c) 1994 Naxat Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62314&o=2

$end


$x68k_flop=superfis,
$bio

Super FiSS Fighting Sailor Soldiers (c) 1994 Fiss Seisaku Iinkai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88651&o=2

$end


$info=sc1supfl,
$bio

Super Flush (c) 1997 ELAM.

- TECHNICAL -

Model 6766

- TRIVIA -

Super Flush was released in February 1997.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42167&o=2

$end


$info=sfchamp,sfchampj,sfchampo,sfchampu,
$bio

Super Football Champ (c) 1995 Taito.

- TECHNICAL -

Taito FX-1A hardware

Main CPU : SPU (@ 16.9344 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : SPU (@ 4 Mhz), YM2610B (@ 8 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 6

- TRIVIA -

Even if titlescreen says 1995, Super Football Champ was released in March 1996 in Japan.

- PORTS -

* Consoles :
Sony PlayStation (1996)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2719&o=2

$end


$psx=superfoo,
$bio

Super Football Champ [Model SLPS-00569] (c) 1996 Taito Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85747&o=2

$end


$ibm5150,ibm5150_cass=sfootbls,
$bio

Super Football Sunday (c) 1985 Avalon Hill Video Game Co., The [Baltimore, MD, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83706&o=2

$end


$a2600=supfootbe,
$bio

Super Football (c) 1988 Atari Corporation.

PAL release. Game developed in USA. For more information, please see the NTSC release's entry; "Super Football [Model CX26153]".

- TECHNICAL -

Model CX26153P

- PORTS -

* Consoles : 
Microsoft XBOX [EU] (November 26, 2004) "Atari Anthology" 
Sony PlayStation 2 [EU] (February 18, 2005) "Atari Anthology [Model SLES-53061]" 

* Computers : 
PC [MS Windows, CD-ROM] [EU] (June 10, 2005) "Atari - 80 Classic Games in One! [Replay]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83020&o=2

$end


$a2600=supfootb,
$bio

Super Football (c) 1988 Atari Corporation.

Super Football offers 3-D football action. On screen, you get a full view of the field from above and behind the offensive team. And you control the action as the players line up, kick, run, pass, and score.

You can play Super Football on any one of four game levels. As you advance to higher levels, game play lasts longer and the action heats up. You'll even select formations and patterns to run the game your way. To win, your five-player team has to score more points than your opponent's, with touchdowns, extra points, and field goals.

During game play, the clock runs continuously. There are no time-outs, fumbles, penalties, safeties, or running out of bounds in Super Football, so your game continues uninterrupted while you rack up points.

With Super Football, it's nonstop gridiron action until the final whistle!

- TECHNICAL -

Model CX26153

- SCORING -

Touchdown: 6 points.
Field goal: 3 points.
Extra point: 1 point.

- STAFF -

Programmer: Doug Neubauer

- PORTS -

* Consoles : 
Microsoft XBOX [US] (November 16, 2004) "Atari Anthology [Model 26084]" 
Sony PlayStation 2 [US] (November 22, 2004) "Atari Anthology [Model SLUS-21076]" 
Microsoft XBOX [JP] (August 4, 2005) "Atari Anthology [Model B7X-00001]" 

* Handhelds : 
Nintendo DS [US] (March 8, 2011) "Atari Greatest Hits Vol.2 [Model NTR-BR7E-USA]" 

* Computers : 
PC [MS Windows, CD-ROM] [US] (November 11, 2003) "Atari - 80 Classic Games in One! [Model 25069J]" 

* Others : 
Atari Flashback 2+ [US] (February 22, 2010) 
Atari Flashback 3 [US] (September 16, 2011) by AtGames 
Atari Flashback 4 [US] (November 13, 2012) by AtGames 
Atari Flashback 5 [US] (October 1, 2014) by AtGames

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51073&o=2

$end


$snes=forms94,
$bio

Super Formation Soccer 94 - World Cup Edition (c) 1994 Human Ent.

- TECHNICAL -

[Model SHVC-3F]

- TRIVIA -

Super Formation Soccer 94 was released in June 17, 1994 in Japan.

- SERIES -

1. Super Formation Soccer [Model SHVC-FS] (1992)
2. Super Formation Soccer II [Model SHVC-2S] (1993)
3. Super Formation Soccer 94 - World Cup Edition [Model SHVC-3F] (1994)
4. Super Formation Soccer 94 - World Cup Final Data [Model SHVC-A3FJ-JPN] (1994)
5. Super Formation Soccer 95 della Serie A [Model SHVC-A95J-JPN] (1995)
6. Super Formation Soccer 95 della Serie A UCC Xaqua [Model SHVC-ADEJ-JPN] (1995)
7. Super Formation Soccer 96 - World Club Edition [Model SHVC-A96J-JPN] (1996)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62316&o=2

$end


$snes=forms94f,
$bio

Super Formation Soccer 94 - World Cup Final Data (c) 1994 Human Ent.

- TECHNICAL -

[Model SHVC-A3FJ-JPN]

- TRIVIA -

SFC94 World Cup Final Data was released on September 22, 1994 in Japan.

- SERIES -

1. Super Formation Soccer [Model SHVC-FS] (1992)
2. Super Formation Soccer II [Model SHVC-2S] (1993)
3. Super Formation Soccer 94 - World Cup Edition [Model SHVC-3F] (1994)
4. Super Formation Soccer 94 - World Cup Final Data [Model SHVC-A3FJ-JPN] (1994)
5. Super Formation Soccer 95 della Serie A [Model SHVC-A95J-JPN] (1995)
6. Super Formation Soccer 95 della Serie A UCC Xaqua [Model SHVC-ADEJ-JPN] (1995)
7. Super Formation Soccer 96 - World Club Edition [Model SHVC-A96J-JPN] (1996)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62317&o=2

$end


$snes=forms95u,
$bio

Super Formation Soccer 95 della Serie A UCC Xaqua (c) 1995 Human Ent.

- TECHNICAL -

[Model SHVC-ADEJ-JPN]

- TRIVIA -

SFC95 della Serie A UCC Xaqua was released on March 31, 1995 in Japan.

- SERIES -

1. Super Formation Soccer [Model SHVC-FS] (1992)
2. Super Formation Soccer II [Model SHVC-2S] (1993)
3. Super Formation Soccer 94 - World Cup Edition [Model SHVC-3F] (1994)
4. Super Formation Soccer 94 - World Cup Final Data [Model SHVC-A3FJ-JPN] (1994)
5. Super Formation Soccer 95 della Serie A [Model SHVC-A95J-JPN] (1995)
6. Super Formation Soccer 95 della Serie A UCC Xaqua [Model SHVC-ADEJ-JPN] (1995)
7. Super Formation Soccer 96 - World Club Edition [Model SHVC-A96J-JPN] (1996)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62319&o=2

$end


$snes=forms95,
$bio

Super Formation Soccer 95 della Serie A (c) 1995 Human Ent.

- TECHNICAL -

Cartridge ID: SHVC-A95J-JPN

- TRIVIA -

Released on March 31, 1995 in Japan.

Reviews:
[FR] July 1995, Consoles + N.45: 92/100

- SERIES -

1. Super Formation Soccer [Model SHVC-FS] (1992)
2. Super Formation Soccer II [Model SHVC-2S] (1993)
3. Super Formation Soccer 94 - World Cup Edition [Model SHVC-3F] (1994)
4. Super Formation Soccer 94 - World Cup Final Data [Model SHVC-A3FJ-JPN] (1994)
5. Super Formation Soccer 95 della Serie A [Model SHVC-A95J-JPN] (1995)
6. Super Formation Soccer 95 della Serie A UCC Xaqua [Model SHVC-ADEJ-JPN] (1995)
7. Super Formation Soccer 96 - World Club Edition [Model SHVC-A96J-JPN] (1996)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62318&o=2

$end


$snes=forms96,
$bio

Super Formation Soccer 96 - World Club Edition (c) 1996 Human Ent.

- TECHNICAL -

[Model SHVC-A96J-JPN]

- TRIVIA -

SFC96 World Club Edition was released on March 29, 1996 in Japan.

- SERIES -

1. Super Formation Soccer [Model SHVC-FS] (1992)
2. Super Formation Soccer II [Model SHVC-2S] (1993)
3. Super Formation Soccer 94 - World Cup Edition [Model SHVC-3F] (1994)
4. Super Formation Soccer 94 - World Cup Final Data [Model SHVC-A3FJ-JPN] (1994)
5. Super Formation Soccer 95 della Serie A [Model SHVC-A95J-JPN] (1995)
6. Super Formation Soccer 95 della Serie A UCC Xaqua [Model SHVC-ADEJ-JPN] (1995)
7. Super Formation Soccer 96 - World Club Edition [Model SHVC-A96J-JPN] (1996)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62320&o=2

$end


$snes=formsoc2,
$bio

Super Formation Soccer II (c) 1993 Human Ent.

- TECHNICAL -

[Model SHVC-2S]

- TRIVIA -

Super Formation Soccer II was released in June 11, 1993 in Japan only.

- SERIES -

1. Super Formation Soccer [Model SHVC-FS] (1992)
2. Super Formation Soccer II [Model SHVC-2S] (1993)
3. Super Formation Soccer 94 - World Cup Edition [Model SHVC-3F] (1994)
4. Super Formation Soccer 94 - World Cup Final Data [Model SHVC-A3FJ-JPN] (1994)
5. Super Formation Soccer 95 della Serie A [Model SHVC-A95J-JPN] (1995)
6. Super Formation Soccer 95 della Serie A UCC Xaqua [Model SHVC-ADEJ-JPN] (1995)
7. Super Formation Soccer 96 - World Club Edition [Model SHVC-A96J-JPN] (1996)

- STAFF -

Composer: Hideto Maeda, Hironori Tanaka, Masamichi Yamazaki
Designer: Daisuke Asako
Director: Midori Masato
Graphic Designer: Kazuo Komuro
Programmer: Yoshihiro Miura, Toshikazu Niihori

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62321&o=2

$end


$snes=formsocr,
$bio

Super Formation Soccer (c) 1991 Human Ent.

- TECHNICAL -

[Model SHVC-FS]

- TRIVIA -

Super Formation Soccer was released on December 13, 1991 in Japan.

- TIPS AND TRICKS -

* During 'penalty' for a :
1) Strong shoot : press B just before touching the ball.
2) Brushed shoot : hold L+R during the shot

* To make all players jumping during the Half-time, press B.

* BELGIUM
01 : UpLeft, Right, UpRight, DownLeft, UpRight, Up, Right, DownLeft, 
02 : DownRight, DownLeft, DownRight, DownRight, DownLeft, Up, Left, UpRight, 
03 : UpLeft, Right, UpLeft, UpLeft, DownRight, Down, Left, DownLeft, 
04 : DownRight, DownLeft, DownLeft, UpRight, DownRight, Left, Left, DownLeft, 
05 : UpLeft, Left, UpLeft, DownLeft, Right, Right, DownRight, Down, 
06 : UpRight, Right, DownRight, DownRight, Right, Right, DownRight, Down, 
07 : UpLeft, Left, DownRight, UpLeft, Down, Left, DownRight, Down, 
08 : UpRight, Right, UpLeft, UpRight, Up, UpRight, Left, DownLeft, 
09 : UpRight, DownLeft, DownLeft, DownLeft, DownRight, UpRight, Right, Right, 
10 : UpRight, Right, UpRight, DownRight, Right, UpRight, Right, DownLeft, 
11 : UpRight, DownLeft, DownRight, UpLeft, Down, UpRight, Left, UpRight, 
12 : DownRight, DownLeft, UpLeft, UpRight, DownRight, DownRight, DownRight, Left, 
13 : UpLeft, Left, DownLeft, DownLeft, DownRight, UpLeft, Left, Right, 
14 : UpRight, Right, DownRight, DownRight, Right, DownRight, DownRight, UpRight, 
15 : UpRight, DownLeft, DownRight, UpLeft, Down, UpLeft, DownRight, UpRight, 

* URUGUAY
01 : Right, DownLeft, UpLeft, DownLeft, Right, Down, Left, Up, 
02 : Up, DownLeft, UpLeft, DownRight, Down, Down, Left, Up, 
03 : Up, Left, DownLeft, UpLeft, Down, Up, Right, Up, 
04 : Up, UpRight, UpLeft, UpRight, Up, Left, DownRight, Up, 
05 : Right, DownLeft, DownLeft, DownLeft, DownRight, Left, Left, DownLeft, 
06 : Up, UpRight, DownRight, DownRight, DownRight, Right, DownRight, UpRight, 
07 : Up, Right, UpRight, UpLeft, DownRight, Left, Left, DownLeft, 
08 : Right, Left, DownRight, UpRight, DownRight, DownLeft, Left, Right, 
09 : Up, Left, DownRight, DownLeft, Right, DownLeft, Left, DownLeft, 
10 : Up, DownLeft, DownLeft, DownRight, DownLeft, UpRight, Right, Right, 
11 : Right, UpRight, UpLeft, UpLeft, Right, DownLeft, Left, DownLeft, 
12 : Up, DownLeft, UpRight, UpRight, DownRight, UpLeft, Left, Right, 
13 : Right, UpRight, DownRight, DownLeft, Up, DownRight, DownRight, UpRight, 
14 : Right, Right, UpRight, DownRight, DownRight, UpLeft, Left, Right, 
15 : Up, Left, DownLeft, UpLeft, Down, UpLeft, Left, DownLeft, 

* YUGOSLAVIA
01 : UpLeft, Left, Right, DownLeft, UpRight, Down, Left, DownLeft, 
02 : UpRight, Right, Left, DownRight, UpRight, Up, Left, DownLeft, 
03 : UpLeft, Left, Down, UpLeft, Right, Up, Right, Up, 
04 : DownRight, DownLeft, Right, UpRight, Up, Right, DownRight, Down, 
05 : UpLeft, Right, Down, DownLeft, DownRight, Right, Left, DownLeft, 
06 : UpRight, Left, Right, DownRight, Right, Right, DownRight, Down, 
07 : UpRight, UpRight, Up, UpLeft, Up, Left, Left, Up, 
08 : UpRight, Right, Right, UpRight, DownRight, UpRight, Left, Right, 
09 : UpRight, UpRight, Down, DownLeft, DownRight, DownLeft, Right, Left, 
10 : UpRight, Left, Right, DownRight, Right, DownLeft, Left, DownLeft, 
11 : UpRight, UpRight, Up, UpLeft, UpRight, UpRight, Right, Right, 
12 : UpRight, Left, Left, UpRight, UpRight, UpLeft, DownRight, Right, 
13 : UpLeft, Left, Up, DownLeft, Up, UpLeft, Left, DownLeft, 
14 : DownRight, UpRight, Up, DownRight, Up, UpLeft, Left, DownLeft, 
15 : UpLeft, Left, Left, UpLeft, DownRight, DownRight, DownRight, Left, 

* COLOMBIA
01 : Up, Left, Left, DownLeft, UpRight, Up, Left, DownLeft, 
02 : Up, DownLeft, Up, DownRight, Right, Up, Right, Up, 
03 : Up, Right, Left, UpLeft, Up, Up, Left, Up, 
04 : Up, DownLeft, Left, UpRight, Up, Left, DownRight, Up, 
05 : Right, UpRight, Down, DownLeft, DownRight, Right, Left, DownLeft, 
06 : Up, UpRight, Left, DownRight, Up, Left, DownRight, Up, 
07 : Right, UpRight, Right, UpLeft, Up, Right, DownRight, Down, 
08 : Right, Right, Up, UpRight, Right, DownLeft, Right, UpRight, 
09 : Right, DownLeft, Up, DownLeft, UpRight, UpRight, Right, Right, 
10 : Up, UpRight, Down, DownRight, Up, DownLeft, Right, UpRight, 
11 : Right, UpRight, Right, UpLeft, UpRight, DownLeft, Left, Right, 
12 : Right, Right, Up, UpRight, DownRight, DownRight, Left, Right, 
13 : Up, Left, Left, DownLeft, UpRight, UpLeft, DownRight, Right, 
14 : Right, Left, Up, DownRight, DownRight, UpLeft, Left, Right, 
15 : Up, Left, Right, UpLeft, DownRight, DownRight, DownRight, Left, 

* JAPAN
01 : UpLeft, Left, DownLeft, Down, DownRight, Down, Left, UpRight, 
02 : UpRight, Right, DownRight, Right, DownRight, Up, Right, DownLeft, 
03 : UpRight, UpRight, DownLeft, Left, Right, Down, Left, Down, 
04 : UpRight, Right, UpLeft, Up, UpRight, Right, Left, DownLeft, 
05 : UpRight, DownLeft, DownLeft, Down, Right, Right, Right, Up, 
06 : UpRight, Left, DownLeft, Right, DownLeft, Right, Right, DownLeft, 
07 : UpLeft, Left, DownRight, Left, DownLeft, Right, Left, UpRight, 
08 : UpRight, Left, UpRight, Up, DownRight, DownLeft, Left, Left, 
09 : UpRight, UpRight, DownRight, Down, UpRight, UpRight, Right, Right, 
10 : DownRight, DownLeft, UpRight, Right, Down, UpRight, Left, DownLeft, 
11 : UpRight, UpRight, DownLeft, Left, DownRight, DownLeft, Left, Left, 
12 : DownRight, UpRight, UpRight, Up, Up, DownRight, Right, DownLeft, 
13 : UpLeft, Right, UpRight, Down, Up, DownRight, Right, DownLeft, 
14 : UpRight, Left, DownLeft, Right, DownLeft, DownRight, Right, Right, 
15 : UpRight, UpRight, UpLeft, Left, Right, UpLeft, Left, DownLeft, 

* U.S.A
01 : Right, DownLeft, DownLeft, Down, DownRight, Down, Left, UpRight, 
02 : Up, DownLeft, DownLeft, Right, Down, Down, Left, Down, 
03 : Right, DownLeft, UpRight, Left, DownLeft, Up, Left, DownLeft, 
04 : Right, Left, DownRight, Up, DownRight, Left, Left, DownLeft, 
05 : Up, Right, UpLeft, Down, Up, Right, Left, Up, 
06 : Up, DownLeft, DownLeft, Right, Down, Right, Right, Up, 
07 : Right, DownLeft, DownRight, Left, DownLeft, Right, Left, UpRight, 
08 : Up, UpRight, UpLeft, Up, UpRight, DownLeft, Right, Left, 
09 : Up, Left, DownRight, Down, DownRight, UpRight, Right, Right, 
10 : Up, UpRight, DownRight, Right, DownRight, UpRight, Right, Right, 
11 : Right, UpRight, UpLeft, Left, Right, UpRight, Right, DownLeft, 
12 : Right, Right, DownLeft, Up, UpRight, UpLeft, Right, Left, 
13 : Up, Right, UpLeft, Down, UpRight, DownRight, Left, Right, 
14 : Right, Left, DownLeft, Right, DownLeft, DownRight, Right, Right, 
15 : Right, DownLeft, UpRight, Left, DownLeft, UpLeft, Right, Right, 

* FRANCE
01 : UpLeft, Right, Down, Down, DownRight, Up, Left, UpRight, 
02 : UpRight, Left, Up, Right, DownRight, Down, Left, UpRight, 
03 : UpLeft, Left, Left, Left, Right, Up, Right, Up, 
04 : UpRight, Left, Down, Up, Up, Left, Right, Down, 
05 : UpLeft, Right, Down, Down, DownRight, Left, Right, UpRight, 
06 : DownRight, UpRight, Up, Right, UpRight, Right, Right, DownLeft, 
07 : DownLeft, Right, Up, Left, UpRight, Right, Right, DownLeft, 
08 : DownRight, UpRight, Down, Up, Right, UpRight, Left, UpRight, 
09 : UpRight, UpRight, Down, Down, DownRight, UpRight, Left, Left, 
10 : UpRight, Left, Up, Right, Right, DownLeft, Left, UpRight, 
11 : UpRight, DownLeft, Down, Left, Right, DownLeft, Left, UpRight, 
12 : DownRight, UpRight, Down, Up, DownRight, UpLeft, Right, Left, 
13 : UpRight, UpRight, Down, Down, DownRight, UpLeft, Right, Left, 
14 : UpRight, Right, Down, Right, Up, UpLeft, Right, UpRight, 
15 : UpLeft, Right, Up, Left, UpRight, DownRight, Right, Right, 

* IRELAND
01 : Right, UpRight, Left, Down, Right, Down, Right, Down, 
02 : Right, Left, Up, Right, Right, Down, Left, Down, 
03 : Right, DownLeft, Left, Left, Right, Up, Right, Up, 
04 : Right, Left, Left, Up, UpRight, Right, Left, DownLeft, 
05 : Up, Left, Down, Down, Up, Left, Right, Down, 
06 : Up, DownLeft, Right, Right, Right, Left, Left, Up, 
07 : Up, Right, Down, Left, Up, Left, Right, Down, 
08 : Up, UpRight, Up, Up, Right, UpRight, Left, UpRight, 
09 : Right, UpRight, Down, Down, DownRight, UpRight, Left, Left, 
10 : Up, DownLeft, Up, Right, DownRight, DownLeft, Left, Left, 
11 : Up, Left, Right, Left, Right, UpRight, Right, DownLeft, 
12 : Up, DownLeft, Down, Up, UpRight, UpLeft, Right, Left, 
13 : Right, UpRight, Left, Down, Right, DownRight, Left, DownLeft, 
14 : Up, DownLeft, Up, Right, Right, DownRight, Right, DownLeft, 
15 : Up, Left, Up, Left, DownRight, DownRight, Right, Right, 

* ROMANIA
01 : UpRight, DownLeft, UpLeft, DownLeft, Right, Down, Down, DownLeft, 
02 : DownRight, DownLeft, DownRight, DownRight, Down, Up, Down, UpRight, 
03 : UpLeft, Left, UpRight, UpLeft, Down, Down, Up, DownLeft, 
04 : DownRight, UpRight, UpRight, UpRight, Up, Left, Down, DownLeft, 
05 : UpLeft, Left, UpLeft, DownLeft, Right, Right, UpRight, UpRight, 
06 : UpRight, Left, UpLeft, DownRight, DownLeft, Right, UpRight, Down, 
07 : UpLeft, Right, DownLeft, UpLeft, DownRight, Left, Down, Up, 
08 : UpRight, Left, DownRight, UpRight, DownRight, DownLeft, Down, DownLeft, 
09 : UpLeft, Right, UpRight, DownLeft, Up, UpRight, Up, Up, 
10 : UpRight, Right, UpRight, DownRight, Right, UpRight, Up, Up, 
11 : UpRight, UpRight, UpLeft, UpLeft, Right, DownLeft, Down, Up, 
12 : DownRight, DownLeft, DownLeft, UpRight, Right, UpLeft, Down, Up, 
13 : UpLeft, Right, UpRight, DownLeft, Up, UpLeft, Down, Up, 
14 : UpRight, Right, UpRight, DownRight, DownRight, UpLeft, Down, DownLeft, 
15 : UpRight, UpRight, DownLeft, UpLeft, Right, UpLeft, Down, Up, 

* CAMEROON
01 : Up, Right, DownLeft, DownLeft, Up, Down, Up, UpRight, 
02 : Up, DownLeft, UpLeft, DownRight, DownLeft, Down, Down, Up, 
03 : Right, DownLeft, DownRight, UpLeft, Down, Up, Down, UpRight, 
04 : Right, Right, UpLeft, UpRight, Up, Left, UpRight, DownLeft, 
05 : Right, UpRight, DownRight, DownLeft, Up, Right, UpRight, UpRight, 
06 : Right, Left, UpLeft, DownRight, Down, Right, UpRight, UpRight, 
07 : Up, Right, DownRight, UpLeft, DownRight, Right, UpRight, Down, 
08 : Up, UpRight, UpLeft, UpRight, UpRight, UpRight, Down, DownLeft, 
09 : Up, Right, DownLeft, DownLeft, UpRight, DownLeft, Up, UpRight, 
10 : Up, DownLeft, UpLeft, DownRight, DownLeft, DownLeft, Down, DownLeft, 
11 : Right, DownLeft, UpRight, UpLeft, DownLeft, DownLeft, Up, DownLeft, 
12 : Up, DownLeft, UpRight, UpRight, Right, UpLeft, Down, Up, 
13 : Up, Right, UpLeft, DownLeft, Up, UpLeft, UpRight, Up, 
14 : Right, Right, UpRight, DownRight, Right, UpLeft, Down, Up, 
15 : Up, Left, UpLeft, UpLeft, DownLeft, DownRight, UpRight, UpRight, 

* ENGLAND
01 : UpRight, UpRight, Left, DownLeft, Right, Up, Down, DownLeft, 
02 : UpRight, Right, Left, DownRight, Up, Up, Down, DownLeft, 
03 : UpLeft, Left, Down, UpLeft, Right, Up, Up, DownLeft, 
04 : UpRight, Left, Down, UpRight, Up, Right, Down, DownLeft, 
05 : UpRight, UpRight, Down, DownLeft, DownRight, Right, Down, Up, 
06 : DownRight, UpRight, Right, DownRight, UpRight, Right, UpRight, Down, 
07 : UpRight, DownLeft, Down, UpLeft, Right, Left, Down, DownLeft, 
08 : DownRight, UpRight, Left, UpRight, Right, UpRight, Down, Up, 
09 : UpRight, DownLeft, Right, DownLeft, UpRight, DownLeft, Down, DownLeft, 
10 : UpRight, Left, Up, DownRight, DownRight, UpRight, Up, DownLeft, 
11 : UpLeft, Right, Up, UpLeft, UpRight, UpRight, Up, DownLeft, 
12 : DownRight, UpRight, Left, UpRight, DownRight, UpLeft, UpRight, DownLeft, 
13 : UpRight, DownLeft, Right, DownLeft, UpRight, DownRight, UpRight, UpRight, 
14 : UpRight, Left, Up, DownRight, DownRight, UpLeft, Down, DownLeft, 
15 : UpLeft, Right, Right, UpLeft, Up, DownRight, UpRight, Down, 

* HOLLAND
01 : Right, DownLeft, Up, DownLeft, Up, Up, Up, DownLeft, 
02 : Right, Right, Left, DownRight, UpRight, Up, Down, Up, 
03 : Up, Left, Right, UpLeft, DownRight, Down, Down, Up, 
04 : Up, UpRight, Up, UpRight, DownRight, Right, Down, Up, 
05 : Up, Right, Up, DownLeft, DownRight, Right, Down, Up, 
06 : Right, Left, Right, DownRight, Right, Right, UpRight, UpRight, 
07 : Up, Right, Left, UpLeft, Up, Left, UpRight, DownLeft, 
08 : Up, DownLeft, Left, UpRight, UpRight, UpRight, Down, DownLeft, 
09 : Up, Right, Up, DownLeft, DownRight, DownLeft, Up, UpRight, 
10 : Right, Right, Down, DownRight, Up, DownLeft, Up, Down, 
11 : Right, UpRight, Up, UpLeft, UpRight, UpRight, Up, DownLeft, 
12 : Up, DownLeft, Left, UpRight, UpRight, UpLeft, UpRight, DownLeft, 
13 : Right, DownLeft, Up, DownLeft, Up, UpLeft, Down, Up, 
14 : Up, DownLeft, Right, DownRight, Right, DownRight, UpRight, Down, 
15 : Right, UpRight, Right, UpLeft, Up, DownRight, UpRight, Down, 

* BRAZIL
01 : UpLeft, Right, DownRight, Down, UpRight, Up, Up, Up, 
02 : DownRight, UpRight, UpLeft, Right, Right, Up, Up, DownLeft, 
03 : UpLeft, Left, UpRight, Left, DownLeft, Up, Down, Up, 
04 : DownRight, DownLeft, UpLeft, Up, Right, Left, Down, DownLeft, 
05 : UpRight, DownLeft, DownLeft, Down, DownRight, Right, Up, Up, 
06 : UpRight, Left, UpLeft, Right, DownLeft, Left, Down, Up, 
07 : UpLeft, Left, DownRight, Left, DownLeft, Right, Down, Down, 
08 : DownRight, DownLeft, DownLeft, Up, DownRight, DownLeft, Down, UpRight, 
09 : UpLeft, Left, UpLeft, Down, Right, UpRight, Up, Up, 
10 : UpRight, Left, DownLeft, Right, Down, DownLeft, Down, Down, 
11 : UpLeft, Right, DownLeft, Left, Right, DownLeft, Down, Down, 
12 : DownRight, DownLeft, DownLeft, Up, Right, DownRight, Up, Up, 
13 : UpLeft, Right, UpRight, Down, UpRight, DownRight, Up, DownLeft, 
14 : DownRight, UpRight, DownLeft, Right, DownRight, DownRight, Up, DownLeft, 
15 : UpRight, DownLeft, UpRight, Left, Down, UpLeft, Up, Up, 

* ITALIA
01 : Right, UpRight, DownRight, Down, UpRight, Up, Up, Up, 
02 : Up, DownLeft, UpLeft, Right, Down, Up, Up, DownLeft, 
03 : Up, Left, DownLeft, Left, Down, Down, Down, UpRight, 
04 : Right, Right, DownLeft, Up, UpRight, Left, Up, Down, 
05 : Right, DownLeft, DownLeft, Down, DownRight, Right, Up, Up, 
06 : Up, DownLeft, DownLeft, Right, Down, Right, Up, DownLeft, 
07 : Right, UpRight, DownLeft, Left, DownRight, Right, Up, Up, 
08 : Right, Right, UpLeft, Up, Up, DownLeft, Up, Down, 
09 : Up, Left, DownRight, Down, DownRight, UpRight, Up, DownLeft, 
10 : Right, Left, UpLeft, Right, DownLeft, UpRight, Up, DownLeft, 
11 : Up, Right, UpRight, Left, Right, DownLeft, Down, Down, 
12 : Up, DownLeft, UpRight, Up, DownRight, DownRight, Up, DownLeft, 
13 : Right, UpRight, UpRight, Down, Up, DownRight, Up, Up, 
14 : Up, UpRight, UpRight, Right, DownRight, DownRight, Up, DownLeft, 
15 : Right, UpRight, DownLeft, Left, Right, DownRight, Up, Up, 

* ARGENTINA
01 : UpLeft, Right, Down, Down, DownRight, Up, Down, Down, 
02 : DownRight, DownLeft, Down, Right, DownRight, Down, Down, Down, 
03 : UpLeft, Right, Up, Left, Up, Down, Down, UpRight, 
04 : DownRight, DownLeft, Right, Up, Up, Left, Down, DownLeft, 
05 : UpRight, DownLeft, Up, Down, Up, Right, Up, DownLeft, 
06 : DownRight, DownLeft, Down, Right, Right, Right, Up, DownLeft, 
07 : UpLeft, Left, Down, Left, Right, Right, Up, DownLeft, 
08 : UpRight, Right, Up, Up, DownRight, UpRight, Down, UpRight, 
09 : UpLeft, Right, Left, Down, Right, DownLeft, Up, Down, 
10 : DownRight, UpRight, Up, Right, Up, DownLeft, Down, Down, 
11 : UpLeft, Left, Down, Left, Right, DownLeft, Down, Down, 
12 : DownRight, UpRight, Down, Up, DownRight, UpLeft, Up, UpRight, 
13 : UpLeft, Left, Up, Down, Up, DownRight, Up, Up, 
14 : DownRight, UpRight, Right, Right, UpRight, UpLeft, Down, DownLeft, 
15 : UpLeft, Right, Right, Left, UpRight, UpLeft, Down, DownLeft, 

* GERMANY
01 : Right, DownLeft, Right, Down, UpRight, Up, Up, Up, 
02 : Right, Left, Right, Right, Right, Up, Up, DownLeft, 
03 : Right, UpRight, Right, Left, Up, Up, Up, DownLeft, 
04 : Up, UpRight, Up, Up, DownRight, Left, Up, Down, 
05 : Up, Right, Right, Down, DownRight, Right, Down, Up, 
06 : Up, DownLeft, Right, Right, DownRight, Left, Down, Up, 
07 : Up, Right, Left, Left, Up, Right, Down, DownLeft, 
08 : Right, Left, Down, Up, Up, UpRight, Down, Down, 
09 : Right, UpRight, Down, Down, Right, UpRight, Down, Down, 
10 : Up, DownLeft, Right, Right, DownRight, UpRight, Up, DownLeft, 
11 : Right, DownLeft, Down, Left, DownRight, DownLeft, Down, UpRight, 
12 : Right, Left, Left, Up, UpRight, DownRight, Down, DownLeft, 
13 : Up, Right, Up, Down, Right, UpLeft, Up, Down, 
14 : Right, Left, Right, Right, DownRight, UpLeft, Down, DownLeft, 
15 : Right, DownLeft, Left, Left, Right, UpLeft, Down, Up,

- SERIES -

1. Super Formation Soccer [Model SHVC-FS] (1992)
2. Super Formation Soccer II [Model SHVC-2S] (1993)
3. Super Formation Soccer 94 - World Cup Edition [Model SHVC-3F] (1994)
4. Super Formation Soccer 94 - World Cup Final Data [Model SHVC-A3FJ-JPN] (1994)
5. Super Formation Soccer 95 della Serie A [Model SHVC-A95J-JPN] (1995)
6. Super Formation Soccer 95 della Serie A UCC Xaqua [Model SHVC-ADEJ-JPN] (1995)
7. Super Formation Soccer 96 - World Club Edition [Model SHVC-A96J-JPN] (1996)

- STAFF -

CG Advise: Takeshi Onozaki
Graphic: Akihiro Hata, Yuka Miyamoto
Main Program: Ryouji Amano
Planning: Daisuke Ichise
Produce: Ryouji Amano
Program: Satoru Minegishi, Nobuyuki Nakazawa
Sound: Hiroya Niwayama, Tetsuji Ohtani, Hironori Tanaka, Masamichi Yamazaki
Game Testing : Mine Ball, Naka Naka, Hata P Miyamono

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62315&o=2

$end


$info=sformula,sformulaa,
$bio

Super Formula - Chijou Saisoku no Battle (c) 1989 V-System.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 10 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : YM2608 (@ 8 Mhz)

Players : 1
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in December 1989 in Japan.

The subtitle of this game translates from Japanese as 'Battle of the Fastest Above the Ground'.

This game is known outside Japan as "Tail to Nose - Great Championship".

Based on the 1988 F1 Season, the game is not licensed, but the name changes are only slight : Lotos (Lotus), Mclarun (McLaren), Ferreri (Ferrari), Merci (March (Technically Leyton House)), Willruns (Williams) and Benetten (Benetton). During the demo you get to see pictures of the car, drivers and their names. The drivers look exactly like who they should be.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2720&o=2

$end


$info=sf1gp,
$bio

Super Formula II (c) 1991 Playmark.

Bootleg of Video System's "F-1 Grand Prix".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=19616&o=2

$end


$info=sfkick,sfkicka,
$bio

Super Free Kick (c) 1988 HJ Corp.

- TECHNICAL -

Main CPU : (2x) Zilog Z80 (@ 8 Mhz)

Screen orientation : Vertical
Video resolution : 256 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 256

Players : 1

- TRIVIA -

During the game, you can heard the famous Korean children Song. Also, you can see Korean companies with soccer teams.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5947&o=2

$end


$info=j2suprft,
$bio

Super Fruit (c) 198? JPM International.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41013&o=2

$end


$info=sfruitb,sfruitbo,sfruitbo2,sfruitbb2,sfruitbb2,sfruitbb1,sfruitbd2,sfruitbd1,sfruitbv1,sfruitbv2,sfruitbh,sfruitbvh,sfruitbv2,sfruitbbh,
$bio

Super Fruit Bonus (c) 2002 Amcoe.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31163&o=2

$end


$bbca_cass,bbcb_cass=superfru,
$bio

Super Fruits (c) 19?? DK Tronics

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52487&o=2

$end


$snes=sfulmetl,
$bio

Super Full Metal [European Prototype] (c) 199? Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63676&o=2

$end


$a2600=supfootbc,supsoccr,
$bio

Super Futebol (c) 19?? CCE

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51074&o=2

$end


$snes=sgachapn,
$bio

Super Gachapon World - SD Gundam X [Model SHVC-GX] (c) 1992 Yutaka

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62322&o=2

$end


$info=superg,
$bio

Super Galaxians (c) 1979 Zaccaria.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : Tone generator and discrete circuits

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette colors : 98

Players : 2
Control : 2-way joystick
Buttons : 1

- TRIVIA -

Italian hack of "Galaxian". The game is faster than the original.

- SCORING -

Blue Galaxian : 30 points in formation, 60 points in flight 
Purple Galaxian : 40 points in formation, 80 points in flight 
Red Galaxian : 50 points in formation, 100 points in flight 
Flagship : 60 points in formation, 150 points in flight 
Flagship : 200 points in flight with one escort 
Flagship : 300 points in flight with two escorts, Flagship killed before all escorts 
Flagship : 800 points in flight with two escorts, Flagship killed after all escorts

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2721&o=2

$end


$info=supergs,
$bio

Super Galaxians (c) 1979 Silver Systems.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100208&o=2

$end


$gbcolor=sgals2,
$bio

Super Gals! Kotobuki Ran 2 [Model CGB-BGUJ-JPN] (c) 2002 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68834&o=2

$end


$gbcolor=sgals,
$bio

Super Gals! Kotobuki Ran [Model CGB-BGLJ-JPN] (c) 2001 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68833&o=2

$end


$info=smssgame,
$bio

Super Game (c) 199? Sono Corp. Japan.

Pirate Sega Master System Multi-game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103582&o=2

$end


$nes=mc_sg360,
$bio

Super Game 360-in-1 (c) 199? Unknown.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95262&o=2

$end


$snes=sgboy2,
$bio

Super Game Boy 2 [Model SHVC-042] (c) 1998 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62324&o=2

$end


$snes=sgboyj,sgboyj1,sgboyju,sgboy,
$bio

Super Game Boy [Model SHVC-SGB] (c) 1994 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62323&o=2

$end


$info=supergm3,
$bio

Super Game III (c) 1996 Top Industry.

Similar to Nintendo's PlayChoice-10 arcade machines, the games are all taken from the NES/Famicom and can be played for a set amount of time: between 3 and 10 minutes depending on what the DIP switches are set to. In addition, the color palette for the games is slightly different. The games themselves are pirated versions of the originals, like most Famicom multicarts. The machine also has an optional 2 player mode.

Strictly speaking, this is not technically a multicart itself as it is bootleg NES hardware with permanent ROM chips mounted; it is not a cartridge for an NES or anything similar.

Some games have a message saying No. x on the title screen, x likely being a number meant to coincide with the game number on the menu. However, most of them are incorrect which suggests that they were originally on another bootleg arcade machine.


List of games:
1. Mario 3 (Super Mario Bros. 3)
2. Turtles (Teenage Mutant Ninja Turtles II: The Arcade Game)
3. Rockman 5
4. Island II (Adventure Island II)
5. Mr Lee (Jackie Chan)
6. Snow Bros
7. Contra
8. Jetman (Hi No Tori: Houou Hen: Gaou no Bouken)
9. Rainbow (Time Zone)
10. Tom & Jerry
11. Swap (Tokyuu Shirei: Solbrain)
12. New Tetris (Yossy no Tamago)
13. Ninja (Ninja Ryukenden)
14. Attack (Rush'n Attack)
15. Fighter (Argos no Senshi) 

The menu names for games 8 and 9 would suggest that Choujin Sentai Jetman and Rainbow Islands were originally going to be included, but the developer forgot to change the names.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32376&o=2

$end


$c64_cart,c64_flop=supergam,
$bio

Super Games (c) 1988 Commodore

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53724&o=2

$end


$info=sgemf,sgemfd,
$bio

Super Gem Fighter - Mini Mix (c) 1997 Capcom.

North American & European release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Pocket Fighter [Green Board]".

- TECHNICAL -

Runs on the "CP System II" hardware.
Blue Board [USA & Europe]

- PORTS -

* Consoles : 
Sony PlayStation [EU] (1998) [Model SLES-01378] 
Sony PlayStation [US] (1998) [Model SLUS-00653] 
Sony PlayStation 2 [AU] (2006) "Street Fighter Alpha Anthology" 
Sony PlayStation 2 [US] (June 13, 2006) "Street Fighter Alpha Anthology [Model SLUS-21317]" 
Sony PlayStation 2 [EU] (July 7, 2006) "Street Fighter Alpha Anthology [Model SLES-54085]" 
Sony PlayStation [PSOne Classics] [US] (February 8, 2011) 

* Others : 
Apple iPhone/iPod [US] (July 7, 2012) released under the Japanese title of "Pocket Fighter" [Model 472112905]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2722&o=2

$end


$info=sgemfa,
$bio

Super Gem Fighter - Mini Mix (c) 1997 Capcom Company, Limited.

Asian release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Pocket Fighter [Green Board]".

- TECHNICAL -

Runs on the "CP System II" hardware.
Grey Board [Asia]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69661&o=2

$end


$info=sgemfh,
$bio

Super Gem Fighter - Mini Mix (c) 1997 Capcom Company, Limited.

South American release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Pocket Fighter [Green Board]".

- TECHNICAL -

Runs on the "CP System II" hardware.
Orange Board [South America]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71592&o=2

$end


$snes=sgenjin2,
$bio

超原人2 (c) 1995 Hudson Soft.
(Super Genjin 2)

- TECHNICAL -

Game ID: SHVC-AZ7J-JPN

- SERIES -

1. PC Genjin [Model HC89024] (1989, PCE)
2. PC Genjin 2 [Model HC91043] (1991, PCE)
3. GB Genjin [Model DMG-GKJ] (1992, GB)
4. PC Genjin 3 [Model HC93063] (1993, PCE)
5. GB Genjin 2 [Model DMG-RJJ] (1994, GB)
6. Kyokyoku !! PC Genjin - Special Arcade Version (1994, ARC)
7. Super Genjin [Model SHVC-ZH] (1994, SFC)
8. Super Genjin 2 [Model SHVC-AZ7J-JPN] (1995, SFC)
9. PC Genjin (2002, GC)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62326&o=2

$end


$snes=sgenjin,
$bio

超原人 (c) 1994 Hudson Soft [Hudson Group].
(Super Genjin)

- TECHNICAL -

Game ID: SHVC-ZH

- TRIVIA -

Reviews:
[FR] September 1994, Consoles + N.35: 75%

- SERIES -

1. PC Genjin [Model HC89024] (1989, PCE)
2. PC Genjin 2 [Model HC91043] (1991, PCE)
3. GB Genjin [Model DMG-GKJ] (1992, GB)
4. PC Genjin 3 [Model HC93063] (1993, PCE)
5. GB Genjin 2 [Model DMG-RJJ] (1994, GB)
6. Kyokyoku !! PC Genjin - Special Arcade Version (1994, ARC)
7. Super Genjin [Model SHVC-ZH] (1994, SFC)
8. Super Genjin 2 [Model SHVC-AZ7J-JPN] (1995, SFC)
9. PC Genjin (2002, GC)

- PORTS -

* Consoles :
[JP] Wii Virtual Console (November 16, 2010)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62325&o=2

$end


$info=sc2sghst,
$bio

Super Ghost (c) 199? Concept.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42985&o=2

$end


$gba=sgng,
$bio

Super Ghouls'n Ghosts [Model AGB-AG5E-USA] (c) 2002 Capcom Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75890&o=2

$end


$snes=sgngu,
$bio

Super Ghouls'n Ghosts (c) 1991 Capcom Company, Limited.

North American release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Chou Makaimura [Model SHVC-CM]".

- TECHNICAL -

[Model SNS-CM-USA]

- TRIVIA -

Super Ghouls'n Ghosts for Super NES was released in November 1991 in North America.

The Super Famicom and Super NES versions of the game show some minor differences. For instance, in the first stage, the crosses on the coffins in the original version were changed into Egyptian crosses in the exports.

- SERIES -

1. Ghosts'n Goblins (1985, Arcade)
2. Ghouls'n Ghosts [B-Board 88620B-2] (1988, Arcade)
3. Super Ghouls'n Ghosts [Model SNS-CM-USA] (1991, SNES)
4. Maximo - Ghosts to Glory (2002, PS2)
5. Maximo vs. Army of Zin (2004, PS2)
6. Ultimate Ghosts'n Goblins (2006, PSP)

- PORTS -

* Consoles : 
Microsoft XBOX [US] (September 27, 2005) "Capcom Classics Collection" 
Sony PLayStation 2 [US] (September 27, 2005) "Capcom Classics Collection [Model SLUS-21316]"
Nintendo Wii [Virtual Console] [US] (March 5, 2007) [Model JA4E] 
Nintendo Wii U [Virtual Console] [US] (May 16, 2013) [Model JATE]

* Handhelds : 
Nintendo Game Boy Advance [US] (September 23, 2002) "Super Ghouls'n Ghosts [Model AGB-AG5E-USA]" 
Sony PSP [US] (October 24, 2006) "Capcom Classics Collection Reloaded [Model ULUS-10134]"

* Others : 
Apple iPhone/iPad [US] (November 4, 2010) "Capcom Arcade [Model 397347348]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63678&o=2

$end


$snes=sgng,
$bio

Super Ghouls'n Ghosts (c) 1991 Nintendo Company, Limited.

European release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Chou Makaimura [Model SHVC-CM]".

- TECHNICAL -

Cartridge ID: SNSP-CM-NOE

- PORTS -

* Consoles : 
Sony PlayStation [EU] (September 3, 1999) "Capcom Generations 2 - Chronicles of Arthur [Capcom Generations Disc 2] [Model SLES-11881]" 
Microsoft XBOX [EU] (November 18, 2005) "Capcom Classics Collection" 
Sony PlayStation 2 [EU] (November 18, 2005) "Capcom Classics Collection [Model SLES-53661]" 
Nintendo Wii [Virtual Console] [EU] [AU] (March 9, 2007) [Model JA4P] 
Nintendo Wii U [Virtual Console] [EU] [AU] (May 16, 2013) [Model JATP]

* Handhelds : 
Nintendo Game Boy Advance [EU] (September 27, 2002) "Super Ghouls'n Ghosts [Model AGB-AG5P-EUR]" 
Sony PSP [EU] (November 10, 2006) "Capcom Classics Collection Reloaded [Model ULES-00377]" 
Sony PSP [AU] (November 16, 2006) "Capcom Classics Collection Reloaded"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63677&o=2

$end


$info=suprglob,sprglobp,
$bio

Super Glob (c) 1983 Epos.

Guide the insatiable Super Glob through corridors, up and down the elevators and through the side tunnels in his never-ending search for snacks. An assortment of crafty animals relentlessly pursue Toby and fight him for control of the elevators. Stop them or avoid them and munch a dozen different snacks to clear the 24 unique levels.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : Namco 3-channel WSG (@ 96 Khz)

Screen orientation : Vertical
Video resolution : 236 x 272 pixels
Screen refresh : 60.00 Hz
Palette colors : 32

Players : 2
Control : 4-way joystick
Buttons : 2

- TRIVIA -

This game is also known as "The Glob" and "Beastie Feastie".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2723&o=2

$end


$info=sprglbpg,
$bio

Super Glob (c) 1984 Software Laboratory.

German Bootleg of the Pac-Man hardware version. For more info of the game itself, please see the original version entry.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31733&o=2

$end


$nes=supglove,
$bio

Super Glove Ball (c) 1990 Mattel, Inc [Hawthorne, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55611&o=2

$end


$snes=sgoal,
$bio

Super Goal! (c) 1991 Jaleco Company, Limited. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63679&o=2

$end


$snes=sgoal2,
$bio

Super Goal! 2 (c) 1994 Jaleco Company, Limited. [Japan Leisure].

- TECHNICAL -

Cartridge ID: SNS-JV-USA

- TRIVIA -

Reviews:
[FR] May 1995 - Consoles + N.32: 70%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63680&o=2

$end


$snes=sgodzil,
$bio

Super Godzilla (c) 1994 Super Godzilla [Toho Co. Trademark]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63681&o=2

$end


$snes=sgodzilja,sgodzilj,
$bio

Super Godzilla [Model SHVC-7G] (c) 1993 Toho Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62327&o=2

$end


$sms=supgolf,
$bio

Super Golf (c) 1989 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56216&o=2

$end


$x1_cass=sgolf2,
$bio

Super Golf #2 (c) 198? Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86276&o=2

$end


$msx1_cart=superglf,
$bio

Super Golf [Model HBS-G028C] (c) 1984 Sony Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77492&o=2

$end


$gamegear=supgolf,
$bio

Super Golf (c) 1991 Sigma Enterprises, Incorporated.

- TECHNICAL -

Cartridge ID: T-26017

- TRIVIA -

Reviews:
1990 - Consoles + HS N.2 [FR]: 70/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64887&o=2

$end


$snes=sgomokun,
$bio

Super Gomoku Narabe - Renju [Model SHVC-5N] (c) 1994 Naxat Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62328&o=2

$end


$snes=sgomokus,
$bio

Super Gomoku Shougi - Jouseki Kenkyuu Hen [Model SHVC-AGSJ-JPN] (c) 1994 Nichibutsu [Nihon Bussan Company, Limited.] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62329&o=2

$end


$cpc_cass=supgran,
$bio

Super Gran (c) 1985 Tynesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99445&o=2

$end


$bbca_cass,bbcb_cass=suprgran,
$bio

Super Gran - The Adventure (c) 19?? Tynesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52488&o=2

$end


$info=sgsafari,
$bio

Super Gran Safari (c) 1996 New Impeuropex Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=27666&o=2

$end


$amigaocs_flop=supergra,
$bio

Super Grand Prix + Violator [Quattro Power Machines] (c) 1991 Codemasters Software Company, Limited., The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75154&o=2

$end


$x68k_flop=supergft,
$bio

Super Graphic Theater (c) 1990 Angeldust

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88653&o=2

$end


$info=sgt24h,
$bio

Super GT 24h (c) 1996 Jaleco.

- TECHNICAL -

Runs on the Sega "Model 2B" hardware.

Players: 2
Control: 8-way joystick
Buttons: 4

- TRIVIA -

Released in July 1996.

- PORTS -

* Consoles :
Sega Saturn (1998, "GT 24")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3604&o=2

$end


$snes=sgossun2,
$bio

Super Gussun Oyoyo 2 (c) 1996 Banpresto.

- TECHNICAL -

[Model SHVC-A8BJ-JPN]

- TRIVIA -

Super Gussun Oyoyo 2 was released on May 24, 1996 in Japan.

- SERIES -

1. Gussun Oyoyo (1993)
2. Super Gussun Oyoyo [Model SHVC-AP7J-JPN] (1995, Super Famicom)
3. Gussun Oyoyo S [Model T-26101G] (1996, Sega Saturn)
4. Super Gussun Oyoyo 2 [Model SHVC-A8BJ-JPN] (1996, Super Famicom)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47462&o=2

$end


$snes=sgossun,sgossunp,sgossunpa,
$bio

??????????? (c) 1995 Banpresto.
(Super Gussun Oyoyo)

Super Gussun Oyoyo is an extremely cute action/puzzle game by Banpresto, and conversion of Irem's arcade game of the same name. The game is an interesting and unique crossover between the 'puzzly' side of Tetris and the 'save all the rodents' side of Lemmings. The goal of the game is to guide a bald and fun looking creature, who also happens to be a treasure hunter called Gussun (and his friend Oyoyo in two players mode), to the level's exit. This character just keeps walking around and gets scared at the silliest things. While he aimlessly wanders around the playfield, Tetris like pieces fall from the top of the screen, and the player must rotate and position them in the scene. Once in place, these blocks can be used by Gussun to climb on to reach new areas, and eventually lead him through the exit door. Tons of other features are also packed with the game, such as bombs or little buddies who follow Gussun to the exit (collect 10 of them for an extra life!). Time is of course limited and water starts filling up the stage if players stay in one levels for too long. Additionally, traps and monsters soon appear and things get quickly tricky and will squeeze the juice out of the player's brain in no time. An intense two-player versus mode and a level editor are also available.

- TECHNICAL -

[Model SHVC-AP7J-JPN]

- TRIVIA -

Developed by Kan's, Super Gussun Oyoyo was released on August 11, 1995 in Japan by Banpresto for 9980 Yen.

The original arcade game Gussun Oyoyo was release by Irem in 1993.

- SERIES -

1. Gussun Oyoyo (1993)
2. Super Gussun Oyoyo [Model SHVC-AP7J-JPN] (1995, Super Famicom)
3. Gussun Oyoyo S [Model T-26101G] (1996, Sega Saturn)
4. Super Gussun Oyoyo 2 [Model SHVC-A8BJ-JPN] (1996, Super Famicom)

- STAFF -

Music Composer : Kenji Yamazaki

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47460&o=2

$end


$info=supergx,
$bio

Super GX (c) 1980 Nichibutsu.

Clone of Moon Alien.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : Tone generator and discrete circuits

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette colors : 98

Players : 2
Control : 2-way joystick
Buttons : 1

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3673&o=2

$end


$snes=superhq,
$bio

Super H.Q. - Criminal Chaser (c) 1993 Taito Corp.

Super H.Q. is an action/racing game by Taito and is an 'enhanced' version of their own arcade game originally released in 1988. The player takes the role of an undercover police officer who must pursue dangerous criminals and fugitives in high-speed car chases. The police vehicle must drive towards the fleeing criminals and stop them before they get away, avoiding not only passing traffic but also obstacles such as barricades or outlaw bikers who love to throw Molotov cocktails (or frantically shoot bullets at the car's windshield). The police cruiser comes equipped with three nitro-boosts that allow the player to attain maximum speed for a short amount of time. Furthermore, the player must always keep an eye on his damage indicator, every hit drains it down and final encounters with the criminals will most certainly put a serious dent in it as they don't usually hesitate to shoot bullets or to fire deadly missiles are the police cruiser. The game ends when the damage bar is depleted or when the time limit runs out.

- TECHNICAL -

Cartridge ID: SHVC-HF

- TRIVIA -

Super H.Q. was released on November 26, 1993 in Japan for 8900 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62330&o=2

$end


$megadriv=superhq,
$bio

Super H.Q. (c) 1992 Taito Corp.

- TECHNICAL -

Cartridge ID: T-11163

- TRIVIA -

Super H.Q. for Mega Drive was released on October 23, 1992 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56917&o=2

$end


$info=hparadis,
$bio

Super Hana Paradise (c) 1994 Dynax.

- TRIVIA -

Released in December 1994 in Japan only.

- TIPS AND TRICKS -

Hidden menu items : In order for this trick to work Hanafuda panel must be set in DIP switch menu. Choose 'Option' in test mode, and input the buttons 8, 6, 7 and 5. Finally press 'Yes' or 'No' button to activate.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=19977&o=2

$end


$snes=suphana2,
$bio

Super Hanafuda 2 [Model SHVC-AHNJ-JPN] (c) 1995 I'Max [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62332&o=2

$end


$snes=suphana,
$bio

Super Hanafuda [Model SHVC-Q5] (c) 1994 I'Max [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62331&o=2

$end


$info=shangon,shangon1,shangon2,shangonrb,shangon3,shangonro,shangon3d,
$bio

Super Hang-On (c) 1987 Sega.

Super Hang-On is a checkpoint-based racing game and is the sequel to the acclaimed "Hang-On", released two years earlier. As with the prequel, players take control of a superbike and must race over twisting road-based circuits, avoiding rival bikers and trying to reach the end-of-stage checkpoint before the time limit expires.

For the sequel, Sega introduced the hilly, undulating roads that had been executed so superbly in 1986's "Out Run". The gameplay was further enhanced with the introduction of the 'turbo' button. Upon reaching the bike's maximum speed of 280kph, players could press and hold the turbo and push the bike up to 324kph - something that was necessary to beat the game's extremely tight time limits. This had to be used carefully, however, as the increase in speed made the bike harder to control and accelerating at the wrong time would invariably see a head-on collision with either rival bikers or the road-side objects that litter the stages.

Players could chose to race on any one of four courses: Africa, Asia, America and Europe. Africa is the easiest and shortest of the four, with each subsequent course becoming both more demanding - with tighter bends and more aggressive rival racers - and having a greater number of stages to have to beat. Africa, for example, is made up of only six stages, while the hardest course, Europe, has eighteen stages.

- TECHNICAL -

[1] Mini Ride-On Type

[2] Sit-Down Type

[3] Upright Type: It has an actual motorcycle handlebar, throttle and break lever. It also has a simulated tachometer and speedometer.

Game ID : 317-0034

Main CPU : (2x) Motorola 68000 (@ 12.5 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2151 (@ 4 Mhz), Sega (@ 4 Mhz)

- TRIVIA -

Super Hang-On was released in April 1987.

A bootleg was released in Arcades around 1992.

In Sonic Riders, a 2006 home video game, there is an unlockable Gear called the 'Super Hang-On', which plays the song 'Outride a Crisis', the first of the four songs featured in Super Hang-On.

Soundtrack releases:
[JP] Oct. 10, 1987 - After Burner [Sega Game Music Vol.3] [28XA-109]
[JP] Dec. 20, 2000 - After Burner [Sega Game Music Vol.3] [SCDC-00056]

- SERIES -

1. Hang-On (1985)
2. Hang-On II (1985, Sega SG-1000)
3. Hang-On Jr. (1985)
4. Super Hang-On (1987)
5. Limited Edition Hang-On (1991)

- STAFF -

Music composed by : Katsuhiro Hayashi, Koichi Namiki

- PORTS -

* Consoles :
Sega Mega Drive [JP] (October 6, 1989) "Super Hang-On [Model G-4011]"
Sega Genesis [US] (October 6, 1989) 
Sega Mega Drive [EU] (1990) 
Sony PlayStation 3 [PSN] [US] (May 22, 2012) 
Microsoft XBOX 360 [XBLA] [JP] (May 23, 2012) "Sega Classics Collection" 
Microsoft XBOX 360 [XBLA] [US] [EU] [AU] (May 23, 2012) "Sega Vintage Collection - Alex Kidd & Co." 
Sony PlayStation 3 [PSN] [JP] (May 23, 2012) [Sega Ages Online]
Sony PlayStation 3 [PSN] [EU] (May 23, 2012)
Sony PlayStation 3 [PSN] [KO] (May 30, 2012)
Nintendo Wii [Virtual Console Arcade] [JP] (2010)
Nintendo Wii [Virtual Console Arcade] [EU] [US] (2012)

* Handhelds : 
Nintendo Game Boy Advance [US] (May 21, 2003) "Sega Arcade Gallery [Model AGB-AYPE-USA]" 
Nintendo Game Boy Advance [EU] (August 1, 2003) "Sega Arcade Gallery [Model AGB-AYPP]" 
Nintendo 3DS [eShop] [JP] (March 27, 2013) "3D Super Hang-On [Model CTR-JHAJ-JPN]" 
Nintendo 3DS [eShop] [US] (November 28, 2013) "3D Super Hang-On [Model CTR-JHAE-USA]" 
Nintendo 3DS [eShop] [EU] (November 28, 2013) "3D Super Hang-On [Model CTR-JHAP-EUR]" 
Nintendo 3DS [eShop] [AU] (November 28, 2013) "3D Super Hang-On [Model CTR-JHAP-AUS]" 

* Computers :
Amstrad CPC [UK] (1987) [Model UQD 624]
Amstrad CPC [UK] (1987) [Model UQK 624]
Amstrad CPC [SP] (1988) [Model 22329]
Commodore C64 [US] (1988) 
Atari ST [EU] (1988)
Commodore Amiga [EU] (1988)
Sinclair ZX Spectrum [EU] (1988)
PC [MS-DOS] [US] (1988)
Sharp X68000 [JP] (December 25, 1989) "Super Hang-On [Model CZ-238AS]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2724&o=2

$end


$amigaocs_flop=shangon,
$bio

Super Hang-On (c) 1988 Electric Dreams Software.

Amiga port of the Sega arcade classic.

- TIPS AND TRICKS -

* Cheat mode: Begin game play in Africa and achieve the highest score on this track. Enter 750J as a name at the high score screen and press Fire. The name will change to .... to confirm correct code entry. Hold [Ctrl] + [Left Alt] + Z + T while the credits screen is changing into the options screen. After a brief pause, the screen will turn black. Release all keys. If done correctly, a prompt for new outer and inner road turn effect coefficients values will appear. Enter the values with the numeric keypad, which determine how well your bike corners. Enter a high number for more skidding, enter a low number to handle corners better. Enabling cheat mode will also activate a machine gun that can be used to destroy other bikes or obstacles. Press [Left Amiga] during game play to fire the gun.

- STAFF -

Programmed by: Zareh JONES (ZZKJ)
Graphics by: Saul MARCHESE (FOCUS)
Music by: SOURCE

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48751&o=2

$end


$megadriv=shangonu,
$bio

Super Hang-On (c) 1989 Sega of America, Incorporated.

North American release. For information on the game itself, please see the Japanese release entry; "Super Hang-On [Model G-4011]".

- TRIVIA -

Super Hang-On for the Sega Genesis was released on October 6, 1989 in North America.

- PORTS -

* Consoles : 
Sega Genesis [US] (August 16, 1993) "Triple Score - 3 Games in 1 [Model 1702]" 
Sega Genesis [US] (1995) "6-Pak [Model 1717]" 

* Computers : 
PC [MS Windows, CD-ROM] [US] (2000) "Sega Smash Pack 2" 
PC [MS Windows, CD-ROM] [JP] (September 22, 2000) "Sega Archives from USA Vol. 3"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93951&o=2

$end


$megadriv=shangon,shangon1,
$bio

Super Hang-On (c) 1990 Sega Enterprises, Limited.

European release. For information on the game itself, please see the Japanese release entry; "Super Hang-On [Model G-4011]".

- TRIVIA -

Reviews:
[FR] Player One (Oct. 1990): 81/100

- PORTS -

* Consoles : 
Sega Mega Drive [EU] (1992) "Mega Games I" 
Sega Mega Drive [EU] (1995) "Mega Games 6 Vol. 1" 
Sega Mega Drive [EU] (1995) "Mega Games 6 Vol. 2" 
Sega Mega Drive [EU] (1995) "Mega Games 6 Vol. 3" 

* Other : 
Arcade [EU] (1989) "Super Hang-On [Mega-Tech 24]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93952&o=2

$end


$info=mt_shang,
$bio

Super Hang-On (c) 1989 Sega.

- TECHNICAL -

Runs on the "Mega-Tech System" hardware.
Cartridge ID: 610-0239-24

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3961&o=2

$end


$x68k_flop=shangon,
$bio

Super Hang-On (c) 1989 Sharp.

Home version of the Sega arcade classic featuring Roland MT-32 MIDI sound.

- TECHNICAL -

[Model CZ-238AS]

- TRIVIA -

Super Hang-On for the X68000 was released in December 1989 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=26053&o=2

$end


$megadriv=shangonj,
$bio

Super Hang-On (c) 1989 Sega Enterprises, Limited.

Home version of the Sega classic. It adds an 'Original Mode'. The gameplay in this mode is similar to the arcade mode with these differeneces: there are no time limits to worry about, taking too much damage or allowing any parts to wear out completely will force the player to retire from the race, the player is racing against a rival, and turbo is not available until an engine with turbo has been purchased.

- TECHNICAL -

Game ID: G-4011

- TRIVIA -

Super Hang-On for the Sega Mega Drive was released on October 6, 1989 in Japan.

Export releases : 
[US] "Super Hang-On" by Sega of America
[EU] "Super Hang-On" 
[BR] "Super Hang-On [Model 042360]" by Tec Toy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=19579&o=2

$end


$cpc_flop=superhan04,
$bio

Super Hang-On (c) 1987 Electric Dreams Software.

Amstrad CPC version of this Sega arcade classic.

- TECHNICAL -

Floppy Disck: Model UQD 624

- TRIVIA -

Also released as a Cassette format; "Super Hang-On [Cassette UQK 624]".

- STAFF -

Program by: Chris WOOD, Zareh JONES (ZZKJ)
Musique: Mevlut DINC (MD Software)
Graphismes: Chris WOOD, Saul MARCHESE (FOCUS)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48752&o=2

$end


$cpc_cass=shangon,
$bio

Super Hang-On (c) 1987 Electric Dreams Software.

Amstrad CPC version of this Sega arcade classic.

- TECHNICAL -

Cassette: UQK 624

- TRIVIA -

Also released as a Disk format; "Super Hang-On [Floppy Disk UQD 624]".

Reviews:
[FR] Amstrad 100 Pour Cent (March 1988): 03/20

- STAFF -

Program: Chris Wood, ZZKJ
Graphics: Chris Wood, Saul Marchese
Music: Mevlut Dinc

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48753&o=2

$end


$bbca_cass,bbcb_cass=suprhang,
$bio

Super Hangman (c) 19?? IJK

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52489&o=2

$end


$info=suprheli,
$bio

Super Heli (c) 1981 Unknown.

Bootleg of "Super Cobra".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31361&o=2

$end


$cpc_cass=suphero,
$bio

Super Hero [Model 3082] (c) 1988 Codemasters Soft. Co., Ltd., The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99447&o=2

$end


$info=ac1shid,ac1shida,
$bio

Super Hi De Hi (c) 199? Ace Coin Equipment, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42302&o=2

$end


$info=j5suphi,
$bio

Super Hi-Lo (c) 199? JPM International.

- TECHNICAL -

System 5

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15802&o=2

$end


$info=shimpact,shimpactp4,shimpactp5,shimpactp6,
$bio

Super High Impact (c) 1991 Midway.

- TECHNICAL -

Midway Y Unit hardware

Main CPU : TMS34010 (@ 6.25 Mhz)
Sound CPU : Motorola M6809 (@ 2 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.57958 Mhz), DAC (@ 3.57958 Mhz), HC55516 (@ 3.57958 Mhz)

Screen orientation : Horizontal
Video resolution : 396 x 256 pixels
Screen refresh : 53.20 Hz
Palette Colors : 4096

Players : 4
Control : 8-way joystick
Buttons : 1

- TRIVIA -

Released in September 1991.

- TIPS AND TRICKS -

* Easy defense : When on defense, pick the Suicide defense and take control of either one of the 2 nose guards. Hold down the Turbo button and direction yourself at the quarterback before the ball is even snapped. On virtually every single play, you'll blast through the line and nail the quarterback before he can even move regardless of whether or not the play is a run or pass, simply because the offensive line never bothers to block you when this trick is performed.

* Easily block kicks : When the computer is going for a field goal or extra point, take control of one of the defensive players all the way in the back of the field goal block formation. When the ball is snapped, run at the long snapper, then turbo at the kicker and jump. The glitch comes in the form of the long snapper never bothering to try blocking you, and you'll be able to block virtually any kick with ease.

- SERIES -

1. High Impact Football (1990)
2. Super High Impact (1991)

- STAFF -

SUPER HIGH IMPACT TEAM

Design and Software: Ed Boon (EJB)
Design and Art: John Newcomer (JRN)
Sounds and Music : Dan Forden (DWF)
Video Art: Tony Goskie (TWG)
Cabinet Art: Doug Watson

And from the original High Impact: Eugene Jarvis (EPJ), Tim Coman (TIM), Jim Gentile

Special Thanks To: George N. Petro (GNP), Sheridan Oursler, Mark Loffredo, Steve Ritchie (SSR), Mark Ritchie (MDR),  Paul Johnson (PJ), Al Lasko, Jack E. Haeger (JEH), Larry DeMar (LED), Paul Heitsch, Jon Hey (HEY), Mark Penacho (MDP), Rebecca Ellis, Roger Sharpe, Allison Quant (ADQ), Dawn Graham, Pat Cox

Others from highscore table : (SYD), (JDT), Mark Turmell (MJT), John Vogel (VOG), Mike Boon (MAB), Bill Pfutzenreuter (PFZ), (LJG), (FEB), (TMM), Sam Bennett (SMB), Pat Lawlor (PML), Ward Pemberton (WLP), (MOM), Dan Lee (DKL), Dennis Nordman (DEN), Pat McMahon (PAT), (BLE)

- PORTS -

* Consoles :
Sega Mega Drive (1992)
Nintendo Super Famicom (1993)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2725&o=2

$end


$megadriv=shimpact,
$bio

Super High Impact (c) 1992 Arena

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57429&o=2

$end


$snes=shimpact,shimpactp,
$bio

Super High Impact (c) 1993 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63682&o=2

$end


$snes=shimpactj,
$bio

Super High Impact [Model SHVC-HX] (c) 1993 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62333&o=2

$end


$a2600=superhit,
$bio

Super Hit Pak (c) 19?? HES [Human Engineered Software]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51075&o=2

$end


$snes=shockey,shockeyf,
$bio

Super Hockey (c) 1993 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63683&o=2

$end


$snes=shocke94,
$bio

Super Hockey '94 [Model SHVC-OX] (c) 1994 Party Room 21

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62334&o=2

$end


$snes=giseiha,
$bio

Super Honmei - GI Seiha [Model SHVC-IK] (c) 1994 Nichibutsu [Nihon Bussan Company, Limited.] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62335&o=2

$end


$gba=superhrn,
$bio

Super Hornet F/A 18F [Model AGB-BF8E-USA] (c) 2004 Majesco Sales, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75892&o=2

$end


$pc8801_flop=suphoros,
$bio

Super Horoscope (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92986&o=2

$end


$amigaocs_flop=suprhuey,
$bio

Super Huey UH-1X (c) 1986 Cosmi

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75155&o=2

$end


$a7800=suphuey,suphueyu,
$bio

Super Huey [Model CX7828] (c) 1989 Atari Corp. [Sunnyvale, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50183&o=2

$end


$gameboy=suprhunc,
$bio

Super Hunchback (c) 1992 Ocean Software, Limited.

- TECHNICAL -

Cartridge ID: DMG-HN-UKV

- TRIVIA -

Reviews:
[FR] April 1993 - Consoles + No. 19: 78/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67030&o=2

$end


$gameboy=suprhuncu,
$bio

Super Hunchback [Model DMG-HN-USA] (c) 1992 Ocean Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67032&o=2

$end


$gameboy=suprhuncj,
$bio

Super Hunchback [Model DMG-HNJ] (c) 1992 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67031&o=2

$end


$megadriv=suphydlj,
$bio

Super Hydlide (c) 1989 Asmik

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56919&o=2

$end


$megadriv=suphydlu,
$bio

Super Hydlide (c) 1989 Seismic

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57430&o=2

$end


$megadriv=suphydl,
$bio

Super Hydlide (c) 1991 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56918&o=2

$end


$info=m4suphv,m4suphv__a,m4suphv__b,m4suphv__c,m4suphv__d,m4suphv__e,m4suphv__f,m4suphv__g,m4suphv__h,m4suphv__i,m4suphv__j,m4suphv__k,m4suphv__l,m4suphv__m,m4suphv__n,m4suphv__o,m4suphv__p,
$bio

Super Hyper Viper (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41476&o=2

$end


$snes=superice,
$bio

Super Ice Hockey (c) 1994 Sunsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63684&o=2

$end


$snes=superigo,
$bio

Super Igo - Go Ou [Model SHVC-IG] (c) 1994 Naxat Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62336&o=2

$end


$snes=suprindy,
$bio

Super Indy Champ (c) 1994 Forum

- TECHNICAL -

Cartridge ID: SHVC-OI

- TRIVIA -

Reviews:
[FR] May 1995 - Consoles + N.32: 69%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62337&o=2

$end


$snes=suprinin,
$bio

Super Inindou - Datou Nobunaga [Model SHVC-IN] (c) 1992 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62338&o=2

$end


$snes=sicrickt,sicricktp,
$bio

Super International Cricket (c) 1994 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63685&o=2

$end


$info=sia2650,
$bio

Super Invader Attack (c) 1980 Sidam.

- TECHNICAL -

Main CPU : S2650 (@ 950 Khz)

Screen orientation : Vertical
Video resolution : 768 x 720 pixels
Screen refresh : 55.00 Hz
Palette colors : 2

Players : 1
Buttons : 3 (LEFT, RIGHT, FIRE)

- TRIVIA -

This clone of Taito's "Space Invaders" is an alternate version of the Zaccaria one : "The Invaders".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2726&o=2

$end


$bbca_cass,bbcb_cass=superinv,superinvg,
$bio

Super Invaders (c) 1982 Acornsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52490&o=2

$end


$info=superinv,sinvemag,
$bio

Super Invaders (c) 19?? EMAG corporation.

Pirate release of Space Invaders.

- TECHNICAL -

Main CPU : Intel 8080 (@ 1.9968 Mhz)
Sound Chips : SN76477 (@ 1.9968 Mhz)

Screen orientation : Vertical
Video resolution : 224 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2

Players : 2
Control : 2-way joystick
Buttons : 1

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2727&o=2

$end


$info=sinvzen,
$bio

Super Invaders (c) 19?? Zenitone Microsec.

Pirate release of Space Invaders.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=26885&o=2

$end


$vc4000=superinv,
$bio

Super Invaders (c) 1978 Interton Electronic.

- TECHNICAL -

[Cassette No. 33]

- TRIVIA -

Also called Super Envahisseurs in France.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49222&o=2

$end


$pc8801_flop=superjck,
$bio

Super Jack (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92987&o=2

$end


$x68k_flop=superjck,
$bio

Super Jack Pro 68K (c) 1988 G Club

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88654&o=2

$end


$pc8801_flop=superj88,superj88a,
$bio

Super Jack Pro 8.8k (c) 1988 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92988&o=2

$end


$snes=sjpond,sjpondp,
$bio

Super James Pond (c) 1993 ASC Games

- TRIVIA -

Reviews:
[FR] June 1993 - Consoles + N.21: 91/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63686&o=2

$end


$snes=sjpond2,
$bio

Super James Pond II (c) 1993 ASC Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63687&o=2

$end


$snes=sjpond2j,
$bio

Super James Pond II [Model SHVC-V6] (c) 1993 Victor Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62339&o=2

$end


$gameboy=sjpond,
$bio

Super James Pond [Model DMG-JD-ESP] (c) 1992 Ocean Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67033&o=2

$end


$snes=sjangou,
$bio

Super Jangou [Model SHVC-AJ4J-JPN] (c) 1995 Victor Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62340&o=2

$end


$nes=supjeopd,
$bio

Super Jeopardy! (c) 1991 GameTek

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55612&o=2

$end


$info=m4supjst,m4supjsta,m4supjstb,m4supjstc,m4supjstd,m4supjste,
$bio

Super Jester (c) 199? PCP.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41477&o=2

$end


$snes=sjinsei2a,sjinsei2,
$bio

Super Jinsei Game 2 [Model SHVC-AL2J-JPN] (c) 1995 Takara Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62342&o=2

$end


$snes=sjinsei3,
$bio

Super Jinsei Game 3 [Model SHVC-A3XJ-JPN] (c) 1996 Takara Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62343&o=2

$end


$snes=sjinseia,sjinsei,
$bio

Super Jinsei Game [Model SHVC-LG] (c) 1994 Takara Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62341&o=2

$end


$info=ss4097,ss4028,ss4629,ss3730,ss3711,ss4013,ss3712,ss7251,ss3713,ss0198,ss3731,ss0188,ss3781,ss6508,ss8096,ss8097,
$bio

Super Joker (c) 199? IGT [International Game Technologies].

2-Coin Multiplier slot.

- TECHNICAL -

Game ID: 120A

- UPDATES -

SS4097
SS4028
SS4629
SS3730
SS3711
SS4013
SS3712
SS7251
SS3713
SS0198
SS3731
SS0188
SS3781
SS6508
SS8096
SS8097

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46231&o=2

$end


$info=ss4098,ss3663,ss4631,ss3409,ss3410,ss7116,ss3411,ss4334,ss4219,ss3412,ss4133,ss3413,ss4564,ss8099,ss8098,
$bio

Super Joker (c) 199? IGT [International Game Technologies].

3-Coin Multiplier slot.

- TECHNICAL -

[Model 121A]

- UPDATES -

# SS4098
Max %: 98.077
Hit Freq.: 20.227
Win Freq.: 4.94

# SS3663
Max %: 97.434
Hit Freq.: 20.227
Win Freq.: 4.94

# SS4631
Max %: 96.208
Hit Freq.: 20.026
Win Freq.: 4.99

# SS3409
Max %: 95.063
Hit Freq.: 19.825
Win Freq.: 5.04

# SS3410
Max %: 92.649
Hit Freq.: 19.447
Win Freq.: 5.14

# SS7116
Max %: 91.025
Hit Freq.: 18.834
Win Freq.: 5.31

# SS3411
Max %: 90.175
Hit Freq.: 19.063
Win Freq.: 5.25

# SS4334
Max %: 90.004
Hit Freq.: 18.834
Win Freq.: 5.31

# SS4219
Max %: 89.917
Hit Freq.: 19.056
Win Freq.: 5.25

# SS3412
Max %: 87.597
Hit Freq.: 18.755
Win Freq.: 5.33

# SS4133
Max %: 87.085
Hit Freq.: 18.696
Win Freq.: 5.35

# SS3413
Max %: 85.232
Hit Freq.: 18.403
Win Freq.: 5.43

# SS4564
Max %: 83.178
Hit Freq.: 19.065
Win Freq.: 5.54

# SS8099
Max %: 81.566
Hit Freq.: 16.678
Win Freq.: 6.00

# SS8098
Max %: 76.581
Hit Freq.: 16.678
Win Freq.: 6.00

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=45989&o=2

$end


$info=supjolly,
$bio

Super Jolly (c) ???? Unknown.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31363&o=2

$end


$info=sjcd2kx3,
$bio

Super Joly 2000 - 3x (c) 1985 M.P.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=22965&o=2

$end


$fm7_disk=jushorok,
$bio

Super Kanji Jyusyoroku (c) 19?? Nihon Falcom [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93650&o=2

$end


$snes=skeiba2,
$bio

Super Keiba 2 [Model SHVC-AKBJ-JPN] (c) 1995 I'Max [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62345&o=2

$end


$snes=skeiba,
$bio

Super Keiba [Model SHVC-KB] (c) 1993 I'Max [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62344&o=2

$end


$snes=skeirin,
$bio

Super Keirin [Model SHVC-AKRJ-JPN] (c) 1995 I'Max [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62346&o=2

$end


$snes=skickbox,
$bio

Super Kick Boxing - Best of the Best [Model SHVC-BE] (c) 1993 Electro Brain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62347&o=2

$end


$sms=skickoff,
$bio

Super Kick Off (c) 1991 US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56217&o=2

$end


$megadriv=skickoff,
$bio

Super Kick Off (c) 1992 US Gold

- TRIVIA -

Reviews:
[FR] May 1993 - Consoles + No. 20: 80/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56920&o=2

$end


$gamegear=skickoff,
$bio

Super Kick Off (c) 1991 Sega Enterprises, Limited.

- TECHNICAL -

[Model 2415]

- TRIVIA -

Reviews:
[FR] August 1992 - Joypad N.11: 70/100

- TIPS AND TRICKS -

More Teams: The team roster in the game depends on the language you choose at the beginning. Select a different language to get different teams.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64889&o=2

$end


$gameboy=skickoff,
$bio

Super Kick Off [Model DMG-KF-UKV] (c) 1991 US Gold

- TRIVIA -

Reviews:
[FR] June 1992 - Joypad N.9: 80/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67035&o=2

$end


$snes=skickoff,
$bio

Super Kick Off [Model SHVC-KO] (c) 1992 Misawa Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62348&o=2

$end


$nes=superkid,
$bio

Super Kid (c) 199? Unknown.

A pirate hack of "Super Mario Bros." with modified title screen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65211&o=2

$end


$svision=skong,
$bio

Super Kong [Model SV10042] (c) 1992 Thin Chen Enterprise

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95476&o=2

$end


$snes=skoukou,
$bio

Super Koukou Yakyuu - Ikkyuu Nyuukon [Model SHVC-Q6] (c) 1994 I'Max [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62349&o=2

$end


$a2600=superkf,
$bio

Super Kung-Fu (c) 1983 Xonox

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51076&o=2

$end


$snes=sylphid,
$bio

Super Kyousouba - Kaze no Sylphid [Model SHVC-KJ] (c) 1993 King Records

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62350&o=2

$end


$snes=superky2,
$bio

Super Kyoutei 2 [Model SHVC-A2YJ-JPN] (c) 1996 Nichibutsu [Nihon Bussan Company, Limited.] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62352&o=2

$end


$snes=superkyoa,superkyo,
$bio

Super Kyoutei [Model SHVC-AKYJ-JPN] (c) 1995 Nichibutsu [Nihon Bussan Company, Limited.] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62351&o=2

$end


$snes=haristd2,
$bio

Super Kyuukyoku Harikiri Stadium 2 [Model SHVC-9H] (c) 1994 Taito Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62354&o=2

$end


$snes=haristad,
$bio

Super Kyuukyoku Harikiri Stadium [Model SHVC-HI] (c) 1993 Taito Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62353&o=2

$end


$msx1_cart=slaydock,
$bio

Super Laydock - Mission Striker  (c) 1987 T&E Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52725&o=2

$end


$msx1_cart=slaydockk,
$bio

Super Laydock - Mission Striker (c) 1988 Zemina [Korea]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77493&o=2

$end


$x1_flop=slaydock,slaydocka,
$bio

Super Laydock - Mission Striker (c) 1988 T&E Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86130&o=2

$end


$x1_flop=slaydocm,
$bio

Super Laydock Muteki (c) 198? T&E Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86131&o=2

$end


$cpc_cass=suprleag,
$bio

Super League (c) 1989 Players Premier

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99448&o=2

$end


$megadriv=suprleag,suprleagj,
$bio

Super League (c) 1990 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56921&o=2

$end


$info=m4supleg,m4supleg__a,m4supleg__b,m4supleg__c,m4supleg__d,m4suplegw,
$bio

Super League (c) 199? BWB.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41478&o=2

$end


$amigaocs_flop=slmanger,
$bio

Super League Manager (c) 1995 Audiogenic

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75156&o=2

$end


$info=suprleag,
$bio

Super League (c) 1987 Sega.

- TECHNICAL -

Runs on the Sega "System 16B" hardware
Game ID: 317-0045

Main CPU : Motorola 68000 (@ 10 Mhz)
Sound CPU : Zilog Z80 (@ 5 Mhz)
Sound Chips : Yamaha YM2151 (@ 4 Mhz), UPD7759 (@ 640 Khz)

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Released in August 1987 in Japan.

- SERIES -

1. Major League (1985)
2. Super League [Model 317-0045] (1987)
3. Excite League [Model 317-0079] (1988)
4. Super Major League (1995)
5. Super Major League '99 (1999)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2728&o=2

$end


$info=j2supln,
$bio

Super Line (c) 198? JPM International.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41011&o=2

$end


$info=m3suplin,m3suplina,
$bio

Super Line Up (c) 198? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40218&o=2

$end


$snes=slinearb,
$bio

Super Linearball [Model SHVC-SJ] (c) 1992 Hiro

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62355&o=2

$end


$info=as_sld,as_slda,as_sldb,as_sldc,as_sldd,as_slde,
$bio

Super Little Devil (c) 200? Astra Games, Limited. [Novomatic Group].

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41858&o=2

$end


$psx=superliv,
$bio

Super Live Stadium [Model SLPM-86019] (c) 1998 Aques

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85748&o=2

$end


$info=sloco93,sloco93a,
$bio

Super Loco 93 (c) 1993 Unknown.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=28402&o=2

$end


$info=suprloco,suprlocoo,
$bio

Super Locomotive (c) 1982 Sega.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 4 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : SN76496 (@ 4 Mhz), SN76496 (@ 2 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Super Locomotive was released in December 1982.

The background song playing in Super Locomotive is 'Rydeen' by 'Yellow Magic Orchestra'. This excellent song makes train conducting even better.

- STAFF -

Designed & programmed by : Fukumura Mizunaga

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2729&o=2

$end


$spc1000_cass=sloderun,
$bio

Super Lode Runner I (c) 1985 Static Soft [Korea]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83557&o=2

$end


$spc1000_cass=slodern2,
$bio

Super Lode Runner II (c) 1986 Static Soft [Korea]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83558&o=2

$end


$famicom_flop=slodern2,
$bio

Super Lode Runner II [Model IFD-SL2] (c) 1987 Irem Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65462&o=2

$end


$famicom_flop=sloderun,
$bio

Super Lode Runner  (c) 1987 Irem Corp.

- TECHNICAL -

FAMICOM DISK SYSTEM
Disk ID: IFD-SLR

- TRIVIA -

Released on March 05, 1987 in Japan.

- SERIES -

1. Lode Runner (1983)
2. Lode Runner - The Bungeling Strikes Back (1984)
3. Championship Lode Runner [Model HFC-CR] (1985, Nintendo Famicom)
3. Championship Lode Runner [Model HBS-G047C] (1985, MSX)
3. Championship Lode Runner [Sega My Card] [Model C-57] (1985, SG-1000)
3. Championship Lode Runner (1985, FM-7)
4. Lode Runner - Majin No Fukkatsu (1985)
5. Lode Runner II [Model HBS-G039C] (1985, MSX)
6. Lode Runner's Rescue (1985, Commodore C64)
7. Lode Runner - Teikoku Kara no Dasshutsu (1986)
8. Super Lode Runner [Model IFD-SLR] (1987, Nintendo Famicom Disk System)
8. Super Lode Runner [Model IM-03] (1987, MSX 2)
9. Hyper Lode Runner [Model DMG-HLA] (1989, Nintendo Game Boy)
10. Lode Runner - Lost Labyrinth [Model PV1004] (1990, NEC PC-Engine)
11. Battle Lode Runner [Model HC93054] (1993, NEC PC Engine)
12. Lode Runner Twin - Justy to Liberty no Daibouken [Model SHVC-7Z] (1994, Super Famicom)
13. Lode Runner - The Legend Returns (1994, Windows)
14. Lode Runner On-Line - The Mad Monks' Revenge (1995, PC [MS Windows 95])
15. Lode Runner - The Legend Returns [Model T-25101G] (1996, Sega Saturn)
16. Lode Runner 2 (1998, PC [Windows 95])
17. Power Lode Runner [Model SHVC-BPLJ-JPN] (1999, Super Famicom)
18. Lode Runner 3-D [Model NUS-NLRJ-JPN] (1999, Nintendo 64)
19. Lode Runner for WonderSwan [Model SWJ-BPR004] (2000, Bandai WonderSwan)
20. Lode Runner - Domdom Dan no Yabou [Model DMG-BXLJ-JPN] (2000, Nintendo Game Boy Colors)
21. Lode Runner 2 [SuperLite 1500 Series] [Model SLPM-86460] (2000, Sony PlayStation)
22. Lode Runner - The Dig Fight (2000)
23. Lode Runner [Model AGB-A39J-JPN] (2003, Nintendo Game Boy Advance)
24. Cubic Lode Runner [Hudson Selection Vol.1] [Model DOL-GQRJ-JPN] (2003, Nintendo GameCube)
24. Cubic Lode Runner [Hudson Selection Vol.1] [Model SLPM-62404] (2003, Sony PlayStation 2)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47368&o=2

$end


$msx2_cart=sloderun,
$bio

Super Lode Runner (c) 1987 Irem Corp.

- TECHNICAL -

[Model IM-03]

- SERIES -

1. Lode Runner (1983)
2. Lode Runner - The Bungeling Strikes Back (1984)
3. Championship Lode Runner [Model HFC-CR] (1985, Nintendo Famicom)
3. Championship Lode Runner [Model HBS-G047C] (1985, MSX)
3. Championship Lode Runner [Sega My Card] [Model C-57] (1985, SG-1000)
3. Championship Lode Runner (1985, FM-7)
4. Lode Runner - Majin No Fukkatsu (1985)
5. Lode Runner II [Model HBS-G039C] (1985, MSX)
6. Lode Runner's Rescue (1985, Commodore C64)
7. Lode Runner - Teikoku Kara no Dasshutsu (1986)
8. Super Lode Runner [Model IFD-SLR] (1987, Nintendo Famicom Disk System)
8. Super Lode Runner [Model IM-03] (1987, MSX 2)
9. Hyper Lode Runner [Model DMG-HLA] (1989, Nintendo Game Boy)
10. Lode Runner - Lost Labyrinth [Model PV1004] (1990, NEC PC-Engine)
11. Battle Lode Runner [Model HC93054] (1993, NEC PC Engine)
12. Lode Runner Twin - Justy to Liberty no Daibouken [Model SHVC-7Z] (1994, Super Famicom)
13. Lode Runner - The Legend Returns (1994, Windows)
14. Lode Runner On-Line - The Mad Monks' Revenge (1995, PC [MS Windows 95])
15. Lode Runner - The Legend Returns [Model T-25101G] (1996, Sega Saturn)
16. Lode Runner 2 (1998, PC [Windows 95])
17. Power Lode Runner [Model SHVC-BPLJ-JPN] (1999, Super Famicom)
18. Lode Runner 3-D [Model NUS-NLRJ-JPN] (1999, Nintendo 64)
19. Lode Runner for WonderSwan [Model SWJ-BPR004] (2000, Bandai WonderSwan)
20. Lode Runner - Domdom Dan no Yabou [Model DMG-BXLJ-JPN] (2000, Nintendo Game Boy Colors)
21. Lode Runner 2 [SuperLite 1500 Series] [Model SLPM-86460] (2000, Sony PlayStation)
22. Lode Runner - The Dig Fight (2000)
23. Lode Runner [Model AGB-A39J-JPN] (2003, Nintendo Game Boy Advance)
24. Cubic Lode Runner [Hudson Selection Vol.1] [Model DOL-GQRJ-JPN] (2003, Nintendo GameCube)
24. Cubic Lode Runner [Hudson Selection Vol.1] [Model SLPM-62404] (2003, Sony PlayStation 2)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47369&o=2

$end


$snes=sloopz,
$bio

Super Loopz [Model SHVC-2E] (c) 1994 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62356&o=2

$end


$info=roul,
$bio

Super Lucky Roulette (c) 1982 Unknown.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31679&o=2

$end


$info=suplup,
$bio

Super Lup Lup Puzzle (c) 1999 Omega System.

Super Lup Lup Puzzle is an exact clone of "Lup Lup Puzzle" but now with the additional option of featuring sexy men in the background image.

Unfortunately, every option including 'sexy girls' (non-nudes) also features sexy men. Interestingly, all of the sexy girl images are of Asian bikini models with no non-nude images of European female models. Yet all of the male models are European or American.

- TECHNICAL -

Main CPU : E1-16T (@ 50 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), OKI6295 (@ 13.558 Khz)

Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768

Players : 2
Control : 8-way joystick
Buttons : 4

- TRIVIA -

Released in May 1999.

This game is also known as "Zhuan Zhuan Puzzle" and as "Puzzle Bang Bang".

- TIPS AND TRICKS -

* Choose Ingame Backgrounds :
In the Service Mode, you can switch between :
1) Pictures only
2) Pictures & Sexy Girl/Man
3) Sexy & Nude Girl/Man
4) Sexy girl/man Nude girl
5) Nude girl only

* Select difficulties mode : Enter service mode, choose On/Off between :
Easy = Start Stage 1
Normal = Start Stage 31
Hard = Start Stage 61

- SERIES -

1. Puzzle Bang Bang (1999)
2. Lup Lup Puzzle (1999)
3. Super Lup Lup Puzzle (1999)

- STAFF -

Programmer : Reddevil Fallskya
Graphic Designer : Moss, Alone, Redfox, Freeman, Caomei
Special Thanks : Maxpower, Ardor, Dreamfox
Director : Gogila
Producer : Wolfskin

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3696&o=2

$end


$snes=smadchmp,
$bio

Super Mad Champ [Model SHVC-ACHJ-JPN] (c) 1995 Tsukuda Original

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62357&o=2

$end


$snes=supermj2a,supermj2,
$bio

Super Mahjong 2 - Honkaku 4-nin Uchi! [Model SHVC-2A] (c) 1993 I'Max [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62359&o=2

$end


$snes=supermj3,
$bio

Super Mahjong 3 - Karakuchi [Model SHVC-Q8] (c) 1994 I'Max [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62360&o=2

$end


$pcecd=supermjt,
$bio

Super Mahjong Taikai (c) 1992 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58408&o=2

$end


$snes=supermjtc,supermjtb,supermjta,supermjt,
$bio

Super Mahjong Taikai [Model SHVC-IQ] (c) 1992 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62361&o=2

$end


$snes=supermj,
$bio

Super Mahjong [Model SHVC-SM] (c) 1992 I'Max [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62358&o=2

$end


$info=smleague,
$bio

Super Major League (c) 1995 Sega.

Export release. Game developed in Japan. See the original Japanese version for more information about the game itself; "Final Arch [Model 610-0373-05]".

- TECHNICAL -

Runs on the "ST-V [Sega Titan Video Game System]" hardware.

- TRIVIA -

Released in January 1995.

- SERIES -

1. Major League (1985)
2. Super League [Model 317-0045] (1987)
3. Excite League [Model 317-0079] (1988)
4. Super Major League (1995)
5. Super Major League '99 (1999)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2730&o=2

$end


$info=smlg99,
$bio

Super Major League '99 (c) 1999 Sega Enterprises, Limited.

- TECHNICAL -

Runs on the Sega "NAOMI" Hardware.

- TRIVIA -

Released in September 1999.

- SERIES -

1. Major League (1985)
2. Super League [Model 317-0045] (1987)
3. Excite League [Model 317-0079] (1988)
4. Super Major League (1995)
5. Super Major League '99 (1999)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32412&o=2

$end


$info=ep_mario,ep_marioa,ep_mariob,ep_marioc,ep_mariod,ep_marioe,ep_mariof,ep_mariog,ep_marioh,
$bio

Super Mario (c) 199? Maygay.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40863&o=2

$end


$snes=smw2jb,smw2ja,smw2j,
$bio

スーパーマリオ　ヨッシーアイランド (c) 1995 Nintendo Company, Limited.
(Super Mario - Yossy Island)

Yossy Island is an action/platform game by Nintendo. It is the sequel of Super Mario World and is set in the past, when Mario was just a baby. Much like the old story of babies being delivered by a stork and in a bassinet, the game starts as Mario and his twin brother are carried to their parents... But things do not really work out that well, and a curious flying character on a broom hits them, stealing one of the baby and forcing the stork to drop baby Mario in the open sea. Thankfully, he safely lands on an tiny island, home of the Yoshies, and at first they do not really know what to do with this unusual visitor. Quickly, they decide to take the baby to his parents, while Kamek, the evil mind behind the babies kidnaping, sends his forces to capture Mario. Unlike other games of the series, the player controls a Yoshi and baby Mario simply sits on his back. When Yoshi receives a hit, Mario gets thrown in the air and ends up floating in a little bubble. A count down starts and if Yoshi fails to rescue baby Mario, Kamek's evil toads capture him. This timer can be increased by collecting stars along the way or by reaching check points. Yoshi's primary weapons are eggs that he can collect from special green egg blocks, or by 'ingesting' his enemies. When Yoshi eats baddies, he can spit them out or make green eggs out of them (by pressing down). Yossy Island has countless possibilities - Yoshi can shoot eggs, leap and hang in the air, stomp the ground, eat special items and later in the game even turns into a helicopter or a digging machine. The game is literally huge with six large worlds made out of eight levels each (plus several bonus levels, boss stages and mini games).

- TECHNICAL -

Cartridge ID: SHVC-YI

- TRIVIA -

Released on August 05, 1995 in Japan for 9800 Yen.

Export releases:
[US] "Super Mario World 2 - Yoshi's Island [Model SNS-YI-USA]"
[EU] "Super Mario World 2 - Yoshi's Island [Model SNSP-YI-NOE]"

- SERIES -

1. Mario Bros. [No. TMA1-UP] (1983) 
2. Super Mario Bros. [Model HVC-SM] (1985, Famicom) 
3. Super Mario Bros. 2 [Model FMC-SMB] (1986, Famicom) 
4. Super Mario Bros. 3 [Model HVC-UM] (1988, Famicom)
5. Super Mario Land [Model DMG-MLA] (1989, Game Boy) 
6. Super Mario World - Super Mario Bros. 4 [Model SHVC-MW] (1991, Super Famicom) 
7. Super Mario Land 2 - 6-tsu no Kinka [Model DMG-L6J] (1992,Game Boy) 
8. Wario Land - Super Mario Land 3 [Model DMG-WJA] (1993, Game Boy) 
9. Super Mario - Yossy Island [Model SHVC-YI] (1995, Super Famicom) 
10. Super Mario 64 (1997, Nintendo 64) 
11. Super Mario Sunshine (2002, Gamecube) 
12. Yoshi's Island DS (2006, DS) 
13. New Super Mario Bros. (2006, DS) 
14. Super Mario Galaxy (2007, Wii) 
15. New Super Mario Bros. Wii [Model RVL-SMNJ-JPN] (2009, Wii) 
16. Super Mario Galaxy 2 (2010, Wii) 
17. Super Mario 3D Land (2011, 3DS) 
18. New Super Mario Bros. 2 (2012, DS) 
19. New Super Mario Bros. U (2012, Wii U)
20. New Super Luigi U (2013, Wii U)
21. Super Mario 3D World (2013, Wii U)

- STAFF -

Directors: Takashi Tezuka, Toshihiko Nakago, Shigefumi Hino, Hideki Konno
Programmers: Toshio Iwawaki, Masaru Nii, Kiyoshi Koda, Satoru Takahata, Kazuaki Morita, Yuuichi Yamamoto, Shigehiro Kasamatsu, Shigeki Yoshida, Yasunori Taketani
Course Design: Yasuhisa Yamamura, Kenta Usui, Yoshihiro Nomoto, Eiji Noto
Sound Composer: Kouji Kondou
Character Design: Shigefumi Hino, Hisashi Nogami, Masahiro Iimura, Tomoaki Kuroume
C.G. Design: Yoshiaki Koizumi
Special Thanks: Wataru Yamaguchi, Yoshiki Haruhana, Yoichi Kotabe, Yasuhiro Sakai, Hironobu Kakui, Shigeki Yamashiro, Kimiyoshi Fukui, Keizou Katou, Soichiro Tomita, Mie Yoshimura, Kensuke Tanabe, Tetsu Hashimoto, Derek Whipple, Hiroyuki Yamada, Yoshiyuki Onishi, Kenji Haraguchi, John David Kraft, Véronique Chantel
Producer: Shigeru Miyamoto
Executive Producer: Hiroshi Yamauchi

- PORTS -

* Handhelds : 
Nintendo Game Boy Advance [JP] (September 20, 2002) "Super Mario Advance 3 - Yoshi's Island + Mario Brothers [Model AGB-A3AJ-JPN]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62362&o=2

$end


$nes=smario14,
$bio

Super Mario 14 (c) 1993 Wario.

A pirate hack of "Kaiketsu Yanchamaru 3 - Taiketsu! Zouringen" featuring a Mario sprite as main character.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65192&o=2

$end


$gbcolor=sm3sp,
$bio

Super Mario 3 Special (c) 2000 Yong Yong.

Chinese pirate game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68835&o=2

$end


$n64=sm64,sm64u,
$bio

Super Mario 64 (c) 1997 Nintendo.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57997&o=2

$end


$n64=sm64j,
$bio

Super Mario 64 (c) 1996 Nintendo.

Mario is super in a whole new way! Combining the finest 3-D graphics ever developed for a video game and an explosive sound track, Super Mario 64 becomes a new standard for video games, packed with bruising battles, daunting obstacle courses and underwater adventures, Mario must retrieve the Power Stars from their hidden locations and confront his arch nemesis - The King of the Koopas!

Run freely in a grassy meadow, tip-toe through a gloomy dungeon, climb to the top of a mountain or take a swim in the moat with on-the-fly 3-D rendered game play that delivers the action of ruthless enemy attacks from every angle! Leap head first into a watery painting and soon you'll be searching for the surface in an underwater realm! Find the Caps that give Mario super powers, ponder the mysteries for the pyramid and even race Nokonoko for fabulous prices! The Nintendo 64 Controller, with its analog Control Stick, allows Mario to crawl, kick down obstacles, swim, do reverse flips and even stick the landing on his backwards somersault! Saved information is stored for up to four players in memory.

- TECHNICAL -

Cartridge ID: NUS-NSMJ

- TRIVIA -

One of the launch titles for the Nintendo 64 along with Pilotwings 64.

It was released on June 23, 1996 in Japan.

Super Mario 64 has sold over eleven million copies.

Development of the game took less than two years, but Shigeru Miyamoto had conceived of a 3D Mario game concept over five years before while working on Star Fox. Miyamoto developed the concepts during the Super Nintendo Entertainment System (SNES) era and considered using the Super FX chip to make it an SNES game, but decided to develop it for the Nintendo 64 due to system limitations. Super Mario FX was the internal code name of the FX chip.

Development began with the creation of characters and camera system, with the designers initially unsure of which direction the game should take, spending months selecting a camera view that would be appropriate. The original concept involved a fixed path much like an isometric type game before the choice was made to settle for free-roaming 3D design.

The first test scenario for Mario's animations involved him and a golden rabbit named MIPS by the developers, who would end up in the game for two side missions. MIPS was named after the MIPS-type CPU used by the Nintendo 64.

The developers initially tried to make the game split screen co-op using both Mario and Luigi but were unable to make the gameplay work.

It was developed simultaneously with The Legend of Zelda: Ocarina of Time. Some puzzles were taken from that game for Super Mario 64 due to it being released more than two years later.

32 courses were created for the game. Miyamoto wanted to create more, up to 40 and not including bonus levels, but only 15 courses could fit for the final game.

Placed 6th on Official Nintendo Magazine's 100 greatest Nintendo games of all time.

- TIPS AND TRICKS -

Once you collect all 120 stars, the cannon outside the castle will open. Jump into it, and shoot yourself onto the roof. You will find Yoshi, who gives you 100 lives an an improved triple jump.

- PORTS -

It was remade for the Nintendo DS titled Super Mario 64 DS.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57998&o=2

$end


$n64=sm64jse,
$bio

Super Mario 64 [Model NUS-P- NSMJ] (c) 1997 Nintendo [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57999&o=2

$end


$gba=sma2u,
$bio

Super Mario Advance 2 - Super Mario World (c) 2002 Nintendo.

North American release. Game developed in Japan. For more information see the original Japanese release entry; "Super Mario Advance 2 [Model AGB-AA2J-JPN]".

- TECHNICAL -

Game ID: AGB-AA2E-USA

- TRIVIA -

Super Mario Advance 2 was released on February 9, 2002 in North America. Also released as a Player's Choice edition on September 25, 2006.

- PORTS -

* Consoles : 
Nintendo Wii U [Virtual Console] [US] (December 25, 2014) [Model PAUE]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75897&o=2

$end


$gba=sma2,
$bio

Super Mario Advance 2 - Super Mario World (c) 2002 Nintendo Co., Ltd.

European release. Game developed in Japan. For more information see the original Japanese release entry; "Super Mario Advance 2 [Model AGB-AA2J-JPN]".

- TECHNICAL -

Game ID: AGB-AA2P-EUR

- TRIVIA -

Super Mario Advance 2 was released on April 12, 2002 in Europe.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75896&o=2

$end


$gba=sma2j,
$bio

スーパーマリオアドバンス2 (c) 2001 Nintendo Co., Ltd.
(Super Mario Advance 2)

One of Mario's most massive adventures comes to Game Boy Advance!

Mario hasn't even had a chance to savor his victory in the original Super Mario Advance, and already he's back for more in Super Mario World: Super Mario Advance 2. This game is a perfect recreation of the Super Famicom classic Super Mario World, featuring every last secret exit and all 74 levels of platform-jumping joy.

When Super Mario World was released in 1991, it turned the action/platform genre on its head. The game's incredible depth and unrivaled creativity made it an instant success, and even today it stands up to the test of time. Ten years later, other game designers are still striving to create a platform game as intense and challenging as Super Mario World. It's hard to believe that the entire adventure has been wrapped up in a portable package, but it's true. From graphics to gameplay, Super Mario Advance 2 recreates the classic SMW experience perfectly. The development team even used a special color palette designed to make this one of the brightest, most vibrant GBA game to date.

While planning the perfect vacation on Dinosaur Island, things go awry for Mario and Luigi when they learn that Princess Peach has once again been kidnapped by the ever-diabolical Bowser. Being chivalrous plumbers, Mario and Luigi set out on a massive adventure to rescue their long-time friend. To reach their goal, they'll have to crush Bowser's evil Koopalings and solve some of the most challenging puzzles they've ever faced.

Players can choose to play as either Mario or Luigi before entering a level. Mario is more speedy than his brother, and Luigi can float in the air longer than his pudgy sibling (a new feature in the Super Mario Advance version). By collecting power-ups, both brothers can take advantage of awesome special abilities. A Mushroom makes Mario grow, a Fire Flower allows him to shoot fireballs, and a feather equips Mario with a Cape. The Cape can be used to eliminate enemies, or it can also enable Mario to fly briefly if he has enough space to get a running start.

Other moves include a block-breaking Spin Jump and the ability to carry items like Shells and P-Switches. P-Switches turn blocks into coins and vice versa, which provides plenty of fodder for fun, perplexing puzzles. Another great gameplay feature is the ability to ride Yoshi. In fact, Yoshi's very first video game appearance was in Super Mario World. When riding Yoshi, Mario or Luigi can make their dino pal slurp up enemies, regurgitate fireballs and carry special items.

Like any Mario game, Super Mario World is crawling with secrets. In addition to hidden blocks and vines within the levels, many levels feature hidden exits which take a lot of exploration to discover. Finding these hidden exits is the only way to explore all 74 levels in the game. You can tell which levels have secret exits by looking on the overworld map. If the level is represented by a red dot instead of a yellow dot, you'll want to explore that level extra carefully.

It's an amazing accomplishment to fit such a massive game into a portable package, but Super Mario Advance 2 is more than just an updated version of Super Mario World. The development team has also included the classic Mario Bros. arcade game, which can be played by one to four players. Using Game Boy Advance Game Link Cables to link up, four players can challenge each other using only one Game Pak! Of course, each player will need his or her own Game Boy Advance.

- TECHNICAL -

Game ID: AGB-AA2J-JPN

- TRIVIA -

Super Mario Advance 2 was released on December 14, 2001 in Japan.

Export releases:
[US] "Super Mario Advance 2 - Super Mario World [Model AGB-AA2E-USA]"
[EU] "Super Mario Advance 2 - Super Mario World [Model AGB-AA2P-EUR]"

- STAFF -

Director: Hiroyuki Kimura
Map Director: Yasuhisa Yamamura
Supervisors: Takashi Tezuka, Toshihiko Nakago
Program: Yasunari Soejima, Eiji Noto, Kiyoshi Kouda, Keigo Nakanishi, Toshinori Kawai, Yoshifumi Mori
Graphic Design: Emi Tomita
Sound: Yasushi Ida, Taiju Suzuki
Technical Support: Yoshihito Ikebata
Special Thanks: Tadashi Sugiyama, Original SMW Staff, NOA Localization Team, Engineering Debug Team, SRD
Producer: Shigeru Miyamoto
Executive Producer: Hiroshi Yamauchi

- PORTS -

* Consoles : 
Nintendo Wii U [Virtual Console] [JP] (April 3, 2014) [Model PAUJ]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75898&o=2

$end


$gba=sma3u,
$bio

Super Mario Advance 3 - Yoshi's Island (c) 2002 Nintendo Co., Ltd.

- TECHNICAL -

Game ID: AGB-A3AE-USA

- TRIVIA -

Super Mario Advance 3 - Yoshi's Island was released on September 24, 2002 in North America. Also released as a Player's Choice edition (April 2, 2006)

- PORTS -

* Consoles : 
Nintendo Wii U [Virtual Console] [US] (April 24, 2014) [Model PABE] 

* Handhelds : 
Nintendo 3DS [Virtual Console] [US] (December 16, 2011) "Super Mario Advance 3 - Yoshi's Island [3DS Ambassador Program]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75900&o=2

$end


$gba=sma3j,
$bio

Super Mario Advance 3 - Yoshi's Island (c) 2002 Nintendo Co., Ltd.

Baby-sitting a whiny newborn is about as fun as a head cold on the first day of summer vacation. But when Baby Mario falls from the sky, the Yoshis seize the opportunity to do a lot more than change diapers.

The big-hearted Yoshis vow to reunite Baby Mario with his twin brother on the far side of the island. It won't be easy, but the Yoshis are determined to take on a meddling Magikoopa and his entire cast of underhanded underlings.

Brilliant game-designer Shigeru Miyamoto has crammed the island's jungles, caves and snowcapped peaks with one brain-bending surprise after another. Hidden rooms, secret passages, charming minigames, demented bosses and all-new pals await your discovery.

Sure, Yoshi looks cute, but he packs some pretty amazing firepower. He can jump, hover, stomp, pound the ground and slurp up enemies. Best of all, he can throw eggs. Heck, Mario even gets to presto-chango into superfast Superstar Mario, while Yoshi morphs into a toy submarine that shoots itty-bitty torpedoes.

As an added bonus, Yoshi's Island includes six super-challenging levels developed just for the GBA. You can also take a break from baby-sitting duties to indulge in multiplayer Mario Bros. action.

In Yoshi's Island: Super Mario Advance 3, the unlikely duo of Yoshi and Baby Mario must together brave a world of infinite surprise and challenge. Richly varied gameplay, brilliant graphics and precision control perfectly meld in an adventure you won't be able to put down.

- TECHNICAL -

Cartridge ID: AGB-A3AJ-JPN

- TRIVIA -

Super Mario Advance 3 - Yoshi's Island + Mario Brothers was released on September 20, 2002 in Japan.

Export releases:
[US] "Super Mario Advance 3 - Yoshi's Island [Model AGB-A3AE-USA]"
[EU] "Super Mario Advance 3 - Yoshi's Island [Model AGB-A3AP-EUR]"
[AU] "Super Mario Advance 3 - Yoshi's Island [Model AGB-A3AU]"

- STAFF -

Director: Hiroyuki Kimura
Map Director: Yasuhisa Yamamura
Supervisor: Toshihiko Nakago
Program: Tatsuo Nishiyama, Yuuji Sawatani, Kenichi Nishiyama, Eiji Noto, Kiyoshi Kouda, Keigo Nakanishi, Toshinori Kawai
Graphic Design: Emi Tomita
Sound: Taiju Suzuki
Map Support: Hisashi Nogami, Shigeyuki Asuke
Technical Support: Shingo Okamoto
Special Thanks: NOA Localization Team, Engineering Debug Team, SRD, Original YI Staff
Producer: Takashi Tezuka
Executive Producer: Satoru Iwata

- PORTS -

* Consoles : 
Nintendo Wii U [Virtual Console] [JP] (October 15, 2014) [Model PABJ] 

* Handhelds : 
Nintendo 3DS [Virtual Console] [JP] (December 16, 2011) "Super Mario Advance 3 - Yoshi's Island + Mario Brothers [3DS Ambassador Program]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75901&o=2

$end


$gba=sma3,
$bio

Super Mario Advance 3 - Yoshi's Island (c) 2002 Nintendo Co., Ltd.

European release. Game developed in Japan. See the original Japanese release entry; "Super Mario Advance 3 - Yoshi's Island [Model AGB-A3AJ-JPN]" for more information about the game itself.

- TECHNICAL -

Cartridge ID: AGB-A3AP-EUR

- TRIVIA -

Super Mario Advance 3 - Yoshi's Island was released on October 11, 2002 in Europe.

- PORTS -

* Consoles : 
Nintendo Wii U [Virtual Console] [EU] (April 24, 2014) [Model PABP] 

* Handhelds : 
Nintendo 3DS [Virtual Console] [EU] (December 16, 2011) "Super Mario Advance 3 - Yoshi's Island [3DS Ambassador Program]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75899&o=2

$end


$gba=sma4jb,sma4ja,sma4j,
$bio

Super Mario Advance 4 - Super Mario 3 (c) 2003 Nintendo Co., Ltd.

Super Mario Advance 4: Super Mario 3 marks the GBA debut of a legendaryFamicom classic that rewrote the book on 2-D gaming and became the best-selling game of all time.

A combination of flawless platforming action, wild power-ups and trademark Mario style has earned Super Mario Bros. 3 a special place in the hearts of gamers everywhere. In fact, it is so beloved that Mario fans have made Super Mario Bros. 3 the best-selling game of all time! With the release of Super Mario Advance 4: Super Mario 3, you'll have your chance to partake in this modern classic anywhere you go on your GBA. Your mission is to rescue the Mushroom Kingdom monarchs who have been transformed into animals by Bowser and his mischievous offspring, and in the process save the princess kidnapped by Bowser. Traverse eight huge worlds and encounter fun minigames and frantic boss-battles as you explore the first Mario game to use an overworld map. 

Features
* Gather a host of truly inspired power-ups including the Warp Whistle and Lakitu's Cloud.
* Slip on one of six brilliant suits, including the Frog Suit and the Tanooki Suit.
* Explore and conquer 8 challenging worlds in the Mushroom Kingdom.
* Square off against Bowser in a menacing castle guarded by an army of tanks and airships.
* Link up with any of the other Super Mario Advance games for head-to-head competition in the original Mario Bros. game. It's old-school gaming at its best!

Super Mario Bros. 3 has withstood the test of time to prove that it's one of the finest videogames ever conceived. With the release of Super Mario Advance 4: Super Mario 3, gamers everywhere can take it with them wherever they go. Side-scrolling platformers don't get any better than this.

- TECHNICAL -

Game ID: AGB-AX4J-JPN

- TRIVIA -

Super Mario Advance 4 - Super Mario 3 for Game Boy Advance was released on July 11, 2003 in Japan.

- STAFF -

Director: Hiroyuki Kimura
Map Director: Yasuhisa Yamamura, Shigeyuki Asuke
Supervisor: Toshihiko Nakago
Programming: Eiji Noto, Kiyoshi Kouda, Kenichi Nishiyama, Keigo Nakanishi, Toshinori Kawai, Hisashi Okada
Graphic Design: Emi Tomita
Sound: Taiju Suzuki
Technical Support: Yoshito Yasuda, Tomohiro Kawase
Localization: NOA Localization Team, Engineering Debug Team
Special Thanks: Kanae Kobata, SRD, Super Mario Club, Original SMB3 Staff
Producer: Takashi Tezuka
Executive Producer: Satoru Iwata

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75902&o=2

$end


$gba=sma4ua,sma4u,
$bio

Super Mario Advance 4 - Super Mario Bros. 3 (c) 2003 Nintendo Co., Ltd.

North American release.

- TECHNICAL -

Game ID: AGB-AX4E-USA

- TRIVIA -

Super Mario Advance 4 - Super Mario Bros. 3 for Game Boy Advance was released on October 21, 2003 in North America.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75904&o=2

$end


$gba=sma4a,sma4,
$bio

Super Mario Advance 4 - Super Mario Bros. 3 (c) 2003 Nintendo Co., Ltd.

European release.

- TECHNICAL -

Game ID: AGB-AX4P-EUR

- TRIVIA -

Super Mario Advance 4 - Super Mario Bros. 3 for Game Boy Advance was released on October 17, 2003 in Europe.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75903&o=2

$end


$gba=sma,smad,
$bio

Super Mario Advance (c) 2001 Nintendo Co., Ltd.

North American release.

- TECHNICAL -

Game ID: AGB-AMAE-USA

- TRIVIA -

Super Mario Advance for Game Boy Advance was released on June 10, 2001 in North America. It was then re-released on April 2, 2006 as a Player's Choice edition.

- PORTS -

* Consoles : 
Nintendo Wii U [Virtual Console] [US] (November 6, 2014) [Model PAXE]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75893&o=2

$end


$gba=smaj,
$bio

Super Mario Advance (c) 2001 Nintendo Co., Ltd.

Compilation of updates to 2 Nintendo classics : 
- "Mario Bros." (1983, arcade) as 'Mario Bros. Classic'
- "Super Mario USA" (1992, Famicom)

- TECHNICAL -

Game ID: AGB-AMAJ-JPN

- TRIVIA -

Super Mario Advance for Game Boy Advance was released on March 21, 2001 in Japan.

- PORTS -

* Consoles : 
Nintendo Wii U [Virtual Console] [JP] (July 16, 2014) [Model PAXJ]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75895&o=2

$end


$snes=smasa,
$bio

Super Mario All Stars (c) 1993 Nintendo Company, Limited.

- TECHNICAL -

[Model SNSP-4M-FAH]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64396&o=2

$end


$snes=smaswu,
$bio

Super Mario All-Stars + Super Mario World (c) 1994 Nintendo Company, Limited.

Re-issue of "Super Mario All-Stars [Model SNS-4M-USA]" adding Super Mario World to the lineup.

- TECHNICAL -

Cartridge ID: SNS-5M-USA

- TRIVIA -

Released in December 1994 in the USA.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63691&o=2

$end


$snes=smasw,
$bio

Super Mario All-Stars + Super Mario World (c) 1994 Nintendo Company, Limited.

Re-issue of "Super Mario All-Stars [Model SNSP-4M-NOE]" adding Super Mario World to the lineup.

- TECHNICAL -

Cartridge ID: SNSP-5M-EUR

- TRIVIA -

Released in December 1994 in Europe.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63690&o=2

$end


$snes=smasu,smasua,smasup,
$bio

Super Mario All-Stars (c) 1993 Nintendo Company, Limited.

North American release. Game developed in Japan. For more information on the game itself, please see the original Japanese release entry; "Super Mario Collection [Model SHVC-4M]".

- TECHNICAL -

Cartridge ID: SNS-4M-USA

- TRIVIA -

Super Mario All-Stars for Super NES was released on August 1, 1993 in North America.

An alternate version bundled with the Super NES and available at retail in December 1994 included Super Mario World.

- PORTS -

These ports were released to celebrate the 25th anniversary of the series.

* Consoles : 
Nintendo Wii [US] (December 12, 2010) "Super Mario All Stars [Super Mario Bros. 25th Anniversary Limited Edition] [Model RVL-SVME-USZ]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63689&o=2

$end


$snes=smas,
$bio

Super Mario All-Stars (c) 1993 Nintendo Company, Limited.

European release. Game developed in Japan. For more information on the game itself, please see the original Japanese release entry; "Super Mario Collection [Model SHVC-4M]".

- TECHNICAL -

Cartridge ID: SNSP-4M-NOE

- TRIVIA -

Super Mario All-Stars for Super NES was released on December 16, 1993 in Europe. It was then re-released in 1997 as a 'Super Classic Serie' edition.

An alternate version bundled with the Super NES and available at retail in December 1994 included Super Mario World.

Reviews:
[FR] September 1993- Consoles + N.23: 97%

- PORTS -

These ports were released to celebrate the 25th anniversary of the series.

Nintendo Wii [AU] (December 2, 2010) "Super Mario All-Stars [Model RVL-SVMP-AUS]" 
Nintendo Wii [EU] (December 3, 2010) "Super Mario All-Stars [Model RVL-SVMP-EUR]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63688&o=2

$end


$gba=smballj,
$bio

Super Mario Ball [Model AGB-BMVJ-JPN] (c) 2004 Nintendo Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75906&o=2

$end


$gba=smball,
$bio

Super Mario Ball [Model AGB-BMVP] (c) 2004 Nintendo Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75905&o=2

$end


$nes=smb2m,
$bio

Super Mario Bros Malee 2 (c) 19?? Unknown.

A pirate hack of "Super Mario Bros.".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65200&o=2

$end


$nes=smbfds,smb2fds,smb2fdsd,
$bio

Super Mario Bros. (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84140&o=2

$end


$x68k_flop=smb,
$bio

Super Mario Bros. (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88655&o=2

$end


$info=smbmush,
$bio

Super Mario Bros. - Mushroom World (c) 1992 Gottlieb / Premier Technology.

- TRIVIA -

519 were produced.

- STAFF -

Design : Ray Tanzer
Art : Constantino Mitchell, David Moore

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=10330&o=2

$end


$nes=smbdhwca,smbdhwc,
$bio

Super Mario Bros. / Duck Hunt / World Class Track Meet (c) 1990 Nintendo [Japan]

- TECHNICAL -

[Model NES-WH-USA]

- TRIVIA -

Released in December 1990 in North America.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55615&o=2

$end


$nes=smbdh,
$bio

Super Mario Bros. / Duck Hunt (c) 1990 Nintendo Company, Limited.

European version.

- TECHNICAL -

[Model NES-MH-EEC/ESP]

- TRIVIA -

Released on June 06, 1990 in Europe.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61742&o=2

$end


$nes=smbdhu,
$bio

Super Mario Bros. / Duck Hunt (c) 1988 Nintendo Company, Limited.

- TECHNICAL -

[Model NES-MH-USA]

- TRIVIA -

Released in November 1988 in North America.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55614&o=2

$end


$nes=smbtnwca,smbtnwc,
$bio

Super Mario Bros. / Tetris / Nintendo World Cup (c) 1988 Nintendo [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55616&o=2

$end


$nes=smb11,smb11a,
$bio

Super Mario Bros. 11 (c) 19?? Unknown.

A pirate hack of "Adventure Island 3" featuring a Mario sprite as main character.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65194&o=2

$end


$nes=smb13,
$bio

Super Mario Bros. 13 (c) 19?? Unknown.

A pirate hack of "Whomp 'Em" featuring a Mario sprite as main character.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65195&o=2

$end


$nes=smb14,
$bio

Super Mario Bros. 14 (c) 19?? Unknown.

A pirate hack of "Tiny Toon Adventures 2 - Trouble in Wackyland" featuring a Mario sprite as main character.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65196&o=2

$end


$nes=smb17,
$bio

Super Mario Bros. 17 (c) 19?? Unknown.

A pirate hack of "Disney's Chip 'n Dale Rescue Rangers" featuring a Mario sprite as main character.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65198&o=2

$end


$gba=f_smb2,
$bio

Super Mario Bros. 2 [Famicom Mini] [Model AGB-FM2J-JPN] (c) 2004 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70633&o=2

$end


$famicom_flop=smb2,
$bio

Super Mario Bros. 2 (c) 1986 Nintendo Company, Limited.

- TECHNICAL -

Disk ID: FMC-SMB

- SERIES -

1. Mario Bros. [No. TMA1-UP] (1983) 
2. Super Mario Bros. [Model HVC-SM] (1985, Famicom) 
3. Super Mario Bros. 2 [Model FMC-SMB] (1986, Famicom) 
4. Super Mario Bros. 3 [Model HVC-UM] (1988, Famicom)
5. Super Mario Land [Model DMG-MLA] (1989, Game Boy) 
6. Super Mario World - Super Mario Bros. 4 [Model SHVC-MW] (1991, Super Famicom) 
7. Super Mario Land 2 - 6-tsu no Kinka [Model DMG-L6J] (1992,Game Boy) 
8. Wario Land - Super Mario Land 3 [Model DMG-WJA] (1993, Game Boy) 
9. Super Mario - Yossy Island [Model SHVC-YI] (1995, Super Famicom) 
10. Super Mario 64 (1997, Nintendo 64) 
11. Super Mario Sunshine (2002, Gamecube) 
12. Yoshi's Island DS (2006, DS) 
13. New Super Mario Bros. (2006, DS) 
14. Super Mario Galaxy (2007, Wii) 
15. New Super Mario Bros. Wii [Model RVL-SMNJ-JPN] (2009, Wii) 
16. Super Mario Galaxy 2 (2010, Wii) 
17. Super Mario 3D Land (2011, 3DS) 
18. New Super Mario Bros. 2 (2012, DS) 
19. New Super Mario Bros. U (2012, Wii U)
20. New Super Luigi U (2013, Wii U)
21. Super Mario 3D World (2013, Wii U)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65464&o=2

$end


$nes=smb2,
$bio

Super Mario Bros. 2 (c) 1988 Nintendo.

European release. See "Super Mario Bros. 2 [Model NES-MW-USA/CAN]" for more information about the game itself.

- TECHNICAL -

Region: PAL-B
Cartridge ID: NES-MW-EEC

- TRIVIA -

It was released to the European market on April 28, 1989.

- PORTS -

* Consoles :
Nintendo Super NES [AU] (1993) "Super Mario All-Stars" 
Nintendo Super NES [EU] (December 16, 1993) "Super Mario All-Stars [Model SNSP-4M]" 
Nintendo Super NES [EU] (December 1994) "Super Mario All-Stars + Super Mario World [Model SNSP-5M-EUR]" 
Nintendo Wii [Virtual Console] [EU] (May 25, 2007) [Model FBYP] 
Nintendo Wii U [Virtual Console] [EU] [AU] (May 16, 2013) [Model FAHP]

* Handhelds : 
Nintendo Game Boy Advance (June 22, 2001) "Super Mario Advance [Model AGB-AMAP-EUR]" 
Nintendo 3DS [Virtual Console] [EU] [AU] (August 7, 2013) [Model TBMP]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55617&o=2

$end


$nes=smb2up,smb2u,smb2ua,
$bio

Super Mario Bros. 2 (c) 1988 Nintendo of America.

One evening, Mario had a strange dream. He dreamt of a long, long stairway leading up to a door. As soon as the door opened, he was confronted with a world he had never seen before, spreading out as far as his eyes could see. When he strained his ears to listen, he heard a faint voice saying : Welcome to 'Subcon', the land of dreams. We have been cursed by Wart and we are completely under his evil spell. We have been awaiting your arrival. Please defeat Wart and return Subcon to its natural state. The curse Wart has put on you in the real world will not have any effect upon you here. Remember, Wart hates vegetables. Please help us!.

At the same time this was heard, a bolt of lightning flashed before Mario's eyes. Stunned, Mario lost his footing and tumbled upside down. He awoke with a start to find himself sitting up in his bed. To clear his head, Mario talked to Luigi, Toad and the Princess about the strange dream he had. They decide to go to a nearby mountain for a picnic. After arriving at the picnic area and looking at the scenery, they see a small cave nearby. When thy enter this cave, to their great surprise, there's a stairway leading up, up and up. It is exactly like the one Mario saw in his dream. They all walk together up the stairs and at the top, find a door just like the one in Mario's dream. When Mario and his friends, in fear, open the door, to their surprise, the world that he saw in his dream spreads out before them!

Players choose from four characters each time they start or restart a level : Mario, Luigi, Princess Peach, and Toad. Each has a special ability : Luigi can jump very high, the Princess can remain temporarily suspended in the air, Toad can pick up things quickly and is very agile, and Mario is balanced. In future Mario games in which multiple characters were playable, Mario would always be the most balanced character. A unique ability in this game is the 'power squat' — by holding Down on the control pad for a few seconds, players could build power for higher jumps.

Most enemies are defeated by throwing vegetables and other items which the character plucks from the ground. Most enemies may also be picked up and thrown. Many enemies which first appeared in this game would reappear in later sequels and related games.

In each level, there are places where the player can pick up potions, which he can drop to make a door appear. This door will lead to a left-right reversed, non-scrolling version of the section of the level, with no enemies. If a door is created in the right place, there will be coins planted in the ground which the player can pick up, and sometimes a mushroom which will add another unit to his maximum health and re-fill his health. In addition, some jars (the equivalent of pipes in the original game) became 'warp zones' that allowed the player to skip to another world. For each coin collected while in these 'door levels', the player will get a chance at the bonus slot machine at the end of each level.

At the end of each level, the player is presented with a slot machine-type game. He gets to try as many times as he has coins collected from the level he just completed, and depending on what combinations come up, he can get anywhere from 0 to 5 extra lives for each try.

- TECHNICAL -

Region: NTSC USA
Cartridge ID: NES-MW-USA
Package ID: NES-P-MW

- TRIVIA -

Super Mario Bros. 2 for NES was released in October 1988 in North America.

"Super Mario Bros. - The Lost Levels" was released in 1986 for the Famicom Disk System under the name 'Super Mario Bros. 2'. It featured the same game-play and level design as the original "Super Mario Bros.", with the addition of poison mushrooms and a much higher difficulty level than the first game. Due to the similarity in game-play to the original and its increased difficulty, this game was not brought to the West. The American game called Super Mario Bros. 2 is the most unusual game in the Mario series. In this game, Mario, Luigi, Princess Toadstool, and Toad have to save Subcon, the land of dreams, from Wart and his minions.

The reason that the American version of Super Mario Bros. 2 is so unusual is that it was made by making small changes to a Japanese game called "Doki Doki Panic : Yume Kojo" — a loose translation is "Heart Thumping Panic: Dream Factory". Various Nintendo of America employees personally despised the original Japanese Super Mario Bros. 2, which they found to be frustratingly difficult. Knowing such a game would likely sell poorly in the United States, they wanted to release a different sequel they thought would be friendlier to American audiences. Although Doki Doki Panic was originally set in a storybook and had an 'Arabian' theme completely unrelated to Mario, it was modified to use Mario sprites and music. With these small revisions, it was released to the U.S. market in October 1988 and featured on the cover of the very first issue of Nintendo Power magazine.

Know export releases:
"Super Mario Bros. 2 [Model NES-MW-CAN]"
"Super Mario Bros. 2 [Model NES-MW-FRA]"
"Super Mario Bros. 2 [Model NES-MW-SCN]"
"Super Mario Bros. 2 [Model NES-MW-NOE]"
"Super Mario Bros. 2 [Model NES-MW-EEC]"

The American version of Super Mario Bros. 2 was eventually released in Japan for the Nintendo Family Computer under the name "Super Mario USA". It was also released as part of the Super Mario Collection in Japan (Super Mario All-Stars outside Japan).

Despite being a new, supposedly unrelated land from a game not initially intended to be a Mario game, Subcon is not all that unlike the Mushroom Kingdom. Instead of brick castles and giant mushrooms, however, Subcon is characterized by palm trees and red-and-white vases dotting the landscape. Though it lacks any underwater stages, Super Mario Bros. 2 introduces other concepts to the series — like desert stages complete with quicksand, or ice stages. Level 3-1 is notable for taking place against an enormous waterfall which the heroes must ascend.

Levels progress in a linear fashion, but for the first time Mario can backtrack. In the original Super Mario Bros., the screen could only scroll to the right.

- TIPS AND TRICKS -

* Characters list :
1) Mario : he has average jumping, running, and strength abilities.
2) Luigi : Mario's brother jumps the highest, but is not very strong or fast. He jumps well for distance, but is harder to control, making him weaker in spots where precision is required.
3) Toad : the strongest and fastest of all the players, but he can't jump as high as the others.
4) The Princess : the Princess is the slowest at running and pulling grass and the weakest in strength, but she can hover in the air for a second and a half when players hold the A Button.

* Enemies list :
1) Shy Guys : the most common enemies. They wear masks. The red ones keep walking in a straight line forever, but the pink ones patrol a given area.
2) Snifits : most similar to 'Shy Guys'. They can turn to you while you're facing them or looking away. The pink Snifits are the most common, and patrol a given area, and they can stop and shoot out a bullet so you can accumulate damage. The grey ones stay in one spot, hopping up and down in place and shooting. They're one of the biggest obstacles in Worlds 6-3 and 7-1. The red one is the only one that appears in World 3-3 and is the rarest Snifit.
3) Ninjis : a star-shaped enemy that comes in two forms. The one that jumps in place is the most common, but there's also one that runs around.
4) Phantos : these creepy-looking guys attack you when you steal the key they guard. Putting the key down causes Phanto to stop chasing you temporarily. When you succeed in unlocking the door, Phanto abandons his pursuit.
5) Sparks : these enemies are extremely dangerous and you can take damage, especially landing on them.
6) Porcupos : these enemies are extremely dangerous and you can't jump on them.
7) Albatoss : a red bird featured in only a few levels. Sometimes, they'll fly overhead to drop 'Bob-Ombs' on you, and other times it will be necessary to hitch a ride on their backs. They cannot be picked up by pressing the B button.
8) Bob-Omb : a living bomb. It'll blow you up. What more can be said?
9) Hoopster : a basketball-sized ladybug that climbs up and down vines. If you jump on it, you can hitch a ride.
10) Tweeter : a rarely-appearing masked bird that hops along the ground to attack.
11) Pokey : a tall cactus that can continue to approach you, even after some of its sections have been knocked away.
12) Trouter : a jumping fish that leaps up from rivers and waterfalls in its attempt to bite you. Some levels, such as 5-1, require the player to jump on top of them in order to cross gaps.
13) Cobrat : a bullet-spitting snake that dwells inside jars or beneath quicksand.
14) Flurry : a slick, ice-skating snowman.
15) Ostro : an ostrich ridden by 'Shy Guys'.
16) Beezo : a flying, spear-wielding Shy Guy.
17) Pidget : a bird that rides upon a magic carpet. If you throw Pidget off, you can use the carpet yourself.
18) Panser : the only 'Piranha Plant'-like enemy in the game, Panser shoots out big fireballs like a tiny volcano.

* Bosses list :
1) Birdo : appears in 3 colours : Pink, red, and green. She is the boss at the end of nearly every level, and sometimes appears in levels when she isn't the boss. She attacks by spitting eggs when she's pink. She can be defeated by throwing 3 eggs back at her. When she's red, she spits eggs and fireballs. Fireballs cannot be grabbed, but she can still be defeated by cracking 3 eggs on her head. When she's green, she only spits fireballs, so it is required that players throw Mushroom Blocks at her.
2) Mouser : appears in world 1-3 and world 3-3. He attacks by throwing bombs. He can be defeated by throwing 3 bombs at him. The bombs have to explode for him to be hit. During the second battle, 5 bombs must be thrown at him.
3) Tryclyde : appears in world 2-3 and world 6-3. He is a 3 headed snake that attacks by spitting lots of fireballs. He can be defeated by throwing Mushroom Blocks at him.
4) Fryguy : appears in world 4-3. He attacks by floating around and spitting fireballs. He can be defeated by throwing 3 Mushroom Blocks at him to turn him into little Fryguys. Little Fryguys can be defeated in one hit with the Mushroom Blocks.
5) Clawgrip : appears in world 5-3. He attacks by throwing rocks at players. He can be defeated if players grab the rocks and throw 5 at him.
6) Hawkmouth : the last Bird's Head Gateway before the confrontation with Wart will come to life and swoop around the room to attack you after you claim the Crystal Ball. Hit it with three Mushroom Blocks, then step through its open mouth to confront Wart.
7) Wart : the final boss. Appears in world 7-2 and he attacks by firing bubbles at players. There is a vegetable machine in the room. He can be defeated if players catch the vegetables and throw 6 into his open mouth.

* Warp Vases :
1) World 1-3 : there is a warp vase by the brick wall. Bring a potion and drop it on top. Go down the vase in subspace to warp to world 4-1.
2) World 3-1 : fall down the giant waterfall and make sure you land in the center on top of the door when you reach the bottom. The potion there is under the 6th grass from the right. Drop it on the vase in that room. This goes to world 5-1 (best place for coins).
3) World 4-2 : get a potion in the whale section and work your way right to the vase. This goes to world 6-1.
4) World 5-3 : if you have Luigi, then you could easily jump to the top at the beginning of this world to get the potion next to the vase. Go down and this takes you to world 7-1.

* Get the music from SMB1 : make sure that when you collect 5 cherries and the star comes up that you have a potion very close to you (even in your hands is good). Before getting the star, drop the potion so the door appears. Get the star and go into the door to subspace. You will hear the subspace music playing (from SMB 1) but you know that the music stops once you leave subspace. When the invincibility starts wearing off and the character starts to flash, exit subspace through the door and if you did it right, the subspace music repeats when you're back to the normal world. But this time it continues like the SMB 1 music. This lasts until you go into a door or lose a life. The best place to try this is World 1-3 at the beginning with all the cherries. This trick is not too hard to do.

* Suicide : pause the game, then hold UP+A+B on the player2 side. Unpause and your character will instantly die and have to restart the level.

* Suicide door : while entering a door, pause the game before the screen changes. Enter the suicide code (UP+A+B on the player2 side), then unpause the game. Instead of dying once, you'll watch your character fall through the floor and die for each extra life remaining! Game over.

- STAFF -

Designed by : Shigeru Miyamoto
Music by : Koji Kondo

- PORTS -

* Consoles :
Nintendo Super NES [US] (August 1993) "Super Mario All-Stars [Model SNS-4M]" 
Nintendo Super NES [US] (December 1994) "Super Mario All-Stars + Super Mario World [Model SNS-5M-USA]"
Nintendo Wii [Virtual Console] [US] (July 2, 2007) [Model FBYE] 
Nontendo Wii U [Virtual Console] [US] (May 16, 2013) [Model FAHE]

* Handhelds : 
Nintendo Game Boy Advance [US] (June 10, 2001) "Super Mario Advance [Model AGB-AMAE-USA]" : Also Player's Choice edition with same game ID (April 2, 2006) 
Nintendo 3DS [Virtual Console] [US] (July 11, 2013) [Model TBME]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55618&o=2

$end


$info=pc_smb2,
$bio

Super Mario Bros. 2 (c) 1988 Nintendo.

PlayChoice-10 version of "Super Mario Bros. 2 [Model NES-MW-USA/CAN]". For more information about the game itself, please see the original NES version.

- TECHNICAL -

Nintendo PlayChoice-10 hardware
Game ID : MW

Main CPU : Zilog Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz)
Sound Chips : Zetex N2A03 (@ 1.789772 Mhz), DAC

Players : 2
Control : 8-way joystick
Buttons : 2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1829&o=2

$end


$nes=smb3j,smb3ja,
$bio

Super Mario Bros. 3 (c) 1988 Nintendo.

Just when it was safe to be at the Mushroom Kingdom, Bowser returns to bring mass chaos and panic. Adding to this is that he has brought along his koopalings to help him do his dirty work. now it's up to Mario and Luigi to stop them in their tracks once again, only their skills and with all new power-ups will the Mario Bros. Face Bowser on their biggest adventure yet.

- TECHNICAL -

Cartridge ID: HVC-UM

- TRIVIA -

Super Mario Bros. 3 was released on October 23, 1988 in Japan. It was considered by many as the best in the series.

Super Mario Bros. 3 was previewed in the movie 'The Wizard', starring Fred Savage. And it was also previewed in the US market via the PlayChoice-10 machine BEFORE its Nintendo NES release.

During the game, Mario can find Warp flutes (see Tips and Tricks section for more information), which will take him to a new area of the game. When using the flutes, the tune played is the exact melody used from the flute in "The Legend of Zelda".

During a 2-player game, the Battle Mode (a variation on the original "Mario Bros." arcade game from 1983) can be accessed when Mario and Luigi occupy the same spot on the map screen.

The names of the Koopalings were influenced by many pop culture icons as well as one historical icon :
* Ludwig Von Koopa is named after composer Ludwig Von Beethoven
* Lemmy Koopa is named after Lemmy Kilmeister (the lead singer of Motorhead)
* Morton Koopa is named after controversial talk show host Morton Downey Jr.
* Iggy Koopa is named after Iggy Pop
* Larry Koopa is named after talk show host Larry King
* Roy Koopa is named after singer Roy Orbison
* Wendy O. Koopa is named after shock rocker Wendy O. Williams

- TIPS AND TRICKS -

* Continue game play : Use two controllers and start the game in two player mode. After Mario loses all lives, the game can be continued as Luigi using the other controller.

* Getting the flutes : In World 1, Level 3, go to the white block toward the end. Jump in and hold Down until your character falls. Then, run to the end and you should end up behind the black wall object. Move back as far as you can and press Up. You will appear in a room with a chest like object in mushrooms. Open the chest and collect the flute.

Another flute can be found in the first semi-castle. Go to the location where you can go through the door to get to the room with the 'up-down' ceiling, but do not go through the door. Fly over where the screen ends. Then, keep running and press Up. Your character will end up in a room with a chest. Open the chest to get another flute.

Another flute can be found in World 2. Defeat one of the camels to get a hammer. Then, go to the top right of the world to find a rock. Break the rock to open a path. Go through the path and defeat the camel to get the third flute. There is also a frog suit in the mushroom room. You can use the flute to warp to farther worlds.

* 28 P-Wings : Complete the game, then press Start at the ending screen. The next game will begin with 28 P-Wings per brother.

- SERIES -

1. Mario Bros. [No. TMA1-UP] (1983) 
2. Super Mario Bros. [Model HVC-SM] (1985, Famicom) 
3. Super Mario Bros. 2 [Model FMC-SMB] (1986, Famicom) 
4. Super Mario Bros. 3 [Model HVC-UM] (1988, Famicom)
5. Super Mario Land [Model DMG-MLA] (1989, Game Boy) 
6. Super Mario World - Super Mario Bros. 4 [Model SHVC-MW] (1991, Super Famicom) 
7. Super Mario Land 2 - 6-tsu no Kinka [Model DMG-L6J] (1992,Game Boy) 
8. Wario Land - Super Mario Land 3 [Model DMG-WJA] (1993, Game Boy) 
9. Super Mario - Yossy Island [Model SHVC-YI] (1995, Super Famicom) 
10. Super Mario 64 (1997, Nintendo 64) 
11. Super Mario Sunshine (2002, Gamecube) 
12. Yoshi's Island DS (2006, DS) 
13. New Super Mario Bros. (2006, DS) 
14. Super Mario Galaxy (2007, Wii) 
15. New Super Mario Bros. Wii [Model RVL-SMNJ-JPN] (2009, Wii) 
16. Super Mario Galaxy 2 (2010, Wii) 
17. Super Mario 3D Land (2011, 3DS) 
18. New Super Mario Bros. 2 (2012, DS) 
19. New Super Mario Bros. U (2012, Wii U)
20. New Super Luigi U (2013, Wii U)
21. Super Mario 3D World (2013, Wii U)

- STAFF -

Designed by: Shigeru Miyamoto
Music by: Koji Kondo

- PORTS -

* Consoles :
Nintendo Super Famicom [JP] (July 14, 1993) "Super Mario Collection [Model SHVC-4M]" 
Nintendo Super Famicom [KO] (1993) "Super Mario All-Stars [Model SNSN-4M-KOR]" 
Nintendo Wii [Virtual Console] [JP] (December 11, 2007) [Model FCWJ] 
Nintendo Wii [Virtual Console] [KO] (May 26, 2008) [Model FCWK] 
Nintendo Wii U [Virtual Console] [JP] (December 25, 2013) [Model FABJ] 

* Handhelds : 
Nintendo Game Boy Advance [JP] (July 11, 2003) "Super Mario Advance 4 - Super Mario 3 + Mario Brothers [Model AGB-AX4J-JPN]"
Nintendo 3DS [Virtual Console] [JP] (January 1, 2013) [Model TABJ]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54670&o=2

$end


$nes=smb3,
$bio

Super Mario Bros. 3 (c) 1988 Nintendo.

European release.

- TECHNICAL -

Cartridge ID: NES-UM-NOE

- TRIVIA -

Even if the title screen says 1988, Super Mario Bros. 3 was released on August 29, 1991 in Europe.

Reviews:
November 1991 - Consoles + N.3 [FR]: 98/100

- PORTS -

* Consoles :
Nintendo Super NES [EU] (December 16, 1993) "Super Mario All-Stars [Model SNSP-4M-NOE]" 
Nintendo Super NES [EU] (December 1994) "Super Mario All-Stars + Super Mario World [Model SNSP-5M-EUR]" 
Nintendo Wii [Virtual Console] [EU] (November 9, 2007) [Model FCWP] 
Nintendo Wii U [Virtual Console] [EU] (December 26, 2013) [Model FABP] 

* Handhelds : 
Nintendo Game Boy Advance (October 17, 2003) "Super Mario Advance 4 - Super Mario Bros. 3 [Model AGB-AX4P-EUR]" 
Nintendo 3DS [Virtual Console] [EU] (December 26, 2013) [Model TABP]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55619&o=2

$end


$nes=smb3u,smb3ua,
$bio

Super Mario Bros. 3 (c) 1988 Nintendo.

North American release.

- TECHNICAL -

Cartridge ID: NES-UM-USA

- TRIVIA -

Even if the title screen says 1988, Super Mario Bros. 3 was released on February 12, 1990 in North America.

- PORTS -

* Consoles :
Nintendo Super NES [US] (August 1, 1993) "Super Mario All-Stars [Model SNS-4M-USA]" 
Nintendo Super NES [US] (December 1994) "Super Mario All-Stars + Super Mario World [Model SNS-5M-USA]" 
Nintendo Wii [Virtual Console] [US] (November 5, 2007) [Model FCWE] 
Nintendo Wii U [Virtual Console] [US] (April 17, 2014) [Model FABE] 

* Handhelds : 
Nintendo Game Boy Advance [US] (October 21, 2003) "Super Mario Advance 4 - Super Mario Bros. 3 [Model AGB-AX4E-USA]" 
Nintendo 3DS [Virtual Console] [US] (April 17, 2014) [Model TABE]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57553&o=2

$end


$info=pc_smb3,
$bio

Super Mario Bros. 3 (c) 1988 Nintendo.

PlayChoice-10 version. For more information about the game itself, please see the original NES version.

- TECHNICAL -

Nintendo PlayChoice-10 hardware
Game ID : UM

Main CPU : Zilog Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz)
Sound Chips : Zetex N2A03 (@ 1.789772 Mhz), DAC

Players : 2
Control : 8-way joystick
Buttons : 2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1830&o=2

$end


$nes=smb6,
$bio

Super Mario Bros. 6 (c) 19?? Unknown.

A pirate hack of "Tiny Toon Adventures" featuring a Mario sprite as main character.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65201&o=2

$end


$gbcolor=smbdxb,smbdxa,smbdx,
$bio

Super Mario Bros. Deluxe [Model CGB-AHYE-USA] (c) 1999 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68836&o=2

$end


$gbcolor=smbdxj,
$bio

Super Mario Bros. Deluxe [Model CGB-AHYJ-JPN] (c) 1999 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68838&o=2

$end


$nes=smbmalib,
$bio

Super Mario Bros. Mali Boss (c) 1991 MRCM Corp.

A pirate hack of "Hammerin' Harry" featuring a Mario sprite as main character.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65204&o=2

$end


$nes=smbpm,
$bio

Super Mario Bros. Pocker Mali (c) 1994 Unknown.

A pirate hack of "Crayon Shin-chan - Ora to Poi Poi" featuring a Mario sprite as main character.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65205&o=2

$end


$pc8801_flop=smbs,smbsb,smbsc,smbsd,smbsa,
$bio

Super Mario Bros. Special (c) 1985 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92989&o=2

$end


$x1_flop=smbsp,smbspa,
$bio

Super Mario Bros. Special (c) 1986 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86132&o=2

$end


$gba=n_smb,
$bio

Super Mario Bros. [Classic NES Series] [Model AGB-FSME-USA] (c) 2004 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70193&o=2

$end


$gba=f_smb,
$bio

Super Mario Bros. [Famicom Mini] [Model AGB-FSMJ-JPN] (c) 2004 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70616&o=2

$end


$gba=smb,
$bio

Super Mario Bros. [Hot Mario Campaign] (c) 200? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75907&o=2

$end


$info=smb,smb1,smb2,smb3,
$bio

Super Mario Bros. (c) 1992 Premier Technology Co.

- TECHNICAL -

Gottlieb System 3

Main CPU : M65C02 (@ 2 MHz), M65C02 (@ 1.7895 MHz)
Sound CPU : (2x) M6502 (@ 2 MHz)
Sound Chips : (2x) DAC, YM2151 (@ 4 MHz), OKI6295 (@ 8 KHz)

- TRIVIA -

This was Gottlieb's first game to use a DMD display.

Based on the classic "Super Mario Bros." series by Nintendo.

4,200 units were produced.

- TIPS AND TRICKS -

* In video mode, hold the left flipper button in so that Mario runs across the screen instead of walking that way, if you make it to the end, you'll get 30 million points instead of 10.

* When the last castle has been destroyed and the ball has drained, make Mario jump when he runs across the screen towards the castle and you'll receive 30 million points instead of 10 million.

- STAFF -

Designer : Jon Norris
Artworks : David Moore, Constantino Mitchell

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5411&o=2

$end


$famicom_flop=smb,
$bio

???????????? (c) 1986 Nintendo Company, Limited.
(Super Mario Bros.)

Does Super Mario Bros still need an introduction ? Only gamers who have been leaving in a cave for the last three decades haven't probably heard about this video game milestone. Super Mario Bros came out in 1985 and was the sequel of Mario Bros. Unlike the first opus (which only used static screens), the game features a smooth side scrolling and a much richer world to explore. The heroes of the game are Nintendo's mascots Mario and Luigi and their mission is to rescue Princess Peach (aka Princess Toadstool) captured by the evil reptilian Koopa (aka Bowser). But their journey will take them across the now familiar landscape of the Mushroom Kingdom. Mario and Luigi can jump and defeat their enemies by simply landing on their heads. But things do not stop there and our friends have a lot more in store - they can run, bash blocks with question marks on them and collect gold coins or power-ups. These come in different flavors and can give Mario and Luigi the ability to throw fireballs or become invincible. Colored mushrooms can also get them to grow in size. Super Mario Bros counts eight large areas divided into four sub-stages. The greatest feature of all, however, is the endless amount of cleverly hidden bonuses, invisible blocks and secret passageways the game has to offer.

- TECHNICAL -

Game ID: FMC-SMA

- TRIVIA -

Super Mario Bros. for the Famicom Disk System was released on February 21, 1986 in Japan for 2500 Yen.

Super Mario Bros was first released on cartridge in 1985. It was then re-released for the Famicom Disk System in 1986.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65463&o=2

$end


$nes=smb,smb1,
$bio

Super Mario Bros. (c) 1985 Nintendo.

The player took the role of Mario, or in the case of a 2nd player, Mario's brother Luigi. The ultimate object was to race through the Mushroom Kingdom, eliminate Bowser's forces, and save Princess Toadstool. The game consisted of 8 worlds with 4 sub-worlds, or levels, in each.

- TECHNICAL -

Game ID: HVC-SM

- TRIVIA -

Super Mario was released on Sepember 13, 1985 in Japan at a retail price of 4900 Yen.

According to the Guinness Book Of Records, Super Mario Bros. is the best-selling video game of all time, with a total of 40.23 million units sold worldwide, as of 1999.

Many easter eggs were intentionally left in the game during the development, but 'Minus World' was a programming error only discovered after the game had hit the market (see 'Tips and Tricks' section for more info).

To most peoples surprise, Bowser is in fact a Turtle.

Mario is 16 pixels high when he is small and 32 pixels high when he get a mushroom.

- TIPS AND TRICKS -

* Warps :
1) Warp to World 2, 3, or 4 : In World 1-2, boogie over the end pipe by walking on the ceiling and behind the wall you'll find a Warp Zone where you can warp to World 2, 3, or 4.
2) Warp to World 5 : In World 4-2, walk on the ceiling like you did in 1-2 and you'll find a Warp to World 5.
3) Warp to World 6, 7, or 8 : This is the second Warp Zone you can reach from World 4-2.
After the first elevator lift, there is a pit and three brick blocks above you. Jump around and you'll find four hidden coin blocks under the three bricks. Use the hidden blocks you just uncovered to hit the first brick which will sprout a Vine. The Vine leads to some Coins and the second Warp Zone.

* The World -1 a.k.a The Minus World (Note : You must be either big or have fire power to do this) : Go to the end of world 1-2, where all the elevators are. Go past the elevators, but before the warp zone. You should see a horizontal warp pipe that leads outside. Don't go in this pipe. Instead, jump on top of it. Now, break the two rightmost bricks above you, but not the one that is touching the green pipe! Now, stand on the pipe, but as far left as you can go without falling off the pipe. Now duck and jump up. In the air, make sure you hold right as hard as you can, but stay ducked. If you accidentally break the brick that is touching the green pipe, then you can't do it. Keep trying this, it will take many attempts to accomplish. When you finally do it successfully, Mario will get sucked into the wall and start 'moonwalking' through it. While you are moonwalking, don't touch any buttons except for the joystick. If you try to jump, you will go through the top wall, and you'll have to do it all over again. When you are done moonwalking, you'll come out the other side. On the other side, there will be three warp pipes. Enter either the leftmost or the rightmost warp pipe before the screen scrolls all the way to the right. If done successfully, a screen should now appear which will say you are on world -1.

Rumor : There is a second Minus World. The -2 world has a 1 in 2002 percent chance of working, but it does work. There is King Goomba at the end.

* The Double Jump : After grabbing a Mushroom in mid-air, Mario can pull off another jump with the right timing. First, time a jump so that small Mario is on his way down when he grabs a Mushroom. While Mario is transforming, hold A and he'll jump again when his transformation into Super Mario is complete.

* Fire while small : Go to any Boss level, except for the final level. Make sure that Mario is big when reaching the Boss. Jump on the little axe object so you hit the Koopa (Boss) and the axe at the same instant. You will flash as you were hit but will remain as Super Mario. On the next level, get a mushroom and it will actually make Mario small. Finally, get a flower and Mario will have firepower when he is small.

* Fireworks : Hit the flagpole at the end of a level when the last digit of the timer is 1, 3, or 6.

* At the end of any world X-4 you can get a bonus for time = 0. Complete
the level with exactly 0 seconds left, it'll give you points for 1,000.

* Continue : When you get a Game Over screen, hold down A and press Start. You will start on the first level of the world you died on.

* After beating the game, the player was given the option to start again in 'Hard Mode'. All Goombas are replaced by Buzzy Beetles (Koopa Troopa-like enemies who cannot be killed by fireballs), and all enemies walk faster.

- SERIES -

1. Mario Bros. [No. TMA1-UP] (1983) 
2. Super Mario Bros. [Model HVC-SM] (1985, Famicom) 
3. Super Mario Bros. 2 [Model FMC-SMB] (1986, Famicom) 
4. Super Mario Bros. 3 [Model HVC-UM] (1988, Famicom)
5. Super Mario Land [Model DMG-MLA] (1989, Game Boy) 
6. Super Mario World - Super Mario Bros. 4 [Model SHVC-MW] (1991, Super Famicom) 
7. Super Mario Land 2 - 6-tsu no Kinka [Model DMG-L6J] (1992,Game Boy) 
8. Wario Land - Super Mario Land 3 [Model DMG-WJA] (1993, Game Boy) 
9. Super Mario - Yossy Island [Model SHVC-YI] (1995, Super Famicom) 
10. Super Mario 64 (1997, Nintendo 64) 
11. Super Mario Sunshine (2002, Gamecube) 
12. Yoshi's Island DS (2006, DS) 
13. New Super Mario Bros. (2006, DS) 
14. Super Mario Galaxy (2007, Wii) 
15. New Super Mario Bros. Wii [Model RVL-SMNJ-JPN] (2009, Wii) 
16. Super Mario Galaxy 2 (2010, Wii) 
17. Super Mario 3D Land (2011, 3DS) 
18. New Super Mario Bros. 2 (2012, DS) 
19. New Super Mario Bros. U (2012, Wii U)
20. New Super Luigi U (2013, Wii U)
21. Super Mario 3D World (2013, Wii U)

- STAFF -

Designed by : Shigeru Miyamoto
Music by : Koji Kondo

- PORTS -

* Consoles :
NEC PC-8801 (1986, "Super Mario Bros. Special")
Nintendo Super Famicom (1993, "Super Mario Collection")
Nintendo Game Boy Color (1999, "Super Mario Bros. Deluxe")
Nintendo Game Boy Advance (2004, "Famicom Mini Series")
Nintendo Wii (2006, "Virtual Console")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55613&o=2

$end


$info=pc_smb,
$bio

Super Mario Bros. (c) 1986 Nintendo.

PlayChoice-10 version. For more information about the game itself, please see the original NES version.

- TECHNICAL -

Nintendo PlayChoice-10 hardware
Game ID : SM

Main CPU : Zilog Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz)
Sound Chips : Zetex N2A03 (@ 1.789772 Mhz), DAC

Players : 2
Control : 8-way joystick
Buttons : 2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1828&o=2

$end


$nes=smb2h,
$bio

Super Mario Castle 2 (c) 19?? Unknown.

A pirate hack of "Super Mario Bros." with modified title screen and a level selector (with A and B on the title screen].

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65199&o=2

$end


$snes=smcolla,smcoll,
$bio

Super Mario Collection (c) 1993 Nintendo Company, Limited.

The All-Star Magic of Mario Continues!

Revisit the magic and fun of the classic Super Mario Bros. series on your Super Famicom! All the great Super Mario Bros. games for the Famicom have been powered up with 16-bit graphics and sound and collected on one super game pak.

Four great games in one pak with battery backed memory that saves up to 4 players' progress through every game, play alone or 2 players can alternate play!

New 16-bit graphics, sound, and other surprises!

- TECHNICAL -

Cartridge ID: SHVC-4M

- TRIVIA -

Super Mario Collection was released July 14, 1993 in Japan. It was then re-released as a Nintendo Power edition on September 30, 1997.

Known as "Super Mario All-Stars" in North America and Europe.

Super Mario Collection contains enhanced remakes of Super Mario Bros., Super Mario Bros. 2, Super Mario Bros. 3, and Super Mario USA. In North America and Europe, Super Mario Bros. 2 was titled Super Mario Bros. "The Lost Levels" and Super Mario USA is known as Super Mario Bros. 2.

- TIPS AND TRICKS -

Clear all 8 worlds in Super Mario Bros. 2 without using any Warp Zones to play World 9.

- PORTS -

These ports were released to celebrate the 25th anniversary of the series.

* Consoles : 
Nintendo Wii [JP] (October 21, 2010) "Super Mario Collection Special Pack [Model RVL-SVMJ-JPN]" 
Nintendo Wii [AS] (November 27, 2010) "Super Mario Collection Special Pack [Model RVL-SVMJ-HKG]" 
Nintendo Wii [KO] (December 11, 2010) "Super Mario 25th Anniversary Special Edition [Model RVL-SVMK-KOR]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62363&o=2

$end


$nes=smkridr,
$bio

Super Mario Kart Rider (c) 199? Unknown.

A pirate hack of "Top Rider" featuring a Mario sprite as main character.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65206&o=2

$end


$snes=smkartja,smkartj,
$bio

Super Mario Kart (c) 1992 Nintendo Company, Limited.

It's the greatest racing adventure of all time!

Players have dropped the checkered flag and Super Mario Kart has crossed the finish line as one of the best Super Famicom games of all time!

Better yet, the Super Mario GoKart Park is still open for tons of racing fun! Hit the track with Mario, Luigi, Yoshi and Princess Peach. Get tough and lock fenders with Donkey Kong Jr. and Koopa. Even Kinopio and Nokonoko will mix it up in an all-out quest for the Gold Cup! Race head-to-head with a friend or challenge the computer in great, split-screen, Mode 7 graphics.

Feel like a bit less speed and a lot more strategy? Take a crack at the Battle Mode! In four different maze-like courses you'll use Nokonoko Shells, Banana Peels, Super Stars and other wacky weapons to burst your opponents' target balloons and triumph!

With 2 games in 1 (Mario Grand Prix and Battle Mode), 8 familiar characters, 20 different tracks, 3 different skill levels, and battery-backed memory to save your best times, Super Mario Kart is not just racing, it's an adventure!

- TECHNICAL -

Cartridge ID: SHVC-MK

- TRIVIA -

Launched in Japan on August 27, 1992 (for 8900 Yen).

This is the third best-selling Super Famicom game of all time with eight million copies sold.

Placed 13th on Official Nintendo Magazine's 100 greatest Nintendo games of all time.

Reviews:
[FR] November 1992 - Consoles+ No. 14: 95/100

Export releases:
[US] "Super Mario Kart [Model SNS-MK-USA]" (September 1, 1992)
[US] "Super Mario Kart [Model SNS-MK-USA-1]"
[US] "Super Mario Kart [Model SNS-MK-USA-2]" (Players Choice)
[CA] "Super Mario Kart [Model SNS-MK-CAN]"
[UK] "Super Mario Kart [Model SNSP-MK-UKV-1]"
[EU] "Super Mario Kart [Model SNSP-MK-EUR]" (January 21, 1993)
[FR] "Super Mario Kart [Model SNSP-MK-FAH]"

- TIPS AND TRICKS -

While holding L and R buttons, select Grand Prix mode, class, driver, and cup. You will play on the bottom screen on Controller 2 instead of the top screen on Controller 1.

You can shrink your driver and kart by holding button Y and pressing A at the Driver Select screen of Grand Prix and Match Race modes.

When selecting a cup in Grand Prix mode, press L, R, L, R, L, L, R, R to reveal the Special Cup. If playing Time Trial or Match Race, highlight the Kinoko Cup and press L, R, L, R, L, L, R, R, A to unlock the Special Cup there. Or you can win the Gold Cup in the Kinoko, Flower, and Star cups on 100cc to access the Special Cup permanently.

Earn the Gold Cup in the Kinoko, Flower, Star, and Special cup of the 100cc to unlock 150cc difficulty.

In the Time Trial Driver Select screen, press Start on controller 2. Now you can select any character to race against as a ghost on any course.

- STAFF -

Executive Producer: Hiroshi Yamauchi
Producer: Shigeru Miyamoti
Programmers: Masato Kimura, Hajime Yajima, Kenji Yamamoto
CG Designers: Tadashi Sugiyama, Naoki Mori
Sound Composers: Soyo Oka, Taro Bando
Illustrators: Yoichi Kotabe, Mie Yoshimura, Yoshiaki Koizumi
Manual Editor: Atsushi Tejima
Directors: Tadashi Sugiyama, Hidequi Konno

- PORTS -

Re-released on the Wii's Virtual Console in Japan on June 9, 2009, November 23, 2009 in North America, and April 2, 2010 in Europe.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62364&o=2

$end


$snes=smkartu,smkartup,
$bio

Super Mario Kart [Model SNS-MK-USA] (c) 1992 Nintendo Company, Limited.

North American release. Game developed in Japan. See "Super Mario Kart [Model SHVC-MK]" for more information.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63693&o=2

$end


$snes=smkart,
$bio

Super Mario Kart (c) 1992 Nintendo Company, Limited.

European release. Game developed in Japan. See "Super Mario Kart [Model SHVC-MK]" for more information.

- TECHNICAL -

[Model SNSP-MK-EUR]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64408&o=2

$end


$snes=smkarta,
$bio

Super Mario Kart (c) 1992 Nintendo Company, Limited.

French/Dutch release. Game developed in Japan. See "Super Mario Kart [Model SHVC-MK]" for more information.

- TECHNICAL -

Cartridge ID: SNSP-MK-FAH

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63692&o=2

$end


$gameboy=sml2a,
$bio

Super Mario Land 2 - 6 Golden Coins [Model DMG-MQ-ESP-1] (c) 1992 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67047&o=2

$end


$gameboy=sml2b,
$bio

Super Mario Land 2 - 6 Golden Coins (c) 1992 Nintendo Company, Limited.

- TECHNICAL -

Cartridge ID: DMG-MQ-NOE

- TRIVIA -

Reviews:
[FR] November 1992 - Consoles+ No. 14: 92/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67046&o=2

$end


$gameboy=sml2,
$bio

Super Mario Land 2 - 6 Golden Coins [Model DMG-MQ-USA] (c) 1992 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67042&o=2

$end


$gameboy=sml2ja,sml2j,
$bio

Super Mario Land 2 - 6-tsu no Kinka [Model DMG-L6J] (c) 1992 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67048&o=2

$end


$gameboy=sml4,
$bio

Super Mario Land 4 (c) 1997 Unknown [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67050&o=2

$end


$gameboy=smla,sml,
$bio

Super Mario Land [Model DMG-MLA] (c) 1989 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67036&o=2

$end


$snes=smrpg,
$bio

Super Mario RPG - Legend of the Seven Stars [Model SNS-ARWE-USA] (c) 1996 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63694&o=2

$end


$snes=smrpgj,
$bio

Super Mario RPG (c) 1996 Nintendo Company, Limited.

- TECHNICAL -

Model SHVC-ARWJ-JPN

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62365&o=2

$end


$nes=smsister,
$bio

Super Mario Sister. (c) 19?? Unknown.

A pirate hack of "Super Mario Bros. 3" featuring different sprites.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65207&o=2

$end


$nes=marsoni2,
$bio

Super Mario Sonik 2 (c) 19?? Unknown.

A pirate hack of "Disney's Chip 'n Dale Rescue Rangers 2" featuring a Mario and Sonic The Hedgehog sprites as main characters.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65176&o=2

$end


$x1_cass=supermar,
$bio

Super Mario SP (c) 198? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86277&o=2

$end


$nes=smusa,
$bio

Super Mario USA (c) 1992 Nintendo.

Japanese release. For more information on the game, please see "Super Mario Bros. 2 [Model NES-MW-EEC-NOE-SCN]".

- TECHNICAL -

Cartridge ID: HVC-MT

- TRIVIA -

Super Mario USA for Famicom was released on September 14, 1992 in Japan.

- PORTS -

* Consoles : 
Nintendo Super Famicom [JP] (July 14, 1993) "Super Mario Collection [Model SHVC-4M]" 
Nintendo Super Famicom [JP] (1997) "BS Super Mario USA Power Challenge" - Satellaview (BS-X) : downloaded via satellite broadcasting station in Japan called St.Giga to a BS-X cartridge.
Nintendo Super Famicom [KO] (1993) "Super Mario All-Stars" 
Nintendo Wii [Virtual Console] [JP] (August 19, 2007) [Model FBYJ]
Nintendo Wii [Virtual Console] [KO] (July 15, 2008) [Model FBYK]
Nintendo Wii U [Virtual Console] [JP] (March 19, 2014) [Model FAHJ]

* Handhelds : 
Nintendo Game Boy Advance [JP] (March 21, 2001) "Super Mario Advance [Model AGB-AMAJ-JPN]" 
Nintendo 3DS [Virtual Console] [JP] (November 28, 2012) [Model TBMJ]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54671&o=2

$end


$info=nss_smw,
$bio

Super Mario World (c) 1991 Nintendo.

Just when you thought that Bowser and his Koopalings have already learned their lesson about messing with the Mario Brothers, they are already at it again. The only difference is that Bowser is currently wreaking havoc in the Dinosaur World. Now it's up to Mario and Luigi to rescue Princess Toadstool, save Dinosaur World and hopefully put Bowser and his Koopalings in their place.

The gameplay action is sidescrolling as in previous Mario games and it takes advantage of the SNES's 16-bit graphics and stereo audio. The game consists of a journey through levels in seven worlds: Yoshi's Island, Donut Plains, Vanilla Dome, Twin Bridges Area, Forest of Illusion, Chocolate Island, and the Valley of Bowser. There are also two secret worlds--Star World and Special World (accessed via the Star World)--which can be found by completing secondary goals in specific levels.

SMW contains a map screen on which the player moves, expanding this concept which was introduced in "Super Mario Bros. 3". It features 72 courses laid out across the seven worlds, and 96 exits (some levels have more than one exit). Secret exits open up new routes on the overworld map, often leading to secret levels. If you get all 96 exits you can play in a slightly different world.

The Yoshis appear in 4 different colors (green, yellow, red, and blue), each with slightly different abilities. There are also Baby Yoshis in the Star World levels which can be picked up by Mario. After eating five enemies, three berries, a Super Mushroom, Fire Flower, Starman, or Cape Feather, they will become a fully grown Yoshi of the same color.

- TECHNICAL -

Nintendo Super System hardware

Main CPU : G65C816 (@ 3.58 Mhz)
Sound CPU : SPC700 (@ 1.024 Mhz)
Sound Chips : Custom (@ 1.024 Mhz)

Screen orientation : Horizontal
Video resolution : 512 x 480 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768

Players : 4
Control : 8-way joystick
Buttons : 6

- TRIVIA -

Super Mario World was the launch title for the Nintendo Super Famicom in 1990, and the Nintendo Super NES in 1991. This marks the debut of Yoshi, Mario and Luigi's dinosaur friend.

The game has often been compared to "Super Mario Bros.", in the sense that both games 'set the bar' for all subsequent sidescrollers released on their respective systems. Super Mario World introduced many now common concepts to action gaming, such as giving the player the ability to revisit levels to find overlooked secrets. It was one of the first games to reward the player for 'getting one-hundred percent' (finding all the secret exits in the levels, many of which lead to secret levels), an idea that has since become very popular. Super Mario World is still considered by many to be one of the greatest games ever because of it's simple, yet creative and addictive gameplay.

- TIPS AND TRICKS -

All stages with a red marker have more than one way to exit the stage. Fortress, Castle and Switch Palace stages only need to be completed once.

The game changes when you complete the Special Zone stages, which are unlocked after finishing the 5 Star World stages. You must complete the Star World stages using the hidden exit to advance to the next stage. Completing the stage the normal way will go back to the Star Road.

With the Special Zone completed the map screen changes colour, Koopa Troopa changes into Mask Koopa, Jumping Pirahna Plant changes into Jumping Pumpkin Plant and Bullet Bill changes into Pidgit Bill.

Top Secret Area : To access this bonus stage you must be Cape Mario. Enter the Donut Ghost House and fly straight up to the left and run along the ceiling. At the end of the stage are four boxes, each with a 1-Up Mushroom. Unlike Super Mario 3, you can hit all the boxes at once and the lives won't disappear.

Complete Star World 4 (key) to unlock a shortcut to Bowser's Castle through the Star Road.

- SERIES -

1. Mario Bros. [No. TMA1-UP] (1983) 
2. Super Mario Bros. [Model HVC-SM] (1985, Famicom) 
3. Super Mario Bros. 2 [Model FMC-SMB] (1986, Famicom) 
4. Super Mario Bros. 3 [Model HVC-UM] (1988, Famicom)
5. Super Mario Land [Model DMG-MLA] (1989, Game Boy) 
6. Super Mario World - Super Mario Bros. 4 [Model SHVC-MW] (1991, Super Famicom) 
7. Super Mario Land 2 - 6-tsu no Kinka [Model DMG-L6J] (1992,Game Boy) 
8. Wario Land - Super Mario Land 3 [Model DMG-WJA] (1993, Game Boy) 
9. Super Mario - Yossy Island [Model SHVC-YI] (1995, Super Famicom) 
10. Super Mario 64 (1997, Nintendo 64) 
11. Super Mario Sunshine (2002, Gamecube) 
12. Yoshi's Island DS (2006, DS) 
13. New Super Mario Bros. (2006, DS) 
14. Super Mario Galaxy (2007, Wii) 
15. New Super Mario Bros. Wii [Model RVL-SMNJ-JPN] (2009, Wii) 
16. Super Mario Galaxy 2 (2010, Wii) 
17. Super Mario 3D Land (2011, 3DS) 
18. New Super Mario Bros. 2 (2012, DS) 
19. New Super Mario Bros. U (2012, Wii U)
20. New Super Luigi U (2013, Wii U)
21. Super Mario 3D World (2013, Wii U)

- STAFF -

Main director : Takashi Tezuka
Map director : Hidequi Konno
Area director : Katsuya Eguchi
Program director : Toshihiko Nakago
Mario and system programmer : Toshio Iwawaki
Object programmer : Kazuaki Morita
Background programmers : Shigehiro Kasamatsu, Tatsunori Takakura
Map programmer : Tatsuo Nishiyama
Area data input : Yoshihiro Nomoto, Eiji Noto, Satoru Takahata
Character graphic designer : Shigefumi Hino
Sound composer : Koji Kondo
Producer : Shigeru Miyamoto
Executive producer : Hiroshi Yamauchi

- PORTS -

* Consoles :
Nintendo Super Famicom (1990)
Nintendo Game Boy Advance (2002, "Super Mario Advance 2 - Super Mario World")
Nintendo Wii (2007, "Virtual Console")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1850&o=2

$end


$snes=smwj,
$bio

Super Mario World - Super Mario Bros. 4 (c) 1990 Nintendo Company, Limited.

Tackle a whole new world with Mario & Yoshi!

Mario's off on his biggest adventure ever, and this time, he's brought along a friend. Yoshi the dinosaur teams up with Mario to battle Koopa, who has kidnapped Princess Peach once again. Guide Mario and Yoshi through nine peril-filled worlds to the final showdown in Koopa's castle.

Use Mario's new powers and Yoshi's voracious monster-gobbling appetite as you explore 96 levels filled with dangerous new monsters and traps. Climb mountains and cross rivers, and descend into subterranean depths. Destroy the seven Koopa castles and find keys to gain entrance to hidden levels. Discover more warps and thrilling bonus world than ever before!

Mario's back and this time, he's better than ever!

- TECHNICAL -

Cartridge ID: SHVC-MW
Cartridge size: 4Mb.

- TRIVIA -

Super Mario World was released on November 21, 1990 in Japan for 8,000 Yen. Also released as a Nintendo Power edition (same game ID) on September 30, 1997.

As per Nintendo tradition, an episode of the Mario series was a launch title for a Nintendo game system (the Super Famicom in this case) and became an immense commercial success. The pack-in launch title for the Super Famicom. The game has sold over 20 million copies worldwide.

Shigeru Miyamoto had wanted Mario to have a dinosaur companion ever since Super Mario Bros., but the dinosaur couldn't fit into the limitations of the Famicom.

Ranked as the 8th best game for a Nintendo console in Nintendo Power's Top 200 Games list. Ranked 7th in Official Nintendo Magazine's 100 greatest Nintendo games of all time. Won Nintendo Power's Game of the Year award in 1991. Named the fifth greatest game of all time in the final issue of Nintendo Power.

Export releases:
[US] "Super Mario World [Model SNS-MW-USA]"
[US] "Super Mario World [Model SNS-MW-USA-1]"
[EU] "Super Mario World [Model SNSP-MW-NOE]"
[EU] "Super Mario World [Model SNSP-MW-NOE-1]"
[FR] "Super Mario World [Model SNSP-MW-FAH]"
[FR] "Super Mario World [Model SNSP-MW-FAH-1]"

- SERIES -

1. Mario Bros. [No. TMA1-UP] (1983) 
2. Super Mario Bros. [Model HVC-SM] (1985, Famicom) 
3. Super Mario Bros. 2 [Model FMC-SMB] (1986, Famicom) 
4. Super Mario Bros. 3 [Model HVC-UM] (1988, Famicom)
5. Super Mario Land [Model DMG-MLA] (1989, Game Boy) 
6. Super Mario World - Super Mario Bros. 4 [Model SHVC-MW] (1991, Super Famicom) 
7. Super Mario Land 2 - 6-tsu no Kinka [Model DMG-L6J] (1992,Game Boy) 
8. Wario Land - Super Mario Land 3 [Model DMG-WJA] (1993, Game Boy) 
9. Super Mario - Yossy Island [Model SHVC-YI] (1995, Super Famicom) 
10. Super Mario 64 (1997, Nintendo 64) 
11. Super Mario Sunshine (2002, Gamecube) 
12. Yoshi's Island DS (2006, DS) 
13. New Super Mario Bros. (2006, DS) 
14. Super Mario Galaxy (2007, Wii) 
15. New Super Mario Bros. Wii [Model RVL-SMNJ-JPN] (2009, Wii) 
16. Super Mario Galaxy 2 (2010, Wii) 
17. Super Mario 3D Land (2011, 3DS) 
18. New Super Mario Bros. 2 (2012, DS) 
19. New Super Mario Bros. U (2012, Wii U)
20. New Super Luigi U (2013, Wii U)
21. Super Mario 3D World (2013, Wii U)

- PORTS -

* Consoles :
Nintendo Wii [Virtual Console] [JP] (December 2, 2006) [Model JAAJ] 
Nintendo Wii [Virtual Console] [KO] (April 26, 2008) [Model JAAK] 
Nintendo Wii U [Virtual Console] [JP] (April 27, 2013) [Model JAAJ] 

* Handhelds : 
Nintendo GBA [JP] (2001) "Super Mario Advance 2 - Super Mario World [Model AGB-AA2J-JPN]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62366&o=2

$end


$snes=smw2ua,smw2up,smw2u,
$bio

Super Mario World 2 - Yoshi's Island (c) 1995 Nintendo Company, Limited.

North American release. For more information about the game itself, please see the original Japanese release entry; "Super Mario - Yossy Island [Model SHVC-YI]".

Teaser text from the American version:
The Evil Magikoopa, Kamek, is out to kidnap Baby Mario! In this sequel to Super Mario World, you play as Yoshi. Your goal is to successfully carry Baby Mario back to his parents in the Mushroom Kingdom while avoiding all of Kamek's clever traps and evil minions. Enjoy the various backgrounds of the rich and vibrant locales of Yoshi's Island as you race to complete your quest. Is Yoshi up to the momentous task and hand? Help him toss his eggs, manipulate unique objects, and solve puzzling situations! When in doubt, don't be afraid to try EVERYTHING!!

- TECHNICAL -

Game ID: SNS-YI-USA

- TRIVIA -

Super Mario World 2 - Yoshi's Island was released on September 4, 1995 in North America.

- PORTS -

* Handhelds : 
Nintendo Game Boy Advance [US] (September 24, 2002) "Super Mario Advance 3 - Yoshi's Island [Model AGB-A3AE-USA]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63698&o=2

$end


$snes=smw2a,smw2,
$bio

Super Mario World 2 - Yoshi's Island (c) 1995 Nintendo Company, Limited.

European release. For more information about the game itself, please see the original Japanese release entry; "Super Mario - Yossy Island [Model SHVC-YI]".

- TECHNICAL -

Cartridge ID: SNSP-YI-NOE

- TRIVIA -

Super Mario World 2 - Yoshi's Island was released on October 6, 1995 in Europe.

- PORTS -

* Handhelds : 
Nintendo Game Boy Advance [EU] (October 11, 2002) "Super Mario Advance 3 - Yoshi's Island [Model AGB-A3AP]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63697&o=2

$end


$megadriv=smw64,
$bio

Super Mario World 64 (c) 199? Unknown.

Russian pirate game for your Sega Mega Drive.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95405&o=2

$end


$gameboy=smw7,
$bio

Super Mario World 7 (c) 1998 Unknown.

Pirate game. Hack of Adventure Island II.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95407&o=2

$end


$nes=smw9,smw9a,
$bio

Super Mario World 9 (c) 1996 Unknown.

A pirate hack of "Adventure Island II" featuring a Mario sprite as main character.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65208&o=2

$end


$nes=smwb,smwa,
$bio

Super Mario World (c) 1995 JY Co.

Pirate demake of the original Super Famicom game.

- TECHNICAL -

Game ID: JY-028

- TRIVIA -

This standalone version is considered as an unfished version. A complete version can be found on a 45-in-1 multicart.

- STAFF -

Developed by: Hummer Team

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84141&o=2

$end


$snes=smwu,
$bio

Super Mario World (c) 1991 Nintendo Company, Limited.

USA release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Super Mario World - Super Mario Bros. 4 [Model SHVC-MW]".

- TECHNICAL -

Cartridge ID: SNS-MW-USA

- TRIVIA -

Super Mario World for Super NES was released on August 13, 1991 in North America. It was also re-released in 1996 as a Player's Choice edition.

- PORTS -

* Consoles : 
Nintendo SNES [US] (December 1994) "Super Mario All-Stars + Super Mario World [Model SNS-5M-USA]" 
Nintendo Wii [Virtual Console] [US] (February 5, 2007) [Model JAAE]
Nintendo Wii U [Virtual Console] [US] (April 26, 2013) [Model JAAE]

* Handhelds : 
Nintendo Game Boy Advance [US] (February 9, 2002) "Super Mario Advance 2 - Super Mario WOrld [Model AGB-AA2E-USA]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63696&o=2

$end


$snes=smw,
$bio

Super Mario World (c) 1991 Nintendo Company, Limited.

- TECHNICAL -

[Model SNSP-MW-FAH-1]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64400&o=2

$end


$snes=smwa,
$bio

Super Mario World (c) 1991 Nintendo Company, Limited.

French/Dutch release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Super Mario World - Super Mario Bros. 4 [Model SHVC-MW]".

- TECHNICAL -

[Model SNSP-MW-FAH]

- TRIVIA -

Reviews:
[FR] June 1992 - Joypad N.9: 99/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63695&o=2

$end


$cdi=smww,
$bio

Super Mario's Wacky Worlds (c) ???? Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53095&o=2

$end


$nes=smaruo,
$bio

Super Maruo (c) 1986 Showa Tsusho.

- TRIVIA -

Available in December 1986, Super Maruo was the first unlicensed adult Famicom game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54672&o=2

$end


$nes=smary,
$bio

Super Mary (c) 19?? Unknown.

A pirate hack of "Super Mario Bros." with modified title screen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65193&o=2

$end


$nes=smary,
$bio

Super Mary (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84142&o=2

$end


$info=sgmast,
$bio

Super Masters Golf (c) 1989 Sega.

A golf game from Sega.

- TECHNICAL -

Sega System 24 hardware

Main CPU : (2x) Motorola 68000 (@ 10 Mhz)
Sound Chips : Yamaha YM2151 (@ 4 Mhz), DAC

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Released in August 1989.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2731&o=2

$end


$gbcolor=smemail,
$bio

Super Me-Mail GB - Me-Mail Bear no Happy Mail Town [Model CGB-BHAJ-JPN] (c) 2000 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68839&o=2

$end


$info=megat4snj,megat4s,megat4smn,megat4sa,megat4sb,
$bio

Super Megatouch IV (c) 1996 Merit Industries, Incorporated.

- SERIES -

1. Megatouch
2. Megatouch II
3. Megatouch III (1995)
4. Megatouch III Tournament Edition (1995)
5. Megatouch IV (1996)
6. Megatouch IV Tournament Edition (1996)
7. Super Megatouch IV (1996)
8. Super Megatouch IV Tournament Edition (1996)
9. Megatouch 5 (1997)
10. Megatouch XL (1997)
11. Megatouch XL 5000 (1997)
12. Megatouch 6 (1998)
13. Megatouch XL Super 5000 (1998)
14. Megatouch XL 6000 (1999)
15. Megatouch Maxx Jade (2004)
16. Megatouch Rx (2009)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=28385&o=2

$end


$info=megat4st,
$bio

Super Megatouch IV Tournament Edition (c) 1996 Merit Industries, Incorporated.

- TRIVIA -

The realtime clock function used in this Tournament Edition is limited to December 31, 2009. The game fails to register dates beyond that date. The time set function within service mode displays random strings as the software tries to sync with the actual realtime clock running the emulator. All the early Tournament Megatouch software released in the '90s shares this identical problem. However, for Megatouch games that don't rely upon the realtime clock (Megatouch 6, for example), this problem does not exist.

- SERIES -

1. Megatouch
2. Megatouch II
3. Megatouch III (1995)
4. Megatouch III Tournament Edition (1995)
5. Megatouch IV (1996)
6. Megatouch IV Tournament Edition (1996)
7. Super Megatouch IV (1996)
8. Super Megatouch IV Tournament Edition (1996)
9. Megatouch 5 (1997)
10. Megatouch XL (1997)
11. Megatouch XL 5000 (1997)
12. Megatouch 6 (1998)
13. Megatouch XL Super 5000 (1998)
14. Megatouch XL 6000 (1999)
15. Megatouch Maxx Jade (2004)
16. Megatouch Rx (2009)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31597&o=2

$end


$info=megat4stg,
$bio

Super Megatouch IV Turnier Version (c) 1996 Merit Industries, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=35664&o=2

$end


$x68k_flop=smponjan,
$bio

Super Meikou Ponjan (c) 1990 P-1

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88656&o=2

$end


$pce=smcrush,
$bio

Super Metal Crusher (c) 1991 Pack-In-Video Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58737&o=2

$end


$snes=smetroidj,
$bio

Super Metroid (c) 1994 Nintendo Company, Limited.

Super Metroid is an action game and it is the third Metroid game to be released by Nintendo. In the last episodes, the bounty hunter Samus Aran defeated Mother Brain and handed the last Metroid alien alive, still a larva, to a Galactic Research Station to study and harness its energy-absorbing capabilities. Super Metroid starts on board the Ceres station, where things begin to go wrong. As it turns out, all the scientists there are dead and Ridor? (aka Ridley), Samus's arch-enemy, flies off and takes the metroid infant away. Samus must now return to Planet Zebes, the original alien world, and retrieve the creature. The blond bounty hunter and her thick body armor are back in this huge game - Zebes is a gigantic place and the game's central hub, with innumerable hidden rooms and many secrets. Samus comes equipped with a simple power-beam but, in the Metroid tradition, she can collect more weapons and abilities along the way such as missiles, charge beam, grappling hook, speed booster and the almighty morph ball. Samus's suit, boots and power-beam can be independently powered up as well. The alien world on Zebes is vast and made up of six huge areas. A map is available to help Samus find her way around the planet - it is however far from complete and only areas she has explored appear in pink, until she steps into one of the numerous map stations which give her the current area's map data. Color coded doors connect most of Zebes's rooms and corridors - although most of them can be opened with the power-beam, others require different weapons such as the missiles, the bombs and so forth. Super Metroid features three save slots and an english mode is directly available from the option menu.

- TECHNICAL -

[Model SHVC-RI]

- TRIVIA -

Super Metroid was released on March 19, 1994 in Japan for 9800 Yen.

Reviews:
[FR] May 1995 - Consoles + N.32: 91%

Export releases:
[US] "Super Metroid [Model SNS-RI-USA]"
[US] "Super Metroid [Model SNS-RI-USA-1]"
[FR] "Super Metroid [Model SNSP-RI-FAH]"

- SERIES -

1. Metroid [Model FMC-MET] (1986, Famicom Disk System)
2. Metroid II - Return of Samus [Model DMG-MEA] (1991, Game Boy)
3. Super Metroid [Model SHVC-RI] (1994, Super Famicom)
4. Metroid Fusion [Model AGB-AMTJ-JPN] (2002, GBA)
5. Metroid Prime (2003, GameCube)
6. Metroid - Zero Mission [Model AGB-BMXJ-JPN] (2004, GBA)
7. Metroid Prime 2 - Echoes (2004, GameCube)
8. Metroid Prime - Hunters (2005, DS)
9. Metroid Prime 3 - Corruption (2007, Wii)
10. Metroid - Other M (2010, Wii)

- STAFF -

Producer: Makato Kanoh
Director: Yoshio Sakamoto
Back ground designers: Hirofumi Matsuoka, Masahiko Mashimo, Hiroyuki Kimura
Object Designers: Tohru Ohsawa, Tomoyoshi Yamane
Samus Original Designer: Hiroji Kiyotake
Samus Designer: Tomomi Yamane
Sound Program and Sound Effects: Kenji Yamamoto
Music Composers: Kenji Yamamoto, Minako Hamano
Program Director: Kenji Imai
System Coordinator: Kenji Nakajima
System Programmer: Yoshikazu Mori
Samus Programmer: Isamu Kubota
Event Programmer: Mitsuru Matsumoto
Enemy Programmer: Yasuhiko Fujii
Map Programmer: Motomu Chikaraishi
Assistant Programmer: Kouichi Abe
Coordinators: Katsuya Yamano, Tsutomu Kaneshige
Printed Art Work: Masafumi Sakashita, Yasuo Inoue, Mary Cocoma, Yusuke Nakano, Shinya Sano, Noriyuki Sato
Special Thanks To: Dan Owsen, George Sinfield, Masaru Okada, Takahiro Harada, Kohta Fukui, Keisuke Terasaki, Masaru Yamanaka, Hitoshi Yamagami, Nobuhiro Ozaki, Kenichi Nakamura, Takehiko Hosokawa, Satoshi Matsumura, Takeshi Nagareda, Masahiro Kawano, Hiro Yamada, R&D1
General Manager: Gumpei Yokoi
Produced by: DEER FORCE (TEAM SHIKAMARU)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62367&o=2

$end


$snes=smetroidu,
$bio

Super Metroid (c) 1994 Nintendo of America, Inc.

USA release. Game developed in japan. See the original Japanese release entry for more information.

- TECHNICAL -

Cartridge ID: SNS-RI-USA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=80796&o=2

$end


$snes=smetroid,
$bio

Super Metroid (c) 1994 Nintendo Company, Limited.

French/Dutch (FA-H) release. Game developed in Japan. For more information, see the riginal Japanese release entry; "Super Metroid [Model SHVC-RI]".

- TECHNICAL -

Cartridge ID: SNSP-RI-FAH

- TRIVIA -

Released on July 28, 1994 in France.

A special large bundle version of Super Metroid was released in Europe - it included a large 72 pages player's guide but no instruction manual. Two versions seem to exist, each featuring a different guide. Another version that only included the guide and a standard game was also available in France and wrapped in a clean plastic case.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63699&o=2

$end


$info=smissw,
$bio

Super Miss World (c) 1996 Comad Industry Co., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88779&o=2

$end


$info=suprmatk,suprmatkd,
$bio

Super Missile Attack (c) 1981 General Computer.

- TECHNICAL -

Main CPU : MOS Technology M6502 (@ 1.25 Mhz)
Sound Chips : POKEY (@ 1.25 Mhz)

Screen orientation : Horizontal
Video resolution : 256 x 231 pixels
Screen refresh : 60.00 Hz
Palette colors : 8

Players : 2
Control : trackball
Buttons : 3 - for firing the missiles
=> [A] from Alpha Base, [B] from Delta Base, [C] from Omega Base

- TRIVIA -

Released in May 1981.

This game is an enhancement hack of "Missile Command".

GCC [General Computer Corp.] was founded in 1981 during the onset of the video game craze. C.E.O. Kevin Curran and MIT classmates Doug Macrae and John Tylko began by developing an enhancement for Atari's "Missile Command" and went on to create "Ms. Pac-Man", still one of the top-selling coin-operated video games in history. Between 1982 and 1984, GCC developed a total of 58 consumer electronics products that generated over $800 million in revenue for Atari and Bally Manufacturing.

- UPDATES -

Differences from "Missile Command" are :
* A new look to the game : different colors, different attract mode, etc.
* A new play to the game : more missiles, faster missiles and clouds that get smaller as the game goes on add challenge (and profit) to your Missile Command box. Plus a Totally New Attack Object, the 'UFO', which moves faster and more randomly than ordinary planes and satellites and fires a deadly new Laser weapon.
* A new sound to the game : each attack object now has its own brand-new sound that lets everyone know that this is no ordinary "Missile Command".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2732&o=2

$end


$info=supmodel,
$bio

Super Model (c) 1994 Comad.

Super Model is a non-nude clone of "New Fantasia" featuring photographic images of both Japanese and western models. The objective is to reveal 80% of the silhouetted girl's image within the time limit while avoiding the enemies.

To complicate things, there is a bar with a pointer at the top of the screen. If the pointer dips below a certain level (indicated by the change in color) the image will change to that of a monster. The pointer slowly creeps towards the monster side of the bar over time and moves dramatically towards the monster side whenever the player reveals a significant piece of the silhouette. Revealing the un-silhouetted part of the image moves the pointer back towards the girl side of the bar. If a round is completed while the monster's image is shown then the round must be repeated.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound Chips : OKI6295 (@ 12 Khz)

Control : 8-way Joystick
Buttons : 1

- TRIVIA -

The celebrity portraits :
Arnold Schwarzenegger (The Terminator)
Uncle Fester
Robin Williams (Toys)
Peter Weller (Robocop)
Yasser Arafat
Saddam Hussein

- SERIES -

1. Fantasia (1994)
2. Super Model (1994)
3. New Fantasia (1995)
4. Fantasia II (1997)
5. WOW Fantasia (2001)
6. WOW New Fantasia (2002)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4853&o=2

$end


$snes=supermoe,
$bio

Super Moero!! Pro Yakyuu [Model SHVC-AB3J-JPN] (c) 1994 Jaleco Company, Limited. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62368&o=2

$end


$nes=supermog,
$bio

Super Mogura Tataki!! Pokkun Mogurar (c) 1989 IGS, Limited.

- TECHNICAL -

[Model IGS-X1]

- TRIVIA -

Released on December 08, 1989 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54673&o=2

$end


$pce=smomo,
$bio

Super Momotarou Dentetsu (c) 1989 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58738&o=2

$end


$nes=smomo,
$bio

Super Momotarou Dentetsu (c) 1992 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54674&o=2

$end


$snes=smomodxa,
$bio

Super Momotarou Dentetsu DX - Jr Nishi-Nihon Presents (c) 1995 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62370&o=2

$end


$snes=smomodx,
$bio

Super Momotarou Dentetsu DX [Model SHVC-AH6J-JPN] (c) 1995 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62369&o=2

$end


$pce=smomo2,
$bio

Super Momotarou Dentetsu II (c) 1991 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58739&o=2

$end


$gameboy=smomo2,
$bio

Super Momotarou Dentetsu II [Model DMG-G9J] (c) 1994 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67052&o=2

$end


$snes=smomo2,
$bio

Super Momotarou Dentetsu II [Model SHVC-H4] (c) 1992 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62371&o=2

$end


$snes=smomo3b,smomo3a,smomo3,
$bio

Super Momotarou Dentetsu III [Model SHVC-AMDJ-JPN] (c) 1994 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62372&o=2

$end


$gamegear=smomo3,
$bio

Super Momotarou Dentetsu III [Model T-143017] (c) 1995 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64890&o=2

$end


$gameboy=smomo,
$bio

Super Momotarou Dentetsu [Model DMG-MDJ] (c) 1991 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67051&o=2

$end


$megadriv=smgpu,
$bio

Super Monaco GP (c) 1990 Sega Enterprises, Limited.

North American release.

- TRIVIA -

Super Monaco GP for the Sega Genesis was released in 1990 (exact date unknown) in North America. It was subsequently released as a Sega Classics edition 1992, and then as a Mega Hit Series edition in 1997.

- PORTS -

* Consoles : 
Sega CD [US] (1994) "Sega Classics Arcade Collection (5-in-1) [Model 4127]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57431&o=2

$end


$amigaocs_flop=smgp,
$bio

Super Monaco GP (c) 1991 US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75157&o=2

$end


$megadriv=smgpa,smgp,
$bio

Super Monaco GP (c) 1991 Sega Enterprises, Limited.

European release.

- TRIVIA -

Super Monaco GP for the Sega Mega Drive was released on January 4, 1991 in Europe.

- PORTS -

* Consoles : 
Sega Mega-CD [EU] (1992) "Sega Classics Arcade Collection [Limited Edition] [Model 4127]" 
Sega Mega Drive [EU] (1993) "Mega Games 3"
Sega Mega Drive [EU] (1995) "Mega Games 6 Vol. 2"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93950&o=2

$end


$cpc_cass=smgp,
$bio

Super Monaco GP (c) 1991 US Gold, Ltd. [Birmingham, UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99449&o=2

$end


$info=smgp,
$bio

Super Monaco GP [2-Player Sit-Down model] (c) 1989 Sega Enterprises, Limited.

A superb Formula One racing game from Sega that took sprite-scaled graphics to a whole new level. The game's single track offered a very reasonable representation of the famous Monaco Grand Prix circuit.

Players could chose to race with one of three different skill/gear settings :
Beginner : Automatic Gears 
Intermediate : 4-Speed Manual gears 
Professional : 7-Speed Manual Gears

Before entering the Grand Prix, a qualification lap had to be completed. In the event of qualifying, the qualifying time determined the player's position on the starting grid. During the race itself, checkpoints had to be reached within a set time, or the race was over.

- TECHNICAL -

Sega X board hardware
Game ID : 0124a / 0125a / 0126 / 0126a

Main CPU : (2x) Motorola 68000 (@ 12.5 Mhz), Zilog Z80 (@ 4 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2151 (@ 4 Mhz), Sega (@ 4 Mhz)

Players : 1
Control : steering wheel
Buttons : 2

- TRIVIA -

Released in May 1989 in Japan.

Also released as :
"Super Monaco GP [Upright model]"
"Super Monaco GP [Cockpit model]"
"Super Monaco GP [Deluxe model]"

- UPDATES -

317-0124a
* Select message : 'Select By Stearing...' 
* Select text : B, A, Super A Class, like on Megadrive
* Qualification : preliminary race

317-0126
* Select message : 'Push Start Button'
* Select text : B, A, Super A Class, like on Megadrive
* Qualification : preliminary race

Other versions : 
* Select message : 'select by stearing' 
* Select text : Beginner Intermediate Professional
* Qualification : Qualifying Lap

Versions without billboards (0124a, Rev C 0125a, 0126a) :
* On these versions, Marlbobo, Modil, Hoster's billboards are replaced by Flicky's.
* Ajip, Pibelly billboard's are modified to be unreadable.
* Conan, Henda, Fodo, Flippy, BF billboards are unmodified.
* The billboard after the tunnel is always a Flicky (the Sega game).
* Renamed brands on the billboards :
Marlbobo => Marlboro (you can see Marlboro on the title screen tho)
Ajip => Agip
Conan => Canon
Modil => Mobil
Pibelli, Flippy => Pirelli
Henda => Honda
Fodo => Ford
BF => BP
Hoster's => Foster's

Note : US versions have the "Winners Don't Use Drugs" screen.

- TIPS AND TRICKS -

Do not steer through the chicane; just hold a straight line and the game will take your car through it under full acceleration.

- SERIES -

1. Monaco GP (1979)
2. Pro Monaco GP (1980)
3. Super Monaco GP [Upright model] (1989)
3. Super Monaco GP [Cockpit model] (1989)
3. Super Monaco GP [Deluxe model] (1989)

- PORTS -

* Consoles :
Sega Master System (1990)
Sega Mega Drive (1990)
Sega Mega-CD (1992, "Sega Classics Arcade Collection 4-in-1")

* Computers :
Sinclair ZX Spectrum (1991)
Commodore C64 (1991)
Commodore Amiga (1991)
Amstrad CPC (1991)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=21228&o=2

$end


$info=smgp5,
$bio

Super Monaco GP [Deluxe model] (c) 1989 Sega.

A superb Formula One racing game from Sega that took sprite-scaled graphics to a whole new level. The game's single track offered a very reasonable representation of the famous Monaco Grand Prix circuit.

Players could chose to race with one of three different skill/gear settings :
Beginner : Automatic Gears 
Intermediate : 4-Speed Manual gears 
Professional : 7-Speed Manual Gears

Before entering the Grand Prix, a qualification lap had to be completed. In the event of qualifying, the qualifying time determined the player's position on the starting grid. During the race itself, checkpoints had to be reached within a set time, or the race was over.

The Deluxe Cabinet incarnation was an attempt to re-create the 'feel' of a real Formula One car; featuring Paddle shifters behind the steering wheel for gear changes and force feedback in both the steering wheel and driver seat.

- TECHNICAL -

Super Monaco GP [Deluxe model] is designed to resemble the McLaren GP team, complete with the white and international orange colour scheme. The cabinet also featured a viewing window, situated behind the player's head, that allowed for real-life spectators to watch the player's progress.

Sega X board hardware
Game ID : 0124a / 0125a / 0126 / 0126a

Main CPU : (2x) Motorola 68000 (@ 12.5 Mhz), Zilog Z80 (@ 4 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2151 (@ 4 Mhz), Sega (@ 4 Mhz)

Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 24576

Players : 1
Control : steering wheel
Buttons : 2

- TRIVIA -

Released in May 1989 in Japan.

Also released as :
"Super Monaco GP [Upright model]"
"Super Monaco GP [Cockpit model]"
"Super Monaco GP [2-Player Sit-Down model]"

- UPDATES -

317-0124a
* Select message : 'Select By Steering...'
* Select text : B, A, Super A Class, like on Megadrive
* Qualification : preliminary race

317-0126
* Select message : 'Push Start Button'
* Select text : B, A, Super A Class, like on Megadrive
* Qualification : preliminary race

Other versions : 
* Select message : 'select by Steering'
* Select text : Beginner Intermediate Professional
* Qualification : Qualifying Lap

Versions without billboards (0124a, Rev C 0125a, 0126a) :
* On these versions, Marlbobo, Modil, Hoster's billboards are replaced by Flicky's.
* Ajip, Pibelly billboard's are modified to be unreadable.
* Conan, Henda, Fodo, Flippy, BF billboards are unmodified.
* The billboard after the tunnel is always a Flicky (the Sega game).
* Renamed brands on the billboards :
Marlbobo => Marlboro (you can see Marlboro on the title screen tho)
Ajip => Agip
Conan => Canon
Modil => Mobil
Pibelli, Flippy => Pirelli
Henda => Honda
Fodo => Ford
BF => BP
Hoster's => Foster's

Note : US versions have the 'Winners Don't Use Drugs' screen.

- TIPS AND TRICKS -

Do not steer through the chicane; just hold a straight line and the game will take your car through it under full acceleration.

- SERIES -

1. Monaco GP (1979)
2. Pro Monaco GP (1980)
3. Super Monaco GP [Upright model] (1989)
3. Super Monaco GP [Cockpit model] (1989)
3. Super Monaco GP [Deluxe model] (1989)

- PORTS -

* Consoles :
Sega Master System (1990)
Sega Mega Drive (1990)
Sega Mega-CD (1992, "Sega Classics Arcade Collection 4-in-1")

* Computers :
Sinclair ZX Spectrum (1991)
Commodore C64 (1991)
Commodore Amiga (1991)
Amstrad CPC (1991)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3424&o=2

$end


$info=mt_smgp,
$bio

Super Monaco GP (c) 1990 Sega.

- TECHNICAL -

Runs on the "Mega-Tech System" hardware.
Cartridge ID: 610-0239-39

- TRIVIA -

Released in August 1990.

- TIPS AND TRICKS -

* Lose Your Head : In arcade mode, cross the finish line in the top three while pressing A+B+C. When your driver holds aloft his trophy, he holds up his head instead!

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2367&o=2

$end


$gamegear=smgp,
$bio

Super Monaco GP (c) 1991 Sega Enterprises, Limited.

- TECHNICAL -

Cartridge ID: 2304

- TRIVIA -

Reviews:
1990 - Consoles + HS N.2 [FR]: 69/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64891&o=2

$end


$sms=smgp,smgpp2,smgpp1,smgpu,
$bio

Super Monaco GP (c) 1990 Sega Enterprises, Limited.

- TECHNICAL -

Game ID: 7043

- TRIVIA -

Reviews:
[FR] Player One (Oct. 1990): 90/100

- PORTS -

* Consoles : 
Sega Master System [EU] (1993) "Master Games 1 [Model 9020]" 
Sega Master System [KO] (April 1995) "Aladdin II Special - Racing 3 IN 1 [Model GB95002JG]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56218&o=2

$end


$gamegear=smgpj,
$bio

Super Monaco GP (c) 1990 Sega Enterprises, Limited.

- TECHNICAL -

Game ID: G-3201

- TRIVIA -

Super Monaco GP for the Sega Game Gear was released on October 6, 1990 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64893&o=2

$end


$megadriv=smgpj,
$bio

Super Monaco GP (c) 1990 Sega Enterprises, Limited.

- TECHNICAL -

Game ID: G-4026

- TRIVIA -

Super Monaco GP for the Sega Mega Drive was released on August 9, 1990 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56922&o=2

$end


$info=smgpu1,smgpj,smgpu,smgp6,smgpu2,smgpja,smgp5d,smgp6d,smgpd,smgpjd,smgpu1d,smgpu2d,smgpud,
$bio

Super Monaco GP [Upright model] (c) 1989 Sega Enterprises, Limited.

A superb Formula One racing game from Sega that took sprite-scaled graphics to a whole new level. The game's single track offered a very reasonable representation of the famous Monaco Grand Prix circuit.
Players could chose to race with one of three different skill/gear settings :
Beginner : Automatic Gears 
Intermediate : 4-Speed Manual gears 
Professional : 7-Speed Manual Gears

Before entering the Grand Prix, a qualification lap had to be completed. In the event of qualifying, the qualifying time determined the player's position on the starting grid. During the race itself, checkpoints had to be reached within a set time, or the race was over.

- TECHNICAL -

Sega X board hardware
Game ID : 0124a / 0125a / 0126 / 0126a

Main CPU : (2x) Motorola 68000 (@ 12.5 Mhz), Zilog Z80 (@ 4 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2151 (@ 4 Mhz), Sega (@ 4 Mhz)

Players : 1
Control : steering wheel
Buttons : 2

- TRIVIA -

Released in May 1989 in Japan.

Also released as :
"Super Monaco GP [Cockpit model]"
"Super Monaco GP [Deluxe model]"
"Super Monaco GP [2-Player Sit-Down model]"

- UPDATES -

317-0124a
* Select message : 'Select By Steering...'
* Select text : B, A, Super A Class, like on Megadrive
* Qualification : preliminary race

317-0126
* Select message : 'Push Start Button'
* Select text : B, A, Super A Class, like on Megadrive
* Qualification : preliminary race

Other versions : 
* Select message : 'select by Steering'
* Select text : Beginner Intermediate Professional
* Qualification : Qualifying Lap

Versions without billboards (0124a, Rev C 0125a, 0126a) :
* On these versions, Marlbobo, Modil, Hoster's billboards are replaced by Flicky's.
* Ajip, Pibelly billboard's are modified to be unreadable.
* Conan, Henda, Fodo, Flippy, BF billboards are unmodified.
* The billboard after the tunnel is always a Flicky (the Sega game).
* Renamed brands on the billboards :
Marlbobo => Marlboro (you can see Marlboro on the title screen tho)
Ajip => Agip
Conan => Canon
Modil => Mobil
Pibelli, Flippy => Pirelli
Henda => Honda
Fodo => Ford
BF => BP
Hoster's => Foster's

Note : US versions have the "Winners Don't Use Drugs" screen.

- TIPS AND TRICKS -

Do not steer through the chicane; just hold a straight line and the game will take your car through it under full acceleration.

- SERIES -

1. Monaco GP (1979)
2. Pro Monaco GP (1980)
3. Super Monaco GP [Upright model] (1989)
3. Super Monaco GP [Cockpit model] (1989)
3. Super Monaco GP [Deluxe model] (1989)

- PORTS -

* Consoles :
Sega Genesis [US] (1990)
Sega Master System [US] [EU] (1990) "Super Monaco GP [Model 7043]" 
Sega Mega Drive [BR] (1990) by Tec Toy
Sega Mega Drive [JP] (August 9, 1990) "Super Monaco GP [Model G-4026]" 
Sega Mega Drive [EU] (January 4, 1991) 
Sega Master System [BR] (1992) "Super Monaco GP [Model 025310]" 

* Handhelds : 
Sega Game Gear [JP] (October 6, 1990) "Super Monaco GP [Model G-3201]" 
Sega Game Gear [US] [EU] (1991)
Sega Game Gear [BR] (1991) "G.P. Monaco" by Tec Toy 

* Computers :
Atari ST [EU] (1991)
Commodore C64 [EU] (1991)
Commodore Amiga [EU] (1991)
Sinclair ZX Spectrum [EU] (1991) 
Amstrad CPC [EU] (1991)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=21226&o=2

$end


$msx1_cart=supermona,supermon,
$bio

Super Monitor (c) 1985 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77494&o=2

$end


$gba=smonkyblu,
$bio

Super Monkey Ball Jr. (c) 2002 T-HQ, Inc.

The GBA version of Super Monkey Ball is a zany, action-packed arcade puzzle game that keeps the 'party' feel of the original, including mini-games and a fantastic array of multiplayer modes for up to four players. It retains the 3-D feel of the GameCube version, as well as the mini-games;Monkey Fight, Monkey Race, Monkey Golf and Monkey Bowling. Several of these must be unlocked to enable play. The game consists of 60 stages which are split into three difficulties: Easy Normal and Expert. A number of elements will be integrated into each stage so that the player has a unique and challenging experience, progressing as the difficulty increases. Some of the more tricky elements include Stepped Floors, Titled Floors, Vertical Bumpers, Animated Floors, Rotating Floors, Moving Platforms, Curved Platforms and Escalator Platforms. Bonus stages are also scattered throughout the levels. These events are a timed banana feast as in the GC version. The player must collect as many bananas as they can in the time available.

GAME FEATURES:
* The most entertaining GBA title on the market
* Based on one of the best-selling GC titles
* Over 60 stages filled with steps, bumps, moving platforms and more!
* Includes 4 favourite party games - Monkey Fight, Monkey Race, Monkey Golf and Monkey Bowling
* Supports up to four players with a Link Cable
* Features the ever-popular characters from the GC version - AiAi, MeeMee, Baby and GonGon

- TECHNICAL -

Cartridge ID: AGB-ALUE-USA

- TRIVIA -

Released on November 20, 2002 in USA.

- STAFF -

Devolopment Team (Realism/Creations)
Lead Programmer: Dave Reed
Programmer: James Watson, Neil Millstone, Jas C. Brooke, Andy Onions
Tools Programmer: Andy Clarke
Lead Artist: Dave Worton
Artist: Michael Smith, Steve Watson, Simon Street
Music : Martin Goodall
Producers : Andy Onions (Realism), Marc Bowden (Creations)
Special Thanks To: Mark Wilcox, David McLachlan, Lorraine Starr

THQ Product
Executive Vice President - Worldwide Studios: Jack Sorensen
Executive Producer: Brian F. Christian
Producer: Derek C. Smith
Lead Tester: Marla Anyomi
Testers: Graham Ratliff, Carlos Restrepo, Steve Travers, Logan Derrick, James Krenz, Ryan Rothenberger
QA Technician: Mario Waibel
QA Database Administrator: Jason Roberts
QA Manager: Monica Vallejo
Director of Quality Assurance: Jeremy S. Barnes

THQ Marketing
VP - Marketing: Peter Dille
Group Marketing Manager: Alison Quirion
Associate Product Marketing Manager: Heather Hall
Marketing Coordinator: Michael Greene
Director - Creatice Services: Howard Liebeskind
Senior Creative Services Manager: Kathy Helgason
Creative Services Manager: Kirk Somdal
PR Manager: Reilly Brennan
Associate PR Manager: Erik Reynolds
Manual Writer: Brett Rector
Packaging Design: JAM Advertising
Extra Special Thanks: Shinobu Toyoda, Kathy Schoback, Judy Jette, Toshihiro Nagoshi, Super Monkey Ball Development Team
Specical Thanks: Brian J. Farrell, Jeffrey Lapin, Alison Locke, Robert Reilly, Ricardo Fischer, Jack Suzuki, Gordon L. Madison Jr., Christian Kenney, Paul Rivas, Stacey Mendoza, Michael Rubinelli

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75909&o=2

$end


$gba=smonkybl,
$bio

Super Monkey Ball Jr. [Model AGB-ALUP] (c) 2003 Infogrames Interactive, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75908&o=2

$end


$info=smooncrs,
$bio

Super Moon Cresta (c) 1981 Gremlin Ind.

This is the same as the original except faster and the aliens drop bombs at you.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : Tone generator & discrete circuits

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette colors : 98

Players : 1
Control : 8-way joystick
Buttons : 1

- TRIVIA -

Manufactured by Gremlin Ind. under license from Nichibutsu.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2733&o=2

$end


$x68k_flop=supermf,
$bio

Super Moon Fighter (c) 1994 Unknown.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95281&o=2

$end


$snes=smorph,
$bio

Super Morph (c) 1993 Sony Imagesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63700&o=2

$end


$info=smoto16,
$bio

Super Moto (c) 1996 Subsino.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=26135&o=2

$end


$info=suprmous,
$bio

Super Mouse (c) 1982 Taito.

In this platform game, you are a mouse collecting a stash of food that happens to be scattered around the house. Opposing you are cats and cobras, which pop up out of nowhere. You're not exactly helpless, though. You have balloon bombs which you can lay and detonate, rocks on top of the house to drop, floors that move across when you step on them and pools of water under bridges which you open by walking over them. All these can kill cats and cobras, if you use them right.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound CPU : Zilog Z80 (@ 2.5 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.536 Mhz)

Players : 2
Control : 4-way joystick
Buttons : 1

- TRIVIA -

Even if titlescreen says 1982, Super Mouse was released in January 1983 in Japan.

This game is also known as "Funny Mouse".

- UPDATES -

The Bonus round is a bit different on the machines. On "Funny Mouse" you hit the button to stop the wheels, in Super Mouse you hit the button to start the wheels spinning.

- SCORING -

Picking up food : 100 points
Dropping off food in hiding place : 200 points
Killing a Cat : 100 points
Killing a Cobra : 200 points (also see tips and tricks below)
Bonus for collecting all food : Killing all surviving Cats and Cobras
Bonus Round : 200-1500 points (if you hit it)

- TIPS AND TRICKS -

If you drown a Cobra in one of the pools, you also kill off the cats on the maze.

- PORTS -

* Computers :
Sord M-5 [JP] (Funny Mouse)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2734&o=2

$end


$info=ec_supmb,
$bio

Super Multi Bar (c) 19?? Electrocoin Automatics, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42950&o=2

$end


$info=ec_sumnd,
$bio

Super Multi Nudger (c) 19?? Electrocoin Automatics, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42949&o=2

$end


$info=smbomb,smbombr1,
$bio

Super Muscle Bomber - The International Blowout (c) 1994 Capcom Company, Limited.

Fourteen selectable wrestlers fight to win the belt in this cross over wrestling/2D fighting game.

- TECHNICAL -

Runs on the "CP System II" hardware.
Green Board [Japan]

Players: Up to 2.
Control: 8-way joystick per player.
Buttons: 5 per player.
=> [1] Grab, [2] LP, [3] HP
=> [5] LK, [6] HK

- TRIVIA -

Super Muscle Bomber was released in August 1994 in the Japanese arcades. It was known as the 6th video game released on the CPS2 hardware.

This game is known outside Japan as "Ring of Destruction - Slammasters II". Here is a list of known Export releases:
"Ring of Destruction - Slammasters II [Blue Board]"
"Ring of Destruction - Slammasters II [Grey Board]"
"Ring of Destruction - Slammasters II [Orange Board]"

Hara Tetsuo, who designed the characters in the Muscle Bomber games, is a popular manga artist in Japan. He is famous for his work on Hokuto no Ken (aka Fist of the North Star).

Sony Music Entertainment released a limited-edition soundtrack album for this game (Super Muscle Bomber Arcade Game Track - SRCL-2919) on October 21, 1994.

- TIPS AND TRICKS -

* BIFF
- SUPER 1 : Catch then Up, UpLeft, Left
- SUPER 2 : Catch then Up, UpLeft, Left then Catch

* BLACK WIDOW
- SUPER 1 : Catch then Down, Left, Up
- SUPER 2 : Catch then Down, Left, Up then Catch

* GRATER
- SUPER 1 : Catch then Right, UpRight, Up
- SUPER 2 : Catch then Right, UpRight, Up then Catch

* GUNLOC
- SUPER 1 : Catch then Up, UpLeft, Left
- SUPER 2 : Catch then Up, UpLeft, Left then Catch

* HAGGAR
- SUPER 1 : Catch then 360°
- SUPER 2 : Catch then 360° then Catch

* JUMBO
- SUPER 1 : Catch then Half Circle toward
- SUPER 2 : Catch then Half Circle toward then Catch

* ONI
- SUPER 1 : Catch then 360°
- SUPER 2 : Catch then 360° then Catch

* ORTEGA
- SUPER 1 : Catch then Left, Down, DownLeft
- SUPER 2 : Catch then Left, Down, DownLeft then Catch

* RASTA
- SUPER 1 : Catch then Down, Up
- SUPER 2 : Catch then Down, Up then Catch

* SABER
- SUPER 1 : Catch then DownRight, UpRight
- SUPER 2 : Catch then DonwRight, UpRight then Catch

* SCORPION
- SUPER 1 : Catch then Up, Down
- SUPER 2 : Catch then Up, Down then Catch

* STINGRAY
- SUPER 1 : Catch then Right, Down, DownRight
- SUPER 2 : Catch then Right, Down, DownRight then Catch

* TITAN
- SUPER 1 : Catch then DonwLeft, Down, Up
- SUPER 2 : Catch then DonwLeft, Down, Up then Catch

* WRAITH
- SUPER 1 : Catch then Right, UpRight, Up
- SUPER 2 : Catch then Right, UpRight, Up then Catch

- SERIES -

1. Muscle Bomber - The Body Explosion [CP-S No. 27] (1993)
2. Muscle Bomber Duo - Heat Up Warriors [CP-S No. 28] (1993)
3. Super Muscle Bomber - The International Blowout [Green Board] (1994)

- STAFF -

Character Designer & Illustrator : Tetsuo Hara
Planners : Tomy, Ari
Object Designers : Ikusan Z, Imomushi, Kakkun, Yorio, Rikagon, K. Takechan, Hirohito, Kamameshi (Kamamesi), Rumichan
Scroll Designers : Ziggy, Miyao, Taka
Programmers : Kazuhito Nakai, Shaver, Yuko Kawamura (Tate), Hiroshi Nakagawa (Raoh)
Sound : Toshio Kajino, Syun Nishigaki (Shun), Isao Abe (Oyaji)
Assists : B G, Batayon, Hideo, Tora, Hin-Hans, Ponta, Hiroaki Kondo
Special Thanks : MB&MBD, Pacho Team, Lovelies, Shinchan-Men, Takuya Shiraiwa (Mr. Shira), Original Staff
Team USA Support : Alex Jimenez

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2735&o=2

$end


$snes=supnaxat,
$bio

Super Naxat Open - Golf de Shoubu da Dorabocchan [Model SHVC-XD] (c) 1994 Naxat Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62373&o=2

$end


$snes=snazopuy,
$bio

???????? ?????? (c) 1995 Banpresto
(Super Nazo Puyo - Rulue no Roux)

Here is a game from Compile's popular Puyo Puyo series. But here, rules have slightly changed, hence the name Nazo Puyo instead of Puyo Puyo. First of all, puzzles are still present in this version, but the player has to visit small towns and challenge its inhabitants in Puyo battles. When a group of characters is finally defeated, it is time to play against the master Puyo who keeps the entrance to the next level. An interesting twist has also been added to the original Puyo Puyo's rules - each stage asks the player to fulfill a certain task, like clean up all beans only using a limited amount of puyos, or only puyos of a specific color. This can be tricky and challenging for non-Japanese speaking players though, these conditions being mentioned at the beginning of each puzzle in Japanese. And some of the later tasks can be hard to figure out, such as chain-reactions or groups or puyos that need to be erased at the same time. The game can be played in Story mode (where the player can either play as Rulue or Arle and travel the world looking for the ultimate curry recipie) or in Puzzle mode giving the player a countless amount of puzzles to solve. Finally, a Nazo Puyo Editor is also available and allows players to create their own mind boggling puzzles.

- TECHNICAL -

Cartridge ID: SHVC-ANQJ-JPN
Package ID: SHVC-P-ANQJ(JPN)

- TRIVIA -

Released on May 26, 1995 in Japan for 9200 Yen.

Nazo means 'enigma' or 'riddle' in Japanese.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62374&o=2

$end


$snes=snazopu2,
$bio

Super Nazo Puyo Tsuu - Rulue no Tetsuwan Hanjouki [Model SHVC-A8PJ-JPN] (c) 1996 Compile

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62375&o=2

$end


$snes=testcart,
$bio

Super NES Service [Model PN23278] (c) 1991 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63782&o=2

$end


$snes=sscope6,
$bio

Super NES Super Scope 6 (c) 1992 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63719&o=2

$end


$nes=mc_15sny,
$bio

Super New Year Cart 15-in-1 (c) 2005 Unknown.

- STAFF -

All games developed by: Hummer Team

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95415&o=2

$end


$snes=nichimj2,
$bio

Super Nichibutsu Mahjong 2 - Zenkoku Seiha Hen [Model SHVC-2N] (c) 1993 Nichibutsu [Nihon Bussan Company, Limited.] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62377&o=2

$end


$snes=nichimj3,
$bio

Super Nichibutsu Mahjong 3 - Yoshimoto Gekijou Hen [Model SHVC-3J] (c) 1994 Nichibutsu [Nihon Bussan Company, Limited.] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62378&o=2

$end


$snes=nichimj4,
$bio

Super Nichibutsu Mahjong 4 - Kisokenkyuu Hen [Model SHVC-A4MJ-JPN] (c) 1996 Nichibutsu [Nihon Bussan Company, Limited.] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62379&o=2

$end


$snes=nichimj,
$bio

Super Nichibutsu Mahjong [Model SHVC-NM] (c) 1992 Nichibutsu [Nihon Bussan Company, Limited.] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62376&o=2

$end


$snes=ninjaboy,
$bio

Super Ninja Boy (c) 1993 Culture Brain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63701&o=2

$end


$snes=ninjakun,
$bio

Super Ninja-kun [Model SHVC-8Q] (c) 1994 Jaleco Company, Limited. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62380&o=2

$end


$info=snespal,
$bio

Super Nintendo (c) 1993 Nintendo Co., Ltd.

European release. Console developed in Japan. See "Super Famicom [Model SHVC-001]" for more information about the console itself.

- TECHNICAL -

Model # SNSP-001

- TRIVIA -

Released on June 6, 1992 in Europe.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83312&o=2

$end


$snes=noahark,
$bio

Super Noah's Ark 3D (c) 1994 Wisdom Tree

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63702&o=2

$end


$snes=nobubufu1,nobubufu,
$bio

Super Nobunaga no Yabou - Bushou Fuuunroku [Model SHVC-IZ] (c) 1991 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62381&o=2

$end


$snes=nobuzenk,
$bio

Super Nobunaga no Yabou - Zenkoku Ban [Model SHVC-NZ] (c) 1993 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62382&o=2

$end


$info=snotec,
$bio

Super Note Club (c) 1995 Bandai Co., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100773&o=2

$end


$info=snotecex,
$bio

Super Note Club EX (c) 1996 Bandai Co., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100774&o=2

$end


$info=m1sprnov,
$bio

Super Nova (c) 199? Maygay.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42017&o=2

$end


$info=suprnova,
$bio

Super Nova [Model 150] (c) 1982 Game Plan.

- TECHNICAL -

Model Number : 150

- TRIVIA -

1,000 units were produced.

- STAFF -

Design by : Al Gregg
Art by : George Molentin

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5596&o=2

$end


$snes=snova,
$bio

Super Nova (c) 1993 Taito Corp.

North American release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Darius Force [Model SHVC-DH]".

Teaser text from this American version:
The Solver Hawk Fleet rises again!!
Prepare to the flight of your life, in a no-holds barred battle for survival! Super Nova offers three fighter options, a power balance system and other exciting new features. Fight your way through the enemy defense zone to destroy the gigantic battle cruisers of the evil empire!

- TECHNICAL -

Cartridge ID: SNS-DH-USA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63703&o=2

$end


$info=super9,
$bio

Super Nove (c) 2001 Playmark.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48288&o=2

$end


$cpc_cass=snudge2k,
$bio

Super Nudge 2000 [Model PAL AS10] (c) 1989 Mastertronic, Ltd. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99451&o=2

$end


$info=b85sngam,
$bio

Super Nudge Gambler (c) 1988 Bell-Fruit Mfg.

- TRIVIA -

Super Nudge Gambler was released in January 1988 in the UK.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=21267&o=2

$end


$info=j2sng,
$bio

Super Nudge Gambler (c) 198? Cotswold Microsystems.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41920&o=2

$end


$info=ep_snw,ep_snwa,ep_snwb,ep_snwc,ep_snwd,
$bio

Super Nudge Wink (c) 199? Union Games, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40893&o=2

$end


$info=supnudg2,
$bio

Super Nudger II (c) 1989 Coinmaster.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 8 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.5 Mhz)

Screen orientation : Horizontal
Video resolution : 368 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 256

Players : 1
Buttons : 3

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4563&o=2

$end


$info=m3supnud,
$bio

Super Nudges Unlimited (c) 198? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41207&o=2

$end


$megadriv=superoff,
$bio

Super Off Road (c) 1992 Tradewest, Incorporated.

- TRIVIA -

Reviews:
[FR] June 1992 - Consoles + N.10 (Pages 90-91): 53/100
[FR] June 1992 - Joypad N.9: 79/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70731&o=2

$end


$snes=suprbaja,suprbajap,
$bio

Super Off Road - The Baja (c) 1993 Tradewest, Incorporated.

- TECHNICAL -

Model SNS-R8-USA

- TRIVIA -

Super Off Road - The Baja for SNES was released in September 1993 in North America.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63706&o=2

$end


$gameboy=superoff,
$bio

Super Off Road [Model DMG-OR-USA] (c) 1992 Tradewest, Incorporated. [Corsicana, TX, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67053&o=2

$end


$sms=superoff,
$bio

Super Off Road (c) 1992 Virgin Interactive

- TECHNICAL -

Model MK-27059

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56219&o=2

$end


$snes=superoffj,
$bio

Super Off Road [Model SHVC-FR] (c) 1992 Pack-In-Video Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62383&o=2

$end


$snes=superoffu,
$bio

Super Off Road (c) 1991 Tradewest, Incorporated.

- TECHNICAL -

Cartridge ID: SNS-OR-USA

- TRIVIA -

Reviews:
March 1992 - Consoles + N.8 (Page 90-91) [FR]: 93/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63705&o=2

$end


$snes=superoff,
$bio

Super Off Road (c) 1991 Tradewest, Incorporated.

- TECHNICAL -

Cartridge ID: SNSP-OR-EUR

- TRIVIA -

Reviews:
[FR] May 1992 - Joypad N.8 (Page 152-153): 77/100
[FR] November 1993 - Consoles + N.25: 80%

Average note: 78.5/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63704&o=2

$end


$gamegear=superoff,
$bio

Super Off Road [Model T-70018] (c) 1992 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64894&o=2

$end


$lynx=superoff,
$bio

Super Off-Road (c) 1993 Telegames.

Super Off-Road is a game for up to four dirt grinding drivers.

- TECHNICAL -

Model LX105

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58862&o=2

$end


$snes=superoku,
$bio

Super Okumanchouja Game [Model SHVC-ABGJ-JPN] (c) 1995 Takara Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62384&o=2

$end


$megadriv=jordanbj,
$bio

Super One on One - Jordan Vs Bird (c) 1993 Electronic Arts.

- TRIVIA -

Reviews:
[FR] June 1992 - Consoles + N.10 (Pages 82-83): 62/100
[FR] June 1992 - Joypad N.9: 81/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56923&o=2

$end


$snes=superozu,
$bio

Super Oozumou - Nessen Ooichiban [Model SHVC-OK] (c) 1992 Namco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62385&o=2

$end


$info=sorbit,
$bio

Super Orbit (c) 1983 Gottlieb.

- TECHNICAL -

Gottlieb System 80A
Model Number : 680

- TRIVIA -

2,100 units were produced.

- SERIES -

1. Orbit (1972)
2. Super Orbit (1983)

- STAFF -

Design by : Ed Krynski
Art by : David Moore

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5597&o=2

$end


$info=sothello,
$bio

Super Othello (c) 1986 Fujiwara.

- TRIVIA -

Released in June 1986.

- STAFF -

Software design : T. Kawaguchi, H. Itsui, H. Uraya, Y. Kawai
Hardware design : A. Kikuchi, T. Shiono
Graphic design : T. Yoshinari
Musical comp. : G. Tsuno
Director : Takato Yoshinari (T. Yoshinari)
Producer : H. Fujiwara

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=20343&o=2

$end


$info=superpac,
$bio

Super Pac-Man (c) 1982 Namco.

Super Pac-Man is a 1- or 2-player game where you are in control of the legendary Pac-Man. As in the original "Pac-Man" game, the goal is to clear each maze, but this time, instead of dots, the maze consists of prizes which are locked away behind gates. There are two ways to access the prizes. You can eat the keys which open a particular gate, and not always the gate which is closest to that key. Or you can crash through the gate after you eat a Super Pill and become Super Pac-Man. You are not required to eat all of the keys in order to complete the stage. 

Four Power Pills are in maze and allow Pac-Man to turn the tables on the ghosts and eat them for a short time. When the ghosts begin to flash, time is running out and they will switch back, so beware. 

New in this game is the Super Pill. There are two Super Pills in the maze which allow Pac-Man to become Super Pac-Man for a limited period of time. While in Super form, Pac-Man can crash through the maze gates, fly over the ghosts and avoid being killed (or eat them when they're blue), and travel at super speed whenever the player presses and holds the Super Speed button. When the super power is about to run out, Pac-Man flashes white and then returns to his normal form. You can extend the duration of Super time by eating a regular Power Pill. The Super time will then be extended by the duration of the ghosts' blue time. 

Pac-Man loses one life whenever a ghost catches him when the ghost is not blue and Pac-Man is not in Super form. You start with a set number of lives ('Lives' dip switch), and bonus lives can be awarded to you as you reach or pass certain preselected point values ('Extra Lives' dip switch). 

The tunnel is a great way to put some space between you and any ghosts that are on your tail since they can only move half as fast as you when they are in it. In Super Pac-Man, the ghosts are also slowed down by travelling through the passage directly beneath the ghost pen.

Occasionally, a star will appear in the middle of the screen with a picture on the left, and a rotating picture on the right. You may eat the star at any time for bonus points, but if you manage to eat the star when the right picture matches the left one, you will receive a larger bonus. 

As the stages increases, the ghosts speed up their pursuit of Pac-Man and they stay blue for shorter and shorter periods of time after he eats a Power Pill until, in the high stages, they do not turn blue at all. 

Super Pac-Man also features bonus stages in Stage 3, Stage 7, and every fourth stage thereafter, where there are no ghosts, a time limit, and Pac-Man is in Super form throughout the stage. Your goal is to eat all of the prizes in the given time limit. As with gameplay on the regular levels, you don't need to eat all (or any) of the keys. You are awarded the remaining time in the counter as points for successfully eating everything. With each Bonus stage, the walls and gates change color. 

Super Pac-Man remains true to the intermission formula established in "Pac-Man". These intermissions are more like the simple humorous anecdotes found in the original game, than the episodic stories told by the intermissions in "Ms. Pac-Man" and "Jr. Pac-Man". Super Pac-Man features four intermissions : 

1) Pac-Man enters from the left side of the screen, followed closely by the ghosts. When Pac-Man exits the screen to the right, the ghosts stop. Super Pac-Man appears high up from the right and the ghosts helplessly watch as Super Pac-Man flies over their heads and exits to the left. This intermission is played after Stage 2. 

2) As a tribute to the first intermission from the original game, Pac-Man enters from the right, and is followed by what appears to be a super version of Blinky. After they exit to the left, a super Blinky reappears from the left in his blue form, and is now followed by an even larger version of Super Pac-Man. This intermission is played after Stage 6. 

3) Pac-Man enters from the left side of the screen, followed closely by the ghosts. Before Pac-Man makes it all the way to the right, he simply disappears, leaving the ghosts stunned and puzzled. As the ghosts look around for Pac-Man's whereabouts, Clyde looks up and notices the extremely large version of Super Pac-Man falling from the sky, instantly scaring all of the ghosts blue before this super-duper Pac-Man squashes them. This intermission is played after Stage 11, which is the third Bonus Stage. 

4) The extra-large Super Pac-Man enters from the left side of the screen, followed by a pack of 32 ghosts, 8 of each color. After exiting to the right, four scared (blue) super ghosts reappear from the right. Much to their misfortune, they are being chased by 32 normal-sized Pac-Men. This intermission is played after Stage 16 and every 4th stage thereafter. 

- CAST OF CHARACTERS - 

* Pac-Man - Once again, you control the little yellow hero as you guide him through the maze and onto victory. Pac-Man's goal is to gobble up every target item. He must avoid contact with the ghosts unless they are blue as a result of Pac-Man eating a Power Pill, or when Pac-Man is in Super form as a result of eating a Super Pill. Unlike the other classic Pac-games, Pac-Man does not move any slower when he's eating targets than when he isn't. True to the other Pac-games, however, he is still capable of turning around corners faster than the ghosts, so make as many turns as possible when the ghosts are on his tail.

* Super Pac-Man - After eating a Super Pill, Pac-Man becomes large and in charge. In Super form, he can eat through gates without the use of a key, fly over ghosts without colliding with them (the ghosts actually change in appearance, becoming squat or thin depending on the direction they are moving; this ability does not prevent Super Pac-Man from eating blue ghosts), moving faster when the Super Speed button is held down, and extending the duration of his super power by eating a normal Power Pill. When Pac-Man's Super power is about to expire, he flashes white just like the ghosts do when they are about to change back to normal. 

* Ghosts - Blinky, Pinky, Inky, and Clyde are back. Basically, they behave the same. Blinky follows you more closely than any of the other ghosts, shadowing your trail, Pinky tries to stay one step ahead of you by second-guessing which way you will go and trapping you, Inky usually turns away if you take him head on, and Clyde does his own thing for the most part. In this game, their behavior is a tad more random than in the first game, so patterns cannot be relied upon. Also new in Super Pac-Man, they will exhibit a "stutter" behavior from time to time where they seem to shake in one spot briefly before continuing on. This can sometimes save you if you are being chased, or it can mess you up if you are following behind a ghost too closely. 

* Scared Ghosts - As in the original game, if Pac-Man eats a Power Pill, the ghosts will turn blue for a short period of time. The higher the stage, the shorter that time becomes, until the ghosts don't turn blue at all (but they do change direction). Eating ghosts scores big points (see Scoring below), but watch out when they start flashing because they're about to change back to their normal state. 

* Power Pills - A carry-over from the original "Pac-Man" game. These four large white blinking dots in the corners of the maze allow Pac-Man to temporarily chase and eat the ghosts until they begin to flash and turn back to normal. In this game, eating a Power Pill while in Super form extends Super time into the ghosts' blue time. 

* Super Pills - These two green pills grow and shrink in size close to the middle of the maze. When Pac-Man eats one of these, he grows to Super size and gains the power to crash through barriers, fly over ghosts, and use Super Speed. 

* Keys - The ultimate prize in the original game becomes an integral tool in this game. Eat the keys to open the gates that block your access to the prizes. You don't have to eat all of the keys to complete the stage. The maze contains 15 keys in all. 

* Gates - The doors that block Pac-Man from eating the prizes he needs to eat in order to complete the stage. There are 37 gates in all. 

* Prizes - Unlike in the original game, where you had to eat dots and collect the prizes for bonus points, you must eat all of prizes to complete the stage. The maze contains 31 prizes in all. 

* Bonus Star - Once Pac-Man has eaten a total of 15 items in the maze (including power pills and super pills, but not including keys), a bonus star will appear with one picture to the left, and a rapidly changing picture to the right. Eat the star for bonus points, or try to eat the star when the pictures match for an even higher bonus. Try to eat the star when the pictures on either side match and are the same as the current stage's main prize (for example, apples in Stage 1) to score the maximum possible bonus points.

* Tunnel - By going through one end of the tunnel, Pac-Man and the ghosts can cross over to the other side of the screen. Any ghost who goes through the tunnel will move at half speed. This speed decrease also occurs under the ghost pen now.

- TECHNICAL -

Game ID : SP

Main CPU : Motorola M6809 (@ 1.536 Mhz) 
Sound CPU : Motorola M6809 (@ 1.536 Mhz) 
Sound Chips : Namco 8-channel WSG 

Screen orientation : Vertical 
Video resolution : 224 x 288 pixels 
Screen refresh : 60.61 Hz 
Palette colors : 32 

Players : 2 
Control : 4-way joystick 
Buttons : 1 (SUPER SPEED) - only works while Pac-Man is Super-sized.

- TRIVIA -

Super Pac-Man was released in October 1982 in Japan. 

In this new Pac-Man game, the gameplay mechanics have altered radically - instead of eating dots, the player is required to eat a key, which unlocks a section of the maze containing some kind of food. Once all the food is eaten, the player advances to the next level. The new game-play mechanics were considered by many to be confusing, and too much of a change from the first two games ("Pac-Man" and "Ms. Pac-Man"). Ultimately, Super Pac-Man proved to be the least successful game in the original series, being outsold that year by "Pac-Man Plus", a slightly updated version of the original game. In spite of this, the game's A.I. was celebrated as being one of the best of that era, and in the eyes of many fans, was the best out of any Pac-Man game. 

The alien spaceship "Galaxian" makes an appearance in this game as the main prize of Stage 15 (the fourth Bonus Stage). 

A Super Pac-Man unit appears in the 1983 movie 'Joysticks'.

- SCORING -

Key : 50 points 
Power Pill : 100 points
Super Pill : 100 points
Eating a gate (when Super-sized) : 200 points 
Food items : 10 x stage (max. 160) points 
1st blue ghost : 200 points 
2nd blue ghost : 400 points 
3rd blue ghost : 800 points 
4th blue ghost : 1,600 points 
Star, when slot machine items do not match : 200 to 1,600 points (value doubles every four stages until it reaches 1,600) 
Star, when slot machine items match but different from level : 2,000 points 
Star, when slot machine items match and same as level : 5,000 points 
Bonus points awarded after bonus round is complete. Bonus counts down from 20,000 by 100's.

- TIPS AND TRICKS -

* Try to group the ghosts together, and lure as many as possible at once behind you before collecting a Power Pill.

* Note that in this game, you can kill the ghosts in their home, so on the early stages you can kill all four, then collect another power pill and kill them in their base as soon as they regenerate. This gives you another few seconds breathing space as well. This is generally not recommended unless Pac-Man is in Super form at the time.

* At the early parts of each level, concentrate on picking up as many keys as possible before collecting any prizes. This way you open up a lot of the maze, saving grief later on. 

* When you are in Super form, collecting a normal Power Pill extends your Super time. The Super Pill does last longer than a normal Power Pill. 

* When you are in Super form, try and break through any remaining doors to save you from having to collect all the keys. 

* Don't worry about the bonus star in the center - it's not worth wasting time waiting to try and match the items as you score far more points in general play on later levels. 

* Although the maze layout is always the same, the keys on later levels open different doors, so you can't rely on the same patterns on each screen. 

* All stages whose numbers are one less than a multiple of 4 (Stage 3, Stage 7, Stage 11, etc.) serve as Bonus Stages. In these stages, Pac-Man is Super-sized throughout the entire stage, and there are no ghosts. These are the stages to take full advantage of the Super Speed button. Complete each Bonus Stage before time runs out; the remaining time is awarded to you as points.

* Easter Egg : 
1) Enter service mode. 
2) Keep Button 1 pressed and enter the following sequence : Right, Down(x2), Left(x4), Up. 
'(c) (p) 1982 NAMCO LTD.' will be added at the bottom of the screen.

- SERIES -

1. Pac-Man (1980, ARC)
2. Ms. Pac-Man (1981, ARC)
3. Super Pac-Man (1982, ARC) 
4. Pac-Man Plus (1982, ARC)
5. Jr. Pac-Man (1983, ARC)
6. Professor Pac-Man (1983, ARC)
7. Pac-Land (1984, ARC) 
8. Pac-Mania (1987, ARC) 
9. Pac-Attack (1993, SNES, Genesis; 1994, Game Boy, Game Gear)
10. Pac-Man 2 - The New Adventures [Model SNS-25-USA] (1994, SNES, Genesis)
11. Pac-In-Time [Model SNS-APTE-USA] (1994, SNES, PC) 
12. Pac-Man Arrangement (1996, ARC) : part of "Namco Classics Collection Vol.2"
13. Pac-Man VR (1996, ARC)
14. Pac-Man World [Model SLUS-00439] (1999, PS) 
15. Pac-Man - Adventures in Time (2000, PC)
16. Ms. Pac-Man - Maze Madness [Model SLUS-01018] (2000, PS) 
17. Ms. Pac-Man - Quest for the Golden Maze (2001, PC)
18. Pac-Man All-Stars (2002, PC)
19. Pac-Man Fever [Model SLUS-20197] (2002, PS)
20. Pac-Man World 2 [Model SLUS-20224] (2002, PS2, GC, XBOX) 
21. Pac-Man Vs. [Model DOL-PRJE-USA] (2003, GC)
22. Pac-Pix [Model NTR-APCE-USA] (2005, DS) 
23. Pac-Man Pinball Advance [Model AGB-BP8E-USA] (2005, GBA)
24. Pac-Man Arrangement (2005, PSP) : part of "Namco Museum Battle Collection [Model ULUS-10035]" 
25. Pac'n Roll [Model NTR-APNE-USA] (2005, DS) 
26. Pac-Man World 3 [Model SLUS-21219] (2005, PSP, PS2, GC, XBOX, PC, DS)
27. Pac-Man World Rally [Model SLUS-21328] (2006, GameCube, PS2, PSP, PC)
28. Pac-Man Championship Edition (2007, XBLA) 
29. Pac-Man Championship Edition DX (2010, XBLA, PSN) 
30. Pac-Man Party [Model RVL-SP7E-USA] (2010, Wii)
31. Pac-Man Battle Royale (2011, ARC) 
32. Pac-Man Tilt (2011, 3DS) : part of "Pac-Man & Galaga Dimensions [Model CTR-APGE-USA]"
33. Pac-Man Championship Edition DX+ (2013, XBLA, PSN, Steam)
34. Pac-Man Dash! (2013, Android/iOS)
35. Pac-Man and the Ghostly Adventures (2013, 3DS, XBOX 360, PS3, Wii U, PC)
36. Pac-Man and the Ghostly Adventures 2 (2014, 3DS, XBOX 360, PS3, Wii U, PC)

- STAFF -

Designed by : Toru Iwatani

- PORTS -

NOTE : For ports released in North America, please see the Midway upright entry. 

* Consoles : 
Sony PlayStation [AU] (1996) "Namco Museum Vol.2" 
Sony PlayStation [EU] (November 1996) "Namco Museum Vol.2 [Model SCES-00267]" 
Nintendo Wii [JP] (December 6, 2007) "Minna de Asobou! Namco Carnival" [Model RVL-P-RNWJ]" : Translated as "Everybody plays! Namco Carnival" 
Nintendo Wii [EU] (April 18, 2008) "Namco Museum Remix [Model RVL-RN2P]" 
Nintendo Wii [KO] (April 26, 2008) "Namco Museum Remix" 
Nintendo Wii [AU] (May 1, 2008) "Namco Museum Remix [Model RVL-2N2P]" 
Microsoft XBOX 360 [EU] (May 15, 2009) "Namco Museum - Virtual Arcade" 
Microsoft XBOX 360 [AU] (June 3, 2009) "Namco Museum - Virtual Arcade" 
Microsoft XBOX 360 [JP] (November 5, 2009) "Namco Museum - Virtual Arcade [Model 2RD-00001]" 
Microsoft XBOX 360 [XBLA] [KO] [EU] [AU] (February 26, 2014) "Pac-Man Museum" 
Sony PlayStation 3 [PSN] [EU] [AU] (February 26, 2014) "Pac-Man Museum [Model NPEB-01892]" 
Sony PlayStation 3 [PSN] [KO] (February 26, 2014) "Pac-Man Museum" 
Microsoft XBOX 360 [XBLA] [JP] (June 25, 2014) "Pac-Man Museum" 
Sony PlayStation 3 [PSN] [JP] (June 25, 2014) "Pac-Man Museum" 

* Computers : 
Commodore C64 [EU] (1988) 
PC [MS Windows, CD-ROM] [JP] (June 9, 1998) "Namco History Vol.3" 
Steam [EU] (February 25, 2014) "Pac-Man Museum" 
PC [Online] [AU] (February 25, 2014) "Pac-Man Museum"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2736&o=2

$end


$a800=spacman,
$bio

Super Pac-Man (c) 1984 Atari, Inc. [Sunnyvale, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86719&o=2

$end


$info=cmpacman,
$bio

Super Pac-Man + Cherry Master (c) 198? Unknown.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50944&o=2

$end


$a5200=spacman,
$bio

Super Pac-Man (c) 1984 Atari, Incorporated.

- TECHNICAL -

Model CX5252

- TRIVIA -

Unreleased prototype.

- STAFF -

Programmer: Landon Dyer
Graphics: Gary Johnson
Audio: Brad Fuller

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50100&o=2

$end


$info=superpacm,
$bio

Super Pac-Man (c) 1982 Bally Midway Mfg. Co.

Export release by Bally/Midway for North America. Game developed in Japan by Namco. For more information about the game itself, please see the original Namco entry.

- TECHNICAL -

[Game No. 316]
[Upright model]

- TRIVIA -

Super Pac-Man was released in December 1982 in North America by Bally/Midway, under license from Namco.

- PORTS -

NOTE: Only ports released in North America are listed here. For ports released in other regions, please see the Namco entry.

* Consoles :
Atari 5200 [US] : Unreleased prototype 
Sony PlayStation [US] (September 30, 1996) "Namco Museum Vol.2 [Model SLUS-00216]" 
Nintendo Game Boy Color [US] (1999) "Ms. Pac-Man - Special Color Edition" 
Nintendo Wii [US] (October 23, 2007) "Namco Museum Remix [Model RVL-R2NE-USA]" 
Microsoft XBOX 360 [US] (November 4, 2008) "Namco Museum - Virtual Arcade [Model 21022]" 
Nintendo Wii [US] (November 16, 2010) "Namco Museum Megamix" 
Sony PlayStation 3 [PSN] [US] (February 25, 2014) "Pac-Man Museum [Model NPUB-31383]" 
Microsoft XBOX 360 [XBLA] [US] (February 26, 2014) "Pac-Man Museum" 

* Computers : 
Commodore C64 [US] (1988) 
PC [MS-DOS, 5.25"] [US] (1988) 
Steam [US] (February 25, 2014) "Pac-Man Museum [Model 236470]" 

* Others : 
Super Pac-Man TV game [US] (2006) by Jakks Pacific) 
Mobile Phones [US] (May 17, 2006) 
Arcade Gold featuring Pac-Man [US] (2007) by Jakks Pacific 
Retro Arcade featuring Pac-Man [US] (2008) by Jakks Pacific 
Windows Mobile [US] (March 29, 2010) 
Pac-Man Connect and Play [US] (2012) by Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=37082&o=2

$end


$snes=suppslot,
$bio

Super Pachi-Slot Mahjong [Model SHVC-QU] (c) 1994 Nichibutsu [Nihon Bussan Company, Limited.] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62386&o=2

$end


$msx1_cart=suppachi,
$bio

Super Pachinko (c) 1985 Nippon Columbia

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77495&o=2

$end


$gameboy=suppachi,
$bio

Super Pachinko Taisen (c) 1995 Banpresto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67055&o=2

$end


$snes=suppachi,
$bio

Super Pachinko Taisen [Model SHVC-ADXJ-JPN] (c) 1995 Banpresto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62387&o=2

$end


$x68k_flop=spakris,spakrisa,
$bio

Super Pakris EX (c) 1991 G Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88657&o=2

$end


$info=spang,spangj,spangbl,
$bio

Super Pang (c) 1990 Mitchell Corp.

1 or 2 players use a harpoon gun to burst a number of large, bouncing balls. when hit, each ball breaks down into smaller balls. A sequel to the 1989 original which, while not adding anything particularly new, retains the superb playability of its predecessor.

- TECHNICAL -

Main CPU: Zilog Z80 (@ 8 Mhz)
Sound Chips: OKI6295 (@ 7.5 Khz), YM2413 (@ 4 Mhz)

Players: 2
Control: 8-way joystick
Buttons: 1 (FIRE)

- TRIVIA -

Super Pang was released in September 1990.

This game was also released by Capcom for North America as "Super Buster Bros.".

The game forbids the initials 'SEX' on the high score table. If you try, it gets changed it to '???'.

- TIPS AND TRICKS -

* Stage Select on Tour Mode: Select Tour mode. Hold down the joystick and press fire button. 

* Win 500 Points in Panic Mode: Hold down the joystick and 500 points will be added to your score every few seconds by forcing the bubbles spawns. When the bubbles quota is reached on the screen, this trick don't work.

* Win 100,000 Points in Panic Mode: If you go without shooting anything for the amount of time it takes for the background song to repeat, you will automatically get 100,000 points, but the speed of the balls will suddenly become extremely fast.

- SERIES -

1. Pang (1989)
2. Super Pang (1990)
3. Pang! 3 [B-Board 94916-10] (1995)
4. Mighty! Pang [Green Board] (2000)
5. Pang - Magical Michael (2010, Nintendo DS)

- STAFF -

Planners: Uda, Futoshi Kuwahara
Designers: Kurihara, Furukawa
Programmers: Shinohara, Nakai
Composer: Takaoka

- PORTS -

* Consoles : 
Nintendo SNES [EU] (1992) "Super Pang [Model SNSP-SN]" 
Nintendo Super Famicom [JP] (August 7, 1992) "Super Pang [Model SHVC-SN]" 
Sony PlayStation [JP] (March 14, 1997) "Super Pang Collection [Model SLPS-00360]" 
Sony PlayStation [EU] (June 1998) "Super Pang Collection [Model SLES-00043]" 

* Handhelds : 
Sony PSP [AU] (July 11, 2007) "Capcom Puzzle World" 
Sony PSP [EU] (July 13, 2007) "Capcom Puzzle World [Model ULES-00647]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2737&o=2

$end


$nes=spang2,
$bio

Super Pang II [Model TC-022] (c) 1992 Sachen [Taiwan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76977&o=2

$end


$snes=spangj,
$bio

Super Pang (c) 1992 Capcom Company, Limited.

Super Pang is a sort of remixed version of Capcom's popular arcade game Pomping World originally released in 1989. The rules of the game are fairly simple - the player must destroy all the huge colored bouncing balls on screen within a certain time limit. To do so, he uses a sort of harpoon-rope-gun, and each time a ball receives a direct hit, it pops and splits into smaller balls (in the same way meteors used to split in Atari's classic arcade game Asteroids). Each stage comes with a set of weapons and special items to collect. The repertoire of different weapons is rather small, from powerful laser-guns to special grappling-ropes that hook and stick to the ceiling. The same applies to items - they include the clock that freezes everything for a short amount of time, the bomb which reduces all the balls on screen to tiny ones, or a force-field shield that protects the player against injury. The game also offers different play modes - the World Tour is the default mode where the player travels from country to country all around the world, starting in Japan and going through no less than forty stages. Then the Panic Mode is just an endurance exercise where the game just keeps throwing balls at the player. Curiously, a two simultaneous player-mode is not included in this Super Famicom version...

- TECHNICAL -

Cartridge ID: SHVC-SN

- TRIVIA -

Super Pang for Super Famicom was released on August 7, 1992 in Japan for 7500 Yen.

Known export releases : 
[EU] "Super Pang [Model SNSP-SN]" 
[US] "Super Buster Bros. [Model SNS-SN]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62388&o=2

$end


$snes=spang,
$bio

Super Pang (c) 1992 Capcom Company, Limited.

European release. Game developed in Japan. For more information on the game itself, please see the original Japanese release entry; "Super Pang [Model SHVC-SN]".

- TECHNICAL -

Cartridge ID: SNSP-SN

- TRIVIA -

This game is known in North America as "Super Buster Bros.".

Reviews:
[FR] November 1992 - Consoles+ No. 14: 91/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63707&o=2

$end


$svision=spang,
$bio

Super Pang [Model SV10028] (c) 1992 Sachen [Taiwan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95477&o=2

$end


$nes=spang,
$bio

Super Pang (c) 1991 Sachen.

- TECHNICAL -

Game ID: TC-021

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76976&o=2

$end


$msx1_cart=spenguin,
$bio

Super Penguin (c) 198? Sieco.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95214&o=2

$end


$info=suprpick,
$bio

Super Picker (c) 1977 Allied Leisure.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=6661&o=2

$end


$info=spiero,
$bio

Super Pierrot (c) 1987 Universal.

Whoo hoo, this game is nothing but dot eating fun. You play the game one screen at a time, and each screen will be covered with dots, baddies, and will have a few logs thrown in to boot. What you are trying to do is either eat all the dots, or kill all the monsters. There are two basic kinds of enemies (plus a few more that will sometimes escort the bonus letters). The first kind is a sort of green clam, these are slow moving and pose little danger to Mr. Do. But the second kind is fairly dangerous, it is a purple cartoon snake, and it will make quick rolling attacks at Mr. Do!, you must dodge these, as your powerball is ineffective against a rolling snake. Both enemy types will sometimes transform into a purple sightless unicorn if they manage to remain alive long enough, shoot the unicorns as soon as they appear, because you cannot outrun them over long distances.

Mr. Do! has two things to defend himself with. The first is the superball, he starts out carry this, simply toss it at an enemy, and they will vanish (you can also bounce the superball off of walls for a higher score). Your superball regenerates as you eat dots and fruit, and it is often a good idea to use it as soon as it regenerates (to take out yet another baddie). Your other weapon is the logs that are scattered around the game board. Simply push them, and they will roll down the screen, taking out anything in their path (including Mr. Do! if you are dumb enough to get in their way).

You leave a line behind you as you walk, when you meet your own line (creating a box), any dots inside the box will be upgraded to cherries, while cherries upgrade to apples, which upgrade to lemons, which finally upgrade to pineapples. You don't have to do any of this fruit upgrade stuff at all, but is the best way to rack up a lot of points. You can collect letters to spell EXTRA to get a free man (just like all the other "Mr. Do!" games).

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.9 Mhz), (2x) Zilog Z80 (@4mhz)
Sound Chips : (4x) Texas Instruments SN76496 (@ 4 Mhz)

Players : 2
Control : 4-way joystick
Buttons : 2

- TRIVIA -

Super Pierrot was released in March 1987 in Japan.

This game is known outside Japan as "Do! Run Run".

Because of the video game crash of 1983, Universal decided to release their final Mr. Do! game as a conversion kit only, because the market for dedicated cabinets had all but dried up at this point (but it was a full kit that would fit any cabinet, not just a kit for other Mr. Do! games). This kit is fairly rare, and is almost impossible to find today. The kit contained a new PCB and new graphics for the machine, the graphics were purple themed, and the marquee had a 'DO! Run Run' logo superimposed over a purple geometric landscape with a blue line running randomly about it.

Bootleggers ported this title to the very similar "Mr. Do's Castle" hardware, although that version is fairly rare.

- UPDATES -

The maze graphics are slightly different than "Do! Run Run".

- TIPS AND TRICKS -

* Hint : Try to make concentric circle patterns from the outermost edge in, 'eating' the outermost cherries, dots or whatever each time. This will allow you to get a ton of pineapples, which score the most, and will get you a good score in early stages before it gets difficult.

- SERIES -

1. Mr. Do! (1982)
2. Mr. Do's Castle (1983)
3. Mr. Do's Wild Ride (1984)
4. Super Pierrot (1987)
5. Neo Mr. Do! (1996)

- PORTS -

* Computers :
MSX [JP] (1988)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2738&o=2

$end


$msx1_cart=spierrot,
$bio

Super Pierrot (c) 1987 Nidecom

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52726&o=2

$end


$info=musicbal,
$bio

Super Pin-ball - Music Ball (c) 1988 Tecfri.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=29900&o=2

$end


$pc8801_flop=spinball,
$bio

Super Pinball (c) 1984 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92990&o=2

$end


$nes=spinb,spinbp,
$bio

Super Pinball (c) 1988 Coconuts Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54675&o=2

$end


$snes=spinbalj,spinbaljp,
$bio

Super Pinball - Behind the Mask [Model SHVC-3P] (c) 1994 Meldac

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62389&o=2

$end


$snes=spinbalua,spinbalu,
$bio

Super Pinball - Behind the Mask [Model SNS-XP-USA] (c) 1994 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63709&o=2

$end


$snes=spinbal,
$bio

Super Pinball - Behind the Mask [Model SNSP-XP-NOE] (c) 1994 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63708&o=2

$end


$info=spbactn,spbactnj,spbactnp,
$bio

Super Pinball Action (c) 1991 Tecmo.

A pinball game featuring 4 boards :
1. On the Carnival Board, there are two ways to work towards the goal : knocking out the drop targets on the upper board, or hitting the button targets that light the word 'Rhythm' on the lower part of the main board.
2. On the Border Board, the 'INPUT' button targets in the center upper part of the board are the ones to hit to work your way towards your goal.
3. On the Monster Board, you must complete 7 different target areas, each one referring to a body part : 2 roll-throughs for arms, two holes for eyes, two sets of targets for legs and the top rollovers work towards the 'head'.
4. On the Sniper Board, you knock down the 'LOAD' drop targets, then shoot the Shot Bonus button target when lit. You do this 6 times to reach your goal.

As you go follow through on the game, the warp shots let you see how far you've gone in your quest to finish each board. The fewer clothes each girl has, the further you have gone on that board. Once the women are topless, you've done all you can on that board.

- TECHNICAL -

Game ID : 9002

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : YM3812 (@ 3.579545 Mhz), OKI6295 (@ 8 Khz)

Players : 1
Buttons : 3

- TRIVIA -

Released in April 1991 in Japan.

- UPDATES -

The US version is slightly different, it has the "Winners Don't Use Drugs" screen.

- TIPS AND TRICKS -

If you see you're on your last ball and the warp light is on, shoot at that target. Warping between boards (or even back to the board you were on) starts you with another set of balls.

- SERIES -

1. Pinball Action (1985)
2. Super Pinball Action (1991)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2739&o=2

$end


$snes=spinbal2,
$bio

Super Pinball II - The Amazing Odyssey [Model SHVC-APLJ-JPN] (c) 1995 Meldac

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62390&o=2

$end


$msx2_flop=spinksx1,spinksx1a,
$bio

Super Pink Sox 1 (c) 1990 Wendy Magazine

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102059&o=2

$end


$msx2_flop=spinksx2,
$bio

Super Pink Sox 2 (c) 1990 Wendy Magazine

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102060&o=2

$end


$pc98=spinksx2,
$bio

Super Pink Sox 2 - Yuka no Fushigi na Taiken (c) 1992 Wendy Magazine

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90751&o=2

$end


$pc98=spinksx3,
$bio

Super Pink Sox 3 (c) 1994 Wendy Magazine

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90752&o=2

$end


$pc98=spinks3p,spinks3pa,
$bio

Super Pink Sox 3+ (c) 1994 Wendy Magazine

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90753&o=2

$end


$cpc_cass=spipelin,
$bio

Super Pipeline 2 [Model IA 0132] (c) 1985 Mastertronic, Ltd. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99452&o=2

$end


$info=spitboss,
$bio

Super Pit Boss  (c) 198? Merit.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 6 Mhz)

Palette colors : 256

- SERIES -

1. Pit Boss (1983)
2. Super Pit Boss (198?)
3. Pit boss II [Model F 21800] (1988)
4. Pit Boss Superstar (1989)
5. Pit Boss Megastar (1994)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4342&o=2

$end


$nes=spitfallj,
$bio

Super Pitfall (c) 1986 Pony Canyon, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54676&o=2

$end


$pc8801_flop=superpit,superpith,
$bio

Super Pitfall (c) 1986 Pony Canyon, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92991&o=2

$end


$nes=spitfall,
$bio

Super Pitfall (c) 1987 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55620&o=2

$end


$nes=spitfallh,
$bio

Super Pitfall (c) 1987 FMG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69323&o=2

$end


$coco_cart=superpit,
$bio

Super Pitfall (c) 1988 Tandy Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53483&o=2

$end


$nes=spitfall2,
$bio

Super Pitfall 2 (c) 1989 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55621&o=2

$end


$snes=playactn,
$bio

Super Play Action Football (c) 1992 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63710&o=2

$end


$info=spc4000,
$bio

Super Play Computer 4000 (c) 1979 Grundig.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103354&o=2

$end


$info=suprpokr,suprpkra,suprpokrb,
$bio

Super Poker (c) 1987 GEI [Grayhound Electronics, Incorporated.].

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=29414&o=2

$end


$info=spk116it,spk115it,spkrform,spk306us,spk102ua,spk114it,spk116itmx,spk200ua,spk203us,spk205us,
$bio

Super Poker (c) 199? IGS.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=30700&o=2

$end


$megadriv=suppoker,
$bio

Super Poker (c) 199? Unknown.

Chinese game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95183&o=2

$end


$bbca_cass,bbcb_cass=suprpool,
$bio

Super Pool (c) 1984 Software Invasion

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52491&o=2

$end


$info=suprpool,
$bio

Super Pool (c) 1997 ABM Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15677&o=2

$end


$info=spool99,spool99a,spool99b,spool99c,
$bio

Super Pool 99 (c) 1998 Electronic Projects.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=29159&o=2

$end


$info=spool3,spool3i,
$bio

Super Pool III (c) 1989 Data East.

- TECHNICAL -

Main CPU : MOS Technology M6502 (@ 2 Mhz)
Sound CPU : MOS Technology M6502 (@ 1.5 Mhz)
Sound Chips : YM2203 (@ 1.5 Mhz), YM3812 (@ 3 Mhz), OKI MSM5205 (@ 384 Khz)

Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 512

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Also licensed to I-Vics.

This game is also known as "Pocket Gal".

- UPDATES -

Instead of the girl stripping between levels (Pocket Gal), the fully clothed image is repeated.

- STAFF -

Programmers : Minagawa, Shinichi
Designer : Kinta58000
Graphics designers : Masa, Fusimi, Astaroth, Mixman
Sound : Hitomi Komatsu, Tatsuya Kiuchi, Hiroaki Yoshida (MARO), Azusa Hara (AZUSA)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2740&o=2

$end


$info=j2suppot,
$bio

Super Pots (c) 198? JPM International.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41012&o=2

$end


$info=m1suppot,m1suppota,m1suppotb,m1suppotc,m1suppotd,m1suppote,m1suppotf,m1suppotg,m1suppoth,m1suppoti,m1suppotj,m1suppotk,m1suppotl,m1suppotm,m1suppotn,m1suppoto,m1suppotp,m1suppotq,m1suppotr,m1suppots,
$bio

Super Pots (c) 199? Maygay.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42020&o=2

$end


$snes=spleagu2a,spleagu2,
$bio

Super Power League 2 [Model SHVC-Z4] (c) 1994 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62392&o=2

$end


$snes=spleagu3,
$bio

Super Power League 3 [Model SHVC-AP9J-JPN] (c) 1995 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62393&o=2

$end


$snes=spleagu4,
$bio

Super Power League 4 [Model SHVC-AE7J-JPN] (c) 1996 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62394&o=2

$end


$snes=spleague,
$bio

Super Power League [Model SHVC-M3] (c) 1993 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62391&o=2

$end


$intv=decathln,
$bio

Super Pro Decathlon (c) 1988 INTV.

1. 100 METER DASH (3 attempts): Wait for the gun (starting early disqualifies the attempt), then run as fast as you can for the finish line! The lower your time, the more points awarded.

2  BROADJUMP (3 attempts): After GET READY disappears, start running as fast as you can. At some point after you pass the brown line (practice to find the best point!), HOLD IN ANY SIDE KEY to gear up for the jump; RELEASE the SIDE KEY before the foul line (grass) to actually jump. Don't cross the foul line -- the attempt will be disqualified. Keep running until you release the SIDE KEY. The greater the jump distance (measured from the foul line), the more points awarded.

3. SHOT-PUT (3 attempts): After GET READY disappears, spin the DISC as fast as you can. The shot is released automatically. The greater the throw distance, the more points awarded.

4. HIGHJUMP (3 attempts, continuing until you fail to clear the bar): After GET READY disappears, start running as fast as you can. Time your jump just before reaching the bar. Press ANY SIDE KEY to start your jump; press the SIDE KEY repeatedly to add power to your jump, until you start to fall. get three attempts at the starting height; succeed on any of the attempts, and the bar is placed higher than before! You then have one attempt at each new height until you fail. The higher your last successful jump, the more points awarded.

5. TRIPLEJUMP (3 attempts): After GET READY disappears, start running as fast as you can. After you pass the brown line, HOLD IN ANY SIDE KEY to gear up for the jump; RELEASE the SIDE KEY before the foul line (grass) to actually jump. Don't cross the foul line -- the attempt will be disqualified. Keep running until you release the SIDE KEY. Just before hitting the ground, press ANY SIDE KEY again. This gives you the second jump (timing is important; pressing the SIDE KEY too late will result in a poor jump).Just before hitting the ground a second time, press ANY SIDE KEY again. This gives you the third jump. The greater the total distance for the three jumps (measured from the foul line), the more points awarded.

6. 110 METER HURDLES (3 attempts): Wait for the gun (starting early disqualifies the attempt), then run as fast as you can for the finish line! Press ANY SIDE KEY to jump a hurdle; time it right, or you'll hit the hurdle. There is no penalty for knocking over a hurdle, except that it slows you down. The lower your time, the more points awarded.

7. DISCUS THROW (3 attempts): After GET READY disappears, spin the DISC as fast as you can as you (automatically) approach the foul line. Press ANY SIDE KEY to release the discus before you reach the line. Don't cross the foul line before releasing the discus-the attempt will be disqualified. The greater the throw distance (measured from the foul line), the more points awarded.

8. POLE VAULT (3 attempts, continuing until you fail to clear the bar): After GET READY disappears, start running as fast as you can. Time your jump just before reaching the bar. Press ANY SIDE KEY to plant your pole; press the SIDE KEY repeatedly to add power to your jump, until you start to fall. You get three attempts at the starting height; succeed on any of the attempts, and the bar is placed higher than before! You then have one attempt at each new height until you fail. The higher your last successful jump, the more points awarded.

9. JAVELIN THROW (3 attempts): After GET READY disappears, start running as fast as you can. Press ANY SIDE KEY to start the throwing sequence. You only need to press the SIDE KEY once. But time it just right -it takes a moment to wind up to throw; too early and you'll throw too far before the foul line; throw it too late, and you'll be over the foul line (the attempt is disqualified). The greater the throw distance (measured from the foul line), the mom points awarded.

10. 400 M. DASH (3 attempts): A test of stamina! Wait for the gun (starting early disqualifies the attempt), then run as fast as you can for the finish line! The lower your time, the more points awarded.

- TECHNICAL -

Model 9008

- TRIVIA -

Super Pro Decathlon was the only new title released by INTV Corp. not done by one of the original Mattel Electronics programmers. Scott Robitelle was a friend of Dave Warhol's who had done the hardware design of the development systems used by Realtime Associates. Dave gave him a shot at designing a game. Super Pro Decathlon was timed for release with the 1988 Summer Olympics.

For the title screen music, Dave Warhol recycled the fanfare he wrote for the unreleased Mattel Electronics cartridge Go For The Gold.

- STAFF -

Design/Program/Background Graphics: Scott Robitelle
Animations: Connie Goldman
Music/Sound: David Warhol
Package illustration: Steve Huston

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60966&o=2

$end


$intv=spftball,
$bio

Super Pro Football (c) 1986 INTV.

Outscore your opponent by running or passing the ball into your opponent's end zone (touchdown), by kicking a field goal, or by forcing a safety. Touchdowns score seven points (extra point is automatic). Field goals score three points. Two points for a safety.

- TECHNICAL -

Model 8400

- TRIVIA -

The announcers are programmed so that Terry (the balding one) and Dan (the bespectacled one) keep interrupting each other, just like they did in real life.

- TIPS AND TRICKS -

Easter Egg: To display credits, press 0 (zero) while the title screen is displayed.

- STAFF -

Design: Ray Kaestner, John Tomlinson, David Warhol
Program: John Tomlinson, David Warhol
Graphics: Connie Goldman
Sound: David Warhol
Package illustration: Steve Huston

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60967&o=2

$end


$snes=sprobot,
$bio

Super Probotector - Alien Rebels (c) 1992 Konami Company, Limited.

- TECHNICAL -

Cartridge ID: SNSP-CS-NOE

- TRIVIA -

The European version was retitled Super Probotector - Alien Rebels and the protagonists were replaced with humanoid robots. This change followed suit with the first Contra game released in 1990 for the NES, which was renamed Probotector in Europe and also featured robotic characters and enemies (probably due to some form of censorship).

There are a couple of other notable differences between the original Japanese version and the other releases that are worth noting. First off, Contra Spirits gives players infinite continues, whereas the other releases award the player with a limited amount at the beginning of the game. Then, the Japanese version surprisingly features a couple of cheat codes that were completely omitted from the other releases (such as 'stage select' and 'sound test').

Reviews:
[FR] November 1992 - Consoles+ No. 14: 88/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63711&o=2

$end


$snes=spbaseb2,
$bio

Super Professional Baseball II [Model SHVC-PB] (c) 1992 Jaleco Company, Limited. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62396&o=2

$end


$snes=spbaseb,
$bio

Super Professional Baseball [Model SHVC-SP] (c) 1991 Jaleco Company, Limited. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62395&o=2

$end


$info=spnchout,spnchoutj,spnchouta,
$bio

Super Punch-Out!! (c) 1984 Nintendo.

Super Punch-Out!! is an update of the superb boxing game, "Punch-Out!!", featuring five new larger-than-life opponents. The player once again assumes the role of a green-haired boxer who must fight his way up through five boxers to earn the title of 'Champ'. 

As with the original game, the player's boxer is viewed from behind with his torso rendered with wire-frame graphics (allowing the player's opponent to be easily seen). Punches, dodges and blocks must all be well-timed in order to defeat the opponent. 

Both the player and the opponent have stamina meters displayed at the top of the screen. These decrease when either boxer takes a punch and boxers will get knocked down if their stamina meter runs out completely. Faster knockdowns will cause the fallen boxer to recover less stamina upon getting up; the same happens if a boxer is knocked down by a knockout punch. 

Thanks to the refined roster of new and hugely distinctive enemy fighters, Super Punch-Out!! is considered to be an improvement over the first game.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 4 Mhz)
Sound CPU : Zetex N2A03 (@ 1.789772 Mhz)
Sound Chips : Zetex N2A03 (@ 1.789772 Mhz), Sanyo VLM5030 (@ 3.58 Mhz)

Players : 1
Control : 4-way joystick (pull up on the joystick to duck)
Buttons : 3
=> [1] LEFT BLOW, [2] RIGHT BLOW, [3] KNOCKOUT BLOW

- TRIVIA -

Super Punch-Out!! was released in September 1984 in the arcades.

The image used for the background of "Punch-Out!!" (in which Mario, Luigi, DK and DK Jr. sit on both sides of the ring) was recycled for Super Punch-Out!!. The only difference is that the background is in black and white.

Not to be confused with the 1994 Super NES game of the same name, 'Super Punch-Out!!', which is a remake of the arcade game to mark the ten-year anniversary of the original game's release.

The game's title music, is actually the 'Gillette Look Sharp March'. This jingle, originally heard in Gillette radio and television commercials, was later used as the theme song to the Gillette Cavalcade of Sports, which aired boxing matches. The music can also be heard in the 1980 boxing related film 'Raging Bull' during the scene where Jake LaMotta (as played by Robert De Niro) unveils his new nightclub.

Vodka Drunkenski's name would later be changed to 'Soda Popinski' for his appearances on the home console versions (see Series below) to remove alcoholic references and make the games more child-friendly.

- TIPS AND TRICKS -

* Control Panel Instructions : 
- Power meter indicates your punching power. Build up your punching power by punching the champ, throw a knockout blow when meter flashes "KO".
- Status meter indicates your/champ's respective stamina, knockdown occurs when status meter reads empty.
- Game is over when you are knocked out or time counts down to zero.(1)
- "Let's keep it clean. Now come out boxing!"

(1) Exception : In Super Punch-Out!!, time starts at zero and counts forward. When time reaches three minutes, time is up and the game is over.

- SERIES -

1. Punch-Out!! (1984)
2. Super Punch-Out!! (1984)
3. Mike Tyson's Punch-Out!! (1987, Nintendo NES)
4. Super Punch-Out!! (1994, Nintendo SNES)
5. Punch-Out!! (2009, Nintendo Wii)

- PORTS -

* Computers :
Amstrad CPC [EU] (1985) "Frank Bruno's Boxing" by Elite Systems 
Commodore C64 [US] [EU] (1985) "Frank Bruno's Boxing" by Elite Systems 
Sinclair ZX Spectrum [EU] (1985) "Frank Bruno's Boxing" by Elite Systems 
PC [MS-DOS, 3.5"] [EU] (1988) "Frank Bruno's Boxing" by Elite Systems

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2741&o=2

$end


$snes=suppunchj,
$bio

Super Punch-Out!! [Model SHVC-4Q] (c) 1998 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62397&o=2

$end


$snes=suppunchu,
$bio

Super Punch-Out!! [Model SNS-4Q-USA] (c) 1994 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63713&o=2

$end


$snes=suppunch,
$bio

Super Punch-Out!! [Model SNSP-4Q-FAH] (c) 1994 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63712&o=2

$end


$snes=suprputtu,
$bio

Super Putty [Model SNS-YU-USA] (c) 1993 US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63715&o=2

$end


$snes=suprputt,suprputtp,
$bio

Super Putty (c) 1993 US Gold

- TECHNICAL -

Cartridge ID: SNSP-YU-EUR

- TRIVIA -

Reviews:
[FR] Consoles +: 75%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63714&o=2

$end


$snes=spuyop2r,
$bio

Super Puyo Puyo 2 Remix (c) 1996 Compile.

- TECHNICAL -

[Model SHVC-A7PJ-JPN]

- TRIVIA -

Super Puyo Puyo 2 Remix was released on March 08, 1996 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47798&o=2

$end


$snes=spuyop2,
$bio

Super Puyo Puyo 2 (c) 1995 Compile.

- TECHNICAL -

Game ID: SHVC-AXPJ-JPN

- TRIVIA -

Super Puyo Puyo 2 was released on December 08, 1995 in Japan.

- STAFF -

Producer: Masamitsu Niitani (Moo Niitani)
Director: Kazunori Ikeda
Programmer: Takayuki Hirono (Jemini Hirono)
Sub Programmer: Shoji Takeuchi (JG4MSG Takeuchi), Golden Nakamoto, Mar
Graphic Designer: Koji Teramoto (Janus Teramoto), Aya Shimazaki (RIU), Hiroyuki Katsube
Main Illustrator: Soncho Sawa
Main Editorial Designer: Kazuto Hisoku
Editorial Designer: Amon, Fukusaburo Kido
Editorial Manager: Rainbow Papa
LMS Music Staff: Tomonori Minami (BA.M), Akiyoshi Nagao (Einosuke Nagao), Tsuyoshi Matsushima
Special Thanks: Hiroki Kodama (H. Kodama), Keiji Uemizu (Umeizo), Akira Minazuki

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47797&o=2

$end


$snes=spuyop,spuyopa,spuyopb,
$bio

Super Puyo Puyo (c) 1993 Banpresto.

- TECHNICAL -

Cartridge ID: SHVC-PQ

- TRIVIA -

Super Puyo Puyo was released on December 10, 1993 in Japan.

Reviews:
[FR] May 1995 - Consoles + N.32: 92%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47749&o=2

$end


$info=spuzbobl,spuzboblj,
$bio

Super Puzzle Bobble (c) 1999 Taito Corp.

- TECHNICAL -

Runs on the "Taito G-Net" hardware.

- TRIVIA -

Super Puzzle Bobble was released in February 1999.

- SERIES -

1. Puzzle Bobble (1994)
1. Puzzle Bobble [MVS] (1994)
2. Puzzle Bobble 2 (1995)
2. Puzzle Bobble 2 [MVS] (1999)
3. Puzzle Bobble 2X (1995)
4. Puzzle Bobble 3 (1996)
5. Puzzle Bobble 4 (1997)
6. Super Puzzle Bobble (1999)
7. Azumanga Daioh Puzzle Bobble (2002)
8. Super Puzzle Bobble 2 (2002, Sony PlayStation 2)
9. Super Puzzle Bobble All-Stars (2003, Nintendo GameCube)
10. Puzzle Bobble Vs. (2003, Nokia N-Gage)
11. Ultra Bust-a-Move (2004, Microsoft XBOX)
12. Puzzle Bobble Pocket (2005, Sony PSP)
13. Puzzle Bobble DS (2005, Nintendo DS)
14. Space Puzzle Bobble (2008, Nintendo DS)
15. Puzzle Bobble Wii (2009, WiiWare - Nintendo Wii)

- STAFF -

Planning: Nobuaki Kuroki, Takayasu Masaki (NJK-Techno)
Base Game Design: Seiichi Nakakuki
Program: Hiroshi Maruyama (NJK-Techno), Jun-ichiro Noguchi (NJK-Techno), TMR, Hitoshi Ohno (DAI), Akira Ohtsuki
Character Design: Akiyoshi Takada, Miyabi Tashiro (NJK-Techno)
Graphic: Akiyoshi Takada, Miyabi Tashiro (NJK-Techno), SAKOTAN (NJK-Techno), Kaori.K (NJK-Techno), Kimiaki Yomo (NJK-Techno), Nobuhisa Kitagishi (NJK-Techno), AYA (NJK-Techno)
Sound Director: Tono (Zuntata)
Composer: Sayoko (Zuntata)
Sound Effects: Mu-Nakanishi (Zuntata)
Voice Actor & Actress: Yoko Kaneko, KARU (Zuntata), KUNI (Zuntata), BABO (Zuntata), OTONO (Zuntata), Sumie Baba (81 Produce), Yumiko Shibata (81 Produce), Hidetoshi Nakamura (81 Produce), Yuriko Yamguchi (81 Produce), Ayusei Nakao (81 Produce), Motoko Kumai (81 Produce), Manami Nakayama (Aoni Production)
Design Works: Toshiyuki Takenami, Rika.K
Production Control: Seiji Watanabe, Takeshi Nakatani

- PORTS -

* Consoles : 
Sony PlayStation 2 [JP] (September 28, 2000) "Super Puzzle Bobble [Model SLPM-62016]" 
Sony PlayStation 2 [US] (November 26, 2000) "Super Bust-A-Move [Model SLUS-20115]" 
Sony PlayStation 2 [EU] (December 15, 2000) "Super Bust-A-Move [Model SLES-50076]" 
Nintendo Game Boy Advance [US] (November 27, 2001) "Super Bust-A-Move [Model AGB-ABME-USA]" 
Nintendo Game Boy Advance [EU] (November 30, 2001) "Super Bust-A-Move [Model AGB-ABMP]" 
Nintendo Game Boy Advance [JP] (December 21, 2001) "Super Puzzle Bobble Advance [Model AGB-P-ABMJ]" 
Nintendo GameCube [US] (February 12, 2003) "Bust-A-Move 3000 [Model DOL-G3SE-USA]" 
Nintendo GameCube [JP] (February 27, 2003) "Super Puzzle Bobble All-Stars [Model DOL-G3SE-USA]" 
Nintendo GameCube [EU] (September 5, 2003) "Super Bust-A-Move All Stars [Model DOL-G3SE-USA]" 

* Computers :
PC [MS Windows, CD-ROM] [US] (October 19, 2001) "Super Bust-A-Move" 

* Others : 
Mobile Phones [US] (July 21, 2005) "Super Bust-A-Move"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3441&o=2

$end


$gba=spbobble,
$bio

Super Puzzle Bobble Advance [Model AGB-ABMJ-JPN] (c) 2001 Taito Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75910&o=2

$end


$info=spf2t,spf2td,spf2tu,
$bio

Super Puzzle Fighter II Turbo (c) 1996 Capcom.

Export release. Game developed in Japan. For more information about the game itself, please see the original Japanese version entry; "Super Puzzle Fighter 2 II [Green Board]".

- TECHNICAL -

Runs on the "CP System II" hardware.
Blue Board [USA & Europe]

- UPDATES -

Blue Board releases : 

REVISION 1:
* Build date: 960529
* EUROPE release

REVISION 2:
* Build date: 960620
* US release

- PORTS -

Here is a list of ports released in regions where the arcade version was released as a Blue Board.

* Consoles :
Sega Saturn [EU] (1997) "Super Puzzle Fighter II Turbo [Model T-7030H-50]" 
Sega Saturn [US] (February 28, 1997) "Super Puzzle Fighter II Turbo [Model T-1215H]" 
Sony PlayStation [US] (November 30, 1996) "Super Puzzle Fighter II Turbo [Model SLUS-00418]" 
Sony PlayStation [EU] (July 1997) "Super Puzzle Fighter II Turbo [Model SLES-00605]" 
Microsoft XBOX 360 [XBLA] [US] [EU] (August 29, 2007) "Super Puzzle Fighter II Turbo HD Remix" 
Sony PlayStation 3 [PSN] [US] (August 29, 2007) "Super Puzzle Fighter II Turbo HD Remix" 
Sony PlayStation 3 [PSN] [EU] (May 29, 2008) "Super Puzzle Fighter II Turbo HD Remix" 
Microsoft XBOX 360 [US] (March 27, 2012) "Capcom Digital Collection" - XBLA version 
Microsoft XBOX 360 [AU] (March 29, 2012) "Capcom Digital Collection" - XBLA version 
Microsoft XBOX 360 [EU] (March 30, 2012) "Capcom Digital Collection" - XBLA version

* Handhelds : 
Nintendo Game Boy Advance [EU] (March 28, 2003) "Super Puzzle Fighter II [Model AGB-AZ8P-EUR]" 
Nintendo Game Boy Advance [US] (March 31, 2003) "Super Puzzle Fighter II [Model AGB-AZ8E-USA]" 

* Computers :
PC [MS Windows 9x, CD-ROM] [US] (1998)

* Others : 
Mobile Phones [US] (June 2006) "Super Puzzle Fighter II: Network Battle" 
BlackBerry [US] (March 3, 2010) "Super Puzzle Fighter II [Model 6466]" by Beeline Interactive, Inc.
Apple iPhone/iPad [US] (November 4, 2010) "Capcom Arcade [Model 397347348]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2742&o=2

$end


$info=spf2ta,
$bio

Super Puzzle Fighter II Turbo (c) 1996 Capcom Company, Limited.

Asian release. Game developed in Japan. For more information about the game itself, please see the original Japanese version entry; "Super Puzzle Fighter II X [Green Board]".

- TECHNICAL -

Runs on the "CP System II" hardware.
Grey Board [Asia]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69672&o=2

$end


$saturn,sat_cart=spf2tu,
$bio

Super Puzzle Fighter II Turbo (c) 1997 Capcom Company, Limited.

North American release. Game developed in Japan. For more information on the game itself, please see the original Japanese release entry; "Super Puzzle Fighter II X [Model T-1213G]".

- TECHNICAL -

Game ID: T-1215H

- TRIVIA -

Super Puzzle Fighter II Turbo for Sega Saturn was released on February 28, 1997 in North America.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60172&o=2

$end


$saturn,sat_cart=spf2t,
$bio

Super Puzzle Fighter II Turbo (c) 1996 Virgin Interactive.

European release. Game developed in Japan. For more information on the game itself, please see the original Japanese release entry; "Super Puzzle Fighter II X [Model T-1213G]".

- TECHNICAL -

Game ID: T-7030H-50

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60427&o=2

$end


$info=spf2th,
$bio

Super Puzzle Fighter II Turbo (c) 1996 Capcom Company, Limited.

South American release. Game developed in Japan. For more information about the game itself, please see the original Japanese version entry; "Super Puzzle Fighter II X [Green Board]".

- TECHNICAL -

Runs on the "CP System II" hardware.
Orange Board [South America]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69671&o=2

$end


$info=spf2xj,spf2xjd,
$bio

Super Puzzle Fighter II X (c) 1996 Capcom Co, Limited.

Super Puzzle Fighter II X is a puzzle game for one or two players based upon Capcom's legendary "Street Fighter" and "Vampire" series of fighting games. 

Super Puzzle Fighter II X's gameplay is reminiscent of Sega's superb 1992 puzzle game, "Puyo Puyo" with players taking on the role of one of the famous Street Fighter characters, represented visually between the two play areas in the middle of the screen. The aim is to manipulate falling coloured gem blocks, matching the colours to gems already in the play area; before finally destroying them with orbs of a like colour. 

Gems can only be eliminated by coming into contact with a 'Crash Gem' of the same colour. This eliminates all adjacent gems of that colour, setting up the potential for huge chain reactions. 

As gems are eliminated, garbage blocks called 'Counter Gems' will drop into the opponent's playfield; these will eventually become normal gems, but only after they count down to zero (most Counter Gem countdowns start at '5' and are reduced by one each time a new pair of gems is dropped on that board), until that time they cannot be eliminated by normal means. The only way to eliminate Counter Gems before they become normal gems is to place a Crash Gem of that colour nearby so it eliminates at least one normal gem. If this is done, all Counter Gems immediately adjacent to the Crash Gem will be taken out as well. 

Additionally, gems of the same colour that form squares or rectangles (of at least two blocks tall and wide) in the pit become a giant Power Gem of that size and color; eliminating these as part of a combo increases the number of Counter Gems that would otherwise normally appear on the opponent's board. 

The only other type of piece to appear is a diamond, which eliminates all the normal, Power, Counter and Crash gems of whichever colour gem it lands on. This, too, will cause Counter Gems to appear on the opponent's board. 

Whenever a player destroys a number of blocks, their on-screen Street Fighter counter-part will be shown attacking the opponent character. The fighting move used is dependent on both the colour and number of blocks the player has destroyed. 

The available in-game characters, and games from which they are taken (based on first appearance) are : 
* Ryu ("Street Fighter") 
* Ken ("Street Fighter") 
* Chun-Li ("Street Fighter II - The World Warrior") 
* Sakura ("Street Fighter Zero 2 [CP-S II No. 15]") 
* Morrigan ("Vampire - The Night Warriors [CP-S II No. 05]") 
* Donovan ("Vampire Hunter - Darkstalkers' Revenge [CP-S II No. 09]") 
* Lei Lei ("Vampire Hunter - Darkstalkers' Revenge [CP-S II No. 09]") 
* Felicia ("Vampire - The Night Warriors [CP-S II No. 05]") 

Hidden characters:
* Gouki ("Super Street Fighter II X - Grand Master Challenge [CP-S II No. 03 Bis]") 
* Dan ("Street Fighter Zero [CP-S II No. 11]") 
* Devilotte ("Cyberbots - Fullmetal Madness [CP-S II No. 10]")

- TECHNICAL -

Runs on the "CP System II" hardware.
Green Board [Japan]

Players: Up to 2.
Control: 8-way joystick per player.
Buttons: 2 per player.
=> ROTATE LEFT, ROTATE RIGHT

- TRIVIA -

Super Puzzle Fighter II X was released in May 1996 in the Japanese Arcades. It was known there as the 16th video game released for the CPS2 hardware.

The title is derived from "Super Street Fighter II X - Grand Master Challenge", but most of the graphics, sounds, and presentation is inspired by "Street Fighter Zero".

The game is known outside Japan as "Super Puzzle Fighter II Turbo". Here are some known Export releases : 
"Super Puzzle Fighter II Turbo [Blue Board]"
"Super Puzzle Fighter II Turbo [Orange Board]"
"Super Puzzle Fighter II Turbo [Grey Board]"

Devilot (secret character) is from "Cyberbots - Fullmetal Madness" (on the S-008 Super-8).

In the background of Chun-Li's stage, there is "Son Son" flying around on a cloud.
Sakura's stage is based on Ryu and Guy's stages from "Street Fighter Zero".
Ryu's stage is a variation of this, with a bunch of strange stuff in the background.
Ken's stage is based on Ken and Nash's stages from "Street Fighter Zero".
Dan's stage is a variation of this stage, set at a different time of day.
Gouki's stage is based on his "Street Fighter Zero 2" stage.

Victor Entertainment released a limited-edition soundtrack album for this game (Quiz Nanairo Dreams Nijiirochou no Kiseki, Super Puzzle Fighter II X - VICL-40210) on January 22, 1997.

- TIPS AND TRICKS -

* Play as Gouki : Move to Morrigan if you're player one or to Felicia if you're player two. Move the joystick Left, Down, Left, Down, Left, Down and then hold Left and press any button. Player two should move the joystick Right, Down, Right, Down, Right, Down then hold Right and press any button.

* Play as Dan : Move to Morrigan if you're player one or to Felicia if you're player two. Press and hold Start, move the joystick Down 13 times and then hit any other button.

* Play as Devilot : Move to Morrigan if you're player one or to Felicia if you're player two. Press and hold the Start button and move the joystick Down 13 times. Wait for the clock to reach 10 seconds and then hit any other button.

- STAFF -

Game designers : Murasaki Umagoyasi, SPP Iorya
Programmers : Knight Rider Giu, Cham Cho Choy, Shinchan, Eternal Sailor, Team Dirtyberet
Scroll designers : Nissui, Iwai, Meiko. K, Saru, Hisoya Akemi, Ojiji, S. Kuwatch, Takky, Konsutantinkun, Hiro
Character designers : Edayan, Goidanokei
Object designers : Masarusan N, Ino, Aska
Sound designer : Hiroaki Kondo (X68K)
Sound assists : Satoshi Ise
Music & Arrangement composers : Tatsuro Zuzuki (Tatsuro-), Isao Abe, Yuko Kadota, Syun Nishigaki, Setsuo Yamamoto, Takayuki Iwai (Anarchy Takapon)
Producers : Noritaka Funamizu, Saddy
Sound staff : Hideki Okugawa, Ryoji Yamamoto
Design staff : Daigo Ikeno, Masae Okano, Satoshi Ukai, Shinchiro Komizu
Producer : Yoshimi Ohnishi
General producer : Noritaka Funamizu
Supervisor : Yoshiki Okamoto

* Cast :
Felicia, Lei Lei, narration : Araki Kae
Devilot, Morrigan : Jinguuji Yayoi
Chun Li : Miyamura Yuko
Sakura : Sakamoto Yuko
Ryu : Hoshi Souichirou
Dan : Hosoi Osamu
Ken, Donovan : Iwanaga Tetsuya
Gouki : Tomomichi Nishimura

- PORTS -

Here is a list of ports released in Japan. For ports released outside Japan, please see the Export version entry; "Super Puzzle Fighter II Turbo [Blue Board]".

* Consoles :
Sega Saturn [JP] (December 6, 1996) "Super Puzzle Fighter II X [Model T-1213G]" 
Sony PlayStation [JP] (December 6, 1996) "Super Puzzle Fighter II X [Model SLPS-00611]" 
Sega Dreamcast [JP] (July 5, 2001) "Super Puzzle Fighter II X for Matching Service [Model T-1250M]" 

* Handhelds : 
Nintendo Game Boy Advance [JP] [Unreleased]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2743&o=2

$end


$saturn,sat_cart=spf2x,
$bio

Super Puzzle Fighter II X (c) 1996 Capcom Company, Limited.

Burst right into the feverish puzzle action that combines irresistible, addictive fun with famous CAPCOM characters. Beat your opponents to the punch by stacking block after block in strategic patterns and color combinations. Be the first to fill the opponent's screen with blocks and K.O.

You Win!

But get ready for more, because you can't play just once.

Take round after round of colored gems and line 'em up. Put the same color together and create huge power gems.

Watch your opponent squirm as you send counter gems right down on them to return their attack!

Link power gems together for devastating chain combos and timely blocks.

- TECHNICAL -

Game ID: T-1213G

- TRIVIA -

Super Puzzle Fighter II X for Sega Saturn was released in December 6, 1996 in Japan.

Features a Street Puzzle Mode which allows players to fight for secret options and prizes.

Known export releases : 
[US] "Super Puzzle Fighter II Turbo [Model T-1215H]" 
[EU] "Super Puzzle Fighter II Turbo [Model T-7030H-50]"

- TIPS AND TRICKS -

To face Devilot before your 7th opponent, do not use any continues, finish at least one round in under 60 seconds, create a chain reaction of 4 or higher, create a Power Gem that contains 20 gems or higher and complete one round with a Super Combo Finish (30+ Counter Gems).

To face Dan, do not use any continues as above. Take more than 60 seconds to win a round, create a chain reaction no greater than 3, have your biggest Power Gem not contain more than 19 gems, and do not finish any round with a Super Combo Finish.

To play as Gouki, highlight Morrigan (Player 2 must highlight Felicia), press and hold Start, then press Down, Down, Down, Left, Left, Left (Right three times if Player 2) and press any button while still holding Start. If you have defeated him in Street Puzzle Mode as Ryu, you can simply select him by holding Button L, and pressing any button.

To play as Dan, highlight Morrigan as described above (Felicia if Player 2), press and hold Start, and press Left, Left, Left, Down, Down, Down (Right three times at start if Player 2), then while still holding Start, press any button. If you have beaten him in Street Puzzle Mode as Donovan, you can choose him with the simple code of holding L and R buttons and pressing any button.

To play as Devilot, input the same code for Dan as described above, but wait until the time limit reaches 10 seconds before hitting any buttons to select Devilot. If you defeated her as Morrigan in Street Puzzle Mode, you can play as Devilot by holding Button R and pressing any button.

You can also play as Lei-Lei's sister, Lin-Lin (the paper tag) by highlighting Morrigan (Player 2 must highlight Felicia), holding Start, then moving Right (Player 2 must press Left twice) and pressing any button while still holding Start.

And you can also play as Anita by highlighting Morrigan (once again, Player 2 must highlight Felicia), press and hold Start, then move Right twice (Player 2 must hit Left only once) and while still holding Start, press any button.

When playing Versus Mode, you can select the stage you want to play in. After choosing an Handicap, hold Buttons L and R and Start in addition to one of the following:

Up = Morrigan
Down = Chun-Li
Left = Ryu
Right = Ken
Button A = Lei-Lei
Button B = Donovan
Button C = Felicia
Button X = Sakura
Button Y = Devilot
Button Z = Gouki

Dan's stage is selected if you hold L, R and Start, but press and hold no other buttons.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59742&o=2

$end


$gba=spuzlfgtu,
$bio

Super Puzzle Fighter II (c) 2003 Capcom Company, Limited.

Ryu, Ken and Chen Li want to puzzle you.

Try to outwit the computer or your human opponent in this puzzle game starring Ryu, Ken and more of your favorite Capcom brawlers.

Linked pairs of gems descend to form groups and piles of the same color. Groups can be destroyed by either a Crash Gem, which will break all gems of the same color that are touching, or a Rainbow Gem, which will break all gems of the same color, including those that are not touching. Shattering your own gems rains Counter Gems on your opponent's pile, making their task even harder.

The eight levels star familiar characters from Capcom's Street Fighter and Darkstalkers series, including Ryu and Ken, the Karate Masters; Sakura, the high-kicking teen; Chun Li, the Chinese detective; and Donovan, the vampire hunter.

The characters add a new level of entertainment to the puzzle genre. Each character has unique gem-drop patterns. Signature attacks, complete with fireballs and burst of energy, add entertainment.

Multiplayer Action: Two GBAs, a GBA Game Link Cable and two Game Paks are required for multiplayer action.

- TECHNICAL -

Game ID: AGB-AZ8E-USA

- TRIVIA -

Super Puzzle Fighter II for the Game Boy Advance was released on March 31, 2003 in North America.

Even though the box cover is shown as Super Puzzle Fighter II, the title screen still shows it as it was originally: Super Puzzle Fighter II Turbo.

- STAFF -

Developed by: Atomic Planet Entertainment
Lead Programmer: Cliff Davies
Programming: Duncan Chambers, Andrew Taylor, Neil Holmes
Lead Artist: Trevor Storey
Artist: Andrew Stockton
Sound Driver: Logik State
Testing: Jaime McCormick, Paul Robinson
Tools & Technology: Chris Simpson, Nick Cowen
Produced by: Neil Holmes
Joint MD/Development Director: Jason Falcus
Managing Director: Darren Falcus
Special Thanks: Clare Davies, Callum Davies, Sean Benson, Martin Benson, Gavin Benson, Jasper the cockatiel, Sarah Oxley, NUFC, Benny and the cats, Twiggy, Mince, Dawn Armstrong, Rebecca, Paul, Danielle, Kendahl, Gemma, Christopher & Simon, Wez, Marie, Paige & Sonny, Martin Fuller, Peter Hodbod, Stuart Leonardi, Peter Gough, Tim Jennings, Roz Henderson, John May, All of Atomic Planet staff
Capcom: Robert Johnson, Yoshiki Okamoto, Yoshihiro Sudou, William Gardner, Hanako Watanabe, Rey Jimenez, Ryan Kellogg

Manual: Hanshaw Ink & Image
Marketing: Todd Thorson, Sean Mylett, Bonnie Scott, Robert Johnson, Nathan Williams
Creative Services: Jennifer Deauville, Marion Clifford
Package Design: Michiko Morita, Jamie Gibson
Public Relations: Melinda Mongelluzzo, Matt Atwood, Carrie Root, Arne Cual-Pedroso
Special Thanks: William Gardner, Robert Lindsey, Customer Service

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75912&o=2

$end


$gba=spuzlfgt,
$bio

Super Puzzle Fighter II (c) 2003 Capcom Company, Limited.

- TECHNICAL -

Game ID: AGB-AZ8P-EUR

- TRIVIA -

Super Puzzle Fighter II for the Game Boy Advance was released on March 28, 2003 in Europe.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75911&o=2

$end


$info=sqix,sqixb1,sqixlb2,sqixu,sqixr1,
$bio

Super Qix (c) 1987 Taito Corp.

Draw lines to reveal a hidden picture.

- TECHNICAL -

Prom Stickers : B03

Main CPU : Zilog Z80, I8751
Sound Chips : (2x) General Instrument AY8910

Players : 2
Control : 4-way joystick
Buttons : 1

- TRIVIA -

Developed by Kaneko. Super Qix was released in March 1987 by Taito.

- UPDATES -

The bootleg doesn't use the I8751 @ 4 Mhz :-)

- TIPS AND TRICKS -

* Free Credits : Ever wonder why the attract mode says "Go for 98%"? It's because if you cover at least 98% of the playing surface, you're rewarded with a free credit. This is very possible if you get the 'freeze' powerup.

- SERIES -

1. Qix (1981, ARC)
2. Qix II - Tournament (1982, ARC)
3. Super Qix (1987, ARC)
4. Ultimate Qix (1991, MD)
5. Twin Qix (1995, ARC)
6. Battle Qix (2002, ARC)
7. Qix ++ (2009, XBLA)

- PORTS -

* Consoles :
Microsoft XBOX [EU] (October 14, 2005) "Taito Legends" 
Sony PlayStation 2 [EU] (October 14, 2005) "Taito Legends [Model SLES-53438]" 
Microsoft XBOX [US] (October 25, 2005) "Taito Legends" 
Sony PlayStation 2 [US] (October 25, 2005) "Taito Legends [Model SLUS-21122]" 
Sony PlayStation 2 [KO] (July 18, 2006) "Taito Legends [Model SLKA-15056]" 
Sony PlayStation 2 [JP] (January 25, 2007) "Taito Memories II Joukan [Model SLPM-66649]" 

* Computers : 
PC [MS Windows, CD-ROM] [EU] (October 14, 2005) "Taito Legends" 
PC [MS Windows, CD-ROM] [US] (November 10, 2005) "Taito Legends"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2744&o=2

$end


$snes=srtypej,
$bio

Super R*Type (c) 1991 Nintendo.

R*Type, Irem's popular franchise, is back. This time, the game is prefixed 'Super', and Irem proposes here an original (and exclusive) episode in the R*Type series - well, in the end, Super R*Type can be roughly described as remixed version of the first two arcade games (namely R*Type and R*Type 2). The R9 Ragnavok space fighter is back in service and 'The Force' pod ready to melt down Bydo empire's invading armada. This pod has always been at the core of R*Type's gameplay - it is indestructible and can be attached to the front of the ship and boost its fire-power, or attached to its back and give some tail cover. It can also be set completely free or wildly thrown at the enemy. Power ups hidden inside legged ships can upgrade its abilities or add secondary weapons (such as missiles) to the ship. The R9 can also charge-up a special blast of energy by holding the fire button for a few seconds. This powerful attack can easily fly through enemy formations and turn them into dust. And if the player happens to hold the button for a little longer, a devastative spread shot will be fired and will wipe out most of the enemies on screen. Super R*Type consists of seven intense stages, some of them directly borrowed from the original arcade game R*Type 2.

- TECHNICAL -

Model SHVC-SR

- TRIVIA -

Super R*Type was released on July 13, 1991 in Japan for 8500 Yen.

Reviews:
[FR] September 1991 - Consoles + N.1: 68/100
[FR] October 1991 - Joypad N.1: 87/100

- STAFF -

Background Design: Kazakami Shung
Music Composer: Charlie Y.K

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47419&o=2

$end


$snes=srtypeu,
$bio

Super R*Type (c) 1991 Irem America Corp.

- TECHNICAL -

Game ID: [Model SNS-SR-USA]

- TRIVIA -

Super R*Type for Super NES was released in September 1991 in North America.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47420&o=2

$end


$snes=srtype,
$bio

Super R*Type [Model SNSP-SR-NOE] (c) 1991 Nintendo Company, Limited.

- TRIVIA -

Reviews:
[FR] June 1992 - Joypad N.9: 82/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63716&o=2

$end


$snes=superrbi,
$bio

Super R.B.I. Baseball (c) 1995 Time Warner Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63717&o=2

$end


$gameboy=srcproam,
$bio

Super R.C. Pro-Am [Model DMG-RC-USA] (c) 1991 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67056&o=2

$end


$sms=superrac,
$bio

Super Racing (c) 1988 Sega Enterprises, Limited.

- TECHNICAL -

Game ID: G-1357

- TRIVIA -

Released on July 2, 1988 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55897&o=2

$end


$pcecd=sraiden,
$bio

Super Raiden (c) 1992 Hudson Soft [Hudson Group].

Super Raiden is an enhanced CD-Rom version of the same game released in 1991 on HuCard by Hudson Soft. This is the conversion of of the vertical shooter created by Seibu Kaihatsu in 1990. As the arcade, this conversion offers detailed graphics and 10 varied and gigantic levels, from green hills to complex cities and space stations. Your ship is equiped with a main weapon which varies from a vulcan spread gun or a powerful and destructive front laser beam. Secondary missiles are also available ( homing or straight ). Bigger ships can be destroyed during the game to collect power-ups, Red Capusules to enhance your spread gun, or blue for the laser beam. Another destructive weapon is the bomb which can be dropped on your enemies and destroy nearly everything on screen. However, as you would expect, they are available in limited quantities but more can be collected along the way. Special items can also collected, like fairies or the P capsules which maxi-power up your weapon.

- TECHNICAL -

Game ID: HCD2023

- TRIVIA -

Super Raiden was released on April 02, 1992 in Japan for 5800 Yen.

Reviews:
March 1992 - Consoles + N.8 (Page 77) [FR]: 92/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58409&o=2

$end


$x1_flop=srambo,
$bio

Super Rambo (c) 1986 Pack-In-Video Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86133&o=2

$end


$pc8801_flop=srambo,
$bio

Super Rambo (c) 1986 Pack-In-Video Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92992&o=2

$end


$msx2_cart=srambosp,
$bio

Super Rambo Special (c) 1986 Pack-In-Video Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51378&o=2

$end


$msx2_flop=srambosp,srambospb,srambospc,srambospa,
$bio

Super Rambo Special (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102061&o=2

$end


$info=sranger,srangerb,srangerw,srangern,srangero,
$bio

Super Ranger (c) 1988 SunA Electronics Ind. Company, Limited.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 6 Mhz)
Sound CPU : Zilog Z80 (@ 6 Mhz)
Sound Chips : (2x) Yamaha YM2203 (@ 4 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released on February 28, 1988.

Also licensed to WDK for distribution.

A bootleg version was sold by NIWA.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2745&o=2

$end


$nes=realbb88,
$bio

Super Real Baseball '88 (c) 1988 VAP Game [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54677&o=2

$end


$megadriv=srealbas,srealbasj,
$bio

Super Real Basketball (c) 1990 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56924&o=2

$end


$info=mt_srbb,
$bio

Super Real Basketball (c) 1989 Sega.

- TECHNICAL -

Runs on the "Mega-Tech System" hardware.
Cartridge ID: 610-0239-32

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=7979&o=2

$end


$gbcolor=srfish,
$bio

Super Real Fishing [Model CGB-VPFJ-JPN] (c) 1999 Bottom Up

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68840&o=2

$end


$ngpc=srmp,
$bio

Super Real Mahjong - Premium Collection [Model NEOP01110] (c) 2001 SNK Corp. [Shin Nihon Kikaku] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82597&o=2

$end


$gba=srmjd,
$bio

Super Real Mahjong Dousoukai [Model AGB-BDMJ-JPN] (c) 2004 Rocket Co. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75913&o=2

$end


$saturn,sat_cart=srmgraf,
$bio

Super Real Mahjong Graffiti (c) 1995 Seta Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59743&o=2

$end


$pcecd=srmp23,
$bio

Super Real Mahjong P II III Custom (c) 1994 Naxat Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58410&o=2

$end


$pcecd=srmp4,
$bio

Super Real Mahjong P IV Custom (c) 1993 Naxat Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58411&o=2

$end


$saturn,sat_cart=srmp5,
$bio

Super Real Mahjong P V (c) 1995 Seta Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59744&o=2

$end


$pcecd=srmp5,
$bio

Super Real Mahjong P V Custom (c) 1995 Naxat Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58412&o=2

$end


$saturn,sat_cart=srmp6,
$bio

Super Real Mahjong P VI (c) 1996 Seta Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59745&o=2

$end


$saturn,sat_cart=srmp6cg,
$bio

Super Real Mahjong P VI P's Club Genteiban (c) 1996 Seta Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59746&o=2

$end


$info=srmp5,
$bio

Super Real Mahjong P.V (c) 1994 Seta.

Super Real Mahjong Part V is a strip mahjong game featuring three girls with four strip sequences each. Part V continues the fine tradition of excellent animation for this series.

The gameplay is standard for this series. With every winning hand the opponent removes an article of clothing. With every loss she puts a piece of clothing back on. When the player clears all of a girl's strip sequences, the next girl is introduced and the game continues. The girls have unlimited betting funds so each strip sequence must be won separately. If the player loses all of his funds then the game is over.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 8 Mhz), R3000 (@ 16 Mhz)
Sound Chips : ST0016 (@ 16 Mhz)

Players : 1

- TRIVIA -

Released in November 1994 in Japan only.

Characters:
Mizuki Tohno
Birthday: June 27 (Cancer)
Blood type: A type
Height: 164cm
Three sizes: B88 / W58 / H87
Hobbies: Skiing, Watching sports

Aya Fujiwara
Birthday: January 09 (Capricorn)
Blood type: AB type
Height: 169cm
Three sizes: B79 / W56 / H85
Hobbies: Cooking, Reading, Making potpourri

Akira Hayasaka
Birthday: October 12 (Libra)
Blood Type: O type
Height: 152cm
Three sizes: B89 / W57 / H88
Hobbies: Shopping, Bathing

- SERIES -

1. Super Real Mahjong PI (1987, Arcade)
2. Super Real Mahjong PII (1987, Arcade)
3. Super Real Mahjong Part 3 (1988, Arcade)
4. Super Real Mahjong Special - Miki Kasumi Shoko no Omoide [Model NXCD2016] (1992, NEC PCE CD)
5. Super Real Mahjong PIV (1993, Arcade)
6. Super Real Mahjong P.V (1994, Arcade)
7. Super Real Mahjong PV Paradise - All-Star 4-nin Uchi [Model SHVC-A5PJ-JPN] (1995, Super Famicom)
8. Super Real Mahjong PVI (1995, Arcade)
9. Super Real Mahjong P7 (1997, Arcade)
10. Super Real Mahjong VS (199, Arcade9)
11. Super Real Mahjong - Premium Collection (2001, SNK NGPC)
12. Super Real Mahjong for Mobile (2003, Mobile Phone)
13. Super Real Mahjong Dousoukai (2004, Nintendo GBA)

- STAFF -

Voices:
Mizuki Tohno: Sara Nakayama
Aya Fujiwara: Wakana Yamazaki
Akira Hayasaka: Sakura Tange
Animation: Yuuji Moriyama, Satoshi Ishino

- PORTS -

* Consoles :
Panasonic 3DO [JP] (Dec. 15, 1995; "Super Real Mahjong P.V [Model S-3D951]")
NEC PC-Engine CD (1995, "Super Real Mahjong P.V Custom")
Sega Saturn (1995)
NEC PC-FX (1996, "Super Real Mahjong P.V FX")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3326&o=2

$end


$info=srmp7,
$bio

Super Real Mahjong P7 (c) 1997 Seta.

A well-animated mahjong game.

- TECHNICAL -

Main CPU : V60 (@ 16 Mhz)
Sound Chips : ES5506 (@ 16 Mhz)

Players : 1
Control : mahjong keyboard

- TRIVIA -

Released in December 1997 in Japan only.

- TIPS AND TRICKS -

* Challenge Etsuko Toyohara : Defeat the regular 3 opponents in any story mode without using a single continue to challenge her.

- SERIES -

1. Super Real Mahjong PI (1987, Arcade)
2. Super Real Mahjong PII (1987, Arcade)
3. Super Real Mahjong Part 3 (1988, Arcade)
4. Super Real Mahjong Special - Miki Kasumi Shoko no Omoide [Model NXCD2016] (1992, NEC PCE CD)
5. Super Real Mahjong PIV (1993, Arcade)
6. Super Real Mahjong P.V (1994, Arcade)
7. Super Real Mahjong PV Paradise - All-Star 4-nin Uchi [Model SHVC-A5PJ-JPN] (1995, Super Famicom)
8. Super Real Mahjong PVI (1995, Arcade)
9. Super Real Mahjong P7 (1997, Arcade)
10. Super Real Mahjong VS (199, Arcade9)
11. Super Real Mahjong - Premium Collection (2001, SNK NGPC)
12. Super Real Mahjong for Mobile (2003, Mobile Phone)
13. Super Real Mahjong Dousoukai (2004, Nintendo GBA)

- PORTS -

* Consoles :
Sega Saturn (1998)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2746&o=2

$end


$saturn,sat_cart=srmp7,
$bio

Super Real Mahjong P7 (c) 1998 Seta Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59747&o=2

$end


$saturn,sat_cart=srmp7cg,
$bio

Super Real Mahjong P7 P's Club Genteiban (c) 1998 Seta Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59748&o=2

$end


$info=srmp3,
$bio

Super Real Mahjong Part 3 (c) 1988 Seta.

Super Real Mahjong Part 3 is a strip mahjong game featuring two girls with 5 strip sequences each.  Super Real Mahjong Part 3 featured newly designed sprites for the tiles and game play and was the last game to feature sprite animations of the player's hands in the Super Real series. Part 3 also introduced continues to the series.

The player begins the game playing against Kasumi Serizawa.  With every winning hand the opponent removes an article of clothing.  With every loss she puts a piece of clothing back on.  When the player clears all of Kasumi's strip sequences she introduces the player to her older sister, Miki, and gameplay continues in the same fashion.  If the player loses all of his funds then the game is over.

- TECHNICAL -

Game ID : ZA-0

Main CPU : Zilog Z80 (@ 3.5 Mhz)
Sound Chips : General Instrument AY8910 (@ 1 Mhz), OKI MSM5205 (@ 384 Khz)

Players : 1
Control : mahjong keyboard

- TRIVIA -

Released in June 1988 in Japan only.

Opponent Biography:
Kasumi Serizawa
3rd Year Junior High School Student
Birthday: September 18
Favorite Food: Pudding
Hobbies: Tennis
Bust: 83cm
Waist: 60cm
Hips: 88cm

Miki Serizawa
2nd Year High School Student
Birthday: October 5
Favorite Food: Cheesecake
Hobbies: swimming, movies
Bust: 80cm
Waist: 58cm
Hips: 87cm

A music and drama CD for this game was released by DATAM Polystar.  Called "Mitsumete ii yo" ("You can watch") it  featured the characters and voices of the girls from Super Real Mahjong Parts II and III.

- SERIES -

1. Super Real Mahjong PI (1987, Arcade)
2. Super Real Mahjong PII (1987, Arcade)
3. Super Real Mahjong Part 3 (1988, Arcade)
4. Super Real Mahjong Special - Miki Kasumi Shoko no Omoide [Model NXCD2016] (1992, NEC PCE CD)
5. Super Real Mahjong PIV (1993, Arcade)
6. Super Real Mahjong P.V (1994, Arcade)
7. Super Real Mahjong PV Paradise - All-Star 4-nin Uchi [Model SHVC-A5PJ-JPN] (1995, Super Famicom)
8. Super Real Mahjong PVI (1995, Arcade)
9. Super Real Mahjong P7 (1997, Arcade)
10. Super Real Mahjong VS (199, Arcade9)
11. Super Real Mahjong - Premium Collection (2001, SNK NGPC)
12. Super Real Mahjong for Mobile (2003, Mobile Phone)
13. Super Real Mahjong Dousoukai (2004, Nintendo GBA)

- STAFF -

Voices:
Kasumi Serizawa: Yumiko Shibata
Miki Serizawa: Mayumi Sho

- PORTS -

* Consoles :
FM-Towns Marty (1992, "Super Real Mahjong P II & III+")
NEC PC-Engine CD (1994, "Super Real Mahjong P II & III Custom")
Sega Saturn (1995, "Super Real Mahjong Grafitti")

* Computers :
NEC PC-9801 (1993, "Super Real Mahjong PII & PIII")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2747&o=2

$end


$info=srmp1,
$bio

Super Real Mahjong PI (c) 1987 Seta.

Super Real Mahjong Part I is a strait-forward mahjong game. This humble beginning to the long-lived series of Super Real Mahjong games surprisingly lacks any strip sequences.

You play as a man versus a female, smoking opponent as revealed in the sprite animations involved in the game set-up and game-play. If the player loses all of his betting funds then the game is over. There are no continues.

- TRIVIA -

Released in March 1987 in Japan only.

- SERIES -

1. Super Real Mahjong PI (1987, Arcade)
2. Super Real Mahjong PII (1987, Arcade)
3. Super Real Mahjong Part 3 (1988, Arcade)
4. Super Real Mahjong Special - Miki Kasumi Shoko no Omoide [Model NXCD2016] (1992, NEC PCE CD)
5. Super Real Mahjong PIV (1993, Arcade)
6. Super Real Mahjong P.V (1994, Arcade)
7. Super Real Mahjong PV Paradise - All-Star 4-nin Uchi [Model SHVC-A5PJ-JPN] (1995, Super Famicom)
8. Super Real Mahjong PVI (1995, Arcade)
9. Super Real Mahjong P7 (1997, Arcade)
10. Super Real Mahjong VS (199, Arcade9)
11. Super Real Mahjong - Premium Collection (2001, SNK NGPC)
12. Super Real Mahjong for Mobile (2003, Mobile Phone)
13. Super Real Mahjong Dousoukai (2004, Nintendo GBA)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=18770&o=2

$end


$info=srmp2,
$bio

Super Real Mahjong PII (c) 1987 Seta.

Super Real Mahjong Part II is the second game in the Super Real Mahjong series.  Super Real Mahjong Part II introduces strip sequences to the game, featuring one beautifully animated opponent with six strip sequences.

Super Real Mahjong Part II begins with your female opponent taking off her sweater so she can get down to a serious game of mahjong. The tiles are mixed up, the wall is set up, the players build their hands, and the game begins. Every time the player wins a hand, his opponent strips off a piece of clothing. Every time the player loses a hand, she puts a layer of clothing back on. Should the player reveal all six strip sequences, gameplay will continue and with every win, the last strip sequence will replay. Only when the player runs out of betting funds will the game be over. The game features no continues.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 8 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.25 Mhz), OKI MSM5205 (@ 384 Khz)

Players : 1
Control : mahjong keyboard

- TRIVIA -

Released in June 1987 in Japan only.

Super Real Mahjong PII is the first Mahjong game to use real hand-drawn animation.

- SERIES -

1. Super Real Mahjong PI (1987, Arcade)
2. Super Real Mahjong PII (1987, Arcade)
3. Super Real Mahjong Part 3 (1988, Arcade)
4. Super Real Mahjong Special - Miki Kasumi Shoko no Omoide [Model NXCD2016] (1992, NEC PCE CD)
5. Super Real Mahjong PIV (1993, Arcade)
6. Super Real Mahjong P.V (1994, Arcade)
7. Super Real Mahjong PV Paradise - All-Star 4-nin Uchi [Model SHVC-A5PJ-JPN] (1995, Super Famicom)
8. Super Real Mahjong PVI (1995, Arcade)
9. Super Real Mahjong P7 (1997, Arcade)
10. Super Real Mahjong VS (199, Arcade9)
11. Super Real Mahjong - Premium Collection (2001, SNK NGPC)
12. Super Real Mahjong for Mobile (2003, Mobile Phone)
13. Super Real Mahjong Dousoukai (2004, Nintendo GBA)

- STAFF -

Director : Y. Watanabe
Programmers : Y. Takahashi, Y. Sasaki, M. Takano
Animater : X. Tanaka
Music : T. Suzuki
Sound : H. Kobayashi

- PORTS -

* Consoles :
FM-Towns Marty (1992, "Super Real Mahjong P II & III+")
NEC PC-Engine CD (1994, "Super Real Mahjong P II & III Custom")
Sega Saturn (1995, "Super Real Mahjong Grafitti")

* Computers :
NEC PC-9801 (1993, "Super Real Mahjong PII & PIII")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2748&o=2

$end


$x68k_flop=srmp23,
$bio

Super Real Mahjong PII & PIII (c) 1993 Ving [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88116&o=2

$end


$pc98=srmp23,
$bio

Super Real Mahjong PII & PIII (c) 1993 Ving [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90754&o=2

$end


$info=srmp4,srmp4o,
$bio

Super Real Mahjong PIV (c) 1993 Seta.

Super Real Mahjong Part IV is a strip mahjong game featuring three girls with five strip sequences each, plus 3 extra girls with one strip sequence each. Once again, the fourth game in the Super Real Mahjong series has redesigned the game tiles and from part IV on, all of the hand animations are completely removed from the game. Part IV also has greatly enhanced the quality of the animation and expanded its use in storytelling and strip sequences.

The gameplay is standard for this series.  With every winning hand the opponent removes an article of clothing. With every loss she puts a piece of clothing back on. When the player clears all a girl's strip sequences, the next girl is introduced and the game continues. The girls have unlimited betting funds so each strip sequence must be won separately. If the player loses all of his funds then the game is over.

If the player defeats all three regular opponents then the bonus game begins.  The bonus game features three extra girls with one strip sequence each. The difficulty is increased for the bonus game and once the bonus game starts there are no more continues.

- TECHNICAL -

Main CPU : V60 (@ 16 Mhz)
Sound Chips : ES5506 (@ 16 Mhz)

Players : 1
Control : mahjong keyboard

- TRIVIA -

Released in April 1993 in Japan only.

Main Characters:
Mana
Age: 15
Birthday: November 12 (Scorpio)
Affiliation: Wakamiya City Middle School Third Year student
Blood Type: O type
Height: 155cm
Three sizes: B78 / W60 / H82

Yuu
Age: 17
Birthday: March 03 (Pisces)
Affiliation: Hase City High School Second Year Student
Blood type: A type
Height: 160cm
Three sizes: B76 / W57 / H83

Kaori
Age: 19
Birthday: May 24 (Gemini)
Affiliation: Port Ling Private College of Humanities First Year Student
Blood type: A type
Height: 159cm
# Three sizes: B86 / W57 / H85

- TIPS AND TRICKS -

* Start With The Second Girl (Yuu) : Press Pon and Kan button (continue pressing until the end of first animation) and press start.

* Start With The Third Girl (Kaori) : Press Chi and Reach button (continue pressing until the end of first animation) and press start.

- SERIES -

1. Super Real Mahjong PI (1987, Arcade)
2. Super Real Mahjong PII (1987, Arcade)
3. Super Real Mahjong Part 3 (1988, Arcade)
4. Super Real Mahjong Special - Miki Kasumi Shoko no Omoide [Model NXCD2016] (1992, NEC PCE CD)
5. Super Real Mahjong PIV (1993, Arcade)
6. Super Real Mahjong P.V (1994, Arcade)
7. Super Real Mahjong PV Paradise - All-Star 4-nin Uchi [Model SHVC-A5PJ-JPN] (1995, Super Famicom)
8. Super Real Mahjong PVI (1995, Arcade)
9. Super Real Mahjong P7 (1997, Arcade)
10. Super Real Mahjong VS (199, Arcade9)
11. Super Real Mahjong - Premium Collection (2001, SNK NGPC)
12. Super Real Mahjong for Mobile (2003, Mobile Phone)
13. Super Real Mahjong Dousoukai (2004, Nintendo GBA)

- STAFF -

Voices:
Mana: Mayumi Seto
Yuu: Aya Hisekawa
Kaori: Mari Maruta

- PORTS -

* Consoles :
NEC Turbo CD (1993, "Super Real Mahjong P IV Custom")
Nintendo Super Famicom (1994)
FM Towns Marty (1994)
Sega Saturn (1995, "Super Real Mahjong Grafitti")
Panasonic 3DO [JP] (Mar. 10, 1995; "Super Real Mahjong PIV + Aishou Shindan [Model FZ-SJ6451]")

* Computers :
NEC PC-9801 (1994)
Sharp X68000 (1994)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2749&o=2

$end


$x68k_flop=srmp4,
$bio

Super Real Mahjong PIV (c) 1994 Ving [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88117&o=2

$end


$snes=srmp4,
$bio

Super Real Mahjong PIV [Model SHVC-4S] (c) 1997 Seta Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62398&o=2

$end


$snes=srmp5,
$bio

スーパーリアル麻雀PVパラダイス オールスター4人打ち (c) 1995 Seta Company, Limited.
(Super Real Mahjong PV Paradise - All-Star 4-nin Uchi)

- TECHNICAL -

Game ID: SHVC-A5PJ-JPN

- TRIVIA -

Released on April 21, 1995 in Japan.

- SERIES -

1. Super Real Mahjong PI (1987, Arcade)
2. Super Real Mahjong PII (1987, Arcade)
3. Super Real Mahjong Part 3 (1988, Arcade)
4. Super Real Mahjong Special - Miki Kasumi Shoko no Omoide [Model NXCD2016] (1992, NEC PCE CD)
5. Super Real Mahjong PIV (1993, Arcade)
6. Super Real Mahjong P.V (1994, Arcade)
7. Super Real Mahjong PV Paradise - All-Star 4-nin Uchi [Model SHVC-A5PJ-JPN] (1995, Super Famicom)
8. Super Real Mahjong PVI (1995, Arcade)
9. Super Real Mahjong P7 (1997, Arcade)
10. Super Real Mahjong VS (199, Arcade9)
11. Super Real Mahjong - Premium Collection (2001, SNK NGPC)
12. Super Real Mahjong for Mobile (2003, Mobile Phone)
13. Super Real Mahjong Dousoukai (2004, Nintendo GBA)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62399&o=2

$end


$info=srmp6,
$bio

Super Real Mahjong PVI (c) 1995 Seta.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 16 Mhz)

Players : 1

- TRIVIA -

Released in April 1996 in Japan only.

- SERIES -

1. Super Real Mahjong PI (1987, Arcade)
2. Super Real Mahjong PII (1987, Arcade)
3. Super Real Mahjong Part 3 (1988, Arcade)
4. Super Real Mahjong Special - Miki Kasumi Shoko no Omoide [Model NXCD2016] (1992, NEC PCE CD)
5. Super Real Mahjong PIV (1993, Arcade)
6. Super Real Mahjong P.V (1994, Arcade)
7. Super Real Mahjong PV Paradise - All-Star 4-nin Uchi [Model SHVC-A5PJ-JPN] (1995, Super Famicom)
8. Super Real Mahjong PVI (1995, Arcade)
9. Super Real Mahjong P7 (1997, Arcade)
10. Super Real Mahjong VS (199, Arcade9)
11. Super Real Mahjong - Premium Collection (2001, SNK NGPC)
12. Super Real Mahjong for Mobile (2003, Mobile Phone)
13. Super Real Mahjong Dousoukai (2004, Nintendo GBA)

- PORTS -

* Consoles :
Sega Saturn (1996)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3831&o=2

$end


$pcecd=srmspec,
$bio

Superリアル麻雀Special ~ミキ・カスミ・ショウコの思い出~ (c) 1992 Naxat Soft.
(Super Real Mahjong Special - Miki Kasumi Shoko no Omoide)

- TECHNICAL -

Game ID: NXCD2016

- TRIVIA -

This game was released on December 18, 1992 in Japan.

- SERIES -

1. Super Real Mahjong PI (1987, Arcade)
2. Super Real Mahjong PII (1987, Arcade)
3. Super Real Mahjong Part 3 (1988, Arcade)
4. Super Real Mahjong Special - Miki Kasumi Shoko no Omoide [Model NXCD2016] (1992, NEC PCE CD)
5. Super Real Mahjong PIV (1993, Arcade)
6. Super Real Mahjong P.V (1994, Arcade)
7. Super Real Mahjong PV Paradise - All-Star 4-nin Uchi [Model SHVC-A5PJ-JPN] (1995, Super Famicom)
8. Super Real Mahjong PVI (1995, Arcade)
9. Super Real Mahjong P7 (1997, Arcade)
10. Super Real Mahjong VS (199, Arcade9)
11. Super Real Mahjong - Premium Collection (2001, SNK NGPC)
12. Super Real Mahjong for Mobile (2003, Mobile Phone)
13. Super Real Mahjong Dousoukai (2004, Nintendo GBA)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58413&o=2

$end


$info=srmvs,
$bio

Super Real Mahjong VS (c) 1999 Seta.

- TECHNICAL -

Seta Aleck 64

Main CPU : R4600, RSP
Sound Chips : (2x) DMA-driven

Players : 1
Buttons : 9

- TRIVIA -

Released in May 1999 in Japan only.

- SERIES -

1. Super Real Mahjong PI (1987, Arcade)
2. Super Real Mahjong PII (1987, Arcade)
3. Super Real Mahjong Part 3 (1988, Arcade)
4. Super Real Mahjong Special - Miki Kasumi Shoko no Omoide [Model NXCD2016] (1992, NEC PCE CD)
5. Super Real Mahjong PIV (1993, Arcade)
6. Super Real Mahjong P.V (1994, Arcade)
7. Super Real Mahjong PV Paradise - All-Star 4-nin Uchi [Model SHVC-A5PJ-JPN] (1995, Super Famicom)
8. Super Real Mahjong PVI (1995, Arcade)
9. Super Real Mahjong P7 (1997, Arcade)
10. Super Real Mahjong VS (199, Arcade9)
11. Super Real Mahjong - Premium Collection (2001, SNK NGPC)
12. Super Real Mahjong for Mobile (2003, Mobile Phone)
13. Super Real Mahjong Dousoukai (2004, Nintendo GBA)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=9124&o=2

$end


$info=j2suprl,
$bio

Super Reel (c) 198? JPM International.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41014&o=2

$end


$info=ec_suprl,
$bio

Super Reels (c) 2004 Electrocoin.

5-position multi-player game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=22989&o=2

$end


$cpc_cass=srrr,
$bio

Super Retro Robot Rampage (c) 2014 Unknown [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99453&o=2

$end


$gamegear=suprjedi,
$bio

Super Return of the Jedi (c) 1995 Black Pearl

- TECHNICAL -

[Model T-100088]

- TRIVIA -

This game is based on the 1983 movie "Return of the Jedi".

- TIPS AND TRICKS -

* Level Passwords: Enter these passwords to start from the corresponding level

Jabba's Palace: TMNCMN
Sail Barge: BHGTRM
Speeder Bikes: ZYPLWT
Endor: QWGHTL
Shield Generator: CBTRGD
Death Star: SDCGKL
Throne Room: HJPQSZ
Death Star Attack: HGJKQT
Death Star Escape: BTGHNJ

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64896&o=2

$end


$info=suprridr,
$bio

Super Rider (c) 1983 Venture Line.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 2.5 Mhz)
Sound CPU : Zilog Z80 (@ 2.5 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.25 Mhz)

Players : 2
Control : 2-way joystick
Buttons : 2

- TRIVIA -

Released in March 1983.

Licensed to Taito.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3311&o=2

$end


$info=smoto20,
$bio

Super Rider (c) 1996 Subsino.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=26136&o=2

$end


$info=as_srb,as_srba,as_srbb,as_srbc,as_srbd,as_srbe,
$bio

Super Ring-A-Bell (c) 200? Astra Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=21223&o=2

$end


$cpc_cass=srobhood,
$bio

Super Robin Hood [Model 3020] (c) 1986 Codemasters Soft. Co., Ltd., The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99454&o=2

$end


$gbcolor=srobopin,
$bio

Super Robot Pinball [Model CGB-BSUJ-JPN] (c) 2001 Media Factory [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68841&o=2

$end


$n64=srobospi,
$bio

Super Robot Spirits (c) 1998 Banpresto

- TECHNICAL -

Model NUS-NSSJ

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58000&o=2

$end


$gbcolor=srobotlb,
$bio

Super Robot Taisen - Link Battler [Model DMG-AL6J-JPN] (c) 1999 Banpresto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68842&o=2

$end


$gba=sroborg2,
$bio

Super Robot Taisen - Original Generation 2 (c) 2006 Atlus Co., Ltd.

North American release. Game developed in Japan. "See Super Robot Taisen - Original Generation 2 [Model AGB-B2RJ-JPN]" for more information about the game itself.

- TECHNICAL -

Cartridge ID: AGB-B2RE-USA

- TRIVIA -

Released on November 14, 2006 in USA.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75918&o=2

$end


$gba=sroborg2j,
$bio

Super Robot Taisen - Original Generation 2 (c) 2005 Banpresto.

The year is 187 S.E. It has been six months since the DC War against the Divine Crusaders and the L5 Campaign against the aliens known as the Aerogaters. In the aftermath, the Earth Federation Army (EFA) was forced to restructure due to the severe casualties it suffered, even among its leaders. Brian Midcrid, once President of the United Colonies, was elected as the new Earth Federation President. Previously, he had disclosed information on the L5 Conflict to the Federal Assembly. This disclosure, later called The Tokyo Manifest, revealed the existence of extraterrestrials who posed a threat to the survival of mankind. Since then, President Midcrid has announced the Aegis Project, a plan to rebuild and re-arm the EFA. He has asked for solidarity among all the inhabitants of Earth. In the name of the project, he began to fortify the planet by developing new humanoid mechs and mass-producing them. However, trouble lurks in the shadows... Remnants of the Divine Crusaders, a group once led by Dr. Bian Zoldark, along with individuals in the Federal government and the EFA, are scheming to establish a military state... And the forces working in the shadows, as well as the mysterious entities called Einsts, will plunge the human race into even greater depths of chaos...

- TECHNICAL -

Game ID: AGB-B2RJ-JPN

- TRIVIA -

Released on February 03, 2005 in Japan.

Export releases:
[US] "Super Robot Taisen - Original Generation 2 [Model AGB-B2RE-USA]"

- STAFF -

Producer: Takanobu Terada, Jippa Hitokarage, Hiroshi Kikuchi
Planning/Original Story: SR Produce Team
Director: Makoto Anzai, Masahiro Nagura
Original Mech Design: Kazutaka Miyatake, Hajime Katoki, Kunio Okawara, Kazue Saito, Daisei Fujii, Masayuki Fujiwara, Naoto Tsushima, Mitsuru Owa, Junichi Moriya, Hiroshi Ando, Seiji Ono, Hitoshi Kanemaru, Atsushi Kobayashi, Hidehiro Tsuchiya
Original Character Design: Sachiko Kono
Writer: Kyotarou Senju, Yo Nakano, Masahiro Nagura
Assistant Writer: Takanobu Terada
Programming Supervisor: Noriyuki Tabata
System Programmer: Chikara Kobayashi
Battle Design: Toshiyuki Mochizuki
Script: Hijiri Shiraishi, Takuya Nishizawa
Graphic Supervisor: Naoto Obana
SD Original Art: Hiroshi Ando, Seiji Ono, Ichiko Kageyama, Taisei Fujii
Battle Animation: Kojiro Ozeki, Atsushi Kobayashi, Hiroshi Ando
Mech Cut-In Original Art: Toshiaki Sugiura, Hiroshi Ando, Hitoshi Kanemaru, Seiji Ono, Hidehiro Tsuchiya, Kazue Saito, Takayuki Yanase
Character: Takeshi Kato, Tomomi Iwasaki
Map Unit/Effect Graphics: Atsushi Kobayashi
Map Graphics: Takeshi Kato
Background Graphics: Tomomi Iwasaki
Sound & SE: Naofumi Tsuruyama, Takuya Hanaoka
Sound/SE Support: Hiroshi Kikuchi
System Administrator: Tetsuichi Hiyama
Packaging: Daisei Fujii
Support Staff: Shimazaki Naoto, Yukia Hanawa, Yoshinori Maru, Nobuhiro Kunishima, Jouji Kabumoto, Masato Saito, Hirotomo Morisada, Ayumi Uta, Wataru Ogura
Debugging: Takeshi Otabe, Takashi Kouyoshi
Special Thanks: Michiaki Watanabe, Ichirou Mizuki, Yuji Takekawa, Koji Morimoto, Yoshihiko Fujisawa, Nozomu Tamaki, Toshitsugu Inoue, Yoshitaka Shido, Shinichi Fujii, Toshihiro Nada, Koji Kumakura, Momoko Suzuki, Chikae Kimura, Takashi Watabe, Tatsuya Kawase
Production Cooperation: Automuss Inc., Artpresto Co. Ltd., E-Smile Co. Ltd., Greek & River Co. Ltd., Mechanic Arms [Konan Electric Works Limited], Salamander Factory Inc., Studio Nue Co. Ltd., Seraku Co. Ltd., Zoukeimura Inc., Sotsu Agency Co. Ltd., Dreams Co. Ltd., Toho E.B Co. Ltd., Bandai Visual Co. Ltd, HeavenlyGarden Inc., Volks Inc., Media Works Inc., Lantis Co. Ltd., Layup Co. Ltd.
Production Assistant: Katsuhiro Suzuki, Mitsunari Miyake
Executive Producer: Kazutoshi Yanagida, Takashi Nakada, Shinichi Suzuki
Banpresoft Co. Ltd. SR Development Section
VP Production & Business Development: Sonoko Saito
Project Manager: Yu Namba
Project Coordinator: Hiroyuki Tanaka
Assistant Marketing & PR Manager: Zach Meston
Translator: Masahide Hyodo, Akibo Shieh (Aksys GL Inc.), Michael Liu, Yu Namba
Editor: William Alexander, Jamie Ortiz, Michael Meeker
QA Lead: Michael Meeker
QA: Michael Pham, Gerald Rempis, Sing Tang, Ryan Macalino, Sam Von Ehren, Joe Agra

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75917&o=2

$end


$gba=sroborgu,
$bio

Super Robot Taisen - Original Generation [Model AGB-AOGE-USA] (c) 2006 Atlus Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75916&o=2

$end


$gba=sroborgj,
$bio

Super Robot Taisen - Original Generation [Model AGB-AOGJ-JPN] (c) 2002 Banpresto [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75915&o=2

$end


$gba=sroborg,
$bio

Super Robot Taisen - Original Generation [Model AGB-AOGP] (c) 2006 505 Street Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75914&o=2

$end


$n64=srobot64,
$bio

Super Robot Taisen 64 [Model NUS-NS4J] (c) 1999 Banpresto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58001&o=2

$end


$gba=srobota,
$bio

Super Robot Taisen A [Model AGB-ASRJ-JPN] (c) 2001 Banpresto [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75919&o=2

$end


$wswan=srobot2a,
$bio

Super Robot Taisen Compact 2 - Dai-1-bu - Chijou Gekidou Hen [Model SWJ-BPR003] (c) 2000 Banpresto [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86391&o=2

$end


$wswan=srobot2b,
$bio

Super Robot Taisen Compact 2 - Dai-2-bu - Uchuu Gekishin Hen [Model SWJ-BOR006] (c) 2000 Banpresto [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86392&o=2

$end


$wswan=srobot2c,
$bio

Super Robot Taisen Compact 2 - Dai-3-bu - Ginga Kessen Hen [Model SWJ-BPR007] (c) 2001 Banpresto [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86393&o=2

$end


$wscolor=srobotc3a,srobotc3,
$bio

Super Robot Taisen Compact 3 [Model SWj-BPRC09] (c) 2003 Banpresto [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86492&o=2

$end


$wscolor=srobotwc,
$bio

Super Robot Taisen Compact for WonderSwan Color [Model SWJ-BPRC08] (c) 2001 Banpresto [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86493&o=2

$end


$wswan=srobotc,
$bio

Super Robot Taisen Compact [Model SWJ-BPR001] (c) 1999 Banpresto [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86390&o=2

$end


$gba=srobotd,
$bio

Super Robot Taisen D [Model AGB-A6SJ-JPN] (c) 2003 Banpresto [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75920&o=2

$end


$snes=srobotex,
$bio

Super Robot Taisen EX [Model SHVC-E6] (c) 1994 Banpresto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62400&o=2

$end


$saturn,sat_cart=srobotfb,srobotf,srobotfa,
$bio

Super Robot Taisen F (c) 1997 Banpresto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59749&o=2

$end


$saturn,sat_cart=srobotfka,srobotfk,
$bio

Super Robot Taisen F Kanketsuhen (c) 1998 Banpresto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59750&o=2

$end


$saturn,sat_cart=srobotftai,
$bio

Super Robot Taisen F Taikenban (c) 1997 Banpresto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59751&o=2

$end


$gbcolor=srobotf1,srobotf1a,
$bio

Super Robot Taisen Final Vol.1 (c) 200? SKOB [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68843&o=2

$end


$snes=srobotg,
$bio

Super Robot Taisen Gaiden - Masou Kishin - The Lord of Elemental [Model SHVC-ALXJ-JPN] (c) 1996 Banpresto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62401&o=2

$end


$gba=srobotj,
$bio

Super Robot Taisen J [Model AGB-B6JJ-JPN] (c) 2005 Banpresto [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75921&o=2

$end


$gba=srobotr,
$bio

Super Robot Taisen R [Model AGB-AJ9J-JPN] (c) 2002 Banpresto [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75922&o=2

$end


$gameboy=srobot,
$bio

Super Robot Taisen [Model DMG-SZJ] (c) 1991 Banpresto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67059&o=2

$end


$megadriv=srobowrs,
$bio

Super Robot Wars (c) 199? Glorysun

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56925&o=2

$end


$info=srockbwl,
$bio

Super Rock N' Bowl (c) 1994 Bromley, Incorporated.

- SERIES -

1. Rock N' Bowl (1992)
2. Super Rock N' Bowl (1994)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=12438&o=2

$end


$info=m5supro,m5suproa,
$bio

Super Roulette (c) 200? Vivid.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15672&o=2

$end


$snes=sroyalbl,
$bio

Super Royal Blood [Model SHVC-IU] (c) 1992 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62402&o=2

$end


$nes=srugby,
$bio

Super Rugby (c) 1989 TSS

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54678&o=2

$end


$snes=srugby,
$bio

Super Rugby [Model SHVC-I3] (c) 1994 Tonkin House

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62403&o=2

$end


$msx2_cart=srunner,
$bio

Super Runner (c) 1987 Pony Canyon, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51379&o=2

$end


$msx2_flop=srunner,srunnerb,srunnera,
$bio

Super Runner (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102062&o=2

$end


$cpc_cass=supersam,
$bio

Super Sam (c) 1985 Budgie [Budget Soft.]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99455&o=2

$end


$snes=sangoku2a,sangoku2,
$bio

Super Sangokushi II (c) 1991 Koei

- TECHNICAL -

Model SHVC-XL

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62406&o=2

$end


$snes=sangoku,
$bio

Super Sangokushi [Model SHVC-I4] (c) 1994 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62405&o=2

$end


$scv=sansupyu,
$bio

Super Sansuu Puter (c) 1985 Epoch Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58791&o=2

$end


$msx1_cass=ssapiens,
$bio

Super Sapiens (c) 1989 PJ Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95023&o=2

$end


$cpc_cass=supersap,
$bio

Super Sapiens [Model 22537] (c) 1989 Proein Soft Line [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99457&o=2

$end


$pcecd=supersch,
$bio

Super Schwartzschild (c) 1991 Kogado Studio

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58414&o=2

$end


$pcecd=supersc2,
$bio

Super Schwartzschild II (c) 1992 Kogado Studio

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58415&o=2

$end


$snes=sscope6j,
$bio

Super Scope 6 [Model SHVC-LR] (c) 1993 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62407&o=2

$end


$gameboy=sscrabbl,
$bio

Super Scrabble [Model DMG-SR-USA] (c) 1991 Milton Bradley Co.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67060&o=2

$end


$amigaocs_flop=sscrambl,
$bio

Super Scramble Simulator (c) 1989 Gremlin Graphics Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75158&o=2

$end


$cpc_cass=sscrambl,
$bio

Super Scramble Simulator (c) 1989 Gremlin Graphics Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99458&o=2

$end


$cpc_cass=supsega,
$bio

Super Sega (c) 1991 US Gold, Ltd. [Birmingham, UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99460&o=2

$end


$info=m3supser,
$bio

Super Series (c) 198? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41208&o=2

$end


$amigaocs_flop=sseymour,
$bio

Super Seymour (c) 1992 Codemasters Software Company, Limited., The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75159&o=2

$end


$cpc_cass=supseymr,
$bio

Super Seymour Saves the Planet!! [Model 3546] (c) 1992 Codemasters Soft. Co., Ltd., The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99461&o=2

$end


$snes=sbeast,
$bio

Super Shadow of the Beast [American Prototype] (c) 1992 IGS Corp. [Information Global Service]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63720&o=2

$end


$pc98=sshangh,
$bio

Super Shanghai - Dragon's Eye (c) 1991 Hot-B [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90755&o=2

$end


$msx2_flop=sshangh,
$bio

Super Shanghai - Dragon's Eye (c) 1991 Hot-B [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102063&o=2

$end


$x68k_flop=sshangh,
$bio

Super Shanghai - Dragon's Eye (c) 1992 Brother Kougyou [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88118&o=2

$end


$snes=sshangh,
$bio

Super Shanghai - Dragon's Eye (c) 1992 Hot-B.

- TECHNICAL -

Cartridge ID: SHVC-DE

- TRIVIA -

'DE' from the official cartridge ID stands for 'Dragon's Eye'

Reviews:
[FR] July 1992 - Joypad N.10: 63/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62408&o=2

$end


$info=ss2005,ss2005o,
$bio

Super Shanghai 2005 (c) 2005 Starfish, Incorporated.

- TECHNICAL -

Runs on the Sega "NAOMI GD-ROM System" hardware.

- TRIVIA -

Released in April 2005.

- PORTS -

* Consoles :
Sony PlayStation 2 (2004, "Starfish")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=27681&o=2

$end


$info=sshangha,sshanghab,
$bio

Super Shanghai Dragon's Eye (c) 1992 Hot-B.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 14 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : YM2203 (@ 4 Mhz), OKI6295 (@ 7.757 Khz)

Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 4096

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Released in July 1992 in Japan.

- SERIES -

1. Shanghai (1988) 
2. Shanghai II (1989) 
3. Super Shanghai Dragon's Eye (1992) 
4. Shanghai III (1993) 
5. Sanrio Shanghai (1994, Nintendo Super Famicom)
6. Shanghai - Banri no Choujou [Model 610-0374-02] (1995) 
7. Shanghai - Great Moments (1995, PC [MS Windows])
8. Game no Tatsujin - The Shanghai (1995, Sony Playstation)
9. Shanghai Dynasty (1997, PC [MS Windows])
10. Shangai Matekibuyuu (1998)
11. Shanghai Pocket (1998, Nintendo Game Boy & Game Boy Color)
11. Shanghai Pocket (1999, Wonder Swan)
12. Shanghai - Second Dynasty (1999, PC [MS Windows])
13. Shanghai Mahjong (2000, PC [MS Windows])
14. Shanghai - Four Elements (2000, Sony Playstation 2)
15. Shanghai Shoryu Sairin (2000)
16. Shanghai Mini (2000, NeoGeo Pocket Color)
17. Shanghai - Sangoku Pai Tatagi (2002, Sony Playstation 2)
18. Shanghai Advance (2002, Nintendo Game Boy Advance)
19. Super Shanghai 2005 (2004, Sony PlayStation 2)
20. Tsuushin Shanghai (2005, Sony PlayStation 2)

- PORTS -

* Consoles :
Nintendo Super Famicom (1992)

* Computers :
PC9801 - Hot B
X68000 (1991)
MSX 2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2750&o=2

$end


$x68k_flop=sshinpi,
$bio

Super Shinpi no Kyoseki (c) 19?? FC Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88658&o=2

$end


$nes=supersht,
$bio

Super Shoot (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84143&o=2

$end


$info=sshot,
$bio

Super Shot (c) 1979 Model Racing S.p.a.

A black and white shooting game, where the player uses an optical gun to shoot various screen targets, like balloons, glasses and light bulbs.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42935&o=2

$end


$snes=sshogi2,
$bio

Super Shougi 2 [Model SHVC-2B] (c) 1994 I'Max [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62410&o=2

$end


$snes=sshogi3,
$bio

Super Shougi 3 - Kitaihei [Model SHVC-A3IJ-JPN] (c) 1995 I'Max [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62411&o=2

$end


$snes=sshogia,sshogi,
$bio

Super Shougi [Model SHVC-SD] (c) 1992 I'Max [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62409&o=2

$end


$pc8801_flop=supershu,
$bio

Super Shunbo II (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92993&o=2

$end


$info=ssimon,
$bio

Super Simon (c) 1979 Milton Bradley Co.

- TECHNICAL -

Model 4050

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94377&o=2

$end


$nes=ssimpson,
$bio

Super Simpsons. (c) 1993 Unknown.

A pirate hack of "Super Mario Bros." featuring a Bart sprite (from The Simpsons) as main character.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65210&o=2

$end


$a7800=supskate,supskateu,
$bio

Super Skateboardin' [Model AV-047-04] (c) 1988 Absolute Entertainment, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50184&o=2

$end


$coleco=ssketch,
$bio

Super Sketch (c) 1984 Personal Peripherals

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53371&o=2

$end


$c64_cart,c64_flop=ssketch,
$bio

Super Sketch (c) 1984 Personal Peripherals, Incorporated. [Irvin, TX, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53725&o=2

$end


$a800=ssketch,
$bio

Super Sketch Graphics Master (c) 1984 PPI

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86720&o=2

$end


$ti99_cart=supersk,
$bio

Super Sketch [Model G2400] (c) 1984 Personal Peripherals, Inc. [Irvin, TX, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84752&o=2

$end


$cpc_cass=superskif,
$bio

Super Ski (c) 1987 Microïds

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96081&o=2

$end


$amigaocs_flop=suprski2,
$bio

Super Ski II (c) 1992 Microïds

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75161&o=2

$end


$amigaocs_flop=superski,
$bio

Super Ski [Starter Kit] (c) 1988 Microïds

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75160&o=2

$end


$megadriv=sskid,
$bio

Super Skidmarks (c) 1995 Codemasters Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56926&o=2

$end


$megadriv=sskidp,
$bio

Super Skidmarks (c) 1995 Codemasters Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57432&o=2

$end


$amigaocs_flop=sskid,
$bio

Super Skidmarks (c) 1995 Acid

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75162&o=2

$end


$cpc_cass=sskweekf,
$bio

Super Skweek (c) 1990 Loriciels [France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99462&o=2

$end


$amigaocs_flop=supskwek,
$bio

Super Skweek (c) 1991 Loriciels [France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75163&o=2

$end


$amigaocs_flop=supskwekf,
$bio

Super Skweek [Les Stars] (c) 1991 Loriciels [France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75164&o=2

$end


$cpc_cass=sskweek,
$bio

Super Skweek [Model 22915] (c) 1991 Loriciels [France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99463&o=2

$end


$lynx=supskwek,
$bio

Super Skweek (c) 1991 Atari Corp.

Skweek is on a mission. He must conquer five islands inhabited by evil monsters. Each island has 50 levels. Skweek has to paint most levels pink. This is no easy task! The monsters will stop at nothing to thwart Skweek's plans. They've even kidnapped some Skweezettes and imprisoned them on some of the islands. Skweek must destroy soldiers, free the prisoners, and paint like crazy before the monsters destroy him.

- TECHNICAL -

Model PA2100

- TRIVIA -

Reviews:
April 1992 - Consoles + N.8 (Page 136) [FR]: 97/100
May 1992 - Joypad N.8 (Page 115) [FR]: 89/100

- TIPS AND TRICKS -

* Learn how each monster moves.
Memorize each level.
Shoes provide traction for slippery surfaces.
Follow the King's instructions.
Learn to recognize the different weapon icons so you don’t pick up the wrong weapon.
Shooting balloons and collecting all the letters gives you 3 more lives.

* Unlock Islands: Choose Normal Game from the options. At the map screen position Skweek (or Skruch) over the 'O' in the word GARGOUIL LAND and zoom in with A. If you positioned right in the center of the 'O' you will get to a snorkeling furball and by pressing OPTION 1 you will unlock all the islands (you will see a 'No More Forbidden Islands' message).

* Extra Lives: Choose Normal Game from the options. At the map screen position Skweek (or Skruch) over the small island directly to the right of the WELCOME ISLAND, and zoom in with A over the upper right corner of the dark blue spot. You will see a Skweek next to a palm tree: hover over it and press OPTION 1 for two extra lives.

* Extra Coins: Choose Normal Game from the options. At the map screen position Skweek (or Skruch) over the large body of water in the PAGALAGOS ISLAND. By zooming in with A you will se a Skweek: hover over it and press OPTION 1 for 3,000 extra coins.

* Ending Sequence: Choose Normal Game from the options. At the map screen position Skweek (or Skruch) right below the 'R' in the word GARGOUIL LAND, where the dark blue becomes lighter and zoom in with A. Then, by moving west you will find a pink whale and if you press OPTION 1, you will get the message BRAVO CHEAT ON. The next time you go to the map screen, either by completing one of the islands or restarting a Normal Game, you will go straight to the ending.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58863&o=2

$end


$info=sslam,sslama,sslamb,
$bio

Super Slam (c) 1993 Playmark.

- TECHNICAL -

Main CPU : Motorola 68000, I8051
Sound Chips : OKI6295

Screen orientation : Horizontal
Video resolution : 304 x 240 pixels
Screen refresh : 58.00 Hz
Palette colors : 2048

Players : 4
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Super Slam is clearly a bootleg of Namco's "Super World Court" on inferior hardware. The Playmark hardware lacks many features of the original such as transparency.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2754&o=2

$end


$snes=sslamdnk,
$bio

Super Slam Dunk [Model SNS-D9-USA] (c) 1993 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63721&o=2

$end


$info=ad5sslam,ad5sslama,ad5sslamb,ad5sslamc,ad5sslamd,ad5sslame,ad5sslamf,
$bio

Super Slam (c) 200? Bell-Fruit Games, Limited.

- TECHNICAL -

[Adder 5]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56269&o=2

$end


$info=sc4sslam,sc4sslama,
$bio

Super Slam (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Scorpion 4]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43058&o=2

$end


$info=sc5sslam,
$bio

Super Slam (c) 2008 Bell-Fruit Games, Limited.

- TECHNICAL -

[Scorpion 5]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=30368&o=2

$end


$info=suprslam,
$bio

Super Slams - From TV Animation (c) 1995 Banpresto.

Basketball game with four selectable teams. This game has a nice design and easy gameplay. Based on the popular manga made by Takehiko Inoue.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 16 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2610 (@ 8 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in May 1995.

- STAFF -

Producer : K. Suzuki
Main planner : S. Nozaki
Sub planner : K. Matsunami
Main programmer : Yagiyama
Programmers : Yoko, Kazuya "Kazuma", M. "RX-R" Kawaguchi, Any L3
Chief designer : Kaz. Adachi
Sub chife designer : Nakajima 500
Designer : Hiki, Ikeneko, Gigus, Suga Shoko, H. Motono
Sound : Hoso-Q

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2755&o=2

$end


$snes=sslapshtj,
$bio

Super Slap Shot [Model SHVC-ZX] (c) 1993 Altron Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62412&o=2

$end


$snes=sslapsht,
$bio

Super Slap Shot [Model SNS-ZX-USA] (c) 1993 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63722&o=2

$end


$info=sc5sleut,sc5sleuta,
$bio

Super Sleuth (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR2355]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42795&o=2

$end


$astrocde=sslope,
$bio

Super Slope (c) 1986 Esoterica

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86842&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=sprslot,
$bio

Super Slot (c) 1981 Commodore, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86950&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=sprsmash,sprsmash1,
$bio

Super Smash (c) 1982 Commodore, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86951&o=2

$end


$c64_cart,c64_flop=sprsmash,
$bio

Super Smash (c) 1983 Commodore

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53726&o=2

$end


$n64=smashbroa,smashbro,smashbrou,
$bio

Super Smash Bros. (c) 1999 Nintendo.

- TECHNICAL -

Cartridge ID: NUS-NALE-USA

- TRIVIA -

Released in April 26, 1999.

- STAFF -

Developed by HAL Laboratory.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58002&o=2

$end


$sms=smashtv,
$bio

Super Smash T.V. (c) 1992 Flying Edge.

Congratulations! You're the next lucky contestant on the game show with the ultimate in prizes... YOUR LIFE! Pick six futuristic weapons and defeat hordes of cyborg mutants, power orbs, assault tanks and the 30-ton mutoïd man!

- TECHNICAL -

Model MK-27044-50

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56179&o=2

$end


$snes=ssmashtvu,
$bio

Super Smash T.V. (c) 1992 Acclaim Ent., Incorporated.

- TECHNICAL -

Cartridge ID: SNS-TV-USA

- TRIVIA -

Super Smash T.V. for Super NES was released in February 1992 in North America.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63724&o=2

$end


$snes=ssmashtv,
$bio

Super Smash T.V. (c) 1992 Acclaim Ent., Incorporated.

- TECHNICAL -

Cartridge ID: SNSP-TV-EUR

- TRIVIA -

Super Smash T.V. for Super NES was released on February 18, 2003 in Europe.

Reviews:
[FR] June 1992 - Joypad N.9: 88/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63723&o=2

$end


$gamegear=smashtv,
$bio

Super Smash T.V. (c) 1992 Flying Edge

- TECHNICAL -

Model # T-81057

- TRIVIA -

Released on July 29, 1994 in Japan for ¥4,500.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64834&o=2

$end


$megadriv=ssmashtv,
$bio

Super Smash T.V. (c) 1992 Flying Edge.

European release.

- TECHNICAL -

Model T-81066-50

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83359&o=2

$end


$megadriv=ssmashtv,
$bio

Super Smash T.V. (c) 1992 Flying Edge.

North American release.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82357&o=2

$end


$nes=supersnk,
$bio

Super Snake (c) 19?? Unknown [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76978&o=2

$end


$msx1_cart=supsnake,supsnakeb,supsnakea,
$bio

Super Snake [Model HM-005] (c) 1983 HAL Laboratory, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77496&o=2

$end


$gameboy=ssnakey,
$bio

Super Snakey [Model DMG-AWSJ-JPN] (c) 1994 Yojigen

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67061&o=2

$end


$snes=ssnakey,
$bio

Super Snakey [Model SHVC-AWSJ-JPN] (c) 1994 Yojigen

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62413&o=2

$end


$intv=ssoccer,
$bio

Super Soccer (c) 1983 Mattel Electronics

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60968&o=2

$end


$info=m4supscr,m4supscr__a,m4supscr__b,m4supscr__c,m4supscr__d,m4supscr__e,m4supscr__f,m4supscr__g,m4supscr__h,m4supscr__i,m4supscr__j,m4supscr__k,m4supscr__l,m4supscr__m,m4supscr__n,
$bio

Super Soccer (c) 199? BWB.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15170&o=2

$end


$a2600=supsoccrdv,
$bio

Super Soccer (c) 19?? Digivision

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51077&o=2

$end


$snes=ssoccerc,
$bio

Super Soccer Champ (c) 1992 Taito Corp.

- TECHNICAL -

Cartridge ID: SNS-HT

- TRIVIA -

Super Soccer Champ for Super NES was released in June 1992 in North America.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63727&o=2

$end


$msx1_cart=supsoccr,
$bio

Super Soccer [Model HBS-G021C] (c) 1985 Sony Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77497&o=2

$end


$snes=ssocceru,
$bio

Super Soccer (c) 1992 Nintendo Company, Limited.

- TECHNICAL -

[Model SNS-FS-USA]

- TRIVIA -

Super Soccer was released in May 1995 in North America.

- PORTS -

* Others :
Arcade [Nintendo Super System] "Super Soccer [Super System]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63726&o=2

$end


$snes=ssoccer,
$bio

Super Soccer (c) 1992 Nintendo Company, Limited.

- TECHNICAL -

[Model SNSP-FS-FAH]

- TRIVIA -

Reviews:
[FR] June 1992 - Joypad N.9: 90/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63725&o=2

$end


$info=nss_ssoc,
$bio

Super Soccer (c) 1992 Nintendo.

Coin-op version of the classic Super Famicom soccer game. For more information about the game itself, please see the original Japanese version entry; "uper Formation Soccer [Model SHVC-FS]".

- TECHNICAL -

Nintendo Super System hardware

Main CPU : G65C816 (@ 3.58 Mhz)
Sound CPU : SPC700 (@ 1.024 Mhz)
Sound Chips : Custom (@ 1.024 Mhz)

Players : 4
Control : 8-way joystick
Buttons : 6
=> [A] Short Kick / Slide Tackle
=> [B] Long Kick / Slide Tackle / Kick
=> [Y] Passes to whoever is selected with the red arrow / Check (tackle)
=> [X] Does nothing
=> [R] Changes red arrow thing to another team mate (see passing below)
=> [L] Changes red arrow thing to another team mate (see passing below)

- TRIVIA -

Differences between the console version and this arcade version :
* At the 'SELECT FORMATION' screen, AUTO and MANUAL goalkeeper option are removed. MANUAL is by default.
* 'SELECT LINEUP' screen removed (appears only after a RED card).
* TIME option in EXHIBITION mode removed.
* Expert mode code removed.
* CPU vs. CPU code removed.
* Ending code removed.
* The tip to get Nintendo team for the second player is removed.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1851&o=2

$end


$snes=supersol,
$bio

Super Solitaire [European Prototype] (c) 1994 Extreme Ent. Group

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63728&o=2

$end


$snes=supersolu,
$bio

Super Solitaire [Model SNS-LT-USA] (c) 1994 Extreme Ent. Group

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63729&o=2

$end


$pc8801_flop=sss,sssb,sssa,
$bio

Super Sonic Shooter (c) 1991 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92994&o=2

$end


$ti99_cart=supsort,
$bio

Super Sort (c) 1983 Navarone

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84753&o=2

$end


$snes=suprsoko,
$bio

Super Soukoban [Model SHVC-VN] (c) 1993 Pack-In-Video Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62414&o=2

$end


$amigaocs_flop=ssinv,ssinva,
$bio

Super Space Invaders (c) 1991 Domark Group, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75165&o=2

$end


$cpc_cass=ssinv,
$bio

Super Space Invaders (c) 1991 Domark Group, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99465&o=2

$end


$info=ssi,ssia,
$bio

Super Space Invaders '91 (c) 1990 Taito Corp.

Export version. For more information about the game itself, please see the original Japanese version entry; "Majestic Twelve - The Space Invaders Part IV".

- TECHNICAL -

Taito F2 System hardware
Prom Stickers : C64

- TRIVIA -

Super Space Invaders '91 was released in November 1990

This game is known in Japan as "Majestic Twelve - The Space Invaders Part IV".

- SERIES -

1. Space Invaders (1978, ARC)
2. Space Invaders Deluxe (1979, ARC)
3. Space Invaders II (1980, ARC)
4. Return of the Invaders (1985, ARC)
5. Super Space Invaders '91 (1990, ARC)
6. Space Invaders DX (1994, ARC)
7. Space Invaders '95 - Attack of the Lunar Loonies (1995, ARC)
8. Space Invaders (1999, PS)
9. Space Invaders 25th Silver Anniversary (2003, ARC)
10. Space Invaders Revolution (2005, DS)
11. Space Invaders Evolution (2005, PSP)
12. Space Invaders Extreme (2008, DS/PSP)
13. Space Invaders Extreme 2 (2009, DS)

- PORTS -

* Consoles :
Sega Master System [EU] (1991) "Super Space Invaders [Model MK-27023]" 
Sony PlayStation 2 [AU] (March 30, 2006) "Taito Legends 2 [Model SLES-53852]" 
Microsoft XBOX [EU] (March 31, 2006) "Taito Legends 2" 
Sony PlayStation 2 [EU] (March 31, 2006) "Taito Legends 2 [Model SLES-53852]" 
Sony PlayStation 2 [US] (May 16, 2007) "Taito Legends 2 [Model SLUS-21349]" 

* Handhelds : 
Sega Game Gear [US] (1992) "Super Space Invaders [Model T-48078]" 
Sega Game Gear [EU] (1992) "Super Space Invaders [Model T-88028-50]" 

* Computers :
Commodore C64 [US] [EU] (1991)
Amstrad CPC [EU] (1991)
Atari ST [EU] (1991)
Commodore Amiga [EU] (1991)
Sinclair ZX Spectrum (1992)
PC [MS-DOS] [US] (1991)
PC [MS Windows, CD-ROM] [EU] (March 31, 2006) "Taito Legends 2" 
PC [MS Windows, CD-ROM] [US] (July 10, 2007) "Taito Legends 2" 

* Others :
Nokia N-Gage [US] "Taito Memories" : release cancelled

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2756&o=2

$end


$sms=ssinv,
$bio

Super Space Invaders (c) 1991 Domark.

- TECHNICAL -

Cartridge ID: MK-27023

- TRIVIA -

Reviews:
[FR] August 1992 - Joypad N.11: 60/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56220&o=2

$end


$gamegear=ssinv,
$bio

Super Space Invaders (c) 1992 Domark Group, Limited.

- TECHNICAL -

Game ID: T-48078

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64898&o=2

$end


$info=macross,
$bio

Super Spacefortress Macross (c) 1992 Banpresto.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 10 Mhz)
Sound Chips : YM2203 (@ 1.5 Mhz), (2x) OKI6295 (@ 24.242 Khz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in September 1992 in Japan.

This game is known in Japan as "Chou-zikuu Yousai Macross" (translates from Japanese as 'Super Space Fortress Macross').

Superdimensional Fortress Macross was created as a filler show. Studio Nue was building up to make a series called Superdimensional Cavalry Southern Cross, but they released Macross first. It proved to be their biggest hit, so popular that they extended it from 24 to 35 episodes. They followed up with Superdimensional Century Orguss, which didn't do quite as well, but was still popular enough to spawn a six OVA sequel (Orguss II) in the early 90s. Ironicly, Southern Cross did poorly and was cancelled after only 23 episodes.

Macross, however, has become a major anime staple. After the original series in 1982, there was a movie released in 1984 called 'Do You Remember Love?' This game is based on that movie. Later came a music special, 'Macross Flashback 2012', and then came 'Macross II' (see the history entry for "Super Spacefortress Macross II" for more details), 'Macross Plus' (1994, four OVAs and one movie), 'Macross 7' (1993, 49 TV episodes, 2 OVAs one movie), and 'Macross 7 Dynamite' (4 OVAs).

The Macross movie was written in such a way that somebody could understand it without having seen any of the TV series. As such, a lot of events had to be changed, often quite a bit. As such, Studio Nue considered it to be an alternate timeline from the original series. In the first episode of 'Macross 7', it is established the DYRL was a movie made within the official Macross continuity.

A number of leftover Valkyrie toys were later converted into Transformers toys on AUTOBOT named Jetfire. Because they were forbidden to use a Valkyrie in the Transformers TV show, the animated version was redesigned and renamed 'Skyfire'. The only time an animated version of Jetfire appeared was in the commercial for the Jetfire toy.

Macross is also known worldwide as the first saga of Robotech (the other two sagas adapted are 'Southern Cross' and 'Genesis Climber Mospeada').

Default highscore table (TODAY's BEST SCORE) :
1 3210 1 HIKARU
2 2940 1 MAGS
3 2390 1 MINMAY
4 2020 1 MISA
5 1780 1 FOCKER
6 1130 1 CLODIA
7 1070 1 KAKIZAKI
8 850 1 BRITAI
9 380 1 MIRIA
10 170 1 BODDLEZE

- SERIES -

1. Super Spacefortress Macross (1992)
2. Super Spacefortress Macross II (1993)
3. Macross Plus (1996)

- STAFF -

Graphic designers : Ikezu Kenzi, Wisaku, NA, Kate Seki, Nao, Mingmei
Software : Ore Dayo, Tommysan
Sound : Hide-Kaz, Papa, Manabu Namiki (Taro)
Hardware : Yuki, Drunker, Tuna Banan
Producer : Toshifumi Kawashima
Planner : Masahiko Takahashi

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2757&o=2

$end


$info=macross2,macross2g,
$bio

Super Spacefortress Macross II (c) 1993 Banpresto.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 10 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : YM2203 (@ 1.5 Mhz), (2x) OKI6295 (@ 24.242 Khz)

Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 57.00 Hz
Palette colors : 1024

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Releases in September 1993.

This game is known in Japan as "Chou-zikuu Yousai Macross II" (translates from Japanese as 'Super Space Fortress Macross II').
The OVA series Macross II was created shortly after Japan's economic collapse in the early 90s. The amount of truly new material dropped off sharply, and sequels to old favorites that already had a built-in following were in vogue. It was made without the input of the original creators, Shoji Kawamori and Studio Nue, and the resulting series was fairly dire.

The plug was going to be pulled after four episodes, but it sold well amongst anime fans in America (who were starved for Macross of ANY kind at the time), so the US anime company, US Renditions financed the creation of two more episodes. Macross II became the first work of anime to be financed by an American anime company. Fortunately, USR and their notoriously low-quality works are long-gone, the rights to most of their titles having gone to Manga Video, including Macross II. Macross II was officially declared an alternate timeline by Studio Nue, who then made Macross Plus as an official sequel to Macross. Hopefully this knowledge will not affect your game enjoyment ^_^!

Default highscore table (TODAY'S GAMEST) :
BEGINNER COURSE 159000 GAMEST
MEDIUM COURSE 259000 GAMEST
EXPERT COURSE 309000 GAMEST

- UPDATES -

A special version of the game was sent to the GAMEST magazine for review. This version has an extra Pause feature when holding down a button, useful for capturing screenshots.

- SERIES -

1. Super Spacefortress Macross (1992)
2. Super Spacefortress Macross II (1993)
3. Macross Plus (1996)

- STAFF -

Software : Ore~, Tommy
Sound : Hide-Kaz, Abraham, Manabu Namiki (Taro), Mr. Takami
Graphic designers : Gaku, Mingmei, Midori, Kate<3Seki, Zangi Eisaku, Ikezu Kenzi
Planner : Mor, Mug
Superviser : Yukichan
Producers : Toshifumi Kawashima

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2758&o=2

$end


$n64=ssrace64,
$bio

Super Speed Race 64 [Model NUS-NLCJ] (c) 1998 Titus

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58003&o=2

$end


$info=ssrj,
$bio

Super Speed Race Jr. (c) 1985 Taito.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.6 Mhz)

Players : 1
Control : dial
Buttons : 2

- TRIVIA -

Released in June 1985.

Credits are hidden in the game ROM - begin at 3A64 in the main CPU.

- STAFF -

Producer: Junji Yarita
Hardware: Akira Iwai
Software: Hiroshi Tina, Takashi Kuriyama, Johnny Ankoba
Sound: Naoto Yagishita, Hisayoshi Ogura

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2760&o=2

$end


$info=sspeedr,
$bio

Super Speed Race (c) 1979 Midway.

- TECHNICAL -

Game No. 762

Main CPU : Zilog Z80 (@ 2.496 Mhz)

Screen orientation : Vertical
Video resolution : 248 x 376 pixels
Screen refresh : 59.39 Hz
Palette Colors : 16

Players : 1
Control : steering wheel
Buttons : 1

- TRIVIA -

Released in November 1979.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2759&o=2

$end


$nes=spikvbal,spikvbalu,
$bio

Super Spike V'Ball (c) 1990 Nintendo [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55622&o=2

$end


$nes=spiknwc,
$bio

Super Spike V'Ball / Nintendo World Cup (c) 1990 Nintendo [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55623&o=2

$end


$info=m3supspo,m3supspoa,
$bio

Super Spoof (c) 198? PCP.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41209&o=2

$end


$amigaocs_flop=ssportch,
$bio

Super Sport Challenge (c) 1993 Microïds

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75166&o=2

$end


$nes=supsport,supsporta,
$bio

Super Sports Challenge (c) 19?? Codemasters Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55624&o=2

$end


$info=ssprint,ssprint3,ssprint1,ssprints,ssprintg,ssprintg1,ssprintf,
$bio

Super Sprint (c) 1986 Atari Games.

Like "Championship Sprint", released the same year, Super Sprint is an updated version of the old Atari Sprint series; with added the ability to allow players to upgrade their vehicles as the game progresses. Upgrades are won by collecting wrenches that appear once per track. After a player has collected four wrenches, they will be presented with an upgrade screen; giving them the opportunity to choose better traction, increased top speed, faster acceleration, or a faster helicopter. The only discernible difference between this and "Championship Sprint" is the addition of brand new tracks.

- TECHNICAL -

Game ID : 136042

Runs on the "Atari System 2" hardware.

Players: 3
Control: Steering wheel with gas pedal

- TRIVIA -

Super Sprint was released in April 1986. 

2,232 units were produced in the USA. The selling price was $3,495. 

Pony Canyon / Scitron released a limited-edition soundtrack album for this game (That's Atari Music Vol. II : G.S.M. Atari Games 2 - PCCB-00070) on September 21, 1991.

- SERIES -

1. Sprint 2 (1976)
2. Sprint 8 (1977)
3. Sprint 4 (1977)
4. Sprint One (1978)
5. Super Sprint (1986)
6. Championship Sprint (1986)
7. Bad Lands (1989)

- STAFF -

Designed & programmed by : Robert Weatherby, Kelly Turner
Art & animation by : Will Noble, Kris Moser, Sam Comstock
Audio by : Hal Canon

- PORTS -

* Consoles : 
Nintendo NES [US] [AU] (1989)
Nintendo Famicom [JP] (August 3, 1991) "Super Sprint [Model ALT-7C]" 
Sony PlayStation [US] (September 30, 1999) "Arcade Party Pak [Model SLUS-00952]"
Sony PlayStation [EU] (February 23, 2001) "Arcade Party Pak [Model SLES-02339]" 
Sony PlayStation 2 [US] (November 18, 2003) "Midway Arcade Treasures [Model SLUS-20801]" 
Microsoft XBOX [US] (November 24, 2003) "Midway Arcade Treasures" 
Nintendo GameCube [US] (December 18, 2003) "Midway Arcade Treasures [Model DOL-GAKE-USA]" 
Microsoft XBOX [EU] (February 6, 2004) "Midway Arcade Treasures" 
Sony PlayStation 2 [EU] (February 6, 2004) "Midway Arcade Treasures [Model SLES-51927]" 
Microsoft XBOX 360 [US] (November 6, 2012) "Midway Arcade Origins" 
Sony PlayStation 3 [US] (November 6, 2012) "Midway Arcade Origins [Model BLUS-31083]"
Microsoft XBOX 360 [EU] (November 15, 2012) "Midway Arcade Origins" 
Sony PlayStation 3 [EU] (November 15, 2012) "Midway Arcade Origins [Model BLES-01768]"

* Handhelds : 
Nintendo Game Boy Advance [US] (August 15, 2005) "2 Games in One! Spy Hunter + Super Sprint [Model AGB-B6AE-USA]" 
Nintendo Game Boy Advance [EU] (September 16, 2005) "2 Games in One! Spy Hunter + Super Sprint [Model AGB-B6AP-EUR]" 

* Computers : 
Atari ST [EU] (1987) 
Commodore C64 [EU] (1987) 
Sinclair ZX Spectrum [EU] (1987) 
Amstrad CPC [EU] (1987) 
PC [MS Windows, CD-ROM] [US] (August 27, 2004) "Midway Arcade Treasures" 
PC [MS Windows, CD-ROM] [EU] (November 23, 2004) "Midway Arcade Treasures"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2761&o=2

$end


$nes=ssprint,
$bio

Super Sprint (c) 1988 Tengen

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55625&o=2

$end


$cpc_cass=ssprints,ssprint,
$bio

Super Sprint [Model 22293] (c) 1987 Proein Soft Line [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99466&o=2

$end


$nes=ssprintj,
$bio

Super Sprint (c) 1991 Altron

- TECHNICAL -

Game ID: ALT-7C

- TRIVIA -

Super Sprint for Famicom was released on August 3, 1991 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54679&o=2

$end


$cpc_cass=supsprit,
$bio

Super Sprites (c) 1985 Pride Utilities

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99467&o=2

$end


$msx1_cass=ssprites,
$bio

Super Sprites (c) 1986 Idealogic [Barcelona, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95024&o=2

$end


$nes=sspyhunt,sspyhuntu,
$bio

Super Spy Hunter (c) 1992 Sunsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55626&o=2

$end


$snes=suprstad,
$bio

Super Stadium [Model SHVC-SS] (c) 1991 Seta Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62415&o=2

$end


$info=m5supstr,m5supstra,
$bio

Super Star (c) 2003 Barcrest.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=21207&o=2

$end


$info=sstar97,
$bio

Super Star '97 (c) 199? Bordun International.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48301&o=2

$end


$info=sstarbtl,
$bio

Super Star Battle (c) 1979 SG.

Unlicensed release. For more information about the game itself, please see the original release entry; "Astro Fighter [Upright model]".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4881&o=2

$end


$info=sstarcrs,
$bio

Super Star Crest (c) 198? Taito do Brazil.

Manufactured by Taito Of Brazil under license from Nichibutsu. For more information on the original game, please see the Nichibustu entry.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=39527&o=2

$end


$nes=sstarfrch,
$bio

Super Star Force (c) 1987 FMG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69324&o=2

$end


$nes=sstarfrc,
$bio

Super Star Force (c) 1986 Tecmo, Limited.

Super Star Force is a shooter/adventure game by Tecmo and is a Famicom exclusive sequel of Star Force. In the year 2010 and after the events depicted in Star Force, the monstrous planet Gordess was destroyed by the Final Star and the galaxy was at peace. But many mysteries still remain and a mission to explore the past and to reveal the truth about Gordess is assembled. Commander Ralph, on board the Neo Final Star, accepts the dangerous mission of traveling through time and to answer the mysterious questions regarding the planet's uncertain origins. The goal of the game is to visit all the seven dungeons hidden in each time zone and to retrieve the precious time stones. The gameplay in Super Star Force is split into two distinct parts. The above ground stages feature traditional vertical-scrolling shooting action. There, the player destroys waves of enemy ships and collects 'time points'. These points are at the center of the gameplay - special red doors scattered through each level can warp the Neo Final forward or back in time in exchange of time points, other red doors stamped with a "W" lead to the next time-zone and finally, these points are also used to purchase new items inside shops dotted around each area. Then ground areas are underground dungeons/maze that Ralph must explore on foot and this is also the location where the time stones are hidden away. There he fights countless enemies, blast walls with his bombs and defeat enormous bosses. Super Star Force has an incredibly non-linear structure and some conditions must be fulfilled in some areas in order to open dungeon entrances in other stages (see the secrets section for more info).

- TECHNICAL -

Cartridge ID: TCF-ST

- TRIVIA -

Super Star Force was released on November 14, 1986 in Japan at a retail price of 5300 Yen.

The name of the game translates as "The Secret of the space-time almanac" and refers to the innovative adventure aspect of Super Star Force.

There is an unfortunate glitch in Super Star Force that prevents the game to be completed. The dungeon in DA 0820 has a fountain that shouldn't be stopped before the dungeon from DA 0001 is completed.

- SERIES -

1. Star Force (1984, Arcade)
2. Super Star Force [Model TCF-ST] (1986, Famicom)
3. Final Star Force (1992, Arcade)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54680&o=2

$end


$x68k_flop=sss,sssd,sss2,
$bio

Super Star Shooter (c) 1991 Dotmap Brothers

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88659&o=2

$end


$info=tvsssold,
$bio

Super Star Soldier (c) 1990 TOURVision.

Unlicensed Spanish game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84979&o=2

$end


$pce=sssoldr,
$bio

Super Star Soldier (c) 1990 Hudson Soft.

Super Star Soldier is a vertical shooter by Hudson Soft and is the sequel of Star Soldier originally released for the Famicom in 1986. The player controls the Neo-Caesar space fighter and must battle endless waves of enemy ships through eight hostile and harsh stages. Each level throws a steady flow of enemy fighters and deadly bullets at the player and, like any adrenaline-pumping shooter, Super Star Soldier comes packed with spectacular power-ups. Small ships release color-coded pods when destroyed and each one of them upgrade the Neo-Caesar differently. Red pods activate a multi-way Vulcan gun, Blue unleash laser rings, Yellow a flame-thrower and Green lightning bolts. Each weapon can be upgraded a few times and release a powerful mega-bomb when they finally reach their maximum charge. Secondary weapons are also available and come in the shape of homing missiles or rotating shields. Interestingly the weapon level is also used as a life bar - when hit, the Neo-Caesar loses a weapon level but only blows up for good when all its weaponry is at the lowest power state. Super Star Soldier follows the Star Soldier tradition and includes a two and five minutes time-attack Caravan modes. This option is related to the yearly Caravan tournament held in Japan by Hudson Soft.

- TECHNICAL -

HuCARD ID: HE-1097

- TRIVIA -

Released on July 06, 1990 in Japan for 6500 Yen.

European reviews:
france Player One (Sept. 1990): 93/100

- TIPS AND TRICKS -

Debug Menu :
Reset the game and press Start to go to the title screen. There, press Left, II, Up, II, Right, II, Down, II, Left, I, Up, I, Right, I, Down, I, I+II eight times and I+Select eight times. You should now be able to access a special debug menu.

- SERIES -

1. Star Soldier (1986, Famicom)
2. Super Star Soldier [Model HE-1097] (1990, PC-Engine)
3. Final Soldier [Model MC91045] (1991, PC-Engine)
4. Soldier Blade [Model HC92056] (1992, PC-Engine)
5. Star Soldier - Vanishing Earth (1998, Arcade)
6. Star Soldier R (2008, Wii)

- STAFF -

Game Designer: Tadayuki Kawada
Programmer: Yamasan, Sugisan
Designer: Yokochin, Mars Saeki
Promoter: Mr. Aoyama
Producer: Mitsuhiro Kadowaki
Patient Producer: Raoh Shimada
Technical Advisor: Mr. Ueyama
Planning Advisor: Mr. Fujiwara
Music Composer: Dr. Nakahashi, Mr. Hoshi
Sound: Mr. Sasagawa, Mr. Hoshi, Lu. Iwabuchi, Mr. Takimoto, Mr. Takahashi
Special Thanks: Mr. Oyama, Mr. Utoh, Mr. Matsuo, Mr. Tamito, Denden, Mr. Motouchi, Mr. Harako, Mr. Ogura, Mr. Fujiti, Mr. Ohta, Z. Onji, Mr. Yasuda, Miss Akiko, Ewa, Hyper Kumasan Team, Footlose Kawada, Jiroh. Kurubushi, Faw, Wakagimi, Yokoyama Koumuten, Soul Best Japan
Super Special Thanks: Hideo Takada, Hidetoshi Endoh

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58740&o=2

$end


$tg16=sssoldr,
$bio

Super Star Soldier [Model TGX040052] (c) 1990 NEC Home Electronics, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84355&o=2

$end


$snes=jedij,
$bio

Super Star Wars - Jedi no Fukushuu [Model SHVC-ARJJ-JPN] (c) 1995 Victor Musical Industries, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62417&o=2

$end


$gameboy=jedi,
$bio

Super Star Wars - Return of the Jedi [Model DMG-ARJE-USA] (c) 1995 Black Pearl

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67062&o=2

$end


$snes=jediua,jediu,
$bio

Super Star Wars - Return of the Jedi [Model SNS-ARJE-USA] (c) 1994 JVC

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63733&o=2

$end


$snes=jedia,jedi,
$bio

Super Star Wars - Return of the Jedi [Model SNSP-ARJP-EUR] (c) 1994 JVC

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63732&o=2

$end


$snes=esbj,
$bio

Super Star Wars - Teikoku no Gyakushuu [Model SHVC-V9] (c) 1993 Victor Musical Industries, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62418&o=2

$end


$snes=esbua,esbu,
$bio

Super Star Wars - The Empire Strikes Back [Model SNS-E5-USA] (c) 1993 JVC

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63735&o=2

$end


$snes=esba,esbp,esb,
$bio

Super Star Wars - The Empire Strikes Back (c) 1993 JVC

- TECHNICAL -

Cartridge ID: SNSP-E5-EUR

- TRIVIA -

Reviews:
[FR] January 1994 - Consoles + N.28: 92%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63734&o=2

$end


$snes=starwarsj,
$bio

Super Star Wars (c) 1992 Victor Musical Industries, Incorporated.

- TECHNICAL -

Cartridge ID: SHVC-V4

- TRIVIA -

Reviews:
[FR] December 1992 - Consoles + N.15: 88%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62416&o=2

$end


$snes=starwarsua,starwarspa,starwarsp,starwarsu,
$bio

Super Star Wars [Model SNS-V4-USA] (c) 1992 JVC

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63731&o=2

$end


$snes=starwarsa,starwars,
$bio

Super Star Wars [Model SNSP-V4-FAH] (c) 1992 JVC

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63730&o=2

$end


$info=starfgmc,
$bio

Super Starfighter 1988 Samyra Engineering, Inc. 

Pirate Bootleg/Hack of Moon Cresta.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70912&o=2

$end


$info=ss4967,ss4968,ss4969,ss7262,ss4970,ss4971,ss4972,
$bio

Super Stars (c) 199? IGT [International Game Technologies].

2-Coin Multiplier slot.

- TECHNICAL -

[Model 226A]

- UPDATES -

SS4967
SS4968
SS4969
SS7262
SS4970
SS4971
SS4972

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46232&o=2

$end


$info=ss4973,ss4974,ss4975,ss7292,ss4976,ss4977,ss4978,
$bio

Super Stars (c) 1995 IGT [International Game Technologies].

3-Coin Multiplier slot.

- TECHNICAL -

[Model 226B]

- TRIVIA -

Released in January 1995.

- UPDATES -

SS4973
SS4974
SS4975
SS7292
SS4976
SS4977
SS4978

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=37632&o=2

$end


$info=sc4sstep,sc4sstepa,sc4sstepb,
$bio

Super Step (c) 200? QPS Interactive.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42809&o=2

$end


$info=sstingry,
$bio

Super Stingray (c) 1986 Alpha Denshi Company, Limited.

A semi-strategic top-down tank action shooter game.

Control your tank across the battlefield and destroy all the enemies in the way and defeated the enemy fortress.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 6 Mhz)
Sound CPU : Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : (3x) YM2203 (@ 3 Mhz), DAC

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Super Stingray was released in March 1986.

The default high score table in Super Stingray are all characters from manga/anime by Rumiko Takahashi. The first seven entries are from a series called Urusei Yatsura, which was on the air from 1981 to 1986, consisting of 218 episodes, 6 movies, and 6 OVAs. Entries 8-10 are from Maison Ikkoku, which ran from 1986 to 1988, consisting of 96 episodes and one movie.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2763&o=2

$end


$cpc_cass=supstock,
$bio

Super Stock Car (c) 1990 Mastertronic, Ltd. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99468&o=2

$end


$ti99_cart=superst,
$bio

Super Storm (c) 1983 Atarisoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84754&o=2

$end


$info=m4supst,m4supst__0,m4supst__1,m4supst__2,m4supst__3,m4supst__4,m4supst__5,m4supst__6,m4supst__7,m4supst__8,m4supst__9,m4supst__a,m4supst__b,m4supst__c,m4supst__d,m4supst__e,m4supst__f,m4supst__g,
$bio

Super Streak (c) 199? Barcrest.

- SERIES -

1. Super Streak (????)
2. Super Streak Gold Edition (????)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=14910&o=2

$end


$info=m5sstrk,m5sstrk02a,
$bio

Super Streak (c) 200? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41640&o=2

$end


$info=m4ssclas,m4ssclas__a,m4ssclas__b,m4ssclas__c,m4ssclas__d,m4ssclas__e,m4ssclas__f,
$bio

Super Streak Classic (c) 199? BWB.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41460&o=2

$end


$info=sc4supst,sc4supsta,
$bio

Super Streax (c) 200? Mazooma Games.

- TECHNICAL -

[Model PP2206]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42816&o=2

$end


$gameboy=sstretb2,
$bio

Super Street Basketball 2 [Model DMG-VBA] (c) 1994 VAP Game [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67065&o=2

$end


$gameboy=sstretb,
$bio

Super Street Basketball [Model DMG-F7A] (c) 1992 VAP Game [Japan]

- TRIVIA -

Reviews:
[FR] June 1992 - Joypad N.9: 70/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67064&o=2

$end


$x68k_flop=streetbm,
$bio

Super Street Bomber X (c) 19?? Dragon Studio

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88660&o=2

$end


$x68k_flop=ssf2,ssf2a,
$bio

Super Street Fighter II - The New Challengers (c) 1994 Capcom Co., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88119&o=2

$end


$amigaocs_flop=ssf2,
$bio

Super Street Fighter II - The New Challengers (c) 1995 US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75167&o=2

$end


$info=ssf2,ssf2u,ssf2ud,ssf2r1,
$bio

Super Street Fighter II - The New Challengers (c) 1993 Capcom Company, Limited.

Export release. Game developed in Japan. For more information about the game itself, please see the original Japanese version entry; "Super Street Fighter II - The New Challengers [Green Board]".

- TECHNICAL -

Runs on the "CP System II" hardware.
Blue Board [USA & Etc.]

- TRIVIA -

In M. Bison's ending in the Export versions, Bison says 'Not even the 'Ancient One' dared to challenge me!'. In the original Japanese version, where he's known as Vega, he doesn't say anything like this.

Localizations liberties were taken with Cammy's and Fei-Long's endings in the Export versions of SSFII, changing their whole context.

Some of the voice samples of Cammy and Dee Jay were changed from the original version:
(Japanese version quote - Export version quote.)
* Cammy : 'Spiral Arrow' - 'Cannon Drill'
* Cammy : 'Cannon Spike' - 'Thrust Kick'
* Dee Jay : 'Slash' - 'Max Out'

- UPDATES -

Blue Board revisions : 

REVISION 1:
* Build date: 930911
* WORLD and USA releases

REVISION 2:
* Build date: 931005
* WORLD release

- PORTS -

Here is a list of ports released in regions where the arcade version was released as a Blue Board : 

* Consoles : 
Nintendo SNES [EU] (September 1994) "Super Street Fighter II - The New Challengers [Model SNSP-XW-EUR]" 
Nintendo SNES [US] (June 1994) "Super Street Fighter II - The New Challengers [Model SNS-XW-USA]" 
Sega Genesis [US] (1994) "Super Street Fighter II - The New Challengers [Model T-12056]" 
Sega Mega Drive [EU] (June 1994) Super Street Fighter II - The New Challengers [Model 670-5448-50]" 
Sega Saturn [EU] (1997) "Street Fighter Collection [Model T-7033H-50] [Disc 1]" 
Sega Saturn [US] (November 30, 1997) "Street Fighter Collection [Model T-1222H] [Disc 1]" 
Sony PlayStation [US] (November 30, 1997) "Street Fighter Collection [Model SLUS-00423]" 
Sony PlayStation [EU] (July 1998) "Street Fighter Collection [Model SLES-00998]" 

* Computers : 
Commodore Amiga [EU] (1995) 
PC [MS-DOS, CD-ROM] [US] [EU] (1996)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69673&o=2

$end


$info=ssf2mdb,
$bio

Super Street Fighter II - The New Challengers [Bootleg] (c) 1995 Unknown.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 7.670442 Mhz), Zilog Z80 (@ 3.57954 Mhz)
Sound Chips : YM2612 (@ 7.670442 Mhz), SN76496 (@ 3.57954 Mhz)

Palette colors : 512

Players : 2
Buttons : 6

- TRIVIA -

This game is an arcade bootleg/hack of the Japanese Sega MegaDrive version of the game.

The developer/hacker even misspelled 'INSTER COIN' during the demo mode instead of 'INSERT COIN'.

In this game all the bonus stages have been removed and the player has to fight against all the 16 characters to finish the game. In the original version there are three bonus stages and the player must defeat only 12 characters to finish the game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=7980&o=2

$end


$info=ssf2j,ssf2jr1,ssf2jr2,
$bio

Super Street Fighter II - The New Challengers (c) 1993 Capcom Company, Limited.

The fourth game in the SFII series featured all new graphics, redone sounds, and above all, four characters new to the series. Here is a full list of changes from previous SFII games:

* New title screen with new music. 

* Completely new portraits for all characters. M. Bison ('Vega' in Japan) now has a winged-skull on his hat instead of a star. 

* New endings for the bosses. The last part of Chun Li's ending is also modified, letting the player choose whether she should now live a normal girl's life or continue being a detective. 

* Vega ('Balrog' in Japan) no longer climbs the fence on his stage prior to doing his 'Flying Barcelona Attack' or 'Izuna Drop' moves. He now just jumps to the edge of the screen and jumps off, as he does in the other stages. 

* Voice samples for all characters and announcer re-recorded with different actors. Each character now have their own unique voice so there is no more shared voice samples (e.g. the male 'KO' scream). 

* Background music playback is handled differently. The background music will play continuously from Round 1 to Round 2 until a character causes the KO sign to flash on Round 2, which will trigger the 'Heavy Damage' version of the music. From Round 3 onward, the music is played in the same format as in previous SFII games. 

* Four completely new stage backgrounds with new background music to accompany the New Challengers. 

* Color schemes for the twelve original stage backgrounds have changed once again : 
1) Ryu stage: The sky is now near evening, and the moon is now white with a touch of light blue. 
2) E. Honda stage: The walls are now light blue, and the big picture (excluding the sun) is now red-orange. 
3) Blanka stage: The vine where the snake is coiled is now light green, and people to the right have changed a bit. The river behind the village is now a clear blue. 
4) Guile stage: The sky is back to daytime, the canopy on the jet is now clear, and the people in the background are now dressed in blue. The symbol on the ground is back to blue, but the missile linings are still red. 
5) Ken stage: The tugboat has been replaced with a yacht, the two guys on the top now wear orange clothes and white clothes. On the bottom, the first person now wears a green shirt and has gray hair, the second person now wears white t-shirt and yellow pants, the third person now has long hair and wears white top and pink skirt, the fourth person now wears light blue shirt and orange pants, and the guy in the trenchcoat and hat is now replaced by a new person in blue shirt and navy blue pants.
6) Chun Li stage: The sky is now sunset, the two customers now wear orange, the meat store's roof is now green with its sign back to red, the guy holding the chicken now wears blue, the "Shanghai Friend Corridor" sign is now red-orange with yellow letters, the guy to the right now wears green pants, and the water sign is now blue.
7) Zangief stage: The stage floor is now green, and the area to the left is back to red. In addition, the fence on the left foreground is now lowered a bit. 
8) Dhalsim stage: The curtains and stone floor are now green, and the carpet is back to red. 
9) Balrog ([JP] M. Bison) stage: While the stage floor is still purple, the 'Las Vegas' on the floor is now yellow. The car to the left is now blue, and the car to the right is now green. The guy throwing the confetti at win/lose now wears yellow, the guy next to the car to the left now wears purple and the guy next to the guy throwing the confetti has been redesigned.
10) Vega ([JP] Balrog) stage: The stage floor now shows off a green hue, and the fence now comes crashing down at the start of the fight. 
11) Sagat stage: Buddhist statue is still gold, and now it's sunset. In addition, a big city is now visible in the distance. 
12) M. Bison ([JP] Vega) stage: The sky is now back to daytime, and the guys sitting Indian style praying (and stands up angrily after breaking a big statue) are now dark-skinned. The roof of the palace is now red with green trim, and the linings on the giant bell that were previously red are now black.

- TECHNICAL -

Runs on the "CP System II" hardware.
Green Board [Japan]

Players: Up to 2. 
Control: 8-way joystick per player.
Buttons: 6 per player.
= > [1] LP (Jab), [2] MP (Strong), [3] HP (Fierce) 
= > [4] LK (Short), [5] MK (Forward), [6] HK (Roundhouse)

- TRIVIA -

September 1993 was the first revision of the game, but most arcades didn't get the game until October 1993. It was known as the first CPS2 video game released.

Known Export releases:
"Super Street Fighter II - The New Challengers [Blue Board]"
"Super Street Fighter II - The New Challengers [Grey Board]"
"Super Street Fighter II - The New Challengers [Orange Board]"
 
While New Challengers Cammy, Fei Long and T. Hawk were created by Japanese employees at Capcom, the Jamaican kickboxer Dee Jay is the first and only Street Fighter to have been created by an American Capcom employee (James Goddard). Dee Jay's pant leg was originally going to have 'MANTIS' written on it instead of 'MAXIMUM'. It was changed so that when the sprite was flipped over (when Dee Jay faces the opposite direction), the letters would not appear to be backwards. That is, all of the letters in 'MAXIMUM' look the same when flipped over, but the 'N' and 'S' in 'MANTIS' will be backwards when flipped. 

Fei Long is Capcom's homage to Bruce Lee. 

Sony Records released a limited-edition soundtrack album for this game (Super Street Fighter II Arcade Game Track - SRCL-2822) on January 21, 1994. 

Michael Jackson used to own this game (serial number: 21900255228). It was sold at the official Michael Jackson Auction on April 24, 2009.

A special version of this game is known as "Super Street Fighter II - The Tournament Battle".

- UPDATES -

Green Board revisions : 

REVISION 1:
* Build date: 930910

REVISION 2:
* Build date: 930911

REVISION 3:
* Build date: 931005

- TIPS AND TRICKS -

* Each character has eight outfit colors. Press LP to choose the original Street Fighter II color, MP for the Champion Edition color, HP for the Turbo (i.e. 'Hyper Fighting') color, any Kick button or the Start button for one of 4 new colors, or hold any button (except the Start button) for 3 seconds for the secret color.

- SERIES -

1. Street Fighter (1987)
2. Street Fighter II - The World Warrior [B-Board 90629B] (1991)
3. Street Fighter II' - Champion Edition [B-Board 91634B-2] (1992)
4. Street Fighter II' - Hyper Fighting [B-Board 91635B-2] (1992)
5. Super Street Fighter II - The New Challengers [Green Board] (1993)
6. Super Street Fighter II Turbo [Blue Board] (1994)
7. Street Fighter Alpha - Warriors' Dreams [Blue Board] (1995)
8. Street Fighter Alpha 2 [Blue Board] (1996)
9. Street Fighter III - New Generation (1997)
10. Street Fighter III - 2nd Impact : Giant Attack (1997)
11. Street Fighter Alpha 3 [Blue Board] (1998)
12. Street Fighter III - 3rd Strike : Fight For The Future (1999)
13. Hyper Street Fighter II - The Anniversary Edition [Green Board] (2003)
14. Street Fighter IV (2008)
15. Super Street Fighter IV - Arcade Edition (2010)
16. Ultra Street Fighter IV (2014)

- STAFF -

Planners : Noritaka Funamizu (Poo), Haruo Murata (Mucchi)
Character Designers : Kurisan, Ikusan Z, Q, Yorio, Tanuki, Katuragi, Matsunaga, Rikagon, Simpsons, Pei, Mikiman, Buppo, M. Okazaki, Taka, Akiko. O, K. Crown, Hiroshi Shibata (Shibataro)
Programmers : Shin., Kid, Min, EGW, Aoi Mix, Tarabar Hori (Tarabar)
Music : Syun Nishigaki (Syun), Isao Abe (Oyaji)
Sound : Nobuhiro Oouchi (Nobu. Oouchi), Toshio Kajino (Toshio)
Special Thanks : Akira Nishitani (Nin), Akira Yasuda (Akiman), CBX, David Winstead (Dr. Dave), Alex Jimenez (Raven Jimenez)

- PORTS -

Here is a list of ports released in Japan (where the arcade version was released as a Green Board) : 

* Consoles : 
Nintendo Super Famicom [JP] (June 25, 1994) "Super Street Fighter II - The New Challengers [Model SHVC-XW]" 
Sega Mega Drive [JP] (June 25, 1994) "Super Street Fighter II - The New Challengers [Model T-12043]" 
FM Towns Marty [JP] (October 28, 1994) "Super Street Fighter II - The New Challengers [Model HMF-162]" 
Sega Saturn [JP] (September 18, 1997) "Street Fighter Collection [Model T-1223G] [Disc 1]" 
Sony PlayStation [JP] (October 23, 1997) "Street Fighter Collection [Model SLPS-00800]" 

* Computers : 
Sharp X68000 [JP] (September 30, 1994) 

* Others : 
LCD handheld game (19??) released by Tiger Electronics. 
LCD Barcodzz handheld game (19??) released by Tiger Electronics.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2764&o=2

$end


$info=ssf2a,ssf2ar1,
$bio

Super Street Fighter II - The New Challengers (c) 1993 Capcom Company, Limited.

Asian release. Game developed in Japan. For more information about the game itself, please see the original Japanese version entry; "Super Street Fighter II - The New Challengers [Green Board]".

- TECHNICAL -

Runs on the "CP System II" hardware.
Grey Board [Asia]

- UPDATES -

Grey Board revisions : 

REVISION 1:
* Build date: 930914

REVISION 2:
* Build date: 931005

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69674&o=2

$end


$megadriv=ssf2,
$bio

Super Street Fighter II - The New Challengers (c) 1994 Capcom Company, Limited.

European release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Super Street Fighter II - The New Challengers [Model T-12043]".

- TECHNICAL -

Game ID: 1098-50
Cartridge ID: 670-5448-50
Package ID: 670-5449-50

- TRIVIA -

Super Street Fighter II - The New Challengers for Mega Drive was released in 1994 (exact date unknown) in Europe.

Reviews:
[FR] August 1994 - Consoles + N.34: 92%

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [EU] [AU] (April 12, 2012) [Model MC3P]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69814&o=2

$end


$snes=ssf2j,
$bio

Super Street Fighter II - The New Challengers (c) 1994 Capcom Company, Limited.

Fighters entrusted with the battle for fate have come together once again. What do they see in this perpetual battle? What do they hope to achieve? The fate of each fighter hinges on the outcome of each match... and builds a new legend.

- TECHNICAL -

Cartridge ID: SHVC-XW

- TRIVIA -

Super Street Fighter II - The New Challengers for Super Famicom was released on June 25, 1994 in Japan.

The 'Tournament' mode, selectable from the main menu, is basically a home conversion of "Super Street Fighter II - The Tournament Battle". 

This version of Super Street Fighter II is one of Capcom's biggest selling titles with 2,000 units sold.

- TIPS AND TRICKS -

Start the Group Battle mode and on controller 2 press  L, R, L, R, L, R, R, L. You can now select the same character a total of 8 times.

- PORTS -

* Consoles :
Nintendo Wii [Virtual Console] [JP] (December 18, 2007) [Model JBBJ] 
Nintendo Wii U [Virtual Console] [JP] (June 25, 2014) [Model JAVJ]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62419&o=2

$end


$snes=ssf2u,
$bio

Super Street Fighter II - The New Challengers (c) 1994 Capcom Company, Limited.

North American release. Game developed in Japan. For more information on the game itself, please see the original Japanese version entry; "Super Street Fighter II - The New Challengers [Model SHVC-XW]".

- TECHNICAL -

Cartridge ID: SNS-XW-USA

- TRIVIA -

Super Street Fighter II - The New Challengers for Super NES was released in June 1994 in North America.

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [US] (January 21, 2008) [Model JBBE] 
Nintendo Wii U [Virtual Console] [US] (August 22, 2013) [Model JAVE]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63737&o=2

$end


$snes=ssf2,
$bio

Super Street Fighter II - The New Challengers (c) 1994 Nintendo Company, Limited.

European release. Game developed in Japan. For more information on the game itself, please see the original Japanese version entry; "Super Street Fighter II - The New Challengers [Model SHVC-XW]".

- TECHNICAL -

Cartridge ID: SNSP-XW-EUR

- TRIVIA -

Super Street Fighter II - The New Challengers for Super NES was released in September 1994 in Europe.

It was then re-released in 1997 as a Nintendo Classics edition.

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [EU] [AU] (January 24, 2008) [Model JBBP]
Nintendo Wii U [Virtual Console] [EU] [AU] (August 22, 2013) [Model JAVP]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63736&o=2

$end


$megadriv=ssf2j,
$bio

Super Street Fighter II - The New Challengers (c) 1994 Capcom Company, Limited.

A New Challenger Awaits.

Cammy, Dee Jay, T. Hawk, and Fei Long. They have earned the right to enter the second World Fighting Championship each of them possessing a lethal combination of martial arts skills that they believe can destroy Vega (M. Bison in the export releases). Can they survive the original Street Fighters and their new abilities?

Features 4 all new characters, new animations and moves for the originals, hot new modes including the Point Match, Tournament Battle, and the Challenge Mode. The largest Street Fighter game ever at 40 Megs.

- TECHNICAL -

[Model T-12043]

- TRIVIA -

Super Street Fighter II for Mega Drive was released on June 25, 1994 in Japan.

Known export releases:
"Super Street Fighter II - The New Challengers [Model T-12056]" (USA)
"Super Street Fighter II - The New Challengers [Model 670-5448-50]" (Europe)

Released simultaneously with the Super Famicom counterpart. The Mega Drive version, like the Super Famicom one, supported the XBAND network for online play. This version was released on a 40 Megabit cartridge, this allowed the inclusion of the announcer's voice for each round, but the sound quality is not as clear as the Super Famicom version.

The following are some key differences between the Super Famicom and Mega Drive versions of this game:

- Both versions feature the arcade's introduction sequence, but the Mega Drive version features full animation.

- The character profiles scroll from the right and the name and portrait fade in. The Super Famicom version does it the same as in the previous games.

- The Mega Drive version has an additional speed setting (four stars maximum) over the Super Famicom version (three stars maximum) but the logo doesn't change color in the Mega Drive version.

- The Group Battle mode was introduced to Super Famicom players with the Match Play and Elimination options. Group Battle returned for the Mega Drive version with Point Match and Elimination battles.

- The Mega Drive version has a Challenge mode with both a Score Challenge and a Time Challenge. The Super Famicom version lists it as only the Time Challenge on the main menu. The default and Capcom Staff record on each mode are different between versions.

- The Option menu of the Mega Drive version has an additional setting called Super Mode that can be changed from Normal to Expert. In Normal, players fight only 12 of the 16 characters and challenge the bonus stages like in the arcade game. In Expert, they fight all 16 Super Street Fighters with no bonus stages and the presentation changes to resemble Super Street Fighter II X (Super Street Fighter II Turbo outside of Japan), released the same year (1994) with a purple background and blue flames for the VS icon.

- TIPS AND TRICKS -

Hold Start before the VS screen appears to open the Key Configuration screen. In Versus mode, you can also change the players from "Human" control to "Computer" control.

To select the same fighter up to eight times instead of two in the Group Battle, grab controller two and enter A, B, A, B, A, B, B, A. Balrog (Vega in the export releases) will laugh to confirm the code.

Clear the game on difficulty level 8 without continuing to display a picture of Cammy behind a blue background with the Super Street Fighter II logo. If Super Mode is set to "Expert", it will display Dee Jay behind a purple background instead.

- PORTS -

* Consoles :
Nintendo Wii [Virtual Console] [JP] (November 8, 2011) [Model MC3J]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56927&o=2

$end


$megadriv=ssf2u,
$bio

Super Street Fighter II - The New Challengers (c) 1994 Capcom USA, Incorporated.

North American release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Super Street Fighter II - The New Challengers [Model T-12043]".

- TECHNICAL -

Game ID: T-12056
Package ID: SSU-S002

- TRIVIA -

Super Street Fighter II - The New Challengers for Sega Genesis was released in 1994 (exact date unknown) in North America.

The game was rated M-13 in USA by the V.R.C.

- PORTS -

* Consoles :
Nintendo Wii [Virtual Console] [US] (April 26, 2012) [Model MC3E]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57433&o=2

$end


$info=ssf2h,
$bio

Super Street Fighter II - The New Challengers (c) 1993 Capcom Company, Limited.

South American release. Game developed in Japan. For more information about the game itself, please see the original Japanese version entry; "Super Street Fighter II - The New Challengers [Green Board]".

- TECHNICAL -

Runs on the "CP System II" hardware.
Orange Board [South America]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69675&o=2

$end


$info=ssf2tb,ssf2tbj,ssf2tbr1,ssf2tbd,ssf2tbh,
$bio

Super Street Fighter II - The Tournament Battle (c) 1993 Capcom.

An exclusive 8-player single-elimination tournament mode of "Super Street Fighter II - The New Challengers", only available when four SSFII cabinets are connected together and all of them configured to "Tournament" mode. This special mode consists of four simultaneous matches: the initial eliminations, the simifinals, and the finals.

After the first set of matches is over, players are re-arranged accordingly based on their position: winners are sent to either of the two cabinets on the left and losers are sent to either of the two cabinets on the right. In the finals, the players competing for first place are sent to the first (leftmost) cabinet, the third-place players to the second cabinet, etc.

- TECHNICAL -

Capcom Play System II hardware (CPS II) 

Main CPU : Motorola 68000 (@ 11.8 Mhz), Zilog Z80 (@ 8 Mhz) 
Sound Chips : Q-Sound (@ 4 Mhz) 

Players : 2 
Control : 8-way joystick 
Buttons : 6 
= > [1] LP (Jab), [2] MP (Strong), [3] HP (Fierce) 
= > [4] LK (Short), [5] MK (Forward), [6] HK (Roundhouse)

- TRIVIA -

SSFII The Tournament Battle was released in September 1993.

If you have ever wondered why the characters in "Super Street Fighter II - The New Challengers" have a ridiculous eight costume colors, then now you will know. This special version is quite rare but allows eight players to fight in a tournament. The reason for the eight costume colors is so all eight players can choose the same character and not get confused about which one they are.

- UPDATES -

Here is the list of all revisions : 

930911 
* Blue board (World)
* Green board (Japan) 

911005
* Orange board (South America)

931119 
* Blue board (World)

- TIPS AND TRICKS -

* Super Secret Colors : Hold down the button you use to select your character for three seconds or so and you can get what is called the 'super' secret color (Note: You can't use the 1P or 2P start buttons to get the secret color).

- PORTS -

This special "Tournament Battle" is available as the 'Tournament' game mode (selectable item on the Main Menu screen) only on the Nintendo Super NES/Super Famicom and Sega Genesis/Mega Drive ports of "Super Street Fighter II - The New Challengers". 

For information on release dates and regions where available, please see the "Super Street Fighter II - The New Challengers" entry, "Ports" section.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2765&o=2

$end


$gba=ssf2tu,
$bio

Super Street Fighter II Turbo - Revival (c) 2001 Capcom Co., Ltd.

North American release. Game developed in Japan. "See Super Street Fighter II X - Revival [Model AGB-AXRJ-JPN]" for more information about the game itself.

- TECHNICAL -

Cartridge ID: AGB-AG5E-USA

- TRIVIA -

Released on October 31, 2001 in USA and Canada.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75924&o=2

$end


$gba=ssf2t,
$bio

Super Street Fighter II Turbo - Revival (c) 2001 Ubi Soft.

European release. Game developed in Japan. See "Super Street Fighter II X - Revival [Model AGB-AXRJ-JPN]" for more information about the game itself.

- TECHNICAL -

Cartridge ID: AGB-AXRP-EUR

- TRIVIA -

Released on November 12, 2001 in Europe.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75923&o=2

$end


$info=ssf2t,ssf2tu,ssf2tur1,
$bio

Super Street Fighter II Turbo (c) 1994 Capcom Company, Limited.

Export release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Super Street Fighter II X - Grand Master Challenge [Green Board]".

- TECHNICAL -

Runs on the "CP System II" hardware.
Blue Board [USA & World]

- TRIVIA -

Super Street Fighter II Turbo was released in February 1994 outside Japan. It is known in Japan as "Super Street Fighter II X - Grand Master Challege".

In these Export versions, Gouki is named Akuma and all of Akuma's dialogue was removed instead of being translated. If Akuma wins a battle in SSF2 Turbo, he has no victory quotes.

Akuma's ending was all completely removed from the Export versions, with only a credit roll if you beat the game with him, along with pictures of his defeated opponents.

Some characters' endings are translated inaccurately.

- UPDATES -

Blue Board revisions : 

REVISION 1:
* Build date: 940223
* WORLD and USA releases

REVISION 2:
* Build date: 940323
* USA release

- SERIES -

1. Street Fighter (1987)
2. Street Fighter II - The World Warrior [B-Board 90629B] (1991)
3. Street Fighter II' - Champion Edition [B-Board 91634B-2] (1992)
4. Street Fighter II' - Hyper Fighting [B-Board 91635B-2] (1992)
5. Super Street Fighter II - The New Challengers [Green Board] (1993)
6. Super Street Fighter II Turbo [Blue Board] (1994)
7. Street Fighter Alpha - Warriors' Dreams [Blue Board] (1995)
8. Street Fighter Alpha 2 [Blue Board] (1996)
9. Street Fighter III - New Generation (1997)
10. Street Fighter III - 2nd Impact : Giant Attack (1997)
11. Street Fighter Alpha 3 [Blue Board] (1998)
12. Street Fighter III - 3rd Strike : Fight For The Future (1999)
13. Hyper Street Fighter II - The Anniversary Edition [Green Board] (2003)
14. Street Fighter IV (2008)
15. Super Street Fighter IV - Arcade Edition (2010)
16. Ultra Street Fighter IV (2014)

- PORTS -

Here is a list of ports released in regions where the arcade version was released as a Blue Board.

* Consoles : 
Panasonic 3DO [US] (1994) "Super Street Fighter II Turbo [Model FZ-SM3851]" 
Panasonic 3DO [EU] (1994) "Super Street Fighter II Turbo [Model FZ-SE3851]" 
Commodore Amiga CD32 [EU] (1996) 
Sega Saturn [EU] (1997) "Street Fighter Collection [Model T-7033H-50] [Disc 1]" 
Sega Saturn [US] (November 30, 1997) "Street Fighter Collection [Model T-1222H] [Disc 1]" 
Sony PlayStation [US] (November 30, 1997) "Street Fighter Collection [Model SLUS-00423]" 
Sony PlayStation [EU] (July 1998) "Street Fighter Collection [Model SLES-00998]" 
Microsoft XBOX [US] (November 24, 2006) "Capcom Classics Collection Vol. 2" 
Sony PlayStation 2 [US] (November 24, 2006) "Capcom Classics Collection Vol. 2 [Model SLUS-21473]" 
Sony PlayStation 2 [AU] (April 11, 2007) "Capcom Classics Collection Vol. 2 [Model SLES-54561]" 
Sony PlayStation 2 [EU] (April 13, 2007) "Capcom Classics Collection Vol. 2 [Model SLES-54561]" 
Microsoft XBOX 360 [XBLA] [US] [EU] (November 26, 2008) "Super Street Fighter II Turbo HD Remix" 
Sony PlayStation 3 [PSN] [US] (November 25, 2008) "Super Street Fighter II Turbo HD Remix" 
Sony PlayStation 3 [PSN] [EU] (February 19, 2009) "Super Street Fighter II Turbo HD Remix" 

* Handhelds : 
Nintendo Game Boy Advance [US] (October 30, 2001) "Super Street Fighter II Turbo Revival [Model AGB-AG5E-USA]" 
Nintendo Game Boy Advance [EU] (November 2, 2001) "Super Street Fighter II Turbo Revival [Model NTR-AXRP]" 

* Computers : 
Commodore Amiga [US] (1995) 
Commodore Amiga [EU] (1996) 
PC [MS-DOS, CD-ROM] [US] (May 1995) by GameTek

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2766&o=2

$end


$info=ssf2ta,
$bio

Super Street Fighter II Turbo (c) 1994 Capcom Company, Limited.

Asian release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Super Street Fighter II X - Grand Master Challenge [Green Board]".

- TECHNICAL -

Runs on the "CP System II" hardware.
Grey Board [Asia]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69676&o=2

$end


$info=ssf2th,
$bio

Super Street Fighter II Turbo (c) 1994 Capcom Company, Limited.

South American release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Super Street Fighter II X - Grand Master Challenge [Green Board]".

- TECHNICAL -

Runs on the "CP System II" hardware.
Orange Board [South America]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100778&o=2

$end


$info=ssf2xj,ssf2xjd,
$bio

Super Street Fighter II X - Grand Master Challenge (c) 1994 Capcom Company, Limited.

Here is a list of changes from "Super Street Fighter II - The New Challengers" : 
* Modified title screen with new music. 
* The 'Character Select' screen's background music is changed. The new song is based on the title screen theme of the CPS1 SFII games. 
* After each character's ending, a new piece of artwork is displayed for that character. In Ryu's new art, the kanji 'Fuurinkazan' are written on his belt. These are the same kanji that are displayed on the breakable signs in Ryu's stage in "Street Fighter II - The World Warrior" and "Hyper Street Fighter II - The Anniversary Edition". 
* New artwork in Dhalsim's ending. The picture of Dhalsim and his son is replaced with a new picture of Dhalsim with his wife and son. The photograph on the wall now shows Dhalsim with Sagat and Vega (It used to show two generic guys). 
* All bonus games have been removed.

- TECHNICAL -

Runs on the "CP System II" hardware.
Green Board [Japan]

Players: Up to 2. 
Control: 8-way joystick per player.
Buttons: 6 per player.
= > [1] LP (Jab), [2] MP (Strong), [3] HP (Fierce) 
= > [4] LK (Short), [5] MK (Forward), [6] HK (Roundhouse)

- TRIVIA -

Super Street Fighter II X - Grand Master Challenge was released in February 1994 in the Japanese arcade. It was known as the 'third bis' video game released for the CPS2 hardware.

The game is known outside Japan as "Super Street Fighter II Turbo". Here are some known Export releases:
"Super Street Fighter II Turbo [Blue Board]"
"Super Street Fighter II Turbo [Grey Board]"
"Super Street Fighter II Turbo [Orange Board]"

Also a special 'Rent' version known as "Super Street Fighter II X - Grand Master Challenge [Yellow Board]" has been found.

Originally all of the additional features that were added in this game (Gouki, Supers, etc.) were planned for the original SSFII, but were left out due to time restraints. 

Origins of Gouki ('Akuma' outside Japan) : The name 'Sheng Long' comes from the Japanese 'shouryuu', meaning 'rising dragon'. The kanji used in 'shouryuu' was pronounced as if it was Cantonese. One of Ryu's win quotes in the English version of "Street Fighter II" said, 'You must defeat Sheng Long to stand a chance'. At the time, fans of Street Fighter II thought that Sheng Long had referred to a person - the supposed master of Ryu and Ken, and not one of Ryu's moves (the Shouryuu Ken). 

The creation of Gouki comes from an April Fool's joke in Electronic Gaming Monthly magazine where the editors claimed that you could fight Sheng Long in the game by not touching Vega ('M. Bison' outside Japan), the final boss of "Street Fighter II". Sheng Long would then come out of nowhere and kill Vega, and you would fight him. Sheng Long was supposed to have the moves of Ryu and Ken, but did much more damage and was also faster. To make this joke more believable, fake screenshots were made. Soon after, many fans, believing that the joke was true, flocked to "Street Fighter II" machines, hoping that they could fight a non-existent character. When asked about whether the joke was true, Capcom did not confirm nor deny it as the sudden infusion of money into their machines was driving up business; Capcom USA was taken in by the gag, and actually contact Capcom Japan and asked if the Sheng Long thing was legit. Only much later was this joke was revealed as such, by Electronic Gaming Monthly themselves. Ironically, in "Super Street Fighter II Turbo", parts of this story became true. Like the joke, Akuma would appear from out of nowhere and kill Bison, and you would fight him, and similarly, Akuma had the moves of Ryu and Ken, and was much faster and dealt much more damage. As many people were accustomed to Sheng Long, many people called Akuma erroneously by the name Akuma Long. The move that was used to kill Bison (the Shun Goku Satsu) was also erroneously called the Bison Killer. 

Shin-Gouki, Shin-Gouki and Shin-Gouki : Depending on the kanji that's used for 'Shin', Gouki is of one of several personalities. As regular Gouki (considered to be an evil character by Capcom of America, but just an antihero by Capcom of Japan), he does not condone unnecessary roughness (he helps out those in need and only fights when either under self-defense or when challenged to a match - and any match is a deathmatch in his book). Shin-Gouki found in "Street Fighter Zero 2" is just regular Gouki not pulling his punches (it's the unnecessary roughness thing). Another note: Gouki lives and trains on the island of Gokuentou, reported to have been destroyed in "Street Fighter Zero 2" (but Ryu was the only witness). Or, if you believe the non-canonical Pocket Fighter, turned into a tourist trap :-p 

All of Gouki's voice samples are actually recycled voice samples from the other male characters.

In this Japanese version only, Gouki had two text endings, which translate as follows... 
1) -If the last fight was against Vega- 
Gouki : Evil Emperor, you say... nothing more than words. Real victory can only come from a fist. That is all. 
There was no one to stop Gouki from that moment onwards. 
2) -If the last fight was against Gouki- 
Gouki : Something within... what's this ? 
?? : I am the shadow of the condemned. You have killed the demon of this curse, and so you shall be condemned no more! 
Gouki : I now reside in darkness. Even death is beneath me... excellent! 
....That man returned to the darkness and disappeared. 

The character select music is a remixed version of the music found in the attract mode intro of the CPS1 SFII games. This is the first SFII game not to use some variation of the character select music from the CPS1 games.

Sony Records released a limited-edition soundtrack album for this game (Super Street Fighter II Arcade Game Track - SRCL-2822) on January 21, 1994.

- TIPS AND TRICKS -

* Play as Old-version Characters : Select your character with LP, then enter the code below while the plane flies to the top of the screen then press LP again. If done correctly you should hear a sound and your character's costume colors in their portrait should change. Old-version characters have no super combos and cannot reduce throw damage... 
Old Chun Li : Down(x3), Up 
Old Dee Jay : Down(x2), Up(x2) 
Old Bison : Down, Up(x2), Down 
Old Dhalsim : Down, Up(x3) 
Old Ken : Left(x3), Right 
Old Fei Long : Left(x2), Right(x2) 
Old Vega : Left, Right(x2), Left 
Old T. Hawk : Right(x2), Left(x2) 
Old Ryu : Right(x3), Left 
Old Guile : Up, Down(x3) 
Old Sagat : Up, Down(x2), Up 
Old Cammy : Up(x2), Down(x2) 
Old Honda : Up(x3), Down 

* Play as Gouki : At the character select screen, highlight Ryu and hold for 3 sec., highlight T. Hawk and hold for 3 sec., highlight Guile and hold for 3 sec., highlight Cammy and hold for 3 sec., highlight Ryu and hold for 3 sec., press all 3 punches and Start at the same time at the end of you counting. 

* Gouki as Final Boss : If you reach the final stage on a single credit (no continues), you will fight Gouki instead of Vega. 

* Each character has 8 outfit colors. Press LP to choose the new Super Turbo color, MP for the Champion Edition color, HP for the Hyper Fighting color, any Kick button or the Start button for one of four Super colors, or hold any attack button (except the Start button) for 3 seconds for the secret color. If you use the old version of a character, you will see that character's original "Street Fighter II" color. 

* End Credits : If you beat the entire game without continuing, you will get to see the ending credits. If you don't lose a single round, the new ending artwork for each character is shown during the credits. Otherwise, you will see demos of the different characters fighting each other on various stages during the credits.

- SERIES -

1. Street Fighter (1987)
2. Street Fighter II - The World Warrior [CP-S No. 14] (1991)
3. Street Fighter II' - Champion Edition [CP-S No. 21] (1992)
4. Street Fighter II' Turbo - Hyper Fighting [CP-S No. 24] (1992)
5. Super Street Fighter II - The New Challengers [CP-S II No. 01] (1993)
6. Super Street Fighter II X - Grand Master Challenge [CP-S II No. 03 Bis] (1994)
7. Street Fighter Zero [CP-S II No. 11] (1995)
8. Street Fighter Zero 2 [CP-S II No. 15] (1996)
9. Street Fighter Zero 2 Alpha (1996)
10. Street Fighter III - New Generation (1997)
11. Street Fighter III - 2nd Impact : Giant Attack (1997)
12. Street Fighter Zero 3 [CP-S II No. 29] (1998)
13. Street Fighter III - 3rd Strike : Fight For The Future (1999)
14. Hyper Street Fighter II - The Anniversary Edition [CP-S II No. 38] (2003)
15. Street Fighter IV (2008)
16. Super Street Fighter IV (2010)
17. Ultra Street Fighter IV (2014)

- STAFF -

Planners : Noritaka Funamizu (Poo), Haruo Murata (Mucchi), Hassy, Kimo Kimo 
Character designers : Akira Yasuda (Akiman), Kurisan, Hayashi, Tanuki, Erichan, Ikusan Z, Q, Yu-Suke, Youjiro, Inukichi, Fukumoyan, Buppo, Angus, SM, S. Kuwajima, Kisabon, Hiroki Ohnishi, Takky, Matsuchan, May, Kazu, Iwai, N-Gawa, RK., Shochan 
Programmers : Shin., Min, Kid, Mitsu, Garamon, Domesan, Ouchi, Chabin, Kimoto, Inaba 
Music : Syun Nishigaki (Syun), Isao Abe (Oyaji) 
Sound : Nobuhiro Oouchi (Nobu. Oouchi), Toshio Kajino
Special Thanks : CBX, EGW, Sado, Tetsuya Iijima (Iijima), M. Michi, E-Bou

- PORTS -

Here is a list of ports released in Japan (where the arcade version was released as a Green Board).

* Consoles : 
Panasonic 3DO [JP] (November 13, 1994) "Super Street Fighter II X - Grand Master Challenge [Model FZ-SJ3851]" 
Sega Saturn [JP] (September 18, 1997) "Street Fighter Collection [Model T-1223G] [Disc 1]" 
Sony PlayStation [JP] (October 23, 1997) "Street Fighter Collection [Model SLPS-00800]" 
Sega Dreamcast [JP] (December 22, 2000) "Super Street Fighter II X for Matching Service [Model T-1236M]" 

* Handhelds : 
Nintendo Game Boy Advance [JP] (July 13, 2001) "Super Street Fighter II X - Revival [Model AGB-AXRJ-JPN]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2767&o=2

$end


$info=ssf2xjr,
$bio

Super Street Fighter II X - Grand Master Challenge (c) 1994 Capcom Company, Limited.

Japanese 'Special Rent' version. For more information about the game itself, please see the original Japanese release entry; "Super Street Fighter II X - Grand Master Challenge [Green Board]".

- TECHNICAL -

Runs on the "CP System II" hardware.
Yellow Board [Rent version]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69677&o=2

$end


$gba=ssf2tj,
$bio

Super Street Fighter II X - Revival (c) 2001 Capcom Co., Ltd.

ARCADE ACTION IN THE PALM OF YOUR HAND!

Capcom's timeless masterpiece, Super Street Fighter II X, conquers the Game Boy Advance system. Choose from over 16 brawlers from the Street Fighter universe and execute special moves, and Super Combos to wreak havoc on your opponent and become the best street fighter in the world.

- TECHNICAL -

Cartridge ID: AGB-AXRJ-JPN

- TRIVIA -

Released on June 13, 2001 in Japan.

Features a new intro and title screen, new backgrounds for Ryu, Ken, Chun-Li, Zangief, Guile, M. Bison, Vega, and Gouki, new endings, and the Car Crusher and Barrel Buster bonus stages.

Due to the Game Boy Advance having only four buttons, players were required to either, tap for Light attacks and press for Medium ones (kinda like the pressure pads of the original Street Fighter) or hit two buttons simultaneously for Heavy attacks (like in Samurai Spirits and World Heroes Perfect). Buttons could also be configured to the player's taste as well.

Pressing the Select button during battle enabled Easy Commands (so Ryu's Hadoken is simply done as pressing to the Right and any Punch button, and Super Combos were performed by pressing A and B simultaneously).

The A Button selects the character's original color from Super Street Fighter II, while the Start button selects the default color from Super Street Fighter II X. Gouki and Shin Gouki have nine colors like everyone else, their first six taken from Street Fighter Zero 3 (Zero 2 for Shin Gouki) while the others are all-new.

Export releases:
[US] "Super Street Fighter II Turbo - Revival [Model AGB-AG5E-USA]"
[EU] "Super Street Fighter II Turbo - Revival [Model AGB-AXRP-EUR]"

- TIPS AND TRICKS -

During play, you will gain VS Points based on the moves you use, and the faster you win each round. When your VS Points reach a certain amount, you release various surprises, listed below:

500-1000 VS Points = Time Attack
5000 VS Points = Gouki
8000 VS Points = Gallery
9999 VS Points = Shin Gouki

Clear Arcade once for Survival, twice for Time Attack (both also unlock as you earn VS Points).

Gallery can be unlocked by clearing Arcade on difficulty level 8, with a character gallery unlocking if a match isn't lost. You can also unlock the Gallery by entering the following code at the Capcom logo: Up, Down, Left, Right, Left, Down, Up, B, A, Start. To enter the Gallery, press the R Button at the main menu.

Gouki is to the left of Ryu, Shin Gouki is to the right of Ken. Once you reveal Shin Gouki, the VS Points counter doesn't increase past 9999.

- STAFF -

Director: Koji Okohara (Ohko is Matsumaru)
Programmer: Giichi Ariyama, Kenichi Nishigaki, Seiya Okamoto, Kohei Yamaguchi, Norio Maeda, Kenichi Arita, Masatsugu Shinohara, Yoshito Ito, Nobuaki Minomiya
BG Designer: Akiko Nagashima (Ryutaro's Mama)
Designer: Hideaki Katagiri, Katsumi Toda, Junko Ikeda, Chizuko Tamura, Kenichi Yamahashi
Character Designer: Shinya Edaki (Edayan)
Sound: Toshio Kajino, Chihiro Arisaka
Bug Checker: YNG. J. Matsubara, Shosuke Suzuki, Hirotsugu Omae, Hiroyuki Yamamoto, Makoto Yasutomi, Junya Yoshimura, Shohei Okamura, Noriyuki Iwata, Taro Suwabe
Manual : Shinichiro Sakomizu (Sakomizu)
Special Thanks: Erik Suzuki, Takuya Shiraiwa, Furu Tanuki
Producer: Kouji Nakajima, Tatsuya Minami
Executive Producer: Yoshiki Okamoto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75925&o=2

$end


$info=sstrike,
$bio

Super Strike (c) 1990 Incredible Technologies, Incorporated.

A conversion of "Strata Bowling" which uses a ball and mini alley.

- TECHNICAL -

Main CPU : (2x) M6809 (@ 2 Mhz), Zilog Z80 (@ 4 Mhz)
Sound Chips : OKI6295 (@ 7.812 Khz), Yamaha YM2203 (@ 4 Mhz)

Screen orientation : Vertical
Video resolution : 240 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 256

Players : 1
Control : Trackball
Buttons : 2

- TRIVIA -

IR (infra-red) technology tracks the path of the ball, which is then sent to the software for decoding.
Like "Strata Bowling", Regulation, Flash and Strike or Die are all available. "Slick Shot" and "Dyno Bop" also use this hardware.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2768&o=2

$end


$snes=sstrikeu,
$bio

Super Strike Eagle (c) 1993 Microprose Software, Incorporated.

Microprose's Strike Eagle came out in 1984 for home computers and Super Strike Eagle sorts of follows in its steps. The game is an arcade/flying simulator where the player pilots a F-15 fighter plane. It proposes various missions, all based around mid-90s world conflicts such as Iraq or North Korea. The F-15 has a good arsenal of weapons including machine guns, guided missiles and bombs. Each mission gets the player to destroy various ground targets. The action usually starts way offshore from a plane carrier. Once in the air, a 2-D map gives the player an idea of where his mission targets are and where enemy planes are located. The view automatically switches to a more appropriate 3D 'inside the cockpit' mode when a dog fight against other fighting planes occurs. Enemy planes can be shot down using air-to-air missiles or the hard to aim machine gun. Once a target destination is reached, the view switches to a 3-D Mode 7 mode. There, the F-15 needs to quickly dive on enemy's facilities and destroy the area's target with either bombs or machine gun. The game offers many missions and a simple password system is used to save player's progress.

- TECHNICAL -

[Model SNS-EG-USA]

- TRIVIA -

Released in March 1993 in USA.

Export releases:
[EU] "Super Strike Eagle [Model SNSP-EG-EUR]"
[JP] "F-15 Super Strike Eagle [Model SHVC-EG]"

- STAFF -

Producer: Tony Parks
Game Design: B.C.Milligan, Dave A. Wagner, Steve J. Pujia
Game Programming: Dave A. Wagner, Steve J. Pujia
Additional Programming: James G. Thomas, Chris Taormino
Music And Sounds: Scott Patterson, Jeff Briggs
Computer Graphics: Mitsu Tanaka
CAD Art: Steve J.Pujia
Quality Assurance: David K. Osborn, Mike Rea, Brian Hellesen

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63739&o=2

$end


$snes=sstrike,
$bio

Super Strike Eagle (c) 1993 Microprose Software, Incorporated.

European release. Game developed in USA. For more information aout the game itself please see the original USA release entry; "Super Strike Eagle [Model SNS-EG-USA]".

- TECHNICAL -

Cartridge ID: SNSP-EG-EUR

- TRIVIA -

Released on November 25, 1993 in Europe.

Reviews:
[FR] May 1993 - Consoles + No. 20: 80/100 (US version.)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63738&o=2

$end


$snes=ssgunner,
$bio

Super Strike Gunner (c) 1992 NTVIC

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63740&o=2

$end


$cpc_cass=supstunt,
$bio

Super Stunt Man [Model 3067] (c) 1987 Codemasters Soft. Co., Ltd., The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99469&o=2

$end


$adam_flop=ssubroc,
$bio

Super Subroc (c) 1984 Coleco Industries, Inc. [Amsterdam, NY, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82671&o=2

$end


$info=m4surf,m4surfa,m4surb,
$bio

Super Surfin' (c) 199? Gemini.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41895&o=2

$end


$x68k_flop=ssurgeon,
$bio

Super Surgeon 68K (c) 1989 Carrot Club

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88120&o=2

$end


$snes=sswiv,
$bio

Super SWIV (c) 1992 Sunsoft

European release. Game developed in USA. For more information, please see the original USA release entry; "Firepower 2000 [Model SNS-FW-USA]".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63718&o=2

$end


$snes=sswivj,
$bio

Super SWIV (c) 1992 Coconuts Japan.

Japanese release. Game developed in USA. For more information, see the original USA release entry; "Firepower 2000 [Model SNS-FW-USA]".

- TECHNICAL -

Cartridge ID: SHVC-SQ

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62404&o=2

$end


$msx1_cart=supersyn,supersyna,
$bio

Super Synth [Model M-20001] (c) 1984 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77498&o=2

$end


$info=supertnk,
$bio

Super Tank (c) 1981 Video Games, GmbH.

Super Tank is a shooter where you control a tank and have to clear a field of mines and bushes. You are chased by enemy tanks, which fire at you. After wiping out all the mines and bushes, you reach the second level. It is kind of a 'boss' level, where you have to fight a big enemy tank, the Super Tank. You can destroy it by a direct hit into its gun.

- TECHNICAL -

Main CPU : TMS9980A/TMS9981 (@ 2.59875 Mhz)
Sound Chips : General Instrument AY8910 (@ 2 Mhz)

Screen orientation : Vertical
Video resolution : 256 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 32

Players : 2
Control : 8-way joystick
Buttons : 1

- TRIVIA -

Video Games GmbH started as an unauthorized bootleg manufacturer founded by Mr. Reinhard Stompe. When the European countries changed their laws to protect the original creators, they started to develop their own arcade games. However, only two original games from Video Games GmbH are known to exist : Super Tank (1981) and "Looping" (1982). Video Games GmbH was sold to Ican Data GmbH (Munich) in 1987 for US $10 million.

- PORTS -

There is a 1986 Sega SG-1000 game of the same name that shares many similarities with this game (including the boss tank, though it is executed differently).

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2769&o=2

$end


$sg1000=supertnkk,
$bio

Super Tank (c) 1986 Unknown [Korea]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65127&o=2

$end


$cpc_cass=supertnk,
$bio

Super Tank Simulator [Model 3203] (c) 1989 Codemasters Soft. Co., Ltd., The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99470&o=2

$end


$sg1000=supertnk,
$bio

スーパー タンク (c) 1986 Sega Enterprises, Limited.
(Super Tank)

- TECHNICAL -

Game ID: C-66

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65126&o=2

$end


$info=starzan,
$bio

Super Tarzan (c) 199? IGS [International Game System].

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32505&o=2

$end


$nes=steamg,
$bio

Super Team Games (c) 1988 Nintendo [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55627&o=2

$end


$snes=supertek,
$bio

??????????! (c) 1995 Banpresto
(Super Tekkyuu Fight!)

Super Tekkyu Fight is a cute puzzle-action game published by Banpresto and featuring the company's traditional super deformed characters, namely Kamen Rider Black RX, Ultraman, RX-78 Gundam and Banpresto's proprietary hero - Fighter Roa. Our four super-heroes are trapped inside eight maze-like worlds surrounded by all kind of enemies and dangerous hazards. Each world is made of small arenas and, like most games in the genre, every single enemy needs to be crushed to dust in order to unlock the next area. Each world also wraps up with an obligatory boss encounter. However, and unlike other games in the genre, players get to use spiky chain balls to smash their opponents. The weapon starts as a small chain with a limited range but blocks scattered around each floor often hide power-ups which upgrade it in many different ways - like extend its range by one square or turn it into a gold chain that can destroy a whole line of blocks in a single blow. More goodies can be found much the same way - speed boots, extra life and so forth. Special blocks on the play field can also activate series of deadly traps when hit, such as the ones stunning anyone caught in their wake, or others firing blasts of fire or long tentaclous vines. Interestingly, our four heroes also have a life bar and can jump. The latter is at the core of the gameplay - players can jump on blocks and literally bounce off to the nearest tile or block, and unlock some otherwise unreachable areas of the field, or, in the worst case, just fall in a nearby hole and lose a precious life. Moreover, landing on an opponent's head also stun him for a short period of time. Super Tekkyu Fight also features an intense four players battle mode and a password system to save the game's progress at the end of each world.

- TECHNICAL -

Cartridge ID: SHVC-AIBJ-JPN

- TRIVIA -

Released on September 15, 1995 in Japan for 9000 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62420&o=2

$end


$saturn,sat_cart=supertem,
$bio

Super Tempo (c) 1998 Media Quest

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59752&o=2

$end


$info=superten,usg82,usg83x,
$bio

Super Ten (c) 1988 U.S. Games.

- TECHNICAL -

Main CPU : Motorola M6809 (@ 2 Mhz)
Sound Chips : General Instrument AY8910 (@ 2 Mhz)

Players : 1
Buttons : 5

- TRIVIA -

Super Ten was released in February 1988 in North America.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2771&o=2

$end


$a2600=stennisc,
$bio

Super Tennis (c) 1983 CCE

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51079&o=2

$end


$sms=stennis,
$bio

Super Tennis (c) 1985 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56221&o=2

$end


$info=nss_sten,
$bio

Super Tennis (c) 1991 Nintendo.

- TECHNICAL -

Nintendo Super System hardware

Main CPU : G65C816 (@ 3.58 Mhz)
Sound CPU : SPC700 (@ 1.024 Mhz)
Sound Chips : Custom (@ 1.024 Mhz)

Players : 4
Control : 8-way joystick
Buttons : 6

- TRIVIA -

Released in June 1991.

Developed by Tokyo Shoseki, a Japanese video game developer. The name of the company was named after Tokyo where their corporate headquarters was once located. The company developed video games from from 1986 to 1998.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1852&o=2

$end


$a2600=stennist,
$bio

Super Tennis (c) 19?? Tron

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51080&o=2

$end


$snes=stennisj,
$bio

Super Tennis - World Circuit [Model SHVC-ST] (c) 1991 Tonkin House

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62421&o=2

$end


$amigaocs_flop=tennisch,
$bio

Super Tennis Champs (c) 1995 Audiogenic

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75168&o=2

$end


$snes=stennisu,
$bio

Super Tennis [Model SNS-ST-USA-1] (c) 1991 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63742&o=2

$end


$snes=stennisa,stennis,
$bio

Super Tennis  (c) 1991 Nintendo Company, Limited.

- TECHNICAL -

[Model SNSP-ST-NOE]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63741&o=2

$end


$amigaocs_flop=stetris,
$bio

Super Tetris (c) 1992 Spectrum HoloByte

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75169&o=2

$end


$gamegear=stetris,
$bio

Super Tetris (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64900&o=2

$end


$snes=stetris2g,
$bio

Super Tetris 2 + Bombliss Genteiban [Model SHVC-5T] (c) 1994 BPS [Bullet-Proof Software]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62423&o=2

$end


$snes=stetris2a,stetris2,
$bio

Super Tetris 2 + Bombliss [Model SHVC-T2] (c) 1992 BPS [Bullet-Proof Software]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62422&o=2

$end


$snes=stetris3,
$bio

Super Tetris 3 [Model SHVC-AT3J-JPN] (c) 1994 BPS [Bullet-Proof Software]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62424&o=2

$end


$nes=slking2,
$bio

Super The Lion King 2 (c) 1997 N.T.

- TECHNICAL -

Game ID: NT6093

- TRIVIA -

This pirate game is already a hack of a pirate game (Shin-Shin's The Panda Prince)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55628&o=2

$end


$megadriv=stbladu,
$bio

Super Thunder Blade (c) 1989 Sega of America, Incorporated.

North American release.

- TRIVIA -

Super Thunder Blade for Genesis was released on August 14, 1989 in North America.

- PORTS -

* Consoles : 
Sony PlayStation 2 [US] (November 7, 2006) "Sega Genesis Collection [Model SLUS-21542]" 
Nintendo Wii [Virtual Console] [US] (September 17, 2007) [Model MBPE] 
Microsoft XBOX 360 [US] (February 10, 2009) "Sonic's Ultimate Genesis Collection [Model 68034]" 
Sony PlayStation 3 [US] (February 10, 2009) "Sonic's Ultimate Genesis Collection [Model BLUS-30259]" 

* Handhelds : 
Sony PSP [US] (November 16, 2006) "Sega Genesis Collection [Model ULUS-10192]" 

* Computers : 
PC [Steam] [US] (September 13, 2010) "Super Thunder Blade [Model 34314]" : both stand-alone and as part of "SEGA Genesis Classics Pack 2" 
PC [MS Windows, DVD-ROM] [US] (March 15, 2011) "Sega Genesis Classic Collection - Gold Edition" 
PC [Steam] [US] (March 25, 2011) "SEGA Genesis Classics Collection"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93946&o=2

$end


$megadriv=stblade,
$bio

Super Thunder Blade (c) 1990 Sega Enterprises, Limited.

European release.

- TRIVIA -

Super Thunder Blade for Mega Drive was released on November 30, 1990 in Europe.

- PORTS -

* Consoles : 
Sega Mega Drive [EU] (1993) "Mega Games 3" 
Sega Mega Drive [EU] (1995) "Mega Games 6 Vol. 2" 
Sony PlayStation 2 [EU] (February 2, 2007) "Sega Mega Drive Collection [Model SLES-54333]" 
Sony PlayStation 2 [AU] (February 8, 2007) "Sega Mega Drive Collection" 
Nintendo Wii [Virtual Console] [EU] (October 5, 2007) [Model MBPP] 
Microsoft XBOX 360 [EU] (February 20, 2009) "SEGA Mega Drive Ultimate Collection [Model 384-40210]" 
Sony PlayStation 3 [EU] [AU] (February 20, 2009) "SEGA Mega Drive Ultimate Collection [Model BLES-00475]" 
Microsoft XBOX 360 [AU] (February 26, 2009) "Sega Mega Drive Ultimate Collection" 

* Handhelds : 
Sony PSP [US] (November 16, 2006) "Sega Genesis Collection [Model ULUS-10192]" 
Sony PSP [EU] (February 2, 2007) "Sega Mega Drive Collection [Model ULES-00556]" 
Sony PSP [AU] (February 8, 2007) "Sega Mega Drive Collection [Model ULES-00556]" 

* Computers : 
PC [Steam] [EU] (September 13, 2010) both stand-alone and as part of "SEGA Mega Drive Classics Pack 2" 
PC [MS Windows, CD-ROM] [EU] (October 15, 2010) "Sega Mega Drive Classics Collection Vol. 2" 
PC [MS Windows, DVD-ROM] [EU] (March 18, 2011) "Sega Mega Drive Classic Collection - Gold Edition" 
PC [Steam] [EU] (March 25, 2011) "SEGA Mega Drive Classics Collection" 

* Others : 
Arcade [EU] (October 1988) "Super Thunder Blade [Mega-Tech 03]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93947&o=2

$end


$info=mt_stbld,
$bio

Super Thunder Blade (c) 1988 Sega.

- TECHNICAL -

Runs on the "Mega-Tech System" hardware.
Cartridge ID: 610-0239-03

- TRIVIA -

Released in October 1988, coinciding with the release on the Mega Drive console in Japan. The game didn't appear on the console in Europe until November 30, 1990.

- TIPS AND TRICKS -

* Level Select : press these button sequences at the title screen to begin at the level that you want...
Level 2 - Press A, Up, Down, Left, Right(x2), Left, Down, Up, Start.
Level 3 - Press A(x2), Up, Down, Left, Right(x2), Left, Down, Up, Start.
Level 4 - Press A(x3), Up, Down, Left, Right(x2), Left, Down, Up, Start.
Level 5 - Press A(x4), Up, Down, Left, Right(x2), Left, Down, Up, Start.

* Extra Lives : enable the level select code and get a continue. Highlight 'Option' and hold A+B+C and press Start. A picture of a panda will appear on the 'Player' selection to confirm the code.

- PORTS -

* Consoles :
Sega Mega Drive [EU] (November 30, 1990)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2368&o=2

$end


$megadriv=stbladej,stbladej1,
$bio

Super Thunder Blade (c) 1988 Sega Enterprises, Limited.

- TECHNICAL -

Game ID: G-4003

- TRIVIA -

Super Thunder Blade for Mega Drive was released on October 29, 1998 in Japan.

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [JP] (September 18, 2007) [Model MBPJ] 
Sony PlayStation 3 [KO] (February 10, 2009) "Sonic's Ultimate Genesis Collection" by SCEI

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56928&o=2

$end


$x68k_flop=stphalnx,
$bio

Super Tiny Phalanx (c) 1995 XYZ [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88661&o=2

$end


$info=stoffy,stoffyu,
$bio

Super Toffy (c) 1994 Unico Electronics Company, Limited.

- TECHNICAL -

Main CPU : Motorola M6809 (@ 3.579545 Mhz)
Sound CPU : Motorola M6809 (@ 3.579545 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz)

Screen orientation : Horizontal
Video resolution : 240 x 224 pixels
Screen refresh : 57.44 Hz
Palette colors : 384

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Developed by Midas Co., Ltd. This game is more like a bootleg or hack than an original game; a LOT of the game code is taken directly from East Coast Coin Company's "Dangerous Dungeons".

- SERIES -

1. Toffy (1993)
2. Super Toffy (1994)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2772&o=2

$end


$info=suprtrio,
$bio

Super Trio (c) 1994 Gameace.

A Platform / Run Jump Scrolling game.

You controls one of the three animals characters, a mouse named Jake a cat named Tomi and a dog named Brudo each of one equipped with different weapons, through varied and colorful levels, you must jump, climbing and pick up Items while you defend or dodge all the enemies in the way, to reach the exit to face off the enemy boss and go to bonus stage or next level.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 14 Mhz)
Sound CPU : Zilog Z80 (@ 8 Mhz)
Sound Chips : OKI6295 (@ 6.628 Khz)

Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 1024

Players : 2
Control : 8-way Joystick
Buttons : 3

- STAFF -

Producer : Kim Ki Bong
Programmer : Jang Chang Soo
Character Design : Nam Kyoung Wan
Stage Design : Lee Ji A
Sound : Kwon Dae Yong
Hardware : Cho Young Wook

- PORTS -

* Computers:
DOS (1996)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3873&o=2

$end


$msx2_cart=striton,
$bio

Super Triton (c) 1986 Xain Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51380&o=2

$end


$msx2_flop=striton,stritonbstritona,
$bio

Super Triton (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102064&o=2

$end


$info=striv,
$bio

Super Triv (c) 1985 Nova du Canada.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3 Mhz), Zilog Z80 (@ 1.5 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.5 Mhz)

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 32

Players : 2
Buttons : 4

- TRIVIA -

Super Triv was probably released late 1985-early 1986.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4476&o=2

$end


$info=supertr2,
$bio

Super Triv II (c) 1986 Status Games.

- TECHNICAL -

Main CPU : 8085A (@ 12.4 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.5 Mhz)

Screen orientation : Horizontal
Video resolution : 272 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 8

Players : 2
Buttons : 4

- SERIES -

1. Triv Quiz (1984)
2. Triv Two (1984)
3. Triv Four (1985)
4. Super Triv II (1986)
5. Super Triv III (1988)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2773&o=2

$end


$info=supertr3,
$bio

Super Triv III (c) 1988 Status Games.

- TECHNICAL -

Main CPU : 8085A (@ 12.4 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.5 Mhz)

Screen orientation : Horizontal
Video resolution : 272 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 8

Players : 2
Buttons : 4

- SERIES -

1. Triv Quiz (1984)
2. Triv Two (1984)
3. Triv Four (1985)
4. Super Triv II (1986)
5. Super Triv III (1988)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2774&o=2

$end


$info=strvmstr,
$bio

Super Trivia Master (c) 1986 PGD.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 2.952 Mhz)
Sound Chips : (3x) General Instrument AY8910 (@ 1.5 Mhz)

Players : 2
Buttons : 4

- TRIVIA -

Super Trivia Master was reveloped by ETI (Enerdyne Technologies, Inc.) and published by PGD.

- SERIES -

1. Trivia Master (1985)
2. Super Trivia Master (1986)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2775&o=2

$end


$snes=strollj,
$bio

Super Troll Islands - Shiawase o Ageru [Model SHVC-9T] (c) 1994 Kemco

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62425&o=2

$end


$snes=strollu,strollup,
$bio

Super Troll Islands [Model SNS-5L-USA] (c) 1994 ASC Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63744&o=2

$end


$snes=stroll,
$bio

Super Troll Islands [Model SNSP-5L-FAH] (c) 1994 ASC Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63743&o=2

$end


$cpc_cass=suptroll,
$bio

Super Trolley [Model ISA 0248] (c) 1988 Mastertronic, Ltd. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99471&o=2

$end


$snes=strump2,
$bio

Super Trump Collection 2 [Model SHVC-AQKJ-JPN] (c) 1996 Bottom Up

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62427&o=2

$end


$snes=strump,
$bio

Super Trump Collection [Model SHVC-AT7J-JPN] (c) 1995 Bottom Up

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62426&o=2

$end


$cpc_cass=suptrux,
$bio

Super Trux (c) 1989 Elite Systems, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99481&o=2

$end


$snes=suptsume,
$bio

Super Tsumeshougi 1000 [Model SHVC-AIOJ-JPN] (c) 1994 Bottom Up

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62428&o=2

$end


$info=m4suptub,m4suptuba,
$bio

Super Tubes (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41481&o=2

$end


$nes=sturric,
$bio

Super Turrican (c) 1993 Imagineer Company, Limited.

- TRIVIA -

Reviews:
[FR] December 1992 - Consoles + N.15: 88%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55629&o=2

$end


$snes=sturric2u,sturric2up,sturric2upa,
$bio

Super Turrican 2 [Model M/SNS-A2TE-USA] (c) 1995 Ocean Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63748&o=2

$end


$snes=sturric2,
$bio

Super Turrican 2 (c) 1995 Ocean Software, Limited.

- TECHNICAL -

Cartridge ID: SNSP-A2TP-EUR

- TRIVIA -

Reviews:
[FR] June 1995, Consoles + N.44: 89/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63747&o=2

$end


$snes=sturricj,
$bio

Super Turrican [Model SHVC-T9] (c) 1993 Tonkin House

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62429&o=2

$end


$snes=sturricu,
$bio

Super Turrican [Model SNS-TU-USA] (c) 1993 Seika

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63746&o=2

$end


$snes=sturric,
$bio

Super Turrican [Model SNSP-TU-NOE] (c) 1993 Ocean Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63745&o=2

$end


$info=m4suptwo,
$bio

Super Two (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41482&o=2

$end


$snes=subaseb2,
$bio

Super Ultra Baseball 2 [Model SHVC-UO] (c) 1994 Culture Brain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62431&o=2

$end


$snes=subaseb,
$bio

Super Ultra Baseball [Model SHVC-UB] (c) 1991 Culture Brain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62430&o=2

$end


$pc98=marildx,
$bio

Super Ultra Mucchin Puri² Cyborg Marilyn DX (c) 1994 Jast [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90756&o=2

$end


$x68k_flop=mariridx,
$bio

Super Ultra Mutchin Puri Puri Cyborg - Maririn DX (c) 1994 Jast [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88121&o=2

$end


$snes=superunoa,superuno,
$bio

Super Uno [Model SHVC-UN] (c) 1993 Tomy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62432&o=2

$end


$snes=svalis,
$bio

SUPER ヴァリス 赤き月の乙女 (c) 1992 Laser Soft
(Super Valis - Akaki Tsuki no Otome)

Super Valis is a side scrolling action game by Telenet and based on Valis IV originally released for the PC-Engine. Unlike other games of the Mugen Senshi Valis series, the female heroine of the series isn't the young school girl named Yuuko Asao (she has become a goddess and has left the human world in this episode). Consequently, the powerful and eponymous Valis sword was awarded to the red haired Rena, and it is now her responsibility to protect the almighty blade. The game follows the Valis tradition, and our new heroine must travel through Dream Land, from the deserted ruins of Vecanty to the high tower of Babylon, and save the world from soulless demons. Her sword can fire blue fireballs and special power stones scattered around each stage award her new abilities and enhancements, including multi ways beams, homing shots, power armors, life and so forth. Additionally, experience points earned during gameplay also power-up and increase her maximum life throughout the game. However, the multi-playable characters gameplay featured in other Valis games has disappeared, and only Rena is playable in this Super Famicom version.

- TECHNICAL -

Cartridge ID: SHVC-VA

- TRIVIA -

Released on march 27, 1992 in Japan for 8500 Yen.

Originaly released in 1991 on the PC-Engine. Most of the cutscenes were removed from this port and Rena is the only playable character. Levels have significant differences between the two versions and the Super Famicom port is overall shorter.

Reviews:
[FR] June 1992 - Joypad N.9: 81/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62433&o=2

$end


$snes=svalis4,
$bio

Super Valis IV (c) 1993 Atlus Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63749&o=2

$end


$snes=svgeo,
$bio

Super Variable Geo [Model SHVC-AXYJ-JPN] (c) 1995 TGL [Technical Group Laboratory] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62434&o=2

$end


$info=sv8000,
$bio

Super Vision 8000 (c) 1979 Bandai Co., Ltd.

A Cartrdge-based home video game console released by Bandai belonging to the second generation. The console can be directly connected to a TV.

- TECHNICAL -

The CPU was an 8-bit NEC D780C (Z80 clone), running at 3.58 MHz
256 pixel x 192 with 16 colors
The audio chip was a General Instrument AY-3-8910. Three channel sound, with one noise generator

- TRIVIA -

Selling price in Japan: 59,800 Yen

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103356&o=2

$end


$info=svf,
$bio

Super Visual Football - European Sega Cup (c) 1994 Sega.

European release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "The J.League 1994".

- TECHNICAL -

Game ID : 833-10851

Runs on the Sega "System 32" hardware.

Players: 2
Control: 8-way joystick
Buttons: 3

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2776&o=2

$end


$info=svs,
$bio

Super Visual Soccer - Sega Cup (c) 1994 Sega.

US release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "The J.League 1994".

- TECHNICAL -

Runs on the Sega "System 32" hardware.

Players: 2
Control: 8-way joystick
Buttons: 3

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2777&o=2

$end


$a2600=svolleyc,
$bio

Super Voleyball (c) 19?? CCE

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51081&o=2

$end


$info=svolly91,
$bio

Super Volley '91 (c) 1991 Video System.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 10 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2610 (@ 8 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Super Volley '91 was released in April 1991 in Japan.

Export releases:
"Power Spikes"

- TIPS AND TRICKS -

* Thunder Serve : Hold the Up/Left Diagonal before pressing the serve button, and before hitting the ball hold the Down/Left Diagonal when the ball becomes red and press the button. This serve does an ace any time except in the last two games, but you can also do it. You must press the button a bit before the ball becomes red, and you'll make an ace on the last line on the ground. The ball looks like a missile shot from the air.

* Phantom Serve : Hold the Up/Right Diagonal before pressing the serve button, and before hitting the ball hold the Down/Right Diagonal and when the ball becomes red press the button. This serve does an ace always except with the last two games. The ball splits in three phantom balls.

* Towering Serve : Hold Up before serving and hit the ball a bit before the ball becomes red. The ball leaves the screen and you don't know where it falls down.

- SERIES -

1. Super Volleyball (1989)
2. Super Volley '91 (1991)
3. Power Spikes II (1994)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2778&o=2

$end


$info=tvsvball,
$bio

Super Volley Ball (c) 1990 TOURVision.

Unlicensed Spanish game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47743&o=2

$end


$megadriv=svolleyj,
$bio

Super Volley Ball (c) 1991 Video System Company, Limited. [Kyoto, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56929&o=2

$end


$megadriv=svolley,svolley1,
$bio

Super Volley Ball (c) 1991 Video System Company, Limited. [Kyoto, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57434&o=2

$end


$snes=svolley2,
$bio

Super Volley II [Model SHVC-VB] (c) 1992 Video System Company, Limited. [Kyoto, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62435&o=2

$end


$info=svolley,svolleyk,svolleyu,
$bio

Super Volleyball (c) 1989 V-System Company, Limited.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 8 Mhz), Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2151 (@ 4 Mhz), UPD7759 (@ 640 Khz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Super Volleyball was released in August 1989.

Licensed to Data East for US distribution.

- SERIES -

1. Super Volleyball (1989)
2. Super Volley '91 (1991)
3. Power Spikes II (1994)

- PORTS -

* Consoles :
NEC TurboGrafx-16 [US] (1990) "Super Volleyball [Model TGS020043]" 
NEC PC-Engine [JP] (February 7, 1990) "Super Volleyball [Model VS-90002]" 
Sega Genesis [US] (1991)
Sega Mega Drive [JP] (February 1, 1991) "Super Volleyball [Model T-30013]" 
Sony PlayStation 2 [JP] (October 27, 2005) "Oretachi Geasen Zoku Sono 9 - Super Volleyball [Model SLPM-62660]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2779&o=2

$end


$pce=svolley,
$bio

Super Volleyball (c) 1990 Video System Company, Limited. [Kyoto, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58741&o=2

$end


$tg16=svolley,
$bio

Super Volleyball [Model TGX020043] (c) 1990 NEC Home Electronics, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84356&o=2

$end


$snes=swagan2,
$bio

Super Wagan Land 2 (c) 1993 Namco, Limited.

- TECHNICAL -

[Model SHVC-S6]

- TRIVIA -

Released on March 25, 1993 in Japan.

The second installment of the series for the Super Famicom. The story continues from where Wagan Land 3 left off. This installment introduced various elements, such as the inclusion of special equipment and the ability to revisit previously completed stages. In addition to the gravity stages introduced in Wagan Land 3, this installment introduces a variety of other stages such as flying stages where Wagan must fly through the sky using a rocket booster while avoiding enemies, underwater stages where Wagan must proceed by equipping an undersea rotor, and stages where the player must control a tiny character. The new mini-games introduced in this installment includes a Latin alphabet guessing game and a faster version of the shiritori game. This installment is the only game where Dr. Devil becomes an ally of the player. The game features a standard route that the player takes, as well as an alternate hidden route, making this installment a bit closer to the first two Famicom installments. The player must complete both routes in order to see the real ending.

- SERIES -

1. Wagan Land [Model NAM-WL-4900] (1989, FC)
2. Wagan Land 2 [Model NAM-WL2-5800] (1990, FC)
3. Super Wagan Land [Model SHVC-SW] (1991, SFC)
4. Wagan Land 3 [Model NAM-FW3-5800] (1992, FC)
5. Super Wagan Land 2 [Model SHVC-S6] (1993, SFC)
6. Wagan Paradise [Model SHVC-AWLJ-JPN] (1994, SFC)
7. Mega Wagan Land (2005, V-AP)
8. Hirameki Action - Chibikko Wagan no Oukina Bouken (2009, DS)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62437&o=2

$end


$snes=swagan,
$bio

Super Wagan Land (c) 1991 Namco, Limited.

- TECHNICAL -

[Model SHVC-SW]

- TRIVIA -

Super Wagan Land was released on December 13, 1991 in Japan.

Due to the change of hardware, many improvements were made such as 3D-like visuals that made use of gradiation and stereo sounds and voices. A 'mosaic guessing' mini-game has also been added as well where the player must guess the identity of an object covered by mosaic.

Because of its inclusion of various stages and boss battles from the first two Famicom installments, as well as in the inclusion background music, this installment is more of a compilation of the previous installments than a new game by itself. This was the first installment to include a password feature, as well as adjustable difficulty settings, which became standard features for the succeeding installments.

The warp zones and alternate routes from the first two Famicom games were removed in this installments, although some of the stages differ greatly between difficulty settings. Moreover, the shiritori mini-game now has a new rule which causes one to lose by default when the opponent chooses a word than ends with the Japanese consonant 'n'.

- SERIES -

1. Wagan Land [Model NAM-WL-4900] (1989, FC)
2. Wagan Land 2 [Model NAM-WL2-5800] (1990, FC)
3. Super Wagan Land [Model SHVC-SW] (1991, SFC)
4. Wagan Land 3 [Model NAM-FW3-5800] (1992, FC)
5. Super Wagan Land 2 [Model SHVC-S6] (1993, SFC)
6. Wagan Paradise [Model SHVC-AWLJ-JPN] (1994, SFC)
7. Mega Wagan Land (2005, V-AP)
8. Hirameki Action - Chibikko Wagan no Oukina Bouken (2009, DS)

- PORTS -

* Consoles :
Nintendo Wii [Virtual Console] (2009)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62436&o=2

$end


$snes=swidgetu,
$bio

Super Widget [Model SNS-WI-USA] (c) 1993 Atlus Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63751&o=2

$end


$snes=swidget,
$bio

Super Widget (c) 1993 Atlus Company, Limited.

- TECHNICAL -

Cartridge ID: SNSP-WI-EUR

- TRIVIA -

Reviews:
[FR] September 1993- Consoles + N.23: 54%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63750&o=2

$end


$info=m3supwin,m3supwina,
$bio

Super Win (c) 198? BWB.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41210&o=2

$end


$info=superwng,
$bio

Super Wing (c) 1985 Wing.

A video pinball game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4596&o=2

$end


$cpc_cass=wboymlnd,
$bio

Super Wonder Boy in Monster Land (c) 1989 Activision, Inc. [Santa Clara, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99473&o=2

$end


$cpc_cass=wboymlnds,
$bio

Super Wonder Boy in Monster Land [Model AMC-712] (c) 1989 MCM Soft. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99472&o=2

$end


$sms=wboymlndj,
$bio

スーパーワンダーボーイ モンスターワールド (c) 1988 Sega Enterprises, Limited.
(Super Wonder Boy Monster World)

- TECHNICAL -

Game ID: G-1346

- TRIVIA -

Super Wonder Boy Monster World for Mark III was released on January 31, 1988 in Japan.

Known export releases: 
[US] "Wonder Boy in Monster Land [Model 7007]" 
[EU] "Wonder Boy in Monster Land [Model MK-7007-50]" 
[BR] "Monica no Castelo do Dragao" by Tec Toy

- PORTS -

* Consoles :
Nintendo Wii [Virtual Console] [JP] (December 24, 2008) [Model LAKJ]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48201&o=2

$end


$sms=wboya,
$bio

スーパーワンダーボーイ (c) 1987 Sega Enterprises, Limited.
(Super Wonder Boy)

- TECHNICAL -

Game ID: G-1316

- TRIVIA -

Super Wonder Boy was released on March 22, 1987 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48197&o=2

$end


$info=swcourt,swcourtj,
$bio

Super World Court (c) 1992 Namco.

- TECHNICAL -

Namco System NA-1 hardware
Game ID : SC

Main CPU : Motorola 68000 (@ 12.52825 Mhz), M37710 (@ 12.52825 Mhz)
Sound Chips : C140 (@ 42.667 Khz)

Players : 4
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Even if titlescreen says 1992, Super World Court was released in February 1993 in Japan.

Soundtrack releases :
Namco Video Game Graffiti Vol.10 [Victor Entertainment - VICL-40097 - Dec 16, 1993]

- SERIES -

1. World Court - Pro Tennis (1988)
2. Super World Court (1992)

- STAFF -

Composed by : Masahiro Fukuzawa

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2780&o=2

$end


$info=sws,
$bio

Super World Stadium (c) 1992 Namco.

- TECHNICAL -

Namco System 2 hardware
Game ID : SS

Main CPU : (2x) Motorola 68000 (@ 12.288 Mhz), M6809 (@ 3.072 Mhz), HD63705 (@ 2.048 Mhz)
Sound Chips : C140 (@ 21.39 Khz), YM2151 (@ 3.57958 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Released in September 1991.

- SERIES -

1. Pro Yakyuu World Stadium (1988)
2. Pro Yakyuu World Stadium '89 - Kaimakuhan (1989)
3. Pro Yakyuu World Stadium '90 - Gekitouhan (1990)
4. Super World Stadium (1992)
5. Super World Stadium '92 (1992)
6. Super World Stadium '92 Gekitouban (1992)
7. Super World Stadium '93 (1993)
8. Super World Stadium '95 (1995)
9. Super World Stadium '96 (1996)
10. Super World Stadium '97 (1997)
11. Super World Stadium '98 (1998)
12. Super World Stadium 1999 (1999)
13. Super World Stadium 2000 (2000)
14. Super World Stadium 2001 (2001)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3438&o=2

$end


$info=sws92,
$bio

Super World Stadium '92 (c) 1992 Namco.

- TECHNICAL -

Namco System 2 hardware
Game ID : SSS

Main CPU : (2x) Motorola 68000 (@ 12.288 Mhz), M6809 (@ 3.072 Mhz), HD63705 (@ 2.048 Mhz)
Sound Chips : C140 (@ 21.39 Khz), YM2151 (@ 3.57958 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Super World Stadium '92 was released in October 1992.

Another version is known as "Super World Stadium '92 Gekitouban" (translates from Japanese as 'Fierce Fighting Edition').

- SERIES -

1. Pro Yakyuu World Stadium (1988)
2. Pro Yakyuu World Stadium '89 - Kaimakuhan (1989)
3. Pro Yakyuu World Stadium '90 - Gekitouhan (1990)
4. Super World Stadium (1992)
5. Super World Stadium '92 (1992)
6. Super World Stadium '92 Gekitouban (1992)
7. Super World Stadium '93 (1993)
8. Super World Stadium '95 (1995)
9. Super World Stadium '96 (1996)
10. Super World Stadium '97 (1997)
11. Super World Stadium '98 (1998)
12. Super World Stadium 1999 (1999)
13. Super World Stadium 2000 (2000)
14. Super World Stadium 2001 (2001)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2781&o=2

$end


$info=sws92g,
$bio

Super World Stadium '92 Gekitouban (c) 1992 Namco.

- TECHNICAL -

Namco System 2 hardware
Game ID : SSG

Main CPU : (2x) Motorola 68000 (@ 12.288 Mhz), M6809 (@ 3.072 Mhz), HD63705 (@ 2.048 Mhz)
Sound Chips : C140 (@ 21.39 Khz), YM2151 (@ 3.57958 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Super World Stadium '92 Gekitouban was released in October 1992.

- SERIES -

1. Pro Yakyuu World Stadium (1988)
2. Pro Yakyuu World Stadium '89 - Kaimakuhan (1989)
3. Pro Yakyuu World Stadium '90 - Gekitouhan (1990)
4. Super World Stadium (1992)
5. Super World Stadium '92 (1992)
6. Super World Stadium '92 Gekitouban (1992)
7. Super World Stadium '93 (1993)
8. Super World Stadium '95 (1995)
9. Super World Stadium '96 (1996)
10. Super World Stadium '97 (1997)
11. Super World Stadium '98 (1998)
12. Super World Stadium 1999 (1999)
13. Super World Stadium 2000 (2000)
14. Super World Stadium 2001 (2001)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3773&o=2

$end


$info=sws93,
$bio

Super World Stadium '93 (c) 1993 Namco.

- TECHNICAL -

Namco System 2 hardware
Game ID : SST

Main CPU : (2x) Motorola 68000 (@ 12.288 Mhz), M6809 (@ 3.072 Mhz), HD63705 (@ 2.048 Mhz)
Sound Chips : C140 (@ 21.39 Khz), YM2151 (@ 3.57958 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Super World Stadium '93 was released in June 1993.

- SERIES -

1. Pro Yakyuu World Stadium (1988)
2. Pro Yakyuu World Stadium '89 - Kaimakuhan (1989)
3. Pro Yakyuu World Stadium '90 - Gekitouhan (1990)
4. Super World Stadium (1992)
5. Super World Stadium '92 (1992)
6. Super World Stadium '92 Gekitouban (1992)
7. Super World Stadium '93 (1993)
8. Super World Stadium '95 (1995)
9. Super World Stadium '96 (1996)
10. Super World Stadium '97 (1997)
11. Super World Stadium '98 (1998)
12. Super World Stadium 1999 (1999)
13. Super World Stadium 2000 (2000)
14. Super World Stadium 2001 (2001)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2782&o=2

$end


$info=sws95,
$bio

Super World Stadium '95 (c) 1995 Namco.

- TECHNICAL -

Namco System NB-1 hardware
Game ID : SS5

Main CPU : Motorola 68EC020 (@ 24.192 Mhz), M37702 (@ 16.128 Mhz)
Sound Chips : C352 (@ 16.128 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Super World Stadium '95 was released in July 1995.

- SERIES -

1. Pro Yakyuu World Stadium (1988)
2. Pro Yakyuu World Stadium '89 - Kaimakuhan (1989)
3. Pro Yakyuu World Stadium '90 - Gekitouhan (1990)
4. Super World Stadium (1992)
5. Super World Stadium '92 (1992)
6. Super World Stadium '92 Gekitouban (1992)
7. Super World Stadium '93 (1993)
8. Super World Stadium '95 (1995)
9. Super World Stadium '96 (1996)
10. Super World Stadium '97 (1997)
11. Super World Stadium '98 (1998)
12. Super World Stadium 1999 (1999)
13. Super World Stadium 2000 (2000)
14. Super World Stadium 2001 (2001)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2783&o=2

$end


$info=sws96,
$bio

Super World Stadium '96 (c) 1996 Namco.

- TECHNICAL -

Namco System NB-1 hardware
Game ID : SS6

Main CPU : Motorola 68EC020 (@ 24.192 Mhz), M37702 (@ 16.128 Mhz)
Sound Chips : C352 (@ 16.128 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Super World Stadium '96 was released in June 1996.

- SERIES -

1. Pro Yakyuu World Stadium (1988)
2. Pro Yakyuu World Stadium '89 - Kaimakuhan (1989)
3. Pro Yakyuu World Stadium '90 - Gekitouhan (1990)
4. Super World Stadium (1992)
5. Super World Stadium '92 (1992)
6. Super World Stadium '92 Gekitouban (1992)
7. Super World Stadium '93 (1993)
8. Super World Stadium '95 (1995)
9. Super World Stadium '96 (1996)
10. Super World Stadium '97 (1997)
11. Super World Stadium '98 (1998)
12. Super World Stadium 1999 (1999)
13. Super World Stadium 2000 (2000)
14. Super World Stadium 2001 (2001)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2784&o=2

$end


$info=sws97,
$bio

Super World Stadium '97 (c) 1997 Namco.

- TECHNICAL -

Namco System NB-1 hardware
Game ID : SS7

Main CPU : Motorola 68EC020 (@ 24.192 Mhz), M37702 (@ 16.128 Mhz)
Sound Chips : C352 (@ 16.128 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Super World Stadium '97 was released in September 1997.

- SERIES -

1. Pro Yakyuu World Stadium (1988)
2. Pro Yakyuu World Stadium '89 - Kaimakuhan (1989)
3. Pro Yakyuu World Stadium '90 - Gekitouhan (1990)
4. Super World Stadium (1992)
5. Super World Stadium '92 (1992)
6. Super World Stadium '92 Gekitouban (1992)
7. Super World Stadium '93 (1993)
8. Super World Stadium '95 (1995)
9. Super World Stadium '96 (1996)
10. Super World Stadium '97 (1997)
11. Super World Stadium '98 (1998)
12. Super World Stadium 1999 (1999)
13. Super World Stadium 2000 (2000)
14. Super World Stadium 2001 (2001)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2785&o=2

$end


$info=sws98,
$bio

Super World Stadium '98 (c) 1998 Namco.

- TECHNICAL -

Namco System 12 hardware
Game ID : SS8

Main CPU : PSX (@ 16.9344 Mhz), H8/3002 (@ 14.7456 Mhz)
Sound Chips : C352 (@ 14.7456 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 6

- TRIVIA -

Super World Stadium '98 was Released in June 1998 in Japan.

- SERIES -

1. Pro Yakyuu World Stadium (1988)
2. Pro Yakyuu World Stadium '89 - Kaimakuhan (1989)
3. Pro Yakyuu World Stadium '90 - Gekitouhan (1990)
4. Super World Stadium (1992)
5. Super World Stadium '92 (1992)
6. Super World Stadium '92 Gekitouban (1992)
7. Super World Stadium '93 (1993)
8. Super World Stadium '95 (1995)
9. Super World Stadium '96 (1996)
10. Super World Stadium '97 (1997)
11. Super World Stadium '98 (1998)
12. Super World Stadium 1999 (1999)
13. Super World Stadium 2000 (2000)
14. Super World Stadium 2001 (2001)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=21380&o=2

$end


$info=sws99,
$bio

Super World Stadium 1999 (c) 1999 Namco.

- TECHNICAL -

Namco System 12 hardware
Game ID : SS9

Main CPU : PSX (@ 16.9344 Mhz), H8/3002 (@ 14.7456 Mhz)
Sound Chips : C352 (@ 14.7456 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 6

- TRIVIA -

Super World Stadium 1999 was released in April 1999.

- UPDATES -

SS91/VER.A3
* Japan release
* Build date : 19:42:35, APR 14 1999

- SERIES -

1. Pro Yakyuu World Stadium (1988)
2. Pro Yakyuu World Stadium '89 - Kaimakuhan (1989)
3. Pro Yakyuu World Stadium '90 - Gekitouhan (1990)
4. Super World Stadium (1992)
5. Super World Stadium '92 (1992)
6. Super World Stadium '92 Gekitouban (1992)
7. Super World Stadium '93 (1993)
8. Super World Stadium '95 (1995)
9. Super World Stadium '96 (1996)
10. Super World Stadium '97 (1997)
11. Super World Stadium '98 (1998)
12. Super World Stadium 1999 (1999)
13. Super World Stadium 2000 (2000)
14. Super World Stadium 2001 (2001)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2786&o=2

$end


$info=sws2000,
$bio

Super World Stadium 2000 (c) 2000 Namco.

- TECHNICAL -

Namco System 12 hardware
Game ID : SS0

Main CPU : PSX (@ 16.9344 Mhz), H8/3002 (@ 14.7456 Mhz)
Sound Chips : C352 (@ 14.7456 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 6

- TRIVIA -

Released in March 2000.

- SERIES -

1. Pro Yakyuu World Stadium (1988)
2. Pro Yakyuu World Stadium '89 - Kaimakuhan (1989)
3. Pro Yakyuu World Stadium '90 - Gekitouhan (1990)
4. Super World Stadium (1992)
5. Super World Stadium '92 (1992)
6. Super World Stadium '92 Gekitouban (1992)
7. Super World Stadium '93 (1993)
8. Super World Stadium '95 (1995)
9. Super World Stadium '96 (1996)
10. Super World Stadium '97 (1997)
11. Super World Stadium '98 (1998)
12. Super World Stadium 1999 (1999)
13. Super World Stadium 2000 (2000)
14. Super World Stadium 2001 (2001)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4880&o=2

$end


$info=sws2001,
$bio

Super World Stadium 2001 (c) 2001 Namco.

- TECHNICAL -

Namco System 12 hardware
Game ID : SS1

Main CPU : PSX (@ 16.9344 Mhz), H8/3002 (@ 14.7456 Mhz)
Sound Chips : C352 (@ 14.7456 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 6

- TRIVIA -

Released in April 2001.

- SERIES -

1. Pro Yakyuu World Stadium (1988)
2. Pro Yakyuu World Stadium '89 - Kaimakuhan (1989)
3. Pro Yakyuu World Stadium '90 - Gekitouhan (1990)
4. Super World Stadium (1992)
5. Super World Stadium '92 (1992)
6. Super World Stadium '92 Gekitouban (1992)
7. Super World Stadium '93 (1993)
8. Super World Stadium '95 (1995)
9. Super World Stadium '96 (1996)
10. Super World Stadium '97 (1997)
11. Super World Stadium '98 (1998)
12. Super World Stadium 1999 (1999)
13. Super World Stadium 2000 (2000)
14. Super World Stadium 2001 (2001)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=21381&o=2

$end


$snes=wrestang,
$bio

SUPER?????????? (c) 1994 Imagineer Company, Limited.
(Super Wrestle Angels)

Super Wrestle Angels is a all female professional wrestling simulation game by Great and published by Imagineer. The first playing mode can be described as a 'professional wrestling group management mode', which is the original feature of this Super Famicom version (see the info section for more information about the Wrestler Angels series). There, the player takes the role of a woman wrestling group manager, picks a team and schedules practices, fights, entertainment and helps his cute wrestlers to elevate their professional careers. The other modes are more oriented towards actual fighting, and gets the player to pick female wrestlers and organize versus wrestling matches. However, Super Wrestle Angels is based around a popular Japanese wrestling card game, and because of this, all the matches are round based and opponents pick-up cards to decide of their next move. Each card has a value and is stamped with a Japanese Kanji, and these elements greatly influence the outcome of every single round. A good knowledge of Japanese is therefore required to enjoy this game, and this not only to figure out the title screen and in-game menus, but also to progress through the rest of the game.

- TECHNICAL -

Cartridge ID: SHVC-AWAJ-JPN

- TRIVIA -

Super Wrestle Angels was released on December 16, 1994 in Japan for 9980 Yen.

Wrestle Angels is based on a popular japanese action professional wrestling card video game released in 1992 (first released for the NEC PC-98 Japanese computers).

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62438&o=2

$end


$x68k_flop=superxdx,
$bio

Super X-Day X (c) 1994 PYX [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88662&o=2

$end


$x68k_flop=superx95,
$bio

Super X-Day X'95 (c) 1995 PYX [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88663&o=2

$end


$snes=xterm2,
$bio

Super X-Terminator 2 Sasuke (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62439&o=2

$end


$info=sxevious,sxeviousj,
$bio

Super Xevious (c) 1984 Namco.

- TECHNICAL -

Main CPU : Zilog Z80 (x3), MB88xx
Sound Chips : Namco 3-channel WSG, discrete circuitry (for the explosion sounds)

Players : 2
Control : 8-way joystick
Buttons : 2
= > [1] Zapper, [2] Blaster

- TRIVIA -

Super Xevious is not a sequel of "Xevious", but an update. It uses the exact same graphics and background image as "Xevious". The differences from "Xevious" are : 
* Several new characters appear in the game including a silver-grey Galaxian flagships, a large jet, a small jet, a helicopter and a small tank. The Galaxians can be shot like any other enemy. The large jet which flies down cannot be shot or collide with the player ship and doesn't have any obvious purpose. The small jet, helicopter and tank (all of which are tan colored) can be picked up for bonus points but if shot will reset the score to zero ! 
* Gameplay is a bit more difficult. 
* The hidden Sol Citadels are in different locations.

Namco released a board game based on this game (same name) in 1985 (in Japan only): Flying your ship about the levels (rolling the dice to move). Battle enemies on the ground by rolling dice, battle ones in the air via card combat. Build up your shields and power up your blaster as you progress through the levels. Each 'level' is a different board, and there's seven levels (boards) in all. Cute little spaceships for your pieces.

- TIPS AND TRICKS -

* Secret message: the designer of "Xevious" has included a trick for generating his name right at the beginning of the game. As soon as Solvalou appears, move to the far right edge of the screen and begin bombing constantly. Continue bombing until the first set of Toroids is very close to you and then shoot the rings. The message 'Special thanks for you by game designer Evezoo.' will appear on the screen.

- SERIES -

1. Xevious (1982, Arcade)
2. Super Xevious (1984, Arcade)
3. Vs. Super Xevious - Ganpu no Nazo (1986, Arcade)
4. Solvalou (1991, Arcade)
5. Xevious 3D/G (1995, Arcade)
6. Xevious Arrangement (1995, Arcade): part of "Namco Classics Collection Vol.1"
7. Xevious Resurrection (2010, PS3/PSN): part of "Namco Museum.comm"

- STAFF -

From highscore table : Masanobu Endoh (Evezoo End), Masaya Nakamura (M.Nakamura), Eirry Mou, Shin-ichiro Okamoto (S.Okamoto), Shin-ichi Kojima (S.Kojima)

- PORTS -

* Consoles : 
Nintendo Famicom [JP] (September 19, 1986) "Super Xevious: Gump no Nazo [Model SX-4900]" 
Sony PlayStation [JP] (March 28, 1997) "Xevious 3D/G+ [Model SLPS-00750]" 
Sony PlayStation [US] (June 30, 1997) "Xevious 3D/G+ [Model SLUS-00461]" 
Sony PlayStation [EU] (August 1997) "Xevious 3D/G+ [Model SCES-00736]" 

* Handhelds : 
Nintendo DS [US] (September 18, 2007) "Namco Museum DS [Model NTR-YNME-USA]" 
Nintendo DS [JP] (October 11, 2007) "Namco Museum DS [Model NTR-YNMJ-JPN]" 
Nintendo DS [EU] (February 29, 2008) "Namco Museum DS [Model NTR-YNMP-EUR]" 

* Computers : 
Sharp X68000 [JP] (June 1987) 
PC [MS Windows, CD-ROM] [JP] (April 25, 1997) "Namco History Vol.1" 

* Others : 
Arcade [US] (1995) "Namco Classics Collection Vol.1"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2787&o=2

$end


$spc1000_cass=sxevious,
$bio

Super Xevious (c) 1986 Static Soft [Korea]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83559&o=2

$end


$nes=sxevious,
$bio

Super Xevious - Gump no Nazo (c) 1986 Namco, Limited.

Super Xevious Gump no Nazo is a vertical shooter by Namco. Interestingly, this is a Famicom exclusive sequel to Xevious and not a port of the arcade game of the same name released in 1984. "GAMP no Nazo" translates as "GAMP's mystery" and this is where the game greatly differs from other Xevious games. The essential task of each stage is for the player to fulfill a certain condition. Each one of the sixteen levels just loops until the condition is fully satisfied and each area features a different puzzle to solve. The objectives vary from finding the stage's hidden exist to destroying all the objects of a particular kind. The player takes control of the Solvalou and can shoot ahead and drop bombs in the classic Xevious tradition. However, Super Xevious now features power-ups. A small spaceship appears in almost every stage and drops colored power-capsules - the black ones activate a rotating shield, the yellow ones equip a large bomb-target and then the blue ones allows the ship to also fire backward.

- TRIVIA -

Super Xevious for FC was released on September 19, 1986 in Japan for 4900 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54681&o=2

$end


$pc98=superyak,
$bio

Super Yakyuudou (c) 1992 Nihon Create [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90757&o=2

$end


$pc98=supery93,
$bio

Super Yakyuudou '93 (c) 1993 Nihon Create [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90758&o=2

$end


$pc98=supya295,
$bio

Super Yakyuudou 2 - 1995 Ban (c) 1995 Nihon Create [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90759&o=2

$end


$snes=superyak,
$bio

Super Yakyuudou [Model SHVC-A82J-JPN] (c) 1996 Banpresto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62440&o=2

$end


$info=szaxxon,
$bio

Super Zaxxon (c) 1982 Sega.

Super Zaxxon is a 1- or 2-player video game that presents the player with tremendous challenge and excitement never before experienced. The 3-dimensional-like, isometric graphics are produced by projecting the picture at a slant on the screen, putting the player in remote controlled realism with his player ship.

The player ship climbs, dives and strafes to maneuver through the many obstacles it encounters in its flight. In unique game play action, the player ship appears larger or smaller depending on its altitude, casts trailing shadow that follows it just as a real shadow would. This shadow, an altimeter on the video screen, and the points of impact of the player's gunfire, help judge the altitude of the player's space craft, lending new skill and challenge to Super Zaxxon.

Flying at supersonic speeds, the player confronts an ominous floating munitions fortress.  Here the player ship must battle hidden ground-to-air missiles, rotating gun turrets, tracking parabolic antennas and electrifying maser barriers as he banks, climbs and dives to strafe enemy installations and fuel tanks, gaining valuable points towards ships and extra fuel.

Once through the fortress, Super Zaxxon lures the player ship into a foreboding tunnel where the player must use cautious skill and a responsive extra-heavy duty fighter pilot control stick to overcome the limited ceiling in the tunnel and dodge or destroy a terrific onslaught of flying minelayers, enemy ships and self-destructing robot spaceships, yet also avoid the indestructible mines that crowd the dim corridor.

Accompanied by the roar of space wind, the player soars out of the tunnel to face another battle within the enemy headquarters. This is a more heavily defended floating fortress of tighter passageways armed with maser barriers and increasingly heavier firepower from enemy defenses. Overcoming all this, the player is ready to face the ultimate challenge within the enemy headquarters - a bigger-than-life, fire breathing Dragon who can destroy the player ship with a single breath of fire. With an unnerving wail, the fierce Dragon flies forward and unleashes a breath of flame from its huge mouth. But by firing six direct hits on the Dragon's mouth, the player can defeat the Dragon. The game ends with the loss of the last player ship.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.04125 Mhz)
Sound Chips : Discrete circuitry

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 59.999408 Hz
Palette colors : 256

Players : 2
Control : 8-way joystick
Buttons : 1 (FIRE)

- TRIVIA -

Super Zaxxon was released in November 1982.

After the release of "Zaxxon", Sega realized it had a hit on its hands. The unique nature of the game featuring its three-quarter perspective was one of the first (if not the first) games to add depth and some feeling of perspective to a space game. Sega was quick to follow up on this success with Super Zaxxon.

Super Zaxxon built on the Zaxxon model by creating a more challenging game. Although Super Zaxxon didn't do as well as its predecessor, it still created a respectable niche as far as arcade games went.  Sega went on to produce other games such as "Star Trek", "Buck Rogers", "Pengo", and "Tac/Scan" to name a few.

Differences Between Super Zaxxon and "Zaxxon" : Although both games look the roughly the same in design, this is where the similarities end. Super Zaxxon was made to be a more challenging game. It achieves this by the following differences :
* Your fighter moves much faster. This makes going after ground targets a big challenge.
* The graphics are different. Although this is more of a viewing difference, it can still change ones perspective after they have gotten used to the Zaxxon graphics.
* There is no more outer space battle. Instead, you must go through a narrow tunnel to get to area 3.
* Instead of 20 fighters, you now have to tangle with 25 fighters in area 2.
* A new enemy, the Mine Layer, is introduced. As the name implies, this ship lays mines in your path.  You can destroy the mines but it takes a few hits.
* Instead of encountering one Zaxxon robot, you now have to deal with three Super Zaxxon, dragon looking robots.
* The placement of things (fuel tanks, gun implacements, etc.) in areas 1 and 3 is different then in Zaxxon.
* There are now indestructible, elevated guns in area 1. These guns sit on the right side and they are 2.5 units in altitude.

- SCORING -

Scoring is pretty straight forward in this game. Some variable scoring does exist for a couple of things.

Gun Implacements (Green and Gray) : 200 or 500 points (random)
Fuel Tank : 500 points
Radar Tower : 1,000 points
Missile (Ground-to-Air) : 300 points
Missile (Air-to-Air) : 200 points
Fighters (on runway) : 100 points
Fighters (in air) : 200 points + (50 points/level after level 1)
Mine Layer : 200 points + (50 points/level after level 1)
Mines : 200 points + (50 points/level after level 1)

Super Zaxxon (destroyed with missile in mouth (all colors)) : 2,000 points
Super Zaxxon (destroying launched missile (all colors)) : 500 points
Destroying all planes in the tunnel : 2,000 points

- TIPS AND TRICKS -

When you start the game, your fighter will be in the middle at the bottom of the screen. You will see an asteroid with a wall rising from it. You will then see an opening in the wall. This is how you will enter areas 1 and 3.

AREA 1 : This area is basically ground targets. You may have to increase altitude to get over the short barriers but this is basically a ground attack area.
a) The action starts immediately as soon as you go through the opening in the wall. Drop your altitude immediately to not only to avoid the Air-to-Air Missile, but to take out ground targets.
b) Fuel is a precious commodity. You must destroy the Fuel Tanks in order to increase the amount of fuel in your fighter. This won't be an easy matter, many of the Fuel Tanks are covered either by Gun Implacements, Ground-to-Air Missiles, or both.
c) When you are flying along the ground to destroy targets, watch out for the Gun Implacements and Missile Silos. Both will fire upon your fighter at every opportunity. The Missile Silos will usually launch Ground-to-Air missiles as soon as your fighter is over them. Gun Implacements only fire when you are at ground level.
d) As soon as you 'hop' over the short barriers, get down to ground level again to do more destruction. Try to hit the Radar Towers since they yield the biggest points at this point.
e) When you get to the airfields, try to destroy as many fighters as you can (you can destroy a maximum of five). The more fighters on the ground you destroy equates to that many less you have to encounter in area 2. This also means you have a better chance at the 2,000 point bonus.
f) Speaking of the airfields, watch out since there are many hidden Missile Silos within them. Keep moving around or you may be surprised by a Ground-to-Air Missile.
g) Do not fly at maximum altitude if you can help it. If you fly too long at maximum altitude, your fighter will be met head-on by an Air-to-Air missile which is very difficult to destroy (takes six shots).

AREA 2 : This is one of harder areas of the game. You will be entering a narrow tunnel where your maximum altitude is only one unit. In addition, there is very little maneuvering room.
a) You will be attacked by both enemy fighters and enemy mine layers.
b) Since there isn't much altitude within the tunnel itself, it should be easy to pick off enemy air units. The problem that arises, though, is the concentration of said air units.
c) Be very wary of the mine layers. They swing from side-to-side within the tunnel and have a bad habit of dropping a mine right in your flight path. Six shots destroy a mine but it is usually placed so quickly, you don't have a chance to shoot it.
d) Enemy air units only come at you from the front. They don't return from the back for more action.
e) The enemy fighters will usually make three to four passes at you before you are out of this area.

AREA 3 : This is the area that gives players the most trouble. Due to the small openings in the walls plus those openings being at different heights can really test a player's skill. In addition, you must still take out Fuel Tanks in order to keep flying.
a) In order to make sure that you will be able to pass through an opening, continue to fire your gun.  If your laser fire doesn't go through, that means you have to quickly adjust either your altitude or left/right orientation.
b) The barriers are relatively close together which means you have to get through one and quickly adjust to where the next one is. Over a period of time, you will memorize where the openings in the barriers are and make your trip that much easier.
c) Many of the targets such as Fuel Tanks and Radar Towers are just on the other side of the walls. This means you have to drop and go left or right very quickly to have a chance of hitting them.
d) An added bonus of firing through the barriers (especially the ones at ground level) is that you can knock off the targets on the other side of said barrier making your life that much easier.
e) After the last barrier, you get to tangle with the Super Zaxxons. To defeat them every time :
1) Set your altitude to one and one-half units.
2) Go to the middle side of the screen.
3) When he starts to enter, start firing. Adjust your fire so that you are hitting the area where the mouth of the Super Zaxxon is.
4) You need to get six shots into his mouth before he throws a fireball at your fighter.
5) Once you have either destroyed, or forced the blue Super Zaxxon to retreat, you have to deal with the green Super Zaxxon.
6) Once you have either destroyed, or forced the green Super Zaxxon to retreat, you have to deal with the red Super Zaxxon.
7) After you have either destroyed, or forced the red Super Zaxxon to retreat, you go back to area 1 again.
8) As a reward for killing off the Super Zaxxons, you get 2,000 points apiece for them.

Once you complete Area 3, the cycle begins anew.

- SERIES -

1. Zaxxon (1982, Arcade)
2. Super Zaxxon (1982, Arcade)
3. Zaxxon 3-D (1987, Master System)
4. Zaxxon Motherbase 2000 (1995, Sega 32X)
5. Zaxxon Escape (2012, Google Play)

- PORTS -

* Consoles : 
Atari XEGS (1984) 

* Handhelds : 
Sony PSP [US] (November 16, 2006) as an unlockable extra in "Sega Genesis Collection [Model ULUS-10192]" 
Sony PSP [EU] (February 2, 2007) as an unlockable extra in "Sega Mega Drive Collection [Model ULES-00556]" 
Sony PSP [AU] (February 8, 2007) as an unlockable extra in "Sega Mega Drive Collection [Model ULES-00556]" 

* Computers : 
Commodore C64 [EU] (1984) 
Commodore C64 [US] (1984) "Super Zaxxon [Model 012-05]" 
Apple II (1984)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2788&o=2

$end


$ibm5150,ibm5150_cass=szaxxon,
$bio

Super Zaxxon (c) 1982 Sega Enterprises, Ltd. [Tokyo, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83707&o=2

$end


$a800=szaxxon,
$bio

Super Zaxxon (c) 1983 Sega Enterprises, Ltd. [Tokyo, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86721&o=2

$end


$c64_cart,c64_flop=szaxxon,
$bio

Super Zaxxon (c) 1984 HesWare.

- TECHNICAL -

[US] [Model 012-05]

- TRIVIA -

Manufactured in Europe by US Gold.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53727&o=2

$end


$adam_flop=szaxxon,
$bio

Super Zaxxon [Model 2623] (c) 1984 Coleco Industries, Inc. [Amsterdam, NY, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82672&o=2

$end


$amigaocs_flop=superzoc,
$bio

Super Zocker + Blackjack II (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75170&o=2

$end


$snes=superzug,
$bio

Super Zugan - Hakotenjou Kara no Shoutaijou [Model SHVC-ZU] (c) 1994 Electronic Arts Victor [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62441&o=2

$end


$snes=superzu2,
$bio

Super Zugan 2 - Tsukanpo Fighter [Model SHVC-AJZJ-JPN] (c) 1994 J-Wing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62442&o=2

$end


$snes=superpac,
$bio

Super!! Pachinko [Model SHVC-Q7] (c) 1994 I'Max [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62443&o=2

$end


$a2600=scowboy,
$bio

Super-Cowboy beim Rodeo (c) 1983 Quelle

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51082&o=2

$end


$a2600=ferrariq,ferrari1,
$bio

Super-Ferrari (c) 1983 Quelle

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51083&o=2

$end


$vc4000=suprspac,
$bio

Super-Space (c) 1978 Interton Electronic.

- TECHNICAL -

[Cassette No. 40]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49223&o=2

$end


$info=superx,
$bio

Super-X (c) 1994 NTC.

A shoot-em-up featuring 7 stages.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 8 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2151 (@ 4 Mhz), OKI6295 (@ 7.575 Khz)

Screen orientation : Vertical
Video resolution : 240 x 384 pixels
Screen refresh : 60.00 Hz
Palette Colors : 2048

Players : 2
Control : 8-way joystick
Buttons : 4

- TRIVIA -

Developed by Dooyong (South Korea).

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2789&o=2

$end


$info=superxm,
$bio

Super-X (c) 1994 Mitchell Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=33410&o=2

$end


$pc8801_flop=super88,
$bio

Super88 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92995&o=2

$end


$info=j80supbk,
$bio

Superbank (c) 198? JPM International.

- TECHNICAL -

System 80

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15800&o=2

$end


$info=superbik,sbdk,
$bio

Superbike (c) 1983 Century Electronics.

- TECHNICAL -

This game was based on Moonwalker and was ported to several pcb's in the USA, Galaxian, etc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2790&o=2

$end


$info=sb2m600b,
$bio

Superboard II (c) 1978 Ohio Scientific.

- TECHNICAL -

Model 600

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103291&o=2

$end


$info=superbwl,
$bio

Superbowl (c) 1982 Greyhound Electronics.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : DAC

Palette colors : 256

Players : 1
Buttons : 9

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=7985&o=2

$end


$msx1_cass=supbowl,
$bio

Superbowl (c) 1985 Budgie Budget Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95025&o=2

$end


$info=b85scard,
$bio

Supercards (c) 1985 Bell-Fruit Mfg.

- TRIVIA -

Supercards was released in January 1989 in the UK.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=21268&o=2

$end


$n64=superx2k,superx2ku,
$bio

Supercross 2000 (c) 1999 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58004&o=2

$end


$jaguar=superx3d,
$bio

SuperCross 3D (c) 1995 Atari Corp.

Welcome to San Jose, home of the first race on the Supercross tournament circuit. The stands are filled to the max with fans waiting for the tournament season to get under way. The riders are warming up and making last minute adjustments to their bikes for ultimate performance on this challenging track. Each rider waves confidently at the crowd, sure of their skills. Each thinks it could be their year. Excitement is in the air and expectations are high. It's a new season, after all, and the slate has been wiped clean. Sure, there are some favorites, winners from previous years, but anything can happen.

As the riders move into the gate, an expectant hush falls over the crowd. Who will pull out in front as the riders freight train into the first curve? Two bikes go down in a heap as the riders surge forward. The rest of the pack maneuvers around them and the crowd waits with bated breath. Who's going to come out in front? You are!

You take the lead coming out of the first corner and quickly get on the gas. The whoops are coming up fast and you brace your body for the punishing bumps to come. You're careful to hit the whoops straight on. The last thing you want to do is endo in front of all these people. After the whoops you gun straight for the first jump. Do you have the speed to do a triple? You do! You're comfortably out in front, so you take the time to do a nac nac for the crowd in midair.

Oops. That jump cost you some time. The rider who was yards behind you is now right on your tail. The two of you are neck and neck coming to the next jump. His jump lands him slightly ahead of you but you cut the corner tightly and once again you're leading by a wheel. The crowd is going wild. Who will claim the first win of the tournament? Only you know for sure...

- TECHNICAL -

Model J9044E

- TIPS AND TRICKS -

Crash Replay: Anytime during play, press Pause, then 1-5 to replay the first, second, third, fourth, or fifth crash. After the fifth crash, 5 becomes the most recent crash, 4 the second most recent, etc...

- STAFF -

Atari
Producer: Vince Zampella, Faran Thomason
Lead Tester: Phil B. Gelber
Marketing Product Manager: Jeanne Winding
Creative Services: Greg LaBrec, Diana Bredfeldt, Beeline Group, Inc.

Tiertex
Concept Design and Executive Producer: Dympna Forkin
Technical Design: John Prince
Programming: Chris Brunning
Graphics Design and Animation: Barry Armstrong, The B.A.D. Studios
Special Thanks:	Donald Campbell, Gary Marshall, Doug Anderson, Dave Stead

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76450&o=2

$end


$gbcolor=superx,
$bio

Supercross Freestyle [Model CGB-BSXP-EUR] (c) 2000 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68844&o=2

$end


$amigaocs_flop=suprfrog,
$bio

Superfrog (c) 1993 Team 17

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75171&o=2

$end


$bbca_cass,bbcb_cass=supgolf,
$bio

Supergolf (c) 19?? Squirrel Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52492&o=2

$end


$pc8801_flop=superhel,
$bio

SuperHeli (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92996&o=2

$end


$bbca_cass,bbcb_cass=supsocc,
$bio

Superior Soccer (c) 1989 Superior Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52493&o=2

$end


$info=ssoldier,
$bio

Superior Soldiers (c) 1993 Irem America Corp.

Export release (North America). Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Perfect Soldiers".

- TECHNICAL -

Irem M-92G system hardware

- TRIVIA -

This Export version has new colored GFX.

- PORTS -

* Computers : 
PC [MS Windows, Online] [EU] (December 9, 2011) "IREM Arcade Hits" by DotEmu 
Apple MacIntosh [Online] [US] (August 21, 2011) "Irem Arcade Hits" by DotEmu 
PC [Desura] [US] (November 2, 2013) "IREM Arcade Hits" by Plug In Digital

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2791&o=2

$end


$msx1_cass=skaratek,
$bio

Superkarateka (c) 198? Onaki

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95026&o=2

$end


$cpc_cass=superksp,
$bio

Superkid in Space [Model AT 423] (c) 1991 Atlantis Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99475&o=2

$end


$cpc_cass=superkid,
$bio

Superkid [Model AT 421x] (c) 1990 Atlantis Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99474&o=2

$end


$amigaocs_flop=slsoccer,
$bio

Superleague Soccer (c) 1989 Impressions

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75172&o=2

$end


$psx=anglomoi,
$bio

Superlite 1500 Series: Anglomois '99 (c) 1999 Success

- TECHNICAL -

Game ID: SLPM-86278

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84852&o=2

$end


$psx=battlesu,
$bio

SuperLite 1500 Series: Battle Sugoroku - The Hunter (c) 1999 Success

- TECHNICAL -

Game ID: SLPM-86400

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84944&o=2

$end


$info=supermap,
$bio

Superman (c) 1979 Atari, Incorporated.

- TECHNICAL -

Atari Generation 2

Main CPU : M6800 (@ 1 MHz)
Sound Chip : Custom

- TRIVIA -

Superman was released in April 1979.

- STAFF -

Designer : Steve Ritchie
Artwork : George Opperman
Software & Sounds : Eugene Jarvis

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5396&o=2

$end


$nes=supermanj,supermanjp,
$bio

Superman (c) 1987 Kemco

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54682&o=2

$end


$info=superman,supermanj,supermanu,
$bio

Superman (c) 1988 Taito Corp.

Superman is a horizontal video game and may be played by one or two players interactively. The second player controlling a red Superman character, teams up with the first player in this battle against the evil Alien Powers.

Each players uses a joystick to move his Superman character while walking or in flight. Two buttons aside each joystick are used to throw punches, kick or emit Superman's Heat Vision, a high-intensity laser which destroys all in its path. As Suprman picks up various colored crystals, he is awarded with addtitional energy and weapons including a Super Blast Punch and Mass Terminator. Items such as cars, gasoline cans, etc. can also be picked up and hurled at approaching enemies.

The many stages in the game are located in different cities of the U.S. and provide the player with real variety:
1st round: New York
2nd round: San Francisco
3rd round: Las Vegas
4th round: Washington
5th round: Alien Space Ship

- TECHNICAL -

Taito X System hardware
Board Number : K1100390A
Prom Stickers : B61

Main CPU : Motorola 68000 (@ 8 Mhz), Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2610 (@ 8 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2
[1] PUNCH, [2] KICK

- TRIVIA -

Even if titlescreen says 1988, Superman was released in February 1989 in Japan.

The game begins with the brilliant musical score composed by John Williams for 'Superman... The Movie'.

- STAFF -

Directed by : Toshiyuki Nishimura
Game designer : Hidehiro Fujiwara
Programmers : Tohru Sugawara, Hideaki Tomioka, Hideki Hashimoto, Mari Iwano, Tadakazu Aono
Character designer : Nenko Nishimura
Art designers : Yoshihiro Wakita, Junji Yarita, Taira Sanuki, Shinobu Iwabuchi, Akira Saito, Minori Ishino, Takako Kozima, Toshiyuki Nishimura
Hardware : Noboru Yasukawa
Music sfx : Masahiko Takaki, Kazuyuki Ohnui, Shizuo Aizawa (Splatter A.), Takami Asano
Graphic designer : Natsuki Hirosawa

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2792&o=2

$end


$nes=superman,
$bio

Superman (c) 1988 Kemco

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55630&o=2

$end


$megadriv=supermanu,supermanp,
$bio

Superman (c) 1992 Sunsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57435&o=2

$end


$n64=superman,supermanu,
$bio

Superman (c) 1999 Titus

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58005&o=2

$end


$nes=supermnp,
$bio

Superman (c) 19?? Sunsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55631&o=2

$end


$gba=supermanu,
$bio

Superman - Countdown to Apokolips [Model AGB-ASUE-USA] (c) 2003 Atari Interactive, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75927&o=2

$end


$gba=superman,
$bio

Superman - Countdown to Apokolips [Model AGB-ASUP] (c) 2003 Atari Interactive, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75926&o=2

$end


$bbca_cass,bbcb_cass=superman,
$bio

Superman - The Game (c) 1988 First Star Software, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52494&o=2

$end


$cpc_cass=superman,
$bio

Superman - The Game! (c) 1986 First Star Soft., Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99476&o=2

$end


$cpc_cass=mansteel,
$bio

Superman - The Man of Steel (c) 1988 Tynesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99478&o=2

$end


$amigaocs_flop=superman,
$bio

Superman - The Man of Steel (c) 1989 Tynesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75173&o=2

$end


$sms=superman,
$bio

Superman - The Man of Steel (c) 1993 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56222&o=2

$end


$megadriv=superman,
$bio

Superman - The Man of Steel (c) 1993 Virgin Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56930&o=2

$end


$gamegear=superman,supermanp,
$bio

Superman - The Man of Steel [Model T-70068] (c) 1993 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64901&o=2

$end


$a800=supermn3,
$bio

Superman III (c) 1983 Atari, Inc. [Sunnyvale, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86722&o=2

$end


$gba=supmanrt,
$bio

Superman Returns - Fortress of Solitude [Model AGB-BQXE-USA] (c) 2006 EA Games [Electronic Arts, Inc.]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75928&o=2

$end


$a2600=supermanc
$bio

Superman (c) 1983 CCE

- TECHNICAL -

Model C-857

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51085&o=2

$end


$a2600=superman,supermanf,supermane,supermane1,
$bio

Superman (c) 1979 Atari, Incorporated.

You are Superman.  Receiving a tip on a bomb scare, you rush to the Metropolis waterfront. Dropping into a nearby phone booth, you change into Clark Kent, mild- mannered reporter for the Daily Planet, and continue east (right) toward the Metropolis Memorial Bridge.

As you approach the bridge, it explodes! Lex Luthor, arch enemy of Superman, is seen leaving in a hell-pack. Some of the Lex Luthor henchmen rush from the scene.  A helicopter flies by carrying Lois Lane. Is she in trouble, or has she hired the helicopter to scoop the story? Another crook sneaks away.

This is a job for Superman! You rush back to the phone booth and emerge as the Man of Steel.

'Up, up and away' you fly to capture Lex Luthor and his gang.  But beware! Lex Luthor has released three Kryptonite satellites that will seek you out. If any touch you, you become weak. You will lose your ability to fly, and to capture and hold on to things.  Only a touch from Lois Lane will revive you.

The destroyed Metropolis Memorial Bridge is important to the economy of the city. Besides catching Lex Luthor and his gang, you must find the three pieces of the Bridge and rebuild it.

The helicopter may try to help, but more than likely it will be a hindrance... sometimes even removing parts of the Bridge that you have put into place. Other times it is a definite ally by snatching away the Kryptonite satellite that Lex Luthor may be hiding behind.

After putting Lex Luthor and his gang behind bars, and rebuilding the Bridge, you return to the phone booth and change back into Clark Kent. Then you catch a subway to the Daily Planet and turn in your story.

- TECHNICAL -

Model CX2631

- STAFF -

Programmer: John Dunn

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51084&o=2

$end


$gameboy=superman,
$bio

Superman [Model DMG-ASME-USA] (c) 1997 Titus

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67066&o=2

$end


$info=m5supnov,m5supnova,
$bio

Supernova (c) 200? Barcrest.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=21252&o=2

$end


$info=j2suprsh,
$bio

Supershot (c) 198? JPM International.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41015&o=2

$end


$cpc_cass=superskipp,
$bio

Superski Challenge (c) 1990 Players Premier.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96082&o=2

$end


$info=sst,
$bio

Supersonic (c) 1979 Bally.

- TECHNICAL -

Bally MPU AS-2518-35 (Sound Module -50)
Model Number : 1106-E

Main CPU : M6800 (@ 475 MHz)
Sound Chip : Custom

- TRIVIA -

10,340 units were produced.

- STAFF -

Designer : Greg Kmiec
Artwork : Kevin O'Connor

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5534&o=2

$end


$info=sc1sups,
$bio

Superstar (c) 198? Bell-Fruit Mfg. Company, Limited. [B.F.M.].

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42168&o=2

$end


$info=ssfball,
$bio

Superstar Football (c) 1979 Bambino, Incorporated.

Tabletop VFD football game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83172&o=2

$end


$apple2gs=sshockey,
$bio

Superstar Ice Hockey (c) 1988 Mindscape, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49806&o=2

$end


$amigaocs_flop=ssicehok,
$bio

Superstar Ice Hockey (c) 1988 Databyte

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75174&o=2

$end


$nes=sprowres,
$bio

Superstar Pro Wrestling (c) 1989 Pony Canyon, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54683&o=2

$end


$info=sc2sstar,sc2sstar1,sc2sstar1p,sc2sstar2,sc2sstar2p,sc2sstar3,sc2sstar3p,sc2sstarp,
$bio

Superstar (c) 1996 Bell-Fruit Mfg.

- TECHNICAL -

[Model 6609]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42211&o=2

$end


$info=j2supstr,
$bio

Superstars (c) 198? JPM International.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41018&o=2

$end


$pc98=suptalk2,
$bio

SuperTalk II Ver.1.0 (c) 1987 AIWA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90760&o=2

$end


$cpc_cass=superted,
$bio

Superted [Model AS798] (c) 1990 Alternative Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99479&o=2

$end


$cdi=supertst,
$bio

SuperTEST (c) 1995 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53096&o=2

$end


$cpc_cass=suptripp,
$bio

Supertripper [Model AMC 172] (c) 1985 Indescomp [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99480&o=2

$end


$msx1_cart=suptrip,
$bio

Supertripper [Model HBS-I030] (c) 1985 Idealogic [Barcelona, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77499&o=2

$end


$info=svision,svisions,
$bio

Supervision (c) 1992 Watara.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103420&o=2

$end


$nes=mc_110,mc_110a,
$bio

Supervision 110-in-1 (c) 199? Unknown.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95485&o=2

$end


$nes=mc_52gam,
$bio

Supervision 52-in-1 (c) 1989 Unknown.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82263&o=2

$end


$pc98=suppleml,
$bio

Supplementary Lesson (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90761&o=2

$end


$amigaocs_flop=suprmacy,
$bio

Supremacy - Your Will Be Done (c) 1990 Melbourne House [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75175&o=2

$end


$gbcolor=supreme,
$bio

Supreme Snowboarding [Model CGB-AXWP-NOE] (c) 1999 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68845&o=2

$end


$megacd,megacdj=supremew32,
$bio

Supreme Warrior - Ying Heung [Model T-16203F-50] (c) 1995 Digital Pictures

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60669&o=2

$end


$segacd=supremew32,
$bio

Supreme Warrior - Ying Heung [Model T-16203F] (c) 1994 Digital Pictures

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60818&o=2

$end


$megacd,megacdj=supremew,
$bio

Supreme Warrior - Ying Heung [Model T-162045-50] (c) 1994 Digital Pictures

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60668&o=2

$end


$segacd=supremew,
$bio

Supreme Warrior - Ying Heung [Model T-162045] (c) 1994 Digital Pictures

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60817&o=2

$end


$pc98=sura,
$bio

Sura (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90762&o=2

$end


$info=sureshop,
$bio

Sure Shot (c) 1981 Taito.

- TRIVIA -

Similar to "Eight Ball Deluxe (Bally)".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5598&o=2

$end


$info=sureshot,
$bio

Sure Shot (c) 1985 SMS Mfg. Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=30244&o=2

$end


$info=m4sure,m4sure__a,m4sure__b,m4sure__c,
$bio

Sure Thing (c) 199? BWB.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41483&o=2

$end


$info=surfnsaf,
$bio

Surf 'n Safari (c) 1991 Premier Technology Co.

- TECHNICAL -

Gottlieb System 3
Model Number : 731

- TRIVIA -

2,006 units were produced.

- STAFF -

Designer : Jon Norris
Artworks : David Moore, Constantino Mitchell
Sounds : Craig Beierwaltes, Steve Kirk

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5599&o=2

$end


$cdi=surfcity,surfcityu,
$bio

Surf City (c) 1994 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53097&o=2

$end


$gamegear=surfninj,
$bio

Surf Ninjas (c) 1993 Sega Enterprises, Limited.

- TECHNICAL -

[Model 2510]

- TRIVIA -

This game is based on the 1993 movie same title.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64902&o=2

$end


$info=surfplnt,surfplnt40,
$bio

Surf Planet (c) 1997 Gaelco.

A 3-D snowboarding game.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 15 Mhz), TMS32031 (@ 60 Mhz)
Sound CPU : ADSP2115 (@ 16 Mhz)
Sound Chips : (4x) DMA-driven (@ 16 Mhz)

Players : 1

- TRIVIA -

Released in November 1997.

Licensed to Atari for US distribution.

* Music :
Loly Jackson : Written by C. Llanos / A. Llanos. Performed by Dover.
Spectrum : Written by C. Llanos / A. Llanos. Performed by Dover.
Needly Chill : Written by J. Garcia / A. Toledo. Performed by Sexy Sadie.
Up To Me : Written by J. Garcia / A. Toledo / J.L. Sampoll. Performed by Sexy Sadie.
All songs published by Pizza Pop S.L. / Canciones del Mundo S.A.
Recordings property of Subterfuge Records S.L.

- STAFF -

Programmers : Fernando Rada, Angel Alda, Carlos Granados
Graphic designers : Jorge Granados, Hernan Sanahuja
Animation recording : C.A.R. (Centre d'alt rendiment)
Animation analysis : Manuel Matamoros
Professional riders : Dani Fernandez, Iker Fernandez
Hardware design & production : Gaelco S.A.
Industrial design : Flores Associats S.L.
Graphic design : La Maquina S.L.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2793&o=2

$end


$a2600=surfsup,surfsup1,
$bio

Surf's Up (c) 1983 Amiga

- TECHNICAL -

Model 3125

- TRIVIA -

Unreleased prototype.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51086&o=2

$end


$gba=surfsupu,surfsupa,surfsup,
$bio

Surf's Up [Model AGB-BXUE-USA] (c) 2007 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75936&o=2

$end


$a2600=surfpara,
$bio

Surfer's Paradise - But Danger Below! (c) 1983 Video Gems

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51087&o=2

$end


$megacd,megacdj=surgical,
$bio

Surgical Strike [Model 4435] (c) 1995 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60670&o=2

$end


$segacd=surgical,
$bio

Surgical Strike [Model 4435] (c) 1995 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60819&o=2

$end


$megadriv=surging,
$bio

Surging Aura (c) 1995 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56931&o=2

$end


$pc8801_flop=surnatur,
$bio

Surnaturel (c) 1988 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92997&o=2

$end


$nes=surprise,
$bio

Surprise (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84145&o=2

$end


$info=suratk,suratkj,suratka,
$bio

Surprise Attack (c) 1990 Konami.

- TECHNICAL -

Game ID : GX911

Main CPU : KONAMI (@ 3 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in October 1990.

- STAFF -

Program designers : Heart Yoshinobu, Lambada Minakata, Square Morimoto, Stardust Masa, H. Akamatsu
Character designers : Prince Kukino, Depeche Yamashita, Wink Yamada
Sound designers : Michael Maezawa, Miki Higashino, Moai Sasaki, La Nakamur
Hardware designer : Komekome Konishi
Visual designers : H. Yoshihashi, K. Kamiya

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2794&o=2

$end


$info=sc2suprz2,sc2suprz2p,sc2suprz3,
$bio

Surprise Surprize (c) 1993 Bell-Fruit Mfg. Company, Limited. [B.F.M.]

- TECHNICAL -

[Model 6139]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61723&o=2

$end


$info=sc2suprz,sc2suprz1,sc2suprz1p,sc2suprzp,
$bio

Surprise Surprize (c) 1996 Bell-Fruit Mfg.

- TECHNICAL -

Model 6572

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42212&o=2

$end


$a2600=surrounde,
$bio

Surround (c) 1977 Atari, Incorporated.

PAL release. Game developed in USA. For more information, please see the NTSC release's entry; "Surround [Model CX2641]".

- TECHNICAL -

Model CX2641P

- PORTS -

* Consoles : 
Microsoft XBOX [EU] (November 26, 2004) "Atari Anthology" 
Sony PlayStation 2 [EU] (February 18, 2005) "Atari Anthology [Model SLES-53061]" 

* Handhelds : 
Nintendo DS [EU] (February 24, 2011) "Atari Greatest Hits Vol.1 [Model NTR-BR6P-EUR]"

* Computers : 
PC [MS Windows, CD-ROM] [EU] (June 10, 2005) "Atari - 80 Classic Games in One! [Replay]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83021&o=2

$end


$a2600=surround,
$bio

Surround (c) 1977 Atari, Incorporated.

Welcome to the exciting and competitive world of SURROUND. Your basic objective is to surround your opponent, causing him to run out of space in which to move, and at the same time not running into anything yourself. You can set up a blockade, force him into a corner or wander off by yourself and hope that he runs into something on his own.

- TECHNICAL -

Model CX2641

- STAFF -

Programmer: Alan Miller

- PORTS -

* Consoles : 
Microsoft XBOX [US] (November 16, 2004) "Atari Anthology [Model 26084]" 
Sony PlayStation 2 [US] (November 22, 2004) "Atari Anthology [Model SLUS-21076]" 
Microsoft XBOX [JP] (August 4, 2005) "Atari Anthology [Model B7X-00001]" 

* Handhelds : 
Nintendo DS [US] (November 2, 2010) "Atari Greatest Hits Vol.1 [Model NTR-BR6E-USA]" 

* Computers : 
PC [MS Windows, CD-ROM] [US] (November 11, 2003) "Atari - 80 Classic Games in One! [Model 25069J]" 

* Others : 
Atari Flashback 3 [US] (September 16, 2011) by AtGames 
Atari Flashback 4 [US] (November 13, 2012) by AtGames 
Atari Flashback 5 [US] (October 1, 2014) by AtGames

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51088&o=2

$end


$info=survival,
$bio

Survival (c) 1982 Rock-ola.

One of the the most obscure of all the Rock-Ola videogames, Survival is a multi-directional shooter. The player must use an 8-way joystick and a single button to take control of a blue cell, whose objective is to shoot medicine into viruses through eight mazes made up from rectangular veins and thin cell membranes. Every vein, membrane, and virus that is shot will disappear from the current maze. The color of the first virus you shoot will determine the colour of resurrected ones; and once every virus on the screen is the same colour, they can no longer be shot. 

When the last membrane in the current maze is destroyed, four Aid Stations will appear in the corners for a while - you will have to gain extra shots by reaching one of them before they turn back into veins. Every time you reach an Aid Station and gain extra shots, you will also gain a white cell - once you gain five of these, you will receive an extra life.

- TECHNICAL -

Main CPU : 8085A (@ 2.75 Mhz)
Sound Chips : General Instrument AY8910 (@ 2.75 Mhz)

Screen orientation : Vertical
Video resolution : 208 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256

Players : 2
Control : 8-way joystick
Buttons : 1

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2795&o=2

$end


$info=ep_survi,ep_survia,
$bio

Survival (c) 199? Maygay.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40902&o=2

$end


$info=survarts,survartsu,survartsj,
$bio

Survival Arts (c) 1993 American Sammy.

Another digitized fighter attempting to cash in on the "Mortal Kombat" craze featuring eight selectable characters and bonus rounds. The producers of this game must have raided the discount Halloween costume boutique. I cannot help but giggle each time I fight Dantel, the incredibly cheap and hilarious white trash ripoff of Shang Tsung.

- TECHNICAL -

Main CPU : V60 (@ 16 Mhz)
Sound Chips : ES5506 (@ 16 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 6

- TRIVIA -

Survival Arts was released in October 1993.

Developed by Sekarab, this video game is their first game.

Sekarab was established by Former UPL game designer. They developed arcade games until 1995. But they weren't interested in arcade games. In 2002, as soon as they changed to develop console games, they became a subsidiary of Cavia. After 3 years, they changed their company name to Feelplus. In 2011, they decided to merge with AQ Interative (former Cavia).

After Dantel is defeated, two Hitler heads in blue are seen in the ending.

- UPDATES -

The US version is slightly different, it has the "Winners Don't Use Drugs" screen.

- STAFF -

Director : Mutsuo Haneho
Digitalize graphic designers : Nobuhiko Ikeuchi, Airi Tateishi
Custume designers : Airi Tateishi, Tatehuni Wada, Hae Hahimoto
Sound & music composer : Shigeyuki Shinbo
Director of photography : Nobuhiho Ikeuchi
Programmer : Yoshio Asai

* CAST :
Viper : Jon Walter
Gunner : Brian Creech
Mongo : Handa David
Tasha : Saskia
Hiryu : Takeaki Katoh
Hanna : Monica Brown
Kane : Hideaki Takahashi
Santana : Hose Brand
Dantel : Sam Rodetsky

- PORTS -

* Consoles :
Sega Mega Drive [Unreleased Prototype]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2796&o=2

$end


$pc8801_cass=survival,
$bio

Survival Game (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91276&o=2

$end


$a2600=survival,survivale,
$bio

Survival Island (c) 1983 Starpath Corp.

Meet the challenges of a devastating shipwreck and a desolate wilderness island; then explore the mysteries within the secret temple.

While sailing across uncharted waters in the South Pacific searching for the ruins of a lost civilization, a sudden storm ravishes your vessel. As your ship sinks, you struggle to keep afloat, knowing that your only chance is to reach the island that looms in the distance. A raft from the ship floats nearby. Swimming with grave determination through shark infested waters, you reach the raft and manage to clamber aboard. Now you stand a chance.

Food and water are your next concerns. Without an adequate supply, you will surely perish. Occasional debris from the ship floats by as you slowly drift toward your destination. Containers of food and water appear. If you could only collect them before you reach the island, you would be able to live on them while you explore the island.

- TECHNICAL -

Model AR4401

- STAFF -

Programmer: Scott Nelson

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51089&o=2

$end


$gbcolor=survkidsj,
$bio

Survival Kids - Kotou no Boukensha [Model DMG-AVKJ-JPN] (c) 1999 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68847&o=2

$end


$gbcolor=survkid2,
$bio

Survival Kids 2 - Dasshutsu!! Futago Shima! [Model DMG-B2VJ-JPN] (c) 2000 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68848&o=2

$end


$gbcolor=survkids,
$bio

Survival Kids [Model DMG-AVKE-USA] (c) 1999 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68846&o=2

$end


$a800=survival,
$bio

Survival of the Fittest (c) 1982 IDSI

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86723&o=2

$end


$a2600=survival,
$bio

Survival Run (c) 1983 Milton Bradley Co.

With Cosmic Commander Control you are piloting a Class 1 Starfighter deep in a far-off solar system. You have entered a complex maze of subterranean tunnels with no way to turn back. Follow your onboard computerized map  through a Survival Run. Conserve and restore your energy level and score points as you defend yourself against alien guards and their force fields. Your Cosmic Commander Control instantly responds to every move you make to deliver precision control and pinpoint firing accuracy. You're in total command of all the screen action as you take off on the ultimate space adventure.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51090&o=2

$end


$a2600=survivalp,
$bio

Survival Run (c) 1983 Data Age, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51091&o=2

$end


$bbca_cass,bbcb_cass=survivor,survivore,
$bio

Survivor (c) 1985 MP Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52495&o=2

$end


$msx1_cass=survivor,
$bio

Survivor (c) 1987 Topo Soft [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95027&o=2

$end


$cpc_cass=survivors,
$bio

Survivor (c) 1987 Topo Soft [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99483&o=2

$end


$cpc_cass=survivor,
$bio

Survivor (c) 1987 US Gold, Ltd. [Birmingham, UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99484&o=2

$end


$msx1_cass=survivrs,
$bio

Survivors (c) 1986 Atlantis Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95028&o=2

$end


$bbca_cass,bbcb_cass=survivrs,
$bio

Survivors (c) 1987 Atlantis

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52496&o=2

$end


$pce=susano,
$bio

Susanoo Densetsu (c) 1989 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58742&o=2

$end


$pc8801_flop=sushitoc,
$bio

Sushi to Cha Densetsu (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92998&o=2

$end


$amigaocs_flop=suspect,
$bio

Suspect (c) 1986 Infocom

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75176&o=2

$end


$ibm5150,ibm5150_cass=suspend,
$bio

Suspended (c) 1983 Infocom

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83708&o=2

$end


$amigaocs_flop=suspend,
$bio

Suspended (c) 1986 Infocom

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75177&o=2

$end


$amigaocs_flop=suspcarg,
$bio

Suspicious Cargo [Special Edition] (c) 1991 Gremlin Graphics Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75178&o=2

$end


$psx=susumeka,
$bio

Susume! Kaizoku - Be Pirates! [Model SLPS-01737] (c) 1998 Artdink Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85749&o=2

$end


$info=gogomile,gogomileo,
$bio

ススメ！マイルスマイル (c) 1995 Fuuki.
(Susume! Mile Smile)

'Here. You'll need this'. A modern remake of Stern Electronics' classic "Anteater", this cutesy game features boss fights, multiple entry points, an upbeat musical score and colorful graphics.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 16 Mhz)
Sound CPU : Zilog Z80 (@ 3 Mhz)
Sound Chips : YM2203 (@ 4 Mhz), YM3812 (@ 4 Mhz), OKI6295 (@ 8 Khz)

Players: 2
Control: 8-way joystick
Buttons: 1

- TRIVIA -

Susume! Mile Smile was released in June 1995 in Japan.

The title of this game translates from Japanese as 'Go For It! Mile Smile'.

It was known outside Japan as 'Go! Go! Mile Smile' (controlled by a language Dipswitch).

This is the first Fuuki arcade video game. There's only one '1 UP' bonus in the whole game !

- TIPS AND TRICKS -

Try to eat as many pills in series as you can, as the score for every continuous next pill can become up to 1000 points per pill.

Bonus items will grant between 500 and 1000 points. However, at the end of a round each second left on the timer brings you 100 points - so if getting the bonus means wasting more than four or nine seconds, it's not worth it.

- STAFF -

Programmers : Syaboon, T. Usami
Graphic designers : Dai, T. Komitan, Pan, Ryoma
Sound composer : A. Inu. Nishida
Character voices : T. Ando, M. Watanabe, T. Iwashita, S. Metugi, M. Canale, L. Breed, T. Lukasavitz, G. Crandell
Producer : Y. Takahashi

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2797&o=2

$end


$n64=puzldama,
$bio

Susume! Taisen Puzzle Dama - Toukon! Marutama Chou [Model NUS-NPZJ] (c) 1998 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58006&o=2

$end


$info=susume,
$bio

Susume! Taisen Puzzle Dama (c) 1996 Konami.

- TECHNICAL -

Konami GV System hardware
Game ID : GV027

Main CPU : PSX (@ 16.9344 Mhz)
Sound Chips : SPU (@ 16.9344 Mhz), CD/DA (@ 16.9344 Mhz)

Players : 4
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Susume Taisen Puzzle Dama was released in March 1996 in Japan.

- SERIES -

1. Taisen Puzzle-dama (1994)
2. Tokimeki Memorial Taisen Puzzle-dama (1995)
3. Taisen Tokkae Puzzle-dama (1996)
4. Susume! Taisen Puzzle Dama (1996)

- PORTS -

* Consoles :
Sony PlayStation [JP] (March 1, 1996; "Susume! Taisen Pazurudama [Model SLPS-00255]")
Sony PlayStation [JP] (March 19, 1998; "Susume! Taisen Pazurudama [Playstation the Best] [Model SLPM-86074]") 
Nintendo 64 [JP] (March 26, 1998; "Susume! Taisen Puzzle Dama Toukon! Marumata Chou [Model NUS-NPZJ]")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2798&o=2

$end


$gba=sutakomi,
$bio

Sutakomi - Star Communicator [Model AGB-ASKJ-JPN(RK245-J1)] (c) 2001 Konami Co., Ltd. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75937&o=2

$end


$snes=sutobasu,
$bio

Sutobasu Yarou Show [Model SHVC-3X] (c) 1994 B-AI

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62444&o=2

$end


$snes=suttehak,
$bio

Sutte Hakkun [Model SHVC-BSHJ-JPN] (c) 1998 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62445&o=2

$end


$pc98=suzaku,
$bio

Suzaku (c) 1992 Wolf Team [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90763&o=2

$end


$info=suzuka8h,suzuka8hj,
$bio

Suzuka 8 Hours (c) 1992 Namco.

An excellent motorcycle game from Namco.

- TECHNICAL -

Derivative Namco System 2 hardware
Game ID : EH

Main CPU : (2x) Motorola 68000 (@ 12.288 Mhz), M6809 (@ 3.072 Mhz), HD63705 (@ 2.048 Mhz)
Sound Chips : C140 (@ 21.39 Khz), YM2151 (@ 3.57958 Mhz)

Players : 2

- TRIVIA -

Suzuka 8 Hours was released in May 1992.

Suzuka 8 Hours is one of the world's major endurance motorcycle championship. The event is eight hours long and is held every year in Suzuka (Japan), on a 5.8 Km circuit owned by Honda. Because of the length of such race, several pilots ride the same bike and the winning team must complete the largest amount of laps. Suzuka 8 Hours was first inaugurated in 1978 and joined the world championship series in 1980.

This is the first video game officially sponsored by the Coca-Cola Company. Note : Coca-Cola was invented in May 1886 by a pharmacist, Dr. John S. Pemberton in Atlanta, Georgia. A bookkeeper, Frank M. Robinson, suggested the name 'Coca-Cola' to Dr. Pemberton. Robinson suggested this name because both the words Coca and Cola named 2 of the ingredients. Also the 2 'C's' would look good in advertising. The name 'Coca-Cola' first became a registered trademark in 1893.

- SERIES -

1. Suzuka 8 Hours - Coca-Cola (1992)
2. Suzuka 8 Hours 2 (1993)

- PORTS -

* Consoles :
Nintendo Super Famicom (1993)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2799&o=2

$end


$info=suzuk8h2,suzuk8h2j,
$bio

Suzuka 8 Hours 2 (c) 1993 Namco.

A motorcycle game from Namco. This sequel features all the excitement from the original.

- TECHNICAL -

Derivative Namco System 2 hardware
Game ID : EHS

Main CPU : (2x) Motorola 68000 (@ 12.288 Mhz), M6809 (@ 3.072 Mhz), HD63705 (@ 2.048 Mhz)
Sound Chips : C140 (@ 21.39 Khz), YM2151 (@ 3.57958 Mhz)

Players : 2

- TRIVIA -

Suzuka 8 Hours 2 was released in November 1993 in Japan.

The protagonist and his rival play this game in the 1995 Hong Kong film 'Full Throttle'.

- SERIES -

1. Suzuka 8 Hours - Coca-Cola (1992)
2. Suzuka 8 Hours 2 (1993)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2800&o=2

$end


$snes=suzuka8j,
$bio

Suzuka 8 Hours (c) 1993 Namco, Limited.

Suzuka 8 Hours is a bike racing game by Namco and based on the arcade game of the same name (and itself based on the popular Suzuka race in Japan). The player takes control of a superbike, and the goal of the game is to complete as many laps as possible during a given time limit. Races range from 15 minutes to 8 hours (which the actual real length of the Suzuka race!). Thankfully, the game doesn't use real minutes and the longest race won't last more than half an hour, which is still a challenge. Four tracks are available to test the players's driving skills, each one progressively more difficult than the last. The first ones are designed for high speed racing and they rapidly become more intricate with sharp curves and narrow turns. Thanks to a complete selection menu, several bikes can be chosen from (250cc, 400cc & 750cc) and various setups that greatly balance out automatic and manual features. A two simultaneous players mode is also available.

- TECHNICAL -

Cartridge ID: SHVC-8H

- TRIVIA -

Released on October 15, 1993 in Japan for 8800 Yen.

Suzuka 8 Hours was an arcade game originally released by Namco in 1992. The original game is completely different from this Super Famicom version.

Export releases:
[US] "Suzuka 8 Hours [Model SNS-8H-USA]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62446&o=2

$end


$snes=suzuka8,
$bio

Suzuka 8 Hours (c) 1994 Namco, Limited.

North American release. Game developed in Japan. For more information, see the original Japanese release entry; "Suzuka 8 Hours [Model SHVC-8H]".

- TECHNICAL -

Cartridge ID: SNS-8H-USA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63752&o=2

$end


$gameboy=suzukif1,
$bio

Suzuki Aguri no F-1 Super Driving [Model DMG-FQJ] (c) 1993 LOZC

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67068&o=2

$end


$snes=suzukif1j,
$bio

Suzuki Aguri no F-1 Super Driving [Model SHVC-GF] (c) 1992 LOZC

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62447&o=2

$end


$gbcolor=suzuki,
$bio

Suzuki Alstare Extreme Racing (c) 1999 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68849&o=2

$end


$info=svcplus,svcplusa,
$bio

SVC Chaos - SNK Vs. Capcom Plus (c) 2003 Unknown.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 12 Mhz), Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2610 (@ 8 Mhz)

Players : 2
Control : 8-way Joystick
Buttons : 4

- TRIVIA -

This hack of "SVC Chaos - SNK Vs. Capcom" enables all mid-bosses for selection without having to input the codes to select them.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4964&o=2

$end


$info=svcsplus,
$bio

SVC Chaos - SNK Vs. Capcom Super Plus (c) 2003 Unknown.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 12 Mhz), Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2610 (@ 8 Mhz)

Players : 2
Control : 8-way Joystick
Buttons : 4

- TRIVIA -

This hack of "SVC Chaos - SNK Vs. Capcom" enables all mid-bosses and final bosses for selection without having to input the codes to select them. Note : the Final-Bosses (Shin Akuma, Serious Mr. Karate, Athena, and Red Areemer) were not able to be played in the standard version of this game and no codes could be entered to select them, so this hack gives the player a chance to play as them. For some reason though, Geese's and Zero's sounds are missing.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4965&o=2

$end


$info=svc,svcpcb,svcboot,svcpcba,
$bio

SVC Chaos - SNK Vs. Capcom (c) 2003 Playmore Corp.

A one-on-one fighting game - the collaboration between Capcom and SNK - pits seventeen well-known SNK combatants against seventeen of Capcom's most famous game characters.

'SVC Chaos' primarily utilizes the command system of the "King of Fighters" series, incorporating light/strong kicks, punches, cancels and charging attacks. Unlike its predecessor, however, "Capcom vs. SNK 2", SvC features no air guards and lacks a 'groove system', instead focusing on quicker game play and online competition.

Each character is equipped with a basic three-bar system for executing 'Exceeds' (special attacks), with basic filling options attributed to strikes and damage. Additionally, the sprites from the various series received new models and some special effects were changed in the command lists (For example, the player can no longer increase the damage of the 'Zujou Sashi' used by Choi Bounge by tapping the buttons).

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : NGM-269

Players : 2
Control : 8-way Joystick
Buttons : 4
=> [A] Weak punch [B] Weak kick [C] Strong punch [D] Strong kick

- TRIVIA -

Released in July 2003.

Here are the 17 SNK characters (plus Evil Mr Karate) and their first appearance in video games :
Athena Asamiya - "Athena"
Choi Bounge - "The King of Fighters '94"
Earthquake - "Samurai Shodown" ("Samurai Spirits" in Japan)
Iori Yagami - "The King of Fighters '95"
Kasumi Todoh - "Art of Fighting 3 - The Path of the Warrior" ("Ryuuko no Ken Gaiden" in Japan)
Kim Kaphwan - "Fatal Fury 2" ("Garou Densetsu 2 - Arata-Naru Tatakai" in Japan)
Kyo Kusanagi - "The King of Fighters '94"
Geese Howard - "Fatal Fury - King of Fighters" ("Garou Densetsu - Shukumei no Tatakai" in Japan)
Genjyuro Kibagami - "Samurai Shodown II" ("Samurai Spirits II" in Japan)
Goenitz - "The King of Fighters '96"
Mai Shiranui - "Fatal Fury 2" ("Garou Densetsu 2 - Arata-Naru Tatakai" in Japan)
Mars People - "Metal Slug - Super Vehicle-001"
Mr Karate - "Art of Fighting 2" ("Ryuuko no Ken 2" in Japan) as Takuma Takazaki
Orochi Iori - "The King of Fighters '97"
Ryo Sakazaki - "Art of Fighting" ("Ryuuko no Ken" in Japan)
Shiki - "Samurai Shodown 64" ("Samurai Spirits 64" in Japan)
Terry Bogard - "Fatal Fury - King of Fighters" ("Garou Densetsu - Shukumei no Tatakai" in Japan)

There are also 17 Capcom characters (plus Shin Akuma) and here are their first appearances:
Akuma (Gouki in Japan) - "Super Street Fighter II Turbo" ("Super Street Fighter II X" in Japan)
Balrog (M. Bison in Japan) - "Street Fighter II - The World Warrior"
Chun-Li - "Street Fighter II - The World Warrior"
Dan Hibiki - "Street Fighter Alpha - Warriors' Dreams" ("Street Fighter Zero" in Japan)
Demitri -  "Darkstalkers - The Night Warriors" ("Vampire - The Night Warriors" in Japan)
Dhalsim - "Street Fighter II - The World Warrior"
Guile - "Street Fighter II - The World Warrior"
Hugo - "Final Fight"
Ken Masters - "Street Fighter"
M. Bison (Vega in Japan) - "Street Fighter II - The World Warrior"
Red Arremer - "Ghosts'n Goblins"
Ryu - "Street Fighter"
Sagat - "Street Fighter"
Tessa - "Red Earth" ("Warzard" in Japan)
Vega (Balrog in Japan) - "Street Fighter II - The World Warrior"
Violent Ken - "Street Fighter Alpha 3" ("Street Fighter Zero 3" in Japan)
Zero - "Mega Man X" ("Rockman X" in Japan)

The super bar is called the 'Groove Power Gauge'; a reference to "Capcom Vs. SNK 2 - Mark of the Millenium 2001".

Bao (from the King of Fighters series) makes a cameo in a few of Hugo's pre-battle and win poses.

The Athena that features in SVC Chaos is the original Athena character design that featured in the character's debut platform game, "Athena", instead of the usual Asimaya Athena that appears in virtually every other SNK game. Notably, a lot of her moves are now very different, and she wears noticeably less clothes due to the fact Athena loses her dress during Athena's intro. Athena's fighting moves are inspired by the manga/anime 'Saint Seiya'.

The 'Sennou Ken' character is based on the psycho-controlled Ken in the SF animated movie. A lot of Mars People's moves are references to numerous UFO-based staples; Independence is a reference to the movie 'Independence Day', for example.

The 'Dan Hibiki' character is once again used as a vehicle for numerous genre parodies. If you perform his super-taunt he parodies Joe Higashi and Yuri Sakazaki's taunts. Also, two of his new moves are parodies of the Kyokugen moves. In the first of these moves, Dan attempts to do one of the larger fireballs performed in one Ryo's desperation move, but it has the same range as his regular fireball. On the second move, Dan attempts to perform his own powerful punch similar to Ryo's Exceed move, but after the move charges and connects Dan grabs his arm in pain and then pretends it was nothing.

While using Demitri, if you perform Midnight Bliss on Orochi Iori, Iori will turn into Miss X (from SNK Gal Fighters on the Neo Geo Pocket) as he's choking him.

Suleputer released a limited-edition soundtrack album for this game on November 2003.

Some well-known hacks of the game include :
"SVC Chaos - SNK Vs. Capcom Plus".
"SVC Chaos - SNK Vs. Capcom Super Plus".

- TIPS AND TRICKS -

* Random Select : On the character select screen, hold Start to activate a roulette-like feature.

* Play as Geese : Hold Start and press Left(x3), Down, Left, Up, Right, Up, then press a button to select.

* Play as Dan : Hold Start and press Down, Left(x7), then press a button to select.

* Play as Goenitz : Hold Start and press Down(x3), Right, Down, Left(x3), then press a button to select.

* Play as Demitri : Hold Start and press Right(x3), Left, Up, Right, Down, Up, then press a button to select.

* Play as Mars People : Hold Start and press Up, Down, Right(x3), Up, Down, Left(x2), Down, then press a button to select.

* Play as Zero : Hold Start and press Up, Right(x2), Left(x2), Down, Up(x3), Right, then press a button to select.

* Play as Orochi Iori : Hold Start and press Up(x3), Down, Left, Right, Down, Left, then press a button to select.

* Play as Violent Ken : Hold Start and press Up(x2), Down, Left(x2), Right, Left, Up, then press a button to select.

* Fight against Red Arremer :
1) Finish 5 rounds with supers/specials.
2) Do not lose any rounds.
3) Finish off at least one character with block damage.
If done correctly, your character will be transported to Hell after the fight with Shin Akuma/Shin Mr. Karate, where he/she will have to fight Red Arremer. Note : Some people (like Dan and Demitri) have alternate endings for fighting and winning in Hell.

* Fight either Mars People or Zero : Don't lose any rounds, Don't win any rounds by "Time Out", win 3 rounds by using an Exceed Move.

* Fight Geese Howard or Demitri Maximoff : Don't lose any rounds, Don't win any rounds by "Time Out", win 1 round by using an Exceed Move.

*Fight Goenitz or Dan Hibiki : Fail to meet either of the above requirements.

Also your opponent on Stage 6 determines who you will fight in Stages 7 and 8.

* Fight Orochi Iori (Stage 7) and Serious Mr. Karate (Stage 8) : Stage 6 opponent is a Capcom character.

* Fight Violent Ken (Stage 7) and Shin Akuma (Stage 8) : Stage 6 opponent is an SNK character.

* Fight Athena : Don't lose any rounds during Stages 1 through 7, Don't win any rounds by block damage.

* Mid-Bosses : your performance in Stages 1 through 3 affects who you will fight in Stage 4.

* Final Bosses : your performance in Stages 1 through 7 affects if you'll fight either Athena or Red Arremer (in Stage 9) after beating Stage 8 (Shin Akuma or Serious Mr. Karate). Your performance in Stage 8 will not affect any of these conditions.

* See character's true/good ending : Defeat Athena or Red Arremer in Stage 9. If you lose to Athena or Red Arremer then you cannot continue. Many characters (such as Dan and Demitri) have different endings for beating either Athena or Red Arremer.

* CPU Character Patterns : before you start the game the CPU randomly picks one of the predetermined patterns of opponents. This affects stages 1 through 3 and 5 & 6. Stage 4 is the predetermined mid-boss. Here are the predetermined pattern of fighters.
Pattern 1 : Kim, Dhalsim, Mai, Bison, Kyo
Pattern 2 : Vega, Earthquake, Chun-Li, Choi, Ryo
Pattern 3 : Shiki, Balrog, Kasumi, Sagat, Iori
Pattern 4 : Guile, Genjyuro, Tessa, Kim, Ken
Pattern 5 : Tessa, Sagat, Mr. Karate, Chun-Li, Ryo
Pattern 6 : Chun-Li, Kasumi, Hugo, Mr. Karate, Guile
Pattern 7 : Mr. Karate, Hugo, Shiki, Dhalsim, Terry
Pattern 8 : Choi, Mai, Vega, Genjyuro, Akuma
Pattern 9 : Kasumi, Chun-Li, Shiki, Tessa, Mai
Pattern 10 : Earthquake, Vega, Akuma, Ken, Ryu
Pattern 11 : Dhalsim, Hugo, Kyo, Balrog, Iori
Pattern 12 : Iori, Guile, Bison, Kim, Ken
Pattern 13 : Ryu, Balrog, Kim, Sagat, Ryo
Pattern 14 : Terry, Choi, Earthquake, Genjyuro, Guile
Pattern 15 : Kyo, Ken, Ryo, Ryu, Terry
Pattern 16 : Balrog, Vega, Sagat, Bison, Akuma

So let's say the CPU randomly chooses Pattern 16 (which interesting enough follows the boss pattern of Street Fighter II plus Akuma), you would fight Balrog, Vega, and Sagat in stages 1 through 3, fight the mid-boss in stage 4, fight Bison and Akuma in stages 5 through 6, and then fight Orochi Iori and Serious Mr. Karate in stages 7 through 8 (since the stage 6 opponent was a Capcom character).

- SERIES -

1. SNK Vs. Capcom - The Match of the Millennium (1999, Neo Geo Pocket Color)
2. Capcom Vs. SNK - Millennium Fight 2000 (2000)
3. Capcom Vs. SNK - Millennium Fight 2000 Pro (2001)
4. Capcom Vs. SNK 2 - Millionaire Fighting 2001 (2001)
5. SVC Chaos - SNK Vs. Capcom [Model NGM-269] (2003)

- STAFF -

Executive producer : Eikichi Kawasaki
Producer : Toshi Kita MA2
Programmers : Leather, Narutaki, Cyber Kondo, M. Yusuke, Bok Mannami, Teruki's Dad
Main Visual : Cube
Demo designers : Ogura, Asuka, Norisato
Planners : Sayuri San, M. Ruyun, Big Front, T. Mieno, Tarukko, Amachan, Godzio, Bea
Music & Sound designers : Tate Norio, Masahiko Hataya, Yasumasa Yamada
Bug Checkers : Hanamichi, Iwao Futatsu, Yuta Lix Sawad (as lix), Minaru, K. Asakura, Gau, Masaru, K.K
Illustrator : Tatsuhiko Kanaoka (Falcoon)
Special assist : K-Natsui (Nuts), Akito K.
Voice announcements : Nobuyuki Hiyama

* Front Designers :
Mai, Ryu, Chun-li, Akuma: C.A.C. Yamasaki 
Balrog, Vega : Nagasima
Ryo, Mr. Karate, Guile, M. Bison : Kamada
Kim, Choi, Dhalsim, Hugo : Taku & Takukko
Earthquake, Akuma, Sagat : Type_R. Satoshi 
Terry, Kasumi, Tessa : Mae 
Kyo, Iori, Shiki : Sakaori 
Chun-li : Atsuko
Genjyuro : Ryoko Tanaka
Genjyuro : Masurao_H. Macoto
Mr. Karate, M. Bison : Tamaguchi Ritsu (as Yamaguchiritsu)

* Back Designers :
Sanctuary, SF, Middle Boss, Boss : K
Factory, Railway : Y. Hirakawa
Chapel, Forest : Pusuke

* Voice Actors : 
Kyo : Masahiro Nonaka
Ryu : Toshiyuki Morikawa
Iori, Orochi Iori : Kunihiko Yasui
Ken, Violent Ken, Choi : Monster Maetsuka
Ryo, Earthquake : Masaki Usui
Chun-Li : Jitukawa Mari
Terry, Kim : Satoshi Hashimoto
Guile : Nishikawa Takenosuke
Mai : Akoya Sogi
Dhalsim : Eiji Yano
Kasumi : Masae Yumi
Mr. Karate : Eiji Tsuda
Balrog : Sounosuke Nagashiro
Vega, Red Arremer : Narikinya Kiyotomi
Genjyuro, Geese Howard : Kong Kuwata
Sagat : Kouji Suizu
Goenitz : Minami Yoshinori
Akuma, Shin Akuma : Tomomichi Nishimura
Athena : Ito Nozoe
Hugo : Takagi Wataru
Tessa : Sakura Kie
Zero : Kazama Yuto
Dan : Hosoi Osamu

- PORTS -

* Consoles :
SNK Neo-Geo [JP] (Nov. 14, 2003; "SVC Chaos - SNK Vs. Capcom [Model NGH-269]")
Sony PlayStation 2 [JP] (Dec. 18, 2003; "SVC Chaos - SNK Vs. Capcom [Model SLPS-25316]")
Microsoft XBOX [JP] (Oct. 07, 2004; "SVC Chaos - SNK Vs. Capcom [Model DI1-00001]")
Sony PlayStation 2 [JP] Mar. 15, 2005; "SVC Chaos - SNK Vs. Capcom [SNK Best Collection] [Model SLPS-25484]")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2480&o=2

$end


$info=svi328,svi328n,
$bio

SVI-328 (c) 1983 Spectravideo, Inc.

an 8-bit home computer introduced by Spectravideo in 1983.

- TRIVIA -

Released in June 1983.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103584&o=2

$end


$bbca_cass,bbcb_cass=swag,
$bio

Swag (c) 1984 Micro Power

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52497&o=2

$end


$saturn,sat_cart=swagman,swagmand,
$bio

SwagMan (c) 1995 Eidos

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60428&o=2

$end


$bbca_cass,bbcb_cass=swampmon,
$bio

Swamp Monsters (c) 1982 MP Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52498&o=2

$end


$megadriv=swamp,
$bio

Swamp Thing (c) 1991 NuVision

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57436&o=2

$end


$nes=swamp,swampu,
$bio

Swamp Thing (c) 1992 THQ

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55632&o=2

$end


$gameboy=swamp,
$bio

Swamp Thing [Model DMG-WG-USA] (c) 1992 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67069&o=2

$end


$pc98=swap,
$bio

Swap (c) 1993 ECSECO Development

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90764&o=2

$end


$info=m4swpnot,m4swpnota,
$bio

Swap a Note (c) 199? Barcrest.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=14908&o=2

$end


$amigaocs_flop=swap,
$bio

Swap [NRJ Vol. 4] (c) 1991 Microïds

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75179&o=2

$end


$info=swarm,
$bio

Swarm (c) 1979 Subelectro.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : Tone generator and discrete circuits

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette colors : 98

Players : 2
Control : 2-way joystick
Buttons : 1

- TRIVIA -

Considered as a hack of "Galaxian", this game seems more like a hack of "Moon Alien Part 2" by Nichibutsu, but with the graphics changed to look more like "Galaxian". This explains why the shots move with the ship and why the fuel gauge is there. On Moon Alien the shots move left/right but there is no fuel gauge. Galaxian also didn't use a 'title screen' formed with graphics, it went straight through to 'We are the Galaxians'.

- SCORING -

Blue Galaxian : 30 points in formation, 60 points in flight 
Purple Galaxian : 40 points in formation, 80 points in flight 
Red Galaxian : 50 points in formation, 100 points in flight 
Flagship : 60 points in formation, 150 points in flight 
Flagship : 200 points in flight with one escort 
Flagship : 300 points in flight with two escorts, Flagship killed before both escorts 
Flagship : 800 points in flight with two escorts, Flagship killed after both escorts

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2801&o=2

$end


$pc8801_flop=swashbuc,
$bio

SwashBuckler (c) 1985 Comptiq [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=92999&o=2

$end


$info=swat,
$bio

SWAT (c) 1984 Sega.

An abstract one or two player shoot-em-up in which the aim is to stop swarms of aliens from building a sectional tunnel from the bottom of the screen to the top.

At the top of each level are blue tunnel sections, while at the bottom are purple ones. Aliens start at the bottom of the screen in the purple sections. As they move through a tunnel, they can build new sections in any direction.

Players can either destroy blue tunnel sections, or 'shove' them to re-align them and prevent the aliens from completing their mission. Purple sections cannot be destroyed but they CAN be shoved. A 'smart bomb' can be deployed which will destroy all nearby enemies, as well as the players, on-screen counter-parts should they be within the blast radius when the bomb explodes. Additional bombs can be earned by destroying blue sections of tunnel.

If the aliens succeed in connecting up a tunnel, additional enemies appear and the challenge increasing substantially. Each round ends when a preset number of 'Blocker' aliens have been destroyed.

There are four types of enemies :

* BLOCKERS - These foes build the tunnels and they can exit the tunnel system or be forced out. If they exit the tunnels, they produce 'Expelers' (see below) and quickly make their way to the bottom of the screen to re-enter the tunnels. This is the only time that they are vulnerable.

* EXPELERS - These enemies, produced by the Blockers, chase the players around the screen and attempt to corner them. They travel at different speeds, generally moving faster as they get closer to SWAT agents.

* ANNGRERS - These cubed-shaped foes are invulnerable to the SWAT agent's fire. Shooting this type of enemy will cause it to chase the players very quickly. They can be destroyed by using bombs, but a new Anngrer will be created in its place at the bottom of the screen. These enemies can travel in and out of the tunnel system wherever they choose.

* SWEEPERS - Along with additional enemy fire, these foes appear in pairs on the left and right sides of the tunnel along if the bottom and top portions of the screen are connected by one continuous tunnel. They will line up with each other on either side of the players' SWAT agents and fire at them. Sweepers require multiple shots to be destroyed.

- TECHNICAL -

Game ID : 834-5388

Runs on the Sega "System 1" hardware.

Players: 2
Control: 4-way joystick
Buttons: 2

- TRIVIA -

Released in February 1984 in Japan. Developed by Coreland.

- STAFF -

Security by : Syuichi Katagi

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2802&o=2

$end


$nes=swat,
$bio

SWAT - Special Weapons and Tactics (c) 1987 Toei Animation.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54572&o=2

$end


$snes=swatkats,
$bio

SWAT Kats - The Radical Squadron (c) 1995 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63512&o=2

$end


$info=swatpolc,
$bio

SWAT Police (c) 2001 ESD [Excellent Soft Design].

A gun shooting, horizontal scroll action game that uses joysticks and buttons rather than guns. One player can play on their own, or 2 players can team up and play simultaneously as the two SWAT police characters, Cruise and James.

- TRIVIA -

Released in March 2001 in Korea.

The game takes most of its backgrounds from other games, mostly Neo-geo games.
Some of the games Swat Police takes its backgrounds from are : "Contra 3", "Judge Dredd", "Mutation Nation", "Aggressors of Dark Combat", "Art of Fighting 2" and  "Burning Fight".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4472&o=2

$end


$a2600=sweat,
$bio

Sweat! The Decathlon Game (c) 1983 Starpath Corp.

- TRIVIA -

Unreleased prototype.

- STAFF -

Programmer: Scott Nelson

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51092&o=2

$end


$info=m3sweep,m3sweepa,
$bio

Sweep Stake Club (c) 198? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41211&o=2

$end


$msx1_cart=sweetacr,sweetacra,
$bio

Sweet Acorn (c) 1984 Taito Corp.

- TRIVIA -

Original price: 4800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77500&o=2

$end


$gbcolor=sweetang,
$bio

Sweet Ange [Model DMG-AUBJ-JPN] (c) 1999 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68850&o=2

$end


$x68k_flop=sweetang,
$bio

Sweet Angel (c) 1992 Active Software [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88122&o=2

$end


$pc98=sweetang,
$bio

Sweet Angel (c) 1992 Active Software [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90765&o=2

$end


$gba=sweetcp,
$bio

Sweet Cookie Pie [Model AGB-ABGJ-JPN] (c) 2001 Culture Brain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75938&o=2

$end


$pc98=sweetday,
$bio

Sweet Days (c) 1997 Pearl Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90766&o=2

$end


$x68k_flop=sweetemo,
$bio

Sweet Emotion (c) 1991 Discovery Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88123&o=2

$end


$pc98=sweetemo,
$bio

Sweet Emotion (c) 1991 Discovery Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90767&o=2

$end


$pc8801_flop=sweetemo,
$bio

Sweet Emotion! (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93000&o=2

$end


$info=sweetgal,
$bio

Sweet Gal (c) 1985 Nichibutsu.

- TRIVIA -

Sweet Gal was released in May 1985 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=29770&o=2

$end


$pc8801_flop=sweetgrl,
$bio

Sweet Girl (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93001&o=2

$end


$pc8801_flop=sweetgr2,
$bio

Sweet Girl 2 - Body Game (c) 1990 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93002&o=2

$end


$info=csweetht,
$bio

Sweet Heart (c) 1982 Data East.

- TECHNICAL -

Runs on the "DECO Cassette System" hardware

Model DT-119

- TRIVIA -

Sweet Heart was released in March 1982. It was known as the 19th video game made for this system (Cassette No. 19).

This game is also known as "Disco No 1 [Cassette No.19]".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=417&o=2

$end


$info=swtht2nz,swthrt2v,swheart2,
$bio

Sweet Hearts II (c) 1994 Aristocrat.

Let Your Sweet HEART Win You Free Spins! A 5-reel video slot machine with a love theme.

- TECHNICAL -

Aristocrat MKIV hardware (1994)
Aristocrat MKV hardware (1995)
Aristocrat MKV hardware (2000, Hyperlink)
Aristocrat MKVI hardware (2002, Lucky Devil)
Aristocrat MKVI hardware (2004)

MKIV hardware:
M6809 based.
304x216 screen resolution, 64 colours.

MKV hardware:
ARM based.
640x400 screen resolution, 256 colours.

MKVI hardware:
SH-4 based with PowerVR graphics.
640x480 screen resolution, 24-bit colours.

Artwork part numbers:
261705 - Belly Panel artwork, '(c) 1994 Aristocrat Leisure Industries PTY LTD' in a script font.
273937 - Belly Panel artwork, '(c) 1994 Aristocrat Technologies PTY LTD' in Helvetica at the bottom. Circa 2004.
275378 - Top Box Paytable (High-boy, MVP), '(c) 1994 Aristocrat Technologies PTY LTD' in Helvetica at the bottom. Circa 2004. Reel symbol graphics updated.
278952 - Top Box Paytable (Casino Top, MVP), '(c) 1994 Aristocrat Technologies PTY LTD' in Helvetica at the bottom. Circa 2004. Reel symbol graphics updated.

MKIV/MKV button layout:
Top row (90 credit version):
Collect
Bet 1 Credit
Bet 2 Credits
Bet 3 Credits
Bet 5 Credits
Bet 10 Credits

Bottom row:
Service
Play 1 Line / Red
Play 3 Lines
Play 5 Lines
Play 7 Lines
Play 9 Lines / Black
Gamble
Take Win

MKVI button layout, 14 button cabinet:
Top row (90/200 credit versions):
Collect
Bet 1 Credit / Heart
Bet 2 Credits / Diamond
Bet 3 Credits
Bet 5 Credits / Club
Bet 10 Credits / Spade

180 credit (20x9) version has bet buttons marked 1, 2, 5, 10 and 20.

Bottom row:
Information
Play 1 Line / Red
Play 3 Lines
Play 5 Lines
Play 7 Lines
Play 9 Lines / Black
Gamble
Spin

The 20 line version has line buttons marked 1, 5, 10, 15 and 20.

- TRIVIA -

Sweet Hearts II was released in September 1995.

On the artwork the title reads "Sweet Hearts II", but on the Lucky Devil version in the Electronic Game Information display, it says "Sweethearts II (Lucky Devil)". The 2000 MKV Hyperlink version was also called "Sweethearts II" on the artwork. The 2004 MKVI update reverts back to the original "Sweet Hearts II" in the game information display. Official title mess-ups?

Bet amounts differ between jurisdictions. For example, the 180 credit version has bet buttons marked 1, 2, 5, 10 and 20, whereas the 45 credit version's bet buttons are simply 1 through 5.

The MKV 180 credit Scorchin' Fortune version previously seen at Crown Casino until Dec 2007, had the suit (x4) gamble options.

MKIV and MKV versions were removed from Victorian gaming rooms, including Crown Casino due to new gaming machine laws. As of December 2007, no gaming machine is allowed to have an 'auto-spin' function, where the player can hold the button down, and machines must not accept $100 notes.

- UPDATES -

The MKIV version, all 'card' symbols had a white background. On the later games all symbols have a blue reel background.

On the MKIV version, the 'Heart' graphic had a black background with a circle around the heart. Later versions had a blue background with small hearts around it.

On the MKV version, the 'Cupid' graphic had 3 small hearts added to the background in a circular pattern. The MKVI versions were modified again with a single large heart in the background.

The MKVI versions introduced the half gamble option, and also 20 lines. A 9 line version is still available though. The 'Flame', 'Drink', 'Roses', 'Cupid' and 'Crown' graphics were updated to the same graphics originally found on "Diamonds & Hearts". The 'Heart' graphic has a different animation, it beats 4 times then stops. The MKV heart just beats in a slow moving pattern. The MKIV heart and diamond simply flash, as symbol animations weren't introduced until the MKV system.

- SCORING -

Diamond : 1 = 2, 2 = 25, 3 = 300, 4 = 2000, 5 = 5000
Flame : 1 = 1, 2 = 5, 3 = 120, 4 = 500, 5 = 2500
Drink : 1 = 1, 2 = 5, 3 = 120, 4 = 500, 5 = 2500
Roses : 2 = 5, 3 = 100, 4 = 250, 5 = 1000
Cupid : 2 = 5, 3 = 100, 4 = 250, 5 = 1000
Crown : 3 = 40, 4 = 75, 5 = 500
Ace : 3 = 40, 4 = 75, 5 = 500
King : 3 = 10, 4 = 50, 5 = 200
Queen : 3 = 10, 4 = 50, 5 = 200
Jack : 3 = 10, 4 = 40, 5 = 150
Ten: 3 = 10, 4 = 40, 5 = 150
Nine : 2 = 2, 3 = 5, 4 = 20, 5 = 100
Eight : 3 = 5, 4 = 20, 5 = 100
Seven : 3 = 5, 4 = 20, 5 = 100
Heart : 2 = 2, 3 = 5, 4 = 20, 5 = 50

- TIPS AND TRICKS -

* All pays are left to right including scatters.

* Diamond substitutes for all symbols except scattered Heart.

* Feature : Any left to right scatter win triggers 3 free spins.
Initial scatter win is held during feature.
During feature scatters pay any.
Any additional Hearts spun up are held and 3 spins recommence.
When a 5-of-a-kind Heart win occurs the 5x Heart win is replayed 3 times.

* It is not possible to get a line win during the Heart spins due to the location of the symbols.

- SERIES -

1. Sweet Hearts II (1994)
2. Desert Bloom (1996)
3. Coral Riches II (1999)
4. Diamonds & Hearts (2000)
5. Sweethearts II [Lucky Devil] (2002)
6. Diamonds & Hearts [Power Pay] (2007)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4953&o=2

$end


$nes=sweethom,sweethomp,
$bio

Sweet Home (c) 1989 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54684&o=2

$end


$info=sweetl,sweetla,sweetlb,sweetl_2,
$bio

Sweet Life (c) 2004 Igrosoft.

- TRIVIA -

Released in December 2004.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=12051&o=2

$end


$info=sweetl2,sweetl2_2,sweetl2_2a,sweetl2_2b,sweetl2_2c,sweetl2_2d,sweetl2_3,sweetl2_4,
$bio

Sweet Life 2 (c) 2007 Igrosoft.

- TRIVIA -

Sweet Life 2 was released in December 2007 in UK.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=37105&o=2

$end


$pc8801_flop=sweetv2,
$bio

Sweet v2 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93003&o=2

$end


$cpc_cass=sweevo,
$bio

Sweevo's World (c) 1986 Gargoyle Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99485&o=2

$end


$adam_flop=swiftdsk,
$bio

Swift Disk (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82673&o=2

$end


$pc98=swim,
$bio

Swim (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90768&o=2

$end


$info=swimmer,swimmera,swimmerb,
$bio

Swimmer (c) 1982 Tehkan.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound CPU : Zilog Z80 (@ 2 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 2 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 1

- TRIVIA -

Released in July 1982 in Japan.

One of the first game created by the dynamic duo Nishizawa/Ishizuka, who later became the core of Westone (aka the developers of the "Wonder Boy/Monster World" saga).

The main enemies in the first three racks -- Turtles, Crabs and Waterbugs -- would show up in Mario Brothers in the next year.

- SCORING -

Strawberries : 100, 200, 300, or 400 points.
Bananas : 200, 400, 600, or 800 points.
Grapes : 300 600, 900, 1200, or points
Grapefruit(?) : 400, 800, 1200, or 1600 points.
Other Fruits : 50, 100, 150, or 200 points.
Enemies (after getting target) : 200 points.
Bonus, first three racks : 1000 points if all strawberries are picked up.
Bonus, fourth rack : 0-10,000 points, depending on whether you've picked up four of each of the fruits.

- TIPS AND TRICKS -

Try to eat as many fruits in a row as you can. Once you miss a fruit, you will start scoring again at the lowest point level.

- STAFF -

Programmed by : Michishito Ishizuka
Sound by : Michishito Ishizuka, R. Kawamoto
Hardware by : Y. Kotoyori, M. Yoneda
Debug by : Michitaka Tsuruta (Quoted as M.Tsujii)
Music by : Ryuichi Nishizawa

- PORTS -

* Consoles :
Microsoft XBOX (2005, "Tecmo Classic Arcade")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2803&o=2

$end


$gbcolor=swing,
$bio

Swing [Model CGB-BSWD-NOE] (c) 2000 Software 2000

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68851&o=2

$end


$msx1_cart=swing,swinga,
$bio

Swing [Model R48X5076] (c) 1985 Pony Canyon, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77501&o=2

$end


$info=swingin,
$bio

Swingin' in the Green (c) 1999 WMS Gaming, Incorporated.

- TRIVIA -

Released in May 2000.

- PORTS -

* Computers :
Microsoft Windows (2009, "Slots WMS Double Pack")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=23350&o=2

$end


$info=ssingles,
$bio

Swinging Singles (c) 1983 Ent. Ent., Limited.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.5 Mhz)

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 64

Players : 1
Buttons : 4

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3280&o=2

$end


$info=swisspkr,
$bio

Swiss Poker (c) 1990 Golden Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=36089&o=2

$end


$info=j2swbank,
$bio

Switch Back (c) 198? JPM International.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41020&o=2

$end


$info=sc4swbak,sc4swbaka,sc4swbakb,sc4swbakc,
$bio

Switch Back (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR2235]

[Scorpion 4]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42818&o=2

$end


$info=sc5swbak,sc5swbaka,
$bio

Switch Back (c) 200? Mazooma Games.

- TECHNICAL -

[Scorpion 5]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43135&o=2

$end


$megacd,megacdj=switch,
$bio

Switch [Model G-6009] (c) 1993 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60567&o=2

$end


$amigaocs_flop=switchbl,
$bio

Switchblade (c) 1989 Gremlin Graphics Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75180&o=2

$end


$cpc_cass=switchbl,
$bio

Switchblade (c) 1991 Gremlin Graphics Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99488&o=2

$end


$amigaocs_flop=switchb2,
$bio

Switchblade II (c) 1991 Gremlin Graphics Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75181&o=2

$end


$lynx=switchb2,
$bio

Switchblade II (c) 1992 Atari Corp.

Two hundred years ago, the young warrior Hiro defeated the evil Havok. As reward, Hiro was granted a long, youthful life. There was a reason for this generous gift. Havok survived the battle and vowed one day to return. Now he's back, stronger then ever, and Hiro must come out of retirement and beat him once again.

- TECHNICAL -

Model PA2094

- TIPS AND TRICKS -

* Conserve your ammo. Your switchblade is powerful and works well on many enemies. Save your valuable ammo for those enemies that are best fought from afar. 

* To beat some enemies, you might want to hide under a beam until you can jump up with a clear shot. This works best if the enemy has turned away from your location. 

* Learn the levels. If you can anticipate where your enemies are, you can act in time to minimize Hiro's damage. 

* Be careful when jumping. Jump too far and Hiro will get hurt. 

* Some walls can be blasted. 

* Cheat Mode: At the title screen, quickly rotate the directional pad in a clockwise motion, starting with the Up position. If you go around several times, you will see a white flash in the background. After the first flash, press Up multiple times to enable cheat features (each time you press it, the screen will flash): the first time you see the flash, you will enable Level Skip; the second time, you will enable Infinite Energy; the third time, you will enable Infinite Ammo; finally, the fourth time you will enable Infinite Credits in the Weapon Shops. To actually skip levels during the game, just press PAUSE and then B to go to the next stage.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58864&o=2

$end


$amigaocs_flop=swiv,
$bio

SWIV (c) 1991 Storm

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74929&o=2

$end


$msx1_cass=swiv,swiva,
$bio

SWIV (c) 1991 Dro Soft [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94951&o=2

$end


$cpc_cass=swiv,
$bio

SWIV (c) 1991 Kixx

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98992&o=2

$end


$gbcolor=swiv,
$bio

SWIV [Model CGB-BSVP-EUR] (c) 2001 SCI, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68708&o=2

$end


$bbca_cass,bbcb_cass=swoop,
$bio

Swoop (c) 1982 Micro Power

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52499&o=2

$end


$info=j5swop,
$bio

Swop A Fruit Club (c) 199? JPM International.

- TECHNICAL -

System 5

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41054&o=2

$end


$info=pr_swop,
$bio

Swop It (c) 199? Ace Coin Equipment, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42414&o=2

$end


$info=sp_swop,
$bio

Swop Shop (c) 199? Ace Coin Equipment, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42262&o=2

$end


$info=j6swpdrp,
$bio

Swop Till Ya Drop (c) 199? JPM International.

- TECHNICAL -

Impact

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41148&o=2

$end


$saturn,sat_cart=swordsora,swordsor,
$bio

Sword & Sorcery (c) 1996 Micro Cabin Co.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59753&o=2

$end


$saturn,sat_cart=swordsorsa,
$bio

Sword & Sorcery [Satakore] (c) 1997 Micro Cabin Co.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59754&o=2

$end


$coleco=sword,
$bio

Sword and Sorcerer (c) 1983 Coleco Industries, Incorporated. [Amsterdam, NY, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53372&o=2

$end


$pc98=sworddnc,
$bio

Sword Dancer (c) 1992 TGL [Technical Group Laboratory] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90769&o=2

$end


$pc98=sworddn2,sworddn2a,
$bio

Sword Dancer 2 - Goddess of the Evil Blade (c) 1994 TGL.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90770&o=2

$end


$pc98=sworddnz,
$bio

Sword Dancer Zoukangou (c) 1992 TGL [Technical Group Laboratory].

- TRIVIA -

Released on November 06, 1992 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48516&o=2

$end


$pc98=swordz93,
$bio

Sword Dancer Zoukangou '93 (c) 1993 TGL [Technical Group Laboratory].

- TRIVIA -

Released on April 23, 1993 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48517&o=2

$end


$snes=swordman,
$bio

Sword Maniac [Model SHVC-S5] (c) 1994 Toshiba EMI.

- TRIVIA -

The game was presented at the Famicom Spaceworld' 93 in August 1993 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62448&o=2

$end


$nes=swordmstj,
$bio

Sword Master (c) 1990 Athena Co. Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54685&o=2

$end


$x68k_flop=swordmst,
$bio

Sword Master (c) 1990 TYTTK

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88664&o=2

$end


$nes=swordmst,swordmstu,
$bio

Sword Master (c) 1992 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55633&o=2

$end


$pcecd=swordmst,
$bio

Sword Master (c) 1993 Right Stuff

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58416&o=2

$end


$x68k_flop=swordms2,
$bio

Sword Master 2 Shinigami no Tamashii (c) 19?? Earth & Moon Kai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88665&o=2

$end


$amigaocs_flop=swordhon,
$bio

Sword of Honour (c) 1992 Prestige

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75183&o=2

$end


$gba=swmanau,
$bio

Sword of Mana [Model AGB-AVSE-USA] (c) 2004 Nintendo Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75940&o=2

$end


$gba=swmana,swmanaa,swmanab,
$bio

Sword of Mana [Model AGB-AVSP] (c) 2004 Nintendo Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75939&o=2

$end


$a2600=saros,sarose,
$bio

Sword of Saros (c) 1983 Starpath Corp.

- TECHNICAL -

Model AR4201

- STAFF -

Programmer: Jon Leupp

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51093&o=2

$end


$amigaocs_flop=swordsod,
$bio

Sword of Sodan (c) 1988 Discovery Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75184&o=2

$end


$megadriv=swordsodj,
$bio

Sword of Sodan (c) 1990 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56932&o=2

$end


$cpc_cass=swordsam,
$bio

Sword of the Samurai (c) 1992 Zeppelin Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99490&o=2

$end


$megadriv=vermilu,
$bio

Sword of Vermilion (c) 1990 Sega of America, Inc.

North American release.

- TRIVIA -

This game is known in Japan as "Vermilion [Model G-5502]"

- PORTS -

* Consoles : 
Sony PlayStation 2 [US] (November 7, 2006) "Sega Genesis Collection [Model SLUS-21542]" 
Nintendo Wii [Virtual Console] [US] (March 5, 2007) [Model MAME] 

* Handhelds : 
Sony PSP [US] (November 16, 2006) "Sega Genesis Collection [Model ULUS-10192]" 

* Computers : 
PC [Steam] [US] (October 26, 2010) "Sword of Vermilion [Model 71114]" : both stand-alone and as part of "SEGA Genesis Classics Pack 3" 
PC [MS Windows, DVD-ROM] [US] (March 15, 2011) "Sega Genesis Classic Collection - Gold Edition" 
PC [Steam] [US] (March 25, 2011) "SEGA Genesis Classics Collection"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93941&o=2

$end


$megadriv=vermil,
$bio

Sword of Vermilion (c) 1990 Sega Enterprises, Limited.

European release.

- TRIVIA -

This game is known in Japan as "Vermilion [Model G-5502]"

- PORTS -

* Consoles : 
Sony PlayStation 2 [EU] (February 2, 2007) "Sega Mega Drive Collection [Model SLES-54333]" 
Sony PlayStation 2 [AU] (February 8, 2007) "Sega Mega Drive Collection" 
Nintendo Wii [Virtual Console] [EU] (March 1, 2007) [Model MAMP] 

* Handhelds : 
Sony PSP [EU] (February 2, 2007) "Sega Mega Drive Collection [Model ULES-00556]" 
Sony PSP [AU] (February 8, 2007) "Sega Mega Drive Collection [Model ULES-00556]" 

* Computers : 
PC [Steam] [EU] (October 26, 2010) both stand-alone and as part of "SEGA Mega Drive Classics Pack 3" 
PC [MS Windows, CD-ROM] [EU] (November 26, 2010) "Sega Mega Drive Classics Collection Vol. 3" 
PC [MS Windows, DVD-ROM] [EU] (March 18, 2011) "Sega Mega Drive Classic Collection - Gold Edition" 
PC [Steam] [EU] (March 25, 2011) "SEGA Mega Drive Classics Collection"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93942&o=2

$end


$cpc_cass=swrdslay,
$bio

Sword Slayer (c) 1988 Players Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99489&o=2

$end


$pc8801_flop=swrdstrk,
$bio

Sword Striker (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93004&o=2

$end


$snes=swordwl2,
$bio

Sword World SFC 2 - Inishie no Kyojin Densetsu [Model SHVC-7M] (c) 1994 T&E Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62450&o=2

$end


$snes=swordwld,
$bio

Sword World SFC [Model SHVC-AW] (c) 1993 T&E Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62449&o=2

$end


$x1_flop=swordos,swordosa,
$bio

Sword-OS for X1 (c) 198? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86134&o=2

$end


$a2600=swordfgt,
$bio

Swordfight (c) 1983 M Network

- STAFF -

Programmer: Steve Tatsumi
Sound: Patricia Lewis Du Long

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51097&o=2

$end


$a2600=sqearthe,
$bio

SwordQuest - EarthWorld (c) 1982 Atari, Incorporated.

PAL release. Game developed in USA. For more information, please see the NTSC release's entry; "SwordQuest - EarthWorld [Model CX2656]".

- TECHNICAL -

Model CX2656P

- PORTS -

* Consoles : 
Microsoft XBOX [EU] (November 26, 2004) "Atari Anthology" 
Sony PlayStation 2 [EU] (February 18, 2005) "Atari Anthology [Model SLES-53061]" 

* Handhelds : 
Nintendo DS [EU] (February 24, 2011) "Atari Greatest Hits Vol.1 [Model NTR-BR6P-EUR]"

* Computers : 
PC [MS Windows, CD-ROM] [EU] (June 10, 2005) "Atari - 80 Classic Games in One! [Replay]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83024&o=2

$end


$a2600=sqearth,
$bio

SwordQuest - EarthWorld (c) 1982 Atari, Incorporated.

As an explorer and clue seeker in the subterranean landscape represented in this game cartridge, your objective is to find the hidden clues and solve the puzzle.

In EarthWorld are 12 special rooms, each bearing a sign of the zodiac on its wall. Travers the 12 rooms and select magic objects. You can take 6 objects at a time. Then, as you leave the right obejcts in the appropriate rooms, you'll receive clues that will help you solve the puzzle.

- TECHNICAL -

Model CX2656

- TRIVIA -

Export releases:
[PAL] "SwordQuest - EarthWorld [Model CX2656P]"

- TIPS AND TRICKS -

* Play the game with paper and pen. Write down every clue and keep a log of every movement and its result for your future reference.

* Remember that carrying certain objects along helps with game play.

* If you become frustrated trying to do a skill and action sequence, push the red button on your controller and go to another room.

* Some skill and action sequences may become easier if you wait a while in the room itself before trying to do the task.

* Just because you use an object to obtain one clue doesn't mean that same object won't help you in future clues or tasks.

- PORTS -

* Consoles : 
Microsoft XBOX [US] (November 16, 2004) "Atari Anthology [Model 26084]"
Sony PlayStation 2 [US] (November 22, 2004) "Atari Anthology [Model SLUS-21076]"
Microsoft XBOX [JP] (August 4, 2005) "Atari Anthology [Model B7X-00001]"

* Handhelds : 
Nintendo DS [US] (November 2, 2010) "Atari Greatest Hits Vol.1 [Model NTR-BR6E-USA]"

* Computers : 
PC [MS Windows, CD-ROM] [US] (November 11, 2003) "Atari - 80 Classic Games in One! [Model 25069J]"

* Others : 
Atari Flashback 3 [US] (September 16, 2011) by AtGames
Atari Flashback 4 [US] (November 13, 2012) by AtGames
Atari Flashback 5 [US] (October 1, 2014) by AtGames

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51094&o=2

$end


$a2600=sqfiree,
$bio

SwordQuest - FireWorld (c) 1982 Atari, Incorporated.

PAL release. Game developed in USA. For more information, please see the NTSC release's entry; "SwordQuest - FireWorld [Model CX2657]".

- TECHNICAL -

Model CX2657P

- PORTS -

* Consoles :
Microsoft XBOX [EU] (November 26, 2004) "Atari Anthology"
Sony PlayStation 2 [EU] (February 18, 2005) "Atari Anthology [Model SLES-53061]"

* Handhelds : 
Nintendo DS [EU] (February 24, 2011) "Atari Greatest Hits Vol.1 [Model NTR-BR6P-EUR]"

* Computers :
PC [MS Windows, CD-ROM] [EU] (June 10, 2005) "Atari - 80 Classic Games in One! [Replay]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83025&o=2

$end


$a2600=sqfire,
$bio

SwordQuest - FireWorld (c) 1982 Atari, Incorporated.

As a warrior, you'll need courage and skill, but you'll also need to be a detective and an explorer to find the hidden clues and solve the FireWorld puzzle.

Remember, this game is a puzzle. These instructions will not tell you how to solve the puzzle, but together with the comic book, will help you find the necessary clues to solve the puzzle. You will have to use trial and error methods to obtain the information needed to solve the FireWorld puzzle.

In Fireworld, you will encounter ten different rooms. There are 16 objects randomly located throughout these rooms, but you can only take six objects at a time. As you leave the right objects(s) in the correct room(s), you will reveal clues that will help you solve the puzzle. These are some of the magical objects which help Torr and Tarra in their quest for the Sword of Ultimate Sorcery.

The most important object you will seek is the chalice. Without it, you will be barred from entering a secret room. This secret room is at the center of the tree of life. The magical chalice contains water to cool and protect Torr and Tarra from the intense heat of FireWorld. When you find it, magic doors will open for you.

If you leave the right object(s) in the appropriate room(s), you will receive a clue display. In the center of the display is your clue, for it is your key to solving the puzzle.

- TECHNICAL -

Model CX2657

- TRIVIA -

Export released:
[PAL] "SwordQuest - FireWorld [Model CX2657P]"

- STAFF -

Programmer: Tod Frye

- PORTS -

* Consoles : 
Microsoft XBOX [US] (November 16, 2004) "Atari Anthology [Model 26084]" 
Sony PlayStation 2 [US] (November 22, 2004) "Atari Anthology [Model SLUS-21076]" 
Microsoft XBOX [JP] (August 4, 2005) "Atari Anthology [Model B7X-00001]" 

* Handhelds : 
Nintendo DS [US] (November 2, 2010) "Atari Greatest Hits Vol.1 [Model NTR-BR6E-USA]" 

* Computers : 
PC [MS Windows, CD-ROM] [US] (November 11, 2003) "Atari - 80 Classic Games in One! [Model 25069J]" 

* Others : 
Atari Flashback 3 [US] (September 16, 2011) by AtGames
Atari Flashback 4 [US] (November 13, 2012) by AtGames
Atari Flashback 5 [US] (October 1, 2014) by AtGames

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51095&o=2

$end


$a2600=sqwater,
$bio

SwordQuest - WaterWorld (c) 1983 Atari, Incorporated.

WATERWORLD is primarily a puzzle.  There are seven rooms.  Scattered throughout these rooms are 16 magical objects which are related to each other and to the seven rooms.  Isolating the rooms from each other are three skill-and-action tests which you'll need to master in order to successfully enter a room and manipulate all the objects in that room.

Your task, SWORDQUEST CHALLENGE, is to travel successfully from room to room; discover the relationships of the objects to each other and to the rooms; and then place a correct combination of objects in the appropriate room to get a numerical clue.

Each room needs a unique set of seven objects to trigger a clue.  If you correctly place at least four of the seven objects designated for a specific room, a numerical clue will momentarily be revealed to you at the bottom of the screen.  Use this numerical clue to search for a word clue in the accompanying comic book.

You can carry a total of six objects in your carrying pouch.  You gain gain information about the objects and their interrelationships by transferring the objects back and forth from the room to the carrying pouch in each of the seven rooms.  Interrelationships between the objects and the rooms will be displayed as 'hints' at the bottom of the screen.  Writing down these interrelationships and interpreting the resulting information is an essential prerequisite to successful game play in a puzzle like WATERWORLD.

- TECHNICAL -

Model CX2671

- TRIVIA -

The third and most rare of the three released Swordquest games. It was originally only available via mail order from the Atari Club, but was later sold in stores in limited quantities. The fourth and final Swordquest game, Airworld, was never finished.

- TIPS AND TRICKS -

* In order to receive a numerical clue, all the objects you leave in a room must be part of a set that is designated for that particular room. If you include any object which does not belong, you cannot trigger a numerical clue.

* For each skill-and-action test, there is a different magical object which will allow you to pass directly into the next room without having to undergo that specific test. There is also one overarching object which will allow you to travel successfully from room to room without having to undergo any of the skill-and-action tests.

* WATERWORLD demands logical thinking along with trial and error methods. You will need to try several types of combinations befog you discover a set which will work.

* All of the hints are true. Some hints may not appear to be perfectly clear; they are capable of being interpreted in more than one way. Don't get lost. Make notes. Keep a journal.

- PORTS -

* Consoles : 
Microsoft XBOX [US] (November 16, 2004) "Atari Anthology [Model 26084]" 
Sony PlayStation 2 [US] (November 22, 2004) "Atari Anthology [Model SLUS-21076]" 
Sony PlayStation 2 [EU] (February 18, 1005) "Atari Anthology [Model SLES-53061]" 
Microsoft XBOX [EU] (November 26, 2004) "Atari Anthology" 
Microsoft XBOX [JP] (August 4, 2005) "Atari Anthology [Model B7X-00001]" 

* Handhelds : 
Nintendo DS [US] (November 2, 2010) "Atari Greatest Hits Vol.1 [Model NTR-BR6E-USA]" 
Nintendo DS [EU] (February 24, 2011) "Atari Greatest Hits Vol.1 [Model NTR-BR6P-EUR]" 

* Computers : 
PC [MS Window, CD-ROM] [US] (November 11, 2003) "Atari - 80 Classic Games in One! [Model 25069J]"
PC [MS Window, CD-ROM] [EU] (June 10, 2005) "Atari - 80 Classic Games in One! [Replay]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51096&o=2

$end


$intv=swordsas,
$bio

Swords & Serpents (c) 1982 Imagic

You are the White Knight, exploring a maze-like dungeon...discovering silver, diamonds and gold! But will you live to enjoy them? Black Knights attack, swords rend armor... you stagger on alone. A friendly wizard joins you. Can you protect him until he learns the spells that may save you both? Coming soon!

- TECHNICAL -

Model 720009

- STAFF -

Design/Program: Brian P. Dougherty
Sound: Dave Durran

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60969&o=2

$end


$cpc_cass=swordsrc,
$bio

Swords & Sorcery (c) 1985 PSS

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99497&o=2

$end


$nes=swordsrp,swordsrpf,swordsrpu,
$bio

Swords and Serpents (c) 1990 Acclaim Entertainment, Incorporated.

- TRIVIA -

Reviews:
March 1992 - Joypad N.6 (Page 54-55) [FR]: 79/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55634&o=2

$end


$bbca_cass,bbcb_cass=swordsor,
$bio

Swords and Sorcery (c) 19?? Kansas

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52500&o=2

$end


$info=swrds_l2,
$bio

Swords of Fury (c) 1988 Williams Electronics Games, Incorporated.

- TECHNICAL -

Williams System 11B
Model Number : 559

Main CPU : M6808 (@ 1 MHz)
Sound CPU : Motorola M6809 (@ 2 MHz), OKI M6808 (@ 1 MHz)
Sound chips : Yamaha YM2151 (@ 3.579545 MHz), (2x) DAC, (2x) HC55516

- TRIVIA -

Approximately 2,705 units were sold.

- STAFF -

Design : Steve Kirk, Tony Kraemer (AMK)
Graphics & Concept : Doug Watson (DTW)
Programming : Dan Lee (DKL)
Sounds : Brian Schmidt (BLS)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5346&o=2

$end


$amigaocs_flop=swrdtwil,
$bio

Swords of Twilight (c) 1989 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75185&o=2

$end


$info=swtpc,
$bio

SWTPC 6800 Computer System (c) 1975 Southwest Technical Products Corp.

The SWTPC 6800 is an 8-bit general purpose mainframe with a total memory capacity of up to 48K bytes of RAM, ROM, EPROM or a combination of the three. The system is based upon the Motorola 6800 microprocessor and features an 8-bit bidirectional data bus and a 16-bit memory/peripheral address bus..

- TECHNICAL -

The system includes a chassis, power supply, mother board, processor board, memory board and interface board. The mother board has slots for processor and memory type boards and eight I/O boards. The processor board has sockets for up to 8K of ROM or EPROM. The interface board provides an RS-232 type serial interface.

- TRIVIA -

Released in November 1975. The 6800 system was available in kit, or in assembled form. The assembled systems were available with 4K, 8K, or 40K memory.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43191&o=2

$end


$x68k_flop=sxaoumio,sxaoumi,
$bio

SX Chinhai (c) 1993 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88574&o=2

$end


$x68k_flop=sxwin10,sxwin20,sxwin30,sxwin31,sxwin31a,
$bio

SX-Window (c) 1990 Sharp [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88049&o=2

$end


$x68k_flop=sxwkkit,
$bio

SX-Window Kaihatsu Kit You Tool Shuu (c) 19?? Sharp [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88048&o=2

$end


$cpc_cass=syclone2,
$bio

Syclone 2 [Model MUA-10] (c) 1985 Microbyte, S.A.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99498&o=2

$end


$pcecd=terrafor,
$bio

Syd Mead's Terra Forming (c) 1993 Syd Mead

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58518&o=2

$end


$megadriv=sydvalis,
$bio

Syd of Valis (c) 1992 Renovation

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57437&o=2

$end


$n64=sydney2k,sydney2ku,
$bio

Sydney 2000 (c) 2000 Eidos

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58007&o=2

$end


$pcecd=sylphia,
$bio

Sylphia (c) 1993 Tonkin House.

Sylphia is a vertical shooter published by Tonkin House. The game draws from Greek mythology and tells the story of Sylphia, a female warrior with a tragic destiny. Her tale starts as she lays fatally wounded in the temple of Athena - merciless monsters have taken over the city and she perished as she desperately tried to protect innocent villagers. The gods, touched by the sincerity of the young woman's devotion and love, decide to give Sylphia another chance... Now turned into a Sylphid with tremendous powers, the female warrior embarks on a long journey of revenge, ready to fight for her homeland. Sylphia starts equipped with a fairly basic fire weapon that can be upgraded in various ways - four different types based on the four basic elements are available throughout the game, from Fire (Red), Air (Green), Water (Blue) and Earth (Brown). Each weapon type is associated with an additional sub-weapon which range from Homing Fireballs (Red), Reverse Fire (Blue), Ring Blades (Green) and Rotating Rocks (Brown). Sylphia can also trigger a devastative special attack that deals great damage to on-screen enemies - this power is obviously available in limited quantities and may only be be used in desperate situations. Various other items are available for the taking, such as extra lives, Mirrors/Gems (slowly increase a health bar located at the bottom of the screen that gives the player an extra life when full) and Green Orbs (increase the active weapon's power level). Sylphia consists of eight stages and is single player only.

- TECHNICAL -

Game ID: THCD3001

- TRIVIA -

There has been much controversy over the origins of Sylphia - was the game developed by the prolific game maker Compile? Although their name is not specifically listed in the end credits, all signs indicate that the Japanese company developed the game. First of all, Sylphia used to be listed on the Compile homepage before it was taken down. Additionally, several artists from the staff listed at the end of the game worked on several other Compile games.

- TIPS AND TRICKS -

Level Select Screen: Go the option screen and press Up, Up, Down, Down, Left, Right, Left, Right, II and II. This will activate the Level Select Menu. Interestingly, the gorgeous map displayed in this hidden menu is not available in the original game, and it is anyone's guess as to why the developers didn't use it to show the player's progress...

- STAFF -

Producer: Ikuroh Urai
Supervisor: Yoshiie Matsumura 
Director: Junichi Nagatsuma
Co-Ordinator: Takao Araki
Programmer: Shinichi Nogami

CD/DA Song Writing Crew (1st): Keiji Takewchi, Satoshi Shimazaki, Katsumi Tanaka
CD/DA Song Writing Crew (2nd): Einosuke Nagao, Tsuyoshi Matsushima
CD/DA Song Arrange Crew are made of this (Rhythm int'l): Katsumi Tanaka (LMSRecordings)
CD/DA Recorded and Mastered at HitfactoryJapan (LMS Recordings)
CD/DA All Song Published by LMS Music inc
CD/DA Produced and Directed by: Kaysumi Tanaka (LMS Recordings)
CD/DA Sound Presented by LMS Recordings

Sound Effects: Akiyoshi Nagao
Voice Actors: Sonchoh Sawa, Crude Matsuoka
Graphic Designer: Neko Koneko, Tenji Satoh, Shunsuke Takashima, Kohji Teramoto, Hideo Hotta, Shouji Mizumoto, Riu
Logo Designer: Yokorin
Package Designer: Makoto Jindai
Game System Adviser: Takayuki Hirono

Special Thanks to: Emarin, Iwane, Kawai, Ma-Chu, Pochi, Wild20g, Kerol, Katsuji Suenaga, Nattoh

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58417&o=2

$end


$gamegear=sylvan,
$bio

Sylvan Tale [Model G-3426] (c) 1995 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64903&o=2

$end


$gba=sylvanko,
$bio

Sylvanian Families - Fashion Designer ni Naritai! Kurumi-risu no Onnanoko [Model AGB-BSFJ-JPN] (c) 2004 Epoch Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75941&o=2

$end


$gbcolor=sylvan,
$bio

Sylvanian Families - Otogi no Kuni no Pendant [Model DMG-ALVJ-JPN] (c) 1999 Epoch Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68852&o=2

$end


$gba=sylvanmo,
$bio

Sylvanian Families - Yousei no Stick to Fushigi no Ki - Marron-inu no Onnanoko [Model AGB-BS5J-JPN] (c) 2003 Epoch Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75942&o=2

$end


$gbcolor=sylvan2,
$bio

Sylvanian Families 2 - Irozuku Mori no Fantasy [Model CGB-BLVJ-JPN] (c) 2000 Epoch Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68853&o=2

$end


$gbcolor=sylvan3,
$bio

Sylvanian Families 3 - Hoshi Furu Yoru no Sunadokei [Model CGB-BL3J-JPN] (c) 2001 Epoch Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68854&o=2

$end


$gba=sylvan4,
$bio

Sylvanian Families 4 - Meguru Kisetsu no Tapestry [Model AGB-A4LJ-JPN] (c) 2002 Epoch Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75943&o=2

$end


$gbcolor=sylvmel,
$bio

Sylvanian Melodies - Mori no Nakama to Odori Mashi! [Model DMG-BMKJ-JPN] (c) 2000 Epoch Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68855&o=2

$end


$megadriv=sylvestr,
$bio

Sylvester & Tweety in Cagey Capers (c) 1994 Time Warner Interactive

- TRIVIA -

Reviews:
[FR] September 1994, Consoles + N.35: 75%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56933&o=2

$end


$gbcolor=sylvestr,
$bio

Sylvester and Tweety - Breakfast on the Run [Model DMG-AYRP-NOE] (c) 1998 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68856&o=2

$end


$megadriv=sylvestru,
$bio

Sylvester and Tweety in Cagey Capers (c) 1993 Time Warner Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57438&o=2

$end


$snes=sylvestr2,sylvestr1,sylvestr,
$bio

Sylvester and Tweety |American Prototype] (c) 1993 Visual Concepts

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63753&o=2

$end


$info=sym1,
$bio

SYM1 (c) 1978 Synertek Systems Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103292&o=2

$end


$info=avtsym14,avtsym25,
$bio

Symbols (c) 1985 Advanced Video Technology.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=36325&o=2

$end


$bbca_cass,bbcb_cass=symmetry,
$bio

Symmetry (c) 19?? Garland Computing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52501&o=2

$end


$bbca_cass,bbcb_cass=syncron,
$bio

Syncron (c) 1987 Superior Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52502&o=2

$end


$amigaocs_flop=syndicat,syndicatg,
$bio

Syndicate (c) 1993 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75186&o=2

$end


$segacd=syndicat,
$bio

Syndicate (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60820&o=2

$end


$amigaocs_flop=syndicata,
$bio

Syndicate [Chaos Pack] (c) 1993 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75187&o=2

$end


$jaguar=syndicat,
$bio

Syndicate (c) 1995 Ocean Software, Limited.

Three behemoth corporations: U.S.-based, European-based, and Far Eastern-based emerged as the most powerful entities in the world, controlling the highest level of government and trade. Then the European corporation created the CHIP, a mind altering stimulant that replaced all other drugs. Control of the CHIP meant control of the people. Soon the corporations were at war among themselves for control of this CHIP. Meanwhile, crime Syndicates bribed and murdered their way into these mega-corporations and soon exercised influence all over the globe.

As a young executive in a small Syndicate, your objective is to gain control of the world's territories. By battling rival Syndicates with CHIP-controlled Cyborg Agents, you'll embark on over 50 bloody missions, assassinating key figures and capturing rival Agents for your own use along the way. It won't be easy. You'll need to develop an overall strategy of attack for world domination-aimless killing and maiming will only get you so far.

Remember to keep a watchful eye out because you never know when the cross-hairs of a high-powered rifle will be pointed at you.

- TECHNICAL -

Model L8002

- TIPS AND TRICKS -

* Cheats (enter as a company name):
All missions, weapons, money: 'TO THE TOP'
For $100 million: 'ROB A BANK', then use your own company name
Play any Mission: 'NUK THEM'
Reload all weapons for free: save game then reload game.

* Easter Eggs:
Speed up game clock (20X): 'WATCH THE CLOCK'

- STAFF -

ORIGINAL GAME DESIGN BY BULLFROG PRODUCTIONS LTD.

JAGUAR PROGRAMMING: ALAN WRIGHT, MIKE DISKETT
PRODUCER: MARK WEBLEY
PC PROGRAMMING: SEAN COOPER
GRAPHICS: PAUL McLAUGHLIN, CHRIS HILL, FIN McGECHIE, EOIN ROGAN
LEVEL DESIGN: ALEX TROWERS, MARK LAMPORT, JAMES ROBERTSON, GLENN CORPES
SOUND AND MUSIC: RUSSELL SHAW

PRODUCER: JON OLDHAM
QUALITY ASSURANCE: OCEAN QA
DOCUMENTATION: OCEAN ART DEPARTMENT

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76451&o=2

$end


$snes=syndicatj,
$bio

シンジケート (c) 1995 Electronic Arts Victor.
(Syndicate)

Syndicate is a cyberpunk-themed isometric action/adventure game by Bulfrog. In a distant and sinister future, the world is controlled by large politically driven corporations called syndicates. The player takes control of a marketing director employed by such corporation to conduct various kind of dirty missions - assassinate members of a rival corporation, blow up strategic locations, persuade political figures or to simply eliminate competing agents. Interestingly, the gameplay gets the player to do all of this dirty business through four remote controlled cyborg agents (from a stock of eight), all programmed to strictly follow orders, thanks to chips directly embedded in their brains. The goal of the game is to extend the corporation's territory and to rule more provinces and cities in order to increase the corporation's fortune. Between missions, the corporation can spend its hard earned money in research and create new weapons and equipment, or modify and upgrade existing ones. The game features two main sections - in the first ones, called the "HeadQuarters", the player selects and edits his agents, sets taxes and researches new materials. The second phase, the "Mission", is where the meat of the game truly lies. On a top-down isometric playfield, agents can be controlled one at the time (or all at once), and elements of the scenery can be used to fulfill the missions. An arrow points at the current objective and this is where the cyborgs must head to. A password system allows the player to save his progress.

- TECHNICAL -

Game ID: SHVC-AFYJ-JPN

- TRIVIA -

Released on May 19, 1995 in Japan for 9800 Yen.

Syndicate was first released by Bullfrog in 1993 for PC Computers and Commodore's Amiga. It was later ported for home consoles.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62451&o=2

$end


$snes=syndicatu,syndicatup,
$bio

Syndicate [Model SNS-AFYE-USA] (c) 1995 Ocean Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63755&o=2

$end


$snes=syndicat,syndicatp,
$bio

Syndicate [Model SNSP-AFYP-NOE] (c) 1995 Ocean Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63754&o=2

$end


$megacd,megacdj=syndicat,
$bio

Syndicate [Model T-88065-50] (c) 1995 Domark Group, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60671&o=2

$end


$cpc_cass=syntax,
$bio

Syntax [Model XXX 8914] (c) 1988 Blue Ribbon Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99499&o=2

$end


$msx2_flop=synthsa2,
$bio

Synth Saurus (c) 1989 Bit2 [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102065&o=2

$end


$msx2_cart=synthsar,
$bio

Synthe Saurus v1.1 (c) 1988 Bit2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51381&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=synthsnd,
$bio

Synthesound (c) 1982 HES [Human Engineered Software]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86952&o=2

$end


$cpc_cass=synthvoc,
$bio

Synthetiseur Vocal (c) 1985 Techni Musique [France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99539&o=2

$end


$info=mosyougi,
$bio

将棋の達人 Master of Syougi (c) 1995 SNK.
(Syougi no Tatsujin - Master of Syougi)

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : 0203

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2610 (@ 8 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 4

- TRIVIA -

Syougi no Tatsujin was released in September 1995 in Japan.

The title of this game translates from Japanese as 'Master of Shougi'.

The 'Syougi' is a Japanese chess-style game.

- STAFF -

Developed by ADK.

- PORTS -

* Consoles :
SNK Neo-Geo CD (1995)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2804&o=2

$end


$odyssey2,g7400=syracuse,
$bio

Syracuse (c) 1981 TO TEK Editions.

- TECHNICAL -

Game ID: VXT A07

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95688&o=2

$end


$info=acrnsys1,
$bio

System 1 (c) 1979 Acorn Computer, Ltd.

An early 8-bit micro-computer for hobbyists based on the MOS 6502 CPU.

- TRIVIA -

Released in March 1979.

- STAFF -

Designed by: Sophie Wilson

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103269&o=2

$end


$info=a6809,
$bio

System 3 (c) 1980 Acorn Computer, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103371&o=2

$end


$mac_flop,mac_hdd=sys603,sys605,sys608,mac608,
$bio

System 6 (c) 1988 Apple Computer, Incorporated.

A graphical user interface-based operating system for Macintosh computers

- TRIVIA -

System 6 was released in April 1988. The boxed version of System 6 cost 49USD when introduced.

- UPDATES -

6.0:
- Initial Release.
- April 1988

6.0.1:
- Release for Macintosh IIx.
- September 19, 1988
- Finder updated to version 6.1.1.
- MultiFinder updated to version 6.0.1.

6.0.2:
- Maintenance Release.
- 1988

6.0.3:
- Release for Macintosh IIcx.
- March 7, 1989
- MultiFinder updated to version 6.0.3.

6.0.4:
- Release for Macintosh Portable and IIci.
- September 20, 1989
- Finder updated to version 6.1.4.
- MultiFinder updated to version 6.0.4.

6.0.5:
- Release for Macintosh IIfx.
- March 19, 1990
- Finder updated to version 6.1.5.
- MultiFinder updated to version 6.0.5.

6.0.6:
- Not officially released.
- 1990
- Finder updated to version 6.1.6.
- MultiFinder updated to version 6.0.6.

6.0.7:
- Official release for Macintosh LC, IIsi and Classic.
- October 15, 1990
- Finder updated to version 6.1.7.
- MultiFinder updated to version 6.0.7.

6.0.8:
- Updated printing software to match software of System 7.0.
- May 13, 1991
- Finder updated to version 6.1.8.
- MultiFinder updated to version 6.0.8.
-

6.0.8L:
- Used only on the Macintosh Classic, Classic II, LC, LC II, and PowerBook 100.
- March 23, 1992

- STAFF -

Designed by: Larry, John, Steve JOBS, Bruce

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67796&o=2

$end


$cpc_cass=system8,
$bio

System 8 [Model XXX 8915] (c) 1988 Blue Ribbon Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99500&o=2

$end


$pc98=sysrest,
$bio

System Restore Disk (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90771&o=2

$end


$cpc_cass=systemx,
$bio

System X (c) 1985 Pride Utilities

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99501&o=2

$end


$pc98=systdenk,
$bio

Systema Denshi Kakeibo (c) 1990 Bothtec, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90772&o=2

$end


$saturn,sat_cart=tantr,tantra,
$bio

Syukudai ga Tant-R (c) 1996 Sega Enterprises, Limited.

- TECHNICAL -

[Model GS-9042]
[Sega Ages]

- TRIVIA -

Syukudai ga Tant-R for Saturn was released on May 24, 1996 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48244&o=2

$end


$info=ssozumo,
$bio

Syusse Oozumou (c) 1984 Technos Japan Corp.

A sumo wrestling game.

- TECHNICAL -

Game ID : TA-0008

Main CPU : MOS Technology M6502 (@ 1.2 Mhz)
Sound CPU : MOS Technology M6502 (@ 975 Khz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.5 Mhz), DAC

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Syusse Oozumou was released in June 1984.

The title of this game translates from Japanese as 'Successful Career - Annual Wrestling Match'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2805&o=2

$end


$info=syvalion,syvalionp,
$bio

Syvalion (c) 1988 Taito Corp.

Control the mechanical dragon Syvalion and find your way through ever-changing magical dungeon.

- TECHNICAL -

Taito H System hardware
Prom Sticker : B51

Main CPU : Motorola 68000 (@ 12 Mhz), Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2610 (@ 8 Mhz)

Players : 2
Control : trackball
Buttons : 1

- TRIVIA -

Syvalion was released in October 1988 in Japan only.

Spin-off of the Darius Series! (at the middle of the Syvalion storyline, the Player helps the people of the planet 'Darius').

The Player character, Syvalion, makes an appearance in "Darius Brust (2009, PSP)".

The producer of this game is Hisayoshi Ogura, a Famous Member of Taito's Sound Team Zuntata. He is known for the musical score at the "Darius" Series, "The Ninja Warriors", "Legend of Kage", "Zolid Infitiny". In 2007, he left Taito.   

Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Syvalion : G.S.M. Taito 3 - D28B0014) on March 21, 1989.
Zuntata Records released a limited-edition soundtrack album for this game (Zuntata History L'ab-normal 1st - ZTTL-0038) on April 1, 1999.

- TIPS AND TRICKS -

* When you start a new game, you can choose between Training and Expert mode. In the Expert Mode, the stages design are different.

- STAFF -

Produced by : Hisayoshi Ogura (OGR)
Music composed by : Yasuhisa Watanabe (YAC)
Staff : Fukio Mitsuji (MTJ), (T.S), (M.F), (G.K), (TSM), (NGI)

- PORTS -

* Consoles :
Nintendo Super Famicom [JP] (July 24, 1992) "Syvalion [Model SHVC-SY]" 
Nintendo SNES [EU] (1993) "Syvalion [Model SNSP-SY]" 
Nintendo SNES [US] : release cancelled
Sony PlayStation 2 [JP] (July 28, 2005) "Taito Memories Joukan [Model SLPM-66057]" 
Sony PlayStation 2 [AU] (March 30, 2006) "Taito Legends 2 [Model SLES-53852]" 
Sony PlayStation 2 [EU] (March 31, 2006) "Taito Legends 2 [Model SLES-53852]" 
Sony PlayStation 2 [US] (May 16, 2007) "Taito Legends 2 [Model SLUS-21349]" 

* Computers : 
Sharp X68000 [JP] (September 14, 1990)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2806&o=2

$end


$x68k_flop=syvalion,
$bio

Syvalion (c) 1990 Sharp [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88124&o=2

$end


$snes=syvalionj,
$bio

Syvalion (c) 1992 Toshiba EMI.

Syvalion is a multi-directional shooter by Toshiba/EMI and conversion of Taito's arcade game of the same name. The player takes control of a Syvalion, a powerful segmented metal dragon that can melt down anything (including enemies) with his deadly flame breath attack. The fearless machine also has the incredible ability to attack and move in any direction. This feature is a core element of the gameplay and levels are designed like massive mazes with many directions to go, surrounded with walls and all filled with hostile enemy forces. However, the dragon has a fundamental weakness - the fire he breathes is limited, and a fire bar located at the bottom of the screen slowly vanishes as he uses his main weapon. As expected, stages get larger and larger as the game progresses and are capstoned by boss battles.

- TECHNICAL -

Cartridge ID: SHVC-SY (TOPN-2002)

- TRIVIA -

Syvalion was released on July 24, 1992 in Japan for 8600 Yen.

The original arcade game was released by Taito in 1988.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62452&o=2

$end


$snes=syvalion,syvalionp,
$bio

Syvalion (c) 1993 Toshiba EMI 

Export release. For more information on the game itself, please see the original Japanese version entry; "Syvalion [Model SHVC-SY]".

- TECHNICAL -

Cartridge ID: SNSP-SY

- TRIVIA -

Reviews:
[FR] October 1992 - Consoles+ No. 13: 22/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63756&o=2

$end


$psx=tkarahaj,
$bio

T Kara Hajimaru Monogatari [Model SLPS-01350] (c) 1998 Jaleco Co., Ltd. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85750&o=2

$end


$nes=tcsurf,
$bio

T&C Surf Designs - Wood and Water Rage (c) 1988 LJN

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55635&o=2

$end


$nes=tcsurf2,
$bio

T&C Surf Designs 2 - Thrilla's Surfari (c) 1992 LJN

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55636&o=2

$end


$vboy=vgolf,
$bio

T&E ????????? (c) 1995 T&E Soft
(T&E Virtual Golf)

Tee off for 18 holes of realistic 3-D links! Virtual Boy Golf elevates the game to an incredible new level!

Determine your strategy as you ponder the conditions. Check your position and the distance to the pin. Select a club and adjust your swing. Consider the wind factor carefully or you could end up out of bounds! Each dimensional fairway provides harrowing hazards to challenge players of all handicaps. Swing into action and go for a hole in one!

- TECHNICAL -

Model VUE-VVGJ-JPN

- TRIVIA -

Released on August 11, 1995 in Japan.

- STAFF -

Executive Producer: Hiroshi Yamauchi
Producer: Gunpei Yokoi
Director: Tadashi Nakatsuji
Chief Programmer: Akihito Matsunami
Polysys Programmer: Eiji Kato, Kentaro Nishiwaki, Hideaki Kazaoka
Art Coordinator: Osamu Koyanagi
Main CAD Programmer: Katsuhisa Ota
3D Designer: Yoshimori Aisaka
Sound Programmer: Hideo Sugiyama
Sound Specialist: Ken Kojima
Product Debug & Testing Unit: Super Mario Club

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82381&o=2

$end


$alice32=textra,
$bio

T'extra (c) 1985 Matra Datasysteme [Paris, France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87601&o=2

$end


$alice90=textra,
$bio

T'extra (c) 1985 Matra Datasysteme.

- TECHNICAL -

Game ID: 0000174

- STAFF -

by: Arnaud Delrue

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87568&o=2

$end


$x68k_flop=t94x,t94xa,
$bio

T-94X - The Ground Warriors (c) 1994 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88666&o=2

$end


$cpc_cass=tbird,
$bio

T-Bird [Model PAL AS15] (c) 1989 Mastertronic, Ltd. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99503&o=2

$end


$x68k_flop=tdquest,tdquesto,tdquestup,
$bio

T-Dragon Quest Joshou (c) 1995 TNB Saisakusho

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88667&o=2

$end


$x68k_flop=tdquest2b,tdquest2a,tdquest2,
$bio

T-Dragon Quest Mazoku no Daichi (c) 1995 TNB Saisakusho

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88668&o=2

$end


$info=tmek,tmek20,tmek44,tmek45,tmek51p,
$bio

T-MEK - The Warlords (c) 1994 Atari Games Corp.

- TECHNICAL -

Atari GT hardware
Game ID : 136101
Main Board Number : A051512
CAGE Audio Board Number : A053304
Audio Sub-Board Number : A053664
LAN board Number : A052967

Main CPU : Motorola 68EC020 (@ 25 Mhz)
Sound CPU : TMS32031 (@ 33.8688 Mhz)
Sound Chips : (4x) DMA-driven (@ 33.8688 Mhz)

Players : 2
Control : stick
Buttons : 3

- TRIVIA -

T-MEK was released in July 1994.

- UPDATES -

* Software version : 2.0.

* Software version : 4.4.

* Software version : 4.5.

* Software version : 5.1.
Added T-Mek team page during the attract mode.
Added a subtitle to the game title : 'The Warlords'.
Titlescreen red background removed.

- TIPS AND TRICKS -

* Unlock Meks :
Ultra-Dark Mek - Up, Up, Up, Right, Down, Right, Left, Left
Zulog's Mek - Beat the singleplayer game on, any difficulty

* Unlimited Special Weapons : Play through the main game mode and beat Nazrac.

* Unlimited Shields : To give yourself unlimited shielding power use your shields in a challenge game with three other people and use your shields until the game is over without dying once. You'll lose the round and have to insert 25 more cents, but the next time you play without quitting in main game or challenge mode you will never run out of shields.

- STAFF -

Producer : Gary Stark
Game designer : Matthew Ford
Lead programmer : John Grigsby
Programmers : Norm Avellar, Gary Stark
Support programmer : Mike Albaugh
Systems support : David Shepperd
Lead animators : Rhizaldi Bugawan
3D Animators : Brian La France, Rich Chargin
Animators : Nick Stern
Model makers : John Ferrari, Patrice Moriarity
Digital imaging : Dave Portera
Project engineer : Don Paauw
Technician : Farrokh khodadadi
Audio : Brad Fuller
Audio engineer : Chuck Peplinski
Cabinet designer : Mark Gruber
Product designer : Ralph Perez
Controls : Wade Winblad
Harnessing : Carole Cameron, Stevie Landaverde
Woodshop : Connie Osuna
Metalshop : Jesus Torres
Product manager : David Macias
Software QA : David Pasquinelli
Japanese translation : Takeshi Hasegawa

- PORTS -

* Consoles :
Sega 32X (1995) "T-Mek [Model 84520]"

* Computers :
PC [MS Windows] (1996)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2807&o=2

$end


$32x=tmek,
$bio

T-Mek (c) 1995 Time Warner Interactive.

MEKs are deadly, hovering tanks of unequaled destructive power. Nasrac the Eliminator is the undisputed MEK Master.

You must defeat him at his own game during the ultimate MEK battle tourney.

Master the battle with 6 different murderous hover craft
HyperMEK, StealthMEK, SuicideMEK, LukerMEK, SpeedMEK and AssaultMEK

An arsenal of futuristic destruction - Guided Missiles, Speed Missiles, Lasers, Acid Drones and more hidden artillery than a platoon.

Cinematic sequences like the arcade classic

- TECHNICAL -

Game ID: 84520

- STAFF -

BITS CORP.
Programming: Tom Prosser, Steven Clark
Audio Driver, MIDI and Sound FX Conversion: Brian Schmidt
Audio Support: Dylan Beale
Graphics Conversion: Laurence McDonald (also original graphics for this version)
Additional Level Design: Jon Torrens
Production Assistance: Jon Torrens
QA/Game Testing: Stephen L. Cox, James Glanville
Production: Tim Hale
Additional Design: Tim Hale
Special Thanks: James Cox, Gary Sheinwald, Foo Katan, Jacqui Lyons, Matthew Ford, Mitzi S. McGilvray, James Baker, Annette Mahoney, Tracee McVeigh

TIME WARNER
Producer: Mitzi S. McGilvray
Associate Producer: Michael Klug
Testing	: Curtis Soldano, Mike Kruse, Marc Owen, Robert Boone, John Arvay
Manual Design: Richard Verdoni
Manual Writer: Jon Mongelluzzo
Sega Special Thanks To:	Bill Hindorff, Mark Beaumont, J. Tony Smith, Steven Ackrich, Jane Chaney, Joy Schneer, Brian Paw, Jeffrey Gregg, Steven Goodale, Earl Malit, Lisa Marino, John Golden, Tracy Egan, David Macias, Jon Mongelluzzo, Curtis Clarkson

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96302&o=2

$end


$x68k_flop=tdf,
$bio

T.D.F. (c) 1987 Data West, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88125&o=2

$end


$msx2_flop=tdf,
$bio

T.D.F. (c) 1988 Data West, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102082&o=2

$end


$pc8801_flop=tdf,
$bio

T.D.F. - Kaijuu Dai Senou (c) 1987 Data West, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93005&o=2

$end


$pc98=tdf,
$bio

T.D.F. - Kaijuu Daisensou - Kesshi no Genshirou Bouei Sakusen (c) 1988 Data West, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90773&o=2

$end


$cpc_cass=tll,
$bio

T.L.L. - Tornado Low Level (c) 1985 Vortex Soft., Ltd. [England]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99894&o=2

$end


$info=tnk3,
$bio

T.N.K. III (c) 1985 SNK.

During the final days of World War II, the allied forces sends special forces member Colonel Ralf to penetrate an enemy base and destroy a secret weapon by driving a new prototype tank.

- TECHNICAL -

Game ID : A3006

Main CPU : (2x) Zilog Z80 (@ 4 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM3526 (@ 4 Mhz)

Screen orientation : Vertical
Video resolution : 216 x 288 pixels
Screen refresh : 60.00 Hz
Palette Colors : 1024

Players : 2
Control : dial
Buttons : 2 (CANNON, UZI)

- TRIVIA -

Released in September 1985.

This game is also known as "TANK".

This was the first appearance of Ralf Jones, protagonist of "Ikari Warriors", and a fighter in "The King of Fighters '94" and its sequels. Unlike Ikari and KOF games, which were set in modern times, T.N.K. III is set during World War II.

- STAFF -

Programmers : Hasegawa, Noriko
Sound : Tsuji
Hardware : Akitadesi
Art : Tama, Nakai, Funahasi
Producers : Mr. Oba, Bon

- PORTS -

* Consoles :
Nintendo NES (Iron Tank/Great Tank)

* Computers :
Amstrad CPC (1987)
Sinclair ZX Spectrum (1987)
Commodore 64 (1987)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2915&o=2

$end


$pc8801_flop=tntbomb,
$bio

T.N.T. Bomb Bomb (c) 1984 Thinking Rabbit [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93006&o=2

$end


$info=ttblock,
$bio

T.T Block (c) 1977 Taito.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=19482&o=2

$end


$info=galxwarst,
$bio

T.T Galaxy Wars (c) 1979 Taito Corp.

T.T release. For more information about the game itself, please see the original Universal release entry; "Galaxy Wars".

- TRIVIA -

Japanese cocktail version released in August 1979. No upright model of this game appeared in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=26941&o=2

$end


$info=ttmahjng,
$bio

T.T Mahjong (c) 1981 Taito.

An early, basic mahjong game.

- TECHNICAL -

Main CPU : (2x) Zilog Z80 (@ 2.5 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.25 Mhz)

Players : 1
Control : mahjong keyboard

- TRIVIA -

Released in April 1981.

- SERIES -

1. T.T Mahjong (1981)
2. T.T Mahjong II
3. T.T Mahjong Q

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2808&o=2

$end


$nes=term2j,
$bio

T2 - Terminator 2 - Judgment Day (c) 1992 Pack-In-Video Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54686&o=2

$end


$nes=term2,term2u,term2up,
$bio

T2 - Terminator 2 - Judgment Day (c) 1992 LJN.

- TRIVIA -

Reviews:
[FR] August 1992 - Joypad N.11: 70%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55637&o=2

$end


$snes=term2u,
$bio

T2 - Terminator 2 - Judgment Day [Model SNS-TP-USA] (c) 1993 LJN, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63758&o=2

$end


$snes=term2,term2p,
$bio

T2 - Terminator 2 - Judgment Day [Model SNSP-TP-FAH] (c) 1993 LJN, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63757&o=2

$end


$megadriv=t2agp,
$bio

T2 - The Arcade Game (c) 1992 Acclaim Entertainment, Incorporated.

- TRIVIA -

The graphics for T2 for the Genesis were redrawn from scratch which gave it an almost cartoon-like depiction.

T2 for theGenesis was one of the few Sega Genesis games which supported the Sega Menacer Light Gun and sometime in 1992, the game was bundled with the Menacer.

The game was developed by Probe Software.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57439&o=2

$end


$sms=t2ag,
$bio

T2 - The Arcade Game (c) 1993 Arena

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56224&o=2

$end


$amigaocs_flop=t2ag,
$bio

T2 - The Arcade Game (c) 1993 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75189&o=2

$end


$megadriv=t2agj,
$bio

T2 - The Arcade Game (c) 1994 Acclaim Japan [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56934&o=2

$end


$gameboy=t2ag,
$bio

T2 - The Arcade Game [Model DMG-AV-ESP] (c) 1992 LJN, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67072&o=2

$end


$gameboy=t2ag,
$bio

T2 - The Arcade Game [Model DMG-AV-NOE] (c) 1992 LJN, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67073&o=2

$end


$gameboy=t2ag,
$bio

T2 - The Arcade Game (c) 1992 LJN, Limited.

- TECHNICAL -

Cartridge ID: DMG-AV-USA

- TRIVIA -

This port of T2 omits the stages which the player is in charge of protecting John Connor from Aerial Hunter Killers in 2029, and both him and his mother, Sarah from the T-1000 in the present day.

This port was developed by Beam Software.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67071&o=2

$end


$gameboy=t2agj,
$bio

T2 - The Arcade Game [Model DMG-AWA] (c) 1994 Acclaim Japan [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67074&o=2

$end


$snes=t2agj,
$bio

T2 - The Arcade Game [Model SHVC-XV] (c) 1994 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62453&o=2

$end


$snes=t2agu,
$bio

T2 - The Arcade Game (c) 1994 LJN, Limited.

- TECHNICAL -

Cartridge ID: SNS-XV-USA

- TRIVIA -

This port of T2 supports both the Nintendo Super Scope light gun accessory and the Super Nintendo Mouse peripheral which originally was bundled with Mario Paint.

This port was developed by Probe Software.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63760&o=2

$end


$snes=t2ag,
$bio

T2 - The Arcade Game (c) 1994 LJN, Limited.

- TECHNICAL -

Cartridge ID: SNSP-XV-NOE

- TRIVIA -

Reviews:
[FR] January 1994 - Consoles + N.28: 74%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63759&o=2

$end


$gamegear=t2agj,
$bio

T2 - The Arcade Game [Model T-81027] (c) 1993 Acclaim Japan [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64906&o=2

$end


$gamegear=t2ag,
$bio

T2 - The Arcade Game (c) 1993 Arena

- TECHNICAL -

[Model T-81088]

- TIPS AND TRICKS -

* Cheat Menu: Go to the option screen, highlight the music option and press Right x3, Left x3, Right, Left, Right, Left. You'll now have options including unlimited credits, shield, and level select.

- STAFF -

Staff: Strange Mark Flitman, Iron Mike Arkin, Donn Nauert, Tom Rademacher, Jay Mazziotto, Joe Allocco
SPECIAL THANKS TO: George Petro, Linda Spelman, Dave Schmidt, Joti and Martin

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64904&o=2

$end


$megadriv=t3ag,
$bio

T3 - The Arcade Game (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56935&o=2

$end


$info=taotaido,taotaidoa,taotaido3,
$bio

Ta-o Taido (c) 1993 Video System Company, Limited.

Extremely simplistic fighter with eight selectable characters and a cooperative 2-player feature.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 16 Mhz)
Sound CPU : Zilog Z80 (@ 5 Mhz)
Sound Chips : Yamaha YM2610 (@ 8 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Ta-o Taido was released in April 1993.

Malcolm from "Aero Fighters 3" appears as one of the selectable fighters.

- UPDATES -

The new version (set 1) allows to play a 2 players game with a single credit while this isn't possible with the old version (set 2).

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2809&o=2

$end


$nes=kingtank,
$bio

Taan Hak Fung Wan - King Tank (c) 1993 Gamtec

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55638&o=2

$end


$gbcolor=tabaluga,
$bio

Tabaluga [Model DMG-ALUP-NOE] (c) 1999 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68862&o=2

$end


$pc8801_flop=inthedrm,
$bio

Tabibito no Gakufu - Yume no Nakani... In the Dream (c) 1990 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93008&o=2

$end


$fm77av=inthedrm,
$bio

Tabibito no Gakufu - Yume no Nakani... In the Dream (c) 1990 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93865&o=2

$end


$pc8801_flop=littlbox,
$bio

Tabibito no Gakufu 2 - Little Box (c) 1993 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93009&o=2

$end


$fm77av=littlbox,
$bio

Tabibito no Gakufu 2 - Little Box (c) 1993 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93866&o=2

$end


$cpc_cass=tablefb,
$bio

Table Football (c) 1987 Budgie [Budget Soft.]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99506&o=2

$end


$snes=tablgame,
$bio

Table Game Daishuugou!! [Model SHVC-AG8J-JPN] (c) 1996 Varie

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62454&o=2

$end


$info=ttchamp,ttchampa,
$bio

Table Tennis Champions (c) 1995 Gamart.

- TECHNICAL -

Main CPU : V30 (@ 8 Mhz)

Players : 2
Control : 8-way Joystick
Buttons : 3

- TRIVIA -

Table Tennis Champions was released in June 1995.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3972&o=2

$end


$amigaocs_flop=tableten,
$bio

Table Tennis Simulation (c) 1989 Starbyte

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75195&o=2

$end


$mc10=tables,
$bio

Tables (c) 1985 Pollock [Graham Pollock]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87709&o=2

$end


$pc98=taboo,
$bio

Taboo (c) 1995 Succubus [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90774&o=2

$end


$nes=tabooa,taboo,
$bio

Taboo - The Sixth Sense (c) 1989 Tradewest, Incorporated. [Corsicana, TX, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55639&o=2

$end


$a2600=tacscan,tacscane,
$bio

Tac-Scan (c) 1982 Sega Enterprises, Limited.

- TECHNICAL -

Model 01-001

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51099&o=2

$end


$info=tacscan,
$bio

Tac/Scan (c) 1982 Sega.

Tac/Scan is a 1 or 2-player alternate action game, displayed via Sega's Color X-Y video system. Commanding unprecedented firepower, the player maneuvers seven fighter ships in a squadron formation. All seven ships fire at once when the Fire button is pressed, producing a spectacular missile salvo.

The object of the game is to accumulate points by destroying incoming enemy ships while dodging fireballs launched by these enemies. Tac/Scan presents the space battle from two entirely different perspective views in the course of the game, with visually exciting transition sequences interconnecting the two views.

The player begins the game with a seven-ship formation, and a supply of reserve ships which are shown above the player score on the screen. The number of reserve ships at the beginning of the game is switch selectable. An Add Ship button placed next to the Fire button transfers one of the reserve ships in the squadron formation. Where the reserve ships are placed is shown by a half-intensity fighter in the formation. This 'add ship' position continuously cycles between the empty squadron positions, and the advanced player will time the Add Ship function to place squadron fighters at preferred positions.

A player fighter is blown up by contact with either an enemy ship or an enemy fireball. Whenever all seven ship positions become empty the game is over, even if there are remaining reserve fighters shown above the player score. Thus the player must continuously judge when to add reserve fighters by using the Add Ship button. Add them too early, and they might be depleted too fast; use them too late and you risk ending the game with reserve fighters left over.

There is an additional way to add ships to the squadron. During the course of the action, player fighter ships enter the playfield and intermix with the enemy ships. The player can capture these fighters directly into the seven ship formation by steering them into empty fighter positions. The player's missile fire does not blow up friendly fighters--only enemy ships.

Tac/Scan begins with a top view of the battle. For the first ten seconds the player shoots at enemy ships without having to worry about return fire. After this 'warm-up' period, game play escalates dramatically. During this first phase, a different type of enemy appears just after two of the player fighters fly onto the screen. This is the Stinger, which flits around the field and shoots a deadly laser. This ship is a high priority target, since if not dealt with, it will pick off all of the squadron ships and end the game.

When the player attempts to dock a friendly fighter into the squadron formation, he or she has the choice of any of the empty ship positions shown in the squadron. A special feature occurs when the player ship docks into the front-most ship position (marked with a red 'cursor'). Thin causes the squadron formation to regroup into a different pattern. If the load position is occupied, a fighter is added to the reserve count above the player's score.

At the end of the first phase (the top view) the squadron ships regroup, and a dramatic transition sequence takes the player into phase two. This sequence consists of the fighters rising and enlarging in size, then turning into the screen, lighting afterburners, and proceeding to fly forward to continue the battle. The enemy ships now appear far off in the distance, and grow in size as they approach the player's squadron. The player is given chances to rendezvous with friendly fighters, as in phase one.

At the end of this second phase, a space tunnel appears on the screen, and the player uses the rotary control to steer the squadron formation through the tunnel. Any fighter which hits a side wall of the tunnel explodes on contact. A triangular guide is shown during this sequence to show the player where his triangular ship formation should be. If the player keeps the formation centered within the guide, no ships will be lost.

Once out of the space tunnel, the player resumes with the second round. This is a more difficult top view battle, as at the beginning of the game. Tac/Scan proceeds with multiple two-phase rounds (phase one is the top view, phase two is the rear view) until all squadron ships are lost.

A switch option allows bonus reserve chips to he added with certain score values. The factory set option is to add one reserve ship every 30,000 points.

Regardless of the number of squadron ships on the screen, there are always seven missiles at a time available to the player. If there are seven ships on the screen (a full squadron), pressing the Fire button launches all seven at once. Another push of the Fire button cancels the seven in flight and launches seven new ones. If the squadron is not full, the seven missiles can be independently targeted. For example, with a single ship, seven missiles can be fired in seven directions, and only when the eighth is shot is the first one terminated (if it is still on the screen).

The 2-player game is played with players alternating after successful negotiation of the space tunnel. Whenever a player is eliminated, the other player continues and finishes the game.

- TECHNICAL -

Sega G80 vector hardware

Main CPU : Zilog Z80 (@ 4 Mhz), I8035 (@ 400 Khz)
Sound Chips : Custom (@ 400 Khz)

Screen orientation : Vertical

Players : 2
Control : dial
Buttons : 2

- TRIVIA -

Tac/Scan was released during November 1982. It was the only Sega vector game to use a vertically mounted (portrait) monitor.

- SCORING -

Rounds 1 through 7 :
Enemy ships : 100 points X round number.
Stingers : 1,000 points X round number.

Rounds 8 and above :
Enemy ships : 800 points.
Stingers : 8,000 points. 

Destroying 2 enemy ships with a single missile salvo doubles the point values.

Destroying 3 enemy ships with a single missile salvo triples the point values.

- TIPS AND TRICKS -

* The most effective strategy for extending your playing time in Tac/Scan is to add as many extra ships as possible to your reserve (listed in upper-left corner of screen). Ships must be caught by the leading ship position which is further signified by a red colored underline in order to be added to your reserve. To begin capturing ships you must have at least one open position in your fleet; otherwise the game will not award ships (kill off 2 of your ships on the edges of your fleet at the very beginning of the game to achieve the highest amount of reserve ships during the first wave).

* Wave one in Tac/Scan should always be played with a minimum of two ships in your fleet, with additional ships added as the levels get faster and harder. The second and third wave can almost always be effectively played with only two ships, and it is very important not to waste reserve ships in these two waves (saving those ships for the more dangerous first wave).

* Always keep changing directions on both wave 1 and 2. It is very effective to destroy ships while turning on wave 1, and on wave 2 ships will have a hard time hitting you if you don't stay in the same position for very long.

* The faster you fire, the shorter your shots will travel. Allowing a short pause between shots will allow them to travel the distance of the screen.

- PORTS -

* Consoles :
Atari 2600 [US] (1982)
Colecovision [US] (Unreleased prototype)
Sony PlayStation 2 [US] (November 7, 2006) as an unlockable extra in "Sega Genesis Collection [Model SLUS-21542]" 
Sony PlayStation 2 [EU] (February 2, 2007) as an unlockable extra in "Sega Mega Drive Collection [Model SLES-54333]" 
Sony PlayStation 2 [AU] (February 8, 2007) as an unlockable extra in "Sega Mega Drive Collection"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2810&o=2

$end


$megadriv=cars,
$bio

Tachki (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56936&o=2

$end


$megadriv=cars2,
$bio

Tachki 2 (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56937&o=2

$end


$x68k_flop=tacolis,
$bio

Tacolis (c) 1989 TA [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88670&o=2

$end


$psx=tactical,
$bio

Tactical Armor Custom Gasaraki [Model SLPS-02181] (c) 2000 Bandai Co., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85753&o=2

$end


$saturn,sat_cart=tacfight,
$bio

Tactical Fighter (c) 1997 Media Rings Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59756&o=2

$end


$pc8801_flop=veigues,veiguesa,
$bio

Tactical Gladiator Veigues (c) 1988 Game Arts Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93010&o=2

$end


$amigaocs_flop=tacmangr,
$bio

Tactical Manager (c) 1994 Black Legend

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75196&o=2

$end


$amigaocs_flop=tacmanit,
$bio

Tactical Manager - Italia (c) 1994 Black Legend

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75197&o=2

$end


$amigaocs_flop=tacmang2,
$bio

Tactical Manager 2 (c) 1995 Black Legend

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75198&o=2

$end


$amigaocs_flop=tacman94,
$bio

Tactical Manager 94-95 Season (c) 1995 Black Legend

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75199&o=2

$end


$snes=tactsocr,
$bio

Tactical Soccer [Model SHVC-AZZJ-JPN] (c) 1995 Electronic Arts Victor [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62455&o=2

$end


$pc98=tankcorp,
$bio

Tactical Tank Corps (c) 1994 GAM [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90775&o=2

$end


$pc98=tankcpdx,
$bio

Tactical Tank Corps DX (c) 1994 GAM [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90776&o=2

$end


$info=tactcian,tactcian2,
$bio

Tactician (c) 1981 Sega.

At its core, Tactician might seem like another Space Invaders / Galaxian clone - you control a small ship at the bottom of the screen, which can actually move up or down a bit, instead of just left and right - but it has a pretty cool gimmick going for it. 

At the beginning of each stage, you can "draw" a barrier by placing little dots around the playing field. After several seconds, enemies are released from their bases and begin to swarm the screen. They'll usually make quick work of the barrier, but if you shoot the red ball it'll explode and destroy anything near it. Quite a cool concept for something from 1981 - it's a shame that Tactician is so unknown, and that the idea was never expanded on in any other games. Some versions list the game as copyrighted by Sega, but they apparently only distributed the game in certain territories.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound CPU : Zilog Z80 (@ 1.789772 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.789772 Mhz), (6x) RC (@ 1.789772 Mhz)

Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.00 Hz
Palette Colors : 96

Players : 2
Control : 4-way joystick
Buttons : 2

- TRIVIA -

Tactician was released in December 1981 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2811&o=2

$end


$saturn,sat_cart=tacticsf,
$bio

Tactics Formula (c) 1997 Aki

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59757&o=2

$end


$saturn,sat_cart=tacticsftai,
$bio

Tactics Formula Taikenban (c) 1997 Aki

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59758&o=2

$end


$snes=tactogreb,tactogrea,tactogre,
$bio

Tactics Ogre - Let Us Cling Together [Model SHVC-AO7J-JPN] (c) 1995 Quest

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62456&o=2

$end


$psx=tacticso,
$bio

Tactics Ogre - Let Us Cling Together (c) 1997 Artdink Corp.

- TECHNICAL -

Game ID: SLPS-00767

- TRIVIA -

Released on September 25, 1997 in Japan.

Re-Editions:
[JP] "Tactics Ogre - Let Us Cling Together [Model SLPS-02524]" (1999)

Export releases:
[US] "Tactics Ogre [Model SLUS-00560]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85754&o=2

$end


$saturn,sat_cart=tacticso,tacticsoa,
$bio

Tactics Ogre - Let Us Cling Together (c) 1996 Riverhill Software

- TECHNICAL -

Game ID: T-5306G

- TRIVIA -

Released on December 13, 1996 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59759&o=2

$end


$gba=tactogre,
$bio

Tactics Ogre - The Knight of Lodis [Model AGB-ATOE-USA] (c) 2002 Atlus Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75948&o=2

$end


$gba=tactogreg,
$bio

Tactics Ogre Gaiden - The Knight of Lodis [Model AGB-ATOJ-JPN] (c) 2001 Nintendo Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75949&o=2

$end


$info=tactix,
$bio

Tactix (c) 1980 Castle Toy.

Play four great strategy and memory games against opponents or the computer.

- TECHNICAL -

Game ID: 306

Requires 6 AA Batteries.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96399&o=2

$end


$saturn,sat_cart=tadaima,
$bio

Tadaima Wakusei Kaitakuchu! (c) 1995 Altron Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59760&o=2

$end


$pcecd=tadaima,tadaimas,
$bio

Tadaima Yuusha Boshuuchuu (c) 1993 Human Entertainment

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58418&o=2

$end


$snes=tadaima,
$bio

Tadaima Yuusha Boshuuchuu Okawari [Model SHVC-ATYJ-JPN] (c) 1994 Human Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62457&o=2

$end


$pc98=tadakjr,
$bio

Tadashiedai-kun Jr. (c) 19?? Corpus

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90777&o=2

$end


$info=sc4taekw,sc4taekwa,sc4taekwb,sc4taekwc,sc4taekwd,sc4taekwe,sc4taekwf,sc4taekwg,sc4taekwh,sc4taekwi,sc4taekwj,
$bio

Tae Kwon Dough (c) 200? QPS Interactive.

- TECHNICAL -

[Model PR2515]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42819&o=2

$end


$snes=taekwon,taekwonk,
$bio

Taekwon-Do [Model SHVC-II] (c) 1994 Human Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62458&o=2

$end


$nes=tagteamj,tagteamjsp,
$bio

Tag Team Pro Wrestling (c) 1986 Namco, Limited.

- TECHNICAL -

Game ID: 13 NPW-4900

- TRIVIA -

Tag Team Pro Wrestling for Famicom was released on April 2, 1986 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54688&o=2

$end


$nes=tagteamh,
$bio

Tag Team Pro-Wrestling (c) 1987 FMG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69325&o=2

$end


$info=tagteam,
$bio

Tag Team Wrestling (c) 1984 Data East Corp.

Export version. For more information about the game itself, please see the original Japanese version entry; "The Big Pro Wrestling!".

- TRIVIA -

Tag Team Wrestling was released in January 1984 by Data East under license from Technos Japan, it was the first game that Technos licensed to Data East.

- SERIES -

1. Tag Team Wrestling (1983)
2. Mat Mania - The Prowrestling Network (1985)
3. Mania Challenge (1986)

- PORTS -

* Consoles : 
[US] Nintendo NES (October 1986)

* Computers :
[US] PC [Booter] (1985)
[US] Apple II (1987)
[US] Commodore C64 (1987
[EU] Commodore C64 (1987)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2812&o=2

$end


$nes=tagteam,
$bio

Tag Team Wrestling (c) 1986 Data East Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55640&o=2

$end


$ibm5150,ibm5150_cass=tagteam,tagteama,
$bio

Tag Team Wrestling (c) 1986 US Gold, Ltd. [Birmingham, UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83710&o=2

$end


$info=tagteam,tagteam2,
$bio

Tag-Team Pinball (c) 1985 Premier Technology Co.

- TECHNICAL -

Gottlieb System 80B
Model Number : 698

- TRIVIA -

1,220 units were produced.

- STAFF -

Designer : John Trudeau
Artwork : Larry Day

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5600&o=2

$end


$nes=tagindrg,
$bio

Tagin' Dragon (c) 1990 Bunch Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55641&o=2

$end


$info=tahjong,
$bio

Tahjong Yakitori (c) 1985 Nasco.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95547&o=2

$end


$gbcolor=taikong,
$bio

Tai Kong Bao Bei (c) 200? Sintax.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68863&o=2

$end


$nes=tkhx,
$bio

太空幻想 (c) 200? Nanjing.
(Tai Kong Huan Xiang)

- TECHNICAL -

Game ID: NJ016

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76980&o=2

$end


$cpc_cass=taipan,
$bio

Tai-Pan (c) 1986 Ocean Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99507&o=2

$end


$msx1_cass=taipan,
$bio

Tai-Pan (c) 1987 Ocean Software, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95030&o=2

$end


$pcecd=taiheiki,
$bio

Taiheiki (c) 1991 Intec

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58419&o=2

$end


$pc98=taiheiyo,
$bio

Taiheiyou no Arashi (c) 1987 GAM [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90778&o=2

$end


$pc98=taiheiy2,
$bio

Taiheiyou no Arashi 2 (c) 1995 GAM [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90779&o=2

$end


$saturn,sat_cart=taiheiy2,
$bio

Taiheiyou no Arashi 2 - Shippuu no Moudou (c) 1997 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59761&o=2

$end


$x68k_flop=taiheiyo,
$bio

Taiheiyou no Arashi DX (c) 1988 GAM [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88126&o=2

$end


$pc98=taiheidx,
$bio

Taiheiyou no Arashi DX (c) 1988 GAM [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90780&o=2

$end


$psx=taihoshi,
$bio

Taiho Shichauzo! You're Under Arrest (c) 2001 Pioneer LDC, Inc.

- TECHNICAL -

Model SLPM-86782~3

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85755&o=2

$end


$info=tdoboon,
$bio

Taihou de Doboon (c) 2000 Sammy Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=39162&o=2

$end


$gba=ultraher,
$bio

Taiketsu! Ultra Hero [Model AGB-BU6J-JPN] (c) 2004 Jorudan Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75950&o=2

$end


$snes=brassnum,
$bio

Taiketsu!! Brass Numbers [Model SHVC-TB] (c) 1992 Laser Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62459&o=2

$end


$info=taiko10,
$bio

Taiko no Tatsujin 10 (c) 2007 Namco Bandai Games, Incorporated.

- TECHNICAL -

Namco System 246 Hardware

CPU : 128 Bit "Emotion Engine"
- System Clock: 300 MHz
- System Memory: 32 MB Direct Rambus
- Memory Bus Bandwidth: 3.2 GB per second
- Co-Processor: FPU (Floating Point Multiply Accumulator x 1, Floating Point Divider x 1)
- Vector Units: VU0 and VU1 (Floating Point Multiply Accumulator x 9, Floating Point Divider x 1)
- Floating Point Performance: 6.2 GFLOPS
- 3D CG Geometric Transformation: 66 million Polygons Per Second
- Compressed Image Decoder: MPEG2
Graphics : "Graphics Synthesizer"
- Clock Frequency: 150MHz
- DRAM Bus bandwidth: 48 GB Per Second
- DRAM Bus width: 256 bits
- Pixel Configuration: RGB:Alpha:Z Buffer (24:8:32)
- Maximum Polygon Rate: 75 Million Polygons Per Second
Sound : "SPU2+CPU"
- Number of voices: ADPCM: 48 channel on SPU2 plus definable by software
- Sampling Frequency: 44.1 KHz or 48 KHz (selectable)
I/O Processor
- CPU Core: Current PlayStation CPU
- Clock Frequency: 33.8 MHz or 37.5 MHz (selectable)
- Sub Bus: 32 Bit

- TRIVIA -

Released on July 26, 2007.

- SERIES -

1. Taiko no Tatsujin (2001)
2. Taiko no Tatsujin 2 (2001)
3. Taiko no Tatsujin 3 (2002)
4. Taiko no Tatsujin 4 (2002)
5. Taiko no Tatsujin 5 (2003)
6. Taiko no Tatsujin 6 (2004)
7. Taiko no Tatsujin 7 (2005)
8. Taiko no Tatsujin 8 (2006)
9. Taiko no Tatsujin 9 (2006)
10. Taiko no Tatsujin 10 (2007)
11. Taiko no Tatsujin 11 (2008)
12. Taiko no Tatsujin 12 (2008)
13. Taiko no Tatsujin 12 Don to Extra Version (2009)
14. Taiko no Tatsujin 13 (2009)
15. Taiko no Tatsujin 14 (2010)
16. Taiko no Tatsujin [2011] (2011)
17. Taiko no Tatsujin [2012] (2012)
18. Taiko no Tatsujin Azure Ver. (2013)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=28208&o=2

$end


$info=taiko7,
$bio

Taiko no Tatsujin 7 (c) 2005 Namco.

- TECHNICAL -

Namco System 246 Hardware

CPU : 128 Bit "Emotion Engine"
- System Clock: 300 MHz
- System Memory: 32 MB Direct Rambus
- Memory Bus Bandwidth: 3.2 GB per second
- Co-Processor: FPU (Floating Point Multiply Accumulator x 1, Floating Point Divider x 1)
- Vector Units: VU0 and VU1 (Floating Point Multiply Accumulator x 9, Floating Point Divider x 1)
- Floating Point Performance: 6.2 GFLOPS
- 3D CG Geometric Transformation: 66 million Polygons Per Second
- Compressed Image Decoder: MPEG2
Graphics : "Graphics Synthesizer"
- Clock Frequency: 150MHz
- DRAM Bus bandwidth: 48 GB Per Second
- DRAM Bus width: 256 bits
- Pixel Configuration: RGB:Alpha:Z Buffer (24:8:32)
- Maximum Polygon Rate: 75 Million Polygons Per Second
Sound : "SPU2+CPU"
- Number of voices: ADPCM: 48 channel on SPU2 plus definable by software
- Sampling Frequency: 44.1 KHz or 48 KHz (selectable)
I/O Processor
- CPU Core: Current PlayStation CPU
- Clock Frequency: 33.8 MHz or 37.5 MHz (selectable)
- Sub Bus: 32 Bit

- TRIVIA -

Released on July 15, 2005.

- SERIES -

1. Taiko no Tatsujin (2001)
2. Taiko no Tatsujin 2 (2001)
3. Taiko no Tatsujin 3 (2002)
4. Taiko no Tatsujin 4 (2002)
5. Taiko no Tatsujin 5 (2003)
6. Taiko no Tatsujin 6 (2004)
7. Taiko no Tatsujin 7 (2005)
8. Taiko no Tatsujin 8 (2006)
9. Taiko no Tatsujin 9 (2006)
10. Taiko no Tatsujin 10 (2007)
11. Taiko no Tatsujin 11 (2008)
12. Taiko no Tatsujin 12 (2008)
13. Taiko no Tatsujin 12 Don to Extra Version (2009)
14. Taiko no Tatsujin 13 (2009)
15. Taiko no Tatsujin 14 (2010)
16. Taiko no Tatsujin [2011] (2011)
17. Taiko no Tatsujin [2012] (2012)
18. Taiko no Tatsujin Azure Ver. (2013)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4220&o=2

$end


$info=taiko8,
$bio

Taiko no Tatsujin 8 (c) 2006 Namco.

- TECHNICAL -

Namco System 246 Hardware

CPU : 128 Bit "Emotion Engine"
- System Clock: 300 MHz
- System Memory: 32 MB Direct Rambus
- Memory Bus Bandwidth: 3.2 GB per second
- Co-Processor: FPU (Floating Point Multiply Accumulator x 1, Floating Point Divider x 1)
- Vector Units: VU0 and VU1 (Floating Point Multiply Accumulator x 9, Floating Point Divider x 1)
- Floating Point Performance: 6.2 GFLOPS
- 3D CG Geometric Transformation: 66 million Polygons Per Second
- Compressed Image Decoder: MPEG2
Graphics : "Graphics Synthesizer"
- Clock Frequency: 150MHz
- DRAM Bus bandwidth: 48 GB Per Second
- DRAM Bus width: 256 bits
- Pixel Configuration: RGB:Alpha:Z Buffer (24:8:32)
- Maximum Polygon Rate: 75 Million Polygons Per Second
Sound : "SPU2+CPU"
- Number of voices: ADPCM: 48 channel on SPU2 plus definable by software
- Sampling Frequency: 44.1 KHz or 48 KHz (selectable)
I/O Processor
- CPU Core: Current PlayStation CPU
- Clock Frequency: 33.8 MHz or 37.5 MHz (selectable)
- Sub Bus: 32 Bit

- TRIVIA -

Released on March 23, 2006.

- SERIES -

1. Taiko no Tatsujin (2001)
2. Taiko no Tatsujin 2 (2001)
3. Taiko no Tatsujin 3 (2002)
4. Taiko no Tatsujin 4 (2002)
5. Taiko no Tatsujin 5 (2003)
6. Taiko no Tatsujin 6 (2004)
7. Taiko no Tatsujin 7 (2005)
8. Taiko no Tatsujin 8 (2006)
9. Taiko no Tatsujin 9 (2006)
10. Taiko no Tatsujin 10 (2007)
11. Taiko no Tatsujin 11 (2008)
12. Taiko no Tatsujin 12 (2008)
13. Taiko no Tatsujin 12 Don to Extra Version (2009)
14. Taiko no Tatsujin 13 (2009)
15. Taiko no Tatsujin 14 (2010)
16. Taiko no Tatsujin [2011] (2011)
17. Taiko no Tatsujin [2012] (2012)
18. Taiko no Tatsujin Azure Ver. (2013)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5082&o=2

$end


$info=taiko9,
$bio

Taiko no Tatsujin 9 (c) 2006 Namco Bandai Games, Incorporated.

- TECHNICAL -

Namco System 246 Hardware

CPU : 128 Bit "Emotion Engine"
- System Clock: 300 MHz
- System Memory: 32 MB Direct Rambus
- Memory Bus Bandwidth: 3.2 GB per second
- Co-Processor: FPU (Floating Point Multiply Accumulator x 1, Floating Point Divider x 1)
- Vector Units: VU0 and VU1 (Floating Point Multiply Accumulator x 9, Floating Point Divider x 1)
- Floating Point Performance: 6.2 GFLOPS
- 3D CG Geometric Transformation: 66 million Polygons Per Second
- Compressed Image Decoder: MPEG2
Graphics : "Graphics Synthesizer"
- Clock Frequency: 150MHz
- DRAM Bus bandwidth: 48 GB Per Second
- DRAM Bus width: 256 bits
- Pixel Configuration: RGB:Alpha:Z Buffer (24:8:32)
- Maximum Polygon Rate: 75 Million Polygons Per Second
Sound : "SPU2+CPU"
- Number of voices: ADPCM: 48 channel on SPU2 plus definable by software
- Sampling Frequency: 44.1 KHz or 48 KHz (selectable)
I/O Processor
- CPU Core: Current PlayStation CPU
- Clock Frequency: 33.8 MHz or 37.5 MHz (selectable)
- Sub Bus: 32 Bit

- TRIVIA -

Released on December 20, 2006.

- SERIES -

1. Taiko no Tatsujin (2001)
2. Taiko no Tatsujin 2 (2001)
3. Taiko no Tatsujin 3 (2002)
4. Taiko no Tatsujin 4 (2002)
5. Taiko no Tatsujin 5 (2003)
6. Taiko no Tatsujin 6 (2004)
7. Taiko no Tatsujin 7 (2005)
8. Taiko no Tatsujin 8 (2006)
9. Taiko no Tatsujin 9 (2006)
10. Taiko no Tatsujin 10 (2007)
11. Taiko no Tatsujin 11 (2008)
12. Taiko no Tatsujin 12 (2008)
13. Taiko no Tatsujin 12 Don to Extra Version (2009)
14. Taiko no Tatsujin 13 (2009)
15. Taiko no Tatsujin 14 (2010)
16. Taiko no Tatsujin [2011] (2011)
17. Taiko no Tatsujin [2012] (2012)
18. Taiko no Tatsujin Azure Ver. (2013)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=28209&o=2

$end


$x68k_flop=taikoris,
$bio

Taikou Risshiden (c) 1992 Koei Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88127&o=2

$end


$pc98=taikoris,
$bio

Taikou Risshiden (c) 1992 Koei Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90781&o=2

$end


$megadriv=taikoris,
$bio

Taikou Risshiden (c) 1993 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56938&o=2

$end


$pc98=taikori2,
$bio

Taikou Risshiden II (c) 1995 Koei Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90782&o=2

$end


$saturn,sat_cart=taikour2a,taikour2,
$bio

Taikou Risshiden II (c) 1996 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59762&o=2

$end


$saturn,sat_cart=taikour2kb,
$bio

Taikou Risshiden II [Koei Best Collection] (c) 1998 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59763&o=2

$end


$snes=taikoris,
$bio

Taikou Risshiden [Model SHVC-TD] (c) 1993 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62460&o=2

$end


$snes=taikyogo,
$bio

Taikyoku Igo - Goliath [Model SHVC-IA] (c) 1993 BPS [Bullet-Proof Software]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62461&o=2

$end


$wswan=taikyigo,
$bio

Taikyoku Igo - Heisei Kiin [Model SWJ-KGT004] (c) 2000 Human Ent. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86394&o=2

$end


$snes=taikyoid,
$bio

Taikyoku Igo - Idaten [Model SHVC-AIIJ-JPN] (c) 1995 BPS [Bullet-Proof Software]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62462&o=2

$end


$gameboy=taikyoku,
$bio

Taikyoku Renju [Model DMG-TCA] (c) 1990 Towa Chiki

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67076&o=2

$end


$saturn,sat_cart=taishouk,
$bio

Taikyoku Shougi Kiwame II (c) 1996 MYCOM

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59764&o=2

$end


$gameboy=tailgatr,
$bio

Tail 'Gator [Model DMG-TG-NOE] (c) 1991 Natsume, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67077&o=2

$end


$x68k_flop=tailchas,
$bio

Tail Chaser (c) 19?? Neko Mimi Shoujo Dan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88671&o=2

$end


$info=tailg,
$bio

Tail Gunner (c) 1979 Vectorbeam.

- TECHNICAL -

Main CPU : CCPU (@ 5 Mhz)
Sound Chips : Discrete Circuitry

Players: 1
Control: stick
Buttons: 2

- TRIVIA -

Tail Gunner was released in November 1979.

Vectorbeam was bought out by Cinematronics after Tail Gunner was released. Once the game was released, Vectorbeam was closed down.

Exidy licensed Tail Gunner for production of cockpit units with the name of "Tail Gunner 2".

Licensed to Sega for Japan market.

A Tail Gunner unit appears in the 1982 movie 'Tron'.

- STAFF -

Produced by: Tim Skelly
Designed & programmed by: Dan Sunday, Larry Rosenthal
Cabinet Art: Rick Bryant

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2813&o=2

$end


$info=tail2nos,
$bio

Tail to Nose - Great Championship (c) 1989 V-System Company, Limited.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 10 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : YM2608 (@ 8 Mhz)

Players : 1
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Tail to Nose was released in December 1989.

This game is known in Japan as "Super Formula - Chijou Saisoku no Battle" (translates from Japanese as 'Battle of the Fastest Above the Ground').

Based on the 1988 F1 Season, the game is not licensed, but the name changes are only slight : Lotos (Lotus), Mclarun (McLaren), Ferreri (Ferrari), Merci (March (Technically Leyton House)), Willruns (Williams) and Benetten (Benetton). During the demo you get to see pictures of the car, drivers and their names. The drivers look exactly like who they should be.

- STAFF -

Sound composer : Naoki Itamura (Gekko Itamura)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2814&o=2

$end


$gamegear=tailsadv,
$bio

Tails Adventure (c) 1995 Sega Enterprises, Limited.

European release.

- TECHNICAL -

Game ID: 2583-50
Package ID: 671-6883-50
Cartridge ID: 670-7192-50

- TRIVIA -

Tails Adventure for Game Gear was released in September 1995 in Europe.

- PORTS -

* Consoles : 
Sony PlayStation 2 [EU] (September 30, 2005) "Sonic Gems Collection [Model SLES-53350]" 
Nintendo GameCube [EU] (September 30, 2005) "Sonic Gems Collection [Model DOL-G2XP-EUR]" 

* Handhelds : 
Nintendo 3DS [Virtual Console] [EU] [AU] (June 20, 2013) [Model GAVP]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93948&o=2

$end


$gamegear=tailsadvu,
$bio

Tails Adventures (c) 1995 Sega Enterprises, Limited.

North American release.

- TECHNICAL -

Game ID: 2583

- TRIVIA -

Tails Adventures for Game Gear was released on November 11, 1995 in North America.

- PORTS -

* Consoles : 
Nintendo GameCube [US] (August 16, 2005) "Sonic Gems Collection [Model DOL-G2XE-USA]" 

* Handhelds : 
Nintendo 3DS [Virtual Console] [US] (June 20, 2013) [Model GAVE]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64908&o=2

$end


$gamegear=tailsadvj,
$bio

Tails Adventures (c) 1995 Sega Enterprises, Limited.

- TECHNICAL -

Game ID: G-3372
Package ID: 671-7099
Cartridge ID: 670-7368

- TRIVIA -

Tails Adventures for Game Gear was released on September 22, 1995 in Japan.

- PORTS -

* Consoles : 
Sony PlayStation 2 [JP] (August 11, 2005) "Sonic Gems Collection [Model SLPM-66074]" 
Nintendo GameCube [JP] (August 11, 2005) "Sonic Gems Collection [Model DOL-G2XJ-JPN]" 

* Handhelds : 
Nintendo 3DS [Virtual Console] [JP] (April 3, 2013) [Model GAVJ]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64907&o=2

$end


$pico=tailsmm,tailsmmp6,tailsmmp5,tailsmmp3,tailsmmp2,tailsmmp1,tailsmmp,
$bio

Tails and the Music Maker (c) 1994 Sega Enterprises, Ltd.

- TECHNICAL -

Game ID: 49023-00

- TRIVIA -

Known export releases:
[FR] "Tails et le Faiseur de Musique [Model 49023-09]"
[DE] "Tails und der Musikant [Model 49023-18]"
[SP] "Tails y el Músico [Model 49023-06]"
[JP] "Tails and the Music Maker [Model T-150050]"

- STAFF -

Lead Programmer: Jim Schuler
Assistant Programmer: Rick Chipeco
Background Artists: Ellen Drucker, Connie Goldman
Animators: Martine Gaudissart, Barbara Lipton, Laura Raines Smith
Composer: David Scheffler
Sound Designer: Greg Turner
Developer Coordinator: Cindy Claveran
Producer for Novotrade: Shannon Donnelly
Project Manager: Ann Lediaev
Designer: Shannon Donnelly
Product Marketing Manager: Lydia Brichta
Sega Technical Assistance: Willie Mancero, Bert Mauricio, Noel Pulido
Sega Lead Tester: Greg Becksted
Sega Assistant Lead Testers: Fernando Valderrama, Chris Sinclair, Conan Tigard
Special Thanks To: Keith Higashihara, Phil Knowles, Bob Meissner, David Warhol, Steven Friedman, Joe Miller, Roberta Jacobs, Roger Hector
Produced by: Novotrade International
Developed by: Realtime Associates

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75803&o=2

$end


$pico=tailsmmj,
$bio

Tails and the Music Maker [Model T-150050] (c) 1995 Imagineer Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75802&o=2

$end


$pico=tailsmmf,
$bio

Tails et le Faiseur de Musique [Model 49023-09] (c) 1994 Sega Enterprises, Ltd. [Tokyo, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75804&o=2

$end


$gamegear=tailskyp,
$bio

Tails no Skypatrol (c) 1995 Sega Enterprises, Limited.

- TECHNICAL -

Game ID: G-3368
Package ID: 671-6307
Cartridge ID: 670-6450

- TRIVIA -

Tails no Skypatrol for Game Gear was released on April 28, 1995 in Japan only.

- TIPS AND TRICKS -

* Option screen: At the title screen, press Up+2+START.

- STAFF -

Game Design : K3, LR
Graphic : Mt.Emerald, Show
Sound : Chikayo, Kazunechan
Programming : At-At, Captain Alice, Bryan
Thanks To : Monty, Ezachan, Mr.Rental, Fine-Twig, SIMS All Staff, JSH All Staff

- PORTS -

* Consoles : 
Sony PlayStation 2 [JP] (August 11, 2005) "Sonic Gems Collection [Model SLPM-66074]" 
Sony PlayStation 2 [EU] (September 30, 2005) "Sonic Gems Collection [Model SLES-53350]" 
Nintendo GameCube [JP] (August 11, 2005) "Sonic Gems Collection [Model DOL-G2XJ-JPN]" 
Nintendo GameCube [US] (August 16, 2005) "Sonic Gems Collection [Model DOL-G2XE-USA]" 
Nintendo GameCube [EU] (September 30, 2005) "Sonic Gems Collection [Model DOL-G2XP-EUR]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64909&o=2

$end


$pico=tailsmmg,
$bio

Tails und der Musikant [Model 49023-18] (c) 1994 Sega Enterprises, Ltd. [Tokyo, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75805&o=2

$end


$pico=tailsmms,
$bio

Tails y el Músico [Model 49023-06] (c) 199? Sega Enterprises, Ltd. [Tokyo, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75806&o=2

$end


$info=hotgmck,
$bio

Taisen Hot Gimmick (c) 1997 Psikyo.

Taisen Hot Gimmick is a strip mahjong game featuring eight opponents (plus three bonus opponents).

After winning three rounds against an opponent or depleting all of her funds, the player is given the choice to 'punish' the opponent. Each girl features two or three punishment scenes, of which the player may only choose one to view.  When shown, the player must repeatedly press the A button to advance the animated sequence to reveal further nudity.

After defeating an opponent (or after a continue) the player may buy cheat items to use against the next opponent.

The game is over once all of the player's betting funds are depleted.

- TECHNICAL -

Main CPU : SH-2 (@ 28.63635 Mhz)
Sound Chips : YMF278B (@ 28.63635 Mhz)

Players : 2
Control : mahjong keyboard

- TRIVIA -

Taisen Hot Gimmick was released in October 1997.

The title of this game translates from Japanese as 'Hot Gimmick Competition'.

The player's dog companion is voiced by Akiko Yajima, who is also the voice of Shinnosuke Nohara from the popular anime "Crayon Shin-Chan".

- TIPS AND TRICKS -

* Challenge Marion from "Gunbird" : Beat the first 3 opponents without punishing any to play against her.

* Challenge Miko from "Tengai" : Beat the first 3 opponents without punishing any to play against her.

* Challenge Kain from "Tengai" : Beat the next 3 opponents in the 2nd opponent selection screen without punishing any to play against him.

- SERIES -

1. Taisen Hot Gimmick (1997)
2. Taisen Hot Gimmick Kairakuten (1998)
3. Taisen Hot Gimmick 3 Digital Surfing (1999)
4. Taisen Hot Gimmick 4 Ever (2000)
5. Taisen Hot Gimmick Integral (2001)
6. Taisen Hot Gimmick Mix Party (2005)
7. Taisen Hot Gimmick 5 (2005)

- STAFF -

* Voice Actors :
Tomoko Shimizu: Akiko Yajima
Setsuna Yasui:  Satomi Koorogi
April O'Gin: Naoko Matsui
Hatsune Suzuki: Yuko Mizutani
Aoi Sanjo: Ikue Otani
Yuko Oni: Natsumi Sasaki
TVice: Yuko Mizutani
Bafeld: Kujira
Marion: Ikue Otani
Miko: Yumi Takada
Kain: Norio Wakamoto

Character Design: Jun Tsukasa
Guest Character Design: Katsuya Terada

- PORTS -

* Consoles :
Sony PlayStation 2 (2004) : features more characters than original arcade version.

* Computers :
PC [MS Windows] (2003)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2815&o=2

$end


$info=hotgmck3,
$bio

Taisen Hot Gimmick 3 Digital Surfing (c) 1999 Psikyo.

Taisen Hot Gimmick 3 Digital Surfing is the third game in the Hot Gimmick series and is the first in the series to feature three different modes of play.

'Digital Surfing' mode is the familiar, one-player strip mahjong mode. It features ten lovely opponents (plus one secret opponent) for the player to punish after defeating them at mahjong.

After winning three rounds against an opponent or depleting all of her funds, the player is given the choice to 'punish' the opponent. Each girl features two punishment scenes, of which the player may only choose one to view. When shown, the player must repeatedly press the A button to advance the animated sequence to reveal further nudity.

After defeating an opponent (or after a continue) the player may buy cheat items to use against the next opponent.

The game is over once all of the player's betting funds are depleted.

The game also features a one-player 'Mahjong Fighters' story mode and a two-player 'Jan-Prince vs. Jan-Shogun' mode.

- TECHNICAL -

Main CPU : SH-2 (@ 28.63635 Mhz)
Sound Chips : YMF278B (@ 28.63635 Mhz)

Players : 2

- TRIVIA -

Taisen Hot Gimmick 3 was released in August 1999.

The title of this game translates from Japanese as 'Hot Gimmick Competition 3 Digital Surfing'.

- TIPS AND TRICKS -

* Challenge Meruti Melty (Only in Digital Surfing mode) : Defeat each opponent without punishing any. When the screen flashes random websites before the last opponent, input the commands, M, E, L.

* Challenge Jong Arika (Only in Jan Boy Story mode) : He appears before the last opponent only if you did not buy any items prior to meeting him.

- SERIES -

1. Taisen Hot Gimmick (1997)
2. Taisen Hot Gimmick Kairakuten (1998)
3. Taisen Hot Gimmick 3 Digital Surfing (1999)
4. Taisen Hot Gimmick 4 Ever (2000)
5. Taisen Hot Gimmick Integral (2001)
6. Taisen Hot Gimmick Mix Party (2005)
7. Taisen Hot Gimmick 5 (2005)

- STAFF -

Character Design: Katokichi Arikawa, Isutoshi, Toshikazu Gegera, Katsuya Terada, Ugetsu Hakua, Takehiro Miura, Mogudan, Zen Yasumori, Mine Yoshizaki, Raidon

- PORTS -

* Consoles :
Sony PlayStation 2 (2005) : features more characters than original arcade version.

* Computers :
PC [MS Windows] (2004)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2816&o=2

$end


$info=hotgm4ev,
$bio

Taisen Hot Gimmick 4 Ever (c) 2000 Psikyo.

Taisen Hot Gimmick 4 Ever is the fourth game in the Hot Gimmick series and features three modes of play. 

The 'Punish Mode' features ten lovely opponents (plus three secret opponents) for the player to punish after defeating them at mahjong.

After winning three rounds against an opponent or depleting all of her funds, the player is given the choice to 'punish' the opponent. Each girl features two punishment scenes, of which the player may only choose one to view. When shown, the player must repeatedly press the A button to advance the animated sequence to reveal further nudity.

After defeating an opponent (or after a continue) the player may buy cheat items to use against the next opponent.

The game is over once all of the player's betting funds are depleted.

The game also features a one-player 'Mahjong Detective Mode' and a two-player 'Jan-God vs. Jan-Devil Mode'.

- TECHNICAL -

Main CPU : SH-2 (@ 28.63635 Mhz)
Sound Chips : YMF278B (@ 28.63635 Mhz)

Players : 2

- TRIVIA -

Taisen Hot Gimmick 4 Ever was released in May 2000.

The title of this game translates from Japanese as 'Hot Gimmick Competition 4 Ever'.

- TIPS AND TRICKS -

* Challenge Yuan Nang from "Gunbird" : Beat each opponent of the 1st batch (4 in total) without punishing them. When the 2nd opponent selection screen shows up, type G, then L. Choose opponent A.

* Challenge Junis from "Tengai" : Beat each opponent of the 1st batch (4 in total) without punishing them. When the 2nd opponent selection screen shows up, type G, then L. Choose opponent B.

* Challenge Kashon from "Sol Divide" : Beat each opponent of the 2nd batch (3 in total) without punishing them. When the 3rd opponent selection screen shows up, type M, then N.

- SERIES -

1. Taisen Hot Gimmick (1997)
2. Taisen Hot Gimmick Kairakuten (1998)
3. Taisen Hot Gimmick 3 Digital Surfing (1999)
4. Taisen Hot Gimmick 4 Ever (2000)
5. Taisen Hot Gimmick Integral (2001)
6. Taisen Hot Gimmick Mix Party (2005)
7. Taisen Hot Gimmick 5 (2005)

- STAFF -

Character Design: Jun Tsukasa
Guest Character Design: Ugetsu Hakua, Shinichi Morioka, Mine Yoshizaki

- PORTS -

* Computers :
PC [MS Windows] (2004)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5104&o=2

$end


$info=hotgmcki,
$bio

Taisen Hot Gimmick Integral (c) 2001 Psikyo.

Taisen Hot Gimmick Integral is the fifth game in the Hot Gimmick strip mahjong series. It is an omnibus work, featuring the girls from all four previous games in the series. This game also makes many changes to the original style of gameplay for a unique and more challenging experience.

Unlike previous games, Taisen Hot Gimmick Integral only features the one-player, strip mahjong mode.  Also, if a player wins three rounds without depleting an opponents funds, he will advance on to the next opponent but will not have the chance to view the punishment scene. And oddly, despite recycling the animations from the previous games, each girl only features one punishment scene.

Otherwise things are much the same. During the punishment scene the player must repeatedly press the A button to advance the animated sequence to reveal further nudity. After defeating an opponent (or after a continue) the player may buy cheat items to use against the next opponent.

And of course, the game is over once all of the player's betting funds are depleted.

- TECHNICAL -

Main CPU : SH-2 (@ 28.63635 Mhz)
Sound Chips : YMF278B (@ 28.63635 Mhz)

Players : 2

- TRIVIA -

Taisen Hot Gimmick Integral was released in July 2001.

The title of this game translates from Japanese as 'Hot Gimmick Competition Intergral'.

- SERIES -

1. Taisen Hot Gimmick (1997)
2. Taisen Hot Gimmick Kairakuten (1998)
3. Taisen Hot Gimmick 3 Digital Surfing (1999)
4. Taisen Hot Gimmick 4 Ever (2000)
5. Taisen Hot Gimmick Integral (2001)
6. Taisen Hot Gimmick Mix Party (2005)
7. Taisen Hot Gimmick 5 (2005)

- STAFF -

Producer : Hiroshi Yamada
Director : Hyoue Ogawa
Designer : Toko Ebisawa, Sachiko Sakamoto, nana, Youko Tsukagoshi, Emi Taniguchi
Programmer : marikuma
Sound : Masaki Izutani, Kaori Kumakura
Illustrator : Jun Tsukasa, Katokichi Arikawa, Takuya Inoue, Reijirou Katou, Tatsurou Karuma, Toshikazu Gegera, Kazuki Kotobuki, Katsuya Terada, Mugi Tokisaka, Hirofumi Nakamura, Ugetsu Hakuka, Takehiro Miura, Mogudan, Milk Morinaga, Youkihi, Mine Yoshizaki, Raidon

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5105&o=2

$end


$info=hgkairak,
$bio

Taisen Hot Gimmick Kairakuten (c) 1998 Psikyo.

Taisen Hot Gimmick Kairakuten is a strip mahjong game featuring beautiful graphics and twelve lovely opponents.

After winning three rounds against an opponent or depleting all of her funds, the player is given the choice to 'punish' the opponent. Each girl features two punishment scenes, of which the player may only choose one to view. When shown, the player must repeatedly press the A button to advance the animated sequence to reveal further nudity.

After defeating an opponent (or after a continue) the player may buy cheat items to use against the next opponent.

The game is over once all of the player's betting funds are depleted.

- TECHNICAL -

Main CPU : SH-2 (@ 28.63635 Mhz)
Sound Chips : YMF278B (@ 28.63635 Mhz)

Players : 2
Control : mahjong keyboard

- TRIVIA -

Taisen Hot Gimmick Kairakuten was released in November 1998.

The title of this game translates from Japanese as 'Heavenly Pleasure Hot Gimmick Competition'.

The character designs came out of a collaboration between artists who worked for the adult magazine "COMIC Heavenly Pleasure".

The player's dog companion is voiced by Akiko Yajima, who is also the voice of Shinnosuke Nohara from the popular anime "Crayon Shin-Chan".

- TIPS AND TRICKS -

* Challenge Miko from "Tengai" : Beat each of the 3 opponents in the 1st opponent selection screen without punishing them. When the second opponent selection screen shows up, type M, then K.

* Challenge Marion from "Gunbird" : Beat each of the 3 opponents in the 2nd opponent selection screen without punishing them. When the third opponent selection screen shows up, type M, then G.

* Challenge Kain from "Tengai" : Beat each of the 3 opponents in the 3rd opponent selection screen without punishing them. When the fourth opponent selection screen shows up, type M, then D.

- SERIES -

1. Taisen Hot Gimmick (1997)
2. Taisen Hot Gimmick Kairakuten (1998)
3. Taisen Hot Gimmick 3 Digital Surfing (1999)
4. Taisen Hot Gimmick 4 Ever (2000)
5. Taisen Hot Gimmick Integral (2001)
6. Taisen Hot Gimmick Mix Party (2005)
7. Taisen Hot Gimmick 5 (2005)

- STAFF -

Character Design: Kou Fumikuki, Mugi Tokisaka, Tatsurou Karuma, Milk Morinaga, Takuya Inoue, Rikako Kugayama, OKAMA, Dowman-Sayman, Reijirou Katou, Kazuki Kotobuki, SABE, Youkihi

- PORTS -

* Computers :
PC [MS Windows] (2003)
PC [MS Windows] (2004, "Taisen Hot Gimmick - Collaboration Pack") : includes Kairakuten and Digital Surfing (Taisen Hot Gimmick 2 and 3)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2817&o=2

$end


$info=hotgmkmp,
$bio

Taisen Hot Gimmick Mix Party (c) 2005 Psikyo.

- TECHNICAL -

Runs on the "Taito Type X" hardware.

- TRIVIA -

The title of this game translates from Japanese as 'Hot Gimmick Competition Mix Party'.

- SERIES -

1. Taisen Hot Gimmick (1997)
2. Taisen Hot Gimmick Kairakuten (1998)
3. Taisen Hot Gimmick 3 Digital Surfing (1999)
4. Taisen Hot Gimmick 4 Ever (2000)
5. Taisen Hot Gimmick Integral (2001)
6. Taisen Hot Gimmick Mix Party (2005)
7. Taisen Hot Gimmick 5 (2005)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4827&o=2

$end


$info=fromanc2,
$bio

Taisen Idol-Mahjong Final Romance 2 (c) 1995 Video System.

Taisen Idol-Mahjong Final Romance 2 is strip mahjong game featuring nine different girls with three strip sequences each.

Before facing each opponent, the player may buy cheat items to help him in the following rounds against that girl. Funds for the store come from the players winnings in the previous rounds and roll over across continues.

A strip sequence is shown every time the player wins a hand. Strip sequences consist of scrolling, still images of the girl with limited animation of facial expressions. If a player depletes an opponents betting funds, then the game will advance through all of the strip sequences for that opponent.

Occasionally, after defeating an opponent, the player is given the opportunity to play a mini-game of high-low. The player is shown a tile and must guess if the next tile will be higher or lower than the tile shown.  If the player wins all three rounds, he is given a cheat item.

The player looses the game once all of his betting funds are depleted. Upon continuing the player keeps any unused cheat items and may buy more items from the store, but all of the player's wins against the current opponent are wiped out.

- TECHNICAL -

Game ID : VSAM-28-2

Main CPU : Motorola 68000 (@ 16 Mhz), Zilog Z80 (@ 8 Mhz)
Sound CPU : Zilog Z80 (@ 8 Mhz)
Sound Chips : Yamaha YM2610 (@ 8 Mhz)

Player : 2
Control : mahjong keyboard

- TRIVIA -

Released in April 1995.

The title of this game translates from Japanese as 'Final Romance Idol-Mahjong Competition 2'.

- SERIES -

1. Idol-Mahjong Final Romance (1991)
2. Taisen Idol-Mahjong Final Romance 2 (1995)
3. Taisen Mahjong Final Romance R (1995)
4. Taisen Mahjong Final Romance 4 (1998)

- STAFF -

Executive producer : Kouzi Furukawa
Character designers : Gensho, Yorozu-Ichi
Character voices : Mako Hyoudou, Yumi Takada, Emi Shinohara, Chinami Nishimura, Kumiko Hisano
Game designer : MuneTAKA Sakae
Programmer : TAKA
Graphic designers : Okabayashi, Iizuka, Honda, Kakihana
Sound programmer : H. Soyama
Music composer : Hoso-Q
Sound effets : Pirowo

- PORTS -

* Consoles :
Sega Saturn [JP] (1995)
SNK Neo-Geo CD [JP] (1995)
Panasonic 3DO [JP] (Jan. 19, 1996; "Idol Mahjong Final Romance 2 - Hyper Edition [Model FZ-SJ7751]")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2818&o=2

$end


$x68k_flop=karatedo,
$bio

Taisen Kakutou Karatedou (c) 1997 Nishio Kouzou

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88672&o=2

$end


$info=karatevs,
$bio

Taisen Karate Dou - Seishun Bishoujo Hen (c) 1984 Data East.

Classic karate tournament game.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3 Mhz)
Sound CPU : Zilog Z80 (@ 3 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.5 Mhz), OKI MSM5205 (@ 375 Khz)

Players : 2
Control : Double 4-way joysticks

- TRIVIA -

Taisen Karate Dou was released in September 1984.

The title of this game translates from Japanese as 'Way of Karate Competition - Beautiful Young Girl Chapter'.

This game is known outside Japan as "Karate Champ [Player vs Player]".

- PORTS -

* Consoles : 
Nintendo Famicom Disk [JP] (July 22, 1988) "Karate Champ [Model DFC-KAR]" 
Sony PlayStation 2 (July 21, 2005) "Oretachi Geasen Zoku Sono 3 - Karate Michi [Model SLPM-62628]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2819&o=2

$end


$info=fromanc4,
$bio

Taisen Mahjong Final Romance 4 (c) 1998 Video System.

An evening with cute mahjong girls.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 16 Mhz)
Sound CPU : Zilog Z80 (@ 8 Mhz)
Sound Chips : Yamaha YM2610 (@ 8 Mhz)

Player : 2
Control : mahjong keyboard

- TRIVIA -

Released in April 1998.

This title translates from Japanese as 'Final Romance Mahjong Competition 4'.

- SERIES -

1. Idol-Mahjong Final Romance (1991)
2. Taisen Idol-Mahjong Final Romance 2 (1995)
3. Taisen Mahjong Final Romance R (1995)
4. Taisen Mahjong Final Romance 4 (1998)

- STAFF -

Executive producer : Furukawa Kouji
Character design & Screen play by Akatsuki Gomoku.
Animation character design & chief animator : Watabe Keisuke (Hercules)
Music & Sound effects : Itamura Maoki
Animation editor : Jitensha (Ookubo Tadao)
Main programmer : Hamanaka Tsukasa
Programmers : Soyama Hiroe, Yokota Kenichi, Touno Mika, Yagiyama
Game graphic designers : Ikeda Masako, Higuchi Norie, Sawada Ayano
Mahjong design : Yamato Masashi
Screen play & directed by : Yasunobu Hayashi

* CAST :
Yuri : Nagasawa Miki
Shino : Yajima Akiko
Momo : Kanamaru Hinako
Saki : Naoko Matsui
Syun-ran : Iwatsubo Rie
Rin-ran : Shibata Yumiko
Eimi : Maeda Mitsuko
Chin-ta : Akatsuki Gomoku

- PORTS -

* Consoles :
Sega Saturn (1998)

* Computers :
Windows (Harvest)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2820&o=2

$end


$info=fromancr,
$bio

Taisen Mahjong Final Romance R (c) 1995 Video System.

The ongoing mahjong final romance! It can go all night long, baby!

- TECHNICAL -

Game ID : VSMR-30

Main CPU : Motorola 68000 (@ 16 Mhz), Zilog Z80 (@ 8 Mhz)
Sound CPU : Zilog Z80 (@ 8 Mhz)
Sound Chips : Yamaha YM2610 (@ 8 Mhz)

Player : 2
Control : mahjong keyboard

- TRIVIA -

Released in December 1995 in Japan.

The title of this game translates from Japanese as 'Final Romance Mahjong Competition R'.

- SERIES -

1. Idol-Mahjong Final Romance (1991)
2. Taisen Idol-Mahjong Final Romance 2 (1995)
3. Taisen Mahjong Final Romance R (1995)
4. Taisen Mahjong Final Romance 4 (1998)

- STAFF -

Executive producer : Kouzi Furukawa
Character designer / Animation director : Gensho Sugiyama
Animator : Masaya Onishi, P-Suke Tanaka, Giichi Morimachi, Shinya Takahashi
Recording studio : TAVAC
Finish work : SHAFT
"BG"-picture : TULIP
Performance director : Tadao Okubo (Zitensha)
Animation producer / Animation check : Toshiyuki Okabayashi (Kool Kizz)
Item planner / Assistant director : Kazuki Ito
Programmers : Zavi, Takushi Seki
Graphic editors : GSX-R, Yoshiaki Kurihara, Rowgy, Nene, Maiko Matsuzaki
Sound composer : Hoso-Q
Sound effects : Pirowo
Script writer / General director : Yasunobu Hayashi

* CAST :
1st stage, Rina Koizumi : Satomi Koroogi
2nd stage, Mika Fujisaki : Fumie Kusachi
3rd stage, Kate Yamamura : Naoko Matsui
4th stage, Ryoko Hayami : Rie Iwatsubo
5th stage, Asuka Sendo : Ayako Shiraishi

- PORTS -

* Consoles :
Sega Saturn (1996)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2821&o=2

$end


$gamegear=taisnmj2,
$bio

Taisen Mahjong HaoPai 2 [Model G-3335] (c) 1993 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64912&o=2

$end


$gamegear=taisnmj,
$bio

Taisen Mahjong HaoPai [Model G-3202] (c) 1990 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64910&o=2

$end


$info=puzldama,
$bio

Taisen Puzzle-dama (c) 1994 Konami.

Taisen Puzzle-Dama is a puzzle game and series by Konami.  It features gameplay very similar to Sega's "Puyo-Puyo" games.  'Coins' drop in sets of two's from the top of the screen and players must form chains of three or more same colored coins to make them disappear.

The game is set up as a two player versus style game with CPU opponents for the single player game.  Clearing multiple chains at a time sends locked coins to the other side.  These locked coins are enclosed in clear boxes which are removed when a nearby coin is cleared from the screen.  This can set off more chains which adds to the strategy of the game.

If the coins get stacked up to the top of the screen then the player loses the game.  Upon continuing the player will restart the same match.

- TECHNICAL -

Konami GX hardware
Game ID : GX315

Main CPU : Motorola 68EC020 (@ 24 Mhz)
Sound CPU : Motorola 68000 (@ 9.2 Mhz)
Sound Chips : (2x) K054539 (@ 48 Khz)

Players : 4
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Released in July 1994.

The title of this game translates from Japanese as 'Puzzle-coin Wars'.

This game is known outside Japan as "Crazy Cross".

King Records released a limited-edition soundtrack album for this game (Speed King, Taisen Puzzle-dama Original Game Soundtrack - KICA-7690) on 24/01/1996.

- SERIES -

1. Taisen Puzzle-dama (1994)
2. Tokimeki Memorial Taisen Puzzle-dama (1995)
3. Taisen Tokkae Puzzle-dama (1996)
4. Susume! Taisen Puzzle Dama (1996)

- STAFF -

Director : Einoshin
Software : Bonny, Y.K 98, Tak
Graphics : XXX, Toymen, Tera
Music : Ary, Kage
Hardware : USA 138, Nanba Shot Tom
Producer : Masa 33

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2822&o=2

$end


$info=sasissu,
$bio

Taisen Tanto-R - Sasi-Su!! (c) 1996 Sega.

- TECHNICAL -

Runs on the "ST-V [Sega Titan Video Game System]" hardware.
Cartridge ID: 610-0373-57

Players : 2
Control : 8-way joystick
Buttons : 6

- TRIVIA -

Released in February 1996 in Japan.

The title of this game translates from Japanese as 'Tant-R Collecting Competition'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2823&o=2

$end


$info=tokkae,
$bio

Taisen Tokkae Puzzle-dama (c) 1996 Konami.

- TECHNICAL -

Konami GX hardware

Main CPU : Motorola 68EC020 (@ 24 Mhz)
Sound CPU : Motorola 68000 (@ 9.2 Mhz)
Sound Chips : (2x) K054539 (@ 48 Khz)

Players : 4
Control : 8-way joystick
Buttons : 2 (SWAP BALL, LINE UP)

- TRIVIA -

Released in October 1996.

The title of this game translates from Japanese as 'Fetching Puzzle-coins Competition'.

Soundtrack releases :
Konami Best Selection '98 Autumn - King Records - KICA-7913 - Oct 9, 1998

- TIPS AND TRICKS -

* Secret Characters : Use the second button instead the first to select the difficulty level and you will have three additional characters to choose at the character selection screen.

- SERIES -

1. Taisen Puzzle-dama (1994)
2. Tokimeki Memorial Taisen Puzzle-dama (1995)
3. Taisen Tokkae Puzzle-dama (1996)
4. Susume! Taisen Puzzle Dama (1996)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2824&o=2

$end


$gbcolor=ttshogi,
$bio

Taisen Tsume Shougi [Model DMG-BTSJ-JPN] (c) 2000 Athena Co. Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68864&o=2

$end


$gamegear=daisenrg,
$bio

Taisen-gata Daisenryaku G [Model T-51017] (c) 1991 Systemsoft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64913&o=2

$end


$nes=tbasketb,
$bio

Taito Basketball (c) 1991 Taito Corp.

- TECHNICAL -

Game ID: TFC-UJ-5900

- TRIVIA -

Released on April 26, 1991 in Japan. This is the 36th title published by Taito on the Famicom.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54689&o=2

$end


$saturn,sat_cart=chasehqs,
$bio

Taito Chase H.Q. + S.C.I. (c) 1996 Taito Corp.

- TECHNICAL -

Game ID: T-1105G

- TRIVIA -

Taito Chase H.Q. + S.C.I. for Saturn was released on August 9, 1996 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59765&o=2

$end


$sms=chasehq,
$bio

Taito Chase H.Q. (c) 1990 Sega Enterprises, Limited.

- TECHNICAL -

Cartridge ID: 7038

- TRIVIA -

European reviews:
[FR] Player One (Sept. 1990): 70/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56225&o=2

$end


$gameboy=chasehqj,
$bio

Taito Chase H.Q. (c) 1991 Taito Corp.

- TECHNICAL -

Cartridge ID: DMG-HQJ

- TRIVIA -

Taito Chase H.Q. for Game Boy was released on January 11, 1991 in Japan. It was then re-released on February 28, 1997 as part of "Taito Variety Pack [Model DMG-AVPJ-JPN]".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67078&o=2

$end


$nes=chasehq,
$bio

Taito Chase H.Q. (c) 1989 Taito Corp.

- TECHNICAL -

Cartridge ID: DTF-H9

- TRIVIA -

Taito Chase H.Q. for Famicom was released on December 8, 1989 in Japan.

It was the 28th title published by Taito on the Famicom.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54690&o=2

$end


$gamegear=chasehqj,
$bio

Taito Chase H.Q. (c) 1991 Taito Corp.

- TECHNICAL -

Game ID: T-11017

- TRIVIA -

Taito Chase H.Q. for Game Gear was released on March 8, 1991 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64915&o=2

$end


$gamegear=chasehq,
$bio

Taito Chase H.Q. (c) 1991 Taito Corp.

- TECHNICAL -

Game ID: T-11018

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64916&o=2

$end


$pce=chasehq,
$bio

Taito Chase H.Q. (c) 1990 Taito Corp.

- TECHNICAL -

Game ID: TP02006

- TRIVIA -

Taito Chase H.Q. for PCE was released on January 26, 1990 in Japan.

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [JP] (August 26, 2008)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58746&o=2

$end


$info=cupfinal,
$bio

Taito Cup Finals (c) 1993 Taito.

A soccer game from Taito.

- TECHNICAL -

Runs on the "Taito F3 System" Hardware.

Prom Stickers : D49

Players : 4
Control : 8-way joystick
Buttons : 4

- TRIVIA -

Released in February 1993.

This game is known in Japan as "Hattrick Hero '93" and also known as "Super Cup Finals" (November 1993).

The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to '!!!'.

- SERIES -

1. Euro Champ '92 (1992)
2. Taito Cup Finals (1993)
3. International Cup '94 (1994)
4. Taito Power Goal (1994)

- STAFF -

Planner : Takeshi Kobori
Character designers : Takeshi Kobori, Yuji Sakamoto, Hideyuki Kato, Hiroyo Kujirai, Hiromi Mikami, Shinjiro Sugitani
Software : Kazutomo Ishida, Kusago Nagahara, Shinji Soyano, Kousuke Usami, Xxx Hayashi
Designers : Naoto Hashizume, Takeshi Kobori
Sound : Shuichiro Nakazawa (Zuntata)
Hardware : Katsumi Kaneoka

* CAST :
Player & Gk : Masashi Tsuzura
Manager : Suminori Hase, Yuji Sakamoto
Referee : Shin Tanaka
Lady : Seiji Kawakami
Doctor : Hiroto Nizato
Nurse : Hiromi Mikami
Stunt : Tomohisa Yamashita

Assistant : Shin Tanaka
Directors : Takeshi Kobori, Marutake

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2825&o=2

$end


$info=taitogn,
$bio

Taito G-Net (c) 1997 Taito Corporation.

- TECHNICAL -

Main CPU: R3000A 32 bit RISC processor, Operating performance - 30 MIPS, Instruction Cache - 4KB. 
BUS: 132 MB/sec. 
OS ROM: 512 Kilobytes. 
Sound CPU: Panasonic MN1020012A. 
Sound DSP's: ZOOM ZSG-2 DSP, TMS57002 DSP. 
Graphical Processor: 360,000 polygons/sec, Sprite/BG drawing, Adjustable frame buffer, No line restriction, 4,000 8x8 pixel sprites with individual scaling and rotation, Simultaneous backgrounds (Parallax scrolling). 
Sprite Effects: Rotation, Scaling up/down, Warping, Transparency, Fading, Priority, Vertical and horizontal line scroll 
Resolution: 256x224 - 740x480 Pixels. 
Colours: 16.7 million colors, Unlimited CLUTs (Color Look-Up Tables). 
Other Features: Custom geometry engine, Custom polygon engine, MJPEG decoder. 
Media: PCMIA II Cards. 
Control Chip: NEC uPD78081 MCU @ 5MHz for handling analog controls and trackballs. 
Optional I/O: Video, Stereo, Trackball, Race Controller, 3rd & 4th Player, Memory Card. 
Onboard Memory: Present - Saves High Scores and Settings including Calibration but only per game. 

Board Layout: Comprises the following main parts.... 
- Sony ZN-2 Motherboard. 
- Taito FC PCB (Sound hardware & FLASHROMs). 
- Taito CD PCB (PCMCIA cart interface). 
- Optional Communication Interface PCB. 
- Optional Save PCB. 
Comm Link: Two LAN Connectors plus Terminator. 
Conversion Class: JAMMA+.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82937&o=2

$end


$nes=taitogp,
$bio

Taito Grand Prix - Eikou e no License (c) 1987 Taito Corp.

- TECHNICAL -

Game ID: TFC-TG-550

- TRIVIA -

Released on December 11, 1987 in Japan.

It was the 15th title published by Taito on the Famicom.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54691&o=2

$end


$gbcolor=bublboblj,
$bio

Taito Memorial - Bubble Bobble [Model DMG-BJBJ-JPN] (c) 2000 Jorudan Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68865&o=2

$end


$gbcolor=chasehqj,
$bio

Taito Memorial - Chase H.Q. - Secret Police (c) 2000 Jorudan Company, Limited.

- TECHNICAL -

Game ID: DMG-AH9J-JPN

- TRIVIA -

Taito Memorial - Chase H.Q. - Secret Police for Game Boy Color was released on May 26, 2000 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68866&o=2

$end


$info=pwrgoal,
$bio

Taito Power Goal (c) 1994 Taito.

A soccer game from Taito.

- TECHNICAL -

Runs on the "Taito F3 System" Hardware.

Game ID : D94

Players : 4
Control : 8-way joystick
Buttons : 4

- TRIVIA -

Released in November 1994.

This game is also known as "Hattrick Hero '95".

The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to 'AAA'.

- SERIES -

1. Euro Champ '92 (1992)
2. Taito Cup Finals (1993)
3. International Cup '94 (1994)
4. Taito Power Goal (1994)

- STAFF -

Planners : Atsuchi Taniguchi, Yasuhiro Noguchi
Character designers : Atsuchi Taniguchi, Ryuji Tominaga, Hideyuki Kato, Hiroyo Kujirai, Atsushi Iwata, Shinjiro Sugitani, Yasuhiro Noguchi, Terumi Ogihara, Hiroshi Nishida
Software : Shinji Soyano, Masashi Tsuzura, Takashi Ishii, XXX Hawyashi
Designer : Toshiyuki Takenami
Sound (Zuntata) : Yoshiro Horie, Shuichiro Nakazawa
Hardware : Katsumi Kaneoka, Hironobu Suzuki
Action director : Yasuhiro Noguchi

* CAST :
Player & GK : Norikatsu Fukuda
Manager : Masao Kashino
Referee : Shin Tanaka
Camera Man : Yasuhiro Noguchi
Lady : Seiji Kawakami

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2826&o=2

$end


$info=taitotz,
$bio

Taito Type Zero (c) 1999 Taito Corporation.

- TECHNICAL -

Main CPU: PowerPC 603e @ 100MHz.
Graphics: Taito TCG020AGP.
Sound CPU: MN1020819DA.
Sound Chip: ZOOM ZSG-2.
Sound DSP: ZOOM ZFX-2.
I/O CPU: TMP95C063F.
Hardware Features: Harddisk and LAN features.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82936&o=2

$end


$gameboy=varpack,
$bio

Taito Variety Pack (c) 1997 Taito Corp.

Compilation of 4 Taito classics for the Nintendo Game Boy : 
- "Bubble Bobble [Model DMG-B2A]" (1990)
- "Taito Chase H.Q. [Model DMG-HQJ]" (1991)
- "Elevator Action [Model DMG-EAA]" (1991)
- "Sagaia [Model DMG-S8A]" (1991)

- TECHNICAL -

Cartridge ID: DMG-AVPJ-JPN

- TRIVIA -

Taito Variety Pack for Game Boy was released on February 28, 1997 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67079&o=2

$end


$info=tcl,
$bio

Taiwan Chess Legend (c) 1995 Uniwang.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3 Mhz)
Sound Chips : General Instrument AY8910 (@ 2 Mhz)

Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256

Players : 1

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3281&o=2

$end


$megadriv=taiwan,
$bio

Taiwan Daheng (c) 1994 C&E

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56939&o=2

$end


$info=taiwanmb,
$bio

Taiwan Mahjong (c) 1988 Miki Syouji.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 5 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.25 Mhz), DAC (@ 1.25 Mhz)

Screen orientation : Horizontal
Video resolution : 512 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256

Players : 2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3567&o=2

$end


$nes=tai16mj,tai16mja,tai16mjb,
$bio

Taiwan Mahjong - Tai Wan Ma Que 16 [Model SA-001] (c) 1989 Sachen [Taiwan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76981&o=2

$end


$nes=tai16mj2,
$bio

Taiwan Mahjong 2 [Model SA-025] (c) 1992 Sachen [Taiwan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76982&o=2

$end


$x1_flop=asteka2,
$bio

Taiyou no Shinden - Asteka II (c) 1986 Nihon Falcom [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86136&o=2

$end


$pc98=asteka2,
$bio

Taiyou no Shinden - Asteka II (c) 1986 Nihon Falcom [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90783&o=2

$end


$pc8801_flop=asteka2,
$bio

Taiyou no Shinden - Asteka II (c) 1986 Nihon Falcom [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93011&o=2

$end


$fm7_disk=asteka2,
$bio

Taiyou no Shinden - Asteka II (c) 1986 Nihon Falcom [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93651&o=2

$end


$msx2_cart=asteka2,
$bio

Taiyou no Shinden - Asteka II (c) 1987 Nihon Falcom

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51382&o=2

$end


$nes=asteka2,
$bio

Taiyou no Shinden - Asteka II (c) 1988 Tokyo Shoseki

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54692&o=2

$end


$msx2_flop=asteka2,asteka2b,asteka2c,asteka2a,
$bio

Taiyou no Shinden - Asteka II (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102084&o=2

$end


$gameboy=marlowe,
$bio

Taiyou no Tenshi Marlowe - Ohanabatake wa Dai-Panic [Model DMG-HVJ] (c) 1994 Technos Japan Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67080&o=2

$end


$nes=fighbird,
$bio

Taiyou no Yuusha - Fighbird (c) 1992 Irem Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54693&o=2

$end


$gameboy=fighbird,
$bio

Taiyou no Yuusha - Fighbird GB [Model DMG-TYJ] (c) 1991 Irem Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67081&o=2

$end


$info=m4taj,
$bio

Taj Mahal (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41484&o=2

$end


$info=tajmah,
$bio

Taj Mahal (c) 2002 Atronic.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43752&o=2

$end


$gba=takchala,takchal,
$bio

Tak - The Great Juju Challenge [Model AGB-BJWE-USA] (c) 2006 T-HQ, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75951&o=2

$end


$gba=tak2u,
$bio

Tak 2 - The Staff of Dreams (c) 2004 T-HQ, Inc.

Join Tak in an epic adventure, as he must learn all new Juju magic to recover the Staff of Dreams and defeat Tlaloc once and for all. Tak's role in the great Prophecy of the Pupanunu people isn't over. Rather, it's just begun! It's not easy being Jibolba's apprentice, and Tak's got the bruises to prove it. Now dabbling with new abilities, Tak is creating a little Juju magic of his own! He's even working on mastering the ancient Juju magic of animal-morphing. Between possessing, and turning different spirit animals, Tak's got a lot to learn. And he better do it fast because Tlaloc has begun his return with vengeance on his mind.

Features:
* 9 brand new linear environments including the Woodlands, Mountain Highlands, The River, The Geo-Thermal Region, Mangrove Swamp, the Dream World, Planetarium, Dream Temple and the Inner Sanctuary!
* Incredible new Juju powers such as animal-morph abilities which introduce unique gameplay elements.
* Juju potion mixing abilities for Tak to create his own Juju magic.
* Expanded combat system and new weapons that include the Thwark, Bolas, and the powerful Dream Shaker.
* All-new characters including 3 brand new Juju gods, 9 Nightmare creatures, and Jibolba's brother (JB).
* Each game box comes packed chock full of Juju!

- TECHNICAL -

Cartridge ID: AGB-BT9E-USA

- TRIVIA -

Released on October 11, 2004 in USA.

Export releases:
[US] "Tak 2 - The Staff of Dreams [Model AGB-BT9P-EUR]"

- STAFF -

Helixe Studios
Project Lead: David Konieczny
Lead Programmer: Peter Tieryas
Lead Artist: Jason Beene
Animators: Adam Tierney, John Beauchemin, Christopher D. White, Jason Beene
Programming: Jason Benham
Additional Programming: Jeff Dixon, Mat MacKenzie, Pat McElhatton, Jeff Rubin, Michael Seegers
Audio Director: Mashi Hasu
Game Design: Jason Beene, Jason Benham, David Konieczny, Peter Tieryas, Mark Tsai
Project Manager: Mark Tsai
General Manager: Kurt Bickenbach

THQ
Creative Manager: Stephen Jarrett
Project Managers: Kathleen Nicholls, Rachel DiPaola
Technical Manager: Peter Andrew
Art Director: Thom Ang
Licensing Manager: Stephanie Wise
Director, Project Management: Duncan Scott Kershaw
VP, Product Development: Philip Holt
Director, Quality Assurance: Monica Vallejo
Test Supervisor: Travis Tholen
Test Lead: Luis Sánchez
Testers: Jake Jarvi, Michael Ricco, Lukas Weyandt, Eric Williams
First Party Supervisor: Evan Icenbice
First Party Specialists: Adam Affrunti, Joel Dagang, Scott Ritchie
QA Technical Supervisor: Mario Waibel
QA Technicians: James Krenz, Brian McElroy
Mastering Lab Technicians: Charles Batarse, Glen Peters, Jonathan Katz
Database Applications Engineer: Jason Roberts
Game Evaluation Team: Sean Heffron, Matt Elzie, F. Scott Frazier
Senior Vice President Worldwide Marketing: Peter Dille
Director Global Brand Management: John Ardell
Senior Product Marketing Manager: Danielle Conte
Product Marketing Manager: Ed Lin
Director of Creative Services: Howard Liebeskind
Creative Services Managers: Kirk Somdal, Stephanie Barr
Creative Services Coordinator: Melissa D
Manual Writer: Erica David

THQ International
Head of Brand Management: Michael Pattison
International Brand Manager: Karine Goethals
Associate International Brand Manager: Sarah Nicholson
Director of Localisation: Susanne Dieck
Localisation Engineer: Bernd Kurtz
Submission Coordinator: Florence Kum
THQ Special Thanks: Brian J. Farrell, Jack Sorensen, Tiffany Ternan, Germaine Gioia, Leslie Brown, Brandy A. Carrillo, Terri Schiek, Keith Kraegel, Juston Antony

Nickelodeon Interactive
SVP of Media Products: Stephen Youngwood
Director of Interactive Production & Marketing: Stacey V. Lane
Coordinator of Interactive Production & Marketing: Jack Daley
Creative Director Nickelodeon Creative Resources: Tim Blankley
Senior Designer of Interactive Nickelodeon Creative Resources: Rob Lemon
Nickelodeon would like to thank:: Eric Allan, Giuseppe Bianco, Kristen Buckley, Leigh Anne Brodsky, Pete Danielson, Jaime Dictenberg, Russell Hicks, Paula Kaplan, Pam Kaufman, Jodi Skoutas, Paul McMahon, Linnette Pastori, Miles Rohan, Jason Root, Joe Sandbrook, Eric Squires, Lori Szuchman, Geoff Todebush, Stavit Young, Chezza Zoeller, Debra Krassner

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75953&o=2

$end


$gba=tak2,
$bio

Tak 2 - The Staff of Dreams (c) 2005 T-HQ, Inc.

European release. Game developed in USA. See "Tak 2 - The Staff of Dreams [Model AGB-BT9E-USA]" for more information about the game itself.

- TECHNICAL -

Cartridge ID: AGB-BT9P-EUR

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75952&o=2

$end


$gba=taku,tak,taka,
$bio

Tak and the Power of Juju [Model AGB-BJUE-USA] (c) 2003 T-HQ, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75954&o=2

$end


$gba=f_takamb,
$bio

Takahashi Meijin no Bouken-jima [Famicom Mini] [Model AGB-FTBJ-JPN] (c) 2004 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70630&o=2

$end


$nes=advislndj,
$bio

高橋名人の冒険島 (c) 1986 Hudson Soft.
(Takahashi Meijin no Boukenjima)

- TRIVIA -

Takahashi Meijin no Boukenjima was released on September 12, 1986 in Japan.

- STAFF -

Program: Toshinori Oyama
Programming: Fumihiko Itagaki
Composition & Arrangement: Jun Chikuma

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54694&o=2

$end


$nes=advislndh,
$bio

Takahashi Meijin no Boukenjima (c) 1986 FMG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69326&o=2

$end


$msx1_cart=takameijk1,
$bio

Takahashi Meijin no Boukenjima (c) 1988 Star Frontiers

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77504&o=2

$end


$msx1_cart=takameijk2,
$bio

Takahashi Meijin no Boukenjima (c) 198? Zemina.

Korean release.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95216&o=2

$end


$nes=advisln2j,
$bio

Takahashi Meijin no Boukenjima II (c) 1991 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54695&o=2

$end


$gameboy=advisl2j,
$bio

Takahashi Meijin no Boukenjima II [Model DMG-T3J] (c) 1992 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67082&o=2

$end


$nes=advisln3j,
$bio

Takahashi Meijin no Boukenjima III (c) 1992 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54696&o=2

$end


$gameboy=advisl3j,
$bio

Takahashi Meijin no Boukenjima III [Model DMG-CQJ] (c) 1993 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67083&o=2

$end


$nes=advisln4,
$bio

Takahashi Meijin no Boukenjima IV (c) 1994 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54697&o=2

$end


$msx1_cart=takameij,takameija,
$bio

高橋名人の冒険島 (c) 1986 Hudson Soft.
(Takahashi Meijin no Boukenjima)

- TECHNICAL -

Bee Card
Game ID: BC-M9

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77503&o=2

$end


$pce=takameib,
$bio

Takahashi Meijin no Boukenjima (c) 1992 Hudson Soft.

Takahashi Meijin no B?kenjima is a fun side-scrolling action game by Hudson Soft. The game seems to follow the adventures of Takahashi Meijin no Daiboukenjima released in 1992 for the Super Famicom. Takahashi Meijin is about to spend some well deserved time with his (just wed) wife. But things didn't really go according to plans and an evil bad guy has decided to kidnap his beloved Tina and six children from the local island. Takahashi embarks again on a journey to save not only his wife and six children, but also his hometown. Takahashi Meijin no Bouken Jima is a fast and intense side-action game. Takahashi can run, jump and sometimes use a skateboard to whirl through a stage. But players must always keep an eye on Takahashi's energy bar hence his life always hangs on a thread. His energy is continuously flowing away from him and he must pick fruits and vegetables to stay alive. Giant eggs are spreaded, and sometimes hidden, along the way and Takahashi can crack them opened to release new weapons and other items such as the boomerang, the spear, the healthy bottle of milk or the evil Eggplant which will drain him dry. The game counts six islands (each with four stages) and Takahashi will express his gratitude by doing a little and always different dance at the end of each one of them.

- TECHNICAL -

HuCARD ID: HC92055
HuCARD Size: 4 Mbits.

- TRIVIA -

Released on June 26, 1992 in Japan for 6500 Yen.

- STAFF -

Program Design: 777 Tomohiude 777
Character Design: Ojarin
Visual Design: Isi=Koro
Character Design: Guppy
Background: Yossy
Music Composer: Nobi
Producer: Ura Desu

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58747&o=2

$end


$nes=bughoney,
$bio

Takahashi Meijin no Bugutte Honey (c) 1987 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54698&o=2

$end


$snes=takamei2,
$bio

Takahashi Meijin no Daiboukenjima II [Model SHVC-AT2J-JPN] (c) 1995 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62464&o=2

$end


$snes=takameij,
$bio

????????? (c) 1992 Hudson Soft.
(Takahashi Meijin no Daiboukenjima)

Here is the Super Famicom version of the popular Takahashi Meijin no Daiboukenjima action game by Hudson Soft. The original game was released for the Famicom system and certainly deserved a 16 bit upgrade. In this new and colorful episode, Master Takahashi must save his girlfriend from a terrible fate. An evil sorcerer has turned her into a stone statue and our hero must now find a cure to this atrocious curse. As usual, Master Takahashi has to race through several stages, from deep jungles to erupting volcanoes and even inside a gigantic whale. Takahashi can run, crouch and jump, and can also trigger a super jump by crouching and jumping at the same time. Two of his traditional weapons are also available - The axe and the boomerang certainly help the player getting rid of the army of demonic monsters encountered throughout the adventure. These weapons can also be powered-up by collecting them multiple times. The now legendary skateboard power-up is still there for the picking and allows Takahashi to spice things up a little and literally fly through stages. As usual with any game of the series, fruits need to be constantly collected to refill our hero's ever decreasing life bar.

- TECHNICAL -

Game ID: SHVC-H2

- TRIVIA -

Released on January 11, 1992 in Japan for 8500 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62463&o=2

$end


$pc98=takamkyo,
$bio

Takamizawa Kyosuke - Nekketsu!! Kyouiku Kenshuu (c) 1994 ZyX [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90784&o=2

$end


$info=j2take2,
$bio

Take 2 (c) 198? JPM International.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41021&o=2

$end


$cpc_cass=take4gam,
$bio

Take 4 Games (c) 1987 Gremlin Graphics Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99509&o=2

$end


$info=m4take5,
$bio

Take 5 (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41486&o=2

$end


$info=take5,
$bio

Take Five (c) 1975 Fun Games.

Five game in one : Wipe Out (single-player), Wipe Out (two- or four-player), Match (two- or four-player), Pro Match (two-player), Gravity Match (two- or four-player)

- SERIES -

1. Take Five (1975)
2. Take Seven (1975)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4274&o=2

$end


$info=takefive,
$bio

Take Five (c) 1978 Allied Leisure.

- STAFF -

Design by : Jack Pearson, Bob Betor
Art by : Roland Berrios

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=6663&o=2

$end


$info=ep_tak5,ep_tak5a,
$bio

Take Five (c) 199? Union Games, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40903&o=2

$end


$info=ac1taklv,
$bio

Take it or Leave it (c) 199? Ace Coin Equipment, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41818&o=2

$end


$info=m1taknot,
$bio

Take Note (c) 199? Maygay.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15482&o=2

$end


$info=sc4taknt,sc4taknta,
$bio

Take Note (c) 2002 Bell-Fruit Games.

- TECHNICAL -

[Model PR1302]

- TRIVIA -

Released in August 2002.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11542&o=2

$end


$x68k_flop=takeout,
$bio

Take Out (c) 19?? Marionet

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88673&o=2

$end


$pc8801_flop=takeout1,
$bio

Take Out 1 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93012&o=2

$end


$pc8801_flop=takeout2,
$bio

Take Out 2 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93013&o=2

$end


$pc8801_flop=takeout3,
$bio

Take Out 3 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93014&o=2

$end


$pc8801_flop=takeout4,
$bio

Take Out 4 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93015&o=2

$end


$pc8801_flop=takeout6,
$bio

Take Out 6 (c) 1989 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93016&o=2

$end


$pc8801_flop=takeout7,
$bio

Take Out 7 (c) 1990 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93017&o=2

$end


$odyssey2=moneyrun,
$bio

Take the Money and Run! (c) 1978 Magnavox Co., The

- TECHNICAL -

Game ID: AJ9412

- STAFF -

Programmer: Ed Averett

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95689&o=2

$end


$info=sc4ttpie,sc4ttpiec,
$bio

Take the Piece (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR1714]

[Scorpion 4]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43063&o=2

$end


$info=sc4ttpiea,sc4ttpieb,sc4ttpied,sc4ttpiee,sc4ttpief,
$bio

Take the Piece (c) 200? Bell-Fruit Games, Limited. [B.F.G.]

- TECHNICAL -

[Model PR1734]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42793&o=2

$end


$info=sc5ttpie,sc5ttpiea,sc5ttpieb,sc5ttpiec,sc5ttpied,sc5ttpiee,sc5ttpief,sc5ttpieg,sc5ttpieh,sc5ttpiei,
$bio

Take the Piece (c) 200? Bell-Fruit Games.

- TECHNICAL -

[Scorpion 5]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11512&o=2

$end


$info=sc4ttp,sc4ttpa,sc4ttpb,sc4ttpc,sc4ttpd,sc4ttpe,sc4ttpf,
$bio

Take the Piste (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR7016]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42834&o=2

$end


$info=m4take2,m4take2a,
$bio

Take Two (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41485&o=2

$end


$info=m5ttwo,
$bio

Take Two (c) 200? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48951&o=2

$end


$info=m4takepk,m4takepk__0,m4takepk__1,m4takepk__a,m4takepk__b,m4takepk__c,m4takepk__d,m4takepk__e,m4takepk__f,m4takepk__g,m4takepk__h,m4takepk__i,m4takepk__j,m4takepk__k,m4takepk__l,m4takepk__m,
$bio

Take Your Pick (c) 199? Barcrest.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=14888&o=2

$end


$info=sp_tkpik,sp_tkpika,sp_tkpikb,sp_tkpikc,sp_tkpikd,sp_tkpike,sp_tkpikf,
$bio

Take Your Pick (c) 199? Ace Coin Equipment, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42264&o=2

$end


$info=m4typcl,m4typcl__a,m4typcl__b,m4typcl__c,m4typcl__d,
$bio

Take Your Pick Club (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41506&o=2

$end


$info=sc4typ,sc4typa,sc4typb,sc4typc,
$bio

Take Your Pick (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR3031]

[Scorpion 4]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43064&o=2

$end


$info=sc5typ,sc5typa,sc5typb,sc5typc,
$bio

Take Your Pick (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Scorpion 5]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42835&o=2

$end


$snes=gimemory,
$bio

Take Yutaka GI Memory [Model SHVC-AGBJ-JPN] (c) 1995 N&G Project

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62465&o=2

$end


$gameboy=acestrik,
$bio

Takeda Nobuhiro no Ace Striker [Model DMG-JRJ] (c) 1994 Jaleco Company, Limited. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67084&o=2

$end


$snes=takedasc,
$bio

Takeda Nobuhiro no Super Cup Soccer [Model SHVC-JV] (c) 1993 Jaleco Company, Limited.

- TRIVIA -

The game was presented at the Famicom Spaceworld' 93 in August 1993 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62466&o=2

$end


$snes=takedasl,
$bio

Takeda Nobuhiro no Super League Soccer [Model SHVC-ATKJ-JPN] (c) 1994 Jaleco Company, Limited. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62467&o=2

$end


$info=tshingen,
$bio

Takeda Shingen (c) 1988 Jaleco.

The honorable samurai fights to remove the evil samurai and their hordes of soldiers from Japan.

- TECHNICAL -

Jaleco Mega System 1-A hardware

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound CPU : Motorola 68000 (@ 7 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.5 Mhz), (2x) OKI6295 (@ 30.303 Khz)

Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 1024

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Released in August 1988.

Export releases:
"Shingen - Samurai-Fighter"

- PORTS -

* Consoles :
NEC PC-Engine (1989)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2827&o=2

$end


$nes=shingenj,
$bio

Takeda Shingen (c) 1988 Hot-B

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54699&o=2

$end


$pce=shingen,shingen1,
$bio

Takeda Shingen (c) 1989 Aicom Corporation.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58748&o=2

$end


$nes=shingen2,
$bio

Takeda Shingen 2 (c) 1989 Hot-B

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54700&o=2

$end


$snes=takemiya,
$bio

Takemiya Masaki Kudan no Igo Taishou [Model SHVC-AITJ-JPN] (c) 1995 KSS [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62468&o=2

$end


$pc8801_flop=takeout5,
$bio

TakeOut 5 (c) 1989 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93018&o=2

$end


$pc8801_flop=takeoutf,
$bio

Takeout FoZon (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93019&o=2

$end


$pc8801_flop=takeoutg,
$bio

Takeout GA-67 Kuensan (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93020&o=2

$end


$pc8801_flop=takeoutn,
$bio

Takeout Nukazono Tomomi (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93021&o=2

$end


$intv=takeover,
$bio

Takeover (c) 1982 Mattel Electronics

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60973&o=2

$end


$msx1_cart=takeru,
$bio

Takeru Densetsu (c) 1987 Brother Kougyou

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77505&o=2

$end


$pc98=takeru08,
$bio

Takeru Disk World Vol. 08 (c) 1992 Takeru [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90785&o=2

$end


$pc98=takeru09,
$bio

Takeru Disk World Vol. 09 (c) 1992 Takeru [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90786&o=2

$end


$pc98=takeru10,
$bio

Takeru Disk World Vol. 10 (c) 1992 Takeru [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90787&o=2

$end


$nes=takeshic,
$bio

たけしの挑戦状 (c) 1986 Taito Corporation.
(Takeshi no Chousenjou)

- TECHNICAL -

Game ID: TFC-TC-5300

- TRIVIA -

Takeshi no Chousenjou was released only in Japan on December 10, 1986. It was the 9th title published by Taito for the Famicom.

Though other video games bearing the names of Japanese celebrities had been developed prior to Takeshi no Chousenjou, comedian-turned actor and film director Takeshi Kitano (Beat Takeshi) was the first celebrity to actively contribute to the video game's development. The packaging contains several warnings that the game should not be attempted with conventional gaming skills, and the player must complete numerous near-impossible tasks in order to finish the game.

The game was originally planned as a Famicom version of Kitano's television show, Takeshi's Castle, before Kitano contacted the game designers about ideas for a new game. The game's basis of being able to exert violence on all characters. However, many of Kitano's ideas were rejected either because of the limitations of the Famicom game system, or because the content was not suitable for young children.

Kitano incorporated many of his unique and controversial ideas into the game. For instance, the player can beat up a yakuza gangster at a pachinko gambling establishment, and take the yakuza's money to exchange for prizes. The player can use a hang-glider to fly over into a strange land called the 'Red Country' (an amalgam between the Soviet Union and Nazi Germany). The player can gain access to the Red Country if they pass over the four other islands, but a huge mountain blocks the way into the country, and the player will be forced to crash into either the mountain or the ground, resulting in an automatic game over screen. There is also a choice on the password-entry screen (Punch the old man) which also results in an automatic game over, even when the player has not even started the game. Other in-game events include: a game over screen where the player's character is given a funeral, singing karaoke at a pub (using the second-controller's built-in microphone), the main character divorcing his wife and paying a settlement, beating up yakuza, or seeing inhumane comments on store signs.

The game's plot, where a despondent salaryman seeks to find a hidden treasure on an island, is introduced as having been created by Kitano while he was drunk at a bar; however, Kitano himself explains that the plot was solely the result of an hour-long talk at a cafe near his production company.

Though Kitano was involved in a scandal concerning the Japanese gossip magazine Friday on December 9, 1986, a day before the game's release, Takeshi no Chousenjou was released as scheduled the following day. Two television commercials were created to advertise the game; one where Kitano is singing karaoke while playing the game, and another where he yells 'Come out!' at the microphone in the Famicom's second controller to pull up a treasure map on the game screen. Both commercials are hints for completing the game. According to a Taito source, 800,000 copies were sold.

- PORTS -

* Consoles :
Nintendo Wii [Virtual Console] (March 31, 2009)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54701&o=2

$end


$nes=takeshis,takeshisp,
$bio

Takeshi no Sengoku Fuuunji (c) 1988 Taito Corp.

- TECHNICAL -

Game ID: TFC-TSF-5800

- TRIVIA -

Released on November 25, 1988 in Japan.

It was the 20th title published by Taito on the Famicom.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54702&o=2

$end


$tg16=taknhoop,
$bio

Takin' It to the Hoop [Model TGX020026] (c) 1989 NEC Home Electronics, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84361&o=2

$end


$x68k_flop=takogame,
$bio

Tako Game II (c) 19?? Norikun

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88674&o=2

$end


$saturn,sat_cart=takurama,takuramaa,
$bio

Takuramakan - Tonkou Denki (c) 1996 Patra [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59766&o=2

$end


$info=talbot,
$bio

Talbot (c) 1982 Volt Electronics.

The player controls a peasant with a red pointed hat, he is a rabbit breeder and accompanied with his loyal hunting dog talbot breed, must recapture all the rabbits that have escaped and are running around the maze field. 

You must prevent the thieves with sunglasses, steal your rabbits while you avoid his attacks, it is a race against time, as you progress through the maze field you must find some food like milk to replenish your energy and give orders to your dog to put traps along the way to stop the sneaky thieves and also catch the rabbits more easy and bring them to the cage again, to go to the next round. With each round changes the maze pattern.

While more rabbits you catch more points you earn and you win the game, if the enemies catch more rabbits, you lose the game!

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz), ALPHA-8201 (@ 384 Khz)
Sound Chips : General Instrument AY8910 (@ 1.536 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in August 1982.

The talbot was a white hunting dog which is now extinct because of its lack of purpose and need for constant care, but it has been credited with being an ancestor of the modern beagle and bloodhound. The term talbot is used in heraldry to refer to a good-mannered hunting dog.

- STAFF -

Developed by Alpha Denshi and licensed to Volt Elec.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2828&o=2

$end


$gamegear=talespin,
$bio

Tale Spin (c) 1993 Sega Enterprises, Limited.

- TECHNICAL -

Cartridge ID: 2412

- TRIVIA -

Reviews:
[FR] April 1993 - Consoles + No. 19: 74/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64917&o=2

$end


$info=tftc_303,tftc_104,tftc_200,tftc_300,tftc_302,
$bio

Tales from the Crypt (c) 1993 Data East Pinball.

- TECHNICAL -

Game ID: 500-5518-01

Data East Version 3 (BSMT & 128x32 Display)

Main CPU : M6808 (@ 1 MHz)
Sound CPU : Motorola M6809 (@ 2 MHz)
Display CPU : Motorola M6809 (@ 4 MHz)
Sound chips : BSMT2000 (@ 24 MHz)

- TRIVIA -

Released in December 1993, though it is rumored that this game was originally going to be the next Data East game released after "Lethal Weapon 3" (in 1992), as there is a preview for Tales from the Crypt during attract mode of that game. 

Based on the TV series, which in turn was based on the original comic books by EC Comics.

This game was dedicated to William Gaines (1922-1992), the EC Comics publisher who published the original comic books.

- STAFF -

Game Design: John Borg (J B)
Project Manager: Joe Kaminkow
Game Software: Kristina Donofrio (KVD)
Display Software: John Carpenter (JWC)
Game Art: Kurt Andersen (K A), Markus Rothkranz
Dot Madness: Kurt Andersen, Jack Liddon (J L)
Music & Sounds: Brian Schmidt
Mech. Design: John Borg
Software Support: Masaya Horiguchi, Lonnie D. Ropp, Lyman F. Sheats, Eric Winston, Neil Falconer

Cables: Phillis
BOM: Joe Balcer, John Borg, Doreen Clarke
Tech. Support: Arnie Aarstad, Sarah Bagnola, Joe Blackwell, Ed Cebula, Jim Gorman, Paul Lesley, Tim Seckel, Norm Wurz
Silk Screens: Margaret Hudson

Special Thanks: Richard Donner, David Giler, Walter Hill, Joel Silver, Robert Zemeckis
Many Thanks To: Gil Adler, Stewart Berton, Danny Elfman, Bob Gale, John Kassar, A.L. Katz, M. Klastorin, Richard Licata, Mara Mikalian
In Loving Memory Of: William Gaines

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5324&o=2

$end


$psx=talesoff,
$bio

Tales of Fandom Vol.1 [Model SLPS-03375] (c) 2002 Namco, Ltd. [Tokyo, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85756&o=2

$end


$gbcolor=tophant,
$bio

Tales of Phantasia - Narikiri Dungeon [Model DMG-AN6J-JPN] (c) 2000 Namco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68867&o=2

$end


$gba=tophantu,
$bio

Tales of Phantasia [Model AGB-AN8E-USA] (c) 2006 Nintendo Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75957&o=2

$end


$gba=tophantj,
$bio

Tales of Phantasia [Model AGB-AN8J-JPN] (c) 2003 Namco, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75956&o=2

$end


$gba=tophant,
$bio

Tales of Phantasia [Model AGB-AN8P] (c) 2006 Nintendo Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75955&o=2

$end


$snes=tophant,
$bio

Tales of Phantasia (c) 1995 Namco, Limited.

- TECHNICAL -

Cartridge ID: SHVC-ATVJ-JPN

- STAFF -

Created by: Wolfteam

Voices: Takeshi Kusao (as Cless Alvein), Satomi K?rogi (as Mint Adnade), Mika Kanai (as Arche Klaine), Kazuhiko Inoue (as Klarth F. Lester), Kaneto Shiozawa (as Dhaos)

Character Designer: K?suke Fujishima
Game Design: Masaki Norimoto
Total Programming: Yoshiharu Gotanda
Expression Programming: Shigeru Ueki
Graphic Design: Yoshiaki Inagaki, Mari Kimura, Yasuyuki Sawadaishi, Takeshi Yabe, Yumiko Nishitani, Takeharu Isogai, Keiichi Goto, Y?ji Kanbara
Sound Programming: Hiroya Hatsushiba
Music Composition: Motoi Sakuraba, Shinji Tamura, Ry?ta Furuya
Solo Piano: Motoi Sakuraba
Based on 'Tale Phantasia' written by: Yoshiharu Gotanda
Package Designer: Minako Matsuda
Sales Promoter: Taku Tsuge, Makoto Yoshizumi, Masaaki Konbe, Yasuhiko Soga, Mitsunori Ikoma, Morikazu Orikasa, Ritsuko Aoyagi
Theme Song: Shoko Fujibayashi (Lyrics), Toshiyuki Sekiguchi (Music Composition), Hiroya Hatsushiba (Arrangement), Yukari Yoshida (Singer)

Test Player: H. Ishimura, Masaki Fujita, Taisuke Ishida (T. Ishida), K. Taniguchi, Yuichiro Sadahiro, H. Watanabe, T. Murayama, H. Aoki, Yasuhito Nagaoka, Y. Take, Hiroyuki Ichiyanagi, K. Kawashima
Debugger: Y. Natori, N. Saito, Makoto Kusano, T. Chida, R. Sakamoto, T. Nonako, A. Koyama, K. Takahashi, M. Ishii, K. Takahashi, Tamotsu Goto, T. Kiuchi, Akiya Ikeda, T. Kanematsu, Syuichi Kakuta, Wataru Yasuda, Satoshi Masukawa

Special Thanks: Akiyo Kato (Office Two-One), Shigeki Imai (Victor Entertainment), Susumu Nakamura (PRP Co.), Mikio Nishino (Yomiko Advertising), Nobuyuki Takabayashi (Yomiko Advertising)

Co?Producer: Shinichiro Okamoto, Takefumi Hy?d?, Jun Toyoda
Producer: Shigeru Yokoyama, Yoichi Haraguchi
Executive Producer: Yasuhiko Asada
Director: Eiji Kikuchi

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62469&o=2

$end


$bbca_cass,bbcb_cass=arabiann,
$bio

Tales of the Arabian Nights (c) 1983 Interceptor Software.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52503&o=2

$end


$info=totan_14,totan_12,totan_13,totan_04,
$bio

Tales of the Arabian Nights (c) 1996 Williams Electronics Games, Incorporated.

This John Popadiuk-designed masterpiece brings to life some of the most memorable tales of 1001 Nights as told by the Persian Queen Scheherazade. The setting is ancient Baghdad where wishes can be granted in the ultimate battle to rescue the Princess from the clutches of an evil Genie who taunts all foes. There are jewels to be collected and a playfield that will have players spinning Aladdins Lamp, flying on Magic Carpet ramps or visiting the Bazaar for countless awards. With a deep set of rules, beautiful artwork, engaging voice over, and excellent sound effects, this is one of the most popular and highest rated table of all times.

- TECHNICAL -

Williams WPC-95
Model Number: 50047

Main CPU : Motorola M6809 (@ 2 Mhz)
Sound CPU : ADSP2105 (@ 10 Mhz)
Sound Chips : DMA-driven DAC

- TRIVIA -

Tales of the Arabian Nights was released in May 1996. 3,128 units of this table were produced.

Stuff on the Backglass:
* Fullers II: at the bow of the sailing ship. Fullers II is a bar on the northwest side of Chicago.
* Karen LK Jack: at both sides of the bow of the sloop. Karen & Jack are the names on the dingy, they both bartend at Fullers II.
* Ketch u at Scotty's: on the beaker in the Sultans hand. Refers to Scott Ketchum. He used to run Scotty's bar on Long Lake near Hayward in northwest Wisconsin.
* Freddy Jones: on the water pipe. Backglass artist Pat McMahon is a fan of theFreddy Jones Band, a local Chicago band
that has had some moderate success in the US.
* Bennet s: on one of the pots of gold just below the hero. Refers to Bennet Snyder, a plant worker who had more than just a passing interest in belly dancers. He provided artist Pat McMahon with photos to aid in the costuming of the female figures.
* Maxi: on the other pot of gold. Actually just 'Max', artist Pat McMahon's nickname since grammer school.
* DZ: on the stirrup on the horse. Dave Zabriski, responsible for the music.
* JP: on the horses' harness. John Papadiuk, game designer.
* J: on the thiefs' jacket. J was the initial of the guy that artist Pat McMahon patterned the face after.

Stuff on the Playfield:
* taaSuts (?): on the dagger on the ramp diverter plastic. Pat McMahon: "Think I misspelled this one. My spelling checker suggest tarsus, but Iconsider a reference to a birds bone unlikely".
* Imax/Wade: on the Playfield at the base of the sword blade. Imax is actually just Max (Pat's nickname again). Pat McMahon: "I'm driving myself nuts trying to remember what, or who the hell Wade is".
* H.W. - the ball is wild: at the exit of the Jet return lane. A quote from Harry Williams.
* wade: near the head of the tiger in the loop. Wade is Wade Domet, a friend/mentor of John's from Toronto. Wade was on the WCS94 backglass, he's shooting the ball in the net.
* DOHO: to the left of the right slingshot.
* zab: to the right of the left slingshot. Refers to Dave Zabriski.
* Pop 2nd: under the right slingshot. This one together with...
* Duke lnk: under the left slingshot could make Popadiuk.

- UPDATES -

REVISION 1.0 (changes from prototype 0.4) :
Date : May 20, 1996
- Initial release to production.
- Added many new display,lamp, and sound effects.
- Added switch compensation for major playfield features.
- Added German, French, and Spanish translations.
- Added Harem Bonus award to the center eject.
- Added Super Skill Shot to the ramp.
- Added Secret Ball Lock
- Added Final Battle.
- Added Match effect.
- Added player-selectable tournament mode.
- Fireball now counts down correctly below 100,000.
- Enhanced logic for broken Shooting star optos.
- Lock 2 switch was sometimes incorrectly being reported as bad.
- Skill shot changed to hit the snake instead of avoid him.
- Lamp Bonus values above 1,000,000 are displayed correctly.
- Dimira's Magic Amulet added to game rules.
- Special becomes lit when all tales are completed.
- Improved logic on ramp magnet.
- Ball search properly works the vanishing ball mechanism.
- Skill shot fixed for >100 Million scores.
- Tales are suspended during Harem Multiball.

REVISION 1.1
Date : May 23, 1996
- Fixed replay levels can now be turned OFF.
- Additional support for Add-a-ball and Novelty presets.
- Some extra Spanish translations added.
- Adjustment A2.26 restored to Feature Adjustments.

REVISION 1.2
Date : June 11, 1996
- Enhanced ball search at Game Over and after Genie Battle.
- Ball Lock logic improved for missed balls.
- Fireball grace period award fixed.
- More speech added to game start.
- Multiball lamp effects improved when awarded from the Bazaar.
- Bazaar 'Lite Special' actually lights special now.
- Corrected GENIE spellout lamps after Genie Battle.
- Skill Shot display glitch in multiplayer games corrected.
- Announcer speech fixed when locking a ball after Extra Ball.
- Improved stuck/broken switch compensation for ramp magnet and lock magnet.

REVISION 1.3
Date : July 19, 1996
- Default High Scores can now be set up to 25 million.
- Raised German factory-setting high scores.
- Enhanced Secret Ball Lock logic for multiple-player games.
- Improvements to Genie Test and broken vanish mech diagnostics.
- Minor adjustments to some display effects.
- Corrected announcer speech when the last jewel is collected.

REVISION 1.4
Date : October 15, 1996
- Added adjustment A2.27 (MAGNET THROW). This adjustment can be used to strengthen the magnet power when the game tries to throw the ball off of the magnet at a Tale start.
- Fixed a bug in Final Battle when a tilt occurs.
- Balls are returned to the shooter faster in Final Battle.
- Improved diverter rules between Harem Multiball and Rocs mode.
- Slight improvements to speech.
- Timing to the jet bumper post improved to help jet bumper action.

- TIPS AND TRICKS -

When you get Bazaar awards, quickly hit both flippers. Do this for 3 awards and the 4th award will be a cow worth 1M.

Start the Great Camel Race with Bazaar lit and when you make the first Symbol shot a moo is heard. Now shoot the Bazaar immediately and hit both flippers. There's that cow again!

- STAFF -

Playfield Concept/Design : John Popadiuk Jr. (POP)
Software/Design : Louis Koziarz (KOZ)
Mechanical Engineering : Jack Skalon (SKA), Ernie Pizarro, Joe Loveday, Butch Ortega
Artwork/Design: Pat McMahon (MAX)
Music/Design: Dr. Dave Zabriskie (ZAB)
Dot Matrix Animation : Adam Rhine, Brian Morris
Special F/X: Dwight Sullivan

Narrated by: Peter Van De Graaff
Voice of The Genie: Tom Uban
Voice of Dimira: Lia Mortensen
Voice of The Princess: Lynn Deasy
Voice of Marvin the Haggler: Louis Koziarz

Extra Special Thanks To: Michelle Popadiuk
Special Thanks To: Karen Chism, Leon Chism

- PORTS -

* Consoles :
Xbox 360 [Xbox Live] (April 04 2012, "The Pinball Arcade")
Sony PS3  [Sony PSN] (April 10, 2012; "The Pinball Arcade")

* Computers :
MAC OS [Mac App Store] (2012)

* Others :
Apple Store (Febbruary 09, 2012, "The Pinball Arcade")
Android (February 10, 2012, "The Pinball Arcade")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5304&o=2

$end


$cpc_cass=arabnght,arabnghta,
$bio

Tales of the Arabian Nights [Model IS-606] (c) 1985 Interceptor Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99510&o=2

$end


$gba=towldnd2,
$bio

Tales of the World - Narikiri Dungeon 2 [Model AGB-AN9J-JPN] (c) 2002 Namco, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75958&o=2

$end


$gba=towldnd3,
$bio

Tales of the World - Narikiri Dungeon 3 [Model AGB-B3TJ-JPN] (c) 2005 Namco, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75959&o=2

$end


$gba=towrldsl,
$bio

Tales of the World - Summoner's Lineage [Model AGB-A9PJ-JPN] (c) 2003 Namco, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75960&o=2

$end


$nes=talespin,talespinu,
$bio

TaleSpin (c) 1991 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55642&o=2

$end


$gameboy=talespin,
$bio

TaleSpin (c) 1993 Capcom Company, Limited.

- TECHNICAL -

Cartridge ID: DMG-LS-FAH

- TRIVIA -

Reviews:
[FR] May 1993 - Consoles + No. 20: 81/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67085&o=2

$end


$gameboy=talespinu,
$bio

TaleSpin [Model DMG-LS-USA] (c) 1992 Capcom USA, Incorporated. [Santa Clara, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67086&o=2

$end


$tg16=talespin,
$bio

TaleSpin [Model TGX040056] (c) 1991 NEC Home Electronics, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84362&o=2

$end


$info=m3tlktwn,
$bio

Talk of the Town (c) 198? Unknown.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49646&o=2

$end


$megadriv=talmit,
$bio

Talmit's Adventure (c) 1991 Namco, Limited.

- TRIVIA -

Reviews:
[FR] November 1992 - Consoles+ No. 14: 65/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56940&o=2

$end


$famicom_flop=tamafrnd,tamafrnd1,
$bio

??&???? 3????? (c) 1989 Bandai
(Tama & Friends - 3 Choume Dai Bouken)

- TECHNICAL -

Disk ID: BAN-UTM

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65465&o=2

$end


$gamegear=tamalymp,
$bio

Tama & Friends Sanchoume Kouen - Tamalympic [Model G-3361] (c) 1995 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64918&o=2

$end


$saturn,sat_cart=tama,
$bio

Tama - Adventurous Ball in Giddy Labyrinth (c) 1994 Time Warner Interactive

- TECHNICAL -

Game ID: T-4801G

- TRIVIA -

Released on November 22, 1994 in Japan.

- STAFF -

Project Leader: Jun Amanai
Planner: Jun Amanai, Mizuho Yoshioka
Graphical Designer: Kenichi Nemoto, Michio Okano, Satomi Yokose, Yasuko Kawabata
Main Programmer: Osamu Yamamoto
Programmer: Takayuki Muraoka
Sound Designer: Kenji Yokoyama
Special Thanks to: Naomi Takahashi, Yoko Tomizuka, Masaaki Okiyama, Kazuo Matsunaga

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59767&o=2

$end


$info=tama,
$bio

Tamagotchi (c) 1997 Bandai Co., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95301&o=2

$end


$snes=tamatown,
$bio

Tamagotchi Town [Model SHVC-BTTJ-JPN] (c) 1999 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62470&o=2

$end


$gameboy=tama,
$bio

Tamagotchi [Model DMG-ATAE-USA] (c) 1997 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67087&o=2

$end


$gameboy=tamaf,
$bio

Tamagotchi [Model DMG-ATAF-FRA] (c) 1997 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67089&o=2

$end


$psx=tamamayu,
$bio

Tamamayu Monogatari - Dennou Bijutsukan [Model SLPM-80325] (c) 199? Genki Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85757&o=2

$end


$msx2_flop=tamanegi,
$bio

Tamanegitori Game (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102085&o=2

$end


$pc98=dante,dantea,
$bio

Tamashii no Mon - Dante Shinkyoku yori (c) 1992 Koei Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90788&o=2

$end


$n64=tamiyarc,
$bio

Tamiya Racing 64 (c) 1999 Looking Glass Studios

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58009&o=2

$end


$a800=tamlilan,
$bio

Tamlilan (c) 19?? Aram

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86724&o=2

$end


$snes=bstamopc1,bstamopc,
$bio

Tamori no Picross (c) 199? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62471&o=2

$end


$nes=tamuramj,
$bio

Tamura Koushou Mahjong Seminar (c) 1990 Pony Canyon, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54703&o=2

$end


$pc98=tamuramj,
$bio

Tamura Mitsuaki no Mahjong Seminar (c) 1991 Pony Canyon, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90789&o=2

$end


$msx2_flop=tanba,
$bio

Tanba (c) 1987 Micronet [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102086&o=2

$end


$pc8801_flop=tanba,
$bio

Tanba (c) 1988 Micronet [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93022&o=2

$end


$gba=tanbimus,
$bio

Tanbi Musou - Meine Liebe [Model AGB-AYMJ-JPN(RK243-J1)] (c) 2001 Konami Co., Ltd. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75961&o=2

$end


$info=tandy12,
$bio

Tandy-12 - Computerized Arcade (c) 1981 Tandy Corp.

The game featured '12 challenging games of skill'. However, most of these were based on luck and freestyle ability.

Games included in the Tandy-12 were:
Organ – Electronic Organ with 12 Notes.
Song Writer – Record a song of up to 44 notes.
Repeat – Follow a random sequence like in Simon.
Torpedo – Fire torpedoes to sink enemy submarines.
Tag-It – Try to catch 110 moles.
Roulette – Electronic Roulette (Uses playing board).
Baseball – Electronic Baseball (Uses playing board).
Repeat Plus – Repeat variant for 2 or more players.
Treasure Hunt – Variant of the board game Master Mind.
Complete – Battle of reaction time.
Fire Away – Destroy enemy invaders.
Hide 'N Seek – Guess the computers 3 numbers in order.

- TECHNICAL -

Model 60-2159

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84475&o=2

$end


$wswan=tmtori,
$bio

Tane o Maku Tori [Model SWJ-BAN01E] (c) 1999 Bandai Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86395&o=2

$end


$nes=tbhdqx,
$bio

唐伯虎点秋香 (c) 200? Nanjing.
(Tang Bo Hu Dian Qiu Xiang)

- TECHNICAL -

Game ID: NJ069

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76987&o=2

$end


$nes=tmlxj,
$bio

汤姆历险记 (c) 19?? Waixing Computer & Technology Co., Ltd.
(Tang Mu Li Xian Ji)

- TECHNICAL -

[Model ES-1111]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76988&o=2

$end


$info=tangtang,
$bio

Tang Tang (c) 2000 ESD.

Tang Tang is a platform/puzzle hybrid for one or two players; based heavily on Tecmo's superb 1986 release, "Solomon's Key - Solomon no Kagi". The players' characters are armed with a magic wand, which can be used to both destroy and create blocks to use as platforms and barriers. Players can remove platform blocks directly above their characters' heads by repeatedly jumping up into them until they break.

To complete a level, players must collect all of the circle/diamond items that litter each screen. Once all of these have been collected, a door will appear through which the player must exit to complete the level.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 16 Mhz), Zilog Z80 (@ 4 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), OKI6295 (@ 8 Khz)

Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048

Players : 2
Control : 8-way Joystick
Buttons : 2

- STAFF -

Producer : James Park
Graphic Design : Min Gun Seo, Sun Young Kim, Hye Jung Jang, Deai Youn Kim
Sound : Music Story
Hardware Design : Tae Wook Hwang
Programmed by : Jeong Hun Kim
Director : Tony Jeong

- PORTS -

* Consoles :
Nintendo Game Boy Advance (2001)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4294&o=2

$end


$gba=tangtangu,
$bio

Tang Tang [Model AGB-ATAE-USA] (c) 2001 Take-Two Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75963&o=2

$end


$gba=tangtang,
$bio

Tang Tang [Model AGB-ATAP] (c) 2001 Take-Two Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75962&o=2

$end


$amigaocs_flop=tanglewd,
$bio

Tanglewood (c) 1988 Microdeal

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75200&o=2

$end


$amigaocs_flop=tangram,
$bio

Tangram (c) 1991 Thalion

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75201&o=2

$end


$cdi=tangram,
$bio

Tangram - The Ultimate Chinese Game (c) 1992 Philips Interactive Media, Incorporated.

CD-i makes Tangram more challenging, more exciting. There are more symbols, more silhouettes, so you can develope even greater skills. Just use the cursor to rotate or move the pieces. Choose free expressions or tackle set tasks. And choose your own level of play: beginner, intermediate, advanced, expert - up to the highest level of all, Free form. Tangram on CD-i means moving forms, mood music and much more fun!

- TECHNICAL -

Model 811 0015

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53099&o=2

$end


$pc98=tania,
$bio

Tania (c) 1996 Tips [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90790&o=2

$end


$pc8801_flop=tkshogi2,
$bio

Tanigawa Kouji no Shougi Shinan 2 (c) 1987 Pony Canyon, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93023&o=2

$end


$msx2_cart=tkshogi2,
$bio

?????????II (c) 1988 Pony Canyon, Incorporated.
(Tanigawa Kouji no Shougi Shinan II)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51383&o=2

$end


$nes=tkshogi2,
$bio

?????????II (c) 1988 Pony Canyon, Incorporated.
(Tanigawa Kouji no Shougi Shinan II)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54704&o=2

$end


$famicom_flop=shogish2,
$bio

?????????II ??????? (c) 1987 Pony Canyon, Incorporated.
(Tanigawa Kouji no Shougi Shinan II - Meijin e no Michi)

- TECHNICAL -

Cartridge ID: PNF-SHO

- TRIVIA -

Released on November 13, 1987 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65466&o=2

$end


$nes=tkshogi3,
$bio

?????????III (c) 1989 Pony Canyon, Incorporated.
(Tanigawa Kouji no Shougi Shinan III)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54705&o=2

$end


$msx1_cart=tkshogi,
$bio

????????? (c) 1986 Pony Canyon, Inc.
(Tanigawa Kouji no Shougi Shinan)

- TECHNICAL -

Cartridge ID: R49X5104

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77506&o=2

$end


$pc98=tkshogi3,
$bio

Tanikawa Kouji no Shougi Shinan III (c) 1991 Pony Canyon, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90791&o=2

$end


$gbcolor=donqix,
$bio

Tanimura Hitoshi Ryuu Pachinko Kouryaku Daisakusen - Don Quijote ga Iku [Model CGB-BDHJ-JPN] (c) 2000 Atlus Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68868&o=2

$end


$cpc_cass=tanium,
$bio

Tanium (c) 1988 Players Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99491&o=2

$end


$wswan=tanjodeb,
$bio

Tanjou Debut for WonderSwan [Model SWJ-BVL003] (c) 2000 Bandai Visual

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86396&o=2

$end


$pcecd=tanjodeb,
$bio

Tanjou Debut (c) 1994 NEC Avenue, Limited.

Tanjou Debut is another Raise and Simulation game by Nec Avenue and HeadRoom. Like other similar titles, including Sotsugyou Graduation, the player takes care of a group of three student girls. However, this time around, our girls do not excel in high-school. Our new comers are instead making their music debuts and the player is given the chance to manage the 'trio' and bring them to the top to become real Japanese idols. Each girl obviously has her own qualities and personality and figuring them out is certainly the biggest part of the challenge. Also, be warned that a strong knowledge of Japanese is needed to get the most out of the game.

- TECHNICAL -

Game ID: NAPR-1043

- TRIVIA -

This game was originally released in 1993 for Nec's PC-9801.

Tanjou Debut for PCE CD was released on September 22, 1994 in Japan for 7800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58420&o=2

$end


$saturn,sat_cart=tanjous,
$bio

Tanjou S - Debut (c) 1996 Nec InterChannel, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59768&o=2

$end


$info=tnk3j,
$bio

TANK (c) 1985 SNK.

- TECHNICAL -

Game ID : A3006

Main CPU : (2x) Zilog Z80 (@ 4 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM3526 (@ 4 Mhz)

Players : 2
Control : dial
Buttons : 2

- TRIVIA -

Released in September 1985 in Japan.

This game is also known as "TNK III".

The staff info appears on the 'TANK' letter on the title screen.

- STAFF -

Programmers : Hasegawa, Noriko
Sound : Tsuji
Hardware : Akitadesi
Art : Tama, Nakai, Funahasi
Producers : Mr. Oba, Bon

- PORTS -

* Consoles :
Nintendo NES (Iron Tank/Great Tank)

* Computers :
Amstrad CPC (1987)
Sinclair ZX Spectrum (1987)
Commodore 64 (1987)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2829&o=2

$end


$cpc_cass=tank,
$bio

Tank (c) 1987 Ocean Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99511&o=2

$end


$nes=tank,
$bio

Tank (c) 1992 Gluk Video.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95267&o=2

$end


$nes=tank1990,
$bio

Tank 1990 (c) 1990 Yanshan RuanJian [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76989&o=2

$end


$info=tank8,tank8a,tank8b,tank8c,tank8d,
$bio

Tank 8 (c) 1976 Atari.

- TECHNICAL -

Main CPU : M6800 (@ 1.1055 Mhz)
Sound : Discrete circuitry.

Players : 8
Control : Double 2-way joysticks (vertical)
Buttons : 1

- TRIVIA -

Tank 8 was released in September 1976. It is one of the first games at Atari to use a microprocessor to control the tanks. Previous tank games were all hardware only.

During attract, all the tanks would move and shoot at each other. Some smarts were put in the program to do this. However, when someone inserted a coin, all the tanks snapped back to their start location. ONLY paid tanks would play, others would sit in their start positions and do nothing during the actual game. This meant that one person playing alone could not do much, and you really need more players for this to be fun. It seems that marketing discovered that when computer player tanks moved, players THOUGHT they were playing without ever inserting any money, so they decided to stop that from happening.

The executives at Atari use to come into our lab at lunch time and watch this game play its attract mode. The tanks would move about for several minutes using random attack programs, and the winning tank was always different. What they were actually doing was placing bets on the different tanks and wagering over the winner.

- SERIES -

1. <a href="index.php?page=database&lemot=tank%20%5B&editeur=247&gallery=1">Tank</a> (1974)
2. Tank II (1974)
3. Tank 8 (1976)
4. Ultra Tank (1978)

- STAFF -

Programmed by : Tom Hogg

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3675&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=tankatak,
$bio

Tank Atak (c) 1982 Supersoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86953&o=2

$end


$bbca_cass,bbcb_cass=tankattc,
$bio

Tank Attack (c) 1989 CDS

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52504&o=2

$end


$bbca_cass,bbcb_cass=tankattg,
$bio

Tank Attack (c) 19?? Gem

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52505&o=2

$end


$crvision=tankatk,tankatka,
$bio

Tank Attack (c) 1981 Video Technology, Limited.

15 game variations.

- TECHNICAL -

No. 8002

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53785&o=2

$end


$info=tankbatt,tankbattb,
$bio

Tank Battalion (c) 1980 Namco, Limited.

Tank Battalion is a multi-directional shooter arcade video game.

The player, controlling a tank, must destroy 20 enemy tanks in each level, which enter the playfield from the top of the screen. The enemy tanks attempt to destroy the player's base (represented on the map as an eagle), as well as the player's tank. A level is completed when the player destroys all 20 enemy tanks, but the game ends if the player's base is destroyed or the player loses all his lives.

- TECHNICAL -

Game ID : TB

Main CPU : MOS Technology M6502 (@ 1 Mhz)
Sound Chips : Discrete circuitry

Screen Orientation : Vertical
Video Resolution : 256 x 224 Pixels
Screen Refresh : 60.00 Hz
Palette Colors : 512

Players : 2
Control : 4-Way Joystick
Buttons : 1
=> Fire

- TRIVIA -

Tank Battalion was released in October 1980.

Tank Battalion was licensed for manufacture in the United States by Game Plan, Inc.

A Tank Battalion unit appears in the 1982 movie 'Jekyll & Hyde... Together Again'.

- SERIES -

1. Tank Battalion (1980)
2. Vs. Battle City (1985)
3. Tank Force (1991)

- PORTS -

* Consoles : 
Emerson Arcadia 2001 [US] (1982) "Tanks A Lot" [Model 1007] 

* Computers : 
MSX [JP] (1984) 
X68000 [JP] (1989) by Pineapple 
X68000 [JP] (L. Sound) 
Sord-M5 [JP] 
PC [MS Windows, CD-ROM] [JP] (November 28, 1997) "Namco History Vol.2"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2830&o=2

$end


$m5_cart=tankbtl,
$bio

Tank Battalion (c) 1980 NAMCO, Ltd. [Tokyo, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95367&o=2

$end


$msx1_cass=tankbatt,
$bio

Tank Battalion (c) 1984 Bug Byte

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95031&o=2

$end


$x68k_flop=tankbatt,
$bio

Tank Battalion (c) 1989 Pineapple

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88129&o=2

$end


$x68k_flop=tankbatl,
$bio

Tank Battalion (c) 199? Little Sound [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88128&o=2

$end


$msx1_cart=tankbatt,
$bio

Tank Battalion [Model 09] (c) 1984 Namco, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77507&o=2

$end


$info=tankbatl,
$bio

Tank Battle (c) 1993 Microprose.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 12 Mhz), TMS34010 (@ 5 Mhz), I8051 (@ 11.059 Mhz)
Sound Chips : UPD7759 (@ 640 Khz), YM2151 (@ 3.579545 Mhz), (2x) DAC (@ 3.579545 Mhz)

Players : 2
Control : Double 2-way joysticks (vertical)
Buttons : 1

- TRIVIA -

Never got past the prototype stage, JALECO acquired the division responsible for this game and scrapped the project.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2770&o=2

$end


$a2600=tankbrig,
$bio

Tank Brigade (c) 1983 Panda.

- TECHNICAL -

Model 101

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51100&o=2

$end


$info=tankbust,
$bio

Tank Busters (c) 1985 Valadon Automation.

- TECHNICAL -

Main CPU : (2x) Zilog Z80 (@ 4 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 2 Mhz)

Screen orientation : Vertical
Video resolution : 240 x 320 pixels
Screen refresh : 60.00 Hz
Palette Colors : 128

Players : 1
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in April 1985.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2831&o=2

$end


$cpc_cass=tankbust,
$bio

Tank Busters (c) 1987 Firebird Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99513&o=2

$end


$a2600=tankcity,
$bio

Tank City (c) 19?? Funvision

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51101&o=2

$end


$a7800=tank,
$bio

Tank Command [Model FG2003] (c) 1988 Froggo Games Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50185&o=2

$end


$cpc_cass=tankcomm,
$bio

Tank Commander [Model SOFT 06023] (c) 1986 Amsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99515&o=2

$end


$info=tankfrce,tankfrcej,tankfrce4,
$bio

Tank Force (c) 1991 Namco.

- TECHNICAL -

Namco System 1 hardware
Game ID : TF

Main CPU : Motorola M6809 (@ 1.536 Mhz)
Sub CPU : Motorola M6809 (@ 1.536 Mhz)
Sound CPU : Motorola M6809 (@ 1.536 Mhz)
MCU : HD63701 (@ 1.536 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.57958), Namco advanced 8-channel stereo WSG, stereo DAC

Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.61 Hz
Palette colors : 24-bit RGB palette

Players : 2
Control : 4-way joystick
Buttons : 1 (FIRE)

- TRIVIA -

Released in December 1991.

The round 17 is an illustration of "Pac-Man".

Victor Entertainment released a limited-edition soundtrack album for this game (Namco Video Game Graffiti Vol.9 - VICL-8089) on 22/09/1993.

- UPDATES -

The US version is slightly different, it has the 'Winners Don't Use Drugs' screen.

- SERIES -

1. Tank Battalion (1980)
2. Vs. Battle City (1985)
3. Tank Force (1991)

- STAFF -

Producers : Masaya Nakamura, K. Sawano
Director : Wan Wan
Game designers : Mr. Demo, Y. Kounoe
Programmer : Boku
Graphic designers : Mr. Demo, Mita Chan
Music composer : John
Adviser : Devil, S. Shimizu

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2832&o=2

$end


$fm7_cass=tankgame,
$bio

Tank Game (c) 1983 Tsukumo Denki [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93806&o=2

$end


$info=tank,tankii,
$bio

Tank II (c) 1974 Kee Games.

This is a rather basic game. Each player uses a set of two levers to control a simple tank inside a maze. Blast mines and your opponent to win (This is a two player only title, so you will need a friend to play). This is basically the same game as "Tank", but with different levels.

- TECHNICAL -

The Tank II cabinet was an upright with woodgrain sides, and no sideart at all. The main monitor bezel and marquee have all the art (they are done in orange with primitive pictures of tanks). The control panel has four joysticks mounted on it (two for each player). These are of the lever type, and only move up and down. This is exactly the same cabinet that Tank came in, only the name has changed. The PCB to this game can be modified in many ways, to change the behavior of the game. A little solder work can produce effects such as new mazes, invisble tanks, guided missiles, and even warp effects. In fact it is possible to wire these modifications up so you can turn them on with the flip of a switch (they all work by grounding various pins on the games PCB, therefore you can wire said pins to ground with a switch inbetween for player selectable options). All these option were basically the next 7 or 8 Tank games hiding on the Tank II board. But the new versions were never released, as someone figured out the hacks back in the 70s, and published instructions in an industry magazine.

- TRIVIA -

Released in May 1974.

The original "Tank" was an instant hit. So Kee (Atari), quickly devised a plan to launch a whole series of Tank games. They designed a boardset that could be easily modified to change the game. This would allow them to come out with a new Tank game whenever they wanted, with no real extra work needed.

- SERIES -

1. <a href="index.php?page=database&lemot=tank%20%5B&editeur=247&gallery=1">Tank</a> (1974)
2. Tank II (1974)
3. Tank 8 (1976)
4. Ultra Tank (1978)

- PORTS -

* Others :
[US] Coleco "Telstar Combat [Model 6065]" (1977)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3396&o=2

$end


$spc1000_cass=tank2,
$bio

Tank II (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83560&o=2

$end


$coleco=tankwars,
$bio

Tank Wars (c) 1983 Telegames

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53373&o=2

$end


$c64_cart,c64_flop=tankwars,
$bio

Tank Wars (c) 1983 Mr. Computer

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53728&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=tankwars,
$bio

Tank Wars (c) 198? Machine Language Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86954&o=2

$end


$alice32=tank,
$bio

Tank (c) 1985 Matra.

- TECHNICAL -

Cassette No. 0000349

- TRIVIA -

Distributed by Matra Datasysteme.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49731&o=2

$end


$info=tank,
$bio

Tank (c) 1974 Kee Games.

This is a rather basic game. Each player uses a set of 2 levers to control a simple tank inside a maze. Blast mines and your opponent to win (This is a 2-Player only title, so you will need a friend to play).

- TECHNICAL -

Upright cabinet with woodgrain sides, and no sideart at all. The main monitor bezel and marquee have all the art (they are done in orange with primitive pictures of tanks). The control panel has 4 joysticks mounted on it (2 for each player). These are of the lever type, and only move up and down.

Note: The first 50 produced or so cabinets had a protruding wooden coin box area, between the two speaker grills and above the footpad.

Tank had no CPU, as its computer was made up entirely of TTL logic. This is a rather historical title, as it was the first game ever to use solid, contiguous characters, and is the earliest known use of ROM chips for video game graphics.

- TRIVIA -

Tank was released on November 05, 1974 in North America.

This title was so popular that it allowed Atari to drop the Kee name entirely, and put most future games under the Atari label alone (distributors used to require exclusivity, which was why Atari had about 8 names back in the early 70s).

Also released as "Tank [Cocktail Table model]".

- SERIES -

1. <a href="index.php?page=database&lemot=tank%20%5B&editeur=247&gallery=1">Tank</a> (1974)
2. Tank II (1974)
3. Tank 8 (1976)
4. Ultra Tank (1978)

- STAFF -

Started by: Steve Bristow
Finished by: Lyle Rains
Cabinet by: Pete Takaichi

- PORTS -

* Consoles :
Atari 2600 (Combat cartridge)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3383&o=2

$end


$x68k_flop=tank6,
$bio

Tank-6 (c) 1991 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88675&o=2

$end


$x1_flop=tankent2,
$bio

Tanken-tai 2 - Makyo Amazon no Okuchi ni Kogane Densetsu wo Mita! (c) 1985 Data West, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86137&o=2

$end


$megadriv=tank2011,
$bio

Tanki 2011 (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56941&o=2

$end


$bbca_cass,bbcb_cass=tanks,
$bio

Tanks (c) 19?? Salamander

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52506&o=2

$end


$a2600=tanksno,
$bio

Tanks But No Tanks (c) 1983 ZiMAG

As the lone defender of the last remaining outpost, you are under attack by an overwhelming force of mysterious phantom tanks that disappear and reappear at will while destroying all that stands in their way. Your vital mission is no simple task--defend the outpost and destroy the enemy as they advance relentlessly through your defense mazes. Only brilliant strategy, perfectly executed can save you--and the free world.

GAME 1: This is the easier of two one-player games. 
GAME 2: This is the two-player version of Game 1. 
GAME 3: This is the more difficult of the two one-player games. 
GAME 4: This is the two-player version of Game 3.

- TECHNICAL -

Model 707-111

- SCORING -

Each enemy tank is worth 100 points. But if you sacrifice yourself by crashing into the enemy, you receive 200 points (and the Low Sanity Medal).

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51102&o=2

$end


$a2600=tankswar,
$bio

Tanks War (c) 1983 HomeVision

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51103&o=2

$end


$pico=tanoason,
$bio

Tanoshi ku Asonde Nouryoku Appu!! Tanoshii Youchien '95-nendoban [Model T-133100] (c) 1995 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75807&o=2

$end


$sg1000=tansan4g,
$bio

Tanoshii Sansu - Shougaku 4-Nen Ge [Model E-113] (c) 1983 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65128&o=2

$end


$sg1000=tansan4j,tansan4ja,
$bio

Tanoshii Sansu - Shougaku 4-Nen Jou [Model E-106] (c) 1983 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65129&o=2

$end


$sg1000=tansan5g,
$bio

Tanoshii Sansu - Shougaku 5-Nen Ge [Model E-114] (c) 1983 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65130&o=2

$end


$sg1000=tansan5j,
$bio

Tanoshii Sansu - Shougaku 5-Nen Jou [Model E-116] (c) 1983 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65132&o=2

$end


$sg1000=tansan6g,
$bio

Tanoshii Sansu - Shougaku 6-Nen Ge [Model E-115] (c) 1983 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65131&o=2

$end


$sg1000=tansan6j,
$bio

Tanoshii Sansu - Shougaku 6-Nen Jou [Model E-117] (c) 1983 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65133&o=2

$end


$info=tantr,tantrbl,tantrbl2,tantrkor,tantrbl3,
$bio

Tant-R - Puzzle & Action (c) 1992 Sega.

A fun puzzle game with lots of mini-games.

- TECHNICAL -

Runs Sega "System C-2" hardware.

Players: 2
Control: 8-way joystick
Buttons: 1

- TRIVIA -

Even if titlescreen says 1992, Tant-R was released in May 1993 in Japan.

- SERIES -

1. Tant-R - Puzzle & Action (1992)
2. Ichidant-R - Puzzle & Action (1994)
3. Treasure Hunt - Puzzle & Action (1997)

- PORTS -

* Consoles :
Sega Mega Drive [JP] (Apr. 01, 1994) "Tant-R [Model G-4118]"
Sega Game Gear [JP] (Apr. 22, 1994) "Tant-R [Model G-3345]"
Sega Saturn [JP] (May 24, 1996) "Syukudai ga Tant-R [Model GS-9042]"
Sony PlayStation 2 [JP] (Jan. 15, 2004) "Ichini no Tant-R to Bonanza Bros. [Model SLPM-62433]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2833&o=2

$end


$gamegear=tantr,
$bio

Tant-R (c) 1996 Sega Enterprises, Limited.

- TECHNICAL -

[Model G-3345]

- TRIVIA -

Tant-R for Game Gear was released on April 22, 1994 in Japan.

- TIPS AND TRICKS -

* Sound Test: At the main menu, press 1+2+START.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48243&o=2

$end


$megadriv=tantr,
$bio

Tant-R (c) 1994 Sega Enterprises, Limited.

- TECHNICAL -

[Model G-4118]

- TRIVIA -

Tant-R for Mega Drive was released on April 01, 1994 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48242&o=2

$end


$x1_cass=tantan,
$bio

TanTan (c) 198? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86278&o=2

$end


$gba=tantgqkt,
$bio

Tantei Gakuen Q - Kyuukyoku Trick ni Idome! [Model AGB-BTIJ-JPn(RK349-J1)] (c) 2004 Konami Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75964&o=2

$end


$gba=tantgqmk,
$bio

Tantei Gakuen Q - Meitantei wa Kimi da! [Model AGB-BTQJ-JPN(RK333-J1)] (c) 2003 Konami Co., Ltd. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75965&o=2

$end


$pc98=tanteiim,
$bio

Tantei Imamura Misa Jikenbo (c) 19?? Mai Mai [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90792&o=2

$end


$psx=tanteiea,
$bio

Tantei Jinguuji Saburo - Early Collection [Model SLPS-02157] (c) 1999 Data East Corp. [Tokyo, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85760&o=2

$end


$psx=tanteimr,
$bio

Tantei Jinguuji Saburo - Mikan No Rupo [Model SLPS-03016] (c) 2000 Data East Corp. [Tokyo, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85761&o=2

$end


$psx=tanteitk,
$bio

Tantei Jinguuji Saburo - Tomosibi Ga Kienumani [Model SLPS-02427] (c) 1999 Data East Corp. [Tokyo, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85758&o=2

$end


$psx=tanteiyo,
$bio

Tantei Jinguuji Saburo - Yumeno Owarini [Model SLPS-01356] (c) 1998 Data East Corp. [Tokyo, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85759&o=2

$end


$famicom_flop=tjskiken,
$bio

?? ????? ????? (c) 1988 Data East Corp.
(Tantei Jinguuji Saburou - Kikenna Futari)

- TECHNICAL -

Disk ID: DFC-KF2

- TRIVIA -

Released on February 10, 1989 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65468&o=2

$end


$saturn,sat_cart=tanteimr,
$bio

Tantei Jinguuji Saburou - Mikan no Report (c) 1996 Data East Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59769&o=2

$end


$famicom_flop=tjsshinj,
$bio

?? ????? ???????????? (c) 1987 Data East Corp.
(Tantei Jinguuji Saburou - Shinjuku Chuuou Kouen Satsujin Jiken)

- TECHNICAL -

Disk ID: DFC-JUK

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65469&o=2

$end


$gba=tantjssk,
$bio

Tantei Jinguuji Saburou - Shiroi Kage no Shoujo [Model AGB-BT3J-JPN] (c) 2005 Marvelous Interactive, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75966&o=2

$end


$nes=tantjsts,
$bio

Tantei Jinguuji Saburou - Toki no Sugiyuku Mama ni (c) 1990 Data East Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54706&o=2

$end


$nes=tantjsyr,
$bio

Tantei Jinguuji Saburou - Yokohamakou Renzoku Satsujin Jiken (c) 1988 Data East Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54707&o=2

$end


$saturn,sat_cart=tanteiyo,tanteiyoa,
$bio

Tantei Jinguuji Saburou - Yume no Owari ni (c) 1998 Data East Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59770&o=2

$end


$pc98=tanteidx,
$bio

Tantei-dan X (c) 1989 Heart Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90793&o=2

$end


$pc8801_flop=tanteidx,tanteidxd,
$bio

Tantei-dan X (c) 1989 Heart Denshi [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93024&o=2

$end


$x1_cass=tanuki,
$bio

Tanuki (c) 198? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86279&o=2

$end


$nes=tao,
$bio

Tao (c) 1989 VAP Game [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54708&o=2

$end


$sg1000=wboyt,
$bio

Taotailang [Model R-070] (c) 1986 Unknown [Taiwan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65134&o=2

$end


$info=tapatune,
$bio

Tap-a-Tune (c) 1993 Moloney Manufacturing.

- TRIVIA -

Developed by Creative Electronics.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4249&o=2

$end


$x1_flop=tap2dsk,
$bio

TAP2DSK (c) 198? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86135&o=2

$end


$cpc_cass=tapedump,
$bio

Tape Dump (c) 1988 Goldmark Systems

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99516&o=2

$end


$mc10=tapeindx,
$bio

Tape Index (c) 1985 Pollock [Graham Pollock]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87710&o=2

$end


$pc8801_flop=tapelogi,
$bio

Tape Login 1 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93025&o=2

$end


$pc8801_flop=tapelog1,
$bio

Tape Login 2 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93026&o=2

$end


$cpc_cass=tapeutil,
$bio

Tape Utility (c) 1986 Siren Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99518&o=2

$end


$cpc_cass=tapesped,
$bio

Tapespeed One + Lerm Slock1 (c) 1985 Lerm Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99519&o=2

$end


$a2600=tapeworm,tapeworme,
$bio

Tapeworm (c) 1982 Spectravideo

- TECHNICAL -

Model SA-204

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51104&o=2

$end


$bbca_cass,bbcb_cass=tapper,
$bio

Tapper (c) 1983 US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52507&o=2

$end


$ibm5150,ibm5150_cass=tapperc,tapper,
$bio

Tapper (c) 1983 Marvin Glass & Associates

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83711&o=2

$end


$c64_cart,c64_flop=tapper,
$bio

Tapper (c) 1984 US Gold

- TECHNICAL -

[US] Game ID: 010-50

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53729&o=2

$end


$xegs=tapper,
$bio

Tapper (c) 200? Bally Midway Mfg. Co. [Franklin Park, IL, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51254&o=2

$end


$a2600=tapper,
$bio

Tapper (c) 1984 Sega Enterprises, Limited.

You are a frenzied bartender trying to keep the never ending flow of thirsty customers well watered. You'll have to keep slinging sodas and occasionally guess which cans of soda the Soda Bandit has shaken.

As if that's not enough work for one bartender, try covering four different bars with a different crazy crowd in each bar. There's the Old West Saloon, the Jock Bar, the Punk Rock Bar, and the Space Bar.

Keep the sodas coming, but not too fast. You'd better be sure you've got a customer without a drink at the bar or the drink will slide right off the bar and no self-respecting bartender throws drinks away. Keep your eyes open for the empties the customers sling back your way.

- TECHNICAL -

Model 010-01

- SCORING -

Get Cowboy/girl out of Door: 50 points
Get Sportsperson out of Door: 75 points
Get Punk Rocker out of Door: 100 points
Get Space Creature out of Door: 150 points
Catch an Empty Mug: 100 points
Complete screen (get all customers out): 1,000 points
Complete Bonus Rack: 3,000 points

- TIPS AND TRICKS -

* Earn one extra life after your first 20,000 points and another life for each additional 50,000 points.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51105&o=2

$end


$coleco=tapper,
$bio

Tapper (c) 1984 Coleco Industries, Incorporated.

- TECHNICAL -

Cartridge ID: 2616

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53374&o=2

$end


$cpc_cass=tapper,
$bio

Tapper [Model SOFT 06007] (c) 1986 Amsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99520&o=2

$end


$info=tapper,sutapper,tappera,
$bio

Tapper (c) 1983 Bally Midway.

Taking on the role of an overworked bartender, the player must serve beer to the ever-thirsty patrons that populate his bar. All customers must be served before they work their way up to the beer kegs. Empty glasses must also be collected before they slide off the end of the bar and smash to the floor. Extra points are awarded for collecting tips, while bonus rounds involve locating the one beer that has not been shaken, and serving it. The game features four different levels :
1. Cowboys
2. Athletes
3. Punk Rockers
4. Aliens

- TECHNICAL -

Game No. 0A11
Bally Midway MCR 3 hardware

Main CPU : Zilog Z80 (@ 5 Mhz)
Sound CPU : Zilog Z80 (@ 2 Mhz)

Sound Chips : (2x) General Instrument AY8910 (@ 2 Mhz)

Players : 2
Control : 4-way joystick
Buttons : 1

- TRIVIA -

Tapper was released in December 1983.

There were two other versions of Tapper: "Root Beer" (January 1984) and "Suntory" (Japan, Game ID : 834-5385 / 834-5387). The Suntory version was a Sega board, Suntory is a Japanese beer (see "Updates" section for more information).

The main character in the game (as well as the main character of two other Bally Midway games; "Domino Man", and "Timber") is based on a Marvin Glass employee called Mike Ferris, who had the same distinctive mustache and bald head and reputedly wore a red T-shirt all of the time.

The music for the third stage (the punk bar) was loosely inspired by new wave music group Devo's song 'Workin' in the Coal Mine'.

Tapper was play tested in a Chicago-area Rush Streetbar called 'The Snuggery' and received much positive feedback from the bar's patrons. Digitized belches were originally going to be used in the game, but, perhaps thankfully, they never made it into the final version.

The cabinet is designed to resemble a real bar - replete with a brass foot rail and two brass drink or ashtray holders (one on each side of the control panel). The cabinet and gameplay on the beer version features the Budweiser logo. The pour spouts have mock-up Budweiser handles that closely resemble the Budweiser taps that appear in real bars throughout the world.

Approximately 3300 Tapper uprights were made and around the first 100 or so were released with colour side art. About 300 cocktail machines were also made.

The main character appears on the 2012 Disney animated movie Wreck-It Ralph, during the Bar scene. It should also be noted that despite the game in the movie being Root Beer Tapper, the main character wore his outfit from the Budweiser version.

- UPDATES -

* Suntory version has different graphics and most likely different music.

- SCORING -

Serving a cowboy/girl patron with beer : 50 points.
Serving a sports bar patron with beer : 75 points.
Serving a punk patron with beer : 100 points.
Serving an alien patron with beer : 150 points.
Collecting an empty beer glass : 100 points.
Collecting a tip left on the bar : 1,500 points.
Guessing the correct can on the bonus screen : 3,000 points.

- TIPS AND TRICKS -

* Easter Egg : In the attract mode, wait until the word Tapper is filling up with beer, and hold down the joystick, both taps, and the player 1 & 2 buttons. You will then see the names of the game designers.

* Take your time in the first few levels. You can make a high score by leaving one person and waiting for more people.

* The last guy in the row will almost always leave a tip.

* If a person leaves the bar in the first level you get 50 points but, if you let them get close to the end of the bar, they will drink the beer and stay. It's 100 for getting the empty mug.

* The longer you stay in the level, the faster the people and mugs move.

- STAFF -

Designed and programmed by : Steve Meyer
Graphics by : Scott Morrison
Sounds by : Rick Hicaro
Support by : Elaine Ditton

- PORTS -

NOTE : All ports released in 1997 and later feature the 'Root Beer' version.

* Consoles :
Atari 2600 [US] (1983) "Tapper [Model 010-01]" 
Colecovision [US] (1984) "Tapper [Model 2616]" 
Atari XEGS

* Computers : 
BBC Micro [EU] (1983) 
PC [Booter] [AS] (1983)
Commodore C64 [EU] (1983) 
Commodore C64 [US] (1983) "Tapper [Model 010-05]" 
Sinclair ZX Spectrum [EU] (1985)
Atari 800 [US] (1984) 
Apple II [US] (1984) 
Amstrad CPC [EU] (1987) "Tapper - Official Arcade Game"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2834&o=2

$end


$pc98=tarbosdb,
$bio

Tarbos Derby (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90794&o=2

$end


$wswan=tpgunpey,
$bio

Tare Panda no GunPey [Model SWJ-BAN01F] (c) 1999 Bandai Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86397&o=2

$end


$info=targ,targc,
$bio

Targ (c) 1980 Exidy.

Targ is a 1 or 2-player shooter game released by Exidy in 1980. Your town is invaded by Targ riders, you must maneuver the heroic vehicle Wummel to destroy them. From time to time, a Spectar comes into screen, and can be destroyed for extra bonus.

Action takes place into a 9x9 grid, 'Crystal City', where the player's vehicle must avoid and chase down 10 enemy wedge-shaped vehicles. When all enemies are destroyed, you are awarded an extra bonus and can access the following level. 2 players can alternate in the game. You use a 4-way joystick to control the Wummel, and a pushbutton to fire at enemies. Progressing in the gameplay causes the Targs to become faster and smarter, for a fast and furious gameplay.

- TECHNICAL -

Main CPU : MOS Technology M6502 (@ 705.562 Khz)
Sound Chips : DAC

Players : 2
Control : 4-way joystick
Buttons : 1 (FIRE)

- TRIVIA -

Targ was released in June 1980. It was the first 'fantasy theme' game.

While in that period many western companies licensed games from Japanese developers (Exidy itself licensed Nintendo's "Sheriff" as "Bandido"), Targ is one of the few western games that made it in the opposite way, being licensed by Sega for Japanese distribution.

Targ stands for 'Target'. 'Spectar' stands for 'Special Target'.

- SCORING -

Scoring in this game is pretty easy although it is done a bit differently. You will be given the score value of a Targ Ramship at the beginning of each level. This is how you can figure out which level you are currently on.
Targ Ramship : 10 points x level
Spectar Smuggler : 100-900 points (by 100's)

You also get a bonus for completing a level. The bonus is 1000 points x level number.

- TIPS AND TRICKS -

When you start the game, your Wummel will be in the bottom right corner of the screen. There will be 10 Targ Ramships at the top of the 10 vertical lanes.

* Learn how your Wummel operates. You can go pretty fast in one direction. To turn around, though, takes a little time since you have to slow down before you turn around. You can use this deceleration, though, to your advantage to trap enemy units and sometimes get multiple kills.

* You can only have one missile on the screen at any one time. Plan your shots accordingly. In addition, you can only fire forward.

* All enemies on the screen will avoid trying to be in front of your Wummel. That means you must quickly get in front or behind them so they don't veer off to avoid your fire. This means you may have to plan a few ambushes to take out the enemies.

* All the enemies (Targ Ramships and Spectral Smugglers) only move at full speed. This can work to your advantage since if they are coming at you, you can decelerate your Wummel and pick them off.

* If you must turn around quickly, the easiest (and best) way to achieve this is to go around the blocks.  Three right turns can turn you from the hunted into the hunter. In addition, this is great for setting up ambushes and taking out the enemy ships quickly.

* Try to isolate enemy ships. If you try to take on a ''pack'' of them, you will lose since there are so many different directions that the enemy ships can come from.

* During the first three levels, you have enough speed to avoid your attackers. This changes on level four and beyond as the enemy ships can easily outrun your Wummel. This means you will need to make very quick turns in order to get behind them.

* Also, if you take too long on a level, the enemy ships will speed up to make quick work of your Wummel.

* As you progress through the levels, the enemy ships will get ''smarter'' and attempt to corner your Wummel. Your safest action is to avoid being trapped while picking off individual enemy ships to even the odds.

* Nifty little trivia note : The game screen is an optical illusion. If you stare at the yellow boxes, you will see yellow circles form at the intersections. Nothing that affects game play but still interesting.

- SERIES -

1. Targ (1980)
2. Spectar (1980)

- PORTS -

* Consoles :
Atari 2600 [US] (1988) "Universal Chaos [Model 7062-A305]" 

* Computers :
Tandy Color Computer [US] (1983) "Storm Arrows" 
Commodore C64 (19??)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2835&o=2

$end


$a2600=targ,
$bio

Targ (c) 1983 CBS, Incorporated.

- TRIVIA -

Unreleased prototype.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51106&o=2

$end


$x68k_flop=target,
$bio

Target (c) 1991 RKS Project

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88676&o=2

$end


$nes=targtren,
$bio

Target - Renegade (c) 1990 Taito Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55643&o=2

$end


$info=tgtball,tgtballa,
$bio

Target Ball (c) 1995 Yun Sung.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 6 Mhz)
Sound Chips : (2x) OKI6295 (@ 7.575 Khz)

Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 54.00 Hz
Palette Colors : 2064

Players : 2
Control : 8-way joystick
Buttons : 2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2836&o=2

$end


$megadriv=trgearth,
$bio

Target Earth (c) 1990 Dreamworks Games.

- TECHNICAL -

Game ID: 6102

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57442&o=2

$end


$a800=target,
$bio

Target Electronic Banking (c) 1986 COVIDEA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86725&o=2

$end


$info=targeth,targetha,
$bio

Target Hits (c) 1994 Gaelco.

- TECHNICAL -

Game ID : 940531

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound Chips : OKI6295 (@ 8 Khz)

Screen orientation : Horizontal
Video resolution : 384 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 1024

Players : 2
Control : lightgun
Buttons : 2

- TRIVIA -

Designed & developed by Zigurat.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2837&o=2

$end


$info=tgtpanic,
$bio

Target Panic (c) 1996 Konami.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32442&o=2

$end


$msx1_cass=targetp,
$bio

Target Plus (c) 1988 Dinamic Software [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95032&o=2

$end


$cpc_cass=targetp,
$bio

Target Plus [Model AMS 880014] (c) 1988 Dinamic Soft. [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99521&o=2

$end


$a2600=targprac,targprac1,
$bio

Target Practice (c) 1983 CEE

- TECHNICAL -

Model C-833

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51107&o=2

$end


$cpc_cass=targtren,
$bio

Target: Renegade (c) 1988 Imagine Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99522&o=2

$end


$cpc_cass=targtrens,
$bio

Target: Renegade [Model AM 431] (c) 1988 Erbe Soft. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99523&o=2

$end


$amigaocs_flop=targhan,
$bio

Targhan (c) 1989 Silmarils

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75202&o=2

$end


$amigaocs_flop=targhana,
$bio

Targhan [Simulation Top] (c) 1989 Silmarils

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75203&o=2

$end


$nes=taroqst,
$bio

Taro's Quest (c) 1990 Jaleco Company, Limited. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55644&o=2

$end


$cpc_cass=tarot,
$bio

Tarot (c) 1986 Run Informatique

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99524&o=2

$end


$msx2_flop=tarot,
$bio

Tarot (c) 1993 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102087&o=2

$end


$snes=tarot,
$bio

Tarot Mystery [Model SHVC-AT5J-JPN] (c) 1995 Visit

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62472&o=2

$end


$gamegear=tarot,
$bio

Tarot no Yakata [Model G-3208] (c) 1991 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64919&o=2

$end


$famicom_flop=tarot,
$bio

Tarot (c) 1988 Scorpion Soft

Tarot is a very unusual game by Scorpion Soft. It can be simply described as a computerized fortune-telling game based around Tarot cards. The game offers three kind of fortune telling - the first one is Love and probably tells the player when and where he/her will find their loved one and how lucky he/her will be getting there. Then comes the obvious Business and Study categories. After this first choice is made, three different ways to draw the cards are proposed, the Heart shape where the cards are drawn bottom to top then the Cross shape and finally the V Shape which splits into two different paths. Passed this point, the player can choose to either shuffle the cards, or to draw. Each card is then turned and the fortune telling unfolds. Cards have different meanings, and their orientation also influences the reading. Keep in mind that the game is entirely in Japanese though. It is also interesting to notice that the game was designed by Dr.Aizeki, a famous researcher in psychology, horoscope, Tarot Cards and Feng Shui in Japan. Some of his work is still available online today and still published by Scorpion Soft.

- TECHNICAL -

Game ID: SCO-TAR

- TRIVIA -

Tarot was released on December 23, 1988 in Japan for 2980 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65470&o=2

$end


$msx2_flop=tarotika,
$bio

Tarotika Voodoo (c) 1998 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102088&o=2

$end


$bbca_cass,bbcb_cass=tarzana,
$bio

Tarzan (c) 1984 Alligata

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52508&o=2

$end


$cpc_cass=tarzan,
$bio

Tarzan (c) 1986 Martech Games, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99525&o=2

$end


$bbca_cass,bbcb_cass=tarzanm,
$bio

Tarzan (c) 19?? Martech

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52509&o=2

$end


$info=tarzan,tarzana,
$bio

Tarzan (c) 1999 IGS.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 8 Mhz)

Screen orientation : Horizontal
Video resolution : 256 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256

- UPDATES -

V107
V109C

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3864&o=2

$end


$n64=tarzan,tarzanf,tarzang,tarzanu,
$bio

Tarzan (c) 2000 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58010&o=2

$end


$gamegear=tarzan,
$bio

Tarzan - Lord of the Jungle [Model T-83098-50] (c) 1994 GameTek

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64920&o=2

$end


$coleco=tarzan,
$bio

Tarzan From out of the Jungle (c) 1983 Coleco Industries, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53375&o=2

$end


$gameboy=tarzan,
$bio

Tarzan [Model DMG-ZK-USA] (c) 1994 GameTek

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67090&o=2

$end


$svision=tasac,
$bio

Tasac 2010 [Model SV10026] (c) 1992 Thin Chen Enterprise

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95479&o=2

$end


$nes=tasac,
$bio

Tasac [Model SA-021] (c) 1992 Sachen [Taiwan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76990&o=2

$end


$cpc_cass=tascopy4,
$bio

Tascopy 464 [Model MUA-01] (c) 1984 Microbyte, S.A.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99526&o=2

$end


$nes=tashimp,
$bio

Tashiro Masashi no Princess Ga Ippai (c) 1989 Epic - Sony Records

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54709&o=2

$end


$msx2_flop=tashimp,tashimpb,tashimpc,tashimpd,tashimpa,
$bio

Tashiro Masashi no Princess ga Ippai (c) 1989 Sony Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102089&o=2

$end


$cpc_cass=taskfrce,
$bio

Task Force (c) 1989 Players Premier

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99492&o=2

$end


$apple2gs=taskfrce,
$bio

Task Force (c) 1990 Britannica Software.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49787&o=2

$end


$info=tharrier,
$bio

Task Force Harrier (c) 1989 UPL Company, Limited.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 10 Mhz)
Sound CPU : Zilog Z80 (@ 3 Mhz)
Sound Chips : YM2203 (@ 1.5 Mhz), (2x) OKI6295 (@ 24.242 Khz)

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Task Force Harrier was released in October 1989.

Licensed to American Sammy for US manufacture and distribution.

Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Task Force Harrier - PCCB-00041) on 21/09/1990.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2838&o=2

$end


$info=tharrieru,
$bio

Task Force Harrier (c) 1989 American Sammy Corp.

- TRIVIA -

Released in October 1989.

Originaly released by UPL on Japan.

Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Task Force Harrier - PCCB-00041) on 21/09/1990.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=36004&o=2

$end


$megadriv=taskfhexj,
$bio

Task Force Harrier EX (c) 1991 Treco

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56942&o=2

$end


$megadriv=taskfhex,
$bio

Task Force Harrier EX (c) 1991 Treco

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57443&o=2

$end


$a2600=taskfrce,
$bio

Task Force (c) 1987 Froggo.

Terrorists are at it again, and you command an elite anti-terrorist Task Force. Negotiations have failed, so it's up to you to 'take out' the terrorists.  They're holding several high-rise buildings, and your Task Force is in position outside. You have wire-guided missiles to fire any time a terrorist steps into view in a window. You must fire quickly, because the terrorists never miss you when they have time to get off a shot. And the terrorist leader on the roof has a neutron bomb that ends it for everybody if he lets it go. But look before you fire! The terrorists sometimes push hostages into view... don't shoot if the guy in the window doesn't have a gun. And plan ahead! You have to wait for new supplies after firing all of your wire-guided missiles.

Take out the 9 terrorists in the first building, then your Task Force heads out to the next hot spot (held by 12 terrorists), and the next (held by 15 terrorists). Your fourth anti-terrorist operation is a treacherous night raid... and the action only gets hotter after that!

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51108&o=2

$end


$gameboy=tasmania,
$bio

Tasmania Story [Model DMG-TA-USA] (c) 1991 FCI

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67093&o=2

$end


$gameboy=tasmaniaj,
$bio

Tasmania Story [Model DMG-TAJ] (c) 1990 Pony Canyon, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67092&o=2

$end


$cpc_cass=tasprint,
$bio

Tasprint 464 [Model MUA-01] (c) 1984 Microbyte, S.A.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99528&o=2

$end


$amigaocs_flop=tasstime,
$bio

Tass Times in Tonetown (c) 1986 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75204&o=2

$end


$ibm5150,ibm5150_cass=tasstime,
$bio

Tass Times in Tonetown (c) 1986 Activision, Inc. [Santa Clara, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83712&o=2

$end


$msx1_cass=tasword,
$bio

Tasword (c) 1985 Sony Spain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95033&o=2

$end


$cpc_cass=tasword,
$bio

Tasword 464 (c) 1984 Tasman Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99530&o=2

$end


$info=joemac,
$bio

Tatakae Genshijin - Joe & Mac (c) 1991 Data East Corp.

A bunch of Neanderthals nerds have raided your village and have kidnapped all the babes! As the Caveman Ninja duo, Joe & Mac must face all kinds of prehistoric perils in order to rescue all the girls. Features awesome graphics & fun filled gameplay.

- TECHNICAL -

Game ID : MAG

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound CPU : Hudson Soft HuC6280 (@ 4.0275 Mhz)
Sound Chips : YM2203 (@ 4.0275 Mhz), YM2151 (@ 3.58 Mhz), OKI6295 (@ 7.627 Khz), OKI6295 (@ 15.255 Khz)

Players : 2
Control : 8-Way Joystick
Buttons : 2
=> [A] Throw Weapon, [B] Jump

- TRIVIA -

Joe & Mac was released in February 1991 in Japan. It is known outside Japan as "Caveman Ninja".

The title of this game translates from Japanese as 'Fighting Cavemen - Joe & Mac'.

A bootleg of this game is known as "Stone Age".

- SERIES -

1. Tatakae Genshijin - Joe & Mac (1991)
2. Tatakae Genshijin 2 - Rookie no Bouken (1992, Nintendo Super Famicom)
3. Tatakae Genshijin 3 - Shujaku-ha Yappari Joe & Mac (1993, Nintendo Super Famicom)
4. Joe & Mac Returns (1994)

- STAFF -

Planner : Makoto Kikuchi
Soft : Chiinke, Mitsutoshi Satoh, Mya, Osapan
Graphic Designers : Kawamura Makoto, Enomoto, Mitsutoshi Satoh, Etsuko T., Atsushi Kaneko, Shamo
Sound Composers : Hiroaki Yoshida (Maro) (Gamadelic), Seiichi Hamada (Atomic Hanada), Takashi Miura, Yuusuke Takahama
Hard : Nervous K.K., Hiroshi Ohnuki
Special Thanks : Joe Kaminkow, Mario Watanabe, Sonomi Kiyota, Chie Kitahara, Hitomi Fujiwara, Shouji Meari

- PORTS -

* Consoles :
Nintendo Super Famicom [JP] (December 6, 1991) [Model SHVC-JT]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2839&o=2

$end


$snes=tatkgen2,
$bio

Tatakae Genshijin 2 - Rookie no Bouken [Model SHVC-J2] (c) 1992 Data East Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62473&o=2

$end


$snes=tatkgen3,
$bio

Tatakae Genshijin 3 - Shuyaku wa Yappari Joe & Mac [Model SHVC-J3] (c) 1994 Data East Corp.

- TRIVIA -

The game was presented at the Famicom Spaceworld' 93 in August 1993 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62474&o=2

$end


$pc8801_flop=tatakaek,
$bio

Tatakae Kangofu-san (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93027&o=2

$end


$info=bigfghtr,
$bio

Tatakae! Big Fighter (c) 1989 Nichibutsu.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 8 Mhz)
Sound CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC (@ 4 Mhz)

Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 57.00 Hz
Palette Colors : 2048

Players : 2
Control : 8-way joystick
Buttons : 3

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3533&o=2

$end


$nes=transfrmh,
$bio

Tatakae! Chou Robotto Seimeitai Transformers - Convoy no Nazo (c) 1987 FMG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69327&o=2

$end


$nes=transfrm,
$bio

??????????? ????????? ?????? (c) 1986 Takara Company, Limited.
(Tatakae! Chou Robotto Seimeitai Transformers - Convoy no Nazo)

Transformers Convoy no Nazo is a side scrolling action game published by Takara and based on the hit and ever popular Transformers animated series from the 1980's. The protagonist of the game is Ultra Magnus, an Autobot commander, who goes on a solo commando mission against the Decepticon empire to find out what happened to his defunct leader, the legendary Optimus Prime. Ultra Magnus comes equipped with a blaster gun that can be upgraded (along with other special abilities) by collecting power-ups left behind by Skywarp fighter jets - 'P' cells double the firing power of the blaster gun, 'F' cells (which appear later in the game) give Ultra Magnus the ability to fly, 'B' cells give him a 3-hits shield, '1' cells award extra lives and the 'D' cells cancel out all collected power-ups (and should be avoided for that matter). Throughout the game, Fighter jets also drop special red letter-icons that spell out the name "Rodimus" (see the 'secrets' section to find more information about the Rodimus letters). In the Transformers tradition, Ultra Magnus can also turn into an armored transport carrier (by pressing down) - in this form he can fire powerful missiles but also deal damage to ground enemies (which are hard to hit in robot mode) or drive through narrow corridors and passageways. Transformers Convoy no Nazo consists of ten stages with a boss battle at the end of each one.

- TECHNICAL -

Cartridge ID: TFC-TF

- TRIVIA -

Released on December 05, 1986 in Japan for 4900 Yen.

- TIPS AND TRICKS -

* Rodimus Letters: Seven letter-icons are hidden throughout the game, in levels 1,2,4,5,6,8 and 9. They are usually carried by Skywarp fighter jets, except for level 8 where the letter-icon is hidden in a secret room. Once all the letters are collected, they spell out the name Rodimus and if you happen to beat the game, you'll be rewarded with a new playable character - Rodimus. However, Rodimus looks fairly similar to Ultra Magnus (except in his vehicle mode) and plays exactly the same. 

* Continues: At the Game Over screen, press and hold A, B and Start to continue.

* Warps: There are two special warps hidden in the game. In stages two and seven, defeat the orange Starscream jet-fighter to activate them.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54710&o=2

$end


$x68k_flop=tataka8k,
$bio

Tatakae! Dai 8 Kikou Shidan (c) 1991 PYN [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88677&o=2

$end


$x68k_flop=kcomik46,
$bio

Tatakae! Konyanko Comike 46 (c) 1994 Nankoku Byouyou

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88678&o=2

$end


$x68k_flop=kcomik47,
$bio

Tatakae! Konyanko Comike 47 (c) 1994 Nankoku Byouyou

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88679&o=2

$end


$x68k_flop=kcomikex,
$bio

Tatakae! Konyanko EX (c) 199? Nankoku Byouyou

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88680&o=2

$end


$pc98=mightlun,
$bio

Tatakae! Mighty Luna (c) 1994 Ucom [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90795&o=2

$end


$gamegear=proyaktl,
$bio

Tatakae! Pro Yakyuu Twin League [Model G-3371] (c) 1995 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64921&o=2

$end


$nes=ramenman,
$bio

Tatakae!! Ramen Man - Sakuretsu Choujin 102 Gei (c) 1988 Shinsei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54711&o=2

$end


$info=trojanj,
$bio

闘いの挽歌 (c) 1986 Capcom.
(Tatakai no Banka)

The oppressed people of the world call upon you to bring peace to the unsettled land. Battle through six levels where you must use a sword and shield to attack enemies and defend yourself against the evil king's troops.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 6 Mhz)
Sound CPU : (2x) Zilog Z80 (@ 4 Mhz)
Sound Chips : (2x) Yamaha YM2203 (@ 1.5 Mhz), OKI MSM5205 (@ 384 Khz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Tatakai no Banka was released in April 1986 in Japan. It is known as "Trojan" outside Japan. 

The title of this game translates from Japanese as 'Elegy of Battle'. 

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

- STAFF -

Music by : Ayako Mori

- PORTS -

Here is a list of all ports released in Japan.

* Consoles : 
Nintendo Famicom [JP] (December 24, 1986) "Tatakai no Banka [Model CAP-TA]"
Sony PlayStation 2 [JP] (March 2, 2006) "Capcom Classics Collection [Model SLPM-66317]" 
Sony PlayStation 3 [PSN] [JP] (February 19, 2013) "Capcom Arcade Cabinet [Model NPJB-00210]" 
Microsoft XBOX 360 [XBLA] [JP] (February 20, 2013) "Capcom Arcade Cabinet" 

* Handhelds : 
Sony PSP [JP] (September 7, 2006) "Capcom Classics Collection [Model ULJM-05104]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2840&o=2

$end


$nes=tatakabah,
$bio

Tatakai no Banka (c) 1987 FMG

Pirate hack of Capcom's "Tatakai no Banka [Model CAP-TA]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69328&o=2

$end


$nes=tatakaba,tatakaba1,
$bio

闘いの挽歌 (c) 1986 Capcom Company, Limited.
(Tatakai no Banka)

Tatakai no Banka is a side scrolling action game by Capcom, and conversion of an arcade game of the same name originally released in 1986. The game is set in the near future where human civilization has been lost - warlords from enchant times have risen from the dead and plunged the world into a dreadful war and into darkness. In this post-apocalyptic wasteland, it's up to a small group of resistance fighters to protect humanity from total annihilation. The player takes control of Ryu, a lone warrior who sets on a journey to infiltrate the enemy's hideout and to defeat the enemy's leader - the evil Akiresu (aka 'Achilles'). He comes equipped with a lethal sword and a shield - this weapon combination is at the core of the gameplay, and the player must strategically block attacks and projectiles before inflicting any damage in order to survive. A sharp blow can also send both weapons flying out of his grasp, forcing him to fight with his bare hands and feet until he recovers them. Various items are hidden throughout the game, such as winged hearts (health), shoes (high jumps), keys (unlock doors) and the extremely rare power icons (upgrade the sword) and speed icon (increases running speed). Some are dropped by defeated enemies, whereas other are hidden inside underground rooms or booby-trapped bonus urns. Tatakai no Banka features seven stages (the first six are divided into two sections each), a two-alternating player mode and an one-on-one two players versus mode.

- TECHNICAL -

Cartridge ID: CAP-TA

- TRIVIA -

Tatakai no Banka was released on December 24, 1986 in Japan for 5500 Yen.

Tatakai no Banka (which translates as 'The elegy of battle') was an arcade game originally released in 1986. The Famicom version seems to be the only home conversion ever made until the original arcade game was eventually included in the Capcom Classics Collection released for the Playstation 2 in 2006. This 8-bit port shows significant differences - the arcade game featured special tiles (such as high jumps) which were replaced by traditional powerups, and secret underground rooms were also scattered around the game. Finally, the progress-map and the two-player versus mode are exclusive to the Famicom port. Interestingly, Ryu's alter ego is called Trojan in the Japanese version, which also became the name of the main character in the American and European versions of the game, where he is simply described as the 'Trojan Warrior'.

- TIPS AND TRICKS -

* Continues: After getting a Game Over, wait until the game returns to the title screen. There, hold up and press start to continue where you died.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54712&o=2

$end


$pc8801_flop=tatakaum,
$bio

Tatakau Mimo-chan no Daiboken (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93028&o=2

$end


$pc8801_flop=tatesuka,tatesukaa,
$bio

Tatesuka Wars (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93029&o=2

$end


$msx1_cart=tatica,
$bio

Tatica (c) 1985 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77508&o=2

$end


$pce=tatsunok,
$bio

竜の子 ファイター (c) 1989 Tonkin House
(Tatsu no Ko Fighter)

Tatsu no Ko fighter is a simple platform game published by Tonkin House. It follows the adventures of a young farmer as he travels across a country full of dangers. He carries around a long stick which he slyly uses to take down his enemies. He has a few more tricks up his sleeves - thanks to his magic book (press 'Run' and select a weapon by pressing 'up' and 'down'), he can also shoot blasts of energy from it. However, this technique depletes some of his magic energy which he has to refill periodically. But his ultimate weapon is the ability to turn into a powerful topless fighter - this technique is however only available for the toughest boss encounters located at the end of each area. In this form, our hero can use a powerful chain-whip (which consumes magic energy) to land more punishing blows than his bare fists. Throughout the game, various enemies drop magic orbs when defeated which range from power-ups (red P), increase max-life (green P), increase magic bar (green M), freeze time clocks, bombs, life potions and so forth. Each defeated enemy also drop money that can later be used to purchase life and magic from town people located at the end of each area. This is also where the stick can be later upgraded into a more lethal spear. Finally, infinite continues are available.

- TECHNICAL -

Game ID: TON89001

- TRIVIA -

Tatsu no Ko fighter was released on October 20, 1989 in Japan for 5600 Yen.

Akira Miyashita designed the wacky characters from Tatsu no Ko Fighter. He is a mangaka artist better known for his comic book series Sakigake!! Otoko Juku published in 1985.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58749&o=2

$end


$info=tvtsujin,
$bio

Tatsujin (c) 1991 TOURVision.

Unlicensed Spanish game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101169&o=2

$end


$info=truxton2,
$bio

達人王 (c) 1992 Toaplan Company, Limited.
(Tatsujin Oh)

Gameplay is similar to the previous Tatsujin. Tatsujin Oh has six huge areas, each with a boss at the end; the game "loops" these six areas forever. Lives are given out at 70000 points, then every 200000 points after; players start with three.

There are power-ups to increase ship speed, add a smartbomb to your stock, and change/strengthen your current weapon. Red fires bombs in a small area around your ship,  blue is a homing laser, and green fires wide-reaching salvos of green shots.

- TECHNICAL -

Game ID : TP-024

Main CPU : Motorola 68000 (@ 16 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.375 Mhz), OKI6295 (@ 20.454 Khz)

Players : 2
Control : 8-way joystick
Buttons : 4

- TRIVIA -

Tatsujin Oh was released in October 1992 in Japan.

The title of this game translates from Japanese as 'Master Ruler'.

This game is known outside Japan as Truxton II.

Toaplan Company, Limited was a video game developer from Japan. They were responsible for the creation of a wide array of relatively famous scrolling shooters and other arcade games. The company declared bankruptcy in 1994.

- UPDATES -

As with many Toaplan games, the original Japanese version is harder than export versions. Truxton II is like the original Truxton, where all regional versions are on a single board, controlled by a jumper; anything labeled Tatsujin Oh will be harder than anything labeled "Truxton II" (Europe and USA versions).

- SERIES -

1. Tatsujin [TP-013B] (1988)
2. Tatsujin Oh [TP-024] (1992)

- STAFF -

Staff : Lee Ota
Music composed by : Masahiro Yuge

- PORTS -

* Consoles :
FM Towns Marty (1993) "Tatsujin Oh"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2983&o=2

$end


$megadriv=truxton,
$bio

Tatsujin (c) 1989 Sega Enterprises, Limited.

- TECHNICAL -

[Model G-4020]

- TRIVIA -

Tatsujin for Mega Drive was released on December 09, 1989 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47431&o=2

$end


$pce=tatsujin,tatsujinp,
$bio

Tatsujin (c) 1992 Taito Corp.

Tatsujin is a vertical shooter by Taito and conversion of Toaplan arcade game. The evil Gidans are about to invade the Borogo system, their armada of giant asteroids are approaching and they have to be stopped. The player must infiltrate and destroy no less than five large enemy facilities and take down swarms of alien ships and all kind of ground units. The space fighter comes equipped with a default Vulcan gun (Power shots) and two more weapons are available for the taking - the blue lock-on lasers (Thunder Laser) and green blasts of energy (Tatsujin Beam). The only way to increase the active weapon's firepower is to collect Power Boosters special flying pods leave behind. Although five boosters are necessary to trigger a power-up upgrade and boost up the strength of the current weapon, special red flashing power icons bring it up to maximum power in no time. Each weapon can be powered up to three times for maximum collateral damage and smart bombs in the shape of monstrous skull-faced energy blasts can be unleashed to kill most enemies on screen. Finally, speed boosters are strategically placed throughout the game to help the player dodge enemy fire more efficiently.

- TECHNICAL -

HuCARD ID: TP-04022
HuCARD Size: 4 MBits.

- TRIVIA -

Tatsujin for PC-Engine was released on July 24, 1992 in Japan for 7200 Yen.

Reviews:
[FR] November 1992 - Consoles+ No. 14: 68/100

Tatsujin came out in the arcades in 1988.

- TIPS AND TRICKS -

The option screen is available by holding select and by pressing run on the title screen.

Two hidden options are available in the game. You have to score 7100 to access them. This is rather easy, start the game and destroy every enemies and pick up all powerups - you should score a perfect 7100 within a few seconds, right after the first wave of small ships. When done, reset the game by pressing run and select together and do the following on the title screen:
- Extended Option Screen - hold select and press run. Lives, bombs, credits and 'slim screen' mode. 
- See the ending - hold left and press run

- STAFF -

Produced By: Shoji Takahashi
Programmed By: Toyofumi Kunihiro
Graphics By: Tsutomu Takase, Jiroharu Ushiku
Sound By: Shotaro
Supervisor: Koji Yamazaki
Bug Checker: Suit
Special Thanks To: Ikasama Naokin, Mr. Oota, Mickey Shunkoh

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47432&o=2

$end


$info=truxton,
$bio

Tatsujin (c) 1988 Taito Corp.

Taking place somewhere in the near future of space travel, an alien armada is invading the player's home planet aboard 5 gargantuan asteroids. After surviving an attack on the player's cargo barge, players board and pilot one remaining fighter and challenge the aliens in a desperate attempt to quell the alien invasion and divert their asteroid fortresses in the process.

Tatsujin is a vertical scrolling shooter arcade game, featuring 8 levels with non-stop action and 5 bosses.

- TECHNICAL -

Game ID : TP-013B
Prom Stickers : B65

Main CPU : Motorola 68000 (@ 10 Mhz), Zilog Z80 (@ 3.5 Mhz)
Sound Chips : YM3812 (@ 3.5 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Tatsujin was released in October 1988 in Japan.

The title of this game translates from Japanese as 'Master'.

This game is known outside Japan as Truxton.

Polystar released a limited-edition soundtrack album for this game (Tatsujin : Toaplan Game Music Scene One - H24X-10005) on 25/06/1989.

- TIPS AND TRICKS -

* Hidden Functions : If the 'Invulnerability dip switch' is enabled, you are invulnerable but you may also 'Pause' the game with P2 Start and restart with P1 Start.

- SERIES -

1. Tatsujin [TP-013B] (1988)
2. Tatsujin Oh [TP-024] (1992)

- STAFF -

Developed by Toaplan.

Staff : Lee Ota
Music composed by : Masahiro Yuge

- PORTS -

* Consoles :
Sega Mega Drive (1989) "Tatsujin [Model G-4020]"
NEC PC-Engine (1992) "Tatsujin [Model TP-04022]"
FM Towns Marty "Tatsujin"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2982&o=2

$end


$psx=tatsunok,
$bio

Tatsunoko Fight [Model SLPS-02939] (c) 2000 Takara Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85762&o=2

$end


$info=tvcapcom,
$bio

Tatsunoko vs. Capcom: Cross Generation of Heroes (c) 2008 Capcom Company, Limited.

- TECHNICAL -

Nintendo Wii Based hardware.

CPU : IBM PowerPC Broadway CPU @ 729 MHz
* 90nm Process
* 32-bit Integer
* 64-bit Floating-Point (or 2 x 32-bit SIMD)
* 64KB L1 Cache (32KB Instruction + 32KB Data)
* 256KB L2 Cache
* 2.9 GFLOPS
Graphics and Sound : ATI Hollywood @ 243 MHz
* 90nm Process
* Napa : Graphics Processor with 3MB Embedded Memory
* Vegas : Audio DSP and 24MB 1T-SRAM
* Starlet : ARM9 Processor (I/O, Communication, Security)
CPU External Bus : 64 Bit, 243 MHz, 1.9 Gigabytes per Second Bandwidth
Memory : 24 Megabytes MoSys 1T-SRAM, 64 Megabytes GDDR3 DRAM

- TRIVIA -

Released in December 2008. It was based on Tatsunoko Production's Anime.

- PORTS -

* Consoles :
Nintendo Wii [JP] (Dec.2008) [Model RVL-RF7J-JPN]
Nintendo Wii [US] (2009)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=25962&o=2

$end


$info=tattass,tattassa,
$bio

Tattoo Assassins (c) 1995 Data East Pinball.

Nine Tattooed Assassins are ordered by Mullah Abba to defeat Koldan and his minions in this unreleased one-on-one beat-em-up. Tattoo Assassins is little more than a flawed beat-em-up that was originally intended to cash in on the massive success of Midway's superior "Mortal Kombat" series.

- TECHNICAL -

Main CPU : ARM (@ 7 Mhz), M6809 (@ 2 Mhz)
Sound Chips : BSMT2000 (@ 24 Mhz)

Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048

Players : 2
Control : 8-way joystick
Buttons : 6 (HP, SP, HK, LP, BLOCK, LK)

- TRIVIA -

Released in March 1995. Tattoo Assassins has become the stuff of arcade legend, but for all the wrong reasons. It represents one of the most tragic tales in game design - and perhaps the only verifiable example of a game being utterly dismissed by the actual programmers themselves.

The original premise was straightforward, if a little ambitious - use Data East graphics hardware to produce a "Mortal Kombat" beater. The gameplay would include over 200 Fatalities, Animalities (this was BEFORE "Mortal Kombat 3" introduced them to the world), Nudalities (although nothing TOO explicit) and an array of "sickening moves", which basically consisted of farting and spraying diarrhea at your opponent. This is true.

Bob Gale (producer of the Back to the Future movies) came up with the original 'story' and concept, while coding duties fell to 'Data East Pinball' (now Stern Pinball). Several problems soon became apparent, however, not least that of the host hardware falling some way short of being up to the task demanded of it. The game's production was doomed from the very beginning. Below is a transcript from one of the game's programmers who, due to the fact that he still works for the parent company, wishes to remain anonymous.

"Tattoo Assassins was the brainchild of Data East Pinball's (DEP) Head of Engineering, Joe Kaminkow. He had become buddies with Bob Gale after Data East produced the Back to the Future pinball table - and from time to time Bob would send Joe his latest movie script. One of these scripts involved tattoos that came to life and did battle with each other, and it was here that Joe got the idea for a video game. MK2 was in the process of becoming the biggest arcade hit in recent history, so in typical DEP fashion Joe decided to do a rip-off of MK2. We'd have more hidden moves and fatalities than anyone had ever dreamed of.  In fact, you could just randomly hit buttons and get a fatality. Each character had their bodies adorned with tattoos, which gave them their various powers and fatalities. The Indian character, for example, had an eagle on his chest; one of his many fatalities was that his eagle tattoo would come off his chest and crap on the other character, who would melt away. Each character had their own sets of fatalities, but a lot of the fatalities weren't character specific, like the Godzilla foot stomp fatality, or the fly swatter, or Cruise Ship fatality. As far a nudalities went, there would be a puff of smoke and your character would be naked, but with arms and hands in the appropriate places.  and we'd tie everything together with a Hollywood film shoot to get the hype machine going full tilt. He then sold DE Japan on the idea, which was impressive since before TA (and after) DEP only manufactured pinball machines.".

"As you may be aware, DEP (who became SEGA Pinball, then Stern Pinball) have always been known for cranking out sub-standard pins (pinball tables). The primary reason for this was lack of engineering manpower. While development teams at Williams would get a whole year to design, program & play test a given model, their counterparts at DEP were given only 3-6 months. To his credit, DEP survived because Joe was so good at snagging the best licenses for our pins, i.e. Star Wars and Jurassic Park.".

"The team was promised $25,000 bonuses and $25 per game manufactured if we could make it to production within 8 months. This was a pretty juicy carrot, and we all hung out our tongues and nodded our heads and began chasing it like fools. Of course, hindsight is 20/20 and all that but I think you will agree that the deadline was ridiculous considering we had no video game experience whatsoever amongst us.".

"During the whole project, we were required to work 12 hours a day, 7 days a week. Our lunch and dinner were take out - paid for by the company, which was great, but the purpose was to keep us from going out and having an hour long lunch or dinner break away from our desks. Every meal was a "working" meal, meaning we would have meetings in the conference room as we ate to keep from interfering with the "real" work. If we were late to work, or left early, we would be threatened with having some of our $25,000 bonus docked. The 'carrot' had become a big baseball bat we were beaten with almost daily. One guy walked out after having his bonus docked for coming in at noon, and he quit on the spot. The next day he was placated and he came back. I remember this moment vividly--working away at 3:30 a.m. one morning. I was so physically exhausted that I casually leaned over to the garbage can and vomited, after which I went right back to tapping away. My fingers never left the keyboard.".

"Our biggest deadline was the ACME convention. We made it there with a game that played, but there were no special moves for any characters except for one electric zap thrown in for A. C. Current just before we got on the plane. The game was a joke but no one seemed to notice--we were congratulated at having made it that far, which was impressive only if you knew the whole story. One guy at the show made a point over and over again that he could get through the entire game start to finish by pounding the electric zap button over and over with one finger. I wanted to beat him senseless.".

"The biggest problem at this point was that we were all completely burned out. We knew the game was crap, and that we were no longer capable of fixing it. After we got back from the show, we were so "crispy" that we no longer cared about the money--our only true reward for finishing up was that we wouldn't have to work on it any more. The artwork looked pretty bad because it had all been a rush job to make the show. This was an incredible shame because the artists were so talented, but their talent were being scuttled in dealing with the crappy video source. New artists were brought on to help pitch in, but it was too little too late.".

"New games like "Primal Rage" and "Killer Instinct" came out, and they blew Tattoo Assassins away. We resisted violently any attempt to change the game to make it better, because that would mean we would be working on it longer -- I've since read about this attitude being common in projects where coders are placed under very high pressure. The artists were hoping that the programmers would come up with some new game play feature to make the game sell, regardless of the quality of the graphics, whereas programmers were hoping that the ARTISTS would miraculously 'beautify' things so that the game would sell regardless of the game play. One programmer actually stopped working almost entirely in the hopes of getting fired -- he had signed a three year contract and would have to be paid off in a huge way if he got fired. He wanted out anyway to go get married and start up his own dot-com.".

"Karla Keller was never going to be "Nancy", although that was who she was obviously modeled after. Lyla Blue was indeed Slash's wife. TA was actually developed within Data East Pinball in Chicago, IL. We had a working relationship with Slash because of the Guns and Roses pinball we created. His wife is a professional model.".

"I remember our testers. One of them posted some really scathing stuff to Usenet. We had several of our competitors' games in the lab with our TAs, and we'd have to go down to the lab every half hour to stop them playing pinball and make them go back to playing our game. We couldn't even PAY people to play TA it seems :)".

Real Life : Gretchen Stockdale (Hannah Hart) gave up modeling and became a fully qualified attorney.

Carlos and Daniel Pesina from Midway's MK series worked in Tattoo Assassins. After that, Midway didn't want them to work with them in "Mortal Kombat 3", so they killed Johnny Cage (the only Daniel Pesina character that didn't wear a mask) and excluded Raiden (Carlos Pesina).

Maurice Travis (as A.C. Current in TA) became World Champion muay thai fighter just starred in Hong Fight film called The Champion. Won The Superbrawl extreme fighting Championships in Hawaii. Maurice character Zolar Become a kids WB 2 hour movie (The first live action at the KIDSWB).

Note : The game claims there are 220 fatalities (see 'Tips And Tricks' section for more info).

TA is the only Fighting game where you can kick while you block. And it's also the only Fighting game where you see a man undressing to fart, and a woman farts too...

The DeLorean DMC-12 which appears in the Hit and Stay fatality is a nod to co-creator Bob Gale (who worked on the 'Back to The Future' trilogy).

- TIPS AND TRICKS -

* Random selection : at the character selection screen, highlight Billy Two-Moons and press Up.

* Alternate colors : highlighting your characters and press Start to change their colors.

* Vs. Screen Tricks :
1. When your character walk - Press LP to speak.
2. When your character stop walking - Press SP to provoke.

* Common Fatality :
Decapitation Uppercut : (close) Down+HP
Exploding Roundhouse : (close) Back+HK
Spontaneous Decapitation : (Anywhere) Block(x27)
IT'S BURGERTIME!! : (Anywhere) LP, HP, Block
WILDE THANG : (Anywhere) LP, HK, Block
Farmer and Wife picture : (Anywhere) LP, LK, Block
Mona Lisa picture : (Anywhere) LK, LP, Block
Hit And Stay : (Anywhere) LK, HK, Block
Whistler's Mother artwork : (Anywhere) HP, LP, Block
Musketeer : (Anywhere) HP, HK, Block
HOT STUFF! : (Anywhere) HP, LK, Block
IT'S HAMMER TIME!! : (Anywhere) Block(x2), HP
STRIKE!! : (Anywhere) Block(x2), LP
Gotcha, Ya Little Booger!! : (Anywhere) Block(x2), HK
Nudality : (Anywhere) Block(x2), SP
Smoking Kills! : (Anywhere) HP, LP, LK, HK
No Artificial Additives : (Anywhere) HP, HK, LK, LP
Happy Thanksgiving! : (Anywhere) HK, LK, LP, HP
Lipstick : (Anywhere) HK, HP, LP, LK
Animality : (Anywhere) HP(x3), Block
Morphality : (Anywhere) LP(x3), Block

* Various Fatality :
Judgment Day!! (Luke, Derek, Truck, Billy) : (Anywhere) Block(x2), LK
Eat Ship and Die!! (Maya, AC, Hannah, Karla) : (Anywhere) Block(x2), LK
Oops, stepped in it! (Tak) : (Anywhere) Block(x2), LK
Oh I Wish I Was A... (Hannah, Truck, Derek, Billy, Luke, Karla, AC) : (Anywhere) Down(x3), LK
Oh I Wish I Was A... (Tak) : (Anywhere) Forward(x3), LK
Oh I Wish I Was A... (Maya) : ???
Flamed! (Tak, Hannah, Truck, Derek) : (Anywhere) Back(x4), HK
Flamed! (Billy, Luke, Karla, AC) : (Anywhere) Back(x4) LK
Flamed! (Maya) : ???

* Fatality - Maya :
Tiger Slice : (Anywhere) Back+SP or SP(x3)
Tiger Mauling : (Anywhere) Forward+SP or SP(x2), HP
Club Decapitation : (Near) Back(x2), HP
Claw Attack Splatter : (close) Down(x3), LK

* Fatality - AC Current :
Laser : (Anywhere) Forward+SP or SP(x3)
Electrifying victory!! : (Anywhere) Back+SP or SP(x2), HP
Decapitation Mace : (Close) Back(x3), HK
Buzz Saw : (Close) Back(x2), HP

* Fatality - Luke Cord :
Octopus : (Anywhere) Back+SP or SP(x3)
Eagle Morphality : (Anywhere) Forward+SP
Heart Squish : (Close) SPC(x2), HP
Heart Stab : (Close) SPC(x2), LP
Boat Anchor : (Close) back(x2), HP

* Fatality - Derek O'Toole :
Puking Skull : (Anywhere) Forward+SP or SP(x3)
That's the name of the tune! : (Anywhere) Back+SP or SP(x2), HP

* Fatality - Truck Davis :
Swallowing Snake : (Anywhere) Forward+SP or SP(x3)
My Day has Been Made : (Anywhere) Back+SP or SP(x2), HP
Explode Crowbar : (Close) Back+HP

* Fatality - Tak Hata :
Two Headed Dragon : (Anywhere) SP(x3)
Two Headed Barney : (Anywhere) Back+SP or SP(x2), LP
Nudeality : (Anywhere) Forward+SP

* Fatality - Hannah Hart :
Spider Face Chew : (Anywhere) Forward+SP or SP(x3)
Big Spider Mauling : (Anywhere) Back+SP or SP(x2), HP
Explode Cartwheel : (Near) Back(x2), Forward
Baby Spiders Attack : (Anywhere) SP(x2), LP
Deadly Venom : (Close) Forward(x2), HP

* Fatality - Billy Two Moons :
Acid Poo Eagle : (Anywhere) Forward+SP or SP(x3)
Man Eating Eagle : (Anywhere) Back+SP or SP(x2), HP
Axe Uppercut : (Close) Hold HP 2 seconds and Release HP
Diamond Back Whip : (Near) Back(x2), HP
Axe Scalp : (Anywhere) SP(x2), LP
Decapitation Eagle : (Anywhere) Forward(x3), LP

* Fatality - Karla Keller :
Man Eating Rose : (Anywhere) Back+SP or SP(x3)
Lethal Thorns : (Anywhere) Forward+SP or SP(x2), HP
Clean-up car : (Anywhere) HK, LK, Block
Gut Slice : (Near) Back, Forward, HP

* Play as Rhina : ???

* Play as Deke Kay : ???

* Play as Prism : ???

* Fight against Mullah Abba : ???

- STAFF -

Created by :  Bob Gale (Bob 'Koldan' Gale)
Designed / Created / Directed by : Joe Kaminkow (JEK)
Art direction / Software : John Carpenter (JWC)
Security officer / Artist : Jack Liddon (Heart-a-Jack Liddon) (JAK)
Party supplies / Artist : Kurt Andersen (Kurtquake Andersen) (KRT)
Sound Deity : Brian Schmidt (BLS)
Art grunts : Todd Faris, Jim McNally, Scott Melchionda, Ish Raneses, Deb Lowman, Sally Davis
Software support : Orin Day, Neil Falconer, Lonnie Ropp (LON), Brian Rudolph
Cabinet Art : Paul Faris
Technical support : Allison Quant (ADQ), Qhah Thattamveetil, Phillis, Jay Alfer, Michael Toler
Executive producers : Mike Marvin, Allen Munro, Bob Short, Eddi Wilde

* CAST :
Billy Two Moons : Eddi Wilde
Truck Davis : Kevin Knotts
Luke Cord : Charlie Rice
Maya : Melanie Baer
Tak Hata : Rick Mali
Hannah Hart : Gretchen Stockdale
A.C. Current : Maurice Travis
Karla Keller : Christine Dupree
Derek O'Toole : Nicolas Andrews
Prizm : William Zipp
Rhina : Joanna Lee
Deke : William Zipp
Koldan : Kevin Knotts
Mullah Abba : Mark Urgello
Wilde thang : Marushka Wilde
Lyla Blue : Rene Hudson

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2841&o=2

$end


$msx2_flop=taubeat,
$bio

Tau Beat (c) 1989 Champion Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102090&o=2

$end


$cpc_cass=tauceti,
$bio

Tau-Ceti (c) 1986 CRL Group PLC [London, England]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99531&o=2

$end


$info=taurs_l1,
$bio

Taurus (c) 1979 Williams.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=7394&o=2

$end


$msx1_cart=tawarakn,tawaraknb,tawarakna,
$bio

Tawara-kun (c) 1984 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77509&o=2

$end


$pc98=tawheed,
$bio

Tawheed (c) 1989 Champion Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90796&o=2

$end


$a2600=taxavoid,
$bio

Tax Avoiders (c) 1982 American Videogame.

The goal of the player is to become a millionaire, after taxes, in one year. As in real life, there are obstructions to your progress, bureaucratic levels to go through and obstacles to overcome such as governmental red tape, bad investments that lose money, taxes and IRS audits.

- TIPS AND TRICKS -

The year is divided into 635 days, 12 months and 4 seasons.  During each season there are two screens, an income screen and an investment/shelter screen.  During the income screen, you must accumulate as much income '$' as possible while avoiding the costly governmental red tape. To reach the
various bureaucratic levels, you must catch the elevator in the center of the screen. This takes you to the various levels, slowly like normal governmental action.

Approximately half way through the season, you are switched to the second screen which allows you to obtain various Tax Sheltered Investments. Here,
you are being pursued by a character who is consistently moving into and out of the private enterprise system and governmental employment. This is symbolized by color changes; black, pink and green.

In the black mode he is Eggie, an IRS Revenue Agent trying to catch you for audit. When caught, you are audited and ALWAYS lose. You are then taxed at the maximum rate of 50% and sent back to work in the income screen. There are no appeals to tax court.

In the pink mode he is Waggie, a CPA who is soliciting your business. If he catches you, or you go to him, he charges you $1,000. You will find his fee, though expensive, is worth paying because he will always provide a more valuable Tax Sheltered Investment than the one previously available.

In the green mode he is Toodles, a Registered Investment Advisor who can help you maximize your income by providing the best Tax Sheltered Investment available. When green, it is to your benefit to catch him. Depending on the amount of time left before your taxes are due (the end of the season) it may or may not be beneficial to wait for the IRS Agent to become the Investment Advisor.

At the end of the season your taxes are collected through automatic quarterly withholding. The amount of tax collected depends on which Tax Sheltered Investment you have in your portfolio. You are then sent back to work to earn more income.

INVESTMENTS: There are seven different investments and each has different tax shelter benefits. Some also provide you with capital gains while others do not. There is a 50/50 chance that any investment will make or lose money. Good investments earn $1,000 per day in addition to any capital gain. Bad investments lose $1,000 per day but still can provide the capital gain. This is separate from and does not affect their ability to shelter income at the end of the season.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51109&o=2

$end


$bbca_cass,bbcb_cass=taxcalc,
$bio

Tax Calc (c) 19?? BBC Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52510&o=2

$end


$ti99_cart=taxrec,
$bio

Tax Investment Record Keeping [Model PHM 3016] (c) 1980 Texas Instruments

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84763&o=2

$end


$info=taxi_l4,taxi_l3,taxi_lg1,
$bio

Taxi (c) 1988 Williams Electronics Games, Incorporated.

As a cabbie, you have to pick up Gorbie (based on Mikhail Gorbachev), Marilyn (based on Marilyn Monroe), "Pin*Bot" (from the hit pinball game of the same name), Drac, and Santa, and take them to their destination. After you deliver all five, the jackpot is lit, and you only have a few seconds to pick up the jackpot!

- TECHNICAL -

Williams System 11B

Main CPU : M6808 (@ 1 MHz)
Sound CPU : Motorola M6809 (@ 2 MHz), OKI M6808 (@ 1 MHz)
Sound chips : Yamaha YM2151 (@ 3.579545 MHz), (2x) DAC, (2x) HC55516

- TRIVIA -

Drawn on the playfield near the right flipper there's a cow sitting in the side of a motorcycle combination.

- UPDATES -

Later versions replace Marilyn with Lola due to legal reasons.

- STAFF -

Designer : Mark Ritchie
Artwork : Python Anghelo
Software : Ed Boon
Mechanics : Craig Fitpold, Tony Kraemer, Mark Kim
Music and Sounds : Chris Granner

* VOICES
Gorbie : Steve Ritchie
Marilyn/Lola : Kathy Kline
Pin*Bot : Barry Oursler
Drac : Mark Ritchie
Santa : Chris Granner

- PORTS -

* Consoles :
Nintendo Wii (2008, Pinball Hall of Fame: The Williams Collection)
Sony PlayStation 2 (2008, Pinball Hall of Fame: The Williams Collection)
Sony PlayStation Portable (2008, Pinball Hall of Fame: The Williams Collection)

* Others :
Apple Store (Sep. 01, 2012, "The Pinball Arcade")
Android (Sep. 01, 2012, "The Pinball Arcade")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5355&o=2

$end


$gbcolor=taxi2,
$bio

Taxi 2 [Model CGB-BT2F-FRA] (c) 2000 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68869&o=2

$end


$gba=taxi3,
$bio

Taxi 3 [Model AGB-AXQF-FRA] (c) 2003 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75967&o=2

$end


$gbcolor=taxi3,
$bio

Taxi 3 [Model CGB-BXIF-FRA] (c) 2002 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68870&o=2

$end


$info=taxidriv,
$bio

Taxi Driver (c) 1984 Graphic Techno EW.

- TECHNICAL -

Main CPU : (3x) Z80 (@ 4 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.25 Mhz)

Players : 2
Control : 4-way joystick
Buttons : 2

- TRIVIA -

Developed by Seibu Lease and Vic Tokai. "Graphic Techno EW" was a joint label of both companies.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2842&o=2

$end


$n64=tazexpr,tazexpru,
$bio

Taz Express (c) 2000 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58011&o=2

$end


$sms=tazmars,
$bio

Taz in Escape from Mars (c) 19?? Tec Toy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56226&o=2

$end


$megadriv=tazmarsu,
$bio

TAZ in Escape from Mars (c) 1994 Sega Enterprises, Limited.

- TECHNICAL -

Game ID: 1546
Package ID: 670-5113
Bar Code: 0 10086 01246 1

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57211&o=2

$end


$gamegear=tazmars,tazmarsp14,tazmarsp13,tazmarsp12,tazmarsp11,tazmarsp10,tazmarsp09,tazmarsp08,tazmarsp07,tazmarsp06,tazmarsp05,tazmarsp04,tazmarsp03,tazmarsp02,tazmarsp01,
$bio

Taz in Escape from Mars [Model 2538] (c) 1994 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64922&o=2

$end


$a2600=taz,tazep,tazp2,tazp1,tazp3,tazp4,
$bio

Taz (c) 1983 Atari, Incorporated.

You are TAZ, the ravenous Tasmanian Devil who whirls like a tornado and eats everything in sight. Hamburgers, root beer, ice cream - you are jazzed by such junk! But look out, sometimes your feeding is so frenzied that you accidentally swallow dynamite! Pow! What a bellyache!

Your objective: Glut on every edible item that comes your way to achieve the fattest score possible while you stay alive as long as possible.

- TECHNICAL -

Model CX2699

- SCORING -

Hamburger: 50 points.
Root Beer: 100 points.
Ice Cream Cone: 200 points.
Fudgesicle: 300 points.
Apple Core: 400 points.
Turnip: 500 points.
Tomato: 500 points.
Sundae: 500 points.
Surprise: 500 points.

You can score a total 999,999 points before the score rolls over.

- TIPS AND TRICKS -

Don't stay near the edge of the screen. This is where an item first appears and you won't have time to see if it's food or dynamite. When dynamite comes between you and food, wait until the path is clear to move up or down the screen.

Remember that you can wait in a single path as long as you like. You won't be penalized, and it may give you more time to plan your strategy.

- STAFF -

Designer, Programmer: Steve Woita

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51110&o=2

$end


$sms=tazmania,tazmaniap,
$bio

Taz-Mania (c) 1992 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56227&o=2

$end


$megadriv=tazmania,
$bio

Taz-Mania (c) 1992 Sega Enterprises, Limited.

- TRIVIA -

Reviews:
[FR] August 1992 - Joypad N.11: 85/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56943&o=2

$end


$gamegear=tazmania,
$bio

Taz-Mania - The Search for the Lost Seabirds [Model 2413] (c) 1992 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64924&o=2

$end


$gameboy=tazmani2u,
$bio

Taz-Mania 2 [Model DMG-ATZE-USA] (c) 1997 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67097&o=2

$end


$gameboy=tazmania,
$bio

Taz-Mania [Model DMG-ZM-UKV] (c) 1997 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67096&o=2

$end


$gameboy=tazdevl,
$bio

Taz-Mania [Model DMG-ZT-USA] (c) 1994 Sunsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67095&o=2

$end


$snes=tazmaniaua,tazmaniaup,tazmaniau,
$bio

Taz-Mania [Model SNS-TZ-USA] (c) 1993 Sunsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63765&o=2

$end


$snes=tazmania,
$bio

Taz-Mania (c) 1993 Sunsoft

- TECHNICAL -

Cartridge ID: SNSP-TZ-EUR

- TRIVIA -

Reviews:
[FR] September 1993- Consoles + N.23: 74%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63764&o=2

$end


$gbcolor=tazmandvu,
$bio

Tazmanian Devil - Munching Madness [Model DMG-ATIE-USA] (c) 1999 Sunsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68872&o=2

$end


$gbcolor=tazmandv,
$bio

Tazmanian Devil - Munching Madness [Model DMG-AVZP-UKV] (c) 1999 Sunsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68871&o=2

$end


$info=tazmania,tazmani2,
$bio

Tazz-Mania (c) 1982 Stern Electronics.

A cross between "Robotron" and "Berzerk".

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound CPU : Zilog Z80 (@ 1.78975 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.78975 Mhz)

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette Colors : 99

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in July 1982.

A bootleg of this game runs on the "Galaxian" hardware.

- SCORING -

Face : 50 points
Eyeball : 50 points
Squid : 70 points
Sickle : 60 points
Caterpillar : 50 points
Butterfly : 100 points
Propeller : 40 points
Cyclotron : 60 points
Tazz Man : 100 points
Hopper : 200 points
Little Hopper : 20 points
Bonus Room : 100 points x number collected.

- TIPS AND TRICKS -

* On screens where the enemies move consistently pick them all off in batches when they appear. You will then have a few seconds of clear time in which to shoot more hoppers before more enemies re-appear.

* In the caterpillar room, stay away from the edge of the screen as the enemies only move there. Once one complete a full circuit of the room, it will mutate into a butterfly which quickly homes in on you. Try not to let them complete a circuit.

* If you are about to be crushed by the walls, use a smart bomb as they are easier to obtain than extra lives. It's worth the price to save a life.

* In the bonus room, run over the higher numbers first, especially those to the left and right edges as they are quickly swallowed up by the moving walls.

* It's better to shoot the last little hopper near the top or bottom of the screen, as you then have some extra time in which to pick off a few more enemies before the walls close.

* The enemies appear opposite to your position. For example if you are at the bottom of the screen, they will appear at the top and move towards you.

* Try only to use smart bombs when the maximum number of enemies are on screen to maximise their effect and your points for doing so.

- STAFF -

Designed and programmed by : Chris Oberth, Gunar Licitis

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2843&o=2

$end


$info=tazzmang,tazzmang2,
$bio

Tazz-Mania (c) 1983 LF Electronic.

Bootleg of the STERN original.

- TECHNICAL -

This bootleg runs of the Galaxian hardware.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=33411&o=2

$end


$adam_flop=tdos45,tdos458,tdoscpm,
$bio

TDOS (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82674&o=2

$end


$cpc_cass=teachbs1,
$bio

Teach Yourself Amstrad Basic Part 1 [Model SOFT 111] (c) 1984 Amsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99044&o=2

$end


$cpc_cass=teachbs2,
$bio

Teach Yourself Amstrad Basic Part 2 [Model SOFT 156] (c) 1985 Amsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99046&o=2

$end


$msx2_flop=teachter,teachtera,
$bio

Teachers Terror (c) 1993 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102091&o=2

$end


$fm77av=fukuall,
$bio

Team AB Music Disk (c) 2002 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93867&o=2

$end


$pc8801_flop=teamabm,teamabma,
$bio

Team AB Music Disk No.1 - We Love Dreams Music (c) 1992 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93030&o=2

$end


$fm7_disk=teamabm,
$bio

Team AB Music Disk No.1 - We Love Dreams Music (c) 1992 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93652&o=2

$end


$amigaocs_flop=suzuki,
$bio

Team Suzuki (c) 1991 Gremlin Graphics Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75205&o=2

$end


$amigaocs_flop=teamyank,
$bio

Team Yankee (c) 1990 Empire Interactive Europe, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75206&o=2

$end


$msx1_cart=tearnile,
$bio

Tear of Nile (c) 1986 Victor Interactive Software, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77510&o=2

$end


$amigaocs_flop=tearaway,
$bio

Tearaway Thomas (c) 1992 Global Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75207&o=2

$end


$cpc_cass=teatreur,
$bio

Teatro de Europa (c) 1985 Unknown [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99538&o=2

$end


$gbcolor=techdeck,
$bio

Tech Deck Skateboarding [Model CGB-BTUE-USA] (c) 2001 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68873&o=2

$end


$gbcolor=techdeck,
$bio

Tech Deck Skateboarding [Model CGB-BTUP-EUR] (c) 2001 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68874&o=2

$end


$info=techromn,techromnu,
$bio

Tech Romancer (c) 1998 Capcom.

A futuristic robotic fighting game from Capcom.

- TECHNICAL -

Sony ZN-2 hardware

Main CPU : PSX (@ 16.9344 Mhz)
Sound CPU : Zilog Z80 (@ 8 Mhz)
Sound Chips : SPU (@ 8 Mhz), Q-Sound (@ 4 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 6

- TRIVIA -

Tech Romancer was released in September 1998.

This game is known in Japan as "Choukou Senki Kikaioh", translates from Japanese as 'Super Steel Knights Kikaioh'.

- UPDATES -

The US version is slightly different, it has the "Recycle It, Don't Trash It!" screen.

- TIPS AND TRICKS -

Time-release bypass : You must have access to the machine's test mode to use these codes (Note : There may be 2 test modes available on the machine. It's not the Service Mode dip switch).

* Enable Gourai Early
It normally takes 200 hours for Gourai to become available. If you have access to the machine's test mode, you can enable Gourai in less than 5 minutes.
1. Enter the Sound & Voice menu in test mode.
2. Input this code with the Player 2 controls : Left, Left, Right, Right, Guard, A, B (a sound will indicate that the code was correctly entered).
3. Exit test mode without any other modifications.
Gourai will now be the middle character on the character select screen.

* Enable Dark Pulsion, Dixen EX, and Wise Duck Olrosso early. It normally takes 600 hours for Dark Pulsion, Dixen EX, and Wise Duck Olrosso to become available. If you have access to the machine's test mode, you can enable Dark Pulsion, Dixen EX, and Wise Duck Olrosso in less than 10 minutes.
1. Follow the steps in the 'Enable Gourai Early' code if you haven't already done so.
2. Enter the Color menu in test mode.
3. Input this code with the Player 2 controls : Down, Down, Up, Up, B, A, Guard (a sound will indicate that the code was correctly entered).
4. Exit test mode without any other modifications.
Dark Pulsion, Dixen EX, and Wise Duck Olrosso will be available to the right of Rafaga, but will only be usable in Hero Challenge mode.

- STAFF -

Original concept by : Shoji Kawamori
Mechanical design : Shoji Kawamori, Kazutaka Miyatake
Design director : Shida Eiji
Initial character design : Naoki Fukuda
Motion & Modeling design : Katsuhiro Nakano, Shinji Sakashita, Sayuri Shintani, Toshikazu Matsumoto
Background design : Daisuke Nakagawa, Yoshio Nishimura, Kazumi Teramoto, Yoko Fukumoto
CG Movie : Koichi Takeda
Programmer : Kohei Akiyama, Ryoma Ikeda, Katsuo, Kenji Yamaguchi, Kazuo Yamawaki
Music : Yuki Iwai
Sound effect : Takeshi Kitamura, Hiroshi Ohno
Planner : Eiichiro Sasaki, Ryozo Tsujimoto
In cooperation with Studio Nue.
Producer : Takashi Shono

- PORTS -

* Consoles : 
Sega Dreamcast [US] (March 31, 2000) [Model T-1208N]
Sega Dreamcast [EU] (July 7, 2000) [Model T-7009D-50]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2844&o=2

$end


$info=techbowl,
$bio

Technical Bowling (c) 1997 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32059&o=2

$end


$cpc_cass=techted,
$bio

Technician Ted (c) 1984 Hewson Consultants

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99610&o=2

$end


$cpc_cass=technocp,
$bio

Techno Cop (c) 1988 Gremlin Graphics Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99540&o=2

$end


$info=technodr,
$bio

Techno Drive (c) 1998 Namco, Limited.

A futuristic racing game simulator.

The player takes the wheel of a high tech yellow car, through psicodelic futuristics courses, where they are tested on number of different areas. The game featuring nice techno music, and the gameplay is based on driving symbols that appear on the top right of the screen. These symbols correspond to different driving test such as Fast Thinking, Power Control, Smooth Driving, Drift King and more. A total of 15 tests are included in the game. Tests are grouped into three's, players either pass or fail the test and then continue onto the next one. You must accelerate fast and maintain control in tricky curves and jump ramps while dodging objects to win the race.

- TECHNICAL -

Namco System 12 hardware

Main CPU : PSX (@ 16.9344 Mhz), H8/3002 (@ 14.7456 Mhz)
Sound Chips : C352 (@ 14.7456 Mhz)

Players : 1
Control : steering wheel
Pedals : accelerator and brake

- TRIVIA -

This game was shown at the 1998 AOU Amusement Expo show, in Japan.

Namco, released a digital free promotion soundtrack album for this game (Techno Drive Promotion Disc) on March 24, 1998 in japan.

Namco Sounds, released a digital full soundtrack album for this game (Techno Drive Original Soundtrack) on March 24, 2010 in japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72613&o=2

$end


$saturn,sat_cart=technomo,technomoa,
$bio

Techno Motor (c) 1998 Denshi Media

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59783&o=2

$end


$info=m4techno,m4technoa,
$bio

Techno Reel (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41490&o=2

$end


$megadriv=tecnocop,
$bio

Technocop (c) 1990 Razorsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57444&o=2

$end


$saturn,sat_cart=tech96v2,
$bio

TechSaturn 1996/Vol. 2 (c) 1996 ASCII Entertainment Software, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59771&o=2

$end


$saturn,sat_cart=tech9701,
$bio

TechSaturn 1997-01 (c) 1997 ASCII Entertainment Software, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59772&o=2

$end


$saturn,sat_cart=tech9702,
$bio

TechSaturn 1997-02 (c) 1997 ASCII Entertainment Software, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59773&o=2

$end


$saturn,sat_cart=tech9703,
$bio

TechSaturn 1997-03 (c) 1997 ASCII Entertainment Software, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59774&o=2

$end


$saturn,sat_cart=tech9704,
$bio

TechSaturn 1997-04 (c) 1997 ASCII Entertainment Software, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59775&o=2

$end


$saturn,sat_cart=tech9705,
$bio

TechSaturn 1997-05 (c) 1997 ASCII Entertainment Software, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59776&o=2

$end


$saturn,sat_cart=tech9706,
$bio

TechSaturn 1997-06 (c) 1997 ASCII Entertainment Software, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59777&o=2

$end


$saturn,sat_cart=tech9707,
$bio

TechSaturn 1997-07 (c) 1997 ASCII Entertainment Software, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59778&o=2

$end


$saturn,sat_cart=tech9708,
$bio

TechSaturn 1997-08 (c) 1997 ASCII Entertainment Software, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59779&o=2

$end


$saturn,sat_cart=tech9710,
$bio

TechSaturn 1997-10 (c) 1997 ASCII Entertainment Software, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59780&o=2

$end


$saturn,sat_cart=techv1,
$bio

TechSaturn Tsuushin 1995/Vol. 1 (c) 1995 ASCII Entertainment Software, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59781&o=2

$end


$saturn,sat_cart=techv3,
$bio

TechSaturn Tsuushin 1996/Vol. 3 (c) 1996 ASCII Entertainment Software, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59782&o=2

$end


$nes=tecmobb,
$bio

Tecmo Baseball (c) 1989 Tecmo, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55645&o=2

$end


$info=tbowl,tbowlj,tbowlp,
$bio

Tecmo Bowl (c) 1987 Tecmo.

- TECHNICAL -

Game ID : 6206

Main CPU : (2x) Zilog Z80 (@ 8 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : (2x) YM3812 (@ 4 Mhz), (2x) MSM5205 (@ 384 Khz)

Players : 4
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in December 1987 in Japan.

- SERIES -

1. Tecmo Bowl (1987)
2. Tecmo Super Bowl (1993, Nintendo Famicom)
3. Tecmo Super Bowl II - Special Edition (1994, Nintendo Super Famicom)
4. Tecmo Super Bowl III - Final Edition (1995, Nintendo Super Famicom)

- STAFF -

Produce: Moritaka Nakamine, Shinichiro Tomie
Program: Tsukasa Chibana, Yoshihiro Kinjo, Hideki Kinjo, Satoru Yamauchi
Design: Moritaka Nakamine, Chizuo Kinjo, Ichiro Tomie, Kazunori Takafuji
Music: Mikio Saito

- PORTS -

* Consoles :
Nintendo NES (feb.1989)
Nintendo Famicom (nov.1990)
Nintendo Game Boy (1991)
Microsoft XBOX (2005, "Tecmo Classic Arcade")
Nintendo Wii (2007, "Virtual Console" - NES version)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2845&o=2

$end


$nes=tecmobwla,tecmobwlp,tecmobwl,
$bio

Tecmo Bowl (c) 1989 Tecmo, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55646&o=2

$end


$gameboy=tecmobwl,
$bio

Tecmo Bowl [Model DMG-TL-USA] (c) 1991 Tecmo, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67099&o=2

$end


$gameboy=tecmobwlj,
$bio

Tecmo Bowl [Model DMG-TLA] (c) 1991 Tecmo, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67098&o=2

$end


$info=pc_tbowl,
$bio

Tecmo Bowl (c) 1989 Nintendo of America.

PlayChoice-10 version. For more information about the game itself, please see the original NES version.

- TECHNICAL -

Nintendo PlayChoice-10 hardware
Game ID : TW

Main CPU : Zilog Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz)
Sound Chips : Zetex N2A03 (@ 1.789772 Mhz), DAC

Players : 2
Control : 8-way joystick
Buttons : 2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1831&o=2

$end


$nes=tecmobwlj,
$bio

Tecmo Bowl (c) 1990 Tecmo, Limited.

- TECHNICAL -

[Model TCF-TW]

- TRIVIA -

Released on November 30, 1990 in Japan.

- TIPS AND TRICKS -

* Passwords with Chicago :
68141095 - Week 2
A8251099 - Week 3
29251294 - Week 4
2B251A9E - Week 5
6BB59A92 - Week 6
2AB59E91 - Week 7
28359F90 - Div. Playoffs 1
6AF5DF96 - Div. Playoffs 2
AB7DDFAB - League Playoff
A99FDFA9 - Super Bowl

* Passwords with Los Angeles :
54F03080 - Week 2
15E0328F - Week 3
5770B295 - Week 4
9592B297 - Week 5
94A3B296 - Week 6
16A3B694 - Week 7
56E3F698 - Div. Playoff 1
17E3FE9D - Div. Playoff 2
14E3FF9B - League Playoff
977BFFA6 - Super Bowl

* Invisible Team : Enter this password 397BFFA5

* Mirror Team Passwords : These passwords allow you to play against the same team you selected...
5B7FBFA3 - Washington
969FDFA5 - Los Angeles
CFBFF7AO - Denver
997FBFA5 - Washington
43AFFEAC - Indianapolis
9C3F7FA5 - San Francisco
46AFFDAB - Miami
63AEFFA5 - Dallas
49AFFBA9 - Cleveland
269DFFA1 - New York
CCAFF7AD - Denver
697BFFA5 - Chicago
93AFEFA5 - Seattle
AC37FFA9 - Minnesota

- PORTS -

* Consoles :
Nintendo Wii [Virtual Console] (2007; due to the fact that EA games has the rights to the NFL franchise, the Virtual Console re-release of Tecmo Bowl [NES] refers the players by numbers instead of the actual last names of the players)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54713&o=2

$end


$megadriv=tecmocup,
$bio

Tecmo Cup (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56944&o=2

$end


$nes=tecmocup,tecmocups,
$bio

Tecmo Cup - Football Game (c) 1992 Tecmo, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55647&o=2

$end


$nes=tecmocupu,
$bio

Tecmo Cup - Soccer Game (c) 1992 Tecmo, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55648&o=2

$end


$info=tknight,
$bio

Tecmo Knight (c) 1989 Tecmo.

The tiny gladiator mounts a giant, tiger and dragon in order to defeat the goblins and orcs which have invaded the realm!

- TECHNICAL -

Main CPU : Motorola 68000 (@ 9.216 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : (2x) Yamaha YM2203 (@ 4 Mhz), OKI6295 (@ 7.575 Khz)

Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 4096

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Released in May 1989.

This game is also known as "Wild Fang".

- STAFF -

Programmers : Pochi, HB.M, EXP2148
Graphic designers : Bruter, Noise, Yohkun, D.H.Max
Character designers : Bruter, Noise, S?nager, Yohkun
Sound creators : Mikio Saito (Metal Yuhki), Mayu
Hardware : Yoshida San
Directed by : Strong Shima

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2846&o=2

$end


$nes=tecmonba1,tecmonba,
$bio

Tecmo NBA Basketball (c) 1992 Tecmo, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55649&o=2

$end


$snes=secretst,secretstp,
$bio

Tecmo Secret of the Stars (c) 1995 Tecmo, Limited.

North American release. Game developed in Japan. For more information about the gale itself, please see the original Japanese release entry; "Aqutallion [Model SHVC-AQ]".

- TECHNICAL -

Cartridge ID: SNS-AQ-USA

- TRIVIA -

There are various differences between the Japanese and American versions of the game. The most obvious are the expected censorship upon anything related to alcohol. For instance, the sign outside bars shows a glass and a bottle of liquor in the Japanese version whereas it was turned into a cup of coffee in the American version.

- STAFF -

USA ver. staff only. For original Staff, please see the original Japanese release entry.

Translator: Keisuke Kuboki
Message Help: H. Nakajima, H. Tabata

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63766&o=2

$end


$megadriv=tecmobb,
$bio

Tecmo Super Baseball (c) 1994 Tecmo, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57445&o=2

$end


$snes=tecmobb,tecmobbp,
$bio

Tecmo Super Baseball (c) 1994 Tecmo, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63767&o=2

$end


$snes=tecmobbj,
$bio

Tecmo Super Baseball [Model SHVC-ATBJ-JPN] (c) 1994 Tecmo, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62475&o=2

$end


$nes=tecmosbwj,
$bio

Tecmo Super Bowl (c) 1991 Tecmo, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54714&o=2

$end


$nes=tecmosbw,
$bio

Tecmo Super Bowl (c) 1991 Tecmo, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55650&o=2

$end


$megadriv=tecmosbwj,
$bio

Tecmo Super Bowl (c) 1993 Tecmo, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56945&o=2

$end


$megadriv=tecmosbwa,tecmosbw,
$bio

Tecmo Super Bowl (c) 1993 Tecmo, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57446&o=2

$end


$snes=tecmosbw,tecmosbwp,
$bio

Tecmo Super Bowl (c) 1993 Tecmo, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63768&o=2

$end


$megadriv=tecmosb2,
$bio

Tecmo Super Bowl II (c) 1994 Tecmo, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57447&o=2

$end


$megadriv=tecmosb2j,
$bio

Tecmo Super Bowl II - Special Edition (c) 1994 Tecmo, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56946&o=2

$end


$snes=tecmosb2,
$bio

Tecmo Super Bowl II - Special Edition (c) 1995 Tecmo, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63769&o=2

$end


$snes=tecmosb2j,
$bio

Tecmo Super Bowl II - Special Edition [Model SHVC-ASBJ-JPN] (c) 1994 Tecmo, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62477&o=2

$end


$megadriv=tecmosb3,
$bio

Tecmo Super Bowl III - Final Edition (c) 1995 Tecmo, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57448&o=2

$end


$snes=tecmosb3,
$bio

Tecmo Super Bowl III - Final Edition (c) 1995 Tecmo, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63770&o=2

$end


$snes=tecmosb3j,
$bio

Tecmo Super Bowl III - Final Edition [Model SHVC-AW4J-JPN] (c) 1995 Tecmo, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62478&o=2

$end


$snes=tecmosbwj,
$bio

Tecmo Super Bowl [Model SHVC-7T] (c) 1993 Tecmo, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62476&o=2

$end


$megadriv=tecmohck,
$bio

Tecmo Super Hockey (c) 1994 Tecmo, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57449&o=2

$end


$megadriv=tecmonba,
$bio

Tecmo Super NBA Basketball (c) 1993 Tecmo, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57450&o=2

$end


$megadriv=tecmonbaj,
$bio

Tecmo Super NBA Basketball (c) 1994 Tecmo, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56947&o=2

$end


$snes=tecmonbaja,tecmonbaj,
$bio

Tecmo Super NBA Basketball [Model SHVC-NA] (c) 1992 Tecmo, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62479&o=2

$end


$snes=tecmonbau,tecmonbaup,
$bio

Tecmo Super NBA Basketball [Model SNS-XM-USA] (c) 1993 Tecmo, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63772&o=2

$end


$snes=tecmonba,tecmonbaa,
$bio

Tecmo Super NBA Basketball [Model SNSP-XM-EUR] (c) 1993 Tecmo, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63771&o=2

$end


$info=wc90,wc90a,wc90t,wc90b2,wc90b,
$bio

Tecmo World Cup '90 (c) 1989 Tecmo.

A 2-D soccer game with 4-way scrolling movement. Choose from 8 teams. The game play is fairly realistic and the moves are easy to learn.

- TECHNICAL -

Main CPU : (2x) Zilog Z80 (@ 6 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : YM2608 (@ 8 Mhz)

Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024

Players : 2
Control : 8-way joystick
Buttons : 2 (LOW KICK / TACKLE, HIGH KICK / JUMP)

- TRIVIA -

Tecmo Japan released this game in December 1989, a year before the World Cup started in Italy.

A bootleg of this game is known as "Euro League".

- SERIES -

1. Tecmo World Cup '90 (1989)
2. Tecmo World Cup '94 (1994)
3. Tecmo World Soccer '95
4. Tecmo World Soccer '96 (1996)
5. Tecmo World Cup '98 [Model 610-0374-89] (1998)
6. Tecmo World Cup Millenium (2000)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2847&o=2

$end


$sms=tecmow92,
$bio

Tecmo World Cup '92 (c) 1992 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56228&o=2

$end


$megadriv=tecmow92,
$bio

Tecmo World Cup '92 (c) 1992 Sims

- TECHNICAL -

Game ID: T-44023

- TRIVIA -

Export releases:
[US] "Tecmo World Cup [Model T-44016]"

Reviews:
March 1992 - Joypad N.6 [FR]: 84/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56948&o=2

$end


$sms=tecmow93,
$bio

Tecmo World Cup '93 (c) 1993 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56229&o=2

$end


$info=twrldc94,twrldc94a,
$bio

Tecmo World Cup '94 (c) 1994 Tecmo.

This is a sequel to the 1990 original. It is a four-player soccer game that has nice graphics, music, zoom and scroll. Compete against 16 other countries for the world cup!

- TECHNICAL -

Main CPU : Motorola 68000 (@ 10 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2610 (@ 8 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 4

- TRIVIA -

Released in March 1994 in Japan.

- SERIES -

1. Tecmo World Cup '90 (1989)
2. Tecmo World Cup '94 (1994)
3. Tecmo World Soccer '95
4. Tecmo World Soccer '96 (1996)
5. Tecmo World Cup '98 [Model 610-0374-89] (1998)
6. Tecmo World Cup Millenium (2000)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2848&o=2

$end


$info=twcup98,
$bio

Tecmo World Cup '98 (c) 1998 Tecmo.

- TECHNICAL -

Runs on the "ST-V [Sega Titan Video Game System]" hardware.
Cartridge ID: [Model 610-0374-89]

Players: 2
Control: 8-way joystick
Buttons: 6

- TRIVIA -

Tecmo World Cup '98 was released in April 1998.

- SERIES -

1. Tecmo World Cup '90 (1989)
2. Tecmo World Cup '94 (1994)
3. Tecmo World Soccer '95
4. Tecmo World Soccer '96 (1996)
5. Tecmo World Cup '98 [Model 610-0374-89] (1998)
6. Tecmo World Cup Millenium (2000)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2849&o=2

$end


$info=tecmowcm,
$bio

Tecmo World Cup Millenium (c) 2000 Tecmo.

- TECHNICAL -

Main CPU : PSX (@ 16.9344 Mhz)
Sound Chips : SPU (@ 16.9344 Mhz)

Players : 2
Control : 8-way Joystick
Buttons : 6

- TRIVIA -

Released in March 2000.

- TIPS AND TRICKS -

* When you finish the game without losing any match (without losing any credit), after you win the final, a new screen appears : HERE COMES A STRANGER! and you have to beat a team of power players, they can be either fat or tall and either entirely in silver or entirely in gold. Their names are : Fatmen Silver, Fatmen Gold, Tallmen Silver and Tallmen Gold. If you beat them,the score of the match will be added to your score.

- SERIES -

1. Tecmo World Cup '90 (1989)
2. Tecmo World Cup '94 (1994)
3. Tecmo World Soccer '95
4. Tecmo World Soccer '96 (1996)
5. Tecmo World Cup '98 [Model 610-0374-89] (1998)
6. Tecmo World Cup Millenium (2000)

- STAFF -

Programmer: Akihiko Shimoji, Yoshihiro Kinjyo
Director: Toshihiko Kodama
3-D Modelling & Graphics: Tamotsu Nakamura, Yasushi Uehara, Takeshi Omine, Tsukasa Sanabe
Motion Designer: Ichiro Usuda, Takashi Morimoto, Satoshi Iwase, Hisao Okamoto, Hideki Hayashi
Motion Actor: Daisuke Takita, Masaya Maruyama
Motion Data Manager: Motohiro Shiga
Music & Sound Effects: Haku Ming, Yutaka Fujishima
Artwork: Takashi Miyamae
Producer: Toru Kurakata
Executive Producer: Max Naka

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3915&o=2

$end


$nes=tecmowcj,
$bio

Tecmo World Cup Soccer (c) 1990 Tecmo, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54715&o=2

$end


$nes=tecmowc,
$bio

Tecmo World Cup Soccer (c) 1991 Tecmo, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55651&o=2

$end


$pcecd=tecmowc,
$bio

Tecmo World Cup Super Soccer (c) 1992 Media Rings Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58421&o=2

$end


$info=mp_twc,
$bio

Tecmo World Cup (c) 1993 Sega.

- TECHNICAL -

[Mega Play 04]

Runs on the Sega "Mega Play" hardware.

Players: 2
Control: 8-way joystick
Buttons: 3

- UPDATES -

The US version is slightly different, it has the 'Winners Don't Use Drugs' screen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3315&o=2

$end


$megadriv=tecmowc,
$bio

Tecmo World Cup (c) 1992 Atlus Co.

Export release. Game developed in Japan. See the original Japanese release for more information about the game itself; "Tecmo World Cup '92 [Model T-44023]".

- TECHNICAL -

Game ID: T-44016

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57451&o=2

$end


$info=tws96,
$bio

Tecmo World Soccer '96 (c) 1996 Tecmo.

An excellent soccer game featuring great graphics, tons of voiceovers and some of the world's best football nations.

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : 0086

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2610 (@ 8 Mhz)

Screen orientation : Horizontal
Video resolution : 304 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096

Players : 2
Control : 8-way joystick
Buttons : 3
=> Attack : [A] Short pass, [B] Shoot, [C] Long pass
=> Defense : [A] Sliding tackle, [B] Control player select

- TRIVIA -

Tecmo World Soccer '96 is Tecmo's only game developed and released for the Neo-Geo MVS (but was not released on the Neo-Geo AES home console).

- SERIES -

1. Tecmo World Cup '90 (1989)
2. Tecmo World Cup '94 (1994)
3. Tecmo World Soccer '95
4. Tecmo World Soccer '96 (1996)
5. Tecmo World Cup '98 [Model 610-0374-89] (1998)
6. Tecmo World Cup Millenium (2000)

- STAFF -

Project director and programmer : Akihiko Shimoji
Director and game designer : Masao Akama
Programmer : Yoshihiro Kinjyou
Sub director : Toshihiko Kodawa
Graphic director : Chitose Sasaki
Graphic designers : Yasunori Kobayashi, Futoshi Okuda, Yousuke Deguchi, Hiroshi Shimizu, Masafumi Kamio, Tamotsu Nakamura, Naoki Dewa, Teruo Hamai, Naomiki Ishikawa, Kazuhisa Tamura, Toshimitsu Yoshiwara
Package designers : Kenji Harada, Tomoyuki Yotsuyanagi
Sound : Shigekiyo Okuda, Hideyuki Suzuki, Takashi Kanai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2850&o=2

$end


$nes=tecmowrs,tecmowrsu,
$bio

Tecmo World Wrestling (c) 1990 Tecmo, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55652&o=2

$end


$a2600=teddyapp,
$bio

Teddy Apple (c) 1983 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51111&o=2

$end


$sms=teddyboy,
$bio

Teddy Boy (c) 1985 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56230&o=2

$end


$info=teddybb,teddybbo,
$bio

Teddy Boy Blues - Yohko Ishino (c) 1985 Sega.

A strange and unique platform game by Sega. Guide Teddy Boy through an ever scrolling maze to defeat ninjas, snails, big mouthed hippos and other bizarre creatures.

You shoot your enemies with a gun that shrinks them - then you must collect your shrunken foes for bonus points. If you don't collect them quick enough, they will fly down to the bottom of the screen and eat a portion of your time meter.

Occasionally you will get a chance to play a bonus game as Teddy Boy or Yohko Ishino. A target shooting game can be played as Teddy, and as Yohko, you can enjoy a short treasure hunting game.

- TECHNICAL -

Game ID : 834-5712

Runs on the Sega "System 1" hardware.

Players: 2
Control: 8-way joystick
Buttons: 2

- TRIVIA -

Teddy Boy Blues was released in May 1985.

Yohko Ishino is actually a famous Japanese singer. The tune that is played throughout the game is Yohko Ishino's debut single 'Teddy Boy Blues'.

- PORTS -

* Consoles :
Sega Master System (1985)
Sega Mega-CD (1992, "SING!! SEGA Game Music presented by B.B. Queens" (Audio CD in which track 1 has a special playable version of Teddy Boy Blues))
Sega Mega-CD (1994, "Game no Kanzume Vol. 2")

NOTE: The American SMS version is called simply 'Teddy Boy' and has different music, possibly due to copyright issues.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2851&o=2

$end


$megadriv=teddyboy,
$bio

Teddy Boy Blues - Yoko Ishino (c) 1991 Sega Enterprises, Limited.

- TRIVIA -

Released in 1991 in Japan for the Sega Meganet online service.

- PORTS -

* Consoles : 
Sega Mega-CD [JP] (March 18, 1994) "Game no Kanzume Vol. 2 [Model G-6033]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93497&o=2

$end


$sms=teddyboyj,teddyboyjp,teddyboyj1,teddybbobl,
$bio

テディボーイブルース (c) 1985 Sega Enterprises, Limited.
(Teddy Boy Blues)

- TECHNICAL -

Game ID: C-501

- TRIVIA -

Released on October 20, 1985 in Japan. It was a launch title for the Mark III.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55898&o=2

$end


$amigaocs_flop=teeoff,
$bio

Tee Off! (c) 1991 Energize

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75208&o=2

$end


$info=teedoff,
$bio

Tee'd Off (c) 1986 Tecmo.

Let Tee'd Off putt you into the green! Tee'd Off is a terrific new golf game from Tecmo, Incorporated. that utilizes a multi-directional trackball, which gives the player complete control of every shot. Tee'd Off features a 22-hole golf course with many exciting variables that will keep players' interest levels high and insure your return on investment!

- TECHNICAL -

Game ID : 6102

Main CPU : (3x) Z80 (@ 4.608 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.536 Mhz), OKI MSM5205 (@ 384 Khz)

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 768

Players : 2
Control : trackball
Buttons : 1

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2852&o=2

$end


$info=teedoffp,teedoffp1,teedoffp3,
$bio

Tee'd Off (c) 1993 Premier Technology Co.

- TECHNICAL -

Gottlieb System 3
Model Number : 736

- TRIVIA -

Tee'd Off was released in May 1993.

A Gottlieb employee began the pinball line 'Premier' in 1984 after buying out the company's assets to avert bankruptcy. Victory also shares this dual branding. Tee'd Off was partially inspired by the movie 'Caddyshack'. An animating gopher named Gunther sat atop the backglass and moved along with audio that constantly taunted the player.

3,500 units were produced.

- TIPS AND TRICKS -

The goal of Tee'd Off is to complete each of the five rounfs, and score lots of points along the way! The blinking ball shows which round you are playing. When the round is successfully completed, it will remain lit. Before you activate a round you are just shooting for holes, so let's begin there. The goal is to complete all nine holes by getting them all in order. Holes 1, 6, and 9 are in the volcano and holes 2, 4, and 8 are reached by going up the ramp. Scoring all nine holes on your first ball gives you multi-ball mode. In this mode you can earn extra jackpot bonuses by hittinh the captive ball, or by hitting the target by the strobing table lights. When you finish the ninth hole on your second ball you get raining cats and dogs multi-ball mode.

- STAFF -

Designers : Ray Tanzer, Jon Norris
Artworks : Constantino Mitchell, David Moore

- PORTS -

* Consoles :
Sony PlayStation 2 (2006, "Gottlieb Pinball Classics")
Sony PSP (2006, "Gottlieb Pinball Classics")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5601&o=2

$end


$gba=teentit2,
$bio

Teen Titans 2 - The Brotherhood's Revenge [Model AGB-BZUE-USA] (c) 2006 Majesco Sales, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75969&o=2

$end


$gba=teentitn,
$bio

Teen Titans [Model AGB-BBLE-USA] (c) 2005 Majesco Sales, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75968&o=2

$end


$nes=tmnt,
$bio

Teenage Mutant Hero Turtles (c) 1990 Palcom

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55653&o=2

$end


$amigaocs_flop=tmht,
$bio

Teenage Mutant Hero Turtles (c) 1990 Image Works

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75209&o=2

$end


$msx1_cass=tmht,tmhth,
$bio

Teenage Mutant Hero Turtles (c) 1990 MCM Software [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95034&o=2

$end


$cpc_cass=tmht,
$bio

Teenage Mutant Hero Turtles (c) 1990 Image Works

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99542&o=2

$end


$gameboy=tmnt,
$bio

Teenage Mutant Hero Turtles - Fall of the Foot Clan [Model DMG-NT-FAH] (c) 1990 Konami Industry Co., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67100&o=2

$end


$cpc_cass=tmht2,
$bio

Teenage Mutant Hero Turtles - The Coin Op! (c) 1991 Image Works

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99544&o=2

$end


$megadriv=tmhthh,
$bio

Teenage Mutant Hero Turtles - The Hyperstone Heist (c) 1992 Konami Company, Limited.

- TRIVIA -

Reviews:
[FR] December 1992 - Consoles + N.15: 93%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56949&o=2

$end


$megadriv=tmhttf,tmnttfj,
$bio

Teenage Mutant Hero Turtles - Tournament Fighters (c) 1993 Konami Company, Limited.

- TRIVIA -

Reviews:
[FR] Consoles + N.27: 85%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56950&o=2

$end


$snes=tmnttf,
$bio

Teenage Mutant Hero Turtles - Tournament Fighters (c) 1993 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63773&o=2

$end


$nes=tmnttf,
$bio

Teenage Mutant Hero Turtles - Tournament Fighters (c) 1993 Konami Company, Limited.

- TECHNICAL -

[Model NES-HK-NOE]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55654&o=2

$end


$cpc_cass=tmhtwt,
$bio

Teenage Mutant Hero Turtles - World Tour (c) 1991 Merit Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99545&o=2

$end


$gameboy=tmnt2,
$bio

Teenage Mutant Hero Turtles II - Back from the Sewers [Model DMG-TT-NOE] (c) 1992 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67101&o=2

$end


$nes=tmnt2,
$bio

Teenage Mutant Hero Turtles II - The Arcade Game (c) 1991 Konami Industry Company, Limited.

- TRIVIA -

Reviews:
March 1992 - Consoles + N.8 (Page 122-124) [FR]: 60/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55655&o=2

$end


$gameboy=tmnt3,
$bio

Teenage Mutant Hero Turtles III - Radical Rescue [Model DMG-K8-UKV] (c) 1993 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67102&o=2

$end


$snes=tmnt4,
$bio

Teenage Mutant Hero Turtles IV - Turtles in Time [Model SNSP-MH-NOE] (c) 1992 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63774&o=2

$end


$info=tmht,tmht2p,tmht2pa,tmhta,tmhtb,
$bio

Teenage Mutant Hero Turtles (c) 1989 Konami.

The British incarnation of "Teenage Mutant NINJA Turtles" (see Trivia section below for more info regarding the name change). Game developed in Japan. For more information about the game itself please see the original Japanese release entry; "Teenage Mutant Ninja Turtles - Super Kame Ninja [Model GX963]".

- TECHNICAL -

Game ID : GX963

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Teenage Mutant Hero Turtles was released in October 1989 in the UK.

The UK title for this game (as well as both the comics and cartoon series), "Teenage Mutant Hero Turtles", replaced the original 'ninja' of the title with the less threatening 'Hero'. This is because the Conservative British government of the time wouldn't allow ANY 'children's product' to include the word 'ninja' at any point during its content, arguing that to do so would encourage the children of this fine country to use violence against each other.

- SERIES -

1. Teenage Mutant Hero Turtles [Model GX963] (1989)
2. Teenage Mutant Hero Turtles - Turtles in Time [Model GX063] (1991)

- PORTS -

* Consoles : 
Nintendo NES [EU] (November 14, 1991) "Teenage Mutant Hero Turtles II: The Arcade Game" 
Nintendo Game Cube [EU] (May 13, 2005) as a bonus game in "Teenage Mutant Ninja Turtles II - Battle Nexus [Model DOL-GNIP-EUR]" 
Microsoft XBOX 360 [XBLA] [EU] (March 14, 2007) 

* Computers : 
Amstrad CPC [EU] (1991) "Teenage Mutant Hero Turtles: The Coin-Op!" 
PC [MS-DOS] [EU] (1991) "Teenage Mutant Ninja Turtles - The Arcade Game" 
Commodore Amiga [EU] (1991) "Teenage Mutant Hero Turtles: The Coin-Op!" 
Commodore C64 [EU] (1991) 
Sinclair ZX Spectrum [EU] (1991) "Teenage Mutant Hero Turtles: The Coin-Op!"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2853&o=2

$end


$amigaocs_flop=tmhtco,
$bio

Teenage Mutant Hero Turtles [The Coin-Op!] (c) 1991 Image Works

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75210&o=2

$end


$nes=tmntu,tmntup,
$bio

Teenage Mutant Ninja Turtles (c) 1989 Ultra Games

- TRIVIA -

Licensed to Nintendo.

Developed by Ultra Games (Trademark of Ultra Software Corp).

This game is known in Japan as "Gekikame Ninja Den".

This is the first game based on the successful TMNT franchise that spawned a long-running series of games. Among Contra, Gradius, Goemon, Metal Gear and Castlevania, it's one of the most recognized series from Konami; however, is the only one that doesn't belong to them entirely.

Like all of the first wave of TMNT games, this one is mainly based upon the TV show. However, some references to the comic book are there; the turtles lair is a secret facility they found that they customize, in the show, it was mere sewer tunnels. The Shredder's suit is the one that was in the comic book and the movie, it is red and the helmet has a grid in the mouth.

- TIPS AND TRICKS -

* Switch boomerangs : Throw boomerangs and switch turtles while they are in-flight. The new turtle will catch the boomerangs and place them in his inventory.

* Duplicate pizza : Enter a sewer, take a pizza, then exit. Return to the same sewer to find the same pizza again.

* Eliminate Roller Car : Press Select to exit the Turtle Wagon on level 3, after a Roller Car appears.

* Cheat mode : Press Up(x2), Down(x2), Left, Right, Left, Right, A, B, Start at the title screen. Note: For two players, press Up(x2), Down(x2), Left, Right, Left, Right, A, B, Select, Start.

* Level select : Press Down(x5), Right(x7), B, A, Start at the title screen.

- STAFF -

Music by : Keizo Nakamura

- PORTS -

* Consoles :
Nintendo Wii [Virtual Console] (2007)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55657&o=2

$end


$info=ktmnt,
$bio

Teenage Mutant Ninja Turtles (c) 1989 Konami Industry Co., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83110&o=2

$end


$nes=tmnti,
$bio

Teenage Mutant Ninja Turtles (c) 1990 Konami Industry Company, Limited.

- TRIVIA -

Reviews:
[FR] Player One (Oct. 1990): 85/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55656&o=2

$end


$amigaocs_flop=tmnt,
$bio

Teenage Mutant Ninja Turtles (c) 1990 Ultra Games [Ultra Software Corp.]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75211&o=2

$end


$gameboy=tmntu,
$bio

Teenage Mutant Ninja Turtles - Fall of the Foot Clan [Model DMG-NT-USA] (c) 1990 Ultra Games [Ultra Software Corp.]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67104&o=2

$end


$snes=tmntmw,
$bio

Teenage Mutant Ninja Turtles - Mutant Warriors [Model SHVC-KY] (c) 1993 Konami Company, Limited.

- TRIVIA -

The game was presented at the Famicom Spaceworld' 93 in August 1993 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62480&o=2

$end


$megadriv=tmntshj,
$bio

Teenage Mutant Ninja Turtles - Return of the Shredder (c) 1992 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56951&o=2

$end


$info=tmntj,tmnt2pj,
$bio

Teenage Mutant Ninja Turtles スーパー亀忍者  (c) 1989 Konami.
(Teenage Mutant Ninja Turtles - Super Kame Ninja)

A sideways scrolling beat-em-up in which up to four players can choose to play as either 'Leonardo' (blue, katana blades), 'Raphael' (red, sais), 'Michaelangelo' (orange, nunchakas) or 'Donatello' (purple, bo staff) as the infamous turtles fight against the might of Shredder's army to try and rescue 'April O'Neil' and 'Splinter', before a final confrontation with their arch-enemies 'Krang' and 'The Shredder'.

Ninja Turtles featured just two buttons - for 'Jump' and 'Attack' - making for simple and immediate gameplay. Visually the game made great use of its license and perfectly captured the spirit of both the original comic-book and cartoon series upon which it was based. The game also featured a 'buy-in' option, meaning that new players could join in at any time.

- TECHNICAL -

Game ID : GX963

Main CPU : Motorola 68000 (@ 8 Mhz)
Sound CPU : Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), Konami K007232 (@ 3.579545 Mhz), UPD7759 (@ 3.579545 Mhz)

Screen orientation : Horizontal
Video resolution : 304 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024

Players: 4
Control: 8-way joystick
Buttons: 2

- TRIVIA -

The subtitle of this game translates from Japanese as 'Super Turtle Ninja'.

Export releases:
This game is known outside Japan as "Teenage Mutant Ninja Turtles" and in UK as "Teenage Mutant Hero Turtles".

This game was based on the first season of the original 1989 cartoon show.

The Teenage Mutant Ninja Turtles were created by Kevin Eastman and Peter Laird in 1984 and published by Mirage Studios. The whole idea for the comic book (which was originally published in Black and White) came from the nickname 'Ninja Turtle' that one of the creators had when they were young.
In 1987, Playmates Toys bought the rights of the characters to produce a line of Action Figures. That same year Playmates made a TV adaptation of the story for a 5-episode mini series which became a huge success. Two years later, the series went on full production and was aired on CBS stations from 1989 to 1996 (with brief hiatus in 1993-1994).
The success of this 'Humanoid Action Animal' concept spawned (or shed some light on) many other comics, toys and TV shows such as Bucky O'Hare, Swat Kats, C.O.W. Boys of Moo Mesa, Street Sharks, Biker Mice from Mars among others; most of them became complete blunders.

After the first series was cancelled other shows based on these characters appeared, such as, Ninja Turtles: The Next Mutation (Saban Productions, Live Action), Teenage Mutant Ninja Turtles and TMNT Fast-Forward. However, the 1980's craze never took off again.

Konami hit the jackpot with this game. It was so successful that Konami went on a license-acquiring craze. They got the rights to many American (and some European) TV shows and Comic Books for home and arcade videogames with a quality so good that sometimes shadowed the original work.

This game is mainly based in the first 5 episode mini-series. However, it contains some references to the original comic book. The opening scene is a mix between a scene in the TV show in which a building is raided by the TMNT to find for the first time the Technodrome and a scene of the comic book in which Shredder sets fire to April's building when he finds she's harboring the turtles (that scene was also taken for the movie). At the Parking Lot scene, there is a van that has the logo of TCRI. TCRI (or TGRI in the movie) was the company responsible for the mutagen; in the TV show, it was Shredder's invention.

The first names of turtles; Michaelangelo, Raphael, Leonardo, and Donatello, are the names of Italian Renaissance artists who lived between 1386 and 1564. Three of those artists had full names which were respectively Michaelangelo Buonariti, Raphael Sanzio and Leonardo Da Vinci; but as for Donatello, that was his only name.

In the ending epilogue, Konami spell Dimension X : 'Dimention X'.

Soundtrack Releases :
Konami Special Music Senryo-Bako Heisei 3 Nen-Ban (KICA-9005~8) (December 21, 1990)

- TIPS AND TRICKS -

* Various Sewer Level Tricks :
1) When fighting in the sewer level, move your character as close as you can to the edge of the stone floor without falling to the water. If done correctly, no enemy in this level including the boss can touch you here as long as you remain on the floor's edge!
2) Stand just below the ledge in the middle of the screen. Then jump straight up. You will land just on the edge of the upper level. Nothing can hurt you for the rest of that level, but you can kill anything that comes close enough to you (You can't move up or down though, or you'll have to repeat this trick).
3) You can keep from getting hit by walking right along the edge of the brick floor. This prevents enemies from attacking you from multiple directions. You still need to nail enemies directly in front of you or behind you. This is easy with Donatello.

* You can theoretically get unlimited points. Use the yellow guy's boomerang. Lead one yellow guy in such a way that he gets stuck at an object (fire hydrant or barrel) between you and him, aligned horizontally. He will try to move toward you, but he won't be able to move since the object is near him. Get close enough to him so that he starts throwing boomerangs. You can kill each one for (wow!) 1 point.

* Killing most bosses consist of 3 strategies : They all consist of moving vertically towards the bosses.
1) Move vertically upwards, hit the boss, and move vertically downwards. Repeat until dead. Works well on Bebop.
2) Wait for the boss to move vertically down towards you, wait for him, hit him, and move vertically upwards. Repeat until he's dead. Works best on Rocksteady. Best results occur when you hit and run at the same time.
3) Wait for the boss to move vertically towards you. Jump over him, move through him and attack as you do this, keep moving. Repeat. Works well on the big robots.

- SERIES -

1. Teenage Mutant Ninja Turtles - Super Kame Ninja (1989)
2. Teenage Mutant Ninja Turtles - Turtles in Time (1991)

- STAFF -

Director: H. Ohyama
Sub director: K. Takabayashi
Game programmer: G. Suzuki
Character designer: Moriyanma 25
Graphic designer: K. Hattori
Visual designer: Y. Asano
Animation designer: K. Yamashita
Sound director: Shinji Tasaka
Sound designer: Imo Hideto
Music composer: Mutsuhiko Izumi, Miki Chang
Hardware designer : S. Matsumoto

- PORTS -

* Consoles : 
Nintendo Famicom [JP] (December 7, 1990; "Teenage Mutant Ninja Turtles [Model RC853]") 
Microsoft XBOX 360 [XBLA] [JP] (March 14, 2007)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2855&o=2

$end


$megadriv=tmnthh,
$bio

Teenage Mutant Ninja Turtles - The Hyperstone Heist (c) 1992 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57452&o=2

$end


$megadriv=tmnttfu,
$bio

Teenage Mutant Ninja Turtles - Tournament Fighters (c) 1993 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57453&o=2

$end


$snes=tmnttfu,tmnttfup,
$bio

Teenage Mutant Ninja Turtles - Tournament Fighters [Model SNS-KY-USA] (c) 1993 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63776&o=2

$end


$snes=tmnttfa,
$bio

Teenage Mutant Ninja Turtles - Tournament Fighters [Model SNSP-8F-AUS] (c) 1993 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63775&o=2

$end


$nes=tmnttfu,
$bio

Teenage Mutant Ninja Turtles - Tournament Fighters (c) 1993 Konami Company, Limited.

- TECHNICAL -

[Model TF-USA]

- TRIVIA -

Even if its title screen says 1993, TMNT Tournament Fighters was released in February 1994 in North America.

This was Konami's last game released for the Nintendo Entertainment System.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55658&o=2

$end


$info=tmnt2,tmnt2a,tmnt22pu,tmht22pe,
$bio

Teenage Mutant Ninja Turtles - Turtles in Time (c) 1991 Konami Industry Company, Limited.

The sequel to 1989's hugely successful original, 'Turtles in Time' once more sees the four heroes taking on Shredder and his army. Gameplay remains similar to the original game, but the experience is enhanced further with the obligatory improved graphics and sound effects. 'Turtles in Time' also features a larger variety of levels, as now the battle between good and evil rages across time as the Turtles travel to prehistoric, pirate and Wild West times in their pursuit of the elusive Splinter. 

Yet again, Konami's mastery of the genre was in evidence as the manic energy and humour of the cartoon and comic-book series upon which the game is based was captured perfectly.

- TECHNICAL -

Game ID : GX063

Main CPU : Motorola 68000 (@ 16 Mhz)
Sound CPU : Zilog Z80 (@ 8 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), K053260 (@ 3.579545 Mhz)

Players : 4
Control : 8-way joystick
Buttons : 2 [Attack, Jump]

- TRIVIA -

Turtles in Time was released in March 1991. 

This is the only franchise of the so-called 'Ameri-comi Connection' series that had an arcade sequel. 

Just like the previous game, it has references which don't come from the TV show in which is mainly based upon. The enemies at 'Skull & Crossbones', Rhazar and Tokka, are the two mutants that Shredder creates to destroy the TMNT in the second movie and the Super Shredder form at 'Technodrome: The Final Shell Shock' also comes from the movie when he tries the mutagen on himself. 

This game is not based on the 3rd TMNT movie. In that movie the turtles travel in time only to the 1700's Japan. In this game, they don't even go to Japan. 

Soundtrack Releases : 
Konami All-Stars 1993 ~ Music Station of Dreams (KICA-9016~8) (December 24, 1992) 

The song that plays in the attract mode is known as 'Pizza Power' which is from the 'The Teenage Mutant Ninja Turtles : Coming Out of Our Shells Tour'. Here are the lyrics to Pizza Power : 

Growing up in a glass bowl, 
with chameleons, lizards, and tadpoles. 
It hardly enters your mind, 
that there's something better than this. 
A lettuce leaf or a carrot, 
maybe a seed from a parrot. 
Believe me when it gets you, 
the word gourmet just don't exist. 

(chorus) 
For pizza power, 
a flying saucer food delight. 
Pizza power, 
that power makes us feel all right.

- UPDATES -

The US versions have the "Winners Don't Use Drugs" screen.

- SERIES -

1. Teenage Mutant Ninja Turtles (1989)
2. Teenage Mutant Ninja Turtles - Turtles in Time (1991)

- STAFF -

Director : G. Suzuki
Game programmer : K. Takabayashi
Character designer : Moriyanma 27
Graphic designer : M. Inafuku
Visual designer : S. Kitai
Sound designer : T. Ogura
Music composer : Mutsuhiko Izumi
Hardware design : Yasushi Furukawa

Cabinet Graphic Design: Don Marshall

- PORTS -

* Consoles : 
Nintendo Super Famicom [JP] (July 24, 1992) [Model SHVC-TM] 
Nintendo SNES [US] (August 1992) "Teenage Mutant Ninja Turtles IV - Turtles In Time [Model SHVC-TM]" 
Nintendo SNES [EU] (November 19, 1992) "Teenage Mutant Ninja Turtles IV - Turtles In Time [Model SNSP-MH]" 
Nintendo Game Cube [US] (November 1, 2005) bonus game in "Teenage Mutant Ninja Turtles III - Mutant Nightmare [Model DOL-G3QE-USA]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2856&o=2

$end


$snes=tmnt4j,
$bio

Teenage Mutant Ninja Turtles - Turtles in Time (c) 1992 Konami Company, Limited.

- TECHNICAL -

Cartridge ID: SHVC-TM

- TRIVIA -

Released on July 24, 1992 in Japan.

Reviews:
June 1992 - Consoles + N.10 (Pages 63-64): 88/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62481&o=2

$end


$megadriv=tmntru,
$bio

Teenage Mutant Ninja Turtles - Vozvrashchenie Legendy (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56952&o=2

$end


$gba=tmnt2u,
$bio

Teenage Mutant Ninja Turtles 2 - Battle Nexus [Model AGB-BT2E-USA] (c) 2004 Konami Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75973&o=2

$end


$gba=tmnt2,
$bio

Teenage Mutant Ninja Turtles 2 - Battle Nexus [Model AGB-BT2P] (c) 2004 Konami Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75972&o=2

$end


$nes=tmnt2j,
$bio

Teenage Mutant Ninja Turtles 2 - The Manhattan Project (c) 1991 Konami Industry Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54717&o=2

$end


$gameboy=tmnt2j,
$bio

Teenage Mutant Ninja Turtles 2 [Model DMG-TTA] (c) 1991 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67105&o=2

$end


$gameboy=tmnt3j,
$bio

Teenage Mutant Ninja Turtles 3 - Turtles Kiki Ippatsu [Model DMG-K8J] (c) 1993 Konami Company, Limited.

- TRIVIA -

The game was presented at the Famicom Spaceworld' 93 in August 1993 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67106&o=2

$end


$gba=2tmntu,
$bio

Teenage Mutant Ninja Turtles Double Pack [Model AGB-BT8E-USA] (c) 2006 Konami Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75975&o=2

$end


$gba=2tmnt,
$bio

Teenage Mutant Ninja Turtles Double Pack [Model AGB-BT8P-EUR] (c) 2006 Konami Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75974&o=2

$end


$gameboy=tmnt2u,
$bio

Teenage Mutant Ninja Turtles II - Back from the Sewers [Model DMG-TT-USA] (c) 1992 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67107&o=2

$end


$nes=tmnt2u,tmnt2up,
$bio

Teenage Mutant Ninja Turtles II - The Arcade Game (c) 1990 Ultra Games

They're back! And bigger than ever. In an exhilarating, action-packed sequel to their record-busting first game. And this time their arch-enemy, Shredder, isn't pulling any punches. Lethal electro-zappers, laser beams and freezer burners plus nasty scoundrels like Scorpion Robots and Stone Warriors are ready to make turtle soup out of our heroes. Worse yet, Tora and Shogun, two alien bounty hunters who have never known defeat, are also itching for a take-no-prisoners showdown.

- TRIVIA -

Licensed to Nintendo.

This port of the successful 1989 arcade game features 2 extra levels and two new bosses, the alien Tora and the samurai android Shogun. Tora's stage is based in a scene from the original 5-episode mini-series in which the Stone Warriors deploy a weather sphere to create a blizzard upon New York City.

Both characters, Tora and Shogun, seem to be Konami originals since the Instruction manual for this game doesn't list them as characters from Mirage Studios.

- TIPS AND TRICKS -

* Level select : Press Down(x5), Right(x7), B, A, Start at the title screen before the demonstration begins.

* Level select, ten lives : Press B, A, B, A, Up, Down, B, A, Left, Right, B, A, Start at the title screen before the demonstration begins.

* Ten lives : Press Up, Right(x2), Down(x3), Left(x4), B, A, Start at the title screen before the demonstration begins. For ten lives in a two player game, press B, A, Up, Down, B, A, Left, Right, B, A, Start at the title screen.

* Full energy : Pause game play and press Up, Down, Left, Right, A, B.

* Play as Splinter : Press Up, Down, Left, Right, A, B, A, B, Select at the title screen.

* Two player mode : Press Select + Start at the title screen.

- STAFF -

Music by : Takeshi Sekido, Keizo Nakamura

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55660&o=2

$end


$nes=tmnt2a,
$bio

Teenage Mutant Ninja Turtles II - The Arcade Game (c) 1991 Konami Industry Company, Limited.

- TRIVIA -

Reviews:
April 1992 - Joypad N.7 (Page 66-68) [FR]: 85/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55659&o=2

$end


$info=pc_tmnt2,
$bio

Teenage Mutant Ninja Turtles II - The Arcade Game (c) 1990 Konami.

PlayChoice-10 version. For more information about the game itself, please see the original NES version.

- TECHNICAL -

Nintendo PlayChoice-10 hardware
Game ID : 2N

Main CPU : Zilog Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz)
Sound Chips : Zetex N2A03 (@ 1.789772 Mhz), DAC

Players : 2
Control : 8-way joystick
Buttons : 2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1833&o=2

$end


$gameboy=tmnt3u,
$bio

Teenage Mutant Ninja Turtles III - Radical Rescue [Model DMG-K8-USA] (c) 1993 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67108&o=2

$end


$nes=tmnt3,
$bio

Teenage Mutant Ninja Turtles III - The Manhattan Project (c) 1992 Konami Co., Ltd

After defeating Shredder in their previous exploit, the Teenage Mutant Ninja Turtles decide to take a rest in the sunny beaches of Key West, Florida... That was until Shredder returned with a whole new plan - taking not only April O'Neil, but the entire Manhattan Island as well.

- TRIVIA -

Even though the game's box artwork features a Triceraton (a recurring character from the Mirage Comic books), it does not appear in the actual game.

This game features Tokka and Rahzar who made their debuts in the 1991 film, Teenage Mutant Ninja Turtles II: Secret of the Ooze.

Released in the US on February of 1992.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55661&o=2

$end


$snes=tmnt4u,tmnt4up,tmnt4up1,
$bio

Teenage Mutant Ninja Turtles IV - Turtles in Time [Model SNS-TM-USA] (c) 1992 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63778&o=2

$end


$snes=tmnt4a,
$bio

Teenage Mutant Ninja Turtles IV - Turtles in Time [Model SNSP-TM-AUS] (c) 1992 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63777&o=2

$end


$info=tmnt_104,tmnt_103,
$bio

Teenage Mutant Ninja Turtles (c) 1991 Data East Pinball.

- TECHNICAL -

Game ID: 500-5517-01

Data East Version 3 (FM + ADPCM & 128 x 16 display)

Main CPU : M6808 (@ 1 MHz)
Sound CPU : Motorola M6809 (@ 2 MHz)
Display CPU : Zilog Z80 (@ 4 Mhz)
Sound chips : Yamaha YM2151 (@ 3.579545 MHz), OKI MSM5205 (@ 384 KHz)

- TRIVIA -

Some voice samples on this pinball game (such as 'I love being a turtle!!!' are taken from the Teenage Mutant Ninja Turtles movie from 1990.

The music that plays in the beginning of Multiball mode is taken from the original TMNT animated series's theme music which ran from 1987 to 1996

The plastic turtles that are in the playfield are actually the original TMNT action figures which are made by Playmates.

- STAFF -

Designers : Joe Kaminkow, Ed Cebula
Artwork : Kevin O'Connor, Paul Faris
Software : Neil Falconer

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5400&o=2

$end


$gba=tmntu,
$bio

Teenage Mutant Ninja Turtles [Model AGB-BNTE-USA] (c) 2003 Konami Co., Ltd. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75971&o=2

$end


$gba=tmnt,
$bio

Teenage Mutant Ninja Turtles [Model AGB-BNTP-EUR] (c) 2003 Konami Co., Ltd. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75970&o=2

$end


$gameboy=tmntj,
$bio

Teenage Mutant Ninja Turtles (c) 1990 Konami Industry Co., Ltd.

- TECHNICAL -

Cartridge ID: DMG-NTJ

- TRIVIA -

Reviews:
1990 - Consoles + HS N.2 [FR]: 88/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67103&o=2

$end


$info=tmnt,tmnt2po,tmntu,tmntua,
$bio

Teenage Mutant Ninja Turtles (c) 1989 Konami.

Export release. Game developed in Japan. For more information about the game itself please see the original Japanese release entry; "Teenage Mutant Ninja Turtles - Super Kame Ninja [Model GX963]".

- TECHNICAL -

Game ID : GX963

Players: 4
Control: 8-way joystick
Buttons: 2 (JUMP, ATTACK)

- TRIVIA -

Teenage Mutant Ninja Turtles was released in October 1989.

- SERIES -

1. Teenage Mutant Ninja Turtles (1989)
2. Teenage Mutant Ninja Turtles - Turtles in Time (1991)

- STAFF -

Cabinet Graphic Design: Don Marshall

- PORTS -

* Consoles :
Nintendo NES [US] (December 1990) "Teenage Mutant Ninja Turtles II - The Arcade Game [Model NES-2N-USA]" 
Nintendo Famicom [JP] (December 7, 1990) "Teenage Mutant Ninja Turtles [Model RC853]" 
Nintendo GameCube (October 19, 2004) as a bonus game in "Teenage Mutant Ninja Turtles II - Battle Nexus [Model DOL-GNIE-USA]" 
Microsoft XBOX 360 [XBLA] [US] [JP] (March 14, 2007) 

* Computers :
Atari ST (1991) "Teenage Mutant Ninja Turtles 2" 
PC [MS-DOS] [US] (1992) "Teenage Mutant Ninja Turtles - The Arcade Game"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2854&o=2

$end


$info=pc_tmnt,
$bio

Teenage Mutant Ninja Turtles (c) 1989 Konami.

PlayChoice-10 version. For more information about the game itself, please see the original NES version.

- TECHNICAL -

Nintendo PlayChoice-10 hardware
Game ID : U2

Main CPU : Zilog Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz)
Sound Chips : Zetex N2A03 (@ 1.789772 Mhz), DAC

Players : 2
Control : 8-way joystick
Buttons : 2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1832&o=2

$end


$nes=tmntj,
$bio

Teenage Mutant Ninja Turtles (c) 1990 Konami Industry Company, Limited.

- TECHNICAL -

Game ID: RC853

- TRIVIA -

Released on December 07, 1990 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54716&o=2

$end


$amigaocs_flop=teenquen,
$bio

Teenage Queen (c) 1988 Ere Informatique [Paris, France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75212&o=2

$end


$cpc_cass=teenquen,
$bio

Teenage Queen [Model AM 586] (c) 1989 Erbe Soft. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99546&o=2

$end


$bbca_cass,bbcb_cass=teestyne,
$bio

Tees-Tyne Pullman (c) 1986 DeeKay

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52511&o=2

$end


$info=teetert,
$bio

Teeter Torture (c) 1982 Exidy, Incorporated.

You control a cannon moving left-right on a teeter-totter. Weights with hooks on them fall down at you and if you don't shoot them they hook on and weigh down one side of your teeter-totter. The weight of your shooter also moves the teeter-totter. A plunger of TNT is attached to either side of the teeter-totter board. If if goes all the way down, kaboom!

- TECHNICAL -

Main CPU : (2x) M6502
Sound Chips : Custom

Players : 1
Control : dial
Buttons : 1 => [A] Shoot

- TRIVIA -

This game is a very rare prototype. Only a single cabinet has even been found. For years there was even confusion as to whether it was an Exidy-produced prototype or some bootleg running on the Exidy hardware.

- STAFF -

Programmer : Larry Hutcherson

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4569&o=2

$end


$info=tehkanwc,tehkanwcc,tehkanwcb,
$bio

Tehkan World Cup (c) 1985 Tehkan.

- TECHNICAL -

Main CPU : (2x) NEC D780C (Z80) (@ 4.608 Mhz)
Sound CPU : NEC D780C (Z80) (@ 4.608 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.536 Mhz), OKI MSM5205 (@ 384 Khz)
RAM : (4x) Toshiba TMM2016P

Players : 2
Control : Trackball
Buttons : 1

- TRIVIA -

Even if titlescreen says 1985, Tehkan World Cup was released in January 1986 in Japan.

- TIPS AND TRICKS -

* Secret music : After finishing a game, and provided you reach the top scores, you are given the chance to enter your name. Instead of writing your name, try one of the following :
1) Type the planner name : 'TOMI' (in this case 'TOM' will be displayed and the last letter 'I' acts like the END button) and you will be able to listen to the ending theme which only comes up after winning the final. This means, that if you win the final, you can listen to the winning theme TWICE! :)
2) Type the programmer name : 'MICH' (here 'MIC' will be displayed and the last letter 'H' acts like the END button) you will be able to listen to some other music which does not exist anywhere else in the game!

- STAFF -

Programmer : Michishito Ishizuka (MIC)
Planner : Shinichiroh Tomie (TOM)
Music : Tsukasa masuko (TSU)
Character designer : Rie Ishizuka (aka Rie Yatomi) (RIE)
Cabinet designer : Kohji Okada
Illustration : Hideyuki Yokoyama (YOK)

- PORTS -

* Consoles :
Sony PlayStation 2 (2004) "Tecmo Hit Parade"
Microsoft XBOX (2005,) "Tecmo Classic Arcade"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2857&o=2

$end


$pc8801_flop=teionoya,
$bio

Teio no Yabo (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93031&o=2

$end


$pc98=teitome,
$bio

Teito Metsuzoku Shidan (c) 1995 Altacia [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90797&o=2

$end


$pc98=teiketsu,
$bio

Teitoku no Ketsudan (c) 1989 Koei Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90798&o=2

$end


$x68k_flop=teiketsu,
$bio

Teitoku no Ketsudan (c) 1990 Koei Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88130&o=2

$end


$pc8801_flop=teiketsu,teiketsua,
$bio

Teitoku no Ketsudan (c) 1990 Koei Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93032&o=2

$end


$msx2_cart=teiketsu,
$bio

Teitoku no Ketsudan (c) 1991 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51384&o=2

$end


$megadriv=teiketsu,
$bio

Teitoku no Ketsudan (c) 1992 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56953&o=2

$end


$pc98=teikets2,
$bio

Teitoku no Ketsudan II (c) 1994 Koei Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90799&o=2

$end


$saturn,sat_cart=teitoku2,
$bio

Teitoku no Ketsudan II (c) 1996 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59784&o=2

$end


$pc98=teikets2pk,
$bio

Teitoku no Ketsudan II Power Up Kit (c) 1994 Koei Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90800&o=2

$end


$snes=teikets2a,teikets2,
$bio

Teitoku no Ketsudan II [Model SHVC-ATEJ-JPN] (c) 1995 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62483&o=2

$end


$pc98=teikets3,
$bio

Teitoku no Ketsudan III (c) 1996 Koei Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90801&o=2

$end


$saturn,sat_cart=teitoku3,
$bio

Teitoku no Ketsudan III (c) 1997 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59785&o=2

$end


$pc98=teikets3pk,
$bio

Teitoku no Ketsudan III Power Up Kit (c) 1996 Koei Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90802&o=2

$end


$snes=teiketsua,teiketsu,
$bio

Teitoku no Ketsudan [Model SHVC-TK] (c) 1992 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62482&o=2

$end


$gameboy=asmikwldj,
$bio

Teke! Teke! Asmik-kun World [Model DMG-ASJ] (c) 1989 Asmik Ace Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67109&o=2

$end


$pc98=tekining,
$bio

Teki Ningen (c) 1992 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90803&o=2

$end


$pc8801_flop=tekiwaka,tekiwakaa,
$bio

Teki wa Kaizoku - Kaizokuban (c) 1987 Cross Media Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93033&o=2

$end


$info=tekipaki,
$bio

Teki-Paki (c) 1991 Toaplan.

- TECHNICAL -

Game ID : TP-020

Main CPU : Motorola 68000 (@ 10 Mhz)
Sound Chips : YM3812 (@ 3.375 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in June 1991.

This game in known in Japan and Asia as "Teki-Paki - Sennou Game" (subtitle translates from Japanese as 'Brainwashing Game').

Licensed to Romstar for USA.
Licensed to Honest Trading Co. for Hong Kong and to Spacy Co. Ltd for Taiwan.

Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Vimana / Teki-Paki - PCCB-00071) on 21/09/1991.

- STAFF -

Music composed by : Tomoaki Takanohashi

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2858&o=2

$end


$snes=tekikeib,
$bio

Tekichuu Keiba Juku [Model SHVC-APCJ-JPN] (c) 1996 Banpresto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62484&o=2

$end


$gameboy=tekirush,
$bio

Tekichuu Rush [Model DMG-NZJ] (c) 1993 Clary

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67110&o=2

$end


$pcecd=tekiwork,
$bio

Tekipaki Working Love (c) 1997 NEC Home Electronics, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58422&o=2

$end


$info=tekken,tekkenac,tekkenab,tekkenjb,
$bio

Tekken (c) 1994 Namco.

World's 8 best martial artists emerge into 'The King Of Iron Fist Tournament' for winning the title of King of Iron Fist and a large purse of prize money. Every artist will try his best to defeat Heihachi and win the prize money and fame.

- TECHNICAL -

Namco System 11 hardware
Game ID : TE

Main CPU : PSX (@ 16.9344 Mhz), M37710 (@ 16.384 Mhz)
Sound Chips : C352 (@ 16.384 Mhz)

Screen orientation : Horizontal
Theoretical maximum video resolution : 640 x 480 pixels
Video resolution (boot-up colour bar test) : 256 x 240 pixels
Video resolution (in-game) : 512 x 240 pixels
Video resolution (test mode) : 640 x 240 pixels

Players : 2
Control : 8-way joystick
Buttons : 4
=> [1] LP, [2] RP, [3] LK, [4] RK

- TRIVIA -

Tekken was released in December 1994 in the Arcades.

The title of this game translates from Japanese as 'Iron Fist'.

The game was originally going to be called 'Rave War'.

The music in Tekken was recycled in "Tekken 2" for all except Venezia and the Character Select BGM. Marine Stadium -> Bruce, Monument Valley -> Armor King, Angkor Wat -> Kunimitsu, Fiji -> Roger, Windermere -> P.Jack, Acropolis -> Kuma, Chicago -> Lee, Szechwan -> Wang, Kyoto -> Ganryu, King George Island -> Anna.

Some of the characters' sound effects are recycled for other characters :
Kazuya and Lee
Yoshimitsu and Kunimitsu
Nina and Anna
Jack, P.Jack, Ganryu and Heihachi
King, Armor King and Kuma
Law, Paul, Michelle and Wang have their own individual sounds.

Interestingly, Kunimitsu had Yoshimitsu's voice, although Kunimitsu is a female character. Why Namco decided not to use Michelle's or Nina's voices no-one knows.

Law was originally going to be called 'Dragon'. This name remained on his PL1 outfit. In the sound ROM, the announcer says 'Law the Dragon', but this was cut to just say 'Law' afterwards. This is why the announcer's voice sounds cut off mid-sentence.

The boss characters mostly share the same moves as the 8 playable characters, with more moves added (e.g. Heihachi gains the 'Hammer to Power Punch' from Paul). While the boss characters share the same moves as the regular characters, they are also given extra moves for extra difficulty.
Similarity of the boss characters :
Heihachi : Kazuya
P.Jack : Jack
Ganryu : Jack
Kuma : Jack
Lee : Law
Anna : Nina
Wang : Michelle
Armor King : King
Kunimitsu : Yoshimitsu

Paul was never 'cloned' by any character.

Heihachi was given Paul's 'Hammer to Power Punch' & 'Heavy Power Punch' (a.k.a. Deathfist, a fan name).
P.Jack was given Paul's 'Hammer to Power Punch'.
Kuma was given Michelle's 'G-Clef Cannon'.
Wang was given Paul's 'Heavy Power Punch'.
Armor King was given Kazuya's 'Rising Uppercut' & 'Dragon Uppercut'.
Anna was given Law's 'Crescent Kick'.
Lee was given Paul's 'Double Hop Kick' combos and Kazuya's 'Left Splits Kick'.
Ganryu received the only hidden (non-playable) moves of the game - left and right handed versions of the 'Palm Combo'. Players would find this move later in "Tekken 2".
Kunimitsu remained unchanged and shared every Yoshimitsu move (however the CPU never used the sword moves or the 10-hit combo against a player).

Default Time Records :
1ST (Michelle) 50'00"00 FUN
2ND (Kazuya) 51'00"00 GNY
3RD (Paul) 52'00"00 K.N
4TH (Law) 53'00"00 YRI
5TH (Jack) 54'00"00 KIN
6TH (Nina) 55'00"00 KMT
7TH (King) 56'00"00 KUN
8TH (Yoshimitsu) 57'00"00 KIM
9TH (Michelle) 58'00"00 NIK
10TH (Kazuya) 59'00"00 ISI
11TH (Paul) 60'00"00 Y.K
12TH (Law) 61'00"00 K.K
13TH (Jack) 62'00"00 JIN
14TH (Nina) 63'00"00 AKI
15TH (King) 64'00"00 NAK
16TH (Yoshimitsu) 65'00"00 KDS

Tekken / Namco Game Sound Express Vol.17 [Victor Entertainment - VICL-15039 - Mar 24, 1995]

- UPDATES -

REVISION 2 :
* Software version : TE1/VER.B (Japan)
* Software version : TE2/VER.B (World)
* Build date : 17:53:08, DEC 9 1994

REVISION 3 :
* Software version : TE2/VER.C (World)
* Software version : TE4/VER.C
* Build date : 15:07:12, JAN 12 1995

REVISION 4 :
* Software version : TE5/VER.A
* Build date : 22:16:57, MAR 23 1995

- TIPS AND TRICKS -

* If you attempt to throw an opponent but it doesn't connect properly, the opponent will yell in a hurt manner. This can be done if you're slightly out of range (only just connect but miss), if the opponent is in the air, and also if they have their back turned. It's funny when you perform this against Yoshimitsu, as he will say 'Ow!' even though he wasn't hurt in any way!

* The slowest recovering move in the game is Jack's 'Body Press'. If Jack doesn't fully connect with the opponent, he will fall over and automatically stagger backwards, leaving himself open to lots of attacks. On the other side, if you happen to be crushed by Jack, you will be stuck on the ground for an even longer time.

* The most powerful move in the game is Jack's 'Gigaton Punch', at 128 damage points and an instant KO. The player must wind up by rotating the stick 5 times, with the announcer counting, and press Left Punch to complete the move. Failure to do so will leave Jack winding his arm for a short while and you can't move or block until he powers back down. Left Punch can be pushed during any wind-up but will do less damage the shorter the wind-up is.

* Nina has a special throw called the 'Back Hand Slap'. This unique throw can be linked to more damaging moves, in the form of an unblockable combo. Anna (CPU) has a toned down version of the same move with only one follow-up (Arm Snap).
- Back Hand Slap : In a quarter circle motion roll the stick D,DF,F and press LP+RP to initiate the throw. This throw is not very damaging and is the only throw to leave the opponent still standing. On its own it does 15 damage.
- Arm Break : Right after grabbing the opponent with the above move, quickly press LP,LK,RP,LP. Nina will grab her opponent's arm and bend it backwards. 20 damage (total 35).
- Double Arm Break : If you thought breaking one arm was enough, the 'Silent Assassin'  will turn around again and break both her opponents arms at the same time. This is done right after the animation changes to 'Arm Break' by pressing LK,LP,RK,LP+RP,LP+RP in the short amount of time. 25 damage (total 60).
- Falling Arm Break : An alternative combo to the Arm Break. Nina will instead fall on top of her opponent's broken arm causing more damage. This is done right after the animation changes to 'Arm Break' by pressing RP,LP,LK,RK,LP+RP in the short amount of time. 25 damage (total 60).
- Arm Snap : Another Back Hand Slap follow-up. Right after grabbing the opponent with the first move, quickly press LK,RK,LK,LP+RP. Nina will wrestle her opponent to the ground and break their arm. 30 damage (total 45).

* Michelle is the only character in Tekken to have a back throw; a special throw which would be available to all characters as of "Tekken 2" and later. Wang (CPU character on stage 8) also has this throw. If you are caught in this move, hold Down to duck the throw.

Spin Behind to Behind Back Suplex: Press Back+RP (spin on hit), then hold LP+RP to initiate back throw. 12+45 damage (total 57).

* Some moves are not blockable if done in sequence : King's 'Exploder' and 'Running Exploder' can be followed up to a rising kick, as can Nina's 'Forward Flip Kick'. The rolling cross chop (all character except Jack) from the ground also has a similar property if a simple left or right punch is made. You can do basic juggle moves (air combos) from this feature.

* 10-Hit Combos (buttons : LP=1, RP=2, LK=3, RK=4) : These must be timed so each move corresponds with each hit (or, take advantage of the 'feature' which lets all buttons pressed at once count as each hit after the first). This was fixed in the PlayStation version and later games.

Yoshimitsu : 1,2,1,4,4,4,1,1,1,1
Nina : 1,2,1,2,3,3,2,1,2,4 (alt : d/f+1,2,1,2,3,3,2,1,2,4, alt.2 : f+2,1,2,3,3,2,1,2,4)
Law : d/f+1,2,2,1,3,3,3,4,3,4
Paul : 1,2,3,1,4,1,2,4,2,1
Kazuya : f,f+2,1,2,2,3,4,4,1,2,1
Jack : d+2,1,1,1,2,1,2,1,1+2,1+2 (quick press down+2 to start)
King : 1,2,1,1,2,4,4,4,1,3 (alt : f+2,1,2,2,4,4,4,1,3)
Michelle : 2,1,1,2,3,3,3,4,4,1

- SERIES -

1. Tekken (1994, ARC)
2. Tekken 2 (1995, ARC)
3. Tekken 3 (1996, ARC)
4. Tekken Tag Tournament (1999, ARC)
5. Tekken Tag Tournament Turbo (1999, ARC)
6. Tekken 4 (2001, ARC)
7. Tekken Advance [Model AGB-ATKJ-JPN] (2001, GBA)
8. Tekken 5 (2004, ARC)
9. Tekken 5 Dark Resurrection (2005, ARC)
10. Tekken 6 (2007, ARC)
11. Tekken 6 - Bloodline Rebellion (2008, ARC)
12. Tekken Tag Tournament 2 (2011, ARC)
13. Tekken Tag Tournament 2 Unlimited (2012, ARC)
14. Tekken 7 (2015, ARC)

- STAFF -

Director & Main designer : Seiichi Ishii
Coordinator : Masamichi Abe
Game maintenance : Teruaki Konishi, Masahiro Kimoto, Yutaka Kounoe
Design supervisor : Satoru Yamada
Character designers : Kunihiko Nakata, Masanori Kimura, Yoshihisa Yaguchi, Kenichi Isozaki
Motion designers : Hitoshi Matsuda, Masahiro Onoguchi, Shigeo Sasaki, Kaname Takai, Tetsuya Okamoto
Visual designer : Hiroko Ohnishi
Logo & Graphic designer : Hideaki Ito
Program supervisor : Katsuo Nakamura
Main programmer : Masanori Yamada
Game programmer : Naoki Ito
System programmer : Yoshihito Saito
Stage & Effects programmer : Toshihiro Itou
Motion picture & Enemy programmer : Kiyomi Moriya
Management of VRAM : Tetsuya Funatsu
Model convert programmer : Norimasa Matsuura
Tool support : Kazuyuki Nikaido, Naoto Hanai
Test mode programmer : Takayasu Yanagihara
Sound designers : Yoshie Takayanagi, Yoshie Arakawa, Kazuhiro Nakamura
Producer : Hajime Nakatani

Voice : Alex Easley, Ginga Banjou (Heihachi), Lisa Hart, Robb Satterwhite, Lynn Harris (Nina Williams)

- PORTS -

* Consoles :
Sony PlayStation (1995) : On this version, the Marine Stadium stage was renamed to just Stadium. The AI is also much easier. On the Stadium stage, a big screen reflects you fighting, just like the mirror on the Tekken 2 Devil stage. The music is remixed by default, including the Kazuya intro, but has the option of selecting the original arcade music, however there's no 'arcade' Kazuya intro music. The eight boss characters, as well as Heihachi, can also be unlocked on this game, and have some updated moves from Tekken 2 thrown in. Jack's 'raaah' sound (heard during Lift Up throw) is missing, however P.Jack has it, but P.Jack's 'mreeyah' sound has been replaced by it.
Sony PlayStation 2 (2005, "Tekken 5 Ultimate Collectors Edition")
Sony PlayStation 2 (2005, "NamCollection") : Japan release only.
Sony PlayStation 2 (2005, "Tekken 5") : Available in the Arcade History mode. This game is an updated version of the actual arcade version, with fewer options and no coin settings. The Marine Stadium stage has been renamed to Stadium again. The characters have the arcade AI, but are given sampled sound effects like the PlayStation version.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2859&o=2

$end


$nes=tekken,
$bio

Tekken (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84146&o=2

$end


$nes=tekken10,
$bio

Tekken 10 (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84147&o=2

$end


$nes=tekken11,
$bio

Tekken 11 (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84148&o=2

$end


$nes=tekken12,
$bio

Tekken 12 (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84149&o=2

$end


$info=tekken2,tekken2ab,tekken2aa,tekken2ub,tekken2jb,tekken2jc,
$bio

Tekken 2 (c) 1995 Namco.

Two years after winning the original 'King of the Iron Fist' tournament, Kazuya Mishima decides to hold a second tournament in an attempt to finish off his father, Heihachi Mishima, in this sequel to 1994 original.

The gameplay in Tekken 2 is identical to that of its predecessor, with one or two players fighting over a series of 3D-rendered backdrops. As before, the fighting system utilises four attack buttons: left punch, right punch, left kick and right kick. Certain button combinations will initiate both standard and special grab and throwing moves.

- TECHNICAL -

Namco System 11 hardware
Game ID : TES

Main CPU : PSX (@ 16.9344 Mhz), M37702 (@ 16.384 Mhz)
Sound Chips : C352 (@ 16.384 Mhz)

Screen orientation : Horizontal
Video resolution : 640 x 480 pixels
Screen refresh : 60.00 Hz
Palette colors : 65536

Players : 2
Control : 8-way joystick
Buttons : 4

- TRIVIA -

Released in August 1995.

The title of this game translates from Japanese as 'Iron Fist 2'.

Angel is still called Devil until the Sony PlayStation release.

Jun Kazama and Kazuya Mishima aren't connected by any other way other than the fact that Kazuya is the son of Heihachi, who is the owner of the Mishima Zaibatsu and Jun is a worker at a world wildlife NGO. During the Tekken 2 Tournament, Jun Kazama and Kazuya Mishima marry (Namco never elaborated on the nature of their relationship, seeing as how they faced each other in Tekken 2 as opponents). After their marriage, Kazuya is killed by his own father who was jealous of him because Kazuya had the 'devil' inside him which Heihachi has been trying to capture for a long time. Jin is a born after a little time. He is trained by Heihachi... during this Jin's mother is killed by the God of fight (Toshin) or originally 'Ogre' (Ogre appears in the next sequel, "Tekken 3"). Jin keeps practicing until he is 18 and he then participates in Tekken3 to take the revenge of his mother and fathers death. The story continues...

NEC Avenue released 2 limited-edition soundtrack albums for this game (Tekken 2 Strike Fighting Vol.1 - NACL-1225 & Tekken 2 Strike Fighting Vol.2 - NACL-1229) respectively on 29/06/1996 and 20/07/1996.

Michael Jackson used to own this game (Serial number M450). It was sold at the official Michael Jackson Auction on Apr. 24th, 2009.

- UPDATES -

REVISION 1 :
* Software version : TES2/VER.A
* Build date : 19 :01 :47, AUG 3 1995
* Green text for timer, round, insert coin etc.
* No sound when being thrown by another character (like "Tekken").

REVISION 2 :
* Software versions : TES2/VER.B, TES3/VER.B
* Build date : 10 :39 :16, SEP 29 1995
* Yellow text for timer, round, insert coin etc.
* AI is modified, opponents' sound effects were added to almost all throws.
* Added some new moves, listed below.

- TIPS AND TRICKS -

* Basic throws can be escaped by pressing the same buttons as the corresponding throw. A LP+LK throw is escaped by pressing LP+LK, and a RP+RK throw is escaped by pressing RP+RK.

* Special throws, as well as back throws, cannot be escaped - use these when in close quarters, but don't abuse them or people (and the CPU) will start ducking under them.

* Ultimate Tackle (Paul, Kazuya) can be escaped with RP+RK. The running tackle cannot be escaped however.

* Non-grab throws also cannot be escaped :
Body Press (Jack-2, P.Jack, Kuma)
Frankensteiner (King, Armor King, Roger/Alex)
Run Up To Drop (Law)
Whirlwind Toss (Wang)
Slow Power Punch Combo (Michelle, Wang)
Machine Gun Cannon (Michelle)
Running Tackle (all)
Attack Reversal (Nina, Paul, Jun, Wang, Anna) - 'Chicken' move added in Tekken 3 to counter throw

* Tekken 2 also has a few bugs in its moves database :
Hammer Punch (Paul, Heihachi, P.Jack). Can be done facing backwards. You can also continue to the Power Punch by following with RP.
Geta Stomping (Heihachi). Can be done facing backwards, opponent must be on ground.
Sledge Hammer (Bruce). Can be done facing backwards.
Face Crushing Knee (Bruce). On Ver.A machines this causes a sound bug against the opponent, who will use another character's voice half way through.
Killer Beam (Devil/Angel). Can be done facing backwards (both standing and flying versions).
Special throws (all). Throws like King's Tombstone Pile Driver can be done backwards by reversing the directional input as though you're facing the opponent.

* Play As Hidden Characters (even if they aren't selectable yet) :
Wang : On the character select screen, highlight Jun/Baek (whoever's default), then press Start, Down, Right, Left, Up
P. Jack : Highlight Jack-2, press Down(x2), hold Start and press Up(x2)
Armor King : Highlight King, press Left, hold Start, press Left, Right, release Start, press Right
Ganryu : Highlight Michelle, hold Start, press Down, Up
Bruce : Highlight Lei, press Start(x4) and then Right
Kazuya : Highlight Heihachi, press Down, Up, hold Up, press Start(x2), release Up, press Up again

For the following characters you have to hold a button before entering the character select...
Kunimitsu : Hold LP, then press Start to enter character select, highlight Yoshimitsu, then press Right, Start
Kuma : Hold RP, press Start, highlight Paul, press Down, Start, Down
Alex : Hold RK, press Start, Up(x2)
Roger : Hold LK, press Start, Up(x2)

* Fight Roger or Alex on Stage 4 : On the second/final round of Stage 3, defeat the opponent with less than 5% health (so the announcer says 'Great!'). Roger will appear if your character was selected with a punch button, Alex if selected with a kick button.

* Fight Kuma on Stage 4 : If you have Roger or Alex and do the same thing Kuma will appear instead.

* Each character has a sub-boss (stage 8) depending on who started the game :
If Jun (default) was chosen Wang will be on stage 8. Baek is in place of Jun if the "New Character" setting is set to 'Baek & Lei'.
If Yoshimitsu was chosen, Kunimitsu will be on stage 8.
Nina : Anna.
Law : Baek or Jun depending on the "New Character" setting.
Heihachi : Lee.
Paul : Kuma.
Jack-2 : P. Jack.
King : Armor King.
Michelle : Ganryu.
Lei : Bruce.
Roger : Alex.
Kazuya : Roger, Heihachi on stage 9 (never Alex on stage 8).
Devil : Heihachi, Jun on stage 9.
If a sub-boss is selected the characters are reversed e.g. selecting Armor King will make King appear.

* Tekken 2 Ver.B introduced some new moves into the game :
Wang : Whirlwind Toss (throw) - d/f+LP+LK+RK
Wang : Dragon Power Punch - b+LP+RP
Armor King : Jump to Capital Punishment - u (or u/f), LP+RP
Armor King : Jump to Burning Double Knuckle - u (or u/f), LP+RP,d (hold)
Armor King : Jump to Moonsault Body Press - u (or u/f), LP+RK
Lee : Silver Cyclone - (while crouching) d+LK+RK
Lee : Blazing Kick - d,d/b+RK (launches opponent on counter hit)
Ganryu : Sumo Popup - b,d/b,d,d/f+1
Ganryu : Take Down - (while fully crouched) d+LP+RP
Kuma : Salmon Hunting - b,f+RP+LK
Kuma : Head Butt (Stonehead) - RP+RK,b (hold)
Kuma : Grizzly Claw - b+LP+RP
Kuma : Rolling Bear - b+LP+RP, clockwise 360 x2(?)
King : 10-Hit Combo ender - Combos ending in LK can now end in LP for an elbow drop; combo ending with Power Bomb can also end with LP or LK

* Some original moves were modified in Tekken 2 Ver.B :
Kazuya : Rising Sun combo was given an extra low sweep and named Roundhouse to Triple Spin Kick - u/f+RK,RK,RK,RK
Jack-2 : Volcano Blaster move notation was changed - Ver.A is d/f,d/f+LP, Ver.B is d/f+d/f+RP+RK
Ganryu : Thunder Slap move notation was changed - Ver.A is d,d/f+RP, Ver.B is d/f+RP+LK

- SERIES -

1. Tekken (1994, ARC)
2. Tekken 2 (1995, ARC)
3. Tekken 3 (1996, ARC)
4. Tekken Tag Tournament (1999, ARC)
5. Tekken Tag Tournament Turbo (1999, ARC)
6. Tekken 4 (2001, ARC)
7. Tekken Advance [Model AGB-ATKJ-JPN] (2001, GBA)
8. Tekken 5 (2004, ARC)
9. Tekken 5 Dark Resurrection (2005, ARC)
10. Tekken 6 (2007, ARC)
11. Tekken 6 - Bloodline Rebellion (2008, ARC)
12. Tekken Tag Tournament 2 (2011, ARC)
13. Tekken Tag Tournament 2 Unlimited (2012, ARC)
14. Tekken 7 (2015, ARC)

- STAFF -

Director & Main designer : Seiichi Ishii
Coordinator : Masamichi Abe
Game coordinator : Yutaka Kounoe
Motion manager : Masahiro Kimoto
Motion works : hiroaki Yotoriyama, Masataka Ishiguro
Character designers : Kenichi Isozaki, Yuichirou Komoruya, Miki Maemori, Daisuke Tsushima, Hitomi Kusano
Motion designers : Hitoshi Matsuda, Fuminori Tsuchiya, Hanae Karasawa
Visual designers : Hiroko Ohnishi, Yoshinari Mizushima, Kazuaki Fujimoto, Hideto Yamada
Logo & Graphic designers : Hideaki Ito
Opening CG : Yasushi Nidaira, Isao M Nakayama
Visual system support : Tetsuya Okamoto
Technical animation support : Nobuyasu Asano, Yoshihito Ibe
Design supervisor : Junichi Kawamura, Satoru Yamada
Program supervisor : Katsuo Nakamura
Main programmer : Masanori Yamada
Game programmer : Maoki Ito
System programmer : Yoshihito Saito
Movie & Enemy programmer : Kiyomi Moriya
Stage & Effect programmer : Toshihiro Itou
Test mode programmer : Kazuyuki Nikaido
Tool support : Norimasa Matsuura
Optimize program : Shizuka Matsuda
Sound creators : Yoshie Takayanagi, Yoshie Arakawa
Hardware support : Tohru Ogawa, Hideto Yamazaki, Nobuhiro Tanaka, Hiromichi Kawaguchi
Coordinate support : Toshiya Hara, Shinichi Tsuruya, Atsushi Koyama, Kazuo Takahashi, Mitshuaki Ishii, Tsuyoshi Kiuchi, Akiya Ikeda, Kazuhisa Takahashi, Kow Yasuda, Ryo Sakamoto, Takashi Satsukawa
Producer : Hajime Nakatani

Cabinet Graphic Design: Don Marshall

- PORTS -

* Consoles :
Sony PlayStation (1996)
Sony PlayStation (2003, "Tekken 2 / Soul Blade") : PAL release only. Possibly the same as the 1996 PSX port.
Sony PlayStation 2 (2005, "Tekken 5 Ultimate Collectors Edition")
Sony Playstation 2 (2005, "Tekken 5") : available in the arcade history mode.
Tectoy S.A. Zeebo (2009) : Possibly Playstation port.

* Others :
Mobile Phones (2008)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2860&o=2

$end


$snes=tekken2,tekken2h,
$bio

Tekken 2 (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62485&o=2

$end


$nes=tekken2,
$bio

Tekken 2 (c) 1996 Jy Co.

- TECHNICAL -

Game ID: JY-092

- TIPS AND TRICKS -

The JY Company logo can be activated by pressing Up, Right, Up, Right, Right, Right, Up, Left at the title screen.

- STAFF -

Developed by: Hummer Team

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84150&o=2

$end


$info=tekken3,tekken3ab,tekken3ua,tekken3aa,tekken3ud,tekken3ae,tekken3ja,
$bio

Tekken 3 (c) 1996 Namco.

The world's 19 toughest fighters enter The King of Iron Fist Tournament 3, in order to defeat Heihachi, and Ogre, who has taken the souls of many of the world's greatest fighters to adopt its own fighting style. Every character has his own ambition of winning the tournament. A fully 3-D game with one on one concept of fighting.

- TECHNICAL -

Namco System 12 hardware
Game ID : TET

Main CPU : PSX (@ 16.9344 Mhz), H8/3002 (@ 14.7456 Mhz)
Sound Chips : C352 (@ 14.7456 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 6

- TRIVIA -

Tekken 3 was released in March 1997 (even if the titlescreen says 1996).

The title of this game translates from Japanese as 'Iron Fist 3'.

This is the first Tekken game which has 3-D backgrounds. Namco's Tekken 3 production team used one of the most advanced motion capture apparatus and facilities at its time for the highly life-like movements, moves, actions and reactions of the 3-D characters. They also used some of the very famous and active personalities of different martial arts styles from all over the world, like, for Eddy Gordo's Capoeira style of fight they got the services of Master Marcelo Pereira of 'Capoeira Mandinga'. And for Hwoarang's Taekwondo style of fight they got the services of Hwang Su-Il of 'Japan International Taekon-do Federation, and several other martial arts institutes.

Namco's production team motion captured each and every move to create such an in depth game, that was also one of the most higly anticipated fighting game for the last few years. After Tekken 3, its followers like Tekken Tag, Tekken 4 and Tekken 5 got more and more depth, life-like impression, and the element of giving more fun (and addictiveness to its players).

The word Tournament on the 'You are the Champion!' background is mis-spelled in the Japanese version as 'Tounament'.

Most of the characters like Jin, Law, Julia are the children of the characters from the first Tekken games.

In the Sound FX there is the announcer voice for Jun Kazama, Kazuya Mishima and Sake meaning these characters could have been in the game but weren't added to the final version.

There are 21 different characters, but Anna, Tiger and Panda play identical to Nina, Eddy and Kuma respectively. In total, excluding Anna, Tiger, Panda and Mokujin, there are 17 characters with different moves.

With a cheat enabled sometimes you can face Jun and a new character, Sake (pronounced Shaa-Ke). In fact Jun has a graphic for the VS. screen and a name tag for the energy bar. Uses Nina's body and Jin's moves Sake only has a name tag. Uses Yoshimitsu's body and Jin's moves, and a blank VS. picture. You can play with them with the code enabled. You'll have to find the value which the cpu uses to select your character. The value for Jun is 17 in Hex that will be (11). After you've played with Jun or Sake in the game you can see Jun and Sake in the Percentage Screens which appear in the game randomly when nobody is playing. Jun has got her Percentage Page's thumbnail but sake uses Paul's thumbnail. In the same way, after you've played with Jun and/or Sake you can see them in the EDS screen from the Dip-Switch menu. It looks like Namco was putting Jun and Sake but then stopped working on them for some purposes (explained below) :
1) According to the story Jun gets killed by Ogre (the god of fight). So if they would've put her they couldn't put Jin in the game as he probably looks of the same age of his mother. That doesn't apply to TekkenTag which has both Jin and his mother Jun, because TekkenTag does not have any storyline and the idea is to put all the characters from previous games (some of them were even dead).
2) Sake was rather populating the game as the game had already got 20 characters at that time. Namco's production team probably didn't had much time to re-do the whole code for character selection so they buried the two raw characters in an as-is condition forever...

A cameo of this game seen is in the 2000 movie 'Dude, Where's My Car?'. A "Tekken 3" cabinet can be briefly shown in the arcade scene.

Wonder Spirits released a limited-edition soundtrack album for this game (Tekken 3 arcade soundtrack 001 ex - WSCAX-10001) on 18/07/1997.

- UPDATES -

TET2/VER.A (World)
TET3/VER.A (US)
* Build date : 07:56:12, MAR 10 1997

TET2/VER.B (World)
* Build date : 01:58:34, MAR 25 1997

TET1/VER.E1 (Japan)
* Build date : 12:18:11, MAY 15 1997

- TIPS AND TRICKS -

When a Time Release character is about to become selectable the vs. screen before a demo fight will say "Coming Soon" and display a picture of the hidden character.

* Play as Anna Williams : Highlight Nina on the character selection screen and press Start. Anna plays identical to Nina. Anna is only available after Bryan is unlocked from Time Release.

* Play as Tiger : Highlight Eddy at the character selection screen and press the Start button. Tiger plays identical to Eddy. This option is only available after Ogre 2 (aka True Ogre) is unlocked from Time Release.

* Special Outfits : There are three characters that can have an additional outfit by pressing Start to select them instead of a punch or kick button, these are: Jin, Law and Xiaoyu. Law's third outfit is selectable from the start but Jin and Xiaoyu's school outfits can only be selected after Mokujin is unlocked from Time Release.

* Fight Jin on Stage 9 : If you start a game with Heihachi you will fight Jin on Stage 9 instead, regardless if you continue and choose another character.

- SERIES -

1. Tekken (1994, ARC)
2. Tekken 2 (1995, ARC)
3. Tekken 3 (1996, ARC)
4. Tekken Tag Tournament (1999, ARC)
5. Tekken Tag Tournament Turbo (1999, ARC)
6. Tekken 4 (2001, ARC)
7. Tekken Advance [Model AGB-ATKJ-JPN] (2001, GBA)
8. Tekken 5 (2004, ARC)
9. Tekken 5 Dark Resurrection (2005, ARC)
10. Tekken 6 (2007, ARC)
11. Tekken 6 - Bloodline Rebellion (2008, ARC)
12. Tekken Tag Tournament 2 (2011, ARC)
13. Tekken Tag Tournament 2 Unlimited (2012, ARC)
14. Tekken 7 (2015, ARC)

- STAFF -

Directors : Masamichi Abe, Yutaka Kounoe
Game directors : Masahiro Komoto, Katsuhiro Harada
Motion director : Hiroaki Yotoriyama
Motion manager : Masataka Ishiguro
Visual director : Yoshinari Mizushima
Main programmer : Masanori Yamada
Game programmer : Naoki Ito
System programmer : Yoshihito Saito
I/O programmer : Tetsuya Funatsu
Led programmer : Toshiharu Hijiya
Stage & Effect programmers : Yoshiyuki onda, Hajime Furusawa, Hajime Harima
Enemy & Camera programmer : Junichi Sakai
Test mode programmer : Kiyoshi Minami
Tool support : Koji Yamaguchi
Motion designers : Yukie Misaki, Yoshihisa Yaguchi, Nobuko Nimura, Fuminori Tsuchiya, Tomoe Yamashita, Ryouchi Ban, Tomoko Tomita, Sachiko Inoue, Isamu Sawada, Kazuo Takahashi, Jin Okubo, Naotake Hirata
Character model designers : Takuji Kawano, Kazuaki Fujimoto, Akira Nakajima, Daisuke Tsushima
Led designer : Taro Okamoto
Stage designers : Masashi Kubo, Tatsuya Matsue, Yasunori Yanagawa, Miki Maemori, Hitomi Yotoriyama, Yuko Mizoguchi
Visual designer : Yukiko Yokoo
Logo designer : Hideaki ito
Music composers : Nobuyoshi Sano (Sanodg), Keiichi Okabe (B.K.O)
Sound effect & Voice editor : Etsuo Ishii
Opening movie director : Hiroshi Kuwabara
Opening movie staff : Takeya Inokuchi, Eishu Takamura, Yukiharu Taniguchi
Coordinate support : Ryouzi Ichikari, Satoshi Masukawa, Tetsuya Akatsuka, Ryo Sakamoto, Akiya Ikeda, Tatkuzi Kanayama, Tsuyoshi Kiuchi, Kazuhisa Takahashi, Norikatsu Yoshikawa, Makoto Kusano, Yusuke Morita, Atsushi Koyama, Miho anaka, Naoyuki Kondou
Motion capture tech. team : Takayasu Yanagihara, Hiroshi Numakami, Satoshi Yamaguchi, Yasumichi oonishi
Motion actors : Minoru Suzuki and Osami Shibuya of 'World Pancrase Create Inc.', Master.Marcelo Pereira of 'Capoeira Mandinga, Barkeley-California-USA', Hwang Su-Il of 'Japan International Taekon-do Federation', Yoshinori Aoki, Kenichiro Tamayori, Toshiyuki Miyajima
Opening movie effects : Image
Camera motion director : Koh Onda
Camera motion designers : Kanako Doi, Kazuki Aizawa, Takashi Iwaizumi
Hardware support : Tohru Ogawa, Hideto Yamazaki, Nobuhiro Tanaka, Fumihiko Hasegawa, oshihiro Shimizu
Technical support : Tetsuji Baba, Naohiro Saito, Akiko Saito, Yasuo Ohba
Program supervisor : Katsuo Nakamura
Visual supervisors : Junichi Kawamura, Satoru Yamada
Producer : Hajime Nakatani

Cabinet Graphic Design: Don Marshall

- PORTS -

note : On the home version, Anna was redone as a separate character with different moves, which a few were recycled from Tekken 1 and 2 to differentiate from Nina. One such move is the 'Red Bomb', denoted f,f+1+2; the animation for the falling opponent is from Tekken 1.

The transformed main boss, known more commonly as 'Ogre 2' (named simply as Ogre in the game itself), was renamed True Ogre in the PlayStation release.

* Consoles :
Sony PlayStation (1998)
Sony PlayStation 2 (2005, "Tekken 5 Ultimate Collectors Edition")
Sony PlayStation 2 (2005, "Tekken 5") : available in the arcade history mode, with all fighters in the arcade version unlocked.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2861&o=2

$end


$nes=tekken3,tekken3a,
$bio

Tekken 3 (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84151&o=2

$end


$nes=tekken4,
$bio

Tekken 4 (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84152&o=2

$end


$info=tekken4,tekken4a,tekken4b,tekken4c,
$bio

Tekken 4 (c) 2001 Namco.

The 4th episode of the 3-D one-on-one fighting game. The most advanced part in the series with a total of 21 characters. As like other parts of the series, in Tekken4 a few of the old characters like Eddy have been removed... and some new characters like Christie, Craig, Steve etc. have been added. There have been several improvements since the last game in the series like the statues, boxes, phone booths etc. will break on impact due to opponents attack.

- TECHNICAL -

Namco System 246 hardware.

CPU : 128 Bit "Emotion Engine"
- System Clock: 300 MHz
- System Memory: 32 MB Direct Rambus
- Memory Bus Bandwidth: 3.2 GB per second
- Co-Processor: FPU (Floating Point Multiply Accumulator x 1, Floating Point Divider x 1)
- Vector Units: VU0 and VU1 (Floating Point Multiply Accumulator x 9, Floating Point Divider x 1)
- Floating Point Performance: 6.2 GFLOPS
- 3D CG Geometric Transformation: 66 million Polygons Per Second
- Compressed Image Decoder: MPEG2
Graphics : "Graphics Synthesizer"
- Clock Frequency: 150MHz
- DRAM Bus bandwidth: 48 GB Per Second
- DRAM Bus width: 2560 bits
- Pixel Configuration: RGB:Alpha:Z Buffer (24:8:32)
- Maximum Polygon Rate: 75 Million Polygons Per Second
Sound : "SPU2+CPU"
- Number of voices: ADPCM: 48 channel on SPU2 plus definable by software
- Sampling Frequency: 44.1 KHz or 48 KHz (selectable)
I/O Processor
- CPU Core: Current PlayStation CPU
- Clock Frequency: 33.8 MHz or 37.5 MHz (selectable)
- Sub Bus: 32 Bit

- TRIVIA -

Released in July 2001. 

The title of this game translates from Japanese as 'Iron Fist 4'.

New to the series is the ring-based play system... i.e : the characters play within a ring-looking stage. Player can push his opponent to a wall... and then beat him while he's stuck between the wall and the player.

The supercharge (LP+RP+LK+RK) which existed in previous games has been removed in this game... it was quiet useful for making your attacks register as counter hits. Though it has been put again in "Tekken 5", the latest sequel to the series.

Registering juggles got harder in Tekken 4 due to the extreme reality put into the game. In previous games you could create long juggles in which some time the character would get hit even if he is far away from you and in reality you would have missed him. In Tekken 4, this reality made the juggling game difficult but more life-like.

Tekken 4's 'Airport' stage is heavily reminiscent of the common airport stages from the "The King of Fighters" series. 

The character Steve Fox was originally going to be called Dean Earwicker. A few early pictures of this character actually had the name printed. The name Dean Earwicker later appeared on the Sony PS2 version as a Tekken Force enemy.

Scitron Digital Content released a 2 CD limited-edition soundtrack album for this game (Tekken 4 original sound tracks - SCDC-00181~182) on 22/05/2002.

- TIPS AND TRICKS -

* There's no hidden off-screen character so when a new character will be released you will see him.

* You can move your attack before the match is started, though you can attack.

- SERIES -

1. Tekken (1994, ARC)
2. Tekken 2 (1995, ARC)
3. Tekken 3 (1996, ARC)
4. Tekken Tag Tournament (1999, ARC)
5. Tekken Tag Tournament Turbo (1999, ARC)
6. Tekken 4 (2001, ARC)
7. Tekken Advance [Model AGB-ATKJ-JPN] (2001, GBA)
8. Tekken 5 (2004, ARC)
9. Tekken 5 Dark Resurrection (2005, ARC)
10. Tekken 6 (2007, ARC)
11. Tekken 6 - Bloodline Rebellion (2008, ARC)
12. Tekken Tag Tournament 2 (2011, ARC)
13. Tekken Tag Tournament 2 Unlimited (2012, ARC)
14. Tekken 7 (2015, ARC)

- PORTS -

* Consoles :
Sony PlayStation 2 (2002)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3444&o=2

$end


$nes=tekken5,
$bio

Tekken 5 (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84153&o=2

$end


$info=tekken51,tekken51b,
$bio

Tekken 5 (c) 2004 Namco.

Tekken 5 returns with a total of 31 characters (including the unplayable Boss, Jinpachi), including some absentees from "Tekken 4"'s character roster returning with lots of new moves. Tekken 5 has mesmerizing graphics and special moves. It has a card reading system in which players can save their record as well as other data. Players can earn cash by winning from opponents equal or higher in level. They can then equip their characters with lots of goodies like chains, helmets, watches, different color clothes and even hand-cuffs.

- TECHNICAL -

The dedicated cabinet for Tekken 5 is quite unique for its feature that allows players to plug in their Sony PlayStation 2 controllers into the cabinet which gives the feeling of playing Tekken 5 on the Sony PlayStation 2 home console.

Namco System 256 hardware.

CPU : 128 Bit [Emotion Engine]
- System Clock : 300 MHz
- System Memory : 32 MB Direct Rambus
- Memory Bus Bandwidth : 3.2 GB per second
- Co-Processor : FPU (Floating Point Multiply Accumulator x 1, Floating Point Divider x 1)
- Vector Units : VU0 and VU1 (Floating Point Multiply Accumulator x 9, Floating Point Divider x 1)
- Floating Point Performance : 6.2 GFLOPS
- 3D CG Geometric Transformation : 66 million Polygons Per Second
- Compressed Image Decoder : MPEG2
Graphics : [Graphics Synthesizer]
- Clock Frequency : 150MHz
- DRAM Bus bandwidth : 48 GB Per Second
- DRAM Bus width : 2560 bits
- Pixel Configuration : RGB:Alpha:Z Buffer (24:8:32)
- Maximum Polygon Rate : 75 Million Polygons Per Second

Sound : SPU2+CPU
- Number of voices : ADPCM: 48 channel on SPU2 plus definable by software
- Sampling Frequency : 44.1 KHz or 48 KHz (selectable)

I/O Processor
- CPU Core : Current PlayStation CPU
- Clock Frequency : 33.8 MHz or 37.5 MHz (selectable)
- Sub Bus : 32 Bit

- TRIVIA -

Released in November 2004.

Some of Tekken 5's levels are thematically unique to the series. To name but two, there's a mountain area surrounded by large dragon statues, and a space-ship themed area, where one can see the planets outside in the vast space.

The game is so much detailed this time that when a character hits the ground, cracks appear in the ground / wall / glass. The effect appears to be merely cosmetic, as it does not impact the environment.
In the Sony PlayStation 2 version, previous cracks in the ground / wall / glass disappear the instant the character hits the ground again.

The juggling system has been revised; long juggles, akin to those in "Tekken 3", are now possible again.

The wall system (started from "Tekken 4") still exists in the game but doesn't have that much impact on one's gameplay this time.

- UPDATES -

Tekken 5.1 : Updated in 2005, this version of the game makes many changes to the game, such as : character move lists, the core mechanics to the game itself (adjusting of the wall system), and many cosmetic changes to the game (such as adjusting the life bar colors). The update was made primarily to help balance the game play.

- TIPS AND TRICKS -

* Unlockables : Tekken 5 supports unlocking new characters and stages in a time-release format like Tekken Tag & Tekken 4 did. The time starts the first time the machine is powered on and an item is unlocked after a specific amount of time. Here are the unlocks :
Two Weeks : Anna Williams, Baek Doo San, Roger Jr.
Four Weeks : Wang Jinrei, Bruce Irvin, Kuma
Day 41 (day before six weeks) : Cathedral Stage, Final Stage
Six Weeks : Devil Jin, Mokujin, Ganryu
Ten Weeks : Heihachi Mishima, Random-Selection Box

* Play as Panda : Highlight Kuma in the character selection screen and press either kick buttons. If both players use Kuma then P1 is Kuma and P2 is Panda.

* Play as Eddy Gordo : Purchase and register a Tekken 5 Data Card with Christie Montiero. Earn 400,000 G, then purchase the 'Head : ?????' item.

* Ling Xiaoyu's School-girl outfit : Highlight Xiaoyu on the character selection screen and press Start.

- SERIES -

1. Tekken (1994, ARC)
2. Tekken 2 (1995, ARC)
3. Tekken 3 (1996, ARC)
4. Tekken Tag Tournament (1999, ARC)
5. Tekken Tag Tournament Turbo (1999, ARC)
6. Tekken 4 (2001, ARC)
7. Tekken Advance [Model AGB-ATKJ-JPN] (2001, GBA)
8. Tekken 5 (2004, ARC)
9. Tekken 5 Dark Resurrection (2005, ARC)
10. Tekken 6 (2007, ARC)
11. Tekken 6 - Bloodline Rebellion (2008, ARC)
12. Tekken Tag Tournament 2 (2011, ARC)
13. Tekken Tag Tournament 2 Unlimited (2012, ARC)
14. Tekken 7 (2015, ARC)

- STAFF -

Cabinet Graphic Design: Don Marshall

- PORTS -

* Consoles :
Sony PlayStation 2 (2005)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3783&o=2

$end


$info=tekken5d,
$bio

Tekken 5 Dark Resurrection (c) 2005 Namco.

A second update to the Tekken 5 series, many changes were made from the first update that it warranted a new game altogether.

T5: DR features two new characters : Dragonuv, a cold-hearted Russian, whom uses Russian Sambo as his fighting style, and LiLi, a rich schoolgirl from Monaco, whom uses street fighting as her fighting style. Dark Resurrection also sees the return of the characters : Eddy Gordo (you can now select Eddy without having to unlock him as Christie's hidden outfit) and Armor King.

The game also features somewhat new stages. The stages take place in the original Tekken 5 stage settings, but they take place during a different time of day and with different setpieces. The original stages are also included, but must be unlocked. The forest stage from Tekken 3 has also been remade for this edition.

- TECHNICAL -

Namco System 256 hardware

- SERIES -

1. Tekken (1994, ARC)
2. Tekken 2 (1995, ARC)
3. Tekken 3 (1996, ARC)
4. Tekken Tag Tournament (1999, ARC)
5. Tekken Tag Tournament Turbo (1999, ARC)
6. Tekken 4 (2001, ARC)
7. Tekken Advance [Model AGB-ATKJ-JPN] (2001, GBA)
8. Tekken 5 (2004, ARC)
9. Tekken 5 Dark Resurrection (2005, ARC)
10. Tekken 6 (2007, ARC)
11. Tekken 6 - Bloodline Rebellion (2008, ARC)
12. Tekken Tag Tournament 2 (2011, ARC)
13. Tekken Tag Tournament 2 Unlimited (2012, ARC)
14. Tekken 7 (2015, ARC)

- PORTS -

* Consoles :
Sony PSP (2006)
Sony PlayStation 3 (PlayStation network) : features HD support and a playabe Jinpachi)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4697&o=2

$end


$nes=tekken6,
$bio

Tekken 6 (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84154&o=2

$end


$nes=tekken7,
$bio

Tekken 7 (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84155&o=2

$end


$nes=tekken8,
$bio

Tekken 8 (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84156&o=2

$end


$nes=tekken9,
$bio

Tekken 9 (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84157&o=2

$end


$gba=tekkenu,
$bio

Tekken Advance (c) 2002 Namco, Ltd.

North American release. Game developed in Japan. See "Tekken Advance [Model AGB-ATKJ-JPN]" for more information about the game itself.

- TECHNICAL -

Cartridge ID: AGB-ATKE-USA

- TRIVIA -

Released on January 29, 2002 in USA.

- STAFF -

US STAFF ONLY
Quality Assurance: Brian Schora, Adrian Escultura
Project Coordinator: James Guirao
Associate Producers: Noriko Wada, Jonathan Kromrey

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75978&o=2

$end


$gba=tekkenj,
$bio

Tekken Advance (c) 2001 Namco, Ltd.

The long-anticipated Nintendo debut of Namco's hard-hitting arcade franchise packs more wallop than a boxing glove filled with lead.

At game's start, you have your choice of nine of Tekken 3's most popular fighters:
Forest Law
GunJack
Hwoarang
Jin Kazama
King
Ling Xiaoyu
Nina Williams
Paul Phoenix
Yoshimitsu

Because combatants are proficient in fighting styles ranging from tae kwan do to wrestling, Tekken Advance boasts an astounding variety of moves.

Far from a run-of-the-mill button-masher, Tekken Advance rewards skilled players who can string together complex chains of devastating combos.

Tekken Advance's one-player modes are Practice, Arcade, Time Attack, Survival and Team Battle. Two GBAs, a GBA Game Link cable and one or two Game Paks are required for multiplayer action.

- TECHNICAL -

Cartridge ID: AGB-ATKJ-JPN

- SERIES -

1. Tekken (1994, ARC)
2. Tekken 2 (1995, ARC)
3. Tekken 3 (1996, ARC)
4. Tekken Tag Tournament (1999, ARC)
5. Tekken Tag Tournament Turbo (1999, ARC)
6. Tekken 4 (2001, ARC)
7. Tekken Advance [Model AGB-ATKJ-JPN] (2001, GBA)
8. Tekken 5 (2004, ARC)
9. Tekken 5 Dark Resurrection (2005, ARC)
10. Tekken 6 (2007, ARC)
11. Tekken 6 - Bloodline Rebellion (2008, ARC)
12. Tekken Tag Tournament 2 (2011, ARC)
13. Tekken Tag Tournament 2 Unlimited (2012, ARC)
14. Tekken 7 (2015, ARC)

- STAFF -

Project Director: Yasuhiro Noguchi
Development Directors: Mitsumasa Fujita, Shoji Fukuda
Programming: Yasunari Watanabe, Katsuhiro Sugita, Kenji Shibayama, Ichirou Nishida
Graphics: Shinichi Onishi, Satoru Yoshimura, Shoji Mizumoto, Maya Kubota, Asami Koguchi
Animation: Satoru Yoshimura, Shoji Mizumoto, Tatsuru Tozaki, Naoto Naruse, Maya Kubota, Asami Koguchi
Audio: Atsuhiro Motoyama, Hitoshi Sakimoto
Technical Directors: Naoki Ito, Yuichi Ochiai
Packaging: Shunichi Yoshida
Logo Design: Shunichi Yoshida
Quality Assurance: Yukito Ohayashi
Special Thanks: Shigeru Yokoyama, Yoshinori Homma, Jesse Taylor, Stacey Hirata, Garry Cole, Robert Ennis, Masanori Kato, Takaharu Suzuki, Masahiro Kimoto, & all Tekken staff
Producer: Yuichi Toyama
Executive Producers: Hajime Nakatani, Masato Toyoshima

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75977&o=2

$end


$gba=tekken,
$bio

Tekken Advance [Model AGB-ATKP] (c) 2002 Infogrames Interactive, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75976&o=2

$end


$wswan=tekkncrd,
$bio

Tekken Card Challenge [Model SWJ-BAN00D] (c) 1999 Bandai Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86398&o=2

$end


$x68k_flop=tekkense,
$bio

Tekken Seisai (c) 1991 Iron Gear

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88681&o=2

$end


$nes=tekkntg2,
$bio

Tekken Tag 2 Tournament (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84158&o=2

$end


$nes=tekkntg3,
$bio

Tekken Tag 3 Tournament (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84159&o=2

$end


$info=tektagt,tektagtub,tektagtjb,tektagtja,tektagtac,tektagtac1,tektagtjc1,
$bio

Tekken Tag Tournament (c) 1999 Namco.

Tekken Tag Tournament is a 'Dream Match' Iron Fist Tournament, and it does not have a plot fitting within the Tekken story timeline. The game is an enhanced version of Tekken 3 including a new Tag feature - where the player selects two fighters and can change between characters during gameplay, and perform tag-team combos. The first side to have a character to be knocked out is the loser. The character list includes almost (if not all) characters from all 3 previous games.

- TECHNICAL -

Namco System 12 hardware
Game ID : TEG

Main CPU : PSX (@ 16.9344 Mhz), H8/3002 (@ 14.7456 Mhz)
Sound Chips : C352 (@ 14.7456 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 5

- TRIVIA -

Released in June 1999.

The title of this game translates from Japanese as 'Iron Fist Tag Tournament'.

This game has a tag play system (i.e. : one player can play select a team of two players) and then during a match he can tag their characters at any time, provided they aren't in the air being juggled ;). Unlike the other Tekken games, this episode has no specific storyline and the main idea behind the game was to create a game which has all the characters from Tekken 2 and Tekken 3 plus a few new characters, Tetsujin and Unknown. Tetsujin is a metallic form of Mokujin and is selected with button 1. Tetsujin will become gold if you get 10 wins in a row. Unknown is the end character, complete with a wolf, and cannot be selected on the arcade version. Tekken Tag Tournament has a total of 38 characters. When the machine is turned on for the first time, by default only 20 characters are playable. The rest of the characters are released one by one after specific time. The characters can be tagged by pressing button 5.

In the Sound FX there is the announcer voice for Doctor Boskonovitch, Doctor Abel, Devil Kazuya and Marshall Law meaning these characters could have been in the game but weren't added to the final version. Since Devil Kazuya and Marshall Law are identical to Kazuya and Forest Law respectively there was no reason to add the same characters twice. Dr. Abel was an evil scientist who re-animated Bryan for Tekken 3 and was never in any game at all. For Boskonovitch, who would want to play as him on a coin operated game anyway!

When Tetsujin/Mokujin was updated for Tekken Tag, they forgot to add moves for Roger. This was fixed in "Tekken 5".

Anna plays the same as on Tekken 3 (Sony PlayStation) and not the arcade where she was a gfx swap of Nina.

Bandai Music Entertainment released a limited-edition soundtrack album for this game (Tekken Tag Tournament Original Soundtrack - APCG-4046) on 21/09/1999.

Tekken Tag Tournament can clearly be heard in the 2003 movie PTU. Characters heard fighting are Hwoarang and Wang.

- UPDATES -

Just like "Soul Calibur", the build date wasn't updated although the game was.

TEG1/VER.A3 (Japan)
* Build date : 22:20:05, JUN 18 1999

TEG1/VER.B (Japan)
TEG3/VER.B (US)
* Build date : 22:20:05, JUN 18 1999

TEG3/VER.C1 (US)
* Build date : 22:20:05, JUN 18 1999

- TIPS AND TRICKS -

* Tekken Tag Tournament has every character from "Tekken 2" and "Tekken 3" (not "Tekken"). If a character was in both Tekken 2 and 3, the Tekken 3 version of the character is in TTT. Each character has from two up to five different costumes. Each costume is set with a different button. Player 1 outfit is LP, P2 outfit is LK, P3 outfit (if any) is RP, P4 outfit (if any) is RK, P5 outfit (if any) is Tag or Start button. Usually P1 and P3 outfits are similar, as are P2 and P4 outfits.

Characters with 2 outfits : Kazuya, Baek, Bruce, Roger (P2 Alex), Jack-2, P.Jack, Wang, Unknown (not selectable)

Characters with 3 outfits : Devil (P3 Angel), Ganryu, Kunimitsu, Jun, Armor King, Michelle, Lee, Anna

Characters with 4 outfits : Yoshimitsu, Nina, Hwoarang, Paul, King, Lei, Julia, Bryan, Gun Jack, Kuma (P2-4 Panda), Heihachi, Tetsujin (P2-3-4 Mokujin), Ogre, True Ogre, 

Characters with 5 outfits :Xiaoyu, Jin, Law, Eddy (P5 Tiger)

* Select Jin and Heihachi as a team, now with Jin do Back+LP+RP, when you see the Kazama fury animation do RP(x2), LK... Jin will change into Devil Jin, You can see the changing as Jin gets lightening all around him and his stance changes to that of Heihachi. The animation is kool but if you move forward or backward or get hit the animation will end.

* Tag Throw : Press RP+Tag together. Throw differs depending on character who tags in.

* Start with Tag partner : Hold Tag before the stage loads or the next round starts.

- SERIES -

1. Tekken (1994, ARC)
2. Tekken 2 (1995, ARC)
3. Tekken 3 (1996, ARC)
4. Tekken Tag Tournament (1999, ARC)
5. Tekken Tag Tournament Turbo (1999, ARC)
6. Tekken 4 (2001, ARC)
7. Tekken Advance [Model AGB-ATKJ-JPN] (2001, GBA)
8. Tekken 5 (2004, ARC)
9. Tekken 5 Dark Resurrection (2005, ARC)
10. Tekken 6 (2007, ARC)
11. Tekken 6 - Bloodline Rebellion (2008, ARC)
12. Tekken Tag Tournament 2 (2011, ARC)
13. Tekken Tag Tournament 2 Unlimited (2012, ARC)
14. Tekken 7 (2015, ARC)

- STAFF -

Cabinet Graphic Design: Don Marshall

- PORTS -

* Consoles :
Sony PlayStation 2 (1999)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2862&o=2

$end


$nes=tekkntg,
$bio

Tekken Tag Tournament (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84160&o=2

$end


$pc98=atragon,
$bio

Tekkou Kikan Atragon (c) 1995 Movic [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90804&o=2

$end


$gameboy=tekkyfgt,
$bio

Tekkyu Fight! The Great Battle Gaiden [Model DMG-IBJ] (c) 1993 Banpresto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67111&o=2

$end


$saturn,sat_cart=truepinj,
$bio

Tekkyu True Pinball (c) 1996 GAGA Communications

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59786&o=2

$end


$info=tek4051,
$bio

Tektronix 4051 (c) 1974 Tektronix.

- TECHNICAL -

This used a Motorola MC6800 microprocessor with a maximum of 32 KB of RAM. The 1024 by 780 display was a storage tube that would hold the image itself.

- TRIVIA -

The Tektronix 4051 Graphic Computing System was introduced in October 1975  for the base price of $5,995.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43192&o=2

$end


$info=tek4052a,
$bio

Tektronix 4052A (c) 1978 Tektronix.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103293&o=2

$end


$info=teljan,
$bio

Tel Jan (c) 1999 Electro Design Company, Limited.

Mahjong game.

- TECHNICAL -

Kaneko Super Nova System hardware

Main CPU : SH-2 (@ 28.638 Mhz)
Sound Chips : Yamaha YMZ280B (@ 16.66 Mhz)

Players : 1
Control : 8-way Joystick
Buttons : 2

- TRIVIA -

Tel Jan was released in November 1999.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2863&o=2

$end


$megadriv=telmah,
$bio

Tel-Tel Mahjong (c) 1990 Sunsoft

- TECHNICAL -

Game ID: T-15033

- TRIVIA -

Released on June 08, 1990 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56954&o=2

$end


$megadriv=telstad,
$bio

Tel-Tel Stadium (c) 1990 Sunsoft

- TECHNICAL -

Game ID: T-15013

- TRIVIA -

Released on October 21, 1990 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56955&o=2

$end


$pc98=teleclub,
$bio

Tele-Club Manchirorin Game (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90805&o=2

$end


$info=ingtelma,
$bio

Tele-Match Processor (c) 1978 Ingelen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103280&o=2

$end


$info=ittelma,
$bio

Tele-Match Processor (c) 1978 ITT Schaub-Lorenz.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103367&o=2

$end


$cpc_cass=telebing,
$bio

Telebingo (c) 1986 PEMHI [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99547&o=2

$end


$megadriv=telebrad,
$bio

Telebradesco Residencia (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56956&o=2

$end


$msx1_cart=telebunn,telebunna,
$bio

Telebunnie (c) 1984 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77511&o=2

$end


$c64_cart,c64_flop=teledata,
$bio

Teledata (c) 1983 Handic Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53730&o=2

$end


$n64=telefoot,
$bio

Telefoot Soccer 2000 (c) 2000 Unknown.

French release.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58012&o=2

$end


$a800=telelnk1,
$bio

Telelink I (c) 1981 Atari, Inc. [Sunnyvale, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86726&o=2

$end


$a800=telelnk2,
$bio

Telelink II (c) 1982 Atari, Inc. [Sunnyvale, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86727&o=2

$end


$x68k_flop=telenetm,
$bio

Telenet Music Box (c) 1989 Telenet Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88131&o=2

$end


$pc98=telenetm,
$bio

Telenet Music Box (c) 1989 Telenet Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90806&o=2

$end


$pc8801_flop=telenetm,telenetmb,telenetma,
$bio

Telenet Music Box (c) 1989 Telenet Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93034&o=2

$end


$a2600=telepath,
$bio

Telepathy (c) 1983 Atari, Incorporated.

- TRIVIA -

Unreleased prototype.

- STAFF -

Programmer: Dan Oliver

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51112&o=2

$end


$pc8801_flop=telephon,
$bio

Telephone Club Story (c) 1988 Computer Brain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93035&o=2

$end


$info=telmahjn,
$bio

Telephone Mahjong (c) 1989 Nichibutsu.

Girls that can talk on the phone AND play mahjong at the same time!

- TECHNICAL -

Main CPU : Zilog Z80 (@ 5 Mhz)
Sound Chips : YM3812 (@ 2.5 Mhz), DAC (@ 2.5 Mhz)

Player : 2
Control : 4-way joystick
Buttons : 2

- TRIVIA -

Released in January 1989.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2864&o=2

$end


$x68k_flop=teleport,
$bio

Teleportion (c) 1991 Pico Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88132&o=2

$end


$vboy=telerobo,
$bio

Teleroboxer (c) 1995 Nintendo Co., Ltd.

In a savage display of pounding moves and lightning action, robotic boxers from around the globe step into a futuristic ring. Mirroring the movements of the humans in control, each Teleroboxer is capable of surviving defense matches unbearable to mankind.

Slug it out to the staggering end to determine the true world champion. Created with specialized Techtronic powers and unique personalities, these responsive machines show no mercy on their way to the brutal top.

- TECHNICAL -

Model VUE-VTBJ-JPN

- TRIVIA -

Released on July 21, 1995 in Japan.

A character called Chader was planned to appear in the game.

Reviews:
[JP] Famitsu (August 1995): 23/40
[JP] VB Guide: 24.5/100

Export releases:
[US] "Teleroboxer [Model VUE-VTBJ-USA]"

- TIPS AND TRICKS -

* HOW TO WIN:
1. Besides the standard punches, your opponents all have their own special boxing attacks. Discover how to dodge these.
2. Counter with an uppercut or hook at the same time you dodge or duck to avoid your opponent's punches. Your opponents guard will be down, leaving him wide open!
3. Memorize Harry's Machine-Gun Attack commands and use them effectively.
4. If you are caught by a Hook or Upper Cut when your strength meter is flashing, your knees will become weak for a short time and it will become difficult to guard effectively. To recover faster, repeatedly press Up on both the L & R Control Pad. Should your enemy become dizzy, remember to take advantage of the situation.
5. With experience you will become tough enough to succeed! Only a winner can become the champion!

* Fight against cat robot: To fight against the 'Legendary Champ', a secret cat boxer, complete the game with a perfect balance (0 losses).

* Perfect balance: To get a perfect balance without any loss, just turn off the Virtual Boy when you lost a fight, before the screen appears that says 'You Lost' and your loss will not be saved.

- STAFF -

General Manager: Gunpei Yokoi
Director: Yoshio Sakamoto
Designer: Shinya Sano, Masani Ueda
Sound & BGM: Katsuya Yamano
Programmer: Isao Hirano, Yuzuru Ogawa

Virtual Boy Staff: Yoshihiro Taki, Hideo Nagata, Takehiro Izushi, Ichiro Shirai, Hirokazu Tanaka, Tomonori Sumi, Masafumi Sakashita, Masahito Miyake, Yoshinobu Mantani, Tomoyoshi Tanaka, Kenichi Sugino, Noboru Wakitani, Takashi Imoto, Nobuhiro Ozaki, Yuji Hori, Takeshi Nagareda, Norikatsu Furuta

Artwork Staff: Makoto Kanoh, Fujiko Nomura, Yasuo Inoue, Noriyuki Sato

Thanks To: Masaru Okada, Masao Yamamoto, Takahiro Harada, Toru Osawa, Keisuke Terasaki, Sachie Inoke, Hitoshi Yamagami, Kenichi Nakamura, Tsutomu Kaneshige, Ryuji Kuwaki, Ryuichi Nakada, Takashi Ohno, Kentaro Nishimura, Hiroki Sotoike
Special Thanks To; Yusuke Nakano, Minako Hamano, Takanobu Nakashima

Produced By: Team Deer Force

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82382&o=2

$end


$nes=teletub,
$bio

Teletubbies 2000 (c) 19?? Unknown.

A pirate hack of "Felix the Cat" featuring a Teletubbies sprite (from the TV program for children with the same title) as main character.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65214&o=2

$end


$info=rwtrntcs,
$bio

Television Computer System (c) 1979 Rowtron.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103349&o=2

$end


$info=telngtcs,
$bio

Television Computer System (c) 1979 Teleng.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103357&o=2

$end


$cdi=tellmeu1,tellmey2,
$bio

Tell Me Why One (c) 1991 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53100&o=2

$end


$a2600=tellerjo,
$bio

Teller-Jonglieren! (c) 1983 Quelle

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51113&o=2

$end


$info=c3_telly,
$bio

Telly Addicts (c) 199? Maygay.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42311&o=2

$end


$coleco=telly,
$bio

Telly Turtle (c) 1984 Coleco Industries, Incorporated. [Amsterdam, NY, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53376&o=2

$end


$pc8801_flop=tempmons,tempmonsa,
$bio

Temp Monster! (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93036&o=2

$end


$bbca_cass,bbcb_cass=tempest,
$bio

Tempest (c) 1985 Superior Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52512&o=2

$end


$saturn,sat_cart=tempst2ku,
$bio

Tempest 2000 (c) 1996 Interplay

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60174&o=2

$end


$saturn,sat_cart=tempst2k,
$bio

Tempest 2000 (c) 1997 Interplay

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60429&o=2

$end


$jaguar=tempst2k,
$bio

Tempest 2000 (c) 1994 Atari Corp.

Back in 1981 Tempest introduced the gaming world to an extra-sensory visual and futuristic play experience that went beyond any video game concept ever developed. With never-before-seen QuadraScan Color video graphics, Tempest set new standards for 3-D animation and challenge, and became the first arcade game to be a guaranteed hit.

In Tempest 2000, the video game that defined arcade intergalactic warfare has officially warped into the 64-bit dimension. This time, we've energized the original with powerful 3-D polygons, particle displays, Melt-O-Vision(TM) graphics, cycle-shading, and a 100% pure CD-quality techno-rave soundtrack...plus three new blistering modes of high-velocity, brain-warping action unlike anything you've ever experienced.

Ride the rim and unleash your SuperZapper on crafty Flippers and Fuseballs in Traditional Tempest. Team up with a friend, or an A.I. Droid, and light up the webs against pesky Spikers and Pulsars in Tempest Plus. Venture through 100 uncharted galaxies filled with hostile Demon Heads and Warp Bonus Tokens in Tempest 2000. Then use your Mirror and go Blaster-to-Blaster against the most formidable alien of them all - your best buddy - in Tempest Duel.

- TECHNICAL -

Model J9010E

- SCORING -

Flippers: 150 pts.
Spikers: 50 pts.
Spikes: 10 pts./hit
Fuseballs: 250, 500, or 750 pts.
Pulsars: 200 pts.
Tankers: 100 pts.
Flipper Tankers: 100 pts.
Fuseball Tankers: 100 pts.
Pulsar Tankers: 100 pts.
Mutant Flippers: 150 pts.
Mirrors: 250, 500, or 750 pts.
Demon Heads: 150 pts.
UFOs: 250, 500, or 750 pts.

- TIPS AND TRICKS -

* Cheats:
Activation (at main menu) = 1+4+7+A (Excellent)
Commands (during game play):
- Skip to Next Level = Option (Outta Here)
- Enable Warp Bonus Round = 6 (Warp Enabled)

* Easter Eggs:
- Enable Rotary Controller (at Game Option menu): Press Pause on both controllers (Excellent)
- Web Rotation (during Web Select screen):
U/D = Web level
L/R = Rotate toggle
- Invisible Web: Start any Tempest Plus game. Hold down Option (cheats must be active) until you get to the rainbow levels. The web will be invisible during the rainbow levels only.
- Pause Bug: At the end of the Bacon/Jupiter River bonus round, press Pause just as it switches back to the main game (after approximately two & a half pulses of the "Excellent!" graphic).
- Secret Sheep: At the first 'Jupiter' warp level, press pause, select music volume, and wait. Late in the track, you'll hear Flossie and the sheep engaged in conversation. You can't hear this during normal play as the level ends before this section of the music is played.

- SERIES -

1. Tempest [Upright model] (1981, ARC)
2. Tempest 2000 [Model J9010E] (1994, JAG)
3. Tempest X3 [Model SLUS-00283] (1996, PSX)
4. Tempest 3000 (2000, NUON)

- STAFF -

Programming: Jeff Minter
Art: Joby Wood
Music and SFX by Imagitec Design Inc.
SFX: Ted Tahquechi, Carrie Tahquechi
Producer: John Skruch
Testers: Joe Sousa, Andrew Keim, Hank Cappa, Lance Lewis, Dan McNamee, Scott Hunter, Tom Gillen, Sean Patten
Documentation: Joe Sousa

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76452&o=2

$end


$info=temptube,
$bio

Tempest Tubes (c) 1982 Duncan Brown.

This hack of Tempest adds new shaped levels to the game (game is much harder), but the title screen remains unchanged.

- TECHNICAL -

Main CPU : MOS Technology M6502
Co-processor : Math Box
Sound Chips : (2x) POKEY

Screen orientation : Vertical
Video resolution : 256 x 231 pixels
Screen refresh : 60.00 Hz
Palette colors : 256

Players : 2
Control : dial
Buttons : 2
= > (1) Fire, (2) Super Zapper

- STAFF -

This hack was created by : Duncan Brown

- PORTS -

* Consoles : 
Sony PlayStation [US] (2001) "Atari Anniversary Edition Redux [Model SLUS-01427]" 
Sega Dreamcast [US] (July 2, 2001) "Atari Anniversary Edtion [Model T-15130N]" 
Sony PlayStation [EU] (March 1, 2002) "Atari Anniversary Edition Redux [Model SLES-03808]" 
Microsoft XBOX [US] (November 16, 2004) "Atari Anthology [Model 26084]" 
Sony PlayStation 2 [US] (November 22, 2004) "Atari Anthology [Model SLUS-21076]" 
Microsoft XBOX [EU] (November 26, 2004) "Atari Anthology" 
Sony PlayStation 2 [EU] (February 18, 2005) "Atari Anthology [Model SLES-53061]" 
Microsoft XBOX [JP] (August 4, 2005) "Atari Anthology [Model B7X-00001]" 

* Computers :
PC [MS Windows, CD-ROM] [EU] (1999) "Atari Arcade Hits 1" 
PC [MS Windows, CD-ROM] [US] (July 13, 1999) "Atari Arcade Hits 1" 
PC [MS Windows, CD-ROM] [US] (July 9, 2001) "Atari Anniversary Edition" 
PC [MS Windows, CD-ROM] [EU] (December 14, 2001) "Atari Anniversary Edition" 
PC [MS Windows, CD-ROM] [US] (November 11, 2003) "Atari - 80 Classic Games in One! [Model 25069J]" 
PC [MS Windows, CD-ROM] [EU] (June 10, 2005) "Atari - 80 Classic Games in One! [Replay]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2866&o=2

$end


$a2600=tempest,
$bio

Tempest (c) 1984 Atari, Incorporated.

- TECHNICAL -

Model CX2687

- TRIVIA -

Unreleased prototype.

- STAFF -

Programmer: Carla Meninsky

- PORTS -

* Handhelds : 
Nintendo DS [US] (November 2, 2010) "Atari Greatest Hits Vol.1 [Model NTR-BR6E-USA]" 
Nintendo DS [EU] (February 24, 2011) "Atari Greatest Hits Vol.1 [Model NTR-BR6P-EUR]" 

* Others : 
Atari Flashback 4 [US] (November 13, 2012) by AtGames 
Atari Flashback 5 [US] (October 1, 2014) by AtGames

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51114&o=2

$end


$a5200=tempest,
$bio

Tempest (c) 1983 Atari, Incorporated.

- TECHNICAL -

Model CX5220

- TRIVIA -

Unreleased prototype. A demo was presented at the CES 1983 (Winter).

- STAFF -

Programmer: Keithen Hayenga
Graphics: Michael Kosaka

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50101&o=2

$end


$cpc_cass=tempest,
$bio

Tempest [Model UQK 612] (c) 1986 Electric Dreams Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99548&o=2

$end


$info=tempest,tempest1,tempest2,tempest3,tempest1r,
$bio

Tempest (c) 1981 Atari.

Tempest is a classic into-the-screen shoot-em-up in which the player controls a claw-shaped "Blaster" ship that moves around the outer rim of a three-dimensional, wireframe tunnel. Enemies move down the tunnel towards the player's ship and must be destroyed. Any contact with either incoming enemy fire or the enemies themselves will cost the player a life. Completion of a tunnel will see the player warp through "hyperspace" to the next tunnel to tackle a new wave of enemies. 

The tunnels are each rendered in one of sixteen different geometric shapes. Enemies increase in number as the game progresses and if an enemy reaches the outer rim occupied by the player's Blaster ship, it will chase and attempt to kill the player. Rim enemies can be killed, but this is difficult to achieve. 

Some enemies also drag "spikes" - in the form of lines in the middle of the corridor - behind them as they travel up the tunnel towards the player. These spikes must be avoided during the "hyperspace" warp sequence at the end of the level, as contact results in the loss of a life. 

Two "SuperZappers" are available per level. The first SuperZapper kills all enemies on the playfield at the time of firing, while the second randomly kills only one enemy on the playfield. The SuperZapper does not affect enemy shots, spikes or enemies that have not yet landed on the playfield. 

One new feature Tempest introduces is "Skill-Step". This allows players to start a new game on the same level as was previously reached (although the new game must be restarted within thirty seconds) without having to replay previous levels. This allows skillful players to continue being challenged, while less experienced players can try to master higher levels. The 99 skill levels of play includes sixteen different playfields and seven different enemy targets. 

* The tubes are divided into cosmic corridors through which the aliens travel, although some aliens such as Pulsars and Flippers can move from one corridor to the next. Regardless of the tube shapes, aliens always begin their invasion from the small, distant end of the tube. The sixteen unique tube shapes are as follows : 

1. Circle 
2. Square 
3. Plus symbol 
4. Bow-tie 
5. Stylized Cross 
6. Triangle 
7. Clover 
8. V 
9. Steps 
10. U 
11. Completely Flat 
12. Heart 
13. Star 
14. W 
15. Fan 
16. Infinity Symbol (figure 8 on its side) 

The playfield's colour scheme changes every sixteen levels. In addition, other events also cause playfield colour variation. The SuperZapper causes the playfield to flash as enemies are zapped. Playfield rails flash rainbow colours when a player earns a bonus life and Pulsar enemies cause sections of the nearest rim to disappear and - during the pulse phase - adjacent rails to flash. 

Tempest level colour schemes: 

*Levels 1-16: 

Tunnel - blue 
Player ship - yellow 
SuperZapper - yellow 
Flippers - red 
Tankers - purple 
Spikers/Spikes - green 
Pulsars - N/A (these do not appear until the next colour scheme) 

*Levels 17-32: 

Tunnel - red 
Player ship - green 
SuperZapper - cyan 
Flippers - purple 
Tankers - blue 
Spikers/Spikes - cyan 
Pulsars - yellow 

*Levels 33-48: 

Tunnel - yellow 
Player ship - blue 
SuperZapper - blue 
Flippers - green 
Tankers - cyan 
Spikers/Spikes - red 
Pulsars - blue 

*Levels 49-64: 

Tunnel - cyan 
Player ship - blue 
SuperZapper - red 
Flippers - green 
Tankers - purple 
Spikers/Spikes - red 
Pulsars - yellow 

*Levels 65-80: 

Tunnel - black (invisible) 
Player ship - yellow 
SuperZapper - white 
Flippers - red 
Tankers - purple 
Spikers/Spikes - green 
Pulsars - cyan 

*Levels 81-96: 

Tunnel - green 
Player ship - red 
SuperZapper - purple 
Flippers - yellow 
Tankers - purple 
Spikers/Spikes - blue 
Pulsars - yellow 

Levels 97 and up - Keeps colour scheme from Levels 81-96, with random shapes from Level 99 onward.

- TECHNICAL -

[Upright model]
Game ID : 136002

Main CPU : MOS Technology M6502
Co-processor : Math Box
Sound Chips : (2x) POKEY

Tempest has a color X-Y or vector-generator monitor. This new monitor, with its 3-color guns and higher voltage, has the same technology that was used in Atari's black-and-white X-Y monitors. However, this new monitor displays dazzling color and unique visual effects in a spectacular 3-D video display.

Players : 2 
Control : dial 
Buttons : 2 
= > (1) Fire, (2) Super Zapper

- TRIVIA -

Tempest was released in October 1981 at the price of $2,295. 25,113 Upright units were produced. Tempest sold approximately 20,000 units to distributors before it was even released. 

Tempest was an awesome arcade game that transported the player into abstract realms of space. It is still the favorite of devotees who seek to become one with this adventure through hyperspace. 

Tempest was the first game to use 'Color-Quadrascan' and 'Skill-Step', both features unique to Atari vector games. Tempest was originally a 3-D "Space Invaders" clone called 'Vortex', but was changed when the other engineers didn't come back to play the game. This was kind of a test for an Atari game; if the engineers kept coming back to play a new game, it was considered a hit. 

The first prototype of the game had the shape wireframe spinning and the gunner remaining stationary, but that caused motion sickness after a period of time so it was changed around. 

* The Creation of Tempest : Dave Theurer, who designed the game and wrote the software, said his original intention was to make a first-person perspective of the "Space Invaders" game, but he ended up doing something completely new and different. 

Rich Adam : "Dave implemented a first-person "Space Invaders". Everybody played it but they didn't keep coming back. You could tell when you had something cool, the engineers kept coming back. This was good and bad because there were times when you wanted to work on your game and everybody would want to be playing it. But when he was doing the first-person "Space Invaders", Dave didn't run into this problem of everyone wanting to play the game... and he said to himself : 'Well, maybe this isn't working. What can I do?' Then I came in one day and all of a sudden he had this round tube with these things coming up it. I said, 'What the heck is that Dave?' He said, 'I don't know. Aliens from the center of the Earth? I don't know.' I think he said something about having had a dream about it. I said, 'How does it work?' He said, 'I don't know. They're coming up around the edge of this thing and you're trying to blow them away.' He just sort of started out with this concept and took it from there. I can see why he would say that Tempest was certainly his proudest achievement. He worked extremely hard on that. It's pure creation from his own brain.". 

* Remembrances from the Video Game Masters : Although known for his hard work and for his ability to focus on and conquer exceedingly tough software problems, Dave Theurer looks back upon his days at Atari as having been fun and rewarding. 

Dave Theurer : "It was just so exciting working on these new games. All my life I loved explosions. When I went to college I was a chemistry major because I wanted to do something where I could make explosions. When I was a kid I had a chemistry set and I'd blow stuff up all the time. Eventually, you learn that you can't really do that in real life, so the next best thing is to do it on the screen, so here I was blowing stuff up on the screen. Simulating real life is fun too. It's almost like you can create your own universe. Well, you are creating your own universe. That's rewarding, to see something come alive.". 

Playing games, both video and pinball, was a constant part of life for the engineers at Atari. 

Dan Pliskin : "In the morning, I used to go in and I'd make up a pot of Italian roast or French roast coffee and pour myself a big mug. Then I'd go and sit it on a pinball machine and drink coffee and play pinball until scores got up to, like, a couple hundred thousand. That would be my indication that I was sharp enough to go and design something.". 

* Popular from the Start : Tempest was a game that immediately captivated people from the very start. 

Lyle Rains : "Like a number of these games that were very addictive, the Tempest controls were good enough to where once you learned how to manipulate them you could almost become one with the machine. That is, a good Tempest player gets to spin that knob and do the firing in the right time and get into sync with the machine or get into a rhythm. I don't know exactly what to call it, but you were so close to the action that part of you entered the experience. You forgot about what was going on around you and you were just there. And you could get very good at it. I think what people like is the ability to accomplish amazing things". 

* The Great 25-Cent Escape : Not only did players often find a sense of welcome escape in the video games they played, but this was very much the intention of some of the great game designers. 

Dave Theurer : "I want to design it for a guy who's totally frazzled by his job and needs a way to temporarily escape. There's a certain class of games... where you just get into a trance when you're playing them. As long as you're in this trance you'll do fine." 

The default high score screen of "Cyberball 2072" features names of many Atari arcade games, including TEMPEST. 

A Tempest unit appears in the 1982 movie 'Fast Times at Ridgemont High', in the 1983 movie 'Twilight Zone - The Movie', in the 1983 movie 'Joysticks', in the 1984 movie 'Night of the Comet', in the 1986 movie 'Running Scared', in the 1986 movie 'Maximum Overdrive' (A cocktail cabinet) and in the 1987 movie 'Death Wish 4 - The Crackdown'. 

A Tempest unit appears in the music video 'Subdivisions' by RUSH. 

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

- UPDATES -

Revision 1 :
* First public release.

Revision 2 :
* Fixes the score cheat in test mode.
* Changes spinner letters to a line.

Revision 3 :
* Fixes screen collapse between 1 and 2 players in the 2 player mode.

- SCORING -

Spike : 1-3 points 
Spiker : 50 points 
Tanker : 100 points 
Flipper : 150 points 
Pulsar : 200 points 
Fuseball : 250, 500, or 750 points (The closer it is to your Blaster when you shoot it, the more points you get. 

In addition to the above points, you also get bonus points for starting at higher levels then Level 1. Listed are the bonus points for all starting levels. There is no real pattern except that the bonus gets higher the more levels you skip at your starting point. 
Level 3 : 6,000 points 
Level 5 : 16,000 points 
Level 7 : 32,000 points 
Level 9 : 54,000 points 
Level 11 : 74,000 points 
Level 13 : 94,000 points 
Level 15 : 114,000 points 
Level 17 : 134,000 points 
Level 20 : 152,000 points 
Level 22 : 170,000 points 
Level 24 : 188,000 points 
Level 26 : 208,000 points 
Level 28 : 226,000 points 
Level 31 : 248,000 points 
Level 33 : 266,000 points 
Level 36 : 300,000 points 
Level 40 : 340,000 points 
Level 44 : 382,000 points 
Level 47 : 415,000 points 
Level 49 : 439,000 points 
Level 52 : 472,000 points 
Level 56 : 531,000 points 
Level 60 : 581,000 points 
Level 63 : 624,000 points 
Level 65 : 656,000 points 
Level 73 : 766,000 points 
Level 81 : 898,000 points 
NOTE: The bonus points are rewarded only once per game, when you complete your starting level.

At the beginning of the game, you can always start on levels 1, 3, 5, 7, or 9. Whenever you complete a game, you have either ten seconds or until you press a key to continue a game. You can start a game at any bonus level below where you finished your last game. Therefore you must end your previous game on level 12 or higher to start your next game on level 11. 

If you fail to clear the starting level you have chosen, that level is not available for you in the next game. However, all starting levels below it are available. For instance, if you start a game on level 17 but do not finish, then your next game can start as high as level 15.

- TIPS AND TRICKS -

* Hints : 
- Continue playing until you destroy all aliens or until all the aliens reach the rim of your universe. If you have a Blaster, you advance to the next level of play. 
- Players should work their way up through the levels to become familiar with game play. Drop down a level if play is too difficult. 
- Experienced players should start at highest level possible for maximum points. 
- On a new playfield shoot at enemy dots at far rim. 
- Try to shoot aliens while they are still in the corridors of the cosmic tube. They pose a greater threat (and are harder to hit) once they reach the rim of your universe. 
- Shoot a Flipper as soon as it starts to flip. Anticipate where they are heading and fire your Blaster in that direction.
- Once a Flipper reaches the rim, you can shoot it only by waiting for it to flip into initial contact with your Blaster. But you must fire before it takes the next step and flips on top of your Blaster.
- Tankers carry other aliens. To destroy their cargo, move your Blaster back and forth across adjacent corridors as you fire.
- Fuseballs spend most of their time along the edges of the corridors, out of firing range. To make sure you hit them, move your Blaster from one side of a corridor to the other while you fire. Once they reach the rim, you can only destroy them with your SuperZapper. 
- Use long Spikes to reclaim shots and kill enemies approaching you from adjacent lanes. 
- Avoid shooting Fuseball Tankers near the top since emerging fuseballs usually zip up to the top and kill you. 
- When Pulsars contract into a zigzag bolt of lightning, quickly move your Blaster away from their corridor. 
- Fire at Pulsars after they fire, but before they get ready to fire again. Pulsars and Fuseballs are like Flippers in their ability to switch corridors.
- Watch for corridors that are open along the rim. You can still move your Blaster over the gaps, but beware...there is a Pulsar inside. 
- Don't fire at missiles. They are dangerous and you don't get points for destroying them. 
- Avoid spikes. At the end of a level, position your Blaster over a corridor that is free from spikes. During higher levels of play, blast away at the Spikers and their spikes to keep a safe corridor for your next hyperspace passage. Remember, you can't destroy them with just one shot.
- Use the SuperZapper right before last enemy reaches the top for a few extra points. 

* 898,000 points bonus : 
1) You must have the Revision 1 ROMs in your machine. 
2) You must have your machine set to coins and not on free-play. 
3) Start a game and play until you successfully clear the red V stage. Die. 
4) Start a new game on the red V level and complete the stage to get a bonus taking your score to more than 160, 000. 
5) As soon as you get the bonus from clearing the red V level get the last two digits of your score to 46 (by shooting spikes). Die. 
6) Wait! Wait for one cycle of the machine's attract mode - high score initials, TEMPEST attract, game demonstration, high score table. 
7) Start a new game, spin the spinner to the right all the way up to level 1 of the green stages. 
8) Complete the stage for a bonus of 898,000. 

* These are cheats. (They weren't cheats at all. They were intentionally programmed in as a security measure.) They were removed in ROM 217 and 222 software revision 2. First, you must complete level 8 and get a score with the format XXYYZZ : XX must be greater than 16, YY between 29 and 60, ZZ is a code listed below... 
00 - freeze screen 
01 - access bookkeeping totals 
05 - allows playing during attract mode 
06 - 40 free credits 
11 - 40 free credits 
12 - 40 free credits 
14 - credit sound without actual credit 
15 - credit sound without actual credit 
16 - 40 free credits 
17 - 40 free credits 
18 - 40 free credits 
41 - switch last 2 digits of score 
42 - increase score quickly 
46 - demonstration mode - start at any level, up to level 81 
50 - player moves by itself 
51 - player moves by itself 
60 - objects drift down 
66 - objects drift right 
67 - objects jump 
68 - objects drift up 
70 - objects drift up 

After code '05' (play during attract mode) is activated, the following cheats become available... 
Set the last two digits to 46 : Random-colored level with wrong enemies. 
Set the last two digits to 48 : 255 extra lives. 

These are tips for anyone new to Tempest : 

Note : Level colours mentioned below refer to the level's tunnel colour.

1) Flippers first appear in Level 1 (blue circle), but don't start flipping until Level 2 (blue square). Flippers flip at a constant rate, so play the angles. You can kill Flippers on the outer edge by shooting when they are in the spaces next to you (as they flip). The wider the angle, the more time you have to shoot. You can also move under Flippers as they flip. Good practice is to play level 1 as long as possible without firing. On the open shapes, you will want to hang out on one end of the other (to avoid attacks from both directions). On closed shapes, pick a spot with good angles and good visibility. Often flipping back and forth between two spaces (playing the angles depending on which direction the flippers are attacking from) is all you have to do. 

2) Tankers first appear in Level 3 (blue plus). Regular Tankers contain two Flippers. Feel free to shoot them and their cargo with impunity. Fuseball tankers are VERY dangerous. Shoot them and get out of the way. Pulsar tankers are also very dangerous. Shoot them and stay where you are (the Pulsars will appear to either side). You can differentiate between the types of tankers by looking closely at their centers. Fuseball and Pulsar Tankers have tiny pictures of their cargos in their centers. The ability to instantly differentiate between tanker types is probably the most important ability separating good Tempest players from great Tempest players. 

3) Spikers first appear in Level 4 (blue bowtie). Spikers are generally harmless (although they do shoot at you), and the spikes they lay down are very handy some times. You can hold the fire button down for continuous fire, but you only get a maximum of eight shots at a time. This is enough to fill half the tube, but not enough for a true continuous stream of shots. If you have lots of flippers coming after you, find a long spike to sit on top of. You can then hold down the fire button for a machine gun effect. As the spike gets eaten away, look for another one to switch to. Be careful of pulsars and fuseballs when you do this however. When you get to level 65 (black/invisible circle) try riding a full spike all the way down at the end of the round. Your descent rate and rate of fire are perfectly matched so that you can actually blast it away without being impaled all the way to the bottom. 

4) Fuseballs first appear in Level 11 (blue flat/bowling alley). Fuseballs ride the lines. The safest place to be is in the space NEXT to one. It looks like it will kill you, but the hit logic only tests the center of the fuseball. Fuseballs will only cross one space at a time before dropping back down (until the end of the round when they start chasing you). If you get stuck with one coming after you at the end of a round (usually on one of the open shapes), try the 'Hail Mary' move of spinning very quickly. You can actually jump over one or more spaces (and a fuseball!) if you spin fast enough. Watch out for fuseball tankers at higher levels that split into two fuseballs that will immediately try and jump on you. 

5) Pulsars first appear in Level 17 (red circle). Pulsars are only dangerous when they are pulsing. Listen to the low, periodic buzz sound. As you get used to it, you will find yourself adapting to this built-in rhythm. You can shoot them when they aren't pulsing or spin out of the way. Watch out for pulsar tankers at higher levels that split into 2 pulsars on either side of the tanker lane. 

6) Dip Switch #2 (2nd from the back of the game) on the upper bank (at N13) controls demo mode. Demo mode lets you start (and practice) anywhere you like. It does not record scores, however. In normal play, the game will let you start close to where you left off. If you want to 'cheat', put the game into demo mode, spin up to where you want to start, start the game and hit the player one start button causing you to zoom down the tube and gain the bonus. Then die and flip the dip switch back to normal mode. Now you can start a real game at the same level and record your score at the end. If you do this often, wiring a front-mounted bypass to that dip switch will come in very handy. There is also a freeze game dip switch that is also handy in case the phone rings while you are playing. 

7) Level 81 (green circle) is the highest starting level. Most expert Tempest players agree that green is actually easier than the black/invisible levels that precede it. It is a bit faster, but it restores one of the most valuable visual clues in the game - the tell tale break in the outer edge caused by a pulsar (which is missing in the black/invisible levels). After level 96 (green figure eight/infinity), you are back to the green circle (97) and green square (98). Level 99 is the highest recorded by the game and consists of a never ending supply of random green shapes. Every time you finish the round or loose a life, you will end up with a different shape. To achieve a world record score, you will spend MOST of your time playing level 99 over and over again. If you can keep your rate of loss to roughly one life per two rounds (at 20K bonus), you can theoretically play forever. Tempest isn't a very good marathon game, however, as it only lets you build up 5 lives max at any one time. A 30-second bladder break while playing level 99 will pretty much wipe you out. 

8) The highest score recordable by the game is 999,999 (a horrible error on the part of the designers). Starting at Level 81, you get there pretty fast (mid way through the greens). With a bit of practice, you can end the game at exactly 999,999. Do that 3 times and no one will ever be able to beat your score on a single machine (w/o clearing the high score table).

- SERIES -

1. Tempest [Upright model] (1981, ARC)
2. Tempest 2000 [Model J9010E] (1994, JAG)
3. Tempest X3 [Model SLUS-00283] (1996, PSX)
4. Tempest 3000 (2000, NUON)

- STAFF -

Designed and programmed by : Dave Theurer (DFT)
Project leader : Morgan Hoff (MPH)
Hardware Guy : (SDL)
Math Box : Jed Margolin
Technician : (MJP)
From highscore table : Eric Durfey (EJD), Dave Shepperd (DES), (RRR), (BEH)

- PORTS -

* Consoles : 
Atari 2600 [US] "Tempest [Model CX2687]" : Proto, Only one cart exists by the looks of it :) 
Atari 5200 [US] "Tempest [Model CX5220]" : Unreleased prototype 
Sony PlayStation [US] (December 31, 1996) "Arcade's Greatest Hits - The Atari Collection 1 [Model SLUS-00339]" 
Sega Saturn [EU] (1997) "Arcade's Greatest Hits - The Atari Collection 1 [Model T-25413H-50]" 
Sega Saturn [US] (June 30, 1997) "Arcade's Greatest Hits - The Atari Collection 1 [Model T-9706H]" 
Nintendo SNES [US] (August 1997) "Arcade's Greatest Hits - The Atari Collection 1 [Model SNS-AW7E]" 
Sony PlayStation [EU] (December 1997) "Arcade's Greatest Hits - The Atari Collection 1 [Model SLES-00466]" 
Nintendo SNES [EU] (February 26, 1998) "Arcade's Greatest Hits - The Atari Collection 1 [Model SNSP-AW7P]" 
Sony PlayStation [US] (2001) "Atari Anniversary Edition Redux [Model SLUS-01427]" 
Sega Dreamcast [US] (July 2, 2001) "Atari Anniversary Edtion [Model T-15130N]" 
Sony PlayStation [EU] (March 1, 2002) "Atari Anniversary Edition Redux [Model SLES-03808]" 
Microsoft XBOX [US] (November 16, 2004) "Atari Anthology [Model 26084]" 
Sony PlayStation 2 [US] (November 22, 2004) "Atari Anthology [Model SLUS-21076]" 
Microsoft XBOX [EU] (November 26, 2004) "Atari Anthology" 
Sony PlayStation 2 [EU] (February 18, 2005) "Atari Anthology [Model SLES-53061]" 
Microsoft XBOX [JP] (August 4, 2005) "Atari Anthology [Model B7X-00001]" 
Microsoft XBOX 360 [XBLA] (2007) 

* Handhelds : 
Nintendo Game Boy Advance [US] (March 25, 2002) "Atari Anniversary Advance" [Model AGB-AAVE-USA]" 
Nintendo Game Boy Advance [EU] (February 14, 2003) "Atari Anniversary Advance" [Model AGB-AAVP-EUR]" 
Nintendo DS [UK] (March 11, 2005) "Retro Atari Classics [Model NTR-ATAE-UKV]" 
Nintendo DS [EU] (March 11, 2005) "Retro Atari Classics [Model NTR-ATAE-EUR]" 
Nintendo DS [US] (March 16, 2005) "Retro Atari Classics [Model NTR-ATAE-USA]" 
Nintendo DS [JP] (June 30, 2005) "Atarimix Happy 10 Games [Model NTR-ATAJ-JPN]" 
Nintendo DS [AU] (November 2007) "Retro Atari Classics [Model NTR-ATAE-AUS]" 
Sony PSP [US] (December 19, 2007) "Atari Classics Evolved [Model ULUS-10325]" 
Sony PSP [AU] (March 7, 2008) "Atari Classics Evolved" 
Nintendo DS [US] (November 2, 2010) "Atari Greatest Hits Vol.1 [Model NTR-BR6E-USA]" 
Nintendo DS [EU] (February 24, 2011) "Atari Greatest Hits Vol.1 [Model NTR-PR6P-EUR]" 

* Computers : 
Apple II [US] (1983) "Tubeway" 
Acorn Electron [EU] (1985) 
Amstrad CPC [EU] (1986) 
Atari ST [EU] (1989) 
Commodore C64 [EU] "Genesis" 
Sinclair ZX Spectrum [EU]
PC [MS Windows 3.1x, 3.5"] [US] (1993) "Microsoft Arcade" 
PC [MS Windows, CD-ROM] [EU] (1999) "Atari Arcade Hits 1" 
PC [MS Windows, CD-ROM] [US] (July 13, 1999) "Atari Arcade Hits 1" 
PC [MS Windows, CD-ROM] [US] (July 9, 2001) "Atari Anniversary Edition" 
PC [MS Windows, CD-ROM] [EU] (December 14, 2001) "Atari Anniversary Edition" 
PC [MS Windows, CD-ROM] [US] (November 11, 2003) "Atari - 80 Classic Games in One! [Model 25069J]" 
PC [MS Windows, CD-ROM] [EU] (June 10, 2005) "Atari - 80 Classic Games in One! [Replay]" 

* Others : 
Nokia N-Gage [US] (February 2006) "Atari Masterpieces Vol. II" 
Nokia N-Gage [EU] (March 30, 2006) "Atari Masterpieces Vol. II" 
Apple Store (2011) "Atari Greatest Hits" 
Android Market (2011) "Atari Greatest Hits"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2865&o=2

$end


$adam_flop=toapshai,
$bio

Temple of Apshai (c) 1985 Epyx, Inc. [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82675&o=2

$end


$coco_cart=temple,
$bio

Temple of ROM (c) 1984 Tandy Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53484&o=2

$end


$bbca_cass,bbcb_cass=tempterr,
$bio

Temple of Terror (c) 19?? US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52513&o=2

$end


$bbca_cass,bbcb_cass=tempterrgc,
$bio

Temple of Terror gcrr (c) 19?? Adventure Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52514&o=2

$end


$info=m5tempt,m5tempt05,m5tempta,m5temptb,
$bio

Temple of Treasure (c) 2001 Barcrest.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=14906&o=2

$end


$info=m5tempp,
$bio

Temple of Treasure (c) 200? Vivid Gaming.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41645&o=2

$end


$info=m5tempt2,m5tempt203,m5tempt2a,
$bio

Temple of Treasure 2 (c) 200? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42876&o=2

$end


$info=m5tempcl,
$bio

Temple of Treasure Club (c) 200? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41644&o=2

$end


$bbca_cass,bbcb_cass=templetn,
$bio

Templeton (c) 1986 Bug Byte

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52515&o=2

$end


$gamegear=tempojr,tempojrp9,tempojrp8,tempojrp7,tempojrp6,tempojrp5,tempojrp4,tempojrp3,tempojrp2,tempojrp1,
$bio

Tempo Jr. [Model G-3369] (c) 1995 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64925&o=2

$end


$32x=tempop,tempop1,tempop2,tempop3,tempop4,tempop5,
$bio

Tempo (c) 1995 SEGA Enterprises, Ltd.

USA release. Game developed in Japan.

- TECHNICAL -

Game ID: 84504

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96301&o=2

$end


$32x=tempo,tempop7,tempop6,
$bio

Tempo (c) 1995 SEGA Enterprises, Ltd.

- TECHNICAL -

Game ID: GM-4009

- TRIVIA -

Released on March 24, 1995 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96300&o=2

$end


$info=as_tem,as_tema,
$bio

Temptation (c) 200? Astra Games, Limited. [Novomatic Group].

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41862&o=2

$end


$info=sc4tempt,sc4tempta,sc4temptb,sc4temptc,sc4temptd,sc4tempte,sc4temptf,sc4temptg,
$bio

Temptation (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR7113]

Scorpion 4

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42822&o=2

$end


$msx1_cass=temptat,
$bio

Temptations (c) 1988 Topo Soft [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95035&o=2

$end


$info=tenballs,
$bio

Ten Balls (c) 1997 Unknown.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=25482&o=2

$end


$info=smi5897,smi5934,smi5935,smi5960,
$bio

Ten Grand (c) 200? Bally Gaming, Incorporated.

3-Coin Multiplier slot.

- UPDATES -

SMI # 5897
Part Number: E618511X-05
Art Form: DMB-5004
Max Hit Frequency: 11,8
Max-Coin Percentage: 95,08%

SMI # 5934
Part Number: E632411X-05
Art Form: DMB-5004
Max Hit Frequency: 11,46
Max-Coin Percentage: 93,09%

SMI # 5935
Part Number: E618611X-05
Art Form: DMB-5004
Max Hit Frequency: 11,14
Max-Coin Percentage: 91,12%

SMI # 5960
Part Number: E627311X-05
Art Form: DMB-5010
Max Hit Frequency: 12,16
Max-Coin Percentage: 87,64%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=45341&o=2

$end


$info=m4toot,m4toot__0,m4toot__1,m4toot__2,m4toot__3,m4toot__4,m4toot__5,m4toot__6,m4toot__7,m4toot__8,m4toot__9,m4toot__a,m4toot__b,m4toot__c,m4toot__d,m4toot__e,m4toot__f,m4toot__g,m4toot__h,m4toot__i,
$bio

Ten Out of Ten (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41497&o=2

$end


$saturn,sat_cart=tenpin,
$bio

Ten Pin Alley (c) 1997 ASC Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60175&o=2

$end


$gba=tenpin2,
$bio

Ten Pin Alley 2 [Model AGB-BTPE-USA] (c) 2004 XS Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75979&o=2

$end


$info=v4quidgr,v4quidgr2,v4quidgr2d,v4quidgrd,
$bio

Ten Quid Grid (c) 199? Barcrest.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=34046&o=2

$end


$info=tenspot,
$bio

Ten Spot (c) 1982 Thomas Automatics, Incorporated.

10 selectable games in one:
Battle of Atlantis
Survivor
Moon Cresta
Space Cruiser
Mission Rescue (Black Hole)
UniWar S
Batman Part 2 (Phoenix)
Defend the Terra Attack on the Red UFO
King & Balloon
Omega (The End)

- TRIVIA -

Advertised as the world first 10 selectable games in 1 single cabinet.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4133&o=2

$end


$info=m4ttdia,m4ttdia__a,m4ttdia__b,m4ttdia__c,m4ttdia__d,m4ttdia__e,m4ttdia__f,m4ttdia__g,m4ttdia__h,m4ttdia__i,m4ttdia__j,m4ttdia__k,m4ttdia__l,m4ttdia__m,
$bio

Ten Ten Do It Again (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41512&o=2

$end


$info=ss8221,ss8222,ss8223,ss8224,ss8225,ss8226,ss8227,ss8228,ss8229,
$bio

Ten Times Pay Deluxe (c) 199? IGT [International Game Technologies].

2-Coin Multiplier slot.

- UPDATES -

SS8221
SS8222
SS8223
SS8224
SS8225
SS8226
SS8227
SS8228
SS8229

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46233&o=2

$end


$info=ss8230,ss8231,ss8232,ss8233,ss8234,ss8235,ss8236,ss8237,ss8238,
$bio

Ten Times Pay Deluxe (c) 199? IGT (International Game Technologies).

3-Coin Multiplier slot.

- UPDATES -

SS8238
SS8237
SS8236
SS8235
SS8234
SS8233
SS8232
SS8231
SS8230

- SERIES -

1. Five Times Pay [2-coin] (1995)
2. Five Times Pay [3-coin] (1995)
3. Five Times Pay Deluxe (19??)
4. Ten Times Pay [2-Coin] (1997)
4. Ten Times Pay [3-Coin] (1997)
5. Ten Times Pay Deluxe (19??)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=10540&o=2

$end


$info=ss011470,ss011471,ss011472,ss011473,ss011474,ss011475,ss011476,ss011477,ss011478,ss011449,ss011479,
$bio

Ten Times Pay (c) 199? IGT [International Game Technologies]

5-Coin Multiplier slot.

- UPDATES -

SS011470
SS011471
SS011472
SS011473
SS011474
SS011475
SS011476
SS011477
SS011478
SS011449
SS011479

- PORTS -

* Computers :
MS-Windows (2009, "IGT Slots - Texas Tea")
Mac OS X (2009, "IGT Slots - Texas Tea")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=45373&o=2

$end


$info=ss7838,ss7840,ss011598,ss7841,ss8882,ss0264,ss7842,ss7843,ss7844,ss7845,ss8406,ss8404,
$bio

Ten Times Pay (c) 1997 IGT [International Game Technologies].

2-Coin Multiplier slot.

- TECHNICAL -

[Model 323C]

- UPDATES -

SS7838
SS7840
SS011598
SS7841
SS8882
SS0264
SS7842
SS7843
SS7844
SS7845
SS8406
SS8404

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=26738&o=2

$end


$info=ss7846,ss7847,ss0307,ss7848,ss8881,ss0272,ss7849,ss8908,ss0271,ss7850,ss7851,ss7852,ss8407,ss8405,
$bio

Ten Times Pay (c) 1997 IGT (International Game Technologies).

3-Coin Multiplier.

- TECHNICAL -

[Model 323D]

- UPDATES -

#SS0271
Max %: 90.012
Hit Freq.: 15.134
Win Freq.: 6.61

#SS0272
Max %: 92.521
Hit Freq.: 15.213
Win Freq.: 6.57

#SS0307
Max %: 94.982
Hit Freq.: 14.875
Win Freq.: 6.72

#SS7846
Max %: 97.445
Hit Freq.: 15.633
Win Freq.: 6.40

#SS7847
Max %: 96.252
Hit Freq.: 15.548
Win Freq.: 6.43

#SS7848
Max %: 94.982
Hit Freq.: 14.875
Win Freq.: 6.72

#SS7849
Max %: 92.521
Hit Freq.: 15.213
Win Freq.: 6.57

#SS7850
Max %: 90.012
Hit Freq.: 15.134
Win Freq.: 6.61

#SS7851
Max %: 87.513
Hit Freq.: 14.364
Win Freq.: 6.96

#SS7852
Max %: 85.011
Hit Freq.: 14.095
Win Freq.: 7.09

#SS8405
Max %: 75.197
Hit Freq.: 11.406
Win Freq.: 8.77

#SS8407
Max %: 80.196
Hit Freq.: 11.721
Win Freq.: 8.53

#SS8881
Max %: 94.004
Hit Freq.: 14.875
Win Freq.: 6.72

#SS8908
Max %: 91.992
Hit Freq.: 12.682
Win Freq.: 7.89

- SERIES -

1. Five Times Pay [2-coin] (1995)
2. Five Times Pay [3-coin] (1995)
3. Five Times Pay Deluxe (19??)
4. Ten Times Pay [2-Coin] (1997)
4. Ten Times Pay [3-Coin] (1997)
5. Ten Times Pay Deluxe (19??)

- PORTS -

* Computers :
Microsoft Windows (2010, "IGT Slots - Wolf Run")
Mac OS X (2010, "IGT Slots - Wolf Run")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=10471&o=2

$end


$pc98=tentochi,
$bio

Ten to Chi to (c) 1990 Konami Industry Co., Ltd. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90807&o=2

$end


$pc8801_flop=tentochi,
$bio

Ten to Chi to (c) 1990 Konami Co., Ltd. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93037&o=2

$end


$info=tenup,tenup3,
$bio

Ten Up (c) 1988 JPM International.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=24514&o=2

$end


$cpc_cass=10pin,
$bio

Ten-Pin Challenge [Model AT 409] (c) 1987 Atlantis Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99552&o=2

$end


$saturn,sat_cart=tenantw,
$bio

Tenant Wars (c) 1998 KID

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59787&o=2

$end


$saturn,sat_cart=tenantwhib,
$bio

Tenant Wars Hibaihin (c) 1998 KID

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59788&o=2

$end


$psx=tenantwa,
$bio

Tenant Wars [Model SLPS-01243] (c) 1998 KID [Kindle Imagine Develop]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85764&o=2

$end


$pc8801_flop=murdrtop,
$bio

Tenbou-dai - Murder on the Top (c) 1989 Cross Media Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93038&o=2

$end


$pc98=tenbu,
$bio

Tenbu - Mankan Zenseki (c) 1992 Telenet Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90808&o=2

$end


$pc98=tenbusan,
$bio

Tenbu - Sangokushi Seishi (c) 1991 Telenet Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90809&o=2

$end


$pc98=tenbusansc,
$bio

Tenbu - Sangokushi Seishi - Scenario Collection (c) 1992 Telenet Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90810&o=2

$end


$pc98=tenbultd,
$bio

Tenbu Limited (c) 1992 Telenet Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90811&o=2

$end


$megacd,megacdj=tenbu,
$bio

天舞メガCDスペシャル (c) 1992 Wolf Team.
(Tenbu Mega CD Special)

- TECHNICAL -

Model T-32084

- TRIVIA -

Tenbu Mega CD Special was released on December 25, 1992 in Japan at a retail price of 9800 Yen. It was never exported outside Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60568&o=2

$end


$x68k_flop=tenchimu,
$bio

Tenchi Muyou (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88682&o=2

$end


$snes=tenchi,tenchis,
$bio

天地無用!げーむ編 (c) 1995 Banpresto
(Tenchi Muyou! Game Hen)

- TECHNICAL -

Game ID: SHVC-AMUJ-JPN

- TRIVIA -

Released on October 27, 1995 in Japan.

- STAFF -

Cast
Tenchi: Masami Kikuchi
RyOuko: Ai Orisaka
Ayeka: Yumi Takada
Sasami: Chisa Yokoyama
Mihoshi: Yuuko Mizutani
Washuu: Yuuko Kobayashi
Ryou‑Ouki: Etsuko Kozakura
Tsunami: Chisa Yokoyama
Azaka: Kenichi Ogata
Kamidake: Wataru Takagi
Katsuhito: Takeshi Aono
YukinojOu: Hideyuki Umezu
Shitsuki: Mizue Outsuka
Kusumi: Hiroka Koyama

Credit
Game Design: TAM-TAM
Program: Atsushi Kanao, Takashi Takahashi, Akira Shimoyama
Graphic: Hiromitsu Suga, Shuuichi Obata, Toshiaki Koshikawa, YOuko Nakajima
Graphic Assist: Norio Takeuchi, Takashi Arakawa, Ken Aoki
Story Assist: Hiroyuki Kawakita
Music Compose: Shintarou Hirakawa
Assist: Masato Hirai, Kei Satomi
Debugged by: Studio Stat, Tatsuya Ounishi, Gakuji Sakano, Chikuki Hirota, Minoru Kadotsuji (Tokimeki Kadotsuji), Akihiro Sasagawa, Hirohito Yoneyama, Kazunori Iwata, Yukihiro Hino, Minoru Suzuki, Toshihide Suzuki, Masaru Ohnuki, Toshiyuki Yoshimura, Futoshi Hamano, Kousuke Shimizu, Tomoaki Chosyo, Ryotaro Mori, Munetaka Ishikawa
Special Thanks: Sayuri Yamada, Kiyotaka Satou, Chizuko Takeda
Director: Masaru Yoshida, Atsushi Kanao
Producer: Yuuta Kadohara

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62486&o=2

$end


$saturn,sat_cart=tenchynt,
$bio

天地無用!魅御理温泉 ~湯けむりの旅~ (c) 1996 Yumedia.
(Tenchi Muyou! Mimiri Onsen - Yukemuri no Tabi)

- TECHNICAL -

Game ID: T-21802G

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59789&o=2

$end


$x68k_flop=tenchipz,
$bio

Tenchi Muyou! Puzzle de Pazurou (c) 199? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88683&o=2

$end


$saturn,sat_cart=tenchren,
$bio

Tenchi Muyou! Rensa Hitsuyou (c) 1997 Pioneer LDC

- TECHNICAL -

Game ID: T-22204G

- TRIVIA -

Released on February 28, 1997 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59790&o=2

$end


$pc98=tenchi,tenchia,
$bio

Tenchi Muyou! Ryououki (c) 1994 Banpresto.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90812&o=2

$end


$pcecd=tenchi,
$bio

天地無用！魎皇鬼 (c) 1995 NEC Avenue, Limited.
(Tenchi Muyou! Ryououki)

- TRIVIA -

Released on May 26, 1995 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58423&o=2

$end


$saturn,sat_cart=tenchryo,
$bio

Tenchi Muyou! Ryououki Gokuraku CD-ROM for Sega Saturn (c) 1995 Yumedia

- TECHNICAL -

Game ID: T-21801G

- TRIVIA -

Released on September 29, 1995 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59791&o=2

$end


$saturn,sat_cart=tenchtou,tenchtoua,
$bio

Tenchi Muyou! Toukou Muyou - Aniraji Collection (c) 1997 Xing Ent.

- TECHNICAL -

Game ID: T-26103G

- TRIVIA -

Released on January 17, 1997 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59792&o=2

$end


$psx=tenchimu,
$bio

Tenchi Muyou! Toukou Muyou - No Need for School [Model SLPS-00451~2] (c) 1996 Xing Ent. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85765&o=2

$end


$snes=tenchiso,
$bio

天地創造 (c) 1995 Enix, Limited.
(Tenchi Souzou)

- TECHNICAL -

Game ID: SHVC-AQTJ-JPN

- TRIVIA -

Released on October 20, 1995 in Japan.

The title translates from Japanese as 'Creation of Heaven and Earth'.

- STAFF -

Game Designer: Tomoyoshi Miyazaki
Script Writer: Tomoyoshi Miyazaki
Scenario Writer: Reiko Takebayashi
Planner	Takeshi: Tsuru
Programmers: Akira Kitanohara, Shigemi Kita, Megumi Tsuruno, Kyosuke Achiwa
Graphic Designers: Naoko Suzuki, Kazuteru Sugaya, Toshiaki Yamada, Sadao Kobayashi, Keisuke Yasaka (Image Works), Katsutoshi Segawa (Image Works), Akira Baba (Image Works), Wataru Yanagawa, Ayano Koshiro
Sound Composers: Miyoko Kobayashi, Masanori Hikichi
Package CG: Tatsuo Hashimoto
CG Programmer: Toshiaki Gotou
Quintet Staff: Kazunori Takado, Takashi Shichijō, Naohito Suginaka, Yutaka Sasaki, Noriyoshi Akiba, Masami Fujita, Yuko Miyata, Atsuko Muro, Takako Ochiai, Kunihiro Hirabayashi, Mitsunori Yoshida, Masami Ohkubo, Kenichi Kobayashi, Hajime Watanabe
Art Direction: Kamui Fujiwara (with Studio 2B)
Special Thanks: Tomoaki Honda, Kōji Yokota
Test Players: Yoko Kagaya, Tomoe Suzuki, Shinichi Kōda, Kan Ikeda, Akihiro Yamada, Kazunori Ōwada
English Version Translation: Colin Palmer, Daniel Owsen, Hiro Nakamura
Spanish Version Translation: EM Software SL
Artwork	Naoki Ōishi, Takashi Ōtsuka
Technical Support: Sadao Yahagi, Kenjirō Kano, Hiroshi Satō
Enix Staff: Keiji Honda
Director: Tomoyoshi Miyazaki
Quintet Producer: Masaya Hashimoto
Producers: Shinji Futami, Jun Toda
Executive Producer: Yukinobu Chida
Publisher: Yasuhiro Fukushima
Copyright: Quintet, Kamui Fujiwara, Enix

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62487&o=2

$end


$pc8801_flop=tenchiwo,
$bio

Tenchi wo Kurau (c) 1988 Winky Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93039&o=2

$end


$nes=tenchiku,tenchikua,
$bio

Tenchi wo Kurau (c) 1989 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54718&o=2

$end


$snes=tenchiku,
$bio

Tenchi wo Kurau - Sangokushi Gunyuuden [Model SHVC-AKTJ-JPN] (c) 1995 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62488&o=2

$end


$info=wofch,
$bio

Tenchi wo Kurau II - Sekiheki no Tatakai (c) 1994 Capcom Co., Ltd.

CPS Changer release of Tenchi wo Kurau II. Identical to the Arcade release.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60518&o=2

$end


$saturn,sat_cart=wofj,
$bio

Tenchi wo Kurau II - Sekiheki no Tatakai (c) 1996 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59793&o=2

$end


$info=wofj,
$bio

Tenchi wo Kurau II - Sekiheki no Tatakai (c) 1992 Capcom Company, Limited.

Shang-Lo, a country ruled by murder and violence under the iron fist of the dark lord Akkila-Orkhan. Having driven his own country into ruin and despair, Akkila-Orkhan now casts his covetous eyes on his neighboring countries. As his conquering shadow spread, one man rose up against this black tide. His name was Kuan-Ti, and with the aid of the five greatest warriors and the one wisest mind in his realm, Kuan-Ti would fight to defend his people and lands. The battle begins. A very good side-scrolling beat'em up.

- TECHNICAL -

Capcom Play System Hardware (CP-S)
B-Board #: 91634B-2

# of Players: Up to 3
Type of control (per player): 8-Way Joystick
# of Buttons (per player): 2
=> [1] Attack, [2] Jump

- TRIVIA -

Tenchi wo Kurau II was released in October 1992 in the Japanese arcades. It was known there as the 23th video game made for the CP-S system.

The title of this game translates from Japanese as 'Heaven and Earth Recieving Blows II - Battle of Red Wall'.

Known export releases:
"Warriors of Fate [B-Board 91635B-2]" (WORLD including USA)
"Sangokushi II [B-Board 91634B-2]" (Asia)

This game is known in US as "Warriors of Fate" and in Asia as "Sangokushi II".

The background and all characters were based on an actual history : The Period of Three Kingdoms after the 'Han' Dynasty in China. Character designs were based on a popular Japanese manga called 'Destruction of Heaven and Earth' published by Shueisha in Japan and created by Moto Kikaku.

Soundtrack releases :
Tenchi wo Kurau II -Sekiheki no Tatakai -G.S.M. Capcom 7- / Alfh Lyra [Pony Canyon / Scitron - PCCB-00133 - August 20, 1993]

- TIPS AND TRICKS -

Special Attack : Attack+Jump

Every character can perform his own special move by the combination : Down, Up + Attack

Press Down+Jump to perform a dash-attack spin against the enemies.

During the game, sometimes you'll found a "gong bell" that will summon the Horse for the player.
The Horse gives great offensive attacks against the enemies, and also gives to every character a long-rage weapon (despite Kadan): also, some characters that didn't carry any weapons normally (Portor and Kassar) will get it after they'll go up the horse.
Every character can perform some special moves when it's riding the horse:
* Standard Special Attack (press attack+jump): You'll lose energy every time you'll perform it. 
* Powerful slash with special wave: backward, forward + attack. Can slice apart some enemies. With Kadan you'll obtain a fire bolt.
* Dash: forward + Jump: It is also possible to combine the attack button to perform a long range attack after the dash (except for Kadan)
* Run and Slash: every direction (backward or forward) + jump (2 times rapidly): this move is similar to the standard special, but the player will not lose energy to perform it, it is possible to move while using it, and the enemies can be hit more than one time in this way: although, some enemies are able to block this attack, if they'll hit the player.

Sometimes, the horse will be used even by some bosses, and the player can get it after the boss will get down. By the way, some bosses are able to use the horse too, and they can benefit from its usage like the player.

Violent Boss Kill : if you'll finish the boss with a special move, you'll execute him in a very brutal way. Most of times the boss will be sliced apart, but you can also decapitate him with determined moves.

- SERIES -

1. Tenchi wo Kurau [B-Board 88622B-3] (1989)
2. Tenchi wo Kurau II - Sekiheki no Tatakai [B-Board 91634B-2] (1992)

- STAFF -

Planners: Noritaka Funamizu (Poo), Kin
Programmers: Domesan, Xor, Tsu-Zy, 34-Sakontz
Character Designers: Fukumoyan, Kyochan, Tenman, Tama Chan, Tanuki, Ball Boy (Ballboy), Mizumo, Yuusuke, Nonsuchi, Youjiro, Saotome, Kurata-N, Ume
Onnanoko Designer: Akira Yasuda (Akiman)
Sound: Masaki Izutani (T. Yomage), Toshio Kajino (Bull), Oyabun, Inu

Special Thanks: Akira Nishitani (Nin), James Goddard (DJames.), Alex Jimenez

- PORTS -

* Consoles :
Sony PlayStation [JP] (March 22, 1996) [Model SLPS-00203]
Sega Saturn [JP] (September 6, 1996) [Model T-1207G]
Sony PlayStation [JP] (October 24, 2006, Capcom Game Books Edition) [Model SLPM-87400]
Sony PlayStation [JP] (October 26, 2011, PSOne Classics Edition)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2868&o=2

$end


$psx=tenchiwo,
$bio

Tenchi wo Kurau II - Sekiheki no Tatakai [Model SLPS-00203] (c) 1996 Capcom Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85766&o=2

$end


$nes=tenchik2,tenchik2a,
$bio

Tenchi wo Kurau II - Shokatsu Koumei Den (c) 1991 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54719&o=2

$end


$nes=tenchik2c,tenchik2c1,
$bio

Tenchi wo Kurau II - Shokatsu Koumei Den (c) 19?? Waixing Computer & Technology Co., Ltd. [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76991&o=2

$end


$info=dynwarj,
$bio

天地を喰らう (c) 1989 Capcom.
(Tenchi wo Kurau)

Tenchi wo Kurau is a 1 or 2-player game where you play one of four Chinese heroes on horseback and try to kill hordes of enemies. This game always scrolls to the right. 

The 1st button will make you face left and swing your weapon, the 2nd button will make you face right and swing your weapon, while the 3rd button will let you use magic. You can also add coins any time to increase your vitality.

- TECHNICAL -

Capcom Play System hardware (CPS) 
B-Board ID: 88622B-3

Players: Up to 2. 
Control: 8-way joystick per player.
Buttons: 3 per player.

- TRIVIA -

Tenchi wo Kurau was released in April 1989 in the Japanese arcades. It was known there as the 4th video game made for the CP-S system. It is known outside Japan as "Dynasty Wars".

The title of this game translates from Japanese as 'Heaven and Earth Recieving Blows'.

Known Re-releases: "Tenchi wo Kurau [B-Board 91634B-2]"
Known Export releases: "Dynasty Wars [B-Board 88622B-3]"

The background story and all characters are based on factual history : the Period of Three Kingdoms after the 'Hen' Dynasty in China. Character designs were based on a popular Japanese comic called 'Destruction of Heaven and Earth'. 

The Tenchi wo Kurau series is based on the Chinese tale best known as Romance of the Three Kingdoms. 

Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Strider Hiryu : G.S.M. Capcom 2 - D25B1001) on May 21, 1989.

- SERIES -

1. Tenchi wo Kurau [B-Board 88622B-3] (1989)
2. Tenchi wo Kurau II - Sekiheki no Tatakai [B-Board 91634B-2] (1992)

- STAFF -

Producer : Yoshiki Okamoto (Kihaji Okamoto)
Game designers : Noritaka Funamizu (Poo), S. Sato, K. Kataoka
Programmers : Y. Mutsunobu, M. Kobayashi, Y. Tsunasaki
Obj Designers : Kurichan, Y. Tamago, M. Tanabe, M. Matsuura, Shinji Sakashita
Scr Designers : Fukumoyan, M. Konishi, M. Miyao, K. Koizumi
Sound music : Manami Goto
Illustration : S. Shintani

- PORTS -

* Consoles : 
NEC PC-Engine [JP] (1991) 
NEC PC-Engine Super CD-ROM² [JP] (June 17, 1994) [Model NAPR1030] 
Nintendo Game Boy [JP] (April 22, 1994) [Model DMG-ETJ]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2867&o=2

$end


$info=dynwarjr,
$bio

Tenchi wo Kurau (c) 1991 Capcom Company, Limited.

Re-release of "Tenchi wo Kurau [B-Board 88622B-3]". See this entry for more information about the game itself.

- TECHNICAL -

Runs on the "CP System" hardware.
B-Board ID: 91634B-2

- TRIVIA -

This Re-edition was released in 1991 in Japan only.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69742&o=2

$end


$gameboy=tenchiku,
$bio

Tenchi wo Kurau [Model DMG-ETJ] (c) 1994 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67112&o=2

$end


$pcecd=tenchiku,
$bio

?????? (c) 1994 NEC Avenue, Limited.
(Tenchi wo Kurau)

- TECHNICAL -

Game ID: NAPR-1030

- TRIVIA -

Released on June 17, 1994 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58424&o=2

$end


$pc8801_flop=tenchitk,
$bio

Tenchi-tachi no Gogo no Kocha (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93040&o=2

$end


$info=tengai,tengaij,
$bio

Tengai - Sengoku Ace Episode II (c) 1996 Psikyo.

Nice horizontal shoot'em up with 5 selectable characters who have their own storyline and ending.

- TECHNICAL -

Main CPU : Motorola 68EC020 (@ 16 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : YMF278B (@ 33.8688 Mhz)

Players : 2
Control : 8-Way Joystick
Buttons : 2
=> Fire, Special

- TRIVIA -

Tengai was released in April 1996.

The title of this game translates from Japanese as 'Beyond The Heavens'.

This game is known in Japan as "Sengoku Blade - Sengoku Ace Episode II", which literally means 'Civil War Blade - Civil War Ace Episode II'.

The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to 3 smileys, and 'THAT all IS all WRONG' appears.

Soundtrack releases (for limited edition) :
Sengoku Blade / Psikyo [Pony Canyon / Scitron - PCCB-00216 - May 17, 1996]

- TIPS AND TRICKS -

* Extra Features : if you hold Test Button + PL1 Button 1 during boot, you get extra options in the test menu. A level skip, BG test usually etc...

* Play As Ayin : at the character selection screen, highlight the [?] and press Up(X3), Down(X3), Up(X7) and Ayin will appear.

- SERIES -

1. Samurai Aces (1993)
2. Tengai - Sengoku Ace Episode II (1996)
3. Sengoku Cannon - Sengoku Ace Episode III (2005, Sony PSP)

- STAFF -

Music Composed by : Masaki Izutani

- PORTS -

* Consoles :
Sega Saturn [JP] (November 22, 1996; "Sengoku Blade - Sengoku Ace Episode II [Model T-14410G]")
Sony PlayStation 2 [JP] (December 02, 2004; "Sengoku Ace & Sengoku Blade [Psikyo Shooting Collection Vol.2] [Model SLPM-62563]")
Sony PlayStation 2 [JP] (December 01, 2005; "Sengoku Ace & Sengoku Blade [Psikyo Shooting Collection Vol.2] [Taito Best] [Model SLPM-62563]")
Sony PlayStation 2 [EU] (December 02, 2006; "Samurai Aces [Model SLES-53872]")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2869&o=2

$end


$saturn,sat_cart=tengaima,tengaimaa,
$bio

Tengai Makyou - Daishi no Mokushiroku - The Apocalypse IV (c) 1997 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59794&o=2

$end


$saturn,sat_cart=tengaimahib,
$bio

Tengai Makyou - Daishi no Mokushiroku - The Apocalypse IV Hibaihin (c) 1997 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59795&o=2

$end


$pcecd=dedenden,
$bio

Tengai Makyou - Deden no Den (c) 1994 Hudson Soft.

Tengai Makyou Deden no Den is a promotional game based on Bomberman '94 (originally released on Hucard in 1993), and mixes Hudson Soft's classic Bomberman with Red's immensely popular role playing game Tengai Makyou (aka Far East of Eden). In a nutshell, Tengai Maky? Deden No Den offers the Battle Mode from Bomberman '94, and replaces the traditional Bombermen characters with the blue-haired Kabuki Danj?r?, the eccentric Kabuki performer and swordsman from the Tengai Makyou series. However, this promotional game only features one battle arena (a code can unlock more playfields though) and is multi-player only (no CPU players).

- TECHNICAL -

Game ID: HCD4064

- TIPS AND TRICKS -

Hidden battle arenas: At the CD-Rom boot up screen (before the game starts), press and hold Left and then Run. The 'Push Run Button' English text on the title screen should change to Japanese (it indicates that the code was successfully entered). Then, on the same screen, press and hold Right and press Run. New battle arenas should now available to choose from.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58156&o=2

$end


$pcecd=tengaims,
$bio

Tengai Makyou - Fuu'un Kabuki Den Shutsugeki no Sho (c) 1993 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58425&o=2

$end


$pcecd=tengaima,
$bio

Tengai Makyou - Kabuki Ittou Ryoudan (c) 1995 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58426&o=2

$end


$pcecd=tengaimz,
$bio

Tengai Makyou - Ziria (c) 1989 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58427&o=2

$end


$pcecd=tengaimzh,
$bio

Tengai Makyou - Ziria Hibaihin (c) 1992 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58428&o=2

$end


$pcecd=tengaim2,
$bio

Tengai Makyou II - Manji Maru (c) 1992 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58429&o=2

$end


$info=kabukikl,
$bio

Tengai Makyou SHIN DEN (c) 1995 Hudson Soft.

Japanese swordplay fighting game with 8 selectable characters and 4 end-bosses and random bonus items appearing in the playfield. A notable effort that has been overlooked by the arcade fighter community.

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : NGM-092

[SNK MVS Neo-Geo Controls]
2 players - 4 buttons per player.
[Joystick] 8-way, [A] Weak Attack [B] Medium Attack [C] Weak Kick [D] Medium Kick

- TRIVIA -

Tengai Makyou SHIN DEN was released in June 1995 in Japan.

The title od this game translates from Japanese as 'Region Beyond Heaven - The New Legend'

This game is known outside Japan as 'Far East of Eden - Kabuki Klash'.

Tengai Makyou SHIN DEN is Hudson's first game developed and released for the Neo-Geo MVS. This game is based in the world of the 'Far East of Eden' RPG series which has appeared on many console platforms.

Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Tengai Makyou SHIN DEN - G.S.M. 1500 / PCCB-00191) on 17/11/1995.

- STAFF -

Executive producers : Tadahiro Nakano, Hiroshi Igaro
Producer : Takafumi Horio
Director : Osamu Kimura
System support : Mikio Ueyama
Graphic designer : Torajiro Tsujino
Sound director : Shigeaki Irie
Sound composers : Masaaki Nishizawa, Kennosuke Suemura, Eisaku Nanbu
Sound engineer : Sudou Hirokazu
Sound effect : Gen
Programmers : SP.R22, Ken23, Arrow
Object designers : A. Ono, M. Kusanagi, S. Ootomo, Popo, H. Ando, Tamasu, Urachu
Scroll designers : Kizarin, Mikiman7, Okachu, Yamame
Total planner : Oyabun
Project manager : Masa
Examiner : Hebisan, Daichan, Marika

* CAST:
Manjimaru Sengoku : Kazu Ikura
Ziria : Mitsuo Iwata
Danjuro Kabuki : Kappei Yamaguchi
Yagumo : Ai Orikasa
Kinu : Azumi Inoue
Tsunade : Hiroko Emori
Taro Gokuraku : Shoichiro Akaboshi
Orochimaru : Kaneto Shiozawa
Manto Ace : Shigeru Chiba
Jyashinsai, Lucifeller : Seizou Katou

Special Thanks: Tomonori Matsunaga, Syuichiro Nishiya, Kenji Fukuya, Kawausosan, Shinchan, Kazu

- PORTS -

* Consoles :
SNK Neo-Geo CD [JP] (Nov.1995) [Model NGCD-092]

* Computers :
PC (2000)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=813&o=2

$end


$neocd=kabukikl,
$bio

Tengai Makyou Shinden [Model NGCD-092] (c) 1995 SNK [Shin Nihon Kikaku] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68159&o=2

$end


$snes=tengaim0sj,
$bio

Tengai Makyou Zero Shounen Jump no Shou [Model SHVC-AZQJ-JPN] (c) 1995 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62490&o=2

$end


$snes=tengaim0,
$bio

Tengai Makyou Zero [Model SHVC-AZRJ-JPN] (c) 1995 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62489&o=2

$end


$amigaocs_flop=tengenah,
$bio

Tengen Arcade Hits (c) 199? Domark Group, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75213&o=2

$end


$gamegear=tengenwc,
$bio

Tengen World Cup Soccer (c) 1993 Tengen, Incorporated.

- TECHNICAL -

[Model T-48118]

- TIPS AND TRICKS -

* Penalty Kick Game: Select the World Cup mode and select Password. Change the two first letters to PK and press 1. Now, select the Exhibition mode to enter in a penalties game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64928&o=2

$end


$pc8801_flop=tengokut,
$bio

Tengoku to Jigoku (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93041&o=2

$end


$msx2_cart=tengoku,
$bio

天国よいとこ (c) 1987 Taito Corp.
(Tengoku Yoitoko)

- TECHNICAL -

Model TMS-03

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51385&o=2

$end


$a2600=stennis,
$bio

Tenis (c) 19?? VGS Brazil

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51078&o=2

$end


$gameboy=tenjin,
$bio

Tenjin Kaisen [Model DMG-TKJ] (c) 1990 Meldac

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67113&o=2

$end


$pc98=tenkago,
$bio

Tenka Gomen (c) 1994 Artdink Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90813&o=2

$end


$nes=mitokoum,
$bio

Tenka no Goikenban - Mito Koumon (c) 1987 Sunsoft

- TECHNICAL -

Game ID: SS7-5300

- TRIVIA -

Released on August 11, 1987 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54720&o=2

$end


$saturn,sat_cart=tenkasei,
$bio

Tenka Seiha (c) 1997 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59796&o=2

$end


$pc98=tenkatai,
$bio

Tenka Tairan (c) 1992 Softec [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90814&o=2

$end


$pc98=tenkatou,
$bio

Tenka Touitsu (c) 1989 Systemsoft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90815&o=2

$end


$x68k_flop=tenkatou,tenkatoud,
$bio

Tenka Touitsu (c) 1990 System Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88133&o=2

$end


$pc98=tenkato2ps,
$bio

Tenka Touitsu II - Power Up Set (c) 1992 Systemsoft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90816&o=2

$end


$pc98=tenkato2,
$bio

Tenka Touitsu II - Ranse no Hasha (c) 1991 Systemsoft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90817&o=2

$end


$megacd,megacdj=tenkafub,
$bio

Tenkafubu - Eiyuutachi no Houkou [Model T-45024] (c) 1991 Game Arts Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60569&o=2

$end


$nes=kerunagu,
$bio

天下一武士 ケルナグール (c) 1989 Namco, Limited.
(Tenkaichi Bushi - Keru Naguuru)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54721&o=2

$end


$info=tenkomor,tenkomorja,
$bio

Tenkomori Shooting (c) 1998 Namco.

- TECHNICAL -

Namco System 12 hardware
Game ID : TKM

Main CPU : PSX (@ 16.9344 Mhz), H8/3002 (@ 14.7456 Mhz)
Sound Chips : C352 (@ 14.7456 Mhz)

Screen orientation : Vertical
Video resolution : 480 x 640 pixels
Screen refresh : 60.00 Hz
Palette colors : 65536

Players : 2
Control : 8-way Joystick
Buttons : 6

- TRIVIA -

Released in November 1998.

- UPDATES -

TKM1/VER.A1 (Japan)
KM2/VER.A1 (World)
* Build date : 07:56:12, NOV 3. ....

- STAFF -

Main Planner & Director: Yutaka Kounde
Planner: Kentaro Arai, Yuji Yamamura, Tadashi Iguchi, Eiji Yoshida
Main Program: Yousuke Kuroda
Game Program: Tatsuhiko Mochizuki, Mitsugu Nakino, Shinji Miyazaki, Mishio Yamada, Yasumichi Ohnishi, Takashi Koshigoe, Yoshihito Iwanaga
Test Program: Kiyoshi Minami
Design Director: Masanori Kimura
Designer: Eri Takahashi, Kaname Takai, Miki Maemori, Sachiko Inoue, Takehito Sasaoka, Yutaka Gotoh, Taro Okamoto, Kanako Iwasaki, Hiroko Noguchi, Masahiro Shiraishi, Katsumi Aoki, Masato Inagaki, Yoshinari Mizushima, Masahi Kubo, Tatsuya Matsue, Kazuaki Fujimoto, Shinichiro Yoda, Nana Kaneda, Haruka Kando
Logo & Sales Promotion Design: Hideaki Ito, Kiyotaka Tamiya, Akira Nakajima
Music Composer: Takanori Otsuka
Sound Effect: Yu Miyake
Tuning Director: Ryouzi Ichikari
Tuning Unit: Yasuki Nakabayashi, Masanao Kuroda, Makoto Kiyokawa, Takashi Kohara
Research & Debug Unit: Tsuyoshi Kiuchi, Akiya Ikeda, Takeharu Kondou, Shinji Takino
Overseas Version Assistant: Kohei Teraoka, Yuta Fujishige, Jason Arney at NAI
Sales Promotion: Hiroshi Goshowaki, Akihiko Arai
Supervisor: Junichi Kawamura, Satoru Yamada, Hiroyuki Kawada
Producer: Hajime Nakatani

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4438&o=2

$end


$pc98=tenkosei,
$bio

Tenkousei (c) 1995 Space Project [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90818&o=2

$end


$x68k_flop=tenkyuh,
$bio

Tenkyuuhai (c) 1989 Studio Panther

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88134&o=2

$end


$pc98=tenkyuh,
$bio

Tenkyuuhai (c) 1989 Panther Software [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90819&o=2

$end


$pc8801_flop=tenkyuh,
$bio

Tenkyuuhai (c) 1989 Studio Panther [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93042&o=2

$end


$pc98=tenkyusp,
$bio

Tenkyuuhai Special - Tougen no Utage (c) 198? Panther Software [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90820&o=2

$end


$x68k_flop=tenkyusp,
$bio

Tenkyuuhai Special - Tougen no Utage (c) 1990 Brother Kougyou [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88135&o=2

$end


$pc8801_flop=tenkyusp,
$bio

Tenkyuuhai Special - Tougen no Utage (c) 1990 Takeru [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93043&o=2

$end


$pc98=tenkyus2,
$bio

Tenkyuuhai Special - Tougen no Utage II (c) 1989 Panther Software [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90821&o=2

$end


$psx=tenmadej,
$bio

Tenma de Jack - Odoroki Manenoki Daitoubou [Model SLPM-86368] (c) 2000 Enix, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85763&o=2

$end


$pc8801_flop=natera,
$bio

Tennen Yashinomi Natera (c) 1990 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93044&o=2

$end


$coco_cart=tennis,
$bio

Tennis (c) 1981 Tandy Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53485&o=2

$end


$a2600=tennishv,
$bio

Tennis (c) 1983 HomeVision

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51116&o=2

$end


$ti99_cart=tennisv,
$bio

Tennis (c) 1983 Nicesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84764&o=2

$end


$a800=tennis,
$bio

Tennis (c) 1983 Atari, Inc. [Sunnyvale, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86728&o=2

$end


$bbca_cass,bbcb_cass=tennis,
$bio

Tennis (c) 1986 Bug Byte

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52516&o=2

$end


$nes=tennis,
$bio

Tennis (c) 1986 Nintendo [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55662&o=2

$end


$nes=tennish,
$bio

Tennis (c) 1987 FMG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69329&o=2

$end


$a2600=tennism,
$bio

Tennis (c) 19?? Milmar

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51117&o=2

$end


$a2600=tennisepb,
$bio

Tennis (c) 19?? Pet Boat

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51119&o=2

$end


$a2600=tennissg,
$bio

Tennis (c) 19?? Stargame

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51120&o=2

$end


$a2600=tennisz,
$bio

Tennis (c) 19?? Zirok

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51121&o=2

$end


$cpc_cass=tennis3d,
$bio

Tennis 3D [Model 112] (c) 1986 Loriciels [France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99553&o=2

$end


$sms=tennis,
$bio

Tennis Ace (c) 1989 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56231&o=2

$end


$saturn,sat_cart=tenarena,
$bio

Tennis Arena (c) 1998 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59797&o=2

$end


$psx=tennisar,
$bio

Tennis Arena [Model SLPS-01303] (c) 1998 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85767&o=2

$end


$amigaocs_flop=tenniscp,
$bio

Tennis Cup (c) 1989 Loriciels [France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75214&o=2

$end


$cpc_cass=tenniscp,
$bio

Tennis Cup (c) 1989 Loriciels [France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99555&o=2

$end


$amigaocs_flop=tennisc2,
$bio

Tennis Cup II (c) 1992 Loriciels [France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75216&o=2

$end


$amigaocs_flop=tenniscpf,
$bio

Tennis Cup [NRJ] (c) 1989 Loriciels [France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75215&o=2

$end


$pc8801_flop=tennisfr,
$bio

Tennis Freak (c) 1985 Winky Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93045&o=2

$end


$x1_cass=tennis,
$bio

Tennis Freak (c) 198? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86280&o=2

$end


$gba=tenms2k3,
$bio

Tennis Masters Series 2003 (c) 2002 Microïds

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75980&o=2

$end


$gba=tenoujav,
$bio

Tennis no Ouji-sama - Aim at the Victory! [Model AGB-AVAJ-JPN(RK295-J1)] (c) 2002 Konami Co., Ltd. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75981&o=2

$end


$gba=tenoujgb,
$bio

Tennis no Ouji-sama - Genius Boys Academy [Model AGB-ATIJ-JPN(RK285-J1)] (c) 2002 Konami Co., Ltd. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75982&o=2

$end


$gba=tenouj3b,
$bio

Tennis no Ouji-sama 2003 - Cool Blue [Model AGB-A9LJ-JPN(RK305-J1)] (c) 2003 Konami Co., Ltd. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75983&o=2

$end


$gba=tenouj3r,
$bio

Tennis no Ouji-sama 2003 - Passion Red [Model AGB-A8RJ-JPN(RK306-J1)] (c) 2003 Konami Co., Ltd. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75984&o=2

$end


$gba=tenouj4g,
$bio

Tennis no Ouji-sama 2004 - Glorious Gold [Model AGB-B4GJ-JPN(RK342-J1)] (c) 2004 Konami Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75985&o=2

$end


$gba=tenouj4s,
$bio

Tennis no Ouji-sama 2004 - Stylish Silver [Model AGB-B4SJ-JPN(RK341-J1)] (c) 2004 Konami Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75986&o=2

$end


$cdi=tennisow,
$bio

Tennis Our Way (c) 1994 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53101&o=2

$end


$svision=tennis92,
$bio

Tennis Pro '92 [Model SV10015] (c) 1992 BITS

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95480&o=2

$end


$pc98=ttennis,
$bio

Tennis Tennis (c) 1992 Softec [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90822&o=2

$end


$intv=tennis,
$bio

Tennis (c) 1980 Mattel Electronics

You're at center court, facing your opponent across the net, testing your strategy and your skill! You serve, rally, go for a passing shot! Computer plays lineman and keeps score. Here's fast-paced action -- the speed and pressure of World Class competition! Still, this is INTELLIVISION tennis. No waiting for a court. No balls to chase. No throwing your racket! "Are the players ready? Play!"

OBJECT OF THE GAME is to score more points than your opponent by hitting the ball into your opponent's court in such a way as to prevent him or her from hitting it back into your court.

- TECHNICAL -

Model 1814

- STAFF -

Program: Gavin Claypool

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60974&o=2

$end


$info=tmtennis,
$bio

Tennis (c) 1980 Tomy.

Tabletop VFD game.

- TECHNICAL -

Game ID: 7606

- STAFF -

Invented by: Nobuo Hamano

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94383&o=2

$end


$crvision=tenniscs,tennis,tennisa,tennisb,
$bio

Tennis (c) 1981 Video Technology, Limited.

- TECHNICAL -

No. 8004

- TRIVIA -

The first releases of this cartridge featured the Coca Cola and Sprite brands in the back of the playfield. Later version shows the Wimbledon Championship sign instead of the sponsor.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53786&o=2

$end


$a2600=tennis,tennis1,tennise,
$bio

Tennis (c) 1981 Activision.

Game 1: You against the Activision computer pro (full speed).
Game 2: You against a friend (full speed).
Game 3: You against the Activision computer pro (slow motion).
Game 4: You against a friend (slow motion).

NOTE: In games 1 and 3, you are the orange player; the computer pro is the blue player. On black and with TVs, the orange player is white and the blue player black.

- TECHNICAL -

Model AG-007

- SCORING -

Scoring is the same as in real tennis: 15-30-40, deuce at 40-all, and ad in or ad out following deuce. The first player to win at least 6 games and be ahead by two games wins the set. If players tie in games at 6-6, the score returns to 0-0, and the first player to go two games ahead wins the set. One bell sounds after each point, three after each game, and six at the end of each set. Each player has his own bell tone.

- TIPS AND TRICKS -

Tips from Alan Miller, designer of Tennis.

"My Activision Tennis, like real tennis, puts a premium on anticipation, reflexes, and conditioning. You really have to stay on your toes, try and anticipate where your opponent's shot will land, and get in position to return."

"Practice moving quickly to the area where you think your opponent's shot will go. If you can do that, then you'll get a jump on placing your shot out of your opponent's reach."

"For an extra tough challenge, try to serve and volley against the computer with the difficulty switches set on b. Hit a sharply-angled serve off the edge of your racket to either the right or left side, then move quickly about two-thirds of the way to the net."

"If you've anticipated properly, you can nail his return with a cross-court volley for a winner. But, guess wrong and he's passed you. This strategy demands a high level of concentration, razor-sharp reflexes, and lots of practice."

"But you know the old saying, practice makes perfect. So, keep at it, good luck and have a great game. Drop me a line and let me know how you do. I'd love to hear from you."

- STAFF -

Programmer: Alan Miller

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51122&o=2

$end


$a2600=tennisc,
$bio

Tennis (c) 1983 CCE

South American release. See Activision's "Tennis [Model AG-007]" for more information about the game itself.

- TECHNICAL -

Model C-858

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51115&o=2

$end


$gameboy=tennis,
$bio

Tennis [Model DMG-TNA] (c) 1989 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67114&o=2

$end


$famicom_flop=tennis,
$bio

Tennis [Model FMC-TEN] (c) 1986 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65471&o=2

$end


$nes=tennisju,
$bio

Tennis (c) 1984 Nintendo.

- TECHNICAL -

Game ID: HVC-TE

- TRIVIA -

Tennis was released on January 14, 1984 in Japan.

- PORTS -

* Consoles :
Nintendo Game Boy (1989)
Nintendo GameCube (2001, "Animal Crossing" as an unlockable Bonus game)
Nintendo Game Boy Advance (2002, e-Reader Series)
Nintendo Wii (2006, "Virtual Console")

* Computers :
NEC PC-8801 (1985)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54722&o=2

$end


$info=pc_tenis,
$bio

Tennis (c) 1983 Nintendo.

PlayChoice-10 version. For more information about the game itself, please see the original NES version.

- TECHNICAL -

Nintendo PlayChoice-10 hardware
Game ID : TE

Main CPU : Zilog Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz)
Sound Chips : Zetex N2A03 (@ 1.789772 Mhz), DAC

Players : 2
Control : 8-way joystick
Buttons : 2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1834&o=2

$end


$crvision=tennisd,tennisda,
$bio

Tennis (c) 1981 Video Technology, Limited.

- TECHNICAL -

NO. Y-1620

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53787&o=2

$end


$pce=tennokoe,
$bio

Tennokoe Bank (c) 1991 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58750&o=2

$end


$pc8801_flop=tennyod,
$bio

Tennyo Densetsu (c) 1988 Champion Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93046&o=2

$end


$odyssey2,g7400=2bwlbskt,
$bio

Tenpin Bowling + Basketball (c) 198? Philips Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95767&o=2

$end


$c64_cart,c64_flop=tenpins,
$bio

Tenpins (c) 1989 Entertainment Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53731&o=2

$end


$snes=prowrevo,
$bio

Tenryuu Genichirou no Pro Wrestling Revolution [Model SHVC-LJ] (c) 1994 Jaleco Company, Limited. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62491&o=2

$end


$sms=bakabon,
$bio

Tensai Bakabon (c) 1988 Sega Enterprises, Limited.

- TECHNICAL -

Game ID: G-1355

- TRIVIA -

Released on June 2, 1988 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55899&o=2

$end


$msx1_cart=tensaird,
$bio

Tensai Rabbian Daifunsen [Model PS-2018G] (c) 1986 Toshiba EMI [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77512&o=2

$end


$pce=sdragon,
$bio

Tenseiryuu - Saint Dragon (c) 1990 Irem Corp.

Saint Dragon is the convertion of Jaleco's arcade game. The player takes control of a multi segmented robotic dragon. Its head is the only vulnerable part of its body, the rest being a long metallic tail formed of indestructible rings. Thus, finding the right balance and motion are the key factors that contibute to the player's effectiveness and his ability to use the Dragon's body as a shield. The game counts six long levels and special items can be collected on the way. They can enhance our Dragon's main weapon, speed it up or make it invulnerable for a shot amount of time. The game also offers four different type of weapons, [P] for standard gun, [L] for ring lasers, [B] for bouncing lasers and [T] for directional laser. Enemies can be huge and varied, like the great robotic flying bull awaiting the player at the end of the first stage.

- TECHNICAL -

HuCARD ID: AC90001
HuCARD SIze: 4 Mbits.

- TRIVIA -

Released on December 21, 1990 in Japan for 7200 Yen.

Saint Dragon was originally an arcade game released by Jaleco in 1989.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58751&o=2

$end


$psx=tensenny,
$bio

Tensen Nyannyan Gekigyouban [Model SLPS-01278] (c) 1998 Time Point

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85768&o=2

$end


$psx=tenshino,
$bio

Tenshi no Shippo [Model SLPS-03531] (c) 2003 Bandai Co., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85769&o=2

$end


$pcecd=tenshiut,
$bio

Tenshi no Uta (c) 1991 Telenet [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58430&o=2

$end


$snes=tenshiut,
$bio

Tenshi no Uta - Shiroki Tsubasa no Inori [Model SHVC-UA] (c) 1994 Telenet Japan [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62492&o=2

$end


$pcecd=tenshiu2,
$bio

Tenshi no Uta II - Datenshi no Uta (c) 1993 Telenet [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58431&o=2

$end


$x1_flop=tenshit,
$bio

Tenshi-tachi no Gogo (c) 1985 Jast [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86138&o=2

$end


$pc98=tenshit,
$bio

Tenshi-tachi no Gogo (c) 1985 Jast [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90823&o=2

$end


$pc8801_flop=tenshit,tenshita,
$bio

Tenshi-tachi no Gogo (c) 1985 Jast [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93047&o=2

$end


$msx1_cart=tenshit,
$bio

Tenshi-tachi no Gogo (c) 1987 Jast

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77513&o=2

$end


$pc98=tenshi5n,
$bio

Tenshi-tachi no Gogo - Nerawareta Tenshi (c) 1993 Jast [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90824&o=2

$end


$pc8801_flop=tensh3bh,
$bio

Tenshi-tachi no Gogo 3 Bangai-hen (c) 1989 Jast [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93048&o=2

$end


$pc8801_flop=tenshi3r,
$bio

Tenshi-tachi no Gogo 3 Ribbon (c) 1989 Jast [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93049&o=2

$end


$pc98=tenshitb,
$bio

Tenshi-tachi no Gogo Bangai-hen (c) 1985 Jast [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90825&o=2

$end


$pc8801_flop=tenshitb,tenshitba,
$bio

Tenshi-tachi no Gogo Bangai-hen (c) 1985 Jast [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93050&o=2

$end


$pc98=tenshic1,
$bio

Tenshi-tachi no Gogo Collection (c) 1995 Jast [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90826&o=2

$end


$pc98=tenshic2,
$bio

Tenshi-tachi no Gogo Collection 2 (c) 1995 Jast [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90827&o=2

$end


$pc8801_flop=tenshi2,tenshi2a,tenshi2b,
$bio

Tenshi-tachi no Gogo II (c) 1987 Jast [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93051&o=2

$end


$pc98=tensh2bh,
$bio

Tenshi-tachi no Gogo II Bangai-hen (c) 1988 Jast [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90828&o=2

$end


$pc8801_flop=tensh2bh,
$bio

Tenshi-tachi no Gogo II Bangai-hen (c) 1988 Jast [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93052&o=2

$end


$pc98=tenshi2,
$bio

Tenshi-tachi no Gogo II Minako (c) 1987 Jast [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90829&o=2

$end


$x68k_flop=tensh3bh,
$bio

Tenshi-tachi no Gogo III Bangai-hen (c) 1990 Jast [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88136&o=2

$end


$pc98=tensh3bh,
$bio

Tenshi-tachi no Gogo III Bangai-hen (c) 1990 Jast [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90830&o=2

$end


$pc98=tensh3h,
$bio

Tenshi-tachi no Gogo III Bangai-hen Hanseiban (c) 1993 Jast [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90831&o=2

$end


$x68k_flop=tenshi3r,
$bio

Tenshi-tachi no Gogo III Ribbon (c) 1989 Jast [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88137&o=2

$end


$pc98=tenshi3r,
$bio

Tenshi-tachi no Gogo III Ribbon (c) 1989 Jast [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90832&o=2

$end


$x68k_flop=tenshi4,
$bio

Tenshi-tachi no Gogo IV Yuuko (c) 1991 Jast [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88138&o=2

$end


$pc98=tenshi4y,
$bio

Tenshi-tachi no Gogo IV Yuuko (c) 1991 Jast [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90833&o=2

$end


$pc8801_flop=tenshit7,
$bio

Tenshi-tachi no Gogo no Kocha (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93053&o=2

$end


$pc98=tenshis2,tenshis2a,
$bio

Tenshi-tachi no Gogo Special II (c) 1993 Jast.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90834&o=2

$end


$pc98=tenshite,
$bio

Tenshi-tachi no Gogo Tenkousei (c) 1995 Jast [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90836&o=2

$end


$x68k_flop=tenshi6,
$bio

Tenshi-tachi no Gogo VI My Fair Teacher (c) 1993 Jast [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88139&o=2

$end


$pc98=tenshiho,
$bio

Tenshi-tachi no Hohoemi (c) 1996 Jast [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90837&o=2

$end


$famicom_flop=tenshita,
$bio

Tenshi-tachi no Houkago (c) 1989 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65472&o=2

$end


$x68k_flop=tenshinr,
$bio

Tenshin Ranma (c) 1992 Elf [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88140&o=2

$end


$pc98=tenranma,
$bio

Tenshin Ranma (c) 1992 Elf [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90838&o=2

$end


$msx1_cass=tension,
$bio

Tension (c) 1988 System 4 de Espana, S.A. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95036&o=2

$end


$cpc_cass=tensions,
$bio

Tensions (c) 1986 Ere Informatique [Paris, France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99557&o=2

$end


$cpc_cass=tensionss,
$bio

Tensions [Model WG-006T] (c) 1986 War Games [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99558&o=2

$end


$msx1_cart=tension,
$bio

Tensión (c) 1988 System 4 de Espana, S.A.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77514&o=2

$end


$info=tenthdeg,
$bio

Tenth Degree (c) 1998 Atari Games Corporation.

Atari's Tenth Degree was to combine the elements of the Tekken and Street Fighter style fighting games with an emphasis on speed. Videogames.com got a chance to see Tenth Degree in its early stages, and even played a few rounds on the arcade machine. The characters were designed in a 3D anime style, with both male and female fighters available. In the early stages, developers were discussing having a super deform mode and some other surprises as well. The characters would have had a variety of fighting styles.

- TECHNICAL -

Runs on the "Atari Vegas" hardware.

Players : 2
Control : 8-way Joystick
Buttons : 6

- TRIVIA -

Tenth Degree (originally to be called "Juko Threat") was to be Atari's apparently failed attempt to join the great 3-D fighter genre. Unfortunately for Atari by 1998 Namco had released "Tekken 3" and "Soul Calibur" and Sega were onto "Virtua Fighter 3" and "Fighting Vipers 2", meaning that unless a 3D fighter really stood out it wasn't going to make an impact at all... It was dropped from production as it just didn't take any money during testing, it had nothing that hadn't been seen before, and the competition was just too advanced by the time it would reach full production.

- STAFF -

Game Director: James Goddard (DJames.)
Lead Combat Designer: James Goddard (DJames.)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3780&o=2

$end


$cpc_cass=teonovols,teonovol,
$bio

Teodoro no Sabe Volar (c) 2012 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99560&o=2

$end


$pc98=teqsun,teqsunb,teqsuna,
$bio

Tequila Sunrise (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90839&o=2

$end


$info=terabrst,terabrsta,
$bio

Teraburst (c) 1998 Konami Company, Limited.

- TECHNICAL -

Konami Hornet Hardware

Main CPU : PPC 4036A
Sound CPU : Motorola 68000 @ 16 MHz
Sound Chip : Custom DSP

- TRIVIA -

Released in February 1998 in Japan.

Also released as "Teraburst [Upright model]".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4103&o=2

$end


$nes=teraozum,
$bio

Terao no Dosukoi Oozumou (c) 1989 Jaleco Company, Limited. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54723&o=2

$end


$x68k_flop=terazzos,
$bio

Terazzo Sprite Editor Pro-68K (c) 19?? HummingBird [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88141&o=2

$end


$sg1000=terebioe,
$bio

Terebi Oekaki (c) 1985 Sega Enterprises, Limited.

- TECHNICAL -

[Model GB-800]

This program is controlled through a drawing tablet which gets connected directly to the cartridge.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65135&o=2

$end


$ti99_cart=termemu1,
$bio

Terminal Emulator I [Model PHM 3017] (c) 1980 Texas Instruments

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84765&o=2

$end


$ti99_cart=termemu2,
$bio

Terminal Emulator II [Model PHM 3035] (c) 1980 Texas Instruments

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84766&o=2

$end


$info=j5term,
$bio

Terminator (c) 199? JPM International.

- TECHNICAL -

System 5

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41056&o=2

$end


$c64_cart,c64_flop=term2,
$bio

Terminator 2 (c) 1991 Ocean

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53732&o=2

$end


$cpc_cass=term2,
$bio

Terminator 2 - Judgement Day (c) 1991 Ocean Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99561&o=2

$end


$info=term2,term2la2,term2la1,term2la3,
$bio

Terminator 2 - Judgment Day (c) 1991 Midway.

Help to John connor future leader of the human resistance against the machines and his valiant mother Sarah Connor to be avoid being killed by a prototype robot from Skynet the T-1000 sent from the future composed of a "mimetic poly-alloy" but soon a unexpected savior an reprogrammed T-800 Terminator, will come from the future to help and stop together the judgment day.

Hasta La Vista, Baby!

- TECHNICAL -

Midway Y Unit hardware

Main CPU : TMS34010 (@ 6.25 Mhz)
Sound CPU : Motorola M6809 (@ 2 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.57958 Mhz), DAC, OKI6295 (@ 8 Khz)

Players : 2
Control : lightgun
Buttons : 2 (FIRE, SPECIAL)

- TRIVIA -

Terminator 2 was released in November 1991.

Some enemies in Terminator 2 - Judgment Day (especially those from the Skynet Complex stage) were meant to be in the original Terminator 2 movie, unfortunately they were scrapped from the film because of budget issues.

Some of the musics from this game was recycled for it's pinball counterpart.

Michael Jackson used to own this game. It was sold at the official Michael Jackson Auction on Apr. 24th, 2009.

- UPDATES -

REVISION 1 :
* Software version : LA1
* Build date : 11/1/91

REVISION 2 :
* Software version : LA2
* Build date : 12/9/91

REVISION 3 :
* Software version : LA3
* Build date : 3/27/92

- TIPS AND TRICKS -

* Bonus Trick on Stage 1 : On Stage 1, exoskeletons will sometimes pop up in the foreground.  When this occurs, shoot the skull until a CPU appears. Shoot the CPU quickly and you can receive a bonus (points, shield, more energy, plasma cannon, etc.)!

* As soon as John gets in the truck, start shooting the tires. If you 
do this you'll make it to Skynet on your first try.

- STAFF -

Directors : George N. Petro (GNP), Jack E. Haeger (JEH)

* Game Design :
Programmers : George N. Petro (GNP), Warren Davis (WBD), William F. Dabelstein, Jr. Todd R. Allen
Graphics designers : Jack E. Haeger (JEH), Tim Coman (TJC), John Vogel (JCV)
Sound / Music : Chris Granner (CPG)

Producers : Neil Nicastro, Ken Fedesna
Based on the story by: James Cameron, William Wisher
Hardware : Mark Loffredo, Cary Mednick (CMM), Rich Karstens, Glenn Shipp, Pat Cox (P C), Raymond Gay (ROG)
Gun designers : Ray Czajka (RAY), Jerry Pinsler
Cabinet designer : Ray Czajka (RAY)
Cabinet graphic designers : Jack E. Haeger (JEH), Bruce Siegel, Kevin O'Connor
Production Support : Sheridan Oursler (SNO), Al Lasko
Marketing : Roger Sharpe, Rebecca Ellis
Sales : Joe Dillon, Lesley Ross, Bob Lentz, Rachel Davies

* CAST :
Terminator : Arnold Schwarzenegger (ALS), Peter Kent
T-1000 : Robert Patrick (REP)
John Connor : Eddie Furlong (EZF)
Sarah Connor : Debbie Evans
Future Soldier : Doug Watson, Tania Mulderink
Swat/Clean Room Guy : Ken Moreno
Hideout Human : Jack E. Haeger (JEH)
Hideout Gunner : Tim Coman (TJC)
Hideout Kid : Matt Cooney
Voice of Skynet : Stephanie Rogers
Hideout Dog : Sparky

- PORTS -

* Consoles :
Sega Mega Drive (1992)
Nintendo Game Boy (1992) "T2 - The Arcade Game"
Nintendo Super Famicom (1993)
Sega Game Gear (1993)
Sega Master System

* Computers :
Commodore Amiga (1993)
Sinclair ZX Spectrum
PC [DOS] (1993) "T2 - The Arcade Game"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2870&o=2

$end


$info=t2_l8,t2_l2,t2_l3,t2_l4,t2_l6,t2_p2f,
$bio

Terminator 2 - Judgment Day (c) 1991 Williams Electronics Games, Incorporated.

- TECHNICAL -

Williams WPC (Dot Matrix)
Model Number : 50013

Main CPU : Motorola M6809 (@ 2 Mhz)
Sound CPU : Motorola M6809 (@ 2 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), DAC, HC55516

- TRIVIA -

First Williams standard pinball game 'designed' to use a 'standard' Dot Matrix Display (DMD), although Midway's 1991 'Gilligan's Island' was the first standard pinball game to be manufactured with a DMD because the T2 design cycle took longer to complete.

15,202 units were produced.

First pinball machine with a cannon-launcher (player 'shoots' captured pinball at targets).

Most of the tunes used in the pinball game, are used in the Arcade shooter of the same name.

Bow Wow, a popular rapper, has owned this pinball machine in his old house in Atlanta, Georgia. It can be seen in his episode on 'MTV Cribs'.

- UPDATES -

There are profanity ROMs available, but they are only for home use.

- SERIES -

1. Terminator 2 - Judgment Day (1991)
2. Terminator 3 - Rise of the Machines (2003)

- STAFF -

Designer : Steve Ritchie
Artwork : Doug Watson
Software : Dwight Sullivan (XAQ)
Video F/X : John Vogel
Mechanics : Carl Biagi
Music & Sounds : Chris Granner

Cabling : Paul Johnson (PJ)
CAD Mech : Butch Ortega
Electrons : Manu Jayswal
Manual : Karen Trybula

Marketing : Roger Sharpe, Rebecca Ellis
Sales : Joe Dillon, Lesley Ross

Special Thanks : Arnold Schwarzenegger, James Cameron, Gale Anne Hurd, Mario Kassar, Larry Kasanoff, Van Ling, Robert Patrick, Carolco Pictures, Danny Simon, Lisa Lockhart, Pamela Harris, Leslie Buhler, Benita Karroll, Lee Orloff, Ed Marsh, Jerry Pinsler, Bill Pfutzenreuter (Pfutz), Ken Fedesna, Larry DeMar (LED), Pat Lawlor, Nick Miku, Joe Pratt, Jose Delgado, Wally Roeder, Jim Patla, Mark Coldebella, Anna Arrigo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5296&o=2

$end


$amigaocs_flop=term2,term2a,
$bio

Terminator 2 - Judgment Day (c) 1991 Ocean Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75217&o=2

$end


$sms=term2,
$bio

Terminator 2 - Judgment Day (c) 1993 Flying Edge

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56232&o=2

$end


$gameboy=term2,
$bio

Terminator 2 - Judgment Day [Model DMG-TZ-USA] (c) 1992 LJN, Limited.

- STAFF -

Game Code: Jason Austin
Graphics: Mark Jones, Martin Wheeler
Music: David Whittaker
Sound: David Whittaker
Production: Foo Katana

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67117&o=2

$end


$gamegear=term2,
$bio

Terminator 2 - Judgment Day (c) 1993 Flying Edge

- TECHNICAL -

[Model T-81148]

- TRIVIA -

This game is based on the 1991 movie with the same title.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64930&o=2

$end


$info=term3,term3f,term3g,term3i,term3l,t3new,term3_205,term3f_205,term3i_205,term3l_205,term3_301,term3f_301,term3g_301,term3i_301,term3l_301,
$bio

Terminator 3 - Rise of the Machines (c) 2003 Stern Pinball.

- TECHNICAL -

Stern Whitestar

Main CPU : Motorola M6809 (@ 2 MHz)
Sound CPU : Motorola M6809 (@ 2 MHz)
Display CPU : Motorola M6809 (@ 4 MHz)
Sound chip : BSMT2000 (@ 24 MHz)

- TRIVIA -

Released in May 2003. Produced by Steve Ritchie Productions for Stern Pinball.

Based on the 2003 movie of the same name. Features custom speech by Arnold Schwarzenegger.

Michael Jackson used to own this game. It was sold at the official Michael Jackson Auction on Apr. 24th, 2009.

- UPDATES -

CPU RELEASE : 1.00
DISPLAY RELEASE : 1.00
SOUND RELEASE : 1.00
Date : May 28, 2003

CPU RELEASE : 1.01
Date : May 29, 2003
- Moving the skill choice now kills the PLAYER 2 deff.
- Top Lanes are now initialized correctly.
- Lane change post Assault now works correctly from the left button.
- Flawless Video Mode Speech no longer kills the sound.
- Increased the debounce on the T-X Made switch to stop multiple hits
- Fixed Final Battle ending early.
- Changed Replay and Match percentage factory settings to 12% and 8%
- Added low default HSTD scores to the HOME INSTALL
- The T-X will now glow during Assault
- Removed collecting Weapons during the end of Final Battle.
- Made RED require 5 shots during the end of Final Battle.
- Fixed Kick back relighting itself on extra first balls.

DISPLAY RELEASE : 2.00
Date : June 4, 2003
- Added/modified instant info for extra ball, special, balls locked.
- Final Battle now says 'Complete All Shots'.
- New AK-47 artwork for Assault award.
- Italian text for Bonus Muliplier now appears during SkyNet Selection.

CPU RELEASE : 2.00
Date : June 4, 2003
- Pushed ball search away from multiball devices and from jackpot shows.
- Fixed Instant Info Bullet Holes. It now shows the correct counts.
- Fixed Right 3-bank lamps. They now timeout out correctly.
- Added light toggle to the 2 3-bank lamps. They will now respond if hit.
- Fixed Skill shot and launching with the flipper.
- Fixed Drop target rssetting in the grace of super jackpot.
- Improved the Orbit logic. Orbit will get in each others way less often.
- Removed Turning off G.I. in Jackpot and Super Jackpot lamp effects.
- Fixed Tilt in first 3 seconds of ball problem.
- Removed lighting RPG from '?' if player has Final Battle RPG icon.
- Added # of LOCKS a player has to Instant Info.
- Changed the AK47 display in ASSAULT to look like a AK47.
- fixed extra LOCK IS LIT phrase in the middle of multiball.
- Drop target will now drop if you get last jackpot from '?' target.

DISPLAY RELEASE : 2.01
Date : June 25, 2003
- added 4 ball troff art.
- added a few translations & fixed a typo.

CPU RELEASE : 2.01
Date : June 25, 2003
- Kicking from trough during Portals has been stopped.
- Added score at end of game.
- Tracking ball served was improved.
- Hurry Up sound FX should always play.
- Helicopter sound from Mystery will play now.
- Lowered the replay scores.
- T850 feature is now handled better.
- Tweaked Special and Replay prioirties.
- Fixed dim flashers in diagnostics.
- Match audit will now work
- Added left hurry up to hurry up lamp sequence.
- Changed # of balls per game max to 10

CPU RELEASE : 2.02
Date : June 27, 2003
- Fixed Clear balls test that was broken in the 2.01 release.

CPU RELEASE : 2.03
DISPLAY RELEASE : 2.01
Date : July 2, 2003
- Stopped flash lamps from glowing until RPG motor is running. Give relay a chance to work.

CPU RELEASE : 2.04
Date : July 17, 2003
- Fixed Multiplyer kickback targets.
- Fixed rare crashes.
- Made final battle icons smarter about when they appear.
- Fixed tilt; should not be able to tilt next ball.

CPU RELEASE : 2.05
Date : August 18, 2003
- Lowered Replay to 30 million for all countries.
- Added A-B-C rule for reliting jackpots after Super Jackpot
- Added RPG racks. There are now 7 total.
- Round 2 of RPG starts with a group of 3 moving targets instead of just one. After the first hit, it's 2 targets. After the 2nd hit, it's one target (like the whole round used to be). 
- Pop bumper hits now count for something! Pop bumper hits count down to 'power boost'.

CPU RELEASE : 3.00
Date : August 18, 2003
- Added Power-Surge a pop bumper rule.
- The game will no longer say "grab the gun" or the like if the button adjustment is YES.
- T-X Challenge from skill will still work even if the ball doesnt fall into lock area.
- GI will not turn off if RPG is lit from the Surprise target.

CPU RELEASE : 3.01
DISPLAY RELEASE : 3.00
Date : August 18, 2003
- We now ignore the shooter switch while the plunger coil is firing.
- Fixed Match problem. There will no longer be erroneous 00 matches.
- Added award display for Power-Surge.
- Added power-surge background display.
- Modified Multiball background display for new A-B-C jackpots rule.

CPU RELEASE : 3.02
Date : December 9, 2003
- Reduced the firing time of the ball launcher coil in diagnostics.

CPU RELEASE : 4.00
DISPLAY RELEASE : A4.00
Date : March 31, 2004
- Added Bump N' Win Tournament

- SERIES -

1. Terminator 2 - Judgment Day (1991)
2. Terminator 3 - Rise of the Machines (2003)

- STAFF -

Designer : Steve Ritchie (SSR)
Artwork : Kevin O'Connor
Software : Dwight Sullivan
DMD Animation : Mark Galvez (MG)
Mechanics : John Rotharmel (JMR), Ray Tanzer, Steve Ritchie
Music : Chris Granner (CG), Steve Ritchie
Sounds : Chris Granner
Voice of The Terminator : Arnold Schwarzenegger

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5308&o=2

$end


$gba=termin3u,
$bio

Terminator 3 - Rise of the Machines [Model AGB-AO3E-USA] (c) 2003 Atari Interactive, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75988&o=2

$end


$gba=termin3,
$bio

Terminator 3 - Rise of the Machines [Model AGB-AO3P] (c) 2003 Atari Interactive, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75987&o=2

$end


$x68k_flop=termin,
$bio

Terminoru (c) 1988 SPS [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88142&o=2

$end


$x68k_flop=termin2,
$bio

Terminoru 2 (c) 1989 SPS [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88143&o=2

$end


$msx1_cass=terminus,
$bio

Terminus - Prison Planet (c) 1987 Mastertronic, Ltd. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95037&o=2

$end


$cpc_cass=terminus,
$bio

Terminus [Model IA 0140] (c) 1986 Mastertronic, Ltd. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99562&o=2

$end


$cpc_cass=terracog,
$bio

Terra Cognita [Model 3009] (c) 1987 Codemasters Soft. Co., Ltd., The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99563&o=2

$end


$info=terracre,terracren,terracrea,
$bio

Terra Cresta (c) 1985 Nichibutsu.

Terra Cresta is a vertically-scrolling shoot-em-up set over a constantly scrolling landscape of islands and enemy installations. The player is under constant attack from enemy spaceship waves, ground-based guns and turrets, dinosaurs and three different mothercraft ships. 

The levels are littered with ground-based silos bearing numbers between 2 and 5. These can be shot to release a player ship component, which then attaches to the player's current ship, increasing both its size and firepower. Power-ups available are 2-Wide shot, 3-Rear Shot, 4-Front cannon and 5-Rear shield. 

Using the 'Formation' button splits the ship parts into a formation for limited time, giving increased fire power. The number of parts acquired determines the formation. For example, if the player has picked up two ship parts then a triangle is formed, with the player's main ship at the rear of the formation, with additional two ship components positioned at the front edge of the triangle. 

When all four numbered parts have been collected, the player's ship transforms into a flaming Phoenix, and is indestructible for a limited time.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 8 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : (2x) Yamaha YM2203 (@ 4 Mhz), (2x) DAC

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 256

Players : 1
Control : 8-way joystick
Buttons : 2
=> [A] Shoot, [B] Formation

- TRIVIA -

Released in November 1985.

You can become a phoenix like in the title screen if you collect all the ship parts :).

Pony Canyon / Scitron released a limited-edition soundtrack album for this game (G.S.M. Nichibutsu 1 - D28B0004) on 21/09/1988.

- UPDATES -

New version uses a YM3526 (@ 4 Mhz) sound chip instead of a YM2203

- SERIES -

1. Moon Cresta (1980)
2. Terra Cresta (1985)
3. Dangar - Ufo Robo (1986)
4. Terra Force (1987)
5. Terra Cresta II - Mandoraa no Gyakushuu (1992, NEC PC Engine)

- STAFF -

Staff : Shigeki Fujiwara, Isao Shiki, Hisaya Tsutsui, R. Yamada
Music composed by : Kenji Yoshida

- PORTS -

* Consoles :
Nintendo Famicom (1985)
Sony PlayStation 2 ("Oretachi Geasen Zoku Sono 10 - Terra Cresta")

* Computers :
Amstrad CPC (1986)
Sinclair ZX Spectrum (1986)
Commodore C64 (1987)
Sharp X68000 (19??, "Video Game Anthology Vol. 01 - Terra Cresta")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2871&o=2

$end


$nes=terracrsh,
$bio

Terra Cresta (c) 1987 FMG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69330&o=2

$end


$nes=terracrs,
$bio

Terra Cresta (c) 1990 Vic Tokai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55663&o=2

$end


$saturn,sat_cart=terrac3d,
$bio

Terra Cresta 3D (c) 1997 Nichibutsu [Nihon Bussan Company, Limited.] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59798&o=2

$end


$info=tvtcrst2,
$bio

Terra Cresta II (c) 1991 TOURVision.

Unlicensed Spanish game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101166&o=2

$end


$pce=terracr2,
$bio

Terra Cresta II - Mandoraa no Gyakushuu (c) 1992 Nichibutsu.

- SERIES -

1. Moon Cresta (1980)
2. Terra Cresta (1985)
3. Dangar - Ufo Robo (1986)
4. Terra Force (1987)
5. Terra Cresta II - Mandoraa no Gyakushuu (1992, NEC PC Engine)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58752&o=2

$end


$nes=terracrsj,
$bio

Terra Cresta (c) 1986 Nichibutsu.

Terra Cresta is a vertical shooter by Nihon Bussan and conversion of the arcade game of the same name originally released in 1985. The game is set centuries in the future, when Earth is engaged in a fierce war and controlled by the evil Mandor? military dictatorship. Every piece of land on the planet has been colonized by the violent invader and humanity is now forced to move into the oceans in order to survive. But members of a rebel action group called 'Terra Cresta' think otherwise and decide to confront Mandor?'s army in a desperate attempt to recapture the Earth. The player controls a lone spaceship armed with a basic (yet effective) twin laser. However, special modules can be collected throughout the game to add tremendous power to the ship. Each part increases the ship's combat abilities, from quad lasers (2), tail guns (3) to energy blasts (4) and a defensive tail force field (5). There is a total of five different modules (including the initial ship), and although they can all be attached to the ship at once and dramatically increase its firepower, they also give it a larger surface area and make it more vulnerable to enemy fire. However, modules do absorb enemy shots, but this comes at a price and they are themselves destroyed in the process. Additionally, if the player manages to collect all five modules, then the ship turns into a devastating and blazing Phoenix for a short amount of time, melting through anything on its path. Finally, collected modules can be broken out into special attack formations for a short amount of time. These attacks come in limited quantities though, and are symbolized by a series of F icons located at the bottom of the screen. Beside, the formation attacks can be edited in the option menu, and a special 'design' section enables the player to edit the formation's layout. The game is single-player only and consists of four looping areas.

- TECHNICAL -

Cartridge ID: NBF-TC

- TRIVIA -

Terra Cresta for FC was released on September 17, 1986 in Japan for 4900 Yen.

The third game by Nichibustu on this system.

This conversion of Terra Cresta is fairly close to the original arcade game. Some visual effects (such as the way how power-up containers zoom into existence) have obviously been omitted and all the boss battles are set against a plain black background. The original arcade game also featured digitized/sampled sound effects which were, unsurprisingly, removed from the 8-bit conversion. Finally, the Famicom port features an exclusive formation editor that allows each player to edit their special formation attack's layout, such as module positions ('Ship Location') and the direction in which they fire (Beam Direction). Interestingly, four different formation attacks are available, namely Moon Formation (shoots large moon shaped beams), Cyclone formation (high-speed curved beam shooting), Extended formation (outside-diffused beam shooting) and Cross formation (inside-diffused beam shooting).

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54724&o=2

$end


$x68k_flop=terradrv,
$bio

Terra Drive (c) 1989 Unique's

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88684&o=2

$end


$info=terraf,terrafu,terrafj,terrafb,terrafjb,
$bio

Terra Force (c) 1987 Nichibutsu.

A standard shooter. All levels are divided in 2 parts : overworld with vertical orientation and underground with horizontal.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 8 Mhz)
Sound CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC (@ 4 Mhz)

Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 57.00 Hz
Palette colors : 2048

Players : 1
Control : 8-way joystick
Buttons : 2 => [A] Shoot, [B] Bomb

- TRIVIA -

Released in December 1987.

Terra Force uses the same innovative overworld/underground and perspective changing gameplay found in Nichibutsu's earlier game "Mag Max".

Pony Canyon / Scitron released a limited-edition soundtrack album for this game (G.S.M. Nichibutsu 1 - D28B0004) on 21/09/1988.

- TIPS AND TRICKS -

* Terra Force power-ups
B : bomb power-up
L : laser firepower
S : speed-up
P : force field

- SERIES -

1. Moon Cresta (1980)
2. Terra Cresta (1985)
3. Dangar - Ufo Robo (1986)
4. Terra Force (1987)
5. Terra Cresta II - Mandoraa no Gyakushuu (1992, NEC PC Engine)

- STAFF -

Game designer : Shigeki Fujiwara
Game programmers : Kakefu, Shinya Okuda
Character designers : Takanori Tanaka, Yuki Yasuda
Title designer : Shinji Kubota
Sound composer : Noburu Yoshida
Sound programmer : Yoshinori Mitta
Hardware engineer : Isao Shiki

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2872&o=2

$end


$saturn,sat_cart=terrapha,terraphab,terraphaa,
$bio

Terra Phantastica (c) 1996 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59799&o=2

$end


$psx=terracon,
$bio

Terracon [Model SCES-02836] (c) 2000 Sony Computer Ent., Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85770&o=2

$end


$pcecd=terraforj,
$bio

Terraforming (c) 1992 Right Stuff

Terraforming is a frantic horizontal shooter by Right Stuff, famous because desiged by the amazing american designer and futuristic concept artist Syd Mead best known for his work done for Ridley Scott's movie Blade Runner or other major features like Tron, Star Trek, 2010 or Aliens. The action takes place on an alien planet, and you fight your way against flying creatures of all kind and through seven long and intense stages. The goal of the game, as the title may suggest, is to terraform the alien world, which kind of mean cleaning it up and get it ready for the Colonial fleet from earth. This is kind of nasty. Anyway, the game offers three different weapons, from homing, spread gun and laser. The main weapon can also be charged in a way similar to R*Type. The speed of your ship can also be changed during the game by pressing select, this burst can also be used against enemies.

- TECHNICAL -

Game ID: RSCD-2001

- TRIVIA -

Terraforming was released on May 01, 1992 in Japan for 6800 Yen.

Reviews:
[FR] June 1992 - Consoles + N.10 (Pages 74-75): 80/100
[FR] July 1992 - Joypad N.10: 79/100

Average note: 79.5/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58432&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=teragard,teragard1,
$bio

Terraguard [NTSC] (c) 1982 Creative Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86955&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=teragardp,
$bio

Terraguard [PAL] (c) 1982 Creative Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86956&o=2

$end


$odyssey2,g7400=hawks,
$bio

Terrahawks (c) 198? Philips Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95768&o=2

$end


$amigaocs_flop=terramex,
$bio

Terramex (c) 1987 Grandslam

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75218&o=2

$end


$c64_cart,c64_flop=terramex,
$bio

Terramex (c) 1988 GrandSlam.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53733&o=2

$end


$msx1_cass=terramex,
$bio

Terramex (c) 1988 Grandslam

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95038&o=2

$end


$cpc_cass=terramex,
$bio

Terramex (c) 1988 Grandslam Ent., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99564&o=2

$end


$amigaocs_flop=terranen,
$bio

Terran Envoy (c) 1990 Mindscape, Incorporated. [Northbrook, IL, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75219&o=2

$end


$info=cterrani,
$bio

Terranean (c) 1981 Data East Corp.

- TECHNICAL -

This video game runs on the "DECO Cassette System" Hardware.

Cartridge ID : Model DT-104

- TRIVIA -

Terranean was released in February 1981. It was known as the fourth video game made for this system (Cassette No. 04).

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=418&o=2

$end


$snes=terranigga,terranigg,
$bio

Terranigma (c) 1996 Nintendo Company, Limited.

- TECHNICAL -

Game ID: SNSP-AQTD-NOE

- STAFF -

German Version Translation: Club Nintendo Redaktion

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63781&o=2

$end


$snes=terranigf,
$bio

Terranigma (c) 1996 Nintendo Company, Limited.

- TECHNICAL -

Game ID: SNSP-AQTF-FRA

- STAFF -

French Version Translation: Julien Bardakoff

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63780&o=2

$end


$snes=terranig,terranigs,
$bio

Terranigma [Model SNSP-AQTP-EUR] (c) 1996 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63779&o=2

$end


$cpc_cass=terrecnq,
$bio

Terres & Conquerants (c) 1989 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99566&o=2

$end


$cpc_cass=terrorfc,
$bio

Terror en la Facultad (c) 1987 Edisoft [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99567&o=2

$end


$cpc_cass=terrordp,
$bio

Terror of the Deep (c) 1987 Mirrorsoft, Ltd. [England]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99568&o=2

$end


$bbca_cass,bbcb_cass=terrormo,
$bio

Terrormolinos (c) 1985 Melbourne House [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52517&o=2

$end


$cpc_cass=terrorml,
$bio

Terrormolinos (c) 1985 Melbourne House [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99570&o=2

$end


$amigaocs_flop=terrorpd,
$bio

Terrorpods (c) 1987 Psygnosis, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75220&o=2

$end


$cpc_cass=terrorpd,
$bio

Terrorpods (c) 1988 Melbourne House [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99572&o=2

$end


$msx1_cass=terrorpd,
$bio

Terrorpods (c) 1989 Dro Soft [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95039&o=2

$end


$cpc_cass=terrorpds,
$bio

Terrorpods [Model 3 MH-010] (c) 1988 Dro Soft [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99571&o=2

$end


$wscolor=terrors2,
$bio

Terrors 2 [Model SWj-BANC05] (c) 2000 Bandai Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86494&o=2

$end


$wswan=terrors,
$bio

Terrors [Model SWJ-BAN014] (c) 1999 Bandai Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86399&o=2

$end


$saturn,sat_cart=discwrld,
$bio

Terry Pratchett's Discworld (c) 1996 Psygnosis.

- TECHNICAL -

Game ID: T-11304H-50 / 670-8319-50

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60430&o=2

$end


$amigaocs_flop=terry,
$bio

Terry's Big Adventure (c) 1989 Shades

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75221&o=2

$end


$pc8801_flop=teruru,
$bio

Teruru (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93054&o=2

$end


$info=tesorone,tesorone240,tesorone230,
$bio

Tesorone Dell'Isola (c) 1995 Subsino.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69780&o=2

$end


$x68k_flop=tessera,
$bio

Tessera - Kimi wa Yogoreta Tenshi ka Seinaru Majo ka!? (c) 1992 Game Technopolis

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88144&o=2

$end


$pc98=tesserae,
$bio

Tesserae (c) 1992 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90840&o=2

$end


$gamegear=tesserae,
$bio

Tesserae (c) 1993 GameTek

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64932&o=2

$end


$gameboy=tesserae,
$bio

Tesserae [Model DMG-ER-UKV] (c) 1993 GameTek

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67121&o=2

$end


$gameboy=tesseraeu,
$bio

Tesserae [Model DMG-ER-USA] (c) 1993 GameTek

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67122&o=2

$end


$vectrex=testrev4,
$bio

Test (c) 1982 GCE [General Consumer Electric]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82241&o=2

$end


$a800=test65,
$bio

Test Atari 65-130XE (c) 1986 Atari, Inc. [Sunnyvale, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86729&o=2

$end


$msx1_cass=testadap,
$bio

Test de Adaptacion (c) 1984 DIMensionNEW [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95041&o=2

$end


$msx1_cass=testcapa,
$bio

Test de Capacidad de Concentracion (c) 1984 DIMensionNEW [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95042&o=2

$end


$msx1_cass=testcara,
$bio

Test de Caracter (c) 1984 DIMensionNEW [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95043&o=2

$end


$amigaocs_flop=tdriv,tdriva,
$bio

Test Drive (c) 1987 Accolade, Incorporated. [San Jose, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75222&o=2

$end


$pc98=testdriv,
$bio

Test Drive (c) 1989 Pony Canyon, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90841&o=2

$end


$gbcolor=td2k1,
$bio

Test Drive 2001 [Model CGB-BTEE-USA] (c) 2000 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68875&o=2

$end


$gbcolor=td6u,
$bio

Test Drive 6 [Model DMG-AW6E-USA] (c) 1999 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68877&o=2

$end


$gbcolor=td6,td6a,
$bio

Test Drive 6 [Model DMG-AW6P-EUR] (c) 1999 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68876&o=2

$end


$gbcolor=tdcycles,
$bio

Test Drive Cycles [Model CGB-BTDE-USA] (c) 2000 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68878&o=2

$end


$amigaocs_flop=td2,
$bio

Test Drive II - The Duel (c) 1989 Accolade, Incorporated. [San Jose, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75223&o=2

$end


$msx1_cass=testdrv2,testdrv2a,
$bio

Test Drive II - The Duel (c) 1989 Dro Soft [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95040&o=2

$end


$amigaocs_flop=td2mc,
$bio

Test Drive II Car Disk - The Muscle Cars (c) 1989 Accolade, Incorporated. [San Jose, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75224&o=2

$end


$amigaocs_flop=td2sc,
$bio

Test Drive II Car Disk - The Supercars (c) 1989 Accolade, Incorporated. [San Jose, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75225&o=2

$end


$amigaocs_flop=td2cc,
$bio

Test Drive II Scenery Disk - California Challenge (c) 1989 Accolade, Incorporated. [San Jose, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75226&o=2

$end


$amigaocs_flop=td2ec,
$bio

Test Drive II Scenery Disk - European Challenge (c) 1990 Accolade, Incorporated. [San Jose, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75227&o=2

$end


$gbcolor=tdlemans,
$bio

Test Drive Le Mans [Model CGB-B24E-USA] (c) 2000 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68879&o=2

$end


$gbcolor=tdoffr3,
$bio

Test Drive Off-Road 3 [Model DMG-VQ3E-USA] (c) 1999 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68880&o=2

$end


$cpc_cass=tstmatch,
$bio

Test Match (c) 1984 CRL Group PLC [London, England]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99574&o=2

$end


$bbca_cass,bbcb_cass=tmatch,
$bio

Test Match (c) 19?? CRL Group PLC.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52518&o=2

$end


$amigaocs_flop=tmcrickt,
$bio

Test Match Cricket (c) 1994 Challenge Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75228&o=2

$end


$bbca_cass,bbcb_cass=tmatchv2,
$bio

Test Match v2 (c) 19?? CRL Group PLC.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52519&o=2

$end


$info=j2tstplt,j2tstplta,
$bio

Test Pilot (c) 198? PCP.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41024&o=2

$end


$info=ctsttape,
$bio

Test Tape (c) 1981 Data East.

- TRIVIA -

This Test Tape runs on the DECO Cassette System hardware.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=419&o=2

$end


$pc8801_flop=testment,testmenta,testmentb,
$bio

Testament (c) 1987 Basho House [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93055&o=2

$end


$msx2_flop=testment,testmenta,
$bio

Testament (c) 1988 Basho House

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102092&o=2

$end


$pc8801_flop=testmentex,
$bio

Testament Expansion Map (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93056&o=2

$end


$astrocde=tests,
$bio

Tests (c) 19?? Bally Mfg. Co. [Chicago, IL, USA]

- TRIVIA -

Only three were made, although Don Gladden made a few more for dealers. Originally made by Bally for testing hardware.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86843&o=2

$end


$ti99_cart=testtrai,
$bio

Testtrainer 1 (c) 1981 Texas Instruments

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84767&o=2

$end


$pc8801_flop=tetrafor,
$bio

Tetra Force (c) 1991 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93057&o=2

$end


$msx1_cart=tetrahor,tetrahora,
$bio

Tetra Horror (c) 1983 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77515&o=2

$end


$pc98=tetrawar,
$bio

Tetra-Wars (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90842&o=2

$end


$bbca_cass,bbcb_cass=tetrapod,
$bio

Tetrapod (c) 1984 Acornsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52520&o=2

$end


$nes=tetrastr,
$bio

Tetrastar - The Fighter (c) 1991 Taito Corporation.

Tetrastar - The Fighter is a 3D shooter by Home Data and published by Taito. In the year 2089, humanity forms an alliance with the intergalactic Baal empire but soon Earth finds out about the alien's true intentions. A group of resistance assembles the project Tetrastar to prepare for the potential upcoming threat. But the project lead by the general Nelson is soon put on hold and a short lived peace settles in. But the whole thing was nothing more than a hostile invasion and the Baal empire finally breaks the alliance and attacks Earth. The player's first mission is to prevent New York to be destroyed and then to retrieve Omega, the faithful robot navigator, to warp to the alien's mother world. The Tetrastar super fighter can move around the screen and fire a standard Vulcan gun. Special weapons become available later in the game from Bombs (WID), Homing Missiles (AAM), Napalm Bombs (NAP) and the powerful Bio Cannon (BIO) - they are accessible via the Select button and triggered by pressing A. They all come in limited quantities and must be refilled by picking up power-pods along the way. Tetrastar features nice stages and cutscenes between them unfold the game's episodic story.

- TECHNICAL -

Cartridge ID: DTF-YE

- TRIVIA -

Tetrastar was released on May 24, 1991 in Japan for 7400 Yen. It was the 37th title published by Taito for the Famicom.

Ingame Musics list:
Piano Concerto No.1 1812 Tchaikovsky
The Ride Of The Valkyries - Lohengrin Wagner
Symphony NO.9 - Dvorak
A Night On The Bare Mountain - Symphonic Poem
The Flight OF The Bumble Bee - Rimsky-Korsakov
The Pretty Daughter Of Perth - Farandole Bizet
Sabre Dance - Khachaturyan
Light Cavalry Overture - Suppe
Moon Light Sonata - Beethover
Aria - Bach
Zigeunerweisen - Sarasate
Polonaise Heroic - Chopin
William Tell Overture - Rossini

- STAFF -

Game Design: Viking
Graphic Design: Wozl
System Program: OFU
Main Program: Alice
Sub Program: Organ
Assist Program: Earlo
Music Arrange: Sound Team Eurythm, Endoron, K. Fujii, Nakajima
Music Program: Kazune Hiiragi
Delta Driver: Murata
Sound Effect: Endodon, Kazune Hiiragi
Voice: R. Hemnani
Special Thanks: Catherine, Miyazee
Executive Producer: Viking

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54725&o=2

$end


$coco_cart=tetris,
$bio

Tetris (c) 1987 Tandy Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53486&o=2

$end


$amigaocs_flop=tetris,
$bio

Tetris (c) 1987 Mirrorsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75229&o=2

$end


$msx1_cass=tetris,
$bio

Tetris (c) 1987 Mirrorsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95044&o=2

$end


$cpc_cass=tetris,
$bio

Tetris (c) 1987 Infogrames Interactive, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99576&o=2

$end


$msx2_cart=tetris,
$bio

Tetris (c) 1988 BPS [Bullet-Proof Software]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51386&o=2

$end


$bbca_cass,bbcb_cass=tetris,
$bio

Tetris (c) 1988 Mirrorsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52521&o=2

$end


$x1_flop=tetris,
$bio

Tetris (c) 1988 BPS [Bullet-Proof Software] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86139&o=2

$end


$x68k_flop=tetris,
$bio

Tetris (c) 1988 BPS [Bullet-Proof Software] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88145&o=2

$end


$pc98=tetris,
$bio

Tetris (c) 1988 BPS [Bullet-Proof Software] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90843&o=2

$end


$pc8801_flop=tetris,tetris80,tetrisb,tetrisa,
$bio

Tetris (c) 1988 BPS [Bullet-Proof Software] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93058&o=2

$end


$fm77av=tetris,tetrisa,
$bio

Tetris (c) 1988 BPS [Bullet-Proof Software] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93868&o=2

$end


$msx2_flop=tetrisa,tetris,
$bio

Tetris (c) 1988 BPS [Bullet-Proof Soft.] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102093&o=2

$end


$info=tetriskr,
$bio

Tetris (c) 1989 Unknown.

- TECHNICAL -

Main CPU : I8086 (@ 8 Mhz)

Palette colors : 256

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=7992&o=2

$end


$nes=tetrist,
$bio

Tetris (c) 1989 Tengen

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55665&o=2

$end


$megadriv=tetris,tetris1,
$bio

Tetris (c) 1989 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56957&o=2

$end


$info=phtetris,
$bio

Tetris (c) 198? Unknown.

Russian version of the game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=34420&o=2

$end


$mc10=tetris,
$bio

Tetris (c) 198? Dionne [Greg Dionne]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87711&o=2

$end


$nes=tetris,tetrisu,
$bio

Tetris (c) 1990 Nintendo [Japan]

- TRIVIA -

Reviews:
[FR] Player One (Oct. 1990): 72/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55664&o=2

$end


$x68k_flop=tetrislca,tetrislc,
$bio

Tetris (c) 1990 Lum's Co.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88147&o=2

$end


$nes=tetrisa,
$bio

Tetris (c) 1992 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84161&o=2

$end


$info=tetrsark,
$bio

Tetris (c) 199? D. R. Korea.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 6 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.5 Mhz)

Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 512

Players : 2
Control : 8-way Joystick
Buttons : 2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5426&o=2

$end


$info=v4tetrs,
$bio

Tetris (c) 199? BWB.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=39154&o=2

$end


$msx1_cart=tetris,tetrisa,
$bio

Tetris (c) 19?? Zemina

Korean release.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77516&o=2

$end


$snes=tetrisdru,
$bio

Tetris & Dr. Mario (c) 1994 Nintendo Company, Limited.

- TECHNICAL -

[Model SNS-ATFE-USA-1]
Players Choice Edition

- TRIVIA -

Tetris & Dr. Mario was released in December 1994 in USA.

The package says 'Tetris & Dr. Mario' but the Title screen of the game says 'Dr. Mario & Tetris'.

Known re-releases:
"Tetris & Dr. Mario [Model SNS-ATFE-USA-2]"

Known export releases:
"Tetris & Dr. Mario [Model M/SNS-ATFE-USA]"
"Tetris & Dr. Mario [Model SNSP-ATFP-EUR]"
"Tetris & Dr. Mario [Model SNSP-ATFP-ESP]"
"Tetris & Dr. Mario [Model SNSP-ATFP-FAH]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63784&o=2

$end


$snes=tetrisdr,
$bio

Tetris & Dr. Mario (c) 1994 Nintendo Company, Limited.

European release. For more information about the game itself, please see the original North American release entry; "Tetris & Dr. Mario [Model SNS-ATFE-USA-1]".

- TECHNICAL -

[Model SNSP-ATFP-EUR]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63783&o=2

$end


$info=cmtetris,cmtetrsa,cmtetrsb,
$bio

Tetris + Cherry Master (c) 198? Unknown.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50957&o=2

$end


$info=tetrbx,
$bio

Tetris / Bloxeed [Tetris 2] (c) 2006 ISG.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=36334&o=2

$end


$nes=tetris2,tetris2u,
$bio

Tetris 2 (c) 1993 Nintendo [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55666&o=2

$end


$nes=tetr2bmb,tetr2bmba,
$bio

Tetris 2 + BomBliss (c) 1991 BPS [Bullet-Proof Software]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54727&o=2

$end


$pc98=tetr2bmb,
$bio

Tetris 2 + Bombliss (c) 1994 BPS [Bullet-Proof Software] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90844&o=2

$end


$gameboy=tetris2,
$bio

Tetris 2 [Model DMG-EH-EUR] (c) 1994 Nintendo Company, Limited.

- TRIVIA -

Reviews:
[FR] September 1994, Consoles + N.35: 89%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67132&o=2

$end


$gameboy=tetris2u,
$bio

Tetris 2 [Model DMG-EH-USA] (c) 1994 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67135&o=2

$end


$snes=tetris2ua,tetris2u,
$bio

Tetris 2 [Model SNS-27-USA] (c) 1994 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63786&o=2

$end


$snes=tetris2,
$bio

Tetris 2 [Model SNSP-27-EUR] (c) 1994 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63785&o=2

$end


$mc10=tetris4k,
$bio

Tetris 4K (c) 198? Dionne [Greg Dionne]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87712&o=2

$end


$n64=tetris64,
$bio

Tetris 64 [Model NUS-NT6J] (c) 1998 Seta Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58013&o=2

$end


$gbcolor=tetrisad,
$bio

Tetris Adventure - Susume Mickey to Nakama-tachi (c) 1999 Capcom Company, Limited.

- TECHNICAL -

[Model CGB-AT7J-JPN]

- TRIVIA -

Released on November 12, 1999 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68881&o=2

$end


$gameboy=tetrisata,
$bio

Tetris Attack [Model DMG-AYLE-USA] (c) 1996 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67136&o=2

$end


$gameboy=tetrisat,
$bio

Tetris Attack [Model DMG-AYLP-EUR] (c) 1996 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67137&o=2

$end


$snes=tetrisatu,
$bio

Tetris Attack (c) 1996 Nintendo Company, Limited.

North American release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Panel de Pon [Model SHVC-AYLJ-JPN]".

- TECHNICAL -

Game ID: SNS-AYLE-USA

- TRIVIA -

In this Export version, Bowser takes the role of the main vilain responsible for Yoshi's friends brainwash (including Mario himself). Yoshi, much in the same way how Lip helped her fairy friends, must defeat all his fellow friends and restore their original personalities. As a result, the cute fairies and magical animals of Panel De Pon, the original Japanese release (Lip, Windy, Shyabetto, Thiana, Ruby, Elias, Flare, Nerisu, Seren, Phoenix and Dragon), were replaced by Yoshi, Lakitu, Bumpy, Poochy, Flying Wiggler, Froggy, Gargantua Blargg, Lunge Fish, Raphael Raven, Hookbill Koopa, Piranha Plant, Kamek and Bowser. Tetris Attack also features more stages and an arranged soundtrack.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63788&o=2

$end


$snes=tetrisat,
$bio

Tetris Attack (c) 1996 Nintendo Company, Limited.

European release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Panel de Pon [Model SHVC-AYLJ-JPN]".

- TECHNICAL -

Game ID: SNSP-AYLP-EUR

- TRIVIA -

In this Export version, Bowser takes the role of the main vilain responsible for Yoshi's friends brainwash (including Mario himself). Yoshi, much in the same way how Lip helped her fairy friends, must defeat all his fellow friends and restore their original personalities. As a result, the cute fairies and magical animals of Panel De Pon, the original Japanese release (Lip, Windy, Shyabetto, Thiana, Ruby, Elias, Flare, Nerisu, Seren, Phoenix and Dragon), were replaced by Yoshi, Lakitu, Bumpy, Poochy, Flying Wiggler, Froggy, Gargantua Blargg, Lunge Fish, Raphael Raven, Hookbill Koopa, Piranha Plant, Kamek and Bowser. Tetris Attack also features more stages and an arranged soundtrack.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63787&o=2

$end


$snes=tetrisbt,
$bio

Tetris Battle Gaiden [Model SHVC-4G] (c) 1993 BPS [Bullet-Proof Software]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62493&o=2

$end


$gameboy=tetrisbl,
$bio

Tetris Blast [Model DMG-ASBE-USA] (c) 1996 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67138&o=2

$end


$info=tetgiant,tetgiano,
$bio

Tetris Dekaris (c) 2009 Sega Enterprises, Limited.

- TECHNICAL -

Sega Ringwide Hardware

CPU : Intel Celeron 440 @ 2 GHz
Graphics : Integrated “AMD GPU” with 128MB of GDDR3 RAM, supports Shader Model 4.0 and supports 2x 1920×1200 screens
Audio : 5.1 ch HD Audio
RAM : 1GB of DDR2 PC5300 RAM
Network : Onboard gigabit LAN
Storage : 8GB Compact Flash for storage
Operating System : Microsoft Windows Embedded Standard 2009

- TRIVIA -

The name of this game can be translated as 'Giant Tetris'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32421&o=2

$end


$gbcolor=tetrisdx,
$bio

Tetris DX [Model DMG-ATEA] (c) 1998 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68882&o=2

$end


$info=tetfight,
$bio

Tetris Fighters (c) 2001 Sego Entertainment.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=39376&o=2

$end


$gameboy=tetrisfl,
$bio

Tetris Flash [Model DMG-EHJ] (c) 1994 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67140&o=2

$end


$nes=tetrisfl,
$bio

Tetris Flash (c) 1993 Nintendo.

- TECHNICAL -

Cartridge ID: HVC-TR

- TRIVIA -

Tetris Flash was released on September 21, 1993 in Japan.

- STAFF -

Staff: Sadahiro Yoshifuji, Gunpei Yokoi, Nobukazu Ota, Tomoe Okada, Kazuya Minamino, Yasuhiro Minamimoto, Satoshi Matsushita, Takuya Kodama, Shizuho Kataoka, Shintaro Hino, Fumihisa Hayakawa, Mitsuhiro Takano, Masao Yamamoto, Masaki Taniguchi, Ryuta Ueda, Miyuki Uemura, Hitoshi Yamagami, Shinobu Tanno, Tetsuji Tanaka

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54728&o=2

$end


$snes=tetrisfl,
$bio

Tetris Flash [Model SHVC-27] (c) 1994 BPS [Bullet-Proof Software]

- TRIVIA -

Reviews:
[FR] September 1994, Consoles + N.35: 80%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62494&o=2

$end


$msx1_cart=tetris2,
$bio

Tetris II (c) 1989 ProSoft [Korea]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77517&o=2

$end


$info=tetkiwam,
$bio

Tetris Kiwamemichi (c) 2004 Success.

A Tetris games made by Success, heavily influenced by Arika's "Tetris - The Grand Master" series.

- TECHNICAL -

Model No : GDL-0020

Runs on the Sega "NAOMI GD-ROM System" hardware.

- TRIVIA -

Released in June 2004.

- PORTS -

* Consoles :
Sony PlayStation 2 (2003)
Nintendo GameBoy Advance (2003, "Tetris Advance" - Success)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4422&o=2

$end


$info=tetrisp,
$bio

Tetris Plus (c) 1995 Jaleco.

- TECHNICAL -

Jaleco Mega System 32 hardware

Main CPU : V70 (@ 20 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : YMF271 (@ 4 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in December 1995.

Developed by BPS (Bullet Proof Software).

- TIPS AND TRICKS -

* Expert Level : Hold Start Button then input code : [Up, Right, Down, Left]x3 in Puzzle Mode Level Selection screen. If it's accepted, Expert Level item will appear.

- SERIES -

1. Tetris Plus (1995)
2. Tetris Plus 2 (1997)

- STAFF -

Game designer: Tarou Sasahara
Programmers: Rerorero, -M-
Graphic designers: Tatsuhiro Suzuki (Suzuki Tatsuhiro), Pyonkey Matsuo, Hiroshi Shigesawa (Shigesawa Hiroshi)
Sound: NIS, Kazuo Sawa
Special Thanks: Norifumi Hara

- PORTS -

* Consoles :
Nintendo Game Boy [JP] (dec.1996)
Sony PlayStation [JP] (sep.1996)
Sony PlayStation [EU] (oct.1997)
Sega Saturn [JP] (aug.1996)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2876&o=2

$end


$saturn,sat_cart=tetrispj,tetrispja,
$bio

Tetris Plus (c) 1996 Jaleco Company, Limited. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59801&o=2

$end


$saturn,sat_cart=tetrispu,
$bio

Tetris Plus (c) 1996 Jaleco Company, Limited. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60176&o=2

$end


$saturn,sat_cart=tetrisp,
$bio

Tetris Plus (c) 1996 JVC

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60431&o=2

$end


$info=tetrisp2,tetrisp2j,tp2m32,tetrisp2ja,
$bio

Tetris Plus 2 (c) 1997 Jaleco.

This game features some very nice gameplay. There's the addition of an ingame character who wanders on the blocks while you play. Secondly there's a storyline for the game. You get different bonuses on your journey as you keep going on. The game gets quite challenging after you've played some levels.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound Chips : Yamaha YMZ280B (@ 16.9344 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 3 (ROTATE LEFT, ROTAGE RIGHT, BOMB)

Alternate version runs on the Jaleco Mega System 32 hardware.

- TRIVIA -

Released in September 1997.

Developed by The Tetris Company.

- TIPS AND TRICKS -

* Expert Level : Hold Start Button then input code : [Up, Right, Down, Left]x3 in Puzzle Mode Level Selection screen. If it's accepted, Expert Level item will appear.

- SERIES -

1. Tetris Plus (1995)
2. Tetris Plus 2 (1997)

- STAFF -

Character voices -Joshuko- : Sachiko Sugawara
Directors : Taro Sasahara, YU1 Sekine
Programmers : Shuji Ohno, Koichi Satoh
Graphic designers : Takashi Hashizume, Pyonkey Matsuo, Satoshi Higashida, Koichi Narita, Tatsuhiro Suzuki, Hiroshi Shigesawa, Ken Kogawa
Sound : Kenichi Kamio

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2877&o=2

$end


$gameboy=tetrispl,
$bio

Tetris Plus [Model DMG-ATRE-USA] (c) 1997 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67141&o=2

$end


$gameboy=tetrisplj,
$bio

Tetris Plus [Model DMG-ATRJ-JPN] (c) 1996 Jaleco Company, Limited. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67143&o=2

$end


$saturn,sat_cart=tetriss,
$bio

Tetris S (c) 1996 BPS [Bullet-Proof Software]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59802&o=2

$end


$saturn,sat_cart=tetrisssa,
$bio

Tetris S [Satakore] (c) 1997 BPS [Bullet-Proof Software]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59803&o=2

$end


$x68k_flop=tetrisse,
$bio

Tetris Semipro-68K (c) 199? Shimizu Jun

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88685&o=2

$end


$info=tgm2,
$bio

Tetris The Absolute: The Grand Master 2 (c) 2000 Arika.

- TECHNICAL -

Main CPU : SH-2 (@ 28.63635 Mhz)
Sound Chips : YMF278B (@ 28.63635 Mhz)

Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Colors palette : 5120

Players : 2
Control : 8-way Joystick
Buttons : 3

- TRIVIA -

This game was released in December 2000 in Japan only.

If you enter the initials, they will be changed to 'ARK', which stands for Arika, the company that made the game :
'666'
'A  '
'AA '
'AAA'
'AHO'
'ASS'
'AUM' (Aum Shinrikyo, now known as Aleph, is a Japanese new religious movement organization)
'DIE'
'ETA'
'FUC'
'FUK'
'HIV'
'IRA'
'KKK'
'OSI'
'PEE'
'PIS'
'PLO'
'SEX'

- TIPS AND TRICKS -

* Maintenance Code :
4-1-5-7-3 All Data Initialized.
4-1-7-6-5 Best Score Erased.

The following 4 are also tested for, but appear to be disabled :
1-3-5-7-9
0-2-4-6-8
4-1-3-7-3
5-0-2-1-3

- SERIES -

1) Tetris The Grand Master (1998)
2) Tetris The Absolute - The Grand Master 2 (2000)
3) Tetris The Absolute - The Grand Master 2 Plus (2000)
4) Tetris The Grand Master 3 - Terror-Instinct (2005)
5) Tetris The Grand Master 4 - The Masters of Round (2009)

- STAFF -

Sound Staff: Megaten, Rya
Background Design: Iwaroka, Matsumoto, Roki, Yamaguchi, Funato, Tanaka, Matsumura, Tanaoka, Dan, Ushiroda, Yamamoto, Tsuruha
Effect Design: Sakai
Programmer: Karasawa, Hashidate
Visual Design: Chiba
Director: Hashidate
Planner & Producer: Mihara

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4543&o=2

$end


$info=tgm2p,
$bio

Tetris The Absolute: The Grand Master 2 Plus (c) 2000 Arika.

- TECHNICAL -

Main CPU : SH-2 (@ 28.63635 Mhz)
Sound Chips : YMF278B (@ 28.63635 Mhz)

Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Colors palette : 5120

Players : 2
Control : 8-way Joystick
Buttons : 3

- TRIVIA -

This game was released in Japan only.

If you enter the initials '666', 'A  ', 'AA ', 'AAA', 'AHO', 'ASS', 'AUM', 'DIE', 'ETA', 'FUC', 'FUK', 'HIV', 'IRA', 'KKK', 'OSI', 'PEE', 'PIS', 'PLO', or 'SEX', they will be changed to 'ARK', which stands for Arika, the company that made the game.

- SERIES -

1) Tetris The Grand Master (1998)
2) Tetris The Absolute - The Grand Master 2 (2000)
3) Tetris The Absolute - The Grand Master 2 Plus (2000)
4) Tetris The Grand Master 3 - Terror-Instinct (2005)
5) Tetris The Grand Master 4 - The Masters of Round (2009)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4544&o=2

$end


$info=tgmj,
$bio

Tetris - The Grand Master (c) 1998 Arika.

- TECHNICAL -

Sony ZN-1 hardware

Main CPU : PSX (@ 16.9344 Mhz)
Sound CPU : Zilog Z80 (@ 8 Mhz)
Sound Chips : SPU (@ 8 Mhz), Q-Sound (@ 4 Mhz)

Screen orientation : Horizontal
Video resolution : 640 x 480 pixels
Screen refresh : 60.00 Hz
Palette colors : 65536

Players : 2
Control : 8-way joystick
Buttons : 6

- TRIVIA -

This game was released in Japan only (July 1998).

If you enter the initials '666', 'A  ', 'AA ', 'AAA', 'AHO', 'ASS', 'AUM', 'DIE', 'ETA', 'FUC', 'FUK', 'HIV', 'IRA', 'KKK', 'OSI', 'PEE', 'PIS', 'PLO', or 'SEX', they will be changed to 'ARK', which stands for Arika, the company that made the game.

Pony Canyon / Scitron released a limited-edition soundtrack album for this game (TGM The Grand Master - PCCB-00372) on 19/05/1999.

Music from this game was remixed and included in Arika's music game 'Technic Beat' which saw a release in both arcades and on PS2.

- SCORING -

The higher your level, the more points you earn for clearing lines.
You also get more points if you press down to drop or lock a piece.
This game gives you a bonus for clearing lines in a 'Combo' with consecutive pieces.
If you manage to clear the screen entirely, 'BRAVOx4' will appear on the screen and you will get quadruple the points for those lines.

Here is a more technical description of the scoring formula :
Score = ((Level + Lines)/4 + Drop) x Lines x Combo x Bravo

Where (Level + Lines)/4 is rounded up and :
Level is the current level you are on.
Lines is the number of lines you just cleared.
Drop is the number of spaces you dropped the piece. The last space your piece falls does not contribute to this, however locking the piece once it has landed will add 1 to the Drop.
Bravo is equal to 4 if this piece has cleared the screen, and otherwise is 1.
Combo returns to 1 by default every time a piece does not clear lines. Otherwise, it is :
Combo = Combo - 1 + (2 x Lines - 1)

- TIPS AND TRICKS -

* Conditions for Achieving the Grandmaster Grade : The higher you score, the better your grade will be. However, you need more than a high score to be graded a Grandmaster. You must be at least grade 1 when you reach level 300 and grade S4 when you reach level 500. Finally, you must be grade S9 and reach level 999 in under 13 minutes and 30 seconds (the tricky bit). Good luck!

* Basic Tips for Improving Speed :
1) When a piece is touching your stack, tapping 'down', will lock it in place instantly, saving you a  fraction of a second. These really add up, so keep pushing the game forward as fast as you can handle!
2) It takes the same amount of time to clear a single line as it does to clear a double, triple, or Tetris, so try to be efficient and avoid clearing too many singles.
3) Your level increases by 1 for every line you clear. It also increases by 1  for every piece that appears. However, when you are at levels 99, 199, 299, etc. your level will not increase from falling pieces. You MUST clear a line to proceed (and change the background). Every second you spend without clearing a line is wasted time, so keep an eye on your level and try to have a line ready for the right moment.
4) If you intentionally keep your stack near the top of the screen it will take less time for pieces to fall and you will save time. This is most important at the beginning when pieces fall slowly, and again at level 200 when they slow to a crawl once more. By level 500, pieces will literally fall instantly and it will no longer make a difference how high your stack is.

* Advanced Rotation Techniques :
1) If you press and hold a rotate button before a piece appears, that piece will be rotated instantly as it appears in the field. The attract mode can give you a visual demonstration.
2) When you are rotating a piece, if there are any blocks preventing a rotation then the game will then try to see if there is room for a rotated piece 1 square to the right, and failing that, 1 square to the left. It sounds subtle, but you can use this to get pieces into seemingly impossible locations. Study the visual demonstrations of this in the attract mode.

* Predicting Upcoming Pieces :
1) At the top of the screen, the next piece is displayed.
2) Every piece has its own sound effect. Whenever a piece enters the screen, the sound of the upcoming piece is played. With practice, this knowledge can save you the effort of looking up to find out the next piece.
3) The pieces you get are not purely random. The game keeps a history of the 4 most recent pieces, and every time the game "rolls" a new piece, it will reroll if this piece is found in the history. The game will keep trying to give you a piece not contained in your history, re-rolling as many as 4 times, before finally giving you whatever the last of these rolls happened to be. The implications of this are subtle: You are both unlikely to get flooded with many of the same piece, and unlikely to get starved of any particular piece. Overall the pieces come more regularly than other versions of Tetris, allowing the player to build bold structures (in expectation of upcoming pieces) that would be far too risky with purer randomization. It is also interesting to note that this version of Tetris, a game named after the Greek word for 'four' and using pieces constructed with 4 squares, also keeps a history of 4 pieces and will re-roll up to 4 times.
4) The game will never give you an 'S', 'Z', or 'O' shape as your first piece. Also, every game begins with its history filled with 4 green 'Z' pieces, making these pieces initially unlikely. The odds of getting a Z shape as your second piece, for example, are fewer than 1/1000. Plan your opening moves accordingly.

* Title Screen Codes : Enter these codes at the title screen for the desired effect...
Big Mode (Pieces are much larger in size.) : Left(x4), Down, C, B, A.
Mono Mode (Play the game in black and white.) : Right(x3), Up, C, B, A.
TLS Mode (Pieces will still have shadows beyond lvl100) : A, B, C(x2), B, A(x2), C, B.
Uki Mode (A Japanese child will laugh when you clear lines.) : A, B, A, B, A, B, A, B, A, B, A, B, A, B, A, B(x2).
20G Mode (Starts the game with the highest gravity of 20 spaces per frame.) : Down(x8), C, B, A.
Rev Mode (Pieces rise instead of falling as you play Tetris in reverse.) : Down, Up(x2), Down, C, B, A.

* No Item Mode : To play a classic versus game without any items, hold down both player Start buttons when it says 'Here Comes a New Challenger'.

* Another Hidden Game Mode : As you play, leave the bottom left square unfilled so that that line doesn't clear. Also, leave the square up one and right one unfilled so that the second line won't clear. Continue like this, leaving holes diagonally, until you reach the right wall. Then continue diagonally to the left wall. You should be making a pattern that looks like '>'. It's actually rather hard to make the pattern entirely, but try to make as much as you can. After you die the game will recognize this pattern and give you an additional "Secret Grade", according to how much of the pattern you were able to make. Can you achieve Grandmaster in this challenging exercise ?

- SERIES -

1) Tetris The Grand Master (1998)
2) Tetris The Absolute - The Grand Master 2 (2000)
3) Tetris The Absolute - The Grand Master 2 Plus (2000)
4) Tetris The Grand Master 3 - Terror-Instinct (2005)
5) Tetris The Grand Master 4 - The Masters of Round (2009)

- STAFF -

Visual Design : Motokazu Sakai, Miroshi Chiba, Younosuke Naitou
Programmer : Gara, Nagatani
Programmer of the prototype : Akira K.
Music composed by : Shinji Hosoe (Megaten), Ayako Saso (AYA), Takayuki Aihara (J99)
Planner & Producer : Mihara

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2875&o=2

$end


$x68k_flop=tetriscfb,
$bio

Tetris v1 (c) 19?? Cyber Factory

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88146&o=2

$end


$x68k_flop=tetriscfa,
$bio

Tetris v3 (c) 1990 Cyber Factory

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88148&o=2

$end


$x68k_flop=tetriscf,
$bio

Tetris v5 (c) 1991 Cyber Factory

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88149&o=2

$end


$gba=tetrswldu,
$bio

Tetris Worlds (c) 2001 T-HQ, Inc.

Tetris Worlds features all of the addictive block-dropping gameplay Tetris is known for, along with new updated modes such as Fusion Tetris and Hotline Tetris. Players can test their skills in the classic version of Tetris, or the latest variations of the game. Tetris Worlds also features multiplayer capabilities allowing two Tetris fans to compete directly against one another.

- TECHNICAL -

Cartridge ID: AGB-ATWE-USA

- TRIVIA -

Released on Sep 24, 2001 in USA.

- STAFF -

3d6 Games
Lead Programming: Tim Mensch
Programming: Tom Mensch
Scripting: Nick Robertson, Martin Theyer
Technical Director & Inline Skating: Daniel Filner
Art Director: Eric DeSantis
Graphics / Artwork: Heidi DeRick
Producer: William S. Schmitt
Special Thanks To: Chris Novak, Troy Sheets, Christopher D. White, Brett Bibby, Rod L. Stafford

Blue Planet Software
Master Designer: Henk B. Rogers
Lead Design: David B. Pellas Sr.
Design:  ESP, David Nolte, John Ray, Blue Planet Software
Sound Design By: Donovan Miller
Additional Music By: Donovan Miller
Game Engine by: John K. Morris
Tetrimino Block Design By: John Ray
Quality Assurance Manager: John Fitz Randolph

THQ
Product Development Executive Producer: Scott Krager
Producer : Nathan Rose
Associate Producer: Curtis R. Cherrington
Assistant Producer: Ryan Kull
Lead Tester: Travis Tholen
Senior Tester: Morgan Clark
Testers: Luis Arevalo, Jay Cardellio, Ko-Sheng Chen, Dennis Pishchik
Group Marketing Manager: Alison Quirion
Product Manager: Monica Guerra
Director, Media Relations: Liz Pieri
Media Relations Manager: Reilly Brennan
Creative Services Director: Howard Liebeskind
Creative Services Manager: Melissa Roth
Manual Text: Kirk Somdal
Package Design: Michael Jacobs, Beeline Group
Manual Design: Michael Jacobs, Beeline Group
Special Thanks To: Alexey L. Pajitnov, Brian J. Farrell, Jeffrey Lapin, Alison Locke, Michael Rubinelli, Peter Dille, Blue Planet Software, Mark Netter, Jim Siefert, Scott Kim
In Loving Memory of: Heidi DeRick

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75991&o=2

$end


$gba=tetrswldj,
$bio

Tetris Worlds (c) 2002 Success.

Japanese release.

- TECHNICAL -

Cartridge ID: AGB-ATWJ-JPN

- TRIVIA -

Released on April 26, 2002 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75990&o=2

$end


$gba=tetrswld,tetrswlda,
$bio

Tetris Worlds [Model AGB-ATWP] (c) 2001 T-HQ, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75989&o=2

$end


$psx=tetrisxj,
$bio

Tetris X [Model SLPS-00321] (c) 1996 BPS [Bullet-Proof Software]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85771&o=2

$end


$info=atetrisc,atetrisc2,
$bio

Tetris (c) 1989 Atari Games Corp.

- TECHNICAL -

[Cocktail Head-to-Head model]
Screen orientation : Vertical
Video resolution : 240 x 336 pixels

- TRIVIA -

Even if title screen says 1989, the cocktail Head-to-Head model was released in November 1990 in the USA. 171 units were produced and the selling price was $1195.

For more information about the game itself, please see the original 1988 entry.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=39432&o=2

$end


$info=tetrista,
$bio

Tetris (c) 1988 Sega Enterprises, Ltd.

- TECHNICAL -

[Master of Weapon Conversion Kit]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48275&o=2

$end


$info=mt_tetri,
$bio

Tetris (c) 1989 Sega.

- TECHNICAL -

Runs on the "Mega-Tech System" hardware.
Cartridge ID: 610-0239-22

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2369&o=2

$end


$info=tetris,tetris3,tetris2,tetris1,tetrisbl,tetris1d,tetris2d,tetris3d,tetrisd,
$bio

Tetris (c) 1988 Sega.

- TECHNICAL -

Runs on the Sega "System 16B" hardware.
Game ID: 317-0091

Players: 2
Control: 8-way joystick
Buttons: 1

- TRIVIA -

Tetris was released in December 1988.

Tetris was a very popular game in Japan. Taito partner up with Sega to convert unpopular games like "Master of weapon" or "Rastan saga 2" to Tetris (on the Taito B system). Later, Taito produced Sega's Tetris on the Taito H system at a very limited release.

Re-Editions:
[JP] "Tetris [Model 317-0092]"
[JP] "Tetris [Model 317-0093]" (16A)

- SERIES -

1. Tetris (1988)
2. Sega Tetris (1999)

- PORTS -

* Consoles :
Sega Mega Drive (1989)
Sony PlayStation 2 (2006, "Sega Ages 2500 Series Vol.28 : Tetris Collection")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2873&o=2

$end


$cdi=tetris,
$bio

Tetris (c) 1992 Philips Interactive Media, Incorporated.

Tetris... a classic game in a class of its own. Originally conceived by Alexey Pazhitnov and designed by Vadim Gerasimov of the former USSR, Tetris is recognized all over the world for its elegant simplicity and challenging game play. Tetris CD-i is the ultimate Tetris experience. Spectacular video nature scenes and an original CD score by Jim Andron, complement classic Tetris game play and elevate this phenomenon to new heights. In CD-i, the classic becomes a legend. You'll find Tetris CD-i irresistibly addicting as you try to rotate and flip moving pieces to fit into a solid line at the bottom of the playing field. Remove ten lines and you move on to the next level! Discover what game players all over the world have learned... This is one addiction you can't live without.

- TECHNICAL -

Model 812 0054

- TRIVIA -

Export releases:
[US] 310690188-2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53102&o=2

$end


$cpc_cass=tetriss,
$bio

Tetris [Model AMC-615] (c) 1989 MCM Soft. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99575&o=2

$end


$nes=tetrisj,tetrisja,tetrisjb,
$bio

Tetris (c) 1988 Bullet-Proof Software.

- TECHNICAL -

Barcode: T4988627000053
Game ID: BPS-TØ
Cartridge Color: Black

- STAFF -

Executive producer:  Henk. B. Rogers
Producer: Yasuaki Nagoshi
Programmer: Bob Rutherford
Scenario update: Yasuaki Nagoshi
Production software: Richard C. Rogers
Graphics: Hans Janssen, Kazuyuki Takimoto
Music: Hisashi Zero Yotsumoto, Hiroshi Taguchi
Sound Effect: Hiroshi Suzuki
Music driver: Kazuya Takahashi
Cover Art & Design: Soul Bee
Manual: Haruka Planning
Quality Assurance: Takahiro Koseki, Shinichi Kitami, Shunichi Nanto, BPS Staff

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54726&o=2

$end


$gameboy=tetris,
$bio

Tetris [Model DMG-TR-USA] (c) 1989 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67124&o=2

$end


$gameboy=tetrisa,
$bio

Tetris [Model DMG-TRA] (c) 1989 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67123&o=2

$end


$info=sc4tetri,sc4tetria,sc4tetrib,sc4tetric,sc4tetrid,sc4tetrie,sc4tetrif,sc4tetrig,sc4tetrih,sc4tetrii,sc4tetrij,sc4tetrik
$bio

Tetris (c) 200? Mazooma Games.

3 overprinted symbols on the winline starts the board game feature. Use the feature reel to move around the board, incrementing the Cash, Nudge and Feature pots or add to the shape matrix to gain Winspins.

Collecting 3 Tetris symbols awards Big Money.

Use the bonus squares to improve your chances, but avoid 'Russian' around and landing on the mystery squares !

- TECHNICAL -

[Model PR7077]

Technology : Scorpion 4
Cabinet : Eclipse Front-Opening
Jackpot:  £15 / £5
Stakes : 20p, 25p, 30p

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11911&o=2

$end


$wscolor=tetris,
$bio

Tetris [Model SWJ-VGDC01] (c) 2002 Vanguard Co., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86495&o=2

$end


$info=tetrist,
$bio

Tetris (c) 1988 Sega Enterprises, Ltd.

- TECHNICAL -

[Nastar Conversion Kit]

Runs on the Taito B System hardware.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48274&o=2

$end


$info=tetrisse,
$bio

Tetris (c) 1988 Sega Enterprises, Ltd.

- TECHNICAL -

Runs on the Sega "System E" hardware.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48272&o=2

$end


$info=tetristh,
$bio

Tetris (c) 1988 Sega Enterprises, Ltd.

Taito H release.

- TECHNICAL -

Runs on the "Taito H" system hardware.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48273&o=2

$end


$info=atetris,atetrisa,atetrisb,atetrisb2,atetrisb3,
$bio

Tetris (c) 1988 Atari Games.

Face The Soviet Challenge!

- TECHNICAL -

Upright model

Game ID : 136066

Main CPU : MOS Technology M6502 (@ 1.789772 Mhz)
Sound Chips : (2x) POKEY (@ 1.789772 Mhz)

Screen orientation : Horizontal
Video resolution : 336 x 240 pixels

Players : 2
Control : 8-way joystick
Buttons : 1

- TRIVIA -

Tetris is a CLASSIC; ranking with the likes of "Pac-Man", "Donkey Kong" and "Tempest"; and is still one of the most popular games today.

Inspired by a pentominoes game he had bought earlier, Alexey Pajitnov creates Tetris on an Electronica 60 in June 1985 at the Moscow Academy of Science's Computer Center. It is ported to the IBM PC by Vadim Gerasimov and starts spreading around Moscow. Pajitnov gets a small degree of fame for his program. Due to Soviet political structure at the time, the inventor, Alexey Pajitnov was not able to patent his game. This gave rise to many sundry Tetris clones for all manner of machines.

Here is the name of all tetrominos in Tetris (A tetromino is a geometric shape composed of four squares, connected orthogonally) :
* The 'I' (Also called 'Stick' or 'Straight') - Four blocks in a straight line.
* The 'Square' (Also called 'O', 'Package' or 'Block') - Four blocks in a 2x2 square.
* The 'T' - A row of three blocks with one added below the center.
* The 'L' - A row of three blocks with one added below the left side.
* The 'J' (Also called 'Inverted L' or 'Gamma') - A row of three blocks with one added below the right side (This piece is a reflection of 'L' but cannot be rotated into 'L').
* The 'S' - Bent trimino with block placed on outside of clockwise side.
* The 'Z' (Also called 'Inverted S') - Bent trimino with block added on outside of anticlockwise side (This piece is a reflection of 'S' but cannot be rotated into 'S').

Apart from being a fine game, Tetris is also a perfect mirror of the human condition. For a while the game is entertaining, and we seem to have mastered it and are having fun. Then, something goes wrong. A rash mistake, or an unfulfilled wish, and we're fighting to repair the damage, but we've been thrown off-balance, and the cancer is spreading. Blocks that were once orderly and harmonious are jumbled and filled with holes, and our cup is on the verge of running over. There's always a point at which we stop planning for the future, and realize that we don't have one - all we can do is cling to the present and concentrate, focus our minds on what it's like to be alive, to play the game, before it's all over. You were waiting for a four-by-one block that never came. Eventually we stare death in the face, and death will not spare us because we would warn the others to stay away and not play the game. Sometimes we resist to the bitter end, moving blocks left and right without thought or care, just to hang on, and sometimes we accept the inevitable and pull the blocks down to us, smiling inwardly at the great joke. The rest is silence. We admire the fox as it escapes from the hounds, but when the hunt is over we turn away, and go off and drink and be merry, and somewhere else someone or something is watching us as we watch the fox. But the fox knows it is being chased.

Tetris falls in the same class of tantalizing problems as the famous Traveling Salesman Problem or the Halting Problem. It's the intellectual challenge of coming up with heuristics to crack the game that make it so addictive.

A bootleg version was released by 'Video Games' in 1989 (See 'Updates' for more information).

- UPDATES -

The bootleg version (made by 'Video Games') shares a different 'Staff screen' (See Staff section for the original), here is the bootleg one :
Project leader : James Bond
Video Graphics : Tom Catson
Engineer : Ted Tedious
Technician : Log Dreaming
Audio : Bill Cody

- SCORING -

Placing a piece : 0 to 500 points

Filling lines across :
Single : 50 points
Double : 150 points
Triple : 400 points
Quadruple 'tetris' : 900 points

Starting on round 4 : 20,000 points
Starting on round 7 : 40,000 points

The end of round bonus depends on how many incomplete lines the player has at the bottom of the well when the round ends :
0 lines : 2,100 points
2 lines : 1,710 points
3 lines : 1,530 points
4 lines : 1,360 points
5 lines : 1,200 points
6 lines : 1,050 points
7 lines : 910 points
8 lines : 780 points
9 lines : 660 points
10 lines : 550 points
11 lines : 450 points
12 lines : 360 points
13 lines : 280 points
14 lines : 210 points
15 lines : 150 points
16 lines : 100 points
17 lines : 60 points
18 lines : 30 points
19 lines : 10 points

- TIPS AND TRICKS -

While on attract mode, if you pull player 1 joystick to the left and player 2 joystick to the right simultaneously the demo steps into its next phase. If you repeat it a few times the music will start playing...

If you tap the 'rotate' buttons when the guy in the doorway is doing his 'victory dance' a hook will reach out from the side and drag him away by the neck. If you do it when he is just dropping down to do the 'Cossack Kicks', he'll dodge the hook the first time, but get caught by it on the return.

- STAFF -

Project leader : Kelly Turner
Programmed by : Norm Avellar, Kelly Turner, Ed Logg
Video graphics by : Kris Moser
Engineer : Doug Snyder
Technician : Glenn Mcnamara
Audio by : Brad Fuller

- PORTS -

* Consoles :
Nintendo NES ("Tengen Tetris"). This port was not licensed by Nintendo and was only released in North America.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2874&o=2

$end


$n64=tetrisph,tetrisphu,
$bio

Tetrisphere (c) 1998 Nintendo [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58014&o=2

$end


$pc8801_flop=tetrinor,
$bio

Tetris_Noripy (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93059&o=2

$end


$nes=tetsudo,
$bio

Tetsudou Ou - Famicom Boardgame (c) 1987 db-Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54729&o=2

$end


$wswan=tetsu28g,
$bio

Tetsujin 28 Gou [Model SWJ-MGH001] (c) 1999 MegaHouse

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86400&o=2

$end


$msx1_cart=tetsuman,tetsumana,
$bio

Tetsuman [Model HM-017] (c) 1985 HAL Laboratory, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77518&o=2

$end


$cdi=tetsuo,
$bio

Tetsuo Gaiden (c) 1997 New Frontier.

The superb 3-D graphics in the Galaga-style game provide a new dimension to the 80 levels of fast action.

- TECHNICAL -

Model NF 971402

- STAFF -

Produced by: Creative Media

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53103&o=2

$end


$nes=tetsuwan,
$bio

?? ??? (c) 1988 Konami Industry Company, Limited.
(Tetsuwan Atom)

Tetsuwan Atom is a side scrolling action game by Konami and based on the 1960s popular science fiction series by Osamu Tezuka. The story takes place in the future, at a time where humans and robots live together in harmony. The powerful robot-boy Atom (aka Astro Boy) lives with Professor Ochanomizu - the old scientist takes good care of the little robot, and helps him find crime and injustice. But, one day, burglars break into Professor Ochanomizu's lab and steal all of his money. It is now Atom's duty to recover the stolen loot. But the game is far from being a straight forward affair, and many levels require the player to fulfill given tasks, such as collecting special items, punching particular locations, or in some instances, to activate parts of a stage by performing unique tasks such as playing a song. Atom can run, jump and punch his enemies. He can also fly using his rocket boots, but the move is rather tricky to execute and the player has to quickly jump three times and then press Up to make the little robot fly for a short amount of time. Atom also uses uranium as his main source of energy. Uranium slowly decreases as the game progresses, or when Atom receives any kind of damage (some enemy weapons can kill Atom in one hit though), but Professor Ochanomizu can be called at any time during the game, and restore the depleting energy (by crouching and pressing the action button).

- TECHNICAL -

Cartridge ID: RC827

- TRIVIA -

Tetsuwan Atom was released on February 26, 1988 in Japan for 5500 Yen.

Tetsuwan Atom (aka Astro Boy or Mighty Atom) was originally created in the 1950's by the prolific Osamu Tezuka. The successful series started as a comic strip and was turned into a black and white animated series in 1963. Interestingly, it was one of the first (if not the first) animated TV series produced in Japan, and undoubtedly served as a canon and influenced countless Japanese animated series that followed. The little robot-boy is definitely one of Japan's most recognizable characters and it has enjoyed numerous revivals since its debut. The Famicom game tested here was probably the first video game to be ever released for the Tetsuwan Atom franchise.

Like several other early Konami games released in the 1980s/1990s, Tetsuwan Atom included a numbered collector card. Each card featured an illustration or a snapshot from the game, and the back of each card showed a serial number as well as the game's title. They were randomly included with the games and Konami produced several variations of each card.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54730&o=2

$end


$snes=tetsuwan,
$bio

鉄腕 アトム (c) 1994 Zamuse
(Tetsuwan Atom)

Tetsuwan Atom is a side scrolling platform game by Zamuse and published by Banpesto, and is based on the 1960s popular science fiction animated series and manga originally created by Osamu Tezuka. In a near future, technology has advanced such that robots have freed humans from everyday tasks and chores, and they have become active member of the society. One day, the head of the Ministry of Science, professor Ochanomizu, discovers a robot child in a circus and decides to adopt him. The robot boy of mysterious origins, named Atom, soon displays extraordinary abilities, such as his great strength, hidden weapons, rocket boots and an extremely advanced electronic brain displaying human emotions. The professor decides to use these amazing powers for the good of humanity and to send the little robot resolve various types of problems and situations. In the game, Astro Boy must undertake a series of missions such as exploring a large pyramid, wandering through an eerie haunted house or flying at full speed through the narrow corridors of a space station. Of course, each level is infested with enemies and obstacles to impede Atom's progress, as well as an obligatory end of level's boss. The robot boy has a couple of ways to deal with his enemies though - he can use his fists in close-range combat or charge up his rocket boots to hover around, or release a powerful air dash attack. The game also features a couple of special items for the player to collect, such as Energy Containers, Temporary Invincibility or Small Radios that summon Uran, Atom's young sister, who releases various health items or an extra life when called. Additionally, Atom starts his long journey with only three life units (symbolized by hearts) but more can be collected later in the game (up to a maximum of six). Tetsuwan Atom consists of eight levels and although most of them are traditional side-scrolling platform stages, some have completely different gameplay styles (level six, for instance, features a top-down view where Atom must fly through the air and capture a blue bird).

- TECHNICAL -

[Model SHVC-ZB]

- TRIVIA -

Released on February 18, 1994 in Japan for 9000 Yen.

- TIPS AND TRICKS -

Stage select screen and extra lives: Go to the title screen and open the config menu. There, press B, Y, Right, Left, B, Y, Right and Left. Now exit the menu and a new screen should appear. There you can select any level from the game or increase Atom's lives and credits up to a maximum of 9.

- STAFF -

Executive Producer: Hiromu & Amu, T. Yamada, K. Ishitani
Executive Supervisor: S. Omodaka, T. Ban, H. Shinmi
Planning: H. Ozaki, K. Hiraku
Program: Y. Kawasaki, N. Tabata, T. Oikawa, K. Iwagana
Graphic: M. Araki, K. Tanaka, M. Ohta, K. Kayajima
Music Compose: M. Nozawa
Music Program: A. Matsudaira
Special Thanks: M. Kubota, Y. Saotome, M. Fujimoto, K. Kumakura, M. Morohoshi, K. Hiziya, K. Ogata, Y. Endoh, K. Hayashi

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62495&o=2

$end


$gba=texashlda,
$bio

Texas Hold 'em Poker [Model AGB-BXAE-USA] (c) 2004 Majesco Sales, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75993&o=2

$end


$gba=texashld,
$bio

Texas Hold 'em Poker [Model AGB-BXAP] (c) 2004 Majesco Sales, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75992&o=2

$end


$info=sfruitb3,
$bio

Texas Super Fruit Bonus (c) 2002 Amcoe.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31164&o=2

$end


$x68k_flop=texceed,
$bio

Texceed (c) 19?? GIJ Checkmate

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88686&o=2

$end


$mc10=textedit,
$bio

Text Editor (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87713&o=2

$end


$saturn,sat_cart=texthoth,
$bio

Texthoth Ludo - Arcana Senki (c) 1997 Pai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59804&o=2

$end


$pc8801_flop=tfdos21,
$bio

TF-DOS (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93007&o=2

$end


$x68k_flop=tf4go,tf4g,
$bio

TF4G (c) 1993 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88669&o=2

$end


$psx=tfxjapan,
$bio

TFX - Tactical Fighter Experiment (c) 1996 Imageneer Co., Ltd.

- TECHNICAL -

Game ID: SLPS-00511

- TRIVIA -

Released on November 29, 1996 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85751&o=2

$end


$gba=tgrally,
$bio

TG Rally (c) 2003 Kemco, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75944&o=2

$end


$n64=tgrally2a,
$bio

TG Rally 2 (c) 1999 Kemco

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58008&o=2

$end


$gbcolor=tgrall2a,
$bio

TG Rally 2 [Model CGB-A33X-UKV] (c) 2000 Kemco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68858&o=2

$end


$info=thoop2,
$bio

TH Strikes Back (c) 1994 Gaelco.

In this sequel to "Thunder Hoop", you control a powerful ESP Rambo-like character, throwing sonic rays from his hands and destroying mutated enemies.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound Chips : OKI6295 (@ 8 Khz)

Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024

Players : 2
Control : 8-way joystick
Buttons : 3

- SERIES -

1. Thunder Hoop (1992)
2. TH Strikes Back (1994)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2878&o=2

$end


$amigaocs_flop=thaiboxn,
$bio

Thai Boxing (c) 1987 Anco

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75230&o=2

$end


$amigaocs_flop=thaiboxna,
$bio

Thai Boxing [Budget] (c) 1987 Prism Leisure

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75231&o=2

$end


$cpc_cass=thaiboxn,
$bio

Thai Boxing [Model ZS-AM/200] (c) 1986 Zafiro Soft. Division [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99579&o=2

$end


$info=thaiprin,
$bio

Thai Princess (c) 2002 Aristocrat.

A video slot machine with 5 reels incorporating the 'Reel Power' system.

- TECHNICAL -

Runs on the Aristocrat MKVI hardware.

MVP MKVI conversion cabinet:
Game has 14 buttons.
Bet buttons: 1, 2, 5, 10, 15 credits
Reel buttons: 1, 1-2, 1-3, 1-4, 1-5 reels
Extra buttons: Collect/Take Win (orange), Information (white/blue), Gamble (purple) and Spin/Start Feature (red)

"Reel 1" button costs 1 credit
"Reels 1-2" costs 5 credits
"Reels 1-3" costs 10 credits
"Reels 1-4" costs 20 credits
"Reels 1-5" costs 30 credits

Any reels not specified pay on centre line only. For instance "Reels 1-3" selects the first 3 reels and the last two pay in the centre line only.

1, 2, 10 and 15 credit buttons were also used for Club, Spade, Diamond and Heart double up respectively. This gamble counts x4 if correct.
1 and 1-5 reel buttons are used for red/black double up.

There is also a 180 credit version - bet buttons: 1, 2, 3, 4, 6 credits.

1, 2, 10 and 15 credit buttons are also used for Heart, Diamond, Club and Spade gamble respectively. This gamble is x4 if correct.
1 and 1-5 reel buttons are also used for red/black double up.

- TRIVIA -

Thai Princess was released in March 2003.

- SERIES -

1) Reelin-n-Rockin (1998)
2) Indian Dreaming (1999)
3) Reelin-n-Rockin [Multi-line] (2000)
4) Indian Dreaming [Multi-line] (2000)
5) Pompeii (2001)
6) Mystic Power (2002)
7) Thai Princess (2002)
8) Dream Catcher (2002)
9) Indian Dreaming [Lady Luck] (2003)
10) Indian Dreaming 2nd Chance (2003)
11) Pride of Africa (2005)
12) Wild Tepee [Power Pay] (2007)
13) Reelin' n Boppin' (2008)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5049&o=2

$end


$cpc_cass=thanatos1,thanatos,
$bio

Thanatos (c) 1986 Durell Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99581&o=2

$end


$x68k_flop=thanatos,
$bio

Thanatos (c) 1991 Birdy Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88150&o=2

$end


$pc98=thanatos,
$bio

Thanatos (c) 1991 Birdy Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90845&o=2

$end


$x1_cass=tgif,
$bio

Thank God It's Friday - Arigato Kinyobi (c) 198? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86281&o=2

$end


$info=m4tylb,m4tylba,
$bio

Thank Your Lucky Bars (c) 199? Crystal Leisure.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42395&o=2

$end


$arcadia=tnksalot,
$bio

Thanks a Lot (c) 1982 UA, Limited.

- TECHNICAL -

[Cartridge No. 20]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49282&o=2

$end


$info=m1thatlf,m1thatlfa,m1thatlfb,m1thatlfc,m1thatlfd,
$bio

That's Life (c) 199? Maygay.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42021&o=2

$end


$info=m5thtsmg,
$bio

That's Magic (c) 2003 Red Gaming.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15629&o=2

$end


$psx=thatsqtj,
$bio

That's QT [Model SLPM-86340] (c) 2000 Koei Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85772&o=2

$end


$gba=thatsrv2,
$bio

That's So Raven 2 - Supernatural Style [Model AGB-BZSE-USA] (c) 2005 Disney Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75995&o=2

$end


$gba=thatsrav,
$bio

That's So Raven (c) 2004 Disney Interactive.

Help Raven through her school daze.

When you're a teenager, it sometimes feels like one thing after another goes wrong. Raven's life is no different. You can help her sort out the drama in Disney's That's So Raven.

Features
* Play as characters from the TV show
* Three save slots
* Unlockable bonus pictures

Being a teenager would be fun if everything went right. Raven will never have to worry about that problem. As it is, her psychic premonitions get her in more than enough trouble.

In Disney's That's So Raven, you play as the title character as she tries to get herself out of tricky situations. Each of the four episodes has five side-scrolling levels set in the mall and school.

Raven needs to complete a goal on each level. Completing a bonus goal will unlock photos for her yearbook. She'll need to avoid all kinds of obstacles to reach those goals. She walks in the middle of food fights. People throw books at her. Hall monitors want to see her pass. She even needs to dodge AV carts and janitors cleaning the floors. Raven is armed with bottled water to spill in front of the carts and perfume to temporarily gag everybody else.

Bottom Line
This is a simple side-scroller that younger gamers can pick up and play with little trouble. The replay value is limited, though.

- TECHNICAL -

Cartridge ID: AGB-BRVE-USA

- TRIVIA -

Released on October 13, 2004 in USA.

- STAFF -

Vicarious Visions
CEO: Karthik Bala
Chief Creative Officer: Karthik Bala
VP Product Development: Tobi Saulnier
Project Manager: Michael Meischeid
Project Coordinator: Jorge Diaz
Design: Jonathan Mintz
Art: Steven M. Nelson, Chong Guang Zhang, Travis Cameron, Eric Gillam, Chris Sinclair
Programming: Ward Childress, Jesse Raymond
Design Support: Andrew Marlowe
Art Support: Steve Derrick, Jason Harlow, Robyn Poirier
Programming Support: Brian Sox, Alex Rybakov
Production Assistant: Joe Fisher
Special Thanks: Robert Trevellyan, Jonathan Russel
This software is based in part on the work of the: Independent JPEG Group
Kid Testers: Amelia Beach, Lauren Burgasser, Lindsay Cheu, Courtney Denue, Renee Matthews, Madeline Roy, Emily Tirella
Soundtrack: Shin'en Multimedia

Disney Interactive
Senior Producer: Mary Jo LaRoche
Associate Producer: Shannon Monroe
Lead Artist: Christopher Tellez
Marketing Manager: Allison Massey
Documentation Supervisor: Barry Schwartz
Customer Support Liason: Patrick R. Burns
Special Thanks: Absolute Quality Incorporated, Tamira Webster

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75994&o=2

$end


$info=thayers,thayersa,
$bio

Thayer's Quest (c) 1984 RDI Video Systems.

This is a fantasy title, and has unbelievable graphics (hand drawn animations pulled from a laserdisc). You guide young Thayer on a quest through the three kingdoms. You are supposed to defeat Sorsabal The Twisted at the end of the game. This game is far different from most laserdisc games. It is not a 'tweak' game, it works more like a 'Choose Your Own Adventure Story'. It doesn't always tell you all your available options, but you do not have to memorize complex, precisely timed movements like you do in "Dragon's Lair". Once you know what to do in a given Thayer's Quest scene then you will be able to do it every time. To make up for this ease of memorization the programmers decided to make the game automatically deduct a life every so often, to keep the player from being able to play forever on a single quarter (which was a big problem with "Dragon's Lair").

- TRIVIA -

This game was not finished! Thayer's Quest includes only 3 kingdoms ('Weigard', 'Illes' and 'Iscar') of the 5 Kingdoms ('Far Reaches' and 'Shadoan' are missing). The game was simultaneously produced for the RDI Halcyon home system in 1984. The Halcyon's Thayer's Quest laser disc is double sided and it contains a great deal of material not found on the coin-op version disc.

Thayer's Quest was released only as a conversion kit for "Dragon's Lair" and "Space Ace". The kit replaced a lot of the original hardware, and included new side graphics (which consisted of a huge RDI logo, they didn't mention the game on the side, because they planned to release a whole line of games on the Thayer's Quest hardware, but those other games were never made). This game does not have a joystick at all. Instead it uses a keyboard for control (This was the first arcade game ever to have a qwerty keyboard). In an effort to save several dollars per unit, RDI decided to use a membrane style keyboard instead of a more sturdy switch based one. That was a really bad decision, the keyboards on these games do not last, they are easily damaged, and are not of high enough quality to use in an industrial coin-op product. Thayer's Quest also used a laser disc player, it could use either the Pioneer PR-7820, or the Pioneer LD-V1000.

- TIPS AND TRICKS -

* Humor : When prompted to type in your name, do nothing. After intervals of one minute or so, the game speaks out saying things like 'Do not be shy, enter your name', 'Have you gone to the toilet?', 'Do not be a stranger now, enter your name', 'Look lively now' and a whole host of other funny comments.

- SERIES -

1. Thayer's Quest (1984)
2. Kingdom - The Far Reaches (Sega 32X CD [Unreleased Prototype])

- PORTS -

* Consoles :
RDI Halcyon System (1984)
Sega CD [Unreleased Prototype]
Philips CD-I (1995, "Kingdom")
Panasonic 3DO

* Computers :
PC - 1995

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2879&o=2

$end


$nes=3dworldr,
$bio

The 3-D Battles of Worldrunner (c) 1987 Acclaim Entertainment, Incorporated..

Text from the USA manual:
The eight worlds of Solar System #517 are no longer answering communications. You are World Runner, a cybernetically-enhanced human being who can run miles at an incredible speed without tiring. The galactic council of sentient races has sent you to the first planet of #517 to find out what has happened.

Right away you discover that all eight planets of the solar system have been invaded by the Serpent Beasts and their minions, ruled by the galactic criminal Drax.  Your mission is now clear. Run through all eight worlds, destroying Drax's minions along the way, until you meet Draw himself. Fortunately your unique ability has manifested itself into a world jumping power.

For a new experience put on a pair of 3-D glasses and press SELECT during play. Now all the objects will come at you in 3-D form.

- TECHNICAL -

Cartridge ID: NES-WO-USA

- TRIVIA -

Released on September 01, 1987 in USA.

- TIPS AND TRICKS -

METHOD OF PLAY (from the USA Manual)

Steer your fast running World Runner with the Control Pad. Slow down by pulling back on the Control Pad and speed up by pressing forward. Jump with Button A. To jump really high press Button A and pressing forward on the Control Pad. When you get a missile, fire by pressing Button B. Pause the game with START.

At the start of the game you'll want to bump into the tall columns so they'll drop objects on you.  Catch them and you'll be improved.

The missile gives you unlimited firepower until you bump into a menacing enemy.  The bottle is a power potion making you invincible while your hair stays red.  The atomic symbol makes you invulnerable as long as you are flashing.  The big heart gives you an extra life!  Stars are for bonus points.  The balloon will warp you to a bonus level with no enemies and lots of stars to pick up.  The springy alien with the bug eyes will make you jump higher than before.  The flower is a better version of the springy alien.  BUT MUSHROOMS ARE POISON!

You must finish the four parts of each world within a time limit (the thermometer above the line that tells you your locations).  When there are no units left on the thermometer you die.  Get the stopwatch to give you more time.

At the end of each world, Serpent Beasts await to do battle with you. Be sure you have the firepower to deal with them.

To continue from the beginning of the last world you completed hold down Button A and press START after you die.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55667&o=2

$end


$pc8801_flop=4thunit,
$bio

The 4th Unit (c) 1987 Data West, Inc.

- TRIVIA -

Released in December 1987 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93060&o=2

$end


$x68k_flop=4thunit,
$bio

The 4th Unit (c) 1988 Data West, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88151&o=2

$end


$x68k_flop=4thunit2,
$bio

The 4th Unit 2 (c) 1988 Data West, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88152&o=2

$end


$pc98=4thunit2,
$bio

The 4th Unit 2 (c) 1988 Data West, Inc.

- TRIVIA -

Released on July 14, 1988 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90846&o=2

$end


$pc8801_flop=4thunit2,
$bio

The 4th Unit 2 (c) 1988 Data West, Inc.

- TRIVIA -

Released in July 1988 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93061&o=2

$end


$msx2_flop=4thunit2,
$bio

The 4th Unit 2 (c) 1988 Data West, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102094&o=2

$end


$pc98=7colors,
$bio

The 7 Colors (c) 1992 Hot-B [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90847&o=2

$end


$cdi=7thguest,7thguesta,7thguestf,7thguestg,
$bio

The 7th Guest (c) 1994 Philips Interactive Media, Incorporated.

A stunning interactive drama of mystery and intrigue... You don't know why you're in the mansion of the long-gone master toy maker, but you do know that you're not alone...

The 7th Guest on CD-i promises to keep you on the edge of your seat with a combination of vivid imagery, special effects and cinematic shocks. The 7th Guest on CD-i features CD-i Digital Video, terrifyingly real virtual environments, haunted rooms to explore - complete with live actors - bizarre puzzles to solve, games to play and a chilling soundtrack.

- TECHNICAL -

Model 811 0040

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53104&o=2

$end


$snes=7thsaga,
$bio

The 7th Saga (c) 1993 Enix Corporation.

- TECHNICAL -

Cartridge ID: SNS-EL-USA

- TRIVIA -

The 7th Saga was released in September 1993 in USA.

- TIPS AND TRICKS -

Get cursed apprentice's magic back: After completing the cave of Kapel you will get cursed and your magic will be taken away. You cannot remove your own curse without the moonlight. However, you can remove your apprentice's curse. Switch apprentices and fight until you find your old apprentice again. If he or she asks to join you again, their curse will be removed. 

Guntz: Power Seed
The first time you go to Guntz, enter the chief's house and search the desk with the open book on it. You should find a Power Seed.

Patrof: M-Water
On the quest to find the Star Rune, go into the Tavern (located up and right from the Inn). Walk until you are in the top left area of the Tavern. Stand on the right side of the wood pile and search. The game will say that you found a bottle of M-Water at your feet.

Rabelesk: Potion
In Rabelesk, walk up to the jars and search to find a potion.

Experience bog workaround: If you are using a primarily magic using character (or pair of characters), you may get stuck or at least severely bogged down when you are cursed on the western continent. You may work around this by choosing an apprentice (if you do not have one yet) or changing apprentices (and perhaps changing back again). With your partner's magic, you should be able to get enough experience to continue forward, and you also should be able to defeat Metal Pison. You may also defeat the dragon blocking the way in the frozen lake cave ahead of time, but doing so does not allow you to bypass any part of the story, since the Moonlight is an essential item later.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63789&o=2

$end


$a2600=ateamp2,ateam,ateamp1,
$bio

The A-Team (c) 1984 Atari, Incorporated. [Sunnyvale, CA, USA]

- TIPS AND TRICKS -

Holding LEFT+RIGHT or UP+DOWN and pressing FIRE causes your shot to remain on the screen. If you do this 4 times, you’ll 'use up' all your shots and be unable to fire.

- STAFF -

Designed by: Howard Scott Warshaw

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51123&o=2

$end


$msx1_cass=ateam,
$bio

The A-Team (c) 198? Zafiro Software Division [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95045&o=2

$end


$sms=sn_ateam,
$bio

The A-Team (c) 1992 Probe

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56233&o=2

$end


$bbca_cass,bbcb_cass=abomsnow,
$bio

The Abominable Snowmen (c) 19?? DW Gore

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52522&o=2

$end


$a5200=decathln,
$bio

The Activision Decathlon (c) 1983 Activision

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50102&o=2

$end


$a2600=decathln,decathln1
$bio

The Activision Decathlon (c) 1983 Activision

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51124&o=2

$end


$c64_cart,c64_flop=decathln,
$bio

The Activision Decathlon (c) 1983 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53734&o=2

$end


$a2600=decathlne,
$bio

The Activision Decathlon - Zehnkampf (c) 1983 Activision

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51125&o=2

$end


$cpc_cass=addamfam,
$bio

The Addams Family (c) 1991 Ocean Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99585&o=2

$end


$info=nss_adam,
$bio

The Addams Family (c) 1992 Ocean.

Guide Gomez Addams round the family mansion in search of his lost family.

- TECHNICAL -

Nintendo Super System hardware

Main CPU : G65C816 (@ 3.58 Mhz)
Sound CPU : SPC700 (@ 1.024 Mhz)
Sound Chips : Custom (@ 1.024 Mhz)

Screen orientation : Horizontal
Video resolution : 512 x 480 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768

Players : 4
Control : 8-way joystick
Buttons : 6

- TRIVIA -

Licensed to Nintendo.

- TIPS AND TRICKS -

* Level Passwords :
&#65533;KKN - Start.
V1913 - After Pugsley.
B&J15 - After Grandma.
BD#K4 - After Wednesday.
BL91B - After Fester.

* Misc. Passwords :
11111 - Start with 100 lives!
99966 - Start with 3 hearts.
BZXYC - Start with 5 hearts and Pugsley rescued.
BLKX8 - Start with 70 lives!
2211B - Start with the sword, golf balls, 5 hearts, all characters rescued and 100 lives!

- STAFF -

Programming : James Higgins
Game Design & Graphics : Warren Lancashire
Additional Graphics : Simon Butler
Music & Sound Effects : Jonathan Dunn
Play-testing : Gareth Betts, Timothy Welch
Scart Connector & 5Amp Fuse : Paul Street
Photographs : Jennifer Gillespie
Development Management : Gary Bracey

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1853&o=2

$end


$info=taf_l5,taf_h4,taf_l1,taf_l2,taf_l3,taf_l4,taf_l6,taf_l7,taf_p2,
$bio

The Addams Family (c) 1992 Midway.

A pinball experience for the whole family! Featuring 4 flippers.

- TECHNICAL -

Midway WPC (Fliptronics I)
Model Number : 20017 (original), 50038 (Special Collector's Edition)

Main CPU : Motorola M6809 (@ 2 Mhz)
Sound CPU : Motorola M6809 (@ 2 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.57945 Mhz), DAC, HC55516

- TRIVIA -

Based on the hit 1991 movie; stars Raul Julia (Gomez) and Anjelica Huston (Morticia) provided custom speech for this game.

The following is a list of the musical pieces in The Addams Family :
- Addams Theme : Played at the beginning of your first ball until you plunge the ball into play.  lso played during attract mode and the explanation of 'Tour the Mansion'.
- Normal Game Theme : Played during normal game play, when no special rounds are active.
- Mamushka Theme : Played during the Mamushka round.
- Cousin It Theme : Played during Cousin It round.
- Tunnel Hunt Theme : Played during Tunnel Hunt round.
- Seance Theme : Hardly music, but played during Seance round.
- Raise the Dead Theme : Played during Raise the Dead round.
- Thing Multiball Countdown Theme
- Quick/Thing Multiball Theme : Played during quick MB rounds.
- Multiball Release Theme : Played while two balls are locked and you're trying to lock the third for Multiball.
- Multiball Theme : Played until you score your first jackpot.
- Jackpot Theme : Played after you score a jackpot UNTIL YOU END THAT BALL, even after multiball is over. It's a souped-up version of the Addams Theme. It's also the Enter Initials Theme.
- Multiball Restart Theme : Played while Thing Multiball restart is lit, it's just one particular part of the Addams Theme being played over and over. The same music is also played while the features of 'Tour the Mansion' are being explained.

The Addams Family introduced the concept of a game-controlled flipper.

The Addams Family sold 20,270 units, breaking the old record of 20,230 units held by Bally's 1977 "Eight Ball".

- UPDATES -

REVISION L-1 :
Release date : Jan 22, 1992
* Initial release to production.

REVISION L-2 :
Release date : Mar 31, 1992
* Enhanced logic for handling a broken 'thing' hand. 
* Fixed some logic in 'tour the mansion'.

REVISION L-3 :
Release date : Apr 8, 1992
* Fixed some logic problems with tunnel hunt.

REVISION L-4 :
Release date : Apr 27, 1992
* Changed default German pricing.

REVISION L-5 :
Release date : Aug 3, 1992 (Internal testing only, not released.)
* Cleaned up some display effects. 
* Fixed a problem where 'thing awards' could not be collected during Tour the Mansion if Quick Multiball was lit. 
* Jackpots are now awarded during multiball if the ball makes it into the vault (Dirty Pool).

REVISION L-6 :
Release date : Sep-Oct, 1992 (Internal testing only, not released.) 
* Added soft firing of ball release on swamp release coils.  
* Added large score font.  
* Cleaned up some more display stuff.

REVISION L-7 :
Release date : Oct 15, 1992 (Internal testing only, not released). Note:  This version likely came into circulation during Pinball Expo '92, when it was handed out to a few people as a 'Home' version. 
* Added adjustment 'GAMEOVER KICKOUT'  
* Added adjustment 'FREEPLAY MESSAGE'  
* Added adjustment 'SPOT GREED/BALL'  
* Added 'SPOT T-H-I-N-G' for a different rule that was added for spotting THING letters.  
* Added 'INSTALL HOME' preset.

REVISION L-8 :
Release date : Nov 8, 1992 (Internal testing only, not released.)
* Updated operating system for improved coin switch handling.  
* Cleaned up some more display stuff.

REVISION L-5 :
Release date : Dec 9, 1992
* Includes all changes up to Internal L-8, but had 'Home' settings from Internal L-7 removed. At this point, the large score font was changed to be conditionally compiled only for Home ROM versions.

REVISION L-6 :
Release date : Mar 18, 1993 (Released only to a German distributor).
* Updated operating system to support a new printer type. 
* Non-working 'buy-in' option added.
* Only 2 champions displayed instead of 3 as in L-5.
* Change in default high score credit awards.

REVISION H-3 :
Release date : May 6, 1993
* Updated operating system for new slam tilt switch handling. 
* Re-added 'Home' settings from Internal L-7.

REVISION H-4 :
Release date : May 24, 1994
* More display stuff fixed.

REVISION 6.0H :
Release date : Feb 15, 1995 
* Switched to new version numbering scheme.

- TIPS AND TRICKS -

* General Playfield Description and Basic Rules :
1. Million Plus Ramp : Each left ramp shot scores 1M, 2M, 3M, etc. up to a maximum of 10M; this value resets at the beginning of each ball. Each shot also lights a letter in THING if THING has not yet been completed, spots the first unlit GRAVE target, and feeds the ball (with a properly working diverter) to Thing’s Flipper. This ramp is also used to collect Stars and to score Super Jackpots during multiball. This ramp has a gate which scores 5130 points in both directions and loudly fires the ramp diverter.

2. Bear Kick Ramp : Each center ramp shot awards 1 Bear Kick (2 when lit via the near left inlane), lights the Electric Chair if it is not lit, and returns the ball down the right inlane. When Thing Flips is lit, it sends the ball to Thing’s flipper instead. Extra balls and free mansion rooms are awarded at various numbers of bear kicks. This ramp has a gate which scores 5130 points in both directions. It is also the 'V' grave target. See 'Bear Kicks'.

3. Electric Chair : Located just above the left flipper. When the yellow lamp is lit, it awards the currently flashing Mansion Room and kicks the ball back out, hopefully to the left flipper. When the red lamp is lit, it begins Multi-Ball. The right inlane lights the chair for a mansion room temporarily; either the center ramp or the left ramp lights it permanently. On normal settings, the Electric Chair is lit at the beginning of each ball (note : for the remainder of the rules sheet, to say that the 'electric chair is lit' means that the yellow lamp above the electric chair is lit).

4. Swamp Kickout : Awards mansion rooms whenever the Electric Chair ordinarily would (i.e. The yellow lamp is lit). Kicks the ball back out, hopefully to the right flipper. This shot is also the 'E' target.

5. Swamp : Located along the right side of the playfield, just below the upper right flipper. Scores the Graveyard Value during normal play, or five times the Graveyard Value when shot via Thing’s Flipper (the opto just above the flipper must be triggered, however, to light 5X Graveyard). The swamp locks balls when lit. Balls exit the swamp through the swamp kickout.

6. Train Wreck Target : This shot is most easily made from the upper right flipper, as it was intended to be. Located to the right of the Million Plus Ramp, it scores 1M ordinarily; at certain levels, it scores 5M and a 'Train Wreck'. Each Train Wreck prevents the Graveyard Value from resetting at the beginning of the next ball. On normal settings, four Train Wrecks lights an extra ball. The first Train Wreck takes 2 hits; the second takes 3 hits; and so on up to a maximum of 6 hits per train wreck.

7. Graveyard Bumpers : Advances the Graveyard Value by 10K for unlit bumpers, 20K for lit bumpers, and 30K for flashing bumpers. Bumpers are advanced by any of the unlit GRAVE targets (see below). The Graveyard value is initially 1M at the beginning of each ball (unless it has been held by a Train Wreck), and increases to a maximum of 4M. The bumpers also change the currently flashing mansion room, moving from left to right first, then bottom to top.

8. GRAVE targets : The two targets 'G' and 'R' are located just beneath the jet bumpers. 'A' is to the left of the Bear Kicks Ramp. 'V' is not an individual target but is the center ramp itself. Likewise, 'E' is the swamp kickout entrance. Complete GRAVE to score the GRAVE bonus of 2M, 3M, 4M, etc. to a maximum of 10M for the duration of the game. Each unlit GRAVE target also advances a jet bumper. Any shot to the Million Plus ramp will spot the first unlit GRAVE target.

9. Cousin It : 4 standup targets above the Electric Chair most easily hit by the upper right flipper; it ordinarily just produces a sound effect and scores 300K points. It is used mainly in the Cousin It round.

10. Bookcase/Vault : The bookcase is a large target to the right of the bear kicks ramp. Each bookcase hit spots a letter in GREED; spell GREED to open the vault (a sinkhole behind the bookcase). During multiball it also adds to the jackpot value. The vault is used to lock balls, start Multi-Ball, score Quick Multiball jackpots, and relight the Super Jackpot. Two lamps are above the vault – the red lamp is lit whenever multiball start or quick multiball jackpots are lit; the green lamp is lit whenever the vault is open to lock a ball.

11. Thing Ramp : This is a small metal ramp to the left of the Bear Kicks ramp that feeds the ball to Thing's Eject. There are two lamps above this ramp – the green lamp indicates that a shot here will lock the ball, and the yellow lamp means that 'Thing Bonus' is lit.

12. Thing's Eject : This eject is used to score the Skill Shot, and when lit starts Quick Multiball or Thing Multiball, restarts Multi- Ball, locks balls, awards THING bonus, or awards extra balls.

13. Thing : Yes, Thing himself! He resides in a box and occasionally comes out to pick up a ball in Thing's Eject, using a magnet. When he does, the ball is either carried away to the swamp, or Thing reappears and releases the ball in the eject.

14. Adv X Lane : This is a lane that runs from the back of the jet bumpers around the machine to the upper right flipper. When Adv X is lit via the right inlane, shooting this lane in either direction advances the bonus multiplier from 1 to a maximum of 5, valid only for the current ball. Regardless, shooting the lane through the bumpers to the upper right flipper lights 'Lite Star' on the Million Plus Ramp, and is used to score Combos. The lit 'Adv X' times out in a few seconds.

15. The Power : The infamous magnets beneath the playfield. 2 distinctive Williams lightning bolts in the middle of the playfield and 2 bright side flashers light up when the Power is active.

16. Near Left Inlane : Lights '2 Bear Kicks' on the center ramp. This award times out in a few seconds.

17. Far Left Inlane : Lights 'Thing Flips' on the center ramp when lit; a center ramp shot will be diverted to Thing’s flipper for an automatic flip towards the swamp. This award times out in a few seconds.  See 'Thing Flips' for more details.

18. Right Inlane : Lights 'Adv X' lane temporarily, and if the Electric Chair is unlit, lights it temporarily.

19. Swamp Millions Targets : Whenever 5X Graveyard is lit, these targets award 1M points each. There are three targets, two below and one just above the entrance to the swamp. These targets time out just as 5X Graveyard does, and can be hit multiple times until it does. They also help Thing determine how well he’s flipping.

20. Left/Right Outlanes : When lit they score 'Special' (on normal settings, this is a replay). 'Special' can only be lit by Touring the Mansion, and normally only one outlane is lit at a time.

* Skill Shot : Each time a ball is placed in the plunger lane, you have a chance to score the 'Skill Shot'. Hit the ball into Thing's eject for 2M the first time, then 3M, then 4M, and finally a maximum of 5M. These values increase for the duration of the game. Balls which do not land in the eject may circle around into the Jet Bumpers on a hard shot, miss the eject but still land in that area on a close shot, or fall into the swamp on a soft shot.
If the ball misses the eject but does not touch any playfield switch, you may safely let it drain and get the ball back. In other words, you cannot score zero points on a ball (without tilting). The switch in the plunger lane near the swamp and the one just above the plunger do not count since they score no points.

* Bear Kicks : The number of Bear Kicks accumulates throughout the game. You begin with 1 Bear Kick; each center ramp adds 1 to this value, or 2 when the '2 Bear Kicks' light has been lit via the near left inlane.
At a certain level of bear kicks, an extra ball will be lit at Thing's Eject.  This value normally reflexes according to recent game play, but it is usually around 8 or 9. It is no less than 6 bear kicks, but apparently it has no maximum.
At 15, 25, 35, and 45 bear kicks, mansion rooms are spotted. The currently flashing mansion room will be awarded as if you had hit the electric chair or the swamp kickout, and happens even if the electric chair is not lit. Mansion rooms are not spotted during any of the multiballs; when the multiball finishes, one more center ramp shot will spot the room.  If you shoot the lit electric chair or swamp kickout before the room is spotted, that room will be announced before the one that was spotted. The '?' panel cannot be spotted by bear kicks.
Another extra ball is available at 50 bear kicks. This value does not reflex regardless of operator settings.
Mansion rooms are also spotted at 55, 65, 75, 85, and 95 bear kicks.
On the 99th bear kick, and every bear kick after that, a 'Super Bear Kick' is scored. This is just 5M points and a neat animation showing 'Super Bear Bonus'.  At this point, no more mansion rooms can be spotted, no more extra balls can be lit via the ramp, and '2 Bear Kicks' has no effect.
Each bear kick ramp shot will display the cumulative number of bear kicks so far and announce the next level to be reached for an extra ball or mansion room. There is no hint to Super Bear Kicks before reaching it on the 96th, 97th, and 98th bear kicks.

* THING Bonus : Million Plus ramp shots spot a letter in THING (spelled just beneath your score on the backglass). On normal settings, you begin the game with T-H-I already spotted. Complete THING to light THING Bonus at Thing's Eject (indicated by the yellow lamp). THING Bonus starts at 5M the first time, 10M the second time, up to a maximum of 15M. T-H-I is only spotted once (if at all).  Shooting this award causes Thing to come out of his box, but the ball is set back down into the eject when the animation finishes.
'Lite Star' is lit whenever you shoot the left orbit. It remains lit until either it times out in a few seconds or you miss the left ramp shot from the upper right flipper. When this lamp is lit, the left ramp also lights a Star on the backglass. You can light up to two stars in this fashion, and when you collect the Thing Bonus, each star is worth 5M. This value does not increase.
On very early prototypes, the yellow lamp above the Thing Ramp was also lit to lock balls since there was no green lamp. Also, early versions carried over the value of the Million Plus ramp from ball to ball by default.

* THING Flips : Whenever Thing Flips is lit in the far left inlane, shots to the bear kick ramp are sent down the left chute to the left mini-flipper. Thing will flip the ball for you; hopefully it should land in the swamp most of the time. The machine uses artificial intelligence and maintains data from previous flips to determine how it's doing. It tries to maintain a success rate between 40% and 60% (while normal players usually average around a 25% success rate), though on properly maintained machines it can be almost perfect.
The Swamp Millions targets are lit, so if Thing misses you may be able to pick up some points there. The standard Graveyard timer is still in effect, so Swamp 5X will remain lit for a few seconds on a miss. If Thing misses but hits some swamp targets, the machine tries to recalculate things for the next flip based on the landing of the shot (high or low).
After 3 complete misses, the machine will throw out all the data and start from scratch. There is also a menu option that will let you manually reset all of the data.
Thing Flips is not lit in the inlane during multiball, multiball restart, or Thing Multiball countdown.

* Multi-Ball : The first step in getting to multiball is lighting locks. You light locks by spelling G-R-E-E-D (hitting the bookcase the appropriate number of times). On your first multiball, the first switch you trigger each ball spots a letter. You can also gain a 'cheat' GREED letter by tilting. When G-R-E-E-D is spelled, the bookcase opens and the vault is revealed.
If the ball happens to go into the vault while the bookcase is closed, GREED will automatically be spelled, the bookcase will open instantly, and the first ball is locked. This is called a 'dirty pool'.
For the first multiball, Thing's Eject and the Vault will lock your first ball (indicated by the green lamps). Lock one ball to serve another to the plunger, unless no balls are in the trough, in which case one will be kicked out from the Swamp Kickout. You may lock this second ball in Thing's Eject, the Vault, or the Swamp. Locking two balls lights both the Electric Chair and the Vault (the red lamps) to release all balls and begin Multi-Ball, and also turns on the Power magnets.
Once the third ball is locked, all balls will be released. The first and third balls will come from the Swamp Kickout; the second will come from either the Electric Chair or the Swamp Kickout, depending on where the last ball was locked.
The initial jackpot value is 10M.  Shoot the Train Wreck target to collect the Jackpot. Shoot the Million Plus Ramp to score the Super Jackpot (for the first multiball, this is a Double Jackpot). After collecting a Jackpot or Super Jackpot, the vault will open; shoot a ball in the vault to relight the Super Jackpot.
During multiball, bookcase hits and center ramp shots add 1M to the jackpot, up to its maximum value of 25M. By default the jackpot value increases until it is awarded, between multiballs and multiball restarts. Once the jackpot is collected, the jackpot value resets to 10M. You can continue to collect Super Jackpots as long as you can keep two balls in play.
If you fail to collect a Jackpot, you can restart multiball by shooting Thing's Eject within 20 seconds. During this time no mansion rooms or stars can be collected, Thing Flips is not lit, and all center ramp shots will be sent to the right flipper. The Power is not active during multiball restart.
Restart is a two-ball multiball, and begins immediately after plunging the second ball into play. The skill shot here can set up a pretty easy shot at the Train Wreck target and the Left Ramp. Both the Jackpot and Super Jackpot are lit after the restart. However, if you can't hit Thing's Eject, well, 'sorry old man', multiball ends. There is only one restart per multiball.
Mansion rooms, Stars, Swamp 5X, and Thing Flips cannot be collected during this and any other multiballs.
For the second and subsequent multiballs on normal settings, you must spell GREED via five bookcase hits, and only the Vault will lock balls one and two. The third can be locked in the electric chair or the vault on the second multiball, but only the Vault will be able to lock ball three to start the third Multiball. Super Jackpot is three times the base Jackpot value.
In a multi-player game, it is possible for one player to 'unlock' another player's locked balls. For each unlock, the swamp will be lit to relock the ball. This is regardless of difficulty settings or which level of multiball you are playing. The ball can be easily locked again just by plunging softly so that the ball falls right into the swamp from the plunger lane; it's a nice fix to the 'stolen balls' problem common in manual plunger games.


Mansion Rooms : There are twelve rooms in the Addams' mansion that can be collected by shooting either the electric chair or the swamp kickout when the yellow lamp is lit. The next mansion room to be awarded will be flashing; rooms that have already been awarded will be solidly lit. The jet bumpers change the currently flashing room.
At the beginning of the game, and after the mansion is reset because you Toured, either 'Mamushka' or 'Cousin It' will be the currently flashing room.
The total number of mansion rooms collected over the course of the game is counted and contributes to your end of ball bonus.
Mansion rooms can also be spotted by hitting the bear kick ramp enough times; see 'Bear Kicks'.
When all twelve rooms have been awarded, the Question Mark is lit in the Attic.  Collecting the '?' starts 'Tour the Mansion' (see below). You do not have the relight the electric chair/swamp kickout via the ramps or the right inlane in order to collect this award. You can't spot '?' via Bear Kicks. Each mansion room is described below :

1. Mansion 3 Million : Awards 3 million, and on normal settings, spots the 6M mansion room if it has not yet been collected.

2. Mansion Graveyard at Max : Advances all jet bumpers to flashing status; each jet now advances the Graveyard value by 30K until the end of the current ball.

3. Mansion Hit Cousin It : This is a 20 second timed round, during which all targets score 200K. Each hit to Cousin It, however, increases the target value by 50K, and scores 2M points.
The timer used in this and all other timed rounds will stop whenever any ball in play is in an eject or a tunnel. This means that rounds which continue into regular multiball tend to last a lot longer than 20 or 30 seconds. It will also stop temporarily during a ball search but then restarts again.
Also, the target value is scored for every switch tripped, so the ramps and sinkhole shots will always trip more than one switch.
Your Cousin It bonus starts out at 1M.

4. Mansion The Mamushka : This is a 20 second timed round during which all targets score 250K. There is no way to increase the target value.
Your Mamushka bonus starts out at 1M.

5. Mansion 6 Million : Awards 6 million points, and spots the 3M mansion room if it has not yet been awarded.

6. Mansion Quick Multiball : Lights Quick Multiball at Thing's Eject. This remains lit until it is collected (by default). You cannot lock balls at Thing's Eject or collect the Thing Bonus while it is lit. It becomes unavailable temporarily during any multiball.
Shoot Thing's Eject to begin. Thing will take the ball and send it to the swamp kickout; another ball will be served to the plunger unless two balls have been locked, in which case it will come from the Swamp Kickout. During Quick Multiball, the Vault will be open and will score 5M points. This value increases by 1M each time 'Vault Millions' is collected or the center ramp is hit, up to a maximum value of 10M.
There may be some problems with this round or Thing Multiball whenever Tunnel Hunt is running; see 'Mansion Tunnel Hunt'.
If Thing Multiball is counting down while Quick Multiball is lit, Thing Multiball only will be started instead.

7. Mansion Tunnel Hunt : This is a 20 second timed round in which you should shoot the three tunnel shots : the electric chair, the swamp (or swamp kickout), and the vault. They may be shot in any order. The first scores 5M, the second is worth 10M, and the third is worth 15M.
If the electric chair is lit, hitting the electric chair during Tunnel Hunt will also award another mansion room (Same goes for the swamp kickout).
If the vault was previously lit for lock, you will not be able to lock balls during Tunnel Hunt. It will relight at the end of the round. Once the vault has been hit, it will close. If Quick Multiball or Thing Multiball is running, it may or may not close (hopefully it won't, of course).
Plunging a ball into the swamp while Tunnel Hunt is running does not give credit for the tunnel. Hitting the bookcase during Tunnel Hunt when the vault should be open will not convince the game to open it.

8. Mansion Seance : This is a 20 second timed round during which the next three ramp shots (either Million Plus or Bear Kick ramp) will score 5M, 10M, and 15M each. The Power magnets are enabled throughout the round.
Bear Kick ramps will always feed to Thing's mini-flipper, except when Thing Multiball is counting down. Thing Flips is still possible during Seance.

9. Mansion 9 Million : Awards 9 million points!

10. Mansion Thing Multiball : Much like Quick Multiball, this is a count-down award lit at Thing's Eject. Hitting this immediately scores 15M, but this value counts down quickly to 3M before it expires. There is a short grace period once the timer reaches 3M. Shoot Thing's Eject to score the value immediately and set the value of the vault during Thing Multiball.
During the countdown, ALL bear kick shots will return the ball to the right inlane, no matter what. Thing Flips inlane is not lit during the countdown or the actual multiball.
A second ball is sent to the plunger if possible (see 'Quick Multiball' for details if this is not the case), and multi-ball play begins as soon as it is plunged, in the same manner as Quick Multiball. However, the value of the vault is fixed and cannot be increased.
If Thing Multiball is counting down while Quick Multiball is lit, Thing Multiball will be started instead, and Quick Multiball cannot be collected until Thing Multiball ends.
If you have spotted Thing Multiball by bear kicks, you can shoot Thing before the mansion fanfare finishes. However, you will NOT be awarded the instant 15M points. The vault value is still fixed to 15M and an otherwise normal Thing Multiball continues.

11. Mansion Raise the Dead : This award starts a 30 second timed round in which hits to the jet bumpers add to your Raise the Dead bonus. The bumpers will all flash, even though this award has nothing to do with the normal status of the jets (unlit, lit, and flashing). Shoot each bumper four times to score 3M points; each bumper hit is also worth 100K also. The Raise the Dead bonus begins at 2M.
Whenever one of the bumpers is hit for the fourth time, it becomes solidly lit. The dot matrix will show you a grave for each of the bumpers and how many more times each bumper needs to be hit.
When all bumpers have been hit four times, the round ends immediately. You can, however, continue to collect 100K per hit for bumpers which have already been hit four times until the round is over.

12. Mansion Extra Ball : This simply lights an Extra Ball at Thing's Eject.  Under normal settings, it will remain lit until collected.

* Tour the Mansion : Whenever the 12th mansion award has been collected or started, the electric chair will be re-lit automatically and the '?' will be flashing. Shooting the chair (or swamp kickout, of course) will start 'Tour the Mansion', which is as follows :
- All of the mansion rooms become unlit. Basically, Tour the Mansion has a lot in common with Whirlwind in that the mega-award is simply to re-award everything (almost everything, actually).
- 50 million points is awarded (as clearly indicated by Gomez). The 3M, 6M, and 9M rooms light up at this point.
- 'Special' is lit in the outlanes. By default, these outlanes are 'hard', meaning that only one of them is lit at a time, changing whenever a slingshot is hit. Quick Multiball lights up now, even though it has nothing to do with Specials.
- The Graveyard is maximized (all jet bumpers flash). The corresponding room is lit.
- An extra ball is lit at Thing's Eject, and the EB room is lit.
- Each of the remaining room rounds is started one at a time, in the following order : Mamushka, Hit Cousin It, Seance, Tunnel Hunt, Raise the Dead, and Thing Multiball. The first five are all timed and end as soon as the timer expires or you drain. Thing Multiball ends if you fail to start the round (as usual by shooting Thing's Eject), or if you do start two-ball play, when you return to one ball.
Any rounds running when the Tour is started continue to run during the Tour. It is extremely distressing if you have to contend with the Power during the Tour because you were running the Seance round.
If you reach a number of bear kicks that would ordinarily spot a mansion room while Touring, that free room is wasted. It does not carry over to the next mansion, nor does it affect Tour the Mansion in any way.
If you complete all of the above, the Tour ends quietly. For the remainder of that ball, you will be unable to collect mansion awards.
The extra ball lit by Touring is 'hard' by default; it must be collected on that ball or it will disappear. Likewise, 'Special' will also be unavailable after the ball ends.
Any Mamushka, Cousin It, and Raise the Dead bonuses collected before Touring carry over into the Tour, i.e. your base totals for the round are what you had before you toured, plus the 1M or 2M normally given for starting the round.
'?' itself doesn't technically count as a mansion room since it is not considered as such for the purpose of adding your end-of-ball bonus.

* End of Ball Bonus : Bonus is calculated at the end of each ball as follows :
- 100K for each bear kick, up to the maximum 99.
- 500K for each mansion room, with no apparent limit. The display will probably appear garbled, though, when you have more than 99.
- The sum of the above is multiplied by the bonus multiplier.
- Any Mamushka, Cousin It, and Raise the Dead totals are added.
Scoring 20M or more in bonus generates a quote from Gomez : 'Who says you can't take it with you?'  However, the quote will not be delivered unless you played at least one round during the ball.

* Combos : There are two 3-way combos, worth 5M each : Right inlane, Adv Bonus X loop, Million Plus Ramp, Adv Bonus X loop, Million Plus Ramp, Swamp.
And one 4-way combo, worth 10M : Bear kick ramp, Adv Bonus X loop, Million Plus ramp, Swamp.
Scoring the 4-way combo also awards the points for the 3-way combo (since the first 3 of the 4 forms one of the 3-way combos). This makes the 4-way very valuable : 15M + bonus X advanced + at least 1M from the ramp + at least 5M for the 5X graveyard value + 5M for the Star when you collect Thing Bonus.

* Defaults : here is a list of game features that can be altered by the operator. Normally these are left alone, but adjusting the overall difficulty of the machine or setting games to 5-balls will change a lot of these.
1. Extra Ball Percent : desired % of games in which the first Bear Kick extra ball should be collected. This value is used internally to reflex the number of bear kicks required. Range is 15-40% It can also be set to FIXED such that the first bear kick extra ball level does not reflex. Default is 25%.

2. 1st Bear Kick extra ball level : set 1. to fixed and this option will set the number of bear kicks required for the first extra ball. Default is 8.

3. 2nd Bear Kick extra ball level : This value ranges from 30-99 and does not reflex. Default is 50.

4. Train Wreck Extra Ball Available : Default is to award extra balls at a certain number of train wrecks.

5. Bear Kick EB Memory : Default is to hold between balls.

6. House EB Memory : Default is to hold between balls.

7. Train Wreck EB Memory : Default is to hold between balls.

8. Last Thing Lock : This is the final multiball level on which Thing will lock balls. Default is for the first multiball only. This value ranges from 0-5.

9. Last Swamp Lock : This is the final multiball level on which the Swamp will light to lock ball two. Default is for the first multiball only. The value ranges from 1-5.

10. Last Chair Release : This is the final multiball level on which the electric chair can be shot to start multiball. Default is for the first and second multiballs. The value ranges from 0-5.

11. Jackpot Carryover : When set this retains the value of the jackpot until it is hit; when off, the jackpot will reset at the end of each multiball or multiball restart. Default is to carryover jackpots.

12. Million Plus Memory : Default is to reset the value of the Million Plus at the end of each  ball.

13. Million Plus Maximum : Default upper limit of the Million Plus is 10M. This value can range from 5M to 20M.

14. Thing Multiball Start : This value can range from 10M to 20M. Default starting value of Thing Multiball is 15M.

15. Room from Swamp : Default is to award mansion rooms from the swamp kickout.

16. Free THING Letters : Up to 5 THING letters can be spotted at the beginning of the game. Default is 3.

17. Raise the Dead Hits : The number of hits per jet bumper can be set from 3-9. Default is 4.

18. Train Wreck Hits : By default, 2 hits are required for the first Train Wreck. This value can range from 2-4. Successive train wrecks always require 1 more hit up to the maximum of 6.

19. Special Memory : By default, specials disappear at the end of the current ball.

20. Train Wreck Memory : By default, the train wreck hits count carries over between balls.

21. Quick Multiball Memory : By default, Quick Multiball will remain lit between balls until it is hit.

22. Tour EB Memory : By default, the Extra Ball lit during Tour the Mansion will disappear at the end of the current ball.

23. Tour Difficulty. Default is a medium setting, in which the 6M and 3M rooms are counted as one room. On the hard setting, each must be collected separately.

* During Attract mode, with no credits, press the following button sequence (L : left flipper, R : Right flipper, S : Start button):
Design Team : 13L, 1S, 1R, 1S, 2L, 1S
'When Cows Fight' picture : 7L, 1S, 14R, 1S, 20L, 1S. DOHO can be seen on the chainsaw blade which the cow on the right is holding.
'When Cows Dig for Gold' picture (Gold Edition only) : 12L, 1S, 5R, 1S, 4L, 1S

* Problems : While this game is perfect in many ways, none is completely immune to problems or failures. Here are some of the more common problems :
1. Balls can get stuck inside the swamp, on the swamp, on top of Thing's box, on jet bumpers, and on the circular plate that the bookcase sits upon. The machine will perform ball searches until it finds the missing ball -- firing all the jet bumpers and kickouts and spinning the vault. Tilting will end the current ball, but the next ball won't start until it finds the missing ball(s). The only solution short of removing the stuck ball is to power cycle the game and start over unless you have locked balls; it will kick out ALL locked balls after two or three ball searches. However, once these drain, if the ball is still lost the problem resurfaces.

2. When pressing START, the game will let you know if a pinball is missing and try to find it a couple of times, but eventually it will give up and play with what's available. There are only 3 balls installed in the machine.

3. The only diverter is located in the upper left corner where the two ramps meet. If it gets stuck, you may find all balls going to the same spot -- either the mini-flipper or the right inlane. This may or may not be a 'problem'.

4. If the machine decides that there are faulty switches (because they haven't been hit in a while), it will try to compensate. If one of the ramp switches is bad, the other ramp will award both of them. If the bookcase won't open, you can lock balls at the Thing Ramp. If Thing can't pick up the ball from the eject, then it will just remain there.

- STAFF -

Concept, Design, & Playfield : Pat Lawlor (PML)
Design, Software : Larry DeMar (LED) (VLK)
Software, FX : Mike Boon (MAB)
Mechanix : John Krutsch (J K)
Sounds & Music : Chris Granner (CG)
Art : John Youssi
Dots by : Scott Slomiany

Special Thanks To : Raul Julia, Anjelica Huston, Roger Sharpe

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5182&o=2

$end


$amigaocs_flop=addfam,
$bio

The Addams Family (c) 1992 Ocean Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75232&o=2

$end


$sms=addfam,
$bio

The Addams Family (c) 1993 Flying Edge

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56234&o=2

$end


$megadriv=addfamp1,addfamp2,
$bio

The Addams Family (c) 1994 Flying Edge

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57454&o=2

$end


$info=m5addams,m5addamsa,m5addamsb,m5addamsc,m5addamsd,m5addamse,m5addamsf,m5addamsg,m5addamsh,m5addamsi,m5addamsj,m5addamsk,m5addamsl,m5addamsm,m5addamsn,m5addamso,m5addamsp,m5addamsq,m5addamsr,m5addamss,
$bio

The Addams Family (c) 2001 Barcrest Games.

- TRIVIA -

Released in January 2001.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40017&o=2

$end


$gameboy=pugshunt,
$bio

The Addams Family - Pugsley's Scavenger Hunt (c) 1993 Ocean Software, Limited.

- TECHNICAL -

Model DMG-A8-USA

- TRIVIA -

Released in July 1993 in USA.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67148&o=2

$end


$nes=pugshunt,pugshuntp,
$bio

The Addams Family - Pugsley's Scavenger Hunt (c) 1992 Ocean Software, Limited.

- TECHNICAL -

[Model NES-FM-FRA]

- TRIVIA -

Developed in the UK and released in Europe with a French model number (FRA).

Original releases:
"The Addams Family - Pugsley's Scavenger Hunt [Model NES-FM-FRA]"

Export releases:
"The Addams Family - Pugsley's Scavenger Hunt [Model NES-FM-ITA]"
"The Addams Family - Pugsley's Scavenger Hunt [Model NES-FM-USA]"

- STAFF -

Director: Mark Greenshields, Darren Melbourne
Graphics: Chris Edwards, Paul McKee
Music and FX: Barry Leitch
Producer: Colin Gordon
Writer: Joe Booth

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64461&o=2

$end


$nes=pugshuntu,
$bio

The Addams Family - Pugsley's Scavenger Hunt (c) 1993 Ocean.

North American release. For more information about the game, please see the original French release entry; "The Addams Family - Pugsley's Scavenger Hunt [Model NES-FM-FRA]".

- TECHNICAL -

[Model NES-FM-USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55670&o=2

$end


$snes=pugshuntu,pugshuntup,
$bio

The Addams Family - Pugsley's Scavenger Hunt [Model SNS-AH-USA] (c) 1993 Ocean Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63793&o=2

$end


$snes=pugshunt,
$bio

The Addams Family - Pugsley's Scavenger Hunt (c) 1993 Ocean Software, Limited.

- TECHNICAL -

Cartridge ID: SNSP-AH-EUR

- TRIVIA -

Reviews:
[FR] March 1993 - Consoles + No. 18: 88/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63792&o=2

$end


$gameboy=addfam,
$bio

The Addams Family (c) 1992 Ocean Software, Limited.

- TECHNICAL -

Cartridge ID: DMG-AF-UKV

- TRIVIA -

Reviews:
[FR] March 1992 - Joypad N.6: 77/100
[FR] October 1992 - Consoles+ No. 13: 82/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67144&o=2

$end


$gameboy=addfamu,
$bio

The Addams Family (c) 1992 Ocean Software, Limited.

Creepy, Kooky, Ooky, Spooky.

THE ADDAMS FAMILY has been evicted! To save their home from Tully Alford, the family attorney, who is after the family fortune - Morticia, Lurch, Granny, Pugsley and Wednesday have gone to the house to reason with him. But when Gomez arrives, his family is missing! As Gomez, you must save your loved ones, your home and your loads of wealth. You'll have to watch out for scary obstacles like falling spikes, frightening monsters and ghosts, and you'll need to look for clues as you search for your family. Get a move on... 'cause you're gonna make a call on THE ADDAMS FAMILY!

- TECHNICAL -

Model DMG-AF-USA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67147&o=2

$end


$gameboy=addfamj,
$bio

The Addams Family [Model DMG-AFJ] (c) 1992 Misawa Ent. Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67146&o=2

$end


$nes=addfam,
$bio

The Addams Family (c) 1992 Ocean Software, Limited.

European release. For more information about the game itself, please see the original North American version entry; "The Addams Family [Model NES-6Z-USA]".

- TECHNICAL -

[Model NES-6Z-NOE]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64437&o=2

$end


$nes=addfamu,
$bio

The Addams Family (c) 1992 Ocean

THE ADDAMS FAMILY has been evicted! To save their home from Tully Alford, the family attorney, who is after the family fortune - Morticia, Lurch, Granny, Pugsley and Wednesday have gone to the house to reason with him. But when Gomez arrives, his family is missing! As Gomez, you must save your loved ones, your home and your loads of wealth. Freeing your family will take money, bags and bags of it; but fortunately, you'll find stashes of cash hidden all over the house. You'll have to watch out for scary obstacles like falling spikes, frightening monsters and ghosts. You'll need to look for clues and slove many mysterious puzzles as you search for your family. You may even need someThing to help you - but you'll have to find him first! Get a move on... 'cause you're gonna make a call on THE ADDAMS FAMILY!

- TECHNICAL -

[Model NES-6Z-USA]

- TRIVIA -

The Addams Family was released in January 1992 in North America.

Known export releases:
Italy: "The Addams Family [Model NES-6Z-ITA]"
Australia: "The Addams Family [Model NES-6Z-AUS]"
Scandinavia: "The Addams Family [Model NES-6Z-SCN]"
Europe: "The Addams Family [Model NES-6Z-NOE]"
Germany: "The Addams Family [Model NES-6Z-FRG]"
Spain: "The Addams Family [Model NES-6Z-ESP]"
UK: "The Addams Family [Model NES-6Z-UKV]"

- STAFF -

Director: Darren Melbourne
Graphics: Chris Edwards, Paul McKee
Music and FX: Barry Leitch
Producer: Colin Gordon

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55669&o=2

$end


$snes=addfamj,
$bio

The Addams Family (c) 1992 Misawa Ent.

Japanese release. Game developed in USA. See the original American release for more information about the game itself; "The Addams Family [Model SNS-AF-USA]".

- TECHNICAL -

Cartridge ID: SHVC-AF

- TRIVIA -

Released on October 23, 1992 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62496&o=2

$end


$snes=addfamu,
$bio

The Addams Family (c) 1992 Ocean Software, Limited.

- TECHNICAL -

Cartridge ID: SNS-AF-USA

- TRIVIA -

Released in March 1992 in USA.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63791&o=2

$end


$snes=addfam,
$bio

The Addams Family (c) 1992 Ocean Europe, Ltd.

German release. Game developed in USA. See the original American release for more information about the game itself; "The Addams Family [Model SNS-AF-USA]".

Description from the German back cover:

Morticia wurde entführt!
Onkel Fester hat sein Gedächtnis verloren und ist in die Hände von Abigail Craven, einer undurchsichtigen Frau, die mit aller Gewalt an das Vermögen der Addams gelangen will, gefallen. Unterstützt durch ihre Genossen Tully, The Judge und den verstörten Onkel Fester veranlaßt Sie, daß die anderen Mitglieder der Addams Family in ihrem großen Haus eingesperrt und gefangen werden! Nur Onkel Gomez kann den Tag retten, indem er seinen Sohn Pugsley, seine Tochter Wednesday und Granny befreit und Onkel Festers Gedächtnis wieder herstellt. Das Erledigen dieser Aufgaben ist beängstigend genug - aber danach muß Gomez Morticia in den Höhlen unter dem Addams Gut suchen und dabei den teuflischen Judge in einem grausamen und gespenstisch Finale besiegen!

- TECHNICAL -

Cartridge ID: SNSP-AF-NOE

- TRIVIA -

Reviews:
July/August 1992 - Consoles + N.11 [FR]: 89/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63790&o=2

$end


$gamegear=addfam,
$bio

The Addams Family (c) 1993 Acclaim Ent., Incorporated.

- TECHNICAL -

[Model T-81087]

- TRIVIA -

This game is based on the 1991 movie with the same title.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64933&o=2

$end


$pcecd=addfam,
$bio

The Addams Family (c) 1991 ICOM Simulations

Only a handful of games were especially developed for the American market and the Turbo CD system. The Addams Family is one of these games - it is a side scrolling action games based on the movie released in 1991 and it features all the wacky characters from the old black and white television series aired in the 1960's. The player takes control of Tully Alford who Gomez Addams has promised all his treasures - most of the game's action takes place in the family's goofy mansion and our hero goes through countless hazards and must defend himself using his only weapon - a grey umbrella. The game is also designed like a movie theater and an audience can be seen at the bottom of the screen, watching Tully's every moves and actions.

- TECHNICAL -

Game ID: TGXCD1019

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58519&o=2

$end


$info=tafg_lx3,tafg_h3,tafg_la2,tafg_la3,
$bio

The Addams Family [Special Collectors Edition] (c) 1994 Midway Mfg. Co.

- TECHNICAL -

WPC Fliptronics II System

- TRIVIA -

In July 1994, The Addams Family was put back in production with a special run of Gold Edition machines to commemorate the machine becoming the best selling machine of all time. Each 'Gold Edition' machine includes a certificate signed by the members of the design team and a gold plate on the lower right front of the machine containing the machine number. Limited  series of only 1000 games and titled it The Addams Family Special Collectors Edition with Gold parts and a limited edition plaque on the front. Because of this gold plating, this edition is usually referred to as 'The Addams Family Gold' (TAFG).

Differences between regular and gold edition:
1) Legs, lock down bar, cabinet side rails and operations manual are all gold colored, as are the jet bumpers, Thing's box, the bookcase, center ramp wire form, and the artwork on the cabinet and bottom arch. 
2) A numbered and engraved "Limited Edition" plaque is mounted on the front of the cabinet. 
3) A certificate of authenticity is included, numbered and signed by the whole design team. 
4) New speech is included. 
4) A Buy-In button is included. 
Changes in game play:
1) Cousin Its Hideout: When given a Mansion Room award, you will sometimes also achieve Cousin Its Hideout (1-4 times per whole mansion, operator adjustable). 
2) The Hideout awards are (given in random order): 
Cousin Its Hat (5M) 
Cousin Its Hair Brush (5M) 
Cousin Its Sunglasses (7M) 
Cousin Its Car Keys (8M) 
Cousin Its Hair Spray (10M) 
Cousin Its Hair Dryer (15M) 
Cousin Its Wristwatch (20M) 
Cousin Its Gold Chain (25M) 
Cousin Its Gold Pinball (light extra ball) 
Cousin Its Bag of Gold (light special) 
3) Wednesday and Pugsley's Secret Passage: When awarded the 3M Room you will also get another random Room. 
4) Super Seance: The Seance Room is sometimes replaced with Super Seance, where each "knock" is worth 5M more than the usual Seance. 

For more information about the pinball table itself, please see the regular model entry.

- UPDATES -

L-3 (Oct 4, 1994)
(L-3A = USA/Canada, L-3X = Export)
Changes from revision L-2: 
- Fixed a display bug that occurred under the following conditions: 
Player completes the mansion. 
The previous mansion room contained one of Cousin It's items. 
In this case, the display would show that Cousin It's Hideout was awarded on every mansion room completed during Tour the Mansion,but this is incorrect: It was only awarded once; Just the display was incorrect.
- Fixed a glitch in the Tour the Mansion display effect. 
- When the 3 million mansion room awards Pugsley's and Wednesday's trap door, it now always picks an unlit room to award (Unless all the rooms are already lit).
- Bad switch reporting deactivated on the buy-in button.

L-2 (Apr 12, 1994)
(L-2A = USA/Canada, L-2X = Export)
Changes from revision L-1:
- Fixed a problem with 3 or 4 player games. If the 2nd, 3rd, or 4th player canceled buy-in, the game would reset.

L-1 (Jul 18, 1994)
(L-1A = USA/Canada, L-1X = Export)
Initial release to production.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46423&o=2

$end


$nes=advisln2,
$bio

The Adventure Island II (c) 1992 Hudson Soft [Hudson Group].

- TRIVIA -

Reviews:
[FR] August 1992 - Joypad N.11: 76%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55671&o=2

$end


$info=rab_320,rab_103,rab_130,
$bio

The Adventure of Rocky and Bullwinkle and Friends (c) 1993 Data East Pinball .

- TECHNICAL -

Game ID: 500-5522-01

Data East Version 3 (BSMT & 128x32 Display)

Main CPU : M6808 (@ 1 MHz)
Sound CPU : Motorola M6809 (@ 2 MHz)
Display CPU : Motorola M6809 (@ 4 MHz)
Sound chips : BSMT2000 (@ 24 MHz)

- TRIVIA -

Released in February 1993.

There were 2 different variants of these cabinets. One variant is in blue color, and that is the American version. The version released in the UK is black-colored.

- STAFF -

Game Design: Tim Seckel (TWS)
Game Software: Kristina Donofrio (KVD)
Display Software: John Carpenter (JWC)
Display Art: Kurt Andersen (K A), Jack Liddon (J L)
Software Support: Neil Falconer, Masaya Horiguchi, Lonnie Ropp, Eric Winston, Don Schild
Mech. Design: Norman R. Wurz (NRW), Joe Balcer, Ed Cebula, John Lund
Cables: Phillis
Game Art: Kevin O'Connor, Margaret Hudson
Sounds & Music: Brian Schmidt
BOM: Sarah Bagnola
Inspiration for 100%: Tetsuo Fukuda
Support Staff: Joe Kaminkow, Ed Cebula
Technical Support: Arnie Aarstad, Jim Gorman

Special Thanks To: John Hornick, Michael Malone, Tiffany Ward, Amber Ward, Ramona Ward
This game is dedicated to the memory of: Jay Ward

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5323&o=2

$end


$megadriv=advbatr,advbatrp12,advbatrp11,advbatrp10,advbatrp09,advbatrp08,advbatrp07,advbatrp06,advbatrp05,advbatrp04,advbatrp03,advbatrp02,advbatrp01,
$bio

The Adventures of Batman & Robin (c) 1995 Sega Enterprises, Limited.

- TRIVIA -

Reviews:
[FR] June 1995, Consoles + N.44: 78/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56958&o=2

$end


$megadriv=advbatru,
$bio

The Adventures of Batman & Robin (c) 1995 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57455&o=2

$end


$gamegear=advbatmr,advbatmrp8,advbatmrp7,advbatmrp6,advbatmrp5,advbatmrp4,advbatmrp2,advbatmrp3,advbatmrp1,
$bio

The Adventures of Batman & Robin (c) 1995 Sega Enterprises, Limited.

- TECHNICAL -

[Model 2552]

- TRIVIA -

Based on the cartoon TV series  with the same title, aired in 1994-1995 (second series of Batman: The Animated Series).

- TIPS AND TRICKS -

* Level Passwords: Enter these passwords to start from the specified level

Amusement Park Entrance : BAZZ3
Gothem Exterior : APFB1
Gothem Interior : FGIZL
Joker's Lair : BCKJ7
Marrie Quiin Battle : BOGBJ
Nightmare Cemertary : CAJQU
Nightmare Prision : ASNJH
Studio Scaffolding : CKMKN
The Wonderland Set : EEIR5

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64936&o=2

$end


$snes=advbatru,
$bio

The Adventures of Batman & Robin [Model SNS-ABTE-USA] (c) 1994 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63795&o=2

$end


$snes=advbatr,
$bio

The Adventures of Batman & Robin [Model SNSP-ABTP-EUR] (c) 1995 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63794&o=2

$end


$megacd,megacdj=advbatr,
$bio

The Adventures of Batman and Robin [Model 4432] (c) 1995 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60672&o=2

$end


$segacd=advbatr,
$bio

The Adventures of Batman and Robin [Model 4432] (c) 1995 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60821&o=2

$end


$nes=bayoubil,bayoubilu,
$bio

The Adventures of Bayou Billy (c) 1989 Konami Industry Company, Limited.

Game story from the USA manual:

A long, black cottonmouth quietly snakes across the porch of your Bayou Bungalow, his moist back shining in the moonlight. But you pay no mind to your visitor. You're too lost in love after walking your best girl, Annabelle (the sweetest honey this side of a bee's nest), home from the Jambalaya Jamboree, where you romantlcally bobbed for crawdads and shared a bowl of fillet gumbo. You're also satisfied from smashing Gordon's (the gangster king of Bourbon Street) Red Bean 'n Rice Warehouse, the fabled headquarters of a global smuggling network.

Suddenly, a speeding limo peels across your moss infested lawn. Bullets strafe your gutters, scaring birds from their roosts and driving you to the ground. When the smoke clears, you see a rock beside your head with a note attached. It reads: Dear Mista Bayou Billy, Cause of your meddlin' in my livelihood, I've taken measures to end your hankerin' for bravery. Your cherished Annabelle is hold up here on my plantation and lessin' you stop messin' with my business she ain't never gonna grace your neck of the swamp again I Threateningly yours. Gordo. You crumple the note and holler like a riled gator. Fire dances in your eyes, and sweat beads on your hands and forehead. You reach for your foot long blade, knowing what you must do.

- TECHNICAL -

Cartridge ID: NES-MU-USA

- TIPS AND TRICKS -

* Extra Life (from the USA manual): After reaching 20,000 points, you receive one extra life. For every 30,000 points thereafter you'll receive one extra life.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55672&o=2

$end


$cpc_cass=basildon,
$bio

The Adventures of Bond... Basildon Bond (c) 1986 Probe Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99586&o=2

$end


$nes=drfrankn,
$bio

The Adventures of Dr. Franken (c) 19?? Elite

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55673&o=2

$end


$snes=drfranknu,
$bio

The Adventures of Dr. Franken [Model SNS-6F-USA] (c) 1994 DTMC

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63797&o=2

$end


$snes=drfrankn,
$bio

The Adventures of Dr. Franken [Model SNSP-6F-EUR] (c) 1995 DTMC

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63796&o=2

$end


$gbcolor=elmou,
$bio

The Adventures of Elmo in Grouchland [Model DMG-AELE-USA] (c) 1999 NewKidCo International, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68886&o=2

$end


$gbcolor=elmo,
$bio

The Adventures of Elmo in Grouchland [Model DMG-AELP-EUR] (c) 1999 NewKidCo International, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68885&o=2

$end


$nes=gilligan,
$bio

The Adventures of Gilligan's Island (c) 1990 Bandai

Game description from the USA Manual:
Gilligan's Island is an action/adventure game that tests your skills as you explore the uncharted tropical jungle. The Skipper and Gilligan must wander together throughout a vast maze of paths and underground caverns in an effort to discover a means of escaping from their island prison. To win they must successfully solve the four episodes of the game by finding the other members of the shipwrecked crew, the Professor, Mary Ann and Mr. and Mrs. Howell, and follow whatever instructions or clues they receive.

- TECHNICAL -

Cartridge ID: NES-2L-USA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55674&o=2

$end


$gba=jimnattw,
$bio

The Adventures of Jimmy Neutron Boy Genius - Attack of the Twonkies [Model AGB-BJYE-USA] (c) 2004 T-HQ, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75996&o=2

$end


$gba=jimnjetf,
$bio

The Adventures of Jimmy Neutron Boy Genius - Jet Fusion [Model AGB-BJNE-USA] (c) 2003 T-HQ, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75998&o=2

$end


$gba=jimnvsjn,
$bio

The Adventures of Jimmy Neutron Boy Genius vs. Jimmy Negatron [Model AGB-AJXE-USA] (c) 2002 T-HQ, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76000&o=2

$end


$snes=kidkleet,
$bio

The Adventures of Kid Kleets [Model SNS-YK-USA] (c) 1994 Ocean Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63798&o=2

$end


$megadriv=mightmax,
$bio

The Adventures of Mighty Max (c) 1994 Ocean

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56959&o=2

$end


$megadriv=mightmaxu,
$bio

The Adventures of Mighty Max (c) 1994 Ocean

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57456&o=2

$end


$gameboy=advpinoc,
$bio

The Adventures of Pinocchio [Prototype] (c) 1993 Bit Managers S.L.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67150&o=2

$end


$nes=radgrav,radgravu,
$bio

The Adventures of Rad Gravity (c) 1990 Activision, Incorporated.

- TECHNICAL -

Cartridge ID: NES-2A-USA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55675&o=2

$end


$amigaocs_flop=advrobin,
$bio

The Adventures of Robin Hood (c) 1991 Millennium Game Products

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75233&o=2

$end


$nes=rockybw,
$bio

The Adventures of Rocky and Bullwinkle and Friends (c) 1992 THQ

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55676&o=2

$end


$megadriv=rockybw,
$bio

The Adventures of Rocky and Bullwinkle and Friends (c) 1993 Absolute Entertainment, Incorporated.

Those Pottsylvanian super-spies and all-around no-goodniks, Boris Badenov and Natasha Fatale have stolen the fabled treasures collected by the legendary Rocky and Bullwinkle. Now our intrepid heroes have to travel the globe to get them hack!

Thrill as Bullwinkle J. Moose locks horns with danger, and head-butts falling boulders and enraged rams on the creaky cliffs of Mt. Whynchutaka Peak! Gasp as Rocket J. Squirrel tosses exploding acorns at bloodthirsty hats and an axe-happy executioner in a haunted Chamber of Horrors!

And you can count on Boris and Natasha to make life impossible for the plucky moose and squirrel every step of the way! Deadly traps. terrible pitfalls, and blasting bombs await our heroes, courtesy of those diabolical fiends!

Can Rocky and Bullwinkle escape the water-logged innards of Maybe Dick, mechanical whale and terror of the deep? Will Bullwinkle ever see the light of day again as he barrels through the subterranean Upsidasium mines? Will this copy ever end? Flurry up! Start playing the game to find out!

Bonus mini-games feature cartoon cameos by Dudley Do-Right of the Mounties and Mr. Peabody and Sherman, with their patented time-traveling Way Back machine!
Designed with the irreverent humor and wit of the classic TV series!

- TECHNICAL -

Barcode: 0 18706 41693 3

- STAFF -

Concept & Design: Barry Marx, Bruce Plotnick, Glen A. Schofield, Gregory A. Faccone, Tak Lau, Dan Kitchen
Creative Director: W. Marshall Rogers
Programming: Bruce Plotnick, Dennis Benson
Technical Director: Roger Booth
Graphics: Ross Harris (D.P. B.SC), John-Marc Grob
Art Director: Glen A. Schofield
Audio Direction, Sound & Music:Mark Van Hecke
Audio Engineer: Jim Wallace
Produced by: Dan Kitchen
Special Thanks to: Tak Lau, Joseph A. Moses, Herve Marcel, Gregory A. Faccone, Amy Bond, Jennifer L. MacDonald, Raymond Bradley

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57457&o=2

$end


$snes=rockybw,
$bio

The Adventures of Rocky and Bullwinkle and Friends (c) 1993 T-HQ, Incorporated.

- TECHNICAL -

Game ID: SNS-RZ-USA

- TRIVIA -

Released in June 1993 in USA.

Reviews:
[FR] September 1993- Consoles + N.23: 75%

- STAFF -

Concept & Design: Barry Marx, Bruce Plotnick, Glen A. Schofield, Gregory A. Faccone, Tak Lau, Dan Kitchen
Creative Director: W. Marshall Rogers
Lead Programmer: Bruce Plotnick
Technical Director: Roger Booth
Additional Programming: Tak Lau, Joseph A. Moses, Herve Marcel
Graphics: Glen A. Schofield, Gregory A. Faccone, Ross Harris, Amy Bond, John-Marc Grob, Jennifer L. MacDonald, Raymond Bradley
Art Director: Glen A. Schofield
Audio Director, Music & Sound Effects by: Mark Van Hecke
Audio Engineer: Jim Wallace
Produced By: Dan Kitchen
Executive Producer: Howard Phillips

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63799&o=2

$end


$gameboy=rockybw,
$bio

The Adventures of Rocky and Bullwinkle [Model DMG-RY-USA] (c) 1992 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67151&o=2

$end


$gameboy=advstars,
$bio

The Adventures of Star Saver [Model DMG-KS-USA] (c) 1992 Taito Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67152&o=2

$end


$snes=rocketerj,
$bio

The Adventures of the Rocketeer (c) 1992 IGS Corp. [Information Global Service]

- TECHNICAL -

Cartridge ID: SHVC-RK

- TRIVIA -

The Adventures of the Rocketeer was released in February 28, 1992 in Japan.

Reviews:
May 1992 - Joypad N.8 (Page 146-147) [FR]: 73/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62497&o=2

$end


$gbcolor=smurfs,
$bio

The Adventures of the Smurfs [Model CGB-BSFP-FRA] (c) 2000 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68888&o=2

$end


$gameboy=tintinpr,
$bio

The Adventures of Tintin - Prisoners of the Sun (c) 1995 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67155&o=2

$end


$snes=tintinpr,
$bio

The Adventures of Tintin - Prisoners of the Sun (c) 1997 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63800&o=2

$end


$gbcolor=tintinpr,
$bio

The Adventures of Tintin - Prisoners of the Sun [Model CGB-BTTP-FAH] (c) 2000 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68887&o=2

$end


$amigaocs_flop=willybem,
$bio

The Adventures of Willy Beamish (c) 1992 Dynamix

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75234&o=2

$end


$segacd=wilybeam,
$bio

The Adventures of Willy Beamish [Model T-6300] (c) 1993 Dynamix

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60822&o=2

$end


$cpc_cass=zebedee,
$bio

The Adventures of Zebedee Gonig (c) 1991 WoW Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99587&o=2

$end


$info=aoh,
$bio

The Age of Heroes - Silkroad 2 (c) 2000 Unico Electronics Company, Limited.

A beat'em-up game that is the sequel to "The Legend of Silk Road". The four playable characters are Kai, Shuh, Shenmue and chamuku.

- SERIES -

1. The Legend of Silkroad (1999)
2. The Age of Heroes - Silkroad-2 (2000)

- STAFF -

Character Design: Kim Ki-Hong, Moon Sung-Ok, Kwon Oh-Chang
Stage Design: Na Jong-Yong, Seo Won-Jeong, Kim Ki-Seak
Graphic Effects: Kim Sung-Hwan, Na Jong-Yong
Main Program: Koo Eun-Joong
Assistant Program: Kwak Chul-Joong, Lee Young-Seok, Lee Tae-Ha
Sound Composer: Lee Chang-Woo, Kwon Oh-Geon
Sound Director: Seo Jae-Baek
Director: Seo Won-Jeong

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5683&o=2

$end


$psx=airsthej,
$bio

The Airs [Model SLPS-01916] (c) 1999 Victor Interactive Software, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85773&o=2

$end


$fm7_cass=alien,
$bio

The Alien (c) 1983 Fuji Onkyo RAM

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93807&o=2

$end


$pc8801_flop=thealien,
$bio

The Alien Island 3D ver (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93062&o=2

$end


$nes=famfeud,
$bio

The All New Family Feud (c) 1991 GameTek

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55677&o=2

$end


$a2600=alligatr,
$bio

The Alligator People (c) 1983 20th Century Fox

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51126&o=2

$end


$info=alphaxz,
$bio

The Alphax Z (c) 1986 ED Company, Limited.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 4 Mhz)
Sound CPU : (3x) Z80 (@ 2 Mhz)
Sound Chips : General Instrument AY8910 (@ 2 Mhz), (2x) DAC

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Developed by Kaneko.

Released in October 1986.

Licensed to Wood Place, Inc. for Japanese distribution.

This game is also known as "Mission 660".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70&o=2

$end


$ibm5150,ibm5150_cass=alpine,
$bio

The Alpine Encounter (c) 1985 Random House

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83713&o=2

$end


$info=mrflea,
$bio

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

A four part game where you get Mr. F. Lea where he wants to go (on the back of some lush, tasty dog, of course). You run through lawns and across highways, on the tails of other dogs, and up a hill to get to your destination. Occasionally you even make a run for a dog's head.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 4 Mhz), Zilog Z80 (@ 6 Mhz)
Sound Chips : (3x) General Instrument AY8910 (@ 2 Mhz)

Screen orientation : Vertical
Video resolution : 248 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 32

Players : 2
Control : 4-way joystick
Buttons : 1

- TRIVIA -

Released in February 1982. This was the last game produced by PNM (Pacific Novelty Manufacturing). It had a very small run and utilized some of the best technology of the time to produce images, sounds and game play (The Amazing Adventures of Mr. F. Lea is the only PNM game that doesn't use a cassette player for background sound). At the time of its release, the video game industry was way down in business and only a certified blockbuster could save the company. As good as this game was, it was not a blockbuster and after its release, PNM sank into the sunset.

The intro of the 'William Tell Overture' plays in the selection screen.
The end of the 'William Tell Overture' plays in the Game Over screen.
The main part of the 'William Tell Overture' is played in the 'Dog's Back' scene.
The song that is played in the Lawnmower scene is 'Waiting for the Robert E. Lee'.
The song that is played in the Dog's Tail's scene is 'The Man on the Flying Trapeze'.
The song that is played in the Dog's Hollow scene is the 1950's pop hit 'Why Do Fools Fall in Love?'.
Each time you lose a life, 'Brahms' Lullaby' is played as Mr. F. Lea is parachuted to the bottom of the screen.
Tchaikovsky's '1812 Overture' is played when you successfully complete a scene. It also plays as you enter your initials after the game is over and you made the high score list.
Completing an entire level (all four scenes) will yield a cut scene, set to the song 'For He's a Jolly Good Fellow', before the game begins again.

Each of the four scenes is taken from another game. The Lawnmower scene is a copy of "Frogger", the Dog Hollow scene is a copy of "Donkey Kong"'s first screen, the Dog's Tail scene is a slight variation of "Jungle King"'s Vine scene, and the Dog's Back is a revision of the Boulder Jumping section of "Jungle King".

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

- SCORING -

* Lawnmower Screen :
Each jump forward : 50 points

* Dog's Tail's Screen :
Each jump : 100 points.
Time Bonus is given at end of round.

* Dog's Back Screen :
Jump over spots : 100 points.
Pop balloons : 100-1,000 points.

* Dog Hollow Screen :
Jump over obstacles : 100 points.
Pop balloons : 100-1,000 points.
Time Bonus is given at end of round.

- STAFF -

Game written by : Philip Lieberman, Craig Edwards
Music by : Francisco Pflaum
Graphics by : Dan Posnick, Craig Edwards

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=74&o=2

$end


$cpc_cass=amsomnib,
$bio

The Amazing Amstrad Omnibus (c) 1985 Interface Publications

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99588&o=2

$end


$cpc_cass=shrinkin,
$bio

The Amazing Shrinking Man (c) 1987 Infogrames Interactive, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99589&o=2

$end


$amigaocs_flop=spidermn,
$bio

The Amazing Spider-Man (c) 1990 Empire Interactive Europe, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75235&o=2

$end


$snes=spidfoes,
$bio

The Amazing Spider-Man - Lethal Foes [Model SHVC-ASPJ] (c) 1995 Epoch Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62498&o=2

$end


$32x=spidwebf,
$bio

The Amazing Spider-Man - Web of Fire [Model 84517] (c) 1996 Sega Enterprises, Ltd. [Tokyo, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84402&o=2

$end


$gameboy=spiderm2,
$bio

The Amazing Spider-Man 2 (c) 1992 LJN, Limited.

- TECHNICAL -

Cartridge ID: DMG-ZS-NOE

- TRIVIA -

Reviews:
[FR] November 1992 - Consoles+ No. 14: 98/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67158&o=2

$end


$megacd,megacdj=spidking,
$bio

The Amazing Spider-Man Vs. The Kingpin [Model 4412] (c) 1993 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60673&o=2

$end


$segacd=spidking,
$bio

The Amazing Spider-Man vs. The Kingpin [Model 4412] (c) 1993 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60823&o=2

$end


$gameboy=spidermn,
$bio

The Amazing Spider-Man [Model DMG-SM-NOE] (c) 1990 LJN, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67156&o=2

$end


$cpc_cass=drdoomrv,
$bio

The Amazing Spiderman and Captain America in Doctor Doom's Revenge! (c) 1989 Empire Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99591&o=2

$end


$pc98=ambcaptn,
$bio

The Ambition of Captain (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90848&o=2

$end


$cpc_cass=americup,
$bio

The America's Cup (c) 1986 US Gold, Ltd. [Birmingham, UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99592&o=2

$end


$pc8801_flop=artofwar,
$bio

The Ancient Art of War (c) 1986 Broderbund Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93063&o=2

$end


$pc8801_flop=artofwars,
$bio

The Ancient Art of War - Scenario Disk (c) 1987 Broderbund Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93064&o=2

$end


$ibm5150,ibm5150_cass=aaowas,aaowasa,aaow,
$bio

The Ancient Art Of War At Sea (c) 1987 Broderbund Software, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83714&o=2

$end


$amigaocs_flop=aawskies,
$bio

The Ancient Art of War in the Skies (c) 1993 Microprose Software, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75236&o=2

$end


$cpc_cass=animator,
$bio

The Animator (c) 1986 Discovery Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99593&o=2

$end


$gba=antbullyu,
$bio

The Ant Bully [Model AGB-BUYE-USA] (c) 2006 Midway Home Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76003&o=2

$end


$gba=antbully,
$bio

The Ant Bully [Model AGB-BUYP] (c) 2006 Midway Home Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76002&o=2

$end


$info=anteateruk,
$bio

The Anteater (c) 1983 Free Enterprise Games.

A maze game where you play an anteater that elongates his sticky tongue through maze-like anthills eating ants, other bugs and insects.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound CPU : Zilog Z80 (@ 1.78975 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.78975 Mhz)

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette colors : 99

Players : 2
Control : 4-way joystick
Buttons : 1

- TRIVIA -

Licensed to Tago Electronics.

This game is known outside UK as "Anteater" and in Germany as "Ameisenbaer".

- STAFF -

Designed and programmed by : Chris Oberth

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3852&o=2

$end


$cdi=apprentc,
$bio

The Apprentice (c) 1994 The Vision Factory.

As Marvin, the apprentice of the great wizard Gandorf S. Wandburner III, you've not been having a good week. You must undertake all the dangerous tasks that the wizard cannot be bothered to do himself. This platform game is the story of a week in your life.

- TECHNICAL -

Model 810 0199

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53105&o=2

$end


$cpc_cass=apprent,
$bio

The Apprentice [Model IA 0129] (c) 1986 Mastertronic, Ltd. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99594&o=2

$end


$amigaocs_flop=aquagame,
$bio

The Aquatic Games Starring James Pond and the Aquabats (c) 1992 Millennium Game Products

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75237&o=2

$end


$bbca_cass,bbcb_cass=archers,
$bio

The Archers (c) 19?? Mosaic

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52523&o=2

$end


$cpc_cass=archoncl,
$bio

The Archon Collection (c) 1989 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99595&o=2

$end


$amigaocs_flop=armagman,
$bio

The Armageddon Man (c) 1988 Martech

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75238&o=2

$end


$cpc_cass=armagman,
$bio

The Armageddon Man [Model M143] (c) 1987 Martech Games, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99596&o=2

$end


$msx2_flop=aod,
$bio

The Arrow of Direction (c) 2007 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102095&o=2

$end


$amigaocs_flop=artofche,
$bio

The Art of Chess (c) 1987 SPA Co.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75239&o=2

$end


$cdi=artczars,
$bio

The Art of the Czars - St. Petersburg and the Treasures of the Hermitage (c) 1992 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53106&o=2

$end


$bbca_cass,bbcb_cass=artstudi,
$bio

The Art Studio (c) 1989 Impact

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52524&o=2

$end


$info=astyanax,
$bio

The Astyanax (c) 1989 Jaleco.

Export release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "The Lord of King".

- TECHNICAL -

Jaleco Mega System 1-A hardware

- TRIVIA -

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

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=134&o=2

$end


$info=atarians,
$bio

The Atarians (c) 1976 Atari.

- TECHNICAL -

Atari Generation 1

Main CPU : M6800 (@ 1 MHz)
Sound Chip : Custom

- TRIVIA -

Even copyrighted 1976, and after almost two years of research and development, The Atarians was released in February 1977.

This game was the first solid state widebody game, and the first game to use inductive under-playfield sensors instead of rollover switches.

- STAFF -

Concept, Design, and Mechanics : Bob Jonesi
Art by : George Opperman
Software : Eugene Jarvis, Fred Yates
Sounds : Eugene Jarvis

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5418&o=2

$end


$bbca_cass,bbcb_cass=coastexp,
$bio

The Atlantic Coast Express (c) 19?? SRS

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52525&o=2

$end


$pc98=atlas,
$bio

The Atlas (c) 1991 Artdink Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90849&o=2

$end


$pcecd=atlas,
$bio

The Atlas - Renaissance Voyager (c) 1994 Artdink

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58433&o=2

$end


$snes=atlas,
$bio

The Atlas - Renaissance Voyager (c) 1995 Pack-In-Video Company, Limited.

- TECHNICAL -

Game ID: SHVC-AATJ-JPN
Barcode: 4 988110 900334

- TRIVIA -

Released on March 24, 1995 in Japan.

- STAFF -

Staff Introduction
Original Staff (Artdink): Yoichi Yamaguchi, Katsushige Kasai, Kouji Yamada, Masaki Iizuka, Tomohiro Takatsuka, Kazutoshi Iida, Kouichiro Kagaya, Kumi Yasukawa

Super Famicom Conversion Team (Pack-In-Video)
Direct & Main Program: Hiroyuki Kawano
Visual Program: Takeshi Suzuki
Direct Assist: Yasuhiro Wada
Graphics Assist: Toru Miyazawa, Wataru Nakama, Daisuke Furuuchi, Chiho Tomita
Graphics, Ferga: Jun Matsuda, Kazuo Kubota, Warabe Tanaka
Sound, T's Music: Takashi Tsumaki, Masahiro Kusunoki, Taro Hara, Tomoyuki Hamada
Thanks to...: Seiichi Kizu, Yasuo Ono, Mariko Ishikawa, Akinori Sekine

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62499&o=2

$end


$pc98=atlas2,
$bio

The Atlas II (c) 1993 Artdink Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90850&o=2

$end


$ti99_cart=attack,attackb,
$bio

The Attack [Model PHM 3031] (c) 1980 Texas Instruments

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84509&o=2

$end


$bbca_cass,bbcb_cass=avauntin,
$bio

The Avaunting (c) 19?? Ixion

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52526&o=2

$end


$bbca_cass,bbcb_cass=axeofkol,
$bio

The Axe of Kolt (c) 1987 Elk Adventure Club

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52527&o=2

$end


$amigaocs_flop=ballgame,
$bio

The Ball Game (c) 1991 Electronic Zoo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75240&o=2

$end


$info=gs_l4,gs_l3,
$bio

The Bally Game Show (c) 1990 Midway.

- TECHNICAL -

Midway System 11C
Model Number : 2003

Main CPU : M6808 (@ 1 MHz)
Sound CPU : Motorola M6809 (@ 2 MHz)
Sound chips : Yamaha YM2151 (@ 3.579545 MHz), DAC, HC55516

- TRIVIA -

Approximately 2,500 units were produced.

- STAFF -

Concept : Dan Langlois (DAN)
Designers : Dan Langlois, Peter Perry (PP)
Artwork : Tim Elliot (TIM)
Mechanics : Tony Pugh
Music and Sounds : Jon Hey (JON)
Speech : Ed Boon

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5375&o=2

$end


$gba=barbiehsu,
$bio

The Barbie Diaries - High School Mystery [Model AGB-BBIE-USA] (c) 2006 Activision, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76005&o=2

$end


$gba=barbiehs,
$bio

The Barbie Diaries - High School Mystery [Model AGB-BBIP] (c) 2006 Activision, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76004&o=2

$end


$amigaocs_flop=brdtale,brdtaleu,
$bio

The Bard's Tale (c) 1987 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75241&o=2

$end


$nes=brdtale,brdtalepa,brdtalep,
$bio

The Bard's Tale (c) 1991 FCI

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55678&o=2

$end


$nes=brdtalej,
$bio

The Bard's Tale - Tales of the Unknown (c) 1990 Pony Canyon, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54731&o=2

$end


$pc98=brdtale,
$bio

The Bard's Tale - Tales of the Unknown (c) 1990 Pony Canyon, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90851&o=2

$end


$amigaocs_flop=brdtalcc,
$bio

The Bard's Tale Construction Set (c) 1992 Interplay

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75242&o=2

$end


$cpc_cass=bardtale,bardtalea,
$bio

The Bard's Tale I [Model E01022El] (c) 1988 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99598&o=2

$end


$amigaocs_flop=brdtale2,
$bio

The Bard's Tale II - The Destiny Knight (c) 1988 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75243&o=2

$end


$pc98=brdtale2,
$bio

The Bard's Tale II - The Destiny Knight (c) 1991 Pony Canyon, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90852&o=2

$end


$nes=brdtale2,
$bio

The Bard's Tale II - The Destiny Knight (c) 1992 Pony Canyon, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54732&o=2

$end


$amigaocs_flop=brdtale3,
$bio

The Bard's Tale III - Thief of Fate (c) 1991 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75244&o=2

$end


$pc98=brdtale3,
$bio

The Bard's Tale III - Thief of Fate (c) 1992 Pony Canyon, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90853&o=2

$end


$x68k_flop=bbknuckl,
$bio

The Baseball Knuckles '94 (c) 1994 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88687&o=2

$end


$nes=olympusu,
$bio

The Battle of Olympus (c) 1989 Broderbund Software, Incorporated.

- TRIVIA -

Reviews:
November 1991 - Consoles + N.2 [FR]: 79/100
October 1991 - Joypad N.1 [FR]: 88/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55680&o=2

$end


$nes=olympus,
$bio

The Battle of Olympus (c) 1991 Nintendo [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55679&o=2

$end


$gameboy=olympus,
$bio

The Battle of Olympus [Model DMG-OL-NOE] (c) 1993 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67159&o=2

$end


$info=yuyuhaku,
$bio

The Battle of Yu Yu Hakusho - Shitou! Ankoku Bujutsukai! (c) 2006 Banpresto.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=39187&o=2

$end


$info=battroad,
$bio

The Battle-Road (c) 1984 Irem.

- TECHNICAL -

Irem M-62 system hardware

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound CPU : Motorola M6803 (@ 894.886 Khz)
Sound Chips : (2x) General Instrument AY8910 (@ 894.886 Khz), (2x) MSM5205 (@ 384 Khz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in October 1984 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=211&o=2

$end


$pc98=beastbrd,
$bio

The Beast Breeders (c) 1996 Petit [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90854&o=2

$end


$info=beebop,beebopa,beebopb,beebopc,beebopd,beebope,
$bio

The Bee Bop (c) 2003 AGI (Austrian Gaming Industries).

Bee Bop provides an exciting game experience and a cool jazz club sound with JAZZ BEE on the saxophone in the feature game.

3 or more left to right scattered BEEHIVES trigger 10 free games. The appearance of BUZZ BEE anywhere on the middle reel in the free games doubles the current win meter including the current game win. Free games are not re-triggered during the free games mode.

- TECHNICAL -

Cool Fire I

- TRIVIA -

Release date : December 04, 2003

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11441&o=2

$end


$gba=beegame,
$bio

The Bee Game [Model AGB-BKFE-USA] (c) 2007 Midway Home Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76006&o=2

$end


$cpc_cass=bells,
$bio

The Bells (c) 1986 Blaby Computer Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99600&o=2

$end


$coleco=bbears,
$bio

The Berenstain Bears (c) 1984 Coleco Industries, Incorporated. [Amsterdam, NY, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53377&o=2

$end


$cdi=berenstf,
$bio

The Berenstain Bears - Les Ours Berenstain Comme des Grands (c) 1994 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53107&o=2

$end


$cdi=berenst,
$bio

The Berenstain Bears - On Their Own and You On Your Own (c) 1993 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53108&o=2

$end


$gba=berenstn,
$bio

The Berenstain Bears - the Spooky Old Tree [Model AGB-BBOE-USA] (c) 2005 Namco, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76007&o=2

$end


$info=berenstn,
$bio

The Berenstain Bears in Big Paw's Cave (c) 1983 Enter-Tech.

The controls are a single 8-way joystick, used to control Brother Bear, a member of the Berenstain Bears family, who is navigating a switchback path across an underground chasm in order to sneak past Big Paw (a non-anthropomorphic bear) and reach the outside. The levels increase in difficulty both by virtue of a longer path and more obstacles, including bats, falling stalactites, etc.

- TECHNICAL -

Main CPU : MOS Technology M6502 (@ 2 Mhz )
Sound Chips : General Instrument AY8910 (@ 2 Mhz)

Screen orientation : Vertical
Video resolution : 224 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 256

Players : 2
Control : 8-way joystick

- TRIVIA -

The final Moppet title released by Intrepid Marketing. Considered the rarest of all 6 Moppet titles. It was the only Moppet title that had dedicated side art unique to its game title. It did not have the usual Moppet side art with two children's faces.

The only known cabinet of this game was at Harborview Hospital in the 80s. It is no longer there. There is one cabinet in the private collection of a collector in California. The other 5 Moppet Miniature game titles were "Leprechaun", "Pirate Treasure", "Tugboat", "Noah's Ark" and "Desert Race".

The Berenstain Bears in Big Paw's Cave was the most complex of the Moppet Video games released by Enter-Tech, Ltd.. While there was one additional Moppet Video game that was in development at the same time as this one, Popeye, it was never finished or released.

- STAFF -

Lead Programmer: Rick Harris
Programmer: Andrew Teague
Contributing Programmer: Paul Walters, George Hefner
Graphics Designed by: Barb Ultis, Rita Opfer, Berenstains
Theme music scored by: Sandra Walters
Story line by: Berenstains

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4661&o=2

$end


$pico=berenstb,berenstbp,berenstbp1,berenstbp2,berenstbp3,berenstbp4,berenstbp5,berenstbp6,
$bio

The Berenstain Bears' A School Day [Model 49036-00] (c) 1995 Sega Enterprises, Ltd. [Tokyo, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75808&o=2

$end


$megadriv=berensp20,berensp19,berensp18,berensp17,berensp16,berensp15,berensp14,berensp13,berensp12,berensp11,berensp10,berensp09,berensp08,berensp07,berensp06,berensp05,berensp04,berensp03,berensp02,berensp01,
$bio

The Berenstain Bears' Camping Adventure (c) 1994 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56960&o=2

$end


$megadriv=berens,
$bio

The Berenstain Bears' Camping Adventure (c) 1994 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57458&o=2

$end


$gamegear=berens,berensp17,berensp16,berensp15,berensp14,berensp13,berensp12,berensp10,berensp11,berensp09,berensp08,berensp07,berensp06,berensp05,berensp04,berensp03,berensp01,berensp02,
$bio

The Berenstain Bears' Camping Adventure [Model 2447] (c) 1994 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64938&o=2

$end


$info=berlwall,berlwallt,berlwallk,
$bio

The Berlin Wall (c) 1991 Kaneko.

The player takes control of a boy who must use his hammer to break the blocks that form part of the colourful, platform-strewn levels that form each stage. These holes act as traps for the many patrolling monsters and once an enemy has fallen into a hole, the player must then use the hammer on the enemy to make it fall through the hole and down to the platform below - causing it to change into fruit, which can then be collected. This game is a reworking of the 1980 classic, "Space Panic".

- TECHNICAL -

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1 Mhz), OKI6295 (@ 12.121 Khz)

Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 34816

Players : 2
Control : 4-way joystick
Buttons : 3
=> [A] Dig, [B] Fill, [C] ?Mystery

- TRIVIA -

Released in January 1991.

- TIPS AND TRICKS -

* Items list :
Godzilla : Breaths fire to destroy the enemy.
ZZZ : Enemy sleeping period.
Hammer : A single strike digs and covers.
Sand clock : Time limit extended.
Steel ball : Digs blocks in one vertical line.
Warp : To the next stage.
Water : Flood due to rain, enemy washed away!!
Footprints : Increase one extra clone.
Bomb : Devastates the enemy.
X2 : Points double at that stage only.

- STAFF -

Programmed by : Y. Saka, Tiny Tomo
Graphic designed by : Atsuko Yasaki, Yuko Mabuchi, Ayako Funatsu, Keisuke Matsuoka
Music & Effect sound by : Tatsuya Watanabe, Swara Pro
Hardware designed by : Hayato Morinaga
Produced by : Hiroshi Kaneko

- PORTS -

Kaneko planned to release a Sega Mega Drive home conversion of this game, but it was never released.

* Consoles :
Sega Game Gear (1991)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=234&o=2

$end


$bbca_cass,bbcb_cass=bestlang,
$bio

The Best Four: Language (c) 1985 ASK

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52528&o=2

$end


$cdi=bestbabs,
$bio

The Best of Baby Songs - Featuring the Songs of Hop Palmer (c) 1993 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53110&o=2

$end


$cdi=bestdraw,
$bio

The Best of Draw-50 with Lee Ames (c) 1993 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53111&o=2

$end


$adam_flop=bestea,
$bio

The Best of Electronic Arts (c) 1985 Electronic Arts.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82676&o=2

$end


$cdi=bestmanf,
$bio

The Best Of Manfred Deix Vol. 1 (c) 1994 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53109&o=2

$end


$pc98=bestplayd,
$bio

The Best Play Baseball (c) 1991 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90855&o=2

$end


$pc98=bestplay,
$bio

The Best Play Baseball 98 (c) 1991 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90856&o=2

$end


$nes=proyak90,
$bio

?????????? '90 (c) 1990 ASCII Corporation.
(The Best Play Pro Yakyuu '90)

- TECHNICAL -

Game ID: HSP-36

- TRIVIA -

Released on December 13, 1990 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54733&o=2

$end


$nes=proyakyu,
$bio

The Best Play Pro Yakyuu - Shin Data (c) 1988 ASCII

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54735&o=2

$end


$nes=proyak2,
$bio

?????????? II (c) 1990 ASCII Corporation.
(The Best Play Pro Yakyuu II)

- TECHNICAL -

Game ID: HSP-33

- TRIVIA -

The Best Play Pro Yakyuu II was released on March 30, 1990 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54736&o=2

$end


$nes=proyaksp,proyaksp1,
$bio

??????????????? (c) 1992 ASCII Corporation.
(The Best Play Pro Yakyuu Special)

- TECHNICAL -

Game ID: HSP-BS

- TRIVIA -

Released on October 16, 1992 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54737&o=2

$end


$nes=proyakyua,
$bio

?????????? (c) 1988 ASCII
(The Best Play Pro Yakyuu)

- TECHNICAL -

Game ID: HSP-11

- TRIVIA -

The Best Play Pro Yakyuu was released on July 15, 1988 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54734&o=2

$end


$pc8801_flop=bestsel2,
$bio

The Best Selection - Music Collection Vol. 2 (c) 1992 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93065&o=2

$end


$gba=biblegam,
$bio

The Bible Game [Model AGB-BIBE-USA] (c) 2005 Crave Ent., Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76008&o=2

$end


$info=m4bigapl,m4bigapla,m4bigaplb,m4bigaplc,m4bigapld,m4bigaple,
$bio

The Big Apple (c) 199? MDM Leisure.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15573&o=2

$end


$info=sc2brkfsm,
$bio

The Big Breakfast Casino (c) 1994 Bell-Fruit Mfg. Company, Limited.

- TRIVIA -

The Big Breakfast Casino was released in July 1994 in the UK.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42179&o=2

$end


$info=sc2brkfsm1,sc2brkfsm2,
$bio

The Big Breakfast Casino (c) 1994 Mazooma Games.

- TECHNICAL -

[Model 7013]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61501&o=2

$end


$info=sc2brkfs,sc2brkfs1,sc2brkfs2,sc2brkfs3,sc2brkfs4,sc2brkfs5,sc2brkfs1p,sc2brkfs3p,sc2brkfs4p,sc2brkfs5p,sc2brkfsp,
$bio

The Big Breakfast (c) 1994 BFM.

- TECHNICAL -

[Model 6514]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=18252&o=2

$end


$info=sc4brkfs,sc4brkfsa,sc4brkfsb,sc4brkfsc,
$bio

The Big Breakfast (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

SCORPION 4
 [Model PR6910]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42217&o=2

$end


$info=m5bigchs,m5bigchs05,m5biggam11,
$bio

The Big Cheese (c) 200? Barcrest.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=14905&o=2

$end


$info=m4bigchs,m4bigchsa,m4bigchsb,
$bio

The Big Cheese (c) 200? Empire Games Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15334&o=2

$end


$info=m3biggam,
$bio

The Big Game (c) 198? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48764&o=2

$end


$info=m5biggam,
$bio

The Big Game (c) 2000 Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41542&o=2

$end


$bbca_cass,bbcb_cass=thebigko,
$bio

The Big KO! (c) 1987 Tynesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52529&o=2

$end


$info=m4bigmt,m4bigmt__a,m4bigmt__b,m4bigmt__c,m4bigmt__d,m4bigmt__e,m4bigmt__f,
$bio

The Big Match (c) 199? BWB.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41243&o=2

$end


$info=sc1bigmt,
$bio

The Big Match (c) 1996 ELAM

- TECHNICAL -

Model 6541

- TRIVIA -

The Big Match was released in June 1996.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=19905&o=2

$end


$info=bigprowr,
$bio

The Big Pro Wrestling! (c) 1983 Technos Japan Corp.

An early tag-team wrestling game.

- TECHNICAL -

Game ID : TA-0007

Main CPU : MOS Technology M6502 (@ 1.5 Mhz)
Sound CPU : MOS Technology M6502 (@ 975 Khz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.5 Mhz), DAC

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

The Big Pro Wrestling was released in December 1983. This is the Technos Japan's first game.

This game known outside Japan as "Tag Team Wrestling".

Sunny would later appeared as a supporting character in "Double Dragon 3 - The Rosetta Stone".

- SERIES -

1. The Big Pro Wrestling! (1983)
2. Exciting Hour - The Prowrestling Network (1985)

- PORTS -

* Consoles : 
[JP] Nintendo Famicom (April 2, 1986) "Tag Team Pro Wrestling [Model 13 NPW-4900]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=242&o=2

$end


$cpc_cass=bigsleaz,
$bio

The Big Sleaze (c) 1987 Macmillan Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99601&o=2

$end


$info=billiard,
$bio

The Billiards (c) 1981.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound CPU : Zilog Z80 (@ 1.78975 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.78975 Mhz)

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette colors : 98

Players : 2
Control : 8-way joystick
Buttons : 1

- TRIVIA -

This game is a bootleg of "Video Hustler".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=249&o=2

$end


$pc8801_flop=blckbass,
$bio

The Black Bass (c) 1984 Hot-B [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93066&o=2

$end


$nes=blackbsj,
$bio

The Black Bass (c) 1987 Hot-B

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54738&o=2

$end


$nes=blackbas,
$bio

The Black Bass (c) 1989 Hot-B

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55681&o=2

$end


$gameboy=blackbas,
$bio

The Black Bass - Lure Fishing [Model DMG-HP-USA] (c) 1994 Hot-B [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67160&o=2

$end


$nes=blackbs2,
$bio

The Black Bass II (c) 1988 Hot-B

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54739&o=2

$end


$ibm5150,ibm5150_cass=blackj,blackk,black,
$bio

The Black Cauldron (c) 1986 Sierra On-Line, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83715&o=2

$end


$amigaocs_flop=bcauldrn,
$bio

The Black Cauldron (c) 1987 Sierra On-Line, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75245&o=2

$end


$pc98=blckonyx,
$bio

The Black Onyx (c) 1984 BPS [Bullet-Proof Software] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90857&o=2

$end


$pc8801_cass=blckonyx,
$bio

The Black Onyx (c) 1984 BPS [Bullet-Proof Software] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91277&o=2

$end


$pc8801_flop=blckonyx,blckonyxa,
$bio

The Black Onyx (c) 1984 BPS [Bullet-Proof Software] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93067&o=2

$end


$msx1_cart=blckonyx,
$bio

The Black Onyx (c) 1985 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77519&o=2

$end


$x1_flop=blckonyx,
$bio

The Black Onyx (c) 1985 BPS [Bullet-Proof Software] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86140&o=2

$end


$x1_cass=blckonyx,
$bio

The Black Onyx (c) 1985 BPS [Bullet-Proof Software] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86282&o=2

$end


$fm7_cass=blckonyx,
$bio

The Black Onyx (c) 1985 BPS [Bullet-Proof Software] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93808&o=2

$end


$msx1_cart=blckony2,
$bio

The Black Onyx II - Search For The Fire Crystal (c) 1986 ASCII Corporation.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52727&o=2

$end


$pc8801_flop=blckonsr,blckonsra,
$bio

The Black Onyx SR-Hen (c) 1984 BPS [Bullet-Proof Software] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93068&o=2

$end


$sg1000=blckonyx,
$bio

ザ・ブラック オニキス (c) 1987 Sega Enterprises, Limited.
(The Black Onyx)

A role-playing game.

- TECHNICAL -

Model # C-72

- TRIVIA -

Original price: 4,300 Yens.

The Black Onyx was the last SG-1000 game to be released in card form, and the last to be published by Sega.

- STAFF -

Produced by: VT, Keiko
Directed by: Mut, Mino Chan
Art Directer: Choko
Sound Composer: Bo
Original Game: Bullet Proof Software (BPS)

Additional Graphics: Rieko Kodama

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65136&o=2

$end


$gbcolor=blckonyx,
$bio

The Black Onyx [Model CGB-BBOJ-JPN] (c) 2001 Taito Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68889&o=2

$end


$info=ep_bjclb,
$bio

The Blackjack Club (c) 199? Global Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=18230&o=2

$end


$pc98=blackpol,
$bio

The Blade of Blackpoole (c) 1984 Starcraft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90858&o=2

$end


$pc8801_flop=blackpol,
$bio

The Blade of Blackpoole (c) 1984 Starcraft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93069&o=2

$end


$pc98=blockbst,
$bio

The Block Buster (c) 1995 Sea Lion.

- TRIVIA -

Released on June 30, 1995 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48529&o=2

$end


$info=tblkkuzu,
$bio

The Block Kuzushi (c) 2000 D3 Publisher.

- TRIVIA -

Released in February 2000.

Developed by Tamsoft Corp.

- STAFF -

Executive Producer : Ota Toshiaki
Director : Makaoka Shintaro
Program : Sato Shin, Imagire Takashi
Design : Suzuki Naotaka
Sound : Motoyama Akihi
Stage Design : Ohashi Toshio, Sugiyama Shinobu, Ashihara Yumiko

- PORTS -

* Consoles :
Sony PlayStation (1999, "Simple 1500 Series vol. 14 - The Block Kuzushi")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=21370&o=2

$end


$snes=bluecrys,
$bio

? ??????????? (c) 1994 Namco, Limited.
(The Blue Crystalrod)

Prince Gilgamesh is back in this unusual role playing/Adventure game by Namco. At the end of the last episode (Return to Ishar), Gil and princess Kai safely escaped from the terrible and immense Tower Of Druaga and recovered the Blue Crystal Rod. But things do not end here, and the goddess Ishtar now asks them to return the Blue Crystal Rod to heavens. The game starts in the town of Babirimu. The place is surrounded by a thick forest, a dreadful stormy mountains in the West and a Deadly desert in the East. The town is also crossed by a long river which leads, though the South, to the Soumar empire. The game is viewed through a sort of pseudo-3D representation of the scene. It however features unusual controls and the player (and in this case, Gil and Ki) can only face North. Direction arrows can be displayed in the top right corner and show, in some situations, what directions are available for the player to move through. This can be very useful as there is no apparent ways to see what is hiding behind our heroes' back. Several temples and labyrinths are scattered around the game and full of the traditional Druaga monsters such as Slimes, Warriors and deadly Ropers.

- TECHNICAL -

Cartridge ID: SHVC-NU

- TRIVIA -

Released on March 25, 1994 in Japan for 9800 Yen.

- TIPS AND TRICKS -

A strong understanding of the Japanese language is necessary to play this game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62500&o=2

$end


$nes=bluemarlj,
$bio

The Blue Marlin (c) 1991 Hot-B

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54740&o=2

$end


$nes=bluemarl,
$bio

The Blue Marlin (c) 1992 Hot-B

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55682&o=2

$end


$psx=bluemarl,
$bio

The Blue Marlin [Model SLPS-02752] (c) 2000 Starfish, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85774&o=2

$end


$info=m4blsbys,m4blsbys__0,m4blsbys__1,m4blsbys__2,m4blsbys__3,m4blsbys__4,m4blsbys__5,m4blsbys__6,m4blsbys__7,m4blsbys__8,m4blsbys__9,m4blsbys__a,m4blsbys__b,m4blsbys__c,m4blsbys__d,m4blsbys__e,
$bio

The Blues Boys (c) 199? BWB.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40199&o=2

$end


$amigaocs_flop=bluesb,bluesb1,
$bio

The Blues Brothers (c) 1991 Titus

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75246&o=2

$end


$cpc_cass=bluesb,
$bio

The Blues Brothers (c) 1991 Titus [Gagny, France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99603&o=2

$end


$nes=bluesb,bluesbu,
$bio

The Blues Brothers (c) 1992 Titus

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55683&o=2

$end


$gameboy=bluesb,
$bio

The Blues Brothers [Model DMG-BQ-USA] (c) 1992 Titus

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67161&o=2

$end


$snes=bluesbj,
$bio

The Blues Brothers (c) 1993 Kemco

- TECHNICAL -

Cartridge ID: SHVC-B6

- TRIVIA -

Reviews:
[FR] March 1993 - Consoles + No. 18: 80/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62501&o=2

$end


$snes=bluesbu,
$bio

The Blues Brothers [Model SNS-B6-USA] (c) 1993 Titus

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63802&o=2

$end


$snes=bluesb,bluesbp,
$bio

The Blues Brothers [Model SNSP-B6-NOE] (c) 1993 Titus

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63801&o=2

$end


$bbca_cass,bbcb_cass=theboss,
$bio

The Boss (c) 1985 Peaksoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52530&o=2

$end


$cpc_cass=boss,
$bio

The Boss (c) 1987 Peaksoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99206&o=2

$end


$info=bounty,
$bio

The Bounty (c) 1982 Orca.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 4 Mhz), Zilog Z80 (@ 1.78975 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.78975 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

The Bounty was released in May 1982.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=325&o=2

$end


$cpc_cass=boxer,
$bio

The Boxer (c) 1990 Cult

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99604&o=2

$end


$msx1_cart=brain,
$bio

The Brain [Model 00010] (c) 1983 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77520&o=2

$end


$snes=brainiesu,
$bio

The Brainies [Model SNS-B7-USA] (c) 1996 Titus

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63804&o=2

$end


$snes=brainies,
$bio

The Brainies (c) 1996 Titus

- TECHNICAL -

Game ID: SNSP-B7-EUR

- STAFF -

Designers: Eric Zmiro (Eric), Flynn
Artist: Bob, Didier Carrère (Didier)
Music: Rob Stevens (Rob), Denis

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63803&o=2

$end


$cpc_cass=breaker,
$bio

The Breaker [Model 3 MT 070] (c) 1987 Dro Soft [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99605&o=2

$end


$cpc_cass=brick,
$bio

The Brick [Model 4STU 794] (c) 1989 Delta Soft. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99606&o=2

$end


$gameboy=bugscc2,
$bio

The Bugs Bunny - Crazy Castle II [Model DMG-BY-USA] (c) 1991 Kemco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67166&o=2

$end


$gameboy=bugscc,
$bio

The Bugs Bunny - Crazy Castle [Model DMG-BB-USA] (c) 1990 Kemco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67163&o=2

$end


$nes=bugsbbu,
$bio

The Bugs Bunny Birthday Blowout (c) 1990 Kemco

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55684&o=2

$end


$nes=bugsbb,
$bio

The Bugs Bunny Blowout (c) 1992 Kemco

- TRIVIA -

Reviews:
May 1992 - Joypad N.8 (Page 78-79) [FR]: 80/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55685&o=2

$end


$nes=bugscc,
$bio

The Bugs Bunny Crazy Castle (c) 1989 Kemco

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55686&o=2

$end


$pc8801_flop=byoin,
$bio

The Byoin (c) 1987 PSK [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93070&o=2

$end


$pc98=byouin,
$bio

The Byouin (c) 1987 PSK [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90859&o=2

$end


$x1_cass=cball2,
$bio

The Cannonball Run 2 (c) 198? Pony Canyon, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86283&o=2

$end


$amigaocs_flop=lewisch,
$bio

The Carl Lewis Challenge (c) 1992 Psygnosis, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75247&o=2

$end


$info=ep_cslay,ep_cslaya,
$bio

The Cash Slayer (c) 199? Global Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=18225&o=2

$end


$x1_cass=castle,castlea,
$bio

The Castle (c) 1985 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86284&o=2

$end


$pc8801_flop=castle,castlea,castleh,
$bio

The Castle (c) 1985 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93071&o=2

$end


$fm7_cass=castle,
$bio

The Castle (c) 1985 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93809&o=2

$end


$msx1_cart=castlek,
$bio

The Castle (c) 1987 Static Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77522&o=2

$end


$ti99_cart=castlep,
$bio

The Castle (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84768&o=2

$end


$fm7_disk=cas_casx,
$bio

The Castle & Castle Excellent (c) 198? ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93653&o=2

$end


$pc98=castle,
$bio

The Castle and Princess. (c) 1985 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90860&o=2

$end


$msx1_cart=castle,
$bio

The Castle [Model 2014409] (c) 1985 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77521&o=2

$end


$sg1000=castle,
$bio

The Castle (c) 1986 Sega Enterprises, Limited.

The Castle is a port of an MSX game of the same name.

- TECHNICAL -

Model # G-1046

- TRIVIA -

Original price: 5,000 Yens.

The Castle was the last SG-1000 game to be released commercially by Sega on a cartridge, and the only SG-1000 to adopt packaging more akin to Sega Mark III games.

- TIPS AND TRICKS -

* Continue: At the Game Over screen, press 1+2.

- STAFF -

Developed by: ASCII

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65137&o=2

$end


$gameboy=cvania,
$bio

The Castlevania Adventure [Model DMG-CV-NOE] (c) 1990 Konami Industry Co., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67167&o=2

$end


$gameboy=cvaniau,
$bio

The Castlevania Adventure [Model DMG-CV-USA] (c) 1989 Konami Industry Co., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67169&o=2

$end


$gba=catinhat,
$bio

The Cat in the Hat by Dr. Seuss [Model AGB-BCTE-USA] (c) 2003 NewKidCo International, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76010&o=2

$end


$gba=cathatmv,
$bio

The Cat in the Hat [Model AGB-BCTP] (c) 2004 Vivendi Universal Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76009&o=2

$end


$a2600=nexar,nexare,nexare1,
$bio

The Challenge of.... Nexar (c) 1982 Spectravideo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51127&o=2

$end


$amigaocs_flop=champ,
$bio

The Champ (c) 1989 Linel

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75248&o=2

$end


$cpc_cass=champ,
$bio

The Champ (c) 1991 System 4 de Espana, S.A. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99607&o=2

$end


$info=cp_15,cp_16,
$bio

The Champion Pub (c) 1998 Midway Mfg. Co.

- TECHNICAL -

Midway WPC-95
Model Number : 50063

Main CPU : Motorola M6809 (@ 2 MHz)
Sound CPU : ADSP2105 (@ 10 MHz)
Sound chip : DMA-driven DAC

- TRIVIA -

Released in February 1998. 1,369 units were produced.

The 14th collected jackpot is a 'Cow of a jackpot!'.

Sometimes when the Barfly gets swatted, it will be a Cowfly and a 'moo' is heard.

The boxing man assembly was modeled after programmer Duncan Brown.

- UPDATES -

Version 1.0 (changes from version 0.10)
Date : February 3, 1998
- This is the first production release
- Added Speed bag test
- Improved LED test - User can now move between left, right, or both.
- Fixed LED test - they no longer blink during the test.
- Fixed ROPE or SPEED BAG disabled. The corresponding lamp will no longer light after the player has completed all training.
- Fixed Boxer disabled. It is no longer possible to enter an infinite loop after hitting the heavy bag when the boxer is disabled.
- The ball will always return to the player if it drains while the flippers are off.
- Added difficulties. The various difficulties will now modify the adjustments to make the game harder or easier.
- Fixed double purse value bug - doubling a large purse will no longer rap around.
- Added Ordered lamp test
- Hurry up awards are now instantaneous instead of a short delay.
- Arrange Display effect priorities so that an increase purse awards are displayed during jumps rope
- Added Rope error detection.
- The rope magnet will not turn on if the rope motor is broke or disabled.
- Added Total page to Ultimate challenge.
- Added Translations.
- Added Error message for the boxer mech.

Version 1.1
Date : February 10, 1998
- Fixed ball search during game over problem. The Scoops will no longer stay down.
- The slings now turn of for short periods of time when the ball is on its way down a lane or out of a lock up device.
- All training lamps re-light after all are complete allowing the player to complete all training again and again.
- Fixed post third fight with full bar of life. There will no longer be a new fight and Raid mixed together.

Version 1.2
Date : February 20, 1998
- Fixed training bug from v1.1. You can now complete all training as many times as you please.
- Cash fights now risk percents of the players score instead of flat scores.
- The Rope magnet will no longer energize during game over or tilt.
- The ball will no longer reserve after a tilt.
- The Power Shot feature was enhanced.
- Fisticuffs multiball used the wrong adjustment to set it-self to HARD. It now works correctly.

Version 1.3
Date : April 8, 1998
- Added improved missing ball compensation.
- Fixed Cash fight so it percentages the players millions correctly.
- Fixed Ultimate challenge so multiple hits at the end of each fight do not create extra wins.
- Added Poker night awards so they will not be as redundant.
- Changed Spittn gallery so the extra ball could come from any spatter.
- Fixed speed bag test so neither speed flipper stays on.
- Fixed the poker night hand calculator; hands will not falsely be flushes.
- Fisticuffs Multiball was added to the end of ultimate challenge if the player was still in Multiball
- Victory laps were added to the end of ultimate challenge if the player beats all five boxers.

Version 1.4
Date : May 22, 1998
- Fixed German Pricing, 6 for 5 DM.
- Improved corner eject coil strength.
- Improved playfield test.

Version 1.5
Date : July 2, 1998
- Trough Jam switch will no longer kick out extra balls.
- The lock pin properly releases a ball during ball search.
- Improvements to game software performance.
- Speed Bags are not allowed during multiballs.
- Extra Ball alarm sound fixed.
- Eliminated delay after third ball bonus.
- Ball saves are preserved if no scoring has taken place.
- Broken shooter switch compensation improved, including multiple balls kicked out at the start of a new ball.
- 'Fight is Lit' lamp fixed to work during ball start.

Version 1.6
Date : September 14, 1998
- Fixed bug after Ultimate Challenge, training lamps are now set correctly.
- Fixed Cash Fight scores when the player has over 200 million.

- TIPS AND TRICKS -

If you hear an insect buzzing when the heavy bag is hit, quickly hit the launch button. This will give you a Barfly, Cowfly or Bobfly. 100k and a Smart Punch is also awarded.

- STAFF -

Concept by : Pete Piotrowski
Art by : Paul Barker, Linda Deal (aka Doane)
Mechanics by : Brad Cornell
Music & Sound by : Rich Carle
Software by : Dwight Sullivan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5255&o=2

$end


$megadriv=chaoseng,
$bio

The Chaos Engine (c) 1992 MicroProse Games, Incorporated.

- TRIVIA -

Reviews:
[FR] August 1994 - Consoles + N.34: 88%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56961&o=2

$end


$snes=chaoseng,
$bio

The Chaos Engine (c) 1993 Spectrum HoloByte

- TRIVIA -

Reviews:
[FR] August 1994 - Consoles + N.34: 85%

- TIPS AND TRICKS -

$55,000
-------
Enter MCLT64W562 as a password. 

Final level
-----------
Enter YT8BKFQBGYTQ as a password. 

Super password
--------------
In singe player and CPU mode, enter TTTTTTTTTTTT as a 
passwword to start in World 3 with the Scientist (you) 
and the Mercenary (CPU). You will start with 25 lives, 
about $500,000, and lots of items and skill.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63805&o=2

$end


$amigaocs_flop=chaoseng,
$bio

The Chaos Engine (c) 1994 Renegade Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75249&o=2

$end


$amigaocs_flop=chaosen2,
$bio

The Chaos Engine 2 (c) 1996 Renegade Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75250&o=2

$end


$megadriv=chaosen2,
$bio

The Chaos Engine 2 (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56962&o=2

$end


$gba=cheetahg,
$bio

The Cheetah Girls [Model AGB-BCOE-USA] (c) 2006 Buena Vista Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76011&o=2

$end


$msx1_cart=chessgam,
$bio

The Chess Game (c) 1985 Eaglesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77523&o=2

$end


$msx2_flop=chessgm2,chessgm2bchessgm2c,chessgm2a,
$bio

The Chess Game 2 (c) 1986 Eaglesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102096&o=2

$end


$nes=chessmst,chessmstu,
$bio

The Chessmaster (c) 1990 Hi Tech Expressions

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55687&o=2

$end


$amigaocs_flop=cm2000,
$bio

The Chessmaster 2000 (c) 1986 Software Toolworks, The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75251&o=2

$end


$msx1_cass=cm2000,
$bio

The Chessmaster 2000 (c) 1990 Dro Soft [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95046&o=2

$end


$cpc_cass=cm2000,
$bio

The Chessmaster 2000 (c) 1990 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99609&o=2

$end


$cpc_cass=cm2000s,
$bio

The Chessmaster 2000 [Model 3 MK-258] (c) 1990 Dro Soft [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99608&o=2

$end


$gamegear=chessmst,
$bio

The Chessmaster [Model 2317] (c) 1991 Sega Enterprises, Limited.

- TRIVIA -

Reviews:
[FR] June 1992 - Joypad N.9: 60/100 (with bugs), 90/100 (without bugs)

- STAFF -

Programmed by: Craig B. Seastrom (Nova Logic)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64939&o=2

$end


$gameboy=chessmst,
$bio

The Chessmaster (c) 1992 Nintendo Company, Limited.

- TECHNICAL -

Cartridge ID: Model DMG-EM-NOE

- TRIVIA -

Reviews:
1990 - Consoles + HS N.2 [FR]: 96/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67170&o=2

$end


$gameboy=chessmstua,chessmstu,
$bio

The Chessmaster [Model DMG-EM-USA] (c) 1991 Hi Tech Expressions

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67172&o=2

$end


$gameboy=chessmstj,
$bio

The Chessmaster [Model DMG-EMA] (c) 1994 Altron Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67171&o=2

$end


$snes=chessmstj,
$bio

The Chessmaster [Model SHVC-CH] (c) 1995 Altron Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62502&o=2

$end


$snes=chessmstu,
$bio

The Chessmaster [Model SNS-CH-USA] (c) 1991 Mindscape, Incorporated. [Northbrook, IL, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63807&o=2

$end


$snes=chessmst,
$bio

The Chessmaster (c) 1991 Mindscape, Incorporated.

- TECHNICAL -

Cartridge ID: SNSP-CH-EUR

- TRIVIA -

Reviews:
[FR] May 1992 - Joypad N.8 (Page 154-155): 85/100
[FR] June 1993 - Consoles + N.21: 71/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63806&o=2

$end


$gba=narnia,
$bio

The Chronicles of Narnia - The Lion, the Witch and the Wardrobe [Model AGB-B2WE-USA] (c) 2005 Buena Vista Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76012&o=2

$end


$sms=circuit,
$bio

ザ・サーキット (c) 1986 Sega Enterprises, Limited.
(The Circuit)

- TECHNICAL -

Game ID: G-1304

- TRIVIA -

The Circuit for Mark III was released on September 21, 1986 in Japan.

Exported outside Japan as:
[US] "World Grand Prix [Model 5053]"
[EU] "World Grand Prix [Model 5080]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55900&o=2

$end


$info=edrandy,edrandyj,edrandy1,edrandy2,
$bio

The Cliffhanger - Edward Randy (c) 1990 Data East.

A fast moving platform game in which the player controls the Indiana Jones-esque and unfortunately named 'Edward Randy'. The levels are an inventive mix of standard platform action and 3-D scrolling levels; the latter usually having the player driving a jeep and repelling the enemy attacks. The game is based on the archetypal Hollywood action blockbuster and features a filmic score to back up the on-screen action. The player's only weapon is a whip - another nod to the Indiana Jones character - which can be used to both attack enemies and as a 'rope', to enable the player to reach distant platforms.

- TECHNICAL -

Game ID : MAD

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound CPU : Hudson Soft HuC6280 (@ 4.0275 Mhz)
Sound Chips : YM2203 (@ 4.0275 Mhz), YM2151 (@ 3.58 Mhz), OKI6295 (@ 7.627 Khz), OKI6295 (@ 15.255 Khz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in January 1991.

Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Edward Randy, Super Burger Time - PCCB-00061) on 21/04/1991.

- STAFF -

Game planner : Lungfish
Software programmer : Hiroki
Hardware designer : Turk K.K
Graphic designers : Hitomi Fujiwara, Kinya Aoyama
Sound arrange & compose : Akira Takemoto (Raika)
Sound effects : Hiroaki Yoshida (MARO)

Thanks to : R. Minagawa, T. Inoue, T. Adachi

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=475&o=2

$end


$amigaocs_flop=clue,
$bio

The CLUE! (c) 1994 Max Design

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75252&o=2

$end


$fm7_cass=cockpit,
$bio

The Cockpit (c) 1984 Compaq [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93810&o=2

$end


$x1_cass=cockpit,cockpita,
$bio

The Cockpit (c) 1985 Compaq [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86285&o=2

$end


$msx2_cart=cockpit,
$bio

The Cockpit (c) 1987 Nidecom

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51387&o=2

$end


$msx2_flop=cockpit,cockpitb,cockpita,
$bio

The Cockpit (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102097&o=2

$end


$x68k_flop=cockpit,
$bio

The Cockpit X68000 Special (c) 1988 Compac [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88153&o=2

$end


$cpc_cass=codemac,
$bio

The Code Machine (c) 1985 Discovery Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99612&o=2

$end


$info=m5codft,m5codft02,
$bio

The CodFather (c) 2001 Barcrest.

- TRIVIA -

Released in October 2001.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15083&o=2

$end


$amigaocs_flop=colonbeq,
$bio

The Colonel's Bequest (c) 1990 Sierra On-Line, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75253&o=2

$end


$amigaocs_flop=colony,
$bio

The Colony (c) 1990 Mindscape, Incorporated. [Northbrook, IL, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75254&o=2

$end


$cpc_cass=colmagic,
$bio

The Colour of Magic (c) 1986 Macmillan Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99613&o=2

$end


$info=sc5newcm,sc5newcma,sc5newcmb,sc5newcmc,sc5newcmd,sc5newcme,
$bio

The Colour of Money New (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR3502]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42717&o=2

$end


$info=ctribe,ctribeb,ctribe1,ctribeb2,ctribej,ctribeo,
$bio

The Combatribes (c) 1990 Technos.

Three player simultaneous melee battle in which larger-than-life fighters battle against rival gang members. As well as being able to pick up objects such as motorcycles etc. and throw them at the enemies, players also have a number of interesting fighting moves that can be unleashed upon their opponents. These include picking up unconscious enemies and hitting OTHER enemies with them, as well as banging two enemies' heads together and smashing recumbent enemies' heads into the ground to finish them off.

- TECHNICAL -

Game ID : TA-0028

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound CPU : Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), OKI6295 (@ 8.5 Khz)

Players : 3
Control : 8-way joystick
Buttons : 2
=> Attack, Jump

- TRIVIA -

Released in June 1990.

One of the clown thugs in level 2 were inspired by the Joker character from the 1989 Batman film.

In Act 3, an advertisement for "Block Out" appears on the two sets of TV screens.

Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Double Dragon 3, The Combatribes - PCCB-00065) on 21/06/1991.

- UPDATES -

The US version is slightly different, it has the 'Winners Don't Use Drugs' screen.

- STAFF -

Software : Naritaka Nishimura, T. Saito, I. Kanakubo
Hardware : Kenji Nishikawa
Character designers : Koji Ogata, H. Shibata, T. Ando, T. Ohshumi
BG designers : Shinichi Saito, Masamichi Katagiri, Takehisa Izumiyama, Hideaki Sakamoto
Musics : Kazunaka Yamane
Sound effects : K. Mori
Music software : Michiya Hirasawa
Directed by : A. Tanimoto, Noriyuki Tomiyama

- PORTS -

* Consoles :
Nintendo Super Famicom [JP] (December 23, 1992, "The Combatribes [Model SHVC-CR]")
Nintendo Super Famicom [US] (March ??, 1993, "The Combatribes [Model SNS-CR]")
Nintendo Wii [Virtual Console] [US] (November 20, 2009)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=488&o=2

$end


$snes=ctribej,
$bio

The Combatribes (c) 1992 Technos Japan Corp.

Combatribes is a side-scrolling fighting game by Technos, conversion of an arcade game. A group of three fighters, the 'Combatribes', decide to challenge the local gangs of New York City and to eliminate their most wanted leaders. The Cyborg Martha Splatterhead, the worst of all, has united the gangs and must be stopped. Berserk, the blond of the group, is average with moderate speed and strength, Bullova is the slowest but features more health and power and Blitz is the most agile and trades off a reduced health and power for greater speed. Our trio uses traditional fighting moves such as Punches, Kicks and Throws. They can also hit enemies on the ground, jump in the air and fall on their backs or smash their heads together. Flying Throws can also be triggered by grabbing opponents from the ground and spinning them around by the legs - the stronger the fighter is, the more spins he does and the more damage he can inflict on the surrounding foes. Combatribes features six stages, called 'acts' and each one of them takes place in a different location. Each area is rather short (a couple of screens long) and the stage's boss usually shows up when all his minions have being taken care of. At the end of each level, a password is given to the player to unlock new fighters (mainly game's enemies) from the versus mode. Unlike the original arcade version, Technos threw an extra Versus fighting mode in this conversion. Controls are also slightly different in this mode - shoulder buttons can block and fighters can throw fireballs at each other.

- TECHNICAL -

Cartridge ID: SHVC-CR

- TRIVIA -

The Combatribes was released on December 23, 1992 in Japan for 9300 Yen.

It was first released in the arcades in 1990. Unlike the Super Famicom version, the original features large items (such as bikes and pinball machines) that can be picked up and thrown at enemies. Surprisingly, Berserk is called Berserker and the trio displays different stats. Another interesting feature from the original arcade game is the health counter displayed at the top of the screen - inserting more coins simply buys more health. This feature was replaced by a standard health bar in the Super Famicom version. Stages also have a different structure - for instance in the Clown area the boss fight happens at the top of a scaffolding tower and the club in the third stage features two floors. As a side note, a special cabinet was also available where three players could play at the same time.

Export releases:
[US] "The Combatribes [Model SNS-CR-USA]"

- TIPS AND TRICKS -

Thirty credits
--------------
Hold L + R + Select on controller two and reset the game. Release the buttons at the title screen. The credits may now be set to a maximum of thirty from the options screen. 

Ten credits
-----------
Hold X + A + L on controller two and reset the game. Release the buttons at the title screen. The game will default to ten credits instead of three. 

One round match
---------------
Hold A + B on controller two and reset the game. Release the buttons at the title screen. Each match will consist of one round instead of three. 

Five round match
----------------
Hold X + Y on controller two and reset the game. Release the buttons at the title screen. Vs. mode matches will now consist of five rounds instead of three. 

Super hard difficulty level
---------------------------
Hold A + B + L + R on controller two and reset the game. Release the buttons at the title screen. The difficulty level may now be set to "Super" from the options screen. 

Extra energy
------------
Hold Up + L + R one controller two and reset the game. Keep those buttons held as the game restarts. Use controller one to begin the game, then release the buttons on controller two. 

Play as Bosses
--------------
Enter 9207 as a password. 

Vs. mode passwords
------------------
Enter one of the following passwords to access different fighters:
0197
1180
5093
4949
9207

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62503&o=2

$end


$snes=ctribe,
$bio

The Combatribes (c) 1993 American Technos

North American release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "The Combatribes [Model SHVC-CR]".

Teaser text from this American version:
The Big Apple's Gone Rotten
Rival gangs have joined forces and New York City is under siege. Your mission: seek out and destroy their leader - Martha Splatterhead - former member of your elite Combatribe Cyborg unit. But in order to get to this renegade babe you'll have to do some head bashin' with five of the most feared gangs in Gotham... on their turf!

- TRIVIA -

As expected this American version of the game was censored. Blood was removed from the boss cutscenes and, interestingly, was recolored in blue to look more like water and sweat. The 5th stage shows the most differences - Its name was changed from The Slaughter Troops to The Demolition Troops and the Execution army men were renamed The Enforcers. Same for the stage boss, the Cyborg Colonel called Swastika was renamed Major Blaster.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63808&o=2

$end


$cpc_cass=cometgam,
$bio

The Comet Game (c) 1986 Firebird Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99614&o=2

$end


$cpc_cass=chec,
$bio

The Complete Home Entertainment Centre (c) 1988 CDS Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99615&o=2

$end


$cpc_cass=cmct,
$bio

The Complete Machine Code Tutor [Model NGS AM100] (c) 1985 New Generation Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99616&o=2

$end


$msx1_cart=computer,
$bio

The Computer (c) 1988 Methali

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77524&o=2

$end


$cdi=coxford,
$bio

The Concise Oxford Dictionary & Oxford Thesaurus (c) 1995 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53112&o=2

$end


$saturn,sat_cart=conveni2,conveni2a,
$bio

The Conveni 2 - Zenkoku Chain Tenkai da! (c) 1998 Human Entertainment

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59805&o=2

$end


$saturn,sat_cart=conveni,convenia,
$bio

The Conveni! Ano Machi wo Dokusen Seyo (c) 1997 Human Entertainment

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59806&o=2

$end


$psx=convenis,
$bio

The Conveni Special - 3-tsu no Sekai o Dokusen Seyo [Model SLPS-01301] (c) 1998 Artdink Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85775&o=2

$end


$fm7_disk=count,
$bio

The Count (c) 1985 Starcraft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93654&o=2

$end


$info=couple,couplep,couplei,
$bio

The Couples (c) 1988 Merit.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : General Instrument AY8910 (@ 4 Mhz)

Screen orientation : Horizontal
Video resolution : 512 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 256

Player : 1
Control : 8-way Joystick
Buttons : 4

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3871&o=2

$end


$cpc_cass=covenant,
$bio

The Covenant [Model 053] (c) 1985 PSS

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98015&o=2

$end


$cdi=crayonf,crayonfu,
$bio

The Crayon Factory (c) 1994 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53113&o=2

$end


$saturn,sat_cart=crowj,
$bio

The Crow - City of Angels (c) 1997 Acclaim Japan.

Japanese release.

- TECHNICAL -

Game ID: T-8123G

- TRIVIA -

Released on April 25, 1997 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59807&o=2

$end


$saturn,sat_cart=crow,crowg,
$bio

The Crow - City of Angels (c) 1997 Acclaim Ent., Incorporated.

European release.

- TECHNICAL -

Game ID: T-8124H-50

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60432&o=2

$end


$saturn,sat_cart=crowu,
$bio

The Crow - City of Angels (c) 1997 Acclaim Entertainment, Incorporated.

- TECHNICAL -

Game ID: T-8124H

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60177&o=2

$end


$info=m4crdome,m4crdome__a,m4crdome__b,m4crdome__c,m4crdome__d,m4crdome__e,m4crdome__f,m4crdome__g,m4crdome__h,m4crdome__i,m4crdome__j,m4crdome__k,m4crdome__l,m4crdome__m,m4crdome__n,
$bio

The Crystal Dome (c) 200? Barcrest.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15081&o=2

$end


$info=v4cmaze,v4cmazed,v4cmazea,v4cmazeb,v4cmazec,v4cmazedat,
$bio

The Crystal Maze (c) 1993 Barcrest.

- TRIVIA -

The Crystal Maze was released in July 1993 in the UK.

The game was based on the long running Channel 4 game show of the same name, as hosted by Richard O' Brien of Rocky Horror Show fame.

- STAFF -

Staff : M. Eaton, W. Foster, S. Towsend

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15080&o=2

$end


$info=v4cmaze3,v4cmaze3a,v4cmaze3d,v4cmaze3b,v4cmaze3c,
$bio

The Crystal Maze - Team Challenge (c) 1994 Barcrest.

Skill-based gambling game in which you take part in a variety of minigames to collect crystals and earn time in the Crystal Dome.

- TECHNICAL -

Main CPU : Motorola M6809 (@ 1.72 Mhz), 68000 (@ 10 Mhz)
Sound Chips : General Instrument AY8910 (@ 1 Mhz), SAA1099 (@ 1 Mhz)

Players : 1

- TRIVIA -

The Crystal Maze Team Challenge was released in May 1994 in the UK.

The game was based on the long running Channel 4 game show of the same name, as hosted by Richard O' Brien of Rocky Horror Show fame.

- TIPS AND TRICKS -

Although the game adjusts its difficulty to attempt to key payouts to a certain percentage of takings, the end game is always possible, as there is a minimum of 51 gold tokens in the Dome. Usually, if the game doesn't want to pay out, the minigames are easier, so you should be able to earn enough time to pick your way through the tokens and win.

- STAFF -

Staff : M. Eaton, W. Foster, S. Towsend

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4892&o=2

$end


$info=crysking,
$bio

The Crystal of Kings (c) 2001 BrezzaSoft.

A nice beat'em up featuring transparencies, rowscroll effects and eight levels...
Stage 1 : The Pull Off Evil - Boss : Great Destructer
Stage 2 : Across The Currents - Boss : Serpent
Stage 3 : The Cave Of Darkness - Boss : Master Of Underground
Stage 4 : The Congress Of Cystals - Boss : Harpies
Stage 5 : Into The Darkness - Boss : 2 Minotaurs
Stage 6 : Estorea - Boss : Sinister Dragon
Stage 7 : Nero Filone - Boss : Black Knight
Stage 8 : Crystal Of The King - Boss : Night Spirit, Dark Spirit

- TECHNICAL -

Zealer Board Hardware

Main CPU : SE3208 (@ 43 Mhz)
Sound Chips : VRender0 (@ 43 Mhz)

Players : 2
Control : 8-Way Joystick
Buttons : 3
=> Attack, Jump, Magic

- TRIVIA -

The Crystal of Kings was released on February 11, 2001.

This game runs on Zealer board (so-called 'Crystal System'). There are various games on this system, this one and "ES Evolution Soccer", "Office YeoInCheonHa", "Mahl Dalrijah", "EuhRahtChaCha Mooh Daeri", "Cutey Fatty", "Dong-geul Dong-geul Haerong-yi", "Bohmool-Seom", and so on.

The subtitles, 'Copper' / 'Silver' / 'Gold', are the level of difficulty : Easy / Medium / Hard.

- TIPS AND TRICKS -

* There is 3 mode of play (depending of the subtitle on the titlescreen) :
Copper title Mode = Normal
Silver title Mode = Hard
Gold title Mode = Very Hard
The ending is changed by Crystal Level at the end of final stage. 'Copper' is bad ending, 'Silver' normal ending and 'Gold' good ending.

* Hidden Character : At the character select screen, place the cursor over Lustro Furia and hold up for a second or 2 until the card flips over to reveal an extra version of the character.

- STAFF -

Directors : Night Spirit Persons
Planners : Venom, Dai, Yoshida
Programmers : Yurita Ro, T. Oishi
Designers : Yama-O, Dai, Yoshida
Title Logo Design : Naohisa's Factory
Composition & Sound Designer : Whale Brand Music, Takao Nakagawa
Voice Actors : Hidetosi Sakamoto, Tanapy
Hardware : MagicEyes Co.
Executive Director : Yosh Jinno
Special Thanks : James W. Hove, N. Oka, Okuda, Norinori, Muking, Y. Nakai, M. Ikeda, Lix, Inopy, H. Arai, M. Masuo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3836&o=2

$end


$x1_flop=mars,marsb,marsa,
$bio

The Curse of Mars (c) 1988 Dempa Shinbunsha [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86141&o=2

$end


$cpc_cass=sherwood,
$bio

The Curse of Sherwood [Model IA 0162] (c) 1987 Mastertronic, Ltd. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99617&o=2

$end


$cpc_cass=custpief,
$bio

The Custard Pie Factory (c) 1985 Tynesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99618&o=2

$end


$sms=cybers,cybersp,
$bio

The Cyber Shinobi (c) 1990 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56235&o=2

$end


$cpc_cass=cycles,
$bio

The Cycles (c) 1990 Accolade, Inc. [San Jose, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99619&o=2

$end


$amigaocs_flop=cycles,
$bio

The Cycles - International Grand Prix Racing (c) 1989 Accolade, Incorporated. [San Jose, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75255&o=2

$end


$coleco=dambustr,
$bio

The Dam Busters (c) 1984 Coleco Industries, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53378&o=2

$end


$adam_flop=dambustr,
$bio

The Dam Busters (c) 1984 Sydney Development

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82677&o=2

$end


$msx1_cass=dambust,
$bio

The Dam Busters (c) 1985 Erbe Software [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95047&o=2

$end


$bbca_cass,bbcb_cass=dambustr,
$bio

The Dam Busters (c) 19?? US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52531&o=2

$end


$msx1_cart=dambustr,dambustra,
$bio

The Dam Busters [Model C259191-701] (c) 1985 Comptiq

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77525&o=2

$end


$cpc_cass=dambustr,
$bio

The Dambusters (c) 1986 US Gold, Ltd. [Birmingham, UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99620&o=2

$end


$amigaocs_flop=dqkrynn,
$bio

The Dark Queen of Krynn (c) 1992 SSI

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75256&o=2

$end


$bbca_cass,bbcb_cass=datingga,
$bio

The Dating Game (c) 1983 Ivan Berg

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52532&o=2

$end


$pcecd=daviscup,
$bio

The Davis Cup Tennis (c) 1992 Micro World

- TRIVIA -

Reviews:
[FR] June 1992 - Consoles + N.10 (Pages 58): 73/100
[FR] June 1992 - Joypad N.9: 91/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58434&o=2

$end


$info=dealer,
$bio

The Dealer (c) 1984 Epos.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 2.75 Mhz)
Sound Chips : General Instrument AY8910 (@ 2.75 Mhz)

Screen orientation : Vertical
Video resolution : 236 x 272 pixels
Screen refresh : 60.00 Hz
Palette colors : 32

Players : 1
Buttons : 8

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=608&o=2

$end


$info=thedealr,
$bio

The Dealer (c) 1988 Visco Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96218&o=2

$end


$megadriv=deathret,
$bio

The Death and Return of Superman (c) 1995 Sunsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57459&o=2

$end


$snes=deathretu1,deathretu,
$bio

The Death and Return of Superman (c) 1994 Sunsoft

- TECHNICAL -

Game ID: SNS-9D-USA

- TIPS AND TRICKS -

Cheat mode
----------
Play the "0B", "29", "2C", and "05" selections in order on the sound test screen. 

Full energy, life, and special powers
------------------------------------- 
Enable cheat mode and press A + B + X + Y during game play. You will also be invincible during the missions when you fly in the sky, shooting the robots.

Level skip
----------
Enable cheat mode, then hold A + B + X + Y and press Select during game play. 

Defeating the Bosses
--------------------
Use the following technique to defeat Doomsday and the other Bosses quickly. Use Superman's eye beams, hand blasts, or other special attacks. Time them to connect when the Boss is almost on Superman. If done correctly, Superman will be able to hit him until he falls. Then, repeat this process until the Boss has been defeated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63810&o=2

$end


$snes=deathret,
$bio

The Death and Return of Superman [Model SNSP-9D-FAH] (c) 1994 Sunsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63809&o=2

$end


$info=thedeep,
$bio

The Deep (c) 1987 Woodplace.

You control one or two boats floating along the high seas. The boats are armed with depth charges for dropping on the aquatic wildlife and submarines in the depth far below. Homing torpedoes, Polaris missiles, mines, Stingray style vessels and other boat-wrecking hazards make up the threats to avoid or destroy. Bonus capsules which float up to the surface boost the boat's speed, increase depth charge power, give the player temporary invincibility and other normal features but of a marine vein. The depth charges take their time to float to their target so plan ahead using the map, submarines at different heights in the water pose further problems. This game also has good backgrounds.

- TECHNICAL -

Board number : DE-0298-1

Main CPU : Zilog Z80 (LH0080B @ 6 Mhz)
Sound CPU : M65C02 (R65C02P2 @ 2 Mhz)
Sound Chips : YM2203 (@ 3 Mhz)
Video Chips : L7B0073 DATA EAST MXC 06 8746, L7A0072 DATA EAST BAC 06 VAE8713

Players : 2
Control : 8-way joystick
Buttons : 2
=> SHOOT BACK, SHOOT FORWARD

- TRIVIA -

The Deep was released in December 1987 in Japan.

This game is known outside Japan as "Run Deep".

Woodplace, Inc. was established by Nichibutsu's staff in 1982. But after the development of The Deep, they disappeared.

- STAFF -

Produce : Hisayoshi Ichikawa
Script : Shoji Takagi
Program : Shunji Ito, Tomoaki Kasuya, Toshihisa Shiono
Graphic : Shoji Takagi, Tutomu Ozawa, Kazuhiro Iizuka, Kei Tamura
Music : Yoshio Watanabe, Kiyoshi Kusatu

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=611&o=2

$end


$amigaocs_flop=deep,
$bio

The Deep (c) 1988 US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75257&o=2

$end


$cpc_cass=deep,
$bio

The Deep (c) 1989 US Gold, Ltd. [Birmingham, UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99622&o=2

$end


$x68k_flop=deep,
$bio

The Deep (c) 1991 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88688&o=2

$end


$msx1_cart=dcrystal,
$bio

The Demon Crystal (c) 1986 Dempa [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77526&o=2

$end


$c64_cart,c64_flop=designer,
$bio

The Designer's Pencil (c) 1984 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53735&o=2

$end


$msx1_cart=designer,
$bio

The Designer's Pencil (c) 1984 Activision, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77527&o=2

$end


$a800=designer,
$bio

The Designer's Pencil (c) 1984 Activision, Inc. [Santa Clara, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86730&o=2

$end


$cpc_cass=devcrown,
$bio

The Devil's Crown (c) 1985 Probe Soft.

- TECHNICAL -

Model F. McG 03

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99624&o=2

$end


$cpc_cass=dinam92,
$bio

The Dinamic '92 (c) 1991 Dinamic Soft. [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99625&o=2

$end


$sms=dinodool,
$bio

The Dinosaur Dooley (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56236&o=2

$end


$megadriv=disneycl,
$bio

The Disney Collection - Mickey and Donald (c) 1996 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56963&o=2

$end


$x68k_flop=diver,
$bio

The Diver (c) 1994 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88689&o=2

$end


$psx=dogmaste,
$bio

The Dog Master [Model SLPM-87175] (c) 2003 Visit [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85776&o=2

$end


$x1_flop=dome,
$bio

The Dome (c) 1988 System Sacom Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86142&o=2

$end


$pc8801_flop=dome,
$bio

The Dome (c) 1988 System Sacom Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93072&o=2

$end


$msx2_flop=dome,
$bio

The Dome (c) 1989 System Sacom Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102098&o=2

$end


$info=dbldynj,dbldynu,
$bio

The Double Dynamites (c) 1989 Seibu Kaihatsu.

A mad scientist is creating an army of powerful mutant soldiers in order to conquer the world. Only Dynamite Duke, a battle-hardened elite soldier with an incredibly devastating bionic arm stands a chance to stop the attack before its too late. Features nice graphics & an interesting blend of shooter & beat-em up gameplay elements!

- TECHNICAL -

Main CPU : (2x) V30 (@ 8 Mhz)
Sound CPU : Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : YM3812 (@ 3.579545 Mhz), OKI6295 (@ 8 Khz)

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Released in September 1989.

Licensed to Fabtek for US distribution.

The Double Dynamites is also known as "Dynamite Duke".

This game was released in memory of 'Hironori Watsuo'.

- UPDATES -

This is a two-player simultaneous version of Dynamite Duke.

- STAFF -

Directed by : Hitoshi Hamada
Executive producer : Kengo Kondo
Assistant director & Editor : Kohki Yamate
Chief programmer : Tetsuya Kawaguchi
Music composed by : Akira Satoh
Sound effects : Hitoshi Hamada
Art director : Masao Matsuzawa
Set decorator : Takahide Wada
Special 'Boss' effects created by : Showichi Yano.
Special 'Zombies' effects created by : Hirdaki Ohtake
Mechanical effects / Car stunt coordinator / Helicopter pilot : Toshinobu Komazawa
Designers : Fujio Matsuzawa, Hiroaki Ohtake, Hironori Matsuo, Kohki Yamate, Masao Matsuzawa, Showichi Yano, Takahide Wada, Toshinobu Komazawa, Akagi, Hayashi, Iwagishi, Togashi, Gunji, Ishikawa, Matsumoto, Yamazaki
The original story written by : Takahide Wada
Best Boy : Sue-San
Special animation coordinator : Suichi Mori
Special visual effects superviser : Takumi Takano
Technical consultant & Hardware designer : Yukinojoe Segawa

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=681&o=2

$end


$cdi=downhome,
$bio

The Downhome Blues (c) 1994 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53114&o=2

$end


$nes=dragona,dragon,
$bio

The Dragon (c) 1995 Ramar International Co., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84162&o=2

$end


$cpc_cass=dragntor,
$bio

The Dragontorc of Avalon (c) 1985 Hewson Consultants

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99626&o=2

$end


$a5200=dfactor,
$bio

The Dreadnaught Factor (c) 1983 Activision

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50103&o=2

$end


$a800=dfactor,
$bio

The Dreadnaught Factor (c) 1984 Activision, Inc. [Santa Clara, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86731&o=2

$end


$intv=dfactor,
$bio

The Dreadnaught Factor (c) 1982 Activision, Incorporated.

It's the most terrifying space siege ever to rock the universe! The dreadnaught's approach is awesome to the eye - 10,000 times the weight of your tiny hyperfighter, 100 times its size. Your mission is to stop it before it enters your stargate and destroys the planet Terra. And, if you succeed, 100 other dreadnaughts loom on the horizon. Strategy now. Courage forever with the Dreadnaught Factor.

- TECHNICAL -

Model M-004-03

- TRIVIA -

Players who sent a photo to Activision showing that they had destroyed the entire dreadnaught fleet on level 4 or above received an 'Activision Dreadnaught Destroyer' emblem.

- TIPS AND TRICKS -

From designer Tom Loughry:

"I have found that there are several strategies you can use to destroy the Zorban Dreadnaughts. In fact, your attack plans should vary depending on the class of the approaching dreadnaught and the stage of battle. Here are some tips to help you through any phase of the game."

"First of all, no matter what the circumstances, never attack a dreadnaught head-on. Their fire rate is too overwhelming at any game level. I strongly suggest either continually zigzagging back and forth over the dreadnaught during your attack passes, or dipping in from above or below the dreadnaught. Fire your weapons and accelerate away from its direct line of fire."

"Also, it is critical to keep track of the dreadnaught's distance from the stargate. If it's closer than 50 parsecs, then try to bomb as many engines as possible to slow it down, and if it's closer than 30 parsecs, then immediately destroy its silos. That way, Terra is safe even if the dreadnaught reaches the stargate - unless you lose all your hyperfighters."

"Find out which dreadnaught weapons give you the most difficulty and eliminate them first. But, remember, the only way to ultimately defeat a dreadnaught is to bomb all of its energy vents. Don't waste time or attack passes trying to destroy every target."

"One final tip: your laser bolts destroy dreadnaught artillery that is blue or yellow, and your strontium bombs destroy the artillery that is black or red."

- STAFF -

Design/Program: Tom Loughry

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60975&o=2

$end


$cpc_cass=dreamtm,
$bio

The Dream Team (c) 1992 Ocean Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99628&o=2

$end


$info=thedrink,
$bio

The Drink (c) 200? Unknown.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72305&o=2

$end


$psx=drugstor,
$bio

The Drug Store - Matsumoto Kiyoshi de Okaimono! [Model SLPS-01516] (c) 1998 Human Ent. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85777&o=2

$end


$bbca_cass,bbcb_cass=druidsci,
$bio

The Druids Circle (c) 1984 Hollsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52533&o=2

$end


$megadriv=td2,
$bio

The Duel - Test Drive II (c) 1993 Accolade, Incorporated.

- TRIVIA -

Reviews:
[FR] June 1992 - Joypad N.9: 85/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70994&o=2

$end


$cpc_cass=td2,
$bio

The Duel - Test Drive II [Model 3 AL-223] (c) 1990 Dro Soft [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99573&o=2

$end


$snes=td2u,
$bio

The Duel - Test Drive II (c) 1992 Accolade, Incorporated.

- TECHNICAL -

Game ID: SNS-DL-USA

- TIPS AND TRICKS -

Custom cars
-----------
Start a race and press L + R on controller two before the cars begin to move. Use controller two to modify the options on the customize car screen that appears. 

Traffic jump
------------
Enable the Custom cars code. During game play, drive at high speed and press A on controller two to jump over traffic.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63812&o=2

$end


$snes=td2,
$bio

The Duel - Test Drive II [Model SNSP-DL-EUR] (c) 1992 Accolade, Incorporated. [San Jose, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63811&o=2

$end


$coleco=hazzard,
$bio

The Dukes of Hazzard (c) 1984 Coleco Industries, Incorporated. [Amsterdam, NY, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53379&o=2

$end


$gbcolor=hazzardu,
$bio

The Dukes of Hazzard - Racing for Home [Model CGB-BDCE-USA] (c) 2000 SouthPeak Interactive, LLC

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68891&o=2

$end


$gbcolor=hazzard,
$bio

The Dukes of Hazzard - Racing for Home [Model CGB-BDCP-EUR] (c) 2000 SouthPeak Interactive, LLC

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68890&o=2

$end


$pcecd=dynhero,
$bio

The Dynastic Hero (c) 1993 Westone.

North American release. For information on the game itself, please see the Japanese release entry; "Chou Eiyuu Densetsu - Dynastic Hero [Model HCD4032]".

- TECHNICAL -

Game ID: TGXCD1053

- TRIVIA -

The Dynastic Hero for the Turbo CD was released in 1993 (exact date unknown) in North America.

- PORTS -

* Consoles :
Nintendo Wii [Virtual Console] [US] (November 30, 2007) [Model QAFE] 
Nintendo Wii [Virtual Console] [EU] [AU] (December 3, 2007)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58520&o=2

$end


$megadriv=earthdef,
$bio

The Earth Defense (c) 1995 Realtec

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57460&o=2

$end


$a2600=earthdie,earthdiee,
$bio

The Earth Dies Screaming (c) 1983 20th Century Fox

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51128&o=2

$end


$msx2_cart=eidolon,
$bio

The Eidolon (c) 1986 Pony Canyon, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51388&o=2

$end


$pc8801_flop=eidolon,
$bio

The Eidolon (c) 1987 Pony Canyon, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93073&o=2

$end


$cpc_cass=eidolon,
$bio

The Eidolon [Model UQK 135] (c) 1986 Activision, Inc. [Santa Clara, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99629&o=2

$end


$info=elecyoyo,elecyoyo2,
$bio

The Electric Yo-Yo (c) 1982 Taito Corp.

Guide your yo-yo to clear each level by collecting dots and avoiding enemies.

- TECHNICAL -

Prom Stickers : YY

Main CPU : (2x) M6809 (@ 1.25 Mhz), Motorola M68705 (@ 1 Mhz)
Sound CPU : M6802 (@ 921.6 Khz)
Sound Chips : Discrete circuitry.

Players : 2
Control : 4-Way Joystick

- TRIVIA -

The Electric Yo-Yo was released in June 1982. 

Jim Matson holds the official record for this game with 1079270 points.

- TIPS AND TRICKS -

The longer the yo-yo's string is when it is latched to a Blox, the greater the score will be when the Blox is cleared.

- STAFF -

Designed and programmed by : Sandy Pfeiffer, Randy Pfeiffer

- PORTS -

* Consoles : 
Atari 2600 [US] "Elk Attack" - Prototype
Microsoft XBOX [EU] (October 14, 2005) "Taito Legends" 
Sony PlayStation 2 [EU] (October 14, 2005) "Taito Legends [Model SLES-53438]" 
Microsoft XBOX [US] (October 25, 2005) "Taito Legends" 
Sony PlayStation 2 [US] (October 25, 2005) "Taito Legends [Model SLUS-21122]" 
Sony PlayStation 2 [KO] (July 18, 2006) "Taito Legends [Model SLKA-15056]" 

* Computers : 
PC [MS Windows, CD-ROM] [EU] (October 14, 2005) "Taito Legends" 
PC [MS Windows, CD-ROM] [US] (November 10, 2005) "Taito Legends"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=746&o=2

$end


$cdi=emperor,
$bio

The Emperor's New Clothes (c) 1992 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53115&o=2

$end


$gbcolor=emperoru,
$bio

The Emperor's New Groove [Model CGB-BENE-USA] (c) 2000 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68893&o=2

$end


$gbcolor=emperor,
$bio

The Emperor's New Groove [Model CGB-BENP-EUR] (c) 2001 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68892&o=2

$end


$info=empsback,
$bio

The Empire Strikes Back (c) 1980 Hankin.

- TRIVIA -

The first of the 'Star Wars' themed pinball machines.

This game was first exhibited in November 1980 at the National Amusement Machine Operators Convention held at Surfer's Paradise, Queensland, Australia.

350 units were produced. Last pinball machine built by this manufacturer. David Hankin tells the author that their pinball production stopped due to video game popularity.

- STAFF -

Designed by : David Hankin

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5380&o=2

$end


$info=esb,
$bio

The Empire Strikes Back (c) 1985 Atari Games.

The third arcade outing based on the legendary trilogy of films; "Empire Strikes Back" eschews Jedi's Zaxxon-inspired gameplay and returns once more to the 3D vector graphics of the first game. Empire features four stages of play, with the first two putting the player in control "Luke Skywalker's" SnowSpeeder, and the second two in control of "Han Solo's" Millennium Falcon.

* The first level, Probots, takes place on the ice planet of Hoth, with the player flying the Snowspeeder over the planet's surface to find and destroy the Empire's search droids that are sending signals to the Empire warning them of the rebels' presence.

* The second Snowspeeder stage sees the player taking on the Empire's "AT-AT" Imperial walkers, as well as a number of smaller, bi-pedal "AT-ST" walkers. On this level, as well as the standard guns, the Snowspeeder is armed with a limited number of harpoons; these can be fired at the AT-AT's legs to send them crashing to the ground. AT-ATs can also be destroyed by shooting a small, highlighted area on the AT-ATs' head.

* The third level has the player piloting the Millennium Falcon and is a repeat of the original game's in-space Tie Fighter battle.

* For the fourth and final level the player must pilot the Millennium Falcon safely through a densely packed and fast-moving asteroid field.

Bonus points can be earned by destroying a certain number of targets. A JEDI letter will also be awarded in addition to the bonus points. Once all the letters that spell the word 'JEDI' have been awarded, players will have attained true JEDI FORCE, making them invincible to the Empire's forces for a limited amount of time.

In all levels of play, collisions with objects and enemy shots will cause damage to the player's deflector shields.

- TECHNICAL -

The kit is designed to have a Darth Vader-esque feel. Its colour scheme is very dark and is covered with lines resembling the surface of an Imperial Star Destroyer. The side-art features a picture that includes Darth Vader, the Death Star, several Tie fighters and an X-Wing. Most machines will have a sticker placed somewhere on the side labelling them as "The Empire Strikes Back". The marquee shows a painted scene of a battle on Hoth that includes several AT-AT walkers and advertises that the game is 'New'.

Game ID : 136031

Main CPU : Motorola M6809 (@ 1.512 Mhz)
Sound CPU : Motorola M6809 (@ 1.512 Mhz)
Sound Chips : (4x) POKEY (@ 1.5 Mhz), Texas Instruments TMS5220 (@ 640 Khz)

The game is displayed on an Amplione colour vector open frame monitor.

Players : 1
Control : stick
Buttons : 4

- TRIVIA -

The Empire Strikes Back was released in March 1985.

This title was sold only as a conversion kit for the original "Star Wars". Separate kits were available for both the upright and the cockpit versions. In total, 544 kits were produced. The selling price was $595.

'AT-AT' stands for 'All Terrain Armored Transport'.

Despite being based on the SECOND movie of the series, Empire game was actually the third game of the series, with "Return of the Jedi" being released a year earlier.

Attract mode :
IT IS A DARK TIME FOR THE REBELS. THE EMPIRE HAS LAUNCHED THOUSANDS OF PROBOTS IN SEARCH OF THE REBEL HIDEOUT. THE EMPIRE FEARS THE STRENGTH OF THE FORCE WITHIN ONE REBEL. ...LUKE SYWALKER...

FLIGHT INSTRUCTIONS
1. YOU BEGIN WITH ENOUGH 'FORCE' TO PROTECT YOU FOR 4 COLLISIONS.
2. 'FORCE' STRENGTH IS LOST WHEN YOU COLLIDE WITH ENEMY SHOTS, WALKERS AND ASTEROIDS.
3. AIM YOUR LASERS WITH CURSOR TO EXPLODE PROBOTS, TRANSMISSIONS, WALKERS, TIE FIGHTERS AND SHOTS.
4. AVOID COLLISION WITH ASTEROIDS BY FLYING AROUND THEM.

Default High Score Table (Rebel Force Roster) :  
1. OBI 285,353
2. WAN 170,936
3. HAN 154,650
4. MLH 140,212
5. GJR 127,645
6. NLA 113,710
7. ROB 100,175
8. DAR 88,614
9. JED 75,800
10. DES 62,436

David Palmer holds the official record for this game with 1,345,049 points.

- SCORING -

Probot : 25 points (10 X scoring after earning JEDI letter)
Fireball : 3 points
Transmission : 5 points
AT-ST : 50 points (10 X scoring after earning JEDI letter)
AT-AT : 75 points (10 X scoring after earning JEDI letter)
Flying bonus : Progressive 5,000 points
Star shot : 7 points
TIE Fighter : 100 points (10 X scoring after earning JEDI letter)
Wave completed : 2,500 points
JEDI letter : 5,000 points
JEDI bonus : 20,000 points

Starting on wave 2 (medium) : 100,000 points bonus
Starting on wave 3 (hard) : 250,000 points bonus

- SERIES -

1. Star Wars [Cockpit model] (1983)
1. Star Wars [Upright model] (1983)
2. Return of The Jedi (1984)
3. The Empire Strikes Back (1985)

- STAFF -

Product manager : Mike Hally
Programmed by : Greg Rivera, Norm Avellar
Technician : Rob Rowe

Special thanks to : Brad Fuller, Jed Margolin, Dave Ralston, Doug Snyder, Earl Vickers

- PORTS -

* Computers :
Sinclair ZX Spectrum (1988)
Commodore C64 (1988)
Amstrad CPC (1988)
Atari ST (1988)
Commodore Amiga (1988)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=754&o=2

$end


$bbca_cass,bbcb_cass=esb,
$bio

The Empire Strikes Back (c) 1988 Domark

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52534&o=2

$end


$info=theend,theendb,
$bio

The End (c) 1980 Konami Industry Company, Limited.

In 'The End' you control a ship whose mission is to zap as many bug-ships as possible, before you run out of lives, or the bugs manage to spell out the word END with little chunks of brick. You can move left and right, and the bugs attack from the top of the screen, coming out of a large mothership. But the bugs have another mission besides just blindly attacking you. That other mission is to systematically steal the bricks from your three bases, and use them to spell out the word END up near the top of the screen.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound CPU : Zilog Z80 (@ 1.78975 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.78975 Mhz)

Players : 2
Control : 2-way joystick
Buttons : 2

- TRIVIA -

The End was released in November 1980.

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

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=755&o=2

$end


$info=theends,
$bio

The End (c) 1980 Stern Electronics, Incorporated.

In 'The End' you control a ship whose mission is to zap as many bug-ships as possible, before you run out of lives, or the bugs manage to spell out the word END with little chunks of brick. You can move left and right, and the bugs attack from the top of the screen, coming out of a large mothership. But the bugs have another mission besides just blindly attacking you. That other mission is to systematically steal the bricks from your three bases, and use them to spell out the word END up near the top of the screen.

- TECHNICAL -

Stern's End was available in both upright and cocktail formats. The upright version came in the standard Stern cabinet, which was the same cabinet that most Stern games came in. The only real difference between different Stern cabinets was that Berzerk and Frenzy cabinets had an access door in front, and other Stern cabinets did not. The game was black with black t-molding. The sideart consisted of a really awesome looking painted rendition of some sort of blue blasting machine shooting at a pair of bugs. The marquee and monitor bezel are covered with a great scene showing evil looking bugs assaulting a wall, drawn in classic Marvel Comics style. Stern really had some great artists back then, the only manufacturer who was even close to them in this department was Atari. The control panel was aluminum, and had some game instructions and a basic design painted onto most of its surface area. The controls consisted entirely of buttons, with the same layout as the panel on "Space Invaders".

Internally the game used a standard 19inch arcade monitor for display purposes. The game's code ran on the "Scramble" platform. Several other games run on this exact same mainboard, and can be swapped in with an EPROM swap.

There were two different cocktail versions of The End, a small one with a 13inch monitor, and a larger 'Deluxe' one with a 19inch monitor. They were similar in design to the Midway Cocktail ("Pac-Man"/"Galaga"), but with control panels that sloped slightly upwards. You probably won't ever see one of these, they didn't even make a lot of them back then, and it is doubtful if more than a handful have survived to the present day intact.

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound CPU : Zilog Z80 (@ 1.78975 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.78975 Mhz)

Players : 2
Control : 2 buttons
Buttons : 1

- TRIVIA -

Released in October 1981 by Stern under license from Konami. It is the first game licensed to Stern by Konami for North American distribution.

In this Stern version, the bases are below you (instead of above you in the Konami version), which gives you a free path to shoot everything in sight, but also means that you have nowhere to hide.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=44526&o=2

$end


$arcadia=theend,
$bio

The End (c) 1982 UA, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49283&o=2

$end


$msx1_cart=energy,energya,
$bio

The Energy [Model S065] (c) 1986 al Alamiah

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77528&o=2

$end


$a2600=entity,
$bio

The Entity (c) 1983 20th Century Fox

- TRIVIA -

Unreleased prototype.

- STAFF -

Programmer: Mark Klein

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51129&o=2

$end


$nes=escatlnta,escatlnt,
$bio

The Escape from Atlantis (c) 1990 Color Dreams

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55688&o=2

$end


$info=eurogame,eurogamea,
$bio

The Euro Game (c) 2006 AGI (Austrian Gaming Industries).

Earn your fortune! Slide into a new world of gaming with THE EURO GAME, an unique 9-line 5-reel video slot. Players will experience the riches of life as they watch the money roll in on this fast-paced dynamic new game.

All pays are for adjacent symbols on selected lines. The highest win only is paid per selected line. Line wins are multiplied by bet per line.

- TECHNICAL -

Cool Fire I

- TRIVIA -

Release date : February 23, 2006

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11450&o=2

$end


$gamegear=excdizzy,excdizzyp,
$bio

The Excellent Dizzy Collection (c) 1995 Codemasters Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64940&o=2

$end


$sms=excdizzy,
$bio

The Excellent Dizzy Collection (c) 19?? Codemasters Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56237&o=2

$end


$cpc_cass=xperienc,
$bio

The Experience (c) 1986 Players Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99493&o=2

$end


$c64_cart,c64_flop=expert,
$bio

The Expert Cartridge (c) 198? Trilogic

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53736&o=2

$end


$gbcolor=fa2001,
$bio

The F.A. Premier League Stars 2001 (c) 2001 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68894&o=2

$end


$amigaocs_flop=faerytal,
$bio

The Faery Tale Adventure (c) 1986 MicroIllusions

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75258&o=2

$end


$megadriv=faerytal,
$bio

The Faery Tale Adventure (c) 1991 Electronic Arts.

- TRIVIA -

Reviews:
September 1991 - Consoles + N.1 [FR]: 95/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70203&o=2

$end


$c64_cart,c64_flop=ar5flt,
$bio

The Fairlight Cracking Cartridge (c) 1990 Fairlight

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53737&o=2

$end


$gba=fopbreak,
$bio

The Fairly OddParents! Breakin' da Rules [Model AGB-AF6E-USA] (c) 2003 T-HQ, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76014&o=2

$end


$gba=fopclashu,
$bio

The Fairly OddParents! Clash with the Anti-World [Model AGB-BFOE-USA] (c) 2005 T-HQ, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76016&o=2

$end


$gba=fopclash,
$bio

The Fairly OddParents! Clash with the Anti-World [Model AGB-BFOP-EUR] (c) 2005 T-HQ, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76015&o=2

$end


$gba=fopcleft,
$bio

The Fairly OddParents! Enter the Cleft [Model AGB-AFVE-USA] (c) 2002 T-HQ, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76017&o=2

$end


$gba=fopshadwu,
$bio

The Fairly OddParents! Shadow Showdown [Model AGB-BF2E-USA] (c) 2004 T-HQ, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76019&o=2

$end


$gba=fopshadw,
$bio

The Fairly OddParents! Shadow Showdown [Model AGB-BF2P] (c) 2004 T-HQ, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76018&o=2

$end


$info=flstory,flstoryj,
$bio

The Fairyland Story (c) 1985 Taito Corp.

A precursor to 1986's "Bubble Bobble", the player controls a spell-casting elf who turns evil wizards, witches and other enemies into cakes and either pushes them from the platform ledges, or shoots then repeatedly to destroy them. If an enemy touches the player character, the elf becomes entrapped in a magic bubble and floats away. Each level takes place inside a variety of castles.

- TECHNICAL -

Board Number : M4300034B
Prom Stickers : A45

Main CPU : Zilog Z80 (@ 5.3665 Mhz), Motorola M68705 (@ 2 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : General Instrument AY8910 (@ 2 Mhz), MSM5232 (@ 2 Mhz), DAC

Players : 2
Control : 2-way joystick
Buttons : 2

- TRIVIA -

The Fairyland Story was released in July 1985.

- TIPS AND TRICKS -

INSTRUCTIONS:
- Insert Coin and select a one or two player game. 
- Use Ptolemy's magic to turn monsters into cakes. Keep sprinkling magic on the cakes to destroy them, or drop them onto other monsters for bonus points. 
- Destroy all the monsters to clear the level. 
- If a monster touches Ptolemy, or a cake falls on her, a life will be lost. 
- Enemy wizards can shrink Ptolemy. If they hit Ptolemy while she is already shrunk, a life will be lost. 
- Ptolemy can stand on top of monsters. 
- Picking up an item will cause various effects, including upgrading Ptolemy's magic.
- When all Ptolemy's lives are lost, the game will end. 
- On levels 8 through to 98 there is a continue option.

- STAFF -

From highscore table : (KBT), (MAD), Onijust (ONJ), (KMJ), Ishida (ISD)

- PORTS -

* Consoles : 
Sony PlayStation 2 [JP] (July 28, 2005) "Taito Memories Joukan [Model SLPM-66057]" 
Sony PlayStation 2 [AU] (March 30, 2006) "Taito Legends 2 [Model SLES-53852]" 
Microsoft XBOX [EU] (March 31, 2006) "Taito Legends 2" 
Sony PlayStation 2 [EU] (March 31, 2006) "Taito Legends 2 [Model SLES-53852]" 
Sony PlayStation 2 [US] (May 16, 2007) "Taito Legends 2 [Model SLUS-21349]" 

* Handhelds : 
Sony PSP [AS] (January 3, 2006) "Taito Memories Pocket [Model UCAS-40040]" 
Sony PSP [JP] (January 5, 2006) "Taito Memories Pocket [Model ULJM-05076]" 
Sony PSP [KO] (February 10, 2006) "Taito Memories Pocket" 
Sony PSP [EU] (October 6, 2006) "Taito Legends Power-Up [Model ULES-00473]" 
Sony PSP [AU] (November 9, 2006) "Taito Legends Power-Up [Model ULES-00473]" 
Sony PSP [US] (May 17, 2007) "Taito Legends Power-Up [Model ULUS-10208]" 

* Computers : 
MSX [JP] (1987) 
Sharp X68000 [JP] (September 27, 1991) 
PC [MS Windows, CD-ROM] [EU] (March 31, 2006) "Taito Legends 2" 
PC [MS Windows, CD-ROM] [US] (July 10, 2007) "Taito Legends 2"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=800&o=2

$end


$msx1_cart=flstory,flstorya,
$bio

The Fairyland Story (c) 1987 Hot-B [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77529&o=2

$end


$x68k_flop=flstory,
$bio

The Fairyland Story (c) 1991 SPS [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88154&o=2

$end


$info=daraku,
$bio

The Fallen Angels (c) 1998 Psikyo.

A very solid 2-D fighting game with beautiful pre-rendered backgrounds. 8 selectable fighters and 2 end bosses.

- TECHNICAL -

Main CPU : SH-2 (@ 28.63635 Mhz)
Sound Chips : YMF278B (@ 28.63635 Mhz)

Players: 2
Control: 8-way joystick
Buttons: 4
=> Weak Punch, Strong Punch, Weak Kick, Strong Kick

- TRIVIA -

The Fallen Angels was shown at the 1998 AOU Amusement Expo show, in Japan. It was then released in March 1998 in Japan. It was known in Japan as "Daraku Tenshi" (translates from Japanese as 'Fallen Angel').

Using the Bitmap Dump option in the test menu you can come across several title screens. "Gut Reaction", "Rubbin Out" and "A Blow For Freedom". There are 2 screens for "Gut Reaction".

They also misspelt start as 'strat' in the test screen.

Hidden within the graphic ROMs are the sprites of four characters that were taken out of the game. It is believed that the game may have not been entirely completed, given that four characters were cut from the game, the character bio's contain varying errors, and some of the staff went over to SNK (Cool and Harry appear very similar to KOF 99's K' and Maxiama characters).

Pony Canyon released a limited-edition soundtrack album for this game (Daraku Tenshi: The Fallen Angels - PCCB-00305) on 01/04/1998.

- TIPS AND TRICKS -

* Unlock Extra Maintenance : if you hold Test Button + PL1 Button 1 during boot, you get extra options in the test menu (Obj Test, Obj Dump etc.).

- STAFF -

Producer: Kouzou Fujimoto
Directer: Mitsuo Kodama
Planer: Deathler
Front designers: Exo Skeleton, Kotaro Ogata, Hiroyuki Otani, Metal God, 108, Yoshiko Sowa, Tokimeki Goro, Kenzo Sumiko
Back designers: Hajime Ito, Noriko Tomishima
Programmers: Takahiro Inoue, Shinaghiku 555, Naruto, Kazufumi Yoshida
Sound: Masaki Izutani, Kumi Tanioka
Character Designer: Shinichi Morioka

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=802&o=2

$end


$psx=familyre,
$bio

The Family Restaurant - Shijou Saikyou no Menu [Model SLPS-01763] (c) 1998 Human Ent. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85778&o=2

$end


$nes=advdizzya,advdizzy,
$bio

The Fantastic Adventures of Dizzy (c) 1991 Camerica

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55689&o=2

$end


$cpc_cass=redhawk,
$bio

The Fantastic Adventures of Redhawk [Model MH 735] (c) 1986 Melbourne House [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99631&o=2

$end


$pc8801_flop=thefarwa,
$bio

The Farway (c) 1983 Brain Media [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93074&o=2

$end


$cpc_cass=storm2,
$bio

The Fear - Storm II [Model IA 016?] (c) 1987 Mastertronic, Ltd. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99635&o=2

$end


$bbca_cass,bbcb_cass=ferryman,
$bio

The Ferryman Awaits (c) 1986 Kansas

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52535&o=2

$end


$lynx=fidelity,
$bio

The Fidelity Ultimate Chess Challenge (c) 1991 Telegames

- TECHNICAL -

Cartridge ID: LX101

- TRIVIA -

Reviews:
[FR] June 1992 - Consoles + N.10 (Pages 132): 41/100
[FR] June 1992 - Joypad N.9: 75/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58865&o=2

$end


$gameboy=fidgetts,
$bio

The Fidgetts [Model DMG-F6-USA] (c) 1997 Jaleco Company, Limited. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67173&o=2

$end


$gameboy=fidgettsj,
$bio

The Fidgetts [Model DMG-F6A] (c) 1994 Coconuts Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67175&o=2

$end


$cpc_cass=5thquad,
$bio

The Fifth Quadrant (c) 1987 Bubble Bus Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99636&o=2

$end


$msx2_flop=fightwat,fightwatb,fightwata,
$bio

The Fighting Wolf AT (c) 1990 Technopolis Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102099&o=2

$end


$x68k_flop=filemst100,filemst100a,filemst110,filemst110afilemst,
$bio

The File Master (c) 1989 Kyouto Media

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88155&o=2

$end


$pc8801_flop=filemsta,filemda,filemdb,filemdc,filemdd,filemde,filemdf,filemdg,filemdh,filemdi,filemdj,filemdk,filemdl,filemdm,
$bio

The File Master (c) 198? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93079&o=2

$end


$pc8801_flop=filemstoto,
$bio

The File Master - Otokuyou (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93075&o=2

$end


$pc8801_flop=filemstp3,
$bio

The File Master - Parameter 3 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93076&o=2

$end


$pc8801_flop=filemstp7,
$bio

The File Master - Parameter 7 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93077&o=2

$end


$pc8801_flop=filemstp8,
$bio

The File Master - Parameter 8 New (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93078&o=2

$end


$x68k_flop=filem1g,
$bio

The File Master 1 Gou (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88690&o=2

$end


$x68k_flop=filem2g,
$bio

The File Master 2 Gou (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88691&o=2

$end


$x68k_flop=filem3g,
$bio

The File Master 3 Gou (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88692&o=2

$end


$x68k_flop=filem4g,
$bio

The File Master 4 Gou (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88693&o=2

$end


$x68k_flop=filem5g,
$bio

The File Master 5 Gou (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88694&o=2

$end


$x68k_flop=filem6g,
$bio

The File Master 6 Gou (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88695&o=2

$end


$x68k_flop=filem7g,
$bio

The File Master 7 Gou (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88696&o=2

$end


$pc8801_flop=filemstf01,filemstf10,filemstf11,filemstf12,filemstf14,filemstf02filemstf03,filemstf04,filemst,filemstb
$bio

The File Master 88 (c) 1988 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93081&o=2

$end


$pc8801_flop=filemdata,
$bio

The File Master 88 - Data Disk (c) 1988 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93080&o=2

$end


$pc8801_flop=filemstf05,filemstf06,filemstf07,filemstf08,filemstf09,
$bio

The File Master 88 Filer (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93082&o=2

$end


$fm77av=tfm,
$bio

The File Master FM (c) 1986 Kyoto Media [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93869&o=2

$end


$fm77av=hfe8,hfe8a,hfe7,hfe6,hfe5,hfe4hfe3,hfe2,hfe1,hfe,
$bio

The File Master FM - Hot File Express (c) 1987 Kyoto Media.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93870&o=2

$end


$pc8801_flop=filemnice,
$bio

The File Master NICE (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93083&o=2

$end


$pc8801_flop=filemp8bfilemp8n,
$bio

The File Master P8 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93084&o=2

$end


$pc8801_flop=filemsys,
$bio

The File Master System (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93085&o=2

$end


$x1_flop=filemast,
$bio

The File Master x1 (c) 1987 Kyoto Media [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86143&o=2

$end


$gameboy=ffantleg,
$bio

The Final Fantasy Legend [Model DMG-SA-USA] (c) 1990 Square Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67176&o=2

$end


$cpc_cass=finalmtx,
$bio

The Final Matrix (c) 1987 Gremlin Graphics Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99639&o=2

$end


$x68k_flop=finalm21,
$bio

The Final Max-Speed VI Max-021 (c) 1992 SxT

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88156&o=2

$end


$x68k_flop=finalm27,
$bio

The Final Max-Speed XII Max-027 (c) 1993 SxT

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88157&o=2

$end


$amigaocs_flop=finalmis,
$bio

The Final Mission (c) 1988 reLINE

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75259&o=2

$end


$info=fround,froundl,
$bio

The Final Round (c) 1988 Konami.

Export releases. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Hard Puncher - Ketsumamireru no Eikou [Model GX870]".

- TECHNICAL -

Game ID : GX870

- TRIVIA -

The Final Round was released in November 1988.

There are a number of changes in this game to the boxer's names from the original Japanese version:
Rocky Smith is known as Jabbin' Jim.
Joe Vulcan is known as Gentleman Joe.
Mr. Mohican is known as  Knockout Nick.
Mark Rentz is known as Steel Fist Fritz.
Avege Hidev is known as Bronx Bruiser.
Marvin Cobra is known as Harlem Hit Man.

Most of the voice samples have been changed from Japanese to English, and a few Easter Eggs are not included in the American release. These include a flock of birds appearing in the ring at the start of a fight (damage based), an alternate head (Moai) for the referee (time based), a bonus hidden in the Power training session, and two different circuits (game modes) made accessible via joystick input at the beginning of a new game.

- STAFF -

Cabinet Graphic Design: Don Marshall

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=843&o=2

$end


$c64_cart,c64_flop=finadv,
$bio

The Financial Advisor (c) 1983 Commodore

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53738&o=2

$end


$pc8801_flop=firecrys,firecrysa,
$bio

The Fire Crystal (c) 1984 BPS [Bullet-Proof Software] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93086&o=2

$end


$x1_cass=firecrys,firecrysa,
$bio

The Fire Crystal (c) 1986 BPS [Bullet-Proof Software] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86286&o=2

$end


$fm7_cass=firecrys,
$bio

The Fire Crystal (c) 1986 BPS [Bullet-Proof Software] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93811&o=2

$end


$pc8801_flop=firecrsr,firecrsra,
$bio

The Fire Crystal SR Hen (c) 1984 BPS [Bullet-Proof Software] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93087&o=2

$end


$psx=firemen2,
$bio

The Firemen 2 - Pete & Danny [Model SLPS-00148] (c) 199? Human Ent. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85779&o=2

$end


$snes=firemenu,
$bio

The Firemen [American Prototype] (c) 1994 Human Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63814&o=2

$end


$snes=firemenj,
$bio

The Firemen (c) 1994 Human Ent.

- TECHNICAL -

Cartridge ID: SHVC-AFMJ-JPN

- TRIVIA -

The game was presented at the 1994 Tokyo Omocha Show in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62504&o=2

$end


$snes=firemen,
$bio

The Firemen [Model SNSP-AFMP-EUR] (c) 1994 Human Ent.

- TRIVIA -

Reviews:
[FR] April 1995, Consoles + N.42: 86/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63813&o=2

$end


$gbcolor=firmbaby,
$bio

The Firmament Baby (c) 200? Sintax.

Chinese game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68895&o=2

$end


$info=funkyfig,funkyfiga,
$bio

The First Funky Fighter (c) 1993 Taito.

- TECHNICAL -

Main CPU : (2x) Zilog Z80 (@ 8 Mhz)
Sound Chips : YM2413 (@ 3.579545 Mhz), AY8910 (@ 2 Mhz), OKI6295 (@ 8 Khz)

Screen orientation : Horizontal
Video resolution : 336 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 256

Players : 1

- TRIVIA -

Released in December 1993 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4545&o=2

$end


$gbcolor=fishfile,
$bio

The Fish Files [Model CGB-BFQP-EUR] (c) 2001 Microïds

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68896&o=2

$end


$bbca_cass,bbcb_cass=fivedoct,
$bio

The Five Doctors (c) 1984 DW Gore

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52536&o=2

$end


$sms=flash,
$bio

The Flash (c) 1993 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56238&o=2

$end


$gameboy=flash,
$bio

The Flash [Model DMG-EF-USA] (c) 1991 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67177&o=2

$end


$amigaocs_flop=flint,
$bio

The Flintstones (c) 1988 Grandslam

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75260&o=2

$end


$msx1_cass=flintst,
$bio

The Flintstones (c) 1988 Grandslam

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95048&o=2

$end


$cpc_cass=flint,
$bio

The Flintstones (c) 1988 Grandslam Ent., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99641&o=2

$end


$sms=flint,
$bio

The Flintstones (c) 1991 Grandslam

- TRIVIA -

Reviews:
March 1992 - Joypad N.6 [FR]: 75/100 (-10 years old) or 40/100 (+10 years old)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56239&o=2

$end


$megadriv=flint,flintj,
$bio

The Flintstones (c) 1993 Taito Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56964&o=2

$end


$megadriv=flintu,
$bio

The Flintstones (c) 1993 Taito Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57461&o=2

$end


$info=fs_lx5,fs_lx2,fs_lx4,fs_sp2,
$bio

The Flintstones (c) 1994 Williams Electronics Games, Incorporated.

- TECHNICAL -

Williams WPC-Security
Model Number : 50029

Main CPU : Motorola M6809 (@ 2 MHz)
Sound CPU : ADSP2105 (@ 10 Mhz)
Sound Chips : DMA-driven DAC (@ 10 Mhz)

- TRIVIA -

Released in July 1994. 4,779 units were produced.

Based on the 1994 movie (which itself was based on the classic Hanna-Barbera series), starring John Goodman and Rick Moranis, and released by Universal Pictures.

DOHO can be seen in the following places : 
- In the animation where you spell CONCRETE. 
- In the Match animation. 
- During Water Buffalo mode, on the side of the stage.

- UPDATES -

Version L-1
Date : July 18, 1994
- Initial release to production.

Version L-2
Date : July 25, 1994
- Added French translations and preset.

Version L-3
Date : August 18, 1994
- Added Spain pricing.

Version L-4
Date : September 8, 1994
- Fixed a problem during buy-in where the ball would drain without hitting any switches, and the ball would not be kicked out again.

Version L-5
Date : November 29, 1994
- Capped the maximum that the jackpot value could grow to.

- STAFF -

Designer : John Trudeau (Dr. Flash) (J T)
Art : Kevin O'Connor
Software : Jeff Johnson (JBJ)
Dots/Animation : Scott Slomiany, Eugene Geer
Mechanics : Ernie Pizarro
Music & Sounds : Dave Zabriskie (DAV)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3804&o=2

$end


$gba=flintbtru,
$bio

The Flintstones - Big Trouble in Bedrock [Model AGB-AFSE-USA] (c) 2001 Conspiracy Ent. Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76021&o=2

$end


$gba=flintbtr,
$bio

The Flintstones - Big Trouble in Bedrock [Model AGB-AFSP-EUR] (c) 2001 Swing! Ent. Media AG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76020&o=2

$end


$gbcolor=flintbbu,
$bio

The Flintstones - Burgertime in Bedrock [Model CGB-BFSE-USA] (c) 2001 Classified Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68898&o=2

$end


$gbcolor=flintbb,
$bio

The Flintstones - Burgertime in Bedrock [Model CGB-BFSP-EUR] (c) 2001 Conspiracy Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68897&o=2

$end


$gameboy=flintkin,
$bio

The Flintstones - King Rock Treasure Island [Model DMG-FE-USA] (c) 1993 Taito Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67181&o=2

$end


$nes=flint,flintu,
$bio

The Flintstones - The Rescue of Dino & Hoppy (c) 1991 Taito Corp.

- TRIVIA -

Reviews:
[FR] October 1992 - Consoles+ No. 13: 74/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55690&o=2

$end


$nes=flintj,
$bio

The Flintstones - The Rescue of Dino & Hoppy (c) 1992 Taito Corp.

- TECHNICAL -

Game ID: TFC-FS-6800

- TRIVIA -

Released on August 07, 1992 in Japan. It was the 45th title made by taito for the Famicom.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54741&o=2

$end


$nes=flintsdp,flintsdpu,
$bio

The Flintstones - The Surprise at Dinosaur Peak! (c) 1994 Taito Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55691&o=2

$end


$snes=flintsmj,
$bio

The Flintstones - The Treasure of Sierra Madrock [Model SHVC-9F] (c) 1994 Taito Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62505&o=2

$end


$snes=flintsmu,flintsmp,
$bio

The Flintstones - The Treasure of Sierra Madrock [Model SNS-9F-USA] (c) 1994 Taito Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63818&o=2

$end


$snes=flintsm,
$bio

The Flintstones - The Treasure of Sierra Madrock [Model SNSP-9F-EUR] (c) 1994 Taito Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63817&o=2

$end


$info=j6vivark,j6vivarka,j6vivarkb,j6vivarkc,j6vivarkd,j6vivarke,j6vivarkf,j6vivarkg,j6vivarkh,j6vivarki,j6vivarkj,j6vivarkk,
$bio

The Flintstones in Viva Rock Vegas (c) 2000 JPM International.

- TECHNICAL -

Impact

- TRIVIA -

Distributed in UK by :
Crown Leisure Sales
Deith Leisure Sales
Direct Machine Distributors
MDM Leisure Limited
Rank Leisure Machine Services

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15795&o=2

$end


$info=j6vivrkc,j6vivrkca,j6vivrkcb,
$bio

The Flintstones in Viva Rock Vegas Club (c) 200? JPM International.

- TECHNICAL -

Impact

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41154&o=2

$end


$gameboy=flint,
$bio

The Flintstones [Model DMG-AFNE-USA] (c) 1994 Ocean Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67179&o=2

$end


$snes=flintu,flintup,
$bio

The Flintstones [Model SNS-AFNE-USA] (c) 1995 Ocean Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63816&o=2

$end


$snes=flint,flintp,
$bio

The Flintstones (c) 1995 Ocean Software, Limited.

- TECHNICAL -

Cartridge ID: SNSP-AFNP-EUR

- TRIVIA -

Reviews:
[FR] June 1995, Consoles + N.44: 79/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63815&o=2

$end


$cdi=flowers,
$bio

The Flowers of Robert Mapplethorpe (c) 1992 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53116&o=2

$end


$mc10=flywall,
$bio

The Flying Walloons (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87714&o=2

$end


$amigaocs_flop=foolerr,
$bio

The Fool's Errand (c) 1990 Miles Computing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75261&o=2

$end


$cpc_cass=fballer,
$bio

The Footballer (c) 1990 Cult

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99644&o=2

$end


$cpc_cass=forestwe,
$bio

The Forest at Worlds End (c) 1984 Interceptor Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99645&o=2

$end


$amigaocs_flop=4crystal,
$bio

The Four Crystals of Trazere (c) 1992 Mindscape, Incorporated. [Northbrook, IL, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75262&o=2

$end


$bbca_cass,bbcb_cass=fourwand,
$bio

The Four Wands (c) 1988 DW Gore

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52537&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=4encntr,
$bio

The Fourth Encounter (c) 1983 Thorn EMI Video

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86957&o=2

$end


$cpc_cass=4thprotc,
$bio

The Fourth Protocol [Model CN 06731] (c) 1986 Century Communications

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99646&o=2

$end


$cdi=frenchim,
$bio

The French Impressionists (c) 1992 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53117&o=2

$end


$bbca_cass,bbcb_cass=frmistra,
$bio

The French Mistress Level A (c) 1983 Kosmos

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52538&o=2

$end


$bbca_cass,bbcb_cass=thefrog,
$bio

The Frog (c) 19?? Software For All

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52539&o=2

$end


$info=j6frtmch,
$bio

The Fruit Machine (c) 2002 JPM International.

- TRIVIA -

Released in May 2002.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15841&o=2

$end


$info=m5fmonty,m5fmonty04a,m5fmonty04b,m5fmonty04c,
$bio

The Full Monty (c) 200? Empire Games Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15297&o=2

$end


$info=m5fmount,
$bio

The Full Mountie (c) 200? Empire Games Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=19934&o=2

$end


$cdi=fullswin,
$bio

The Full Swing (c) 1993 Xdra

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53118&o=2

$end


$cpc_cass=furys,
$bio

The Fury [Model AM 443] (c) 1988 Erbe Soft. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99647&o=2

$end


$cpc_cass=fury,
$bio

The Fury [Model M81022E] (c) 1988 Martech Games, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99648&o=2

$end


$cpc_cass=galaplag,
$bio

The Galactic Plague [SOFT 196] (c) 1984 Amsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=97986&o=2

$end


$info=thgamblr,
$bio

The Gambler (c) 1998 Aristocrat Leisure Industries Pty, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102725&o=2

$end


$info=m4gamblr,m4gamblra,m4gamblrb,
$bio

The Gambler (c) 200? Empire Games Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15308&o=2

$end


$info=sc4gamcs,
$bio

The Game Casino (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR1224]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42611&o=2

$end


$psx=gamemake,
$bio

The Game Maker [Model SLPS-01583] (c) 1998 Axela

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85780&o=2

$end


$cpc_cass=gamedrag,
$bio

The Game of Dragons [Model SOFT 977] (c) 1985 Amsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99649&o=2

$end


$gameboy=harmony,
$bio

The Game of Harmony [Model DMG-GH-USA] (c) 1991 Accolade, Incorporated. [San Jose, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67183&o=2

$end


$mc10=mastmind,
$bio

The Game of Mastermind (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87715&o=2

$end


$info=gametngk,
$bio

The Game Paradise! Master of Shooting! (c) 1995 Jaleco.

- TECHNICAL -

Jaleco Mega System 32 hardware

Main CPU : V70 (@ 20 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : YMF271 (@ 4 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in November 1995.

This game is known in Japan as "Game Tengoku - The Game Paradise".

The five characters appear in : "Exerion", "Plus Alpha", "Butasan", "Formation Z" and "Momoko 120%" respectively. You can also see old Jaleco games on the arcade screens in the first level like "Exerion", etc.

- SERIES -

1. The Game Paradise! - Master of Shooting! (1995)
2. The Game Paradise! 2 (1998, Sony PlayStation)

- STAFF -

Program leaders : Akiyama->417, Nozomu->Love
Programmers : Z-Donguri, Benriya Kenchan
Graphic leaders : Mr. Kamikaze & Mr. Hasegawa, ....Ya....., .....Ei....
Graphic designers : Watanabe Teruhiko, Takarod, RF4K
Music : Sawa Kazuo
Sound Manipuler : Nis
Voices : Kanai Mika, Shiina Hekiru, Nishihara Kumiko, Chiba Shigeru, Seki Tomokazu
Cast management : Ishihara Ryuuta
Recording : Hoshino Toshiaki, Yano Satoshi
Publicity : Morita Kachisato
Illustration : Souma Tatsuya
Second direction : Kazaana Takanori
Production and direction : Arai Masahiro

- PORTS -

* Consoles :
Sega Saturn (1997)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=924&o=2

$end


$info=sc2gsclb5,sc2gsclb7,sc2gsclb2,sc2gsclb2p,sc2gsclb,sc2gsclbp,sc2gsclb3,sc2gsclb3p,sc2gsclb4,sc2gsclb4p,
$bio

The Game Show Club (c) 1995 Bell-Fruit Mfg. Company, Limited. [B.F.M.].

- TECHNICAL -

[Model PR6431]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42194&o=2

$end


$info=sc2gsclb1,sc2gsclb1p,sc2gsclb6,sc2gsclb6p,
$bio

The Game Show Club (c) 1996 Bell-Fruit Mfg. Company, Limited. [B.F.M.]

- TECHNICAL -

[Model PR6575]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61509&o=2

$end


$info=sc4game,
$bio

The Game (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR1213]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42612&o=2

$end


$cpc_cass=gamesse,
$bio

The Games - Summer Edition (c) 1989 Epyx Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99651&o=2

$end


$msx1_cass=gameswin,
$bio

The Games - Winter Edition (c) 1988 US Gold, Ltd. [Birmingham, UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95049&o=2

$end


$cpc_cass=gameswe,
$bio

The Games - Winter Edition (c) 1988 Epyx Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99653&o=2

$end


$msx2_flop=gamecoll,
$bio

The Games Collection (c) 1988 Eurosoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102100&o=2

$end


$msx2_flop=gamecol2,
$bio

The Games Collection 2 (c) 1988 Eurosoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102101&o=2

$end


$info=thegames,
$bio

The Games (c) 1984 Mylstar Electronics.

- TECHNICAL -

Gottlieb System 80A
Model 691

Main CPU : MOS Technology M6502 (@ 850 KHz)
Sound CPU : MOS Technology M6502 (@ 1 MHz)
Sound Chips : DAC

- TRIVIA -

Released in August 1984.

1,768 units were produced.

- STAFF -

Designers : John Trudeau, Adolf Seitz Jr.
Artwork : Larry Day, Douglas Norgard

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5416&o=2

$end


$bbca_cass,bbcb_cass=thegarde,
$bio

The Garden (c) 19?? Clares

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52540&o=2

$end


$astrocde=gateesc,
$bio

The Gate Escape (c) 1986 WaveMakers

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86844&o=2

$end


$bbca_cass,bbcb_cass=generato,
$bio

The Generators (c) 19?? Quicksilva

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52541&o=2

$end


$bbca_cass,bbcb_cass=germasta,
$bio

The German Master Level A (c) 1983 Kosmos

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52542&o=2

$end


$info=gw_l5,gw_l1,gw_l2,gw_l3,gw_pc,gw_p7,gw_pb,
$bio

The Getaway - High Speed II (c) 1992 Williams Electronics Games, Incorporated.

- TECHNICAL -

Williams WPC (Fliptronics II)
Model Number : 50004

Main CPU : Motorola M6809 (@ 2 Mhz)
Sound CPU : Motorola M6809 (@ 2 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), DAC, HC55516

- TRIVIA -

This game features the song, 'La Grange' by ZZ Top.

13,259 units were produced.

- UPDATES -

Version P-7
- Prototype software revision.

Version LA-1
- Initial production release.

Version L-2

Version L-3
- Not Released

Version L-4
- Not Released

Version L-5
Date : December 22, 1992

- TIPS AND TRICKS -

Secret Mania : When the animation with your car outside Donut Heaven and 3 police-cars is shown, shift down twice. Now all targets will be worth 5M for 20 seconds. 

Hello World : With the ball in the shooter lane, press the following sequence : 3L, 1R, 3L, 1R, 3L, 2R

- SERIES -

1. High Speed (1986)
2. The Getaway - High Speed II (1992)

- STAFF -

Designer : Steve Ritchie (SSR)
Software : Dwight Sullivan (XAQ)
Graphics by : Mark Sprenger, Doug Watson (DTW)
Mechanical Engineer : Carl Biagi
Sounds : Dan Forden (DWF)
Video FX : Scott Slomiany (Scott Matrix)

Special Thanks : Jerry Pinsler, Jim Strompolis, Jim Patla, Alison Quant, Paul Johnson, Elaine Johnson, Jose Delgado, Mark Johnson, Butch Ortega, Lou Isbitz, Manu Jayswal, Mark Coldebella, Bill Pfutzenreuter (Pfutz), Jim Greene, Tom Cahill, Greg McKay, Ron Sommers, Karen Trybula, The M.E. Lab

- PORTS -

* Consoles :
Nintendo Game Boy (1995)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5297&o=2

$end


$gameboy=getaway,
$bio

The Getaway [Model DMG-AGEE-USA] (c) 1995 Williams Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67184&o=2

$end


$gamegear=shinobi2,
$bio

The GG Shinobi II (c) 1992 Sega Enterprises, Limited.

- TECHNICAL -

[Model G-3315]

- TIPS AND TRICKS -

* All Items: Enter 1FEDF as password to start the game with all items.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64943&o=2

$end


$gamegear=shinobi,
$bio

The GG Shinobi (c) 1991 Sega Enterprises, Limited.

- TECHNICAL -

Cartridge ID: 2402

- TRIVIA -

Reviews:
1990 - Consoles + HS N.2 [FR]: 91/100

- PORTS -

* Handhelds : 
Nintendo 3DS [Virtual Console] [US] (March 15, 2012) 
Nintendo 3DS [Virtual Console] [EU] [AU] (March 29, 2012)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64941&o=2

$end


$gamegear=shinobij,
$bio

The GG Shinobi (c) 1991 Sega Enterprises, Limited.

- TECHNICAL -

[Model G-3302]

- TIPS AND TRICKS -

* Sound test: During the opening screen, press Up+START.

- STAFF -

Planning : The Hase, K.O.B.
Program : Lunarian SG, Yuichi.M
Artwork : Kudor-Yo, 7July Big King
Sound : Yuzo Koshiro
Sound Management : TN
Special Thanks : LLG, Asohy, B.Back Stage

- PORTS -

* Handhelds : 
Nintendo 3DS [Virtual Console] [JP] (March 14, 2012) [Model GACJ]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64942&o=2

$end


$info=theglad,theglad100,thegladpcb,theglad101,
$bio

The Gladiator (c) 2003 IGS Company, Limited.

The cursed Sacred Sword appeared once again, took lives of hundreds people. Two prominent families were killed, just because they possessed it. Behind these entire massacres more mysteries were secretly hidden, the rumors said perhaps even the government seemed to take part of it. Chu Xing Han, San Kuan Ging and Wu Ping decided to revenge. Chu is good friend and partner Greg Tien Ray also wanted to help them. Mysterious woman Huang Her decided to kill her own father for committing all these crimes. Wu-Lin Sword master's disciple Siong Chien Chien had an eye on the power of the sword and determined to seize the object.

The conflict in Wu-Lin seemed to trigger at any moment, unconsciously all sword masters were falling into a sophisticated conspiracy designed by Yuen Dynasty Government and...

- TECHNICAL -

IGS PGM hardware

Main CPU : Motorola 68000, Zilog Z80
Sound Chips : ICS2115

Players : 4
Control : 8-way Joystick
Buttons : 4

- TRIVIA -

The Gladiator was released in January 2003.

This game is known as "Shen Jian" in China and "The Road of The Sword" in Japan.

- TIPS AND TRICKS -

* Secret Features:
On the mode selection screen, below features & modes can be unlocked by following codes:
Fight two bosses at once in Challange Mode: B, C, B, C, B, C
More bosses playable in Challange Mode: B, C, C, C, C, B
Ranking Mode: D, D, D, B, B, B
More skills in Ranking Mode: D, C, D, B, C, B

- STAFF -

General Director: TsungHo Liu
Project Leader: Fred Liao
Art Director: WEI
Main Director: Andy Chu
Director: Petrus Gao, General, Gaxchi, Yakov Lin
Action Designer: WEI, Andy Chu, Gaxchi, Yakov Lin, Indjing Lin
Stage Designer: Thowas Lin, Pamboyoung, Qiuhong Chang, Jeffrey Chung, Jim Chang
Effect Designer: Pipy
Continuity Designer: George, Indjing Lin
Charactor Designer: Indjing Lin
Animator & Assistant: George, Dragon
Atr Designer: Seed, Mixhael Lin, Hugo, LEI, P.S, Maggie, Jim Chang, Reijun, KAI, Chiasen Yeh, RYO, KURAO
Main Programer: Tienkuo Lo
Program Engineer: LYW, Panxian Chen, D.S, Fred Liao
Music Conductor: Morrison
S.E & Editor: Julian Chiu
Tester & Technic Director: Shunji Yang

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4151&o=2

$end


$info=theglob,theglob2,theglob3,theglobp,
$bio

The Glob (c) 1983 Epos.

Guide the insatiable Glob through corridors, up and down the elevators and through the side tunnels in his never-ending search for snacks. An assortment of crafty animals relentlessly pursue Toby and fight him for control of the elevators. Stop them or avoid them and munch a dozen different snacks to clear the 24 unique levels. Only difference between this game and Super Glob is the names.

- TECHNICAL -

Main CPU :Zilog Z80 (@ 3.072 Mhz)
Sound Chips : Namco 3-channel WSG (@ 96 Khz)

Screen orientation : Vertical
Video resolution : 236 x 272 pixels
Screen refresh : 60.00 Hz
Palette colors : 32

Players : 2
Control : 4-way joystick
Buttons : 2

- TRIVIA -

This game is also known as "Super Glob" and "Beastie Feastie".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3266&o=2

$end


$amigaocs_flop=godfathr,
$bio

The Godfather (c) 1991 US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75263&o=2

$end


$amigaocs_flop=aztecs,
$bio

The Gold of the Aztecs (c) 1990 US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75264&o=2

$end


$bbca_cass,bbcb_cass=goldfigu,
$bio

The Golden Figurine (c) 1988 Atlantis

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52543&o=2

$end


$pc98=golemstr,
$bio

The Golem Master (c) 1993 Sur De Wave [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90861&o=2

$end


$msx2_flop=golf,golfb,golfa,
$bio

The Golf (c) 1988 Pack-In-Video Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102102&o=2

$end


$nes=golf92,
$bio

The Golf '92 (c) 1992 GO 1

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54742&o=2

$end


$famicom_flop=golfbc,
$bio

The Golf - Bishoujo Classic (c) 19?? Hacker International

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65473&o=2

$end


$msx2_flop=golfccol,golfccola,
$bio

The Golf - Course Collection (c) 1988 Pack-In-Video Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102103&o=2

$end


$nes=goonies,
$bio

The Goonies (c) 1986 Konami Industry Company, Limited.

- TRIVIA -

The Goonies was released on February 21, 1986 in Japan.

- TIPS AND TRICKS -

* Known items features :
Earplugs - No damage against gang's note attack.
Waterproof Wear - No damage against steam, drop of water and waterfall.
Helmet - No damage against a falling rock.
Fireproof Wear - No damage against fire.
Rucksack - Enable to have 2 bombs at the same time.
Armor - No damage against gang's gun, skeleton's bone attack and bat.
Hyper Shoes - Enable long jump at the particular place.

- SERIES -

1. The Goonies (1986, NES, MSX)
2. Vs. The Goonies (1986)
3. The Goonies II (1987, NES)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54743&o=2

$end


$spc1000_cass=goonies,
$bio

The Goonies (c) 1986 SMC [Sammi Computer] [Korea]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83561&o=2

$end


$x1_flop=goonies,
$bio

The Goonies (c) 1986 Konami Industry Co., Ltd. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86144&o=2

$end


$pc8801_flop=goonies,gooniesa,
$bio

The Goonies (c) 1986 Konami Co., Ltd. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93088&o=2

$end


$cpc_cass=goonies,
$bio

The Goonies (c) 1986 US Gold, Ltd. [Birmingham, UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99655&o=2

$end


$nes=gooniesh,
$bio

The Goonies (c) 1987 FMG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69331&o=2

$end


$nes=goonies2,goonies2u,
$bio

The Goonies II (c) 1987 Konami Industry Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55692&o=2

$end


$famicom_flop=goonies,gooniesa,
$bio

The Goonies [Model KDS-GNS] (c) 1988 Konami Industry Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65474&o=2

$end


$info=pc_goons,
$bio

The Goonies (c) 1986 Konami.

PlayChoice-10 version. For more information about the game itself, please see the original NES version.

- TECHNICAL -

Nintendo PlayChoice-10 hardware
Game ID : GN

Main CPU : Zilog Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz)
Sound Chips : Zetex N2A03 (@ 1.789772 Mhz), DAC

Players : 2
Control : 8-way joystick
Buttons : 2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1835&o=2

$end


$msx1_cart=goonies,gooniesb,gooniesa,
$bio

The Goonies [Model RC734] (c) 1986 Konami Industry Co., Ltd. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77530&o=2

$end


$nes=gorilla,
$bio

The Gorilla Man (c) 1993 Yonezawa

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54744&o=2

$end


$pc98=grailhun,
$bio

The Grail Hunter (c) 1994 Telenet Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90862&o=2

$end


$cpc_cass=greatbrf,
$bio

The Great Barrier Reef [Model A-027] (c) 1987 Power House, The [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99657&o=2

$end


$snes=gbattlg2,
$bio

???????????2 ??????? (c) 1994 Banpresto
(The Great Battle Gaiden 2 - Matsuri da Wasshoi)

Great Battle Gaiden 2 is a side-scrolling action game by Banpresto and featuring four 'Super Deformed' robots and super-heroes all based on popular Japanese series such as Gundam, Ultraman or Kamen Rider. The game starts when a curious space-ship hurls towards Earth. On board, a weird character with red burning hair and chrome glasses has, once again, decided to take over the world. Your favorite four heroes are available at the start of this journey to save the Universe - namely Ultraman, Gundam, RX Kamen Rider and Fighter Roa (a proprietary Banpresto character). Each character can punch in four directions and can use special attacks (which can be purchased in shops throughout the game, but more on this later). Stages are quite vast and various enemies try to stop our heroes in their quest, from popular Ultraman's Blatran aliens to unusual (in the west) monsters from Japanese folklore such as Daruma Dolls. The goal of the game is to find and defeat bosses hidden inside sort of theaters, and this in a specific order. The game also includes several mini-games such as Tetris-like, Breakout-like and Shooter-like challenges. They usually appear on the playfield during the game (in a shape of sorts of winged televisions) and if the player touches them before they disappear, he will be rewarded with a mini-game where he can earn Banpresto money (As a side note, an option from the game's menu allows the player to directly play these mini-games). This cash can then be spent inside shops owned by Green mobile suits Zakus - they sell various items, power-ups and the ability to switch to a different character.

- TECHNICAL -

Cartridge ID: SHVC-K8

- TRIVIA -

Released on January 28, 1994 in Japan for 9500 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62506&o=2

$end


$snes=gbattle2,
$bio

?????????II ???????? ??? (c) 1992 Banpresto
(The Great Battle II - Last Fighter Twin)

Great Battle 2 is a beat'em up by Banpresto and features 'Super Deformed' versions of Ultraman, Gundam, Kamen Rider and Fighter Roa. Once again, Earth is facing certain doom and a group of super-heroes decides to save the world. The player must first pick up a team of two characters and both will be available to play. They can simply be switched from one to the other at any time during the game - they however share the same life-bar and special attacks points. Each character can punch, kick, jump and even use special powers or charge-up fireballs. Fortunately, our heroes can also pick-up weapons and use them to strike their opponents down from afar. Orbs can be collected along the way to unleash special attacks usually consisting of screen-wide blasts o f energy (each character has its own set of spectacular attacks). In a way similar to Sega's Golden Axe, three levels of special attacks are available and the more powerful they are, the more orbs our heroes will use. A two-player mode is available where players use two characters each.

- TECHNICAL -

Cartridge ID: SHVC-3L

- TRIVIA -

Great Battle 2 was released on March 27, 1992 in Japan for 8200 Yen.

Reviews:
[FR] June 1992 - Joypad N.9: 60/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62507&o=2

$end


$snes=gbattle3,
$bio

?????????III (c) 1993 Banpresto
(The Great Battle III)

Our four favorite champions are back in this side-scrolling beat'm up by Banpresto - Ultraman, Gundam, Kamen Rider and Fighter Roa are back and ready to save the world. Our friends were peacefully flying their spaceship when a meteor appeared from nowhere and hit them. They make a desperate landing on a weird planet from another time. Unlike other games of the series, this third opus happens during medieval times and our heroes have traded their usual laser guns and plasma bombs for more traditional swords and spears. All the enemies also have a medieval feel to them and our heroes will often fight knights, dragons, wizards and giant bats. This time around, the player can also switch from any of the four characters and each one of them have his own weapon : Gundam uses a sword, Ultraman a morning-star, Kamen Rider a spear and Fighter Roa a bow. A two simultaneous player mode is also available.

- TECHNICAL -

Cartridge ID: SHVC-B3

- TRIVIA -

Released on March 26, 1993 in Japan for 8700 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62508&o=2

$end


$snes=gbattle4,gbattle4s,
$bio

The Great Battle IV [Model SHVC-4F] (c) 1994 Banpresto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62509&o=2

$end


$gbcolor=gbattlep,
$bio

The Great Battle Pocket [Model DMG-AGVJ-JPN] (c) 1999 Banpresto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68899&o=2

$end


$snes=gbattle5,
$bio

The Great Battle V [Model SHVC-AG5J-JPN] (c) 1995 Banpresto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62510&o=2

$end


$psx=greatbat,
$bio

The Great Battle VI [Model SLPS-00719] (c) 1997 Banpresto [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85781&o=2

$end


$megadriv=mickeycm,
$bio

The Great Circus Mystery Starring Mickey & Minnie (c) 1994 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57462&o=2

$end


$snes=mickeycmu,
$bio

The Great Circus Mystery Starring Mickey & Minnie [Model SNS-4C-USA] (c) 1994 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63820&o=2

$end


$snes=mickeycm,
$bio

The Great Circus Mystery Starring Mickey & Minnie [Model SNSP-4C-EUR] (c) 1994 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63819&o=2

$end


$pico=gccaper,
$bio

The Great Counting Caper with The 3 Blind Mice [Model T-182011-00] (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75809&o=2

$end


$cpc_cass=greatesc,
$bio

The Great Escape (c) 1986 Ocean Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99658&o=2

$end


$amigaocs_flop=ggiana,ggiana1,
$bio

The Great Giana Sisters (c) 1988 GO!

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75265&o=2

$end


$msx2_flop=ggiannas,ggiannasa,
$bio

The Great Gianna Sisters (c) 1993 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102104&o=2

$end


$info=ragtime,ragtimea,
$bio

The Great Ragtime Show (c) 1992 Data East.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 14 Mhz), HuC6280 (@ 8.055 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.58 Mhz), OKI6295 (@ 7.627 Khz), OKI6295 (@ 15.255 Khz)

Players : 2
Control : 8-way Joystick
Buttons : 3

- TRIVIA -

Released in November 1992 in Japan.

This game is also known as "Boogie Wings".

- UPDATES -

V.1.3
* 92.11.26

V.1.5
* 92.12.07

- TIPS AND TRICKS -

* Secret Character 'Santa Claus' : In Merry Merry Christmas stage, pick up boss's head parts with skyhook then throw it after destroying the boss. Santa Claus will appear on the screen.

- STAFF -

Special Prorammer : Cholesterol Haga, Power Baller Hirao, Ace Iida
Ultra Hardware : Kazuhiro Takayama, Talking Mitsui 900RR, Guts Tohua
Super Special Graphic Designer : God Hand Kaihou, Magic Finger Koizumi, Beauty Arakawa, Dancing Inagaki, Hillkincho Minagawa, Monster Nozu, Spanish Onishi, Smoking Tada, Slow Hand Kurata, Uzzy, Shintoku
Dynamite Sound : MR*K, TOM, Seilah
Administrator : Naomi Susa
Strong Game Designer : Kazuyuki Kurata

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4425&o=2

$end


$nes=waldo,
$bio

The Great Waldo Search (c) 1992 THQ

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55693&o=2

$end


$megadriv=waldo,
$bio

The Great Waldo Search (c) 1992 THQ

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57463&o=2

$end


$snes=waldo,
$bio

The Great Waldo Search (c) 1993 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63821&o=2

$end


$bbca_cass,bbcb_cass=greatwal,
$bio

The Great Wall (c) 1984 Artic International

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52544&o=2

$end


$odyssey2=gtwallst,
$bio

The Great Wall Street Fortune Hunt [Model AC9434] (c) 1983 Philips Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95693&o=2

$end


$nes=greatwl,
$bio

The Great Wall (c) 1992 Sachen.

- TECHNICAL -

Game ID: SA-019

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76984&o=2

$end


$bbca_cass,bbcb_cass=greedydw,
$bio

The Greedy Dwarf (c) 1984 Goldstar

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52545&o=2

$end


$info=thegrid,thegrida,
$bio

The Grid (c) 2000 Midway Games, Incorporated.

- TECHNICAL -

Midway Zeus 2 hardware

Main CPU : TMS32031 (@ 50 Mhz)
Sound CPU : ADSP2104 (@ 16 Mhz)
Sound Chips : (2x) DMA-driven (@ 16 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 6

- TRIVIA -

The Grid was released on October 18, 2000.

- PORTS -

Rumors to be released on Sega Dreamcast, Sony Playstation 2, even a less stronger system- Nintendo 64. The idea was canceled as the designers were concentrated on "Mortal Kombat V".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3511&o=2

$end


$gba=grimadv,
$bio

The Grim Adventures of Billy & Mandy [Model AGB-BIEE-USA] (c) 2006 Midway Home Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76022&o=2

$end


$gbcolor=grinchu,
$bio

The Grinch [Model CGB-BGHE-USA] (c) 2000 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68901&o=2

$end


$gbcolor=grinch,
$bio

The Grinch [Model CGB-BGHP-EUR] (c) 2000 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68900&o=2

$end


$bbca_cass,bbcb_cass=growpain,
$bio

The Growing Pains of Adrian Mole (c) 1987 Mosaic

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52546&o=2

$end


$cpc_cass=gpadrian,
$bio

The Growing Pains of Adrian Mole [Model VGE 9008] (c) 1986 Virgin Games, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99660&o=2

$end


$amigaocs_flop=guardang,
$bio

The Guardian Angel (c) 1989 Codemasters Software Company, Limited., The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75266&o=2

$end


$nes=guardlgnu
$bio

The Guardian Legend (c) 1989 Broderbund Software, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55695&o=2

$end


$nes=guardlgn,
$bio

The Guardian Legend (c) 1992 Nintendo [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55694&o=2

$end


$amigaocs_flop=guildthv,
$bio

The Guild of Thieves (c) 1987 Firebird

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75267&o=2

$end


$info=guiness,
$bio

The Guiness (c) 1984 Sun Electronics.

- TECHNICAL -

Game ID : TVG15

Main CPU : (2x) Zilog Z80 (@ 4 Mhz)
Sound Chips : SN76496 (@ 2 Mhz), SN76496 (@ 4 Mhz)

Players : 2
Control : 4-way joystick
Buttons : 2

- TRIVIA -

The Guiness was released in April 1984 in Japan.

This game is known outside Japan as "Strength & Skill".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1032&o=2

$end


$info=sc5gunp,sc5gunpa,sc5gunpb,sc5gunpc,sc5gunpd,sc5gunpe,sc5gunpf,sc5gunpg,sc5gunph,sc5gunpi,sc5gunpj,sc5gunpk,sc5gunpl,
$bio

The Gunpowder Slot (c) 200? Bell-Fruit Games, Limited. [B.F.G.]

- TECHNICAL -

[Scorpion 5]
[Model PR3016]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43108&o=2

$end


$info=sc4gunp,sc4gunpa,sc4gunpb,sc4gunpc,sc4gunpd,sc4gunpe,sc4gunpf,sc4gunpg,
$bio

The Gunpowder Slot (c) 2008 Bell-Fruit Games, Limited.

- TECHNICAL -

[Model PR3046]

Scorpion 4

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=30346&o=2

$end


$info=m1guvnor,m1guvnora,m1guvnorb,m1guvnorc,m1guvnord,m1guvnore,m1guvnorf,m1guvnorg,m1guvnorh,m1guvnori,m1guvnorj,m1guvnork,m1guvnorl,m1guvnorm,m1guvnorn,m1guvnoro,m1guvnorp,m1guvnorq,m1guvnorr,m1guvnors,
$bio

The Guvnor (c) 199? Maygay.

- TECHNICAL -

M1A/B

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40216&o=2

$end


$bbca_cass,bbcb_cass=hacker,
$bio

The Hacker (c) 19?? Firebird

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52547&o=2

$end


$nes=hacker,
$bio

The Hacker (c) 200? Nanjing.

- TECHNICAL -

Game ID: NJ049

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76992&o=2

$end


$amigaocs_flop=halleypr,
$bio

The Halley Project - A Mission in Our Solar System (c) 1986 Mindscape, Incorporated. [Northbrook, IL, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75268&o=2

$end


$info=thehand,
$bio

The Hand (c) 1981 T.I.C.

You are a 'Hand' and so are your enemies. Each hand can be Rock (A fist), Paper (Flat) or Scissors (2 fingers extended). Your job is to clear a maze of dots to move to the next level. If you touch an enemy and your 'hand' beats his, you win, otherwise you lose your current turn.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : Discrete circuitry

Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.00 Hz
Palette colors : 8

Players : 2
Control : 4-way joystick
Buttons : 3

- TRIVIA -

This game is also known as "Got-Ya".

- SCORING -

Dots : 10 points
Dollars : 50 points
Win Rock-Paper-Scissors game : 200-500 points
Make it to next rack : 100 points

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1079&o=2

$end


$gba=hauntedm,
$bio

The Haunted Mansion (c) 2003 TDK Mediactive, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76023&o=2

$end


$info=pr_heato,
$bio

The Heat is On (c) 199? Project Coin Machines, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42094&o=2

$end


$coleco=heist,heista,
$bio

The Heist (c) 1983 Micro Fun [Microlab, Incorporated. division]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53380&o=2

$end


$msx1_cart=heist,
$bio

The Heist (c) 1985 Comptiq

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77531&o=2

$end


$msx1_cass=heist,
$bio

The Heist (c) 1985 Aackosoft [Netherlands]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95050&o=2

$end


$psx=heiwaote,
$bio

The Heiwa Otenki Studio [Model SLPS-03178] (c) 2001 Aqua Rouge

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85782&o=2

$end


$amigaocs_flop=hellrun,
$bio

The Hellrun Machine (c) 1992 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75269&o=2

$end


$info=hermit,
$bio

The Hermit (c) 1995 Dugamex, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=37786&o=2

$end


$info=histryma,
$bio

The History of Martial Arts (c) 199?.

A reconstructed sprite-ripped bootleg of "Fighter's History" with nine selectable characters.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound CPU : uPD7810 (@ 12 Mhz)
Sound Chips : OKI6295 (@ 8.08 Khz)

Screen orientation : Horizontal
Video resolution : 296 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048

Players : 2
Control : 8-way Joystick
Buttons : 6

- UPDATES -

Same GFX than the original, but reprogrammed from 0 and with FM music.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1130&o=2

$end


$info=m4thehit,
$bio

The Hit (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41491&o=2

$end


$cpc_cass=hitsquad,
$bio

The Hit Squad [Model 3148] (c) 1988 Codemasters Soft. Co., Ltd., The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99662&o=2

$end


$ibm5150,ibm5150_cass=hitchikr,
$bio

The Hitchhiker's Guide to the Galaxy (c) 1984 Infocom

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83716&o=2

$end


$amigaocs_flop=hannabar,
$bio

The HiTEC Hanna-Barbera Cartoon Character Collection (c) 1991 HiTec Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75270&o=2

$end


$bbca_cass,bbcb_cass=hobbit,hobbit2,
$bio

The Hobbit (c) 1983 Melbourne House [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52548&o=2

$end


$ibm5150,ibm5150_cass=hobbit,
$bio

The Hobbit (c) 1984 Infocom

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83717&o=2

$end


$gba=hobbitu,
$bio

The Hobbit [Model AGB-AH9E-USA] (c) 2003 Sierra Ent., Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76025&o=2

$end


$gba=hobbit,
$bio

The Hobbit [Model AGB-AH9P-EUR] (c) 2003 Sierra Ent., Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76024&o=2

$end


$cpc_cass=hobbit,
$bio

The Hobbit [Model MH736] (c) 1985 Melbourne House [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99663&o=2

$end


$info=m5holy,m5holy10,
$bio

The Holy Grail (c) 200? Barcrest.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15061&o=2

$end


$msx1_cart=quran,
$bio

The Holy Quran [Model R052] (c) 1987 al Alamiah

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77532&o=2

$end


$saturn,sat_cart=hordej,hordeja,
$bio

The Horde (c) 1996 BMG Victor

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59808&o=2

$end


$saturn,sat_cart=hordef,hordeg,horde,
$bio

The Horde (c) 1996 Crystal Dynamics

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60433&o=2

$end


$saturn,sat_cart=hordeu,
$bio

The Horde (c) 1997 Crystal Dynamics

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60178&o=2

$end


$x68k_flop=hotfile1,
$bio

The Hot File Disk Vol. 1 (c) 19?? Kyouto Media

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88158&o=2

$end


$x68k_flop=hotfile5,
$bio

The Hot File Disk Vol. 5 (c) 19?? Kyouto Media

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88159&o=2

$end


$x68k_flop=hotfile6,
$bio

The Hot File Disk Vol. 6 (c) 19?? Kyouto Media

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88160&o=2

$end


$amigaocs_flop=houndshd,
$bio

The Hound of Shadow (c) 1989 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75271&o=2

$end


$cpc_cass=househor,
$bio

The House of Horrors (c) 1985 Strategy Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99665&o=2

$end


$info=hotd,
$bio

The House of the Dead (c) 1996 Sega.

Make your way through a haunted mansion filled with crazed zombies, chainsaw-wielding 'undeads' and other nasty creatures! Your mission is to investigate the status of the mysteriously missing personnel at a genetic engineering center, and the first team of operatives sent to rescue them. You must destroy the Undead's evil creator, Dr. Curien, while saving the scientists and your girl. During the game, you discover that good doctor is the one resurrecting the Undead, and you must stop him and his evil undead minions.

The game is divided into 4 chapters; Armored Giant, Man-Bat, Giant Spider, and 'Magician'. The game allows you to aim and destroy specific body parts. (i.e. you can blow off the arms of a chainsaw-wielding undead enemy), although blowing off their heads is the fastest way of killing them. Awesome and one of the best selling modern video games!

- TECHNICAL -

Runs on the Sega "Model 2C" hardware.

Players : 2
Control : 8-way joystick
Buttons : 4

- TRIVIA -

Even if titlescreen says 1996, House of the Dead was released in March 1997 in Japan.

Because of its graphic content, House of the Dead (or HOTD for shorts) and its sequels became centers for video game controversy, particularly in 2000, when the city of Indianapolis, Indiana used the game as an example in an attempt to pass an ordinance requiring minors get parental consent before being able to play violent video games in arcades. The ordinance was eventually struck down at the appellate Federal court level on the grounds that it violated First Amendment rights.

The movie version of "The House of the Dead" had next to nothing to do with its game counterpart (as all game-to-movie conversions go), but it did have an interesting twist : one of the survivors of the zombie rampage was named Curien (the villain of HOTD), and AMS agents Rogan and G appear at the film's end.

The enemy zombie character named Cyril, make an appearance on the 2012 animation movie "Wreck-It Ralph" from Walt Disney Animation Studios.

- UPDATES -

The US version has the 'Winners Don't Use Drugs' screen.

- TIPS AND TRICKS -

* Player 1 Plays As Sophie : Right after inserting your credit, press Right, Left, Right(x2), Left(x2), Start. Right and Left refer to the triggers.

* Player 2 Plays As Sophie : Right after inserting your credit, press Left, Right, Left(x2), Right(x2), Start. Right and Left refer to the triggers.

* Both Players Are Sophie : Right after inserting your credit, press Left, Right(x2), Left(x2), Right, then hit Start before the game enters demo mode. Right and Left refer to the triggers.

* Player 1 Plays As Super G : Right after inserting your credit, press Left(x2), Right, Left(x2), Start. Right and Left refer to the triggers.

* Player 2 Plays As Super G : Right after inserting your credit, press Right(x2), Left, Right(2), Start. Right and Left refer to the triggers.

* Both Players Are Super G : Right after inserting your credit, press Left, Right, Left, Right, Left, Right, then hit Start before the game enters demo mode. Right and Left refer to the triggers.

* Special Endings : If you save all the innocent bystanders in the game from being killed, you'll enter a secret power-up room just after the limestone cave in the final stage.
1) If you finish the game with 62,000 or higher you'll see the GOOD ending.
2) If you finish the game under 62,000 and the last digit of you r score is zero you'll see the BAD ending.
3) If you finish the game under 62,000 and the last digit is not a zero you will see the NORMAL ending.

* Show your score : Left refers to the player 1 gun / trigger... right refers to the player 2 gun / trigger.  Put your coins in and press Left x3 Right x2 then press the start button... remember this has to be done very quickly.

- SERIES -

1. The House of the Dead (1996)
2. The House of the Dead 2 (1998)
3. The House of the Dead III (2003)
4. The House of the Dead 4 (2005)
5. Loving Deads - The House of the Dead EX (2008)
6. The House of the Dead - Overkill (2009, Nintendo Wii)

- STAFF -

Producer : Rikiya Nakagawa
Assistant producer : Hiroshi Aso
Programmers : Koji Ooto, Kazutomo Sanbongi, Kazutaka Horie, Tomoyuki Naito, Gen Miyazaki
Designers : Hiroyuki Taguchi, Yasutada Kawata, Nobutaka Tozawa, Takahiro Kudou, Akiko Shirota, Satoshi Ito, Norio Ishii, Yasushi Sekido
Music composer & Sound effects : Tetsuya Kawauchi
Publicity : Yasushi Nakajima, Akira Yamanaka, Jun Kasahara
AM4 Staff : Minoru Matsuba, Yasuhiro Komori, Noriaki Ueda, Motohiko Higashiguchi, Eiji Inoue, Ken Adachi, Kenji Watanabe
Director & Planner : Takashi Oda

- PORTS -

* Consoles :
Sega Saturn [EU] (1998) "The House of the Dead [Model MK81082-50]" 
Sega Saturn [AS] (1998) "The House of the Dead [Model 80318-40]" 
Sega Saturn [JP] (March 26, 1998) "The House of the Dead [Model GS-9173]" 
Sega Saturn [US] (March 31, 1998) "The House of the Dead [Model 81082]" 

* Computers :
PC [MS Windows, CD-ROM] [US] [EU] (1998)
PC [MS Windows, CD-ROM] [EU] (February 9, 2001) Xplosiv edition

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1153&o=2

$end


$info=hotd2,hotd2o,hotd2p,
$bio

The House of the Dead 2 (c) 1998 Sega.

The Special Agents who were assigned to the original House of the Dead mission, thought they were successful in wiping out the evil that resided in secret laboratories and underground passages : however, they were wrong, Dead Wrong!

In the 1st installment of House of the Dead, the situation was a grave one. However, with new hidden passages, giving the player the opportunity to alter the course of each game. The House of the Dead 2 is sure to create more excitement along with a deadlier outcome.

Unbeknownst to the Special Agents, Curlens' scientist and experiments escaped through hidden passages in the mansion. The lifeless corpses and mutilated specimens terrorize the countryside while heading for the targeted City.

The House of the Dead 2, debuting on Sega's new, low cost, high performance, Naomi Hardware Platform, guarantees excitement while the player travels through 6 new challenging levels, using a new light-gun system to destroy new zombies, gruesome creatures, ghastly ghouls, and freaks of modern science, that are bigger, stronger, and faster than ever.

- TECHNICAL -

[1] Deluxe Type.
[2] Super Deluxe Type.
[3] Upright Type.

Runs on the Sega "NAOMI" Hardware.

- TRIVIA -

Common Abbreviations : THOFD2

Released in November 1998 in Japan.
Released in January 1999 in North America.

The House of the Dead 2 was the first game released on NAOMI hardware.

- TIPS AND TRICKS -

* Show Score : L is the Left pistol trigger and R is the Right pistol trigger...
Insert coins into the HOTD2 machine. Then, click on L 2 times, R 3 times, L once, R once and press Start before demo begins.

* Increase Life Stock : To increase the number of lives a player will have, rapidly push the start button while inserting coins.
Note : This trick also works during the game!

* Grenade Launcher : On the first level hit all enemies in the HEAD and when you reach the 1st Boss you will pick up a grenade launcher .

* Quick Reload : Any fan of arcade shooters will know that it's time consuming to reload by shooting the gun away from the screen, and annoying losing your target. For a quick and painless reload, simply put your fingers in front of the nozzle and squeeze one off - then you can get back to killing whatever it was you were killing without interruption.

* No Reloading On Final Boss : If you shoot your gun away from the screen 5 times right before fighting the final boss, you won't have to reload.

* Bonus Room : If you manage to get through the entire game without killing any civilians or letting the zombies kill any civilians, you will be rewarded with a bonus room, just before the last boss. The room contains life-ups and bonus points.

* Boss Tactics : 
1) Judgement : Aim for the purple bat.
2) Heroplant : Aim for his heart,in the middle.
3) Tower : Aim for the heads that are charging up or turning yellow.
4) Strenghten : Aim for his head.
5) Magician : Aim for his left or right leg. He is faster, quicker and harder than the magician in House of the Dead part 1, so be careful!
6) Emperor : Aim for the pink ball of his body. His life goes down little by little.

* Endings :
1) Get a score of 80,000 or more for the GOOD ending
2) Get a score less than 80,000 with the last digit 0 for the BAD ending (but it is good in a way)
3) Get a score less than 80,000 with the last digit 1-9 not 0 for the NORMAL ending.

- SERIES -

1. The House of the Dead (1996)
2. The House of the Dead 2 (1998)
3. The House of the Dead III (2003)
4. The House of the Dead 4 (2005)
5. Loving Deads - The House of the Dead EX (2008)
6. The House of the Dead - Overkill (2009, Nintendo Wii)

- STAFF -

Producer : Rikiya Nakagawa
Programmers : Koji Ooto, Hitoshi Shimokawa, Kazutomo Sanbongi, Kazutaka Horie, Gen Miyazaki, Akira Ogata, Junji Shibasaki
Designers : Akira Watanabe, Nobutaka Tozawa, Takuya Ohashi, Norihito Omoda, Masaharu Ijichi, Shien Kato, Satoshi Kobayashi, Megumi Barada, Takashi Fukuda, Toshihiro Fujimaki
Sound director : Tetsuya Kawauchi
Sound : Haruyoshi Tomita
Publicity : Mika Araki
Director & Planner : Takashi Oda

- PORTS -

* Consoles :
Sega Dreamcast (1999)
Microsoft XBOX (2002, "The House of the Dead III") : included in.
Nintendo Wii (2008, as part of "House of the Dead 2 & 3 Return")

* Computers :
PC [CD-ROM] (2001)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1152&o=2

$end


$info=hotd4,
$bio

The House of the Dead 4 (c) 2005 Sega Enterprises, Limited.

House of the Dead 4 elevates the House of the Dead legacy. Players can now navigate through six stages with player-selected routes, shoot a newly modified version of a sub-machine gun with a reload technique, throw a hand grenade by pressing a button on the gun, or fight with hand-to-hand combat and wiggle yourself free by shaking your weapon.

- TECHNICAL -

This amazingly morbid game comes in three cabinet configurations : a 62'' High-def Super Deluxe Monitor with huge crowd appeal, 52'' HD Deluxe, and a 29'' HD Standard. There are also two violence settings (mild and extreme).

Sega Lindbergh Hardware

CPU : Intel Pentium 4 3.0G HT (800Mhz FSB - 1MB L2 Cache) 
GFX : NVIDIA GeForce 6 Series GPU 
GFX Memory : 256MB (256 bit GDDR3) 
OS : Montavista Linux 
GFX Capabilities : Vertex Shader 3.0, Pixel Shader 3.0 
Audio : 3D audio synthesizer chip onboard, possible to have 64 sounds playing simultaneously, 5.1 surround output. 
Video output: One analog D-Sub, Two Digital DVI outputs. 
Display : Single or dual monitor support. Can output the same picture to each monitor or different pictures on each monitor, the resolution for each of the 2 monitors can also be different. 
Sound output: The two front speakers have RCA connectors, SPDIF for full surround. 
Resolution : HDTV (High Definition) 
RAM : 1024MB 184pin DDR SD-RAM PC3200 (2x 512MB DDR 400 sticks) 
LAN : 10/100/1000 TBase Gigabit Network 
Other : DVD Drive Support, USB2.0 (x4) - Sega ALL.NET online support. 
Connector Format : JVS 
Protection : High Spec original security module.

- TRIVIA -

The House of the Dead 4 (HOTD4) was released on December 20, 2005 in Japan.

HOTD4 is the first release on Sega's new Lindbergh Hardware System. Lindbergh delivers graphics and sound approaching motion picture quality, and is capable of managing more information than any hardware system ever developed. This means more action on the screen and greater depth of play.

Soundtrack releases (For limited-edition) : The House of the Dead 4 Original Sound Tracks [Wave Master - WM-0517  - December 21, 2005]

- UPDATES -

An upgraded version of the game called "The House of the Dead 4 Special" was released in 2006 and included a large moving cabinet and a bigger screen than the original version.

- TIPS AND TRICKS -

* Show Score : This code can be entered before or after inserting credits, at the title screen. Input this sequence on either gun (Let 1 be the trigger, and 2 be the greanade button) : 1, 1, 2, 2, 1, 2, 1. You should hear a sound if the code was entered correctly. Your score will then be displayed on the upper corners of the screen during gameplay.

* Struggle Faster : In the 'Shake it loose!' screen, instead of shaking the gun vertically, shake it horizontally. Be careful not to hit the viewer(s) beside you.

* Reload Faster : Instead of shaking the gun or aiming it outside the screen, just cover the muzzle with your hand.

- SERIES -

1. The House of the Dead (1996)
2. The House of the Dead 2 (1998)
3. The House of the Dead III (2003)
4. The House of the Dead 4 (2005)
5. Loving Deads - The House of the Dead EX (2008)
6. The House of the Dead - Overkill (2009, Nintendo Wii)

- STAFF -

Music Composers : Makito Nomiya, Susumu Tsukagoshi, Haruyoshi Tomita, Eriko Sakurai, Tetsuya Kawauchi

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4455&o=2

$end


$info=hotd3,
$bio

The House of the Dead III (c) 2002 Sega.

The long awaited 3rd chapter in the series is finally here. Re-live the Gory truth that is House of the Dead 3.

House of the Dead 3 takes you on a thrilling action adventure of cinematic proportions full of spectacular surprises and emotional encounters.

In each stage the player will fight against different types of vile creatures and a boss character. The boss character will appear at different timings in each stage. Some time it will appear at the beginning, some times during the middle of the stage and sometimes at the end.

A new feature of this game is that the player can choose which stage they want to challenge next. This allows the players to use their own strategy in the game. However even in the same stage, the events will change depending on the sequence of stages that the player took to get there. This will ensure that the player will experience something new each time.

- TECHNICAL -

Runs on the Sega "Chihiro" Hardware.

- TRIVIA -

Released in December 2002 in Japan.

Early in-development screenshots of The House of The Dead III released to the press looked very different to the finished version, sporting a cell-shaded look not that dissimilar to Jet Set Radio. It is rumoured that the game reverted to a more realistic/traditional look because of negative feedback.

- UPDATES -

The deluxe cabinet includes a larger screen.

- TIPS AND TRICKS -

* Show Score : Insert 1 credit, then when the 'Press Start' screen appears quickly enter the code using the shotgun triggers (left = 1p gun, right = 2p gun) : Left(x2), Right(x2), Left, Right, Left.

* Bonuses : To get the bonuses, you and/or your partner cannot use a continue. The bonuses are located just before you reach the final Boss.

- SERIES -

1. The House of the Dead (1996)
2. The House of the Dead 2 (1998)
3. The House of the Dead III (2003)
4. The House of the Dead 4 (2005)
5. Loving Deads - The House of the Dead EX (2008)
6. The House of the Dead - Overkill (2009, Nintendo Wii)

- PORTS -

* Consoles :
Microsoft XBOX [Q74 00001] (Jan 2003)
Nintendo Wii (2008, as part of "House of the Dead 2 & 3 Return")

* Computers :
PC [MS Windows] [HCJ-0360] (Mar 2005)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3935&o=2

$end


$saturn,sat_cart=hotdtai,
$bio

The House of the Dead Taikenban (c) 1998 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59810&o=2

$end


$saturn,sat_cart=hotdu,
$bio

The House of the Dead (c) 1998 Sega Enterprises, Limited.

North American release.

- TECHNICAL -

Game ID: 80182

- TRIVIA -

The House of the Dead for Sega Saturn was released on March 31, 1998 in North America.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60179&o=2

$end


$saturn,sat_cart=hotdj,hotdja,
$bio

The House of the Dead (c) 1998 Sega Enterprises, Limited.

- TECHNICAL -

Game ID: GS-9173

- TRIVIA -

The House of the Dead for Sega Saturn was released on March 26, 1998 in Japan. It was then re-released in 1999 as a Saturn Collection edition [Model GS-9207].

- STAFF -

Developed by: Tantalus Interactive

- PORTS -

* Consoles : 
Sega Saturn [JP] (February 19, 1998) "Virtua Cop Special Pack [Model GS-9180]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59809&o=2

$end


$saturn,sat_cart=hotd,
$bio

The House of the Dead (c) 1998 Sega Enterprises, Limited.

European release.

- TECHNICAL -

Game ID: MK81082-50

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60434&o=2

$end


$cpc_cass=housejck,
$bio

The House That Jack Built (c) 1985 KnightSoft [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99664&o=2

$end


$nes=hulk,
$bio

The Hulk (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84163&o=2

$end


$info=sc5hulk,sc5hulka,sc5hulkb,sc5hulkc,sc5hulkd,sc5hulke,sc5hulkf,sc5hulkg,sc5hulkh,sc5hulki,
$bio

The Hulk (c) 200? Bell-Fruit Games.

- TECHNICAL -

[Model PR1405]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11533&o=2

$end


$megadriv=humans,
$bio

The Humans (c) 1992 GameTek

- TRIVIA -

Reviews:
[FR] September 1993- Consoles + N.23: 84%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57464&o=2

$end


$amigaocs_flop=humansf,humansg,
$bio

The Humans (c) 1992 GameTek, Incorporated. [Miami Beach, FL, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75273&o=2

$end


$amigaocs_flop=humans,
$bio

The Humans [Help!] (c) 1992 GameTek, Incorporated. [Miami Beach, FL, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75272&o=2

$end


$gameboy=humans,
$bio

The Humans [Model DMG-HU-UKV] (c) 1992 GameTek

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67185&o=2

$end


$gameboy=humansu,
$bio

The Humans [Model DMG-HU-USA] (c) 1992 GameTek

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67186&o=2

$end


$snes=humans,
$bio

The Humans [Model SNSP-U9-EUR] (c) 1993 GameTek

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63822&o=2

$end


$snes=humansg,
$bio

The Humans [Model SNSP-U9-NOE/SFRG] (c) 1993 GameTek

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63823&o=2

$end


$bbca_cass,bbcb_cass=huntshau,
$bio

The Hunt - Search for Shauna (c) 1987 Robico

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52549&o=2

$end


$amigaocs_flop=huntred,
$bio

The Hunt for Red October (c) 1987 Grandslam

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75274&o=2

$end


$msx1_cass=huntred,
$bio

The Hunt for Red October (c) 1988 Grandslam

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95051&o=2

$end


$cpc_cass=huntredm,
$bio

The Hunt for Red October (c) 1990 Grandslam Ent., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99667&o=2

$end


$amigaocs_flop=huntredm,
$bio

The Hunt for Red October - The Movie (c) 1990 Grandslam

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75275&o=2

$end


$cpc_cass=huntred,
$bio

The Hunt for Red October [Model 60130467] (c) 1987 Zafiro Soft. Division [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99666&o=2

$end


$gameboy=huntred,
$bio

The Hunt for Red October [Model DMG-HF-USA] (c) 1991 Hi Tech Expressions

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67187&o=2

$end


$nes=huntred,
$bio

The Hunt for Red October (c) 1991 Hi Tech Expressions.

French release.  For more information about the game itself, please see the original North American version entry; "The Hunt for Red October [Model NES-7H-USA]".

- TECHNICAL -

Region: PAL-B
Cartridge ID: NES-7H-FRA

- TRIVIA -

Reviews:
[FR] June 1992 - Joypad N.9: 50/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55696&o=2

$end


$nes=huntredu1,huntredu,
$bio

The Hunt for Red October (c) 1990 Hi Tech Expressions.

- TECHNICAL -

[Model NES-7H-USA]

- TRIVIA -

The Hunt for Red October was released in January 1991 in North America.

The game was developed by Beam Software under license from Paramount. It is based on the movie of the same name.

- TIPS AND TRICKS -

99 Submarines: When you run out of submarines, press Start and perform the 'Level Skip' code

Control Scrolling: During gameplay, pause and press Up, Up, Down, Down, Left, Left, Right, Right

Double Scoring: During gameplay, pause and press A, B, B, A, Right, Down, Up, Left, Left

Full Systems Code: During gameplay, pause the game and press A, B, Select, A, B, Select, A, B, Select, A, B, Select, A, B, Select, A, B, B, A

Level Skip: During Gameplay, pause the game, and press A, B, Select, Right, Left, Left, Right, Select, B, A, B, B, A

No Inertia: During gameplay, pause then press Up, Down, Left, Right, Select

Slow Motion: During gameplay, pause the game, then press Up, Down, Left, Right, Up, Down, Left, Right, Up, Down, Left, RIght, A, B, B, A

- STAFF -

Design: Andrew Davie, Ian Malcolm
Game Design: Greg Barnett, Adam Lancman
Graphics: Grant Arthur, Russel Comte, Holger Liebnitz, Eve Marks, Tony Pentland
Graphics and Animation: Paul Mitchell
Music and Sound: Gavan Anderson, Tania Smith, Marshall Parker
Producer: Ann Davie
Programmer: David Pentecost, Darren Bremmer

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31281&o=2

$end


$snes=huntredj,
$bio

The Hunt for Red October [Model SHVC-RO] (c) 1993 Altron Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62511&o=2

$end


$snes=huntredu,
$bio

The Hunt for Red October [Model SNS-RO-USA] (c) 1993 Hi Tech Expressions

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63825&o=2

$end


$snes=huntred,huntredp,
$bio

The Hunt for Red October [Model SNSP-RO-EUR] (c) 1993 Hi Tech Expressions

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63824&o=2

$end


$info=thehustl,thehustlj,
$bio

The Hustler (c) 1987 Konami.

A vertical pool game where you can play either nine-ball or rotation.

- TECHNICAL -

Game ID : GX765

Main CPU : HD6309 (@ 3 Mhz)
Sound CPU : Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : (2x) YM3812 (@ 3 Mhz)

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 128

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Exact release date : October 1987

This game is known outside Japan as "Rack 'em Up".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1157&o=2

$end


$megadriv=hybridf,hybridfp,
$bio

The Hybrid Front (c) 1994 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56965&o=2

$end


$saturn,sat_cart=hyprgolf,
$bio

The Hyper Golf - Devil's Course (c) 1995 Vic Tokai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59811&o=2

$end


$msx1_cass=iceking,
$bio

The Ice King (c) 1986 CDS Software, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95052&o=2

$end


$c64_cart,c64_flop=icemchne,
$bio

The Ice Machine (c) 1986 Eurosystems

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53739&o=2

$end


$cpc_cass=icetempl,
$bio

The Ice Temple [Model XXX 8919] (c) 1989 Blue Ribbon Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99669&o=2

$end


$snes=ignition,
$bio

The Ignition Factor (c) 1995 Jaleco Company, Limited. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63826&o=2

$end


$megacd,megacdj=3rdww,
$bio

The IIIrd World War (c) 1993 Micronet

- TECHNICAL -

[Model T-22034]

Data on the CD takes about 184 MO.

- TRIVIA -

The IIIrd World War was released on November 16, 1993 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60570&o=2

$end


$cpc_cass=illustr,
$bio

The Illustrator (c) 1985 Gilsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99670&o=2

$end


$cpc_cass=imagesys,
$bio

The Image System (c) 1986 CRL Group PLC [London, England]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99671&o=2

$end


$nes=immortal,
$bio

The Immortal (c) 1990 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55697&o=2

$end


$amigaocs_flop=immortal,
$bio

The Immortal (c) 1990 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75276&o=2

$end


$bbca_cass,bbcb_cass=incatrea,
$bio

The Inca Treasure (c) 1989 DW Gore

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52550&o=2

$end


$nes=crashdum,crashdumu,
$bio

The Incredible Crash Dummies (c) 1993 LJN

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55698&o=2

$end


$sms=crashdum,
$bio

The Incredible Crash Dummies (c) 1993 Flying Edge

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56240&o=2

$end


$megadriv=crashdump,
$bio

The Incredible Crash Dummies (c) 1993 Flying Edge

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57465&o=2

$end


$amigaocs_flop=crashdum,
$bio

The Incredible Crash Dummies (c) 1994 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75277&o=2

$end


$snes=crashdumj,
$bio

The Incredible Crash Dummies - Dr. Zabu o Sukuidase [Model SHVC-C7] (c) 1994 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62512&o=2

$end


$gameboy=crashdum,
$bio

The Incredible Crash Dummies [Model DMG-C8-USA] (c) 1992 LJN, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67190&o=2

$end


$snes=crashdumu,crashdumup,
$bio

The Incredible Crash Dummies [Model SNS-C7-USA] (c) 1993 LJN, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63828&o=2

$end


$snes=crashdum,
$bio

The Incredible Crash Dummies [Model SNSP-C7-NOE] (c) 1993 LJN, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63827&o=2

$end


$gamegear=crashdum,
$bio

The Incredible Crash Dummies (c) 1992 Acclaim Ent., Incorporated.

- TECHNICAL -

[Model T-81127]

- TIPS AND TRICKS -

* Cheat Mode: Wait for the title screen to change to text and press Up,Down, Left, Right. Enter the numerical passwords below.

Level Select
57481235 - Day 1
32054573 - Day 2
29643724 - Day 3
12715632 - Day 4
58328765 - Day 5

Difficulty Select
46875973 - Easy
63442196 - OK
92347232 - Hard
81212337 - Very Hard

Sound Test
56378152 - Use Left, Right to select the music, 1 and 2 to select the FX, and 2 to play, 1 to stop and START to exit.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64945&o=2

$end


$sms=hulk,
$bio

The Incredible Hulk (c) 1994 US Gold

- TRIVIA -

Reviews:
[FR] August 1994 - Consoles + N.34: 80%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56241&o=2

$end


$megadriv=hulk,
$bio

The Incredible Hulk (c) 1994 US Gold.

- TRIVIA -

Reviews:
[FR] August 1994 - Consoles + N.34: 80%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71499&o=2

$end


$saturn,sat_cart=hulk,
$bio

The Incredible Hulk - The Pantheon Saga (c) 1996 Eidos

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60435&o=2

$end


$saturn,sat_cart=hulku,
$bio

The Incredible Hulk - The Pantheon Saga (c) 1997 Eidos

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60180&o=2

$end


$info=hulk,
$bio

The Incredible Hulk [Model 433] (c) 1979 Gottlieb.

- TECHNICAL -

Gottlieb System 1
Model Number : 433

- TRIVIA -

6,150 units were produced.

- STAFF -

Design by : Ed Krynski
Art by : Gordon Morison

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5647&o=2

$end


$gba=hulku,
$bio

The Incredible Hulk [Model AGB-AHLE-USA] (c) 2003 Vivendi Universal Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76027&o=2

$end


$gba=hulk,
$bio

The Incredible Hulk [Model AGB-AHLP] (c) 2003 Vivendi Universal Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76026&o=2

$end


$snes=hulku,
$bio

The Incredible Hulk [Model SNS-8U-USA] (c) 1994 US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63830&o=2

$end


$snes=hulk,
$bio

The Incredible Hulk [Model SNSP-8U-UKV] (c) 1994 US Gold

- TRIVIA -

Reviews:
[FR] September 1994, Consoles + N.35: 82%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63829&o=2

$end


$gamegear=hulk,
$bio

The Incredible Hulk [Model T-79078] (c) 1994 US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64948&o=2

$end


$pc98=tim,
$bio

The Incredible Machine (c) 1994 Cybelle [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90863&o=2

$end


$astrocde=wizard,wizardp,
$bio

The Incredible Wizard (c) 1982 Astrocade, Inc.

- TECHNICAL -

Game ID: 2017

- TRIVIA -

Released as part of the "Action/Skill Series".

- STAFF -

Written by: Scot L. Noris, Thomas McHugh, Julie Malan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86845&o=2

$end


$megadriv=incredib,
$bio

The Incredibles (c) 199? Glorysun

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56966&o=2

$end


$gba=incredru,
$bio

The Incredibles - Rise of the Underminer [Model AGB-BIQE-USA] (c) 2005 T-HQ, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76031&o=2

$end


$gba=incredrua,
$bio

The Incredibles - Rise of the Underminer [Model AGB-BIQP] (c) 2005 T-HQ, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76030&o=2

$end


$gba=incredib,
$bio

The Incredibles [Model AGB-BICE-USA] (c) 2004 T-HQ, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76029&o=2

$end


$gba=incrediba,
$bio

The Incredibles [Model AGB-BICP] (c) 2004 T-HQ, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76028&o=2

$end


$cpc_cass=inherit,
$bio

The Inheritance (c) 1986 Infogrames Interactive, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=97184&o=2

$end


$msx1_cass=inherit,
$bio

The Inheritance (c) 1987 Infogrames Interactive, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95053&o=2

$end


$bbca_cass,bbcb_cass=intercit,
$bio

The Inter-City (c) 19?? SRS

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52551&o=2

$end


$info=tinv2650,
$bio

The Invaders (c) 1978 Zaccaria.

- TECHNICAL -

Main CPU : S2650 (@ 950 Khz)

Screen orientation : Vertical
Video resolution : 768 x 720 pixels
Screen refresh : 55.00 Hz
Palette colors : 2

Players : 1
Buttons : 3 (LEFT, RIGHT, FIRE)

- TRIVIA -

An alternate version of this "Space Invaders" clone made by Sidam is known as "Super Invader Attack".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1195&o=2

$end


$gba=ironman,
$bio

The Invincible Iron Man [Model AGB-AIOE-USA] (c) 2002 Activision, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76032&o=2

$end


$snes=mtitle,mtitlep,
$bio

The Irem Major Title (c) 1992 Irem Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63831&o=2

$end


$snes=mtitlej,
$bio

The Irem Major Title [Model SHVC-MT] (c) 1992 Irem Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62513&o=2

$end


$info=skingame,skingame2,
$bio

The Irem Skins Game (c) 1992 Irem America Corp.

- TECHNICAL -

Irem M-92F system hardware

Main CPU : V33 (@ 9 Mhz), V30 (@ 7.15909 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), GA20 (@ 3.579545 Mhz)

Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048

Players : 4
Control : 8-way joystick
Buttons : 2

- TRIVIA -

The Irem Skins Game was released in October 1992.

This game is known outside US as "Major Title 2 - Tournament Leader".

- UPDATES -

The US version has the 'Winners Don't Use Drugs' screen.

- SERIES -

1. Major Title (1990)
2. The Irem Skins Game (1992)

- PORTS -

* Consoles :
Nintendo Super Famicom (1992) "Irem Skins Game"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1202&o=2

$end


$snes=iremskin,
$bio

The Irem Skins Game (c) 1992 Irem Corp.

- TRIVIA -

Reviews:
[FR] December 1992 - Consoles + N.15: 89%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63832&o=2

$end


$info=nss_skin,
$bio

The Irem Skins Game (c) 1992 Irem.

- TECHNICAL -

Nintendo Super System hardware

Main CPU : G65C816 (@ 3.58 Mhz)
Sound CPU : SPC700 (@ 1.024 Mhz)
Sound Chips : Custom (@ 1.024 Mhz)

Screen orientation : Horizontal
Video resolution : 512 x 480 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768

Players : 4
Control : 8-way joystick
Buttons : 6

- TRIVIA -

Licensed to Nintendo.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1849&o=2

$end


$cpc_cass=drdestrc,
$bio

The Island of Dr. Destructo [Model IA0189] (c) 1987 Mastertronic, Ltd. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99672&o=2

$end


$amigaocs_flop=losthope,
$bio

The Island of Lost Hope (c) 1989 Digital Concepts

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75278&o=2

$end


$x1_flop=issural,
$bio

The Issural - Story of Calvan (c) 1988 Freedom Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86145&o=2

$end


$info=m1itjob,m1itjobc,m1itjobd,m1itjobe,m1itjobf,m1itjobg,m1itjobh,m1itjobi,m1itjobj,m1itjobk,m1itjobl,m1itjobm,m1itjobn,m1itjobo,m1itjobp,m1itjobq,m1itjobr,
$bio

The Italian Job (c) 199? Maygay Machines, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61487&o=2

$end


$info=sc5ijbdo,sc5ijbdoa,sc5ijbdob,sc5ijbdoc,
$bio

The Italian Job - Blow The Doors Off (c) 200? QPS Interactive.

- TECHNICAL -

[Model PR2450]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42655&o=2

$end


$info=ep_itjb2,ep_itjb2a,ep_itjb2b,ep_itjb2c,
$bio

The Italian Job 2 (c) 2002 Maygay.

- TRIVIA -

The Italian Job 2 was released in June 2002.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40855&o=2

$end


$info=ep_itjb3,ep_itjb3a,
$bio

The Italian Job 3 (c) 199? Maygay.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40856&o=2

$end


$info=ep_ijcl,ep_ijcla,
$bio

The Italian Job Club (c) 2002 Maygay.

- TRIVIA -

The Italian Job Club was released in July 2002.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40853&o=2

$end


$info=sc4ijclb,
$bio

The Italian Job Club (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR2403]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42656&o=2

$end


$info=ep_ijob,ep_ijoba,
$bio

The Italian Job (c) 2001 Maygay.

- TECHNICAL -

EPOCH

- TRIVIA -

The Italian Job was released in June 2001.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15495&o=2

$end


$info=sc4ijob,sc4ijoba,sc4ijobb,sc4ijobc,sc4ijobd,sc4ijobe,sc4ijobf,sc4ijobg,sc4ijobh,sc4ijobi,sc4ijobj,sc4ijobk,sc4ijobl,sc4ijobm,
$bio

The Italian Job (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR2366]

[Scorpion 4]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43033&o=2

$end


$info=sc5ijob,sc5ijoba,sc5ijobb,sc5ijobc,sc5ijobd,sc5ijobe,sc5ijobf,sc5ijobg,sc5ijobh,sc5ijobi,
$bio

The Italian Job (c) 200? Mazooma.

- TECHNICAL -

[Scorpion 5]
[Model PR2366]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40013&o=2

$end


$snes=itchyu,
$bio

The Itchy & Scratchy Game [Model SNS-AISE-USA] (c) 1995 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63834&o=2

$end


$snes=itchy,
$bio

The Itchy & Scratchy Game [Model SNSP-AISP-USA] (c) 1995 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63833&o=2

$end


$gamegear=itchy,
$bio

The Itchy & Scratchy Game [Model T-81218] (c) 1995 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64950&o=2

$end


$megadriv=itchy,
$bio

The Itchy and Scratchy Game (c) 1994 Acclaim Entertainment, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57466&o=2

$end


$info=jleague,
$bio

The J.League 1994 (c) 1994 Sega.

- TECHNICAL -

Runs on the Sega "System 32" hardware.

Players: 2
Control: 8-way joystick
Buttons: 3

- TRIVIA -

Export releases:
[EU] "Super Visual Football - European Sega Cup"
[US] "Super Visual Soccer - Sega Cup"

- STAFF -

Lead programmer on simulation: Attila Vass

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1209&o=2

$end


$info=m4jne,
$bio

The Jackpot is not Enough (c) 199? Empire Games Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15321&o=2

$end


$info=m5jackpt,m5jackpt07,
$bio

The Jackpoteers (c) 199? Barcrest.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=21221&o=2

$end


$info=m5jackp2,m5jackp2a,
$bio

The Jackpoteers 2 (c) 200? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41589&o=2

$end


$cpc_cass=jetsons,
$bio

The Jetsons (c) 1992 Hi-Tec Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99673&o=2

$end


$nes=jetsons,jetsonsu,
$bio

The Jetsons - Cogswell's Caper! (c) 1992 Taito Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55699&o=2

$end


$nes=jetsonsj,
$bio

The Jetsons - Cogswell's Caper! (c) 1993 Taito Corp.

- TECHNICAL -

Game ID: TFC-JS-6800

- TRIVIA -

Released on April 23, 1993 in Japan. This is the 48th game made by Taito for the Famicom.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54745&o=2

$end


$snes=jetsons,
$bio

The Jetsons - Invasion of the Planet Pirates (c) 1994 Taito Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63835&o=2

$end


$gameboy=jetsons,
$bio

The Jetsons - Robot Panic [Model DMG-JS-USA] (c) 1992 Taito Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67192&o=2

$end


$cpc_cass=jeweldrk,
$bio

The Jewels of Darkness (c) 1986 Rainbird Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99674&o=2

$end


$cdi=jokers,
$bio

The Joker's Wild! (c) 1994 Philips Interactive Media, Incorporated.

Wink Martindale spins the wheels of the slot machine as you compete against other players to answer trivia questions. Your goal is to enter the Joker's Wild Question Vault and face the ultimate challenge.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53119&o=2

$end


$cdi=jokersjr,
$bio

The Joker's Wild! Jr. (c) 1994 Philips Interactive Media, Incorporated.

Nickelodeon's Marc Summers hosts this fun-tastic interactive version of the popular television quiz show, where knowledge is King, and Lady Luck is Queen... it's The Joker's Wild! Spin the wheels and face thousands of questions geared for friends and family fun! Seventy exciting Categories in three rousing rounds are loaded with all challenges and excitement of the original TV show. Watch your winnings grow as you answer correctly and advance to the Joker Challenge! So step right up and start spinning in the game that's fun, fast and filled with fascinating facts but remember, The Joker's Wild! Up to 4 can play.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53120&o=2

$end


$cdi=joysexu,joysex,
$bio

The Joy of Sex (c) 1993 Philips Interactive Media, Incorporated.

- TRIVIA -

The game was Rated A (Adult) by the ESRB (Entertainment Software Rating Board) for 'Strong Sexual Content'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53121&o=2

$end


$amigaocs_flop=jungle,
$bio

The Jungle Book (c) 1989 Coktel Vision

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75279&o=2

$end


$sms=jungle,
$bio

The Jungle Book (c) 1994 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56242&o=2

$end


$snes=junglej,
$bio

The Jungle Book [Model SHVC-7K] (c) 1994 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62514&o=2

$end


$snes=jungleu,jungleup,
$bio

The Jungle Book [Model SNS-7K-USA] (c) 1994 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63837&o=2

$end


$snes=jungle,
$bio

The Jungle Book (c) 1994 Virgin Interactive

- TECHNICAL -

Cartridge ID: SNSP-7K-EUR

- TRIVIA -

Reviews:
[FR] August 1994 - Consoles + N.34: 93%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63836&o=2

$end


$gamegear=jungle,
$bio

The Jungle Book [Model T-70118-50] (c) 1994 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64952&o=2

$end


$gamegear=jungleu,
$bio

The Jungle Book (c) 1994 Virgin Interactive

- TECHNICAL -

[Model T-70118]

- TRIVIA -

This game is based on the 1967 movie with the same title.

- TIPS AND TRICKS -

* Level select: As the Walt Disney logo fades out, hold Up. The screen will stay black. Release Up and press Down, Up, Down, Left, Right. A sound will confirm the code. Start the game and a level select screen will appear.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64955&o=2

$end


$nes=karatekd,
$bio

The Karate Kid (c) 1987 LJN

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55700&o=2

$end


$msx1_cart=keiba,
$bio

The Keiba (c) 1986 Champion Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77533&o=2

$end


$pc8801_flop=keiba2,
$bio

The Keiba II (c) 1987 Champion Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93089&o=2

$end


$bbca_cass,bbcb_cass=kettrilo,
$bio

The Ket Trilogy (c) 1985 Incentive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52552&o=2

$end


$cpc_cass=keyfactr,
$bio

The Key Factor [Model AMC-149] (c) 1985 Indescomp [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99676&o=2

$end


$info=avalons,avalonsc,avalonse,avalonsf,avaloncf,avalonce,
$bio

The Key of Avalon - The Wizard Master (c) 2003 Hitmaker.

- TECHNICAL -

Runs on the Sega's "Triforce" hardware.

- TRIVIA -

Released in July 2003 in Japan.

The game is very similar to the playing card game 'Magic' because you buy card packs to build your deck which allows you to summon monsters etc...

DEX Entertainment released a 2 CD limited-edition soundtrack album for this game (The Key of Avalon Original Soundtrack - DECX-0021~0022) on 02/02/2005.

- SERIES -

1. The Key of Avalon - The Wizard Master (2003)
2. The Key of Avalon Ver.1.10 (2003)
3. The Key of Avalon Ver.1.20 - Summon the New Monsters (2004)
4. The Key of Avalon Ver.1.30 - Chaotic Sabbat [GDT-0010C] (2004)
5. The Key of Avalon 2 - Eutaxy Commandment [GDT-0017B] (2004)
6. The Key of Avalon 2 - War of the Key (2005)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4024&o=2

$end


$info=avalon20,
$bio

The Key of Avalon 2 - Eutaxy Commandment (c) 2004 Hitmaker.

- TECHNICAL -

Triforce hardware
Model GDT-0017B

- TRIVIA -

Released in November 2004 in Japan.

- SERIES -

1. The Key of Avalon - The Wizard Master (2003)
2. The Key of Avalon Ver.1.10 (2003)
3. The Key of Avalon Ver.1.20 - Summon the New Monsters (2004)
4. The Key of Avalon Ver.1.30 - Chaotic Sabbat [GDT-0010C] (2004)
5. The Key of Avalon 2 - Eutaxy Commandment [GDT-0017B] (2004)
6. The Key of Avalon 2 - War of the Key (2005)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4059&o=2

$end


$info=avalnc12,avalns12,
$bio

The Key of Avalon Ver.1.20 - Summon the New Monsters (c) 2004 Hitmaker.

- TECHNICAL -

Runs on the Sega's "Triforce" hardware.

- SERIES -

1. The Key of Avalon - The Wizard Master (2003)
2. The Key of Avalon Ver.1.10 (2003)
3. The Key of Avalon Ver.1.20 - Summon the New Monsters (2004)
4. The Key of Avalon Ver.1.30 - Chaotic Sabbat [GDT-0010C] (2004)
5. The Key of Avalon 2 - Eutaxy Commandment [GDT-0017B] (2004)
6. The Key of Avalon 2 - War of the Key (2005)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4025&o=2

$end


$info=avalnc13,avalns13,
$bio

The Key of Avalon Ver.1.30 - Chaotic Sabbat (c) 2004 Sega Enterprises, Limited.

- TECHNICAL -

Game ID: GDT-0010C

- TRIVIA -

Released in July 2004 in Japan.

- SERIES -

1. The Key of Avalon - The Wizard Master (2003)
2. The Key of Avalon Ver.1.10 (2003)
3. The Key of Avalon Ver.1.20 - Summon the New Monsters (2004)
4. The Key of Avalon Ver.1.30 - Chaotic Sabbat [GDT-0010C] (2004)
5. The Key of Avalon 2 - Eutaxy Commandment [GDT-0017B] (2004)
6. The Key of Avalon 2 - War of the Key (2005)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31596&o=2

$end


$amigaocs_flop=maramon,
$bio

The Keys To Maramon (c) 1991 Mindcraft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75280&o=2

$end


$pcecd=kickbox,
$bio

The Kick Boxing (c) 1992 Micro World

- TRIVIA -

Reviews:
[FR] November 1992 - Consoles+ No. 14: 79/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58435&o=2

$end


$megadriv=kickbox,
$bio

The Kick Boxing (c) 1993 Micro World

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56967&o=2

$end


$gameboy=kickbox,
$bio

The Kick Boxing [Model DMG-LEA] (c) 1993 Micro World

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67194&o=2

$end


$info=killbld,killbld104,
$bio

The Killing Blade (c) 1998 IGS.

- TECHNICAL -

IGS PGM hardware

Main CPU : Motorola 68000 (@ 20 Mhz)
Sound CPU : Zilog Z80 (@ 8.468 Mhz)
Sound Chips : ICS2115 (@ 8.468 Mhz)

Control per player: 8-way joystick
Buttons per player: 4

- TRIVIA -

Released in January 1998.

- STAFF -

Executive Producer : Ray
Chief Consultant : Alf
System Programmer : L.C.N
Program Engineers : Why, Vee, S.M.S
Hardware Engineer : Franklin Wu
Animation Conductor : N.D
Animation : Lai Yao Kun, M.A.Y, Zhang Zhi Kai, J.C.H, L.G.U, Deby Fu, Minchen W, Melody, Eagle Young, L.S.J, Akira Yuki, Chou Hsien-Chin, Kelly, Xu Gui Xiu, Chen Su Ping, P.P.C, Y.J.S
Music & Sound Effects : Eddie Yao
Announcers : Wu Li, Guan Zi Hong, Kang Bao, Lei Wei Yuan, Zhang Wen Jun, Zhang Kai Kai
Designers : Liu Guo Jun, Mao Lide, Gao Zhong Ren, Yin, Andy, Chin
Producers : Ko-Chu Lee, Paul Chiang, A.C. Chen, Tzung-Hui Cheng

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3492&o=2

$end


$info=killbldp,
$bio

The Killing Blade Plus (c) 2005 IGS  Company, Limited.

- TECHNICAL -

Runs on the IGS PGM (Polygame Master) System Hardware.

- TRIVIA -

The Killing Blade Plus was released in September 2005.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31536&o=2

$end


$amigaocs_flop=kilcloud,kilcloudu,
$bio

The Killing Cloud (c) 1991 Image Works

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75281&o=2

$end


$megadriv=killshow,
$bio

The Killing Game Show (c) 1993 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56968&o=2

$end


$saturn,sat_cart=kingbox,kingboxa,
$bio

The King of Boxing (c) 1995 Victor Entertainment [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59812&o=2

$end


$amigaocs_flop=kingchic,kingchica,
$bio

The King of Chicago (c) 1987 Mirrorsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75282&o=2

$end


$x68k_flop=chicago,
$bio

The King of Chicago (c) 1988 Bothtec, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88161&o=2

$end


$info=kodja,
$bio

The King of Dragons (c) 1991 Capcom Company, Limited.

Five Mythical warriors take up arms against the evil dragon, Gildiss and his hordes of protective monsters. Features a level-up system and the ability to switch characters at various points in the game.

- TECHNICAL -

Capcom Play System Hardware (CP-S)
B-Board #: 89625B-1

Players: Up to 3 simultaneous
Control per player: 8-Way Joystick
Buttons per player: 2
=> [1] Attack, [2] Jump

- TRIVIA -

The King of Dragons was released in July 1991 in the Japanese arcades. It was known there as the 15th video game made for this system.

Known re-release: "The King of Dragons [B-Board 90629B-3]"

Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Captain Commando : G.S.M. Capcom 5 - PCCB-00083) on March 21, 1992.

- TIPS AND TRICKS -

* Strange Item :
Ice Star : sometimes in 2P mode at second stage, an ice star appears after breaking the wood cask. It seems it only restores energy like a fruit.  
Gold Gauntlet : sometimes at fourth stage, a gold gauntlet appears after breaking the second-last chest. It seems useless. 
Cutpurse's Sack : it's a small sack with a light blue question mark that is dropped by Cutpurses after they get hit during the game. A hidden trick or simply a Capcom's joke? 

* Gaining extra points :
1) Eat a fruit or a elixir at full energy: this gives 5000 experience points.
2) Hit flying objects like wolves archers arrows, skeletons lances and knights archers arrows.
3) Hit Cutpurse : they take away items like gold's sacks, rubys, pearls, gems, diamonds and fruits.
4) Kill all the green lizard spearmen during the battle with the Wyvern at fourteenth stage (they can release a lot of diamonds or precious).
5) Hit Gildiss fireballs : some of these turns into green apples that at full full energy gives 5000 experience points each-one.
6) Don't use magic attacks or magic crystals at bosses : these kinds of attacks are incredibly more powerful than normal attacks so a boss needs many less hits to kill him.

* BOSSES and POWER-UP WEAPON STRATEGY : middle or end level bosses give experience points for each hit taken while normal monsters give experience points ONLY when they die (it has no matter how strong is the attack, they give ALWAYS the same experience points). 
- With Elf, Fighter, Cleric and Dwarf : DON'T power-up your weapon during the game and ALWAYS use the LEVEL-1 WEAPON. So a boss needs many more hits to kill him (remember? more hits > more experience points). To gain extra point it has no matter if character power-up or not bow (for Elf) or shield (for Fighter, Cleric and Dwarf).
- With Wizard : DON'T power-up your weapon during the game and use the LEVEL-1 WEAPON until the wizard can take the LEVEL-5 WEAPON (a wood staff with metal headpiece and red gem/orange flame). This weapon isn't much powerful but a singular attack to a boss increases three times the experience points for each hit. 

* INFINITE WOLVES ARCHERS TRICK: At the beginning of the sixth stage on the beach, don't go forward but wait. After a few seconds a blue wolf archer appears and after you kill him, another appears then another one in sequence (then two wolves at a time, then three at a time and then four at a time) to infinity. One single wolf is equal to 1300 experience points, so the player can accumulate points and win a life every 450k points. If the player wants to squeeze millions of points he has to kill wolves very fast and win a life before the timer reaches zero. Then after he rises again with a new life, he starts again to kill wolves and repeats in the same method.
- In the early 'World revision' (July 1991). (Time doesn't run faster when the 'GO cursor' is flashing, so player can kill wolves without going forward (but he isn't forced to do it).
- In the World, Japanese (August 1991) and US revision (September 1991): Time runs faster when the 'GO cursor' is flashing, so the player is forced to go forward step by step, kill a pair of wolves and before the next 'GO cursor' is flashing once, go forward step by step again (this method is very hard).

ADDITIONAL NOTES : Each character has a maximum of 24 level-up during all the game. This means a full bar of energy with 96 Health Point.

- STAFF -

Music Composer: Yoko Shimomura
Other staffs: Chin, Tomoshi, Tolaya, Gyo, Shimopi, HK, Yama, Mikiman, Miyao, Iwai, SSS, Mizuho, Hayashi, Manbou, Guych, Dany, Blbon, Ogachy, Hirabe, Wakio

- PORTS -

* Consoles : 
Nintendo Super Famicom [JP] (March 4, 1994) "The King of Dragons [Model SHVC-EI]" 
Nintendo SNES [US] (April 1994) "The King of Dragons [Model SNS-EI-USA]" 
Nintendo SNES [EU] (August 1994) "The King of Dragons [Model SNSP-EI-NOE]"
Microsoft XBOX [US] (November 24, 2006) "Capcom Classics Collection Vol. 2" 
Sony PlayStation 2 [US] (November 24, 2006) "Capcom Classics Collection Vol. 2 [Model SLUS-21473]" 
Sony PlayStation 2 [AU] (April 11, 2007) "Capcom Classics Collection Vol. 2 [Model SLES-54561]" 
Sony PlayStation 2 [EU] (April 13, 2007) "Capcom Classics Collection Vol. 2 [Model SLES-54561]" 

* Handhelds : 
Sony PSP [JP] (September 7, 2006) "Capcom Classics Collection [Model ULJM-05104]" 
Sony PSP [US] (October 24, 2006) "Capcom Classics Collection Reloaded [Model ULUS-10134]" 
Sony PSP [EU] (November 10, 2006) "Capcom Classics Collection Reloaded [Model ULES-00377]" 
Sony PSP [AU] (November 16, 2006) "Capcom Classics Collection Reloaded"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1284&o=2

$end


$info=kod,kodu,kodj,kodb,kodr1,
$bio

The King of Dragons (c) 1991 Capcom Company, Limited.

New release. For more information about the game itself, see the original Japanese release entry; "The King of Dragons [B-Board 89625B-1]".

- TECHNICAL -

B-Board #: 90629B-3

It contains a 4-Mbit EPROM instead of 4x1-Mbits EPROMs on the original B-Board 89625B-1.

- TRIVIA -

Here is a list of features found in these new revisions:
* A weaver effect of character sprites at the beginning of characters selection screen.
* A different sound effect is used when a character gains a level-up, enters a stage or rises again.
* More difficult (more enemies).
* Enemies appearance is very different from the early 'World revision' of the game (July 1991).
* Cleric is less powerful than in the early 'World revision'. It starts with 40 Health Point instead of 48.
* The first extra live is at 200k points instead of 100k.
* Time runs faster when the 'GO cursor' is flashing.
* Count down of time starts from 30 seconds when a life is lost. This happens every time a character is killed by enemies while remaining time is less than 30 seconds.
* Fruit restores only 12 Health Point (banana 10 Health Point, big red apple 24) instead of 16 in the early 'World revision'.
* A dead Boss restores only 12 Health Point instead of 16 in the early 'World revision'.
* Magic attacks and magic crystals destroy directly enemies flying objects (so you get more experience points). These are wolves archers arrows, skeletons lances and knights archers arrows.
* Mimic Chests release a pool of acid after breaking them.
* New enemies like green lizard spearmen and dark red lizard swordsmen.
* Player doesn't gain the extra strawberry after the killing of the Orc King (the Boss of the first stage).
* The gait of the Wyvern (the Boss of the third and of the fourteenth stage) is different; it has also only triple fireball/iceball attacks.
* Back attacks of the Hydra (the Boss of the fourth stage) are more powerful.
* Additional green apple no more available on the five stage.
* Frontal punch attack of the Cyclops (the Boss of the sixth and fifteenth stage) is faster than in the early 'World revision'.
* New different background music in the last duel with evil red dragon Gildiss.
* A new Gildiss attack : an animated breath of flame after he changes the direction he's facing during the battle.
* Added a new credit sequence with Gildiss and beauty fairy.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69763&o=2

$end


$snes=kodj,
$bio

The King of Dragons (c) 1994 Capcom Company, Limited.

The King Of Dragons is a side scrolling Beat 'em up and is one of Capcom's long series of side-scrolling beat' em ups that flooded the arcades back in the 1990s. This title is however rather unusual and takes place in a fantasy world populated with beefy warriors and evil dragons. The world is devastated by a red and ferocious dragon and the game spreads along no less than fifteen stages. Five playable characters are available from the start : the strong warrior, the cleric, the magical wizard, the light elf and the heavy dwarf. Obviously, each character has its own strengths and weaknesses and they can receive various upgrades throughout the game in the shape of new weapons, shields or new staffs. They can also level-up and consequently increase their life bars. Heroic fantasy games wouldn't be complete without magic, and magic there is - simple lightning bolt attacks can be triggered by any player and can damage several enemies at once. It is interesting to notice that a two simultaneous player option is available.

- TECHNICAL -

Came ID: SHVC-EI

- TRIVIA -

The King of Dragons for Super Famicom was released on March 4, 1994 in Japan for 9800 Yen.

The Option menu allows you to assign buttons to defending and using magic.

- TIPS AND TRICKS -

Play the game and wait until you're defeated with no credits left. Press Start on Controller 2 before time runs out. Now press Start on Controller 1. Select your character with Button B. Your earn 99 credits. But watch out, this version of the game has a Yashichi item that works similar to a magic orb you can hit. It gives you a credit. But if you hit it when you have 99 credits, your credits change to 00 (and you can't continue when you're defeated if that happens).

Input Down, Button R, Up, Button L, Button Y, Button B, Button X, Button A as the CAPCOM logo is displayed. The screen flashes blue instead of red, and players can now select the same character in a two player game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62515&o=2

$end


$snes=kodu,
$bio

The King of Dragons (c) 1994 Capcom Company, Limited.

North American release. Game developed in Japan. For more information on the game itself, please see the original Japanese version entry; "The King of Dragons [Model SHVC-EU]".

- TECHNICAL -

Game ID: SNS-EI-USA

- TRIVIA -

The King of Dragons for Super NES was released in April 1994 in North America.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63839&o=2

$end


$snes=kod,
$bio

The King of Dragons (c) 1994 Capcom Company, Limited.

European release. Game developed in Japan. For more information on the game itself, please see the original Japanese version entry; "The King of Dragons [Model SHVC-EU]".

- TECHNICAL -

Cartridge ID: SNSP-EI-NOE

- TRIVIA -

The King of Dragons for Super NES was released in August 1994 in Europe.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63838&o=2

$end


$neocd=kof94,kof94a,
$bio

The King of Fighters '94 (c) 1994 SNK [Shin Nihon Kikaku].

- TECHNICAL -

[Model NGCD-055]

- TRIVIA -

The King of Fighters '94 for Neo-Geo CD was released on November 02, 1994 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47779&o=2

$end


$info=kof94,
$bio

The King of Fighters '94 (c) 1994 SNK.

24 selectable characters in fixed teams of three clash to defeat Rugal Bernstein.

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : NGM-055

[SNK MVS Neo-Geo Controls]
2 players - 4 buttons per player.
[JOYSTICK] 8-way, [A] Light punch, [B] Light kick, [C] Strong punch, [D] Strong kick

- TRIVIA -

Released in August 1994.

The King of Fighters (or KOF for short) revolutionized the fighter genre with the introduction of 3 member team fighting called the 'team battle system', and by combining elements of two of SNK's existing fighting game in "Fatal Fury - King of Fighters" and "Art of Fighting", as well as bringing back characters from games predating the MVS in "Ikari Warriors" and "Psycho Soldier". A new game in the series is produced every year.

At the demo previous to the first Rugal encounter, Rugal shows your team the statues he has gathered by turning his opponents into them. One of the statues is of a guy that looks a lot like Capcom's Guile making a Sonic Boom. Capcom later confirmed that it was indeed Guile's statue in "Capcom Vs. SNK - Millenium Fight 2000". When Guile fights Rugal that statue is shown and later destroyed by Guile.

Kyo Kusanagi : Since Kyo was created as a snazzy character capable of holding his own against the main characters of "Fatal Fury - King of Fighters" and "Art of Fighting", coming up with the right design was quite a lengthy undertaking. Kyo's personality remained a mystery until the final stages of development. Originally, he was to be called 'Sho Kirishima', but during the latter stages of development, his designers decided on the name of Kyo Kusanagi, and Sho got a rapid name change. The setting for the Orochi Saga, in which we learn that Kyo's ancestors defeated the Orochi of the Yamata, began with this game.

Benimaru Nikaido : This character was loosely based on a comic book character (Jean-Pierre Polnaref from "Jojo's Bizarre Adventure"), and even after the name of Benimaru was decided on, game developers gave the poor guy an identity crisis by continuing to call him by the comic book character's name. The voice for this character, too, had a peculiar bent to it, and when Benimaru's designer heard his creation's victory line of 'Thank you' recited for the first time, rumor has it that he couldn't work for days after : the reading had nothing to do with the character's original image. His speech patterns have led some to question Benimaru's preferences as far as certain lifestyles are concerned.

Goro Daimon : This character comes from the designers' desire to create a judo athlete who uses dynamic body tosses. His initial designs incurred the criticism of some fellow designers who were of the opinion that it was just plain loopy for Daimon to fight wearing Japanese geta (wooden clogs), but Goro's creators were adamant and he kept his footwear. The suggestions for his laconic victory lines and the sound of an explosion when Goro is victorious also stuck.

Terry Bogard : When the concept for KOF was first formulated, Terry was tacked on to the roster as an afterthought, but his popularity skyrocketed! He became the character who got the designers' utmost attention, and they fretted over various aspects of his character. In the first KOF, Terry became the powerhouse, getting a super punch cancel move added to his arsenal and becoming the fearsome character he is today.

Andy Bogard : Compared to Andy's original form ("Fatal Fury - King of Fighters"), Andy changed little in his move to KOF, but what he got in return was the addition of his Ultra Disruptor move to his arsenal of moves. When first added, it boasted overwhelming power : it was easy to use, never missed, trumped other moves, and annihilated all opponents.

Joe Higashi : Joe is a character who underwent a major image makeover from his transition from "Fatal Fury - King of Fighters". The victory pose of KOF '94 initially lacked the toothy smile we're familiar with now. It was quite a thorn in the side that we felt inappropriate for Joe's legion of fans. So, in rethinking the original design, we added the pearly whites that makes Joe to loveable character he is today.

Ryo Sakazaki : Ryo (as can be said of all characters from "Art of Fighting") has so many Special Moves that it seems almost unfair to the other characters, and in the designing stage, the Art of Fighting team tended to be the strongest. The designers focused on adjusting this imbalance without taking out any moves, but in the end Ryo and his team remain the toughest competitors.

Robert Garcia : Overall, KOF's characters are fit and trim, but compared to their original concepts, Robert is the slimmest of them all. Matched up against Kensou, he chide his adversary in Japanese with an Osaka accent, allowing players to enjoy the amusing word play that Osaka comedians are known for.

Takuma Sakazaki : Since the Takuma of "Art of Fighting 2" closely resembled Daimon, he received a karate tunic in his ensemble to set him apart and that's why he looks the way he does today. He originally had a combo attack after the 'Super Shrike Gale' move that appeared to be a glitch. Hence, during game development, this move was taken out, but the game designers thought that he just wasn't Takuma without this move and it was put back in. The designers slightly regret their decision because Takuma's become quite a mean little bugger as a result.

Yuri Sakazaki : Yuri is a disciple of Kyokugen Karate but her appearances in the KOF series are frequently as a member of the women fighters' team. Originally in KOF '94 there was no such team and production began on King Billy Big Bear as the English team. But "Art of Fighting 2" was completed at that time and the designers pressed to put Yuri into KOF, replacing her with Big Bear, who was presenting various problems, for various reasons (hah, hah) concerning capacity. Enter Yuri, goodbye Billy! (A tragedy, we know) And so the originally planned team started life anew as the mighty women fighters' team.

Heidern : Heidern was devised as a cold-blooded killing machine when he first saw digital life, but as the KOF story unfolded, Heidern's designer identified with the character and provided him with a tragic past. When his super special moves were completed, the moves were so wild that game designers worried that he would have to be depicted as a sorcerer or an alien in order to explain his dazzling moves.

Ralf Jones : In the first stages of Ralf's development, he appeared shirtless to truly express the feeling of ikari or rage, but during the designing phase, someone felt his look was a bit dated and Ralf got the apparel he's now known and loved for. He originally had special moves that allowed him to use grenades, setting him apart from other team members, and a distinctive design, but his use of grenades in a fighting competition was deemed a bit unfair, so he lost that particular talent.

Clark Steel : At the beginning of development, the only differences in designs for Ralf and Clark was one had a hat and the other had a bandanna, but Clark later got a pair of sunglasses to become the character he is today. Clark basically looks a lot like Ralf, but since the designer in charge of adjusting this character worked on his hit accuracy, action speed and attack strength, their combat style is where the true differences between the two can be found.

Athena Asamiya : Given that Athena is always the most highly anticipated character of the series, the pressure to keep her on the roster at any cost is pretty overwhelming. And because SNK staff focuses so much on her, SNK have been accused of favoritism. Japanese fans asked SNK to dress her in a sailor blouse and skirt, but we scrubbed that idea because SNK felt it wouldn't translate overseas and be a bit too risque. But SNK made up for that omission with her wild entrance actions (Hubba! Hubba!).

Sie Kensou : Compared with Athena, Kensou's design has been a bit slapdash. In the previous title, Athena stole the show and since we felt Kensou was a bit too overshadowed by her, SNK gave him a radically new look to appeal to our female fans. We're often asked about Kensou's use of Japanese with an Osaka accent in the game, but he's always done that since his Psycho Soldier days. In other words, he's been doing it far longer than Robert has.

Chin Gentsai : When SNK first decided to try our hands at a fighting game, SNK felt we just had to have a geezer who used the Drunken Fist form of martial arts. Getting the OK, SNK introduced this character as Athena's teacher. As we aimed to create a genuine Drunken Fist master, SNK thought it would be hard to get the right touch, but since designer was good at drawing old guys, the finished product far exceeded original expectations. Unfortunately for the designer, he was unable to shake this habit and all of his subsequent characters tended to look like spry old men.

Mai Shiranui : Regarding Mai's familiar pause action... One day, the designer for Mai asked if it was all right to increase Mai's pause actions, and because the powers that be thought there was enough remaining memory for the game (actually there wasn't) they said, 'Go for it'. When the completed pose was presented, it knocked people flat. Due to this pose's potency, however, Mai's eye-popping motions were stilled in the KOF '94 international home version.

King : As far as King's super special moves go, there were various reasons why the 'Surprise Rose' was initially scheduled to be scrapped. Just when the development staff was worrying about coming up with a move that was something different, though, King's designer whipped this move up, it was well received, and it became her super special move, with no alterations needed.

Heavy D! : Since there has been a number of boxers in fighting games, Heavy D! was designed with the intent to create a different type of pugilist. When he first appeared on the drawing board, D! was not intended to be that big a character, but as he evolved and stood among the other characters it became apparent that he was one huge dude. ...Due to certain production circumstances, however, D! kept his imposing stature and came to be the character he is today.

Lucky Glauber : Known as the basketball fighter, Lucky's original image was based on the character appearing in the Bruce Lee movie, 'Game of Death'. Though originally created with that image in mind, his first design was deemed too plain and he then received his current look. His ability to use karate, though, is a remnant of his original conception.

Brian Battler : Brian came into being well before the KOF project came down the pike, and he's one of the oldest characters. He originally wore a helmet and chest pad, but he shed that equipment to arrive at his current design.

Kim Kaphwan : At first, the duo of Chang and Choi were set to team with another vicious criminal to form the Fugitive Team, but due to certain circumstances the third criminal was replaced with Kim and the familiar team came into being. The addition of Kim was considered somewhat forced, however, so Kim received the mission of rehabilitating the two.

Chang Koehan : Chang was originally far more violent than he is today, but once he teamed up with Kim, he became mellowed a bit. Chang's super special move, the Wild Ball, was originally designed as a test move, but it got such a good response that it was put into the game without alteration. This move is a pastiche of Kim's Phoenix Kick.

Choi Bounce : Choi is KOF's mighty novelty character. His original design looked way too much like a certain someone, so he was hastily given a new look a month before the final character designs had to be completed, giving Choi's designers one major headache. The first time Choi displayed his attacking and retreating moves and rolled around the screen, he revealed not only his fighting abilities but his talent for physical comedy.

An interesting thing about Chang and Choi : Chang was the tallest and heaviest KOF character, while Choi was the lightest and shortest. The duo is very popular in Japan, but hated by American fans. Because of their size differences, they have made a (quite) comedic couple, making the Korean team (or the Kim team) the comedy-relief team of KOF.

Rugal Bernstein : The concept for this character at the time was to make the mightiest (most violent) and most evil boss character ever. As everyone knows, Rugal is the King of Bosses who boasts the most appearances in the KOF series as a boss character, but even considering the whole genre known as 'competitive fighting games', his story and moves have changed ever so gradually while appearing in so many titles, he's one of the few bosses to have been loved (heh, heh) over such a long period.

Ralph and Clark are playable characters in the Foma 90x Series Mobile Phones game 'Metal Slug Survivors'.

Brazil Stage's background music (Jungle Bouncer) samples "Surprise! You're Dead!", a song from Faith No More.

The background music from USA Stage (Slum No. 5), Japan Stage (Esaka) and the 2nd Rugal Stage (Showdown R & D) all contain voice samples from "Gutfest '89", a song from Digital Underground.

Pony Canyon / Scitron released a limited-edition soundtrack album for this game (The King of Fighters '94 - PCCB-00162) on 21/10/1994.

- TIPS AND TRICKS -

* Select Victory Pose : Press a Punch or Kick button immediately after winning a match.

* Critical Hit Oddity : A critical hit is an attack done at the opponent while he/she is attacking. In this game there is a bug that enables either the CPU or the player to take out insane amounts of damage if this is done right. An easy-to-do example is to counter Kim's Hisho-Kyaku with Heidern's Moon Cutter (you must hit Kim's legs with Heidern's hand), if done right you'll take 80-90% off Kim's life-bar in one hit! Try it with other characters and be amazed (This does not work in any other game in the KOF series, though!). :)

* Beat the game without continuing to see all the characters grouped together on the The End screen.

- SERIES -

1. The King of Fighters '94 [Model NGM-055] (1994, Arcade)
2. The King of Fighters '95 [Model NGM-084] (1995, Arcade)
3. The King of Fighters '96 [Model NGM-214] (1996, Arcade)
4. The King of Fighters '97 [Model NGM-232] (1997, Arcade)
5. The King of Fighters '98 - The Slugfest [Model NGM-242] (1998, Arcade)
6. The King of Fighters '99 - Millennium Battle [Model NGM-251] (1999, Arcade)
7. The King of Fighters 2000 [Model NGM-257] (2000, Arcade)
8. The King of Fighters 2001 [Model NGM-262] (2001, Arcade)
9. The King of Fighters 2002 - Challenge to Ultimate Battle [Model NGM-265] (2002, Arcade)
10. The King of Fighters 2003 [Model NGM-271] (2003, Arcade)
11. The King of Fighters NeoWave (2004, Arcade)
12. The King of Fighters Maximum Impact (2004, PS2)
13. The King of Fighters XI (2005, Arcade)
14. The King of Fighters Maximum Impact 2 [Model SLPS-25638] (2006, PS2)
15. The King of Fighters Maximum Impact - Regulation A (2007, Arcade)
16. The King of Fighters Maximum Impact - Regulation A2 (2008, Arcade)
17. The King of Fighters '98 - Ultimate Match (2008, Arcade)
18. The King of Fighters XII (2009, Arcade)
19. The King of Fighters XIII (2010, Arcade)
20. The King of Fighters XIII Climax (2012, Arcade)

- STAFF -

Executive producer : Eikichi Kawasaki
Producer : Takashi Nishiyama
Chief director : M. Kuwasashi
Sub director : Haruo Tomita, Yosisi Hashimoto
System director : Toyochan
System editor : Khozoh Nagashima (as K. -Mac- Nagashima)
Graphic director : Mitsuo Kodama
Front designers : Yoshiko Kubo, Tatsuya Shinkai, Koji Hamada, Tatsuru Murakemi, Peach Hagihara, Mai-Yamasaki, Nobunaga Mikan, Morioka Shinichi, Akihiko Nasu, Miki Asakura, Jetta, Yuichirow Hiraki, Yoshiko Ogata, Masa Sato, Kazuhiro Toba, Yujirou Hayami, Miho Uematsu, Akiko Yukawa
Back designers : Kenta-Ro, Tsugumi Maeda, Hirolin hajime, Sahori Etoh, Eri Kohjitani, Kaori Kusunoki
Programmers : Shinchan (as 'Shinchan-Gts'), S. Fujinuki
Sound : Masahiko Hataya (Papaya), Brother Hige, Pearl Sibakiti, Ackey

* Voice Actors :
Terry Bogard : Satoshi Hashimoto
Andy Bogard : Jun Hashimoto
Joe Higashi : Katsuhisa Namase
Athena Asamiya : Reiko Fukui
Sie Kensou : Eiji Yano
Brian Battler : Eiji Yano
Chin Gentsai : Toshikazu Nishimura
Kyo Kusanagi : Masahiro Nonaka
Benimaru Nikaido : Monster Maetsuka
Choi Bounce : Monster Maetsuka
Ralf Jones : Monster Maetsuka
Goro Daimon : Masaki Usui
Ryo Sakazaki : Masaki Usui
Heavy D! : Toshikazu Nishimura
Lucky Glauber : Kazuhiro Inage (Key Inage)
Robert Garcia : Kazuhiro Inage (Key Inage)
Kim Kaphwan : Satoshi Hashimoto
Chang Koehan : Hiroyuki Arita
Heidern : Toshimitsu Arai
Clark Steel : Yoshinori Shima
Mai Shiranui : Akoya Sogi
King : Harumi Ikoma
Yuri Sakazaki : Kaori Horie
Takuma Sakazaki : Eiji Tsuda
Rugal Bernstein : Toshimitsu Arai

Special thanks : Y. Tozono, Hiroto Ikuta, Mitsuru, Shinsuke, Takayuki Mizono, Souji Takamori, Kentarou Isomura, Hiroto Kittaka, Masa Naganuma, Hideki G. Smith, Y.Gushiken,
Secret A., Ossan Kick S.O, M. Yamamoto, Hangyojin-F, Omega 1, Omega 2, Omega 3, Kiritao, Mermaid Blue, Kanitaro, Omega Z

- PORTS -

* Consoles :
SNK Neo-Geo [JP] (Oct. 01, 1994; "The King of Fighters '94 [Model NGH-055]")
SNK Neo-Geo [US] (Oct. 01, 1994; "The King of Fighters '94 [Model NGH-055]")
SNK Neo-Geo CD [JP] (Nov. 2, 1994; "The King of Fighters '94 [Model NGCD-055]")
SNK Neo-Geo CD [US] (???. ?, 1994; "The King of Fighters '94 [Model NGCD-055E]")
Sony PlayStation 2 [JP] (Dec. 28, 2004; "The King of Fighters '94 Re-Bout [Model SLPS-25448]")
Sony PlayStation 2 [JP] (Dec. 28, 2004; "The King of Fighters '94 Re-Bout [Model SLPS-25449]")
Nintendo Wii [Virtual Console] [JP] (Nov. 06, 2007; "The King of Fighters '94 [Model EAGJ]")
Nintendo Wii [Virtual Console] [EU] (Nov. 23, 2007; "The King of Fighters '94 [Model EAGP]")
Nintendo Wii [Virtual Console] [US] (Jan. 07, 2008; "The King of Fighters '94 [Model EAGE]")
Sony PlayStation 2 [US] May 05, 2008 "SNK Arcade Classics Vol.1 [Model SLUS-21724]"
Sony PSP [US] May 05, 2008 "SNK Arcade Classics Vol.1 [Model ULUS-10338]"
Sony PlayStation 2 [KO] May 29, 2008 "SNK Arcade Classics Vol.1 [Model SLKA-25424]"
Nintendo Wii [US] July 29, 2008 "SNK Arcade Classics Vol.1 [Model RVL-P-RNCE]"
Nintendo Wii (Oct.2008, "The King of Fighters Collection: The Orochi Saga")
Sony PlayStation 2 (Oct.2008, "The King of Fighters Collection: The Orochi Saga")
Sony PSP (Oct.2008, "The King of Fighters Collection: The Orochi Saga")
Sony PSP [EU] Oct. 17, 2008 "SNK Arcade Classics Vol.1 [Model ULES-01105]"
Nintendo Wii [EU] Oct. 31, 2008 "SNK Arcade Classics Vol.1 [Model RVL-P-RJZP]"
Sony PlayStation 2 [EU] Nov. 21, 2008 "SNK Arcade Classics Vol.1 [Model SLES-55232]"
Sony PSP [JP] May. 21, 2009 "SNK Arcade Classics Vol.1 [Model ULJS-193]"
Sony PlayStation Store (Dec.2010)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1285&o=2

$end


$gameboy=kof95u,
$bio

The King of Fighters '95 [Model DMG-AKFE-USA] (c) 1997 Takara Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67196&o=2

$end


$gameboy=kof95,
$bio

The King of Fighters '95 [Model DMG-AKFP-EUR] (c) 1997 Laguna GbmH

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67195&o=2

$end


$saturn,sat_cart=kof95,
$bio

The King of Fighters '95 (c) 1995 Sega Enterprises, Limited.

European release. Game developed in Japan.

- TECHNICAL -

Game ID: MK81088-50

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60436&o=2

$end


$neocd=kof95,kof95a,
$bio

The King of Fighters '95 (c) 1995 SNK [Shin Nihon Kikaku].

- TECHNICAL -

[Model NGCD-084]

- TRIVIA -

Released on September 29, 1995 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47817&o=2

$end


$neogeo=kof95h,
$bio

The King of Fighters '95 (c) 1995 SNK [Shin Nihon Kikaku].

- TECHNICAL -

[Model NGH-084]
250 Mega

- TRIVIA -

This AES version was released on September 01, 1995 in Japan (2 months after the original MVS release).
 
For more information about this game itself, please visit the original MVS section : "The King of Fighters '95 [Model NGM-084]".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47816&o=2

$end


$info=kof95,
$bio

The King of Fighters '95 (c) 1995 SNK.

8 teams comprised of 3 characters each square off again to take out Rugal Bernstein.

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : NGM-084

[SNK MVS Neo-Geo Controls]
2 players - 4 buttons per player.
[JOYSTICK] 8-way, [A] Weak punch, [B] Weak kick, [C] Strong punch, [D] Strong kick

- TRIVIA -

Released in July 1995.

The background for the Japan Team is, in fact, a real place.

Yuri's Chou Upper is very similar to Sakura's own Shou'ou Ken.

Iori Yagami : Since the KOF '95 project began with the concept of introducing Iori as Kyo's rival, he became known as a character who was a member of a rival school of martial arts that had a connection to the Ancient Arts of the Kusanagi. He was also given the ability to use a different color of flames other than Kyo's (red flames), along with various other characteristics. When you think of Iori Yagami, his intense personality most likely comes to mind. His moves are unique, and his singular choice of hairstyle, wardrobe, and manner of speaking was certainly a personality that broke the mold for characters in fighting games at that time. During the initial location tests to determine the popularity of the game, Iori was the character who stood out most. His hair and his lines to provoke his opponents ('You think I'm scary, do you?') excited his fans to no end. What set him apart are his memorable lines: 'You cry! You scream! Then you die!', 'Think of me when you gaze at the moon', and a whole catalog of others too numerous to list here.

Billy Kane : Along with Eiji, Billy appears as Iori's 'teammate' (ha, ha) in KOF'95. With the three rivals to the heroes coincidentally appearing on a single team, the name of the 'Rival Team' was decided upon as an afterthought. But since we couldn't wait for the rest of the world to get used to that concept and given the insanity of Iori, the team had to disband after their single appearance in KOF'95. As memory serves, the designers for this team were so motivated to create this team that their finished product was quite impressive. As a matter of fact, the voice actors worked like busy beavers to give the characters their lines. These characters were portrayed by Mr. Namase in '95, Mr. Yamanishi in '97, '98 and '02 and Seijiro in '03.

Omega Rugal : After apparently dying in KOF '94, Rugal's resurrection in KOF '95 turned him, convincingly enough, into a cyborg (prosthetic arms) armed (pardon the pun) with the power of the Orochi. In the subsequent titles of KOF '98 and KOF 2002, Rugal was brought back not once but twice to conclude story-lines. Why? "He's the only character who truly represents the ultimate KOF boss". Among these, Omega Rugal from KOF '98 was the most powerful and had the flashiest moves, so he's one of our personal favorite boss characters of the series.

Saisyu Kusanagi : His first appearance was, of course, in KOF '94, but his presence in KOF '95 was never planned (because he was supposed to have died in '94). During the final stages of KOF '95, he suddenly was inserted as a mid-level boss. That's who Saisyu Kusanagi is. Given that spur of the moment appearance, it's quite unexpected that he's still a very popular character? no offense to him, mind you. During location tests for the game, not one of his fans read the Chinese characters for his name as 'Saisyu', and he came to be known as 'Shibafune'.

Ralph and Clark are playable characters in the Foma 90x Series Mobile Phones game 'Metal Slug Survivors'.

Pony Canyon / Scitron released a limited-edition soundtrack album for this game (The King of Fighters '95 - PCCB-00187) on 19/08/1995.

- TIPS AND TRICKS -

* Play as Rugal and Saisyu Kusanagi : At the team edit screen, the 15 second counter, press and hold Start. While holding start, push Up+B, Right+C, Left+A and Down+D. The two bosses should then appear on either side of the counter and the counter should reset back to 15.

* Select Victory Pose : Press a Punch or Kick button immediately after winning a match.

* Beat the game on Hard or MVS mode without continuing to see a collage of all the teams after the credits.

- SERIES -

1. The King of Fighters '94 [Model NGM-055] (1994, Arcade)
2. The King of Fighters '95 [Model NGM-084] (1995, Arcade)
3. The King of Fighters '96 [Model NGM-214] (1996, Arcade)
4. The King of Fighters '97 [Model NGM-232] (1997, Arcade)
5. The King of Fighters '98 - The Slugfest [Model NGM-242] (1998, Arcade)
6. The King of Fighters '99 - Millennium Battle [Model NGM-251] (1999, Arcade)
7. The King of Fighters 2000 [Model NGM-257] (2000, Arcade)
8. The King of Fighters 2001 [Model NGM-262] (2001, Arcade)
9. The King of Fighters 2002 - Challenge to Ultimate Battle [Model NGM-265] (2002, Arcade)
10. The King of Fighters 2003 [Model NGM-271] (2003, Arcade)
11. The King of Fighters NeoWave (2004, Arcade)
12. The King of Fighters Maximum Impact (2004, PS2)
13. The King of Fighters XI (2005, Arcade)
14. The King of Fighters Maximum Impact 2 [Model SLPS-25638] (2006, PS2)
15. The King of Fighters Maximum Impact - Regulation A (2007, Arcade)
16. The King of Fighters Maximum Impact - Regulation A2 (2008, Arcade)
17. The King of Fighters '98 - Ultimate Match (2008, Arcade)
18. The King of Fighters XII (2009, Arcade)
19. The King of Fighters XIII (2010, Arcade)
20. The King of Fighters XIII Climax (2012, Arcade)

- STAFF -

Executive producer : Eikichi Kawasaki
Producer : Takashi Nishiyama
Chief director : M. Kuwasashi
Sub director : Toyochan, Haruo Tomita, Namaan-Hiroto
System director : Toyochan
System editor : Khozoh Nagashima (as 'K. -Mac- Nagashima')
Front designers : Tatsuya Shinkai, Tatsuru Murakemi (as 'Ru!Murakemi'), C.A.C. Yamasaki, Goro Hamada, Akihiko Nasu, Yuichirow Hiraki, Ha Gi Ha Ra, H. Otani, Miki Asakura, Yoshiko Ogata, Jacky Sato, Kazuhiro Toba (as 'Toba'), Hayamiponbashi, Miho Uematsu, Akiko Yukawa, Shinsuke Yamamoto, Kalkin Mizuno, K. Isomura, Hiroto Kittaka, Kohrin, Meguronomikan, Red Hawk
Back designers : Jetta, Hayashi K-34, Tsugumi, Sahori Etoh (as 'Sahori-E24'), Eri Kohjitani, Kaori Kusunoki (as 'Kusunoki-084'), Souzi Takamori
Programmers : Shinchan (as 'Shinchan-R32'), S. Fujinuki, Cyber Kondo
Sound-music : Masahiko Hataya (Papaya), Tate Norio, Brother Hige, Pearl Sibakiti, Ackey
Sound effects : Yamapy-1, Macky, Mitsuo, Sha-V, Kyo-Chan

* Voice Actors :
Kyo Kusanagi : Masahiro Nonaka
Benimaru Nikaido : Monster Maetsuka
Goro Daimon : Masaki Usui
Yuri Sakazaki : Kaori Horie
Mai Shiranui : Akoya Sogi
King : Harumi Ikoma
Iori Yagami : Kunihiko Yasui
Billy Kane : Katsuhisa Namase
Eiji Kisaragi : Yoshinori Shima
Terry Bogard : Satoshi Hashimoto
Andy Bogard : Keiichi Nanba
Joe Higashi : Nobuyuki Hiyama
Ryo Sakazaki : Masaki Usui
Robert Garcia : Kazuhiro Inage (Key Inage)
Takuma Sakazaki : Eiji Tsuda
Athena Asamiya : Moe Nagasaki
Sie Kensou : Eiji Yano
Chin Gentsai : Toshikazu Nishimura
Kim Kaphwan : Satoshi Hashimoto
Choi Bounce : Monster Maetsuka
Chang Koehan : Hiroyuki Arita
Heidern : Toshimitsu Arai
Ralf Jones : Monster Maetsuka
Clark Steel : Yoshinori Shima
Saisyu Kusanagi : Keiichirou Sakaki
Omega Rugal : Toshimitsu Arai

- PORTS -

* Consoles :
SNK Neo-Geo [JP] (Sep. 01, 1995; "The King of Fighters '95 [Model NGH-084]")
SNK Neo-Geo CD [JP] (Sep. 29, 1995; "The King of Fighters '95 [Model NGCD-084]")
Sega Saturn [JP] (Mar. 28, 1996; "The King of Fighters '95 [Model T-3101G]")
Nintendo Game Boy [JP] (Apr. 26, 1996; "Nettou The King of Fighters '95 [Model DMG-AKFJ-JPN]")
Sony PlayStation [JP] (June 28, 1996; "The King of Fighters '95 [Model SLPS-00351]")
Sega Saturn [JP] (Dec. 31, 1996; "Gentei KOF Double Pack [Model T-3110G]")
Sony PlayStation [JP] (Mar. 28, 1997; "The King of Fighters '95 [The Best] [Model SLPS-91026]")
Sega Saturn [JP] (Oct. 01, 1998; "The King of Fighters Best Collection [Model T-3125G]")
Sony PlayStation 2 [JP] (Apr. 20, 2006, "The King of Fighters - Orochi Hen [NeoGeo Online Collection Vol.3] [Limited Edition] [Model SLPS-25535]")
Sony PlayStation 2 [JP] (Apr. 20, 2006, "The King of Fighters - Orochi Hen [NeoGeo Online Collection Vol.3] [Model SLPS-25605]")
Sony PlayStation 2 [JP] (June 21, 2007, "The King of Fighters - Orochi Hen [NeoGeo Online Collection The Best] [Model SLPS-25791]")
Nintendo Wii [US] (Oct.2008, "The King of Fighters Collection: The Orochi Saga")
Sony PlayStation 2 [US] (Oct.2008, "The King of Fighters Collection: The Orochi Saga")
Sony PSP [US] (Oct.2008, "The King of Fighters Collection: The Orochi Saga")
Nintendo Wii [Virtual Console] [US] (April 26, 2010)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1286&o=2

$end


$psx=kof95,
$bio

The King of Fighters '95 (c) 1996 SNK Corp.

A near perfect translation of SNK's blockbuster arcade fighting game!

- TECHNICAL -

Model # SLPS-00351

- TRIVIA -

Released on June 28, 1996 in Japan.

Re-Editions:
[JP] "The King of Fighters '95 [Model SLPS-91026]"

Export releases:
[US] "The King of Fighters '95 [Model SCUS-94205]"
[EU] "The King of Fighters '95 [Model SCES-00562]"

- STAFF -

Executive-Producer: Akio Inoue
Director: Toshiyuki Nishimura (credited as Nenko)
System Director: Minoru Yoshida
Program: Minoru Yoshida, Hiroyuki Fujii, Toshio Ishikawa, Hiromi'Chu, Masayuki Fukushima, Yoshiaki Hamada, Toshihiro Masumura, Takahiro Tamaru, Tatsuo Ariga, Masaru Miyashita, Masato Yoshida
Graphic: Toshiyuki Nishimura (credited as Nenko), Tomonori Nagakubo, K · Nakamura, Daikichi, Kouzaburo Urahama
Sound: Yasuaki Fujita
Special Thanks: Masato Hayashi, Takashi Kinoshita, Miomio, Hisao Nisimura, Michio Sato, Shosaku Tabira, Tadashi Yamanaka, Goushou, Rumi Inaba, Hidesi Itou, Keisuke Ito, Naoki Kunimoto, Hiroki Mori, Toshikazu Tozawa, Akira Fujita, Kohji J Fukubayashi, Miyoko Isozaki, Norio Kasahara, Misumi Makino, Kouichirou Nakayama, You Oyama

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47820&o=2

$end


$saturn,sat_cart=kof95ja,kof95j,
$bio

The King of Fighters '95 (c) 1996 SNK [Shin Nihon Kikaku].

- TECHNICAL -

Game ID: T-3101G

- TRIVIA -

The King of Fighters '95 for Saturn was released on March 28, 1996 in Japan.

Export releases:
[EU] "The King of Fighters '95 [Model MK81088-50]"

- STAFF -

Reprogrammed by Rutubo Games: Shinichirou Mukaigashira (S. Mukaigashira), Masatoshi Hashimoto (M. Hashimoto), Tetsu Matsushima (T. Matsushima), Katsumasa Tsuneyoshi (K. Tsuneyoshi), Kenji Yamamoto (Yamamoto.K), Takeshi Maeda (T. Maeda), Masaichirou Mishima (M. Mishima)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47818&o=2

$end


$neocd=kof96,kof96a,
$bio

The King of Fighters '96 (c) 1996 SNK [Shin Nihon Kikaku].

- TECHNICAL -

[Model NGCD-214]

- TRIVIA -

The King of Fighters '96 for Neo-Geo CD was released on October 25, 1996 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47849&o=2

$end


$neogeo=kof96h,
$bio

The King of Fighters '96 (c) 1996 SNK [Shin Nihon Kikaku].

- TECHNICAL -

[Model NGH-214]
362 Mega

- TRIVIA -

This AES version was released on September 27, 1996 in Japan and United States of America (2 months after the MVS release).

For more information about the game itself, please go to the original MVS section : "The King of Fighters '96 [Model NGM-214]".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47848&o=2

$end


$info=kof96,
$bio

The King of Fighters '96 (c) 1996 SNK.

The 3rd chapter in this groundbreaking series brings 27 classic SNK characters together against Goenitz, the final boss.

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : NGM-214

[SNK MVS Neo-Geo Controls]
2 players - 4 buttons per player.
=> [Joystick] 8-way, [A] Weak Punch, [B] Weak Kick, [C] Strong Punch, [D] Strong Kick

- TRIVIA -

Released in July 1996.

This is the first game to include special phrases and poses when two characters in particular fight. In this game, it happens only with Kyo Vs. Iori, Terry Vs. Geese and Ralf Jones vs Clark Steel.

Ryo Sakazaki's fighting stance changed from the regular 'dukes up' to try and distance him from being thought of as a Ryu ripoff. His basic moves, however, remained unchanged.

Yuri's Yuri Chou Mawashi Geri is a knock-off of Ryu's Tatsumaki Senpuu Kyaku.

If you look at the game code for this game, you would have seen more moves that were originally planned for this game, but never made the cut (for some characters, these moves debuted in later games).
Among those moves that were cut were Kyo's Saishuu Kessen Ougi 'Mu Shiki', Daimon's Arashi no Yama, Robert's Muei Senpuu Juudan Kyaku, Ralf's Umanori Vulcan Punch, Clark's Running Three, Geese's Deadly Rave and Choi's Hou'ou Kyaku.

Geese's music (Geese ni Katakori) is a remixed version of his Fatal Fury 1 theme music (Geese ni Kiss).
A remixed version of Big Shot! (originally Terry's theme music in "Fatal Fury 3 - Road to the Final Victory") was used as the Fatal Fury Team's music.

About Leona : Along with the extensive overhaul to the team lineup of KOF '96, Leona entered the series as a replacement for Heidern, leader of the Ikari Team. Introducing the plot element of Heidern's adopted daughter had been dreamed up by the game designers before the production of KOF '96, and the details surrounding her origins gradually came to include a crucial role as a descendant of the Orochi tribe. Designed with the ardent love of her designers, Leona's special moves are markedly unique compared to the other characters, and reveal the particular tastes of her designers.

About Mature : She used to be Rugal's secretary. For the chief game planner at the time, it seems that both she and Vice were given the image of the 'ruthless woman' and the 'cruel woman' respectively, but when they became actual characters things got a little hectic, and someone came up with, 'Rugal had a secretary, didn't he. Make it two and run with that'. So these two characters came into being (Talk about slacking off). Consequently, they received additional characteristics : they were actually spies sent to observe Rugal and the descendants of the Orochi 8ketsu Clan.

About Vice : If Mature was the 'ruthless woman', Vice was to be the 'cruel woman'. The official illustrations for Vice and Mature remain extremely popular, and we're glad we could supply our fans with these images that cannot be reduced to pixels. The period of development for KOF '96 dragged on right up to the time of its scheduled release. At the location test for this title, Mature and Vice were still not included in the game. It's not that they were hidden, but there wasn't enough time to insert them into this initial version (we can talk about this calmly now, but at the time...forget about it!).

About Goenitz : In spite of the fact of Goenitz's sole official appearance in '96, he continues to have a considerable following of fans to this day, making him one of KOF's most popular characters. With strength that surpasses Rugal, the boss character of '94 and '95, the episode of the young Goenitz taking out the eye of Rugal was added to the game's story. Rugal, in turn, relieved Heidern of one of his eyes, which makes us think that SNK sure seems to have a lot of one-eyed characters, witness Gilbert, Jubei Yagyu, and Ramon. If you look carefully at the Goenitz the designer drew at the time (with a little help), you'll notice the shiver-inducing moment in which Goenitz appears to have six fingers.

About Geese Howard : The dream event for SNK's most recognizable characters! ...and what dream event would be complete without the appearance of Geese? Naturally, he's the character who people hope appears in the game each year, and there were plans to have him appear in KOF '95 long before. Various considerations at the time, however, led developers to abandon this plan. Then, with the time being ripe, Geese reappeared in KOF '96. Even throughout the game, this boss team received special treatment : things like leitmotif music were prepared for each member and at the time of this title's release, enthusiasm for this game reached a feverish pitch. Numerous special moves were prepared for Geese, but in view of the memory capacity and time required for adjustments, a good number of Super Special Moves had to be left out. A waste, really...

About Wolfgang Krauser : In KOF '96 the Boss Team was formed! And with that, Krauser entered the tournament, teaming up with his half brother Geese... but at the time, in terms of memory limitations and the KOF system of that time, it was a tough environment to faithfully depict the Krauser of Fatal Fury. Developers still cringe remembering the numerous criticisms, big and small, regarding the Fatal Fury Team's treatment. KOF '96 saw the debut of Krauser as a player character, but in the ending sequence he did make a cameo in KOF '94.

About Mr. BIG : For a variety of reasons, the Krauser of KOF got a bad rap, but BIG received favorable reviews from the fans. BIG is an austere villain brimming over with adult appeal-that's the character of Mr. BIG. The behavior of the women who hang with him also is based on a certain video the designers of the time often watched. The woman mutters, "He's bad", but just what does that actually mean? The truth remains a deep mystery. During the development stage, a positive slide for his Super Special Moves included one labeled "Spinning Stick Thrust, Kind of Like an Anti-Air Assault". We'd like to think that the move wasn't scrapped because of the vagueness of its name, but it's too bad the general public never got to see it. It rocks!

Leona, Ralph and Clark are playable characters in the Foma 90x Series Mobile Phones game 'Metal Slug Survivors'.

Pony Canyon / Scitron released a limited-edition soundtrack album for this game (The King of Fighters '96 - PCCB-00223) on 21/08/1996.

- TIPS AND TRICKS -

* Alternate costume colors : press D when selecting a fighter on the character selection screen.

* Select victory pose : press a Punch or Kick button immediately after winning a match.

* Finish the game using one of these combinations to see the special endings :
1) Chizuru, Kyo, Iori
2) Goenitz, and 2 more characters except Chizuru

- SERIES -

1. The King of Fighters '94 [Model NGM-055] (1994, Arcade)
2. The King of Fighters '95 [Model NGM-084] (1995, Arcade)
3. The King of Fighters '96 [Model NGM-214] (1996, Arcade)
4. The King of Fighters '97 [Model NGM-232] (1997, Arcade)
5. The King of Fighters '98 - The Slugfest [Model NGM-242] (1998, Arcade)
6. The King of Fighters '99 - Millennium Battle [Model NGM-251] (1999, Arcade)
7. The King of Fighters 2000 [Model NGM-257] (2000, Arcade)
8. The King of Fighters 2001 [Model NGM-262] (2001, Arcade)
9. The King of Fighters 2002 - Challenge to Ultimate Battle [Model NGM-265] (2002, Arcade)
10. The King of Fighters 2003 [Model NGM-271] (2003, Arcade)
11. The King of Fighters NeoWave (2004, Arcade)
12. The King of Fighters Maximum Impact (2004, PS2)
13. The King of Fighters XI (2005, Arcade)
14. The King of Fighters Maximum Impact 2 [Model SLPS-25638] (2006, PS2)
15. The King of Fighters Maximum Impact - Regulation A (2007, Arcade)
16. The King of Fighters Maximum Impact - Regulation A2 (2008, Arcade)
17. The King of Fighters '98 - Ultimate Match (2008, Arcade)
18. The King of Fighters XII (2009, Arcade)
19. The King of Fighters XIII (2010, Arcade)
20. The King of Fighters XIII Climax (2012, Arcade)

- STAFF -

Producer : Takashi Nishiyama
Chief Director : Kuwayan
System Director : Toyochan
Sub Director : Toyochan, Haruo Tomita, Namaan-Hiroto, T. Hosokawa
System Editor : Khozoh Nagashima (as K. -Mac- Nagashima)
Front Designers : Tatsuru Murakemi (as Tatsuru-Man), C.A.C. Yamasaki, Goro Hamada, Akihiko Nasu, Yuichirow Hiraki, Hagihara Shagiko, Naisyo...., Miki Asakura, Joe-Terry Sato, Kazuhiro Toba (as 'Toba'), ....., Miho Uematsu, Akiko Yukawa, Shinsuke Yamamoto, Kalkin Mizuno (as Kal Mizuno), Mitsuru Kawasaki, Kohrin, Nishida Mika, T. I-NO-U-E, 44Oka, Aska Tahara
Back Designers : Sahori Etoh (as 'Etosan'), Manoru, Bibidebabidebu, Tsugumi A., Eri Kohjitani, Kaori Kusunoki (as '214 Kusu'), Souzi Takamori, M. Yokoyama, Muneki Raishi
Programmers : Shinchan (as 'Shinchan-R32'), S. Fujinuki, Cyber Kondo
Sound : SHA-V, Konny, Masahiko Hataya (Papaya), Toshio Shimizm (as 'Shimizm'), Yamapy-1, Tate Norio, Brother Hige, Ackey, Miwa

* Voice Actors :
Kyo Kusanagi : Masahiro Nonaka
Benimaru Nikaido, Ralf Jones, Choi Bounce : Monster Maetsuka
Goro Daimon, Ryo Sakazaki : Masaki Usui
Mai Shiranui : Akoya Sogi
King : Harumi Ikoma
Kasumi Todoh, Vice, Leona : Masae Yumi
Iori Yagami : Kunihiko Yasui
Mature : Hiroko Tsuji
Terry Bogard, Kim Kaphwan : Satoshi Hashimoto
Andy Bogard : Keiichi Nanba
Joe Higashi : Nobuyuki Hiyama
Robert Garcia : Mantaro Koichi
Yuri Sakazaki : Kaori Horie
Athena Asamiya : Tamao Satou
Sie Kensou : Eiji Yano
Chin Gentsai : Toshikazu Nishimura
Clark Steel, Goenitz : Yoshinori Shima
Chang Koehan : Hiroyuki Arita
Geese Howard : Kong Kuwata
Mr. Big : Masaru Naka
Wolfgang Krauser : B. J. Love
Chizuru Kagura : Akiko Saitou

Special Thanks To : Y. Inui, Team POW, Team Syunsuke '96, M. Yasuda, Kazu. Takinaka

- PORTS -

* Consoles :
SNK Neo-Geo [JP] (Sep. 27, 1996; "The King of Fighters '96 [Model NGH-214]")
SNK Neo-Geo CD [JP] (Oct. 25, 1996; "The King of Fighters '96 [Model NGCD-214]")
Sega Saturn [JP] (Dec. 31, 1996; "The King of Fighters '96 [Model T-3108G]")
Sega Saturn [JP] (Dec. 31, 1996; "The King of Fighters '96 [Model T-3109G]")
Sega Saturn  [JP] (Dec. 31, 1996; "Gentei KOF Double Pack [Model T-3110G]")
SNK Neo-Geo CD [JP] (Feb. 14, 1997; "The King of Fighters '96 [NeoGeo Collection] [Model NGCD-229]")
Sony PlayStation [JP] (July 04, 1997; "The King of Fighters '96 [Model SLPS-00834]")
Nintendo Game Boy [JP] (Aug. 08, 1997; "Nettou The King of Fighters '96 [Model DMG-AK6J-JPN]")
Sony PlayStation [JP] (July 23, 1998; "The King of Fighters '96 [The Best] [Model SLPM-86110]")
Sega Saturn [JP] (Oct. 01, 1998; "The King of Fighters Best Collection [Model T-3125G]")
Sony PlayStation 2 [JP] (Apr. 20, 2006, "The King of Fighters - Orochi Hen [NeoGeo Online Collection Vol.3] [Limited Edition] [Model SLPS-25535]")
Sony PlayStation 2 [JP] (Apr. 20, 2006, "The King of Fighters - Orochi Hen [NeoGeo Online Collection Vol.3] [Model SLPS-25605]")
Sony PlayStation 2 [JP] (June 21, 2007, "The King of Fighters - Orochi Hen [NeoGeo Online Collection The Best] [Model SLPS-25791]")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1287&o=2

$end


$psx=kof96,
$bio

The King of Fighters '96 (c) 1997 SNK [Shin Nihon Kikaku].

- TECHNICAL -

Game ID: SLPS-00834

- TRIVIA -

Released on July 04, 1997 in Japan.

Re-Editions:
[JP] "The King of Fighters '96 [Model SLPM-86110]" (PlayStation the Best, 1998)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47853&o=2

$end


$saturn,sat_cart=kof96b,kof96,kof96a,kof96c,
$bio

The King of Fighters '96 (c) 1996 SNK [Shin Nihon Kikaku].

- TECHNICAL -

[Model T-3108G]

- TRIVIA -

The King of Fighters '96 for Saturn was released on December 31, 1996 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47850&o=2

$end


$neocd=kof96col,
$bio

The King of Fighters '96 (c) 1997 SNK [Shin Nihon Kikaku].

- TECHNICAL -

[NeoGeo Collection]
[Model NGCD-229]

- TRIVIA -

Released on February 14, 1997 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47852&o=2

$end


$info=kof97oro,
$bio

The King of Fighters '97 Oroshi Plus 2003 (c) 2003 Unknown.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49643&o=2

$end


$info=kof97pls,
$bio

The King of Fighters '97 Plus (c) 2003 Unknown.

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2610 (@ 8 Mhz)

Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096

Players : 2
Control : 8-way Joystick
Buttons : 4
=> [A] Weak Punch, [B] Weak Kick, [C] Strong Punch, [D] Strong Kick

- TRIVIA -

This hack "The King of Fighters '97" unlocks 6 new characters : Orochi Iori, Orochi Leona, Orochi Yashiro, Orochi Shermie, Orochi Chris and Orochi the final boss.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3885&o=2

$end


$neocd=kof97,
$bio

The King of Fighters '97 (c) 1997 SNK [Shin Nihon Kikaku].

- TECHNICAL -

[Model NGCD-232]

- TRIVIA -

The King of Fighters '97 for Neo-Geo CD was released on October 30, 1997 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47873&o=2

$end


$neogeo=kof97h,
$bio

The King of Fighters '97 (c) 1997 SNK [Shin Nihon Kikaku].

- TECHNICAL -

[Model NGH-232]
460 Mega

- TRIVIA -

This AES version was released on September 25, 1997 in Japan and United States of America (2 months after the original MVS release).

For more information about this game itself, please visit the original MVS release : "The King of Fighters '97 [Model NGM-232]".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47872&o=2

$end


$info=kof97,kof97k,
$bio

The King of Fighters '97 (c) 1997 SNK.

9 teams of 3 and 2 solo entries pump the number of selectable characters up to 29 in a battle to defeat the evil Orochi and those infected with his blood.

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : NGM-232

[SNK MVS Neo-Geo Controls]
2 players - 4 buttons per player.
[JOYSTICK] 8-way, [A] Weak punch, [B] Weak kick, [C] Strong punch, [D] Strong kick

- TRIVIA -

Released in July 1997.

Yuri has a long record of taking movements from other characters, especially Capcom (see previous KOF entries). In this new opus : Yuri's new special attack 'Hien Rekkou' is a knock off of Ken's Shoryuu Reppa.

Roddy and Cathy from "Top Hunter - Roddy & Cathy" appear in the Kowloon background at the extreme left.
Other characters appearing in the Kowloon stage are : Roddy Birts and Lenny Creston from "Art of Fighting 3 - The Path of the Warrior".
The American Sports team from "The King of Fighters '94".
Lee Pai Long, Tung Fu Rue and Jubei Yamada from "Art of Fighting" and "Fatal Fury Special" and King's Waitresses with Rugal's panther.

The Terry's theme music was originally from "Real Bout Fatal Fury Special".
The Ryuji Yamazaki and Mary's Blues theme music was originally from "Real Bout Fatal Fury Special".
The Athena Asamiya thene music come from "Psycho Soldier".

The name of the 3 characters instrumental in the defeat of Orochi have some relation to the original legend :
1) Kyo Kusanagi : The Kusanagi is the name of the sword that was used to kill the Great Serpent.
2) Iori Yagami : One of his moves, the Ya Sakazuki, means '8 wine cups', which were needed to get the Great Serpent drunk.
3) Chizuru Kagura : She was the last surviving member of the Yata clan and the mirror used to seal Orochi away was a homage to the mirror in the legend (in the legend, it was a mirror created by the Great Serpent's tears).

In this iteration of KOF and the following games where he is a playable character, Choi Bounge gains a special throw (using the D button) where he pokes his claws up the opponents rear, this is actually supposed to be a Japanese prank, but the pranksters do not use claws.

About Ryuji Yamazaki : To bring the story that had grown too large and out of control back on track, the members of the Orochi 8ketsu Clan were teamed up in '97. By doing this, the dev. team thought, the story would reach its conclusion for the time being... but among the 3 new faces including Leona's father Gaidell, the dev. team lacked one more member for the 8ketsu. What should we do?... And along came Ryuji Yamazaki to bail us out of our predicament. A snake charmer that even looked like a snake, he became a popular villain. He once humbled himself, joined up with the Fatal Fury team, and blended into the world of KOF more than we had predicted. The game planner at that time really knocked himself out to provide new moves for Yamazaki. Idea after idea got a short trip to the circular file (Attract opponent after Snake Charmer move; Seven Serpent Dagger Throw, etc.), and those failures led to successful moves like the Sand Sweeper.

About Blue Mary : Receiving the strong support of fans in a magazine's popularity poll, Blue Mary made her name known to the public, appearing in KOF from '97. Losing to Blue Mary in the popularity contest, as a matter of fact, was Duck King. This popularity contest truly decided the fate of these 2. From '97 to '03, Mary became a regular to the series for the staff. Duck, on the other hand, hit the skids, and he was relegated to cameos at the side of screens, in backgrounds, or as a Striker character. Doesn't this fleeting episode make you think about the impermanence of everything? Since the designer in charge of Mary preferred her outfit in "Fatal Fury 3 - Road to the Final Victory", she's kept that look until now. It seems to have worked.

About Yashiro Nanakase : Yashiro's team was created to offset the remaining top 3 characters. With the combination of their use of 3 elements-Kyo and Chris representing fire, Benimaru and Shermie signifying lightning, and Daimon and Yashiro standing in for the earth-the concept for Yashiro and his cohorts as rivals to the series' heroes was further emphasized. It also explains the battle of hairstyles (and bands, too) between Yashiro and Iori. In consideration to events going on in the world today, designers have expiated some of Yashiro's more wicked ending lines-such as, 'Execution, accomplished.'-and tossed them into the dustbin of game history. Incidentally, some of the production codes for his Super Special Move commands consisted of moves like the '260 Million Slams'. Some of his dumped moves included 'Human Surfing'.

About Shermie : Shermie is a glamorous girl who works as a fashion designer and plays in a band as a hobby. But in fact she is one of the 4 Orochi leaders who's adept at body slams. Come to think of it, she's quite an enigmatic character. The material for Shermie the 'Raging Lightning Flash' comes from L the Third. And even more trivia : the character of Yashiro comes from Bl.. G... Xa..gle and the character of Chris is derived from A.T. V...ms. The design for Shermie was easily decided on. Given her long bangs that will absolutely never reveal her eyes, she was called Tesse from "Waku Waku 7" at one time. Her hidden eyes burn with a homicidal glare it is said, but there's no material that reveals what her face actually looks like.

About Chris : Chris can kill with an innocent smile on his face-kind of a creepy personality trait, come to think of it (but he looks so cute, doesn't he?). To pull things together and bring the story concerning the leaders of the Orochi and the 8-ketsu clan to its climax once and for all in '97, a lot of story elements were forced onto Chris who became the vessel fort the Orochi (this actually began from the early stages of production). And there's a story behind Chris's Super Special Move line, 'Ripping the chrysalis, the butterfly flutters'.

About Orochi : At first, designers planned a rather extreme setting in which a buck-naked Chris battled with a glowing energy ball, but for better or worse went with the current design (A survey of the designers garnered a mere 2 votes for the design for a buck-naked Chris). Incidentally, his design codename was 'Chief'. A lot of people were against the name 'Orochi', too, but these days it has become a firmly established proper noun in gaming lingo.

About Orochi Iori : The powers that be, who created the stories for the boss characters to heat things up for the series with KOF '97, first decided to make the final boss an Orochi to conclude the series' "Orochi Saga". The stage bosses were an easy choice : the 3 remaining characters of the Four Orochi Deities. This was followed with the suggestion to make the final boss Iori, 'berserk with the Orochi blood rage'. So the 'Minor', 'Middle', and 'Major' bosses were decided, with the 'Orochi Iori' we know and love rounding off the quartet as the final boss. Because this character was originally designed as a player character at the time, he's designed to mow down the other characters with relative ease.

About Orochi Leona : If Iori appeared berserk with the Orochi blood, the other successor in the bloodline of the 8-ketsu Clan, Leona, was also destined to go berserk someday. That's how this character came about. But inexplicably the design team wanted to heat up battles against the computer. So various sequences such as televised broadcasts were added, and provided a turn of nail-biting events that sent players to a 'fork in the game' that would pit them up against either Orochi Iori or Orochi Leona in the end. But savvy players who knew how to get a character to appear would be able to select their particular routes.

About Kyo Kusanagi Version '94 : Along with KOF '96 game system changes, Kyo got a new arsenal of different Special Moves, and the wielder of the 'Dark Thrust' was as popular as ever. And designers also added the KOF '94 version of Kyo Kusanagi to satisfy all our fans. Designers were apprehensive about returning to the old character design, but this all disappeared with the warm acceptance of fans.

About Shingo Yabuki : : The code name for this character in the early stages was 'Shingo Suzuki'. The plainness of his name conversely suited Shingo quite well, we thought, but what do you think ? He was originally based on Kyo with the concept of becoming a comic, everyday guy foil, but in spite of our intention to promote him simply and plainly, he was splashed all over the place and his silhouette appeared in pre-promotion campaigns in magazines, becoming an extensively hyped character. And his voice was supplied by the famous Japanese voice actor Taketo Koyasu. And one more thing, Shingo is a character who can't shoot flames. And probably never will.

The dialogue heard during the Title Screen music (4th Fire) goes as follows:
"They're back to the heat... For the answer they've long been searching for.
Is it their fate, or just a bloody coincidence? It shall be clear, as three powers will be as one...
Now, the fourth phase is about to begin!
The King of Fighters '97.
The story moves towards its violent destiny."

A hack of this game is known as "The King of Fighters '97 Plus" and allows you to play evil versions of Leona, Iori and the Orochi team plus Orochi himself.
Another hack is known as "King of Gladiator".

Leona, Ralph and Clark are playable characters in the Foma 90x Series Mobile Phones game 'Metal Slug Survivors'. 

Pony Canyon released a 2 CD limited-edition soundtrack album for this game (The King of Fighters '97 - PCCB-00273) on 20/08/1997.

- TIPS AND TRICKS -

* Play as KOF94 style Kyo Kusanagi : highlight Kyo, hold START and press any button.

* Play as Orochi Iori : at the character select screen, highlight Iori, then hold Start and press Left, Right, Left, Right, Left, Right, Left, Right, Left, Right, A+C.

* Play as Orochi Leona : at the character select screen, highlight Leona, then hold Start and press Up, Down, Up, Down, Up, Down, Up, Down, Up, Down, B+D.

* Play as Orochi New Team : enter the Orochi Leona code, then return to the character section screen, hold Start and press Up, Left, Down, Right, Up, Down, B+C.

* Select victory pose : press a Punch or Kick button immediately after winning a match.

* Preview Power Ase : hold Start while choosing your fighter order and a face will appear over each person. If the face is neutral, your power will get passed on. If the face is smiling, your power will get passed on, with one additional one. If the face is angry, you will lose your power.

* Seven Iori in screen : play Iori vs Iori both in extra mode charge powers, both Iori should be in full screen gape one Iori should live power with (A) and rapidly max with (C), second Iori should press (A+B) rapidly (F,D,F+A) than rapidly round joystick clockwise 4,5 times. You can see seven Iori in screen. NOTE WHEN SECOND IORI WILL PRESS (A+B) FIRST IORI POWER SHOULD TOUCH TO THE SECOND.

* Finish the game using one of these combinations to see the special endings :
1) Kyo, Shingo, and anyone except Iori or Benimaru
2) Kyo, Iori, Chizuru
3) Yuri, King, Mai
4) Ralf, Clark, Athena
5) Kyo, Terry, Ryo
6) Benimaru, Joe, Kim
7) Terry, Mary, Joe (only in the Japanese version)
8) Kyo, Mai, Billy (only in the Japanese version)
9) Yamazaki, Chang, Choi (only in the Japanese version)

- SERIES -

1. The King of Fighters '94 [Model NGM-055] (1994, Arcade)
2. The King of Fighters '95 [Model NGM-084] (1995, Arcade)
3. The King of Fighters '96 [Model NGM-214] (1996, Arcade)
4. The King of Fighters '97 [Model NGM-232] (1997, Arcade)
5. The King of Fighters '98 - The Slugfest [Model NGM-242] (1998, Arcade)
6. The King of Fighters '99 - Millennium Battle [Model NGM-251] (1999, Arcade)
7. The King of Fighters 2000 [Model NGM-257] (2000, Arcade)
8. The King of Fighters 2001 [Model NGM-262] (2001, Arcade)
9. The King of Fighters 2002 - Challenge to Ultimate Battle [Model NGM-265] (2002, Arcade)
10. The King of Fighters 2003 [Model NGM-271] (2003, Arcade)
11. The King of Fighters NeoWave (2004, Arcade)
12. The King of Fighters Maximum Impact (2004, PS2)
13. The King of Fighters XI (2005, Arcade)
14. The King of Fighters Maximum Impact 2 [Model SLPS-25638] (2006, PS2)
15. The King of Fighters Maximum Impact - Regulation A (2007, Arcade)
16. The King of Fighters Maximum Impact - Regulation A2 (2008, Arcade)
17. The King of Fighters '98 - Ultimate Match (2008, Arcade)
18. The King of Fighters XII (2009, Arcade)
19. The King of Fighters XIII (2010, Arcade)
20. The King of Fighters XIII Climax (2012, Arcade)

- STAFF -

Producer : Takashi Nishiyama
Chief director : Toyohisa Tanabe
Sub director : Haruo Tomita, Tomoko, Namaan-Hiroto, T. Hosokawa, K. Hikida (Yanya)
System editor : Khozoh Nagashima (as K. -Mac- Nagashima)
Front designers : 8Shiro-7Kase, C.A.C. Yamasaki, Wormhead Hagi, Mina Kawai, Shio Shio Shio, Miki Asakura, Miho Uematsu, Akiko Yukawa, Shinsuke Yamamoto, Mitsuru Kawasaki, Hiroto Kittaka, T. I-NO-U-E, 44Oka, Aska Tahara
Back designers : Sahori Etoh (as Sahori), Pal Co. Ltd., Manoru, Kaori Kusunoki, Souzi Takamori, K, M. Yokoyama, Muneki Raishi, Kanamaru
Special effects : T Shin, Nishida Mika, K. Isomura, -------M--------, Kohrin
Programmers : S. Fujinuki, Cyber Kondo, Souta Ichino
Sound : SHA-V, Toshio Shimizm (as 'Shimizm'), Jojoha Kitapy, Yamapy-1, Tate Norio, Ackey, Kyo-Chan, Zoe, Marimo
Adjusters : Kiyoshi Asai, Tubolin-Sawa, NWO-Melon
Bug checkers : Anne, Y. Gushiken?, Sanpo, Y. Kabashima, Hanyao, Tomo Chan

* Voice Actors :
Kyo Kusanagi : Masahiro Nonaka
Benimaru Nikaido, Ralf Jones, Choi Bounce : Monster Maetsuka
Goro Daimon, Ryo Sakazaki : Masaki Usui
Terry Bogard : Satoshi Hashimoto
Andy Bogard : Keiichi Nanba
Joe Higashi : Nobuyuki Hiyama
Robert Garcia : Mantaro Koichi
Yuri Sakazaki : Kaori Horie
Leona : Masae Yumi
Clark Steel : Yoshinori Shima
Athena Asamiya : Yukina Kurisu
Sie Kensou : Eiji Yano
Chin Gentsai : Toshikazu Nishimura
Chizuru Kagura : Akiko Saitou
Mai Shiranui : Akoya Sogi
King : Harumi Ikoma
Kim Kaphwan : Satoshi Hashimoto
Chang Koehan : Hiroyuki Arita
Yashiro Nanakase : Makoto Awane
Shermie : Hazuki Nishikawa
Chris : Rio Ogata
Ryuji Yamazaki : Koji Ishii
Blue Mary : Harumi Ikoma
Billy Kane : Atsushi Yamanishi
Iori Yagami : Kunihiko Yasui
Shingo Yabuki : Takehito Koyasu
Yuki (Kyo's girlfriend) : Tomoko Kojima

- PORTS -

* Consoles :
SNK Neo-Geo [JP] (Sep. 25, 1997; "The King of Fighters '97 [Model NGH-232]")
SNK Neo-Geo CD [JP] (Oct. 30, 1997; "The King of Fighters '97 [Model NGCD-232]")
Sega Saturn [JP] (March 26, 1998; "The King of Fighters '97 [Model T-3120G]")
Sega Saturn [JP] (March 26, 1998; "The King of Fighters '97 [Model T-3121G]")
Sony PlayStation [JP] (May 28, 1998; "The King of Fighters '97 [Model SLPM-86084]")
Sega Saturn [JP] (Oct. 01, 1998; "The King of Fighters Best Collection [Model T-3125G]")
SNK Neo-Geo Pocket [JP] (Oct. 28, 1999; "King of Fighters R-1 [Pocket Kakutou Series] [Model NEOP00010]")
Sony PlayStation [JP] (June 24, 1999; "The King of Fighters '97 [The Best] [Model SLPM-86245]")
Sony PlayStation [JP] (Mar. 27, 2003; "The King of Fighters '97 [PSone Books] [Model SLPS-91511]")
Sony PlayStation 2 [JP] (Apr. 20, 2006, "The King of Fighters - Orochi Hen [NeoGeo Online Collection Vol.3] [Limited Edition] [Model SLPS-25535]")
Sony PlayStation 2 [JP] (Apr. 20, 2006, "The King of Fighters - Orochi Hen [NeoGeo Online Collection Vol.3] [Model SLPS-25605]")
Sony PlayStation 2 [JP] (June 21, 2007, "The King of Fighters - Orochi Hen [NeoGeo Online Collection The Best] [Model SLPS-25791]")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1288&o=2

$end


$saturn,sat_cart=kof97,
$bio

The King of Fighters '97 (c) 1998 SNK [Shin Nihon Kikaku].

- TECHNICAL -

[Model T-3120G]

- TRIVIA -

The King of Fighters '97 for Saturn was released on March 26, 1998 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47874&o=2

$end


$saturn,sat_cart=kof97douk,
$bio

The King of Fighters '97 (c) 1998 SNK [Shin Nihon Kikaku].

- TECHNICAL -

[Model T-3121G]

- TRIVIA -

The King of Fighters '97 for Saturn was released on March 26, 1998 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47875&o=2

$end


$neocd=kof98,
$bio

The King of Fighters '98 - Dream Match Never Ends (c) 1998 SNK [Shin Nihon Kikaku].

- TECHNICAL -

[Model NGCD-2420]

- TRIVIA -

The King of Fighters '98 for Neo-Geo CD was released on December 23, 1998 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47903&o=2

$end


$neogeo=kof98h,
$bio

The King of Fighters '98 - Dream Match Never Ends (c) 1998 SNK [Shin Nihon Kikaku].

- TECHNICAL -

[Model NGH-242]
683 Mega

- TRIVIA -

This AES version was released on September 23, 1998 in Japan.

For more information about this game itself, please go to the original MVS release : "The King of Fighters '98 - The Slugfest [Model NGM-242]".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47902&o=2

$end


$psx=kof98,
$bio

The King of Fighters '98 - Dream Match Never Ends (c) 1999 SNK.

- TECHNICAL -

[Model SLPM-86201]

- TRIVIA -

Released on March 25, 1999.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47906&o=2

$end


$info=kof98,kof98k,kof98ka,
$bio

The King of Fighters '98 - The Slugfest (c) 1998 SNK.

A special edition of the KoF series taking place outside of the established storyline with a whopping 38 selectable KoF alumni.

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : NGM-242

[SNK MVS Neo-Geo Controls]
2 players - 4 buttons per player.
[JOYSTICK] 8-way, [A] Weak punch, [B] Weak kick, [C] Strong punch, [D] Strong kick

- TRIVIA -

Released in July 1998.

This game is known in Japan as "The King of Fighters '98 - Dream Match Never Ends".

It is said that this game is a 'dream match' for more reasons than one - this KOF is said to exist only in Shingo's dream - each character in this dream match was Shingo's impression of these characters, based on either personal experience or his notes in his notebook.

Yuri has a long record of taking movements from other characters, especially Capcom (see previous KOF entries). In this new opus : Yuri's new special attack 'Shin! Chou Upper' is a knock off of Ryu's Shin Shoryuu Ken. She also has a movement similar to Terry's burn knuckle. Finally, her Forward+A is a parody of Sakura's Flower Kick.

KOF98 contains pieces of music from older KOFs.
For example, the character select music when a second player joins in is straight from KOF 96 (it's called Roulette).
Here's a complete list of themes, the teams (or individuals) they belong to and the games they were taken from :
Esaka? (Japan Team) : KOF 96 (Japan Team's theme music).
Esaka (95-style Kyo Kusanagi) : KOF 94 (Japan Team's theme music).
Kurikinton (Fatal Fury Team) : Fatal Fury 2 (Terry Bogard's theme music).
Art of Fight (Art of Fighting Team) : Art of Fighting (Ryo Sakazaki's and Ryuhaku Todo's theme music).
Rumbling in the City (Ikari Team) : KOF 96 (Ikari Team's theme music).
Shin! Senritsu no Dora (Psycho Soldier Team) : KOF95 (Psycho Soldier Team's theme music).
Fairy (Gals Fighters Team) : KOF 96 (Chizuru Kagura's theme music).
Seoul Town (Korea Team) : Real Bout Fatal Fury (Kim Kaphwan's theme music).
Bloody (New Face Team) : KOF 97 (New Face Team's theme music).
Rhythmic Hallucination (Orochi Yashiro) : KOF 97 (Orochi New Face Team's theme music).
C62 (Ryuji Yamazaki) : Real Bout Fatal Fury Special (Ryuji Yamazaki's theme music).
Blue Mary's Blues (Blue Mary) : Real Bout Fatal Fury Special (Blue Mary's theme music).
London March (Billy Kane) : Real Bout Fatal Fury Special (Billy Kane's theme music).
Arashi no Saxophone (Iori Yagami) : KOF 95 (Revenge Team's theme music).
Arashi no Saxophone 2 (Mature, Vice) : KOF 96 (Iori Team's theme music).
Slum No. 5 (USA Sports Team) : KOF 94 (USA Sports Team's theme music).
Still Green (Shingo Yabuki) : KOF 97 (Shingo Yabuki's theme music).
Ketchaku R&D (Omega Rugal) : first half from KOF 94 (Rugal Bernstein's theme music), second half from KOF 95 (Omega Rugal's theme music).
Ne! ('94 Gals Fighters Team) : KOF 94 (Gals Fighters Team's theme music).

Also to note that the music that is played prior to facing Rugal (Kettou R&D) is also from KOF 94 (as the theme for Rugal's first form).

When Choi Bounge appears, a 7 seconds sample from a song is played. This song is 'Choi Bounge Ondo', which appeared in the KOF 97 Arrange SoundTracks. The song became quite popular in Japan.

Mr. Big from "Art of Fighting" makes a small cameo appearance in the USA Wharf background, during the first rounds.

About Kyo Version 95 : Because the introduction of different versions for this character included as "hidden features" in KOF '97 was such a hit with fans, designers thought, another version of Kyo in KOF '98 would make the game more inviting. Designers also remember that both versions for Kyo Kusanagi for game tests were equally popular. This concept for different versions of this character subsequently became the basis for the 'Kyo clones'.

In the Japan Street stage, during the second round if you look in the middle of the background where some shops are, you can see tiny moving people who look like Iori, Mai and Terry Bogard. In the third and fifth round, you can see two people doing hand signals, they look similar to Kyo Kusanagi & Shingo Yabuki. In the fourth round, you can see Mai and Terry.

A serious bug : Using a USA bios rom if you insert a coin on the 'winners don't use drugs' screen on a single slot the games will use the neo+geo bios s1 tile-set rather than the game tiles, this causes most of the graphics to be hidden and the games to be unplayable, it will also end up using the main-board z80 bios so sound will be broken, the games should fix themselves if you let them run another attact loop after game over, on a multi-slot the games will reset. This is one of the first 4 'gigapower' games, the bug was fixed after that.

Leona, Ralph and Clark are playable characters in the Foma 90x Series Mobile Phones game 'Metal Slug Survivors'.

Soundtrack releases:
[JP] Aug. 19, 1998; The King of Fighters '98 - Dream Match Never Ends [PCCB-00334] - Pony Canyon.
[JP] Sep. 18, 1998; The King of Fighters '98 - Dream Match Never Ends Arrange Sound Trax [PCCB-00337] - Pony Canyon.
(JP] Oct. 07, 1998; The King of Fighters '98 - Dream Match Never Ends Drama CD [PCCB-00339] - Pony Canyon.

- UPDATES -

At the Intro music (CIPHER) and the Staff Roll BGM (ZERO) a sample used says 'mot*er fu**er'. Apparently, this sample was removed in some non-Japanese carts.

- TIPS AND TRICKS -

* Orochi Team (Evil Chris, Evil Shermie, Evil Yashiro) : at the Character select screen, hold Start and press any button on the normal team (Chris, Shermie, Yashiro).

* KOF94 Art of Fighting characters (Ryo, Robert, Yuri) : at the character select screen, hold Start and press any button on the Art of Fighting characters.

* KOF95 style Kyo : at the Character select screen, hold Start on Kyo and press any button.

* Real Bout 2 characters (Mai, Terry, Andy, Billy) : at the Character select screen, hold Start on the respective characters and press any button.

* View attitudes : hold Start at the match-up screen to view the attitudes of your opponents.

* Select victory pose : immediately press A, B, C, or D after defeating your opponent.

* Fight Vs Shingo Yabuki : you must win the first three levels by 3-0.

* Finish the game using one of these combinations to see the special endings :
1) Kyo, Shingo, Saisyu
2) Kyo, Iori, Chizuru
3) Kyo, Iori, Shingo
4) Kyo, Saisyu, Chris
5) Kyo, Terry, Ryo
6) Benimaru, Andy, Robert
7) Goro, Joe, Yuri
8) Terry, Clark, Lucky
9) Ryo, Yuri, Takuma
10) Yuri, Mai, Athena
11) Heidern, Ralf, Leona
12) Yashiro, Chris, Yamazaki
13) Rugal, Vice, Mature
14) Shermie, Vice, Mature
15) Shingo, Chris, Kensou
16) Kim, Saisyu, Takuma
17) Billy, Joe, Chang
18) Chin, Chang, Choi

- SERIES -

1. The King of Fighters '94 [Model NGM-055] (1994, Arcade)
2. The King of Fighters '95 [Model NGM-084] (1995, Arcade)
3. The King of Fighters '96 [Model NGM-214] (1996, Arcade)
4. The King of Fighters '97 [Model NGM-232] (1997, Arcade)
5. The King of Fighters '98 - The Slugfest [Model NGM-242] (1998, Arcade)
6. The King of Fighters '99 - Millennium Battle [Model NGM-251] (1999, Arcade)
7. The King of Fighters 2000 [Model NGM-257] (2000, Arcade)
8. The King of Fighters 2001 [Model NGM-262] (2001, Arcade)
9. The King of Fighters 2002 - Challenge to Ultimate Battle [Model NGM-265] (2002, Arcade)
10. The King of Fighters 2003 [Model NGM-271] (2003, Arcade)
11. The King of Fighters NeoWave (2004, Arcade)
12. The King of Fighters Maximum Impact (2004, PS2)
13. The King of Fighters XI (2005, Arcade)
14. The King of Fighters Maximum Impact 2 [Model SLPS-25638] (2006, PS2)
15. The King of Fighters Maximum Impact - Regulation A (2007, Arcade)
16. The King of Fighters Maximum Impact - Regulation A2 (2008, Arcade)
17. The King of Fighters '98 - Ultimate Match (2008, Arcade)
18. The King of Fighters XII (2009, Arcade)
19. The King of Fighters XIII (2010, Arcade)
20. The King of Fighters XIII Climax (2012, Arcade)

- STAFF -

Producer : Takashi Nishiyama
Chief director : Toyohisa Tanabe
Sub director : Haruo Tomita, Honey-Bunny-Kaju, Tak.Yamashita, Hiroto Namada, T. Hosokawa, K. Hikida (Yanya), Tomonori Kamio
System editor : Khozoh Nagashima (as K. Nagashima)
Demo designers : Kalkin Mizuno, Dandy, Matuisan!, M. Yokoyama, Masato
Special effects : Nishida Mika, Aoyama
Programmers : S. Fujinuki, Cyber Kondo, Souta Ichino
Sound : SHA-V, Tate Norio, Marimo
Adjuster : Kiyoshi Asai, Hataboh de Go!, M-Panic! Plus
Bug Checker : Anne, Sanpo, H. Shimmei, R. Tsune, 8097 :K.I (Non)

* Front Designer :
Chief : Blaster-Lu
Kyo, Shingo : Akiko Yukawa
Ryo : Mitsuru Kawasaki, T. I-NO-U-E
Benimaru, Iori, Yamazaki : Miki Asakura
Robert, Lucky : Mitsuru Kawasaki
Daimon, Terry, Takuma : Shinsuke Yamamoto
Yuri, Brian : Mina Kawai
Leona, Ralf, Clark, Heidern : Dear Ichi Jerry
Andy, Athena, Chizuru, Mai, Rugal : C.A.C. Yamasaki
Joe, Billy : Hiroto Kittaka
Kim, Heavy D! : T. I-NO-U-E
Kensou, Chin, Choi : 44Oka
Chang, Mary, Saisyu : Tahara Ujyu-
Yashiro : Shio Shio Shio
Shermie, King : Miho Uematsu
Chris : Hiroto Kittaka
Mature/Vice : Shio Shio Shio, Miho Uematsu, Akiko Yukawa
Chief : Yurika

* Back Designer :
JPN-Street Stage : Manoru
USA-Yard Stage : Tohru Nakanishi
China Stage : K.W
JPN-Temple Stage : Yurika
Korea Stage : Tsugumi A.
USA-Wharf Stage : Tsugumi A.
Mid-East Stage : Muneki Raishi
Rugal Stage : Souzi Takamori
Spain Stage : M.K

* Voice Actors :
Kyo : Masahiro Nonaka
Daimon/Ryo : Masaki Usui
Benimaru/Ralf/Choi : Monster Maetsuka
Terry/Kim : Satoshi Hashimoto
Andy : Keiichi Nanba
Joe : Nobuyuki Hiyama
Robert : Mantaro Koichi
Yuri : Kaori Horie
Leona/Vice : Masae Yumi
Clark : Yoshinori Shima
Athena : Haruna Ikezawa
Kensou/Brian : Eiji Yano
Chin/Heavy D! : Toshikazu Nishimura
Chizuru : Akiko Saitou
Lucky : Kazuhiro Inage (Key Inage)
Mai : Akoya Sogi
Chang : Hiroyuki Arita
Yashiro : Makoto Awane
Shermie : Hazuki Nishikawa
Chris : Rio Ogata
Yamazaki : Koji Ishii
Billy : Atsushi Yamanishi
Rugal/Heidern : Toshimitsu Arai
Takuma : Eiji Tsuda
Saisyu : Keiichirou Sakaki
King/Mary/Announce : Harumi Ikoma
Mature : Hiroko Tsuji
Shingo : Takehito Koyasu
Iori : Kunihiko Yasui

- PORTS -

* Consoles :
SNK Neo-Geo [JP] (Sep. 23, 1998; "The King of Fighters '98 - Dream Match Never Ends [Model NGH-242]")
SNK Neo-Geo CD [JP] (Dec. 23, 1998; "The King of Fighters '98 - Dream Match Never Ends [Model NGCD-2420]")
SNK Neo-Geo CD [JP] (Dec. 23, 1998; "The King of Fighters '98 - Dream Match Never Ends [Limited Edition] [Model NGCD-24201]")
SNK Neo-Geo Pocket Color [JP] (Mar. 19, 1999; "King of Fighters R-2 [Pocket Kakutou Series] [Model NEOP00230]")
Sony PlayStation [JP] (Mar. 25, 1999; "The King of Fighters '98 - Dream Match Never Ends [Model SLPM-86201]")
Sega Dreamcast [JP] (June 24, 1999, "The King of Fighters - Dream Match 1999 [Model T-3101M]")
Sony PlayStation [JP] (Mar. 09, 2000; "The King of Fighters '98 - Dream Match Never Ends [SNK Best Collection] [Model SLPM-86435]")
Sega Dreamcast [JP] (Dec. 21, 2000, "The King of Fighters - Dream Match 1999 [Dreamcast Collection] [Model T-3105M]")
Sony PlayStation [JP] (Mar. 27, 2003; "The King of Fighters '98 - Dream Match Never Ends [PSone Books] [Model SLPS-91512]")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1289&o=2

$end


$info=kof98um,
$bio

The King of Fighters '98 - Ultimate Match (c) 2008 SNK Playmore.

A remake of The King of Fighters '98 - The Slugfest. The remake retools various bugs, glitches, balances characters, adds new backgrounds and music, along with adding characters missing from KOFs 95 through 97 : Eiji, Kasumi, Geese, Mr. Big, Krauser, Goenitz, Riot Iori, Riot Leona, and Orochi. The game also adds an Ultimate mode allowing mix various options from Advanced and Extra Mode into one style.

- TECHNICAL -

Runs on the "Taito Type X" hardware.

- TRIVIA -

Released in April 2008.

The King of Fighters '98 was one of the most popular games in the long running King of Fighters series.

- SERIES -

1. The King of Fighters '94 [Model NGM-055] (1994, Arcade)
2. The King of Fighters '95 [Model NGM-084] (1995, Arcade)
3. The King of Fighters '96 [Model NGM-214] (1996, Arcade)
4. The King of Fighters '97 [Model NGM-232] (1997, Arcade)
5. The King of Fighters '98 - The Slugfest [Model NGM-242] (1998, Arcade)
6. The King of Fighters '99 - Millennium Battle [Model NGM-251] (1999, Arcade)
7. The King of Fighters 2000 [Model NGM-257] (2000, Arcade)
8. The King of Fighters 2001 [Model NGM-262] (2001, Arcade)
9. The King of Fighters 2002 - Challenge to Ultimate Battle [Model NGM-265] (2002, Arcade)
10. The King of Fighters 2003 [Model NGM-271] (2003, Arcade)
11. The King of Fighters NeoWave (2004, Arcade)
12. The King of Fighters Maximum Impact (2004, PS2)
13. The King of Fighters XI (2005, Arcade)
14. The King of Fighters Maximum Impact 2 [Model SLPS-25638] (2006, PS2)
15. The King of Fighters Maximum Impact - Regulation A (2007, Arcade)
16. The King of Fighters Maximum Impact - Regulation A2 (2008, Arcade)
17. The King of Fighters '98 - Ultimate Match (2008, Arcade)
18. The King of Fighters XII (2009, Arcade)
19. The King of Fighters XIII (2010, Arcade)
20. The King of Fighters XIII Climax (2012, Arcade)

- PORTS -

* Consoles :
Sony PlayStation 2 [JP] (June 26, 2008, "The King of Fighters '98 - Ultimate Match [NeoGeo Online Collection Vol.10] [Model SLPS-25783]")
Sony PlayStation 2 [JP] (June 18, 2009, "The King of Fighters '98 - Ultimate Match [NeoGeo Online Collection The Best] [Model SLPS-25935]")

* Others :
Arcade System IGS PGM2 (2009)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=21881&o=2

$end


$neocd=kof99,
$bio

The King of Fighters '99 - Millennium Battle (c) 1999 SNK [Shin Nihon Kikaku].

Related Coin-Op video game: "The King of Fighters '99 - Millennium Battle [Model NGM-251]"

- TECHNICAL -

[Model NGCD-251]

- TRIVIA -

Released on December 02, 1999 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47939&o=2

$end


$neogeo=kof99h,
$bio

The King of Fighters '99 - Millennium Battle (c) 1999 SNK [Shin Nihon Kikaku].

- TECHNICAL -

[Model NGH-251]
673 Mega

- TRIVIA -

This AES version was released on September 23, 1999 in Japan and United States of America. It includes a Neo-Geo KOF99 telephone card.

Related Coin-Op video game: "The King of Fighters '99 - Millennium Battle [Model NGM-251]".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47938&o=2

$end


$info=kof99,kof99k,kof99p,kof99e,
$bio

The King of Fighters '99 - Millennium Battle (c) 1999 SNK.

Introducing the new 'striker' system! Each team is expanded to four characters, with a total of 30 selectable characters set on defeating Krizalid and his evil feather coat.

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : NGM-251

[SNK MVS Neo-Geo Controls]
2 players - 4 buttons per player.
[JOYSTICK] 8-way, [A] Weak punch, [B] Weak kick, [C] Strong punch, [D] Strong kick

- TRIVIA -

Released on July 22, 1999 in Japan.

The Fatal Fury Team music theme is a remixed version of Terry's theme in "Fatal Fury Wild Ambition".

About K' (K Dash) : K' initially sported a slicked back hairstyle, but this was nixed by the powers that be and that's how the 'hairdo' for the hero of the NESTS Chronicles got changed. The reason for his hair being bushier than need be may be a reflection of the conditions around him. "Garou - Mark of the Wolves" was being developed concomitantly with KOF '99, so the staff learned that MOW's main character (Rock) looked like K' (causing the supervising designer to lose a few pounds from panic).

About Maxima : With the growing influence of teenagers, it seems the concept for Maxima evolved from a desire to introduce a sober and reliable middle-age character (sad state of affairs though when a twenty-something male is referred to as 'middle-aged'). The designers were initially supposed to design a character that used body slams, but the finished character became a fist-fighter. Strange how things happen, isn't it? Maxima was originally modified by the male scientist Dr. Makishima, but in a serialized KOF comic that came out in Hong Kong, he, for some reason, became a 'beautiful woman doctor'. This comic is hard to get your hands on in other parts of the world, but check it out if you have the opportunity.

About Whip : The plan was to introduce this character in KOF '96, but since Leona was already a part of the Ikari Team she began her series of appearances in KOF '99. Since Leona exposes comparatively more skin, Whip sports less revealing but body-hugging fashions that leave a little more to the imagination. The number of dots used on Whip's whip were reduced to express a feeling of speed and power - a daring method of expression. The supervising designer was sweating bullets over this when the design was checked (he feared he'd be accused of slacking off), but in the end the concept was approved without incident. The designers hoped that she would be accepted as an independent, whip-brandishing character rather than just another member of the Ikari Team.

About Pao : Due to circumstances regarding the game structure, a new character had to be added to the Psycho Soldier Team, and various ideas for this additional character were formulated. Some of these included: 'a younger idol from Athena's agency'; 'a love rival pitted against Kensou', 'a mighty male character with a scary appearance but a heart of gold and a love of nature', 'an old woman who looks after Chin Gentsai', and many others. With the appearance of Pao, the average age of the Psycho Soldier Team dropped dramatically...or was supposed to, but things didn't actually change that much (it dropped from 42 to 34 years old).

About Li Xiangfei : When development began for KOF '99, the designers grappled over which character from Real Bout 2 to choose, Rick Stroud or Li Xiang Fei. Giving the reasons that a cute female character and a Chinese boxer was desired, they unanimously selected Li Xiang Fei. Needless to say, the designers who came to this decision were all men. Typical! With the actual execution of this, however, the designers struggled to bring the character into the KOF world without ruining her image created in the Fatal Fury series. As you all know Li's move names in the Japanese version are all derived from place names in Osaka, so the designers enjoyed the work of coming up with names following this rule when new moves were added. Moves like Eiki Shuho (Vanguard Blast, in English) and Daikoku-cho (Big and Ugly Ultimatum) give her twice the appeal for local fans...

About Jhun Hoon : The savior of Chang Koehan and Choi Bounge, an evil fighter who's Kim's alter-ego, a fellow disciple who looks like Kim - these were some of the concepts for Jhun, but as you can gather from the current character he's way different from what was planned. And since he's not an evil character, this naturally meant Chang and Choi would not be saved from their predicament; so, sadly, they continue to walk the slow and steady path to redemption that they've been walking these long 10 years. Jhun is also the first character in KOF history to adopt the concept of the 'pose'. Coming up and creating this kind of move really put the designers to the test.

About Kyo Kusanagi-1 : Actually Kyo Kusanagi-1 and Kyo Kusanagi-2 were not scheduled to appear in KOF '99 at the time. Nor were Kyo or Iori Yagami supposed to either. Designers initially decided to leave them out because of the new storyline and wanted to focus more attention on the new character of K'. But for various reasons, designers came to the conclusion that designer couldn't leave these popular characters in limbo, so they got a reprieve (and a new wardrobe, too). Designers also felt the old Kyo dressed in his school uniform was necessary and hurried to include him in the game (See Kyo Kusanagi-2 for more details).

About Kyo Kusanagi-2 : Production was reaching its climax when the idea for including various Kyos was hit upon... While the staff kvetched - "Should the design for Kyo in a student's uniform come from KOF '94 or KOF '95?"; "We don't have time to think this over!" - the project head said : "Make two designs". The staff objected timidly : "Are you nuts? We don't have time for that!". So the project planner remarked, "OK, then. I'll design them". Having hung up his character-designing clothes years ago, the head planner whipped up designs Kyo Kusanagi-1 and Kyo Kusanagi-2 in no time. Naturally, designers were blown away by his mastery and speed rivaling that of a street-performing sketch artist.

Leona, Ralph and Clark are playable characters in the Foma 90x Series Mobile Phones game 'Metal Slug Survivors'.

Soundtracks:
[JP] Aug. 18, 1999; The King of Fighters '99 [PCCB-00387] - Pony Canyon
[JP] Sep. 17, 1999; The King of Fighters '99 [Arrange Sound Trax] [PCCB-00393] - Pony Canyon
[JP] Oct. 06, 1999; The King of Fighters '99 [Drama CD] [PCCB-00394] - Pony Canyon

- TIPS AND TRICKS -

* Play as 'Real' Kyo Kusanagi or Iori Yagami (you need to get 'K.I' on the logo screen to be able to use Kyo or Iori).
1) To get 'K', you must use a team of 4 random characters consisting at least of three of these characters : K, Maxima, Benimaru, Shingo, Whip, Kyo-1 or Kyo-2.
2) To get 'I', you must use a team of 4 random characters consisting at least of three of these characters : Leona, Athena, Bao, Xiangfei, Kasumi, Kim or Jhun.
3) Then you must defeat Kryzalid and a screen will show you how to do the code.
4) For 'Real' Kyo Kusanagi, highlight the roulette selection box. Then, hold Start and press Left, Right, Up, Left, Down, Right. Kyo's picture will replace the sun symbol to confirm correct code entry.
5) For Iori Yagami, highlight the roulette selection box. Then, hold Start and press Right, Left, Up, Right, Down, Left. Iori's picture will appear replace the cresent moon symbol to confirm correct code entry.

* Fight Kyo Kusanagi or Iori Yagami : To fight Kyo Kusanagi or Iori Yagami you must : Choose one of the 7 full teams to battle with the computer. After clearing the 5th stage take note of your Battle Ability. Defeat Kryzalid. After finishing the Boss Stage, if the Battle Ability after the 5th stage is between 200 and 280 points Iori will appear. Otherwise if the Battle Ability is above 280 points Kyo will appear.

* Display character order : hold Start when selecting your character's fighting order.

* Select victory pose : press a Punch or Kick button immediately after winning a match.

* (BUG) The Power of The 'Ko'ou Ken' : when using Takuma, activate the Counter Mode, then go to the opposite edge of the screen. Now, send a Weak (slow) Ko'ou Ken at the opponent and complete the movement for the special. The special will hit first and then the Ko'ou Ken hits the opponent in the middle of the attack. The opponent gets frozen even when it should be dizzy for the finish of the special.

* Finish the game using one of these combinations to see the special endings :
1) Kyo Kusanagi with anyone except Iori Yagami.
2) Iori Yagami with anyone except Kyo Kusanagi.

There is a different ending for some predefined Teams if Krizalid will be defeated while using a specific fighter :
1) Fatal Fury Team (Mai)
2) Psycho Soldiers Team (Kensou)

- SERIES -

1. The King of Fighters '94 [Model NGM-055] (1994, Arcade)
2. The King of Fighters '95 [Model NGM-084] (1995, Arcade)
3. The King of Fighters '96 [Model NGM-214] (1996, Arcade)
4. The King of Fighters '97 [Model NGM-232] (1997, Arcade)
5. The King of Fighters '98 - The Slugfest [Model NGM-242] (1998, Arcade)
6. The King of Fighters '99 - Millennium Battle [Model NGM-251] (1999, Arcade)
7. The King of Fighters 2000 [Model NGM-257] (2000, Arcade)
8. The King of Fighters 2001 [Model NGM-262] (2001, Arcade)
9. The King of Fighters 2002 - Challenge to Ultimate Battle [Model NGM-265] (2002, Arcade)
10. The King of Fighters 2003 [Model NGM-271] (2003, Arcade)
11. The King of Fighters NeoWave (2004, Arcade)
12. The King of Fighters Maximum Impact (2004, PS2)
13. The King of Fighters XI (2005, Arcade)
14. The King of Fighters Maximum Impact 2 [Model SLPS-25638] (2006, PS2)
15. The King of Fighters Maximum Impact - Regulation A (2007, Arcade)
16. The King of Fighters Maximum Impact - Regulation A2 (2008, Arcade)
17. The King of Fighters '98 - Ultimate Match (2008, Arcade)
18. The King of Fighters XII (2009, Arcade)
19. The King of Fighters XIII (2010, Arcade)
20. The King of Fighters XIII Climax (2012, Arcade)

- STAFF -

Producer : Takashi Nishiyama
Chief director : Hiroto Namada (as 'Namadachan'), T. Hosokawa
Sub director : Haruo Tomita, Sexy-Dynamite-Kaju, K. Hikida (Yanya), Tomonori Kamio, Strass(Woo), Toshiomi, Yukixyuki, Lonely Aoki
Design chief : Regeon.Toyanaka, (^_^)
Front designers : T. I-NO-U-E (K'/Kim), Shinsuke Yamamoto (Maxima/Terry), Miki Asakura (Benimaru/Chin), Mina Kawai (as Kawai.Sama) (Yuri/Takuma/Choi), Shio Shio Shio (Ryo/Robert), Winnie the Whipooh (Leona/Whip/Mary), Youki.T.Ohyama (Ralf), M.Endo (Clark), Akiko Yukawa (Shingo/Athena/Kasumi), Miho Uematsu (Xiangfei/King), Mitsuru Kawasaki (Kensou/Bao), Styleos (Kyo/Chang), Roppongi Marito (Jhun/Joe), C.A.C. Yamasaki (Krizalid/Andy/Mai/Iori)
Back designers : Manoru (Sewege.Sys), K. W (Park), Muneki Raishi (Alley), Tohru Nakanishi (Airport), Tsugumi A. (Museum), Nobuyuki Kobayashi (Boss)
Demo designers : Kalkin Mizuno, M. Yokoyama, Khozoh Nagashima (as K. -G3- Nagashima)
Special effects : Aooon
Programmers : Cyber Kondo, Souta Ichino, Abetak
Sound : Sha-V, Zoe, Marimo, Usako-X, Tate Norio, Toshio Shimizm (as 'Shimizm'), Hori-Hori
Adjusters : Kiyoshi Asai, Toshiyuki Hata, Haruo.K, Tomoaki Kawamoto
Bug checkers : T. Seko, M. Sawa

* Voice Actors :
K' : Yuuki Matsuda
Maxima : Katsuyuki Konishi
Benimaru Nikaido : Monster Maetsuka
Shingo Yabuki : Takehito Koyasu
Terry Bogard : Satoshi Hashimoto
Andy Bogard : Keiichi Nanba
Joe Higashi : Nobuyuki Hiyama
Mai Shiranui : Akoya Sogi
Ryo Sakazaki : Masaki Usui
Robert Garcia : Mantaro Koichi
Yuri Sakazaki : Kaori Horie
Takuma Sakazaki : Eiji Tsuda
Leona : Masae Yumi
Ralf Jones : Monster Maetsuka
Clark Steel : Yoshinori Shima
Whip : Shiho Kikuchi
Athena Asamiya : Haruna Ikezawa
Sie Kensou : Eiji Yano
Chin Gentsai : Toshikazu Nishimura
Bao : Kanako Nakano
King : Harumi Ikoma
Blue Mary : Harumi Ikoma
Kasumi Todoh : Masae Yumi
Li Xiangfei : Mami Kingetsu
Kim Kaphwan : Satoshi Hashimoto
Choi Bounce : Monster Maetsuka
Chang Koehan : Hiroyuki Arita
Jhun Hoon : Kazuya Ichijo
Kyo-1 : Masahiro Nonaka
Kyo-2 : Masahiro Nonaka
Krizalid : Yoshiyuki Iwamoto
Kyo Kusanagi : Masahiro Nonaka
Iori Yagami : Kunihiko Yasui

- PORTS -

* Consoles :
SNK Neo-Geo [JP] (Sep. 23, 1999; "The King of Fighters '99 - Millennium Battle [Model NGH-251]")
SNK Neo-Geo CD [JP] (Dec. 02, 1999; "The King of Fighters '99 - Millennium Battle [Model NGCD-251]")
Sony PlayStation [JP] (Mar. 23, 2000; "The King of Fighters '99 - Millennium Battle [Model SLPM-86462]")
Sega Dreamcast [JP] (Mar. 30, 2000, "The King of Fighters '99 Evolution [Model T-3102M]")
Sony PlayStation [JP] (Mar. 29, 2001; "The King of Fighters '99 - Millennium Battle [SNK Best Collection] [Model SLPM-86784]")
Sega Dreamcast [JP] (Oct. 25, 2001; "The King of Fighters '99 Evolution [SNK Best Buy] [Model T-3109M]")
Nintendo GBA [JP] (Jan. 01, 2002; "The King of Fighters EX - NeoBlood [Model AGB-AKOJ-JPN]")
Nintendo GBA [JP] (Jan. 01, 2002; "The King of Fighters EX - NeoBlood [Model AGB-S-FSKCKOJ]")
Sony PlayStation [JP] (July 25, 2002; "The King of Fighters '99 - Millennium Battle [SNK Best Collection] [Model SLPS-03450]")

* Computers :
PC (MS Windows, 2000, "The King of Fighters '99 Evolution")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1290&o=2

$end


$psx=kof99,
$bio

The King of Fighters '99 - Millennium Battle (c) 2000 SNK.

- TECHNICAL -

[Model SLPM-86462]

- TRIVIA -

Released on March 23, 2000 in Japan.

Related Coin-Op video game: "The King of Fighters '99 - Millennium Battle [Model NGM-251]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47940&o=2

$end


$ngpc=kofpara,
$bio

The King of Fighters - Battle de Paradise [Model NEOP00920] (c) 2000 SNK Corp. [Shin Nihon Kikaku] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82598&o=2

$end


$gameboy=kofheat,
$bio

The King of Fighters - Heat of Battle [Model DMG-AK6P-EUR] (c) 1998 Laguna GbmH

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67197&o=2

$end


$info=kof10th,
$bio

The King of Fighters 10th Anniversary - All Team Battle (c) 2002 Unknown.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 12 Mhz), Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2610 (@ 8 Mhz)

Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096

Players : 2
Control : 8-way Joystick
Buttons : 4

- TRIVIA -

This hack of "The King of Fighters 2002 - Challenge to Ultimate Battle" keeps the same character lineup as KOF 2002, but makes some strange changes to the game. Apparently it was made to commemorate the 10th Anniversary of the first release King of Fighters. The developer/hacker has managed to hack the game logo to display the official logo of The King of Fighters 10th Anniversary. Many other changes to the game include :
* A different opening movie
* A different character selection menu with smaller portraits of the characters. Many appear twice in the screen, but cannot be selected twice. Kusanagi and Rugal are able to be selected.
* Many of the games backgrounds have been changed. Stage backgrounds throughout the game have been borrowed from previous KOFs and other SNK titles (such as "Garou - Mark of The Wolves").
* Many of the characters moves have been tweaked giving them extra hits,special properties, or just make the easier to perform.
* The gauge system is different as players start with 5 levels in their gauge. Super Desperation moves can be performed without activating MAX mode. Hidden Super Desperation moves also do not require the activation of MAX or that your health be low. Your gauge also fills up more quickly then in KOF 2002.
* Some music throughout the game has changed.
* The palettes have changed for the characters. While you can select the original palette colors for the characters with C, the other colors give you bizarre and interesting color palettes.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4739&o=2

$end


$info=kf2k5uni,
$bio

The King of Fighters 10th Anniversary 2005 Unique (c) 2004 Unknown.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 12 Mhz), Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2610 (@ 8 Mhz)

Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096

Players : 2
Control : 8-way Joystick
Buttons : 4

- TRIVIA -

This game is a hack of "The King of Fighters 2002 - Challenge to Ultimate Battle".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4849&o=2

$end


$info=kf10thep,
$bio

The King of Fighters 10th Anniversary Extra Plus (c) 2005 Unknown.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 12 Mhz), Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2610 (@ 8 Mhz)

Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096

Players : 2
Control : 8-way Joystick
Buttons : 4

- TRIVIA -

This game is a hack of "The King of Fighters 2002 - Challenge to Ultimate Battle".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4846&o=2

$end


$snes=kof2000,kof2000h,
$bio

The King of Fighters 2000 (c) 199? DVS Electronics Co.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63840&o=2

$end


$info=kof2000,kof2000n,
$bio

The King of Fighters 2000 (c) 2000 SNK.

34 characters, plus the popular striker system, await to be selected to team up and defeat the mighty Zero and his incredible bladed coat!

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : NGM-257

[SNK MVS Neo-Geo Controls]
2 players - 4 buttons per player.
[JOYSTICK] 8-way, [A] Weak punch, [B] Weak kick, [C] Strong punch, [D] Strong kick

- TRIVIA -

Released in July 2000.

About Ramon : This character was designed with one of Neo-Geo's major markets in mind, South America. He's a stout, masked wrestler who uses tricky body slam moves. These 3 points form the major concept behind the creation of Ramon. Ramon's designer at the time loved pro-wrestling fighting moves, and we remember him carefully studying these. The fruits of this labor crystallized themselves in the Lucha Dolore known as Ramon. With his use of 'Lucha Libre' moves and not those of traditional 'pro-wrestling', the staff team hope you can enjoy experiencing the attention to detail, intensity, and enthusiasm of Ramon's designer at that time.

About Vanessa : Vanessa's entrance in KOF at the time put a stop to the parade of increasingly younger characters appearing in the game, especially the women characters who were all teenagers for the most part. This is the reason for creating the concept of a thirty-something woman who broke all the rules and overflowed with adult appeal. Her style has become the topic of many humorous comic strips. In her first appearance in the Sega Dreamcast version of KOF '99 as a Striker character, she was a bit irreverent. And in KOF 2000, she officially entered the tournament as a player character. Designers wanted to introduce her as a player character in KOF '99, but legend has it that she had to sit it out due to certain time constraints.

About Lin : This character was selected out of the encyclopedic character background materials (whose volume would rival the Encyclopedia Britannica!) of the supervising planners. Lin is tied to the Flying Brigands 'HIzoku', who were introduced as a KOF side story in the NESTS Chronicles, but without the knowledge of the staff, and when Ron showed up in the ending sequence, there were some awfully surprised designers. With all the special moves and actions for this character the programmers and planners had a rough time working on this character. He brought tears to the eyes of the developers, but not for the usual reasons.

About Seth : Seth was created as part of a set with Vanessa, appearing for the first time in the Sega Dreamcast version of KOF '99. His initial name was 'Dick'. The name had deep significance for his designer. Based on the strong wishes of the supervising designer, the powerful image of a big, dark, middle-aged man with a Mohawk haircut who used the arts of self-defense was decided on. Since Seth was created first, Vanessa's clothes were designed to match his. This made some people surmise things like Seth was Vanessa's husband.

About Hinako Shijo : At first designers sought to create a character similar to Chie in the Japanese comic Jarinko Chie (Downtown Story) who used sumo moves. The supervising designer, however, succumbed to insistent requests to use 'a debutante', and Hinako gradually transformed into a wellborn young maiden. She was to fight barefoot, but that idea got eighty-sixed. The tape remaining on her fingers is a tiny remnant of her original concept. Since her appearance grew further and further away from that of a sumo wrestler, the names for her moves use those of actual sumo moves to preserve the essence of the sumo wrestler in her original character.

About Kula Diamond : To add dimensions to the villainous NESTS organization of the NESTS Chronicles and excitement to the story, the need to create an enemy for the huge and individualistic K' arose. Manipulator of the 'Anti-K' Arts', her ice symbolizes the foil to the flames of K'. That's what Kula Diamond's all about. During production Designers elicited the opinions of newly hired female designers regarding Kula's mannerisms to "make her girlish gestures appropriately girlish" (but left the actual design work to the veteran supervising designer). Designers think we succeeded in faithfully depicting a 14-year-old girl... Asking Kula's designer about his impressions at the time, he immediately answered : "Kula had an easy delivery. She didn't give me any pain". The actual work appeared difficult, but it seems he enjoyed his work.

About Candy Diamond : Candy is the robot you can see during Kula's Special Move displays, animated sequences, and as a Striker. Since Candy's not a player character she doesn't stand out like the other characters, but she does appear in the gut-wrenching episode that depicts her emotions for Kula when she's torched saving her mistress in the Kula ending of KOF 2000. If you haven't yet seen this, what're you waiting for? Hurry up and clear the game with Kula to find out!

About Zero : Zero is the boss of Krizalid from KOF '99, but his position in a company would be similar to that of 'division chief'. Because of his black beard and noble manner, designers are sure he's regarded as a rather scary 'division chief' in the organization. His guiltless betrayal of Krizalid speaks volumes about his true personality, in stark contrast to his dislike of traitors listed in his profile. Incidentally, The names of some of Zero's moves come from the Japanese anime 'Hokuto no Ken'.

About Diana : Diana's the Amazon featured in Kula's sequences. She used to be a top executive for NESTS but is portrayed as Kula's guardian in the background story. If you compared NESTS to a company... designers often use this metaphor, but designers don't have a clue which position would fit her or Foxy. Judging by her loathing of elite managers (college boys), designers could say she's a 'big-sister section chief' who climbed the corporate ladder with extremely hard work. Working with a "fabulous babe" boss like her would be whack (but a bit scary, though)!

Robert's 'Ryuugeki Ken' is a knock-off of the Sonic Boom (It isn't in "The King of Fighters '99 - Millennium Battle" because of its looks, despite the charging motion).

There are 2 symbolic things that tell you how the people at SNK were forseeing the end of their company. Kyo's theme is called 'Good Bye Esaka', Esaka is the avenue where the SNK building and Neo Geo Land are (Esaka means 'entrance to the hill'). The second thing is the destruction of the city that started all : South Town (Home of "Fatal Fury - King of Fighters" and "Art of Fighting" - however, note that in "Garou - Mark of The Wolves", Second South was rebuilt near South Town. Also noted is the fact that every Kyo theme before 'Tears' had 'Esaka' in it ('Esaka' in 94, 'Funky Esaka' in 95, 'Esaka?' in 96 and 'Esaka Forever' in 97).
The reason for those names is that in "The King of Fighters '94", Kyo's team stage is below a bridge in the Esaka area near SNK. In "The King of Fighters '95", they fight in front of Neo Geo Land, again, in Esaka in front of the SNK building. In "The King of Fighters '96", they fight in top of a bridge also in the Esaka area. In "The King of Fighters '97" there is no Esaka stage, however, this was supposed to be the last KOF as SNK planned to move to the Hyper NeoGeo 64, it was like a glorious farewell to KOF, however, things went different. Finally, in "The King of Fighters '98 - The Slugfest", the Esaka stage appears again; they fight below a bridge in front of the Neo Geo Land.

* Origin of Alternate Strikers :
Another Benimaru (Benimaru) : Alternate art for Benimaru.
Another K' (K') : Alternate art for K'.
Another Robert (Robert) : Alternate art for Robert (inspired from the early "Art of Fighting" days).
Athena (Athena) : Athena as she appeared in her first game, "Athena".
Baijang (Chin) : (Not too sure, but it could be Tung Fu Rue's panda).
Billy Kane (Andy) : "Fatal Fury - King of Fighters" (Andy is second banana for the good guys, Billy is second banana for the bad guys).
Chizuru Kagura (Mai) : KOF, Mai's teammate in '97/'98.
Chris (Whip) : KOF, part of the New Face Team.
Cosplayer Kyoko (Shingo) : A girl dressing up as Kyo (in his old outfit), Kyoko is the 'feminine form' of Kyo (ie, what Christina would be to Chris) - Voice by Haruna Ikezwa.
Duck King (Joe) : "Fatal Fury - King of Fighters".
Duke Edwards (Ramon) : "Burning Fight" - Voice by Kong Kuwata.
Eiji Kisaragi (Lin) : "Art of Fighting".
Fiolina Germi (Vanessa) : "Metal Slug - Super vehicle-001".
Foxy (Kula) : KOF, Kula's guardian.
Gai Tendou (Takuma) : Main character in "Buriki One in Tokyo - World Grapple Tournament '99", where Ryo has a cameo - Voice by Nobuyuki Hiyama.
Geese Howard (Terry) : Terry's old nemesis from "Fatal Fury - King of Fighters".
Goenitz (Leona) : KOF, final boss in "The King of Fighters '96".
Goro Daimon (Seth) : KOF '94-'98 (retired at the time to raise children).
Kaede (Ryo) : "The Last Blade".
Kang Baedal (Jhun) : Original design for Jhun - Voice by Eiji Takemoto.
Kaoru Watabe (Bao) : KOF (Kaoru is an Athena fan who lost both her legs and her fan letter to Athena was what made her join the '97 tournament, Kaoru now has artificial legs, thanks to Athena) - Voice by Ayako Kawasumi.
Kensou (Kensou) : Kensou as he appeared in his first game, "Psycho Soldier".
Kim Dong Hwan (Chang) : "Garou - Mark of the Wolves", Kim's older son.
Kim Jae Hoon (Choi) : "Garou - Mark of the Wolves", Kim's younger son.
Kim Sue-Il (Kim) : "Kizuna Encounter - Super Tag Battle" - Voice by Yoshiaki Fujita.
Lilly Kane (Hinako) : "Fatal Fury - King of Fighters", Billy's younger sister and Joe's girlfriend - Voice by Yumi Kakazu.
Li Xiangfei (Kasumi) : "Fatal Fury - King of Fighters", Kasumi's teammate in '99.
Mature/Vice (Iori) : Iori's teammates from '96/'98.
Nakoruru (Yuri) : "Samurai Shodown".
Rocky (Maxima) : Player 2's character from "Robo Army".
Ryuji Yamazaki (Mary) : "Fatal Fury - King of Fighters", Mary's teammate in '97/'98.
Shermie (Clark) : KOF, part of the New Face Team.
Shishi-Ou/King Lion (King) : Main villain in "Savage Reign" - Voice by Katsuhisa Nakatsuka.
Sho Kirishima (Kyo) : Original design for Kyo.
Yashiro Nanakase (Ralf) : KOF, part of the New Face Team.

* Maniac Striker Origins :
Another Iori (Iori) : Alternate art for Iori.
Cool Choi (Choi) : Alternate art for Choi.
G-Mantle (Ryo) : This character is King, appears in "Art Of Figthing 2" previous her battle in history mode.
Neo & Geo (Ramon) : They are not the SNK mascots :), they appear in the game "Quiz Daisousa Sen - The Last Count Down", where they are the private eyes Neo MacDonald and Geo Kentacky.
Thier last names are a spoof to two Fast Food restaurant chains.
Kentacky is the Japanese reading for Kentucky - Voice by Hiroyuki Arita.
Rugal Bernstein (Kula) : KOF, considered to be the 'franchise boss' (much like Bison for SF).
Saisyu Kusanagi (Kyo) : KOF, Kyo's father.
Smart Chang (Chang) : Alternate art for Chang.
Unknown (Kasumi) : "Art of Fighting", Kasumi's father (Ryuhaku Todo) - Voice by Arita Goto.

Leona, Ralph and Clark are playable characters in the Foma 90x Series Mobile Phones game 'Metal Slug Survivors'.

Soundtracks:
[JP] Aug. 23, 2000; The King of Fighters 2000 [SCDC-00035] - Scitron

- UPDATES -

Japanese vs. USA differences :
- Blood has been removed.
- Mai's chest doesn't bounce.
- The team specific ending musics have been replaced with one generic track.
- The Ikari Team's ending has been modified. In the Japanese version, Whip raises a gun and shoots Zero.

- TIPS AND TRICKS -

* Enable the Mid-boss, Kula : put the cursor on Whip, press Start, put the cursor on Vanessa, press Start, put the cursor on Seth, press Start, put the cursor on Maxima, press Start, put the cursor on K', press Start, put the cursor on Random, press Start, now press Up, Down. Kula appears below the Random icon in 2 secs.

* Enable the Maniac Strikers : at the Striker Select Screen, highlight 'Another Striker', Press up, Left(x3), Right(x3), Down. These characters have Maniac Strikers : Chang, Choi, Iori, Kula, Kyo, Ramon and Ryo.

* Todo as Special Striker : to use Todo as your stiker, select Kasumi, then do the secret striker code Up, Left(x3), Right(x3), Down. It will show a blacken version of Todo (Kasumi's father from "Art of Fighting").

* Select victory pose : press a Punch or Kick button immediately after your opponent is defeated.

* Alternate costume colors : highlight in order Kyo, Benimaru, K', Terry, Mary, Mai, Whip or Choi, then press C+D at the character selection screen.

* Finish the game using one of these combinations to see the special endings :
1) Kyo, Iori, anyone except Kula and roulette selection.
2) Kula, any other characters.

- SERIES -

1. The King of Fighters '94 [Model NGM-055] (1994, Arcade)
2. The King of Fighters '95 [Model NGM-084] (1995, Arcade)
3. The King of Fighters '96 [Model NGM-214] (1996, Arcade)
4. The King of Fighters '97 [Model NGM-232] (1997, Arcade)
5. The King of Fighters '98 - The Slugfest [Model NGM-242] (1998, Arcade)
6. The King of Fighters '99 - Millennium Battle [Model NGM-251] (1999, Arcade)
7. The King of Fighters 2000 [Model NGM-257] (2000, Arcade)
8. The King of Fighters 2001 [Model NGM-262] (2001, Arcade)
9. The King of Fighters 2002 - Challenge to Ultimate Battle [Model NGM-265] (2002, Arcade)
10. The King of Fighters 2003 [Model NGM-271] (2003, Arcade)
11. The King of Fighters NeoWave (2004, Arcade)
12. The King of Fighters Maximum Impact (2004, PS2)
13. The King of Fighters XI (2005, Arcade)
14. The King of Fighters Maximum Impact 2 [Model SLPS-25638] (2006, PS2)
15. The King of Fighters Maximum Impact - Regulation A (2007, Arcade)
16. The King of Fighters Maximum Impact - Regulation A2 (2008, Arcade)
17. The King of Fighters '98 - Ultimate Match (2008, Arcade)
18. The King of Fighters XII (2009, Arcade)
19. The King of Fighters XIII (2010, Arcade)
20. The King of Fighters XIII Climax (2012, Arcade)

- STAFF -

Producer : Y. Inui
Director : Region Toyonaka
Chief planners : T. Hosokawa, K. Hikida (Yanya)
System editors : Kaede, Namarn
Sequence chief : Tomonori Kamio
Sub planners : Haruo Tomita, Y. Takshi, Syun-Jin, Godzio, H. Eguchi
Design Chief Front : Chikara Akane Y, Dear Tomchin
Design Chief Back : Manoru
Demo : Komantare Boo

* Front Designers :
K' : T. I-NO-U-E
Maxima : Shinsuke Yamamoto
Vanessa : T. I-NO-U-E
Ramon : Mitsuru Kawasaki
Benimaru : Miki Asakura
Shingo : Akiko Yukawa
Lin : Shio Shio Shio
Seth : Shinsuke Yamamoto
Terry : Styleos
Andy : Chikara Akane Y
Mary : Dear Tomchin
Joe : Hirofusa Satoshi
Ryo : Shinsuke Yamamoto
Robert : Shio Shio Shio
King : Miho Uematsu
Takuma : Miho Uematsu
Leona : Dear Tomchin
Clark : Megumi Endo
Athena : Akiko Yukawa
Chin : Miki Asakura
Ralf : Dear Tomchin
Whip : Dear Tomchin
Kensou : Mitsuru Kawasaki
Bao : Mitsuru Kawasaki
Mai : Chikara Akane Y
Yuri : Momo Kuri Sakura
Kasumi : Akiko Yukawa
Hinako : Miho Uematsu
Kim : T. I-NO-U-E
Jhun : Hirofusa Satoshi
Choi : A T
Chang : A T
Kyo : Styleos
Iori : Styleos
Kula : Megumi Endo
Zero : Chikara Akane Y

* Back Designers :
Factory : K
Garbage Dump : 2047
Scrap Dump : Muneki Raishi
Desert : N. Morohashi
Korea : Manoru
Temple : Kane'
Aquarium : Nobuyuki Kobayashi

Demo designers : M. Yokoyama, Yukinari, Tsugumi A., Khozoh Nagashima (as K. -G4- Nagashima)
Op. Title : Takayuki Mizuno
Special effects : Aooon, Tohru Nakanishi
Programmers : Souta Ichino, Abetak, Kohji Mannami
Sound : SHA-V, Zoe, Marimo, Usako-X, Tate Norio
Sampling CD : Samples courtesy of Spectrasonics' Distorted Reality, Distorted Realityz
Adjusters : T. Seko, Error Sawa 2000
Bug checkers : Yuta Lix Sawad (as Lix), Lumen Lunae, Jam, Garuru, Sakon, Hanayama Kaoru

* Color Edit Contest :
K' : Toraneko
Terry : Ai Haruyama
Ryo : Roias
Mai : Y. Yatsuda
Choi : Bakso CB
Benimaru : Yoshitaka
Mary : Ryui Akio
Whip : Yasunari Ito
Kensou : Minaminami
Kyo : Saori Abe

* Voice Actors :
K' : Yuuki Matsuda
Maxima : Katsuyuki Konishi
Vanessa : Kaori Minami
Ramon : Eiji Takemoto
Lin : Takaya Kuroda
Benimaru : Monster Maetsuka
Shingo : Takehito Koyasu
Seth : Hidetoshi Nakamura
Terry : Satoshi Hashimoto
Andy : Keiichi Nanba
Mary : Harumi Ikoma
Joe : Nobuyuki Hiyama
Ryu : Masaki Usui
Robert : Mantaro Koichi
Takuma : Eiji Tsuda
King : Harumi Ikoma
Mai : Akoya Sogi
Yuri : Kaori Horie
Kasumi : Masae Yumi
Hinako : Ayako Kawasumi
Leona : Masae Yumi
Ralf : Monster Maetsuka
Clark : Yoshinori Shima
Whip : Shiho Kikuchi
Athena : Haruna Ikezawa
Kensou : Eiji Yano
Chin : Toshikazu Nishimura
Bao : Kanako Nakano
Kim : Satoshi Hashimoto
Chang : Hiroyuki Arita
Jhun : Kazuya Ichijo
Choi : Monster Maetsuka
Kyo : Masahiro Nonaka
Iori : Kunihiko Yasui
Zero : Kinta Futogane
Kula : Yumi Kakazu
Duke/Baedal : Eiji Takemoto
Cosplayer Kyoko : Haruna Ikezawa
Daimon : Masaki Usui
Yamazaki : Koji Ishii
Kaede : Kouji Suizu
Yashiro : Makoto Awane
Chris : Rio Ogata
Nakoruru : Harumi Ikoma
Fio : Kanako Morizumi
Eiji/Goenitz : Yoshinori Shima
Geese/Duck : Kong Kuwata
Billy : Atsushi Yamanishi
Tendou : Nobuyuki Hiyama
Shermie : Hazuki Nishikawa
Kaoru : Ayako Kawasumi
Xiangfei : Mami Kingetsu
Lilly : Yumi Kakazu
Dongwhan : Jun Hashimoto
Syo : Mitsuo Iwata
Mature : Hiroko Tsuji
Rugal : Toshimitsu Arai
Saisyu : Keiichirou Sakaki
King Lion : Katsuhisa Nakatsuka
Foxy : Haruna Ikezawa
Sue Il : Yoshiaki Fujita
Jae Hoon : Hiroki Asakawa
Neo&Geo/G-Mantle : Hiroyuki Arita
Unknown : Arita Goto
Diana : Kaori Minami

- PORTS -

* Consoles :
SNK Neo-Geo [JP] (Dec. 21, 2000; "The King of Fighters 2000 [Model NGH-257]")
Sega Dreamcast [JP] (Aug. 08, 2002; "The King of Fighters 2000 [Model T-47303M]")
Sony PS2 [JP] (Nov. 28, 2002; "The King of Fighters 2000 [Model SLPS-25156]")
Nintendo GBA [JP] (Jan. 01, 2003, "The King of Fighters EX 2 - Howling Blood [Model AGB-AEXJ-JPN]")
Sony PS2 [JP] (Nov. 17, 2004; "The King of Fighters 2000 [SNK Best Collection] [Model SLPS-25429]")
Sony PS2 [JP] (Apr. 17, 2007; "The King of Fighters - Nests [NeoGeo Online Collection Vol.7] [Model SLPS-25661]")
Sony PS2 [JP] (May 29, 2008; "The King of Fighters - Nests [NeoGeo Online Collection The Best] [Model SLPS-25865]")

* Others :
Nokia N-Gage (2005, "The King of Fighters Extreme")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1291&o=2

$end


$neogeo=kof2001h,
$bio

The King of Fighters 2001 (c) 2002 Eolith Company, Limited.

- TECHNICAL -

[Model NGH-262]
681 Mega

- TRIVIA -

Released on March 14, 2002 in Japan and United States of America.

MVS version : "The King of Fighters 2001 [Model NGH-262]".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47967&o=2

$end


$info=kof2001,
$bio

The King of Fighters 2001 (c) 2001 Eolith.

With the largest KOF lineup totaling at 40 characters, newcomers Eolith do a great job at delivering high quality fighting action along with one of the most difficult pairs of bosses in fighting game history!

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : NGM-262

[SNK MVS Neo-Geo Controls]
2 players - 4 buttons per player.
[JOYSTICK] 8-way, [A] Light punch, [B] Light kick, [C] Strong punch, [D] Strong kick

- TRIVIA -

Released in October 2001.

A hack of this game is known as "Crouching Tiger Hidden Dragon 2003".

About Ron : the planners at the time enthusiastically came up with the idea of the Flying Brigands, the idea being to add a thrilling side story to KOF. Ron became the chief of this bunch. His first appearance came in the ending sequence for Benimaru's Team in KOF 2000. This ending sequence got first-rate reviews for its content and presentation, becoming one of the most popular episodes in the history of KOF. From KOF 2000 on, the background story became more complex on various levels, but subsequently SNK had a few problems (sniff, sniff) causing Ron's creators (the planners at the time) to go their different ways... Whenever the current staff who continue to work on KOF run into the original staff on the train to work, they are sure to grill them about Ron's background (thanks for your cooperation, by the way!). As a result of all this, he made a grand entrance as the boss characters' Striker in KOF 2001. The numerous characters who were involved with him, too, continue their exploits in the world of KOF even now. Ron is a character who uses the tricky actions from Chinese boxing and he continues work on reaching his ghoulish objective to be able to manipulate the dead. Just when he'll be able to appear as a player character is a mystery even to us...

About May Lee : one reason of existence for May came from a consideration of the needs of our Korean fans. In addition to that, Eolith, a sponsor at the time, expressed their desire for a character like a 'Korean Athena'.  This request asked for an 'idol-like visual fighter', or something along that line, and designers recall that it really threw us for a loop. Through trial and error, designers arrived at a character that was a long way from the original concept, but with this process May Lee, the perky tae kwon do fighter for justice, was born. Designers got her name from the person who was in charge of Eolith (Eolith Co., Ltd.) at the time.

About Foxy : Rumor has it that a lot of fans think Foxy died in KOF 2001, but she's alive and well (LAUGH). Initially there were no plans for her to become a player character, but her presence was needed as the story developed and she got the go-ahead. Originally Foxy was to be a character spun off from Diana, but it seems the plan just didn't work. In the end there just wasn't enough time; the graphics were worked out with great effort, but she got the boot as a result of time constraints.

About K9999 : K9999 is Eolith's homage to Tetsuo from Akira. His voice actor also did Tetsuo. For various reasons K9999 is a scary character to deal with. Of course he's based on 'you know who' and has, well, similarities that we're happy a certain 'you know who' didn't object to. If you count the similarities between 'you know who' and the other 'you know who', you'd be counting from now to St. Swithun's Day. K9999 boasts a big following of fans in Korea and Japan, but no other character has such obstacles against him appearing in KOF again.

About Angel : Angel was realized through the overwhelming passion of her designer (LAUGH). You could say that there was just no stopping him. You can see his preferences in almost every aspect of her. She's a real rascal who has a lot of special moves like the 'Unchained Circle' and is one tough customer to deal with. Designers splurged on the voice for Angel in KOF 2001 and hired Mina Tominaga, a famous Japanese voice actress. Angel's designer was quite pleased with that...

About Zero (The Original) : the supervising designer was dissatisfied with KOF 2000's Zero so he struggled with his disappointment and completed this character. Must have been that little mustache (LAUGH). And the character of Glaugan (King Lion) at his side also got nixed and wasn't used in KOF 2000 either. Talk about not getting your way! Along with polishing Zero, he was tortured with mission to realize his first boss character after leaving SNK that surpassed Krizalid's presence and strength.

About Igniz : since all designer's sponsor had to say to us-about 100 times-about Igniz was "make him hot", "make him hot", and "make him hot", Designers made him, well, a real stud. The standards for handsome characters in fighting games for Asian fans are exacting; and there is a tendency for people here to shy away from ugly and comic characters. Designer think he serves so well as a foil, the lead character comes off all the better.

Yuri's battle start pose is a knock-off of Felicia's battle start pose in "Vampire Savior - The Lord Of Vampire". Besides this, Yuri has the special attack of Gouki, the one that grabs your opponent and then the screen turns black as he gives you 30 hits in 3 seconds. This move is called the 'Yuri Chou Enbu' (means 'Yuri Super Flame Dance'). The move can only be made with the special gauge at max (with at least 1 striker - The sequence is : A, A Forward, B, C). Yuri will get Gouki's 'Messatsu' pose if you finish your opponent with it. It's a parody of Gouki's super finish splash screen (the one with the kanji 'ten' on it when he finishes his opponent with the Shun Goku Satsu).

Athena, in one of her win poses, dances about and says 'Yattai!' in a very familiar way... She's parodying Chun-Li!

The little kid that appears in Terry Bogard's win poses is none other than a young Rock Howard from "Garou - Mark of The Wolves". Since Garou takes place in 2008, Rock is still a young kid in training during this game.

Leona, Ralph and Clark are playable characters in the Foma 90x Series Mobile Phones game 'Metal Slug Survivors'.

Soundtracks:
[JP] Dec. 19, 2001; The King of Fighters 2001 - Original Sound Trax [SCDC-00143]

- UPDATES -

If you set the region to Korea in the MVS test menu, the voices of all of the Korea Team change and May Lee is renamed Lee Jinju

- TIPS AND TRICKS -

* Choose Your Winning Pose : Press a button immediately after beating the opponent and before the 'You Win' mark appears. Each button gives a specific winning pose.

* Secret ending: beat the game with an edit team, but K', Maxima, Whip, Kula, Angel and Foxy must be absent from it.

- SERIES -

1. The King of Fighters '94 [Model NGM-055] (1994, Arcade)
2. The King of Fighters '95 [Model NGM-084] (1995, Arcade)
3. The King of Fighters '96 [Model NGM-214] (1996, Arcade)
4. The King of Fighters '97 [Model NGM-232] (1997, Arcade)
5. The King of Fighters '98 - The Slugfest [Model NGM-242] (1998, Arcade)
6. The King of Fighters '99 - Millennium Battle [Model NGM-251] (1999, Arcade)
7. The King of Fighters 2000 [Model NGM-257] (2000, Arcade)
8. The King of Fighters 2001 [Model NGM-262] (2001, Arcade)
9. The King of Fighters 2002 - Challenge to Ultimate Battle [Model NGM-265] (2002, Arcade)
10. The King of Fighters 2003 [Model NGM-271] (2003, Arcade)
11. The King of Fighters NeoWave (2004, Arcade)
12. The King of Fighters Maximum Impact (2004, PS2)
13. The King of Fighters XI (2005, Arcade)
14. The King of Fighters Maximum Impact 2 [Model SLPS-25638] (2006, PS2)
15. The King of Fighters Maximum Impact - Regulation A (2007, Arcade)
16. The King of Fighters Maximum Impact - Regulation A2 (2008, Arcade)
17. The King of Fighters '98 - Ultimate Match (2008, Arcade)
18. The King of Fighters XII (2009, Arcade)
19. The King of Fighters XIII (2010, Arcade)
20. The King of Fighters XIII Climax (2012, Arcade)

- STAFF -

Executive producers : Jeon Ju Young, Yosh Jinno
Producer : Chil Suk Choi
Director : Lee Seon Ho
Main engineer : S. Fujinuki
Engineers : Nakamura, Koji Shinza, T. Hayashi
Demo designers : Narisato, Asuka, Eimotsu
Script writer : Teampow
Chief planners : H. Iga, Hatarow
Sequence chief : M. Ruyun
Sub planners : Kaba, Ued_Aiko
Adjusters : T-2000, Yuta Lix Sawad (as Lix), Nakasan, Jun, U_Ske, Minaru, Fujiiri
Music & Sound designers : Masahiko Hataya (as WBM M. Hataya), Kidon (as WBM Kidon)
Title designers : Naohisa Yamaguti (Naohisa's Factory)

* Front Designers :
K', Kyo, Shingo, Iori, Takuma, Angel : Styleos
Maxima, Lin, Benimaru, Seth, Mai, Hinako, Kensou, Kim, Choi, Zero, Igniz : C.A.C. Yamasaki
Whip, Leona, Ralf, Clark, Heidern, Mary, Kula, Foxy : Kii & Kuu
Drimon, Terry, Yuri : Dice
Vanessa : Kamada
Ramon, Joe, Athena, Chin : Taku & Takukko
Andy : C.A.C. Yamasaki, Taku & Takukko
Ryo, Robert, King : Kamada
Xangfei, Bad : Unotti
K9999 : Styleos, Dice, Unotti
Chang : Bandee, Taku & Takukko
May : C.A.C. Yamasaki, Kamada

* Back Designers :
Japan stage : Guttyon
Italy stage : Mae
Mexico stage : Jaepe, Nobuyuki Kobayashi
America, brazil and Igniz stage : ????
China stage : Masae M.
Korea and Zero stage : Nobuyuki Kobayashi

* Voice Actors :
K' : Yuuki Matsuda
Iori Yagami : Kunihiko Yasui
Maxima : Katsuyuki Konishi
Vanessa : Kaori Minami
Whip : Shiho Kikuchi
Seth : Hidetoshi Nakamura
Lin : Takaya Kuroda
Ramon : Eiji Takemoto
Kyo Kusanagi : Masahiro Nonaka
Leona : Masae yumi
Benimaru Nikaido : Monster Maetsuka
Ralf Jones : Monster Maetsuka
Goro Daimon : Masaki Usui
Clark Steel : Yoshinori Shima
Shingo Yabuki : Takehito Koyasu
Heidern : Toshimitsu Arai
Terry Bogard : Satoshi Hashimoto
King : Harumi Ikoma
Andy Bogard : Keiichi nanba
Mai Shiranui : Akoya Sogi
Joe Higashi : Nobuyuki Hiyama
Hinako : Ayako Kawasumi
Blue Mary : Harumi Ikoma
Li Xiangfei : Mami Kingetsu
Ryo Sakazaki : Masaki Usui
Kula : Yumi Kakazu
Robert Garcia : Mantaro Koichi
Foxy : Haruna Ikezawa
Yuri Sakazaki : Kaori Horie
K9999 : Nozomu Sasaki
Takuma Sakazaki : Eiji Tsuda
Angel : Miina Tominaga
Athena Asamiya : Haruna Ikezawa
Zero : Toshimitsu Arai
Kensou : Eiji Yano
Igniz : Norio Wakamoto
Chin : Toshikazu Nishimura
Bao : Kanako Nakano
Kim Kaphwan : Satoshi Hashimoto
Chang : Hiroyuki Arita
Choi : Monster Maetsuka
May : Tomoko Kawakami
Ron : Takaya Kuroda
Krizalid : Eiji Yand
Diana : Haruna Ikezawa
Kogorou : Eiji Yand
Hizoku Bigmen (SAI) : Takaya Kuroda
Hizoku Women (LAN) : Yumi Kakazu
Hizoku Child (CHATO) : Yumi Kakazu
Announce : Mighty Inagaki

- PORTS -

* Consoles :
SNK Neo-Geo [JP] (Mar. 14, 2002; "The King of Fighters 2001 [Model NGH-262]")
Sega Dreamcast [JP] (Dec. 26, 2002; "The King of Fighters 2001 [Model T-47304M]")
Sony PS2 [JP] (Oct. 23, 2003; "The King of Fighters 2001 [Model SLPS-25266]")
Sony PS2 [JP] (Feb. 15, 2005; "The King of Fighters 2001 [SNK Best Collection] [Model SLPS-25458]")
Sony PS2 [JP] (Apr. 17, 2007; "The King of Fighters - Nests [NeoGeo Online Collection Vol.7] [Model SLPS-25661]")
Sony PS2 [JP] (May 29, 2008; "The King of Fighters - Nests [NeoGeo Online Collection The Best] [Model SLPS-25865]")

* Computers :
PC [MS Windows] (2001?)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1292&o=2

$end


$info=kof2002,
$bio

The King of Fighters 2002 - Challenge to Ultimate Battle (c) 2002 Playmore Corp.

Revived 3 on 3 battles and new MAX Activation System enable you to get more and more exciting showdowns.

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : NGM-265

[SNK MVS Neo-Geo Controls]
2 players - 4 buttons per player.
[JOYSTICK] 8-way, [A] Light punch, [B] Light kick, [C] Strong punch, [D] Strong kick,

- TRIVIA -

Developed by Eolith Co., Ltd.

Released in October 2002.

About Kusanagi : As the NESTS Chronicles began, Kyo's school uniform changed to a white outfit but his trademark was his black school uniform (even though he's over 20!). Because of some desired the return of the old Kyo, he was inserted into the game at the last moment. In KOF 2003, KUSANAGI was treated as phantom that Chizuru produced with the power of the Mirror of the Yata. But you can't have Kyo without a school uniform. Maybe in Chizuru's mind Kyo will always be a high school student.

About Orochi Yashiro : The characters commonly referred to as Shadow Yashiro, Shadow Shermie, and Shadow Chris were first formulated to balance out the Japan Team of Kyo, Benimaru, and Daimon. Needless to say, Yashiro was 'a character who used powerful body slams associated with the earth and earthquakes' in the same vein Daimon did. He's a dynamic guy who doesn't fret over tiny details, but his hobby is playing guitar in his band. The band's name has never been officially revealed, but it is known as 'C.Y.S.' He idolizes the guitarist Paul Gilbert, and has quite a detailed background story to him.

About Orochi Shermie : If Yashiro offsets Daimon, Shermie is Benimaru's counterpart who ''manipulates lightning and thunderclap attacks''. But the supervising planner made sure, through trial and error, Shermie would simply not become a ''female Benimaru''. Various ideas were added to make her a new, unique character. The ''Moonless Thundercloud'' Shermie heaves up with a belch is an example of this, as is the ''Willow Whip'' move she uses to mow down opponents with flailing arms. Incidentally, these moves were called the ''Explosive Belch'' and the ''Back off, You Beasty'' moves during development.

About Orochi Chris : Chris, of course, is Kyo's counterpart, 'a manipulator of flame'. At the inception of production, the plan was for Chris to use the 'Flame of Darkness (Black Flame)', but the black flames were hard to see so the designers settled for purple ones. When it came time to name Chris's arsenal of moves, we remember the director saying, 'The Dark Orochi Wave sounds good'. But other planners objected : 'It's dumb for an Orochi character to have 'Orochi Wave' as a move name. It's like saying, Call me Mr. Chris'. Regardless, the director won out.

The little kid that appears in Terry Bogard's win poses is none other than a young Rock Howard from "Garou - Mark of The Wolves". Since Garou takes place in 2008, Rock is still a young kid in training during this game.

KOF2002 contains pieces of music from older KOFs. Here's a complete list of themes, the teams (or individuals) they belong to and the games they were taken from :
Tears (Kyo Kusanagi) - "The King of Fighters '99 - Millennium Battle" (Kyo Kusanagi's theme music).
Kurikinton (Fatal Fury Team) - "Fatal Fury 2" (Terry Bogard's theme music).
Beauty & The Beast (Art of Fighting Team) - "The King of Fighters 2000" (Art of Fighting Team's theme music).
Jungle Bouncer (Ikari Team) - "The King of Fighters '94" (Ikari Team's theme music).
Psycho Soldier (Athena Asamiya) - "Psycho Soldier" (what part of the game?).
Diet (Gals Fighters Team) - "Art of Fighting 2" (Yuri Sakazaki's theme music).
Arashi no Saxophone 2 (Iori Team) - "The King of Fighters '96" (Iori Team's theme music).
Bloody (New Face Team) - "The King of Fighters '97" (New Face Team's theme music).
KD-0079 (Hero Team) - "The King of Fighters '99 - Millennium Battle" (Hero Team's theme music).
KD-0084 (2000 Team) - "The King of Fighters 2000" (Hero Team's theme music).
Seoul ni Ikou (Kim) - "Fatal Fury 2" (Kim theme music).

Soundtrack releases:
[JP] Nov. 20, 2002; The King of Fighters 2002 Original Sound Trax [SCDC-00221] - Scitron

Some known hacks of this game are known as :
"The King of Fighters 10th Anniversary - All Team Battle"
"The King of Fighters 10th Anniversary 2005 Unique"
"The King of Fighters 10th Anniversary Extra Plus"
"The King of Fighters Special Edition 2004"
"The King of Fighters 2002 Plus"
"The King of Fighters 2002 Magic Plus"
"The King of Fighters 2002 Magic Plus II"

Leona, Ralph and Clark are playable characters in the Foma 90x Series Mobile Phones game 'Metal Slug Survivors'.

- UPDATES -

If you put the game in 'Korea territory' via the MVS bios setting, all Korea Team's voices changes.

- TIPS AND TRICKS -

* Play as Kusanagi : at the character selection screen, highlight Kyo and press Up, Down, Right, Left, Down, Up, Left, Right.

* Orochi versions of Sherimie, Chris And Yashiro : just hold down Start on them at the character selection screen. This is better than having to use some power stocks to transform in battle with the normal versions.

* Choose your winning pose : to get a specific winning pose, simply press any button just after beating the opponent.

* Alternate costume colors : all characters have 4 alternate costume colors (by pressing A, B, C or D).

* Roulette : press and hold Start at the character select screen and push any button (Press any direction on the joystick before pushing the button to select a random team).

- SERIES -

1. The King of Fighters '94 [Model NGM-055] (1994, Arcade)
2. The King of Fighters '95 [Model NGM-084] (1995, Arcade)
3. The King of Fighters '96 [Model NGM-214] (1996, Arcade)
4. The King of Fighters '97 [Model NGM-232] (1997, Arcade)
5. The King of Fighters '98 - The Slugfest [Model NGM-242] (1998, Arcade)
6. The King of Fighters '99 - Millennium Battle [Model NGM-251] (1999, Arcade)
7. The King of Fighters 2000 [Model NGM-257] (2000, Arcade)
8. The King of Fighters 2001 [Model NGM-262] (2001, Arcade)
9. The King of Fighters 2002 - Challenge to Ultimate Battle [Model NGM-265] (2002, Arcade)
10. The King of Fighters 2003 [Model NGM-271] (2003, Arcade)
11. The King of Fighters NeoWave (2004, Arcade)
12. The King of Fighters Maximum Impact (2004, PS2)
13. The King of Fighters XI (2005, Arcade)
14. The King of Fighters Maximum Impact 2 [Model SLPS-25638] (2006, PS2)
15. The King of Fighters Maximum Impact - Regulation A (2007, Arcade)
16. The King of Fighters Maximum Impact - Regulation A2 (2008, Arcade)
17. The King of Fighters '98 - Ultimate Match (2008, Arcade)
18. The King of Fighters XII (2009, Arcade)
19. The King of Fighters XIII (2010, Arcade)
20. The King of Fighters XIII Climax (2012, Arcade)

- STAFF -

Executive producer : Jeon Ju Young
Producer : Chil Suk Choi
Director : Lee Seon Ho
Demo designers : Ogura, Norisato, Asuka
Planners : T-2000, Uri Uri, M. Ruyun, Ume-Zono
Music & Sound designers : Tate Norio, Masahiko Hataya (as WBM M. Hataya)
Adjusters & Bug checkers : T-2000, 4F01 Kuroemon, 4F02 Oomae, C>B K Kuboken, Yuta Lix Sawad, Yamachan Rakira, Ume-Zono
Main engineer : S. Fujinuki
Programmers : Narutaki, T. Hayashi, M. Yusuke

* Front Designers :
Seth, Maxima, Benimaru, Billy, Chris, Andy, Mai, Yamazaki, May, Rugal : C.A.C. Yamasaki
Ryo, Robert, Vanessa, Kensou, Takuma : Kamada
Angel, Kyo, Iori, Kim, Vice, Yashiro : Kaori
Athena, Ramon, Joe, Chin, Chang, Choi : Taku & Takukko
Leona, Ralf, Clark, Shermie, Whip, Kula : ('_')

* Back Designers :
Italy, Mexico, Nests stage : Nobuyuki Kobayashi (as Koba)
Cambodia, Boss stage : ???
Holland : Masae M.
China : Guttyon
Korea : ???

* Voice Actors :
Kyo Kusanagi : Masahiro Nonaka
Benimaru Nikaido : Monster Maetsuka
Ralf Jones : Monster Maetsuka
Choi Bounce : Monster Maetsuka
Goro Daimon : Masaki Usui
Ryo Sakazaki : Masaki Usui
Terry Bogard : Satoshi Hashimoto
Kim Kaphwan : Satoshi Hashimoto
Andy Bogard : Keiichi Nanba
Joe Higashi : Nobuyuki Hiyama
Chang Koehan : Hiroyuki Arita
Athena Asamiya : Haruna Ikezawa
Kensou : Eiji Yano
Chin Gentsai : Toshikazu Nishimura
Leona : Masae Yumi
Vice : Masae Yumi
Clark Steel : Yoshinori Shima
Robert Garcia : Mantaro Koichi
Takuma Sakazaki : Eiji Tsuda
Mai Shiranui : Akoya Sogi
Yuri Sakazaki : Kaori Horie
May Lee Jinju : Tomoko Kawakami
Iori Yagami : Kunihiko Yasui
Mature : Hiroko Tsuji
Yamazaki : Koji Ishii
Blue Mary : Harumi Ikoma
Billy Kane : Atsushi Yamanishi
Yashiro Nanakase : Makoto Awane
Shermie : Hazuki Nishikawa
Chris : Rio Ogata
K' : Yuuki Matsuda
Maxima : Katsuyuki Konishi
Whip : Shiho Kikuchi
Vanessa : Kaori Minami
Seth : Hidetoshi Nakamura
Ramon : Eiji Takemoto (as Hidehumi Takemoto)
Kula Diamond : Yumi Kakazu
K9999 : Nozomu Sasaki
Angel : Mayumi Shintani
Kusanagi : Mitsuo Iwata
Rugal Bernstein : Norio Wakamoto
Athena's friend 1 : Masae Yumi
Athena's friend 2 : Hazuki Nishikawa
Candy : Masae Yumi
Diana : Haruna Ikezawa

Announcement : Eiji Yano

- PORTS -

* Consoles :
SNK Neo-Geo [JP] (Dec. 18, 2002; "The King of Fighters 2002 - Challenge to Ultimate Battle [Model NGH-265]")
Sega Dreamcast [JP] (June 19, 2003; "The King of Fighters 2002 - Challenge to Ultimate Battle [Model T-47305M]")
Sony PlayStation 2 [JP] (Mar. 25, 2004; "The King of Fighters 2002 - Challenge to Ultimate Battle [Model SLPS-25347]")
Sega Dreamcast [JP] (Nov. 11, 2004; "The King of Fighters 2002 - Challenge to Ultimate Battle [Dreamcast Collection] [Model T-47305M-1]")
Microsoft XBOX [JP] (Mar. 24, 2005; "The King of Fighters 2002 - Challenge to Ultimate Battle [Model ZQ6-00003]")
Sony PlayStation 2 [JP] (Nov. 23, 2005; "The King of Fighters 2002 - Challenge to Ultimate Battle [SNK Best Collection] [Model SLPS-25573]")
Sony PlayStation 2 [JP] (Feb. 26, 2009; "The King of Fighters 2002 - Unlimited Match [Model SLPS-25915]")
Sony PlayStation 2 [JP] (June 24, 2010; "The King of Fighters 2002 - Unlimited Match [Tougeki ver.] [Model SLPS-25983]")

* Others :
Arcade [JP] (Jan. 24, 2011; "The King of Fighters 2002 - Ultimated Match for Nesica Live")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1293&o=2

$end


$info=kf2k2mp,
$bio

The King of Fighters 2002 Magic Plus (c) 2002 Unknown.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 12 Mhz), Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2610 (@ 8 Mhz)

Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096

Players : 2
Control : 8-way Joystick
Buttons : 4

- TRIVIA -

This game is a hack of "The King of Fighters 2002 - Challenge to Ultimate Battle".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4894&o=2

$end


$info=kf2k2mp2,
$bio

The King of Fighters 2002 Magic Plus II (c) 2002 Unknown.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 12 Mhz), Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2610 (@ 8 Mhz)

Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096

Players : 2
Control : 8-way Joystick
Buttons : 4

- TRIVIA -

This game is a hack of "The King of Fighters 2002 - Challenge to Ultimate Battle".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4847&o=2

$end


$info=kf2k2pls,kf2k2pla,
$bio

The King of Fighters 2002 Plus (c) 2002 Unknown.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 12 Mhz), Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2610 (@ 8 Mhz)

Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096

Players : 2
Control : 8-way Joystick
Buttons : 4

- TRIVIA -

This game is a hack of "The King of Fighters 2002 - Challenge to Ultimate Battle".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4848&o=2

$end


$neogeo=kof2003h,
$bio

The King of Fighters 2003 (c) 2003 SNK Playmore.

- TECHNICAL -

[Model NGH-271]

- TRIVIA -

Released on March 18, 2004 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47993&o=2

$end


$info=kof2003,kof2003a,kf2k3pcb,kf2k3bl,kf2k3bla,
$bio

The King of Fighters 2003 (c) 2003 SNK Playmore.

A new edition of the KOF series with 32 selectable fighters plus Evil Kusanagi, Chizuru and Maki Kagura, Adelheid Bernstein and the final boss Mukai.

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : NGM-271

[SNK MVS Neo-Geo Controls]
2 players - 4 buttons per player.
=>[Joystick] 8-way, [A] Light punch [B] Light kick [C] Strong punch [D] Strong kick

- TRIVIA -

Released in November 2003, KOF2k3 represents the latest opus in the series to run on the SNK Neo-Geo MVS hardware.

Two new systems have been adopted : 'Tactical Leader System' which sets up a leader favorably treated in capability in a team and 'Multi-Shift' in which player characters can be changed freely during 3 on 3 battle.

About Ash Crimson : Unlike the usual KOF hero characters, Ash was designed with the intent to create an 'attractive evil character'. Because the supervising designer created a rough design that fit the desired appearance to a 'T', little was changed for this character's design. Incidentally, the team story quotes casually from Robert Browning's 'Spring Song', but no one on the staff took interest in this (Boo hoo). And the bit about Shanghai Crabs was the original material for the character 'Rojin'.

About Duo Long : When speaking of the Flying Brigands, you have quite a collection of especially unique-looking characters, but Duo Long is, unlike those of his ilk so far, an orthodox, handsome character. The model for this character is a certain Romanian vampire and hunter with the same first letter for his name. A subtly embroidered dragon is depicted on the back of Duo Lon's costume, but according to the illustration's supervising designer Falcoon, this character sports a detailed character that follows the steady work of traditional craftsmen with the scales drawn one at a time...

About Shen Woo : The first concept for this character was a wild and sexy guy. The development codename for him was ''The Third Man'', and along those lines he became Woo Shen, his name 'flip-flopping' to the current name, and the latter moniker seemed to stick. Because Ash has his particular appearance (LAUGH), Shen, no matter how you look at it, appears more like the main character. His character closely resembles certain aspects of Ralf and Yashiro in many ways, so designers toiled to create distinctive moves for this character. According to the supervising designer, 'What knotted my stomach most was the shortness of time we had for development'.

About Tizoc : To tell the truth, Raiden was to appear in KOF 2003, but before the characters were finally decided on, Tizoc took his place. Along with the change to KOF 2003's game system, designers were able to create movements heretofore impossible with KOF until now, allowing us to add the style of Tizoc for that very reason. It's unclear whether there were plans or not to introduce Grant from "Garou - Mark of the Wolves" along with Tizoc for a friendly tag team battle. It may not be very well known, but the Japanese name for Tizoc is 'Griffon Mask'. But we felt Tizoc for the English version had a nice ring to it.

About Gato : Keeping the demands of the Chinese market in mind, designers included a user of orthodox Chinese boxing in the game to follow our marketing plans and enter the battle with Tizoc from "Garou - Mark of the Wolves". Halfway through the development process, he became the character that was busy getting burned, frozen, and slapped around with a giant metal ball by other characters to experiment with the overhauled program. When Gato appeared, many groundless rumors circulated that 'Hotaru had made a comeback' and other such rumors to the same. Whatever command you enter, be aware that Hotaru Futaba is nowhere to be found in KOF 2003, and Gato is here to stay!

About Malin : KOF 2003 saw the absence of Choi Bounge, so why not make a nimble and cute girl character?! And with that sentiment, Malin was born. It took quite an effort to arrive at the initial design for this character, but when we entered the actual work for KOF 2003, the creation of this character was a piece of cake. In the appearance sequence, the supervising designer poured his sincerity into the transformation scene. But the Arcadia magazine realized that she wasn't included in their feature articles and regretted their mistake. If you consider our preferences, designers insisted on the spelling for this character to be 'Malin' and not 'Marin'. This is the humble preference of the supervising designer and a mystery to us all.

About Maki Kagura : If the younger sister Chizuru Kagura is the stork, the elder sister Maki Kagura's name comes from the tortoise (storks live a thousand years, but tortoises live 10,000). The background story for these two twins comes from KOF '96, but with their appearance in KOF 2003, some designers suggested Maki's hair be shortened to distinguish her from her kid sister. She appears in KOF 2003 as she always does (Her bangs are slightly different, however, so people who have confidence in their powers of observation, beware!). For the location test of KOF 2003, many players who defeated Chizuru were vanquished by the awesome elder sister Maki. So the fate of players was often decided with the appearance of Maki-you just don't mess around with this character!

About Adelheid : To widen the worldview of KOF with the desire to add a separate story to the main tale, designers added this character devised as a set with her kid sister Rose. Designers think many picked up on this, but Adelheid is a common female name among Swiss and Germans, and is the name from which the diminutive of Heidi's derives. In the Adelheid stage of KOF 2003, the soundtrack begins with Chopin's 'Revolutionary Etude', but including something like this on the NEO-GEO system required a huge amount of memory which overwhelmed the voice data of other characters. Designers believe it was worth it, but producers may have dissed the supervising designers of other characters in the process.

About Rose : If Hinako was the modern, unconventional 'na?f', Rose is the classic 'sophisticate' character. She has an overpowering sense of pride and high-handedness. She's also selfish and moody. If things don't go her way, watch out! But she's a real babe and not only that, she's rich! (Laugh). The voice actor for Rose also worked on Malin and Maki Kagura. Because she had a tough schedule providing the voice for three characters in one day, she was really put through a tough trial. The staff regrets this and gives their thanks from the bottom of the ocean.

About Mukai : With the belief that a fighting game boss 'must be easy to understand', designers adopted the 'ability to fossilize' to give impact to Mukai's presence. Designers then matched the design of this character to this ability. So as far as the procedure of development is concerned, Mukai was quite an unorthodox creation. The concept and design came off without a hitch, but arriving at his name was a difficult process. He's among the first of the KOF series boss characters who would be graced with the Japanese honorific of '-san'.

Leona, Ralph and Clark are playable characters in the Foma 90x Series Mobile Phones game 'Metal Slug Survivors'.

Scitron Digital Content released a limited-edition soundtrack album for this game (The King of Fighters 2003 Original Sound Trax - SCDC-00337) on 24/04/2004.

Hacks of this game are known as :
"The King of Fighters 2004 Plus".
"The King of Fighters 2004 Ultra Plus".

- TIPS AND TRICKS -

* Play as Evil Kusanagi : Hold Down, then rotate control stick clockwise to Upleft then rotate counter-clockwise to Upright, then press any button.

* Play as Chizuru and Maki : Hold Up, then rotate control stick counter-clockwise to Upright then rotate clockwise to Downleft, then press any button.

* Final Bosses : To fight Adelheid, defeat Kusanagi (the mid-boss) without using a Desperation Move as your final hit that KOs him. To fight Chizuru/Maki followed by Mukai, defeat Kusanagi (the mid-boss) using a Desperation Move as your final hit that KOs him.

* Endings : There are different endings for beating either Adelheid or Mukai. You can also see an extended ending for a non-Team-Edit team when you beat Mukai. Here are the teams with extended endings (the order the characters are selected does not matter) :
Ash, Duo Lon, Shen
Terry, Joe, Tizoc
Ryo, Robert, Yuri
Kim, Chang, Jhun
Leona, Ralf, Clark
Gato, Yamazaki, Billy
King, Mary, Mai
Shingo, Benimaru, Daimon
Athena, Hinkao, Malin
K', Maxima, Whip
Kyo, Iori, Chizuru
Kyo, Benimaru, Daimon (picture only after staff roll)
Mai, King, Yuri (picture only after staff roll)

- SERIES -

1. The King of Fighters '94 [Model NGM-055] (1994, Arcade)
2. The King of Fighters '95 [Model NGM-084] (1995, Arcade)
3. The King of Fighters '96 [Model NGM-214] (1996, Arcade)
4. The King of Fighters '97 [Model NGM-232] (1997, Arcade)
5. The King of Fighters '98 - The Slugfest [Model NGM-242] (1998, Arcade)
6. The King of Fighters '99 - Millennium Battle [Model NGM-251] (1999, Arcade)
7. The King of Fighters 2000 [Model NGM-257] (2000, Arcade)
8. The King of Fighters 2001 [Model NGM-262] (2001, Arcade)
9. The King of Fighters 2002 - Challenge to Ultimate Battle [Model NGM-265] (2002, Arcade)
10. The King of Fighters 2003 [Model NGM-271] (2003, Arcade)
11. The King of Fighters NeoWave (2004, Arcade)
12. The King of Fighters Maximum Impact (2004, PS2)
13. The King of Fighters XI (2005, Arcade)
14. The King of Fighters Maximum Impact 2 [Model SLPS-25638] (2006, PS2)
15. The King of Fighters Maximum Impact - Regulation A (2007, Arcade)
16. The King of Fighters Maximum Impact - Regulation A2 (2008, Arcade)
17. The King of Fighters '98 - Ultimate Match (2008, Arcade)
18. The King of Fighters XII (2009, Arcade)
19. The King of Fighters XIII (2010, Arcade)
20. The King of Fighters XIII Climax (2012, Arcade)

- STAFF -

Executive Producer : Eikichi Kawasaki
Producer : Kazuya Hirata
Programmers : Teruki's Dad, Narutaki, Cyber Kondo, M. Usk, Bok Mannami, Pierrot, Muracchi
Demo Designers : Pasta, Ogura, Asuka
Director : Sayuri
Planners : M. Ruyun, Daizen, Aka (lv60), Ama-Sama, T. Mieno, Ukyao, Bea, Woo Cc
Music & Sound Designers : Tate Norio, Yasumasa Yamada, Masahiko Hataya
Bug Checkers : Kiyomatu@Teacher, Masaru, Wakatora, Sousukematsumoto, Momonga, Minaru, DGD, Iwao Futatsu, C>B, Watanabe Ug, Anotherkonishime, Kaz
Illustrator : Tatsuhiko Kanaoka (Falcoon)
Special Assist : Toshi Kita Maz, K-Natsui (Nuts)
Promotion : Akito K., Yuzuko

* Voice Actors : 
Ash : Sounosuke Nagashiro
Duo Lon : Tsunehito Maruo
Shen : Kouji Suizu
Terry, Kim : Satoshi Hashimoto
Joe : Nobuyuki Hiyama
Tizoc : Hikaru Hanada
Ryo, Daimon : Masaki Usui
Robert : Mantaro Koichi
Yuri : Kaori Horie
Chang : Hiroyuki Arita
Jhun : Kazuya Ichijo
Leona : Masae Yumi
Ralf, Benimaru : Monster Maetsuka
Clark : Yoshinori Shima
Gato, Yamazaki : Koji Ishii
Billy : Atsushi Yamanishi (Seijiro)
King, Mary : Harumi Ikoma
Mai : Akoya Sogi
Shingo, Announcement : Takehito Koyasu
Athena : Haruna Ikezawa
Hinako : Ayako Kawasumi
Malin, Maki, Rose : Kazuyo Inosako
K' : Yuuki Matsuda
Maxima : Katsuyuki Konishi
Whip : Shiho Kikuchi
Kyo : Masahiro Nonaka
Iori : Kunihiko Yasui
Chizuru : Yukiko Sugawa
Kusanagi : Mitsuo Iwata
Adelheid : Tetsuya Tanaka
Mukai : Toshihiro Shigetsuka

* Back Designers :
Before Gate, Steam Locomotive : Matsumusi
Town : Guttyon
Desert, Boss : Pusuke
Seaside, Sky Noah, Cave : Nobuyuki Kobayashi (as Kobayashi)
Hunting Time : H. Y.
Bleed : Y. Hirakawa

* Front Designers : 
Duo Lon, Maxima : C.A.C. Yamakasi
Tizoc, Ryo, Yamazaki : Kamada
Adelheid, Ralf, Clark : ???
K', Mukai : It
Athena, Whip : Ryoko Tanaka
Kyo, Leona, Mary : Reiko Masuyama
Malin, Jhun : Maiko Mishiro
Benimaru, Daimon, Iori, Kim, Hinako, Shingo, Ash : Aco Yamaoka
Billy, Mai, Duo Lon : Atsuko
Robert, Yamazaki : Tamaguchi Ritsu
Malin, Joe, Chang : Cinderella Lisa
Ash, Kusanagi : S.K.
Gato, Terry, Yuri : Taku & Takukko
Shen, King : Mae
Chizuru : Tairou
Maki : Mustang

- PORTS -

* Consoles :
SNK Neo-Geo [JP] (Mar. 18, 2004; "The King of Fighters 2003 [Model NGH-271]")
SNK Neo-Geo [US] (Mar. 18, 2004; "The King of Fighters 2003 [Model NGH-271]")
Sony PlayStation 2 [JP] (Oct. 28, 2004; "The King of Fighters 2003 [Model SLPS-25407]")
Microsoft XBOX [JP] (Aug. 25, 2005; "The King of Fighters 2003 [Model A2N-00002]")
Sony PlayStation 2 [JP] (Mar. 9, 2006, "The King of Fighters 2003 [SNK Best Collection] [Model SLPS-25635]")
Sony PlayStation 2 [EU] (Apr. ??, 2006) [Model SLES-53382]
Sony PlayStation 2 [AU] (Jan. 16, 2007)
Microsoft XBOX [EU] (Mar. 3, 2006)
Sony PlayStation 2 [US] (Feb. 8, 2005; "The King of Fighters 2002 & 2003") [Model SLUS-20995, Model SLUS-20996]
Sony PlayStation 2 [EU] (Feb. 8, 2005; "The King of Fighters 2002 & 2003")
Microsoft XBOX [US] (Aug. 31, 2005; "The King of Fighters 2002 & 2003")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3264&o=2

$end


$info=kf2k3pl,
$bio

The King of Fighters 2004 Plus (c) 2003 Unknown.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 12 Mhz), Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2610 (@ 8 Mhz)

Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096

Players : 2
Control : 8-way Joystick
Buttons : 4

- TRIVIA -

This game is a hack of "The King of Fighters 2003".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4961&o=2

$end


$info=kf2k3upl,
$bio

The King of Fighters 2004 Ultra Plus (c) 2003 Unknown.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 12 Mhz), Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2610 (@ 8 Mhz)

Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096

Players : 2
Control : 8-way Joystick
Buttons : 4

- TRIVIA -

This game is a hack of "The King of Fighters 2003".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4962&o=2

$end


$nes=kof96,
$bio

The King of Fighters 96 (c) 1998 NT.

Pirate 8-Bit port of the SNK game.

- TECHNICAL -

Game ID: NT6101

- TRIVIA -

Released during summer 1998.

- STAFF -

Developed by: Hummer Team

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84164&o=2

$end


$nes=kof97,kof97a,
$bio

The King of Fighters 97 (c) 1997 Rex Soft [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84165&o=2

$end


$nes=kof99,
$bio

The King of Fighters 99 (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84166&o=2

$end


$gba=kofexua,kofexu,
$bio

The King of Fighters EX - NeoBlood [Model AGB-AKOE-USA] (c) 2002 Sammy Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76035&o=2

$end


$gba=kofexj,kofexjp
$bio

The King of Fighters EX - NeoBlood (c) 2002 Marvelous Entertainment, Incorporated.

- TECHNICAL -

[Model AGB-AKOJ-JPN]

- TRIVIA -

The King of Fighters EX was released on January 01, 2002 in Japan.

Related Coin-Op video game: "The King of Fighters '99 - Millennium Battle [Model NGM-251]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47944&o=2

$end


$gba=kofex,
$bio

The King of Fighters EX - NeoBlood [Model AGB-AKOP] (c) 2002 Sammy Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76034&o=2

$end


$gba=kofex2j,
$bio

The King of Fighters EX 2 - Howling Blood (c) 2003 Marvelous Entertainment, Incorporated.

- TECHNICAL -

[Model AGB-AEXJ-JPN]

- TRIVIA -

The King of Fighters EX 2 was released on January 01, 2003 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47965&o=2

$end


$gba=kofex2u,
$bio

The King of Fighters EX2 - Howling Blood [Model AGB-AEXE-USA] (c) 2003 Atlus Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76037&o=2

$end


$gba=kofex2,
$bio

The King of Fighters EX2 - Howling Blood [Model AGB-AEXP] (c) 2003 Acclaim Ent., Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76036&o=2

$end


$psx=kofkyo,
$bio

The King of Fighters Kyo [Model SLPM-86095] (c) 1998 SNK Corp. [Shin Nihon Kikaku] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85783&o=2

$end


$info=kofnw,kofnwj,
$bio

The King of Fighters NeoWave (c) 2004 SNK Playmore 

The first King of Fighters episode running on Atomiswave, the hardware on which SNK Playmore will develop the main part of its future games.

- TECHNICAL -

Sammy Atomiswave

- TRIVIA -

The King of Fighters NeoWave was released in July 2004 in Japan.

The characters' graphics, moves and sounds are very close from those of "The King of Fighters 2002 - Challenge to Ultimate Battle".

As in the previous episodes, the characters are controlled with 2 punches buttons and 2 kicks buttons but also an additional button for the activation of the new 'Heat mode', which strengthen your character's attacks but on the same time drain his life.

Button configuration and software settings can be changed to answer the needs of all types of locations.

Leona, Ralph and Clark are playable characters in the Foma 90x Series Mobile Phones game 'Metal Slug Survivors'.

Soundtracks:
[JP] Nov. 21, 2004; The King of Fighters Neowave Original Sound Track [STF-0015] - ULF Records
[JP] Aug. 24, 2005; The King of Fighters NeoWave Arrange Tracks Consumer Version [SCDC-455] - Scitron

- SERIES -

1. The King of Fighters '94 [Model NGM-055] (1994, Arcade)
2. The King of Fighters '95 [Model NGM-084] (1995, Arcade)
3. The King of Fighters '96 [Model NGM-214] (1996, Arcade)
4. The King of Fighters '97 [Model NGM-232] (1997, Arcade)
5. The King of Fighters '98 - The Slugfest [Model NGM-242] (1998, Arcade)
6. The King of Fighters '99 - Millennium Battle [Model NGM-251] (1999, Arcade)
7. The King of Fighters 2000 [Model NGM-257] (2000, Arcade)
8. The King of Fighters 2001 [Model NGM-262] (2001, Arcade)
9. The King of Fighters 2002 - Challenge to Ultimate Battle [Model NGM-265] (2002, Arcade)
10. The King of Fighters 2003 [Model NGM-271] (2003, Arcade)
11. The King of Fighters NeoWave (2004, Arcade)
12. The King of Fighters Maximum Impact (2004, PS2)
13. The King of Fighters XI (2005, Arcade)
14. The King of Fighters Maximum Impact 2 [Model SLPS-25638] (2006, PS2)
15. The King of Fighters Maximum Impact - Regulation A (2007, Arcade)
16. The King of Fighters Maximum Impact - Regulation A2 (2008, Arcade)
17. The King of Fighters '98 - Ultimate Match (2008, Arcade)
18. The King of Fighters XII (2009, Arcade)
19. The King of Fighters XIII (2010, Arcade)
20. The King of Fighters XIII Climax (2012, Arcade)

- STAFF -

* Voice actors : 
Kyo Kusanagi : Masahiro Nonaka
Benimaru Nikaido/Ralf Jones/Choi Bounge : Monster Maetsuka
Goro Daimon/Ryo Sakazaki : Masaki Usui
K' : Yuuki Matsuda
Maxima : Katsuyuki Konishi
Whip : Shiho Kikuchi
Iori Yagami : Kunihiko Yasui
Vice/Leona : Masae Yumi
Mature : Hiroko Tsuji
Yashiro/Orochi Yashiro : Makoto Awane
Shermie/Orochi Shermie : Hazuki Nishikawa
Chris/Orochi Chris : Rio Ogata
Terry Bogard/Kim Kaphwan : Satoshi Hashimoto
Andy Bogard : Keiichi Nanba
Joe Higashi : Nobuyuki Hiyama
Athena Asamiya : Haruna Ikezawa
Sie Kensou : Eiji Yano
Chin Gensai : Toshikazu Nishimura
Yamazaki : Koji Ishii
King/Blue Mary : Harumi Ikoma
Billy Kane : Atsushi Yamanishi
Robert Garcia : Mantaro Koichi
Takuma Sakazaki : Eiji Tsuda
Clark Still : Yoshinori Shima
Saisyu Kusanagi : Keiichirou Sakaki
Kula Diamond : Yumi Kakazu
Shingo Yabuki : Takehito Koyasu
Jhun Hoon: Kazuya Ichijo
Chang Koehan : Hiroyuki Arita
Mai Shiranui : Akoya Sogi
Yuri Sakazaki : Kaori Horie
Vanessa : Kaori Minami
Ramon : Eiji Takemoto
Geese Howard : Kong Kuwata

- PORTS -

* Consoles :
Sony PlayStation 2 [JP] (July 21, 2005) "The King of Fighters NeoWave [Model SPLS-25525]"
Microsoft XBOX [JP] (Mar. 30, 2005) "The King of Fighters NeoWave [Model C7E-00001]"
Sony PlayStation 2 [JP] (Nov. 22, 2006) "The King of Fighters NeoWave [SNK Best Collection] [Model SPLS-25712]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3976&o=2

$end


$info=kof2k4se,
$bio

The King of Fighters Special Edition 2004 (c) 2004 Dragon.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 12 Mhz), Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2610 (@ 8 Mhz)

Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096

Players : 2
Control : 8-way Joystick
Buttons : 4

- TRIVIA -

This game is a hack of "The King of Fighters 2002 - Challenge to Ultimate Battle".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4740&o=2

$end


$info=kofxi,
$bio

The King of Fighters XI (c) 2005 SNK Playmore.

In this installment of the The King Of Fighters series. The character roster has received a major shake-up. For the first time ever, fan favorites Mai Shiranui, Leona Heidern, Robert Garcia and Joe Higashi have been dropped from the roster. The Princess of Punch team franchise has been dissolved. Eiji returns after being absent since KOF 95, the ever popular Duck King makes his first real appearance in the series, and Bonne Jenet crosses over from "Garou - Mark of the Wolves". 3 new characters have been introduced to the series, Oswald, Elisabeth, and Momoko. Elisabeth is the heir of a noble French family, Oswald is a fighter from Ireland who utilizes cards as his weapons. Momoko is a young capoeira fighter from Japan accompanying Athena Asamiya and Sie Kensou on the Psycho Soldier team.

- TECHNICAL -

Sammy Atomiswave

CPU : Hitachi SH-4 128-bit RISC CPU (200 MHz 360 MIPS / 1.4 GFLOPS)
Graphic Engine : PowerVR 2 (PVR2DC) 100 MHz
Sound Engine : ARM7 Yamaha AICA 45 MHZ (with internal 32-bit RISC CPU, 64 channel ADPCM)
Main Ram : 32 megs
Main Memory : 16 MByte
Graphic Memory : 16 MByte
Sound Memory : 8 MByte
Media : ROM Board
Simultaneous Number of Colors : Approx. 16,770,000 (24bits)
Polygons : 2.5 Million polys/sec
Rendering Speed : 500 M pixel/sec
Additional Features : Bump Mapping, Fog, Alpha-Bending (transparency), Mip Mapping (polygon-texture auto switch), Tri-Linear Filtering, Anti-Aliasing, Environment Mapping, and Specular Effect.
Network : It is possible to connect the systems on the network using both 56K modem or broadband connection using the AW-Net.

- TRIVIA -

The King of Fighters XI (KOF XI) was released in October 2005.

KOF XI marks the first time in the main series (rather than the spin-offs KOF NeoWave and KOF Maximum Impact) where a game has not been released a year after the previous game. SNK/Playmore never released a game in the main series during the year 2004, which would leave a gap between KOF 2003 and what this game could've potentially be named KOF 2005. Thus, the company did away with the yearly trend and instead named KOF XI, being the 11th game in the main series. This game also breaks the trend of the main series running on the Neo-Geo MVS hardware and instead runs on Sammy's Atomiswave hardware.

At release time, arcade rooms were receiving competition massively worldwide for this game. 

Leona, Ralph and Clark are playable characters in the Foma 90x Series Mobile Phones game 'Metal Slug Survivors'.

Scitron released a 2-CD limited-edition soundtrack album for this game (The King of Fighters XI Sound Collection - SCDC-517) on 24/03/2006.

- TIPS AND TRICKS -

* Extra Characters: They will appear after defeated 3 CPU teams under the following conditions

- Guy Tendou
1) Defeat >=1 CPU character with Leader's Chou-hissatsu waza
2) Within 3 minute
3) All player characters are not defeated
4) No continue

- Jyazu/Silber
1) Defeat >=6 characters with Chou-hissatsu waza or Leader's Chou-hissatsu waza
2) All player characters are not defeated
3) No continue
* Either of them will come in random order

- Syo Hayate
1) Defeat >=2 CPU characters with Leader's Chou-hissatsu waza
2) Within 3 minute
3) All player characters are not defeated
4) No continue

- Adelheid
Failed to fulfill the above conditions


Also they are selectable as time release character.
- Adelheid : 720 hours
- Guy Tendou : 960 hours
- Jazu/Silver : 1200 hours
- Joe Hayate : 1440 hours

- SERIES -

1. The King of Fighters '94 [Model NGM-055] (1994, Arcade)
2. The King of Fighters '95 [Model NGM-084] (1995, Arcade)
3. The King of Fighters '96 [Model NGM-214] (1996, Arcade)
4. The King of Fighters '97 [Model NGM-232] (1997, Arcade)
5. The King of Fighters '98 - The Slugfest [Model NGM-242] (1998, Arcade)
6. The King of Fighters '99 - Millennium Battle [Model NGM-251] (1999, Arcade)
7. The King of Fighters 2000 [Model NGM-257] (2000, Arcade)
8. The King of Fighters 2001 [Model NGM-262] (2001, Arcade)
9. The King of Fighters 2002 - Challenge to Ultimate Battle [Model NGM-265] (2002, Arcade)
10. The King of Fighters 2003 [Model NGM-271] (2003, Arcade)
11. The King of Fighters NeoWave (2004, Arcade)
12. The King of Fighters Maximum Impact (2004, PS2)
13. The King of Fighters XI (2005, Arcade)
14. The King of Fighters Maximum Impact 2 [Model SLPS-25638] (2006, PS2)
15. The King of Fighters Maximum Impact - Regulation A (2007, Arcade)
16. The King of Fighters Maximum Impact - Regulation A2 (2008, Arcade)
17. The King of Fighters '98 - Ultimate Match (2008, Arcade)
18. The King of Fighters XII (2009, Arcade)
19. The King of Fighters XIII (2010, Arcade)
20. The King of Fighters XIII Climax (2012, Arcade)

- STAFF -

* Voice actors :
Tizoc (Griffon Mask) : Hikaru Hanada
Terry Bogard, Kim Kaphwan : Satoshi Hashimoto
Gai Tendou : Nobuyuki Hiyama
Yuri Sakazaki : Kaori Horie
Athena Asamiya : Haruna Ikezawa
King, Blue Mary, Announcer : Harumi Ikoma
Momoko, Malin, Rose : Kazuyo Inosako
Gato : Koji Ishii
Kula Diamond : Yumi Kakazu
Whip : Shiho Kikuchi
Maxima : Katsuyuki Konishi
Shingo Yabuki : Takehito Koyasu
Oswald, Duck King, Geese Howard : Kong Kuwata
Benimaru Nikaido, Ralf Jones : Monster Maetsuka
Duolon : Tsunehito Maruo
K' : Yuuki Matsuda 
Vanessa : Kaori Minami
Ash Crimson : Sounosuke Nagashiro
Kyo Kusanagi, EX Kyo Kusanagi : Masahiro Nonaka
B. Jenet : Rei Saito
Clark Still, Eiji Kisaragi : Yoshinori Shima
Shen Woo : Kouji Suizu
Ramon : Eiji Takemoto
Adelheid : Tetsuya Tanaka
Ryo Sakazaki : Masaki Usui
Sie Kensou : Eiji Yano
Iori Yagami : Kunihiko Yasui
Kasumi Todoh : Masae Yumi
Mai Shiranui : Akoya Sogi
Robert Garcia : Key Inage
Hotaru Futaba : Yuki Horie
Tung Fu Rue : Shigefumi Nakai
Mr. Big : Nobuyuki Yuki
Sho Hayate : Hiroyuki Inoue
Jyazu : Enma Ito
Silber : Hiroyuki Arita
Shion : Jidai Ogawa
Magaki : Spicy Yagi

- PORTS -

* Consoles :
Sony PlayStation 2 [JP] (June 20, 2006, "The King of Fighters XI [Model SLPS-25660]")
Sony PlayStation 2 [KO] (January 19, 2007, "The King of Fighters XI [SNK Best Collection] [Model SLKA-25167]")
Sony PlayStation 2 [AU] (February 6, 2007) "The King of Fighters XI")
Sony PlayStation 2 [JP] (June 28, 2007, "The King of Fighters XI [SNK Best Collection] [Model SLPS-25789]")
Sony PlayStation 2 [KO] (January 19, 2007), "The King of Fighters XI [SNK Best Collection] [Model SLKA-25167]")
Sony PlayStation 2 [EU] (July 6, 2007, "The King of Fighters XI")
Sony PlayStation 2 [US] (November 13, 2007, "The King of Fighters XI [Model SLUS-21687]")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4285&o=2

$end


$nes=kingey,kingeyc,kingeyb,kingeya,
$bio

The King of Kings - The Early Years (c) 1991 Wisdom Tree

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55701&o=2

$end


$snes=kingrall,
$bio

The King of Rally [Model SHVC-KP] (c) 1992 Meldac

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62516&o=2

$end


$info=kingrt66,
$bio

The King of Route 66 (c) 2002 Sega.

- TECHNICAL -

Runs on the Sega "NAOMI 2" hardware.

- TRIVIA -

Released in February 2002 in Japan.

- SERIES -

1. 18 Wheeler - American Pro Trucker (1999)
2. The King of Route 66 (2002)

- PORTS -

* Consoles :
Sony PlayStation 2 (2003)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3528&o=2

$end


$pc98=kingsal,
$bio

The King Salmon (c) 1987 Hot-B [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90864&o=2

$end


$pc8801_flop=kingsal,
$bio

The King Salmon (c) 1987 Hot-B [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93090&o=2

$end


$fm7_disk=kow,
$bio

The Knight of Wonderland (c) 1983 HummingBird [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93655&o=2

$end


$pc98=knights,
$bio

The Knights - Avalon no Kishi (c) 1993 Better Visual Systems [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90865&o=2

$end


$pc98=knights2,
$bio

The Knights 2 - Little Light from Nowhere (c) 1994 Better Visual Systems [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90866&o=2

$end


$gba=koalabrsu,
$bio

The Koala Brothers - Outback Adventures [Model AGB-BAKE-USA] (c) 2005 Game Factory, The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76039&o=2

$end


$gba=koalabrs,
$bio

The Koala Brothers - Outback Adventures [Model AGB-BAKP] (c) 2005 Game Factory, The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76038&o=2

$end


$info=kouyakyu,
$bio

ザ・高校野球 (c) 1985 Alpha Denshi Company, Limited.
(The Koukou Yakyuu)

A Japanese baseball game from Alpha Denshi.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 6 Mhz)
Sound CPU : 8085A (@ 5 Mhz)
Sound Chips : MSM5232 (@ 2.5 Mhz), AY8910 (@ 1.536111 Mhz), (2x) DAC

Players: 2
Control: 8-way joystick
Buttons: 3

- TRIVIA -

The Koukou Yakyuu was released in April 1985 in Japan.

The title of this game translates from Japanese as 'The Senior High School Baseball'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1323&o=2

$end


$nes=krion,
$bio

The Krion Conquest (c) 1991 Vic Tokai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55702&o=2

$end


$amigaocs_flop=kristal,
$bio

The Kristal (c) 1989 Addictive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75283&o=2

$end


$amigaocs_flop=kristalu,
$bio

The Kristal (c) 1989 Cinemaware Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75284&o=2

$end


$cpc_cass=kryptonf,
$bio

The Krypton Factor (c) 1987 TV Games [Domark label]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99678&o=2

$end


$pce=kungfu,
$bio

The ?? (c) 1987 Hudson Soft.
(The Kung Fu)

The Kung Fu is a side scrolling beat'm up by Hudson Soft and was one of the first game released for the PC Engine system. The player takes control of a martial art and topless fighter, who curiously resembles Bruce Lee, and the goal of the game is to walk through four areas (each divided into three sub-stages) and to strike armies of monks and flying ghosts. The screen automatically moves to the right and the player must constantly work his way forward. The meat of the game are the obvious large sprites featured throughout the stages and allowing, for instance, injuries to be clearly visible on the fighter's face as the game progresses. The fighting system is limited but our hero can perform a fair amount of close-combat moves - from low/high punches to lo/high and swipe kicks. The fighter also has the ability to block attacks and flying objects, and can unleash stupendous special moves such as a devastating rapid-punch attack. Finally, special bonus stages usually await the player between levels where a large vase must be broken in pieces with the help of a Nunchaku. Interestingly, the fighter can achieve the ultimate humiliation by hitting himself with his own Nunchaku...

- TECHNICAL -

Game ID: HC62001

- TRIVIA -

The Kung Fu for the PC-Engine was released on November 21, 1987 in Japan for 4500 Yen.

The Kung Fu was the Hudson Soft launching title for the PC-Engine.

Export releases:
[US] China Warrior [Model TGX020008]

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [JP] (June 5, 2007) [Model PBTJ] 
Nintendo Wii U [Virtual Console] [JP] () [Model PNJJ] 

It was then released on the PlayStation Store as a PC-Engine Classic on January 20, 2010. PSN release ID: NPJJ-30018

* Handhelds : 
Nintendo 3DS [Virtual Console] [JP] (December 25, 2013) [Model PNQJ]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58753&o=2

$end


$gba=landbtmbu,
$bio

The Land Before Time - Into the Mysterious Beyond [Model AGB-BLOE-USA] (c) 2006 Game Factory, The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76043&o=2

$end


$gba=landbtmb,
$bio

The Land Before Time - Into the Mysterious Beyond [Model AGB-BLOP] (c) 2006 Game Factory, The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76042&o=2

$end


$gba=landbtimu,
$bio

The Land Before Time [Model AGB-ALAE-USA] (c) 2002 Conspiracy Ent. Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76041&o=2

$end


$gba=landbtim,
$bio

The Land Before Time [Model AGB-ALAP] (c) 2002 Conspiracy Ent. Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76040&o=2

$end


$gbcolor=landbtimu,
$bio

The Land Before Time [Model CGB-BLBE-USA] (c) 2001 Conspiracy Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68903&o=2

$end


$gbcolor=landbtim,
$bio

The Land Before Time [Model CGB-BLBP-EUR] (c) 2001 Conspiracy Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68902&o=2

$end


$cpc_cass=landscap,
$bio

The Landscape Creator (c) 1985 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99679&o=2

$end


$x68k_flop=lasvegas,
$bio

The Las Vegas (c) 1988 Nihon Dexter

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88162&o=2

$end


$snes=lastbatl,
$bio

The Last Battle [Model SHVC-3T] (c) 1994 Teichiku Records

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62517&o=2

$end


$ngpc=lastblad,
$bio

The Last Blade - Beyond the Destiny [Model NEOP00950] (c) 2000 SNK Corp. [Shin Nihon Kikaku] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82599&o=2

$end


$neogeo=lastbladh,
$bio

The Last Blade (c) 1998 SNK [Shin Nihon Kikaku].

- TECHNICAL -

[Model NGH-234]
474 Mega

- TRIVIA -

This AES version was released on January 29, 1998 in the United States of America.

Please see the Original MVS entry for more information about the game itself: "The Last Blade [Model NGM-234]".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47892&o=2

$end


$info=lastbh,lastbh_006,
$bio

The Last Bounty Hunter (c) 1994 American Laser Games, Incorporated.

Four outlaws have been terrorizing the county. You must search the area for Handsome Harry, Nasty Dan, El Loco, and Cactus Kid. You don't shoot to kill though... you have to take them alive and bring them to justice!

- TECHNICAL -

Main CPU : Motorola 68000
Sound Chips : (2x) Custom

Colors palette : 4097

Players : 2
Buttons : 2

This game uses a laser disc.

- TRIVIA -

The Last Bounty Hunter was released in March 1994.

- SERIES -

1. Mad Dog McCree (1990)
2. Mad Dog II - The Lost Gold (1992)
3. Last Bounty Hunter (1994)

- PORTS -

* Consoles :
Panasonic 3DO (1995)
Phillips CD-I (1996)
Nintendo Wii (2009; as part of the Mad Dog McCree Gunslinger Pack which also features Mad Dog McCree and Mad Dog II: The Lost Gold)

* Computers :
PC (1994)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4497&o=2

$end


$cdi=lastboun,
$bio

The Last Bounty Hunter (c) 1996 Philips Interactive Media, Incorporated.

So you're the new bounty hunter the whole town's been buzzin' about. You're going to take on these four vicious outlaws and their gangs, huh? Well, stranger. You got that look in your eyes that says you ain't afraid of nothing. That's good, because there's plenty to be afraid of with these four villains.

- TECHNICAL -

Model 811 0063

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53122&o=2

$end


$cpc_cass=lastcomm,
$bio

The Last Commando [Model SUM 973] (c) 1988 Summit Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99680&o=2

$end


$info=lastday,lastdaya,
$bio

The Last Day (c) 1990 Dooyong.

A vertically scrolling shoot-em-up.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 8 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : (2x) Yamaha YM2203 (@ 4 Mhz)

Screen orientation : Vertical
Video resolution : 240 x 384 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

In korea, this game as known as "D-day Chulguuk" (translates from Korean as 'D-day sortie').

Dooyong Industrial was established by Jung Jin Yook in the 80's. In its early days Dooyong made bootleg versions, and later made original games. Dooyong stopped to develop arcade games in 1996.

Very few last Day boards were exported to Japan.

- STAFF -

Directed by : J. S. Hong
Main software : J. H. Park, H. S. Ryou, D. C. Jeong
Hardware designer : C. D. Kim
PCB artwork : S. W. Lee
Character designer : M. R. Oh
Animation designer : M. S. Lee
Background designer : S. G. Kang, K. H. Choi, I. S. Yi, H. C. Sin
Music : I. G. Kang
Sound effects : S. H. Lee
Music software : Y. C. No

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1356&o=2

$end


$ibm5150,ibm5150_cass=lastmiss,
$bio

The Last Mission (c) 1987 Opera Soft [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83718&o=2

$end


$msx1_cass=lastmiss,
$bio

The Last Mission (c) 1987 Opera Soft [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95054&o=2

$end


$cpc_cass=lastmiss,lastmissf,
$bio

The Last Mission (c) 1987 Opera Soft [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99682&o=2

$end


$msx2_flop=lastmiss,lastmissa,
$bio

The Last Mission (c) 19?? Unknown [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102105&o=2

$end


$apple2gs=lstninja,
$bio

The Last Ninja (c) 1988 Activision.

- TRIVIA -

Originaly released on the Commodore C64. For more information about the game itself, please see the original C64 entry.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49762&o=2

$end


$bbca_cass,bbcb_cass=lastninj,
$bio

The Last Ninja (c) 1988 Superior Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52553&o=2

$end


$nes=lastninj,
$bio

The Last Ninja (c) 1991 Jaleco Company, Limited. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55703&o=2

$end


$bbca_cass,bbcb_cass=lastnin2,
$bio

The Last Ninja 2 (c) 1988 Superior Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52554&o=2

$end


$c64_cart,c64_flop=lastninj,
$bio

The Last Ninja Remix (c) 1990 System 3

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53740&o=2

$end


$info=lastsold,
$bio

The Last Soldier (c) 1997 SNK.

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2610 (@ 8 Mhz)

Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096

Players : 2
Control : 8-way joystick
Buttons : 4
=> [A] Weak slash, [B] Strong slash, [C] Kick, [D] Repel

- TRIVIA -

This is the Korean release of "The Last Blade".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5106&o=2

$end


$info=laststar,
$bio

The Last Starfighter (c) 1984 Atari.

An alien entrepreneur has placed Starfighter games machines on Earth as a test for prospective Starfighters. Although Starfighter appears to be another arcade game, it contacts the alien when the high score record is broken.

Alex, a 19-year old who lives in a trailer park, is an ace at Starfighter and gets whisked off to the planet Rylos as a draftee to combat the evil Xur and the Ko-Dan armada. Having been fooled into coming, Alex refuses and is returned to Earth. While Alex is gone from Rylos, a Ko-Dan attack destroys all the Gunstar ships (Starfighters) and crews, except for a prototype equipped with a special weapons system called Death Blossom.

Alexis, meanwhile, changes his mind and, with the help of the alien, returns to Rylos where, with Navigator/Pilot Grigg, he takes off in the last Gunstar to take on the whole enemy fleet. Fighting through a series of space battles, Alex and Grigg succees in saving the universe and then return to earth to pick up Alex's girlfriend before assuming the role of commander of Rylos armed forces and being given the hero treatment on Rylos.

BASIC GAMEPLAY:
Player controls weapons on Gunstar and orientation of Gunstar chair; he is not piloting ship. Player's head-up display shows information on weapons system and coolant (shields), as well as on currently targeted enemy, surrounding enemy positions and Gunstar chair orientation. Not all information is available in each round.

Each of the enemy ships takes a different amount of energy to destroy. Enemy condition is shown by the 'Target temperature gauge'. When the enemy temperature hits max, it will explode. The rate at which the gauge rises is determined by the type of ship. Temperature rises while player's lasers are contacting enemy ship and may fall if this ceases before destruction.

The condition of the Gunstar is shown by the 'Hull temperature gauge'. When the Gunstar is being hit by the enemy fire, the hull temperature increases. When the hull temperature gets high, coolant flows in (around the gauge on screen from the on-screen reservoir) to coll the hull. This depletes the reservoir of coolant. If no coolant remains, the hull temperature will reach maximum and the Gunstar is destroyed. A coolant recharge is given at the end of a complete round.

LASERS:
Player's laser energy is shown for each side laser. Laser energy decreases with time of laser use and increases far more slowly. This encourages short bursts of fire from one laser at a time. If both lasers are fired simultaneously, a third laser also fires from below without additional depletion of energy, but with additional effect on the target. This contradictorily encourages use of both lasers simultaneously. As players increase in skill, they will learn to use shot, single laser bursts on small targets and twin laser bursts on large targets. This combination will ensure best energy usage and maximum destructive effect. It is possible for a player to be stranded with inadequate energy and be destroyed of insufficient ability to retaliate, but this cannot happen on beginner rounds where energy drain is very low.

Death Blossom (laser blossom) is fired with rear buttons on Star Wars controller. The central circle will light up on screen to show when Death Blossom is charged and usable. Activation causes the screen to be blanketed with laser fire destroying (or greatly heating up if mother ship) all targets on screen. Does not destroy Control Tower and Xur's transport.

- TECHNICAL -

Atari System IV hardware
CPU: Motorola 68000, TMS32010

- TRIVIA -

In 1984 a movie called 'The Last Starfigter' (from now called TLSF). It was a Sci-fi adventure movie. It was the first movie ever to be made were all the special effects (except explosions and make up) was made on a computer. The computer was a Cray X-MP. This and the fact that space movies were very popular in this time made everyone expecting this movie to be a big blockbuster like Star Wars. This is why Atari bought the rights for the movie so they would be able to make a game based on it. It was going to be released on both home consoles and on an arcade. The arcade was never finished.

The production of the game was started in Atari's arcade division. The original project team was made up of Chris J. Horseman (Project leader), Jim Morris (Project engineer (software)), Jack Ritter (2nd project engineer (software))
and Barry Whitebook (Animation). Ted Michon and Mike Albaugh came onboard on this project later in the development. Prior arcade games to use 3-D was only vector games. Atari had for several years worked on a general purpose 3-D arcade system, but it was always 'a few years away' every time they wanted to use it (an arcade game called "I, Robot" was actually released in 1983, and this game had solid 3-D but this game was hard coded and was very different from TLSF, this was actually the first game developed by Atari that was programmed with C). This is where Ted Michon comes into the picture. Ted worked as a consultant for Atari and developed a super high bit mapped system with a polygon fill engine. Atari decided to use this to on the TLSF arcade. They also had to use the systems expanding capabilities to implement a math box that could handle the 3-D transformations. The programming of the math box was done by Mike Albaugh.

The programming of the arcade was done mainly by Jim Morris. The additional programming with the cave sequence on the game was done by Jack Ritter. Jack came onboard from Cinematronics.

In the programming process Jim used a 68 000 Motorola 16bit CPU, the first to ever be used at Atari. The programming language was C. It was also used several 3-D tools that later also were used in other games. TLSF became a pioneer in using the 68 000 CPU. Earlier most games were made with the 6502 CPU. The arcade games "Hard Drivin" (1988) and "Stun Runner" (1989) have a very similar graphics with TLSF game, even though another graphic engine was used on these games.

The gameplay in the game was taken right from the gameplay in the movie and scenes from the movie; this was often done with spinoff games like this. The game was actually very similar with what you see in the movie, at least regarding the graphic. The controller on the game was a controller
from the "Star Wars" vector games that Atari made. When Atari choosed to drop the game is was about 75% finished. There was no cabinet for the game, but the game worked and it could be played on a test bench. It was also made some simple sound effects for the game.

The reason behind Atari's decision to cancelled the game so far into production was several. Atari had for some years pay'ed much money to the movie companies for the rights to produce games with themes taken from movies. This rights costed Atari a lot of money over a long time. Atari gambled on the movie to become the success that everyone predicted, but this did not happen. The film didn’t fail, but it wasn't a success either. In the production of the arcade they found out that the machine would have a sell price of 10 000$, and this was a lot of money back in the 80's. If the movie had been a big success this price could have been defended. The vice president in Atari thought that no one would buy a game for 10 000$. And not long after the project team got the message that the game was cancelled. On the same time Atari was in deep financial problems that was caused by Atari's consument division. On the top of all this came the big video game crash. The result was that Atari started to fall and fall, until it was closed in the end. The original arcade division of Atari was shutdown in 2001 when Midway choose to shutdown Midway West (Midway had bought Atari Games (Atari`s arcade division) and changed name to Midway West). Prior to this Atari had been sold a couple of times, and the leaders had also been changed more than once. But Atari never became the company it was prior to the crash. Some ears after Atari cancelled TLSF arcade game, the arcade game Hard Drivin was released. This game sold for the same price that TLSF had (10 000$).

- SCORING -

Ships destroyed increases score by ship value, multiplied by a distance bonus; i.e., if an expert can hit a ship while distant, he will receive more points than a novice who hits when close.

Each round ship scores increases.

- TIPS AND TRICKS -

Hitting two ships at one scores 4 times the single ship value.

- STAFF -

Project leader : Chris Horseman
Project Engineer (Software) : Jim Morris
3-D Hardware : Ted Michon
Math Box Programming : Jack Ritter, Mike Albaugh
Animator: Barry Whitebook

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4815&o=2

$end


$a5200=laststar,
$bio

The Last Starfighter (c) 1984 Atari, Incorporated. [Sunnyvale, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50104&o=2

$end


$a2600=laststar,
$bio

The Last Starfighter (c) 1984 Atari, Incorporated. [Sunnyvale, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51130&o=2

$end


$a800=laststar,
$bio

The Last Starfighter (c) 1984 Atari, Inc. [Sunnyvale, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86732&o=2

$end


$nes=laststar,
$bio

The Last Starfighter (c) 1990 Mindscape, Incorporated. [Northbrook, IL, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55704&o=2

$end


$x68k_flop=lasttemp,
$bio

The Last Tempest (c) 1994 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88697&o=2

$end


$cpc_cass=lastv8,
$bio

The Last V8 (c) 1986 Mastertronic, Ltd. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99683&o=2

$end


$megacd,megacdj=lawnmowr,
$bio

The Lawnmower Man [Mega Power - Issue 16] (c) 1994 Time Warner Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60674&o=2

$end


$gameboy=lawnmowr,
$bio

The Lawnmower Man (c) 1993 Sales Curve Interactive

- TECHNICAL -

Cartridge ID: DMG-LR-NOE

- TRIVIA -

Reviews:
[FR] August 1994 - Consoles + N.34: 75%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67198&o=2

$end


$snes=lawnmowru,lawnmowrup,
$bio

The Lawnmower Man [Model SNS-LW-USA] (c) 1993 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63842&o=2

$end


$snes=lawnmowr,
$bio

The Lawnmower Man [Model SNSP-LW-UKV] (c) 1993 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63841&o=2

$end


$segacd=lawnmowr,lawnmowra,
$bio

The Lawnmower Man [Model T-160015] (c) 1994 Time Warner Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60824&o=2

$end


$a800=phone,
$bio

The Learning Phone (c) 1985 Atari, Inc. [Sunnyvale, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86733&o=2

$end


$a800=legacy,
$bio

The Legacy (c) 1984 Atari, Inc. [Sunnyvale, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86734&o=2

$end


$cpc_cass=apachegl,
$bio

The Legend of Apache Gold (c) 1987 Incentive Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99684&o=2

$end


$cpc_cass=cpcerdo,
$bio

The Legend of CPCerdo (c) 2014 Unknown [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99685&o=2

$end


$psx=legendof,
$bio

The Legend of Dragoon [Model SCPS-10119~22] (c) 1999 Sony Computer Ent., Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85784&o=2

$end


$saturn,sat_cart=lohero,
$bio

The Legend of Heroes I & II - Eiyuu Densetsu (c) 1998 GMF

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59813&o=2

$end


$info=lkage,lkageb,lkageb2,lkageb3,lkageo,lkageoo,
$bio

The Legend of Kage (c) 1984 Taito Corp.

As a Ninja, defeat the evils from Devil's World and save the Princess.

At the end of the Edo Period (late 19th century) in Japan, a Corps formed by the evils, which had come back to life from the Devil's World, was terrifying people all over the country. One day the princess 'Kiri', a daughter of the lord, was kidnapped by the Corps. In order to save her from them, a number of militia were sent to the Corps' Headquarters, but none of them ever returned. Then one young man headed for the Corps' Headquarters to save the princess. His name 'Kage', a ninja from Iga Village.

- TECHNICAL -

Board Number : M4300040A
Prom Stickers : A54

Main CPU : Zilog Z80 (@ 6 Mhz), Motorola M68705 (@ 2 Mhz)
Sound CPU : Zilog Z80 (@ 6 Mhz)
Sound Chips : (2x) Yamaha YM2203 (@ 4 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Even if title screen says MCMLXXXIV (1984), The Legend of Kage was released in October 1985 in Japan.

- UPDATES -

Bug? feature?: Under attract mode only from the bootleg versions can be played for several seconds until the ninja dies.

- TIPS AND TRICKS -

INSTRUCTIONS:
- Use the joystick to move, jump and duck. 
- Use the buttons to attack with your sword and to throw shuriken. 
- Kage must fight through five stages in order to rescue the princess: 
(1) Forest : Kage must avoid the attacks of the shinobi (enemy ninja) and Yobo monks. Defeat the red Yobo that appears after defeating three normal Yobos to complete the stage. 
(2) Cave : Kage must kill a certain number of shinobi. 
(3) Castle Wall : Move Kage in the direction of the arrows to climb the castle wall while dodging the attacks of shinobi. 
(4) Mansion : Rescue the princess on the top floor by cutting the rope. 
(5) Forest Stage 2 : Defeat Yuikasa Yoshiro (the evil warlord) and his right-hand man, Yukinosuke, who chase Kage and the princess. 

- Kage is constantly under attack by enemies, so you must be alert at all times. Avoid the enemy swords and spikes by jumping up, ducking down or blocking them with your sword. 

- Yobo attacks Kage with his iron club and flames. When being attacked with the flame, it is better to stay low and approach Yobo from underneath.

- SERIES -

1. The Legend of Kage (1984)
2. Kage Densetsu - The Legend of Kage 2 (2008, Nintendo Ds)

- STAFF -

Music by : Hisayoshi Ogura

- PORTS -

* Consoles :
Nintendo Famicom [JP] (April 18, 1986) "Kage no Densetsu [Model TFC-KD]" 
Nintendo NES [US] (August 1987) "The Legend of Kage [Model NES-KA]" 
Sony PlayStation 2 [JP] (August 25, 2005) "Taito Memories Gekan [Model SLPM-66092]" 
Sony PlayStation 2 [AU] (March 30, 2006) "Taito Legends 2 [Model SLES-53852]" 
Microsoft XBOX [EU] (March 31, 2006) "Taito Legends 2" 
Sony PlayStation 2 [EU] (March 31, 2006) "Taito Legends 2 [Model SLES-53852]" 
Sony PlayStation 2 [US] (May 16, 2007) "Taito Legends 2 [Model SLUS-21349]" 

* Handhelds : 
Sony PSP [AS] (January 3, 2006) "Taito Memories Pocket [Model UCAS-40040]" 
Sony PSP [JP] (January 5, 2006) "Taito Memories Pocket [Model ULJM-05076]" 
Sony PSP [KO] (February 10, 2006) "Taito Memories Pocket" 
Sony PSP [EU] (October 6, 2006) "Taito Legends Power-Up [Model ULES-00473]" 
Sony PSP [AU] (November 9, 2006) "Taito Legends Power-Up [Model ULES-00473]" 
Sony PSP [US] (May 17, 2007) "Taito Legends Power-Up [Model ULUS-10208]" 

* Computers :
Sinclair ZX Spectrum [US] (1986)
Commodore C64 [EU] [US] (1987)
Amstrad CPC [EU] (1986)
MSX [JP] (1986) "Kage no Densetsu [Model MSX-9]"
Amstrad CPC [US] (1988) "Taito Coin-Op Hits" 
PC [MS Windows, CD-ROM] [EU] (March 31, 2006) "Taito Legends 2" 
PC [MS Windows, CD-ROM] [US] (July 10, 2007) "Taito Legends 2"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1369&o=2

$end


$cpc_cass=lkage,
$bio

The Legend of Kage (c) 1986 Ocean Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99686&o=2

$end


$nes=legkage,
$bio

The Legend of Kage (c) 1987 Taito Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55705&o=2

$end


$amigaocs_flop=kyrandia,
$bio

The Legend of Kyrandia (c) 1992 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75285&o=2

$end


$pc98=kyrandia,
$bio

The Legend of Kyrandia (c) 1994 Starcraft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90867&o=2

$end


$amigaocs_flop=kyrandiag,
$bio

The Legend of Kyrandia - Book One (c) 1992 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75286&o=2

$end


$saturn,sat_cart=legoasis,
$bio

The Legend of Oasis (c) 1996 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60181&o=2

$end


$nes=valiant,
$bio

The Legend of Prince Valiant (c) 1992 Ocean

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55706&o=2

$end


$gameboy=valiant,
$bio

The Legend of Prince Valiant [Model DMG-KC-ESP] (c) 1992 Ocean Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67199&o=2

$end


$nes=legrobin,
$bio

The Legend of Robin Hood (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55707&o=2

$end


$amigaocs_flop=legrobin,
$bio

The Legend of Robin Hood - Conquests of the Longbow (c) 1992 Sierra On-Line, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75287&o=2

$end


$info=silkroad,silkroada,
$bio

The Legend of Silkroad (c) 1999 Unico Electronics.

Chinese heroes attempt to rid the Orient of the evil mystical warlord and his enemies.

- TECHNICAL -

Game ID : SR2001A

Main CPU : Motorola 68EC020 (@ 16 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), OKI6295 (@ 8 Khz), OKI6295 (@ 16 Khz)

Screen orientation : Horizontal
Video resolution : 380 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 8192

Players : 2
Control : 8-way joystick
Buttons : 3

- SERIES -

1. The Legend of Silkroad (1999)
2. The Age of Heroes - Silkroad-2 (2000)

- STAFF -

Game planner : Jong-yong Na
Character designers : Gi-seon Lee, Gi-hong Kim, Sung-oK Moon
Map designers : Jong-yong Na
Effect designers : Jong-yong Na, Woo-jin Park
Main programmer : Eun-joong Koo
Assistant programmer : Chul-Joong Kwack
Music composer : Dae-yong Kweon
Hardware designer : Jeong-ok Chun
Director : Eun-joong Koo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1371&o=2

$end


$gba=spyronbgu,
$bio

The Legend of Spyro - A New Beginning [Model AGB-B3YE-USA] (c) 2006 Sierra Ent., Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76045&o=2

$end


$gba=spyronbg,
$bio

The Legend of Spyro - A New Beginning [Model AGB-B3YP] (c) 2006 Sierra Ent., Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76044&o=2

$end


$gba=spyroetnu,
$bio

The Legend of Spyro - The Eternal Night [Model AGB-BU7E-USA] (c) 2007 Sierra Ent., Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76047&o=2

$end


$gba=spyroetn,
$bio

The Legend of Spyro - The Eternal Night [Model AGB-BU7P] (c) 2007 Sierra Ent., Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76046&o=2

$end


$snes=mystninju,
$bio

The Legend of the Mystical Ninja [Model SNS-GG-USA] (c) 1992 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63850&o=2

$end


$snes=mystninj,
$bio

The Legend of the Mystical Ninja [Model SNSP-GG-EUR] (c) 1992 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63848&o=2

$end


$snes=mystninjg,
$bio

The Legend of the Mystical Ninja [Model SNSP-GG-NOE/SFRG] (c) 1992 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63849&o=2

$end


$nes=zeldaa,zelda,zeldaua,zeldau,
$bio

The Legend of Zelda (c) 1987 Nintendo [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55708&o=2

$end


$gba=zeldaltp,
$bio

The Legend of Zelda - A Link to the Past & Four Swords [Model AGB-ALP] (c) 2003 Nintendo Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76048&o=2

$end


$gba=zeldaltpu,
$bio

The Legend of Zelda - A Link to the Past & Four Swords [Model AGB-AZLE-USA] (c) 2002 Nintendo Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76049&o=2

$end


$snes=zelda3c,
$bio

The Legend of Zelda - A Link to the Past (c) 1992 Nintendo Company, Limited.

Canadian release. Game developed in Japan. For more information about the gale itself please see the original Japanese release entry; "Super Famicom Zelda no Densetsu - Kamigami no Triforce [Model SHVC-ZL]".

- TECHNICAL -

Game ID: SNS-ZF-CAN-1

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63843&o=2

$end


$snes=zelda3u,zelda3up,
$bio

The Legend of Zelda - A Link to the Past (c) 1992 Nintendo Company, Limited.

North American release. Game developed in Japan. For more information about the gale itself please see the original Japanese release entry; "Super Famicom Zelda no Densetsu - Kamigami no Triforce [Model SHVC-ZL]".

Teaser text from the USA version:
Fantasy and Reality Collide In A Land Of Enchantment Venture back to Hyrule and an age of magic and heroes. The predecessors of Link and Zelda face monsters on the march when a menacing magician takes over the kingdom. Only you can prevent his evil plot from shattering the land of Hyrule. In your quest you'll venture into twisting mazes, dungeons, palaces and shadowy forests. Test your mettle with mighty swords and magical weapons. Or heft a boulder and hurl it at your enemies. If the doing gets tough, dive into a river - you can swim to escape! Learn powerful spells, locate magical artifacts and solve the mysteries of the evil magician and the hidden realm of Hyrule. This exciting Super NES sequel to the Legend of Zelda and The Adventure Of Link uses 16-bit power to create a quest so colorful and detailed you don't just play it, you live it !

- TECHNICAL -

Game ID: SNS-ZL-USA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63847&o=2

$end


$snes=zelda3,
$bio

The Legend of Zelda - A Link to the Past (c) 1992 Nintendo Company, Limited.

European release. Game developed in Japan. For more information about the gale itself please see the original Japanese release entry; "Super Famicom Zelda no Densetsu - Kamigami no Triforce [Model SHVC-ZL]".

- TECHNICAL -

Game ID: SNSP-ZL-EUR

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63844&o=2

$end


$snes=zelda3f,
$bio

The Legend of Zelda - A Link to the Past (c) 1992 Nintendo Company, Limited.

French release. Game developed in Japan. For more information about the gale itself please see the original Japanese release entry; "Super Famicom Zelda no Densetsu - Kamigami no Triforce [Model SHVC-ZL]".

Description from the French box:

IMAGINAIRE ET REALITE SE COTOIENT DANS UN PAYS ENCHANTE.
Retournez à Hyrule, à l'âge des héros et de la magie. Les ancêtres de Link et de Zelda affrontent des monstres en progression alors qu'un magicien redoutable envahit le royaume. Il veut détruire le pays d'Hyrule : vous seul pouvez faire échouer son plan diabolique.
Au long de votre quête, vous allez vous aventurer dans des labyrintes tortueux, des donjons, des palais et des forêts ombreuses. Eprouvez votre courage au moyen d'épées puissantes et d'armes magiques. Soulevez un rocher que vous lancerez sur vos ennemis. Si rien ne va plus, plongez dans une rivière et fuyez en nageant! Apprenez des sorts imparables, trouvez des objets magiques; résolvez les énigmes du magicien diabolique et du royaume caché d'Hyrule.
Cette formidable suite sur la Super NES™ de The Legend of Zelda et The Adventure of Link utilise la puissande de la 16 bits pour créer une aventure si détaillée et si pittoresque que vous n'y jouez pas seulement... vous la VIVEZ!

- TECHNICAL -

Cartridge ID: SNSP-ZL-FRA/SFRA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63845&o=2

$end


$snes=zelda3g,
$bio

The Legend of Zelda - A Link to the Past (c) 1992 Nintendo Company, Limited.

German release. Game developed in Japan. For more information about the gale itself please see the original Japanese release entry; "Super Famicom Zelda no Densetsu - Kamigami no Triforce [Model SHVC-ZL]".

- TECHNICAL -

Game ID: SNSP-ZL-NOE/SFRG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63846&o=2

$end


$gbcolor=zeldaldxga,zeldaldxg,
$bio

The Legend of Zelda - Link's Awakening DX [Model DMG-AZLD-NOE] (c) 1998 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68908&o=2

$end


$gbcolor=zeldaldx,zeldaldxb,zeldaldxa,
$bio

The Legend of Zelda - Link's Awakening DX [Model DMG-AZLE-USA] (c) 1998 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68904&o=2

$end


$gbcolor=zeldaldxfa,zeldaldxf,
$bio

The Legend of Zelda - Link's Awakening DX [Model DMG-AZLF-FRA] (c) 1998 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68907&o=2

$end


$gameboy=zeldalnkc,
$bio

The Legend of Zelda - Link's Awakening [Model DMG-ZC-CAN] (c) 1993 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67200&o=2

$end


$gameboy=zeldalnka,
$bio

The Legend of Zelda - Link's Awakening [Model DMG-ZL-ESP-1] (c) 1993 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67203&o=2

$end


$gameboy=zeldalnkf,
$bio

The Legend of Zelda - Link's Awakening (c) 1993 Nintendo Company, Limited.

- TECHNICAL -

Cartrdide ID: DMG-ZL-FRA

- TRIVIA -

Reviews:
[FR] November 1993 - Consoles + N.25: 95%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67206&o=2

$end


$gameboy=zeldalnkg,
$bio

The Legend of Zelda - Link's Awakening [Model DMG-ZL-NOE] (c) 1993 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67207&o=2

$end


$gameboy=zeldalnk,
$bio

The Legend of Zelda - Link's Awakening [Model DMG-ZL-USA-1] (c) 1993 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67204&o=2

$end


$gameboy=zeldalnkb,
$bio

The Legend of Zelda - Link's Awakening [Model DMG-ZL-USA] (c) 1993 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67201&o=2

$end


$n64=zeldamaj1,zeldamajd,zeldamaj,zeldamaju,zeldamaju1,
$bio

The Legend of Zelda - Majora's Mask (c) 2000 Nintendo [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58015&o=2

$end


$n64=zeldaoot1,zeldaoot,zeldaootu3,zeldaootu2,zeldaootu1,zeldaootu,
$bio

The Legend of Zelda - Ocarina of Time (c) 1998 Nintendo.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58016&o=2

$end


$n64=zeldaootmq1,zeldaootmq,
$bio

The Legend of Zelda - Ocarina of Time - Master Quest (c) 2003 Nintendo [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58017&o=2

$end


$gbcolor=zeldaageu,
$bio

The Legend of Zelda - Oracle of Ages [Model CGB-AZ8E-USA] (c) 2001 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68910&o=2

$end


$gbcolor=zeldaage,
$bio

The Legend of Zelda - Oracle of Ages [Model CGB-ZA8P-EUR] (c) 2001 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68909&o=2

$end


$gbcolor=zeldaseau,
$bio

The Legend of Zelda - Oracle of Seasons [Model CGB-AZ7E-USA] (c) 2001 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68912&o=2

$end


$gbcolor=zeldasea,
$bio

The Legend of Zelda - Oracle of Seasons [Model CGB-AZ7P-EUR] (c) 2001 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68911&o=2

$end


$gba=zeldamcpu,zeldamcpud,
$bio

The Legend of Zelda - The Minish Cap [Model AGB-BZME-USA] (c) 2005 Nintendo Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76051&o=2

$end


$gba=zeldamcp,
$bio

The Legend of Zelda - The Minish Cap [Model AGB-BZMP-EUR] (c) 2004 Nintendo Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76050&o=2

$end


$gba=n_zelda,
$bio

The Legend of Zelda [Classic NES Series] [Model AGB-FZLE-USA] (c) 2004 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70187&o=2

$end


$tg16=legaxe2,
$bio

The Legendary Axe II [Model TGX020048] (c) 1990 NEC Home Electronics, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84364&o=2

$end


$tg16=legaxe,
$bio

The Legendary Axe [Model TGX020003] (c) 1989 NEC Home Electronics, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84363&o=2

$end


$pc98=lune,
$bio

The Legends of Lune - Lune Densetsu - Jikuu no Kanata (c) 1992 Tierheit [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90868&o=2

$end


$bbca_cass,bbcb_cass=liferept,
$bio

The Life of Repton (c) 1987 Superior Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52555&o=2

$end


$amigaocs_flop=lightcor,
$bio

The Light Corridor (c) 1990 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75288&o=2

$end


$msx1_cart=lightcor,
$bio

The Light Corridor (c) 1990 Infogrames Interactive, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77534&o=2

$end


$msx1_cass=lightcor,
$bio

The Light Corridor (c) 1990 Infogrames Interactive, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95055&o=2

$end


$cpc_cass=lightcor,
$bio

The Light Corridor (c) 1990 Infogrames Interactive, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99687&o=2

$end


$msx1_cart=nga,
$bio

The Links - NGA - Network Game Adapter (c) 198? Telenet Japan [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77535&o=2

$end


$msx1_cart=nga2,nga2a,
$bio

The Links - NGA II - Network Game Adapter II (c) 198? Telenet Japan [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77536&o=2

$end


$megadriv=lionking,
$bio

The Lion King (c) 1994 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56969&o=2

$end


$nes=lionkjb,
$bio

The Lion King (c) 1995 Unknown.

A pirate hack of "Disney's The Jungle Book" featuring a Lion King sprite (standing on his feet!) as main character.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65172&o=2

$end


$pico=lionkingu,lionkingp8,lionkingp7,lionkingp6,lionkingp5,lionkingp4,lionkingp3,lionkingp2,lionkingp1,
$bio

The Lion King - Adventure at Pride Rock [Model 49037-00] (c) 199? Sega Enterprises, Ltd. [Tokyo, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75810&o=2

$end


$pico=lionking,
$bio

The Lion King - Adventures at Pride Rock [Model 49037-05] (c) 199? Sega Enterprises, Ltd. [Tokyo, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75811&o=2

$end


$gbcolor=lionking,
$bio

The Lion King - Simba's Mighty Adventure [Model CGB-BLKE-USA] (c) 2000 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68913&o=2

$end


$nes=lionkin3,
$bio

The Lion King III - Timon and Pumbaa (c) 19?? Dragon Co.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55709&o=2

$end


$nes=lionkleg,
$bio

The Lion King Legend (c) 19?? Waixing Computer & Technology Co., Ltd. [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76993&o=2

$end


$gamegear=lionkingp9,lionkingp8,lionkingp7,lionkingp6,lionkingp5,lionkingp4,
$bio

The Lion King [Model 1205] (c) 1994 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64959&o=2

$end


$gamegear=lionkingu,lionkingp2,lionkingp3,lionkingp1,
$bio

The Lion King [Model 2549] (c) 1994 Virgin Interactive

- TRIVIA -

This game is based on the 1994 movie with the same title.

- TIPS AND TRICKS -

* Level select: Before the Sega logo fades out completely, hold Up. The screen will stay black. Release Up and press Down, Left, Right, Up, Down. A sound will confirm the code. Start a new game to access the level select screen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64958&o=2

$end


$gameboy=lionkingu,
$bio

The Lion King [Model DMG-ALNE-USA] (c) 1994 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67208&o=2

$end


$gamegear=lionkingj,
$bio

The Lion King [Model G-3363] (c) 1995 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64957&o=2

$end


$snes=lionkingj,
$bio

The Lion King [Model SHVC-ALKJ-JPN] (c) 1994 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62518&o=2

$end


$snes=lionkingu,
$bio

The Lion King [Model SNS-ALKE-USA] (c) 1994 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63852&o=2

$end


$snes=lionking,lionkinga,
$bio

The Lion King [Model SNSP-ALKP-EUR] (c) 1994 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63851&o=2

$end


$gamegear=lionking,
$bio

The Lion King [Model T-70158] (c) 1994 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64956&o=2

$end


$pcecd=hawaiiu,
$bio

The Local Girls of Hawaii (c) 199? Excite Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58521&o=2

$end


$nes=lonerang,
$bio

The Lone Ranger (c) 1991 Konami Industry Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55710&o=2

$end


$info=lordofk,
$bio

The Lord of King (c) 1989 Jaleco.

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

- TECHNICAL -

Jaleco Mega System 1-A hardware

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound CPU : Motorola 68000 (@ 7 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.5 Mhz), (2x) OKI6295 (@ 30.303 Khz)

Players: 2
Control: 8-way joystick
Buttons: 3

- TRIVIA -

The Lord of King was released in November 1989 in the Japanese arcades.

This game is known in US as "The Astyanax".

- STAFF -

Producer & Director : Tokuhiro Takemori
Game designers : Tokuhiro Takemori, Nenko
Graphic designers : Nenko, Ns Naochan, Kan-Chan, Tomoko Sugoh
Programmed by : Satoru K.
Music composed by : Kiyoshi Yokoyama

- PORTS -

* Consoles :
Nintendo Famicom [JP] (1989)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1409&o=2

$end


$nes=lordking,lordkinga,
$bio

The Lord of King (c) 1989 Jaleco Company, Limited.

- TECHNICAL -

Model JF-25

- TRIVIA -

Released on December 21, 1989 in Japan.

Export releases:
[US] "Astyanax [Model NES-YX-USA]"
[EU] "Astyanax [Model NES-YX-NOE]"
[SP] "Astyanax [Model NES-YX-ESP]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54746&o=2

$end


$bbca_cass,bbcb_cass=lotr,
$bio

The Lord of the Rings (c) 1986 Melbourne House [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52556&o=2

$end


$info=lotr,lotr_fr,lotr_gr,lotr_it,lotr_sp,lotr_le,lotr401,lotr7,lotr8,lotr9,lotr_fr401,lotr_fr7,lotr_fr8,lotr_fr9,lotr_gr401,lotr_gr7,lotr_gr8,lotr_gr9,lotr_it401,lotr_it7,lotr_it8,lotr_it9,lotr_sp401,
$bio

The Lord of the Rings (c) 2003 Stern Pinball.

- TECHNICAL -

Stern Whitestar II System

Main CPU : Motorola M6809 (@ 2 MHz)
Sound CPU : Atmel AT91 (@ 40 MHz)
Display CPU : Motorola M6809 (@ 4 MHz)
Sound chip : DMA-driven DAC

This was Stern's first game to use the Whitestar II system, following a shortage of the BSMT-2000 chips (which was used in the original Whitestar).

- TRIVIA -

Released in November 2003. Based on the Lord of the Rings trilogy movies released between 2001-2003.

- UPDATES -

CPU Release : 1.00
Sound Release : 1.01
Date : November 13, 2003
- Initial production release.

CPU Release : 1.02
Date : November 14, 2003
- Changed Sword lock firing time for balls traveling thru the lock

CPU Release : 1.03
Date : November 15, 2003
- Lots of light shows added.
- Lots of bugs fixed.

CPU Release : 4.00
Date : November 26, 2003
- Initial release to US production.
- Lots of bugs fixed.
- Gollum's Cave rule added.
- Barad-Dur rule added.

CPU Release : 4.01
DISPLAY Release : 4.01
Date : December 1, 2003
- Added support for Spanish sound ROMs.
- Turned GI back on during Path of the Dead.

Display Release : A4.03
Date : December 4, 2003
- Lots of translations added.
- Language-specific logo pages added.

Display Release : A5.00
Date : January 16, 2004
- Display cpu now calculates its checksum.
- Changed CPU version display page.
- Removed display version from bootup screen.

CPU Release : 5.00
Date : January 16, 2004
- Center loop diverter now closes during non-valid playfield for skill shot.
- Balrog now scores things awarded on center ring when it's out.
- Stopped raising Orthanc diverter post from the right inlane during non-Gollum multiballs.
- Orthanc now scores things awarded on the center loop if a ball arrives when it is physically open and an orbit wasn't recently shot.
- Fixed a problem where the top right eject would abandon too quickly.
- Ring Frenzy now shows its status properly during other events.
- Bulletproofed several lamp and flasher effects so they don't tie up resources forever (or until the ball drains).
- Added a Path of the Dead Soul Bonus when the ball drains into Hobbiton instead of the wire ramp.  Doing so will add 250+50 up to 750 souls.
- Worked around a display bug for showing Special points.
- Changed Balrog score to something more appropriate (it was wrong due to late-hour rule change).
- Added a total page for There and Back Again.
- Added a sound call for Ring Multiball jackpot.
- Changed storing and display of Game ID, country ID, and version number.
- Now wait longer before showing CPU info to give display time to calculate its checksum.
- FAST BOOT now defaults to NO for non-USA games.
- Corrected display of some scores in background effects for Ring Frenzy and Victory Laps
- Corrected display bug in ROTK multiball that would cause already-shot jackpots to stay on the display if the jackpot multipliers had been increased.
- Changed some event lamp effects to mask off KEEP, POTD, and FOTR lamps.
- Changed FOTR multiball lamp effect to reflect the # of people that have crossed the bridge.
- Standard Adjustment 14 (BALLS PER GAME) can now be set 1-10.
- Software Meter now doesn't chalk anything since it doesn't work anyway.

DISPLAY Release : 5.01
Date : January 28, 2004
- Corrected some spelling errors (English only).
- There are no changes at all for F, G, I, and L other than updating the version number.

CPU Release : 5.01
Date : January 28, 2004
- Fixed the final shot of Bash Balrog immediately awarding stuff that was on the center ring shot.
- Fixed ring bonus being held between games.
- Added some speech for Destroy the Ring Lit.
- Added a Destroy the Ring flasher effect while the mode is running.
- Fixed a ball being released from the Ring after Destroy the Ring ends from draining awarding a ring shot.
- Ring Destroyed value now increases by 2.5M for each successful win.
- Cleaned up the choreography of destroying the Ring.
- Added an Elf Gift for destroying the ring.
- Vastly improved the choreography at the start of Valinor.
- Added a "Valinor Tease" effect after a successful Destroy the Ring (it tells you one of the items you have left to accomplish before reaching Valinor).
- Fixed a nasty bug that wouldn't relaunch all your balls during Valinor.
- Changed the scores given for Rings of Power during Valinor (higher start, lower cap).
- Changed the super jackpot choreography for ROTK (new display effect and new sound effect).
- Fixed a couple bugs in ROTK relating to the super jackpot stage.
- Fixed ROTK end-of-ball bonus to properly report and score the winning of that multiball.
- Changed the level advance display effect of ROTK to stack behind the jackpot effect instead of preempt it.  It won't display if you shoot a jackpot at the new level.
- Changed the sound effect call for TTT super jackpots.
- Fixed a display bug for TTT end-of-ball bonus that would show up after you won it (it scored correctly however).
- Fixed 2 different bugs that could potentially light ALL shots for super jackpots during TTT.
- Fixed There and Back Again total not being cleared at mode start.
- There and Back Again total page should now properly show up in all cases.
- 'Add-a-ball' now has higher priority than 'ring jackpot' on Palantir during Ring Multiball.
- Palantir will now add 20 seconds to There and Back Again up to 3 times, up to 99 seconds.
- Fixed yet 'another' bug with Little Points given by Palantir.
- Nothing else should be awarded after making the final shot for There and Back Again now.
- Added an Elf Gift for finishing There and Back Again.
- Increased scoring for Destroy the Witchking mode.
- Fixed a bug where the pop bumpers would get confused with what it should be doing with Boromir.

CPU Release : 6.00
DISPLAY Release : 6.00
Date : February 12, 2004
- Removed phone icon from Diag menu.
- Added FOTR "lose" sound call.
- Orbit pin diverter now doesn't raise during There and Back Again.
- Added a lamp effect for bridge crossing.
- Implemented Extra Hard difficulty for Game Adj 4 - TTT Lock Difficulty.
- Fixed Ring Frenzy qualifying:  Now if the rings are still on as a result of a mode running or Gollum running, Ring Frenzy will start properly.
- Added a Gollum MB lamp effect:  While Gollum is running, solid lamp means scores are 1/2; pulsing lamp means scores are doubled.
- Added a 2x Scoring lamp effect:  The light pulses while it's running now.
- Fixed a bug that wouldn't reset Ring Frenzy extra ball difficulty for each player until the game was power-cycled.
- Super Ring Frenzy now properly calls its own starting display effect.
- Fixed a really bad bug in There and Back Again that would show up for other players if a previous player at least qualified the final ring shot.
- Fixed a lamp effect bug with the arrows during ring combos.
- Tower skill shot animation is now blowoffable.
- Properly implemented competition mode. When on, the changes are as follows :
Elf Gifts start at Super Ring Frenzy, or the first available clockwise award from there.
When Fellowship difficulty is Moderate (2nd time on default settings), members are lit from the left to the right.
Any spotting of Fellowship members (Mystery or Palantir) is done from the right to the left.
There are no changes to Palantir because it is always deterministic.
Mystery works as follows :
There are 3 categories of awards : advance multiball, complete rings, point awards. The game will cycle through categories in that order.
If nothing can be awarded in a category, then the game will move to the next category.
The advance multiball awards are (in order of priority) :
Spot 1 Fellowship member:  Available if FOTR is not currently lit and not currently spotted toward Destroy the Ring.
Add 1000 souls : Available if ROTK is not currently lit and not currently spotted toward Destroy the Ring.
Light Sword Lock : Available if lock isn't lit and TTT is not currently spotted toward Destroy the Ring.
The complete rings awards are (in order of priority) :
Complete Dwarf Rings : Available if this would start Ring Frenzy (this is only possible if the final ring set you needed was spotted at ball start).
Complete Human Rings : Available only if Destroy the Ring is lit.
Complete Elf Rings : Available if they're not completed.
The point awards are (in the cyclical order the game will award them) :
Add 5 bonus x : Available if bonus x is not maxed.
Add 100,000 to bonus : Available if bonus x is at least 10.
Medium Points (1,000,000) : Always available.
Lane Skill Shots start at O on ball 1 and moves to the right each BIP.
Extra-hard ring combos light as follows :
Left ramp lights right orbit
Center loop lights left ramp
Right ramp lights center loop
Right orbit lights right ramp
Path of the Dead favors lamps in this order when initializing : 2-3-1-4.
ROTK jackpots light in order from left to right.

CPU Release : 7.00
DISPLAY Release : 7.00
Date : April 3, 2004
- Bump N Win Tournament added

DISPLAY Release : 8.00
Date : July 13, 2004
- New Adjustment support added.
- Destroy the Ring Champion support added.

CPU Release : 8.00
Date : July 13, 2004
- Flipper code rewritten. The game now uses the EOS switch where available to turn off power to the flippers earlier.  This should generally result in the flippers staying MUCH cooler over a longer period of time and reduce player dissatisfaction on a heavily-played game.
- 3 adjustments were added to control the flippers.
Standard Adj 53 : Specifies the minimum flipper fire time in ms.
Standard Adj 54 : Specifies the maximum flipper fire time in ms.
Standard Adj 55 : Specifies extra fire time after reaching EOS in ms.
- Hopefully fixed multiball devices waiting for the Palantir Lit display effect.
- Fixed Cave Troll jackpot value not being initialized properly.
- Changed bonus scoring so that scores would end in odd 10s digits more often.
- Changed Ring opto dispatches so they won't score during Destroy the Ring so that ball search can occur if it needs to.
- Added Feature Adjustment 35 "DESTROY RING # BALLS". Can be set to 1 or 2 (default is 1). Setting this to 2 will allow the ring to hold a ball and let the player try to knock it out with the 2nd ball. Setting this to 1 will cause the magnet to just hold the ball for a second then let it go, requiring the player to make a clean shot through the ring to win the mode.
- Install Director's Cut has been changed to set DESTROY RING # BALLS to 2.
- Added Destroy the Ring Champion.  This is awarded to the person who completes Destroy the Ring in the shortest amount of time.

DISPLAY Release : 9.00
Date : January 20, 2005
- New adjustment/display effect support added.

CPU Release : 9.00
Date : January 20, 2005
- New sounds/speech added and/or increased :
1) Two new quotes by Treebeard added during Ent Mode.
2) When Return of the King multiball starts, Gimli states, "Minis Tirith is under attack!"
3) While in Destroy the Ring mode, Gollum says, "My Precious!". Frodo says, "The Ring is Mine!", followed by "Gollum has the ring!"
4) One new quote by Elron added during second Fellowship multiball.
5) More frequent playing of Frodo's quote for shots up the middle- "I will take the ring to Mordor, though I do not know the way". In past software revisions, if a mode was ready at the center (ring) shot, you would not hear this particular quote, but instead hear the mode sound effects. Now you get both (with Frodo's quote first).
- Fixed Feature Adjustment 1 "RING COMBOS/LEVEL" that had its range set improperly and would cause a factory reset if a non-numerical value was chosen.
- Fixed a problem with Destroy the Ring Champion enter initials screen not doing anything when DTR Champ was earned during a TOPS tournament game.
- Feature Adjustment 5 "PALANTIR DIFFICULTY" wasn't actually implemented (until now). Oops.
- Fixed a bug where Palantir would retain memory from game to game.
- Feature Adjustment 16 "MYSTERY DIFFICULTY" wasn't actually implemented either. Oops again.
- Added a lamp effect for the Rings of Power during (Super) Ring Frenzy (MB).
- Vastly improved Destroy the Ring success choreography.
- Fixed a potential problem with Feature Adjustment #3 (1ST HARD TWO TOWERS MB).
- Fixed display of KEEP letters in bonus.
- Fixed a bunch of Destroy the Witchking choreography.
- Fixed display of extra ball and special point awards.
- Added Feature Adjustment 36 "EXTENDED ATTRACT MODE".  Can be set ON or OFF (default is OFF). When ON, the 4th then every 8th pass through attract mode will show the One Ring poem and accompanying light show.
- Added Feature Adjustment 37 'IGNORE POTD ON KICK'. Can be set to YES or NO (default is YES). When YES, the Path of the Dead switches are ignored for 1/4 second after kicking a ball because vibration would tend to set them off. The game has always behaved this way, this just gives people the opportunity to turn it off if they want to adjust their switches and the ball has a tendency to roll over one very quickly (causing it not to score).
- Changed Feature Adjustment 26 'ALLOW VOLUME EFFECTS' to 'MAXIMUM VOLUME EFFECT'. This adjustment now sets the maximum allowed difference in volume from the base volume from 0 (never change the volume) to 10 (let the game get MUCH louder than base volume). The default is 5. This just sets the maximum the game will do, it does NOT mean the game will necessarily get that loud.
- Added 'Reset Grand Champion' icon to the RESETS menu. This will reset ALL high scores to their default values as specified in Standard Adjustments 23-27. It will also restore Destroy the Ring champion to its default.
- Lots of minor misc. choreography improvements.
- Fixed The Two Towers Won audit (it wasn't chalking).
- Fixed the score histogram audits (the buckets were in reality half as much as their reported value).

DISPLAY Release : 10.00
Date : October 28, 2005
- New adjustment/display effect support added.
- Russian (& other country) coinage/tournament settings added.

CPU Release : 10.00
Date : October 28, 2005
- Fixed a bug with entering initials for Destroy the Ring Champion when it was earned during a ToPS Tournament game.
- Cleaned up some hacks related to Sound OS problems (the 9.0x releases, not in 9.00).
- Fixed a bug where Palantir might try to add-a-ball when all balls were already on the playfield during multiball.
- Fixed a bug where the game would show the FOTR MB Lit display effect AFTER you had already started it (this happened if Pippen was the last person to be collected).
- Russian (& other country) coinage/tournament settings added.

- STAFF -

Designers : George Gomez (G G), Keith P. Johnson (KEF), Chris Granner (C G)
Artwork : Jerry Vanderstelt, Kevin O'Connor, Margaret Hudson
Software : Keith P. Johnson, Dwight Sullivan (XAQ)
DMD Animation : Mark Galvez (M G), Kurt Andersen
Mechanics : George Gomez, Ray Tanzer, John Rotharmel, Jim Novy, Wesley Chang
Music & Sounds : Chris Granner

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5307&o=2

$end


$gba=lotr2twrj,
$bio

The Lord of the Rings - Futatsu no Tou [Model AGB-ALPJ-JPN] (c) 2003 EA Games [Electronic Arts, Inc.]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76052&o=2

$end


$a2600=lotr,lotr1,
$bio

The Lord of the Rings - Journey to Rivendell (c) 1983 Parker Bros.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51131&o=2

$end


$gba=lotr3agej,
$bio

The Lord of the Rings - Nakatsukuni Daisanki [Model AGB-B3AJ-JPN] (c) 2004 EA Games [Electronic Arts, Inc.]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76053&o=2

$end


$gba=lotrretkj,
$bio

The Lord of the Rings - Ou no Kikan [Model AGB-BLRJ-JPN] (c) 2004 EA Games [Electronic Arts, Inc.]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76054&o=2

$end


$gba=lotrfelru,
$bio

The Lord of the Rings - The Fellowship of the Ring [Model AGB-ALOE-USA] (c) 2002 Vivendi Universal Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76056&o=2

$end


$gba=lotrfelr,
$bio

The Lord of the Rings - The Fellowship of the Ring [Model AGB-ALOP-EUR] (c) 2002 Vivendi Universal Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76055&o=2

$end


$info=sc4lotrf,sc4lotrfa,sc4lotrfb,sc4lotrfc,sc4lotrfd,sc4lotrfe,sc4lotrff,sc4lotrfg,
$bio

The Lord of the Rings - The Fellowship of the Ring (c) 2002 Bell-Fruit Games.

- TECHNICAL -

[Model PR1115]

- TRIVIA -

The Lord of the Rings was released in February 2002 in the UK.

- SERIES -

1. The Lord of the Rings - The Fellowship of the Ring [Model PR1115] (2002)
2. The Lord of the Rings - The Two Towers (2003)
3. The Lord of the Rings - The Return of the King (2003)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11545&o=2

$end


$gba=lotrretk,
$bio

The Lord of the Rings - The Return of the King [Model AGB-BLRE-USA] (c) 2003 EA Games [Electronic Arts, Inc.]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76057&o=2

$end


$info=sc5lotrr,sc5lotrra,sc5lotrrb,sc5lotrrc,sc5lotrrd,sc5lotrre,sc5lotrrf,sc5lotrrg,sc5lotrri,
$bio

The Lord of the Rings - The Return of the King (c) 200? Bell-Fruit Games, Limited. [B.F.G.]

- TECHNICAL -

[Scorpion 5]
[Model PR1413]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43112&o=2

$end


$info=sc4lotrr,sc4lotrra,sc4lotrrb,sc4lotrrc,sc4lotrre,
$bio

The Lord of the Rings - The Return of the King (c) 2003 Bell-Fruit Games.

- TECHNICAL -

[Model PR1427]

Scorpion 4

- SERIES -

1. The Lord of the Rings - The Fellowship of the Ring [Model PR1115] (2002)
2. The Lord of the Rings - The Two Towers (2003)
3. The Lord of the Rings - The Return of the King (2003)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11530&o=2

$end


$gba=lotr3age,
$bio

The Lord of the Rings - The Third Age [Model AGB-B3AE-USA] (c) 2004 EA Games [Electronic Arts, Inc.]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76059&o=2

$end


$info=sc4ltr2c,sc4ltr2ca,sc4ltr2cb,sc4ltr2cc,sc4ltr2cd,sc4ltr2ce,sc4ltr2cf,sc4ltr2cg,sc4ltr2ch,sc4ltr2ci,sc4ltr2cj,sc4ltr2ck,
$bio

The Lord of the Rings - The Two Towers Club (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR1420]
Scorpion 4

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42681&o=2

$end


$gba=lotr2twr,
$bio

The Lord of the Rings - The Two Towers [Model AGB-ALPE-USA] (c) 2002 EA Games [Electronic Arts, Inc.]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76061&o=2

$end


$info=sc4lotr2,sc4lotr2a,sc4lotr2b,sc4lotr2c,sc4lotr2d,sc4lotr2e,sc4lotr2f,sc4lotr2g,sc4lotr2h,sc4lotr2i,sc4lotr2j,sc4lotr2k,sc4lotr2l,sc4lotr2m,
$bio

The Lord of the Rings - The Two Towers (c) 2003 Bell-Fruit Games.

- TECHNICAL -

[Model PR1315]
Scorpion 4

- TRIVIA -

AWP released this machine to coincide with the 2nd film in this blockbusting trilogy. The gameplay is based on the highly successful "Cop the Lot".

- SERIES -

1. The Lord of the Rings - The Fellowship of the Ring [Model PR1115] (2002)
2. The Lord of the Rings - The Two Towers (2003)
3. The Lord of the Rings - The Return of the King (2003)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11538&o=2

$end


$info=sc4lotrt,sc4lotrta,
$bio

The Lord of the Rings Triology (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

Scorpion 4

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42680&o=2

$end


$info=darkmist,
$bio

The Lost Castle In Darkmist (c) 1986 Taito.

A vertically scrolling fighting game where the player controls a knight who battles against a variety of magical characters. Collect potions, power-ups and bonus items from the treasure chests left by slain enemies. Defeat the boss enemies to proceed to the next level.

- TECHNICAL -

Main CPU : Zilog Z80 (x2)
Sound Chips : Yamaha YM2151

Players : 2
Control : 8-way Joystick
Buttons : 2

- TRIVIA -

Even if titlescreen says 1986, The Lost Castle In Darkmist was released in January 1987 in Japan.

A music for Darkmist is available on "Legend of Game Music 2 - Platinum Box" (SCDC-00473 - 00482 1.18.2006). This box has 8 CDs + 2 DVDs and Darkmist is on the Taito one (SCDC-00475).

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4407&o=2

$end


$cdi=lostride,
$bio

The Lost Ride (c) 1998 Philips Interactive Media, Incorporated.

The Lost Ride is a Roller Coaster Game where you have to try and escape from an evil Maze while avoiding broken tracks, bombed tunnels, enemy carts and attacking creatures. Each maze is a beautiful pre-rendered (seamless jumps) ride, with sprite action shoot-em-up. There are 3 thematic worlds with random mazes and bonus rides: Mine World, Aqua World and Future World. Beating the boss creatures, thus escaping from a maze will drop you into a crazy bonus ride with surround sound and various decision points. The mazes are different every time you play.

- TECHNICAL -

Model 810 9990

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53123&o=2

$end


$amigaocs_flop=infocom,
$bio

The Lost Treasures of Infocom (c) 1992 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75289&o=2

$end


$megadriv=lostviku,
$bio

The Lost Vikings (c) 1992 Interplay

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57467&o=2

$end


$megadriv=lostvik,lostvikp,
$bio

The Lost Vikings (c) 1993 Interplay

- TRIVIA -

The game was presented at the ECTS (European Computer Trading Show) on September 05, 1993.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56970&o=2

$end


$amigaocs_flop=lostvik,lostvikf,
$bio

The Lost Vikings (c) 1993 Interplay

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75290&o=2

$end


$snes=lostvik2u,
$bio

The Lost Vikings II [Model SNS-ALVE-USA] (c) 1997 Interplay

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63858&o=2

$end


$snes=lostvik2,
$bio

The Lost Vikings II [Model SNSP-ALVP-EUR] (c) 1997 Interplay

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63857&o=2

$end


$gba=lostviku,
$bio

The Lost Vikings [Model AGB-ALE-USA] (c) 2003 Blizzard Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76064&o=2

$end


$gba=lostvik,
$bio

The Lost Vikings [Model AGB-ALVP-EUR] (c) 2003 Blizzard Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76063&o=2

$end


$snes=lostviku,lostvikup,
$bio

The Lost Vikings (c) 1993 Interplay

The Lost Vikings is a side-scrolling platform game by Blizzard and published by Interplay. The game features three tough vikings who, one day, are victims of a terrifying alien abduction. One night, and before they know it, they are beamed up into a huge spacecraft poised above their village. In a desperate struggle to escape the large vessel, they soon fall into a time portal and end up trapped between uninviting time periods. The goal of the game is to guide the lost vikings through different worlds and to lead them back home - however, the originality of the game lies in the ability to control all three characters at once. The player can switch out characters at the press of a button and each viking features his own unique set of abilities that need to be combined to solve the game's countless puzzles. 'Erik the swift' is fast and can run, jump and bash through solid walls. 'Olaf the Stout' holds a shield that protects the team from enemy fire or allows him to glide in the air or help Erik to reach higher platforms. Finally, 'Baleog the Fierce' uses a sword and fires arrows with his bow. Each character can also carry a maximum of four items such as food (to restore health) and colored keys (to unlock doors). The game features thirty seven stages and a simple password system allows the player to save his progress.

- TECHNICAL -

Game ID: SNS-LV-USA

- TRIVIA -

Export releases:
[JP] "Viking no Daimeiwaku [Model SHVC-VD]"
[EU] "The Lost Vikings [Model SNSP-LV-EUR]"
[FR] "The Lost Vikings [Model SNSP-LV-FRA/SFRA]"
[FR] "The Lost Vikings [Model SNSP-LV-NOE/SFRG]"

- STAFF -

Game Design: Silicon and Synapse
Producers: Allen Adham, Alan Pavlish
Executive Producer: Brian Fargo
Level Design: Ronald Millar
Programming: Michael Morhaine, Frank Pearce, Allen Adham
Additional Programming: Patrick Wyatt, Jim Sproul, Michael Stragey, John Philip Britt
Artwork: Ronald Millar, Clyde Matsumoto, Samwise Didier, Joeyray Wall, Jason Magness
Additional Artwork: Stu Rose, Todd Camasta, Cheryl Austin, Spencer Kipe
Sound and Music: Charles Deenen
Play Test: Jacob R. Buchert. III, Jeremy S. Barnes, Rodney N. Relosa, Peter Rice, Chris Benson
More Play Test: Theodore Bancroft, Scott Campbell, Dean Schvlte, Everyone Else
Thanks to: Scott Bennie, Scott Mills

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63856&o=2

$end


$snes=lostvik,lostviks,
$bio

The Lost Vikings (c) 1993 Interplay

European release. Game developed in USA. For more information about the game itself, please see the original USA release entry; "The Lost Vikings [Model SNS-LV-USA]".

- TECHNICAL -

Game ID: SNSP-LV-EUR

- TRIVIA -

Released on October 28, 1993 in Europe.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63853&o=2

$end


$snes=lostvikf,
$bio

The Lost Vikings (c) 1993 Interplay

French release. Game developed in USA. For more information about the game itself, please see the original USA release entry; "The Lost Vikings [Model SNS-LV-USA]".

- TECHNICAL -

Cartridge ID: SNSP-LV-FRA/SFRA

- TRIVIA -

Reviews:
[FR] Consoles + N.22: 90%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63854&o=2

$end


$snes=lostvikg,
$bio

The Lost Vikings (c) 1993 Interplay

French/Dutch release. Game developed in USA. For more information about the game itself, please see the original USA release entry; "The Lost Vikings [Model SNS-LV-USA]".

- TECHNICAL -

[Model SNSP-LV-NOE/SFRG]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63855&o=2

$end


$info=lostwsga,
$bio

The Lost World - Jurassic Park (c) 1997 Sega Enterprises, Limited.

If you have a good arm at shooting games you're fine. But if you don't have a good arm at shooting games better start practicing, because half of the whole game you'll be shooting a lot of raptors coming at you 30 miles per hour!!!

- TECHNICAL -

Runs on the Sega "Model 3 Step 1.5" hardware.

Players : 2
Control : lightgun
Buttons : 2

- TRIVIA -

The Lost World was released in July 1997.

This game serves 1,000,000 polygons per second.

Michael Jackson used to own this game (Upright version). It was sold at the official Michael Jackson Auction on Apr. 24th, 2009.

- SERIES -

1. Jurassic Park (1993)
2. The Lost World - Jurassic Park (1997)
3. The Lost World Special - Jurassic Park (1998)
4. Jurassic Park III (2001)

- PORTS -

* Consoles :
Sega Saturn (1997)
Sony PlayStation (1997)
Sega Dreamcast [Prototype]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3330&o=2

$end


$info=jplstw22,jplstw20,
$bio

The Lost World - Jurassic Park (c) 1997 Sega Pinball

- TECHNICAL -

Sega Whitestar
Model Number : 53

Main CPU : M6808 (@ 1 MHz)
Sound CPU : Motorola M6809 (@ 2 MHz)
Display CPU : Motorola M6809 (@ 4 MHz)
Sound chips : BSMT2000 (@ 24 MHz)

- SERIES -

1. Jurassic Park (1993)
2. The Lost World - Jurassic Park (1997)

- STAFF -

Design by : John Borg
Art director : Jason J. Dominiak
Art by : Morgan Weistling
Mechanics by : John Borg, Rob Hurtado
Software by : Orin Day, Neil Falconer

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5469&o=2

$end


$saturn,sat_cart=lostwrldj,
$bio

The Lost World - Jurassic Park (c) 1997 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59814&o=2

$end


$saturn,sat_cart=lostwrldu,
$bio

The Lost World - Jurassic Park (c) 1997 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60182&o=2

$end


$saturn,sat_cart=lostwrld,
$bio

The Lost World - Jurassic Park  (c) 1997 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60437&o=2

$end


$gamegear=lostwrld,
$bio

The Lost World - Jurassic Park (c) 1997 Sega Enterprises, Limited.

- TECHNICAL -

[Model 2574]

- TRIVIA -

This game is based on the 1997 movie with the same title.

- TIPS AND TRICKS -

* Stage Select: During the title screen, press 1+2+Up to access the stage select screen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64960&o=2

$end


$gameboy=lostwrld,
$bio

The Lost World - Jurassic Park [Model DMG-ALWE-USA] (c) 1997 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67209&o=2

$end


$sms=luckydim,luckydimp,
$bio

The Lucky Dime Caper Starring Donald Duck (c) 1991 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56243&o=2

$end


$gamegear=luckydim,
$bio

The Lucky Dime Caper [Model 2404] (c) 1991 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64961&o=2

$end


$amigaocs_flop=lurkinh,
$bio

The Lurking Horror (c) 1987 Infocom

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75291&o=2

$end


$info=bop_l7,bop_l2,bop_l3,bop_l4,bop_l5,bop_l6,
$bio

The Machine - Bride of Pin*Bot (c) 1991 Williams Electronics Games, Incorporated.

- TECHNICAL -

Williams WPC (Alphanumeric)
Model Number : 50002

Main CPU : Motorola M6809 (@ 2 MHz)
Sound CPU : Motorola M6809 (@ 2 MHz)
Sound chips : Yamaha YM2151 (@ 3.579545 MHz), DAC, HC55516

- TRIVIA -

Approximately 8,100 units were produced.

- TIPS AND TRICKS -

* HIDDEN BIRTHDAY/HOLIDAY MESSAGES : The birthdays of people and family members associated with the making of the game show up on the display when the game is slam tilted or power cycled. These birth dates show up only on the actual birthday.
These are the messages as they appear on the segment displays. The only way to make these appear is to slam tilt the game OR enter and then exit test mode. This isn't the way it was intended to work. When games are hooked up to a debugger the power up message does not appear so the happy birthday message would come up on power up. When a game is on a ROM the power up message comes up and prevents the happy birthday message from happening. This was never noticed until after production, so it ended up more hidden than intended.
1-1 - HAPPY NEW YEAR - HAPPY NEW YEAR
1-1 - HAPPY BIRTHDAY - Co-game designer John Trudeau
1-1 - HAPPY BIRTHDAY - Co-game designer Python Anghelo
1-13 - HAPPY BIRTHDAY - Mark Penacho (Ex-WMS pinball & video programmer) 
1-16 - HAPPY BIRTHDAY - Steve Seip (Friend of Brian Eddy)
2-1 - HAPPY BIRTHDAY - Jim Nickel (Did the manual)
2-1 - HAPPY BIRTHDAY - Manu Jayswal (Electrical engineer on project)
2-18 - HAPPY BIRTHDAY - Larry DeMar (head of pinball engineering)
3-11 - HAPPY BIRTHDAY - Michelle Eddy (Brian Eddy's sister)
4-17 - HAPPY BIRTHDAY - Bruno (French Distributor's Son)
4-20 - HAPPY BIRTHDAY - Brian Eddy (Programmer of this game)
5-5 - HAPPY BIRTHDAY - Zofia Bil (Mechanical engineer on project)
5-23 - HAPPY BIRTHDAY - MOMMY (Brian Eddy's Mom)
6-14 - HAPPY BIRTHDAY - DAD (Brian Eddy's Dad)
6-20 - HAPPY BIRTHDAY - Sylvie (French distributor's daughter)
7-17 - HAPPY BIRTHDAY - "*- PFUTZ -*" (Bill Pfutzenreuter; WMS pinball programmer) Note : This date is wrong. It's a couple of months off (day is right)
8-22 - HAPPY BIRTHDAY - Scott Smith (Friend of Brian Eddy)
9-20 - HAPPY BIRTHDAY - Zofia Bil (Mechanical engineer on project [evil twin])
9-28 - HAPPY BIRTHDAY - Dan Forden (Sound and Music designer)
10-3 - HAPPY BIRTHDAY - Lou Isbitz (Playfield cable designer)
10-5 - HAPPY BIRTHDAY - Stacie Lison (Friend of Brian Eddy)
10-6 - HAPPY BIRTHDAY - Didier (Distributor of WMS pinballs)
11-25 - HAPPY BIRTHDAY - Paul Johnson (Playfield cable designer not at WMS anymore)
11-28 - HAPPY BIRTHDAY - Rich Karstens (Sound and music engineer)
11-30 - HAPPY BIRTHDAY - Dimitri (French distributor)
12-19 - HAPPY BIRTHDAY - Gary Penacho (Brother of Mark Penacho)
12-25 - MERRY CHRISTMAS - MERRY CHRISTMAS

* SUPER SECRET HELLO MESSAGE : If you page through all of status report 10 times you will see the following message :  '-> HI SCOTT  HI STEVE <-'

* OLD MCDONALD HAD A FARM : Ball in plunger lane from a ball start (won't work if you land in the lane while playing)...
Hold the right flipper for at least 45 seconds.
Hold the left flipper for at least 45 seconds.
Hold BOTH flippers for at least 45 seconds and you will hear a small BEEP sound to show that you did it correctly.
Now, Tap out the song starting with the right flipper.
Note : You must sing along or it will not work!

R - OLD.....L - MAC.....R - DON....L - ALD....R - HAD ...L - A...R - FARM.....Display will show :
EEEEEEEEEEEEEEEEIIIIIIIIIIIIIIII
EEEEEEEEEEEEEEEEIIIIIIIIIIIIIIII
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

L - AND...R - ON ....L - THIS .....R - FARM ....L - HE....R - HAD ...L - A Display will show (and the cow will moo) :
COW. With a MOO MOO here and a MOO MOO there. HERE A MOO THERE A MOO EVERYWHERE A MOO MOO
Note : The timing between the RLRLRL is sensitive so tap consistently as you sing or it will not all come up. You must also start the second verse while the EEEIIIIEEEIIIOOO is going on or you will not see the second part. Remember, time your taps as you would if you were singing it. You can do it as many times as you like by starting from the beginning of the song once it finishes. Once you shoot the ball into play you can't do it again until the next ball (must go through full sequence again)

- SERIES -

1. Pin*Bot (1986)
2. The Machine - Bride of Pin*Bot (1991)
3. Jack*Bot (1995)

- STAFF -

Design Team : Python Anghelo (Concept & Design), John Trudeau (JT - Doctor Flash) (Designer), Brian Eddy (BRE) (Software), Zofia Bil (ZB) (Mechanics), Jack Skalon (Mechanics), Joe Joos (Mechanics), John Youssi (Artwork), Kevin O'Connor (Art Support), Dan Forden (DWF) (Musics & Sounds), Jon Hey (JWH) (Sounds), Rich Karstens (RK) (Sounds)

Voice of The Machine : Stephanie Rogers

Support Team : Art Clafford, Mark Johnson, Elaine Johnson, Mark Ritchie, Al Cardenas, Paul Johnson (P.J.), Wally Roeder, Manu Jayswal, John Krutsch, Butch Ortega, Greg Freres, Nick Miku, Joe Pratt, Bill Pfutzenreuter (Pfutz)

- PORTS -

* Consoles :
Xbox Live (Apr. 04 2012, "The Pinball Arcade")
Sony PSN (Apr. 10, 2012; "The Pinball Arcade")

* Computers :
MAC OS [Mac App Store] (2012)

* Others :
Apple Store (Feb. 09, 2012, "The Pinball Arcade")
Android (Feb. 10, 2012, "The Pinball Arcade")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5293&o=2

$end


$psx=maesxmas,
$bio

The Maestro Music - Merry Christmas - Append Disc [Model SLPM-86684] (c) 2000 Global A Ent., Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85786&o=2

$end


$psx=maestrom,
$bio

The Maestro Music [Model SLPM-86585] (c) 2000 Global A Ent., Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85785&o=2

$end


$pc98=magcandl,magcandla,
$bio

The Magic Candle (c) 1991 Starcraft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90869&o=2

$end


$nes=magcandl,
$bio

The Magic Candle (c) 1992 Sammy Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54747&o=2

$end


$nes=magicsch,
$bio

The Magic of Scheherazade (c) 1989 Culture Brain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55711&o=2

$end


$megadriv=msbp12,msbp11,msbp10,msbp09,msbp08,msbp07,
$bio

The Magic School Bus (c) 1995 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56971&o=2

$end


$cpc_cass=magicswd,
$bio

The Magic Sword (c) 1984 Database Publications

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99689&o=2

$end


$bbca_cass,bbcb_cass=magsword,
$bio

The Magic Sword (c) 19?? Database

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52557&o=2

$end


$snes=mickeymqi,
$bio

The Magical Quest con Topolino [Model SNSP-MI-ITA/SITA] (c) 1992 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63862&o=2

$end


$snes=mickeymqu,mickeymqup,
$bio

The Magical Quest Starring Mickey Mouse (c) 1992 Capcom Company, Limited.

North American release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Mickey no Magical Adventure [Model SHVC-MI]".

- TECHNICAL -

Cartridge ID: SNS-MI-USA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63861&o=2

$end


$snes=mickeymq1,mickeymq,
$bio

The Magical Quest Starring Mickey Mouse (c) 1992 Capcom Company, Limited.

European release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Mickey no Magical Adventure [Model SHVC-MI]".

- TECHNICAL -

[Model SNSP-MI-EUR]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63859&o=2

$end


$snes=mickeymqg1,mickeymqg,
$bio

The Magical Quest Starring Mickey Mouse (c) 1992 Capcom Company, Limited.

European release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Mickey no Magical Adventure [Model SHVC-MI]".

- TECHNICAL -

Cartridge ID: SNSP-MI-NOE/SFRG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63860&o=2

$end


$amigaocs_flop=magician,
$bio

The Magician (c) 1990 Loriciels [France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75292&o=2

$end


$amigaocs_flop=magscrol,
$bio

The Magnetic Scrolls Collection Vol. 1 (c) 1991 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75293&o=2

$end


$cpc_cass=magnif7,
$bio

The Magnificent Seven (c) 1988 Ocean Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99690&o=2

$end


$info=themj,
$bio

The Mah-Jong (c) 1987 Visco.

A mahjong game with selectable female opponents. No, they don't have a hideous skin condition; that's supposed to be sweat. :)

- TECHNICAL -

Main CPU : Zilog Z80 (@ 5 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.25 Mhz), OKI MSM5205 (@ 500 Khz)

Screen orientation : Horizontal
Video resolution : 448 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 512

Players : 2
Control : mahjong keyboard

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1450&o=2

$end


$snes=mjtouhai,
$bio

The Mahjong Touhaiden [Model SHVC-TY] (c) 1993 Video System Company, Limited. [Kyoto, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62519&o=2

$end


$nes=mjworlda,
$bio

The Mahjong World - Ma Que Shi Jie (c) 1990 Sachen.

- TECHNICAL -

Game ID: SA-008

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76985&o=2

$end


$nes=mjworld,
$bio

The Mahjong World - Ma Que Shi Jie [Model SA-008] (c) 1990 Sachen [Taiwan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76994&o=2

$end


$info=mainevt,mainevto,mainevt2p,
$bio

The Main Event (c) 1988 Konami.

Export version. For more information about the game itself, please see the original Japanese version entry; "Ring no Ohja [Model GX799]"

- TECHNICAL -

Game ID : GX799

- TRIVIA -

The Main Event was released in July 1988. It was originally known in Japan as "Ring no Ohja [Model GX799]" (released one month before).

In this Export version you are no more stuck with being the team of Conan the Great and Kamikaze Ken in single player like in the original Japanese version.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1540&o=2

$end


$gamegear=majors,
$bio

The Majors Pro Baseball [Model 2418] (c) 1992 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64962&o=2

$end


$amigaocs_flop=mancounc,
$bio

The Man from the Council [Mega Pack II] (c) 1987 Tynesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75294&o=2

$end


$x1_flop=manilove,
$bio

The Man I Love (c) 1987 Thinking Rabbit [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86146&o=2

$end


$pc98=manilove,
$bio

The Man I Love (c) 1987 Thinking Rabbit [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90870&o=2

$end


$pc8801_flop=manilove,
$bio

The Man I Love (c) 1987 Thinking Rabbit [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93091&o=2

$end


$x68k_flop=manilove,
$bio

The Man I Love (c) 1989 Thinking Rabbit [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88163&o=2

$end


$cpc_cass=manager,
$bio

The Manager (c) 1990 GTI Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99691&o=2

$end


$amigaocs_flop=manager,
$bio

The Manager (c) 1992 US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75295&o=2

$end


$pc98=manhole,
$bio

The Manhole (c) 1990 Tonkin House [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90871&o=2

$end


$pcecd=manhole,
$bio

The Manhole (c) 1991 Sunsoft

The Manhole is a graphic adventure for children and was initially described as new worlds for children to explore. The action takes place in a strange world really similar to Alice in Wonderland where things have no scale, no time, like travelling a dream. And curiously there is also a rabbit on the front cover... This version is by defaut in Japanese but an option can switch it to english. There is not text to enter, you juck click on the screen and events happen.

- TECHNICAL -

Game ID: SSCD0001

- TRIVIA -

The Manhole was released on March 22, 1991 in Japan for 6500 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58436&o=2

$end


$saturn,sat_cart=hidsouls,
$bio

The Mansion of Hidden Souls (c) 1996 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60438&o=2

$end


$saturn,sat_cart=hidsoulsu,
$bio

The Mansion of Hidden Souls (c) 1994 Sega Enterprises, Limited.

North American release. Game developed in Japan. See the original Japanese version for more information about the game itself; "Shinsetsu Yumemi Yakata - Tobira no Oku ni Darekaga... [Model GS-9005]".

- TECHNICAL -

Game ID: 81012

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60183&o=2

$end


$gbcolor=zorrou,
$bio

The Mask of Zorro [Model CGB-AZRE-USA] (c) 2000 Sunsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68916&o=2

$end


$gbcolor=zorro,
$bio

The Mask of Zorro [Model CGB-AZRP-EUR] (c) 2000 Sunsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68915&o=2

$end


$snes=maskj,
$bio

The Mask [Model SHVC-AV9J-JPN] (c) 1996 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62520&o=2

$end


$snes=masku,maskup,
$bio

The Mask [Model SNS-AMGE-USA] (c) 1995 Black Pearl

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63864&o=2

$end


$snes=mask,
$bio

The Mask [Model SNSP-AMGP-EUR] (c) 1995 Black Pearl

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63863&o=2

$end


$segacd=kamenrzo,
$bio

The Masked Rider - Kamen Rider ZO [Model 4444] (c) 1994 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60825&o=2

$end


$pc98=masquerd,
$bio

The Masquerade (c) 1994 Janis [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90872&o=2

$end


$info=mastkin,
$bio

The Master of KIN (c) 1988 Du Tech.

A sideways scrolling beat-em-up game.

In the time of the gods, evil roamed free in the lands. Zorg 'The Master of Kin', took his wife to temple and before kissing her, suddenly the evil sorcerer Zangar came and invaded the place and took his wife kidnapped towards his castle. The knight  Zorg begins his quest in the outlands of the Kin domain to rescue his wife from the enemy hands.

- TECHNICAL -

Main CPU : Motorola M6809 (@ 2.048 Mhz)
Sound CPU : Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : DAC, SN76496 (@ 1.789772 Mhz), Sanyo VLM5030 (@ 3.58 Mhz)

Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 32

Players : 1
Control : 8-way joystick
Buttons : 2

- TRIVIA -

This game uses songs of Konami's Track & Field, also uses the 'Charriots of fire' theme in name input (high score).

Default highscore table (THE MASTERS) :
1. AAA 1000000
2. BBB 500000
3. CCC 100000
4. DDD 90000
5. EEE 80000
6. FFF 70000
7. GGG 60000
8. HHH 50000
9. III 40000
10. JJJ 30000
11. KKK 20000
12. LLL 10000
13. MMM 9000
14. NNN 8000
15. OOO 7000
16. PPP 6000

- STAFF -

Written by : Kyle Hodgetts

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1578&o=2

$end


$psx=mastersf,
$bio

The Master's Fighter [Model SLPS-00722] (c) 1997 Cinema Supply

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85787&o=2

$end


$cpc_cass=match,
$bio

The Match (c) 1991 Cult

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99692&o=2

$end


$info=v4mate,v4mated,
$bio

The Mating Game (c) 1996 Barcrest.

- TECHNICAL -

Main CPU : Motorola M6809 (@ 1.72 Mhz), 68000 (@ 10 Mhz)
Sound Chips : General Instrument AY8910 (@ 1 Mhz), SAA1099 (@ 1 Mhz)

Player : 1

- TRIVIA -

The Mating Game was released in July 1996 in the UK.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4896&o=2

$end


$info=mok,
$bio

The Maze of the Kings (c) 2002 Sega Enterprises, Limited.

A great fighting / shooting game, where players assume the roles of archaeological treasure hunters armed with magical canes! Travels across rivers and deserts and explore the insides of pyramids, while searching for lost treasure and killing mummies and other evil creatures along the way. Players can choose what type of firepower to use for their magical canes : Light, Spark, or Fire.

- TECHNICAL -

Runs on the Sega "NAOMI GD-ROM System" hardware.

- TRIVIA -

Released in March 2002 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4083&o=2

$end


$cdi=memorywo,
$bio

The Memory Works - For Names and Faces (c) 1997 Compact Disc Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53124&o=2

$end


$sms=xevious,
$bio

The Micro Xevious (c) 1990 Zemina

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56244&o=2

$end


$bbca_cass,bbcb_cass=middaysc,
$bio

The Midday Scot (c) 1986 DeeKay

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52558&o=2

$end


$bbca_cass,bbcb_cass=themine,
$bio

The Mine (c) 19?? Micro Power

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52559&o=2

$end


$nes=miraclep,
$bio

The Miracle Piano Teaching System (c) 1990 The Software Toolworks

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55713&o=2

$end


$nes=miraclepf,miraclepg,
$bio

The Miracle Piano Teaching System (c) 1991 Mindscape, Incorporated. [Northbrook, IL, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55712&o=2

$end


$megadriv=miraclep,
$bio

The Miracle Piano Teaching System (c) 1992 Software Toolworks, The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57468&o=2

$end


$snes=miraclep,
$bio

The Miracle Piano Teaching System [Model SNS-MR-USA] (c) 1991 Software Toolworks, The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63865&o=2

$end


$info=m4themob,m4themoba,m4themobb,
$bio

The Mob (c) 199? MDM Leisure.

- TECHNICAL -

Board: Barcrest MPU4

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15572&o=2

$end


$nes=moneygam,
$bio

The Money Game (c) 1988 Sofel

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54748&o=2

$end


$nes=moneygm2,
$bio

The Money Game 2 - Kabutochou no Kiseki (c) 1989 Sofel

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54749&o=2

$end


$info=ep_monrt,ep_monrta,ep_monrtb,ep_monrtc,ep_monrtd,ep_monrte,ep_monrtf,
$bio

The Money Returns Club (c) 199? Global Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40870&o=2

$end


$famicom_flop=kineticc,
$bio

The Monitor Puzzle Kineko - Kinetic Connection (c) 1986 Irem Corp.

- TECHNICAL -

Cartridge ID: IFC-KIN

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65475&o=2

$end


$a800=mwrench,
$bio

The Monkey Wrench (c) 1981 Eastern House

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86735&o=2

$end


$a800=mwrench2,mwrench2a,
$bio

The Monkey Wrench II (c) 1983 Eastern House

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86736&o=2

$end


$a800=mwrnchxl,
$bio

The Monkey Wrench II XL (c) 1984 Eastern House

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86737&o=2

$end


$snes=monopol2,
$bio

The Monopoly Game 2 [Model SHVC-AMLJ-JPN] (c) 1995 Tomy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62521&o=2

$end


$info=monshow,
$bio

The Monster Show (c) 200? Konami Gaming, Incorporated.

- TECHNICAL -

Konami Endeavour

- TRIVIA -

Released in Europe.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11781&o=2

$end


$amigaocs_flop=moochies,
$bio

The Moochies (c) 1991 Breadline

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75296&o=2

$end


$info=ep_monsh,ep_monsha,ep_monshb,ep_monshc,ep_monshd,ep_monshe,ep_monshf,
$bio

The Moonshine Club (c) 199? Global Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40871&o=2

$end


$cpc_cass=moorschl,
$bio

The Moors Challenge (c) 1984 Timeslip Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99693&o=2

$end


$gba=morning,
$bio

The Morning Adventure (c) 2003 Virtual Toys

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76065&o=2

$end


$msx1_cass=amazmem,
$bio

The Most Amazing Memory Game (c) 1986 Idealogic [Barcelona, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95056&o=2

$end


$odyssey2,g7400=mousing,
$bio

The Mousing Cat (c) 1982 Philips Corp.

- TECHNICAL -

Game ID: 47

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95695&o=2

$end


$gbcolor=mummyru,
$bio

The Mummy Returns [Model CGB-B2RE-USA] (c) 2001 Universal Interactive Studios, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68920&o=2

$end


$gbcolor=mummyr,
$bio

The Mummy Returns [Model CGB-B2RP-EUR] (c) 2001 Universal Interactive Studios, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68919&o=2

$end


$gba=mummyu,
$bio

The Mummy [Model AGB-ALUME-USA] (c) 2002 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76067&o=2

$end


$gba=mummy,
$bio

The Mummy [Model AGB-ALUMP] (c) 2002 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76066&o=2

$end


$gbcolor=mummyu,
$bio

The Mummy [Model CGB-BMYE-USA] (c) 2000 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68918&o=2

$end


$gbcolor=mummy,
$bio

The Mummy [Model CGB-BMYP-EUR] (c) 2000 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68917&o=2

$end


$amigaocs_flop=munsters,
$bio

The Munsters [Kids Pack] (c) 1989 Again Again

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75297&o=2

$end


$cpc_cass=munsters,
$bio

The Munsters [Model AS772] (c) 1989 Alternative Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99694&o=2

$end


$pico=muppetgo,
$bio

The Muppets on the Go! [Model 49046-00] (c) 199? Sega Enterprises, Ltd. [Tokyo, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75812&o=2

$end


$gbcolor=muppetsu,
$bio

The Muppets [Model CGB-BMUE-USA] (c) 2000 Take-Two Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68922&o=2

$end


$gbcolor=muppets,muppetsa,
$bio

The Muppets [Model DMG-AP9P-EUR] (c) 2000 Take-Two Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68921&o=2

$end


$cpc_cass=musicbox,
$bio

The Music Box [Model MH 721] (c) 1986 Melbourne House [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99696&o=2

$end


$a2600=musicmac,
$bio

The Music Machine (c) 1983 Sparrow

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51132&o=2

$end


$cpc_cass=musicmac,
$bio

The Music Machine (c) 1986 Ram Electronics

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99697&o=2

$end


$cpc_cass=musicsys,
$bio

The Music System (c) 1986 Rainbird Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99698&o=2

$end


$nes=mutantv,
$bio

The Mutant Virus (c) 1992 American Softworks

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55714&o=2

$end


$cpc_cass=arkhaman,
$bio

The Mystery of Arkham Manor (c) 1987 Melbourne House [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99699&o=2

$end


$cpc_cass=javastar,
$bio

The Mystery of the Java Star (c) 1984 Shards Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99700&o=2

$end


$bbca_cass,bbcb_cass=javastar,
$bio

The Mystery of the Java Star (c) 1985 Shards Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52560&o=2

$end


$psx=mysticdr,
$bio

The Mystic Dragoons [Model SLPS-02103] (c) 1999 Xing Ent. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85788&o=2

$end


$info=thenanpa,
$bio

The Nanpa (c) 1999 Nichibutsu.

- TRIVIA -

Released in October 1999.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=29213&o=2

$end


$cpc_cass=national,
$bio

The National (c) 1989 D & H Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99701&o=2

$end


$gbcolor=nations,
$bio

The Nations - Land of Legends [Model CGB-BNLP-EUR] (c) 2002 JoWooD Productions AG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68923&o=2

$end


$saturn,sat_cart=nfsu,
$bio

The Need for Speed (c) 1996 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60184&o=2

$end


$saturn,sat_cart=nfs,
$bio

The Need for Speed (c) 1996 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60439&o=2

$end


$bbca_cass,bbcb_cass=network,
$bio

The Network (c) 1985 Superior Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52561&o=2

$end


$bbca_cass,bbcb_cass=networkpias,
$bio

The Network [Play It Again Sam] (c) 198? Superior Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52562&o=2

$end


$cpc_cass=neverend,
$bio

The Never Ending Story (c) 1985 Ocean Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99703&o=2

$end


$amigaocs_flop=neveren2,
$bio

The NeverEnding Story II (c) 1992 Linel

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75298&o=2

$end


$gbcolor=newaddfm,
$bio

The New Addams Family Series [Model CGB-BAIP-EUR] (c) 2001 Microïds

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68924&o=2

$end


$gbcolor=newmna,
$bio

The New Adventures of Mary-Kate & Ashley [Model DMG-AXFE-USA] (c) 1999 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68925&o=2

$end


$gbcolor=newbatmnu,
$bio

The New Batman Adventures - Chaos in Gotham [Model CGB-BBBE-USA] (c) 2001 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68927&o=2

$end


$gbcolor=newbatmn,
$bio

The New Batman Adventures - Chaos in Gotham [Model CGB-BBBP-EUR] (c) 2001 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68926&o=2

$end


$gameboy=newchessj,
$bio

The New Chessmaster [Model DMG-ACHJ-JPN] (c) 1998 Altron Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67213&o=2

$end


$gameboy=newchess,
$bio

The New Chessmaster [Model DMG-N5-USA] (c) 1993 Hi Tech Expressions

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67211&o=2

$end


$info=v4cmaze2,v4cmaze2a,v4cmaze2d,v4cmaze2b,v4cmaze2c,
$bio

The New Crystal Maze Featuring Ocean Zone (c) 1993 Barcrest.

- TRIVIA -

The New Crystal Maze Featuring Ocean Zone was released in August 1993 in the UK.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=34254&o=2

$end


$n64=ntetris,ntetrisu,
$bio

The New Tetris (c) 1999 Nintendo [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58018&o=2

$end


$info=tnzs,tnzso,tnzsj,tnzsjo,tnzsop,
$bio

The New Zealand Story (c) 1988 Taito Corp.

Set in Antipodean country of the game's title, The New Zealand Story is an incredibly cute and challenging platform game featuring Tiki the Kiwi bird, possibly the most lovable arcade character ever created. Tiki's fellow Kiwi birds have been kidnapped by an evil walrus and Tiki is charged with rescuing his friends.

The New Zealand Story is a superb, constantly inventive and very demanding platform game that features a wide variety of intelligent and distinctive enemies; such as heavily armed ducks, angry walruses, and whales made of ice that spit giant snowflakes.

During his quest, Tiki can commandeer a variety of different weapons and vehicles - the latter of which include balloons and a hovercraft. The level design is superb, with exploration often rewarded with either bonus items, alternate routes to the end of the level, or secret level warps that transport the player to a later level (see 'TIPS AND TRICKS' for more details).

- TECHNICAL -

Prom Sticker : B53

Main CPU : (2x) Zilog Z80, I8X41
Sound Chips : YM2203

Players : 2
Control : 8-way joystick
Buttons : 2

See 'UPDATES' section for more information about the new hardware version...

- TRIVIA -

Released in September 1988, the hero of this game, Tiki the kiwi, also appears in other Taito games like "Liquid Kids" ("Mizubaku Daibouken") and "Bubble Symphony" ("Bubble Bobble II") as a guest star.

Zoological Note : Unlike Tiki, a real Kiwi bird is a brown in colour and is roughly the size as a domestic chicken. It is flightless and its distinctive plumage resembles hair more than feathers. The Kiwi bird lives only in New Zealand and, due to its rarity in the wild, is a protected species.

- UPDATES -

WORLD NEW VERSION :
* New hardware revision.
* Three Z80 and no M-Chip (8742 MPU).

JAPAN VERSION :
* Standard hardware.
* Two Z80 and the M-Chip.

WORLD OLD VERSION :
* Standard hardware.
* Harder gameplay.
* Old Taito logo.

- TIPS AND TRICKS -

The following is for the Japanese version of the game which, curiously, was the version that tended to be converted to the various home formats; regardless of territory

Throughout the game there are several hidden 'Warp' gates, which take you to secret areas and later levels.

Round 1-1 : In the last room of this stage, there are 3 identical platforms placed above one another. Go to the highest one, face left and jump about whilst shooting, after 5 shots a warp should appear. This takes you into a enclosed box on round 2-1, only this time it has got the 'E','X','T' letters. There is an escape warp to the right which you must shoot to make it appear. From here you are taken to round 1-4 (in an inaccessible area below the boss room) where you'll find the green 'E','N','D' letters, you now have your first extra life. To get to know more about round 1-4 (which is important in the game) keep on reading.

Round 1-2 : In the start area, jump onto the second platform and shoot to your left 5 times. A warp should appear, enter it and you'll be taken to a room of the secret round (the secret round is a place where almost ALL of the secret rooms are found - like separate rooms in any level - and you can't visit more than one at a time, since they are all separated by closed walls). There are two large columns with water one to either side of you. Each has an open Warp above it. The right warp will take you to an upper place in level 1-2, where you simply collect some apples (for points) and then continue through the level normally. The left warp, which is the better of the two, takes you to a place under the level. Going from left to right, you find a place with upwards tunnels you can jump in. Go to the one full right, since there you will find the letters 'red E' and 'X'. Then, going all the way up, you are just near the cage at the end of the level.

Round 1-3 : This level has two warps...
1) The first needs a vehicle and is just after you fly down to the big open area of this round.  Fly downwards while staying close to, and facing the left-hand wall, keep firing towards the wall and about two thirds of the way down, the first Warp will appear. This will take you to a secret round where you collect the 'red E','X', 'T','green E' letters then on a hidden place of round 2-1,where you collect the 'N' and 'D' letters : EXTEND, and also you can choose to finish round 2-1 OR...
2) The second Warp is in the last room. Climb out of the water and head straight upwards - the trapped Kiwi is to your left). This will take you to a secret round, which also has got a secret warp in it! The round has the 'TEND' letters, exits to 1-4, and a Warp exit to 2-2.

Round 1-4 : This round has a Warp, but it's only accessible from another Warp that appears on a LATER level (2-1). Once you have come to this level via the Warp on 2-1, go to the platform directly UNDERNEATH the Boss room (after you've collected the letter), the Warp is in the far left corner of the upper-most platform underneath the Boss room and takes you to level 2-4.
Note : The trick of using the 2-1 warp to go back to 1-4 infinitely doesn't work in the WORLD revision. The programmers added some blocks to the box so that the Kiwi cannot be sucker in the warp.

Round 2-1 : This is one of the key rounds of the game, as it allows for one or two tricks and has two warps. The first one is in the right corner of the closed box at the end of the level. You can get inside the box from the warp on level 1-1. However, it's possible to enter the Warp from OUTSIDE the closed box by using a flying vehicle and, for preference the laser weapon or Fire Staff.. If you've only got arrows ,bombs, or a laser and no vehicle, take advantage of the microbes that appear nearby. Keep killing them any time they appear (if you move away from the screen where they appear they will appear more often) until the Fire Staff appears. Once opened, just jump in it from below. You will be taken BACK to the secret area in level 1-4. This means that you can effectively keep going BACK to level 1.4 through the Warp as many times as you wish, stocking up on points and bonus lives as you go.

Should you chose NOT to do this, you can head for the second Warp. First, ensure that when you are at the enclosed box and that you also have a vehicle. Simply fly OVER the enclosed box and drop down behind the caged Kiwi. On your right there is a 'ladder', go up this and you'll be in a small, enclosed room; shoot the lower-left edge of the room and the Warp appears. This will take you to an independent secret level which has 2 possible exits. The first is at the end of the level - after the yellow lift you head down and left and drop through a hole in the floor - this takes you to level 2-3. The second exit is a warp. Stand on the yellow rising block and jump from it so you can stand on the wall to your right (you would do this anyway, to avoid the ceiling spikes and get to the exit...). Shoot 5 times and a Warp appears. This will take you to another secret level - with a number of enemies - and the letters 'Green E' and 'T'. Take the letters, kill all of the enemies and enter the Warp that subsequently appears.

Round 2-2 : The only warp on this level is in the upper right-hand corner and can only be reached with a vehicle. This takes you to the end of the level.

Round 2-3 : Also one warp on this round. This is found in the place left to the 'Red E' (bottom righ of the level). This will take you to a place with a 'Red E' and an 'X', and a warp from there to an advanced point on level 2-3.

Round 2-4 : Before the Boss Room (the one with the octopus) shoot to the right - standing on the blocks over the spikes - and a warp will appear on the fifth block from the left. This leads to a secret level with enemies and the letters 'T' and 'Green E', and THEN to level 3-1, inside the 'box'.

Round 3-2 : There is a warp near to the end of the level on the wall between the two 'pools' of water with waterfalls, This will take you to a room in the secret level, with a church for background. Nothing to take, just a warp on the floor that will take you to level 3-3.

Round 4-1 : This round has got 3 warps, the maximum in this game. The first (and most rewarding) is over the last diagonal row of spikes, in the upper 'dry' part of the level (most of the level is underwater). Fly up there, shoot 5 times as usual and take the warp. It will take you to a place in the secret round and then to level 4-4. There are two further warps that can be found in a long, left-to-right section, just after you have passed the BIG masses of water.

Round 4-4 : This level has two sub-areas, divided by a barrel at the end of the areas. In the area with the horizontal 'barrel', there is an empty space below it. Shoot it and a warp appears. This takes you to a room in level 2-4, with 2 letters, an 'E' and an 'X', and then you take a warp in that room that takes you to the second area of level 4-4.

Round 5-1 : This is the last level known to have a warp. Walk on the floor with the small volcano until the last platforms on the left. Go up and then left, you will fall down to a place with some blocks and more volcanoes. Shoot to the right right, and take the warp. This takes you to a room in the secret round with 2 red E's and another Warp to a secret level room - with two X's - and from there to level 5-1 again, near the big room.

* Heaven Rounds : The heaven levels are secret levels that can only reached when Tiki has lost all of his previous lives and is killed by a SOLID PROJECTYLE (such as arrows, stones, bombs, boomerangs, spears, etc.) If you drown ,fall on spikes or lava, get burned by laser, flames or UFO missiles, or are killed by contact with an enemy, a life is lost. The Heaven levels only appear after level 3.1.

* Teddy Bear Cheat : In the demo mode during the attract mode, press fire 3 times, and a cute picture of a bear will appear in the bottom-left corner of the screen.

- STAFF -

Main staff : Kazutomo Ishida, Hisaya Yabusaki, Akira Ootsuki, Makoto Fujita, Koichi Ooyama
Sound effects : Hisayoshi Ogura, Yasuko Yamada, Yasuhisa Watanabe
One-time staff : Mitsukou Kimura, Naoko Toshimitsu

- PORTS -

* Consoles : 
NEC PC-Engine [JP] (February 23, 1990) "The New Zealand Story [Model TP02007]" 
Sega Mega Drive [JP] (March 3, 1990) "The New Zealand Story [Model T-11013]" 
Nintendo NES [EU] [AU] (1991) "The New Zealand Story [Model NES-38]" 
Nintendo NES [US] (March 1991) "Kiwi Kraze [Model NES-2K-USA]" 
Sega Master System [EU] (1992) "The New Zealand Story [Model 27035]" 
Sony PlayStation 2 [JP] (August 25, 2005) "Taito Memories Gekan [Model SLPM-66092]" 
Microsoft XBOX [EU] (October 14, 2005) "Taito Legends" 
Sony PlayStation 2 [EU] (October 14, 2005) "Taito Legends [Model SLES-53438]" 
Microsoft XBOX [US] (October 25, 2005) "Taito Legends" 
Sony PlayStation 2 [US] (October 25, 2005) "Taito Legends [Model SLUS-21122]" 
Sony PlayStation 2 [KO] (July 18, 2006) "Taito Legends [Model SLKA-15056]" 

* Handhelds : 
Sony PSP [AS] (January 3, 2006) "Taito Memories Pocket [Model UCAS-40040]" 
Sony PSP [JP] (January 5, 2006) "Taito Memories Pocket [Model ULJM-05076]" 
Sony PSP [KO] (February 10, 2006) "Taito Memories Pocket" 
Sony PSP [EU] (October 6, 2006) "Taito Legends Power-Up [Model ULES-00473]" 
Sony PSP [AU] (November 9, 2006) "Taito Legends Power-Up [Model ULES-00473]" 
Sony PSP [US] (May 17, 2007) "Taito Legends Power-Up [Model ULUS-10208]" 
Nintendo DS [AU] (January 25, 2007) "New Zealand Story Revolution [Model NTR-ANZP-AUS]" 
Nintendo DS [EU] (February 2, 2007) "New Zealand Story Revolution [Model NTR-ANZP-EUR]" 
Nintendo DS [JP] (May 31, 2007) "New Zealand Story DS [Model NTR-ANZJ-JPN]" 
Nintendo DS [US] (February 13, 2008) "New Zealand Story Revolution [Model NTR-ANZE-USA]" 

* Computers : 
Sinclair ZX Spectrum [EU] (1989) 
Commodore C64 [US] [EU] (1989) 
Atari ST [EU] (1989) 
Amstrad CPC [EU] (1989) 
Commodore Amiga [EU] (1989) 
FM Towns PC [JP] (1989) 
Sharp X68000 [JP] (July 15, 1989) 
Amstrad CPC [FR] (1990) "Le Monde des Merveilles" 
Amstrad CPC [EU] (1991) "Addicted To Fun - Rainbow Collection" 
PC [MS Windows, CD-ROM] [EU] (October 14, 2005) "Taito Legends" 
PC [MS Windows, CD-ROM] [US] (November 10, 2005) "Taito Legends"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1760&o=2

$end


$amigaocs_flop=tnzs,tnzsa,
$bio

The New Zealand Story (c) 1989 Ocean Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75299&o=2

$end


$x68k_flop=tnzs,
$bio

The New Zealand Story (c) 1989 Sharp [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88164&o=2

$end


$cpc_cass=tnzs,
$bio

The New Zealand Story (c) 1989 Ocean Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99704&o=2

$end


$sms=tnzs,
$bio

The New Zealand Story (c) 1992 TecMagik

- TECHNICAL -

Cartridge ID: 27035

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56245&o=2

$end


$cpc_cass=tnzshs,
$bio

The New Zealand Story [Model 32] (c) 1989 Hit Squad, The [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99073&o=2

$end


$nes=tnzs,
$bio

The New Zealand Story (c) 1991 Ocean

- TECHNICAL -

Cartridge ID: NES-38

- TRIVIA -

This game is known in North America as "Kiwi Kraze [Model NES-2K-USA]". 

Reviews:
[FR] June 1992 - Joypad N.9: 90/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55715&o=2

$end


$megadriv=tnzs,
$bio

The New Zealand Story (c) 1990 Taito Corp.

- TECHNICAL -

Cartridge ID: T-11013

- TRIVIA -

The New Zealand Story for Mega Drive was released on March 3, 1990 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56972&o=2

$end


$pce=tnzs,
$bio

The New Zealand Story (c) 1990 Taito Corp.

The New Zealand Story is a platform game by Taito, conversion of their own arcade game. Two kiwis called Tiki and Phee-Phee live peacefully with their friends. But one day, a gigantic leopard seal appears from nowhere and stuffs all the poor birds in his giant bag to sell them on the black market. Tiki manages to escape his captor and decides to help his friends. But our hero is not your traditional Kiwi - He comes equipped with a bow and arrows and special items can get him to throw bombs, fire lasers and even steal and ride his opponents' flying vehicles. Stages are vast and warp-doors scattered around them help our Kiwi friend in his long journey.

- TECHNICAL -

HuCARD ID: TP02007
HuCARD Size: 3 Mbits.

- TRIVIA -

The New Zealand Story for PCE was released on February 23, 1990 in Japan for 6600 Yen.

The original arcade game was released in 1988 by Taito.

- PORTS -

* Consoles :
Nintendo Wii [Virtual Console] [JP] (October 14, 2008)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58754&o=2

$end


$info=tnextspc,tnextspc2,
$bio

The Next Space (c) 1989 SNK.

A vertical scrolling shooter.

Pilot your spaceship through the deep space, collect various speed and weapon items to take down a multitude of enemies, and restore peace to the galaxy!  

The game concept is all about the power-ups. The game offers ten items to pick up, including speed boosts, laser weapons, a spread gun, a flamethrower, a tiny spaceship helpers and missiles.

- TECHNICAL -

PCB Number : A8004
Prom Stickers : NS

Main CPU : Motorola 68000 (@ 9 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : YM3812 (@ 4 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

The Next Space was released in October 1989 in Japan.

- STAFF -

Boss : Eikichi Kawasaki
Producer : Shochan
Main programmer : Shochan
Sub programmer : Data Tada
Advisers : Bucho, Tama, Koyan, Konny
Graphic designers : Fujita, Ken, Mituzo, Ishimochi, Tsukamichi, Buri, Fujiwara, Yokochan
Sound : Kidon
Hardware : Ebara
Character designers : Shochan, Tsukamichi

- PORTS -

* Consoles :
Sony PSP, PSP Vita (2012)
Sony PlayStation 3 (2012)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1764&o=2

$end


$info=tnextspcj,
$bio

The Next Space (c) 1989 Pasadena International.

- TRIVIA -

Released in October 1989.

Licensed from SNK to Pasadena International for manufacturer ans distribution. For more information about the game itself, please see the original SNK entry.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=38789&o=2

$end


$psx=nexttedx,
$bio

The Next Tetris DLX [Model SLPS-02507] (c) 1999 BPS [Bullet-Proof Software]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85790&o=2

$end


$psx=nexttetr,
$bio

The Next Tetris [Model SLPS-01774] (c) 1999 BPS [Bullet-Proof Software]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85789&o=2

$end


$info=m4nick,m4nicka,m4nickb,m4nickc,m4nickd,m4nicke,
$bio

The Nickelodeon (c) 199? Barcrest.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=14946&o=2

$end


$bbca_cass,bbcb_cass=ninedanc,
$bio

The Nine Dancers (c) 1986 Larsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52563&o=2

$end


$info=ninjak,ninjakj,ninjaku,
$bio

The Ninja Kids (c) 1991 Taito Corp.

Four ninjas with different abilities attempt to save the town from the RESURRECTION OF THE SATAN! Not just any Satan, mind you, but THE Satan.

- TECHNICAL -

Runs on the "Taito F2 System" hardware.

Prom Stickers: C85

Players: 4
Control: 8-way joystick
Buttons: 2

- TRIVIA -

The Ninja Kids was released in April 1991.

- UPDATES -

The US version has the 'Winners Don't Use Drugs' screen.

In the US version, all the references to 'Satan' were changed to the 'Evil One'.

- STAFF -

Game director : Takeshi Ishizashi
Game designer : Keppel Maekawa
Programmers : Takeshi Ishizashi, Fzr.Mom
Hardware designers : Eikichi Takahashi, S. Watanabe
Character designers : Pokeel Yamada, Jsunji Matsumoto
Sound composers : FUMMY, Hiroshige Tonomura (TONO), Norihiro Furukawa (WIZ. MASTER), Underground Sound Guerrilla Team PINCH-PUNCH (PINCH PUNCH)
Designer : Rintard Doi

- PORTS -

* Consoles :
Microsoft XBOX [EU] (October 14, 2005) "Taito Legends" 
Sony PlayStation 2 [EU] (October 14, 2005) "Taito Legends [Model SLES-53438]" 
Microsoft XBOX [US] (October 25, 2005) "Taito Legends" 
Sony PlayStation 2 [US] (October 25, 2005) "Taito Legends [Model SLUS-21122]" 
Sony PlayStation 2 [KO] (July 18, 2006) "Taito Legends [Model SLKA-15056]" 
Sony PlayStation 2 [JP] (January 25, 2007) "Taito Memories II Joukan [Model SLPM-66649]" 

* Computers : 
PC [MS Windows, CD-ROM] [EU] (October 14, 2005) "Taito Legends" 
PC [MS Windows, CD-ROM] [US] (November 10, 2005) "Taito Legends"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1782&o=2

$end


$info=ninjaw,ninjawj,ninjawu,
$bio

The Ninja Warriors (c) 1987 Taito.

Two ninjas fight an entire army to destroy an evil dictator in this horizontal action game, which features physical damage on our heroes

- TECHNICAL -

Board Number : M4300086H
Prom Stickers : B31

Main CPU : (2x) Motorola 68000 (ID : K1100325A, K1100312A) (@ 8 Mhz)
Sound CPU : Zilog Z80 (ID : K1100313A) (@ 4 Mhz)
Sound Chips : Yamaha YM2610 (@ 8 Mhz), (4x) Volume (@ 8 Mhz)

Control : 8-way joystick
Buttons : 2 (DAGGER, SHURIKEN)

- TRIVIA -

Released in February 1988 in Japan (even if the title screen says 1987).

Licensed by Romstar for US distribution.

The strange resolution of this game was due to the original cabinet which had a wide screen made out of three monitors.

Banglar, the main enemy who looks like Yoda from the star wars films makes a cameo appearance in "Aqua Jack" 2 years after appearing in The Ninja Warriors.

Brian Chapel holds the official record for this game with 188,900 points.

Pony Canyon / Scitron released a limited-edition soundtrack album for this game (The Ninja Warriors : G.S.M. Taito 1 - D28B0001) on 21/06/1988.
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (The Ninja Warriors - Famous Recording Series - PCCB-00074) on 21/10/1991.
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (The Ninja Warriors - Complete Album - PCCB-00116) on 19/03/1993.

- SERIES -

1. The Ninja Warriors (1988, Arcade)
2. The Ninjawarriors Again [Model SHVC-NI] (1994, Super Famicom)

- STAFF -

Produced by : Yojiro Suekado
Directed by : Masaki Ogata
Written by : Onijust
Executive producer : Hisao Yunoki
Director of software : Daisuke Sasaki
Programmers : Yoshihisa Nagata, Yuji Iwasaki, Yoshiyuki Watabe, Masaki Ogata, Daisuke Sasaki
Production designer : Yukiwo Ishikawa
Character designers : Masami Kikuchi, Yoshihiro Wakita, Toshiyuki Nishimura, Taira Sanuki, Shinobu Iwabuchi, Sachiko Yamana, Junji Yarita, Kohzoh Igarashi, Tetsuro Kitagawa, Yukiwo Ishikawa
Assistant character designers : Visual Arts Produtcion, Animation 20, Space Creative
Supervising editor : Tetsuro Kitagawa
Editors : Masami Kikuchi, Yukiwo Ishikawa
Costume designer : Hiroshi Wagatsuma
Hardware designer : Toshiyuki Sanada
Assistant hardware engineer : Satoru Shimomura
Music composed and directed by (Zuntata) : Hisayoshi Ogura
Assistant sound programmer (Zuntata) : Naoto Yagista
Sound editor (Zuntata) : Yasuhisa Watanabe
Sound hardware designer : Tsukasa Nakamura
Publicity supervisor : Hisayoshi Nakane
Game designed by : Onijust

- PORTS -

* Consoles :
NEC PC-Engine (1989)
Sega Mega CD

* Computers :
Sinclair ZX Spectrum (1989)
Commodore C64 (1989)
Amstrad CPC (1989)
Commodore Amiga (1989)
Atari ST (1989)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1787&o=2

$end


$pce=ninjawar,
$bio

The Ninja Warriors (c) 1989 Taito Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58755&o=2

$end


$amigaocs_flop=ninjawar,
$bio

The Ninja Warriors (c) 1989 Mastertronic, Limited. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75300&o=2

$end


$cpc_cass=ninjawar,
$bio

The Ninja Warriors (c) 1989 Virgin Games, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99709&o=2

$end


$cpc_cass=ninjawars,
$bio

The Ninja Warriors [Model 3 VG-221] (c) 1989 Dro Soft [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99708&o=2

$end


$sms=ninja,
$bio

The Ninja (c) 1986 Sega Enterprises, Limited.

- TECHNICAL -

Model 5066

- TRIVIA -

The Ninja for Master System was released in 1987 (exact date unknown) in North America, Europe, and Australia, all with the same game ID.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56246&o=2

$end


$snes=ninjawar,
$bio

The Ninjawarriors - The New Generation (c) 1994 Titus

European release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "The Ninjawarriors Again [Model SHVC-NI]".

- TRIVIA -

As expected, some of its original content from the Japanese release was slightly modified. Interestingly, the Japanese version features green blood, maybe in an attempt to avoid potential censorship troubles. This was obviously not enough and this effect was completely removed and replaced by an impact effect. All the women fighters were also omitted and replaced by more 'suitable' enemies.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63867&o=2

$end


$snes=ninjawarj,
$bio

The Ninjawarriors Again (c) 1994 Taito Corp.

The Ninja Warriors Again is a side-scrolling fighting game published by Taito and developed by Natsume. The tyrant Banglar has become a ruler and uses his army and oppressive regime to control the country's population. An obscure underground opposition group still remains and three ninja-androids are built to assassinate the merciless dictator. The player controls one of three cyborgs - Ninja is a large and heavy fighter with powerful fists and metallic nunchakus, Kunoichi is a female Ninja and the most balanced character of the lot and finally, Kamaitachi is a fast and frenetic fighter with expendable blades in its forearms. Our heroes can jump, grab enemies, pick up bikes and large metal containers and throw them in the air with ease. A power meter located at the bottom of the screen slowly fills up and a powerful explosion-attack can be unleashed when maxed out - the gauge however drains down each time the Ninjas get hit. Blaster combinations can also be triggered when the power meter is completely full and each robot has his own set of specific moves - for instance Ninja can use his jet boost to propel himself through the air and Kunoichi can trigger spectacular overhead attacks. The game is vast and features eight long stages.

- TECHNICAL -

Cartridge ID: SHVC-NI

- TRIVIA -

Released on January 28, 1994 in Japan for 9300 Yen.

Export releases:
[US] "The Ninjawarriors [Model SNS-NI-USA]"
[EU] "The Ninjawarriors - The New Generation"

- SERIES -

1. The Ninja Warriors (1988, Arcade)
2. The Ninjawarriors Again [Model SHVC-NI] (1994, Super Famicom)

- STAFF -

Planner: S. Taniguchi
Programmer: T. Miyabe
Game Designer: S. Taniguchi, T. Shinpo, S. Wada
Sound: H. Iwatsuki, N. Tate
Software Support: A. Tanaka, H. Iwatsuki, H. Komuro
Special Thanks: M. Matsumoto, K. Ishihara, H. Autumn, Jim Yajima

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62522&o=2

$end


$snes=ninjawaru,
$bio

The Ninjawarriors  (c) 1994 Taito Corp.

North American release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "The Ninjawarriors Again [Model SHVC-NI]".

- TECHNICAL -

Cartridge ID: SNS-NI-USA

- TRIVIA -

As expected, some of its original content from the Japanese release was slightly modified. Interestingly, the Japanese version features green blood, maybe in an attempt to avoid potential censorship troubles. This was obviously not enough and this effect was completely removed and replaced by an impact effect. All the women fighters were also omitted and replaced by more 'suitable' enemies.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63866&o=2

$end


$megacd,megacdj=ninjawar,
$bio

The Ninjawarriors [Model T-11024] (c) 1993 Taito Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60571&o=2

$end


$info=oceanhun,
$bio

The Ocean Hunter - The Seven Seas Adventure (c) 1998 Sega.

Players will encounter an array of marine life, which dominate the seven seas, while exploring ancient ruins indicating the fascinated by the spectrum of colors, created by the sun light shining through the water, The battle is not only against the threatening marine life, but the titanic icebergs, which are capable of sinking the Ocean Hunter. Featuring spectacular underwater graphics and effects through seven stages:
1) Baroque Sea
2) Luna Sea
3) Tartarus Deep
4) Texcoco Great-Lake
5) North Sea
6) West Ocean
7) Panthalassa

- TECHNICAL -

Runs on the Sega "Model 3 Step 2.1" hardware.

- TRIVIA -

The Ocean Hunter was released in September 1998.

Considered to be another rare Sega arcade game.

- TIPS AND TRICKS -

* Avoid Sea Dragon: To avoid the battle with Sea Dragon, leave the diver being killed by the White Death, but then you don't get a bonus life, and score.

* Secret sea names: If you pay attention to the beginning of each sea, you'll see a book with extra features of the stage. There you can see the hidden name of two seas.
Baroque Sea is Balock Sea
Tartarus Deep is Depro Deep

* Also you can see some more hidden names on the ingame map if you pay very close attention, but be hurry to locate the sea you looking for, the map appears for 5 seconds in the Attract Mode.
Texcoco Great-Lake is Calo Lake-sea
West Ocean is Western Sea

* And at last, at the beginning of the final stage, the player will mention Panthalassa as Pantarasa.

- STAFF -

Composer: Masanori Takeuchi

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3414&o=2

$end


$a2600=offifrog,offifroge,offifrogpv,
$bio

The Official Frogger (c) 1983 Starpath Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51133&o=2

$end


$pc98=oldvilst,
$bio

The Old Village Story (c) 1988 Enix, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90873&o=2

$end


$pc8801_flop=oldvills,
$bio

The Old Village Story (c) 1988 Enix, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93092&o=2

$end


$megadriv=oozeu,
$bio

The Ooze (c) 1995 Sega Enterprises, Limited.

The game starts at a chemical plant known as The Corporation, with scientist Dr. Daniel Caine sneaking into the research lab where he worked, in order to find evidence that crimes were being committed using a toxic gas he created. Caine discovers that his colleagues are planning "Operation: Omega": a plan to release a plague upon the populace, and make a fortune because they hold the only cure. However, the Director of The Corporation discovers Caine in the lab. Caine is disposed of by means of chemical waste, but the chemicals do not kill him; instead, they alter him into the angry, sentient, formless creature known as "The Ooze". Swearing revenge, the doctor seeks two things: his former colleagues, and to assume his human form once again. He must now find the DNA helices scattered throughout the wasteland or else end up imprisoned in the Director's lava lamp.

- TECHNICAL -

Game ID: 1512

- TRIVIA -

Released in September 1995 in North America.

The Ooze was originally intended to be bundled with the Sega Nomad, a handheld Mega Drive/Genesis. Instead, the game was released near the end of the Genesis's lifecycle. The game was later included as a built-in game for the Arcade Legends Sega Genesis 2 and in the compilation game Sonic Mega Collection Plus.

Export releases : 
[JP] "The Ooze [Model G-4134]"
[EU] "The Ooze [Model 1572-50]"
[AU] "The Ooze [Model FTHE18SMC]"

- STAFF -

Concept: Dave Sanner
Lead Programmer: Dave Sanner
Design: Jason Kuo, Stieg Hedlund, Dave Sanner
Art Directors: Robert Steele, John Duggan
Artists: Alan Ackerman, Stieg Hedlund, Dean Ruggles, Joe Stephenson, Craig Stitt, Thomas Tobey, Marte Thompson
Intro & Ending Artwork: Tony De Zuniga, Thomas Tobey
Music: Howard Drossin
Sound Effects: Howard Drossin
Boss Programming: Robert Morgan
Programming: Scott Chandler, Jason Plumb, Mark Cerny
Technical Thanks: Scott Chandler, Jason Plumb, Mark Cerny
Producer: Michael Wallis
Product Manager: John Garner
Marketing Specialist: Clint Dyer
Lead Tester: Rey Alferez
Testers: Timothy Spengler, Todd Slepian, Mike Benton, Nelson Chiu, Alfred Dutton, Steve Fallas, Richie Hideshima, Michael Ironside, Dylan Manger, David Paniagua, Sean Potter, Jeff Sanders, Stan Weaver, Michael Wu
Manual: Carol Ann Hanshaw, Neil Hanshaw
Special Thanks: Roger Hector, Sheri Hockaday, Emi Kawamura, Sue Ortlip, Paul Sears, Dean Lester, Michael Kosaka, Hoyt Ng

- PORTS -

* Computers : 
PC [MS Windows, DVD-ROM] [US] (March 9, 2007) "Sonic Mega Collection Plus"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93897&o=2

$end


$megadriv=ooze,oozep01,oozep05,oozep04,oozep07,oozep06,oozep02,oozep03,
$bio

The Ooze (c) 1995 Sega Enterprises, Limited.

European release. Game developed in USA. See the original U.S. release, "The Ooze [Model 1512]", for more information about the game itself.

- TECHNICAL -

Game ID: 1572-50
Cartridge ID: 670-7124-50
Cover ID: 670-7125-50

- PORTS -

* Computers : 
PC [MS Windows, DVD-ROM] [EU] (March 31, 2006) "Sonic Mega Collection Plus"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93898&o=2

$end


$megadriv=oozej,
$bio

The Ooze (c) 1995 Sega Enterprises, Limited.

Japanese release. Game developed in USA. See the original U.S. release, "The Ooze [Model 1512]", for more information about the game itself.

- TECHNICAL -

Game ID: G-4134

- TRIVIA -

The Ooze for Mega Drive was released on September 22, 1995 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56973&o=2

$end


$sms=ottifant,
$bio

The Ottifants (c) 1993 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56247&o=2

$end


$megadriv=ottifant,ottifantg,
$bio

The Ottifants (c) 1993 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56974&o=2

$end


$gamegear=ottifant,
$bio

The Ottifants (c) 1992 Sega Enterprises, Limited.

- TECHNICAL -

[Model 2444]

- TIPS AND TRICKS -

* Skip Levels: Enter NIDT as password. Now you can skip levels by holding 1+2 while unpausing the game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64963&o=2

$end


$info=outfxies,outfxiesj,
$bio

The Outfoxies (c) 1994 Namco.

A platform 'versus' shoot'em up in which either one player (playing against the computer) or two players (playing against each other) attempt to destroy each other by any means necessary. The levels themselves are interesting and varied, with airships, planes etc. providing a detailed and highly interactive backdrop in which the players do battle. That interactivity is increased further with the introduction of destructible sections which, when blown up, can often open up new areas or rooms. Each level is littered with a variety of weapons that can be picked up and utilized by the player(s). Graphically, Outfoxies employed superb sprite scale and rotation techniques that elevated the already fun gameplay still further. The aeroplane level, for instance, dips and sways, bringing problems of inertia and gravity to the platform action. Also; the in-game camera zooms in and out of the level, depending on how far away the two opponents are from each other. Playable characters range from a monkey to a pair of psychotic school children, with each character choice offering the player different aptitudes (the monkey can jump higher, for example). A fun enough game in one-player mode, Outfoxies really came into its own when two human protagonists took part.

- TECHNICAL -

Namco System NB-1 hardware
Game ID : OU

Main CPU : Motorola 68EC020 (@ 24.192 Mhz), M37702 (@ 16.128 Mhz)
Sound Chips : C352 (@ 16.128 Mhz)

Control per player: 8-way joystick
Buttons per player: 3

- TRIVIA -

Even if the titlescreen says '1994', The Outfoxies was released in March 1995 in Japan.

Victor Entertainment released a limited-edition soundtrack album for this game (The Outfoxies : Namco Game Sound Express Vol.20 - VICL-15042) on 21/06/1995.

- STAFF -

Concept and design : Masateru Umeda
Main programmer : Yoshiyuki Honda
System programmer : Toshiharu Hijita
Game programmer : Koichi Motokoide
Character designer : Miki Maemori
Field designer : Taro Okamoto
Music and sound effects : Masahiro Fukuzawa
Graphic designer : Akira Usukura
Logo designer : Hideaki Ito
Chief directorer : Masuya Ohishi
Product manager : Shinichiro Okamoto, Hajime Nakatani
Producer : Akihiko Tokue, Shukuo Ishikawa
Visual works : Yukiko Kaneko, Nobuko Endo, Muneyuki Tejima, Mitsuru Fukuoka, Tomoe Yamashita, Hisaharu Takahashi, Takashi Imaizumi, Hitomi Kusano, Kazuaki Fujimoto, Kanako Doi, Daisuke Tsushima, Kyoko Endo, Tomosuke Kashiwabara

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1901&o=2

$end


$amigaocs_flop=goplayer,
$bio

The Oxford Softworks Go Player (c) 1991 Oxford Softworks

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75301&o=2

$end


$megadriv=pagemstr,
$bio

The Pagemaster (c) 1994 Fox Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56975&o=2

$end


$megadriv=pagemstru,pagemstrup,
$bio

The Pagemaster (c) 1994 Fox Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57469&o=2

$end


$gameboy=pagemstru,
$bio

The Pagemaster [Model DMG-APME-USA] (c) 1994 Fox Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67215&o=2

$end


$gameboy=pagemstr,
$bio

The Pagemaster [Model DMG-APMP-EUR] (c) 1994 Fox Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67214&o=2

$end


$snes=pagemstru,pagemstrup1,pagemstrup2,pagemstrup3,
$bio

The Pagemaster [Model SNS-APME-USA] (c) 1994 Fox Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63869&o=2

$end


$snes=pagemstr,
$bio

The Pagemaster [Model SNSP-APMP-EUR] (c) 1994 Fox Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63868&o=2

$end


$cpc_cass=paintbox,
$bio

The Paint-Box (c) 1985 Gebruder Eckhardt Computer Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99710&o=2

$end


$pc8801_flop=paladin,
$bio

The Paladin (c) 1985 Bothtec, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93093&o=2

$end


$cdi=palmsprg,palmsprgi,palmsprgu,
$bio

The Palm Springs Open (c) 1991 Philips Interactive Media, Incorporated.

Play some of the world's famous Palm Springs holes in this program from ABC Sports. You select the club, position a real golfer, and control his swing. Sportscasters provide lively commentary and advice.

- TECHNICAL -

Model 813 0001

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53125&o=2

$end


$fm7_disk=palms,
$bio

The Palms (c) 1983 HummingBird [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93656&o=2

$end


$nes=pandaprna,pandaprn,
$bio

The Panda Prince (c) 1996 Shin-Shin

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84167&o=2

$end


$amigaocs_flop=paranoia,paranoiag,
$bio

The Paranoia Complex (c) 1989 Magic Bytes

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75302&o=2

$end


$cpc_cass=paranoia,
$bio

The Paranoia Complex [Model AM 602] (c) 1989 Magic Bytes [Germany]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99711&o=2

$end


$amigaocs_flop=patricn,
$bio

The Patrician (c) 1993 Ascon Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75303&o=2

$end


$amigaocs_flop=pawn,
$bio

The Pawn (c) 1986 Rainbird

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75304&o=2

$end


$snes=peacekep,
$bio

The Peace Keepers (c) 1994 Jaleco Company, Limited. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63870&o=2

$end


$pc8801_flop=peeping,peepinga,
$bio

The Peeping (c) 1986 Zenryutsu [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93094&o=2

$end


$nes=pengseal,
$bio

The Penguin & Seal (c) 19?? Sachen [Taiwan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76995&o=2

$end


$cpc_cass=madmix,
$bio

The Pepsi Challenge - Mad Mix Game (c) 1988 US Gold, Ltd. [Birmingham, UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98120&o=2

$end


$info=percuss,
$bio

The Percussor (c) 1981 Orca.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 4 Mhz), Zilog Z80 (@ 1.78975 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.78975 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in October 1981.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1949&o=2

$end


$amigaocs_flop=perfgen,
$bio

The Perfect General (c) 1991 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75305&o=2

$end


$amigaocs_flop=perfgenww2,
$bio

The Perfect General - World War II Battle Set (c) 1992 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75308&o=2

$end


$amigaocs_flop=perfgenf,
$bio

The Perfect General [Battles of Time] (c) 1991 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75306&o=2

$end


$amigaocs_flop=perfgeng,
$bio

The Perfect General [The Lords of Power] (c) 1991 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75307&o=2

$end


$bbca_cass,bbcb_cass=percpeng,
$bio

The Perils of Percival Penguin (c) 19?? Willow

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52564&o=2

$end


$info=poto_a32
$bio

The Phantom of the Opera (c) 1990 Data East Pinball.

Classic Thriller Unveiled!

- TECHNICAL -

Game ID: 500-5508-01

Data East Version 2

Main CPU : M6808 (@ 1 MHz)
Sound CPU : Motorola M6809 (@ 2 MHz)
Sound chips : Yamaha YM2151 (@ 3.579545 MHz), OKI MSM5205 (@ 384 KHz)

- TRIVIA -

2,750 units were produced.

The Phantom of the Opera was a French novel by Gaston Leroux (1868-1927), first published in 1910. Many film and stage productions have been adapted from it, over the years.

- STAFF -

Designers : Joe Kaminkow, Ed Cebula
Artwork : Paul Faris
Software : Lonnie D. Ropp
Music and Sounds : Kyle Johnson

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5492&o=2

$end


$bbca_cass,bbcb_cass=phstone,
$bio

The Philosopher's Stone (c) 1986 Potter

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52565&o=2

$end


$info=ep_pkni,ep_pknia,ep_pknib,ep_pknic,ep_pknid,ep_pknie,ep_pknif,
$bio

The Phoenix Knights (c) 199? Global Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15357&o=2

$end


$info=c3_ppays,
$bio

The Phrase That Pays (c) 199? Maygay.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42309&o=2

$end


$gbcolor=pikangtm,
$bio

The Pikachu Nightmare (c) 200? Unknown [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68928&o=2

$end


$gba=pinbdeadu,
$bio

The Pinball of the Dead [Model AGB-APDE-USA] (c) 2002 T-HQ, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76070&o=2

$end


$gba=pinbdead,
$bio

The Pinball of the Dead [Model AGB-APDP] (c) 2003 Sega Enterprises, Ltd. [Tokyo, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76068&o=2

$end


$gba=pinbdeadj,
$bio

The Pinball of the Dead [Model AGB-AZOJ-JPN] (c) 2002 Sega Enterprises, Ltd. [Tokyo, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76069&o=2

$end


$bbca_cass,bbcb_cass=pinesexp,
$bio

The Pines Express (c) 19?? SRS

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52566&o=2

$end


$info=m1pinkp,m1pinkpa,m1pinkpb,m1pinkpc,m1pinkpd,m1pinkpe,m1pinkpf,m1pinkpg,m1pinkph,m1pinkpi,m1pinkpj,m1pinkpk,m1pinkpl,m1pinkpm,m1pinkpn,m1pinkpo,m1pinkpp,m1pinkpq,m1pinkpr,
$bio

The Pink Panther (c) 199? Maygay.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=18204&o=2

$end


$info=m1ppc,m1ppca,m1ppcb,
$bio

The Pink Panther Club (c) 199? Maygay.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42010&o=2

$end


$amigaocs_flop=pioneerp,
$bio

The Pioneer Plague (c) 1988 Mandarin

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75309&o=2

$end


$megadriv=piratedw,
$bio

The Pirates of Dark Water (c) 1994 Sunsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57470&o=2

$end


$snes=piratedwu,piratedwup,
$bio

The Pirates of Dark Water (c) 1994 Sunsoft

- TECHNICAL -

Cartridge ID: SNS-8P-USA

- TRIVIA -

Reviews:
[FR] August 1994 - Consoles + N.34: 68%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63872&o=2

$end


$snes=piratedw,
$bio

The Pirates of Dark Water [Model SNSP-8P-EUR] (c) 1994 Sunsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63871&o=2

$end


$info=thepitj,
$bio

The Pit (c) 1982 Taito Corp.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound CPU : Zilog Z80 (@ 2.5 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.536 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 1 (FIRE)

- TRIVIA -

Released in April 1982.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1980&o=2

$end


$info=thepit,
$bio

The Pit (c) 1982 Zilec Electronics.

The player's avatar (described as "The Astronaut-Explorer" by the game manual) lands in a spaceship and must dig their way into a series of underground tunnels. While there, they must avoid being crushed by rocks, eaten by monsters, impaled by arrows, or melted in a vat of acid. Instead of a traditional timer, is a tank  shooting away a mountain near the player's spaceship. After collecting the treasure, the only route back to the spaceship is by crossing "The Pit", which is a room with a sliding retractable floor underneath containing a monster that will devour the player and acid which will also kill.

The player receives 100 points for shooting each enemy, 1000 points for each crystal collected, 2,000 points for collecting large gems, and 1,000 points for crossing "The Pit" safely and reboarding the ship. There is a 10,000 point bonus for collecting all 3 large gems or all 4 small gems, and a 15,000 point bonus for collecting all 7 gems.

- TECHNICAL -

CPU on main board:
2x MK3880N-Z80CPU
1x AY-3-8910
1x oscillator 18.000Hz
 
on lower board:
1x oscillator 18432Hz
 
ROMs on main board:
1x AM2732 (1)
4x HN462732G (2,3,4,5)
1x MK2716J (6)
1x MMI6331

on lower board:
2x MK2716J (7,8)  
Note 1x 22x2 edge connector
1x trimmer (volume)
2x 4 switches dip

- TRIVIA -

The Pit was released in April 1982.

The tank is labeled "Zilec" in the U.K. and U.S. versions, and "Taito" in the Japanese version. Other noticeable differences in the Japanese version include: a different color palette, boulders disappear when dislodged, spikes do not always fall from the roof of the large gem room, and the monster is absent from the acid pit.

- PORTS -

* Computers :
Commodore C64 (1983)

* Others :
LSI Portable game (1982, "Zackman" - Bandai Elec. licensed by AW Zilec Electronics, Ltd.)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3968&o=2

$end


$info=thepitu1,thepitu2,
$bio

The Pit (c) 1982 Centuri, Incorporated.

- TRIVIA -

Released in April 1982.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2186&o=2

$end


$c64_cart,c64_flop=thepit,
$bio

The Pit (c) 1983 HesWare

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53741&o=2

$end


$info=thepitm,
$bio

The Pit (c) 198? KZH.

Hack of the Centuri original, made on the Moon Quasar hardware.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=33617&o=2

$end


$snes=tg3kj,
$bio

The Planet's Champ TG 3000 [Model SHVC-A3TJ-JPN] (c) 1995 Kemco

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62523&o=2

$end


$cdi=pleasure,
$bio

The Pleasure of Sex - The Interactive Encyclopedia of Sex (c) 1995 Telstar Electronic Studios

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53126&o=2

$end


$cpc_cass=plot,
$bio

The Plot (c) 1987 Firebird Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99712&o=2

$end


$gba=polarexp,
$bio

The Polar Express [Model AGB-BPXE-USA] (c) 2004 T-HQ, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76071&o=2

$end


$msx1_cart=policest,policesta,
$bio

The Police Story [Model R49X5091] (c) 1986 Pony Canyon, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77537&o=2

$end


$amigaocs_flop=power,
$bio

The Power (c) 1991 Demonware

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75310&o=2

$end


$gbcolor=powrpfbmua,
$bio

The Powerpuff Girls - Bad Mojo Jojo [Model CGB-BJJE-USA-1] (c) 2000 BAM! Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68931&o=2

$end


$gbcolor=powrpfbmu,
$bio

The Powerpuff Girls - Bad Mojo Jojo [Model CGB-BJJE-USA-2] (c) 2000 BAM! Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68932&o=2

$end


$gbcolor=powrpfbmub,
$bio

The Powerpuff Girls - Bad Mojo Jojo [Model CGB-BJJE-USA] (c) 2000 BAM! Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68930&o=2

$end


$gbcolor=powrpfbm,
$bio

The Powerpuff Girls - Bad Mojo Jojo [Model CGB-BJJP-UKV] (c) 2000 BAM! Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68929&o=2

$end


$gbcolor=powrpfbhu,
$bio

The Powerpuff Girls - Battle Him [Model CGB-BBHE-USA-1] (c) 2001 BAM! Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68935&o=2

$end


$gbcolor=powrpfbhua,
$bio

The Powerpuff Girls - Battle Him [Model CGB-BBHE-USA] (c) 2001 BAM! Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68934&o=2

$end


$gbcolor=powrpfbh,
$bio

The Powerpuff Girls - Battle Him [Model CGB-BBHP-EUR] (c) 2001 BAM! Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68933&o=2

$end


$gbcolor=powrpfbhf,
$bio

The Powerpuff Girls - Bulle Contre Lui [Model CGB-BBHF-FRA] (c) 2001 BAM! Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68936&o=2

$end


$n64=powerpuf,
$bio

The Powerpuff Girls - Chemical X-Traction (c) 2001 BAM! Entertainment

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58019&o=2

$end


$gba=powrpfhsu,
$bio

The Powerpuff Girls - Him and Seek [Model AGB-AP5E-USA] (c) 2002 BAM! Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76073&o=2

$end


$gba=powrpfhs,
$bio

The Powerpuff Girls - Him and Seek [Model AGB-AP5P] (c) 2002 BAM! Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76072&o=2

$end


$gbcolor=powrpfbmf,
$bio

The Powerpuff Girls - L'Affreux Mojo Jojo [Model CGB-BJJF-FRA] (c) 2000 BAM! Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68937&o=2

$end


$gba=powrpfmju,
$bio

The Powerpuff Girls - Mojo Jojo A-Go-Go [Model AGB-APTE-USA] (c) 2001 BAM! Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76075&o=2

$end


$gba=powrpfmj,
$bio

The Powerpuff Girls - Mojo Jojo A-Go-Go [Model AGB-APTP] (c) 2001 BAM! Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76074&o=2

$end


$gbcolor=powrpfpnua,powrpfpnu,
$bio

The Powerpuff Girls - Paint the Townsville Green [Model CGB-BPTE-USA-1] (c) 2000 BAM! Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68940&o=2

$end


$gbcolor=powrpfpnub,
$bio

The Powerpuff Girls - Paint the Townsville Green [Model CGB-BPTE-USA] (c) 2000 BAM! Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68939&o=2

$end


$gbcolor=powrpfpn,
$bio

The Powerpuff Girls - Paint the Townsville Green [Model CGB-BPTP-EUR] (c) 2000 BAM! Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68938&o=2

$end


$gbcolor=powrpfpnf,
$bio

The Powerpuff Girls - Panique a Townsville [Model CGB-BPTF-FRA] (c) 2000 BAM! Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68941&o=2

$end


$amigaocs_flop=presidnt,
$bio

The President is Missing (c) 1988 Microprose Software, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75311&o=2

$end


$bbca_cass,bbcb_cass=pricmagk,
$bio

The Price of Magik (c) 1986 Level 9 Computing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52567&o=2

$end


$msx1_cart=pricemag,
$bio

The Price of Magik (c) 1986 Level 9 Computing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77538&o=2

$end


$cpc_cass=prisoner,
$bio

The Prisoner (c) 2013 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99713&o=2

$end


$info=sc5pircl,sc5pircla,sc5pirclb,sc5pirclc,sc5pircld,sc5pircle,sc5pirclf,sc5pirclg,
$bio

The Prize is Right Club (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR3422]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42733&o=2

$end


$info=sc4pir,sc4pira,sc4pirb,sc4pirc,sc4pird,sc4pire,sc4pirf,sc4pirg,
$bio

The Prize is Right (c) 2002 Bell-Fruit Games.

- TECHNICAL -

[Model PR1303]

- TRIVIA -

Released in May 2002.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11544&o=2

$end


$cpc_cass=prize,
$bio

The Prize [Model SOFT 952] (c) 1985 Amsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99714&o=2

$end


$pcecd=proyakyu,
$bio

The Pro Yakyuu (c) 1990 Intec

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58437&o=2

$end


$gamegear=proyak91,
$bio

The Pro Yakyuu '91 (c) 1991 Sega Enterprises, Limited.

- TECHNICAL -

[Model G-3207]

- TIPS AND TRICKS -

* Play Against M-Team: During the team select screen, select any team. When the cursor to define your rival starts to move, enter the sequence (Right,Left)x4. The cursor will disappear after selecting your rival and you will face the M-Team.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64964&o=2

$end


$sms=proyakyu,
$bio

ザ・プロ野球ペナントレース (c) 1987 Sega Enterprises, Limited.
(The Pro Yakyuu Pennant Race)

- TECHNICAL -

Game ID: G-1323

- TRIVIA -

Released on August 17, 1987 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55902&o=2

$end


$pcecd=proyaks,
$bio

The Pro Yakyuu Super (c) 1992 Intec

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58439&o=2

$end


$pcecd=proyak94,
$bio

The Pro Yakyuu Super '94 (c) 1994 Intec

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58438&o=2

$end


$msx1_cass=protectr,protectra,
$bio

The Protector (c) 1987 Eaglesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95057&o=2

$end


$msx1_cart=protectr,
$bio

The Protector [Model R48X5086] (c) 1985 Pony Canyon, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77539&o=2

$end


$gba=proudfam,
$bio

The Proud Family [Model AGB-BD7E-USA] (c) 2005 Buena Vista Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76076&o=2

$end


$saturn,sat_cart=psychotr,
$bio

The Psychotron (c) 1995 GAGA Communications

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59815&o=2

$end


$nes=punisher,
$bio

The Punisher (c) 1990 LJN

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55716&o=2

$end


$megadriv=punisher,
$bio

The Punisher (c) 1994 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56976&o=2

$end


$megadriv=punisheru,
$bio

The Punisher (c) 1994 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57471&o=2

$end


$gameboy=punisher,
$bio

The Punisher - The Ultimate Payback [Model DMG-NS-USA] (c) 1991 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67216&o=2

$end


$info=punisherj,
$bio

The Punisher (c) 1993 Capcom Company, Limited.

The Punisher is a side-scrolling beat-em-up based on the Marvel Comics character of the same name, in which one or two players take on the role of either 'The Punisher' or 'Nick Fury' and must battle through six dangerous locales filled with violent criminal gangs, leading to a final confrontation with criminal mastermind, 'The Kingpin'.

As well as the standard punch and kick moves, each character also has a special attack. This move is powerful enough to fell several enemies at once, with the trade-off that each time a special attack is executed, some of the player's energy is lost. Energy levels can be replenished by finding food that lies hidden in some of the background objects that litter the levels.

Many enemies carry weapons, such as axes, baseball bats, swords and knives and should players manage to knock these from the enemies' hands, the heroes can pick up the weapons and use them against the enemies. In keeping with their comic book counterparts, each player character also carries a handgun; this only comes into play when confronted with gun-wielding enemies, at which point the players' guns are drawn automatically. Once the gun-carrying enemies have been killed, the players' guns are automatically re-holstered.

A large and powerful gang boss awaits the heroes at the end of each stage. The five gang bosses are Scully, Guardroid, Bonebreaker, Bushwacker and Guardroid 2. The sixth and final level takes place in The Kingpin's lair, ending with a showdown with the criminal mastermind himself.

- TECHNICAL -

Runs on the "CP System" hardware.
B-Board #: 91634B-2

# of players: Up to 2 simultaneous.
Type of control (per player): 8-Way Joystick
# of buttons (per player): 2 
=> [1] Attack, [2] Jump

- TRIVIA -

The Punisher was released in April 1993 in the Japanese arcades. It was known there as the 26th video game made for this system.

Exported as "The Punisher [B-Board 91635B-2]".

This game features the main characters from the comic books respectively titled 'The Punisher' (First appearance : Amazing Spider-Man 129, 1973) and 'Nick Fury' (First appearance : Sgt. Fury and his Howling Commandos 1, 1963), Agent of SHIELD, both published by Marvel Comics. The acronym SHIELD stands for 'Surpreme Headquarters International Espionage Law-enforcement Division'.

Scully, the first of the boss villains here, is loosely based on a villain named Chester Scully who appeared in issues 22-23 (August and September, 1989) of the Punisher's first ongoing series, which ran from 1987 to 1995. The leaping kicks he uses in the game are an homage to the cover of the 23rd issue where his comic book counterpart is shown attacking the Punisher by kicking at him while jumping.

Bushwacker, the 4th stage boss, is based on the homonymous Marvel's super villain (enemy of Daredevil, The Punisher and Wolverine). Although, there are some aesthetic differences from his appearance in the game and in the original comic: half of his face is horribly scared in the comic, while in the game his face seems in good conditions. Also, his special right arm, altered bionically to function as a gun, is still revealed on his real form on the comic, while in the game he can turn his arms from normal form to guns form, like a type of mutant morph (and this should sound incongruous, because he's a mutant's hunter on the Marvel's comics). He appear on the Capcom's game before he was hired by Kingpin for kill Punisher in the original Punisher comic series, so his presence fit perfectly in the game's plot.

Jigsaw, the non-boss enemy appearing in the 2nd area of the final stage (elevator's top) is one of the most dangerous enemies of Punisher in the original comic series. Although, is showed different in the game - in the game he appears like a commando-mercenary, while in the comic he was a former killer of a notorious mobster family of New York. - By the way, his scared face (caused by the same Punisher in the comics) is identical to his original appearance on the comics.

Bruno Costa, the bald gangster with sunglasses appearing in the scenes of attract mode and during the first stages of the game, is also showed in the comic, and he's the responsible of the massacre of the Frank's Castle family, like the game says. However, Punisher killed him in the comic's series, while in the game he's killed by Guardroid (the 2nd stage boss).

Hidden Bonus Level : Looking in the game source code, there's a hidden second bonus game in stage directory. It shows an airplane hijacking or something and two of the generic game thugs burst through the winshield. They run across the screen to the left and then punisher shows up. There are several stewardesses on the floor as hostages and when you go over to them they get freed. But then the stage like instantly is interrupted and randomly takes you to the score screen after every stage and says 'Stage 7 complete' and then switches to an alternate credits screen with all the enemies in the game running across and doing random things. It's probably a part of the game not completed and not remove from the final product and still present in the source code. The only way to see this hidden stage is to browse the source code or using a cheat with emulator like MAME.

Soundtrack releases :
Pony Canyon / Scitron - Tenchi wo Kurau II The Battle of Red Wall : G.S.M. Capcom 7 - PCCB-00133 - August 20, 1993.

An unofficial Chinese version is known as "Biaofeng Zhanjing".

- TIPS AND TRICKS -

* Super Kick : Down, Up+Attack

* Super Air Kick : Forward(x2), Jump, Down+Attack

* Special Ending : finish the game without having to continue to see a different credit sequence (badguy parade).

* On 2nd area of first stage, the enemy Cool will appear for few seconds from a open door, then he will flee : if you're fast, you can kill him before he disappear with the handgun that the players draw automatically in that moment.

* When you're in the 2nd area of stage 2, the gangsters' mansion in Florida, there are 3 jail cells in which 3 girls are being held hostage. Break open the cells and then stand still. The girls will give the players thank-you hugs that restore energy to their lifebars.

* At the end of the 2nd stage you'll fight against the Guardroid. At the end of the room where the battle is set, you'll found an huge bed and a painting in the wall. Destroy this objects for obtain extra weapons and energy that could help you during the fight

* In the 3rd stage (the harbor) you'll encounter several cars, where gangster carrying machine gun will exit from there for attack the players. If you destroy those cars before they'll exit from there, they'll disappear in the explosion: also, you can see the poor driver carbonized after the car's explosion!

* The Punisher and Nick Fury's personal handguns are usually drawn automatically whenever enemies carrying firearms - and also the robots called 'Pretty Boy' - turn up. With the exception of the robots, which are tougher to deal with, try to refrain from killing the enemies armed with guns until after you've killed some of those who aren't carrying guns. This certainly comes in useful during the showdown at the end with the Kingpin, who's drawn much larger here than he was in Sega's own "Spider-Man - The Videogame", made 2 years earlier.

- STAFF -

Game Designers : Akira Yasuda (Akiman), Maeda, Buchi, Jun Keiba, Junichi Ohno (Ohn)
Program Designers : Kazuhito Nakai, Tomohiro Ueno, Y. Kawabata, Mitsu, Y. Mikami (ZZR)
Character Designers : Eripyon. N, Matsunaga, Mayo Seriya, Daniel, Vlad T., Inukichi, Minobe Hiroaki (Minobeyan), Yokota Yokozo, Koizumi, Iwai, Go, T. Tathivana, Mikiman, Marilyn Higuchi, Harusan
Sound Designers : Yoko Shimomura (Pi B Shimomura), Isao Abe, Toshio Kajino, Syun Nishigaki, Nobuhiro Oouchi (Nobu. Oouchi)
Director : Noritaka Funamizu (Poo)
System Adviser : Jaboon
Illustration Designer : Sensei
Special Thanks : Tanuki, Yasushi Ikeda (Ikebomb), Yuko Takehara (Yuko), Koguma, Alex Jimenez (Alex), Scott

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3269&o=2

$end


$info=punisher,punisheru,punipic,punipic2,punipic3,punisherh,
$bio

The Punisher (c) 1993 Capcom Company, Limited.

Export release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "The Punisher [B-Board 91634B-2]".

- TECHNICAL -

Runs on the "CP System" hardware.
B-Board #: 91635B-2

- TRIVIA -

In these Export releases, the Super Kick results blood graphics on the enemy instead of blue flames in the original Japanese version.

- PORTS -

* Consoles : 
Sega Genesis [US] (June 1, 1994)
Sega Mega Drive [EU] (1995)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69771&o=2

$end


$pc98=qnduelst,
$bio

The Queen of Duellist (c) 1993 Agumix.

- TRIVIA -

Released on February 09, 1993 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48518&o=2

$end


$pc98=qnduelstap,
$bio

The Queen of Duellist Gaiden (c) 1993 Agumix.

- TRIVIA -

Released on October 27, 1993 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48520&o=2

$end


$pc8801_flop=quest,questa,
$bio

The Quest (c) 1984 Starcraft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93095&o=2

$end


$fm7_disk=quest,
$bio

The Quest (c) 1984 Starcraft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93657&o=2

$end


$cpc_cass=qstgegg,qstgegga,
$bio

The Quest for the Golden Eggcup [Model ISA 0260] (c) 1988 Mastertronic, Ltd. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99716&o=2

$end


$amigaocs_flop=timebird,
$bio

The Quest for the Time-Bird (c) 1989 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75312&o=2

$end


$amigaocs_flop=agravain,
$bio

The Quest of Agravain (c) 1992 Codemasters Software Company, Limited., The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75313&o=2

$end


$pc8801_flop=kage,
$bio

The Quest of Kage (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93096&o=2

$end


$bbca_cass,bbcb_cass=thequill,quillas,
$bio

The Quill (c) 1984 Gilsoft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52568&o=2

$end


$gamegear=quizgear,
$bio

The Quiz Gear Fight!! (c) 1995 Sega Enterprises, Limited.

- TECHNICAL -

[Model G-3367]

- TIPS AND TRICKS -

* Stage select: At the title screen, press Up, Up, Down, Down, Right, Right, Left, Left+START.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64965&o=2

$end


$cpc_cass=race,
$bio

The Race (c) 1990 Players Premier

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99717&o=2

$end


$cpc_cass=raceatsa,
$bio

The Race Against Time for Sport Aid'88 [Model 3079] (c) 1988 Codemasters Soft. Co., Ltd., The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99718&o=2

$end


$info=theraid,
$bio

The Raid (c) 1984 Playmatic.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=10030&o=2

$end


$psx=raidenprj,
$bio

The Raiden Project (c) 1995 Nihon System.

- TECHNICAL -

Game ID: SLPS-00013

- TRIVIA -

Released on January 27, 1995 in Japan.

Export releases:
[US] "The Raiden Project [Model SCUS-94402]"
[EU] "The Raiden Project [Model SLES-00051]"

Reviews:
[FR] March 1995, Consoles + N.41: 91/100

- STAFF -

Raiden Playstation Conversion: Tetsuya Kawaguchi
Raiden II Playstation Conversion: Richard Mark Honeywood, Kazuki Sekimori, Kazutoshi Shōji
Graphics Port & Arrangement: Harumi Azuma, Takahide Wada
Opening Polygon Demo: Richard Mark Honeywood, Yasuhiko Yoshihara
Menus & Memory Management: Yukio Ishii
Music & Sound Effects: Gō Satou
Sound Assistant: Hiroshi Yoshida
Jack of All Trades: Masaru Ijima, Shuuichi Mori
Producer: Gary Barth
Lead: Kirby Fong
Assistant Tester: Todd Pifer
Marketing Manager: Ami Matsumura-Blaire
Marketing Specialist: Nemer Velasquez
Copywriter: Carol Ann Hanshaw
Manual Design: Beeline Group
Special Thanks To: Clyde Grossman, Hitoshi Hamada, Hitoshi Hamada, Kerry Hopkins, Lisa Lunger, Cindy McAndrew, Bernard Stolar, Sutton Trout, Shuuji Utsumi

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72314&o=2

$end


$msx1_cass=rampart,
$bio

The Rampart (c) 1988 Iber Software [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95058&o=2

$end


$info=m5ratpk,m5ratpka,
$bio

The Rat Pack (c) 200? Vivid.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15652&o=2

$end


$info=realbrod,
$bio

The Real Broadway (c) 1995 Merit Industries, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48299&o=2

$end


$amigaocs_flop=rghostb,
$bio

The Real Ghostbusters (c) 1988 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75314&o=2

$end


$cpc_cass=rghostb,
$bio

The Real Ghostbusters (c) 1988 Activision, Inc. [Santa Clara, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99719&o=2

$end


$info=ghostb,ghostb3,ghostb2a,
$bio

The Real Ghostbusters (c) 1987 Data East USA

US version. For more information about the game itself, please see the original Japanese version entry; "Meikyuu Hunter G".

- TECHNICAL -

Conversion Kit
[Model 1US30K]

- TRIVIA -

The Real Ghostbusters was released in May 1987. This game is known in Japan as "Meikyuu Hunter G" (translates from Japanese as 'Labyrinth Hunter G').

- PORTS -

* Computers : 
Amstrad CPC [EU] (1988) 
Atari ST [US] (1988) 
Commodore C64 [US] [EU] (1989) 
Commodore Amiga [US] (1989)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2191&o=2

$end


$gameboy=rghostb,
$bio

The Real Ghostbusters [Model DMG-L4-USA] (c) 1993 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67217&o=2

$end


$cpc_cass=realstnt,
$bio

The Real Stunt Experts [Model WIN 18] (c) 1989 Winner Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99721&o=2

$end


$cpc_cass=realyou,
$bio

The Real You (c) 1984 Collins Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99722&o=2

$end


$bbca_cass,bbcb_cass=realyou,
$bio

The Real You (c) 19?? Collinsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52569&o=2

$end


$cpc_cass=redarrow,
$bio

The Red Arrows (c) 1985 Database Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99723&o=2

$end


$nes=renstbuk,
$bio

The Ren & Stimpy Show - Buckeroo$! (c) 1993 THQ

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55717&o=2

$end


$snes=renstbuk,
$bio

The Ren & Stimpy Show - Buckeroo$! [Model SNS-ARBE-USA] (c) 1995 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63873&o=2

$end


$snes=renstfdg,
$bio

The Ren & Stimpy Show - Fire Dogs (c) 1994 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63874&o=2

$end


$gameboy=renstsca,
$bio

The Ren & Stimpy Show - Space Cadet Adventures [Model DMG-RX-USA] (c) 1992 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67218&o=2

$end


$snes=renstwrpu,
$bio

The Ren & Stimpy Show - Time Warp [Model SNS-ARTE-USA] (c) 1994 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63876&o=2

$end


$snes=renstwrp,
$bio

The Ren & Stimpy Show - Time Warp [Model SNSP-ARTP-EUR] (c) 1994 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63875&o=2

$end


$gameboy=renstvee,
$bio

The Ren & Stimpy Show - Veediots! [Model DMG-VD-USA] (c) 1993 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67219&o=2

$end


$snes=renstveeu,
$bio

The Ren & Stimpy Show - Veediots! [Model SNS-V8-USA] (c) 1993 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63878&o=2

$end


$snes=renstvee,
$bio

The Ren & Stimpy Show - Veediots! [Model SNSP-V8-EUR] (c) 1993 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63877&o=2

$end


$cdi=rengal,rengala,
$bio

The Renaissance Gallery (c) 1991 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53127&o=2

$end


$cdi=renflor,renflora,
$bio

The Renaissance of Florence (c) 1991 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53128&o=2

$end


$info=roishtar,
$bio

The Return of Ishtar (c) 1986 Namco.

- TECHNICAL -

Namco System 86 hardware
Game ID : RI

Main CPU : (2x) M6809 (@ 1.536 Mhz), Hitachi HD63701 (@ 1.536 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.57958 Mhz), Namco 8-channel WSG

Players : 1
Control : Double 8-way joysticks
Buttons : 2

- TRIVIA -

The Return of Ishtar was released in July 1986 in Japan. It was the first game from Namco to feature a 'password function'.

Alfa Records released a limited-edition soundtrack album for this game (Namco Game Music Vol.1 - 28XA-170) on July 25, 1987.

- SERIES -

1. The Tower of Druaga (1984, ARC)
2. The Return of Ishtar (1986, ARC)
3. The Quest of Ki (1988, FC)
4. The Blue CrystalRod (1994, SFC)
5. The Nightmare of Druaga - Mysterious Dungeons (2004, PS2)

- STAFF -

Game designer : Masanobu Endoh
Character designer : Yuichiro Shinozaki
Programmer : Naito
Musics and sound effects : Junko Ozawa

- PORTS -

* Consoles : 
Sony PlayStation [JP] (November 8, 1996) "Namco Museum Vol.4 [Model SLPS-00540]" 
Sony PlayStation [AU] (1997) "Namco Museum Vol.4 [Model SCES-00701]" 
Sony PlayStation [US] (June 30, 1997) "Namco Museum Vol.4 [Model SLUS-00416]" 
Sony PlayStation [EU] (August 1997) "Namco Museum Vol.4 [Model SCES-00701]" 
Nintendo Wii [Virtual Console Arcade] [JP] (March 26, 2009) 
Sony PlayStation [JP] (October 28, 1999) "Namco Museum Vol.4 [PlayStation the Best] [Model SLPS-91161]" 

* Computers : 
PC (1987) 
NEC PC 8801 [JP] (1987) 
NEC PC 9801 [JP]
Sharp X68000 [JP] (August 10, 1988) "The Return of Ishtar: Ishtar no Fukkatsu" 
Fujitsu FM-7 [JP] (1989) 
MSX2 [JP]
PC [MS Windows, CD-ROM] (2001)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2210&o=2

$end


$pc8801_flop=rtishtar,
$bio

The Return of Ishtar (c) 1987 SPS [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93097&o=2

$end


$msx2_cart=rtishtar,
$bio

The Return of Ishtar (c) 1988 Namco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51389&o=2

$end


$x68k_flop=rtishtar,
$bio

The Return of Ishtar (c) 1988 SPS [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88165&o=2

$end


$pc98=rtishtar,
$bio

The Return of Ishtar (c) 1988 SPS [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90874&o=2

$end


$fm7_disk=rtishtar,
$bio

The Return of Ishtar (c) 1989 SPS [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93658&o=2

$end


$info=roldfrog,roldfroga,
$bio

The Return of Lady Frog (c) 1993 Microhard.

The Return of Lady Frog is an adult puzzle game where the player uses bombs to clear the background and completely reveal the nude photographic image underneath.

Each bomb clears away a nine square grid from the background. Bombs can also be used to clear gray square barriers.  But bombs do no damage to the balloons. if a balloon rolls over the bomb as it explodes then it snuffs out the explosion and reveals nothing. In order to clear the balloons the player can shoot bottle-rockets at them. The balloons explode to drop items for points or break apart into smaller balloons. Balloons labeled with a scull and crossbones cannot be killed and must be avoided. If a player is hit by the balloons then the player is killed. The game is over when the player loses all of his lives.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound CPU : Zilog Z80 (@ 3 Mhz)
Sound Chips : YM2203 (@ 3 Mhz)

Screen orientation : Horizontal
Video resolution : 376 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048

Players : 2
Control : 8-way joystick
Buttons : 2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2211&o=2

$end


$amigaocs_flop=retmedus,
$bio

The Return of Medusa (c) 1991 Amiga Fun

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75315&o=2

$end


$pc8801_flop=retgwood,
$bio

The Return to Greenwood (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93098&o=2

$end


$megadriv=revshinu,
$bio

The Revenge of Shinobi (c) 1989 Sega of America, Incorporated.

North American release.

- TRIVIA -

The Revenge of Shinobi for Genesis was released on December 2, 1989 in North America.

Re-released as a SEGA Classic edition in 1995.

Known in Japan as "The Super Shinobi [Model G-4019]".

- PORTS -

* Consoles : 
Sega CD [US] (October 15, 1992) "Sega Classics Arcade Collection [Model T-4127]" 
Sega CD [US] (1994) "Sega Classics Arcade Collection (5-in-1) [Model 4127]" 
Sega Genesis [US] (1995) "6-Pak [Model 1717]" 
Sega Dreamcast [US] (January 31, 2001) "Sega Smash Pack Vol. 1 [Model 51146]" 
Nintendo Wii [Virtual Console] [US] (August 17, 2009) [Model MCYE]
Microsoft XBOX 360 [XBLA] [US] (May 23, 2012) "Sega Vintage Collection - Alex Kidd & Co." 

* Computers : 
PC [MS Windows, CD-ROM] [US] (February 1999) "Sega Smash Pack"
PC [MS Windows, CD-ROM] [JP] (June 23, 2000) "Sega Archives from USA Vol. 1" 
PC [Steam] [US] (May 2, 2012) "The Revenge of Shinobi [Model 211207]" : both stand-alone and as part of "SEGA Genesis Classics Pack 5"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93887&o=2

$end


$megadriv=revshin,revshin1,
$bio

The Revenge of Shinobi (c) 1990 Sega Enterprises, Incorporated.

European release.

- TECHNICAL -

This game is known in Japan as "The Super Shinobi [Model G-4019]".

- TRIVIA -

Reviews:
[FR] Player One (Oct. 1990): 95/100

- PORTS -

* Consoles : 
Sega Mega-CD [EU] (1992) "Sega Classics Arcade Collection [Limited Edition] [Model 4127]" 
Sega Mega Drive [EU] (1993) "Mega Games 2" 
Sega Mega Drive [EU] (1995) "Mega Games 6 Vol. 1" 
Sega Mega Drive [EU] (1995) "Mega Games 6 Vol. 3" 
Nintendo Wii [Virtual Console] [EU] [AU] (August 7, 2009) [Model MCYP]
Microsoft XBOX 360 [XBLA] [EU] (May 23, 2012) "Sega Vintage Collection - Alex Kidd & Co." 
Microsoft XBOX 360 [XBLA] [AU] (May 23, 2012) "Sega Vintage Collection - Alex Kidd & Co." 

* Computers : 
PC [Steam] [EU] (May 3, 2012) "The Revenge of Shinobi"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93888&o=2

$end


$megadriv=revshinbr,
$bio

The Revenge of Shinobi (c) 1991 Tec Toy

Brazilian release.

- TRIVIA -

This game is known in Japan as "The Super Shinobi [Model G-4019]"

- PORTS -

* Consoles : 
Sega Mega Drive [BR] (1996) "6-Pak" by Tec Toy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93889&o=2

$end


$info=mt_revsh,
$bio

The Revenge of Shinobi (c) 1988 Sega.

A few years ago, Joe Musashi defeated the terrorist ninja group known as Zeed, and peace returned to the world for a while. those years have passed and Zeed has returned, this time they have become much stronger and powerful (not to mention having their name changed to Neo Zeed). aside from their world domination plans, Neo Zeed have a new goal, the demise of the man who defeated them. and to begin, Musashi's sensei (the ninja teacher) was killed, and as if that wasn't enough, Joe's fiancee, Naoko was kidnapped and taken hostage by Neo Zeed. And now for Joe Musashi, this time it's personal.

- TECHNICAL -

Runs on the "Mega-Tech System" hardware.
Cartridge ID: 610-0239-28

- TRIVIA -

Released in December 1988.

In some early versions of 'The Revenge of Shinobi', Spider-Man and Batman made appearances as enemies. Unfortunately, DC Comics and Marvel Comics didn't appreciate the fact that Sega used the comic book heroes without permission. So in order to avoid a lawsuit, Sega removed Batman from the new versions, but kept Spidey under one condition... that condition was that Marvel Entertainment Group would get credit for their 'friendly neighborhood' Spider-Man in the beginning of 'The Revenge of Shinobi'.

Godzilla also makes an appearance in this game

- TIPS AND TRICKS -

* Infinite Shuriken : Go to the options Screen, move the pointer up to Shuriken and set them to 00, wait about 30 seconds (without moving the pointer). You will here a sound and the '00' should change to an infinite symbol. Start the game and you will have unlimited Shuriken.

- STAFF -

Producer / Program coordinator : Yamaichi
Programmers : Mizoran, Kottsu
Assistant programmers : Ore, Sat Man
Sound coordinator / Sound programmer : Tokuhiko Uwabo (Bo) 
Music composer : Yuzo Koshiro
Chief designer : Taro Shizuoka
Designers : Thomas Yuuda, Seishi Atsumiya
Assistant coordinator / Coffee maker : Pal-Ko
Total planner / Total cordinator : The Alive

- PORTS -

* Consoles :
Sega Mega CD (1992, as part of Sega Arcade Classics 4 in 1)
Sega Genesis [US] (1995) "6-Pak"
Nintendo Wii (2009; as a Virtual Console release) [This version alters the Spider-Man boss's color scheme due to the expiration of Sega's licensed use of Spider-Man]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2370&o=2

$end


$gba=revshinu,
$bio

The Revenge of Shinobi [Model AGB-A3RE-USA] (c) 2002 T-HQ, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76078&o=2

$end


$gba=revshin,revshinp,
$bio

The Revenge of Shinobi [Model AGB-A3RP] (c) 2003 Sega Enterprises, Ltd. [Tokyo, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76077&o=2

$end


$cdi=riches,
$bio

The Riches of Coins (c) 1992 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53129&o=2

$end


$bbca_cass,bbcb_cass=rhansont,
$bio

The Rick Hanson Trilogy (c) 1986 Robico

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52570&o=2

$end


$gba=rippingf,
$bio

The Ripping Friends [Model AGB-ARDE-USA] (c) 2002 T-HQ, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76079&o=2

$end


$gba=rippingf,
$bio

The Ripping Friends [Model AGB-ARDP] (c) 2002 T-HQ, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76080&o=2

$end


$info=b85ritz,b85ritza,b85ritzb,b85ritzc,b85ritzd,
$bio

The Ritz (c) 1988 Bell-Fruit Mfg. Company, Limited.

- TECHNICAL -

System 85

- TRIVIA -

The Ritz was released in August 1987 in the UK.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41871&o=2

$end


$nes=rocketer,
$bio

The Rocketeer (c) 1991 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55718&o=2

$end


$snes=rocketer,
$bio

The Rocketeer (c) 1992 IGS Corp.

- TECHNICAL -

[Model SNS-RK-USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63879&o=2

$end


$cpc_cass=rockyhor,
$bio

The Rocky Horror Show (c) 1985 CRL Group PLC [London, England]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99726&o=2

$end


$cpc_cass=rockyhoras,
$bio

The Rocky Horror Show [Model AS204] (c) 1988 Alternative Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99727&o=2

$end


$info=pr_roll,
$bio

The Roll (c) 199? Project Coin Machines, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=36923&o=2

$end


$info=mroundup,
$bio

The Round Up (c) 1984 Merit Industries, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96213&o=2

$end


$info=b85royal,
$bio

The Royal (c) 1988 Bell-Fruit Mfg. Company, Limited.

- TECHNICAL -

System 85

- TRIVIA -

The Royal was released in January 1988 in the UK.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41872&o=2

$end


$info=sc4royle,sc4roylea,sc4royleb,sc4roylec,sc4royled,sc4roylee,sc4roylef,sc4royleg,sc4royleh,sc4roylei,sc4roylej,sc4roylek,sc4roylel,sc4roylem,
$bio

The Royle Family (c) 2001 Bell-Fruit Games.

- TECHNICAL -

[Model PR1102]

- TRIVIA -

Released in June 2001.

- SERIES -

1. The Royle Family (2001)
2. Royle Banker (2001)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11553&o=2

$end


$gbcolor=rugmovie,
$bio

The Rugrats Movie [Model DMG-ARQE-USA] (c) 1999 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68942&o=2

$end


$cdi=rulesglf,
$bio

The Rules of Golf (c) 1991 Telecity CD-I

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53130&o=2

$end


$info=rumblef,rumblefp,
$bio

The Rumble Fish (c) 2004 Sammy.

This 2-D fighting game consists of 7 playable characters that all have their own individual special arts, skills and super moves. Rumble Fish is a one on one fighting game which involves one person using their mind to manipulate their opponents mind in such a manner that allows them to gain the advantage over his/her opponent/opponent's character. This form of game system is both fun and challenging and keeps you hooked forever. Each character has their very own artistic and original designs, along with personalities and stories behind them too.
For this fast-paced action one-on-one game you will always have to be on your toes, as you never know at what second your opponent will strike!

- TECHNICAL -

Sammy Atomiswave Hardware

CPU : Hitachi SH-4 32-bit RISC CPU (200 MHz 360 MIPS / 1.4 GFLOPS)
Graphic Engine : PowerVR 2 (PVR2DC)
Sound Engine : ARM7 Yamaha AICA 45 MHZ (with internal 32-bit RISC CPU, 64 channel ADPCM)
Main Ram : 32 megs
Main Memory : 16 MByte
Graphic Memory : 16 MByte
Sound Memory : 8 MByte
Media : ROM Board
Simultaneous Number of Colors : Approx. 16,770,000 (24bits)
Polygons : 2.5 Million polys/sec
Rendering Speed : 500 M pixel/sec
Additional Features : Bump Mapping, Fog, Alpha-Bending (transparency), Mip Mapping (polygon-texture auto switch), Tri-Linear Filtering, Anti-Aliasing, Environment Mapping, and Specular Effect.

- TRIVIA -

The Rumble Fish was released in March 2004 in Japan.

Sten Och Flod released a limited-edition soundtrack album for this game (The Rumble Fish Original Sound Track - STF-0014) on 05/11/2004.

- SERIES -

1. The Rumble Fish (2004)
2. The Rumble Fish 2 (2005)

- PORTS -

* Consoles :
Sony PlayStation 2 (2005)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4044&o=2

$end


$info=rumblef2,rumblf2p,
$bio

The Rumble Fish 2 (c) 2005 Sammy Corp.

- TECHNICAL -

Sammy Atomiswave Hardware

CPU : Hitachi SH-4 32-bit RISC CPU (200 MHz 360 MIPS / 1.4 GFLOPS)
Graphic Engine : PowerVR 2 (PVR2DC)
Sound Engine : ARM7 Yamaha AICA 45 MHZ (with internal 32-bit RISC CPU, 64 channel ADPCM)
Main Ram : 32 megs
Main Memory : 16 MByte
Graphic Memory : 16 MByte
Sound Memory : 8 MByte
Media : ROM Board
Simultaneous Number of Colors : Approx. 16,770,000 (24bits)
Polygons : 2.5 Million polys/sec
Rendering Speed : 500 M pixel/sec
Additional Features : Bump Mapping, Fog, Alpha-Bending (transparency), Mip Mapping (polygon-texture auto switch), Tri-Linear Filtering, Anti-Aliasing, Environment Mapping, and Specular Effect.

- TRIVIA -

Released in March 2005 in Japan.

Developed by Dimps.

- SERIES -

1. The Rumble Fish (2004)
2. The Rumble Fish 2 (2005)

- PORTS -

* Others :
Arcade (2012) "The Rumble Fish 2 for NESiCAxLive"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4692&o=2

$end


$amigaocs_flop=runninmn,
$bio

The Running Man (c) 1989 Grandslam

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75316&o=2

$end


$cpc_cass=runman,
$bio

The Running Man (c) 1989 Grandslam Ent., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99730&o=2

$end


$cpc_cass=antiriad,
$bio

The Sacred Armour of Antiriad [Model HT093] (c) 199? Hi-Tec Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=97182&o=2

$end


$amigaocs_flop=saddam,
$bio

The Saddam Hussein Game (c) 1991 Dwagon

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75317&o=2

$end


$cpc_cass=erik,
$bio

The Saga of Erik The Viking (c) 1984 Level 9 Computing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99732&o=2

$end


$megacd,megacdj=animals,
$bio

The San Diego Zoo Presents The Animals! A Multimedia Experience [Model T-158015-50] (c) 1994 Mindscape, Incorporated. [Northbrook, IL, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60675&o=2

$end


$segacd=animals,
$bio

The San Diego Zoo Presents... The Animals! [Model T-87015] (c) 1992 Software Toolworks, The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60826&o=2

$end


$gba=santa3,
$bio

The Santa Clause 3 - The Escape Clause [Model AGB-B33E-USA] (c) 2006 Buena Vista Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76081&o=2

$end


$x68k_flop=sarumune,
$bio

The Sarumune of Tetris (c) 1990 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88698&o=2

$end


$x68k_flop=satelit,
$bio

The Satellite (c) 1989 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88699&o=2

$end


$x68k_flop=satelit2,
$bio

The Satellite 2 (c) 1989 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88700&o=2

$end


$pc98=savagemp,
$bio

The Savage Empire (c) 1992 Pony Canyon, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90875&o=2

$end


$pc8801_flop=scheme,
$bio

The Scheme (c) 1988 Bothtec, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93099&o=2

$end


$pc8801_flop=schememua,
$bio

The Scheme - Music Disk (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93100&o=2

$end


$gba=scorpkngu,
$bio

The Scorpion King - Sword of Osiris [Model AGB-ASZE-USA] (c) 2002 Universal Interactive Studios, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76083&o=2

$end


$gba=scorpkng,
$bio

The Scorpion King - Sword of Osiris [Model AGB-ASZP] (c) 2002 Universal Interactive Studios, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76082&o=2

$end


$cpc_cass=scoutstp,
$bio

The Scout Steps Out [Model SOFT 988] (c) 1985 Amsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99733&o=2

$end


$pc8801_flop=screamer,screamera,screamerh,
$bio

The Screamer (c) 1985 Magical Zoo [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93101&o=2

$end


$x1_flop=screamer,
$bio

The Screamer (c) 1986 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86147&o=2

$end


$pc98=screamer,
$bio

The Screamer (c) 1986 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90876&o=2

$end


$megadriv=seconds,
$bio

The Second Samurai (c) 1994 Psygnosis

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56977&o=2

$end


$cpc_cass=sdadrian,
$bio

The Secret Diary of Adrian Mole Aged 13 3/4 (c) 1985 Mosaic Publishing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99736&o=2

$end


$bbca_cass,bbcb_cass=secdiary,
$bio

The Secret Diary of Adrian Mole Aged 13¾ (c) 1985 Mosiac

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52571&o=2

$end


$amigaocs_flop=monkisl,monkislf,monkislg,monkisli,
$bio

The Secret of Monkey Island (c) 1991 US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75318&o=2

$end


$megacd,megacdj=monkey,
$bio

The Secret of Monkey Island - Monkey Island Yurei - Kaizoku Oosoudou! [Model T-60044] (c) 1993 Victor Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60572&o=2

$end


$bbca_cass,bbcb_cass=tsentinl,
$bio

The Sentinel (c) 1986 Firebird

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52572&o=2

$end


$amigaocs_flop=sentinel,
$bio

The Sentinel (c) 1988 Firebird

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75319&o=2

$end


$amigaocs_flop=settlers,settlersf,
$bio

The Settlers (c) 1993 Blue Byte

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75320&o=2

$end


$bbca_cass,bbcb_cass=sevstar,
$bio

The Seventh Star (c) 1984 Acornsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52573&o=2

$end


$info=ts_lx5,ts_la2,ts_la4,ts_lh6,ts_lh6,ts_lm6,ts_lx4,ts_pa1,
$bio

The Shadow (c) 1994 Midway.

- TECHNICAL -

Midway WPC-Security
Model Number : 50032

Main CPU : Motorola M6809 (@ 2 Mhz)
Sound CPU : ADSP2105 (@ 10 Mhz)
Sound Chips : DMA-driven (@ 10 Mhz)

- TRIVIA -

Released in December 1994.

4,247 units were produced.

Based on the 1994 movie of the same name, starring Alec Baldwin, Penelope Ann-Miller, John Lone, and Tim Curry. The latter three actors provided new and custom speech for this game.

- UPDATES -

REVISION L-1
Date : December 1, 1994
- Initial release to production.

REVISION L-2
Date : December 6, 1994
- Changed German buy-in pricing.
- Changed German preset to 1 replay level (was 2).
- Enhanced ball shooter and ball save logic.

REVISION L-3
Date : January 25, 1995
- Enhanced the broken gun trigger compensation logic.
- Fixed a few display effect text glitches.
- Added a grace period to Khan super jackpot.
- Closing coin door (and activating interlock switch) now causes the ball shooter to fire if a ball is resting on it.

REVISION L-4
Date : February 1, 1995
- Mini playfield no longer gets marked bad when a ball enters the ball popper during ball search.
- Ball search now jiggles the mini playfield kicker.

REVISION LX-5
Date : April 27, 1995
- Fixed adjustment A.1 07 Replay Start. It now correctly adjusts in the range 10 million to 900 million.
- Fixed the jackpot lights being stuck on from collecting a Khan super jackpot during the grace period.
- Fixed the 5x6 font used in the skill shot screen. The number '7' showed up as a '6'.
- Fixed a glitch in the enter initials screen.
- Fixed buy-in cancel to require both flippers to be hit.
- Farley mode can now score more than 99 million.
- Playing the same mode twice in one ball now allows the scores to be added together.
- Tilting now cancels multiball autofire.

- TIPS AND TRICKS -

Get the quote 'Anyone for Peking duck?' by doing one of the following : 
Pull the trigger at the beginning of each mode (does not work on Duel of Wills and Hotel). 
Pull the trigger at the end of Duel of Wills.
The quote is also heard during the Extra Ball animation, during the quote 'I know' in Who Knows award, when you get a Scene Bonus of 2M, when the ball is in the Battle Field popper.
The quote is only heard once per playfield location.
The quote is said by 3 different people and when you´ve heard all three, start a scene to start The Secret Laughing mode (Observe the duck on the right, quacking.).

During normal play, the mist behind the score digits sometimes forms a cow or a duck. Pull the trigger to hear them!

Sometimes when you drain through an outlane, a bunch of cows walks across the screen, moo'ing.

Pull the trigger in the Video mode to clear the screen for a few seconds, but watch out when the Purba's return! This only works once per Video mode.

Pull the trigger in the Mongol Hurry Up to end the mode and award 3M.

- STAFF -

Designer, Software : Brian Eddy (BRE)
Software : Mike Boon (MAB)
Mechanical Engineer : Robert C. Friesl (BCF)
Mechanical Designer : Edison V. Onate
Artwork : Doug Watson (DTW)
Sounds & Music : Dan Forden (DWF)
Dots : Scott Slomiany (Scott Matrix), Eugene Geer

Support Team : Butch Ortega, Dagny Fritsche, Lou Isbitz, Bill Thompson, Elizabeth Thompson, Betty Purcell, Brian Morris, Adam Rhine, Paul Barker, Linda Deal, Michael Gottlieb, Darren Walker, Danny Goggins, Marcius Ferguson, Jim Shird, Ron Zromkowski, Al, Second, Mark, Ted, Ted, Larry, Mike, Dwen, Jose Delgado, Tony Goskie

Special Thanks : John Lone, Penelope Ann Miller, Tim Curry, Tim Kitzrow, Roger Sharpe, Jim Stepien, Susan Eisner, Susan Simpson, Mark Penacho, Jason Werdrick, Steve Ritchie, Larry DeMar

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5301&o=2

$end


$snes=shadow,shadowa,
$bio

The Shadow [American Prototype] (c) 199? Ocean Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63880&o=2

$end


$cpc_cass=mordor,
$bio

The Shadows of Mordor (c) 1987 Melbourne House [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99737&o=2

$end


$snes=shinri,
$bio

The Shinri Game - Akuma no Kokoroji [Model SHVC-AK] (c) 1993 Visit

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62524&o=2

$end


$snes=shinri2,
$bio

The Shinri Game 2 - Magical Trip [Model SHVC-ASIJ-JPN] (c) 1995 Visit

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62525&o=2

$end


$gameboy=shinri2,
$bio

The Shinri Game 2 - Oosaka Hen [Model DMG-ASGJ-JPN] (c) 1994 Visit

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67222&o=2

$end


$snes=shinri3,
$bio

The Shinri Game 3 [Model SHVC-AK3J-JPN] (c) 1995 Visit

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62526&o=2

$end


$gameboy=shinri,
$bio

The Shinri Game [Model DMG-VKJ] (c) 1994 Visit

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67221&o=2

$end


$psx=shinriga,
$bio

The Shinri Game [Model SLPS-00169] (c) 1996 Visit [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85791&o=2

$end


$cpc_cass=shoepeop,
$bio

The Shoe People (c) 1992 Gremlin Graphics Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99738&o=2

$end


$amigaocs_flop=shortgre,
$bio

The Short Grey (c) 1993 Accrosoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75321&o=2

$end


$pc8801_flop=shogijuk,
$bio

The Shougi Juku (c) 1986 Victor Musical Industries, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93102&o=2

$end


$gbcolor=shutoku,
$bio

The Shutokou Racing [Model DMG-ASUJ-JPN] (c) 1998 Pony Canyon, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68944&o=2

$end


$pc98=silentsr,
$bio

The Silent Service - Chinmoku no Kantai (c) 1991 GAM [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90877&o=2

$end


$info=m1simps,m1simpsa,m1simpsb,m1simpsc,m1simpsd,m1simpse,m1simpsf,m1simpsg,
$bio

The Simpsons (c) 199? Maygay Machines, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61489&o=2

$end


$gameboy=bartbean,
$bio

The Simpsons - Bart & the Beanstalk [Model DMG-EK-USA] (c) 1994 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67223&o=2

$end


$gameboy=bartbeanj,
$bio

The Simpsons - Bart & the Beanstalk [Model DMG-EKA] (c) 1994 Acclaim Japan [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67226&o=2

$end


$snes=bartnighj,
$bio

The Simpsons - Bart no Fushigi na Yume no Daibouken [Model SHVC-BN] (c) 1993 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62527&o=2

$end


$gameboy=bartvsju,
$bio

The Simpsons - Bart vs. the Juggernauts [Model DMG-JU-USA] (c) 1992 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67227&o=2

$end


$nes=bartvssm,bartvssmua,bartvssmu,
$bio

The Simpsons - Bart vs. The Space Mutants (c) 1991 Acclaim Entertainment, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55719&o=2

$end


$amigaocs_flop=bartvssm,
$bio

The Simpsons - Bart vs. The Space Mutants (c) 1991 Ocean Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75322&o=2

$end


$sms=bartvssm,
$bio

The Simpsons - Bart vs. The Space Mutants (c) 1992 Flying Edge

- TRIVIA -

Reviews:
[FR] November 1992 - Consoles+ No. 14: 68/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56248&o=2

$end


$amigaocs_flop=bartvssma,
$bio

The Simpsons - Bart vs. The Space Mutants [Cartoon Classics] (c) 1991 Ocean Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75323&o=2

$end


$gamegear=bartvssm,
$bio

The Simpsons - Bart vs. The Space Mutants (c) 1992 Flying Edge

- TECHNICAL -

[Model T-81018]

- TIPS AND TRICKS -

* Infinite Lives: During the intro, when the TV screen appears, enter the sequence 1, 2, 2, 1, 1,  2, 2, 1. The TV border will become white and you will have unlimited lives in the game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64966&o=2

$end


$nes=bartvsw,bartvswu,
$bio

The Simpsons - Bart vs. The World (c) 1991 Acclaim Entertainment, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55720&o=2

$end


$sms=bartvsw,
$bio

The Simpsons - Bart vs. The World (c) 1993 Flying Edge

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56249&o=2

$end


$amigaocs_flop=bartvsw,
$bio

The Simpsons - Bart vs. The World (c) 1993 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75324&o=2

$end


$gamegear=bartvswd,
$bio

The Simpsons - Bart vs. The World (c) 1993 Flying Edge

- TECHNICAL -

[Model T-81098]

- STAFF -

Programming : John Barber, Stuart Middleton, Byron Nilsson
Graphics : Paul Walker
Music : Andi McGinty

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64969&o=2

$end


$megadriv=bartnight,
$bio

The Simpsons - Bart's Nightmare (c) 1993 Flying Edge.

- TRIVIA -

Reviews:
[FR] October 1993 - Consoles + N.24: 55%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71160&o=2

$end


$snes=bartnighu,
$bio

The Simpsons - Bart's Nightmare (c) 1992 Acclaim Ent., Incorporated.

- TECHNICAL -

Model SNS-BN-USA

- TRIVIA -

Reviews:
[FR] December 1992 - Consoles + N.15: 55%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63882&o=2

$end


$snes=bartnigh,
$bio

The Simpsons - Bart's Nightmare [Model SNSP-BN-EUR] (c) 1992 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63881&o=2

$end


$nes=bartman,bartmanu,bartmanup,
$bio

The Simpsons - Bartman Meets Radioactive Man (c) 1992 Acclaim Entertainment, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55721&o=2

$end


$gamegear=bartman,
$bio

The Simpsons - Bartman Meets Radioactive Man (c) 1992 Flying Edge

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64971&o=2

$end


$info=ep_duffa,
$bio

The Simpsons - Beer Guide! (c) 199? Maygay.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=18205&o=2

$end


$gbcolor=simpsons,
$bio

The Simpsons - Night of the Living Treehouse of Horror [Model CGB-BNOE-USA] (c) 2001 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68945&o=2

$end


$gba=simpsrr,
$bio

The Simpsons - Road Rage [Model AGB-A4AE-USA] (c) 2003 T-HQ, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76085&o=2

$end


$gba=simpsrra,
$bio

The Simpsons - Road Rage [Model AGB-A4AP] (c) 2003 T-HQ, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76084&o=2

$end


$cpc_cass=bartvssm,
$bio

The Simpsons Bart vs. The Space Mutants (c) 1991 Ocean Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99739&o=2

$end


$info=simpbowl,
$bio

The Simpsons Bowling (c) 2000 Konami Company, Limited.

A 3-D bowling game featuring the characters from the popular cartoon series.

- TECHNICAL -

Konami GV System hardware
Game ID : GQ829

Main CPU : PSX (@ 16.9344 Mhz)
Sound Chips : SPU (@ 16.9344 Mhz), CD/DA (@ 16.9344 Mhz)

Players : 4
Control : trackball
Buttons : 3

- TRIVIA -

Released in June 2000.

The game features custom speech by the real Simpsons voice actors! (see Staff section, Fox Interactive part for more info).

All of the characters' uniforms were taken from 'The Simpsons' episode entitled 'Team Homer' (original airdate : January 6, 1996).

Michael Jackson used to own this game (Serial number: 42145). It was sold at the official Michael Jackson Auction on Apr. 24th, 2009.

- TIPS AND TRICKS -

* After bowling 3 strikes in a row (called a 'turkey'), depending on your character, you would get a special ball. The specials balls are :
Fire ball : A flaming bowling ball.
Maggie ball : Launch Maggie down the lane.
Nuclear ball : Throw a ball full of nuclear sludge.
Bomb ball : Would result in a big explosion.

* Unlock Abe (Grampa) Simpson : Move the cursor up and down quickly at the character selection screen, Grampa will appear as a playable character.

- STAFF -

* Konami Amusement of America, Inc.
Executive producer : Fumiaki Tanaka
Lead programmer : Yoshi Morimoto
Senior Programer : Rob Sitton
Production coordinator : Steve Johnson
Lead artist : Keith Sillin/Darrin Klatt 
Senior Artist : Mazin Dajani
2D/3D Artist : LeRoy Strauss
2D/3D artist : Heather Vidal
2D Artist : Darrin Klatt 
Sound producer and director : Tak Fujii
Sound designers : Clark Wen, Kevin Xue
Hardware engineer : Takuya Aono
Technician : Sam Yerushalmi

* Fox Interactive :
Producer : David Wisehart
Associate producers : Luke Letizia, Harish Rao
Script writer : Jamie Angell
Creative consultants : Matt Groening, Mill Smythe
Starring : Dan, Castellaneta, Julie Kavner, Nancy Cartwright, Yeardley Smith, Hank Azaria, Harry Shearer
Simpsons theme : Danny Elfman
Simpsons music composition : Christopher Tyng

The Simpsons, created by Matt Groening, and Twentieth Century Fox Film Corporation.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2444&o=2

$end


$info=skc_105,skc_090,skc_103,
$bio

The Simpsons Kooky Carnival (c) 2006 Stern Pinball.

- TECHNICAL -

Stern S.A.M. System.

- STAFF -

Designer : Dennis Nordman
Software : Dwight Sullivan
Music & Sounds : Dan Forden, Chris Granner

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=13961&o=2

$end


$info=simpprty,simpprtf,simpprtg,simpprti,simpprtl,simpnew,simpprtf_204,simpprtf_400,simpprtg_400,simpprti_204,simpprti_400,simpprtl_204,simpprtl_400,simpprty_204,simpprty_400,simpprtf_300,simpprti_300,
$bio

The Simpsons Pinball Party (c) 2003 Stern Pinball.

The adventures of America's most colorful family, The Simpsons, are transformed into a wild affair in Stern Pinball's pinball machine, THE SIMPSONS PINBALL PARTY. The game features many of The Simpsons favorite characters on a two-level play-field, complete with game modes influenced by various classic Simpsons' episodes.

The object of The Simpsons Pinball Party is to  help the citizens of Springfield to party like there's no tomorrow. The game features a talking-moving Homer head  and Bart on a skateboard attached to a captive ball feature, as well as Itchy & Scratchy drop targets and Comic Book Guy. The garage door in the Simpsons' house leads to the second play-field level which features a dot matrix color television, a monorail that transports the  ball across the play-field and a couch that when filled with three pinballs starts multi-ball.

- TECHNICAL -

Stern Whitestar System

Main CPU : Motorola M6809 (@ 2 MHz)
Sound CPU : Motorola M6809 (@ 2 MHz)
Display CPU : Motorola M6809 (@ 4 MHz)
Sound chip : BSMT2000 (@ 24 MHz)

- TRIVIA -

Released in January 2003.

Simpsons' creator Matt Groening and Bongo/Fox Studios developed the artwork for The Simpsons Pinball Party. The game also features original dialog performed by the show voice actors Nancy Cartwright, Hank Azaria and Dan Castellaneta.

Gary Stern comments : "The Simpsons Pinball Party is  a great game with action for players of all levels. The title The Simpsons appeals to all ages, but particularly to our core 20's to 30's market.".

Keith P. Johnson, former Williams employee and software designer on The Simpsons Pinball Party says : In the last 12 years, both pinball and The Simpsons have come a long way, and it was my goal to design a game that illustrates that perfectly. Casual players will be attracted to the Simpsons license and the compelling gadgets. Regular players will be astounded by the sheer amount of  things to do and accomplish on the game. I think players of all kinds will be drawn in and find the game satisfying regardless of their skill level..

Michael Jackson used to own this game. It was sold at the official Michael Jackson Auction on Apr. 24th, 2009.

- UPDATES -

CPU RELEASE : 1.00
DISPLAY RELEASE : 1.00
SOUND RELEASE : 1.00
Date : January 8, 2003
- Initial release.

CPU RELEASE : 1.01
Date : January 9, 2003
- Some adjustment ranges corrected particularly for token settings.
- VUK to upper playfield now on learning firing table.

CPU RELEASE : 1.02
Date : January 10, 2003
- Potential error on TV effect requests trapped.
- Learning table for VUK altered.

CPU RELEASE : 1.03
Date : January 14, 2003
- More tweaking of firing times on upper right eject and VUK.
- Consolation extra ball added.
- Mystery percentages tweaked significantly.
- changed post settings for U.K. tournament enabled games.

DISPLAY RELEASE : 1.01
Date : January 15, 2003
- added french translations.
- added/fixed german words (some tournament related).

SOUND RELEASE : 1.01
- Rebalanced voice calls vs. bg music.

DISPLAY RELEASE : 1.02
Date : January 17, 2003
- fixed diagnostic menu text that was in the wrong order.

CPU RELEASE : 1.04
Date : January 24, 2003
- More choreography added and tweaked.
- Family lights now show Super Jackpot progress.
- Coil malfunction alerts added.
- Upper right eject firing logic altered.
- Put in real values for broken switch threshholds.
- Added logic for Get Duffed lamp.
- Added SDMEWM progress display effect.
- Added very basic SDMEWM start show.
- Balls kick out faster at start of multiballs now.
- Added replay-at display marquee call.
- Ensured SDMEWM drop targets always reset up.
- Fixed bully 3-bank light display during SDMEWM.
- Added TV and I&S mode select on right flipper.
- Competition mode added.  The rules for competition mode are as follows :
Otto shots start in the following order :
Pop bumpers
Left orbit
Left ramp
Kwik-E-Mart
Garage
Right loop (Otto)
Right ramp
Right orbit
Itchy & Scratchy
Upper playfield

Hurryups started in the following order :
Left orbit
Left ramp
Kwik-E-Mart
Garage
Right ramp
Right orbit

Treehouse of Horror awards given in the following order :
10x Nuclear Plant
Nuclear Disaster
Apu's Giveaway
Krusty's Nightmare
Max Everything
Captain's Bounty
Crazy Extra Ball
Big Points

Kwik-E-Mart increased by 1,110 then 2,220, then 3,330, etc.
Digits in Krusty's Nightmare awarded in order 1-9.
Hold-value awards given in the following order :
Pop value
Nuclear value
Right ramp value
Left ramp value
Kwik-E-Mart value
Drop target value
Chalkboard value
Bonus value
Bonus multiplier

Max-value awards given in the following order :
Pop value
Nuclear value
Right ramp value
Left ramp value
Kwik-E-Mart value
Drop target value
Chalkboard value

Mystery awards are given according to the following logic :
If any timed mode is running, then...
If TV is unlit, light TV
If  20, award 2 kids
If Get Duffed is lit, award 1 duff
If no I&S multiball yet, advance I&S (but don't start it)
If no couch multiball yet, advance couch (but don't start it)
If none of the above can be given, then cycle through the following awards in order :
big points (500,000)
hold award (won't be given on last ball)
add 50,000 to bonus
little points (50,000)
add 3 bonus x
max award (won't be given on first ball)

DISPLAY RELEASE : 1.03
Date : January 27, 2003
- added spanish translations.
- added/fixed several french/german translations.
- added 'replay at' messaging to player score screens.

DISPLAY RELEASE : 1.04
Date : January 29, 2003
- added italian translations.
- fixed instant info display effects from not appearing.
- adult speech setting fixed.

CPU RELEASE : 2.00
DISPLAY RELEASE : 2.00
Date : February 10, 2003
- Display-side support for all new CPU features.
- More translations added.
- Renamed Horrifically Big Points.
- Fixed some bogus sound calls during HSTD.
- Fixed Monorail Mode shot award display.
- Instant Info fully implemented.
- Added better explanations to some secret award display effects.
- More speech/choreography.
- Tried to trap a situation where CBG Hurryup goes into Never-Never Land.
- Made Nuclear Value Award screen more informative (no one knew you could get extra balls from it).
- Extended Springfield Mystery Spot jackpot display effect times.
- All audits should be chalking properly now.
- Implemented Garage Door Difficulty adjustment. This allows the Garage Door to reopen automatically under certain circumstances as follows :
Extra Easy : Until Couch Multiball is started.
Easy : Until any couch lock is made.
Moderate : Until any couch lock or tv mode started.
Hard : Until any couch lock, tv mode started, or mystery lit.
Extra Hard : Never reopens
The default setting for this adjustment from Extra Easy install to Extra Hard install is as follows : Extra Easy; Extra Easy, Easy, Moderate, Hard.
- Implemented Hold Couch Locks adjustment. This allows the couch to hold onto balls between games and between players. The settings are :
Never : Couch always empties at game over, no locks are ever held.
1 Player Games : Couch doesn't empty at game over and anyone playing a 1-player game can steal any locked balls.
Always : Couch doesn't empty at game over, AND players can steal other players' locks.
This adjustment will be treated as Never if Competition Mode is on. During tournament games, balls will stay physically locked, but players must still make 3 locks in order to start Couch Multiball. The default setting for this adjustment from Extra Easy install to Extra Hard install is as follows : 1 Player Games, 1 Player Games, 1 Player Games, Never, Never. 
- Implemented Adult Content adjustment. When off, the following phrases are removed from the game :
Kick ass, man!
Holy crap!
Somebody check the men's room for a Hugh Jass.
Cheating makes Baby Jesus cry.
- Fixed no-memory specials and extra balls staying lit even though they would correctly not award anything if they were achieved on a subsequent ball.

CPU RELEASE : 2.01
Date : February 17, 2003
- Sound ROM test now correctly identifies which sound calls come from which physical ROM.
- Fixed memory extra balls and specials staying lit between games.
- Increased ballsaver time for Pretzel Multiball.
- Invasion Total deff stays up much longer now.
- Upper Bart made switch will now also do normal captive ball work. This causes the following to occur : When the mechanism is normally-working, very hard shots will basically give 2 awards. When Bart is stuck along the way, a solid hit to the captive ball should send Bart back far enough to score one award, keeping the feature alive.

CPU RELEASE : 2.02
Date : February 19, 2003
- Sound test fixed for real now. Really.
- Hurryup value bug fixed.

CPU RELEASE : 2.03
Date : February 26, 2003
- Fixed a problem with going to the wrong menu for Dr. Pinball.
- Fixed a nasty problem with the HOLD COUCH LOCKS adjustment. If balls were in the couch at the start of a multiplayer game and this adjustment was set for 1-PLAYER GAMES, player 1 would get screwed with never being able to start Couch Multiball.
- Fixed Scratchy's Revenge being able to start during Alien Invasion. Now it is properly unable to start until after Invasion is over.
- Added 'Chaos Mode' for helping clear balls out of the VUK in very early production games.
- Fixed Alien Invasion not resetting its total.
- Fixed a problem in Alien Invasion where if a ball was locked before all the balls were autolaunched from the trough, it would not get the proper number of balls into play.
- Fixed an obscure problem in Alien Invasion where if you started it with 2 balls locked in the couch, locked one of the balls, then drained the other, it would just sit there until the mode ended.
- Added a bunch of switch compensation, more to come.

DISPLAY RELEASE : 2.01
Date : February 26, 2003
- Dr. Pinball switch test now displayed correctly

CPU RELEASE : 2.04
Date : February 28, 2003
- Tech Alert removed.  Now your game just magically works all the time.

CPU RELEASE : 2.05
Date : March 22, 2003
- THIS ROM HAS NOT BEEN RELEASED. IT IS BEING BROUGHT TO ASI 2003.
- Fixed issues related to restarting a game in progress (endless tilt, free ball save).
- Fixed Show Upper Flippers adjustment (it works now).
- Tilting before valid playfield on ball 1 now won't say The Simpsons again.
- Tilt won't reserve and plunge a drained ball if valid playfield didn't occur.
- Drop Target Hurryup now killed at Invasion start.
- Issues with Invasion stage getting confused shouldn't occur now.
- Invasion should now score correctly (1M x balls locked, not always 2M).
- Bug that prevented bonus speech from happening fixed.
- SMS flippers now work correctly if it is restarted.
- Added deff for Couch Lock Lit.
- Nuclear Disaster won/lost effects now work correctly.
- Mystery lock award labels fixed.
- Nuclear Disaster background now goes away properly when you win it.
- Lots of light shows added for SMS and Revenge.

CPU RELEASE : 2.06
Date : March 27, 2003
- default french replay level now 12M
- added replay logic to evaluate recent games to determine if the replay level should be raised/lowered or remain the same

CPU RELEASE : 2.07
Date : March 27, 2003
- removed DEVELOPMENT settings from previous release.

CPU RELEASE : 3.00
DISPLAY RELEASE : 3.00
Date : April 29, 2003
- Properly chalk wins in all tv modes now.
- Altered difficulty of Scratchy's Revenge. In order to light the first super jackpot, you now need to make 15 jackpots MINUS the number of Itchy & Scratchy multiball super jackpots earned in that cycle (the minimum number of jackpots is 5). For subsequent super jackpots in the same Revenge multiball, 15 jackpots are needed to light.
- The number of ratings points for Krusty's Last Stand that you get for shooting the right orbit has been doubled to 20. With a good spinner, this should cause the mode to be finishable in 3 shots, with a maximum of 5 shots.
- Altered difficulty of Alien Invasion. Now the time you get for completing AI is based on the number of TV modes you have WON in that cycle. The time is 45 seconds, plus 5 seconds for every mode won. If all 7 modes were won, then AI's timer starts at the maximum of 99 seconds.
- Added player-abort feature for Alien Invasion. If a ball becomes hopelessly stuck (e.g. 2 balls sneak behind the I&S drop targets), then the player may hold in the start button for 1 second. This will kick out ALL currently locked balls with no effect on the stage or the ballsaver. The player may then try again to lock all of the balls for that stage. It is recommended to abort the current stage as soon as a ball is trapped because no ballsaver will come on when kicking out the balls.
- Victory Laps now cash-in correctly when Alien Invasion starts.
- Fixed a nasty bug that would carry over the Victory Lap value across Invasion, possibly inflating Victory Laps for TV modes won on the same ball after Invasion finished.
- It is now impossible to change the Adult Content adjustment when the game is dipped for Chuck E. Cheese.
- Added Standard Adjustment 47 - Ticket Dispenser Installed. Default is NO.  When set to YES, the game will attempt to give tickets when they are set as an award type. This also disables any flipper stack switches that may be in a game (upper right flippers in the case of TSPP).
- Added Standard Adjustment 48 - Allow Player Competition. Default is YES.  When set to YES, players may activate competition-mode games by holding in the left flipper for a second. If a game can be started (i.e. there are credits on it), a countdown will show up on the display. Hitting the start button during this countdown puts the game into competition mode for that game only (but for all players of that game). See notes below for details on Competition Mode rules.
- Added Standard Adjustment 49 - Show Tech Alert. Default for now is NEVER.  This adjustment controls where/when the Tech Alert message will pop up : POWERUP shows the message after booting and before games can be started; COIN DOOR OPEN shows the message when the coin door opens up; POWERUP AND COIN DOOR for both of the above; NEVER will never show Tech Alert Alert.
- Improved some choreography for Pretzel Multiball.
- Added Pretzel Multiball Total page.

CPU Release : 4.00
Display Release : 4.00
Date : July 14, 2003
- Now properly light special during SDMEWM.
- Fixed a bug in switch dispatching that would sometimes cause a switch to either double-register or register on powerup.
- Fixed a nasty bug with Mystery awarding LIGHT LOCK in higher difficulty couch locks. If you were on a multiball that required LIGHT LOCK to be hit in order and had already completed the LIGHT portion, then got LIGHT LOCK from Mystery, you would not be able to progress towards Couch Multiball anymore. Being awarded LIGHT LOCK from Mystery will now turn off the LIGHT LOCK targets if locks are not allowed to be stacked.
- Fixed a bug where display effects would be aborted with just the right flipper instead of both flippers at the same time.
- Added a timeout for the transition of shooter groove to mainplay if for some reason the cpu is not getting the signal from the sound section.
- Added 2 display effect calls for CBG Secret Stash : CBG Secret Stash Start and the notice that all shots are relit.
- Added Feature Adjustment 36 - Allow Volume Effects. Default is YES. When set to YES, the game will increase the volume during certain events (typically multiballs). When set to NO, the volume will not be messed with. If the game volume is set to 0 (OFF), then this adjustment will be treated as set to NO.
- Fixes made to help stop Itchy & Scratchy kickout from ejecting a ball when the drop targets are raised.

CPU Release: 5.00
Display Release: 5.00
Date: July 2, 2007
- Mystery award no longer gives the same award back-to-back in competition mode.
- Mystery award no longer lights extra ball if one was already lit.
- Mystery award no longer lights special if one was already lit.
- Kwik-E-Mart standup now changes digits correctly in competition mode.
- HSTD Reset now also resets Grand Champion (there is now no way to manually erase the non-grand-champion scores, they will reset themselves only on the HSTD Reset Count adjustment). This is to address not being able to change the default grand champion score.
- If an Otto award gets stacked in the display queue, it will now show the correct shot that was doubled (previously it would generally always show upper playfield at 2x scoring if it was queued).
- Homer's TV-lit speech now takes priority over Krusty's quotes again, and will also be heard if the display effect doesn't get to run.
- TV start effects now stack after combo and other awards.
- Couch lock and multiball start animations now stack after combo and other awards.
- Major award events (e.g. TV mode start, Otto award, Treehouse awards) now only hold up the device they are associated with, not all kicking devices.
- Combo awards now awarded before anything else on a given shot.
- Itchy and Scratchy eject now double-checks to make sure the targets are actually down before trying to eject the ball.  It also waits until any drop target reset process is complete before kicking.
- Otto eject now has more low-power kick table entries.
- Couch multiball start lamp effect now called from the display effect.
- Couch multiball start lamp effect now goes away properly if the start display effect is blown off.
- New U.S. default pricing, 1/.75, 3/$2.00   
- Display-side support for .75 pricing.

- SERIES -

1. The Simpsons (1990)
2. The Simpsons Pinball Party (2003)

- STAFF -

Game Design and Code: Keith P. Johnson (KEF)
Mech. Engineering: Wesley Chang (WES), Ray Tanzer
Music and Sound: Chris Granner (C G), Dan Forden
Dot Matrix Art: Mark Galvez (M G)
Dot Matrix Code: Dwight Sullivan (XAQ)
Playfield Art: Kevin O'Connor
Original Playfield: Joe Balcer

Special Thanks: Dan Castellaneta, Nancy Cartwright, Hank Azaria, Mili Smythe, Darren Kyman, Matt Groening
Development Help: Lonnie Ropp, Joe Blackwell, Chas Siddiqi, John Rotharmel, Phillis, Jay Alfer
Extra-Special Thanks: Christine Marzullo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5313&o=2

$end


$info=ep_simp,ep_simpa,ep_simpb,ep_simpc,ep_simpd,ep_simpe,ep_simpf,ep_simpg,ep_simph,ep_simpj,ep_simpk,ep_simpl,ep_simpm,
$bio

The Simpsons (c) 1998 Maygay.

- TECHNICAL -

EPOCH

- TRIVIA -

The Simpsons was released in August 1998 in UK.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15483&o=2

$end


$info=simp_a27,simp_a20,
$bio

The Simpsons (c) 1990 Data East Pinball.

- TECHNICAL -

Game ID: 500-5512-01

Data East Version 3 (FM + ADPCM)

Main CPU : M6808 (@ 1 MHz)
Sound CPU : Motorola M6809 (@ 2 MHz)
Sound chips : Yamaha YM2151 (@ 3.579545 MHz), OKI MSM5205 (@ 384 KHz)

- TRIVIA -

Released in October 1990.

During attract mode, Bart Simpson will say "Cowabunga, man!", after a rendition of the theme for "The Simpsons" has played, if the attract mode sound is turned on.

- SERIES -

1. The Simpsons (1990)
2. The Simpsons Pinball Party (2003)

- STAFF -

Game Design: Joe Kaminkow (JEK), Ed Cebula
Mechanics : Ed Cebula, John Lund
Music & Sound Effects : Brian Schmidt (BLS)
Software : Rehman Merchant (Ray Merchant) (RAY)
Support & B.O.M.: Sarah Bagnola, Nancy Haas
Cable: Nick Wade
Field Support: Pete Gustafson (P G), Arnie Aarstad
Graphics: Kevin O'Connor (Kevin O'Connor Associates), Margaret Hudson (Margaret Hudson Graphics)
Speech: Dan Castellaneta, Nancy Cartwright, Hank Azaria

Special Thanks To: Matt Groening, Mili Smythe, Penny Newmark, Al Ovadia, Mary Barela, Sam Simon, Daria Paris, James L. Brooks, Bonnie Sakai, Richard Sakai
...and everyone Else at Twentieth Century Fox and Gracie Films

Special Thanks: Sarah Bagnola, Tim Seckel, Jim Studnicka, Kristina Donofrio, Arnie Aarstad, Nancy Haas, Phillis, Pete Gustafson, Nick Wade, Ray Gundling, Henna and Raheel
Electronic Wiz: Jim Gorman

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5401&o=2

$end


$info=simpsons,simpsons2pj,simpsons2p,simpsons2pa,simpsons4pa,simpsons2p2,simpsons2p3,
$bio

The Simpsons (c) 1991 Konami.

A jewel heist gone wrong sees Mr Burns's sidekick, Smithers, kidnapping Maggie and making his escape. Between one and four players take on the role of either Homer, Marge, Lisa, or Bart in this colorful, horizontally-scrolling beat-em-up from Konami. Each Simpsons character possesses an attacking move specific to them; Marge is armed with a vacuum cleaner, Lisa has a skipping rope, Bart has his skateboard, and Homer fights with his fists. The players must battle their way through a variety of Simpsons-themed levels - such as Springfield and Krustyland - fighting goons, thugs, zombies, drunks, firemen, and several Simpsons regulars. Many Simpsons characters that don't appear as enemies have 'cameo' scenes in the game (Otto working at a burgerstand in Krustyland, for example). The archetypal 'boss' character awaits the players at the end of every stage. The game ends with a final showdown with the evil Mr. Burns in his luxurious mansion.

The Simpsons was designed to Konami's typically-high production standards and was, like the 'Ninja Turtles' games that appeared a couple of years' earlier, very faithful to its source material. The colorful, smoothly-animated sprites captured the spirit of the legendary cartoon superbly, and the game's many humorous touches were timed to perfection.

- TECHNICAL -

There were several distinct versions of this game available in the arcade, the 4-player dedicated cabinet, the 4-player conversion kit (designed to retrofit "Teenage Mutant Ninja Turtles", but a lot of them ended up on "Gauntlet" machines too), and the 2-player conversion kit (designed to retrofit almost anything). The only real difference in game-play between versions was the maximum amount of players. The Simpsons dedicated cabinet was fairly large and had an over-sized control panel (to accommodate 4 players). The sides were decorated with painted side-art showing all five members of the Simpsons family scampering around (Homer seems to be stepping on the tail of the family cat). Some cabinets may have this same scene as a large sticker, instead of it being painted on. American machines are usually blue in color, while the European ones were usually white. The marquee shows a family photo and has a 'The Simpsons' logo done in yellow. The control panel repeats the graphics from the marquee and has 4 joysticks (one for each player), each of which is a different color. Different Simpsons machines will have different sized monitors, although 25" and 32" were the most popular sizes available. 

Game ID : GX072 

Main CPU : KONAMI (@ 3 Mhz) 
Sound CPU : Zilog Z80 (@ 3.579545 Mhz) 
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), K053260 (@ 4 Mhz) 

Players : 4 
Control : 8-Way Joystick 
Buttons : 2 
= > Attack, Jump

- TRIVIA -

The Simpsons was released in April 1991. 

This video game is based on the prime-time animated series of the same name created by Matt Groening. 

The Simpsons and "Aliens" arcade machines can be seen in the background of the 'Moe's Tavern Stage'. Ever wonder why the Aliens arcade game makes a cameo appearance in The Simpsons? It turns out that both The Simpsons tv show and Aliens (the movie) are made by 20th Century Fox (and of course, Konami got the rights to make the arcade games for both franchises). 

Some stuff related to the TV series : 
* In the character profiles, Lisa is said to be age 7. In the TV series, she is 8 years old. 

* In the Character profile, Homer's age is 35. His real age is 36. Konami goofed that one. 

* Bart wears a blue shirt in this game. In the series, he normally wears an orange shirt. The blue-shirted Bart appeared on various T-shirts and other Simpsons merchandise. This was even referenced in one episode of the series. Homer was waving Lisa (who wears a red dress) around to attract a bull's attention. Then Homer says 'Now for some calming blue', and reaches for Bart. Seeing that Bart is wearing an orange shirt, he says 'Where's your blue shirt?'. Bart replies, 'I don't have a blue shirt'. 

* In some parts of the game, the bow in Maggie's hair is pink. Other times, it is the correct blue color. 

* The rabbit characters that appear in various places in the game are from Matt Groening's comic strip, 'Life in Hell'. 

* Smithers is much more evil in this game than he has ever been in the show. In the series, Smithers is (as Burns himself put it) 'the sober Yin to [Burns'] raging Yang'. In this game he is depicted as a cape-wearing, bomb-throwing psycho. Smithers' voice is wrong - Smithers is colored wrong. The color scheme used in this game appears to be based on the episode 'Homer's Oddysey', in which Smithers was colored incorrectly. In this episode, his skin color was also incorrect : instead being yellow, it was a dark pink color. Also, Smithers has never worn a cape, as he does in this game (Perhaps he has an evil twin who is a cape-wearing mad bomber!). 

* Mr. Burns' voice also sounds wrong, except when he says 'Excellent'. The 'Excellent' voice sample was taken directly from the show and the rest of the lines were recorded by a different actor. 

* SPOILER ALERT! : After Mr. Burns has been defeated, his eyes turn into Xs as he is lying on the ground. In the series Bart's eyes were drawn as Xs in a dream sequence, when Bart was imagining that school bully Nelson Muntz had beaten him to death and the school nurse had reconstructed his face for his funeral. 

* In this game Sideshow Bob helps you by giving you food that restores your health. Since a first season episode where he framed Krusty the Klown for armed robbery and his plans were foiled by the Simpson kids, he is normally a villain. It seems that this game was made before the first season was finished (Or at least the people who worked on the game hadn't seen all of the episodes yet). 

* The 'Moe's Tavern' stage in this game does not look much like it's TV counterpart. In this game it seems to be underground and only accessible by hidden elevators (One of the elevators is in a fake 'Krusty' grave in the cemetary stage, the other in a wall of rock in the 'Springfield Butte' stage). Of course, in the series it is just a regular building with a regular door that people walk through off the street. 

* In this game, Barney's hair color is the same color as his skin (yellow). He appeared this way in a few early episodes of the first season, but later his hair was colored brown and only the Simpson kids have hair that is the same color as their skin. 

* Channel 6 (Stage 7) : The anchorman in this stage is the same one that appears in the episode 'Call of the Simpsons'. In that episode, this anchorman sounds just like Kent Brockman, but looks completely different. The anchorman's hair was colored gray in the episode, but in this game the anchorman is colored like Scott Christian (Early on in the series, an anchor named Scott Christian would frequently be 'filling in for Kent Brockman', the regular anchorman. Eventually Christian was dropped from the series and they just used Kent Brockman). This anchorman is neither Kent Brockman or Scott Christian. If you stand in front of the anchorman, he will get mad. If you jump up on the anchor's desk, he will shrug his shoulders. 

In Stage 7, in the scene where you fight ninjas, the sign reads 'kabuki'. 

Michael Jackson used to own this game (4-Player model, serial number: 072251). It was sold at the official Michael Jackson Auction on April 24, 2009.

- UPDATES -

* In the Japanese version, there are nuclear bombs laying around that can be thrown at enemies (for example, in front of the Noiseland Arcade in the first level). These bombs are not present in the other versions. These bombs look the same as the ones Mr. Burns shoots at you on the last level.

* In the Japanese version, you can fill you life meter past full. For example, if your life meter is already full and you get an item that restores your health, you get no benefit in the non-Japanese versions. But in the Japanese version, you will get additional health points, indicated in the meter by a different color (When the life meter is full, it is purple. When it goes past full, the additional health is shown in yellow).

- STAFF -

Main programmer : A. Suzuki
Software designers : Hirotaka_2, Nwk
Graphic designer : Kengo Nakamura
Main character designer : Y. Takano
Character designers : K. Nakajima, Noriyuki Yokoki
Sound & effect programmer : Hideaki Shikama
Music by N. Hanzawa.
Hardware designer : H. Matsuura
Package designers : N. Satoh, K. Kamiya
Special guest : Hiroshi Iuchi (H. Iuchi_4), M. Samejima
Management : S. Kido
Supervisor : Kengo Nakamura

- PORTS -

* Consoles : 
Microsoft XBOX 360 [XBLA] [US] [EU] [AU] [JP] (February 3, 2012)  
Sony PlayStation 3 [PSN] [US] (February 7, 2012)  
Sony PlayStation 3 [PSN] [EU] (February 8, 2012)  

* Computers : 
Commodore C64 [US] (1991) 
PC [MS-DOS] [US] (1991)  

* Others : 
BlackBerry [US] (December 9, 2009) [Model 5046]
Apple iPhone/iPod [US] (December 21, 2009) [Model 344217468]
Windows Mobile [US] (February 1, 2010)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2445&o=2

$end


$gba=sims,
$bio

The Sims - Bustin' Out [Model AGB-ASIE-USA] (c) 2003 EA Games [Electronic Arts, Inc.]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76087&o=2

$end


$gba=sims2peta,
$bio

The Sims 2 - Pets [Model AGB-B4OE-USA] (c) 2006 EA Games [Electronic Arts, Inc.]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76091&o=2

$end


$gba=sims2pet,
$bio

The Sims 2 - Pets [Model AGB-B4OP] (c) 2006 EA Games [Electronic Arts, Inc.]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76092&o=2

$end


$gba=sims2,
$bio

The Sims 2 [Model AGB-B46E-USA] (c) 2005 EA Games [Electronic Arts, Inc.]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76089&o=2

$end


$gba=simsj,
$bio

The Sims [Model AGB-B4PJ-JPN] (c) 2004 EA Games [Electronic Arts, Inc.]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76086&o=2

$end


$info=smman,
$bio

The Six Million Dollar Man (c) 1978 Bally.

- TECHNICAL -

Bally MPU AS-2518-35 (Sound Module -32)
Model Number : 1138

Main CPU : M6800 (@ 475 MHz)
Sound Chip : Custom

- TRIVIA -

Released in October 1978. 10,320 units were produced.

- STAFF -

Designer : Greg Kmiec
Artwork : Dave Christensen

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5533&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=skyfall,skyfall1,
$bio

The Sky is Falling (c) 1981 Commodore, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86958&o=2

$end


$info=sp_skylm,sp_skylma,
$bio

The Sky's the Limit Club (c) 199? Ace Coin Equipment, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42260&o=2

$end


$info=sc4stl,sc4stla,sc4stlb,sc4stlc,sc4stld,sc4stle,sc4stlf,sc4stlg,
$bio

The Sky's the Limit (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR6905]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42811&o=2

$end


$ibm5150,ibm5150_cass=slugger,
$bio

The Slugger (c) 1988 Mastertronic, Ltd. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83719&o=2

$end


$nes=smurfs,
$bio

The Smurfs (c) 1994 Infogrames Interactive, Incorporated.

- TRIVIA -

Reviews:
[FR] August 1994 - Consoles + N.34: 82%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55722&o=2

$end


$sms=smurfs,
$bio

The Smurfs (c) 1994 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56250&o=2

$end


$snes=smurfs,
$bio

The Smurfs (c) 1994 Infogrames Interactive, Incorporated.

- TRIVIA -

Reviews:
[FR] August 1994 - Consoles + N.34: 92%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63883&o=2

$end


$megadriv=smurfs,
$bio

The Smurfs (c) 1995 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56978&o=2

$end


$gba=smurfs,
$bio

The Smurfs - The Revenge of the Smurfs [Model AGB-A7SP-EUR] (c) 2002 Infogrames Interactive, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76093&o=2

$end


$sms=smurfs2,smurfs2p,
$bio

The Smurfs 2 (c) 1996 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56251&o=2

$end


$gamegear=smurfs2,
$bio

The Smurfs 2 [Model T-151028-50] (c) 1995 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64973&o=2

$end


$gbcolor=smurfnigu,
$bio

The Smurfs Nightmare [Model CGB-ASNE-USA] (c) 1999 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68948&o=2

$end


$gbcolor=smurfnig,
$bio

The Smurfs Nightmare [Model CGB-ASNP-EUR] (c) 1999 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68947&o=2

$end


$gameboy=smurfnig,
$bio

The Smurfs Nightmare [Model DMG-AU3P-NOE] (c) 1997 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67232&o=2

$end


$megadriv=smurfstw,
$bio

The Smurfs Travel the World (c) 1996 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56979&o=2

$end


$gameboy=smurfstw,
$bio

The Smurfs Travel the World [Model DMG-AUFP-EUR] (c) 1995 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67233&o=2

$end


$snes=smurfstw,
$bio

The Smurfs Travel the World [Model SNSP-A8RP-FAH] (c) 1996 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63884&o=2

$end


$gameboy=smurfsa,
$bio

The Smurfs [Model DMG-UF-NOE] (c) 1994 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67229&o=2

$end


$gameboy=smurfs,
$bio

The Smurfs [Model DMG-UF-USA] (c) 1994 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67230&o=2

$end


$megacd,megacdj=smurfs,
$bio

The Smurfs [Model T-151015-50] (c) 1994 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60676&o=2

$end


$gamegear=smurfs,
$bio

The Smurfs (c) 1994 Infogrames Interactive, Incorporated.

- TECHNICAL -

[Model T-151018-50]

- TIPS AND TRICKS -

* Level Passwords: Enter these passwords to start from the corresponding level

Act 05 : MCSD (Easy), BBRY (Normal), CRTN (Hard)
Act 10 : NTLR (Easy), KFDZ (Normal), WPNQ (Hard)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64972&o=2

$end


$msx1_cass=snowman,
$bio

The Snowman (c) 1984 Quicksilva

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95059&o=2

$end


$megacd,megacdj=swchess,
$bio

The Software Toolworks' Star Wars Chess [Model T-158025-50] (c) 1994 Mindscape, Incorporated. [Northbrook, IL, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60677&o=2

$end


$segacd=swchess,
$bio

The Software Toolworks' Star Wars Chess [Model T-87035] (c) 1993 Software Toolworks, The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60827&o=2

$end


$info=sopranos,sopranof,sopranog,sopranoi,sopranol,soprano_300,sopranof_107,sopranof_300,sopranog_107,sopranog_300,sopranoi_107,sopranoi_300,sopranol_107,sopranol_300,sopranos_204,
$bio

The Sopranos (c) 2005 Stern Pinball, Incorporated.

- TECHNICAL -

Stern Whitestar II

Main CPU : Motorola M6809 (@ 2 MHz)
Sound CPU : Atmel AT91 (@ 40 MHz)
Display CPU : Motorola M6809 (@ 4 MHz)
Sound Chip : DMA-driven DAC

- TRIVIA -

The Sopranos was released in February 2005.

The game plays 'The Sopranos' classic theme song, 'Woke Up This Morning', during game play and features the real voices of many characters on the show, including Tony Soprano (James Gandolfini), Silvio (Steven Van Zandt), Dr. Melfi (Lorraine Bracco), Carmela Soprano (Edie Falco), Uncle Junior (Dominic Chianese), and Big Pussy (Vincent Pastore).

- UPDATES -

CPU RELEASE : 1.00
Display RELEASE : 1.00
Sound RELEASE : 1.00
Date : February 18, 2005
- Initial release into production.

CPU RELEASE : 1.01
Sound RELEASE : 1.01
Date : February 19, 2005
- Fixed Ball search. It was restarting because the safe would sometimes score.
- Changed The Main play tune and how the tune sounds comming back from other tunes or on balls other than ball one.
- Changed Ball saver to 8 seconds for all countries except France. Changed France ball saver time to 0 seconds.

CPU RELEASE : 1.02
Sound RELEASE : 1.02
Date : February 21, 2005
- The G.I. will no longer turn off during episode lamp effects.
- The super skill shot : safe will no longer award a full safe explosion.
- Bump-N-Win value is based on 10M now.

CPU RELEASE : 1.03
Sound RELEASE : 1.03
Display RELEASE : 1.03
Date : February 22, 2005
- Fixed stugots from ending when underboss goes to 1 ball.
- Fixed the satisfaction background lamp effect. It was going too slow.
- The powered gates will now open in test when the orbits are activated.
- Reduced the time that super skill shot is active to be more challenging.
- Increased the display priority for start party at the Bing.

CPU RELEASE : 1.04
Date : February 24, 2005
Sound RELEASE : 1.04
Date : February 22, 2005
- Fixed Food Fight background display effect to show the correct value.
- Fixed the ocasional 3-Ball Stugots. It should only be 2 balls.
- Fixed Add-A-Ball from the fish if balls are locked in Underboss. It will not try to Add-A-Ball if there are none to add.
- Changed start episode to use the HBO SFX
- Restart underboss from the fish during grace now works.
- The Advance Boss lamps are now not re-initalized untill the end of boss.
- Jackpot will not grow from the drop target unless you are in Stugots.
- Orbit power gates will now only open during episodes if the player is shooting an orbit and the episode is giving an award.
- Increased the pause slightly of the dancers' motor before starting them again in an effort to make sure they are stopped before restarting in potentialy a new direction.
- Underboss now ends if you are down to 1 ball during the timer and you have no balls locked.
- Changed Pork Store to give away Extra Ball less often if the player is high on the rank ladder.

CPU RELEASE : 2.00
Display RELEASE : 2.00
Date : March 2, 2005
- Fixed Advance Boss Audits
- Fixed Advance Boss lamps turning off when they should not.
- Fixed Horse Race back ground lamp effect so it flashes the correct lamp.
- Fixed Flashers effects so when all black during Executive Game or Pork Store The Safe flashers will be muted.
- Added F-ing Big Point to Pork Store in Adult mode only.
- Added Ampersand Mania if you hit the flippers 3 times during F-ing Big points comes up in the Pork Store (ONLY IN ENGLISH ROMS).
- Adjusted the Big Points percent from Pork Store to be more fun.
- Adjusted the Extra Ball percent from Pork Store to not come up as often if you are high in rank.

CPU RELEASE : 2.01
Date : March 3, 2005
- Fixed Flashers effects so when all black during Executive Game or Pork Store The Fish lamps will be muted.
- Moved the 'Shit' speech call from Adult mode PARTIAL to Adult mode ON.

CPU RELEASE : 2.02
Date : March 7, 2005
- Changed the F-ing Big Points display effect to use the 'Big Points' art work.
- Increased the frequncy of the swearing if the game is set to Adult mode ON.
- Added 'Give me the Money' (an its derivitives) to the start button if pressed when there are no credits.
- Increased the Replay factory setting to 35 million.
- Increased the frequnecy of Ampersand Mania from the Pork Store.
- Reduced the amount of time that Ampersand Mania runs to 20 'seconds'.
- Removed the girls in the Bing mode display effects changing them to more generic effects if the game is set to Adult Mode OFF.
- Changed the Bump N Win factory setting.
- Changed the Ampersand Mania display effect to be more generic and Changing the mode to Secret Mania.

CPU RELEASE : 2.03
Date : March 8, 2005
- Fixed 'Give me your f-ing Money' could come up in  Adult Mode PARTIAL or Adult Mode OFF. This was introduced in V2.02
- Fixed the frequncy of swears in a game. The game will now more acurately track how much swering it does.
- Fixed Secret Mania from Pork Store. It was not awarding this and now it will.

CPU RELEASE : 2.04
Date : March 8, 2005
- Restored Secret Mania back to Ampersand Mania.

CPU RELEASE : 3.00
Display RELEASE : 3.00
Sound/Speech RELEASE : 3.00
Date : March 18, 2005
- Added display effect blow-off. Some display effects can now be ended by pressing both flippers.
- Changed the display art for Bing if set to adult mode off.
- Added Middle East dip switch setting. If set to Middle east Pork Store is changed to 'The Deli' and all pig refferences are removed. Also, the Bing girl silhouette is changed.
- Adjusted the percent that Pork Store chooses award Hold Spinner.

- STAFF -

Designer : George Gomez (GG)
Artwork : Kevin O'Connor
Software : Lyman F. Sheats Jr. (LFS), Lonnie D. Ropp (LON)
Dots/Animation : Mark Galvez (MG)
Mechanics : Ray Tanzer (RAY)
Music and Sounds : Chris Granner

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5447&o=2

$end


$megacd,megacdj=cobra,
$bio

The Space Adventure Cobra - The Legendary Bandit [Model T-143015-50] (c) 1995 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60678&o=2

$end


$segacd=cobra,
$bio

The Space Adventure Cobra - The Legendary Bandit [Model T-143015] (c) 1994 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60828&o=2

$end


$info=srumbler,srumbler2,srumbler3,
$bio

The Speed Rumbler (c) 1986 Capcom.

Export release. Game developed in Japan. For more information about the game itself, please see the original Japanese version entry; "Rush & Crash".

- TRIVIA -

The Speed Rumbler was released in September 1986 outside Japan. It is known in Japan as "Rush & Crash".

- PORTS -

* Consoles : 
Nintendo NES [Unreleased Prototype] 
Microsoft XBOX [US] (November 24, 2006) "Capcom Classics Collection Vol. 2" 
Sony PlayStation 2 [US] (November 24, 2006) "Capcom Classics Collection Vol. 2 [Model SLUS-21473]" 
Sony PlayStation 2 [AU] (April 11, 2007) "Capcom Classics Collection Vol. 2 [Model SLES-54561]" 
Sony PlayStation 2 [EU] (April 13, 2007) "Capcom Classics Collection Vol. 2 [Model SLES-54561]" 
Sony PlayStation 3 [PSN] [EU] (February 20, 2013) "Capcom Arcade Cabinet" 
Microsoft XBOX 360 [XBLA] [EU] (February 20, 2013) "Capcom Arcade Cabinet" 
Microsoft XBOX 360 [XBLA] [AU] (February 21, 2013) "Capcom Arcade Cabinet" 
Sony PlayStation 3 [PSN] [US] (March 19, 2013) "Capcom Arcade Cabinet: Game Pack 3 [DLC]" 
Microsoft XBOX 360 [XBLA] [US] (March 20, 2013) "Capcom Arcade Cabinet: Game Pack 3 [DLC]" 
Sony PlayStation 3 [PSN] [US] (May 21, 2013) "Capcom Arcade Cabinet: All-In-One Pack [DLC]" 
Microsoft XBOX 360 [XBLA] [US] (May 22, 2013) "Capcom Arcade Cabinet: All-In-One Pack [DLC]" 

* Handhelds : 
Sony PSP [US] (March 22, 2006) "Capcom Classics Collection Remixed [Model ULUS-10097]" 
Sony PSP [EU] (July 21, 2006) "Capcom Classics Collection Remixed [Model ULES-00347]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2579&o=2

$end


$info=m5spicer,m5spicer06,
$bio

The Spice is Right (c) ???? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40150&o=2

$end


$pc8801_cass=spider,
$bio

The Spider (c) 1983 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91278&o=2

$end


$msx1_cart=spider,
$bio

The Spider (c) 1984 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77540&o=2

$end


$gameboy=spiritf1,
$bio

The Spirit of F-1 (c) 1992 Palcom Software, Limited.

- TECHNICAL -

Cartridge ID: DMG-FZ-NOE

- TRIVIA -

Reviews:
[FR] May 1993 - Consoles + No. 20: 81/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67234&o=2

$end


$snes=sportnew,
$bio

The Sporting News Power Baseball (c) 1995 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63885&o=2

$end


$bbca_cass,bbcb_cass=spreadsh,
$bio

The Spreadsheet (c) 19?? Microl

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52574&o=2

$end


$cpc_cass=spywholm,
$bio

The Spy Who Loved Me (c) 1990 Domark Group, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99740&o=2

$end


$amigaocs_flop=spywholm,
$bio

The Spy Who Loved Me [Superheroes] (c) 1990 Domark Group, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75325&o=2

$end


$amigaocs_flop=spywholma,
$bio

The Spy Who Loved Me [The James Bond Collection] (c) 1990 Domark Group, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75326&o=2

$end


$bbca_cass,bbcb_cass=stafflaw,
$bio

The Staff of Law (c) 1984 Potter

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52575&o=2

$end


$saturn,sat_cart=starbwl,
$bio

The Star Bowling (c) 1997 Yumedia

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59816&o=2

$end


$saturn,sat_cart=starbwl2,
$bio

The Star Bowling Vol 2 (c) 1998 Yumedia

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59817&o=2

$end


$pc98=stellasn,
$bio

The Stellar Sign - Toki no Shirube (c) 1995 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90878&o=2

$end


$bbca_cass,bbcb_cass=thesting,
$bio

The Sting (c) 1984 Gemini

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52576&o=2

$end


$megadriv=thor,thorg,thork,thors,
$bio

The Story of Thor - A Successor of the Light (c) 1995 Sega Enterprises, Limited.

European release. Game developed in Japan. See "The Story of Thor - Hikari o Tsugumono [Model G-5543]" for more information about the game itself.

- TECHNICAL -

Model 1354-05

- TRIVIA -

The Story of Thor - A Successor of the Light for Mega Drive was released in March 1995 in Europe. It is known in North America as "Beyond Oasis [Model 1354]".

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [EU] [AU] (April 6, 2007) [Model MARP] 
Microsoft XBOX 360 [EU] (February 20, 2009) "SEGA Mega Drive Ultimate Collection [Model 384-40210]" 
Sony PlayStation 3 [EU] [AU] (February 20, 2009) "SEGA Mega Drive Ultimate Collection [Model BLES-00475]" 
Microsoft XBOX 360 [AU] (February 26, 2009) "Sega Mega Drive Ultimate Collection" 

NOTE : The subtitle "A Successor of the Light" was dropped in the "Ultimate Collection" pack for the XBOX 360 and PS3.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56980&o=2

$end


$megadriv=thorj,thorjp,
$bio

ストーリー オブ トア 〜光を継ぐ者〜  (c) 1995 Sega Enterprises, Limited.
(The Story of Thor - Hikari o Tsugumono)

- TECHNICAL -

Model G-5543

- TRIVIA -

The Story of Thor - Hikari o Tsugumono for Mega Drive was released on December 12, 1994 in Japan.

This game is known outside Japan as simply "The Story of Thor" (with the subtitle "A Successor of the Light" in Europe), and in North America as "Beyond Oasis".

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] (February 27, 2007) [Model MARJ]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56982&o=2

$end


$saturn,sat_cart=thor2,
$bio

The Story of Thor 2 (c) 1996 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60440&o=2

$end


$megadriv=thorp2,thorp1,
$bio

The Story of Thor (c) 1994 Sega Enterprises, Limited.

USA (Beyond Oasis) prototype.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57472&o=2

$end


$cpc_cass=storysf4,
$bio

The Story So Far Vol 4 [Model AMX 705] (c) 1990 MCM Soft. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99742&o=2

$end


$amigaocs_flop=stroysf1,
$bio

The Story So Far Vol. 1 (c) 1989 Elite

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75327&o=2

$end


$pc8801_cass=straysto,
$bio

The Stray Story (c) 1984 Union Planning

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91279&o=2

$end


$info=m4thestr,m4thestr__a,m4thestr__b,m4thestr__c,m4thestr__d,m4thestr__e,m4thestr__f,m4thestr__g,m4thestr__h,m4thestr__i,m4thestr__j,m4thestr__k,m4thestr__l,m4thestr__m,m4thestr__o,m4thestr__p,
$bio

The Streak (c) 199? BWB.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41492&o=2

$end


$info=sc4strk,sc4strka,sc4strkb,sc4strkc,sc4strkd,sc4strke,sc4strkf,sc4strkg,sc4strkh,sc4strki,sc4strkj,sc4strkk,
$bio

The Streak (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR2167]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42813&o=2

$end


$gba=suitezc,
$bio

The Suite Life of Zack & Cody - Tipton Caper [Model AGB-BZCE-USA] (c) 2006 Buena Vista Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76094&o=2

$end


$gba=sumallfru,
$bio

The Sum of All Fears [Model AGB-AA6E-USA] (c) 2002 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76096&o=2

$end


$gba=sumallfr,
$bio

The Sum of All Fears [Model AGB-AA6P-EUR] (c) 2002 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76095&o=2

$end


$amigaocs_flop=sunxword,
$bio

The Sun Crosswords Vol. 1 & 2 (c) 1991 CDS

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75328&o=2

$end


$snes=aquagame,aquagamep,
$bio

The Super Aquatic Games Starring the Aquabats (c) 1993 Seika

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63886&o=2

$end


$x68k_flop=slasvegs,
$bio

The Super Las Vegas (c) 1988 Nihon Dexter

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88166&o=2

$end


$x68k_flop=slasveg2,
$bio

The Super Las Vegas II (c) 1990 Nihon Dexter

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88167&o=2

$end


$pc98=slasveg2,
$bio

The Super Las Vegas II (c) 1990 Nihon Dexter [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90879&o=2

$end


$nes=supshin,
$bio

The Super Shinobi (c) 19?? Super Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84168&o=2

$end


$megadriv=supshin2,supshin2p1,supshin2p2,
$bio

The Super Shinobi II (c) 1993 Sega Enterprises, Limited.

- TECHNICAL -

Game ID: G-4085
Cartridge ID: 670-2786
Package ID: 670-2787

- TRIVIA -

The Super Shinobi II for Mega Drive was released on July 23, 1993 in Japan.

This game is known outside Japan as Shinobi III. Here are some known export releases:
[US] "Shinobi III - Return of the Ninja Master [Model 1136]" 
[EU] "Shinobi III - Return of the Ninja Master [Model 1136-50]" 
[BR] "Shinobi III - Return of the Ninja Master [Model 044440]"

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [JP] (July 3, 2007) [Model MBFJ]
Sony PlayStation 3 [KO] (February 10, 2009) "Sonic's Ultimate Genesis Collection" by SCEI

* Handhelds : 
Nintendo 3DS [eShop] [JP] (December 19, 2013) "3D The Super Shinobi II [Model CTR-JSNJ-JPN]" 

* Computers : 
PC [MS Windows, CD-ROM] [JP] (2004)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56984&o=2

$end


$megadriv=supshin,
$bio

The Super Shinobi (c) 1989 Sega Enterprises, Limited.

- TECHNICAL -

Game ID: G-4019

- TRIVIA -

The Super Shinobi for Mega Drive was released on December 2, 1989 in Japan. It is known outside Japan as "The Revenge of Shinobi".

- PORTS -

* Consoles : 
Sega Mega-CD [JP] (April 23, 1993) "Sega Classics Arcade Collection [Limited Edition] [Model G-6012]" 
Nintendo Wii [Virtual Console] [JP] (March 10, 2009) [Model MCYJ]
Microsoft XBOX 360 [XBLA] [JP] (May 23, 2012) "Sega Classics Collection"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56983&o=2

$end


$neocd=superspy,
$bio

The Super Spy (c) 1994 SNK [Shin Nihon Kikaku].

- TECHNICAL -

[Model NGCD-011]

- TRIVIA -

The Super Spy for Neo-Geo CD was released on September 9, 1994 on Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47585&o=2

$end


$info=superspy,
$bio

The Super Spy (c) 1990 SNK.

Infiltrate terrorist hideouts and beat up the bad guys in this gender-bending (but still good) first-person beat-em-up with RPG elements.

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : NGM-011

Players : 2
Control : 8-way joystick
Buttons : 3
=> [A] Punch/Use weapon, [B] Kick, [C] Choose weapon

- TRIVIA -

Released in October 1990.

A few rooms in the game feature a G-Mantle poster hanging on the wall, this character was later used as a striker character in "The King of Fighters 2000".

- STAFF -

Boss : Eikichi Kawasaki
Programmers : Hiroshi & Tadashi, Magi2, Kura
Sound composer : Masahiko Hataya (Papaya)
Sound effects : Tarkun, Toshio Shimizm (as Shimizum)
Producer : Konny
Planner : Akira Goto
Front designers : Tsukamichi Atsu, N M, UG Wada, Takeshi Kimura
Scroll designers : Moriya, Take P Natsuji, Wara, Tony Oki, Kyoko T

Special thanks : Sakita, Tsuzaki, Shibahara, Higashi, Koshino, Yamaguchi, Taro

- PORTS -

* Consoles :
SNK Neo-Geo (July 1,1991; "The Super Spy [Model NGH-011]")
SNK Neo-Geo CD (Sep. 9,1994; "The Super Spy [Model NGCD-011]")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2762&o=2

$end


$cpc_cass=survivmb,
$bio

The Survivor [Model MJA-04] (c) 1984 Microbyte, S.A.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99777&o=2

$end


$cpc_cass=survivrs,
$bio

The Survivors [Model AT 411] (c) 1988 Atlantis Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99779&o=2

$end


$amigaocs_flop=swrdrose,
$bio

The Sword and the Rose (c) 1990 Codemasters Software Company, Limited., The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75329&o=2

$end


$gameboy=swordho2,
$bio

The Sword of Hope II [Model DMG-SI-USA] (c) 1996 Kemco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67239&o=2

$end


$gameboy=swordhops,
$bio

The Sword of Hope [Model DMG-SE-ESP] (c) 1991 Kemco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67236&o=2

$end


$gameboy=swordhopg,
$bio

The Sword of Hope [Model DMG-SE-NOE] (c) 1991 Kemco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67235&o=2

$end


$gameboy=swordhopsw,
$bio

The Sword of Hope (c) 1991 Kemco, Limited.

Scandinavian release.

- TECHNICAL -

Cartridge ID: DMG-SE-SCN

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67237&o=2

$end


$gameboy=swordhop,
$bio

The Sword of Hope [Model DMG-SE-USA] (c) 1991 Kemco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67238&o=2

$end


$pc8801_flop=swordleg,
$bio

The Sword of Legend (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93103&o=2

$end


$bbca_cass,bbcb_cass=thesynth,
$bio

The Synth (c) 19?? Duckworth

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52577&o=2

$end


$megadriv=termintr,
$bio

The Terminator (c) 1991 Virgin Games

- TRIVIA -

Reviews:
July/August 1992 - Consoles + N.11 [FR]: 81/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56985&o=2

$end


$megadriv=termintru,
$bio

The Terminator (c) 1991 Virgin Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57473&o=2

$end


$nes=termintr,
$bio

The Terminator (c) 1992 Mindscape, Incorporated. [Northbrook, IL, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55723&o=2

$end


$sms=termntrb,
$bio

The Terminator (c) 1992 Tec Toy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56252&o=2

$end


$sms=termntr,
$bio

The Terminator (c) 1992 Virgin Interactive

- TRIVIA -

Reviews:
July/August 1992 - Consoles + N.11 [FR]: 82/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56253&o=2

$end


$snes=termintru,
$bio

The Terminator [Model SNS-TN-USA] (c) 1993 Mindscape, Incorporated. [Northbrook, IL, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63888&o=2

$end


$snes=termintr,termintrp,
$bio

The Terminator (c) 1993 Mindscape, Incorporated.

- TECHNICAL -

Cartridge ID: SNSP-TN-NOE

- TRIVIA -

Reviews:
[FR] June 1993 - Consoles + N.21: 72/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63887&o=2

$end


$megacd,megacdj=termintr,
$bio

The Terminator [Model T-70015-50] (c) 1994 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60679&o=2

$end


$segacd=termintr,
$bio

The Terminator [Model T-70015] (c) 1993 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60829&o=2

$end


$gamegear=termntr,
$bio

The Terminator (c) 1992 Virgin Interactive

- TECHNICAL -

[Model T-70048]

- TRIVIA -

This game is based on the 1984 movie with the same title.

- TIPS AND TRICKS -

* Stage select: At the title screen, press 2+START. Keep 2 held, and a black screen will appear before the game starts. During this black screen, press Left, Left, Up, Up, Right, Right, Down, Down.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64974&o=2

$end


$x68k_flop=terumina,
$bio

The Teruminachan (c) 1989 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88701&o=2

$end


$a2600=texascm,
$bio

The Texas Chainsaw Massacre (c) 1983 Wizard Video Games.

Grab your joystick and become 'Leatherface', the homicidal, chainsaw wielding maniac of your nightmares! A group of hapless tourists have trespassed on your property. One by one, they've been hunted down and eliminated. Now, only a handful remain!  So, oil up your chainsaw and find as many victims as you can before your fuel runs out!

- TECHNICAL -

Model 008

- TRIVIA -

This game is based on the 1974 horror movie of the same name.

- SCORING -

For each victim you catch, you will receive 1,000 points.

- TIPS AND TRICKS -

Extra fuel is awarded every 5,000 points.

- STAFF -

Programmer: Ed Salvo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51134&o=2

$end


$amigaocs_flop=3courier,
$bio

The Third Courier (c) 1990 Accolade, Incorporated. [San Jose, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75330&o=2

$end


$sms=3dragon,
$bio

The Three Dragon Story (c) 1989 Zemina

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56254&o=2

$end


$msx1_cart=3dragon,
$bio

The Three Dragon Story (c) 1989 Zemina [Korea]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77541&o=2

$end


$amigaocs_flop=3stooges,
$bio

The Three Stooges (c) 1987 Mirrorsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75331&o=2

$end


$amigaocs_flop=3stoogesu,
$bio

The Three Stooges (c) 1987 Cinemaware Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75332&o=2

$end


$nes=3stooges,3stoogesp,
$bio

The Three Stooges (c) 1989 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55724&o=2

$end


$apple2gs=3stooges,
$bio

The Three Stooges (c) 1990 Cinemaware.

- STAFF -

Concept and Game Design: JOHN CUTIER, BILL ZIELINSKI, TIMOTHY SKELLY, DAVID THIEL
Audio Effects: LARRY GARNER
Executive Producers: PHYLLIS JACOB, ROBERT JACOB
SPECIAL THANKS: Patrick Cook, Allen McPheeters (Slash), Eric Pmbirs, Russell Truelove, Larry Weissenborn

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49761&o=2

$end


$info=3stooges,3stoogesa,
$bio

The Three Stooges in Brides is Brides (c) 1984 Mylstar Electronics.

"Curly, you made us lose again!"
"You Numbskull!"
"Relax, Fellas! Let's get some more tokens and play Again!"

The Three Stooges: For 1-2-3 Players at the same time.

* The 3 Stooges are searching for their fiancees, kidnapped by the Mad Scientist. Looking at the art gallery, they quickly turn it into a disaster area!
* In all rooms, the Stooges need to destroy the furniture and find the 3 hidden keys that unlock the exit. Using their hammers, Moe, Larry & Curly bang away!
* Interfering socialites and cops are dealt with in typical Stooges style: a face slap, a hammer to the noggin, or the ever-dependable cream pie.
* Bonus round: Avoid the sour notes of the opera singer as you collect the three keys to the exit. And watch out for the cops, too!
* In the Mad Scientist's laboratory, the Stooges rescue Cora, the first fiancee. That leaves Nora and Dora still in danger! Let the game continue!

DON'T MISS OUT ON THIS SUMMER'S HIT VIDEO!

Let Larry, Moe and Curly bring their hilarity and popularity to your game locations! Every player will want to be his favourite Stooge! Three Players at one time can mean greater profitability too!
Call your Mylstar distributor for the details on getting your Three Stooges video game!

- TECHNICAL -

Runs on Gottlieb Video hardware.
Game ID : GV-113

Main CPU : I8086 (@ 5 Mhz)
Sound CPU : (2x) M6502 (@ 1 Mhz)
Sound Chips : (2x) DAC, (2x) AY8910 (@ 2 Mhz), SP0250 (@ 3.12 Mhz)

Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 61.00 Hz
Palette Colors : 16

Players : 3
Control : 8-way joystick
Buttons : 1

- TRIVIA -

Released in May 1984.

This video game is based on the movie shorts and full-length movies that feature the characters of the same name. The Three Stooges were an American vaudeville and comedy act of the early to mid–20th century best known for their numerous short subject films. Their hallmark was physical farce and extreme slapstick. In films, the Stooges were commonly known by their first names: Moe, Larry, and Curly and Moe, Larry, and Shemp, among other lineups. The film trio was originally composed of Moe Howard, brother Shemp Howard and Larry Fine. Curly Howard replaced brother Shemp, who later returned when Curly suffered a debilitating stroke in May 1946.

Speech's list in the game:
'Hello' (Moe when chosen as a player)
'Hello' (Larry when chosen as a player)
'Hello' (Curly when chosen as a player)
'Oh a wise guy, huh' (Moe, Larry or Curly when contacted)
'Oh a wise guy, huh' (Larry when contacted)
'Oh a wise guy, huh' (Curly when contacted)
'Cheese it boys, it's the cops' (Moe when cops enter room)
'Ow' (Moe when hit with hammer or slapped).
'Spread Out' (Moe when contacted)
'What's the matter, knucklehead' (Moe when contacted)
'Aaahhh' (Larry when contacted)
'Hey, watch out' (Larry when contacted)
'Yak Yak Yak' (Curly when contacted)
'Nayaugh Nayaugh Nayaugh' (Curly when contacted)
'Oh, look at the grouse' (Curly during break screen (4th level))

- SCORING -

Breaking window = 100 points.

Villians:
a. Muffy = 200 points.
b. Beauregard = 200 points.

Cops (flatfoot) = 500 points.

Loot:
a. Key = 500 points.
b. Oscar = 500 points.
c. Star = 500 points.
d. Money bag = 500 points.

Scientist = 500 points.

Three Stooges:
a. Larry = 500 points.
b. Moe = 500 points.
c. Curly = 500 points.

- TIPS AND TRICKS -

The object of the Three Stooges game is to rescue the three brides, Cora, Nora and Dora from the evil Doctor, I.M.Acad M.D.

One, two, or three players can choose their favortie Stooge and play either as a team, or against one another. In a one player game, the game is played against the computer.

The game consist of seven scenes:
1. The Office
2. The Parlor
3. The Kitchen
4. The Singers
5. The Art Gallery
6. The Police Station
7. The Laboratory

The Player must pick up their respectively colored key in each of the seven scenes, and exit the room. Each scene is repreated in all four levels of difficulty.

The game play starts with all three Stooges in the midst of the first scene, the Office. With the help of the player controlled joystick, the player searches for a hammer. Width the hammer the player can either break furniture to find the keys, or hit the cops and villians which are worth point. The player can also pick up pies, which are located on unbreakable tables and throw them at unsuspecting cops and villians. The player must be careful though, because a pie thrown haphazardly will break windows along the sidewalls encouraging more cops to enter the room. Picking up a pie will also cause the player to lose the hammer. If a player chooses to slap a villian will be stunned and if a hammer was being carried, it will be dropped.

Each scene is completed when all three keys are retrieved and the Three Stooges exit the room. All three keys must be picked up to open the exit door.

The players must be very careful during the Singer scene. The key for each of the players is located in one of the smaller rooms. When entering the room the player must be quick about retrieving the key because the opera singers 'blue note' is lethal. The singers can be silenced by hitting them in the face with a pie.

During the first level of the Laboratory scene, there are no brides present. The evil doctor, I.M.Acad M.D., stands atop the laboratory and as the players pick up their keys the Doctor starts leaving the room. The players must exit in time to capture the Doctor or the round begins over again.

The first of the three brides Cora, appears at the start of the second level 'Laboratory' game. The players must retrieve the keys to change the color of the cage in which Cora is locked. The cae must then be broken with a hammer, Cora rescued, and exit the room.

Nora, the second bride appears during the third 'Laboratory' round and Dora, the third bride, appears during the fourth.

When Dora has been saved, this will complete the first four levels of the game. The game now repeats the order of the first four levels, with the evil Doctor coming out again in the Laboratory scene of level five.

- STAFF -

Programmed by : Sam Russo
Video graphics by : Jeff Lee
Gameplay designed by : Tom Malinowski
Audio by : Dave Zabriskie

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2882&o=2

$end


$gba=3stooges,
$bio

The Three Stooges (c) 2002 Metro 3D, Inc.

The classic Cinemaware game comes to Game Boy Advance! Join slapstick stooges Moe, Larry & Curly as they try to save an old lady and her three beautiful daughters from the clutches of an evil banker. The Stooges will need to earn at least $5,000 smackers to save the orphanage!

The Three Stooges is an action game that offers pie throwing, prizefighting, trivia and many more Stooge activities. Colorful cinema scenes (a computer game innovation that Cinemaware practically invented way back in the early days of PC gaming) give players the feeling that they are starring in their own Stooges movie! Players will have 30 days to keep the Stooges employed in order to earn enough money to save the poor orphanage.

- TECHNICAL -

Box ID: AGB P A3TE
Cartridge ID: AGB-A3TE-USA

- TRIVIA -

Released on March 31, 2002 in USA and Canada.

- STAFF -

Cinemaware
Producer: Zak McClendon
Executive Producer: Lars Fuhrken-Batista
Special Thanks: John Chowanec, Morgan Whitney Gray, Sean Vesce, Tavi Benjamin (Comedy 3 Entertainment), Ken Abrams (Global Icons), Anna Steiner (Global Icons), Margie Harder (Columbia Pictures), Columbia Pictures

Metro3D
Producers: Baldwin Yen, Mat Kuwitzky
Sales & Marketing: Joseph Morici, Mat Kuwitzky
Operations: Eva Chiu, Laura Lee
Business: Steven Lin, Giancarlo Cappozzoli, Joey Hu, Winnie Lo, Kim Chang, Jeff Hofmann

Crawfish Interactive
Programmer: Mark Crane
Graphics Re-Mastered by: bad-studios
Music & SFX: Rockett Music
Producer: James Brown
Director of Development: Michael Merren
Technical Manager: Colin Kendrick
Development Assistant: Tim Coode, William Greenough, David Murphy, Jonathon Shearn
Special Thanks: Cameron Sheppard, Lynne Bradstock
Extra Special Thanks: Donna Thomson, Leslie Thomson, Bobby Thomson, Jamie Brown, Ringo Bells-Middleton, R. Budgie, Adrian Brown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76097&o=2

$end


$megadriv=tick,
$bio

The Tick (c) 1994 Fox Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57474&o=2

$end


$snes=tick,
$bio

The Tick (c) 1994 Fox Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63889&o=2

$end


$amigaocs_flop=timexwrd,
$bio

The Times Crosswords Vol. 3 & 4 (c) 1991 CDS

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75333&o=2

$end


$info=tinstar,tinstar2,
$bio

The Tin Star (c) 1983 Taito Corporation.

- TECHNICAL -

Runs on the "Taito SJ System" Hardware.
Board Number: M4200364A
Prom Stickers: TS / A10

Screen Orientation: Horizontal

Players: 2
Control: Joystick 8-Way (controls movement), 8-Way rotary knob + push. (controls shooting)
Buttons: 1 (jump)

- TRIVIA -

The Tin Star was released in December 1983.

- STAFF -

Programmed by: T.I, H.F

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2911&o=2

$end


$info=thetogyu,
$bio

The Tougyuu (c) 1984 Sega.

A bull fighting game.

- TECHNICAL -

Game ID : 834-5478

Runs on the Sega "System 1" hardware.

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Developed by Coreland.

The Tougyuu was released in November 1984 in Japan. It was known outside Japan as "Bullfight [Conversion Kit] [No. 0C13]".

The title of this game translates from Japanese as 'Bullfight'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2918&o=2

$end


$saturn,sat_cart=tower,towera,
$bio

The Tower (c) 1996 Open Book 9003

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59818&o=2

$end


$msx2_flop=towercab,towercabb,towercaba,
$bio

The Tower of Cabin - Cabin Panic (c) 1992 Micro Cabin Co. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102106&o=2

$end


$pc8801_flop=towerdrg,towerdrga,
$bio

The Tower of Dragon (c) 1988 Dream Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93104&o=2

$end


$info=todruaga,todruagao,todruagas,
$bio

The Tower of Druaga (c) 1984 Namco.

You control the heroic prince Gilgamesh who must attempt to rescue the maiden Ki from the demon Druaga. You are armed with a sword and shield to attack and defend. Find hidden chests (and special items) when special conditions are met, some of which are required to beat the game.

Original story :
IN ANOTHER TIME
IN ANOTHER WORLD...
THE BLUE CRYSTAL ROD
KEPT THE KINGDOM IN PEACE

BUT THE EVIL DRUAGA
HID THE ROD
AND THE MAIDEN KI
IN A TOWER

THE PRINCE GILGAMESH
WORE GOLD ARMOR
AND ATTACKED MONSTERS
TO HELP KI IN
THE TOWER OF DRUAGA

- TECHNICAL -

Game ID : TD

Main CPU : Motorola M6809 (@ 1.536 Mhz)
Sound CPU : Motorola M6809 (@ 1.536 Mhz)
Sound Chips : Namco 8-channel WSG

Players : 2
Control : 4-way joystick
Buttons : 1

- TRIVIA -

The Tower of Druaga (or 'TOD' for short) was released in June 1984.

This game is known in Japan as "Druaga No Tou". It was originally called 'The Tower of ANU' during the development.

Prince Gilgamesh is the same Gilgamesh of Sumerian legend.

Characters and much of the equipment found in the TOD series have appeared or been referenced to in many other Namco games.
"Tales of Phantasia" : Much of the equipment used by Gilgamesh could be obtained.
"Tales of Destiny" : Contained an optional dungeon based directly off of the original Tower of Druaga (but with different treasures).
"Tales of Symphonia" : The equipment used by Gilgamesh could be obtained, and the character Zelos Wilder could gain a special title by wearing it.
"Tales of the World - Narikiri Dungeon 3" : Also contains a variation of the dungeon. The game also contains costumes for Gilgamesh, Ki and Druaga which allows the heroes to become them in battle, and wearing the Gilgamesh costume is necessary to access the dungeon in the first place.
"Tales of Legendia" : One of the 'Rare Monsters' that you can find and battle is the Quox, the dragon enemies from the Druaga games.
"Mr. Driller - Drill Land" : Contains 5 worlds, one of which is called Hole of Druaga featuring a Mr. Driller game with RPG elements.
"Mr. Driller Ace" : Featured two levels named after Druaga characters - the 'Druaga Ruins' and the 'Quox Ruins'.
"Namco x Capcom" : Several characters from the series appear in this cross over.
"Baten Kaitos" : Eternal Wings and the Lost Ocean: The Tower of Druaga makes an appearance as a puzzle in Mira, complete with slimes and tools. Baten Kaitos also contains some of Gilgamesh's equipment as obtainable items.
"Soul Edge" : Gilgamesh's shield (the red-line shield) and the Blue Crystal Rod make appearances as alternate weapons for Sophitia.
"Soul Calibur II" : One of Sophitia's alternate costumes was based off of Ki's design. In addition, one of her weapon sets was the Blue Crystal Rod and Blue Line Shield, equipment formerly used by Gilgamesh and Ki. The Red Crystal Rod and Red Line Shield are also available as bonus weapons for Cassandra.

Namco released a boardgame based on this game (same name) in 1985 (in Japan only) : You move through each level of the dungeon to get a key. You roll a dice for movement, take the shortest route towards the key, and after every roll (the game does not even have rooms or such), you have an encounter with a monster that you must fight. You get a treasure for each victory, and once you have the key, you can open the door that leads to the next level, and continue doing so on each level until you get to the 6th level where the princess is.

Soundtrack releases :
The Best of Video Game Music [Alfa Records - 32XA-66 - April 25, 1986]

- TIPS AND TRICKS -

* Easter Egg :
1) Enter service mode.
2) Select sound 19
3) Press the service switch to display the grid and enter the following sequence : Up(x4), Down, Right(x2), Left(x6), Start2.
4) '(c) NAMCO LTD. 1984' will appear on the screen.

* Level Select : Keep Button1 pressed while pressing the Start button to continue the previous game; you can choose which level to start from.

* When your sword is unsheathed, your shield moves from your front to your left side. You can use this to block projectiles coming at you while attacking. This takes a lot of practice to master, though! Also, be sure to get the wing boots on level two by killing all the enemies -- it is impossible to beat the game without them.

- SERIES -

1. The Tower of Druaga (1984, ARC)
2. The Return of Ishtar (1986, ARC)
3. The Quest of Ki (1988, FC)
4. The Blue CrystalRod (1994, SFC)
5. The Nightmare of Druaga - Mysterious Dungeons (2004, PS2)

- STAFF -

Game designer : Masanobu Endoh (E.END)
Programmer : Satoshi Knight (NIGHT)
Sound composer : Junko Odawa (ZUNKO)
Hardware : Single Shigeru (SHIGE)
Graphics designer : You.Shino (YOU.S)

- PORTS -

* Consoles : 
Nintendo Famicom [JP] (August 6, 1985) "Druaga no Tou [Model NTD-4900]" 
NEC PC-Engine [JP] (June 25, 1992) "The Tower of Druaga [Model NC92003]" 
Sony PlayStation [JP] (June 21, 1996) "Namco Museum Vol.3 [Model SLPS-00390]" 
Sony PlayStation [AU] (1997) "Namco Museum Vol.3 [Model SCES-00268]" 
Sony PlayStation [US] (January 31, 1997) "Namco Museum Vol.3 [Model SLUS-00398]" 
Sony PlayStation [EU] (February 1997) "Namco Museum Vol.3 [Model SCES-00268]" 
Nintendo GameCube [JP] (December 5, 2003) "The Tower of Druaga [Model DOL-PKBJ-JPN]" : Released as a bonus disc for a pre-ordered "RPG Baten Kaitos". 
Microsoft XBOX 360 [US] (November 4, 2008) "Namco Museum - Virtual Arcade [Model 21022]"
Microsoft XBOX 360 [EU] (May 15, 2009) "Namco Museum - Virtual Arcade" 
Microsoft XBOX 360 [AU] (June 4, 2009) "Namco Museum - Virtual Arcade" 
Microsoft XBOX 360 [JP] (November 5, 2009) "Namco Museum - Virtual Arcade [Model 2RD-00001]" 
Nintendo Wii [Virtual Console Arcade] [US] (March 23, 2009)
Nintendo Wii [Virtual Console Arcade] [EU] (March 25, 2009) 
Nintendo Wii [Virtual Console Arcade] [JP] (May 12, 2009) 

* Handhelds : 
Nintendo Game Boy [JP] (December 31, 1990) "Druaga no Tou [Model DMG-ADA]" 
Nintendo Game Boy [JP] (November 29, 1996) "Namco Gallery Vol.2 [Model DMG-AN2J]" 
Sony PSP [US] (August 23, 2005) "Namco Museum Battle Collection [Model ULUS-10035]" 
Sony PSP [EU] (December 9, 2005) "Namco Museum Battle Collection [Model UCES-00116]" 
Sony PSP [JP] (February 23, 2006) "Namco Museum Vol.2 [Model ULJS-00047]" 
Nintendo DS [US] (September 18, 2007) "Namco Museum DS [Model NTR-YNME-USA]"
Nintendo DS [JP] (October 11, 2007) "Namco Museum DS [Model NTR-YNMJ-JPN]"
Sony PSP [KO] (November 8, 2007) "Namco Museum Vol.2" 
Nintendo DS [EU] (February 29, 2008) "Namco Museum DS [Model NTR-YNMP-EUR]" 
Sony PSP [PSN] [JP] (January 12, 2011) "Namco Museum Vol.2" 

* Computers : 
MSX [JP] (1986) 
Fujitsu FM-77AV [JP] (1986) 
Fujitsu FM-7 [JP] (1987) 
Sharp X68000 [JP] (1989) 
PC [MS Windows, CD-ROM] [JP] (November 28, 1997) "Namco History Vol.2" 
PC [MS Windows, CD-ROM] (2001) 
Sharp MZ2500 [JP]
Sharp X1 [JP] 

* Others : 
Apple iPhone/iPod [US] (January 26, 2012) "Namco Arcade [Model 465606050]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2956&o=2

$end


$x1_flop=druaga,
$bio

The Tower of DRUAGA (c) 1986 Dempa Shinbunsha.

- TRIVIA -

Released in October 1986 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86155&o=2

$end


$fm77av=druaga,
$bio

The Tower of Druaga (c) 1986 Dempa Shinbunsha [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93871&o=2

$end


$nes=druagah,
$bio

The Tower of Druaga (c) 1987 FMG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69332&o=2

$end


$x68k_flop=druaga,
$bio

The Tower of Druaga (c) 1989 RGB [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88702&o=2

$end


$msx1_cart=druaga,
$bio

The Tower of Druaga [Model 12] (c) 1986 Namco, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77542&o=2

$end


$pce=druaga,
$bio

The Tower of Druaga (c) 1992 Namco, Limited.

The Tower of Druaga is a top-view dungeon crawler by Namco, conversion of their own arcade game. The intrepid prince Gilgamesh is on a quest to deliver his beloved princess Ki, kidnaped and kept prisoner at the highest floor of the Tower Of Druaga. His journey will also get him to retrieve the stolen Blue Crystal Rod, a magical treasure that has kept the kingdom strong and prosperous for hundred of years. Each one of the sixty floors has a hidden golden key used to unlock the exit door leading to the next level. Each floor also has its own family of traps and monsters such as slimes, knights, magicians and the famous, and deadly, Ropers. Gilgamesh starts his long journey with a golden armour, a sword (which can be drawn by holding the action button) and a shield (used to block magic attacks). However, a lot more equipment can be collected along the way. Treasure chests are hidden in every stage and contain new weapons, armors and special items such as magic potions. Their appearance is usually triggered by certain conditions, such as clearing all the monsters or stepping on a particular spot in the maze. Experience point are generally awarded at the end of every floor and Gill can upgrade one of his many skills (gain more life for instance). But Tower Of Druaga's gameplay goes deeper than it seems and unlocking all the treasure chests is where the real challenge of the game lies.

- TECHNICAL -

HuCARD ID: NC92003

- TRIVIA -

Released on June 25, 1992 in Japan for 6800 Yen.

The original arcade game was released by Namco in 1984

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58756&o=2

$end


$pc98=towerzar,towerzara,
$bio

The Tower of Zarbartz (c) 1994 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90880&o=2

$end


$pc98=towercab,towercaba,
$bio

The Tower? of Cabin - Cabin Panic (c) 1992 Micro Cabin Co. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90881&o=2

$end


$amigaocs_flop=toyottes,
$bio

The Toyottes (c) 1990 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75334&o=2

$end


$ibm5150,ibm5150_cass=tracer,
$bio

The Tracer Sanction (c) 1984 Interplay

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83720&o=2

$end


$cpc_cass=train,
$bio

The Train (c) 1988 Accolade, Inc. [San Jose, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99781&o=2

$end


$cpc_cass=transatl,
$bio

The Trans-Atlantic Balloon Challenge [Model VGB 9011] (c) 1987 Virgin Games, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99782&o=2

$end


$cpc_cass=trapdoor,
$bio

The Trap Door (c) 1986 Macmillan Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99783&o=2

$end


$cpc_cass=2trapdor,
$bio

The Trap Door + Through The Trap Door [Model AS006] (c) 1988 Alternative Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99786&o=2

$end


$msx2_cart=usas,usasa,
$bio

The Treasure of Usas (c) 1987 Konami Industry Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51390&o=2

$end


$info=smis0502525,smis0502526,smis0502527,smis0502528,smis0502529,smis0502530,
$bio

The Trial of Heracles (c) 2009 Bally Tech., Incorporated.

5 Reels, 40 Lines, 2,000 Credits Max Bet

- TECHNICAL -

Software Part Number: 20629

Game Kit #160770 ALPHA Wide M9000
Game Kit #160775 ALPHA Elite V20
Game Kit #157693 ALPHA Elite V20-20
Game Kit #161612 ALPHA Elite Jumbo
Game Kit #160791 CineVision

Topper Part Number: X765-157396
Topper Description: WIN UP TO 100 FREE SPINS

- UPDATES -

SMI #S0502525
Min/Max%: 85.02%

SMI #S0502526
Min/Max%: 88.07%

SMI #S0502527
Min/Max%: 90.00%

SMI #S0502528
Min/Max%: 92.00%

SMI #S0502529
Min/Max%: 94.01%

SMI #S0502530
Min/Max%: 96.04%

- TIPS AND TRICKS -

Overall Hit Frequency: 26.98%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=45199&o=2

$end


$nes=triathln,
$bio

The Triathron (c) 1988 KAC [K.Amusement Lising Co.] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54751&o=2

$end


$info=sc4tridn,sc4tridna,
$bio

The Trident (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR2103]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42830&o=2

$end


$cpc_cass=tripods,tripodssl,
$bio

The Tripods (c) 1984 Red Shift

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99787&o=2

$end


$nes=trollscl,
$bio

The Trolls In Crazyland (c) 199? ASC

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55725&o=2

$end


$pcecd=tvshow,
$bio

The TV Show (c) 1995 Right Stuff

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58440&o=2

$end


$amigaocs_flop=twilight,
$bio

The Twilight Zone (c) 1988 First Row

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75335&o=2

$end


$snes=mcfang,
$bio

The Twisted Tales of Spike McFang (c) 1994 BPS [Bullet-Proof Software]

North American release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Chou Makai Taisen! Dorabocchan [Model SHVC-DO]".

- TECHNICAL -

Cartridge ID: SNS-83-USA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63890&o=2

$end


$info=totd,totdo,
$bio

The Typing of the Dead (c) 2000 Sega Enterprises, Limited.

This game is similar to House of the Dead series, but here there is no gun to kill the zombies, there is just a keyboard and you must type the words that appears on the screen as fast as possible to kill the bad guys.

- TECHNICAL -

Runs on the Sega "NAOMI" Hardware.

Screen Orientation: Horizontal

- TRIVIA -

The Typing of the Dead was released in January 2000.

- PORTS -

* Consoles :
Sega Dreamcast (March 2000)
Sony PlayStation 2 (2004, "The Typing of the Dead: Zombie Panic")

* Computers :
PC [MS Windows] [HCJ-0300-1] (Dec.2000)
PC [MS Windows] [HCJ-0313] (Sep.2001)
PC [MS Windows] [HCJ-0381] (Sep.2005)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3934&o=2

$end


$cdi=noahark,noaharku,
$bio

The Ultimate Noah's Ark (c) 1994 Philips Interactive Media, Incorporated.

Embark on this brain-twisting picture puzzle that's perfect for all ages! Take a grand tour through Mike Wilks' detailed paintings and discover 354 animal species. Explore the painting in high-resolution detail - 256 screens in all. Watch videos of selected animals in their natural habitat, learning about each species as you pair off animals to solve the puzzle.

- TECHNICAL -

Model 811 0031

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53131&o=2

$end


$amigaocs_flop=ultride,
$bio

The Ultimate Ride (c) 1990 Mindscape, Incorporated. [Northbrook, IL, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75336&o=2

$end


$nes=ultstunt,
$bio

The Ultimate Stuntman (c) 1991 Camerica

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55726&o=2

$end


$nes=xmen,
$bio

The Uncanny X-Men (c) 1989 LJN

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55727&o=2

$end


$info=undoukai,
$bio

The Undoukai - Dokoka no Gyoshiryoo no Undoukai (c) 1984 Taito Corp.

- TECHNICAL -

Game ID : A17

Main CPU : Zilog Z80
Sound CPU : Zilog Z80
Sound Chips : General Instrument AY8910, MSM5232, DAC

Players : 4
Buttons : 3

- TRIVIA -

The Undoukai was released in May 1984 in Japan.
The title of this game translates from Japanese as 'The Athletic Meet'.

Export releases:
"Field Day"

When playing against the computer, it's uses the abbreviation Z80 - which refers to the processor on the PCB board. 

The game is clearly related to Konami's "Circus Charlie", "Track & Field" and "Hyper Sports" games, sharing many identical graphical items, yet was released by Taito. The tilemaps contain the same type of 'bonus' graphics, but it is unknown how they are triggered.

- STAFF -

Game Control: Hiroshi Kawakami (H.K)
Obstacke Race / 120m Relay: Ichiro Fujisue (I.F)
Softball / Run23: Jun Ishioka
Put ball: Hiroyuki Sakou
Ring bell / tug of war: Taisuke Kouno
Sound Program: Tukasa Nakamura

- PORTS -

* Consoles : 
Sony PlayStation 2 [JP] (January 25, 2007) "Taito Memories II Joukan [Model SLPM-66649]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3029&o=2

$end


$nes=univsold,
$bio

The Universe Soldiers (c) 1993 Gamtec [Taiwan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84169&o=2

$end


$saturn,sat_cart=unsolved,
$bio

The Unsolved - Hyper Science Adventure (c) 1997 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59819&o=2

$end


$msx1_cass=untouch,untoucha,
$bio

The Untouchables (c) 1989 Erbe Software [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95060&o=2

$end


$cpc_cass=untouch,
$bio

The Untouchables (c) 1989 Ocean Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99788&o=2

$end


$amigaocs_flop=untouch,
$bio

The Untouchables (c) 1990 Ocean Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75337&o=2

$end


$nes=untouchj,
$bio

The Untouchables (c) 1991 Altron

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54752&o=2

$end


$nes=untouchb,untoucha,untouch,
$bio

The Untouchables (c) 1991 Ocean

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55728&o=2

$end


$snes=untouch,
$bio

The Untouchables (c) 1994 Ocean Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63891&o=2

$end


$cdi=uptownbl,
$bio

The Uptown Blues (c) 1994 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53132&o=2

$end


$gba=urbz,
$bio

The Urbz - Sims in the City [Model AGB-BOCE-USA] (c) 2004 EA Games [Electronic Arts, Inc.]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76098&o=2

$end


$gba=urbzj,
$bio

The Urbz - Sims in the City [Model AGB-BOCJ-JPN] (c) 2004 EA Games [Electronic Arts, Inc.]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76100&o=2

$end


$bbca_cass,bbcb_cass=thevally,
$bio

The Valley (c) 19?? ASP Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52578&o=2

$end


$bbca_cass,bbcb_cass=valkings,
$bio

The Valley of the Kings (c) 1985 MP Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52579&o=2

$end


$cpc_cass=vbigcave,
$bio

The Very Big Cave Adventure (c) 1986 CRL Group PLC [London, England]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99790&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=composer,composer1,
$bio

The VIC Music Composer (c) 1982 Thorn EMI Video

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86959&o=2

$end


$cpc_cass=vikings,
$bio

The Vikings [Model 4STK-124] (c) 1986 System 4 de Espana, S.A. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99791&o=2

$end


$cpc_cass=thevindc,
$bio

The Vindicator (c) 1988 Imagine Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99794&o=2

$end


$cpc_cass=thevindcs,
$bio

The Vindicator [Model AM 450] (c) 1988 Erbe Soft. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99793&o=2

$end


$c64_cart,c64_flop=solarsys,
$bio

The Visible Solar System (c) 1982 Commodore

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53742&o=2

$end


$psx=visionof,
$bio

The Vision of Escaflowne [Model SLPS-01014] (c) 1999 Bandai Co., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85792&o=2

$end


$odyssey2=voice,
$bio

The Voice (c) 1979 Magnavox Co., The [Fort Wayne, IN, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95696&o=2

$end


$cdi=wackyglf,wackyglfu,
$bio

The Wacky World of Minature Golf - With Eugene Levy (c) 1993 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53133&o=2

$end


$msx1_cass=wall,
$bio

The Wall (c) 1987 Erbe Software [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95061&o=2

$end


$cpc_cass=wargame,
$bio

The Wargame (c) 1985 Reelax Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99795&o=2

$end


$bbca_cass,bbcb_cass=wayotef,
$bio

The Way of the Exploding Fist (c) 1985 Melbourne House [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52580&o=2

$end


$cpc_cass=explfist1,explfist,
$bio

The Way of the Exploding Fist (c) 1985 Melbourne House [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99796&o=2

$end


$bbca_cass,bbcb_cass=wayotef2,
$bio

The Way of the Exploding Fist v2 (c) 1985 Melbourne House [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52581&o=2

$end


$amigaocs_flop=waylildr,
$bio

The Way of the Little Dragon (c) 1987 reLINE

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75338&o=2

$end


$msx1_cass=waytiger,
$bio

The Way of the Tiger (c) 1986 Gremlin Graphics Software, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95062&o=2

$end


$cpc_cass=waytiger,waytigera,
$bio

The Way of the Tiger (c) 1986 Gremlin Graphics Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99799&o=2

$end


$cpc_cass=weetabix,
$bio

The Weetabix vs The Titchies (c) 1984 Romik Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99800&o=2

$end


$bbca_cass,bbcb_cass=whitebar,
$bio

The White Barrows (c) 1983 ASP Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52582&o=2

$end


$info=tomy_400,tomy_h30,
$bio

The Who's Tommy - Pinball Wizard (c) 1994 Data East Pinball.

- TECHNICAL -

Game ID: 500-5528-01

Data East Version 3 (BSMT & 128x32 Display)

Main CPU : M6808 (@ 1 MHz)
Sound CPU : Motorola M6809 (@ 2 MHz)
Display CPU : Motorola M6809 (@ 4 MHz)
Sound chips : BSMT2000 (@ 24 MHz)

- TRIVIA -

Released in January 1994.

Based on the famous rock opera by The Who, and on the Broadway musical, 'The Who's Tommy'.

10 pre-production prototypes were made for promotional use in conjunction with the off-Broadway productions. These prototypes had six pop bumpers. The game made it's debut at the Hard Rock Cafe in Dallas in October of 1993, one of these games fell off the truck and was destroyed. Another was used in the 1993 Macy's Thanksgiving Day Parade, this special machine was rigged for "autoplay" and had no backbox, electronics were cabinet-mounted. Reportedly, these prototypes may have had EM chime units.

- TIPS AND TRICKS -

Tommy mode : Hold the Buy-In button when starting a game to play an entire game with the blinders on.

- STAFF -

Game Design : Ed Cebula (EJC), Joe Kaminkow (JEK)
Design Support: John Borg, Tim Seckel
Game Rules: Orin Day, Joe Kaminkow, Kevin Martin, Lonnie D. Ropp (LON), Lyman F. Sheats Jr. (LFS)
Game Software: Lonnie D. Ropp
Display Software: Lyman F. Sheats Jr.
Software Support: John Carpenter, Orin Day, Neil Falconer, Masaya Horiguchi, Kevin Martin
Mechanical Design: Joe Balcer, Brian Lavender, Paul Lesley, Eric Winston, Norm Wurz
Cables: Phillis
Dot Madness: Kurt Andersen (KRT), Jack Liddon (JAK)
Game Art: Kurt Andersen, Markus Rothkranz
Sounds & Music: Brian Schmidt
BOM: Sarah Bagnola
Technical Support: Arnie Aarstad, Joe Blackwell, Doreen Clarke, Jim Gorman

Special Thanks: Wes Moore, Jim Ross, Don Thorne
Inspiration for 110%: Tetsuo Fukuda

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5325&o=2

$end


$cpc_cass=wildbnch,
$bio

The Wild Bunch (c) 1985 Firebird Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99801&o=2

$end


$gba=wildthcc,
$bio

The Wild Thornberrys - Chimp Chase [Model AGB-AWTE-USA] (c) 2001 T-HQ, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76103&o=2

$end


$gbcolor=wildthor,
$bio

The Wild Thornberrys - Rambler [Model CGB-BWTE-USA] (c) 2000 Mattel Interactive [Mattel, Incorporated.]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68949&o=2

$end


$gba=wildthrn,wildthrnp,
$bio

The Wild Thornberrys Movie [Model AGB-AWLE-USA] (c) 2002 T-HQ, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76105&o=2

$end


$gba=wild,
$bio

The Wild [Model AGB-BWLE-USA] (c) 2006 Buena Vista Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76101&o=2

$end


$cpc_cass=willowpawillowpa1,
$bio

The Willow Pattern Adventure (c) 1985 Firebird Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99802&o=2

$end


$nes=madoola,madoolas,
$bio

マドゥーラの翼 (c) 1986 Sunsoft
(The Wing of Madoola)

- TECHNICAL -

Game ID: SS6-4900
Barcode: 4 907940 100080

- TRIVIA -

Released on December 18, 1986 in Japan.

A manga adaptation, written and illustrated by the game's character designer Moriken, was serialized in Tokuma Shoten's Monthly Wanpakku Comic in 1987. It ran for a total of six chapters, including two side-story chapters, and was never reprinted following its original magazine run.

The Wing of Madoola was featured on the Japanese television show Game Center CX. It was the weekly challenge game played by host Shinya Arino for Season 9, Episode 5 (Sept. 3, 2008).

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54753&o=2

$end


$info=wintbob,
$bio

The Winter Bobble (c) 1990 Sakowa Project.

Two snowmen battle cute Japanese critters over 50 platform based screens. Turn the enemy critters into snowballs and then boot them around the platforms knocking down everything in their path. Pick up Sushi for extra points. When a screen is cleared of monsters you move on to the next level.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound CPU : Zilog Z80 (@ 6 Mhz)
Sound Chips : YM3812 (@ 3 Mhz)

Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 57.50 Hz
Palette Colors : 256

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

This game is a bootleg of "Snow Bros. - Nick & Tom".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3172&o=2

$end


$cpc_cass=wfblackw,
$bio

The Wise and Fool of Arnold Blackwood (c) 1984 Nemesis

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99803&o=2

$end


$msx2_flop=witchiz,
$bio

The Witch 'Iz' (c) 1994 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102107&o=2

$end


$msx2_flop=witchrev,
$bio

The Witchs Revenge (c) 1993 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102108&o=2

$end


$ibm5150,ibm5150_cass=witness,
$bio

The Witness (c) 1983 Infocom

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83721&o=2

$end


$amigaocs_flop=witness,
$bio

The Witness (c) 1986 Infocom

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75339&o=2

$end


$bbca_cass,bbcb_cass=thewizar,
$bio

The Wizard (c) 19?? Quicksilva

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52583&o=2

$end


$c64_cart,c64_flop=wiztype,
$bio

The Wizard of Id's Wiztype (c) 1984 Sierra On-Line, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53743&o=2

$end


$snes=wizardoz,
$bio

The Wizard of Oz (c) 1993 Seta Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63892&o=2

$end


$cpc_cass=wombles,
$bio

The Wombles [Model AS776] (c) 1990 Alternative Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99804&o=2

$end


$cdi=worldbel,
$bio

The World Below - Literature Explorers (c) 1993 Educational Management Group

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53134&o=2

$end


$cdi=worldimp,worldimpu,
$bio

The World of Impressionism (c) 1991 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53135&o=2

$end


$ibm5150,ibm5150_cass=baseball,
$bio

The World's Greatest Baseball Game (c) 1985 Epyx Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83722&o=2

$end


$bbca_cass,bbcb_cass=wormpara,
$bio

The Worm in Paradise (c) 1985 Level 9 Computing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52584&o=2

$end


$cpc_cass=wormpara,
$bio

The Worm in Paradise (c) 1985 Level 9 Computing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99805&o=2

$end


$cpc_cass=wratholy,
$bio

The Wrath of Olympus (c) 1986 Alpha-Omega Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99806&o=2

$end


$msx1_cart=wreck,
$bio

The Wreck [Model 5306/1] (c) 1984 Electric Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77543&o=2

$end


$a800=writers,
$bio

The Writer's Tool (c) 1985 OSS

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86738&o=2

$end


$info=m5xfact,m5xfact02,m5xfact04,m5xfact11,
$bio

The X Factor (c) 200? Empire Games, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=19942&o=2

$end


$info=xfilesp,xfiles2,xfilesk,
$bio

The X-Files (c) 1997 Sega.

- TECHNICAL -

Sega Whitestar
Model Number : 46

Main CPU : Motorola M6809 (@ 2 MHz)
Sound CPU : Motorola M6809 (@ 2 MHz)
Display CPU : Motorola M6809 (@ 4 MHz)
Sound chip : BSMT2000 (@ 24 MHz)

- TRIVIA -

1,500 units were produced.

- UPDATES -

A censored version is known to exists in Korea.

- STAFF -

Designer : Rob Hurtado
Art director : Jason J. Dominiak
Artwork : Morgan Weistling
Software : Lonnie D. Ropp, Orin Day
Music and Sounds : Brian Schmidt

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5445&o=2

$end


$gameboy=lilleham,
$bio

The XVII Olympic Winter Games - Lillehammer 1994 [Model DMG-YC-USA] (c) 1994 US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67240&o=2

$end


$saturn,sat_cart=yakspeca,yakspec,
$bio

The Yakyuuken Special - Konya wa 12 Kaisen!! (c) 1995 Societa Daikanyama

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59820&o=2

$end


$a2600=year1999,
$bio

The Year 1999 (c) 19?? Suntek

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51135&o=2

$end


$coleco=yolk,
$bio

The Yolks on You (c) 1983 Fox Video Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53381&o=2

$end


$nes=youngind,
$bio

The Young Indiana Jones Chronicles (c) 1992 Jaleco Company, Limited. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55729&o=2

$end


$megadriv=youngind,
$bio

The Young Indiana Jones Chronicles (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57475&o=2

$end


$cpc_cass=youngone,
$bio

The Young Ones (c) 1986 Orpheus

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99807&o=2

$end


$msx1_cart=zoo,
$bio

The Zoo [Model F062] (c) 1989 al Alamiah

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77544&o=2

$end


$cpc_cass=theateur,
$bio

Theatre Europe (c) 1985 PSS

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99535&o=2

$end


$cpc_cass=theateurwg,
$bio

Theatre Europe [Classic Conflics] (c) 1985 PSS

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99537&o=2

$end


$amigaocs_flop=theatdth,
$bio

Theatre of Death (c) 1993 Psygnosis, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75340&o=2

$end


$info=tom_13,tom_06,tom_12,tom_14h,tom_10f,
$bio

Theatre of Magic (c) 1995 Midway.

- TECHNICAL -

Midway WPC-Security
Model Number : 50039

Main CPU : Motorola M6809 (@ 2 Mhz)
Sound CPU : ADSP2105 (@ 10 Mhz)
Sound Chips : DMA-driven DAC

- TRIVIA -

Released in March 1995. 6,600 units were produced.

In the Hidden Staircase animation, you can spot DOHO in the lower left corner.

A cow can be seen during the Metamorphosis mode.

The machine was once a prize offered in the UK version of The Price is Right in 2006, however the contestant was unsuccessful in winning it.

- UPDATES -

REVISION 1.0 (changes from prototype 0.8) :
Date : March 21, 1995
- Enhanced status report.
- Enhanced Skill Shot bad switch logic.
- Added French and Spanish translations.
- Enhanced ball search logic.

REVISION 1.1
Date : April 3, 1995
- Trunk is now searched first during ball search.
- Corrected the buy-in audit.

REVISION 1.2
Date : April 7, 1995
- Fixed Trunk Test. It was incorrectly detecting and marking errors.

REVISION 1.3
Date : August 9, 1995
- Correct a bug in the Multiball Lock logic where balls could not be locked after video pinball was played.
- The lockup device now behaves better when one of its switches is broken.
- Slingshots now disabled at game over.
- Fixed the logic on the outlane proximity switches. If a switch is stuck on, and Hocus Pocus is enabled, the magnet is no longer fired.

- TIPS AND TRICKS -

When you start a game, hold the left flipper button. The first Basement Award will now be Digital Pinball where player 1 plays for 40M, all other players play for Extra Ball. 

Holding the right flipper button at the start of a game will activate MK3 Symbols. Spell THEATRE to reveal the symbols.

Shoot the Trunk 3 times in Hat Magic mode to make a telephone appear on the screen. 'Move your car' is heard from it.

- STAFF -

Concept & Design : John Popadiuk (POP)
Artwork : Linda Deal (LTD)
Software : Jeff Johnson (JBJ)
DMD Animation : Adam Rhine (ASR), Brian Morris
Mechanics : Jack Skalon (JWS), Ernie Pizarro
Music & Sounds : Dave Zabriskie (ZAB)

- PORTS -

* Consoles :
Xbox 360 [Xbox Live] (Apr. 04 2012, "The Pinball Arcade")
Sony PS3  [Sony PSN] (Apr. 10, 2012; "The Pinball Arcade")

* Computers :
MAC OS [Mac App Store] (2012)

* Others :
Apple Store (Feb. 09, 2012, "The Pinball Arcade")
Android (Feb. 10, 2012, "The Pinball Arcade")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5306&o=2

$end


$amigaocs_flop=finehour,finehoura,
$bio

Their Finest Hour - The Battle of Britain (c) 1990 Lucasfilm, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75341&o=2

$end


$amigaocs_flop=finemiss,
$bio

Their Finest Missions Vol. 1 (c) 1990 Lucasfilm, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75342&o=2

$end


$psx=themehos,
$bio

Theme Hospital [Model SLPS-01405] (c) 1998 Electronic Arts Victor [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85793&o=2

$end


$amigaocs_flop=themeprk,
$bio

Theme Park (c) 1994 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75343&o=2

$end


$saturn,sat_cart=themeprkj,
$bio

Theme Park (c) 1995 Electronic Arts Victor [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59821&o=2

$end


$saturn,sat_cart=themeprku,
$bio

Theme Park (c) 1995 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60185&o=2

$end


$saturn,sat_cart=themeprk,
$bio

Theme Park (c) 1995 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60441&o=2

$end


$snes=themeprk,
$bio

Theme Park (c) 1995 Ocean Software, Limited.

- TRIVIA -

Reviews:
[FR] June 1995, Consoles + N.44: 89/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63893&o=2

$end


$info=pr_theme,
$bio

Theme Park (c) 199? Project Coin Machines, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42108&o=2

$end


$amigaocs_flop=tparkmys,
$bio

Theme Park Mystery - Variations on a Theme (c) 1991 Image Works

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75344&o=2

$end


$amigaocs_flop=tparkmysu,
$bio

Theme Park Mystery - Variations on a Theme (c) 1991 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75345&o=2

$end


$jaguar=themeprk,
$bio

Theme Park (c) 1995 Ocean Software, Limited.

- TECHNICAL -

Model L8001

- TIPS AND TRICKS -

* Cheats:
- All shops and rides:
Sink all your money into shops research, then wait until April, two years later.

- Low Cost Super-ride:
When laying a track ride, first do the world's smallest track. Then open it and immediately close it again. You can edit it now and make it huge and you'll only be charged for the first, small ride. One disadvantage: You will not win the 'Biggest, tallest etc.' ride of the year come awards time. Depending on how long you want to run your park, it may be better not to do this.

- Mass Transit:
Create a tube ride (using low cost method) from one end of your park to the other. Put gates at both ends, but only connect the entrance on one end. Peeps will enter and be shuttled back to the other side of the park.

* Easter Eggs:
Adjust Screen Position (at any time): Option + L/R

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76453&o=2

$end


$snes=themeprkj,
$bio

Theme Park [Model SHVC-ATQJ-JPN] (c) 1995 Electronic Arts Victor [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62528&o=2

$end


$megacd,megacdj=themeprk,
$bio

Theme Park [Model T-88055-50] (c) 1995 Domark Group, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60680&o=2

$end


$pc98=themm,
$bio

Themm - Harukanaru Meikyuu (c) 1995 Hervest [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90882&o=2

$end


$pcecd=dngmsterj,
$bio

Theron's Quest - Dungeon Master (c) 1992 Victor.

Theron's Quest is a first-person dungeon crawler for the PC-Engine system, conversion of FTL's popular Dungeon Master. On the night of the harvest festival, the great wizard Grey Lord descended from the sky and landed in Theron's village. He was looking for a warrior courageous enough to retrieve the seven parts of a magic armor, what he called The Seven Symbols Of The Brave. Theron, a young boy ready to become a man, accepts the challenge and is now on a journey to retrieve the stolen treasures. The player takes control of Theron and three other warriors (a different party can be created at the beginning of each dungeon). The game features seven small dungeons (Ak-Tu-Ba, City Of Formica, Village Of Thieves, Tower Of Drator, Tomb Of Sarmon, Den Of Shadodan and Demon's gate), and each one of them is a separate adventure entirely. Theron has to go venture inside each dungeon, retrieve the stolen piece of holy armor and trace his steps back so the treasure can be placed inside a sacred shrine. Unlike other games of the series, all the collected belongings are lost between each level, and only the hero of the game, Theron, keeps his statistics and gained levels. Each dungeon has its own background story and sets of monsters - Ak-Tu-Ba, for instance, is a floating fortress infested with mummies and City of Formica a large network of creepy underground tunnels.

- TECHNICAL -

Game ID: JCCD2010

- TRIVIA -

Theron's Quest was released on September 18, 1992 in Japan for 8200 Yen.


Reviews:
[FR] September 1993- Consoles + N.23: 85%

- STAFF -

Executive producer: Satoshi Honda
Senior Producer: Harunobu Komori
Producer: Isamu Senda

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58172&o=2

$end


$msx1_cart=theseusk,
$bio

Theseus - Iligks I (c) 198? Zemina.

Korean release.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95217&o=2

$end


$msx1_cart=theseus,theseusa,
$bio

Theseus - Iligks I [Model 20213] (c) 1984 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77545&o=2

$end


$x1_flop=thexder,
$bio

Thexder (c) 1985 Square Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86148&o=2

$end


$pc8801_flop=thexder,thexdera,thexderh,
$bio

Thexder (c) 1985 Game Arts Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93105&o=2

$end


$fm7_disk=thexder,thexdera,
$bio

Thexder (c) 1985 Game Arts Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93659&o=2

$end


$pc98=thexder,
$bio

Thexder (c) 1986 Game Arts Company, Limited.

- TRIVIA -

Released in April 1986 in Japan.

- PORTS -

* Computers :
Apple IIGS (1987) Thexder

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48531&o=2

$end


$msx1_cart=thexder,thexderb,thexdera,
$bio

Thexder (c) 1986 Game Arts Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77546&o=2

$end


$msx1_cass=thexder,
$bio

Thexder (c) 1986 Eaglesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95063&o=2

$end


$apple2gs=thexder,
$bio

Thexder (c) 1987 Sierra On-Line, Incorporated.

Originally released in Japan on the PC-9801 in 1986. For more information about the game itself, please see the original PC-9801 version entry.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49788&o=2

$end


$coco_cart=thexder,
$bio

Thexder (c) 1987 Tandy Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53487&o=2

$end


$nes=thexderh,
$bio

Thexder (c) 1987 FMG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69333&o=2

$end


$amigaocs_flop=thexder,
$bio

Thexder (c) 1988 Sierra On-Line, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75346&o=2

$end


$nes=thexder,
$bio

Thexder (c) 1985 Square Company, Limited.

Thexder is a multi-scrolling action shooter published by Square and developed by Bits, and it is the conversion of a popular Japanese action game originally created by Game Arts in 1985. Thexder takes place in a distant future and the player assumes the role of an elite mecha pilot on a lone and perilous commando mission to save humanity. The objective of the game is to absolve several large maze-like bases and to destroy the enemy's mainframe computer. The humanoid combat vehicle is equipped with a powerful auto-targeting rifle gun (provided the enemies are near enough), as well as a limited particle shield allowing it to withstand damage from enemy fire for a short amount of time. But the battle robot comes with another ingenious feature - it is capable of transforming into a fighter-jet, zipping around at high speeds through small gaps and narrow corridors and able to reach areas the humanoid robot can't. However, the jet trades away speed and maneuverability for weaker weaponry and can only shoot forward... Another important aspect of the game is energy management (which also acts as health). The player starts his mission with two hundred energy units and using the shield (which drains thirty points) or getting hit by enemy fire significantly reduces it - energy depletes fast in Thexder and if the counter reaches zero, the robot goes to oblivion. Thankfully, some (rare) enemies release energy when destroyed and give the player temporary relief. Thexder consists of five levels and is single-player only.

- TECHNICAL -

Cartridge ID: SQF-TX

- TRIVIA -

Thexder was released on December 19, 1985 in Japan for 5500 Yen.

Thexder was originally developed by Game Arts in 1985. The first version was released for the NEC PC-8801 Japanese computer and the game soon became a hit. It was later ported to several Japanese systems. This Famicom port of Thexder has noticeable differences with the original game. There are only five levels (compared to sixteen) and the stage layout is different in many places. But the major departure from the original game is the auto-targeting laser which was replaced with a less effective and slower auto-targeting bullet gun.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54754&o=2

$end


$pc8801_flop=thexd88,thexd88a,
$bio

Thexder88 (c) 1985 Game Arts Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93106&o=2

$end


$cpc_cass=soldamil,
$bio

They Sold a Million (c) 1986 Hit Squad, The [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99808&o=2

$end


$cpc_cass=soldaml3,
$bio

They Sold A Million 3 (c) 1986 Hit Squad, The [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99810&o=2

$end


$cpc_cass=soldaml2,
$bio

They Sold a Million II (c) 1986 Hit Squad, The [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99812&o=2

$end


$cpc_cass=stolamil,
$bio

They Stole a Million [Model AS 32055] (c) 1986 Ariolasoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99813&o=2

$end


$info=thief,
$bio

Thief (c) 1981 Pacific Novelty.

This title plays a lot like "Pac-Man", except the maze is more detailed. You drive you car around the maze, picking up the money that is laying around everywhere (just like the dots in "Pac-Man"). Now to avoid being any more like" Pac-Man", the designer decided to give you four enemies, who each move around the maze with a distinct personality (but they are cars, not ghosts). In a final attempt to make this game different from "Pac-man", the designer then added dollar signs in each corner of the screen, running over these allows you to chase after your foes, and run over them (not at all like "Pac-Man"). In later levels these dollar signs may be in places other than the corners (finally, something that actually is different than "Pac-Man"). Each level is finished by clearing all the dollars bills from the board (the game will also rate you with a new 'Crime Level' every time you complete a screen).

- TECHNICAL -

Upright model

Main CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1 Mhz), Samples (@ 1 Mhz)

Screen orientation : Horizontal
Video resolution : 256 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 16

Players : 2
Control : 4-way joystick

- TRIVIA -

Thief was released in December 1981.

Thief was not a new idea, it was a simple automotive maze game, but is memorable for having some truly horrible graphics. The kind of graphics that are so bad that you can tell a lot of effort was put into them. This was actually a common problem with a lot of lesser known early 80s arcade titles. The programmers would try and push the limits of their hardware, and end up with a true monstrosity.

The game is still fun, despite the "crashed Nintendo" look of the background scenes and explosions.

Thief machines are of an interesting design. They are bright red, and have a very 'top heavy' look to them, this is due to the laid back monitor, and oversized marquee. These machines have a simple 'Thief' logo as sideart (it is a sticker), and use chrome t-molding. The oversized marquee is yellow, and has an image of a 1920s paddy wagon, and a prisoner wearing a classic black and white striped prison suit. The control panel overlay and monitor bezel are yellow as well, and are covered in similar images to the one on the marquee. The control panel itself has only a 4-Way joystick with a red ball on top, and Start buttons for each player located on the right side of the panel.

The machine also has a cassette player mounted inside that plays an eight minute loop tape of actual police radio announcements from many years ago. If you last long enough, you will hear a voice break through the announcements to tell you 'Hey, good play!'. Last even longer, and the voice breaks through with a couple more comments about your play, each one less and less nice.

- SCORING -

Each 'Bill' collected : 10 points.
Hitting first car : 100 points.
Hitting second car : 500 points.
Hitting third car : 1000 points.
Hitting fourth car : 2000 points.

- STAFF -

Executive producer : Brian D. Senler
Screenplay by : Philip Lieberman
Directed by : Bernie Stolar
Stunts performed by : Bill Cravens
Cinematography by : Robert Meacher

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2880&o=2

$end


$intv=thinice,
$bio

Thin Ice (c) 1986 INTV

Based on the Data East arcade game Disco No. 1.

You control Duncan by pressing the hand controller DISC. Skate around the other penguins, dunking them in the pond. Avoid or dunk the seal and polar bears. Gobble shrimp cocktails for extra speed. Dunk all of the penguins, then take the Zamboni ice resurfacer out for a spin to fix up the pond -- more penguins show up and the game continues at the next level, harder than before!

- TECHNICAL -

Model 8300

- TRIVIA -

Early in production, David Warhol came to Keith Robinson, who was manager on the game, and said he had a friend who wanted to break into the video game field as a composer and was willing to write a theme for Thin Ice for free. Keith told him no; it was against Mattel policy to use freelancers, even if they were literally free. Following Keith's authority about as much as anyone at Mattel did, Dave had his friend write the music anyway. Dave coded it for Intellivision and Julie linked it into the game.

The theme, 'Carnival of the Penguins', was so addictive and perfect for the game that Keith agreed it had to be used. He contacted Mattel's crack legal department and suggested they buy the rights for $100. They probably could have, but they procrastinated for months. By the time they got around to contacting the composer, the game had been demonstrated at a number of trade shows using the music; the composer was able to negotiate a payment of $1200 for the 15 second theme.

Thus George Alistair Sanger sold his first video game melody. He has gone on, under the nickname The Fat Man, to become the most famous composer of music for interactive media. He and his Team Fat have provided the music for Loom, Wing Commander, The 7th Guest and many other computer games.

The penguins Norman and Minky were named after Julie and Monique's boss Keith Robinson (who only reluctantly admits that his rarely-used first name is Norman) and his boss Mike Minkoff (Snafu).

- SCORING -

You get 1000 points for dunking the seal, 450 points for dunking a polar bear, and 100 points for dunking a penguin.  Plus, you get bonus points for the size of the hole you make when you dunk 'em -- from 40 points to over 6000 points for skating around the ENTIRE POND (it CAN be done)!

Gobble a shrimp cocktail (skate over it) to pick up 60 points and a temporary burst of extra speed! Scarf up a lobster for 50 points and an extra chance to freeze the polar bears!

- TIPS AND TRICKS -

Get an extra turn for every 10,000 points you score.

- STAFF -

Design: Keith Robinson, Julie Hoshizaki, Monique Lujan-Bakerink
Program: Julie Hoshizaki
Graphics: Monique Lujan-Bakerink
Music theme 'Carnival of the Penguins': George Sanger (The Fat Man)
Sound effects/additional music: David Warhol
Package illustration: Keith Robinson

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60976&o=2

$end


$cpc_cass=thing,
$bio

Thing (c) 1988 Players Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99494&o=2

$end


$msx1_cass=thingbb,
$bio

Thing Bounces Back (c) 1987 Gremlin Graphics Software, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95064&o=2

$end


$cpc_cass=thingbb,
$bio

Thing Bounces Back (c) 1987 Gremlin Graphics Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99816&o=2

$end


$cpc_cass=thingspn,
$bio

Thing on a Spring (c) 1986 Gremlin Graphics Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99818&o=2

$end


$cpc_cass=thingydd,
$bio

Thingy and the Doodahs [Model LM-024] (c) 1988 Silverbird Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99819&o=2

$end


$amigaocs_flop=thinktwc,
$bio

Think Twice (c) 1991 Magic Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75347&o=2

$end


$msx1_cart=thinkme,
$bio

Think with Me (c) 1988 Barq

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77547&o=2

$end


$cpc_cass=think,
$bio

Think! [Model AS32907] (c) 1985 Ariolasoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99820&o=2

$end


$cpc_cass=ww3,
$bio

Third World War (c) 1985 Free Game Blot

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99822&o=2

$end


$segacd=3rdww,
$bio

Third World War (c) 1994 Extreme Ent. Group

- TECHNICAL -

[Model T-22025]

- TRIVIA -

Reviews:
[FR] May 1995 - Consoles + N.32: 74%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60830&o=2

$end


$amigaocs_flop=thomas,
$bio

Thomas the Tank Engine (c) 1992 Alternative Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75348&o=2

$end


$megadriv=thomas,
$bio

Thomas the Tank Engine & Friends (c) 1993 THQ

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57476&o=2

$end


$amigaocs_flop=thomas2,
$bio

Thomas the Tank Engine 2 (c) 1993 Alternative Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75349&o=2

$end


$nes=thomas,
$bio

Thomas the Tank Engine and Friends (c) 19?? THQ

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55730&o=2

$end


$snes=thomasu,
$bio

Thomas the Tank Engine and Friends [Model SNS-6T-USA] (c) 1993 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63895&o=2

$end


$snes=thomas,
$bio

Thomas the Tank Engine and Friends [Model SNSP-6T-EUR] (c) 1993 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63894&o=2

$end


$cpc_cass=thomas,
$bio

Thomas The Tank Engine [Model AS 768] (c) 1990 Alternative Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99823&o=2

$end


$msx1_cass=thor,
$bio

Thor (c) 1988 Proein Soft Line [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95065&o=2

$end


$saturn,sat_cart=thor2ja,thor2j,thor2jb,
$bio

Thor - Seireiohkiden (c) 1996 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59822&o=2

$end


$cpc_cass=thornsea,
$bio

Thorn Sea (c) 1987 Fernleaf Educational

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99824&o=2

$end


$snes=thobred2,
$bio

Thoroughbred Breeder II [Model SHVC-QW] (c) 1994 Hect [Hector] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62530&o=2

$end


$snes=thobred3,
$bio

Thoroughbred Breeder III [Model SHVC-AIWJ-JPN] (c) 1996 Hect [Hector] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62531&o=2

$end


$snes=thobreed,
$bio

Thoroughbred Breeder [Model SHVC-TF] (c) 1993 Hect [Hector] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62529&o=2

$end


$cpc_cass=thorr1,
$bio

Thorr 1 - Die letzten Tage von Burg Ghorrodt [Model 1290] (c) 1984 Data Media GmbH

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99825&o=2

$end


$cpc_cass=thorr2,
$bio

Thorr 2 - Die Flucht Nach Thyrros [Model 1291] (c) 1984 Data Media GmbH

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99826&o=2

$end


$cpc_cass=thorr3,
$bio

Thorr 3 - Das Geheimnis von Thyrros (c) 1985 Data Media GmbH

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99827&o=2

$end


$pc98=1000cran,
$bio

Thousand Cranes (c) 1993 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90883&o=2

$end


$pc8801_flop=thousant,
$bio

Thousantis-go no Boken (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93107&o=2

$end


$info=trally,
$bio

Thrash Rally (c) 1991 Alpha Denshi.

Thrash Rally is a top-down perspective rally racing game for one or two players. Each race begins with players asked to choose a vehicle in which to race, with each offering a different balance between handling, acceleration, vehicle endurance and top speed. 

There are two racing modes on offer. The first, World Rally Championship, features rounds that take place over lap-based circuits, with each lap having to be completed within a set time limit. World Rally mode offers players a choice of six different rally cars.

The second mode is the Paris-to-Dakar rally. This doesn’t feature laps but is a point-to-point race, with each stage having to be completed within a set time limit. In addition to the six rally cars of the World Rally mode, the Paris-to-Dakar Rally also allows players to race in either a buggy, a motorbike, or a truck.

All tracks feature a variety of different road surfaces, such as snow, gravel, sand or water. Many of the tracks also feature a variety of jumps and chicanes, as well as track-based obstacles that should be avoided.

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : NGM-038

Players : 2
Control : 8-way joystick
Buttons : 2
=> [A] Accelerate, [B] Brake

- TRIVIA -

Released in November 1991.

- PORTS -

* Consoles :
SNK Neo-Geo [JP] (December 20, 1991, "Thrash Rally [Model NGH-038]")
SNK Neo-Geo [US] (December 20, 1991, "Thrash Rally [Model NGH-038]")
SNK Neo-Geo CD [JP] (October 31, 1994, "Rally Chase [Model ADCD-003]")
SNK Neo-Geo CD [US] (1994, "Rally Chase [Model ADCD-003]")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2881&o=2

$end


$info=j6bags,
$bio

Three Bags Full (c) 199? JPM International.

- TECHNICAL -

Impact

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41063&o=2

$end


$m5_cass=3circles,
$bio

Three Circles (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95332&o=2

$end


$saturn,sat_cart=3dwarvesu,3dwarvesp,
$bio

Three Dirty Dwarves (c) 1997 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60186&o=2

$end


$saturn,sat_cart=3dwarves,
$bio

Three Dirty Dwarves (c) 1997 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60442&o=2

$end


$info=threeds,
$bio

Three Ds - Three Dealers Casino House (c) 1985 Nichibutsu.

- TECHNICAL -

Main CPU: Zilog Z80 (@4.992 MHz).
Sound: General Instrument AY-3-8910A (@1.25 MHz).

Screen Orientation: Horizontal
Screen Resolution: 256 x 224 pixels
Refresh Rate: 60Hz.
Palette colours: 32

- TRIVIA -

Runs on Nichibutsu Mahjong Hardware, even though it's not a Mahjong game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=29364&o=2

$end


$gbcolor=3lions,
$bio

Three Lions [Model DMG-AAFP-UKV] (c) 1999 Take-Two Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68950&o=2

$end


$info=sc4lions,sc4lionsa,sc4lionsb,sc4lionsc,sc4lionsd,sc4lionse,sc4lionsf,
$bio

Three Lions (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR7017]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42675&o=2

$end


$pc98=3perpair,
$bio

Three of a Perfect Pair - Puzzle Just for Tonight! (c) 19?? Bolze. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88803&o=2

$end


$cpc_cass=3weekpar,
$bio

Three Weeks in Paradise (c) 1986 Mikro-Gen [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99828&o=2

$end


$info=3wishrd,
$bio

Three Wishes Red (c) 2002 Atronic.

- TECHNICAL -

Main CPU: Z180 (@6MHz.)

Screen resolution: 256x256 pixels.
Refresh rate: 60Hz.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43627&o=2

$end


$info=3wonders,3wondersu,3wondersh,3wondersr1,
$bio

Three Wonders (c) 1991 Capcom Company, Limited.

Export releases. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Wonder 3 [B-Board 89625B-1]".

- TECHNICAL -

Runs on the "CP System" hardware.
B-Board #: 89624B-3

- TRIVIA -

These Export versions have some differences to the original Japanese version:
* The action game is called 'Midnight Wanderers' instead 'Roosters'.
* Midnight Wanderers is slightly easier in a few ways: the stage 1 mid-boss has a lower rate of fire, the stage 1 end-boss is less aggressive by shooting more and punching less.

- PORTS -

Here is a list of ports released outside Japan. For Japanese ports, please see the original Japanese version entry; "Wonder 3 [B-Board 89625B-1]". 

* Consoles : 
Microsoft XBOX [US] (November 24, 2006) "Capcom Classics Collection Vol. 2" 
Sony PlayStation 2 [US] (November 24, 2006) "Capcom Classics Collection Vol. 2 [Model SLUS-21473]" 
Sony PlayStation 2 [AU] (April 11, 2007) "Capcom Classics Collection Vol. 2 [Model SLES-54561]" 
Sony PlayStation 2 [EU] (April 13, 2007) "Capcom Classics Collection Vol. 2 [Model SLES-54561]" 

* Handhelds : 
Sony PSP [US] (March 22, 2006) "Capcom Classics Collection Remixed [Model ULUS-10097]" 
Sony PSP [EU] (July 21, 2006) "Capcom Classics Collection Remixed [Model ULES-00347]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2883&o=2

$end


$gba=3table5,
$bio

Three-in-One Pack: onnect Four + Perfection + Trouble [Model AGB-B65E-USA] (c) 2005 DSI Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76106&o=2

$end


$gba=3table6,
$bio

Three-in-One Pack: Risk + Battleship + Clue [Model AGB-B66E-USA] (c) 2005 DSI Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76107&o=2

$end


$gba=3table7,
$bio

Three-in-One Pack: Sorry! + Aggravation + Scrabble Junior [Model AGB-B67E-USA] (c) 2005 DSI Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76108&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=threshld,
$bio

Threshold (c) 1981 Sierra On-Line, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86960&o=2

$end


$coleco=threshld,
$bio

Threshold (c) 1983 Sierra On-Line, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53382&o=2

$end


$c64_cart,c64_flop=threshld,
$bio

Threshold (c) 1983 Sierra On-Line, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53744&o=2

$end


$a2600=threshol,threshole,
$bio

Threshold (c) 1982 Tigervision.

You are patrolling an unknown sector of the galaxy, armed only with your ship's phaser and your skill as a flyer when suddenly you are fired upon by unidentified alien attackers. Quickly you maneuver to avoid their missiles as you return their fire. You fight them off, six against one, to find they were only the vanguard. Wave after wave of aliens attack, each more threatening than the first.

- TECHNICAL -

Model 7-003

- STAFF -

Programmer: Warren Schwader

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51136&o=2

$end


$x68k_flop=thrice,
$bio

Thrice (c) 1991 MNM Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88168&o=2

$end


$info=thrilld,thrilldb,thrilldae,
$bio

Thrill Drive (c) 1998 Konami Company, Limited.

- TECHNICAL -

Main CPU : PPC403 (@ 32 Mhz), 68000 (@ 16 Mhz), ADSP21062 (@ 36 Mhz)
Sound Chips : RF5C400 (@ 36 Mhz)

Players : 2
Control : 8-way Joystick
Buttons : 3

- TRIVIA -

Even if titlescreen says 1998, Thrill Drive was released in January 1999 in Japan.

- TIPS AND TRICKS -

* Unlock the superhuman runner : When choosing your car, hold down the brake.

- SERIES -

1. Thrill Drive (1998)
2. Thrill Drive 2 (2001)
3. Thrill Drive 3 (2005)
4. Crazy Streets - Thrill Drive (2007)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3544&o=2

$end


$info=thrild2,thrild2a,thrild2c,thrild2ab,thrild2ac,
$bio

Thrill Drive 2 (c) 2001 Konami Corporation.

- TECHNICAL -

Konami Viper Hardware

CPU : Motorola Power PC XPC8420 @ 200-250MHz
Graphics System : 3DFX 355-0024-020 
Sound : Yamaha YMZ280B

- TRIVIA -

Thrill Drive 2 was released in March 2001.

- TIPS AND TRICKS -

* Unlock F-1 and an armored van : When you selecting your vehicle for the race, just step on the brake.

* Reverse tracks : When you are on the track selection screen rather than pushing the gas pedal push the brake pedal to select the track.

* Weather effects : On the screen where you choose your stage, shift the gear up or down.

- SERIES -

1. Thrill Drive (1998)
2. Thrill Drive 2 (2001)
3. Thrill Drive 3 (2005)
4. Crazy Streets - Thrill Drive (2007)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4112&o=2

$end


$cpc_cass=thrillt1,
$bio

Thrill Time Platinum 1 (c) 1989 Elite Systems, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99830&o=2

$end


$info=j6thril,j6thrila,
$bio

Thriller (c) 199? Crystal Leisure.

- TECHNICAL -

IMPACT

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41950&o=2

$end


$info=m1thrill,m1thrilla,m1thrillb,m1thrillc,
$bio

Thrills 'n' Spills (c) 199? Global Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42353&o=2

$end


$cpc_cass=thronfir,
$bio

Throne of Fire [Model MH256] (c) 1987 Melbourne House [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99831&o=2

$end


$cpc_cass=thrutrap,
$bio

Through the Trap Door (c) 1987 Macmillan Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99832&o=2

$end


$pc98=throwlan,
$bio

Throw Lance - Incite Steb Shooter (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90884&o=2

$end


$info=j6roof,j6roofa,sp_roof,sp_roofa,
$bio

Thru' The Roof (c) 199? Ace Coin Equipment, Limited.

- TECHNICAL -

Impact

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41142&o=2

$end


$bbca_cass,bbcb_cass=thrust,
$bio

Thrust (c) 1986 Superior Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52585&o=2

$end


$cpc_cass=thrust1,thrust,
$bio

Thrust (c) 1986 Firebird Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99834&o=2

$end


$cpc_cass=thrust2,
$bio

Thrust II (c) 1986 Firebird Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99835&o=2

$end


$cdi=berenstd,
$bio

Thuis Bij de Berenstain Beren - Thuis en bij jou (c) 1993 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53136&o=2

$end


$cdi=thumblin,
$bio

Thumbelina (c) 1995 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53137&o=2

$end


$info=thunderl,
$bio

Thunder & Lightning (c) 1990 Seta.

A ball and paddle game.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 8 Mhz)
Sound Chips : X1-010 (@ 16 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Thunder & Lightning was released in December 1990 in Japan. It was licensed to Romstar for US manufacture and distribution.

- SERIES -

1. Thunder & lightning (1990)
2. Block Carnival (1992)

- PORTS -

* Consoles :
[JP] Nintendo Famicom (1991) "Family Block [Model ATH-4T]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2884&o=2

$end


$info=thunderlbl,
$bio

Thunder & Lightning (c) 1991 Hyogo.

Pirate version featuring sounds from Tetris.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101373&o=2

$end


$nes=thndlght,
$bio

Thunder & Lightning (c) 1990 Romstar, Incorporated.

- TECHNICAL -

Model NES-4T-USA

- TRIVIA -

Released in December 1990.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55731&o=2

$end


$gba=thundral,
$bio

Thunder Alley [Model AGB-BTHE-USA] (c) 2004 XS Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76109&o=2

$end


$x1_flop=thndrbal,
$bio

Thunder Ball (c) 1986 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86149&o=2

$end


$msx1_cart=thndrbal,thndrbala,
$bio

Thunder Ball [Model 2013603] (c) 1985 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77548&o=2

$end


$sms=tblade,
$bio

Thunder Blade (c) 1988 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56255&o=2

$end


$msx1_cass=tblade,
$bio

Thunder Blade (c) 1988 US Gold, Ltd. [Birmingham, UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95066&o=2

$end


$cpc_cass=tblade,
$bio

Thunder Blade (c) 1988 US Gold, Ltd. [Birmingham, UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99836&o=2

$end


$amigaocs_flop=tblade,
$bio

Thunder Blade (c) 1989 US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75350&o=2

$end


$amigaocs_flop=tbladeu,
$bio

Thunder Blade (c) 1989 Mindscape, Incorporated. [Northbrook, IL, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75352&o=2

$end


$info=tvthbld,
$bio

Thunder Blade (c) 1990 TOURVision.

Unlicensed Spanish game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84978&o=2

$end


$x68k_flop=tblade,
$bio

Thunder Blade (c) 1990 Sharp [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88169&o=2

$end


$amigaocs_flop=tbladea,
$bio

Thunder Blade [Budget] (c) 1989 Kixx

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75351&o=2

$end


$info=thndrbld1,
$bio

Thunder Blade [Deluxe Sit-Down model] (c) 1987 Sega Enterprises, Limited.

Taking control of a heavily-armed 'battle chopper, the player must battle through a variety of both overhead and 'into-the-screen' 3-D stages.

Each stage is packed with a mixture of enemy choppers, planes, tanks, boats and static gun emplacements, all intent on bringing Thunder Blade crashing to the ground.

The player's 'copter is armed with 2 different weapons; a rapid-fire machine gun and air-to-ground missiles - both of which have unlimited ammunition.

The first half of every stage begins with a top-down, vertically-scrolling section, before switching to an 'After Burner-esque', into-the-screen section.

Thunder Blade consists of four stages, which are as follows :
* Stage 1 : The game begins in a skyscraper-packed city. Enemies consist of rival choppers, jets, and ground-based tanks and gun emplacements. The level ends over the sea, with the player facing a huge and heavily-armed battleship. 
* Stage 2 : This stage begins with the player navigating a desert canyon, before switching to the into-the-screen view and taking the player through a number of stalactite-packed and densely populated caves. A huge ground-based tank awaits the player at the end of the stage.
* Stage 3 : This begins in a river canyon, before moving on to a rain-forest river network. As well the the usual line-up of enemies, heavily-armed boats are introduced. the end-of-level battle takes place in the skies as the player attempts to destroy a massive jet fighter.
* Stage 4 : The 4th and final stage begins with a repeat of the first stage's city level, only this time the action takes place at night. The second half of this stage takes the player deep into an industrial complex, eventually leading to an end-of-game showdown with a massive and heavily-armed gun emplacement.

- TECHNICAL -

Sega X Board hardware

Unlike the upright cabinet version, Sit-Down model's joystick (which, in both cabinets, is shaped like a helicopter yoke) doesn't vibrate. The player sits on a bright orange 'helicopter' seat and the seat moves in sync with the chopper's movements - in other words; the player controls the movement of the seat. The monitor of the Sit-down version is decorated with various dials and graphics to simulate the look of a real helicopter cockpit.

- TRIVIA -

Released in December 1987.

Also released as "Thunder Blade [Upright model]"

Despite bringing nothing new or original to the shoot'em up genre, Thunder Blade was a huge commercial success for Sega. This was down to the superb and innovative use of their breathtaking sprite-scaling graphics technology - used to such stunning effect in "Out Run", "Super Hang-on", "After Burner", etc. The way Thunder Blade constantly switched between overhead and into-the-screen levels was smooth and flawless and helped to disguise the otherwise unremarkable game-play.

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

- STAFF -

Music by : Koichi Namiki

- PORTS -

* Consoles :
Sega Mega Drive (1988, "Super Thunder Blade")
Sega Master System (1988)
Sega Mega Drive (199?, "MegaGames 3in1 Vol 3")

* Computers :
Amstrad CPC (1988)
Atari ST (1988)
Commodore 64 (1988)
Commodore Amiga (1988)
NEC PC-Engine (1988)
Sinclair ZX Spectrum (1988)
Amstrad CPC (1989, "Coin-Op Hits")
Sharp X68000 (1990)

* Others :
Tiger LCD Handheld Game (1988) : Features 99 levels of play as you pilot your craft to battle!

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=19582&o=2

$end


$info=thndrbld,thndrbldd,
$bio

Thunder Blade (c) 1987 Sega.

Taking control of a heavily-armed battle chopper, the player must battle through a variety of both overhead and 'into-the-screen' 3-D stages.

Each stage is packed with a mixture of enemy choppers, planes, tanks, boats and static gun emplacements, all intent on bringing Thunder Blade crashing to the ground.

The player's 'copter is armed with 2 different weapons; a rapid-fire machine gun and air-to-ground missiles - both of which have unlimited ammunition.

The first half of every stage begins with a top-down, vertically-scrolling section, before switching to an 'After Burner-esque', into-the-screen section.

Thunder Blade consists of four stages, which are as follows :
* Stage 1 : The game begins in a skyscraper-packed city. Enemies consist of rival choppers, jets, and ground-based tanks and gun emplacements. The level ends over the sea, with the player facing a huge and heavily-armed battleship. 
* Stage 2 : This stage begins with the player navigating a desert canyon, before switching to the into-the-screen view and taking the player through a number of stalactite-packed and densely populated caves. A huge ground-based tank awaits the player at the end of the stage.
* Stage 3 : This begins in a river canyon, before moving on to a rain-forest river network. As well the the usual line-up of enemies, heavily-armed boats are introduced. the end-of-level battle takes place in the skies as the player attempts to destroy a massive jet fighter.
* Stage 4 : The 4th and final stage begins with a repeat of the first stage's city level, only this time the action takes place at night. The second half of this stage takes the player deep into an industrial complex, eventually leading to an end-of-game showdown with a massive and heavily-armed gun emplacement.

- TECHNICAL -

[Upright model]
Sega X Board hardware
Game ID: 317-0056

Main CPU : (2x) Motorola 68000 (@ 12.5 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2151 (@ 4 Mhz), Sega (@ 4 Mhz)

Players : 1
Control : stick, throttle
Buttons : 2

- TRIVIA -

Released in December 1987.

Also released as "Thunder Blade [Deluxe Sit-Down model]".

Despite bringing nothing new or original to the shoot'em up genre, Thunder Blade was a huge commercial success for Sega. This was down to the superb and innovative use of their breathtaking sprite-scaling graphics technology - used to such stunning effect in "Out Run", "Super Hang-on", "After Burner", etc. The way Thunder Blade constantly switched between overhead and into-the-screen levels was smooth and flawless and helped to disguise the otherwise unremarkable game-play.

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

- STAFF -

Music by : Koichi Namiki

- PORTS -

* Consoles :
Sega Mega Drive (1988, "Super Thunder Blade")
Sega Master System (1988)
Sega Mega Drive (199?, "MegaGames 3in1 Vol 3")

* Computers :
Amstrad CPC (1988)
Atari ST (1988)
Commodore 64 (1988)
Commodore Amiga (1988)
NEC PC-Engine (1988)
Sinclair ZX Spectrum (1988)
Amstrad CPC (1989, "Coin-Op Hits")
Sharp X68000 (1990)

* Others :
Tiger LCD Handheld Game (1988) : Features 99 levels of play as you pilot your craft to battle!

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2885&o=2

$end


$sms=tbladej,
$bio

Thunder Blade (c) 1988 Sega Enterprises, Limited.

- TECHNICAL -

Game ID: G-1360

- TRIVIA -

Released on July 30, 1988 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55903&o=2

$end


$pce=tblade,
$bio

Thunder Blade (c) 1990 NEC Avenue, Limited.

Adaptation from Sega Coin-Op. You pilot an Helicopter and you must destroy enemy forces. The game originality is the way how view changes from one stage to the other., from a top/3D view, to a back/3D view.

- TECHNICAL -

HuCARD ID: NAPH-1015
HuCARD Size: 4 MBits.

- TRIVIA -

Released on December 07, 1990 in Japan for 7200 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58757&o=2

$end


$gbcolor=thundbmn,thundbmna,
$bio

Thunder Blast Man (c) 199? Sachen.

- TECHNICAL -

Game ID: EB-003

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68951&o=2

$end


$info=thndblst,
$bio

Thunder Blaster (c) 1991 Irem.

- TECHNICAL -

Irem M-92 system hardware

Main CPU : V33 (@ 9 Mhz)
Sound CPU : V30 (@ 7.15909 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), GA20 (@ 3.579545 Mhz)

Screen orientation : Vertical
Video resolution : 240 x 320 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

This game is known outside Japan as "Lethal Thunder".

- TIPS AND TRICKS -

* Endings : The game has 4 endings depending on your performance...
Ending 1 - Defeat all the bosses.
Ending 2 - Let 2 bosses escape and defeat the others.
Ending 3 - Let 3 bosses escape and defeat the others.
Ending 4 - Let all the bosses escape, including the last boss.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2886&o=2

$end


$amigaocs_flop=tburner,
$bio

Thunder Burner (c) 1992 Loriciels [France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75353&o=2

$end


$intv=thcastle,
$bio

Thunder Castle (c) 1986 INTV.

Guide your knight through the deadly mazes of Thunder Castle, slaying evil dragons, sorcerers and demons as you go. Watch for gates that block your path... magic objects that grant special powers, extra points, or extra lives...and magic creatures that energize your knight. Complete all three mazes -- forest,  castle and dungeon -- and the game starts over at a faster speed. Continue playing, increasing your score, until all of your knight's lives are lost.

OBJECT OF THE GAME: To score the highest number of points by slaying the evil guardians of each maze and collecting magic objects. The player with the highest score at the end of the game is the winner.

- TECHNICAL -

Model 4469

- TRIVIA -

On January 22, 1982, Vice President of Application Software Gabriel Baum announced a competition for the best game idea with a magic theme. The reason was never announced -- probably Marketing had an idea for a promotional tie-in somewhere -- but whatever it was must have fallen through, since Gabriel didn't bother picking a winner until April.

The winner was Connie Goldman. Connie had been hired as a programmer, but it quickly became apparent that her strength was character animation. She started work on the game, originally titled Magic Castle, but she was continuously pulled away from it to do graphics for other, higher priority games and to put together demos for Marketing. (She did excellent animations of Peanuts, Garfield and McDonalds characters, among others, when Marketing was trying [unsuccessfully] to obtain those licenses.)

Whenever she had time she would return to her game, which had begun appearing in Mattel Electronic catalogs as Mystic Castle, but it was further delayed when Bill Goodrich got permission to use half of the animated characters from it in his own, higher priority, Intellivoice game Quest.

After completing his own game, Mind Strike, and overseeing the programming of Bump 'n' Jump, David Warhol was given the task of helping Connie finish Mystic Castle. They strengthened the game play and, after the cancellation of the voice games, reinstated the animations stolen for Quest. Under the new name Thunder Castle, the game was completed, well over a year after Connie had first started working on it.

Mattel Electronics was closed shortly thereafter, before the game went into production; Thunder Castle was finally released by INTV Corporation in 1986.

- SCORING -

Slay a guardian:
Green: 300 points
Gold: 400 points
Red: 500 points

Pick up magic object (except coins, candlestick and comb):
1st object in maze: 100 points
2nd object in maze: 200 points
All other objects in maze: 300 points
Coins: 500 points

- TIPS AND TRICKS -

* Extra lives awarded when score reaches 5,000, 10,000, 20,000, 50,000 and 100,000 points.

* Lure an evil guardian as close as possible to your knight before touching a magic creature. Your knight will be energized for only a few seconds and meanwhile, the guardian is running away from you!

* Try to anticipate gates, to trap an evil guardian in a dead end. Corners also slow guardians down.

* Pick up the most useful magic objects. Although all objects give points, some are more useful than others. Exceptions: Always pick up coins and candlesticks. The extra points and lives don't affect other magic powers.

* Avoid touching the comb whenever possible, but don't be afraid to sacrifice points, if the comb stands between your knight and a safe retreat.

* Easter Egg: Press 0 (zero) on either hand controller while the title screen is displayed to see game credits.

- STAFF -

Design: Connie Goldman, David Warhol
Program/Music/Sound Effects: David Warhol
Graphics: Connie Goldman

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60977&o=2

$end


$info=tceptor,
$bio

Thunder Ceptor (c) 1986 Namco.

- TECHNICAL -

Game ID : TC

Main CPU : Motorola M6809 (@ 1.536 Mhz), 68000 (@ 12.288 Mhz), Hitachi HD63701 (@ 1.536 Mhz)
Sound CPU : (2x) Motorola M65C02 (@ 2.048 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), Namco 8-channel WSG, DAC

Players : 1
Control : stick
Buttons : 4

- TRIVIA -

Released in July 1986.

The game was average and the BGM was excellent. So many people remenber this game only for its soundtrack.

- SERIES -

1. Thunder Ceptor (1986)
2. Thunder Ceptor II (1986)

- STAFF -

Music by : Norio Nakagata

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2887&o=2

$end


$info=tceptor2,
$bio

Thunder Ceptor II (c) 1986 Namco.

A three-dimensional shoot'em up.

- TECHNICAL -

Game ID : TC

Main CPU : Motorola M6809 (@ 1.536 Mhz), Motorola 68000 (@ 12.288 Mhz), Hitachi HD63701 (@ 1.536 Mhz)
Sound CPU : (2x) Motorola M65C02 (@ 2.048 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), Namco 8-channel WSG, DAC

Players : 1
Control : stick
Buttons : 4

- TRIVIA -

Thunder Ceptor II was released in December 1986.

- SERIES -

1. Thunder Ceptor (1986)
2. Thunder Ceptor II (1986)

- STAFF -

Music by: Norio Nakagata

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2888&o=2

$end


$info=thunderx,thunderxj,thunderxa,thunderxb,
$bio

Thunder Cross (c) 1988 Konami.

Wipe Out The Mechanikon Hordes! Take off into outer space and prepare for battle.

- TECHNICAL -

Game ID : GX873

Main CPU : KONAMI (@ 3 Mhz)
Sound CPU : Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Thunder Cross was released in October 1988.

The legendary music Horizon by Olof 'Blaizer' Gustafsson found in many Amiga Cracktros of early 90s was actually a cover of the first level music of Thunder Cross. Olof Gustaffson is the inhouse musician of Digital Illusion of Pinball Dreams fame and before going commercial he was an active scener in the Amiga demo group 'The Silents'.

King Records released a limited-edition soundtrack album for this game (Thunder Cross : Konami Kukeiha Club - 276A-7703) on May 21, 1989.

- UPDATES -

The Japanese version has different level order.

- SERIES -

1. Thunder Cross (1988)
2. Thunder Cross II (1991)

- STAFF -

Soft technicians : Kalcium Wada, The Great Utamaro
Team consultant : Beauty Hide
Production superviser : K. Hiro
Animation character : Moriyanma 24
Set visual artist : M. Sunachan
Sound designers : Nyanpy J-Kane, Prophet Fuka
Processing to Hard : Taka
Package designer : Maya 2095

- PORTS -

* Consoles :
Sony PlayStation 2 [JP] (February 8, 2007; "Oretachi Game Center Zoku: Thunder Cross [Model SLPM-62744]")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2889&o=2

$end


$info=thndrx2,thndrx2a,thndrx2j,
$bio

Thunder Cross II (c) 1991 Konami.

Taking place in the future of space colonization, the planet Haniamu IV is under attack from a relentless, unknown military force known only as Black Impulse. The strongest Earth ships capable of stopping the total conquering of the planet are the Blue Thunder M-45 (player 1) and the Red Thunder M-24 (player 2).

Thunder Cross is a classic horizontal shooter with 7 stages. Players control the Thunder fighter with up to four "options", which arrange up and down vertically and add to the player's attack power. Three weapons are selectable ranging from the Vulcan shot to the Laser and the Boomerang shot (which doubles as a ricochet weapon). Typical of a Konami shooter, Thunder Cross forces the player to beat the game twice in a harder loop of the first seven levels.

- TECHNICAL -

Game ID : GX073

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound CPU : Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), K053260 (@ 3.579545 Mhz)

Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

King Records released a limited-edition soundtrack album for this game (Konami Game Music Collection Vol.4 - KICA-7505) on 05/10/1991.

- SERIES -

1. Thunder Cross (1988)
2. Thunder Cross II (1991)

- STAFF -

Producer : T. Nakagawa
Programmers : K. Tokunaga, K. Kano
Graphic designers : Satoru. K, S. Yamamoto, T. Kiuchi, Y. Kimura, Y. Takano, Kazuaki Nakanishi, T. Nakanishi, T. Nakazawa, M. Tohyama
Assist : Y. Suzuki
Sound designer : Mikio Saito (Metal Yuhki)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2890&o=2

$end


$info=tdragon,tdragonb,tdragon1,
$bio

Thunder Dragon (c) 1991 NMK.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 10 Mhz)
Sound Chips : YM2203 (@ 1.5 Mhz), (2x) OKI6295 (@ 24.242 Khz)

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in August 1991.

Licensed to Tecmo for distribution.

- UPDATES -

The bootleg version uses the "Raiden" (seibu) sound hardware (a Z80 @ 3.579545 Mhz), all musics from "Raiden" are present =).

- TIPS AND TRICKS -

* Secret Message : Reset game and hold down Player 2 buttons 1 and 2. If you did it fast enough, you will see the message 'Ready?'. If not try again. Press P1 Button 2(x14). If you did this correctly, you should see another message '4th June. 1991'. And you are in the test mode.

- SERIES -

1. Thunder Dragon (1991)
2. Thunder Dragon 2 (1993)

- STAFF -

Producer : Yukio Tomonari
Director : Yosuke Ono
Game designer : Merry Tamio
Programmer : Lieut. Col. Ore
Scenario writer : Ikezu Kenzi
Sound creator : Hide-Kaz
Graphic designers : Ikezu Kenzi, Giant Ama

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2891&o=2

$end


$info=tdragon2,tdragon2a,
$bio

Thunder Dragon 2 (c) 1993 NMK.

A vertically scrolling shoot'em up.

- TECHNICAL -

Game ID : UPL-93091

Main CPU : Motorola 68000 (@ 10 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : YM2203 (@ 1.5 Mhz), (2x) OKI6295 (@ 24.242 Khz)

Screen orientation : Vertical
Video resolution : 224 x 384 pixels
Screen refresh : 57.00 Hz
Palette Colors : 1024

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Released in October 1993.

This game is also known as "Big Bang - Power Shooting".

- SERIES -

1. Thunder Dragon (1991)
2. Thunder Dragon 2 (1993)

- STAFF -

Planner : W.W. Miyakawa
Programmer : Ore-Dayo
Co-programmer : Ryu Kikuchi
Graphic designers : Ikezu-Kenji, Kate Seki, Gaku Arita, Aniki Nisimura, Uisaku Origami
Sound creator : Manabu Namiki (Taro)
Sound adviser : Hide-Kaz

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2892&o=2

$end


$pc98=tforce,
$bio

Thunder Force (c) 1984 Tecno-Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48530&o=2

$end


$pc8801_cass=tforce,
$bio

Thunder Force (c) 1984 Tecno Soft [TechnoSoft] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91280&o=2

$end


$fm7_disk=tforce,
$bio

Thunder Force (c) 1984 Tecno Soft [TechnoSoft] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93660&o=2

$end


$fm7_cass=tforce,tforcea,
$bio

Thunder Force (c) 1984 Tecno Soft [TechnoSoft] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93812&o=2

$end


$info=tfrceac,tfrceacj,tfrceacb,
$bio

Thunder Force AC (c) 1990 Sega.

- TECHNICAL -

Runs Sega "System C-2" hardware.

Players: 2
Control: 8-way joystick
Buttons: 3

- TRIVIA -

Thunder Force AC was released in December 1990 in Japan. AC stands for 'ArCade'.

This game is a port of the Sega Mega Drive  game "Thunder Force III". The main changes from the home console version are:
-No stage select screen
-Stages are shorter.
-Slightly different enemy layout.
-Some graphics are changed, including title screen.
-Many voice tracks added.

- STAFF -

Developed by Technosoft.

- PORTS -

* Consoles :
Nintendo Super Famicom (1991) "Thunder Spirits"
Sega Saturn (1996) "ThunderForce Gold Pack Vol. 2"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2893&o=2

$end


$saturn,sat_cart=tfgold1,
$bio

Thunder Force Gold Pack 1 (c) 1996 TechnoSoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59823&o=2

$end


$saturn,sat_cart=tfgold2,
$bio

Thunder Force Gold Pack 2 (c) 1996 TechnoSoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59824&o=2

$end


$x68k_flop=tf2,tf2d,
$bio

Thunder Force II (c) 1988 Tecno Soft [TechnoSoft] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88170&o=2

$end


$info=mt_tfor2,
$bio

Thunder Force II MD (c) 1989 Sega.

- TECHNICAL -

Runs on the "Mega-Tech System" hardware.
Cartridge ID: 610-0239-11

- TRIVIA -

Released in June 1989.

'MD' stands for 'Mega Drive'. This is because this version is a port of the original X68000 release.

- TIPS AND TRICKS -

* Options Menu : At the title screen, press and hold A+B+C and then press Start.

- PORTS -

* Consoles :
Sega Saturn (1996, "ThunderForce Gold Pack Vol. 1")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2371&o=2

$end


$megadriv=tf2j,
$bio

Thunder Force II MD (c) 1989 Tecno Soft.

- TECHNICAL -

Cartridge ID: T-18013

- TRIVIA -

Released on June 15, 1989 in Japan. Thunder Force II MD was the very first third-party game released for the Mega Drive in Japan, eight months after the system's initial launch.

Reviews:
[FR] Consoles + HS N.2 : 90/100
[FR] Player One (Oct. 1990): 58/100

- SERIES -

1. Thunder Force (PC98)
2. Thunder Force II (X68000)
3. Thunder Force II MD [Model T-18013] (1989, Mega Drive)
4. Thunder Force III [Model T-18033] (1990, Mega Drive)
5. Thunder Force IV [Model T-18063] (1992, Mega Drive)
6. Thunder Force V [Model T-1811G] (1997, Saturn)
7. Thunder Force VI [Model SLPM-55096] (2008, PS2)

- STAFF -

Program: Izumi Fukuda, Takashi Iwanaga, Haruhiko Ohtsuka
Graphics & Design: Osamu Tsujikawa
Stage Design: Takashi Iwanaga
Music Compose: Tomomi Ōtani
Sound Effects: Naosuke Arai
Wording: Kazue Matsuoka, Kikuko Tamichi, Fumio Sugano
Special Thanks To: Sōichirō Hikichi, Kazuhiro Imamura
Cover Illustration: Marc William Ericksen

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56986&o=2

$end


$megadriv=tf3,
$bio

Thunder Force III (c) 1990 Tecno Soft.

- TECHNICAL -

Cartridge ID: T-18033

- TRIVIA -

Released on June 08, 1990 in japan.

Reviews:
March 1992 - Joypad N.6 [FR]: 94/100
March 1992 - Consoles + N.8 (Page 54) [FR]: 95/100

- SERIES -

1. Thunder Force (PC98)
2. Thunder Force II (X68000)
3. Thunder Force II MD [Model T-18013] (1989, Mega Drive)
4. Thunder Force III [Model T-18033] (1990, Mega Drive)
5. Thunder Force IV [Model T-18063] (1992, Mega Drive)
6. Thunder Force V [Model T-1811G] (1997, Saturn)
7. Thunder Force VI [Model SLPM-55096] (2008, PS2)

- STAFF -

Programming: Izumi Fukuda, Takashi Iwanaga, Haruhiko Ohtsuka
Graphics / Design: Osamu Tsujikawa, Yoichi Muto
Stage Design: Takashi Iwanaga
Music Composers: Toshiharu Yamanishi, Tomomi Ōtani
Sound Effects: Naosuke Arai
Voice: Kaoru 
Manual: Fumio Sugano
Wording: Kazue Matsuoka

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70582&o=2

$end


$megadriv=tf4,tf4j,
$bio

Thunder Force IV (c) 1992 TechnoSoft

- TECHNICAL -

Game ID: T-18063

- TRIVIA -

Released on July 24, 1992 in Japan

Reviews:
[FR] Consoles+ No. 13 (October 1992): 87/100

- STAFF -

Programming: Indick M. S. T., Yotaro , Zako , Chinpui , K.W.D. , Edger , Fake Dwarf Giva, Godzy , Alpha 
Graphics: Two Socks, K.R.P. , Gaja , Silver Hammer, Ushimatu , Hunter , Booby Master, Tamtam , Guges D., Unbalance , Pei Crash, No Remorse, Shion 
Music: Toshiharu Yamanishi (Funky Surounin), Takeshi Yoshida (Omen), Naosuke Arai (Yunker Matai)
Voice: Atuko 
Director: My Home Papa
Producer: Sigotonin

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56987&o=2

$end


$pc8801_flop=tforcesr,
$bio

Thunder Force SR (c) 1985 Tecno Soft [TechnoSoft] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93108&o=2

$end


$psx=thunderf,
$bio

Thunder Force V - Perfect System [Model SLPS-01406] (c) 1998 TechnoSoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85794&o=2

$end


$saturn,sat_cart=tf5,tf5a,
$bio

Thunder Force V (c) 1997 TechnoSoft

- TECHNICAL -

Game ID: T-1811G

- SERIES -

1. Thunder Force (PC98)
2. Thunder Force II (X68000)
3. Thunder Force II MD [Model T-18013] (1989, Mega Drive)
4. Thunder Force III [Model T-18033] (1990, Mega Drive)
5. Thunder Force IV [Model T-18063] (1992, Mega Drive)
6. Thunder Force V [Model T-1811G] (1997, Saturn)
7. Thunder Force VI [Model SLPM-55096] (2008, PS2)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59825&o=2

$end


$x1_flop=tforce,
$bio

Thunder Force (c) 1984 Tecno Soft.

- TECHNICAL -

Game ID: TX1-016

- TRIVIA -

Original price: 6,900 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86150&o=2

$end


$x1_cass=tforce,
$bio

Thunder Force [Model TX4-014] (c) 1983 Tecno Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86287&o=2

$end


$info=thundfox,thundfoxu,thundfoxj,
$bio

Thunder Fox (c) 1990 Taito Corp.

The world is being overrun by terrorists! Not to worry, since two super soldiers are on the case of wiping out this threat. Features nice graphics and sound, along with solid side-scrolling "Rolling Thunder" style action as well as some side scrolling shooter stages to mix things up.

- TECHNICAL -

Runs on the "Taito F2 System" hardware. It used a graphics extension on the board, the so called Taito F2 Expanded System.

Prom Stickers : C28

Players : 2
Control : 8-way joystick
Buttons : 3 (ATTACK, JUMP, SPECIAL WEAPON)

- TRIVIA -

Thunder Fox was released in August 1990.

As odd as it may sound, this is one of the very few game that lets you use melee attacks with some firearms without actually firing a single shot, this allows you to use these only when you really need extra firepower! It is so strange that this idea is not used more often! :)

- UPDATES -

The US version has the 'Winners Don't Use Drugs' screen.

- TIPS AND TRICKS -

* Timer Bonus: If you destroy the bosses quickly, you can get bonus points.

- STAFF -

Game designer : Keppel Maekawa
Creators : Wolf Kato, Oki, Van Van, CZ-601, Takahiro Natani, Mizushima-ya.Mii, FZR-Mom
Character designers : Noritaka Kawamoto, Nishikawa, Morimoto, Kazama, Omae, Yamada, Kawagishi
Designer : Hiroyasu Nagai
Sound director : Hisayoshi Ogura (OGR.)
Music composer : Kazuko Umino (Karu.)
Sounds effects editor : (Pochi.)

Special Thanks : Tyrant-Mac

- PORTS -

* Consoles :
Sega Genesis [US] (1991)
Sega Mega Drive [JP] (June 26, 1991) "Thunder Fox [Model T-11113]" 
Microsoft XBOX [EU] (October 14, 2005) "Taito Legends" 
Sony PlayStation 2 [EU] (October 14, 2005) "Taito Legends [Model SLES-53438]" 
Microsoft XBOX [US] (October 25, 2005) "Taito Legends" 
Sony PlayStation 2 [US] (October 25, 2005) "Taito Legends [Model SLUS-21122]" 
Sony PlayStation 2 [KO] (July 18, 2006) "Taito Legends [Model SLKA-15056]" 
Sony PlayStation 2 [JP] (March 29, 2007) "Taito Memories II Gekan [Model SLPM-66713]" 

* Computers :
PC [MS Windows, CD-ROM] [EU] (October 14, 2005) "Taito Legends" 
PC [MS Windows, CD-ROM] [US] (November 10, 2005) "Taito Legends"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2894&o=2

$end


$megadriv=tfox,
$bio

Thunder Fox (c) 1991 Taito Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57477&o=2

$end


$megadriv=tfoxj,
$bio

Thunder Fox (c) 1991 Taito Corp.

- TECHNICAL -

Cartridge ID: T-11113

- TRIVIA -

Thunder Fox for Mega Drive was released on June 26, 1991 in Japan.

Reviews:
September 1991 - Consoles + N.1 [FR]: 86/100
October 1991 - Joypad N.1 [FR]: 62/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56988&o=2

$end


$info=theroes,
$bio

Thunder Heroes (c) 2001 Primetec Investments, Limited.

- TECHNICAL -

Cave 1st Generation Hardware

Main CPU : Motorola 68000 (@ 16 Mhz)
Sound Chips : Yamaha YMZ280B (@ 16.9344 Mhz)

Players : 2
Control : 8-Way Joystick
Buttons : 4 
=> [A] Punch, [B] Kick, [C] Jump, [D] Special

- TRIVIA -

Thunder Heroes was released in February 2001.

This game is a licensed copy or a rip-off of "Gaia Crusaders".

Default High-score table ('Score Ranking') :
1st 500000 KOH
2nd 400000 JIM
3rd 350000 KOU
4th 300000 GEK
5th 250000 FRE
6th 200000 SEI
7th 180000 ADK
8th 150000 NOS
9th 120000 GOD
10th 100000 ABA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5910&o=2

$end


$info=thoop,
$bio

Thunder Hoop (c) 1992 Gaelco.

A  platform game where you aim to defeat Dr. GenBrain. Climb ladders and jump on platforms while killing enemies on the way to the end-of-level boss.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound Chips : OKI6295 (@ 8 Khz)

Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024

Players : 2
Control : 8-way joystick
Buttons : 2

- SERIES -

1. Thunder Hoop (1992)
2. TH Strikes Back (1994)

- STAFF -

Character Graphics Design : Javier Arrebola
Scenery Graphics Design : Tony Yeste
Software Development : Albert Sunyer, Enric Vives
Hardware : Javier Valero, Jordi Vilella
Sound : Joan Sanmarti
Story by : FXAG
Product Manager : Josep Quingles

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3501&o=2

$end


$cdi=tparad,tparadg,tparadu,
$bio

Thunder in Paradise (c) 1995 Philips Interactive Media, Incorporated.

You're in the middle of an action-packed adventure with your cohorts Spence (Terry ""Hulk"" Hogan) and Bru (Chris Lemmon). Blast your way through three mind-blowing action encounters as you attempt to rescue Spence's daughter Jessica, regain control of the M.A.J.O.R., and crush your arch enemy Rampike. Race ate hyperspeed through the Caribbean, aboard Thunder, a 45-foot piece of high-tech marine hardware. Take control of the boat's weapon systems and defend Thunder from a shower of deadly threats. Face down minions of the psychotic Rampike on the eerie trails of Rossiter's Island. Go toe-to-toe with the M.A.J.O.R., a bio-humanoid gone haywire, in a battle for Jessica's life!

- TECHNICAL -

Model 810 0198

- TRIVIA -

The game is an adaptation of the Thunder In Paradise episode 'The M.A.J.O.R. and the Minor', which was mainly filmed throughout the Walt Disney World Resort (especially Rossiter's Island which is actually the Typhoon Lagoon Water Park).

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53138&o=2

$end


$amigaocs_flop=thdrjaws,
$bio

Thunder Jaws (c) 1991 Domark Group, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75354&o=2

$end


$cpc_cass=thundjaw,
$bio

Thunder Jaws (c) 1991 Domark Group, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99839&o=2

$end


$megadriv=tpwres,
$bio

Thunder Pro Wrestling Retsuden (c) 1992 Human Entertainment

Thunder Pro Wrestling Retsuden features the World Championship where one wrestler qualifies to win the title, Exciting one shot single or tag matches, the 5-on-5 Elimination and 1-on-2 Handicap with a roster of 12 wrestlers.

It's for one or two players.

- TECHNICAL -

Cartridge ID: T-43013

Players: 2
Control: 8-Way Joystick
Buttons: 3
=> [B] Weak strike/grapple, [C] Medium Strike/grapple, [A] Run/Strong strike/grapple

- TRIVIA -

Thunder Pro Wrestling Retsuden translates to Thunder Pro Wrestling Biographies and was released in Japan in March 27, 1992. It's the only game in the Fire Pro series to be released to the Sega Mega Drive.

It was the first pro-wrestling video game to bring tag team wrestling to the Sega Mega Drive.

The wrestlers in the game are based on the following real life personalities:

Great Star = Antonio Inoki (New Japan Pro Wrestling)
Emperor Ken = Riki Choshu (New Japan Pro Wrestling)
Masked Hell = Jushin Liger (New Japan Pro Wrestling)
Mr. Yokozuna = Genichiro Tenryu (Super World of Sports)
Senor King = Jumbo Tsuruta (All Japan Pro Wrestling)
Masked Typhoon = Super Strong Machine (New Japan Pro Wrestling)
Buster Ryukiba = Akira Maeda (Fighting Network RINGS)
Victory Junkie = Stan Hansen (All Japan Pro Wrestling)
Ralph Panther = Hulk Hogan (World Wrestling Federation)
Hideaki Cho = Bam Bam Bigelow (New Japan Pro Wrestling)
Storm Daisuke = Kensuke Sasaki (New Japan Pro Wrestling)
Star Bomber = Big Van Vader (New Japan Pro Wrestling)

It is the only game in the Fire Pro series that makes use of an Special bar that enables the wrestler to perform their finishing maneuver. Three segments of the bar are required and if used early, the move is usually reversed and the player penalized by losing the three segments of their Special bar.

Reviews:
[FR] June 1992 - Joypad N.9: 68/100

- TIPS AND TRICKS -

Hold Start button and press A, B and C buttons simultaneously. The game will soft reset.

Press Up and C at the Game Over screen of World Championship to get three more continues.

To pit the same wrestlers against one another, use controller 2, highlight the wrestler Player 1 selected, hold button B, and press C button.

- SERIES -

1. Fire Pro Wrestling - Combination Tag [Model HM89001] (1989, PC-Engine)
2. Fire Pro Wrestling 2nd Bout [Model HM91005] (1991, PC-Engine)
3. Super Fire Pro Wrestling [Model SHVC-FP] (1991, Super Famicom)
4. Thunder Pro Wrestling Retsuden (1992, Sega Mega Drive)
5. Fire Pro Wrestling 3 - Legend Bout (1992, PC-Engine)
6. Super Fire Pro Wrestling 2 [Model SHVC-FF] (1992, Super Famicom)
7. Super Fire Pro Wrestling III - Final Bout [Model SHVC-F3] (1993, Super Famicom)
8. Fire Pro Joshi - All Star Dream Slam [Model SHVC-J4](1994, Super Famicom)
9. Super Fire Pro Wrestling Special [Model SHVC-AP4J-JPN] (1994, Super Famicom)
10. Blazing Tornado (1994, Arcade)
11. Wrestling Universe - Fire Pro Joshi - Dome Choujo Taisen - WOWOW vs. JWP [Model HMCD-4008] (1995, PC-Engine CD)
12. Super Fire Pro Wrestling - Queen's Special [Model SHVC-AQQJ-JPN] (1995, Super Famicom)
13. Super Fire Pro Wrestling X [Model SHVC-AF5J-JPN](1995, Super Famicom)
14. Fire Pro Wrestling - Iron Slam '96 (1996, Playstation)
15. Super Fire Pro Wrestling X Premium [Model SHVC-AF6J-JPN] (1996, Super Famicom)
16. Fire Pro Wrestling S - 6Men Scramble [Model T-4308G] (1996, Saturn)
17. Fire Pro Wrestling G (1999, Playstation)
18. Fire Pro Wrestling for WonderSwan (2000, WonderSwan)
19. Fire Pro Wrestling i (2001, i-mode)
20. Fire Pro Wrestling D (2001, Dreamcast)
21. Fire Pro Wrestling A (2001, GBA)
22. Fire Pro Wrestling J (2002, J-PHONE)
23. Final Fire Pro Wrestling - Yume no Dantai Unei! [Model AGB-AFWJ-JPN] (2002, GBA)
24. Fire Pro Wrestling Z (2003, PS2)
25. Fire Pro Wrestling Returns (2005, PS2)
26. Fire Pro Wrestling in Mobage (2011, Mobage)
27. Fire Pro Wrestling (2012, X360)

- STAFF -

Game Design: Ziggy Sano, [Mr.K] Kitamura
Wrestler Design: K. Kosugi, MSX Bancho [Nao], H. Sano
Information Graphics: Hata‑P, Y. Kotaki TYPE-M
Title Design: M. Hayashi
Program: M. Itoi, Bandit Katsumata
Music: T. Saito, Garheu
Sound Effect: H. Niwayama
Original Game Design: M. Masuda
Special Thanks: K. Iida, T. Onozaki, Y. Yoshimura, T. Itoh, S. Kiuchi

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56989&o=2

$end


$svision=tshoot,
$bio

Thunder Shooting (c) 1992 Thin Chen Enterprise

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95481&o=2

$end


$snes=tspirits,
$bio

Thunder Spirits (c) 1992 Seika

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63896&o=2

$end


$snes=tspiritsj,
$bio

Thunder Spirits (c) 1991 Toshiba EMI.

Thunder Spirits is a horizontal shooter by Technosoft, and is apparently the port of the arcade game of the a same name originally released in 1990 (but anyone familiar with the Thunder Force series for the Megadrive will most certainly feel like a sense of déjà vu, Thunder Spirits being largely based on Thunderforce III). The player takes control of a small fighter ship equipped with a vulcan-laser gun. A total of five different secondary weapon systems can be collected throughout the game : wave-laser (W), Hunter homing-missiles (H), ground-missiles (F), laser-gun (L) and so forth... Flying pods can also be collected and protect the ship from enemy fire. Additionally, they can also fire the secondary weapon, thus instantly increasing its potential usefulness. Another nice feature is the color-coded collisions, especially during boss battles - blue impacts indicate that the player is not causing any damage to the enemy, but if they turn red, then he knows that he is inflicting damage (and that he has most certainly found a weak point). Thunder Spirits consists of eight levels.

- TECHNICAL -

Cartridge ID: SHVC-TH (TOPN-2001)

- TRIVIA -

Reviews:
[FR] March 1992 - Joypad N.6: 83/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62532&o=2

$end


$megacd,megacdj=tstormfx,tstormfxa,tstormfxb,
$bio

Thunder Storm FX [Model T-32064] (c) 1992 Wolf Team

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60573&o=2

$end


$amigaocs_flop=tstrike,
$bio

Thunder Strike (c) 1990 Millennium Game Products

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75355&o=2

$end


$info=tstrike,tstrikea,
$bio

Thunder Strike (c) 1991 East Coast Coin Co.

- TECHNICAL -

Main CPU : HD6309 (@ 3.579545 Mhz), Hitachi HD63701 (@ 1.193181 Mhz), Motorola M68705 (@ 4 Mhz)
Sound CPU : HD6309 (@ 3.579545 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), (2x) MSM5205 (@ 384 Khz)

Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 57.44 Hz
Palette colors : 512

Players : 2
Control : 8-way Joystick
Buttons : 3

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2895&o=2

$end


$nes=thundwar,
$bio

Thunder Warrior [Model MGC-017] (c) 199? Micro Genius [Taiwan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76996&o=2

$end


$cpc_cass=thndzone,
$bio

Thunder Zone (c) 1987 Firebird Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99840&o=2

$end


$info=thndzone,thndzonea,thndzonej,thndzone4,
$bio

Thunder Zone (c) 1991 Data East Corp.

A great shoot'em up game. 

The players control one of four soldiers, in his mission must grab machine guns or other projectile weapons, throw grenades and shoot their way through the terrorist arsenal, you could make uses of some war vehicles, while you save the hostages and reach to  terrorist lair and stop the leader and his evil plan of launch a missile of chemical arms  containing deadly spores, stop it before it's too late the world needs you soldier.

- TECHNICAL -

Game ID : MAJ

Main CPU : (2x) Motorola 68000 (@ 14 Mhz)
Sound CPU : Hudson Soft HuC6280 (@ 4.0275 Mhz)
Sound Chips : YM2203 (@ 4.0275 Mhz), YM2151 (@ 3.58 Mhz), OKI6295 (@ 7.757 Khz), OKI6295 (@ 15.514 Khz)

Players : 4
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Thunder Zone was released in March 1991.

This game is known in US as "Desert Assault".

Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Thunder Zone - PCCB-00068) on 21/08/1991.

- STAFF -

Project leader : Naomi Susa
Planner : Yoshiaki Honda
Programmers : Souichi Akiyama, Haruyuki Kobayashi, Nod Suzuki
Adviser : Kazuyuki Kurata
Graphic designers : Masanori Tokoro, Sonomi Kiyota, Noriyuki Morita, Kappa-Kun, Ryohei Hirakata, Mario Watanabe, Atsushi Takahashi, Takahide Koizumi, Chie Kitahara, Makoto Nozu
Composers : Hiroaki Yoshida (Maro), Akira Takemoto (Raika)
Hardware : Shingo Mitsui
Special Thanks to Data East USA Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2896&o=2

$end


$msx2_flop=thunderb,thunderbb,thunderba,
$bio

Thunderbal (c) 1986 Eaglesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102109&o=2

$end


$info=thund_p1,thund_p2,thund_p3,
$bio

Thunderball (c) 1982 Williams Electronics, Incorporated.

- TECHNICAL -

Model Number : 508

- TRIVIA -

10 units were made, 'Thunderball' never went into production.

- STAFF -

Design by : Mark Ritchie, John Kotlarik
Art by : Constantino Mitchell

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5602&o=2

$end


$bbca_cass,bbcb_cass=thunderb,
$bio

Thunderball (c) 19?? Mastertronic, Limited. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52586&o=2

$end


$info=m5tball,
$bio

Thunderball (c) 200? Empire Games, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=19938&o=2

$end


$odyssey2=flipper,
$bio

Thunderball! (c) 1979 Magnavox Co., The

- TECHNICAL -

Game ID: AK9415

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95605&o=2

$end


$info=m5tbird,
$bio

Thunderbird (c) 200? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41643&o=2

$end


$msx1_cass=tbirds,
$bio

Thunderbirds (c) 1989 Grandslam

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95067&o=2

$end


$cpc_cass=tbirdaud,
$bio

Thunderbirds (c) 1989 Grandslam Ent., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99841&o=2

$end


$info=j6tbirds,j6tbirdsa,j6tbirdsb,j6tbirdsc,j6tbirdsd,j6tbirdse,j6tbirdsf,j6tbirdsg,j6tbirdsh,j6tbirdsi,j6tbirdsj,j6tbirdsk,j6tbirdsl,j6tbirdsm,j6tbirdsn,j6tbirdso,j6tbirdsp,j6tbirdsq,j6tbirdsr,
$bio

Thunderbirds (c) 2002 JPM International.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15797&o=2

$end


$gba=tbirdsir,
$bio

Thunderbirds - International Rescue [Model AGB-ATNP-EUR] (c) 2001 SCI, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76112&o=2

$end


$snes=tbirds,
$bio

Thunderbirds 国際救助隊出撃せよ!! (c) 1993 Cobra Team
(Thunderbirds - Kokusai Kyuujotai Shutsudou seyo!!)

Thunderbirds is a shooter/action game published by Cobra Team and based on the classic 60's British TV show of the same name remembered for its cast of character puppets. In the 21st century, the ex-astronaut Jeff Tracy and his five sons create the private International Rescue organization. On board the highly advanced Thunderbids machines, their mission is to react to major crisis situations around the world. The Hood is the recurring antagonist of the series and is determined to steal the International Rescue's technology. The player controls the Thunderbirds and performs perilous rescue missions across the globe. Six locations (called Accident Cases) are available at the beginning of the game and can be played in any order - they range from giant-ant infested refineries to underwater facilities inhabited by ravenous sea monsters. The player pilots various International Rescue vehicles throughout the game and the action alternates from one rescue scene to the other. Each scene provides the player with a unique task to complete such as extinguishing a blaze or rescuing race cars from shifting quicksand.

- TECHNICAL -

Cartridge ID: SHVC-T5

- TRIVIA -

Released on September 10, 1993 in Japan for 8800 Yen.

- STAFF -

Producer: 1T Bros.
Ditecter: Debuchinsky
Scenario: Su
Message: Baaso 93
Program: Tuba, Akechi Toshinori, Igewa Ayumi 3sai, Wolfgang Schmidt, Matsu, R. Iimura, Takano Kazuo, Dakakuma Shachoo, Horishita Gaichuu
Graphic: Suzuki Atsushi, Mitsuhashi Reiko, Akiyama Anego
Sound: Suemura Kesonosuke
Thanks: Gotan 1500, Yokose Satomi, Shrine Yukap-, Detsu7, Suzuki, Munenori Morikawa, Bom Ushimura, Touhoku Shinnsya

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62533&o=2

$end


$info=j6tbrdcl,j6tbrdcla,j6tbrdclb,j6tbrdclc,j6tbrdcld,j6tbrdcle,j6tbrdclf,j6tbrdclg,j6tbrdclh,j6tbrdcli,j6tbrdclj,j6tbrdclk,j6tbrdcll,
$bio

Thunderbirds Club (c) 199? JPM International.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15827&o=2

$end


$gba=tbirds,
$bio

Thunderbirds [Model AGB-BTBE-USA] (c) 2004 Vivendi Universal Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76110&o=2

$end


$gbcolor=tbirdsa,
$bio

Thunderbirds [Model CGB-BTNP-UKV] (c) 2000 SCI, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68952&o=2

$end


$gbcolor=tbirds,
$bio

Thunderbirds [Model CGB-BTNX-EUR] (c) 2000 SCI, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68953&o=2

$end


$nes=tbirds,
$bio

Thunderbirds (c) 1990 Activision, Incorporated.

North American release. Game developed in Japan. For more information about the game itself, please see the original Japanese entry release; "Thunderbirds [Model PAC-T5]".

- TECHNICAL -

Cartridge ID: NES-T5-USA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55732&o=2

$end


$nes=tbirdsj,
$bio

??????? (c) 1989 Pack-In-Video Company, Limited.
(Thunderbirds)

Thunderbirds is a vertical shooter published by Pack-In-Video and based on the classic 60's British TV show of the same name. In the 21st century, the ex-astronaut Jeff Tracy and his five sons create the private International Rescue organization. On board the highly advanced Thunderbids machines, their mission is to react to major crisis situations around the world. The Hood is the recurring antagonist of the series and is determined to steal the International Rescue's technology. The player controls the Thunderbirds and performs strike missions against the Hood - several destinations are always available at once and can be selected in any order. Each machine is equipped with a main upgradeable weapon - red ships scattered throughout the game release energy capsules when destroyed: (L) for extra life, (E) to upgrades the main weapon and (O) gives the ship an Orbital Device. Orbital Devices orbit near the ship and increase its firepower - special configuration devices must be collected throughout the game and they can be activated by pressing the second action button. The player has sixty days to stop the Hood and damaged ships take three days to repaired - so the game is also a fight against time.

- TECHNICAL -

Cartiridge ID: PAC-T5

- TRIVIA -

Thunderbirds was released on September 29, 1989 in Japan for 5500 Yen.

- STAFF -

Producer: Junichi Nagai
Game Design: Kouji Isoda
Program: Tohru Miyazawa
Graphics: Kouji Isoda
Music: Junichi Saito, Masakai Iwamoto, Hitoshi Saito

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54755&o=2

$end


$info=thndbolt,
$bio

Thunderbolt (c) 1977 Allied Leisure.

- STAFF -

Design by : Jack Pearson
Art by : Roland Berrios

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=6664&o=2

$end


$nes=thndblt2,
$bio

Thunderbolt 2 (c) 19?? Gamtec [Taiwan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84170&o=2

$end


$megadriv=tbolt2,
$bio

Thunderbolt II (c) 199? Sun Green.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54320&o=2

$end


$msx1_cart=thndbolt,thndboltb,thndbolta,
$bio

Thunderbolt [Model AR-8601] (c) 1986 Pixel Co.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77549&o=2

$end


$nes=thunderc,
$bio

Thundercade (c) 1989 American Sammy Corp. [Torrance, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55733&o=2

$end


$info=tndrcade,
$bio

Thundercade / Twin Formation (c) 1987 Taito Corp.

Export version. For more information about the game itself, please see the original Japanese version entry; "Tokushu Butai U.A.G.".

- TECHNICAL -

Game ID : UA-0

- TRIVIA -

Thundercade was released in October 1987.

It has a dip switch that let the operator change the game name to 'Twin Formation'.

- PORTS -

* Consoles :
Nintendo NES [US] (July 1989) [Model NES-UD]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2897&o=2

$end


$amigaocs_flop=thdrcats,
$bio

ThunderCats (c) 1988 Elite

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75356&o=2

$end


$cpc_cass=thndcats,
$bio

Thundercats - The Lost Eye of Thundera (c) 1987 Elite Systems, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99843&o=2

$end


$amigaocs_flop=thdrcatsa,
$bio

ThunderCats [Tenstar Pack] (c) 1988 Elite

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75357&o=2

$end


$xegs=thundfox,
$bio

Thunderfox [Model RX8113] (c) 1988 Atari Corp. [Sunnyvale, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51255&o=2

$end


$a2600=thunderg,thunderge,
$bio

Thunderground (c) 1983 Sega Enterprises, Limited.

Destroy all enemy nuclear bases located on the planet surface. Bases are protected by two deadly 'Core Ranger Tanks' standing guard beneath the enemy base force field. You must outmaneuver or eliminate tanks, strip away the force field with your core capsule, then shoot the bases with your atomic laser cannon.  Careful planning can force the blue enemy 'Digger Tanks' to strip away the force field for you. But you must hurry. You only have a limited amount of time to complete the mission or you'll lose one of your reserve core capsules.

You are faced with 12 levels of difficulty with four rounds per level. A round ends when all six bases on the surfaces have been eliminated. After level 1, the difficulty increases with bases appearing one at a time.  The last or sixth base in a round is displayed in multiple colors.

Enemy supplies are hidden on the playing field during each round. Uncovering these supplies with your core capsule will give you bonus points. Their location is random. But, careful observation may reveal a secret as to their position.

- TECHNICAL -

Model 003-01

- TIPS AND TRICKS -

* Don't destroy enemy tanks unnecessarily. There may be far better ways to score points.

* Watch enemy tank movement carefully. Strategic placement of your core capsule can lead them away from the bases.  It can also cause enemy blue tanks to strip away sections of the force field lying in front of the bases.

* Don't risk yourself in search of enemy supplies in early rounds. It is much more important to stay alive in order to score bonus points for the destruction of bases in higher rounds.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51137&o=2

$end


$saturn,sat_cart=thawk2g,
$bio

Thunderhawk 2 - Firestorm (c) 1996 Core Design

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60443&o=2

$end


$amigaocs_flop=thdrhawk,thdrhawku,
$bio

Thunderhawk AH-73M (c) 1991 Core Design

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75358&o=2

$end


$saturn,sat_cart=thawk2j,
$bio

Thunderhawk II (c) 1996 Victor Entertainment [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59827&o=2

$end


$megacd,megacdj=thawk,thawkb,thawka,thawkda,thawkd,
$bio

Thunderhawk (c) 1993 Core Design

- TECHNICAL -

[Model T-115015-50]

- TRIVIA -

Reviews:
[FR] November 1993 - Consoles + N.25: 80%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60681&o=2

$end


$megacd,megacdj=thawk,
$bio

Thunderhawk [Model T-60134] (c) 1993 Victor Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60574&o=2

$end


$info=thunderj,thunderja,
$bio

Thunderjaws (c) 1990 Atari Games Corp.

A one or two player shooter game.

You play as a secret agent, member of the underwater special forces unit, have been selected to infiltrate Madam Q's secret headquarters and stop her evil plans before she destroy the world. 

In the levels you must face shooting a variety of enemies like mechanical sharks, mutants, enemy divers and underwater firing turrets. Other scenes include a side-scrolling platformer locations,you must save the hostages while you find weapons, power-ups and health along the way to later confront evil Bosses at the end of each level.

- TECHNICAL -

Game ID : 136076

Main CPU : (2x) Motorola 68000 (@ 7.15909 Mhz), MOS Technology 6502 (@ 1.7895 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579 Mhz), OKI6295 (@ 9.037 Khz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Thunderjaws was released in June 1990. It was released as a conversion kit only. 633 kits were produced in the USA and 179 in Ireland for European distribution. The selling price was $1295.

Default highscore table (Most Excellent Divers) :
1 RBD 1500
2 NAT 1451
3 MMQ 1413
4 MMQ 1376
5 SGM 1322
6 WJN 1299
7 PAT 1237
8 F K 1204
9 CSE 1183
10 KEM 1148
11 RBD 1116
12 NAT 1084
13 MMQ 1022
14 MMQ 1001
15 PAT 995
16 F K 987
17 SGM 946
18 WJN 931
19 CSE 919
20 KEM 888
21 TJ_ 850
22 FUN 831
23 MMQ 807
24 MMQ 777
25 RBD 753
26 NAT 725
27 SGM 692
28 WJN 649
29 CSE 573
30 KEM 527

- STAFF -

Project Leader : Russel Dawe (Rusty, RBD)
Programmers and Game Designers : Russel Dawe (Rusty, RBD), Natalie Burgess (NAT)
Animators : Susan G. McBride (SGM), Will Noble (WJN), Chuck Eyler (CSE), Kris Moser (KEM)
Hardware : Pat McCarthy (PAT)
Technicians : Farrokh Khodadadi (F K), Glenn McNamara, Cris Drobny, Alex Taccir
Music : Don Diekneite
Sound Effects : Brad Fuller

- PORTS -

* Computers :
Sinclair ZX Spectrum (1991)
Amstrad CPC (1991)
Commodore C64 (1991)
Commodore Amiga (1991)
Atari ST (1991)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2898&o=2

$end


$saturn,sat_cart=tstrike2,tstrike2a,
$bio

ThunderStrike 2 (c) 1996 US Gold.

- TECHNICAL -

Game ID: T-7902H

- STAFF -

Lead Programmer: Mark Avory
Production Design: Roberto Cirillo
Graphics: Roberto Cirillo
Additional Programming: Andrew Howe, David Long
Music: Martin Iveson
Sound Effects: Martin Iveson
Production Co-ordination: Adrian Smith, Troy Horton
Game Evaluation: Darren Price, Tiziano Cirillo, Jamie Morton, Richard Morton, David Ward
Executive Producer: Jeremy Heath-Smith

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60187&o=2

$end


$bbca_cass,bbcb_cass=tstruck,
$bio

Thunderstruck (c) 1985 Audiogenic

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52587&o=2

$end


$bbca_cass,bbcb_cass=tstruck2,
$bio

Thunderstruck 2: Mind Master (c) 1986 Audiogenic

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52588&o=2

$end


$a2600=thwocker,
$bio

Thwocker (c) 1984 Activision

- TRIVIA -

Unreleased prototype.

- STAFF -

Programmer: Charlie Heath

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51138&o=2

$end


$ti99_cart=invaders,
$bio

TI Invaders [Model PHM 3053] (c) 1981 Texas Instruments

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84755&o=2

$end


$ti99_cart=logo2,logo2d,logo2i,
$bio

TI LOGO II [Model PHM 3109] (c) 1984 Texas Instruments

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84757&o=2

$end


$ti99_cart=logo1,
$bio

TI LOGO [Model PHM 3040] (c) 1981 Texas Instruments

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84756&o=2

$end


$ti99_cart=tiplanr,
$bio

TI Planner (c) 1987 DaTaBioTics

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84758&o=2

$end


$msx1_cart=titipang,
$bio

Ti Ti! Pang Pang! (c) 1989 Aproman [Korea]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77550&o=2

$end


$ti99_cart=writerg,
$bio

TI Writer Gram Disk (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84759&o=2

$end


$info=ti1250,ti125076,
$bio

TI-1250 (c) 1975 Texas Instruments.

- TRIVIA -

Released on June 01, 1975 in the USA.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43194&o=2

$end


$info=ti1270,
$bio

TI-1270 (c) 1976 Texas Instruments.

- TRIVIA -

Released on April 21, 1976.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103258&o=2

$end


$info=ti30,
$bio

TI-30 (c) 1976 Texas Instruments.

A scientific calculator featuring a LED display.

- TRIVIA -

The TI-30 was notable for its very low cost for the time, around US$25.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103259&o=2

$end


$info=ti99_4,
$bio

TI-99/4 (c) 1979 Texas Instruments.

Home computer.

- TRIVIA -

The TI-99/4 was released in in October 1979 in the USA at a price of $1,150.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103358&o=2

$end


$info=ti990_10,
$bio

TI-990/10 (c) 1975 Texas Instruments.

The TI-990 was a series of 16-bit minicomputers sold by Texas Instruments (TI) in the 1970s and 1980s. The TI-990 was a replacement for TI's earlier minicomputer systems, the TI-960 and the TI-980. It had several uniquely innovative features, and was easier to program than its predecessors.

The TI-990/10 had 72 instructions.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43193&o=2

$end


$ti99_cart=ibmcopy,
$bio

TI-IBM Copier (c) 1987 Corcomp

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84760&o=2

$end


$ti99_cart=titoad,
$bio

TI-Toad (c) 1982 Software Specialties

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84761&o=2

$end


$ti99_cart=writer,
$bio

TI-Writer [Model PHM 3111] (c) 1982 Texas Instruments

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84762&o=2

$end


$nes=tlbb,
$bio

天龙八部 (c) 200? Nanjing.
(Tian Long Ba Bu)

- TECHNICAL -

Game ID: NJ035

- TRIVIA -

Title translates from Chinese as "Demi Gods, Semi Devils".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76997&o=2

$end


$nes=godslayrc,godslayrca,
$bio

???? (c) 19?? Waixing Computer & Technology Co., Ltd.
(Tian Shen Zhi Jian)

- TECHNICAL -

[Model ES-1112]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76998&o=2

$end


$nes=tszy2,
$bio

???? (c) 19?? Waixing Computer & Technology Co., Ltd.
(Tian Shi Zhi Yi II)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77000&o=2

$end


$nes=tszy,tszyb,tszyc,tszye,tszyd,tszya,
$bio

???? (c) 19?? Waixing Computer & Technology Co., Ltd.
(Tian Shi Zhi Yi)

- TECHNICAL -

[Model ES-1095]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76999&o=2

$end


$nes=twxmz,
$bio

天王降魔传 (c) 19?? Waixing Computer & Technology Co., Ltd.
(Tian Wang Xiang Mo Zhuan)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77001&o=2

$end


$info=sc1tiara,
$bio

Tiara (c) 1998 ELAM Group.

- TECHNICAL -

Model 1112

- TRIVIA -

Tiara was released in December 1998.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=21266&o=2

$end


$cpc_cass=tiburon,
$bio

Tiburon [Model AM 523] (c) 1989 Erbe Soft. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96837&o=2

$end


$info=tts_l2,tts_l1,
$bio

Tic Tac Strike (c) 1986 Williams Electronics Games, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=12686&o=2

$end


$info=m4ttak,
$bio

Tic Tac Take (c) 199? Unknown.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41511&o=2

$end


$info=m4tic,m4tic__a,m4tic__b,m4tic__c,m4tic__d,m4tic__e,m4tic__f,m4tic__g,m4tic__h,m4tic__i,m4tic__j,m4tic__k,m4tic__l,m4tic__m,m4tic__n,m4tic__o,m4tic__p,m4tic__q,m4tic__r,m4tic__s,m4tic__t,m4tic__u,
$bio

Tic Tac Toe (c) 199? BWB.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15175&o=2

$end


$info=m4ticcla,m4ticcla__0,m4ticcla__a,m4ticcla__b,m4ticcla__c,m4ticcla__d,m4ticcla__e,m4ticcla__f,m4ticcla__g,m4ticcla__h,m4ticcla__i,m4ticcla__j,m4ticcla__k,m4ticcla__l,m4ticcla__m,m4ticcla__n,
$bio

Tic Tac Toe Classic (c) 199? BWB.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41493&o=2

$end


$info=m4ticglc,m4ticglc__a,m4ticglc__b,m4ticglc__c,m4ticglc__d,
$bio

Tic Tac Toe Gold (c) 199? BWB.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15174&o=2

$end


$info=m4ticglc,
$bio

Tic Tac Toe Gold Classic (c) 199? BWB.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41494&o=2

$end


$info=tictac,tictacv,
$bio

Tic Tac Trivia (c) 1983 Merit.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 2.5 Mhz)
Sound Chips : General Instrument AY8910 (@ 2.5 Mhz)

Screen orientation : Horizontal
Video resolution : 512 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 32

Players : 1
Buttons : 5

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3524&o=2

$end


$info=m5tictac,
$bio

Tic Tac Tut (c) 200? Vivid.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15647&o=2

$end


$info=m5tictacbwb,m5tictacbwb16,
$bio

Tic Tac Tut (c) 200? BWB.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41646&o=2

$end


$info=sc4tic2h,sc4tic2i,sc4tic2j,sc4tic2k,sc4tic2l,sc4tic2m,
$bio

Tic Tac Two Casino Arcade (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR7060]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43701&o=2

$end


$info=sc4tic2,sc4tic2a,sc4tic2b,sc4tic2c,sc4tic2d,sc4tic2e,sc4tic2f,sc4tic2g,sc4tic2n,sc4tic2o,
$bio

Tic Tac Two (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR7060]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42824&o=2

$end


$info=m4tiktak,
$bio

Tic Tak Cash (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41495&o=2

$end


$channelf=tctactoe,
$bio

Tic-Tac-Toe/Shooting Gallery/Doodle/Quadra-Doodle (c) 1976 Fairchild

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53234&o=2

$end


$info=m1ttcash,
$bio

Tick Tock Cash (c) 200? Empire Games Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15302&o=2

$end


$info=tickee,
$bio

Tickee Tickats (c) 1994 Raster Elite.

A gun shooting game similar to "Point Blank", with ticket redemption on game completion.

- TECHNICAL -

Main CPU : TMS34010 (@ 5 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 2.5 Mhz)
RAM : (4x) Toshiba TC524258BZ-80
Dip switches : 8 positions

Screen orientation : Horizontal
Video resolution : 320 x 200 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256

Players : 2
Control : lightgun
Buttons : 1

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2899&o=2

$end


$info=comg123,
$bio

Ticket Poker (c) 1982 Cal Omega.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=26814&o=2

$end


$info=ttt_10,
$bio

Ticket Tac Toe (c) 1996 Williams Electronics Games, Incorporated.

- TECHNICAL -

Williams WPC-95
Model Number : 90005

- TRIVIA -

123 units were produced.

- STAFF -

Concept & Design by : Steve Kordek
Art by : Doug Watson
Music & Sounds by : Kurt Goebel
Software by : Cameron Silver

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5603&o=2

$end


$info=ss4336,ss4337,ss4338,ss4339,ss4340,
$bio

Tidal Wave (c) 199? IGT [International Game Technologies].

2-Coin Multiplier slot.

- TECHNICAL -

[Model 196A]

- UPDATES -

SS4336
SS4337
SS4338
SS4339
SS4340

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46234&o=2

$end


$info=ss4341,ss4342,ss4343,ss4344,ss4345,ss4346,
$bio

Tidal Wave (c) 1993 IGT [International Game Technologies].

3-Coin Multiplier slot.

- TECHNICAL -

[Model 196B]

- UPDATES -

SS4341
SS4342
SS4343
SS4344
SS4345
SS4346

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=37615&o=2

$end


$cpc_cass=tiebreak,
$bio

Tie Break [Model Cp017] (c) 1985 Sprites [France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99844&o=2

$end


$gameboy=tigerdrg,
$bio

Tiger A Dragon (c) 19?? GYY [Taiwan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67241&o=2

$end


$info=tighook,tighooko2,tighookc1,tighookc2,tighookd1,tighookd2,tighookv1,tighookv2,tighooko,
$bio

Tiger Hook (c) 2004 Amcoe.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31165&o=2

$end


$info=tigerrag,
$bio

Tiger Rag (c) 1984 Bell Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=9642&o=2

$end


$info=tigeroad,tigeroadb,tigeroadu,
$bio

Tiger Road (c) 1987 Romstar, Incorporated.

Export release. Game developed in Japan. For more information about the game itself, please see the original Japanese version entry; "Tora-he no Michi".

- TRIVIA -

Tiger Road was released in December 1987 in the USA by Romstar, under license from Capcom. It is known in Japan as "Tora-he no Michi". 

Tiger Road has a stage select, unlike the Japanese version. And all the voices from the original Japanese version have been removed in Tiger Road.

- PORTS -

Here is a list of ports released outside Japan. For Japanese ports, please see the original Japanese version entry; "Tora-he no Michi". 

* Consoles : 
NEC TurboGrafx-16 [US] (1990) "Tiger Road [Model TGX030044]" 
Microsoft XBOX [US] (November 24, 2006) "Capcom Classics Collection Vol. 2" 
Sony PlayStation 2 [US] (November 24, 2006) "Capcom Classics Collection Vol. 2 [Model SLUS-21473]" 
Sony PlayStation 2 [AU] (April 11, 2007) "Capcom Classics Collection Vol. 2 [Model SLES-54561]" 
Sony PlayStation 2 [EU] (April 13, 2007) "Capcom Classics Collection Vol. 2 [Model SLES-54561]" 

* Computers : 
Amstrad CPC [EU] (1987) 
Atari ST (1987) 
PC [MS-DOS] (1987)
Commodore C64 [US] [EU] (1988) 
Sinclair ZX Spectrum [EU] (1989) 
Commodore Amiga [US] [EU] (1989)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2900&o=2

$end


$cpc_cass=tigeroad,
$bio

Tiger Road (c) 1987 GO! Media Holdings, Ltd. [US Gold Division]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99845&o=2

$end


$amigaocs_flop=tigerrod,
$bio

Tiger Road (c) 1989 GO!

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75359&o=2

$end


$tg16=tigerrod,
$bio

Tiger Road (c) 1990 NEC Home Electronics, Ltd.

North American release. Game developed in Japan. For more information on the game itself, please see the original Japanese release entry; "Tora-he no Michi [Model JC63004]".

- TECHNICAL -

Game ID: TGX030044

- TRIVIA -

Tiger Road for TurboGrafx-16 was released in 1990 (exact date unknown) in North America.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84365&o=2

$end


$gbcolor=twoods2k,
$bio

Tiger Woods PGA Tour 2000 [Model DMG-AYGE-USA] (c) 2000 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68954&o=2

$end


$gba=twood2k4,
$bio

Tiger Woods PGA Tour 2004 [Model AGB-BTWE-USA] (c) 2003 EA Games [Electronic Arts, Inc.]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76113&o=2

$end


$gba=twoodsu,
$bio

Tiger Woods PGA Tour Golf [Model AGB-AT5E-USA] (c) 2002 Destination Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76116&o=2

$end


$gba=twoods,
$bio

Tiger Woods PGA Tour Golf [Model AGB-AT5P] (c) 2002 Digital Worldwide

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76115&o=2

$end


$nes=tigerhel,tigerhelu,
$bio

Tiger-Heli (c) 1987 Acclaim Entertainment, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55734&o=2

$end


$nes=tigerhelh,
$bio

Tiger-Heli (c) 1987 FMG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69334&o=2

$end


$info=tigerh,tigerhb2,tigerhj,tigerhb1,tigerhb3,
$bio

Tiger-Heli (c) 1985 Taito.

The game is a vertical scrolling shooter where the player controls a helicopter taking on hordes of enemies which include tanks, battleships, and artillery. It is interesting to note that, besides some airplanes taking off, there are no flying enemies in the entire game. The player's main weapon is an unlimited supply of missiles which travel a max distance of half the screen's height. The player also has two bombs which destroy all objects within a large circular radius. These bombs can be blown off by enemy bullets. 

The player is killed after only one hit, and is re-spawned to a point approximately one whole vertical screen-length later, thus progressing the player past the obstacle that had killed him, albeit at a high cost. The player is given three lives initially and bonus lives are awarded at 20000 points and every 80000 points thereafter. Flashing crosses scattered throughout each level award players power-ups depending on which color the cross is. A red cross will gives the player one side-firing mini-heli which shoots perpendicular to the player's helicopter. A white cross yields a forward firing mini-heli. It is possible to have a mix and match of side-helis, totaling no more than two. The green cross will award the player with an additional bomb, if the player currently has less than two. Grabbing power-ups when not necessary yields 5000 points.

There are a total of four stages, all of which start and end with a helipad. After completion of the last stage, the game will restart in a more difficult mode starting on stage 2. Most of the game's areas contain unnecessary objects to destroy for bonus points, such as oil drums and houses. This was uncharacteristic for shoot 'em ups at the time.

- TECHNICAL -

Board Number : GX-551 (not a Konami board!)
Prom Stickers : A47

Main CPU : (2x) Zilog Z80, Motorola M68705
Sound Chips : (2x) General Instrument AY8910

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Developed by Toaplan. Tiger-Heli was released in October 1985 by Taito.

The working title for this game was 'Cobra'.

This is the first shooter to use a 'Megabomb'.

Pony Canyon released a limited-edition soundtrack album for this game (Kyukyoku Tiger : G.S.M. Taito 2 - D28B0008) on November 21, 1988.

- UPDATES -

The bootleg machine does not use the M68705 @ 2 Mhz.

- TIPS AND TRICKS -

* 10000 Points Bonus : At the start of the game, count your shots until arriving at the first railroad. If you've counted every 16 shots (16, 32, 48, 64 ...), a little car should enter the screen on the right side. Destroy it with next shot to get a 10,000 points bonus. There are similar cars throughout the game, but making them appear is a mystery.

* A Second 10000 Points Bonus : Near the beginning there is a 'school house' with a red drum on the top. If you hit the red drum enough times, you'll get a 10,000 points bonus.

* Second Chance : If you get shot soon after starting a new game, the game will often let you off and just fire a super bomb instead.

* Warp : Lose your first player without scoring any points (make sure the second chance super bomb doesn't hit anything). The game puts you forward to a railway where a car will appear that can be shot for 10,000 points.

* Hint : Blast everything. Civilian cars and houses, etc., all give 50 points each.

- STAFF -

Music & sound created by : Tatsuya Uemura

- PORTS -

* Consoles :
Nintendo Famicom [JP] (December 5, 1986) "Tiger-Heli [Model PNF-TH]" 
Nintendo Famicom [KO] (1987) 
Nintendo NES [US] (September 1987) [Model NES-TI-USA] 
Nintendo NES [EU] (January 7, 1990)  
Sony PlayStation [JP] (August 30, 1996; "Toaplan Shooting Battle 1 [Model SLPS-00436]") 

* Computers :
FM Towns Marty [JP] (199?) Tiger-Heli
Sharp X68000 [JP] (1993)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2901&o=2

$end


$nes=tigerhelj,
$bio

Tiger-Heli (c) 1986 Pony Canyon.

- TECHNICAL -

[Model PNF-TH]

- TRIVIA -

Tiger-Heli was released on December 05, 1986 in Japan.

Related Coin-Op video game: "Tiger-Heli [Model GX-551]".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47424&o=2

$end


$n64=tiggerhh,tiggerhhu,
$bio

Tigger's Honey Hunt (c) 2000 NewKidCo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58020&o=2

$end


$ti99_cart=tilebrk,
$bio

Tile Breaker (c) 19?? Magic Software.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84769&o=2

$end


$nes=tilefate,
$bio

Tiles of Fate (c) 1990 American Video Entertainment

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55735&o=2

$end


$saturn,sat_cart=tilk,
$bio

Tilk - Aoi Umi kara Kita Shoujo (c) 1997 TGL [Technical Group Laboratory] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59828&o=2

$end


$x68k_flop=walldown,
$bio

Till The Walls Come Tumblin' Down (c) 1989 SSL [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88703&o=2

$end


$saturn,sat_cart=tilt,
$bio

Tilt! (c) 1997 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60444&o=2

$end


$cdi=timbaerb,
$bio

Tim & Baer - Beim Film (c) 1995 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53139&o=2

$end


$cdi=timbaerf,
$bio

Tim & Baer auf dem Flughafen (c) 1995 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53140&o=2

$end


$cdi=timbaerh,
$bio

Tim & Baer im Hafen (c) 1995 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53141&o=2

$end


$cdi=timbaerk,
$bio

Tim & Baer im Krankenhaus (c) 1994 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53142&o=2

$end


$cdi=timbeara,
$bio

Tim & Bear at the Airport (c) 1995 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53143&o=2

$end


$cdi=timbearm,
$bio

Tim & Bear at the Movies (c) 1995 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53144&o=2

$end


$cdi=timbeeri,
$bio

Tim & Beer in de Haven (c) 1995 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53145&o=2

$end


$cdi=timbeerz,
$bio

Tim & Beer in het Ziekenhuis (c) 1994 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53146&o=2

$end


$gba=nightmbc,
$bio

Tim Burton's The Nightmare Before Christmas - The Pumpkin King [Model AGB-BNCE-USA] (c) 2005 Buena Vista Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76117&o=2

$end


$gba=nightmbcj,
$bio

Tim Burton's The Nightmare Before Christmas - The Pumpkin King [Model AGB-BNCJ-JPN] (c) 2005 D3 Publisher, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76119&o=2

$end


$x68k_flop=timcc94,
$bio

Tim Country Club 1994 (c) 1994 Moai [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88704&o=2

$end


$cdi=timteda,
$bio

Tim et Ted a l'Aeroport (c) 1995 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53147&o=2

$end


$cdi=timtedc,
$bio

Tim et Ted au Cinema (c) 1995 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53148&o=2

$end


$cpc_cass=timloves,
$bio

Tim Love's Cricket (c) 1985 Peaksoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95808&o=2

$end


$x68k_flop=timpaper,
$bio

Tim Paper Huzoku Scenario Dairyuuou Alexas (c) 1993 Moai [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88705&o=2

$end


$info=timber,
$bio

Timber (c) 1984 Bally Midway.

Timber is an abstract action game in which one or two players assume the role of a lumberjack and have a limited amount of time to chop down a given number of trees that pop up from the ground. The game is controlled with two joysticks, with one stick controlling the player's movement and the other corresponding to left or right chops with the player's axe. Difficulty increases with each level, with the number of trees needed to be chopped down gradually increasing (maxing out at 19) and the allotted time decreasing. 

During a round players must avoid beehives that are thrown at them by grizzly bears. The beehives, however, can be destroyed with the player's axe for a 500-point reward. Some trees contain birds that will run around the level after they have been chopped down, awarding 1,000 points if touched by the player.

Every couple of levels players are given the opportunity to amass bonus points. The bonus round begins with the lumberjack standing on a floating log. As the log begins to rotate, players must use their reflexes to stay on top of the log. The first two times this is played, the log is relatively large; on future attempts, the size of the log shrinks considerably. The bonus round ends if the player falls off the log or balances atop it for the duration of the round, in which case 1,000 bonus points are earned.

The two-player simultaneous mode can be played either competitively or cooperatively. In this mode, chopping or pushing down a tree such that it falls on the opponent awards you with 1,000 points.

- TECHNICAL -

[No. 0B60]

Bally Midway MCR 3 hardware

Main CPU : Zilog Z80 (@ 5 Mhz)
Sound CPU : Zilog Z80 (@ 2 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 2 Mhz)

Players : 2
Control : 4-way joystick
Buttons : 2

- TRIVIA -

Timber was released in October 1984. 

Licensed to Sega for Japan market. 

The main character in the game (as well as the bartender in "Tapper" and the main character in "Domino Man") is based on a Marvin Glass employee named Mike Ferris, who had a similar mustache and bald head, and apparently wore a red T-shirt for much of the time. 

The original idea was to do a two-player, simultaneous, competitive game, but this was shelved. A beaver was originally programmed into the game to add some extra competition in cutting down trees but was also removed.

- STAFF -

Designed and programmed by : Steve Meyer
Graphics by : Scott Morrison

- PORTS -

* Consoles : 
Sony PlayStation 2 [AU] (2004) "Midway Arcade Treasures 2" 
Microsoft XBOX [US] (October 11, 2004) "Midway Arcade Treasures 2 [Model MWO-3201W]" 
Nintendo GameCube [US] (October 11, 2004) "Midway Arcade Treasures 2 [Model DOL-GAYE-USA]" 
Sony PlayStation 2 [US] (October 11, 2004) "Midway Arcade Treasures 2 [Model SLUS-20997]" 
Microsoft XBOX [EU] (October 29, 2004) "Midway Arcade Treasures 2" 
Sony PlayStation 2 [EU] (October 29, 2004) "Midway Arcade Treasures 2 [Model SLES-52844]"

* Computers : 
PC [MS Windows, CD-ROM] [US] (February 17, 2006) "Midway Arcade Treasures Deluxe Edition" 
PC [MS Windows, CD-ROM] [EU] (March 17, 2006) "Midway Arcade Treasures Deluxe Edition" by Zoo Digital Publishing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2902&o=2

$end


$cpc_cass=time,
$bio

Time (c) 1985 Rainbow Arts

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99848&o=2

$end


$amigaocs_flop=time,timeg,
$bio

Time (c) 1989 Empire Interactive Europe, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75360&o=2

$end


$info=time2000,
$bio

Time 2000 (c) 1977 Atari, Incorporated.

- TECHNICAL -

Atari Generation 1

Main CPU : M6800 (@ 1 MHz)
Sound Chip : Custom

- STAFF -

Artwork : Jim Kelly, George Opperman
Software & Sounds : Eugene Jarvis

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5395&o=2

$end


$amigaocs_flop=timemag,
$bio

Time and Magik (c) 1988 Mandarin

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75392&o=2

$end


$msx1_cass=timemag2,
$bio

Time and Magik II - Red Moon (c) 1985 Level 9 Computing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95075&o=2

$end


$info=tattack,
$bio

Time Attacker (c) 1980 Shonan.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 4 Mhz)

Players : 1
Buttons : 3

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4715&o=2

$end


$info=v4timebn,
$bio

Time Bandit (c) 199? BWB.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42295&o=2

$end


$msx1_cass=timeband,timebanda,
$bio

Time Bandits (c) 1984 PSS

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95068&o=2

$end


$wswan=timeboka,
$bio

Time Bokan Series - Bokan Densetsu - Butamo Odaterya Doronbou [Model SWJ-BPR005] (c) 2000 Banpresto [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86401&o=2

$end


$saturn,sat_cart=timeboka,
$bio

Time Bokan Series - Bokan to Ippatsu! Doronboo Kanpekiban (c) 1997 Banpresto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59829&o=2

$end


$snes=nyatterm,
$bio

Time Bokan Series - New Yatterman - Nandai Kandai Yajirobee [Model SHVC-A4YJ-JPN] (c) 1996 Yutaka

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62534&o=2

$end


$msx1_cass=timebomb,
$bio

Time Bomb (c) 1987 Methodic Solutions

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95069&o=2

$end


$saturn,sat_cart=timecomm,
$bio

Time Commando (c) 1998 Acclaim Japan [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59830&o=2

$end


$megacd,megacdj=timecope,timecop,timecopd,
$bio

Time Cop (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60682&o=2

$end


$segacd=timecop,
$bio

Time Cop (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60831&o=2

$end


$info=timecris,timecrisa,
$bio

Time Crisis (c) 1995 Namco.

A superb, on-the-rails lightgun game in which the player takes on the role of a lone mercenary who must rescue the President's daughter, Rachel, from the clutches of the evil 'Sherudo' and his terrorist gang. The game takes the player into and around Sherudo's clifftop, castle hideout.

As the game's title suggests, time is one of the player's biggest enemies, as each area must be cleared within a strict time limit. Extra time is occasionally awarded, however, when some of the more powerful enemy soldiers are killed.

The game offers the player two different game modes : 
STORY MODE : the player must defeat all of the enemies on the level to proceed to the next level.
TIME ATTACK : the player selects one of four stages and must defeat all enemies in the time allowed. The player is given unlimited lives in this mode, but is constantly fighting against a very tight time limit.

- TECHNICAL -

Namco Super System 22 hardware
Game ID : TS

Main CPU : Motorola 68EC020, (2x) TMS32025, M37710
Sound Chips : C352

Players : 1
Control : lightgun
Buttons : 2

- TRIVIA -

Even if titlescreen says 1995, Time Crisis was released in March 1996 in Japan.

Time Crisis introduced a new and innovative feature to the lightgun game in the form of a foot pedal, situated at the bottom of the cabinet. The player's on-screen counterpart will automatically hide behind whatever cover is available and the player must step on and hold down the foot pedal to break cover and shoot the enemies. Also, ducking behind cover (releasing the pedal) is the only way for the player to reload. This superb feature brought a new level of interaction to a genre that is, by necessity, very linear.

- TIPS AND TRICKS -

* Free Lives : hit the enemy 10 times in a row. When targets begin to get hit, a 'Life Icon' starts to become visible to the right of the time display. Continue to hit enemies, the Icon becomes clearer and clearer. You will receive one life for every 40 direct hits.

- SERIES -

1. Time Crisis (1995)
2. Time Crisis II (1997)
3. Crisis Zone (1999)
4. Time Crisis - Project Titan (2001, Sony Playstation)
5. Time Crisis 3 (2003)
6. Time Crisis 4 (2006)

- STAFF -

Supervisor : Takashi Sano

- PORTS -

* Consoles :
Sony PlayStation (1997)
Sony PlayStation 2 (2002) "Gunvari Collection + Time Crisis"

* Others :
Mobile Phones (2006) "Time Crisis Mobile"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2903&o=2

$end


$info=timecrs3,timecrs3e,
$bio

Time Crisis 3 (c) 2002 Namco.

A 1 to 2-player cooperative game, featuring Namco's innovative 'Hit and Hide' system.

In the third installment of the Time Crisis series, the island of Lukano is threatened by the Zagorias Federation Army who is planning to use tactical missiles which will not only threaten Lukano, but the nations surrounding Lukano. In response to the hostile takeover, VSSE deploys agents Alan Dunaway and Wesley Lambert to the leader of the Federation Army behind the hostile takeover named Giorgio Zott.

- TECHNICAL -

Standard cabinet dimensions : 87'' x 62'' x 66''.
Deluxe cabinet dimensions : 91'' x 92'' x 70''.

Namco System 246 hardware.

- TRIVIA -

Even if titlescreen says 2002, Time Crisis 3 was shown at the 2003 AOU Amusement Expo show in Japan. It was then released in April 2003.

This game is rated Animated Violence Strong.

Time Crisis 3 is the first game in the series which allows players to switch weapons while hiding from the enemy's gunfire. while hiding, the player can pull the trigger to switch their standard handgun with submachine guns (which allows rapid fire capabilities while the player is not hiding), a Shotgun (which provides a wider range of firing), and a grenade launcher (which inflicts massive damage to enemies).

- SERIES -

1. Time Crisis (1995)
2. Time Crisis II (1997)
3. Crisis Zone (1999)
4. Time Crisis - Project Titan (2001, Sony Playstation)
5. Time Crisis 3 (2003)
6. Time Crisis 4 (2006)

- PORTS -

* Consoles :
Sony Playstation 2 (2003)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3985&o=2

$end


$info=timecrs4,
$bio

Time Crisis 4 (c) 2006 Namco.

When a world class terrorist group led by Gregory Barrows smuggles a top secret weapon that threatens the world. it's up to VSSE (Vital Situation and Swift Elimination) agents Giorgio Bruno and Evan Bernard to put an end to Barrow's scheme for world domination.

- TECHNICAL -

Namco System Super 256 hardware.

- TRIVIA -

Released in June 2006.

New to the Time Crisis series are the multi-screen battles. This feature though made it's debut in the Sony Playstation exclusive Time Crisis: Project Titan.

During the stage 2 boss battle, Elizabeth Conway (a supporting character in the game) will comment on some of the wrestling moves performed against William Rush (another supporting character who helps the players at times). One of the moves done by the 2nd stage boss is WWE wrestler John Cena's finisher called the FU (which is now known as the Attitude Adjuster). Coincidentially, the Japanese version has Elizabeth mention it as FU while in the English versions, she only mentions 'F...'.

- TIPS AND TRICKS -

* Gun Calibration Mode : For those who wish to calibrate their guns before gameplay...
Press and hold the trigger and step on the pedal before inserting a coin/credit at the title screen.
Shoot at the 5 points on the screen and ok to fix it or step on the pedal to re-calibrate.
On the next screen shoot 'ON' for gun recoil or 'OFF' for no recoil.

- SERIES -

1. Time Crisis (1995)
2. Time Crisis II (1997)
3. Crisis Zone (1999)
4. Time Crisis - Project Titan (2001, Sony Playstation)
5. Time Crisis 3 (2003)
6. Time Crisis 4 (2006)

- PORTS -

* Consoles :
Sony PlayStation 3 (2007)
Sony Playstation 3 (2010, "Time Crisis - Razing Storm")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4891&o=2

$end


$info=timecrs2,timecrs2v2b,timecrs2v4a,
$bio

Time Crisis II (c) 1997 Namco.

A top agent has been kidnapped, and a military satellite has been stolen, leaving 2 mercenaries to track them down and stop the terrorists before they can launch the satellite - and the agent - into space! Contains more of the same duck-and-cover shooting gameplay that made the original Time Crisis so popular.

- TECHNICAL -

Namco System 23 hardware
Game ID : TSS

Main CPU : IDT (@ 133.3289 Mhz), H8/3002 (@ 14.7456 Mhz), H8/3334 (@ 14.7456 Mhz)
Sound Chips : C352 (@ 24.576 Mhz)

- TRIVIA -

Time Crisis II was shown at the 1998 AOU Amusement Expo show (February 1998) in Japan. It was then Released in March 1998 in Japan (even if the titlescreen says 1997).

New to the series is the link-play system, where 2 people can play at once and shoot, if 2 cabinets are linked together.

- TIPS AND TRICKS -

Be on the lookout for soldiers clothed in yellow that run past on occasion - they are hard to hit since they only appear for a very short time (and more often than not, rather far away), but shooting them successfully will net you a load of points.

None of the enemy's bullets will ever hit you unless they are accompanied by a flash of red light from their gun. So stay out of cover for as long as you can, and dodge the shot when you see it coming. This way you should be able to get through the stages without wasting too much time behind cover.

Shooting an enemy 3 times in a row nets you more points overall and counts toward your hit combo, but don't waste too much ammo or you'll find yourself reloading more often (and hence, wasting time).

Stage 1 Secret Area:In stage one when you see the boss, shoot off his hat all four times, and you'll be treated to an area where there is nothing but yellow guys (the bonus guys)

Stage 2 Secret Area: On stage 2-2 shoot the two bonus enemies when the train goes past you. You will take the other route with some bonus enemies.

Stage 3 Bonus: This only works in Solo mode. When fighting Wild Dog for the first time, shoot him as many times as possible - while he's on the pipe, while he's running, while he's shooting back, and also in the next scene where you fight him individually. If you hit him enough times, in the scene where the agents attack him from both sides yellow bonus soldiers will appear instead of the regular gray and white soldiers.

Free Shots: For free practice sessions, pick up the light gun and begin shooting at the title screen, the one that says "Time Crisis 2"

Hard Mode: There is a way to make the game harder. In the first stage, look to the left. There is a rack of bottles. If you shoot enough, the game will have MUCH more shrp shooters. It may seem useless until the train level - you'll notice that in one section all the guys are ORANGE (harder)!

Gun Calibration: Before inserting the last token, hold the trigger and step on the pedal. Insert the last token and you can calibrate your gun after choosing either solo or teamwork. There will be a sign below the solo category if this works.

Time Attack Mode: To enter Time Attack Mode, hold A, B, C, and D buttons down then press Start to begin the game.

- SERIES -

1. Time Crisis (1995)
2. Time Crisis II (1997)
3. Crisis Zone (1999)
4. Time Crisis - Project Titan (2001, Sony Playstation)
5. Time Crisis 3 (2003)
6. Time Crisis 4 (2006)

- PORTS -

* Consoles :
Sony PlayStation 2 (2001)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3908&o=2

$end


$pce=timcrus2,
$bio

Time Cruise II (c) 1991 Face Company, Limited.

Time Cruise II is a pinball game by Face. It offers a total of seven inter-connected screens featuring all the classic pinball items such as flippers, spinners and bumpers. Five transporters can be activated by moving their main power-plus back into their sockets - this action opens up time warps that send the ball into the future or the past. There is a total of five time-bonus-zones in total plus a sixth one if the player happens to get a time warp miss. Each bonus stage is weirdest than the next and range from Neanderthal golf to creepy dungeons.

- TECHNICAL -

HuCARD ID: FA03-010
HuCARD Size: 4 MBits.

- TRIVIA -

Released on November 08, 1991 in Japan for 7200 Yen.

- STAFF -

Director: K. Igarashi
BGM & SE: H. Saito, N. Takahashi
Programmer: N. Nakamura, M. Gonohe
Designer: K. Igarashi, H. Nasu

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58758&o=2

$end


$tg16=timcrus,
$bio

Time Cruise [Model TGX040090] (c) 1992 Turbo Technologies, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84366&o=2

$end


$msx1_cass=timecurb,timecurba,
$bio

Time Curb (c) 1986 Aackosoft [Netherlands]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95070&o=2

$end


$nes=timedivra,
$bio

Time Diver - Avenger (c) 1994 Nitra

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84171&o=2

$end


$nes=timedivr,
$bio

Time Diver Eon Man (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55736&o=2

$end


$megadriv=timedom,
$bio

Time Dominator 1st (c) 1994 Vic Tokai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56990&o=2

$end


$pc8801_flop=timeemp,timeempb,timeempa,
$bio

Time Empire (c) 1985 Koei Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93109&o=2

$end


$info=tmfnt_l5,
$bio

Time Fantasy (c) 1983 Williams Electronics, Incorporated.

- TECHNICAL -

Williams System 7
Model Number : 515

- TRIVIA -

608 units were produced.

- STAFF -

Design by : Barry Oursler
Art by : Seamus McLaughlin

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5604&o=2

$end


$info=timefgtr,
$bio

Time Fighter (c) 1982 Taito do Brazil.

- TRIVIA -

Licensed version of Konami's "Time Pilot".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=29891&o=2

$end


$psx=timegaln,
$bio

Time Gal & Ninja Hayate [Model SLPS-00383~4] (c) 1996 Taito Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85795&o=2

$end


$megacd,megacdj=timegal,
$bio

Time Gal [Model 4417] (c) 1993 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60683&o=2

$end


$megacd,megacdj=timegal,
$bio

Time Gal [Model T-32114] (c) 1992 Wolf Team

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60575&o=2

$end


$segacd=timegal,
$bio

Time Gal [Model T-6214] (c) 1993 Renovation

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60832&o=2

$end


$saturn,sat_cart=timegal,
$bio

Time Gal [Time Gal & Ninja Hayate Disc 1] (c) 1997 Ecseco Development

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59831&o=2

$end


$info=timekill,timekill131,timekill121,
$bio

Time Killers (c) 1992 Strata.

Cartoony weapon-based fighter wrought with dismemberment and decapitation. 8 characters to choose from and cut apart!

- TECHNICAL -

Main CPU : Motorola 68000 (@ 12 Mhz), M6809 (@ 2 Mhz)
Sound Chips : ES5506 (@ 16 Mhz)

Screen orientation : Horizontal
Video resolution : 384 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 8192

Players : 2
Control : 8-way joystick
Buttons : 5

- TRIVIA -

Developed by Incredible Technologies, Inc.

Released in November 1992. Time Killers was removed from many arcades for being just a little too gory.

This game had a unique button layout that no other games uses. Even its sequel, "Blood Storm", doesn't use it, but instead uses the "Mortal Kombat" five button X pattern. The unique part is those five buttons are laid out in a pattern that resembles the human anatomy on the Time Killer control panel. There are many moves that requires hitting all 5 buttons at the same time, which is easy to do with the above layout (use your entire hand to press all 5 buttons simultaneously).

Michael Jackson used to own this game. It was sold at the official Michael Jackson Auction on Apr. 24th, 2009.

- UPDATES -

Revision 1 :
* Software version : 1.21

Revision 2 :
* Software version : 1.31

Revision 3 :
* Software version : 1.32

- SERIES -

1. Time Killers (1992)
2. Blood Storm (1994)

- STAFF -

Principal programmer : Richard Ditton
Game Play : Leif Marwede

Audio system programming : David D. Thiel
Music : David D. Thiel
Sound Effect : David D. Thiel

Others : Chris Oberth

- PORTS -

* Consoles :
Sega Mega Drive (1996)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2904&o=2

$end


$megadriv=timekill,
$bio

Time Killers (c) 1996 Black Pearl

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56991&o=2

$end


$megadriv=timekillu,
$bio

Time Killers (c) 1996 Black Pearl

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57478&o=2

$end


$x68k_flop=timelag,
$bio

Time Lag (c) 1996 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88706&o=2

$end


$info=timelimt,
$bio

Time Limit (c) 1983 Chuo.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 5 Mhz)
Sound CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.536 Mhz)

Players : 2
Control : 4-way joystick
Buttons : 1

- TRIVIA -

Released in May 1983.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2905&o=2

$end


$info=timeline,
$bio

Time Line (c) 1980 Gottlieb.

- TECHNICAL -

Gottlieb System 80

Main CPU : MOS Technology M6502 (@ 850 KHz)
Sound CPU : MOS Technology M6502 (@ 894.886 Khz)
Sound Chips : DAC

- STAFF -

Design by : Allen Edwall
Art by : Jerry Simkus

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5551&o=2

$end


$nes=timelord,timelordu,
$bio

Time Lord (c) 1990 Milton Bradley Co.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55737&o=2

$end


$bbca_cass,bbcb_cass=timelord,
$bio

Time Lords (c) 19?? Red Shift

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52589&o=2

$end


$info=tmachzac,tmachzacf,tmachzacg,
$bio

Time Machine (c) 1983 Zaccaria.

- TRIVIA -

Approx. 2,400 units were produced.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5605&o=2

$end


$info=v4time,
$bio

Time Machine (c) 1990 Barcrest.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=21089&o=2

$end


$amigaocs_flop=timemac,
$bio

Time Machine (c) 1990 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75361&o=2

$end


$cpc_cass=timemac,
$bio

Time Machine (c) 1990 MCM Soft. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99849&o=2

$end


$info=sp_timem,sp_timema,sp_timemb,sp_timemc,sp_timemd,sp_timeme,sp_timemf,sp_timemg,sp_timemh,sp_timemi,sp_timemj,sp_timemk,
$bio

Time Machine (c) 199? Ace Coin Equipment, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42263&o=2

$end


$info=tmac_a24,tmac_a18,
$bio

Time Machine (c) 1988 Data East Pinball.

- TECHNICAL -

Game ID: 500-5504-01

Data East Version 2

Main CPU : M6808 (@ 1 MHz)
Sound CPU : Motorola M6809 (@ 2 MHz)
Sound chips : Yamaha YM2151 (@ 3.579545 MHz), OKI MSM5205 (@ 384 KHz)

- TRIVIA -

Artist Margaret Hudson said that she modeled for the hippie in the backglass.

- STAFF -

Designer : Joe Kaminkow, Ed Cebula
Artwork : Kevin O'Connor, Margaret Hudson
Software : Jerry Koraganis
Music and Sounds : David D. Thiel

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5489&o=2

$end


$msx1_cass=timeout,
$bio

Time Out (c) 1988 Zafiro Software Division [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95071&o=2

$end


$cpc_cass=timeouts,
$bio

Time Out [Model 61731586] (c) 1988 Zafiro Soft. Division [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99850&o=2

$end


$x1_flop=timepara,
$bio

Time Paradox (c) 1987 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86151&o=2

$end


$pc8801_flop=timepara,
$bio

Time Paradox (c) 1987 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93110&o=2

$end


$info=timeplta,
$bio

Time Pilot (c) 1982 Atari, Incorporated.

For more information about the game, please see the original Konami entry.

- TRIVIA -

Time Pilot was manufactured in Ireland and Great Britain by Atari under license from Konami; it was also manufactured in France by Karateco.

In this version : 
* Stage 4 is A.D. 1983 rather than A.D. 1982. 
* Stage 5 (A.D. 2001) IS played in the attract mode.

- PORTS -

* Consoles :
Microsoft XBOX 360 [XBLA] [EU] (August 30, 2006)

* Handhelds : 
Nintendo Game Boy Advance [EU] (June 21, 2002) "Konami Collectors Series - Arcade Classics [Model AGB-AKCP-EUR]" 
Nintendo DS [EU] (October 26, 2007) "Konami Arcade Classics [Model NTR-ACXP-EUR]" 
Nintendo DS [AU] (October 29, 2007) "Konami Arcade Classics" 

* Computers : 
Commodore C64 [EU] (1983) 
Commodore C64 [EU] (1984) "Space Pilot" 
MSX [EU] (1983) "Time Pilot [Model RC703]"  
Commodore Amiga [EU] (1989) "Space Pilot '89" 

* Others : 
Arcade [EU] [AU] (November 1998) "Konami 80's AC Special"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=36337&o=2

$end


$coleco=timeplt,
$bio

Time Pilot (c) 1983 Coleco Industries, Incorporated. [Amsterdam, NY, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53383&o=2

$end


$x68k_flop=timeplt,
$bio

Time Pilot (c) 19?? IT [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88707&o=2

$end


$info=tp84,tp84a,tp84b,
$bio

Time Pilot '84 - Further Into Unknown World (c) 1984 Konami. 

Time Pilot '84 is an eight-way scrolling shoot 'em up and is the sequel to 1982's 'Time Pilot'. As with the prequel, the game's stages are set over different periods in time. Players must destroy a set number of enemy ships, after which an end-of-level guardian appears. Once this is destroyed the player's ship warps to the next stage. 

The player's ship is armed with both a forward-firing gun and an infinite number of homing missiles. Each stage consists of both green and metallic enemies, the green enemies can be destroyed with the standard gun, but both metallic enemies and the end-of-stage guardian can only be killed with homing missiles. As the player's ship gets close to a metallic enemy, a "lock-on" square will appear over it, fired homing missiles will then follow and hit the enemy. 

Unlike the prequel, which displayed the year in which each level was set, the time periods of 'Time Pilot '84' are indicated by new enemies and different backgrounds.

- TECHNICAL -

This title was usually sold as a conversion kit. There were only a few hundred dedicated cabinets made. It used the Konami Standard harness, and required a vertical monitor. The marquee showed a yellow Time Pilot '84 logo on a red space background. The side-art consisted of a huge sticker that showed a complicated space scene. Side-art like that rarely holds up very well, so most machines will probably be missing it altogether. The control panel featured a single joystick with 2 fire buttons off to the right (along with START buttons and game instructions).

Game ID : GX388

Main CPU : (2x) M6809 (@ 1.5 Mhz)
Sound CPU : Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : (3x) Texas Instruments SN76496 (@ 1.789772 Mhz), (3x) RC (@ 1.789772 Mhz)

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 256

Players : 2
Control : 8-way joystick
Buttons : 2 (GUN, MISSILES)

- TRIVIA -

Time Pilot '84 was released in June 1984.

A Time Pilot '84 unit appears in the 1986 movie 'Maximum Overdrive'.

- TIPS AND TRICKS -

* On the first level, head directly to the right. After a couple of screens, you'll see an unusual 'V' formation of silver ships that resemble craft in "Time Pilot", heading up or down. This easy-to-kill formation gives you 8,000 points, a good start to the game.

* The biplane from the original "Time Pilot" also makes a cameo appearance in TP84. To find it, fly right to the water and harbor area. Then turn vertically up the screen. When the biplane appears (over water), hit it with a missile, and you are rewarded with a free player!

- SERIES -

1. Time Pilot (1982)
2. Time Pilot '84 - Further Into Unknown World (1984)

- PORTS -

* Computers :
Commodore C64 [US] [EU] (1985) "Space Pilot II"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2907&o=2

$end


$a2600=timeplt,
$bio

Time Pilot (c) 1983 Coleco Industries, Incorporated.

- TECHNICAL -

Model 2663

- STAFF -

Programmer: Harley H. Puthuff, Jr.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51139&o=2

$end


$info=timeplt,
$bio

Time Pilot (c) 1982 Konami Industry Company, Limited.

The player controls his plane with the 8-way joystick and shoots at the enemies using the Fire button. Time Pilot consists of five different stages of play which are as follows (all these stages are also played in the attract mode unless otherwise noted in the Trivia section below) : 

STAGE 1 : A.D. 1910 - The Age of Biplane
This stage features an ordinary blue sky with clouds. The attackers are biplanes coming from random directions. Enemy planes shoots at your plane and throw hand grenades when close to you. After 56 biplanes are destroyed, the Mother Ship appears : a giant orange blimp shooting at you! Only seven hits will destroy the Mother Ship. During the same stage, one to five parachutes will appear. Dock with them for bonus points.

STAGE 2 : A.D. 1940 - The Age of Monoplane
Sky is grey-blue with the same clouds.
Enemies are monoplane fighters, middle-size bombers and large bomber (Mother Ship). Middle-size bombers are aiming constantly at your plane! They can be destroyed by four hits and award 1,500 points.

STAGE 3 : A.D. 1970 - The Age of Helicopter
Sky is once again grey-blue, only this time a different shade. The same clouds from the first two stages are also present here.
Enemies now are helicopters and large one (Mother Ship). As a new level of difficulty, the helicopters are using homing missiles.

STAGE 4 : A.D. 1982 - The Age of Jet Plane
The sky is purple with the same clouds as the previous three stages.
The enemies are modern jet fighters shooting and launching homing missiles. A modern large jet bomber is the Mother Ship. This is one of the most difficult stages of the game due to increased speed of jet fighters and random-direction attacks.

STAGE 5 : A.D. 2001 - The Age of UFO.
The sky is pitch black with asteroids instead of clouds.
Hard to be reached and very hard to be passed. Great number of UFO's are attacking from any direction changing their angles of attack and throwing at your plane two types of Alien Weapons. The stage is fast paced and the Mother Ship, a superfortress UFO, can not be so easily destroyed. In addition, there are no enemy formations or parachutes in this stage, and there can be no more than 3 UFO's on the screen at a time.

The next, Stage 6, is identical to Stage 1, but the number of planes attacking you, their speed and number of shots and grenades are gradually increased.

TIME PILOT continues with Stage 7, 8... making your mission harder and harder. The game is all over when all your planes are destroyed.

- TECHNICAL -

Game ID : GX393

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound CPU : Zilog Z80 (@ 1.789772 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.789772 Mhz), (6x) RC (@ 1.789772 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 1 (FIRE)

- TRIVIA -

Time Pilot was released in November 1982.

Yoshiki was told to design a driving game. When he learned of the game's concept, he balked at making it and started on Time Pilot. As development continued, Okamoto showed his boss design docs for the driving game, all the while working on Time Pilot. Although his boss told him to do the driving game instead, he tried to take the credit for Time Pilot. Okamoto decided not to disgrace his boss and let the episode go!!

The background moves in the opposite direction to the player's plane, rather than the other way around; the player's plane always remains in the center.

Stage 1 (A.D. 1910) and Stage 5 (A.D. 2001) are never played in the attract mode.

- UPDATES -

Centuri and Atari versions :
* The purple stage with the jetplanes is set in 1983 rather than 1982.
* The stage with the U.F.O.'s (A.D. 2001) is played in the attract mode.

- SCORING -

Biplane/Fighter/Helicopter/Jet/UFO : 100 points.
Bomb/Missile : 100 points.
Mother Ship : 3,000 points.
Bomber (A.D. 1940 only) : 1,500 points.
Formation Bonus : 2,000 points.
Parachute : 1,000, 2,000, 3,000, 4,000, 5,000 points.

- TIPS AND TRICKS -

* GAME INSTRUCTIONS :
l. Control your plane with joystick. Avoid being hit by bullets, bombs and missiles. Do not crash into enemy planes.
2. Advance to next stage by destroying 56 enemies and 7 hits on Mother Ship.
3. Dock with parachutes for bonus points.
4. Bonus plane after 10,000 points, 60,000 points and each additional 50,000 points.
5. Game over when all of your planes are destroyed.

* The enemy planes/ships find it hardest to shoot you when you are moving in a diagonal direction, so move this way the majority of the time. Just remember to watch your back!

* Since your ship is very maneuverable you can turn through 180 degrees very quickly to pick off an enemy directly behind you. Simply move the joystick or use the keys to face in the opposite direction and you will flip round.

* Homing missiles - keep firing to destroy them. Alternatively, move your fighter so that the missiles move off screen, and they do not return.

* The Mother Ships always move horizontally across the screen. Wait until they pass you, and then move directly behind them. You can then shoot them at will to destroy them. Again, it takes seven hits to destroy a Mother Ship.

* Concentrate on collecting the parachutists where possible, as these represent your biggest potential points haul. On Stage 2 (A.D. 1940), you can leave a few planes remaining and collect parachutists for as long as possible, as this stage has no homing missiles and also more parachutists than Stage 1.

* If you are killed by colliding with an enemy ship you are registered with the points as if you had shot it. This means extra lives are still awarded and also if you collide with the Mother Ship, you will advance to the next stage, providing you have at least one life remaining.

* A Way To Get A Great Score : Finish Stage 1 (A.D. 1910) as soon as possible. On Stage 2 (A.D. 1940), don't shoot anything!! Eventually, parachutes will start to appear. Collect the parachutes while avoiding the planes. Each parachute (after #4) will give you 5,000 points. It's possible to roll the machine over (999,999+ points) while remaining on Stage 2 using this strategy. By the way, while using this cheat you can also shoot the 1,500 point bombers without causing the time bar to be shortened.

- SERIES -

1. Time Pilot (1982)
2. Time Pilot '84 - Further Into Unknown World (1984)

- STAFF -

Programmed by : Toshio Arima
Designed by : Yoshiki Okamoto
Character by : Hideki Ooyama
Sound by : Mashahiro Inoue

- PORTS -

* Consoles : 
Sony PlayStation 2 [JP] (July 21, 2005) "Oretachi Geasen Zoku: Time Pilot [Model SLPM-62644]" 
Microsoft XBOX 360 [XBLA] [JP] (August 30, 2006) 

* Handhelds : 
Nintendo Game Boy Advance [JP] (May 2, 2002) "Konami Arcade Game Collection [Model AGB-AKCJ-JPN]" : Re-released as "Konami the Best" edition (November 3, 2005) 
Nintendo DS [JP] (March 15, 2007) "Konami Arcade Collection [Model NTR-A5KJ-JPN (RY039-J1)]" 
Nintendo DS [JP] (October 29, 2009) "Konami Arcade Collection [Konami Dendou Selection] [Model NTR-A5KJ-JPN-1 (RY039-J4)]" 

* Computers : 
MSX [JP] (1983) 

* Others :
i-mode Mobile Phones [JP] (2004)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2906&o=2

$end


$msx1_cart=timeplt,timeplta,
$bio

Time Pilot (c) 1984 Konami.

- TECHNICAL -

[Model RC703]

- TRIVIA -

Released in January 1984 in Japan.

Related Coin-op game: "Time Pilot [Model GX393]".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48140&o=2

$end


$info=timepltc,
$bio

Time Pilot (c) 1982 Centuri, Incorporated.

For more information about the game, please see the original Konami entry.

- TECHNICAL -

[Upright model]

- TRIVIA -

Time Pilot was manufactured and released in December 1982 in the USA by Centuri under license from Konami.

In this version : 
* Stage 4 is A.D. 1983 rather than A.D. 1982. 
* Stage 5 (A.D. 2001) IS played in the attract mode.

- PORTS -

* Consoles : 
Colecovision [US] (1983) "Time Pilot [Model 2633]" 
Atari 2600 [US] (1983) "Time Pilot [Model 2663]" 
Sony PlayStation [US] (May 13, 1999) "Konami 80's Arcade Gallery [Model SLPM-86228]" 
Sony PlayStation [US] (November 30, 1999) "Konami Arcade Classics [Model SLUS-00945]" 
Microsoft XBOX 360 [XBLA] [US] (August 30, 2006) 

* Handhelds : 
Nintendo Game Boy Advance [US] (March 21, 2002) "Konami Collectors Series - Arcade Advanced [Model AGB-AKCE-USA]" 
Nintendo DS [US] (March 27, 2007) "Konami Classics Series: Arcade Hits [Model NTR-ACXE-USA]" 

* Computers : 
Commodore C64 [US] (1983) 
Commodore C64 [US] (1984) "Space Pilot" 
Tandy Color Computer [US] (1983) "Fury" 
Tandy Color Computer [US] (1983) "Time Patrol" 

* Others :
Arcade [US] (November 1998) "Konami 80's AC Special" 
Konami Arcade Advanced Plug 'n Play TV Game [US] (2004) by Majesco 
Windows Mobile [US] (November 20, 2007)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=36336&o=2

$end


$a2600=timerace,
$bio

Time Race (c) 1983 Goliath

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51140&o=2

$end


$a2600=timeraces,
$bio

Time Race (c) 19?? Suntek

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51141&o=2

$end


$amigaocs_flop=timerace,
$bio

Time Race [Q.I. 1992] (c) 1990 Loriciels [France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75362&o=2

$end


$msx1_cass=timeridr,timeridra,
$bio

Time Rider (c) 1988 Eurosoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95072&o=2

$end


$amigaocs_flop=trun1,
$bio

Time Runners 1 - Gateways in Time (c) 1993 Simulmondo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75363&o=2

$end


$amigaocs_flop=trun11,
$bio

Time Runners 11 - The Steel City (c) 1994 Simulmondo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75364&o=2

$end


$amigaocs_flop=trun12,
$bio

Time Runners 12 - A Target for the Cyborg (c) 1994 Simulmondo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75365&o=2

$end


$amigaocs_flop=trun13,
$bio

Time Runners 13 - Cyberkiller (c) 1994 Simulmondo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75366&o=2

$end


$amigaocs_flop=trun14,
$bio

Time Runners 14 - Toraxid: War Star (c) 1994 Simulmondo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75367&o=2

$end


$amigaocs_flop=trun15,
$bio

Time Runners 15 - At the Speed of Light (c) 1994 Simulmondo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75368&o=2

$end


$amigaocs_flop=trun16,
$bio

Time Runners 16 - The Galaxy Emperor (c) 1994 Simulmondo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75369&o=2

$end


$amigaocs_flop=trun17,
$bio

Time Runners 17 - The Living Labyrinth (c) 1994 Simulmondo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75370&o=2

$end


$amigaocs_flop=trun18,
$bio

Time Runners 18 - The Killer Shadow (c) 1994 Simulmondo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75371&o=2

$end


$amigaocs_flop=trun19,
$bio

Time Runners 19 - The Nightmare Prince (c) 1994 Simulmondo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75372&o=2

$end


$amigaocs_flop=trun2,
$bio

Time Runners 2 - The Space Stone (c) 1993 Simulmondo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75373&o=2

$end


$amigaocs_flop=trun20,
$bio

Time Runners 20 - The Mountains of Death (c) 1994 Simulmondo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75374&o=2

$end


$amigaocs_flop=trun21,
$bio

Time Runners 21 - The Black Dragon's Course (c) 1994 Simulmondo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75375&o=2

$end


$amigaocs_flop=trun22,
$bio

Time Runners 22 - The Eternal Damned (c) 1994 Simulmondo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75376&o=2

$end


$amigaocs_flop=trun23,
$bio

Time Runners 23 - The Time Monarch (c) 1994 Simulmondo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75377&o=2

$end


$amigaocs_flop=trun24,
$bio

Time Runners 24 - Beyond All Dimensions (c) 1994 Simulmondo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75378&o=2

$end


$amigaocs_flop=trun25,
$bio

Time Runners 25 - The Lost Planet Earth (c) 1994 Simulmondo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75379&o=2

$end


$amigaocs_flop=trun26,
$bio

Time Runners 26 - The Time Warrior (c) 1994 Simulmondo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75380&o=2

$end


$amigaocs_flop=trun27,
$bio

Time Runners 27 - Red Night (c) 1994 Simulmondo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75381&o=2

$end


$amigaocs_flop=trun28,
$bio

Time Runners 28 - Beyond the End (c) 1994 Simulmondo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75382&o=2

$end


$amigaocs_flop=trun29,
$bio

Time Runners 29 - The Last Revelation (c) 1994 Simulmondo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75383&o=2

$end


$amigaocs_flop=trun3,
$bio

Time Runners 3 - The Big Run (c) 1993 Simulmondo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75384&o=2

$end


$amigaocs_flop=trun30,
$bio

Time Runners 30 - The Final Duel (c) 1994 Simulmondo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75385&o=2

$end


$amigaocs_flop=trun4,
$bio

Time Runners 4 - The Castle of Fear (c) 1993 Simulmondo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75386&o=2

$end


$amigaocs_flop=trun5,
$bio

Time Runners 5 - The Black Knight (c) 1993 Simulmondo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75387&o=2

$end


$amigaocs_flop=trun6,
$bio

Time Runners 6 - The Bewitched Forest (c) 1993 Simulmondo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75388&o=2

$end


$amigaocs_flop=trun7,
$bio

Time Runners 7 - In the Land of the Invaders (c) 1993 Simulmondo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75389&o=2

$end


$amigaocs_flop=trun8,
$bio

Time Runners 8 - The Impregnable Fortress (c) 1993 Simulmondo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75390&o=2

$end


$amigaocs_flop=trun9,
$bio

Time Runners 9 - The Time Demon (c) 1993 Simulmondo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75391&o=2

$end


$msx1_cass=timescan,
$bio

Time Scanner (c) 1989 Activision, Inc. [Santa Clara, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95073&o=2

$end


$info=timescan,timescan1,
$bio

Time Scanner (c) 1987 Sega.

An arcade interpretation of pinball featuring the flippers, ramps, targets, bonus multipliers etc. of the classic genre it serves to replicate. Each level has a specific graphical style - in keeping with the 'time travelling' theme of the game's title - with each of the game's four tables split into two sections. When the player enters either the top or bottom section of a table, the screen will scroll vertically up or down respectively to follow the action.

- TECHNICAL -

Game ID: 317-0024

Runs on the Sega "System 16A" hardware.

Players: 2
Control: 8-way joystick
Buttons: 2

- TRIVIA -

Time Scanner was released in March 1987.

Licensed to Atari for US distribution.

- UPDATES -

Another version runs on the Sega System 16B hardware

- PORTS -

* Computers :
[UK] Sinclair ZX Spectrum (1989)
[SP] Sinclair ZX Spectrum (1989) "Time Scanner [Model SEC 571]"
[SP] Amstrad CPC (1989)  "Time Scanner [Model AMF 046]"
[SP] Amstrad CPC (1989)  "Time Scanner [Model AMC 661]"
[UK] Amstrad CPC (1989)  "Time Scanner [Model UQD 629]"
Commodore C64 (1989)
Commodore Amiga (1989)
Atari ST (1989)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2908&o=2

$end


$cpc_cass=timescan,
$bio

Time Scanner [Model AMC 661] (c) 1989 MCM Soft. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99851&o=2

$end


$x1_cass=timesecr,
$bio

Time Secret (c) 1984 Bond Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86288&o=2

$end


$pc8801_cass=timesecr,
$bio

Time Secret (c) 1984 Bond Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91281&o=2

$end


$snes=timeslipu,
$bio

Time Slip [Model SNS-XT-USA] (c) 1993 Vic Tokai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63898&o=2

$end


$snes=timeslip,timeslipp,
$bio

Time Slip [Model SNSP-XT-EUR] (c) 1993 Vic Tokai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63897&o=2

$end


$info=timesold,timesold1,
$bio

Time Soldiers (c) 1987 Romstar, Incorporated.

Travel throughout various time periods to save your fellow comrades in this vertically scrolling shoot'em up. Collect power-ups to help you defeat a variety of enemies and end-bosses.

- TECHNICAL -

Game ID : Alpha-68K96II 'BT'

Main CPU : Motorola 68000 (@ 8 Mhz)
Sound CPU : Zilog Z80 (@ 7.15909 Mhz)
Sound Chips : YM2203 (@ 3 Mhz), YM2413 (@ 8 Mhz), DAC

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048

Players : 2
Control : 8-way joystick (rotary)
Buttons : 2

- TRIVIA -

Licensed to Romstar for US distribution (September 1987).

This game is known in Japan as "Battle Field".

The game contains a horrible original bug : when you select 'Japanese language' in the dipswitch settings, the title screen is totally broken.

Default high-score table (ranking) :
1 90000 M.I.
2 80800 OK .
3 70900 A.U.
4 60600 UCL.
5 50500 UCC.
6 40400 SOS.
7 30300 SUN.
8 20200 GO .
9 10100 SSS.
10 7700 YES.

- UPDATES -

In "Battle Field", the highscore table contains different name entries than Time Soldiers.

- TIPS AND TRICKS -

To accomplish the missions here requires going through time warp machines that appear on all stages. But when you're on a stage where one of your fellow time soldiers who need to be rescued is located, you should avoid entering the time warp machines, otherwise, it'll take longer to complete the missions, as you'll need to access more time machines on other stages until you get back to the specific stage where you need to find the captive. For example, if one of the captive soldiers is located on the Age of Rome stage, remain on that stage until you've reached and defeated the main boss enemy. The captive soldier will then materialize and the game will tell you that 'you destroyed the boss monster and rescued one warrior'. Then, you'll proceed to the next mission to rescue another captive soldier.

- STAFF -

Director : Kyuko Ozutumi
A.D & design : Tomoharu Takahasi
Designers : Shinji Moriyama, Row Ushizawa, Kenichi Sakanishi, Kathue Konbe, Takashi Hatono
Music programmer : Satoshi Hagitani
Music : Yuka Watanabe
Programmers : Hideo Kamera, Hiroyuki Ryu

- PORTS -

* Consoles :
Sega Master System (1989)
PS3 and PSP (2012)downloadable from the PlayStation Network as a PS Mini

* Computers :
Commodore C64 (1989)
Commodore Amiga (1989)
Atari ST (1989)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2909&o=2

$end


$sms=timesold,
$bio

Time Soldiers (c) 1989 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56256&o=2

$end


$pc98=timestrp,
$bio

Time Stripper Mako-chan (c) 1996 Foster [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90885&o=2

$end


$info=timetrv,
$bio

Time Traveler (c) 1991 Sega.

Beautiful Kyi-La, Princess of the Galactic Federation, is kidnapped by the evil renegade scientist Vulcor. You control the daring Marshall Gram and travel through the ages of time to rescue the Princess. Adventure through time as you confront space knights, ninja warriors, cavemen, futuristic robots, cowboys and countless other adversaries. Travel from prehistoric caves to 26th century space ships as you battle to save Kyi-La and prevent Vulcor from tearing the fabric of time!

At the beginning of the game you receive one Time Reversal Cube and are given the choice of either learning the moves you need for the game or immediately starting. If Marshall Gram perishes in the midst of the game he can use a Time Reversal Cube to back up to the moment before his death.  Otherwise the player will lose a life and have to start the level over. Additional Time Reversal Cubes can be bought from The Trader for additional credits, but there is a limit of how many Cubes that can be purchased per game.  Once the player loses all of his lives the game is over.

- TECHNICAL -

Time Traveler was the first of two games (the other being "Holosseum") to use the hi-tech hologram theater cabinet created by Sega. The theater works because of a concave mirror inside the cabinet, which reflects a specially framed image produced on a standard monitor. Because of the nature of a concave mirror, the focused image appears as if it is floating in mid-air, provided that the interior of the cabinet is painted black to absorb any excess reflection.

Motherboard: One very small board (only about 4"x7"), with a large eprom on it (Intel 27C0202 / 256k x 8).
CPU : Unknown, but under a LARGE heatsink
Laserdisc Player : Sony LDP-1450

Players : 1
Control : 8-way joystick
Buttons : 2 => [A] Shoot; [B] Time Reversal Cube

- TRIVIA -

Released in September 1991 in Japan.

Created by Rick Dyer, the co-creator of "Dragon's Lair" and "Space Ace", Time Traveler features a cast of Hollywood actors and digitally mastered special effects. Selling over $18,000,000.00 in its arcade debut, Time Traveler remains the first and only coin-operated arcade game to deliver a real 3-D hologram experience.

The game's action sequences were filmed in San Diego, California, with 40 actors and a small production crew of about 5 people headed by Producer/Director Mark E. Watson of Fallbrook California. The game takes place across many iconic settings from different time periods. All the game's footage was shot as if it were a live action movie. Few props were used during filming as the actors had to imagine fantastical locations while being filmed in front of a green screen stage. Some actors performed multiple roles, for example, the same actor played an obese woman (called "amazon queen") and a chainsaw wielding character. The game's special effects, music and character voices were later added at a special effects studio in Carlsbad, California.

According to archived news video footage from TV stations in California the game was considered a financial success for Dyer's company (Virtual Image Productions) and SEGA, pulling an average of one million dollars per week during its peak at the arcades. The game's lifespan didn't prove so lasting though. With fighting games like Street Fighter and Mortal Kombat becoming extremely popular, SEGA released the game "Holosseum" as a conversion kit for the arcade cabinet about a year or so after Time Traveler's release. Though it didn't revolutionize the arcade industry as Dyer may have thought, it's mentioned he considered making a sequel and also adapting the technology into something usable in casino machines.

- TIPS AND TRICKS -

Easter eggs: Pressing both game buttons while pressing down on the joystick (with a credit on the machine) shows Rick Dyer dancing around with his son on his back. Doing the same procedure while pressing up on the joystick shows the game's development team.

- STAFF -

Created by : Rick Dyer
Engine: David Salizzoni
Produced/Directed by : Mark E. Watson

- PORTS -

To maintain the hologram feel, Digital Leisure has included 3-D glasses with it's CD-ROM and DVD movie player versions. A 2-D version is available on the same disc that may be played without the 3-D glasses.

* Consoles :
Sony PlayStation 2 (Digital Leisure)
Microsoft XBOX (Digital Leisure)

* Computers :
PC [MS Windows] (Digital Leisure)
Apple Macintosh (Digital Leisure)

* Others :
DVD Video (2000)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4421&o=2

$end


$bbca_cass,bbcb_cass=timetrav,
$bio

Time Traveller (c) 19?? Software For All

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52590&o=2

$end


$msx1_cass=timetrax,timetraxa,
$bio

Time Trax (c) 1986 Bug Byte

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95074&o=2

$end


$snes=timetraxu,timetraxup,
$bio

Time Trax [Model SNS-X8-USA] (c) 1994 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63900&o=2

$end


$snes=timetrax,
$bio

Time Trax [Model SNSP-X8-EUR] (c) 1994 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63899&o=2

$end


$info=timetunl,
$bio

Time Tunnel (c) 1982 Taito.

- TECHNICAL -

[Cocktail Model]
Runs on the "Taito SJ System" hardware.
Prom Stickers : UN01..16

Players: 2
Control: 2-way joystick (vertical)
Buttons: 1

- TRIVIA -

Time Tunnel was released in October 1982 in Japan.

- PORTS -

* Consoles :
Sony PlayStation 2 [JP] (January 25, 2007) "Taito Memories II Joukan [Model SLPM-66649]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2910&o=2

$end


$x1_cass=ttunnel,
$bio

Time Tunnel (c) 198? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86289&o=2

$end


$pc8801_flop=timetunl,timetunla,
$bio

Time Tunnel - Time Secret 2 (c) 1984 Bond Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93111&o=2

$end


$famicom_flop=timetwst,
$bio

??????? ????????... (c) 1991 Nintendo Company, Limited.
(Time Twist - Rekishi no Katasumi de)

A Japanese text-based adventure game

- TECHNICAL -

Disk 1 ID: FMC-TT1
Disk 2 ID: FMC-TT2

- TRIVIA -

Released on July 26, 1991 in Japan only, Time Twist was sold across two separate discs released on the same day, and completion of the first disc is required to activate the second.

Time Twist was the last packaged release on the Disk System, released eight months after the release of the Super Famicom in Japan. Nintendo did not promote the game on television, as they had with their previous adventure games. The game was never given a North American release, due to its mature and religious themes conflicting with Nintendo of America's strict censorship policies at the time.

The subtitle of this game translates from Japanese as 'On the Outskirts of History...'

All text in Time Twist is presented in hiragana, including names of non-Japanese objects, people, and countries, which would normally be written in katakana. The only sections of the game that contain katakana and kanji are the title screen and staff roll.

- STAFF -

Developed by: Nintendo EAD, Pax Softnica

Executive Producer: Hiroshi Yamauchi
Producer: Tatsuya Hishida
Director: Keiji Terui
Chief Programmer: Tomoshige Hashishita
Main Program: Taisuke Araki, Motoo Yasuma
Graphic Design: Eiko Takahashi, Kasutomo Iwa, Takahiro Umehara
Sound Composition: Hajime Hirasawa
Product Debug & Testing Unit: Super Mario Club
Special Thanks: Shigeru Miyamoto, Hideki Konno

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65477&o=2

$end


$a2600=timewarp,timewarp1,timewarpe,timewarpe1,
$bio

Time Warp (c) 1982 Funvision

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51142&o=2

$end


$info=ep_twarp,ep_twarpa,ep_twarpb,ep_twarpc,
$bio

Time Warp (c) 199? Extreme Gaming.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15340&o=2

$end


$info=tmwrp_l2,tmwrp_t2,
$bio

Time Warp - A Pinball Journey Into the Future and Past (c) 1979 Williams.

- TECHNICAL -

Williams System 6
Model Number : 489

- TRIVIA -

8,875 units were produced.

- STAFF -

Design by : Barry Oursler
Art by : Constantino Mitchell

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5606&o=2

$end


$info=ss4696,ss4269,ss4697,ss4270,ss4271,ss4272,ss4273,ss8120,ss8540,
$bio

Time Warp (c) 1999 IGT [International Game Technologies].

2-Coin Multiplier slot.

- TECHNICAL -

[Model 188A]

- TRIVIA -

SS4696
SS4269
SS4697
SS4270
SS4271
SS4272
SS4273
SS8120
SS8540

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46235&o=2

$end


$info=ss7684,ss4263,ss4698,ss4264,ss4266,ss4265,ss4267,ss4268,ss8122,ss8123,
$bio

Time Warp (c) 1993 IGT [International Game Technologies].

3-Coin Multiplier.

- TECHNICAL -

[Model 188B]

(Stops): (72)AAA

- UPDATES -

* SS7684
Max %: 98.024
Hit Freq.: 12.343
Top Award (Hits/Cycle): 800/1600/2500 (8)
2nd Award (Hits/Cycle): 320/640/960 (24)
Win Freq.: 8.10

* SS4263
Max %: 97.417
Hit Freq.: 12.307
Top Award (Hits/Cycle): 800/1600/2500 (8)
2nd Award (Hits/Cycle): 320/640/960 (24)
Win Freq.: 8.13

* SS4698
Max %: 96.241
Hit Freq.: 12.307
Top Award (Hits/Cycle): 800/1600/2500 (8)
2nd Award (Hits/Cycle): 320/640/960 (24)
Win Freq.: 8.13

* SS4264
Max %: 95.021
Hit Freq.: 12.079
Top Award (Hits/Cycle): 800/1600/2500 (8)
2nd Award (Hits/Cycle): 320/640/960 (24)
Win Freq.: 8.28

* SS4266
Max %: 92.457
Hit Freq.: 11.550
Top Award (Hits/Cycle): 800/1600/2500 (8)
2nd Award (Hits/Cycle): 320/640/960 (24)
Win Freq.: 8.66

* SS4265
Max %: 92.457
Hit Freq.: 11.815
Top Award (Hits/Cycle): 800/1600/2500 (8)
2nd Award (Hits/Cycle): 320/640/960 (24)
Win Freq.: 8.46

* SS4267
Max %: 87.468
Hit Freq.: 11.372
Top Award (Hits/Cycle): 800/1600/2500 (8)
2nd Award (Hits/Cycle): 320/640/960 (24)
Win Freq.: 8.79

* SS4268
Max %: 85.01
Hit Freq.: 11.168
Top Award (Hits/Cycle): 800/1600/2500 (8)
2nd Award (Hits/Cycle): 320/640/960 (24)
Win Freq.: 8.45

* SS8122
Max %: 80.078
Hit Freq.: 10.597
Top Award (Hits/Cycle): 800/1600/2500 (8)
2nd Award (Hits/Cycle): 320/640/960 (24)
Win Freq.: 9.44

* SS8123
Max %: 75.076
Hit Freq.: 10.126
Top Award (Hits/Cycle): 800/1600/2500 (8)
2nd Award (Hits/Cycle): 320/640/960 (24)
Win Freq.: 9.88

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=37620&o=2

$end


$a2600=timewarpc
$bio

Time Warp (c) 1983 CCE

- TECHNICAL -

Model C-845

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51143&o=2

$end


$pc8801_flop=timezone,
$bio

Time Zone (c) 1985 Starcraft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93112&o=2

$end


$nes=timezone,
$bio

Time Zone (c) 1991 Sigma Enterprises, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54756&o=2

$end


$cdi=tlphotoa,tlphoto,
$bio

Time-Life - 35mm Photography (c) 1991 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53149&o=2

$end


$cdi=tlastro,
$bio

Time-Life - Astrology (c) 1993 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53150&o=2

$end


$cdi=tlphotod,
$bio

Time-Life - Kleinbeeld Fotografie (c) 1992 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53151&o=2

$end


$cdi=tlphotog,
$bio

Time-Life - Kleinbildfotografie (c) 1992 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53152&o=2

$end


$cdi=tlphotoi,
$bio

Time-Life - La Fotografia In 35 mm (c) 1992 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53153&o=2

$end


$cdi=tlphotof,
$bio

Time-Life - La Photographie - 24 x 36 mm (c) 1992 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53154&o=2

$end


$tg16=timeball,
$bio

Timeball [Model TGX020034] (c) 1990 NEC Home Electronics, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84367&o=2

$end


$cpc_cass=timebomb,
$bio

TimeBomb (c) 1984 Black Knight Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99852&o=2

$end


$c64_cart,c64_flop=timbound,
$bio

Timebound (c) 1984 CBS Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53745&o=2

$end


$a800=timbound,
$bio

Timebound (c) 1984 CBS Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86739&o=2

$end


$snes=timecopj,
$bio

Timecop [Model SHVC-ATCJ-JPN] (c) 1995 Victor Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62535&o=2

$end


$snes=timecopu,
$bio

Timecop [Model SNS-ATCE-USA] (c) 1995 JVC

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63902&o=2

$end


$snes=timecop,
$bio

Timecop [Model SNSP-ATCP-EUR] (c) 1995 JVC

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63901&o=2

$end


$cpc_cass=timelord,
$bio

Timelord (c) 1985 Alpha-Omega Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99853&o=2

$end


$bbca_cass,bbcb_cass=timeman1,
$bio

Timeman One (c) 198? Bourne

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52591&o=2

$end


$cpc_cass=timeman1,
$bio

Timeman One [Model SOFT 107] (c) 1984 Amsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99854&o=2

$end


$bbca_cass,bbcb_cass=timeman2,
$bio

Timeman Two (c) 198? Bourne

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52592&o=2

$end


$cpc_cass=timeman2,
$bio

Timeman Two [Model SOFT 108] (c) 1984 Amsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99855&o=2

$end


$amigaocs_flop=timelore,
$bio

Times of Lore (c) 1988 Origin Systems, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75393&o=2

$end


$cpc_cass=timelore,
$bio

Times of Lore (c) 1988 Origin Systems, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99857&o=2

$end


$nes=timelorej,
$bio

Times of Lore (c) 1990 Toho Cinephile-Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54757&o=2

$end


$nes=timelore,
$bio

Times of Lore (c) 1991 Toho Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55738&o=2

$end


$cpc_cass=timetrax,
$bio

Timetrax (c) 1986 Mind Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99858&o=2

$end


$bbca_cass,bbcb_cass=timetrek,
$bio

Timetrek (c) 1982 Micro Power

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52593&o=2

$end


$info=ts1000,
$bio

Timex Sinclair 1000 (c) 1982 Timex Corp.

- TRIVIA -

Released in July 1982. The Timex Sinclair 1000 was the very first computer released by Timex Corporation.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72692&o=2

$end


$info=ts1500,
$bio

Timex Sinclair 1500 (c) 1983 Timex Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72693&o=2

$end


$info=ts2068,
$bio

Timex Sinclair 2068 (c) 1983 Timex Corp.

- TECHNICAL -

The TS2068 is based on the ZX Spectrum

- TRIVIA -

The Timex Sinclair 2068 was released in November 1983. It was Timex Sinclair's fourth and last home computer for the United States market.

Timex Computer Corp published 7 cartridges and 37 cassettes to start the launch of the TS2068 (some titles were released both on cartridge and tape). The software was varied, ranging from utilities and personal accounting programs, to educational titles and games. All software have a 'part number' and are grouped with all software of the same kind. 4 cartridges and 22 tapes planned were never released.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72694&o=2

$end


$snes=timonu,
$bio

Timon & Pumbaa's Jungle Games [Model SNS-AJ9E-USA] (c) 1996 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63904&o=2

$end


$snes=timon,
$bio

Timon & Pumbaa's Jungle Games [Model SNSP-AJ9P-EUR] (c) 1998 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63903&o=2

$end


$ibm5150,ibm5150_cass=mindmirr,
$bio

Timothy Leary's Mind Mirror (c) 1986 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83723&o=2

$end


$info=ep_tincn,ep_tincna,
$bio

Tin Can Alley (c) 199? Maygay.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40905&o=2

$end


$nes=tinchoml,
$bio

Tin Choi Ma Lei (c) 19?? Unknown [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77002&o=2

$end


$snes=tinstar,
$bio

Tin Star [Model SNS-9N-USA] (c) 1994 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63905&o=2

$end


$gba=tintoyd1,tintoyd,
$bio

Tin Toy Advance (c) 2001 Mutation Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76120&o=2

$end


$megadriv=tinhead,
$bio

TinHead (c) 1993 Ballistic

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57479&o=2

$end


$snes=tinhead,
$bio

Tinhead [European Prototype] (c) 1994 Microprose Software, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63906&o=2

$end


$pc8801_flop=tinkerbe,
$bio

Tinker Bell (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93113&o=2

$end


$pc8801_flop=tinkerb1,
$bio

Tinker Bell II (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93114&o=2

$end


$info=tinklpit,
$bio

Tinkle Pit (c) 1993 Namco.

The player contols Pitt and Patti, who must walk around the mazes, collecting items and avoiding enemies. They have the power to drop their Tinker power balls, which are both invulnerable to the enemies, and move around by pressing the Line button, therefore creating a line between them and their power balls. Releasing the button makes their power balls come back to them; the enemies are killed by having the power balls slam into them. There are also pieces of popcorn which can be picked up around the mazes - and pressing the Popcorn button, Pitt and Patti can throw them at the enemies, and they shall bounce off the walls until they hit one (or evaporate if they have not done so by the end of the stage). 

Killing all enemies in a maze advances the player to the next stage; however, in the event of one enemy remaining, he will make for the nearest corner of the maze, say "Bye-bye!", and disappear - which will detract from the "Pursuit Bonus" that the players will receive after they defeat Mao at the end of the game.

- TECHNICAL -

Namco System NA-1 hardware
Game ID : TK

Main CPU : Motorola 68000 (@ 12.52825 Mhz), M37710 (@ 12.52825 Mhz)
Sound Chips : C140 (@ 42.667 Khz)

Players : 4
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Released in March 1994 in Japan.

Tinkle Pit is a Namco museum, a LOT of Namco characters (from early Namco games) appear in this game, here is a list :
* All characters (Ghosts and Pacman) from "Pac-Man".
* All characters from "Dig Dug".
* Several characters from "Xevious".
* Several characters from "Libble Rabble".
* 'Pino', 'Acha' and the 'Soldier' from "Toypop" as item.
* The 'Special Flag' sprite and the 'Blue Cars' from "Rally-X".
* The 'Lucky Flag' sprite from "New Rally-X".
* The 'King' from "King & Balloon".
* 'Kai' from "The Tower of Druaga".
* 'Mappy', 'Mona Lisa' and the 'Safe' from "Mappy".
* The 'Rainbow Block' from "Cutie Q"
* The 'Red Baron' from "Sky Kid".
* 'Mill' from "Pac & Pal".
* The 'Headquarters' from "Tank Battalion".
* The 'Pink Chewing Gum' from "Emeraldia".
* The 'Morekku' from "Phozon".
* The 'Green Furossa' from "Grobda".
* The 'Red Missile' from "Bosconian - Star Destroyer".
* The 'Orange BEROBERO' from "Warp & Warp".
* The 'Missing child' from "Marvel Land".

Also, you can get a sort of 'trophy character' on the name registration depending of the highscore (the number in [x x] appears by 1 figure under the number which added all the beams) :
* Second place on the Ranking - 'Ms. Pacman' from "Ms. Pac-Man".
* A highscore [0 1] - 'Reira' from "Rolling Thunder 2".
* A highscore [2 3] - 'Acha' from "Toypop".
* A highscore [4 5] - 'Peach' from "Wonder Momo".
* A highscore [6 7] - a 'Princess Character' from "Bravo Man - Chou Zetsurin Jin".
* A highscore [8 9] - 'Sharon' from "Numan Athletics".
* Game finished (continue used) - 'Kai''from "The Tower of Druaga".
* Game finished (in one coin) - 'Valkyrie' from "Valkyrie no Densetsu".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2912&o=2

$end


$x68k_flop=tinna7c,
$bio

Tinna The Seven Crystals (c) 1991 Project Team Interrupt

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88708&o=2

$end


$megadriv=tintin,
$bio

Tintin au Tibet (c) 1995 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56992&o=2

$end


$snes=tintin,
$bio

Tintin au Tibet (c) 1995 Infogrames Interactive, Incorporated.

- TECHNICAL -

[Model SNSP-AT6P-FAH]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63907&o=2

$end


$gameboy=tintin,
$bio

Tintin in Tibet (c) 1994 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67242&o=2

$end


$gbcolor=tintin,
$bio

Tintin in Tibet [Model CGB-BT6P-EUU] (c) 2001 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68956&o=2

$end


$gamegear=tintin,
$bio

Tintin in Tibet [Model T-151038-50] (c) 1996 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64976&o=2

$end


$amigaocs_flop=tintin,
$bio

Tintin on the Moon (c) 1989 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75394&o=2

$end


$cpc_cass=tintin,
$bio

Tintin on the Moon (c) 1989 Infogrames Interactive, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99860&o=2

$end


$psx=tinybull,
$bio

Tiny Bullets [Model SCPS-10130] (c) 2000 Sony Computer Ent., Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85796&o=2

$end


$x68k_flop=tinyclmn,
$bio

Tiny Columns X68000 Special (c) 19?? ASM [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88709&o=2

$end


$x68k_flop=tinyhopp,
$bio

Tiny Hopping Mappy (c) 19?? Illkun 68K

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88710&o=2

$end


$amigaocs_flop=tinskwek,
$bio

Tiny Skweeks (c) 1992 Loriciels [France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75395&o=2

$end


$nes=ttoonadvj,
$bio

Tiny Toon Adventures (c) 1991 Konami Industry Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54758&o=2

$end


$nes=ttoonadv,ttoonadvu,
$bio

Tiny Toon Adventures (c) 1991 Konami Industry Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55739&o=2

$end


$megadriv=ttoonbhtk,
$bio

Tiny Toon Adventures (c) 1993 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56993&o=2

$end


$megadriv=ttacme,
$bio

Tiny Toon Adventures - Acme All-Stars (c) 1994 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56994&o=2

$end


$megadriv=ttacmeu,
$bio

Tiny Toon Adventures - Acme All-Stars (c) 1994 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57480&o=2

$end


$gameboy=ttoonbab,
$bio

Tiny Toon Adventures - Babs' Big Break [Model DMG-TX-USA] (c) 1992 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67244&o=2

$end


$snes=ttoonbblu,ttoonbblup,
$bio

Tiny Toon Adventures - Buster Busts Loose! [Model SNS-TA-USA] (c) 1993 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63910&o=2

$end


$snes=ttoonbbls,
$bio

Tiny Toon Adventures - Buster Busts Loose! [Model SNSP-TA-ESP] (c) 1993 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63909&o=2

$end


$snes=ttoonbbl,
$bio

Tiny Toon Adventures - Buster Busts Loose! [Model SNSP-TA-FAH] (c) 1993 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63908&o=2

$end


$gbcolor=ttoonbsdu,
$bio

Tiny Toon Adventures - Buster Saves the Day [Model CGB-BUSE-USA] (c) 2001 Conspiracy Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68958&o=2

$end


$gbcolor=ttoonbsd,
$bio

Tiny Toon Adventures - Buster Saves the Day [Model CGB-BUSP-EUR] (c) 2001 Conspiracy Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68957&o=2

$end


$gba=ttoonbbd,
$bio

Tiny Toon Adventures - Buster's Bad Dream [Model AGB-ATTP-EUR] (c) 2002 Conspiracy Ent. Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76121&o=2

$end


$megadriv=ttoonbht,
$bio

Tiny Toon Adventures - Buster's Hidden Treasure (c) 1993 Konami Company, Limited.

- TRIVIA -

Reviews:
[FR] April 1993 - Consoles + No. 18: 93/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56995&o=2

$end


$megadriv=ttoonbhtu,
$bio

Tiny Toon Adventures - Buster's Hidden Treasure (c) 1993 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57481&o=2

$end


$nes=ttooncwu,
$bio

Tiny Toon Adventures - Carton Workshop (c) 1992 Konami Company, Limited.

- TECHNICAL -

[Model NES-CW-USA]

- TRIVIA -

Tiny Toon Adventures was released in December 1992 in North America.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=34753&o=2

$end


$nes=ttooncw,
$bio

Tiny Toon Adventures - Cartoon Workshop (c) 1992 Konami Company, Limited.

- TECHNICAL -

[Model NES-CW-NOE]

- TRIVIA -

Tiny Toon Adventures was released on September 27, 1993 in Europe.

The CW on its official model number stands for Cartoon Workshop.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55740&o=2

$end


$gbcolor=ttoondiz,
$bio

Tiny Toon Adventures - Dizzy's Candy Quest [Model CGB-BDQP-EUR] (c) 2001 Conspiracy Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68959&o=2

$end


$gameboy=ttoonspt,
$bio

Tiny Toon Adventures - Dokidoki Sport Festival [Model DMG-EDJ] (c) 1994 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67247&o=2

$end


$snes=ttoondd,
$bio

Tiny Toon Adventures - Dotabata Daiundoukai [Model SHVC-5Z] (c) 1994 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62537&o=2

$end


$gameboy=ttoonmon,
$bio

Tiny Toon Adventures - Montana's Movie Madness [Model DMG-T8-UKV] (c) 1993 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67249&o=2

$end


$gameboy=ttoonmon,
$bio

Tiny Toon Adventures - Montana's Movie Madness [Model DMG-T8-USA] (c) 1993 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67248&o=2

$end


$gba=ttoonbbdu,
$bio

Tiny Toon Adventures - Scary Dreams [Model AGB-ATTE-USA] (c) 2006 Conspiracy Ent. Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76122&o=2

$end


$snes=ttoonwaku,
$bio

Tiny Toon Adventures - Wacky Sports Challenge (c) 1994 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63911&o=2

$end


$gameboy=ttoonwak,
$bio

Tiny Toon Adventures - Wacky Sports [Model DMG-ED-EUR] (c) 1994 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67250&o=2

$end


$gameboy=ttoonwaku,
$bio

Tiny Toon Adventures - Wacky Sports [Model DMG-ED-USA] (c) 1994 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67251&o=2

$end


$gba=ttoonwstu,
$bio

Tiny Toon Adventures - Wacky Stackers [Model AGB-AWSE-USA] (c) 2001 Conspiracy Ent. Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76124&o=2

$end


$gba=ttoonwst,
$bio

Tiny Toon Adventures - Wacky Stackers [Model AGB-AWSP] (c) 2002 Conspiracy Ent. Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76123&o=2

$end


$snes=ttoonwaka,ttoonwakp,ttoonwak,
$bio

Tiny Toon Adventures - Wild & Wacky Sports [Model SNS-5Z-EUR] (c) 1994 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63912&o=2

$end


$nes=ttoon2j,
$bio

Tiny Toon Adventures 2 - Montana Land e Youkoso (c) 1992 Konami Company, Limited.

- TECHNICAL -

[Model KON-RV051]

- TRIVIA -

Tiny Toon Adventures 2 was released on November 27, 1992 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54759&o=2

$end


$nes=ttoon2,
$bio

Tiny Toon Adventures 2 - Trouble in Wackyland (c) 1993 Konami Company, Limited.

- TECHNICAL -

[Model NES-T2-NOE]

- TRIVIA -

Even if its title screen says 1993. Tiny Toon Adventures 2 was released on January 27, 1994 in Europe.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=34739&o=2

$end


$nes=ttoon2u,
$bio

Tiny Toon Adventures 2 - Trouble in Wackyland (c) 1992 Konami Company, Limited.

- TECHNICAL -

[Model NES-T2-USA]

- TRIVIA -

Even if its title screen says 1992. Tiny Toon Adventures 2 was released in April 1993 in North America.

It's official model number, T2, stands for Toon 2.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55741&o=2

$end


$gameboy=ttoon2j,
$bio

Tiny Toon Adventures 2 [Model DMG-T8J] (c) 1993 Konami Company, Limited.

- TRIVIA -

The game was presented at the Famicom Spaceworld' 93 in August 1993 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67252&o=2

$end


$megadriv=ttoon3,
$bio

Tiny Toon Adventures 3 (c) 199? Gamtec

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56996&o=2

$end


$nes=ttoons6,
$bio

Tiny Toon Adventures 6 (c) 1997 Jy Co.

- TECHNICAL -

Game ID: JY-115

- STAFF -

Developed by: Jing Tay Team

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84172&o=2

$end


$gameboy=ttoonadv,
$bio

Tiny Toon Adventures [Model DMG-TXJ] (c) 1992 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67243&o=2

$end


$jaguar=ttoonadv,
$bio

Tiny Toon Adventures [Model J6004E] (c) 2010 Team Jaguar

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76455&o=2

$end


$snes=ttoonadva,ttoonadv,
$bio

Tiny Toon Adventures (c) 1992 Konami Company, Limited.

Konami based on Warner Bros's wacky animated television series of the same name originally broadcasted in 1990. The blue rabbit Buster Bunny is going on a big adventure through several action-packed and humorously-themed levels, from the ACME Looniversity's hallway and library to the dangers of the American old West, the intense thrill of a football game or deep inside a giant Star Wars-inspired space station. Interestingly the game doesn't have an outright unique goal. Instead, each level acts as a discrete episode and features its own individual mission - such as stopping Dizzy Devil from causing mayhem in the school's kitchen or rescuing the cute Babs Bunny from the clutches of the evil Darth Plucky Duck. Buster Bunny doesn't come with any weapons or accessories though, and instead uses his bare feet! While one action button makes him jump, another makes him kick jump - or, more accurately, drop-kick in mid-air - damaging enemies below him. Being a rabbit, Buster Bunny also has another trick up his sleeve - he can dash at full speed, knocking down all enemies on his path and climbing along vertical walls as if gravity was suspended. But this power comes with a price and the player must charge-up a dash bar located at the top of the screen in order to effectively use it. As expected, various items are found scattered throughout the game, such as Gogo Dodo trophies (instantly refill Buster Bunny's dash power), Carrot trophies (restore health) or cute Buster Bunny figurines (extra lives). Finally, each level is punctuated by a Wheels o' Game mini game - there is a total of five different mini-games (such as a traditional Bingo, a Weight Challenge or a simple Slide Puzzle) and they all provide the player with a chance to earn extra lives before the next level. Tiny Toon Adventures consists of six levels and features a password system to save the player's progress (apparently only available in the easiest difficulty mode though). The game is also single-player only...

- TECHNICAL -

[Model SHVC-TA]

- TRIVIA -

Released on December 18, 1992 in Japan for 8000 Yen.

- STAFF -

Planning by: S. Murata, T. Yakushiji, K. Horie, T. Okutani, M. Hashimoto, S. Muraki
Programmed by: S. Murata, T. Okutani, S. Umezaki, K. Aoyama, K. Ozawa, Y. Okuda, E. Nakagawa
Graphics and Animations by: T. Yakushiji, K. Horie, M. Hashimoto, S. Muraki, K. Kawaminami, K. Ogawa
Sound and Music by: K. Uehara, Y. Morimoto
Package Designed by: H. Sumida
Produced by: Team The Okutani Project
Special Thanks to: I. Ueda, M. Toyoda, S. Sagoi

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62536&o=2

$end


$jaguar=ttoonadvp,
$bio

Tiny Toon Adventures [Prototype] (c) 1994 Atari Corp. [Sunnyvale, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76454&o=2

$end


$pc8801_flop=tinytrou,
$bio

Tiny Troubadour - Dark Shine (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93115&o=2

$end


$pc8801_flop=tinywasp,tinywaspa,
$bio

Tiny Wasp (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93116&o=2

$end


$amigaocs_flop=tipoff,tipoffa,
$bio

Tip Off (c) 1992 Anco

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75396&o=2

$end


$gameboy=tipoff,
$bio

Tip Off (c) 1993 Imagineer Company, Limited.

- TECHNICAL -

Cartridge ID: DMG-OF-UKV

- TRIVIA -

Reviews:
[FR] April 1993 - Consoles + No. 19: 68/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67253&o=2

$end


$info=tiptop,
$bio

Tip Top (c) 1983 Sega.

European version of "Congo Bongo".

- TECHNICAL -

Game ID : 605-5167 

Main CPU : Zilog Z80 (@ 3.04125 Mhz) 
Sound CPU : Zilog Z80 (@ 4 Mhz) 
Sound Chips : SN76496 (@ 4 Mhz), SN76496 (@ 1 Mhz)

Players : 2 
Control : 4-way joystick 
Buttons : 1 (JUMP)

- TRIVIA -

Released during March 1983. 

For more information about the game, please see the "Congo Bongo" entry.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2913&o=2

$end


$amigaocs_flop=tiptrick,
$bio

Tip Trick (c) 1990 Magic Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75397&o=2

$end


$bbca_cass,bbcb_cass=tipster,
$bio

Tipster (c) 19?? Chestnut

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52594&o=2

$end


$gba=tiretbut,
$bio

TIR et BUT - Edition Champions du Monde (c) 2002 Titus

- TECHNICAL -

Game ID: AGB-ATVP

- TRIVIA -

Released on May 17, 2002 in France.

- STAFF -

Project Manager: Renaud Yong
Producer: Renaud Yong
Lead Programmer: Dominique Joly
Artists / Animators: Christophe Brand, Hervé Barbaresi
QA Manager: Thomas Baillet
Lead Tester: Martin Martinez
Testers: Sandro Hoffmann, Frédéric Lasseret, Emmanuel Faria, Matteo Cantoro
Head of Studios: Laurent Vidal
Technical Director: François Maingaud
Music / FX: Waam
Special Thanks to: Eric Laporte, Aurelie Doublier, Arnaud Delage, Gerald Youna

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76125&o=2

$end


$cpc_cass=tirnanog,
$bio

Tir Na Nog (c) 1986 Hewson Consultants

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99863&o=2

$end


$pc8801_flop=tirnanog,
$bio

Tir-Nan-Og - Kindan no Tou (c) 1990 System Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93117&o=2

$end


$pc98=tirnanog,tirnanoga,
$bio

Tir-nan-óg - Dana no Matsuei (c) 1987 Systemsoft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90886&o=2

$end


$msx2_flop=tirnanog,tirnanoga,
$bio

Tir-nan-óg - Dana no Matsuei (c) 1990 System Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102110&o=2

$end


$pc98=tirnano2,
$bio

Tir-nan-óg II - The Sign of Chaos (c) 1989 Systemsoft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90887&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=titan,
$bio

Titan (c) 1981 Commodore, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86961&o=2

$end


$info=titan,titan1,
$bio

Titan (c) 1982 Taito.

- TRIVIA -

Similar to Williams' 1981 "Barracora".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5607&o=2

$end


$amigaocs_flop=titan,
$bio

Titan (c) 1989 Titus

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75398&o=2

$end


$nes=titan,
$bio

Titan (c) 1990 Sofel

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54760&o=2

$end


$pce=titan,
$bio

Titan (c) 1991 Naxat Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58759&o=2

$end


$nes=titanwar,
$bio

Titan Warriors (c) 19?? Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55742&o=2

$end


$saturn,sat_cart=titanwarj,
$bio

Titan Wars (c) 1996 BMG Victor

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59832&o=2

$end


$saturn,sat_cart=titanwar,
$bio

Titan Wars (c) 1996 Crystal Dynamics

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60445&o=2

$end


$cpc_cass=titan,
$bio

Titan [Model 22471] (c) 1989 Proein Soft Line [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99865&o=2

$end


$msx1_cass=titanic,
$bio

Titanic (c) 1988 Topo Soft [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95076&o=2

$end


$cpc_cass=titanics,
$bio

Titanic (c) 1988 Topo Soft [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99866&o=2

$end


$cpc_cass=titanic,
$bio

Titanic (c) 1988 Kixx

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99867&o=2

$end


$info=titanic,
$bio

Titanic (c) 1999 Stern Pinball.

3 players can board this spectacular 'light stopping' 1, 2, or 3 coin drop game, and get swept away in Titanic's vivid coloring, multiple jackpot levels, 3 stations, LED/Dot Displays, and superb sound.

- TRIVIA -

Titanic ranked #1 in the Best Novelty Game category in Playmeter's August 1999 issue, earning a point value of 10 on a scale of 3-10. It also has ranked #1 on RePlay's Prime Choice Poll of highest overall rated redemption games in both 1999 and 2000.

- STAFF -

Art director : Jason J. Dominiak

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11226&o=2

$end


$cdi=titanic,
$bio

Titanic - An interactive exploration (c) 1994 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53155&o=2

$end


$nes=titan12,
$bio

Titanic 1912 (c) 19?? Union Bond [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84173&o=2

$end


$amigaocs_flop=titanicb,
$bio

Titanic Blinky (c) 1991 Zeppelin Platinum

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75399&o=2

$end


$cpc_cass=titanblk,
$bio

Titanic Blinky (c) 1992 Zeppelin Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99868&o=2

$end


$famicom_flop=titanic,
$bio

?????????? ~????~ (c) 1987 Gakken
(Titanic Mystery - Ao no Senritsu)

- TECHNICAL -

Disk ID: GAT-TIT

- TRIVIA -

Released on July 24, 1987 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65478&o=2

$end


$nes=titanic,
$bio

泰坦尼克 (c) 2005 Nanjing.
(Titanic)

- TECHNICAL -

Game ID: NJ048

- STAFF -

Developed by: Nice Code, Dragon Co.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77003&o=2

$end


$amigaocs_flop=titano,
$bio

Titano (c) 1990 Magic Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75400&o=2

$end


$gba=titeuf,
$bio

Titeuf - Ze Gagmachine (c) 2002 Infogrames Interactive, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76126&o=2

$end


$gba=titeufmc,
$bio

Titeuf Méga Compet (c) 2004 Atari Interactive, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76127&o=2

$end


$gbcolor=titi,
$bio

Titi - Le Tour du Monde en 80 Chats [Model CGB-BTWF-FRA] (c) 2000 Kemco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68960&o=2

$end


$gba=titibijm,
$bio

Titi et les Bijoux Magiques (c) 2001 Kemco, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76128&o=2

$end


$info=titlef,titlefu,titlefj,
$bio

Title Fight (c) 1992 Sega.

- TECHNICAL -

Sega System Multi 32 hardware

Main CPU : V70 (@ 20 Mhz), Zilog Z80 (@ 8.053975 Mhz)
Sound Chips : YM3438 (@ 8.053975 Mhz), MultiPCM (@ 8.053975 Mhz)

Players : 2
Control : Double 8-way joysticks

- TRIVIA -

Even if titlescreen says 1992, Title Fight was released in March 1993 in Japan.

Lucky Marciano is a parody of the late boxing champion Rocky Marciano.

- UPDATES -

The US version is slightly different, it has the "Winners Don't Use Drugs" and the  "Recycle It, Don't Trash It!" screens.

- SERIES -

1. Heavyweight Champ [Model 317-0046] (1987)
2. Title Fight (1992)

- STAFF -

Sound: Masanori Takeuchi (M. Takeuchi)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2914&o=2

$end


$info=tfight,
$bio

Title Fight (c) 1990 Premier Technology Co.

- TECHNICAL -

Gottlieb System 3
Model Number : 726

- TRIVIA -

1,000 units were produced.

- STAFF -

Designer : Ray Tanzer
Artwork : David Moore, Constantino Mitchell

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5608&o=2

$end


$a2600=prowres,prowrese,
$bio

Title Match Pro Wrestling (c) 1987 Absolute Entertainment, Incorporated.

- TECHNICAL -

Model AG-041

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51144&o=2

$end


$a7800=prowres,prowresu,
$bio

Title Match Pro Wrestling [Model AV-041-04] (c) 1989 Absolute Entertainment, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50186&o=2

$end


$info=ep_tits,ep_titsa,ep_titsb,
$bio

Title Shot Club (c) 199? Maygay.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40906&o=2

$end


$cpc_cass=tituscl1,
$bio

Titus Classiques Vol. 1 (c) 1987 Titus [Gagny, France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99869&o=2

$end


$amigaocs_flop=titus,
$bio

Titus the Fox to Marrakech and Back (c) 1992 Titus

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75401&o=2

$end


$gbcolor=titusu,
$bio

Titus the Fox to Marrakech and Back [Model DMG-BFXE-USA] (c) 2000 Titus

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68962&o=2

$end


$gbcolor=titus,
$bio

Titus the Fox to Marrakech and Back [Model DMG-BFXP-EUR] (c) 2000 Titus

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68961&o=2

$end


$gameboy=titus,
$bio

Titus the Fox to Marrakech and Back [Model DMG-FO-USA] (c) 1993 Titus

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67254&o=2

$end


$info=tk80,
$bio

TK-80 (c) 1976 NEC Home Electronics, Ltd.

A training kit for 8-bit microcomputers.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103260&o=2

$end


$info=tk85,
$bio

TK-85 (c) 1983 NEC Home Electronics, Limited.

An old development kit from NEC featuring 8 digits.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69781&o=2

$end


$snes=tkou,tkous,
$bio

TKO Super Championship Boxing [Model SNS-BX-USA] (c) 1992 Sofel

- TRIVIA -

Reviews:
[FR] December 1992 - Consoles + N.15: 70%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63762&o=2

$end


$snes=tko,
$bio

TKO Super Championship Boxing [Model SNSP-BX-EUR] (c) 1992 Sofel

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63761&o=2

$end


$info=990189,990189v,
$bio

TM 990/189 (c) 1978 Texas Instruments.

An experimental microcomputer used for educational and development purposes.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95514&o=2

$end


$nes=livepb,
$bio

TM Network - Live in Power Bowl (c) 1989 CBS [Sony Group]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54687&o=2

$end


$gba=tmntnu,
$bio

TMNT [Model AGB-BEXE-USA] (c) 2007 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75946&o=2

$end


$gba=tmntn,
$bio

TMNT [Model AGB-BEXP] (c) 2007 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75945&o=2

$end


$megadriv=tnnbass,
$bio

TNN Bass Tournament of Champions (c) 1993 American Softworks

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57440&o=2

$end


$snes=tnnbass,
$bio

TNN Bass Tournament of Champions (c) 1994 American Softworks Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63763&o=2

$end


$saturn,sat_cart=hc4x4u,
$bio

TNN Motorsports - Hardcore 4x4 (c) 1996 ASC Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60173&o=2

$end


$megadriv=tnnout,
$bio

TNN Outdoors Bass Tournament '96 (c) 1996 American Softworks

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57441&o=2

$end


$gbcolor=tnnofc,
$bio

TNN Outdoors Fishing Champ [Model DMG-AFCE-USA] (c) 1999 ASC Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68859&o=2

$end


$msx2_flop=tnt,tntb,tnta,
$bio

TNT (c) 1987 Infogrames Interactive, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102083&o=2

$end


$amigaocs_flop=tnt,
$bio

TNT (c) 1993 Domark Group, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75190&o=2

$end


$cpc_cass=tnt2,
$bio

TNT 2 (c) 1992 Domark Group, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99504&o=2

$end


$pc98=to5,
$bio

To Five - Natsu no Tobira no Mukou ni Kimi o Mitsukeru (c) 1994 Palm Tree Software [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90888&o=2

$end


$psx=toheartj,
$bio

To Heart [Model SLPS-01919~20] (c) 1999 Aqua Plus [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85797&o=2

$end


$nes=toearth,toearthu,
$bio

To The Earth (c) 1989 Nintendo [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55743&o=2

$end


$cpc_cass=toadruns,
$bio

Toad Runner (c) 1986 Dro Soft [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99870&o=2

$end


$cpc_cass=toadrun,
$bio

Toad Runner [Model AS 32042] (c) 1986 Ariolasoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99871&o=2

$end


$psx=toaplans,
$bio

Toaplan Shooting Battle 1 (c) 1996 Banpresto.

Toaplan Shoot Them Ups compilation for your Sony PlayStation, featuring:
- "Tiger-Heli [Model GX-551]" (1985)
- "Kyukyoku Tiger [TP-011]" (1987)

- TECHNICAL -

[Model SLPS-00436]

- TRIVIA -

Toaplan Shooting Battle 1 was released on August 30, 1996 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47425&o=2

$end


$info=polystar,
$bio

Tobe! Polystars (c) 1997 Konami Company, Limited.

- TECHNICAL -

Konami M2 Hardware

Main CPU : (2x) PPC602 (@ 33 Mhz)

- TRIVIA -

Released in March 1997.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3418&o=2

$end


$nes=tobidfds,
$bio

Tobidase Daisakusen (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84174&o=2

$end


$vboy=tobidase,
$bio

????! ???? (c) 1995 Hudson Soft.
(Tobidase! Panibon)

Bomberman Blasts the Island of Ever Mist!

Get ready for explosive puzzler action with Bomberman! Detonate the worlds of Scary Ruins, Sinister Forest, and Desert Desolation. Conquer the Island of Ever Mist and capture the three celestial models of power.

Don't panic! Or you might get scorched by greedy Ms. Flashy or the deadly Count Dracu-Doom. Ignite the dreaded Doom Castle with bombastic moves and combustive strategy. Only then can you open the gates to the legendary Golden Statue of Bomberman. It's a puzzling blast!

- TECHNICAL -

Model VUE-VH2J-JPN

- TRIVIA -

Tobidase! Panibon was released on July 21, 1995 in Japan.

Reviews:
[JP] Famitsu (August 1995): 20/40
[JP] VB Guide 2: 10.5/100

- TIPS AND TRICKS -

* Boss mode: With the password 1298, you can play against all the bosses.

* Different tiles: Enter 9782 as a password for a different set of tiles.

- STAFF -

Executive Producer: Hidetoshi Endo
Producer: Masanori Wake
Director: Takafumi Horio
Technical Support: Kaori Shirozu
3-D Animator: Shigeki Fujiwara, Masato Tobisawa
Programmer: Yuichi Ochiai
Game & Graphic Designer: Kenichi Yokoo
Modeling Artist: Hideki Hatanaka
Panic Advisor: Kazuyuki Nakashima
Music Composer: Shinichi Sakamoto (WSS), Atsushi Chikuma
Music Supporter: Katsunori Takahasi
3-D Musician: Keisuke Mitsui
Panic Brothers: Hiromi Tomisawa, Hirofumi Ohtake, Tsunomi Komiyama
Panic Advisor: Tomonori Matsunaga

Special Thanks To: Shigeki Fujiwara, Masato Tobisawa, Chipara, Masato Toyoshima, Kenji Kawase, Susumu Hibi, Daigoro Shihodo, Chigake Takahashi, Miki Kisaka, Marika Fujimoto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82384&o=2

$end


$info=tjumpman,
$bio

Tobikose! Jumpman (c) 1999 Namco.

- TRIVIA -

The name of this game can be translated as 'Jump! Jumpman'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=33667&o=2

$end


$pc8801_flop=tobirawo,
$bio

Tobira wo Hirakete (c) 1987 Kitty Enterprise

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93118&o=2

$end


$cpc_cass=tobrouk,
$bio

Tobruk (c) 1986 PSS

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99872&o=2

$end


$gbcolor=toca,
$bio

TOCA Touring Car Championship [Model CGB-BTCE-USA] (c) 2000 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68860&o=2

$end


$psx=tocatour,
$bio

TOCA Touring Car Championship (c) 1998 Lay-Up.

Japanese release. Game developed in Europe.

- TECHNICAL -

Game ID: SLPS-01410

- TRIVIA -

Released on June 18, 1998 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85799&o=2

$end


$gba=tocawtc,
$bio

TOCA World Touring Cars [Model AGB-ATQP-EUR] (c) 2003 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75947&o=2

$end


$megadriv=slimew,
$bio

Todd's Adventures in Slime World (c) 1991 Renovation

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57482&o=2

$end


$lynx=slimew,
$bio

Todd's Adventures in Slime World (c) 1990 Atari Corp.

You are Todd, a bold and nearly fearless galactic explorer. Whether you are by yourself, or part of a two to eight man crew, you like nothing better than planets full of weird and dangerous creatures. On an exploration mission in the Andromeda sector, you dis- cover a mysterious drifting starship. You board the deserted ship, and retrieve part of the captains log.

The log describes Slime World, a planet teeming with slime gooey disgusting life forms. You only have the first section of each dates entry, so the information is maddeningly incomplete. But when you reach the first reference to valuable slime gems, you immediately order the android copilot to set in a course for Slime World!

When you arrive you discover that Murphy's Law works overtime on Slime World. Whatever can go wrong does go wrong. In many adventures a new and exciting monkey wrench is thrown into the gears. And every misadventure is populated with Maggots, Drools, and other revolting creatures.

In one adventure you discover that there is only one escape capsule and it's a one seater. Unfortunately there are more crewmembers than there are seats. Will you get to it first, or will you be stranded forever with nothing but slimeballs for neighbors?

Slip and slide your way through six complex solo adventures and, if you are Comlynxed, six challenging multi-player adventures. Try not to get slimed, and keep those aliens from getting stuck to your face!

- TECHNICAL -

Model PA2029

- TRIVIA -

Reviews:
1990 - Consoles + HS N.2 [FR]: 81/100

- SCORING -

Maggot: 300
Mildew: 1,200
Groach: 3,900
Flyhead: 4,700
Scab: 4,800
Blob: 4,900
Drools: 5,900
Octospid: 7,800
Hidden Snapper: 8,400
Headsucker: 8,700
Spitter: 8,800
Redeye: 9,700
Tapeworm: 9,900
Bloodfly: 9,900

Tools: 5,000
Slime Gem: 10,000
Super Slime Gem: 100,000

- TIPS AND TRICKS -

* Invincibility: At the title screen, press and hold OPTION 2, then press and hold OPTION 1, then press and hold the Up+Right, and then release all the buttons. There is no confirmation that the cheat is activated until you start playing. Press the OPTION 2 button while still at the title screen if you want to turn the "music" back on.

* Zit Popping Contest: A 'Zit Popping' game can be played by going to the summary screens and then going to the screen where Todd is pictured green. Press OPTION 2 and you'll see a zit. Blow it up by hitting the buttons as fast as you can. This also works in multi-player mode where it becomes a competition against your opponent.

* Hidden Passageways: When you reach the first exit of what appears to be the end of the 'Adventure 6: Arcade', shoot your gun into the upper right hand corner of the wall. A part of the wall will disappear revealing the secret passage way. If you can't continue on, then try shooting at the wall some more. Notice that whenever you find an exit in this level don't be fooled, it isn't the end of the game! There is always (except for the last exit #6) another hidden passage to the right of it! When you are in this secret area of the game you find a message (only readable from the map screen) alluding to the zip popping contest.

- STAFF -

Programmer: Peter Engelbrite

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58866&o=2

$end


$famicom_flop=tobidais,tobidais1,tobidais2,
$bio

??????? (c) 1987 Square Company, Limited.
(Todidase Daisakusen)

Todibase Daisakusen is a 3D shooter by Square. The whole game concept is really close to Sega's Space Harrier released in the arcades in 1985. Yet, the developers at Square managed to bring their own original ideas. The player takes control of a running character and his speed can be changed by pressing up or down on the game controller. One of the action button activate jumps, and the longer the player presses and holds it, the farther the character will jump. This feature is especially important in the first stage where our hero has to quickly jump over long and deep gaps and cleverly time his next move. Stages offer various challenges - most of the time it is just about avoiding bouncing or flying enemies. But special features are scattered around every area - such as the bonus stars to collect or the standing hands trying to slow the player down, or the trampolines in the third stage. Special items can also warp the player to special bonus areas. All in all, each stage is a crazy and intense timed race towards the boss - usually traditional flying dragons and other gigantic segmented worms. Boss encounters are the only time where the character can actually fly and use his laser gun. The other originality of the game is its 3D option (activated by pressing select). Unlike other titles, Square didn't use here the official Famicom 3D glasses but standard red/blue glasses.

- TECHNICAL -

Game ID: SQF-TDS

- TRIVIA -

Tobibase Daisakusen was released on March 12, 1987 in Japan for 3400 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65479&o=2

$end


$cpc_cass=todoam01,
$bio

Todo Sobre el Amstrad 01 (c) 1985 GTS Editorial

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99743&o=2

$end


$cpc_cass=todoam02,
$bio

Todo Sobre el Amstrad 02 (c) 1985 GTS Editorial

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99744&o=2

$end


$cpc_cass=todoam03,
$bio

Todo Sobre el Amstrad 03 (c) 1985 GTS Editorial

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99745&o=2

$end


$cpc_cass=todoam04,
$bio

Todo Sobre el Amstrad 04 (c) 1985 GTS Editorial

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99746&o=2

$end


$cpc_cass=todoam05,
$bio

Todo Sobre el Amstrad 05 (c) 1985 GTS Editorial

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99747&o=2

$end


$cpc_cass=todoam06,
$bio

Todo Sobre el Amstrad 06 (c) 1985 GTS Editorial

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99748&o=2

$end


$cpc_cass=todoam07,
$bio

Todo Sobre el Amstrad 07 (c) 1986 GTS Editorial

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99749&o=2

$end


$cpc_cass=todoam08,
$bio

Todo Sobre el Amstrad 08 (c) 1986 GTS Editorial

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99750&o=2

$end


$cpc_cass=todoam09,
$bio

Todo Sobre el Amstrad 09 (c) 1986 GTS Editorial

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99751&o=2

$end


$cpc_cass=todoam10,
$bio

Todo Sobre el Amstrad 10 (c) 1986 GTS Editorial

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99752&o=2

$end


$cpc_cass=todoam11,
$bio

Todo Sobre el Amstrad 11 - Boloncio en la Mansion de los Monsters (c) 1986 GTS Editorial

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99753&o=2

$end


$cpc_cass=todoam12,
$bio

Todo Sobre el Amstrad 12 - Infiltrado (c) 1986 GTS Editorial

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99754&o=2

$end


$cpc_cass=todoam13,
$bio

Todo Sobre el Amstrad 13 - U-29 Submarine (c) 1986 GTS Editorial

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99755&o=2

$end


$cpc_cass=todoam14,
$bio

Todo Sobre el Amstrad 14 - Bugs (c) 1986 GTS Editorial

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99756&o=2

$end


$cpc_cass=todoam15,
$bio

Todo Sobre el Amstrad 15 - Laser (c) 1986 GTS Editorial

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99757&o=2

$end


$cpc_cass=todoam16,
$bio

Todo Sobre el Amstrad 16 - Air Attack (c) 1987 GTS Editorial

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99758&o=2

$end


$cpc_cass=todoam17,
$bio

Todo Sobre el Amstrad 17 - Galaxia (c) 1987 GTS Editorial

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99759&o=2

$end


$cpc_cass=todoam18,
$bio

Todo Sobre el Amstrad 18 - Pluton (c) 1987 GTS Editorial

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99760&o=2

$end


$cpc_cass=todoam19,
$bio

Todo Sobre el Amstrad 19 - Air Cobra (c) 1987 GTS Editorial

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99761&o=2

$end


$cpc_cass=todoam20,
$bio

Todo Sobre el Amstrad 20 - Jet (c) 1987 GTS Editorial

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99762&o=2

$end


$megadriv=toejamu,
$bio

Toe Jam & Earl (c) 1991 Sega of America, Incorporated.

North American release.

- TECHNICAL -

Package ID: 670-1627
Cartridge ID: 670-1626

- TRIVIA -

Toe Jam & Earl for the Sega Genesis was released in September 1991 in North America.

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [US] (December 25, 2006) [Model MAJE] 
Microsoft XBOX 360 [XBLA] [US] (November 7, 2012) "Sega Vintage Collection - Toe Jam & Earl" 

* Computers : 
PC [MS Windows, Online] [US] (January 10, 2011)
PC [Steam] [US] (January 26, 2011) "Toe Jam & Earl [Model 71166]" 
PC [Steam] [US] (March 25, 2011) "SEGA Genesis Classics Collection"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93998&o=2

$end


$megadriv=toejam,toejama,
$bio

Toe Jam & Earl (c) 1991 Sega Enterprises, Limited.

European release.

- TECHNICAL -

Package ID: 670-1627-50
Cartridge ID: 670-1626-50

- TRIVIA -

Reviews:
October 1991 - Joypad N.1 [FR]: 94/100

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [EU] (December 8, 2006) [Model MAJP] 
Microsoft XBOX 360 [XBLA] [EU] [AU] (November 7, 2012) "Sega Vintage Collection - Toe Jam & Earl" 

* Computers : 
PC [Steam] [EU] (January 26, 2011) 
PC [MS Windows, CD-ROM] [EU] (February 4, 2011) "Sega Mega Drive Classics Collection Vol. 4"
PC [MS Windows, DVD-ROM] [EU] (March 18, 2011) "Sega Mega Drive Classic Collection - Gold Edition"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93999&o=2

$end


$megadriv=toejam2g,
$bio

Toe Jam & Earl in Panik auf Funkotron (c) 1993 Sega Enterprises, Limited.

German release.

- TECHNICAL -

Package ID: 670-2197-18

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56998&o=2

$end


$megadriv=toejam2,toejam2j,
$bio

Toe Jam & Earl in Panic on Funkotron (c) 1993 Sega Enterprises, Limited.

- TECHNICAL -

[EU] Game ID: 1843-50
[EU] Package ID: 670-2197-50
[EU] Cartridge ID: 670-2196-50

- TRIVIA -

Toe Jam & Earl in Panic on Funkotron for the Sega Mega Drive was released in January 1994 in Europe (even though the game shows a 1993 copyright).

Reviews:
[FR] January 1994 - Consoles + N.28: 89%

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [EU] (May 31, 2007) [Model MAZJ] 
Microsoft XBOX 360 [XBLA] [EU] [AU] (November 7, 2012) "Sega Vintage Collection - Toe Jam & Earl" 
Microsoft XBOX 360 [XBLA] [JP] (November 7, 2012) "Toe Jam & Earl Collection" : Marks the game's only known appearance in Japan.

* Computers : 
PC [MS Windows, CD-ROM] [EU] (February 4, 2011) "Sega Mega Drive Classics Collection Vol. 4" 
PC [Steam] [EU] (March 14, 2012)
PC [MS Windows, DVD-ROM] [EU] (March 18, 2011) "Sega Mega Drive Classic Collection - Gold Edition"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56999&o=2

$end


$megadriv=toejam2u,
$bio

Toe Jam & Earl in Panic on Funkotron (c) 1993 Sega Enterprises, Limited.

North American release.

- TECHNICAL -

Game ID: 1843
Package ID: 670-2197
Cartridge ID: 670-2196

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [EU] (May 31, 2007) [Model MAZJ] 
Microsoft XBOX 360 [XBLA] [US] (November 7, 2012) "Sega Vintage Collection - Toe Jam & Earl" 

* Computers : 
PC [MS Windows, Online] [US] (January 10, 2011)
PC [Steam] [US] (March 14, 2012) "Toe Jam & Earl in Panic on Funkotron [Model 71167]" 
PC [Steam] [US] (March 25, 2011) "SEGA Genesis Classics Collection"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57483&o=2

$end


$megadriv=toejamj,
$bio

Toe Jam & Earl (c) 1992 Sega Enterprises, Limited.

- TECHNICAL -

Game ID: G-4066
Package ID: 670-1946
Cartridge ID: 670-1945

- TRIVIA -

Toe Jam & Earl for the Sega Mega Drive was released on March 13, 1992 in Japan.

Known in South Korea as "Horiwa Ttungi".

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [JP] (December 2, 2006) [Model MAJJ] 
Microsoft XBOX 360 [XBLA] [JP] (November 7, 2012) "Toe Jam & Earl Collection"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56997&o=2

$end


$info=toffy,
$bio

Toffy (c) 1993 Midas.

- TECHNICAL -

Main CPU : Motorola M6809 (@ 3.579545 Mhz)
Sound CPU : Motorola M6809 (@ 3.579545 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz)

Screen orientation : Horizontal
Video resolution : 240 x 224 pixels
Screen refresh : 57.44 Hz
Palette colors : 384

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

This is an originally engineered game, it appears that East Coast Coin Company's "Dangerous Dungeons" took the game and got it to run as a romhack on double dragon hardware.

- SERIES -

1. Toffy (1993)
2. Super Toffy (1994)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2916&o=2

$end


$pokemini=togepi,togepip,
$bio

Togepi no Daibouken (c) 2002 Nintendo Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82316&o=2

$end


$info=toggle,
$bio

Toggle (c) 1985 Bally Sente.

A shoot 'em up where the player and the computer duel in a well/arena in tanks, where the red tank shoots vertically and the yellow tank shoots horizontally. A level is won by beating the computer in the amount of squares claimed. A square is claimed by running over it with the tank, where it turns the color of the tank that ran over it. There are special items that reverse the squares claimed by the player and computer, other ones that fill an entire row of squares with the color of the tank that got the bonus, and others that speed up the tanks' speed. The player has to have more squares claimed at the time the race/duel ends, and can disable the computer's tank by shooting it up close or by smashing into it at the sides that don't have the cannons.

- TECHNICAL -

Bally / Sente SAC-I hardware

Main CPU : Motorola M6809 (@ 1.25 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : (6x) CEM3394 (@ 4 Mhz)

Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024

Players : 2
Control : 8-way joystick
Buttons : 1

- TRIVIA -

This game is a prototype and was never released.

- STAFF -

Original concept & programming : Jon Kinsting
Original concept & screen graphics : Mark McPhee
Music & sounds : Jesse Osborne

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2917&o=2

$end


$msx1_cass=toiacid,
$bio

Toi Acid Game (c) 1989 Iber Software [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95077&o=2

$end


$cpc_cass=toiacid,
$bio

Toi Acid Game [Model AMC-725] (c) 1989 Iber Soft. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99873&o=2

$end


$spc1000_cass=toilradv,
$bio

Toiler Adventure (c) 1985 Index [Korea]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83562&o=2

$end


$pce=toiletk,
$bio

Toilet Kids (c) 1992 Media Rings Corp.

Toilet Kids is certainly the wackiest game ever released for the PC-Engine system. It is a vertical shooter very similar to Xevious or Dragon Spirits. But all similarities stop right here. Toilet Kids is a really strange game where a kid attempts to escape a world full of flying turds, bottoms, willies and other porcelain thrones, as some call them. Our heroes are two kids warped into a strange and mystical world hidden inside... their toilets. They can now fly a 'toilet' shaped ship, fire bullets in the air or drop bombs on the ground. The game counts four stages and the usual half-way and end of stage bosses. Extra weapons are also hidden inside giant poo-poos and other weird ground elements (shields, rapid fire, super-bombs etc...). A special and powerful blow can also be charged up when holding the fire button. A second player can even join the action and take the role of a girl, probably our hero's sister. Yeah, honestly, you always need a friend to share those wacky moments.

- TECHNICAL -

HuCARD ID: MR92005

- TRIVIA -

Released on March 06, 1992 in Japan for 6900 Yen.

Reviews:
[FR] April 1992 - Consoles + N.8 (Page 84): 10/100
[FR] May 1992 - Joypad N.8 (Page 122-123): 67/100

- STAFF -

Producer: Yoshihiko Matsuki
Sub Producer: Hisashi Sugawara
Director: Yasunori Iseki
Planning: Hiro Satoh
Graphic: Hagichan
Music: T'S Music
Program: Pomoo Petaro
Sound Driver: Yoda-P Kikaku
Special Thanks: Yasuhiko Kobayashi, Mika Nakiri, Yukari Kojima, Katsuyuki Aso, Satoru Miya

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58760&o=2

$end


$spc1000_cass=toiyar,
$bio

??? (c) 1986 SMC [Sammi Computer].
(Toiyar)

Port of an old Japanese game released on the PC-6001.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83563&o=2

$end


$info=toki,tokia,tokiu,tokiua,tokip,
$bio

Toki (c) 1989 TAD Corp.

Export release. For more information about the game itself, please visit the original Japanese release entry; "JuJu Densetsu".

- TRIVIA -

The game for Export was named after the name of the son of the owner of TAD; Toki. It was released on February 22, 1990 in the USA. 1452 PCBs were available. 150 additional PCBS were available in March.

This American version has an additional 'Winners Don't Use Drugs' screen during the attract mode.

- PORTS -

* Consoles :
Atari 7800 (unreleased prototype)
Atari Lynx (1990)
Nintendo NES
Sega Mega Drive (1991)

* Computers :
Commodore C64 (1991)
Atari ST (1991)
Commodore Amiga (1991)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2919&o=2

$end


$info=tokib,
$bio

Toki (c) 1990 Datsu Electronics.

Bootleg of the TAD original.

- TRIVIA -

This pirate version was available on February 26, 1990 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=34718&o=2

$end


$c64_cart,c64_flop=toki,
$bio

Toki (c) 1991 Ocean

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53746&o=2

$end


$nes=toki,
$bio

Toki (c) 1991 Taito Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55744&o=2

$end


$amigaocs_flop=toki,
$bio

Toki (c) 1991 Ocean Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75402&o=2

$end


$pc8801_flop=tokinoka,
$bio

Toki no Kagi (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93119&o=2

$end


$info=tokisens,
$bio

Toki no Senshi - Chrono-Soldier (c) 1987 Sega.

- TECHNICAL -

Runs on the Sega "System 2" hardware.

- TRIVIA -

Released in June 1987 in Japan.

The title of this game translates from Japanese as 'Soldier of Time'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2920&o=2

$end


$nes=timestrn,
$bio

Toki no Tabibito - Time Stranger (c) 1986 Kemco

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54761&o=2

$end


$gbcolor=tokitori,
$bio

Toki Tori [Model CGB-B2TE-USA] (c) 2001 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68963&o=2

$end


$lynx=toki,
$bio

Toki (c) 1992 Atari Corp.

Toki is an action adventure in which you must guide Toki the ape-man through the dangerous lands surrounding Vookimedlo's impenetrable fortress and defeat the evil wizard king to rescue Princess Miho.

Heralds proclaim the terrible news throughout the realm: the wicked Vookimedlo has kidnapped the beautiful Princess Miho and hidden her within his evil palace! He plans to marry her in three days. Only the might) warrior Toki can save Miho from a fate worse than death. And Vookimedlo knows it. So he turned Toki into an ape. Now Toki has two reasons to hunt down Vookimedlo. First, he most rescue the princess if the realm is to survive in peace. But Toki must also defeat the evil wizard king if he ever hopes to be a man again.

- TECHNICAL -

Cartridge ID: PA2066

- TRIVIA -

Reviews:
May 1992 - Joypad N.8 (Page 115) [FR]: 94/100

- TIPS AND TRICKS -

* Freak out mode: Hold OPTION 1+Up before the title screen appears and hold them through the entire demo sequence.

* Programmers' Picture: Hold OPTION 1+Up during the entire Continue countdown at the end of the game. After the timer expires, you will see a white dot in the center of the screen, and you can press A quickly to inflate it until it becomes a picture of the programmers.

- STAFF -

Programmer: D. Scott Williamson

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58867&o=2

$end


$info=tokimbsj,
$bio

Tokimeki Bishoujo (c) 1989 Nichibutsu.

Mahjong with sexy girls from Tokyo.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 5 Mhz)
Sound Chips : YM3812 (@ 2.5 Mhz), DAC

Player : 2
Control : mahjong keyboard

- TRIVIA -

Released in November 1989.

The title of this game translates from Japanese as 'Pretty Heartthrob'.

This game is also known as "Tokyo Gal Zukan".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2921&o=2

$end


$x68k_flop=tokimecb,
$bio

Tokimeki Cherry Box (c) 1990 DO [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88171&o=2

$end


$pc98=tokigirl,
$bio

Tokimeki Girls (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90889&o=2

$end


$x68k_flop=tokimls,
$bio

Tokimeki Land Seru (c) 1992 Todo2 [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88711&o=2

$end


$x68k_flop=tokimls2,
$bio

Tokimeki Land Seru 2 (c) 1994 Todo2 [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88712&o=2

$end


$saturn,sat_cart=tokimjgr,
$bio

Tokimeki Mahjong Graffiti - Toshishita no Tenshi-tachi (c) 1996 Varie

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59833&o=2

$end


$saturn,sat_cart=tokimjpa,
$bio

Tokimeki Mahjong Paradise (c) 1995 Varie

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59834&o=2

$end


$info=tmmjprd,
$bio

Tokimeki Mahjong Paradise - Dear My Love (c) 1997 Media / Sonnet.

- TECHNICAL -

Main CPU : Motorola 68EC020 (@ 24 Mhz)


Players : 2
Control : 8-way joystick
Buttons : 4

- TRIVIA -

Released in January 1998 in Japan.

- PORTS -

* Consoles :
Panasonic 3DO [JP] (Mar. 01, 1996; "Tokimeki Mahjong Paradise Special [Model FZ-SJ7951]")
Sega Saturn [JP] (1995, Tokimeki Mahjong Paradise)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2922&o=2

$end


$info=tmpdoki,
$bio

Tokimeki Mahjong Paradise - Doki Doki Hen (c) 1998 Media / Sonnet.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31436&o=2

$end


$snes=tokimekia,tokimeki,
$bio

Tokimeki Memorial - Densetsu no Ki no Shita de (c) 1996 Konami Company, Limited.

- TECHNICAL -

Model SHVC-AM8J-JPN

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62538&o=2

$end


$saturn,sat_cart=tokimfwy,tokimfwya,
$bio

Tokimeki Memorial - Forever with You (c) 1996 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59835&o=2

$end


$psx=tkpzldm,
$bio

Tokimeki Memorial - Taisen Puzzle-Dama [Model SLPM-86005] (c) 1996 Konami Co., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85800&o=2

$end


$psx=tm2ev1,
$bio

Tokimeki Memorial 2 EVS Append Disc 1 [Model SLPM-80527] (c) 2000 Aspect

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85801&o=2

$end


$psx=tm2ev2,
$bio

Tokimeki Memorial 2 EVS Append Disc 2 [Model SLPM-80544] (c) 2000 Aspect

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85802&o=2

$end


$psx=tm2ev3,
$bio

Tokimeki Memorial 2 EVS Append Disc 3 [Model SLPM-80550] (c) 2000 Enterbrain, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85803&o=2

$end


$psx=tm2s1,
$bio

Tokimeki Memorial 2 Substories vol.1 - Dancing Summer Vacation [Model SLPM-86549~50] (c) 2000 Konami Corp. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85806&o=2

$end


$psx=tm2s2,
$bio

Tokimeki Memorial 2 Substories Vol.2 - Leaping School Festival [Model SLPM-86775] (c) 2001 Konami Corp. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85805&o=2

$end


$psx=tm2s3,
$bio

Tokimeki Memorial 2 SubStories Vol.3 - Memories Ringing On [Model SLPM-86881~2] (c) 2001 Konami Corp. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85804&o=2

$end


$saturn,sat_cart=tokimdv1,tokimdv1a,
$bio

Tokimeki Memorial Drama Series Vol. 1 - Nijiiro no Seishun (c) 1997 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59836&o=2

$end


$saturn,sat_cart=tokimdv2,
$bio

Tokimeki Memorial Drama Series Vol. 2 - Irodori no Lovesong (c) 1998 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59837&o=2

$end


$saturn,sat_cart=tokimdv3,
$bio

Tokimeki Memorial Drama Series Vol. 3 - Tabidachi no Uta (c) 1999 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59838&o=2

$end


$psx=tmds1,
$bio

Tokimeki Memorial Drama Series Vol.1 - Nijiiro No Seishun [Model SLPM-86360] (c) 1999 Konami Corp. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85807&o=2

$end


$info=tmosh,tmoshs,
$bio

Tokimeki Memorial Oshiete Your Heart (c) 1997 Konami Company, Limited.

- TECHNICAL -

Konami System 573 Hardware

Main CPU : PSX
Sound Chips : SPU, CD/DA

Palette colors : 65536

Players : 4
Buttons : 3

- TRIVIA -

Released in August 1997 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4191&o=2

$end


$info=tmoshsp,tmoshspa,
$bio

Tokimeki Memorial Oshiete Your Heart - Seal Version Plus (c) 1997 Konami Company, Limited.

- TECHNICAL -

Main CPU : PSX
Sound Chips : SPU, CD/DA

Players : 4
Buttons : 3

- TRIVIA -

Released in September 1997 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11283&o=2

$end


$gbcolor=tokimekc,
$bio

Tokimeki Memorial Pocket - Culture Hen - Komorebi no Melody [Model DMG-AC7J-JPN] (c) 1999 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68965&o=2

$end


$gbcolor=tokimeks,
$bio

Tokimeki Memorial Pocket - Sport Hen - Koutei no Photograph [Model DMG-AS7J-JPN] (c) 1999 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68966&o=2

$end


$saturn,sat_cart=tokimfuj,tokimfujb,tokimfuja,
$bio

Tokimeki Memorial Selection - Fujisaki Shiori (c) 1997 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59839&o=2

$end


$info=tkmmpzdm,
$bio

Tokimeki Memorial Taisen Puzzle-dama (c) 1995 Konami.

Tokimeki Memorial Taisen Puzzle-dama is a game in the Taisen Puzzle-dama series featuring the female characters from the Konami dating-sim "Tokimeki Memorial." The game is set up as a two player versus puzzle game with CPU opponents for the single player game.

'Coins' drop in sets of two's from the top of the screen and players must form chains of three or more same colored coins to make them disappear. Clearing multiple chains at a time sends locked coins to the other side. These locked coins are enclosed in clear spheres which are removed when a nearby coin is cleared from the screen. This can set off more chains which adds to the strategy of the game.

If the coins get stacked up to the top of the screen then the player loses the game. Upon continuing the player will restart the same match.

- TECHNICAL -

Konami GX hardware

Main CPU : Motorola 68EC020 (@ 24 Mhz)
Sound CPU : Motorola 68000 (@ 9.2 Mhz)
Sound Chips : (2x) K054539 (@ 48 Khz)

Players : 4
Control : 8-way joystick
Buttons : 2 (ROTATE RIGHT, ROTATE LEFT)

- TRIVIA -

Tokimeki Memorial Taisen Puzzle-dama was released in December 1995 in Japan only.

This game is based on the school age girls from 'Tokimeki Memorial', a popular Japanese love simulation game.

- TIPS AND TRICKS -

* Play as secret characters :
1) Select versus mode on first selection scene.
2) 1P push LEFT, 2P push RIGHT and decide mode on second selection scene.
3) 1P push UP, 2P push DOWN and decide handicap on third selection scene.
4) Secret characters appear on fourth selection scene.

- SERIES -

1. Taisen Puzzle-dama (1994)
2. Tokimeki Memorial Taisen Puzzle-dama (1995)
3. Taisen Tokkae Puzzle-dama (1996)
4. Susume! Taisen Puzzle Dama (1996)

- STAFF -

* Voice Actors (In the order of the character selection screen) :
Fujisaki Shiori : Mami Kingetsu
Yumi Saotome : Kurin Yoshiki
Nozomi Kiyokawa : Sasaki Ayako
Saki nijino : Sachiko Sugawara
Megumi Mikihara : Mikiko Kurihara
Yukari Koshiki : Ayako Kurosaki
Mio Kisaragi : Akiko Sekine
Yuina Himoo : Tomoko Naka
Yuko Asahina : Yoko Tepouzuka
Mira Kagami : Rei Igarashi
Ayako Katagiri : Masayo Kawaguchi

- PORTS -

* Consoles :
Sega Saturn [JP] (September 27, 1996) [Model T-9512G (VS036J1]
Sony PlayStation [JP] (September 27, 1996) [Model SLPM-86005]
Sony PlayStation [JP] (September 18, 2003) [PSOne Books] [Model SLPM-87306 (VS036-J4)]
Sony PlayStation [JP] (January 13, 2010) [PSOne Classics]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2923&o=2

$end


$saturn,sat_cart=tkmmpzdm,tkmmpzdma,
$bio

Tokimeki Memorial Taisen Puzzledama (c) 1996 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59840&o=2

$end


$saturn,sat_cart=tokkae,tokkaea,
$bio

Tokimeki Memorial Taisen Tokkaedama (c) 1997 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59841&o=2

$end


$pcecd=tokimekib,tokimekic,tokimeki,
$bio

Tokimeki Memorial (c) 1994 Konami Company, Limited.

Tokimeki Memorial is probably the most famous dating simulation game, gaming genre totally unknown, and often misunderstood, outside Japan. You play a student in high school and have no less than three years to find and date the girl of your dreams. The ultimate goal being to date the cute red haired Fujisaki Shiori, a childhood friend. The whole game is turn based and depends on what decisions and actions you take every week, some or your abilities will either increase or decrease in consequence or your choices. Those abilities from Science, to art, sport and General Knowledge and are symbolized of the game display by simple icons, like a book or a set of potions. Special activities are also available where you can increase more attributes at the same time and also be part of special events. The goal, of course, is to become well balanced and not to spend too much time doing the same activities. However, you have to keep in mind the goal of the game is to date the girl of your dream, not to get a diploma. So being balances is good, but some girls prefer athletic guys, and other brainy ones.

- TECHNICAL -

Game ID: KMCD4007

- TRIVIA -

Tokimeki Memorial was released on May 27, 1994 in Japan for 8800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58441&o=2

$end


$pc8801_flop=tokimeki,
$bio

Tokimeki Sesil (c) 1990 Technopolis Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93120&o=2

$end


$pc98=tokisg1,
$bio

Tokimeki Sports Gal (c) 1988 Adult Inn [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90890&o=2

$end


$pc8801_flop=tokisg1,tokisg1a,
$bio

Tokimeki Sports Gal (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93121&o=2

$end


$pc98=tokisg2,
$bio

Tokimeki Sports Gal II (c) 1988 Adult Inn [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90891&o=2

$end


$pc8801_flop=tokisg2,
$bio

Tokimeki Sports Gal II (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93122&o=2

$end


$pc98=tokisg3,
$bio

Tokimeki Sports Gal III (c) 1988 Adult Inn [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90892&o=2

$end


$pc8801_flop=tokisg3,
$bio

Tokimeki Sports Gal III (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93123&o=2

$end


$x68k_flop=tokitais,
$bio

Tokimeki Taisen (c) 1997 TMK [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88713&o=2

$end


$msx2_flop=twcup,
$bio

Tokimeki World Cup (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102111&o=2

$end


$gba=tokimeki,
$bio

Tokimeki Yume Series 1 - Ohanaya-san ni Narou! [Model AGB-AF7J-JPN] (c) 2002 MTO, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76129&o=2

$end


$pc98=tokio,
$bio

Tokio - Tokyo-to Dai 24 Ku (c) 1992 Artdink Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90893&o=2

$end


$pc98=tokio2,
$bio

Tokio 2 - Kaitaku Imin Boshuuchuu (c) 1995 Artdink Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90894&o=2

$end


$gameboy=tokio,
$bio

Tokio Senki - Eiyuu Retsuden [Model DMG-TIJ] (c) 1992 Human Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67256&o=2

$end


$x68k_flop=tokkan3,
$bio

Tokkan Biwa Freeks Dai 3 Gou (c) 1993 DCS

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88172&o=2

$end


$x68k_flop=tokkoukf,
$bio

Tokkou! Kamikaze Fighter (c) 1996 Haiteidoradorazu

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88714&o=2

$end


$nes=solbrain,
$bio

特救指令 ソルブレイン (c) 1991 Angel
(Tokkyuu Shirei - Solbrain)

- TECHNICAL -

Game ID: ANG-OM

- TRIVIA -

Released on October 26, 1991 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54762&o=2

$end


$gameboy=tokoromj,
$bio

Tokoro's Mahjong Jr. (c) 1994 Vic Tokai [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67257&o=2

$end


$snes=tokoromj,
$bio

Tokoro's Mahjong [Model SHVC-ATMJ-JPN] (c) 1994 Vic Tokai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62539&o=2

$end


$info=mahmajn2,
$bio

Tokoro-san no Maamaajan 2 - Tokoro's Cup (c) 1994 Sega.

- TECHNICAL -

Runs on the Sega "System 24" hardware.

Players: 1

- TRIVIA -

Tokoro-san no Maamaajan 2 was released in May 1994 in Japan.

The title of this game translates from Japanese as 'Tokoro-san's MahMahjong 2'.

- SERIES -

1. Tokoro-san no Maamaajan! (1992)
2. Tokoro-san no Maamaajan 2 - Tokoro's Cup (1994)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2926&o=2

$end


$info=mahmajn,
$bio

Tokoro-san no Maamaajan! (c) 1992 Sega.

- TECHNICAL -

Runs on the Sega "System 24" hardware.

Players: 1

- TRIVIA -

Tokoro-san no Maamaajan was released in December 1992 in Japan.

The title of this game translates from Japanese as 'Tokoro-san's MahMahjong'.

Joji Tokoro is a comedian/actor.

- SERIES -

1. Tokoro-san no Maamaajan! (1992)
2. Tokoro-san no Maamaajan 2 - Tokoro's Cup (1994)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2925&o=2

$end


$nes=tokoro,
$bio

Tokoro-san no Mamoru mo Semeru mo (c) 1987 Epic - Sony Records

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54763&o=2

$end


$gbcolor=tokoro,
$bio

Tokoro-san no Setagaya C.C. [Model DMG-BGBJ-JPN] (c) 2000 Natsume, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68967&o=2

$end


$pc8801_flop=tokuichi,
$bio

Tokuichi Tiger (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93124&o=2

$end


$info=jackalj,
$bio

Tokushu Butai Jackal (c) 1986 Konami.

1 or 2 players operate a jeep and must battle their way through a huge, vertically scrolling battlefield. Their mission is to save PoWs and deliver them to the nearest helicopter pad so they can be flown to safety. The hostages are trapped in enemy buildings and PoW camps, which must be destroyed in order to release the prisoners. The jeep can only carry up to a maximum of eight PoWs, the current amount being carried is displayed in the upper left-hand corner of the screen.

The jeep is armed with a machine gun and a grenade thrower, the latter of which can be powered-up into a missile launcher. As well as huge numbers of enemy troops and static gun emplacements, the players must also contend with enemy jeeps, tanks, boats, submarines and planes. The final part of the game takes place in the enemy stronghold and the game ends when the final enemy gun emplacements are destroyed.

- TECHNICAL -

Game ID : GX631

Main CPU : (2x) M6809
Sound Chips : Yamaha YM2151

Screen orientation : Vertical
Video resolution : 224 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 512

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Tokushu Butai Jackal was released in October 1986 in Japan.

The title of this game translates from Japanese as 'Special Force Jackal'.

This game is known outside Japan as "Jackal" and in US as "Top Gunner".

Default high-score table (score ranking) :
1ST 20000 --- M.O
2ND 15000 --- H.O
3RD 10000 --- H.T
4TH 5000 --- M.T
5TH 1000 --- K.M

Alfa Records released a limited-edition soundtrack album for this game (Konamic Game Freaks : Konami Kukeiha Club - 28XA-135) on March 25, 1987.

- UPDATES -

In "Top Gunner", the jeep has an American flag flying next to the cannon and the sound effects are slightly different.

- SCORING -

Scoring in this game is pretty complicated due to the fact that there are a lot of things you can get points for.
BOMBER : 2000 Points
ENEMY SOLDIER : 100 Points
FLAMETHROWER SOLDIER : 200 Points
GRENADE THROWING JEEP : 300 Points
GUN (SMALL, FIRE WHITE SHOTS) : 200 Points
GUN (LARGE, FIRE RED SHOTS) : 400 Points
HELICOPTER : 2000 Points
MISSILE : 400 Points
MISSILE LAUNCHER : 1300 Points
GUN BOATS : 800 Points
SUBMARINE WITH LASER : 1000 Points
TANK (SMALL, FIRE WHITE SHOTS) : 400 Points
TANK (MEDIUM, FIRE RED SHOTS) : 800 Points
TANK (LARGE, FIRE BLACK SHOTS) : 1000 Points
TROOP TRANSPORT : 100 Points

You also get points for saving POW's and dropping them off at the airfields. The scoring goes like this for POW's; for POW's you liberate from the huts :
First : 100 points
Second : 200 points
Third : 400 points
Fourth : 1000 points
Fifth : 2000 points
Sixth : 3000 points
Seventh : 5000 points
Eighth : 10000 points

You get 10,000 points for every POW rescued after the eighth one. If your jeep gets destroyed, the progression starts over again.

For POW's you drop off at the airstrip, the progression works the same as for liberated POW's. The difference is that if you move away from the airstrip, the progression starts over at 100 points again. If you manage to offload all 8 POW's without breaking away from the airstrip or getting destroyed, each POW liberated after that is worth 10,000 points.

- TIPS AND TRICKS -

The name of the game is POWERUPS. Your success in this game will depend solely on your ability to obtain and KEEP powerups. Your jeep is equipped with two weapons : a machine gun (always shoots up in TG) and a rocket type weapon that shoots the direction you are facing and can be 'boosted' in various ways and usually in steps or levels of powerup. The default level is short range rocket, which Will stop and destroy many buildings and all vehicles.

Here are the levels of powerup you can obtain for your rocket weapon :
1) Short Range Rocket (default) - shoots a short range rocket.
2) Long Range Rocket - shoots a long range rocket (almost the entire length of the screen).
3) Horizontal Exploding Rocket - same as above but the rocket explodes in two directions horizontally, taking out anything the shrapnel hits.
4) Diagonal Exploding Rocket - same as above but the rocket explodes in 4 directions diagonally, taking out anything the shrapnel hits.

There are a couple of ways of boosting your rocket weapon. The assumed way is to blow up the special bunkers that have a single gun turret and a single POW - picking up the POW will give you a nice points bonus as well as a POWERUP to the next level of rocket weapon. These bunkers are available every so often - but you will need a little something extra to get further in the game. You need to get full powerup quickly - and this is how you do it. A diversion in the game (not required to actually finish it) is to shoot open bunkers and pick up POWs - this is above and beyond the single POW bunkers you can snag guys from. Your jeep can handle a total of 8 POWs. First trick - NEVER fill your jeep to capacity - always leave a single slot open. If you fill your jeep up and run across a single 'power up' bunker, you won't be able to pick the POW up and get your powerup. Now, just before you get to the helicopter pad (to release the POWs), you will almost ALWAYS find a bunker with a single powerup POW. Blow it up, get the POW, the powerup, and that will fill your jeep to capacity. YOU WANT YOUR JEEP FULL BEFORE STOPPING AT THE CHOPPER PAD. Clear the area of enemies around the pad (you don't want any surprise enemies popping up and making you move) then park and start releasing the POWs. DO NOT MOVE UNTIL THE LAST MAN IS AWAY. Once all eight are out of the jeep, you can get the heck out of there (chances are, you will being stalked or about to be killed) You will receive a great bonus of points and FULL POWERUP on your rocket weapon! Talk about tilting the odds in your favor! You can do this EACH and EVERY time you are at a helicopter pad! This will earn you HUGE scores and keep your weapon up to snuff.

Remember, every time you die, you lose ONE level of powerup - so aside from the understood incentive for staying alive, you want to also maintain your weapon. Best of all - YOU GET A HUGE BONUS for picking up the powerup POWs when you are at full rocket weapon strength. If you want to see your score skyrocket, get full powerup and start plucking those powerup POWs up. Later in the game, you will need to strategically stop on the helicopter pad to allow yourself to shoot up and to a left angle to shoot down bomber planes that will DEFINITELY start showing up. If you can kill them the second they appear on the screen, none of their bombs will hurt you. If you miss lining up the jeep right, or you miss the plane, you will HAVE to move before the last guy gets out of the jeep or die. It takes some practice (you can't 'reposition' the jeep after the first man gets out or you lose the bonus) but you'll get to be a pro in no time. Enemies are not random in this game, so you can learn where tanks and enemy jeep vehicles reside quite quickly. While it sounds like a 'duh' tip, keep the enemy count low - especially enemy soldiers on foot. While they are little more than an annoyance at the beginning of the game, they QUICKLY become formidable enemies and keeping the number of them 'on screen' to a minimum is a requirement. The enemy subs can be killed before they are all the way out of the water as well as while they are going back in (i.e. when they aren't firing). Learn their location and plant rockets in the water before they have a chance to fire on you. In a two player game, have the player NOT offloading POWs to the helicopter 'stand guard' against the bomber planes (and other enemies for that matter). Then swap off and let the other one offload. Enemies are still 'active' hidden partially off screen (but they don't move or fire). Use this to kill enemies before they take a stance against you (the big tanks especially). Most vehicles can be killed with enough shots from your machine gun. If you don't feel you can reposition yourself in time to line up your rocket, pound away with bullets and hope you kill him first.

- STAFF -

Staff: Koji Hiroshita, Masato Ohsawa, Hiromichi Okasaki, Hideyuki Tsujimoto, Shinji Tasaka, Kengo Nakamura, Masami Tabata, Kiyoko Mizutani, Yousuke Uno, Mitsuhira Idaka

- PORTS -

* Consoles :
Nintendo Famicom Disk System [JP] (May 2, 1988) "Final Commando: Akai Yousai"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2927&o=2

$end


$info=tndrcadej,
$bio

Tokushu Butai U.A.G. (c) 1987 Taito Corp.

- TECHNICAL -

Game ID : UA-0

Main CPU : Motorola 68000 (@ 8 Mhz), M65C02 (@ 2 Mhz)
Sound Chips : YM2203 (@ 2 Mhz), YM3812 (@ 4 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2 (FIRE, BOMB)

- TRIVIA -

Tokusyu Butai U.A.G. was released in October 1987 in Japan.

The title of this game translates from Japanese as 'Special Force U.A.G.'. 'U.A.G.' stands for 'Un-Attached Grenadier'.

This game is known outside Japan as "Thundercade / Twin Formation".

- TIPS AND TRICKS -

* Autoshot : repeatedly press the FIRING button for a couple of seconds, then, hold the button.

* If you defeat the giant tank boss with only the default single shot weapon, you will get the lazer powerup. Lose your existing weapons by, carefully, allowing them to be hit by enemies; you must do this before the tank boss enters the screen. Note : Bomb strikes must not be used to defeat the tank boss, or the lazer powerup will not appear.

* By using your Bomb attack when the score reads 777,000-odd, a 7UP powerup will appear, giving you seven extra lives.

- STAFF -

Producer : Jun Fujimoto
Character designers : T. Sunaga, M. Takeda, A. Kumura, K. Sato
Programmers : J. Narita, Kazuaki Nakanishi, K. Okuda, H. Kobayashi, K. Yoshii, M. Nonaka
Music & Sound : K. Hasegawa
Goblin sound : T. Suzuki, H. Yotsumoto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2928&o=2

$end


$x68k_flop=tokukeij,
$bio

Tokusou Keiji (c) 199? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88715&o=2

$end


$saturn,sat_cart=jswat,
$bio

Tokusou Kidoutai J SWAT (c) 1996 Banpresto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59842&o=2

$end


$pico=dekrangr,
$bio

Tokusou Sentai Dekaranger (c) 2004 Bandai Co., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88786&o=2

$end


$info=ssideki4,
$bio

Tokuten Oh - Honoo no Libero (c) 1996 SNK.

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : NGM-215

Players : 2
Control : 8-way joystick
Buttons : 3
=> Attack > [A] Shoot/Low pass, [B] High pass, [C] Short pass
=> Defense > [A] Sliding, [B] Rough play, [C] Action player shift

- TRIVIA -

Tokuten Oh - Honoo no Libero was released in October 1996 in Japan.

The title translates from Japanese as 'Top Scorer - Flame of Libero'.

This game is known outside Japan as 'The Ultimate 11 - SNK Football Championship'.

- SERIES -

1. Tokuten Oh [Model NGM-052] (1992)
2. Tokuten Oh 2 - Real Fight Football [Model NGM-061] (1994)
3. Tokuten Oh 3 - Eikoue no Michi [Model NGM-081] (1995)
4. The Ultimate 11 - SNK Football Championship [Model NGM-215] (1996)
5. NeoGeo Cup '98 - The Road to the Victory [Model NGM-244] (1998)

- STAFF -

Cast : Mr.Rod, Kuwayan, Bug Stopper, I. Etsuko, Tsubo-Tsubo, Namaan-Hiroto, YNY with Catbrow
Camera : Kentarou
Light-1 : Hiroto
Light-2 : Lemon Angeler
Chief Director : RC-31Kai
Planners : Y. Romario, I. Etsuko, Galmaster Yanya
Programmers : CC8WRX, Toppo George
Sound-Music : Tate Norio, Miki
Art director : Newsea
Designers : M-Chiesa, Neotridagger-ZMC, Shio Shio Shio, Oights, Commando,Keiko, Blendy-Cop!, Isso, Lovely Mimori!!, Z-Tom3, Commando Miyako
Sponsor : Akai
Executive producer : Takashi Nishiyama
Music composer : Chan Chakorin
Hard designer : Kucchan
Programmers : Blbon, Takako

- PORTS -

* Consoles :
SNK Neo-Geo [JP] [Dec. 20, 1996; "Tokuten Oh - Honoo no Libero [Model NGH-215]")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3016&o=2

$end


$neocd=ssideki2,
$bio

Tokuten Oh 2 - Real Fight Football (c) 1994 SNK [Shin Nihon Kikaku].

- TECHNICAL -

[Model NGCD-061]

- TRIVIA -

Tokuten Oh 2 for Neo-Geo CD was released on September 09, 1994 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47775&o=2

$end


$info=ssideki2,
$bio

Tokuten Oh 2 - Real Fight Football (c) 1994 SNK.

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : NGM-061

Players : 2
Control : 8-way joystick
Buttons : 3
=> Attack > [A] Shoot/Low pass, [B] High pass, [C] Short kick
=> Defense > [A] Sliding, [B] Tackle/Rough play, [C] Action player shift

- TRIVIA -

Tokuten Oh 2 was released in April 1994 in Japan.

This game is known outside Japan as 'Super Sidekicks 2 - The World Championship'.

- SERIES -

1. Tokuten Oh [Model NGM-052] (1992)
2. Tokuten Oh 2 - Real Fight Football [Model NGM-061] (1994)
3. Tokuten Oh 3 - Eikoue no Michi [Model NGM-081] (1995)
4. The Ultimate 11 - SNK Football Championship [Model NGM-215] (1996)
5. NeoGeo Cup '98 - The Road to the Victory [Model NGM-244] (1998)

- STAFF -

President : Eikichi Kawasaki
Chief programmer : Uzumasa
Main programmer : Ep82boy.
Programmers : Yuritan, T. Nakamura
Chief designer : Yellow Beat
Main designers : Mic-Senbey, Mina, Mittu!!!
Designers : Shio Shio Shio(c), Tetujin, Geogemichael, Mr. ?9Adachi, Tenchan, Marche
Models : Bug Stopper, James W. Hove, River Field, Mr. Go, Yuz-Senbey, Tommy Shu, Carge, Beach Round
Sound : Jojoha Kitapy, Brother Hige, Akibon
Planners : Snk R&D Center, Rosanjin

- PORTS -

* Consoles :
SNK Neo-Geo [JP] (May 27, 1994; "Tokuten Oh 2 - Real Fight Football [Model NGH-061]")
SNK Neo-Geo [US] (1994; "Super Sidekicks 2 [Model NGH-061]")
SNK Neo-Geo CD [JP] (Sep 09, 1994; "Tokuten Oh 2 - Real Fight Football [Model NGCD-061]")
SNK Neo-Geo CD [US] (1994; "Super Sidekicks 2 [Model NGCD-061E]")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2752&o=2

$end


$neocd=ssideki3,
$bio

Tokuten Oh 3 - Eikoue no Michi (c) 1995 SNK [Shin Nihon Kikaku].

- TECHNICAL -

[Model NGCD-081]

- TRIVIA -

Tokuten Oh 3 for Neo-Geo CD was released on June 23, 1995 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47785&o=2

$end


$info=ssideki3,
$bio

Tokuten Oh 3 - Eikoue no Michi (c) 1995 SNK.

Super Sidekicks is the 3rd game in the famous Super Sidekicks series of soccer games. Featuring 6 competition modes for 64 world wide teams. Utilizes Digitized Trace Animation and 3-D camera angled shots for realistic on-the-fly action graphics.

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : NGM-081

Players : 2
Control : 8-way joystick
Buttons : 3
=> Attack > [A] Shoot/Low pass, [B] High pass, [C] Short pass
=> Defense > [A] Sliding, [B] Tackle/Rough play, [C] Action player shift

- TRIVIA -

Tokuten Oh 3 was released in March 1995 in Japan.

The title translates from Japanese as 'Top Scorer - Way of Glory'.

This game is known outside Japan as 'Super Sidekicks 3 - The Next Glory'.

- TIPS AND TRICKS -

Each team has 0, 1, 2, or 3 strengths. It stands to reason that the best team will probably have 3 strengths, unless you like an unusual combination like Attack & Defense. Here are the 9 teams that have 3 strengths : Holland, Brazil, Germany, Sweden, Argentina, Italy, France, Belgium, Denmark

- SERIES -

1. Tokuten Oh [Model NGM-052] (1992)
2. Tokuten Oh 2 - Real Fight Football [Model NGM-061] (1994)
3. Tokuten Oh 3 - Eikoue no Michi [Model NGM-081] (1995)
4. The Ultimate 11 - SNK Football Championship [Model NGM-215] (1996)
5. NeoGeo Cup '98 - The Road to the Victory [Model NGM-244] (1998)

- STAFF -

President : Eikichi Kawasaki
Director : H. Kawano
Planner : Snk R&D Center, Fighting Shooter
Chief programmer : Uzumasa Seven
Main programmers : Ej20Wrx, Yuritaro
Programmer : Toppo George
Sound : Ackey, Pearl Shibakichi
Designers : Kanitaro, Performaru, Shio Shio Shio, Gow Travolta, Daisy "Tateko", Toooooooooohru, Nelson Pigu, Tenuking, Blendy Cop, Lisa-Nari, Silicone Grown, Kaoline
Models : Tom Powell, Bug Stopper (Bug Stoper), H. Kawano, Mic-Senbey, Love&Soul, Gow Travolta, Daisy "Tateko", Tenuking, Performaru-2, George.Y, Tom.Karji, Bruce Tee, J. Miki, Gc8-Wrx, Jighoh Ninomiya

- PORTS -

* Consoles :
SNK Neo-Geo [JP] (Apr. 07, 1995; "Tokuten Oh 3 - Eikoue no Michi [Model NGH-081]")
SNK Neo-Geo CD [JP] (June 23, 1995; "Tokuten Oh 3 - Eikoue no Michi [Model NGCD-081]")
Sony PlayStation 2 [US] May 05, 2008 "SNK Arcade Classics Vol.1 [Model SLUS-21724]"
Sony PSP [US] May 05, 2008 "SNK Arcade Classics Vol.1 [Model ULUS-10338]"
Sony PlayStation 2 [KO] May 29, 2008 "SNK Arcade Classics Vol.1 [Model SLKA-25424]"
Nintendo Wii [US] July 29, 2008 "SNK Arcade Classics Vol.1 [Model RVL-P-RNCE]"
Sony PSP [EU] Oct. 17, 2008 "SNK Arcade Classics Vol.1 [Model ULES-01105]"
Nintendo Wii [EU] Oct. 31, 2008 "SNK Arcade Classics Vol.1 [Model RVL-P-RJZP]"
Sony PlayStation 2 [EU] Nov. 21, 2008 "SNK Arcade Classics Vol.1 [Model SLES-55232]"
Sony PSP [JP] May. 21, 2009 "SNK Arcade Classics Vol.1 [Model ULJS-193]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2753&o=2

$end


$neocd=ssideki,
$bio

Tokuten Oh (c) 1995 SNK [Shin Nihon Kikaku].

- TECHNICAL -

[Model NGCD-052]

- TRIVIA -

Tokuten Oh for Neo-Geo was released in March 31, 1995 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47682&o=2

$end


$info=ssideki,
$bio

Tokuten Oh (c) 1992 SNK.

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : NGM-052

Players : 2
Control : 8-way joystick
Buttons : 2
=> Offense > [A] Long kick/Shoot, [B] Pass
=> Defense > [A] Slide, [B] Tackle

- TRIVIA -

Tokuten Oh was released in December 1992 in Japan.

The title translates from Japanese as 'Top Scorer'.

This game is known outside Japan as 'Super Sidekicks'.

Reviews:
[FR] March 1993 - Consoles + No. 18: 90/100 (AES version)

- SERIES -

1. Tokuten Oh [Model NGM-052] (1992)
2. Tokuten Oh 2 - Real Fight Football [Model NGM-061] (1994)
3. Tokuten Oh 3 - Eikoue no Michi [Model NGM-081] (1995)
4. The Ultimate 11 - SNK Football Championship [Model NGM-215] (1996)
5. NeoGeo Cup '98 - The Road to the Victory [Model NGM-244] (1998)

- STAFF -

Producer : Eikichi Kawasaki
Planner : Ishimotti
Sound : Jojoha Kitapy, Yoko
Designers : Mioshi, S.K., Younger Face, Eri Kohjitani, J-Mikami, Mori-P
Programmers : Mabushi, Narutaki, Ep82boy.

- PORTS -

* Consoles :
SNK Neo-Geo [JP] (Feb. 19, 1993; "Tokuten Oh [Model NGH-052]")
SNK Neo-Geo CD [JP] (Mar.31, 1995; "Tokuten Oh [Model NGCD-052]")
Sony PlayStation Store (Dec.2010)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2751&o=2

$end


$x1_flop=tokyo,
$bio

Tokyo (c) 1987 Starcraft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86152&o=2

$end


$pc98=tokyo,
$bio

Tokyo (c) 1987 Starcraft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90895&o=2

$end


$pc8801_flop=tokyo,
$bio

Tokyo (c) 1987 Starcraft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93125&o=2

$end


$info=tokyobus,
$bio

Tokyo Bus Tour (c) 2000 Sega Enterprises, Limited.

A real bus-driving simulator.

- TECHNICAL -

Runs on the Sega "NAOMI" Hardware.

Screen Orientation: Horizontal

- TRIVIA -

Tokyo Bus Tour was released in July 2000 in Japan.

- SERIES -

1. Tokyo Bus Tour (2000)
2. Tokyo Bus Annai - Bijin Bug Guide Tenjou Pack (2000, Sega Dreamcast)

- PORTS -

* Consoles :
Sega Dreamcast (1999)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4134&o=2

$end


$info=tokyocop,
$bio

Tokyo Cops - Special Police Reinforcment (c) 2003 Gaelco.

The action takes place in Neo Koban Police station, where we take the role of one of the four Police Agents : Isamu, Kazu, Reika y Junko and we have to patrol the most conflictive Tokyo's districts : Ginza, Hibiya, Shinjuku and Shibuya. The objective of the game is to clear the streets of dangerous criminals. Furthermore, our promotion depends on the number of criminals that we capture within a time limit, otherwise, we could also be demoted. There are a total of 6 vehicles, each of them with their own characteristics; the cars will be available at different stages of the game. Studying the criminal profile, we will decide which car is more appropriate for pursuing the criminal. The criminals can be from pickpockets to most wanted criminals.

The open circuit will give us multiple possibilities. With situations where we will drive in the wrong side of the road, we will make thrilling line's changes and will have amazing collisions. Our driving skills and street knowledge will be crucial for the completion of our mission. Inserting our pin number with the keyboard installed in the cabinet, our game will be saved and next time, we will start wherever we left off. Additionally it will provide us with our ranking, the number of criminals we have caught, how many of them have escaped from prison, etc… this will be by playing in the same machine or the one that is linked to. Unless, that Tokyocop is connected to Internet, then we can play and get our personal file in any Tokyocop connected to Internet.

- TRIVIA -

Released in March 2004.

Michael Jackson used to own this game (Serial number: TPDX0268). It was sold at the official Michael Jackson Auction on Apr. 24th, 2009.

- STAFF -

Game designer: Xavixag

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4359&o=2

$end


$gameboy=tokyofan,
$bio

Tokyo Disneyland - Fantasy Tour [Model DMG-ADFJ-JPN] (c) 1998 Tomy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67258&o=2

$end


$gameboy=tokyomic,
$bio

Tokyo Disneyland - Mickey no Cinderella-jou Mystery Tour [Model DMG-ADLJ-JPN] (c) 1995 Tomy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67259&o=2

$end


$pico=tokyodtt,
$bio

Tokyo Disneyland Toon Town - Mickey no Boku wa Untenshu [Model T-255020] (c) 2003 Kodansha

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75814&o=2

$end


$pico=tokyosea,
$bio

Tokyo DisneySea - Mickey to Asobou! [Model T-255070] (c) 2002 Kodansha

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75813&o=2

$end


$pc98=tokyofk,
$bio

Tokyo Fuuzoku Kikou (c) 1994 Inter Heart [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90896&o=2

$end


$info=tokyogal,
$bio

Tokyo Gal Zukan (c) 1989 Nichibutsu.

Mahjong with sexy girls from Tokyo.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 5 Mhz)
Sound Chips : YM3812 (@ 2.5 Mhz), DAC

Player : 2
Control : mahjong keyboard

- TRIVIA -

Released in November 1989 in Japan.

The title of this game translates from Japanese as 'Tokyo Gal Picture Book'.

This game is also known as "Tokimeki Bishoujo".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2929&o=2

$end


$msx1_cass=tokyogan,
$bio

Tokyo Gang (c) 1990 G.LL.Software [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95078&o=2

$end


$cpc_cass=tokyogng,
$bio

Tokyo Gang (c) 1990 GLL Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99874&o=2

$end


$pc8801_flop=tokyojs1,tokyojs1a,
$bio

Tokyo Joshiko Seifuku wo Nuida Zukan Part 1 (c) 1988 System House Oh!

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93126&o=2

$end


$pc8801_flop=tokyojs2,
$bio

Tokyo Joshiko Seifuku wo Nuida Zukan Part 2 (c) 1988 System House Oh!

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93127&o=2

$end


$pc8801_flop=tokyojs3,
$bio

Tokyo Joshiko Seifuku wo Nuida Zukan Part 3 (c) 1988 System House Oh!

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93128&o=2

$end


$pc8801_flop=tokyojnc,
$bio

Tokyo Joshikosei Sailor-fuku Nyumon (c) 198? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93129&o=2

$end


$pc98=tokyojn1,
$bio

Tokyo Joshikosei Sailor-fuku Nyumon Dai-1-kan (c) 1988 Fairytale [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90897&o=2

$end


$pc8801_flop=tokyojn1,
$bio

Tokyo Joshikosei Sailor-fuku Nyumon Dai-1-kan (c) 1988 Fairytale [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93130&o=2

$end


$pc8801_flop=tokyojn2,
$bio

Tokyo Joshikosei Sailor-fuku Nyumon Dai-2-kan (c) 1988 Fairytale [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93131&o=2

$end


$pc8801_flop=tokyojn3,
$bio

Tokyo Joshikosei Sailor-fuku Nyumon Dai-3-kan (c) 1988 Fairytale [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93132&o=2

$end


$x68k_flop=tokyojs1,
$bio

Tokyo Joshikou Seifuku o Nuida Zukan Part 1 (c) 1988 System House Oh!

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88173&o=2

$end


$x68k_flop=tokyojs2,
$bio

Tokyo Joshikou Seifuku o Nuida Zukan Part 2 (c) 1988 System House Oh!

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88174&o=2

$end


$gba=tokyomg,
$bio

Tokyo Majin Gakuen - Fuju Houroku [Model AGB-BTFJ-JPN] (c) 2004 Marvelous Interactive, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76130&o=2

$end


$wswan=tokyomg,
$bio

Tokyo Majin Gakuen - Fuju Houroku [Model SWj-AAE001] (c) 2000 Asmik Ace Ent. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86402&o=2

$end


$psx=tokyomaj,
$bio

Tokyo Majin Gakuen Gehouchou [Model SLPS-03333~5] (c) 2002 Asmik Ace Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85808&o=2

$end


$x1_flop=tokyons,
$bio

Tokyo Nampa Street (c) 1985 Enix, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86153&o=2

$end


$pc8801_flop=tokyons,
$bio

Tokyo Nampa Street (c) 1985 Enix, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93133&o=2

$end


$fm7_cass=tokyons,
$bio

Tokyo Nampa Street (c) 1985 Enix, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93813&o=2

$end


$pc98=tokyons,
$bio

Tokyo Nanpa Street (c) 1985 Enix, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90898&o=2

$end


$nes=tokyopsa,
$bio

Tokyo Pachi Slot Adventure (c) 1991 C*Dream

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54764&o=2

$end


$saturn,sat_cart=tokyoshd,
$bio

Tokyo Shadow (c) 1997 Taito Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59843&o=2

$end


$pc98=tokyotb,
$bio

Tokyo Twilight Busters - Kindan no Ikenie Teito Jigoku Hen (c) 1995 Telenet Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90899&o=2

$end


$info=tokyowar,
$bio

Tokyo Wars (c) 1995 Namco.

A great 3-D tank simulator from Namco.

199X The Tokyo War breaks out... Are you ready and prepared for battle?

Pilot your Tank around the streets of Tokyo to defend your city from the enemies and take control of downtown on this frantic action simulator, the game allows one or two players versus also a four players linked, to control separate tanks (either as teammates or as opponents) each player chooses which of the two teams they want to join (white or green), and which model of tank they want to drive. Games can be played either as a competition with human players on both sides or cooperatively on the same team against AI-controlled opponents.

- TECHNICAL -

[Standard model]

- TRIVIA -

Even if titlescreen says 1995, Tokyo Wars was released in September 1996 in Japan.

Also released as "Tokyo Wars [Deluxe model]".

Wonder Spirits and (distributed by Pony Canyon) released a soundtrack album for this game (TOKYO WARS Arcade Soundtrack 008 EX) on Nov 19, 1997 in japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=29744&o=2

$end


$gba=tokyoxtru,
$bio

Tokyo Xtreme Racer Advance [Model AGB-BTZE-USA] (c) 2005 Crave Ent., Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76132&o=2

$end


$gba=tokyoxtr,
$bio

Tokyo Xtreme Racer Advance [Model AGB-BTZP] (c) 2006 Liquid Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76131&o=2

$end


$cpc_cass=tolleoma,
$bio

Tolle Oma (c) 1985 QuelleSoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99446&o=2

$end


$amigaocs_flop=tomjerry,
$bio

Tom & Jerry (c) 1989 Magic Bytes

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75404&o=2

$end


$msx1_cass=tomjerry,
$bio

Tom & Jerry (c) 1989 Erbe Software [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95079&o=2

$end


$nes=tomjerry,tomjerryu,
$bio

Tom & Jerry (c) 1991 Hi Tech Expressions

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55745&o=2

$end


$sms=tomjerry,
$bio

Tom & Jerry (c) 1992 Sega Enterprises, Limited.

- TRIVIA -

Reviews:
[FR] October 1992 - Consoles+ No. 13: 85/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56257&o=2

$end


$nes=tomjerryj,
$bio

Tom & Jerry (And Tuffy) (c) 1992 Altron

- TECHNICAL -

Game ID: ALT-5Y

- TRIVIA -

Released on November 13, 1992 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54765&o=2

$end


$amigaocs_flop=tomjer2,
$bio

Tom & Jerry 2 (c) 1989 Magic Bytes

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75405&o=2

$end


$cpc_cass=tomjerr2,
$bio

Tom & Jerry 2 [Model AM 608] (c) 1990 Erbe Soft. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99876&o=2

$end


$nes=tomjerr3,
$bio

Tom & Jerry 3 (c) 19?? Dragon Co.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84175&o=2

$end


$msx1_cart=tomjmat1,
$bio

Tom & Jerry Math 1 (c) 1988 Methali

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77551&o=2

$end


$msx1_cart=tomjmat2,
$bio

Tom & Jerry Math 2 (c) 1988 Methali

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77552&o=2

$end


$amigaocs_flop=tomjerh,
$bio

Tom & Jerry [Hunting High and Low] (c) 1989 Magic Bytes

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75403&o=2

$end


$cpc_cass=tomjerry,
$bio

Tom & Jerry [Model AM 554] (c) 1989 Erbe Soft. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99875&o=2

$end


$gbcolor=tomjerry,
$bio

Tom & Jerry [Model CGB-ATXE-USA] (c) 1999 Majesco Ent. Co.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68968&o=2

$end


$gameboy=tomjerry,
$bio

Tom & Jerry [Model DMG-JY-USA] (c) 1992 Hi Tech Expressions

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67260&o=2

$end


$snes=tomjerryj,
$bio

Tom & Jerry [Model SHVC-TJ] (c) 1993 Altron Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62540&o=2

$end


$snes=tomjerryu,tomjerryup,
$bio

Tom & Jerry [Model SNS-TJ-USA] (c) 1993 Hi Tech Expressions

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63914&o=2

$end


$snes=tomjerry,
$bio

Tom & Jerry (c) 1993 Hi Tech Expressions

- TECHNICAL -

Cartridge ID: SNSP-TJ-EUR

- TRIVIA -

Reviews:
[FR] May 1993 - Consoles + No. 20: 70/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63913&o=2

$end


$megadriv=tomjerry,tomjerry1,
$bio

Tom and Jerry - Frantic Antics (c) 1993 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57485&o=2

$end


$gameboy=tomjerfa,
$bio

Tom and Jerry - Frantic Antics! [Model DMG-J8-USA] (c) 1993 Hi Tech Expressions

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67262&o=2

$end


$gbcolor=tomjermhu,
$bio

Tom and Jerry - Mousehunt [Model CGB-BTJE-USA] (c) 2001 Conspiracy Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68973&o=2

$end


$gbcolor=tomjermh,
$bio

Tom and Jerry - Mousehunt [Model CGB-BTJP-EUR] (c) 2001 Conspiracy Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68972&o=2

$end


$gba=tomjermru,
$bio

Tom and Jerry - The Magic Ring [Model AGB-ATJE-USA] (c) 2002 NewKidCo International, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76140&o=2

$end


$gba=tomjermr,
$bio

Tom and Jerry - The Magic Ring [Model AGB-ATJP-EUR] (c) 2002 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76139&o=2

$end


$sms=tomjermv,
$bio

Tom and Jerry - The Movie (c) 1992 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56258&o=2

$end


$gamegear=tomjermv,
$bio

Tom and Jerry - The Movie (c) 1993 Sega Enterprises, Limited.

- TECHNICAL -

Cartridge ID: 2434

- TRIVIA -

Reviews:
[FR] June 1993 - Consoles + N.21: 86/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64978&o=2

$end


$gamegear=tomjermvj,
$bio

Tom and Jerry - The Movie (c) 1993 Sega Enterprises, Limited.

- TECHNICAL -

[Model G-3319]

- TRIVIA -

This game is based on the 1991 movie with the same title.

- TIPS AND TRICKS -

* Test Mode: At the title screen, press 1, 2, 1, 2, 1, 2, 1, 2.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64977&o=2

$end


$n64=tomjerry,tomjerryu,
$bio

Tom and Jerry in Fists of Furry (c) 2000 THQ

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58022&o=2

$end


$gba=tomjerisu,
$bio

Tom and Jerry in Infurnal Escape [Model AGB-AIFE-USA] (c) 2003 NewKidCo International, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76144&o=2

$end


$gba=tomjeris,
$bio

Tom and Jerry in Infurnal Escape [Model AGB-AIFP] (c) 2003 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76143&o=2

$end


$gbcolor=tomjermau,
$bio

Tom and Jerry in Mouse Attacks! [Model CGB-BTQE-USA] (c) 2000 NewKidCo International, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68975&o=2

$end


$gbcolor=tomjerma,
$bio

Tom and Jerry in Mouse Attacks! [Model CGB-BTQP-EUR] (c) 2000 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68974&o=2

$end


$gba=tomjertlu,
$bio

Tom and Jerry Tales [Model AGB-BTJE-USA] (c) 2006 WB Games [Warner Bros.]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76142&o=2

$end


$gba=tomjertl,
$bio

Tom and Jerry Tales [Model AGB-BTJP] (c) 2006 WB Games [Warner Bros.]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76141&o=2

$end


$amigaocs_flop=tomghost,
$bio

Tom and the Ghost (c) 1990 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75407&o=2

$end


$a2600=tomboye,tomboy,
$bio

Tom Boy (c) 19?? Suntek

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51145&o=2

$end


$n64=rainbow6,rainbow6f,rainbow6g,rainbow6u,
$bio

Tom Clancy's Rainbow Six (c) 1999 Red Storm Entertainment

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58021&o=2

$end


$gba=rainb6rsu,
$bio

Tom Clancy's Rainbow Six - Rogue Spear [Model AGB-AR6E-USA] (c) 2002 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76134&o=2

$end


$gba=rainb6rs,
$bio

Tom Clancy's Rainbow Six - Rogue Spear [Model AGB-AR6P] (c) 2002 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76133&o=2

$end


$gbcolor=rainbow6,
$bio

Tom Clancy's Rainbow Six [Model CGB-AR6E-USA] (c) 2000 SouthPeak Interactive, LLC

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68970&o=2

$end


$gba=splintptu,
$bio

Tom Clancy's Splinter Cell - Pandora Tomorrow [Model AGB-BSLE-USA] (c) 2004 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76138&o=2

$end


$gba=splintpt,
$bio

Tom Clancy's Splinter Cell - Pandora Tomorrow [Model AGB-BSLP] (c) 2004 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76137&o=2

$end


$gba=splintclu,
$bio

Tom Clancy's Splinter Cell (c) 2003 Ubi Soft.

You have the right to spy, steal, destroy, and assassinate to ensure that American freedoms are protected. If captured, the U.S. government will disavow any knowledge of your existence. You are Sam Fisher. You are a Splinter Cell.

When two CIA agents mysteriously vanish in the former Soviet republic of Georgia, the NSA's secret subagency, Third Echelon, deploys Sam Fisher - its most capable Splinter Cell operative - to recover them. Fisher soon uncovers a deeper conspiracy: a plot that threatens to destabilize world order and spark nuclear conflict.

Fisher, like all Third Echelon Splinter Cells, is granted use of the Fifth Freedom - unprecedented latitude to safeguard America's security by any means necessary. Acting alone, he uses terrorists' own tactics against them.

Should he fall to enemy hands, the U.S. government will disavow any knowledge of his existence. No more time for negotiations and diplomacy. The time for decisive action has come. Strike from the darkness. Fade away. You are Sam Fisher. You are a Splinter Cell.

Additional Features
* Comprehensive stealth techniques and action moves, including split jumps, zip-lining, rappelling, and using human shields, make gameplay creative and fun.
* Experimental intelligence gadgets based on real-life technologies, such as night vision/thermal goggles, prototype weapons, nonlethal weapons, and surveillance gear, give Fisher the edge against his enemies.
* Hide in the shadows, thanks to an original depth-management system that simulates 3-D environments.
* Go head to head against enemies in three gameplay moments available only available on the Nintendo Game Boy Advance system.

The Full Splinter Cell Experience
* Enjoy the original story from the award-winning Xbox version, featuring characters and locations endorsed by author Tom Clancy and inspired by his realistic world of terrorism and espionage.
* Carry out 11 missions - featuring one training mission and one special mission - through eight realistic environments based on those from the Xbox version.

- TECHNICAL -

Cartridge ID: AGB-AO4E-USA

- TRIVIA -

Released on April 25, 2003 in USA.

Export releases:
[US] "Tom Clancy's Splinter Cell [Model AGB-AO4P-EUR]"

- TIPS AND TRICKS -

Unlock up to 5 secret maps by connecting to the NINTENDO GAMECUBE version.

- STAFF -

Producer: Bertrand Hélias
Lead Game Designer: Louis Martin Guay
Additional Level Designer: Annick Dumais
Artistic Director: Sébastien Brassard
Graphic Designers: Marjolaine Allie, Claude Gosselin, Blanche Nault
Animators: Érik Branz, Patrick Pelletier, Isabelle Fortier, Sendy Gagné
Lead Programmer: Sébastien Lahaie
Programmers: Alexandre Begnoche, Jacques Langlois, Rachel Potvin, Marc-Olivier Riel
Technical Manager: Pascal Lalancette
Sound Designer: Michel Marsan
Original Score: Michael Richard Plowman
Musical Arrangements, Programming & Composition: Daniel Masson
Script Writer: Clint Hocking
Localization Project Manager: Jean-Sébastien Ferey
Lead Tester: Jonathan Moreau
Platform Specialists: Jean-Dominic Audet, Frederic Dufort
Testers: Jean-Dominic Audet, Alain Fleury, Frederic Dufort, Yan Gagnon, Stéphane Pinard
Marketing Research: Stéphane Cardin
Special Thanks: Mario Brousseau, Michel Cartier, Isabelle Fortier, Xavier Fouilleux, Olivier Germain, David Giraud, Kevin Guillemette, Johanne Grange, Simon Charles Pressey, Splinter Cell Team, Hélène Juguet
Studio Managers: Henri Laporte, Caroline Martin, Éric Tremblay, Jérémi Valiquette
Director of Technology: Nicolas Rioux
Vice Presidents: Michel Allard, Grégoire Gobbi
Ubi Soft Divertissement President: Martin Tremblay
Publisher: Ubi Soft Entertainment
International Production Director: Christine Burgess-Quémard
International Content Director: Serge Hascoët
Specialist Advisor Game Design: Gunther Galipot
Sound Specialist Advisor: Didier Lord
Approval Coordinators: Nikola Milisavljevic, David Costello
Ubi Soft Entertainment CEO: Yves Guillemot

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76136&o=2

$end


$gba=splintcl,splintclp,
$bio

Tom Clancy's Splinter Cell (c) 2003 Ubi Soft

European release. Game developed in Canada. See Tom "Clancy's Splinter Cell [Model AGB-AO4E-USA]" for more information about the game itself.

- TECHNICAL -

Cartridge ID: AGB-AO4P-EUR

- TRIVIA -

Released on June 05, 2003 in Europe.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76135&o=2

$end


$megadriv=tomclown,
$bio

Tom Clown (c) 1993 Realtec.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95184&o=2

$end


$cdi=tommaxmg,
$bio

Tom der Maximagier (c) 1993 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53156&o=2

$end


$amigaocs_flop=landrydx,
$bio

Tom Landry Strategy Football - Deluxe Edition (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75406&o=2

$end


$cdi=tommaxmf,tommaxmfa,
$bio

Tom le Maximagier (c) 1992 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53157&o=2

$end


$megadriv=dinohirep3,dinohirep2,dinohirep1,
$bio

Tom Mason's Dinosaurs for Hire (c) 1993 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57001&o=2

$end


$megadriv=dinohire,
$bio

Tom Mason's Dinosaurs for Hire (c) 1993 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57484&o=2

$end


$nes=tomsawyrj,
$bio

Tom Sawyer no Bouken (c) 1989 Seta Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54766&o=2

$end


$gameboy=tomjer2j,
$bio

Tom to Jerry Part 2 [Model DMG-J8A] (c) 1994 Altron Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67265&o=2

$end


$gameboy=tomjerryj,
$bio

Tom to Jerry [Model DMG-JYA] (c) 1992 Altron Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67264&o=2

$end


$cpc_cass=tomahawk,
$bio

Tomahawk (c) 1986 Digital Integration

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99877&o=2

$end


$info=m4toma,
$bio

Tomahawk (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41496&o=2

$end


$info=tomahawk,tomahawk1,
$bio

Tomahawk 777 (c) 1980 Data East.

- TECHNICAL -

Main CPU : MOS Technology M6502 (@ 662.187 Khz)

Screen orientation : Vertical
Video resolution : 240 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 32

Players : 2
Control : 4-way joystick
Buttons : 1 (SHOOT)

- TRIVIA -

Released in April 1980.

Also released by ESI as "Tomahawk Missile".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2930&o=2

$end


$coleco=tomarc,
$bio

Tomarc the Barbarian (c) 1984 Xonox, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53384&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=tomarc,
$bio

Tomarc the Barbarian (c) 1984 Xonox, Inc. [Hopkins, MN, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86962&o=2

$end


$a2600=tomarc,
$bio

Tomarc the Barbarian (c) 1983 Xonox

- TECHNICAL -

Model 99007

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51146&o=2

$end


$gba=tomato,
$bio

Tomato Adventure [Model AGB-AGLJ-JPN] (c) 2002 Nintendo Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76145&o=2

$end


$bbca_cass,bbcb_cass=tombdeat,
$bio

Tomb of Death (c) 1984 Hollsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52595&o=2

$end


$saturn,sat_cart=traidu,
$bio

Tomb Raider (c) 1996 Eidos

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60188&o=2

$end


$saturn,sat_cart=traid,
$bio

Tomb Raider (c) 1997 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60446&o=2

$end


$info=j6tomb,j6tomba,j6tombb,j6tombc,j6tombd,j6tombe,j6tombf,j6tombg,
$bio

Tomb Raider (c) 2002 JPM International.

- TECHNICAL -

Impact

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15796&o=2

$end


$gbcolor=traid2,
$bio

Tomb Raider - Curse of the Sword [Model CGB-B9TE-USA] (c) 2001 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68978&o=2

$end


$gbcolor=traid,traidp,
$bio

Tomb Raider [Model CGB-AT9E-USA] (c) 2000 Eidos Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68976&o=2

$end


$saturn,sat_cart=traidj,traidjb,traidja,
$bio

Tomb Raiders (c) 1997 Victor Interactive Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59844&o=2

$end


$info=m5tomb,
$bio

Tomb Raiders (c) 200? Empire Games Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15290&o=2

$end


$info=m5trclb,
$bio

Tomb Raiders Club (c) 200? Empire Games, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41649&o=2

$end


$saturn,sat_cart=traidjtai,
$bio

Tomb Raiders Taikenban (c) 1997 Victor Interactive Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59846&o=2

$end


$saturn,sat_cart=traidjsa,
$bio

Tomb Raiders [Satakore] (c) 1998 Victor Interactive Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59845&o=2

$end


$psx=tomba,
$bio

Tomba! The Wild Adventures [Model SLPS-02350] (c) 1999 Whoopee Camp

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85809&o=2

$end


$nes=tombtres,
$bio

Tombs and Treasure (c) 1991 Infocom

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55746&o=2

$end


$ti99_cart=tombstn,
$bio

Tombstone City - 21st Century [Model PHM 3052] (c) 1981 Texas Instruments

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84770&o=2

$end


$cpc_cass=tombtown,
$bio

Tombstowne [Model SOFT 06040] (c) 1985 Amsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99879&o=2

$end


$info=tomcatsw,tomcat,
$bio

TomCat (c) 1983 Atari.

A color vector flight simulator where the player chooses between a fixed-wing jet or a helicopter. The player can choose between flying a fixed-wing jet and a helicopter. The universe shows a horizon line, a heads-up display, some simple objects on the ground to provide a reference, and a Battle Zone tank (also on the ground). There is also an enemy helicopter that came from the US Army version of "Battlezone".

- TECHNICAL -

Main CPU : (2x) M6809 (@ 1.512 Mhz)
Sound Chips : (4x) POKEY (@ 1.5 Mhz), Texas Instruments TMS5220 (@ 640 Khz)

Players : 1
Buttons : 4

- TRIVIA -

This game was the very last XY Game created at Atari. It was around this time that Atari went 'supernova' but was never finished. By late 1985 Atari had decreed that XY was dead, and despite Jed's demo (which featured two linked TomCats) Jed was unable to get any of the Game Designers interested in working on it. Shortly before the demo, when Jed was costing the hardware, Jed has called American Microsystems Inc. (AMI) to verify the cost of the VG Gate Array. They said that they had contacted someone at Atari and asked him if it was ok if they threw out the tooling for the VG Gate Array and he had said, YES. And no, they didn't remember his name. They were willing to create new tooling for $20K.  Jed was planning to investigate using a TMS32010 DSP to replace the AVG State Machine (and the Gate Array along with it), but the handwriting was on the wall so Jed canceled TomCat and accepted Rick's invitation to join the "Hard Drivin'" team.

- STAFF -

Lead Programmer : Jed Margolin
Graphics Designer : Hans Hansen, Doug Snyder

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3762&o=2

$end


$cpc_cass=tomcatpu,
$bio

Tomcat (c) 1985 Pride Utilities

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99881&o=2

$end


$bbca_cass,bbcb_cass=tomcat,
$bio

Tomcat (c) 1989 Players

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52596&o=2

$end


$cpc_cass=tomcat,
$bio

Tomcat (c) 1989 Players Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99880&o=2

$end


$a2600=tomcat,
$bio

Tomcat - The F-14 Fighter Simulator (c) 1988 Absolute Entertainment, Incorporated.

- TECHNICAL -

Model AK-046

- STAFF -

Programmer: Dan Kitchen

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51147&o=2

$end


$a7800=tomcat,tomcatu,
$bio

Tomcat - The F-14 Fighter Simulator [Model AV-046-04] (c) 1989 Absolute Entertainment, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50187&o=2

$end


$megacd,megacdj=tcatalyfr,tcatalyg,tcatalysp,
$bio

Tomcat Alley [Model 4429] (c) 1994 Sega Enterprises, Limited.

- TRIVIA -

Reviews:
[FR] September 1994, Consoles + N.35: 91%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60684&o=2

$end


$segacd=tcataly,tcatalya,tcatalyb,
$bio

Tomcat Alley [Model 4429] (c) 1994 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60833&o=2

$end


$megacd,megacdj=tcataly,
$bio

Tomcat Alley [Model G-6039] (c) 1994 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60576&o=2

$end


$pc8801_flop=tomeinin,
$bio

Tomei Ningen Arawaru! (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93134&o=2

$end


$pico=tomica,
$bio

Tomica Pico - Bokura no Machi Tomica Town de Asobou! [Model HPC-6086] (c) 2000 Sega Toys

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75816&o=2

$end


$psx=tomikato,
$bio

Tomica Town o Tsukurou! [Model SLPS-01935] (c) 1999 Tomy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85810&o=2

$end


$pc8801_flop=tomita,
$bio

Tomita (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93135&o=2

$end


$megadriv=lasorda,
$bio

Tommy Lasorda Baseball (c) 1989 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57486&o=2

$end


$info=mt_tlbba,
$bio

Tommy Lasorda Baseball (c) 1989 Sega.

- TECHNICAL -

Runs on the "Mega-Tech System" hardware.
Cartridge ID: 610-0239-35

- TRIVIA -

Released in April 1989.

Thomas Charles Lasorda (born 22 September 1927 in Norristown, Pennsylvania) was a Major League baseball pitcher and manager. In 1999 he marked his 50th year of involvement.

- TIPS AND TRICKS -

* Passwords :
Enable special effects - RGsiopqm2jhZZSUXVtEEAE
Odd gameplay code - VU9lrstpomXcZTiebrHWyW
Play against an invisible team - Zb6jpqrnmGnYWQXaHuFFAB

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2372&o=2

$end


$snes=tommymoe,
$bio

Tommy Moe's Winter Extreme - Skiing and Snowboarding [Model SNS-XS-USA] (c) 1994 Electro Brain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63915&o=2

$end


$nes=ttsound,
$bio

Tommy Tallarico's Sound Editor (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55747&o=2

$end


$n64=tommyth,
$bio

Tommy Thunder (c) 199? Unknown

Cancelled prototype.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58023&o=2

$end


$scv=ttball,
$bio

Ton Ton Ball (c) 1985 Epoch Company, Limited.

- TECHNICAL -

[Model 18 NO.09250]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49097&o=2

$end


$pc8801_flop=brabra,
$bio

Tonari no Onesan - Joshidaisei - Bra Bra (c) 1984 CSK Software Products [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93136&o=2

$end


$info=tondemo,
$bio

Tondemo Crisis (c) 1999 Polygon Magic.

A bizarre game, featuring funny mini-games

The game follows each member of a Japanese, working-class family of four members on their bizarre adventures home from their daily routines to get birthday presents for the family's grandmother Haruko. The game consists of several action-oriented minigames strung together and book-ended with pre-rendered cutscenes. The game was designed and scripted by Kenichi Nishi and features music from the Tokyo Ska Paradise Orchestra.

- TECHNICAL -

Main CPU : PSX (@ 16.9344 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 6

- TRIVIA -

Released in September 1999.

- PORTS -

* Consoles :
Sony PlayStation (1999)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2931&o=2

$end


$pc8801_flop=tongyoki,
$bio

Tong Yo Ki (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93137&o=2

$end


$n64=tonictr,tonictru,
$bio

Tonic Trouble (c) 1999 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58024&o=2

$end


$gbcolor=tonictr,
$bio

Tonic Trouble [Model CGB-AXTP-EUR] (c) 2000 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68980&o=2

$end


$pc98=tonight,
$bio

Tonight (c) 1994 Swat [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90900&o=2

$end


$gba=tonka,
$bio

Tonka - On the Job [Model AGB-BT7E-USA] (c) 2006 T-HQ, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76146&o=2

$end


$gbcolor=tonkacs,
$bio

Tonka Construction Site [Model CGB-BCZE-USA] (c) 2002 TDK Core

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68981&o=2

$end


$gbcolor=tonkaracu,
$bio

Tonka Raceway [Model CGB-ATQE-USA] (c) 1999 Hasbro Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68983&o=2

$end


$gbcolor=tonkarac,
$bio

Tonka Raceway [Model CGB-ATQP-EUR] (c) 1999 Hasbro Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68982&o=2

$end


$gbcolor=tonkaracua,
$bio

Tonka Raceway [Model CGB-VTQE-USA] (c) 1999 Hasbro Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68984&o=2

$end


$famicom_flop=tonkachi,
$bio

Tonkachi Editor (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65480&o=2

$end


$x68k_flop=tonkotsu,
$bio

Tonkotsu Pro Roku Hachi Kei (c) 1991 Ichigo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88716&o=2

$end


$pc8801_flop=tonky,
$bio

Tonky (c) 1985 SPS [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93138&o=2

$end


$pc98=tonosatn,
$bio

Tono-sama VS Satan (c) 1995 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90901&o=2

$end


$wscolor=tonpuuso,
$bio

Tonpuusou [Model SWJ-BANC13] (c) 2001 Bandai Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86496&o=2

$end


$info=ep_tonfn,ep_tonfna,
$bio

Tons of Fun (c) 199? Maygay.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40908&o=2

$end


$info=tontonb,
$bio

Tonton (c) 1987 Dynax.

Tonton the pig challenges you to mahjong!

- TECHNICAL -

Game ID : 09

Main CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.536 Mhz)

Screen orientation : Horizontal
Video resolution : 256 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 32

Players : 2
Control : mahjong keyboard

- TRIVIA -

Released in November 1987.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2932&o=2

$end


$gba=thawkasku,
$bio

Tony Hawk's American Sk8land [Model AGB-BH9E-USA] (c) 2005 Activision, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76148&o=2

$end


$gba=thawkask,thawkaska,
$bio

Tony Hawk's American Sk8land [Model AGB-BH9P] (c) 2005 Activision, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76147&o=2

$end


$gba=thawkdju,
$bio

Tony Hawk's Downhill Jam [Model AGB-BXSE-USA] (c) 2006 Activision, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76150&o=2

$end


$gba=thawkdj,
$bio

Tony Hawk's Downhill Jam [Model AGB-BXSP-EUR] (c) 2006 Activision, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76149&o=2

$end


$n64=thpsu1,thpsu,
$bio

Tony Hawk's Pro Skater (c) 2000 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58025&o=2

$end


$n64=thps2,thps2u,
$bio

Tony Hawk's Pro Skater 2 (c) 2001 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58026&o=2

$end


$gba=thps2,
$bio

Tony Hawk's Pro Skater 2 [Model AGB-ATHE-USA] (c) 2001 Activision, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76151&o=2

$end


$gba=thps2f,thps2g,
$bio

Tony Hawk's Pro Skater 2 [Model AGB-ATHP-EUR] (c) 2001 Activision, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76152&o=2

$end


$gbcolor=thps2,
$bio

Tony Hawk's Pro Skater 2 [Model CGB-BTGE-USA-1] (c) 2000 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68987&o=2

$end


$n64=thps3,
$bio

Tony Hawk's Pro Skater 3 (c) 2002 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58027&o=2

$end


$gba=thps3,
$bio

Tony Hawk's Pro Skater 3 [Model AGB-AT3E-USA] (c) 2002 Activision, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76153&o=2

$end


$gba=thps3f,thps3g,
$bio

Tony Hawk's Pro Skater 3 [Model AGB-AT3P] (c) 2002 Activision, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76154&o=2

$end


$gbcolor=thps3,
$bio

Tony Hawk's Pro Skater 3 [Model CGB-B3TE-USA] (c) 2001 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68989&o=2

$end


$gba=thps4,
$bio

Tony Hawk's Pro Skater 4 (c) 2002 Activision, Inc.

The Birdman and his posse of more than a dozen pro skaters grind and kickflip across seven vast levels. 

Timed sessions have been dumped in favor of more than 15 timed objectives per level. THPS4 discourages you from choosing the easy difficulty setting by naming it Kid Mode.

The clever tutorial takes you through skate college. Your freshman year, you master the ollie; as a sophomore, you learn grinds, and so on through junior and senior "years." Tony's college is a hands-on kind of place, so practice long and hard for that final exam: landing a 10,000 point combo. Sounds a lot more interesting than penning a paper on Hamlet and Godzilla: A Study in Tragic Heroes.

Doing well in Career Mode gives you the cold hard moolah to visit the Skate Shop for a new deck and duds. The Skate Shop is also the place to edit your moves, check out stats and eye movies of Tony, Bob Burnquist and other pros.

Developer Vicarious Visions's terrific animations just get better with every new Tony Hawk. You can also indulge yourself in new tricks, new specials and spine transfers.

Multiplayer action requires GBAs and Game Paks for every player and enough GBA Game Link cables to connect all systems.

- TECHNICAL -

Game ID: AGB-AT6E-USA

- TRIVIA -

Released on October 29, 2002 in USA.

- STAFF -

Vicarious Visions
Team Senor Bootleg: Brent Gibson (El Luchador), Sunbir Gill (Zug Zug), Sean Murphy (Montana), Greg Oberg (Gekko), Alex Rybakov (Ray), Nina Stanley (Aye Aye Cap'n), Leonel Zuniga (Momomonkey)
Extra Special Thanks: Shady Conte (Matt), Jan-Erik Steel (Saucy)
Project Manager: Vladimir Starzhevsky (Let's Meet)
CEO, Chief Creative Officer: Karthik Bala
VP, Product Development: Tobi Saulnier
Music & SFX: Shin'en Multimedia
Special Thanks: Jesse Booth (Agent), Eric Caraszi (Le Tour), Alan Kimball, Manfred Linzner, Andy Lomerson (Frycook), Sergio Sanchez

Activision Publishing
Associate Producer: Jesse Smith
Producer: Jeff Poffenbarger
Very Special Thanks: The Team at Neversoft

Activision Studios
E.V.P., Worldwide Studios: Lawrence Goldberg
V.P., North American Studio: David Stohl

Activision Marketing and Brand Management
E.V.P., Global Pub & Brand Mgmt: Kathy Vrabeck
V.P., Global Brand Mgmt: Will Kassoy
Director of Global Brand Mgmt: David Pokress
Associate Brand Manager: Michael Chiang
Manager, Corporate Communications: Ryh-Ming C. Poon

Creative Services
V.P., Creative Services: Denise Walsh
Manager, Creative Services: Jill Barry
Packaging Design: Imagewerks
Manual Design & Layout: Ignited Minds LLC
Activision Legal: George Rose, Gregory Deutsch, David Kay, Caroline Trujillo

Activision QA
Project Lead: Evan Button
Sr. Project Lead: Benjamin DeGuzman
Console Manager: Joseph Favazza
Testers: Mike Sternad, Brian Hennessy, Cassidy Hammermeister, Christopher Strobel, John Berry, Yoonsang David Yu, Geoffrey Olsen, Aaron Camacho
QA Special Thanks: Alex Coleman, Jim Summers, Jason Wong, Tim Vanlaw, Nadine Theuzillot, Edward Clune, Marilena Morini, Matthew McClure, Siôn Rodriguez y Gibson, Chris Keim Sr., Indra Yee, Marco Scataglini, Todd Komesu, Michael Beck, Jeremy Gage, Willie Bolton, Chad Siedhoff, Jennifer Vitiello, Sarah Pepin, Kali Pepin, Shawn Scotland, Mary Dunn, Nicholas Favazza, Cathy Queyquep

Customer Support
Manager: Bob McPherson
Leads: Rob Lim, Gary Bolduc, Michael Hill

Special Thanks
The Ultimate Special Thanks!: The 1337 Crew, Evan Button, Glenn Vistante, Dustin Thomas (D-Train), Mike Sternad, Erik Melen, Nick Falzon, Tank Riprock
Production Special Thanks: Mom, Dad, Jason, Beryl & The rest of the family!!, Brian Bright, Eric Koch, Chip Bumgardner, Trey Smith, Simon Ebejer, Stacey Ganem, Lindsey Hayes, AQ & the OT's, Kurt Gutierrez, Stacy Sooter, Kelly Byrd, Jairo Silva, Deanna Natzke, Mark Nutt, the entire crew at Ignited Minds
All of the amazing skaters featured in the game: Bob Burnquist, Steve Caballero, Kareem Campbell, Rune Glifberg, Eric Koston, Bucky Lasek, Bam Margera, Rodney Mullen, Chad Muska, Andrew Reynolds, Geoff Rowley, Elissa Steamer, Jamie Thomas, Tony Hawk

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76155&o=2

$end


$gbcolor=thps,
$bio

Tony Hawk's Pro Skater [Model CGB-BTFE-USA-1] (c) 2000 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68985&o=2

$end


$n64=thps,
$bio

Tony Hawk's Skateboarding (c) 2002 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58028&o=2

$end


$gba=thawkug2,
$bio

Tony Hawk's Underground 2 [Model AGB-B2TE-USA] (c) 2004 Activision, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76159&o=2

$end


$gba=thawkug,
$bio

Tony Hawk's Underground [Model AGB-BTOE-USA] (c) 2003 Activision, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76157&o=2

$end


$megadriv=larussa,
$bio

Tony La Russa Baseball (c) 1993 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57487&o=2

$end


$snes=tonymeol,tonymeolp,
$bio

Tony Meola's Sidekicks Soccer (c) 1993 Electro Brain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63916&o=2

$end


$cpc_cass=tonytrnd,
$bio

Tony Truand [Model 106] (c) 1985 Loriciels [France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99882&o=2

$end


$info=tonypok,
$bio

Tony-Poker (c) 1991 Corsica.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=36090&o=2

$end


$msx1_cart=toobin,
$bio

Toobin (c) 1988 Domark Group, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77553&o=2

$end


$info=toobin,toobin2,toobin1,toobing,toobine,toobin2e,
$bio

Toobin' (c) 1988 Atari Games Corp.

Toobin' is a unique fantasy-adventure game. 1 or 2 players can race Bif and Jet, the Toobin' dudes, in their inner tubes, down 45 different rivers. The players try to keep Jet and Bif afloat, avoiding sharp objects, gaining points, and throwing cans at obstacles. Toobin' appeals to both males and females of all ages who both find it just 'fun to play'.

Toobin' has a continuous buy-in feature so players can join in at any time. Toobin' has a color-coded control panel and players can identify Jet in the yellow inner tube and Bif in the black inner tube and red shorts.

Each player has a set of four buttons to steer Bif or Jet forwards, backwards, and sideways. Pressing the two Paddle Forward buttons moves the inner tube forward. Pressing the two Back Paddle buttons moves the inner tube backwards. Pressing only one Paddle button makes the inner tube turn. The player uses the Throw Can button to destroy obstacles in the river and stun riverside pests.

Toobin' players can enjoy amusing game play and an incredible variety of rivers and environments for their long-term enjoyment.

The player races Bif or Jet against other players, or against the game, down Toobin's 45 different rivers, paddling through six classes of play, and cruising the 15 unique river environments. The player can choose almost 200 courses through the rivers, finding his own way through rapids, obstacles, riverside pests and waterfalls.

The player has to guide Bif or Jet around obstacles, go through gates and pick up treasure to accumulate points to get more inner tube patches, collect cans to throw at obstacles and to stun riverside pests, and paddle fast enough to avoid the big 'gator lurking in all the rivers.

At the finish line, players are treated to a party. Each party grows in size until the player reaches the final super party at the end of the game.

Inner-Tube Patches : At the beginning of each game, the player has a certain number of inner-tube patches, which represent game lives. A player receives extra patches by scoring the number of points required for another patch. The number of points required changes from level to level, and is displayed in the lower left and right corners of the playfield. A player can also receive more patches by picking up patches floating in the rivers.

Cans : The player must accumulate cans to throw at obstacles and pests. All cans are the same value. The player can pick up individual cans floating in all the rivers or six-packs hidden under obstacles or in back waters (Six packs give unlimited cans). The player throws the cans by pointing Bif or Jet at the obstacle and pressing the Throw Can button.

Most of the obstacles in the river can be eliminated by hitting them with a can.

Dangers : The player must avoid or eliminate dangers in the river and stun pests on the river banks. The dangers in the river include falling rocks, floating logs, deadly falling coconuts, icebergs, mines, stampeding cattle, snakes, crocodiles, barbed wire, and thorny bushes.

Dangerous riverside pests throw and shoot objects at Bif and Jet. The player can stun most of these objectionable characters with a can thrown in their direction. These pests include Casting fishermen, Hillbillies, Terrorists, Devils, Martians, Street punks, Pistolaros, Natives, Penguins, Bears, Dinosaurs, and Cavemen.

Big 'Gator : If a player is slow, the big 'gator comes up from behind to discourage slow play and hurry the player through the gates. A loud thumping sound warns the player of its presence. One escape from the big 'gator is to quickly paddle downstream or pass through a gate. If the gator catches Bif or Jet, one inner-tube patch is lost.

- TECHNICAL -

Game ID : 136061

Main CPU : Motorola 68010 (@ 8 Mhz), MOS Technology 6502 (@ 1.7895 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579 Mhz), POKEY (Pot Keyboard Integrated Circuit) (@ 1.7895 Mhz)

Players : 2
Buttons : 5

- TRIVIA -

Toobin' was released in June 1988.

1500 units were produced in the USA. The selling price was $2395. This was an unique cabinet (as did many Atari games of the time) that featured a large marquee behind which were two rotating drums, designed to give the impression of a flowing waterfall.

Toobin' was a classic example of Atari's genius approach to abstract game design, that would typify their heyday of the mid-to-late 80s.

The default high score screen of "Cyberball 2072" features names of many Atari arcade games, including TOOBIN.

Special Contest Feature : Every Toobin' game in the U.S. has a special contest. A player can win a free Toobin' t-shirt just for playing the game and finding and picking up all seven characters to spell the word Toobin' (including the apostrophe). These characters are hidden in the river below obstacles and hazards. The letters collected by the player are shown at the beach party at the end of the run. For more contest details, see the game (The offer expired December 1, 1988).

- UPDATES -

REVISION 1 :
* Build date : OS 09JUN1988 15 :25 :18 / PG 09JUN1988 18 :29 :59

REVISION 2 :
* Build date : OS 09JUN1988 15 :25 :18 / PG 14JUN1988 13 :49 :21

REVISION 2 (European release) :
* Build date : OS 16JUN1988 12 :45 :40 / PG 16JUN1988 11 :58 :15

REVISION 3 :
* Build date : OS 23JUN1988 10 :31 :30 / PG 23JUN1988 10 :29 :31

REVISION 3 (European release) :
* Build date : OS 23JUN1988 10 :42 :33 / PG 23JUN1988 10 :43 :06

REVISION 3 (German release) :
* Build date : OS 28JUN1988 12 :39 :41 / PG 28JUN1988 15 :38 :41

- SCORING -

The player can score points by :
*  Time of Travel : The player receives points simply for traveling down the river.
*  Passing through Gates. The player receives points for passing through the gates in the river. Different colored gates are worth different amounts of points. The green gates give the lowest points, then the red, gold, and finally crystal gates give the highest points.
If a players swishes a gate, that is, paddles through it without hitting the poles, he adds to his Score Multiplier (This is described in Score Multiplier below). For maximum points, the player should be the first through the gate and swish the gate. Each time the gate poles are hit, the point value of the gate falls.
*  Score Multiplier. If a player swishes the gate, the score is multiplied. Each gate that is swished adds to the multiplier. For example, if the player has a 2X multiplier, each point scored is multiplied by 2.
Every point the player scores is multiplied by the score multiplier. The score multiplier is shown in the upper left and right of the playfield, underneath the game scores. The minimum multiplier is 1 and the maximum is 5. The player must pass through every gate (whether he swishes it or not) to maintain the score multiplier. If the player misses a gate, the score multiplier is reduced by one. As long as the player passes through the gate, even if he bumps it, the score multiplier is maintained. However, if a player's tube is punctured, his score multiplier falls to one.
*  Treasures. The player can pick up treasures floating on the river or hidden under obstacles to gain extra points. The lowest-value treasure is green, next is red, and gold is the highest.
*  Warp. The warp feature moves the player to the intermediate or advanced play classes. When the player warps, he is rewarded with warp bonus points. Warping is a good way to quickly score points.

- TIPS AND TRICKS -

* When you pick up a six-pack of cans, it's possible to park yourself close to a non-player character and rack up points by hitting them with the cans. The faster you are the better, so the beachball speed-up can be a big help here. 

* When the alligator comes to eat you (because you're taking too long to progress down the river) just hit him with one of the cans. This also works for certain other obstacles such as the floating mines (seeking or non-seeking). If you are quick enough, you can re-destroy the same mine several times and release multiple bonuses such as letters, treasures, sixpacks, etc. You can only throw one can at a time so any can already thrown will disappear once you press throw again.

* Collect as many points as possible and try to push your opponent into obstacles. Swish up to five gates in a row and you will correspondingly advance your score multiplier (very important). Basic gates start at 2000, 1000, 500, 250. Once passed through the gates will decrease in points until they reach 100. Swishing a gate and then bumping it numerous times before your opponent can pass is an effective move. Pick-up cans (you can carry up to 9 at a time) or a sixpack (which gives you unlimited cans). The cans are used as "ammo" to hinder your opponent, stun other game characters, or to destroy certain obstacles (some obstacles are only temporarily destroyed). When you have a blowout you lose your sixpack and your score multiplier resets to 1. Your multiplier will go down each time you miss a gate.

* Obstacles in the water (icebergs, bushes, mines, etc.) can reveal hidden points, sixpacks, patches (extra life), beachballs (speedup), including the fabled colorful letters. These letters are worth 10,000 points a piece. Try to have your score multiplier as high as possible to maximize the letter bonus at the end of each class. Be on the lookout for the 25,000 point gate since swishing it can give you up to 125,000 points if your score multiplier is 5! Unlike the other gates however, you only get one chance at the 25,000. Also be on the lookout for falling rocks, jumping penguins, submarines with nasty torpedoes, etc. On the first and second start gate you can utilize the warp whirlpool that will send you to a higher class. Many non-player characters chase you along the way. Watch out for the alligator, he likes to come out when you stall and he always comes from the top of the screen. You must go through a gate to repel that alligator before he appears or before he gets you.

* A simple way to get a very high score : In only a minute or so, there's a way you can rack up over a million points. On Class 1, after going towards the first gate, direct your innertube to the right-hand side of the screen. You should see a sign that says 'This Way to Class 2' and a whirlpool should appear next to it. Shoot the twigs in front of the entrance and paddle back up. You will now be at the start of Class 2. Immediately move to the right of the screen, the same sign will appear, only this one warps you to Class 3. Shoot the iceberg in front, paddle back up and end up on class 3. The best part about the warps is that after each one, you get 600,000 points each. That's 1,200,000+ for doing very little work. An added bonus is that you will have four patches left in reserve thanks to the excess points you will have accumulated.

- STAFF -

Game designer : Milt Loper
Game programmer : Dennis Harper
Support programmers : Gary Stark, Russel Dawe (Rusty)
Animators : Will Noble, Mark West, Deborah Short
Audio : Brad Fuller, Hal Canon
Engineers : Gary Stempler, Doug Snyder
Technician : Dave Wiebenson

- PORTS -

* Consoles : 
Atari 7800 [US] (unreleased prototype)
Nintendo NES [US] (1989)
Sony PlayStation [US] (September 30, 1999) "Arcade Party Pak [Model SLUS-00952]"
Sony PlayStation [EU] (February 23, 2001) "Arcade Party Pak [Model SLES-02339]" 
Sony PlayStation 2 [US] (November 18, 2003) "Midway Arcade Treasures [Model SLUS-20801]" 
Microsoft XBOX [US] (November 24, 2003) "Midway Arcade Treasures" 
Nintendo GameCube [US] (December 18, 2003) "Midway Arcade Treasures [Model DOL-GAKE-USA]" 
Microsoft XBOX [EU] (February 6, 2004) "Midway Arcade Treasures" 
Sony PlayStation 2 [EU] (February 6, 2004) "Midway Arcade Treasures [Model SLES-51927]" 
Microsoft XBOX 360 [US] (November 6, 2012) "Midway Arcade Origins" 
Sony PlayStation 3 [US] (November 6, 2012) "Midway Arcade Origins [Model BLUS-31083]"
Microsoft XBOX 360 [EU] (November 15, 2012) "Midway Arcade Origins" 
Sony PlayStation 3 [EU] (November 15, 2012) "Midway Arcade Origins [Model BLES-01768]"

* Handhelds : 
Nintendo Game Boy Color [US] (May 18, 2000) "Toobin' [Model CGB-AOIE-USA]" 
Sony PSP [US] (December 13, 2005) "Midway Arcade Treasures Extended Play [Model ULUS-10059]"
Sony PSP [EU] (February 24, 2006) "Midway Arcade Treasures Extended Play [Model ULES-00180]" 


* Computers : 
MSX [EU] (1988) 
Amstrad CPC [EU] (1989) 
Commodore C64 [US] [EU] (1989) 
Commodore Amiga [EU] (1989) 
Atari ST [EU] (1989) 
Sinclair ZX Spectrum [EU] (1989) 
PC [MS-DOS] [US] (1992) 
PC [MS Windows, CD-ROM] [US] (August 27, 2004) "Midway Arcade Treasures" 
PC [MS Windows, CD-ROM] [EU] (November 23, 2004) "Midway Arcade Treasures"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2933&o=2

$end


$nes=toobin,
$bio

Toobin' (c) 1989 Tengen

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55748&o=2

$end


$msx1_cass=toobin,toobina,
$bio

Toobin' (c) 1989 Domark Group, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95080&o=2

$end


$cpc_cass=toobin,
$bio

Toobin' (c) 1989 Domark Group, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99883&o=2

$end


$amigaocs_flop=toobin,
$bio

Toobin' (c) 1990 Domark Group, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75408&o=2

$end


$cpc_cass=toobinth,
$bio

Toobin' [Model 34)] (c) 19?? Hit Squad, The [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99074&o=2

$end


$gbcolor=toobin,
$bio

Toobin' [Model CGB-AOIE-USA] (c) 2000 Midway Home Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68991&o=2

$end


$cpc_cass=toolbox,
$bio

Toolbox (c) 1984 Camel Micros

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99885&o=2

$end


$bbca_cass,bbcb_cass=toolbox2,
$bio

Toolbox 2 (c) 19?? BBC Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52597&o=2

$end


$n64=toonpan,
$bio

Toon Panic (c) 2000 Bottom Up

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58029&o=2

$end


$gbcolor=toonsylvu,
$bio

Toonsylvania [Model CGB-BSYE-USA] (c) 2000 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68993&o=2

$end


$gbcolor=toonsylv,
$bio

Toonsylvania [Model CGB-BSYP-EUR] (c) 2000 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68992&o=2

$end


$c64_cart,c64_flop=toothinv,
$bio

Tooth Invaders (c) 1982 Commodore

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53747&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=toothinv,
$bio

Tooth Invaders (c) 1983 Commodore, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86963&o=2

$end


$a2600=toothpro,
$bio

Tooth Protectors (c) 1983 DSD-Camelot.

The object of Tooth Protectors is to guide T.P.(the Tooth Protector) as he protects the teeth during a Snack Attack.  Valuable points are accumulated as T.P. deflects the cubes dropped by the Snack Attackers. Additionally, if you are successful in protecting the teeth from decay, valuable bonus points can also be earned.

If T.P. misses a number of cubes, the teeth begin to blink, a sign of decay. Additional Tooth Protectors can be called by pressing the red Action Button. The toothbrush, dental floss and fluoride dental rinse pass over the teeth, in order, cleaning up the teeth by removing all the plaque.

The game ends if 3 teeth disappear, or if 3 T.P.s are carried away and eliminated by the Snack Attackers.

When you are successful in protecting the teeth, valuable points will be accumulated, and there will be no end to the fun you can have!

- SCORING -

100 game points are earned for each cube T.P. deflects.
1,000 points are earned if a deflected cube hits another falling cube.
10,000 BONUS POINTS are earned if all teeth remain at the end of a Snack Attack.
5,000 BONUS POINTS are earned if only 1 tooth is lost.
1,000 BONUS POINTS are earned if 2 teeth are lost.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51148&o=2

$end


$gba=tootuff,
$bio

Tootuff - The Gagmachine (c) 2002 Infogrames Interactive, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76161&o=2

$end


$gbcolor=tootuff,
$bio

Tootuff [Model CGB-BT9P-UKV] (c) 2001 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68994&o=2

$end


$famicom_flop=mrgold,
$bio

????????? ?????? ????? (c) 1988 Toei Animation.
(Tooyama no Kinsan Space Chou - Mr. Gold)

- TECHNICAL -

Disk ID: TDF-MRG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65481&o=2

$end


$info=ss7838,ss7840,ss011598,ss7841,ss8882,ss0264,ss7842,ss7843,ss7844,ss7845,ss8406,ss8404,
$bio

Top 10 (c) 199? IGT [International Game Technologies].

2-Coin Multiplier slot.

- UPDATES -

SS7838
SS7840
SS011598
SS7841
SS8882
SS0264
SS7842
SS7843
SS7844
SS7845
SS8406
SS8404

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=44001&o=2

$end


$info=ss7846,ss7847,ss0307,ss7848,ss8881,ss0272,ss7849,ss8908,ss0271,ss7850,ss7851,ss7852,ss8407,ss8405,
$bio

Top 10 (c) 199? IGT [International Game Technologies].

3-Coin multiplier slot.

- UPDATES -

#SS0271
Max %: 90.012
Hit Freq.: 15.134
Win Freq.: 6.61

#SS0272
Max %: 92.521
Hit Freq.: 15.213
Win Freq.: 6.57

#SS0307
Max %: 94.982
Hit Freq.: 14.875
Win Freq.: 6.72

#SS7846
Max %: 97.445
Hit Freq.: 15.633
Win Freq.: 6.40

#SS7847
Max %: 96.252
Hit Freq.: 15.548
Win Freq.: 6.43

#SS7848
Max %: 94.982
Hit Freq.: 14.875
Win Freq.: 6.72

#SS7849
Max %: 92.521
Hit Freq.: 15.213
Win Freq.: 6.57

#SS7850
Max %: 90.012
Hit Freq.: 15.134
Win Freq.: 6.61

#SS7851
Max %: 87.513
Hit Freq.: 14.364
Win Freq.: 6.96

#SS7852
Max %: 85.011
Hit Freq.: 14.095
Win Freq.: 7.09

#SS8405
Max %: 75.197
Hit Freq.: 11.406
Win Freq.: 8.77

#SS8407
Max %: 80.196
Hit Freq.: 11.721
Win Freq.: 8.53

#SS8881
Max %: 94.004
Hit Freq.: 14.875
Win Freq.: 6.72

#SS8908
Max %: 91.992
Hit Freq.: 12.682
Win Freq.: 7.89

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=45990&o=2

$end


$info=sc1t1k,
$bio

Top 1000 (c) 198? Eurocoin.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42169&o=2

$end


$info=m4topact,m4topacta,
$bio

Top Action (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41498&o=2

$end


$saturn,sat_cart=topangle,
$bio

Top Anglers - Super Fishing Big Fight 2 (c) 1997 Naxat Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59847&o=2

$end


$amigaocs_flop=topbanan,
$bio

Top Banana (c) 1992 Hex

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75409&o=2

$end


$info=wmstopb,
$bio

Top Banana (c) 1998 WMS Gaming, Incorporated.

- TRIVIA -

Released in September 1998.

- PORTS -

* Computers :
Microsoft Windows (2009, "Slots WMS Double Pack")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=23356&o=2

$end


$info=sc4tbana,sc4tbanaa,
$bio

Top Banana (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR1110]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42820&o=2

$end


$info=topbladv,
$bio

Top Blade V (c) 2003 SonoKong Company, Limited.

A spinning top Beyblade battle game, based on the successful anime and toy.

- TRIVIA -

Released in July 2003. This game is a port of the Windows game released on 12-20-2002.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=26056&o=2

$end


$info=sc4tbox,
$bio

Top Box (c) 200? Mazooma Games.

- TECHNICAL -

[Scorpion 4]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42821&o=2

$end


$info=sc5tbox,sc5tboxa,sc5tboxb,sc5tboxc,sc5tboxd,sc5tboxe,sc5tboxf,sc5tboxg,sc5tboxh,sc5tboxi,sc5tboxj,sc5tboxk,sc5tboxl,sc5tboxm,sc5tboxn,sc5tboxo,sc5tboxp,sc5tboxq,
$bio

Top Box (c) 200? Mazooma Games.

- TECHNICAL -

[Scorpion 5]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43136&o=2

$end


$cpc_cass=topbuch,
$bio

Top Buch - Die Komfortabele Buchverwaltung (c) 1985 Topsoft GmbH [Germany]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99886&o=2

$end


$cpc_cass=toptopo,
$bio

Top by Topo (c) 1990 Topo Soft [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99887&o=2

$end


$info=j2topcd,
$bio

Top Card (c) 198? BWB.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41923&o=2

$end


$cpc_cass=topcat,
$bio

Top Cat [Model HT 080] (c) 1990 Hi-Tec Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99888&o=2

$end


$info=tdawg_l1,
$bio

Top Dawg (c) 1989 Williams Electronics Games, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=7395&o=2

$end


$info=m4topdk,
$bio

Top Deck (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41499&o=2

$end


$info=m4topdog,m4topdog__a,m4topdog__b,m4topdog__c,m4topdog__d,m4topdog__e,m4topdog__f,m4topdog__g,m4topdog__h,m4topdog__i,m4topdog__j,m4topdog__k,m4topdog__l,m4topdog__m,m4topdog__n,m4topdog__o,
$bio

Top Dog (c) 199? BWB.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41500&o=2

$end


$info=m5topdog,m5topdog04,m5topdoga,
$bio

Top Dog (c) ???? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40196&o=2

$end


$info=m5topdol,m5topdola,
$bio

Top Dollar (c) 200? Red Gaming, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41647&o=2

$end


$info=j6topflg,
$bio

Top Flight (c) 199? Ace Coin Equipment, Limited.

- TECHNICAL -

Impact

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41149&o=2

$end


$info=topgame,topgamet,
$bio

Top Game (c) 19?? Splin.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42879&o=2

$end


$info=topgear,
$bio

Top Gear (c) 1996 Aristocrat.

- TECHNICAL -

Mark IV

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=7687&o=2

$end


$info=m4topgr,
$bio

Top Gear (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41501&o=2

$end


$megadriv=topgear2,
$bio

Top Gear 2 (c) 1994 Vic Tokai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57488&o=2

$end


$amigaocs_flop=topgear2,
$bio

Top Gear 2 (c) 1994 Gremlin Graphics Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75410&o=2

$end


$snes=topgear2u,
$bio

Top Gear 2 [Model SNS-2P-USA] (c) 1993 Kemco

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63920&o=2

$end


$snes=topgear2,
$bio

Top Gear 2 (c) 1993 Kemco

- TECHNICAL -

Cartridge ID: SNSP-2P-EUR

- TRIVIA -

Reviews:
[FR] May 1995 - Consoles + N.32: 75%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63919&o=2

$end


$snes=tg3ku,
$bio

Top Gear 3000 [Model SNS-A3TE-USA] (c) 1995 Kemco

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63922&o=2

$end


$snes=tg3k,
$bio

Top Gear 3000 [Model SNSP-A3TP-EUR] (c) 1995 Kemco

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63921&o=2

$end


$gba=topgergtu,
$bio

Top Gear GT Championship [Model AGB-ATCE-USA] (c) 2001 Kemco, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76163&o=2

$end


$gba=topgergt,
$bio

Top Gear GT Championship [Model AGB-ATCP-EUR] (c) 2001 Kemco, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76162&o=2

$end


$n64=tgh,tghu,
$bio

Top Gear Hyper-Bike (c) 2000 Kemco

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58030&o=2

$end


$n64=tghj,
$bio

Top Gear Hyper-Bike [Model NUS-NGBJ] (c) 2000 Kemco

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58031&o=2

$end


$n64=tgoverdr,tgoverdru,
$bio

Top Gear Overdrive (c) 1998 Kemco

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58032&o=2

$end


$n64=tgoverdrj,
$bio

Top Gear Overdrive [Model NUS-NRCJ] (c) 1999 Kemco

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58033&o=2

$end


$gbcolor=topgear2,
$bio

Top Gear Pocket 2 [Model CGB-A33E-USA] (c) 2000 Kemco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68998&o=2

$end


$gbcolor=topgear2j,
$bio

Top Gear Pocket 2 [Model CGB-V33J-JPN] (c) 1999 Kemco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68997&o=2

$end


$gbcolor=topgear,
$bio

Top Gear Pocket [Model CGB-VGRE-USA] (c) 1999 Kemco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68996&o=2

$end


$gbcolor=topgearj,
$bio

Top Gear Pocket [Model CGB-VGRJ-JPN] (c) 1999 Kemco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68995&o=2

$end


$n64=tgrally,tgrallyu,
$bio

Top Gear Rally (c) 1997 Kemco

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58034&o=2

$end


$n64=tgrally2,tgrally2u,
$bio

Top Gear Rally 2 (c) 1999 Kemco

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58036&o=2

$end


$gbcolor=tgrally2,
$bio

Top Gear Rally 2 [Model CGB-A33P-EUR] (c) 2000 Kemco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69001&o=2

$end


$gbcolor=tgrally2,
$bio

Top Gear Rally 2 [Model CGB-A33P-FRA] (c) 2000 Kemco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69002&o=2

$end


$n64=tgrally2j,
$bio

Top Gear Rally 2 [Model NUS-NL2J] (c) 2000 Kemco

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58037&o=2

$end


$gba=topgrallj,
$bio

Top Gear Rally [Model AGB-AYEJ-JPN] (c) 2003 Kemco, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76165&o=2

$end


$gba=topgrallu,
$bio

Top Gear Rally [Model AGB-BTGE-USA] (c) 2003 Kemco, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76166&o=2

$end


$gba=topgrall,
$bio

Top Gear Rally [Model AGB-BTGP] (c) 2003 Kemco, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76164&o=2

$end


$gbcolor=tgrally,
$bio

Top Gear Rally [Model CGB-VGRP-NOE] (c) 1999 Kemco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68999&o=2

$end


$gbcolor=tgrally,
$bio

Top Gear Rally [Model CGB-VGRP-UKV] (c) 1999 Kemco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69000&o=2

$end


$n64=tgrallyj,
$bio

Top Gear Rally [Model NUS-NTRJ] (c) 1997 Kemco

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58035&o=2

$end


$snes=topgearu,
$bio

Top Gear [Model SNS-TR-USA] (c) 1992 Kemco

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63918&o=2

$end


$snes=topgear,
$bio

Top Gear [Model SNSP-TR-EUR] (c) 1992 Kemco

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63917&o=2

$end


$info=sc4tgear,sc4tgeara,sc4tgearb,sc4tgearc,sc4tgeard,sc4tgeare,sc4tgearf,sc4tgearg,
$bio

Top Gears (c) 200? Mazooma Games.

Get 3 symbols on the Win Line for access to the Top Gears feature. All reel symbols add into the 'Top Gears' name fill, and when this is completed, a guaranteed jackpot is yours !

Drive around the board using Mazooma's patented CardMech, collecting Cash, Features, Bonus Nudges and Top Gears symbols. Collect 3 'Top Gears' symbols for access to the Highway to Riches, where BIG MONEY awaits - just don't get caught by the police !

- TECHNICAL -

[Model PR7062]

Technology : Scorpion 4
Cabinet : Smiley II front opening
Jackpot : £15 / £5
Stakes : 20p, 25p, 30p

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11910&o=2

$end


$cpc_cass=topgun,
$bio

Top Gun (c) 1986 Ocean Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99889&o=2

$end


$nes=topgunj,
$bio

Top Gun (c) 1987 Konami Industry Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54767&o=2

$end


$nes=topgun,topgunua,topgunu,
$bio

Top Gun (c) 1987 Konami Industry Company, Limited. [Osaka, Japan]

- TRIVIA -

European reviews:
france Player One (Sept. 1990): 70/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55749&o=2

$end


$info=ktopgun,
$bio

Top Gun (c) 1989 Konami Co., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83114&o=2

$end


$a2600=topgun,
$bio

Top Gun - Air Patrol (c) 1983 Quelle

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51149&o=2

$end


$gba=topguncz,
$bio

Top Gun - Combat Zones [Model AGB-A2YE-USA] (c) 2004 Mastiff, LLC

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76167&o=2

$end


$nes=topgun2j,
$bio

Top Gun - Dual Fighters (c) 1989 Konami Industry Company, Limited.

- TECHNICAL -

Game ID: KDS-OG

- TRIVIA -

Released on December 12, 1989 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54768&o=2

$end


$gbcolor=topgunfs,
$bio

Top Gun - Fire Storm [Model CGB-BICE-USA] (c) 2001 Titus

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69003&o=2

$end


$gba=topgunfa,
$bio

Top Gun - Firestorm Advance (c) 2002 Titus

- TECHNICAL -

[Model AGB-ATGP-EUR]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76169&o=2

$end


$gameboy=topgun,
$bio

Top Gun - Guts & Glory [Model DMG-GN-USA] (c) 1993 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67266&o=2

$end


$nes=topgun2,topgun2u,
$bio

Top Gun - The Second Mission (c) 1990 Konami Industry Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55750&o=2

$end


$nes=topgun3,
$bio

Top Gun 3 (c) 19?? Unknown.

A pirate hack of "Flight of the Intruder" with modified title screen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65215&o=2

$end


$info=topgunr,topgunbl,
$bio

Top Gunner (c) 1986 Konami.

Export release. game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Tokushu Butai Jackal [Model GX631]".

- TRIVIA -

Top Gunner was released in October 1986 in the USA.

In this version, the jeep has an American flag flying next to the cannon and the sound effects are slightly different.

- PORTS -

* Consoles : 
Nintendo NES [US] (September 1988) "Jackal [NES-JK-USA]" 

* Computers :
PC [MS-DOS] [US] (1988) "Jackal"
Commodore C64 [US] (1989) "Jackal"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2934&o=2

$end


$info=topgunnr,
$bio

Top Gunner (c) 1986 Exidy.

- TECHNICAL -

Top Gunner was played sitting down in a full cockpit-style motion cabinet. The motion of the player’s seat followed the action of the flight simulator-style gameplay, providing the player a unique, immersive arcade experience.

The player interacted with the machine via a dual-axis flight yoke, a throttle lever, and the standard coin slot, start, and fire buttons.

- TRIVIA -

Top Gunner is said to be the last vector graphic game produced for the arcades.

- STAFF -

Software: Vic Tolomei
Hardware: Howell Ivy
Graphics: Pete Kaufmann
Audio: Ken Nicholson

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4514&o=2

$end


$neocd=tophuntr,
$bio

Top Hunter - Roddy & Cathy (c) 1994 SNK [Shin Nihon Kikaku].

- TECHNICAL -

[Model NGCD-048]

- TRIVIA -

Top Hunter Roddy & Cathy for Neo-Geo CD was released on September 29, 1994 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47777&o=2

$end


$neogeo=tophuntrh,
$bio

Top Hunter - Roddy & Cathy (c) 1994 SNK [Shin Nihon Kikaku].

For more information about the game itself, please see the original MVS entry: "Top Hunter - Roddy & Cathy [Model NGM-048]"

- TECHNICAL -

Cartridge ID: NGH-048

- TRIVIA -

Released on June 24, 1994 in Japan.

Reviews:
[FR] August 1994 - Consoles + N.34: 86%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47776&o=2

$end


$info=tophuntr,tophunta,
$bio

Top Hunter - Roddy & Cathy (c) 1994 SNK.

An unique action platform game that feature Roddy & Cathy, 2 powerful bounty hunters that are determined to wipe out the space pirate army! Features excellent 2-D graphics & plenty of secrets to find!

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : NGM-046

Players : 2
Control : 8-way joystick
Buttons : 3
=> [A] Punch/Arm stretch/Throw objects, [B] Jump, [C] Change planes

- TRIVIA -

Released in May 1994.

The game borrows plenty of ideas from many of SNK's most popular fighting games at the time of its release. The two-plane stages were first used in "Fatal Fury - King of Fighters", also Roddy & Cathy feature special moves that fans of "Fatal Fury - King of Fighters" and "Art of Fighting" are sure to recognize!

Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Top Hunter - Shisekai Gakkyoku Zatsugidan - PCCB-00157) on July 21, 1994.

- STAFF -

Producer : Eikichi Kawasaki
Planners : Yasumi Tozono (Tozono), M. Matsuda, Y. Hashimoto
Front Designers : Tatsuya Shinkai, Khozoh Nagashima, C.A.C. Yamasaki, Mikarin Nishida
Back Designers : Hirolin Hajima, Munk Etoh, Kaori Kusunoki, Eri Kohjitani, Oda Nobunaga
Programmers : Carib, Shochan, Imasa. F, Data Tada
Sound : Yoko, Jojoha Kitapy, Shiba Pooh, Akky, Masahiko Hataya (Papaya), Toshio Shimizm (Shimizm)
Designers : Nao Q., Lolie Nishioka, K. Kinoko, Mohko Hung
Special Thanks : James Hove, H. Tanaka, Miyagami, STG Oyaji

- PORTS -

* Consoles :
SNK Neo-Geo [JP] June 24, 1994; "Top Hunter - Roddy & Cathy [Model NGH-048]"
SNK Neo-Geo CD [JP] Sep. 29, 1994; "Top Hunter - Roddy & Cathy [Model NGCD-048]"
Sony PlayStation 2 [US] May 05, 2008 "SNK Arcade Classics Vol.1 [Model SLUS-21724]"
Sony PSP [US] May 05, 2008 "SNK Arcade Classics Vol.1 [Model ULUS-10338]"
Sony PlayStation 2 [KO] May 29, 2008 "SNK Arcade Classics Vol.1 [Model SLKA-25424]"
Nintendo Wii [US] July 29, 2008 "SNK Arcade Classics Vol.1 [Model RVL-P-RNCE]"
Sony PSP [EU] Oct. 17, 2008 "SNK Arcade Classics Vol.1 [Model ULES-01105]"
Nintendo Wii [EU] Oct. 31, 2008 "SNK Arcade Classics Vol.1 [Model RVL-P-RJZP]"
Sony PlayStation 2 [EU] Nov. 21, 2008 "SNK Arcade Classics Vol.1 [Model SLES-55232]"
Sony PSP [JP] May. 21, 2009 "SNK Arcade Classics Vol.1 [Model ULJS-193]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2935&o=2

$end


$info=topland,
$bio

Top Landing (c) 1988 Taito.

A 3-D flight simulation game were you can choose destinations like Paris, San Francisco, Tokyo, Osaka, Rio de Janeiro, Seydey, Fukuoka and Washington.

- TECHNICAL -

Taito Air System hardware
Prom Stickers : B62

Main CPU : Motorola 68000 (@ 12 Mhz), Zilog Z80 (@ 4 Mhz), TMS32025 (@ 24 Mhz)
Sound Chips : Yamaha YM2610 (@ 8 Mhz)

Players : 2
Control : stick
Buttons : 4

- TRIVIA -

Released in September 1988. Taito's first 3-D game!

The 1-3 stage soundtrack was re-used in "Jet de Go! Pocket" on Sony PSP.

Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Kyukyoku Tiger : G.S.M. Taito 2 - D28B0008) on 21/11/1988.
Zuntata Records released a limited-edition soundtrack album for this game (Zuntata History L'ab-normal 1st - ZTTL-0038) on 01/04/1999.

- TIPS AND TRICKS -

* When you are 'course out', the crewman doesn't say the 'arrive message'.

* You can't get a 100 score! The game has been programmed to never give a perfect score to the player. Even if he does a good landing.

* When you land tokyo international airport, you are able to land another roll. but, it means you couldn't get any point...

- SERIES -

1. Midnight Landing (1987)
2. Top Landing (1988)
3. Landing Gear (1995)
4. Landing High Japan (1998)
5. Jet De GO! (2000, Sega Dreamcast)
6. Jet De GO! (2002, Sony PlayStation 2)
7. Jet De GO! Pocket (2005, Sony PSP)

- STAFF -

Music composed by Zuntata.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2936&o=2

$end


$info=m3toplin,
$bio

Top Line (c) 198? PCP.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41213&o=2

$end


$info=sc4tload,
$bio

Top Loader (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR2112]

Scorpion 4

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42826&o=2

$end


$snes=topman2,
$bio

Top Management II [Model SHVC-QC] (c) 1994 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62541&o=2

$end


$info=ac1totb,
$bio

Top of the Bill (c) 199? Ace Coin Equipment, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42303&o=2

$end


$info=c3_totp,
$bio

Top of the Pops (c) 199? Maygay.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42312&o=2

$end


$info=j5topshp,
$bio

Top of the Shop Club (c) 199? JPM International.

- TECHNICAL -

System 5

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41057&o=2

$end


$info=sc4tpsht,sc4tpshta,sc4tpshtb,sc4tpshtc,sc4tpshtd,sc4tpshte,sc4tpshtf,sc4tpshtg,
$bio

Top of the Shots (c) 200? Mazooma Games

- TECHNICAL -

[Model PR2211]

[Scorpion 4]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43061&o=2

$end


$info=sc5tpsht,sc5tpshta,sc5tpshtb,sc5tpshtc,sc5tpshtd,
$bio

Top of the Shots (c) 200? Mazooma Games.

- TECHNICAL -

[Scorpion 5]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42828&o=2

$end


$info=toppin,
$bio

Top Pin (c) 1988 Nuova Bell Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=9626&o=2

$end


$neocd=tpgolf,
$bio

Top Player's Golf (c) 1994 SNK [Shin Nihon Kikaku].

- TECHNICAL -

[Model NGCD-003]

- TRIVIA -

Top Player's Golf for Neo-Geo CD was released on September 9, 1994 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47581&o=2

$end


$info=tpgolf,
$bio

Top Player's Golf (c) 1990 SNK.

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID: NGM-003

Players: 2
Control: 8-Way Joystick
Buttons: 2

- TRIVIA -

Top Player's Golf was released on May 23, 1990.

- PORTS -

* Consoles :
SNK Neo-Geo [JP] (July 1, 1991; "Top Player's Golf [Model NGH-003]")
SNK Neo-Geo [US] (July 1, 1991; "Top Player's Golf [Model NGH-003]")
SNK Neo-Geo CD [JP] (September 9, 1994; "Top Player's Golf [Model NGCD-003]")
SNK Neo-Geo CD [US] (September 9, 1994; "Top Player's Golf [Model NGCD-003E]")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2937&o=2

$end


$info=m_tppokr,
$bio

Top Poker (c) 1996 ELAM Group.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=21265&o=2

$end


$megadriv=topgolf,
$bio

Top Pro Golf (c) 1992 Soft Vision

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57002&o=2

$end


$megadriv=topgolf2,
$bio

Top Pro Golf 2 (c) 1993 Soft Vision

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57003&o=2

$end


$info=topracer,topracen,topracera,
$bio

Top Racer (c) 1983.

- TECHNICAL -

Main CPU : Zilog Z80 (also drives the sound), Zilog Z8002 (x2)
Sound Chips : Namco 6-channel stereo WSG, DAC (engine sound), discrete circuitry (crash and skid sounds), custom DAC (speech)

Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.61 Hz
Palette colors : 128

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2938&o=2

$end


$info=drivfrct,
$bio

Top Racer (c) 1984 EMT.

bootleg of "Driving Force".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47736&o=2

$end


$snes=topracr2,
$bio

Top Racer 2 [Model SHVC-2P] (c) 1993 Kemco

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62543&o=2

$end


$snes=topracer,
$bio

Top Racer [Model SHVC-TR] (c) 1992 Kemco

- TRIVIA -

Reviews:
[FR] June 1992 - Joypad N.9: 88/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62542&o=2

$end


$gameboy=topranktu,
$bio

Top Rank Tennis [Model DMG-XT-USA] (c) 1993 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67268&o=2

$end


$info=trstar,trstaro,trstarj,trstaroj,
$bio

Top Ranking Stars (c) 1993 Taito.

6 boxers fight each other with their own special attack to win the world unity open weight boxing title match.

- TECHNICAL -

Runs on the "Taito F3 System" Hardware.

Prom Stickers: D53

Players: 4
Control: 8-way joystick
Buttons: 4

- TRIVIA -

Released in May 1993.

This game is known in US as "Prime Time Fighter".

- STAFF -

Project leader : George K-S
Game designers : Fumio Horiuchi, Masakazu Iwahashi
Software designers : Soliton K+H+Y Sako, Mail, Wolf Kato
Base character designers : N. Korammer, Vap Corp.
Character designers : Yhaway Hasama, Y.N. Dessy, Akiyoshi Takada, Jijiy Yamada, Bibiko Tamae Kisanuki, Natsuco Mochi-Mochi, Mari Fukusaki (Mari-Konga Fukusaki), Kouittya Kisato, Vap Corp.
Art Designer : Hiroyasu Nagai (Super Psychicer Nagai)
Hardware designer : Katsumi Kaneoka
Sound designer : Yoshiro Horie
Executive producer : Keisuke Hasegawa

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2939&o=2

$end


$gameboy=toprankt,
$bio

Top Ranking Tennis (c) 1993 Nintendo Company, Limited.

- TECHNICAL -

Cartridge ID: DMG-XT-UKV

- TRIVIA -

Reviews:
[FR] September 1993- Consoles + N.23: 94%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67269&o=2

$end


$nes=toprider,
$bio

Top Rider (c) 1988 Varie

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54769&o=2

$end


$info=toprollr,
$bio

Top Roller (c) 1983 Jaleco.

A top view Platform/Run Jump Scrolling game.

You are a roller skater who competing in a extreme race you must avoid all the obstacles jumping or dodging, while evade and be defends from all the rivals by pushing them off the track to win the race.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.536 Mhz), Samples

Screen orientation : Vertical
Video resolution : 224 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 160

Players : 2
Control : 8-way Joystick
Buttons : 1

- PORTS -

* Computers :
MSX (1984)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4746&o=2

$end


$msx1_cass=toproll,
$bio

Top Roller (c) 198? Eaglesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95081&o=2

$end


$msx1_cart=toprollr,
$bio

Top Roller! (c) 1984 Jaleco Co., Ltd. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77554&o=2

$end


$info=m4toprn,
$bio

Top Run (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41503&o=2

$end


$info=topsecex,
$bio

Top Secret (c) 1986 Exidy.

- TECHNICAL -

Exidy 440 hardware

Main CPU : Motorola M6809 (@ 1.6224 Mhz)
Sound CPU : Motorola M6809 (@ 811.2 Khz)
Sound Chips : Custom (@ 50.7 Khz)

Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256

Players : 1
Control : steering wheel, pedal
Buttons : 8

- TRIVIA -

Released in November 1986.

Also known as 0077.

- STAFF -

Software : Larry Hutcherson (LWH), Vic Tolomei (VIC), Ken Nicholson (KEN)
Hardware : Phil Gohr, Al Schrum
Graphic designers : Ken Nicholson (KEN), Larry Hutcherson (LWH), Trish Gerving
Audio : Ken Nicholson (KEN), Jody Gouletas

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2941&o=2

$end


$info=topsecrt,
$bio

Top Secret (c) 1987 Capcom.

Top Secret is a scrolling platform shoot-em-up set ten years after the end of World War III, with the player taking on the role of 'Super Joe'; an elite Commando tasked with infiltrating the enemy's heavily defended military base to discover their secrets plans and destroy their missile silos. 

To aid him in his mission, Joe is equipped with a bionic arm; a telescopic grappling hook that is used to traverse the many platforms and ledges that make up the game's levels. The arm can also be used to temporarily stun enemies or knock them from platforms, as well as to retrieve the bonus items, wooden crates and weapons that are occasionally dropped into the war zone by parachute. 

As well as the bionic arm, Joe is armed with a shotgun used to kill enemies and destroy obstructions. The shotgun can only be fired left and right, however, and cannot be used at the same time as the bionic arm. More powerful guns can be picked up throughout the game. 

Bionic Commando consists of five stages: 
* Stage 1: Forest 
* Stage 2: Enemy Outpost (The Forefront) 
* Stage 3: Underground Base (Infiltration) 
* Stage 4: Control Tower 
* Stage 5: Stop the Missile 

In the final level, Joe must stop a nuclear missile from launching, before a final confrontation with the game's final boss, the leader of the enemy forces.

- TECHNICAL -

Main CPU : Motorola 68000
Sound CPU : Zilog Z80
Sound Chips : Yamaha YM2151

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Top Secret was released in March 1987 in Japan. It is known outside Japan as "Bionic Commando".

The main character is Super Joe from "Senjou no Ookami" and "Rush & Crash".

Many Capcom employees consider this to be one of the most difficult games Capcom ever released in arcades.

There are several songs available in the test mode that are not used in the actual game. The game's main character, 'Super Joe', made his first appearance in the 1985 game, "Commando".

- SERIES -

1. Top Secret (1987, ARC)
2. Bionic Commando - Elite Forces (2000, GBC)

- STAFF -

Pragrammed by: Yamauchi, Komatsu
Music by: Harumi Fujita

- PORTS -

Here is a list of Japanese ports. To see non-Japanese ports, please see the Export version entry; "Bionic Commando".

* Consoles : 
Nintendo Famicom [JP] (July 20, 1988) "Hitler no Fukkatsu - Top Secret [Model CAP-HF]" 
Sony PlayStation 2 [JP] (March 2, 2006) "Capcom Classics Collection [Model SLPM-66317]" 

* Handhelds : 
Nintendo Game Boy [JP] (July 24, 1992) "Bionic Commando [Model DMG-BOJ]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2940&o=2

$end


$cpc_cass=topsecrt,
$bio

Top Secret (c) 1987 Incentive Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99891&o=2

$end


$info=topshoot,
$bio

Top Shooter (c) 1995 Sun Mixing.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 7.670442 Mhz), Zilog Z80 (@ 3.57954 Mhz)
Sound Chips : YM3438 (@ 7.670442 Mhz), SN76496 (@ 3.57954 Mhz)

Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 64

Players : 1

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4574&o=2

$end


$info=j2topsht,
$bio

Top Shot (c) 198? JPM International.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41022&o=2

$end


$info=m3topsht,
$bio

Top Shot (c) 198? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41214&o=2

$end


$info=topskatr,topskatru,topskatrj,
$bio

Top Skater - Sega Skateboarding (c) 1997 Sega.

- TECHNICAL -

Runs on the Sega "Model 2C" hardware.

Players : 2
Control : 8-way joystick
Buttons : 4

- TRIVIA -

Top Skater was released in April 1997 in Japan.

Each character is sponsored by major skateboard and gear manufacturers including Air Walk, Vans, Etnies, Es, Reef and A.D. One.

The thrashing soundtrack was performed by 'Pennywise', an LA-based punk band.

Michael Jackson used to own this game. It was sold at the official Michael Jackson Auction on Apr. 24th, 2009.

- UPDATES -

Sega released another revision of this game in arcades.  In Revision A of Top Skater, the following songs by Pennywise play in all three courses (including 'Secret Event'):
- Wouldn't It Be Nice
- It's What You Do with It
- Homesick

In another version, Sega made a different music selection of Pennywise songs for all three courses.

Novice Course (Skater's Session):
- The Secret
- Try to Conform
- Searching

Expert Course (Stunttrackers Trophy):
- Wouldn't It Be Nice
- It's What You Do with It
- Homesick

Freestyle Course (Secret Event):
- Peaceful Day
- Perfect People

- TIPS AND TRICKS -

* Play As Alex (Older brother of Ash) : Keep the icon on Ash. Press the Yellow decide button 3 times to the Left, 3 three time to the Right, and 13 more times to the Left.

* Play As P-Nut (Older Sister of Cookie) : After you select the course with the Start button, keep it depressed. Kick the board 6 times to the Right, 6 times to the Left, 3 times to the Right, 3 times to the Left and 4 more times to the Right. After all this kicking release the Start button.

* Super Deformed Mode : At the stage select screen, press Left(x9), Right(x9), Left(x4), Right (x4), and finally Left(x5), next lean the board forward (step on the front of the board) and press both the Left and Right buttons simultaneously three times. When you get the characters select screen each character should appear to be in super deformed mode.

* Hidden Track : Choose advanced level with any character. Then, before the board unlocks, continuously move the board Up. After the game starts, miss the first jump and crash into the fence on the left side of the church. Now, you'll find yourself in the hidden track.

- SERIES -

1. Top Skater - Sega Skateboarding (1997)
2. Air Trix (2001)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2942&o=2

$end


$info=as_topsl,as_topsla,as_topslb,as_topslc,as_topsld,
$bio

Top Slot (c) 200? Astra Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=14879&o=2

$end


$info=topspeed,topspeedu,
$bio

Top Speed (c) 1987 Taito.

Export version. For more information about the game, please see the original Japanese version entry; "Full Throttle".

- TECHNICAL -

Board Number : K1100273A
Prom Sticker : B14

Main CPU : (2x) Motorola 68000 (@ 12 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2151 (@ 4 Mhz), OKI MSM5205 (@ 384 Khz)

Players : 1
Control : Steering wheel
Buttons : 8

- TRIVIA -

Top Speed was released in October 1987.

Licensed to Romstar for US manufacture and distribution.

This game is known in Japan as "Full Throttle".

A Top Speed unit appears in the 1989 movie "The Wizard" (though it was errorneously referred to as Capcom's "F-1 Dream" in the movie).

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2943&o=2

$end


$gba=topspin2u,
$bio

Top Spin 2 [Model AGB-B27E-USA] (c) 2006 2K Sports

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76171&o=2

$end


$gba=topspin2,
$bio

Top Spin 2 [Model AGB-B37P] (c) 2006 2K Sports

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76170&o=2

$end


$info=j80topsp,
$bio

Top Sprint (c) 198? JPM International.

- TECHNICAL -

System 80

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41166&o=2

$end


$info=m4topst,
$bio

Top Stop (c) 199? Barcrest.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=14904&o=2

$end


$info=m1topstr,
$bio

Top Strike (c) 199? Maygay.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15481&o=2

$end


$nes=topstrik,
$bio

Top Striker (c) 1992 Namco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54770&o=2

$end


$info=m4toptak,
$bio

Top Take (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41504&o=2

$end


$info=m4topten,m4topten__0,m4topten__1,m4topten__2,m4topten__3,m4topten__4,m4topten__5,m4topten__6,m4topten__7,m4topten__8,m4topten__9,m4topten__a,m4topten__b,m4topten__e,m4topten__f,m4topten__g,
$bio

Top Tenner (c) 199? Barcrest.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=14903&o=2

$end


$info=m1topten,
$bio

Top Tenner (c) 199? Maygay.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42022&o=2

$end


$info=m4toplot,
$bio

Top the Lot (c) 200? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41502&o=2

$end


$info=m4toptim,m4toptima,
$bio

Top Timer (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41505&o=2

$end


$info=j80topup,
$bio

Top Up (c) 198? JPM International.

- TECHNICAL -

System 80

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=18220&o=2

$end


$info=sc2topwk,sc2topwkp,
$bio

Top Wack (c) 1996 Bell-Fruit Mfg.

- TECHNICAL -

[Model PR6610]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42213&o=2

$end


$pcecd=gunbust1,
$bio

Top wo Nerae! GunBuster Volume I (c) 1992 Riverhill Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58442&o=2

$end


$pcecd=gunbust2,
$bio

Top wo Nerae! GunBuster Volume II (c) 1993 Riverhill Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58443&o=2

$end


$info=top21,
$bio

Top XXI (c) 200? Assogiochi Assago.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72506&o=2

$end


$info=topaz_l1,
$bio

Topaz (c) 1978 Williams.

- TRIVIA -

Industry's first Solid State shuffle alley.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=7483&o=2

$end


$msx2_flop=topogeurtopogeura,
$bio

Topografie Europa (c) 1986 Philips Interactive Media, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102112&o=2

$end


$msx2_flop=topogwer,
$bio

Topografie Wereld (c) 1986 Philips Interactive Media, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102113&o=2

$end


$psx=topoloja,
$bio

ToPoLo [Model SLPS-00620] (c) 1996 Artdink Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85798&o=2

$end


$a800=topper,
$bio

Topper (c) 1982 Romox

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86740&o=2

$end


$ti99_cart=topper83,topper86,
$bio

Topper (c) 1983 Navarone

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84771&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=topper,
$bio

Topper (c) 1983 Romox

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86964&o=2

$end


$x1_flop=topzip,
$bio

Topple Zip (c) 1986 Bothtec, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86154&o=2

$end


$pc8801_flop=topzip,topzipa,topzipd,
$bio

Topple Zip (c) 1986 Bothtec, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93139&o=2

$end


$pc98=topzip,
$bio

Topple Zip (c) 1987 Bothtec, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90902&o=2

$end


$fm7_disk=topzip,
$bio

Topple Zip (c) 1987 Bothtec, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93661&o=2

$end


$msx2_cart=topzip,
$bio

Topple Zip (c) 1988 Bothtec

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51391&o=2

$end


$msx2_flop=topzip,
$bio

Topple Zip (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102114&o=2

$end


$famicom_flop=topzip,
$bio

Topple Zip [Model BTC-TPZ] (c) 1987 Bothtec

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65482&o=2

$end


$msx1_cart=topzip,
$bio

Topple Zip [Model MK-8618] (c) 1986 Bothtec

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77555&o=2

$end


$info=toppyrap,
$bio

Toppy & Rappy (c) 1996 SemiCom.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 16 Mhz), Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2151 (@ 4 Mhz), OKI6295 (@ 7.575 Khz)

Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 57.50 Hz
Palette colors : 256

Players : 2
Control : 8-way Joystick
Buttons : 3

- STAFF -

Producer : J.Y. Jeon
Plan : Slime
Program : Mad1004
Graphic : O.S. Hwang, S.H. Kim, K.H. Kim, Y.J. Hong
Music : S.K. Jeon
Effect : S.K. Jeon, B.G. Shin

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5175&o=2

$end


$bbca_cass,bbcb_cass=topstail,
$bio

Tops and Tails (c) 19?? Macmillian

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52598&o=2

$end


$cpc_cass=topvideo,
$bio

Topvideo (c) 1985 Topsoft GmbH [Germany]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99892&o=2

$end


$msx1_cart=toque,
$bio

Toque! (c) 19?? Gradiente [Brazil]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77556&o=2

$end


$info=toratora,toratorab,
$bio

Tora Tora (c) 1980 GamePlan.

- TECHNICAL -

Main CPU : M6800 (@ 500 Khz)

Screen orientation : Vertical
Video resolution : 240 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 2

Players : 1
Control : 2-way joystick
Buttons : 1

- TRIVIA -

The title of this game translates from Japanese as 'Tiger Tiger'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2944&o=2

$end


$info=toramich,
$bio

???? (c) 1987 Capcom.
(Tora-he no Michi)

'Ryu Ken Oh' raided villages and kidnapped small children to brainwash them and make them into soldiers. Master of 'Oh Rin' temple ordered his best student 'Lee Wong' to destroy 'Ryu Ken Oh' and save the children. To meet with 'Ryu Ken Oh', 'Lee Wong' must clear 4 stages and destroy big enemy at the end of each stage. 'Lee Wong' was given a magical jacket to jump and fly around, and weapons from the master to destroy 'Ryu Ken Oh'.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 6 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : (2x) Yamaha YM2203 (@ 3.579545 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2 (ATTACK, JUMP)

- TRIVIA -

Tora-he no Michi was released in November 1987 in Japan.

The title of this game translates from Japanese as 'Road to the Tiger'.

It is known outside Japan as "Tiger Road".

Default highscore table (ranking) : 
TOP 35000 PTS YUKIO. 
2ND 30000 PTS KYOKO. 
3RD 25000 PTS MASATUGU 
4TH 20000 PTS CAPCOM 

Alfa Records released a limited-edition soundtrack album for this game (Capcom Game Music Vol.3 - 28XA-204) on April 25, 1988.

- SCORING -

* To obtain a special weapon 'Tora Ki Koh', player must clear 'practice or asceticism' stage twice. Player can only use green power life gage earned in 'practice or asceticism' stage with this weapon as long as player does not get hit by enemies.

- STAFF -

Director and martial arts guidance : Lee Wong
Planners and directors : Lee Wong, Shin Wong
Special effects : Chan Yuki, Tom Yang, Mah Shing
Art experts : Ryu Kyu, Ei Show, Take Pong
Art stagehands : Wody Ring, Chan Sada, Chan Lee, Moh Ring, Koh Emy, Koh Elliy, Ziggy Yoe
Stagehand : Ji Shing
Sound effects : Hero Yoe, Mie Maru
Music by : Harumi Fujita, Tamayo Kawamoto (7 non-specified tracks), Junko Tamiya (Training Bonus Stage)

- PORTS -

* Consoles : 
NEC PC Engine [JP] (February 23, 1990) "Tora-he no Michi [Model JC63004]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2945&o=2

$end


$pce=toramich,
$bio

???? (c) 1990 Victor Musical Industries, Incorporated..
(Tora-he no Michi)

Tora-he no Michi is a side scrolling action game by Capcom and conversion of the arcade game of the same name. Lee Wong is a young monk and a student of the Oh-Lin school of martial arts. He's also a master of the legendary Oh-Lin Tiger techniques. One day, the warriors of the Dragon God went to rob the four secret scrolls from the Oh-Lin temple and kidnapped all the children from the village. The bald and axe-swinging monk doesn't have much choice; he must now go through five long areas, and save the children and reclaim the Oh-Lin scrolls. Lee comes equipped with an axe - a weapon of limited range and accuracy. However, more weapons can be collected along the way by cracking open treasure chests and statues. The two other available weapons are the Mace (weak but covers a large area) and the Spear (fast but short range). Other special items are also available for the taking - Health Bottles, Invincibility Crystal Balls, Lives, keys (to unlock special doors) or Capcom's trademark POW icon which upgrades Lee's current weapon. Each area is divided into sub-levels and some even branch out and allow players to fight different bosses. Interestingly, each area ends with a small training session where the monk can improve his fighting skills and techniques. There, Lee can gain extra health or learn a new and powerful Tiger Attack. The monk has few more tricks up his sleeves and parts of the game feature vertical-scrolling flying stages. Finally, Tora-he no Michi has a save feature and allows the player to continue from the last visited sub-stage, but a device with built-in backup RAM is necessary (such as a CD-ROM unit or a Tennokoe 2 Bank).

- TECHNICAL -

HuCARD ID: JC63004

- TRIVIA -

Tora-he no Michi for PC-Engine was released on February 23, 1990 in Japan for 6700 Yen.

The original arcade game was released by Capcom in 1987. The PC-Engine version is fairly different from the original. Lee Wong's sprite has a cuter appearance overall with a larger head, whereas he looks more like an adult monk in the arcade version. Enemies are also different, the arcade game features human-looking foes whereas the PC-Engine port uses demons and other creatures. Levels are completely different too, the original game doesn't start in a forest but right outside the Oh-Lin school and stages significantly change thereafter. Finally, a short introduction sequence explained the plot of the game and a map showed the player's progress before entering a new area - both were omitted from the PC-Engine version.

- STAFF -

Program: Tohru Tsuyuki, Kiyohito Takahashi, Naohisa Kurosawa, Yasuhiko Chikuda, Noburu Fujisawa
Design: Naoyoshi Nakazato, Sayuri Kasuya, Reiko Haketa
Sound: Osamu Kasai, Masaaki Harada, Shinji Nakayama
Executive Producer: Satoshi Honda
Producer: Harunobu Komori
Director: Masaru Yoshioka
Game Director: Takeyuki Kasakura
Sales: Katsumi Arai, Ryuya Shimoda
Promoter: Kouki Minami
Package Illustration: Sayuri Kasuya
Manual: Etsuko Matsuoka
Special Thanks: Hiroshi Miyazaki, Hisashi Nishimura, Masaharu Fujino, Eiji Matsuoka, Akira Arai
Planning: Takashi Wachi

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49147&o=2

$end


$cpc_cass=torann,
$bio

Torann (c) 1985 Loriciels [France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99893&o=2

$end


$gamegear=torarete,
$bio

Torarete Tamaru ka!? (c) 1994 Sega Enterprises, Limited.

- TECHNICAL -

[Model G-3348]

- STAFF -

Producers : Asohy, Hase, Hokochan
Programmers : Garugari, Wahaha JX?UT?O, Com Blue, Gyoukainingen Pemu
Artists : Haraita, Tamun, Bon, QZ.
Sound : Machama Prince, Nagao NG Masayuki, Sarry, Cathy, Vipe
Game Manual : Papa, Mondo.N
Game Designers : Kazu, Taidai, R.R, Yabai, Usankusazou
Special Thanks To : Mr. Hassan, Ryugo, Burning.K
Fuji Terebi Staff Producers : Yoshihisa Tatikawa, Shinichi Ogawa

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64979&o=2

$end


$pc98=toraware,
$bio

Toraware no Tenshi (c) 1994 Inter Heart [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90903&o=2

$end


$pc8801_flop=toraware,
$bio

Toraware Penguin (c) 1988 Tatsumi Electronics Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93140&o=2

$end


$amigaocs_flop=torc2081,
$bio

Torch 2081 (c) 1988 Digital Concepts

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75411&o=2

$end


$info=torch,
$bio

Torch (c) 1980 Gottlieb.

- TECHNICAL -

Gottlieb System 1
Model Number : 438

- TRIVIA -

3,880 units were produced.

- STAFF -

Design by : John Buras
Art by : Gordon Morison

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5675&o=2

$end


$saturn,sat_cart=torico,
$bio

Torico (c) 1996 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60447&o=2

$end


$x68k_flop=toridesg,
$bio

Toride Spirits Gaiden (c) 19?? Takebee

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88717&o=2

$end


$snes=toride,
$bio

Toride [Model SHVC-ACSJ-JPN] (c) 1994 Takara Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62544&o=2

$end


$info=tornado1,tornado2,
$bio

Tornado (c) 1980 Jeutel.

- TECHNICAL -

Main CPU : Motorola M6809 (@ 1 Mhz)
Sound CPU : M6808 (@ 894.75 Khz)
Sound Chips : DAC (@ 894.75 Khz)

Screen orientation : Horizontal
Video resolution : 294 x 239 pixels
Screen refresh : 60.00 Hz
Palette colors : 16

Players : 2
Control : 2-way joystick (vertical)
Buttons : 5

- TRIVIA -

This game is a French bootleg of "Defender".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3486&o=2

$end


$amigaocs_flop=tornado,
$bio

Tornado (c) 1994 Digital Integration

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75412&o=2

$end


$info=m4tornad,m4tornad__a,m4tornad__b,m4tornad__c,m4tornad__d,m4tornad__e,m4tornad__f,m4tornad__g,
$bio

Tornado (c) 199? QPS Interactive.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42393&o=2

$end


$astrocde=baseball,
$bio

Tornado Baseball + Handball + Hockey + Tennis (c) 1978 Bally Mfg. Co.

- TECHNICAL -

Model 3001

- TRIVIA -

Released as part of the "Sport Series".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86846&o=2

$end


$info=tornbase,
$bio

Tornado Baseball (c) 1976 Midway.

The game is a very simple game of baseball, implemented with stick figures. The game is very simple in terms of rules, and anybody can pick up on how to play fairly quickly. This is a two player only title, with both people playing for a single quarter. The pitching player selects his pitch with one joystick, while moving his outfielders with a second one. The batting player only has a single button (that is a 'swing' button). Both players use the same set of controls, so they must switch spots in front of the machine midway through each inning. You get a four inning game for one quarter, although that number can be adjusted by the game operator.

- TECHNICAL -

Tornado Baseball came in a two tone brown upright cabinet, heavily decorated with sticker sideart of baseball players in action. The cabinet design dates itself by its straight up and down design, without a curve to be seen anywhere on the machine. The field is displayed using an open frame monitor, mirror, and a blacklight to make it seem as though the action is taking place on a picture of a baseball field that is housed inside the cabinet.

Game ID : 605

Main CPU : Intel 8080 (@ 1.9968 Mhz)
Sound Chips : Discrete

Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 2

Players : 2
Control : 8-way joystick (pitching team), joystick 2-way (the outfielders)
Buttons : 1

- TRIVIA -

Released in July 1976. Tornado Baseball is one of the first arcade baseball titles to try and put a lot of players on the field at once.

The technique of using mirrored-in graphics in the game was the work of Dave Nutting. The game was designed for Midway by Dave Nutting Associates.

A Tornado Baseball cabinet can be seen in the 2004 film "Anchorman - The Legend of Ron Burgundy" starring Will Ferrell, Steve Carell, and Christina Applegate

- SERIES -

1. Tornado Baseball (1976)
2. Extra Inning (1978)
3. Extra Bases (1980)

- STAFF -

Hardware effects: Dave Nutting

- PORTS -

* Consoles :
Bally Astrocade

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2946&o=2

$end


$info=ad5tornc,ad5tornca,ad5torncb,ad5torncc,ad5torncd,ad5tornce,
$bio

Tornado Club (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

ADDER 5

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42827&o=2

$end


$info=sc1torn,sc1torna,
$bio

Tornado (c) 1993 ELAM.

- TECHNICAL -

Model 6244

- TRIVIA -

Tornado was released in October 1993.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42170&o=2

$end


$info=ctornado,
$bio

Tornado (c) 1982 Data East.

- TECHNICAL -

Runs on the "DECO Cassette System" hardware

Model DT-120
Cassette No. 20

- TRIVIA -

Tornado was known as the 20th video game made for this system.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=420&o=2

$end


$snes=tornecoa,torneco,
$bio

Torneco no Daibouken - Fushigi no Dungeon (c) 1993 Chun Soft

- TECHNICAL -

Cartridge ID: SHVC-TQ

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62545&o=2

$end


$info=torp_e21,
$bio

Torpedo Alley (c) 1988 Data East Pinball.

- TECHNICAL -

Game ID: 500-5503-01

Data East Version 2

Main CPU : M6808 (@ 1 MHz)
Sound CPU : Motorola M6809 (@ 2 MHz)
Sound chips : Yamaha YM2151 (@ 3.579545 MHz), OKI MSM5205 (@ 384 KHz)

- STAFF -

Designer : Claude Fernandez
Artwork : Kevin O'Connor, Margaret Hudson
Software : Lonnie D. Ropp, Richard Ditton
Music : David D. Thiel
Sounds : Kyle Johnson, David D. Thiel

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5488&o=2

$end


$gameboy=torpedo,
$bio

Torpedo Range [Model DMG-TE-USA] (c) 1996 Romstar, Incorporated. [USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67271&o=2

$end


$gameboy=torpedoj,
$bio

Torpedo Range [Model DMG-TEA] (c) 1991 Seta Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67270&o=2

$end


$info=tortufam,
$bio

Tortuga Family (c) 1997 C.M.C.

- TECHNICAL -

Main CPU : M65C02 (@ 2 Mhz)
Sound Chips : General Instrument AY8910 (@ 2 Mhz)

Palette colors : 512

Players : 1
Buttons : 7

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=9908&o=2

$end


$info=ep_tortr,ep_tortra,
$bio

Torture TV (c) 2000 Maygay.

- TRIVIA -

Torture TV was released in June 2000 in UK.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40909&o=2

$end


$info=torus,
$bio

Torus (c) 1996 Yun Sung.

Torus is a puzzle game where the player must clear rings from the columns by matching the same color across any row in all three columns.

To accomplish this the player controls a peg upon which they can take rings from the bottom of the columns and move them to different columns by pushing them onto and popping them off of the peg. New rings fall in groups from the top of the screen onto all of the columns. If any of the columns is filled to the top as another set of rings falls into them then the game is over.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 6 Mhz)
Sound Chips : OKI6295 (@ 7.575 Khz)
Players : 2
Control : 8-way Joystick
Buttons : 2

- TRIVIA -

Torus by Yun Sung is heavily based on the 1994 PC game of the same name.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4212&o=2

$end


$amigaocs_flop=torvak,
$bio

Torvak the Warrior (c) 1990 Core Design

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75413&o=2

$end


$info=toryumon,
$bio

Toryuumon (c) 1994 Sega.

- TECHNICAL -

Runs on the Sega "System 16B" hardware.

Players : 2
Control : 8-way joystick
Buttons : 1

- TRIVIA -

Even if titlescreen says 1994, Toryuumon was released in March 1995 in Japan.

The title of this game translates from Japanese as 'Gateway To Success'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2947&o=2

$end


$pce=etercity,
$bio

Toshi Tensou Keikaku - Eternal City (c) 1991 Naxat Soft.

You take control of Argyderos, a mecha, which is driven by a girl pilot Minty Geile. It is a traditional shooter/platform game, each stage is pretty huge and a big villain is waiting for you at the bottom of it. You start the game with a simple Vulcan gun which will get warm and you will lose fire power if you use it too often. Each stage has a save point and you will receive a password.

- TECHNICAL -

Game ID: NX91003

- TRIVIA -

Released on April 12, 1991 in Japan for 6900 Yen.

Reviews:
1990 - Consoles + HS N.2 [FR]: 44/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58761&o=2

$end


$msx1_cass=hx10smpl,
$bio

Toshiba Home Computer HX-10 Sample Program (c) 1984 Toshiba Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95082&o=2

$end


$msx1_cass=hx10smpl,
$bio

Toshiba Home Computer HX-10 Sample Program (c) 19?? Jaleco Co., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77558&o=2

$end


$msx1_cart=hxmu900,
$bio

Toshiba HX-MU900 MSX-Audio (c) 1985 Jaleco Co., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77557&o=2

$end


$psx=toshcard,
$bio

Toshinden Card Quest [Model SLPS-01113] (c) 1998 Takara Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85811&o=2

$end


$info=totcarn,totcarnp,
$bio

Total Carnage (c) 1992 Midway.

A pseudo-sequel to Williams' superb 1990 shoot-em-up, "Smash TV", Total Carnage is set in a futuristic parody of the first Gulf War. General Ahkboob, himself an obvious parody of Sadam Hussein, has set his vast army of infantry, tanks and BioGenetic Mutants onto the world.

1 or 2 players must fight through the enemy-packed levels, rescuing reporters and civilians as they go. Total Carnage retains the dual-joystick control of its predecessor, but introduced new weapons, enemies and large, scrolling levels to the original game-play.

As with "Smash TV", Total Carnage features the infamous 'Pleasuredome'; accessible only if players manage to collect the 220 keys that are hidden throughout the game's levels. Total Carnage has a much higher difficulty level than that of "Smash TV".

- TECHNICAL -

Midway Y Unit hardware

Main CPU : TMS34010 (@ 6.25 Mhz)
Sound CPU : Motorola M6809 (@ 2 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.57958 Mhz), DAC, OKI6295 (@ 8 Khz)

Players : 2
Control : Double 8-way joysticks

- TRIVIA -

Total Carnage was released in January 1992 in North America. According to programmer Shawn Liptak, Total Carnage failed to reach the target of 2,000 arcade cabinets ordered. The game's slow sales resulted in Turmell taking on a different project for his next game, which would become the highly successful NBA Jam.

General Akhboob's role as a parody of Saddam Hussein becomes obvious during the game's cut-scenes; as well as him saying slogans from Smash T.V., he makes an obvious reference to the original Gulf War by announcing that 'all we are making is baby milk.'.

While playing the game, there is a message which says 'the pistons will rule the NBA'. This is a reference to the Detroit Pistons who Mark Turmell was a fan of. Coincidentially, 12 years later, the Detroit Pistons would win the NBA Championship.

Originally the game was programmed to display one of two endings upon completion of the Pleasuredome bonus level. One ending would feature the women from Smash TV and was to be displayed if the player collected all the treasures in the dome. A second bad ending showed the same screen without the women along with a message challenging the player to collect all the dome's treasure. However, a bug in the game caused the good ending to be displayed with the bad ending text no matter how many treasures were collected.

- UPDATES -

* Rev 1.0
* Rev LA1

- TIPS AND TRICKS -

* Password : enter the password on the 'red and white' warp at the beginning of the first mission.

Mission 1 :
'GOOB' - Gate (heading Checkpoint #1).
'ZULU' - Bunker (heading Checkpoint #2).
'ORCS' - Orcus (boss).

Mission 2 :
'ROAD' - Road one (heading Checkpoint #3).
'LIPS' - Airport gate (heading Checkpoint #4).
'LICK' - Airfield (heading Checkpoint #5).
'FIRE' - Hangar.
'FOOD' - Road two (heading Checkpoint #6).

Mission 3 :
'EATS' - Monster Cutscene.
'TOID' - Factory (heading Checkpoint #7).
'BOOF' - Reactor.
'MARK' - Reactor basement (heading Checkpoint #10).

Misc :
'SHOK' - Electric chair.
'DOME' - Akhboob escaped and lacking keys.
'WORM' - Caught Akhboob but lacking keys.
'AZAZ' - Warp to Pleasure Dome with 500 keys.

- STAFF -

Total Carnage Design Team: Mark Turmell (MJT), John Tobias (JON), Shawn Liptak (SL!), Jim Gentile, Eugene Jarvis (DRJ) (EPJ), Tony Goskie

Music and Sounds : Jon Hey (HEY)
Voices : Ed Boon (EJB)

Special Thanks: George N. Petro (GNP), Larry DeMar (LED), Todd Allen, Cary Mednick, Sheridan Oursler, Mark Loffredo, Ray Gay, Ray Czajka, Betty Purcell

Others from High Score Table: Jamie Rivett (RJR), (SYD), (PJS), (DAN), (DJT), (JPW), (NED), (BUY), (WMS)

- PORTS -

* Consoles : 
Nintendo SNES [EU] (1993) "Total Carnage [Model SNSP-XC-EUR]" 
Nintendo SNES [US] (November 1993) "Total Carnage [Model SNS-XC-USA]" 
Amiga CD32 [EU] (1994) 
Nintendo Game Boy [EU] (1994) "Total Carnage [Model DMG-N8-UKV]"
Nintendo Game Boy [US] (February 1994) "Total Carnage [Model DMG-N8-USA]" 
Sony PlayStation 2 [AU] (2004) "Midway Arcade Treasures 2" 
Microsoft XBOX [US] (October 11, 2004) "Midway Arcade Treasures 2 [Model MWO-3201W]" 
Nintendo GameCube [US] (October 11, 2004) "Midway Arcade Treasures 2 [Model DOL-GAYE-USA]" 
Sony PlayStation 2 [US] (October 11, 2004) "Midway Arcade Treasures 2 [Model SLUS-20997]" 
Microsoft XBOX [EU] (October 29, 2004) "Midway Arcade Treasures 2" 
Sony PlayStation 2 [EU] (October 29, 2004) "Midway Arcade Treasures 2 [Model SLES-52844]"
Atari Jaguar [US] (2005) "Total Carnage [Model CF3006]" by Songbird Productions 
Microsoft XBOX 360 [US] (November 6, 2012) "Midway Arcade Origins" 
Sony PlayStation 3 [US] (November 6, 2012) "Midway Arcade Origins [Model BLUS-31083]"
Microsoft XBOX 360 [EU] (November 15, 2012) "Midway Arcade Origins" 
Sony PlayStation 3 [EU] (November 15, 2012) "Midway Arcade Origins [Model BLES-01768]"

* Computers : 
Commodore Amiga [EU] (1992) 
PC [MS Windows, CD-ROM] [US] (February 17, 2006) "Midway Arcade Treasures Deluxe Edition"
PC [MS Windows, CD-ROM] [EU] (March 17, 2006) "Midway Arcade Treasures Deluxe Edition" by Zoo Digital Publishing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2948&o=2

$end


$amigaocs_flop=totalcar,
$bio

Total Carnage (c) 1994 ICE

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75414&o=2

$end


$jaguar=totalcar,
$bio

Total Carnage (c) 2005 Songbird Productions.

- TECHNICAL -

Model CF3006

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76456&o=2

$end


$gameboy=totalcar,
$bio

Total Carnage [Model DMG-N8-USA] (c) 1994 Malibu Games [T-HQ Division]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67272&o=2

$end


$snes=totalcaru,totalcarup,totalcarupa,
$bio

Total Carnage [Model SNS-XC-USA] (c) 1993 Malibu Games [T-HQ Division]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63924&o=2

$end


$snes=totalcar,
$bio

Total Carnage [Model SNSP-XC-EUR] (c) 1993 Malibu Games [T-HQ Division]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63923&o=2

$end


$info=tc4,
$bio

Total Control 4 (c) 1981 Coleco Industries, Inc.

- TECHNICAL -

Model 2125

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94378&o=2

$end


$cpc_cass=toteclip,
$bio

Total Eclipse (c) 1988 Incentive Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99895&o=2

$end


$amigaocs_flop=toteclip,
$bio

Total Eclipse (c) 1989 Spotlight Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75415&o=2

$end


$cpc_cass=2toteclp,
$bio

Total Eclipse + Total Eclipse II - The Sphinx Jinx (c) 1989 Incentive Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99897&o=2

$end


$cdi=totaleur,
$bio

Total Euro 96 (c) 1996 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53158&o=2

$end


$megadriv=totlfoot,
$bio

Total Football (c) 1995 Domark

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57004&o=2

$end


$amigaocs_flop=totlfoot,
$bio

Total Football (c) 1996 Domark Group, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75416&o=2

$end


$nes=totalfun,
$bio

Total Funpak (c) 1992 HES Interactive.

Compilation of 4 NES titles by HES Interactive : 
"Othello" (1988)
"Sidewinder" (1989)
"Duck Maze" (1990) 
"Pac-Man" (1990)

- TRIVIA -

Total Funpak for NES was released in 1992 (exact date unknown) in Australia.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55751&o=2

$end


$nes=totrecal,totrecalu,
$bio

Total Recall (c) 1990 Acclaim Entertainment, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55752&o=2

$end


$cpc_cass=totrecal,
$bio

Total Recall (c) 1990 Ocean Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99898&o=2

$end


$amigaocs_flop=totrecal,
$bio

Total Recall [2-Hot 2 Handle] (c) 1990 Ocean Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75417&o=2

$end


$amigaocs_flop=totrecala,
$bio

Total Recall [Budget] (c) 1990 Hit Squad, The [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75418&o=2

$end


$cpc_cass=totrecalhs,
$bio

Total Recall [Model 25] (c) 1990 Hit Squad, The [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99079&o=2

$end


$gbcolor=totalscr,
$bio

Total Soccer 2000 [Model CGB-AO3P-UKV] (c) 2000 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69005&o=2

$end


$gba=totalscrj,
$bio

Total Soccer Advance [Model AGB-ATUJ-JPN] (c) 2002 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76173&o=2

$end


$gba=totalscm,
$bio

Total Soccer Manager (c) 2001 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76174&o=2

$end


$gba=totalscr,
$bio

Total Soccer [Model AGB-ATUP] (c) 2001 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76172&o=2

$end


$info=totlvice,totlvica,totlvicu,
$bio

Total Vice (c) 1997 Konami Company, Limited.

- TECHNICAL -

Konami M2 Hardware

Main CPU : (2x) PPC602 (@ 33 Mhz)

- TRIVIA -

Released in July 1997 in Japan.

The one interesting aspect that most dedicated cabinets for Total Vice have is the Konami-issued guns which have a speaker inside the guns which add to the realism of firing a real firearm.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4171&o=2

$end


$nes=totalrad,totalradu,
$bio

Totally Rad (c) 1991 Jaleco Company, Limited. [Japan Leisure]

- TRIVIA -

Reviews:
May 1992 - Joypad N.8 (Page 80-81) [FR]: 83/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55753&o=2

$end


$gba=totspis2u,
$bio

Totally Spies! 2 - Undercover [Model AGB-B2LE-USA] (c) 2006 Atari Interactive, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76178&o=2

$end


$gba=totspis2,
$bio

Totally Spies! 2 - Undercover [Model AGB-B2LP-EUR] (c) 2006 Atari Interactive, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76177&o=2

$end


$gba=totspiesu,
$bio

Totally Spies! [Model AGB-BTUE-USA] (c) 2005 Atari Interactive, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76176&o=2

$end


$gba=totspies,
$bio

Totally Spies! [Model AGB-BTUP] (c) 2006 Atari Interactive, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76175&o=2

$end


$info=totem,
$bio

Totem [Model 429] (c) 1979 Gottlieb.

- TECHNICAL -

Gottlieb System 1
Model Number : 429

- TRIVIA -

6,643 units were produced.

- STAFF -

Design by : Ed Krynski
Art by : Gordon Morison

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5676&o=2

$end


$cpc_cass=totemsco,
$bio

Totems (c) 2012 Unknown [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99900&o=2

$end


$sms=totowld3,
$bio

Toto World 3 (c) 1993 Open Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56259&o=2

$end


$pc98=totsugek,
$bio

Totsugeki Bakkon High School (c) 1994 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90904&o=2

$end


$gameboy=totsuval,
$bio

Totsugeki Valations [Model DMG-TVJ] (c) 1991 Atlus Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67274&o=2

$end


$x68k_flop=bakkonst,
$bio

Totsugeki! Bakkon Street (c) 1993 Jast [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88175&o=2

$end


$x68k_flop=bakkons2,
$bio

Totsugeki! Bakkon Street II - Hunting Roulette (c) 1994 Jast [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88176&o=2

$end


$pc98=totsumix,
$bio

Totsugeki! Mix (c) 1994 C-lab [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90905&o=2

$end


$gbcolor=totsuge,
$bio

Totsugeki! Papparatai [Model DMG-APHJ-JPN] (c) 2000 J-Wing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69006&o=2

$end


$gameboy=totsutnk,
$bio

Totsugeki! Ponkotsu Tank [Model DMG-TPJ] (c) 1991 HAL Laboratory, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67275&o=2

$end


$pc98=totsubak,
$bio

Totsugeki!! Bakkon Street (c) 1993 Jast [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90906&o=2

$end


$pc98=huntroul,
$bio

Totsugeki!! Bakkon Street II - Hunting Roulette (c) 1994 Jast [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90907&o=2

$end


$nes=macchomn,macchomnp,
$bio

??! ?????? (c) 1988 Vic Tokai
(Totsuzen! Macchoman)

- TECHNICAL -

Game ID: VIC-M5

- TRIVIA -

Released on December 02, 1998 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54771&o=2

$end


$info=totmejan,
$bio

Tottemo E-jan - Feel So Good!! Senyu Idol Production! (c) 1991 Seibu Kaihatsu, Incorporated.

- TRIVIA -

Tottemo E-jan was released in April 1991 in Japan.

The title translates from Japanese as 'Absolutely E Jong Feel So Good!! - Infiltrating the Idol Production!'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=20353&o=2

$end


$pc8801_flop=tottemoh,
$bio

Tottemo H-na Graphic (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93141&o=2

$end


$snes=luckyman,
$bio

Tottemo! Lucky Man - Lucky Cookie Roulette de Totsugeki!! [Model SHVC-ALAJ-JPN] (c) 1995 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62546&o=2

$end


$gameboy=luckyman,
$bio

Tottemo! Luckyman [Model DMG-ALKJ-JPN] (c) 1994 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67276&o=2

$end


$pico=hamtnaka,
$bio

Tottoko Hamtaro - Haru-Natsu-Aki-Fuyu - Tottoko Nakayoshi! Ham Chance! [Model HPC-6101] (c) 2001 Sega Toys

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75817&o=2

$end


$pico=hamtchan,
$bio

Tottoko Hamtaro - Oekaki Ippai! Ham Chance! [Model T-226080] (c) 199? Shogakukan Production

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75818&o=2

$end


$gba=hamtarogju,
$bio

Tottoko Hamtarou - Ham Ham Sports [Model AGB-B85A-JPN] (c) 2004 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70876&o=2

$end


$gbcolor=tottokha,tottokh,
$bio

Tottoko Hamutarou - Tomodachi Daisakusen Dechu [Model DMG-BHTJ-JPN] (c) 2000 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69007&o=2

$end


$gbcolor=tottokh2,
$bio

Tottoko Hamutarou 2 - Hamu-chan Zu Daishuugou Dechu [Model CGB-B86J-JPN] (c) 2001 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69008&o=2

$end


$gba=tottokh3,
$bio

Tottoko Hamutarou 3 - Love Love Daibouken Dechu [Model AGB-AH3J-JPN] (c) 2002 Nintendo Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76179&o=2

$end


$gba=tottokh4,
$bio

Tottoko Hamutarou 4 - Nijiiro Daikoushin Dechu [Model AGB-A84J-JPN] (c) 2003 Nintendo Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76180&o=2

$end


$pc8801_flop=touch,toucha,touchd,
$bio

Touch (c) 1987 Toho Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93142&o=2

$end


$info=touchgo,touchgoe,touchgon,
$bio

Touch & Go (c) 1995 Gaelco.

A volleyball game.

- TECHNICAL -

Gaelco GAE1 hardware

Main CPU : Motorola 68000 (@ 16 Mhz)
Sound Chips : GAELCO (@ 16 Mhz)

Screen orientation : Horizontal
Video resolution : 960 x 240 pixels
Screen refresh : 59.10 Hz
Palette colors : 65520

Players : 4
Control : 8-way joystick
Buttons : 3

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2949&o=2

$end


$info=tntell,tntellp,tntelluk,
$bio

Touch & Tell (c) 1981 Texas Instruments.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96868&o=2

$end


$info=tduno,
$bio

Touch de Uno! (c) 1999 Sega.

- TECHNICAL -

Runs on the Sega "NAOMI" Hardware.

- TRIVIA -

Touch de Uno was released in August 1999 in Japan.

- SERIES -

1. Touch de Uno! (1999)
2. Touch de Uno! 2 (2000)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4135&o=2

$end


$info=tduno2,
$bio

Touch de Uno! 2 (c) 2000 Sega.

- TECHNICAL -

Runs on the Sega "NAOMI" Hardware.

- TRIVIA -

Touch de Uno! 2 was released in February 2000 in Japan.

- SERIES -

1. Touch de Uno! (1999)
2. Touch de Uno! 2 (2000)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4136&o=2

$end


$info=zunou,
$bio

Touch de Zunou (c) 2006 Sega Enterprises, Ltd.

- TECHNICAL -

Runs on the Sega "NAOMI GD-ROM System" hardware.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48277&o=2

$end


$fm7_cass=tdown,
$bio

Touch Down (c) 1985 Winky Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93814&o=2

$end


$x1_cass=tdown,tdowna,
$bio

Touch Down (c) 198? Winky Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86290&o=2

$end


$info=tdfever,tdfeverj,
$bio

Touch Down Fever (c) 1987 SNK.

- TECHNICAL -

Game ID : A6006 'TD'

Main CPU : (2x) Zilog Z80 (@ 4 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM3526 (@ 4 Mhz), Y8950 (@ 4 Mhz)

Players : 4
Control : dial
Buttons : 2

- TRIVIA -

Released in January 1987.

- SERIES -

1. Touch Down Fever (1987)
2. Touch Down Fever II (1988)

- PORTS -

* Consoles :
Nintendo Famicom (1988, "Touch Down Fever [Model KAC-T7]")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2950&o=2

$end


$info=tdfever2,
$bio

Touch Down Fever II (c) 1988 SNK.

- TECHNICAL -

Main CPU : (2x) Zilog Z80 (@ 4 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM3526 (@ 4 Mhz), Y8950 (@ 4 Mhz)

Screen orientation : Vertical
Video resolution : 224 x 384 pixels
Screen refresh : 60.00 Hz
Palette Colors : 1024

Players : 4
Control : dial
Buttons : 2

- SERIES -

1. Touch Down Fever (1987)
2. Touch Down Fever II (1988)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2951&o=2

$end


$nes=tdfeverj,
$bio

Touch Down Fever (c) 1988 KAC [K.Amusement Lising Co.].

- TECHNICAL -

[Model KAC-T7]

- TRIVIA -

Touch Down Fever for Famicom was released on November 11, 1988 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47508&o=2

$end


$pc98=touchmh,
$bio

Touch My Heart (c) 1995 DO [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90908&o=2

$end


$ti99_cart=touchtyp,
$bio

Touch Typing Tutor [Model PHM 3064] (c) 1982 Texas Instruments

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84772&o=2

$end


$pc8801_flop=tdown,
$bio

Touchdown (c) 1984 Winky Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93143&o=2

$end


$nes=tdfever,
$bio

Touchdown Fever (c) 1991 SNK [Shin Nihon Kikaku] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55754&o=2

$end


$ibm5150,ibm5150_cass=tdown,
$bio

Touchdown Football (c) 1984 Imagic, Inc. [Los Gatos, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83724&o=2

$end


$a7800=tdown,
$bio

Touchdown Football [Model CX7823] (c) 1988 Atari Corp. [Sunnyvale, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50188&o=2

$end


$cpc_cass=gridiron,
$bio

Touchdown USA [Model CSAG 701] (c) 1987 Creative Sparks

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99901&o=2

$end


$info=touchdn,
$bio

Touchdown (c) 1984 Mylstar Electronics.

- TECHNICAL -

Gottlieb System 80A
Model 688

Main CPU : MOS Technology M6502 (@ 850 KHz)
Sound CPU : MOS Technology M6502 (@ 1 MHz)
Sound Chips : DAC

- TRIVIA -

Released in October 1984.

711 units were produced.

- STAFF -

Designer : John Trudeau
Artwork : Larry Day

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5417&o=2

$end


$info=toucheme,touchemea,
$bio

Touche Me (c) 199? Unknown.

Touche Me is an ugly maze game with poor controls. The player must travel over the entire maze while avoiding the three enemies included in each stage.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32507&o=2

$end


$info=tm,tmdo,
$bio

Touchmaster (c) 1996 Midway.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound Chips : OKI6295 (@ 8.5 Khz)

Palette colors : 2048

- SERIES -

1. Touchmaster (1996)
2. Touchmaster 3000 (1997)
3. Touchmaster 4000 (1998)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=10336&o=2

$end


$info=tm2k,tm2ka,tm2kb,
$bio

Touchmaster 2000 (c) 1996 Midway Mfg. Co.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32370&o=2

$end


$info=tm3k,tm3ka,
$bio

Touchmaster 3000 (c) 1997 Midway Games.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound Chips : OKI6295 (@ 8.5 Khz)

Palette colors : 2048

- UPDATES -

* v5.01
* v5.02

- SERIES -

1. Touchmaster (1996)
2. Touchmaster 3000 (1997)
3. Touchmaster 4000 (1998)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=10337&o=2

$end


$info=tm4k,tm4ka,tm4kb,tm4kca,tm4kmn,tm4knj,
$bio

Touchmaster 4000 (c) 1998 Midway Games.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound Chips : OKI6295 (@ 8.5 Khz)

Palette colors : 2048

- SERIES -

1. Touchmaster (1996)
2. Touchmaster 3000 (1997)
3. Touchmaster 4000 (1998)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=10338&o=2

$end


$info=tm5k,tm5ka,tm5kmn,
$bio

Touchmaster 5000 (c) 1998 Midway Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=24963&o=2

$end


$info=tm7k,tm7ka,tm7keval,tm7kmn,tm7kmna,tm7knj,
$bio

Touchmaster 7000 (c) 1999 Midway Games.

- UPDATES -

* v8.00
* v8.04

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=24964&o=2

$end


$info=tm8k,tm8k902,
$bio

Touchmaster 8000 (c) 2000 Midway Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=26830&o=2

$end


$pc98=kohakuir,kohakuira,
$bio

Toudou Ryunosuke Tantei Nikki - Kohaku-iro no Yuigon - Seiyou Koppai Renzoku Satsujin Jiken (c) 1988 Riverhill Software.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90909&o=2

$end


$pc98=ougonras,
$bio

Toudou Ryunosuke Tantei Nikki - Ougon no Rashinban - Shouyoumaru San Francisco Kouro Satsujin Jiken (c) 1990 Riverhill Software [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90910&o=2

$end


$x68k_flop=ougonras,
$bio

Toudou Ryunosuke Tantei Nikki - Ougon no Rashinban - Shouyoumaru San Francisco Kouro Satsujin Jiken (c) 1991 Riverhill Software [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88177&o=2

$end


$snes=tougeden,
$bio

Touge Densetsu - Saisoku Battle [Model SHVC-ACQJ-JPN] (c) 1996 BPS [Bullet-Proof Software]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62547&o=2

$end


$saturn,sat_cart=touge,tougea,
$bio

Touge King - The Spirits (c) 1995 Atlus Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59848&o=2

$end


$saturn,sat_cart=touge2,
$bio

Touge King - The Spirits 2 (c) 1997 Atlus Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59849&o=2

$end


$saturn,sat_cart=touge2mih,
$bio

Touge King - The Spirits 2 Mihonhin (c) 1997 Atlus Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59850&o=2

$end


$psx=tougemax,
$bio

Touge Max G [Model SLPS-02361] (c) 2000 Atlus Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85812&o=2

$end


$info=togenkyo,
$bio

Tougenkyou (c) 1989 Nichibutsu [Nihon Bussan Company, Limited.].

- TRIVIA -

Tougenkyou was released in April 1989.

The title of this game translates from Japanese as 'Utopia'.

- TIPS AND TRICKS -

* When you clear TIME title, you are able to obtain time.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32506&o=2

$end


$pc98=tougenhf,
$bio

Tougenkyou Harlem Fantasy (c) 1993 Swat [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90911&o=2

$end


$info=tturf,tturfu,
$bio

Tough Turf (c) 1989 Sega.

A fellow that looks like he just got off of work figures that he'd rid the city streets of those pesky gang members and their allies.

- TECHNICAL -

Game ID : 317-0099 / 317-0104

Runs on the Sega "System 16B" hardware.

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Released in March 1989.

Developed by SUNSOFT.

A bootleg of this game made by Datsu / Electron was released under the same name.

- UPDATES -

317-0099
* US release.

317-0104
* JAPAN release.

- STAFF -

Director : Cho Musow
Programmers : A.T., Hac.F., BG.Yama
Sound programmer / music composer : About.Us
Graphic designers : Ame, Sp. Taka, Minokamo. Sakoh

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2952&o=2

$end


$info=tturfbl,
$bio

Tough Turf (c) 1989 Datsu Electronics.

This is the bootleg version made by DATSU.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=34397&o=2

$end


$megadriv=toughman,
$bio

Toughman Contest (c) 1995 Electronic Arts.

- TRIVIA -

Reviews:
[FR] April 1995, Consoles + N.42: 90/100

- STAFF -

Game Design: Michael Rubinelli
Developed by: Visual Concepts
Programming: Tim Meekins
Executive Producer: Scott Orr
Producer: Michael Rubinelli
Lead Artist: Colin Silverman
Assistant Producer: Scott Wilkinson
Graphic Artists: Heather Snitzer, Peter Wong, Nelson Wang, Matthew Crysdale, Dale Henderscheid
Project Manager: Jeffrey J. Thomas
Technical Assistance: Stephen Theodore Chiang
Sound: Brian Schmidt
Music: Brian Schmidt
Technical Director: David Walker
Product Manager: H. Erik Whiteford
Package Design: E.J. Sarraille Design Group
Package Photography: David Martinez
Package Art Direction: Nancy Waisanen
Documentation: David C. Lee, Paul Armatta
Documentation Layout: Robert Gin
Testing Manager: Alan Roireau
Product Testing: Foster Birch, Marc Gilliland, Rich Rogers, Michael Caldwell
Quality Assurance: Mike Gong
Special Thanks To: Arthur Dore Sr., Kevin Hogan, Eric Esch, Gordon Bellamy, Coolio, Spoon, Shelly Haute, Joe Bob

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15944&o=2

$end


$32x=toughman,
$bio

Toughman Contest (c) 1995 Electronic Arts.

- TECHNICAL -

Game ID: T-5001B

- STAFF -

Designed by: Michael Rubinelli
Developed by: Visual Concepts
Programming by: Tim Meekins
32X Programming by: Roderick L. Mann
Lead Artist: Colin Silverman
Graphic Artists: Heather Snitzer, Peter Wong, Nelson Wang, Dale Henderscheid, Matthew Crysdale
Project Manager: Jeffrey J. Thomas
Technical Assistance: Stephen Theodore Chiang
Sound & Music: Brian Schmidt
Executive Producer: Scott Orr
Producer: Michael Rubinelli
Assistant Producer: Scott Wilkinson
Testers: Foster Birch, Marc Gilliland, Sean House, Michael Caldwell
Technical Director: David Walker
Product Manager: H. Erik Whiteford
Licensed by: Adore Ltd.
Special Thanks: Arthur Dore Sr., Kevin Hogan, Eric Esch (Butter Bean), Gordon Bellamy, Coolio , Spoon , Shelly Haute, Cheri Fischer

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96303&o=2

$end


$megadriv=kingcol,
$bio

Tougiou King Colossus (c) 1992 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57005&o=2

$end


$fm7_disk=mahouts2,
$bio

Tougoku no Shisha - Mahoutsukai no Imoko II (c) 1986 Teikoku Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93662&o=2

$end


$gba=touhaida,
$bio

Touhai Densetsu Akagi - Yami ni Mai Orita Tensai [Model AGB-BZWJ-JPN] (c) 2006 Culture Brain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76181&o=2

$end


$nes=touhoukr,
$bio

Touhou Kenbun Roku (c) 1988 Natsume

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54772&o=2

$end


$x68k_flop=tojodens,
$bio

Toujo Densetsu (c) 1992 Daba [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88718&o=2

$end


$info=tkdensho,tkdenshoa,
$bio

Touki Denshou - Angel Eyes (c) 1996 Tecmo.

An all-female fighting game featuring 8 selectable angels engaging in one-on-one battle. This game is made by Tecmo, which is not surprising given that they are now more popular because of the "Dead or Alive" series (specifically because of its female characters) than their older series like "Ninja Gaiden".

- TECHNICAL -

Main CPU : Motorola 68000 (@ 2 Mhz)
Sound CPU : Zilog Z80 (@ 8 Mhz)
Sound Chips : YMF262 (@ 14.31818 Mhz), OKI6295 (@ 6.991 Khz), YMZ280B (@ 16.9 Mhz)

Players : 1
Control : 8-way joystick
Buttons : 4

- TRIVIA -

Released in April 1996.

The title of this game translates from Japanese as 'Fighting Princess Legend - Angel Eyes'.

The characters in this game are either hand drawn, similar to the style found in "Power Instinct 3 - Groove on Fight", or pre-rendered CG that are a bit better than the quality found in "Ragnagard", but not as good as "Killer Instinct"'s. There will be people who will find a pre-rendered CG character fighting a hand drawn character to be a visual clash in this game.

- STAFF -

Supervisor Programmer : Nuehina
Main Programmer : Val Miyazaki
Planners : Jun Nerineri, Kasuya Asamin
Object Graphicers : Deguchi Kubotan, Anny K, Karu Ken Matsumoto, Yamaguchi Taro
BG Graphicers : Niimi
Artworks : Harada Miyamae, K Tam Yamada
Composers : Takahashi Hanaoka
CV : Peach Angel, Ami Shizuki, Kaori Fujisaki, Rio Nanase, Kayo Kashihira
Motion Capture Data : Visual Science Laboratory Inc.

- PORTS -

* Consoles :
Sony PlayStation (1997)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2953&o=2

$end


$psx=toukiden,
$bio

Touki Denshou - Angel Eyes [Model SLPS-01168] (c) 1997 Tecmo, Ltd. [Tokyo, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85813&o=2

$end


$nes=toukoncl,
$bio

Toukon Club (c) 1992 Jaleco Company, Limited. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54773&o=2

$end


$gba=toukonht,
$bio

Toukon Heat [Model AGB-A59J-JPN] (c) 2002 PCCW Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76182&o=2

$end


$info=tour4000,
$bio

Tour 4000 (c) 2000 High Video.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=30245&o=2

$end


$info=tour4010,
$bio

Tour 4010 (c) 2000 High Video.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=30246&o=2

$end


$msx1_cass=tour91,
$bio

Tour 91 (c) 1991 Topo Soft [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95083&o=2

$end


$cpc_cass=tour91,
$bio

Tour 91 (c) 1991 Erbe Soft. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99903&o=2

$end


$cpc_cass=tourfrce,
$bio

Tour de Force (c) 1987 Gremlin Graphics Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99904&o=2

$end


$vectrex=tourfrnc,
$bio

Tour de France (c) 1983 GCE [General Consumer Electric]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82242&o=2

$end


$cpc_cass=tourmd80,
$bio

Tour du Monde en 80 Jours [Model 013-01181] (c) 1984 No Man's Land [France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99906&o=2

$end


$saturn,sat_cart=tourpart,
$bio

Tour Party - Sotsugyou Ryokou ni Ikou (c) 1998 Takara Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59851&o=2

$end


$info=arkatour,
$bio

Tournament Arkanoid (c) 1987 Taito America Corp.

Tournament Arkanoid is an update of the original "Arkanoid" that was released exclusively in the United States. It has an entirely new set of levels, some more difficult than any levels of the original game. Otherwise, gameplay in general is entirely identical to the original.

- TRIVIA -

Tournament Arkanoid was released in January 1987 in the USA. It was licensed to Romstar.

This game is basically "Arkanoid" with an entirely new set of levels. For more information on the game, please see the original Taito Japan entry.

The layout of level 2 is a drawing of the US flag, with the stars represented by silver blocks.

The layout of level 4 is a drawing of Chack'n from "Chack'n Pop". Chack'n's eyes are made out of indestructible gold blocks.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32572&o=2

$end


$info=cyberbalt,cyberbalt1,
$bio

Tournament Cyberball 2072 (c) 1989 Atari Games Corp.

This update to "Cyberball 2072" includes the following changes :
* New 'Game Breakers' mode.
* Added Rookie mode.
* Bugfixes, in particular the onside kick.
* Added 100 additional plays.
* Introduced the powerback.

- TECHNICAL -

Game ID : 136073

Main CPU : (3x) 68000 (@ 7.15909 Mhz), MOS Technology 6502 (@ 1.789772 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), (2x) DAC (@ 3.579545 Mhz)

Players : 4
Control : 8-way joystick
Buttons : 1

- TRIVIA -

Tournament Cyberball 2072 was released in August 1989.

Default high-score contains nicknames in homage for other Atari games including :
* PAPERBOY for "Paperboy"
* ASTEROID for "Asteroids"
* GAUNTLET for "Gauntlet"
* GRAVITAR for "Gravitar"
* TEMPEST for "Tempest"
* CENTIPED for "Centipede"
* STARWARS for "Star Wars"
* AKKAARRH for "Akka Arrh"
* TOOBIN for "Toobin'"
* ESCAPE for "Escape From The Planet of the Robot Monsters".

A Tournament Cyberball 2072 4 player unit appears in the music video for "Kid Candy" by the grunge rock group Seaweed.

- UPDATES -

REVISION 1 :
* Build date (OP SYS) : P1 : 17AUG1989 09 :14 :21 / P2 : 07AUG1989 14 :57 :35
* Build date (MAIN) : P1 : 08MAR1987 05 :56 :56 / P2 : 15AUG1989 14 :51 :24

REVISION 2 :
* Build date (OP SYS) : P1 : 18SEP1989 11 :50 :53 / P2 : 17AUG1989 09 :54 :48
* Build date (MAIN) : P1 : 08MAR1987 05 :56 :56 / P2 : 30AUG1989 14 :40 :08

- SERIES -

1. Cyberball - Football in the 21st Century (1988)
2. Cyberball 2072 (1989)
3. Tournament Cyberball 2072 (1989)

- STAFF -

Programmer / Designer : John Salwitz
Artist / Designer : Davis A. Ralston
Physicist / Programmer : Paul kwinn
Hardware designer : Doug Snyder
Technician : Rob Rowe
Animators : Mark West, Will Noble, Deborah Short
Audio group : Brad Fuller, Hal Canon, Don Diekneite
Product manager : Jerry Momoda
Cabinet designer : Dave Coox
Cabinet graphics by Atari Visual Communications.

- PORTS -

* Consoles :
Atari Lynx [US] (1991) "Tournament Cyberball 2072 [Model PA2038]" 
Microsoft XBOX 360 [US] (November 6, 2012) "Midway Arcade Origins" 
Sony PlayStation 3 [US] (November 6, 2012) "Midway Arcade Origins [Model BLUS-31083]"
Microsoft XBOX 360 [EU] (November 15, 2012) "Midway Arcade Origins" 
Sony PlayStation 3 [EU] (November 15, 2012) "Midway Arcade Origins [Model BLES-01768]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2954&o=2

$end


$lynx=tcyberbl,
$bio

Tournament Cyberball 2072 (c) 1991 Atari Corp.

It is the year 2072. The world has changed in many ways. But one thing is still the same: the citizens of the future still enjoy sports. In the city stadium, the Universal Champions are preparing to defend their title. This is the game that separates the Cyberbots from the Droids.

- TECHNICAL -

Model PA2038

- TRIVIA -

Reviews:
March 1992 - Joypad N.6 [FR]: 78/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58868&o=2

$end


$amigaocs_flop=tourgolf,
$bio

Tournament Golf (c) 1990 Elite

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75419&o=2

$end


$saturn,sat_cart=tourlead,
$bio

Tournament Leader (c) 1996 Victor Entertainment [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59852&o=2

$end


$info=cprogolf,cprogolfj,
$bio

Tournament Pro Golf (c) 1981 Data East Corp.

A golf game featuring 18 levels. After the 18h hole, the game restarts from level 1.

- TECHNICAL -

This video game runs on the "DECO Cassette System" Hardware.

Cartridge ID: DT-113

- TRIVIA -

Tournament Pro Golf was released on May 08, 1981. It was the 13th video game made for this system. It was called Pro Golf in Japan.

- SERIES -

1. Tournament Pro Golf [Model DT-113] (1981)
2. 18 Challenge Pro Golf [Model DT-123] (1982)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=411&o=2

$end


$cpc_cass=toursnok,
$bio

Tournament Snooker (c) 1986 Magnificent 7 Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98722&o=2

$end


$info=toursol,toursol1,
$bio

Tournament Solitaire (c) 1995 Dynamo Corp.

- TRIVIA -

Tournament Solitaire was released in June 1995.

- STAFF -

Designed by : Jack Pearson

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=28228&o=2

$end


$info=tourtabl,tourtab2,
$bio

Tournament Table (c) 1978 Atari.

This multi-game contains : "Breakout", Soccer I / II, Foozpong, Hockey I / II / III, "Quadra Pong", Handball, Basketball I / II.

- TECHNICAL -

Game ID : 030170

Main CPU : MOS Technology M6502 (@ 1.193191 Mhz)
Sound Chips : TIA (@ 31.4 Khz)

Screen orientation : Horizontal
Video resolution : 160 x 200 pixels
Screen refresh : 60.00 Hz
Palette Colors : 128

Players : 4
Control : paddle
Buttons : 1

- TRIVIA -

Released in March 1978.

- PORTS -

* Consoles :
Atari 2600 ("Video Olympics")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2955&o=2

$end


$coleco=ttennis,
$bio

Tournament Tennis (c) 1984 Coleco Industries, Incorporated. [Amsterdam, NY, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53385&o=2

$end


$c64_cart,c64_flop=ttennis,
$bio

Tournament Tennis (c) 1984 Imagic

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53748&o=2

$end


$info=vc6000,
$bio

Tournament VC 6000 (c) 1979 Prinztronic.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103363&o=2

$end


$saturn,sat_cart=elandore,
$bio

Touryuu Densetsu Elan Doree (c) 1999 K & P

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59853&o=2

$end


$info=elandore,
$bio

Touryuu Densetsu Elan Doreé (c) 1998 Sai-Mate, Limited.

- TECHNICAL -

Runs on the "ST-V [Sega Titan Video Game System]" hardware
Cartridge ID: 610-0374-126


Players: 2
Control: 8-way joystick
Buttons: 6

- TRIVIA -

Released in September 1998 in Japan.

The title translates from Japanese as 'Fighting Dragon Legend Elan Doreé'.

- PORTS -

* Consoles :
Sega Saturn (1998)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=745&o=2

$end


$info=touryuu,
$bio

Touryuumon (c) 2005 Yuki Enterprise.

- PORTS -

* Consoles :
Microsoft XBOX 360 (Jan. 26, 2006) "Tsuushin Taisen Mahjong Touryuumon"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48053&o=2

$end


$pc98=tousaku,
$bio

Tousaku (c) 1995 Elf [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90912&o=2

$end


$pc98=toskeiba,
$bio

Toushi Keiba (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90913&o=2

$end


$pc98=toshinto,
$bio

Toushin Toshi (c) 1990 Alicesoft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95246&o=2

$end


$msx2_flop=toshinto,toshintob,toshintoa,
$bio

Toushin Toshi (c) 1990 Alicesoft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102115&o=2

$end


$x68k_flop=toshinto,
$bio

Toushin Toshi (c) 1991 Alicesoft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88178&o=2

$end


$x68k_flop=toshintoh,
$bio

Toushin Toshi Hint Disk (c) 1991 Alicesoft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88179&o=2

$end


$pc98=toushinh,
$bio

Toushin Toshi Hint Disk (c) 19?? Alicesoft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90914&o=2

$end


$pc98=toshint2,
$bio

Toushin Toshi II (c) 1994 Alicesoft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95245&o=2

$end


$saturn,sat_cart=toshimixj,toshimixja,
$bio

Toushinden S (c) 1995 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59854&o=2

$end


$saturn,sat_cart=toshiuraj,
$bio

Toushinden URA (c) 1996 Takara Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59855&o=2

$end


$info=twrshaft,
$bio

Tower & Shaft (c) 2003 Aruze Corp.

- TECHNICAL -

Seta Aleck64 hardware

CPU : R4300i @ 93.75 MHz
Co-Processor : 64-bit RISC processor @ 62.5 MHz, RCP SP (Sound and Graphics Processor), and DP (Pixel Drawing Processor)
Sound : 16 bit stereo, 44.1Khz; ADPCM sound compression, up to 100PCM channels
RAM : Rambus D-RAM 36 Mbits
Res : 256 X 224 - 640 X 480
Colours : 16.8 million colors, 32-Bit RGBA, Pixel Color Frames Buffer Support & 21-Bit color video output, out of a 16.8 million color palette it can display 32,000 on screen colors at once.
Graphic Effects : Z-Buffering, Anti-aliasing, texture-mapping, fog, transparency, Ray-Tracing, Gouraud shading, (Featuring: Tri-Linear filtered mip-map interpolation, Perspective correction, Environment mapping)

- TRIVIA -

Released in November 2003.

- PORTS -

* Consoles :
Nintendo GameBoy Advance (200?)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4921&o=2

$end


$snes=towerdrm,
$bio

Tower Dream [Model SHVC-AT9J-JPN] (c) 1996 ASCII Ent. Software, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62548&o=2

$end


$bbca_cass,bbcb_cass=towealos,
$bio

Tower of Alos (c) 198? A&F Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52599&o=2

$end


$amigaocs_flop=towbabel,
$bio

Tower of Babel (c) 1990 Rainbird

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75421&o=2

$end


$intv=towerofd,
$bio

Tower of Doom (c) 1987 INTV

- TECHNICAL -

Model 8600

- TIPS AND TRICKS -

Easter Egg: Press 0 (zero) on either hand controller while the title screen is displayed to view game credits.

- STAFF -

Design/Program: Dan Bass, John Tomlinson
Graphics: Monique Lujan-Bakerink, Connie Goldman, Karl Morris
Music/sound effects: David Warhol, Joshua Jeffe

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60978&o=2

$end


$m5_cass=hanoi,
$bio

Tower of Hanoi (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95333&o=2

$end


$pc98=towmagic,
$bio

Tower of Magic (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90915&o=2

$end


$info=smih0851,smih0852,smih0853,smih0854,
$bio

Tower of Power (c) 2008 Bally Gaming, Incorporated.

- TECHNICAL -

[Bally Signature Series]
Software Part Number: ASGTOPR017UI-00

Game Kit #150581 ALPHA Elite S9E
Game Kit #150585 CineReels

- UPDATES -

SMI #H0851
Min/Max%: 87.06%/88.00%

SMI #H0852
Min/Max%: 89.23%/90.17%

SMI #H0853
Min/Max%: 91.03%/91.97%

SMI #H0854
Min/Max%: 93.13%/94.07%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46246&o=2

$end


$xegs=towertop,
$bio

Tower Toppler (c) 1988 Atari Corp. [Sunnyvale, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51256&o=2

$end


$amigaocs_flop=towertop,
$bio

Tower Toppler (c) 1988 US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75420&o=2

$end


$a7800=towertop,towertopu,
$bio

Tower Toppler [Model CX7856] (c) 1988 Atari Corp. [Sunnyvale, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50189&o=2

$end


$a2600=towinfer,
$bio

Towering Inferno (c) 1982 US Games Corp.

Your mission is to rescue as many people as possible from the TOWERING INFERNO in order to score as many points as possible.  There are 9 buildings with 9 floors, each with a different floor plan, so you have lots of work to do!

Four survivors are trapped on every floor; as the clock ticks, they dwindle to 3, then 2, then 1, until no one is left to save.  Each survivor is worth 25 points.

You also score points by extinguishing the flames (1 point is scored for each flame).  The flames, however, are deadly and must be avoided at all costs.  If a flame touches one of your firemen, he perishes, and is replaced by another fireman, if any remain.  You are given 4 firemen per floor.

If you successfully complete a floor, you and your survivors will helicopter to safety and the computer automatically advances you to the next floor, until the entire building is saved.

When you complete a building, the computer will advance you to the first  floor of the next inferno until all 9 buildings are saved.  But beware; its going to take lots of practice to get through all 9 buildings!

There Are 7 Game Variations:
Game 1 (one player) Game ends on any floor when there are no survivors left or when all 4 firemen are lost.
Game 2 (one player) Game ends as in variation #1; however, pushing the reset starts a new game at the same floor and score where the last game left off.
Game 3 (one player - continuous play) A practice game where the player repeats each lost floor.
Game 4 (two players) Players alternate turns on each floor. The game ends for either player when he misses a floor.
Game 5 (two players - continuous play) Players alternate turns by floor. Any player missing a floor is restarted on floor 1 of the first building.
Game 6 (two players - continuous play) Players alternate turns by floor. Any player missing a floor repeats that floor.
Game 7 (two players - continuous play) Players alternate turns by floor. If either player completes a floor, both players advance another floor.

- TECHNICAL -

Model VC1009

- STAFF -

Programmer: Paul Newell
Designer: Tom Sloper

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51150&o=2

$end


$gbcolor=towers,
$bio

Towers - Lord Baniff's Deceit [Model CGB-ALHE-USA] (c) 2000 Telegames

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69009&o=2

$end


$jaguar=towers2,
$bio

Towers II - Plight of the Stargazer (c) 1996 Telegames.

It has been several months since we've been in Lamini. The repairs to our ship are almost complete and the crew's morale is finally on the rise. We've heard no news on the wars in Airatose, we've heard no news at all. No information seems to reach or leave this dungeon of an island.

At first, when we ran aground, I thought this was paradise. But having to go through what we have, I would have considered being in one of Sargon's torture cells, paradise. At the time of the wreck, we were alive, and that's all that mattered. Now I realize, time soothes the emotions and things appear as they truly are.

As I've stated before there is no information, not just about Airatose, but anything. This island seems to be cut off from the rest of reality. No one will talk about anything, besides the current affairs here on Lamini. All the people of power seem to be extreme wielders of magic and there is no real outside trade. So how did these mages become so wealthy.

There have been rumors of Lamini's elite guards not returning from a quest. We've been asked to see Farale, the new sheriff. We entered Farale's office. A stout man in his later ages sat behind a desk. We quickly exchanged greetings and he began to speak about a lord named Daggan.

"Lord Daggan was once a good man, who held one of the high seats on the council. He was an avid astronomer, who made many discoveries. Then one day he resigned his commission, stating only that his research takes precedence over any problems we might have."

"Strange happenings soon followed. Mighty explosions were seen at his tower, but when examined, not a trace of damage. Also, he's been seen excavating bones out of the mystic's graveyard. When the council inquired about his doings, he flew into a screaming rage."

"At that point we knew he had gone mad, and must be stopped. All knights and sages who held a chair on the Lamini council, were sent to either make him come to his senses or destroy him. They never returned."

"Several well known thieves were spotted leaving Daggan's tower with bags full of treasure. We caught and questioned one of the hoodlums. What he confessed to us was truly amazing. He spoke of Daggan's guards being very dimwitted and that sneaking around them was very easy, especially for a man of his talents. He also spoke of strange beings, the likes that I have never heard. Eyes with large wings that fly and wield powerful magic. Creatures made out of the earth itself. Giant men made of iron, living fire and other unnatural beings."

"Also inside the tower, just lying around the floors were the bones and weapons of previous looters who were not so quick for Daggan's guards. Feces from animals, that were never picked up. This is very strange for Daggan, he was normally a very tidy and neat man. It seems that his tower, which is still in the process of being built, is falling apart. Normally we wouldn't have believed a word of what this thief was saying, but it was the way he told his story. You could just feel the unbelievable truth."

"Once again we ask you to help us with our problems. We feel that sending only one of you in, to stop Daggan, is to our best advantage. He would never expect only one man. Here is a letter from the thief. It gives pictures and descriptions of the creatures you might encounter."

"The reward we have to offer is very small, but anything you find in Daggan's tower is yours to keep. When you return, a small keep will be built for you. Thus you will always have a home in Lamini."

- TECHNICAL -

Model JA256

- TIPS AND TRICKS -

* Easter Eggs:
- Change screen-size: Pause, C + (L/R)
- Center screen: Pause, C + (U/D)
- Secret room: In the test area (reached from the library on level 3), enter the test of magic. At the red square of carpet with two candles use the levitation spell to see the secret room.

* Cheats:
God Mode: Pause, 3+7, 1+9

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76457&o=2

$end


$nes=toxicc,
$bio

Toxic Crusaders (c) 1992 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55755&o=2

$end


$megadriv=toxicc,
$bio

Toxic Crusaders (c) 1992 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57489&o=2

$end


$gameboy=toxicc,
$bio

Toxic Crusaders [Model DMG-XL-USA] (c) 1992 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67277&o=2

$end


$c64_cart,c64_flop=toybzr,
$bio

Toy Bizarre (c) 1984 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53749&o=2

$end


$pc98=toycity,
$bio

Toy City Vol. 1 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90916&o=2

$end


$info=toyfight,
$bio

Toy Fighter (c) 1999 Sega.

- TECHNICAL -

Runs on the Sega "NAOMI" Hardware.

- TRIVIA -

Released in September 1999.

This game is also known as "Waffupu".

- PORTS -

* Consoles :
Sega Dreamcast [Prototype]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3933&o=2

$end


$info=toyland,
$bio

Toy Land Adventure (c) 2001 SemiCom.

'Mr. Monitor' who lives in a peaceful 'TOY LAND' became a devil monitor because of some trouble. In this case, the self-important cat & dog toys talk big to disconnect a electric power of a devil monitor to correct this way with a strong attack to Mr. Monitor's weak followers...

This is a 'Stage Action Game'. There are 6 world and 54 stages. If you made a consecutive explosion with a attack to a inflated enemy, you can clear very easily.

- TECHNICAL -

Players : 2
Control : 8-way joystick
Buttons : 2
=> [A] Attack, [B] Jump

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4009&o=2

$end


$x1_flop=toypop,
$bio

Toy Pop (c) 1989 Dempa Shinbunsha [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86156&o=2

$end


$x68k_flop=toypop,
$bio

Toy Pop (c) 1991 RGB [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88719&o=2

$end


$info=tvtsboys,
$bio

Toy Shop Boys (c) 1991 TOURVision.

Unlicensed Spanish game.

- STAFF -

Program: Ken Hasegawa, Takashi Oka
Graphic Design: Kazuya Matuzawa, Yojiro Hirashita, Kumiko Watanabe, Yoshinori Hirai, Yasuhiro Kanou
Package & Manual Design: Comix Brand, Etsuko Matuoka
Promotion: Kouki Minami, Katsura 'Kacchan' Iino
Special Thanks: Mutech Corporation, Sofix Corporation, Yumiko Yoshioka, Akira Arai, Hiroshi Miyazaki, Satoru Honda, Tadashi Kitamura
Original Story: Hiroyuki Sakai
Director / Game Designer: Yoshinao Shimada
Producer: Harunobu Komori
Executive Producer: Satoshi Honda
Controlled by: Masaru Yoshioka 'Dinosaur'

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101168&o=2

$end


$pce=toyshopb,
$bio

Toy Shop Boys (c) 1990 Victor Musical Industries.

Toy Shop Boys is a vertical shooter by Victor. The evil Gamma has stolen all the toys and keeps them in his protected castle. The player takes control of a group of three flying kids. They have decided to defeat the baddies and get to Gamma's fortress. Only one kid can be used at the same time though and each one of the has his own set of weapons and skills which include rotating sword, vulcan gun and Boomerangs. As usual, special items can be collected on the way, enhancing they weaponary or activating special features such as short invulnerability or smart-bombs capable of destroying everything on the screen. Enemies are, as you would have guessed, evil toys varying from plastic ducks to electric trains and flying saucers. The game counts five long levels and a two (sadly non-simulataneous) player mode is available.

- TECHNICAL -

HuCARD ID: JC63009

- TRIVIA -

Released on December 14, 1990 in Japan for 6200 yen.

- STAFF -

Program: Ken Hasegawa, Takashi Oka
Graphic Design: Kazuya Matuzawa, Yojiro Hirashita, Kumiko Watanabe, Yoshinori Hirai, Yasuhiro Kanou
Package & Manual Design: Comix Brand, Etsuko Matuoka
Promotion: Kouki Minami, Katsura Iino (Kacchan)
Special Thanks: Mutech Corporation, Sofix Corporation, Yumiko Yoshioka, Akira Arai, Hiroshi Miyazaki, Saturu Honda, Tadashi Kitamura
Original Story: Hiroyuki Sakai
Director Game Designer: Yoshinao Shimada
Producer: Harunobu Komori
Executive Producer: Satoshi Honda
Controlled by: Masaru Yoshioka (Dinosaur)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58762&o=2

$end


$megadriv=toystory,
$bio

Toy Story (c) 1996 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57006&o=2

$end


$megadriv=toystoryu,
$bio

Toy Story (c) 1996 Disney Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57490&o=2

$end


$n64=toystor2,toystor2f,toystor2ga,toystor2g,toystor2u,
$bio

Toy Story 2 (c) 1999 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58038&o=2

$end


$pico=toystor2,
$bio

Toy Story 2 - Woody Sousaku Daisakusen!! [Model HPC-6090] (c) 199? Sega Toys

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75819&o=2

$end


$gbcolor=toystor2,
$bio

Toy Story 2 [Model DMG-AOQE-USA] (c) 1999 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69011&o=2

$end


$gbcolor=toystracu,
$bio

Toy Story Racer [Model CGB-BT5E-USA] (c) 2001 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69015&o=2

$end


$gbcolor=toystrac,
$bio

Toy Story Racer [Model CGB-BT5X-EUU] (c) 2001 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69014&o=2

$end


$nes=toystory,
$bio

Toy Story (c) 1997 NT.

Pirate game.

- TECHNICAL -

Game ID: NT 889

- STAFF -

Developed by: Ei How-Yang (E.H.Y.)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55756&o=2

$end


$snes=toystoryj,
$bio

Toy Story [Model SHVC-AQHJ-JPN] (c) 1996 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62549&o=2

$end


$snes=toystoryu,
$bio

Toy Story [Model SNS-AQHE-USA] (c) 1995 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63926&o=2

$end


$snes=toystory,
$bio

Toy Story [Model SNSP-AQHP-EUR] (c) 1995 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63925&o=2

$end


$cpc_cass=toyotagt,
$bio

Toyota Celica GT Rally (c) 1990 Gremlin Graphics Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99907&o=2

$end


$amigaocs_flop=celica,
$bio

Toyota Celica GT Rally (c) 1991 Gremlin Graphics Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75422&o=2

$end


$psx=toyotane,
$bio

Toyota Netz Racing [Model SLPM-80429] (c) 1999 Atlus Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85814&o=2

$end


$info=toypop,
$bio

Toypop (c) 1986 Namco.

- TECHNICAL -

Game ID : TP

Main CPU : Motorola M6809 (@ 1.536 Mhz), 68000 (@ 6.144 Mhz)
Sound CPU : Motorola M6809 (@ 1.536 Mhz)
Sound Chips : Namco 8-channel WSG

Players : 2
Control : 4-way joystick
Buttons : 1

- TRIVIA -

Toypop was released in April 1986.

Victor Entertainment released a limited-edition soundtrack album for this game (Namco Video Game Graffiti Vol.2 - VDR-5222) on October 21, 1987.

- STAFF -

Music composed by : Junko Ozawa

- PORTS -

* Consoles : 
Sony PlayStation [JP] (November 22, 1995) "Namco Museum Vol.1 [Model SLPS-00107]" 
Sony PlayStation [AU] (1996) "Namco Museum Vol.1 [Model SCES-00243]" 
Sony PlayStation [US] (July 31, 1996) "Namco Museum Vol.1 [Model SLUS-00215]" : Re-released in 1998 as a "Greatest Hits" edition. 
Sony PlayStation [EU] (August 1996) "Namco Museum Vol.1 [Model SCES-00243]" 
Sony PlayStation [JP] (October 28, 1996) "Namco Museum Vol.1 [PlayStation the Best] [Model SLPS-91158]" 

* Computers : 
Sharp X1 [JP] (1989) by Dempa
Sharp X68000 [JP] (1991) by RGB 
PC [MS Windows, CD-ROM] [JP] (April 25, 1997) "Namco History Vol.1"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2957&o=2

$end


$gba=toyrobo,
$bio

Toyrobo Force [Model AGB-ATRJ-JPN] (c) 2001 Global A Ent., Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76183&o=2

$end


$megadriv=toys,
$bio

Toys (c) 1993 Absolute Entertainment, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57491&o=2

$end


$x68k_flop=toystool,
$bio

Toys & Tools (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88720&o=2

$end


$psx=toysdrea,
$bio

Toys Dream [Model SLPS-01704] (c) 1998 KSS Media Ent. Co. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85815&o=2

$end


$psx=intcdtru,
$bio

Toys R Us Interactive CD Sampler Disc (c) 1998 Sony Computer Ent. America.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102178&o=2

$end


$cpc_cass=toys,
$bio

Toys [Model 3A 101] (c) 198? Sygran

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99909&o=2

$end


$snes=toysu,
$bio

Toys [Model SNS-YT-USA] (c) 1993 Absolute Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63928&o=2

$end


$snes=toys,
$bio

Toys [Model SNSP-YT-EUR] (c) 1993 Sony Imagesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63927&o=2

$end


$info=icatel,
$bio

TPCI (c) 1995 Icatel.

Brazilian public payphone.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96210&o=2

$end


$cdi=tri,tria,
$bio

TR-I - No World Order (c) 1993 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53098&o=2

$end


$nes=trackfld,
$bio

Track & Field (c) 1987 Konami Industry Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55757&o=2

$end


$msx1_cart=trackfld,
$bio

Track & Field 1 [Model RC710] (c) 1984 Konami Industry Co., Ltd. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77559&o=2

$end


$msx1_cart=trackfl2,
$bio

Track & Field 2 [Model RC711] (c) 1984 Konami Industry Co., Ltd. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77560&o=2

$end


$nes=trackfl2,trackfl2ua,trackfl2u,
$bio

Track & Field II (c) 1989 Konami Industry Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55758&o=2

$end


$nes=trackbar,
$bio

Track & Field in Barcelona (c) 1992 Kemco

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55759&o=2

$end


$gameboy=trackfld,
$bio

Track & Field [Model DMG-KH-USA] (c) 1992 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67278&o=2

$end


$info=trackfld,trackfldc,trackfldnz,
$bio

Track & Field (c) 1983 Konami.

Track & Field is a multi-event sports game. Up to four players compete against each other in six track and field events in this legendary, genre creating and much-copied game from Konami. The game consists of two 'Run' buttons per player (one for each 'leg' of the athlete) and one action button.

Only two players can compete simultaneously so on 3 and 4-player games, players have to wait their turn.

An extra life is awarded for every 100000 points acquired.

Each player must qualify in the current event before they can move on to the next.

Hit the two 'Run' buttons to build up speed and use action button to jump or throw. 

The six events are : 
1) 100-meter Dash - Run as fast as possible. 
2) Long Jump - Run to the take-off board then choose angle of jump (42 is optimal). 
3) Javelin Throw - Run to the line then choose angle of throw (42 is optimal). 
4) 110-meter Hurdles - Run and time jumps over the hurdles. 
5) Hammer Throw - As the athlete spins faster and faster, time release of hammer and angle of throw (45 is optimal). 
6) High Jump - The athlete will run to the bar, just as he reaches it, use Action button to start the jump and hold down the action button to reduce the angle of climb, i.e. you start going straight up at 90 degrees if you tap the button just once. Use run buttons while in the air to gain extra height.

- TECHNICAL -

Game ID : GX361 

Main CPU : Motorola M6809 (@ 2.048 Mhz) 
Sound CPU : Zilog Z80 (@ 3.579545 Mhz) 
Sound Chips : DAC (@ 3.579545 Mhz), SN76496 (@ 1.789772 Mhz), Sanyo VLM5030 (@ 3.58 Mhz) 

Players : 4 
Buttons : 3 
= > [1] Run (Left), [2] Jump/Throw, [3] Run (Right) 

Odd-numbered players (1 and 3) use the controls on the right side of the panel; even-numbered players (2 and 4) use the controls on the left side. 

In a 4-player game on an upright machine, players 1 and 3 share player 1's control; players 2 and 4 share player 2's control. 

On a cocktail machine, players 1 and 2 play from one end of the machine, while players 3 and 4 play from the opposite end. The screen's orientation will flip for each pair of players.

- TRIVIA -

Track & Field was released in October 1983 by Konami. It was licensed to Centuri for US manufacture and distribution during the same month. 

Track & Field proved to be incredibly successful for Konami, and would spawn countless imitations - particularly on the 8-bit home systems of the time - as well as three sequels of its own. One of the undoubted reasons for its success was the superb multi-player game, which, for perhaps the first time in the video arcade, introduced a genuine sense of rivalry among players and showed the gaming world what was truly possible with multi-player gaming. 

The song that is heard playing on the high score and awards screen is 'Chariots of Fire', written by Vangelis for the movie of the same name. 

This game is known in Japan as "Hyper Olympic". A Bootleg of this game called "Atlant Olimpic" was released in Italy in 1996, thirteen years after the game first appeared. 

A Track & Field unit appears in the 1985 movie, 'The Goonies'.

- UPDATES -

Later versions of this game replace the two 'Run' buttons with a trackball.

- SCORING -

Points are awarded in each event. The faster the time, the further or higher the jump, or the further you throw the more points you score.

- TIPS AND TRICKS -

* 100m Dash : Achieve exactly the same time for player 1 and 2 and 1000 point bonus will be awarded. 

* Long Jump : 3 jumps of exactly the same length will cause a little man with a key to run across the screen, awarding 1000 points. 

* Javelin : Throw the javelin off the top of the screen to bring down a bird for a 1000 point bonus. To do this you must achieve the 'maximum' angle. 

* 110m Hurdles : If both players finish the race in a dead heat then a little man with a key will run across the screen, awarding 1000 points to each player. 

* High Jump : Fail the first two jumps and then clear it; a mole burrows up for a 1000 point bonus. 

* Hint : When you alternate tapping the run buttons (run1, run2, run1, run2 etc.) you will get a much better speed increase. You have three attempts to qualify on all but the two running events. 

* BUG : In both Javelin and the Hammer Throw, throwing over 100m will cause a counter wraparound, so a 100m12 throw will be logged as 0m12 (and will not qualify you).

- SERIES -

1. Track & Field [Model GX361] (1983, ARC)
2. Hyper Sports [Model GX330] (1984, ARC)
3. '88 Games [Model GX861] (1988, ARC)
4. Hyper Athlete [Model GV021] (1996, ARC)
5. Nagano Winter Olympics '98 [Model GX720] (1998, ARC)
6. International Track & Field 2000 (2000, PS)
7. International Track & Field Summer Games (2000, N64)
8. New International Track & Field (2008, DS)
9. Hyper Sports Winter (2010 iPhone)
10. Hyper Sports Track & Field (2010 iPhone)

- STAFF -

Music by : Shigeru Fukutake

- PORTS -

Note: For Japanese ports, please see the Japanese version entry, "Hyper Olympic [Model GX361]". 

* Consoles : 
Atari 2600 [US] (1984) [Model CX-26125] 
Atari 5200 [US] [Model CX5258] (Release cancelled)
Atari 7800 (unreleased prototype) 
Atari XEGS 
Nintendo NES [US] (April 1987) [Model NES-TR] 
Nintendo NES [EU] (February 2, 1992) "Track & Field in Barcelona [Model NES-91-AUS]" 
Nintendo Game Boy [EU] (1992) [Model DMG-KH] 
Nintendo Game Boy [US] (September 1992) [Model DMG-KH] 
Nintendo DS [US] (March 30, 2007) "Konami Classics Series: Arcade Hits [Model NTR-ACXE-USA]" 
Nintendo DS [EU] (October 26, 2007) "Konami Arcade Classics [Model NTR-P-ACXP]" 
Nintendo DS [AU] (October 29, 2007) "Konami Arcade Classics" 
Microsoft XBOX 360 [XBLA] [US] [EU] (August 8, 2007) 
Nintendo DS [EU] (June 20, 2008) "New International Track & Field [Model NTR-P-AFEP]" 
Nintendo DS [AU] (July 4, 2008) "New International Track & Field [Model NTR-AFEP]" 
Nintendo DS [US] (July 22, 2008) "New International Track & Field [Model NTR-P-AFEE]" 
Nintendo DS [KO] (July 24, 2008) "New International Track & Field" 
Microsoft XBOX 360 [US] (December 15, 2009) "Konami Classics Vol.2 [Model 30086]" : XBLA version

* Computers : 
Commodore C64 [US] [EU] (1985) 
Sinclair ZX Spectrum [EU] (1988) 
MSX [EU] (1984) [Model RC710] 
MSX [EU] (1984) "Track & Field 2" 
MSX [EU] (1984) "Track & Field II" by SCEE 
Apple II 

* Others : 
LCD handheld game (1984) "Track & Field Running Type") by Bandai. 
LCD handheld game (1984) "Track & Field Throwing Type") by Bandai.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2958&o=2

$end


$info=pc_tkfld,
$bio

Track & Field (c) 1987 Konami.

PlayChoice-10 version. For more information about the game itself, please see the original NES version.

- TECHNICAL -

Nintendo PlayChoice-10 hardware
Game ID : TR

Main CPU : Zilog Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz)
Sound Chips : Zetex N2A03 (@ 1.789772 Mhz), DAC

Players : 2
Control : 8-way joystick
Buttons : 2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1836&o=2

$end


$a800=trackfld,
$bio

Track and Field (c) 1984 Atari, Inc. [Sunnyvale, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86741&o=2

$end


$a2600=trackfld,
$bio

Track and Field (c) 1984 Atari, Inc.

- TECHNICAL -

Model CX26125

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51151&o=2

$end


$a5200=trackfld,
$bio

Track and Field (c) 1984 Atari, Incorporated.

- TECHNICAL -

Model CX5258

- TRIVIA -

Unreleased prototyope.

- STAFF -

Programmer: Bob Merrell

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50105&o=2

$end


$gameboy=trackmetj,
$bio

Track Meet - Mezase! Barcelona [Model DMG-TMA] (c) 1992 Hiro Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67282&o=2

$end


$gameboy=trackmet,
$bio

Track Meet [Model DMG-TM-USA] (c) 1991 Interplay

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67280&o=2

$end


$cpc_cass=tracker,
$bio

Tracker (c) 1985 Rocsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99910&o=2

$end


$amigaocs_flop=tracker,
$bio

Tracker (c) 1988 Rainbird

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75423&o=2

$end


$cpc_cass=traksuit,
$bio

Tracksuit Manager (c) 1988 Goliath Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99912&o=2

$end


$gbcolor=tradebat,
$bio

Trade & Battle Card Hero [Model DMG-AHHJ-JPN] (c) 2000 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69017&o=2

$end


$amigaocs_flop=traders,
$bio

Traders (c) 1991 Linel

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75424&o=2

$end


$bbca_cass,bbcb_cass=traditio,
$bio

Traditional Games (c) 1983 Gemini

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52600&o=2

$end


$bbca_cass,bbcb_cass=trafalga,
$bio

Trafalgar (c) 1983 Squirrel Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52601&o=2

$end


$msx1_cart=trafficb,
$bio

Traffic (c) 1987 Barq

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77561&o=2

$end


$pc98=trafconf,
$bio

Traffic Confusion (c) 1992 Master Piece

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90917&o=2

$end


$tutor=trafjama,
$bio

Traffic Jam (c) 1983 Tomy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101371&o=2

$end


$pyuuta=trafjam,
$bio

Traffic Jam (c) 1982 Tomy

- TECHNICAL -

Model 010E

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101361&o=2

$end


$msx1_cart=traffic,traffica,
$bio

Traffic [Model HBS-G046C] (c) 1986 Sony Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77562&o=2

$end


$cpc_cass=traffic,
$bio

Traffic [Model SOFT 929] (c) 1985 Amsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99914&o=2

$end


$info=trailblz,
$bio

Trail Blazer (c) 1987 Coinmaster.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 8 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.5 Mhz)

Screen orientation : Horizontal
Video resolution : 368 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 256

Players : 1
Buttons : 3

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4565&o=2

$end


$info=ep_trail,ep_traila,ep_trailb,
$bio

Trail Blazer (c) 1999 Impulse Gaming.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15377&o=2

$end


$info=sc4trail,sc4traila,sc4trailb,sc4trailc,
$bio

Trail Blazer (c) 200? Mazooma Games.

Trail Blazer is a 3 reel base game which awards reel wins. There is a 7-stage trail with bonus on position 4. The trail overspills into four positions, these being Start, Bonus Start, Skill Shuffle, Super Start. On entry to the top board, the player steps round a lapper. Cash, nudges, super feature symbols, name fill, bonuses and mystery squares will be offered whilst on this lapper. The 4 corners of the lapper are made up of 4 different positions that light randomly on feature entry, these can be changed by landing on a shuffle position in the lapper. If a mystery is not lit in any of the corner bonus pots then the player cannot lose travelling around the lapper. Lighting 3 super feature symbols opens the super feature. The super trail consists of three levels lit a different colour with different wins of higher values. The player advances along the trail after successful Hi – Lo gambles. If a position lit the colour of the next level is landed upon the player can exchange up to the start of the next level. Completing the name fill turns all the positions in the super feature SUPER, completing the name fill again awards invincibility (no-lose). Landing on start during the feature gives the player a random or skill dapple (if cancel is pressed) on the corner pots.

- TECHNICAL -

[Model PR2170]

Technology : Scorpion 4
Cabinet : Eclipse

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11886&o=2

$end


$info=sc5trail,sc5traila,
$bio

Trail Blazer (c) 200? Mazooma Games.

- TECHNICAL -

[Scorpion 5]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43062&o=2

$end


$msx1_cass=trailblz,trailblza,
$bio

Trailblazer (c) 1986 Gremlin Graphics Software, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95084&o=2

$end


$cpc_cass=trailblz,
$bio

Trailblazer (c) 1986 Gremlin Graphics Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99916&o=2

$end


$info=j2trail,
$bio

Trailblazer (c) 198? BWB.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41023&o=2

$end


$info=j5trail,j5traila,j5trailb,
$bio

Trailblazer Club (c) 199? JPM International.

- TECHNICAL -

System 5

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41058&o=2

$end


$info=m5trail,
$bio

Trailblazer Club (c) 200? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41648&o=2

$end


$info=trailer,
$bio

Trailer (c) 1985 Playmatic.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=10039&o=2

$end


$amigaocs_flop=trainass,
$bio

Trained Assassin (c) 1989 Digital Magic

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75425&o=2

$end


$cpc_cass=traitbzz,
$bio

Traitement Bzzz (c) 1987 Chip [Paris, France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99919&o=2

$end


$cpc_cass=amswordf,
$bio

Traitement de Textes Pro (c) 1984 Micro Bureautique

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99920&o=2

$end


$megadriv=trampter,
$bio

Trampoline Terror! (c) 1990 Dreamworks Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57492&o=2

$end


$info=tranqgun,
$bio

Tranquillizer Gun (c) 1980 Sega.

- TECHNICAL -

Game ID : 413-428

Main CPU : Zilog Z80 (@ 1.93356 Mhz)

Players : 2
Control : 4-way joystick
Buttons : 1

- TRIVIA -

Released during June 1980.

- SCORING -

Snake : 200 points
Gorilla : 300 points
Lion : 400 points
Elephant : 500 points
There is a 10% bonus for no wasted shots.

- STAFF -

Designed & programmed by : Steve Hanawa

- PORTS -

* Consoles :
Sega SC-1000 [JP] (1983, "Safari Hunting [Model G-1002]")
Sega Dreamcast [JP] (1999) (Bonus in "Dynamite Deka 2 [Model HDR-0020]")
Sony PlayStation 2 [JP] (Dec. 22, 2005) "Sega Memorial Selection [Sega Ages 2500 Vol.23] [Model SLPM-62709]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2959&o=2

$end


$odyssey2,g7400=rally,
$bio

Trans American Rally (c) 198? Philips Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95769&o=2

$end


$cpc_cass=transmut,
$bio

Trans Muter [Model 3039] (c) 1987 Codemasters Soft. Co., Ltd., The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99921&o=2

$end


$cpc_cass=transact,
$bio

Transact (c) 1984 Dialog Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99922&o=2

$end


$amigaocs_flop=transarc,transarcf,
$bio

Transarctica (c) 1993 Silmarils

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75426&o=2

$end


$pc98=transbor,
$bio

TransbOrder (c) 1993 Compile

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90918&o=2

$end


$sms=transbot,transbotp,
$bio

TransBot (c) 1985 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56260&o=2

$end


$cpc_cass=transfrt,
$bio

Transfert (c) 1987 Logipresse [France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99924&o=2

$end


$info=transfrm,
$bio

Transformer (c) 1986 Sega.

Export release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Astro Flash".

- TECHNICAL -

Game ID : 834-5803

Runs on the Sega "System E" hardware.

Players: 2
Control: 8-way joystick
Buttons: 2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2960&o=2

$end


$info=tbeastw2,
$bio

Transformers - Beast Wars II (c) 1998 Sigma Enterprises, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94334&o=2

$end


$n64=beastwarj,
$bio

Transformers - Beast Wars Metals 64 [Model NUS-NTBJ] (c) 1999 Takara Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58039&o=2

$end


$n64=beastwar,
$bio

Transformers - Beast Wars Transmetals (c) 2000 BAM! Entertainment

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58040&o=2

$end


$famicom_flop=transfr2,
$bio

????????? ? ???????? (c) 1987 Takara Company, Limited.
(Transformers - The Headmasters)

Transformers The Headmasters is an action/shooter by takara and based on the '80s popular animated series of the same name. Two factions of humanoid robots, the Autobots and their arch nemesis the Decepticons, have been at war for centuries. These robots have the unique ability to disguise themselves as vehicles, and this unique element made the series a worldwide success (and the collectible toys that came along with it). The game features Chromedome, an Autobot Transformer capable of changing into a heavy armed vehicle. The goal of the game is to help him rescue four imprisoned allies, namely Rodimus Convoy (known as Rodimus Prime outside of Japan), Hardhead, Highbrow and Brainstorm. Each rescued Autobot joins the party and becomes a playable character as the game progresses, and the ultimate goal is for them to combine into the powerful Fortress Maximus. The game starts out with a stage selection screen that gives the player the opportunity to explore three different planets - Earth, Cybertron and Jail. A fourth planet, the final stage, can only be accessed by rescuing the four Autobots first. Stages alternate between vehicle and robot modes (it is not possible to transform during gameplay) where the Autobots must defeat waves of Decepticons and their leaders. Interestingly, the robot sections are usually made out of closed rooms and Decepticon crests must be discovered to proceed, either by killing all the enemies on screen, or in some cases, by shooting specific pods. Various items are available to collect throughoutt the game and range from Energy Capsules, Power-ups (each Autobot comes with four power-ups levels) and Speed boosts.

- TECHNICAL -

Game ID: TFC-TFH

- TRIVIA -

Transformers was released on August 28, 1987 in Japan for 3300 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65483&o=2

$end


$megadriv=transf3,
$bio

Transformers 3 (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57007&o=2

$end


$bbca_cass,bbcb_cass=transrev,
$bio

Transistor's Revenge (c) 1983 Softspot

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52602&o=2

$end


$cpc_cass=transit,
$bio

Transit (c) 1986 Pride Utilities

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99925&o=2

$end


$saturn,sat_cart=ttycoon,
$bio

Transport Tycoon (c) 1997 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59856&o=2

$end


$info=tsptr_l3,
$bio

Transporter - The Rescue (c) 1989 Midway.

- TECHNICAL -

Midway System 11B

Main CPU : M6808 (@ 1 MHz)
Sound CPU : Motorola M6809 (@ 2 MHz), OKI M6808 (@ 1 MHz)
Sound chips : Yamaha YM2151 (@ 3.579545 MHz), (2x) DAC, (2x) HC55516

- STAFF -

Concept and Artwork : Tim Elliot
Designers : Greg Kmiec, Tony Kraemer
Software : Dan Lee
Mechanics : John Krutsch
Music : Jon Hey, Robin Seaver
Sounds : Jon Hey

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5390&o=2

$end


$amigaocs_flop=transwrl,
$bio

Transworld (c) 1991 Starbyte

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75427&o=2

$end


$fm7_disk=transylv,transylva,
$bio

Transylvania (c) 1983 Starcraft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93663&o=2

$end


$pc8801_flop=transyl,transyla,
$bio

Transylvania (c) 1984 Starcraft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93144&o=2

$end


$pc8801_flop=transyl2,
$bio

Transylvania II (c) 1986 Starcraft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93145&o=2

$end


$msx1_cass=trantor,trantorbtrantora,
$bio

Trantor - The Last Stormtrooper (c) 1987 GO! Media Holdings, Ltd. [US Gold Division]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95085&o=2

$end


$cpc_cass=trantor,
$bio

Trantor The Last Stormtrooper (c) 1987 GO! Media Holdings, Ltd. [US Gold Division]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99926&o=2

$end


$spectrum=tranzam,
$bio

Tranz Am (c) 1983 ACG.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49844&o=2

$end


$cpc_cass=trap,
$bio

Trap (c) 1987 Alligata Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99928&o=2

$end


$bbca_cass,bbcb_cass=trapper,
$bio

Trapper (c) 1987 Blue Ribbon

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52603&o=2

$end


$gameboy=spyvsspyj,
$bio

Trappers Tengoku - Spy vs Spy [Model DMG-TOJ] (c) 1992 Kemco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67283&o=2

$end


$info=tsclass,
$bio

Trapshoot Classic (c) 1996 CES (Creative Electronics and Software).

Trapshoot Classic beautifully combines stunning dot matrix graphics with motion lamps to put the challenge of trap shoot competition in your in your location.

- TECHNICAL -

Operator adjustable skill levels.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=14114&o=2

$end


$msx1_cass=trasunic,
$bio

Tras el Unicornio (c) 1987 Azimut Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95086&o=2

$end


$saturn,sat_cart=trashit,
$bio

Trash It! (c) 1996 GT Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60448&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=trashman,
$bio

Trashman (c) 1982 Creative Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86965&o=2

$end


$c64_cart,c64_flop=trashman,
$bio

Trashman (c) 1983 Creative Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53750&o=2

$end


$cpc_cass=trashmgm,
$bio

Trashman Goes Moonlighting (c) 1986 Virgin Games, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99931&o=2

$end


$cpc_cass=trashman,
$bio

Trashman [Model NSY 9005] (c) 1986 New Generation Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99930&o=2

$end


$pcecd=travelep,
$bio

Travel Apple (c) 1992 Telenet Japan

Travel Apple is a cute puzzle/action game by Telenet and is somehow inspired by other Battle Games including Hudson Soft's famous Bomberman. Epuru, the heroine of the game, is a cute little girl in a big and cartoony penguin suit. Penguins, as you soon discover, are everywhere in this game and the action starts in the white landscapes of Antartica. She is accompanied by her pet-penguin and his cute little hat. The goal of the game is to clean up every stage during intense one-on-one fights. Various weapons can be collected and used against your opponent : clubs, metal pipes but also hand grenades and bombs. Other items, like potions, will help our heroine and give her some life back. Battle fields are also filled with special blocks and tiles, like traps, teleporters or green reviving pools. The game will take our friend to different parts of the world and affront many enemies, including crazy wales, giant shrimps, insane scientists, military freaks and finally, the evil master penguin. Travel Apple also includes a fun two-player versus mode.

- TECHNICAL -

Game ID: TJCD2030

- TRIVIA -

Travel Epuru was released on September 04, 1992 in Japan for 6980 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58444&o=2

$end


$cpc_cass=tvtrashm,
$bio

Travel with Trashman (c) 1986 Virgin Games, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99932&o=2

$end


$pcecd=traveler,
$bio

Travelers! Densetsu wo ButtobaSe (c) 1994 Victor Entertainment [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58445&o=2

$end


$snes=traverse,
$bio

Traverse - Starlight & Prairie [Model SHVC-A2SJ-JPN] (c) 1996 Banpresto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62550&o=2

$end


$info=travrusa,
$bio

Traverse USA (c) 1983 Irem.

A excellent moto racing game. 

Enjoy the wind of American landscape, accelerating hard your motorbike across highways and mountain roads, evading the rivals cars and obstacles on challenging narrow and curves roads, and take a good amount of fuel, to finish the race before running out of fuel!

The Levels of Cities are:
Los Angeles
Las Vegas
Houston
St. Louis
Chicago
New York

- TECHNICAL -

Irem M-52 hardware

Main CPU : Zilog Z80 (@ 4 Mhz)
Sound CPU : Motorola M6803 (@ 894.886 Khz)
Sound Chips : (2x) General Instrument AY8910 (@ 894.886 Khz), (2x) MSM5205 (@ 384 Khz)

Players : 2
Control : 2-way joystick
Buttons : 2

- TRIVIA -

Traverse USA was released in June 1983.

This game is also known as "MotoRace USA" and "Zippy Race".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2961&o=2

$end


$info=travrusab,
$bio

Traverse USA (c) 1983 IP.

Bootleg version.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72307&o=2

$end


$gameboy=trax,
$bio

Trax (c) 1991 Electro Brain

- TECHNICAL -

Cartridge ID: DMG-TP-USA

- TRIVIA -

Reviews:
July/August 1992 - Consoles + N.11 [FR]: 84/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67284&o=2

$end


$megadriv=traysia,
$bio

Traysia (c) 1992 Renovation

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57493&o=2

$end


$msx1_cart=treasure,
$bio

Treasure (c) 1987 Barq

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77563&o=2

$end


$a2600=treasure,
$bio

Treasure Below (c) 1983 Video Gems

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51152&o=2

$end


$info=stisub,
$bio

Treasure Bonus (c) 1995 American Alpha, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=34048&o=2

$end


$info=smi2286,smi2287,smi2288,smi2289,smi2290,smi2291,
$bio

Treasure Chests (c) 200? Bally Gaming, Incorporated.

- UPDATES -

* SMI # 2286
Part Number: E869811X-05
Art Form: MAL-5003
Max-Coin Percentage: 88%

* SMI # 2287
Part Number: E894111X-05
Art Form: MAL-5003
Max-Coin Percentage: 90%

* SMI # 2288
Part Number: E894211X-05
Art Form: MAL-5003
Max-Coin Percentage: 92%

* SMI # 2289
Part Number: E894311X-05
Art Form: MAL-5003
Max-Coin Percentage: 94%

* SMI # 2290
Part Number: E894411X-05
Art Form: MAL-5003
Max-Coin Percentage: 96%

* SMI # 2291
Part Number: E887011X-05
Art Form: MAL-5003
Max-Coin Percentage: 97,48%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=45336&o=2

$end


$snes=tconflix,
$bio

Treasure Conflix (c) 199? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62551&o=2

$end


$astrocde=treasure,treasurep,
$bio

Treasure Cove (c) 1983 Esoterica

- TRIVIA -

This cartridge was released into the public domain in 2001.

- STAFF -

Written by: Brett Bilbrey
Sound by: Marion Nelepa

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86847&o=2

$end


$info=treahunt,
$bio

Treasure Hunt (c) 1982 Hara Industries.

This game plays a lot like "Donkey Kong" except that the controls are not quite as smooth. There are five screens to master if you want to help Jack in his mission. You do not get to play each screen at first, they are added on as you progress through the game. The first time through the game skips from screen one right to screen four.
* The first screen is fairly simple, you just have to climb to the top of the beanstalk. There are a few enemies, but they can be defeated by simply tossing beans at them. You can find the beans scattered all around the stalk, and picking one up adds one to your ammunition count (or two, depending on the dip switch settings).
* In the second screen, Jack maneuvers through the clouds and attempts to cross the drawbridge into the castle, but lions and birds stand in his way.
* The third screen has Jack climbing the castle stairway in a scene that was obviously inspired by "Donkey Kong". Avoid the cat and the mouse and you can make it to the top.
* On the fourth screen you have to jump from platform to platform until you reach the giant's lair. There will be several treasures, grab the flashing one and try to make your escape.
* The fifth screen is the first one again, except that this time you are climbing down the beanstalk, and you have falling rocks to dodge, and the giant himself may even be after you (that one depends on the level).

After making it back to your house you get to watch a little intermission before going after the next treasure. There are four different treasures altogether. The last one is the princess, when you have her the giant himself will follow you down the beanstalk, and you must chop it down to defeat him. After rescuing the princess the game starts over with increased difficulty.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3 Mhz)
Sound CPU : Zilog Z80 (@ 1.5 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.5 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2 (jump and shot)

- TRIVIA -

Released in May 1982 in Japan.

This game is known outside Japan as "Jack the Giantkiller".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2962&o=2

$end


$bbca_cass,bbcb_cass=treashnt,
$bio

Treasure Hunt (c) 19?? Macsen Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52604&o=2

$end


$info=extrmth,
$bio

Treasure Hunt (c) 2003 Extrema-Ukraine.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=12018&o=2

$end


$info=ep_treas,
$bio

Treasure Hunt (c) 2005 Global Games.

- TECHNICAL -

H : 1780mm
W : 660mm
D : 670mm

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=21256&o=2

$end


$info=thunt,
$bio

Treasure Hunt - Puzzle & Action (c) 1997 Sega.

A game that includes puzzle, quiz and action games within.

- TECHNICAL -

Sega Titan Video hardware (STV)

Main CPU : (2x) SH-2 (@ 28.6364 Mhz), 68000 (@ 11.45456 Mhz)
Sound Chips : SCSP (@ 11.45456 Mhz)

Screen orientation : Horizontal
Video resolution : 704 x 513 pixels
Screen refresh : 60.00 Hz
Palette colors : 6144

Players : 2
Control : 8-way joystick
Buttons : 6

- TRIVIA -

Released in September 1997.

This game is known in Japan as "Sando-R - Puzzle & Action".

PATENTS :
U.S.A : 4,442,486 - 4,454,594 - 4,462,076
Europe : 80244
Canada : 1,183,276
Honk Kong : 88-4302
Singapore : 88-155

- SERIES -

1. Tant-R - Puzzle & Action (1992)
2. Ichidant-R - Puzzle & Action (1994)
3. Treasure Hunt - Puzzle & Action (1997)

- PORTS -

* Consoles :
Sega Saturn (1997)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2963&o=2

$end


$svision=thunter,
$bio

Treasure Hunter (c) 199? Watara

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95482&o=2

$end


$pc98=thdaniel,
$bio

Treasure Hunter Daniel (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90919&o=2

$end


$snes=thunterg,
$bio

Treasure Hunter G [Model SHVC-AEGJ-JPN] (c) 1996 Square Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62552&o=2

$end


$a2600=thunting,
$bio

Treasure Hunting (c) 19?? Funvision

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51153&o=2

$end


$info=tisland,
$bio

Treasure Island (c) 1982 Data East Corporation.

- TRIVIA -

Treasure Island was released in March 1982.

Also released on the DECO Cassette System hardware as "Treasure Island [Cassette No.16]".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=33105&o=2

$end


$pc8801_flop=treasisl,
$bio

Treasure Island (c) 1984 Data Pop

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93146&o=2

$end


$info=tisub,tisuba,
$bio

Treasure Island (c) 1991 Subsino.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=33587&o=2

$end


$a2600=treasisl,
$bio

Treasure Island (c) 19?? Suntek

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51154&o=2

$end


$info=extrmti,
$bio

Treasure Island (c) 200? Extrema-Ukraine.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=12019&o=2

$end


$info=sc4ticlb,sc4ticlba,sc4ticlbb,sc4ticlbc,
$bio

Treasure Island Club (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR6832]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42825&o=2

$end


$amigaocs_flop=dizzy2,
$bio

Treasure Island Dizzy (c) 1989 Codemasters Software Company, Limited., The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75428&o=2

$end


$info=ctisland,ctisland2,ctisland3,
$bio

Treasure Island (c) 1982 Data East.

- TECHNICAL -

Runs on the "DECO Cassette System" hardware

Model DT-116

- TRIVIA -

Treasure Island was released in March 1982. It was known as the 16th video game made for this system (Cassette No. 16).

- PORTS -

* Computers :
Texas Instruments TI-99/4A [US] (1983)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=421&o=2

$end


$ti99_cart=treasure,treaislb,
$bio

Treasure Island [Model PHM 3168] (c) 1983 Data East USA, Inc. [San Jose, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84773&o=2

$end


$nes=treasmst,
$bio

Treasure Master (c) 1991 American Softworks

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55760&o=2

$end


$neocd=totc,
$bio

Treasure of The Caribbean (c) 2012 NCI [Neo Conception International]

- TECHNICAL -

[Model NGCD-500]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68161&o=2

$end


$info=j6tqust,j6tqusta,j6tqustb,j6tqustc,
$bio

Treasure Quest (c) 199? Crystal Leisure.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15277&o=2

$end


$info=tqst,
$bio

Treasure Quest (c) 199? JPM International.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42271&o=2

$end


$info=sc4ttomb,sc4ttomba,sc4ttombb,sc4ttombc,
$bio

Treasure Tomb (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR1305]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42833&o=2

$end


$info=pr_ttrai,
$bio

Treasure Trail (c) 199? Project Coin Machines, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42110&o=2

$end


$info=m4ttrail,m4ttraila,m4ttrailb,
$bio

Treasure Trail (c) 200? Empire Games Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15301&o=2

$end


$amigaocs_flop=treastrp,
$bio

Treasure Trap (c) 1990 Electronic Zoo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75429&o=2

$end


$info=smiy2002,smiy2003,smiy2004,smiy2005,smiy2006,smiy2007,
$bio

Treasures of Egypt (c) 2011 Bally Tech., Incorporated.

5 Reels, 25 or 30 Lines, 300 Credits Max Bet.

- TECHNICAL -

Housed in the "Alpha 2 Pro V22/22 with Curve" cabinet.

- TRIVIA -

Released in December 2011.

- UPDATES -

SMI #Y2002
Min/Max%: 85.47%

SMI #Y2003
Min/Max%: 88.20%

SMI #Y2004
Min/Max%: 90.23%

SMI #Y2005
Min/Max%: 92.09%

SMI #Y2006
Min/Max%: 93.96%

SMI #Y2007
Min/Max%: 95.98%

- TIPS AND TRICKS -

Overall Hit Frequency: 54.34%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=45207&o=2

$end


$amigaocs_flop=savfront,
$bio

Treasures of the Savage Frontier (c) 1992 SSI

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75430&o=2

$end


$cdi=smithson,
$bio

Treasures of the Smithsonian (c) 1991 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53159&o=2

$end


$cpc_cass=treblech,
$bio

Treble Champions (c) 1989 Challenge Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99933&o=2

$end


$info=trebltop,
$bio

Treble Top (c) 1991 B.F.M. [Bell-Fruit Mfg. Company, Limited.].

A quiz game with a darts theme.

- TRIVIA -

Based on the feature of the same name from Dave Lee Travis' BBC Radio 1 Show. In the item, 2 teams, each comprised of locals from a British public house, would attempt to answer quiz questions, scoring points for each one in line with regular darts rules.

This is the second game to take one of his radio quizzes as inspiration, the first being JPM's Give Us a Break.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=21245&o=2

$end


$info=m5ttop,m5ttop04,m5ttop10,
$bio

Treble Top (c) ???? Empire Games, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40619&o=2

$end


$info=m5ttopcl,
$bio

Treble Top Club (c) 200? Empire Games, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41650&o=2

$end


$info=ep_tree,ep_treea,
$bio

Tree Amigos (c) 199? Maygay.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40911&o=2

$end


$bbca_cass,bbcb_cass=treeknow,treeknowg,
$bio

Tree Of Knowledge (c) 198? Acornsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52605&o=2

$end


$sms=treinam,
$bio

Treinamento Do Mymo (c) 19?? Tec Toy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56262&o=2

$end


$bbca_cass,bbcb_cass=trek,
$bio

Trek (c) 19?? Acorn User

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52606&o=2

$end


$bbca_cass,bbcb_cass=trekii,
$bio

Trek II (c) 1985 Tynesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52607&o=2

$end


$bbca_cass,bbcb_cass=trench,
$bio

Trench (c) 19?? Virgin Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52608&o=2

$end


$cpc_cass=brookwcg,
$bio

Trevor Brooking's World Cup Glory (c) 1990 Challenge Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99935&o=2

$end


$jaguar=trevmcfr1,trevmcfr,
$bio

Trevor McFur in the Crescent Galaxy (c) 1993 Atari Corp.

- TECHNICAL -

Model J9001E

- TIPS AND TRICKS -

* Easter Eggs:
- High Score Bug: Get a score of several million and finish the game. An easy way of doing that is to activate the cheats, halt the background at a bunker and 'park' your ship on the bunker to receive tons of power-ups and points. When you get a score of several million, and finish the game the number 029 will appear (inexplicably?) in the top left corner of the title screen.

* Cheats:
Activation (at title screen): 1,1,9,3 (No confirmation) (11/93 = Trevor's Birthday)
Commands (use controller #2 during game play):
- A: Speed up foreground scrolling
- B: Slow down foreground scrolling
- C: Fire special weapon without depleting inventory
- 1: Power up gun
- 2: Cycle through bomb power-ups
- 3: Mark other moons as completed
- 4: Toggle ship invincibility
- 0: Cycle through sound effects
- *: Play selected sound effect
- L/R: Background scrolling speed
- Option: Skip to next stage

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76458&o=2

$end


$info=m4trex,m4trex__a,m4trex__b,m4trex__c,m4trex__d,m4trex__e,m4trex__f,m4trex__g,m4trex__h,m4trex__i,m4trex__j,m4trex__k,m4trex__l,
$bio

Trex (c) 199? BWB.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41507&o=2

$end


$sms=zillion2,
$bio

トライフォーメーション (c) 1987 Sega Enterprises, Limited.
(Tri Formation)

- TECHNICAL -

Game ID: G-1344

- TRIVIA -

Released on December 13, 1987 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55908&o=2

$end


$info=trizn_l1,trizn_t1,
$bio

Tri Zone (c) 1979 Williams.

- TECHNICAL -

Williams System 6
Model Number : 487

- TRIVIA -

7,250 units were produced.

- STAFF -

Design by : Tony Kraemer
Art by : Christian Marche

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5609&o=2

$end


$info=tripool,tripoola,
$bio

Tri-Pool (c) 1981 Noma.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3 Mhz)
Sound CPU : Zilog Z80 (@ 1.5 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.5 Mhz)

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 32

Players : 2
Control : 8-way joystick
Buttons : 5

- TRIVIA -

Licensed to Casino Tech and Costal Games for distribution.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2964&o=2

$end


$info=trisport,
$bio

Tri-Sports (c) 1989 Bally Midway.

- TECHNICAL -

Bally Midway MCR 68k hardware

Main CPU : Motorola 68000 (@ 7.7238 Mhz)
Sound CPU : Motorola M6809 (@ 2 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.57958 Mhz), DAC (@ 3.57958 Mhz), HC55516 (@ 3.57958 Mhz)

Screen orientation : Vertical
Video resolution : 480 x 512 pixels
Screen refresh : 30.00 Hz
Palette colors : 64

Players : 1
Control : trackball
Buttons : 2

- STAFF -

Design & Video Art : John Newcomer (JRN)
Design & Software : Bill Adams (BA)
Hardware : Cary Mednick, Glenn Shipp
Sounds & Music : Robin Seaver, Jon Hey
Graphics : Doug Watson
Cabinet : Ray Czajka, Greg Tastad
Assembly: Our Gurnee Plant
Support : Alan Lasko, Vince Massei, Soumya Netrabile, George Petro, Ben Rodriguez, Karen Trybula

Special Thanks : Steve, Ron, Laura, Ken, Wally, Juan, Deanna, Dawn, Joe, Neal, Kathy, Gene

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2965&o=2

$end


$snes=tristar,
$bio

Tri-Star (c) 199? Unknown [USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63929&o=2

$end


$cpc_cass=trblackw,
$bio

Trial of Arnold Blackwood (c) 1984 Nemesis

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99936&o=2

$end


$pc98=trial4,trial4a,
$bio

Trial of Fours (c) 1992 WestSide [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90920&o=2

$end


$msx1_cart=trialski,
$bio

Trial Ski (c) 1984 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77564&o=2

$end


$x68k_flop=triangle,
$bio

Triangle Hearts (c) 1989 Ankoku Baitai Software House

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88721&o=2

$end


$amigaocs_flop=triango,
$bio

TrianGO (c) 1988 California Dreams

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75431&o=2

$end


$cpc_cass=triaxos,
$bio

Triaxos [Model AS 32067] (c) 1987 Ariolasoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99937&o=2

$end


$gbcolor=trickbrdu,
$bio

Trick Boarder [Model CGB-BTBE-USA] (c) 2000 Natsume, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69019&o=2

$end


$gbcolor=trickbrd,
$bio

Trick Boarder [Model CGB-BTBP-EUR] (c) 2000 Natsume, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69018&o=2

$end


$msx1_cart=trickboy,
$bio

Trick Boy (c) 1984 T&E Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77565&o=2

$end


$info=pr_trktp,pr_trktr,
$bio

Trick or Treat (c) 1999 Project Coin Machines, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48766&o=2

$end


$info=m1trtr,m1trtra,
$bio

Trick or Treat (c) 199? Global Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42354&o=2

$end


$info=m1trtrcl,
$bio

Trick or Treat Club (c) 199? Global Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42355&o=2

$end


$info=sc5tsmp,sc5tsmpa,
$bio

Trick Shot Multi Player (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR1630]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42832&o=2

$end


$a2600=tricksht,trickshte,
$bio

Trick Shot (c) 1982 Imagic.

Name your game: Pool, English Billiards, or Trickshot combinations test your poise and accuracy, while 9 Practice Shots allow you to refine your skills even further. Line up with your joystick-controlled cue. Decide how powerful an impact to apply and use just the right amount of English. One or two players compete for the winner's trophy, striving all the while to perfect each shot.

- TECHNICAL -

Model IA3000

- STAFF -

Programmer: Dennis Koble

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51155&o=2

$end


$gba=trickstr,
$bio

Trick Star [Model AGB-B9SP-EUR] (c) 2006 Liquid Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76184&o=2

$end


$info=tricktrp,
$bio

Trick Trap 1771 (c) 1987 Konami.

Export release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Labyrinth Runner [Model GX771]".

- TECHNICAL -

Game ID : GX771

Main CPU : HD6309 (@ 3 Mhz)
Sound Chips : (2x) Yamaha YM2203 (@ 3 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Trick Trap 1771 was released in January 1988 (even if the title screen says 1987).

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2966&o=2

$end


$gbcolor=trickbrdj,
$bio

Trickboarder GP [Model CGB-BTBJ-JPN] (c) 2000 Athena Co. Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69020&o=2

$end


$info=trckydoc,trckydoca,
$bio

Tricky Doc (c) 1987 Tecfri.

A one or two player platform game.

The protagonist, is a mad scientist that inadvertently release his genetic creations in all the phases. Of course, our mission is to enclose again all our creatures and avoid chaos.

Tricky Doc will move through six levels full of enemies running trying to escape, and you must go dodging, crouch, hitting, jumping, going up the stairs and spraying with a spray to paralyze and defend herself from all the naughty creatures to go to the next phase.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : YM3812 (@ 3.6 Mhz)

Screen orientation : Horizontal
Video resolution : 240 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024

Players : 1
Control : 8-way joystick
Buttons : 2
=> [A] Jump, [B] Attack

- STAFF -

Staff: Javier Valero, Josep Quingles, Luis Jonama

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2967&o=2

$end


$tg16=tricky,
$bio

Tricky Kick [Model ITGX100004] (c) 1990 NEC Home Electronics, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84368&o=2

$end


$pce=tricky,
$bio

Tricky (c) 1991 IGS Corp.

Tricky is a simple puzzle game slightly inspired by the classic arcade game Pengo by Sega. The player has a limited amount of time to make some items disappear, and to do this, items of the same kind need to be puched against each other to vanish... and if an item happen to be blocked by another, this last one will move. Six different characters and matched-up worlds are available from the start of the game. Like an elf in the woods, an ultraman super-hero like robot in a skycraper city, a boy and a haunted house, a caveman, a school girl and a ninja. If the player happen to be stuck because of a bad decision, [Run] can be pressed at anytime during the game and the current stage will start again. A password option is also available to save player's progress.

- TECHNICAL -

HuCARD ID: AI-03004

- TRIVIA -

Released on July 06, 1991 in Japan for 6700 Yen.

Reviews:
September 1991 - Consoles + N.1 [FR]: 70/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58763&o=2

$end


$info=m4tricol,
$bio

Tricolor (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41509&o=2

$end


$info=trident,
$bio

Trident (c) 1979 Stern Electronics.

- TECHNICAL -

Model Number : 110

- TRIVIA -

4,019 units were produced.

- STAFF -

Design by : Mike Kubin

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5610&o=2

$end


$info=triforce,tfupdate,
$bio

Triforce (c) 2003 Sega Enterprises, Ltd.

- TECHNICAL -

CPU: IBM Power PC "Gekko". 
Sound DSP: Custom Macronix 16bit DSP @ 81MHz. 
Main RAM: Main Memory 48 MB MoSys 1T-SRAM, Approximately 10ns. Sustainable Latency. 
RAM: Version "A" upgradable RAM modules, up to 512MB (possibly higher). 
RAM: Version "B" unknown .
Graphics Engine: Flipper (Custom ATI/Nintendo). 
Color : 24-bit Color, 24-bit Z Buffer. 
Hardware Features : Fog, Subpixel Anti-aliasing, 8 Hardware lights, Alpha Blending, Virtual Texture Design, Multi-texture, Mapping/Bump/Environment Mapping, MIPMAP, Bilinear/Trilinear/Anisotropic Filtering, Real-time Texture Decompression (S3TC), HW 3-line Deflickering filter.
Video Resolution: 640 x 480 Pixels.
Screen Refresh: 60.00 Hz.
Palette Colors: 65536.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48364&o=2

$end


$cpc_cass=trigger,
$bio

Trigger (c) 1989 Opera Soft [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99938&o=2

$end


$pc98=trigger,
$bio

Trigger (c) 1994 XYZ [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90921&o=2

$end


$info=trgheart,
$bio

Trigger Heart Exelica (c) 2006 Warashi, Incorporated.

A shooter where, besides shooting, you can lock on to and capture enemy ships, and then use them as shields and/or throw them at other enemies.

- TECHNICAL -

Runs on the Sega "NAOMI GD-ROM System" hardware.

- TRIVIA -

Trigger Heart Exelica was released on May 30, 2006.

- STAFF -

Director: Hirune
Music Composer: Masahiro Kajihara

- PORTS -

* Consoles :
Sega Dreamcast (2007)
Microsoft Xbox 360 (2008)
Sony PlayStation 2 (2009)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=12635&o=2

$end


$info=trigon,
$bio

Trigon (c) 1990 Konami Industry Company, Limited.

- TECHNICAL -

Game ID : GX939

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound CPU : Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), K053260 (@ 3.579545 Mhz)

Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.00 Hz
Palette Colors : 2048

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Export releases:
"Lightning Fighters [Model GX939]".

King Records released a limited-edition soundtrack album for this game (Konami Game Music Collection Vol.2 - KICA-1016) on 21/08/1990.

- STAFF -

Programmers : Hideyuki Tsujimoto (H. Tsujimoto), H. Okazaki, Tadasu Kitae
Graphic designers : Kuniaki Kakuwa, Y. Noguchi, M. Inafuku
Sound editors : K. Matsubara, K. Yamane
Engineers : Mitsuhira Idaka, H. Matsuura
Title designers : M. Yoshihashi, H. Matsuda

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2968&o=2

$end


$ibm5150,ibm5150_cass=trilogy,
$bio

Trilogy (c) 1987 Mastertronic, Ltd. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83725&o=2

$end


$pc8801_flop=trilogy,
$bio

Trilogy (c) 1989 Hard [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93147&o=2

$end


$pc98=trilogy,
$bio

Trilogy - Kuki Youka Shinden (c) 1989 Hard [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90922&o=2

$end


$x68k_flop=trilogyk,
$bio

Trilogy Kuki Ayakashiden (c) 1991 Gundeck

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88180&o=2

$end


$snes=trinea,
$bio

Trinea [Model SHVC-T6] (c) 1993 Yanoman Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62553&o=2

$end


$gba=tringou,
$bio

Tringo [Model AGB-BTJE-USA] (c) 2006 Crave Ent., Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76186&o=2

$end


$gba=tringo,
$bio

Tringo [Model AGB-BTJP] (c) 2006 Liquid Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76185&o=2

$end


$amigaocs_flop=trinity,
$bio

Trinity (c) 1986 Infocom

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75432&o=2

$end


$cpc_cass=trio,
$bio

Trio (c) 1986 Macmillan Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99940&o=2

$end


$info=triothep,triothepj,
$bio

Trio the Punch - Never Forget Me... (c) 1989 Data East.

A hilarious action game with three selectable characters : a brawler, warrior and ninja who can randomly power up/decrease after stage complete.

- TECHNICAL -

Main CPU : Hudson Soft HuC6280 (@ 7.159066 Mhz)
Sound CPU : MOS Technology M6502 (@ 1.5 Mhz)
Sound Chips : YM2203 (@ 1.5 Mhz), YM3812 (@ 3 Mhz), OKI6295 (@ 7.759 Khz)

Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 768

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Even if titlescreen says 1989, Trio the Punch was released in April 1990.

Like in many other Data East games, Karnov appears as an enemy.

One of the bosses in the game is a statue of Colonel Sanders.

- PORTS -

* Consoles :
Sony PlayStation 2 [JP] (February 8, 2007) "Oretachi Geasen Zoku Sono 17 - Trio the Punch [Model SLPM-62745]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2969&o=2

$end


$cpc_cass=trios,
$bio

Trio [Model 61731358] (c) 1987 Elite Systems, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99939&o=2

$end


$a800=trion,
$bio

Trion (c) 1983 Romox

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86742&o=2

$end


$gameboy=tripwrld,
$bio

Trip World [Model DMG-T4-NOE] (c) 1993 Sunsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67286&o=2

$end


$gameboy=tripwrldj,
$bio

Trip World [Model DMG-T4A] (c) 1992 Sunsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67287&o=2

$end


$info=sc4tri7b,sc4tri7c,sc4tri7d,sc4tri7e,
$bio

Triple 7's Arcade (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR1328]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43702&o=2

$end


$info=sc4tri7,sc4tri7a,sc4tri7f,sc4tri7g,sc4tri7h,sc4tri7i,sc4tri7j,sc4tri7k,sc4tri7l,sc4tri7m,sc4tri7n,sc4tri7o,sc4tri7p,sc4tri7q,sc4tri7r,sc4tri7s,sc4tri7t,sc4tri7u,sc4tri7v,sc4tri7w,
$bio

Triple 7's (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR1328]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42829&o=2

$end


$intv=traction,
$bio

Triple Action (c) 1981 Mattel Electronics

BATTLE TANKS
Take command of a fast battle tank and stalk your enemy in deadly one-on-one combat.  Use the walls for cover, as you move fast into firing position. But LOOK OUT! During the battle the shells can ricochet... suddenly it's like being in a shooting gallery -- and you're both targets!

CAR RACING
Take the wheel on a road full of crazies... you've got 100 miles to go.  And it's not easy, as you steer around wrecks, get stuck behind a maddening crawler, cope with weaving road hogs! You can play this one alone and try to beat your best time -- or compete side-by-side with a friend!

BIPLANES
The red baron himself never had so many chances for glorious battle. Put on your goggles and get up in the sky -- don't climb too fast, or you'll stall out and crash! When you get some altitude, you can level off and wait for the balloon to go up. Shoot it down!  And watch out for the enemy plane... don't let him get you in his sights.  Do some acrobatic flying -- right into a cloud!

- TECHNICAL -

Model 3760

- TRIVIA -

At the beginning of the development, the game was called 'Some of Theirs', '5-in-1 Arcade' and '3-in-1 Arcade'.

A sequel, More of Theirs, was started by Rich O'Keefe but never completed.

- STAFF -

Design/Program: Rich O'Keefe

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60979&o=2

$end


$info=m4tribnk,
$bio

Triple Bank (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41508&o=2

$end


$info=as_tbl,as_tbla,as_tblb,as_tblc,as_tbld,as_tble,as_tblf,
$bio

Triple Bells (c) 200? Astra Games, Limited. [Novomatic Group].

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41860&o=2

$end


$info=smi6274,smi6275,smi6276,smi6277,
$bio

Triple Blazing 7's (c) 200? Bally Gaming, Incorporated.

3-Coin Multiplier slot.

- UPDATES -

* SMI # 6274
Part Number: E593111X-05
Art Form: ???
Max Hit Frequency: 19,14
Max-Coin Percentage: 89,15%

* SMI # 6275
Part Number: E594311X-05
Art Form: ???
Max Hit Frequency: 19,85
Max-Coin Percentage: 91,78%

* SMI # 6276
Part Number: E594411X-05
Art Form: ???
Max Hit Frequency: 19,85
Max-Coin Percentage: 94,21%

* SMI # 6277
Part Number: E594511X-05
Art Form: ???
Max Hit Frequency: 20,56
Max-Coin Percentage: 97%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=45346&o=2

$end


$info=smih0242,smih0243,smih0244,smih0245,smih0246,
$bio

Triple Blazing 7's - Wild Jackpot (c) 200? Bally Gaming, Incorporated.

- UPDATES -

SMI #H0242
Min/Max %: 85.96/85.96
Hit Freq.: 12.62
Volatility: 12.67

SMI #H0243
Min/Max %: 88.02/88.02
Hit Freq.: 12.85
Volatility: 13.00

SMI #H0244
Min/Max %: 90.13/90.13
Hit Freq.: 12.86
Volatility: 13.13

SMI #H0245
Min/Max %: 92.27/92.27
Hit Freq.: 13.23
Volatility: 13.18

SMI #H0246
Min/Max %: 94.05/94.05
Hit Freq.: 13.23
Volatility: 13.58

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46219&o=2

$end


$info=smiy1186,smiy1187,smiy1188,smiy1189,smiy1190,
$bio

Triple Blazing 7's Jackpot [Quick Hit Platinum] (c) 2007 Bally Tech., Incorporated.

- TECHNICAL -

Houseable in the following cabinet.
"Alpha Elite V32": Game Kit # 152077
"Alpha 2 Pro V32"

- UPDATES -

SMI #Y1186
Min/Max %: 88.05%/88.05%

SMI #Y1187
Min/Max %: 90.06%/90.06%

SMI #Y1188
Min/Max %: 92.09%/92.09%

SMI #Y1189
Min/Max %: 94.06%/94.06%

SMI #Y1190
Min/Max %: 95.91%/95.91%

- TIPS AND TRICKS -

* Top Award
Any nine QH symbols pays 2,000 × total bet. Occurs every 2,073,600 games.
Any eight QH symbols pays 650 × total bet. Occurs every 87,617 games.
Any seven QH symbols pays100 × total bet. Occurs every 9,327 games.
Any six QH symbols pays 50 × total bet. Occurs every 1,329 games.
Any five QH symbols pays 10 × total bet . Occurs every 230 games.
Any four QH symbols pays 5 × total bet.
Any three QH symbols pays 1 × total bet.
Any progressive occurs every 191.62 games.
Three QH symbol appears every 19 games.

* Free Games Bonus Feature occurs every 96 plays.

* Overall Hit Frequency: 50.19%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=45274&o=2

$end


$info=ss7688,ss6240,ss6241,ss0223,ss6242,ss7269,ss0224,ss6243,ss6244,ss6245,
$bio

Triple Bonanza (c) 199? IGT [International Game Technologies].

2-Coin Multiplier slot.

- TECHNICAL -

[Model 244A]

- UPDATES -

SS7688
SS6240
SS6241
SS0223
SS6242
SS7269
SS0224
SS6243
SS6244
SS6245

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46236&o=2

$end


$info=ss6295,ss6296,ss0235,ss6297,ss7300,ss0236,ss6298,ss6299,ss6300,
$bio

Triple Bonanza (c) 1995 IGT [International Game Technologies].

3-Coin Multiplier slot.

- TECHNICAL -

[Model 244B]

- TRIVIA -

Released in December 1995.

- UPDATES -

SS6295
SS6296
SS0235
SS6297
SS7300
SS0236
SS6298
SS6299
SS6300

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=37653&o=2

$end


$info=X002042P,X002043P,X002044P,X002045P,X002147P,X002148P,X002149P,X002150P,
$bio

Triple Bonus Poker (c) 1996 IGT [International Game Technologies].

- TECHNICAL -

B1065X; CLASSIC UPRIGHT CABINET
IA65X; IMBEDDED BILL ACCEPTOR CABINET
2965X; SLANT CABINET WITH TOP BOX
3665X; DROP IN BAR CABINET WITH FLAT SCREEN
3765X; DROP IN BAR CABINET WITH SLANT SCREEN
GD65X; SLANT CABINET WITH IBA TOP BOX
QA65X; FLAT BAR WITH IMBEDDED BILL ACCEPTOR

- TRIVIA -

Released in August 1996.

- UPDATES -

X002042P
X002043P
X002044P
X002045P
X002147P
X002148P
X002149P
X002150P

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=26745&o=2

$end


$info=X002311P,X002312P,X002313P,X002314P,X002315P,
$bio

Triple Bonus Poker Plus (c) 199? IGT [International Game Technologies].

- TECHNICAL -

B1065X; CLASSIC UPRIGHT CABINET
IA65X; IMBEDDED BILL ACCEPTOR CABINET
2965X; SLANT CABINET WITH TOP BOX
3665X; DROP IN BAR CABINET WITH FLAT SCREEN
3765X; DROP IN BAR CABINET WITH SLANT SCREEN
GD65X; SLANT CABINET WITH IBA TOP BOX
QA67X; FLAT BAR WITH IMBEDDED BILL ACCEPTOR
YA65; SLANT LEXUS SLOT
VO65X; 17" MONITOR w/12" TOP BOX
WA65X; 13" MONITOR w/EXTERNAL DROP BOX

- UPDATES -

X002311P
X002312P
X002313P
X002314P
X002315P

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46371&o=2

$end


$info=ep_trics,ep_tricsa,
$bio

Triple Cash (c) 199? Union Games, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40912&o=2

$end


$info=ss7193,ss6218,ss6219,ss7802,ss0227,ss6220,ss7266,ss0228,ss6221,ss6222,ss6223,ss8884,
$bio

Triple Cash (c) 1995 IGT (International Game Technologies).

2-Coin Multiplier.

- TECHNICAL -

[Model 239A]

- TRIVIA -

Released in December 1995.

- UPDATES -

SS7193
SS6218
SS6219
SS7802
SS0227
SS6220
SS7266
SS0228
SS6221
SS6222
SS6223
SS8884

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=10549&o=2

$end


$info=ss7203,ss6329,ss6330,ss0237,ss6331,ss7296,ss0208,ss6332,ss6333,ss6334,ss7107,
$bio

Triple Cash (c) 199? IGT [International Game Technologies].

3-Coin multiplier slot.

- TECHNICAL -

[Model 239B]

IGT S2000

- UPDATES -

SS7203
SS6329
SS6330
SS0237
SS6331
SS7296
SS0208
SS6332
SS6333
SS6334
SS7107

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42921&o=2

$end


$info=ss6834,ss6835,ss6836,ss6837,ss6838,ss6839,ss6840,
$bio

Triple Cat (c) 199? IGT [International Game Technologies].

2-Coin Multiplier slot.

- TECHNICAL -

[Model 275A]

- UPDATES -

SS6834
SS6835
SS6836
SS6837
SS6838
SS6839
SS6840

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46237&o=2

$end


$info=ss6841,ss6842,ss6843,ss6844,ss6845,ss6846,ss6847,
$bio

Triple Cat (c) 1997 IGT [International Game Technologies].

3-Coin Multiplier slot.

- TECHNICAL -

[Model 275B]

- UPDATES -

SS6841
SS6842
SS6843
SS6844
SS6845
SS6846
SS6847

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=37690&o=2

$end


$intv=trchalng,
$bio

Triple Challenge (c) 1986 INTV.

TRIPLE CHALLENGE is an exciting breakthrough in home video games: three COMPLETE games packed into ONE game cartridge. These games -- Chess, Checkers, and Backgammon -- have not been abridged; they are complete games with full rules, with multiple skill levels, and even with special features, such as letting the computer suggest your next move. Each game can be played against a friend or against the computer, who, you will find, is a very worthy opponent! Take the challenge!

- TECHNICAL -

Model 8700

- TRIVIA -

Triple Challenge began as a quadruple challenge: the original concept was to put the four board games from the Mattel Electronics Strategy Network onto one cartridge. At the last minute, Reversi was cut to save money.

This idea almost died due to cost -- Chess requires 2K of RAM onboard the cartridge, which was found to be too expensive for INTV. Then INTV's executive in charge of procurement, Roger Rambeau, found a company that was stuck with thousands of defective 4K RAM chips. The chips did each have 2K of usable contiguous RAM. Roger bought them for a song, making the cartridge possible.

- STAFF -

Program: David Warhol
Package illustration: Keith Robinson

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60980&o=2

$end


$info=ss7818,ss7819,ss7820,ss7821,ss7822,ss7823,ss7824,ss8885,
$bio

Triple Cherry (c) 199? IGT (International Game Technologies).

3-reel, 1-payline, 2-Coin mechanical slot.

- UPDATES -

SS7818
SS7819
SS7820
SS7821
SS7822
SS7823
SS7824
SS8885

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=13986&o=2

$end


$info=ss7825,ss7826,ss7827,ss7828,ss7829,ss7830,ss7831,ss8886,
$bio

Triple Cherry (c) 199? IGT [International Game Technologies].

3-Coin Multiplier slot.

- UPDATES -

SS7825
SS7826
SS7827
SS7828
SS7829
SS7830
SS7831
SS8886

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=45991&o=2

$end


$msx1_cass=tripcomm,
$bio

Triple Comando (c) 1988 Dro Soft [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95087&o=2

$end


$cpc_cass=triplecm,
$bio

Triple Comando [Model 3DR-004] (c) 1988 Dro Soft [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99941&o=2

$end


$pyuuta=tripcomm,
$bio

Triple Command [Model 022E] (c) 1983 Tomy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101362&o=2

$end


$info=ep_tcrwn,ep_tcrwna,ep_tcrwnb,ep_tcrwnc,ep_tcrwnd,ep_tcrwne,
$bio

Triple Crown (c) 199? Maygay.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40904&o=2

$end


$info=ss7197,ss7198,ss0249,ss6283,ss7876,ss6284,ss7801,ss0215,ss0216,ss6285,ss7270,ss0217,ss6286,ss0240,ss7868,ss6287,ss6288,ss8150,ss8151,
$bio

Triple Diamond Deluxe (c) 199? IGT [International Game Technologies].

2-Coin Multiplier slot.

- TECHNICAL -

[Model 245A]

- UPDATES -

SS7197
SS7198
SS0249
SS6283
SS7876
SS6284
SS7801
SS0215
SS0216
SS6285
SS7270
SS0217
SS6286
SS0240
SS7868
SS6287
SS6288
SS8150
SS8151

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46256&o=2

$end


$info=ss7217,ss6289,ss0314,ss6290,ss0297,ss0230,ss6291,ss7301,ss0211,ss6292,ss6293,ss6294,ss8152,ss8153,
$bio

Triple Diamond Deluxe (c) 1995 IGT (International Game Technologies).

3-Coin Multiplier slot.

- TECHNICAL -

[Model 245B]

- TRIVIA -

Released in December 1995.

- UPDATES -

SS7217
SS6289
SS0314
SS6290
SS0297
SS0230
SS6291
SS7301
SS0211
SS6292
SS6293
SS6294
SS8152
SS8153

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=13988&o=2

$end


$info=ss7690,ss7639,ss6625,ss6542,ss7309,ss6626,ss7365,ss7866,ss0197,ss6543,ss7932,ss8132,ss8133,
$bio

Triple Diamond (c) 199? IGT [International Game Technologies].

1-Coin slot. Play $5 Token.

- TECHNICAL -

Paytable #: 217H

Available for cabinets:
Wide 16in. Top [Model 5138]
Wide 9in. Top [Model 5038]
Wide Round [Model 4938]
Slant w/Round Top [Model GB38]
S+ Slant w/Emb BV [Model GC38]
Slant w/Twin Top Box w/Emb BV [Model GR38]

- UPDATES -

SS6542
SS7309
SS7365
SS6543

------

SS7690

SS7639

SS6625

SS6626

SS7866

SS0197

SS7932

SS8132

SS8133

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46047&o=2

$end


$info=ss7102,ss7103,ss7104,ss7105,ss7106,
$bio

Triple Diamond (c) 199? IGT [International Game Technologies].

3-Reel, 9-Line mechanical slot.

- TECHNICAL -

IGT S2000

- UPDATES -

SS7102
SS7103
SS7104
SS7105
SS7106

- PORTS -

* Computers :
Microsoft Windows (2008, "IGT Slots - Little Green Men")
Mac Os X (2008, "IGT Slots - Little Green Men")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42923&o=2

$end


$info=ss7196,ss6622,ss6537,ss7804,ss4778,ss6501,ss7805,ss4779,ss0302,ss7806,ss7800,ss7752,ss4780,ss0257,ss7259,ss4781,ss7453,ss7452,ss7451,ss4782,ss7867,ss4783,ss8134,ss8135,
$bio

Triple Diamond (c) 1994 IGT (International Game Technologies).

3-Reel, 1-Line, 2-Coin

- TECHNICAL -

[Model 217A]

- TRIVIA -

Released in November 1994.

- UPDATES -

SS7196
SS6622
SS6537
SS7804
SS4778
SS6501
SS7805
SS4779
SS0302
SS7806
SS7800
SS7752
SS4780
SS0257
SS7259
SS4781
SS7453
SS7452
SS7451
SS4782
SS7867
SS4783
SS8134
SS8135

- PORTS -

* Computers :
MS-Windows (2009, "IGT Slots - Texas Tea")
Mac OS X (2009, "IGT Slots - Texas Tea")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=10472&o=2

$end


$info=ss6538,ss4784,ss6502,ss4785,ss0341,ss4786,ss0342,ss8760,ss6917,ss0248,ss7092,ss0343,ss4787,ss0244,ss7454,ss7456,ss7455,ss4788,ss4789,ss8753,ss8136,ss8137,
$bio

Triple Diamond (c) 1994 IGT [International Game Technologies].

3-Reel, 1-Line, 3-Coin mechanical slot.

- TECHNICAL -

Game ID: 217B

- UPDATES -

SS6538
SS4784
SS6502
SS4785
SS0341
SS4786
SS0342
SS8760
SS6917
SS0248
SS7092
SS0343
SS4787
SS0344
SS7454
SS7456
SS7455
SS4788
SS4789
SS8753
SS8136
SS8137

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=26749&o=2

$end


$info=ss6318,ss6319,ss6320,ss6321,ss6322,
$bio

Triple Diamond (c) 199? IGT [International Game Technologies].

5-Coin Multiplier slot.

- TECHNICAL -

[Model 217C]

- UPDATES -

SS6318
SS6319
SS6320
SS6321
SS6322

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46330&o=2

$end


$info=ss6986,ss6987,ss0293,ss6988,ss6989,ss6990,ss6991,ss8156,ss8157,
$bio

Triple Diamond (c) 199? IGT [International Game Technologies].

3-Line slot.

- TECHNICAL -

Model 217J

- UPDATES -

SS6986
SS6987
SS0293
SS6988
SS6989
SS6990
SS6991
SS8156
SS8157

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46344&o=2

$end


$info=ss0334,ss6992,ss0335,ss6993,ss0336,ss6994,ss0337,ss6995,ss8009,ss7012,ss8752,ss8158,ss8159,
$bio

Triple Diamond (c) 199? IGT [International Game Technologies].

3-Reel, 5-Payline slot.

- TECHNICAL -

Model 217K

- UPDATES -

SS0334
SS6992
SS0335
SS6993
SS0336
SS6994
SS0337
SS6995
SS8009
SS7012
SS8752
SS8158
SS8159

- PORTS -

* Computers :
Microsoft Windows (2011, "IGT Slots - Lucky Larry's Lobstermania")
Mac OS X (2011, "IGT Slots - Lucky Larry's Lobstermania")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=44002&o=2

$end


$info=m4tridic,
$bio

Triple Dice (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41510&o=2

$end


$info=ss7196,ss6622,ss6537,ss7804,ss4778,ss6501,ss7805,ss4779,ss0302,ss7806,ss7800,ss7752,ss4780,ss0257,ss7259,ss4781,ss7453,ss7452,ss7451,ss4782,ss7867,ss4783,ss8134,ss8135,
$bio

Triple Dollars (c) 199? IGT [International Game Technologies].

2-Coin Multiplier slot.

- TECHNICAL -

[Model 217A]

- UPDATES -

SS7196
SS6622
SS6537
SS7804
SS4778
SS6501
SS7805
SS4779
SS0302
SS7806
SS7800
SS7752
SS4780
SS0257
SS7259
SS4781
SS7453
SS7452
SS7451
SS4782
SS7867
SS4783
SS8134
SS8135

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46257&o=2

$end


$info=ss6538,ss4784,ss6502,ss4785,ss0341,ss4786,ss0342,ss8760,ss6917,ss0248,ss7092,ss0343,ss4787,ss0244,ss7454,ss7456,ss7455,ss4788,ss4789,ss8753,ss8136,ss8137,
$bio

Triple Dollars (c) 199? IGT [International Game Technologies].

3-Coin multiplier slot.

- TECHNICAL -

Game ID: 217B

- UPDATES -

SS6538
SS4784
SS6502
SS4785
SS0341
SS4786
SS0342
SS8760
SS6917
SS0248
SS7092
SS0343
SS4787
SS0344
SS7454
SS7456
SS7455
SS4788
SS4789
SS8753
SS8136
SS8137

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=45992&o=2

$end


$info=ss8179,ss8180,ss8174,ss8181,ss8182,ss8183,ss8184,ss8887,
$bio

Triple Dollars [Mystery Reel Action] (c) 199? IGT [International Game Technologies]

2-Coin Multiplier slot.

- UPDATES -

SS8179
SS8180
SS8174
SS8181
SS8182
SS8183
SS8184
SS8887

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46258&o=2

$end


$info=ss8192,ss8191,ss8190,ss8189,ss8188,ss8187,ss8186,ss8888,
$bio

Triple Dollars [Mystery Reel Action] (c) 199? IGT [International Game Technologies].

- UPDATES -

SS8192
SS8191
SS8190
SS8189
SS8188
SS8187
SS8186
SS8888

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=45993&o=2

$end


$info=smi6640,smi6641,smi6642,smi6643,
$bio

Triple Double (c) 199? Bally Gaming, Incorporated.

2-Coin Multiplier slot.

- TECHNICAL -

Art form: DDD-5001

- UPDATES -

* SMI # 6640
Part Number: E611711X-05
Hit Frequency: 12,84%
Percentage: 89,14%

* SMI # 6641
Part Number: E611811X-05
Hit Frequency: 12,77%
Percentage: 90,92%

* SMI # 6642
Part Number: E611911X-05
Hit Frequency: 12,83%
Percentage: 94,58%

* SMI # 6643
Part Number: E612011X-05
Hit Frequency: 13,02%
Percentage: 97,53%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=45367&o=2

$end


$info=ss7693,ss7694,ss7695,ss0299,ss7696,ss7697,ss7698,ss7699,ss8429,ss8430,
$bio

Triple Double 3x2x (c) 199? IGT (International Game Technologies).

3-reel, 1-line, 2-coin mechanical slot.

- TECHNICAL -

S2000 Slots hardware.

- UPDATES -

SS7693
SS7694
SS7695
SS0299
SS7696
SS7697
SS7698
SS7699
SS8429
SS8430

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=10550&o=2

$end


$info=ss7700,ss7701,ss7702,ss7703,ss8758,ss7704,ss7705,ss7706,ss8750,ss8431,ss8432,
$bio

Triple Double 3x2x (c) 199? IGT [International Game Technologies].

3-Coin multiplier.

- UPDATES -

SS7700
SS7701
SS7702
SS7703
SS8758
SS7704
SS7705
SS7706
SS8750
SS8431
SS8432

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=45994&o=2

$end


$info=X002306P,X002307P,X002308P,X002309P,X002310P,
$bio

Triple Double Bonus Poker (c) 199? IGT [International Game Technologies].

- TECHNICAL -

B1065X; CLASSIC UPRIGHT CABINET
IA65X; IMBEDDED BILL ACCEPTOR CABINET
2965X; SLANT CABINET WITH TOP BOX
3665X; DROP IN BAR CABINET WITH FLAT SCREEN
GD65X; SLANT CABINET W/IBA TOP BOX
QA65X; FLAT BAR WITH IMBEDDED BILL ACCEPTOR

- UPDATES -

X002306P
X002307P
X002308P
X002309P
X002310P

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46369&o=2

$end


$info=ss7700,ss7701,ss7702,ss7703,ss8758,ss7704,ss7705,ss7706,ss8750,ss8431,ss8432,
$bio

Triple Double Diamond (c) 199? IGT [International Game Technologies].

3-Coin Multiplier slot.

- TECHNICAL -

Model 324B

- UPDATES -

SS7700
SS7701
SS7702
SS7703
SS8758
SS7704
SS7705
SS7706
SS8750
SS8431
SS8432

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=45995&o=2

$end


$info=ss7693,ss7694,ss7695,ss0299,ss7696,ss7697,ss7698,ss7699,ss8429,ss8430,
$bio

Triple Double Diamond (c) 199? IGT (International Game Technologies).

2-Coin Multipler slot.

- TECHNICAL -

[Model 342A]

- UPDATES -

SS7693
SS7694
SS7695
SS0299
SS7696
SS7697
SS7698
SS7699
SS8429
SS8430

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=10551&o=2

$end


$info=tdpgal,
$bio

Triple Draw Poker (c) 1983 Thomas Automatics, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32385&o=2

$end


$info=ss9854,ss9855,ss9856,ss9857,ss9858,ss9859,ss9860,
$bio

Triple Five Times Pay (c) 199? IGT [International Game Technologies]

2-Coin Multiplier slot.

- UPDATES -

SS8954
SS8955
SS8956
SS8957
SS8958
SS8959
SS8960

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46259&o=2

$end


$info=ss8961,ss8962,ss8963,ss8964,ss8965,ss8966,ss8967,
$bio

Triple Five Times Pay (c) 199? IGT [International Game Technologies].

3-Coin Multiplier slot.

- UPDATES -

SS8961
SS8962
SS8963
SS8964
SS8965
SS8966
SS8967

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=45996&o=2

$end


$info=triplfun,
$bio

Triple Fun (c) 1993.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 16 Mhz)
Sound Chips : OKI6295 (@ 6 Khz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in September 1993.

This is an English language bootleg of "Oishii Puzzle Wa Irimasen Ka".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2970&o=2

$end


$info=triplhnt,
$bio

Triple Hunt (c) 1977 Atari.

Three shooting games in one unit; Hit the Bear, Witch Hunt and Racoon Hunt. The operator can select any one of the three games for his location and change it periodically merely by putting new graphic panels in and adjusting a switch on the P.C. board.

Hit The Bear is a modern video version of the classic bear shooting game. Realistically animated bears walk through a 3-D green forest. When hit, the bear roars, stands up and turns to walk in the opposite direction.

The Witch Hunt game changes the setting to a mysterious haunted house where players shoot at ghosts appearing in the windows and witches and bats flying across the screen.

In Racoon Hunt, players shoot at racoons climbing trees in an Autumn forest. The objective is to keep the racoons from reaching the top of the trees as they climb faster and faster as the score goes up.

- TECHNICAL -

Game ID : 008422-008791

Main CPU : M6800 (@ 800 Khz)
Sound Chips : Discrete circuitry.

Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 8

Players : 1
Control : lightgun
Buttons : 1

- TRIVIA -

Triple Hunt was first introduced at the Third Annual Distributor Meeting banquet on March 22, 1977. It was then released in April 1977.

- STAFF -

Designed and programmed by : Owen Rubin

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2971&o=2

$end


$info=ss7785,
$bio

Triple Jackpot (c) 199? IGT [International Game Technologies].

- UPDATES -

SS7785

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46345&o=2

$end


$info=ss7786,
$bio

Triple Jackpot (c) 199? IGT [International Game Technologies].

- UPDATES -

SS7786

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46350&o=2

$end


$info=ss3431,ss3432,ss3433,ss3434,ss3435,
$bio

Triple Jackpot (c) 1997 IGT [International Game Technologies].

3-Coin Multiplier slot.

- TECHNICAL -

[Model 125A]

- UPDATES -

SS3431
SS3432
SS3433
SS3434
SS3435

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=37664&o=2

$end


$info=ss7194,ss6259,ss7813,ss7817,ss7814,ss6260,ss7815,ss6261,ss7268,ss0194,ss6262,ss6263,ss6264,
$bio

Triple Jackpot [Alt. Artwork] (c) 199? IGT [International Game Technologies]

2-Coin Multiplier slot.

- TECHNICAL -

[Model 243A]

- UPDATES -

SS7194
SS6259
SS7813
SS7817
SS7814
SS6260
SS7815
SS6261
SS7268
SS0194
SS6262
SS6263
SS6264

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46260&o=2

$end


$info=ss7195,ss6265,ss6266,ss6267,ss7299,ss0195,ss6268,ss6269,ss6270,
$bio

Triple Jackpot [Alt. Artwork] (c) 199? IGT [International Game Technologies].

3-Coin Multiplier.

- TECHNICAL -

Model 243B

- UPDATES -

SS7195
SS6265
SS6266
SS6267
SS7299
SS0195
SS6268
SS6269
SS6270

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=37739&o=2

$end


$info=tripjok,
$bio

Triple Joker (c) 19?? Sirmo.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=20450&o=2

$end


$info=smi6274,smi6275,smi6276,smi6277,
$bio

Triple Lightning 7's (c) 200? Bally Gaming, Incorporated.

3-Coin Multiplier.

- UPDATES -

* SMI # 6274
Part Number: E593111X-05
Art Form: LM7-5014
Max Hit Frequency: 19,14
Max-Coin Percentage: 89,15%

* SMI # 6275
Part Number: E594311X-05
Art Form: LM7-5014
Max Hit Frequency: 19,85
Max-Coin Percentage: 91,78%

* SMI # 6276
Part Number: E594411X-05
Art Form: LM7-5014
Max Hit Frequency: 19,85
Max-Coin Percentage: 94,21%

* SMI # 6277
Part Number: E594511X-05
Art Form: LM7-5014
Max Hit Frequency: 20,56
Max-Coin Percentage: 97%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=45347&o=2

$end


$info=m4trimad,
$bio

Triple Madness (c) 199? Union Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15646&o=2

$end


$info=cj3play,
$bio

Triple Play (c) 1998 Cadillac Jack.

8-Liner slot for amusement only (video game).

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48419&o=2

$end


$megadriv=tplay96,
$bio

Triple Play '96 (c) 1995 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57494&o=2

$end


$n64=tplay2k,
$bio

Triple Play 2000 (c) 1999 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58041&o=2

$end


$gbcolor=tplay2k1,
$bio

Triple Play 2001 [Model CGB-BTPE-USA] (c) 2000 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69021&o=2

$end


$megadriv=tplaygld,tplayglda,
$bio

Triple Play Gold (c) 1996 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57495&o=2

$end


$info=ss4093,ss4532,ss4630,ss3509,ss3510,ss7253,ss3512,
$bio

Triple Play (c) 199? IGT [International Game Technologies].

2-Coin Multiplier slot.

- TECHNICAL -

Game ID: 132A

- UPDATES -

SS4093
SS4532
SS4630
SS3509
SS3510
SS7253
SS3512

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46263&o=2

$end


$info=ss4094,ss3920,ss4637,ss4636,ss3718,ss3719,ss7118,ss3720,ss3721,ss4566,ss4567,
$bio

Triple Play (c) 199? IGT [International Game Technologies].

3-Coin multiplier slot.

- TECHNICAL -

[Model 132A]

- UPDATES -

* SS4094
* SS3920
* SS4637
* SS4636
* SS3718
* SS3719
* SS7118
* SS3720
* SS3721
* SS4566
* SS4567

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=45997&o=2

$end


$info=ss4199,ss4200,ss4201,ss4202,ss4203,ss4204,
$bio

Triple Play (c) 199? IGT [International Game Technologies].

3-Line slot.

- TECHNICAL -

[Model 132E]

- UPDATES -

SS4199
SS4200
SS4201
SS4202
SS4203
SS4204

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46346&o=2

$end


$info=ss4408,ss4409,ss4410,ss4411,ss4412,ss4577,
$bio

Triple Play (c) 199? IGT [International Game Technologies].

5-Coin Multiplier slot.

- TECHNICAL -

Game ID: 132F

- UPDATES -

SS4408
SS4409
SS4410
SS4411
SS4412
SS4577

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46331&o=2

$end


$info=ss4475,ss4476,ss4477,ss4478,ss4479,ss4560,ss8754,
$bio

Triple Play (c) 199? IGT [International Game Technologies].

5-Line slot.

- TECHNICAL -

[Model 132G]

- UPDATES -

SS4475
SS4476
SS4477
SS4478
SS4479
SS4560
SS8754

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46354&o=2

$end


$info=triplep,triplepa,
$bio

Triple Punch (c) 1982 KKI.

You're the carpenter and your task is to complete the squares until you've filled the screen. Sound easy? Not when you hear what's trying to stop you. A gorilla, ghost, eraser and burst of fire all wander the paths. The eraser erases uncompleted squares and the gorilla would love to hammer you. But you're not defenceless. With three swift punches you can knock them out, except for the fire which can't be stopped. Each level introduces a larger area to fill so keep moving!

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.78975 Mhz)

Players : 2
Control : 4-way joystick
Buttons : 1

- TRIVIA -

Also licensed to 'Nicole Manufacturing'.

This game is also known as "Knock Out!!" (KKK).

- SCORING -

Points are scored by completing squares and knocking out enemies.
Connect 2 squares at one, score doubles.
Connect 3 at once, it quadruples.
Bonus scores between second and third stage.

- TIPS AND TRICKS -

* Begin by filling in the box in the lower left-hand corner. Once you've done that, fill in the two boxes (vertically) to its right, then the three to their right, and so on until you've effectively wrapped around the playfield and are back at the first box you filled in. Just repeat this motion until all of the boxes are full.

* Filling in boxes two at a time will give you twice the points of each of the boxes. Filling in three boxes at a time (this is done by going over the point shared by the three boxes last) gives you four times points for the boxes.

You can also get points by punching out enemies. If you can punch out an enemy while the ambulance is still on the screen, you get six hundred points instead of the three hundred for just punching out an enemy.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2972&o=2

$end


$info=ss7542,ss7543,ss0320,ss0319,ss0304,ss7544,ss0255,ss7545,ss7546,ss7547,ss7548,ss8425,ss8426,
$bio

Triple Red White & Blue (c) 1997 IGT (International Game Technologies).

3-reel, 1-payline, 2-Coin mechanical slot.

- UPDATES -

SS7542
SS7543
SS0320
SS0319
SS0304
SS7544
SS0255
SS7545
SS7546
SS7547
SS7548
SS8425
SS8426

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=13987&o=2

$end


$info=ss7549,ss7550,ss0305,ss7551,ss0298,ss7552,ss0286,ss7553,ss7554,ss7555,ss8427,ss8428,
$bio

Triple Red White & Blue (c) 2004 IGT.

3-Coin Multiplier slot.

- TECHNICAL -

IGT S2000

- UPDATES -

SS7549
SS7550
SS0305
SS7551
SS0298
SS7552
SS0286
SS7553
SS7554
SS7555
SS8427
SS8428

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42928&o=2

$end


$info=smi2216,smi2217,smi2218,smi2219,smi2220,smi2221,
$bio

Triple Rich (c) 200? Bally Gaming, Incorporated.

3-Coin Multiplier slot.

- UPDATES -

* SMI # 2216
Part Number: E869711X-05
Art Form: TRF-5001
Max-Coin Percentage: 87,99%

* SMI # 2217
Part Number: E882811X-05
Art Form: TRF-5001
Max-Coin Percentage: 90%

* SMI # 2218
Part Number: E882911X-05
Art Form: TRF-5001
Max-Coin Percentage: 91,99%

* SMI # 2219
Part Number: E883011X-05
Art Form: TRF-5001
Max-Coin Percentage: 93,99%

* SMI # 2220
Part Number: E883111X-05
Art Form: TRF-5001
Max-Coin Percentage: 96%

* SMI # 2221
Part Number: E883211X-05
Art Form: TRF-5001
Max-Coin Percentage: 97,49%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=45293&o=2

$end


$info=smi7305,smi7306,smi7307,smi7308,
$bio

Triple Rose (c) 200? Bally Gaming, Incorporated.

2-Coin Multiplier slot.

- TECHNICAL -

Art Form: LM7-5027

- UPDATES -

* SMI # 7305
Part Number: E638411X-05
Max Hit Frequency: 19,79
Max-Coin Percentage: 90,99%

* SMI # 7306
Part Number: E638511X-05
Max Hit Frequency: 20,31
Max-Coin Percentage: 93%

* SMI # 7307
Part Number: E638611X-05
Max Hit Frequency: 20,8
Max-Coin Percentage: 94,99%

* SMI # 7308
Part Number: E638711X-05
Max Hit Frequency: 21,4
Max-Coin Percentage: 96,97%

- PORTS -

* Computers :
PC [MS-Windows] (2007, "Slots Triple Play" - Masque Publishing)
Macintosh (2007, "Slots Triple Play" - Masque Publishing)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=45348&o=2

$end


$info=smi6274,smi6275,smi6276,smi6277,
$bio

Triple Rose (c) 200? Bally Gaming, Incorporated.

3-Coin Multiplier slot.

- UPDATES -

* SMI # 6274
Part Number: E593111X-05
Art Form: LM7-5028
Max Hit Frequency: 19,14
Max-Coin Percentage: 89,15%

* SMI # 6275
Part Number: E594311X-05
Art Form: LM7-5028
Max Hit Frequency: 19,85
Max-Coin Percentage: 91,78%

* SMI # 6276
Part Number: E594411X-05
Art Form: LM7-5028
Max Hit Frequency: 19,85
Max-Coin Percentage: 94,21%

* SMI # 6277
Part Number: E594511X-05
Art Form: LM7-5028
Max Hit Frequency: 20,56
Max-Coin Percentage: 97%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=10393&o=2

$end


$info=ss7196,ss6622,ss6537,ss7804,ss4778,ss6501,ss7805,ss4779,ss0302,ss7806,ss7800,ss7752,ss4780,ss0257,ss7259,ss4781,ss7453,ss7452,ss7451,ss4782,ss7867,ss4783,ss8134,ss8135,
$bio

Triple Sapphires (c) 1998 IGT [International Game Technologies].

2-Coin Multiplier slot.

- UPDATES -

SS7196
SS6622
SS6537
SS7804
SS4778
SS6501
SS7805
SS4779
SS0302
SS7806
SS7800
SS7752
SS4780
SS0257
SS7259
SS4781
SS7453
SS7452
SS7451
SS4782
SS7867
SS4783
SS8134
SS8135

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=26800&o=2

$end


$info=ss6538,ss4784,ss6502,ss4785,ss0341,ss4786,ss0342,ss8760,ss6917,ss0248,ss7092,ss0343,ss4787,ss0244,ss7454,ss7456,ss7455,ss4788,ss4789,ss8753,ss8136,ss8137,
$bio

Triple Sapphires (c) 199? IGT [International Game Technologies].

3-Coin Multiplier slot.

- UPDATES -

SS6538
SS4784
SS6502
SS4785
SS0341
SS4786
SS0342
SS8760
SS6917
SS0248
SS7092
SS0343
SS4787
SS0344
SS7454
SS7456
SS7455
SS4788
SS4789
SS8753
SS8136
SS8137

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=45998&o=2

$end


$info=trstar2k,
$bio

Triple Star 2000 (c) 200? AM.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31840&o=2

$end


$info=sc4tristb,sc4tristc,sc4tristd,sc4triste,sc4tristf,sc4tristg,sc4tristh,sc4tristi,sc4tristj,sc4tristk,sc4tristl,sc4tristm,sc4tristn,sc4tristo,sc4tristp,sc4tristq,sc4tristr,sc4trists,sc4tristt,sc4tristu,
$bio

Triple Streak (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR2167]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61765&o=2

$end


$info=sc4trist,sc4trista,
$bio

Triple Streak (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR2188]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42831&o=2

$end


$info=tstrk_l1,
$bio

Triple Strike (c) 1983 Williams Electronics, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=10331&o=2

$end


$info=ss012407,ss012408,ss012409,ss012410,ss012411,ss012412,ss012413,
$bio

Triple Ten Times Pay (c) 199? IGT [International Game Technologies]

2-Coin Multiplier slot.

- UPDATES -

SS012407
SS012408
SS012409
SS012410
SS012411
SS012412
SS012413

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46264&o=2

$end


$info=ss012414,ss012415,ss012416,ss012417,ss012418,ss012419,ss012420,
$bio

Triple Ten Times Pay (c) 199? IGT [International Game Technologies].

3-Coin multiplier slot.

- UPDATES -

SS012414
SS012415
SS012416
SS012417
SS012418
SS012419
SS012420

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=45999&o=2

$end


$info=ss7781,
$bio

Triple Triple Diamond (c) 199? IGT [International Game Technologies].

- UPDATES -

SS7781

- PORTS -

* Computers :
MS-Windows (2012, "IGT Slots - Diamond Galaxy")
Mac OS X (2012, "IGT Slots - Diamond Galaxy")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46347&o=2

$end


$info=ss7782,
$bio

Triple Triple Diamond (c) 199? IGT [International Game Technologies].

- UPDATES -

SS7782

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46355&o=2

$end


$info=ss7691,ss6763,ss6764,ss0254,ss7877,ss6765,ss7756,ss0260,ss6766,ss0259,ss6767,ss6768,ss7869,ss6769,ss8146,ss8147,
$bio

Triple Triple Diamond (c) 199? IGT [International Game Technologies]

2-Coin Multiplier slot.

- TECHNICAL -

[Model 243C]

- UPDATES -

SS7691
SS6763
SS6764
SS0254
SS7877
SS6765
SS7756
SS0260
SS6766
SS0259
SS6767
SS6768
SS7869
SS6769
SS8146
SS8147

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46265&o=2

$end


$info=ss6770,ss6771,ss0316,ss6772,ss0267,ss0252,ss6773,ss0268,ss6774,ss6775,ss6776,ss8751,ss8148,ss8149,
$bio

Triple Triple Diamond (c) 199? IGT (International Game Technologies).

3-Coin Multiplier slot.

- TECHNICAL -

[Model 243D]

- UPDATES -

# SS6770
Max%: 97.47
Hit Freq.: 16.040
Win Freq.: 6.23

# SS6771
Max%: 96.254
Hit Freq.: 15.963
Win Freq.: 6.26

# SS0316
Max%: 94.972
Hit Freq.: 15.803
Win Freq.: 6.33

# SS6772
Max%: 94.972
Hit Freq.: 15.803
Win Freq.: 6.33

# SS0267
Max%: 92.473
Hit Freq.: 15.180
Win Freq.: 6.59

# SS0252
Max%: 92.473
Hit Freq.: 15.180
Win Freq.: 6.59

# SS6773
Max%: 92.473
15.180
Win Freq.: 6.59

# SS0268
Max%: 90.04
Hit Freq.: 14.876
6.72

# SS6774
Max%: 90.04
Hit Freq.: 14.876
Win Freq.: 6.72

# SS6775
Max%: 87.505
Hit Freq.: 14.657
6.82

# SS6776
Max%: 84.966
Hit Freq.: 14.783
6.76

# SS8751
Max%: 82.004
Hit Freq.: 14.708
Win Freq.: 6.80

# SS8148
Max%: 80.017
Hit Freq.: 14.176
Win Freq.: 7.05

# SS8149
Max%: 75.026
Hit Freq.: 14.221
Win Freq.: 7.03

- PORTS -

* Computers :
Microsoft Windows (2011, "IGT Slots - Lucky Larry's Lobstermania")
Mac OS X (2011, "IGT Slots - Lucky Larry's Lobstermania")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=10473&o=2

$end


$info=pexs0006,
$bio

Triple Triple Diamond [Video Slot] (c) 1997 IGT.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=26141&o=2

$end


$info=ss7691,ss6763,ss6764,ss0254,ss7877,ss6765,ss7756,ss0260,ss6766,ss0259,ss6767,ss6768,ss7869,ss6769,ss8146,ss8147,
$bio

Triple Triple Jackpot (c) 199? IGT [International Game Technologies].

2-Coin Multiplier slot.

- TECHNICAL -

[Model 243C]

- UPDATES -

SS7691
SS6763
SS6764
SS0254
SS7877
SS6765
SS7756
SS0260
SS6766
SS0259
SS6767
SS6768
SS7869
SS6769
SS8146
SS8147

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46266&o=2

$end


$info=ss6770,ss6771,ss0316,ss6772,ss0267,ss0252,ss6773,ss0268,ss6774,ss6775,ss6776,ss8751,ss8148,ss8149,
$bio

Triple Triple Jackpot (c) 199? IGT [International Game Technologies].

3-Coin Multiplier slot.

- TECHNICAL -

[Model 243D]

- UPDATES -

# SS6770
Max%: 97.47
Hit Freq.: 16.040
Win Freq.: 6.23

# SS6771
Max%: 96.254
Hit Freq.: 15.963
Win Freq.: 6.26

# SS0316
Max%: 94.972
Hit Freq.: 15.803
Win Freq.: 6.33

# SS6772
Max%: 94.972
Hit Freq.: 15.803
Win Freq.: 6.33

# SS0267
Max%: 92.473
Hit Freq.: 15.180
Win Freq.: 6.59

# SS0252
Max%: 92.473
Hit Freq.: 15.180
Win Freq.: 6.59

# SS6773
Max%: 92.473
15.180
Win Freq.: 6.59

# SS0268
Max%: 90.04
Hit Freq.: 14.876
6.72

# SS6774
Max%: 90.04
Hit Freq.: 14.876
Win Freq.: 6.72

# SS6775
Max%: 87.505
Hit Freq.: 14.657
6.82

# SS6776
Max%: 84.966
Hit Freq.: 14.783
6.76

# SS8751
Max%: 82.004
Hit Freq.: 14.708
Win Freq.: 6.80

# SS8148
Max%: 80.017
Hit Freq.: 14.176
Win Freq.: 7.05

# SS8149
Max%: 75.026
Hit Freq.: 14.221
Win Freq.: 7.03

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46000&o=2

$end


$info=ss6295,ss6296,ss0235,ss6297,ss7300,ss0236,ss6298,ss6299,ss6300,
$bio

Triple Wild (c) 199? IGT [International Game Technologies].

3-Coin multiplier slot.

- UPDATES -

SS6295
SS6296
SS0235
SS6297
SS7300
SS0236
SS6298
SS6299
SS6300

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46001&o=2

$end


$info=ss7688,ss6240,ss6241,ss0223,ss6242,ss7269,ss0224,ss6243,ss6244,ss6245,
$bio

Triple Wild! (c) 1998 IGT [International Game Technologies].

2-Coin Multiplier slot.

- TRIVIA -

Released in September 1998.

- UPDATES -

SS7688
SS6240
SS6241
SS0223
SS6242
SS7269
SS0224
SS6243
SS6244
SS6245

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=26803&o=2

$end


$info=j2xxx,
$bio

Triple X (c) 198? BWB.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15202&o=2

$end


$info=pr_trpx,
$bio

Triple X (c) 199? Project Coin Machines, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42109&o=2

$end


$amigaocs_flop=triplex,
$bio

Triple X [Amiga Star Collection] (c) 1989 Axxiom

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75433&o=2

$end


$x68k_flop=tripleya,
$bio

Triple Yacchii (c) 19?? Tiny-Tomo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88722&o=2

$end


$info=tripdraw,
$bio

Tripple Draw (c) 1981 Status Games Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31769&o=2

$end


$psx=tripuzzj,
$bio

Tripuzz [Model SLPS-00911] (c) 1997 Santos

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85816&o=2

$end


$info=sc1tria,sc1triap,sc1trib,sc1tribp,
$bio

Tristar (c) 1989 Bell-Fruit Mfg.

- TECHNICAL -

Model 5490

- TRIVIA -

Tristar was released in October 1989 in the UK.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15153&o=2

$end


$info=sc1tri,
$bio

Tristar (c) 1989 Bell-Fruit Mfg. Company, Limited.

- TECHNICAL -

Model 5600

- TRIVIA -

Tristar was released in December 1989 in the UK.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61743&o=2

$end


$x1_flop=triton,
$bio

Triton (c) 1985 Sein Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86157&o=2

$end


$x1_cass=triton,tritona,
$bio

Triton (c) 1985 Sein Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86291&o=2

$end


$pc8801_flop=triton,
$bio

Triton (c) 1985 Sein Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93148&o=2

$end


$fm7_disk=triton,
$bio

Triton (c) 1986 Sein Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93664&o=2

$end


$fm7_cass=triton,
$bio

Triton (c) 1986 Sein Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93815&o=2

$end


$pc8801_flop=triton2,
$bio

Triton 2 (c) 1988 Xain Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93149&o=2

$end


$cpc_cass=triton2,
$bio

Triton II (c) 1986 Edisoft [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99942&o=2

$end


$pc98=triton2,
$bio

Triton II - Road of Darkness (c) 1989 Xain Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90923&o=2

$end


$msx2_flop=triton2,triton2a,
$bio

Triton II - Road of Darkness (c) 1989 Xain Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102116&o=2

$end


$msx1_cart=triton,
$bio

Triton [Model MXZS-11003] (c) 1986 Sein Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77566&o=2

$end


$x68k_flop=tricornf,
$bio

Tritorn Final (c) 1989 Zain Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88181&o=2

$end


$info=statriv4,
$bio

Triv Four (c) 1985 Status Games.

- TECHNICAL -

Main CPU : 8085A (@ 12.4 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.5 Mhz)

Screen orientation : Horizontal
Video resolution : 272 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 8

Players : 2
Buttons : 4

- SERIES -

1. Triv Quiz (1984)
2. Triv Two (1984)
3. Triv Four (1985)
4. Super Triv II (1986)
5. Super Triv III (1988)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2973&o=2

$end


$info=trivquiz,
$bio

Triv Quiz (c) 1984 Status Games.

Each player begins with 10,000 points. First the player sees the question. He then decides how many points he wants to play on that question. After he has wagered his points three answers will appear. The player now tries to select the correct answer. Each player receives a minimum of four questions. Bonus questions are earned based on high scores. Scores can reach into the millions. The player who achieves the highest score can enter their initials.

Triv-Quiz lets the player choose from four challenging trivia categories : 'Sports', 'Entertainment', 'World Facts' and the 'Expert Challenge'. Thousands of questions are stored.

- TECHNICAL -

Main CPU : 8085A (@ 12.4 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.5 Mhz)

Screen orientation : Horizontal
Video resolution : 272 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 8

Players : 2
Buttons : 4

- TRIVIA -

Triv-Quiz offers the operator a special advertising feature. The operator may program his own advertising messages (via 'service mode') without the need of an additional and costly keyboard.

- SERIES -

1. Triv Quiz (1984)
2. Triv Two (1984)
3. Triv Four (1985)
4. Super Triv II (1986)
5. Super Triv III (1988)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2974&o=2

$end


$info=statriv2,statriv2v,
$bio

Triv Two (c) 1984 Status Games.

- TECHNICAL -

Main CPU : 8085A (@ 12.4 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.5 Mhz)

Screen orientation : Horizontal
Video resolution : 272 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 8

Players : 2
Buttons : 4

- SERIES -

1. Triv Quiz (1984)
2. Triv Two (1984)
3. Triv Four (1985)
4. Super Triv II (1986)
5. Super Triv III (1988)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2975&o=2

$end


$info=trivia,
$bio

Trivia (c) 1975 Ramtek Corporation.

A video quiz game.

- TRIVIA -

Released in November 1975, Trivia was the first trivia game in arcades.

The 2000 trivia questions were stored on a 8-track tape cartridge.

- STAFF -

Designed by: Howell Ivy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4786&o=2

$end


$info=trvhang,trvhanga,
$bio

Trivia (c) 1984 SMS.

- TECHNICAL -

Main CPU : I8088 (@ 12 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.5 Mhz)

Palette colors : 256

Players : 2
Buttons : 4

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=7993&o=2

$end


$cpc_cass=triviauq,
$bio

Trivia - The Ultimate Quest (c) 1989 Shades

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99943&o=2

$end


$ibm5150,ibm5150_cass=triv101,
$bio

Trivia 101 (c) 1984 IBM

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83726&o=2

$end


$info=trvchlng,
$bio

Trivia Challenge (c) 1985 Joyland.

- TECHNICAL -

Main CPU : S2650 (@ 3.072 Mhz)
Sound Chips : (3x) Texas Instruments SN76496 (@ 3.072 Mhz)

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette Colors : 32

Players : 1
Buttons : 4

- TRIVIA -

Licensed to Senko.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3895&o=2

$end


$info=trvgns,
$bio

Trivia Genius (c) 1985 Enerdyne Technologies.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 1.5 Mhz)
Sound Chips : TMS36XX (@ 0.35 Khz), Custom (@ 0.35 Khz)

Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256

Players : 2
Buttons : 4

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3512&o=2

$end


$info=trvmadns,trvmadnsa,
$bio

Trivia Madness (c) 1985 Thunderhead.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 5 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.25 Mhz)

Screen orientation : Horizontal
Video resolution : 256 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 16

Players : 1
Buttons : 5

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5681&o=2

$end


$info=trvmstr,trvmstra,trvmstrb,trvmstrc,
$bio

Trivia Master (c) 1985 PGD

- TECHNICAL -

Main CPU : Zilog Z80 (@ 1.5 Mhz)
Sound Chips : TMS36XX (@ 0.35 Khz), Custom (@ 0.35 Khz)

Players : 2
Buttons : 4

- TRIVIA -

Trivia Master was developed by ETI (Enerdyne Technologies, Inc.) and published by PGD.

- SERIES -

1. Trivia Master (1985)
2. Super Trivia Master (1986)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3815&o=2

$end


$x1_flop=triviaq,
$bio

Trivia Q (c) 1985 Cross Media Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86158&o=2

$end


$pc8801_flop=triviaq,
$bio

Trivia Q (c) 1985 Cross Media Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93150&o=2

$end


$info=trvquest,
$bio

Trivia Quest (c) 1984 Techstar.

- TECHNICAL -

Main CPU : Motorola M6809 (@ 6 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.5 Mhz)

Screen orientation : Vertical
Video resolution : 256 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 8

Players : 1
Buttons : 4

- TRIVIA -

Licensed to Sunn for distribution.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4710&o=2

$end


$info=trivrus,
$bio

Trivia R Us (c) 2009 AGT, Inc. [Apollon Global Technologies].

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99602&o=2

$end


$amigaocs_flop=trivtrov,
$bio

Trivia Trove (c) 1987 Anco

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75434&o=2

$end


$info=trvwzh,trvwz4,trvwzv,trvwz2,trvwz3h,trvwz2a,trvwz3ha,trvwz4a,trvwzhb,trvwzha,
$bio

Trivia Whiz (c) 1985 Merit.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 2.5 Mhz)
Sound Chips : General Instrument AY8910 (@ 2.5 Mhz)

Players : 2
Buttons : 5

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3525&o=2

$end


$msx1_cass=trivial,
$bio

Trivial Pursuit (c) 1986 Domark Group, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95088&o=2

$end


$info=trivialp,trivialpd,trivialpo,
$bio

Trivial Pursuit (c) 1996 JPM.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 8 Mhz), TMS34010 (@ 5 Mhz)
Sound Chips : UPD7759 (@ 640 Khz)

Players : 1
Buttons : 2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=14145&o=2

$end


$info=m1trivia,m1triviaa,m1triviab,m1triviac,m1triviad,m1triviae,m1triviaf,m1triviag,m1triviah,m1triviai,m1triviaj,m1triviak,m1trivial,m1trivian,m1triviap,m1triviaq,m1triviar,m1trivias,m1triviat,m1triviau,
$bio

Trivial Pursuit (c) 199? Maygay Machines, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61490&o=2

$end


$amigaocs_flop=trivianbg,
$bio

Trivial Pursuit - A New Beginning (c) 1988 Domark Group, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75436&o=2

$end


$cpc_cass=trivianb,
$bio

Trivial Pursuit - A New Beginning (c) 1988 Domark Group, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99944&o=2

$end


$amigaocs_flop=trivianb,
$bio

Trivial Pursuit - A New Beginning [Arcade Action] (c) 1988 Domark Group, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75435&o=2

$end


$amigaocs_flop=trivialg,
$bio

Trivial Pursuit - Amiga Genus Edition (c) 1986 Domark Group, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75438&o=2

$end


$amigaocs_flop=trivial,
$bio

Trivial Pursuit - Amiga Genus Edition [10 Megahits Vol. 3] (c) 1986 Domark Group, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75437&o=2

$end


$cpc_cass=triviabb,
$bio

Trivial Pursuit - Baby Boomer Edition (c) 1986 Domark Group, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99945&o=2

$end


$cpc_cass=trivial,trivialf,
$bio

Trivial Pursuit - Edition Genus (c) 1986 Domark Group, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99946&o=2

$end


$cpc_cass=trivials,
$bio

Trivial Pursuit - Edition Genus (c) 1989 Erbe Soft. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99947&o=2

$end


$cpc_cass=triviajr,
$bio

Trivial Pursuit - Edition Junior (c) 1988 Domark Group, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99950&o=2

$end


$sms=trivial,
$bio

Trivial Pursuit - Genus Edition (c) 1992 Domark

- TRIVIA -

Reviews:
[FR] November 1992 - Consoles+ No. 14: 41/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56263&o=2

$end


$cpc_cass=triviag2,
$bio

Trivial Pursuit - Genus II (c) 1988 Domark Group, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99952&o=2

$end


$segacd=trivial,
$bio

Trivial Pursuit - Interactive Multimedia Game (c) 1995 Virgin Interactive

- TECHNICAL -

Game ID: T-89015

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60834&o=2

$end


$cpc_cass=triviarv,
$bio

Trivial Pursuit - La Révolution Francaise (c) 1989 Domark Group, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99951&o=2

$end


$info=ep_tp2,ep_tp2a,
$bio

Trivial Pursuit 2 (c) 199? Maygay.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40910&o=2

$end


$info=m1tpclb,
$bio

Trivial Pursuit Club (c) 199? Maygay.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42023&o=2

$end


$info=ep_tp,ep_tpa,ep_tpb,
$bio

Trivial Pursuit (c) 1997 Maygay.

- TECHNICAL -

Epoch

- TRIVIA -

Trivial Pursuit was released in October 1997 in UK.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15480&o=2

$end


$info=triviasp,triviabb,triviag1,triviag2,triviayp,triviaes,trivia12,
$bio

Trivial Pursuit (c) 1984 Bally Sente.

- TECHNICAL -

[No. 0B95]

Main CPU : Motorola M6809 (@ 1.25 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : (6x) CEM3394 (@ 4 Mhz)

Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024

Players : 1
Control : 8-way joystick
Buttons : 2

- TRIVIA -

There are 5 editions of this game : 'All Star Sports', 'Baby Boomer', 'Think Tank - Genus', 'Genus II' and 'Young Players'. Those games run on the Bally / Sente SAC-I hardware.

- STAFF -

Game adaptation and software designer : Richard Adam
Screen graphics designers : Gary Johnson, Bil Maher Esq., Mark McPhee
Audio : Richard Green, Gary Levenberg
Video hardware designers : Howard Delman, Tian Harter

- PORTS -

* Computers :
Sinclair ZX Spectrum (1986, Baby Boomer edition)
Sinclair ZX Spectrum (1987, Young Players edition)
Sinclair ZX Spectrum (1988, Genus edition)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2976&o=2

$end


$info=trizeal,
$bio

Trizeal (c) 2004 Triangle Service.

A vertical shoot'em up. Your spacecraft can be morphed into 3 models supporting different shooting types, including front missiles, homing rockets and wide shot. You will operate your ship with 3 action buttons : shoot, morph and bomb. A power up system allows you to boost your ship into 5 different levels.

- TECHNICAL -

Runs on the Sega "NAOMI GD-ROM System" hardware.

Players : 2
Control : 8-Way Joystick
Buttons : 3
=> [A] Shoot, [B] Morph [C] Bomb

- TRIVIA -

Trizeal was released in September 2004.

Like "XII STAG" you can attack the enemies from either the sides (activated by wiggling the joystick rapidly left and right or alternatively by a singly button press) and also rear attack which are initiated automatically should any craft venture to close to your tail pipe.

- PORTS -

* Consoles :
Sega Dreamcast (2005)
Sony PlayStation 2 (2006, "Shooting Love - Trizeal")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4424&o=2

$end


$amigaocs_flop=troddler,
$bio

Troddlers (c) 1992 Storm

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75439&o=2

$end


$snes=troddleru,
$bio

Troddlers [Model SNS-TX-USA] (c) 1993 Seika

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63931&o=2

$end


$snes=troddler,troddlerp,
$bio

Troddlers [Model SNSP-TX-EUR] (c) 1993 Seika

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63930&o=2

$end


$info=trog,trog3,trogpa6,trogpa4,trog4,
$bio

Trog (c) 1991 Midway.

1 to 4 players take on the role of a cute dinosaur, selected from the four on offer : Rex (red), Bloop (blue), Spike (yellow) and Gwen (lavender). The game takes place in a prehistoric land called 'Og' and is made up of forty-nine different islands; the dinos must collect all of the dinosaur eggs that lay on the islands, while avoiding the unwanted attention of a tribe of one-eyed cavemen, called 'Trogs'. The dinos can punch the attacking Trogs; one punch will only stun a Trog but several punches will knock the enemy off the screen. There are 4 different Trogs who pursue the dinos :
* Brown Trogs who use only their fists.
* Red Trogs who use clubs and create fires or holes in the ground.
* Blue Trogs who pop up out of the ground and roll stone wheels.
* Green Trogs who bounce around trying to crush you with their springs.
On each island, after the dinos have gathered up all of their eggs, they must make their way to the base labeled 'Home'; from here they will move on to the next island.

Between each stage, there is an intermission where the players' Dinos will dance, with an on-screen caption proudly declaring 'Excellent!', 'Congratulations!', 'Nice Work!', 'Good Job!' or 'Dino-Mite!'. On occasion, an intermission screen appears that shows a Trog planning another attempt to eat a Dino.

- TECHNICAL -

Midway Y Unit hardware

Main CPU : TMS34010 (@ 6.25 Mhz)
Sound CPU : Motorola M6809 (@ 2 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.57958 Mhz), DAC, HC55516 (@ 3.57958 Mhz)

Players : 4
Control : 8-way joystick
Buttons : 1

- TRIVIA -

Trog was released in February 1991. The word Trog comes from 'Troglodyte', a term that refers to a prehistoric cave-dweller or caveman.

About the PROTOTYPE REV 4.00: This particular code revision is also referred to in other resources as 'BattleTrog'. This prototype (known in Midway as Trog Proto 4) represents the original concept for the game Trog. The plans called for a strategy game where the player character, a dinosaur, had to be manipulated via placing bones to block his or her path, similar to many home computer games of the time. However, it soon became clear on field tests that players were confused and frustrated by this method of control in an arcade setting, where such strategic thinking was rarely required. Some surveys suggested that many players expected the game to be a simple "Pac-Man"-style affair. Many customers also were concerned/laughed openly at the action buttons labelled 'Bone', the term also being used in American slang for certain 'mature' acts and at least one cabinet panel was defaced to add an 'R' to the end of the word. As a consequence of this disastrous location test, the game was nearly axed entirely. Indeed, it probably would have been had it not been for the stop motion animation created for use as sprites in game - the story is that its high cost resulted in many of the senior employees at Midway demanding that Trog remain a going concern, with a new game mechanic built around the sprites. As it turned out, the game was turned into a "Ms. Pac-Man" clone, the small and large pills replaced with eggs and pineapples. It has been argued by some, including myself, that the use of trackballs instead of joysticks would salvage the original game mechanic, but closer inspection of the hardware through the MAME emulation suggests that 4-player trackball play, or indeed any trackball play could not be included without major complications, or indeed a whole new Midway hardware unit being devised.

About the REV PA6-PAC: This prototype (known in Midway as Trog II Proto 6) represents the first major step towards the final Trog concept. The deviation from the standard naming system (the game would normally be listed as Trog PA6 only) represents the change in the project, the -PAc extension added to make it perfectly clear that this was a "Pac-Man" clone. With the original plans for a strategy game abandoned due to a poor location test, new thinking was required to salvage the project - it is rumoured that too much had been invested in the animation for the project to be canned at this stage. Money became very tight on the Trog II project (Trog I being the abandoned strategy game) and so a total rewrite of the concept was out of the question - they would have to make do with the existing code libraries for the project, with only minor alterations. Pushed for time and funding, the programmers decided to make the game into the Pac-Man clone many expected it to be, as this would require the least recoding, all that would be required would be to make the dinosaurs fully controllable, instead of the guided automatons they were originally. However, it was clear that the Trog AI would make them too good for even the best of players to overcome through clever moves, so a 'Punch' option was added which replaced the 'Bone' function and led to the only new animation added in the project, - a 3 frame jab which looked poor compared to that of the Trogs due to the time pressures on Haeger at the time of animation. With this established, the programmers then altered the level order to provide a more suitable learning curve for the game, however this destroyed the main purpose of the 'Trog's Cave' intermissions screens and meant that the order of Trog's thoughts didn't fully match his actions. Also, although some of the 'thought balloon' animations (created on the fly through the game ROMS) were changed to remove the bone breaking scenes relating to proto 4, the cave drawings (done by professional 2-D animators) could not be altered due to time and money considerations. The original ending of the game was also scrapped, as it was believed to be an anticlimax, so another hastily animated island was added for an extra challenge, purported to be Trog's Cave (Note the use of the intermission style lettering coupled with superimposed text straight from the ROM, again new graphics were out of the question). However, most of the other features remained intact, with a Complex Egg Lay option being added in the release versions to allow owners to change the egg patterns back from the Pac-Man style to the original layouts (it is believed that there may be a version of the game which put the original mechanic back in too, but no evidence of this has been found).

Trog makes appearances in latter Midway titles. As a shootable easter egg in the game "Revolution X". Additionally, the arcade cabinet makes a brief appearance in the 1991 movie "Terminator 2 - Judgment Day"; two girls attend the machine inside a shopping mall arcade as the T-1000 questions them regarding the whereabouts of John Connor. In the horror rail shooter arcade game "CarnEvil", Trog can be found in the Freak Show portion of the game as an attraction in the background. He is frozen in a block of ice and labeled 'Frozen In Time!'. The dino characters also appear as enemies in the Rickety Town level of the game.

- UPDATES -

* PROTOTYPE REV 4.00 (July 27, 1990):
- The bonus groove is still part of the released game's sound test, despite the fact it is now exclusively used for Trog's Cave and the ending - the prototype's bonus sequence was longer, as time and skill points were added, thus it needed music.
- The dinosaurs punch is poorly animated - this feature was added for the new game to allow fending off of the Trogs and as a result was just a few extra frames of animation made at the 11th hour by Jack E. Haeger.
- The last level uses the Intermission 'Trog's Cave' text, complete with graphical artefacts that were cut off on its normal background, due to the need to minimize adding graphics to the already overtime and over-budget project (the rest of the explanatory text is placed on screen using the same code that superimposes the victory messages).
- The Trog's Cave sequences no longer match up with the introduction of each new enemy - due to the restructure of the levels.
- Trog is seen trying to overcome bones in the recap drawings. In reality this scene was shot for the prototype, when the player's bones could be smashed or jumped on and not replaced due to the cost of redrawing the animation (it is worth pointing out that the main scenes have bone bashing elements removed).

* REV PA6-PAC (September, 09, 1990)

* REV LA3 (February 14, 1991)

* REV LA4 (March 11, 1991)

* REV LA5 (March 29, 1991)

- TIPS AND TRICKS -

While playing the game, try not to fall off the island. You must avoid or fight off any stone wheels that roll toward you and also avoid any tar pits that will occasionally appear. The Trogs are clumsy and dumb and will sometimes fall off the island, sink into the tar pits or blunder into their own traps. However, an island may have holes with warp grids that will advance your Dino two or three islands ahead if your Dino falls into it. These form when you take the shiny egg (in the lower-right corner, there will be one egg that will shine) last. In addition, all players will receive a cool 300,000 point bonus.

On some islands, there will be doors that will lead from one area to another and some will have springboards that will transport your Dino from one side of the island to another. The springboards will hurl the green Trogs to their deaths.

On each island, there are a number of special power-items to collect :
* 'Red roots' that give your Dino extra speed
* 'Yellow horseshoes' that will temporarily form a protective forcefield around your Dino
* 'Fiery chilli peppers' that make your Dino to spit fireballs to burn the Trogs
* 'Ice jewels' that will momentarily freeze all the Trogs on the island
* 'Pineapples' that will temporarily turn your Dino into an unstoppable, Trog-eating tyrannosaurus rex.

Avoid the grey mushrooms as they will slow your Dino down.

Some islands have timed bonus stages that will give you a chance to earn bonus points. These stages include :
* Trog Feasts where your Dino will be a tyrannosaurus rex and will attempt to eat as many Trogs as possible before time runs out
* Trog Barbecues where your Dino will spit fireballs and try to burn as many Trogs as possible before time runs out
* Diamond Mines where your Dino will attempt to capture as many gems as possible (including diamonds, rubies and emeralds) before time runs out.

When stage is starting, take a look carefully at eggs, 1 egg will shine (little star) for 1 or 2 seconds. Get this egg as last egg on stage -> a teleport will open. You can enter to teleport instead normal exit, you will skip some stages.

- STAFF -

Artwork and playmation : Jack E. Haeger (JEH)
Game designers : Jack E. Haeger (JEH), George N. Petro (GNP)
Music and sounds : Chris Granner
Software : George N. Petro (GNP) & Kurt Mahan
Hardware : Mark Loffredo (M L), Glenn Shipp (GWS), Cary Mednick, Al Lasko (AL ), Raymond Gay, Sheridan Oursler
Cabinet designer : Ray Czajka (RAY)
Cabinet artworks : Linda Deal (LTD), Jack E. Haeger (JEH)
Publication : Karen Trybula
Marketing : Laura Rezek (LJR)

- PORTS -

* Consoles :
Nintendo Famicom

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2977&o=2

$end


$nes=trog,trogu,
$bio

Trog! (c) 1991 Acclaim Entertainment, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55761&o=2

$end


$cpc_cass=troglo,
$bio

Troglo [Model AM-19] (c) 1986 ACE Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99953&o=2

$end


$info=trojan,trojana,trojanb,
$bio

Trojan (c) 1986 Capcom.

For more information about the game itself, please see the original Japanese version entry; "Tatakai no Banka"

- TRIVIA -

Trojan was released in April 1986 outside Japan. It is known in Japan as "Tatakai no Banka".

- PORTS -

Here is a list of ports released outside Japan and North America. For Japanese ports, please see the original Japanese version entry; "Tatakai no Banka"; for North American ports, please see the Romstar version entry. 

* Consoles : 
Nintendo Famicom [KO] (1988) 
Nintendo NES [EU] (March 23, 1989) "Trojan [Model NES-TJ-EEC]" 
Microsoft XBOX [EU] (November 18, 2005) "Capcom Classics Collection" 
Sony PlayStation 2 [EU] (November 18, 2005) "Capcom Classics Collection [Model SLES-53661]" 
Sony PlayStation 3 [PSN] [EU] (February 20, 2013) "Capcom Arcade Cabinet" 
Microsoft XBOX 360 [XBLA] [EU] (February 20, 2013) "Capcom Arcade Cabinet" 
Microsoft XBOX 360 [XBLA] [AU] (February 21, 2013) "Capcom Arcade Cabinet"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2978&o=2

$end


$info=trojanr,
$bio

Trojan (c) 1986 Romstar, Incorporated.

For more information about the game itself, please see the original Capcom Japanese version entry; "Tatakai no Banka".

- TRIVIA -

Trojan was released in April 1986 in the USA by Romstar, under license from Capcom.

- PORTS -

Here is a list of ports released in North America only.

* Consoles : 
Nintendo NES [US] (February 1987) [Model NES-TJ] 
Microsoft XBOX [US] (September 27, 2005) "Capcom Classics Collection" 
Sony PlayStation 2 [US] (September 27, 2005) "Capcom Classics Collection [Model SLUS-21316]" 
Sony PlayStation 3 [PSN] [US] (March 19, 2013) "Capcom Arcade Cabinet: Game Pack 3 [DLC]" 
Microsoft XBOX 360 [XBLA] [US] (March 20, 2013) "Capcom Arcade Cabinet: Game Pack 3 [DLC]" 
Sony PlayStation 3 [PSN] [US] (May 21, 2013) "Capcom Arcade Cabinet: All-In-One Pack [DLC]" 
Microsoft XBOX 360 [XBLA] [US] (May 22, 2013) "Capcom Arcade Cabinet: All-In-One Pack [DLC]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32640&o=2

$end


$nes=trojan,
$bio

Trojan (c) 1987 Capcom Company, Limited.

- TECHNICAL -

Cartridge ID: NES-TJ-EEC

- TRIVIA -

Trojan for NES was released on March 23, 1989 in Europe.

- TIPS AND TRICKS -

* Continue game : when you get Game Over hold Up+Start at the title screen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83990&o=2

$end


$nes=trojanu,
$bio

Trojan (c) 1987 Capcom USA.

- TECHNICAL -

Cartridge ID: NES-TJ-USA

- TRIVIA -

Trojan for NES was released in February 1987 in North America.

- TIPS AND TRICKS -

* Continue game : when you get Game Over hold Up+Start at the title screen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55762&o=2

$end


$info=pc_trjan,
$bio

Trojan (c) 1986 Nintendo of America.

PlayChoice-10 version. For more information about the game itself, please see the original NES version.

- TECHNICAL -

Nintendo PlayChoice-10 hardware
Game ID : TJ

Main CPU : Zilog Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz)
Sound Chips : Zetex N2A03 (@ 1.789772 Mhz), DAC

Players : 2
Control : 8-way joystick
Buttons : 2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1837&o=2

$end


$msx2_flop=trojka,trojkaa,
$bio

Trojka (c) 1992 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102117&o=2

$end


$cpc_cass=troll,
$bio

Troll (c) 1988 Kixx

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99954&o=2

$end


$ibm5150,ibm5150_cass=troltale,
$bio

Troll's Tale (c) 1984 Sierra On-Line, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83727&o=2

$end


$cpc_cass=trolwall,
$bio

Trollie Wallie (c) 1986 Players Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99495&o=2

$end


$nes=trollsti,
$bio

Trolls on Treasure Island (c) 1992 American Video Entertainment

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55763&o=2

$end


$adam_cass=troltale,
$bio

Trolls Tale (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82709&o=2

$end


$gba=trollzu,
$bio

Trollz - Hair Affair! [Model AGB-BT6E-USA] (c) 2005 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76188&o=2

$end


$gba=trollz,trollzb,trollza,
$bio

Trollz - Hair Affair! [Model AGB-BT6P] (c) 2006 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76187&o=2

$end


$a2600=trondd,
$bio

TRON - Deadly Discs (c) 1982 M Network

TRON is alone, standing in the center of an arena with walls on all sides. Three doors open and three computer-controlled attackers enter the ring.  The contest is on!  Warriors more around throwing destroyer discs.  Split-second reflexes keep TRON in motion, dodging their deadly aim.  Keep him moving...he can only withstand 5 hits before he is 'de-rezzed' (that is, he dies). Try a fast exit... 'teleport' (in one door and out another) and surprise his attackers.  Fire back and hit as many of them as possible.  Warriors destroyed by TRON's disc are replaced every 10 seconds, unless you clear the board by getting them before they get him.  If you succeed in knocking down all of his opponents before the replacements arrive, you advance a scoring level. This increases the point value of each opponent hit.  As your score goes higher, warriors become faster, more aggressive, their discs speed up, and they throw them more often.  It's an action packed game in which only the swift survive.

- TECHNICAL -

Model MT5662

- TIPS AND TRICKS -

* Keep TRON on the run!  A moment's hesistationmay cost him his life! Dodge oncoming discs while trying to hit as many warriors as possible.

* Be careful in the corners.  It's easy to get trapped there!

* Lock as many doors open as you can.  "Teleport" to escape being hit or to surprise your attackers.

* When 'teleporting' TRON, think ahead and watch out!  Don't run smack into a warrior or group of warriors on the other side.  That could prove deadly!

- STAFF -

Programmers: Jeff Ronne, Brett Stutz

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51098&o=2

$end


$gba=tron20u,
$bio

Tron 2.0 - Killer App [Model AGB-BTNE-USA] (c) 2004 Buena Vista Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76190&o=2

$end


$gba=tron20,
$bio

Tron 2.0 - Killer App [Model AGB-BTNP] (c) 2004 Buena Vista Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76189&o=2

$end


$aquarius=tron,
$bio

Tron Deadly Discs (c) 1982 Mattel Electronics.

- TECHNICAL -

[Model 4024]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49816&o=2

$end


$intv=trondd,
$bio

TRON Deadly Discs (c) 1981 Mattel Electronics

Score points by knocking out computer-controlled attackers with flying discs. Your task is to bring your man, TRON, safely through battle after battle. Attacking Warriors are also armed with destroyer discs. They'll come at TRON in wave after wave of three against one! You get them. Or they'll get TRON. Game difficulty increases dramatically in the later stages. 100,000 points is a good score. 1,000,000 points are entirely possible!

- TECHNICAL -

Model 5391

- TRIVIA -

TRON Deadly Discs was in production at the same time as TRON, the Disney movie; the design for the game was based on storyboards and production stills from the film.

Deadly Discs fan Dave Warhol put together his own private version of the game, replacing the enemy warriors with the hot dogs from BurgerTime. He called the result Deadly Dogs. If you want to play it, it's hidden in the INTV Corporation release of Dig Dug: press 47 (4 and 7 simultaneously) on both hand controllers and press reset. The Deadly Dogs title screen will appear.

- TIPS AND TRICKS -

* Use BOTH hand controllers. Work the WHEEL with one hand (move TRON.) Work the FIRE direction keys with the other hand. (Fire TRON disc!) Remember, only one control at a time!

* KEEP one finger on the BLOCK button. Be set to make TRON crouch & duck a Warrior disc or set up a BLOCK.

* Practice BLOCKING!  Blocks of Warrior discs coming at TRON earn the SAME POINTS as destroying Warriors!

* Always keep an OPEN door behind you for emergencies. A quick exit comes in very handy especially in the later stages of the game when you're fighting off BULLDOG Warrior or LEADERS.

* WATCH OUT for The Recognizer! IF he touches TRON, GAME IS OVER. Be alert for The Recognizer after you have completed a teleport and all Warriors have been swept from the grid!

* The Recognizer will defend itself with its paralyzer probe. You don't have much time to get off an accurate throw!

* KEEP TRON MOVING throughout the game. TRON will not move by himself. And keep an escape route open.  Don't let TRON get trapped in a corner!

- STAFF -

Design & Program: Steve Sents
Graphics: Eric Wels
Sound: Bill Goodrich

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60970&o=2

$end


$intv=tronmat,
$bio

TRON Maze-A-Tron (c) 1981 Mattel Electronics.

In the computer fantasy world of TRON, the power-hungry Master Control Program (the MCP) seeks to control the human race. You are Flynn, the daring, young programmer, transported into the heart of the computer, to find and disable the MCP.

MAZE-A-TRON is played in ROUNDS. Each round consists of two PHASES--the Circuit Maze (Phase I) and the Master Control Program (Phase II). Each time you complete both phases of a round, you automatically advance one GAME LEVEL.

Game Level affects both DIFFICULTY and SCORING.
Difficulty increases with each level up through Level 12.
Scoring increases with each level up through Level 99.

OBJECT OF THE GAME
Phase I (Circuit Maze). Store up energy and zeroes as you move Flynn through the Maze. Find the RAM Chips and clear them to zero in the shortest time. Avoid losing turns.

Phase II (MCP). Find pairs of numbers (BIT PAIRS) in the two center columns that match the bit pair at the TOP of the two outer columns. Turn the matching bit pairs in the center column to BLACK, before the move off the screen. Watch out for laser blasts from the MCP. Three hits--one turn lost and return to the Maze. If the OUTER columns move off screen, you return to the Maze and start the next round.

You can lose 2 turns. When you lose your third turn, the game ends.

- TECHNICAL -

Model 5392

- TRIVIA -

Like TRON Deadly Discs, this game's production paralleled the production of the movie. And like TRON Deadly Discs, the movie's less-than-enthusiastic reception didn't help sales.

- STAFF -

Design & Program: Russ Haft
Graphics: Eric Wels
Sound: Andy Sells

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60971&o=2

$end


$intv=tronss,
$bio

TRON Solar Sailer (c) 1982 Mattel Electronics.

Game is based on TRON, the Walt Disney Productions futuristic movie! You are the character, FLYNN. Your opponent is the tireless Master Control Program! Your only hope of returning to the real world is to destroy the MCP before it destroys you. To do this you must overload the MCP. In the opening game phase your Solar Sailer will ride intersecting beams on your TV screen. Recognizers and cannon-firing tanks will attack the Solar Sailer on its way to the MCP & the decoding phase. In this second phase you'll be involved with frantic decoding action inside the heart of the MCP. Points are won for shooting the Solar Sailer's attackers (phase 1) and for correctly placing digits into a display (phase 2).

- TECHNICAL -

Model 5393

- TRIVIA -

TRON Solar Sailer was started by Don Daglow, but it was almost immediately put on hold when he was promoted to manager. A couple of months later, Keith Robinson picked up the project. As the drop-dead deadline of October 15, 1982 approached and the game was 25% oversize, Gene Smith was assigned full time to optimize the code while Keith (to Gene's dismay) continued to add features. The day before deadline, they finished a version that both fit into 12K and was pronounced bug-free by Traci Roux in Quality Assurance.

French, Italian and German translations of the dialog were recorded but never used.

- TIPS AND TRICKS -

Easter Egg: When you enter the access code on track one, append Keith's birthday -- 991955 -- to the code before pressing enter. He'll wish you luck before the next phase of the game.

- STAFF -

Design: Keith Robinson, Don Daglow
Program: Keith Robinson, Gene Smith
Graphics: Keith Robinson
Music Arranged by: Andy Sells (from the TRON themes by Wendy Carlos)
Sound: Mark Urbaniec
Voices: Cory Burton (Tron), Diane Pershing, Patti Glick (Yori), Brian Cummings (MCP), Joannie Gerber (Bit) Fred Jones (mechanical voice)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60972&o=2

$end


$pyuuta=tron,
$bio

Tron (c) 1983 Tomy

- TECHNICAL -

Model 018E

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101363&o=2

$end


$info=tmtron,
$bio

Tron (c) 1984 Tomy.

Handheld electronic game based on the famous arcade game.

- TECHNICAL -

Game ID: 7601

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94384&o=2

$end


$info=tron,tron2,tron3,tron4,tronger,
$bio

Tron (c) 1982 Bally Midway.

Tron is a 1- or 2-player game set inside the 'Tron' computer, and is based on the ground-breaking Disney movie of the same name.

Tron consists of twenty-two stages - or 'phases' - of play. Each phase consists of four separate games called "domains", all of which must be completed before moving on to the next phase. Players can determine the order in which each of the four domains is attempted, but the domain position is random and is only revealed once that domain has been chosen.

The four domains that make up a phase never change throughout the game, although both the difficulty level and number of enemies increases with each subsequent phase. The domains are as follows:

* LIGHT CYCLES : The player controls a Light Cycle that leaves a blue light trail in its wake. The aim is to 'box in' the yellow enemy Light Cycles, making them crash into either a cycle trail (theirs or the player's) or a wall. The player must also avoid any collision with either walls or light trails. The joystick controls the direction of the bike and the trigger controls its speed.

* I/O TOWER : Destroy the Grid Bugs that emerge from the grid surrounding the tower. The bugs will multiply and fill the entire screen if not stopped. Players must attempt to clear a path to - and enter - the I/O Tower before the timer runs out. The stick controls the movement of the player's character and the spinner controls the direction of fire.

* TANK MAZE : Destroy all enemy tanks that are patrolling the maze. The player's tank can fire in all directions and can bounce shots off walls, but can be destroyed by a single shot; while enemy tanks can only fire in the direction of travel but need three shots before they are destroyed. "Recognizer" tanks also feature in later phases; these Do NOT shoot but move quickly and will try to ram the player's tank. The joystick controls the movement of the player's tank and the spinner controls the direction of fire.

* MCP CONE : Destroy the blocks in the descending, rotating coloured column to clear a path and move the character up into the light cone above the blocks. A bonus is awarded if all of the blocks are destroyed. The stick controls the movement of the character and the spinner controls the direction of fire.

Bonus lives are awarded periodically throughout the game as specific point scores are reached. Each enemy and item has an assigned point value (see the "SCORING" section for details).

- TECHNICAL -

[Game No. 628]
[Upright model]

Bally Midway MCR 2 hardware

Main CPU : Zilog Z80 (@ 2.496 Mhz)
Sound CPU : Zilog Z80 (@ 2 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 2 Mhz)

Players : 2
Control : 8-way 'flight yolk' controller with a trigger, spinner knob

- TRIVIA -

Tron was released in May 1982.

When Bally/Midway signed a deal to create a Tron video game, they were very pressed for time and needed a game quickly. They decided to let all 3 of their design teams (their in-house team, Dave Nutting Associates, and Arcade Engineering) take a crack at a prototype. The Dave Nutting Associates team (led by Dave Armstrong) proposed a 3-D color vector game that was deemed too complex and expensive, thought it was later developed into a prototype called "Earth, Friend, Mission". The internal team eventually won the right to produce the game. The initial design document called for 6 different mini-games :
1) Rings (a light-disk duel between Tron and Sark).
2) Paranoia (in which the player builds a bridge of spiders to reach an island).
3) Tank Pursuit
4) Space Spores
5) I/O Tower (the player tries to reach an energy socket while avoiding electrifying blue warriors)
6) Light Cycles.

Fearing that they would never get the game out in time, the Rings game was made into a separate game and the Paranoia and I/O Tower game was dropped (though the MCP Cone sequence was later added). At one point the film included deadly spores that were included in the game's Grid Bug sequence, but when they were removed from the movie, they had to be removed from the game as well.

To promote the game, Bally/Midway and Alladin's Castle sponsored a seven-week-long tournament at over 400 locations throughout the country, as well as a celebrity tournament.

Most of the levels correspond to a computer language. Of course, some literary license was used for the level names and a couple of them don't really make sense. Anyway, here are the 11 level names and what they are :
ALGOL : Algorithmic Language. Influenced the development of more modern language (along with FORTRAN and LISP). Used for number crunching.
ASSEMBLY : Machine language. Used to write code directly to the computer without having to compile or interpret it.
BASIC : Beginners All-purpose Symbolic Instruction Code. Used primarily for teaching rudimentary programming.
COBOL : Common Business Oriented Language. Used primarily for accounting. Very old language.
FORTRAN : Formula Translator. Used for processing numbers and/or formulas.
JCL : Job Control Language. Used on IBM mainframes to execute specific jobs and scripts on the Job Entry Subsystem.
OS : Precursor language to OS2.
PASCAL : Teaching language for compiled languages. Not very powerful.
PL1 : A play on the actual language called PLI. Language used for solving mathematical problems.
RPG : Report Program Generator. Use for generating reports. Usually used with COBOL.
SNOBOL : Used for character string manipulation.

Walt Disney Productions sued Williams Electronics for copyright and patent infringement over Williams' use of the name 'tron' in their arcade legend, "Robotron - 2084". Common sense prevailed, however, and Williams won the suit.

The game's sequel, "Discs of Tron" was originally intended to be a part of the original game but tight time constraints meant that the mini-game was not completed in time.

A Tron unit appears in the 1983 movie, 'War Games', in the 1986 movie 'The Color of Money' and in the 1987 movie, 'Death Wish 4 - The Crackdown'.

- UPDATES -

OLDER VERSION (clone 6/15 in Mame) :
* Level 1 (RPG) gives you 1000 on the timer instead of 500 in the I/O Tower game, making it easier to get the 1000 point bonus for killing all grid bugs in Level 1.
* The series of sounds that play when blocks are destroyed in the MCP Cone game are higher in pitch than in the other versions of Tron.
* Each phase features different pattern schemes from the other versions - Play Level 2 (COBOL) in the other version, and then play Level 2 in the (6/15) version, keeping the Game Difficulty setting at the default (5) each time, and you'll see what we mean.

- SCORING -

Scoring in this game is relatively easy since there aren't a lot of enemies to keep track of.
Grid Bugs : 50 points
Bit : 5000 points
Blocks : 25 points
Light Cycles : 500 points

Tanks...
1st Hit : 100 points
2nd Hit : 300 points
3rd Hit : 500 points

You get a 1000 point bonus for destroying all the Grid Bugs.
You get the remaining time added to your score when you enter the I/O Tower.

NOTE : On Level 1 (RPG), you only get 500 on the timer. On all other levels, you get 1000 on the timer. EXCEPTION : As stated in the "Updates" section above, if you're playing the (6/15) version, you always get 1000 on the timer, even on Level 1.

You get a 1000 point bonus for destroying all the Blocks.

- TIPS AND TRICKS -

When you start the game, you will have a cursor in the middle of a computer-looking grid. You have 8 seconds to go one of 4 directions on that grid. If you don't, you will be randomly sent in a direction. Once you have completed an area, you can no longer go to that area until you get to the next level. The areas are randomized on this computer grid so you won't know what you will get next. Below are the four areas and strategies to get through them.

* I/O TOWER : This is one of the easier areas to get through. It just involves a lot of shooting.
- Quickly establish where the Grid Bugs are. That way you can quickly aim to clear out a path if necessary.
- The game simulation sailor comes out at random times and drops the Bit off. Do everything you can to get to it for a free 5,000 points.
- Work your way to one of the exits and 'camp out'. Just use the spinner to aim high and low to take care of the Grid Bugs. Once the timer hits 100, go ahead and exit the screen.
- It is possible to get over 10,000 points in this area alone (5,000 for the Bit and over 5,000 for Grid Bugs killed).
- On the earlier levels, try to take out all of the Grid Bugs for the 1,000 point bonus.

* LIGHT CYCLES : This is one of the harder areas until you learn the patterns. Then it will become a breeze.
- The arena for this game is a 9 x 9 grid. Use the grid lines to gauge distances and to also know where the turns are.
- Hitting the wall, your light trail, or an enemy light trail will end your cycling career very quickly.
- Depending on the machine set up, you will need to identify different patterns and make the appropriate adjustments to your strategy. Make sure you are staying at full speed until the enemy light cycles are trapped.
- Usually you can adjust when you see enemy cycles coming after you. A lot of times they will follow another cycle into the wall or a light trail. The enemy cycles become much quicker after level 10.
- If the three light cycles are coming straight down, go right and up around them. Then do a rectangle pattern leaving an opening to the right side to allow the enemy cycles to crash against the wall.
- Use the above pattern if the middle or right cycles go straight (the other ones will veer around before they head down).
- For any other occasion, it's best to go left and make a box that way. Again, the enemy cycles will destroy themselves before you get into trouble.

* MCP CONE : Another easier area.  Even if you mess up a little, you can still recover from your mistake.
- First, determine the cone's speed and direction of travel. You can accomplish the second thing by shooting at it to determine which way the hole travels.
- Next, determine your speed. This will determine how much time you have to blow through the cone to get to the exit.
- Once you have determined the above, go over to the side that the cone is entering from. For example, if the cone is moving from left to right, the go over to the left side and start shooting.
- The 4 block cones are pretty easy. Just rapidly blast a path and go up.
- The 6 block cones are a little trickier. You will need to open up the bottom part of the cone. Enter this new opening and start to chew at the top. You will end up having blocks rotate below you as you head up. Be careful and watch around you since you will end up surrounded by blocks before you enter the exit.
- The hardest cone to get through is when Tron is travelling fast and the cone is moving slow. You have to quickly blast a path any way you can or you will collide with the cone.
- For extra points, you can position yourself half-way out of the exit and blast at the top blocks. On the earlier levels, try to get the 1,000 point bonus.

* TANKS : Probably the hardest area of the game. You have to learn how to move and shoot (in different directions) at the same time.
- It takes 3 hits to destroy an enemy tank. You have the advantage, though, by being able to use rapid fire and bouncing your shots off the walls. Enemy tanks can only have one shot out a time.
- This rebounding of shots can be a very effective offensive measure. You may be able to hit tanks from afar or hit them around corners just by rebounding your shots just right. Prevent them from getting close.
- The pink teleporter area is the key to surviving many of the tank patterns. Just don't go too far in or you may end up teleporting to a hostile environment very quickly.
- If you stay off the tank trails, enemy tanks will not fire on you. They can, however, ram your tank (this is especially true if you are hanging out in the teleportation area).
- Like other parts of Tron, there are patterns you can use on the specific tank patterns to ensure your survival.

* This is an interesting bug. On the MCP Cone levels, if you go all the way to the right or the left and keep moving, you can move the whole playfield to the side. This doesn't seem to have any other affect.

* Here's an odd Tron bug : On the Recognizer Tank levels, make your way to one of the little alcoves in either the top right, or bottom left corners. The tanks cannot shoot, and will not go down an alcove, so therefore cannot kill you. Then, wait approximately 9 to 10 minutes without moving your tank. You can fire, but do not kill all the recognizers. After the time (9-10 mins), the sound system will go berzerk, starting with a very high pitch tone, which falls to a low tone that vibrates the cabinet. The sound also goes berzerk if you enter the tower at 0099 units on the bug screen.

- SERIES -

1. Tron (1982)
2. Discs of Tron (1983)
3. Tron 2.0 (2003, PC/MAC) 
4. TRON (2010, iPhone/iPod)

- STAFF -

VP Engineering : John Pasierb (JP)
Software : Bill Adams (BA)
Hardware : Atish Ghosh (AG)
Art / Cabinet designer : George Gomez (CG)
With support from : Tom Leon (TL)

- PORTS -

* Consoles :
DynaVision [BR] (198?, Tron)
Microsoft XBOX 360 [XBLA] [US] [EU] [AU] (January 9, 2008)

* Computers :
Tandy Color Computer [US] (1983, "Kron")
Oric I [EU] (1984, "Light Cycle")
Sinclair ZX Spectrum [EU] (1984, "Light Cycle")

* Others :
LCD handheld game (1982) released by Tomy : cool game, the entire case is made of a smoked clear plastic so you can see the inside of the game (and it has some large, simulated circuitry in the back, to make it look even cooler...)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2979&o=2

$end


$info=trophyh,
$bio

Trophy Hunting - Bear & Moose (c) 2002 American Sammy.

Trophy Hunting is a 2-player head-to-head big game competition. The players can select from 4 weapons to hunt with : Bolt-Action Rifle, Compound Bow, Revolver w/ scope, and Muzzleloader. The players then can select to go hunting in Colorado, Idaho or Maine for bears or Montana, Utah or Alaska for moose.

- TRIVIA -

Released in March 2002.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4414&o=2

$end


$info=troangel,
$bio

Tropical Angel (c) 1983 Irem Corp.

An abstract take on the 3d racing genre, Tropical Angel puts the player in control of a female water-skier who must dodge the many rocks that protrude from the water while attempting to steer through a set number of gates - in the form of a pair of flags - before the time limit expires. The acceleration button needs to be held down all the time while the 'trick' button makes the water-skiing girl spin through one-eighty degrees and proceed to ski backwards. The player cannot steer while traveling backwards, but will earn bonus points for the duration of the trick. As the game progresses, small ramps, buoys and sharks come into play. The small ramps can be jumped to add to the player's score, although they're always in difficult to reach locations. The buoys are usually very close together, but skiing between them earns bonus points. Finally, the shark will appear from time-to-time, running into it means game over, regardless of how much time the player has left.

- TECHNICAL -

Irem M-57 hardware

Main CPU : Zilog Z80 (@ 3 Mhz)
Sound CPU : Motorola M6803 (@ 894.886 Khz)
Sound Chips : (2x) General Instrument AY8910 (@ 894.886 Khz), (2x) MSM5205 (@ 384 Khz)

Screen orientation : Horizontal
Video resolution : 240 x 240 pixels
Screen refresh : 57.00 Hz
Palette colors : 272

Players : 2
Control : 2-way joystick
Buttons : 2 (gas button and trick button)

- TRIVIA -

Released in September 1983.

This title was only available as conversion kit, there were no dedicated cabinets made. The kit for this title would install in any cabinet with a horizontal monitor. The kit was rather different in the fact that it supported both joysticks AND analog driving controls. The marquee to this game bore a photo of two cartoon water skiers being pulled behind a boat, one of which was in the process of falling down.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2980&o=2

$end


$pc8801_cass=tropical,
$bio

Tropical Boy (c) 1983 Enix, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91282&o=2

$end


$info=trpdlght,
$bio

Tropical Delight (c) 1997 Aristocrat Leisure Industries Pty, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100211&o=2

$end


$intv=tropical,
$bio

Tropical Trouble [Model 720017] (c) 1982 Imagic

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60981&o=2

$end


$gbcolor=trouball,
$bio

Trouballs [Model CGB-BBEE-USA] (c) 2001 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69023&o=2

$end


$pc8801_flop=troubcon,
$bio

Trouble & Confusion (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93151&o=2

$end


$pc8801_flop=troubcn2,
$bio

Trouble & Confusion v.2 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93152&o=2

$end


$pc98=troubch1,
$bio

Trouble Chaser Dai-1-wa - Trouble wa Sora kara Mirai kara (c) 1994 Nihon Create [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90924&o=2

$end


$pc98=troubch2,
$bio

Trouble Chaser Dai-2-wa - Futarime no Chaser (c) 1995 Nihon Create [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90925&o=2

$end


$pc98=troubch4,
$bio

Trouble Chaser Dai-4-wa - Saishuukai (c) 1995 Nihon Create [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90926&o=2

$end


$pc98=trbleout,
$bio

Trouble Outsiders (c) 1996 Petit [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90927&o=2

$end


$megadriv=troubsht,
$bio

Trouble Shooter (c) 1991 Vic Tokai

- TRIVIA -

Reviews:
April 1992 - Joypad N.7 (Page 89-91) [FR]: 78/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57496&o=2

$end


$info=trbwtchs,
$bio

Trouble Witches - Episode 1: Daughters of Amalgam (c) 2008 Studio SiestA.

- TECHNICAL -

Runs on the "Taito Type X" hardware.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=25961&o=2

$end


$msx2_flop=troxx,troxxa,
$bio

Troxx (c) 1993 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102118&o=2

$end


$megadriv=troyaik,
$bio

Troy Aikman NFL Football (c) 1994 Tradewest, Incorporated. [Corsicana, TX, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57497&o=2

$end


$jaguar=troyaik,
$bio

Troy Aikman NFL Football (c) 1995 Williams Ent., Inc.

- TIPS AND TRICKS -

* Score 2 extra touchdowns: After you score a touchdown, press Option and call a time-out. You get 6 points and the ball at the 1 yard line. Then repeat. You can score up to 3 touchdowns per down (18 points).

- STAFF -

Jaguar Version Developed By Telegames CDG.
Producer: Terry Grantham          
Lead Programmer: Richard S. Wong
Additional Programming: David G. Mahaffey
Jaguar Graphics: Scott Martindale, Lake Effects Animation
Jaguar Music Adaption: Scott Vollmer
Special Thanks To Williams Entertainment Inc.
Football Engine Programming: Michael Hunley
Based on an Original Design By: Michael Hunley, David Schwartz, Gary Luecker, Andy Wilson, John Stookey        
Adapted from Original Code by: Michael Hunley, David Schwartz
Original Player Animations: Gary Lueckner, Francisco Gracia
Original Music and Sound Effects: Rob Atesalp
Package/Manual Design&Production: Debbie Austin, Steve High, Shawn Murphy, Beeline Group Inc.
Quality Control: Brian Johnson, Randy Estrella, John Stookey, Tim Heydelaar, Dan Lewis, Steve Kramer
Technical Advice: Troy Aikman, Pat Curan, Vincent Curran, Chris Curran
Additional Assistance: Verna Riddles, Charlyn Aikman, Bobby Collier, Jack Collier

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76459&o=2

$end


$snes=troyaiku,
$bio

Troy Aikman NFL Football [Model SNS-YQ-USA] (c) 1994 Tradewest, Incorporated. [Corsicana, TX, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63933&o=2

$end


$snes=troyaik,
$bio

Troy Aikman NFL Football [Model SNSP-YQ-EUR] (c) 1994 Tradewest, Incorporated. [Corsicana, TX, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63932&o=2

$end


$info=trs80l2,
$bio

TRS-80 Model I (c) 1978 Radio Shack.

- TECHNICAL -

The Model I combined the mainboard and keyboard into one unit, in what was to be a common case design trend throughout the 8-bit microcomputer era, although it had a separate power supply unit. It used a Zilog Z80 processor clocked at 1.77 MHz (later models were shipped with a Z80A). The basic model originally shipped with 4 KB of RAM, and later 16 KB.

- TRIVIA -

In the mid-1970s, Tandy's Radio Shack division was a successful American chain of more than 3,000 electronics stores. After buyer Don French purchased a MITS Altair kit computer, he began designing his own and showed it to vice president of manufacturing John Roach. Although the design did not impress Roach, the idea of selling a microcomputer did. When the two men visited National Semiconductor in California in mid-1976, Steve Leininger's expertise on the SC/MP microprocessor impressed them. National executives refused to provide Leininger's contact information when French and Roach wanted to hire him as a consultant, but they found Leininger working part-time at Byte Shop and he and French began working together in June 1976. The company envisioned a kit, but Leininger persuaded the others that because "too many people can't solder", a preassembled computer would be better.

Tandy had 11 million customers that might buy a microcomputer, but it would be much more expensive than the US$30 median price of a Radio Shack product, and a great risk for the very conservative company. Many opposed the project; one executive told French, "Don't waste my time—we can't sell computers." As the popularity of CB radio—at one point more than 20% of Radio Shack's sales—declined, however, the company sought new products. In December 1976 French and Leininger received official approval for the project but were told to emphasize cost; for example, leaving out lowercase characters saved US$1.50 in components and reduced the retail price by US$5. In February 1977 they showed their prototype, running a simple tax-accounting program, to Charles Tandy, head of Tandy. The program quickly crashed as the computer could not handle the US$150,000 figure that Tandy typed in as his salary, and the two men added support for floating-point math to its Tiny BASIC to prevent a recurrence. After the demonstration Tandy revealed that he had already leaked the computer's existence to the press, so the project was approved.

MITS sold 1,000 Altairs in February 1975, and was selling 10,000 a year. Leininger and French suggested that Radio Shack could sell 50,000 computers, but others disagreed and suggested 1,000 to 3,000 per year at the target US$199 price. Roach persuaded Tandy to agree to build 3,500—the number of Radio Shack stores—so that each store could use a computer for inventory purposes if they did not sell.

Having spent less than US$150,000 on development, Radio Shack announced the TRS-80 (TRS stands for TANDY RADIO SHACK) at a New York City press conference on August 3, 1977. It cost US$399, or US$599 with a 12 inches monitor and a Radio Shack tape recorder as datacassette storage; the most expensive product Radio Shack previously sold was a US$500 stereo. The company hoped that the new computer would help Radio Shack sell higher-priced products, and improve its 'schlocky' image among customers. Small businesses were the primary target market, followed by educators, then consumers and hobbyists; despite its hobbyist customer base, Radio Shack saw them as "not the mainstream of the business".

Although the press conference did not receive much media attention because of a terrorist bombing elsewhere in the city, the computer received much more publicity at the Personal Computer Faire in Boston two days later. A front-page Associated Press article discussed the novelty of a large consumer-electronics company selling a home computer that could "do a payroll for up to 15 people in a small business, teach children mathematics, store your favorite recipes or keep track of an investment portfolio. It can also play cards." Six sacks of mail arrived at Tandy headquarters asking about the computer, over 15,000 people called to purchase a TRS-80—paralyzing the company switchboard—and 250,000 joined the waiting list with a $100 deposit.

Despite the internal skepticism, Radio Shack aggressively entered the market. The company advertised "The $599 personal computer" as "the most important, useful, exciting, electronic product of our time". Company president Lewis Kornfeld stated when announcing the TRS-80, "This device is inevitably in the future of everyone in the civilized world—in some way—now and so far as ahead as one can think", and Tandy's 1977 annual report called the computer "probably the most important product we've ever built in a company factory". Unlike competitor Commodore—which had announced the PET several months earlier but had not yet shipped any—Tandy had its own factories and distribution network, and even small towns had Radio Shack stores. The company announced plans to be selling by Christmas a range of peripherals and software for the TRS-80, began shipping computers by September, and opened its first computer-only store in October. Still forecasting 3,000 sales a year, Radio Shack sold over 10,000 TRS-80s Model Is in its first one and a half months of sales, and over 200,000 during the product's lifetime; one entered the Smithsonian's National Museum of American History. By mid-1978 the waits of two months or more for delivery were over, and the company could state in advertisements that TRS-80 was "on demonstration and available from stock now at every Radio Shack store in this community!".

The first units, ordered unseen, were delivered in November 1977, and rolled out to the stores the third week of December. The line won popularity with hobbyists, home users, and small-businesses. Tandy Corporation's leading position in what Byte Magazine called the "1977 Trinity" (Apple, Commodore and Tandy) had much to do with Tandy's retailing the computer through more than 3,000 of its Radio Shack storefronts. Notable features of the original TRS-80 included its full-stroke QWERTY keyboard, small size, its floating-point BASIC programming language, an included monitor, and a starting price of US$600. The pre-release price was US$500 and a US$50 deposit was required, with a money-back guarantee at time of delivery.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103294&o=2

$end


$info=trs80m2,
$bio

TRS-80 Model II (c) 1979 Radio Shack.

- TRIVIA -

Launched in October 1979. Despite its name, the Model II was not an upgrade of the original (Model I) TRS-80, but an entirely different system.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103359&o=2

$end


$info=truckk,
$bio

Truck Kyosokyoku (c) 2000 Namco, Limited.

Select one of 4 trucks and run through 5 stages within the limited time.

- TECHNICAL -

[Standard model]
Dimensions : 85cm wide x 188,7cm deep x 229,7cm high.
Weight : 230 kg.

- TRIVIA -

Developed by Metro. Truck Kyosokyoku was Released in June 2000 in Japan.

Also released as "Truck Kyosokyoku [Deluxe model]".

- PORTS -

* Consoles :
Sony PlayStation 2 (2000)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4450&o=2

$end


$intv=truckin,
$bio

Truckin' (c) 1983 Imagic

Ride your rig to the four corners of the USA! Deliver the goods on a tight schedule. Make strategic decisions about what cargoes to carry and which routes to take. Radio ahead. Find out what loads are needed, and where. Then power down that ribbon of highway.

Keep an eye peeled for turnouts - and for other truckers! You've got to get where you're goin' - and get there first! You'll earn big bucks as you cover the map from sea to shining sea! One or two players compete against time - and each other. Go for it!

- TECHNICAL -

Model 720023

- STAFF -

Design/Program: Rick Levine
Sound: Dave Durran

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60982&o=2

$end


$megadriv=truco96,
$bio

Truco '96 (c) 1996 Miky S.R.L.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57008&o=2

$end


$info=trucocl,
$bio

Truco Clemente (c) 1991 Miky S.R.L.

Truco, Argentinian card game featuring the Clemente Character.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : DAC (@ 3.072 Mhz)

Screen orientation : Horizontal
Video resolution : 256 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 32

Players : 1
Control : 8-way joystick
Buttons : 1

- TRIVIA -

Only a few boards were made in Argentina so Truco Clemente is a very rare game.

Clemente is a famous Argentinian character from artist Carlos Loiseau (Caloi) the character was created in 1973 as a comic strip for the newspaper 'Clarín'.

- STAFF -

Designed by : Miguel Ojeda (Miky)
Arts : Caloi
Graphics : Leonardo
Montage : Tito
Programs : Miguel Ojeda

- PORTS -

* Consoles :
Sega Megadrive (Truco 96)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3582&o=2

$end


$info=truco,
$bio

Truco-Tron (c) 198? Playtronic SRL.

A game of Truco, an Argentinian card game.

- TECHNICAL -

Main CPU : Motorola M6809 (@ 750 Khz)
Sound Chips : DAC

Screen orientation : Horizontal
Video resolution : 256 x 192 pixels
Screen refresh : 60.00 Hz
Palette colors : 16

Players : 1
Control : 2-way joystick (vertical)
Buttons : 1

- TRIVIA -

TrucoTron was the first arcade game made in Argentina. 500 units were made.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2981&o=2

$end


$snes=truepeblu,
$bio

True Golf Classics - Pebble Beach Golf Links [Model SNS-GB-USA] (c) 1992 T&E Soft

- TRIVIA -

Reviews:
[FR] June 1992 - Joypad N.9: 90/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63935&o=2

$end


$snes=truepebl,
$bio

True Golf Classics - Pebble Beach Golf Links [Model SNSP-GB-UKV] (c) 1992 T&E Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63934&o=2

$end


$snes=truewaia,
$bio

True Golf Classics - Waialae Country Club (c) 1991 T&E Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63936&o=2

$end


$snes=truewick,
$bio

True Golf Classics - Wicked 18 [Model SNS-W8-USA] (c) 1993 BPS [Bullet-Proof Software]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63937&o=2

$end


$megadriv=truelies,
$bio

True Lies (c) 1995 Acclaim Entertainment, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57009&o=2

$end


$gameboy=truelies,
$bio

True Lies [Model DMG-ATLE-USA] (c) 1995 LJN, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67288&o=2

$end


$gameboy=truelies,
$bio

True Lies [Model DMG-ATLP-EUR] (c) 1995 LJN, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67289&o=2

$end


$snes=trueliesj,
$bio

True Lies [Model SHVC-ATLJ-JPN] (c) 1995 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62554&o=2

$end


$snes=trueliesu,trueliesup,
$bio

True Lies [Model SNS-ATLE-USA] (c) 1995 LJN, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63940&o=2

$end


$snes=trueliesg,
$bio

True Lies [Model SNSP-ATLD-NOE] (c) 1995 LJN, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63939&o=2

$end


$snes=truelies,
$bio

True Lies [Model SNSP-ATLP-EUR] (c) 1995 LJN, Limited.

- TRIVIA -

Reviews:
[FR] April 1995, Consoles + N.42: 69/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63938&o=2

$end


$gamegear=truelies,
$bio

True Lies (c) 1995 Acclaim Ent., Incorporated.

- TECHNICAL -

[Model T-81167]

- TRIVIA -

This game is based on the 1994 movie with the same title.

- TIPS AND TRICKS -

* Infinite Lives: Enter MTDRJB as password to obtain that energy refills every time you die.

* Level Passwords: Enter these passwords to start from the corresponding level

Stage 2 (Park): RSSHLS
Stage 3 (Mall): MLLSSS
Stage 4 (Docks): DQCKKS
Stage 5 (Offices): QFFCSS

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64980&o=2

$end


$pc98=truelove,
$bio

True Love - Junai Monogatari (c) 1995 Software House Parsley [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90928&o=2

$end


$saturn,sat_cart=truepinu,
$bio

True Pinball (c) 1996 Ocean

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60189&o=2

$end


$saturn,sat_cart=truepin,
$bio

True Pinball (c) 1996 Ocean

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60449&o=2

$end


$pc8801_flop=trumpaid,
$bio

Trump Aid (c) 1987 Toshiba EMI [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93153&o=2

$end


$msx1_cart=trumpaid,
$bio

Trump Aid [Model PS-2020G] (c) 1986 Toshiba EMI [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77567&o=2

$end


$pc98=trumpbj,
$bio

Trump Blackjack (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90929&o=2

$end


$gameboy=trumpbo2,
$bio

Trump Boy II [Model DMG-T2J] (c) 1990 Pack-In-Video Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67291&o=2

$end


$gameboy=trumpboy,
$bio

Trump Boy [Model DMG-TBJ] (c) 1990 Pack-In-Video Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67290&o=2

$end


$wswan=trumpcol,
$bio

Trump Collection - Bottom-Up Teki Trump Seikatsu [Model SWJ-BTM001] (c) 1999 Bottom Up [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86403&o=2

$end


$wswan=trumpcl2,
$bio

Trump Collection 2 - Bottom-Up Teki Sekaiisshuu no Tabi [Model SWj-BTM002] (c) 2000 Bottom Up [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86404&o=2

$end


$gameboy=trumpcol,
$bio

Trump Collection GB [Model DMG-ATCJ-JPN] (c) 1997 Bottom Up

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67292&o=2

$end


$snes=trumpisl,
$bio

Trump Island [Model SHVC-LT] (c) 1995 Pack-In-Video Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62555&o=2

$end


$pc8801_flop=trumpkyo,
$bio

Trump Kyo (c) 1984 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93154&o=2

$end


$x1_flop=trumpkyo,
$bio

Trump Kyo (c) 1985 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86159&o=2

$end


$psx=trumpshi,
$bio

Trump Shiyouyo! [Model SLPS-01440] (c) 1998 Bottom Up

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85817&o=2

$end


$info=ep_tod,ep_toda,
$bio

Truth or Dare (c) 199? Global Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40907&o=2

$end


$info=sanyotry,
$bio

TRY 3DO Interactive Multiplayer (c) 199? Sanyo.

- TECHNICAL -

Model GH-S3

- TRIVIA -

Released in Japan only.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54846&o=2

$end


$saturn,sat_cart=tryrushd,tryrushda,
$bio

Tryrush Deppy (c) 1996 Nihon Create

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59857&o=2

$end


$info=m5tsar,
$bio

Tsar Wars (c) 200? Empire Games, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=19931&o=2

$end


$info=tsarevna,tsarevnaa,
$bio

Tsarevna (c) 2005 Kupidon.

- TRIVIA -

Tsarevna was released in October 2005.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=12076&o=2

$end


$c64_cart,c64_flop=mazeman,
$bio

TSI Maze Man (c) 1983 Turbo Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53632&o=2

$end


$snes=tsukiko,
$bio

Tsukikomori [Model SHVC-A7MJ-JPN] (c) 1996 Banpresto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62556&o=2

$end


$pc8801_flop=tsukumop,
$bio

Tsukumo Pack (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93155&o=2

$end


$pc98=tsukune,
$bio

Tsukune-chan no Daibouken - Dotou no Karimenkyo Hen (c) 1991 Game Technopolis [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90930&o=2

$end


$gameboy=tsumego,
$bio

Tsume Go Series 1 - Fujisawa Hideyuki Meiyo Kisei [Model DMG-ATGJ-JPN] (c) 1994 Magical Co.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67293&o=2

$end


$gameboy=tshogihy,
$bio

Tsume Shougi - Hyakuban Shoubu [Model DMG-S4J] (c) 1994 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67294&o=2

$end


$gameboy=tshogika,tshogikap,
$bio

Tsume Shougi - Kanki Godan [Model DMG-ATKJ-JPN] (c) 1994 Magical Co.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67295&o=2

$end


$gameboy=tshogimo,
$bio

Tsume Shougi - Mondai Teikyou Shougi Sekai [Model DMG-YNJ] (c) 1994 I'Max [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67296&o=2

$end


$pc8801_flop=tetras,
$bio

Tsume Tetras (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93156&o=2

$end


$msx1_cart=tsumego,
$bio

Tsumego 120 (c) 1987 Champion Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52728&o=2

$end


$pc8801_flop=tsumego1,
$bio

Tsumego 120 (c) 1987 Champion Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93157&o=2

$end


$n64=tsumibat,
$bio

罪と罰 - 地球の継承者 (c) 2000 Nintendo.
(Tsumi to Batsu - Hoshi no Keishousha)

- TECHNICAL -

Model NUS-NGUJ

- TRIVIA -

Tsumi to Batsu was released on November 21, 2000 in Japan at a retail price of 5800 Yen.

- STAFF -

Main Program: Atsutomo Nakagawa
Enemy Program: Hideyuki Suganami, Atsutomo Nakagawa, Yoshiyuki Matsumoto
Sound Program: Hiroshi Matsumoto
Main Character Design: Yasushi Suzuki
Model Motion Design: Takeshi Hayashi, Yasushi Suzuki, Hideyuki Suganami, Kenji Tsushima, Masaya Kikuchi
Back Ground Design: Hiroshi Iuchi, Makoto Ogino
Effect Design: Yasushi Suzuki, Hiroshi Iuchi
Caption Work: Makoto Ogino
Camera Work Design: Takeshi Hayashi, Yasushi Suzuki, Hiroshi Iuchi, Atsutomo Nakagawa, Hideyuki Suganami
Music Composer: Toshiya Yamanaka
Sound Effects: Satoshi Murata
Technical Support: Masaru Mitsuyoshi, NTSC-ONLINE
English Translation: William Trinen
Package Design: Fujiko Nomura, Yasushi Suzuki
Manual Editor: Kiyomi Itani
Special Thanks: Hiroyuki Outa, Shouta Takahashi, Tetsuya Komatsu, Super Mario Club
Supervisor: Hitoshi Yamagami, Takahiro Harada, Ryuuji Kuwaki
Director: Hideyuki Suganami
Producer: Masato Maegawa, Takehiro Izushi
Executive Producer: Hiroshi Yamauchi

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58042&o=2

$end


$pc98=tsumobak,
$bio

Tsumo Baka Nisshi (c) 1994 Abogado Powers

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90931&o=2

$end


$psx=tsuntsu2,
$bio

Tsun-tsun-gumi 2 - Moji Moji Bakkun [Model SLPS-01694] (c) 199? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85818&o=2

$end


$psx=tsuntsu3,
$bio

Tsun-tsun-gumi 3 - Kanji Vader [Model SLPS-01839] (c) 1998 Kodansha

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85819&o=2

$end


$ngpc=tsunapn2,
$bio

Tsunagete Pon! 2 [Model NEOP00490] (c) 1999 SNK Corp. [Shin Nihon Kikaku] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82600&o=2

$end


$nes=tsuppari,
$bio

Tsuppari Oozumou (c) 1987 Tecmo, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54774&o=2

$end


$pce=tsuppari,
$bio

Tsuppari Oozumou - Heisei Ban (c) 1993 Naxat Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58764&o=2

$end


$snes=tsuppari,
$bio

Tsuppari Oozumou - Risshinshusse Hen [Model SHVC-KW] (c) 1993 Tecmo, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62557&o=2

$end


$nes=tsuppwar,
$bio

Tsuppari Wars (c) 1991 Sammy Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54775&o=2

$end


$psx=tsuribak,
$bio

Tsuri Baka Nisshi [Model SLPS-00440] (c) 1996 Shogakukan Production

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85820&o=2

$end


$msx2_cart=sanpei,
$bio

Tsuri Kichi Sanpei - Blue Marlin Hen (c) 1988 Victor Musical Industries, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51392&o=2

$end


$nes=sanpei,
$bio

?????? ???????? (c) 1988 Victor Musical Industries, Incorporated.
(Tsuri Kichi Sanpei - Blue Marlin Hen)

- TECHNICAL -

Game ID: VFR-Y1

- TRIVIA -

Tsuri Kichi Sanpei Blue Marlin Hen was released on March 17, 1988 in Japan.

This is the 4th title published by Victor on the Famicom.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54776&o=2

$end


$msx2_cart=sanpei2,
$bio

Tsuri Kichi Sanpei - Tsuri Sennin Hen (c) 1989 Victor Musical Industries, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51393&o=2

$end


$msx2_flop=sanpei2,sanpei2b,sanpei2csanpei2a,
$bio

Tsuri Kichi Sanpei - Tsuri Sennin Hen (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102119&o=2

$end


$gbcolor=tsurisen,
$bio

Tsuri Sensei 2 [Model DMG-AF2J-JPN] (c) 1999 J-Wing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69024&o=2

$end


$gameboy=tsurisen,
$bio

Tsuri Sensei [Model DMG-AFWJ-JPN] (c) 1998 J-Wing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67297&o=2

$end


$snes=tsuritar,
$bio

Tsuri Tarou [Model SHVC-2O] (c) 1994 Pack-In-Video Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62558&o=2

$end


$gbcolor=tsuriiko,
$bio

Tsuriiko!! [Model CGB-BAFJ-JPN] (c) 2001 ASCII Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69025&o=2

$end


$nes=tsurupik,
$bio

Tsuru Pika Hagemaru - Mezase! Tsuru Seko no Akashi (c) 1991 Jaleco Company, Limited. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54777&o=2

$end


$pce=baibai,
$bio

Tsuru Teruhito no Jissen Kabushiki Bai Bai Game (c) 1989 Intec

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58765&o=2

$end


$info=tsurugi,tsurugij,tsurugie,
$bio

Tsurugi - The Sword (c) 2002 Konami Corp.

- TECHNICAL -

Konami Viper Hardware

CPU : Motorola Power PC XPC8420 @ 200-250MHz
Graphics System : 3DFX 355-0024-020 
Sound : Yamaha YMZ280B

- TRIVIA -

Released in September 2002.

This game is also known as "Blade Of Honor".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4113&o=2

$end


$x68k_flop=tsukagag,
$bio

Tsuukai Gag Adventure - Narutomaki Hichou (c) 1990 Zenryutsu [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88182&o=2

$end


$neocd=aodk,
$bio

?? Gangan ??? (c) 1995 ADK Corp.
(Tsuukai Gangan Koushinkyoku)

- TECHNICAL -

Game ID: ADCD-008

- TRIVIA -

Tsuukai Gangan Koushinkyoku for Neo-Geo CD was released on January 13, 1995 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47477&o=2

$end


$info=aodk,
$bio

??GANGAN??? (c) 1994 SNK Corp.
(Tsuukai Gangan Koushinkyoku)

1-on-1 fighter featuring 8 selectable characters.

The game's major innovation is the ability to walk into the background, in a similar manner to side-scrolling beat 'em ups such as "Streets of Rage" or "Final Fight" because of this, unlike many other 2-D fighting games, the game uses one action button to jump, it also does not use the 'D' button, (Which many of SNK's other fighters did), only 2 action buttons are used for attacking (punch and kick), instead grappling and grabbing opponents (Pressing the A & B buttons simultaneously) is the focus of the gameplay, opponents can counter being grabbed, as well as break free. Also featured is weapon play, again similar to beat 'em ups, weapons can be picked up and thrown, or used in special & standard attacks. Weapons are thrown in by background crowd members who will step forward to toss them into the ring. Another (strange) innovation of the game is that characters start to sweat -graphically- after a while.

Characters have unusually high health for the genre, with multiple, different coloured, health bars in one bar similar to a method of health bars used for boss characters in games of the time, in addition to this, each character has a 'Crazy Meter' at the bottom of the screen, which is built up as characters attack, this gives the character a special, often very bizarre, attack that will kill the opponent outright, known as the GanGan Attack in Japan, and the Crazy Attack in the US.

Battles are joined by irreverent, sometimes humorous pre-fight banter from characters, the dialog differs depending on whom each opponent is, and a clashing of 2 small images of the characters eyes, which clash in the center of the screen.

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID: NGM-074

[SNK MVS Neo-Geo Controls]
2 players - 4 buttons per player (3 usables).
=> [Joystick] 8-Way, [A] Punch [B] Kick [C] Jump

- TRIVIA -

Tsuukai Gangan Koushinkyoku was released in July 1994 in Japan.

This game is known outside Japan as Aggressors of Dark Kombat. (A)ggressors of (D)ark (K)ombat = ADK. The title is also a kind of pun on "Mortal Kombat".

The title of this game translates from Japanese as 'Thrilling Intense March'. GANGAN is also Japanese onomatopoeia for the sound of a large bell or a scolding voice.

Criticism: Aggressors of Dark Kombat is a somewhat unknown title compared to SNK's other fighting franchises such as "Fatal Fury", "Art of Fighting" and their signature fighting title "The King of Fighters" and was not found in great numbers in arcades, nor did it's home console version sell well, and it is generally considered by reviewers and fans of the genre of the time, to be a mediocre title. Now, Aggressors of Dark Kombat is considered a cult game, recommended for all those gamers who wants a different game of those mentioned before.

The game features 8 selectable characters, these characters are not named anywhere in-game, unusual for the genre, which usually gives the character's name in the menu, and almost always places it at some point around the character's health bar. 7 of the characters are new and also appears Kotaro Fuuma from "World Heroes".
* Joe Kusanagi - His nickname is 'Red Panther of Honmoku' and is the protagonist of this story. Joe is the most powerful and famous brawler of the Eastern zone of Japan (know as Kanto). Bored of doesn't find good opponents in his zone, he heard rumors about strong guys in the Western zone, so he travels there to confirm the rumor. Joe is the balanced character in the game, with many combo moves and various techniques. Apart of this game, he appears as a cameo in one of Kisarah's attacks in Neo Geo Battle Coliseum.
* Kisarah Westfield - Her nickname is 'Naive Tomboy'. An English school girl who is known as a femme fatale in Japanese schools. But Kisarah falls in love with Joe Kusanagi and now chases him to obligate Joe to be her boyfriend. She is the only female in this game, the most famous character, and one of the most versatile characters from this game. Kisarah appears as a selectable character in "Neo Geo Battle Coliseum" and as a SNK character card in "SNK vs. Capcom - Card Fighters DS".
* Goh Kidokoro - His nickname is 'Strong Spirit from Naniwa'. Goh is the most famous brawler in Western zone of Japan (known as Kansai) and he has his own gang. Goh got the news about the arrival of 'Red Panther from Honmoku' and now is waiting to fight against this new menace for his goal of nationwide conquest. Goh is the grappler from this game, with many powerful grabs and various powers.
* Kotaro Fuuma - His nickname is 'Angry Hurricane'. His story in the game is simply that he got lost during one of his travels through time and landed in 1994 Japan, where the game takes place, becoming involved in the ensuing fights. Like the rest of characters in AODK, Fuuma doesn't have powers (only his EnRyuuHa signature move from WH series makes the transition with him), but in return, he gains many combo moves and a teleport.
* Leonhalt Domador - His nickname is 'Black Bull'. A German brawler who escapes from his native country as a refugee. He comes to Japan to convert in the most strong fighter of all, no matter what for. Leonhalt is the tallest, slowest and the most powerful fighter from this game. Also he's the rival for Sheen Genus.
* Sheen Genus - His nickname is 'Rising Tiger'. A Canadian amateur wrestler who wants with his group to make his own professional Wrestling Federation, and now is searching strong people to join to him. Sheen is the wrestler of the game and is the rival of Leonhalt Domador. Recently appears in "SNK vs. Capcom - Card Fighters DS" as an Action card.
* Lee Hae Gwan - His nickname is 'White Fang'. A Chinese martial artist who lives in Japan and works for a school. Now he searches for revenge against the brawler who makes disasters in his school: Leonhalt Domador. Lee is one of the fastest characters in the game, who has a good arsenal of kicks and various martial tricks.
* Bobby Nelson - His nickname is 'Brown Bullet'. An African-American boy who is a basketball player and wanted to be known and famous. To achieve his objective, Bobby is traveling the world, waiting to be discovered. Bobby is the fastest and smallest character in this game, and the only one who always have a weapon within (in this case, his basket ball). Recently appears in "SNK vs. Capcom - Card Fighters DS" as an Action card, along with Sean Matsuda from "Street Fighter III".

The game features written lyrics at the credits roll for each character, either it was not feasible to get vocal works for these songs, or it could be an attempt to invite gamers to have fun with these by attempting some sort of karaoke. The latter option seems highly probable due to the popularity of karaoke in Japan.

Soundtrack releases :
[JP] October 21, 1994, "Tsuukai Gangan Koushinkyoku [GSM 1500 Series] [PCCB-00163] - Pony Canyon / Scitron

- UPDATES -

There are almost no differences between the Japanese release of this game & the International versions aside from the rather drastic name change, but it is worth taking notice that there is blood to be found when you use a critical hit on an opponent on the Japanese release only.

- TIPS AND TRICKS -

* Some throws that either break bones or hit the opponent's crotch will stun opponents for quite a long time, allowing you to get an easy chance for a big combo.

* Beat the game 2 times in a row to see all the characters in a super deformed style at the end of the credits.

* Beat the game 2 times in a row and without using a continue to get a longer Karaoke sequence and a group shot of chubby versions of the characters.

- STAFF -

Developed by ADK.

Executive Producer : Kazuo Arai
Producer, Action Plan, Game Director : Tsutomu Maruyama
Director, Game Plan : Takashi Hatono
Second director, Algolism Plan : Kenji Sawatari
Marketing Researcher : Yukio Gotoh
System Planner : Tsutomu Maruyama
System Programmers : Eiji Fukatsu, Makio Chiba
Programmers : Hideo Kamoda, Teruaki Shirasawa, M. Ando, Satoru Kubota
Editor : Mitsunari Ishida
Sound Direction : Tsutomu Maruyama
Sound & Music : Hideki Yamamoto, Hiroaki Shimizu, Hiroaki Kujirai, K. Kasuga, Takeshi Muramatsu, Yuka Kurosawa
Art Director : Tsutomu Maruyama
Graphic Designers : Kazushige Hakamata, Hideyuki Toda, Kimitoshi Yokoo, Muneki Shiraishi, Hideyuki Yamada, Hajime Suzuki, H. Ozono, Tohru Okamura, Atsushi Kobayashi, M. Yoshikoshi, Masato Mitsuya, Y. Nishidate, R. Nakajima, Yasuyuki Sohara, Kenichi Sakanishi, Hideyuki Kusano, Masano Ohno, Takashi Egashira, Shinji Moriyama, Satsuki Ito, Masako Sato, K. Ohashi, K. Ohnishi, Takahiro Arahata, S. Endo, T. Yamazaki, M. Honda, M. Himeno, T. Aoyagi, J. Seki, F. Kurihara
Demo Character Design : Koji Fujita
Public Information : Koji Fujita, Hajime Taguchi
Character Voices : Naoki Ogata, Yoshikatsu Fujio, Kazumasa Katsura, Yasue Ishii, H. Ando, Michael Naishtut, Dario Louis Pohissi, Julie Oppenheimer, Yang Ju Il
Schedule Manager : Kenichi Sakanishi
Special Thanks : H. Ando, Yuji Noguchi, K. Ono

- PORTS -

* Consoles :
SNK Neo-Geo [JP] (August 26, 1994) "Tsuukai Gangan Koushinkyoku [Model NGH-074]"
SNK Neo-Geo [US] (August 24, 1994) "Aggressors of Dark Kombat [Model NGH-074]"
SNK Neo-Geo CD [JP] (January 13, 1995) "Tsuukai Gangan Koushinkyoku [Model ADCD-008]"
SNK Neo-Geo CD [US] (1994) "Aggressors of Dark Kombat [Model ADCD-008E]"
Sony PlayStation 2 [JP] (December 18, 2008) "ADK Tamashii [Model SLPS-25906]"
Nintendo Wii [Virtual Console] [JP] (May, 10, 2011)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41&o=2

$end


$saturn,sat_cart=slotshot,
$bio

Tsuukai!! Slot Shooting (c) 1996 BMG Victor

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59858&o=2

$end


$gba=tsuknhit,
$bio

Tsuukin Hitofude [Model AGB-BIIJ-JPN] (c) 2005 Nintendo Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76191&o=2

$end


$snes=tsuyoshi,
$bio

Tsuyoshi Shikkari Shinasai - Taisen Puzzle Dama [Model SHVC-ATPJ-JPN] (c) 1994 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62559&o=2

$end


$info=ttfitter,
$bio

TT Fitter (c) 1981 Taito Corp.

- TECHNICAL -

[Cocktail-14 inch model]

Height : 25.5 inch. (650mm)
Width : 34 inch. (865mm)
Depth : 22.5 inch. (565mm)
Weight : 128 lbs (58Kg)

- TRIVIA -

Released in November 1981 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31661&o=2

$end


$cpc_cass=ttracer,
$bio

TT Racer (c) 1986 Digital Integration

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99505&o=2

$end


$msx1_cass=ttracer,ttracera,
$bio

TT Racer (c) 1987 Methodic Solutions

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95029&o=2

$end


$sms=ttoriui,
$bio

Ttoriui Moheom (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56264&o=2

$end


$nes=tulongd,
$bio

??? (c) 198? Waixing Computer & Technology Co., Ltd.
(Tu Long Dao)

- TRIVIA -

The title translates from Chinese as Dragon Knife.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77004&o=2

$end


$msx1_cass=tuareg,
$bio

Tuareg (c) 1988 Topo Soft [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95089&o=2

$end


$cpc_cass=tuareg,
$bio

Tuareg [Model AM 500] (c) 1988 Erbe Soft. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99955&o=2

$end


$cpc_cass=tubaruba,
$bio

Tubaruba [Model ASP 00-1] (c) 1986 Advance Soft. Promotions

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99956&o=2

$end


$cpc_cass=tubarubamb,
$bio

Tubaruba [Model MJA 24] (c) 1986 Microbyte, S.A.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99957&o=2

$end


$info=tubep,tubepb,
$bio

Tube Panic (c) 1984 Nichibutsu (Nihon Bussan Company, Limited).

An early 3-D shoot'em up game.

Pilot your ship through vast zones and large tubular vortex levels full of enemies. The vast zones are similar in gameplay to William's Blaster, while the tubular levels are similar to Konami's Gyruss. Upon the completion of the tubular levels, the player must dock with the mothership.

Good luck, fighter pilot!

- TECHNICAL -

Main CPU : (2x) Zilog Z80 (@ 4 Mhz), NSC8105 (@ 1.5 Mhz)
Sound CPU : Zilog Z80 (@ 2.496 Mhz)
Sound Chips : (3x) General Instrument AY8910 (@ 1.248 Mhz)

Players: 2
Control: 8-way joystick
Buttons: 1

- TRIVIA -

Tube Panic was released in January 1984 in Japan.

Developed by Fujitek, it was the very first 3-D video game developed in Japan.

- TIPS AND TRICKS -

When docking with the mothership try to land in the exact center -  you'll get a perfect bonus worth 5000 points.

- STAFF -

Designed by: H. Kitabata
Planned by: I. Takagi
Hardware by: S. Miyoshi
Programmed by: K. Yamada
Sound by: R. Yamada
Art Work by: S. Fujiwara

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2985&o=2

$end


$info=tubeit,
$bio

Tube-It (c) 1993 Taito.

Export version. For more information about the game, please see the original Japanese version entry; "Cachat".

- TECHNICAL -

Taito L System hardware

Main CPU : Zilog Z80 (@ 6 Mhz)
Sound Chips : YM2203 (@ 3 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2 (ROTATE LEFT, ROTATE RIGHT)

- TRIVIA -

This game is known in Japan as "Cachat".

- PORTS -

* Consoles : 
Microsoft XBOX [EU] (October 14, 2005) "Taito Legends" 
Sony PlayStation 2 [EU] (October 14, 2005) "Taito Legends [Model SLES-53438]" 
Microsoft XBOX [US] (October 25, 2005) "Taito Legends" 
Sony PlayStation 2 [US] (October 25, 2005) "Taito Legends [Model SLUS-21122]" 
Sony PlayStation 2 [KO] (July 18, 2006) "Taito Legends [Model SLKA-15056]" 

* Computers : 
PC [MS Windows, CD-ROM] [EU] (October 14, 2005) "Taito Legends" 
PC [MS Windows, CD-ROM] [US] (November 10, 2005) "Taito Legends"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2986&o=2

$end


$info=sc4tub,sc4tuba,sc4tubb,sc4tubc,
$bio

Tubular Bells (c) 2001 Bell-Fruit Games.

- TECHNICAL -

[Model PR1103]

- TRIVIA -

Released in September 2001.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11551&o=2

$end


$a2600=tubybird,
$bio

Tuby Bird (c) 19?? Suntek

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51156&o=2

$end


$snes=tuffnuffu,
$bio

Tuff E Nuff [Model SNS-TE-USA] (c) 1993 Jaleco Company, Limited. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63942&o=2

$end


$snes=tuffnuff,
$bio

Tuff E Nuff [Model SNSP-TE-UKV] (c) 1993 Jaleco Company, Limited. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63941&o=2

$end


$pc98=tugofwar,
$bio

Tug of War (c) 1990 Zain Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90932&o=2

$end


$pc8801_flop=tugofwar,
$bio

Tug of War (c) 1990 Zain Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93158&o=2

$end


$info=tugboat,
$bio

Tugboat (c) 1982 Enter-Tech

Each level contains exactly 28 buoys. Logs are placed at random and will be re-arranged upon losing a ship on the same level. Of the eight stages, the first four are with a nice, wide river channel. Each of these four stages increases in speed and the number of logs on it. Stages five to eight have a much narrower river and increase in speed on each stage.

Level eight is believed to be unbeatable given the complex arrangement of densely clustered logs on a narrow river. The best strategy is to pass each of the 7 stages first without losing any ships and collecting as many buoys as possible. Then, on stage 8, collect as many buoys as possible until you crash. Once you crash, the stage will re-start and rearrange the logs (giving the player a chance to re-negotiate the tight river).

Bonus scoring is cumulative.

- TECHNICAL -

Main CPU : MOS Technology M6502 (@ 2 Mhz)
Sound Chips : General Instrument AY8910 (@ 2 Mhz)

Screen orientation : Vertical
Video resolution : 224 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 256

Players : 1
Control : 2-way joystick
Buttons : 1

- TRIVIA -

Tugboat was the first in the series of Moppet Video games that were geared towards children. The games were small in size, even smaller than most cabaret (mini) games.

Originally, the software was developed using the company's already existing board that was used in El Grande 5-card draw poker. However it quickly became apparent that the graphics capabilities of that board were insufficient for an arcade game.

A hardware design consultant was brought in and designed the daughter board that plugged into the original El Grande's main board and added an additional layer of video along with scrolling capabilities.

- STAFF -

Lead Programmer: Paul Walters
Programmer: George Hefner, Rick Harris
Graphics Designer: Barb Ultis
Graphics Hardware daughter board designed by: Cash Olsen

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2987&o=2

$end


$nes=tdwmj,
$bio

Tui Do Woo Ma Jeung (c) 19?? Kaiser [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77005&o=2

$end


$cpc_cass=tujad,
$bio

Tujad (c) 1986 Ariolasoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99959&o=2

$end


$cpc_cass=tujads,
$bio

Tujad [Model 3AS-006] (c) 1986 Dro Soft [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99958&o=2

$end


$cpc_cass=tuma7,
$bio

Tuma-7 (c) 1990 Delta Soft. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99960&o=2

$end


$info=j80tumbl,
$bio

Tumble (c) 198? JPM International.

- TECHNICAL -

System 80

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=36308&o=2

$end


$info=tumblep,tumblepj,tumbleb,tumbleb2,tumblepba,
$bio

Tumble Pop (c) 1991 Data East Corporation.

Tumble Pop is a platform game for one or two players in which the aim is to clear each level of enemies by sucking them into - then ejecting them from - a portable vacuum-cleaner. 

Holding down the fire button sucks the enemies into the cleaner, releasing the button causes them to be expelled back out. Ejected enemies act as projectiles that can damage and kill any other on-screen enemies that they collide with. All enemies must be killed before players can progress to the next stage. 

Throughout the game, letters of the alphabet randomly appear in bubbles. These can be collected to eventually spell the word "TUMBLEPOP". Once this has been achieved players are transported to a time-limited bonus level, giving them the opportunity to earn bonus points and extra lives. 

If players take too long to finish a stage, a Dracula-like enemy appears. If it touches a player before all enemies have been eliminated, a life is lost. This also applies to the Boss levels. 

The game feature ten stages, with the first eight set in different parts of the World and the final two set in Outer Space. Each stage has its own themed enemies and level bosses and players can choose to start the game on any of the eight World-based stages. The levels and enemies are: 
*Moscow: Set at the Moscow-state circus, enemies are clowns, invisible conjurers and fire spitters. The boss is a giant clown hanging from helium balloons who juggles bombs. 
*Egypt: Set near the pyramids and Sphinx at Giza, enemies include fire spitters and mummies. The boss is a giant genie who spits fireballs. 
*Paris: Set near the Arc de Triomphe, all of the enemies are robots. The boss is a large flying robot that sends out flying hands. 
*New York City: Set near the Statue of Liberty and World Trade Center, the enemies are pumpkin-headed zombies and octopuses. The boss is a giant octopus. 
*Rio de Janeiro: Set near the statue of Christ the Redeemer, enemies are fire monsters. The boss is a fire dragon. 
*Antarctica: Populated by snowmen, snowmen armed with shovels and hairy yeti-like monsters. The boss is a giant snowman wearing a bucket on its head. 
*Australia. Enemies are carnivorous plants, cavemen and mud men. The boss is a giant two-headed carnivorous plant. 
*Japan: Set at Mount Fuji, enemies are yureis, kappas and skeletons. The boss is a giant pile of daruma dolls. 
*Outer Space: Enemies are grey aliens and spacemen with blaster guns. The boss is a flying robot. 
*The Moon: All bosses from the previous worlds must be fought again. The game's final boss is a cyborg mad scientist controlling a giant robot.

- TECHNICAL -

Game ID : MAP

Main CPU : Motorola 68000 (@ 14 Mhz)
Sound CPU : Hudson Soft HuC6280 (@ 4.0275 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.58 Mhz), OKI6295 (@ 6.06 Khz)

Screen Orientation : Horizontal
Video Resolution : 319 x 240 Pixels
Screen Refresh : 58.00 Hz 
Palette Colors : 1024

Players : 2
Control : 8-Way Joystick
Buttons : 2
=> Fire, Jump

- TRIVIA -

Tumble Pop was released in November 1991.

Tumble Pop is the first of a trilogy of similar games produced by Data East, all with the same gameplay but at least with just few differences : a year after Tumble Pop, in 1992 Data East released "Diet Go Go", similar to Tumble Pop in the game mechanics, but the vacuum cleaner are discarded with special fruits released by the players for pump up the enemies; at this point the enemy will fly up to the screen, and the player spin him against the other enemies simply by touching him while he's flying. In 1994 is released '"Joe & Mac Returns", still similar to Tumble Pop, but the players must first dizzy the enemies with their canes, then capturing them and at least throw against the other enemies. 

There are several references with other Data East games with the enemies of Tumble Pop :
* First of all, the fat Arabian-type guy spitting flames from his mouth is, naturally, a retrieval of the good old Karnov, even if it's not too identical to the original in the aesthetics (the eating-fire guy of Tumblepop doesn't have the thin mustache, and even the eyes are different). This enemy appears in the stage of Russia, Egypt and Brazil.
* In the Australia stage, the cavemen and carnivorous plants are the same as those appearing in Caveman Ninja. The end level boss is identical to the Giant Carnivorous Plant of the second stage, still on Caveman Ninja.
* The end level boss of Brazil stage (the fire dragon) is almost identical to the mid boss of the second stage of Chelnov - Atomic Runner (the Giant Dog with iron mask). Some of his patterns are also similar to another boss in Caveman Ninja.
* The 'pain scream' of some bosses was copied from the Dinosaurs growl of Caveman Ninja.
* In the Space stages, one enemy (the alien with white suit and helmet) is exactly identical to Chelnov. Even his fire attacks are identical to one of the power ups of the game Chelnov - Atomic Runner.

In the Brazil stage, in the first scheme there are five special letters hidden (See TIPS AND TRICKS section to learn more about the special letters) that joined together forms the name SENNA,: clearly an homage to the late Brazilian F1 world champion Ayrton Senna.

In 1994 an anonymous Korean software house, Dong Gue La Mi Ltd., made a hack version of this game, named "Pang Pang". This game is simply awful, with all the backgrounds of the original game changed to the backgrounds of Super Pang. Also, you can't catch the enemies with the vacuum cleaner, but you can catch them inside some bubbles, exactly like in Bubble Bobble. The main character of the game controlled by the player is a horrible rip-off of the hero of Tumble Pop.

The final boss and villain of the game, Mad Doctor, appears also in "Diet Go Go" and "Spin Masters", both still developed by Data East.

Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Wolf Fang, Tumble Pop - PCCB-00084) on March 21, 1992.

- UPDATES -

Bootlegs don't use the HuC6280 @ 4.0275 Mhz :-)

- TIPS AND TRICKS -

To eliminate an enemy, the simple way is to catch him with the vacuum cleaner, and then throw him away before he gets out by himself and kills you. You can also throw an enemy against other one, and especially catch more enemies at a time, in order to create a real "avalanche" that will run over the others. The basic strategy for every scheme is to catch as many enemies as possible, and then throw them against the other enemies, so you can clean up the whole screen and accumulate many points.

Every enemy killed will still release an item that gives you bonus points (coins, gems, diamonds, etc.).

For catch an enemy, press the FIRE button and hold it while the enemy will be sucked inside the vacuum cleaner. However, there is a simple trick to catch them faster,  press the fire button ONCE against the enemy, or press the fire button and then turn back to him fast; the enemy will get dizzy for a few seconds. Now, just press again the fire button to immediately suck him inside the vacuum cleaner. Now keep the fire button pressed as long as you don't want to drop him. REMEMBER: You can't hold enemies in your vacuum cleaner for more than 4-5 seconds.

The enemies generally walk around on the screen and jump to different platforms. Especially, there are some kinds of enemies that can turn themselves into a type of tornado before going up or down to the next platform; in this moment these enemies are invincible, you can't catch them and also the 'tornado form' will block eventually enemies that you've thrown against them.

When you fight a boss, you must defeat him by catching the weapons or enemies that he will drop and then throw these against him. If you catch more than three enemies, you'll give more damage to the boss.


In some levels, there are some types of jars, that will release constantly new enemies. The form of these jars changes with the stage's background, but despite this these are all identical to each other. You need to hit these jars throwing enemies against them for two or three times to destroy them. After being destroyed, the jars will release some gems. Sometimes there are two jars in the same level.

You can catch enemies even through walls. This is a great advantage to you, especially against those enemies that can shoot from far distances or when you're near too busy platforms.

There are several bonus items and power ups hidden all over the screen. At the beginning those are not visible; you must first catch some enemies and then throw them in the open space of the level, and especially near the corner where the power-ups are often frequent.
Dropping a single enemy is not effective to discover all the bonuses of a level: the best way is to catch three or more enemies and then throw them in an empty space, which makes them roll over the whole screen and then revealing the bonuses.

The power ups are generally placed in the various corners at the left or right of the screen, and occasionally in the central platforms of the screen. Keep this in mind if you are actually looking for a power up.

There are several power ups :
"Skate" : make the player's character movements faster.
"Star" : Give to the player a barrier that makes him invincible for some time and kill enemies by simple contact.
"Laser Pistol" : Turn your vacuum cleaner in a laser pistol, that kills all the enemies and jars instantly.
"Package ?" : This will recall a large vacuum cleaner above the screen that will clean up the whole screen of every enemy and bonus item: however, the points for the bonus and enemies are still added to the player's score, but you'll not take the benefit of the power ups.
"Tumblepop's Guy" : this is the classical 1UP item, which gives you an extra life. Only available in the bonus stage.

Special letters : these are special items that will appear on screen like the other bonus items. At the bottom of the screen there is the word TUMBLE POP written with the letters placed inside blue balls. You must collect the letters that make the word TUMBLE POP. Once you've completed it, you'll be teleported into a bonus stage where you can collect any type of money and gems and an extra life, before time runs out. If you made it to collect all the items, the time left will become bonus points. After the bonus stage is completed, you'll be teleported into the next level. There are some letters that don't belong to the word TUMBLE POP, which only count as extra points.

In the final stage, before you fight against the final boss (Mad Doctor), you'll fight against the previous bosses. This is the only time that you can find power ups in a boss fight.

- STAFF -

Planner : Makoto Kikuchi
Programmers : Hidemi Hamada, Kei Ichikawa, M. Sano
Designers : Atsushi Takahashi, Ryohey Hirakata, Touma Arakawa, Sanomi Kiyota, Chie Kitahara, Oguri, Noriyuki Morita, Yasuko Kurohiji, Hiroshi Tada
Sound : Tomoyoshi Sato (Tom Sato), Seila, Tatsuya Kiuchi (Mr.K)
Hardware : T. Kanayama

Special Thanks : Masanori Tokoro, Honda Yoshiaki, Tomoo Adachi

- PORTS -

* Consoles :
Nintendo Game Boy [JP] (November 20, 1992) "Tumble Pop [Model DMG-T6J]" 
Nintendo Game Boy [US] (March 1993) "Tumble Pop [Model DMG-T6]" 
Nintendo 3DS [Virtual Console] [JP] (April 12, 2012) Game Boy version 
Nintendo 3DS [Virtual Console] [EU] [AU] (June 7, 2012) Game Boy version 
Nintendo 3DS [Virtual Console] [US] (July 19, 2012) Game Boy version

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2988&o=2

$end


$gameboy=tumblep,
$bio

Tumble Pop [Model DMG-T6-USA] (c) 1993 Sunsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67298&o=2

$end


$gameboy=tumblepj,
$bio

Tumble Pop [Model DMG-T6A] (c) 1992 Data East Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67300&o=2

$end


$info=j5td,
$bio

Tumbling Dice (c) 199? JPM International.

- TECHNICAL -

System 5

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41055&o=2

$end


$gbcolor=cbzz,
$bio

Tun Shi Tian Di - Chi Bi Zhi Zhan (c) 200? Unknown [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69026&o=2

$end


$nes=tstd2,tstd2b,tstd2a,
$bio

Tun Shi Tian Di II (c) 19?? XianFeng Katong [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77006&o=2

$end


$megadriv=tunshi1,tunshi,
$bio

Tun Shi Tian Di III (c) 199? SKOB

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57010&o=2

$end


$nes=tstd3,
$bio

Tun Shi Tian Di III (c) 19?? Waixing Computer & Technology Co., Ltd. [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77007&o=2

$end


$mc10=tune,
$bio

Tune (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87716&o=2

$end


$pc98=tunedhr,
$bio

Tuned Heart (c) 1996 Systemsoft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90933&o=2

$end


$saturn,sat_cart=tunnelb1,
$bio

Tunnel B1 (c) 1995 Ocean

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60450&o=2

$end


$saturn,sat_cart=tunnelb1u,
$bio

Tunnel B1 (c) 1997 Acclaim Entertainment, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60190&o=2

$end


$info=tunhunt,tunhuntc,
$bio

Tunnel Hunt (c) 1979 Atari.

- TECHNICAL -

Game ID : 136000

Main CPU : MOS Technology M6502 (@ 2 Mhz)
Sound Chips : (2x) POKEY (@ 1.2096 Mhz)

Screen orientation : Vertical
Video resolution : 240 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 16

Players : 1
Control : stick
Buttons : 2

- TRIVIA -

Also Licensed to Centuri (1981).

Owen got the idea from the opening of the original 'Alien' movie during the landing sequence.

Originally called "Tube Chase" as a vector game. Using the vector system from "Asteroids" and some software from "Night Driver", a prototype was created where you could fly down tunnels. However, He could not do hidden line removal, and all those lines got very confusing. A hardware engineer at Atari came up with an expensive hardware that drew ellipses. Owen re-wrote the game to use that. The game looked great. Multiple tunnels with splits and rotates. But it was too expensive. Then the hardware was changed to circles, but still too expensive. Then it was changed to rectangles. That was what finally shipped. But marketing felt just flying was not fun enough, so we added 'Star Wars'-like objects that flew down the tube at you and you had to shoot them. It was killed and brought back at least 3 or 4 times at Atari under the same name. It became 'Vertigo' when Exidy first took it, but they decided to pass on it when it did not test well at the arcades any more (at that time, it was only 3rd for 10 weeks!), and then finally 'Tunnel Hunt' at Centuri.

- STAFF -

Designed & programmed by : Owen Rubin
Hardware by : Dave Sherman

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2989&o=2

$end


$a2600=tunnelrn,tunnelrnp,
$bio

Tunnel Runner (c) 1983 CBS, Incorporated.

The object of Tunnel Runner is to successfully escape from an endless series of colorful, complex, three-dimensional mazes called Runs. To do this you must first find the key hidden in each Run. While in a Run, points are scored for every new Room you enter. Bonus points are awarded based on how long it takes you to escape from each Run.

- TECHNICAL -

Model 80070

- TRIVIA -

Tunnel Runner is Balaska's first game for CBS Electronics.

- TIPS AND TRICKS -

* Keep your ears open! The more familiar you become with each Maze Zot's characteristic sound, the better you'll be at making quick decisions to run or wait without having to check the Map.

* Learn to run and turn without stopping. Turn into a corner in advance of actually coming to the intersection and push up on the Joystick immediately after making the turn. You'll be able to keep up your momentum.

* Don't spend too much time staring at the Map. Remember that the maze Zots are constantly in motion and you're prevented from moving as long as the Map is on the screen.

- STAFF -

Programmer: Richard K. Balaska Jr.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51157&o=2

$end


$pc8801_flop=tunnelst,tunnelsta,
$bio

Tunnels & Trolls (c) 1990 Starcraft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93159&o=2

$end


$x68k_flop=tunnelst,
$bio

Tunnels & Trolls - Crusaders of Khazan (c) 1990 Starcraft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88183&o=2

$end


$pc98=tunnelst,
$bio

Tunnels & Trolls - Crusaders of Khazan (c) 1990 Starcraft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90934&o=2

$end


$coleco=tunnels,
$bio

Tunnels and Trolls (c) 1983 Coleco Industries, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53386&o=2

$end


$apple2gs=tunarmg,
$bio

Tunnels of Armageddon (c) 1989 LDW, Incorporated.

- STAFF -

Design: Jarek Achinger
Programming: Jarek Achinger, Adam Skorupinski, Mirek Zabtocki, Krzysiek Koziarski
Graphics: Zbych Dabrowski
Sounds: Dorota Btaszczak, Marcin Grzegorzewski
Producers: Dick Vohlers, Tomek Meus

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49758&o=2

$end


$ti99_cart=tundoom,
$bio

Tunnels of Doom [Model PHM 3042] (c) 1982 Texas Instruments

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84774&o=2

$end


$info=m4tupen,
$bio

Tuppenny Cracker (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41513&o=2

$end


$info=m3tfair,
$bio

Tuppenny Fair (c) 198? MDM Leisure.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41212&o=2

$end


$info=j2tupnd,
$bio

Tuppenny Nudger (c) 198? MDM Leisure.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=18193&o=2

$end


$info=j2tupnud,
$bio

Tuppenny Nudger (c) 198? JPM International.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41924&o=2

$end


$info=m4ctn,
$bio

Tuppenny Nudger Classic (c) 199? MDM Leisure.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42041&o=2

$end


$coleco=turbo,
$bio

Turbo (c) 1982 Coleco Industries, Incorporated. [Amsterdam, NY, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53387&o=2

$end


$bbca_cass,bbcb_cass=turbo,
$bio

Turbo (c) 19?? Kansas

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52609&o=2

$end


$cpc_cass=turbams1,
$bio

Turbo Amstrad 1 (c) 19?? GEASA [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99961&o=2

$end


$cpc_cass=turbams7,
$bio

Turbo Amstrad 7 (c) 19?? GEASA [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99962&o=2

$end


$ibm5150,ibm5150_cass=tbasic10,
$bio

Turbo Basic (c) 1987 Borland

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83728&o=2

$end


$x1_flop=turbobas,turbobasa,
$bio

Turbo BASIC CZ-8FB02 (c) 198? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86160&o=2

$end


$cpc_cass=turbobik,
$bio

Turbo Bike [Model AS704] (c) 1988 Alternative Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99963&o=2

$end


$cpc_cass=tboatsim,
$bio

Turbo Boat Simulator (c) 1988 Silverbird Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99965&o=2

$end


$pc98=turboc,
$bio

Turbo C (c) 1989 Borland.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95247&o=2

$end


$pc98=turbocpp,turbocppa,turbocppb,
$bio

Turbo C++ (c) 1990 Borland

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90935&o=2

$end


$cpc_cass=tchopsim,
$bio

Turbo Chopper Simulator (c) 1989 Codemasters Soft. Co., Ltd., The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99967&o=2

$end


$cpc_cass=turbocupf,
$bio

Turbo Cup (c) 1988 Loriciels [France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99968&o=2

$end


$cpc_cass=turbocup,turbocupp,
$bio

Turbo Cup Challenge (c) 1990 Players Premier

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99969&o=2

$end


$amigaocs_flop=turbocup,
$bio

Turbo Cup [Sports Best] (c) 1988 Loriciels [France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75440&o=2

$end


$info=ice_tbd,
$bio

Turbo Drive (c) 1988 ICE.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101119&o=2

$end


$cpc_cass=turboesps,
$bio

Turbo Esprit (c) 1986 Erbe Soft. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99971&o=2

$end


$cpc_cass=turboesp,
$bio

Turbo Esprit (c) 1986 Durell Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99972&o=2

$end


$info=turbofrc,
$bio

Turbo Force (c) 1991 Video System Company, Limited.

Turbo Force is even more of a direct predecessor to Sonic Wings than is Rabio Lepus: Turbo Force features vertical scrolling gameplay very similar to that of the Sonic Wings series along with a nearly identical power-up system. The only differences in power-ups are that the vehicle slowly loses power even if not damaged, and that instead of a bomb that can be deployed at the player's discretion, the special weapon detonates as soon as its power-up is touched.

- TECHNICAL -

Main CPU: Motorola 68000 (@ 10 Mhz)
Sound CPU: Zilog Z80 (@ 4 Mhz)
Sound Chips: Yamaha YM2610 (@ 8 Mhz)

Screen Orientation: Vertical
Video Resolution: 240 x 352 Pixels
Screen Refresh: 61.31 Hz
Palette Colors: 1024

Players: 3
Control: 8-Way Joystick
Buttons: 1
=> FIRE

- TRIVIA -

Turbo Force was released in July 1991 in Japan.

The main character of the game appears as a secret character in "Aero Fighters 3".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2991&o=2

$end


$msx1_cass=turbogrl,turbogrlb,turbogrla,
$bio

Turbo Girl (c) 1988 Dinamic Software [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95090&o=2

$end


$cpc_cass=turbogrl,
$bio

Turbo Girl [Model AMS 880011] (c) 1988 Dinamic Soft. [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99974&o=2

$end


$info=j7tubgld,
$bio

Turbo Gold (c) 200? JPM.

Turbo Gold is a 3-reel, multi stake and award card game, with a racing theme. It introduces two new game features to the market place. The player once having achieved a win, is offered a 'turbo gamble' on the multipliers, and a 'super turbo' gamble on the top stake only.

- TECHNICAL -

Presented in the Linear cabinet. This game also benefits from the latest Heber Pluto 6 technology.

- TRIVIA -

Released in Poland, Ukraine, Czech Republic and Slovakia.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11744&o=2

$end


$cpc_cass=turbokrt,
$bio

Turbo Kart Racer (c) 1990 Players Premier

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99496&o=2

$end


$ibm5150,ibm5150_cass=tligning,
$bio

Turbo Lightning (c) 1983 Borland

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83729&o=2

$end


$c64_cart,c64_flop=turbomaz,
$bio

Turbo Maze Man (c) 1983 Turbo Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53751&o=2

$end


$nes=mk2b,
$bio

Turbo Mortal Kombat II (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84062&o=2

$end


$c64_cart,c64_flop=toutrun,
$bio

Turbo Out Run (c) 1989 US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53752&o=2

$end


$amigaocs_flop=toutrun,
$bio

Turbo Out Run (c) 1990 US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75441&o=2

$end


$info=mt_tout,
$bio

Turbo Out Run (c) 1992 Sega Enterprises, Limited.

- TECHNICAL -

Runs on the "Mega-Tech System" hardware.
Cartridge ID: 610-0239-61

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32464&o=2

$end


$info=toutrunj1,toutrunj1d,
$bio

Turbo Out Run (c) 1989 Sega Enterprises, Ltd.

- TECHNICAL -

Cockpit model
Game ID: 317-0101

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88780&o=2

$end


$info=toutrun2,
$bio

Turbo Out Run (c) 1989 Sega.

Turbo Out Run is the first arcade-based sequel to the legendary 1986 original. It eschews the forked-road, variable route gameplay of it's illustrious predecessor and instead opts for a set route point-to-point race across America. There are several new game-play additions, however, which help to differentiate 'Turbo Out Run' from the original.

Firstly, there's the 'Turbo' of the game's title; a turbo boost that greatly increases the car's speed when engaged. It must be used sparingly, however, as overuse will cause the engine to overheat, rendering the turbo useless until such time as the engine has cooled (as indicated by an on-screen 'Overheat' meter).

Weather conditions are another new feature, with both snow and rain having an adverse effect on driving conditions and car handling. Road surfaces also vary greatly in quality, with sand, oil, speed bumps, safety barriers, standing water and other debris all adding to the challenge.

The final new addition is the ability to upgrade the player's car. This is possible upon completion of every four of the game's sixteen stages. Available power-ups are an improved turbo boost, a more powerful engine, or better gripping tires.

Turbo Out-Run's sixteen stages are as follows:

* Stage 1: New York 
* Stage 2: Washington D.C. 
* Stage 3: Pittsburgh 
* Stage 4: Indianapolis (1st car upgrade section) 
* Stage 5: Chicago 
* Stage 6: St. Louis 
* Stage 7: Memphis 
* Stage 8: Atlanta (2nd car upgrade section) 
* Stage 9: Miami 
* Stage 10: New Orleans 
* Stage 11: San Antonio 
* Stage 12: Dallas (3rd car upgrade section) 
* Stage 13: Oklahoma City 
* Stage 14: Denver 
* Stage 15: Grand Canyon (Runs along Route 66) 
* Stage 16: Los Angeles (End of game)

- TECHNICAL -

Game ID : 317-0106

Main CPU : (2x) Motorola 68000 (@ 12.5 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2151 (@ 4 Mhz), Sega (@ 4 Mhz)

Players : 1
Control : steering wheel
Buttons : 2

- TRIVIA -

Turbo Out Run was released in February 1989 in Japan.

The catchy music that plays during the ''car upgrade'' section is the same music used in the upgrade section of Sega's "Hot Rod" game and also the shop section of their 1986 shoot-em-up, "Fantasy Zone". The catchy music was also remixed and used in the team select screen of Sega's "Dynamite Baseball '97".

Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Super Sonic Team : G.S.M. SEGA 3 - PCCB-00009) on 21/10/1989.

- SERIES -

1. Out Run (1986, Arcade)
2. Out Run 3-D (1989, Master System) 
3. Battle Out Run (1989, Master System) 
4. Turbo Out Run [Model 317-0106] (1989, Arcade) 
5. Out Run Europa (1991, Game Gear) 
6. Out Runners (1992, Arcade) 
7. Out Run 2019 (1993, Mega Drive) 
8. Out Run 2 (2003, Arcade) 
9. Out Run 2 SP (2004, Arcade)

- STAFF -

Music composed by : Yas Takagi

- PORTS -

* Consoles :
Sega Mega Drive (1992)

* Computers :
FM Towns PC (1989)
Atari ST (1989)
Commodore C64 (1989)
Commodore Amiga (1989)
Sinclair ZX Spectrum (1989)
Amstrad CPC (1989)
PC [MS-DOS] (1990)
Commodore Amiga (1992, "Action Masters")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2992&o=2

$end


$info=toutrun3,toutrun3d,
$bio

Turbo Out Run (c) 1989 Sega Enterprises, Limited.

Re-release. For more information about the game itself, please see the original release entry; "Turbo Out Run [Model 317-0106]".

- TECHNICAL -

Cockpit model
Game ID: 317-0107

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71999&o=2

$end


$info=toutrun1,
$bio

Turbo Out Run (c) 1989 Sega Enterprises, Limited.

Re-release as a Deluxe cockpit version. For more information about the game itself, please see the original release entry; "Turbo Out Run [Model 317-0106]".

- TECHNICAL -

Deluxe Cockpit model
Game ID: 317-0109

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72000&o=2

$end


$info=toutrunj,toutrunjd,
$bio

Turbo Out Run (c) 1989 Sega Enterprises, Limited.

Japanese re-release.

- TECHNICAL -

Game ID: 317-0117

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72872&o=2

$end


$info=toutrun,toutrund,
$bio

Turbo Out Run (c) 1989 Sega Enterprises, Limited.

Out Run Upgrade KIT edition. For more information about the game itself, please see the original release entry; "Turbo Out Run [Model 317-0106]".

- TECHNICAL -

Out Run Upgrade KIT.
Game ID: 317-0118

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72001&o=2

$end


$megadriv=toutrun,
$bio

Turbo Out Run (c) 1992 Sega Enterprises, Limited.

- TECHNICAL -

Cartridge ID: G-4053

- TRIVIA -

Reviews:
[FR] June 1992 - Joypad N.9: 74/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57011&o=2

$end


$cpc_cass=toutrun,
$bio

Turbo Outrun (c) 1989 US Gold, Ltd. [Birmingham, UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99976&o=2

$end


$info=m4tbplay,m4tbplaya,m4tbplayb,
$bio

Turbo Play (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41487&o=2

$end


$info=tpoker2,
$bio

Turbo Poker II (c) 1993 Micro Mfg.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=26913&o=2

$end


$nes=turborac,
$bio

Turbo Racing (c) 1992 Data East Corp.

- TRIVIA -

Reviews:
October 1991 - Joypad N.1 [FR]: 88/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55764&o=2

$end


$info=m4tbreel,
$bio

Turbo Reel (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41488&o=2

$end


$info=m4tbrldx,
$bio

Turbo Reel Deluxe (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41489&o=2

$end


$info=m4trg,m4trg__0,m4trg__1,m4trg__2,m4trg__3,m4trg__4,m4trg__a,m4trg__b,m4trg__c,m4trg__d,m4trg__e,m4trg__f,m4trg__g,m4trg__h,m4trg__i,m4trg__j,m4trg__k,m4trg__l,m4trg__m,m4trg__n,m4trg__o,m4trg__p,
$bio

Turbo Reel Gambler (c) 199? BDD.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42970&o=2

$end


$info=m4treel,m4treela,
$bio

Turbo Reels (c) 199? JPM International.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42394&o=2

$end


$info=turbosub,turbosub6,turbosub7,
$bio

Turbo Sub (c) 1986 Entertainment Sciences.

A 3-D undersea driving/shooting adventure game. The player pilots a futuristic submarine and battles invading alien creatures from outer space beneath the ocean.

- TECHNICAL -

Cabinets dimensions :
Height : 183 cm (72in.)
Width : 60.3 cm (23-3/4in.)
Depth : 83 cm (32-3/4in.)

Hardware : RIP (Real-Time Image Processor) System
Main CPU : (3x) M6809E (@ 4 Mhz)

Screen orientation : Horizontal
Video resolution : 272 x 272 pixels
Screen refresh : 60.00 Hz
Palette colors : 512

Players : 1

- TRIVIA -

This is the Entertainment Sciences' second and last game. To market the game, Entertainment Sciences held several competitions with a grand championship in 1986. Participants received a TURBO-SUB SHOOT OUT T-Shirt.

- TIPS AND TRICKS -

* A bonus screen is displayed at the end of each round.

* At the end of the first scene (above water) :
- 10,000 points awarded for each saucer destroyed, or
- 1,000,000 points awarded for destroying all 36 saucers.

* For the second round only, a time counter (10 counts/sec.) is enabled. The time counter runs until the second round is over. 5,000 points are awarded for each count.

- STAFF -

Staff : Steve Tatsumi, Jeff Conly, Suren Yegiyants, Gary Hubatka, Lars-Arne Hult, Craig Portman, Ulrich Neumann, David Fox, Dick Keenan

- PORTS -

* Consoles :
Atari Lynx (1991)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3902&o=2

$end


$lynx=turbosub,
$bio

Turbo Sub (c) 1991 Atari Corp.

It's late in the 28th century, and Earth has been overrun by intergalactic barbarians. The fate of civilization now rests in your hands. Heavily outnumbered, your elite Turbo Sub unit has been ordered to eliminate the invaders. If you can wipe out the enemy, harmony will be restored throughout the planet. But if you fail, your commanders will retreat and leave Earth to the invading horde!

- TECHNICAL -

Model PA2047

- STAFF -

Programmer: Ed Schneider

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58869&o=2

$end


$a800=turbosys,
$bio

Turbo System (c) 1993 Dadok

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86743&o=2

$end


$info=turbotag,
$bio

Turbo Tag (c) 1985 Bally Midway.

An overhead view demolition derby type game where the player has to ram into cars while turbo charged before they park, and avoid the red tag car, or else the turbo charger will be lost, and the player will travel slow. If any car hits the player's car while not turbo charged, the player loses a life. There are other bonus items that can be picked up for points. Collecting all 4 will send the player to the bonus round. There are bombs that the player also has to avoid to prevent losing a life. The round is ended by collecting the T-U-R-B-O letters.

- TECHNICAL -

Bally Midway MCR 3 hardware

Main CPU : Zilog Z80 (@ 5 Mhz), Zilog Z80 (@ 2 Mhz), 68000 (@ 7.5 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 2 Mhz), DAC

Screen orientation : Vertical
Video resolution : 480 x 480 pixels
Screen refresh : 30.00 Hz
Palette colors : 68

Players : 2
Control : paddle
Buttons : 6

- TRIVIA -

This game is a prototype and was never released.

The high-scores table says 'TUR-BO-TAG-BY + game staff nickname' (See Staff section for more info).

- STAFF -

Programmed by : Steve Meyer (SMM)
Graphic designed by : Scott Morrison (RSM)
Sounds by : Novak (NOV)
Designed by : Shannon Donnelly (MSD), Sam Palahnuk (SLP), Steve Radosh
Support : Robert Patton (RHP)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2993&o=2

$end


$cpc_cass=turbotrt,
$bio

Turbo the Tortoise [Model 3712] (c) 1992 Codemasters Soft. Co., Ltd., The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99978&o=2

$end


$cpc_cass=turbotrtht,
$bio

Turbo the Tortoise [Model HT 208] (c) 1992 Hi-Tec Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99979&o=2

$end


$snes=turboton,
$bio

Turbo Toons (c) 1994 Ent. International UK

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63943&o=2

$end


$gba=tturtle,
$bio

Turbo Turtle Adventure [Model AGB-Ak3E-USA] (c) 2002 Majesco Sales, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76192&o=2

$end


$intv=turbo,
$bio

Turbo (c) 1983 Coleco Industries, Incorporated.

Based on the Sega arcade video game.

This is a fast-paced racing game in which you control a high speed car and drive it through city streets, tunnels, down country roads and over bridges. Accelerate - change lanes! While controlling the car's speed and direction, you must pass speeding cars, avoiding treacherous obstacles that come your way - and still come in on record time!

- TECHNICAL -

Model 2473

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60983&o=2

$end


$info=turbo,turboa,turbob,turboc,turbod,
$bio

Turbo (c) 1981 Sega Enterprises, Limited.

Sega's Turbo is a 3-D racing game from Sega in which the player must pass a set number of rival racers (usually 30) before the time limit expires. Success would see the player progress to the next stage. Turbo's gameplay was unique in that centered ENTIRELY on the passing of cars; while the tracks the player raced on had all of the usual bends and turns of the racing genre, they existed purely for effect and at no point did the player actually have to STEER through them.

Turbo was the world's first full-color, sprite scaling racing game and not, as many assume, Namco's "Pole Position". Turbo was released a full year before the Namco legend and is a further example of how Sega has dominated and innovated within the arcade racing genre.

Top scores were kept on a LED panel to the left of the screen (unfortunately these scores reset every-time you turn the game off).

- TECHNICAL -

[Sit-Down model]

Main CPU : Zilog Z80 (@ 4.992 Mhz)
Sound Chips : Discrete circuitry.

Screen orientation : Vertical
Video resolution : 208 x 248 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Monitor size : 20 inches

Controls :
360 Degree Steering wheel
2-Way Shifter (Hi/Low)
Pedal (Gas)
Button : Illuminated 6v 200ma (Start)

Service Controls :
Button : Demagnetizing Coil Switch
Button : Service Switch
Button : Test Switch
Pot : Upper Speakers Volume
Pot : Lower Speaker  Volume (Subs)

Tracking :
Steering Wheel : 360 Degree Optical
2-Way Shifter : 1 Microswitch
Pedal : 2 Optics. 4 positions : off,1,2,3

Audio :
Speakers 1 - 20cm 8ohm 10w (Front Bottom)
Speakers 2 - 12cm 4ohm 5w (Rear Top)
Speakers 1 - 30cm 8ohm 40w (Rear Bottom)

By using 2 optics and a notched light blocker, the Pedal had 4 positions available... which simulated analog control.

Value 1 & 3 were each individual optos triggered. When both Optos were triggered at the same time, it produced value 2. Value 0 was produced if no optos were triggered.

- TRIVIA -

Turbo was released in October 1981.

Turbo was also released as :
"Turbo [Upright model]"
"Turbo [Cabaret model]"

This was the first game ever to feature the now common 3rd-person perspective (action is viewed above and behind the player's car), that virtually all subsequent racing games would come to utilize.

MB (Milton Bradley) released a board game based on this video game (same name) in 1983, 'You're in the Driver's Seat for High-Speed Fun.' : Players spin the spinner and move their cars along the track. Cars printed on spaces of the track block movement, so players can set up blockades in places to keep from being passed. First one across the finish line wins. There is also an ambulance participating in the race.

A gameplay video appears in the great music video 'Hard to Explain' of the music rock band The Strokes.

- SCORING -

Scoring in this game is combination of things. Your score is tied to distance travelled so obviously you want to cover the most amount of distance in the shortest period of time. You also get a bonus at the end of any time cycle : 
Round 1 : Cars Passed x 50
Round 2 : Cars Passed x 60
Round 3 : Cars Passed x 70
Round 4 : Cars Passed x 80
Round 5 : Cars Passed x 90
Round 6 : Cars Passed x 160
Bonus increases by 10 with each subsequent round completed.

There are two ways that you can extend your game time :
1) The initial way is that you have to pass 30 cars in 99 seconds, if you achieve this then you go to the second way to extend your driving time. If not, your game is over.
2) The second way gives you two cars. You have 99 seconds to pass 30 cars. If, however, you lose your two cars or fail to pass the required number of cars in the time allotted, your game is over. If you do pass the 30 cars in the allotted time, then you will get another 99 seconds and so on.

- TIPS AND TRICKS -

* Official Instructions (printed on bezel) :
- Blue lamp indicator signals game start.
- To win EXTENDED PLAY, pass 30 cars before timer counts down to "0".
- Spare player car is awarded for each EXTENDED PLAY, up to 4 cars.
- In first round, player car is returned to starting line in case of a crash. In later rounds, However, a crash causes the player car to explode.
- Cars passed during EXTENDED PLAY add bonus points to the score.

* The Different Roads : As you drive along, you will notice that the roads and scenery change. If you go through a few extended plays, the cycle repeats itself.

Here are the roads in order of appearance:

Starting City--Open highway with hills(1)--Open highway--Seashore right side--Right curve--Oil tank right curve--Seashore left side(2)--Tunnel--Icy road--Tunnel--Open highway--Left curve--Oil tank left curve--Highway with street lights--Open highway with hills(1)--Open highway--Bridge--City at sunset--Open highway--Right curve--Left curve--Right curve--Highway with street lights going over water--Bridge (span)--Open highway--Open highway with hills(1)--Open highway--Right curve--Oil tank right curve--Open highway(2)--Tunnel--Icy road--Tunnel--Highway with street lights going over water--Narrow bridge--Open highway(2)--Left curve--Oil tank left curve--Open highway(2)--Open highway with hills(1)--Narrow highway--City on right at sunset--Open highway with hills--Open highway--Seashore right side--Right curve--Oil tank right curve--Seashore left side(2)--Tunnel--Icy road with city on right--Tunnel--Open highway--Left curve--Oil tank left curve--Open highway with street lights on left--Open highway with hills(1)--Narrow highway--Bridge--City at sunset--Open highway(2)--Narrow right curve--Narrow left curve--Narrow right curve--Open highway--Highway with street lights going over water--Bridge (span)--Open highway--Open highway with hills(1)--Narrow highway--Right curve--Oil tank right curve--Open highway(2)--Tunnel--Icy road--Tunnel--Highway with street lights going over water--Narrow bridge--Open highway--Left curve--Oil tank left curve--Starting City

(1) It's actually one hill. The computer cars disappear briefly from in front of your car to reappear rather close giving the illusion of a hill in front of you.

(2) Here, an ambulance appears on the road. See below for details.

* When you start the game, your car will be among other racers at the starting line. There will be both the graphic and sound for the countdown to start racing. Once the countdown is up, put it in gear and start driving. Get into high gear as quickly as possible. Not only will your score go up faster, you will pass the required number of cars quicker.

* A note about passing : You can pass all the cars you want, but, if a computer car passes you, your passed car counter goes down. The best thing to do is to maintain a steady speed since passing more cars then 40 doesn't add up more cars then can pass you.

* The steering wheel is very responsive on the game. Learn how to, in a controlled fashion, spin the wheel from side to side. It makes it a whole lot easier to maneuver your car around the other cars and you also have better control on the curves. On the icy roads, just maintain your direction and slow down if you have to. Remember, keep a light touch on the wheel and it will be easier to control your car then if you are clenching it.

* In order to drive effectively, you must know what you will be encountering next highway-wise. See "The Different Roads" above to see the sequence of highways you must drive on. Forewarned is forearmed.

* When you see the yellow flag waving right under the "Cars Passed" display, that means an ambulance is coming. You can use the ambulance to your advantage for a couple of seconds. The computer cars will clear a path so the ambulance can pass. Let the ambulance pass you and immediately get behind it. This should give you a couple of seconds of clear driving.

* Obviously, you can afford to be a little careless in the first part when your car just bounces off other cars and objects. You can still get the required cars for extended play. In extended play, however, you don't have this luxury any more. Any contact with any object makes your car go up in a big puff of smoke.

* Be prepared for hazards in the road such as ice and puddles. Both of these can quickly cause your car to spin out thereby causing you to lose complete control of your vehicle.

* Drive on the shoulder if you have to but quickly get back on the main road. Also, downshift and upshift quickly if you slow down too much. It takes much longer to get back to speed if you are in constant HI gear then if you downshifted briefly to LO and then upshifted again.

* Since you don't have brakes, per se, on your car, just take your foot off the accelerator or downshift to LO to achieve the same effect. This is especially useful when you are approaching a pack of computer cars or are going around a blind curve (such as the oil tank). You may get passed by a couple of cars but it's better then trying to ram your way through and losing a car.

- STAFF -

Designed and programmed by : Steve Hanawa

- PORTS -

* Consoles :
Colecovision [US] (1982) "Turbo [Model 2413]"
Mattel Intellivision [US] (April 4, 1983) "Turbo [Model 2473]"

* Computers :
Commodore C64 [US] [EU] (1987, "Death Race 64")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2990&o=2

$end


$x1_flop=turbzbas,
$bio

Turbo-Z BASIC CZ-8FB03 (c) 198? Sharp [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86161&o=2

$end


$msx1_cart=turboat,
$bio

Turboat [Model 00230] (c) 1984 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77568&o=2

$end


$ibm5150,ibm5150_cass=turbodos,
$bio

TurboDOS/PC (c) 1986 Software 2000

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83730&o=2

$end


$bbca_cass,bbcb_cass=turfform,
$bio

Turf Form (c) 1988 Blue Ribbon

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52610&o=2

$end


$cpc_cass=turfform,
$bio

Turf Form [Model 8916] (c) 198? Blue Ribbon Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99980&o=2

$end


$snes=turfhero,
$bio

Turf Hero [Model SHVC-ATUJ-JPN] (c) 1995 Tecmo, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62560&o=2

$end


$snes=turfmemo,
$bio

Turf Memories [Model SHVC-AYZJ-JPN] (c) 1995 BEC

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62561&o=2

$end


$saturn,sat_cart=turfwind,turfwinda,
$bio

Turf Wind '96 - Take Yutaka Kyousouba Ikusei Game (c) 1996 Jaleco Company, Limited. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59859&o=2

$end


$info=turkhunt,
$bio

Turkey Hunting USA (c) 2000 American Sammy.

Turkey Hunting USA allows the players to hunt in 5 different states : Florida, New Mexico, Montana, Pennsylvania and Kansas. Each of the states has a different weather condition and level of difficulty. If a player achieves a top-ten raking in one of the states, he or she will become a grand slam master. There are also four different weapons to choose from: rifle, shotgun, power bow and muzzleloader. Bonus stages allow players to test their hunting skills. Obtaining a perfect score during one of these stages awards the player with different turkey calls or decoys.

- TRIVIA -

Released in February 2001.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4413&o=2

$end


$info=tshoot,
$bio

Turkey Shoot - The Day They Took Over (c) 1984 Williams.

The year is 1989, one year after the great gobble blight which plagued the world. One-third of the earth's populace was transformed by the ailment. The side effect of the turkey transformation is a tendency toward violence and comradery between these turkeys to organize for rabble-rousing in the urban areas. In February of '89, a group of specially trained agents (the turkey terminators) was formed for the sole task of destroying the turkey menace...

And so it begins. As a Turkey Terminator, the player is given 100 missions and 3 weapons to eliminate all the turkeys, leaving no 'left-overs'. He can take aim with his lethal laser gun using the position dot on the screen Screen-shot to hone in on his enemies with deadly accuracy. He can launch a lit grenade to annihilate all the turkeys within range or he can activate his gobble button (available one time each mission) to freeze all the turkeys for an instant, making them 'sitting ducks'. Missions are varied and include reacting quickly to clever ploys such as turkey air raids, turkeys disguising themselves as businessmen and turkey helicopter get-aways. Every 8th round is a rapid-fire bonus wave where the player has 15 seconds to eliminate as many criminals as possible. Shooting fire hydrants and trash cans as well as freeing bystanders who have been taken hostage also score bonus points.

Three 'fowl-ups' are allowed and occur whenever any turkey... a Pilot Turkey, Boss Turkey, Cyborg Turkey or Thug Turkey... escapes or when an innocent bystander... a businessman, shopper or policeman... is damaged.

- TECHNICAL -

Main CPU : Motorola M6809 (@ 1 Mhz)
Sound CPU : M6808 (@ 1 Mhz)
Sound Chips : DAC

Screen orientation : Horizontal
Video resolution : 276 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024

Players : 2
Control : lightgun
Buttons : 3

- TRIVIA -

Software developed by Game Alive!, Inc.

Released in July 1984. Approximately 450 units were produced.

- STAFF -

Game designed by : John Newcomer (JRN)
Software by : Thomas N. Deaux (TND), Wayne P. Breivogel (WPB)
Graphic art by : Chris L. Simmons (CLS), Jill Chittenden (JIL)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2994&o=2

$end


$sms=turmamon,
$bio

Turma da Mônica em O Resgate (c) 1993 Tec Toy

Brazilian release.

- TECHNICAL -

Game ID: 026260

- TRIVIA -

This game is known in North America and Europe as "Wonder Boy III - The Dragon's Trap [Model 7026]".

This Brazilian version features a different protagonist. Tom-Tom has been replaced with Mônica, a girl with a powerful strength and her blue rabbit sidekick toy Sansão (Samson in the English version), which her arch-enemy Cebolinha (Jimmy Five) is always plotting to steal and make knots on its ears. This was based on the comic Turma da Mônica (Portuguese for Monica's Gang), created by Maurício de Sousa. This licensed version has no animals forms, but the opponents are still the same.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56265&o=2

$end


$megadriv=turmamon,
$bio

Turma da Mônica na Terra dos Monstros (c) 1996 Tec Toy

Brazilian release of "Wonder Boy in Monster World".

- TECHNICAL -

Game ID: 044870
Barcode: 7891196044878

- TRIVIA -

Released in 1994 (exact date unknown) in Brazil.

Known in North America and Europe as "Wonder Boy in Monster World".
Known in Japan as "Wonder Boy V - Monster World III [Model G-5509]".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57012&o=2

$end


$a800=turmoil,
$bio

Turmoil (c) 1982 Sirius

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86744&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=turmoil,
$bio

Turmoil (c) 1982 Sirius

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86966&o=2

$end


$msx1_cart=turmoil,
$bio

Turmoil (c) 1984 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77569&o=2

$end


$msx1_cart=turmoilk,
$bio

Turmoil (c) 1984 Qnix Corp. [Korea]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77570&o=2

$end


$msx1_cass=turmoil,turmoila,
$bio

Turmoil (c) 1986 Bug Byte

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95091&o=2

$end


$a2600=turmoil,turmoile,
$bio

Turmoil (c) 1982 20th Century Fox.

The objective is to zoom up and down the center alley and blast aliens as they streak by. Keep shooting and keep moving to avoid a deadly collision with a speeding alien spacecraft.

- TECHNICAL -

Model 11007

- TIPS AND TRICKS -

HINTS FROM THE DESIGNER...
Hold the joystick button down and race up and down the screen to wipe out the aliens. Go touch the Prizes as soon as they appear and then race back to the middle as fast as you can. Your ship will stop automatically when it reaches the center alley.

- STAFF -

Programmer: Mark Turmell

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51158&o=2

$end


$a2600=turmoilc,
$bio

Turmoill (c) 1983 CCE

- TECHNICAL -

Model C-850

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51159&o=2

$end


$amigaocs_flop=turnburn,
$bio

Turn 'n' Burn (c) 1990 Flair Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75442&o=2

$end


$snes=turnburnu,
$bio

Turn and Burn - No-Fly Zone (c) 1994 Absolute Ent., Incorporated.

North American release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Super Dogfight [Model SHVC-ZN]".

- TECHNICAL -

Cartridge ID: SNS-ZN-USA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63946&o=2

$end


$snes=turnburns,
$bio

Turn and Burn - No-Fly Zone (c) 1994 Absolute Ent., Incorporated.

Spanish release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Super Dogfight [Model SHVC-ZN]".

- TECHNICAL -

Cartridge ID: SNSP-ZN-ESP/SESP

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63945&o=2

$end


$snes=turnburn,
$bio

Turn and Burn - No-Fly Zone (c) 1994 Absolute Ent., Incorporated.

European release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Super Dogfight [Model SHVC-ZN]".

- TECHNICAL -

Game ID: SNSP-ZN-EUR

- TRIVIA -

Reviews:
[FR] September 1994, Consoles + N.35: 80%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63944&o=2

$end


$gameboy=turnburn,
$bio

Turn and Burn - The F-14 Dogfight Simulator [Model DMG-UR-USA] (c) 1992 Absolute Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67301&o=2

$end


$pc98=turnover,
$bio

Turn Over (c) 1994 Tear Drop [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90936&o=2

$end


$pc8801_flop=turningg,turningga,
$bio

Turning Gal (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93160&o=2

$end


$info=v4turnov,
$bio

Turnover (c) 1990 Barcrest.

- TECHNICAL -

Main CPU : Motorola M6809 (@ 1.72 Mhz), 68000 (@ 10 Mhz)
Sound Chips : General Instrument AY8910 (@ 1 Mhz), SAA1099 (@ 1 Mhz)

Screen orientation : Horizontal
Video resolution : 504 x 296 pixels
Screen refresh : 50.00 Hz
Palette colors : 16

Players : 1

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4904&o=2

$end


$wswan=turntabl,
$bio

Turntablist - DJ Battle [Model SWJ-BAN017] (c) 1999 Bandai Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86405&o=2

$end


$gameboy=turokj,
$bio

Turok - Battle of the Bionosaurs [Model DMG-ATBJ-JPN] (c) 1998 Starfish, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67304&o=2

$end


$gameboy=turok,
$bio

Turok - Battle of the Bionosaurs [Model DMG-ATUE-USA] (c) 1997 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67302&o=2

$end


$n64=turokb,turoka,turok,turokgb,turokga,turokg,turokub,turokua,turoku,
$bio

Turok - Dinosaur Hunter (c) 1997 Acclaim Entertainment, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58043&o=2

$end


$n64=turokleg,
$bio

Turok - Legenden des Verlorenen Landes (c) 1999 Acclaim Entertainment, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58044&o=2

$end


$n64=turokrag,turokrag1,turokragu1,turokragu,
$bio

Turok - Rage Wars (c) 1999 Acclaim Entertainment, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58045&o=2

$end


$gbcolor=turokrag,
$bio

Turok - Rage Wars [Model CGB-AR7E-USA] (c) 2000 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69027&o=2

$end


$n64=turok2,turok2a,turok2p,turok2g,turok2ua,turok2u,
$bio

Turok 2 - Seeds of Evil (c) 1998 Acclaim Entertainment, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58046&o=2

$end


$gbcolor=turok2,
$bio

Turok 2 - Seeds of Evil [Model DMG-A2TE-USA] (c) 1998 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69030&o=2

$end


$gbcolor=turok2j,
$bio

Turok 2 - Seeds of Evil [Model DMG-A2TJ-JPN] (c) 1999 Starfish, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69032&o=2

$end


$n64=turok3,turok3u,turok3up1,
$bio

Turok 3 - Shadow of Oblivion (c) 2001 Acclaim Entertainment, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58047&o=2

$end


$gbcolor=turok3,
$bio

Turok 3 - Shadow of Oblivion [Model CGB-BT3E-USA] (c) 2000 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69033&o=2

$end


$gba=turok,turoka,turokb,
$bio

Turok Dinosaur Hunter [Prototype] (c) 200? Acclaim Ent., Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76193&o=2

$end


$gba=turokevou,
$bio

Turok Evolution [Model AGB-AT4E-USA] (c) 2002 Acclaim Ent., Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76195&o=2

$end


$gba=turokevo,
$bio

Turok Evolution [Model AGB-AT4P-EUR] (c) 2002 Acclaim Ent., Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76194&o=2

$end


$info=turpin,turpins,
$bio

Turpin (c) 1981 Sega.

See Konami's original "600 [Model GX353]" for more information about the game itself.

- TRIVIA -

Turpin was released in October 1981.

This title is similar in concept to "Frogger", but closely resembles the much later "Super Pac-Man" in gameplay.

- PORTS -

* Consoles :
Casio PV-1000

* Computers :
Tommy Tutor [JP]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2995&o=2

$end


$pyuuta=turpin,
$bio

Turpin [Model 004E] (c) 1983 Tomy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101364&o=2

$end


$info=turrett,
$bio

Turret Tower (c) 2001 Dell Electronics

"Turret Tower" is a one-player gunner/fighter pilot action game. The game components are housed in a compact 6. 5", octagon shaped cabinet. "Turret Tower" is a uniquely designed attraction.
"Turret Tower" drops the player into an exciting war-bird environment. The player assumes the role of a gunner in a turret and also controls the direction of the aircraft. He sits in a swiveling gun turret and has the option of six wicked weapons to destroy his enemies. Two of the weapons, the mini-gun and grenade launcher are available at the onset of the game, plus the player gets to choose one of the four "super" weapons. Two of the "super" weapons are not available until the player reaches a specific level. The player chooses from one of three levels, each varying in difficulty. A "bonus" level is awarded to those players who successfully complete the first three. Each of the four levels are comprised of three waves of attack.
The playing console, seat and monitor can rotate right or left a full 360 degrees! The player controls this motion using the joystick. A variety of power-ups are awarded to those players with the best homing and firing techniques. The power-ups are released by shooting parachutes during the game play.
"Turret Tower" does not require an attendant due to the multiple safety features incorporated into the game design. These features include a door lock and seat belt, the deadbolt door lock must be in the locked position and the player must have the seat belt fastened in order for the game to operate. The floor mat will detect if there is more than one person inside the game or if the player is trying to stand up. If either of these conditions are detected the game will automatically stop operating.

- TRIVIA -

Licensed by Namco.
Designed and engineered by George Dell, who handled the mechanical side of things, and Brian Weber, who handled the graphics, sound and game design, it took the 2 of them 4 years from conceiving the project to its release.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=22878&o=2

$end


$amigaocs_flop=turrican,
$bio

Turrican (c) 1990 Rainbow Arts

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75443&o=2

$end


$amigaocs_flop=turricanu,
$bio

Turrican (c) 1990 Innerprise

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75444&o=2

$end


$cpc_cass=turrican,
$bio

Turrican (c) 1990 Rainbow Arts

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99981&o=2

$end


$megadriv=turrican,
$bio

Turrican (c) 1991 Ballistic.

- TRIVIA -

Reviews:
October 1991 - Joypad N.1 [FR]: 76/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70575&o=2

$end


$amigaocs_flop=turricn3,
$bio

Turrican 3 (c) 1993 Renegade Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75445&o=2

$end


$amigaocs_flop=turricn3g,
$bio

Turrican 3 (c) 1993 Softgold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75446&o=2

$end


$amigaocs_flop=turricn2,turricn2a,
$bio

Turrican II (c) 1991 Rainbow Arts

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75447&o=2

$end


$cpc_cass=turricn2,
$bio

Turrican II - The Final Fight (c) 1991 Kixx

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99984&o=2

$end


$tg16=turrican,
$bio

Turrican [Model ATGX04TUT6] (c) 1991 Ballistic

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84369&o=2

$end


$gameboy=turrican,
$bio

Turrican [Model DMG-TQ-USA] (c) 1991 Accolade, Incorporated. [San Jose, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67305&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=turtle,turtle2,turtle1,
$bio

Turtle Graphics (c) 1982 HES [Human Engineered Software]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86967&o=2

$end


$nes=turtlen5,
$bio

Turtle Ninja 5 (c) 19?? Unknown.

A pirate hack of "Toxic Crusaders" with modified title screen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65216&o=2

$end


$info=turtship,
$bio

Turtle Ship (c) 1988 Sharp Image Electronics, Inc.

North American release. Game developed in Korea. For more information, please see the original Philko release entry; "Geobukseon - Turtle Ship".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77651&o=2

$end


$info=turtshipj,
$bio

Turtle Ship (c) 1988 Pacific Games.

Japanese release. Game developed in Korea. For more information, please see the original Philko release entry; "Geobukseon - Turtle Ship".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77652&o=2

$end


$info=turtles,
$bio

Turtles (c) 1981 Stern Electronics.

Export release. Game developed by Konami as '600'. See original "600 [Model GX353]" for more information about the game itself.

Differences between Turtles and 600:
1) In Turtles you're playing against other bugs/turtles. In 600 you're up against race cars.
2) In Turtles you grab each KidTurtle and bring them home. In 600 you must grab up all KidTurtles before the exit appears.
3) In Turtles you must grab bombs from the center when they appear, in 600 you're given a certain amount of energy, which each bomb uses.
4) The wall graphics are a bit more blocky in 600. Also, the cut scenes in between racks in 600 only show one ladder, with the turtle climbing alone.

- TECHNICAL -

Turtles came in an upright cabinet. This game used the standard 'Stern' cabinet that most Stern titles used, sideart was often just a painted 'Stern' logo on these. The marquee, monitor bezel, and control panel overlay all feature delightful cartoon turtle graphics in a very distinct style. The control panel has a single ball-top 4-Way joystick mounted in the center, with bomb buttons way off to each side.

- TRIVIA -

Turtles was released in December 1981.

Konami originally wrote this game but it was licensed to Stern for US and European distribution), and only a limited number of games were made bearing the 600 name. Konami also licensed this title to Sega as well, which they released under the name "Turpin".

Entex Industries released a board game based on this video game (same name) in 1982 : It's each player's goal to rescue as many cute little turtlettes as possible and bring them safely back to the home pond. But watch out for the evil beetles because they're out to get you!

- PORTS -

* Consoles :
Entex AdventureVision (1982)
Emerson Arcadia 2001 (1982) "Turtles Turpin"
G7000 Videopac

* Others :
VFD handheld game (1982) released by Entex : Play against the computer, or head to head with another player. This game has a headphone jack, volume control, and a knob that will speed up the gameplay. Pretty cool features for an old 80's handheld game!

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2997&o=2

$end


$arcadia=turtles,
$bio

Turtles Turpin (c) 1982 UA, Limited.

- TECHNICAL -

[Cartridge No. 34]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49284&o=2

$end


$odyssey2,g7400=turtles,
$bio

Turtles (c) 1982 Philips Corp.

- TECHNICAL -

Game ID: 49

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95697&o=2

$end


$advision=turtles,
$bio

Turtles (c) 1982 Entex Industries, Incorporated.

- TECHNICAL -

[Model 6076]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49229&o=2

$end


$info=eturtles,
$bio

Turtles (c) 1982 Entex Industries, Inc.

- TECHNICAL -

Model 6086

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95292&o=2

$end


$odyssey2=turtlesu,
$bio

Turtles (c) 1983 Philips Corp.

- TECHNICAL -

Game ID: AC9446

- STAFF -

Written by: Jim Butler

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95698&o=2

$end


$amigaocs_flop=tusker,
$bio

Tusker (c) 1990 System 3 Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75448&o=2

$end


$info=tutstomb,
$bio

Tut's Tomb (c) 1996 Island Design.

- TECHNICAL -

Main CPU : TMS34010
Sound Chips : (2x) General Instrument AY8910

Screen orientation : Horizontal
Video resolution : 320 x 200 pixels
Screen refresh : 69.00 Hz
Palette colors : 256

Players : 2
Control : lightgun
Buttons : 1

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3907&o=2

$end


$saturn,sat_cart=tutankam,
$bio

Tutankamen no Nazo - A.N.K.H (c) 1997 Ray

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59860&o=2

$end


$info=tutankhms,
$bio

Tutankham (c) 1982 Stern Electronics.

North American version. Game developed in Japan. For more information about the game, please refer the original Konami entry; "Tutankham [Model GX350]".

- TRIVIA -

Tutankham was released in July 1982 in the USA by Stern Electronics, under license from Konami.

A Tutankham unit appears in the 1983 movie 'WarGames'.

- PORTS -

* Consoles :
Atari 2600 [US] (1983) "Tutankham [Model PB5340]" 
Atari 5200 [US] : Release cancelled
Mattel Intellivision [US] (1983)
Colecovision [US] (1984) "Tutankham [Model 9840]" 
Nintendo DS [US] (March 30, 2007) as "Horror Maze" in "Konami Classics Series: Arcade Hits [Model NTR-ACXE-USA]" 

* Computers :
Atari 800 [US] (1983)
Commodore VIC-20 [US] (1983)
Tandy Color Computer [US] (1984) "The Touchstone" 
Texas Instruments TI-99/4A [US] (1984)

* Others :
LCD handheld game : released by Konami.
VFD handheld game [US] (1983) : released by Bandai.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=33113&o=2

$end


$coleco=tutankhm,tutankhma,
$bio

Tutankham (c) 1983 Parker Bros.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53388&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=tutankhm,
$bio

Tutankham (c) 198? Parker Bros. [Beverly, MA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86968&o=2

$end


$odyssey2=tutank,
$bio

Tutankham (c) 198? Parker Bros. [Beverly, MA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95699&o=2

$end


$info=tutankhm,
$bio

Tutankham (c) 1982 Konami.

Inside King Tut's tomb are treasures beyond your wildest dreams. They can be yours... if you dare to take them. Supernatural creatures roam the mazes of the tomb guarding the treasures at all costs. Your only defenses against them are your laser gun... and your wits. Blast away, snatch the loot, escape through secret passageway before it's too late! And when you see a key, take that, too. It will unlock the door to the next chamber and the next adventure. Enter King Tut's tomb and see what awaits you... if you dare.

- TECHNICAL -

Game ID : GX350

Main CPU : Motorola M6809 (@ 1.5 Mhz)
Sound CPU : Zilog Z80 (@ ~1.79 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ ~1.79 Mhz), (6x) RC (@ ~1.79 Mhz)

Players : 2
Control : 4-way joystick
Buttons : 3

- TRIVIA -

Tutankham was released in June 1982.

The game was originally to be called 'Tutankhamon'. However, when programmers decided to change the monitor position from horizontal to vertical, they had to cut the -ON suffix from 'Tutankhamon' to make the title fit the screen width.

Licensed to Stern for manufacture and distribution in USA as "Tutankham".

- SCORING -

Killing a Snake : 20 points.
Killing a Monster : 40 points.
Killing a Bat : 60 points.
Collecting a Ring : Mystery Score (From 500 points).
Collecting a Lantern : Mystery Score (Up to 4,000 points).
Collecting a key : 500 points.
Opening a door : 1,000 points.

Bonus points are awarded at the end of each level for the time remaining.

- TIPS AND TRICKS -

* Flash bombs can only be used once per level, and remember you only have 3 available for the whole game. Use them sparingly, preferably only in a life-threatening situation.

* You can sit in a safe place close to a monster generator and simply pick the monsters off as they appear. Most monsters follow a set pattern of movement so it is quite easy to predict which way they will turn and wait in a place where it is easy to kill them as they appear in front or behind you. Remember to watch the timer though!

* The lanterns and rings are quite often a deadly diversion as they are sometimes placed in dead end vertical passages. Assess the risks carefully before collecting them.

* Be careful when entering vertical tunnels as you cannot shoot monsters on the other side until they are level with you in a horizontal direction.

* A carefully timed shot can kill a monster in a vertical tunnel, but only when fired exactly when the monster moves into the square in which you are stood.

- STAFF -

Programmed by : H. Tanigaki

- PORTS -

* Consoles :
Casio PV-1000
Nintendo DS [JP] (March 15, 2007) "Konami Arcade Collection [Model NTR-P-ASKJ (RY039-J1)]" 
Nintendo DS [EU] (October 26, 2007) "Konami Arcade Classics [Model NTR-P-ACXP]" 
Nintendo DS [AU] (October 29, 2007) "Konami Arcade Classics" 
Nintendo DS [JP] (October 29, 2009) "Konami Arcade Collection [Konami Dendou Selection] [Model NTR-ASKJ-JPN-1 (RY039-J4)]" 

* Computers :
Sinclair ZX Spectrum [EU] (1984)

* Others :
LCD handheld game : released by Konami.
VFD handheld game (1983) : released by Bandai.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2998&o=2

$end


$a2600=tutankhm,tutankhme,
$bio

Tutankham (c) 1983 Parker Bros.

Inside King Tut's tomb are treasures beyond your wildest dreams. They can be yours... if you dare to take them. Supernatural creatures roam the mazes of the tomb guarding the treasures at all costs. Your only defenses against them are your laser gun...and your wits. Blast away, snatch the loot, escape through secret passageway before it's too late! And when you see a key, take that, too. It will unlock the door to the next chamber and the next adventure. Enter King Tut's tomb and see what awaits you...if you dare.

- TECHNICAL -

Model PB5340

- TIPS AND TRICKS -

When the game begins, you're an archaeologist with three lives. You're in the first of four burial chambers inside King Tut's tomb. As soon as you press RESET, start moving the archaeologist through the maze. These are the things you must do:

Find the Key. Inside each chamber is a key. As soon as you see it, go after it. You'll need it in order to enter the next chamber at the end of the maze. Once you have the key you'll see it in the archaeologist's hand.

Watch out for Creature Nests. Throughout the maze are creatures' nests.Creatures of varying speeds and species can spring from them at any time. Just before they do, however, you'll hear a 'slurp-like' sound.  When you hear it, get ready to fire at the approaching creature!

To fire your laser gun: press the fire button while you move the Joystick either left or right, depending on the direction in which you wish to fire. You cannot fire up or down.

If you're in a tight spot and can't seem to fire your way out, you can activate the laser flash. Just hold down the fire button while you move the Joystick up. The laser flash will cause all the creatures on the screen to disappear... just long enough for you to escape. You'll start with three flashes, so use  them wisely!

Pick up Treasure. Various kinds of exotic and priceless treasures are located throughout the maze. You'll find them tucked away in alcoves.  Just remember that you don't have to go after each one--especially if it's too risky. As the astute archaeologist knows, some treasures are more valuable than others.  It's up to you to decide which ones you most desire. Good luck.

Find the Secret Passageways.  Secret passageways let you zip from one side of the chamber to the other. They can let you escape dangerous situations. Oftentimes it's the only way to continue through the maze. Because a secret is a secret, it's up to you to find out where each one is located.

Watch the Time Band. The time band monitors the amount of ammunition in your laser gun. The longer you remain in the maze, the faster the ammo is used up. So try to complete the maze as quickly as you can. Your ammo supply replenishes with each new chamber.

Open the Door. At the end of each maze, you'll find a door. As long as the archaeologist has the key in hand, he'll unlock that door when he reaches it.
Behind it lies another fabulous treasure and the entrance to the next chamber!  If the archaeologist has no key when he reaches the door, he must go back and get it.

- STAFF -

Programmer: Dave Engman

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51160&o=2

$end


$intv=tutankhm,
$bio

Tutankham (c) 1983 Parker Bros.

Wander King Tut's tomb in search of fabulous treasure! Keys are used to unlock the passageways to the treasure. But snakes, griffins, and beetles will guard the tomb at all costs. With lasers and flash bombs, try to defeat these protectors of the tomb and escape with the loot. 1 or 2 players.

- TECHNICAL -

Model PB6340

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60984&o=2

$end


$info=ep_tutcl,ep_tutcla,ep_tutclb,
$bio

Tutankhamun Club (c) 199? Maygay.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40913&o=2

$end


$msx1_cass=tutor,
$bio

Tutor (c) 1985 Sony Spain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95092&o=2

$end


$info=m4tutfrt,m4tutfrt__0,m4tutfrt__1,m4tutfrt__2,m4tutfrt__3,m4tutfrt__4,m4tutfrt__5,m4tutfrt__6,m4tutfrt__7,m4tutfrt__8,m4tutfrt__9,m4tutfrt__a,m4tutfrt__b,m4tutfrt__c,m4tutfrt__d,m4tutfrt__e,
$bio

Tutti Fruity (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41515&o=2

$end


$info=m4tutcl,m4tutcl__a,m4tutcl__b,m4tutcl__c,m4tutcl__d,m4tutcl__e,m4tutcl__f,m4tutcl__g,m4tutcl__h,m4tutcl__i,m4tutcl__j,m4tutcl__k,
$bio

Tutti Fruity Classic (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41514&o=2

$end


$info=j6tutti,
$bio

Tutti Frutti (c) 199? QPS Interactive.

- TECHNICAL -

Impact

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41150&o=2

$end


$info=sc4tfclb,sc4tfclba,
$bio

Tutti Frutti Club (c) 200? Bell-Fruit Games.

- TECHNICAL -

[Model PR6938]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=18254&o=2

$end


$m5_cass=tvadjust,
$bio

TV Adjust (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95331&o=2

$end


$ibm5150,ibm5150_cass=tv101,
$bio

TV and Cinema 101 - Trivia from Talkies to Trekkies (c) 1984 IBM

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83709&o=2

$end


$psx=tvanimat,
$bio

TV Animation X - Unmei no Tatakai [Model SLPS-03459] (c) 2002 Bandai Co., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85752&o=2

$end


$studio2=spacewar,
$bio

TV Arcade I: Space War (c) 1977 RCA

- TECHNICAL -

[Model 18V400]

To Start: Press CLEAR, then 1 on Keypad 1.

To Control in game: 2 on Keypad 1 to launch the ship.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49181&o=2

$end


$studio2=funwnum,
$bio

TV Arcade II: Fun with Numbers (c) 1977 RCA.

- TECHNICAL -

[Model 18V401]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82068&o=2

$end


$studio2=tennis,
$bio

TV Arcade III: Tennis/Squash (c) 1977 RCA.

- TECHNICAL -

[Model 18V402]

To Start: Press CLEAR, then 1 on Keypad 1, 4 on Keypad 2 and finally 7 on Keypad 1.

To Control in game: 2 and 8 on Keypad 2 to move the paddle.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49183&o=2

$end


$studio2=baseball,
$bio

TV Arcade IV: Baseball (c) 1977 RCA.

- TECHNICAL -

[Model 18V403]

To Start: Press CLEAR, then 0 on Keypad 1.

To Control in game: 2 or 5 on Keypad 2 to launch the ball; 5 on Keypad 1 to hit the ball.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49182&o=2

$end


$studio2=gunfight,
$bio

TV Arcade Series: Gunfighter & Moonship Battle (c) 1977 RCA.

- TECHNICAL -

[Model 18V405]

To Start: Press CLEAR, then 1 on Keypad 1.

To Control in game: 2 and 8 on Keypad 2 to move and 5 on Keypad 2 to shoot.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49185&o=2

$end


$studio2=speedway,
$bio

TV Arcade Series: Speedway/Tag (c) 1977 RCA.

- TECHNICAL -

[Model 18V404]

To Start: Press CLEAR, then 1 on Keypad 1.

To Control in game: 2, 4, 6 and 8 on both Keypads allow to move the cars in the corresponding directions; 5 on both Keypads stop the cars.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49184&o=2

$end


$studio2=bjack,
$bio

TV Casino I: Blackjack (c) 1977 RCA.

- TECHNICAL -

[Model 18V600]

To Start: Press CLEAR, then 1 on Keypad 1.

To Control in game: 0 on Keypad 2 to bet and stand; 1on Keypad 2 to hit.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49186&o=2

$end


$gameboy=tvchamp,
$bio

TV Champion [Model DMG-A9YJ-JPN] (c) 1994 Yutaka

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67075&o=2

$end


$info=quiztvqq,
$bio

TV Gassyuukoku Quiz Q&Q (c) 1992 Dynax.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 5.5 Mhz)
Sound Chips : General Instrument AY8910 (@ 2.75 Mhz), YM2413 (@ 3.58 Mhz), OKI MSM5205 (@ 384 Khz)

Players : 2
Buttons : 4

- TRIVIA -

TV Gassyuukoku Quiz Q&Q was released in January 1992 in Japan.

The title of this game translates from Japanese as 'Populace TV's Quiz Q&Q'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2999&o=2

$end


$studio2=biorhyth,
$bio

TV Mystic Series: Biorhythm (c) 1977 RCA.

- TECHNICAL -

[Model 18V700

To Start: Press CLEAR, then 0 on Keypad 1.

To Control in game: Use keys on the Keypad as a Numerical Keypad.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49187&o=2

$end


$info=tvpoker,
$bio

TV Poker (c) 197? A-1 Supply, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48302&o=2

$end


$studio2=compquiz,
$bio

TV School House I (c) 1977 RCA.

- TECHNICAL -

[Model 18V500]

To Start: Press CLEAR, then 1 on Keypad 1 twice.

To Control in game: All keys on the Keypads.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49189&o=2

$end


$studio2=mathfun,
$bio

TV School House II: Math Fun (c) 1977 RCA [USA]

- TECHNICAL -

[Model 18V501]

To Start: Press CLEAR, then 1 on Keypad 1 three times.

To Control in game: All keys on the Keypads.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49188&o=2

$end


$amigaocs_flop=tvbasebl,
$bio

TV Sports Baseball (c) 1992 Mindscape, Incorporated. [Northbrook, IL, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75191&o=2

$end


$amigaocs_flop=tvbasket,
$bio

TV Sports Basketball (c) 1990 Mirrorsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75192&o=2

$end


$pce=tvbasket,
$bio

TV Sports Basketball (c) 1993 Victor Interactive Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58743&o=2

$end


$tg16=tvbasket,
$bio

TV Sports Basketball [Model TGX040055] (c) 1991 NEC Home Electronics, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84357&o=2

$end


$amigaocs_flop=tvboxing,
$bio

TV Sports Boxing (c) 1991 Mindscape, Incorporated. [Northbrook, IL, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75193&o=2

$end


$amigaocs_flop=tvfootbl,tvfootbla,
$bio

TV Sports Football (c) 1988 Mirrorsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75194&o=2

$end


$pce=tvfootbl,
$bio

TV Sports Football (c) 1991 Victor Interactive Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58744&o=2

$end


$tg16=tvfootbl,
$bio

TV Sports Football [Model TGX030046] (c) 1990 NEC Home Electronics, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84358&o=2

$end


$pce=tvhockey,
$bio

TV Sports Hockey (c) 1993 Victor Interactive Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58745&o=2

$end


$tg16=tvhockey,
$bio

TV Sports Hockey [Model TGX030064] (c) 1991 NEC Home Electronics, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84359&o=2

$end


$info=tv21,tv21_3,
$bio

TV Twenty One (c) 1975 A-1 Supply, Incorporated.

- TRIVIA -

TV Twenty One was the first video card machine.

- STAFF -

Designed by : Dale Rodesch

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=7786&o=2

$end


$svision=tvlink,
$bio

TV-Link (c) 199? Watara

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95478&o=2

$end


$info=tvc4000,
$bio

TVC 4000 (c) 1979 Körting.

The Körting TVC-4000 is a German clone of the Interton VC-4000 system.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103360&o=2

$end


$gbcolor=tweenies,
$bio

Tweenies - Doodles' Bones [Model CGB-B27P-UKV] (c) 2001 BBC Worldwide, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69036&o=2

$end


$gbcolor=tweeniesds,
$bio

Tweenies - Doodles' Bones [Model CGB-B2ZX-HOL] (c) 2001 BBC Worldwide, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69035&o=2

$end


$gba=tweetymgu,
$bio

Tweety and the Magic Gems (c) 2001 Kemco, Ltd.

- TECHNICAL -

Game ID: AGB-ATME-USA

- TRIVIA -

Released on July 10, 2001 in USA.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76197&o=2

$end


$gba=tweetymg,tweetymgg,
$bio

Tweety and the Magic Gems [Model AGB-ATMP-EUR] (c) 2001 Kemco, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76196&o=2

$end


$gba=tweetyhp,
$bio

Tweety no Hearty Party [Model AGB-AMJJ-JPN] (c) 2001 Kemco, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76198&o=2

$end


$gbcolor=tweetyj,
$bio

Tweety Sekaiisshuu - 80 Hiki no Neko o Sagase! [Model CGB-BTWJ-JPN] (c) 2000 Kemco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69037&o=2

$end


$gbcolor=tweetyu,
$bio

Tweety's High-Flying Adventure [Model CGB-BTWE-USA] (c) 2000 Kemco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69040&o=2

$end


$gbcolor=tweetya,
$bio

Tweety's High-Flying Adventure [Model CGB-BTWX-UKV-1] (c) 2000 Kemco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69038&o=2

$end


$gbcolor=tweety,
$bio

Tweety's High-Flying Adventure [Model CGB-BTWY-EUU-1] (c) 2000 Kemco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69039&o=2

$end


$bbca_cass,bbcb_cass=twelfnig,
$bio

Twelfth Night (c) 19?? Penguin

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52611&o=2

$end


$info=m421,
$bio

Twenty One (c) 198? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41221&o=2

$end


$info=sc1twice,
$bio

Twice as Nice (c) 199? AL (Associated Leisure Sales).

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=14872&o=2

$end


$cpc_cass=twiceshy,
$bio

Twice Shy (c) 1986 Mosaic Publishing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99985&o=2

$end


$x68k_flop=twilight,
$bio

Twilight (c) 1995 Studio Twin'kle.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88184&o=2

$end


$info=m4twilgt,
$bio

Twilight (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41516&o=2

$end


$pc8801_flop=twilight,
$bio

Twilight Zone (c) 1987 Great [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93161&o=2

$end


$info=tz_92,tz_94ch,tz_94h,tz_h7,tz_h8,tz_ifpa,tz_l1,tz_l2,tz_l3,tz_l4,tz_p3,tz_p4,tz_pa1,
$bio

Twilight Zone (c) 1993 Midway.

- TECHNICAL -

Midway WPC (Fliptronics II)
Model Number : 50020

Main CPU : Motorola M6809 (@ 2 Mhz)
Sound CPU : Motorola M6809 (@ 2 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.57945 Mhz), DAC, HC55516

- TRIVIA -

Released in April 1993.

Coming off from his huge success from "The Addams Family" pinball game (which would go on to sell over 20,000 units), Midway gave designer Pat Lawlor complete creative control over "The Twilight Zone" (based on the classic TV series), which would be described to as "the most complex pinball game ever designed".

Among its noted features include a real analog clock that tells time until a game begins (during which it will act as an event timer), a gumball machine that dispenses balls, the Powerfield (a small separate play-field where the ball is propelled by magnets rather than flippers), and the 'Powerball', a special blue ceramic ball that is lighter and faster than a normal pinball.

This game features the song, 'Twilight Zone' (performed by Golden Earring) as its theme song. Also, during the Fast Lock mode, the music used are those from Lawlor's previous games.

Quotes from older Pat Lawlor pins are heard during "Fast Lock", in reverse chronological order : 
The Addams Family : Cousin It blabbing. Hitting lock: Cousin It: "Aaaah!". 
Funhouse : "Hey, it's only pinball!". Hitting lock: Rudy: "Gulp...ptooey!". 
Whirlwind : "Return to your homes!". Hitting lock: "Do not panic". 
Earthshaker : "It's sunny drive time!". Hitting lock: "Ooh, Gimme shelter!". 
Banzai Run : "Welcome race fans!". Hitting lock: "Go for the hill!".

This game was originally supposed to be the first game to Williams / Midway's DCS Sound System, but due to time constraints, it used the Yamaha YM2151 / Harris CVSD audio board.

This game was part of WMS' SuperPin series.

15,235 units were produced.

- UPDATES -

Version 9.4CH - Changes from revision 9.2 :
- Added a new adjustment : LITZ CHEAT OK. When set to YES, this allows the player to hold in the buy-in button during game play to enable Lost in the Zone. The next shot to the Slot Machine or Piano will start a LITZ 'practice round'. The player is not able to enter intials for LITZ champ if the cheat has been performed. 
- Implemented 'Mute & Pause' mode. Pressing buy-in Button while holding a flipper will kill music and keep flipper held. Pressing buy-in again will resume regular play. This feature can be disabled by adjustment (MUTE & PAUSE OK). The game resumes automatically after 15 minutes. 
- Added a magnet ball-catching effect at the beginning of multball. This will catch the balls on the magnets if all of these conditions are in effect : 
3 magnets installed, and all 3 work 
Adjustment for the effect is ON 
0 or 1 balls in the lockup 
White ball is in the gumball machine 
- Added an adjustment that allows white ball detection during multiball (M.B. P.B. DETECT OK). With this adjustment turned ON (default) the game behaves as before. With it OFF, then the game can no longer be fooled into thinking the white ball is in play by a quick 1-2 shot into the piano and slot machine. Use of this adjustment is recommended only if all of the proximity sensors are correctly functioning. 
- Added a preset (INSTALL #pinball) for home adjustments desired by group of silly Twilight Zone owners.
- Fixed a Powerball/Multiball bug where the Powerball was not detected when it was the 2nd ball served from the trough for Multiball start. 
- Fixed Super Skill Shot bug where a completely missed shot would end the ball and give Super Skill Shot to the next player up. 
- Added ball search to the ball recycling at the end of Lost in the Zone. 
- Enhanced the ball-type detection logic on the magnets. 
- Fixed a bug with Bonus X lamp after Bonus X awarded. 
- Added/enhanced a few lamp effects. 
- Improved the grace period logic at the end of Battle the Power timeout. 
- Added a grace period timer for the end of multiball that indicates the Powerball was in play. This enables Powerball jackpots during the jackpot grace period. 
- Added code in attract mode to page through the a-mode pages by using a flipper button.

- TIPS AND TRICKS -

During the Attract Mode, press the following flipper buttons in order to see the names of the Twilight Zone design team : 5R, 1L, 1R, 1L, 5R, 1L.

- STAFF -

Concept, Design, & Playfield : Pat Lawlor (PML)
Design, Software : Larry DeMar (LED) (DAD), Ted Estes (TEX)
Mechanix by : John Krutsch (J K)
Sounds & Music : Chris Granner (C G), Rich Karstens
Vid Pix : Scott Slomiany, Eugene Geer
Art : John Youssi

Special Thanks To : Roger Sharpe, Paul Barker, Chuck Bleich, Mike Boon, Matt Booty, Tom Cahill, Mark Coldebella, Rachel Davies, Jose Delgado, Joe Dillon, Rebecca Ellis, Ken Fedesna, Jesse Flowers, Jim Greene, Margaret Hudson, Manu Jayswal, Elaine Johnson, Paul Johnson (P.J.), Steve Kordek, Bob Lentz, Greg McKay, Neil Nicastro, Tracy Nunnery, Kevin O'Connor, Butch Ortega, Jim Patla, Kent Pemberton, Peter Piotrowski, Berry Purcell, Alison Quant, Steve Ritchie, Wally Roeder, Lesley Ross, Lenore Sayers, Win Schilling, Michael Sengelmann, Lyman F. Sheats, Dwight Sullivan, Bill Thompson, Steve Trybula, Herb Uher, Jason Werdrick, Lisa Wilson
Extra Special Thanks To : Patricia Lawlor, Vicki L. Kamm, Lisa Estes
Grateful Thanks To : Carol Serling

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5286&o=2

$end


$info=sp_tzbwb,
$bio

Twilight Zone (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41519&o=2

$end


$info=sp_tz,sp_tza,sp_tzb,sp_tzc,sp_tzd,sp_tze,sp_tzf,sp_tzg,sp_tzh,
$bio

Twilight Zone (c) 199? Ace Coin Equipment, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42265&o=2

$end


$info=sp_tzfe,sp_tzfea,sp_tzfeb,sp_tzfec,sp_tzfed,sp_tzfee,sp_tzfef,sp_tzfeg,sp_tzfeh,sp_tzfei,sp_tzfej,sp_tzfek,sp_tzfel,sp_tzfem,sp_tzfen,sp_tzfeo,sp_tzfep,sp_tzfeq,sp_tzfer,sp_tzfes,sp_tzfet,sp_tzfeu,
$bio

Twilight Zone - Further Encounters (c) 199? Ace Coin Equipment, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42266&o=2

$end


$pc8801_flop=twiligh3,twiligh3a,
$bio

Twilight Zone 3 - Nagakute Amai Yoru (c) 1989 Great [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93162&o=2

$end


$x68k_flop=twiligh4,
$bio

Twilight Zone 4 - Tokubetsu-hen (c) 1990 Great [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88185&o=2

$end


$pc98=twiligh4,
$bio

Twilight Zone 4 - Tokubetsu-hen (c) 1990 Great [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90937&o=2

$end


$pc8801_flop=twiligh4,
$bio

Twilight Zone 4 - Tokubetsu-hen (c) 1990 Great [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93163&o=2

$end


$pc8801_flop=twiligh2,
$bio

Twilight Zone II - Nagisa no Yakata (c) 1988 Great [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93164&o=2

$end


$x68k_flop=twiligh3,
$bio

Twilight Zone III - Nagakute Amai Yoru (c) 1989 Great [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88186&o=2

$end


$pc98=twiligh3,
$bio

Twilight Zone III - Nagakute Amai Yoru (c) 1989 Great [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90938&o=2

$end


$info=sc4twilt,
$bio

Twilight (c) 200? Bell-Fruit Games.

- TECHNICAL -

[Model PR1214]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=19968&o=2

$end


$info=twinactn,
$bio

Twin Action (c) 1995 Afega.

A rip-off of UPL 1990's "US AAF Mustang".

- TECHNICAL -

Main CPU : Motorola 68000 (@ 12 Mhz), Zilog Z80 (@ 4 Mhz)
Sound Chips : OKI6295 (@ 7.575 Khz)

Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 56.00 Hz
Palette colors : 768

Players : 2
Control : 8-way Joystick
Buttons : 2

- TRIVIA -

Released in July 1995.

Similar to "Air Fox".

Most of the music is ripped from the SNES game 'Sonic Blast Man'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4905&o=2

$end


$info=twinadv,twinadvk,
$bio

Twin Adventure (c) 1995 Barko.

Guide twin brothers Tom and Sam to rescuing the princess and restoring peace to the Dream Land Paradise by going through various mini-games.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 16 Mhz), Zilog Z80 (@ 4 Mhz)
Sound Chips : OKI6295 (@ 7.575 Khz)

Players : 2
Buttons : 3

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=9132&o=2

$end


$x68k_flop=twinbee,
$bio

Twin Bee (c) 1988 Konami Industry Company, Limited.

- TRIVIA -

Conversion made by Sharp & SPS.

Twin Bee for X68000 was released in February 1988 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48158&o=2

$end


$nes=twinbee3,twinbee3p,
$bio

Twin Bee 3 - Poko Poko Dai Maou (c) 1989 Konami Industry Company, Limited.

- TECHNICAL -

Game ID: KON-RC841

- TRIVIA -

Twin Bee 3 was released on September 29, 1989 in Japan.

- SERIES -

1. Twin Bee [Model GX412] (1985, Arcade)
2. Moero TwinBee - Cinnamon Hakase wo Sukue! [Model KDS-TIN] (1986, Famicom Disk System)
3. Twin Bee 3 - Poko Poko Dai Maou [Model KON-RC841] (1989, Famicom)
4. TwinBee da!! [Model DMG-TDJ] (1990, Game Boy)
5. Detana!! Twin Bee (1991, Arcade)
6. Pop'n TwinBee [Model SHVC-PT] (1993, Super Famicom)
7. Twin Bee Yahhoo! Fushigi no Kuni de Dai Abare!! (1995, Arcade)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54779&o=2

$end


$info=tbyahhoo,
$bio

Twin Bee Yahhoo! Fushigi no Kuni de Dai Abare!! (c) 1995 Konami.

Twin Bee Yahho! differs from Detana!! TwinBee in that the player can adjust their playing style before starting the game to suit their preference. The player begins by choosing between three difficulty settings: Practice, Normal, and Special. Practice course is the game's easiest setting and lasts only three stages, whereas the Special course is the hardest setting and is recommended to expert players. The player will then select between four different charged shots. The regular Charge Shot from Detana! TwinBee is selectable, along with a Charge Punch, a Charge Split (which will cause the player's ship to shoot duplicates of itself), and a Charge Explosion that fires at eight directions at the same time. The player will then choose between two control styles: one which fires the gun with one button and drops bombs with the second, while the other style shoots and drops bomb at the same time with a single button (either button can be used).

Like in previous Twin Bee games, there are two kinds of power-ups: bell power-ups obtained from the sky and land power-ups that can be retrieved from destroy ground enemies. The bells can be changed to up to six colors this time (yellow, blue, white, green, red, and pink), each with a unique attribute. GwinBee returns as well as a power-up item, along with the twin attacks that can be performed with GwinBee or another player.

- TECHNICAL -

Konami GX hardware

Main CPU : Motorola 68EC020
Sound CPU : Motorola 68000
Sound Chips : (2x) K054539

Players : 4
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Twin Bee Yahhoo! was released in April 1995.

The subtitle of this game translates from Japanese as 'Uproar In A Mysterious Land'.

The J-Pop song played in attract mode (make sure that get it via the dipswitches) is called 'Bokura no Suteki' and is sung by Mariko Kouda. Here are the Japanese lyrics :
kanashimi no mori o, sama you kimi wa -
futo sora o mite, uchuu o omou -
ikutsumono ginga -
IMEEJI shita, sono mune ni -
umareru yuuki -
yume o mite, aruki daseru no wa -
bokura no SUTEKI sa, kimi to -
mirai e yukou -
soba ni ite, sasae au koto wa -
inochi no SUTEKI no hitotsu -
kodoku ni ochinaide.

Here is the translated version :
You are wandering about the sorrowful woods -
See the sudden skies, think about outer space -
A lot of Galaxies -
On that imagined chest -
The courage to be born -
See the dreams and we can begin to walk -
You are lovely to us -
Going to the future -
It's in the side and supports each other -
The one lovely life -
Don't fall alone.

King Records released a limited-edition soundtrack album for this game (Twin Bee Yahhoo! Original Game Soundtrack - KICA-7681) on June 7, 1995.

- SERIES -

1. Twin Bee [Model GX412] (1985, Arcade)
2. Moero TwinBee - Cinnamon Hakase wo Sukue! [Model KDS-TIN] (1986, Famicom Disk System)
3. Twin Bee 3 - Poko Poko Dai Maou [Model KON-RC841] (1989, Famicom)
4. TwinBee da!! [Model DMG-TDJ] (1990, Game Boy)
5. Detana!! Twin Bee (1991, Arcade)
6. Pop'n TwinBee [Model SHVC-PT] (1993, Super Famicom)
7. Twin Bee Yahhoo! Fushigi no Kuni de Dai Abare!! (1995, Arcade)

- PORTS -

* Consoles :
Sega Saturn [JP] (September 29, 1995) "Detana Twinbee Yahoo! Deluxe Pack [Model T-9505G]" 
Sony PlayStation [JP] (September 29, 1995) "Detana TwinBee Yahoo! Deluxe Pack [Model SLPS-00100]" 
Sony PlayStation [JP] (December 11, 1997) "Detana TwinBee Yahoo! Deluxe Pack [PlayStation the Best] [Model SLPM-86054]" 
Sony PlayStation [JP] (November 20, 2003) "Detana TwinBee Yahoo! Deluxe Pack [PSOne Books] [Model SLPM-87322 (VX012-J4)]" 
Sony PSP [JP] (January 25, 2007) "Twin Bee Portable [Model ULJM-05221 (VP032-J1]" 
Sony PSP [JP] (March 13, 2008) "Twin Bee Portable [Konami the Best] [Model ULJM-05323]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3001&o=2

$end


$gba=f_twinbe,
$bio

Twin Bee (c) 2004 Konami Corp.

- TECHNICAL -

[Model AGB-FTWJ-JPN]
[Famicom Mini] No. 19

- TRIVIA -

Twin Bee for GBA was released on August 10, 2004 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48159&o=2

$end


$info=twinbee,
$bio

Twin Bee (c) 1985 Konami.

Twin Bee is an overhead scrolling game starring a pair of bee-shaped robots, Twinbee (the blue one) and his female counterpart Winbee (the pink one), Twin Bee is part of what are called 'cute 'em ups', a slang for shoot-em-up games that feature cute characters, animals and other funny looking creatures, among other whimsical themes and brightly colored landscapes. It's a fun game to play with at least 6 stages that repeat themselves with increased difficulty as you go along.

Power-ups and extra points can be found in special bells hidden in some enemies that, when shot a certain number of times, will change color and then, when touched by the player, will provide a powerup, such as extra speed.

- TECHNICAL -

Konami's Bubble System Board
Game ID : GX412

Main CPU : Motorola 68000 (@ 9.216 Mhz), Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.789772 Mhz), K005289 (@ 1.789772 Mhz), Sanyo VLM5030 (@ 3.579545 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Twin Bee was released in March 1985.

This is the first title using Konami's Bubble System Board.

Alfa Records released a limited-edition soundtrack album for this game (Konami Game Music Vol.1 - 28XA-85) on June 25, 1986.

- TIPS AND TRICKS -

* Formation Bonus : If you take out all enemies in a formation, you get bonus points.

* Yellow bell bonus : If you keep on picking up yellow bells, you earn increasing bonus points. The bonus will increase up to 10,000 points. But if you miss picking up even 1 bell in the process, the bonus drops to 500 points.

* If you keep on shooting a bell : The bell will break and turn into a bee! Be careful.

* Change the color of a bell as you wish : The color of a bell changes after every 5 shots
5 -- white
10 -- blue
15 -- green
20 -- red

* The Multiple and Barrier cannot be used together : When you have your Multiple, the Barrier (red bell) will not be available. When you have your barrier, the multiple (green bell) will not be available.

* If you take out enemies on the ground : Fruit items will appear. Pick them up to get bonus points. Strange items will appear every once in a while.

* Call an ambulance : When you get one of your hands destroyed, get your other hand destroyed (if you can afford it) to call an ambulance.

- SERIES -

1. Twin Bee [Model GX412] (1985, Arcade)
2. Moero TwinBee - Cinnamon Hakase wo Sukue! [Model KDS-TIN] (1986, Famicom Disk System)
3. Twin Bee 3 - Poko Poko Dai Maou [Model KON-RC841] (1989, Famicom)
4. TwinBee da!! [Model DMG-TDJ] (1990, Game Boy)
5. Detana!! Twin Bee (1991, Arcade)
6. Pop'n TwinBee [Model SHVC-PT] (1993, Super Famicom)
7. Twin Bee Yahhoo! Fushigi no Kuni de Dai Abare!! (1995, Arcade)

- STAFF -

Music by : Shigeru Fukutake, Yoshinori Sasaki

- PORTS -

* Consoles : 
Nintendo Famicom [JP] (January 4, 1986)[Model RC807]"
Nintendo Famicom Disk [JP] (March 11, 1988) "Twin Bee [Model lRC807]"
Nintendo Game Boy [JP] (October 12, 1990) "Twinbee Da!! [Model DMG-TDY]" 
Nintendo Game Boy [EU] (1994) "Pop'n TwinBee" 
Nintendo Game Boy [JP] (August 10, 2004) "Twin Bee [Famicom Mini] [Model AGB-FTWJ-JPN]" 
Sony PSP [JP] (January 25, 2007) "Twin Bee Portable [Model ULJM-05221]" 
Nintendo DS [JP] (March 15, 2007) "Konami Arcade Collection [Model NTR-P-ASKJ (RY039-J1)]" 
Nintendo DS [US] (March 30, 2007) as "RainbowBell" in "Konami Classics Series: Arcade Hits [Model NTR-ACXE-USA]" 
Nintendo DS [EU] (October 26, 2007) "Konami Arcade Classics [Model NTR-P-ACXP]" 
Nintendo DS [AU] (October 29, 2007) "Konami Arcade Classics" 
Nintendo Wii [Virtual Console] [JP] (August 5, 2008) Famicom version 
Nintendo DS [JP] (October 29, 2009) "Konami Arcade Collection [Konami Dendou Selection] [Model NTR-ASKJ-JPN-1 (RY039-J4)]" 
Sony PSP [JP] (Mar. 13, 2008) "Twin Bee Portable [Konami The Best] [Model ULJM-05323]" 
Nintendo 3DS [eShop] [JP] (2011, "3D Classics") 
Nintendo 3DS [Virtual Console] [JP] (June 20, 2012) Game Boy version

* Computers :
MSX [JP] (May 25, 1986) "Twin Bee [Model RC740]"
Sharp X68000 [JP] (February 1988)  Twin Bee

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3000&o=2

$end


$msx1_cart=twinbee,twinbeeb,twinbeec,twinbeea,
$bio

Twin Bee (c) 1986 Konami.

- TECHNICAL -

Game ID: RC740

- TRIVIA -

Released on May 25, 1986 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48157&o=2

$end


$nes=twinbee,
$bio

Twin Bee (c) 1986 Konami.

- TECHNICAL -

Model RC807

- TRIVIA -

Twin Bee for Famicom was released on January 04, 1986 in Japan at a retail price of 4900 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48156&o=2

$end


$info=twinbrat,twinbrata,
$bio

Twin Brats (c) 1995 Elettronica Video-Games.

This game is "Ladybug" with more stylish graphics and pictures of naked women between the racks. Like "Mad Donna", it takes the completion of two racks to see the naked lady picture, unlike Mad Donna completing the first (odd numbered) rack will give you the picture obscured by a pattern.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 14.7456 Mhz)
Sound Chips : OKI6295 (@ 7.102 Khz)

Screen orientation : Horizontal
Video resolution : 352 x 240 pixels
Screen refresh : 58.00 Hz
Palette colors : 2048

Players : 2
Control : 8-way joystick
Buttons : 3

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3669&o=2

$end


$nes=twincobr,
$bio

Twin Cobra (c) 1990 American Sammy Corp. [Torrance, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55765&o=2

$end


$megadriv=twincobr,
$bio

Twin Cobra (c) 1991 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57498&o=2

$end


$info=tcobra2,tcobra2u,
$bio

Twin Cobra II (c) 1995 Taito.

A vertically scrolling shooter.

- TECHNICAL -

Runs on the "Taito F3 System" Hardware.

Prom Stickers : E15

Players : 4
Control : 8-way joystick
Buttons : 4

- TRIVIA -

This game is known in Japan as "Kyukyoku Tiger II".

The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to 'AAA'.

- UPDATES -

The US version is slightly different, it has the "Recycle It, Don't Trash It!" screen.

- SERIES -

1. Twin Cobra [TP-011] (1987)
2. Twin Cobra II (1995)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3527&o=2

$end


$info=twincobr,twincobru,
$bio

Twin Cobra (c) 1987 Taito Corp.

Export version. For more information about the game itself, please see the original Japanese version release; "Kyuukyoku Tiger [TP-011]".

- TECHNICAL -

Game ID : TP-011
Prom Sticker : B30

- TRIVIA -

Developed by Toaplan. Twin Cobra was released in October 1987.

Licensed to Romstar for US distribution (November 1988).

This game is known in Japan as "Kyuukyoku Tiger [TP-011]".

Differences between Twin Cobra (TC) and Kyukyoku Tiger (KT) :
* TC supports two simultaneous players.
* KT supports two players, but only one at a time. For this reason, it also supports Table Top cabinets.
* TC stores 3 characters for high scores.
* KT stores 6 characters for high scores.
* TC heros are Red and Blue for player 1 and 2 respectively.
* KT heros are grey for both players.
* TC dead remains of ground tanks are circular.
* KT dead remains of ground tanks always vary in shape.
* TC continues new hero and continued game at current position.
* KT continues new hero and continued game at predefined positions. After dying and your new hero appears, if you do not travel more than your helicopter length forward, you are penalised and moved back further when your next hero appears. Due to this difference in continue sequence, KT is MUCH harder, challenging and nearly impossible to complete !

- SERIES -

1. Twin Cobra [TP-011] (1987)
2. Twin Cobra II (1995)

- PORTS -

* Consoles : 
Nintendo NES [US] (January 1990) [Model NES-QT]
Sega Genesis [US] (1991)  
Sega Mega Drive [BR] (1991, "Desert Attack Helicopter" - Tec Toy) 

* Computers :
Commodore C64 (1988)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3002&o=2

$end


$x68k_flop=twincp1,
$bio

Twin Copy 1993 Toshi 1 Tsuki Gou (c) 1993 Protect Kougaku Kenkyuukai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88187&o=2

$end


$x68k_flop=twincp10,
$bio

Twin Copy 1993 Toshi 10 Tsuki Gou (c) 1993 Protect Kougaku Kenkyuukai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88188&o=2

$end


$info=as_td,
$bio

Twin Dragons (c) 200? Astra Games, Limited. [Novomatic Group].

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41861&o=2

$end


$info=twineagl,
$bio

Twin Eagle - Revenge Joe's Brother (c) 1988 Seta.

A vertical shoot-em-up that places the player's helicopter against multiple attacking targets in the air, sea, and land. Collecting the weapon and speed power-ups throughout the game is vital since the gameplay is quite difficult.

The object of the game, which is not explained further, is to avenge Joe's brother - which is probably not assumed to be the player, but presumably a friend of the player who lost his brother to the enemy. (It uses bad English grammar on the subtitle of the screen, using "revenge" as a verb, as apposed to "avenge".  That being said, it's a pretty tight game otherwise.)  To do so, you must destroy the fortress on the very last level. When you start the game and it scrolls onto the starting screen, the background contains the different levels that you must survive. The starting position of the various enemies does not vary from game to game.

- TECHNICAL -

Board Number : M6100326A
Prom Stickers : UA2

Main CPU : Motorola 68000 (@ 8 Mhz), M65C02 (@ 1 Mhz)
Sound Chips : X1-010 (@ 16 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2
=> [A] Shoot, [B] Bomb

- TRIVIA -

Twin Eagle was released in April 1988 in Japan by Taito.

Licensed to Romstar for US distribution.

The entire sound production was done by a freelancer sound team, Goblin Sound. A soundtrack CD was released by Seta in 1989 as "Twin Eagle and Real Majhong 3".

- TIPS AND TRICKS -

* Power-up items :
1) M = Shot Multiplier
2) L = Slightly increased shot length
3) S = Slightly increased helicopter maneuverability
4) B = Extra bomb
5) Although it is ultra-rare, a floating icon can appear (instead of a balloon) which contains a full multi-shot powerup.

* Completely destroying the bunkers before shooting any of the men behind them almost always yields a shot-multiplier power-up. One can regularly have the maximum number of shot multipliers by the end of the first level by using this trick. Power-ups seem to appear more frequently if you stay with your guns and do not pick up a missile power-up. Fire as often as you can when you are using the guns, and keep firing. Once you have maxed out your shot multiplier, it is good to start picking up missiles. Part of the trick to playing the game is to scroll the screen from side to side and to pick off the enemies that are placed on opposite sides to harass you.

* By learning the pattern of when and where enemies appear, you can neutralize them before they can do you any harm. This is especially true with hitting the small helicopters as they come on screen, and nuking the screen just before the guided missile truck. It is best to use the screen nuke when your helicopter is positioned at the very bottom of the screen. Otherwise, it may only be partially effective.

- SERIES -

1. Twin Eagle - Revenge Joe's Brother (1988)
2. Twin Eagle II - The Rescue Mission (1994)

- STAFF -

Produced by : Jun Fujimoto
Game designed by : MTY, Yam
Game programmed by : MTY
Game sub programmed by : Kazuaki Nakanishi
System programmed by : H. Kobayashi, K. Yoshii
Graphic designed by : Sachiko
Character designers : K. Sato, A. Kumura, M. Kasajima, M. Takeda

Music direction by Goblin Sound.
Music composers : Zero Yotsumoto, T. Suzuki, Conrad T. Kozawa
Music performers : T. Suzuki, Zero Yotsumoto, Coke Taguchi, T. Tanno, S. Tsutsui
Sound edited by : T. Suzuki, T. Hasegawa

Allugataya system : T. Hasegawa, T. Suzuki, K. Okuda
Game advised by : J. Narita
Graphic editer designed by : M. Watanabe
68K Chan : K. Ishikawa
Board designed by : Nobuyuki Nonaka
Pcm 16 : K. Oiyama
Vdc : T. Iwata, K. Oiyama
Vrc : Nobuyuki Nonaka
Sound filter : Shyachou, M. Tanaka
Eigiyou : T. Ishikawa, Y. Ota
Jimu : T. Watanabe, T. Hiroi, K. Komura, M. Tanaka
Koubai : M. Harada, M. Iwata
Koumu : Y. Ikegai
Seizou : A. Aranaga, T. Sasho, K. Tominaga
Character model maked by : M. Takeda, Kazuaki Nakanishi, S. Tanaka

- PORTS -

* Consoles :
[US] Nintendo NES (1989) "Twin Eagle - Revenge Joe's Brother [Model NES-2E-USA]"
[JP] Nintendo Famicom (1991) "Twin Eagle - Revenge Joe's Brother [Model VIS-2E]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3003&o=2

$end


$nes=twineagl,
$bio

Twin Eagle - Revenge Joe's Brother (c) 1989 Romstar, Incorporated.

NES port of the 1988 arcade game; "Twin Eagle - Revenge Joe's Brother".

Twin Eagle is a simultaneous two-player action adventure with the continue play feature. Your mission is to avenge your brother's death by advancing through enemy territory and defeating the enemy's fortress.

- TECHNICAL -

Game ID: NES-2E-USA

- TRIVIA -

Twin Eagle for NES was released in October 1989 in the USA.

Export releases:
[JP] "Twin Eagle - Revenge Joe's Brother [Model VIS-2E]"

Pirate version:
[TW] "Twin Eagle [Model TC-006]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55766&o=2

$end


$nes=revjoeb,
$bio

Twin Eagle - Revenge Joe's Brother (c) 1991 Visco Corp.

Japanese release. Game developed in the USA. For more information about the game itself, please see the NES release entry; "Twin Eagle - Revenge Joe's Brother [Model NES-2E-USA]".

- TECHNICAL -

Game ID: VIS-2E

- TRIVIA -

Twin Eagle was released on April 12, 1991 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54778&o=2

$end


$info=twineag2,
$bio

Twin Eagle II - The Rescue Mission (c) 1994 Seta Company, Limited.

Twin Eagle II is a vertical scrolling shooter where one or two players pilot heavily armed helicopters through three stages with three areas each.

At the start of each stage, the players select their path of attack through the three areas.  Areas with ground level enemies and targets are presented in a 3/4 isometric view, while areas with no ground targets feature scrolling landscape images.  Players use their guns to attack flying enemy aircraft and bombs to attack ground targets such as tanks, rocket launchers and high-rise skyscrapers.  If things get too hairy, the player can use a missile barrage to clear the screen of enemies and enemy firepower.  Destroying some buildings reveal primary colored trucks which drop weapon power-ups and point items when destroyed.  Each area features a boss at the end, which must be destroyed to advance past the area.  The final stage features one additional boss before the end of the game.

- TECHNICAL -

Seta SSV system

Main CPU : V60 (@ 16 Mhz)
Sound Chips : ES5506 (@ 16 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Twin Eagle II was released in February 1994.

- SERIES -

1. Twin Eagle - Revenge Joe's Brother (1988)
2. Twin Eagle II - The Rescue Mission (1994)

- STAFF -

Programmers : Noboru Harada, Takashi Kitabayashi
Graphics designers : Kohzoh Igarashi, Katutoshi Hiruta, Shingo Aoyama
CG Designer : Yasuhiko Kikuchi
Hardware engineer : Masahiro Yamaguchi
Soundtrack : Opus Corp.
Executive producer : Jun Fujimoto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3004&o=2

$end


$nes=twineagh,
$bio

Twin Eagle (c) 1989 Sachen.

Taiwanese Pirate version of "Twin Eagle - Revenge Joe's Brother [Model NES-2E-USA]".

- TECHNICAL -

Game ID: TC-006

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76986&o=2

$end


$info=twinfalc,
$bio

Twin Falcons (c) 1989 Philko.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 4 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2151 (@ 4 Mhz)

Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024

Players : 2
Control : 8-way joystick
Buttons : 4

- TRIVIA -

This game is also known as "Whizz".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3513&o=2

$end


$psx=twingodd,
$bio

Twin Goddesses (c) 1994 Polygram Magic of Japan

- TECHNICAL -

Game ID: SLPS-00018

- TRIVIA -

Released on December 22, 1994 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85821&o=2

$end


$pc8801_flop=twingrou,
$bio

Twin Grouse (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93165&o=2

$end


$msx1_cart=twinhamm,
$bio

Twin Hammer (c) 1989 Best

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77571&o=2

$end


$info=twinhawk,twinhawku,
$bio

Twin Hawk (c) 1989 Taito.

A vertically scrolling shoot'em up.

- TECHNICAL -

Taito X System hardware
Prom Stickers : B87

Main CPU : Motorola 68000 (@ 8 Mhz), Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2151 (@ 4 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Released in June 1989.

Developed by Toaplan. Even if developed by this famous shoot'em up company, Twin Hawk was not good game and it was a flop. 

This game is known in Japan as "Dai Sen Puu".

- UPDATES -

There are several differences between Twin Hawk and its Japanese version "Dai Sen Puu" :
* Twin Hawk supports two simultaneous players.
* Dai Sen Puu supports two players, but only one at a time. Because of this, it also supports Cocktail cabinets.
* In Twin Hawk, both planes are purple and pink for player 1 and 2 respectively.
* In Dai Sen Puu, the planes are green for both players.
* In Twin Hawk, when you die, you continue the game at current position.
* In Dai Sen Puu, when you die, you continue the game at predefined positions. This makes the game much more difficult to complete.

- STAFF -

Sound Composer: Osamu Oota

- PORTS -

* Consoles :
Sega Mega Drive (1990)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3005&o=2

$end


$bbca_cass,bbcb_cass=kingdomv,
$bio

Twin Kingdom Valley (c) 1983 Bug Byte

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52612&o=2

$end


$bbca_cass,bbcb_cass=twinorbs,
$bio

Twin Orbs of Aalinor (c) 1985 Potter

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52613&o=2

$end


$a800=twinpack,
$bio

Twin Pack (c) 1998 Video 61

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86745&o=2

$end


$pc98=twinpeac,
$bio

Twin Peaches (c) 1993 Pinkysoft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90939&o=2

$end


$info=as_twp,as_twpa,
$bio

Twin Pots (c) 200? Astra Games, Limited. [Novomatic Group].

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41863&o=2

$end


$info=twinqix,
$bio

Twin Qix (c) 1995 Taito Corp.

- TECHNICAL -

Runs on the "Taito F3 System" Hardware.

Players : 4
Control : 8-way joystick
Buttons : 4

- TRIVIA -

Twin Qix was released in January 1995.

Only one Japanese prototype board is known to have been manufactured.

The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to 'H !'. In Japanese 'H' is often used as a shortening of the word 'hentai', meaning pervert.

- SERIES -

1. Qix (1981, ARC)
2. Qix II - Tournament (1982, ARC)
3. Super Qix (1987, ARC)
4. Ultimate Qix (1991, MD)
5. Twin Qix (1995, ARC)
6. Battle Qix (2002, ARC)
7. Qix ++ (2009, XBLA)

- STAFF -

Project leader : Keppel Maekawa
Software designer : Harumi. K
Game designers : Tukasa Oshima, Takafumi Kaneko
Character designer : Izumi Takemoto
Graphic designer : Akiyoshi Takada, Lin Chinkai (Indy Chinkai), Takashi Yamada, Takeshi Ninomiya, Shigeki Yamamoto, Masato Shinchi, Kawamoyan
Sound : Nakayama Jotohei (Zuntata)
Printing designer : Kumi Mizobe
Hardware works : Takeshi Kinugasa

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3006&o=2

$end


$gba=2fashpet,
$bio

Twin Series 1: Mezase Debut! Fashion Designer Monogatari + Kawaii Pet Game Gallery 2 [Model AGB-BFVJ-JPN] (c) 2004 Culture Brain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76199&o=2

$end


$gba=2osh4ren,
$bio

Twin Series 2: Oshare Princess 4 + Renai Uranai Daisakusen! + Renai Party Game - Sweet Heart [Model AGB-BOPJ-JPN] (c) 2004 Culture Brain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76200&o=2

$end


$gba=2konschi,
$bio

Twin Series 3: Konchuu Monster - Ouja Ketteisen + Super Chinese Labyrinth [Model AGB-BQMJ-JPN] (c) 2004 Culture Brain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76201&o=2

$end


$gba=2hamfntp,
$bio

Twin Series 4: Hamu Hamu Monster EX - Hamster Monogatari RPG + Fantasy Puzzle - Hamster Monogatari - Mahou no Meikyuu 1.2.3 [Model AGB-BHFJ-JPN] (c) 2004 Culture Brain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76202&o=2

$end


$gba=2kuniwan,
$bio

Twin Series 5: Mahou no Kuni no Cake-ya-san Monogatari + Wanwan Meitantei EX [Model AGB-BMWJ-JPN] (c) 2004 Culture Brain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76203&o=2

$end


$gba=2idlissh,
$bio

Twin Series 6: Wannyan Idol Gakuen + Koinu to Issho Special [Model AGB-BWNJ-JPN] (c) 2004 Culture Brain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76204&o=2

$end


$gba=2twpzrm2,
$bio

Twin Series 7: Twin Puzzle - Kisekae Wanko EX + Nyaa to Chuu no Rainbow Magic 2 [Model AGB-B2PJ-JPN] (c) 2004 Culture Brain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76205&o=2

$end


$x68k_flop=twinsoul,
$bio

Twin Soul (c) 1989 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88723&o=2

$end


$info=twinsqua,
$bio

Twin Squash (c) 1991 Sega.

- TECHNICAL -

Runs Sega "System C-2" hardware.

Players: 2
Control: dial
Buttons: 1

- TRIVIA -

Released in April 1992 in Japan (even if titlescreen says SEGA 1991).

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3748&o=2

$end


$info=m4twintm,
$bio

Twin Timer (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41517&o=2

$end


$cpc_cass=twintbv8,
$bio

Twin Turbo V8 [Model 3128] (c) 1988 Codemasters Soft. Co., Ltd., The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99986&o=2

$end


$info=smi1300,smi1330,smi1331,smi1332,smi1333,
$bio

Twin Win (c) 199? Bally Gaming, Incorporated.

- UPDATES -

* SMI # 1300
Hit Frequency: 18,40%
Max-Coin Percentage: 97,00%

* SMI # 1330
Hit Frequency: 17,90%
Max-Coin Percentage: 95,24%

* SMI # 1331
Hit Frequency: 17,90%
Max-Coin Percentage: 93,13%

* SMI # 1332
Hit Frequency: 17,40%
Max-Coin Percentage: 90,98%

* SMI # 1333
Hit Frequency: 17,00%
Max-Coin Percentage: 89,21%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=45359&o=2

$end


$gameboy=twin,
$bio

Twin [Model DMG-TWJ] (c) 1992 Athena Co. Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67309&o=2

$end


$spc1000_cass=twinbee,
$bio

TwinBee (c) 1986 Static Soft [Korea]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83564&o=2

$end


$nes=twinbeeh,
$bio

TwinBee (c) 1987 FMG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69335&o=2

$end


$nes=twinbfds,
$bio

TwinBee (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84176&o=2

$end


$snes=twinbadvj,
$bio

TwinBee - Rainbow Bell Adventure [Model SHVC-T7] (c) 1994 Konami Company, Limited.

- TRIVIA -

The game was presented at the Famicom Spaceworld' 93 in August 1993 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62562&o=2

$end


$gameboy=twinbee,
$bio

TwinBee da!! (c) 1990 Konami Industry Co., Ltd.

- TECHNICAL -

Game ID: DMG-TDJ

- SERIES -

1. Twin Bee [Model GX412] (1985, Arcade)
2. Moero TwinBee - Cinnamon Hakase wo Sukue! [Model KDS-TIN] (1986, Famicom Disk System)
3. Twin Bee 3 - Poko Poko Dai Maou [Model KON-RC841] (1989, Famicom)
4. TwinBee da!! [Model DMG-TDJ] (1990, Game Boy)
5. Detana!! Twin Bee (1991, Arcade)
6. Pop'n TwinBee [Model SHVC-PT] (1993, Super Famicom)
7. Twin Bee Yahhoo! Fushigi no Kuni de Dai Abare!! (1995, Arcade)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67310&o=2

$end


$psx=twinbeet,
$bio

TwinBee Taisen Puzzle-Dama (c) 1994 Konami Co.

A puzzle video game for PlayStation simple mechanics are part of a series of puzzles Taisen Puzzle-Dama and that this issue takes as its theme the world TwinBee.

- TECHNICAL -

Game ID: SLPS-00015

- TRIVIA -

Released on December 09, 1994 in Japan.

A sequel titled TwinBee Puzzle Adventures was planned to be released in 1995 for the Sega Saturn and in 1999 for the Sega Dreamcast, but was cancelled.

- STAFF -

VOICE ACTORS
Light: Kappei Yamaguchi
Pastel: Hekiru Shiina
Mint: Miki Ito
Madoka: Mariko Kouda
Twinbee: Mayumi Tanaka
Winbee: Kumiko Nishihara
Gwynnbee: Miki Ito
Dr. Warumon: Yukimasa Kishino
Professor Apple: Kumiko Nishihara
Baronbee: Yasuhiko Kawazu
Dr. Murdoch: Joji Yanami
Princess Merola: Kikuko Inoue

PROGRAMMERS
Main: Kenichi Fukuhara
Select: Masayuki Aizawa
Demo: Masayuki Tarao

DESIGNERS
Game Objects: Daisuke Horikawa
Art & Animation: Teruhisa Ryu
Map: Sawa Araki
Supervisor: Noritoshi Kodama (Chao Yamagata)

SOUND
Sound Work: Hiroshi Tamawari, Mikio Saitou (Metal Yuhki)
Mixing: Kazuhito Imai
Recording Coordination: Takashi Sasugano

PACKAGING
Design: Akie Karibe
Illustrations: Shujiro Hamakawa (Shujilow.Ha!)
Special Thanks: Shujiro Hamakawa (Shujilow.Ha!), Noritoshi Kodama (Chao Yamagata)

KONAMI LOGO CG
CG Work: Gentaro Mizukami
Program: Kenichi Fukuhara
Special Thanks: Nobuhiro Matsuoka
Director: Masayuki Aizawa
Producer: Kazumi Kitaue

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85823&o=2

$end


$famicom_flop=twinbee,
$bio

TwinBee [Model KDS-TWN] (c) 1988 Konami Industry Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65484&o=2

$end


$psx=twinbeer,
$bio

TwinBee-RPG (c) 1998 Konami Co., Ltd.

Featuring 3-D graphics and made for the PlayStation, this simplistic role playing game, set in the complete universe of the series, was the last stand-alone retail release in the series.

- TECHNICAL -

Game ID: SLPM-86077

- TRIVIA -

Released on April 03, 1998 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85822&o=2

$end


$info=twinkle,
$bio

Twinkle (c) 1997 SemiCom.

A sequel to "Hyper Pacman". The power-ups tossed throughout the mazes consist of vision goggles, helmet/laser helmets, speed, hyperspeed, jump shoes, bonus stages and free pac-men. The game ends after the 40th stage.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 16 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2151 (@ 4 Mhz), OKI6295 (@ 7.575 Khz)

Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 57.50 Hz
Palette colors : 256

Players : 2
Control : 8-way joystick
Buttons : 2 (JUMP, LASER)

- SERIES -

1. Hyper Pacman (1995)
2. Twinkle (1997)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3910&o=2

$end


$info=twinspri,
$bio

Twinkle Star Sprites (c) 1997 SNK.

Twinkle Star Sprites is a competitive scrolling shooter game originally created by ADK. It was ADK's last production for the Neo-Geo platform. The gameplay, which can be characterized as a combination of a fixed shooter and a versus puzzle game, uses combinations of shots, as well as timed power-ups to attempt to damage the opponent. These attacks also serve as counters to the opponent's attack.

An interesting & highly cute hybrid between a Vs style puzzle game & an overhead shooter, players may choose to play the Story Mode in order to see the misadventures of Load Ran & her faithful yet somewhat annoying Rabbicat as they try to find the Magical Twinkle Star & save their world from the evil Mevious & his henchmen. The other option is to play the Free Character Mode in which you are able to pick any character (see codes under Tips and Tricks) to play the game and see their very own comical ending. A second player may challenge you at any time.

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.

Game ID : 0224

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2610 (@ 8 Mhz)
Players : 2
Control : 8-way joystick
Buttons : 2b[A] Shoot/Use attack-stopper, [B] Bomb

- TRIVIA -

Twinkle Star Sprites was released in January 1997.

The game's concept seems to be a funny parody of the Sailor Moon manga, however the game's comic relief 'Rabbicat' seems to be a parody of Tenchi Muyo's very own cute mascot & comic relief 'Ryo-Oh-Ki' the cabbit.

Load Ran & Sprites feature different endings in the Free Character Mode, these endings are completely different to the one seen in the Story Mode.

In the story mode, Mevious will either taunt or praise you if continues have been used during your game or not!

Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Twinkle Star Sprites - PCCB-00247) on 21/02/1997.

- TIPS AND TRICKS -

There are two types of standard attacks: a normal shot and a charge-up shot. Each character starts with two bombs which enables him in the event of desperate plight, to clean with the screen while briefly acquiring a state of invincibility. The two players' playfields are separated by a vertical bar, each one having its own independent of the other. Series of enemies arrive from the top of the screen. The player is to successfully destroy them in chains (combos), which will send one or more fireball projectiles to the screen of his adversary (Normal Attack). Shooting at Normal Attacks several times reflects them back as glowing Reverse Attacks. If Reverse Attacks are reflected again, a number of powerful counterattacks in the shape of one or more indestructible enemies appear (Extra Attack). Reflecting many Reverse Attacks at once can instead summon a boss (Boss Attack).

* The Extra Attacks and the Boss Attack vary from one character to another.

* The power gauge fills as the player destroys enemies up to three levels. By holding down the fire button and releasing when a certain level is reached, the player can launch a character-specific charge shot to assist the player in clearing enemies from his screen. At Level 1, the charge shot is launched. At Level 2, the charge shot and three Extra Attacks against the opponent are launched. At Level 3 (Max Level), the charge shot and a Boss Attack are launched. Firing charge shots at Level 2 and above will decrease the power gauge.

* 30–40 seconds into a round, a blue orb appears among a chain of enemies. If this orb is destroyed in a chain, the player achieves Fever status for the next several seconds. Chains created during Fever generate faster and more plentiful Normal Attacks per enemy destroyed, which can prove to be very dangerous to the opponent if large chains are made.

* Both players are given five life points at the start of a round.

* Colliding into an enemy costs 1 life point, but the player cannot be killed this way; if a player has one life point left, he will be left with one half of a life point. When this happens, his character is stunned for a short while and is reduced in speed and attack power for several seconds after recovery, all the while left more vulnerable to opponent attacks.

* Getting hit by a Normal Attack, Reverse Attack, Extra Attack or the projectiles from a Boss cost 3 life points.
    
* The match is over when a player loses all his life points.

* When a player takes damage, his opponent recovers life points equal to half of the damage taken.

* If a round lasts longer than 100 seconds or the player does not fire a shot for more than 30 seconds, a Death enemy appears. If a player is hit by this enemy, he will lose immediately (Death Attack). The Death can be destroyed as any other enemy, but always comes back, harder to kill. Additionally, if a player is successful in volleying the "death" character over to his opponent's side, and the death character touches the opponent, the opponent dies instantly. This is a possible, though difficult, way to win. This, of course, would require the player to be skilled enough to avoid obstacles and not fire for more than 30 seconds.

* Special Codes:
Play As Sprites : At the character select screen, put the selector on Ran and press Up(x4), A.

Play As Memory : At the character select screen, put the selector on Ran and press Down(x4), A.

Play As Mevious : At the character select screen, put the selector on Griffon and press Up(x4), A.

Play As Dark Ran : At the character select screen, put the selector on Griffon and press Down(x4), A.

* After the Game Over screen, Load Ran & Rabbicat rate your performance and either praise you or give you advice to improve your score, get a very high score (1,000.000 and above) in order to attain the highest rating and make Load Ran blush.

- STAFF -

Developed by ADK.

- PORTS -

* Consoles :
SNK Neo-Geo CD [JP] (Feb.1997) "Twinkle Star Sprites [Model ADCD-013]"
Sega Saturn [JP] (Dec.1997) "Twinkle Star Sprites [Model T-37301G]"
Sega Dreamcast [JP] (Mar.2000) "Twinkle Star Sprites [Model T-3103M]"
Sony PlayStation 2 [JP] (Dec.2008) "ADK Tamashii [Model SLPS-25906]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3007&o=2

$end


$neocd=twinspri,
$bio

????????????? (c) 1997 ADK Corp.
(Twinkle Star Sprites)

- TECHNICAL -

Game ID: ADCD-013

- TRIVIA -

Twinkle Star Sprites for NEOCD was released on February 21, 1997 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47480&o=2

$end


$saturn,sat_cart=twinklss,
$bio

????????????? (c) 1997 ADK Corporation.
(Twinkle Star Sprites)

- TECHNICAL -

Game ID: T-37301G

- TRIVIA -

Twinkle Star Sprites for Saturn was released on December 7, 1997 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47481&o=2

$end


$megadriv=twinklet,
$bio

Twinkle Tale (c) 1992 Toyo Records

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57013&o=2

$end


$x68k_flop=twins,
$bio

Twins (c) 1989 Mugen Kaisha Rana

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88724&o=2

$end


$info=twins,twinsa,
$bio

Twins (c) 1994 Electronic Devices.

- TECHNICAL -

Main CPU : V30 (@ 8 Mhz)
Sound Chips : General Instrument AY8910 (@ 2 Mhz)

Screen orientation : Horizontal
Video resolution : 320 x 200 pixels
Screen refresh : 50.00 Hz
Palette colors : 256

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

The music of this game is directly ripped from some Spanish Amstrad CPC games. 1st level music was taken from "Rock'n Roller" (Topo Soft). 2nd level music taken from "Clever & Smart II" (Animagic). 3rd level music taken from "Mad Mix Game" (Topo Soft).

The 1st gal also appears in the menu screen of another Spanish PC game : "Super Sextris" (Magic Studios).

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3670&o=2

$end


$psx=twinssto,
$bio

Twins Story - Kimi ni Tsutaetakute [Model SLPS-02126] (c) 1999 Panther

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85824&o=2

$end


$cpc_cass=twinwrld,
$bio

Twinworld (c) 1990 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99987&o=2

$end


$amigaocs_flop=twinwrld,
$bio

Twinworld - Land of Vision (c) 1989 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75449&o=2

$end


$info=m4twist,m4twista,m4twistb,
$bio

Twist Again (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41518&o=2

$end


$n64=twisted,twistedu,
$bio

Twisted Edge - Extreme Snowboarding (c) 1998 Kemco

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58048&o=2

$end


$megadriv=twistedf,
$bio

Twisted Flipper (c) 1992 Electronics Arts.

- TRIVIA -

Reviews:
[FR] October 1992 - Consoles+ No. 13: 74/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57499&o=2

$end


$info=twst_405,twst_300,twst_404,
$bio

Twister (c) 1996 Sega Pinball, Incorporated.

- TECHNICAL -

Sega Whitestar
Model Number : 41

Main CPU : Motorola M6809 (@ 2 MHz)
Sound CPU : Motorola M6809 (@ 2 MHz)
Display CPU : Motorola M6809 (@ 4 MHz)
Sound chip : BSMT2000 (@ 24 MHz)

- TRIVIA -

Based on the 1996 hit movie, starring Bill Paxton and Helen Hunt.

- TIPS AND TRICKS -

Cow Multibull : Shoot the orbits 9 times to start a 5-ball Multiball.

- STAFF -

Designer : John Borg
Artwork : Paul Faris
Software : Lonnie D. Ropp, Orin Day

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5440&o=2

$end


$info=j6twst,j6twsta,j6twstb,j6twstc,j6twstd,j6twste,j6twstf,j6twstg,j6twsth,j6twsti,j6twstj,
$bio

Twister (c) 199? Ace Coin Equipment, Limited.

- TECHNICAL -

Impact

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41151&o=2

$end


$info=j6twstdt,
$bio

Twister (c) 199? JPM International.

- TECHNICAL -

Impact

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41152&o=2

$end


$info=m4twstr,m4twstra,m4twstrb,m4twstrc,m4twstrd,
$bio

Twister (c) 199? Crystal Leisure.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42068&o=2

$end


$info=m4twstcl,m4twstcla,m4twstclb,
$bio

Twister Club (c) 199? Crystal Leisure.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42067&o=2

$end


$info=twocrude,twocrudea,
$bio

Two Crude (c) 1990 Data East USA.

North American release. For more information about the game itself, please see the original version entry; "Crude Buster".

- TRIVIA -

Two Crude was released in April 1990 in the USA.

- PORTS -

* Consoles :
Sega Genesis [US] (1992, "Two Crude Dudes")
Sega Mega Drive [EU] (1992, "Two Crude Dudes") [Model 670-2897] 
Nintendo Wii [US] (February 19, 2010; "Data East Arcade Classics [Model RVL-P-R26E]")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3008&o=2

$end


$megadriv=twocrude,
$bio

Two Crude Dudes (c) 1992 Data East Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57014&o=2

$end


$megadriv=twocrudeu,
$bio

Two Crude Dudes (c) 1992 Data East Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57500&o=2

$end


$pc8801_flop=twojewel,
$bio

Two Jewels In The Dungeon (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93166&o=2

$end


$pc98=2shot,
$bio

Two Shot Diary (c) 1994 Mink [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90940&o=2

$end


$pc98=2shot2_3,
$bio

Two Shot Diary 2 - Memory 3/4 (c) 1996 Mink [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90941&o=2

$end


$pc98=2shot2_4,
$bio

Two Shot Diary 2 - Memory 4/4 (c) 1996 Mink [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90942&o=2

$end


$info=twotiger,
$bio

Two Tigers (c) 1984 Bally Midway.

Two Tigers is a 2-D shooter. The game starts by telling you how may hits you must make on the ship before you can claim credit for sinking it. You then will go to the next screen which has your fighter/bomber in the middle of the screen. A gunsight will also be somewhere in the sky (the gunsight is actually the spot where anti-aircraft fire will be hitting at). Soon the sky is filled with enemy planes and a ship enters the screen from the left side. You mission will be to do whatever it takes to put the required number of holes into the enemy ship to sink it. You have at your disposal a single bomb and the enemy planes themselves for achieving your goal. Along the way, other things may assist (if you shoot them) such as mines and fuel drums. The game will go until you fail to sink 2 ships. If you are in 2-player cooperative mode, then the number of holes to sink a ship will be increased. The same rules apply, though, for sending it to the bottom of the sea.

- TECHNICAL -

[No. 0A79]

Bally Midway MCR 2 hardware

Main CPU : Zilog Z80 (@ 2.496 Mhz)
Sound CPU : Zilog Z80 (@ 2 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 2 Mhz)

Screen orientation : Horizontal
Video resolution : 512 x 480 pixels
Screen refresh : 30.00 Hz
Palette colors : 64

Players : 2
Control : Spinner (on some models, a 'Y' yoke was put in place of the spinner knob)
Buttons : 2 (FIRE, BOMB)

- TRIVIA -

Two Tigers was released in July 1984.

A conversion Kit for tron was released as "Two Tigers [No. 0C67]". It had has significantly different gameplay and stuff.

Based on the novel 'Gus is my Co-Pilot'. It seems that war games were making their appearance around this time. Bally Midway was no exception in putting a war type game. Two Tigers is a loose conglomeration of several earlier games where the objective was to sink ships. Some games used submarines while others used planes. Although not a major success, it still created a following of dedicated players. Especially for the fact that it also allowed two-player cooperative mode and dogfighting.

- SCORING -

Scoring in this game is relatively simple but it is fast paced...
BOMB HIT ON SHIP : 150 Points
SHOT DOWN ENEMY PLANE HIT ON SHIP : 150 Points
ENEMY PLANE : 200 Points
DESTROYING A SHOT DOWN ENEMY PLANE : 250 Points
MINES, SWIMMER, SHARKS, FUEL DRUM : 700 Points
SUBMARINE : 1300 Points
HOLE IN SHIP : 1400 Points
DESTROYING THE SHIP : 5000 Points

- TIPS AND TRICKS -

When you start the game, your fighter will fly in from the left side of the screen. There will be a slight delay then a ship will float in from the left side. Now it's time to put the ship on the bottom of the sea. These strategies are valid for both the one and two-player game. The only difference is that it takes more holes to sink a ship in the two player game and the second player comes in from the right side of the screen.

* It takes three hits in the same place to create a hole. It doesn't matter where else you hit, if you don't hit the same area three times, no hole is created in the ship.

* The best strategy for this game is to use your plane as a dive-bomber. There are a couple of reasons for this :
1) First, your plane goes faster when you are diving. This helps to prevent you from being brought down by anti-aircraft fire and enemy planes. Keep in mind, only the brown planes can collide with your plane.
2) Second, you can drop your bomb more accurately. Since you can only have one bomb on the screen at any given time, you have to make your bomb hits count. If you are climbing and drop your bomb, it will arc up over your plane before coming back down. In turn, this causes the bomb to take a long time to either hit the ship or miss. That bomb could be the difference between a ship sinking or getting away.
3) Third,  if your plane gets shot down (either by anti-aircraft fire or by collision with an enemy plane), you have a shorter route to travel before you reappear in a new plane. If you are climbing and get shot down, your character will arc above the plane and then his parachute will open. If your character parachutes from the top of the screen, you will lose a lot of precious time floating back to the water when you could have been pounding the ship into submission.
4) Fourth, if you look when your plane is either at the very top or bottom of the screen, a shield appears around your plane. Basically, your plane is protected when it enters the screen from the top or bottom to prevent it from being shot down. Use this definitely to your advantage.

* Use the enemy planes to your advantage. When you drop a bomb on a ship, it only takes out the piece of ship it hits. When an enemy plane is shot down and hits the ship, it will drill through the superstructure until it reaches the hull, then it will create the hole. This means, basically, you can actually sink the ship without using any of your bombs.

* During the first few ships, you will notice that mines float by the ship. These will make your job easier by taking out the ship from the ''bottom-up'' so to speak. When you destroy a mine under a ship, it blasts a three wide panel out from the bottom of the ship. That makes your job easier since now you only have work at putting two holes vice three to sink the ship.

* The later stages have fuel drums floating by the ship. Like the mines, fuel drums can help you put away a ship faster. When you destroy a fuel drum, it will put a hole in the ship for you.  In other words, instead of a lateral blast, it does a vertical blast through the ship.

* During the stages in-between ships, you can do target practice on either the submarine, swimmer and sharks, or mines.

* As the game progresses, the number of holes to sink a ship goes up. In addition, the anti-aircraft fire becomes more accurate and the enemy planes become quicker and more aggressive.

* In the dogfight game, both players try to shoot down all of their opponent's aircraft. The loser has to defend their ship against the winner. So obviously, you want to be the winner since it's easier to sink a ship then shoot down a plane.

- STAFF -

Designed by : Ron Halliburton
Software : Tim Gilbert
Graphics : R. Berrios
Production : M. Gardaphe

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3009&o=2

$end


$info=twotigerc,
$bio

Two Tigers (c) 1984 Bally Midway Mfg. Co.

Conversion Kit for Tron. For more information about the game itself, please see the original Two Tigers dedicated release; "Two Tigers [No. 0A79]".

Two Tigers Conversion Kit has significantly different gameplay and stuff to the dedicated release:
* No speed function.
* Speed is constant.
* Steering controlled by an optical encoder on a spinner.
* Different interface locations.
* Ship graphics vary.
* All Stages occur during the day.
* All crashes include pilot escape with parachute.
* Ships shoot to crosshairs.
* Player planes have background engine sound.
* Different high score music.
* Dogfight involves shooting down the opponent's aircraft and avoiding the crosshairs.
* Sea level is halfway up the screen,.
* Only Bally / Midway appears in attract mode.
* There is no Hero table for Dogfight mode.
* Cloud graphics have middle line mirrored horizontally for better appearance.
* Ships have a wake.

- TECHNICAL -

Conversion Kit
No. 0C67

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41685&o=2

$end


$megadriv=twotribe,
$bio

Two Tribes - Populous II (c) 1993 Virgin Games

- TRIVIA -

Reviews:
[FR] September 1993- Consoles + N.23: 80%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57015&o=2

$end


$psx=twotenka,
$bio

Two-Tenkaku [Model SLPS-00131] (c) 1995 Sony Computer Ent., Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85825&o=2

$end


$amigaocs_flop=twylyte,
$bio

Twylyte (c) 1988 Wicked

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75450&o=2

$end


$info=tx0_64kw,tx_0_8kw,
$bio

TX-0 (c) 1956 MIT [Massachusetts Institute of Technology].

The TX-0, for Transistorized Experimental computer zero, but affectionately referred to as tixo (pronounced 'tix oh'), was an early fully transistorized computer and contained a then-huge 64K of 18-bit words of magnetic core memory.

- TRIVIA -

The TX-0 was built in 1955 and went online in 1956 and was used continually through the 1960s at MIT.

Designed at the MIT Lincoln Laboratory largely as an experiment in transistorized design and the construction of very large core memory systems, the TX-0 was essentially a transistorized version of the equally famous Whirlwind, also built at Lincoln Lab. While the Whirlwind filled an entire floor of a large building, TX-0 fit in a single reasonably sized room and yet was somewhat faster. Like the Whirlwind, the TX-0 was equipped with a display system, in this case a 12 inches oscilloscope hooked to output pins of the processor allowing it to display 512×512 points in a 7 by 7in. array.

The TX-0 was a fully 16-bit computer with a 16-bit address range and 16-bit operations. Its word size was 18 bits; this allowed for 16 bits of data and two bits of instructions. These two bits could create four possible instructions, which included store, add, and conditional branch instructions as a basic set. The fourth instruction, 'operate', took additional operands and allowed access to a number of 'micro-orders' which could be used separately or together to provide many other useful instructions. An 'add' instruction took 10 microseconds.

- STAFF -

Logic designed by: Wesley A. Clark
Engineering development: Ken Olsen

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102939&o=2

$end


$info=tx1,tx1jc,tx1jb,
$bio

TX-1 (c) 1983 Tatsumi Electronics Company, Limited.

TX-1 is a 3-D single-player driving game that utilises three video displays. The goal is to complete the game's three main stages before the time limit expires. The player controls a red Formula 1 car and starts each race on the starting line with six other F1 cars. As the race progresses, more cars appear on the track. If the player's car hits another car or road-side object while in HI gear, the car is destroyed in an explosion and vital seconds are lost until a new car appears. If the player's car hits another car or object while in LOW gear, the car will spin out but not explode.

During the race players will pass through a number of different environments, including tunnels, snow-covered landscape and meadows. Controls consist of steering, shift, accelerator, and brake. The right screen displays the number of cars passed, using one star to represent each passed car. The left screen displays the checkpoint map, the high score and the player's score. TX-1 features forks in the road (similar to Sega's legendary "Out Run"), with players able to choose their route. This was the first time such a feature had appeaed in driving games.

* First Stage: This stage must be completed within 70 seconds to reach the Extended Stage. At the checkpoint of the Extended Stage, the player will reach a fork in the road and go either go right, to either Spain, Monaco, Belgium, or left, tleading to either South Africa, U.S.A., Japan, or France.

* Extended Stage: This stage is comprised of Stages 2 and 3. The player must complete Stage 2 in 60 game seconds and Stage 3 in 50 game seconds.  At the checkpoint of Stages 2 and 3, the player will again reach a fork in the road.

* Gran Prix Stage: This stage is comprised of Stages 4 and 5. Players must drive through Stage 4 in 60 seconds and Stage 5 in 60 seconds. The final checkpoint is at the end of Stage 4. At this checkpoint the player must go straight ahead to drive through Stage 5.

- TECHNICAL -

The TX-1 Cabinet comes in 3 pieces that need to be assembled :
1) PCB'S/Controls/Monitor/Marquees/1 Speaker
2) Seat Assembly /3 Speakers
3) Top Header (Light Box / Side Marquees)

Width : 55 inches.
Length : 73 inches.
Height : 71.4 inches.
Weight : 650 lbs.

Main CPU : (2x) I8086 (@ 5 Mhz), Zilog Z80 (@ 3.75 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.875 Mhz)

Monitors : 3

Players  : 2 (Alternating)

Controls :
360 Degree Steering Wheel
2 Way Shifter (Hi / Low)
Pedal (Gas)
Pedal (Brake)

Tracking :
Steering Wheel - Optical 360 Degree
2 Way Shifter - 1 Micro Switch  On/Off
Gas - Optical 360 Degree
Brake - Optical 360 Degree

- TRIVIA -

Released in October 1983.

First racing game from Tatsumi and industry first 3-screen system.

Despite having graphics which look similar to Pole Position, TX-1 is in no way related to the "Pole Position" or "Final Lap" series at all.

- TIPS AND TRICKS -

* Hints :
Accelerate and stay ahead of other racers.
When cornering, stay to the inside of the track.
When sliding, ease up on the accelerator.
Driving off the track slows the car down.

- SERIES -

1. TX-1 (1983)
2. TX-1 V.8 (1984)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3531&o=2

$end


$info=tx1a,
$bio

TX-1 (c) 1984 Atari, Incorporated.

Atari version. For more information about this game, please see the original Tatsumi entry.

- TRIVIA -

TX-1 was released in March 1984 by Atari under licensed from Tatsumi. The selling price was $5499.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=44892&o=2

$end


$info=txsector,
$bio

TX-Sector (c) 1988 Premier Technology Co.

- TECHNICAL -

Gottlieb System 80B
Model Number : 712

- TRIVIA -

2,336 units were produced.

- STAFF -

Designer : John Trudeau
Artwork : Constantino Mitchell

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5612&o=2

$end


$gba=tytiger2,
$bio

Ty the Tasmanian Tiger 2 - Bush Rescue [Model AGB-BTYE-USA] (c) 2004 EA Games [Electronic Arts, Inc.]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76206&o=2

$end


$gba=tytiger3,
$bio

Ty the Tasmanian Tiger 3 - Night of the Quinkan [Model AGB-BTVE-USA] (c) 2005 Activision, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76208&o=2

$end


$c64_cart,c64_flop=tylrdngn,
$bio

Tyler's Dungeons (c) 1984 Turbo Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53753&o=2

$end


$info=tylz,
$bio

TYLZ (c) 1984 Mylstar Electronics.

This is an isometric scrolling game where the player controls a jester & has to either walk on or shoot tiles to change them from black to purple. The player can also walk over holes to change them to black tiles, which then can be changed to purple by doing either of those 2 things. Sometimes, a crown will appear. By walking over the crown, the level automatically ends and the player is transported a few levels beyond the last one. There are several enemies including various soldiers, knights, elephants, ostrich like birds, archers, and royal characters like princes, queens, and kings that the player can shoot to temporarily defeat. There is also a flat block that can only be defeated by shooting at its narrow side (not directly from the front or behind). There are also flashing tiles that the player has to get to prevent the cracking of the tiles. Once the player steps on or shoots these, he is temporarily invincible until the screen stops flashing.

- TECHNICAL -

Main CPU : I8086 (@ 5 Mhz)
Sound CPU : MOS Technology M6502 (@ 894.886 Khz)
Sound Chips : DAC (@ 894.886 Khz)

Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 61.00 Hz
Palette colors : 16

Players : 2
Control : 8-way joystick
Buttons : 1

- TRIVIA -

This game is a very rare unreleased prototype. Only 5 PCBs were produced.

- STAFF -

Programming : Chris Krubel
Video Graphics : Jeff Lee

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3430&o=2

$end


$odyssey2=typetell,
$bio

Type & Tell! [Model AC9440] (c) 1982 Philips Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95700&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=typeatak,
$bio

Type Attack (c) 1982 Sirius

- TRIVIA -

During the attract mode, the message SIRUS GIVES YOU TYPE ATTACK BY ERNIE BROCK AND JIM HAUSER appears.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86969&o=2

$end


$coco_cart=typemate,
$bio

TypeMate (c) 1988 Tandy Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53488&o=2

$end


$amigaocs_flop=typhoon,typhoona,
$bio

Typhoon (c) 1987 Software Business, The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75451&o=2

$end


$cpc_cass=typhoon,
$bio

Typhoon (c) 1988 Imagine Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99989&o=2

$end


$info=sc1typ,sc1typp,
$bio

Typhoon Club (c) 1993 Bell-Fruit Mfg. Company, Limited.

- TECHNICAL -

Model 6171

- TRIVIA -

Typhoon Club was released in November 1993 in the UK.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42171&o=2

$end


$amigaocs_flop=typhthom,
$bio

Typhoon Thompson in Search for the Sea Child (c) 1990 Domark Group, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75452&o=2

$end


$cpc_cass=typhoons,
$bio

Typhoon [Model AMS 452] (c) 1988 Erbe Soft. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99988&o=2

$end


$info=typhoon,
$bio

Typhoon (c) 1987 Konami.

For more information about the game itself, please see the original version entry; "Ajax [Model GX770]"

- TECHNICAL -

Game ID : GX770

- TRIVIA -

This game is also known as "Ajax [Model GX770]".

The stage order has been modified in this version.

- PORTS -

* Computers :
Amstrad CPC [EU] (1988)
Commodore C64 [EU] (1988)
Sinclair ZX Spectrum [EU] (1988)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3010&o=2

$end


$coco_cart=typetut,
$bio

Typing Tutor (c) 1980 Tandy Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53489&o=2

$end


$a800=typo,
$bio

Typo (c) 1982 Romox

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86746&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=typo,
$bio

Typo (c) 1983 Romox

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86970&o=2

$end


$a800=typoattk,
$bio

Typo Attack (c) 1984 Atari, Inc. [Sunnyvale, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86747&o=2

$end


$ti99_cart=typo2,
$bio

Typo II (c) 1983 Romox

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84775&o=2

$end


$ti99_cart=typoman,
$bio

Typoman (c) 1987 Navarone

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84776&o=2

$end


$megadriv=tyrant,
$bio

Tyrants - Fight through Time (c) 1992 Virgin Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57501&o=2

$end


$gbcolor=tyrian2k,
$bio

Tyrian 2000 [Prototype] (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69041&o=2

$end


$gba=tyrian2k,
$bio

Tyrian 2000 [Prototype] (c) 200? Stealth Productions

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76209&o=2

$end


$msx1_cart=tzr,
$bio

TZR - GrandPrix Rider [Model 2018801] (c) 1986 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77502&o=2

$end


$info=uboat65,
$bio

U-Boat 65 (c) 1988 Nuova Bell Games.

- STAFF -

Design by : Tommy Walker, Paul Daniel
Art by : Solfè, Adriano Nardi
Sound by : Jeff Douglass
Software by : Peter Stano

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=9627&o=2

$end


$ti99_cart=uboatde,
$bio

U-Boat Jagd (c) 1984 Saurus [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84777&o=2

$end


$msx1_cass=uboot,uboota,
$bio

U-Boot (c) 1985 Manhattan Transfer

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95093&o=2

$end


$nes=uforcepg1,uforcepg,
$bio

U-force Power Games (c) 1990 Broderbund Software, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55767&o=2

$end


$nes=uforcet,
$bio

U-force Test (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55768&o=2

$end


$nes=ufouria,ufouriap,
$bio

U-four-ia - The Saga (c) 1992 Sunsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55769&o=2

$end


$snes=janjuga2,
$bio

U-Jin Janjuu Gakuen 2 [Model SHVC-9U] (c) 1994 Varie

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62564&o=2

$end


$snes=janjugak,
$bio

U-Jin Janjuu Gakuen [Model SHVC-UJ] (c) 1993 Varie

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62563&o=2

$end


$snes=furifuri,
$bio

??? ???? ???? (c) 1994 Planning Office WADA
(U-Jin no Furi-Furi Girls)

Yujin no Furi Furi Girl is a fantasy board game by U-Jin and POW (Planning Office Wada). Up to four players can play against each other and try to retrieve the key hidden in each board. The four playable characters are all young and cute girls (hence the game's title) and they all seem to fight their way to heaven. In a nutsellf, Yujin no Furi Furi Girl is like any traditional board game - gamers simply roll the dice and move the amount of spaces that the dice tells them. If the player happens to land on another player's tile, a battle is triggered. However, do not expect to see any weapons, magic spells or anything of the sort here. Instead, each player go through a Rock Paper Scissors battle, and the loser gets thrown to the dark and malicious side of the board. Yujin no Furi Furi Girl offers all sort of interesting features such as monsters wandering around the board or strange mini-games.

- TECHNICAL -

Cartridge ID: SHVC-U3

- TRIVIA -

Released on July 01, 1994 in Japan for 8900 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62565&o=2

$end


$pc98=angel,
$bio

U-Jin Presents - Angel (c) 1993 Cocktail Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90943&o=2

$end


$x68k_flop=ujincol,
$bio

U-Jin Special Collection - Kounai Shasei (c) 1993 Ides [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88189&o=2

$end


$snes=ufokamenk,
$bio

U.F.O. Kamen Yakisoban - Kettler no Kuroi Inbou Keihin Ban [Model SHVC-Y7] (c) 1994 Denz

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62567&o=2

$end


$snes=ufokamen,
$bio

U.F.O. 仮面ヤキソバン ケトラーの黒い陰謀 (c) 1994 Denz
(U.F.O. Kamen Yakisoban - Kettler no Kuroi Inbou)

U.F.O. Kamen Yakisoban is probably what happens when large food corporations decide to make video games. U.F.O fried noodles are extremely popular in Japan, and this hilarious game is entirely based on their line of products. UFO Kamen Yakisoban is a side scrolling beat'em up featuring Yakisoban, super hero with super yakisoba powers. In a galaxy far far away (only 10 billion kilometers from Earth actually), Yakisoban, the prince of the peaceful Yakisobaan planet, is about to embark on a quest to save princess Mayumi. She was kidnaped by the evil kettle head Ketora who decided to hide on a nearby planet, Earth. Yakisoban comes complete, with giant UFO helmet and special Yakisoban sauce spray guns. Enemies vary from human shaped monsters wearing sunglasses and suits, to pink weirdoz wearing kettle helmets. Bosses also have 'traditional' Japanese food features, like the sort of okonomiyaki (Japanese pancakes) oven waiting for Yakisoban at the end of the first stage. Our hero can use standard fighting tricks including punches, combo punches and kicks. Quickly hit a direction twice and he will roll into a ball or launch a jump-kick attack. Yet, our noddle man has another secret weapon - he can charge up a yakisoba sauce attack by holding the punch button long enough. This attack can be even powered-up if he can find spare yakisoba containers scattered throughout the game. Finally, items such as food can be found hidden inside some objects of the scenery. One-of special attacks can be found this way, like the monocyle making Yakisoban invincible for a short amount of time.

- TECHNICAL -

[Model SHVC-Y9]

- TRIVIA -

Released on October 14, 1994 in Japan for 5980 Yen.

The first edition of U.F.O. Kamen Yakisoban was given away as a promotional gift by the dried noodle company. A second edition was later sold in stores through the usual channels.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62566&o=2

$end


$info=earthjkr,earthjkrp,
$bio

U.N. Defense Force - Earth Joker (c) 1993 Visco Corp.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 8 Mhz), Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2151 (@ 4 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- STAFF -

Producer : Tetsuo Akiyama
Assistant producer : Keisuke Usami
Director : Don Gabacho (Don Gabacyo)
Programmers : IDEB 77Kg, ON0721-ST, M. Nakajima, AD-26255417J
Character designers : K. Takahashi, T. Takahashi
Music composers : K. Fukumori, Space Creative

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3011&o=2

$end


$amigaocs_flop=unsquad,
$bio

U.N. Squadron (c) 1990 US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75453&o=2

$end


$cpc_cass=unsquad,
$bio

U.N. Squadron (c) 1990 US Gold, Ltd. [Birmingham, UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99990&o=2

$end


$info=unsquad,
$bio

U.N. Squadron (c) 1989 Capcom USA, Incorporated.

North American release. For more information on this game itself, refer to the original Japanese entry; "Area 88 [B-Board 88622B-3]".

- TECHNICAL -

Capcom Play System Hardware (CP-S)
B-Board: 89624B-2

- TRIVIA -

U.N. Squadron was released in August 1989 in North America by Capcom USA. It is known in Japan as "Area 88".

In this version, the special mission is missing.

- SERIES -

1. U.N. Squadron [CP-S No. 06] (1989) 
2. Carrier Airwing [CP-S No. 12] (1990)

- PORTS -

All ports were listed in USA version including European ports. Please refer to the original Capcom entry for Japanese ports.

* Consoles : 
Nintendo SNES [US] (September 1991) [Model SNS-E8]
Nintendo SNES [EU] (December 10, 1992) [Model SNSP-E8]

* Computers : 
Amstrad CPC [EU] (1990)
Atari ST [EU] (1990)
Sinclair ZX Spectrum [EU] (1990)
Commodore C64 [US] [EU] (1990)
Commodore Amiga [US] (1990)
Amstrad CPC [EU] (1991) "Capcom Collection" 
Atari ST [EU] (1991) "Capcom Collection" 
Commodore C64 [EU] (1991) "Capcom Collection" 
Commodore Amiga [EU] (1991) "Capcom Collection" 
Sinclair ZX Spectrum [EU] (1991) "Capcom Collection"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3012&o=2

$end


$snes=unsquadu,
$bio

U.N. Squadron (c) 1991 Capcom Company, Limited.

North American release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Area 88 [Model SHVC-E8]".

- TECHNICAL -

Cartridge ID: SNS-E8-USA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63948&o=2

$end


$snes=unsquad,
$bio

U.N. Squadron (c) 1991 Capcom Company, Limited.

European release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Area 88 [Model SHVC-E8]".

- TECHNICAL -

Game ID: SNSP-E8-EUR

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63947&o=2

$end


$x68k_flop=usvball,
$bio

U.S. Championship Beach Volley V'ball (c) 1988 Sharp [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88190&o=2

$end


$nes=usvball,usvballp,
$bio

U.S. Championship V'Ball (c) 1989 Technos Japan Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54780&o=2

$end


$info=usclssic,
$bio

U.S. Classic (c) 1989 Seta Company, Limited.

A golf game from Seta.

- TECHNICAL -

Board Number : M6100430A
Prom Stickers : UE2

Main CPU : Motorola 68000 (@ 8 Mhz), M65C02 (@ 1 Mhz)
Sound Chips : X1-010 (@ 16 Mhz)

Players : 1
Control : trackball
Buttons : 1

- TRIVIA -

U.S. Classic was released in March 1989.

Licensed to Romstar for US distribution.
Also licensed to Taito.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3013&o=2

$end


$info=cawingj,
$bio

U.S. Navy (c) 1990 Capcom.

A solid and hugely playable sequel to 1989's superb sideways scrolling shoot-em-up, Area 88. As with the original, players chose any one of three different jet fighters and battle their way through ten enemy-packed stages. Another idea carried over from Area 88 is the end-of-level shop, which allows players to buy weapon and shield upgrades for their jet fighter.

- TECHNICAL -

Runs on the "CP System" hardware
B-Board ID: 89625B-1

Players: Up to 2
Control per player: 8-way joystick
Buttons per player: 2
=> [1] Shoot, [2] Special Weapon

- TRIVIA -

U.S. Navy was released in October 1990 in the Japanese arcades. It was known there as the 12th video game made for the CP-S system.

Known export release: "Carrier Airwing [B-Board 89624B-3]"

Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Street Fighter II : G.S.M. Capcom 4 - PCCB-00056) on March 21, 1991.

- TIPS AND TRICKS -

* Real Ending : beat the game in one credit.

* Secret items :

Mission 2 :
White Mech (10000 pts) - After the large helicopter and when the suspended road finished, go up quickly and shoot.

Mission 3 :
Rabbit (20000 pts) - Shoot on the 9th tree or release a bomb.
Cow (10000 pts) - Destroy the ground monticule in top of the hill right after the 9th tree (you can make turns to the cow by shooting on).
Man (6000 pts) - Shoot between the base of the mountain and the cuirassier.

Mission 6 :
Snowman (4000 pts) - Shoot at the base of the 4th iceberg.

Mission 7 :
Small bear (8000 pts) - Towards the end of the level, shoot at the middle of the 1st gray mountain, just before the 1st volcano.

Mission 8 :
Mech with a flag (20000 pts) - Release a bomb behind the second house.

Mission 9 :
Red Mech (10000 pts) - Shoot at the base of the fortress wall.
Yashichi - Destroy the red turret located on a footbridge.

Mission 10 :
Yashichi  - Destroy the red turret located at the top of the engines.

- SERIES -

1. Area 88 [CP-S No. 06] (1989)
2. U.S. Navy [CP-S No. 12] (1990)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3014&o=2

$end


$intv=skiing,
$bio

U.S. Ski Team Skiing (c) 1980 Mattel Electronics

The slopes are groomed. Skiers are at the top of the course. It's the first run of the day. Push off to start the race. Blitz through the downhill gates! Jump the moguls and look out for the trees! Keep the skis flat to build up speed... Then meet the challenge on the twisting slalom course. Dig in the edges through the hairpin turns. Timing must be precise. Race the clock... compete with other skiers! Best time in 3 heats wins!

- TECHNICAL -

Model 1817

- TRIVIA -

A couple years after the game was finished, a Mattel programmer needed to take a look at the original APh source code. He was startled to find that all variables and subroutines were named with the vilest (and most creative) obscenities.

- TIPS AND TRICKS -

* Quickly reach full speed on the Downhill Course. The momentum helps you get smoothly through the turns. Minimize turning on Downhill. This costs you speed. Pick a line to take you to the next gate instead of making lots of small turns.

* In Slalom when the gates are close together, turn uphill out of the first gate to get into position for the second gate.

* If any part of the skier passes between the flags, the skier gets credit for making the gate. So you can go beyond the gate and up through the bottom and it will count.

* If you think it will take more than 5 seconds to make a gate (penalty time for missing it), skip it!

- STAFF -

Program: Scott Reynolds

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60985&o=2

$end


$info=usafootb,
$bio

U.S.A. Football (c) 1992 Alvin G. & Co.

- TRIVIA -

100 units were produced.

- STAFF -

Design by : Jerry Armstrong
Art by : Tim Elliot
Sound by : Kyle Johnson

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=6666&o=2

$end


$info=vball,vball2pj,vballb,vball2pjb,
$bio

U.S.Championship Beach Volley - V'Ball (c) 1988 Technos Japan Corp.

The player takes control of a pair of beach bums named George and Michael who make their living playing beach volleyball against locals. One day, they find a flyer for a nationwide beach volleyball tournament offering the winning team a $2,500,000 cash prize.

In single-player mode, one person controls both characters on a team. In two-player mode, the players either cooperate by playing on the same team or compete against each other by controlling opposing teams. The American version allows the game to be played by up to four players (if the cabinet allows it). The single-player mode consists of two cycles with four stages: the Minor Circuit and the Major Circuit. The stages in the game are Daytona Beach, New York, Los Angeles and Hawaii. After completing the Major Circuit, the player faces against the U.S. Navy team, set in a naval base.

The controls consist of an eight directional joystick and two buttons for jumping and receiving. The characters perform several moves including power spiking, back spiking, jump-serving, blocking and diving.

There are a few minor differences between the Japanese and American releases. The Japanese release features an opening cut-scene explaining the plot. Between matches, intermission sequences depict the main characters visiting a car dealership to purchase a vehicle. As the player progresses, the cars increase in quality, shifting from used cars to new cars during the Major Circuit. The American release removes these cut-scenes, but extends the multiplayer support to up to four players with multiple game modes: 1 or 2 players against the computer, 1-on-1, 2-on-1, or 2-on-2.

- TECHNICAL -

Game ID : TA-0025

Main CPU : MOS Technology M6502 (@ 2 Mhz)
Sound CPU : Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), OKI6295 (@ 8 Khz)

Players : 4
Control : 8-way joystick
Buttons : 2

- TRIVIA -

U.S.Championship Beach Volley was released in December 1988.

V'Ball stands for 'VolleyBall'.

- PORTS -

* Consoles :
Nintendo Famicom (1989, US : "Super Spike V'Ball", Japan : "US Championship V'Ball")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3038&o=2

$end


$psx=ucchanna,
$bio

Ucchannanchan no Honoo no Challenger - Denryu Iraira-Bo Returns [Model SLPS-01317] (c) 1998 Saurus [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85827&o=2

$end


$info=irrmaze,
$bio

Uchan Nanchan no Hono'o no Challenger - Ultra Denryu Iraira Bou (c) 1997 SNK.

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : 0236

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2610 (@ 8 Mhz)

Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096

Players : 2
Control : trackball
Buttons : 2

- TRIVIA -

Ultra Denryu Iraira Bou was released in August 1997 in Japan.

The title translates from Japanese as 'Uchan Nanchan's Flame of the Challenger - Ultra Irritating Electric Stick'. Uchan Nanchan is a Japanese comedy team consisting of Uchimura Teruyoshi and Nanbara Kiyotaka.

Based on a popular Japanese game show, called 'Dengeki Iraira Bou' literaly 'Electric Irritating Stick'.

This game is known outside Japan as 'The Irritating Maze'.

This game is the first that required a trackball on the Neo-Geo MVS.

This game was never released on the Neo-Geo AES home console.

- STAFF -

Developed by Saurus.

Producer : N. Tanaka
Directer : Yasushi Okahara
Designers : Miwako Kojima, C. Yoda, Y. Hara, N. Nakagawa, S. Ishiguro
Programmers : Y. Sakamoto, M. Yuuki, A. 00I
Sound : Masahiko Hataya, H. Takei, H. Togashi, K. Matsueda

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1205&o=2

$end


$msx1_cass=uchimata,uchimataa,
$bio

Uchi Mata (c) 1987 Martech

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95094&o=2

$end


$cpc_cass=uchimata,
$bio

Uchi-Mata [Model AS068] (c) 1987 Alternative Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99992&o=2

$end


$gameboy=uchiiwai,
$bio

Uchiiwai - Kyoudaijingi no Puzzle Game (c) 1994 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67311&o=2

$end


$pc98=uchiyama,uchiyamaa,
$bio

Uchiyama Aki no Chou Bangai Seifuku Zukan+ (c) 1989 System House Oh!

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90946&o=2

$end


$pc8801_cass=uchusens,
$bio

Uchu no Senshi (c) 1983 Enix, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91283&o=2

$end


$pc8801_flop=uchusenk,
$bio

Uchu Senkan Yamato Takeru (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93168&o=2

$end


$pc8801_flop=uchuboku,uchubokua,
$bio

Uchuu Bokushi (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93169&o=2

$end


$pc98=nami,
$bio

Uchuu Bouken Shoujo Nami - Davie Jones - Umi no Akuma (c) 1992 Popcom Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90947&o=2

$end


$info=chocovdr,
$bio

Uchuu Daisakusen - Chocovader Contactee (c) 2002 Namco.

- TECHNICAL -

Namco System 10 Hardware

Main CPU : R3000A 32 bit RISC processor, Operating performance - 30 MIPS, Instruction Cache - 4KB
OSC : 53.693175MHz and 101.4912MHz
BUS : 132 MB/sec.
OS ROM : 512 Kilobytes
Additional Sound Chips : Playstation SPU, 24 Channels, 44.1KHz sample rate, PCM audio source, Digital effects include: Envelope, Looping, Digital Reverb, Load up to 512K of sampled waveforms, Supports MIDI Instruments.
Main RAM: 2 Megabytes
Video RAM: 2 Megabyte
Sound RAM : 512 Kilobytes
Graphical Processor : 360,000 polygons/sec, Sprite/BG drawing, Adjustable frame buffer, No line restriction, 4,000 8x8 pixel sprites with individual scaling and rotation, Simultaneous backgrounds (Parallax scrolling)
Sprite Effects : Rotation, Scaling up/down, Warping, Transparency, Fading, Priority, Vertical and horizontal line scroll 
Resolution : 256x224 - 740x480
Colours : 16.7 million colors, Unlimited CLUTs (Color Look-Up Tables)

- TRIVIA -

This game has a Game Boy Advance linkup feature.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4232&o=2

$end


$gba=chocovdr,
$bio

Uchuu Daisakusen Choco Vader - Uchuu kara no Shinryakusha [Model AGB-AUCJ-JPN] (c) 2002 Namco, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76210&o=2

$end


$x68k_flop=funnybee,
$bio

Uchuu Kaitou Funny Bee (c) 1994 Alicesoft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88191&o=2

$end


$pc98=funnybee,funnybeea,funnybeeb,
$bio

Uchuu Kaitou Funny Bee (c) 1994 Alicesoft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90948&o=2

$end


$x68k_flop=ukbusin,
$bio

Uchuu Kakeru Businessman (c) 1990 Zenryutsu [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88192&o=2

$end


$pc98=ukbusin,
$bio

Uchuu Kakeru Businessman (c) 1990 Zenryutsu [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90949&o=2

$end


$nes=uchuksdf,
$bio

Uchuu Keibitai SDF (c) 1990 HAL Kenkyuujo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54782&o=2

$end


$gbcolor=rpgtsuk2,
$bio

Uchuu Nin Tanaka Tarou de RPG Tsukuru GB2 [Model CGB-B3QJ-JPN] (c) 2001 Enterbrain, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69056&o=2

$end


$pc98=tekkaman,
$bio

Uchuu no Kishi Tekkaman Blade - Orbital Ring Dakkai Sakusen (c) 1994 Matrix [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90950&o=2

$end


$gameboy=tekkaman,
$bio

Uchuu no Kishi Tekkaman Blade [Model DMG-T7J] (c) 1992 Yutaka

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67313&o=2

$end


$snes=tekkaman,tekkamanp,
$bio

Uchuu no Kishi Tekkaman Blade [Model SHVC-T8] (c) 1993 Interbec

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62570&o=2

$end


$gba=stellvia,
$bio

Uchuu no Stellvia [Model AGB-BUVJ-JPN] (c) 2004 King Records

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76211&o=2

$end


$snes=astrogo,
$bio

Uchuu Race - Astro Go! Go! [Model SHVC-3A] (c) 1994 Meldac

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62569&o=2

$end


$megadriv=gomora,
$bio

Uchuu Senkan Gomora (c) 1991 UPL Company, Limited. [Universal PlayLand]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57016&o=2

$end


$info=sbsgomo,
$bio

Uchuu Senkan Gomorrah (c) 1990 UPL.

While the game is essentially a standard horizontally scrolling shoot'em up, it has an innovation that makes it unique in the genre. The player flies a spaceship (specifically, a bioship) which has the standard forward guns to be found in all horizontal scrollers, but it also possesses a weapon that can be manually targeted with a crosshair, in the same manner as in the game "Missile Command". This allows the player to fire in any direction with pinpoint accuracy, and adds an extra level of strategy to the game. The player's bioship can also collect power-ups to grow bigger (becoming more powerful), and can acquire spherical pods which attach to the ship and increase its firepower.

- TECHNICAL -

Game ID: UPL-90062

Main CPU : Motorola 68000 (@ 10 Mhz) 
Sound Chips : YM2203 (@ 1.5 Mhz), (2x) OKI6295 (@ 4.0 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in November 1990.

The title of this game translates from Japanese as 'Space Battleship Gomorrah'.

This game is known outside Japan as "Bio-Ship Paladin".

During a localation test, a new video game called 'Jeweles' was tested, 
but the result was a failure.
'TSG-1' become 'Uchuu Senkan Gomorrah'.
'TSG-2' become "Koutetsu Yousai Strahl".
'TSG-3' was canceled.

- STAFF -

Game designed by : Tsutomu Fuzisawa
Program designed by : Itsam Matarca
Character designers : Tsutomu Fuzisawa, Kinya Aoyama
Background designers : Mutsuo Kaneko, Miho Urushibara, Shiho Sasaki
Sound effects by : Yoshio Nagashima

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11044&o=2

$end


$pcecd=yamato,
$bio

Uchuu Senkan Yamato (c) 1992 Human Entertainment

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58446&o=2

$end


$gameboy=yamato,
$bio

Uchuu Senkan Yamato [Model DMG-YAJ] (c) 1992 Interbec

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67312&o=2

$end


$wscolor=yamato,
$bio

Uchuu Senkan Yamato [Model SWJ-BANC09] (c) 2001 Bandai Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86497&o=2

$end


$info=ucytokyu,
$bio

Uchuu Tokkyuu Medalian (c) 1997 Sigma Game, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43753&o=2

$end


$nes=cosmocar,
$bio

Uchuusen - Cosmo Carrier (c) 1987 Jaleco Company, Limited. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54783&o=2

$end


$ti99_cart=pascdeb,
$bio

UCSD Pascal Development System (c) 198? Texas Instruments

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84778&o=2

$end


$pc8801_flop=udilinpa,
$bio

Udilin Pazuru (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93170&o=2

$end


$pc8801_flop=uedajun2,uedajun2a,
$bio

Ueda Jun'ichi Ongaku Disk 2 (c) 1990 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93171&o=2

$end


$pc8801_flop=uedajun2p,
$bio

Ueda Jun'ichi Ongaku Disk 2+ (c) 1990 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93172&o=2

$end


$pc8801_flop=uedajun1,uedajun1a,
$bio

Ueda Jun'ichi Ongaku-Shu Vol.1 (c) 1990 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93173&o=2

$end


$gbcolor=uefa2k,
$bio

UEFA 2000 [Model CGB-BUEP-EUR] (c) 2000 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69052&o=2

$end


$cdi=uefaclg,uefacld,
$bio

UEFA Champions League (c) 1995 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53160&o=2

$end


$saturn,sat_cart=euro96,
$bio

UEFA Euro 96 England (c) 1996 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60451&o=2

$end


$gba=uekihuso,
$bio

Ueki no Housoku - Jingi Sakuretsu! Nouryokusha Battle [Model AGB-BUHJ-JPN] (c) 2006 Banpresto [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76212&o=2

$end


$x68k_flop=ueshitah,
$bio

Ueshita Hanten!! Upside Down (c) 1995 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88725&o=2

$end


$psx=ufoadayi,
$bio

UFO - A Day in the Life [Model SLPS-02032] (c) 1999 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85826&o=2

$end


$amigaocs_flop=ufo,
$bio

UFO - Enemy Unknown (c) 1995 Microprose Software, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75454&o=2

$end


$apfm1000=ufo,
$bio

UFO / Sea Monster / Break It Down / Rebuild / Shoot (c) 1979 APF Electronics, Incorporated.

- TECHNICAL -

[Cart. No. MG1010]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49743&o=2

$end


$info=ufo21,
$bio

UFO Catcher 21 (c) 1996 Sega Enterprises, Limited.

- TRIVIA -

Released in June 1996.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=35814&o=2

$end


$info=ufo800,
$bio

UFO Catcher 800 (c) 1998 Sega Enterprises, Limited.

- TRIVIA -

Released in January 1998.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=29591&o=2

$end


$pc98=ufocatms,
$bio

UFO Catcher Mars Special (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90944&o=2

$end


$info=ufomini,
$bio

UFO Catcher Mini (c) 1991 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=35958&o=2

$end


$info=ufombs,
$bio

UFO Master Blaster Station (c) 1979 Bambino, Incorporated.

Space shoot'em up.

- TECHNICAL -

Model ET-0201

- TRIVIA -

UFO Master Blaster Station is one of the first VFD game ever made.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83179&o=2

$end


$a2600=ufopatrl,
$bio

UFO Patrol (c) 19?? Suntek

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51161&o=2

$end


$info=ufosensi,ufosensib,
$bio

UFO Senshi Youko-chan (c) 1988 Sega.

You play with a cute extraterrestrial soldier girl named Youko-chan, through a top view city maze full of enemies, after descending of UFO ship, will have to defend the city at all costs using his gun and his power digging to hide and evade enemies such as monsters, gargoyle, evil Knights and robots and pick coins to earn points and save the city.

- TECHNICAL -

Game ID : 834-6659

Runs on the Sega "System 2" hardware.

- TRIVIA -

UFO Senshi Youko-chan was released in June 1988 in Japan.

The title of this game translates from Japanese as 'Extraterrestrial Soldier Youko-chan'.

- TIPS AND TRICKS -

Test Mode : set DIP Items as Difficulty = Easy, Lives = 5, Cabinet = Upright, Continue = On, Invulnerability = On. Then reset the machine.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3015&o=2

$end


$odyssey2=ufo,
$bio

UFO! [Model AB9430] (c) 1982 Magnavox Co., The [Fort Wayne, IN, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95701&o=2

$end


$info=ufo_x,
$bio

UFO-X (c) 1984 Playmatic.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=10040&o=2

$end


$nes=ugadayka,
$bio

Ugadayka (c) 1995 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55770&o=2

$end


$pc98=ugetsuk,
$bio

Ugetsu Kitan (c) 1992 Tonkin House [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90951&o=2

$end


$psx=ugetsuki,
$bio

Ugetsu Kitan [Model SLPS-00391] (c) 1996 Tonkin House

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85828&o=2

$end


$amigaocs_flop=ugh,
$bio

Ugh! (c) 1992 Soundware

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75459&o=2

$end


$snes=aryol,
$bio

Ugoku E Ver. 2.0 - Aryol [Model SHVC-X3] (c) 1994 Altron Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62571&o=2

$end


$x68k_flop=uhauha2,
$bio

Uha Uha 2 (c) 1992 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88726&o=2

$end


$gba=uiire,
$bio

Ui-Ire - World Soccer Winning Eleven [Model AGB-AEWJ-JPN(RK287-J1)] (c) 2002 Konami Co., Ltd. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76213&o=2

$end


$spc1000_cass=firia,
$bio

???? ??? (c) 1986 Static Soft.
(Ujujeonja Firia)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83511&o=2

$end


$info=uk101,
$bio

UK101 (c) 1979 Compukit.

The Compukit UK101 microcomputer was a kit clone of the Ohio Scientific Superboard II single-board computer, with a few enhancements for the UK market.

- TRIVIA -

The UK101 design was published in Practical Electronics, a popular hobbyists magazine at the time. The August, September, October and November 1979 issues carried the four parts of the article, authored by Dr A. A. Berk. Later issues of the magazine contained information on modifications and additions to the machine, including a series of articles on building an expansion unit.

Kits of parts for building the machine were available from CompShop Ltd of 14 Station Road, New Barnet (North London). It is thought that around 5000 kits were produced.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103361&o=2

$end


$pc98=ukiukiis,
$bio

Uki Uki Island (c) 1997 Fairy Dust [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90952&o=2

$end


$psx=ukiukits,
$bio

Ukiuki Tsuri Tengoku - Uogami Densetsu wo Oe [Model SLPS-02579] (c) 2000 Teichiku Records

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85829&o=2

$end


$pc8801_flop=ulamande,
$bio

Ulamander (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93174&o=2

$end


$pc98=ulifefrc,
$bio

Ulife Force (c) 199? Gold Cats

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90953&o=2

$end


$cpc_cass=ulises,
$bio

Ulises [Model AMC 639] (c) 1989 Opera Soft [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99995&o=2

$end


$pc98=ultima5,
$bio

Ulitima V - Warriors of Destiny (c) 1990 Pony Canyon, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90954&o=2

$end


$nes=ultima3,
$bio

Ultima - Exodus (c) 1989 FCI

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55771&o=2

$end


$nes=ultima3j,
$bio

Ultima - Kyoufu no Exodus (c) 1987 Pony Canyon, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54784&o=2

$end


$snes=ultimakt,
$bio

Ultima - Kyouryuu Teikoku [Model SHVC-AVGJ] (c) 1995 Pony Canyon, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62572&o=2

$end


$nes=ultima4,
$bio

Ultima - Quest of the Avatar (c) 1990 FCI

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55772&o=2

$end


$snes=ultimar2,ultimar2p,ultimar2pa,
$bio

Ultima - Runes of Virtue II (c) 1994 FCI

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63949&o=2

$end


$gameboy=ultimar2,
$bio

Ultima - Runes of Virtue II [Model DMG-U2-USA] (c) 1994 FCI

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67315&o=2

$end


$gameboy=ultimarv,
$bio

Ultima - Runes of Virtue [Model DMG-UT-USA] (c) 1992 FCI

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67314&o=2

$end


$nes=ultima4j,
$bio

Ultima - Seija e no Michi (c) 1989 Pony Canyon, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54785&o=2

$end


$gameboy=ultimar2j,
$bio

Ultima - Ushinawareta Runes II [Model DMG-U2J] (c) 1993 Pony Canyon, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67317&o=2

$end


$gameboy=ultimarvj,
$bio

Ultima - Ushinawareta Runes [Model DMG-UTJ] (c) 1991 Pony Canyon, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67316&o=2

$end


$nes=ultima5,
$bio

Ultima - Warriors of Destiny (c) 1993 FCI

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55773&o=2

$end


$msx2_cart=ultima3,
$bio

Ultima Exodus (c) 1987 Pony Canyon, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51394&o=2

$end


$snes=ultimag,
$bio

Ultima Gaiden - Kuro Kishi no Inbou [Model SHVC-6V] (c) 1994 Electronic Arts Victor [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62573&o=2

$end


$msx2_flop=ultima,ultimaa,
$bio

Ultima I - The First Age of Darkness (c) 1986 Pony Canyon, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102120&o=2

$end


$pc98=ultima1,
$bio

Ultima I - The First Age of Darkness (c) 1988 Pony Canyon, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90955&o=2

$end


$pc8801_flop=ultima1,ultima1a,
$bio

Ultima I - The First Age of Darkness (c) 1988 Pony Canyon, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93175&o=2

$end


$fm7_disk=ultima2,
$bio

Ultima II - The Revenge of the Enchantress (c) 1985 Starcraft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93665&o=2

$end


$pc98=ultima2,
$bio

Ultima II - The Revenge of the Enchantress (c) 1989 Pony Canyon, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90956&o=2

$end


$pc8801_flop=ultima2,ultima2a,
$bio

Ultima II - The Revenge of the Enchantress (c) 1989 Pony Canyon, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93176&o=2

$end


$amigaocs_flop=ultima3,
$bio

Ultima III - Exodus (c) 1986 Origin Systems, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75460&o=2

$end


$pc98=ultima3,
$bio

Ultima III - Exodus (c) 1989 Pony Canyon, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90957&o=2

$end


$pc8801_flop=ultima3,ultima3a,ultima3b,
$bio

Ultima III - Exodus (c) 1989 Pony Canyon, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93177&o=2

$end


$x1_flop=ultima4,ultima4a,
$bio

Ultima IV - Quest of the Avatar (c) 1987 Pony Canyon, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86162&o=2

$end


$pc8801_flop=ultima4,
$bio

Ultima IV - Quest of the Avatar (c) 1987 Pony Canyon, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93178&o=2

$end


$msx2_flop=ultima4,ultima4a,
$bio

Ultima IV - Quest of the Avatar (c) 1987 Pony Canyon, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102121&o=2

$end


$amigaocs_flop=ultima4,
$bio

Ultima IV - Quest of the Avatar (c) 1988 Origin Systems, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75461&o=2

$end


$x68k_flop=ultima4,
$bio

Ultima IV - Quest of the Avatar (c) 1988 Pony Canyon, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88193&o=2

$end


$sms=ultima4,ultima4p,
$bio

Ultima IV - Quest of the Avatar (c) 1990 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56266&o=2

$end


$pc98=ultima4,
$bio

Ultima IV - The Quest of the Avatar (c) 1987 Pony Canyon, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90958&o=2

$end


$cpc_cass=ultratio,
$bio

Ultima Ratio (c) 1987 Firebird Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99996&o=2

$end


$pc98=ultimauw,
$bio

Ultima Underworld - The Stygian Abyss (c) 1993 Electronic Arts Victor [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90959&o=2

$end


$psx=ultimaun,
$bio

Ultima Underworld - The Stygian Abyss (c) 1997 Electronic Arts Victor.

- TECHNICAL -

Game ID: SLPS-00742

- TRIVIA -

Released on March 14, 1997 in Japan.

- STAFF -

Producer: Kunio Yukinaga
Assistant Producers: Masahiko Satou, Satoko Kimura
Programmers: Souichirou Yasui, Takefumi Nakanishi, Yukio Horimoto
Artists: 3D: Reiko Horimoto, Sachio Nakada, Hiroaki Kobayashi
Artists: 2D: Touru Makiura, Reiko Horimoto, Tatsuya Iijima, Aya Satoh, Hideaki Yashima
Artists: Movie: Masayuki Irioka, Chihiro Mutsukura, Tamihiro Hayakawa
Audio Producer: Masaya Imoto
Composer: Masaya Imoto, Kaori oushima, Masanao Akahori
Sound Effects: Kaori oushima, Masanao Akahori
Voice Talents: Rokurou Naya (Baron Almric), Yukiko Iwai (Princess Arial), Akio outsuka (Garamon), Takashi Yoshida (Corwin), Kouji Yusa (Tyball), Kinryu Arimoto (Narrator)
Translator: Tetsuo Kanai
Writers: Mitsuko Osono, Masahiko Satou, Kunio Yukinaga
Coordinator: Mitsuko Osono
QA Supervisor: Hitomi Yamaguchi
QA Project Leader: Susumu Asano
Playtesters: Mikio Motohashi, Takahito Toyoshima, Akihiro Komagumi
Special Thanks to: Shigeru Inoue, Toshiaki Yaginuma, Tatsuyuki Kawagishi, Leland Madren, Keisuke Kojima, Kazuki Nakai, Tomohiro Yamashita
PlayStation version by INFINITY Co. Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85830&o=2

$end


$amigaocs_flop=ultima5,
$bio

Ultima V - Warriors of Destiny (c) 1989 Origin Systems, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75462&o=2

$end


$x68k_flop=ultima5,
$bio

Ultima V - Warriors of Destiny (c) 1990 Pony Canyon, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88194&o=2

$end


$snes=ultima6j,ultima6jp,
$bio

Ultima VI - Itsuwari no Yogensha [Model SHVC-U6] (c) 1992 Pony Canyon, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62574&o=2

$end


$pc98=ultima6,
$bio

Ultima VI - The False Prophet (c) 1991 Pony Canyon, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90960&o=2

$end


$amigaocs_flop=ultima6,
$bio

Ultima VI - The False Prophet (c) 1992 Origin Systems, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75463&o=2

$end


$snes=ultima6,
$bio

Ultima VI - The False Prophet (c) 1994 FCI

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63950&o=2

$end


$x68k_flop=ultima6,
$bio

Ultima VI The False Prophet (c) 1992 Pony Canyon, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88195&o=2

$end


$snes=ultima7,ultima7p,
$bio

Ultima VII - The Black Gate (c) 1994 FCI

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63951&o=2

$end


$snes=ultima7j,
$bio

Ultima VII - The Black Gate [Model SHVC-7I] (c) 1994 Pony Canyon, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62575&o=2

$end


$nes=uaircomb,uaircombp,uaircombu,
$bio

Ultimate Air Combat (c) 1992 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55774&o=2

$end


$gba=ultarcgm,
$bio

Ultimate Arcade Games [Model AGB-BUZE-USA] (c) 2005 Telegames

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76214&o=2

$end


$info=ultarctc,
$bio

Ultimate Arctic Thunder (c) 2001 Midway Games, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94335&o=2

$end


$nes=ultbaskt,
$bio

Ultimate Basketball (c) 1990 American Sammy Corp. [Torrance, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55775&o=2

$end


$gba=ultbeach,
$bio

Ultimate Beach Soccer [Model AGB-AVEE-USA] (c) 2003 DreamCatcher Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76215&o=2

$end


$gba=ultbrain,
$bio

Ultimate Brain Games [Model AGB-ABUE-USA] (c) 2005 Telegames

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76216&o=2

$end


$jaguar=ultbrain,
$bio

Ultimate Brain Games [Prototype] (c) 199? Crazy Ace

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76460&o=2

$end


$gba=ultcard,
$bio

Ultimate Card Games [Model AGB-BUCE-USA] (c) 2004 Telegames

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76217&o=2

$end


$info=m1ultchl,m1ultchla,m1ultchlb,m1ultchlc,
$bio

Ultimate Challenge (c) 199? Maygay.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42024&o=2

$end


$info=uecology,
$bio

Ultimate Ecology (c) 1993 Capcom Company, Limited.

Ultimate Ecology is a side-scrolling shoot-em-up with an ecological theme, in which the player must battle a ruthless mega corporation that is slowly destroying the Earth's eco systems with its industrial machines. 

As well as superbly rendered graphics, Eco Fighters features an interesting play mechanic with the addition of an extended metal arm mounted on the side of the player's ship. On the end of the arm is a weapon that can be rotated through 360 degrees. This weapon comes in four different forms; Energy Ball, Long-range Hammer, Laser Sword or Scatter-Bomb foil. The rotatable weapon can be powered up before being fired, in a similar fashion to the 'Force' weapon that featured in Irem's "R*Type". The rotatable weapon is also impervious to all enemy contact and can be used as a shield. 

In addition to the rotating weapon, the player's ship is also equipped with forward-firing laser guns. Both the guns and rotatable weapon can be powered-up with greater shot power when the relevant icon is picked up.

- TECHNICAL -

Runs on the "CP System II" hardware.
Green Board [Japan]

Players: Up to 2.
Control: 8-way joystick per player.
Buttons: 3 per player.

- TRIVIA -

Ultimate Ecology was originally released in December 1993 in Japan. It was known as the third video game released on the CPS-II hardware.

The game was actually designed by a Japanese gamer, who won a Capcom-sponsored competition to design a game for the arcade giant.

The game is known outside Japan as "Eco Fighters". Here is a list of known export releases:
"Eco Fighters [Blue Board]"
"Eco Fighters [Grey Board]"
"Eco Fighters [Orange Board]"

Shinseisha/Gamest released a limited-edition soundtrack album for this game (Ultimate Ecology - GCD-2) on January 22, 1994.

- STAFF -

Object Designers: S.Y, Imomushi, Chama(c), The Pin K, Dway Nishimura (Dway!), Ovava, Minobe Hiroaki (Minobeyan), Kakunaka
Scroll Designers: Go, Y.N, May, Ziggy, Oyami, Hiropon
Programmers: Yuuka, A. Komorini, Tilde Kaw, Commander Guchi, Some-P
Sound Designers: Toshio Kajino, Hiroaki Kondo
Music Composer: Syun Nishigaki (Syun)
Voices: Nishihara K-ta, Nemoto Yoshiya, Yokoyama Chisa
Planners: Meshi, Konou, Etos
Special Thanks To: Sho, Sensei, Nezumi, Buppo, Shin, Aoi Mix, Tarabar Hori (Tarabar), Y. Ida, Takuya Shiraiwa (Mr. Shiraiwa), Gamest
Producer: Yoshiki Okamoto (Kihaji Okamoto)
Original Planner: Mori Keisuke

- PORTS -

* Handhelds : 
Sony PSP [JP] (September 7, 2006) "Capcom Classic Collection [Model ULJM-05104]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3017&o=2

$end


$snes=ultfight,
$bio

Ultimate Fighter [Model SNS-HP-USA] (c) 1994 Culture Brain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63952&o=2

$end


$gbcolor=ufcu,
$bio

Ultimate Fighting Championship [Model CGB-BUCE-USA] (c) 2000 Crave Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69058&o=2

$end


$gbcolor=ufc,
$bio

Ultimate Fighting Championship [Model CGB-BUCP-EUR-1] (c) 2001 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69057&o=2

$end


$snes=ultfoot,
$bio

Ultimate Football [Model SHVC-UF] (c) 1992 Sammy Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62576&o=2

$end


$nes=ultsoccru,
$bio

Ultimate League Soccer (c) 1991 American Video Entertainment

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55777&o=2

$end


$nes=ultsoccr,
$bio

Ultimate League Soccer (c) 1992 Trafalgar House

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55776&o=2

$end


$x68k_flop=ultimagc,
$bio

Ultimate Magic (c) 1990 OS Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88727&o=2

$end


$info=umk3,umk3r11,umk3r10,
$bio

Ultimate Mortal Kombat 3 (c) 1995 Midway Mfg. Co.

An update of "Mortal Kombat 3", with new characters added to the original MK3 cast. There are lots of other additions and goodies in the game (see Updates section (REV. 1.0)).

- TECHNICAL -

Midway Wolf Unit Hardware

Main CPU : TMS34010 (@ 6.25 Mhz)
Sound CPU : ADSP2105 (@ 10 Mhz)
Sound Chips : DMA-driven (@ 10 Mhz)

Players : 2 
Control : 8-Way Joystick 
Buttons : 6 
= > [1] High Punch, [2] Block, [3] High Kick 
= > [4] Low Punch, [5] Low Kick, [6] Run

- TRIVIA -

Ultimate Mortal Kombat 3 was released in October 1995 in USA. 

If you look closely at Rain's name during demonstration you'll see it uses different font than all other fighters.

- UPDATES -

This game is the same as "Mortal Kombat 3" except for the inclusion of :

REV. 1.0 :
* Jade, Kitana, Mileena, Scorpion, Reptile, Ermac, Classic Sub, Rain, and Human Smoke are all added (see bios above), and Robot Smoke is now a normal character.
* Scorpion's Lair (Hell), Jade's Desert, Kahn's Kave, River Kombat (Waterfront), and Scislac Busorez (Blue Portal) stages added.
* Computer intelligence increased.
* 4 Player 2 on 2 Mode and 8 Player Tournament Mode Added.
* Jump in Combo starters added.
* Can uppercut through Scorpion's Lair to Kahn's Kave.
* Bank and Smoke's Portal stages removed.
* 2nd Master Added.
* Endurance Rounds Added in Master and 2nd Master.
* Stage fatalily in Scorpion's Lair added (and all of its accompanying secrets).
* Classic Sub-Zero's Fats added.
* Bug : Game will crash if Noob Saibot touches Sub-Zero's ice clone.
* 'Winner fights Smoke' Kombat Kode effect altered : winner now fights Human Smoke rather than Robot Smoke.
* Shang Tsung's morph now announces the character he morphs into.

REV. 1.1 :
* Supreme Demonstration icon selectable only through the 8-man tournament.

REV. 1.2 :
* CPU Pattern Fixed.
* Bugs fixed.
* More Kombat Kodes.

- TIPS AND TRICKS -

* Secret EJB MENU:
Press P1_BLOCK (x5), P2_BLOCK (x10), P1_BLOCK (x3), P2_BLOCK (x1), P1_BLOCK (x2), P2_BLOCK (x2), P1_BLOCK (x3), P2_BLOCK (x4)

* Ultimate Kombat Kodes : The Ultimate Kombat Kodes appear at the single player game over screen. The following buttons control each box, from left to right : HP LP BL LK HK (1P side) HP LP BL LK HK (2P side). The numbers indicate how many times each button should be pressed to display the correct symbol in the box. A dash separates the 1P entries from the 2P entries :
Play as Mileena - 22264-22264
Play as Ermac - 12344-44321
Play as Classic Subzero - 81835-81835

* Kombat Kodes : Kombat Kodes are entered at the two player versus screen that appears after character selection. The following buttons control each box, from left to right : LP BL LK (player one side) LP BL LK (player two side). The numbers indicate how many times each button should be pressed to display the correct symbol in the box. A dash separates the player one entries from the player two entries. A message will appear when the match begins to confirm correct code entry...

The Stages : 
002-003 - River Kombat (Waterfront)
004-700 - Kahn's Kave 
050-050 - Noob Saibot Dorfen 
077-022 - The Bridge 
079-035 - Street 
091-190 - Bell Tower 
123-901 - Soul Chamber 
330-033 - Jade's Desert 
343-343 - Rooftop 
600-040 - Kombat Temple 
666-333 - The Graveyard 
666-444 - Scorpion's Lair (Hell)
820-028 - The Pit 3 
880-088 - Subway 
880-220 - Kahn's Tower (aka The Balcony)
933-933 - Scislac Busorez (Blue Portal)

Messages :
004-400 - Whacha Gun Do ? - E.B.
010-010 - Throwing Encouraged
122-221 - Skunky!! - E.F.
123-926 - There Is No Knowledge That Is Not Power
282-282 - No Fear = EB Button, Skydive, Max Countdown
448-844 - Don't Jump At Me - MXV
550-550 - See The Mortal Kombat Live Tour
717-313 - Rain Can Be Found In The Graveyard
987-666 - Hold Flippers During Casino Run
999-999 - Revision x.x

Handicaps :
033-000 - Player 1 Half Power 
000-033 - Player 2 Half Power
707-000 - Player 1 Quarter Power
000-707 - Player 2 Quarter Power
020-020 - Blocking Disabled
044-440 - Unikoriv Referri: Sans Power
100-100 - Throwing Disabled

Different Kombats :
300-300 - Silent Kombat
444-444 - Randper Kombat
460-460 - Randper Kombat
688-422 - Dark Kombat
985-125 - Psycho Kombat

Winner of this round battles :
033-564 - Shao Khan
205-205 - Human Smoke
769-342 - Noob Saibot 
969-141 - Motaro 

4 Player 2 on 2 Kombat :
227-227 - Explosive Kombat
022-220 - Explosive Kombat/ Throwing Disabled

Other Codes :
466-466 - Unlimited Run
642-468 - You Are Entering The Land Of Rellim (Play "Galaga")
788-322 - Fast Uppercut Recovery Enabled
987-123 - No Powerbars

* Double stage (If a character is uppercutted, they will fly up to the other stage) :
Scorpions Lair = > Kahn's Kave (Ultimate MK3 only)
Subway = > Street
Bank = > Rooftop (Original MK3 only)
Soul Chamber = > Kahn's Tower (Balcony)

* Random Select : To have the computer randomly select your character, press Up+Start on your side (player 1 on Kitana and player 2 on Scorpion).

* Play as Human Smoke : select Smoke, then hold HP+HK+BL+RUN+Left until the match starts (Note : If playing as player two, press Right instead of Left).

* Play forever : this code will allow you to continue playing Ultimate Mortal Kombat 3. The only catch is, you cannot die. When you beat the game, choose the goodie that lets you fight Ermac. Win the first round, and lose the second round on purpose. Win the third round and perform a mercy (hold RUN, DOWN(x3), release RUN), and then perform your characters animality. You will be taken to the 'choose your destiny' screen. Keep repeating the process, and you can rack up hundreds of wins.

* Fatality - KITANA :
1. (close) Run(x2), Block(x2), LK - Kitana reaches out and kisses her opponent, who then starts stretching up. Her opponent does this a few times, then explodes.
2. (close) Back, Down, Forward(x2), HK - Kitana draws her fan and decapitates the opponent with one swipe. It's like the MKII head chop, but now it's more of an angle in the chop.

* Fatality - REPTILE :
1. (jump distance) Back, Forward, Down, Block - Reptile takes his mask off exposing his face. He lashes his tongue out and eats the head of his opponent. Then he continues and eats the torso and limbs, leaving the feet alone.
2. (sweep) Hold Block, Forward(x2), Up(x2), release Block, HK - Reptile takes his mask off exposing his face. He opens his mouth and spits a big glob of acid onto his opponent. The acid burns down his opponent leaving a body without some skin, the acid left all over the ground. Then the body falls into a pile of slop.

* Fatality - SONYA BLADE :
1. (anywhere) Back, Forward, Down(x2), Run - Sonya blows a kiss at her opponent, turning him into a burning skeleton.
2. (far) hold Run+Block, Up(x2), Back, Down, release Block+Run - Sonya blows a pink bubble at her opponent. Her opponent is engulfed in the bubble, which eventually collapses, crushing them.

* Fatality - JAX : 
1. (close) Hold Block, Up, Down, Forward, Up, and release Block - Jax's arms form into long blades. He then cuts the opponent to pieces.
2. (far) Run, Block, Run(x2), LK - Jax grows to an immense size and steps on his opponent.

* Fatality - NIGHTWOLF :
1. (one step back) Up(x2), Back, Forward, Block - Nightwolf causes a great light to engulf the opponent, which disintegrates them.
2. (jump distance) Back(x2), Down, HP - Nightwolf summons lightning into his tomahawk. He then electrocutes the opponent.

* Fatality - JADE : 
1. (close) Run(x3), Block, Run - Jade uppercuts her opponent up high, and holds her staff to her side, it glows, then her opponent falls right on the staff.
2. (close) Hold Block, Up(x2), release Block, Down, Forward, HP - Jade sticks her staff into her opponent and starts to shake the staff and her opponent up and down. She does it so fast that her opponent blows up.

* Fatality - SCORPION :
1. (jump distance) Hold Block, Down(x2), Up, release Block, HK - Scorpion removes his mask exposing a skull head. His opponent screams, and then Scorpion set his opponent on fire.
2. (close) Hold Block, Forward(x2), Down, Up, release Block, Run - Scorpion strikes his victory pose and then he teleports himself and his opponent to the Scorpion's Lair stage. Then multiple Scorpion clones come up and look at his opponent, then run at him/her and the screen goes dark, then you hear lots of punches, rips, and screams.

* Fatality - KANO :
1. (close) hold LP, Forward, Down(x2), Forward, release LP - Kano pulls his opponent's skeleton out through their mouth.
2. (sweep) LP, Block(x2), HK - Kano fires a laser from his eye that heats up his opponent until they explode.

* Fatality - MILEENA :
1. (close) Down, Forward, Down, Forward, LP - Mileena removes her mask revealing her face and inhales her opponent, spitting out the bones. It's like the MKII Inhale, but now many more body parts come out. Most are rib cages and a few heads.
2. (far) Back(x3), Forward, LK - Mileena opens her mouth, then swallows a jar of tacks. She then starts to spit them out at her victim.

* Fatality - ERMAC : 
1. (close) Run, Block, Run(x2), HK - Ermac crouches and punches off the head of his opponent with a powerful uppercut.
2. (sweep) Hold Block, Down, Up, release Block, Down(x3), Block - Ermac raises his hand, his opponent is then slammed multiple times and eventually explodes to pieces. 

* Fatality - CLASSIC SUB-ZERO : 
1. (close) Down(x3), Forward, HP - Classic Sub-Zero reaches for his opponent's head, the screen goes black and a big rip is heard as his opponent's head comes off. 
2. ??? 

* Fatality - SUB-ZERO :
1. (close) Block(x2), Run, Block, Run - Sub-Zero grabs his opponent and lifts them over his head. He freezes them and proceeds to shatter them in a massive explosion and throws the ice and body parts to the ground.
2. (sweep) Back(x2), Down, Back, Run - Sub-Zero blows a mist that freezes his opponent. They fall over and shatter.

* Fatality - SEKTOR :
1. (sweep) LP, Run(x2), Block - Sektor crushes his opponent in a huge clamp.
2. (less jump distance) Forward(x3), Back, Block - Sektor uses a flame thrower on his opponent.

* Fatality - SINDEL :
1. (sweep) Run(x2), Block, Run, Block - Sindel coils her hair around her opponent. She then pulls her hair back, causing her opponent to go into a violent spin, sending blood and body parts everywhere.
2. (close) Run, Block(x2), Run+Block - Sindel screams at her opponent, causing her opponent's skin to fly off.

* Fatality - KURTIS STRYKER :
1. (close) Down, Forward, Down, Forward, Block - Stryker plants explosives on his opponent and runs away just before they explode.
2. (far) Forward(x3), LK - Stryker fires a tazer at his opponent, electrocuting them.

* Fatality - CYRAX : 
1. (anywhere) Hold Block, Down(x2), Up, Down, release Block, HP - Cyrax's head spins like a helicopter. He flies up and comes down head first on his opponent. 
2. (close) Hold Block, Down(x2), Forward, Up, release Block, Run - Cyrax self-destructs, taking his opponent with him.

* Fatality - KUNG LAO :
1. (sweep) Forward(x2), Back, Down, HP - Kung Lao throws his hat. It makes four passes at his opponent, cutting them into pieces.
2. (anywhere) Run, Block, Run, Block, Down - Kung Lao does his whirl spin. His opponent gets pulled in and is torn apart.

* Fatality - KABAL :
1. (sweep) Down(x2), Back, Forward, Block - Kabal plugs his respirator into his opponent. Their head inflates and they float off the screen where they explode.
2. (close) Run, Block(x3), HK - Kabal removes his mask to reveal a hideous face and screams at his opponent. His opponent is so frightened that his/her soul jumps out of their body.

* Fatality - SHEEVA :
1. (close) Forward, Down(x2), Forward, LP - Sheeva pounds her opponent into the ground like a nail.
2. (close) hold HK, Back, Forward(x2), release HK - Sheeva rips all her opponent's skin off.

* Fatality - SHANG TSUNG :
1. (close) hold LP, Down, Forward(x2), Down, release LP - Tsung creates a bed of spikes and throws his opponent onto them.
2. (close) hold LP, Run, Block, Run, Block, release LP - Tsung levitates his opponent off the ground. He steals their soul and their remains fall to the ground in a green puddle.

* Fatality - LIU KANG :
1. (anywhere) Forward(x2), Down(x2), LK - Liu Kang disappears and reforms on his opponent as fire. His opponent is reduced to a burning skeleton.
2. (anywhere) Hold Block, Up, Down, Up(x2), release Block, Block+Run - Liu Kang disappears and a "Mortal Kombat" machine falls on his opponent.

* Fatality - SMOKE :
1. (far) Hold Block, Up(x2), Forward, Down, Release Block - Smoke opens his chest and bombs pour out. The screen fades to a picture of the Earth just seconds before the Earth explodes.
2. (jump distance) hold Run+Block, Down(x2), Forward, Up - Smoke drops an anarchist's bomb down his opponent's throat, causing them to explode.

* Fatality - HUMAN SMOKE : 
1. (close) Run, Block, Run(x2), HK - Human Smoke crouches and punches off the head of his opponent with a powerful uppercut.
2. ???

* Fatality - STAGE :
1) Bell Tower - the opponent falls seven stories onto a bed of spikes.
2) Subway - the opponent is uppercutted into the far tracks where they are hit by an oncoming train.
3) The Pit 3 - the opponent is knocked off the bridge into rotating blades and cut apart.
4) Scorpion's Lair (Hell) - the opponent is knocked into a pool of lava.
KITANA : Forward, Down(x2), LK
REPTILE : Run, Block, Run, Block(x2)
SONYA BLADE : Forward(x2), Down, HP
JAX : Down, Forward, Down, LP
NIGHTWOLF : Run(x2), Block
JADE : Back, Forward, Down, Run
SCORPION : Forward, Hold Block, Up(x2), Release Block, LP
KANO : Hold Block, Up(x2), Back, Release Block, LK
MILEENA : Down(x3), LP
ERMAC : Run(x4), LK
CLASSIC SUB-ZERO : Forward, Down, Forward(x2), HP
SUB-ZERO : Back, Down, Forward(x2), HK
SEKTOR : Run(x3), Down
SINDEL : Down(x3), LP
KURTIS STRYKER : hold Block, Forward, Up(x2), Release Block, HK
CYRAX : Run, Block, Run
KUNG LAO : Down(x2), Forward(x2), LK
KABAL : Block(x2), HK
SHEEVA : Down, Forward, Down, Forward, LP
SHANG TSUNG : Hold Block, Up(x2), Back, Release Block, LP
LIU KANG : Run, Block(x2), LK
SMOKE : Forward(x2), Down, LK
HUMAN SMOKE : Forward, Hold Block, Up(x2), Release Block, LP

* CRISPY : After performing the stage fatality in Scorpions's Lair :
Hold both HP buttons (Dan Forden voice)
Hold both Run buttons (Shao Kahn voice)
Hold both HP+Run buttons (Dan Forden + Shao Kanh voice)

* Finish Him/Her - Mercy : (Anywhere) Hold Run, Down (x3), release Run.

* Finish Him/Her - Animality (After Mercy) : 
KITANA : (one step back) Down(x4), Run - Kitana turns into a little rabbit, lets out a big growl, and then attacks her opponent in a spray of blood, moving her opponent off the screen.
REPTILE : (close) Hold Block, Down(x3), Up, Release Block, HK - Reptile turns into a monkey and chases his opponent off the screen.
SONYA BLADE : (close) hold LP, Back, Forward, Down, Forward, release LP - Sonya turns in to a large green bird and hovers over her opponent. She carries her opponent off screen where there is a crunching sound and bones fall back to the ground.
JAX : (close) hold LP, Forward(x2), Down, Forward, release LP - Jax turns into a yellow lion and pounces on his opponent.
NIGHTWOLF : (close) Forward(x2), Down(x2) - Nightwolf turns into a red wolf and pounces on his opponent.
JADE : (close) Forward, Down, Forward(x2), LK - Jade turns into a cat and lets out a big growl. She jumps up and runs around on her opponent, making her opponent spin so fast that they're is spun into pieces.
SCORPION : (close) Hold Block, Forward, Up(x2), Release Block, HK - Scorpion turns into a penguin, waddles under the opponent, and lays an egg. He then waddles away, and the egg starts to shake, and then explodes, blowing his opponent to pieces. 
KANO : (close) hold HP, Block(x3) release HP - Kano turns into an orange spider and crushes his opponent.
MILEENA : (close) Forward, Down(x2), Forward, HK - Mileena turns into a skunk, and sprays her opponent with her smelly liquid, which is just green smoke. The opponent falls over to his/her death.
ERMAC : ???
CLASSIC SUB-ZERO : ???
SUB-ZERO : (close) Hold Block, Forward, Up(x2), Release Block - Sub-Zero turns into a blue polar bear and pounces on his opponent.
SEKTOR : (close) Forward(x2), Down, Up - Sektor turns into a giant purple bat. He flies to his opponent and decapitates them.
SINDEL : (anywhere) Forward(x2), Hold Block, Up, Release Block, HP - Sindel turns into a purple wasp and carries her opponent off while stinging them.
KURTIS STRYKER : (one step back) Run(x3), Block - Stryker turns into a red tyrannosaurus rex and bites his opponent in half.
CYRAX : (close) Hold Block, Up(x2), Release Block, Down(x2) - Cyrax turns into a light-blue Shark. He swims off the screen then pops up behind his opponent and eats them.
KUNG LAO : (close) Run(x4), Block - Kung Lao turns into a yellow leopard and pounces on his opponent.
KABAL : (close) hold HP, Forward(x2), Down, Forward, release HP - Kabal turns into a green skeleton of a rhinoceros and butts his opponent into the air.
SHEEVA : (close) Run, Block(x3) - Sheeva turns into a giant purple scorpion and stings her opponent, causing them to explode.
SHANG TSUNG : (sweep) hold HP, Run(x3), release HP - Tsung turns into a large green cobra and devours his opponent.
LIU KANG : (one step back) Down(x2), Up - Liu Kang turns into a giant green dragon and bites his opponent in half.
SMOKE : (far) Down, Forward(x2), Block - Smoke turns into a black bull and rams his opponent off the screen.
HUMAN SMOKE : ???

* Finish Him/Her - Babality (don't use Block during the last round) :
CLASSIC SUB-ZERO : ???
CYRAX : Forward(x2), Back, HP
ERMAC : ???
HUMAN SMOKE : Down, Back(x2), Forward, HP
JADE : Down(x2), Forward, Down, HK
JAX : Down(x3), LK
KABAL : Run(x2), LK
KANO : Forward(x2), Down(x2), LK
KITANA : Forward(x2), Down, Forward, HK
KUNG LAO : Down, Forward(x2), HP
LIU KANG : Down(x3), HK
MILEENA : Down(x2), Forward(x2), HP
NIGHTWOLF : Forward, Back, Forward, Back, LP
REPTILE : Forward(x2), Back, Down, LK
SCORPION : Down, Back(x2), Forward, HP
SEKTOR : Back, Down(x3), HK
SHANG TSUNG : Run(x3), LK
SHEEVA : Down(x3), Back, HK
SINDEL : Run(x3), Up
SMOKE : Down(x2), Back(x2), HK
SONYA BLADE : Down(x2), Forward, LK
STRYKER : Down, Forward(x2), Back, HP
SUB-ZERO : Down, Back(x2), HK

* Finish Him/Her - Friendship (don't use Block during the last round) : 
KITANA : Down, Back, Forward(x2), LP - Kitana blows bubbles out of a bubble pipe and bottle.
REPTILE : (close) Down, Forward(x2), Back, HK - Reptile takes out a box and turns the knob many times. Then the top opens revealing a big lizard head. The head scares his opponent who then runs off.
SONYA BLADE : (sweep) Back, Forward, Back, Down, Run - Sonya does her normal win pose and flowers suddenly bloom across the screen.
JAX : LK, Run(x2), LK - Jax takes out a jump rope and starts skipping.
NIGHTWOLF : (past sweep) Run(x3), Down - Nightwolf turns into Raiden. A "Mortal Kombat II" machine falls below him. At the bottom of the screen are the words : "I have never seen a Kano transformation!" OR "No, but I know how to do a Raiden transformation!".
JADE : Back, Down, Back(x2), HK - Jade uses her staff as a pogo stick.
SCORPION : (close) Back, Forward(x2), Back, LK - Scorpion takes out a box and turns the knob many times. Then the top opens revealing a big skull head. The head scares his opponent who then runs off.
KANO : LK, Run(x2), HK - Kano munches on some bubble gum and blows a large bubble, which eventually bursts all over his face.
MILEENA : Down(x2), Back, Forward, HP - Mileena takes out a mirror, and takes off her mask. She then looks into the mirror with her ugly face and the mirror shatters. 
ERMAC : ???
CLASSIC SUB-ZERO : ???
SUB-ZERO : LK, Run(x2), Up - Sub-Zero engulfs himself into a snowman.
SEKTOR : (half screen) Run(x4), Down - A Ring-the-Bell game pops up and Sektor plays it.
SINDEL : Run(x5), Up - Sindel kicks a ball over the opponent and makes a 'Goal' sign. She then says, 'That was fun!'. 
KURTIS STRYKER : LP, Run(x2), LP - Stryker blows a whistle and takes out a stop sign. The other kombatants (only those NOT in Ultimate MK3) run by and Stryker directs them to the other side.
CYRAX : Run(x3), Up - Cyrax does a little dancing.
KUNG LAO : (past sweep) Run, LP, Run, LK - Kung Lao tosses his hat off screen. A dog chases after the hat. Kung Lao covers his eyes as there is a cry off screen, then sadly shakes his head.
KABAL : (past sweep) Run, LK, Run(x2), Up - Kabal roasts a marshmallow on his hook sword.
SHEEVA : Forward(x2), Down, Forward, HP - Sheeva holds a stick in each hand and balances a plate on each.
SHANG TSUNG : LK, Run(x2), Down - Tsung turns into the character from "Joust" and hops off.
LIU KANG : Run(x3), Down+Run - A film screen pops up and Liu Kang makes a shadow puppet of a dragon.
SMOKE : (far) Run(x3), HK - An enormous brass horn comes out of Smoke's chest, and he blares a note.
HUMAN SMOKE : ???

* SHAO KAHN'S LOST TREASURES : After you beat Shao Kahn, you can choose a icons...
Novice (01-04), Warrior (01-07), Master 1 (01-10), Master 2 (01-11), 8 player tournament (01-12)
01) MK Dragon : Tournament Outcome
02) MK Logo : Rellim Ohcanep (Play Galaga)
03) Yin-Yang : Battle with ERMAC
04) Number three : Battle with NOOB SAIBOT
05) Question Mark : Random select
06) Lightning Bolt : Fatality Demonstration One
07) Goro : Fatality Demonstration Two
08) Raiden : Fatality Demonstration Three
09) Shao Kahn : NOOB SAIBOT / ERMAC endurance
10) Skull : MK2 Classic Endurance Kombat (Classic Sub-Zero and Human Smoke)
11) Question Mark : Mega Endurance Kombat (Noob Saibot, Classic Sub-Zero, Human Smoke, Ermac and Mileena)
12) Question Mark : Supreme Demonstration

Hidden treasures : Fatality Demonstration Four and Five, another ?

- SERIES -

1. Mortal Kombat (1992, Arcade) 
2. Mortal Kombat II (1993, Arcade) 
3. Mortal Kombat 3 (1995, Arcade) 
4. Ultimate Mortal Kombat 3 (1995, Arcade) 
5. Ultimate Mortal Kombat 3 [WaveNet Edition] (1995, Arcade) 
6. Mortal Kombat Trilogy [Model SLUS-00330] (1996, PS) 
7. SUB-ZERO - Mortal Kombat Mythologies [Model SLUS-00476] (1997, PS) 
8. Mortal Kombat 4 (1997, Arcade) 
9. Mortal Kombat - Special Forces [Model SLUS-00824] (2000, PS) 
10. Mortal Kombat Advance [Model AGB-AM5E-USA] (2001, GBA) 
11. Mortal Kombat - Deadly Alliance [Model SLUS-20423] (2002, PS2) 
12. Mortal Kombat - Tournament Edition [Model AGB-AW4E-USA] (2003, GBA) 
13. Mortal Kombat - Deception / Mystification (2004, PS2) 
14. Mortal Kombat - Shaolin Monks (2005, XBOX, PS2) 
15. Mortal Kombat - Armageddon (2006, XBOX, PS2) 
16. Mortal Kombat vs. DC Universe (2008, PS3, 360) 
17. Mortal Kombat (2011, PS3, 360)
18. Mortal Kombat X (2015, PS4, One)

- STAFF -

* Cast : 
Kitana, Mileena, Jade : Becky Gable 
Reptile, Scorpion, Ermac, Classic Sub-Zero, Sub-Zero, Shang Tsung, Human Smoke, Noob Saibot : John Turk 
Sonya Blade : Kerri Hoskins 
Jax : John Parrish 
Nightwolf, Sektor, Cyrax, Smoke : Sal Divita 
Kano, Kabal : Richard Divizio 
Sindel : Lia Montelongo 
Kurtis Stryker : Michael O'Brien 
Kung Lao : Tony Marquez 
Sheeva : A Clay Model 
Liu Kang : Eddie Wong 
Shao Kahn : Brian Glynn, Steve Ritchie (voice)

- PORTS -

* Consoles : 
Sega Saturn [US] (1996) "Ultimate Mortal Kombat 3 [Model T-9701H]" 
Sega Saturn [EU] (1996) "Ultimate Mortal Kombat 3 [Model T-25403H-50]" 
Nintendo SNES [US] (October 1996) "Ultimate Mortal Kombat 3 [Model SNS-A3ZE-USA]" 
Nintendo SNES [EU] (November 28, 1996) "Ultimate Mortal Kombat 3 [Model SNSP-A3MP-EUR]" 
Sega Genesis [US] (1996) "Ultimate Mortal Kombat 3 [Model T-97146]" 
Sega Mega Drive [EU] (1996) "Ultimate Mortal Kombat 3 [Model T-81616-50]" 
Sega Mega Drive [BR] (1996) "Ultimate Mortal Kombat 3 [Model 047270]" by Tec Toy 
Microsoft XBOX 360 [XBLA] [EU] (October 20, 2006) 
Microsoft XBOX 360 [XBLA] [US] (October 22, 2006) 
Sony PS3 [PSN] [US] [EU] [AU] (August 31, 2011) "Mortal Kombat Arcade Kollection" 

NOTE: This game was retired from XBLA in 2010.

* Handhelds : 
Nintendo Game Boy Advance [US] (December 12, 2001) "Mortal Kombat Advance [Model AGB-AM5E-USA]" 
Nintendo Game Boy Advance [EU] (March 1, 2002) "Mortal Kombat Advance [Model AGB-AM5P-EUR]" 
Nintendo DS [US] (November 12, 2007) "Ultimate Mortal Kombat [Model NTR-YUTE-USA]" 
Nintendo DS [EU] (December 7, 2007) "Ultimate Mortal Kombat [Model NTR-YUTP-EUR]" 
Nintendo DS [AU] (December 13, 2007) "Ultimate Mortal Kombat [Model NTR-YUTP-AUS]" 

* Computers : 
PC [MS Windows, Online] [US] (August 31, 2011) "Mortal Kombat Arcade Kollection" 
PC [MS Windows, Steam] [US] (February 2, 2012) "Mortal Kombat Arcade Kollection" 

* Others : 
Apple iPhone/iPod [US] (December 16, 2010) "Ultimate Mortal Kombat 3 [Model 408070814]" 
Apple iPhone/iPod [US] (February 10, 2011) "Ultimate Mortal Kombat 3 for iPad [Model 417787179]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3018&o=2

$end


$nes=umk3,umk3a,
$bio

Ultimate Mortal Kombat 3 (c) 199? NT

- TECHNICAL -

Game ID: NT-6096

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84177&o=2

$end


$snes=umk3u,
$bio

Ultimate Mortal Kombat 3 (c) 1996 Williams Ent., Incorporated.

The fight of your life...

Enter the world of ULTIMATE Mortal Kombat 3 and discover what awaits you... 23 immediately playable Fighters and 2 Bosses including old adversaries with new combos, fatalities, brutalities & babalities. They're looking for you! Find a secret fighter hidden within the game if you can, battle against the computer, opt for 2-on-2 fighting or try out the very cool 8 Fighter Tournament mode! Features dazzling graphics, incredible sound and motion-capture technology produce the most realistic battles you'll ever fight!

...it continues

- TECHNICAL -

Cartridge ID: SNS-A3ZE-USA

- TRIVIA -

Ultimate Mortal Kombat 3 for Super NES was released in October 1996 in North America.

Animalities have been removed, but they were replaced with Brutalities. These finishing moves involve a series of multi-hitting attacks that end with the explosion of the victim. Showing "Mercy", which was required for an Animality, remained in the game, however.

Rain and Noob Saibot are made playable characters for the first time, and Mileena, Ermac, and Classic Sub-Zero are playable without the Ultimate Kombat Kodes. Much like in Mortal Kombat 3, Motaro and Shao Kahn are also playable through codes used in the main menu, but only one player may use one of them at a time.

The announcer no longer says the name of the characters when they are selected or when they win a round in a match.

Sheeva has been removed from the roster due to size limitations, however, in the 8-man endurance tournament, if Random Select is activated, it may select an "E" that represents Sheeva. However, the graphic data for Sheeva was deleted entirely, so she is invisible, but her moves still work, she is very fast, but prone to crashing the game and causing a few glitches.

There are only ten treasures of Shao Kahn instead of twelve.

The portal stage from MK3 is present in the game through a third-party device, but the graphics were replaced with the UMK3 "Choose Your Destiny" screen and the music played in the stage is the same as in MK3.

Sonya uses her Friendship from MK3 instead of her UMK3 Friendship.

Ermac's fatality is altered, Rain and Noob Saibot were given Babalities, Brutalities, and Stage fatalities, but had no Fatalities.

Scorpion's "Hellraiser" fatality is different and no longer censored unlike in the arcade.

Kitana's "Kiss of Death" only inflates the opponent's head, like Kabal's "Air Pump" fatality.

There are only seven Kombat Zones, the five new stages and the other two (The Rooftop and The Pit 3) being reserved for the bosses.

Nominated to Nintendo Power Awards '96 in the category of Best Tournament Fighting Game.

- TIPS AND TRICKS -

At the "Start, Options" screen, enter these codes to enable these secret menus:

Kool Stuff: Right, Up, B, B, A, Down, Up, B, Down, Up, B
Kooler Stuff: Up, B, A, Left, Down, Y
Scott's Stuff: B, A, Down, Down, Left, A, X, B, A, B, Y
Sound Test: Left, Down, Y, Y

Hold the L and R buttons and press Start on the main menu screen to begin Tournament mode.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63954&o=2

$end


$snes=umk3,
$bio

Ultimate Mortal Kombat 3 (c) 1996 Acclaim Ent., Incorporated.

European release.

- TECHNICAL -

Cartridge ID: SNSP-A3MP-EUR

- TRIVIA -

Ultimate Mortal Kombat 3 for Super NES was released on November 28, 1996 in Europe.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63953&o=2

$end


$saturn,sat_cart=umk3,umk3a,
$bio

Ultimate Mortal Kombat 3  (c) 1996 GT Interactive

European release.

- TECHNICAL -

Game ID: T-25403H-50

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60452&o=2

$end


$megadriv=umk3,
$bio

Ultimate Mortal Kombat 3 (c) 1996 Acclaim Entertainment, Incorporated.

European release. Game developed in USA. See the original USA release for more information about the game itself; "Ultimate Mortal Kombat 3 [Model T-97146]".

- TECHNICAL -

Cartridge ID: T-81616-50

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57017&o=2

$end


$saturn,sat_cart=umk3u,umk3p,
$bio

Ultimate Mortal Kombat 3 (c) 1996 Williams Entertainment, Incorporated.

North American release.

- TECHNICAL -

Game ID: T-9701H

- TRIVIA -

This port of the arcade game features a few new Kombat Kodes (note: a couple from the arcade do not work). Ultimate Kombat Kodes have 6 slots instead of 10. Also, The Bank stage is back.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60191&o=2

$end


$megadriv=umk3u,
$bio

Ultimate Mortal Kombat 3 (c) 1996 Williams Entertainment, Incorporated.

THE FIGHT OF YOUR LIFE...
Enter the world of ULTIMATE Mortal Kombat 3 and discover what awaits you...

* 23 immediately playable fighters and 2 bosses. Meet up with some old adversaries. Think you know them? Guess again. They've got new combos, fatalities, brutalities and babalities and they're looking for you!

* There's also a few dudes playing their own version of hide and seek - find 'em if you can!

* Battle against the computer, opt for 2-on-2 fighting, or try out the very cool 8-fighter Tournament mode!

* Dazzling graphics, incredible sound and motion-capture technology produce the most realistic battles you'll ever fight!

- TECHNICAL -

Cartridge ID: T-97146

- TRIVIA -

Known export releases:
[EU] "Ultimate Mortal Kombat 3 [Model T-81616-50]"
[BR] "Ultimate Mortal Kombat 3 [Model 047270]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57502&o=2

$end


$nes=umk4,
$bio

Ultimate Mortal Kombat 4 (c) 1997 NT.

- TECHNICAL -

Game ID: NT-873

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84178&o=2

$end


$gba=ultmuscl,
$bio

Ultimate Muscle - The Kinnikuman Legacy - The Path of the Superhero [Model AGB-AK2E-USA] (c) 2003 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76218&o=2

$end


$info=sm_ultng,
$bio

Ultimate Nudge (c) 1981 Summit Coin.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43138&o=2

$end


$gbcolor=ultpaint,
$bio

Ultimate Paint Ball [Model CGB-BUPE-USA] (c) 2000 Majesco Ent. Co.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69059&o=2

$end


$gba=ultpuzzl,
$bio

Ultimate Puzzle Games [Model AGB-BUAE-USA] (c) 2005 Telegames

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76219&o=2

$end


$megadriv=ultqix,
$bio

Ultimate Qix (c) 1991 Taito Corp.

- SERIES -

1. Qix (1981, ARC)
2. Qix II - Tournament (1982, ARC)
3. Super Qix (1987, ARC)
4. Ultimate Qix (1991, MD)
5. Twin Qix (1995, ARC)
6. Battle Qix (2002, ARC)
7. Qix ++ (2009, XBLA)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57503&o=2

$end


$sms=ultsoccr,
$bio

Ultimate Soccer (c) 1993 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56267&o=2

$end


$amigaocs_flop=usmanger,usmangerup,
$bio

Ultimate Soccer Manager (c) 1995 Impressions

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75464&o=2

$end


$megadriv=ultsoccr,ultsoccrp,
$bio

Ultimate Soccer (c) 1993 Sega Enterprises, Limited.

- TECHNICAL -

Game ID: 1219
Cartridge ID: 670-3403-50
Package ID: 670-3404-50

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57018&o=2

$end


$gamegear=ultsoccr,
$bio

Ultimate Soccer [Model G-3333] (c) 1993 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64983&o=2

$end


$gba=ultspidmu,
$bio

Ultimate Spider-Man [Model AGB-BULE-USA] (c) 2005 Activision, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76221&o=2

$end


$gba=ultspidm,ultspidma,
$bio

Ultimate Spider-Man [Model AGB-BULP] (c) 2005 Activision, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76220&o=2

$end


$gbcolor=ultsurfu,
$bio

Ultimate Surfing [Model CGB-BSUE-USA] (c) 2001 Natsume, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69062&o=2

$end


$gbcolor=ultsurf,
$bio

Ultimate Surfing [Model CGB-BSUP-EUR] (c) 2001 Natsume, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69061&o=2

$end


$info=ultennis,ultennisj,
$bio

Ultimate Tennis (c) 1993 Art & Magic.

In 1993, the first Art & Magic's game has been compared with a tornado in the arcade's world. Based on a clever system of scrolling planes this game looked like a 3D game. The graphic's quality and the extremely good gameplay pushed "Ultimate Tennis" to the 2nd place in Germany and  to the 14th place in the Japanese charts and was successfully diffused all around the world : 5.000 boards have been sold worldwide and among them more than 500 boards in Japan!

- TECHNICAL -

Main CPU : Motorola 68000 (@ 12.5 Mhz), TMS34010 (@ 5 Mhz)
Sound Chips : OKI6295 (@ 8.08 Khz)

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Even if titlescreen says 1993, Ultimate Tennis was released in January 1994.

Art and Magic was founded in 1992 by Yves Grolet and Franck Sauer, respectively the coder and the graphics artist behind some of the most technically advanced Amiga titles of all time : UNREAL by Ubi Soft (1990) and AGONY by Psygnosis (1992) which is also the first title published under the Art and Magic logo.

Yves Grolet started his career on the Commodore 64 in 1986 at only 19 developing 2 titles: the graphical adventure NO published by Lankhor and the conversion of Iron Lord by Ubi Soft.

After Art and Magic Yves founded the PC adventure games developer Appeal S.A. in 1995 and released OUTCAST after 4 years of work, and in 2002 he became CEO of elseWhere entertainment.

Ultimate Tennis was their first arcade game, as they were still trying to adapt to their new platform, digitised sprites (all palette swaps of the same footage) were used as a proof of concept - later the artists would develop their caricature style to make cel-animated sprites. Approximately 5,000 units were produced.

- STAFF -

Artwork : Franck Sauer, Iwan Scheer
Software : Yann Robert, Yves Grolet
Music : Franck Sauer, Christian Dutilleux
Starring : Eric Dardenne
Hardware designer : Deltatec
Manufacturing : Deltatec

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3019&o=2

$end


$gba=ultwintr,
$bio

Ultimate Winter Games [Model AGB-BUWE-USA] (c) 2004 Telegames

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76222&o=2

$end


$info=sc1ult,
$bio

Ultimate (c) 1998 ELAM.

- TECHNICAL -

Model 6881

- TRIVIA -

Ultimate was released in January 1998.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42172&o=2

$end


$amigaocs_flop=ultgolf,
$bio

Ultimate! Golf (c) 1990 Gremlin Graphics Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75465&o=2

$end


$info=m5ultimo,m5ultimo03a,m5ultimo04,
$bio

Ultimo (c) 2001 Barcrest.

- TRIVIA -

Ultimo was released in November 2001 in UK.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=14902&o=2

$end


$x1_cass=ultra4mj,
$bio

Ultra 4-nin Mahjong (c) 1982 Tsukumo Denki [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86292&o=2

$end


$info=uballoon,
$bio

Ultra Balloon (c) 1996 SunA Electronics Ind. Company, Limited.

A "Bubble Bobble" clone.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 8 Mhz)
Sound CPU : Zilog Z80 (@ 3.579545 Mhz), Zilog Z80 (@ 5 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), (2x) DAC (@ 3.579545 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Most if not all of the background graphics from worlds two and three, maybe in worlds five and six also, were ripped from the Sega Saturn game "Clockwork Knight".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3020&o=2

$end


$snes=ultrabb2,
$bio

Ultra Baseball Jitsumei Ban 2 [Model SHVC-ABJJ-JPN] (c) 1995 Culture Brain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62578&o=2

$end


$snes=ultrabb3,
$bio

Ultra Baseball Jitsumei Ban 3 [Model SHVC-AU2J-JPN] (c) 1995 Culture Brain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62579&o=2

$end


$snes=ultrabb,
$bio

Ultra Baseball Jitsumei Ban [Model SHVC-U2] (c) 1992 Culture Brain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62577&o=2

$end


$cdi=ultracdi,
$bio

Ultra CD-i Soccer (c) 1997 Philips Interactive Media, Incorporated.

Ultra CD-i Soccer is a fast-action soccer game covering 72 European teams. Play an Instant Action game against the computer or go Head-to-Head with 2-player mode! You can even create your own Custom League with up to 4 teams and play the total competition.

- TECHNICAL -

Model 810 0220

- STAFF -

Written and Produced by: Krisalis Software

Programmed by: Mark Adamson
Arcade Engine Programmed by: Pete Harrap
Game Design: Neil Adamson, Ramo, Mark Adamson
Artwork: Neil Adamson, Phil Hackney, Mark Adamson
Intro Sequence: Dave Colledge
Intro Music and Sound Effects: John Avery

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53162&o=2

$end


$msx1_cass=ultchess,ultchessa,
$bio

Ultra Chess (c) 1985 Aackosoft [Netherlands]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95095&o=2

$end


$fm7_cass=udice,
$bio

Ultra Dice (c) 1984 Star Pack

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93816&o=2

$end


$gameboy=ultraglf,
$bio

Ultra Golf [Model DMG-KG-USA] (c) 1992 Ultra Games [Ultra Software Corp.]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67318&o=2

$end


$info=ultrainv,
$bio

Ultra Invaders (c) 1980 Konami Industry Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49925&o=2

$end


$info=ultrax,ultraxg,
$bio

Ultra Keibitai (c) 1995 Banpresto.

- TECHNICAL -

Runs on the SSV system.

Main CPU : V60 (@ 16 Mhz)
Sound Chips : ES5506 (@ 16 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Ultra Keibitai was released in January 1995 in Japan.

The title of the game translates from Japanese as 'Ultra Guards'.

This game is known outside Japan as Ultra X Weapons. You can change the Region via the dipswitches setting.

This game is based on 'Ultraman', a famous Japanese live-action superhero series that has had numerous sequels and spin-offs since its debut in the 1960s. Generally, the main character is a normal human who uses an alien device to transform into a giant red-and-silver (sometimes with blue) creature called an Ultraman to combat alien monsters with the help of a special military team. Some of the subsequent shows in the series include 'Ultraseven', 'Ultraman Leo', 'Ultraman Taroh', and 'Ultraman Tiga'.

- UPDATES -

A special version of the game was sent to the GAMEST magazine for review. This version has a different build date than the public release. Changes are unknown.

- STAFF -

Developed by Seta.

Planner: Takehiko Hoashi
Programmer: Noboru Harada
CG designer: Yasuhiko Kikuchi
Graphic designers: Kohzoh Igarashi, Shingo Aoyama
Hardware engineer: Masahiro Yamaguchi
Video chip designer: Kenji Oiyama
Sound: Opus Corp.
Music: Masanao Akahori
Sound effects: Jun Enoki, Satoshi Ohta
Supervisor: Tsuburaya Pro., Hiroshi Funai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3024&o=2

$end


$info=ultraman,
$bio

Ultra Keibitai - Kuusou Tokusatsu Game (c) 1991 Banpresto.

A one-on-one fighting game based on the Japanese series by Tsuburaya Productions.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2151 (@ 4 Mhz), OKI6295 (@ 8 Khz)

Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 8192

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

The subtitle of this game translates from Japanese as 'Ultra Garrison - Special Effects Daydream Game'.

- SERIES -

1) Ultraman (1990, Nintendo Super Famicom)
2) Ultra Keibitai - Kuusou Tokusatsu Game (1991)
3) Ultra Seven (1993, Nintendo Super Famicom)
4) Ultraman - The Ultimate Hero (1994, Panasonic 3DO)

- PORTS -

* Consoles :
Nintendo Super Famicom (1991)
Sega Mega Drive (1992)
Bandai WonderSwan (2001)
Nintendo Game Boy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3025&o=2

$end


$gba=ultrakei,
$bio

Ultra Keibitai - Monster Attack [Model AGB-BUTJ-JPN] (c) 2004 Rocket Co. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76223&o=2

$end


$snes=ultralea,
$bio

Ultra League - Moero! Soccer Daikessen!! [Model SHVC-A7YJ-JPN] (c) 1995 Yutaka

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62580&o=2

$end


$info=ultramhm,
$bio

Ultra Maru-hi Mahjong (c) 1993 Apple.

Mahjong against girls!

- TECHNICAL -

Main CPU : Zilog Z80 (@ 6 Mhz)
Sound CPU : Zilog Z80 (@ 8 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC (@ 4 Mhz)

Screen orientation : Horizontal
Video resolution : 640 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256

Players : 2
Control : mahjong keyboard

- TRIVIA -

The title of this game translates from Japanese as 'Ultra Secret Mahjong'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3021&o=2

$end


$pc8801_flop=ultramon,
$bio

Ultra Monogatari (c) 1986 Winky Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93179&o=2

$end


$a7800=ultrapac,
$bio

Ultra Pac-Man (c) 2006 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50190&o=2

$end


$pc98=ultrasak,
$bio

Ultra Sakusen - Kagaku Tokusoutai Shutsugeki Seyo! (c) 1992 Banpresto [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90961&o=2

$end


$snes=ultra7,
$bio

Ultra Seven [Model SHVC-U7] (c) 1993 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62581&o=2

$end


$info=ultratnk,
$bio

Ultra Tank (c) 1978 Kee Games.

Two tanks face off in a maze of blocks. Besides dodging the bullets shot by the opponent, a player must also avoid running into mines. After the game timer expires, the player with the highest score wins.

The game is similar to the original "Tank" except the battlefields can be open or have mines and barriers and the tanks can be visible or invisible depending on how the options are selected.

- TECHNICAL -

Game ID : 009801

Main CPU : MOS Technology M6502 (@ 756 Khz)
Sound Chips : Discrete (@ 756 Khz)

Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 4

Players : 2
Control : Double 2-way joysticks (vertical)
Buttons : 1

- TRIVIA -

Released in February 1978.

Developed by Kee Games

- SERIES -

1. <a href="index.php?page=database&lemot=tank%20%5B&editeur=247&gallery=1">Tank</a> (1974)
2. Tank II (1974)
3. Tank 8 (1976)
4. Ultra Tank (1978)

- STAFF -

Designed and programmed by : Mike Albaugh

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3022&o=2

$end


$info=utoukond,
$bio

Ultra Toukon Densetsu (c) 1993 Banpresto.

Horizontal beat'em up featuring, in SD (Super Deformed), Ultraman and his comrades who fight evil monsters.

- TECHNICAL -

Game ID : BP931

Main CPU : Motorola 68000 (@ 16 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : X1-010 (@ 16 Mhz), YM3438 (@ 6 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Released in March 1993.

The title of this game translates from Japanese as 'Ultra Fighting Spirit Legend'.

Based on the sentai series "Ultraman" of Tsuburaya productions.

- STAFF -

Producer : Toshifumi Kawashima
Game Designer : Momonga. Ogawa
Programmer : S. Yagawa
Character Designer : General. W
Screen Designer : K. Nakajima
Object Designers : Shinsuke Yamakawa, Satoshi. Ono, K. Kitajima, Aya. Kanagawa
Sound Creator : N. Shioda
Special Thanks : Mr. Suzuki, Mr. Nakagawa, Mr. Saitoh, S. Hotta, T. Ishiki

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3023&o=2

$end


$jaguar=ultravor,ultravor1,
$bio

Ultra Vortek (c) 1995 Atari Corp.

- TECHNICAL -

Model J9082E

- TIPS AND TRICKS -

* Cheats (at options screen):
- Uppercut Annihilations (during 'Annihilation Time'):
Uppercut opponent (D+Punch). Works with any character only on the 'Stoned Poseidon', 'Hell's Kitchen', or 'Temple of the Vortek' stages.
- Anvil Annihilations (during 'Inner City Chaos Stage' only):
Do this far from opponent so you don't get crushed by the anvil that drops from the sky. D, D, D, then:
A (for Lucius, Dreadloc, and Skullcrusher)
B (for Volcana and Grok)
C (for Buzzsaw and Mercury).

* Easter Eggs:
- Enable speed selector option (at title screen):
1+5+9 ('fight' confirms) (can select normal or turbo speed)
- Hidden Backgrounds (during background select screen):
Subway Passage: '*'
Hidden Palace: '#'
- Hidden Characters:
Carbon: Must be on Hard or Killer level, one-player mode, 'Earthquake Zone' stage, win a double perfect. Carbon will be on 'Subway Passage' stage. Easy way to get a double perfect in 'Earthquake Zone': at beginning of game, beat the first opponent then lose & continue for the others until 'Earthquake Zone', then get in one hit and block until the timer runs out.
- Enable voice modem (at title screen): 9,1,1 (emergency on phone pad)
- Test Mode (enter at the 'EYE'): 1+2+3+7+9+Option
- Change Music/Sound FX/Volume (in the middle of a round): Pause, A/B/C

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76461&o=2

$end


$fm7_cass=ultramah,
$bio

Ultra Yonin Mahjong (c) 1983 Tsukumo Denki [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93817&o=2

$end


$pc8801_cass=ultraymj,
$bio

Ultra Yonin Mahjong (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91284&o=2

$end


$pcecd=ultrago2,
$bio

Ultrabox 2? (c) 1990 Victor Musical Industries, Incorporated.
(Ultrabox 2 Gou)

A CD-Rom magazine featuring:
Custo (animation/roleplaying game)
Mission School (dating/idol game)
Gamen Victor 2 (biking action game)
Daruma Otoshi (Puzzle game)
Date (Dating simulation with three girls, Yoko, Aya and Hiroko)
Astrology with japanese wrestler Rusher Kimura
PC Engine catalog (screenshots, game description, demos including Ranma 1/2, Sangokushi and Ys III)

- TECHNICAL -

Game ID: JCCD0602

- TRIVIA -

Ultrabox 2 Gou was released on September 28, 1990 in Japan for 4800 Yen.

- STAFF -

Rendez-vous a Yokohama
Cast: Hiroko Amemiya, Aya Uchimura, Hiroko Sakairi

PAGEONE
Narration: Michihiro Ikemizu

AONI PRO
Photo: Yuji Makiuchi

PARTHENON STUDIO
Hair & Make up: Harakazu Ishihara
Computer graphics: Satoru Honda, Takeo Otsuka
Music & SE: Hikoshi Hashimoto, Kazuo Nakamura, Takeo Suzuki
Program: Takeshi Hasegawa, Hiroshi Takeda

MUTECH
Technical Direction: Yoshinao Shimada (SOFIX)
Planned & Directed by: Kazuo Nakamura

CUSTO
Character Design: Hiromasa Ohta
Scenario: Yasuhiko Kamata
Screenplay: Yasuhiko Kamata
Key Animation: Kohichi Hashimoto, Takeshi Honda, Itsurou Kawasaki
Animation: Hatsue Nakayama, Manami Obara, Chikako Harada, Kohichi Takahashi
Game Graphics: Hitoshi Kakumu
Narration: Keiichi Noda, Michihiro Ikemizu, Hiroko Emori, Minoru Ohtake
Music & SE: Hikoshi Hashimoto
Scenery Design: Paradime Shift
Program: Yashitada Iwasa, Teruhito Yamaki, Yoshiaki Iwasawa
Planned & Directed by: Shuuichi Kohno

Editorial Production
100 PRECENT: Shigeo Asai: Takahiro Eguchi
SUPER DOME STUDIUM: Makato Arioka, Yoshihiro Hayamizu
ISHII OFFICE: Masami Ishii, Yoko Igami
GAME ARTS: Youichi Miyaji, Tetsu Uesaka
Photo(Rusher Kimura): Hitoshi Hagiwara
Horoscope: Ms. Persefoner
Narration: Masayuki Iijima
Opening & Ending Music: Hiroyuki Izumi
PSG Music: Noriyuki Nakagami
Music (MISSION SCHOOL): Kazuaki Sekiya(ONDO)
Producer: Takanobu Itoh, Hideyuki Hagiwara
Computer Graphics: Yukio Saruta, Hisashi Uesugi, Kumiko Matsuda, Mayumi Ishihara, Ryuji Siina, Michiki Uchida, Manami Sakai
Program: Yasushi Kaneko, Masahiro Nanbu, Satoshi Nakano
Editorial Staff: Yukiko Takumi, Akiko Goto, Kazue Yamazaki, Kazue Nishiyama
Music & Sound Director: Atsushi Yamazaki
Music & Sound AD.: Ryoichi Morita
Script Director: Yoichi Imai
Editorial Director: Haruhiko Koga
Art Director: Yukio Saruta
Technical Director: Yasushi Kaneko
Creative Director: Kiyoshi Hayashi
Controlled by: Masaru Yoshioka, Kazuo Nakamura
Edito-In-Chief: Harunobu Komori
Publisher: Satoshi Honda

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58447&o=2

$end


$pcecd=ultrago3,
$bio

Ultrabox 3? (c) 1990 Victor Musical Industries, Inc.
(Ultrabox 3 Gou)

A CD-Rom magazine featuring:
Custo (animation/roleplaying game)
Making Of Dorayaki Quest (Digital Comic)
Princess Of PC Engine (collection of PC Engine heroines)
Gamen Victor 3 (horizontal shooter)
Reverse 3 (puzzle game)
Astrology with japanese wrestler Rusher Kimura
PC Engine catalog (screenshots, game description, demos including Zero 4 Champ, Kaizo Chonin Shubibinman 2 and Toy Shop Boys)

- TECHNICAL -

Game ID: JCCD0603

- TRIVIA -

Ultrabox 3 Gou was released on December 26, 1990 in Japan for 4800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58448&o=2

$end


$pcecd=ultrago4,
$bio

Ultrabox IV Gou (c) 1991 Victor Musical Industries, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58449&o=2

$end


$pcecd=ultrago5,
$bio

Ultrabox V Gou (c) 1991 Victor Musical Industries, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58451&o=2

$end


$pcecd=ultrago6,
$bio

Ultrabox VI Gou (c) 1992 Victor Musical Industries, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58452&o=2

$end


$pcecd=ultrasgo,
$bio

Ultrabox (c) 1990 Victor Musical Industries, Inc.

A CD-Rom magazine featuring:
Love Horoscope
Kininaru Heroin (dating/idol)
Hot Games (Download and Magical Dinosaur Tour)
Gamen Victor (side scrolling action game)
Horse racing game
Astrology with japanese wrestler Rusher Kimura
Jan Jan Box (art and pictures from young readers)
PC Engine catalog (screenshots, game description etc...)
Atanamokiyoyakun ! (simple button mashing game featuring a lightly dressed woman)
Bomb Town Story (short animation by Toei)
UB64 (Puzzle game)
Chotto Eigo ga deki tanara (English dating game).

- TECHNICAL -

Game ID: JCCD0601

- TRIVIA -

Ultrabox was released on June 15, 1990 in Japan for 4800 Yen.

- STAFF -

Editorial Production: Super Fome Stadium, Makoto Arioka, Yoshihiro Hayamizu, 100 Percent, Shigeo Asai, Takahiro Eguchi, Olive Company, Masayoshi Okazaki, Kiichiro Tamagawa

Game Production
Game Arts: Youichi Miyaji, Tetsu Uesaka
Bombtown Production: Toei Animation, Co. Ltd, Tadao Ohkubo, Atsutoshi Umezawa
Hair & Make-Up: Keiko Mori, Shun Kusano
Photographer: Hitoshi Hagiwara, Noriaki Moriya, Daichi Gunji
Computer Graphics: Hisashi Uesugi, Michiko Uchida, Kumiko Matsuda, Mayumi Ishihara, Ryuhi Siina
Illustration: T-Box Studio, A-WAT's
Horoscope: Ms. Persefoner
Theme Music: Hiroyuki Izumi
PSG Music & SE: Musical Plan Ltd., Noriyuki Nakagami
Narrator: Kyoko Saitoh, Masaka Iwai
Editorial Staff: Yukiko Takumi, Akiko Goto, Kazue Yamazaki, Kazue Nishiyama
Programmer: Masahiro Nanbu, Satoshi Nakano
Producer: Takanobu Itoh, Hideyuki Hagiwara
Music & Sound Director: Atsushi Yamazaki
Script Director: Yoishi Imai
Art Director: Yukio Saruta
Technical Director: Yasushi Kaneko
Creative Director: Kiyoshi Hayashi
Controlled By: Masaru Yoshioka, Kazuo Nakamura
Editor-in-Chief: Harunobu Komori
Executive Producer: Satoshi Honda

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58450&o=2

$end


$pico=ultraher,
$bio

UltraHero [Model T-133110] (c) 1995 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75820&o=2

$end


$megadriv=ultraman,
$bio

Ultraman (c) 1993 Ma-Ba

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57019&o=2

$end


$wscolor=ultraman,
$bio

Ultraman - Hikari no Kuni no Shisha [Model SWJ-BANC11] (c) 2001 Bandai Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86498&o=2

$end


$saturn,sat_cart=ultraman,
$bio

Ultraman - Hikari no Kyojin Densetsu (c) 1996 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59861&o=2

$end


$famicom_flop=ultraman,ultraman1,
$bio

?????? ??????? (c) 1987 Bandai
(Ultraman - Kaijuu Teikoku no Gyakushuu)

- TECHNICAL -

Disk ID: BAN-ULM

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65485&o=2

$end


$snes=ultramanu,
$bio

Ultraman - Towards the Future [Model SNS-UM-USA] (c) 1991 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63956&o=2

$end


$snes=ultraman,
$bio

Ultraman - Towards the Future [Model SNSP-UM-EUR] (c) 1991 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63955&o=2

$end


$famicom_flop=ultramn2,
$bio

??????2 ?????!! (c) 1987 Bandai
(Ultraman 2 - Shutsugeki Katoku Tai!!)

- TECHNICAL -

Disk ID: BAN-UL2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65486&o=2

$end


$gameboy=ultrabal,
$bio

Ultraman Ball [Model DMG-AUMJ-JPN (c) 1994 Interbec

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67320&o=2

$end


$gameboy=ultratou,
$bio

Ultraman Chou Toushi Gekiden [Model DMG-QUJ] (c) 1994 Angel Studios

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67321&o=2

$end


$famicom_flop=ultraclba,ultraclb,
$bio

????????? ?????? (c) 1988 Bandai.
(Ultraman Club - Chikyuu Dakkan Sakusen)

- TECHNICAL -

Disk ID: BAN-ULC

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65487&o=2

$end


$nes=ultraclb,
$bio

Ultraman Club - Kaijuu Dai Kessen!! (c) 1992 Angel

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54786&o=2

$end


$info=umanclub,
$bio

Ultraman Club - Tatakae! Ultraman Kyoudai!! (c) 1992 Banpresto.

- TECHNICAL -

Game ID : BP922

Main CPU : Motorola 68000 (@ 16 Mhz)
Sound Chips : X1-010 (@ 16 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in July 1992.

The subtitle of this game translates from Japanese as 'Fight! Ultraman Brothers!'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3026&o=2

$end


$gameboy=ultraclb,
$bio

Ultraman Club - Tekikaijuu o Hakken seyo! [Model DMG-ULJ] (c) 1990 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67322&o=2

$end


$nes=ultracl2,
$bio

Ultraman Club 2 - Kaettekita Ultraman Club (c) 1990 Yutaka

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54787&o=2

$end


$nes=ultracl3,
$bio

Ultraman Club 3 (c) 1991 Yutaka

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54788&o=2

$end


$info=bultrman,
$bio

Ultraman Crossattack (c) 198? Bandai Co., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83322&o=2

$end


$pico=ultradd,
$bio

Ultraman Dyna [Model T-133260] (c) 1998 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75821&o=2

$end


$pico=ultrakds,
$bio

Ultraman Kids - Tobidase! Space Picnic [Model T-170020] (c) 1995 GE

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75822&o=2

$end


$psx=ultraman,
$bio

Ultraman Tiga & Ultraman Dyna Fighting Evolution - New Generations [Model SLPS-01455] (c) 1998 Bandai Co., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85831&o=2

$end


$pico=ultratig,
$bio

Ultraman Tiga [Model T-133200] (c) 1997 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75823&o=2

$end


$pico=ultravkg,
$bio

Ultraman vs. Kaijuu Gundan!! [Model T-133070] (c) 1994 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75824&o=2

$end


$psx=ultramze,
$bio

Ultraman Zearth [Model SLPS-00652] (c) 1996 Tohoku Shinsha

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85832&o=2

$end


$saturn,sat_cart=ultraz,
$bio

Ultraman Zukan (c) 1996 ASK Kodansha Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59862&o=2

$end


$saturn,sat_cart=ultraz2,
$bio

Ultraman Zukan 2 (c) 1997 ASK Kodansha Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59863&o=2

$end


$saturn,sat_cart=ultraz3,
$bio

Ultraman Zukan 3 (c) 1998 ASK Kodansha Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59864&o=2

$end


$msx1_cart=ultraman,
$bio

Ultraman [Model BMX-003] (c) 1984 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77572&o=2

$end


$gameboy=ultraman,
$bio

Ultraman (c) 1991 Interbec

- TECHNICAL -

Cartridge ID: DMG-UNJ

- TRIVIA -

Reviews:
May 1992 - Joypad N.8 (Page 112) [FR]: 60/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67319&o=2

$end


$snes=ultramanj,
$bio

?????? (c) 1991 Bandai
(Ultraman)

Ultraman is a side-scrolling fighting game, an conversion of Bandai & Banpresto's arcade game. The major pop culture phenomenon has spawned countless adaptations and spin-offs since its first broadcast in the 1960s, and it didn't take long before a game featuring the Ultra-Warrior was released for the popular Super Famicom system. In the near future, the Science Patrol organization is created to fight constant waves of giant alien monsters who threaten life on Earth. Hayata, a member of the organization, has the secret ability to transform into Ultraman, a powerful fourty meters tall super-human. A mysterious item called the Beta Capsule allows him to revive Ultraman for three minutes, and this until his body energy depletes completely. A warning light located on his chest goes from green to red, alerting Ultraman of his energy level. The game features a total of ten one-on-one battles where Ultraman faces several monsters from the popular TV Show. Our hero can use various punches, kicks and grabs, but also rolls and jumps. He can also charge up special attacks such as the traditional Ultra Slash, Specium Ray and so on. Once an opponent's energy bar is at its lowest, the monster has to be finished off using the special attack powered up at its maximum charge. During the game, both Ultraman and his enemies recover health over time - the battlefield's wideness often gives our hero the opportunity to regain his life and get ready for his next attack.

- TECHNICAL -

Cartridge ID: SHVC-UM

- TRIVIA -

Ultraman was released on April 06, 1990 in Japan for 7800 Yen.

The original arcade game was originally released in 1991. The game is fairly identical to the Super Famicom version - same menus and same overall graphics. In that respect, the Super Famicom version is an excellent conversion.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62582&o=2

$end


$info=afm_11u,mm_10u,
$bio

UltraPin (c) 2006 Global VR.

Only have space for one pinball game in your location? Tired of replacing parts and maintaining the same pinball game over and over? UltraPin is the answer.
UltraPin allows you to have many different Pinball tables on one cabinet. Choose from proven favorites such as "Xenon (Bally)", "Attack from Mars", "F-14 Tomcat", "Medieval Madness", "Sorcerer" and "Strikes and Spares". The Best of Pinball with None of the Hassle!

UltraPin features our U-Shock Board which allows players to interact with the cabinet for a totally realistic pinball experience. You can BUMP and NUDGE the cabinet to affect the ball in play - just like real pinball. Ultrapin's realistic ball movement matches the feel of the original tables.

- TECHNICAL -

The game has 2 LCD screens, one for the black glass and the other one on the play field.

- TRIVIA -

UltraPin was released in December 2006 in USA.

Manufactured under license from Williams Electronics Games, Inc. UltraPin was originally developed by UltraCade Technologies which was bought by Global VR in 2006.

This game was developed on updated Visual Pinball engine with hardware DX 9 and Visual PinMAME. The operational system is Windows XP Embedded.

- STAFF -

Executive Producer : John Ray

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11403&o=2

$end


$segacd=prime,
$bio

Ultraverse Prime (c) 1994 Sony Imagesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60835&o=2

$end


$c64_cart,c64_flop=ultrex,
$bio

Ultrex Quadro Maze (c) 1983 Turbo Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53754&o=2

$end


$bbca_cass,bbcb_cass=ultron,
$bio

Ultron (c) 19?? Icon

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52614&o=2

$end


$cpc_cass=ultron1,
$bio

Ultron 1 (c) 1987 Chip [Paris, France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99997&o=2

$end


$bbca_cass,bbcb_cass=ultronpprr,
$bio

Ultron pprr (c) 19?? Audiogenic

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52615&o=2

$end


$pc8801_flop=ulyssesb,
$bio

Ulysses (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93180&o=2

$end


$ibm5150,ibm5150_cass=ulysses,
$bio

Ulysses and the Golden Fleece (c) 1981 Sierra On-Line, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83731&o=2

$end


$pc8801_flop=ulysses,ulyssesa,
$bio

Ulysses and the Golden Fleece (c) 1983 Starcraft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93181&o=2

$end


$fm7_disk=ulysses,
$bio

Ulysses and the Golden Fleece (c) 1983 Starcraft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93666&o=2

$end


$saturn,sat_cart=umanari1,
$bio

Umanari 1 Furlong Gekijou (c) 1997 Microvision

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59865&o=2

$end


$pc98=umanari1,
$bio

Umanari 1 Furlong Theater (c) 1994 Micro Vision

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90962&o=2

$end


$pc98=umanari2,
$bio

Umanari 1 Furlong Theater 2 (c) 1995 Micro Vision

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90963&o=2

$end


$info=umipoker,
$bio

Umi de Poker (c) 1997 World Station Company, Limited..

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43139&o=2

$end


$gameboy=uminus2,
$bio

Umi no Nushi Tsuri 2 [Model DMG-A8UJ-JPN] (c) 1998 Victor Interactive Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67323&o=2

$end


$psx=uminonus,
$bio

Umi No Nushi Tsuri Takarajimi NI Mukatte [Model SLPS-02172] (c) 1999 Pack In Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85833&o=2

$end


$snes=uminushia,uminushi,
$bio

Umi no Nushi Tsuri [Model SHVC-A6UJ-JPN] (c) 1996 Pack-In-Video Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62584&o=2

$end


$snes=umitsuri,
$bio

Umi Tsuri Meijin - Suzuki Hen [Model SHVC-AUFJ-JPN] (c) 1994 Electronic Arts Victor [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62583&o=2

$end


$psx=umiharak,
$bio

Umihara Kawase Shun - Second Edition [Model SLPS-02549] (c) 2000 Xing Ent. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85834&o=2

$end


$snes=umihara,
$bio

???? (c) 1994 TNN
(Umihara Kawase)

Umihara Kawase is an unique side-scrolling platform game by TNN (which stands for 'Think about Needs of Notice for human being') and published by the Japan's public broadcasting organization NHK. It is the first episode of a game series that put players in the shoes of a cute schoolgirl named Umihara Kawase, and equipped with a fishing rod and a pink backpack. The goal of the game is fairly simple - in each stage (called 'Fields'), the objective for the young heroine is to reach one of the exit doors before running out of time. However, sea creatures ranging from fish, squids and other sea-snails roam each level and attack the little girl on sight. This is where the fishing rod steps in. Umihara can cast her fishing line out, stunt enemies with it and tuck them away in her bottomless backpack. But the fishing line has another incredible ability that lies at the heart of the gameplay - it can also hook onto platforms and help Umihara swing around and reach higher ground. The length of the line is also fully adjustable allowing for incredible acrobatic stunts. The game's structure is strictly non-linear and Umihara's journey quickly branch out - various levels have different exit doors that lead to alternate routes and deadly bosses.

- TECHNICAL -

Game ID: SHVC-ATAJ-JPN

- TRIVIA -

Released on December 23, 1994 in Japan for 9800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62585&o=2

$end


$wswan=umizuri,
$bio

Umizuri ni Ikou! [Model SWJ-CCJ001] (c) 1999 Coconuts Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86406&o=2

$end


$amigaocs_flop=ums,
$bio

UMS - The Universal Military Simulator (c) 1988 Rainbird

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75455&o=2

$end


$amigaocs_flop=ums2,
$bio

UMS II - Nations at War (c) 1991 Rainbird

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75456&o=2

$end


$amigaocs_flop=umssd1,
$bio

UMS Scenario Disk One - The American Civil War (c) 1988 Rainbird

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75457&o=2

$end


$amigaocs_flop=umssd2,
$bio

UMS Scenario Disk Two - Vietnam (c) 1988 Rainbird

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75458&o=2

$end


$pico=berenstbs,
$bio

Un Día en la Escuela con los Ositos Berenstain [Model 49036-06] (c) 1995 Sega Enterprises, Ltd. [Tokyo, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75825&o=2

$end


$pico=berenstbi,
$bio

Un Giorno di Scuola degli Orsi Berenstain [Model 49036-13] (c) 1995 Sega Enterprises, Ltd. [Tokyo, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75826&o=2

$end


$gameboy=indienvl,
$bio

Un Indien dans la Ville [Model DMG-A65P-EUR] (c) 1995 Titus

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67324&o=2

$end


$nes=unchartd,
$bio

Uncharted Waters (c) 1991 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55778&o=2

$end


$megadriv=unchartd,
$bio

Uncharted Waters (c) 1992 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57504&o=2

$end


$snes=newhoriz,
$bio

Uncharted Waters - New Horizons [Model SNS-QL-USA] (c) 1994 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63958&o=2

$end


$snes=unchartd,
$bio

Uncharted Waters [Model SNS-QK-USA] (c) 1993 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63957&o=2

$end


$bbca_cass,bbcb_cass=unclecla,
$bio

Uncle Claude (c) 1984 Alligata

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52616&o=2

$end


$nes=festrqst,festrqstu,festrqstup,
$bio

Uncle Fester's Quest - The Addams Family (c) 1989 SUNSOFT.

- TECHNICAL -

Game ID: NES-EQ-USA

- TRIVIA -

Released in September 1989 in USA.

Reviews:
[FR] Player One (Oct. 1990): 70/100

- TIPS AND TRICKS -

* No sound : quickly press Select twice to pause and unpause the game and the sound will be gone. To turn on the sound you have to run into a wall and then pause and unpause the game.

- STAFF -

Developed by: Sunsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55137&o=2

$end


$info=pc_ftqst,
$bio

Uncle Fester's Quest - The Addams Family (c) 1989 Nintendo of America.

PlayChoice-10 version. For more information about the game itself, please see the original NES version.

- TECHNICAL -

Nintendo PlayChoice-10 hardware
Game ID : EQ

Main CPU : Zilog Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz)
Sound Chips : Zetex N2A03 (@ 1.789772 Mhz), DAC

Players : 2
Control : 8-way joystick
Buttons : 2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1838&o=2

$end


$info=unclepoo,
$bio

Uncle Poo (c) 1983 Diatec.

A one or two player funny maze game. 

Help the hilarious old man named literally "uncle poo" to escape from maze and collecting all the treasure items, defeat the animal enemies using flatulence and advancing fast using roller skates to avoiding the inundation advance to go to the next level!

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.000 Mhz) 
Sub CPU : Zilog Z80 (@ 3.000 Mhz) 
Sound Speaker : General Instrument AY-3-8910A 1.500000 Mhz
Screen orientation : Horizontal
Video resolution : 240 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 256

Players : 1
Control: 4-way joystick 
Buttons: 2

- TRIVIA -

Uncle Poo was released in December 1983.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=33588&o=2

$end


$snes=undake30,
$bio

Undake 30 Same Game Daisakusen - Mario Version [Model SHVC-ANZJ-JPN] (c) 1995 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62586&o=2

$end


$msx2_flop=undead,undeadb,undeada,
$bio

Undead Line (c) 1989 T&E Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102122&o=2

$end


$megadriv=undead,
$bio

Undead Line (c) 1991 Palsoft

- TRIVIA -

Released on December 20, 1991 in Japan.

- STAFF -

Director: Fūtarō Yamamoto (F. Yamamoto)
Main Designer: Toyokazu Hattori (T. Hattori)
Effect & Sub Director: Satoru Aoyama (S. Aoyama)
Programmer: Fūtarō Yamamoto (F. Yamamoto)
Map Designer: Toyokazu Hattori (T. Hattori)
Character Designer: Satoru Aoyama (S. Aoyama)
Music Composer: Kazunori Hasegawa (K. Hasegawa)
Music Programmer: Kentaro Nishiwaki (K. Nishiwaki)
Adviser: H. Kotani
Special Thanks: MSX Undeadline Team
Debugger: Tokihiro Naitō (T. Naito), J. Ogura, Takahiro Hachiya (T. Hachiya), Y. Goto, K. Watanabe, H. Kouno, S. Matsuhisa, Cherry
Produce: T&E Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57020&o=2

$end


$info=undefeat,
$bio

Under Defeat (c) 2005 G.Rev.

- TECHNICAL -

Runs on the Sega "NAOMI GD-ROM System" hardware.

- TRIVIA -

Under Defeat was released on October 27, 2005.

- SERIES -

1. Under Defeat (2005)
2. Under Defeat HD+ (2013)

- PORTS -

* Consoles :
Sega Dreamcast (2006)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4459&o=2

$end


$info=undrfire,undrfireu,undrfirej,
$bio

Under Fire (c) 1993 Taito.

Hoping to compete with Konami's "Lethal Enforcers". this Taito light gun shoot 'em-up has players assuming the role of a special operatives police officer against a vicious gang who's taken over various neighbourhoods, a convenience store, and even an amusement park.

- TECHNICAL -

Board Number : M43E0288
Prom Stickers : D67

Main CPU : Motorola 68EC020 (@ 16 Mhz)
Sound CPU : Motorola 68000 (@ 16 Mhz)
Sound Chips : Ensoniq ES5505 (@ 15.238 Mhz)

Players : 2
Control : lightgun
Buttons : 3

- TRIVIA -

Released in February 1994 in Japan.

Zuntata Records released a limited-edition soundtrack album for this game (Zuntata Rare Selection Vol.5 - ZTTL-0036) on 20/02/1999.

- UPDATES -

The US version is slightly different, it has the "Recycle It, Don't Trash It!" screen.

In the Japanese version, some ememies voices are replaced by 'Go to hell'.

- TIPS AND TRICKS -

* Save the hostage: If you save hostages, you can recover health.

* Full Power Machine Gun: some part of the stages must have the 'Full Power Machine Gun' item, it have 120 ammo and no reload.

* Blast anything: If you Blast anything on stage, you will get the 'Full Power Machine Gun' item too.

- STAFF -

Producers : Hisao Shimizu, Ichiro Fujisue
Directed by : Naomitsu Abe
Screenplay by : Yusuke Tsuda
Programmers : Masaki Yagi (Ymot Yagi), Iromust TMR, TKHC-1, NOB
Characters creators : Chiho Maeda, Uoosy Mahler, Miwa Kamiya, Yuko Kajihara, Miyabi Tashiro, Naomitsu Abe, Yusuke Tsuda
Hardware designers : Yasuhiro Shibuya, Hajime Aga, Tomio Takeda, Hironobu Suzuki, Digital Stream Corp.
Mechanical coordinators : Jun Nishiyama

* Cast : Anita Platacis, Carlos Laguardia, Carol Glaser, Ed Manning, Gail Smolen, Greg Hasler, Jim Belt, John Pipp, Larry Stallman, Mike Fountain, Paul Torres, Reg Winter, Rich Zver, Susan Schultz, Toni Jordan, Yoshi Nakanishi, Ichiro Fujisue, Masaki Yagi, Takaaki Tomita, Tsune Tsune, Tatsuya Ushiroda, Yusuke Tsuda, Keisuke Kogure, Takao Yoshiba, Osamu Inoue

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3027&o=2

$end


$info=m1undsie,m1undsiea,m1undsieb,m1undsiec,
$bio

Under Siege (c) 199? Maygay.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42025&o=2

$end


$info=uccops,uccopsj,uccopsu,
$bio

Undercover Cops (c) 1992 Irem.

Dr. Clayborn and his henchmen have taken control of the city and Commissioner Gordon (no, Batman is not in the game) made one last plea for help and called three of New York's Finest undercover cops : Bubba, an ex-professional football player; Flame, a former Miss America; and Claude, a retired philosophy teacher. They must fight every lackey and vanquish Dr. Clayborn in order to restore law and order to the city. Very fun beat-em-up where almost anything can be used as a weapon; fish, rocks, i-beams, cars, etc.

- TECHNICAL -

Irem M-92 system hardware

Main CPU : V33 (@ 9 Mhz), V30 (@ 7.15909 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), GA20 (@ 3.579545 Mhz)

Players : 3
Control : 8-way joystick
Buttons : 2 (ATTACK, JUMP)

- TRIVIA -

Undercover Cops was released in July 1992.

The Police 'car' at the end of Undercover Cops looks (and acts) just like "Moon Patrol", which is also from Irem.

On the small red TV items, you can see that they have a picture of the boss from Stage 1 of "R*Type"!

Soundtrack releases:
Undercover Cops - Victor Entertainment - VICL-5180 - Dec 16, 1992

Manga releases:
Undercover Cops 1 Beach Koba - Shinseisha - Aug 30, 1993
Undercover Cops 2 Beach Koba - Shinseisha - Feb 10, 1995

- UPDATES -

The US version is missing ROSA's running+jump+attack.

Name changes between JAPAN and WORLD version :
Zan Takahara / Claude
Matt Gables / Bubba
Rosa Felmond / Flame

The Japanese version has also different music.

- STAFF -

Creator : Meeher
Designers : Akio, Susumu, Kozo, Nob
Programmers : Teroling, Danger Nao
Sound : Hiyamuta (Hiya!)
Character voices : Nukegara, Muttershi, Fuku Chan, Kiki
American staff : Steve, Drew, Max
Publicity staff : S. Sakomizu

- PORTS -

* Consoles :
Nintendo Super Famicom [JP] (March 3, 1995) "Undercover Cops [Model SHVC-AUCJ-JPN]" 

* Computers : 
PC [MS Windows, Online] [EU] (December 9, 2011) "IREM Arcade Hits" by DotEmu 
Apple MacIntosh [Online] [US] (August 21, 2011) "Irem Arcade Hits" by DotEmu 
PC [Desura] [US] (November 2, 2013) "IREM Arcade Hits" by Plug In Digital

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3028&o=2

$end


$info=uccopsar,
$bio

Undercover Cops - Alpha Renewal Version (c) 1992 Irem Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=39693&o=2

$end


$gameboy=undercop,
$bio

Undercover Cops Gaiden - Hakaishin Garumaa [Model DMG-UZJ] (c) 1993 Irem Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67325&o=2

$end


$snes=undercop,
$bio

Undercover Cops (c) 1995 Irem Corp.

- TECHNICAL -

[Model SHVC-AUCJ-JPN]

- TRIVIA -

The game was presented at the Famicom Spaceworld' 93 in August 1993 in Japan.

Undercover Cops for Super Famicom was released on March 3, 1995 in Japan only.

An export version for the North American SNES was planned, but never released.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47454&o=2

$end


$msx1_cass=undergnd,
$bio

Underground (c) 1988 System 4 de Espana, S.A. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95096&o=2

$end


$pc8801_flop=undine,undined,
$bio

Undine (c) 1993 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93182&o=2

$end


$alice32=affor,
$bio

Une Affaire en Or (c) 1985 Matra Datasysteme [Paris, France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87602&o=2

$end


$pico=poohcornf,
$bio

Une Année en Compagnie de Winnie l'Ourson (c) 199? Sega Enterprises, Ltd.

- TECHNICAL -

Game ID: 49021-09

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75827&o=2

$end


$gba=unfabuls,
$bio

Unfabulous [Model AGB-BU4E-USA] (c) 2006 T-HQ, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76224&o=2

$end


$x68k_flop=unform91,
$bio

Unformat Disk Kaizokuhan '91 Gekan (c) 1991 Takechii Shachou

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88196&o=2

$end


$x68k_flop=unformtj,
$bio

Unformat Disk Kaizokuhan '91 Joukan (c) 1991 Takechii Shachou

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88197&o=2

$end


$x68k_flop=unformat,
$bio

Unformat Disk Natsuyasumi Tokubetsu Zoukan Gou (c) 1991 Takechii Shachou

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88198&o=2

$end


$x68k_flop=unformsj,
$bio

Unformat Disk Soukan Junbi Tokubetsu Gou (c) 199? Takechii Shachou

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88199&o=2

$end


$psx=ungrawal,
$bio

Ungra Walker [Model SLPM-87055] (c) 2002 Success [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85835&o=2

$end


$info=m4unibox,m4uniboxa,
$bio

Unibox (c) 199? Union Games, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41520&o=2

$end


$pc8801_flop=uniform,
$bio

Uniform (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93183&o=2

$end


$pc8801_flop=uniformo,
$bio

Uniform Option 1 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93184&o=2

$end


$pc8801_flop=uniform1,
$bio

Uniform Option 2 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93185&o=2

$end


$pc8801_flop=uniforms,
$bio

Uniform Selection 1 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93186&o=2

$end


$pc8801_flop=uniform2,
$bio

Uniform Selection 2 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93187&o=2

$end


$nes=uninvite,
$bio

Uninvited (c) 1991 Kemco

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55779&o=2

$end


$info=j5uj,j5uja,j5ujb,
$bio

Union Jackpot (c) 199? JPM International.

- TECHNICAL -

System 5

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41059&o=2

$end


$msx2_flop=unipaint,unipaintb,unipainta,
$bio

UniPaint (c) 1986 Matsushita [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102123&o=2

$end


$info=m4unique,m4uniquep,
$bio

Unique (c) 199? Union Games, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41521&o=2

$end


$snes=uniracer,
$bio

Uniracers [Model SNS-4L-USA] (c) 1994 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63959&o=2

$end


$snes=unirally,
$bio

Unirally (c) 1994 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63960&o=2

$end


$info=kingt_l1,
$bio

United's King Tut (c) 1979 Williams Electronics, Incorporated.

6-player solid state shuffle alley.

- TECHNICAL -

[Model 1912]

- TRIVIA -

Released in August 1979. Developed by United Manufacturing Company.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=7389&o=2

$end


$info=omni_l1,
$bio

United's Omni (c) 1980 Williams.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=10328&o=2

$end


$cpc_cass=unitrax,
$bio

Unitrax (c) 1987 Streetwise

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99999&o=2

$end


$cpc_cass=unitraxs,
$bio

Unitrax [Model AM 436] (c) 1987 Erbe Soft. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99998&o=2

$end


$info=uniap2en,uniap2pt,
$bio

Unitron AP II (c) 1982 Unitron.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96205&o=2

$end


$pc8801_cass=univadv,
$bio

Universal Adventure (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91285&o=2

$end


$a2600=unichaos,unichaose,
$bio

Universal Chaos (c) 1989 Telegames

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51162&o=2

$end


$saturn,sat_cart=uninuts,
$bio

Universal Nuts (c) 1997 Lay-Up

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59866&o=2

$end


$megadriv=univsold,
$bio

Universal Soldier (c) 1993 Carolco.

- TRIVIA -

Reviews:
[FR] December 1992 - Consoles + N.15: 95%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71497&o=2

$end


$snes=univsold,
$bio

Universal Soldier [American Prototype] (c) 1992 Carolco

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63961&o=2

$end


$gameboy=univsold,
$bio

Universal Soldier (c) 1992 Accolade, Incorporated.

- TECHNICAL -

[Model DMG-UD-USA]

- STAFF -

Produced by: Chris W. Bankston
Programmed by: Elliot Gay
Graphics by: Joe Lewis
Music by: Paul Kenny, J. Dave Rogers
Additional Support: Colin Hogg, Mark Kirkby
Playtesting: Robert V. Daly, Steven Graziano, James Kucera
Special Thanks To: Alan Miller, Charlotte Taylor-Skeel, Robert H. Whitehead

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67326&o=2

$end


$amigaocs_flop=univwar,
$bio

Universal Warrior (c) 1993 Zeppelin Platinum

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75466&o=2

$end


$amigaocs_flop=universe,
$bio

Universe (c) 1994 Core Design

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75467&o=2

$end


$info=m4univ,
$bio

Universe (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41522&o=2

$end


$amigaocs_flop=univers3,
$bio

Universe 3 (c) 1990 Impressions

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75468&o=2

$end


$info=uniwars,
$bio

UniWar S (c) 1980 Irem.

Export release. Game developed in Japan. See the original Japanese release entry for more information about the game itself; "Ginga Teikoku no Gyakushuu".

- TRIVIA -

Two bootlegs of this game are known as "Space Battle" and "Sky Raiders".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3030&o=2

$end


$pc98=unkcg,
$bio

Unknown CG Collection (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90964&o=2

$end


$m5_cart=unk_maze,
$bio

Unknown CSMAZE (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95368&o=2

$end


$m5_cart=unk_intr,
$bio

Unknown Intruder (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95369&o=2

$end


$pc8801_flop=unknownv,
$bio

Unknown Variant 7 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93188&o=2

$end


$info=tt_game,
$bio

Unnamed game (c) 19?? Top Tronic.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=38482&o=2

$end


$megadriv=unnecess,
$bio

Unnecessary Roughness 95 (c) 1994 Accolade, Incorporated. [San Jose, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57505&o=2

$end


$pc98=uno,unoa,
$bio

UNO (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90945&o=2

$end


$x68k_flop=uno,
$bio

Uno (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88728&o=2

$end


$gameboy=uno,
$bio

Uno - Small World [Model DMG-UCJ] (c) 1993 Tomy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67329&o=2

$end


$gameboy=uno2,
$bio

Uno 2 - Small World [Model DMG-AUCJ-JPN] (c) 1995 Tomy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67330&o=2

$end


$gba=uno52u,
$bio

Uno 52 [Model AGB-BU5E-USA] (c) 2006 DSI Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76226&o=2

$end


$gba=uno52,
$bio

Uno 52 [Model AGB-BU5P] (c) 2007 Zoo Digital Publishing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76225&o=2

$end


$saturn,sat_cart=unodx,
$bio

Uno DX (c) 1998 Media Quest

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59867&o=2

$end


$gba=unofreflu,
$bio

Uno Free Fall [Model AGB-BUIE-USA] (c) 2007 DSI Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76228&o=2

$end


$gba=unofrefl,
$bio

Uno Free Fall [Model AGB-BUIP] (c) 2007 Zoo Digital Publishing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76227&o=2

$end


$gbcolor=unou,
$bio

Uno [Model DMG-AUNE-USA] (c) 1999 Mattel Media [Mattel, Incorporated.]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69064&o=2

$end


$gbcolor=uno,
$bio

Uno [Model DMG-AUNP-EUR] (c) 2000 Mattel Media [Mattel, Incorporated.]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69063&o=2

$end


$bbca_cass,bbcb_cass=unorigam,
$bio

Unoriginal Games (c) 19?? David McKeran

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52617&o=2

$end


$bbca_cass,bbcb_cass=pendark,
$bio

Unorthodox Engineers - The Pen and the Dark (c) 19?? Mosaic

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52618&o=2

$end


$amigaocs_flop=unreal,
$bio

Unreal (c) 1990 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75469&o=2

$end


$info=untoucha,
$bio

Untouchable (c) 1987 Dynax.

- TECHNICAL -

Game ID : 08

Main CPU : Zilog Z80 (@ 5 Mhz)
Sound Chips : YM2203 (@ 2.5 Mhz), OKI MSM5205 (@ 384 Khz)

Players : 1

- TRIVIA -

Untouchable was released in August 1987 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3031&o=2

$end


$svision=untchble,
$bio

Untouchable (c) 199? Bon Treasure

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95483&o=2

$end


$info=j6untch,j6untcha,
$bio

Untouchables (c) 199? JPM International.

- TECHNICAL -

Impact

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41153&o=2

$end


$pc8801_flop=unyoon,
$bio

Unyoon (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93189&o=2

$end


$fm7_cass=uootoy,
$bio

Uootoy (c) 1984 Compaq [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93818&o=2

$end


$pc8801_flop=uootoy,
$bio

Uootoy (c) 1985 Compaq [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93190&o=2

$end


$x1_flop=uootoy,
$bio

ウットイ (c) 1986 Compaq.
(Uootoy)

- TRIVIA -

Released in March 1986 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86164&o=2

$end


$gameboy=uoozu,
$bio

Uoozu (c) 1990 Towa Chiki

- TECHNICAL -

Model DMG-USJ

- TRIVIA -

Released on October 5, 1990 in Japan.

Export releases:
(US] "Fish Dude [Model DMG-US-USA]"

- STAFF -

By: SALIO, ANEX

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67331&o=2

$end


$info=m5upover,m5upover15,
$bio

Up & Over (c) 1998 Barcrest.

- TRIVIA -

Up & Over was released in September 1998 in UK.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=14901&o=2

$end


$info=pr_upnun,
$bio

Up & Under (c) 199? Project Coin Machines, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42415&o=2

$end


$c64_cart,c64_flop=upgrabs,
$bio

Up for Grabs (c) 1983 Spinnaker Software Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53755&o=2

$end


$a800=upgrabs,
$bio

Up for Grabs (c) 1983 Spinnaker Software Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86750&o=2

$end


$cpc_cass=up4grab,
$bio

Up for Grabs [Model AS287] (c) 1988 Alternative Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100000&o=2

$end


$info=sc4ufg,sc4ufga,
$bio

Up for Grabs (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR7022]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42836&o=2

$end


$info=sc4ufi,sc4ufia,sc4ufib,sc4ufic,sc4ufid,sc4ufie,
$bio

Up for It (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR6819]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42837&o=2

$end


$info=j6pompay,j6pompaya,j6pompayb,j6pompayc,
$bio

Up Pompay (c) 199? Ace Coin Equipment, Limited.

- TECHNICAL -

Impact

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41131&o=2

$end


$info=sc5pompa,sc5pompaa,sc5pompab,
$bio

Up Pompay (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR1606]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42741&o=2

$end


$info=upscope,
$bio

Up Scope (c) 1986 Grand Products.

The aim of the game is to attack the sub hunter while sinking as many ships as possible. If you miss the sub hunter it goes to another level where it drops depth charges while the player waits to fire a torpedo.

- TECHNICAL -

Game No: 103

Main CPU : Motorola 68000 (@ 7.15909 Mhz)
Sound Chips : Custom (@ 3.579545 Mhz)

Screen orientation : Horizontal
Video resolution : 671 x 216 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096

Players : 1
Control : paddle
Buttons : 1

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4242&o=2

$end


$a800=upupaway,
$bio

Up Up and Away (c) 1983 Ringblack Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86749&o=2

$end


$info=m4uuaw,m4uuaw__0,m4uuaw__1,m4uuaw__2,m4uuaw__3,m4uuaw__4,m4uuaw__5,m4uuaw__6,m4uuaw__7,m4uuaw__8,m4uuaw__9,m4uuaw__a,m4uuaw__b,m4uuaw__c,m4uuaw__d,m4uuaw__e,m4uuaw__f,m4uuaw__g,m4uuaw__h,m4uuaw__i,
$bio

Up Up and Away (c) 1997 Barcrest.

- TRIVIA -

Up Up and Away was released in November 1997 in UK.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=14900&o=2

$end


$m5_cart=upupball,
$bio

Up Up Balloon (c) 1983 Takara Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95370&o=2

$end


$info=gl_uyr,gl_uyrp,
$bio

Up Yer Riggin Club (c) 199? Global Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15350&o=2

$end


$info=upyoural,
$bio

Up Your Alley (c) 1987 Cinematronics, Incorporated.

- TECHNICAL -

Main CPU : (2x) Zilog Z80 (@ 6 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.666666 Mhz), Custom (@ 1.666666 Mhz)

Screen orientation : Vertical
Video resolution : 240 x 320 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024

Players : 1
Control : stick
Buttons : 4

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3973&o=2

$end


$c64_cart,c64_flop=upnaddem,
$bio

Up'n Add'em (c) 1984 SSC

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53756&o=2

$end


$info=upndown,upndownu,
$bio

Up'n Down (c) 1983 Sega.

Up'n Down is an abstract racing game viewed in a forced third-person perspective. 

The goal of the game is to collect coloured flags, while avoiding the enemy vehicles and obstacles that litter each course. The flags needed are displayed at the top of the screen and are coloured as follows: Light green, blue, red, olive, dark green, magenta, yellow and black. If the flags are collected quickly enough, bonus points are awarded. Collected flags remain visible on the track but are changed to white in colour.

In addition to the enemy vehicles, other hazards to be negotiated include potholes, broken bridges, steep hills and sharp corners. The player's vehicle can jump over both obstacles and vehicles, and if players land their vehicle on an enemy vehicle, the enemy is destroyed. Jumping at the wrong time, however, can send the player's vehicle into the path of an enemy, or off the track completely, resulting in the loss of a life. Players can also control the speed of their vehicle and even move in reverse.

Each round is progressively more difficult than the last, with more obstacles and enemy vehicles littering the courses.

- TECHNICAL -

Runs on the Sega "System 1" hardware.

Players: 2
Control: 4-way joystick
Buttons: 1 (JUMP)

- TRIVIA -

Released during September 1983. By this time, Sega was starting to make a name for itself in the arcade industry. With solid hits such as "Star Trek", "Zaxxon", and "Pengo" under its belt, Sega started to venture into other areas. Sega had partnered up with Gremlin to create "Head-On" and "Head-On 2" arcade games. Later on, Sega released "Turbo". Using the same three-quarter perspective that was used in "Zaxxon", Sega created another racing game with a twist. Up'n Down came out during a time when the arcade market was basically saturated with space shooters.

Export releases:
[US] "Up'n Down [No. 0A64]"
[US] "Up'n Down [No. 0A74]"

- SCORING -

Jumping on a truck : 1000 points
Jumping on a race care : 2000 points

You also get bonus points depending on how quickly you finished the course. The times and points are :
0 - 19 seconds : 20000 points
20 - 29 seconds : 10000 points
30 - 39 seconds : 5000 points
40 - 49 seconds : 3000 points
50 - 59 seconds : 1000 points
60 seconds and above : 0 points

- TIPS AND TRICKS -

* You will start the game with your car on the track. There may be other vehicles also on the track. You goal is to collect all the colored flags in the least amount of time. You must first learn how the joystick works. Putting more pressure on it in one direction causes your vehicle to accelerate. Letting off the pressure causes your vehicle to eventually stop. This will become critical to know as you move into the later rounds.

* When you jump, make sure you have somewhere to jump to. The jump itself takes up about the distance of the length of your car. If there isn't enough room to land, your car will crash. This also happens if you jump off the road anywhere. If you want to jump on another car, then start preparing for it early :
1)  Make sure the road ahead is somewhat straight. Sometimes you can jump off a right diagonal road onto a left diagonal road and hit the car that way.
2) Another way is when you are one car length behind your intended victim, and the road is straight, then go ahead and jump on them.

* Sometimes you may have to jump over a car to avoid being hit. Again, make sure you have enough road to land on. It is very easy to try to quickly jump a car only to find yourself wrapped up in the pine trees alongside the road.

* Of course, the object of the game is to collect flags. If, for some reason, you cannot get a flag, there are a couple of ways to remedy this situation.
1) If it is safe (only works on the lower rounds), you can backtrack to where the flag is. You cannot, though, go past the bottom edge of the screen.
2) If you go through three screens, the course will ''wrap'' around and you can get the flag on the return. The only disadvantage to this is that it is time consuming.

* Do not make blind jumps. If you can't see where you are jumping to, go up a little further to see your destination. If you don't, you may end up jumping into something such as a destroyed bridge, abrupt road ending, or the road curves and you jump off the road.

* Make sure you know where the hills are. If your car doesn't have enough speed, it will only go halfway up the hill before it rolls back down again. While it is rolling, you lose control over it.  This can be dangerous when other cars are coming up behind you.

* In the later rounds, other cars will be coming at you both from the front and rear. Some of them travel faster then others sometimes creating a situation where you will be in between two cars traveling opposite directions and heading straight for your car. Again, make sure you know how to accelerate and decelerate.

* Whenever you jump from one road to another, your car will automatically face toward the top of the screen in the direction of the road. You don't have to wait to move again. This can be especially handy when trying to avoid other cars or trying to get flags.

* I'll state the obvious of not getting a flag if there is too much congestion around it. Since the timer is not displayed, you probably don't know how much time you have taken to get the flags. Just go around the course and try again. Better to save a car then sacrifice it for points then realize you took too long and don't get any bonus.

* Keep on the lookout for what cars do what. Such as trucks usually follow along the road at a leisurely pace while race cars can go fast or slow and with or against the flow of traffic.

* As you progress in each round, the course becomes harder because more hazards are added to it.

* "Pengo" : Pengo makes a guest appearance in this game if you manage to pass the first four rounds in under a minute each. The penguin will appear in the water of round five riding a surf-board.

- STAFF -

Staff : Yoji Ishii (ICI), T.N, SHO, R.T, H.N, TAK, H.K, STO, KIP
Security by : Masatoshi Mizunaga (MI.)

- PORTS -

* Consoles :
Atari 2600 (1983) "Up'n Down [Model 009-01]"
Colecovision (1984) "Up'n Down [Model 009-21]"
Atari XEGS
Sega Saturn [JP] (Feb. 28, 1997) "Sega Memorial Selection Vol.1 [Model GS-9135]"

* Computers :
Atari 800 (1984) "Up'n Down [Model 009-18]"
Apple II (1984)
Commodore C64 (1985) "Up'n Down [Model 009-05]"

A ZX Spectrum port was planned and advertised but was never released to market.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3033&o=2

$end


$a2600=upndown,
$bio

Up'n Down (c) 1984 Sega Enterprises, Limited.

You're racing your BAJA BUGGER over a dangerous, treacherous road.  But your opponents aren't just trying to win the race, they're trying to make it the last race you run.  To stay alive, jump your BAJA BUGGER and land on top of your opponents.

Earn points by collecting flags, balloons and other prizes along the course.  Watch out for PICK-UP TRUCKS and WEDGE CARS.  They'll try to collide with you...and if they do, you're dead.

Fasten your seat belt and get ready for the wildest strip of road you've ever been crazy enough to drive.

- TECHNICAL -

Model 009-01

- TRIVIA -

This 2600 version was notable for its jarring background music. The arcade version's "bluesy F-sharp minor groove" was transformed by the Atari 2600's sound tunings into "a very unsettling version based in C minor with a flattened melodic sound".

- SCORING -

Collect Flag: 75 Points.
Collect Cherry: 50 Points.
Collect Balloon: 65 Points.
Collect Lollypop: 70 Points.
Collect Ice Cream Cone: 75 Points.
Jump on Pick-up Truck: 100 Points.
Jump on Flag Carrier: 125 Points.
Jump on Camaro: 150 Points.
Jump on truck: 175 Points.

- STAFF -

Programmer: Phat Ho

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51163&o=2

$end


$c64_cart,c64_flop=upndown,
$bio

Up'n Down (c) 1984 Sega Enterprises, Limited.

- TECHNICAL -

Game ID: 009-05

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53757&o=2

$end


$a800=upndown,
$bio

Up'n Down (c) 1984 Sega Enterprises, Ltd.

- TECHNICAL -

Game ID: 009-18

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86748&o=2

$end


$coleco=upndown,
$bio

Up'n Down (c) 1984 Sega, Incorporated.

- TECHNICAL -

Game ID: 009-21

- STAFF -

Programmer: Paul Crowley

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53389&o=2

$end


$pc8801_flop=uragamhu,
$bio

Ura Gam Hunter (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93191&o=2

$end


$x68k_flop=uramikk,
$bio

Ura Maison Ikkoku Kyoukosan no Kawai Sou Monogatari (c) 1988 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88729&o=2

$end


$pc98=uramans,
$bio

Ura Mansion Hakkin (c) 1996 Pro Illusion [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90965&o=2

$end


$pc98=uramand,
$bio

Uramander (c) 19?? Gold Cats

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90966&o=2

$end


$sg1000=uranaiac,
$bio

Uranai Angel Cutie (c) 198? Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65138&o=2

$end


$fm7_disk=uranaifm,
$bio

Uranai Program Shuu (c) 19?? ARC [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93667&o=2

$end


$bbca_cass,bbcb_cass=uranians,
$bio

Uranians (c) 1986 Bug Byte

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52619&o=2

$end


$pc8801_flop=uratima,
$bio

Uratima (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93192&o=2

$end


$psx=urawazam,
$bio

Urawaza Mahjong - Korette Tenhoutte Yatsukai [Model SLPS-02807] (c) 2000 Spike [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85836&o=2

$end


$pc8801_flop=urazardr,
$bio

Urazardry (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93193&o=2

$end


$pc8801_flop=urazard1,
$bio

Urazardry 2 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93194&o=2

$end


$nes=urbnchmph,
$bio

Urban Champion (c) 1987 FMG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69336&o=2

$end


$nes=urbnchmp,
$bio

Urban Champion (c) 1984 Nintendo.

- TECHNICAL -

Game ID: HVC-UC-JPN

- TRIVIA -

Urban Champion was released on November 14, 1984 in Japan.

Export releases:
[US] "Urban Champion [Model NES-UC-USA]"

- STAFF -

Executive Producer: Hiroshi Yamauchi
Producer: Gunpei Yokoi
Design: Makoto Kanoh
Sound: Hirokazu Tanaka

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55780&o=2

$end


$gamegear=ustrike,
$bio

Urban Strike (c) 1995 Black Pearl

- TIPS AND TRICKS -

* Level Passwords: At the main menu press 1 (to access the password screen) and enter these passwords to start from the corresponding level.
Level 1:  KC2R7RCBNAH
Level 2: 8G4RQCGPC7B
Level 3: FEGQDEP32PB

- STAFF -

Programming : Mike Posehn
Game Design : John Manley, Tony Barnes
Art Director : Julie Cressa
Implementation : Ross Wentworth, Erich Horn
Art : Victor French, Tom Lisowski, Tony Gascon, Ron Sacdalan, Walter Ianneo, Jeff Fennel
3-D Models : Tim Calvin, Terry Falls, Lance Armstrong, Peter Traugot
Additional Art : Kendra Lammas, Michael Shirley, Susan Manley, Keith Bullen
Sound and Music : Don Veca
Technical Director : Tim Brengle
Product Manager : David Sze
Assistant Producer : Michael Lubuguin

Foley Hi-Tech
Producer : David Foley
Project Manager : Susan Manley
Assistant Director : Antonio Barnes
Produced By : Scott Berfield
Directed By : John Manley

Borta
Programming : Michelle Elliott, Ed Kieckhefer
Graphics : Melissa McGowan
Project Manager : David Brain, Sr.
President and CEO : Ron Borta

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64985&o=2

$end


$gameboy=ustrike,
$bio

Urban Strike [Model DMG-AUSE-USA] (c) 1996 Black Pearl

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67332&o=2

$end


$snes=ustrikeu,
$bio

Urban Strike [Model SNS-AUSE-USA] (c) 1995 Black Pearl

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63963&o=2

$end


$snes=ustrike,
$bio

Urban Strike [Model SNSP-AUSP-EUR] (c) 1995 Black Pearl

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63962&o=2

$end


$gba=urbanyet,
$bio

Urban Yeti! [Model AGB-AYIE-USA] (c) 2002 Telegames

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76229&o=2

$end


$pc98=urgentms,
$bio

Urgent Mission (c) 1992 Master Piece

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90967&o=2

$end


$cpc_cass=urggg,
$bio

Urggg (c) 1990 MegaOcio

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100001&o=2

$end


$cpc_cass=uridium,
$bio

Uridium (c) 1987 Rack It Hewson

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100002&o=2

$end


$bbca_cass,bbcb_cass=uridium,
$bio

Uridium (c) 19?? Hewson

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52620&o=2

$end


$amigaocs_flop=uridium2b,uridium2a,uridium2,
$bio

Uridium 2 (c) 1993 Renegade Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75470&o=2

$end


$x68k_flop=urotsuki,
$bio

Urotsukidoji (c) 1990 Ides [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88200&o=2

$end


$pc98=urotsuki,
$bio

Urotsukidoji (c) 1990 Fairytale [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90968&o=2

$end


$pc8801_flop=urotsuki,urotsukia,
$bio

Urotsukidoji (c) 1990 Fairytale [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93195&o=2

$end


$msx2_flop=urotsuki,urotsukia,
$bio

Urotsukidoji (c) 1990 Fairytale [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102124&o=2

$end


$pc98=uruma,
$bio

Uruma (c) 1992 Bonbee Bonbon! [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90969&o=2

$end


$msx2_cart=uruseiya,
$bio

Urusei Yatsura (c) 1987 Micro Cabin

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51395&o=2

$end


$x1_flop=uruseiya,
$bio

うる星やつら (c) 1987 Micro Cabin Co.
(Urusei Yatsura)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86165&o=2

$end


$pc8801_flop=uruseiya,uruseiyaa,uruseidj,
$bio

Urusei Yatsura (c) 1987 Micro Cabin Co. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93196&o=2

$end


$fm77av=uruseiya,
$bio

Urusei Yatsura (c) 1987 Micro Cabin Co. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93872&o=2

$end


$megacd,megacdj=uruseiya,
$bio

Urusei Yatsura - Dear My Friends [Model T-45064] (c) 1994 Game Arts Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60577&o=2

$end


$pc98=uruseiya,
$bio

Urusei Yatsura - Koi no Survival Birthday (c) 1987 Micro Cabin Co. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90970&o=2

$end


$msx2_flop=uruseiya,uruseiyaa,
$bio

Urusei Yatsura - Koi no Survival Birthday (c) 1987 Micro Cabin Co. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102125&o=2

$end


$pc8801_flop=uruseilc,
$bio

Urusei Yatsura - Lovely Chaser (c) 1986 Popcom Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93197&o=2

$end


$nes=uruseiya,uruseiyap,
$bio

Urusei Yatsura - Lum no Wedding Bell (c) 1986 Jaleco Company, Limited. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54789&o=2

$end


$gameboy=uruseiya,
$bio

Urusei Yatsura - Miss Tomobiki o Saguse! [Model DMG-UYJ] (c) 1992 Yanoman Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67334&o=2

$end


$pcecd=uruseiya,
$bio

Urusei Yatsura - Stay With You (c) 1990 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58453&o=2

$end


$x68k_flop=uruseiya,
$bio

Urusei Yatsura Lum Kikiippatsu (c) 1989 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88730&o=2

$end


$info=mustang,mustangs,mustangb,mustangb2,
$bio

US AAF Mustang (c) 1990 UPL.

You take control of a US fighter-fighter plane. And keep going on, by shooting dozens of enemy plane. This side scrolling game has good BGs.

- TECHNICAL -

Game ID : UPL-90058

Main CPU : Motorola 68000 (@ 10 Mhz)
Sound Chips : YM2203 (@ 1.5 Mhz), (2x) OKI6295 (@ 24.242 Khz)

Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024

Players : 2
Control : 8-way joystick
Buttons : 2
=> [A] Shoot, [B] Bomb

- TRIVIA -

Developed by Nihon Maicom Kaihatsu(NMK).

Released in May 1990.

Also licensed to Seoul Trading.

- UPDATES -

The bootleg version use the "Raiden" (seibu) sound hardware (a Z80 @ 3.579545 Mhz), all musics from "Raiden" are present =).

- TIPS AND TRICKS -

* Secret message : During machine reset, press buttons1+2 on player2 side. 'Ready?' will appear. Then press button1 14 times on player1 side. The release date will appear.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3035&o=2

$end


$info=usvsthem,
$bio

Us vs Them (c) 1984 Mylstar Electronics.

You pilot a starship and must protect earth against alien invaders. You would see frightened citizens and military command personnel, as small intermissions throughout the game. Your mission takes place over San Francisco, Chicago and Hollywood, as well as through forest, mountain and desert terrain.

- TECHNICAL -

Game ID : GV-126

Main CPU : I8086 (@ 5 Mhz)
Sound CPU : (2x) M6502 (@ 1 Mhz)
Sound Chips : (2x) DAC, (2x) AY8910 (@ 2 Mhz), SP0250 (@ 3.12 Mhz)

Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 61.00 Hz
Palette colors : 16

Players : 1
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Released in June 1984.

- TIPS AND TRICKS -

* Easter Egg : This easter egg allows you to watch the whole disc from start to finish. To do this you must hold the Trigger button in while inserting your coins.

- STAFF -

Design by: Dennis Nordman, Warren Davis, Rich Tracy, David Faust
Programming by: Warren Davis
Video graphics by : Jeff Lee
Video footage by : Warren Davis, Dennis Nordman
Music by : Dave Zabriskie
Sounds by : Graig Beierwaltes
Cabinet graphics : Larry Day
Hardware by : Dave Pfeiffer

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3036&o=2

$end


$cdi=usa94esi,usa94esia,usa94gfd,
$bio

USA '94 - World Cup (c) 1994 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53161&o=2

$end


$nes=usaiceh,
$bio

USA Ice Hockey in FC (c) 1993 Jaleco Company, Limited. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54781&o=2

$end


$snes=usaiceha,usaiceh,
$bio

USA Ice Hockey [Model SHVC-UI] (c) 1993 Jaleco Company, Limited. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62568&o=2

$end


$pce=usaprobs,
$bio

USA Pro Basketball (c) 1989 Aicom Coroporation.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58766&o=2

$end


$info=tvusapb,
$bio

USA Pro Basketball (c) 199? TOURVision.

Unlicensed Spanish game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=45431&o=2

$end


$pc98=usagi,
$bio

Usagi (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90971&o=2

$end


$info=usagi,
$bio

Usagi (c) 2001 Warashi.

- TECHNICAL -

Runs on the "Taito G-Net" hardware.

- TRIVIA -

Released in December 2001 in Japan only.

Based on the Manga of the same name.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3811&o=2

$end


$x68k_flop=usagijmp,
$bio

Usagi Jump (c) 1989 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88731&o=2

$end


$pc98=usagipan,
$bio

Usagi na Panic (c) 1995 Softec [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90972&o=2

$end


$pc98=usagipa2,
$bio

Usagi na Panic 2 - Penpenjima no Hihou (c) 1995 Softec [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90973&o=2

$end


$info=usagiol,usagiol,
$bio

Usagi Online (c) 2005 Warashi.

- TECHNICAL -

Runs on the "Taito Type X" hardware.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72873&o=2

$end


$info=usaguiym,
$bio

Usagi Yasei no Topai - Yamashiro Mahjong Compilation (c) 2003 Warashi.

- TECHNICAL -

Model No GDL-0022

Runs on the Sega "NAOMI GD-ROM System" hardware.

- TRIVIA -

Released in June 2003.

- PORTS -

* Consoles :
Sony PlayStation 2 (2004, "Usagi - Yasei no Topai The Arcade : Yamashiro Mahjong-Hen")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4146&o=2

$end


$pc98=ateam,
$bio

Usajong Fight! A Team (c) 1995 Compile

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90974&o=2

$end


$msx2_flop=usas,usasb,usasa,
$bio

Usas (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102126&o=2

$end


$intv=chess,
$bio

USCF Chess (c) 1981 Mattel Electronics

- TECHNICAL -

Model 3412

- TRIVIA -

A good Chess program was beyond the capabilities of the both the Intellivision hardware and the Intellivision programmers, but Marketing felt that it was a must-have title to establish the Intellivision as more than a toy. Money was authorized to produce the Chess cartridges with 2K of RAM on board to bolster the insufficient 147 available bytes in the Master Component. No other Mattel Intellivision cartridge was released with onboard RAM. The gameplay programming was farmed out to Teletape Inc., a company with experience in Artificial Intelligence. In-house, Russ Ludwick programmed the on-screen display and user interface. Although on the schedule from early on, the technical difficulties (including a record 19 weeks of testing and debugging) held up release of the cartridge until 1983. When finally released, it did receive the good reviews Marketing was looking for.

Russ tested the program by playing countless games against the cartridge at all levels. He found that when playing at the highest levels, the cartridge was good, but slow. He got in the habit of making a move, then going home and letting the Intellivision think about a response overnight. Because of this, three features were added: (1) the normal Intellivision time-out feature was disabled, (2) a feature letting you switch to an easier level in the middle of a move was added, and (3) a warning that moves at higher levels could take hours -- or days --was put into the instruction book.

The program code was recycled in the Triple Challenge cartridge released by INTV Corporation.

- STAFF -

Heuristics programming by Teletape Inc.
User interface programming: Russ Ludwick
Graphics: Dave James, Peggi Decarli

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60986&o=2

$end


$pc8801_flop=useiplsy,
$bio

USE IPL System (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93167&o=2

$end


$pc8801_flop=userdisk,
$bio

UserDisk (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93198&o=2

$end


$pce=bombmnub,
$bio

Users Battle (c) 1990 Hudson Soft [Hudson Group].

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49166&o=2

$end


$pc98=ushinawa,
$bio

Ushinawareta Rakuen (c) 1995 Silky's [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90975&o=2

$end


$nes=ushio,
$bio

うしおととら 深淵の大妖 (c) 1993 Yutaka
(Ushio to Tora - Shinen no Daiyou)

- TECHNICAL -

Game ID: SHI-RA

- TRIVIA -

Released on July 09, 1993 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54790&o=2

$end


$snes=ushio,
$bio

うしおととら (c) 1993 Yutaka
(Ushio to Tora)

Ushio to Tora is a side-scrolling platform game by Yukata and based on a popular Japanese manga and anime series. It tells the story of Aotsuki Ushio, the son of a temple priest who lives in the family's shrine. One day, he literally stumbles on a mystical cave and accidentally free Tora, a hideous tiger-like demon his ancestors captured and sealed inside the den five hundred years earlier. The demon was trapped with the mystical Beast Spear and Ushio released him as he tried to take the enchanted weapon. Unsurprisingly, Tora immediately wants to eat the young boy, but the monster soon realizes that his presence in the human world also summons all kind of other demons. Ushio and Tora both quickly decide to join forces in order to defeat them. The game sees our heroes travel across Japan, from Tokyo to the island of Hokkaido, and battle all sort of vile demons and creatures along the way. The player is free to choose which character to control. Ushio can use the Beast Spear to slash demons and other mystical creatures - he can also unleash a powerful blue wave of energy. Tora, however, only uses his claws and sharp teeth and can unleash bolts of lightning. Special items are scattered around each stage - food items give our heroes some life back (rice balls for Ushio and hamburgers for Tora), and magic gems extend their maximum life (blue gems for Ushio and red gems for Tora).

- TECHNICAL -

[Model SHVC-UT]

- TRIVIA -

Released on January 25, 1993 in Japan for 8800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62587&o=2

$end


$c64_cart,c64_flop=utahtut,
$bio

Utah Counties Tutorial (c) 1984 SM Thorpe

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53758&o=2

$end


$n64=utchan,
$bio

Utchan Nanchan no Hono no Challenger - Denryuu Ira Ira Bou [Model NUS-NIRJ] (c) 1997 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58049&o=2

$end


$amigaocs_flop=utopiaa,utopia,
$bio

Utopia - The Creation of a Nation (c) 1991 Gremlin Graphics Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75471&o=2

$end


$snes=utopiaj,
$bio

Utopia - The Creation of a Nation [Model SHVC-UP] (c) 1993 Epic/Sony Records [Sony Music Ent., Incorporated.] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62588&o=2

$end


$snes=utopiau,utopiaup,
$bio

Utopia - The Creation of a Nation [Model SNS-UP-USA] (c) 1993 Jaleco Company, Limited. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63966&o=2

$end


$snes=utopia,
$bio

Utopia - The Creation of a Nation [Model SNSP-UP-EUR] (c) 1993 Jaleco Company, Limited. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63964&o=2

$end


$snes=utopiag,
$bio

Utopia - The Creation of a Nation [Model SNSP-UP-NOE] (c) 1993 Jaleco Company, Limited. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63965&o=2

$end


$amigaocs_flop=utopianw,
$bio

Utopia - The New Worlds (c) 1992 Gremlin Graphics Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75472&o=2

$end


$aquarius=utopia,
$bio

Utopia (c) 1982 Mattel Electronics.

- TECHNICAL -

[Model 4596]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49841&o=2

$end


$intv=utopia,
$bio

Utopia (c) 1981 Mattel Electronics.

If you've ever muttered, "I'd certainly do better if I ruled that country," then this game is for you. UTOPIA puts you in charge of your own island state. You control the treasury, agriculture, industry, housing, education, hospitals and military. You allocate funds to create revenue and improve life on your island. If your decisions are 
wise and the people are happy, you rack up points. If not, rebels begin to infiltrate your paradise. Chances are, you'll find that running a country is every bit as complicated as it seems.

OBJECT OF THE GAME
1 Player: To score the most points possible in the number of rounds selected (your term of office). Points reflect the overall well-being of the people and are gained by earning and spending revenue to improve living condition on the island you select.
2 Player: To outscore your opponent by improving living conditions on your island either by cooperating with your opponent or by causing rebellion and loss of revenue on your opponent's island.

1 or 2 Player Game: Both games are played by the same rules. In a 1-player game, choose one island to control and ignore the other.

- TECHNICAL -

Model 5149

- TRIVIA -

Working title: Island

In college, Don Daglow had been a fan of mainframe computer simulation games, so it was only natural that he would try a simulation game for the Intellivision. His result, Utopia, was hailed by reviewers for its originality: it wasn't another arcade rip-off, and it wasn't just a video version of an existing game or sport. It was even educational without being boring.

- TIPS AND TRICKS -

* Start with a greater number of shorter rounds (30 - 45 seconds), since earnings and points are added each round.

* Buy a fishing boat in the first round, and hang on to it. It's the only income source that you can really control.

* Get housing established early in the game, then go for a factory. Remember that factories cause a slow-down in population.

* Hospitals dramatically increase productivity, but they also boost population. Since the point value of each individual improvement DECREASES as population increase, save hospital construction for late in the game.

* Do your planting early in the round. Crops planted late may disappear as soon as the round ends.

* Don't overplant. Crops are an unreliable source of income, since they depend on rain. They also require replanting.

* Don't drop anchor for long in the upper left section of screen. All hurricanes originate here.

* Prepare for the possibility of aggression. Build your town in a circle with a space left in the center for a fort, so it can protect the entire town if necessary.

* Don't be afraid to take aggressive action yourself, if your score falls behind your opponent's. But build your fort first.

* As a cooperative tactic, BOTH players can invest in PT boats early in the game, then position the PT boats where they will block the arrival of pirates. Pirates usually appear first in the corners.

- STAFF -

Design, program: Don Daglow
Graphics: Kai Tran, Don Daglow
Sound: Russ Lieblich

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60987&o=2

$end


$fm7_disk=utsuku,
$bio

Utsukushiki Emono-Tachi (c) 1986 Great [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93668&o=2

$end


$x1_flop=emono1,
$bio

美しき獲物たち (c) 1987 Great.
(Utsukushiki Emono-Tachi)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86166&o=2

$end


$pc8801_flop=emono1,
$bio

Utsukushiki Emono-Tachi 1 (c) 1987 Great [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93199&o=2

$end


$pc8801_flop=emono2,
$bio

Utsukushiki Emono-Tachi Part II (c) 1987 Great [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93200&o=2

$end


$pc8801_flop=emono3,
$bio

Utsukushiki Emono-Tachi Part III (c) 1988 Great [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93201&o=2

$end


$pc8801_flop=emono4,
$bio

Utsukushiki Emono-Tachi Part IV (c) 1988 Great [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93202&o=2

$end


$pc8801_flop=emono5,
$bio

Utsukushiki Emono-Tachi Part V (c) 1989 Great [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93203&o=2

$end


$pc8801_flop=emono6,
$bio

Utsukushiki Emono-Tachi Part VI (c) 1989 Great [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93204&o=2

$end


$nes=utsurdes,
$bio

??????? (c) 1992 Takara Company, Limited.
(Utsurun Desu)

- TECHNICAL -

Game ID: TFC-U9

- TRIVIA -

Released on March 06, 1992 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54791&o=2

$end


$info=ep_utnut,ep_utnuta,ep_utnutb,ep_utnutc,
$bio

Utter Nutter (c) 199? Global Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40915&o=2

$end


$info=ep_utncl,ep_utncla,
$bio

Utter Nutter Club (c) 199? Global Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40914&o=2

$end


$megadriv=uzukeo,
$bio

Uzu Keobukseon (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57021&o=2

$end


$wswan=uzumaki,
$bio

Uzumaki - Denshi Kaiki Hen [Model SWJ-OMM001] (c) 2000 Omage Micott, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86407&o=2

$end


$cpc_cass=v,
$bio

V (c) 1986 Ocean Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100003&o=2

$end


$info=vgoalsoc,vgoalsca,
$bio

V Goal Soccer (c) 1994 Tecmo.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 10 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2610 (@ 8 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Released in September 1994.

- UPDATES -

* Euro :
Software Revision : 94/9/19

- PORTS -

* Consoles :
Panasonic 3DO [JP] (Mar. 22, 1996; "V Goal Soccer '96 [Model FZ-SJ6951]")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3037&o=2

$end


$megadriv=vfive,
$bio

V-Five (c) 1994 Tengen.

- TECHNICAL -

[Model T-48173]

- TRIVIA -

V-Five for Mega Drive was released on March 25, 1994 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47492&o=2

$end


$info=vfive,
$bio

V-Five (c) 1993 Toaplan.

A vertically scrolling shoot 'em up from Toaplan.

- TECHNICAL -

Game ID : TP-027

Main CPU : Motorola 68000 (@ 10 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.375 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in December 1992.

This game is known outside Japan as "Grind Stormer".

This would be Ikeda Tsunemoto's first game at Toaplan. He went on to become a founding member of Cave, where he still works as a lead programmer. It is due to him that the phenomenon of the 'Danmaku'; the huge walls of bullets seen in "Donpachi" etc., came about.

- TIPS AND TRICKS -

* Hidden Functions : If the 'Invulnerability dip switch' is enabled, you are invulnerable but you may also 'Pause' the game with P2 Start and restart with P1 Start.

* Bomber Mode : Input code Right, Left, Button2, Left, Down, Button1, Up, Left on title screen after inserted a credit. Displayed 'BOMBER. Ver' and the game system is changed to "Grind Stormer"'s one.

- STAFF -

Director : Kenichi Takano
Programmers : Sigue Hayasato, Tsuneki Ikeda
Graphic designers : Y. Naora, Mikio Yamaguchi
Sound director : Masahiro Yuge

- PORTS -

* Consoles :
Sega Mega Drive [JP] (March 24, 1994; "V-Five [Model T-48173]")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3039&o=2

$end


$info=vliner,vlinero,
$bio

V-Liner (c) 2001 Dyna Co. Ltd.

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2610 (@ 8 Mhz)

Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096

Players : 2
Control : 8-way Joystick
Buttons : 6

- TRIVIA -

This game was not released on the Neo-Geo AES home console.

- UPDATES -

* Version 0.54

* Version 0.6e

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3896&o=2

$end


$gba=vmasterx,
$bio

V-Master Cross [Model AGB-AVMJ-JPN] (c) 2002 Success

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76230&o=2

$end


$gbcolor=vrallyj,
$bio

V-Rally - Championship Edition [Model CGB-AVJJ-JPN] (c) 1999 Spike [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69066&o=2

$end


$gbcolor=vrallyu,
$bio

V-Rally - Championship Edition [Model CGB-AVLE-USA] (c) 1999 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69067&o=2

$end


$gbcolor=vrally,
$bio

V-Rally - Championship Edition [Model CGB-AVYP-NOE] (c) 1999 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69065&o=2

$end


$gameboy=vrally,
$bio

V-Rally - Championship Edition [Model DMG-AVLP-NOE] (c) 1998 Ocean Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67335&o=2

$end


$gba=vrally3u,
$bio

V-Rally 3 [Model AGB-AVRE-USA] (c) 2002 Atari Interactive, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76233&o=2

$end


$gba=vrally3j,
$bio

V-Rally 3 [Model AGB-AVRJ-JPN] (c) 2002 Atari Interactive, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76232&o=2

$end


$gba=vrally3,
$bio

V-Rally 3 [Model AGB-AVRP] (c) 2002 Atari Interactive, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76231&o=2

$end


$n64=vrally99,vrally99u,
$bio

V-Rally Edition 99 (c) 1998 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58050&o=2

$end


$n64=vrally99j,
$bio

V-Rally Edition 99 [Model NUS-NVYJ] (c) 1999 Spike

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58051&o=2

$end


$info=vsaturn,
$bio

V-Saturn (c) 1995 Victor Company of Japan.

JVC produced their own version of the Sega Saturn hardware called the V-Saturn.

- TECHNICAL -

Model RG-JX1

This model is based on the first major Saturn model, with Drive Access LED and oval buttons (one blue, the other grey to match the Access button) and is two toned gray with black as bottom second tone.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102882&o=2

$end


$psx=vtennis2,
$bio

V-Tennis 2 [Model SLPS-00469] (c) 1996 Tonkin House

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85837&o=2

$end


$vboy=vtetris,
$bio

V-Tetris (c) 1995 BPS [Bullet-Proof Software]

- TECHNICAL -

Model VUE-VTRJ-JPN

- TRIVIA -

Released on August 25, 1995 in Japan only. A US version was planned as 'V1 Tetris', but never became reality.

Reviews:
[JP] Famitsu (September 1995): 21/40
(JP] VB Guide 2: 12.5/100

- STAFF -

Producer: Takehiro Moriyama
Director: Norifumi Hara
Assistant Director: Makoto Hijima
Main Programmer: Yuji Hatanaka
Sub Programmer: Makoto Hijima
Visual Designer: Tomonori Matsunaga
Sound Spinner: Takashi Kumegawa
Music Composer: Takashi Kumegawa
Game Designer: Toshiaki Kamiya
Test Players: Eijiro Okamoto, Hideki Murata, Shoji Tanaka Hiroyasu Hanaki, Atsushi Nakai, Kanji Baba, Toshio Yakuwa, Junichi Kuroki

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82385&o=2

$end


$info=vformula,
$bio

V.F. - Virtua Formula (c) 1993 Sega.

This was the full size formula one car version of "Virtua Racing".

- TECHNICAL -

Runs on the Sega "Model 1" hardware.

Players: 2
Control: paddle
Buttons: 6

Uses an additional Model 1 board to power the commentator screen, including your very own 3D announcer 'Virt McPolygon' :)

- TRIVIA -

Each seat loads the CCD camera to show the players' expression to broadcast the live of the race.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3676&o=2

$end


$pc98=vg2,
$bio

V.F. II - The Bout of Cabalistic Goddess (c) 1994 Giga.

- TRIVIA -

Released on November 25, 1994 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48523&o=2

$end


$pc98=vg,vgd,
$bio

V.G. - Variable Geo (c) 1993 Giga.

- TRIVIA -

Released on July 09, 1993 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48522&o=2

$end


$pc98=vg2d,
$bio

V.G. II (c) 1993 Giga [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90976&o=2

$end


$x1_flop=vip,vipb,vipc,vipa,
$bio

V.I.P. - Visual Instrument Player (c) 198? Kamiya [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86167&o=2

$end


$gba=vip,
$bio

V.I.P. (c) 2002 Ubi Soft.

- TECHNICAL -

Cartridge ID: AGB-AVPP-EUR

- STAFF -

Planet Interactive Development
CEO: Marc Djan
PROJECT MANAGER: Helene Garnier
DESIGN DIRECTOR: Lionel Barthelemy
GAME DESIGNER: Julien Cartier
LEAD PROGRAMMER: Frédéric Macré, Sébastien Michel
ADD PROGRAMMER: Christophe Baron
ANIMATION DIRECTOR: Michèle Bacqué
ANIMATIONS: Michèle Bacqué, Claire Blanchard, Xavier Bottet, David Joseph
MAPS: Xavier Jubeau, Emile Sandoz, Veronique Sandoz, Olivier Huard
ADDITIONAL GRAPHICS: Bertrand Dupuy
TESTS: Olivier Barjon
MUSICS SFX: Allister Brimble, Frédéric Motte

UBI Soft Interactive
CEO: Yves Guillemot
PROJECT MANAGER: Anne Perreau
DEVELOPMENT DIRECTOR: Anne Blondel-Jouin
EXECUTIVE PRODUCER: Valérie Beaufils
LEAD DESIGNERS: Zoran Milisavljevic, Jean-Marc Marcin
ORIGINAL CONCEPT: AC Cherpion, Xavier Penin
WORLD TEST MANAGER: Éric Tremblay
LEAD TESTER: J. Moreau
TESTERS: F. Hardy, Alain Fleury, Dominic Colabelli, Jean-Dominic Audet, Stéphane Pinard
LOCALIZATION DIRECTOR: C. Martin
APPROVAL MANAGERS: Roman Vazeille, Willie Wareham
PROD DIRECTOR: Christine Burgess-Quémard
DIR OF THIRD PARTY: Alexis Godard
CONTENT DIRECTOR: Serge Hascoët
CONTENT MANAGER: Fabrice Pierre-Élien
MARKETING MKTG EMEA DIRECTOR: Laurence Buisson-Nollent
BRAND GROUP MANAGER: Thomas Petersen
BRAND MANAGER EMEA: Rémi Perreault
MKTG US DIRECTOR: David Bamberger
BRAND MANAGER US: Danny Ruiz
MARKETING TEAM: Oriol Rosel, J. Hill, E. Jeser, H. Kahraman, Christian Born, Thor Johansen, Thorsten Kapp

Special thanks to
SONY PICTURES CONSUMER PRODUCTS: Mark Caplan, Laetitia May, Eric Thomsen
COLUMBIA TRISTAR TELEVISION DISTRIBUTION: Debra Curtis, Russ Krasnoff, Betty Steward
Cast: Pamela Anderson (Vallery Irons), Shaun Baker (Quick Williams), Leah Lail (Kay Simmons), Dustin Nguyen (Johnny Loh), Molly Culver (Tasha Dexter), Natalie Raitano (Nikki Franco)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76234&o=2

$end


$info=vr,
$bio

V.R. - Virtua Racing (c) 1992 Sega.

Sega once again prove themselves to be kings of the racing genre with the superb and innovative "Virtua Racing". This was the first racing game to be fully rendered with shaded, filled polygon graphics (the first game to ever be rendered in filled polygons was Atari's incredible 1983 release, "I, Robot").

As well as the sublime graphics and superb playability, Virtua Racing also allowed players to switch camera views to suit their preferred style of play. The game features 3 well designed and varied courses; 'Big Forest', 'Bay Bridge' and 'Acropolis'.

- TECHNICAL -

Runs on the Sega "Model 1" hardware.

Players: 2
Control: paddle
Buttons: 6

- TRIVIA -

Virtua Racing was released in October 1992 in Japan.

The first AM-2 polygon race game. The game features many epoch-making ideas : changing the point of view freely, feeling the hardness of the steering, the seat interacting with the gravity.

In true Sega fashion, their 'Virtua' prefix was used on a variety of other products such as "Virtua Fighter", "Virtua Cop", "Virtua Striker" and "Virtua Tennis".

Toshiba EMI released a limited-edition soundtrack album for this game (Virtua Racing & Out Runners - TYCY-5365, 5366) on 15/12/1993.

Michael Jackson used to own this game (Wide Vision model, serial number: 00461579). It was sold at the official Michael Jackson Auction on Apr. 24th, 2009.

- STAFF -

Director, Chief Programmer : Yu Suzuki
Programmers : Takuji Masuda, Masahiko Kobayashi, Masahiro Kawamura, Kazuhiko Yamada, Shin Kimura
Chief Designer : Toshihiro Nagoshi
Designers : Seiichi Ishii, Kunihiko Nakata, Toshiya Inoue 
Music Composer : Takenobu Mitsuyoshi
Sound Effect : Yasuhiro Takagi
Hardware Designers : Shoji Nishikawa, Keisuke Yasui
Mechanical Effect Technician : Masaki Matsuno
Electrical Technician : Futoshi Ito
Program Supports : Ikuo Taniguchi, Yasuhito Shoji, Satoshi Hosoda
'Fresh' Staffs : Kohki Koiwa, Takeshi Suzuki, Toru Ikebuchi, Yasuo Kawagoshi, Yasuko Suzuki, Nobukatsu Hiranoya, Naomi Ota

- PORTS -

* Consoles :
Sega Mega Drive (1994) : The cartridge was huge compared to all others because it included the SVP chip (Sega Virtua Processor).
Sega 32x (1994, "Virtua Racing Deluxe")
Sega Saturn (1995, "Time Warner Interactive's V.R. - Virtua Racing")
Sony PlayStation 2 (2004, "Sega Ages 2500 Series Vol. 8 : V.R. - Virtua Racing Flat Out")
Sony PlayStation 2 (2005, "Sega Classics Collection")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3082&o=2

$end


$saturn,sat_cart=vrj,
$bio

V.R. Virtua Racing (c) 1995 Time Warner Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59868&o=2

$end


$msx1_cass=vacuuman,vacuumana,
$bio

Vacuumania (c) 1984 PSS

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95097&o=2

$end


$cpc_cass=vaganatk,
$bio

Vagan Attack [Model AT-401] (c) 1985 Atlantis Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100005&o=2

$end


$x68k_flop=vagrantf,
$bio

Vagrant Fighter FX (c) 1995 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88732&o=2

$end


$pc98=vaindrem,
$bio

Vain Dream (c) 1991 Glodia [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90978&o=2

$end


$pc8801_flop=vaindrea,vaindreaa,
$bio

Vain Dream (c) 1991 Global Media

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93205&o=2

$end


$pc98=vaindreb,
$bio

Vain Dream Bekkan - Ver. Comptiq (c) 1991 Glodia [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90979&o=2

$end


$pc98=vaindrm2,
$bio

Vain Dream II (c) 1992 Glodia [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90980&o=2

$end


$pc8801_flop=vaindreav,
$bio

Vain Dream Visual User Disk (c) 1991 Global Media

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93206&o=2

$end


$wswan=vaitzbla,
$bio

Vaitz Blade [Model SWJ-BAN00C] (c) 1999 Bandai Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86408&o=2

$end


$snes=valdiserf,valdiserfp,
$bio

Val d'Isere Championship [Model SNSP-8V-FAH] (c) 1994 Mindscape, Incorporated. [Northbrook, IL, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63968&o=2

$end


$snes=valdiser,
$bio

Val d'Isere Championship [Model SNSP-8Z-EUR] (c) 1994 Mindscape, Incorporated. [Northbrook, IL, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63967&o=2

$end


$jaguar=valdiser,
$bio

Val d'Isère Skiing and Snowboarding (c) 1994 Atari Corp.

Cut the slopes on some of the steepest mountainsides in SKIING AND SNOWBOARDING, a wild winter challenge where speed is guaranteed!

Train and compete on the breathtaking slopes of France's world-famous Val d'Isere Ski Resort. Race against time and friends in slalom, giant slalom and downhill events.

Watch out for trees, snowmobiles and sno-cats as you barrel down windswept mountainsides, black ice, and moguls.

So adjust your bindings or wax your board, and plow!

- TECHNICAL -

Model J9060E

- TIPS AND TRICKS -

* Infinite chances (during time results at end of race): Press Reset (*+#), then choose play from main menu.

* Secret menu (at the mode select screen): 4,0,8,5,7,4,1,4

- STAFF -

Virtual Studio
Original Game: Vincent Baillet, Oliver Richez, Philippe Tesson
Development Manager: Bernard Aure
Head of Project: Oliver Richez
Designers: Oliver Richez, Philippe Olive, Dragan Nestorowski
Graphics: Philippe Tesson, Constantin Maschas
Additional Graphics: Vincent Duranton, Cyrille Masquilliere
Testing: Vincent Noiret, David Juhens
Music/Sound Effects: Teque Corp.

Atari Corp.
Producer: Bill Rehbock
Testers: Joe Sousa, Tal Funke-Bilu, Hank Cappa, Scott Hunter, Manuel Sousa
Audio Sampling: James Grunke, Nate Brenholdt, Keoni Los Banos

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76462&o=2

$end


$pc8801_flop=valtrad,
$bio

Val Trad (c) 1985 Riverhill Software [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93207&o=2

$end


$x68k_flop=valentin,
$bio

Valentine Day Panic (c) 199? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88733&o=2

$end


$pc98=valekiss,
$bio

Valentine Kiss - Birth Days 2 (c) 1996 Silky's [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90981&o=2

$end


$amigaocs_flop=valhalla,
$bio

Valhalla - Before the War (c) 1995 Vulcan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75474&o=2

$end


$info=sc4valqp,
$bio

Valhalla (c) 200? Eurocoin.

- TECHNICAL -

[Model PR2040E]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42839&o=2

$end


$info=sc4valnv,
$bio

Valhalla (c) 200? Nova.

- TECHNICAL -

[Model PR7025]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42838&o=2

$end


$megadriv=valis,
$bio

Valis (c) 1991 Renovation

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57506&o=2

$end


$pcecd=valis2,
$bio

Valis II (c) 1990 Telenet Japan [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58522&o=2

$end


$pcecd=valis2j,
$bio

????II (c) 1989 Telenet Japan.
(Valis II)

Valis II is a side scrolling platform game by Telenet and was the first PC Engine game ever released by the Japanese company. After the events of the first Valis and the fall of the evil ruler Rogles, peace returns to Earth and Vekanti (the Dream World). Y?ko Asao, the series' central heroine and prophesied savior of Vekanti and mankind, saved the world but lost her best friend Reiko in the struggle. In Valis II, the evil emperor Megasu (aka Magus), lord of the Spirits, is on a quest to become the new king of Vekanti. He has ordered his army of demons to prepare for a wide-scale invasion and the blue haired Y?ko is determined to thwart him and his plans. Armed with the legendary and mystical Valis sword, Y?ko transforms into a Fantasm Soldier and fights the battle that will seal the fate of the Dream World. The sword only fires small waves of energy at first and power-ups can be collected along the way to increase its powers (they range from two-way fire to double wave laser, homing missiles and so forth...). Yuuko can also learn magic spells over the course of the game such as the rotating shield or the temporary invincibility. Valis II is vast and features six varied and long stages periodically interrupted by increasingly elaborate cutscenes which became the core trademark of the series.

- TECHNICAL -

Game ID: TJCD9001

- TRIVIA -

Valis II was released on June 23, 1989 in Japan for 6780 Yen.

This PC Engine version of Valis II is probably the weakest of them all. The game was first released for the MSX, the Sharp X68000 and NEC PC-8800 in 1989. Although it was supposed to feature enhanced graphics and cinematics, the PC Engine version cutscenes (displayed inside small sub-windows) don't come anywhere near the ones featured in the excellent Sharp X68000 game. The levels and gameplay are also totally different and the Sharp X68000 (and MSX) features an armor and weapon upgrade system. It also seems that the computer and console versions of Valis II slightly differ in term of story.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58454&o=2

$end


$megadriv=valis3j,
$bio

Valis III (c) 1991 Reno

- TRIVIA -

Valis III for MegaDrive lacks most of the animated cutscenes (and voice acting) found in the original PC-Engine version. The game is also shorter and some levels are partially truncated. For instance, in the PC-Engine version, players go cross a series of cliffs, a large waterfall and a mini boss before reaching the boatman. This part is completely missing from the Megadrive version. The same applies to a large water area right before the Bell of Justice, and there are even more level differences later in the game - some bosses have different attack patterns and some look completely different such as the sorcerer at the top of the tower where Valna is kept prisoner.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57022&o=2

$end


$megadriv=valis3,
$bio

Valis III (c) 1991 Renovation

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57507&o=2

$end


$pcecd=valis3,
$bio

Valis III (c) 1992 Telenet Japan [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58523&o=2

$end


$pcecd=valis3j,
$bio

???? III  (c) 1990 Telenet Japan.
(Valis III)

Valis III is a side scrolling platform game by Telenet and was released a year after Valis II. The player takes once again control of the blue haired Y?ko Asao, a young Japanese schoolgirl who can transform into a Fantasm soldier, thanks to the incredible powers of her magical sword Valis. Her duty is to protect the world from evil spirits hidden within other parallel dimensions. Their king, Lord Glames (aka Ramses), has just risen from the spirit kingdom and has killed two of the six world guardians. Y?ko must stop him before he gains full control over Dream Land and the rest of the world. The story begins on Earth - a mysterious young Elfeen tries to steal Y?ko's precious Valis sword in a vain hope to prevent, she says, the coming apocalypse. She is however followed by horrid demons and gets promptly captured as she reaches Yuko's house. The Fantasm soldier, still in her pajamas, rushes to the rescue and grabs the almighty Valis Sword. The sword is her main weapon, she can slash enemies with it or fire blasts of pure energy to hit foes beyond Valis's short range. She can also pick up power-ups and magic powers scattered throughout the game such as fire knives, freeze and bombs. More characters soon join the fray, the Elfeen Cham (aka Char) equipped with a Whip, and Valna (aka Vernal, Y?ko's twin sister) armed with a magic scepter. The player can switch characters at anytime throughout the game (except during boss encounters) and health/magic levels are shared between them. Valis III is vast and our heroine will face countless challenges in this seemingly endless adventure.

- TECHNICAL -

Game ID: NTJCD00009

- TRIVIA -

Valis III was released on September 07, 1990 in Japan for 6780 Yen.

- STAFF -


Author: Y. Ohayashi
Scenario: B. Matui
Continuity: O. Nabesima
Character: V. Endou, Boban.Grand
Picture: Tosiman, V. Endou, Y. Satoh, R. Kawabata, A. Yamazaki, K. Kobayashi, M. Arai, J. Asou
Program: Junpeh, Pochi
Assist: S. Urakami


Game Design: Y. Ohayashi
Design Assist: H. Nisida
Character: M.I.Terao, Borban.Grand, A. Yamazaki
Picture: A. Yamazaki, Manma, Chinpui
Program: M. Hanari
Composers: H. Inoue, J. Hasabe, S. Murakami
Efect & Recording: M. Yuasa, S. Murakami


Staff: T. Kinosita, S. Nisida, Y. Higasiura, A. Hirano, S. Nakagawa, M. Aoyama, T. Simizu
Thanks to: Business Sup, Taback
Manual Writer: S. Kimura, Y. Tokumori, IKE2
Thanks to: NEC HE, Hudson, K. Fukusima
Producer: M. hanari
Director: M. Nakamura

- PORTS -

* Consoles :
[JP] Sega Mega Drive (1991)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58455&o=2

$end


$pcecd=valis4,
$bio

???? IV (c) 1991 Telenet.
(Valis IV)

Valis IV is a side scrolling action/platform game by Telenet and is the last episode (so far) of the popular Japanese series featuring the young Japanese schoolgirl Y?ko Asao. At the end of the third opus, Yuuko left the human world to live in the heavens as a goddess and she consequently awarded the almighty Valis sword to the young maiden Rena. The game starts when Lord Garugia, previously imprisoned deep under the ocean, manages to escape his crystal prison. The king of the evil spirit forces is back and Dream Land is at stake again. Rena is about to become the new Valis Warrior and she seems to be the only one capable of neutralizing the deadly threat. In this episode, the player gets to play as Rena and her twin sister Amu (and later as their demon friend Asfaa). The player can switch from one character to the other at anytime during the game and each one comes with individual strengths and weaknesses - Rena is similar to Y?ko and can slash enemies with her Valis sword or fire waves of energy, Amu has a handy double jump ability and uses a boomerang-like weapon whereas Asf? is relatively strong and insensitive to force-fields and spikes but struggles in fast-paced action. They can also charge up magic spells in desperate situations, Rena can unleash fiery thunderbolts and Amu can fire a barrage of deadly fireballs. The world of Valis IV is vast and the game features nine increasingly difficult stages.

- TECHNICAL -

Game ID: TJCD1017

- TRIVIA -

Valis IV was released on August 23, 1991 in Japan for 6780 Yen.

Reviews:
November 1991 - Consoles + N.2 [FR]: 87/100

- PORTS -

* Consoles :
[JP] Super Famicom (1992) "Super Valis - Akaki Tsuki no Otome [Model SHVC-VA]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58456&o=2

$end


$msx1_cass=valkyr,
$bio

Valkyr (c) 1985 Gremlin Graphics Software, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95098&o=2

$end


$pc98=valkyrpb,
$bio

Valkyrie - The Power Beauties (c) 1995 Discovery Corp.

- TRIVIA -

Released on February 24, 1995 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48521&o=2

$end


$nes=valkyrie,
$bio

????????? ????? (c) 1986 Namco, Limited.
(Valkyrie no Bouken - Toki no Kagi Densetsu)

Valkyrie no Bouken Toki no Kagi Densetsu is an action/adventure game by Namco. Marvel Land is at stake, the dark lord Zouna has stolen the key of time and now spreads terror over the whole kingdom. The gods are compelled to answer the people's prayers and, one day, they send a maiden Valkyrie from the heavens to save Marvel Land and its defenseless inhabitants. The heroine wanders around a top-down world map (which features a day/night cycle) and randomly encounters monsters who periodically surround her. She starts her long journey equipped with a short sword and more powerful weapons can be purchased later in the game, as well as other items such as potions (restore health), Cure (cures poison), Axes (to cut through forests), Helmets, keys (to unlock doors and chests), lanterns (to light up dungeons) and so forth. As she progresses through the game, she also finds chests that contain many different items. However, Valkyrie no B?ken is not a traditional RPGs - Valkyrie doesn't talk to other characters on her journey and the gameplay is mainly action-oriented and relies on item-fetching. Although Valkyrie gains experience points as she defeats enemies, she doesn't level up on the battle field but when she rests inside Inns scattered throughout the game. Leveling up also gives her later access to magic spells such as Healing, fireballs, enemy freeze and so forth. By pressing Start during the game, she can equip weapons or items and map them onto the B button (by pressing left and right) or map spells onto the A button (by pressing up and down). Interestingly, whenever the player starts a new adventure, the game asks a couple of personal questions such as Zodiac Sign, Blood Type and favorite color. The answers actually influence the internal rules of the game and the player's status at the beginning of his journey.

- TECHNICAL -

Cartridge ID: NWB-3900

- TRIVIA -

Valkyrie no Bouken was released on August 01, 1986 in Japan for 3900 Yen.

This is the 17th title to have been release by Namco on the Famciom.

The title of this game translates from japanese as 'The Adventures of Valkyrie - The Legend of the Time Key'.

- SERIES -

1. Valkyrie no Bouken - Toki no Kagi Densetsu [Model NWB-3900] (1986, Famicom)
2. Valkyrie no Densetsu (1989 Arcade)
3. Xandra's Big Adventure - Meeting with Valkyrie (1992, Super Famicom)

- STAFF -

Programmed by: A. Wachi (Sco.B)
Music Directed by: H. Kawada (Leo.O)
Original Character Design: H. Fuji (Vir.A)
English Advisor: N. Watanabe (Vir.A)
Executive Observer: Wan Wan (Sag.O)
Special Thanks to: M. Koizumi, K. Saito, S. Takigami
Directed by: S. Macco (Aqu.AB)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54793&o=2

$end


$info=valkyrie,
$bio

ワルキューレの伝説 (c) 1989 Namco.(Valkyrie no Densetsu)

- TECHNICAL -

Namco System 2 hardware
Game ID : WD

Main CPU : (2x) Motorola 68000 (@ 12.288 Mhz), M6809 (@ 3.072 Mhz), HD63705 (@ 2.048 Mhz)
Sound Chips : C140 (@ 21.39 Khz), YM2151 (@ 3.57958 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Valkyrie no Densetsu was released in April 1989 in Japan.

The title of this game translates from Japanese as 'The Legend of Valkyrie'.

Valkyrie makes cameo appearances in several other games:
- She is a hidden boss in "Tales of Eternia/Destiny 2" and the Valkyrie theme music plays in the dungeon
- She is a character in the Nintendo GBA spinoff "Tales of the World - Narakiri Dungeon 2".
- Valkyrie's photo also shows up in a blimp in the arcade title "Mach Breakers".
- Additionally, she appears in the strategy game Namco Super Wars for the Wonderswan 
- Makes a star appearance in Monolith's Namco X Capcom, also a strategy game. 
- She also appears in Marvel Land for the Arcade/Genesis. 
- Cassandra, from "Soul Calibur 2", dresses up as Valkyrie in her third costume.
- Her theme song shows up up Taiko "Drum Master" as the latter half of the song Taiko March.

Victor Entertainment released a limited-edition soundtrack album for this game (Valkyrie no densetsu : Namco Game Sound Express Vol.1 - VDR-14001) on September 21, 1989.

- TIPS AND TRICKS -

* Round Select :
1. Turn DIP-5 ON.
2. Press Button3 when 'Please Press 1P or 2P Button' screen is displayed after inserted credit.
3. A number is displayed in the screen (success !)
4. Select number by Button3+Right or Left 

Code - Starting Round
0 or 1 - Round 1
2 or 9 - Round 2
3 or A - Round 3
4 or B - Round 4
5 or C - Round 5
6 or D - Round 6
7 or E - Round 7
8 or F - Round 8

NOTE : Round Select has several problems (Music stops until you enter a house, etc.).

- SERIES -

1. Valkyrie no Bouken - Toki no Kagi Densetsu [Model NWB-3900] (1986, Famicom)
2. Valkyrie no Densetsu (1989 Arcade)
3. Xandra's Big Adventure - Meeting with Valkyrie (1992, Super Famicom)

- STAFF -

Staff : Spanky Usukura, Nam Nam, WanWan, Astron Ishii
Music composed by : Hiroyuki Kawada

- PORTS -

* Consoles : 
NEC PC-Engine [JP] (August 9, 1990) "Valkyrie no Densetsu [Model NC90006]" 
Sony PlayStation [JP] (February 28, 1997) "Namco Museum Vol.5 [Model SLPS-00705]" 
Sony PlayStation [US] (November 1997) "Namco Museum Vol.5 [Model SLUS-00417]" 
Sony PlayStation [AU] (1998) "Namco Museum Vol.5 [Model SCES-00702]" 
Sony PlayStation [EU] (February 1998) "Namco Museum Vol.5 [Model SCES-00702]" 
Sony PlayStation [JP] (October 28, 1999) "Namco Museum Vol.5 [PlayStation the Best] [Model SLPS-91162]" 
Nintendo Wii [Virtual Console] [JP] (April 1, 2008) PC-Engine version 
Nintendo Wii [Virtual Console Arcade] [JP] (December 8, 2009)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3040&o=2

$end


$pce=valkyrie,
$bio

????????? (c) 1990 Namco, Limited.
(Valkyrie no Densetsu)

Valkyrie no Densetsu is an action/adventure game by Namco and conversion of the arcade game of the same name. A cute and courageous young Valkyrie is sent from heaven to save the country of Marvel Land. She is accompanied by Sandora, a green looking creature from the Sandora clan who is on a long journey in search of the Golden Seed, a magical artifact capable of granting all wishes. But the seed has only brought chaos and disaster to the world and Valkyrie is given the mission to find it and to destroy it before it falls into the wrong hands. With her sword and magic powers, she travels through six large areas - from swamps to rocky hills, deep caves and creepy dungeons. Coins can be collected along the way to purchase various items and new weapons from shops scattered (and sometimes hidden) around the game. The extensive list of items ranges from additional health containers, healing herb, wide beam shots, drill shots, four-way shots and so forth. Each special weapon only come in limited quantities though and disappears when it runs out of ammo. Valkyrie can also use her divine magic powers to cast powerful spells such as the multiple-valkyrie, the bomb or one that makes her grow to an enormous size. The game has somewhat of an adventure feel to it and each area has its share of special events that need to be resolved for extra bonuses. Other stages feature hidden villagers who ask the valkyrie questions and right answers are rewarded with special items or spells. Later stages also have a non-linear structure to them and different paths lead to different areas to explore. The game is vast and a password system allows the player to continue an earlier game.

- TECHNICAL -

HuCARD ID: NC90006
HuCARD Size: 4Mbits.

- TRIVIA -

Valkyrie no Densetsu for PCE was released on August 09, 1990 in Japan for 6800 Yen.

Valkyrie No Densetsu is based on an arcade game originally released in 1990. The PC Engine version shows some differences with the original arcade game. It has sadly lost the two simultaneous player mode - a second player could control Sandora (the little green character) in the original arcade game. Graphics were also a lot more impressive and featured some really neat scaling effects (for instance, after the first village, the valley in the background smoothly zooms out as our heroine climbs up the hill). The PC Engine also has small differences in stage layouts and some have been altered or shuffled around - however, the version also features an extra area at the end of the game and an exclusive new boss not seen in the original arcade game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58773&o=2

$end


$bbca_cass,bbcb_cass=valphara,
$bio

Valley of the Pharaohs (c) 19?? First Byte

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52621&o=2

$end


$pc8801_flop=valna,
$bio

Valna (c) 1989 System Sacom Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93208&o=2

$end


$saturn,sat_cart=valorau,
$bio

Valora Valley Golf (c) 1996 Vic Tokai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60194&o=2

$end


$saturn,sat_cart=valora,
$bio

Valora Valley Golf (c) 1996 Vic Tokai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60453&o=2

$end


$info=valtric,
$bio

Valtric (c) 1986 Jaleco Co.

A great vertically scrolling shoot'em up

The player controls a space ship in eight directions through four different overhead view stages, and is able to shoot in the direction the space ship faces. The space ship drop bombs vertically above the ship and the player can pick up power-ups that enhance the ship weapons, as well as attach options that fire in a direction depending on where the option was attached. The player can avoid danger and obstacles by pushing the ascend button. 

The Enemies consist of a infinitely respawning smaller hordes of moving enemies, stationary cannons, and large bosses enemies, you must destroying all the enemies to clear the stage and complete the mission.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 5 Mhz)
Sound CPU : Zilog Z80 (@ 5 Mhz)
Sound Chips : (2x) Yamaha YM2203 (@ 1.5 Mhz)

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 54.00 Hz
Palette colors : 768

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Valtric was released in November 1986.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3041&o=2

$end


$info=m4vfm,
$bio

Value for Money (c) 199? Global Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42873&o=2

$end


$pc8801_flop=valvan,
$bio

Valvan (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93209&o=2

$end


$info=m5vampup,
$bio

Vamp It Up (c) 2004 Barcrest.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=21199&o=2

$end


$info=vamphalf,vamphalfk,
$bio

Vamp x 1/2 (c) 1999 Danbi System.

- TECHNICAL -

Main CPU : E1-16T (@ 50 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), OKI6295 (@ 13.558 Khz)

Players : 2
Control : 8-way joystick
Buttons : 4

- TRIVIA -

Released in September 1999. Distributed by F2 System.

Was released in Europe as "Vamf x 1/2".

Based on the comic of the same name.

- SERIES -

1. Vamp x 1/2 (1999)
2. Vamp x 1/2 1+2 (????, PC CD-Rom)

- STAFF -

Game Program : Young Gon Yoo
Engine Program : KSS
Animator : Joong Hyun Kim
Computer Graphic : Hyun Jin Myoung, Jon Chan Park
Danbi Studio : Hae Myoung Oh
Effect : Jong Chan Park
Proginal Character Design : Chan Sup Park
Game Character : Joong Hyun Kim
Game Design : Neo
Program Management : KSS
Graphic Management : Hyun Jin Myoung
Job Management : Anysia Yoon
Total Management : KSS

- PORTS -

* Computers :
Windows (2000)

* Others :
Apple iPhone/iPod Touch (2011) "Vampire Wolf Warrior"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3043&o=2

$end


$psx=vampirky,
$bio

Vampir Kyuuketsuki Densetsu [Model SLPS-01932] (c) 1999 Artdink Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85838&o=2

$end


$msx1_cass=vampire,
$bio

Vampire (c) 1987 Manhattan Transfer

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95099&o=2

$end


$sms=vampire,
$bio

Vampire (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56268&o=2

$end


$gamegear=vampire,
$bio

Vampire - Master of Darkness [Model 2559] (c) 1993 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64987&o=2

$end


$info=vampj,vampja,vampjr1,
$bio

Vampire - The Night Warriors (c) 1994 Capcom Co, Limited.

A one-on-one fighting game featuring ten horror-themed characters, such as werewolves, mummies, vampires, etc. duking it out "Street Fighter" style. After defeating nine standard opponents, two end bosses must be beaten before the game is completed.

- TECHNICAL -

Runs on the "CP System II" hardware.
Green Board [Japan]

Players : 2
Control : 8-way joystick
Buttons : 6
=> [1] LP (Jab), [2] MP (Short), [3] HP (Firece) 
=> [4] LK (Strong), [5] MK (Forward), [6] HK (Roundhouse)

- TRIVIA -

Vampire - The Night Warriors was released in June 1994 in Japan. It was known as the 5th CPS-II game.

The game is known outside Japan as "Darkstalkers - The Night Warriors". Here are some known export releases:
"Darkstalkers - The Night Warriors [Blue Board]"
"Darkstalkers - The Night Warriors [Grey Board]"
"Darkstalkers - The Night Warriors [Orange Board]"

Suleputer released a limited-edition soundtrack album for this game (Vampire - The Night Warriors Arcade Game Track - SRCL-2969) on September 7, 1994.

- UPDATES -

Green Board revisions : 

REVISION 1
* Build date: 940630

REVISION 2
* Build date: 940705

- TIPS AND TRICKS -

* Character Select In Attract Mode : In attract mode, when the computer is on the Character Select screen, it's possible to choose the characters with the 1p & 2p Start buttons.

* Alternate Costume Color : Highlight a fighter at the character selection screen and press Start.

* Hidden Tune : Beat the game with one credit, after inputting your name hold Down+LK+MK until the end credits appear. If done correctly, you'll be listening to the secret ending tune.

- SERIES -

1. Vampire - The Night Warriors [Green Board] (1994, Arcade)
2. Vampire Hunter - Darkstalkers' Revenge [Green Board] (1995, Arcade)
3. Vampire Savior - The Lord of Vampire [Green Board] (1997, Arcade)
4. Vampire Savior 2 - The Lord of Vampire [Green Board] (1997, Arcade)
5. Vampire Hunter 2 - Darkstalkers' Revenge [Green Board] (1997, Arcade)
6. Darkstalkers 3 - Vampire Savior (1999, PlayStation)
7. Darkstalkers Chronicles - The Chaos Tower (2005, PSP)

- STAFF -

Planners : Junichi Ohno, Gyo, Jun Koike
Programmers : Atsushi Ohuchi, Akiyoshi Eshiro, Toshihiko Tsuji, Morimichi Suzuki, Hiroshi Inaba
Object Designers : Kurisan, Hiroshi Shibata, Keiko Kitayama, Mizuho Kageyama, Takashi Hayashi, Q, Toshikazu Matsumoto, Kimo Kimo, Who, Tohru Takaoko, Mizupyon
Scroll Designers : Yuki Kyotani, Kaori Matsumoto, Hiroyuki Imahori, Akemi Isoe, Tamayo Takeo, Miyuki Hongoh, Saru
Sound Designers : Toshio Kajino (1970.2.25), Tomuyuki Kawakami (T.K NY) (1971.8.31)
Music Composers : Takayuki Iwai (Anarchy Takapon) (1969.11.19), Hideki Okugawa (Hideki.OK) (1970.3.28)

* Voice Actors : 
Demitri : Nobuyuki Hiyama
Gallon, Zabel Zarock, Aulbath : Yuji Ueda
Morrigan : Yayoi Jinguji
Felicia : Kae Araki
Sasquatch, Bishamon, Anakaris, Victor, Narration : Kan Tokumaru

- PORTS -

Here is a list of ports released in Japan only.

* Consoles :
Sony PlayStation [JP] (March 22, 1996) Vampire - The Night Warriors [Model SLPS-00036]" 
Sony PlayStation 2 [JP] (May 19, 2005) "Vampire - Darkstalkers Collection [Model SLPM-65998]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3042&o=2

$end


$pc8801_flop=vampirey,vampireya,
$bio

Vampire - Yoru no Kizoku (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93210&o=2

$end


$pc8801_flop=vampireb,
$bio

Vampire BGM Shuu (c) 1994 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93211&o=2

$end


$bbca_cass,bbcb_cass=vampcast,
$bio

Vampire Castle (c) 19?? Micrograf

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52622&o=2

$end


$pc98=vamphigh,
$bio

Vampire High School (c) 1993 Inter Heart [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90982&o=2

$end


$x68k_flop=vampireh,
$bio

Vampire High School (c) 1994 Inter Heart

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88201&o=2

$end


$info=vhuntj,vhuntjr1,vhuntjr2,
$bio

Vampire Hunter - Darkstalkers' Revenge (c) 1995 Capcom Company, Limited.

The second game in the Darkstalkers series includes 14 horrific fighters.

- TECHNICAL -

Runs on the "CP System II" hardware.
Green Board [Japan]

Players : 2
Control : 8-Way Joystick
Buttons : 6
=> [1] LP (Jab), [2] MP (Short), [3] HP (Fierce)
=> [4] LK (Strong), [5] MK (Forward), [6] HK (Roundhouse)

- TRIVIA -

Vampire Hunter was released in March 1995 in Japanese arcades. It was known as the 9th video game released on the CPS-II hardware.

The game was known outside Japan as Night Warriors, here is a list of known Export releases:
"Night Warriors - Darkstalkers' Revenge [Blue Board]"
"Night Warriors - Darkstalkers' Revenge [Grey Board]"
"Night Warriors - Darkstalkers' Revenge [Orange Board]"
"Night Warriors - Darkstalkers' Revenge [Pink Board]"

Sony Records released a 2-CD limited-edition soundtrack album for this game (Vampire Hunter: Darkstalker's Revenge - SRCL-3197/8) on May 21, 1995.

- UPDATES -

Green Board releases:

REVISION 1:
* Build Date: 950302

REVISION 2:
* Build Date: 950307

REVISION 3:
* Build Date: 950316

- TIPS AND TRICKS -

* Alternate Costume Colors : highlight a fighter at the character selection screen. 
1) Press Roundhouse to select the costume color from Darkstalkers. 
2) Press Start to select the secondary costume color from Darkstalkers. 
3) Press Jab+Forward to select the dark costume version. 

* Secret End Tune : beat the game with one credit, after your character's victory pic appears on the screen, hold Up. The secret tune shall then appear as the credits start. 

* SPECIAL 

Anakaris : 
1) (3/4 max) Naraku no Ana : Left, DownLeft, Down, DownRight, Right + 2 Kicks 
2) (1/2 max) Pharaon Magic : MK, LP, Down, LK, MP 
3) (Anywhere) Pharaon Split : LP, LP, Down, MK, HK 

Bishamon : 
1) (Close) Oni Kubi Hineri : Right, DownRight, Down, DownLeft, Left + 2 Punches 
2) (Anywhere) Kasane Giri : Left, DownLeft, Down, DownRight + 2 Kicks 

Demitri : 
1) (Far) Demon Blast : Down, Right, DownRight + 2 Kicks 
2) (Close) Midnight Pleasure : Down, Right, DownRight + 2 Punches 

Donovan : 
1) (Anywhere) Change Immortal : MP, LP, Left, LK, MK 
2) (Anywhere) Press of Death : Left, DownLeft, Down, DownRight, Right + Kick (LK = close, MK = medium, HK = far) 

Felicia : 
1) (3/4 max) Dancing Flash : Right, Down, DownRight + 2 Punches 
2) (Anywhere) Please Help Me : Left, DownLeft, Down, DownRight, Right + 2 Kicks 

Jon Talbain ('Gallon' in Japan) : 
1) (Anywhere) Mirage Body : Left, DownLeft, Down, DownRight, Right + 2 Kicks 
2) (Anywhere) Dragon Cannon : Right, DownRight, Down, DownLeft, Left + 2 Punches 

Hsien-Ko ('Lei Lei' in Japan) : 
1) (Anywhere) Chireitou : Left, DownLeft, Down, DownRight + 2 Kicks 
2) (Anywhere) Tenraiha : LK, HK, MP, MP, Up 

Lord Raptor ('Zabel Zarock' in Japan) : 
1) (1/2 max) Evil Scream : Right, Left + 2 Punches 
2) (1/2 max) Death Voltage : Right, DownRight, Down, DownLeft + 2 Kicks 
3) (Anywhere) Hell Dunk : Right, Down, DownRight + 2 Punches 

Morrigan : 
1) (Sweep distance) Darkness Illusion : LP, LP, Right, LK, HP 
2) (Anywhere) Valkrie Turn : Right, RightDown, Down, DownLeft, Left, Kick, then (LK = close, MK = medium, HK = far) 
3) (Anywhere) Astral Vision : LP, LP, Right, MP, HP 

Huitzil ('Phobos' in Japan) : 
1)(Anywhere) Confusioner : Right, Down, DownRight + 3 Kicks 
2)(Anywhere) Final Guardian : Left, DownRight, Down, DownLeft + 2 Kicks 

Pyron : 
1)(Anywhere) Cosmo Disruption : Left, DownLeft, Down, DownRight, Right + 2 Punches or 2 Kicks (Hold and release 2 Punches or 2 Kicks)

Rikuo ('Aulbath' in Japan) : 
1) (1/2 max) Aqua Spread : Right, DownRight, Down + 2 Punches or 2 Kicks 
2) (Anywhere) Water Jail : Right, Down, DownRight + 2 Punchs 
3) (Anywhere) Sea Rage : Left, DownLeft, Down, DownRight + 2 Punchs 
4) (Close) Direct Scissors : Down(x2) + 2 Punches (Only works HK or Start)  

Sasquatch : 
1) (Anywhere) Big Freezer : Left, DownLeft, Down, DownRight + 2 Punches 
2) (3/4 max) Big Ice Burn : Left, DownLeft, Down, DownRight + 2 Kicks 

Victor : 
1) (Anywhere) Thunder Break : Down (2s), Up + 2 Punchs 
2) (Corps to corps) Great Gerdenheim : Left, DownLeft, Down, DownRight + 2 Kicks (Press Punch to grab)

- SERIES -

1. Vampire - The Night Warriors [Green Board] (1994, Arcade)
2. Vampire Hunter - Darkstalkers' Revenge [Green Board] (1995, Arcade)
3. Vampire Savior - The Lord of Vampire [Green Board] (1997, Arcade)
4. Vampire Savior 2 - The Lord of Vampire [Green Board] (1997, Arcade)
5. Vampire Hunter 2 - Darkstalkers' Revenge [Green Board] (1997, Arcade)
6. Darkstalkers 3 - Vampire Savior (1999, PlayStation)
7. Darkstalkers Chronicles - The Chaos Tower (2005, PSP)

- STAFF -

Game Designers : Junichi Ohno (Ohn), Nohah
Sound Designers : Tomuyuki Kawakami (T.K NY), Toshio Kajino
Music Composers : Takayuki Iwai (Anarchy Takapon), Hideki Okugawa (Hideki Ok), Akari Kaida (Akari. K -Lemon-)
Object Designers : Kurisan (Kuri), Tanuki, Ikusan Z, Takashi Hayashi, Shibata Hiroshi, Kitasan, Mizuho, Q, The Who, Kimo Kimo, Shisui, Yorio, Z666, Pei, Mizupyon, G. Kamina, Chunkichi, Tsuyoshi, Kamameshi, "Kouda" Isi. B, Yanagi Kagerou, Yoshioka, Dekao, Kick, Syuuchan, Kidai,, Kozuchi, Delta
Scroll Designers : Kyo, Tamachan, Motokazz. S, Aya
Program Designers : Panda, T.J, Odawara Hassssssy, Mo. Suzuki, Min, Ittetsu, Tsuna Hayahide, Hero Hero, Hdo, Tora&Yume&Hide (Tora Papa & Yume & Hide Mama)
Producer : Yoshiki Okamoto (Kihaji Okamoto)

* Voice Actors :
Demitri Maximoff, Donovan Baine, Pyron : Nobuyuki Hiyama
Jon Talbain, Lord Raptor, Rikuo : Yuji Ueda
Morrigan Aensland : Yayoi Jinguji
Felicia : Kae Araki
Victor Von Gerdenheim, Bishamon, Sasquatch, Anakaris, Narration : Kan Tokumaru
Hsien-Ko : Michiko Neya
Huitzil : Jurota Kosugi
Cecil : Kyoko Hikami

Special Thanks : Noritaka Funamizu (Poo), Spikey, Haruo Murata (Mucchi), Alex Jimenez, Takuya Shiraiwa (Mr. Shiraiwa)

- PORTS -

(Japanese releases only)

* Consoles : 
Sega Saturn [JP] (February 23, 1996) "Vampire Hunter - Darkstalkers' Revenge [Model T-1202G]"
Sony PlayStation 2 [JP] (May 19, 2005) "Vampire - Darkstalkers Collection [Model SLPM-65998]" 
Microsoft XBOX 360 [JP] (March 14, 2013) "Vampire Resurrection [Model JES1-00280]" 
Sony PlayStation 3 [JP] (March 14, 2013) "Vampire Resurrection [Model BLJM-60567]" 
Sony PlayStation 3 [PSN] [JP] (March 17, 2013) "Vampire Resurrection [Model NPJB-00312]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3044&o=2

$end


$saturn,sat_cart=vhunt,vhunta,vhuntb,vhuntd,vhuntc,vhuntsam,
$bio

Vampire Hunter - Darkstalkers' Revenge (c) 1996 Capcom Company, Limited.

REVENGE IS WITHIN REACH

The Darkstalkers return and now crave the fury of a good night fight. In this head-to-head fighting challenge, creatures from your darkest nightmares battle for eternal control of the night. Treacherous, classic favorites take on 4 new challengers for total domination. Donovan, the Dark Hunter. Phobos, the Killer Machine. Lei-Lei, the Chinese Ghost. And Pyron, the ultimate Alien ruler. The battle has never been as intense, with faster speeds, more captivating moves and even more incredible graphics. Vampire Hunter; the game of your dreams, and nightmares.

Vampire Hunter features 14 chilling Night Warriors including 4 additions: 2 new characters and 2 playable bosses. 3 levels of Special Moves for each character add even more variety and challenge to the action, unleash hundreds of screen - blasting moves - charge and stock a myriad of Special Moves! Outstanding new features: Auto Guard (blocks) and Chain Combos for both novice and expert players. Incredible animation, sound and graphics.

- TECHNICAL -

Game ID: T-1202G

- TRIVIA -

Vampire Hunter for Sega Saturn was released on February 22, 1996, this version of Vampire Hunter features an Appendix Mode. It allows players to customize the game to their liking by switching the background colors to those of either Vampire Hunter or Vampire, the opponents' costume colors to those of Vampire Hunter (ie. blue Pyron) or Vampire (ie. orange Pyron) and the BGM to that of Vampire Hunter or Vampire.

- TIPS AND TRICKS -

* Enter Option Mode. Move to Configuration. Press B, X, Down, A, Y to reveal Appendix. This menu features a BGM and S.E. test. There is also an animation setting. When set to FULL, all of the arcade's animation is used in same character battles (Lei-Lei Vs. Lei-Lei). BGM, stage backgrounds, and CPU-character costume colors can be switched from HUNTER to CLASSIC (based on those of Vampire) or RANDOM. If you change all of these settings to CLASSIC or RANDOM, the attract sequence of the original Vampire may play at the beginning of the game instead of the one from Vampire Hunter.

* Also in Option Mode, highlight Turbo Speed and press X, X, Right, A, Z. This allows you to select up to eight stars of turbo game speed as opposed to the normal four stars.

* Again in the Option Mode, place the cursor over Screen Size, then press A, C, X, X, Up. Whenever you pause the game, the screen won't turn dark and display the word "PAUSE" on it, but you can still press A to access the Key Configuration screen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59869&o=2

$end


$info=vhuntjr1s,
$bio

Vampire Hunter - Darkstalkers' Revenge [Stop version] (c) 1995 Capcom Company, Limited.

- TRIVIA -

Ultra rare version. Changes are little and unknown.

For more information about the game itself, please see the original Japanese version entry: "Vampire Hunter - Darkstalkers' Revenge [Green Board]".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47318&o=2

$end


$info=vhunt2,vhunt2r1,vhunt2d,
$bio

Vampire Hunter 2 - Darkstalkers' Revenge (c) 1997 Capcom Company, Limited.

Fourteen well-animated creatures from Hell rip, tear and otherwise fight for control of the nether-realms.

- TECHNICAL -

Runs on the "CP System II" hardware.
Green Board [Japan]

Players: Up to 2.
Control: 8-way joystick per player.
Buttons: 6 per player.
= > [1] LP, [2] MP, [3] HP
= > [4] LK, [5] MK, [6] HK

- TRIVIA -

Vampire Hunter 2 was released in September 1997 only in Japan. It was known there as the 27th video game released for the CPS2 hardware.

This game is not a actual sequel, but rather a redesigned version, using the newest Darkstalkers engine. It even includes a reworked version of "Vampire Savior 2"'s intro, which removes all references to Jedah, Bulleta, Q-Bee and Lilith.

Capcom cheated with Vampire Hunter 2, since, chronologically, Anita would be in her teens by the time of Vampire Savior, but they removed Donovan from "Vampire Savior"'s storyline, bringing in Bulleta, instead.

Huitzil (Phobos' name outside of Japan) is the diminutive of 'Huitzilopochtli' (which means 'Blue Hummingbird on the Left'). He was the chief god of the great Aztec city Tenochtitlan and became after his death the Aztec god of the Sun and War.

- UPDATES -

Green Board revisions : 

REVISION 1:
* Build date: 970913

REVISION 2:
* Build date: 970929

- TIPS AND TRICKS -

* Hidden Warriors: The first will appear if you make 3 'DARK FORCE' or 3 'EX FINISH' without losing a round. The second will appear after 6 'EX FINISH' without losing a round.

* Shoul Mode: On the character select screen, go to the [?] box, press Start 5 times, then push any punch or kick button.

* Alternate Shoul Mode: on the character select screen, go to the character whom you would like to use first stage, then press Start 3 times, after that go to the [?] box, press Start 5 times, then push any punch or kick button.

* Marionette Mode: On the character select screen, go to the [?] box, press Start 7 times, then push any punch or kick button.

* Priest Bishamon: On the character select screen, go to Bishamon, hold Start and press any punch or kick button.

- SERIES -

1. Vampire - The Night Warriors [Green Board] (1994, Arcade)
2. Vampire Hunter - Darkstalkers' Revenge [Green Board] (1995, Arcade)
3. Vampire Savior - The Lord of Vampire [Green Board] (1997, Arcade)
4. Vampire Savior 2 - The Lord of Vampire [Green Board] (1997, Arcade)
5. Vampire Hunter 2 - Darkstalkers' Revenge [Green Board] (1997, Arcade)
6. Darkstalkers 3 - Vampire Savior (1999, PlayStation)
7. Darkstalkers Chronicles - The Chaos Tower (2005, PSP)

- STAFF -

* Voice Actors :
Demitri, Donovan, Pyron : Nobuyuki Hiyama
Gallon, Zabel Zarock, Aulbath : Yuuji Ueda
Morrigan : Yayoi Jinguji
Felicia : Kae Araki
Victor, Bishamon, Sasquatch, Anakaris : Kan Tokumaru
Lei Lei : Michiko Neya
Phobos : Jyurouta Kosugi
Cecil : Kyoko Hikami

- PORTS -

* Consoles : 
Sony PlayStation 2 [JP] (May 19, 2005) "Vampire - Darkstalkers Collection [Model SLPM-65998]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3045&o=2

$end


$cpc_cass=vampkill,
$bio

Vampire Killer (c) 1984 Scorpio Gamesworld

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100007&o=2

$end


$megadriv=akumajo,
$bio

Vampire Killer (c) 1994 Konami Company, Limited.

- TECHNICAL -

Game ID: T-95043

- TRIVIA -

Vampire Killer was released on March 18, 1994 in Japan.

- SERIES -

1. Akumajou Dracula [Model KDS-AKM] (1986, Famicom Disk System)
2. Akumajou Dracula [Model RC744] (1986, MSX 2)
3. Dracula II - Noroi no Fuuin [Model KDS-DRK] (1987, Famicom Disk System)
4. Akumajou Dracula [Model GX768] (1988, Arcade)
5. Dracula Densetsu [Model DMG-CVJ] (1989, Game Boy)
6. Akumajou Densetsu [Model KON-RC845] (1989, Famicom)
7. Dracula Densetsu II [Model DMG-CWJ] (1991, Game Boy)
8. Akumajou Dracula [Model SHVC-AD] (1991, Super Famicom)
9. Akumajou Dracula X - Chi no Rondo [Model KMCD3005] (1993, PC-Engine CD)
10. Vampire Killer [Model T-95043] (1994, Mega Drive)
11. Akumajou Dracula XX [Model SHVC-ADZJ] (1995, Super Famicom)
12. Akumajou Dracula X - Gekka no Yasokyoku [Model SLPM-86023] (1997, PlayStation)
13. Akumajou Dracula - Shikkokutaru Zensoukyoku [Model DMG-ADNJ-JPN] (1997, Game Boy)
14. Akumajou Dracula Mokushiroku - Real Action Adventure [Model NUS-ND3J] (1999, Nintendo 64)
15. Akumajou Dracula Mokushiroku Gaiden - Legend of Cornell [Model NUS-ND4J] (1999, Nintendo 64)
16. Akumajou Nendaiki - Akumajou Dracula [Model SLPM-86754] (2001, PlayStation)
17. Akumajou Dracula - Circle of the Moon [Model AGB-AAMJ-JPN] (2001, GBA)
18. Castlevania - Byakuya no Concerto [Model AGB-ACHJ-JPN] (2002, GBA)
19. Castlevania - Akatsuki no Minuet [Model AGB-A2CJ-JPN] (2003, GBA)
20. Castlevania [Model SLPM-65444] (2003, PS2)
21. Akumajou Dracula - Sogetsu no Jujika [Model NTR-P-ACVJ] (2005, Nintendo DS)
22. Akumajou Dracula - Yami No Juin [Model SLPM-66175] (2005, PS2)
23. Akumajou Dracula - Gallery of Labyrinth [Model NTR-ACBJ-JPN] (2006, Nintendo DS)
24. Akumajou Dracula X Chronicle [Model ULJM-05287] (2007, PSP)
25. Akumajou Dracula Ubawareta Kokuin [Model NTR-YR9J-JPN] (2008, Nintendo DS)
26. Akumajou Dracula - The Arcade (2008, Arcade)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56316&o=2

$end


$info=vnight,
$bio

Vampire Night (c) 2001 Namco.

- TECHNICAL -

Namco System 246 Hardware

CPU : 128 Bit "Emotion Engine"
- System Clock: 300 MHz
- System Memory: 32 MB Direct Rambus
- Memory Bus Bandwidth: 3.2 GB per second
- Co-Processor: FPU (Floating Point Multiply Accumulator x 1, Floating Point Divider x 1)
- Vector Units: VU0 and VU1 (Floating Point Multiply Accumulator x 9, Floating Point Divider x 1)
- Floating Point Performance: 6.2 GFLOPS
- 3D CG Geometric Transformation: 66 million Polygons Per Second
- Compressed Image Decoder: MPEG2
Graphics : "Graphics Synthesizer"
- Clock Frequency: 150MHz
- DRAM Bus bandwidth: 48 GB Per Second
- DRAM Bus width: 256 bits
- Pixel Configuration: RGB:Alpha:Z Buffer (24:8:32)
- Maximum Polygon Rate: 75 Million Polygons Per Second
Sound : "SPU2+CPU"
- Number of voices: ADPCM: 48 channel on SPU2 plus definable by software
- Sampling Frequency: 44.1 KHz or 48 KHz (selectable)
I/O Processor
- CPU Core: Current PlayStation CPU
- Clock Frequency: 33.8 MHz or 37.5 MHz (selectable)
- Sub Bus: 32 Bit

- TRIVIA -

Released in February 2001 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=29703&o=2

$end


$info=sc5vamp,sc5vampa,
$bio

Vampire Payer (c) 200? QPS Interactive.

- TECHNICAL -

[Model PR2402]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42840&o=2

$end


$info=vsav,vsavd,vsavu,
$bio

Vampire Savior - The Lord of Vampire (c) 1997 Capcom Company, Limited.

North American & European release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Vampire Savior - The Lord of Vampire [Green Board]".

- TECHNICAL -

Runs on the "CP System II" hardware.
Blue Board [USA & Europe]

- TRIVIA -

In the Export versions: 
Bulleta is named B. B. Hood (Baby Bonnie Hood).
Lei-Lei is named Hsien-Ko.
Gallon is named Jon Talbain.
Zabel Zarock is named Lord Raptor.
Aulbath is named Rikuo.

- PORTS -

(North American and European ports only)

* Consoles : 
Sony PlayStation [EU] (November 18, 1998) "Darkstalkers 3 [Model SLES-01719]" 
Sony PlayStation [US] (November 30, 1998) "Darkstalkers 3 [Model SLUS-00745]" 
Sony PlayStation 3 [PSN] [US] (March 12, 2013) "Darkstalkers Resurrection" 
Microsoft XBOX 360 [XBLA] [US] (March 13, 2013) "Darkstalkers Resurrection" 
Sony PlayStation 3 [PSN] [EU] (March 13, 2013) "Darkstalkers Resurrection"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69678&o=2

$end


$info=vsavj,
$bio

Vampire Savior - The Lord of Vampire (c) 1997 Capcom Company, Limited.

Fifteen characters fight to end the reign of Jedah, the Vampire Savior and save their own souls!

- TECHNICAL -

Runs on the "CP System II" hardware.
Green Board [Japan]

Players: Up to 2
Control: 8-way joystick per player.
Buttons: 6 per player.
= > [1] LP, [2] MP, [3] HP
= > [4] LK, [5] MK, [6] HK

- TRIVIA -

Vampire Savior was released in May 1997 in the Japanese arcades. It was known there as the 22th video game released for the CPS2 hardware.

Known export releases:
"Vampire Savior - The Lord of Vampire [Blue Board]"
"Vampire Savior - The Lord of Vampire [Grey Board]"
"Vampire Savior - The Lord of Vampire [Orange Board]"

Secret Title: Darkstalkers - Jedah's Damnation (hosted in a gfx rom but not used in the game). Some Blue Board copies were hacked to use the 'Jedah's Damnation' title.

Lilith was originally slightly different, in back-story, to the one we know now. She was what is occasionally referred to as a white-wing, with her angelic heritage hidden from view most of the time. This idea was dropped, due to, supposedly, too many angel characters in games. Briefly, She was redesigned as a hermaphrodite, but that too was dropped, most likely due to the fact it would have courted controversy, and instead she was made into part of Morrigan.

Victor Entertainment released a limited-edition soundtrack album for this game (Vampire Savior : Capcom Game Soundtrack - VICL-60098, 60099) on August 21, 1997.

- TIPS AND TRICKS -

* Hidden Warriors : to reach your character's hidden warrior, you must finish the stage without losing any energy bats, and without timeouts. The KO move MUST be an EX Finish. Dark Force or ES Finishes may be acceptable, but an EX Finish is preferred. If you meet this condition, you'll get a 'Here comes a new challenger' prompt as you enter the fourth stage. Each character has their own boss character fights (i.e. Demitri's final boss is Morrigan, Jedah's final boss is Demitri, etc.), and after you finish the first 6 stages, you must defeat your character's boss character in Stage 7 to finish the game. If your character's final boss is Jedah, there will be a special intro scene. 

* Play as Original Jon Talbain ('Gallon' in Japan) : at the character select screen, highlight Jon Talbain ('Gallon') and press Start and all three punch buttons at the same time. 

* Shoul Mode : on the character select screen, go to the [?] box, press Start 5 times, then push any punch or kick button. 

* Alternate Shoul Mode : on the character select screen, go to the character whom you would like to use first stage, press Start 3 times, after go to the [?] box, press Start 5 times, then push any punch or kick button. 

* Win Poses : by holding any attack button at the end of a fight, you may choose most of each character's win poses. However, there are a few that can't be seen with this trick, such as Felicia's perfect win pose. 

* Tricks : even though the Start button is mostly used as a taunt button, there are a few characters that can use it for some rather silly moves such as Sasquatch & Felicia. 

If you leap at the enemy's head without attacking while using Felicia, you'll sit on their heads as long as neither player moves at all. An extra taunt? :) 

* EX MOVES : 

Anakaris : 
1) (3/4 max) In the Sarcophage : Left, DownLeft, Down, DownRight, Right + 2 Punches 
2) (1/2 max) Pharao Magic I : MK, LP, Down, LK, MP 
3) [Need 2 powers] (1/2 max) Pharao Magic II : HK, MP, Down, MK, HP 
4) [Need 3 powers] (1/2 max) Pharao Magic III : HK, MP, LK, Down, LP, MK, HP 

B. B. Hood ('Bulleta' in Japan) : 
1) (Anywhere) Hunt the Duck : Left, DownLeft, Down, DownRight, Right + 2 Punches 
2) (Near) Beautiful Memory : Left, DownLeft, Down, DownRight, Right + 2 Kicks 
3) (Close) Apple Blast : Right, DownRight, Down, DownLeft, Left + 2 Kicks 

Bishamon : 
1) (Close) Oni Kubi Hineri : Right, DownRight, Down, DownLeft, Left + 2 Punches 
2) (Anywhere) Enma Seki : Left, DownLeft, Down, DownRight + 2 Kicks 

Demitri : 
1) (3/4 max) Demon Pillion : Down, Right, DownRight + 2 Kicks 
2) (Sweep distance) Sucking the Blood : Right, Down, DownRight + 2 Punches 
3) [Need 2 powers] (Sweep Distance) Midnight Pleasure : LP, MP, Right, MK, MK 

Felicia : 
1) (3/4 max) Weapon X - 11 hit : Left, DownLeft, Down, DownRight, Right + 2 Punches 
2) (Anywhere) Help Me, Please - 34 hit : Left, DownLeft, Down, DownRight, Right + 2 Kicks 

Hsein Ko ('Lei Lei' in Japan) : 
1) (Anywhere) The Blast : Left, DownLeft, Down, DownRight, Right + 2 Punches 
2) (Anywhere) Chireitou : Left, DownLeft, Down, DownRight, Right + 2 Kicks 
3) (Anywhere) Tenraiha : LK, HK, MP, MP, Up 

Jedah : 
1) (Anywhere) Finale Rosso : Down (x2) + 2 Punches 
2) (Anywhere) Plova Di Selbo : Left, DownLeft, Down, DownRight, Right + 2 Kicks, Tap MK to grap opponent 

Jon Talbain ('Gallon' in Japan) : 
1) (Anywhere) Dragon Cannon : Left, DownLeft, Down, DownRight, Right + 2 Kicks 
2) (Close) Moment Slice : LP, MP, Right, LK, MK 

Lilith : 
1) (near) Bats : Right, Down, DownRight + 2 Kicks 
2) (near) Luminous Vision : LP, LP, Right, LK, HP 
3) [Need 2 powers] (Far) Gloomy Puppet Show : Down, DownRight, Right + 2 Kicks 

Lord Raptor ('Zabel Zarock' in Japan) : 
1) (1/2 max) Evil Scream : Right, Left + 2 Punches 
2) (1/2 max) Death Voltage : Right, DownRight, Down, DownLeft + 2 Kicks 
3) (Anywhere) Hell Dunk : Right, Down, DownRight + 2 Punches 

Q-Bee : 
1) (3/4 max) Chrysalid : Right, Down, DownRight + 2 Punches 
2) (Anywhere) Bee attack : Left, DownLeft, Down, DownRight, Right + 2 Kicks 

Morrigan : 
1) (Sweep Distance) Darkness Illusion : LP, LP, Right, LK, HP 
2) (Anywhere) Valkyrie Turn : Right, RightDown, Down, DownLeft, Left, (any) Kick, then LK (close), or MK (medium), or HK (far) 
3) (Anywhere) Shocked : Right, HP, MP, LP, Right 
4) (Anywhere) Finishing Shower : MP, LP, Left, LK, MK 

Rikuo ('Aulbath' in Japan) : 
1) (1/2 max) Aqua Spread : Right, DownRight, Down + 2 Kicks or 2 Punches 
2) (Anywhere) Water Jail : Right, Down, DownRight + 2 Punches 
3) (Anywhere) Sea Rage - 8 hit : Left, DownLeft, Down, DownRight, Right + 2 Punches 
4) [Need 3 powers] (Close) Direct Scissors : Down(x2) + 2 Punches 

Sasquatch : 
1) (Anywhere) Big Freezer : Left, DownLeft, Down, DownRight + 2 Punches 
2) (3/4 screen max) Big Eisbahn : Left, DownLeft, Down, DownRight + 2 Kicks 
3) (Close) Big Sledge : 720 degrees + 2 Kicks 

Victor : 
1) (Anywhere) Thunder Break : Down (2s), Up + 2 Kicks 
2) (Corps to corps) MEGA Gerdenheim : 720 degrees + 2 Kicks

- SERIES -

1. Vampire - The Night Warriors [Green Board] (1994, Arcade)
2. Vampire Hunter - Darkstalkers' Revenge [Green Board] (1995, Arcade)
3. Vampire Savior - The Lord of Vampire [Green Board] (1997, Arcade)
4. Vampire Savior 2 - The Lord of Vampire [Green Board] (1997, Arcade)
5. Vampire Hunter 2 - Darkstalkers' Revenge [Green Board] (1997, Arcade)
6. Darkstalkers 3 - Vampire Savior (1999, PlayStation)
7. Darkstalkers Chronicles - The Chaos Tower (2005, PSP)

- STAFF -

Main music composer : Takayuki Iwai (Anarchy Takapon) 
Sub music composer : Masato Koda (Cipher) 
Sound effects & Voice edit : Moe.T (Cipher) 
Sound drivers : Yasushi Ikeda" A!Ohana" 
Sound Tool : Tomohiro Masuda (Q~CVE) 
Sound "Q_64M" hardware : Ida~~~~~~~N 
Character designers : Eripyon.N (Eripyonsuke), Makoto Ishii, Fujihara, Ari, Takemoto, Rumi Chan, Takayuki Kosaka, Reiko Komatsu, Masarusan-N, Kuri, Tanuki, Kitasan, Ball Boy, Mizuho, Q, Who, Kimo Kimo, N_Labo, You-Ten Nakano, Mizupyon, Kaname, Tsuyoshi, Fuzii & Peliko, G.Kamina, Yoshioka, Isi-B Gao, Hitoshi Igarashi, Kozuchi 
Scroll designers : Yuki Kyotani, Yumiko Nakatsuka, Tamachan, Morisaki Chie, Goro Suzuki (1996), Kanno, Yuugen, Pokkemon 
Program designers : Shinchan (as 'Hyper Shinchan'), Cham Cho Choy, Pon, Min, Ittetsu, 24 (nishi), Moto $ Tomo Nogi, Teruaki Hirokado, Hard.Yas (-Jedah-) 
Planners : S. Obata, Neo_G H.Ishizawa, Malachie, Nohah, Kanetaka (Kinta) 
Producer : Tetsuya Iijima 
General producers : Noritaka Funamizu, Yoshiki Okamoto 

* Voice Actors : 
Jedah : Isshin Chiba 
Q-Bee, B. B. Hood : Miyuki Matsushita 
Lilith : Hiroko Konishi 
Demitri : Nobuyuki Hiyama 
Morrigan : Yayoi Jinguji 
Felicia : Kae Araki 
Rikuo, Lord Raptor, Jon Talbain : Yuuji Ueda 
Victor, Bishamon, Sasquatch, Anakaris : Kan Tokumaru 
Hsien-Ko : Michiko Neya 
Emily : Kozue Yoshizumi

- PORTS -

(Japanese ports only)

* Consoles : 
Sega Saturn [JP] (April 16, 1998) "Vampire Savior - The Lord of Vampire [Model T-1228G]" 
Sony PlayStation [JP] (November 5, 1998) "Vampire Savior EX Edition [Model SLPS-01700]" 
Sony PlayStation 2 [JP] (May 19, 2005) "Vampire - Darkstalkers Collection [Model SLPM-65998]" 
Microsoft XBOX 360 [JP] (March 14, 2013) "Vampire Resurrection [Model JES1-00280]" 
Sony PlayStation 3 [JP] (March 14, 2013) "Vampire Resurrection [Model BLJM-60567]" 
Sony PlayStation 3 [PSN] [JP] (April 17, 2013) "Vampire Resurrection [Model NPJB-00312]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3046&o=2

$end


$info=vsava,
$bio

Vampire Savior - The Lord of Vampire (c) 1997 Capcom Company, Limited.

Asian release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Vampire Savior - The Lord of Vampire [Green Board]".

- TECHNICAL -

Runs on the "CP System II" hardware.
Grey Board [Asia]

- PORTS -

(Asian ports only)

* Consoles : 
Microsoft XBOX 360 [AS] (March 14, 2013) "Vampire Resurrection" 
Microsoft XBOX 360 [KO] (March 14, 2013) "Darkstalkers Resurrection" 
Sony PlayStation 3 [AS] (March 14, 2013) "Vampire Resurrection [Model BLAS-50562]" 
Sony PlayStation 3 [KO] (March 14, 2013) "Darkstalkers Resurrection"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69680&o=2

$end


$saturn,sat_cart=vsav,vsava,
$bio

Vampire Savior - The Lord of Vampire (c) 1998 Capcom Company, Limited.

Jedah, the lord of the Dohma clan, awoke from his century long sleep.

"I shall be the one to unite every dispirited soul," he boasted.

For perfect salvation of all souls, he summoned the owners of "valuable souls" to his Majigen to unite them all to himself.

Jedah, the Jet-Black Messiah, resurrected to save Makai from being ruined by uniting all souls to himself. He summons the Darkstalkers to the Majigen, the battlefield he created for his own salvation.

- TECHNICAL -

Game ID (initial release) : T-1228G
Game ID (4MRAM Douroki Ban edition) : T-1229G

- TRIVIA -

Vampire Savior for Sega Saturn was released on April 16, 1998 in Japan. The 4MRAM Douroki Ban edition [Model T-1229G]was released the same day and makes use of the 4MB RAM cartridge to reproduce all of the arcade animation. Features the 15 original characters from Vampire Savior in addition to Donovan, Phobos, and Pyron from "Vampire Hunter - Darkstalkers' Revenge".

- TIPS AND TRICKS -

* Clear Arcade mode once on any difficulty setting without losing any Bat Marks. Then highlight Option, hold L and R, and press Start to access the EX Option menu. One of the features allows you to change game language to English. This will change the name of some characters (Bulleta changes to B. B. Hood, for example) and censors the game (all blood is white and the torture chamber stage changes).

* In Arcade mode only, highlight the ? box on the character select screen and press L five times. Upon pressing it the fifth time, hold down button L and press any Punch or Kick button. A character is selected at random, but there will be a shadowy figure behind the character named Shadow. Once you win a match this way, Shadow abandons the character, and takes possession of your opponent, so you switch characters for each stage this way.

* Vampire Hunter version of Phobos is selectable by highlighting Phobos, holding L, then pressing any Punch or Kick button.

* Dark Gallon can be selected by holding L, then pressing any two Punch or Kick buttons simultaneously while highlighting Gallon.

* To play as Oboro Bishamon, you must defeat him first. Don't use Auto mode, don't lose any Bat Marks, and finish at least two oppoonents with the listed EX Move shown below. Here's a quick legend, U = Up, D = Down, B = Back, F = Forward, P = Any Punch, K = Any Kick, LP/LK = Light Punch/Light Kick, MP/MK = Medium Punch/Medium Kick, HP/HK = Heavy Punch/Heavy Kick, PP = Any two Punch buttons, KK = Any two Kick buttons:

Anakaris
Pharaoh Salvation (HK, MP, D, MK, HP) or Pharaoh Decoration (HK, MP, LK, D, LP, MK, HP), either is usable in air

Aulbath
Aqua Spread (F, DF, D + PP or KK)

Bishamon
Togakubi Sarashi (D, D + PP), when opponent is knocked down

Bulleta
Beautiful Memory (B, DB, D, DF, F + KK)

Demitri
Midnight Pleasure (LP, MP, F, MK, MK), at Level 2

Donovan
Change Immortal (MP, LP, B, LK, MK)

Felicia
Please Help Me (B, DB, D, DF, F + KK)

Gallon
Moment Slice (LP, MP, F, LK, MK)

Jedah
Prova=Di=Servo (B, DB, D, DF, F + K), then press K

Lei-Lei
Chuukadan (B, DB, D, DF, F + PP)

Lilith
Gloomy Puppet Show (B, DB, D, DF, F + KK)

Morrigan
Darkness Illusion (LP, LP, F, LK, HP), usable in air

Phobos
Final Guardian Beta (F, D, DF + KK)

Pyron
Cosmo Disruption (B, DB, D, DF, F + PP or KK)

Q-Bee
+B (B, DB, D, DF, F + KK)

Sasquatch
Big Sledge (Rotate two full circles and press KK when close to opponent)

Victor
Geldenheim 3 (Rotate two full circles and press KK when close to opponent)

Zabel
Hell Dunk (F, D, DF + PP)

Once you have done each of these steps, you will face Oboro Bishamon after you defeat Jedah. Make sure you win, you will see your character's ending if you lose, and you will not be able to play as Oboro Bishamon if that happens. Once you defeat Oboro Bishamon, save the game, then enter any game mode, highlight Bishamon, hold L, and press any Punch or Kick button.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59870&o=2

$end


$info=vsavh,
$bio

Vampire Savior - The Lord of Vampire (c) 1997 Capcom Company, Limited.

South American release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Vampire Savior - The Lord of Vampire [Green Board]".

- TECHNICAL -

Runs on the "CP System II" hardware.
Orange Board [South America]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69679&o=2

$end


$info=vsav2,vsav2d,
$bio

Vampire Savior 2 - The Lord of Vampire (c) 1997 Capcom Company, Limited.

Fifteen characters fight to end the reign of Jedah, the Vampire Savior and save their own souls!

- TECHNICAL -

Runs on the "CP System II" hardware.
Green Board [Japan]

Players: Up to 2.
Control: 8-way joystick per player.
Buttons: 6 per player.
= > [1] LP, [2] MP, [3] HP
= > [4] LK, [5] MK, [6] HK

- TRIVIA -

Vampire Savior 2 was released in September 1997 in the Japanese arcades. It was known there as the 26th video game released for the CPS2 hardware.

During the intro, a fast montage of images appears in a snap second. If you slow down the emulation, you'll find that the images are actually sketches of various characters from the game (Notably, "Vampire Hunter 2" had a fast montage too, at the same point in the intro, but with different artwork).

Donovan's appearance in this game is part of a lie by Capcom : In the original draft for Vampire Savior, Donovan would have been turned into a type of demon, while Anita, now in her teens, would be added to the roster, most likely as a 'new' character. However, instead, both characters were cut, and only restored, suddenly ageless, for Vampire Savior 2, without the changes.

This game is not canon due to the above errata, and other chronological faults, like the inclusion of Pyron, who was destroyed in the original tournament.

- TIPS AND TRICKS -

* Hidden Warriors: the first will appear if you make 3 'DARK FORCE' or 3 'EX FINISH' without losing a round. The second will appear after 6 'EX FINISH' without losing a round. 

* Shoul Mode: on the character select screen, go to the [?] box, press Start 5 times, then push any punch or kick button. 

* Alternate Shoul Mode: on the character select screen, go to the character whom you would like to use in the first stage, press Start 3 times, after that go to the [?] box, press Start 5 times, then push any punch or kick button. 

* Marionette Mode: on the character select screen, go to the [?] box, press Start 7 times, then push any punch or kick button. 

* Priest Bishamon: on the character select screen, go to Bishamon, hold Start and press any punch or kick button. 

* Vampire Hunter 2 Phobos: Hold start and select Phobos. He will have the gameplay of Vampire Hunter 2. 

* EX MOVES 

Anakaris : 
1) (3/4 max) In the Sarcophage : Left, DownLeft, Down, DownRight, Right + 2 Punches 
2) (1/2 max) Pharao Magic I : MK, LP, Down, LK, MP 
3) [Need 2 powers] (1/2 max) Pharao Magic II : HK, MP, Down, MK, HP 
4) [Need 3 powers] (1/2 max) Pharao Magic III : HK, MP, LK, Down, LP, MK, HP 

Baby Bonnie Hood ('Bulleta' in Japan) : 
1) (Anywhere) Hunt the Duck : Left, DownLeft, Down, DownRight, Right + 2 Punches 
2) (Near) Beautiful Memory : Left, DownLeft, Down, DownRight, Right + 2 Kicks 
3) (Close) Apple Blast : Right, DownRight, Down, DownLeft, Left + 2 Kicks 

Bishamon : 
1) (Close) Oni Kubi Hineri : Right, DownRight, Down, DownLeft, Left + 2 Punches 
2) (Anywhere) Enma Seki : Left, DownLeft, Down, DownRight + 2 Kicks 

Demitri : 
1) (3/4 max) Demon Pillion : Down, Right, DownRight + 2 Kicks 
2) (Sweep distance) Sucking the Blood : Right, Down, DownRight + 2 Punches 
3) [Need 2 powers] (Sweep Distance) Midnight Pleasure : LP, MP, Right, MK, MK 

Donovan : 
1) (Anywhere) Immortal Transformation : MP, LP, Left, LK, MK 
2) (Anywhere) Breath of Death : Left, DownLeft, Down, DownRight, Right + Kick (LK = close, MK = medium, HK = far) 

Felicia : 
1) (3/4 max) Weapon X - 11 hit : Left, DownLeft, Down, DownRight, Right + 2 Punches 
2) (Anywhere) Help Me, Please - 34 hit : Left, DownLeft, Down, DownRight, Right + 2 Kicks 

Hsein Ko ('Lei Lei' in Japan) : 
1) (Anywhere) The Blast : Left, DownLeft, Down, DownRight, Right + 2 Punches 
2) (Anywhere) Chireitou : Left, DownLeft, Down, DownRight, Right + 2 Kicks 
3) (Anywhere) Tenraiha : LK, HK, MP, MP, Up 

Huitzil ('Phobos' in Japan) : 
1)(Anywhere) Big Laser : Left, DownLeft, Down, DownRight, Right + 2 Punches 
2)(Anywhere) Confusioner : Right, Down, DownRight + 3 Kicks 
3)(Anywhere) Final Guardian : Left, DownRight, Down, DownLeft + 2 Kicks 

Jedah : 
1) (Anywhere) Finale Rosso : Down (x2) + 2 Punches 
2) (Anywhere) Plova Di Selbo : Left, DownLeft, Down, DownRight, Right + 2 Kicks, Tap MK to grap opponent 

Lilith : 
1) (near) Bats : Right, Down, DownRight + 2 Kicks 
2) (near) Luminous Vision : LP, LP, Right, LK, HP 
3) [Need 2 powers] (Far) Gloomy Puppet Show : Down, DownRight, Right + 2 Kicks 

Lord Raptor ('Zabel Zarock' in Japan) : 
1) (1/2 max) Evil Scream : Right, Left + 2 Punches 
2) (1/2 max) Death Voltage : Right, DownRight, Down, DownLeft + 2 Kicks 
3) (Anywhere) Hell Dunk : Right, Down, DownRight + 2 Punches 

Pyron : 
1)(Anywhere) Cosmo Disruption : Left, DownLeft, Down, DownRight, Right + 2 Punches or 2 Kicks 

Q-Bee : 
1) (3/4 max) Chrysalid : Right, Down, DownRight + 2 Punches 
2) (Anywhere) Bee attack : Left, DownLeft, Down, DownRight, Right + 2 Kicks 

Morrigan : 
1) (Sweep distance) Darkness Illusion : LP, LP, Right, LK, HP 
2) (Anywhere) Valkyrie Turn : Right, RightDown, Down, DownLeft, Left, (any) Kick, then LK (close), or MK (medium), or HK (far) 
3) (Anywhere) Shocked : Right, HP, MP, LP, Right 
4) (Anywhere) Finishing Shower : MP, LP, Left, LK, MK 

Victor : 
1) (Anywhere) Thunder Break : Down (2s), Up + 2 Kicks 
2) (Corps to corps) MEGA Gerdenheim : 720 degrees + 2 Kicks

- SERIES -

1. Vampire - The Night Warriors [Green Board] (1994, Arcade)
2. Vampire Hunter - Darkstalkers' Revenge [Green Board] (1995, Arcade)
3. Vampire Savior - The Lord of Vampire [Green Board] (1997, Arcade)
4. Vampire Savior 2 - The Lord of Vampire [Green Board] (1997, Arcade)
5. Vampire Hunter 2 - Darkstalkers' Revenge [Green Board] (1997, Arcade)
6. Darkstalkers 3 - Vampire Savior (1999, PlayStation)
7. Darkstalkers Chronicles - The Chaos Tower (2005, PSP)

- STAFF -

Producer : Noritaka Funamizu 
General producers : Noritaka Funamizu, Yoshiki Okamoto 
Main music composers : Takayuki Iwai (Anarchy Takapon) 
Sub music composers : Tetsuya Shibata (Cyber-T) 
Sound effects & Voice edit : Moe.T (Cipher) 
Sound drivers : Yasushi Ikeda" A!Ohana" 
Sound tool : Tomohiro Masuda (Q~CVE) 
Sound "Q_64M" hardware : Ida~~~~~~~N 
Character designers : Eripyon.N (Eripyonsuke), Makoto Ishii, Fujihara, Ari, Takemoto, Rumi Chan, Takayuki Kosaka, Reiko Komatsu, Masarusan-N, Kuri, Tanuki, Kitasan, Ball Boy, Mizuho, Q, Who, Kimo Kimo, N_Labo, You-Ten Nakano, Mizupyon, Kaname, Tsuyoshi, Fuzii & Peliko, G.Kamina, Yoshioka, Isi-B Gao, Hitoshi Igarashi, Kozuchi, Shisui 
Scroll designers : Yuki Kyotani, Yumiko Nakatsuka, Tamachan, Morisaki Chie, Goro Suzuki (1996), Kanno, Yuugen, Pokkemon 
Program designers : Shinchan (as 'Hyper Shinchan'), Cham Cho Choy, Pon, Min, Ittetsu, 24 (nishi), Tomo & Moto May!, Teruaki Hirokado, Hard.Yas (-Savior2-) 
Planners : S. Obata, Neo_G H.Ishizawa, Malachie, Nohah, Kanetaka (Kinta) 

* Voice Actors : 
Jedah : Isshin Chiba 
Q-Bee, Bulleta : Miyuki Matsushita 
Lilith : Hiroko Konishi 
Demitri, Donovan, Pyron : Nobuyuki Hiyama 
Zabel Zarock : Yuuji Ueda 
Morrigan : Yayoi Jinguji 
Felicia : Kae Araki 
Victor, Bishamon, Anakaris : Kan Tokumaru 
Lei Lei : Michiko Neya 
Phobos : Jyurouta Kosugi 
Cecil : Kyoko Hikami 
Emily : Kozue Yoshizumi

- PORTS -

* Consoles : 
Sony PlayStation 2 [JP] (May 19, 2005) "Vampire - Darkstalkers Collection [Model SLPM-65998]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3047&o=2

$end


$cpc_cass=vampire,
$bio

Vampire [Model 3016] (c) 1986 Codemasters Soft. Co., Ltd., The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98649&o=2

$end


$amigaocs_flop=vampempr,
$bio

Vampire's Empire (c) 1988 Magic Bytes

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75475&o=2

$end


$msx1_cass=vampemp,vampempa,
$bio

Vampire's Empire (c) 1988 Dro Soft [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95100&o=2

$end


$amigaocs_flop=vampclev,
$bio

Vampire's Empire + Clever and Smart [Amiga Star Collection] (c) 1991 Electronic Zoo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75476&o=2

$end


$gba=vanhlsngu,
$bio

Van Helsing [Model AGB-BANE-USA] (c) 2004 Vivendi Universal Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76236&o=2

$end


$gba=vanhlsng,
$bio

Van Helsing [Model AGB-BANP] (c) 2004 Sierra Ent., Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76235&o=2

$end


$info=vanvan,
$bio

Van-Van Car (c) 1983 Sanritsu.

The player must use a 4-directional joystick to take control of a yellow racer car (the "Van-Van Car"), which is on a mission to burst balloons with its front-mounted spike while watching out for the three killer cars.

- TECHNICAL -

Main CPU: Zilog Z80 (@ 3.072 Mhz)
Sound Chips: (2x) Texas Instruments SN76496 (@ 1.78975 Mhz)

Players: 2
Control: 4-way joystick
Buttons: 1

- TRIVIA -

Van-Van Car was released in March 1983 in Japan.

- SCORING -

Balloon : 200 points.
Jumping Enemy Car : 100 points.
Destroying Enemy Car : 1000 points.
Bonus Balloon : 500 points for each remaining balloon.
End of level bonus : Extra points awarded for time remaining.

- TIPS AND TRICKS -

* Van Van Car is not a hard game, but it will have you pounding walls, the controls, or younger siblings in frustration. Be prepared to die a lot of very stupid deaths, particularly when you're learning the game. The game is about minimalist control - try to avoid making sudden movements or jerky motions, as you'll generally end up accidentally switching tracks or losing speed and being rammed. Also try to avoid twitch jumping when enemy cars are close - while in the air, you have no control over your car, so enemies will run right underneath you, and they do not make for a soft landing. Try to plan a path and move smoothly through the maze, avoid sharp turns, and jump cars coming head on only. If you're being pursued closely, look for a break in the maze that you can jump over and gain an extra second or two on your pursuer. DO NOT try to turn and jump. You're asking for a crash.

* The bonus balloon appears when there are eight balloons left on screen. Try to collect it without bursting any more balloons as they are worth a total of 3,500 points when you collect the bonus.

* Try to save your missiles to fire them in a long straight line picking off as many balloons as possible, and hopefully destroying more than one car.

* Don't collect another energy balloon until you have fired the missile awarded by the last one, otherwise the second missile will be wasted because you can only carry one at a time.

* Enemy cars cannot pass through balloons; they have to go around them. This can be used to the player's advantage as the player can jump on a balloon while being pursued by an enemy, and the enemy has to back off and go around.

* When you fire a missile, and an enemy car is turning near the axis you fired on (but is not actually on the axis) the missile will destroy the car, even though it technically does not hit it!

* Enemy cars do not beeline for you automatically. Only after popping a certain quota of balloons (or perhaps by taking a certain amount of time) do they start coming directly for you. Therefore, for the first little while in a level, you have time to plan out which balloons you need to go for immediately and which you can save for later. You also want to save your missiles for when enemy cars are actually chasing you - not merely idling around the maze.

* It's important to note that some tracks can be deceptive - balloons will cover up key turning points, making it appear that there is straight road where there are actually curves. These are good balloons to take out early on in the maze when you aren't being heavily pursued.

* Oil slicks are a useful item in the game. Since you speed up by running over one (although you can't jump, you gain about 2x your normal speed while spinning), they allow you to make a quick escape from enemies, particularly when said enemy is right on your tail.

* The game repeats itself after 12 or 14 levels, starting back on level 1 and slowing down considerably.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3048&o=2

$end


$info=vanvank,vanvanb,
$bio

Van-Van Car (c) 1983 Karateco.

Export release. Game developed by Sanritsu. See Sanritsu entry for more information about the game itself.

- TRIVIA -

Released in March 1983.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31727&o=2

$end


$saturn,sat_cart=vandalh,vandalha,
$bio

Vandal Hearts - Ushinawareta Kodai Bunmei (c) 1997 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59871&o=2

$end


$info=vandyke,vandykejal,vandykejal2,vandykeb,
$bio

Vandyke (c) 1990 UPL.

- TECHNICAL -

Game ID : UPL-90064

Main CPU : Motorola 68000 (@ 10 Mhz)
Sound Chips : YM2203 (@ 1.5 Mhz), (2x) OKI6295 (@ 24.242 Khz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in February 1991.

Also licensed to Jaleco for manufacture and distribution.

A Neo-Geo MVS version of this game exists but is ultra rare.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3049&o=2

$end


$info=vanguardc,
$bio

Vanguard (c) 1981 Centuri, Incorporated.

For more information about the game itself, please see the original SNK entry.

- TRIVIA -

Vanguard was released in October 1981 in North America by Centuri, under license from SNK Corp.

- PORTS -

* Consoles :
Atari 2600 [US] (1982) "Vanguard [Model CX2669]" 
Atari 5200 [US] (1983) "Vanguard [Model CX5216]"

* Computers :
Atari 800

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=38670&o=2

$end


$info=vanguard,vanguardj,
$bio

Vanguard (c) 1981 SNK.

Vanguard is a scrolling space shooter (some levels are horizontal, some are diagonal, and some are vertical). Shoot down enemies with your laser. Keep a close eye on your ever decreasing fuel gauge, luckily each enemy that you destroy will add to your remaining fuel. Find the energy pods to be temporarily invulnerable; the energy pods will also increase your fuel level. At the end of each level you must defeat a boss that is guarded by two moving force fields with holes in them. The computer will announce the name of the each zone using some nifty early 80's synthesized speech. The different levels include Mountain Zone, Rainbow Zone, Styx Zone, Rainbow Zone 2, Stripe Zone, Rainbow Zone 3, Bleak Zone, and the City of Mystery.

- TECHNICAL -

Main CPU : MOS Technology M6502 (@ 930 Khz)
Sound Chips : Custom (@ 930 Khz), (2x) SN76477 (@ 930 Khz)

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 61.25 Hz
Palette colors : 64

Players : 2 
Control : 8-way joystick 
Buttons : 4
= > [1] Fire Left, [2] Fire Right, [3] Fire Down, [4] Fire Up

- TRIVIA -

Vanguard was released in July 1981 in Japan and put SNK on the map in North America.

Vanguard is the first color game from SNK and it was one of the first shoot-em-ups with an 8-way directional fire.

The starting music is inspired by the 'Star Trek: The Motion Picture' soundtrack (release date is 1979), and later became the theme song to the 1987-1994 television series 'Star Trek: The Next Generation'. 

The music that plays when you get the power-up is 'Vultan's Theme: Attack of the Hawk Men' from the 'Flash Gordon' soundtrack.

A Vanguard unit appears in the 1982 movie 'Jekyll & Hyde... Together Again'.

- SCORING -

Mist - Bouncing starship : 70 points
Harley - Fighter : 50 points
Helm - White UFO : 80 points
Amno - Pink UFO : 100 points
Base I, II, III - Buildings : 100 - 400 points
Garine - Bouncing aliens : 100 - 400 points
Barrier - Energy barrier : 800 points
Kemlus - "C" shaped worms : 100 - 400 points
Romeda - Arrow shaped ships : 100 points
Gond - Boss at end of round : 1,000 - 8,000 points

- TIPS AND TRICKS -

* When you start the game, your fighter will be at the left side of the screen. Keep in mind, this is a scrolling game. This means you can go no faster then the right side and no slower then the left side. You can, however, vary your speed in-between by pushing the joystick back and forth. The biggest key in getting through this game is learning how to use the joystick to speed up and slow down because you will sometimes be put into some very tight areas that will require precision joystick control. Here are some strategies for getting through them. There is no break between the areas, but you can pretty much tell what area you are in by the landscape and/or the enemies.

MOUNTAIN ZONE : This zone is pretty straightforward. The mountain is wide enough for you to maneuver out of harms way.
1) There should be no reason that you can't go through both areas energized. The energy stations are abundant in the mountain zone.
2) The Harley's like to group up in packs of five or six. They will fire on you and an occasional Harley will break from the pack to try to ram your fighter. They usually stay on one level and don't move around a lot. Very easy to evade.
3) The Mist's are a different matter. They move around all over the area and they are rather difficult to hit. You will have to use your lasers from different sides very effectively.

RAINBOW ZONE : In these zones you will be going diagonal up or diagonal down. The first part only has three aliens while the second part of the zone has six aliens moving up and down.
1) On the diagonal up parts, get your fighter in between the second and third aliens during the first part. Reverse this on the diagonal down parts.
2) On the second part, you will have to get in between the fourth and fifth aliens. You may have to use your top laser to clear out the alien above since the top three alternate with the bottom three. Reverse this on the diagonal down parts.

STYX ZONE : There are no energy stations in this zone so you will have to do some quick maneuvering and firing in all directions. This area also narrow significantly. Use the same tactics from the Mountain Zone.

STRIPE ZONE :  You only have to deal with ground targets in this zone. This, though, is the problem since those targets are clustered very close together.
1) You should be able to go through this area energized since energy stations are abundant in the lower parts of this zone.
2) If you aren't energized, make sure you decided quickly to go high or low. If you go high, you deal with bases and Garines (bouncing aliens). This can be rough if you mistime it. The bottom has more targets but you must destroy the barrier. You do this by destroying the upper or lower stand that fires it up.
3) This zone lasts a while but the pattern remains the same.

BLEAK ZONE : You will be going up instead of sideways. The scrolling now is you can't go faster then the top of the screen or slower then the bottom of the screen.
1) Enemies on this screen are actually pretty easy to get through. Just stay in the middle and keep firing. The Romeda may give you trouble since they like to fire left diagonal shots.
2) If you go into the debris left from the Kemlus, a backward 'C' will surround your fighter and you will get 1090 points. You can do this three times. After the third time, if you try this, your fighter will be destroyed.

CITY OF MYSTERY : This is for all the marbles. There are many hazards to avoid as you try to take out Gond.
1) First, as you enter there are lasers to your left and right. You must quickly get into the second part. Gond is protected by two layers that have openings. These openings line up for only brief moments. Try to take shots through this opening.
2) After a short amount of time, walls will close behind your fighter. You only have a limited amount of time because there are five walls and if they close before you take out Gond, you lose your fighter.
3) The only good thing is if you fail to take out Gond, you advance to the next round. Of course, you don't get the bonus for Gond.
4) After you make it through each set of cave one and cave two, the action gets faster.

- SERIES -

1. Vanguard (1981)
2. Vanguard II (1984)

- PORTS -

NOTE: To see ports released in North America, please see the Centuri entry.

* Consoles :
Atari 2600 [JP] (1983)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3050&o=2

$end


$xegs=vanguard,
$bio

Vanguard (c) 199? Atari Corp. [Sunnyvale, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51257&o=2

$end


$a2600=vanguardc,
$bio

Vanguard (c) 19?? CCE

South American release. See Atari's "Vanguard [Model CX2669]" for more information about the game itself.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51165&o=2

$end


$a2600=vanguardv,
$bio

Vanguard (c) 19?? VGS Brazil.

South American release. See Atari's "Vanguard [Model CX2669]" for more information about the game itself.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51166&o=2

$end


$info=vangrd2,
$bio

Vanguard II (c) 1984 SNK.

- TECHNICAL -

Main CPU : (2x) Zilog Z80 (@ 3.36 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 2 Mhz), Namco (@ 31.25 Khz)

Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.61 Hz
Palette colors : 288

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in March 1984.

- SERIES -

1. Vanguard (1981)
2. Vanguard II (1984)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3051&o=2

$end


$a2600=vanguard,vanguarde,vanguardp,
$bio

Vanguard (c) 1982 Atari, Incorporated.

Your goal is to reach the City of Mystery at the end of the tunnel and destroy Gond. In the tunnel zones, you maneuver around sharp rocks and barriers while battling weird flying objects. The more enemy objects you destroy, the more points you earn. If you make it to the City of Mystery and shoot Gond, you earn bonus points. But watch out! Gond could shoot you instead. If you survive the City of Mystery, you continue the game in Tunnel 2. In two-player games, the player with the highest score wins.

- TECHNICAL -

Model CX2669

- TIPS AND TRICKS -

* FIRING SLOWS YOU DOWN. Your spaceship moves twice as fast when you aren't firing. Hold your fire when you're passing barriers or diving for energy pods.

* MISTS AND HARLEYS. Keep the spaceship moving up and down to avoid missiles and lay down a barrage of lasers vertically, against the enemy's line of flight. A Mist can only fire once, so you can dodge its missile and then go for it.

* HELMS AND AMMOS. Try to hit these with your starboard and port lasers before they cross your path.  Avoid getting caught between two balloons, since it is hard to fire without moving into them.

* KEMLUS AND ROMEDAS. Fire horizontally across their line of flight.

* STRIPPED ZONE. Don't try to shoot everything you pass; think mainly of surviving. Fire at barriers and Garimes through crevices in the rocks, but take care not to crash into the rocks. Don't fire at Paynes. You can't destroy them, and firing slows you down when you need a burst of speed to pass safely.

* CITY OF MYSTERY. If you want to earn lots of points, hold your fire until the last minute. The trick of course, is to dodge the missiles. Gond aims directly at you, so keep moving. As soon as you enter the city, move up to avoid the first missile. When it passes, move down. Keep changing your position until you run out of room, then fire.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51164&o=2

$end


$a5200=vanguard,
$bio

Vanguard (c) 1983 Atari, Incorporated.

So you enlisted for adventure, did you? Well, you've come to the right place. Your mission is to reach the City of Mystery at the end of the tunnel and destroy the great Gond with your four- directional laser guns. Sound easy? Wait and see.

First you have to make it through the seven tunnel zones without getting smashed on the tunnel walls, crunched by enemy objects, or zapped by missiles. The more enemy objects you destroy, the more points you earn, but the rougher it gets. If you make it to the City of Mystery and destroy Gond, you earn bonus points. Then you head into the next tunnel, which also leads to the City of Mystery and Gond. Then what? Well, to quote an old Aterrian saying, "Life is just one tunnel after another."

Now before you climb into your spaceship and enter the first tunnel, take a look at the options.

- TECHNICAL -

Model CX5216

- SCORING -

ENEMY OBJECT
Mist ship: 70 points
Harley rocket: 50 points
Helm balloon:  80 points
Ammo Balloon: 100 points
Base: 100-400 points
Garime Monsters: 100-400 points
Barrier: 800 points
Kemlus snake: 100-400 points
Romeda ship: 100 points

BONUSES
Bonus Lives: At 10,000 and 50,000 points
Riding a Kemlus (3 times only): 1090 points each time
Destroying Gond: 1000-8000 points

- TIPS AND TRICKS -

* FIRING SLOWS YOU DOWN: Hold your fire whenever you need a burst of speed to pass Paynes, dodge missiles, or dive for energy pods.

* MISTS AND HARLEYS: Keep the spaceship moving up and down to avoid missiles, and fire vertically against the enemy's line of flight.

* RAINBOW ZONES: Before entering a Rainbow zone, advance your spaceship to the middle of the screen. This will prevent you from crashing into the tunnel walls as you enter. To avoid getting zapped from above or below, fire your starboard and port guns alternately.

* STRIPE ZONE: Go for the energy pod first; then crash into as many high-scoring targets as you can while pod power lasts. When firing, fire on approach. Don't fire at Paynes. You can't destroy them, and firing slows them down.

* CITY OF MYSTERY: To stay alive in the City of Mystery and earn lots of bonus points, you have to dodge missiles. Wait for the first missile to appear, the quickly move to avoid it. Keep changing your position while firing at Gond. If you're lucky, you'll hit Gond before he hits you.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50106&o=2

$end


$megadriv=vaportr,
$bio

Vapor Trail (c) 1991 Renovation

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57508&o=2

$end


$info=vaportra,vaportrau,vaportra3,
$bio

Vapor Trail - Hyper Offence Formation (c) 1989 Data East.

Export release. Game developed in Japan. For more information about the game itself, see the original Japanese release entry; "Kuhga - Operation Code Vapor Trail".

- TECHNICAL -

Game ID : MAA

- TRIVIA -

Vapor Trail was released in February 1990.

- SERIES -

1. Vapor Trail - Hyper Offence Formation (1989)
2. Rohga - Armor Force (1992)
3. Skull Fang (1996)

- PORTS -

* Consoles :
Sega Genesis [US] (1991) "Vapor Trail [Model 49106]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3052&o=2

$end


$info=vaportrx,vaportrxp,
$bio

Vapor TRX (c) 1998 Atari Games Corp.

- TECHNICAL -

Atari Seattle hardware

Main CPU : R5000 (@ 200 Mhz)
Sound CPU : ADSP2115 (@ 16 Mhz)
Sound Chips : (2x) DMA-driven (@ 16 Mhz)

Players : 2
Control : stick
Buttons : 3

- TRIVIA -

Vapor TRX was released in April 1998.

Developed by Blue Shift (see 'Staff' section for more information).

- UPDATES -

Prototype Version :
* GUIS : Apr 10 1998 11:03:14 / MAIN : Apr 10 1998 11:27:44

Released Version :
* GUIS : Jul 2 1998 09:03:42 / MAIN : Jul 18 1998 09:06:54
* Some texts changed in Test Mode ('How-To-navigate-In-Test-Mode' texts)
* Added music during the demo mode.
* Changed voice (3, 2, 1...).
* Gameplay changes : Unlike the prototype version, you start with weapons, your turbo gauge is not empty, etc...

- STAFF -

* Blue Shift :
Game design : Dave Ralston
Game programming : Bob Flanagan, John Salwitz
Programming : John Brooks, Kevin Shapiro, Doug Snyder
Operations : Becky Liu
Vehicles : Will Noble
Playfield art : Lynne Gura, Adalbert Mlak, K.C. Murphy
Interface design : Raul Dominguez
Additional art : Gil Valadez

* Atari Games :
Producer : Rob Rowe
Executive producer : Mark Stephen Pierce
Audio : Stephen Geering, Mickael Henry, John Paul, Universal Sound
Hardware design : Steve Correll, Andrew Dyer, John Lowes, Ross Shaffer
Technician : Darrell Robinson
Programming : Mike Albaugh (Michael Albaugh), Forrest Miller, Dave Shepperd
Design services : Peter Dorn, Mark Gruber, Mark Hoendervoogt, Stevie Landaverde, Rick Meyette, Ralph Perez

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3318&o=2

$end


$info=vmetal,vmetaln,
$bio

Varia Metal (c) 1995 Excellent System.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 16 Mhz)
Sound Chips : OKI6295 (@ 10 Khz), ES8712 (@ 12 Khz)

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Varia Metal was released in April 1995 in Japan.

Licensed to New Way Trading for manufacture and distribution.

Varia Metal was supposed to be released in Japan but the game was much worse than the other shoot-em-ups. So, only prototype of the game were available in Japan.

- UPDATES -

The Japanese prototype has Japanese voices and storyline.

- STAFF -

Programmers : K Ishiguri, F Satou, Unko
Producers : T Yamanaka, D Yamada, K Osabe
Graphic designers : T Yamanaka, S Iwaya, T Kanou, D Yamada, M Tezuka
Sound : T Inoue

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3053&o=2

$end


$info=vrkon_l1,
$bio

Varkon (c) 1982 Williams Electronics, Incorporated.

- TECHNICAL -

Model Number : 512

- TRIVIA -

90 units were produced.

- STAFF -

Design by : Tony Kraemer
Art by : Constantino Mitchell
Software by : Bill Pfutzenreuter

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5613&o=2

$end


$info=varthj,varthjr,
$bio

Varth - Operation Thunderstorm (c) 1992 Capcom Company, Limited.

A shoot'em up from Capcom.

- TECHNICAL -

Runs on the "CP System" hardware. 
B-Board #: 88622B-3 

Players : 2 
Control : 8-way joystick 
Buttons : 2 (FIRE, BOMB)

- TRIVIA -

Varth was released in June 1992 in the Japanese arcades. It was known there as the 19th video game made for the CP-S system. 

Known export releases: 
"Varth - Operation Thunderstorm [B-Board 89624B-3]" 
"Varth - Operation Thunderstorm [B-Board 91635B-2]" 

Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Varth : G.S.M Capcom 6 - PCCB-00110) on February 19, 1993.

- STAFF -

Planners: Vally Dack Kelbon, Natural Sai Sai, Nijiken Mouri, Odds Maker Maetake
Scroll designers: Kintaro, Kuramoyan, Maru Chan, Mon Chan
Object designers: Kurata N, Manbou, Hanisawa, Ume
Programmers: Ohuchi, Meijin T, Hac, Okosama Ecchiro, Komorichie Darkside
Sound: T. Yomage, P, Bull
Directors: Kihaji Okamoto, Noritaka Funamizu (Poo), Akira Nishitani (Nin)
Producer: Kihaji Okamoto

- PORTS -

No port for this game ever appeared in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3054&o=2

$end


$info=varth,varthr1,
$bio

Varth - Operation Thunderstorm (c) 1992 Capcom Company, Limited.

Export release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Varth - Operation Thunderstorm [B-Board 88622B-3]".

- TECHNICAL -

Runs on the "CP System" hardware.
B-Board #: 89624B-3

- PORTS -

* Consoles : 
Sony PlayStation 2 [AU] (April 11, 2007) "Capcom Classics Collection Vol. 2 [Model SLES-54561]" 
Sony PlayStation 2 [EU] (April 13, 2007) "Capcom Classics Collection Vol. 2 [Model SLES-54561]" 

* Handhelds : 
Sony PSP [EU] (July 21, 2006) "Capcom Classics Collection Remixed [Model ULES-00347]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69769&o=2

$end


$info=varthu,
$bio

Varth - Operation Thunderstorm (c) 1992 Romstar, inc.

Export release for North America. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Varth - Operation Thunderstorm [B-Board 88622B-3]".

- TECHNICAL -

Runs on the "CP System" hardware.
B-Board #: 91635B-2

- TRIVIA -

Published by Romstar under license from Capcom USA.

- PORTS -

Here is a list of ports released in North America only.

* Consoles : 
Microsoft XBOX [US] (November 24, 2006) "Capcom Classics Collection Vol. 2" 
Sony PlayStation 2 [US] (November 24, 2006) "Capcom Classics Collection Vol. 2 [Model SLUS-21473]" 

* Handhelds : 
Sony PSP [US] (March 22, 2006) "Capcom Classics Collection Remixed [Model ULUS-10097]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69768&o=2

$end


$info=vasara,
$bio

Vasara (c) 2000 Visco Corp.

Vertical shoot'em up with three selectable characters and nice manga style cut scene.

- TECHNICAL -

Main CPU : V60 (@ 16 Mhz)
Sound Chips : ES5506 (@ 16 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in August 2000.

- TIPS AND TRICKS -

* Good Ending : Clear stage 5 without continuing play, or clear stage 5 with continuing play over 10 times, or clear stage 5 with slashing all Bushous.

- SERIES -

1. Vasara (2000)
2. Vasara 2 (2001)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3055&o=2

$end


$info=vasara2,vasara2a,
$bio

Vasara 2 (c) 2001 Visco.

- TECHNICAL -

Main CPU : V60 (@ 16 Mhz)
Sound Chips : ES5506 (@ 16 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in August 2001.

Sold by Nihon System.

This is Visco's Last arcade video game.

- TIPS AND TRICKS -

* Play as Magoichi Saiga : Insert a coin, then press Up(x3), Down(x3) Up(x7) and press Start.

- SERIES -

1. Vasara (2000)
2. Vasara 2 (2001)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3056&o=2

$end


$info=vastar,vastar2,vastar3,vastar4,
$bio

Vastar (c) 1983 Sesame Japan.

In cosmic calendar 2956, our planet was attacked by the galaxy empire. It was at this critical point that a fighting robot 'VASTAR' was developed by superior scientists. The time has come for 'VASTAR' to defend our planet.

- TECHNICAL -

Main CPU : (2x) Zilog Z80 (@ 3.072 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.5 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2
=> [A] Shoot, [B] Shield

- TRIVIA -

Vastar was released in December 1983 in Japan. It was the last game manufactured by Orca. Officially had the company bankrupted about the same time as the game was finished. For this reason Orca could not sell the game under their own brand, so they did use the alias 'Sesame Japan Corp.' for this purpose.

- TIPS AND TRICKS -

* Warp : When you reach the second radar that pops up from the ground, after you landed the first time and gone though the forest, put your shield on and go directly into the laser firing turret. You should activate a warp to the second spaceship!

- STAFF -

Staff : Toshiaki Ohta (Toshiaki.O), Super.Kita, Nakanishi, Nakamura, Yoshida, Holstein, Kashuga, Kapa Enoki, Sweet Yuge, Harumage.M

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3057&o=2

$end


$pcecd=vasteelj,
$bio

Vasteel (c) 1990 Human Entertainment

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58457&o=2

$end


$pcecd=vasteel,
$bio

Vasteel (c) 1993 Human Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58524&o=2

$end


$pcecd=vasteel2,
$bio

Vasteel II (c) 1994 Human Entertainment

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58458&o=2

$end


$pc98=vastness,
$bio

Vastness - Kuukyo no Ikenie-tachi (c) 1993 Mediax [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90983&o=2

$end


$ti99_cart=vatacct,
$bio

VAT Accounting [Model PHM 3066] (c) 1980 Texas Instruments

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84779&o=2

$end


$saturn,sat_cart=vatlva,
$bio

Vatlva (c) 1996 JVC

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59872&o=2

$end


$saturn,sat_cart=vatlvatai,
$bio

Vatlva Taikenban (c) 1996 JVC

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59873&o=2

$end


$gameboy=vattle,
$bio

Vattle Giuce [Model DMG-VGA] (c) 1991 IGS Corp. [Information Global Service]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67337&o=2

$end


$gba=vattroll,
$bio

Vattroller X [Model AGB-BRXJ-JPN] (c) 2004 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76237&o=2

$end


$info=vautour,vautourz,vautourza,
$bio

Vautour (c) 1980 Jeutel.

French bootleg/hack of Amstar's "Phoenix".

- TRIVIA -

The title of this game translates from French as 'Vulture'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3058&o=2

$end


$amigaocs_flop=vaxine,
$bio

Vaxine (c) 1990 US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75477&o=2

$end


$msx1_cart=vaxol,
$bio

Vaxol (c) 1987 Heart Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52729&o=2

$end


$pc8801_flop=vaxol,
$bio

Vaxol (c) 1987 Heart Denshi [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93212&o=2

$end


$megacd,megacdj=vay,
$bio

Vay - Ryuusei no Yoroi [Model T-44014] (c) 1993 SIMS [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60578&o=2

$end


$segacd=vay,
$bio

Vay [Model T-127025] (c) 1993 Working Designs

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60836&o=2

$end


$x68k_flop=vaystarn,
$bio

Vaystarne (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88734&o=2

$end


$info=vc4000,
$bio

VC 4000 (c) 1978 Interton Electronic.

An early 8-bit cartridge-based home video game console.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103295&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=vcextra,
$bio

VC Extra (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86971&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=madboogy,madboogy1,
$bio

VC Song-Cartridge: The Mad Boogy (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86972&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=syntsong,
$bio

VC Song-Cartridge: The Synthe-Song (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86973&o=2

$end


$gba=overhedgs,
$bio

Vecinos Invasores (c) 2006 Activision, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76238&o=2

$end


$info=vector1,
$bio

Vector 1+ (c) 1979 Vector Graphic, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103365&o=2

$end


$cpc_cass=vectorbl,
$bio

Vector Ball [Model ISA 0262] (c) 1988 Mastertronic, Ltd. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100008&o=2

$end


$info=vector,
$bio

Vector (c) 1982 Bally.

- TECHNICAL -

Bally/Midway MPU AS-2518-35 (Squawk and Talk)
Model Number : 1247

Main CPU : M6800 (@ 475 KHz)
Sound CPU : M6802 (@ 895 KHz)
Sound chips : General Instrument AY8910 (@ 895 KHz), DAC, Texas Instruments TMS5220 (@ 640 KHz)

- TRIVIA -

Released in February 1982. 3,500 units were produced.

- STAFF -

Design by : Greg Kmiec
Art by : Greg Freres
Software : Emil S. Golen

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5614&o=2

$end


$amigaocs_flop=vectball,
$bio

Vectorball (c) 1988 MAD

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75478&o=2

$end


$megadriv=vecman2p1,vecman2p6,vecman2p5,vecman2p4,vecman2p3,vecman2p2,
$bio

Vectorman 2 (c) 1996 Sega Enterprises, Limited.

- TRIVIA -

There was no cartridge-based release of this game on the Mega Drive itself outside of North America. All of this title's appearances outside of North America are as part of the compilation packages listed in the Ports section below.

- PORTS -

* Consoles : 
Sony PlayStation 2 [JP] (August 11, 2005) "Sonic Gems Collection [Model SLPM-66074]" 
Sony PlayStation 2 [EU] (September 30, 2005) "Sonic Gems Collection [Model SLES-53350]" 
Nintendo GameCube [JP] (August 11, 2005) "Sonic Gems Collection [Model DOL-G2XJ-JPN]" 
Nintendo GameCube [EU] (September 30, 2005) "Sonic Gems Collection [Model DOL-G2XP-EUR]" 
Sony PlayStation 2 [EU] (February 2, 2007) "Sega Mega Drive Collection [Model SLES-54333]" 
Sony PlayStation 2 [AU] (February 8, 2007) "Sega Mega Drive Collection" 
Sony PlayStation 3 [KO] (February 10, 2009) "Sonic's Ultimate Genesis Collection" by SCEI
Microsoft XBOX 360 [EU] (February 20, 2009) "SEGA Mega Drive Ultimate Collection [Model 384-40210]" 
Sony PlayStation 3 [EU] [AU] (February 20, 2009) "SEGA Mega Drive Ultimate Collection [Model BLES-00475]" 
Microsoft XBOX 360 [AU] (February 26, 2009) "Sega Mega Drive Ultimate Collection" 

* Handhelds : 
Sony PSP [EU] (February 2, 2007) "Sega Mega Drive Collection [Model ULES-00556]" 
Sony PSP [AU] (February 8, 2007) "Sega Mega Drive Collection [Model ULES-00556]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57024&o=2

$end


$megadriv=vecman2,
$bio

Vectorman 2 (c) 1996 Sega Enterprises, Limited.

- TECHNICAL -

Game ID: 1843

- TRIVIA -

Vectorman 2 for the Sega Genesis was released on November 15, 1996 in North America.

- PORTS -

* Consoles : 
Nintendo GameCube [US] (August 16, 2005) "Sonic Gems Collection [Model DOL-G2XE-USA]" 
Sony PlayStation 2 [US] (November 7, 2006) "Sega Genesis Collection [Model SLUS-21542]" 
Microsoft XBOX 360 [US] (February 10, 2009) "Sonic's Ultimate Genesis Collection [Model 68034]" 
Sony PlayStation 3 [US] (February 10, 2009) "Sonic's Ultimate Genesis Collection [Model BLUS-30259]" 

* Handhelds : 
Sony PSP [US] (November 16, 2006) "Sega Genesis Collection [Model ULUS-10192]" 

* Computers : 
PC [MS Windows, CD-ROM] [US] (2000) "Sega Smash Pack 2" 
PC [Steam] [US] (May 2, 2012) "Vectorman 2 [Model 211208]" : both stand-alone and as part of "SEGA Genesis Classics Pack 5"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57509&o=2

$end


$megadriv=vecman,vecmanp1,vecmanp3,vecmanp2,
$bio

Vectorman (c) 1995 Sega Enterprises, Limited.

- TECHNICAL -

Game ID: 1577-50
Package ID: 670-7427-50
Cartridge ID: 670-7426-50

- TRIVIA -

Vectorman for the Sega Mega Drive was released on November 30, 1995 in Europe. It was then released in Australia the next year.

This game didn't appear in Japan and Asia until the compilation and Virtual Console releases several years later (see Ports below).

- PORTS -

* Consoles : 
Sony PlayStation 2 [JP] (August 11, 2005) "Sonic Gems Collection [Model SLPM-66074]" 
Sony PlayStation 2 [EU] (September 30, 2005) "Sonic Gems Collection [Model SLES-53350]" 
Nintendo GameCube [JP] (August 11, 2005) "Sonic Gems Collection [Model DOL-G2XJ-JPN]" 
Nintendo GameCube [EU] (September 30, 2005) "Sonic Gems Collection [Model DOL-G2XP-EUR]" 
Sony PlayStation 2 [EU] (February 2, 2007) "Sega Mega Drive Collection [Model SLES-54333]" 
Sony PlayStation 2 [AU] (February 8, 2007) "Sega Mega Drive Collection" 
Nintendo Wii [Virtual Console] [JP] (February 27, 2007) [Model MASJ] 
Nintendo Wii [Virtual Console] [EU] [AU] (April 7, 2007) [Model MASP] 
Sony PlayStation 3 [KO] (February 10, 2009) "Sonic's Ultimate Genesis Collection" by SCEI
Microsoft XBOX 360 [EU] (February 20, 2009) "SEGA Mega Drive Ultimate Collection [Model 384-40210]" 
Sony PlayStation 3 [EU] [AU] (February 20, 2009) "SEGA Mega Drive Ultimate Collection [Model BLES-00475]" 
Microsoft XBOX 360 [AU] (February 26, 2009) "Sega Mega Drive Ultimate Collection" 

* Handhelds : 
Sony PSP [EU] (February 2, 2007) "Sega Mega Drive Collection [Model ULES-00556]" 
Sony PSP [AU] (February 8, 2007) "Sega Mega Drive Collection [Model ULES-00556]" 

* Computers : 
PC [MS Windows, CD-ROM] [EU] (September 3, 2010) "Sega Mega Drive Classics Collection Vol. 1" 
PC [Steam] [EU] (June 1, 2010) both stand-alone and as part of "Sega Mega Drive Classics Pack 1" 
PC [MS Windows, DVD-ROM] [EU] (March 18, 2011) "Sega Mega Drive Classic Collection - Gold Edition" 
PC [Steam] [EU] (March 25, 2011) "SEGA Mega Drive Classics Collection"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57023&o=2

$end


$megadriv=vecmanu,
$bio

Vectorman (c) 1995 Sega Enterprises, Limited.

- TECHNICAL -

Game ID: 1577

- TRIVIA -

Vectorman for the Sega Genesis was released on October 24, 1995 in North America. It was then re-released as a Mega Hit Series edition in 1997.

- PORTS -

* Consoles : 
Sega Dreamcast [US] (January 31, 2001) "Sega Smash Pack Vol. 1 [Model 51146]" 
Nintendo GameCube [US] (August 16, 2005) "Sonic Gems Collection [Model DOL-G2XE-USA]" 
Sony PlayStation 2 [US] (November 7, 2006) "Sega Genesis Collection [Model SLUS-21542]" 
Nintendo Wii [Virtual Console] [US] (September 22, 2008) [Model MASE] 
Microsoft XBOX 360 [US] (February 10, 2009) "Sonic's Ultimate Genesis Collection [Model 68034]" 
Sony PlayStation 3 [US] (February 10, 2009) "Sonic's Ultimate Genesis Collection [Model BLUS-30259]" 

* Handhelds : 
Sony PSP [US] (November 16, 2006) "Sega Genesis Collection [Model ULUS-10192]" 

* Computers : 
PC [MS Windows, CD-ROM] [US] (February 1999) "Sega Smash Pack"
PC [MS Windows, CD-ROM] [JP] (June 23, 2000) "Sega Archives from USA Vol. 1" 
PC [Steam] [US] (June 1, 2010) "Vectorman [Model 34280]" : both stand-alone and as part of "Sega Genesis Classics Pack 1" 
PC [MS Windows, DVD-ROM] [US] (March 15, 2011) "Sega Genesis Classic Collection - Gold Edition" 
PC [Steam] [US] (March 25, 2011) "SEGA Genesis Classics Collection" 

* Others : 
Mobile Phones [US] (December 17, 2003)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93978&o=2

$end


$msx2_flop=vectron,vectrona,
$bio

Vectron (c) 1989 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102128&o=2

$end


$intv=vectron,
$bio

Vectron (c) 1982 Mattel Electronics

Hungrees, G-spheres, splits, sweeps, and prizums -- the nasties of the universe are back again, and they're nastier and tougher than ever!  This time they're out to stop you from constructing the energy bases that build your score, level by level. The higher the level, the harder the nasties are to fend off. Challenge your friends and see who can rack up the highest score before the nasties destroy your energy blocks or you run out of energy.

On each level, construct an energy base, section by section. Add each section by moving your energy block in place and filling it with anenergy blast.  Work fast to complete a base before the nasties nibble it away. If a section gets nibbled, you must build it again. When you complete a base you advance to the next level. Protect your energy block against nasties who can destroy it. Shoot them down with energy blasts. Or neutralize them with special energy from an E-Pak. Don't run out of energy or you lose an energy block. Three energy blocks per game. When they're gone, the game is over.

- TECHNICAL -

Model 5788

- TRIVIA -

Mark wanted to capture the speed and color of the arcade game Tempest in an Intellivision title. The challenge was that Tempest used vector graphics, while the Intellivision used TV's standard raster graphics. To reflect that the game would have a vector graphics look and feel, Mark chose the name 'Vectrix'. Unfortunately, late in the development of the game, the Vectrex Arcade System from General Consumer Electronics (later bought by Milton Bradley) was announced -- a self-contained home game system that used true vector graphics. Mattel briefly considered fighting for the name, then decided to let it go. The game was briefly titled 'Vortex' before the final name 'Vectron' was chosen.

- TIPS AND TRICKS -

* Stay away from Free Style Mode in normal game play. It is difficult to precisely control the movement of the energy block in Free Style Mode.

* HOLD DOWN either Lower Side button while pressing the disc tofire energy blasts into the energy block. This saves time and lets you move around the energy base more rapidly, increasing your chances of completing it before the nasties nibble it away.

* Try to position your energy block to capture released energy from an E-PAK just before completing a game level. This will restore your current energy block to full energy and increase the number of bonus points you receive for that level. No new E-PAKS will appear on the screen after you have completed a base.

* Concentrate on constructing your energy base, rather than on destroying nasties. Remember, energy blasts USE energy. If you deplete your energy block on nasties, you may run out of energy before completing the base.

* A reinforced energy block is your best defense against nasties. Try to hit the E-PAK as soon as it appears on the screen, positioning your energy block to capture the energy while it is still orange.
If you are not in the right position to capture the energy, switch to Free Style mode temporarily. When you get the energy, return to normal game play.

* If a nasty is hovering at the point where new energy blocks appear, a new energy block could be destroyed as soon as it is created. To prevent this, shoot the nasty BEFORE the new energy block appears. You can still fire your V-Gun, even without an energy block on screen.

- STAFF -

Design, Program, Sound: Mark Urbaniec
Graphics: Connie Goldman

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60988&o=2

$end


$info=vegast,
$bio

Vegas (c) 1977 Taito.

- TRIVIA -

Similar to Bally "Mata Hari". Same design as Taito's "Lady Luck" but with different art.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5617&o=2

$end


$info=mgavegas,mgavegas133,mgavegas21,
$bio

Vegas 1 (c) 1985 MGA.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83031&o=2

$end


$nes=vegascon,
$bio

Vegas Connection - Casino Kara Ai O Komete (c) 1989 Sigma Enterprises, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54794&o=2

$end


$apple2gs=vgscraps,
$bio

Vegas Craps (c) 1988 Logical Design Works, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49757&o=2

$end


$nes=vegasdrm,
$bio

Vegas Dream (c) 1990 HAL Laboratory

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55781&o=2

$end


$info=m1vegas,m1vegasa,m1vegasb,
$bio

Vegas Gambler Club (c) 199? Maygay.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42026&o=2

$end


$gbcolor=vegasu,
$bio

Vegas Games [Model CGB-AVFE-USA] (c) 2000 3DO Company, The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69073&o=2

$end


$gbcolor=vegas,
$bio

Vegas Games [Model CGB-AVFP-EUR] (c) 2000 3DO Company, The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69072&o=2

$end


$cdi=vegasgrl,
$bio

Vegas Girls (c) 1995 Status Visual Communication, Limited.

Five Las Vegas casino games for you to play, at any time, and when you win, the girl of your choice removes an item of clothing. Roulette, Blackjack, Poker, Dice, and the ubiquitous Fruit Machine. If you win you are given an extra reward, and the more you win the more the girl take off!

- TECHNICAL -

Model TFCD0066

- STAFF -

Executive producer: John Mearman
Production Manager: Lobo Mrunga
Graphic Design: Dr. Ed Waverly
Programming: Ernie Newman, Burt Offrings
Video Engineer: Robert Clegg

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53163&o=2

$end


$bbca_cass,bbcb_cass=vegasjac,
$bio

Vegas Jackpot (c) 1984 Mastertronic, Limited. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52623&o=2

$end


$info=as_vn,
$bio

Vegas Nights (c) 200? Astra Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=14877&o=2

$end


$info=vgpoker,
$bio

Vegas Poker (c) 199? BWB.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=21342&o=2

$end


$info=vroulet,
$bio

Vegas Roulette (c) 1989 World Game.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : General Instrument AY8910 (@ 2 Mhz)

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 512

Players : 1
Buttons : 9

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4537&o=2

$end


$gameboy=vegastak,
$bio

Vegas Stakes [Model DMG-AVSE-USA] (c) 1995 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67338&o=2

$end


$snes=vegastak,
$bio

Vegas Stakes [Model SNSP-VS-EUR] (c) 1993 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63969&o=2

$end


$snes=vegastaku,
$bio

Vegas Stakes [Model SNSP-VS-USA] (c) 1993 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63970&o=2

$end


$info=m4vegast,m4vegast__a,m4vegast__b,m4vegast__c,m4vegast__d,m4vegast__e,m4vegast__f,m4vegast__g,m4vegast__h,m4vegast__i,m4vegast__j,m4vegast__k,m4vegast__l,m4vegast__m,m4vegast__n,m4vegast__o,
$bio

Vegas Strip (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41523&o=2

$end


$info=sc1vsd,
$bio

Vegas Super-Deal (c) ???? Global Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40617&o=2

$end


$info=vegasgp,
$bio

Vegas (c) 1979 Game Plan.

- TECHNICAL -

Model Number : 140

- TRIVIA -

Vegas was released in August 1979.

- STAFF -

Design by : Ed Cebula
Art by : Dick White

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5616&o=2

$end


$info=vegas,
$bio

Vegas (c) 1990 Premier Technology Co.

- TECHNICAL -

Gottlieb System 3
Model Number : 723

- TRIVIA -

1,500 units were produced.

- STAFF -

Designer : Jon Norris
Artwork : David Moore, Constantino Mitchell

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5615&o=2

$end


$info=m1vegcrw,
$bio

Vegetable Crew (c) 199? Global Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42356&o=2

$end


$psx=vehiclec,
$bio

Vehicle Cavalier [Model SLPS-00232] (c) 1996 Vanguard Works

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85839&o=2

$end


$info=tveigues,
$bio

Veigues (c) 1991 TOURVision.

Unlicensed Spanish game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101140&o=2

$end


$pce=veigues,
$bio

Veigues - Tactical Gladiator (c) 1990 Victor.

Veigues is a side scrolling action game developed by Game Arts and published by Victor Musical Industries. In the year 2321 our beloved planet is under attack and the federal army decides to send its best weapon, the Veigues, to counter the invasion. The player takes control of a large humanoid robot and fights his was through ten intense stages. The Veigues comes equipped with multiple types of weapons. The weakest of all is most certainly the short range field-punch mounted on its left arm. Thankfully, its right arm is fitted with a laser-gun that can take down enemies at a long range and a machine-gun located on its chest can hit ground and aerial targets. The Veigues can also hover in the air for a short amount of time and the Vernier bar at the bottom of the screen indicates how long the mech can fly above the ground. In addition, the mech has the incredibly ability to recharge its protective shield. A boss awaits at the end of each action stage and awards the Veigues with experience points when defeated. These points can be used to upgrade any part of the mech or improve its Shield or Vernier ability.

- TECHNICAL -

HuCARD ID: JC63005

- TRIVIA -

Released on June 15, 1990 in Japan for 6700 Yen.

Veigues was originally released for the PC-8801mkII Japanese computer in 1988. The game features a fairly long animated introduction sequence unlike this PC Engine version.

- STAFF -

PC-ENGINE WORK
Game Design: Masatoshi Azumi
Main Program: Hiroshi Nakamura
Sub Program: Kobito-San
Graphic Design: Hidenobu Takahashi, Masatoshi Azumi
Music Arrange: Satoru Yoshikawa
Sound System: Heropin Universal
System Cooperator: Hidenobu Takahashi
Game Adviser: Nao Morikuma
Music-Sound Adviser: Tadashi Shimayama
Enemy Dance Director: Lucky Anzu, Viderin-Naomi-Chan, Sum Harada, Swan Nakamura, Satomi Miya, Nekos, Dora, J. M. Kim, Tamarin Inde
Tool Support: Masas, J. M. Kim, Heropin Universal

ORIGINAL WORK
Program: Nao Morikuma
Game Design: Nao Morikuma, Masatoshi Azumi
Scenario Writer: Masaru Takeuchi
Graphic Design: Masatoshi Azumi
Mechanic Design: Tsuyoshi Tanaka, Masatoshi Azumi
Music Composer: Mecano Associates
Music System: Tadashi Shimayama, Hiromi Ohba
Producer: Masaru Yoshioka, Youichi Miyaji, Satomi Miya

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58767&o=2

$end


$tg16=veigues,
$bio

Veigues - Tactical Gladiator [Model TGX030045] (c) 1990 NEC Home Electronics, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84370&o=2

$end


$pc8801_flop=veiguesd,
$bio

Veigues Demo (c) 1988 Game Arts Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93213&o=2

$end


$pc98=veildark,
$bio

Veil of Darkness - Norowareta Yogen (c) 1994 Ving [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90984&o=2

$end


$spc1000_cass=vela,
$bio

Vela (c) 198? SMC [Sammi Computer] [Korea]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83565&o=2

$end


$gameboy=velious,
$bio

Velious - Roland no Majuu [Model DMG-VEJ] (c) 1990 Sammy Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67340&o=2

$end


$gameboy=velious2,
$bio

Velious II - Fukushuu no Jashin (c) 1992 Sammy Corp.

- TECHNICAL -

Cartridge ID: DMG-VTJ

- TRIVIA -

Reviews:
April 1992 - Joypad N.7 (Page 99) [FR]: 85/100 (is you read Japanese) or 60/100.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67341&o=2

$end


$cpc_cass=vendetta,
$bio

Vendetta (c) 1990 System 3 Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100009&o=2

$end


$info=vendetta,vendettar,vendetta2p,vendetta2pu,vendetta2pd,vendetta2peba,vendettaz,
$bio

Vendetta (c) 1991 Konami.

Export version. For more information about the game itself, please see the original Japanese version entry; Crime Fighters 2 [Model GX081]

- TECHNICAL -

Game ID : GX081

Main CPU : Konami (@ 6 Mhz)
Sound CPU : Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), K053260 (@ 3.579545 Mhz)

Players : 4
Control : 8-way joystick
Buttons : 2
=> Attack, Jump

- TRIVIA -

Vendetta was released in July 1991. It is known in Japan as "Crime Fighters 2 [Model GX081]".

The title of this game translates from Italian as 'Revenge'.

- UPDATES -

The Asian version contains ugly sado maso and pervert dogs who was censored in all others versions. The game was censored when released outside of the Asian market to remove an enemy character who dresses in leather and grabs hold of the playable character, proceeding to dry hump and lick him. The enemy would continue if a character is down.

- SERIES -

1. Crime Fighters (1989)
2. Vendetta (1991)
3. Violent Storm (1993)

- STAFF -

Cabinet Graphic Design: Don Marshall

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3059&o=2

$end


$a2600=venetian,
$bio

Venetian Blinds Demo (c) 1982 Activision

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51167&o=2

$end


$cpc_cass=venganza,
$bio

Venganza [Model 3 MT 034] (c) 1986 Dro Soft [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100011&o=2

$end


$amigaocs_flop=vengexcl,
$bio

Vengeance of Excalibur (c) 1992 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75479&o=2

$end


$nes=venicebv,venicebvp,
$bio

Venice Beach Volleyball (c) 1991 American Video Entertainment

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55782&o=2

$end


$nes=venicebva,
$bio

Venice Beach Volleyball (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84179&o=2

$end


$snes=venomu,
$bio

Venom & Spider-Man - Separation Anxiety [Model SNS-A2CE-USA] (c) 1995 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63972&o=2

$end


$snes=venom,
$bio

Venom & Spider-Man - Separation Anxiety [Model SNSP-A2CP-EUR] (c) 1995 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63971&o=2

$end


$cpc_cass=mask3,
$bio

Venom Strikes Back (c) 1988 Gremlin Graphics Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100013&o=2

$end


$cpc_cass=venom,
$bio

Venom [Model IA 022] (c) 1988 Mastertronic, Ltd. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100012&o=2

$end


$info=sc1vent,
$bio

Ventura (c) 1993 ELAM.

- TECHNICAL -

Model 5517

- TRIVIA -

Ventura was released in November 1993.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=21264&o=2

$end


$info=venture,venture2,venture4,
$bio

Venture (c) 1981 Exidy.

Venture is a 1- or 2-player "Gauntlet" style game (although Venture pre-dates the Atari legend by 4 years) set in a multi-level dungeon. The player, armed with a bow and arrow fights through enemy infested levels in the quest to collect treasure.

Each dungeon is represented as a floor plan, populated with a number of "Space Invader" like monsters. Numerous rooms and their corresponding doors are clearly marked; these rooms are the treasure rooms and each one must be cleared. When the player enters a room, the viewpoint zooms in on the action and the room takes up the whole screen. Each room has a treasure or weapon guarded by one or more creatures. Players must try to retrieve the treasure while avoiding (or killing) creatures and obstacles. Only in the rooms themselves can players use their bow and arrow.

When the treasure is successfully taken out of the chamber, bonus points are awarded. The screen image then returns to the original, zoomed-out floor plan and the player moves on to the next room of their choice. Once a room has been cleared of its item, the player no longer has access to that room. The player must collect all of the treasures on the current level before descending to another dungeon.

- TECHNICAL -

Main CPU : MOS Technology M6502 (@ 705.562 Khz)
Sound CPU : MOS Technology M6502 (@ 894.886 Khz)
Sound Chips : Custom (@ 894.886 Khz)

Player : 2
Control : 8-way joystick
Buttons : 1 (Fire)

- TRIVIA -

Venture was released in June 1981.

Venture came in a white dedicated cabinet and featured sideart of Winky battling green monsters (looks like snakes).

- TIPS AND TRICKS -

A) If you wont to change aim without moving, learn just to tap the joystick, not to jam it.

B) When pursued by hall monsters outside the dungeons, don't waste time by shooting them. Reverse direction, switch from side to side, and do whatever else you must to escape.

C) Do your best not to shoot a monster where its corpse might block your path to or from the treasure. If you do, you have no choice but to wait until it has completely disintegrated; under no circumstances should you shoot it again.

D) Because you want to get out of each dungeon quickly, you should waste no time in picking up the treasure. It can and should be done in one fluid motion. The Instant you touch the loot, you should start thinking about getting out.

E) When a hall monster appears outside a dungeon, leave. Even if it is outside the room's only exit, remember that it won't be there when you get outside-although another might.

Once the half monster has actually entered the dungeon, the best policy is to flee in the opposite direction. If there is no exit there or a corpse is blocking it, it is still possible in the first three levels for a skilful Winky to escape around the hall monster. It's a risk but do it if you have to.

F) When leaving a dungeon, look out. You don't want to run straight into a waiting hall monster. The more time you've spent in the level so far, the more you should worry.

G) The question of whether to shoot dungeon monsters when you don't absolutely have to depends on two factors : speed and accuracy. If you think you can kill several in a short time,do it. Keep in mind the bonus at the end of each level, since that determines your final score. Unless you are very fast, there is no point in risking the decrease of your score by a seventh or a sixth for a few hundred points.

H) Since you Start in the same place on the level each time, it makes sense to clear the dungeons nearest you first. If you can make a circuit of the level without being killed,the strategy will save time. If you are killed and have to start over,you will have to take the same long route you avoided before.

I) In The Wall Room, don't bother shooting your way through the red walls. It's a risk that earns you no points and takes more time than simply slipping around them. Since this dungeon Is the easiest, it should probably be saved for last, when you need to finish quickly.

J) In The Serpent Room, send arrows down on the two lower snakes before you enter their territory. Their length will make them easy targets from that angle.

If pressed for time enter and exit the dungeon through the door in the right wail, avoiding a confrontation with the third snake.

K) The Goblin and Skeleton Rooms should be handled according to your inclination. You can easily evade the monsters, but the points you could gain with a few parting shots should be considered.

L) Save The Two-Headed Room for the end of Level Two, since it is a very quick job once you have the secret. When you don't have time to shoot the crabs and then to wait for them to disintegrate from your path, split-second timing alone will get you out safely. The instant you touch the treasure,jam the joystick to the upper left. Each time, you will barely make it past the crabs and out the left head of the room.

A more lucrative and time-consuming method is to stay at the bottom with your treasure and wait for the crabs to drift down from the heads into the body in search of you, as they invariably do. If you shoot well, you can kill them and still leave a clear path out. If a hall monster appears before you finish though, say goodbye to Winky.

M) As soon as you enter The Troll Room, move about an inch to the left of the entrance, staying as low as possible : aim to the upper right. As soon as the walls vanish, one goblin will come thundering down since he doesn't sense that you're aiming at him. Diagonal shots are your best chance against any of the monsters,but the trolls are particularly tricky.

Shoot as soon as he leaves cover, then move up and get the treasure. The remaining troll will not be had to evade If you are fast.

Whenever you do aim vertically or horizontally,the trolls will not give you a chance to hit them, holding you in stalemate until the hall monster shows up. What you must do (if you don't want to shoot diagonally) is aim in some other direction until your target has committed himself to attack. Then quickly shift your aim and fire before he has a chance to dodge.

N) You must kill almost everything in The Dragon Room; there is no room to maneuver around the dragons while they are all alive and moving. Even if you are a skilful archer, you must take special care to shoot so that you still have a clear path to and from the treasure. If you have to wait for the dragons to disintegrate before you can reach it, you might as well forget about it. 

O) The red denizens of The Spider Room win always stay near the treasure in the center; they shift around it to follow you. Shoot one for best results : it takes almost no time and you can easily snatch the treasure from only two defenders.

The instant you do, look out for the two yellow spiders. They will close in on you rapidly,and your only chance is to duck under one and escape while you still have time. Once you reach the door, a couple of arrows shot at your pursuers won't hurt.

P) With each new level, be prepared for greater and greater challenges. Try to view each dungeon creatively to find the best strategy.

VENTURE is one game in which it is not only important but vital to watch more experienced players, observing the game's many unusual problems and the different ways of handling them. Good luck!

- STAFF -

Designed & programmed by : Howell Ivy

- PORTS -

* Consoles :
Colecovision [US] (1982) "Venture [Model 2417]"
Atari 2600 [US] (1982) "Venture [Model 2457]"
Mattel Intellivision [US] (1982) "Venture [Model 2477]" 
Atari 2600 [US] (1987) "Venture [Model CX26145]"

* Computers :
Tandy Color Computer [US] (1982) "Venturer"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3060&o=2

$end


$a2600=venturee,
$bio

Venture (c) 1982 CBS, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51170&o=2

$end


$coleco=venture,
$bio

Venture (c) 1982 Coleco Industries, Incorporated.

- TECHNICAL -

[Model 2417]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53390&o=2

$end


$a2600=venture,
$bio

Venture (c) 1982 Coleco Industries, Incorporated.

You'll begin your venture in the first hall of chambers. Each chamber houses one treasure, guarded by herd of horrible and dangerous monsters. Your goal is to capture the treasure in every chamber. To do so, you must get past the Hallmonsters, enter each chamber, and capture the treasure. The order for entering the chambers is up to you. But once you grab a treasure from a chamber, you're locked out of that chamber for good.

Capturing the treasure is no easy task. Once you enter a chamber, you must be alert. While you're running for the treasure, the monsters inside the chamber are running after you. You can stop them by killing them with your arrows. But grab the treasure first, then shoot them, to win points. If you run into a chamber monster, dead or alive, you'll lose a Winky.

As if this weren't enough to worry about, those pesky Hallmonsters are gettinng impatient. If you stay inside a chamber too long, they'll come in to get you. You cannot shoot Hallmonsters, however. The only way to protect yourself is to run from them. If they get you, you'll lose a Winky.

The trickiest chamber of all is the Wall Room. Here you can reach the treasure only by careful timing. Unfortunately for you, you can't shoot the moving, electrified walls.

If you capture the treasure in every chamber, you'll descend to a new hall of chambers, even more horrible and dangerous than the previous one.

Remember that Winky has three backups to help out in case he runs into trouble. The game is over if you use up all four of the Winkies.

- TECHNICAL -

Model 2457

- STAFF -

Programmer: Joseph Biel

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51168&o=2

$end


$intv=venture,
$bio

Venture (c) 1982 Coleco Industries, Incorporated.

Based on the Exidy arcade video game.

In this unique game, you control Winky - the heroic adventurer - who is off on an expedition to claim the treasures that lay hidden in the dungeon. Each treasure is in a chamber - protected by dangerous monsters. He must use his bow and arrow to ward off the monsters and claim the treasures. The more he ventures - the more he gains!

- TECHNICAL -

Model 2477

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60989&o=2

$end


$a2600=venturea,
$bio

Venture (c) 1988 Atari Corporation.

Atari 1988's release. See Coleco 1982's "Venture [Model 2457]" for more information about the game itself.

- TECHNICAL -

Model CX26145

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51169&o=2

$end


$info=venus,
$bio

Venus (c) 1983.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz), M6809 (@ 2 Mhz)
Sound CPU : Zilog Z80 (@ 3.579545 Mhz), I8039 (@ 533.333 Khz)
Sound Chips : (5x) AY8910 (@ 1.789772 Mhz), DAC, (6x) RC (@ 1.789772 Mhz)

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 32

Players : 2
Control : 8-way joystick
Buttons : 1

- TRIVIA -

This game is a bootleg of "Gyruss".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3061&o=2

$end


$pc98=venus,
$bio

Venus (c) 1994 Software House Parsley [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90985&o=2

$end


$info=smiy1937,smiy1938,smiy1939,smiy1940,smiy1941,smiy1942,
$bio

Venus (c) 2011 Bally Tech., Incorporated.

5 Reels, 40 Lines, 400 Credits Max Bet

- TRIVIA -

Can be found housed in the "Alpha 2 Pro V22/26 Slant" cabinet.

- UPDATES -

SMI #Y1937
Min/Max%: 85.52%/85.52%
Odds to JP (40 lines played): 118,806

SMI #Y1938
Min/Max%: 88.12%/88.12%
Odds to JP (40 lines played): 118,806

SMI #Y1939
Min/Max%: 89.97%/89.97%
Odds to JP (40 lines played): 118,133

SMI #Y1940
Min/Max%: 92.00%/92.00%
Odds to JP (40 lines played): 118,133

SMI #Y1941
Min/Max%: 93.91%/93.91%
Odds to JP (40 lines played): 118,133

SMI #Y1942
Min/Max%: 96.00%/96.00%
Odds to JP (40 lines played): 118,133

- TIPS AND TRICKS -

* Base Game Top Award: Triggered by 5 Wild Symbols on an active payline in the Base Game or Free Games. Occurs on average every 118,133 plays on most of the machine (see Updates section for more information)

* Overall Hit Frequency: 30.96%

* Free Games Bonus: Players spin for Venus symbols featuring Stacked Wilds! Occurs on average every 87 plays and pays on average 25 credits times total bet.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=45201&o=2

$end


$pc98=venuscmp,
$bio

Venus Campaign (c) 1991 Heart Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90986&o=2

$end


$pc8801_flop=venusfir,
$bio

Venus Fire (c) 1986 Cross Media Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93214&o=2

$end


$msx1_cart=venusfir,
$bio

Venus Fire (c) 1987 Victor Interactive Software, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77573&o=2

$end


$nes=venussnk,
$bio

Venus Senki (c) 1989 Varie

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54795&o=2

$end


$ti99_cart=verbvip,
$bio

Verb Viper [Model PHM 3120] (c) 1982 DLM Academics

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84780&o=2

$end


$pc98=verfalz4,
$bio

Verfalz IV (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90987&o=2

$end


$cdi=verhalmv,
$bio

Verhalen Toverdoos - Magische Vertellingen (c) 1992 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53164&o=2

$end


$cdi=verhalen,
$bio

Verhalen Toverdoos - Sterrendromen (c) 1992 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53165&o=2

$end


$odyssey2=vrkrspl1,
$bio

Verkehrsspiele 1 (c) 1982 Philips Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95702&o=2

$end


$odyssey2=vrkrspl2,
$bio

Verkehrsspiele 2 (c) 1982 Philips Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95703&o=2

$end


$amigaocs_flop=vermeer,
$bio

Vermeer (c) 1988 Ariolasoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75480&o=2

$end


$cpc_cass=vermeer,
$bio

Vermeer [Model 54640] (c) 1987 Ariolasoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100015&o=2

$end


$pc8801_flop=vermilio,
$bio

Vermilion (c) 1989 Great [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93215&o=2

$end


$pc98=vermiln,vermilnf,
$bio

Vermilion (c) 1990 Great [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90988&o=2

$end


$megadriv=vermilj,
$bio

Vermilion (c) 1989 Sega Enterprises, Limited.

- TECHNICAL -

Game ID: G-5502

- TRIVIA -

Vermilion for Mega Drive was released on December 16, 1989 in Japan. It is known outside Japan as "Sword of Vermilion".

- STAFF -

Developed by Sega AM2.

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [JP] (February 27, 2007) [Model MAMJ]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57025&o=2

$end


$snes=verne,
$bio

Verne World [Model SHVC-AVWJ-JPN] (c) 1995 Banpresto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62589&o=2

$end


$info=vrnwrld,
$bio

Verne's World (c) 1996 Spinball.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5677&o=2

$end


$msx2_flop=verovera,veroveraa,
$bio

Veroveraar (c) 1988 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102129&o=2

$end


$pc98=versalnk,
$bio

Versa-Link (c) 1986 Cosmo Sys. Lab.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90989&o=2

$end


$info=version4,version4d2,version4d3,version4o,version4v,version4v2,version4v3,
$bio

Version 4 (c) 2006 Amcoe, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=39679&o=2

$end


$pc98=versus,
$bio

Versus - Kakutou Ouhe no Michi (c) 19?? Compile

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90990&o=2

$end


$gameboy=vshero,
$bio

Versus Hero - Kakutou Ou e no Michi [Model DMG-VHJ] (c) 1992 Banpresto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67342&o=2

$end


$info=vsnetscr,vsnetscrj,vsnetscreb,vsnetscru,vsnetscra,
$bio

Versus Net Soccer (c) 1996 Konami Company, Limited.

28 different national teams are selectable in this soccer game. You can select from two 3-D views: half-top view or side view. When two monitors are used, one screen can be in half-top and the other in side view during the game.

- TECHNICAL -

Konami GX hardware
Game ID : GX627

CHIP SET:
cpu 68EC020 (@24 MHz)
cpu 68000 (@8 MHz)
cpu TMS57002 (@12.5 MHz)
2X audio K054539 (@48 KHz)

MONITORS: Horizontal

CONTROLS:
Players: 4
Control: 8-way joystick
Buttons: 3 [A, B, C]

OFFENCE:
[A] SHOOT/LONG KICK
[B] SHORT PASS
[C] LONG PASS/CENTERING

DEFENSE:
[A] SLIDE
[B] SHOULDER CHARGE
[C] CONTROLS GOALD KEEPER WHILE PRESSED

WHEN BALL IS IN THE AIR:
[A] OVERHEAD KICK / VOLLEY SHOT / VOLLEY KICK
[B] DIBING HEAD SHOT / HEAD SHOT / HEAD PASS
[C] SAME AS [B]

- TRIVIA -

Versus Net Soccer was released in December 1996.

- UPDATES -

VER AAA
VER EAB
VER EAD
VER JAB
VER UAB

- STAFF -

Software Design: Caram, Cha-Cha-Ki, Bari-Ko
Character Design: Snack Z, Takepon, Nickboss, Matsuoka, Y-Sakaue, J&K, Muto-16, Kadokura
Sound Design: Sakagon, 118
Recording Coordinator: Takashi Sasugano, Ricky Ryuta O'Connell
Voice Actor: Allan Schintu
Hardware Design: Hard Ya Yzz
Director & Producer: Lovely Hine

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3062&o=2

$end


$vboy=vforce,
$bio

Vertical Force (c) 1995 Nintendo Co., Ltd.

North American release. Game developed in Japan. See original "Vertical Force [Model VUE-VH3J-JPN]" for more information about the game itself.

- TECHNICAL -

Model VUE-VH3E-USA

- TRIVIA -

Released on December 1, 1995 in USA.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82387&o=2

$end


$vboy=vforcej,
$bio

Vertical Force (c) 1995 Hudson Soft.

Pilot a Futuristic Star Fighter in a Battle for Mankind!

GALACTIC YEAR 210. The earth and its colonies face annihilation in a futuristic war against the human race. YOU have been chosen to pilot RAGNAROK, a star fighter from an advanced alien civilization.

Reinforced by fearless AI CHARACTERS, you must locate and destroy menacing fighters and enemy droids. With sheer VERTICAL FORCE blast your way into another dimension to the final Virtual frontier. This mission for mankind is brutal. Be prepared, for it has only just begun!

- TECHNICAL -

Model VUE-VH3J-JPN

- TRIVIA -

Vertical Force was released on August 12, 1995 in Japan.

Reviews:
[JP] Famitsu (August 1995): 21/40
[JP] VB Guide 2: 68.5/100

Export releases:
[US] "Vertical Force [Model VUE-VH3E-USA]"

- STAFF -

Executive Producer: Hiroshi Yamauchi, Takashi Takebe
Producer: Kazunori Yasui
Director: Hitoshi Okuno
Chief Programmer: Asato Obisawa
Main Program: Mitsuhiro Takahashi, Azuo Tsubota, Koji Kaneta, Masatoshi Sugibayashi, Shoichi Tahata
Graphic Design: Atsushi Kakutani, Kazushi Kousaka, Kazuhito Goto, Takaki Yukita, Misa Nagai, Tomoaki Urita, Hirofumi Ohtake
Game Design: Toshiyuki Takatsu, Shin Sasaki, Tsutomu Komiyama
Sound Composition: Shoji Tomi, Minoru Endo
Product Debug & Testing Unit: Super Mario Club

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82386&o=2

$end


$info=m5vertgo,
$bio

Vertigo (c) 200? Empire Games, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41652&o=2

$end


$info=m5vertcl,
$bio

Vertigo Club (c) 200? Empire Games, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41651&o=2

$end


$megadriv=verytex,
$bio

Verytex (c) 1991 Asmik.

- TECHNICAL -

Cartridge ID: T-20043

- TRIVIA -

Released on April 05, 1991 in Japan.

Reviews:
Consoles + HS 2 [FR]: 84/100

- STAFF -

Executive Producer: Toshiyuki Futamura
Producer: Shigeki Saka, Hiroshi Jimbo
Planner: Shinji Nakamura, Satoru Ichihara, Hidefumi Ohara
Graphic Designer: Atsuhiro Gunji, Hiroshi Akagi, Ken Takagi
Music Designer: Hitoshi Sakimoto (YMOH.S), Masaharu Iwata (Rezon), Yoshio Furukawa (JKL Furukawa)
Sound Designer: Hitoshi Sakimoto (YMOH.S), Masaharu Iwata (Rezon), Yoshio Furukawa (JKL Furukawa)
Programmer: Hideki Tanji, Hiroyuki Fujiwara, Satoru Miki
Sales Div.: Takahiro Kaneko, Ichiro Hase, Toshihide Ōnishi, Kozo Ohara
Publicity: Mikio Ono, Kaori Ikeda

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57026&o=2

$end


$msx1_cass=vestron,vestrona,
$bio

Vestron (c) 1986 Players Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95101&o=2

$end


$a2600=viagemes,
$bio

Viagem Espacial (c) 19?? Dismac

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51171&o=2

$end


$msx1_cass=vctierra,
$bio

Viaje al Centro de la Tierra (c) 1989 Topo Soft [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95102&o=2

$end


$cpc_cass=vctierex,
$bio

Viaje al Centro de la Tierra - Version Extendida (c) 2012 Unknown [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100018&o=2

$end


$cpc_cass=vctierra,
$bio

Viaje al Centro de la Tierra [Model AM 548] (c) 1989 Topo Soft [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100017&o=2

$end


$cpc_cass=viajealu,
$bio

Viaje Alucinante (c) 1986 Idealogic [Barcelona, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100016&o=2

$end


$msx1_cass=viajecee,
$bio

Viaje por la C.E.E. (c) 1986 Mind Games Espana, S.A.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95103&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=vicdiag,
$bio

VIC 20 Diagnostic Cartridge [NTSC] (c) 1980 Commodore, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86974&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=vicdiagp,
$bio

VIC 20 Diagnostic Cartridge [PAL] (c) 1980 Commodore, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86975&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=micromon,
$bio

VIC 20 Micromon v1.2 (c) 1983 Bill Yee

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86976&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=mikro,
$bio

VIC 20 Mikro Assembler (c) 1982 Supersoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86977&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=avenger,
$bio

VIC Avenger [Model VIC-1901] (c) 1981 Commodore

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83776&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=colrtest,
$bio

VIC Color Test (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86978&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=debug98,
$bio

VIC Debug 98 (c) 1998 Flat Earth Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86979&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=fp,
$bio

Vic Flash Plugin (c) 2008 Marko Mäkelä

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86992&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=forth10,
$bio

VIC Forth v1.0 (c) 1982 HES [Human Engineered Software]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86980&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=forth11,
$bio

VIC Forth v1.1 (c) 1982 HES [Human Engineered Software]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86981&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=vicgraph,
$bio

VIC Graph (c) 198? Commodore, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86982&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=vicmenag,vicmenag1,
$bio

VIC Menagerie (c) 1982 Commodore, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86983&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=vicstat,
$bio

VIC Stat (c) 198? Commodore, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86984&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=vlander,
$bio

VIC Super Lander [NTSC] (c) 1981 Commodore, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86985&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=victool,
$bio

Vic Tool (c) 198? VCC

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86993&o=2

$end


$nes=vice,vicep,
$bio

Vice - Project Doom (c) 1991 American Sammy Corp. [Torrance, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55783&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=vicfile,vicfilea,
$bio

VicFile (c) 1981 Commodore, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86994&o=2

$end


$info=vcircle,
$bio

Vicious Circle (c) 1996 Atari Games Corporation.

9 characters bearing a Killer Instinct-esque look go head-to-head in this Atari fighting game.

- TECHNICAL -

Atari Cojag hardware

Main CPU : R3000 (@ 33 Mhz), Jaguar (@ 26 Mhz)
Sound CPU : Jaguar (@ 26 Mhz)
Sound Chips : (2x) DAC

Players : 2
Control : 8-way joystick
Buttons : 6

- TRIVIA -

Vicious Circle is an unreleased prototype dated March 1996.

- STAFF -

Engineer: Brian McKee

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3063&o=2

$end


$msx1_cass=vviper,vviperb,vvipera,
$bio

Vicious Viper (c) 1985 Sanyo [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95104&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=vickit1,
$bio

VICKIT 1: Programming Aids (c) 198? STACK

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86986&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=vickit2,
$bio

VICKIT 2: Supergraphics Programming Aids (c) 198? STACK

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86987&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=vickit3,
$bio

VICKIT 3: Supergraphics (c) 198? STACK

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86988&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=vickit4,
$bio

VICKIT 4: High Speed Cassette Operations & Machine Code Monitor (c) 198? STACK

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86989&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=vickit5,
$bio

VICKIT 5: 6502 Assembler (c) 198? STACK

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86990&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=victerm,
$bio

VICterm 40 (c) 198? Commodore, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86991&o=2

$end


$info=victor21,
$bio

Victor 21 (c) 1990 Subsino.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=26134&o=2

$end


$info=victor6,victor6a,victor6b,
$bio

Victor 6 (c) 1995 American Alpha, Incorporated.

- TRIVIA -

Developed by Subsino.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=33677&o=2

$end


$info=victnine,
$bio

Victorious Nine (c) 1984 Taito.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 4 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : General Instrument AY8910 (@ 2 Mhz), MSM5232 (@ 2 Mhz), DAC

Players : 2
Control : 8-way joystick
Buttons : 6

- TRIVIA -

Released in May 1984.

- PORTS -

* Computers :
Sharp MZ-2000 [JP]
Sharp X1 [JP]
FM7 [JP]
NEC PC-8801 [JP]
NEC PC-9801 [JP]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3454&o=2

$end


$x1_flop=victnine,
$bio

Victorious Nine (c) 1985 Nidecom [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86168&o=2

$end


$pc8801_flop=victnine,victninea,
$bio

Victorious Nine (c) 1985 Nidecom [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93216&o=2

$end


$msx2_cart=victnin2,
$bio

ビクトリアスナインII 高校野球編 (c) 1987 Nidecom
(Victorious Nine II - Koukou Yakyuu Hen)

- TECHNICAL -

Game ID: MSX-11

- TRIVIA -

Original price: 5800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51396&o=2

$end


$info=victory,
$bio

Victory (c) 1982 Exidy.

Victory is a game which you control your Battlestar to destroy an alien force which has overrun your planet. This force has installed radar and quark silos on your planet and use their deadly armada to drop paratroopers to the surface to release the quarks. All is not lost however as your Battlestar is equipped capable lasers and shields as well as the 'Doomsday Device'.

- TECHNICAL -

The hardware for this game is impressive for its time, containing multiple processors and speech/audio chips which add very much to the game experience.

Main CPU : Zilog Z80 (@ 4 Mhz)
Sound CPU : MOS Technology M6502 (@ 894.886 Khz)
Sound Chips : Custom (@ 894.886 Khz), Texas Instruments TMS5220 (@ 640 Khz)

Players : 1
Control : Spinner
Buttons : 4 (Thrust, Fire, Shield and Doomsday)

- TRIVIA -

Victory was released in February 1982.

Later, there was an upgrade kit that was sold to convert Victory games to a game called "Victor Banana", changing the in-game graphics to match a more comical theme.

- STAFF -

Designed by : Howell Ivy
Programmed by: Vic Tolomei

- PORTS -

* Consoles :
Colecovision [US] (1983) "Victory [Model 2446]"

* Computers : 
Commodore Amiga [EU] (1989)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3064&o=2

$end


$info=victorba,
$bio

Victory Banana (c) 09/1982 Exidy.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 4 Mhz)
Sound CPU : MOS Technology M6502 (@ 894.886 Khz)
Sound Chips : Custom (@ 894.886 Khz), Texas Instruments TMS5220 (@ 640 Khz)

Screen orientation : Horizontal
Video resolution : 256 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 64

Players : 1
Control : dial
Buttons : 4

- TRIVIA -

This is a modification kit for "Victory".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3065&o=2

$end


$saturn,sat_cart=vicboxin,vicboxind,
$bio

Victory Boxing (c) 1996 JVC

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60454&o=2

$end


$saturn,sat_cart=vgoalww,
$bio

Victory Goal Worldwide Edition (c) 1996 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59875&o=2

$end


$info=mpt02,
$bio

Victory MPT-02 (c) 1978 Soundic.

Clone of the RCA Studio II featurind detachable controllers.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103285&o=2

$end


$info=victroad,
$bio

Victory Road (c) 1986 Tradewest, Incorporated.

Export release. Game developed in Japan. See the original Japanese release for more information about the game itself; "Dogosoken".

- TRIVIA -

Released in October 1986 in USA and EUROPE. In this Export release, the voices were changed to speak English dialogue. For example, upon starting the game the player would be greeted by a giant floating head who would exclaim, "Warriors! Show some guts! You can't escape me! Come get me if you can! Ha ha ha ha haa!" At this point the floating head would fly off screen and the gameplay commenced. After the player loses a life, one would hear "Come on, let's fight!" upon returning to the game.

- SERIES -

1. Ikari Warriors (1986)
2. Victory Road (1986)
3. Ikari III - The Rescue (1989)

- PORTS -

* Consoles :
Nintendo Famicom (1988) "Ikari Warriors 2 - Victory Road"

* Computers :
Sinclair ZX Spectrum (1988)
Amstrad CPC (1988) "Victory Road - The Pathway to fear"
Commodore C64 (1988)
Commodore Amiga (1989)
Atari ST (1989)
IBM PC
Apple II

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3066&o=2

$end


$ibm5150,ibm5150_cass=victroad,
$bio

Victory Road (c) 1986 Data East Corp. [Tokyo, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83732&o=2

$end


$cpc_cass=victroad,
$bio

Victory Road - The Pathway to Fear (c) 1988 Imagine Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100020&o=2

$end


$cpc_cass=victroads,
$bio

Victory Road - The Pathway to Fear [Model AM 373] (c) 1988 Erbe Soft. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100019&o=2

$end


$pce=victoryr,
$bio

Victory Run - Eikou no 13,000M (c) 1987 Hudson Soft.

An auto racing game for the PC-Engine, and one of the earliest to depict the Paris-Dakar Rally.

- TECHNICAL -

Game ID: HC62003

- TRIVIA -

Victory Run - Eikou no 13,000M for the PC-Engine was released on December 28, 1987 in Japan.

Export release:
[US] "Victory Run [Model TGX020002]"

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [JP] (December 2, 2006) [Model PAFJ] 
Nintendo Wii U [Virtual Console] [JP] (September 17, 2014) [Model PNRJ] 

It was then released on the PlayStation Network as a PC-Engine Classic on April 21, 2010. PSN release ID: NPJJ-30036

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58768&o=2

$end


$tg16=victoryr,
$bio

Victory Run (c) 1989 NEC Home Electronics, Ltd.

Export release. For more information on the game itself, please see the original Japanese release entry; "Victory Run - Eikou no 13,000KM [Model HC62003]".

- TECHNICAL -

Game ID: TGX020002

- TRIVIA -

Victory Run for the TurboGrafx-16 was released in 1989 (exact date unknown) in North America.

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [US] (December 4, 2006) [Model PAFE] 
Nintendo Wii [Virtual Console] [EU] (December 8, 2006) [Model PAFP] 
Nintendo Wii [Virtual Console] [AU] (July 6, 2007) [Model PAFP] 

It was then released on the Sony PlayStation Network as a PC-Engine Classic on June 3, 2011. PSN release ID: NPUF-30015

* Others : 
Apple iPhone/iPad [US] (December 20, 2010) "TurboGrafx-16 GameBox [Model 406585960]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84371&o=2

$end


$psx=victorys,
$bio

Victory Spike [Model SLPS-00372] (c) 1996 Imagineer Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85840&o=2

$end


$psx=victoryz,
$bio

Victory Zone - Real Pachinko Simulator (c) 1995 Sony Computer Ent., Inc.

- TECHNICAL -

Game ID: SCPS-10002

- TRIVIA -

Released on March 31, 1995 in Japan.

- STAFF -

Produced by: Ryoji Akagawa
Directed by: Hiroshi Ueda (UNIT)
Co-Producer: Akira Satou, Toshiyuki Miyata, Yukio Nagasaki
Assistant Director: Tomohiro Hasekura
Music Producer: Takashi Fujisawa, Toshihiro Cho
Music: Kazuo Kuwabara, Kazuhiko Toyama
Sound & Effect: Takashi Fujisawa, Kazuo Kuwabara
Promotion Staff: Chikashi Aoki
Jacket & Booklet Design: Sony Music Communications Inc., Toshio Otsuka (eliso inc.), Takehiko Okada (Ban House)
Game Production: UNIT
Manager: Shoji Murahama
Program Chief Manager: Yudai Ikuta
Program Sub Manager: Shoji Hibino
Program Assistant: Yukio Takemasa
Graphic Chief Manager: Koichi Takahashi
Graphic Staff: Izumi Okazaki, Takeshi Kawasaki, Tomoaki Tachizawa
Help Staff: Kazuto Isa, Sakuga Taro, Koji Motoyama, Nobuyuki Izawa (DESIGNERS STUDIO)
Counter Lady: Kyoko Aso
Desk: Seiki Kageyama
Cherry Boy: Masaharu Terahashi
Gauge Artist: Takehiro Okuma
Special Thanks to: Morio Inagaki, Ryuji Miki (Sankyo Co. Ltd. (SANKYO), Akira Suei (Byakuya-Shobo), Miki Ito, Kazunori Yamauchi, Akihiko Shimizu, Yoshiyuki Ito
Playfield Cel Art: Hajime Tachibana, Kotobuki Shiriagari, Jun Ishikawa, Kinkaku Ginkaku, Takehiko Ito, Keinojo Mizutama
Executive Producer: Shigeo Maruyama, Teruhisa Tokunaka

MUSIC (BGM)
"Truth" by: T-Square
Music: Masahiro Andoh
Arrangement: T-Square

"Viva! Que Sera Sera" by: Yuri Ichii (from Tokyo Performance Doll)
Lyrics: Monica
Music & Arrangement: Testarossa

"Itoshisa to Setsunasa to Kokorozuyosa to" by: Ryoko Fujiwara (with t.komuro)
Lyrics, Music & Arrangement: Tetsuya Komuro

"Hatsukoi" by": Kozo Murashita
Lyrics & Music: Kozo Murashita
Arrangement : Kimio Mizutani

"Theme of Malt's" by: The Magokoro Brothers
Lyrics & Music : Hidetoshi Sakurai
Arrangement : The Magokoro Brothers & MB's

"24-jikan no Shinwa" by: Voice
Lyrics & Music: Hidehiko Bessho
Arrangement: Tatsushi Umegaki

"Gunkan March" Music by: Tokichi Setoguchi
Arrangement: Kazuhiko Toyama
Hotaru no Hikari: Scottish Folk Song
Arrangement: Kazuhiko Toyama

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85841&o=2

$end


$coleco=victory,
$bio

Victory (c) 1983 Coleco Industries, Incorporated.

- TECHNICAL -

[Model 2446]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53391&o=2

$end


$info=sc1vict,
$bio

Victory (c) 1990 ELAM.

- TECHNICAL -

Model 5721

- TRIVIA -

Victory was released in April 1990.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42173&o=2

$end


$info=victoryp,
$bio

Victory (c) 1987 Premier Technology.

- TECHNICAL -

Gottlieb System 80B
Model Number : 710

- TRIVIA -

Victory was the first game to use a fully screened photo realistic 'Vitrigraph' mylar overlay for it's playfield rather than the industry standard silkscreen on the wood itself. The 'Vitrigraph' mylar had significant adhesion problems; a later limited run of replacement playfields were made for operator replacement in the field. These were done as a standard silkscreen on the wood, with an overlay of clear mylar.

3,315 units were produced.

- STAFF -

Design by : John Trudeau
Art by : Constantino Mitchell
Sound by : Dave Zabriskie

- PORTS -

* Consoles :
Sony PlayStation 2 (2006, "Gottlieb Pinball Classics")
Sony PSP (2006, "Gottlieb Pinball Classics")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5618&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=vicwrite,
$bio

VicWriter (c) 1981 Commodore, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86995&o=2

$end


$channelf=vblckjck,
$bio

Video Blackjack (c) 1976 Fairchild

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53235&o=2

$end


$bbca_cass,bbcb_cass=vcardarc,
$bio

Video Card Arcade (c) 1987 Blue Ribbon

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52624&o=2

$end


$cpc_cass=videocrd,
$bio

Video Card Arcade [Model 921] (c) 1988 Blue Ribbon Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100021&o=2

$end


$info=vcarn,
$bio

Video Carnival 1999 (c) 1998 Electronic Projects.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=34260&o=2

$end


$a2600=videochke,
$bio

Video Checkers (c) 1980 Atari, Incorporated. 

PAL release. Game developed in USA. For more information, please see the NTSC release's entry; "Video Checkers [Model CX2636]".

- TECHNICAL -

Model CX2636P

- PORTS -

* Consoles :
Microsoft XBOX [EU] (November 26, 2004) "Atari Anthology" 
Sony PlayStation 2 [EU] (February 18, 2005) "Atari Anthology [Model SLES-53061]" 

* Handhelds : 
Nintendo DS [EU] (February 24, 2011) "Atari Greatest Hits Vol.1 [Model NTR-BR6P-EUR]"

* Computers : 
PC [MS Windows, CD-ROM] [EU] (June 10, 2005) "Atari - 80 Classic Games in One! [Replay]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83026&o=2

$end


$a2600=videochk,
$bio

Video Checkers (c) 1980 Atari, Incorporated.

- TECHNICAL -

Model CX2636

- TRIVIA -

Export releases:
[PAL] "Video Checkers [Model CX2636P]"

- PORTS -

* Consoles : 
Microsoft XBOX [US] (November 16, 2004) "Atari Anthology [Model 26084]" 
Sony PlayStation 2 [US] (November 22, 2004) "Atari Anthology [Model SLUS-21076]" 
Microsoft XBOX [JP] (August 4, 2005) "Atari Anthology [Model B7X-00001]" 

* Handhelds : 
Nintendo DS [US] (November 2, 2010) "Atari Greatest Hits Vol.1 [Model NTR-BR6E-USA]" 

* Computers : 
PC [MS Windows, CD-ROM] [US] (November 11, 2003) "Atari - 80 Classic Games in One! [Model 25069J]" 

* Others : 
Atari Flashback 2 [US] (2005) 
Atari Flashback 2+ [US] (February 22, 2010) 
Atari Flashback 3 [US] (September 16, 2011) by AtGames 
Atari Flashback 4 [US] (November 13, 2012) by AtGames 
Atari Flashback 5 [US] (October 1, 2014) by AtGames

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83027&o=2

$end


$a2600=videochse,videochse1,
$bio

Video Chess (c) 1979 Atari, Incorporated. 

PAL release. Game developed in USA. For more information, please see the NTSC release's entry; "Video Chess [Model CX2645]".

- TECHNICAL -

Model CX2645P

- PORTS -

* Consoles : 
Microsoft XBOX [EU] (November 26, 2004) "Atari Anthology" 
Sony PlayStation 2 [EU] (February 18, 2005) "Atari Anthology [Model SLES-53061]" 

* Computers : 
PC [MS Windows, CD-ROM] [EU] (June 10, 2005) "Atari - 80 Classic Games in One! [Replay]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83028&o=2

$end


$a2600=videochs,
$bio

Video Chess (c) 1979 Atari, Incorporated.

- TECHNICAL -

Model CX2645

- TRIVIA -

Export releases:
[PAL] "Video Chess [Model CX2645P]"

- PORTS -

* Consoles : 
Microsoft XBOX [US] (November 16, 2004) "Atari Anthology [Model 26084]" 
Sony PlayStation 2 [US] (November 22, 2004) "Atari Anthology [Model SLUS-21076]" 
Microsoft XBOX [JP] (August 4, 2005) "Atari Anthology [Model B7X-00001]" 

* Handhelds : 
Nintendo DS [US] (March 8, 2011) "Atari Greatest Hits Vol.2 [Model NTR-BR7E-USA]" 

* Computers : 
PC [MS Windows, CD-ROM] [US] (November 11, 2003) "Atari - 80 Classic Games in One! [Model 25069J]" 

* Others : 
Atari Flashback 2 [US] (2005) 
Atari Flashback 2+ [US] (February 22, 2010) 
Atari Flashback 3 [US] (September 16, 2011) by AtGames 
Atari Flashback 4 [US] (November 13, 2012) by AtGames 
Atari Flashback 5 [US] (October 1, 2014) by AtGames

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51172&o=2

$end


$ti99_cart=chess,
$bio

Video Chess [Model PHM 3008] (c) 1979 Texas Instruments

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84781&o=2

$end


$cpc_cass=blipvide,
$bio

Video Classics (c) 1988 Silverbird Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82837&o=2

$end


$bbca_cass,bbcb_cass=vidclass,
$bio

Video Classics (c) 19?? Firebird

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52625&o=2

$end


$info=videocba,
$bio

Video Cordoba (c) 1987 Interflip.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=27663&o=2

$end


$a2600=videocub,
$bio

Video Cube (c) 19?? CCE

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51173&o=2

$end


$info=videodad,
$bio

Video Dado (c) 1987 Interflip.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=27664&o=2

$end


$a800=videasel,
$bio

Video Easel (c) 1979 Atari, Inc. [Sunnyvale, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86751&o=2

$end


$info=8ball,8ball1,
$bio

Video Eight Ball (c) 1982 Century Electronics.

An exciting Pool Game!
Pocket all the coloured balls then go for the black. Cue in the cursor (anywhere on the table) then shoot. It's terrific! It's Video 8 Ball.

TABLE COLOUR CHANGEABLE

TRY FOR TOP RACK BONUS: 5000 POINTS

- TECHNICAL -

Runs on CVS [Convertible Video System] Hardware.

Main CPU : S2650 (@ 894.886 Khz)
Sound CPU : S2650 (@ 894.886 Khz)
Sound Chips : (2x) DAC, TMS5110 (@ 640 Khz)

Screen orientation: Vertical.
Video resolution: 240x248 pixels
Refresh rate: 60Hz.
Palette colours: Unknown.

Players : 2
Control : 8-way joystick
Buttons : 2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3067&o=2

$end


$pc8801_flop=vgm1,
$bio

Video Game Music vol. 1 (c) 1986 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93217&o=2

$end


$pc8801_flop=vgm2,vgm2a,
$bio

Video Game Music vol. 2 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93218&o=2

$end


$ti99_cart=vgames1,
$bio

Video Games 1 [Model PHM 3018] (c) 1979 Texas Instruments

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84782&o=2

$end


$cdi=videogp,
$bio

Video Grand Prix Speedway (c) 1993 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53166&o=2

$end


$msx2_flop=videogfx,
$bio

Video Graphics (c) 1986 Matsushita [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102130&o=2

$end


$coleco=hustler,
$bio

Video Hustler (c) 1984 Coleco Industries, Incorporated. [Amsterdam, NY, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53392&o=2

$end


$coleco=hustler1
$bio

Video Hustler (c) 1984 Konami Industry Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53393&o=2

$end


$info=hustler,hustlerb,hustlerd,hustlerb4,
$bio

Video Hustler (c) 1981 Konami.

- TECHNICAL -

Game ID : GX343

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound CPU : Zilog Z80 (@ 1.78975 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.78975 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 1

- TRIVIA -

Video Hustler was released in August 1981.

Licensed to Dynamo for manufacture and distribution under the name of "Lil' Hustler".

Two bootlegs of this game are known as "The Billiards" and "Video Pool".

- PORTS -

* Computers :
MSX [JP] (December 1983) "Video Hustler [Model RC706]" 
MSX [EU] (1984) "Konami's Billiards [Model RC706]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3068&o=2

$end


$msx1_cart=hustler,hustlera,
$bio

Video Hustler (c) 1983 Konami.

- TECHNICAL -

Game ID: RC706

- TRIVIA -

Released in December 1983 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48143&o=2

$end


$a2600=videojog,
$bio

Video Jogger (c) 1983 Exus Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51174&o=2

$end


$info=peke1012,peke1013,
$bio

Video Keno (c) 1994 IGT.

- TECHNICAL -

Looks like a Fortune I Machine.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=7787&o=2

$end


$pc8801_flop=videokun,
$bio

Video kun (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93219&o=2

$end


$a2600=videolif,videolif1,
$bio

Video Life (c) 1981 CommaVid

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51175&o=2

$end


$a2600=videolympe,
$bio

Video Olympics (c) 1977 Atari, Incorporated.

PAL release. Game developed in USA. For more information, please see the NTSC release's entry; "Video Olympics [Model CX2621]".

- TECHNICAL -

Model CX2621P

- PORTS -

* Consoles : 
Microsoft XBOX [EU] (November 26, 2004) "Atari Anthology" 
Sony PlayStation 2 [EU] (February 18, 2005) "Atari Anthology [Model SLES-53061]" 

* Computers : 
PC [MS Windows, CD-ROM] [EU] (June 10, 2005) "Atari - 80 Classic Games in One! [Replay]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83060&o=2

$end


$a2600=videolym,
$bio

Video Olympics (c) 1977 Atari, Incorporated.

Compilation of 10 "bat-and-ball" style games for the Atari 2600:
- "Pong"
- "Super Pong"
- "Pong Doubles"
- "Quadrapong"
- "Soccer"
- "Foozpong"
- "Handball"
- "Ice Hockey"
- "Basketball"
- "Volleyball"

- TECHNICAL -

Model CX2621

This title requires the Atari 2600's paddle controllers and supports up to four players. Playing the game with three or four players requires a second set of paddle controllers.

- TRIVIA -

Export releases:
[PAL] "Video Olympics [Model CX2621P]"

- PORTS -

* Consoles : 
Microsoft XBOX [US] (November 16, 2004) "Atari Anthology [Model 26084]" 
Sony PlayStation 2 [US] (November 22, 2004) "Atari Anthology [Model SLUS-21076]" 
Microsoft XBOX [JP] (August 4, 2005) "Atari Anthology [Model B7X-00001]" 

* Handhelds : 
Nintendo DS [US] (March 8, 2011) "Atari Greatest Hits Vol.2 [Model NTR-BR7E-USA]" 

* Computers : 
PC [MS Windows, CD-ROM] [US] (November 11, 2003) "Atari - 80 Classic Games in One! [Model 25069J]" 

* Others : 
Atari Paddle TV Game [US] (2004) by Jakk's Pacific

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51176&o=2

$end


$info=videopin,
$bio

Video Pinball (c) 1979 Atari, Incorporated.

A great classic pinball game, featuring designs of the 70's Disco era!

- TECHNICAL -

Game ID : 034253-034267

Main CPU : MOS Technology M6502 (@ 756 Khz)
Sound Chips : Discrete circuitry.

Players : 1
Buttons : 4

- TRIVIA -

Video Pinball was released in February 1979 in the USA.

Video Pinball was the world's first video attraction to simulate a pinball game, and was an instant winner. With fluorescent 'disco' 3-D play-field, challenging targets, bumpers, slingshots, rollovers and drop targets, Atari Video Pinball had it all, but without all the mechanical objects associated with classic pinball games. Even a pinball 'nudge' feature is included to give a more realistic feel to the play action. Approximately 1,500 units were produced.

A Video Pinball unit appears in the 1982 movie 'Fast Times at Ridgemont High'.

- SERIES -

1. Video Pinball (1979)
2. Solar War (1979)

- STAFF -

Designed and programmed by : Ed Logg

- PORTS -

* Consoles :
Atari 2600 [US] (1980) "Video Pinball [Model CX2648]"
Atari 2600 [EU] (1980) "Video Pinball [Model CX2648P]" 

* Others :
Atari "Video Pinball [Model C-380]" [US] (1977) : contains 7 games.
Sears "Tele-Games Pinball Breakaway [Model 99704]" [US] (1977) : contains 7 games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3069&o=2

$end


$coco_cart=pinball,
$bio

Video Pinball (c) 1980 Tandy Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53490&o=2

$end


$bbca_cass,bbcb_cass=vidpinba,
$bio

Video Pinball (c) 1987 Alternative

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52626&o=2

$end


$a2600=videopine,videopine1,
$bio

Video Pinball (c) 1981 Atari, Incorporated.

PAL release. Game developed in USA. For more information, please see the NTSC release's entry; "Video Pinball [Model CX2648]".

- TECHNICAL -

Model CX2648

- PORTS -

* Consoles : 
Microsoft XBOX [EU] (November 26, 2004) "Atari Anthology" 
Sony PlayStation 2 [EU] (February 18, 2005) "Atari Anthology [Model SLES-53061]" 

* Computers : 
PC [MS Windows, CD-ROM] [EU] (June 10, 2005) "Atari - 80 Classic Games in One! [Replay]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83052&o=2

$end


$a2600=videopin,
$bio

Video Pinball (c) 1981 Atari, Incorporated.

Pinball ball. The object of the game is to keep the ball in play as long as possible and to score as many points as possible.

VIDEO PINBALL has four exciting game variations. There are two games for one player and two games for two players. The variations are:

GAME 1 is a one-player game. GAME 1 allows you to nudge the ball. Too much nudge will cause you to lose the ball (TILT) and any extra ball is lost. During GAME 1 the bumper values are accumulated for an entire game.

GAME 2 is a two-player version of GAME 1. Each player takes at turn with one ball at a time. The turn lasts until the ball drains. Each player's score appears at the top of the screen with each turn. The left player is always number one.

GAME 3 is a one-player game similar to GAME 1 except that the bumper values are not accumulated. The bumper values are reset with each new ball. GAME 3 is just a bit tougher than GAME 1. For a real challenge, try GAME 3 with difficulty level a.

GAME 4 is a two-player version of GAME 3. Each player takes a turn with one ball at a time. The turn lasts until the ball drains. Each player's score appears at the top of the screen with each turn. As in GAME 2, the left player starts the game.

- TECHNICAL -

Model CX2648

- TRIVIA -

Export releases:
[PAL] "Video Pinball [Model CX2648P]"

- SCORING -

SPINNERS
1 point each time the ball hits the spinner.

BUMPERS
100 times their current value. The value inside the bumper increases time all of the diamond shaped drop targets are knocked down.

DROP TARGETS
100 points each time a drop target is hit.

ATARI ROLLOVER
100 points; after hitting the ATARI rollover four times, you receive an extra ball. Each time it rolls over, the bonus multiplier increases by one. Only one extra ball can be awarded with each turn. The number of ATARI rollovers hit is indicated at the bottom of the screen by one [Atari symbol] for each hit.

LEFT ROLLOVER
100 points each time it rolls over. Its value increases by one with each hit. When the ball drains, you receive 1,000 points
for each time it has rolled over, (up to 4,000 points).

SPECIAL LIT TARGET
This target lights up for only four seconds. It is located between the two lower bumpers. Each time it is hit, the screen flashes and you score 1,000 points.

The bonus multiplier is tallied at the end of a turn.

This rapid scoring is accompanied with a 'whirring' sound. When you have scored one million points the score rolls over and starts again. When this happens you do not lose the additional 999,999 points, they remain part of your score.

- TIPS AND TRICKS -

TILT
Tilt is caused by nudging the ball too much. When a tilt occurs, the top portion of the television screen turns red, your flippers are frozen, you cannot score points, and eventually the ball is lost through a drain. If an extra ball was earned before a tilt, you lose it. You still retain the bonus earned from the left rollover.

NUDGE
Nudging can be very helpful in preventing a lost ball. If the ball gets too close to a drain, you can use a nudge to move the ball and prevent it from dropping down the drain. Nudge the ball by holding the red controller button down whilst pushing the Joystick in the direction you want the ball to go. You can also use a nudge to help score points by nudging the ball towards a rollover or target.

BANK SHOT
Use the flippers to maneuver the ball so that it rebounds off a playfield device (bumper, rollover etc.), and then moves toward a specific target.

PLUNGER
Experiment with the plunger. Try pulling it halfway back, or all the way back, or anywhere in between. You might find you have better control over the ball with a particular plunger setting. Sometimes, a combination of plunger setting and nudging will help send the ball in the direction of the ATARI rollover.

- STAFF -

Programmer: Bob Smith

- PORTS -

* Consoles : 
Microsoft XBOX [US] (November 16, 2004) "Atari Anthology [Model 26084]" 
Sony PlayStation 2 [US] (November 22, 2004) "Atari Anthology [Model SLUS-21076]" 
Microsoft XBOX [JP] (August 4, 2005) "Atari Anthology [Model B7X-00001]" 

* Handhelds : 
Nintendo DS [US] (March 8, 2011) "Atari Greatest Hits Vol.2 [Model NTR-BR7E-USA]" 

* Computers : 
PC [MS Windows, CD-ROM] [US] (November 11, 2003) "Atari - 80 Classic Games in One! [Model 25069J]" 

* Others : 
Atari Flashback 3 [US] (September 16, 2011) by AtGames 
Atari Flashback 4 [US] (November 13, 2012) by AtGames 
Atari Flashback 5 [US] (October 1, 2014) by AtGames

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51177&o=2

$end


$info=videopkr,
$bio

Video Poker (c) 1984 Interflip.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=27661&o=2

$end


$msx1_cass=vidpoker,
$bio

Video Poker (c) 1986 Mastertronic, Ltd. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95105&o=2

$end


$info=ad5vpa,ad5vpaa,ad5vpab,ad5vpac,
$bio

Video Poker Ace (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

ADDER 5

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42845&o=2

$end


$a800=vpoker,
$bio

Video Poker Card Game (c) 1998 Video 61

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86752&o=2

$end


$info=vpool,hustlerb3,
$bio

Video Pool (c) 198? Videotron.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : Custom (@ 3.072 Mhz)

Players : 2
Control : 2-way joystick
Buttons : 1

- TRIVIA -

This game is a bootleg of "Video Hustler".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3070&o=2

$end


$info=quizvid,
$bio

Video Quiz (c) 1986 Unknown [Italy].

Italian bootleg of the GEI (Grayhound Electronics, Inc.) original.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=33676&o=2

$end


$a2600=videoref,
$bio

Video Reflex (c) 1983 Exus Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51178&o=2

$end


$cdi=videospd,videospdu,
$bio

Video Speedway - The Ultimate Racing Experience (c) 1993 Philips Interactive Media, Incorporated.

Welcome to life in the fast lane, heart-pounding competition in high performance racing machines! You're at the wheel, advancing through ten of the world's toughest professional race tracks. Jump start your career with kart finals, accelerate to Formula 3000 competition, and take the lead with Formula 1 championships! You and up to three other drivers must sharpen your skills, knowledge and equipment to compete against the eight opponents on each track. Consult with a real pit mechanic for advice on fine-tuning your car. Press the pedal to the metal along to the beat of a hard driving rock score. Then watch the instant replay with live video footage of tyre-screeching action and fiery crashes. Finish in the top three and accept your trophy in the winner's circle! Drivers: start your engines!

- TECHNICAL -

Model 810 0032

- TRIVIA -

Export releases:
[US] 310690093-2

- STAFF -

Developed by :ISG Productions (division of Interactive Support Group)

Pit Mechanic: Keith McCarthy
Trophy Presenter: Tina Desiree Berg
Race Driver: Dion DeRizzo
Replay Announcer: Dion DeRizzo
Help and Track Info: Jerry Winsett

Senior Software Engineer: Lee Chidgey
Software Engineer: Frederick Azera

Artists: Bruce Hall, Joseph McGuffin, Heidi Turnipseed
3-D Modeller: Brandon MacDougall

Video Camera Operator: Vic Vinson
Stock Video Footage: Budget Films Stock Footage, National Kart News
Video Digitizing: PixelPost
Still Photographer: Sheffield Abella
Stock Photographs: Bettmann Archives

Music: Matt Chidgey
Sound Effects: AnEFX
Audio Recording: Carrottop Studios
Asset Conversion: Tim Powers
Technical Director: Regis Bridon

Executive Producers: Regis Bridon, Vincent LeChevalier
Producer: David Mullich

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53167&o=2

$end


$astrocde=vidstory,
$bio

Video Story Book (c) 198? Unknown

- TRIVIA -

This is a complete mystery! The story (rumor) is that it was found in a desk drawer in a rented office (furnished) in Chicago when the office changed tenants. Nobody seemed to know anything about it, and it changed hands until it was handed to John Perkins who had just left his aerospace job in Virginia Beach to work for Dave Nutting. Yet no one there knew anything about it either! John sent the software to his father (Clyde) who passed it on to Dave Carson when he visited Boyne City in 1983. Yet no announcement appears anywhere before 1985! The name Video Story Book was on the original find and remains there despite the rumor of it being an early forerunner of Creative Crayon. It does almost anything the enhanced version was touted to do, but does not fit the description given.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86849&o=2

$end


$info=gtsers1,gtsers2,gtsers3,gtser4,gtsers5,gtsers7,gtsersa,gtsersb,gtsers8,gt103a3,gt103a1,gt103a1,gt103aa,gt103asx,gtsers9,gtsers10,gtsers11,gtsers11a,gtsers12,gtsers14,gt103ab,gtsers15,
$bio

Video Trivia (c) 1984 GEI [Greyhound Electronics, Incorporated.].

- TECHNICAL -

[Upright model]

Main CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : DAC

Players : 1
Buttons : 5

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3466&o=2

$end


$ti99_cart=videovg,
$bio

Video Vegas (c) 1982 Romox

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84783&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=vidverm,
$bio

Video Vermin (c) 1982 UMI

- TRIVIA -

Messages inside the code indicate the original name may have been 'Bug Attack'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86996&o=2

$end


$info=vidvince,
$bio

Video Vince and the Game Factory (c) 1984 Mylstar Electronics.

This is a platformer where the player controls a character who has to cage various critters, one of which looks like the snake from Q*bert.

- TECHNICAL -

Main CPU : I8086 (@ 5 Mhz)
Sound CPU : (2x) M6502 (@ 1 Mhz)
Sound Chips : (2x) DAC, (2x) AY8910 (@ 2 Mhz), SP0250 (@ 3.12 Mhz)

Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 61.00 Hz
Palette colors : 16

Players : 1
Control : 8-way joystick
Buttons : 2

- TRIVIA -

This game is an unreleased prototype.

- STAFF -

Programmer : Chris Brewer

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3461&o=2

$end


$channelf=whizball,
$bio

Video Whizball (c) 1978 Fairchild

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53236&o=2

$end


$ti99_cart=vgraphs,
$bio

Video-Graphs [Model PHM 3005] (c) 1979 Texas Instruments

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84784&o=2

$end


$pc8801_flop=pack3,
$bio

Video-kun + F2 Grand Prix + Eggy (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93220&o=2

$end


$arcadia=vidpanz,
$bio

Video-Panzerspiel (c) 198? UA, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49285&o=2

$end


$cpc_cass=vidams01,
$bio

VideoAmstrad 01 (c) 1985 Software Editores

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99763&o=2

$end


$cpc_cass=vidams02,
$bio

VideoAmstrad 02 (c) 1985 Software Editores

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99764&o=2

$end


$cpc_cass=vidams03,
$bio

VideoAmstrad 03 (c) 1985 Software Editores

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99765&o=2

$end


$cpc_cass=vidams04,
$bio

VideoAmstrad 04 (c) 1985 Software Editores

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99766&o=2

$end


$cpc_cass=vidams05,
$bio

VideoAmstrad 05 (c) 1985 Software Editores

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99767&o=2

$end


$cpc_cass=vidams06,
$bio

VideoAmstrad 06 (c) 1985 Software Editores

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99768&o=2

$end


$cpc_cass=vidams07,
$bio

VideoAmstrad 07 (c) 1985 Software Editores

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99769&o=2

$end


$cpc_cass=vidams08,
$bio

VideoAmstrad 08 (c) 1985 Software Editores

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99770&o=2

$end


$cpc_cass=vidams09,
$bio

VideoAmstrad 09 (c) 1985 Software Editores

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99771&o=2

$end


$cpc_cass=vidams10,
$bio

VideoAmstrad 10 (c) 1985 Software Editores

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99772&o=2

$end


$cpc_cass=vidams11,
$bio

VideoAmstrad 11 (c) 1986 Software Editores

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99773&o=2

$end


$cpc_cass=vidams12,
$bio

VideoAmstrad 12 (c) 1986 Software Editores

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99774&o=2

$end


$cpc_cass=vidams13,
$bio

VideoAmstrad 13 (c) 1986 Software Editores

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99775&o=2

$end


$cpc_cass=vidams14,
$bio

VideoAmstrad 14 (c) 1986 Software Editores

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99776&o=2

$end


$amigaocs_flop=videokid,
$bio

VideoKid (c) 1992 Gremlin Graphics Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75481&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=vidmania,
$bio

Videomania [NTSC] (c) 1982 Creative Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86997&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=vidmaniap,
$bio

Videomania (c) 1982 Creative Software

- TECHNICAL -

Region: PAL
Model: VI VM C

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86998&o=2

$end


$info=videomat,
$bio

Vdeomat (c) 1990 Unknown [Poland].

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=26140&o=2

$end


$nes=videomat,
$bio

Videomation (c) 1991 THQ

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55784&o=2

$end


$info=videopac,
$bio

Videopac G7000 (c) 1980 Philips Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95734&o=2

$end


$info=g7400,
$bio

Videopac+ G7400 (c) 1983 Philips Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95743&o=2

$end


$info=sabavpl2,
$bio

Videoplay 2 (c) 1978 SABA.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103290&o=2

$end


$nes=vpbonzaa,vpbonza,
$bio

Videopoker Bonza (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55785&o=2

$end


$info=videtron,videtrna,videtron2,
$bio

Videotron Poker (c) 198? Videotron.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72309&o=2

$end


$c64_cart,c64_flop=viduzzle,
$bio

Viduzzles - Computerized Jigsaw Puzzles (c) 1983 Commodore

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53759&o=2

$end


$pc98=viet,
$bio

Viet (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90991&o=2

$end


$info=viewpoin,
$bio

Viewpoint (c) 1992 Sammy.

A excellent isometric shooter game.

The player controlling a spaceship through futuristic and claustrophobics space corridors, while fighting on endless battles against swarms of assorted enemies and powerful giant mechanical bosses. You will have at your disposal a main weapon consisting a pulse laser which can be charged up for increased damage and three bombs: one that can make a wave of fire that starts from behind the player's ship and scrolls "up" the screen, another that makes a powerful circular nova-like blast, and one that shoots several mini-missiles capable of homing in on multiple targets. The game has 6 great stages in total.

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : 0051

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2610 (@ 8 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2
=> [A] Shot/Charge shot, [B] Bomb

- TRIVIA -

Released in October 1992. This is Sammy's only game developed and released for the SNK Neo-Geo MVS hardware.

Viewpoint was awarded both Best Graphics and Best Music in a Cartridge Game in Electronic Gaming Monthly's 1992 video game awards.

The "One, Two, Three, Four, Hit It!" opening sound cue was sampled from the Kurtis Blow song "AJ Scratch" which appears on the 1984 Kurtis Blow album "Ego Trip".

Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Viewpoint - PCCB-00112) on 19/02/1993.

- STAFF -

Game designers : Nenko, Morii, Terasaka, Mokichi, Akahoushi, Run
Programmers : S. Kinjo, M. Tani
Sound : Sizla, Masaki Kase, Megumi M.
Polygonizer : N. Yamaguchi
Graphic designers : Ashin, H. Takeuchi, Yuri Tomura, Maxma, Miyaki, Ken Katoku, Chirico
BG designers : Hiroppi T., K. Nishithuka

- PORTS -

* Consoles :
FM Towns Marty (1993)
Sega Mega Drive (1994)
SNK Neo-Geo CD (1995)
Sony PlayStation (1995)
Sega Saturn (1996)

* Computers :
Sharp X68000 [JP] (1995, Viewpoint)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3071&o=2

$end


$megadriv=viewpoin,viewpoinp,
$bio

Viewpoint (c) 1994 American Sammy Corp.

- TRIVIA -

Reviews:
[FR] April 1995, Consoles + N.42: 90/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57510&o=2

$end


$x68k_flop=viewpoin,
$bio

Viewpoint (c) 1995 Nexus Interact.

- TRIVIA -

Viewpoint for X68000 was released on January 20, 1995.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48211&o=2

$end


$neocd=viewpoin,
$bio

Viewpoint [Model AICD-051] (c) 1995 SNK [Shin Nihon Kikaku] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68162&o=2

$end


$msx1_cart=vifam,vifama,
$bio

Vifam [Model 0201253] (c) 1984 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77574&o=2

$end


$info=vigilant,vigilantd,vigilantc,vigilantb,vigilanta,
$bio

Vigilante (c) 1988 Irem Corp.

A sequel to Irem's legendary 1984 beat-em-up, "Kung-Fu Master", Vigilante sees the hero's girlfriend, Madonna, kidnapped by a gang of thugs and driven away in the back of their van. The vigilante must fight through five enemy-packed levels to rescue his girlfriend. As with "Kung-Fu Master", a tough guardian enemy awaits the player at the end of each level. The guardians must be defeated as quickly as possible as their energy bars will replenish in between the player's attacks.

A weapon, in the form of Nunchakas, can occasionally be found and picked-up; adding to the player's 'kick' and 'punch' fighting moves. Some of the game's many enemies are also armed, with either clubs, chains, knives or guns. The game ends once Madonna is rescued.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.579645 Mhz)
Sound CPU : Zilog Z80 (@ 3.579645 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579645 Mhz), DAC

Players : 2
Control : 8-way joystick
Buttons : 2 (PUNCH, KICK)

- TRIVIA -

Vigilante was released in February 1988.

Licensed to Data East for US manufacture and distribution.

- SERIES -

1. Kung-Fu Master (1984, Arcade)
2. Vigilante (1988, Arcade)
3. Spartan X 2 (1991, Famicom)

- PORTS -

* Consoles :
NEC PC-Engine [JP] (January 14, 1989) "Vigilante [Model IC01001]"
Sega Master System [EU] (1988) "Vigilante [Model 7023]" 

* Computers :
Atari ST [EU] (1989) 
Commodore C64 [EU] (1989)
Sinclair ZX Spectrum [EU] (1989)
Amstrad CPC [EU] (1989)
Amstrad CPC [EU] (1990) "Coin-Op Hits II" 
Amstrad CPC [EU] (1990) "Les Aventuriers" 
Atari ST [EU] (1990) by Kixx 
MSX [KO] (1990) by Clover
Amstrad CPC [ES] (1991) "Micro Club: Night Raider, Vigilante"
PC [MS Windows, Online] [EU] (December 9, 2011) "IREM Arcade Hits"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3072&o=2

$end


$info=vigilantbl,vigilanto,vigilantb,vigilantg,
$bio

Vigilante (c) 1988 Data East USA, Incorporated.

North American version.

- TRIVIA -

Licensed from Irem Corp. For more information about the game itself, please see the original Irem entry.

- PORTS -

* Consoles :
Sega Master System [US] (1988) "Vigilante [Model 7023]" 
NEC TurboGrafx-16 [US] (1989) "Vigilante [Model TGX030004]" 

* Computers :
Commodore C64 [US] (1989)
Commodore Amiga [US] (1989)
Apple MacIntosh [Online] [US] (August 21, 2011) "IREM Arcade Hits" by DotEmu
PC [Desura] [US] (November 2, 2013) "IREM Arcade Hits"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=39691&o=2

$end


$amigaocs_flop=vigilant,
$bio

Vigilante (c) 1989 US Gold

- PORTS -

* Computers : 
Commodore Amiga [EU] (1989) "Coin-Op Hits 2 Compilation"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75482&o=2

$end


$cpc_cass=vigilant,
$bio

Vigilante (c) 1989 US Gold, Ltd. [Birmingham, UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100022&o=2

$end


$msx1_cart=vigilant,
$bio

Vigilante (c) 1990 Clover

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77575&o=2

$end


$n64=vigil2nd,vigil2ndu,
$bio

Vigilante 8 - 2nd Offense (c) 2000 Activision, Incorporated.

Sound your barbaric disco yawp over the rooftops of the world. 

The original Vigilante 8 for N64 oozed 70s nostalgia and burst at the seams with great multiplayer gaming. Second Offense offers more of the same, with a healthy supply of new features and options to keep things interesting.

It was 1975 when the Vigilantes finally defeated Slick Clyde and his Coyote gang. Thirty years later and still burnin' mad, the chief Coyote gets his claws on a time machine. Slick Clyde decides to travel back in time to the 1970s, two years before the Vigilantes handed him a humiliating defeat in the first game. 

Of course, Clyde takes advantage of this situation and brings with him enough high-powered futuristic weapons to give the Coyotes a major advantage. Activision takes full advantage of this premise as well, producing a great mix of characters and themes from the 1970s and the next millennium. 

Vigilante 8: 2nd Offense features a total of 18 fully loaded vehicles and maladjusted drivers. Eight of the characters appeared in the original V8, and the other 10 are all-new drivers. Some of the new characters are from the 1970s, while others are futuristic warriors snagged from the year 2005 by Slick Clyde. 

The heart of the gaming experience --blow up everything-- has not changed on jot. Activision has added more depth to the game, though, with detailed objectives for players to perform in each level. The missions change depending on the driver, so there are quite a few ways to play through the game. 

In addition to new weapons and special attacks, vehicle-morphing power-ups are now available in each level. Special treads provide a better grip in the snow, and a propeller power-up allows any car to cruise across the water. Some areas can only be accessed through the use of these new tools. 

One of the more rewarding features in 2nd Offense is the ability to build up the statistics of your car. After totaling a competitor, points can be collected which permanently beef up your ride. Save your data to a Controller Pak and you're ready to pummel your friends no matter where you play. 

By far, the best way to enjoy Vigilante 8: 2nd Offense is with a group of friends. Four players can compete in three deathmatch modes, or two players can cooperatively work through the game's Quest Mode. 

Activision hasn't ignored the single-player game, which is more rewarding than ever thanks to the ability to build up vehicle stats. For players who don't have the patience to work through 18 different quests, an Arcade Mode is in place for no-brainer bashing. 

Second Offense features great vehicle graphics and special effects, but unfortunately frequent pop-up damages the visual appeal. The play control reacts well in all of the environments, although you should be prepared for a tough time behind the wheel when you pick up the hover power-up. 

Vigilante 8: 2nd Offense is packed with surprises and a healthy dose of 70s-style humor. Like its predecessor, a focus on fun-filled four-player gaming will make this Pak a party favorite.

- TECHNICAL -

Game ID: NUS-NVGE-USA

- TRIVIA -

Released on Dec 28, 1999 in North America.

- STAFF -

Designed & Developed By
Luxoflux Corp.: Peter Morawiec, Adrian Stephens, David Goodrich, Edvard Toth, Cary Hara, Justin Rasch, Micah Linton, Jeremy Engleman, Jing Jia, Louis Garcia

Publisher: Activision
Executive Producer: Murali Tegulapalle
Associate Producer: Bryant Bustamante

In-Game Music
Straylight Prods.: Alexander Brandon, Daniel Gardopee
Theme Song Orig. Ver. (Sound Element): Christian A. Salyer, Eric Klein

In-Game Sound FX
The Audio Group: Tim Gedemer

Voice Over
Production (Sound Element): Christian A. Salyer
Voice Actors: J. Barrow, Sam Brown, Annessa Burdow, Martin Chandler, Donna Davis, Jeannie Figueroa, Brandon H., Terry H., David A. Johnston, Reggie Kennedy, Eric Klein, Heather Kram, Raynard McClease, Marci Richards, Christian A. Salyer, Cisco Santacruz, Ruben Sierra, Terrance L. Underwood

Slide Show Images
Script & Production: Luxoflux Corp.
3D Character Models (Burke Studios): Steve Burke, Teod Tomlinson, Dan Burke
Additional Vehicle Models: Creat Studio
Storyboards (Famous Frames): Collin Grant

Activision Studios
Sr. V.P., Studios: Stephen Crane

Activision Inc.
V.P., Global Brand Management: Marc Metis
Brand Manager: Will Kassoy
Marketing Associate: Brad Carraway
Manager of Corporate Communications: Julia Roether
Senior Publicist: Amy King
Junior Publicist: Shannon Flannery

Manual
Production Manager: Ron Graening
Documentation Manager: Michael Rivera
Manual Layout: Sylvia Orzel

Quality Assurance
QA Manager: Marilena Morini
Night Manager: Sam Nouriani
Sr. Project Leads: Aaron Casillas, Joseph Favazza
Project Leads: Christopher Toft, Eric Koch, Nelson Prince
Testers: Geoffrey Olsen, Peter Muravez, Seth Williams, Scott Karbel, Russel Shirely, Jason Potter, Frank So, Christian Bierman, Eric Zimmerman, Bryan Anderson, William Arnspiger, Daniel Ramirez, Edmond Puccio, Chris Rangel, Sean C. Heffron, Chad Mutchler, Jefrey Sedivy, Tanya Oviedo, Raj Joshi
External Test Coordinator: Stacey Ganem

Activision U.K.
Sr. V.P., International	Bob Dewar
Product Marketing Manager (U.K. / R.O.E.): Matthew Walker
Product Marketing Manager (France): Guillaume Lairan
Product Marketing Manager (Germany): Christian Streil
Localization Supervisor: Nathalie Ranson
Special Thanks: Joaquin Alvarez, Daniel Atkins, Gene Bahng, Brian Bright, Sarah Cigliano, Brian Clarke, Todd Quincey Jefferson, Michael Hand, Diane Nelson, James Riordan, George Rose, David Stohl, Matt Stubbs, Jim Summers, Jason Wong, Stacey Ytuarte

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58053&o=2

$end


$gbcolor=vigilnt8,
$bio

Vigilante 8 [Model CGB-VV8E-USA] (c) 1999 Vatical Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69074&o=2

$end


$n64=vigilnt8,vigilnt8f,vigilnt8g,vigilnt8u,
$bio

Vigilante 8 (c) 1999 Activision, Incorporated.

Stayin' alive is the key to success in Vigilante 8, Activision's far-out approach to combat driving. 

V8 takes place in an alternate universe where reversible bell-bottom slacks and gold medallions are still hot commodities. A devastating oil shortage has ravaged the American Southwest, resulting in a lawless free-for-all where the population is too concerned with survival to evolve beyond the cultural miasma of the 1970s. With faint disco riffs echoing throughout the landscape, super fly drivers push their vehicles to the limit in the ultimate demolition derby death match. 

Activision has done a groovy job of capturing the spirit of the 70s, but this would be a great combat game even if it were set in the middle of the boring 80s. There are 12 vintage vehicles to choose from, each one with a satisfyingly stereotypical driver. The combatants are broken into two opposing groups: the Vigilantes and the Coyotes. 

Depending on which character you choose, your mission will either be destruction or salvation. The Coyotes' focus on destroying the landscape, and the Vigilantes' goal is to stop the Coyotes. No matter which side you choose, annihilating the other drivers will always be at the top of your list. Each character has an individual storyline which unfolds throughout the game, and secret missions and drivers are unlocked as you complete each sequence. 

Eight sprawling environments are immediately available for destruction, and three areas can be unlocked as you complete the quest mode. One of these bonus levels, Super Dreamland 64, is exclusively available in the N64 version of the game. Even though the explosive action is far from realistic, the Expansion Pak-powered graphics are incredibly lifelike. 

Each of the 13 levels is based on a different Southwestern theme, and you can blow up almost anything you see. Since your opponents can be damaged by falling debris, the environments themselves are potential weapons. Special power-ups can be found inside buildings and on rooftops, so if it looks suspicious, blow it up. 

Just like disco dancing or fondue parties, Vigilante 8 is best experienced with friends. Two players can work together in the Quest mode, or up to four Tony Manero wanna-bees can enter a chaotic drive to the death. 

High-powered weaponry can be found everywhere in the arenas, and each driver has his/her own special weapon. Old man Beezwax can surprise you with a stinging swarm of bees, while Boogie can overwhelm you with his bullet-spewing inflatable disco ball. One of the coolest weapons definitely belongs to John Torque, who can turn up the bass on his stereo to send a ground-rippling blast in all directions. 

Backed by a soundtrack that'll make you wanna strut your funky stuff, V8 delivers more action than an all-night Charlie's Angels marathon. This Pak is destined to be one of the greatest party games on Nintendo 64, so you may need to buy a few extra bean bag chairs to accommodate your hustlin' pals.

- TECHNICAL -

Game ID: NUS-NV8E-USA

- TRIVIA -

Released on March 17, 1999.

The commercial consisted of a school bus dropping off a bus load of kids at a school then screeching off. It then presents shots from the game and later returns to the school, showing the bus on the back of a flat bed truck, riddled, burned and full of holes. Then it pans to the face of a girl who exclaims.. HOLY *BEEP* (There was also another version where the beep was replaced by SHIT). This was later banned after the Columbine Massacre and was thought to have conveyed a message of school violence.

- TIPS AND TRICKS -

* PASSWORDS LIST:
(effect: PASS)
Alien Vehicle: GIMME DA ALIEN
All Endings in Slideshow: LONG SLIDESHOW
All levels and vehicles: JTBT7CFD1LRMGW
Car Select: MIX MATCH CARS
God Mode: LIVING FOREVER
Huge Wheels: MONSTER WHEELS
Invincibility: LIVING FOREVER
No Enemies Present: POPULATION OUT
No Weapon Delay While Firing: FIRE NO LIMITS
Reduced Gravity: A MOON GETAWAY
Slow Motion: Go Really Slow
Super Dreamland 64: DDDDDDDDDDDDDD
Super hard difficulty level!: I AM TOUGH GUY
Super missiles!: MISSILE ATTACK
Ultra Resolution: MAX RESOLUTION
Unlock all regular cars: GANGS UNLOCKED
Unlock Sand Factory and Secret Base: LEVEL SHORTCUT

* Play as Dave: Beat quest mode with Chassey Blue and Slick Clyde.

* Play as Convoy: Beat quest mode with John Torque and Shelia.

* Play as Molo: Beat quest mode with Loki and Houston 3.

* Play as Sid Burn: Beat quest mode with Boogie and Beezwax.

* Play as Y the Alien: Beat quest mode with the 4 secret characters.

* Unlock Secret Base: Beat quest mode with Dave and Molo.

* Unlock Sand Factory: Beat quest mode with Convoy and Sid Burn.

* Unlock Super Dreamland 64: Beat quest mode with Y the Alien.

- STAFF -

Designed & Developed by:
Luxoflux Corp.: Adrian Stephens, Peter Morawiec, Jeremy Engleman, David Goodrich, Edvard Toth
Additional Art: Jennifer Engleman
Special Thanks: Adam Morawiec (for SyncRo), Pat Roberts, Mike Slack

Publisher: Activision
Producer: Murali Tegulapalle
Production Coordinator: Bryant Bustamante
Design Assistance: Hardy F. LeBel Sr.
Addt'l Assistance: Daniel Atkins, Scott Pease

In-Game Sound FX
The Audio Group: Tim Gedemer

In-Game Music
Straylight Productions: Alexander Brandon

Shell Music Track
Doxon Entertainment: Jeehun Hwang, Bon Harris
Music Supervision: Kelly Walker Rogers
Voice Over Talent: Paul Garnica, Qili Mag, Ralph May, Joey Medina

Slide Show Images
Equinoxe Digital Entertainment: Henry Cheng, John Grebas, Anthony Fung, Brian Heins, Aryeh Richmond, Sean Ro

For Activision Studios
Director: Larry Paolicelli
Animator: Larry Paolicelli
Additional Compositing and Graphics: David Dalzell
Video Post: Christopher Hepburn, Ken Ramirez, Matt Stubbs
Sound: Brian Bright, Michael B. Schwartz

Activision Studios
Senior V.P. of Studio: Alan Gershenfeld
V.P. Console Division: Stephen Crane

Activision, Inc. (Marketing & P.R.)
V.P. Console Marketing: Marc Metis
Product Manager: Will Kassoy
Marketing Associate: Serene Chan
Senior Publicist: Julia Roether

Activision, Inc. (Creative Services)
Designer: James Bridges
Copywriter: Veronica Milito
Production Artist: Ron Graening
Creative Director: Ron Gould
Documentation Manager: Michael Rivera
Manual Layout: Sylvia Orzel, Belinda M. Van Sickle

Activision, Inc. (Web Page)
Lead Design: Christian C. Casparian
Production Manager: Kelly C. Egan
On‑Line Production Coordinator: William Mull
Artist: Charles Hinshaw

Activision, Inc. (Quality Assurance)
QA Project Lead: Eric Koch
Senior Producer: Marilena Morini
Testers: Chris Galvin, Darren Harper, Rob Lim, Jeff McLean, Tanya Oviedo, Nelson Prince, Eddie Sarphie
V.P. QA/CS: Jim Summers
QA Manager: David Arnspiger

Activision U.K.
Sr. V.P. International: Bob Dewar
Managing Director: John Burns
Marketing Director: Janine Johnson
Product Manager: Michele Marchand
Localization Supervisor: Nicky Kerth
Creative Services: Jackie Whale

Interstate '76

Universe: Zachary Norman, Sean Vesce
Art Direction: Rick Glenn
Vehicle Models and Texture Maps: Gary Brunetti, Lance Charnes, Jeff Jorczak, Juan-Carlos Rodriguez, Paul Waggoner
Activision, Inc. Internal Visioneers: Michael Arkin, Kurt Arnlund, John Baker, Aaron Cammarata, Christian Campbell, Brian Clarke, Kevin Cohen, George Collins, Eveline M. Cureteau, Barry Dambrowski, Brian C. Diggs, Steven Elwell, Jason Feffer, Larry Galka, Judy Gates, Jason Gines, David Grijns, Ryan Higa, Adam Iarossi, Brian Dean Jennings, Scott Krager, Scot Kramarich, Scott Lahman, Malcolm Lansell, Samantha Lee, Justin Lloyd, Monica Loya, Thiane Lyman, Jonathan Moses, Jenny Park, Andrew Cooper, Scott Pease, Silvio Porretta, Mark Robertshaw, Marshall Robin, Steve Rosenthal, Chacko Sonny, Dan Stanfill, David Stohl, Elizabeth Storz, Matt Stubbs, Andre Torrez, Marc Turndorf, Daiva Venckus, Matthew Versluys, Trey Watkins, Dusty Welch
QA External Test Coordinator: Jonathan Moses
Visioneers: Nikita Bogolyubov, Justin Burkman, Daniel Carter, Bill Dillon, Paul Dunlap, Matthew Gaiser, Jay Heil, Stephen Krause, Kevin Landau, Chris Squatritto, Robert Stenberg, Russell Taylor, David Wright
External Visioneers: Gene Bahng, Rodrigo Garcia, Brad Graham, Darren Harvey, Warren Hines, Heui Su Im, Rob Klein, Shahab Lashkari, Max P. Mena, Giovanni Negron, Steffen Newmann, Paul Nguyen, Daniel Setlow, Ryan Smolar, Chris Teague, Bobby Yen
Special Thanks: Dustin Browder, Sandy Burusco, Frank Evers, Jay Halderman, Sandi Isaacs, John Lafleur, Howard Marks, Heather Chandler, Zachary Norman, Stephen Schwarz, George Rose, David Silverman

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58052&o=2

$end


$sms=vigilant,
$bio

Vigilante (c) 1989 Sega Enterprises, Limited.

- TECHNICAL -

[Model 7023]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47442&o=2

$end


$pce=vigilant,
$bio

Vigilante (c) 1989 Irem Corp.

Adaptation form Irem's arcade game. You must deliver your girlfriend who has been kidnapped by the bad guys (The skinheads have taken Madonna hostage. Take the power into your hands !). You will travel through five levels (city, junkyard, bridge etc...) each of them finishing with a big boss. You can pick up weapons too, but you will automaticaly drop them when hit.

- TECHNICAL -

[Model IC01001]

- TRIVIA -

Vigilante for PC-Engine was released on January 14, 1989 in Japan for 6300 Yen. It was the first conversion and game published by Irem for the system.

Known export release : 
[US] Vigilante [Model TGX030004]

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [JP] (February 6, 2007) [Model PAVJ] 
Nintendo Wii [Virtual Console] [EU] (February 9, 2007) [Model PAVP] 
Nintendo Wii [Virtual Console] [AU] (July 6, 2007) [Model PAVP] 
Nintendo Wii U [Virtual Console] [JP] (February 10, 2015) [Model PPBJ]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47441&o=2

$end


$tg16=vigilant,
$bio

Vigilante (c) 1989 NEC Home Electronics, Ltd.

North American version. Game developed in Japan. For more information about the game, please see the original Japanese version entry; "Vigilante [Model IC01001]".

- TECHNICAL -

[Model TGX030004]

- TRIVIA -

Vigilante for TurboGrafx-16 was released in 1989 (exact date unknown) in North America.

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [US] (February 5, 2007) [Model PAVE] 

* Others : 
Apple iPhone/iPad [US] (December 20, 2010) "TurboGrafx-16 GameBox [Model 406585960]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84372&o=2

$end


$lynx=viking,
$bio

Viking Child (c) 1991 Atari Corp.

- TECHNICAL -

Model PA2064

- TIPS AND TRICKS -

* Level Passwords: Enter these passwords to start from the corresponding level...
Level 2 (Forest, Mountain): OMEGAMAN
Level 3 (Land Bridge, Lake): PATRICIA
Level 4 (Labyrinth, Mud Flats, Volcano): REDDWARF
Level 5 (Desert, Pyramid, Island): DEWSBURY

- STAFF -

Programmer: David Chiles

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58870&o=2

$end


$snes=vikingd,
$bio

????????? (c) 1993 T&E Soft.
(Viking no Daimeiwaku)

Japanese release. Game developed in USA. For more information about the game itself, please see the original American release entry; "The Lost Vikings [Model SNS-LV-USA]".

- TECHNICAL -

Cartridge ID: SHVC-VD

- TRIVIA -

Viking no Daimeiwaku was released on October 08, 1993 in Japan for 8800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62590&o=2

$end


$c64_cart,c64_flop=vikingr,
$bio

Viking Raider [Action Adventure Series] (c) 1984 Interphase

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53492&o=2

$end


$info=vikingt,
$bio

Viking Treasure (c) 199? Konami.

- TECHNICAL -

Konami Tasman hardware.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=23334&o=2

$end


$info=viking,
$bio

Viking (c) 1980 Bally.

- TECHNICAL -

Bally MPU AS-2518-35
Model Number : 1198

Main CPU : M6800 (@ 475 KHz)
Sound CPU : M6802 (@ 895 KHz)
Sound chips : General Instrument AY8910 (@ 895 KHz)

- TRIVIA -

Released in July 1980. 2,600 units were produced.

The development of this game took 8 months (started in December 1979).

O'Connor stated he designed the artwork for this game, delivered to him as a white-wood, because he was reading Frans Gunner Bengtsson's 'The Long Ships' at the time. The back-glass is O'Connor's vision of King Harald's Christmas feast.

The character in green (with a beard) to the left of the fighters is a self-portrait by O'Connor. Brook Shields (popular at the time) is drawn as a background character on the right.

- STAFF -

Design by : Jim Patla
Art by : Kevin O'Connor

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5619&o=2

$end


$bbca_cass,bbcb_cass=villsoul,
$bio

Village of Lost Souls (c) 1987 Robico

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52627&o=2

$end


$bbca_cass,bbcb_cass=villsoulo,
$bio

Village of Lost Souls (c) 1987 Magus

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52628&o=2

$end


$info=vimana,vimanan,vimanaj,
$bio

Vimana (c) 1991 Toaplan.

Players control their ship over a constantly scrolling background; the scenery never stops moving until the final level is reached. Players have three weapons at their disposal: the standard shot, a charge shot and a bomb weapon.

The standard shot weapon is a twin-shot weapon capable of strengthening in size and power with upgrades. However, the player has to tap the fire button to fire rapidly; once the button is held down, the ship charges a stronger version of the normal shot capable of spreading out across the entire screen in twelve directions. The player’s bomb weapon, the Circle Bomb, encircles the ship once activated and seeks out enemies upon an additional tap of the bomb button.

There are a total of four items for the player to pick up shot strength, circle bomb, points, and and extra life.

- TECHNICAL -

Game ID : TP-019

Main CPU : Motorola 68000 (@ 10 Mhz)
Sound Chips : YM3812 (@ 3.5 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Vimana was released in May 1991. It was licensed to Tecmo for Japanese, to Romstar for US and to Nova Apparate GMBH & Co for Europe distribution.

The game was not good and was one of the rare flop from Toaplan.

When you start the game, you'll see two elephants that the ship takes off from. On top of that they closely resemble Hindu drawings from India. The background for this game is based on a thousand's of years old book called the mahabarata that is regarded as a bible (sorta) for millions of Hindu's in India. When you read some of the verses in it you'll find funny descriptions of vehicles that the gods used that closely resemble modern aircraft of today. They are called Vimana's that carry *magical* axes and spears :). The mahabarata also describe what appears to be a technological war with missiles, nukes and huge flying fortresses and something which could be interpreted as radiation poisoning! The ancient Babylonian and Indian civilizations have often been an interesting pool for speculation and creative thinking regarding alien interference on earth in ancient times...

Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Vimana / Teki-Paki - PCCB-00071) on 21/09/1991.

- TIPS AND TRICKS -

* Hidden Functions : If the 'Invulnerability dip switch' is enabled, you are invulnerable but you may also 'Pause' the game with P2 Start and restart with P1 Start.

* If you kill the second boss quickly, you can see a new boss called 'Toa'.

- STAFF -

Music composed by : Toshiaki Tomizawa

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3073&o=2

$end


$info=j6vindal,
$bio

Vinda Loot (c) 2002 JPM.

- TRIVIA -

Released in June 2002.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15790&o=2

$end


$bbca_cass,bbcb_cass=vindaloo,
$bio

Vindaloo (c) 1986 Tynesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52629&o=2

$end


$info=vindictr,vindictr4,vindictr2,vindictr1,vindictrg,vindictre,vindictre4,vindictre3,
$bio

Vindicators (c) 1988 Atari Games Corp.

As team commander of the SR-88 Strategic Battle tanks, you must face the evil invading forces of the Tangent Empire. They're invading the galaxy with 14 space stations designed to defeat your team. Turrets and highly mobile armoured tanks are constantly on patrol to protect the fortifications that Tangents have built.

With limited supplies and weapons, you must make a last stand and attempt to defeat the invaders. The most powerful weapon in your arsenal is the SR-88 Battle Tank, but their fuel supply is very volatile. You must constantly replenish its fuel by picking up fuel canisters throughout the stations' many levels.

Battle stars can be found along the way. These are vital to enhancing your tank and adding weapons. Process generators can convert the battle stars into powers and weapons while in transit between levels and stations. Only with these customized tanks can the evil Tangent Empire be conquered.

As you defeat each station, demolish its control room and take the supplies the fleeing Tangents have left behind. Proceed in their mothership to the next station for another battle.

- TECHNICAL -

Game ID : 136059

Main CPU : Motorola 68010 (@ 7.15909 Mhz), MOS Technology 6502 (@ 1.7895 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579 Mhz), POKEY (Pot Keyboard Integrated Circuit) (@ 1.7895 Mhz)

Players : 2
Control : Double 2-way joystick (vertical)
Buttons : 4

- TRIVIA -

Vindicators was released in April 1988. This was quite a year for Atari and tank games, since they also released "Assault" in 1988.

1,605 dedicated units were produced in the USA only. The selling price was $2,395. The dedicated cabinet is a real favorite among some arcade game collectors. This is probably due to its unique shape, it is shaped a lot like a tank, with tank treads holding up the bottom section of the cabinet. The top half is decorated with sticker sideart that shows scenes from the game, and these same graphics generally carry over to the control panel and the front of the machine. The control panel features four tank handle controllers.

A Vindicators dedicated cabinet can be seen in the Nickelodeon show All That (from 1997 to 2000). However, it used a fictional marquee which was made for the show.

Also, 114 conversion kits were produced in the USA only (released in February 1989). The selling price was $795.

- UPDATES -

REVISION 1 :
* Build date : OS : 08APR1988 11 :50 :08 / PG : 11APR1988 16 :34 :40

REVISION 2 :
* Build date : OS : 08APR1988 11 :50 :08 / PG : 12APR1988 14 :53 :35

REVISION 3 :
* Build date : OS : 08APR1988 11 :50 :08 / PG : 20APR1988 11 :21 :49

REVISION 4 :
* Build date : OS : 08APR1988 11 :50 :08 / PG : 26APR1988 10 :49 :46

- STAFF -

Designed & programmed by : Kelly Turner (KFT), Norm Avellar (NLA), Russel Dawe (Rusty) (RBD)
Art & animation by : Kris Moser (KEM), Susan G. McBride (SGM)
Audio by : Brad Fuller (BAF), Hal Canon (HAL)

- PORTS -

* Consoles : 
Nintendo NES [US] (1988) 
Sony PlayStation 2 [US] (November 18, 2003) "Midway Arcade Treasures [Model SLUS-20801]" 
Microsoft XBOX [US] (November 24, 2003) "Midway Arcade Treasures" 
Nintendo GameCube [US] (December 18, 2003) "Midway Arcade Treasures [Model DOL-GAKE-USA]" 
Microsoft XBOX [EU] (February 6, 2004) "Midway Arcade Treasures" 
Sony PlayStation 2 [EU] (February 6, 2004) "Midway Arcade Treasures [Model SLES-51927]" 

* Handhelds : 
Atari Lynx [US] [Unreleased Prototype] 

* Computers : 
Amstrad CPC [EU] (1988) 
Commodore C64 [US] [EU] (1988) 
Sinclair ZX Spectrum [EU] (1989) 
Atari ST [EU] (1989) 
Commodore Amiga [US] (1989) 
PC [MS Windows, CD-ROM] [US] (January 1, 1999) "Arcade's Greatest Hits - The Atari Collection 2"
PC [MS Windows, CD-ROM] [US] (August 27, 2004) "Midway Arcade Treasures" 
PC [MS Windows, CD-ROM] [EU] (November 23, 2004) "Midway Arcade Treasures" 

* Others: 
Tiger LCD Handheld Game [US] (1989)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3074&o=2

$end


$nes=vindictr,
$bio

Vindicators (c) 1988 Tengen

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55786&o=2

$end


$amigaocs_flop=vindictr,
$bio

Vindicators (c) 1989 Domark Group, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75483&o=2

$end


$c64_cart,c64_flop=vindicat,
$bio

Vindicators (c) 1990 Domark

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53760&o=2

$end


$info=vindctr2,vindctr2r1,vindctr2r2,
$bio

Vindicators Part II (c) 1989 Atari Games Corp.

- TECHNICAL -

Main CPU : Motorola 68010 (@ 7.15909 Mhz), MOS Technology 6502 (@ 1.789772 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), POKEY (Pot Keyboard Integrated Circuit) (@ 1.789772 Mhz), Texas Instruments TMS5220 (@ 650.826 Khz)

Players : 2
Control : Double 2-way joysticks (vertical)
Buttons : 4

- TRIVIA -

Vindicators Part II was released in May 1989. This was sold only as a conversion kit for "Gauntlet". About 400 of these kits were made.

Vindicators part II plays identically to "Vindicators" with some exceptions :
* Changes were made to the original weapons.
* No T-shirt contest appears nor are there any contest-related items.
* Only 10 of the 14 original levels are included.

- UPDATES -

REVISION 1 :
* Build date : OS : 30JUN1988 13 :24 :12 / PG : 10AUG1988 13 :24 :45

REVISION 2 :
* Build date : OS : 30JUN1988 13 :24 :12 / PG : 16JAN1989 10 :33 :55

REVISION 3 :
* Build date : OS : 30JUN1988 13 :24 :12 / PG : 31JAN1989 14 :50 :03

- STAFF -

Designed and programmed by : Kelly Turner, Norm Avellar, Russel Dawe (Rusty)
Art and animation by : Kris Moser, Susan G. McBride
Audio by : Brad Fuller, Hal Canon

- PORTS -

* Consoles :
Microsoft XBOX 360 [US] (November 6, 2012) "Midway Arcade Origins" 
Sony PlayStation 3 [US] (November 6, 2012) "Midway Arcade Origins [Model BLUS-31083]" 
Microsoft XBOX 360 [EU] (November 15, 2012) "Midway Arcade Origins" 
Sony PlayStation 3 [EU] (November 15, 2012) "Midway Arcade Origins [Model BLES-01768]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3075&o=2

$end


$cpc_cass=vindicat,
$bio

Vindicators [Model 28] (c) 1988 Hit Squad, The [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100024&o=2

$end


$info=viofight,viofightu,viofightj,
$bio

Violence Fight (c) 1989 Taito Corp.

Control different characters with various fighting styles and engage in single or two-player bouts.

In the early 1950's, a game called Violence Fight was popular in the US crime world. Fighters from all over the USA would compete against each other to become that year's champion. The winner stood to make a considerable amount of money. 

In downtown LA, a manager called Blinks is training up a new fighter called Bad Blue. He is a strong contender to become the champion and desperately needs the prize money.

- TECHNICAL -

Taito B System Hardware
Prom Stickers : C16

Main CPU : Motorola 68000 (@ 12 Mhz), Zilog Z80 (@ 6 Mhz)
Sound Chips : YM2203 (@ 3 Mhz), OKI6295 (@ 8 Khz)

Players : 2
Control : 8-Way Joystick
Buttons : 3
=> Punch, Jump, Kick

- TRIVIA -

Violence Fight was released on April 25, 1989.

You can see the Twin Towers (World Trade Center) on one of the night stages played on attract mode.

- UPDATES -

The US version has the "Winners Don't Use Drugs" screen.

- TIPS AND TRICKS -

* INSTRUCTIONS:
- Press the Punch and Kick buttons simultaneously to duck. 
- Press Punch and Jump together or Kick and Jump together to execute special moves. 
- When your opponent is tired, walk up and throw them with the Punch button. 
- Boxes and barrels can also be lifted and thrown by using the Punch button. 
- Proceed through six stages, each consisting of a three round bout. Win two rounds to proceed to the next stage. 
- Each round has a time limit of 100 seconds. 
- Every two stages you will reach a bonus stage. Winning the bonus stage will increase your punch or kick strength. 
- If you are knocked down, rapidly press the buttons to get up quickly. 


* CHARACTERS LIST:

Bad Blue
Height: 187 cm
Weight: 98 kg
Birthday: June 11, 1938
Hometown: Los Angeles, California
Special Moves: Rolling kick, Stardust punch
Profile: Bad was Street Champion last year. He has a sharp fighting technique and is tipped to be this year's champion.

Ben Smith
Height: 189 cm
Weight: 105 kg
Birthday: February 8, 1935
Hometown: Carson City, Nevada
Special Moves: Tornado kick, Machinegun punch
Profile: The 'Eagle of Nevada', Ben is a former Marine. He is very agile and can make impressive jumps.

Lick Joe
Height: 190 cm
Weight: 135 kg
Birthday: September 25, 1925
Hometown: Ardmore, Oklahoma
Special Moves: Atomic chop, Drop kick
Profile: Lick Joe is a former professional wrestler, but had his licence revoked after killing or seriously injuring 13 other wrestlers. He is very strong but slow.

Lee Chen
Height: 183 cm
Weight: 80 kg
Birthday: July 4, 1935
Hometown: Miami, Florida
Special Moves: Whirlwind legs, Mantis hands
Profile: During his childhood, Lee was trained as an assassin in China.

Ron Max
Height: 192 cm
Weight: 120 kg
Birthday: October 21, 1932
Hometown: San Antonio, Texas
Special Moves: Health head-butt, Health blow
Profile: Ron has incredible destructive power and a head so hard that he can crack rocks with it.

Tony Won
Height: 225 cm
Weight: 115 kg
Birthday: January 5, 1940
Hometown: New York
Special Moves: Double knuckle, Health claw
Profile: Tony is the other favourite to win and he will do anything to ensure that he does.

* LEVEL SELECT:
Boot machine with service switch pressed.
Message appears: SERVICE SWITCH ERROR, press 1p Start(x3), service switch, 1p Start.
Message appears: SELECT BY DOWN SW, select level with joy Down/Up and push Start button.

- SERIES -

1. Violence Fight (1989)
2. Solitary Fighter (1991)

- STAFF -

Game Programmers : Takeshi Ishizashi, Yumi Inoue
Game Designer : Yukihiko Sakamoto
PCB Designer : Eikichi Takahashi
Sound Designers (Team Zuntata) : Masahiko Takagi, Yasuko Yamada, Yasuhisa Watanabe
Cabinet Designer : Hiroyasu Nagai
Character Designers : Kenji Hazama, Kazumasa Fuseya, Takashi Yamada, Noritaka Kawamoto, Seiji Kawagishi, Kouji Ohmae, Reiko Mithuoka, Minako Morimoto
Special Thanks : Nathuo Nichiai, Toshio Kouno

- PORTS -

* Consoles :
Sony PlayStation 2 [JP] (August 25, 2005) "Taito Memories Gekan [Model SLPM-66092]" 
Sony PlayStation 2 [AU] (March 30, 2006) "Taito Legends 2 [Model SLES-53852]" 
Microsoft XBOX [EU] (March 31, 2006) "Taito Legends 2" 
Sony PlayStation 2 [EU] (March 31, 2006) "Taito Legends 2 [Model SLES-53852]" 
Sony PlayStation 2 [US] (May 16, 2007) "Taito Legends 2 [Model SLUS-21349]" 

* Computers : 
PC [MS Windows, CD-ROM] [EU] (March 31, 2006) "Taito Legends 2" 
PC [MS Windows, CD-ROM] [US] (July 10, 2007) "Taito Legends 2"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3076&o=2

$end


$n64=vkiller,
$bio

Violence Killer - Turok New Generation [Model NUS-NT2J] (c) 1999 Media Factory [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58054&o=2

$end


$pce=violents,
$bio

Violent Soldier (c) 1990 IGS Corp.

Violent Soldier is a horizontal shooter by IGS. An advanced civilization has been sending attack probes towards our planet, and the premise of alien invasion forces Earth scientists to assemble a fleet of space-fighters to counter the threat. The violent soldiers are sent into enemy territory to destroy the alien stronghold. Each fighter comes with an unique feature - an armored cone is installed at the front of the ship and protects it from enemy fire. However, the cone is fully adjustable and collecting power-ups gives the player the ability to open this special nose-feature, allowing for a wider spread of attack (from 3 to 5 ways), but offers a weaker protection. Three different weapons are available throughout the game - laser-beams (blue), Vulcan spread-laser (red) and homing missiles (green). Special pods can also be collected and used to protect the areas directly above and below the ship. Finally, a powerful ring blast can be charged up by holding the fire button to protect the ship from enemy shots, or damage alien ships foolish enough to venture within its effective range. Violent Soldier consists of six levels.

- TECHNICAL -

HuCARD ID: AI02005
HuCARD Size: 3 Mbits.

- TRIVIA -

Released on Deceber 14, 1990 in Japan for 6400 Yen.

- STAFF -

Main Program: F. K
Sub Program: C. M. Higepin, Tekito
Graphics: Yuichi. M, Shimizu Taku, J. Mikawa
Music: Terra
Director: Lord Runner
Special Thanks To...: Okamoto, Giba, S. Kamio, Y. Katano, Kobayashi

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58769&o=2

$end


$info=viostorm,viostormj,viostorma,viostormu,viostormub,viostormab,viostormeb,
$bio

Violent Storm (c) 1993 Konami Company, Limited.

Violent Storm is a sideways-scrolling beat-em-up for up to three players set in the aftermath of World War III. The survivors of the war are attempting to rebuild their world but are being terrorised by violent gangs . Three vigilante heroes called 'Boris', 'Wade' and 'Kyle' are trying to protect the citizens but are hampered in their efforts by the evil and corrupt 'GELD' gang. As the heroes are patrolling the streets, they see their friend, Sheena, kidnapped by the gang. The vigilantes must fight through seven enemy-packed stages to rescue their friend and destroy the gang.

As well as the standard punch and kick moves, each character also has a special attack. This move is powerful enough to fell several enemies at once, but with the trade-off that each time a special attack is executed, some of the player's health is lost. Health levels can be replenished by finding the food that lies hidden in breakable crates and barrels. 

Some of the gang members will drop a weapon when they are felled. These weapons can then be picked up and used by the players. Destructible crates and barrels also contain weapons and random bonus items. Stunned enemies fall to the ground and can still be attacked while prone.

- TECHNICAL -

Game ID: GX168

Main CPU: Motorola 68000 (@ 16 Mhz)
Sound CPU: Zilog Z80 (@ 8 Mhz)
Sound Chips: (2x) K054539 (@ 48 Khz)

Players: Up to 3 simultaneously.
Control per player: 8-Way Joystick
Buttons per player: 2 
=> Attack, Jump

- TRIVIA -

Violent Storm was released on July 26, 1993. 

The 4 stage boss is actually disguised as a Power Loader seen in the 'Aliens' movie and the Konami title of the same name! 

At the middle of the last stage, two cabinets of "Penta" and "Scramble" make an appearance (Note that "Penta" is originally a bootleg of "Pengo"). 

One of the bonus point items is a Twinbee doll.

King Records released a limited-edition soundtrack album for this game (Konami Amusement Sounds '94 Spring - KICA-7631, 7632) on February 23, 1994.

- TIPS AND TRICKS -

* Some Tips : keep an eye out for unusual weapons, smash the light bulbs in the 2nd stage to temporary blind your enemies ! Also grab the piggies in this stage and they turn into footballs that you can use as projectiles ! (now you know where the term 'pigskin' comes from !) :)

- SERIES -

1. Crime Fighters [Model GX821] (1989)
2. Crime Fighters 2 [Model GX081] (1991)
3. Violent Storm [Model GX168] (1993)

- STAFF -

Progam: Hirotako, N-Man, Ai Ueo, On The Hill
Character Designers: Monmo 29, Yoh, Keny. N, Tori. Tori, Kanbanmusume, Cupper Maki
Sound: Seiichi Fukami (Prophet Fuka), Kenichiro Fukui (Everybody), Kishimaro
Violent Storm's Special Singers: Jeffrey, Junko, Mayumi
Hardware: W. Yuusaku
Hardware Adviser: Dendou Konishi (Dendou K.)
Package: Vio. N
Director: Monmo 29
Producer: Masahiro Inoue (Masa 32)
Special Thanks: Mr. Jin Jin, Kinu San, Devi Kob, Sakata, Sakagon, Kobuhei Noz, Hayapaya

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3077&o=2

$end


$pc98=violet,
$bio

Violet Virgin (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90992&o=2

$end


$fm7_cass=vip,
$bio

VIP - Simplified Language (c) 198? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93819&o=2

$end


$info=vipclub,
$bio

VIP Club - Maru-hi Ippatsu Kaihou (c) 03/1988 Daiichi Denshi.

Mahjong with girls who are hooked on oranges!

- TECHNICAL -

Main CPU : Zilog Z80 (@ 5 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.25 Mhz), DAC (@ 1.25 Mhz)

Screen orientation : Horizontal
Video resolution : 512 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 65536

Player : 2
Control : mahjong keyboard

- TRIVIA -

The subtitle of this game translates from Japanese as 'Secret Ippatsu Thrown Open'.

The [amuse] version of this game is known as "Orange Club - Maru-hi Kagai Jugyou".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3078&o=2

$end


$gbcolor=vip,
$bio

VIP [Model CGB-BVIE-USA] (c) 2001 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69068&o=2

$end


$gbcolor=vipu,
$bio

VIP [Model CGB-BVIE-USA] (c) 2001 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69070&o=2

$end


$info=viper,
$bio

Viper (c) 1981 Stern Electronics.

- TECHNICAL -

Model Number : 148

- STAFF -

Design & Mechanics by : Joe Joos Jr.
Art by : Parkinson

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5620&o=2

$end


$info=viper,
$bio

Viper (c) 04/1988 Leland.

- TECHNICAL -

Main CPU : (2x) Zilog Z80 (@ 6 Mhz)
Sound CPU : I80186 (@ 8 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.666666 Mhz), Custom (@ 1.666666 Mhz)

Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 1024

Players : 1
Control : trackball
Buttons : 2

- SERIES -

1. Danger Zone (1986)
2. Viper (1988)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3079&o=2

$end


$pc98=viper,
$bio

Viper (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90993&o=2

$end


$info=sc5viper,sc5vipera,
$bio

Viper Active (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR2176]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42841&o=2

$end


$info=ep_vipjv,ep_vipjva,ep_vipjvb,ep_vipjvc,ep_vipjvd,
$bio

Viper Jive (c) 200? Extreme Gaming.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15342&o=2

$end


$info=viprsega,
$bio

Viper Night Drivin' (c) 1998 Sega Pinball, Incorporated.

- TECHNICAL -

Sega/Stern Whitestar
Model Number : 35

- TRIVIA -

1,100 units were produced.

- STAFF -

Concept by : Rob Hurtado, Joe Kaminkow
Design by : Rob Hurtado
Art director : Jason J. Dominiak
Art by : Morgan Weistling
Dots/Animation by : Kurt Andersen
Mechanics by : Rob Hurtado
Music by : Slash
Sound by : Kyle Johnson
Software by : Neil Falconer, Orin Day, Lonnie D. Ropp

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5621&o=2

$end


$info=viprp1oj,viprp1ot,
$bio

Viper Phase 1 (c) 1995 Seibu Kaihatsu.

A spin-off of the "Raiden" series.

- TECHNICAL -

Seibu SPI Hardware

Main CPU : I386 (@ 25 Mhz)
Sound CPU : Zilog Z80 (@ 7.15909 Mhz)
Sound Chips : YMF271 (@ 7.15909 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in May 1995.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3289&o=2

$end


$info=viprp1hk,
$bio

Viper Phase 1 Hong Kong (c) 1995 Seibu Kaihatsu.

- TRIVIA -

Distributed by Metrotainment on the Hon Kong market.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=36915&o=2

$end


$info=viprp1,viprp1j,viprp1s,viprp1h,
$bio

Viper Phase 1 New Version (c) 1995 Seibu Kaihatsu.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=36916&o=2

$end


$info=viprp1u,viprp1ua,
$bio

Viper Phase 1 U.S.A (c) 1995 Seibu Kaihatsu.

- TRIVIA -

Released outside US as "Viper Phase 1". The known differences between the versions are:
Secondary Weapons Systems: The original version of Viper Phase 1 has an exhaustible secondary weapon system. The amount of ammunition remaining in a secondary weapon is indicated by a meter on the screen. All secondary weapons in the original version are fully powered up, and are more devastating than in the USA version, which gives the secondary weapons levels of power in lieu of unlimited ammunition and reduced firepower.
Bomb Deploy Times: The USA version speeds up the deploy time of the Bomb, of which becomes the standard for when the ship appears in the Raiden Fighters series.
Medals: In the USA Version, medals stop shimmering for a brief moment, during which their point values are higher than usual. This feature was also present in Raiden DX. Additionally, the egg-shaped medal carrier pods appear much more frequently in the USA Version.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32645&o=2

$end


$pc98=vipev16d,vipev16da,
$bio

Viper V16 Demo (c) 1995 Sogna [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90994&o=2

$end


$pc98=viperf40,
$bio

Viper-F40 (c) 1997 Sogna [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90995&o=2

$end


$pc98=viperv12,
$bio

Viper-V12 (c) 1995 Sogna [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90996&o=2

$end


$x68k_flop=viperv6t,
$bio

Viper-V6 Turbo (c) 1993 Sogna [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88202&o=2

$end


$x68k_flop=viperv8t,
$bio

Viper-V8 Twin Turbo (c) 1994 Sogna [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88203&o=2

$end


$astrocde=viperb,viperbp,
$bio

VIPERSoft BASIC (c) 1981 Alternative Engineering

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86848&o=2

$end


$x68k_flop=virgangl,
$bio

Virgin Angel (c) 1995 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88735&o=2

$end


$cpc_cass=virginac,
$bio

Virgin Atlantic Challenge [Model VGD 9006] (c) 1986 Virgin Games, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100027&o=2

$end


$pcecd=virgindr,
$bio

Virgin Dream (c) 1996 Tokuma Shoten Intermedia, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58459&o=2

$end


$pc98=virgin2,
$bio

Virgin² - Hana Hiraku Shoujo-tachi no AVG (c) 1995 Fairy Dust [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90997&o=2

$end


$amigaocs_flop=virocop,
$bio

Virocop (c) 1995 Renegade Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75484&o=2

$end


$info=vathlete,
$bio

Virtua Athlete (c) 2001 Sega.

- TECHNICAL -

Runs on the Sega "NAOMI GD-ROM System" hardware.

- TRIVIA -

Released in March 2002 in Japan (even if the titlescreen says 2001).

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4147&o=2

$end


$info=vbowl,vbowlj,
$bio

Virtua Bowling (c) 1996 IGS Company, Limited. [International Game System].

Up-to-four players bowling video game.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 11 Mhz)

- TRIVIA -

Virtua Bowling was released in January 1996.

Licensed to Atlas Co. Ltd. for Japanese distribution.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3520&o=2

$end


$info=vcop,vcopa,
$bio

Virtua Cop (c) 1994 Sega.

- TECHNICAL -

Runs on the Sega "Model 2" hardware.

Players: 2
Control: Lightgun
Buttons: 1

- TRIVIA -

Virtua Cop was released in September 1994 in Japan.

Virtua Cop serves 300,000 polygons per second.

Sarah Bryant from "Virtua Fighter" appears in stage three... outside the gangster bosses' room is a rotating all-white Sarah Bryant statue. The statue is unbreakable, but the vase it's holding isn't.

Toshiba EMI released a 2 CD limited-edition soundtrack album for this game (Virtua Cop Soundtracks - TYCY-5478~9) on 24/01/1996.

- SERIES -

1. Virtua Cop (1994)
2. Virtua Cop 2 (1995)
3. Virtua Cop 3 (2003)

- PORTS -

* Consoles :
Sega Saturn [JP] (November 24, 1995) "Virtua Cop [Model GS-9060]"
Sega Saturn [EU] (December 8, 1995) "Virtua Cop [Model MK81026-50]" 
Sega Saturn [US] (1995) "Virtua Cop [Model 81015]"
Sega Saturn [KO] (1995) "Virtua Cop [Model GS-9505J]" by Samsung 
Sony PlayStation 2 [JP] (August 15, 2002) "Virtua Cop Re-Birth [Model SLPM-62205]" 
Sony PlayStation 2 [EU] (November 29, 2002) "Virtua Cop - Elite Edition [Model SLES-51229]" 

* Computers :
PC [MS Windows, CD-ROM] [US] (October 31, 1996) "Virtua Squad" 
PC [MS Windows, CD-ROM] [EU] (1997)

* Others :
Nokia N-Gage [US] [Release cancelled]
Tiger R-Zone [US] (1996)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3335&o=2

$end


$info=vcop2,
$bio

Virtua Cop 2 (c) 1995 Sega.

- TECHNICAL -

Runs on the Sega "Model 2A" hardware.

Players: 2
Control: Lightgun
Buttons: 1

- TRIVIA -

Virtua Cop 2 was released in September 1995 in Japan.

- SERIES -

1. Virtua Cop (1994)
2. Virtua Cop 2 (1995)
3. Virtua Cop 3 (2003)

- PORTS -

* Consoles :
Sega Saturn [KO] (1996) "Virtua Cop 2 [Model GS-9613J]" by Samsung 
Sega Saturn [BR] (1996) "Virtua Cop 2 [Model 193606]" by Tec Toy
Sega Saturn [JP] (November 22, 1996) "Virtua Cop 2 [Model GS-9097]" 
Sega Saturn [US] (November 30, 1996) "Virtua Cop 2 [Model 81043]" 
Sega Saturn [EU] (1997) "Virtua Cop 2 [Model MK81043-50]" 
Sega Dreamcast [JP] (March 2, 2000) "Virtua Cop 2 [Model HDR-0061]" 
Sony PlayStation 2 [JP] (August 15, 2002) "Virtua Cop Rebirth [Model SLPM-66205]" 
Sony PlayStation 2 [EU] (November 29, 2002) "Virtua Cop - Elite Edition [Model SLES-51229]" 

* Computers :
PC [MS Windows, CD-ROM] [EU] (1997) 
PC [MS Windows, CD-ROM] [US] (November 30, 1997) "Virtua Squad 2"
PC [MS Windows, CD-ROM] [EU] (2005) Sega Classics edition by Dice Multi Media.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3606&o=2

$end


$saturn,sat_cart=vcop2u,
$bio

Virtua Cop 2 (c) 1996 Sega Enterprises, Limited.

North American release.

- TECHNICAL -

Game IDs: 
- Stunner gun not included: 81043
- Stunner gun included: 81052

- TRIVIA -

Virtua Cop 2 for Sega Saturn was released on November 30, 1996 both with and without the Stunner arcade gun included.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60196&o=2

$end


$info=vcop3,
$bio

Virtua Cop 3 (c) 2003 Sega Enterprises, Limited.

Five years ago, crime lords controlled the streets of Virtua City. They were repelled by a new brand of cop... a Virtua Cop.

Since then, the crime lords have been busy plotting a new attack and once again, Virtua City is calling on the Virtua Cops. When its over, the crime lords will be wishing they'd never crawled out of there holes.

Virtua Cop 3 features a new standard weapon 'The Guardian II', which is more accurate and powerful than anything a beat cop had ever carried.

Collect new weapons through out the game and press the special weapon button to change your firearm.

When you are in a bind activate the ES Mode, a revolutionary Virtua armament, time will virtually stand still giving you all the time you need to react to your enemy before they get the jump on you.

- TECHNICAL -

Runs on the Sega "Chihiro" Hardware.

- TRIVIA -

Virtua Cop 3 was released on April 25, 2003.

The E.S. (Exceeding Sense) mode that was implemented in Virtua Cop 3 was inspired by some special effects in The Matrix Film.

- TIPS AND TRICKS -

* Unlock File 4 : To play the secret 4th file, you must successfully complete the mini-missions presented in the 2nd and 3rd case. The 3rd case must also be played last.

- SERIES -

1. Virtua Cop (1994)
2. Virtua Cop 2 (1995)
3. Virtua Cop 3 (2003)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4034&o=2

$end


$saturn,sat_cart=vcopu,
$bio

Virtua Cop (c) 1995 Sega Enterprises, Limited.

North American release.

- TECHNICAL -

Game IDs:
- Stunner arcade gun not included: 81015
- Stunner arcade gun included: 81026

- TRIVIA -

Virtua Cop for Sega Saturn was released in 1995 in North America both with and without the Stunner arcade gun included.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60195&o=2

$end


$saturn,sat_cart=vcopja,vcopj,vcopjb,
$bio

Virtua Cop (c) 1995 Sega Enterprises, Limited.

- TECHNICAL -

Game IDs: 
- Light gun included: GS-9059
- Light gun not included: GS-9060

- TRIVIA -

Virtua Cop for Sega Saturn was released on November 24, 1995 in Japan, both with and without the light gun included.

- STAFF -

Developed by: Sega AM2

- PORTS -

* Consoles : 
Sega Saturn [JP] (February 19, 1998) "Virtua Cop Special Pack [Model GS-9180] 
Sega Saturn [JP] (July 23, 1998) "Virtua Cop 1 & 2 [Model GS-9201]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59876&o=2

$end


$saturn,sat_cart=vcop2j,vcop2ja,vcop2jb,vcop2jc,
$bio

Virtua Cop 2 (c) 1996 Sega Enterprises, Limited.

- TECHNICAL -

Game ID: GS-9097

- TRIVIA -

Virtua Cop 2 for Saturn was released on November 22, 1996 in Japan. It was then re-released on July 25, 1997 as a Limited Edition Virtua Gun Set edition [Model GS-9154].

- STAFF -

Developed by: Sega AM2

- PORTS -

* Consoles : 
Sega Saturn [JP] (February 19, 1998) "Virtua Cop Special Pack [Model GS-9180] 
Sega Saturn [JP] (July 23, 1998) "Virtua Cop 1 & 2 [Model GS-9201]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59877&o=2

$end


$saturn,sat_cart=vcop,
$bio

Virtua Cop (c) 1995 Sega Enterprises, Limited.

European release.

- TECHNICAL -

Game ID: MK81026-50
Package ID: 670-7907-50

- TRIVIA -

Virtua Cop for Sega Saturn was released on December 8, 1995 in Europe and included an arcade light gun.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60455&o=2

$end


$saturn,sat_cart=vcop2,
$bio

Virtua Cop 2 (c) 1996 Sega Enterprises, Limited.

European release.

- TECHNICAL -

Game ID: MK81043-50
Package ID: 670-9658-50

- TRIVIA -

Even though the copyright says 1996, Virtua Cop 2 was released in 1997 (exact date unknown) in Europe.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60456&o=2

$end


$info=vf,
$bio

Virtua Fighter (c) 1993 Sega.

In this 3-D fighting game, the game's battle system is simple, yet complex. There are 3 buttons : Punch, Kick and Guard. Movement is strictly confined to a horizontal plane.

Battles are won by draining the energy bar of your opponent or by pushing your opponent off the edges of the ring (known as a 'Ring-out').

When a 'Draw' is declared (timer reaches zero with both fighters having an equal amount of energy), a Sudden Death match is held on a very small platform, making a win by Ring-out that much more probable.

The game favours tactical play over mindless button bashing, and the gameplay is balanced accordingly to reflect this.

- TECHNICAL -

Runs on the Sega "Model 1" hardware.

Control: 8-way joystick
Buttons: 3

- TRIVIA -

Virtua Fighter was released in December 1993. An instant success in Japanese arcades, Virtua Fighter (or VF for short) brought the versus beat 'em up kicking and screaming into the next generation. Like "Street Fighter II - The World Warrior", a substantial number of clones ("Toshinden", "Tekken", "Dead or Alive") would follow in its wake, each with their own tweaks to the formula.

Among the game's many innovations, the most profound were the true-to-life animation (all the more impressive considering no motion capture technology was used) and the realistic movesets of the game's eight characters.

Virtua Fighter serves 180,000 polygons per second. This is the first 3-D polygonal one-on-one fighting game.

During Virtua Fighter's development, the game featured an Arabian fighter named 'Siba'. He was replaced later on in the final prototypes by Akira, as the developers felt that the game needed a karate fighter similar to Street Fighter's Ryu. Siba was brought back an unlockable character in the Saturn game 'Fighter's Megamix', in all his VF1 style glory.

Soundtrack releases:
[JP] March 23, 1994; Virtua Fighter - Saikyou no Senshi [TYCY-5386]

Literatures:
[JP] June 10, 1994; Gamest No.117: Virtua Fighter
[JP] August 24, 1994; Virtua Fighter Maniax [ISBN4-89366-264-3]
[JP] December 6, 1994; Virtua Fighter Maniax Replays [ISBN4-89366-300-3]
[JP] January 10, 1995; Virtua Fighter - Ougi no Sho [No. 147]
[JP] January 30, 1995; Virtua Fighter Maniax for Windows [ISBN4-89366-315-1]

- TIPS AND TRICKS -

* Play as Dural : First, you must beat the computer Dural and have 2 games worth of credits in the machine ready to go. After beating the game, have one player press Start and pick a character. As soon as that character finishes smiling, but before the game actually starts, player 2 should press Start to interrupt the process. If your timing is perfect, and the stars are perfectly aligned, and you've been a good boy or girl, player 2 may come in as Dural.

* See Credits : You can get the credits of the programmers to come up on the screen by holding down a Start button during the demo. When it comes to the standard  demo w/ Sarah kicking Kage, the credits will come up. Keep holding the Start button to keep the credits coming or else they will freeze.

* Kage's Face Mask : It seems that after about 3,000 plays, the mask on Kage falls off instead of just his headband. You can see his teeth and a scar on his cheek.

- SERIES -

1. Virtua Fighter (1993) 
2. Virtua Fighter 2 (1994) 
3. Virtua Fighter Remix [Model 610-0373-02] (1995) 
4. Virtua Fighter Kids [Model 610-0373-14] (1996) 
5. Virtua Fighter 3 (1996) 
6. Virtua Fighter 3 Team Battle (1997) 
7. Virtua Fighter 4 [GDS-0012] (2001) 
8. Virtua Fighter 4 Evolution (2002) 
9. Virtua Fighter 4 Final Tuned (2004) 
10. Virtua Fighter 5 (2006)
11. Virtua Fighter 5 Version B (2006)
12. Virtua Fighter 5 Version C (2006)
13. Virtua Fighter 5 Version D (2006)
14. Virtua Fighter 5 R (2008)
15. Virtua Fighter 5 Final Showdown (2010)

- STAFF -

Coordinator & Main designer : Seiichi Ishii
Main programmer : Toru Ikebuchi
Programmers : Shin Kimura, Takeshi Suzuki, Eisuke Miura, Kazuhiko Yamada, Masahiko Kobayashi, Naomi Ota, F.Y. Bertrand, Tetsuya Kaku
Designers : Kunihiko Nakata, Youji Kato, Toshiya Inoue, Yoshinao Asako, Masataka Aochi, Tomohiro Ishii, Jeffery Buchanan, Mika Kojima
Program supports : Keiji Okayasu, Hiroaki Shoji
Music composer : Takayuki Nakamura
Planning support : Manabu Tsukamoto
Producer & Director : Yu Suzuki

- PORTS -

* Consoles : 
Sega Saturn [JP] (November 22, 1994) "Virtua Fighter [Model GS-9001]" 
Sega Mega 32X [BR] (1995) by Tec Toy
Sega Saturn [US] (May 11, 1995) "Virtua Fighter [Model 81005]" 
Sega Saturn [EU] (July 8, 1995) "Virtua Fighter [Model MK81005-50]" 
Sega Genesis 32X [US] (October 1995) "Virtua Fighter [Model 84701]" 
Sega Super 32X [JP] (October 20, 1995) "Virtua Fighter [Model GM-4013]" 
Sega Mega Drive 32X [EU] (November 30, 1995) "Virtua Fighter [Model MK84701-50]" 
Sony PlayStation 2 [JP] (November 28, 2003) "Virtua Fighter - 10th Anniversary [Model SLPM-68018] 

* Computers : 
PC [MS Windows, CD-ROM] [US] (August 31, 1996)

* Others : 
Tiger R-Zone [US] (1995)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3298&o=2

$end


$info=vf2,vf2,vf2b,vf2o,vf2a,
$bio

Virtua Fighter 2 (c) 1994 Sega.

- TECHNICAL -

Runs on the Sega "Model 2A" hardware.

Players: 2
Control: 8-way joystick
Buttons: 4

- TRIVIA -

Virtua Fighter 2 (or VF2 for short) was released in November 1994. It was a technical knockout for its time with 300,000 polygons per second. Two times faster than the original "Virtua Fighter".

A super deformed version of this game, "Virtua Fighter Kids", was released in 1996.

Soundtrack releases:
[JP] [Audio CD] February 22, 1995; Virtua Fighter 2 Sound Track [TYCY-5410]
[JP] [Audio CD] July 26, 1995; Dancing Shadows. - Virtua Fighter 2 [TYCY-5449]

Video releases:
[JP] [VHS] February 22, 1995; Virtua Fighter 2 [CGMV] [TYVY-5004]
[JP] [VHS] April 20, 1995; Virtua Fighter 2 [Gamest Video Vol.15]
[JP] [VHS] April 26, 1995; Virtua Fighter 2 - Eternal Battle [TYVY-5006]
[JP] [Video CD] June 23, 1995; Virtua Fighter 2 [CGMV] [TYIY-5001]
[JP] [VHS] November 8, 1995; Wheel of Fortune - Virtua Fighter 2 [Akira] [TYVH-5004]
[JP] [VHS] November 8, 1995; Wheel of Fortune - Virtua Fighter 2 [Jacky] [TYVH-5005]
[JP] [VHS] November 08, 1995; Wheel of Fortune - Virtua Fighter 2 [Sarah] [TYVH-5006]
[JP] [VHS] November 8, 1995; Wheel of Fortune - Virtua Fighter 2 [Lau] [TYVH-5007]
[JP] [VHS] November 8, 1995; Wheel of Fortune - Virtua Fighter 2 [Pai] [TYVH-5008]
[JP] [VHS] November 8, 1995; Wheel of Fortune - Virtua Fighter 2 [Wolf] [TYVH-5009]
[JP] [VHS] November 8, 1995; Wheel of Fortune - Virtua Fighter 2 [Jeffry] [TYVH-5010]
[JP] [VHS] November 8, 1995; Wheel of Fortune - Virtua Fighter 2 [Kage] [TYVH-5011]
[JP] [VHS] November 8, 1995; Wheel of Fortune - Virtua Fighter 2 [Shun] [TYVH-5012]
[JP] [VHS] November 8, 1995; Wheel of Fortune - Virtua Fighter 2 [Lion] [TYVH-5013]
[JP] [VHS] November 8, 1995; Wheel of Fortune - Virtua Fighter 2 [The Unknown] [TYVH-5014]
[JP] [Video CD] March 29, 1996; Virtua Fighter 2 - Wheel of Fortune The Best Bout [TYIY-5002]

Related literatures:
[JP] March 9, 1995; Virtua Fighter 2 Act.1 [Gamest Mook Vol.5]
[JP] June 20, 1995; Virtua Fighter 2 Act.2 [Gamest Mook Vol.10]
[JP] December 10, 1995; Virtua Fighter 2 Act.3 [Gamest Mook Vol.19]

Sega Saturn CG Portait Series:
[JP] October 13, 1995; Virtua Fighter CG Portrait Series Vol.1 Sarah Bryant [Model GS-9062]
[JP] October 13, 1995; Virtua Fighter CG Portrait Series Vol.2 Jacky Bryant [Model GS-9064]
[JP] November 17, 1995; Virtua Fighter CG Portrait Series Vol.3 Akira Yuki [Model GS-9065]
[JP] November 17, 1995; Virtua Fighter CG Portrait Series Vol.4 Pai Chan [Model GS-9066]
[JP] December 8, 1995; Virtua Fighter CG Portrait Series Vol.5 Wolf Hawkfield [Model GS-9068]
[JP] December 8, 1995; Virtua Fighter CG Portrait Series Vol.6 Lau Chan [Model GS-9069]
[JP] January 26, 1996; Virtua Fighter CG Portrait Series Vol.7 Shun Di [Model GS-9070]
[JP] January 26, 1996; Virtua Fighter CG Portrait Series Vol.8 Lion Rafale [Model GS-9071]
[JP] March 1, 1996; Virtua Fighter CG Portrait Series Vol.9 Kage Maru [Model GS-9067]
[JP] March 1, 1996; Virtua Fighter CG Portrait Series Vol.10 Jeffry McWild [Model GS-9072]
[JP] 1996; Virtua Fighter CG Portrait Series Vol.11 The Final Dural [Model GS-9073]

- TIPS AND TRICKS -

* Slow motion replay : Hold Punch + Kick + Dodge immediately after winning a round. This may only be done once per game.

* Replay taunt : Hold Punch, Kick, or Dodge during a replay. Another taunt is available if a round is won in less than ten seconds.

* View credits : Hold Start during demo mode.

* Alternate music : Hold Start in the brief pause before the first match of each round. Player one and two's Start butting brings up different music.

* Alternate costumes : Hold Up while choosing a fighter at the character selection screen.

* Hint : View Kage unmasked : Fight as Kage and win twenty consecutive matches. From now on, Kage's mask will fall off when he is knocked down.

* Hint : Bird in Jacky's stage : Hold all buttons and both joysticks down during Jacky's mountain stage to bring a bird that will appear in the background. It will fly over the fighter that loses the match.

* Hint : Shake high score screen : Play as Akira and get to the high score screen. Enter you initials, but do not select "End". Move Akira back as far as possible, then execute any special move.

- SERIES -

1. Virtua Fighter (1993) 
2. Virtua Fighter 2 (1994) 
3. Virtua Fighter Remix [Model 610-0373-02] (1995) 
4. Virtua Fighter Kids [Model 610-0373-14] (1996) 
5. Virtua Fighter 3 (1996) 
6. Virtua Fighter 3 Team Battle (1997) 
7. Virtua Fighter 4 [GDS-0012] (2001) 
8. Virtua Fighter 4 Evolution (2002) 
9. Virtua Fighter 4 Final Tuned (2004) 
10. Virtua Fighter 5 (2006)
11. Virtua Fighter 5 Version B (2006)
12. Virtua Fighter 5 Version C (2006)
13. Virtua Fighter 5 Version D (2006)
14. Virtua Fighter 5 R (2008)
15. Virtua Fighter 5 Final Showdown (2010)

- STAFF -

Main programmer : Toru Ikebuchi
Main designer : Kazuhiro Izaki
Motion choreographer : Shin Kimura
Variety : Tetsuya Kaku
Enemy : Daichi Katagiri
Object : Kazuhiko Yamada
Character Effects : Takeshi Suzuki
Co-processor : Eisuke Miura
AI&Rank mode : Kota Matsumoto
Motion set : Shinji Ohshima
Stage Effects : Takashi Fujimura
Scroll : Goho Ogura
Motion designers : Toshiya Inoue, Takayuki Ota, Naotake Nishimura, Yasuo Kawagoshi, Kaoru Nagahama
Character designers : Tomohiro Ishii, Kaori Yamamoto
Stage designers : Toshihiro Nagoshi, Yasuko Suzuki, Takafumi Kagaya, Makoto Osaki
Texture designers : Kenji Okada, Takashi Isono, Kaznori O, Jeffry Buchanan, Yukinobu Arikawa
Scroll designer : Hideaki Kato
Motion capture : Susumu Takatsuka
Planning support : Manabu Tsukamoto, Hiroshi Masui
Publicist : Fumio Kurokawa
Sound designers : Takayuki Nakamura, Takenobu Mitsuyoshi, Youichi Ueda, Akiko Hashimoto
Special Thanks : ATTRACTIVE ACTION CLUB, ACTION DATA STUNT TEAM, 81 PRODUCE, Kazunari Uchida
Producer & Director : Yu Suzuki

- PORTS -

* Consoles :
Sega Saturn [JP] (December 1, 1995) "Virtua Fighter 2 [Model GS-9079]"
Sega Saturn [KO] (1995) "Virtua Fighter 2 [Model GS-9507J]" 
Sega Saturn [US] (December 1995) "Virtua Fighter 2 [Model 81014]" 
Sega Saturn [EU] (January 26, 1996) "Virtua Fighter 2 [Model MK81014-50]" 
Sega Mega Drive [EU] (1996) "Virtua Fighter [Model 1845-50]" 
Sega Mega Drive [BR] (1997) "Virtua Fighter [Model 052010]" by Tec Toy
Sega Genesis [US] (March 4, 1997) "Virtua Fighter 2 [Model 1845]" 
Sega Saturn [JP] (April 5, 1997) "Virtua Fighter 2 [Sega Saturn Collection] [Model GS-9146]" 
Sony PlayStation 2 [JP] (October 14, 2004) "Virtua Fighter 2 [Sega Ages 2500 Series Vol.16] [Model SLPM-62547]" 
Sony PlayStation 3 [PSN] [US] (November 27, 2012)
Microsoft XBOX 360 [XBLA] [US] [EU] [AU] [JP] (November 28, 2012)
Sony PlayStation 3 [PSN] [JP] (November 28, 2012) "Virtua Fighter 2 [Model NPJB-00251] 
Sony PlayStation 3 [PSN] [EU] (December 5, 2012)

* Computers :
PC [MS Windows 95, CD-ROM] [EU] (1997) 
PC [MS Windows 95, CD-ROM] [JP] (September 5, 1997) "Virtua Fighter 2 [Model HCJ-0127]" 
PC [MS Windows 95, CD-ROM] [US] (September 17, 1997) 

* Others :
Tiger R-Zone (1996)
Apple iPhone/iPad [US] (January 20, 2011) "Virtua Fighter 2 [Model 413313931]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3328&o=2

$end


$saturn,sat_cart=vf2jhib,
$bio

Virtua Fighter 2 Hibaihin (c) 1995 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59878&o=2

$end


$megadriv=vf2p5,vf2p4,vf2p3,vf2p2,vf2p1,vf2k,vf2,vf2a,
$bio

Virtua Fighter 2 (c) 1996 Sega Enterprises, Limited.

European release.

- TECHNICAL -

Game ID: 1845-50

- TRIVIA -

Virtua Fighter 2 for the Sega Mega Drive was released in 1996 in Europe.

There was no cartridge release of this game on the Mega Drive itself in Japan.

- PORTS -

* Consoles : 
Sony PlayStation 2 [EU] (February 2, 2007) "Sega Mega Drive Collection [Model SLES-54333]" 
Sony PlayStation 2 [AU] (February 8, 2007) "Sega Mega Drive Collection" 
Nintendo Wii [Virtual Console] [JP] (March 20, 2007) [Model MAWJ] 
Nintendo Wii [Virtual Console] [EU] [AU] (May 4, 2007) [Model MAWP] 

* Handhelds : 
Sony PSP [EU] (February 2, 2007) "Sega Mega Drive Collection [Model ULES-00556]" 
Sony PSP [AU] (February 8, 2007) "Sega Mega Drive Collection [Model ULES-00556]" 

* Computers : 
PC [Steam] [EU] (October 26, 2010) both stand-alone and as part of "SEGA Mega Drive Classics Pack 3" 
PC [MS Windows, CD-ROM] [EU] (November 26, 2010) "Sega Mega Drive Classics Collection Vol. 3" 
PC [MS Windows, DVD-ROM] [EU] (March 18, 2011) "Sega Mega Drive Classic Collection - Gold Edition" 
PC [Steam] [EU] (March 25, 2011) "SEGA Mega Drive Classics Collection"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57027&o=2

$end


$megadriv=vf2u,
$bio

Virtua Fighter 2 (c) 1997 Sega Enterprises, Ltd.

North American release.

- TECHNICAL -

Game ID: 1845

- TRIVIA -

Virtua Fighter 2 for the Sega Genesis was released on March 4, 1997 in North America.

- PORTS -

* Consoles : 
Sony PlayStation 2 [US] (November 7, 2006) "Sega Genesis Collection [Model SLUS-21542]" 
Nintendo Wii [Virtual Console] [US] (April 16, 2007) [Model MAWE] 

* Handhelds : 
Sony PSP [US] (November 16, 2006) "Sega Genesis Collection [Model ULUS-10192]" 

* Computers : 
PC [Steam] [US] (October 26, 2010) "Virtua Fighter 2 [Model 71115]" : both stand-alone and as part of "SEGA Genesis Classics Pack 3" 
PC [MS Windows, DVD-ROM] [US] (March 15, 2011) "Sega Genesis Classic Collection - Gold Edition" 
PC [Steam] [US] (March 25, 2011) "SEGA Genesis Classics Collection"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93986&o=2

$end


$saturn,sat_cart=vf2a,vf2,
$bio

Virtua Fighter 2 (c) 1995 Sega Enterprises, Limited.

North American release.

- TECHNICAL -

Game ID: 81014

- TRIVIA -

Virtua Fighter 2 for Sega Saturn was released in December 1995 in North America.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60458&o=2

$end


$saturn,sat_cart=vf2ja,vf2j,vf2jc,vf2jb,
$bio

Virtua Fighter 2 (c) 1995 Sega Enterprises, Limited.

- TECHNICAL -

Game ID: GS-9079

- TRIVIA -

Virtua Fighter 2 for Saturn was released on December 1, 1995 in Japan.

Known export releases:
[US] "Virtua Fighter 2 [Model 81014]" 
[EU] "Virtua Fighter 2 [Model MK81014-50]" 
[KO] "Virtua Fighter 2 [Model GS-9507J]" by Samsung Software

Related literatures:
[JP] Jan. 01, 1996; Virtua Fighter 2 Sega Saturn Fighting Manual [Vol.1 for Novice] [ISBN4-89366-448-4]
[JP] May 11, 1996; Virtua Fighter 2 Sega Saturn Fighting Manual [Vol.2 for Expert] [ISBN4-89366-499-9]
[JP] Sep. 13, 1996; Virtua Fighter Relax [ISBN4-89366-571-5]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48179&o=2

$end


$saturn,sat_cart=vf2u,
$bio

Virtua Fighter 2 (c) 1996 Sega Enterprises, Limited.

European release.

- TECHNICAL -

Game ID: MK81014-50

- TRIVIA -

Virtua Fighter 2 for Sega Saturn was released on January 26, 1996 in Europe.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60198&o=2

$end


$info=vf3,vf3a,
$bio

Virtua Fighter 3 (c) 1996 Sega.

Virtua Fighter 3 is the 3rd in the Virtua Fighter series.

The game adds a 4th button, the Dodge button, that lets you dodge your opponent's attacks. You can move into the screen (by pressing the Dodge button with the joystick in neutral) or out of the screen (by pressing the Dodge button with the joystick held down).

Virtua Fighter 3 also adds undulations in the stages - knowing how to use these to your advantage is key to winning the game (by moving to higher ground, for instance).

- TECHNICAL -

Runs on the Sega "Model 3" hardware.

Players : 1
Control : 8-way joystick
Buttons : 4

- TRIVIA -

Virtua Fighter 3 (or VF3 for short) was released in September 1996. It was the first game to run on the Sega Model 3 hardware. It serves 1,000,000 polygons per second! VF3 is three times faster than "Virtua Fighter 2".

Some of the less apparent graphical improvements in VF3 include (but not limited to) : transparent water effects in Jeffry's stage; motion blur effects in certain moves, such as Pai's high-kick, and specular reflection on Dural's body.

Notable for being the only game in the series to feature Taka-Arashi, a Sumo wrestler character.

Toshiba EMI released a limited-edition soundtrack album for this game (Virtua Fighter 3 Sound Tracks - TYCY-5522) on 23/10/1996.

- TIPS AND TRICKS -

* Ranking Mode : Insert your coin(s), hold all four buttons (A+B+C+D) and press Start. When the game begins, your attacks will be illustrated on the screen and your rank will be displayed when the game is over.

* Alternate Costume : At the character selection screen, Highlight the character you wish to select, hold Start and press any button.

* Winning Pose Select : When you win a match, you can select a specific winning pose by holding down Punch, Kick, Guard or Dodge button each one corresponds to a different pose. Some characters-like PAI- have more than four victory poses, and each fighter has a special pose and saying which only appear after a PERFECT VICTORY.

- SERIES -

1. Virtua Fighter (1993) 
2. Virtua Fighter 2 (1994) 
3. Virtua Fighter Remix [Model 610-0373-02] (1995) 
4. Virtua Fighter Kids [Model 610-0373-14] (1996) 
5. Virtua Fighter 3 (1996) 
6. Virtua Fighter 3 Team Battle (1997) 
7. Virtua Fighter 4 [GDS-0012] (2001) 
8. Virtua Fighter 4 Evolution (2002) 
9. Virtua Fighter 4 Final Tuned (2004) 
10. Virtua Fighter 5 (2006)
11. Virtua Fighter 5 Version B (2006)
12. Virtua Fighter 5 Version C (2006)
13. Virtua Fighter 5 Version D (2006)
14. Virtua Fighter 5 R (2008)
15. Virtua Fighter 5 Final Showdown (2010)

- STAFF -

Composed by : Takenobu Mistuyoshi, Fujio Itou

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3327&o=2

$end


$info=vf3tb,
$bio

Virtua Fighter 3 Team Battle (c) 1997 Sega.

A new feature is added compared to "Virtua Fighter 3". The player can organize a favorite team. More strategic and more enhanced. New moves are added too, and Taka-Arashi now has the jump moves.

- TECHNICAL -

Runs on the Sega "Model 3" hardware.

Control : 8-way joystick
Buttons : 4

- TRIVIA -

Virtua Fighter 3 Team Battle was released in October 1997.

- TIPS AND TRICKS -

* Different costumes : Hold Start and then select your character with any button.

* Select victory pose : After defeating your opponent, press G, P, K, escape or a combination of 2 keys

- SERIES -

1. Virtua Fighter (1993) 
2. Virtua Fighter 2 (1994) 
3. Virtua Fighter Remix [Model 610-0373-02] (1995) 
4. Virtua Fighter Kids [Model 610-0373-14] (1996) 
5. Virtua Fighter 3 (1996) 
6. Virtua Fighter 3 Team Battle (1997) 
7. Virtua Fighter 4 [GDS-0012] (2001) 
8. Virtua Fighter 4 Evolution (2002) 
9. Virtua Fighter 4 Final Tuned (2004) 
10. Virtua Fighter 5 (2006)
11. Virtua Fighter 5 Version B (2006)
12. Virtua Fighter 5 Version C (2006)
13. Virtua Fighter 5 Version D (2006)
14. Virtua Fighter 5 R (2008)
15. Virtua Fighter 5 Final Showdown (2010)

- PORTS -

* Consoles :
Sega Dreamcast [JP] (Nov. 27, 1998) "Virtua Fighter 3tb [Model HDR-0002]"
Sega Dreamcast [JP] (???. ??, ????) "Virtua Fighter 3tb [Repeat Edition] [Model HDR-0017]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3681&o=2

$end


$info=vf4evo,vf4evoct,vf4evoa,
$bio

Virtua Fighter 4 Evolution (c) 2002 Sega.

An updated version of "Virtua Fighter 4" with some new features, mainly two additional fighters : Brad Burns (a kick boxer) and Gou Hinogami (a judo master).

- TECHNICAL -

Runs on the Sega "NAOMI 2 GD-ROM" hardware.

- TRIVIA -

Released in July 2002.

The fighting stage have been remade and include weather elements (rain and wind).

- TIPS AND TRICKS -

* Different costumes : Hold Start and then select your character with any button

- SERIES -

1. Virtua Fighter (1993) 
2. Virtua Fighter 2 (1994) 
3. Virtua Fighter Remix [Model 610-0373-02] (1995) 
4. Virtua Fighter Kids [Model 610-0373-14] (1996) 
5. Virtua Fighter 3 (1996) 
6. Virtua Fighter 3 Team Battle (1997) 
7. Virtua Fighter 4 [GDS-0012] (2001) 
8. Virtua Fighter 4 Evolution (2002) 
9. Virtua Fighter 4 Final Tuned (2004) 
10. Virtua Fighter 5 (2006)
11. Virtua Fighter 5 Version B (2006)
12. Virtua Fighter 5 Version C (2006)
13. Virtua Fighter 5 Version D (2006)
14. Virtua Fighter 5 R (2008)
15. Virtua Fighter 5 Final Showdown (2010)

- STAFF -

Directed by : Noriyuki Shimoda
Producer : Hiroshi Kataoka

- PORTS -

* Consoles :
Sony PlayStation 2 (Mar. 13, 2003) "Virtua Fighter 4 [Model SLPM-65270]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4035&o=2

$end


$info=vf4tuned,vf4tuneda,vf4tunedd,
$bio

Virtua Fighter 4 Final Tuned (c) 2004 Sega.

- TECHNICAL -

Runs on the Sega "NAOMI 2 GD-ROM" hardware.

- TRIVIA -

Released in July 2004.

- SERIES -

1. Virtua Fighter (1993) 
2. Virtua Fighter 2 (1994) 
3. Virtua Fighter Remix [Model 610-0373-02] (1995) 
4. Virtua Fighter Kids [Model 610-0373-14] (1996) 
5. Virtua Fighter 3 (1996) 
6. Virtua Fighter 3 Team Battle (1997) 
7. Virtua Fighter 4 [GDS-0012] (2001) 
8. Virtua Fighter 4 Evolution (2002) 
9. Virtua Fighter 4 Final Tuned (2004) 
10. Virtua Fighter 5 (2006)
11. Virtua Fighter 5 Version B (2006)
12. Virtua Fighter 5 Version C (2006)
13. Virtua Fighter 5 Version D (2006)
14. Virtua Fighter 5 R (2008)
15. Virtua Fighter 5 Final Showdown (2010)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4036&o=2

$end


$info=vf4,vf4cart,vf4b,vf4o,
$bio

Virtua Fighter 4 (c) 2001 Sega.

Virtua Fighter is back after the silence of 4 long years!

- TECHNICAL -

[GDS-0012]

Runs on the Sega "NAOMI 2 GD-ROM" hardware.

- TRIVIA -

Released in August 2001, the game was presented at the February 2001 AOU (Arcade Operators Union) show in Japan.

AM2 Mix released a limited-edition soundtrack album for this game (Virtua Fighter 4 Sound Tracks - AMMX-2001) on 06/02/2002.

This game launched the 'VF.Net' service that is an arcade network standard. This service was the base for the 'ALL.Net' service created by Sega, Sammy and Namco in 2004.

- TIPS AND TRICKS -

* Different costumes : Hold Start and then select your character with any button.

- SERIES -

1. Virtua Fighter (1993) 
2. Virtua Fighter 2 (1994) 
3. Virtua Fighter Remix [Model 610-0373-02] (1995) 
4. Virtua Fighter Kids [Model 610-0373-14] (1996) 
5. Virtua Fighter 3 (1996) 
6. Virtua Fighter 3 Team Battle (1997) 
7. Virtua Fighter 4 [GDS-0012] (2001) 
8. Virtua Fighter 4 Evolution (2002) 
9. Virtua Fighter 4 Final Tuned (2004) 
10. Virtua Fighter 5 (2006)
11. Virtua Fighter 5 Version B (2006)
12. Virtua Fighter 5 Version C (2006)
13. Virtua Fighter 5 Version D (2006)
14. Virtua Fighter 5 R (2008)
15. Virtua Fighter 5 Final Showdown (2010)

- PORTS -

* Consoles :
Sony PlayStation 2 (Jan. 31, 2002) "Virtua Fighter 4 [Model SLPM-62130]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3690&o=2

$end


$info=vf5,
$bio

Virtua Fighter 5 (c) 2006 Sega.

- TECHNICAL -

Sega Lindbergh Hardware

CPU : Intel Pentium 4 3.0G HT (800Mhz FSB - 1MB L2 Cache)
GFX : NVIDIA GeForce 6 Series GPU
GFX Memory : 256MB (256 bit GDDR3)
OS : Montavista Linux
GFX Capabilities : Vertex Shader 3.0, Pixel Shader 3.0
Audio : 3D audio synthesizer chip onboard, possible to have 64 sounds playing simultaneously, 5.1 surround output.
Video output: One analog D-Sub, Two Digital DVI outputs.
Display : Single or dual monitor support. Can output the same picture to each monitor or different pictures on each monitor, the resolution for each of the 2 monitors can also be different.
Sound output: The two front speakers have RCA connectors, SPDIF for full surround.
Resolution : HDTV (High Definition)
RAM : 1024MB 184pin DDR SD-RAM PC3200 (2x 512MB DDR 400 sticks)
LAN : 10/100/1000 TBase Gigabit Network
Other : DVD Drive Support, USB2.0 (x4) - Sega ALL.NET online support.
Connector Format : JVS
Protection : High Spec original security module.

- TRIVIA -

Released in July 2006, the game was presented at the 2006 AOU show in Japan.

El Blaze's fighting style, as well as his looks, are inspired by WWE superstar Rey Mysterio.

Some Virtua Fighter 5 units appear in the Sony PS3 game Yakuza 3, but they are not playable.

- SERIES -

1. Virtua Fighter (1993) 
2. Virtua Fighter 2 (1994) 
3. Virtua Fighter Remix [Model 610-0373-02] (1995) 
4. Virtua Fighter Kids [Model 610-0373-14] (1996) 
5. Virtua Fighter 3 (1996) 
6. Virtua Fighter 3 Team Battle (1997) 
7. Virtua Fighter 4 [GDS-0012] (2001) 
8. Virtua Fighter 4 Evolution (2002) 
9. Virtua Fighter 4 Final Tuned (2004) 
10. Virtua Fighter 5 (2006)
11. Virtua Fighter 5 Version B (2006)
12. Virtua Fighter 5 Version C (2006)
13. Virtua Fighter 5 Version D (2006)
14. Virtua Fighter 5 R (2008)
15. Virtua Fighter 5 Final Showdown (2010)

- PORTS -

* Consoles :
Sony PlayStation 3 [JP] (Feb. 08, 2007) "Virtua Fighter 5 [Model BLJM-60016]"
Microsoft XBOX 360 [JP] (Dec. 06, 2007) "Virtua Fighter 5 Live Arena [Model GEA-00001]"
Sony PlayStation 3 [JP] (Dec. 09, 2008) "Virtua Fighter 5 [Sega The Best] [Model BLJM-60017]"
Microsoft XBOX 360 [JP] (Jan. 15, 2009) "Virtua Fighter 5 Live Arena [Platinum Collection] [Model GEA-00008]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4957&o=2

$end


$sms=vfa,
$bio

Virtua Fighter Animation (c) 1997 Tec Toy.

- TECHNICAL -

[Model 030.020]

- TRIVIA -

Virtua Fighter Animation was released on March 1997 in South America.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48134&o=2

$end


$gamegear=vfa,
$bio

Virtua Fighter Animation [Model 2570] (c) 1996 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64989&o=2

$end


$info=vfkids,
$bio

Virtua Fighter Kids (c) 1996 Sega.

Virtua Fighter Kids is based on the Sega Saturn conversion of "Virtua Fighter 2". The differences are mostly art-related : Virtua Fighter Kids' character cast are now drawn in a super-deformed style.

- TECHNICAL -

Runs on the "ST-V [Sega Titan Video Game System]" hardware.
Cartridge ID: 610-0373-14

Players: 2
Control: 8-way joystick
Buttons: 6

- TRIVIA -

Virtua Fighter Kids was released in March 1996.

Each character has a range of facial expressions not evident in "Virtua Fighter 2".

The game features some product placement : when Jacky wins a bout, he drinks from a can labelled 'Java Tea' - a famous Japanese brand name.

Toshiba EMI released a limited-edition soundtrack album for this game (Virtua Fighter Kids Sound Tracks - TYCY-5520) on September 26, 1996.

- TIPS AND TRICKS -

Alternate Costumes : Hold UP and then select your character with any button.

- SERIES -

1. Virtua Fighter (1993) 
2. Virtua Fighter 2 (1994) 
3. Virtua Fighter Remix [Model 610-0373-02] (1995) 
4. Virtua Fighter Kids [Model 610-0373-14] (1996) 
5. Virtua Fighter 3 (1996) 
6. Virtua Fighter 3 Team Battle (1997) 
7. Virtua Fighter 4 [GDS-0012] (2001) 
8. Virtua Fighter 4 Evolution (2002) 
9. Virtua Fighter 4 Final Tuned (2004) 
10. Virtua Fighter 5 (2006)
11. Virtua Fighter 5 Version B (2006)
12. Virtua Fighter 5 Version C (2006)
13. Virtua Fighter 5 Version D (2006)
14. Virtua Fighter 5 R (2008)
15. Virtua Fighter 5 Final Showdown (2010)

- STAFF -

Director : Makoto Osaki
Main program & Programming direction : Takayuki Yamaguchi
Scroll & Console program : Takashi Isowaki
Texture & Animation program : Takeshi Matsuda
Command & Test mode program : Shinji Ohshima
Enemy & Effect program : Norihiro Sekine
Motion program : Hiroaki Shoji
Character design & Design direction : Masataka Aochi
Stage & Scroll design : Ryoya Yui
Stage & Effect design : Saori Nishikawa
Stage & Title design : Masumi Uchida
Sound compose : Kazuhiko Kouchi
Publicity : Koji Umeda
Producer : Yu Suzuki

- PORTS -

* Consoles :
Sega Saturn [EU] (1996) "Virtua Fighter Kids [Model MK81049-50]" 
Sega Saturn [KO] (1996) "Virtua Fighter Kids [Model GS-9609J]" 
Sega Saturn [JP] (July 26, 1996) "Virtua Fighter Kids [Model GS-9098]"
Sega Saturn [US] (July 31, 1996) "Virtua Fighter Kids [Model 81049]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3080&o=2

$end


$saturn,sat_cart=vfkidsu,
$bio

Virtua Fighter Kids (c) 1996 Sega Enterprises, Limited.

North American home release. See "Virtua Fighter Kids [Model 610-0373-14]" for information on the game itself.

- TECHNICAL -

Game ID: 81049

- TRIVIA -

Virtua Fighter Kids for Sega Saturn was released on July 31, 1996 in North America.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60199&o=2

$end


$saturn,sat_cart=vfkidsj,vfkidsja,vfkidsjj,
$bio

Virtua Fighter Kids (c) 1996 Sega Enterprises, Limited.

Japanese home release. See "Virtua Fighter Kids [Model 610-0373-14]" for information on the game itself.

- TECHNICAL -

Game ID: GS-9098

- TRIVIA -

Virtua Fighter Kids for Saturn was released on July 26, 1996 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48186&o=2

$end


$saturn,sat_cart=vfkids,
$bio

Virtua Fighter Kids (c) 1996 Sega Enterprises, Limited.

European home release. See "Virtua Fighter Kids [Model 610-0373-14]" for information on the game itself.

- TECHNICAL -

Game ID: MK81049-50

- TRIVIA -

Virtua Fighter Kids for the Sega Saturn was released in 1996 (exact date unknown) in Europe.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60459&o=2

$end


$gamegear=vfmini,
$bio

Virtua Fighter Mini (c) 1996 Sega Enterprises, Limited.

- TECHNICAL -

[Model G-3380]

- TRIVIA -

Virtua Fighter Mini was released on March 29, 1996 in Japan.

- TIPS AND TRICKS -

* Use Dural: Go to the Versus Mode and select any character with 1+2+START.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48136&o=2

$end


$saturn,sat_cart=vfremix,
$bio

Virtua Fighter Remix (c) 1995 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60460&o=2

$end


$saturn,sat_cart=vfremixjsn,
$bio

Virtua Fighter Remix for SegaNet (c) 1996 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59879&o=2

$end


$info=vfremix,
$bio

Virtua Fighter Remix (c) 1995 Sega.

An updated version of the Sega Saturn conversion. Changes include : use of texture mapping, a higher polygon count (compared to the 1994 Sega Saturn conversion), and the inclusion of the Player's Grade Qualification feature from Virtua Fighter 2.

- TECHNICAL -

Runs on the "ST-V [Sega Titan Video Game System]" hardware.
Cartridge ID: 610-0373-02

Players: 2
Control: 8-way joystick
Buttons: 6

- TRIVIA -

Virtua Fighter Remix was released in April 1995.

A knee-jerk response to mounting criticism of the Saturn's 3-D hardware inadequacies, Virtua Fighter Remix was developed with the Saturn hardware in mind. This in turn explains why this version runs on the Sega Titan Video hardware - it ensured a speedy conversion to Saturn (and vice-versa).

- SERIES -

1. Virtua Fighter (1993) 
2. Virtua Fighter 2 (1994) 
3. Virtua Fighter Remix [Model 610-0373-02] (1995) 
4. Virtua Fighter Kids [Model 610-0373-14] (1996) 
5. Virtua Fighter 3 (1996) 
6. Virtua Fighter 3 Team Battle (1997) 
7. Virtua Fighter 4 [GDS-0012] (2001) 
8. Virtua Fighter 4 Evolution (2002) 
9. Virtua Fighter 4 Final Tuned (2004) 
10. Virtua Fighter 5 (2006)
11. Virtua Fighter 5 Version B (2006)
12. Virtua Fighter 5 Version C (2006)
13. Virtua Fighter 5 Version D (2006)
14. Virtua Fighter 5 R (2008)
15. Virtua Fighter 5 Final Showdown (2010)

- PORTS -

* Consoles :
Sega Saturn [JP] (July 14, 1995) "Virtua Fighter Remix [Model GS-9039]"

* Computers :
MS Windows [JP] (June 26, 1996) "Virtua Fighter PC"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3081&o=2

$end


$saturn,sat_cart=vfremixu,vfremixjc,vfremixj,vfremixja,vfremixjb,vfremixjd,
$bio

Virtua Fighter Remix (c) 1995 Sega Enterprises, Limited.

An update of the original "Virtua Fighter" with higher-polygon models, texture mapping, and some gameplay changes.

- TECHNICAL -

Game ID (original): GS-9039
Game ID (XBAND version): GS-7103

- TRIVIA -

Virtua Fighter Remix for Saturn was released on July 14, 1995 in Japan. A Limited Edition version and an "XBAND" version were also released the same day.

Literatures:
[JP] Virtua Fighter Remix Sega Saturn Fighting Manual Complete [ISBN4-89366-406-9]

Known export releases:
[US] "Virtua Fighter Remix [Model 81023]" 
[EU] "Virtua Fighter Remix [Model MK81083-50]" 
[KO] "Virtua Fighter Remix [Model GS-9503J]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48137&o=2

$end


$saturn,sat_cart=vfu,
$bio

Virtua Fighter (c) 1995 Sega of America.

North American release. Game developed in Japan. See the original Japanese version for more information about the game itself; "Virtua Fighter [Model GS-9001]"

- TECHNICAL -

Game ID: 81005

- TRIVIA -

Virtua Fighter for Saturn was released on May 11, 1995 in North America.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60197&o=2

$end


$32x=vfu,
$bio

Virtua Fighter (c) 1995 Sega of America, Inc.

North American release.

- TECHNICAL -

Game ID: 84701

- TRIVIA -

Virtua Fighter for Sega Genesis 32X was released in October 1995 in North America.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93980&o=2

$end


$32x=vfj,vfp4,vfp5,vfp6,
$bio

Virtua Fighter (c) 1995 Sega Enterprises, Limited.

- TECHNICAL -

Game ID: GM-4013

- TRIVIA -

Virtua Fighter for Sega Super 32X was released on October 20, 1995 in Japan.

Known export releases : 
[US] "Virtua Fighter [Model 84701]" 
[EU] "Virtua Fighter [Model MK84701-50]" 
[BR] "Virtua Fighter" by Tec Toy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48133&o=2

$end


$saturn,sat_cart=vf,
$bio

Virtua Fighter (c) 1995 Sega Enterprises, Limited.

European release. Game developed in Japan. See the original Japanese version for more information about the game itself; "Virtua Fighter [Model GS-9001]"

- TECHNICAL -

Game ID: MK81005-50
Package ID: 670-6959-50

- TRIVIA -

Virtua Fighter for Saturn was released on July 8, 1995 in Europe.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60457&o=2

$end


$32x=vf,
$bio

Virtua Fighter (c) 1995 Sega Enterprises, Limited.

European release.

- TECHNICAL -

Game ID: MK84701-50

- TRIVIA -

Virtua Fighter for Sega Mega Drive 32X was released on November 30, 1995 in Europe.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93981&o=2

$end


$info=virnba,virnbao,virnbap,
$bio

Virtua NBA (c) 1999 Sega.

- TECHNICAL -

Sega Naomi hardware

CPU : Hitachi SH-4 32-bit RISC CPU (200 MHz 360 MIPS / 1.4 GFLOPS) 
Graphic Engine : PowerVR (PVR2DC)
Sound Engine : ARM7 Yamaha AICA 45 MHZ

- TRIVIA -

Released in February 2000 in Japan (even if the copyright year is 1999).

- TIPS AND TRICKS -

* All NBA Team : Press Start on 4 teams in the following order Cleveland, New York, Boston, Atlanta.

* All NBA Match : Finish the game without continuing.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3932&o=2

$end


$saturn,sat_cart=vphoto,
$bio

Virtua Photo Studio - Cameraman Simulation (c) 1996 Acclaim Japan [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59880&o=2

$end


$megadriv=vru,
$bio

Virtua Racing (c) 1994 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57511&o=2

$end


$saturn,sat_cart=vru,
$bio

Virtua Racing (c) 1995 Time Warner Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60200&o=2

$end


$saturn,sat_cart=vr,
$bio

Virtua Racing (c) 1995 Time Warner Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60461&o=2

$end


$32x=vrdxu,vrdxp1,vrdxp,
$bio

Virtua Racing Deluxe [Model 84601] (c) 1994 Sega Enterprises, Ltd. [Tokyo, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84403&o=2

$end


$32x=vrdxj,
$bio

Virtua Racing Deluxe  (c) 1994 Sega Enterprises, Ltd.

- TECHNICAL -

Game ID GM-5001

- TRIVIA -

Released on December 16, 1994 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84389&o=2

$end


$megadriv=vr,vrj,
$bio

Virtua Racing (c) 1994 Sega Enterprises, Limited.

- TECHNICAL -

Cartridge ID: G-7001

- TRIVIA -

Released on March 18, 1994 in Japan.

- STAFF -

Director: Koichi Nagata
Chief Programmer: Ryuichi Hattori
SVP Programmer: Osamu Hori
Chief Designer: Minoru Matsuura
Programmers: Kōichi Toya, Eiji Horita
Music Composers: Tōru Nakabayashi, Tomoyuki Kawamura
Hardware Designers: Junichi Terashima, Kouji Tsuchiya
Programmers: Hideya Shibazaki, Yutaka Nishino, Tetsuya Sugimoto
Special Thanks: Takenobu Mitsuyoshi, Yoshinao Asako
And our fresh staff: Kazua Ohtani, Takayuki Yamaguchi

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57028&o=2

$end


$info=vstriker,vstrikero,
$bio

Virtua Striker (c) 1994 Sega.

- TECHNICAL -

Runs on the Sega "Model 2B" hardware.

Players: 2
Control: 8-way joystick
Buttons: 4

- TRIVIA -

Even if titlescreen says 1994, Virtua Striker was released in May 1995.

Virtua Striker is the first 3-D CG soccer game, bringing extreme competition to the arcades market. Using the same architecture as "Virtua Fighter 2", Virtua Striker creates astonishingly smooth and detailed character movements.

Original Soundtrack :
Virtua Striker & Virtua Striker 2 - MMV - MJCAX-00006 - Nov 19, 1997

- TIPS AND TRICKS -

* Fc sega : Press start on teams starting with the letters of f-c sega France;Colombia;Spain;England;Germany;Argentina

- SERIES -

1. Virtua Striker (1994)
2. Virtua Striker 2 (1997)
3. Virtua Striker 2 version '98 (1998)
4. Virtua Striker 2 version '99 (1998)
5. Virtua Striker 2 ver. 2000 (1999)
6. Virtua Striker 3 (2001)
7. Virtua Striker 2002 (2002)
8. Virtua Striker 4 (2004)
9. Virtua Striker 4 ver. 2006 (2006)

- STAFF -

Programmer : Satoshi Mifune, Masaki Yamashita, Kentaro Fujita, Mika Aizawa, Yuji Hirukawa, Katsunori Itai, Tadanobu Numata
Designer : Mika Kojima, Masahiro Sugiyama, Syuichi Sahara, Akira Morimoto, Hiroyuki Nakagomi
Planner : Satoshi Mifune
Planning Support : Akira Morimoto, Hiroyuki Nakagomi
Sound Creator : Hideaki Miyamoto
Producer : Satoshi Mifune

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3331&o=2

$end


$info=vs2_2k,
$bio

Virtua Striker 2 ver. 2000 (c) 1999 Sega Enterprises, Limited.

- TECHNICAL -

Runs on the Sega "NAOMI" Hardware.

Screen Orientation: Horizontal

- TRIVIA -

Virtua Striker 2 ver. 2000 was released in December 1999.

- TIPS AND TRICKS -

* Play as Special MVS Team YUKI : A the Team Select screen, highlight Yugoslavia and press the Start button, then highlight USA and press the Start Button, then highlight Korea and press the Start Button, then highlight Italy and press the Start Button.

* Selecting MVP Royal Genki : After inputting the MVP Yuki-chan code go to the box that appeared, highlight the box and press start and the three buttons.

* Selecting FC Sega Team : Go to countries starting with F, C, S, E, G, A and press start once. i.e. France, Croatia, Spain, England, Germany and Argentina. A box will appear in the top left hand corner. 

* Virtua Striker 1 background music : Press short pass and start button at the main title screen after putting in the token.

* Opening ranking mode : After putting in your token, hold the joystick down and then press START at the main title screen.

- SERIES -

1. Virtua Striker (1994)
2. Virtua Striker 2 (1997)
3. Virtua Striker 2 version '98 (1998)
4. Virtua Striker 2 version '99 (1998)
5. Virtua Striker 2 ver. 2000 (1999)
6. Virtua Striker 3 (2001)
7. Virtua Striker 2002 (2002)
8. Virtua Striker 4 (2004)
9. Virtua Striker 4 ver. 2006 (2006)

- PORTS -

* Consoles :
Sega Dreamcast (1999)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3931&o=2

$end


$info=vs29815,
$bio

Virtua Striker 2 version '98 (c) 1998 Sega.

- TECHNICAL -

Runs on the Sega "Model 3 Step 1.5" hardware.

Players : 1
Control : 8-way joystick
Buttons : 4

- TRIVIA -

Version '98 was released in May 1998 in Japan.

- TIPS AND TRICKS -

* Selecting MVP Yuki-chan : Go to countries starting with Y, U, K, I and press start twice. A small box will appear at the top left corner then select it by pressing the three buttons. 

* Rainbow trail on goal replay : During goal replay move joystick up-left and hold start.

* Ranking mode : After putting your token, hold the joystick down and then press START.

* Virtua Striker 1 background music : Press short pass and start button after putting in the token.

- SERIES -

1. Virtua Striker (1994)
2. Virtua Striker 2 (1997)
3. Virtua Striker 2 version '98 (1998)
4. Virtua Striker 2 version '99 (1998)
5. Virtua Striker 2 ver. 2000 (1999)
6. Virtua Striker 3 (2001)
7. Virtua Striker 2002 (2002)
8. Virtua Striker 4 (2004)
9. Virtua Striker 4 ver. 2006 (2006)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3754&o=2

$end


$info=vs298,
$bio

Virtua Striker 2 version '98 (c) 1998 Sega Enterprises, Ltd.

Step 2.0 version. For more information about the game itself, please see the original Step 1.5 release entry; "Virtua Striker 2 version '98 [Step 1.5]".

- TECHNICAL -

Runs on the Sega "Model 3 Step 2.0" hardware.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48359&o=2

$end


$info=vs2v991,vs299,vs299a,vs299b,
$bio

Virtua Striker 2 version '99 (c) 1998 Sega.

- TECHNICAL -

Runs on the Sega "Model 3 Step 2.1" hardware.

Players : 1
Control : 8-way joystick
Buttons : 4

- TRIVIA -

Released in December 1998.

- TIPS AND TRICKS -

* Selecting MVP Yuki-chan : Go to country starting with Y, U, K, I and press start twice. A small box will appear at the top left corner then select it by pressing the three buttons. 

* Virtua Striker 1 background music : Press short pass and start button after putting in the token.

* Ranking Mode : After putting in your token, hold the joystick down and then press START.

- SERIES -

1. Virtua Striker (1994)
2. Virtua Striker 2 (1997)
3. Virtua Striker 2 version '98 (1998)
4. Virtua Striker 2 version '99 (1998)
5. Virtua Striker 2 ver. 2000 (1999)
6. Virtua Striker 3 (2001)
7. Virtua Striker 2002 (2002)
8. Virtua Striker 4 (2004)
9. Virtua Striker 4 ver. 2006 (2006)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3755&o=2

$end


$info=vs215,vs215o,
$bio

Virtua Striker 2 (c) 1997 Sega.

- TECHNICAL -

Runs on the Sega "Model 3 Step 1.5" hardware.

Players : 1
Control : 8-way joystick
Buttons : 4

- TRIVIA -

Released in March 1997 on the Model 3 Step 1.5 board.

This game recycles and remixes music from the original "Virtua Striker".

This is the first game produced for the Sega Model 3 Step 2.0 hardware.

Original Soundtrack :
Virtua Striker & Virtua Striker 2 - MMV - MJCAX-00006 - Nov 19, 1997

- TIPS AND TRICKS -

* FC Sega : Press start on Spain, Germany, England, Croatia

* Virtua Striker 1 background music : Press and hold the short pass before pressing start at the main screen.

* MVP Yuki-Chan : Enter at congratulations screen. Press Start, right-down start, down start, left start, right start, right start, left-down start, down start 3 times.

- SERIES -

1. Virtua Striker (1994)
2. Virtua Striker 2 (1997)
3. Virtua Striker 2 version '98 (1998)
4. Virtua Striker 2 version '99 (1998)
5. Virtua Striker 2 ver. 2000 (1999)
6. Virtua Striker 3 (2001)
7. Virtua Striker 2002 (2002)
8. Virtua Striker 4 (2004)
9. Virtua Striker 4 ver. 2006 (2006)

- STAFF -

Program Director : Kentarou Fujita
Design Director : Kaori Yamamoto
Sound Director : Takenobu Mitsuyoshi
Programmers : Yuji Hirukawa, Jun-Ichi Ishito, Tadanobu Numata, Kazunori Oyama, Norio Haga, Masaki Yamashita, Yuichiro Mine, Masayuki Sumi
Designers : Hajime Matsubara, Makoto Kawai, Masaaki Somaki, Shinichiro Shimano
Motion Designers : Yoshinao Asako, Shunan Sukawa, Issei Tokuda, Hiroyuki Nakagomi
Sound Creators : Hideaki Miyamoto, Fumio Itoh
Publicity : Ai Kotani, Jun Kasahara, Akira Yamanaka
Producer & Game Designer : Satoshi Mifune

- PORTS -

* Consoles :
Sega Dreamcast (2000)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3332&o=2

$end


$info=vs2,
$bio

Virtua Striker 2 (c) 1997 Sega Enterprises, Ltd.

Step 2.0 version. For more information about the game itself, please see the original Step 1.5 release entry; "Virtua Striker 2 [Step 1.5]".

- TECHNICAL -

Runs on the Sega "Model 3 Step 2.0" hardware.

- TRIVIA -

Released in June 1997 on the Step 2.0 board.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48358&o=2

$end


$info=vs2002ex,vs2002j,
$bio

Virtua Striker 2002 (c) 2002 Sega.

- TECHNICAL -

Runs on the Sega's "Triforce" hardware.

- TRIVIA -

Released in October 2002.

- SERIES -

1. Virtua Striker (1994)
2. Virtua Striker 2 (1997)
3. Virtua Striker 2 version '98 (1998)
4. Virtua Striker 2 version '99 (1998)
5. Virtua Striker 2 ver. 2000 (1999)
6. Virtua Striker 3 (2001)
7. Virtua Striker 2002 (2002)
8. Virtua Striker 4 (2004)
9. Virtua Striker 4 ver. 2006 (2006)

- PORTS -

* Consoles :
Nintendo GameCube [DOL-GVSJ-JPN] (Feb.2002)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3929&o=2

$end


$info=vstrik3,vstrik3c,vstrik3co,
$bio

Virtua Striker 3 (c) 2001 Sega Enterprises, Limited.

- TECHNICAL -

Runs on the Sega "NAOMI 2" hardware.

Screen Orientation: Horizontal

- TRIVIA -

Virtua Striker was released in July 2001. It was the game was presented at the February 2001 AOU (Arcade Operators Union) show in Japan.

- TIPS AND TRICKS -

* Ranking Mode : After putting in the token, push the joystick down (hold it there) and press the start button.

* Play against FC SONIC : You must play up to the final match and win the final match. After which there will be a congratulation screen showing your team photo. Do the following steps while still in the congratulation screen: -> press short pass three times, followed by pressing shoot button once and press short pass once again. You will then challenge FC SONIC instead of FC SEGA.

* F.C. Sega : To play as F.C. Sega, you have to press the start button once over each of the country below in the following numerical order.
1. France
2. Cameroon
3. Spain
4. England
5. Germany
6. Argentina
After doing so, there will be a new F.C. Sega team option at the top centre of the team selection.

* F.C Sonic : To use F.C Sonic, go to the following countries in the order and press start once. Choose only one team per letter. 
S - Sweden, Spain
O - Portugal, Morocco
N - Denmark, Tunisia
I - Tunisia, Spain
C - France, Morocco
i.e Sweden, Morocco, Denmark, Spain, France (The 1st, 2nd, 3rd, 4th, 5th letters of the above teams form the words SONIC). A box will appear above Italy. Note : This code will only work if F.C Sonic has been challenged during Special Match.

- SERIES -

1. Virtua Striker (1994)
2. Virtua Striker 2 (1997)
3. Virtua Striker 2 version '98 (1998)
4. Virtua Striker 2 version '99 (1998)
5. Virtua Striker 2 ver. 2000 (1999)
6. Virtua Striker 3 (2001)
7. Virtua Striker 2002 (2002)
8. Virtua Striker 4 (2004)
9. Virtua Striker 4 ver. 2006 (2006)

- PORTS -

* Consoles :
Nintendo GameCube (2002, "Virtua Striker 3 ver. 2002")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3930&o=2

$end


$info=vs4,vs4j,
$bio

Virtua Striker 4 (c) 2005 Sega.

- TECHNICAL -

Runs on the Sega's "Triforce" hardware.

- TRIVIA -

Released in October 2004 in Japan.

Following previous editions of this classic title, Virtua Striker 4 promises to hold a great array of extras for the casual and core player base. Incorporating Sega's Player Smart Card technology the depths and diversity of the game are extended massively.

The game has 1044 real players and 64 countries to chose from. The look of the players are realistic and recognizable.

The Smart Card allows the player to effectively become the manager and 'team manage' all of the players on his card. Each Player Card has a life span of 200 games.

- SERIES -

1. Virtua Striker (1994)
2. Virtua Striker 2 (1997)
3. Virtua Striker 2 version '98 (1998)
4. Virtua Striker 2 version '99 (1998)
5. Virtua Striker 2 ver. 2000 (1999)
6. Virtua Striker 3 (2001)
7. Virtua Striker 2002 (2002)
8. Virtua Striker 4 (2004)
9. Virtua Striker 4 ver. 2006 (2006)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3928&o=2

$end


$info=vs42006,vs42k6ex,
$bio

Virtua Striker 4 ver. 2006 (c) 2006 Sega Enterprises, Limited.

- TECHNICAL -

Runs on the Sega's "Triforce" hardware.

- TRIVIA -

Virtua Striker 4 ver. 2006 was released in May 2006 in Japan.

- SERIES -

1. Virtua Striker (1994)
2. Virtua Striker 2 (1997)
3. Virtua Striker 2 version '98 (1998)
4. Virtua Striker 2 version '99 (1998)
5. Virtua Striker 2 ver. 2000 (1999)
6. Virtua Striker 3 (2001)
7. Virtua Striker 2002 (2002)
8. Virtua Striker 4 (2004)
9. Virtua Striker 4 ver. 2006 (2006)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4954&o=2

$end


$info=vtennis,vtennisg,
$bio

Virtua Tennis - Sega Professional Tennis (c) 1999 Sega.

- TECHNICAL -

Runs on the Sega "NAOMI" Hardware.

- TRIVIA -

Virtua Tennis was released in December 1999.

The game is known in Japan as "Power Smash - Sega Professional Tennis".

- SERIES -

1. Virtua Tennis - Sega Professional Tennis (1999)
2. Virtua Tennis 2 - Sega Professional Tennis [GDS-0015] (2001)
3. Virtua Tennis 3 - Sega Professional Tennis (2006)
4. Virtua Tennis 4 - Sega Professional Tennis (2011)
5. Virtua Tennis Challenge (2012, Google Play)

- PORTS -

* Consoles :
Sega Dreamcast (2000)
Nintendo Game Boy Advance (2002)

* Computers :
PC [MS Windows] (2002)

* Others :
Nokia N-Gage (2003)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3927&o=2

$end


$info=vtennis2,vtenis2c,
$bio

Virtua Tennis 2 - Sega Professional Tennis (c) 2001 Sega.

- TECHNICAL -

Runs on the Sega "NAOMI GD-ROM System" hardware.
[GDS-0015]

- TRIVIA -

Virtua Tennis 2 was released in October 2001.

The game is known in Japan as "Power Smash 2 - Sega Professional Tennis" and in the US as "Tennis 2K2".

Michael Jackson used to own this game. It was sold at the official Michael Jackson Auction on Apr. 24th, 2009.

- SERIES -

1. Virtua Tennis - Sega Professional Tennis (1999)
2. Virtua Tennis 2 - Sega Professional Tennis [GDS-0015] (2001)
3. Virtua Tennis 3 - Sega Professional Tennis (2006)
4. Virtua Tennis 4 - Sega Professional Tennis (2011)
5. Virtua Tennis Challenge (2012, Google Play)

- PORTS -

* Consoles :
Sega Dreamcast (2001)
Sony PlayStation 2 (2002, also as "Sega Sports Tennis" in the US)
Sony PSP (2005, "Virtua Tennis World Tour")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3926&o=2

$end


$info=vtennis3,
$bio

Virtua Tennis 3 - Sega Professional Tennis (c) 2006 Sega.

The 3rd game in the series offers more realistc graphics and gameplay. Virtua Tennis 3 features the top players in the world from men's professional tennis, including four time Wimbledon champ, Roger Federer, along with Tim Henman, James Blake, Taylor Dent, Rafael Nadal and US favorite Andy Roddick.

The format of the game sends players on a global tour to the Men's Single and Double Championships on some of the most famous courts in the world from France, US, Australia, and Germany. 

Players can also select from a list of 8 play styles, such as play base' line, serve and volley' and offensive.' For the novice player, the game features a series of training and practice sessions. In these modes, Virtua Tennis 3TM coaches the player giving practice instructions and goals, such as performing six forehands, followed by six backhands, followed by a smash volley.

- TECHNICAL -

Sega Lindbergh hardware

- TRIVIA -

Virtua Tennis 3 was released in April 2006.

The game is known in Japan as "Power Smash 3 - Sega Professional Tennis".

- SERIES -

1. Virtua Tennis - Sega Professional Tennis (1999)
2. Virtua Tennis 2 - Sega Professional Tennis [GDS-0015] (2001)
3. Virtua Tennis 3 - Sega Professional Tennis (2006)
4. Virtua Tennis 4 - Sega Professional Tennis (2011)
5. Virtua Tennis Challenge (2012, Google Play)

- PORTS -

* Consoles :
Sony PlayStation 3 (2007)
Sony PSP (2007)
Microsoft XBOX 360 (2007)

* Computers :
PC [MS-Window] (2007)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4956&o=2

$end


$gba=vtennisu,
$bio

Virtua Tennis [Model AGB-AVTE-USA] (c) 2002 T-HQ, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76240&o=2

$end


$gba=vtennis,
$bio

Virtua Tennis [Model AGB-AVTP] (c) 2003 Sega Enterprises, Ltd. [Tokyo, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76239&o=2

$end


$pc98=virtcal2,
$bio

Virtuacall 2 (c) 1995 Fairytale [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90998&o=2

$end


$saturn,sat_cart=vcalls,
$bio

Virtuacall S [Shokai Gentei Sweet Voice Yobikake Kimi Doukon] (c) 1998 KID

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59881&o=2

$end


$snes=vbartj,
$bio

Virtual Bart [Model SHVC-AVBJ-JPN] (c) 1994 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62591&o=2

$end


$snes=vbartu,vbartup,
$bio

Virtual Bart [Model SNS-AVBE-USA] (c) 1994 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63974&o=2

$end


$snes=vbart,
$bio

Virtual Bart [Model SNSP-AVBP-EUR] (c) 1994 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63973&o=2

$end


$megadriv=vbart,
$bio

Virtual Bart (c) 1994 Acclaim Entertainment, Incorporated.

- TECHNICAL -

Model T-81103

- TRIVIA -

Released on December 31, 1995 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57029&o=2

$end


$vboy=vbowling,
$bio

Virtual Bowling (c) 1995 Athena Co., Ltd.

- TECHNICAL -

Model VUE-VVBJ-JPN

- TRIVIA -

Virtual Bowling was released on December 22, 1995 in Japan only.

Reviews:
[JP] Famitsu (December 1995): 22/40
[JP] VB Guide 2: 64.5/100

- STAFF -

Producer: Sakae Nakamura
Game Designer: Marmalade Spoons
Main Programmer: Kodaman
Event Programmer: Potato Cup
Graphic Designer: Narib, Inter, Jiro
Music Composer: Rioue. T, Necochimans
Special Thanks To: Bowler Chatru, Switch Man, Boo, Chiro

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82388&o=2

$end


$vboy=wariolnd,
$bio

Virtual Boy Wario Land - Awazon no Hihou (c) 1995 Nintendo Co., Ltd.

I, Wario, have an interesting story to tell. One day during my vacation in the Amazon river basin, I landed my trusty seaplane, Bulldog, and decided to relax in the shadow of the beautiful Aldegara Waterfall. While basking in the sun, I spied some strange creatures with masks entering the waterfall. This piqued my interest!

I hurried over and followed them into the waterfall. Behind the falls there was a large cave, and in the back of the cave ... there was a vault filled with a glorious mountain of treasure!!

Some of the masked creatures jumped me, but I quickly overcame them. This treasure is all mine now!, I thought to myself and rushed in to collect the loot. Suddenly, the floor collapsed and I fell!

I found myself deep within the Earth! I was quite angry and vowed revenge on these creatures, I will get their treasure!!!

- TECHNICAL -

Model VUE-VWCJ-JPN

- STAFF -

Executive Producer: Hiroshi Yamauchi
Producer:Gunpei Yokoi
Director: Hiroji Kiyotake, Hirofumi Matsuoka
Graphic Design: Masahiko Mashimo, Tomoyoshi Yamane, Takehiko Hosokawa, Masani Ueda, Takashi Ono
Chief Programmer: Kota Fukui
Main Program: Masaru Yamanaka, Masahiro Kawano, Tsutomu Kaneshige, Satoshi Matsumura, Takanubo Nakashima
Sound Composition: Kazumi Totaka
Coordinator: Kenichi Nakamura, Hiroki Sotoike
Artwork: Yasuo Inoue, Norikatsu Furuta, Yusuke Nakano
Product Debug & Testing Unit: Super Mario Club
Special Thanks: Noriyuki Soro

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82390&o=2

$end


$saturn,sat_cart=vcasinoj,
$bio

Virtual Casino (c) 1996 DATT Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59882&o=2

$end


$saturn,sat_cart=vcasino,
$bio

Virtual Casino (c) 1996 Natsume

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60201&o=2

$end


$n64=vchess,vchessu,
$bio

Virtual Chess 64 (c) 1998 Titus

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58055&o=2

$end


$info=vcombat,
$bio

Virtual Combat (c) 1993 VR8, Incorporated.

Stereoscopic tank game.

- TRIVIA -

This game had a very limited release.

- STAFF -

By: Kyle Hodgetts

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=22901&o=2

$end


$vboy=vfishing,
$bio

??????????? (c) 1995 Pack-In-Video Co., Ltd.
(Virtual Fishing)

- TECHNICAL -

Model VUE-VVFJ-JPN

- TRIVIA -

Released on October 06, 1995 in Japan only.

- STAFF -

Planning: Toshiaki Kamiya (Spiral)
Director: Makoto Hijiya (12M)
Program: Shinji Aoyama (X68K)
Graphics: Sayaka Takeda (GoPuppy!), Rie Ikeuti (Witch)
Music Composing: Akiko Hida (Nick)
Music Programming: Takashi Kumegawa (GAB)
Producer: Tomio Kanazawa
Planning Cooperation: Tohru Miyazawa
Artwork: Chiho Tomita
Manual: Mariko Ishikawa, Fios Ltd
Special Thanks: Yasuo Ohno, Akinori Sekine, Junichi Kutsuzawa, Yasuhiro Wada, Kyoko Nomura
Executive Producer: Seiichi Kizu

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82391&o=2

$end


$saturn,sat_cart=virtuago,
$bio

Virtual Golf (c) 1996 Core Design

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60462&o=2

$end


$psx=virtualh,
$bio

Virtual Hiyru no Ken [Model SLPS-00338] (c) 1997 Culture Brain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85842&o=2

$end


$saturn,sat_cart=vhydlidj,vhydlid,
$bio

Virtual Hydlide (c) 1995 Sega Enterprises, Limited.

- TRIVIA -

Reviews:
[FR] July 1995, Consoles + N.45: 74/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59883&o=2

$end


$saturn,sat_cart=vhydlidu,
$bio

Virtual Hydlide (c) 1995 Atlus Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60202&o=2

$end


$pc98=virtual2,
$bio

Virtual II (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90999&o=2

$end


$gba=kasparovu,
$bio

Virtual Kasparov [Model AGB-AVKE-USA] (c) 2002 Titus

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76242&o=2

$end


$gba=kasparov,
$bio

Virtual Kasparov [Model AGB-AVKP-EUR] (c) 2002 Titus

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76241&o=2

$end


$psx=virtualk,
$bio

Virtual Kyotei '98 [Model SLPS-01396] (c) 1998 Nichibutsu [Nihon Bussan Co., Ltd.] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85843&o=2

$end


$saturn,sat_cart=vkyoutei,
$bio

Virtual Kyoutei (c) 1996 Nichibutsu [Nihon Bussan Company, Limited.] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59884&o=2

$end


$saturn,sat_cart=vkyoute2,
$bio

Virtual Kyoutei 2 (c) 1997 Nichibutsu [Nihon Bussan Company, Limited.] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59885&o=2

$end


$vboy=vlab,
$bio

Virtual Lab (c) 1995 J-Wing

- TECHNICAL -

Model VUE-VJVJ-JPN

- TRIVIA -

Released on December 08, 1995 in japan only.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82392&o=2

$end


$vboy=vleague,
$bio

Virtual League Baseball (c) 1995 Kemco, Ltd.

North American release. Game developed in Japan. See "Virtual Pro Yakyuu '95 [Model VUE-VVPJ-JPN]"

- TECHNICAL -

Model VUE-VVPE-USA

- TRIVIA -

Released on September 11, 1995 in USA.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82393&o=2

$end


$info=vmahjong,
$bio

Virtual Mahjong (c) 1997 Micronet.

- TECHNICAL -

Sega Titan Video hardware (STV)

Main CPU : (2x) SH-2 (@ 28.6364 Mhz), 68000 (@ 11.45456 Mhz)
Sound Chips : SCSP (@ 11.45456 Mhz)

Screen orientation : Horizontal
Video resolution : 704 x 513 pixels
Screen refresh : 60.00 Hz
Palette colors : 6144

Players : 2
Control : 8-way joystick
Buttons : 6

- TRIVIA -

Released in December 1996.

PATENTS :
U.S.A : 4,442,486 - 4,454,594 - 4,462,076
Europe : 80244
Canada : 1,183,276
Honk Kong : 88-4302
Singapore : 88-155

- SERIES -

1. Virtual Mahjong (1997)
2. Virtual Mahjong 2 - My Fair Lady (1998)

- PORTS -

* Consoles :
Sega Saturn (1998)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3083&o=2

$end


$saturn,sat_cart=vmahjong,
$bio

Virtual Mahjong (c) 1998 Micronet

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59886&o=2

$end


$info=myfairld,
$bio

Virtual Mahjong 2 - My Fair Lady (c) 1998 Micronet.

- TECHNICAL -

Sega Titan Video hardware (STV)

Main CPU : (2x) SH-2 (@ 28.6364 Mhz), 68000 (@ 11.45456 Mhz)
Sound Chips : SCSP (@ 11.45456 Mhz)

Screen orientation : Horizontal
Video resolution : 704 x 513 pixels
Screen refresh : 60.00 Hz
Palette colors : 6144

Players : 2
Control : 8-way joystick
Buttons : 6

- TRIVIA -

Released in June 1998.

PATENTS :
U.S.A : 4,442,486 - 4,454,594 - 4,462,076
Europe : 80244
Canada : 1,183,276
Honk Kong : 88-4302
Singapore : 88-155

- SERIES -

1. Virtual Mahjong (1997)
2. Virtual Mahjong 2 - My Fair Lady (1998)

- PORTS -

* Consoles :
Sega Saturn (1998)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3084&o=2

$end


$mc10=vmc10log,
$bio

Virtual MC-10 Logo (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87717&o=2

$end


$info=von,vonj,
$bio

Virtual On - Cyber Troopers (c) 1995 Sega.

- TECHNICAL -

Runs on the Sega "Model 2B" hardware.

Players: 2
Control: 8-way joystick
Buttons: 4

- TRIVIA -

Released in November 1995 in Japan and in January 1996 in the US.

Toshiba EMI / Yumex released a limited-edition soundtrack album for this game (Cyber Troopers Virtual-On Official Sound Data - TYCY-5486) on 29/05/1996.

- SERIES -

1. Virtual On - Cyber Troopers (1995, Arcade)
2. Cyber Troopers Virtual On - Oratorio Tangram (1998, Arcade)
3. Virtual On - Oratorio Tangram -M.S.B.S.Ver.5.66- (2000, Arcade)
4. Cyber Troopers Virtual-On 4 'Force' (2001, Arcade)
5. Dennou Senki Virtual-On Marz (2003, PS2)

- PORTS -

* Consoles :
Sega Saturn (1996)

* Computers :
PC [MS Windows 9x, CD-ROM] [HCJ-0123] (Jun 1997)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3085&o=2

$end


$saturn,sat_cart=votennisj,
$bio

Virtual Open Tennis (c) 1995 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59887&o=2

$end


$saturn,sat_cart=votennis,
$bio

Virtual Open Tennis (c) 1995 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60464&o=2

$end


$saturn,sat_cart=votennisu,
$bio

Virtual Open Tennis (c) 1996 Acclaim Entertainment, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60203&o=2

$end


$megadriv=vpinball,
$bio

Virtual Pinball (c) 1994 Electronic Arts.

- TECHNICAL -

Cartridge ID: 7206

- TRIVIA -

Reviews:
[FR] Consoles +: 80%

- STAFF -

Game Design: Bill Budge, Nicholas Corea, Jim Simmons
Programming: Bill Budge
Producer: Jim Simmons
Assistant Producer: Jeff Glazier
Graphics: Nicholas Corea
Music and Sound Effects: Nu*Romantic Productions
Technical Director: Tim Brengle
Product Manager: David Sze
Package Design: E. J. Sarraile Design Group
Illustration: Jean-Francois Podevin
Art Direction: Nancy Waisanen
Documentation: Valerie E. Hanscom
Documentation Layout and Illustration: Tom Peters
Testing Manager: Randy Delucchi
Product Testing: Tony Iuppa, Yun Shin, Mike Lopez
Quality Assurance: Bill Scheppler
Public Relations: Fiona Murphy
Original Game Concept: Bill Budge
Board Design: Bill Budge, Mike Lopez, Tony Iuppa, Jordan Maynard, Bryan C. Beckstrand

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71178&o=2

$end


$info=virtpool,
$bio

Virtual Pool (c) 1998 Incredible Technologies, Inc.

Based on the Interplay PC game. This is a 3-D pool simulator with eight different locations of play.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95272&o=2

$end


$n64=vpool,vpoolu,
$bio

Virtual Pool 64 (c) 1999 Crave Entertainment

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58056&o=2

$end


$n64=vprowrs2,
$bio

Virtual Pro Wrestling 2 - Oudou Keishou (c) 2000 Asmik Ace Entertainment.

Challenge the Royal Road Succession. Pick a tag team partner for a chance to win the World Tag and Asia Tag Championships of the All Japan Pro Wrestling promotion and become the Real World Tag League champions. Tackle the Battle Royal and win the Champion Carnival on your way to becoming the Triple Crown Champion of All Japan Pro Wrestling. Features 75 wrestlers having over 1,000 different move combinations, new modes including the Rally where you book a full wrestling card, an improved Edit mode with Belt editing features and more, including four player simultaneous play.

- TECHNICAL -

Players: 4
Control: 8-Way Joystick
Buttons: 7
=> [A] Grapple, [B] Strike, [C-Up] Enter/exit ring, tag partner, [C-Down] Run, [C-Right] Change focus, [C-Left] Flip downed opponent, [L] Dodge, [R] Block

- TRIVIA -

Released in Japan in January 28, 2000.

Officially licensed to All Japan Pro Wrestling and thus features the following wrestlers under their real names and appearances:

Giant Baba
Mitsuharu Misawa
Yoshinari Ogawa
Masahito Kakihara
Kenta Kobashi
Jun Akiyama
Kentaro Shiga
Toshiaki Kawada
Akira Taue
Takao Ohmori
Yoshihiro Takayama
Hiroshi Hase
Jun Izumida
Maunakea Mossman
Big Van Vader
Stan Hansen
Johnny Ace
Mike Barton
Gary Albright
Johnny Smith
Giant Kimala

The rest of the wrestlers were given fake names and altered appearances, use the Edit mode included in the game to rename them and alter their appearances back to their originals. Neo Strong Wrestling features the following characters based on New Japan Pro Wrestling wrestlers (Virtual Pro Wrestling name to the left = real wrestler name to the right):

Shizuo Hayashi = Shinya Hashimoto
Takuo Funakoshi = Tatsumi Fujinami
Keita Sakuma = Kensuke Sasaki
Shigezo Kohori = Shiro Koshinaka
Masao Nagase = Manabu Nakanishi
Yuta Nakamoto = Yuji Nagata
Kentaro Yajima = Kazuo Yamazaki
Takashi Yamada = Tadao Yasuda
Makio Chikura = Masahiro Chono
Kenichi Murata = Keiji Mutoh
Hisao Terada = Hiroyoshi Tenzan
Satoru Kosaka = Satoshi Kojima
Goro Saiki = Hiro Saito
Scotch Barbon = Scott Norton
Masked Danger = Jushin "Thunder" Liger
The Death Green = El Samurai
Mendo Kote Men = Kendo Ka Shin
Doctor Jr. = Dr. Wagner Jr.
Shinobu Ogawara = Shinjiro Ohtani
Tatsuhiko Taniguchi = Tatsuhito Takaiwa
Kojiro Kajita = Koji Kanemoto

Dead or Alive Wrestling has the following characters based on wrestlers from independent promotions, Frontier Martial-Arts Wrestling, Big Japan, etc.:

Hayate = Hayabusa
Masashi Takenaka = Masato Tanaka
Harumichi Fubuki = Hiromichi Fuyuki
Mixer Kajiro = Mr. Gannosuke
Garo = Jado
Gero = Gedo
The Radiator = The Gladiator Mike Awesome
Seiichiro Genryu = Genichiro Tenryu

Local Puroresu features characters based on the following wrestlers from both Michinoku Pro Wrestling and Toryumon:

Ninja Tasuke = The Great Sasuke
Issei Makitani = Jinsei Shinzaki
MICHI Takamoku = TAKA Michinoku
Buran Nanba = Gran Naniwa
Space Elwin = Super Delfin
Python TOKIO = Magnum TOKYO
Ceasor Masakado = Shima Nobunaga
Mini Dragon = Dragon Kid

Junks Network has these characters based on the following shootfighters from Fighting Network RINGS:

Hitoshi Noumura = Kiyoshi Tamura
Tsunehiko Takanaka = Tsuyoshi Kousaka
Gurujan Tamwell = Bitsadze Tariel
Wolf Man = Volk Han

Perfects includes the following based on shootfighters from Pancrase:

Toshikatsu Uraki = Masakatsu Funaki
Yoshinobu Takihashi = Yoshiki Takahashi
Hikaru Suzaki = Minoru Suzuki
Ragger Watauchi = Kendo Watanabe
Sailor Schmit = Semmy Schilt

Brand has these four characters based on these mixed martial artists from PRIDE:

Nobuhiro Takama = Nobuhiko Takada
Kazunari Sasakido = Kazushi Sakuraba
Eison Inoshita = Enson Inoue
Narumi Saito = Rumina Saito

Fighter Investigation features these four characters based on these shootfighters from Battlarts:

Yuji Ishizuka = Yuki Ishikawa
Kasandra Onizuka = Alexander Otsuka
Daigo Ikenami = Daisuke Ikeda
Mitsuru Takenaka = Minoru Tanaka

- TIPS AND TRICKS -

When you power on the game for the 20th time, a message will appear with someone performing Goldberg's Jackhammer. This will unlock content from WCW/nWo Revenge for use in Edit mode. These appear in yellow during the Edit menus.

When you power on the game 20 more times after that, the same thing happens, only you'll see someone using Mankind's Mandible Claw instead. This unlocks content from WWF Wrestlemania 2000 for use in Edit mode as well.

WARNING: Do not repeatedly power on and off the unit, doing so may result in damage to your Virtual Pro Wrestling 2 cartridge!

Hidden Characters

These can be unlocked by playing through the Royal Road Succession (first option to the right column of the main menu) with specific wrestlers, others can even be unlocked in Exhibition mode:

Jumbo Tsuruta
Using any wrestler in Royal Road Succession mode, win the Triple Crown Championship match at the Dome Road show, then win the following Special Match.

"Mil Mascaras"
Using any Jr. Heavyweight wrestler in Royal Road Succession, clear the month of July, then win the following Special Match.

"Terry Funk" and "Dory Funk Jr."
Using any wrestler in Royal Road Succession, win the Tag Tournament in the month of September, then win the following Special Match.

"Terry Gordy" and "Steve Williams"
Using any wrestler in Royal Road Succession, win the Real World Tag League in the month of November, then win the following Special Match.

"Bruiser Brody"
Using Stan Hansen in Royal Road Succession, clear the month of May, then win the following Special Match.

"Abdullah the Butcher"
Play a match in any mode with Bleeding turned on. Cause any wrestler in the match to bleed, then finish the match and the wrestler will be unlocked.

"Andre the Giant"
Using any wrestler in Royal Road Succession, win the Battle Royal in January, then win the following Special Match.

"Akira Maeda"
Using any character from Junks Network, clear the entire Royal Road Succession. Then win the following Special Match.

"Aleksander Karelin"
Once Akira Maeda is unlocked, use him in Royal Road Succession to clear the month of January, then win the following Special Match.

"Rickson Gracie"
Using any character from Junks Network or Brand in Royal Road Succession, clear the month of August and win the following Special Match.

"Mark Kerr"
Using any character from Brand in Royal Road Succession, clear the month of October. Then win the following Special Match.

"Bas Rutten"
Using any character from Perfects in Royal Road Succession, clear the month of May, then win the following Special Match.

"The Great Muta"
Play 10 Exhibition matches using Kenichi Murata.

"Ultimo Dragon"
Play 15 Exhibition matches using Python TOKIO, Ceasor Masakado or Mini Dragon.

"Antonio Inoki"
Using any wrestler from Neo Strong Wrestling, clear the entire Royal Road Succession, then win the following Special Match.

"Tiger Mask"
Using any wrestler from Local Puroresu or the third Neo Strong Wrestling category (Jr. Heavyweights) in Royal Road Succession, win a Singles Championship match in the month of January, then win the following Special Match.

"Naoya Ogawa"
Using Shizuo Hayashi in Royal Road Succession, clear the month of July and then win the following Special Match.

"Riki Choshu"
Using anyone from the first two Neo Strong Wrestling categories (Heavyweights) or Atsushi Onita (if you've him unlocked first) in Royal Road Succession, win a Singles Championship match in the month of January, then win the following Special Match.

"Don Frye"
Using Makio Chikura, Antonio Inoki or Naoya Ogawa in Royal Road Succession, clear the month of May.

"Atsushi Onita"
Using Makio Chikura, Keita Sakuma, The Great Muta or any wrestler from Dead or Alive Wrestling in Royal Road Succession, clear the month of August, then win the following Special Match.

"Yoshiaki Fujiwara"
Using Antonio Inoki or any character from Perfects or Fighter Investigation in Royal Road Succession, clear the month of October and then win the following Special Match.

Unlock the following clothing items for Edit mode in Royal Road Succession:

Three Star Trunks
Clear the month of June using Jumbo Tsuruta with Andre the Giant as your tag team partner.

White Trunks
Use Mixer Kajiro. It unlocks before the Tag Tournament in September.

Spotted Trunks
Defend the Triple Crown Championship with any wrestler.

Tiger Mask II Tights
Use Mitsuharu Misawa. It unlocks before the Battle Royal in January.

Footloose Tights
Win the Triple Crown Championship using Toshiaki Kawada.

Tiger King Tights
Use Tiger Mask. Unlocks before the Tag Tournament in September. Also unlocks Tiger King Shirt 1.

Patriot Tights
Clear the month of July using Kenta Kobashi. Also unlocks the Patriot Mask.

Untouchable T-Shirt
Clear the month of June using Masahito Kakihara. Also unlocks Untochable T-Shirt for entrance attire.

Untouchable Jacket
Clear the month of October using the team of Mitsuharu Misawa and Yoshinari Ogawa.

GET Jacket
Win the World Tag Team Championship using the team of Kenta Kobashi and Johnny Ace.

Great Muta Entrance Attire
Clear the month of October using The Great Muta.

Issei Makitani Robe & Jingasa
Use Issei Makitani. It unlocks before the yearly Champion Carnival for the Triple Crown Championship.

Mil Mascaras Mask
Unlock Mil Mascaras by finishing the month of July and winnning the Special Match that follows with a Junior Heavyweight wrestler.

Tiger Mask's Mask
Win the Triple Crown Championship using any wrestler from the third Neo Strong Wrestling category (Jr. Heavyweights) or Local Puroresu.

Unlock the following clothing items for Edit mode in Exhibition matches:

Ippon Trunks
Play against a friend using any wrestler versus Antonio Inoki, and win the match via T.K.O.

Terry Funk Tights
Play 10 matches as Terry Funk.

Great Muta Pants
Play 3 matches as The Great Muta. Also unlocks the Gold & Red Muta Facepaint.

Burning T-Shirt
Play 10 matches using Kenta Kobashi, Jun Akiyama or Kentaro Shiga. Also unlocks the t-shirt for entrance attire.

Ultimo Dragon Chestplate
Play 3 matches using Ultimo Dragon.

Darkside Hayate Mask
Play against a friend and enable first blood for your match. Using Hayate, defeat MICHI Takamoku.

Destroyer Mask
Play against a friend using any wrestler versus Giant Baba, and win the match via submission.

Finally, unlock the following clothing items for Edit mode in the Rally:

Falcon Tights
Book a tag team match where Hayate is teamed up with Issei Makitani. Also unlocks the Falcon Hayate Mask and Falcon Hayate Wristbands.

Masked Danger Heavyweight Pants
Book a singles match: Masked Danger versus Shizuo Hayashi. Also unlocks the Masked Danger Heavyweight Mask and Masked Danger Wristbands.

Kikuchi Tights
Book a Giant Baba versus Giant Baba match.

Power Warrior Tights
Book a match featuring Keita Sakuma. Also unlocks the Power Warrior Facepaint and Power Warrior Bandana.

Great Nita Outfit
Book a singles match: Atsushi Onita versus The Great Muta. Also unlocks the Great Nita Facepaint.

To unlock anything else missing, play through Royal Road Succession, using different wrestlers each time. Keep in mind that you can always choose a different wrestler when restarting a Royal Road Succession. It will take many completions of the mode to unlock everything, and also make sure you win as many of your matches as possible, too.

- SERIES -

1. Virtual Pro Wrestling (1996, Playstation)
2. Virtual Pro Wrestling 64 (1997, Nintendo 64)
3. Virtual Pro Wrestling 2 - Oudou Keishou (2000, Nintendo 64)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58057&o=2

$end


$n64=vprowres,
$bio

Virtual Pro Wrestling 64 (c) 1997 Asmik Ace Entertainment.

So Many Wrestlers.
So Much Excitement.

Featuring wrestlers from the new World order of wrestling such as Hollywood Hogan, The Outsiders, Syxx, Scott Norton, Buff Bagwell and Eric Bischoff as well as World Championship Wrestling such as Sting, The Giant, Lex Luger, Ric Flair, The Steiner Brothers, Dean Malenko, Eddy Guerrero, Chris Benoit, Steven Regal, Rey Mysterio Jr. and Ultimo Dragon in addition to including many others from all over the globe, Virtual Pro Wrestling 64 features 78 wrestlers each performing 30 to 40 moves including their own signature moves. It features six different modes of play and supports simultaneous four player action with the tag team and battle royal modes.

- TECHNICAL -

Players: 4
Control: 8-Way Joystick
Buttons: 7
=> [A] Grapple, [B] Strike, [C-Up] Enter/exit ring, tag partner, [C-Down] Run, [C-Right] Change focus, [L] Dodge, [R] Block

- TRIVIA -

Released in Japan in December 19, 1997.

Virtual Pro Wrestling 64 is an enhanced updated re-release of WCW Vs. nWo: World Tour, but features much more wrestlers and Diamond Dallas Page and Macho Man Randy Savage are initially selectable. However, Glacier and Wrath aren't featured. WCW and nWo wrestlers are fully licensed but the other wrestlers in the game appear under fake names like in the original Virtual Pro Wrestling, so the following is a list of who these wrestlers are based on:

NEO STRONG WRESTLING features the following characters based on New Japan Pro Wrestling wrestlers:

Riki Choshu
Tatsumi Fujinami
Shinya Hashimoto
Keiji Mutoh
Masahiro Chono
Jushin Thunder Liger
Shinjiro Ohtani
Kensuke Sasaki
Shiro Koshinaka
Junji Hirata
Kazuo Yamazaki
Hiroyoshi Tenzan
El Samurai
Koji Kanemoto

Empire Wrestling Federation has the following characters based on these All Japan Pro Wrestling wrestlers:

Mitsuharu Misawa
Toshiaki Kawada
Kenta Kobashi
Jumbo Tsuruta
Steve Williams
Stan Hansen
Jun Akiyama
Akira Taue
Johnny Ace
Masanobu Fuchi
Gary Albright
Hiroshi Hase

Wrestle of Universe contains characters based on the following shootfighters and mixed martial artists:

Nobuhiko Takada
Yoji Anjoh
Akira Maeda
Volk Han
Masakatsu Funaki
Ken Shamrock
Masahito Kakihara
Yoshihiro Takayama
Kiyoshi Tamura
Dick Vrij
Minoru Suzuki
Bas Rutten

Dead or Alive Wrestling has characters based on the following Hardcore/Garbage wrestlers and free agents:

Genichiro Tenryu
Koji Kitao
Atsushi Onita
Kodo Fuyuki
Big Van Vader
Abdullah the Butcher
Ultimo Dragon
Tarzan Goto
Hayabusa
Jado
Road Warrior Hawk
Tiger Jeet Singh

INDEPENDENT LOCAL PRO-WRESTLING includes characters based on wrestlers from Michinoku Pro Wrestling:

The Great Sasuke
Super Delfin
TAKA Michinoku
Shunji Takano
Jinsei Shinzaki
Gran Naniwa
Dick Togo
Yoshiaki Fujiwara

- TIPS AND TRICKS -

In Champion Road, you can unlock hidden characters based on other wrestlers, shootfighters, mixed martial artists and even Joshi (women) performers:

Andre the Giant = Win the WCW Heavyweight Championship.
Manami Toyota = Win the WCW Heavyweight Championship with Andre the Giant.
Antonio Inoki = Win the NWGP Heavyweight or Tag Championship.
Seiji Sakaguchi = Win the NWGP Tag Championship.
Muhammad Ali = Win any championship with Antonio Inoki. Hold Z over Antonio Inoki to highlight Muhammad Ali.
Tiger Mask = Win the NWGP Junior Heavyweight Championship.
Kuniaki Kobayashi = Win any championship with Tiger Mask. Hold Z over Tiger Mask to highlight Kuniaki Kobayashi.
The Dynamite Kid = Win the NWGP Junior Heavyweight Championship with Tiger Mask. Muhammad Ali and Kuniaki Kobayashi must be unlocked first.
The Great Muta = Win the NWGP Heavyweight or Tag Championship with Keiji Mutoh. Hold Z over Keiji Mutoh to highlight The Great Muta.
Naoya Ogawa = Win the NWGP Heavyweight Championship with Shinya Hashimoto. Hold Z over Shinya Hashimoto to highlight Naoya Ogawa.
Power Warrior = Win the NWGP Heavyweight Championship with Kensuke Sasaki. Hold Z over Kensuke Sasaki to highlight Power Warrior.
Giant Baba = Win the EWF Heavyweight or Tag Championship.
Bruiser Brody = Win the EWF Tag Championship.
Rickson Gracie = Win the WOU Championship.
Maurice Smith = Win the WOU Championship with Rickson Gracie.
Terry Funk = Win the DOA Singles or Tag Championship.
Dory Funk Jr. = Win the DOA Tag Championship.
Dos Caras = Win the ILW Singles or Tag Championship.
Mil Mascaras = Win the ILW Tag Championship.
The Destroyer = Win every championship in the game.
Rikidozan = Win every championship in the game.

- SERIES -

1. Virtual Pro Wrestling (1996, Playstation)
2. Virtual Pro Wrestling 64 (1997, Nintendo 64)
3. Virtual Pro Wrestling 2 - Oudou Keishou (2000, Nintendo 64)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58058&o=2

$end


$psx=virtualp,
$bio

Virtual Pro Wrestling (c) 1996 Asmik Ace Ent.

Take your pick from one of 52 wrestlers and tackle the different divisions in the League Challenge. Or play the Best of Seven, where you can win a championship you name and wager with friends. Exhibition matches against a friend or the computer are also possible. There is also the 5-on-5 elimination match, with two rule sets. A Tournament and League mode with up to eight participants. And the Double Title mode, where you and a friend compete for the titles found in the memory cards. Each wrestler is equipped with over 30 to 40 moves.

- TECHNICAL -

Game ID: SLPS-00449

Players: 2
Control: 8-Way Standard Controller (Digital Controller compatible only)
Buttons: 8
=> [X] Strike, [Circle] Grapple, [Square] Block, [Triangle] Run, [L1] Leapfrog, [L2] Crowd appeal, [R1] Dodge, [R2] Strong Strike

- TRIVIA -

Released in Japan in September 13, 1996.

This is the first game developed by The Man Breeze, who would later become AKI Corporation and is today known as syn Sophia, Inc.

In 1995, Syuji Yoshida became the director of Fire Pro Wrestling: Iron Slam '96, the first Fire Pro videogame in full 3D. When not met with the success he wanted, and growing frustrated over HUMAN's lack of support to develop further 3D Fire Pro videogames, Yoshida left the company, taking character designer SHINSUKU, planning director GETA-SAN and program designer and developer SHIKA to form The Man Breeze, which was a company initially planning on developing wrestling games, and together, they started forming an engine that would enable pro wrestling action in full 3D.

The game features six wrestling promotions with a number of characters each, these are based on real wrestlers, but were given different aliases due to the lack of a promotion's license. The following is a list of the promotions with the wrestlers featured:

Neo Strong Wrestling is based on New Japan Pro Wrestling and features the following characters based on these wrestlers:

Jushin "Thunder" Liger
Wild Pegasus
Black Tiger II
Tatsumi Fujinami
Riki Choshu
Keiji Mutoh
Shinya Hashimoto
Hiroshi Hase
Kensuke Sasaki
Masahiro Chono
Hiroyoshi Tenzan
Shiro Koshinaka
Scott Norton

Empire Wrestling Federation is based on All Japan Pro Wrestling and includes these characters based on the following:

Mitsuharu Misawa
Toshiaki Kawada
Kenta Kobashi
Giant Baba (with his own theme song based on the AJPW theme heard on TV)
Jumbo Tsuruta
Akira Taue
Stan Hansen
Gary Albright
Steve Williams

Wrestle of Universe features these characters based on the following shootfighters:

Akira Maeda (Fighting Network RINGS)
Masakatsu Funaki (Pancrase)
Yoji Anjoh (Union of Wrestling Forces International)
Minoru Suzuki (Pancrase)
Volk Han (Fighting Network RINGS)
Ken Shamrock (Pancrase)
Kazuo Yamazaki (Union of Wrestling Forces International)
Yoshiaki Fujiwara (Pro Wrestling Fujiwara-Gumi)
Nobuhiko Takada (Union of Wrestling Forces International)
Bas Rutten (Pancrase)

Dead or Alive has characters based on wrestlers from mostly independent promotions:

Atsushi Onita (Frontier Martial-Arts Wrestling)
Tarzan Goto (Frontier Martial-Arts Wrestling)
Hayabusa (Frontier Martial-Arts Wrestling)
Sabu (Frontier Martial-Arts Wrestling)
Genichiro Tenryu (Wrestle and Romance)
Koji Kitao (Wrestle and Romance)

Independence Local Wrestling has these characters based on wrestlers from Michinoku Pro Wrestling:

The Great Sasuke
Super Delfin
TAKA Michinoku
Jinsei Shinzaki
Ultimo Dragon

Finally, International American Wrestling Federation includes characters based on American wrestling performers, mostly World Championship Wrestling:

Hulk Hogan
Sting
Ric Flair
The Great Muta
Power Warrior
Hawk
Vader
Rick Steiner
Scott Steiner

In February 28, 1997, Virtual Pro Wrestling saw an American release in the form of WCW Vs. The World. WCW Vs. The World is identical to Virtual Pro Wrestling aside for the characters. The Neo Strong Wrestling characters were replaced with 13 WCW wrestlers including Hulk Hogan, Chris Benoit, Eddy Guerrero, Lex Luger, Sting, Ric Flair, Rick Steiner, Scott Steiner, Dean Malenko, Ultimo Dragon, Lord Steven Regal and Masahiro Chono, Jeff Jarrett (hidden character) and The Giant (hidden character using the Andre The Giant character model). There is a character called The Unknown in there who's just a renamed Super Delfin. Below are the name changes that occurred, with the real name of the wrestler listed to the right:

Empire Wrestling Federation (All Japan Pro Wrestling)

Wu Fang = Mitsuharu Misawa
Kapuna = Toshiaki Kawada
Sam Song = Kenta Kobashi
Samoa = Giant Baba
Mongrel = Jumbo Tsuruta
Fujigami = Tatsumi Fujinami (New Japan Pro Wrestling)
The Count = Stan Hansen
Bear Breath = Gary Albright
Siberia = Steve Williams

Samurai Wrestling Federation (Shootfighting)

Akira = Akira Maeda
Uraki = Masakatsu Funaki
200 Wins = Yoji Anjoh
Sherlock = Ken Shamrock (portrait was altered)
Konaka = Shiro Koshinaka (New Japan Pro Wrestling)
Billy Gaijin = Scott Norton (New Japan Pro Wrestling)
Yamagiwa = Kazuo Yamazaki
Kaiji = Yoshiaki Fujiwara
Moma = Nobuhiko Takada
Thunder Dome = Bas Rutten

Dead or Alive (Garbage and Independent promotions)

Puchteca = Atsushi Onita
Heart = Tarzan Goto
Habanero = Hayabusa
David Harley = Sabu
Saladin = Genichiro Tenryu
Kim Chee = Koji Kitao

Independent Union (Michinoku Pro Wrestling)

The Black Ninja = The Great Sasuke
Mukluk = Kensuke Sazaki (New Japan Pro Wrestling)
Black Belt = TAKA Michinoku
Shaolin = Jinsei Shinzaki
El Bolador = Hiroyoshi Tenzan (New Japan Pro Wrestling)

Neo Strong Wrestling (New Japan Pro Wrestling)

Abispa = Jushin "Thunder" Liger
Mad Oahu = Riki Choshu
Mongol = Keiji Mutoh
Bad Blood = The Great Muta
Bolt Jamison = Power Warrior
Overdose = Hawk
The Turk = The Dynamite Kid's character model using Vader's moveset
Dojo = Shinya Hashimoto
Dakota = Hiroshi Hase

Hidden Characters

Steel Talon = Antonio Inoki (New Japan Pro Wrestling)
Grizz Lee = Bruiser Brody (All Japan Pro Wrestling)
Shanghai = Karl Gotch (National Wrestling Alliance)
Major Tom = Terry Funk (Frontier Martial-Arts Wrestling)
El Masquerade = Mil Mascaras (All Japan Pro Wrestling)
Jaguar = Tiger Mask (New Japan Pro Wrestling)

- TIPS AND TRICKS -

Unlock these hidden characters by finishing a promotion on the League Challenge mode:

Neo Strong Wrestling = Unlock wrestler based on Antonio Inoki
Empire Wrestling Federation = Unlock wrestler based on Bruiser Brody
Wrestle of Universe = Unlock wrestler based on Karl Gotch
Dead or Alive = Unlock wrestler based on Terry Funk
Independence Local Wrestling = Unlock wrestler based on Mil Mascaras
International American Wrestling Federation = Unlock wrestler based on The Dynamite Kid

To unlock a wrestler based on Tiger Mask, you must complete each of the League Challenge promotions using the same Junior Heavyweight (cruiserweight) wrestler each time to unlock a new Super Jr. course. Complete this course to unlock the new wrestler.

To unlock a wrestler based on Andre The Giant, you must complete each of the League Challenge promotions using the same Heavyweight wrestler each time to unlock a new Super Heavy course. Complete this course to unlock the new wrestler.

- SERIES -

1. Virtual Pro Wrestling (1996, Playstation)
2. Virtual Pro Wrestling 64 (1997, Nintendo 64)
3. Virtual Pro Wrestling 2 - Oudou Keishou (2000, Nintendo 64)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85844&o=2

$end


$vboy=vproyak,
$bio

Virtual Pro Yakyuu '95 (c) 1995 Kemco, Ltd.

Hey batta batta swing! You're in the virtual big leagues now. Playing 18 teams from around the world. Throwing fast balls, forkballs, sinkers, sliders and changeups. Swinging for the fence, and laying down bunts. Shagging flies. Snagging drives. And tagging out runners. All in bigger-than-life 3-D. With single game, all star and pennant race modes. And catch this: it's the only baseball game good enough to play in the virtual boy ball park. So don't drop the ball. Pick up a starting pitcher. Set your DH. And step up to the plate.

- TECHNICAL -

Model VUE-VVPJ-JPN

- TRIVIA -

Released on August 11, 1995 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82394&o=2

$end


$snes=vsocceru,
$bio

Virtual Soccer [American Prototype] (c) 1993 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63976&o=2

$end


$snes=vsoccer,
$bio

Virtual Soccer (c) 1993 Hudson Soft [Hudson Group].

- TECHNICAL -

Cartridge ID: SNSP-VX-NOE

- TRIVIA -

Reviews:
[FR] May 1995 - Consoles + N.32: 82%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63975&o=2

$end


$segacd=virtvcr,
$bio

Virtual VCR - The Colors of Modern Rock (c) 1993 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60837&o=2

$end


$saturn,sat_cart=vvolly,vvollyb,vvollya,
$bio

Virtual Volleyball (c) 1995 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59888&o=2

$end


$gameboy=virtwars,
$bio

Virtual Wars [Model DMG-L5J] (c) 1994 Coconuts Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67343&o=2

$end


$snes=virtwars,
$bio

Virtual Wars [Model SHVC-VJN] (c) 1994 Coconuts Japan

- TRIVIA -

The game was presented at the Famicom Spaceworld' 93 in August 1993 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62592&o=2

$end


$amigaocs_flop=virus,
$bio

Virus (c) 1988 Firebird

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75485&o=2

$end


$saturn,sat_cart=virus,virusb,virusa,
$bio

Virus (c) 1997 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59889&o=2

$end


$psx=virus,
$bio

Virus - The Battle Field [Model SLPS-02008] (c) 1999 Polygram Magic of Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85845&o=2

$end


$info=pc_virus,
$bio

Virus (c) 1990 Nintendo Company, Limited.

PC-10 version of a prototype version of the futur Dr. Mario NES game.

- TECHNICAL -

Model PCH1-R-??

- TRIVIA -

This PlayChoice-10 prototype was found installed in a PlayChoice-10 arcade cabinet which was likely used to playtest new NES games at a Chuck E. Cheese's restaurant.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71062&o=2

$end


$cpc_cass=visahprk,
$bio

Visa pour Hyde Park (c) 1987 Coktel Vision

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100029&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=vsolsys,vsolsys2,vsolsys1,
$bio

Visible Solar System (c) 1982 Commodore, Ltd.

- TECHNICAL -

Game ID: VIC-1930

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86999&o=2

$end


$ibm5150,ibm5150_cass=visicalc,
$bio

VisiCalc (c) 1982 VisiCorp

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83733&o=2

$end


$info=visicom,
$bio

Visicom COM-100 (c) 1978 Toshiba Corp.

Japanese clone of the RCA Studio II.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103296&o=2

$end


$a800=viscopy3,
$bio

VisiCopy III (c) 1993 JRC

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86753&o=2

$end


$x68k_flop=vision,
$bio

Vision (c) 1991 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88736&o=2

$end


$pc98=vision,
$bio

Vision (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91000&o=2

$end


$amigaocs_flop=vision5d,
$bio

Vision - The 5 Dimension Utopia (c) 1989 Rainbow Arts

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75486&o=2

$end


$pc98=vision2,
$bio

Vision 2 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91001&o=2

$end


$msx1_cass=visitor,
$bio

Visitor - Bazar Catalunya (c) 1988 Mind Games Espana, S.A.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95106&o=2

$end


$pc98=visitte,
$bio

Visitors Rhapsody - Visitte (c) 1996 Mischief [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91002&o=2

$end


$gameboy=vitamina,
$bio

Vitamina Oukoku Monogatari [Model DMG-B6J] (c) 1992 Namco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67344&o=2

$end


$info=as_vcv,as_vcva,as_vcvb,as_vcvc,as_vcvd,as_vcve,
$bio

Viva Cash Vegas (c) 200? Astra Games, Limited. [Novomatic Group].

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41864&o=2

$end


$info=m4vivaes,m4vivaes__0,m4vivaes__1,m4vivaes__2,m4vivaes__3,m4vivaes__4,m4vivaes__5,m4vivaes__6,m4vivaes__7,m4vivaes__8,m4vivaes__9,m4vivaes__a,m4vivaes__b,m4vivaes__c,m4vivaes__d,m4vivaes__e,
$bio

Viva Espana (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40088&o=2

$end


$info=m4vivess,m4vivess__a,m4vivess__b,m4vivess__c,m4vivess__d,m4vivess__e,m4vivess__f,m4vivess__g,m4vivess__h,m4vivess__i,m4vivess__j,m4vivess__k,m4vivess__l,m4vivess__m,m4vivess__n,m4vivess__o,
$bio

Viva Espana Showcase (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41525&o=2

$end


$nes=vivalv,
$bio

Viva Las Vegas (c) 1988 Epic - Sony Records

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54796&o=2

$end


$info=m4vivan,
$bio

Viva Las Vegas (c) 199? Nova.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42396&o=2

$end


$info=ad5vlv,ad5vlvb,ad5vlvc,ad5vlvd,ad5vlve,ad5vlvf,
$bio

Viva Las Vegas (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

ADDER 5

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42842&o=2

$end


$info=sc4vmnv,sc4vmnva,
$bio

Viva Mexico (c) 200? Nova.

- TECHNICAL -

[Model PR6984]

Scorpion 4

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42844&o=2

$end


$info=sc4vivcs,sc4vivcsa,sc4vivcsb,sc4vivcsc,sc4vivcse,sc4vivcsf,sc4vivcsg,
$bio

Viva Mexico! Casino (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR6927]

Scorpion 4

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43066&o=2

$end


$info=sc4vmclb,sc4vmclba,sc4vmclbb,
$bio

Viva Mexico! Club (c) 200? Bell-Fruit Games, Limited. [B.F.G.]

- TECHNICAL -

[Model PR7132]

Scorpion 4

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43067&o=2

$end


$info=sc5vmclb,
$bio

Viva Mexico! Club (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Scorpion 5]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42843&o=2

$end


$info=sc4vivam,sc4vivama,sc4vivamb,sc4vivamc,
$bio

Viva Mexico! (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR6907]

[Scorpion 4]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43065&o=2

$end


$info=sc5vivam,sc5vivama,
$bio

Viva Mexico! (c) 200? Bell-Fruit Games.

- TECHNICAL -

[Scorpion 5]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15132&o=2

$end


$info=m4vivalv,m4vivalv__0,m4vivalv__1,m4vivalv__2,m4vivalv__3,m4vivalv__4,m4vivalv__5,m4vivalv__6,m4vivalv__7,m4vivalv__8,m4vivalv__a,m4vivalv__b,m4vivalv__c,m4vivalv__d,m4vivalv__e,m4vivalv__f,
$bio

Viva! Las Vegas (c) 199? Barcrest.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=36310&o=2

$end


$info=m4vivalv__q,
$bio

Viva! Las Vegas Six! (c) 199? Barcrest.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=14899&o=2

$end


$info=vivdolls,
$bio

Vivid Dolls (c) 1998 Visco Corp.

A "Qix" style game.

- TECHNICAL -

Seta Aleck64 hardware

CPU : R4300i
Co-Processor : 64-bit RISC processor, RCP SP (Sound and Graphics Processor), and DP (Pixel Drawing Processor)
Sound : 16 bit stereo, 44.1Khz; ADPCM sound compression, up to 100PCM channels
RAM : Rambus D-RAM 36 Mbits

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Vivid Dolls was released in December 1998.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11028&o=2

$end


$amigaocs_flop=vixen,
$bio

Vixen (c) 1988 Martech

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75487&o=2

$end


$megadriv=vixen357,
$bio

ヴィクセン357 (c) 1992 NCS
(Vixen 357)

- TECHNICAL -

Game ID: T-25133

- TRIVIA -

Released on October 23, 1992 in Japan.

The release-date retail price was 8,880 Japanese yen.

This game was never exporetd outside Japan.

- SERIES -

1. Hisou Kihei SERD [Model NCS90002] (1990)
2. Vixen 357 [Model T-25133] (1992)

- STAFF -

Developed by: Masaya

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57030&o=2

$end


$cpc_cass=vixen,
$bio

Vixen [Model M80922G] (c) 1988 Martech Games, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100030&o=2

$end


$info=m4viz,m4viz__a,m4viz__b,m4viz__c,m4viz__d,m4viz__e,m4viz__f,m4viz__g,m4viz__h,m4viz__i,m4viz__j,m4viz__k,m4viz__l,m4viz__m,m4viz__n,m4viz__o,m4viz__p,m4viz__q,m4viz__r,m4viz__s,m4viz__t,m4viz__u,
$bio

Viz (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41526&o=2

$end


$amigaocs_flop=viz,
$bio

Viz - The Soft Floppy One (c) 1991 Mastertronic, Limited. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75488&o=2

$end


$cpc_cass=viz,
$bio

Viz the Computer Game (c) 1991 Virgin Games, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100032&o=2

$end


$info=sc5viz,sc5viza,sc5vizb,sc5vizc,
$bio

Viz (c) 200? QPS Interactive.

- TECHNICAL -

[Model PR2358]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40082&o=2

$end


$c64_cart,c64_flop=vw64,
$bio

VizaWrite 64 (c) 1984 Viza Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53761&o=2

$end


$amigaocs_flop=vl,
$bio

VL - Das Spiel (c) 1993 Promotion Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75473&o=2

$end


$info=nevada,
$bio

VLC Nevada (c) 1995 VLC, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49346&o=2

$end


$info=vocaid,
$bio

Vocaid (c) 1982 Texas Instruments.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96870&o=2

$end


$cdi=voetbal,
$bio

Voetbal (c) 1994 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53168&o=2

$end


$pc8801_flop=voguepas,
$bio

Vogue (c) 19?? Pascal2 [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93221&o=2

$end


$info=vbrc,
$bio

Voice Bridge Challenger (c) 1979 Fidelity Electronics.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103362&o=2

$end


$info=bridgec3,
$bio

Voice Bridge Challenger III (c) 1980 Fidelity Electronics.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103377&o=2

$end


$info=vcc,vccfr,vccg,vccsp,
$bio

Voice Chess Challenger (c) 1979 Fidelity Electronics.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103364&o=2

$end


$saturn,sat_cart=voicefan,
$bio

Voice Fantasia S - Ushinawareta Voice Power (c) 1997 ASK Kodansha Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59890&o=2

$end


$saturn,sat_cart=voiceido,
$bio

Voice Idol Maniacs - Pool Bar Story (c) 1997 Data East Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59891&o=2

$end


$info=vscfr,vscg,vscsp,
$bio

Voice Sensory Chess Challenger (c) 1980 Fidelity Electronics.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103454&o=2

$end


$cpc_cass=voidhawk,
$bio

Void Hawk (c) 2014 Unknown [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100033&o=2

$end


$msx1_cass=voidrun,
$bio

Void Runner (c) 1987 Mastertronic, Ltd. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95107&o=2

$end


$megadriv=virak,
$bio

Voina Irak (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57031&o=2

$end


$bbca_cass,bbcb_cass=volcano,
$bio

Volcano (c) 1984 Acornsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52630&o=2

$end


$info=m4volcan,m4volcan__a,m4volcan__b,m4volcan__c,m4volcan__d,m4volcan__e,m4volcan__f,m4volcan__g,
$bio

Volcano (c) 199? BWB.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15169&o=2

$end


$info=ss4425,ss4426,ss4427,ss4428,ss4429,ss4430,ss4208,
$bio

Volcano (c) 1992 IGT [International Game Technologies].

3-Coin Multiplier slot.

- TECHNICAL -

Game ID: 166B

- TRIVIA -

Released in September 1992.

- UPDATES -

SS4425
SS4426
SS4427
SS4428
SS4429
SS4430
SS4208

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=37604&o=2

$end


$info=vlcno_ax,vlcno_1b,vlcno_b7,vlcno_1a,
$bio

Volcano (c) 1981 Gottlieb.

- TECHNICAL -

Gottlieb System 80
[Model 667]

Main CPU : MOS Technology M6502 (@ 850 KHz)
Sound CPU : MOS Technology M6502 (@ 894.886 Khz)
Sound Chips : DAC

- STAFF -

Design by : Tom Szafransky
Art by : David Moore

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5550&o=2

$end


$info=voleybal,
$bio

Voley Ball (c) 198? Taito do Brazil.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=38483&o=2

$end


$info=volfied,volfiedu,volfiedj,volfiedjo,volfiedo,volfieduo,
$bio

Volfied (c) 1989 Taito Corp.

An update of Taito's 1981 classic, "Qix", Volfied adopts the same 'draw boxes to colour in the background' gameplay of its predecessor but updates both the graphics and in-game enemies. A number of power-ups are available, revealed when certain sections of the background have been filled, such as Speed-up, temporary enemy freeze and laser. The player's ship is only in danger from the game's enemies while the player is actually drawing a line. Each level must be completed within a tight time limit.

- TECHNICAL -

Prom Stickers : C04

Main CPU : Motorola 68000, Zilog Z80
Sound Chips : YM2203

Players : 2
Control : 8-way joystick
Buttons : 1

- TRIVIA -

Volfied was released in July 1989.

- UPDATES -

The US version has the "Winners Don't Use Drugs" screen.

- STAFF -

Game designer : Fukio Mitsuji (MTJ)
Software : Yoshinori Kobayashi (Y.K), Tsukano (TKN), OKI (OKI)
Character designers : Fukio Mitsuji (MTJ), Taira Sanuki (T.S), Genya Kuriki (KRK), Iwabuchi (IWB), TEC Team (TEC), V.P Team (V.P)
Sound : Hisayoshi Ogura (OGR)
Hardware : Ohara (OHR)
Instruction : Hiroyasu Nagai (NGI)

- PORTS -

* Consoles :
NEC PC-Engine [JP] (December 27, 1989) "Volfied [Model TP01005]"  
Sega Genesis [US] (1991) "Ultimate Qix" 
Sega Mega Drive [JP] (January 25, 1991) "Volfied [Model T-11103]" 
Sony PlayStation (December 20, 2001) "Simple 1500 Series Vol.80 - The Jintori - Volfied 1500 [Model SLPM-86971]" 
Sony PlayStation [US] (December 1, 2003) "Qix Neo [Model SLUS-01561]" 
Microsoft XBOX [EU] (October 14, 2005) "Taito Legends" 
Sony PlayStation 2 [EU] (October 14, 2005) "Taito Legends [Model SLES-53438]" 
Microsoft XBOX [US] (October 25, 2005) "Taito Legends" 
Sony PlayStation 2 [US] (October 25, 2005) "Taito Legends [Model SLUS-21122]" 
Sony PlayStation 2 [KO] (July 18, 2006) "Taito Legends [Model SLKA-15056]" 
Sony PlayStation 2 [JP] (March 29, 2007) "Taito Memories II Gekan [Model SLPM-66713]" 

* Computers :
FM Towns PC [US] (1991)
Commodore C64 [US] [EU] (1991)
Sinclair ZX Spectrum [EU] (1991) : advertised but never released.
Amstrad CPC [EU] (1991) : advertised but never released.
Commodore Amiga [US] (1991)
Atari ST (1991)
PC [MS-DOS, 5.25"] [US] (1991) 
PC [MS Windows, CD-ROM] [EU] (October 14, 2005) "Taito Legends" 
PC [MS Windows, CD-ROM] [US] (November 10, 2005) "Taito Legends"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3086&o=2

$end


$info=tvvolfd,
$bio

Volfied (c) 1989 TOURVision.

Unlicensed Spanish game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54575&o=2

$end


$amigaocs_flop=volfied,
$bio

Volfied (c) 1991 Empire Interactive Europe, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75489&o=2

$end


$megadriv=volfied,
$bio

Volfied (c) 1991 Taito Corp.

- TECHNICAL -

Game ID: T-11103

- TRIVIA -

Volfied for Mega Drive was released on January 25, 1991 in Japan.

Known export releases:
[US] "Ultimate Qix"
[BR] "Ultimate Qix" by Tec Toy

- STAFF -

Staff: Hirotogu Ichisumi, Kenji Yoshioka (K. Yoshioka), Y. Sugihara, Yuji Takasu, Shaman P, Shaman, Katsuhiko Asakura, H. Yamamoto, Tomo, Kazunari Oomori, H. Sawai, Tomoaki Kasuya (T. Kasuya), Kenichi Hiza

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57032&o=2

$end


$pce=volfied,
$bio

Volfied (c) 1989 Taito Corp.

The game principle is really simple: you must fill up the playfield (or more than 75%) and destroy the main Boss. You start at the bottom of the screen and your ship, when in motion, leaves a red trail (your ship won't move until you press II). Connect to another line (not your red trail !!!) and the enclosed area becomes yours. Any enemy contained within this area is then destroyed. Your ship is always protected by a shield, except when producing a trail... But pods are dotted around the field, enclose them and they will leave power ups: 'L' for lasers, 'S' for speed ups, 'T' will freeze all enemies for a time limit, 'C' will destroy all small enemies, '1up' for extra life, and the Star will give you a powerful laser !!!

- TECHNICAL -

HuCARD ID: TP01005

- TRIVIA -

Volfied for PCE was released on December 27, 1989 in Japan for 6600 Yen.

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [JP] (November 18, 2008)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58770&o=2

$end


$psx=volfossj,
$bio

Volfoss [Model SLPS-03140] (c) 2001 Namco, Ltd. [Tokyo, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85846&o=2

$end


$pc8801_flop=volguard,
$bio

Volguard (c) 1984 dB-SOFT [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93222&o=2

$end


$fm7_cass=volguard,
$bio

Volguard (c) 1984 dB-SOFT [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93820&o=2

$end


$x1_cass=volguard,
$bio

Volguard (c) 198? dB-SOFT [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86293&o=2

$end


$nes=volguar2,
$bio

Volguard II (c) 1985 db-Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54797&o=2

$end


$nes=volguar2h,
$bio

Volguard II (c) 1987 FMG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69337&o=2

$end


$msx1_cart=volguard,
$bio

Volguard [Model MSI-G2105-LI] (c) 1985 db-Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77576&o=2

$end


$info=vollyrmt,
$bio

Volley (c) 1973 RamTek.

A ball-and-paddle game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4756&o=2

$end


$info=pc_vball,
$bio

Volley Ball (c) 1986 Nintendo.

PlayChoice-10 version. For more information about the game itself, please see the original NES version.

- TECHNICAL -

Nintendo PlayChoice-10 hardware
Game ID : VB

Main CPU : Zilog Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz)
Sound Chips : Zetex N2A03 (@ 1.789772 Mhz), DAC

Players : 2
Control : 8-way joystick
Buttons : 2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1839&o=2

$end


$gameboy=volleyfr,
$bio

Volley Fire [Model DMG-VFJ] (c) 1990 Toei Animation [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67345&o=2

$end


$cpc_cass=volley,
$bio

Volley-Ball (c) 1987 Chip [Paris, France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100034&o=2

$end


$odyssey2,g7400=volleyf,
$bio

Volleyball (c) 1979 Radiola La Radiotechnique.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95704&o=2

$end


$a2600=volleybd,
$bio

Volleyball (c) 1983 Digitel

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51179&o=2

$end


$a2600=volleybeq,
$bio

Volleyball (c) 1983 Quelle

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51181&o=2

$end


$nes=volley,
$bio

Volleyball (c) 1987 Nintendo [Japan]

- STAFF -

Designed and programmed by : T. Hashishita

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55787&o=2

$end


$a2600=volleybm,
$bio

Volleyball (c) 19?? Milmar

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51180&o=2

$end


$a2600=volleybr,
$bio

Volleyball (c) 19?? Robby

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51182&o=2

$end


$nes=vballfdsa,vballfdsb,vballfds,
$bio

Volleyball (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84180&o=2

$end


$pc98=volley2,volley2a,
$bio

Volleyball 2 on 2 (c) 1994 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91003&o=2

$end


$cpc_cass=vballsim,
$bio

Volleyball Simulator [Model AMC 702] (c) 1987 MCM Soft. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100035&o=2

$end


$amigaocs_flop=vballsim,
$bio

Volleyball Simulator [Platinum] (c) 1988 Time Warp

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75490&o=2

$end


$snes=volleytw,
$bio

Volleyball Twin [Model SHVC-VT] (c) 1992 Tonkin House

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62593&o=2

$end


$famicom_flop=volley,
$bio

Volleyball (c) 1986 Nintendo Company, Limited.

- TECHNICAL -

Model FMC-VBW

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65488&o=2

$end


$odyssey2,g7400=volley,
$bio

Volleyball! (c) 1980 Philips Corp.

- TECHNICAL -

Game ID: 28

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95602&o=2

$end


$nes=volpalit,
$bio

Volshebnaya Palitra (c) 1995 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55788&o=2

$end


$info=voltan,
$bio

Voltan Escapes Cosmic Doom... (c) 1979 Bally Mfg.

- TECHNICAL -

Bally MPU AS-2518-35 (Sound Module -32)
Model Number : 1147

Main CPU : M6800 (@ 475 MHz)
Sound Chip : Custom

- TRIVIA -

Released in February 1979. Only 365 units were produced.

The development of this game took 13 months (Started in January 78).

- STAFF -

Designer : George Christian
Artwork : Dave Christensen

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5532&o=2

$end


$cpc_cass=volumes,
$bio

Volumes (c) 1986 SVM

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100036&o=2

$end


$a2600=vomhimml,
$bio

Vom Himmel durch die Hoelle (c) 1983 Quelle

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51183&o=2

$end


$ti99_cart=molmiss,
$bio

Von Drake's Molecular Mission (c) 1984 Disney Co. [Walt Disney]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84785&o=2

$end


$info=m4voodoo,
$bio

Voodoo 1000 (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41527&o=2

$end


$pc8801_flop=voodooca,
$bio

Voodoo Castle (c) 1984 Starcraft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93223&o=2

$end


$fm7_disk=voodooca,
$bio

Voodoo Castle (c) 1984 Starcraft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93669&o=2

$end


$info=m4vdexpr,m4vdexpr__a,m4vdexpr__b,m4vdexpr__c,m4vdexpr__d,
$bio

Voodoo Express (c) 200? BWB.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=39974&o=2

$end


$amigaocs_flop=voodoo,
$bio

Voodoo Nightmare (c) 1990 Palace Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75491&o=2

$end


$amigaocs_flop=voodooa,
$bio

Voodoo Nightmare [Budget] (c) 1990 GBH Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75492&o=2

$end


$cpc_cass=voodoorg,
$bio

Voodoo Rage (c) 1986 Artic Computing, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100037&o=2

$end


$info=vortex,
$bio

Vortex (c) 1980 Zilec Games.

An Asteroids style game. You control a spaceship of the space Federation, lost in the deep space in the middle of a interstellar Vortex, use your expertise You can rotate 360 degrees, shoot missiles, thrust forward in any direction, and your mision is to survive attacking all differents objects as, stars, vortex, planets ,space Junk, alien ships and avoid and destroy all remains, before the spaceship is destroyed in the collision. to go to next stage!

- TECHNICAL -

Main CPU : Intel 8080 (@ 1.996 Mhz)
Sound Chips : Discrete circuitry.

Players : 2
Control : 4-way joystick
Buttons : 1

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32638&o=2

$end


$info=vortexp,
$bio

Vortex (c) 1983 Taito.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5622&o=2

$end


$bbca_cass,bbcb_cass=vortex,
$bio

Vortex (c) 1983 Software Invasion

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52631&o=2

$end


$amigaocs_flop=vortex,
$bio

Vortex (c) 1988 Visionary

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75493&o=2

$end


$snes=vortexj,
$bio

Vortex - The FX Robot Battle (c) 1994 Pack-In-Video Company, Limited.

Vortex is a polygon 3D space shooter by Argonaut Software, and is probably the least known of the Super FX games. A race of evil aliens has captured the core that holds the very peace of the universe together, and its shattered pieces have now been scattered across the universe. The goal of the game is to retrieve them all, and to save the universe. The player takes control of the Battle Morphing System, an advanced transformable vehicle. The first and default fighting mode is a humanoid Walker armed with multi-rockets, missiles and lasers. The vehicle is more suited for ground missions (such as planet surfaces), can jump in the air, collect items but is rather weak and slow in the void of space. The second mode is the Sonic Jet aircraft, which is the fastest, heavily armed but hard to maneuver (it can't stop!). Finally, the Land Burner is a strong wheeled vehicle which is very fast on land and can perform long jumps. Although a fourth form called the Hard Shell is available, it is an exclusively defensive mode with an impenetrable shield (doesn't take any damage) and equipped with only one weapon, the Electro Bomb. Vortex consists of seven levels (as well as three training missions), and features a password system to save the player's progress.

- TECHNICAL -

Cartridge ID: SHVC-4V

- TRIVIA -

Vortex was released on December 09, 1994 in Japan for 9800 Yen.

Export releases:
[US] "Vortex [Model SNS-4V-USA]"
[EU] "Vortex [Model SNSP-4V]"

- TIPS AND TRICKS -

* Special Passwords:
The following passwords activate various effects, and these effects can be accumulated: 
Invincibility - HVZSM
Infinite Ammunition - WSVTQ
Infinite Lives - JTTSJ

* Level select:
Enter CTGXF as a password, then start a new game. When the parts of the core appear and rotate on the screen (right after starting the game), press up or down to select a different level.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62594&o=2

$end


$msx1_cass=vortraid,vortraida,
$bio

Vortex Raider (c) 1988 Eurosoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95108&o=2

$end


$snes=vortexu,
$bio

Vortex [Model SNS-4V-USA] (c) 1994 Electro Brain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63978&o=2

$end


$snes=vortex,
$bio

Vortex [Model SNSP-4V-EUR] (c) 1994 Sony Imagesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63977&o=2

$end


$cpc_cass=votezmoi,
$bio

Votez pour Moi [Model VO CA 035] (c) 1985 Coktel Vision

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100038&o=2

$end


$msx1_cart=mecca,meccab,meccaa,
$bio

Voyage to Mecca [Model R008] (c) 1985 al Alamiah

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77577&o=2

$end


$amigaocs_flop=voyager,
$bio

Voyager (c) 1989 Ocean Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75494&o=2

$end


$info=sc1voy,sc1voya,
$bio

Voyager (c) 198? Bell-Fruit Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=21263&o=2

$end


$amigaocs_flop=voyagera,
$bio

Voyager [Budget] (c) 1989 Hit Squad, The [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75495&o=2

$end


$cdi=voyeur,voyeuru,voyeurua
$bio

Voyeur ...Don't Get Caught (c) 1993 Philips Interactive Media, Incorporated.

Reed Hawke has it all, wealth, power, the adoration of millions and... secrets to protect. This weekend he has gathered his family to discuss his running for the presidency of the United States. Lust, revenge and betrayal are at play in this adult political thriller. Do you just watch... or wish getting involved? Will the videotape you make save the country or cost you your life? As the Voyeur, it's up to you.

- TECHNICAL -

Model 810 0162

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53169&o=2

$end


$cdi=voyeurg,
$bio

Voyeur ...Lass Dich Nicht Erwischen! (c) 1995 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53170&o=2

$end


$cdi=voyeurf,
$bio

Voyeur ...Soyez Prudent (c) 1995 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53171&o=2

$end


$saturn,sat_cart=vrgolf97,
$bio

VR Golf '97 (c) 1996 Gremlin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60192&o=2

$end


$saturn,sat_cart=vrsoccer,
$bio

VR Soccer (c) 1996 Gremlin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60193&o=2

$end


$gamegear=vrtroop,
$bio

VR Troopers (c) 1995 Sega Enterprises, Limited.

- TRIVIA -

Developed in the UK by Syrox Developments.

- TIPS AND TRICKS -

* Cheat Menu: During the title screen, press START, Up, Down, Left, Right before the title screen is replaced by the options screen. A sound will confirm the code and the Cheat menu will appear in the Options Screen.

- STAFF -

Original Design: Michael Latham (Syrox Developments)

Programming Team: Dominic Wood, Rob Brooks
Art Team: Mark Knowles, Eric Bailey, Jon Green, Mickey Adams, Jim Studt
Assistant: Paulo Ulivi
Music and Sound: Martin Walker

Sega of America
Executive Producer: Michael Latham
Producers: Erik Wahlberg, Eric Quakenbush
Associate Producer: Bill Person
Marketing: Lisa Best Wilson
Licensing: Michealene C Risley
Lead Tester: John Jansen
Assistant Leads: Heather Meigs, Jeff Sanders, Brendan Cahill, Joe Cecchin
Testers: Tony Lynch, Justin Acevedo, Amine Khoury, Steve Perez, Amy Albertson, Paulita Villatuya, Annette Dancel, Sean Davin, Lloyd Kinoshita, Arnold Feener, Victor Quimson, Jeff Hedges, Bine Arceo, Wesley Ng
Special Thanks: Joyce Takakura, Waterman Designs

Saban Interactive
Excutive Producer: J.David Koch
Producer: Daniel E. Suarez
Special Thanks: Haim Saban, Peter Dang

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64986&o=2

$end


$amigaocs_flop=vroom,vroomdd,
$bio

Vroom (c) 1992 Lankhor

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75496&o=2

$end


$amigaocs_flop=vroommp,
$bio

Vroom Multi-Player (c) 1995 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75497&o=2

$end


$info=vs10yard,vs10yardj,
$bio

Vs 10-Yard Fight (c) 1984 Irem.

Nintendo Vs. System release. For more information see the original Japanese Non-VS. version.

- TRIVIA -

This 'Vs' version was released in March 1984.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=26115&o=2

$end


$info=vs10yardu,
$bio

Vs 10-Yard Fight (c) 1984 Taito America Corp.

North American release for the Nintendo VS. System. Game developed in Japan by Irem. For more information see the original Japanese entry.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71419&o=2

$end


$gameboy=vsbattle,
$bio

VS Battler [Model DMG-VSA] (c) 1990 Use Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67336&o=2

$end


$info=vblokbrk,
$bio

VS Block Breaker (c) 1997 Kaneko.

Breakout featuring a jumping character and hilarious graphics.

- TECHNICAL -

Kaneko Super Nova System hardware

Main CPU : SH-2 (@ 28.638 Mhz)
Sound Chips : Yamaha YMZ280B (@ 16.666666 Mhz)

Players : 2
Control : dial
Buttons : 3

- TRIVIA -

Released in January 1997.

Developed by MediaWorks for Kaneko. MediaWorks was acquired by Kadokawa Shoten, in 2008, and was merged with ASCII. So, their name began 'ASCII MediaWorks'. They now have the direction of video games magazines and publishing imprints like: 'Dengeki Bunko', 'Nintendo Dreams', 'Dengeki Playstation', 'Dengeki G's Magazine'.

This game is known in Japan as "Saru Kani Hamu Zou - Taisen Block Kuzushi", which translates from Japanese as 'Monkey Crab Hamster Elephant - Block Breaking Competition' ('Block Kuzushi'/'Block Breaking' is the Japanese name for 'Breakout').

- STAFF -

Planner : Koban
Programmer : Masayuki Yamakawa, Yash, Masahiro Honma, Yukihiro Yamazaki, Hisaya Sakuma
Sound Programmer : Mitsuhiro Kanaoka
Graphic Designer : Tatsuya Yoshikawa, YUzuru Suzuki, Makoto Sugimoto, Sera Shiina, Tsuneo Sato
Sound Creator : Sayoko Ueda
Original Game Designer : Syu Sato
Character Designer : syun Kazakami
Art Director : Makoto Kawamoto
Director : Koban
General Producer : Hiroshi Kaneko
Co-Operation : Dengeki Playstation (Mediaworks), Syun Kazakami

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3088&o=2

$end


$info=vsgongf,
$bio

VS Gong Fight (c) 1984 Kaneko Company, Limited.

- TECHNICAL -

Game ID : KN-002

Main CPU : (2x) Zilog Z80 (@ 4 Mhz)
Sound Chips : General Instrument AY8910 (@ 2 Mhz), DAC

Players : 2
Control : 4-way joystick
Buttons : 2

- TRIVIA -

VS Gong Fight was released in May 1984.

This game is also known as "Ring Fighter".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3089&o=2

$end


$x68k_flop=vsklith,
$bio

Vs Klith (c) 1993 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88737&o=2

$end


$gbcolor=vslemmin,
$bio

VS Lemmings [Model CGB-ALEJ-JPN] (c) 2000 J-Wing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69071&o=2

$end


$info=ryouran,ryourano,
$bio

VS Mahjong Otome Ryouran (c) 1998 Electro Design.

A joystick-controlled mahjong game with selectable characters and anime sequences.

- TECHNICAL -

Kaneko Super Nova System hardware

Main CPU : SH-2 (@ 28.638 Mhz)
Sound Chips : Yamaha YMZ280B (@ 16.666666 Mhz)

Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 32768

Players : 1
Control : 8-way Joystick
Buttons : 2

- TRIVIA -

Released in July 1998 in Japan.

The title of this game translates from Japanese as 'VS Mahjong Blooming Virgins'.

This game features models from the game "Gals Panic S2".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3090&o=2

$end


$msx2_flop=vsrotatn,
$bio

VS Rotation (c) 1994 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102127&o=2

$end


$info=rbibb,rbibba,
$bio

Vs. Atari RBI Baseball (c) 1987 Atari Games Corp.

- TECHNICAL -

Main CPU : Zetex N2A03 (@ 1.789772 Mhz)
Sound Chips : Zetex N2A03 (@ 1.789772 Mhz), DAC

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Vs. Atari RBI Baseball was released in September 1987.

3945 kits were produced in the USA. The selling price was $395.

- PORTS -

* Computers :
Amiga (1991, R.B.I. 2 Baseball)
Amstrad CPC (1991, R.B.I. 2 Baseball)
Atari ST (1991, R.B.I. 2 Baseball)
Commodore 64 (1991, R.B.I. 2 Baseball)
Sinclair ZX Spectrum (1991, R.B.I. 2 Baseball)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3091&o=2

$end


$info=balonfgt,
$bio

Vs. Balloon Fight (c) 1985 Nintendo.

Versus arcade version. For more information about the game itself, please see the original Famicom release entry; "Balloon Fight [Model HVC-BF]".

- TECHNICAL -

Main CPU: (2x) N2A03 (@ 1.789772 Mhz)
Sound Chips: (2x) N2A03 (@ 1.789772 Mhz), (2x) DAC

Players: 4
Control: 8-way joystick
Buttons: 2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3092&o=2

$end


$info=vsbball,vsbballj,vsbballja,vsbballjb,
$bio

Vs. Baseball (c) 1984 Nintendo.

- TECHNICAL -

Main CPU : (2x) N2A03 (@ 1.789772 Mhz)
Sound Chips : (2x) N2A03 (@ 1.789772 Mhz), (2x) DAC

Screen orientation : Horizontal
Video resolution : 512 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 128

Players : 4
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in October 1984.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3093&o=2

$end


$info=btlecity,
$bio

Vs. Battle City (c) 1985 Namco.

- TECHNICAL -

Main CPU : Zetex N2A03 (@ 1.789772 Mhz)
Sound Chips : Zetex N2A03 (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz)

Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 64

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Licensed to Nintendo.

- SERIES -

1. Tank Battalion (1980)
2. Vs. Battle City (1985)
3. Tank Force (1991)

- PORTS -

* Consoles :
Nintendo Famicom [JP] (September 9, 1985) "Battle City" 
Nintendo Game Boy [JP] (August 9, 1991) "Battle City [Model DMG-BCA]"  
Nintendo Game Boy [JP] (July 21, 1996) "Namco Gallery Vol.1 [Model DMG-ANGJ]" 
Nintendo Wii [Virtual Console] [JP] (September 4, 2007) [Model FCOJ] Famicom version 
Nintendo 3DS [Virtual Console] [JP] (July 31, 2013) [Model TDFJ] Famicom version

* Computers :
Sharp X1 [JP] (1985)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3094&o=2

$end


$info=cstlevna,
$bio

Vs. Castlevania (c) 1987 Konami.

- TECHNICAL -

Main CPU : Zetex N2A03 (@ 1.789772 Mhz)
Sound Chips : Zetex N2A03 (@ 1.789772 Mhz), DAC

Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 64

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Licensed to Nintendo.

- STAFF -

Directed by : Trans Fishers
Screenplay by : Bram Stoker
Music by : James Banana

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3095&o=2

$end


$info=cluclu,
$bio

Vs. Clu Clu Land (c) 1984 Nintendo.

Vs. Arcade version. For more information about the game itself, please see the original Famicom release entry; "Clu Clu Land [Model HVC-CL]".

- TECHNICAL -

Main CPU : Zetex N2A03 (@ 1.789772 Mhz)
Sound Chips : Zetex N2A03 (@ 1.789772 Mhz), DAC

Screen orientation: Horizontal
Video resolution: 256 x 240 pixels
Screen refresh: 60.00 Hz
Palette colors: 64

Players: 2
Control: 8-way joystick
Buttons: 2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3096&o=2

$end


$snes=vscoll,
$bio

VS. ?????? (c) 1996 Bottom Up
(VS. Collection)

Vs Collection is an unusual multi-player versus/fighting game by Bottom Up. It is rather difficult to categorize this title and it doesn't really fit into any genre at all. In a nutshell, Vs Collection offers four different multi-player mini-games, all staring some king of cute penguins (or weird looking chickens, hard to tell, let's assume they are penguins). The first one is a Tetris-Like game called Tamago Baakun where up to three players collect colored eggs and align them to send disastrous baskets of egg yolk into their opponents' playfield. The second game is an intense snowball battle called Yukidama Poi Poi - two teams of penguins (aligned like in a game of chess) fight by throwing snowballs at each other. And, of course, the last team standing wins. The third mini-game is a racing game called Doki Doki Race, and is based on other titles such as the classic Super Mario Kart - but things here are much simpler, and the penguins have to race around a small track, and can occasionally jump over walls and take shortcuts. The fourth and last game is a fighting game called Toria Taaku where up to four penguins fight one another in a way similar to Atari's classic Joust. The goal of this last game is to kick the other players, and to throw them in a large pit located at the bottom of the screen.

- TECHNICAL -

Cartridge ID: SHVC-AU3J-JPN

- TRIVIA -

Released on November 29, 1996 in Japan for 6980 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62595&o=2

$end


$info=drmario,
$bio

Vs. Dr. Mario (c) 1990 Nintendo.

VS. arcade version. For more information about the game itself, please see the original Famicom version entry; "Dr. Mario [Model HVC-VU]".

- TECHNICAL -

Main CPU : Zetex N2A03 (@ 1.789772 Mhz)
Sound Chips : Zetex N2A03 (@ 1.789772 Mhz), DAC

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Vs. Dr. Mario was released in October 1990. Dr. Mario was the last game released on the Vs. hardware.

- SERIES -

1. Dr. Mario [Model HVC-VU] (1990)
2. Tetris & Dr. Mario (1994, Nintendo SNES)
3. Dr. Mario 64 (2001, Nintendo 64)
4. Nintendo Puzzle Collection (2003, Nintendo Gamecube)
5. Dr. Mario Online RX (2008, Nintendo Wii - WiiWare)
6. Dr. Luigi (2013, Nintendo Wii U - eShop)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3097&o=2

$end


$info=duckhunt,
$bio

Vs. Duck Hunt (c) 1985 Nintendo.

- TECHNICAL -

Main CPU : Zetex N2A03 (@ 1.789772 Mhz)
Sound Chips : Zetex N2A03 (@ 1.789772 Mhz), DAC

Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 64

Players : 1
Control : lightgun
Buttons : 1

- TRIVIA -

Released in March 1985.

The arcade version of Duck Hunt has many differences compared to the NES version.
It has more animations, a slightly different palette and zero game modes. Instead the game starts with the duck hunting game (with multiple ducks, just like Game B on the NES version), the second stage is the clay pigeon shooting game (the dog makes an appearance if you miss), a bonus stage follows where you can shoot lots of ducks for bonus points (as an even bigger bonus you can shoot the dog to make him appear with a cast and crutches and yell at you), then both levels and bonus repeat again followed by an intermission (called "Break Time") where the dog is chasing a duck.

- STAFF -

Music by : Hirokazu Tanaka (HIP)
Produced by : Gunpei Yokoi

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3098&o=2

$end


$info=excitebk,excitebka,
$bio

Vs. Excitebike (c) 1984 Nintendo.

Vs arcade version. For more information about the game, please see the original NES version.

- TECHNICAL -

Main CPU : Zetex N2A03 (@ 1.789772 Mhz)
Sound Chips : Zetex N2A03 (@ 1.789772 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

James Hillard holds the official record for this game with 398,730 points.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3099&o=2

$end


$famicom_flop=excitbik,
$bio

Vs. Excitebike [Model FMC-EBD] (c) 1988 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65489&o=2

$end


$info=vsfdf,
$bio

Vs. Freedom Force (c) 1988 Konami.

- TECHNICAL -

Main CPU : Zetex N2A03 (@ 1.789772 Mhz)
Sound Chips : Zetex N2A03 (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz)

Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 64

Players : 1
Control : lightgun
Buttons : 1

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3100&o=2

$end


$info=vsgradus,
$bio

Vs. Gradius (c) 12/1986 Konami.

- TECHNICAL -

Main CPU : Zetex N2A03 (@ 1.789772 Mhz)
Sound Chips : Zetex N2A03 (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz)

Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 64

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Licensed to Nintendo.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3101&o=2

$end


$info=vsgshoe,
$bio

Vs. Gumshoe (c) 1986 Nintendo.

- TECHNICAL -

Main CPU : Zetex N2A03 (@ 1.789772 Mhz)
Sound Chips : Zetex N2A03 (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz)

Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 64

Players : 1
Control : lightgun
Buttons : 1

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3102&o=2

$end


$info=hogalley,
$bio

Vs. Hogan's Alley (c) 03/1985 Nintendo.

- TECHNICAL -

Main CPU : Zetex N2A03 (@ 1.789772 Mhz)
Sound Chips : Zetex N2A03 (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz)

Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 64

Players : 1
Control : lightgun
Buttons : 1

- TRIVIA -

Jack Gale holds the official record for this game with 2,738,100 points.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3103&o=2

$end


$info=iceclimb,iceclimba,iceclmrd,
$bio

Vs. Ice Climber (c) 1984 Nintendo.

You are an Eskimo who wants to climb mountains. You can jump and break the ice, or splat monsters with a handily provided hammer. Bad weather will hamper your progress through 20 different scenarios. A fun platform game in 2 player mode, but pretty unimpressive in 1 player mode.

- TECHNICAL -

Main CPU : Zetex N2A03
Sound Chips : Zetex N2A03, DAC

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

The name of the blue Eskimo is Popo and the pink Eskimo is named Nana.

The Ice Climbers (Nana and Popo) were absent from the Nintendo world until their appearance as selectable fighters in Super Smash Brothers Melee (Nintendo GameCube). They both fight as a pair and have moves inspired by the original Ice Climber game. They also have a stage inspired by their game and in the Adventure mode, the Polar Bear and Topi appear as enemies/obstacles. The freezie appears in Super Smash Brothers Melee as an item/weapon.

- UPDATES -

In the US version, Topi (a seal) was replaced with the miniature Abominable Snowman, over concerns of animal cruelty (i.e., seal-clubbing).

- STAFF -

Programmer : Kazuaki Morita
Producer : Shigeru Miyamoto

- PORTS -

* Consoles :
Nintendo NES [JP] (Jan. 30, 1985) "Ice Climber [Model HVC-IC]"
Nintendo Famicom Disk System (1988)
Nintendo GameCube (2001, "Animal Crossing" as an unlockable Bonus game)
Nintendo Game Boy Advance (2002, "e-Reader Series")
Nintendo Game Boy Advance (2004, "Classic Nes Series")
Nintendo WII (2007, "Virtual Console")

* Computers :
NEC PC-8801 (1985)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3104&o=2

$end


$info=iceclmrj,
$bio

Vs. Ice Climber Dual (c) 1984 Nintendo.

- TECHNICAL -

Main CPU : (2x) N2A03 (@ 1.789772 Mhz)
Sound Chips : (2x) N2A03 (@ 1.789772 Mhz), (2x) DAC (@ 1.789772 Mhz)

Screen orientation : Horizontal
Video resolution : 512 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 128

Players : 4
Control : 8-way joystick
Buttons : 2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3105&o=2

$end


$info=bnstars,bnstars1,
$bio

Vs. Janshi Brandnew Stars (c) 1997 Jaleco.

- TECHNICAL -

Main CPU : V70 (@ 20 Mhz) 
Sound Chips : (2x) YMF271 (@ 16.9344 Mhz) 

Monitors : 2

Players : 1

- TRIVIA -

Released in March 1997.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=19975&o=2

$end


$info=machridr,machridra,
$bio

Vs. Mach Rider (c) 1985 Nintendo.

- TECHNICAL -

Main CPU : Zetex N2A03 (@ 1.789772 Mhz)
Sound Chips : Zetex N2A03 (@ 1.789772 Mhz), DAC

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Super Smash Bros. Melee (Nintendo GameCube) has a remix medley of the Mach Rider soundtrack.

Default highscore table (BEST 10 RIDERS) :
1ST HAL 050000
2ND CSE 040000
3RD HNY 030000
4TH GSX 025000
5TH EGG 023000
6TH FLZ 022000
7TH K.M 021000
8TH NAV 020000
9TH YOK 020000
10TH MIK 020000

- UPDATES -

On the Fighting Course version, you travel across 10 sectors, and try to avoid being destroyed by obstacles and enemies.

In Endurance Course version, you race a certain amount of miles within a time limit while enemies get in your way and try to throw you off course.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3106&o=2

$end


$info=vsmahjng,
$bio

Vs. Mahjang (c) 1984 Nintendo.

Two-player multi-screen Nintendo mahjong!

- TECHNICAL -

Main CPU : (2x) N2A03 (@ 1.789772 Mhz)
Sound Chips : (2x) N2A03 (@ 1.789772 Mhz), (2x) DAC (@ 1.789772 Mhz)

Screen orientation : Horizontal
Video resolution : 512 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 128

Players : 4
Control : mahjong keyboard

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3107&o=2

$end


$info=mightybj,
$bio

Vs. Mighty Bomb Jack (c) 1986 Tecmo.

Vs. version. Please see the orignal Famicom release for more information; "Mighty Bomb Jack [Model TCF-MB]".

- TECHNICAL -

Main CPU : Zetex N2A03 (@ 1.789772 Mhz)
Sound Chips : Zetex N2A03 (@ 1.789772 Mhz), DAC

Players : 2
Control : 8-way joystick
Buttons : 2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3108&o=2

$end


$info=jajamaru,
$bio

Vs. Ninja Jajamaru-Kun (c) 1985 Jaleco.

A fun platform action game. You control the little red ninja, named  Jajamaru-Kun on his quest to rescue the Princess Sakura kidnapped by the Machiavellian Damazu-Dayuu. You must stop and fight against enemies to save the princess.

- TECHNICAL -

Main CPU : Zetex N2A03 (@ 1.789772 Mhz)
Sound Chips : Zetex N2A03 (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz)

Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 64

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

The princess is called 'Sakura'.

- SERIES -

1. Ninja-kun - Majou no Bouken (1984)
2. Vs. Ninja Jajamaru-kun (1985)
3. Ninja-Kid II (1987)

- PORTS -

* Consoles :
Nintendo Famicom (1985)
MSX (1986)
Bandai WonderSwan (1999)
Nintendo Wii (2006, "Virtual Console")
Nintendo DS (2007, Ninja Jajamaru-Kun - Pen wa Ken Yorimo Kyoushidegozaru) A 3d remake, this game was canceled.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3109&o=2

$end


$info=vspinbal,vspinbalj,
$bio

Vs. Pinball (c) 1984 Nintendo.

A great pinball simulator game from Nintendo. 

Enjoy a familiar pinball game where the player controls the paddles of a virtual pinball machine. The game has two screens to represent the traditional pinball table and one for a bonus mode. Play begins when the player launches a ball with the plunger from the first screen the bottom of the pinball table through the top of the screen to the second screen. Play will move to the first screen if the ball falls through the bottom of the top screen and will return to the top screen if the ball is hit back through the space at the top of the first screen. The player controls the flippers on either screen to deflect the ball to keep it from falling off the bottom of the lower screen.

Pinball has some many bonnus and also had a secondary Breakout like mode, which the player reaches by hitting the ball into a bonus hole that takes the player to a bonus stage where they control Mario carrying a platform. The object of this mode is to rescue Pauline. The player achieves this by bouncing the ball on the Mario's platform and hitting various targets, the destruction of which also earns them points. When the blocks under her are all gone, she will drop. you must catching her on Mario's platform to earns  bonus points, but you must release pauline it in one of the side platforms and not let it fall, while holding the ball bounce to continue to earn points until the ball falls and go to start.

- TECHNICAL -

Main CPU : Zetex N2A03 (@ 1.789772 Mhz)
Sound Chips : Zetex N2A03 (@ 1.789772 Mhz), DAC

Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 64

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Vs. Pinball was released in the arcade as part of Nintendo's Vs. series, allowing to players to sit or stand opposite one another in order to play head to head. Vs. Pinball was released in the arcades in November 1984. Due to extra memory allocation, Vs. Pinball contains a few features that Famicom Pinball does not have, many of which increase the difficulty of the game.

Cameo in WarioWare - Twisted! (2005, Nintendo GBA) : One of 9-volt's games is based on the Arcade Pinball's bonus game.

- PORTS -

* Consoles :
Nintendo Famicom [Japan] (Feb.1984)
Nintendo NES [USA] (Oct.1985)
Nintendo NES [Europe] (Sep.1986)
Nintendo Famicom Disk [Japan] (May.1989)
Nintendo GameCube [Animal Crossing - Unlockable bonus game](2001)
Nintendo Game Boy Advance [e-READER Series] (2002)
Nintendo Wii [Virtual Console] [USA] (Nov.2006)
Nintendo Wii [Virtual Console] [Japan / EUR] (Dec.2006)


* Others :
LCD Handheld game [Game&Watch - Multi Screen] (1983) released by Nintendo.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3110&o=2

$end


$info=platoon,
$bio

Vs. Platoon (c) 1988 Sunsoft.

- TECHNICAL -

Main CPU : Zetex N2A03 (@ 1.789772 Mhz)
Sound Chips : Zetex N2A03 (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz)

Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 64

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Licensed to Nintendo.

- PORTS -

* Computers :
Amstrad CPC (1988)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3111&o=2

$end


$info=bnglngby,
$bio

Vs. Raid on Bungeling Bay (c) 1985 Nintendo.

- TECHNICAL -

Main CPU : Zetex N2A03 (@ 1.789772 Mhz)
Sound Chips : Zetex N2A03 (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz)

Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 64

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Developed by Broderbund Software.

Raid on Bungeling Bay was the first Will Wright game (the author of the successful video game "The Sims").

- STAFF -

Designed by : Will Wright

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3112&o=2

$end


$info=vsslalom,
$bio

Vs. Slalom (c) 1986 Nintendo.

- TECHNICAL -

Main CPU : Zetex N2A03 (@ 1.789772 Mhz)
Sound Chips : Zetex N2A03 (@ 1.789772 Mhz), DAC

Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 64

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in November 1986 by Nintendo under license from Rare (who developed this game).

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3113&o=2

$end


$info=vssoccer,vssoccerj,vssoccera,
$bio

Vs. Soccer (c) 1985 Nintendo.

- TECHNICAL -

Main CPU : Zetex N2A03 (@ 1.789772 Mhz)
Sound Chips : Zetex N2A03 (@ 1.789772 Mhz), DAC

Players : 2
Control : 8-way joystick
Buttons : 2

- STAFF -

Sound : Koji Kondo

- PORTS -

* Consoles :
Nintendo Famicom (1985)
Nintendo GameCube (2001, "Animal Crossing" as an unlockable Bonus game)
Nintendo Wii (2006, "Virtual Console")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3114&o=2

$end


$info=starlstr,
$bio

Vs. Star Luster (c) 1985 Namco.

- TECHNICAL -

Main CPU : Zetex N2A03 (@ 1.789772 Mhz)
Sound Chips : Zetex N2A03 (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz)

Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 64

Players : 4
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Licensed to Nintendo.

- TIPS AND TRICKS -

Starnoid Call : at a pinch, press 1P+2P+3P+4P START at the same time.

- STAFF -

Sound : Hiroyuki Kawada

- PORTS -

* Computers :
Sharp X68000 (1994 - Dempa)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3115&o=2

$end


$info=smgolf,smgolfj,smgolfb,ladygolf,ladygolfe,
$bio

Vs. Stroke and Match Golf (c) 1984 Nintendo.

- TECHNICAL -

Main CPU : Zetex N2A03 (@ 1.789772 Mhz)
Sound Chips : Zetex N2A03 (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz)

Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 64

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in November 1984.

Both 'Man' and 'Lady' version exist.

- STAFF -

Sound : Koji Kondo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3116&o=2

$end


$info=suprmrio,suprmrioa,suprmriobl,suprmriobl2,
$bio

Vs. Super Mario Bros. (c) 1986 Nintendo.

Classic and cult horizontal platform game featuring the Nintendo mascot Mario who must save princess Toadstool (Princess Peach in Japan) from Bowser (Koopa in Japan).

- TECHNICAL -

Vs. Super Mario Bros. is most common in a converted "Donkey Kong" or "Donkey Kong Junior" cabinet (this game was only available as a kit, there were no dedicated cabinets made). Actually, any copy of this game that is not in a converted Donkey Kong series cabinet is incorrect (as the Vs. kit was only designed for those cabinets). Nintendo designed a special small joystick for their Vs. Unisystem games (allowing a 2 player setup on the tiny Donkey Kong control panel). Another difference between this title and most standard games was audio that was processed in the monitor (although this was the same as most other early Nintendo titles). One other notable thing about this title is that either joystick will control either player (most Vs. titles were like this), making it rather pointless to have 2 sticks in the first place.

Main CPU : Zetex N2A03 (@ 1.789772 Mhz)
Sound Chips : Zetex N2A03 (@ 1.789772 Mhz), DAC

Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 64

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in April 1986.

Basically, this is the arcade port of the Nintendo Famicom "Super Mario Bros.". There are slight differences:
* Item placement in the '?' and hidden blocks differs slightly, so if you're used to the Playchoice-10 version you may find a few different and unexpected items in certain familiar places.
* Parts of levels were also changed slightly, too, the most noticeable being a gap in the ceiling bricks on the way to the Warp Zone in World 1-2.
* This seems to make the World -1 trick impossible to do on Vs. Super Mario Bros., as it involved the use of these removed bricks.
* More enemies added in most levels
* Bug fixes / preventions.

This game is also known as "Vs. Mario's Adventure".

A hack of this game where made by Two-Bits Score and is known as "Skate Kid Bros.".

Michael Jackson used to own this game. It was sold at the official Michael Jackson Auction on Apr. 24th, 2009.

A Vs. Super Mario Bros. unit appears in the sitcom 'Two and a Half Men'; Season 5, Episode 2 (People Who Love Peepholes).

- TIPS AND TRICKS -

* Increase The Number Of Marios By 100 Or More : There is a way of increasing the number of Marios by more than 100. At the end of World 3-1, when Koopa Troopa comes on the block stairway just before the flagpole... and reaches the lowest step, jump on him to make him stop moving.

* The 999 Timer Bonus Trick : This one can be done on any of the -4 Worlds. It is most difficult to achieve on World 6-4 and World 7-4. What you do is try to end the level with the timer at 000, and the machine will act as though you have 1000 units of time instead of 0. It will drop to 999 and count down to 000 from there and award points for each unit of time. Simply jump to the axe as the timer goes from 002 to 001 and you should finish the screen with the timer at 000 and get the maximum bonus.

- STAFF -

Designed by video game legend : Shigeru Miyamoto
Music & sound by : Koji Kondo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3117&o=2

$end


$info=vsskykid,
$bio

Vs. Super SkyKid (c) 1986 Namco.

- TECHNICAL -

Main CPU : Zetex N2A03 (@ 1.789772 Mhz)
Sound Chips : Zetex N2A03 (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz)

Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 64

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Licensed to Nintendo.

- SERIES -

1. Sky Kid (1985)
2. Sky Kid Deluxe (1986)
3. Vs. Super Sky Kid (1986)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3118&o=2

$end


$info=supxevs,
$bio

Vs. Super Xevious - Ganpu no Nazo (c) 1986 Namco.

- TECHNICAL -

Main CPU : Zetex N2A03 (@ 1.789772 Mhz)
Sound Chips : Zetex N2A03 (@ 1.789772 Mhz), DAC

Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 64

Players : 2
Control : 8-way joystick
Buttons : 2
= > [1] Zapper, [2] Blaster

- TRIVIA -

The subtitle translates from Japanese as "Ganpu's Riddle".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3119&o=2

$end


$info=tkoboxng,
$bio

Vs. T.K.O. Boxing (c) 1987 Data East USA

- TECHNICAL -

Main CPU : Zetex N2A03 (@ 1.789772 Mhz)
Sound Chips : Zetex N2A03 (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz)

Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 64

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in November 1987.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3120&o=2

$end


$info=vstennis,vstennisa,vstennisb,
$bio

Vs. Tennis (c) 1984 Nintendo.

Single or doubles tennis against human or computer players. Match is best of 3 sets. Game operates on both single and dual monitor cabinets.

- TECHNICAL -

Main CPU : (2x) N2A03 (@ 1.789772 Mhz)
Sound Chips : (2x) N2A03 (@ 1.789772 Mhz), (2x) DAC

Players : 4
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in February 1984.

This game was designed for the dual-monitor cabinet so that opposing players had their own monitor.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3121&o=2

$end


$info=vstetris,
$bio

Vs. Tetris (c) 1988 Atari Games.

- TECHNICAL -

Main CPU : Zetex N2A03 (@ 1.789772 Mhz)
Sound Chips : Zetex N2A03 (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz)

Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 64

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Inspired by a pentominoes game he had bought earlier, Alexey Pajitnov creates Tetris on an Electronica 60 in June 1985 at the Moscow Academy of Science's Computer Center. It is ported to the IBM PC by Vadim Gerasimov and starts spreading around Moscow. Pajitnov gets a small degree of fame for his program. Due to Soviet political structure at the time, the inventor, Alexey Pajitnov was not able to patent his game. This gave rise to many sundry Tetris clones for all manner of machines.

Here is the name of all tetrominos in Tetris (A tetromino is a geometric shape composed of four squares, connected orthogonally) :
* The 'I' (Also called 'Stick' or 'Straight') - Four blocks in a straight line.
* The 'Square' (Also called 'O', 'Package' or 'Block') - Four blocks in a 2x2 square.
* The 'T' - A row of three blocks with one added below the center.
* The 'L' - A row of three blocks with one added below the left side.
* The 'J' (Also called 'Inverted L' or 'Gamma') - A row of three blocks with one added below the right side (This piece is a reflection of 'L' but cannot be rotated into 'L').
* The 'S' - Bent trimino with block placed on outside of clockwise side.
* The 'Z' (Also called 'Inverted S') - Bent trimino with block added on outside of anticlockwise side (This piece is a reflection of 'S' but cannot be rotated into 'S').

Apart from being a fine game, Tetris is also a perfect mirror of the human condition. For a while the game is entertaining, and we seem to have mastered it and are having fun. Then, something goes wrong. A rash mistake, or an unfulfilled wish, and we're fighting to repair the damage, but we've been thrown off-balance, and the cancer is spreading. Blocks that were once orderly and harmonious are jumbled and filled with holes, and our cup is on the verge of running over. There's always a point at which we stop planning for the future, and realize that we don't have one - all we can do is cling to the present and concentrate, focus our minds on what it's like to be alive, to play the game, before it's all over. You were waiting for a four-by-one block that never came. Eventually we stare death in the face, and death will not spare us because we would warn the others to stay away and not play the game. Sometimes we resist to the bitter end, moving blocks left and right without thought or care, just to hang on, and sometimes we accept the inevitable and pull the blocks down to us, smiling inwardly at the great joke. The rest is silence. We admire the fox as it escapes from the hounds, but when the hunt is over we turn away, and go off and drink and be merry, and somewhere else someone or something is watching us as we watch the fox. But the fox knows it is being chased.

Tetris falls in the same class of tantalizing problems as the famous Traveling Salesman Problem or the Halting Problem. It's the intellectual challenge of coming up with heuristics to crack the game that make it so addictive.

Tetris was first released in Japan by Bullet Proof Software (BPS), they got the license from Mirrorsoft and Tengen, Tengen also got the license from Mirrorsoft. Mirrorsoft claimed to have the rights of Tetris because its president got a copy of the original Tetris code by Pajitnov himself, however, there were no legal contracts at all. After Nintendo legally got the rights for Tetris from Pajitnov and ELORG in a trip to the USSR and was proven that Mirrorsoft wasn't legally entitled to give licenses, Tengen's unlicensed Tetris for the NES was recalled and Sega's version was called Tetremix for the soundtrack CD's. BPS (which had registered Tetris in Japan which made Nintendo's version not to be released there) eventually got the rights for Tetris and even had Pajitnov as an employee. Nowadays, Pajitnov runs the Tetris Company, any company that wants to make a Tetris game has to get the license from (and only from) this company.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3122&o=2

$end


$info=goonies,
$bio

Vs. The Goonies (c) 12/1986 Konami.

A platform game based on the 1985 Steven Spielberg movie of the same name. The player takes control of Mikey and must explore a variety of caverns and rooms, searching for the three keys needed to unlock the huge, metal door that bars progress to the next level. The keys are hidden behind a number of doors which can only be removed by placing a bomb in front of them and blowing them open. Mikey's progress is hampered by the many enemies that roam the levels. The bombs needed to blow the doors appear when certain enemies are killed.

A fellow 'Goonie' is trapped behind one of the doors on each level, and can be rescued, although this isn't necessary to progress to the next level. A catapult, or 'slingshot', can also be found, allowing Mikey to attack enemies from a safe distance.

- TECHNICAL -

Main CPU : Zetex N2A03 (@ 1.789772 Mhz)
Sound Chips : Zetex N2A03 (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz)

Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 64

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Licensed to Nintendo.

Rac Carpana holds the official record for this game with 504,820 points.

A The Goonies machine was shown at the 2003 classic arcade games show 'California Extreme' in San Jose, California.

- SERIES -

1. The Goonies (1986, NES, MSX)
2. Vs. The Goonies (1986)
3. The Goonies II (1987, NES)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3123&o=2

$end


$info=topgun,
$bio

Vs. Top Gun (c) 1987 Konami.

- TECHNICAL -

Main CPU : Zetex N2A03 (@ 1.789772 Mhz)
Sound Chips : Zetex N2A03 (@ 1.789772 Mhz), DAC

Screen orientation: Horizontal
Video resolution: 256 x 240 pixels
Screen refresh: 60.00 Hz
Palette colors: 64

Players: 2
Control: 8-way joystick
Buttons: 2

- STAFF -

Cabinet Graphic Design: Don Marshall

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3124&o=2

$end


$info=wrecking,
$bio

Vs. Wrecking Crew (c) 1984 Nintendo.

- TECHNICAL -

Main CPU : (2x) N2A03 (@ 1.789772 Mhz)
Sound Chips : (2x) N2A03 (@ 1.789772 Mhz), (2x) DAC (@ 1.789772 Mhz)

Screen orientation : Horizontal
Video resolution : 512 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 128

Players : 4
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in September 1984.

- SERIES -

1. Vs. Wrecking Crew (1984)
2. Wrecking Crew (1985)
3. Wrecking Crew '98 (1998, Nintendo Super Famicom)

- STAFF -

Sound : Hirokazu Tanaka

- PORTS -

* Consoles :
Nintendo Famicom (1985)
Nintendo Famicom (1989,"Famicom Disk System")
Nintendo Super Famicom (1998, as a bonus game in "Wrecking Crew '98")
Nintendo Game Boy Advance (2004, "Famicom Mini Series")
Nintendo Wii (2007, "Virtual Console")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3125&o=2

$end


$info=vt100,
$bio

VT100 (c) 1978 Digital Equipment Corp.

- TRIVIA -

Introduced in August 1978.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103297&o=2

$end


$info=vt105,
$bio

VT105 (c) 1978 Digital Equipment Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103298&o=2

$end


$bbca_cass,bbcb_cass=vucalc,
$bio

Vu-Calc (c) 19?? Psion

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52632&o=2

$end


$bbca_cass,bbcb_cass=vufile,
$bio

Vu-File (c) 19?? Psion

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52633&o=2

$end


$cpc_cass=vulcan,
$bio

Vulcan - The Tunisian Campaign (c) 1987 CCS [Cases Computer Simulations, Ltd.] [London, UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100039&o=2

$end


$info=vulcan,vulcana,vulcanb,
$bio

Vulcan Venture (c) 1988 Konami.

Export release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Gradius II - GOFER no Yabou [Model GX785]".

- TECHNICAL -

Konami Twin 16 Hardware
Game ID : GX785

- TRIVIA -

Vulcan Venture was released in March 1988.

The main differences from the original Japanese are:
* Continue available.
* Different title screen.
* 'Option' is called 'Multiple'.
* 'Ripple Laser' is called 'Pulse Laser' in Vulcan Venture.

The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to 'ASO'.

- SERIES -

1. Nemesis (1985)
2. Lifeforce (1986)
3. Gradius 2 (1987, MSX)
4. Vulcan Venture (1988)
5. Nemesis 3 - The Eve of Destruction (1988, MSX)
6. Gradius III (1989)
7. Gradius - The Interstellar Assault (1991, Nintendo Game Boy)  
8. Nemesis '90 Kai (1993, Sharp X68000)
9. Salamander 2 (1996)
10. Solar Assault - Gradius (1997)
11. Solar Assault - Revisited (1997)
12. Gradius Gaiden (1997, Sony PlayStation)
13. Gradius IV - Fukkatsu (1999)
14. Gradius Generation (2002, Nintendo Game Boy Advance)
15. Gradius V (2003, Sony PlayStation 2)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3126&o=2

$end


$info=vulgus,vulgusj,vulgusa,
$bio

Vulgus (c) 1984 Capcom Company, Limited.

Vulgus is pretty simple. You just pilot a spaceship and blast countless enemies. That is what is fun about this game. There is nothing complicated, just pure blasting. You only have two weapons, your blaster, and a limited supply of bombs. This title uses the time honored top-down vertically scrolling format. The background moves eternally forward, but you can move all around the screen, and can make the screen scroll both left and right. Your enemies consist of an assortment of fairly realistic looking spacecraft, some of which have a distinctive 'insectoid' look to them. This game is endless and it doesn't seem to have a level format. You just move forward and shoot. The backgrounds will change from time to time from planetary surfaces to space scenes and eventually they will start repeating once you blast this particularly large alien formation.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 4 Mhz)
Sound CPU : Zilog Z80 (@ 3 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.5 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Vulgus was released in May 1984. It is the first game produced by Capcom. Capcom, a name derived from 'Capsule' and 'Computer'. Kenzo Tsujimoto established the company in Japan as a manufacturer and distributor of electronic games machines. 

In space shuttle terminology, CAPCOM also stands for 'Capsule Communications'.They are responsible for most of the talking to the shuttle during the missions. They relay all the messages to and from the shuttle. It's a very important, very stressful position in the space flight system. 

Vulgus was only available as a conversion kit from SNK (or Capcom in Japan). The marquee to this title was red and it had a strange blue 'Vulgus' logo that had red veins running through it.

- UPDATES -

The US version's high score table allowed three initials to be entered. The Japanese version allowed ten letters to be entered.

- STAFF -

Director: Tokuro Fujiwara
Staff : T. Toyohara, M. Kimura, Y. Morita, A. Fukada, S. Okada

- PORTS -

* Consoles : 
Sega Saturn [JP] (October 15, 1998) "Capcom Generation Dai 3 Shou Koko ni Rekkishi Hajimaru [Model T-1234G]" 
Sony PlayStation [JP] (October 15, 1998) "Capcom Generation Dai 3 Shou Koko ni Rekkishi Hajimaru [Model SLPS-01649]" 
Sony PlayStation [EU] (September 3, 1999) "Capcom Generations 3 - The First Generation [Capcom Generations Disc 3] [Model SLES-21881]" 
Microsoft XBOX [US] (September 27, 2005) "Capcom Classics Collection" 
Sony PlayStation 2 [US] (September 27, 2005) "Capcom Classics Collection [Model SLUS-21316]" 
Microsoft XBOX [EU] (November 18, 2005) "Capcom Classics Collection" 
Sony PlayStation 2 [EU] (November 18, 2005) "Capcom Classics Collection [Model SLES-53661]" 
Sony PlayStation 2 [JP] (March 2, 2006) "Capcom Classics Collection [Model SLPM-66317]" 
Sony PlayStation 3 [PSN] [JP] (February 19, 2013) "Capcom Arcade Cabinet [Model NPJB-00210]"
Microsoft XBOX 360 [XBLA] [JP] [EU] (February 20, 2013) "Capcom Arcade Cabinet"
Sony PlayStation 3 [PSN] [EU] (February 20, 2013) "Capcom Arcade Cabinet"
Microsoft XBOX 360 [XBLA] [AU] (February 21, 2013) "Capcom Arcade Cabinet" 
Sony PSP [US] (April 23, 2013) "Capcom Classics Collection Reloaded [Favorites] [Model ULUS-10134FV]" 
Sony PlayStation 3 [PSN] [US] "Capcom Arcade Cabinet" : provided only if all five packs are bought or through the All-in-One Pack (May 21, 2013) 
Microsoft XBOX 360 [XBLA] [US] "Capcom Arcade Cabinet" : provided only if all five packs are bought or through the All-in-One Pack (May 22, 2013) 

* Handhelds : 
Sony PSP [JP] (September 7, 2006) "Capcom Classics Collection [Model ULJM-05104]" 
Sony PSP [US] (October 24, 2006) "Capcom Classics Collection Reloaded [Model ULUS-10134]" 
Sony PSP [EU] (November 10, 2006) "Capcom Classics Collection Reloaded [Model ULES-00377]" 
Sony PSP [AU] (November 16, 2006) "Capcom Classics Collection Reloaded" 

* Computers : 
PC [MS Windows, CD-ROM] [US] (2003) "Capcom Coin-Op Collection Volume 1"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3127&o=2

$end


$info=st_vulkn,
$bio

Vulkan (c) 199? Stella.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42270&o=2

$end


$x68k_flop=vulquar,
$bio

Vulquar (c) 199? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88738&o=2

$end


$amigaocs_flop=vyrus,
$bio

Vyrus (c) 1991 Amiga Fun

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75498&o=2

$end


$pc98=vzedit,
$bio

VZ Editor (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=90977&o=2

$end


$info=tvwring,
$bio

W-Ring (c) 1991 TOURVision.

Unlicensed Spanish game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101171&o=2

$end


$pce=wring,
$bio

W-ring - The Double Rings (c) 1990 Naxat Soft.

W-ring is a horizontal shooter by Naxat Soft. Once again, the player takes control of a small and heavily armed spaceship and decides to fry up an entire alien invasion. It all starts on Saturn and the game will take the player to the edge of our Solar System and throught Pluto's Star Gate. Stages are vast and the screen scrolls vertically to reveal more scenery as the ship moves around the screen. Controls are straight forward, one action button fires the main weapon and drop bombs, the second button, however, only changes the ship's speed. Special pods fly around every stage and release powerups when shot. Five weapons are available and include green Ring Beams, blue Laser, pink Multi-Way, Missiles and Gyro Shields. Each weapon can be upgraded several times, but take a single hit and it's back to the default, and weak, vulcan gun. Powering-up also automatically builds a special ring (hence the game's title) around the ship and protect it from enemy fire, making bullets literally bounce from it. It can also be moved at the front or behind the ship and offer a better protection for that matter. Other pods are hidden in each stage and give various extra powers to the ship, like increase its stock of bombs. The most intereresting, and rarest, are the Mystery (symbolized by an interrogation mark) and Extra icons which varies the main weapon's behavior. For instance, the multi-way pink laser will bounce off from walls or missiles will fire in straight lines. As expected with such title, a powerful guardian awaits for the player at the end of every stage and, interestingly, flashing targets reveal the opponent's weak points before each encounter.

- TECHNICAL -

HuCARD ID: NX90005

- TRIVIA -

Released on September 28, 1990 in Japan for 6300 Yen.

- STAFF -

System Programmer: Nabe San
Main Programmer: Yūichi Ochiai
Sub Programmer: Kenji Nakamura, Yoshiharu Takaoka
Graphic Designer: Kenji Mori, Kame San, Zaki
Sound Composer: Hisashi Matsushita, Daisuke Morishima
Special Thanks: Dandy Fujisawa, Masato Toyoshima (Kind Toyoshima), Bokuchan Kiyokawa, Rabit Morota, Masataka Uemoto, Kazushi Matsumoto, Eiji Kimura

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58771&o=2

$end


$x68k_flop=wtank,
$bio

W-Tank (c) 199? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88739&o=2

$end


$bbca_cass,bbcb_cass=war,
$bio

W.A.R. (c) 1986 Martech

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52634&o=2

$end


$cpc_cass=wars,
$bio

W.A.R. (c) 1987 Erbe Soft. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100041&o=2

$end


$cpc_cass=war,
$bio

W.A.R. (c) 1987 Martech Games, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100042&o=2

$end


$x68k_flop=wbullet,
$bio

W.Bullet (c) 1999 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88740&o=2

$end


$gba=witch,
$bio

W.i.t.c.h. (c) 2005 Disney Interactive

- TECHNICAL -

[Model AGB-BWTP-EUR]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76243&o=2

$end


$nes=wadilei,
$bio

Wa Di Lei [Model FC7001] (c) 19?? Bung [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77008&o=2

$end


$a2600=wabbit,
$bio

Wabbit (c) 1982 Apollo

You are a farmer, named Billie Sue, trying to protect your crops. One patch in particular is giving you trouble. It's surrounded by ten holes from which wabbits [sic] dart into your field.  Scare off  the pesky creatures by throwing wotten [sic] eggs at them (they're in abundance this year and worth much less than good country carrots). The score on the left depicts the number of carrots the wabbits have snatched and deposited in their wabbit holes.  The current carrot count increases every time a wabbit gets back into his hole with one of your carrots. Your score increases everytime you wallop a wabbit with a wotten egg. It's an egg-citing experience.

8 game variations - For one or two players, the number of Wabbits you have to chase off will vary as follows:
GAME 1 -- 2 WABBITS FOR 1 PLAYER
GAME 2 -- 2 WABBITS FOR 2 PLAYERS
GAME 3 -- 1 WABBIT FOR 1 PLAYER
GAME 4 -- 1 WABBIT FOR 2 PLAYERS
GAME 5 -- 3 WABBITS FOR 1 PLAYER
GAME 6 -- 3 WABBITS FOR 2 PLAYERS
GAME 7 -- 1 WABBIT FOR 1 PLAYER (CHILD)
GAME 8 -- 1 WABBIT FOR 2 PLAYERS (CHILD)

- TECHNICAL -

Model AP2010

- SCORING -

When wabbits carrying carrots successfully return to their burrows without being hit by wotten eggs, the current carrot indicator on the left of the screen will increase by one point.  Every time Billie Sue is able to hit a wabbit with a wotten egg before the wabbit reaches a carrot, you will receive five points.  When the wabbit is hit by a wotten egg on the way back from its burrow with a carrot, you will receive ten points on your score on the right of the screen. And you get a bonus: every 100 points you get will cause the wabbits to lose 25 carrots from their current carrot count. The game will end when the wabbits' score reaches 100 points.

- STAFF -

Programmer: Ban Tran

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51184&o=2

$end


$saturn,sat_cart=wachenro,
$bio

Wachen Röder (c) 1998 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59894&o=2

$end


$info=wackadoo,
$bio

Wack-A-Doodle-Doo (c) 1998 Stern Pinball, Incorporated.

- STAFF -

Art Director : Jason J. Dominiak

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11227&o=2

$end


$info=wacko,
$bio

Wacko (c) 1982 Bally Midway.

Wacko is a colorful single screen shooter, with excellent graphics for the time. You maneuver Kapt'n Krooz'r around the screen in his spaceship. The terrain is an orange moon scene, various cartoonish monsters dot the landscape. You must blast the monsters in pairs to make them vanish. Later levels introduce even more complex rules as to what can be shot. You control your ship with the trackball, while using the joystick to aim and shoot. The controls feel natural with a little practice, but the game quickly becomes very difficult on the higher levels.

- TECHNICAL -

Bally Midway MCR 2 hardware
Game No. 337

Main CPU : Zilog Z80 (@ 2.496 Mhz)
Sound CPU : Zilog Z80 (@ 2 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 2 Mhz)

Screen orientation : Horizontal
Video resolution : 512 x 480 pixels
Screen refresh : 30.00 Hz
Palette colors : 64

Players : 2
Control : Trackball, joystick

- TRIVIA -

The game originally had a wizard shooting at cute animals but Bally/Midway execs thought it was too cute and needed an edge. Monsters were designed by Scott and put in instead, plus Bally/Midway also called him at the last minute to replace the wizard with the little green alien from "Kozmik Krooz'r". The slanted cabinet was an idea by Marvin Glass which required the trackballs to be installed upside down to work properly. 

This title takes the prize for having the strangest dedicated cabinet ever made The Wacko cabinet is sloped, both the control panel, and the marquee are set at an angle. The right side of each being about three inches lower than the left side. This means that the joystick and trackball are both at an angle. This is the only machine ever made to feature a sloped control panel (a distinction which it will probably keep for a long time).

- STAFF -

Designed and programmed by : Steve Meyer
Graphics by : Scott Morrison

- PORTS -

* Consoles : 
Sony PlayStation 2 [AU] (2004) "Midway Arcade Treasures 2" 
Microsoft XBOX [US] (October 11, 2004) "Midway Arcade Treasures 2 [Model MWO-3201W]" 
Nintendo GameCube [US] (October 11, 2004) "Midway Arcade Treasures 2 [Model DOL-GAYE-USA]" 
Sony PlayStation 2 [US] (October 11, 2004) "Midway Arcade Treasures 2 [Model SLUS-20997]" 
Microsoft XBOX [EU] (October 29, 2004) "Midway Arcade Treasures 2" 
Sony PlayStation 2 [EU] (October 29, 2004) "Midway Arcade Treasures 2 [Model SLES-52844]"

* Computers : 
PC [MS Windows, CD-ROM] [US] (February 17, 2006) "Midway Arcade Treasures Deluxe Edition"
PC [MS Windows, CD-ROM] [EU] (March 17, 2006) "Midway Arcade Treasures Deluxe Edition" by Zoo Digital Publishing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3128&o=2

$end


$info=wackygtr,
$bio

Wacky Gator (c) 1990 Data East Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100212&o=2

$end


$info=m3wacky,
$bio

Wacky Racer (c) 198? MDM Leisure.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41215&o=2

$end


$info=sc5wacky,sc5wackya,sc5wackyb,sc5wackyc,
$bio

Wacky Racers (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR3305]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42847&o=2

$end


$amigaocs_flop=wackyrac,
$bio

Wacky Races (c) 1991 HiTec Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75502&o=2

$end


$nes=wackyrac,
$bio

Wacky Races (c) 1992 Atlus Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55796&o=2

$end


$cpc_cass=wackyrac,
$bio

Wacky Races (c) 1992 Hi-Tec Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100046&o=2

$end


$megadriv=wackyrac,
$bio

Wacky Races (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57513&o=2

$end


$gbcolor=wackyracu,
$bio

Wacky Races [Model CGB-AW9E-USA] (c) 2000 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69086&o=2

$end


$gbcolor=wackyrac,
$bio

Wacky Races [Model CGB-AW9P-NOE] (c) 2000 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69084&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=wacky,
$bio

Wacky Waiters (c) 1982 Imagine Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87000&o=2

$end


$info=m4wwc,m4wwca,m4wwcb,
$bio

Wacky Weekend (c) 199? Global Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15349&o=2

$end


$megadriv=wworldsp3,wworldsp2,wworldsp1,
$bio

Wacky Worlds (c) 1994 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57035&o=2

$end


$megadriv=wworlds,
$bio

Wacky Worlds (c) 1994 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57514&o=2

$end


$gba=wadehixt,
$bio

Wade Hixton's Counter Punch [Model AGB-BSRE-USA] (c) 2004 DSI Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76253&o=2

$end


$info=sc4wadzl,sc4wadzla,
$bio

Wadzilla (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR2052]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42848&o=2

$end


$info=warcadia,
$bio

Waga Seishun no Arcadia (c) 1982 Sigma Enterprises.

- TECHNICAL -

Main CPU : Motorola M6809 (@ 1.4 Mhz), (2x) M6802 (@ 1 Mhz)
Sound Chips : (3x) General Instrument AY8910 (@ 1 Mhz), (2x) DAC

Players : 2
Control : 2-way joystick
Buttons : 1

- TRIVIA -

Released in December 1980.

The title of this game translates from Japanese as 'Arcadia of My Youth'.

This game is known outside Japan as "New York New York".

Waga Seishun no Arcadia is based on the animated movie of the same name. The guy standing in the background of this game is Space Pirate Captain Harlock, the protagonist of the movie. Arcadia is the name of his ship. Starting before this movie and into the present day, Harlock is featured in a number of comic books, TV series and movies.

- UPDATES -

Differences between "Arcadia' and 'NY, NY' :
* In the background of 'NY, NY' is the Statue of Liberty, surrounded by blue buildings.
* In 'Arcadia', the Statue has been replaced by Captain Harlock (who is still the same color as the Statue of Liberty for some reason) and there is a blue nebula instead of blue buildings.
* Also, the words 'New York' have been replaced by 'Arcadia' in the demo.
* Besides the picture of Harlock in the background, nothing else in the 'Arcadia' game really has any relationship with the movie at all.
* 'NY, NY' came first and was then slightly modified to cash in on the 'Arcadia' movie.
* There are also no additional copyright notices, as there would normally be in a game based on a movie (So perhaps it wasn't even officially licensed).
* Another odd thing is that in Arcadia it really doesn't make a lot of sense to have a giant cyan Capt. Harlock floating around in space in the background.
* Whereas in NY, NY it actually makes sense for the Statue of Liberty to be in the background.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3129&o=2

$end


$pc8801_flop=wagaseis,
$bio

Waga Seishun no Youkai Yashiki (c) 1988 Dot Kikaku

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93225&o=2

$end


$gba=wagam8nt,
$bio

Wagamama Fairy Mirumo de Pon! 8 Nin no Toki no Yousei [Model AGB-BMYJ-JPN(RK339-J1)] (c) 2003 Konami Co., Ltd. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76255&o=2

$end


$gba=wagamdmp,
$bio

Wagamama Fairy Mirumo de Pon! Dokidoki Memorial Panic [Model AGB-BMIJ-JPN(RK381-J1)] (c) 2005 Konami Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76256&o=2

$end


$gba=wagamnks,
$bio

Wagamama Fairy Mirumo de Pon! Nazo no Kagi to Shinjitsu no Tobira [Model AGB-BWPJ-JPN(RK371-J1)] (c) 2004 Konami Corp.]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76257&o=2

$end


$gba=wagamomd,
$bio

Wagamama Fairy Mirumo de Pon! Ougon Maracas no Densetsu [Model AGB-AWKJ-JPN(RK332-J1)] (c) 2002 Konami Co., Ltd. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76258&o=2

$end


$gba=wagamtma,
$bio

Wagamama Fairy Mirumo de Pon! Taisen Mahoudama [Model AGB-BMPJ-JPN(RK336-J1)] (c) 2003 Konami Co., Ltd. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76259&o=2

$end


$gba=wagamyka,
$bio

Wagamama Fairy Mirumo de Pon! Yume no Kakera [Model AGB-BWFJ-JPN(RK360-J1)] (c) 2004 Konami Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76260&o=2

$end


$psx=wagamama,
$bio

Wagamama Fairy Mirumo de Pon! Mirumo no Mahou Gakkou Monogatari (c) 2003 Konami Corp.

- TECHNICAL -

Model SLPM-87220

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85848&o=2

$end


$nes=wagyan2,
$bio

???????2 (c) 1990 Namco, Limited.
(Wagan Land 2)

- TECHNICAL -

Game ID: NAM-WL2-5800

- TRIVIA -

Wagan Land 2 was released on December 14, 1990 in Japan.

The story takes place several years after the other Wagan Land games (but before Wagan Paradise), in which the player takes control of Wagan II, the son of the original Wagan.

The final battle theme in this game would later be used as the final battle theme in Super Wagan Land. The boss introduction theme would be used in Super Wagan Land as well. The boss battle theme was used in Super Wagan Land, as well as in the later DS sequel.

- SERIES -

1. Wagan Land [Model NAM-WL-4900] (1989, FC)
2. Wagan Land 2 [Model NAM-WL2-5800] (1990, FC)
3. Super Wagan Land [Model SHVC-SW] (1991, SFC)
4. Wagan Land 3 [Model NAM-FW3-5800] (1992, FC)
5. Super Wagan Land 2 [Model SHVC-S6] (1993, SFC)
6. Wagan Paradise [Model SHVC-AWLJ-JPN] (1994, SFC)
7. Mega Wagan Land (2005, V-AP)
8. Hirameki Action - Chibikko Wagan no Oukina Bouken (2009, DS)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54800&o=2

$end


$nes=wagyan3,
$bio

???????3 (c) 1992 Namco, Limited.
(Wagan Land 3)

- TECHNICAL -

Game ID: NAM-FW3-5800

- TRIVIA -

Released on December 8, 1992 in Japan, Wagan Land 3 is the third and final installment of the series for the Family Computer.

The game's setting is changed from Wagan Land, the location in preceding installments, to a space city where the 'Hisopiso family', a distant relative of the Wagan family, lives. Because of the change of setting to space, Wagan's jumping ability is increased and there are stages where the player can walk upside down under the ceiling. This installment also introduces a 2-player versus mode where the player can control any of the boss characters. The ending of this game serves as a cliffhanger to the next installment, Super Wagan Land 2.

- SERIES -

1. Wagan Land [Model NAM-WL-4900] (1989, FC)
2. Wagan Land 2 [Model NAM-WL2-5800] (1990, FC)
3. Super Wagan Land [Model SHVC-SW] (1991, SFC)
4. Wagan Land 3 [Model NAM-FW3-5800] (1992, FC)
5. Super Wagan Land 2 [Model SHVC-S6] (1993, SFC)
6. Wagan Paradise [Model SHVC-AWLJ-JPN] (1994, SFC)
7. Mega Wagan Land (2005, V-AP)
8. Hirameki Action - Chibikko Wagan no Oukina Bouken (2009, DS)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54801&o=2

$end


$nes=wagyan,
$bio

??????? (c) 1989 Namco, Limited.
(Wagan Land)

- TECHNICAL -

Game ID: NAM-WL-4900

- TRIVIA -

Released on February 9, 1989 in Japan.

The boss theme that was later used in Wagan Land 2 and Super Wagan Land was first used in this installment for the shiritori and concentration mini-games.

- SERIES -

1. Wagan Land [Model NAM-WL-4900] (1989, FC)
2. Wagan Land 2 [Model NAM-WL2-5800] (1990, FC)
3. Super Wagan Land [Model SHVC-SW] (1991, SFC)
4. Wagan Land 3 [Model NAM-FW3-5800] (1992, FC)
5. Super Wagan Land 2 [Model SHVC-S6] (1993, SFC)
6. Wagan Paradise [Model SHVC-AWLJ-JPN] (1994, SFC)
7. Mega Wagan Land (2005, V-AP)
8. Hirameki Action - Chibikko Wagan no Oukina Bouken (2009, DS)

- PORTS -

* Consoles :
Sega Game Gear (1991) "Wagan Land [Model T-14047]"
Nintendo Wii [Virtual Console] (2008)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54799&o=2

$end


$gamegear=wagyan,wagyana,
$bio

Wagan Land (c) 1991 Namco, Limited.

- TECHNICAL -

Cartridge ID: T-14047

- TRIVIA -

Wagan Land for GG was released on July 26, 1991 in Japan.

This Game Gear version of the Wagan Land is different from the Famicom version and the plot involves Wagan Land being attacked by Dr. Devil once again. In order to avoid the afterimage effect that was caused by playing action games on an LCD game at the time of the game's release, some of the stages were redesigned and others were replaced. New power-up items for the action scenes were also added that were previously introduced in Wagan Land 2 (which was released prior to the Game Gear version), as well as an hourglass that stops time during the mini-game segments. The Game Gear version lacks the ability of allowing the player to slowly descend into the ground by pressing the jump button while in mid-air, a features that has been included in the other games of the series.

Reviews:
[FR] November 1991 - Consoles + N.2: 78/100 (as Waga Land).

- SERIES -

1. Wagan Land [Model NAM-WL-4900] (1989, FC)
2. Wagan Land 2 [Model NAM-WL2-5800] (1990, FC)
3. Super Wagan Land [Model SHVC-SW] (1991, SFC)
4. Wagan Land 3 [Model NAM-FW3-5800] (1992, FC)
5. Super Wagan Land 2 [Model SHVC-S6] (1993, SFC)
6. Wagan Paradise [Model SHVC-AWLJ-JPN] (1994, SFC)
7. Mega Wagan Land (2005, V-AP)
8. Hirameki Action - Chibikko Wagan no Oukina Bouken (2009, DS)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64993&o=2

$end


$snes=wagyanp,
$bio

Wagan Paradise (c) 1994 Namco, Limited.

- TECHNICAL -

Game ID: SHVC-AWLJ-JPN

- TRIVIA -

Wagan Paradise is the third and final installment for the Super Famicom, released on December 16, 1994 in Japan.

The story takes place several years after the events of Wagan Land 2. The main characters this time are a pair of siblings named Takuto (a male Wagan) and Karin (a female Wagan), who must against the Nummers clan, who are citizens from an underground civilization. Story sequences are now added between stages which shows the two siblings investigating a series of strange events on Wagan Land. In contrast to the first two Super Famicom games, the game's graphics is composed of characters with black outlines on pastel-colored background that employed light hues. The designs of Takuto and Karin are also rounder compared to the previous incarnations of the Wagan character. The mini-games are all completely new and now resemble IQ testing puzzles which the player must solve under the allotted time.

- SERIES -

1. Wagan Land [Model NAM-WL-4900] (1989, FC)
2. Wagan Land 2 [Model NAM-WL2-5800] (1990, FC)
3. Super Wagan Land [Model SHVC-SW] (1991, SFC)
4. Wagan Land 3 [Model NAM-FW3-5800] (1992, FC)
5. Super Wagan Land 2 [Model SHVC-S6] (1993, SFC)
6. Wagan Paradise [Model SHVC-AWLJ-JPN] (1994, SFC)
7. Mega Wagan Land (2005, V-AP)
8. Hirameki Action - Chibikko Wagan no Oukina Bouken (2009, DS)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62599&o=2

$end


$info=m1wagon,m1wagona,m1wagonb,m1wagonc,
$bio

Wagon Trail (c) 199? Maygay.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42027&o=2

$end


$pce=waiwaimj,
$bio

Wai Wai Mahjong - Yukaina Janyuu Tachi (c) 1989 Video System Company, Limited.

Wai Wai Mahjong is ... a Mahjong game. Pick an opponent (from baseball player, police girl to formula 1 driver). A monk pops up from time to time to give you some advice (all in Japanese).

- TECHNICAL -

HuCARD ID: VS89001
HuCARD Size: 2 MBits.

- TRIVIA -

Released on June 19, 1989 in Japan for 5800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58772&o=2

$end


$pc98=waiwaip,
$bio

Wai Wai Party (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91005&o=2

$end


$nes=waiwai2,
$bio

????????2 SOS!!???? (c) 1991 Konami Industry Company, Limited.
(Wai Wai World 2 - SOS!! Paseri Jou)

Wai Wai World 2 SOS!! Paseri Jou is a side scrolling action game by Konami, and sequel of Wai Wai World originally released in 1988. After the events recounted in the first episode, the land of Wai Wai was finally at peace once again. But one fateful day, the evil sorcerer War?mon appears from the shadows, steals the Parsley castle and plunges the kingdom into chaos. He kidnaps princess H?bu (aka princess Herbs) and no one stands up to stop him. No one but one person - the genius Dr Cinnamon escaped and decides to secretly build a humanoid robot boy to save the day. The Super Robot Rikkuru, as he named it, has the incredible ability to transform into several popular Konami characters, namely Goemon (Ganbare Goemon), Upa (Bio Miracle Bokutte Upa) Simon Belmont (Akumaj? Dracula), F?ma (Getsu F?ma Den) and Bill Rizer (Contra). But there is a bit of a catch. Firstly, Rikkuru must collect special items with the letter C stamped on them in order to successfully transform intro a secondary character (by jumping and pressing up at the same time). Secondly, he can only transform into three different characters that the player chooses at the start of the game (out of four teams), and he can only change into them for a mere sixty-second period. Additionally, although the Konami characters are invincible, the time limit goes down each time they receive a hit (health kits scattered around each stage allow the player to gain it all back though). Rikkuru comes equipped with a small laser blaster and the uncanny ability to double jump (thanks to his ingenious rocket boots). As expected, each character features its own weapon and characteristics, from Bill and his multi-directional machine gun to Simon and his long range whip or Upa and his magic rattle that turns enemies into floating cloud-platforms. Interestingly, all of them have the remarkable ability to charge a powerful glowing attack and kill all enemies on the screen. Wai Wai World 2 consists of nine Konami-themed levels (some of them with alternate routes) as well as various bonus stages and mini-games that switch the gameplay around, from shooting action to puzzle solving or racing. A two-simultaneous player mode is also avaible and allows a second player to take control of Blue Rikkuru and a password system is used to allow the player to return to the game at a later time.

- TECHNICAL -

Game ID: RC850
Cart color: Black.

- TRIVIA -

Wai Wai World 2 was released on January 05, 1991 in Japan for 6500 Yen.

The subtitle of this game translates as 'SOS!! Parsley Castle'.

- STAFF -

Program: Boyoyon Shinamon Aoyama, Grasshopper Ogawa, Wan Chin Tokoma, Chacha Yoshida
Graphic Design: Pemopemo Sand? Kawaminami, Ishihara Kamenosuke Aratame Pensuke, Fukada Ranmaru P?suke
Sound Design: Sakagon Mirukushoppu Y?ichi, Jientoruman Matsubara Kenchan, Manami Muchimuchipurin Satoko

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54802&o=2

$end


$nes=waixngzs,waixngzs1,
$bio

???? (c) 1996 Waixing Computer & Technology Co., Ltd.
(Wai Xing Zhan Shi)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77009&o=2

$end


$nes=waixngz2a,waixngz2,
$bio

????2 (c) 19?? Waixing Computer & Technology Co., Ltd.
(Wai Xing Zhan Shi 2)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77010&o=2

$end


$n64=waialae1,waialae,waialaeu1,waialaeu,
$bio

Waialae Country Club - True Golf Classics (c) 1998 Nintendo [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58069&o=2

$end


$saturn,sat_cart=waix36,
$bio

Waialae no Kiseki - Extra 36 Holes (c) 1997 T&E Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59895&o=2

$end


$nes=waitnsee,
$bio

Wait and See (c) 19?? Dragon Co.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55797&o=2

$end


$snes=bswaiwai,
$bio

Waiwai Check - 3-7 Gou (c) 199? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62600&o=2

$end


$info=mj4simai,
$bio

Wakakusa Monogatari Mahjong Yonshimai (c) 1996 Maboroshi Ware.

Anime-style mahjong game with lovely female opponents and bonus games.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 16.2652 Mhz)
Sound Chips : X1-010 (@ 16.666666 Mhz)

Screen orientation : Horizontal
Video resolution : 384 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768

Players : 1
Control : mahjong keyboard

- TRIVIA -

The title of this game translates from Japanese as 'Young Grass Mahjong Story - Four Sisters'. 'Wakakusa Monogatari' is also the Japanese title of the Louisa May Alcott novel 'Little Women', which this mahjong game is *very* loosely based on.

- PORTS -

* Consoles :
Sega Saturn (1996)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3130&o=2

$end


$x68k_flop=wakaog,
$bio

Wakao-G (c) 1989 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88741&o=2

$end


$snes=wakataka,
$bio

Wakataka Oozumou - Yume no Kyoudai Taiketsu [Model SHVC-OW] (c) 1993 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62601&o=2

$end


$gba=wakebrdu,
$bio

Wakeboarding Unleashed featuring Shaun Murray [Model AGB-AWDE-USA] (c) 2003 Aspyr

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76262&o=2

$end


$gba=wakebrd,
$bio

Wakeboarding Unleashed featuring Shaun Murray [Model AGB-AWDP] (c) 2003 Aspyr

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76261&o=2

$end


$info=wakuwak7,
$bio

Waku Waku 7 (c) 1996 Sunsoft.

A hilarious parody of different styles of anime and video games featuring seven selectable characters and a nasty end boss! It's worth playing for the dialogue alone.

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : 0225

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2610 (@ 8 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 4
=> [A] Quick punch, [B] Quick kick, [C] Strong punch, [D] Strong kick

- TRIVIA -

Released in November 1996.

'Waku Waku' is Japanese onomatopoiea for sounds of excitement.

The bonus stage battle against Bonus Kun, the Shotokan punching bag, is a parody of Ryu and Ken of "Street Fighter" fame. Watch him imitate all of their best moves! It also appears that Bonus Kun's music stage is a parody of 'The Theme of Ryu', which is, as the name implies, the theme music for Ryu in "Street Fighter II - The World Warrior".

Pony Canyon released a limited-edition soundtrack album for this game (Waku Waku 7 - PCCB-00215) on 21/08/1996.

- TIPS AND TRICKS -

* Reverse Title : accumulate 7 credits and the title will be reversed (77 too).

* Alternate Costume Colors : press B, C, or D when selecting a fighter on the character selection screen.

* Choose Black Color : on character selection screen, press Down+A+B+C+D simultaneously.

* Change Winning Mark : on character selection screen, press Left+Start simultaneously. If done right, a voice will be heard. Doing the code again changes the marks back to normal.

* Change CPU Character Color : on character selection screen, press Upperright+Start+A simultaneously.

* Widescreen Mode : on character selection screen, press Right+Start+C simultaneously.

* Arina Stage Song Lyrics : when fighting Arina, before 'Round 1' appears, press Start, then A+D.

- STAFF -

Programmers : Yuichi Ueda, Shige. YTM. Inaba
Graphic Designers : Murakichi, Chupon, Kouki Kita, Toshihiko Narita, Yasuhide Maeda, Atsuki Matsui, Masasashi Kajikawa, Takuro Nagai, Kazuhito Terada, Naoto Kunimori, Tatsuya Doe
Sound Composers : Kazuo Nii, Noriaki Urata
Music Composer : Masato Araikawa
Musicians : Masayoshi Kondo, Hiroshi Koizumi, Andre Black, Yayoi Sakiyama, Eri Kusaka
Voice Actors & Actress : Yoko Okouchi, Yoshinori Kudo, Mariko Masuda, Osamu Nakamoto, Tokoshige Tsujimura, Ben Izawa, Toshiyuki Fujita, Kazunori Hotta, Chitose Omi, Naho Hattori, Yukitoshi Hirano
Music Coordinators : Atsushi Mihiro, Hideo Zaitsu
Waku Waku Director : Yuichi Ueda
Special Thanks : Kazuyuki Watanabe, Naoki Kodaka, Kazuyo Umemura, Tatsuo Mori, Kazuko Harman, Naomi Sakaguchi, Megumi Masuko, Noriaki Kitamutra

- PORTS -

* Consoles :
SNK Neo-Geo [JP] (December 27, 1996) [Model NGH-225]
Sega Saturn [JP] (June 20, 1997) [Model T-1515G]
Sega Saturn [JP] (June 20, 1997) [Model T-1516G]
Sony PlayStation 2 [JP] (June 26, 2008, "Sunsoft Collection [Model SLPS-25849]")
Sony PlayStation 2 [JP] (June 18, 2009, "Sunsoft Collection [The Best] [Model SLPS-25936]")
Nintendo Wii [JP] (April 27, 2010, "Virtual Console")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3131&o=2

$end


$saturn,sat_cart=wakuwak7,
$bio

Waku Waku 7 (c) 1997 Sunsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59896&o=2

$end


$info=tonton,
$bio

Waku Waku Doubutsu Land TonTon (c) 199? Success.

An obscure 9-Reel Japanese video slot machine.

- TRIVIA -

Developed by Taiyojidoki.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43924&o=2

$end


$info=wwmarine,
$bio

Waku Waku Marine (c) 1992 Sega Enterprises, Limited.

- TECHNICAL -

Runs Sega "System C-2" hardware.

- TRIVIA -

Released in October 1992 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=29851&o=2

$end


$saturn,sat_cart=wakumons,
$bio

Waku Waku Monster (c) 1998 Altron Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59897&o=2

$end


$saturn,sat_cart=wakupuyo,
$bio

Waku Waku Puyo Puyo Dungeon (c) 1998 Compile

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59898&o=2

$end


$info=soniccar,
$bio

Waku Waku Sonic Patrol Car (c) 1991 Sega Enterprises, Limited.

On your permanently set northward journey, you can avoid cars by moving left and right. You can also jump out the car (after which you land right back in), but the only use for this feature is to defeat Eggman. The two-minute story plays out in the course of the action: officer Sonic heads out from the station and hits the streets, on what appears to be a routine patrol. (On the way, you encounter a traffic light and must stop to let Flicky and the gang pass.) During the patrol, you spot Doctor Eggman pushing cars off the street in a vehicle of his own. The chase begins! Doctor Eggman can be taken out with a few spins; just watch out for the bombs he's chucking at you. Whether you defeat him or not, Sonic eventually drives in to another police station and says something to you in Japanese.

- TRIVIA -

Waku Waku Sonic Patrol Car was released in November 1991 in Japan. This representes one of the first ever appearances of Sonic the Hedgehog in the arcades.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=29852&o=2

$end


$pc98=wakuslot,
$bio

Waku-Waku Slot Vol. X - Ayashii Version (c) 1993 LTT.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48492&o=2

$end


$famicom_flop=wakuaton,
$bio

Wakusei Aton Gaiden (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65490&o=2

$end


$megacd,megacdj=funkband,
$bio

Wakusei Woodstock - Funky Horror Band [Model G-6001] (c) 1991 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60579&o=2

$end


$snes=wakuwaku,
$bio

Wakuwaku Ski Wonder Spur [Model SHVC-ASKJ-JPN] (c) 1995 Human Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62602&o=2

$end


$gba=warioln4c,
$bio

Waliou Xunbao Ji (c) 2004 iQue [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76263&o=2

$end


$gba=wariowarc,
$bio

Waliou Zhizao [Model AGB-AZWC-CHN] (c) 2005 iQue [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76264&o=2

$end


$amigaocs_flop=walker,
$bio

Walker (c) 1993 Psygnosis, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75503&o=2

$end


$a2600=walker,walker1,
$bio

Walker (c) 19?? Suntek

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51185&o=2

$end


$cpc_cass=walkyrie,
$bio

Walkyrie (c) 1985 JRD

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100047&o=2

$end


$bbca_cass,bbcb_cass=wall,
$bio

Wall (c) 19?? Micro Power

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52635&o=2

$end


$a2600=wallball,
$bio

Wall Ball (c) 1983 Avalon Hill

- TECHNICAL -

Model 50030

- STAFF -

Programmer: Duncan Scott

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51186&o=2

$end


$a2600=wallbrek,wallbrek1,
$bio

Wall Break (c) 1983 HomeVision

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51187&o=2

$end


$info=wallc,wallca,
$bio

Wall Crash (c) 1984 Midcoin.

A rather simple breakout-style game. There are a few powerup blocks which will provide the player with some assistance along the way. Powerups include: bomb, double bases, and bonus points.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.536 Mhz)

Screen orientation : Horizontal
Video resolution : 256 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 32

Players : 1
Control : dial
Buttons : 2

- TRIVIA -

Midcoin was founded by Bruno De Georgio (Ex Felaco) in Naples (Italy).

- STAFF -

Produced by : Bruno De Giorgio
Software developed by: Alberto Troiano
Hardware developed by: Giuseppe Panico

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3132&o=2

$end


$a2600=walldefe,
$bio

Wall Defender (c) 19?? HES [Human Engineered Software]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51188&o=2

$end


$info=wallst,
$bio

Wall Street (c) 1982 Century Electronics.

Wall Street is a rather odd and unique game consisting of two stages.

Stage one consists of controlling two rescue workers who must prevent suicidal stock brokers from plummeting to their deaths and instead bounce them into a waiting ambulance.

Stage two entails controlling a broker who runs around town collecting money (which they must return to the yellow base) while being chased by tanks, which the player can shoot.

- TECHNICAL -

CVS [Convertable Video System] Hardware.

Main CPU : S2650 (@ 894.886 Khz)
Sound CPU : S2650 (@ 894.886 Khz)
Sound Chips : (2x) DAC (@ 894.886 Khz), TMS5110 (@ 640 Khz)

Players : 2
Control : 4-way joystick
Buttons : 1

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3133&o=2

$end


$odyssey2=wallst,
$bio

Wall Street (c) 1983 Philips Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95705&o=2

$end


$info=pr_walls,
$bio

Wall Street (c) 199? Project Coin Machines, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42111&o=2

$end


$info=j5wsc,j5wsca,
$bio

Wall Street Club (c) 199? JPM International.

- TECHNICAL -

System 5

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41060&o=2

$end


$nes=wallstrk,
$bio

Wall Street Kid (c) 1990 Sofel

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55798&o=2

$end


$a2600=walldef,
$bio

Wall-Defender (c) 1983 Bomb

You are the defender and you have only one chance.

Use left joystick to move the defender and push button to fire at the aliens.

The defender moves along the outer wall and the bridge only.

Alien with different appearances in different stages, the super alien appears in different shapes and large size.

The alien patterns at the bottom of the screen indicate the number of stages you have passed.

- TECHNICAL -

Model CA285

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51189&o=2

$end


$bbca_cass,bbcb_cass=wallaby,
$bio

Wallaby (c) 1984 Superior Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52636&o=2

$end


$bbca_cass,bbcb_cass=wallabysc,
$bio

Wallaby [The Superior Collection Vol.1] (c) 198? Superior Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52637&o=2

$end


$pce=wallaby,
$bio

Wallaby!! Usagi no Kuni no Kangaroo Race (c) 1990 Masiya

This game features Wallabies, kind of small kangaroos widely distributed across Australia. But here they are racing, and the goal of the game is to manage them and bet on winners. You will need a good knowledge of the japanese language to enjoy the game as the management side of the game requires to talk to other people.

- TECHNICAL -

HuCARD ID: NCS90005

- TRIVIA -

Released on December 14, 1990 in Japan for 6500 Yen.

- STAFF -

Producer: Chikara Suzuki
Assistant Producer: Takayuki Jingū
Game Designer & Director: Nobuko Narita
Assistant Director: Takeshi Minagawa
Chief Programmer: Toshiyuki Hashitani
Programmer: Kazuki Hatakeyama, A-REY, Hiroshi Itosu
Graphic Designer: Hideaki Ishii
Music Composer: Hidehiko Yoshida
Music Data: Etsuko-san (TENKY BAND)
SE Composer: Hiroshi Itosu
Test Player: A-REY, Bēshikku itōsu, Inuinu, Shifuto jisu kējētē, Hidebō, Bonnobu, Minabō, Yuki‑chan (Yagi), Yu~ri, Tenky
Location Spot: Tōkyōto Ōi Keibajō, JRA Nakayama Keibajō
Package Illustration: Hideaki Ishii
Special Thanks to: Keiichi Onogi, Toshirō Tsuchida, Hideo Suzuki, Keisuke Yasaka, Kō Satō, Norihiko Yonesaka, Yasuaki Yokoe, Jun Mimura, Takahiro Matsuzawa
Sales Promoter: Tatsuo Shinbashi
Manager: Chikara Suzuki
Executive Director: Yasumasa Shirakura

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58774&o=2

$end


$msx1_cass=wallball,wallballa,
$bio

Wallball (c) 198? Tynesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95110&o=2

$end


$nes=wallybng,
$bio

Wally Bear and the No! Gang (c) 1990 American Video Entertainment

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55799&o=2

$end


$snes=wallysag,
$bio

Wally o Sagase! Ehon no Kuni no Daibouken [Model SHVC-WA] (c) 1993 Tomy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62603&o=2

$end


$info=wwallyj,wwallyja,wwallyjad,wwallyjd,
$bio

ウォーリーを さがせ! (c) 1992 Sega.
(Wally wo Sagase!)

- TECHNICAL -

Runs on the Sega "System 18" hardware.

Players: 3
Control: trackball
Buttons: 3

- TRIVIA -

Wally wo Sagase was released in June 1992 in Japan.

Based on the children's books called 'Where's Wally?' where you had to find Wally (Waldo in US) in various drawn scenes.

- UPDATES -

Rev. A
Rev. B

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3282&o=2

$end


$pc98=walpurn3,
$bio

Walpurgis Night 3 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91006&o=2

$end


$gbcolor=magracet,
$bio

Walt Disney World Quest - Magical Racing Tour [Model CGB-BWDE-USA] (c) 2000 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69088&o=2

$end


$gbcolor=magraceta,
$bio

Walt Disney World Quest - Magical Racing Tour [Model CGB-BWDX-EUR] (c) 2000 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69087&o=2

$end


$gbcolor=snowhiteu,
$bio

Walt Disney's Snow White and the Seven Dwarfs [Model CGB-B7DE-USA] (c) 2001 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69091&o=2

$end


$gbcolor=snowhite,
$bio

Walt Disney's Snow White and the Seven Dwarfs [Model CGB-B7DP-EUR] (c) 2001 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69090&o=2

$end


$gbcolor=jungleu,
$bio

Walt Disney's The Jungle Book - Mowgli's Wild Adventure [Model CGB-BJGE-USA] (c) 2000 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69093&o=2

$end


$gbcolor=jungle,
$bio

Walt Disney's The Jungle Book - Mowgli's Wild Adventure [Model CGB-BJGP-EUR] (c) 2000 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69092&o=2

$end


$sms=wpayton,
$bio

Walter Payton Football (c) 1989 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56271&o=2

$end


$msx1_cass=wampcola,
$bio

Wamp Cola (c) 1988 Iber Software [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95111&o=2

$end


$info=wlcc,
$bio

Wan Li Chang Cheng (c) 1996 IGS.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 12 Mhz)

Screen orientation : Horizontal
Video resolution : 320 x 232 pixels
Screen refresh : 60.00 Hz
Palette Colors : 768

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1013&o=2

$end


$gba=wannyan,wannyana,
$bio

Wan Nyan Doubutsu Byouin (c) 2003 TDK Core

- TECHNICAL -

Game ID: AGB-BWDJ-JPN

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76265&o=2

$end


$saturn,sat_cart=wanchai,wanchaia,
$bio

WanChai Connection (c) 1994 Sega Enterprises, Limited.

- TECHNICAL -

Game ID: GS-9007

- TRIVIA -

Released on November 22, 1994 in Japan.

- STAFF -

Developed by Micronet Co.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59899&o=2

$end


$pc98=wandafur,
$bio

Wandafurya Madou Rando (c) 19?? Compile

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91007&o=2

$end


$amigaocs_flop=wander3d,
$bio

Wanderer 3D (c) 1988 Elite

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75504&o=2

$end


$cpc_cass=wander3d,
$bio

Wanderer 3D [Model AMC 560] (c) 1989 MCM Soft. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100048&o=2

$end


$x68k_flop=wanders,
$bio

Wanderers (c) 1994 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88742&o=2

$end


$pc8801_flop=wanderer,
$bio

Wanderers from Super Scheme (c) 1988 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93226&o=2

$end


$x1_flop=ys3,
$bio

Wanderers from Ys (c) 1989 Nihon Falcom [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86169&o=2

$end


$pc8801_flop=ys3,ys3d1,ys3d2,
$bio

Wanderers from Ys (c) 1989 Nihon Falcom [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93227&o=2

$end


$x68k_flop=ys3,
$bio

Wanderers from Ys (c) 1990 Nihon Falcom [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88204&o=2

$end


$info=showhanc,
$bio

Wang Pai Dui Jue (c) 1999 Astro Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=30069&o=2

$end


$nes=wangphz,
$bio

Wang Pai Hai Zhan (c) 19?? TCL.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95268&o=2

$end


$nes=wzbsc,
$bio

Wang Zhong Ba Study Cartridge (c) 19?? Unknown [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77011&o=2

$end


$nes=wangzifu,
$bio

Wang Zi Fu Chou Ji (c) 19?? HengGedianzi [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77012&o=2

$end


$saturn,sat_cart=wangan,
$bio

Wangan Dead Heat (c) 1995 Pack-In-Video Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59900&o=2

$end


$saturn,sat_cart=wanganra,wanganraa,
$bio

Wangan Dead Heat + Real Arrange (c) 1996 Pack In Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59901&o=2

$end


$info=wanganmd,
$bio

Wangan Midnight (c) 2001 Namco.

- TECHNICAL -

Namco System 246 hardware

CPU : 128 Bit "Emotion Engine"
- System Clock: 300 MHz
- System Memory: 32 MB Direct Rambus
- Memory Bus Bandwidth: 3.2 GB per second
- Co-Processor: FPU (Floating Point Multiply Accumulator x 1, Floating Point Divider x 1)
- Vector Units: VU0 and VU1 (Floating Point Multiply Accumulator x 9, Floating Point Divider x 1)
- Floating Point Performance: 6.2 GFLOPS
- 3D CG Geometric Transformation: 66 million Polygons Per Second
- Compressed Image Decoder: MPEG2
Graphics : "Graphics Synthesizer"
- Clock Frequency: 150MHz
- DRAM Bus bandwidth: 48 GB Per Second
- DRAM Bus width: 256 bits
- Pixel Configuration: RGB:Alpha:Z Buffer (24:8:32)
- Maximum Polygon Rate: 75 Million Polygons Per Second
Sound : "SPU2+CPU"
- Number of voices: ADPCM: 48 channel on SPU2 plus definable by software
- Sampling Frequency: 44.1 KHz or 48 KHz (selectable)
I/O Processor
- CPU Core: Current PlayStation CPU
- Clock Frequency: 33.8 MHz or 37.5 MHz (selectable)
- Sub Bus: 32 Bit

- TRIVIA -

Released in December 2001 in Japan.

- SERIES -

1. Wangan Midnight (2001)
2. Wangan Midnight R (2002)
3. Wangan Midnight - Maximum Tune [Model GDX-0009] (2004)
4. Wangan Midnight - Maximum Tune 2 [GDX-0015] (2005)
5. Wangan Midnight - Maximum Tune 3 (2007)
6. Wangan Midnight - Maximum Tune 3DX (2008)
7. Wangan Midnight - Maximum Tune 3DX Plus (2010)
8. Wangan Midnight - Maximum Tune 4 (2011)
9. Wangan Midnight - Maximum Tune 5 (2014)

- PORTS -

* Consoles :
Sony PlayStation 2 (2002)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3427&o=2

$end


$info=wangmid2,wangmd2b,
$bio

Wangan Midnight - Maximum Tune 2 (c) 2005 Sega Enterprises, Limited.

- TECHNICAL -

Model No : GDX-0015

Runs on the Sega "Chihiro" Hardware.

- TRIVIA -

Maximum Tune 2 was released in April 2005.

- SERIES -

1. Wangan Midnight (2001)
2. Wangan Midnight R (2002)
3. Wangan Midnight - Maximum Tune [Model GDX-0009] (2004)
4. Wangan Midnight - Maximum Tune 2 [GDX-0015] (2005)
5. Wangan Midnight - Maximum Tune 3 (2007)
6. Wangan Midnight - Maximum Tune 3DX (2008)
7. Wangan Midnight - Maximum Tune 3DX Plus (2010)
8. Wangan Midnight - Maximum Tune 4 (2011)
9. Wangan Midnight - Maximum Tune 5 (2014)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31598&o=2

$end


$info=wangmid,
$bio

Wangan Midnight - Maximum Tune (c) 2004 Sega Enterprises, Limited.

- TECHNICAL -

Model No : GDX-0009

Runs on the Sega "Chihiro" Hardware.

- TRIVIA -

Wangan Midnight Maximum Tune was released in July 2004 in Japan.

- SERIES -

1. Wangan Midnight (2001)
2. Wangan Midnight R (2002)
3. Wangan Midnight - Maximum Tune [Model GDX-0009] (2004)
4. Wangan Midnight - Maximum Tune 2 [GDX-0015] (2005)
5. Wangan Midnight - Maximum Tune 3 (2007)
6. Wangan Midnight - Maximum Tune 3DX (2008)
7. Wangan Midnight - Maximum Tune 3DX Plus (2010)
8. Wangan Midnight - Maximum Tune 4 (2011)
9. Wangan Midnight - Maximum Tune 5 (2014)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31543&o=2

$end


$info=wanganmr,
$bio

Wangan Midnight R (c) 2002 Namco, Limited.

- TECHNICAL -

Namco System 246 Hardware

CPU : 128 Bit "Emotion Engine"
- System Clock: 300 MHz
- System Memory: 32 MB Direct Rambus
- Memory Bus Bandwidth: 3.2 GB per second
- Co-Processor: FPU (Floating Point Multiply Accumulator x 1, Floating Point Divider x 1)
- Vector Units: VU0 and VU1 (Floating Point Multiply Accumulator x 9, Floating Point Divider x 1)
- Floating Point Performance: 6.2 GFLOPS
- 3D CG Geometric Transformation: 66 million Polygons Per Second
- Compressed Image Decoder: MPEG2
Graphics : "Graphics Synthesizer"
- Clock Frequency: 150MHz
- DRAM Bus bandwidth: 48 GB Per Second
- DRAM Bus width: 256 bits
- Pixel Configuration: RGB:Alpha:Z Buffer (24:8:32)
- Maximum Polygon Rate: 75 Million Polygons Per Second
Sound : "SPU2+CPU"
- Number of voices: ADPCM: 48 channel on SPU2 plus definable by software
- Sampling Frequency: 44.1 KHz or 48 KHz (selectable)
I/O Processor
- CPU Core: Current PlayStation CPU
- Clock Frequency: 33.8 MHz or 37.5 MHz (selectable)
- Sub Bus: 32 Bit

- TRIVIA -

Wangan Midnight R was released in April 2002.

- SERIES -

1. Wangan Midnight (2001)
2. Wangan Midnight R (2002)
3. Wangan Midnight - Maximum Tune [Model GDX-0009] (2004)
4. Wangan Midnight - Maximum Tune 2 [GDX-0015] (2005)
5. Wangan Midnight - Maximum Tune 3 (2007)
6. Wangan Midnight - Maximum Tune 3DX (2008)
7. Wangan Midnight - Maximum Tune 3DX Plus (2010)
8. Wangan Midnight - Maximum Tune 4 (2011)
9. Wangan Midnight - Maximum Tune 5 (2014)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3428&o=2

$end


$saturn,sat_cart=wangantr,
$bio

Wangan Trial Love (c) 1998 Pack In Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59902&o=2

$end


$psx=wangantr,
$bio

Wangan Trial [Model SLPS-01213~4] (c) 1998 Pack In Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85849&o=2

$end


$megadriv=waniwani,
$bio

Wani Wani World (c) 1992 Kaneko Company, Limited.

- TRIVIA -

Reviews:
April 1992 - Joypad N.7 (Page 80-81) [FR]: 91/100 (2-Player), 65/100 (1-Player)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57036&o=2

$end


$gba=wankokur,
$bio

Wanko de Kururin! Wancle [Model AGB-BWKJ-JPN] (c) 2004 MTO, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76267&o=2

$end


$gba=wankomix,
$bio

Wanko Mix Chiwanko World [Model AGB-BWXJ-JPN] (c) 2004 TDK Core

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76266&o=2

$end


$nes=ducktalej,ducktalejp,
$bio

わんぱくダック夢冒険 (c) 1990 Capcom Company, Limited.
(Wanpaku Duck Yume Bouken)

Japanese release. Game developed in USA. See the original North American release entry for more info; "DuckTales [Model NES-UK-USA]".

- TECHNICAL -

Game ID: CAP-UK
Cart color: Yellow.

- TRIVIA -

Released on January 26, 1990 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54803&o=2

$end


$nes=gourmetw,
$bio

わんぱくコックンのグルメワールド (c) 1992 Taito Corp.
(Wanpaku Kokkun no Gourmet World)

- TECHNICAL -

Game ID: DTF-WK
Cart color: White.

- TRIVIA -

Released on April 24, 1992 in Japan. This is the 43th title pusblished by Taito for the Famicom.

Export releases:
[US] "Panic Restaurant [Model NES-PR-USA]"

- STAFF -

Game Concept: Kenji Eno
Data Program : Hideki Miura
Demo Program : Hirofumi Hayashida
Enemy Design : Takaya Nakamura
Graphic Artist : Shingo Aoyama
Background: Yoshiaki Kadowaki
Enemy Effect: Yasuomi Kuwahara
Music Compose: Hirohiko Takayama, Kenji Eno
Sound Effects : Takaya Nakamura
Sound Driver: Tsukasa Masuko
Director: Yutaka Nakada
Producer: Mikio Hatano
Supervisor: Kenji Eno

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54804&o=2

$end


$sg1000=csot,
$bio

Wanpi Gui [Model R-068] (c) 1985 Unknown [Taiwan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65139&o=2

$end


$info=wontmuch,
$bio

Wantame Music Channel (c) 2007 Capcom Company, Limited.

- TECHNICAL -

Taito Type X Hardware

S : Windows XP Embedded (customized)
CPU : Celeron 2.5Ghz (upgradable to Pentium 4 2.8GHz)
FSB : 400MHz (Upgradable to 800MHz)
Chipset : Intel 865G
Memory : DDR266 DIMM 256MB (upgradable to DDR400 2GB)
Graphics Board : AGP Radeon 9200SE (128 MB) through to X800XT (256 MB) (complete ATI Radeon Range)
Audio : AC97 onboard 6 channel audio CODEC
Lan : On-board 10/100Base-TX
USB : 4ch (ver 1.1 & 2.0 compatible)
Parallel port : 1 port
PS/2 port : keyboard, mouse
PCI : 2 slots
IDE : 2ch U-DMA(100/66/33)
Serial ATA : 2ch
Audio inputs : Microphone (stereo pin-jack), line-in (stereo pin-jack)
Audio outputs : line-out (stereo pin-jack), SPDI/F
Power : ATX AC 100v

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71035&o=2

$end


$info=wanted,
$bio

Wanted (c) 1984 Sigma Enterprises.

A third person shooter based in the wild west.

In the old wild west, times has get tough, you play on the role of a renegade cowboy surrounded by hostiles native indians, mexican bandits and the most wanted outlaws, in the most varied and iconic west landscapes and they attacking you from all directions, must shoot them all to defend and advance to the next level.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.5 Mhz)

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256

Players : 2
Control : 8-way joystick
Buttons : 1

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3134&o=2

$end


$sms=wanted,
$bio

Wanted (c) 1989 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56272&o=2

$end


$amigaocs_flop=wanted,
$bio

Wanted [Commandos] (c) 1988 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75505&o=2

$end


$gba=wanwan,
$bio

Wanwan Meitantei [Model AGB-BWMJ-JPN] (c) 2003 Culture Brain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76268&o=2

$end


$astrocde=war,
$bio

War (c) 2012 Riff Raff Games

- TRIVIA -

This is the first homebrew game for the Bally/Astrocade to include a box,
instructions, and cartridge.

- STAFF -

Written by: Michael Garber

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86850&o=2

$end


$info=warfa,warfaa,
$bio

War - Final Assault (c) 1999 Atari Games Corp.

- TECHNICAL -

Runs on the "Atari Vegas" hardware.

Players : 4
Control : stick
Buttons : 3

- TRIVIA -

War Final Assault was released in March 1999.

- UPDATES -

Version 1.6 fixes the following :
- Player gets stuck along a wall and in the 3rd level in Mission mode : The player finds a section of a wall that they cannot move off of until their game ends.
- First level boss character does not appear : This is an extremely rare incident where the game level does not continue because the boss character does not appear.
- Added new game option "Free game in Deathmatch? Yes/No" : This operator option has been added to give operators the flexibility to disable the "Winner plays next rounds free" feature of the head-to-head deathmatch mode.

- TIPS AND TRICKS -

* Secret Characters : The secret characters are based on how many kills you have on your ID. Get about 14,000 kills to reach War Master rank and you can access all of them. Or by toying around with the buttons you can just hit view a couple times and you can bypass the kills restriction.  Also by hitting View 3 to 5 times and hitting right on your joystick will reveal deeper hidden characters from the game Mace, etc. Like the red knight boss from Mace or the executioner. During the character select screen hit the joystick left or right on the characters seen and you'll see other characters like Alienov's workers or Alienov's Generals, etc.

* Multiplayer Select : In between multiplayer matches you can select the level you want to play by holding down the View button and the top button on your joystick. A little window opens up on the bottom of the screen with the listing of all the levels. Only works when multiplayer games are still running.

* Glitch when using any weapon : First grab a weapon, works with yellow rocket launcher best. When you fire the weapon press the eject button. It has to be right after you fire. Once you get the timing down you will now have unlimited bullets.

* Pentabolt Keys : Here are the locations of the pentabolt keys on levels one through 6. Collecting them all will allow you to access a secret level after defeating the boss of level 7.

LEVEL 1 : Go inside the building at the beginning and climb up the stack of boxes to the left. There will be a tunnel that you can fall into from the top. It leads to a hallway with a few enemies in it. The pentabolt key is at the end of the hallway; after picking it up, ride the lift up back to the rest of the level.

LEVEL 2 : After you get back outside, shoot out the bottom of the first crater. Fall in and follow the hallway around, killing the enemies inside. Drop down into a room with a large slime pit and a turret on the opposite end. After destroying the turret, jump across the pillars sticking out of the pit to reach the other side. Go through either door, then up the ramp. You will find the pentabolt key protected by some enemies. Grab it and continue into the next room and out the door, which leads back outside again.

LEVEL 3 : Go up the staircase at the beginning. Instead of going through the door at the top, jump onto the banister to the right of the door, then jump from there to the window ledge. Walk towards the wall, and a door will open up, taking you to a small computer room with lots of construction workers and a couple of the black-suited guys. The pentabolt key is in this room. After grabbing it, take the ramp down and go through the door to go back out into the level.

LEVEL 4 : In the long hallway with all the debris and boxes stacked up against the wall, find a door on the right site near the end with a few boxes and one of the red explosive barrels. Destroy the barrel, and go through the door. At the bottom of the ramp is a room with the pentabolt key in the middle. Grab it, but watch out for the ambush from the doors on the sides of the room. To avoid getting hit, try grabbing the key, waiting a brief moment, then jumping backwards. If done correctly, all the shots will miss you.  After killing the enemies, take the ramp up on the other side of the room and go through the door back out into the main hallway.

LEVEL 5 : As soon as the level starts, go left and shoot the cliff wall inside the fence. Go through the cave, which leads up to the ledge. Somewhere along the cave, however, is a spot where you can blast /another/ hole, leading to a point where you can drop down into a warehouse with boxes.  Kill the enemies, and watch out for the tank!  Just past the tank is a lift that will take you up to the pentabolt key, which is floating over a hole. Don't worry about falling into the hole, because you'll grab the key as you fall, and that's where you need to go anyway.

LEVEL 6 : Go through the level until you get to a conveyor-belt-like machine that's rolling something lava-orange. Make sure you take the /left/ path around the machine; going the other way will cause you to miss the key! Continue through the level this way until you reach a large room with two vats of slime. Jump up on the platform on the far end to the right past the vats. Around the back of them you will find a stairway which takes you to the top of the vats. Jump onto the rim of the first one, then jump over to the second. Fall /into/ the second vat. Watch out for the radiation workers! Take the lift up to a narrow passage leading to the pentabolt key, then drop back down into the room with the vats.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3343&o=2

$end


$a2600=war2000,
$bio

War 2000 (c) 1983 HomeVision

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51190&o=2

$end


$snes=war2410,
$bio

War 2410 (c) 1995 Advanced Productions

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63988&o=2

$end


$snes=war3010,
$bio

War 3010 - The Revolution (c) 1996 Advanced Productions

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63989&o=2

$end


$cpc_cass=warcarcs,
$bio

War Cars Construction Set (c) 1987 Firebird Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100049&o=2

$end


$msx1_cass=warchess,
$bio

War Chess (c) 1986 Idealogic [Barcelona, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95112&o=2

$end


$pc98=wargamec,
$bio

War Game Construction (c) 19?? Systemsoft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91008&o=2

$end


$coleco=wargames,wargamesp,
$bio

War Games (c) 1984 Coleco Industries, Incorporated. [Amsterdam, NY, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53394&o=2

$end


$info=wargods,
$bio

War Gods (c) 1996 Midway.

10 mystical characters and 2 end bosses battle for dominance in a 3-D environment.

Billions of years ago, an alien soldier was transporting his civilization's life giving ore. The creation of the solar system caused his ship to crash, scattering the ore throughout the newly formed earth. Over time, ten humans came in contact with the ore; they were transformed into super-evolved warriors. These are the 'War Gods'! They battle each other for ore to determine the fate of the earth.

- TECHNICAL -

Midway V Unit hardware

Main CPU : TMS32031 (@ 50 Mhz)
Sound CPU : ADSP2115 (@ 16 Mhz)
Sound Chips : (2x) DMA-driven (@ 16 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 6

- TRIVIA -

Released in December 1995.

This game is the only game on the Midway V Unit to use a hard-disk (401 megabyte). Only about 100M of the hard drive is used.

War Gods was the first truly 3-D fighting game to include the Digital Skin Technology that eliminates polygon look.

Michael Jackson used to own this game. It was sold at the official Michael Jackson Auction on Apr. 24th, 2009.

- STAFF -

Executive Producers : Neil Nicastro, Ken Fedesna
Associate Producers : Cary Mednick, Paul Dussault

PROGRAMMING
Project Lead, System Design : Joe Linhoff
Co-Lead, Game Play : George Petro
Systems/DCS2 : Matt Booty, Ed Keenan

ART / ANIMATION
Art Direction, Character Design/Models : Jim Gentile
Lead Animator, Character Design : Jim Rohn
Background Designs, Models/Effects : Dave Zabloudil
Character Animation : Tom Brierton
Additional Art : Eric Kinkead

SOUNDS
Music/Speech/Sound Effects : Vince Pontarelli
Voice of Exor : Jeff Morrow 

Additional Art : David Simon, John Carlton, Nik Ehrlich, Jack E. Haeger
Hardware Design : Ray Macika, Mark Loffredo, Cary Mednick, Chris Bobrowski, Donna Conrad, Steve Correll, Pat Cox, Chris Krubel, Al Lasko, John Lowes, Steve Norris, Keith Novak, Sheridan Oursler, Jeff Peters, Greg Piotrowski, Tom Sedor, Ross Shaffer, Glen Shipp, Ted Valvanis, Ken Williams
Motion Talent : Al Gomez, Tony Marquez, Melissa Grein, Randy Raethke

VIDEO TALENT
Warhead : Brian Glynn
Kabuki Jo : Min Chong
Pagan : Kathy Terrafino
Tak : Tak Ohseki
Voodoo : William Obea
Vallah : Kerri Hoskins
Ahau Kin : Brian Smith
Anubis : Jon Larrieu
Cy-5, Maximus : Todd Burquist

Game Testers : Alex Gilliam, Paulo Garcia, Sydney Strong, Shariq Kahn, Mike Cronin, Sherman Simon, Sheridan Simon, Eddie Ferrier, Mike Vinikour

Make-Up/Costumes : Art Anthony (Make-Up/Costumes/Armor), Cindy Maniates, Costume Exchange Inc.
Exor/Grox Sculptures : Paul Jessel, Marie Cenkner, Animasaur Productions

Special Thanks : John Root, Jon Hey, Jeff Johnson, Louis Mangubat, Todd Allen, D.B. (Snoozy), Ela Aktay, Sal Divita, Gina Ehrlich, Joan Faux, Pat Fitzgerald, Mary Gentile, Rachael Gentile, Jim Greene, Eugene Jarvis, Heidi Keenan, Lily Klinger, Christina Linhoff, John Krawzack, Leslie Petro, Nicholas Petro, Alexander Petro, Eric Pribyl, Maryann Rohn, Jamie Rohn, Art Tianis, Jim Tianis, Mark Turmell, Christa Woss, Dan Wojciechowicz

- PORTS -

* Consoles :
Sony PlayStation (1997)
Nintendo 64 (1997)

* Computers :
PC [Windows 95] (1997)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3135&o=2

$end


$n64=wargods,wargodsu,
$bio

War Gods (c) 1997 Midway Home Entertainment

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58070&o=2

$end


$amigaocs_flop=warmidle,
$bio

War in Middle Earth (c) 1989 Melbourne House [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75509&o=2

$end


$msx1_cass=midearth,
$bio

War in Middle Earth (c) 1989 Dro Soft [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95113&o=2

$end


$cpc_cass=warmidea,
$bio

War In Middle Earth (c) 1989 Melbourne House [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100052&o=2

$end


$cpc_cass=warmideas,
$bio

War In Middle Earth [Model 3 MH-191] (c) 1989 Dro Soft [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100051&o=2

$end


$nes=wargulf,
$bio

War in the Gulf (c) 1991 Mega Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55800&o=2

$end


$amigaocs_flop=wargulf,
$bio

War in the Gulf (c) 1993 Empire Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75510&o=2

$end


$pc98=southpac,
$bio

War in the South Pacific - Gekitotsu! Nichibei Kidou Butai (c) 1989 Hobby Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91009&o=2

$end


$amigaocs_flop=warmachn,
$bio

War Machine (c) 1989 Smash 16

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75506&o=2

$end


$cpc_cass=warmac,warmacf,
$bio

War Machine (c) 1989 Players Premier

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100053&o=2

$end


$info=wrofaero,
$bio

War of Aero - Project MEIOU (c) 1993 Yang Cheng Electronic.

- TECHNICAL -

Game ID : 93111A

Main CPU : Motorola 68000 (@ 16 Mhz)
Sound Chips : X1-010 (@ 16 Mhz)

Screen orientation : Vertical
Video resolution : 240 x 384 pixels
Screen refresh : 60.00 Hz
Palette Colors : 1536

Players : 2
Control : 8-way joystick
Buttons : 3

- STAFF -

Programmer : J. Ichikawa
Graphci designers : Y. Sugimoto, H. Kanemaru
Character designers : J. Ichikawa, H. Kanemaru
Sound programmer : H. Yamanaka
Sound : Y. Ogawa, H. Shiomi
Director : J. Ichikawa

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3136&o=2

$end


$odyssey2=battlef,
$bio

War of Nerves! (c) 1979 Philips Corp.

- TECHNICAL -

Game ID: AK9417

- STAFF -

Programmer: Ed Averett

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95563&o=2

$end


$info=warofbug,warofbugg,warofbugu,
$bio

War of the Bugs or Monsterous Manouvers in a Mushroom Maze (c) 1981 Armenia.

Very interesting game. Play "Centipede" in a "Galaxian" environment :).

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : Tone generator and discrete circuits

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette Colors : 98

Players : 2
Control : 8-way joystick
Buttons : 1

- TRIVIA -

Developed by Food and Fun Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3137&o=2

$end


$info=sc5wotw,sc5wotwa,
$bio

War of the Wads (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR2213]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42861&o=2

$end


$info=wotw,wotwc,
$bio

War of the Worlds (c) 1981 Cinematronics.

This is one great looking game. You control a little tank that can move back and forth at the bottom of the screen, your enemies are martian walkers that advance on your position. Each martian takes several hits to destroy, as you are actually blasting their legs out from under them. You can protect yourself from their shots by using your shield button, but use it sparingly, as you only have a limited amount of shield time.

- TECHNICAL -

Main CPU: CCPU (@ 5 Mhz)
Sound Chips: Discrete circuitry

Players: 1
Buttons: 4

- TRIVIA -

War of the Worlds (or WOTW for shorts) is based on the HG Wells science-fiction classic.

WOTW was one of the last vector games Cinematronics created. This game was meant to be a 3-D vector version of "Space Invaders" but was never released due to it testing badly at the 1982 AMOA show. Less than 10 were made. They were all sold to distributors and sold at trade shows. The game did not generate enough interest to be put into production. The reason this game never went into wide production was twofold. The first reason was that it was simply too easy. Games that are too easy don't make a lot of money. The second reason was that the hardware simply wasn't good enough to run the game, it lagged a bit from time to time, and arcade games are not supposed to lag.

One interesting note is that the game was originally made with the B+W X-Y monitors, but a couple years later, it was resurrected with a color monitor around the time of "Solar Quest". Only one or two where made this way, and it is doubtful that they still exist.

The 'War of the Worlds' conversion kit came with a red and yellow marquee that had a fairly simple game logo on it. The monitor bezel showed the curved surface of an orange planet, along with some generic outer space stuff. The control panel has graphics showing a ruined city, and the legs of several giant martian walkers. The controls are all pushbuttons, no joysticks or anything like that at all. The game came with a plastic monitor overlay meant to give color to the black and white monitor, it made the upper and lower areas red, while the center area was yellow (it also had a hand drawn city scene way in the background).

- STAFF -

Designed and programmed by: Tim Skelly, Rob Patton
Cabinet Art: Rick Bryant

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3138&o=2

$end


$info=m1wotw,m1wotwa,m1wotwb,
$bio

War of the Worlds (c) 199? Maygay.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42030&o=2

$end


$coleco=warroom,
$bio

War Room (c) 1983 NAP Consumer Electronics

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53395&o=2

$end


$x68k_flop=versnag,
$bio

War Torn Versnag (c) 1993 Family Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88205&o=2

$end


$cpc_cass=warzone,warzones,
$bio

War Zone (c) 1984 CCS [Cases Computer Simulations, Ltd.] [London, UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100054&o=2

$end


$amigaocs_flop=warzonec,
$bio

War Zone [Core Design] (c) 1991 Core Design

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75507&o=2

$end


$amigaocs_flop=warzone,
$bio

War Zone [Paradox] (c) 1988 Prism Leisure

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75508&o=2

$end


$info=warzard,warzardr1,
$bio

Warzard (c) 1996 Capcom Company, Limited.

Taking place in the year 1999 of an alternate Earth, follow the adventures of four heroes as they take on an army of mythical monsters unleashed by Valdool to bring about the destruction of the world. Take your pick from Leo the Lion King, Tao the Martial artist, Tabasa the Witch, or Mukuro the Ninja as they fight their way across the globe in order to defeat Valdool the iron giant.

- TECHNICAL -

Capcom Play System III Hardware (CP-S III)
Game ID : CP-S III No. 01
CD Number : CAP-WZD000
CD Label : CAP-WZD-5

Main CPU : Hitachi SH2 (possibly 2)
Storage : SCSI CD Rom, RAM and Flash ROM.
RAM : SIMMs on the left w/ 16M of data each (each has 8x 16M Flash ROMs, there's 4 SIMMs plugged in on this board). SIMMs on the right w/ 8M each (there's 4 Flash ROMs on each board and there are 2 SIMMs plugged in)
OSC : 60MHz. 42.9545MHz, XTAL 3.6864MHz.

Players : 2
Control : 8-Way Joystick
Buttons : 6

=> [1] LP (Jab), [2] MP (Short), [3] HP (Fierce)
=> [4] LK (Strong), [5] MK (Forward), [6] HK (Roundhouse)

- TRIVIA -

Warzard was released in October 1996.

This game is known outside Japan as "Red Earth". Despite the common appearance of the game in Japan, it saw a very limited release in the United States.

War-Zard is the first game to run on the Capcom Play System III hardware (CPS III), the first Capcom system that uses a CD-Rom instead of expensive EPROMs to hold the game data (about 50MB). When starting a cabinet with a new CPS-3 game the first time, the hardware needs 25 minutes to initialize the game. In fact it overwrites some flashroms with data from the new CD. This procedure allows the game later to startup as fast as it would normally run from regular EEPROMs.

The character Leo was inspired by Conan the Barbarian.

- UPDATES -

* 961023
* 961121

- TIPS AND TRICKS -

During the game's credits (staff roll), press MP (Middle Punch) and UP to make Mobi-chan (the little Capcom robot) appear. Now you can shoot the credits for fun.

- STAFF -

Planner : Tatsuya Nakae (-Dai-), Musasabi Zirou, Murasaki Umagoyashi, Masahiro Nakano (E-Z!)
Programmer : Tsutomu Urago, Yuzo Tsunazaki, Ariyoshi Kiyoko, Noboru Taniguchi, Toshiyuki Furuko, Masakazu Matsushita
Object Design : Kurisan, Eripyon, Ikusan Z, Shibata, Kimo Kimo, Shisui, M. Nakatani, Kaname, Satoshi, Mizuho, Kitasan, Yorio, Mizupyon, Koichi Kikutani, -GM Clip-Isi-B, Kozuchi, Rassie, Sakuno, Kidai - Shigeyama, Dekao, Jin, Takep, Tomohiko Ohsumi, Mach Windy, Yoshino Hiroaki, Naoki Fukushima, You-Ten Nakano, K. Tokunaga, Magari, Ken Jiman, Naoki Fukuda, Gen Kadoi, Tetsuo
Scroll Designers : Ziggy, Yoko Fukumoto, Taka, Yumiko, Goro Suzuki, Hisashi Sawada, Kisabon, Iwai, Takky, May, Daisuke Nakagawa
Original Art Work : Akira Yasuda (Akiman), Shoei, Monkey-Chop, Daichan, Ikedai, Sakomizu, Edayan
Music Composer : Takayuki Iwai (Anarchy Takapon)
Sound Designers : Ryoji, Hachibee
Sound Engineer : Yoshihiko Ida
Sound Programmers : Yasushi Ikeda, Tomohiro Masuda
CP-System III Programmers : Yoji Mikami, E-Bou, Go! Ozawa

* Voice Actors :
Kenji, Blade : Kosei Kishino
Hydron : Osamu Hosoi
Mai-Ling, Tao, Taru's Mobstar : Megumi Urawa
Leo : Daisuke Gouri
Tessa, Lavia : Tomoko Naka

Producer : Saddy
General Producer : Noritaka Funamizu

Special Thanks : Haruo Murata (Mucchi), Takuya Shiraiwa, Matt Taylor, Erik Suzuki, Magdalena Viloria F., Harumi Yamashita, Alison Stroll, Rita Rokos, Darryl Williams, Takashi Kubozono (Mr. Kubozono), Kazushi Hirao (Mr. Hirao), Team Dirty Belet, Shinichi Yasuki (S-Yasuki), Wataru Kondo

- PORTS -

This game was never ported to any home consoles available at that time (Sega Saturn and Sony PlayStation). This was most likely due to the lack of RAM these consoles had, which the game needed to store the thousands of sprite animations. Another reason could have been the limited character roster available (only 4 fighters) for 2 player fighting.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3299&o=2

$end


$info=mjangels,
$bio

Warai no Mahjong Angels - Comic Gekijou Vol. 2 (c) 1991 Dynax.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 5.5 Mhz)
Sound Chips : General Instrument AY8910 (@ 2.75 Mhz), YM2413 (@ 3.58 Mhz), OKI MSM5205 (@ 384 Khz)

Screen orientation : Horizontal
Video resolution : 336 x 239 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096

Players : 1

- TRIVIA -

The title translates from Japanese as "Laughing of Mahjong Angels - Comic Theater Vol. 2".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1452&o=2

$end


$snes=waratte,
$bio

Waratte Iitomo! Tamorin Pick [Model SHVC-55] (c) 1994 Athena Co. Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62604&o=2

$end


$gbcolor=warauinu,
$bio

Warau Inu no Bouken - Silly Go Lucky! [Model CGB-BWBJ-JPN] (c) 2001 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69094&o=2

$end


$megacd,megacdj=salesman,
$bio

Warau Salesman [Model G-6006] (c) 1993 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60580&o=2

$end


$saturn,sat_cart=wara2war,
$bio

Wara² Wars - Gekitou! Daigundan Battle (c) 1997 Shoeisha Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59903&o=2

$end


$lynx=warbirds,
$bio

Warbirds (c) 1991 Atari Corp.

- TECHNICAL -

Model PA2032

- TRIVIA -

Reviews:
September 1991 - Consoles + N.1 [FR]: 90/100
October 1991 - Joypad N.1 [FR]: 80/100

- TIPS AND TRICKS -

* View Surroundings: In single player mode, press PAUSE, then B, to look around the airplane without risks.

* Grave Sight: In single player mode, as soon as you die (when the roses and skulls border appears) quickly press PAUSE. By pressing A you will change the viewpoint from plane to plane (and to the point where you died). Look around with the joypad to see the world through roses and skull borders.

- STAFF -

Programmer: Robert Zdybel

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58871&o=2

$end


$saturn,sat_cart=warcrft2j,
$bio

Warcraft II - The Dark Saga (c) 1997 Electronic Arts Victor [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59904&o=2

$end


$saturn,sat_cart=warcrft2u,
$bio

WarCraft II - The Dark Saga (c) 1997 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60206&o=2

$end


$saturn,sat_cart=warcrft2,
$bio

WarCraft II - The Dark Saga (c) 1997 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60467&o=2

$end


$megadriv=wardner,
$bio

Wardner (c) 1991 Mentrix Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57515&o=2

$end


$megadriv=wardnerj,
$bio

Wardner no Mori Special (c) 1991 Visco Corp. [Kyoto, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57037&o=2

$end


$famicom_flop=wardner,
$bio

ワリオの森 (c) 1988 Taito Corp.
(Wardner no Mori)

Wardner no Mori is a side scrolling platform game by Toaplan and published by Taito. This is a port of an arcade game originally released in 1987. The evil Mr. Wardner's minions have turned the prince's girlfriend into a crystal ball and the poor young man embarks on a perilous journey to save her. Wardner no Mori features five long stages and before each level begins, a map is displayed on screen showing the player what's around the corner. Our chubby hero has a lot more stamina than it looks and the incredibly ability to shoot fireballs directly in front of him. He starts his journey with only one fireball but yellow orbs scattered throughout the game help him increase his powers and he will soon be able to fire a bunch of them at once. He also collects money along the way to purchase special items from local shops located at the end of each stage. Among the various items (time clock, bombs and health potions), shops also provide new attack powers - they come in three flavors (Star, Moon and Sun) and allow our hero to change his fireball's attack pattern, from zig-zag to loop or straight line. Other important items are the golden statues that bring him fairies as companions - they are indestructible and damage enemies upon contact. The young prince must complete each stage within a time limit and only magic clocks can slow it down...

- TECHNICAL -

Game ID: TFD-WAD

- TRIVIA -

Wardner no Mori was released on March 25, 1988 in Japan for 3300 Yen.

Wardner no Mori was a Japanese arcade game by Taito and Toaplan and originally released in 1987. There are obvious differences between the original arcade game and this Famicom Disk version. The graphics are of course superior with a nice parallax scrolling unsurprisingly missing from the Famicom conversion. Another major difference is the life bar and unlike the original arcade game (which features a one-hit kill) Dover can he hit several times before dying. The life bar doesn't refill at the end of each stage though and it is up to the player to buy health potions. Because of it, other items have disappeared such as the blue cloak that allows Dover to be hit without losing a life in the arcade game. Finally, the Ocarina can still be purchased to skip most of stage 3 - however, it doesn't call a large bird anymore but a yellow floating balloon.

- STAFF -

Executive Producer: Hiroshi Yamauchi
Producer & Director: Kenji Miki
Designer: Soichiro Tomita, Masahiro Iimura, Naotaka Ohnishi
Chief Programmer: Hiroyuki Yukami
Programmer: Hironobu Suzuki, Makoto Katayama
Sound Composer: Shinobu Amayake, Soyo Oka

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65491&o=2

$end


$info=wardnerj,
$bio

Wardner no Mori (c) 1987 Taito Corp.

2 youngsters, Pyros and Erika, unexpectedly strayed into a wonderland called Wardner's Forest. Upon entering the magical forest, the young girl was changed into a crystal ball by an evil warlock called 'Wardner', the ruler of the forest, and brought to a secret place deep inside the woods. The brave young Pyros armed with only a magic flame as a weapon sets out to rescue his female companion from the clutches of the evil Wardner and bring her safely home. Join him in his adventurous search through the magical forest to save his friend and to break Wardner's spell over the enchanted forest and all the inhabitants.

- TECHNICAL -

Game ID : TP-009

Board Number : M6100286B
Prom Stickers : B25

Main CPU : Zilog Z80 (@ 6 Mhz), Zilog Z80 (@ 3.428571 Mhz), TMS32010 (@ 3.5 Mhz)
Sound Chips : YM3812 (@ 3.428571 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Developed by Toaplan.

Released in December 1987.

The title of this game translates from Japanese as 'Wardner's Forest'.

This game is known outside Japan as "Wardner [TP-009]" and in US as "Pyros".

Toaplan released a limited-edition soundtrack album for this game (Tatsujin : Toaplan Game Music Scene One - H24X-10005) on 25/06/1989.

- STAFF -

Music composed by : Ree Ohta

- PORTS -

* Consoles :
Nintendo Famicom Disk (1988)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3140&o=2

$end


$info=wardner,
$bio

Wardner (c) 1987 Taito Corp.

Two young children, Pyros and Erika, have unexpectedly strayed into a wonderland called 'Wardner's Forest'. Upon entering the magical forest, the young girl is changed into a crystal ball by evil warlock and ruler of the forest, 'Wardner'. She is taken to a secret place deep inside the woods. The brave young Pyros, armed only with a magical flame as a weapon, sets out to rescue his female companion from the clutches of the evil Wardner and bring her safely home.

At the end of every level, Pyros enters a shop. The player can use any gold that has been collected on route to buy useful items; such as extra health, time and more powerful weapons. Wardner is an accomplished and playable platform game with smooth, colourful graphics and finely honed gameplay.

- TECHNICAL -

Game ID : TP-009

Board Number : M6100286B
Prom Stickers : B25

Main CPU : Zilog Z80 (@ 6 Mhz), Zilog Z80 (@ 3.428571 Mhz), TMS32010 (@ 3.5 Mhz)
Sound Chips : YM3812 (@ 3.428571 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Developed by Toaplan.

Released in December 1987.

This game is known in Japan as "Wardner no Mori [TP-009]" (translates from Japanese as Wardner's Forest) and in US as "Pyros".

Toaplan released a limited-edition soundtrack album for this game (Tatsujin : Toaplan Game Music Scene One - H24X-10005) on 25/06/1989.

- TIPS AND TRICKS -

This trick will allow players to get the cape on the first level without the risk of losing a life. Stand next to the hole where the cape is, then hold DOWN and slowly tap the joystick to the RIGHT. If done correctly, Pyros should slowly inch his way underneath the two platforms and can then grab the cape without any problem.

- STAFF -

Music composed by : Ree Ohta

- PORTS -

* Consoles :
NES ("Pyross")[Unreleased Prototype]
Famicom Disk System
Sega Mega Drive (1991)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3139&o=2

$end


$bbca_cass,bbcb_cass=warehous,
$bio

Warehouse (c) 1988 Top Ten Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52638&o=2

$end


$psx=warerami,
$bio

Warera Mitsubayashi Tankentai!! [Model SLPS-02658] (c) 2000 Victor Interactive Software, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85850&o=2

$end


$amigaocs_flop=wargamcs,
$bio

Wargame Construction Set (c) 1987 SSI

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75511&o=2

$end


$cpc_cass=warhawk,
$bio

Warhawk (c) 1987 Firebird Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100055&o=2

$end


$amigaocs_flop=warhead,
$bio

Warhead (c) 1990 MPH

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75512&o=2

$end


$gameboy=warblast,
$bio

Wario Blast Featuring Bomberman! [Model DMG-EE-USA] (c) 1994 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67362&o=2

$end


$gameboy=wario,
$bio

Wario Land - Super Mario Land 3 [Model DMG-WJA] (c) 1994 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67364&o=2

$end


$gbcolor=wario2j,
$bio

Wario Land 2 [Model DMG-AW2J-JPN] (c) 1998 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69095&o=2

$end


$megadriv=wario3,
$bio

Wario Land 3 (c) 199? Glorysun

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57038&o=2

$end


$gbcolor=wario3,
$bio

Wario Land 3 [Model CGB-AW8A] (c) 2000 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69096&o=2

$end


$gba=warioln4,
$bio

Wario Land 4 (c) 2001 Nintendo Co., Ltd.

North American release. Game developed in Japan. See "Wario Land Advance [Model AGB-AWAJ-JPN]" for more information about the game itself.

Description from the US back cover:

Hey! You! Yeah, you! Listen up when Wario's talking to you! I just read about this legendary Pyramid of Gold, and you're gonna help me go explore it. There's lots of treasure in there for the taking, and I want it all. I'm sure there are gonna be all kinds of weird enemies and big, bad bosses in there, so if you don't think you can hack it, put the game down now. I don't want any losers making me jump into bottomless pits, you hear me?

* Wario invades the Game Boy Advance! See Wario in all his greedy glory as he explores vivid worlds made possible by the power of the GBA!
* Flex your muscles! Wario is no longer immortal, so you'll have your work cut out as you roll, punch and jump your way to tougher and tougher challenges. Wario will get stung by bees, zombified, bitten by bats, set on fire, and much more - what a way to make a living!
* Over twenty enormous stages await! Hunt down CDs for your listening pleasure, or collect treasure to spend on all-new items that you can use against the most bizarre bosses ever!

- TECHNICAL -

Game ID: AGB-AWAE-USA

- TRIVIA -

Released on November 19, 2001 in USA.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76269&o=2

$end


$gba=warioln4j,
$bio

ワリオランドアドバンス—ヨーキのお宝— (c) 2001 Nintendo Co., Ltd.
(Wario Land Advance)

It's nice to know that in the fast-changing world of video games, some things never change. Take Mario's archrival. Wario looks great on the Game Boy Advance, but he's still the same money-mad rascal who has starred in some of the greatest hand-held platformers of all time.

This time around, a tale about a golden pyramid is enough to send the big blowhard scurrying off to the nearest jungle. Sure enough he finds the joint, but before he can collect his booty he'll have to undergo a brain- and body-bending series of challenges.

Four guardians stand jealous guard over the four passages of the pyramid. Each passage, in turn, features four levels. Emerald Passage transports you through jungles, lagoons and other troubles in tropical paradises. Ruby Passage's man-made levels include a sinister factory, a giant freezer and a huge pinball table.

The twilight world of Sapphire Passage will shiver your spine with a haunted hotel and a volcanic cavern that's always on the verge of eruption. Child's play in look but not in game play is Topaz Passage, where crayon-wielding enemies draw trouble and tumbling rows of dominoes threaten to squish Wario once and for all.

Wario's trademark transformations are not only good for laughs; they're also vital to success. Stung by a hornet, Wario puffs up and floats to hard-to-reach items. Fed an apple, Wario porks out and plunges through solid floors. Flaming Wario can burn through flammable blocks. Other zany transformations include bat, zombie and spring Wario. Boing!

In each level, Wario must collect a key that can open the passage's next level. Unearthing a CD in each level not only scores him big bucks, but the chance for rap master Wario to spin his new tune in the pyramid's Sound Room. Wario cannot face a passage's end boss until he collects all four Gem Pieces hidden in each level.

Adding even more tension is the timer that ends each level. When Wario lands on it, he has limited time to dash back to the entry point. In many levels, Gem Pieces and CDs can only be found after starting the timer. Extras in this way-deep game include minigames and videos starring wacky Wario impersonators.

- TECHNICAL -

Game ID: AGB-AWAJ-JPN

- TRIVIA -

Released on August 21, 2001 in Japan.

- STAFF -

Executive Producer: Hiroshi Yamauchi
Producer: Takehiro Izushi
Director: Hirofumi Matsuoka
Supervisor: Yoshio Sakamoto
Programmers: Katsuya Yamano, Yoshinori Katsuki, Nobuhiro Ozaki, Kohta Fukui, Goro Abe
Designers: Hiroji Kiyotake, Tomoyoshi Yamane, Takehiko Hosokawa, Masani Ueda, Isao Hirano, Shinya Sano, Ryuichi Nakada, Ko Takeuchi, Takayasu Morisawa
Music: Ryoji Yoshitomi
Voices: Charles Martinet, Junko Yoshitomi, James Mesbur, Ayumi Shimokawa
Artwork: Yasuo Inoue, Sachiko Nakamichi
Special Thanks: Takahiro Harada, Hiroshi Momose, Hiroko Sugino, Miho Hattori, Takako Morita, Kimiko Nakamichi, Fumiko Miyamoto, Kamon Yoshimura, Yoshinobu Mantani, William Trinen
Super Mario Club (Debug): T. Hosoi, T. Nishizawa, M. Kawakita, T. Suganuma, Y. Eguchi, Hideki Katsui, M. Syukutani, Y. Matsumoto, M. Fukushima, H. Miyoshi, H. Ookura, M. Mori, Y. Murata, H. Takeda, Y. Ikeda, H. Takagi, K. Ibata, M. Mukai, M. Hirose, Y. Hashimoto, M. Takahashi, N. Iwata, K. Miyake, S. Mutou, H. Inaba, R. Kodama

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76271&o=2

$end


$gameboy=wario2,
$bio

Wario Land II [Model DMG-AW2E-USA] (c) 1998 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67368&o=2

$end


$gbcolor=wario2,
$bio

Wario Land II [Model DMG-AWLE-USA] (c) 1999 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69099&o=2

$end


$snes=bswario,
$bio

Wario no Mori - Futatabi (c) 199? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62605&o=2

$end


$nes=wariowdj,
$bio

ワリオの森 (c) 1994 Nintendo.
(Wario no Mori)

- TECHNICAL -

Cartridge ID: HVC-UW

- TRIVIA -

Wario no Mori was released on February 19, 1994 in Japan.

- STAFF -

Executive Producer: Hiroshi Yamauchi
Producer & Director: Kenji Miki
Designer: Soichiro Tomita, Masahiro Iimura, Naotaka Ohnishi
Chief Programmer: Hiroyuki Yukami
Programmer: Hironobu Suzuki, Makoto Katayama
Sound Composer: Shinobu Amayake, Soyo Oka

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54805&o=2

$end


$nes=wariowd,wariowdu,wariowdu1,
$bio

Wario's Woods (c) 1994 Nintendo [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55801&o=2

$end


$snes=wariowodu,
$bio

Wario's Woods [Model SNS-65-USA-1] (c) 1994 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63991&o=2

$end


$snes=wariowod,
$bio

Wario's Woods (c) 1994 Nintendo Company, Limited.

- TECHNICAL -

Cartridge ID: SNSP-65-EUR]

- TRIVIA -

Reviews:
[FR] April 1995, Consoles + N.42: 87/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63990&o=2

$end


$nes=wario2,
$bio

Warioland II (c) 19?? Unknown.

A pirate hack of "Kirby's Adventure" featuring a Wario sprite as main character.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65217&o=2

$end


$gba=wariotws,
$bio

WarioWare - Twisted! (c) 2005 Nintendo Co., Ltd.

North American release. Game developed in Japan. See "Mawaru - Made in Wario [Model AGB-RZWJ-JPN]" for more information about the game itself.

- TECHNICAL -

Cartridge ID: AGB-RZWE-USA

- TRIVIA -

Released on May 23, 2005 in USA.

- STAFF -

English Voice Engineer: Kirk Arndt
North American Localization: Ann Lin, Reiko Ninomiya, Richard Amtower IV
Localization Management: Jeff Miller, Leslie Swan, William Trinen
NOA Product Testing: Yoshinobu Mantani, Kyle Hudson, Eric M. Bush, Sean Egan, Randy Shoemake, Richard S. Richardson, Mika Kurosawa, Michael Leslie, Jason Mahaffa, Zac Evans, Terral Dunn, Phil Honeywell, David Hunziker, Chris Needham

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76272&o=2

$end


$gba=wariowaru,wariowarup,
$bio

WarioWare, Inc. - Mega Microgame$! [Model AGB-AZWE-USA] (c) 2003 Nintendo Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76273&o=2

$end


$gba=wariowar,
$bio

WarioWare, Inc. - Minigame Mania [Model AGB-AZWP] (c) 2003 Nintendo Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76274&o=2

$end


$cpc_cass=warlocks,
$bio

Warlock (c) 1987 Erbe Soft. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100056&o=2

$end


$apple2gs=warlock,
$bio

Warlock (c) 1988 Three-Sixty Pacific.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49789&o=2

$end


$amigaocs_flop=warlocku,
$bio

Warlock (c) 1988 Three-Sixty Pacific, Incorporated. [Campbell, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75513&o=2

$end


$megadriv=warlockp,
$bio

Warlock (c) 1994 Acclaim Entertainment, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57516&o=2

$end


$amigaocs_flop=warlaven,
$bio

Warlock the Avenger (c) 1991 Millennium Game Products

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75514&o=2

$end


$cpc_cass=warlock,
$bio

Warlock [Model EDG13AM] (c) 1987 Edge, The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100057&o=2

$end


$snes=warlockj,
$bio

Warlock [Model SHVC-AWKJ-JPN] (c) 1995 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62606&o=2

$end


$snes=warlocku,warlockup,warlockupa,
$bio

Warlock [Model SNS-AWKE-USA] (c) 1995 LJN, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63993&o=2

$end


$snes=warlock,
$bio

Warlock [Model SNSP-AWKP-EUR] (c) 1995 LJN, Limited.

- TRIVIA -

Reviews:
[FR] April 1995, Consoles + N.42: 87/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63992&o=2

$end


$amigaocs_flop=warlock,
$bio

Warlock's Quest (c) 1988 Ere Informatique [Paris, France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75515&o=2

$end


$amigaocs_flop=warlocka,
$bio

Warlock's Quest [Super Quintet] (c) 1988 Ere Informatique [Paris, France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75516&o=2

$end


$gbcolor=warlockd,
$bio

Warlocked [Model CGB-BWLE-USA] (c) 2000 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69101&o=2

$end


$info=wrlok_l3,
$bio

Warlok (c) 1982 Williams Electronics, Incorporated.

- TECHNICAL -

Williams System 7
Model Number : 516

- TRIVIA -

412 units were produced.

- STAFF -

Design by : Mike Kubin
Art by : Seamus McLaughlin
Software by : Cary Kolker

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5623&o=2

$end


$cpc_cass=warlord,
$bio

Warlord (c) 1985 Interceptor Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100058&o=2

$end


$bbca_cass,bbcb_cass=warlordd,
$bio

Warlord of Doom (c) 19?? Visions

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52639&o=2

$end


$amigaocs_flop=warlords,
$bio

Warlords (c) 1991 SSG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75517&o=2

$end


$a2600=warlordse,
$bio

Warlords (c) 1981 Atari, Incorporated.

PAL release. Game developed in USA. For more information, please see the NTSC release's entry; "Warlords [Model CX2610]".

- TECHNICAL -

Model CX2610P

- PORTS -

* Consoles : 
Microsoft XBOX [EU] (November 26, 2004) "Atari Anthology" 
Sony PlayStation 2 [EU] (February 18, 2005) "Atari Anthology [Model SLES-53061]" 

* Computers : 
PC [MS Windows, CD-ROM] [EU] (June 10, 2005) "Atari - 80 Classic Games in One! [Replay]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83048&o=2

$end


$a2600=warlords,
$bio

Warlords (c) 1981 Atari, Incorporated.

The object of the battle is to destroy the other three warlords before your warlord is destroyed.

- TECHNICAL -

Model CX2610

- TRIVIA -

Export releases:
[PAL] "Warlords [Model CX2610P]"

- TIPS AND TRICKS -

When you first start playing WARLORDS, choose games with slow ball speed (fireball). This will help you get the feel of the game faster. Also, there are certain positions in which the ball always comes off your shield at the same angle, or in the same direction. Learn these positions and use them to your advantage against your opponents.

Don't be too predictable. If you attempt to shoot from the same angle or from the same position too often, your opponents will know what to expect and will nearly always be able to block your shots.  Vary your attacks to keep the others off guard.

Study your opponents' weaknesses. You can learn a lot by studying the habits of the enemy. You may find, for example, that one of your opponent moves very well in one direction when attempting to block shots, but has trouble moving in the opposite direction. Obviously then, you want to concentrate on the direction he or she has trouble moving to.

Team Competition: You will find that four-player games are terrific because the action is fierce and extremely competitive. You may even want to create teams and battle for the best cumulative score.

- STAFF -

Programmer: Carla Meninsky

- PORTS -

* Consoles : 
Microsoft XBOX [US] (November 16, 2004) "Atari Anthology [Model 26084]" 
Sony PlayStation 2 [US] (November 22, 2004) "Atari Anthology [Model SLUS-21076]" 
Microsoft XBOX [JP] (August 4, 2005) "Atari Anthology [Model B7X-00001]" 

* Handhelds : 
Nintendo DS [US] (March 8, 2011) "Atari Greatest Hits Vol.2 [Model NTR-BR7E-USA]" 

* Computers : 
PC [MS Windows, CD-ROM] [US] (November 11, 2003) "Atari - 80 Classic Games in One! [Model 25069J]" 

* Others : 
Atari Paddle TV Game [US] (2004) by Jakk's Pacific 
Atari Flashback [US] (2004) 
Atari Flashback 2 [US] (2005) : as a hidden game.
Atari Flashback 2+ [US] (February 22, 2010) : as a hidden game.
Atari Flashback 4 [US] (November 13, 2012) by AtGames 
Atari Flashback 5 [US] (October 1, 2014) by AtGames

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51191&o=2

$end


$info=warlords,
$bio

Warlords (c) 1980 Atari.

Atari's Warlords depicts a third-person view of four castles. The player-controlled Warlords and computer-controlled Black Knights use shields to defend their castle walls from the fireballs that ricochet around the playfield. 

Players can capture and catapult the fireballs at opposing castles, using their shield control and 'Power Stone' pushbutton. When a fireball hits a castle wall, it destroys one or more bricks, depending on its speed. 

A castle not paid for is controlled by the computer, with a Black Knight displayed in the appropriate castle. The Black Knights catapult fireballs at the players with increasing accuracy, to provide challenge. 

Game play begins when any start button is pressed and the countdown has ended. The game ends when the last Warlord's castle (containing a crown) has been penetrated by a fireball. At this point a white cloud envelopes the crown, and the latter disappears. 

During the countdown, a dragon flies back and forth across the screen with a fireball in its mouth. At the end of the countdown, a position activated by a start button has its Black Knight changed to a Warlord's crown. A position not activated remains as a Black Knight and is controlled by the computer. The dragon then spits the fireball from its mouth toward a Warlord's castle. 

The objective is to destroy the three other castles, while protecting one's own castle with the moving shield. The LED pushbuttons have dual functions: in the ready-to-play mode they work as start switches, and during game play they become 'Power Stones' to allow players to capture and catapult fireballs at opponents. 

The spinning fireballs released from a shield have more destructive force on a castle wall than a fireball simply deflected from another wall or the sides of the playfield. However, players will soon find out that they cannot hold onto a fireball for long, since it slowly destroys their own castle walls adjacent to the fireball. 

Additional fireballs appear at predetermined intervals or when a castle is destroyed, whichever comes first. A maximum of four fireballs simultaneously appear on the screen. 

In 1- and 2-player games, the Warlords' crowns will be accompanied by a zero, to begin scoring. The point-scoring system is printed on each control panel (the Black Knights do not earn points). 

If a Black Knight has the surviving castle, the game ends. However, if a Warlord has the surviving castle, that player receives bonus points, all castles are rebuilt, and the game continues with a new battle at a higher level. In a 2-player game, both players continue in the game, but only one player can get bonus points. If both Black Knights are eliminated first and only Warlords remain, the level becomes a free-for-all between the two Warlords until one is eliminated. The other Warlord then gets the bonus points, and the game begins again. 

The subsequent levels begin, as mentioned before, with the fireball thrown out by the dragon. In the higher levels, Black Knights play more accurately and faster. 

3- and 4-player games (available in the cocktail version only) are free-for-alls. No scores are kept, and the game ends as soon as there is only one castle left.

- TECHNICAL -

[Upright model]
Game ID : 037153-037159

The upright version only supports up to 2 players and uses a 23" black-and-white raster-scan monitor with a color overlay and a mirrored 3-D colored playfield. Only the two lower castles are available for play; the two upper castles will always have Black Knights in them.

Main CPU : MOS Technology M6502 (@ 1.512 Mhz)
Sound Chips : POKEY (@ 1.512 Mhz)

Players : 2

Control : paddle
Buttons : 1 (Power Stone)

- TRIVIA -

Warlords was released in April 1980. 

Licensed to Sega for Japan market. 

1,014 Upright units were produced.

- SCORING -

Damaging a castle wall : 125 points
Destroying any Warlord (any Human player) : 1,000 Points
Destroying any Black Knight (any Computer player) : 2,500 Points
Surviving player gains 5,000 points x current level.

- SERIES -

1. Warlords (1980)
2. Warlords (2002, PC CD-ROM) : exclusively as part of "Atari Revival"

- STAFF -

Designed and programmed by: Greg Rivera, Norm Avellar

- PORTS -

* Consoles : 
Atari 2600 [US] (1981) "Warlords [Model CX2610]" 
Atari 2600 [EU] (1981) "Warlords [Model CX2610P]" 
Atari 2600 [JP] (1983) 
Atari XEGS 
DynaVision [BR] (198?) 
Sony PlayStation [US] (2001) "Atari Anniversary Edition Redux [Model SLUS-01427]" 
Sega Dreamcast [US] (July 2, 2001) "Atari Anniversary Edition [Model T-15130N]" 
Sony PlayStation [EU] (March 1, 2002) "Atari Anniversary Edition Redux [Model SLES-03808]" 
Microsoft XBOX [US] (November 16, 2004) "Atari Anthology [Model 26084]" 
Sony PlayStation 2 [US] (November 22, 2004) "Atari Anthology [Model SLUS-21076]" 
Microsoft XBOX [EU] (November 26, 2004) "Atari Anthology" 
Microsoft XBOX [JP] (August 4, 2005) "Atari Anthology [Model B7X-00001]" 
Sony PlayStation 2 [EU] (February 18, 2005) "Atari Anthology [Model SLES-53061]" 

* Handhelds : 
Nintendo DS [UK] (March 11, 2005) "Retro Atari Classics [Model NTR-ATAE-UKV]" 
Nintendo DS [EU] (March 11, 2005) "Retro Atari Classics [Model NTR-ATAE-EUR]" 
Nintendo DS [US] (March 16, 2005) "Retro Atari Classics [Model NTR-ATAE-USA]" 
Nintendo DS [JP] (June 30, 2005) "Atarimix Happy 10 Games [Model NTR-ATAJ-JPN]" 
Nintendo DS [AU] (November 2007) "Retro Atari Classics [Model NTR-ATAE-AUS]" 
Nintendo Game Boy Advance [US] (August 21, 2005) "3 Games in One! Breakout - Centipede - Warlords [Model AGB-B6ZE-USA]" 
Nintendo Game Boy Advance [EU] (September 9, 2005) "3 Games in One! Breakout - Centipede - Warlords [Model AGB-B6ZP]" 
Sony PSP [US] (December 19, 2007) "Atari Classics Evolved [Model ULUS-10325]" 
Sony PSP [AU] (March 7, 2008) "Atari Classics Evolved" 
Nintendo DS [US] (March 8, 2011) "Atari Greatest Hits Vol.2 [Model NTR-BR7E-USA]" 

* Computers : 
Tandy Color Computer [US] (1982) "War Kings" 
PC [MS Windows, CD-ROM] [US] (April 4, 1998) "Atari Arcade Hits 2" 
PC [MS Windows, CD-ROM] [EU] (2000) "Atari Arcade Hits 2" 
PC [MS Windows, CD-ROM] [US] (July 9, 2001) "Atari Anniversary Edition" 
PC [MS Windows, CD-ROM] [EU] (December 14, 2001) "Atari Anniversary Edition" 
PC [MS Windows, CD-ROM] [US] (November 11, 2003) "Atari - 80 Classic Games in One! [Model 25069J]" 
PC [MS Windows, CD-ROM] [EU] (June 10, 2005) "Atari - 80 Classic Games in One! [Replay]" 

* Others : 
Atari Paddle TV Game [US] (2004) by Jakk's Pacific
Nokia N-Gage [US] (February 2006) "Atari Masterpieces Vol. II" 
Nokia N-Gage [EU] (March 30, 2006) "Atari Masterpieces Vol. II" 
Apple Store (2011) "Atari Greatest Hits" 
Android Market (2011) "Atari Greatest Hits"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3141&o=2

$end


$pc8801_flop=warning,warninga,
$bio

Warning (c) 1987 Cosmos Computer [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93228&o=2

$end


$pc98=warning,
$bio

Warning (c) 1988 Cosmos Computer [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91010&o=2

$end


$msx2_flop=warning,
$bio

Warning (c) 1988 Cosmos Computer [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102131&o=2

$end


$x68k_flop=warning,
$bio

Warning Type 68 (c) 1988 Cosmos Computer [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88206&o=2

$end


$info=warpwarp,
$bio

Warp & Warp (c) 1981 Namco.

The objective of the game is to pursue the mystery aliens by warping across 2 different worlds : the Space World and Maze World.  The player may choose when to warp to a different world, so it is possible to continue playing in the same world throughout the game. In Space World, the character uses a gun to shoot up enemy aliens, and in Maze World, aliens are killed using a time-delay bomb. The delay is controlled by the length of time the button is held down, and the player loses if the character is caught in the resulting explosion.

Power-ups may appear on some levels, and allow the player to shoot exploding bullets or attach bombs directly onto enemy aliens. However, the exploding bullets usable in Space World can only obtained in Maze World, and the power-up to attach bombs onto enemies in Maze World only appears in Space World. Players must alternate turns on the screen in the multiplayer mode.

- TECHNICAL -

Main CPU : Intel 8080 (@ 2.048 Mhz)
Sound Chips : Custom (@ 2.048 Mhz)

Players : 2
Control : 4-way joystick
Buttons : 1

- TRIVIA -

Released in July 1981.

This game is known in US as "Warp Warp" (licensed to Rock-ola in August 1981).

- SCORING -

Yellow Tongue Sticker : 60 points
Orange Tongue Sticker : 90 points
Red Tongue Sticker : 150 points
Two Tongue Stickers at once in maze : 500 points
Frog in field : 500 points

- TIPS AND TRICKS -

* Easter Egg :
1) Enter service mode.
2) Keep Button1 pressed and enter the following sequence : Right(x2), Down(x6), Left, Up(x4).
'(c) 1981 NAMCO LTD.' will be added at the bottom of the screen.

- SERIES -

1. Warp & Warp (1981, Arcade)
2. Warpman [Model NWM-4500] (1985, Famicom)

- PORTS -

* Consoles :
Casio PV-1000

* Computers : 
MSX [US] (1984)
Sord M-5 (Warp Warp) 
PC [MS Windows, CD-ROM] [JP] (December 24, 1998, "Namco History Vol.4")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3142&o=2

$end


$msx1_cass=warpwarp,
$bio

Warp & Warp (c) 1984 Bug Byte

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95114&o=2

$end


$msx1_cart=warpwarpk,
$bio

Warp & Warp (c) 198? Zemina.

Korean release.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95219&o=2

$end


$msx1_cart=warpwarp,
$bio

Warp & Warp [Model 04] (c) 1984 Namco, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77578&o=2

$end


$m5_cart=warpwarp,
$bio

Warp & Warp [No.6] (c) 1981 NAMCO, Ltd. [Tokyo, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95371&o=2

$end


$info=warpsped,
$bio

Warp Speed (c) 1979 Meadows Games, Incorporated.

Your mission is to pilot your spacecraft through a dangerous sector of space and travel the maximum possible distance in the time allotted. You must avoid the planetoids, but passing through the black holes will increase your score by 100.000 parsecs.

- TRIVIA -

Unreleased prototype.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=29309&o=2

$end


$c64_cart,c64_flop=warpspd1,warpspd,
$bio

Warp Speed (c) 1987 Cinemaware Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53762&o=2

$end


$info=warpwarpr,warpwarpr2,
$bio

Warp Warp (c) 1981 Rock-ola.

- TRIVIA -

Released in August 1981 in the USA by Rock-Ola, under license from Namco. 

This game is known outside US as "Warp & Warp". Please see this entry for more information about the game.

- UPDATES -

The only difference between the new and the old version is the copyright string on the first screen (when the scores are displayed) :
* New version (set1) : '(c) 1981 ROCK-OLA MFG.CORP.'
* Old version (set2) : '(c) 1981 ROCK-OLA MFG.CO.'

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3143&o=2

$end


$bbca_cass,bbcb_cass=warp1,
$bio

Warp-1 (c) 1984 Icon

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52640&o=2

$end


$a2600=warplocke,
$bio

Warplock (c) 1983 Gameworld

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51193&o=2

$end


$a2600=warplock,
$bio

Warplock (c) 1982 Data Age, Incorporated.

Taking aim at the tormenters swarming outside your space craft's main View Port, you must destroy the space bandits' ships before they get you. At the same time, you must avoid the Photon Bombs with which some of your attackers are equipped.

- TECHNICAL -

Model DA1002

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51192&o=2

$end


$nes=warpmanh,
$bio

Warpman (c) 1987 FMG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69338&o=2

$end


$nes=warpman,
$bio

Warpman (c) 1985 Namco, Limited.

Warpman is a fixed-screen action game by Namco and likely sequel to the arcade game Warp & Warp originally released in 1981. The player assumes control of a little astronaut and the game starts out in space, complete with floating asteroids and a large black hole at the center of the screen. All kind of mysterious, yet cute aliens constantly appear and the goal of the game is to zap them to oblivion with the help of a ray gun (a counter located on the left of the screen shows how many aliens are left to defeat in that round). However, when the black hole at the center flashes and changes color, the player can enter it and warp to a maze-like world. During this phase, the small astronaut swaps his ray gun for powerful bombs controlled by timed fuses (in a way similar to Hudson Soft's classic Bomberman). Warpman also features power ups, but they come with a little twist - they only upgrade the opposite weapon that the player currently uses, and this for the duration of one level. For instance, if the player collects a power up icon in the space level, it will upgrade the bomb for the next maze phase, and vice versa. Interestingly, power ups also open warp portals allowing the player to instantly access a new level, thus implicitly activating the upgrade. Furthermore, shooting three enemies of the same kind usually brings special bonus aliens into the action - they come in three flavors and although they award bonus points, some of them occasionally carry bonus letters and spelling out EXTRA awards an extra life. Warpman also includes a simultaneous cooperative two-player mode.

- TECHNICAL -

Cartridge ID: NWM-4500

- TRIVIA -

Warpman was released on July 12, 1985 in Japan for 4500 Yen.

- SERIES -

1. Warp & Warp (1981, Arcade)
2. Warpman [Model NWM-4500] (1985, Famicom)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54806&o=2

$end


$megadriv=warpsped,
$bio

Warpspeed (c) 1993 Accolade, Incorporated. [San Jose, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57517&o=2

$end


$snes=warpspedu,
$bio

WarpSpeed [Model SNS-WP-USA] (c) 1992 Accolade, Incorporated. [San Jose, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63995&o=2

$end


$snes=warpsped,
$bio

WarpSpeed [Model SNSP-WP-EUR] (c) 1992 Accolade, Incorporated. [San Jose, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63994&o=2

$end


$info=warrior,
$bio

Warrior (c) 1979 Vectorbeam.

Two vector knights battle each other in an overhead death pit.

- TECHNICAL -

Main CPU : CCPU (@ 5 Mhz)

Screen orientation : Horizontal

Players : 2
Control : 8-way joystick
Buttons : 1

- TRIVIA -

Released in October 1979, Warrior was the first one-on-one fighting game.

Back in the 1970s, a few arcade distributors still held on to the exclusivity rules that were a holdover from the older pinball days. Because of this, many arcade game manufacturers had several different names. Atari was also 'Kee' and 'Horror Games'. While 'Sega' was also known as 'Gremlin'. Many people think that Vectorbeam and Cinematronics were the same way. But that wasn't how it really worked with them. Vectorbeam was originally an independent company. They had purchased several titles from Cinematronics in the past, but were a totally different company. But in 1978 Cinematronics bought Vectorbeam so they could have their patents. They promptly released Warrior under the Vectorbeam name, and then shut the company down soon after.

It was a very rare game. There was only one way to buy this game, and that was in a dedicated cabinet, and only upright versions were available (and this was one heavy game, weighing in at 280 lbs). This particular title had white sides with sticker style sideart of two Knights crossing swords while a sinister castle loomed above them. The marquee, monitor bezel, and control panel all had graphics of swords and energy beams. There were two joysticks on the control panel, and they were of a very sturdy design, and were probably the only thing on a Warrior machine that wasn't bound to fail in a few years.

The game used a rather complicated display system that included a 19'' black and white vector monitor, a half-silvered mirror, and a detailed plastic display of the game background. Those items all came together to make it look like the action was happening directly on the picture of the background, instead of on the monitor itself.

- STAFF -

Designed and programmed by : Tim Skelly

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3144&o=2

$end


$cpc_cass=warrior,
$bio

Warrior (c) 1985 Rainbow Production

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100059&o=2

$end


$info=warriorb,
$bio

Warrior Blade - Rastan Saga Episode III (c) 1991 Taito Corp.

Warrior Blade is a fantasy-themed hack-and-slash game for one or two players, featuring both horizontal and vertically scrolling levels. Unlike previous Rastan games that featured only Rastan himself, players can now choose to play as one of three different warriors: Rastan, Dewey (a hireling) or Sophia (a thief).

Players must then fight their way through a multitude of enemy-packed levels set in a variety of different locations, such as castles, a forest, a swamp and on board a sinking ship. Certain levels also have the players riding on animals, such as horses and dragons. Coins and treasure items can be found in the numerous barrels and chests that litter the levels, as well as being dropped by some defeated enemies. Bonus points and "vitality" - depending on the amount of treasure collected - are awarded upon the level's completion.

As well as coins and treasure, other bonus items can be found that give weapon and magical-weapon power-ups, as well as extra vitality (health).

Level progression through the game is not linear. After the very first level, "Depon Road", players are presented with a map of the Kingdom, and can choose which of four different routes they wish to take next. The available routes are; Castle (Northwest), Tower (Northeast), Ship (Southwest) and Palace (Southeast).

- TECHNICAL -

Prom Stickers: D24 

Main CPU: Motorola 68000 @ 16MHz 
Sound CPU: Zilog Z80 @ 4MHz 
Sound Chips: YM2610, (4x) Volume 

Players: 2 
Control: 8-way joystick 
Buttons: 2 (SWING/FIRE, JUMP)

- TRIVIA -

Warrior Blade was released in May 1992 in Japan (even if the title screen says 1991).

Unlike other games running on the Darius 2 Twin Screen hardware, Warrior Blade has a slightly different GFX set for the 2nd screen, as the game's programmers ran out of scr GFX space.

- SCORING -

Scoring in this game is relatively hard since there are a lot of things you can get points for. Also, some enemies require more then one hit to finish them off. Here is the scoring table :

Archers : 100 Points
Bird : 300 Points
Copper Coin : 10 Points
Gold Coin : 100 Points
Lizard Soldiers : 700 Points
Lizards : 250 Points
Lizards with clubs : 250 Points
Natives : 200 Points
Plants : 50 Points
Priests : 200 Points
Shark : 350 Points
Silver Coin : 50 Points
Soldier on Dragon : 100 Points
Soldiers : 250 Points
Swordmen : 100 Points
Treasure : 500 Points
Undead (Mummies) : 100 Points
Wizard : 200 Points

You also get points for clearing an area. In addition, you will also get a time bonus of the time remaining x 100. The only two areas you don't get the time bonus added on are Horseman's Forest and Wind Canyon.  The clear bonuses are as follows :
DEPON RD : 1,000 points
HORSEMAN'S FOREST : 5,000 points
WIND CANYON : 5,000 points
All other areas are 10,000 points.

- TIPS AND TRICKS -

* Round Select Mode :
1) Hold Service Switch button, then reset the game.
2) Press : Service(x3), Start, Service, on displayed 'Service Switch Error' message.
3) Enter Round Select Mode in case of success.

* The Bosses : There are seven bosses to deal with in this game. They are known as 'Area Guard' in the game. Here is the list with a couple of strategies :

KING ZANANSTAFF : After you break through the tower floor, you will be deposited in a throne room. In front of your character will sit a skeletal man on a throne. After a few seconds of powering up, the battle will begin.
1) There are a couple of threats you must deal with against this boss.
a) The first threat is from the boss. He likes to throw blue fireballs at your character. They are easy to sidestep but are still a nuisance.
b) The second threat is from above. Skulls fall from the ceiling. After a couple of seconds, they form into skeleton warriors. Usually there are three to four around at any time. They can cause a lot of problems, especially when you are closing on King Zananstaff.
2) You first need to let the king throw his fireball and step away from it. Once he has done that, close on him real rapidly (unless you have a ranged weapon) and start pounding on him. You will know when your hits are registering because he will light up.
3) When he gets ready to throw another fireball (he will cock his arm back), get away from him and sidestep it. Also, by this time, you will have to deal with the skeleton warriors. It only takes one hit to bring them down but they could block your path and keep you in the fireballs path.
4) Repeat the above pattern until the king is destroyed. It should take 20 hits to bring him down.

PYLEX = PYLON : After you complete your trek to the top of the spiral tower, this boss awaits. A fire will start and this boss will appear. He is skeletal looking with a demons head. Plus, he is on fire.
1) When this boss appears, get outside of his range. He has a pretty long reach so you will need to jump around and move constantly.
2) You won't get hurt by just running by him but if he hits you, be prepared for a big energy loss.
3) One of his favorite tactics is to jump up and imprison your character within his flaming rib cage. This also can do some heavy-duty damage.
4) The best way to take out this boss is to watch his hand on your side. When he raised it, go in and start hacking away at his rib cage. You will know your hits are registering because he will briefly turn blue.
5) After a couple of hits, he will jump up. Watch the shadow on the ground since that is an indicator of his impact point. Run or jump out of the way and continue the above pattern of slashing and backing off.
6) It takes 16 hits to turn this flaming skeleton into kindling.

FINSTERNIS : Well, you couldn't go through a few bosses without having to deal with one knowledgeable in the mystic arts. Finsternis brings that reality to you. He appears as a robed man.
1) This battle opens up with Finsternis creating five rocks that go in orbit around him. You need to quickly break up these rocks or he will launch them at your character.
2) After you have busted the rocks, Finsternis will disappear and reappear on the other side of the screen.  At the same time, he will launch two attacks : Scrolls and fire. The scrolls attack is just a bunch of scrolls being thrown at your character and it doesn't do a whole lot of damage. It's the mini fireballs that can do some serious damage.
3) After taking out the rocks, there is a slight delay before Finsternis disappears. Get some shots in on him. Again, he will briefly light up when you hit him.
4) When he reappears, be prepared for the scroll and fire bombardment. As soon as its finished, go in and unload upon him some more. If you managed to get enough hits the first time, this should finish him off. If not, he will disappear and reappear attacking with scrolls and fire from another location.
5) 16 hits will help this boss become part of the mystical universe.

DESMOSTYLUS : This is one of the harder bosses to deal with. The reason is the fact you don't deal directly with the boss initially, but deal with the minions he creates.
1) After he has settled in his floating throne, he will create five water dragons. They look like snakes but have dragon heads. They will go in and out of the water and aim for your character.
2) In order to score hits on Desmostylus, you have to destroy his water dragons. There are usually three or four at any given moment until you have destroyed 16 of them. This isn't easy since they have the tendency to cover each other so if you get a shot on one, at one or two will have a shot at your character. This will definitely require a lot of maneuvering around so you don't get trapped. Once you have dispatched 16, all you need to do is give the boss a good whack.
3) After that, the rest is history as the boss gets committed to a watery grave.

PAS=DE=DAUX : Another skeletal boss but one with a new twist. This one has two heads, one human and the other demonic. In addition, instead of hands, he has blades at the ends of his four arms.
1) This boss doesn't actually have any real surprises, he uses his four blades to deadly effect and also tries to corner your character against the side of the screen.
2) The best way to take out this boss is to wait until the arm is raised on your characters side. Then rush in and get a couple of good shots. Keep in mind, only the end of your weapon can do damage so don't crowd in too close to this boss.
3) Keep up the pattern and jump to the other side if you don't have room to maneuver on the side you're on.
4) One thing to keep in mind, after you get 14 hits on this boss, he will fall apart. Don't let this fool you though, he isn't finished yet. You still will need to get two more hits to totally finish this boss off.

GIFFKRAKE : When you get to the other end of the ship, this boss awaits you. He will only briefly appear human before he transforms into a mutated octopus.
1) This boss doesn't move but his tentacles have a long range and can tag you for some big damage.
2) In order to get hits on this boss, you must first get through his tentacles. It only takes 4 hits to take a tentacle out but keep in mind that the other five tentacles will be gunning for your character. In addition, the tentacles will reattach to Giffkrake so you must be quick.
3) Once you have broken through the tentacle barrier, start beating on the main body. You may have to back off to deal with the tentacles.
4) Keep up this pattern. After 16 hits, Giffkrake will be seafood.

LORD LUDERKAWN : This boss starts out as an armored warrior. Don't let that fool you because he soon turns into a demon.
1) This boss is pretty quick and it will take all of your skill to maneuver around to get hits in on him.
2) In addition, he has a nasty little breath weapon that can do major damage if your character is in its path.
3) Again, the best way to hit this boss is to ''dance'' around him. Get a couple of hits and maneuver away before he has a chance to counterstrike.
4) Continue to move in and out getting in hits if you can.  After 16 hits, you can say bye-bye to the boss as he transforms back into the armored warrior.

This game consists of an introductory and final area. In between are four areas and subareas you can choose from. You can choose any area that you haven't been through already. First, though, there are some basic strategies one must be aware of before playing the game.

* Remember, you can move in eight directions on the screen. So if an enemy is in front of you, you can sidestep around that enemy and possibly can get a shot from the side or rear.

* A lot of times, enemies will come at you in a tightly packed group before they spread out.  Get in a hit while they are tightly packed and you can hit more then one in your one hit. This proves to be very valuable considering the fact that most enemies in this game require multiple hits to kill them. The difference between life and death could be that one extra hit.

* Break open all barrels and crates along the way. There are many objects that can be of major use to your character. Items such as the Arms of Thunder which hits the enemy with a lightening bolt in addition to your regular hit. Healing potions to restore your vitality and actually to make you immune, for a time period, to enemy attacks. You also may find the crystal orb which allows you to have an indestructible wizard fight at your side. This is especially helpful when the screen is full of enemies.

* When there are too many enemies to handle at once, sometimes jumping into the middle of the group and swinging wildly can do a lot of good. Since you know you will get a hit regardless of where you aim, you may be able to ''thin'' the herd and give yourself better odds in the process.

* Each area has a timer attached to it. You can gain extra time by getting to specific parts of an area or by getting objects. You don't want to sit around too long in one area though. The enemy will not give up and continue to send in more troops to delay your movement even more. Sometimes a good strategy is to run. You run by double-tapping the joystick in the direction you wish to travel. Your run is only broken by an enemy or object in your way. You may not get as many points, but you can make it through levels quicker.

* When you have the wizard with your character, the only way to regenerate magical energy is by picking coins and treasures. This basically means a lot of fighting and breaking up things. It is worth it, though, since the wizard has a very powerful arsenal of spells to assist your character.

Now, we will go through each area and subarea you will have to go through to complete the game. You 
ill have 50 on the timer for each level. Again, this number may go up or down dramatically depending on what events or actions take place. Ok, let's go adventuring.

DEPON ROAD : This is your introduction to this world. There aren't a whole lot of threats to deal with in this area.
1) You will first be assaulted by eight plants. Usually an attack is powerful enough to take out two in one hit.
2) Depending on how fast you move through this area, you may also encounter lizards and lizards with clubs.

CASTLE : The castle area consists of two subareas. It is in these areas that you will encounter a big variety of enemies.

HORSEMAN's FOREST : Your character will be on horseback for this area. The major threats are mounted soldiers and archers. In addition, fallen logs will be scattered on the road also for you to jump.
1) The soldiers and archers are pretty easy to deal with. Just make sure you don't get in the line of fire of the archers since their arrows can cause your character some pain. The soldiers just swing their swords and attempt to hit your character.
2) You can use your mount as a weapon in addition to the attack your character makes. If you can bump one of the enemy riders on their mount, it will then only take one hit, instead of two, to knock them down.
3) When you see this character : ''!'', it means that get prepared to jump. If you fail to jump, your mount will stumble and your character will take damage.
4) There will be 20 mounted archers and soldiers for your character to deal with.

THE ENCHANTED CASTLE OF ZANASTAFF : 
1) You will first run into natives and priest before you even cross the bridge. They are easy to deal with, plus, if you're playing as Rastan, you will grab some and throw them.
2) Continue down the corridor and you will be attacked by mummies and soldiers.
3) Go up the stairs and attack the door to break it down. More enemy awaits, mostly soldiers and lizard soldiers.
4) Make sure you break open the barrels since you can get either Arms of Fire or Thunder. They help greatly in thinning the enemy ranks. You will soon come upon an area that has three gaps bordered by three thin platforms. Be careful crossing over this area. In addition, birds holding rocks will appear to make your trip even more perilous.
5) Jump on the chain and ride it to the top. Swing your sword before getting off the chain to take care of anybody too close to your landing spot.
6) Continue down this path until you get to the end. The floor will collapse and you will deal with the Area Guard : King Zananstaff.
7) When you defeat King Zananstaff, you will get the ''Crown of Ishulin''. This crown gives your character extra power in attacks.

TOWER : The tower area consists of two subareas.

WIND CANYON : In this subarea, you will be a dragon rider.  Major threats are just the
mounted soldiers who try to knock you off your dragon.
1) The soldiers are real easy to deal with in this subarea. You have a lot of room to move about and you should be able to knock them off their mounts with little trouble.
2) Use your mount as a weapon. If a soldier is coming under your character, just bring your mount on top of him.

MAHADIDEKARADI SPIRAL TOWER :
1) This battle basically has you battling your way up a huge tower. The usual enemies abound to prevent your getting any higher.
2) When you reach the top, the tower will catch on fire and Area Guard Pylex=Pylon will emerge to do battle.
3) When you defeat him, the ''Moon Crystal'' is your reward. The crystal gives your character extra magic power.

PALACE : The Palace area consists of two subareas.

KA FA MOUNTAIN : You will start this level by sliding down a huge mountain. To make your slide even more fun, boulders and chasms will be in your way.
1) Use the boulders to your advantage. You will only encounter lizard soldiers in this subarea. They pack themselves together pretty tightly so the boulders usually damage three or four of them. Makes your job a whole lot easier.
2) When you see this character : ''!'', get ready to jump over a chasm. If you don't, then it's goodnight to your character.
3) After getting to the bottom of the mountain, you will have to deal with a few lizards until you get to the Area Guard.
4) When you defeat Finsternis, you will advance to the next subarea.

PALACE OF THE BLACK DEMON RELIGION : This subarea has a lot of floor level traps. These traps are spears or blades coming in and out of the lower part of the wall.
1) All manner of enemies will attack your character. You do, though, have extra help. This help is in the form of the traps that are along the floor. Cause your enemies to stay in those trapped areas and you won't have to do much in the way of killing them.
2) By that same thought, don't get caught in these traps. They will drain your energy very quickly if you are getting hit by two to three at a time.
3) You will go down two sets of chains to make it to the Area Guard Desmostylus.
4) Once you have cleared out the Area Guard, your reward is ''Brave Geran's Necklace''. This necklace gives your character extra speed.

SHIP : This area consists of two subareas.

HARBOR VILLAGE OF PESLO : 
1) There are a lot of barrels and crates in this area. Make sure you break into all of them since there are a lot of good things to be had.
2) The usual enemies are around to make your life more interesting. Deal with them accordingly.
3) You will eventually come onto a pier. This is where you will battle the Area Guard Pas=De=Deux.
4) When you have eliminated the Area Guard you will head to the next subarea.

PIRATE SHIP SOUTHERNKID : When you enter the ship, the floor will be covered with water. The big threat here are the sharks. They tend to not only attack in the water, but they also fly out of the water to attack.
1) Once you go up the chains to the next deck, the enemies will be the ones you have gotten used to battling. Be wary of holes in the deck since your character will have to jump over them.
2) Go up another chain and continue to battle toward the end of the ship.
3) When you make it to the end of the ship, part of the deck will collapse and the next Area Guard, Giffkrake will be there to greet your character.
4) Defeat him and your reward is ''The Horenon Daiamond Image''. This gives your character increased protection.

THE TEMPLE OF GULESTOPALIS : After realizing that your character still needs the Treasure of Depon, your character embarks on a journey to the final conflict.
1) You will encounter light resistance as you get to the Area Guard Lord Luderkawn.
2) After defeating him, a volcano erupts destroying the area. Your characters sail off into the sunset.

- SERIES -

1. Rastan Saga (1987)
2. Rastan Saga II (1988)
3. Warrior Blade - Rastan Saga Episode III (1991)

- STAFF -

Game design director : PPR. Kaito
Software programmers : Tany Vfr, Ten Shimezo, Hisao Maeda, Kenzo Nomura, Takayuki Ishiwata, K.Y, Yuji Hiroshige, Arms Marchant Toyoda
Character graphics designers : Makoto Fujita, Masami Kikuchi, Hidetaka Ishii, Masahiro Katou, Kohzoh Igarashi, Y. Kikuchi
All music composed and arrenged by : Masahiko Takaki (Zuntata)
Sound effects and data programmers : Yasuhisa Watanabe (Zuntata), Norihiro Furukawa (Zuntata)
Hardware system engineers : T. Ohhara, Toshiyuki Sanada, Yahachi Don Masao
Electric harness : Shin-Tsuchida, Y. Yoshitomi, O.Z.-Aki
Cabinet designers : Jun Nishiyama, Koji Enomoto, Kazu Tabuchi, I. Yama
Cabinet decoration : Hiroyasu Nagai (Excellent Nagai), Y. Aiura, Kyoko Umezu
P.C.B. inspector : Fumio Takeda
Produced by : PPR.Kaito
Project cooperation : Fujiwaran X, Sakou Menme

- PORTS -

* Consoles : 
Sony PlayStation 2 [JP] (March 29, 2007) "Taito Memories II Gekan [Model SLPM-66713]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3145&o=2

$end


$megadriv=warrior,
$bio

Warrior of Rome (c) 1991 Micronet

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57518&o=2

$end


$megadriv=warrior2,
$bio

Warrior of Rome II (c) 1992 Micronet

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57519&o=2

$end


$msx1_cart=warrior,
$bio

Warrior [Model 00140] (c) 1983 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77579&o=2

$end


$info=sgyxz,
$bio

Warriors of Fate SGYXZ (c) 199? All-In Electronic.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=45954&o=2

$end


$info=wof,wofu,wofr1,
$bio

Warriors of Fate (c) 1992 Capcom Company, Limited.

World release. Game developed in Japan. For more information about the game itself, please see the original Japanese version entry; "Tenchi wo Kurau II - Sekiheki no Tatakai [B-Board 91634B-2]".

- TECHNICAL -

Runs on the "CP System" hardware.
B-Board: 91635B-2

- TRIVIA -

Warriors of Fate was released in October 1992 outside Japan and Asia. It is known in Japan as "Tenchi wo Kurau II - Sekiheki no Tatakai" and in Asia as "Sangokushi II".

There are quite a few things that were changed or taken out between the original Japanese version and Warriors of Fate. They are listed as follows :
* After the bonus stage, a scene with the 3rd emperor making comments was cut.
* After the bonus stage, there was an additional conversation with the advisor and Kuan-Ti.
* All names in-game were accompanied by their kanji.
* All names were changed and aren't even properly translated from the originals.
* Before the bonus stage, there is a scene where Kuan-Ti is discussing with the 3rd emperor is cut.
* In stage 1, a short message from the advisor was taken out.
* In stage 1, the boss gave a short dialogue.
* In stage 3, during the opening the boss has a short dialogue.
* In stage 4, the boss had a short dialogue.
* In stage 5, Akkila-Orkhan has a short dialogue.
* In stage 5, the boss had a short dialogue.
* In stage 5, after killing the boss there is a long scene dealing with a woman and a baby that was completely cut.
* In stage 6, there were additional lines between the player and Kuan-Ti.
* In stage 8, a short message from the advisor was taken out.
* In stage 8, the boss has a short dialogue.
* In stage 9, a short message from the advisor was taken out.
* In stage 9, there was a conversation between player and the boss.
* In stage 9, you can select from 2 decisions which could determine which of 3 endings you would get.
* Some weapons were generalized in the World version.
* The demo opening and text is different giving more detail from the events that occurred in Tenchi o Kurau 1.
* The text 'Tekishou (boss name) uchiitotarii' was accompanied with the voice at the end of every stage (The enemy commander (boss name) has been killed!).

- SERIES -

1. Dynasty Wars [B-Board 88622B-3] (1989)
2. Warriors of Fate [B-Board 91635B-2] (1992)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3146&o=2

$end


$gbcolor=warriors,
$bio

Warriors of Might and Magic [Model CGB-BMME-USA] (c) 2000 3DO Company, The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69102&o=2

$end


$amigaocs_flop=wareleyn,
$bio

Warriors of Releyne (c) 1992 Impressions

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75518&o=2

$end


$msx1_cart=warroid,warroida,
$bio

Warroid (c) 1985 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77580&o=2

$end


$megadriv=warsong,
$bio

Warsong (c) 1991 Treco

- TRIVIA -

Reviews:
March 1992 - Consoles + N.8 (Page 100-102) [FR]: 88/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57520&o=2

$end


$cdi=wasistda,
$bio

Was ist das fur ein vogel (c) 1992 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53173&o=2

$end


$wswan=streetdn,
$bio

Wasabi Produce - Street Dancer [Model SWj-BAN028] (c) 2000 Bandai Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86409&o=2

$end


$a7800=wasp,
$bio

Wasp (c) 2009 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50191&o=2

$end


$pc98=wasuhono,
$bio

Wasurenu Honoo - Ardor Aeternus (c) 1996 You-en-tai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91011&o=2

$end


$pc8801_flop=watanabe,
$bio

Watanabe Wataru no Zatsugaku Olympic (c) 1988 Hard [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93229&o=2

$end


$gbcolor=watashika,watashik,
$bio

Watashi no Kitchen [Model CGB-BKRJ-JPN] (c) 2001 Kiratto.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69103&o=2

$end


$gbcolor=watashir,
$bio

Watashi no Restaurant [Model CGB-BWNJ-JPN] (c) 2002 Kiratto.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69104&o=2

$end


$pc98=watagolf,
$bio

Watashi o Golf ni Tsuretette (c) 1991 Fairytale [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91012&o=2

$end


$info=suzume,
$bio

Watashi wa Suzume-chan (c) 1986 Dyna Electronics.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.536 Mhz)

Screen orientation : Horizontal
Video resolution : 256 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 32

Players : 2

- TRIVIA -

The title of this game translates from Japanese as 'I Am Suzume-chan'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3147&o=2

$end


$pc8801_flop=watagolf,watagolfa,
$bio

Watashi wo Golf ni Tsuretette (c) 1991 Fairytale [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93230&o=2

$end


$msx2_flop=watagolf,
$bio

Watashi wo Golf ni Tsuretette (c) 1991 Fairytale [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102132&o=2

$end


$info=watrball,
$bio

Water Balls (c) 1996 ABM Electronics.

A "Puzzle Bobble" style game.

The players controls a comic mouse that controls a tiny fire old engine you must eject the water to catch the falling colors balls (you can also change the color) for then eject again to hit them with balls of the same color for complete the level.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 10 Mhz)
Sound Chips : OKI6295 (@ 8 Khz)

Screen orientation : Horizontal
Video resolution : 384 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 768

Players : 2
Control : 8-way Joystick
Buttons : 2

- TRIVIA -

The initials input music is John Philip Sousa's 'Liberty Bell March' (also recognized as the Monty Python theme).

At the game over screen, 'Game over, man!' from the 1986 movie Aliens is played.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4584&o=2

$end


$x68k_flop=waterblu,
$bio

Water Blue (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88743&o=2

$end


$msx1_cart=waterdrv,
$bio

Water Driver (c) 1984 Colpax

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77581&o=2

$end


$info=wmatch,
$bio

Water Match (c) 1984 Sega.

A multi event multi-player game in the style of Konami's legendary "Track and field" series, featuring events such as free-style swimming, one-man kayaking, four-man boating etc.

- TECHNICAL -

Runs on the Sega "System 1" hardware.

Players: 2
Control: Double 8-way joysticks
Buttons: 1

- TRIVIA -

Released in November 1984.

- STAFF -

Programmed by : Kawahara, Nakagawa
Security by : R. Nakagawa

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3148&o=2

$end


$info=waterski,
$bio

Water Ski (c) 1983 Taito Corp.

In this timed abstract racing game, a single player controls a water-skier who is being pulled along behind a power-boat. The objective is to complete the course in as fast a time as possible to reach the next course, while avoiding rocks, sharks, motor boats, wind surfers and numerous other obstacles.

The player can move their skier left or right, and can press buttons to either slow the boat's speed or to jump over obstacles. Small rocks are the most common obstacle and can either be avoided or jumped over. As well as the small rocks that litter each course, there are also occasional large rocks; these cannot be jumped and must be avoided at all costs. Also, players must be watchful of the direction their tow-boat takes them otherwise they risk being dragged into oncoming obstacles or having their tow-rope snapped on one of the large rocks.

As well as obstacles, each stage also contains one or more large jump ramps. To make a successful jump, players must ensure they hit the bottom of the ramp with their ski-board facing directly forwards. At the top of the ramp players must press the JUMP button, which will propel them from the end of the ramp to make a perfect landing in the water below. Making a successful ramp jump awards the player with bonus points, but if a player fails to hit the bottom of the ramp properly, they will crash and lose valuable seconds.

- TECHNICAL -

It came in the standard 'Taito Classic' cabinet (the same one that was used for titles such as "Qix", "Zoo Keeper", and "Jungle King"). It was usually a brown cabinet with painted sideart (stripes and a 'Taito' logo). This was not a very popular game, and real cabinets are almost impossible to find.

Runs on the "Taito SJ System" hardware.
Prom Stickers : A03

Players: 2
Control: 2-way joystick
Buttons: 2

- TRIVIA -

Water Ski was released in September 1983 in Japan.

- PORTS -

* Consoles :
Atari 7800 [US] (1988) [Model FG2002] 

* Computers :
Atari ST

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3149&o=2

$end


$a7800=waterski,
$bio

Water Ski [Model FG2002] (c) 1988 Froggo Games Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50192&o=2

$end


$psx=watersum,
$bio

Water Summer [Model SLPM-87085] (c) 2002 Princess Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85851&o=2

$end


$pc8801_flop=waterwrk,
$bio

Water Worker (c) 1984 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93231&o=2

$end


$gameboy=waterwrl,
$bio

Water World (c) 1995 Ocean Software, Limited.

- TECHNICAL -

[Model DMG-AWEP-UKV]

- STAFF -

Programmed by: Pierre Adane, Alain Fernandes
Graphics by: Remy Gross, Ralph Legal, Philippe Dessoly
Additional Work by: Didier Malenfant
Music by: Dave Lowe
SFX by: Dave Lowe
Sound Driver by: Martin Walker

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67370&o=2

$end


$info=wtrnymph,
$bio

Water-Nymph (c) 1996 Subsino.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=39659&o=2

$end


$pc98=waterfro,
$bio

Waterfront Adventure (c) 1990 Hard [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91013&o=2

$end


$pc8801_flop=waterfro,
$bio

Waterfront Adventure (c) 1990 Hard [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93232&o=2

$end


$bbca_cass,bbcb_cass=waterloo,
$bio

Waterloo (c) 1984 Lothlorien

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52641&o=2

$end


$cpc_cass=battleof02,
$bio

Waterloo (c) 1986 MC Lothlorien

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82712&o=2

$end


$amigaocs_flop=waterloo,
$bio

Waterloo (c) 1989 PSS

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75519&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=waterloo,
$bio

Waterloo BASIC (c) 1983 Waterloo Computing Systems

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87001&o=2

$end


$amigaocs_flop=waterlooa,
$bio

Waterloo [Turning Points] (c) 1989 PSS

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75520&o=2

$end


$megadriv=waterwld,
$bio

WaterWorld (c) 1995 Ocean

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57039&o=2

$end


$snes=waterwrd,
$bio

Waterworld (c) 1995 Ocean Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63996&o=2

$end


$info=waterwld,waterwl2,
$bio

Waterworld (c) 1995 Premier Technology Co.

- TECHNICAL -

Gottlieb System 3
Model Number : 746

- TRIVIA -

1,500 units were produced.

- STAFF -

Designers : Ray Tanzer, Jon Norris
Artworks : Constantino Mitchell, Scott Melchionda
Dots/Animations : Scott Melchionda, Rand Paulin, Vecennia Jordan, Alycen Hareas
Music : Duane Decker
Sound : Craig Beierwaltes

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5624&o=2

$end


$vboy=waterwld,
$bio

Waterworld (c) 1995 Ocean Software, Ltd.

THE DEACON AWAITS!

The Deacon will stop at nothing to control the world's most precious resource...

And he's turned his blood-thirsty Smokers loose on the Atoller civilization in a frantic search for Enola- the tattooed girl who holds the secret to Dryland. Only you can smoke the Smokers and deck the Deacon!

Waterworld brings your Virtual Boy screaming to life with incredibly smooth and realistic 3-D animations, particle effects and texture mapped rendered graphics. So step into this action packed arcade experience today and learn what 3-D gaming is all about.

- TECHNICAL -

Model VUE-VWEE-USA

- TRIVIA -

Released on December 21, 1995 in USA only.

- STAFF -

Game Design, Programming: Steve Woita, Jason Plumb
Game Design, Lead Artist: Shane Moura
Graphic Artists: Keith Bachman, Jonathan Casco, Mike Cicchi, Adrian Ludley, K.C. Murphy, Alan Pashley, Mark Pitcher, Bill Yeatts
Sound/Music: Jon Dunn
Software Manager: Mark Rogers
Marketing Manager: Rebecca Gray
Product Testing: Victor De Almeida, Eddy Guiterrez, Jason Koopman
Special Thanks: Larry Feldman, Darin Mason, Mike Mantarro

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82395&o=2

$end


$n64=waverace,waveraceu1,waveraceu,
$bio

Wave Race 64 (c) 1997 Nintendo.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58071&o=2

$end


$n64=waveracej2,waveracej,waveracej1,
$bio

Wave Race 64 (c) 1996 Nintendo.

- TECHNICAL -

Model NUS-NWRJ

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58072&o=2

$end


$gameboy=waverace,
$bio

Wave Race [Model DMG-WA-USA] (c) 1992 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67371&o=2

$end


$pc98=waver,
$bio

Waver - The Seeker 2 (c) 1996 Tenshindo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91014&o=2

$end


$info=waverunr,
$bio

WaveRunner (c) 1996 Sega.

A jet-ski racing game. This game features three courses, and up to four cabinets can be linked for multiplayer racing.

- TECHNICAL -

Runs on the Sega "Model 2C" hardware.

- TRIVIA -

Released in October 1996. This game was popular in arcades, as it is seen at almost every Chuck E. Cheese's restaurant in the United States. 

Was presented at the AMoA (Austin Museum of Art) in Austin, TX, along with other Sega arcade games from September 26-28, 1996.

A cameo of Sega's mascot, Sonic the Hedgehog, is in this game. On the back of the racer's lifejacket, a picture of Sonic's face is shown.

A cameo of this game is seen in the 2000 movie, 'Dude, Where's My Car?'. Part of a WaveRunner cabinet can be briefly shown in the arcade scene.

- TIPS AND TRICKS -

* Big Head : When jumping off a ramp, press the START button and the player's head will become larger.

- SERIES -

1. WaveRunner (1996)
2. WaveRunner GP (2001)

- STAFF -

Music: Makito Nomiya (M. Nomiya), Youichi Ueda (Y. Ueda), Hiroshi Miyauchi (Hiro)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3729&o=2

$end


$info=wrungp,wrungpo,
$bio

WaveRunner GP (c) 2001 Sega Enterprises, Limited.

- TECHNICAL -

Runs on the Sega "NAOMI" Hardware.

Screen Orientation: Horizontal

- TRIVIA -

WaveRunner GP was released in August 2001.

- SERIES -

1. WaveRunner (1996)
2. WaveRunner GP (2001)

- PORTS -

* Consoles :
Sega Dreamcast ("WaveRunner") [Prototype]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3925&o=2

$end


$spc1000_cass=wawa,
$bio

WAWA (c) 198? Softvision [Korea]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83566&o=2

$end


$amigaocs_flop=waxworks,waxworksf,
$bio

Waxworks (c) 1993 Accolade, Incorporated. [San Jose, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75521&o=2

$end


$info=m4wayin,m4wayina,
$bio

Way In (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41528&o=2

$end


$snes=wayneg,waynegp,
$bio

Wayne Gretzky and the NHLPA All-Stars [Model M/SNS-AWZE-USA] (c) 1995 Time Warner Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63997&o=2

$end


$nes=wayneg,
$bio

Wayne Gretzky Hockey (c) 1991 THQ

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55802&o=2

$end


$info=wg3dh,
$bio

Wayne Gretzky's 3D Hockey (c) 1996 Atari Games Corp.

A cutting-edge 3-D hockey game for up to 4 players. Features input codes for stats tracking, 2 levels of Cup play, time-released secrets, and player contests with prizes from Atari.

- TECHNICAL -

Atari Phoenix hardware

Main CPU : R4700 (@ 100 Mhz)
Sound CPU : ADSP2115 (@ 16 Mhz)
Sound Chips : (2x) DMA-driven (@ 16 Mhz)

Players : 4
Control : 8-way joystick
Buttons : 4

- TRIVIA -

Wayne Gretzky's 3D Hockey was released in October 1996.

This game is an official licensed product of the NHL (National Hockey League) and the NHLPA (National Hockey League Players Association).

During the match, you can see in the background adverts for 'Coca-Cola', 'Upper Deck', 'Campbell's' and 'Chunky'.

Wayne Douglas Gretzky (born January 26, 1961 in Brantford, Ontario, Canada) is generally regarded as the greatest hockey player of all-time and is nickname 'The Great One'. He began playing organized hockey at the age of 6 and by 10 he scored 378 goals and 139 assists in just 85 games with the Nadrofsky Steelers. He entered the WHA (World Hockey Association) on June 12, 1978 and the NHL the following year. During his career, he won 4 Stanley Cups with the Edmonton Oilers, broke many scoring records and was the league's MVP 9 times. He was also the first player to score over 200 points in a season, a feat he accomplished 4 times. Gretzky retired from hockey in 1999. In his last game playing for the New York Rangers against the Pittsburgh Penguins on April 29, 1999, he recorded his 2857th point in his 1487th game and retired with 894 goals and 1963 assists. He is the first and only NHL player to have his jersey number (99) retired league-wide, meaning no player will ever again wear the number 99 again.

- STAFF -

Programmers : Steve Bennetts, Terry Farnham, Steve Thomas
Artists : Bob Ingold, Jeremy Mattson, Patrice Moriarity
Producer : Robert Daly
Associate producer : Howard Lehr
Marketing manager : Derryl Depriest
Technician : Dennis Nale
Audio : John Paul, Doug Brandon, Jon Hey
Hardware designers : Steve Correll, Andrew Dyer, Ross Shaffer, Ray Macika, John Lowes
Game testers : Rob Reininger, David Ortiz, Trenton Lewis, Todd Papy, Jesse Meza
Hardware support : Steve Norris, Don Thomas, Jeff Peters, Pat Cox, Betty Purcell, Sam DeVaney, Bobby Kay, Scott Parrish, Gregg Piotrowski, Al Lasko, Sheridan Oursler, Leroy Brown, Rick Meyette
DCS2 sound system : Matt Booty, Ed Keenan
Support programmers : Bruce Rogers, David Shepperd, Robert Birmingham, Mike Albaugh, Mike Lynch, Jason Skiles, Chris Krubel, Forrest Miller
Executive producer : Mark Stepen Pierce
Publicist : Tracy Egan
Additional technicians : Mark Hoendervoogt, Minh Nguyen, Todd Modjeski, Pete Mokris
Mechanical engineers : Mark Gruber, Ralph Perez, Ted Valavanis, Tom Sedor, Chris Bobrowski
Development hardware engineers : Alan Gray, John Moore, Sam Lee, Senthil Vinayagam, Mark Hess
Sr. Engineering Tech. : Patrick Hubbell
Cabinet designers : Nik Ehrlich, Rudy Aguire, Joyce Fluty, Mark Gruber, Pete Takaichi
Motion capture models : Wayne Gretzky, Eddie Mio, Charlie Simmons, Howard Lehr, Steve Thomas, Robert Daly
Video production : Joe Noyes, Greg Allen, Brent Englund, Eric Durfey
Statistics : George Zeimek, Robert Daly

- PORTS -

* Consoles :
Nintendo 64 (1996) : features Arcade and Simulation modes.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3150&o=2

$end


$n64=wg3dh,wg3dhu1,wg3dhu,
$bio

Wayne Gretzky's 3D Hockey (c) 1996 Midway Home Entertainment

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58074&o=2

$end


$n64=wg3dh98,wg3dh98u,
$bio

Wayne Gretzky's 3D Hockey '98 (c) 1997 Midway Home Entertainment

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58073&o=2

$end


$n64=wg3dhj,
$bio

Wayne Gretzky's 3D Hockey [Model NUS-NWGJ] (c) 1998 GameBank

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58075&o=2

$end


$nes=waynewld,
$bio

Wayne's World (c) 1993 THQ

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55803&o=2

$end


$megadriv=waynewld,
$bio

Wayne's World (c) 1993 THQ

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57521&o=2

$end


$gameboy=waynewld,
$bio

Wayne's World [Model DMG-WN-USA] (c) 1993 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67373&o=2

$end


$snes=waynewldu,
$bio

Wayne's World [Model SNS-WW-USA] (c) 1993 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63999&o=2

$end


$snes=waynewld,
$bio

Wayne's World (c) 1993 T-HQ, Incorporated.

- TECHNICAL -

Cartridge ID: SNSP-WW-EUR

- TRIVIA -

Reviews:
[FR] May 1993 - Consoles + No. 20: 87/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63998&o=2

$end


$n64=wcwback,
$bio

WCW Backstage Assault (c) 2000 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58059&o=2

$end


$gameboy=wcwmain,
$bio

WCW Main Event [Model DMG-W8-USA] (c) 1994 FCI

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67346&o=2

$end


$n64=wcwmayhm,wcwmayhmu,
$bio

WCW Mayhem (c) 1999 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58060&o=2

$end


$gbcolor=wcwmayhm,
$bio

WCW Mayhem [Model CGB-AYHE-USA] (c) 2000 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69075&o=2

$end


$n64=wcwnitro,wcwnitro1,
$bio

WCW Nitro (c) 1999 THQ

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58061&o=2

$end


$snes=wcwsuper,
$bio

WCW Super Brawl Wrestling (c) 1994 FCI

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63979&o=2

$end


$n64=wcwvsnwo,wcwvsnwou1,wcwvsnwou,
$bio

WCW vs. nWo - World Tour (c) 1997 THQ

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58062&o=2

$end


$nes=wcwwres,
$bio

WCW World Championship Wrestling (c) 1990 FCI

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55789&o=2

$end


$n64=wcwrev,wcwrevu,
$bio

WCW-nWo Revenge (c) 1998 THQ

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58063&o=2

$end


$gbcolor=wdl,
$bio

WDL - World Destruction League - Thunder Tanks [Model CGB-BBTE-USA] (c) 2000 3DO Company, The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69077&o=2

$end


$gameboy=wereback,
$bio

We're Back! A Dinosaur's Story [Model DMG-A6-USA] (c) 1993 Hi Tech Expressions

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67374&o=2

$end


$snes=werebacku,
$bio

We're Back! A Dinosaur's Story [Model SNS-6D-USA] (c) 1993 Hi Tech Expressions

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64001&o=2

$end


$snes=wereback,
$bio

We're Back! A Dinosaur's Story [Model SNSP-6D-NOE] (c) 1993 Hi Tech Expressions

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64000&o=2

$end


$info=ep_wleek,ep_wleeka,
$bio

Weakest Leek Club (c) 199? Global Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40918&o=2

$end


$megadriv=weaponld,
$bio

Weaponlord (c) 1995 Namco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57522&o=2

$end


$snes=weaponldu,
$bio

WeaponLord [Model SNS-AWDE-USA] (c) 1995 Namco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64003&o=2

$end


$snes=weaponld,
$bio

WeaponLord [Model SNSP-AWDP-EUR] (c) 1995 Ocean Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64002&o=2

$end


$pc98=weaponsf,
$bio

Weapons Free (c) 199? ABA [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91015&o=2

$end


$bbca_cass,bbcb_cass=webrunne,
$bio

Web Runner (c) 19?? Alligata

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52642&o=2

$end


$bbca_cass,bbcb_cass=webwar,
$bio

Web War (c) 1984 Artic International

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52643&o=2

$end


$vectrex=webwarp,
$bio

Web Warp (c) 1983 GCE [General Consumer Electric]

Export release. Game developed in USA. See original "Web Wars [Model 3108]" for more information about the game itself.

- TECHNICAL -

Model 8136

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82243&o=2

$end


$vectrex=webwars,
$bio

Web Wars (c) 1983 GCE [General Consumer Electric]

Enter a galaxy of the future filled with adventure and danger -- a galaxy unlike any you have imagined before.

You become the Hawk King -- a creature capable of incredible speed and power -- as you attempt to capture the amazing creatures that inhabit the speeding Web of Fantasy. All 20 creatures are protected by guardians and the dreaded Cosmic Dragon and each will become progressively more difficult to capture. No one has ever captured the elusive twentieth creature. Will you?

- TECHNICAL -

Model 3108

Controls
Joystick: Controls the movement of Hawk King.
Button 1: Exit Trophy Room.
Button 2: Exit Trophy Room.
Button 3: Capture. Activates Hawk King's capture rod.
Button 4: Fire.

- TRIVIA -

Export releases:
[EU] [UK] "Web Warp [Model 8136]"

- SCORING -

Fantasy Creatures: 325 points per capture
Guardian Drones: 75 points for each Drone, plus 10 percent of the speed shown.
Trophy Room: 750 points each time you soar through a portal and enter your Trophy Room.

- TIPS AND TRICKS -

An extra Hawk King life will be awarded at the following point levels:
25,000 points
50,000 points
90,000 points
250,000 points
999,000 points

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82244&o=2

$end


$cdi=webi,
$bio

WEB-i (c) 1996 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53172&o=2

$end


$c64_cart,c64_flop=webster,
$bio

Webster - The Word Game (c) 1983 CBS Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53763&o=2

$end


$a800=webster,
$bio

Webster - The Word Game (c) 1983 CBS Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86754&o=2

$end


$msx1_cass=wecleman,weclemana,
$bio

WEC Le Mans (c) 1988 Imagine Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95109&o=2

$end


$cpc_cass=wecleman,
$bio

WEC Le Mans (c) 1988 Imagine Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100043&o=2

$end


$info=wecleman,weclemana,weclemanb,
$bio

WEC Le Mans 24 (c) 1986 Konami.

A demanding yet superb sprite-scaling racing game from Konami, based on the annual 'WEC Le Mans 24' race; a grueling event that, as its name suggests, takes place over a 24-hour period.

The width of Le Mans' racetrack never varied and remained a constant 3 lanes wide. The track itself was incredibly demanding and contact with either a rival racer or one of the many track-side objects would send the player's vehicle flying dramatically through the air, costing valuable seconds in time.

- TECHNICAL -

[Upright model]

Game ID : GX602

Main CPU : (2x) Motorola 68000 (@ 10 Mhz)
Sound CPU : Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), Konami K007232 (@ 3.579545 Mhz)

Screen orientation : Horizontal
Video resolution : 320 x 224 pixels

Players : 1
Control : Steering wheel
Buttons : 3 (ACCELERATE, BRAKE, GEAR)

- TRIVIA -

WEC Le Mans 24 was released in November 1986.

WEC Le Mans 24 was developed by Technostar/Coreland and Alpha Denshi. The hardware was developed and sold by Konami. After developing this video game, 'Technostar' was bought out by Coreland.

Also released as :
"WEC Le Mans 24 [Mini Spin model]"
"WEC Le Mans 24 [Big Spin model]"

WEC Le Mans was released the same year as Sega's seminal "Out Run" and tends to be unfairly overlooked in the annuls of video game history. The sprite-scaling and use of color is superb with the game-play being tight and responsive - if a little on the difficult side. Le Mans asked rather more of the player than Out Run, adopting more of a 'simulation' approach to its game-play - but patient and skillful players found their efforts suitably rewarded.

Reflecting real-life motor-racing sponsorship, Le Man's racetrack is lined with billboards advertising recognized cigarette brands, such as 'Gitanes' and 'Lucky Strike'.

The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to 'HHH'.

Apollon Music released a limited-edition soundtrack album for this game (Original Sound of WEC Le Mans 24 - KHY-1018) in cassette format on August 21, 1987. Also released the soundtrack album in CD format (Original Sound of WEC Le Mans 24 - BY12-5028) on December 16, 1988.

- SERIES -

1. WEC Le Mans 24 (1986)
2. Racin' Force (1994)

- PORTS -

* Computers :
Amstrad CPC [EU] (1988)
Commodore C64 [US] [EU] (1988)
Sinclair ZX Spectrum [EU] (1988)
Commodore C64 [EU] (1990, "100% Dynamite")
Sinclair ZX Spectrum [EU] (1990, "100% Dynamite")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=21214&o=2

$end


$msx1_cart=wbells,wbellsa,
$bio

Wedding Bells (c) 1984 Nippon Columbia

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77582&o=2

$end


$pc98=wedderra,
$bio

Wedding Errantry - Gyakutama Ou (c) 1994 Grocer [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91016&o=2

$end


$psx=weddingp,
$bio

Wedding Peach - Doki Doki Oiro-Naoshi Fashion Daisakusen [Model SLPS-00368] (c) 1996 KSS Media Ent. Co. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85852&o=2

$end


$gameboy=weddingp,
$bio

Wedding Peach - Jamapii Panic [Model DMG-AWPJ-JPN] (c) 1995 KSS Media Ent. Co.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67376&o=2

$end


$snes=weddingp,
$bio

Wedding Peach [Model SHVC-AWHJ-JPN] (c) 1995 KSS [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62607&o=2

$end


$fm7_cass=wedding,
$bio

Wedding Race (c) 1983 Champion Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93821&o=2

$end


$pc98=weddingr,
$bio

Wedding Rhapsody (c) 1990 Queensoft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91017&o=2

$end


$pc8801_flop=weddingr,
$bio

Wedding Rhapsody (c) 1990 Queensoft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93233&o=2

$end


$info=weddingr,
$bio

Wedding Rhapsody (c) 1997 Konami Company, Limited.

- TECHNICAL -

Konami GV System hardware
Game ID : GX624

Main CPU : PSX (@ 16.9344 Mhz)
Sound Chips : SPU (@ 16.9344 Mhz), CD/DA (@ 16.9344 Mhz)

Players : 4
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Released in May 1997.

- STAFF -

Director Main Program : V. Mailer
Game Program Data Management : N3N3
Graphic Leader : Neo Magu
Sound Effect : 118
Hardware Design : Hajime Kawashima
Firmware Design : Q
Producers : Einoshin, Shuzilow. Ha, Tango

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3285&o=2

$end


$gba=whowantd,
$bio

Weekend Miljonairs (c) 2002 Zoo Digital Publishing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76275&o=2

$end


$amigaocs_flop=ween,
$bio

Ween - The Prophecy (c) 1992 Coktel Vision

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75522&o=2

$end


$bbca_cass,bbcb_cass=weetabix,
$bio

Weetabix Versus The Titchies (c) 1984 Romik

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52644&o=2

$end


$nes=weilaixz,weilaixza,
$bio

Wei Lai Xiao Zi (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84181&o=2

$end


$nes=wlcq,
$bio

Wei Luo Chuan Qi (c) 19?? Jinbabilun [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77013&o=2

$end


$pc98=weiwusd,
$bio

Wei-Wu-Shu Den (c) 1992 Soft Plan [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91018&o=2

$end


$ti99_cart=weight,
$bio

Weight Control & Nutrition [Model PHM 3021] (c) 1980 Texas Instruments

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84786&o=2

$end


$pc8801_flop=weird2,
$bio

Weird 2 (c) 1985 Policy [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93234&o=2

$end


$fm7_disk=weird2,
$bio

Weird 2 (c) 1985 Policy [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93670&o=2

$end


$fm7_cass=weird2,
$bio

Weird 2 (c) 1985 Policy [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93822&o=2

$end


$amigaocs_flop=weirddre,
$bio

Weird Dreams (c) 1989 Rainbird

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75523&o=2

$end


$bbca_cass,bbcb_cass=welcome,welcomeg,
$bio

Welcome (c) 1981 BBC Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52645&o=2

$end


$saturn,sat_cart=welcomeh,
$bio

Welcome House (c) 1997 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59905&o=2

$end


$psx=welcomeh,
$bio

Welcome House [Model SLPS-00190] (c) 1996 Gust [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85853&o=2

$end


$gameboy=welcome,
$bio

Welcome Nakayoshi Park [Model DMG-NIJ] (c) 1994 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67377&o=2

$end


$cpc_cass=welcamso,
$bio

Welcome to Amsoft (c) 1984 Amsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100060&o=2

$end


$cpc_cass=welcamsg,
$bio

Welcome to Amstrad (c) 1984 Schneider Computer Division

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100061&o=2

$end


$cpc_cass=welcams,
$bio

Welcome to Amstrad (c) 1988 Amsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100062&o=2

$end


$pc98=welcome,
$bio

Welcome to Cinemahouse (c) 1994 Hard [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91019&o=2

$end


$gba=towersp,
$bio

Welcome to The Tower SP [Model AGB-BTRE-USA] (c) 2006 Sega Enterprises, Ltd. [Tokyo, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76277&o=2

$end


$gba=towerspj,
$bio

Welcome to The Tower SP [Model AGB-BTRJ-JPN] (c) 2005 Nintendo Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76276&o=2

$end


$msx2_flop=wellen,
$bio

Wellen (c) 1994 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102133&o=2

$end


$msx1_cass=wellsfar,
$bio

Wells & Fargo (c) 1988 Topo Soft [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95115&o=2

$end


$cpc_cass=wellsfrg,
$bio

Wells & Fargo [Model AM 476] (c) 1988 Erbe Soft. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100063&o=2

$end


$amigaocs_flop=welltris,
$bio

Welltris (c) 1990 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75524&o=2

$end


$cpc_cass=welltris,
$bio

Welltris (c) 1990 Infogrames Interactive, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100064&o=2

$end


$pc98=welltris,
$bio

Welltris (c) 1992 BPS [Bullet-Proof Software].

- TRIVIA -

Released in March 27, 1992 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48544&o=2

$end


$psx=weltorve,
$bio

Weltorv Estleia [Model SLPS-01887] (c) 1999 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85854&o=2

$end


$vc4000=invaders,
$bio

Weltrauminvasoren (c) 1978 Interton Electronic.

- TECHNICAL -

[Cassette No. 32]

- TRIVIA -

Also called Invaders outside Germany, and Invaseur de l'Espace in France.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49224&o=2

$end


$a800=weltraum,
$bio

Weltraumkolonie (c) 1984 Spinnaker Software Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86755&o=2

$end


$a2600=weltraum,
$bio

Weltraumtunnel (c) 1983 Quelle

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51194&o=2

$end


$cpc_cass=wembleyg,
$bio

Wembley Greyhounds (c) 1989 D & H Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100066&o=2

$end


$amigaocs_flop=wembleyr,
$bio

Wembley Rugby League (c) 1994 Audiogenic

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75525&o=2

$end


$gbcolor=wendydta,
$bio

Wendy - Der Traum von Arizona [Model CGB-BWYD-NOE] (c) 2000 TDK Core

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69105&o=2

$end


$gbcolor=wendy,
$bio

Wendy - Every Witch Way [Model CGB-BWGE-USA] (c) 2000 TDK Core

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69106&o=2

$end


$gba=whowantg,
$bio

Wer Wird Millionär (c) 2002 Zoo Digital Publishing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76278&o=2

$end


$saturn,sat_cart=werewolf,werewolfa,
$bio

Werewolf (c) 199? Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60207&o=2

$end


$nes=werewolf,werewolfu,
$bio

Werewolf - The Last Warrior (c) 1990 Data East Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55804&o=2

$end


$cpc_cass=werewaud,
$bio

Werewolf Rap - Silver Bullet Remix (c) 1987 Ariolasoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100067&o=2

$end


$cpc_cass=werewsim,
$bio

Werewolf Simulator [Model TAT E35] (c) 1988 Top Ten Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100068&o=2

$end


$cpc_cass=werewolv,
$bio

Werewolves of London [Model 1SA 0278] (c) 1987 Ariolasoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100070&o=2

$end


$cpc_cass=werewolvs,
$bio

Werewolves of London [Model 3 AS 020] (c) 1987 Dro Soft [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100069&o=2

$end


$info=sc_wrnlt,
$bio

Werner Light (c) 200? Nova.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42862&o=2

$end


$cpc_cass=werner,
$bio

Werner Mach Hin [Model 54 500] (c) 1986 Semmel Verlach

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100072&o=2

$end


$info=sc4wernr,
$bio

Werner (c) 200? Nova.

- TECHNICAL -

[Model PR7027]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42852&o=2

$end


$bbca_cass,bbcb_cass=west,
$bio

West (c) 19?? Talent

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52646&o=2

$end


$cpc_cass=westbank,
$bio

West Bank (c) 1986 Gremlin Graphics Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100074&o=2

$end


$msx1_cass=westbank,westbanka,
$bio

West Bank (c) 1989 Dinamic Software [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95116&o=2

$end


$cpc_cass=westbanks,
$bio

West Bank [Model DAMS87002] (c) 1986 Dinamic Soft. [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100073&o=2

$end


$info=weststry,
$bio

West Story (c) 1991 Datsu Alliance.

The setting is the Wild West where the player moves a cross hairs and shoot at objects on a stationary screen. The player character can duck and roll along a one dimensional plane. A boss must be defeated before advancing to the next level.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 10 Mhz)
Sound CPU : Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : YM3812 (@ 3.579545 Mhz), OKI6295 (@ 8 Khz)

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Released in January 1991.

This game is a bootleg of "Blood Bros.".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3153&o=2

$end


$info=j2westrn,
$bio

Western (c) 198? JPM International.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41025&o=2

$end


$info=westdrm,
$bio

Western Dream (c) 1992 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70011&o=2

$end


$info=wexpress,wexpressb1,wexpressb2,wexpressb3,
$bio

Western Express (c) 1986 Data East Corp.

A beat'em up / platform game with shoot'em up sequence.

- TECHNICAL -

Main CPU : MOS Technology M6502 (@ 4 Mhz), M6809 (@ 2 Mhz)
Sound Chips : YM2203 (@ 1.5 Mhz), YM3526 (@ 3.6 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Western Express was released in January 1986, this game is known in US as "Express Raider".

Gary Hatt holds the official record for this game with 197,200 points.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3154&o=2

$end


$amigaocs_flop=westgame,
$bio

Western Games (c) 1987 Magic Bytes

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75526&o=2

$end


$cpc_cass=westgame,
$bio

Western Games [Model 3 MB 001] (c) 1987 Dro Soft [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100075&o=2

$end


$info=westgun2,
$bio

Western Gun Part II (c) 1980 Taito.

Clone of Sheriff.

- TRIVIA -

Western Gun Part II was released in March 1980 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=19488&o=2

$end


$nes=westkids,
$bio

???????? (c) 1991 Visco Corporation.
(Western Kids)

Western Kids is a side-scrolling action/adventure game published by Visco. The last vestige of respect for law and order in the Old West is about to face its worst hour. The evil Scorpion gang has been causing much mischief in town, and rumor has that they plot to attack the next incoming train. But the Sheriff is apparently not going to let that happen and he has decided to arrest the notorious outlaws... unfortunately, he has never been seen since. His young son Sam, the newly appointed sheriff, decides to look for him and, helped by his sidekick Popo (aka Little Chief), he goes on a perilous journey to stop the criminals once and for all. Western Kids is an unusual adventure/action game where the player explores parts of the large town (or its outskirts), collects gold from chests and crates scattered around, visits stores and other buildings (such as saloons, hotels or houses). All kind of foes wander also around the narrow streets or sceneries (from swordsmen, gunmen to farmers, army men and even dogs and pigs!), and they all of course inflict damage upon contact. This exploration phase is at the core of the gameplay and Sam usually has to purchase a map, find keys (to unlock certain buildings), talk to villagers, explore basements and caves, play mini-games, retrieve special items or trigger events that may open new passageways. Additionally, the player starts equipped with a knife, but a gun and a rifle can be collected later in the game (a boomerang and a tomahawk for Popo). The player also comes with a limited amount of life symbolized by little hearts, and more can be obtained by collecting Sheriff stars (five stars grant an extra heart, but collecting a skull instantly removes one!). Finally, countless items can be purchased inside stores, such as food (extra health), hat (extra life), meat (refills health upon death), ladder (used to escape underground places) or bullet proof vest (temporary invincibility). Once Sam completes a level (each stage has its own challenges and requirements), he can finally makes his way to the boss and face one member of the dreaded Scorpion gang. Western Kids consists of seven vast levels (the first six can be played in any order), as well as a two-player simultaneous mode.

- TECHNICAL -

Cartridge ID: VIS-5K

- TRIVIA -

Western Kids was released on September 13, 1991 in Japan. It was sold 7800 Yen.

Export releases:
[US] "Cowboy Kid [Model NES-9C-USA]"

- STAFF -

Producer: T. Akiyama
Director: K. Usami, Don Gabacho, Mr. Yagi
Game Designer: Yuji Masuda
Graphic Designer: Yuji Masuda, Kenichi Mori
Programmers: HK, JS
Music: Zeron
Sound Effect: Zeron
Special Thanks: Ume. W, Hos. Kuro, Hokke, Neko, Telbozu, King, T. Mizutani

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54807&o=2

$end


$info=westvent,
$bio

Western Venture (c) 200? Astro Corp.

15-reel 20-line video slot.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11957&o=2

$end


$cpc_cass=westphsr,
$bio

Westphaser (c) 1989 Loriciels [France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100077&o=2

$end


$a2600=westward,
$bio

Westward Ho (c) 1982 PlayAround

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51195&o=2

$end


$info=sc4waw,sc4wawa,sc4wawb,sc4wawc,sc4wawd,sc4wawe,sc4wawf,
$bio

Wet 'N' Wild (c) 200? Mazooma Games.

Get in the swim with ths super splashing game! Use number cards on the CardMech to advance around the paddling pool, collecting Cash, Features and Bonus Nudges.

Light 3 'Wet 'N' Wil' symbols and plunge into the Super Feature pool. It's 25 squares deep and holds a gush of 'Red Hot' cash and features.

- TECHNICAL -

[Model PR7065]

Technology : Scorpion 4
Cabinet : Smiley II front-opening
Jackpot : £15 / £5
Stakes : 20p, 25p, 30p

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11913&o=2

$end


$x68k_flop=wetpaint,
$bio

Wet Paint 68 Dai 1 Maki (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88744&o=2

$end


$x68k_flop=wetpain2,
$bio

Wet Paint 68 Dai 2 Maki (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88745&o=2

$end


$x68k_flop=wetpain3,
$bio

Wet Paint 68 Dai 3 Maki (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88746&o=2

$end


$bbca_cass,bbcb_cass=wetzone,
$bio

Wet Zone (c) 19?? Everise

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52647&o=2

$end


$n64=wetrix,wetrixu,
$bio

Wetrix (c) 1998 Ocean

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58076&o=2

$end


$gbcolor=wetrix,
$bio

Wetrix GB [Model CGB-BWXP-EUR] (c) 2000 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69108&o=2

$end


$gbcolor=wetrixj,
$bio

Wetrix GB [Model DMG-AW5J-JPN] (c) 1999 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69110&o=2

$end


$n64=wetrixj,
$bio

Wetrix [Model NUS-NWTJ] (c) 1998 Imagineer [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58077&o=2

$end


$info=wgp,wgpj,wgpjoy,wgpjoya,
$bio

WGP - Real Racing Feeling (c) 1989 Taito.

- TECHNICAL -

Board Number : K1100537A
Prom Stickers : C32

Main CPU : (2x) Motorola 68000 (@ 12 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2610 (@ 8 Mhz)

Players : 2
Control : stick
Buttons : 7

- TRIVIA -

Even if titlescreen says 1989, WGP was released in March 1990 in Japan.

- STAFF -

Programmers : Yoshinori Kobayashi, Osaru Kinoshita, Yuji Hiroshige, Masahiro Okamoto, Tarabar Hori
Character designers : Seiji Kawakami, Tetsuya Shinoda, Yasuhiko Kikuchi, Tsuyoshi Satou, Atsumi Yoshino
Hardware : Yasuhiro Shibuya, Toshihiro Tanaka, Tsukasa Nakamura, Tadashi Kushiro, Yasushi Yamanouchi
Mechanic : Tohru Yamamoto, Nobuyuki Iwasaki, Shigeio Ueda
Sound by (Zuntata) : (Mar), Yasuhisa Watanabe (Yack)
Graphic designer : Rintarou Doi
Cabinet designer : Shinobu Sekiguchi
Direction & Game designer : Hiroyuki Sakou

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3155&o=2

$end


$info=wgp2,
$bio

WGP2 - Real Racing Feeling (c) 1990 Taito.

- TECHNICAL -

Prom Stickers : C73

Main CPU : (2x) Motorola 68000 (@ 12 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2610 (@ 8 Mhz)

Players : 2
Control : stick
Buttons : 7

- TRIVIA -

Even if titlescreen says 1990, WGP2 was released in March 1991 in Japan.

- STAFF -

Programmers : Yoshinori Kobayashi, Osaru Kinoshita, Yuji Hiroshige, Masahiro Okamoto, Tarabar Hori
Character designers : Seiji Kawakami, Tetsuya Shinoda, Yasuhiko Kikuchi, Tsuyoshi Satou, Atsumi Yoshino
Hardware : Yasuhiro Shibuya, Toshihiro Tanaka, Tsukasa Nakamura, Tadashi Kushiro, Yasushi Yamanouchi
Mechanic : Tohru Yamamoto, Nobuyuki Iwasaki, Shigeio Ueda
Sound by (Zuntata) : (Mar), Yasuhisa Watanabe (Yack)
Graphic designer : Rintarou Doi
Cabinet designer : Shinobu Sekiguchi
Direction & Game designer : Hiroyuki Sakou

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3156&o=2

$end


$megadriv=whacacri,
$bio

Whac-a-Critter (c) 1993 Realtec

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57523&o=2

$end


$gba=whacamol,
$bio

Whac-A-Mole [Model AGB-BWEE-USA] (c) 2005 Activision, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76279&o=2

$end


$cdi=whackbub,
$bio

Whack a Bubble (c) 1997 New Frontier

Get set for over 100 levels of sheer gaming pleasure and brainteasing fun! Beat the clock or your friends. This action/puzzle calls for skill, quick thinking and a couple of secret special moves.

- TECHNICAL -

Model NF 140697

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53174&o=2

$end


$amigaocs_flop=whalevoy,whalevoyg,
$bio

Whale's Voyage (c) 1993 Flair Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75527&o=2

$end


$amigaocs_flop=whalevo2,
$bio

Whale's Voyage 2 (c) 1993 neo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75528&o=2

$end


$info=whalecsh,
$bio

Whales of cash (c) 2002 Aristocrat.

Reel power game.

Whale substitutes for all symbols and appears on reels 2 and 4 only.

3 money bays wins the feature.

During feature, whale substitute and multiply wins x 4 on the second reel and x4 on the fourth reel.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=8034&o=2

$end


$nes=whangzws,
$bio

王者无双 (c) 200? Nanjing.
(Whang Zhe Wu Shuang)

- TECHNICAL -

Game ID: NJ094

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77014&o=2

$end


$pc98=whatfant,
$bio

What is Fantasy - Fantasy Quiz Battle (c) 1993 Great [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91020&o=2

$end


$bbca_cass,bbcb_cass=eeyores,
$bio

What's Eeyores (c) 19?? Magus

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52648&o=2

$end


$pc8801_flop=whatsmic,
$bio

What's Michael (c) 1988 Micro Cabin Co. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93235&o=2

$end


$pc98=whatsmic,
$bio

What's Michael? (c) 1989 Micro Cabin Co. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91021&o=2

$end


$msx2_flop=whatsmic,
$bio

What's Michael? (c) 1989 Micro Cabin Co. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102134&o=2

$end


$info=ep_wud,ep_wuda,ep_wudb,ep_wudc,ep_wudd,ep_wude,
$bio

What's Up Doc? (c) 199? Global Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40920&o=2

$end


$info=sc1wud,
$bio

What's Up Dr (c) 199? Unknown.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48954&o=2

$end


$bbca_cass,bbcb_cass=wheelfor,
$bio

Wheel of Fortune (c) 1984 Epic

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52649&o=2

$end


$nes=wheelfora,wheelfor,
$bio

Wheel of Fortune (c) 1988 GameTek

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55805&o=2

$end


$info=wfortune,wfortunea,
$bio

Wheel of Fortune (c) 1989 GameTek.

Spin the wheel!!! Prepare to select a letter and spell the secret word... toc-toc-toc-BANKRUPT!! oh no :(

- TECHNICAL -

Main CPU : (2x) M6809 (@ 2 Mhz)
Sound Chips : OKI6295 (@ 7.812 Khz), Yamaha YM2203 (@ 4 Mhz)

Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 256

Players : 3
Control : dial
Buttons : 1

- TRIVIA -

Developed by Incredible Technologies, Inc. for GameTek.

Released in September 1989.

The game is based on a TV show produced by Merv Griffin Enterprises that's followed by more than forty million viewers every week.

- STAFF -

Programming : Steve Jaskowiak
Artwork : Susan Svoboda
Music & Sounds : David D. Thiel
Technical Support : Scott Allie

- PORTS -

* Consoles:
Nintendo NES (1987)
Sega Megadrive (1992)
Nintendo SNES (1992)
Sega Game Gear (1993)
Nintendo Game Boy
Sega CD (1994)
Sega Saturn (1996)
Nintendo 64 (1997)
Sony PlayStation (1999)

* Computers:
MS-DOS (1987)
Commodore C64 (1990)
Apple II E 

* Others:
Tiger Game.Com (1997)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3157&o=2

$end


$megadriv=wheelfor,
$bio

Wheel of Fortune (c) 1992 GameTek

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57524&o=2

$end


$snes=wheelfor,
$bio

Wheel of Fortune (c) 1992 GameTek

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64004&o=2

$end


$n64=wheelfor,
$bio

Wheel of Fortune (c) 1997 GameTek

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58078&o=2

$end


$info=pr_whlft,
$bio

Wheel of Fortune (c) 199? Project Coin Machines, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42112&o=2

$end


$info=sc1wof,sc1wofa,sc1wofb,
$bio

Wheel of Fortune (c) 199? Global Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42176&o=2

$end


$info=wof_500a,wof_100a,wof_200a,wof_200f,wof_200g,wof_200i,wof_300a,wof_300f,wof_300g,wof_300i,wof_300l,wof_400a,wof_400f,wof_400g,wof_400i,wof_400l,wof_500f,wof_500g,wof_500i,wof_500l,
$bio

Wheel of Fortune (c) 2007 Stern Pinball, Incorporated.

- TECHNICAL -

Stern S.A.M. System

- TRIVIA -

Based on the long running game show 'Wheel of Fortune'. The backglass features American Wheel of Fortune host 'Pat Sajak', and assistant 'Vanna White'.

The 3 contestants shown on the backglass and the bobbleheads on the playfield are as follows :
* Red contestant : Lonnie Ropp (longtime Data East Pinball/Sega Pinball/Stern Pinball programmer)
* Yellow contestant : Alejandra (called 'Maria'; assembly line worker at Stern)
* Blue contestant : Keith Johnson (programmer of this game)

- STAFF -

Designer : Dennis Nordman
Software : Keith P. Johnson
Music & Sound Effects : David D. Thiel

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=20589&o=2

$end


$snes=wheelfdx,
$bio

Wheel of Fortune - Deluxe Edition [Model SNS-XF-USA] (c) 1994 GameTek

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64005&o=2

$end


$nes=wheelffe,wheelfjr,
$bio

Wheel of Fortune - Family Edition (c) 1989 GameTek

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55806&o=2

$end


$nes=wheelfvw,
$bio

Wheel of Fortune featuring Vanna White (c) 1992 GameTek

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55807&o=2

$end


$info=I0000002,
$bio

Wheel of Fortune (c) 1996 IGT.

3-Reel, 5-Line slot.

- TECHNICAL -

Model 305A

Program # I0000002

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=7770&o=2

$end


$gameboy=wheelfor,
$bio

Wheel of Fortune [Model DMG-WF-USA] (c) 1990 GameTek

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67378&o=2

$end


$gamegear=wheelof,
$bio

Wheel of Fortune [Model T-83018] (c) 1992 GameTek

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64994&o=2

$end


$segacd=wheelfor,
$bio

Wheel of Fortune [Model T-93085] (c) 1994 Sony Imagesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60839&o=2

$end


$info=sc4bwow,sc4bwowa,
$bio

Wheel of Wealth (c) 200? Bell-Fruit Games.

- TECHNICAL -

[Model PR1726]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11517&o=2

$end


$bbca_cass,bbcb_cass=wheeldea,
$bio

Wheeler Dealer (c) 19?? OIC

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52650&o=2

$end


$scv=wheelrcr,
$bio

Wheelie Racer (c) 1985 Epoch Company, Limited.

- TECHNICAL -

[Model 10 NO.09140]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49098&o=2

$end


$info=wheelfir,
$bio

Wheels & Fire (c) 199? TCH.

- TECHNICAL -

Main CPU : (2x) Motorola 68000 (@ 16 Mhz)

Screen orientation : Horizontal
Video resolution : 512 x 512 pixels
Screen refresh : 60.00 Hz
Palette colors : 8192

Players : 2
Control : 8-way Joystick
Buttons : 3

- STAFF -

Executive Producer: Francisco Chacon
Productive Adviser: Jose Sanchez
Hardware Design: David Sandoval
Programming: Antonio Carrillo
Auxiliar Programming: Fernando Jimenez
Graphics: Javier Martinez, Francisco Bocanegra, Joaquin Perez

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4711&o=2

$end


$info=wheelrun,
$bio

Wheels Runner (c) 199? International Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=22269&o=2

$end


$amigaocs_flop=wtww,
$bio

When Two Worlds War (c) 1993 Impressions

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75529&o=2

$end


$bbca_cass,bbcb_cass=where,
$bio

Where (c) 19?? Micro Power

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52651&o=2

$end


$mc10=whereami,
$bio

Where Am I (c) 198? Furr [Gary Furr]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87718&o=2

$end


$sms=carmnwldb,
$bio

Where in the World is Carmen Sandiego? (c) 1989 Tec Toy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56273&o=2

$end


$sms=carmnwld,
$bio

Where in the World is Carmen Sandiego? (c) 1989 Parker Bros.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56274&o=2

$end


$pcecd=carmnwld,
$bio

Where in the World is Carmen Sandiego? (c) 1990 Pack-In-Video Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58460&o=2

$end


$megadriv=carmnwldb,
$bio

Where in the World Is Carmen Sandiego? (c) 199? Tec Toy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57041&o=2

$end


$snes=carmnwldu,
$bio

Where in the World is Carmen Sandiego? [Model SNS-WX-USA] (c) 1993 Hi Tech Expressions

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64008&o=2

$end


$snes=carmnwld,
$bio

Where in the World is Carmen Sandiego? [Model SNSP-WX-NOE] (c) 1993 Hi Tech Expressions

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64007&o=2

$end


$nes=carmntim,carmntim1,
$bio

Where in Time is Carmen Sandiego? (c) 1991 Konami Industry Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55808&o=2

$end


$megadriv=carmntim,
$bio

Where in TIME is Carmen Sandiego? (c) 1992 Electronic Arts.

- TRIVIA -

Reviews:
[FR] June 1992 - Joypad N.9: 65/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70995&o=2

$end


$snes=carmntim,
$bio

Where in Time is Carmen Sandiego? (c) 1993 Hi Tech Expressions

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64006&o=2

$end


$megadriv=carmntimb,
$bio

Where in TIME is Carmen Sandiego? (c) 199? Tec Toy

- TECHNICAL -

Game ID: 046820
Barcode: 7891196046827

- TRIVIA -

Reviews:
June 1992 - Consoles + N.10 (Pages 88-89): 70/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57040&o=2

$end


$info=wheregld,
$bio

Where's The... GOLD (c) 2003 Aristocrat.

A 5-Reel video slot machine with a gold mining theme.

- TECHNICAL -

Aristocrat MKVI hardware

Video resolution : 640x480

- TRIVIA -

Where's The... GOLD was released in June 2004.

- UPDATES -

There are 2 versions of the artwork. The old version says 'Where's the... GOLD' while the later (2005) version just says 'Where's the Gold'.

- SERIES -

1) Where's The... GOLD (2003)
2) Let's Go Fish'n (2006)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5136&o=2

$end


$nes=wwaldo,
$bio

Where's Waldo? (c) 1991 THQ

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55809&o=2

$end


$bbca_cass,bbcb_cass=whichsal,
$bio

Which Salt (c) 19?? Micro Power

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52652&o=2

$end


$megadriv=whiprush,
$bio

Whip Rush (c) 1990 Renovation

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57525&o=2

$end


$megadriv=whiprushj,
$bio

Whip Rush - Wakusei Voltegas no Nazo (c) 1990 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57042&o=2

$end


$msx2_flop=whipple,whipplea,
$bio

Whipple (c) 1992 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102135&o=2

$end


$amigaocs_flop=whirligg,
$bio

Whirligig (c) 1988 Firebird

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75530&o=2

$end


$snes=whirlo,
$bio

Whirlo (c) 1992 Namco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64009&o=2

$end


$info=whirl_l3,whirl_l2,whirl_lg3,
$bio

Whirlwind (c) 1990 Williams Electronics Games, Incorporated.

- TECHNICAL -

Williams System 11B

Main CPU : M6808 (@ 1 MHz)
Sound CPU : Motorola M6809 (@ 2 MHz), OKI M6808 (@ 1 MHz)
Sound chips : Yamaha YM2151 (@ 3.579545 MHz), (2x) DAC, (2x) HC55516

- TRIVIA -

The interesting aspect of Whirlwind which features a fan which would activate whenever a lock was lit and during multi-ball to simulate a storm.

The red button is held by Pat Lawlor himself, driving the Storm Blasters van on the backglass.

- STAFF -

Concept & Design : Pat Lawlor
Software : Bill Pfutzenreuter (Pfutz) (PFZ)
Art: John Youssi (JCY)
Mechanix by : John Krutsch (JRK) 
Mechanical Finger in Dike : Jack Skalon
Music & Sounds : Chris Granner (CPG)
Production : The Williams Engineering Staff
Directed by : Pat Lawlor

- PORTS -

* Consoles :
Nintendo Wii (2008, Pinball Hall of Fame: The Williams Collection)
Sony PlayStation 2 (2008, Pinball Hall of Fame: The Williams Collection)
Sony PlayStation Portable (2008, Pinball Hall of Fame: The Williams Collection)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5335&o=2

$end


$gba=whistle,
$bio

Whistle! Dai-37-kai Tokyo-to Chuugakkou Sougou Taiiku Soccer Taikai [Model AGB-A73J-JPN(RK318-J1)] (c) 2003 Konami Co., Ltd. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76280&o=2

$end


$amigaocs_flop=whitedth,
$bio

White Death (c) 1990 Internecine

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75531&o=2

$end


$psx=whitedia,
$bio

White Diamond [Model SLPS-02352] (c) 1999 Escot

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85855&o=2

$end


$x68k_flop=wfantas,
$bio

White Fantasia in Sucharaka Battle (c) 199? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88747&o=2

$end


$info=smiy1125,smiy1126,smiy1127,smiy1128,smiy1129,smiy1130,
$bio

White Gold [Power Progressive Platinum] (c) 2009 Bally Tech.

- TECHNICAL -

Houseable in the following cabinets:
"Alpha Elite V32"
"Alpha 2 Pro V32"

- UPDATES -

SMI #Y1125
Min/Max %: 85.10%

SMI #Y1126
Min/Max %: 88.03%

SMI #Y1127
Min/Max %: 90.05%

SMI #Y1128
Min/Max %: 91.92%

SMI #Y1129
Min/Max %: 94.07%

SMI #Y1130
Min/Max %: 95.95%

- TIPS AND TRICKS -

* Any progressive occurs every 234 games.

* Power Progressive Platinum Progressives (with max credits bet):
2,000 Credits x Denomination x Max Bet, occurs every 87,452 plays.
200 Credits x Denomination x Max Bet, occurs every 4,700plays.
60 Credits x Denomination x Max Bet, occurs every 788 plays.
40 Credits x Denomination x Max Bet, occurs every 255 plays.
20 Credits x Denomination x Max Bet, occurs every 99 plays.
8 Credits x Denomination x Max Bet, occurs every 60 plays.
4 Credits x Denomination x Max Bet, occurs every 51 plays.

* Power Progressive Random Bonus Feature occurs on average every 51 plays.

* Overall Hit Frequency: 36.31%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32085&o=2

$end


$info=pexm003p,
$bio

White Hot Aces (c) 1996 IGT [International Game Technologies].

- UPDATES -

X002033P
X002034P
X002035P
X002303P
X002339P
X002340P

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=26142&o=2

$end


$bbca_cass,bbcb_cass=wknight11,wknight,
$bio

White Knight (c) 19?? BBC Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52653&o=2

$end


$info=smih0895,smih0896,smih0897,smih0898,smih0899,smih0900,
$bio

White Lightning [Power Progressive] (c) 2008 Bally Gaming, Incorporated.

- TECHNICAL -

[Bally Signature Series]
Software Part Number: ASGPPWL017UI-00

Faux Fireball button Deck:
Game Kit #153459 ALPHA S9000
Game Kit #153453 ALPHA Elite S9E
Game Kit #153462 CineReels™

16 button Deck:
Game Kit #155588 ALPHA S9000
Game Kit #155583 ALPHA Elite S9E
Game Kit #155591 CineReels

- UPDATES -

SMI #H0895
Min/Max %: 85.14%/85.19%

SMI #H0896
Min/Max %: 87.89%/87.93%

SMI #H0897
Min/Max %: 89.81%/89.86%

SMI #H0898
Min/Max %: 91.87%/91.92%

SMI #H0899
Min/Max %: 93.81%/93.86%

SMI #H0900
Min/Max %: 95.77%/95.82%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46215&o=2

$end


$nes=whitelio,
$bio

White Lion Densetsu (c) 1989 Kemco

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54808&o=2

$end


$bbca_cass,bbcb_cass=whimagic,
$bio

White Magic (c) 1989 4th Dimension

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52654&o=2

$end


$jaguar=whitemen,
$bio

White Men Can't Jump (c) 1995 Atari Corp.

Whatcha got, chump? Are you ready for the most hyped up, monster jammin', bruisin' elbows, rebound snatchin', rim stuffin', skying over suckers, down your throat, money making game of street ball you never thought possible? Well, here it is, in your face, 'n it's time to get it on!

Welcome to WHITE MEN CAN'T JUMP(TM)!

THE STORY OF THE SLAM CITY TOURNAMENT
The SLAM CITY TOURNAMENT's history is long and rich. Originally started back in the early 70's by a group of con men and hustlers as a way to make more money, it has grown into THE premiere street ball event. Everybody who's anybody is there. If you can make it through the tournament, you'll have the most kickin' rep from Venice Beach to Compton, and every asphalt jungle-sandlot-half court in between!

WHERE YOU COME IN
You play the team you choose against other teams out there hustling for the big bucks and bad reps; each trying to raise the $5,000 entry fee to the SLAM CITY TOURNAMENT. In your case, you've had to borrow $500 from the local loan sharks, THE BREAKLEG BROTHERS, in order to start working your way up through the circuit to enter the SLAM CITY TOURNAMENT.

Unfortunately the BREAKLEG BROTHERS, TANGLE and CASH, love their money, but don't care so much about the love of the game. If you can't make it to the Tournament (and win) in 30 games, they'll be back to make you pay one way or another, brother.

- TECHNICAL -

Model J9070E

- STAFF -

ATARI
PRODUCER: Bill Rehbock
LEAD TESTER: Lance Lewis
TESTERS: Hank Cappa, Chris Charles, Frank Coles, Tal Funke-Bilu, Harry Kinney, Sean McInnes, Dan McNamee, Manual Sousa, Nathan Tan

TRIMARK INTERACTIVE PRODUCERS: Allen Edwards, Kevin Hunt

HIGH VOLTAGE SOFTWARE
PRODUCER: Kerry J. Ganofsky
PROGRAMMER: Adisak Pochanayon, Brian McGroarty, Nate Troast
LEAD ARTIST: Eric Nofsinger
ARTISTS: Cary Penczak, Damion Davis, Pat Dolan
SOUND: Aardvark Action Audio
BASKETBALL COACH: Robert B. Ganofsky
MANUAL WRITTEN BY: Christan Wright, Eric Nofsinger
ADDL. INPUT BY: Harold Merrell
PACKAGE & MANUAL DESIGN: Beeline Group Inc.
BOX ART: Damion Davis and Pat Dolan

SPECIAL THANKS: Bill (The pizza is great out here!), Kelly, Kevin and Allen (Trimark's Trio), Beverly (How do you put up with the boss?)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76463&o=2

$end


$info=whiterus,
$bio

White Russia (c) 2004 Konami Gaming, Incorporated.

- TRIVIA -

Released in Europe and Oceania.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11779&o=2

$end


$info=wtigernz,
$bio

White Tiger (c) 1996 Aristocrat.

- TECHNICAL -

Mark IV

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=7691&o=2

$end


$info=wtiger,
$bio

White Tiger II [Lucky Devil] (c) 2002 Aristocrat.

A 5 reel video slot machine.

- TECHNICAL -

Aristocrat MKVI hardware.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32293&o=2

$end


$info=ww_l5,ww_l2,ww_l3,ww_l4,ww_lh5,ww_lh6,ww_p1,ww_p8,
$bio

White Water (c) 1992 Williams Electronics Games, Incorporated.

- TECHNICAL -

Williams WPC (Fliptronics II)
Model Number : 50018

Main CPU : Motorola M6809 (@ 2 MHz)
Sound CPU : Motorola M6809 (@ 2 MHz)
Sound chips : Yamaha YM2151 (@ 3.579545 MHz), DAC, HC55516

- TRIVIA -

On the backglass, the man with the surprised look on his face is artist John Youssi.

- UPDATES -

Prototype Version P-8 : Prototype (pre-production) allows you to collect ALL THREE Gold Mine awards. Later revisions do not allow this. P-8 may have more bugs present than later revisions.

Commercial Version L-5 : This is the latest commercial version of the White Water software.

- TIPS AND TRICKS -

It's commonly said that all one has to do to get high scores on Whitewater is shoot whatever is lit or flashing at the time. Although this is true to a certain extent, some planning and strategy will invariably yield more consistent and higher scores.

Note that the Jackpot Value in Multiball is based on your current Raft
number, and that later Multiballs are harder to start (because Locks become
more difficult to light). Therefore, you should probably avoid Multiball for a while, and concentrate instead on Whirlpool Awards and collecting lit
Hazards. Since Whirlpool Challenge is the first Whirlpool Award, you should start there.

There are 2 strategies for maximum points in Whirlpool Challenge, and they are dependent on proper behavior of the Lost Mine kickout. You should be able to either dead-catch the ball on the right flipper, or hold the right flipper up and let the ball roll up into the Right Inlane (in which case you should adjust the lit lane accordingly in order to collect one or two free R-I-V-E-R letters). One strategy is to keep both balls in play, constantly hitting No Way Out and then the Whirlpool, paying attention to the sound effects in order to know where the next ball will be coming. The sound effect for a ball being fed from No Way Out to the Upper Playfield is a shrill sound taken directly from Comet. The other strategy requires catching one ball on the left flipper at some point. You can then hold that ball while repeatedly hitting No Way Out and the Whirlpool, then catching the ball from the Lost Mine and repeating the sequence until you slip up.

It may help to nudge the machine forward as the ball is being kicked out of the Lost Mine in order to make it land fairly. If the kickout is irregular or too powerful, advise your operator (good luck).

It is somewhat dangerous to shoot the Lost Mine for Gold Rush or the Hotfoot targets for Bigfoot Hotfoot, but with enough play time, you will eventually start these sequences more or less by accident. Hotfoot is especially nice during 5X Playfield, so keep an eye on how close you are to getting it.

The Extra Ball target is extremely difficult to hit, and dangerous besides. One degree of insurance when going for this target is to start any Multiball (regular, Whirlpool Challenge, or Gold Rush) and risk draining one ball by shooting for it. The hardest part is regaining control of the ball after shooting this target.

There are at least seven strategies for actually attempting to hit the Extra Ball target (as opposed to hoping the ball will wander up there). You can straight shoot it from the left flipper. You can backhand it from the right flipper as the ball is kicked out from the Lost Mine. You can hold the right flipper up as the ball is fed from the Upper Playfield to the Right Inlane, letting it roll over to the tip of the left flipper, where it may (should) be in the perfect position for straight shooting the target. You can nudge the machine forward as the ball is bouncing at the top of the right slingshot; this can often push the ball right up into the Extra Ball target. You can nudge the machine as the ball is hit by the left slingshot, which may kick the ball across to the target. You can catch the ball on the right flipper, twitch the flipper so that the ball rolls up the inlane slightly and then down to the middle of the flipper, from where you can neatly backhand the target. You can also shoot the ball from the very tip of the left flipper, up the Right Inlane and into the Extra Ball target. This is tricky and rarely works, but it sure does look cool.

At the beginning of Multiball, ignore balls that have already successfully come down Insanity Falls. Concentrate on getting the second and third balls up Insanity Falls to earn Double and Triple Jackpots. You'll be very sorry if you settle for regular Jackpots, and end up hitting thirty of them during that Multiball. You will almost certainly lose the first ball if you concentrate on getting the Triple Jackpot. It may help to hold the left flipper up - the lower right flipper will be active because you're shooting Insanity Falls, and this may knock the first two balls up into play. The number of balls currently in play (two or three) does not affect your Jackpot value in any way.

If you miss the first or second shot at Insanity Falls, let that ball go. You have almost no chance of getting it up Insanity Falls, and it will be in the way of the second and/or third balls coming from No Way Out. Also, if you let the first ball go and shoot it immediately into No Way Out, the game may decide that one of its No Way Out kickouts failed, and you will get a fourth attempt at increasing the Jackpot Value. This also means that if No Way Out is a lit Hazard and you hit it from below when the game is kicking a ball out above, it may decide that it was merely a failed kickout, and you will not be awarded that Hazard.

Hitting Insanity Falls or Bigfoot Bluff is best done with a solid slap on the flipper. Without that extra bit of force, the sweet spot, especially for Insanity Falls, is extremely narrow. If you get warnings from shooting Insanity Falls (assuming you aren't actually moving the machine), your machine is set too sensitively. Complain.

Keep an eye on how many Disaster Drops you have collected. There is an Extra Ball between 3 and 15, and it's also useful for spotting the more difficult Hazards such as the Spine Chiller and Boomerang Bend, and for advancing one of the last (difficult) Rafts.

Note that Man Overboard applies to the Hazards which are already lit. Therefore, it's best to collect this when relatively easy Hazards are lit. You can also spot a Hazard and this will award the Man Overboard value.

Beware that a solid shot at No Way Out, particularly backhanded from the left flipper, may rattle around and slowly drift back out. Wait for the sound effects or graphics before you back off from the machine after locking a ball. If the ball does rattle around and drop back down, it should come to the tip of the left flipper. A careful shot will put it gently back into No Way Out as originally intended.

Beware that a very fast shot at Disaster Drop may jam against the Hazard sensor and come back around the loop, usually right towards the center drain. This baffles me, but it does happen occasionally. It usually helps to shake the machine a bit from side to side if you know the ball is coming back down Disaster Drop, so you can avoid the center drain. A small side to side or forward nudge also helps as the ball comes out of Disaster Drop after completing it succesfully - this helps keep the ball off of the left slingshot, so you can maintain control and shoot Disaster Drop again if you wish.

You can also shoot Disaster Drop from either flipper. A careful shot from the right flipper has the added advantage that the ball may brush one or more of the Lite Bounceback targets.

There are certain situations where the game will kick out a locked ball from No Way Out even though there is a ball available for the plunger lane. Specifically, if you lock a ball and there is already one more locked from another player than you have locked, it will kick out a locked ball in order to bring your Locks in line with the other players' Locks. For Whirlpool Challenge, you will always receive the ball at the plunger lane if one is available. Otherwise, the Lost Mine kickout usually fires first, before the No Way Out kickout (rather unfair).

Note that, depending on your difficulty settings and the skill of the average player on your machine, the Bigfoot's Cave sensor, which is only reachable during Bigfoot Hotfoot, may often remain untriggered for 90 balls, which causes the machine to assume that the sensor may be faulty. This is the most common cause of a '.' being displayed after 'Credits' or 'Free Play' on Whitewater machines, and it can obscure anything else that might be wrong with the machine.

If the Bigfoot's Cave sensor has been judged out-of-order by the machine, the rules are adjusted, and you are awarded a Bigfoot Jackpot for shooting Bigfoot Bluff during Hotfoot, before the ball reaches the Bigfoot's Cave sensor. This means that if the sensor is in fact working, you will receive credit for two Bigfoot Jackpots the first time you hit it. The game will then re-adjust its rules to normal.

The most important shot in the game is No Way Out. You need to be able to hit this shot from either flipper at almost any time, and often you will benefit from hitting it without even looking at the ball (ie, during Multiball when you're concentrating on shooting Jackpots on the Upper Playfield). The next most important shot would be Insanity Falls. The Bigfoot Bluff shot is actually rather easy.

Note that the value of the Vacation Bonus is easily overshadowed by the Double and Triple Jackpots in the ensuing Multiball, which will be at least 60M and 90M, respectively. But you definitely shouldn't pass up the Vacation Bonus - it's too cool to be missed.

5X Playfield may actually be somewhat wasted on Multiball under the correct scoring rules. It's especially nice to have 5X Playfield during Wet Willie's. Otherwise, try to collect it when you have only one Hazard remaining to advance to a high Raft number. This can be worth as much as 100M (for reaching, but not for starting, Wet Willie's).

If you want to attempt to get a 5X Vacation Bonus, you must reach and complete Wet Willie's, the entire Boulder Garden, and reach River Class Six. Your best chance comes when you have Bigfoot Bluff lit for the 5X Playfield Whirlpool Award, two balls locked, and the third Lock already lit for the Vacation Bonus. At this point, you have two ways of getting the ball to the Upper Playfield to start 5X Playfield. One is to shoot the Spine Chiller - this is a bit risky, since it is a difficult shot and in your attempt to regain control of a missed shot, you may accidentally collect the Vacation Bonus by hitting No Way Out. The other alternative is to let the current ball drain! On the next ball (assuming you have one ;), plunge the ball to the Upper Playfield and collect 5X Playfield.  Catch the kickout from the Lost Mine... and shoot for a 5X Vacation Bonus. Note that this does NOT award 1B on L-3 ROMs, but on older ROMs, anything is possible.

There is an 'Insanity Record' maintained, representing the person who hit Insanity Falls (lit or unlit) the most times over the course of a single game. It isn't worth anything remarkable except to have your initials there. The only way to know how many 'Waterfalls' you've collected is to hit the unlit Insanity Falls and see it as part of the graphics.

- STAFF -

Game Design : Dennis Nordman (DEN)
Software : Mike Boon (MAB)
Mechanix : Win Schilling
Music & Sound : Chris Granner (CG)
Art : John Youssi
Dot Matrix : Scott Slomiany

- PORTS -

* Others :
Google Play (2013) The Pinball Arcade

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4464&o=2

$end


$intv=wwater,
$bio

White Water! (c) 1982 Imagic

Deep in the thick green jungle, you'll hear the roar of a wild river. White Water! the challenge proves irresistible! And the treasures to be found are boundless! Race to the river and tempt fate. You pilot the raft with two other passengers on board. Boulders, plants, whirlpools - the obstacles on this savage waterway threaten your every move!

Find a stretch of beach and navigate to shore. Priceless treasures await! Are the natives friendly? They are until you go for the gold treasure! Carefully plan your moves - that treasure is wanted by all! Collect what you can then head back to the river. Your adventure has only begun!

- TECHNICAL -

Model 720024

- TRIVIA -

Available in June, '83.

- STAFF -

Design/Program: Douglas A. Fults
Sound: Dave Durran

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60990&o=2

$end


$pc8801_flop=whitexma,
$bio

White Xmas (c) 1988 Striker [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93236&o=2

$end


$pc8801_flop=whitexm1,
$bio

White Xmas II (c) 1988 Striker [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93237&o=2

$end


$a800=whizkid,
$bio

Whiz Kid (c) 1983 Romox

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86756&o=2

$end


$info=whizz,
$bio

Whizz (c) 1989 Philko.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 4 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2151 (@ 4 Mhz)

Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024

Players : 2
Control : 8-way joystick
Buttons : 4

- TRIVIA -

This game is also known as "Twin Falcons".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3159&o=2

$end


$saturn,sat_cart=whizzj,whizzja,
$bio

Whizz (c) 1997 B-Factory

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59906&o=2

$end


$saturn,sat_cart=whizz,
$bio

Whizz (c) 1997 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60468&o=2

$end


$snes=whizzu,
$bio

Whizz [Model SNS-AZWE-USA] (c) 1996 Titus

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64011&o=2

$end


$snes=whizz,
$bio

Whizz [Model SNSP-AZWP-EUR] (c) 1996 Titus

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64010&o=2

$end


$info=m5whdres,
$bio

Who Dares Spins (c) 200? Vivid Gaming.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42877&o=2

$end


$msx1_cass=whodare2,
$bio

Who Dares Wins 2 (c) 1986 Alligata Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95117&o=2

$end


$cpc_cass=whodare2,
$bio

Who Dares Wins II (c) 1985 Alligata Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100078&o=2

$end


$info=sc4wdw,sc4wdwa,sc4wdwb,sc4wdwc,sc4wdwd,sc4wdwe,sc4wdwf,sc4wdwg,sc4wdwh,sc4wdwi,sc4wdwj,
$bio

Who Dares Wins (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR6812]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42851&o=2

$end


$info=whodunit,whodunit8,
$bio

Who Dunit (c) 06/1988 Exidy.

A murder mystery shooter where the player uses the gun to protect Max from a variety of attacks as well as give him directions.

- TECHNICAL -

Exidy 440 hardware

Main CPU : Motorola M6809 (@ 1.6224 Mhz)
Sound CPU : Motorola M6809 (@ 811.2 Khz)
Sound Chips : Custom (@ 50.7 Khz)

Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256

Players : 1
Control : lightgun
Buttons : 1

- STAFF -

Designed and programmed by : Larry Hutcherson, Vic Tolomei, Ken Nicholson

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3160&o=2

$end


$info=wd_12,wd_03r,wd_10f,wd_10g,wd_10r,wd_11,wd_12g,wd_048r,
$bio

WHO dunnit - A Murder Mystery (c) 1995 Midway.

- TECHNICAL -

Midway WPC-Security
Model Number : 50044

CPU : Motorola M6809 @ 2 MHz
Sound CPU : ADSP2105 (@ 10 MHz)
Sound Chip: DMA-driven DAC

- TRIVIA -

Released in November 1995. 2,416 units were produced.

- UPDATES -

REVISION 0.4
Date : November 1, 1995
- This is the first release of software for production of sample games.

REVISION 0.6
Date : November 1, 1995
- No more bets of 0 million with a broken spinner.
- Jackpots are now equalized in Tournament Mode.
- Fixed a text wrapping problem in Interrogate Suspect display.
- Added German translations.

REVISION 1.0
Date : November 10, 1995
- This is the release of software for production.
- Extra ball will never show up in the center slot machine if if extra balls are turned off.
- Added sounds to the sound test.
- Made TAXI skill shot never go backwards.
- The sewer speech is longer stepped on by other sounds.
- If a ball drains out the right side lit for FREE SPIN and AUTOFIRE is active; the ball will no longer return to play prematurely.
- If someone activates 3D mode it will now go off at GAME OVER.
- The jackpot maxes at 250 million now.
- The game will no longer try to stage a ball during THE ROOF.
- Ball search now kicks in if the player pushes the start button and a ball is missing.
- If the player is flipping the flipper then the LAUNCH BALL message is postponed.
- Added French translations.
- Removed extra speech call when a player moves into 4th place after losing at roulette.
- Slot reels are not as sensitive giving an error message.

REVISION 1.1
Date : April 8, 1996
- This version works for both German and English speech (Separate sound ROMs are necessary).
- Midnight Madness champion is not shown if tournament mode is ON.
- On some games, the autoplunger would kick one or two times at powerup. This has been fixed.
- Ball search kicks out the staged ball on third pass or during game over.
- Novice mode auditting corrected to fix the ball time audit.
- Reduced the duty cycle on the autofire lamp, to extend the life of the flasher.
- Enter initials display sometimes did not show the alphabet at the bottom of the screen. This has been fixed.
- Max multiball jackpot boosted to 500 million.
- Up/down 3-bank now resets correctly.
- Improved response time on spinner scoring.
- Suppressed ball search during staged ball initialization (a message is displayed if Start is pressed during this time).

REVISION 1.2
Date : May 8, 1996
- Enabled French language text.
- Fixed the Ball Saves adjustment so that ball saves can be turned off.
- Eliminated spurious autoplunger firing at power up.
- Extended buy-in timer if money is inserted at the end of the timer.

- TIPS AND TRICKS -

Start a game just before midnight to enable 'Midnight Multiball'.
During Attract mode, with no credits, press the following sequence :  B, 8L, 1R, 5L, 1R, 5L, 1R, 6L, 2R 

Tournament Mode : press and hold both flipperbuttons for about 5 seconds during attract mode, then watch the display.

- STAFF -

Concept:  Dwight Sullivan (XAQ)
Designers : Dwight Sullivan, Barry Oursler (BSO)
Artwork : Linda Deal (L D)
Art Support : Paul Barker
Software : Dwight Sullivan
Lamp Effects : Mike Boon
Dots/Animation : Adam Rhine, Brian Morris
Mechanics : Zofia Bil (Z B)
Music and Sounds : Paul Heitsch

VOICES
Nick Spade : Tim Kitzrow
Bruno : Paul Heitsch
Trixie : Gingi Lahera
Tony : Vince Pontarelli
Victoria : Rachel Davies
Butler : Ed Boon

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5506&o=2

$end


$info=wdun,
$bio

Who Dunnit ? (c) 1999 WMS Gaming, Incorporated.

- PORTS -

* Computers :
Microsoft Windows (2009, "Slots WMS Double Pack")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43754&o=2

$end


$amigaocs_flop=rogerrab,
$bio

Who Framed Roger Rabbit (c) 1988 Buena Vista

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75532&o=2

$end


$gameboy=rogerrab,
$bio

Who Framed Roger Rabbit [Model DMG-RR-EUR] (c) 1991 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67379&o=2

$end


$gameboy=rogerrabu,
$bio

Who Framed Roger Rabbit [Model DMG-RR-USA] (c) 1991 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67380&o=2

$end


$nes=rogerrab,
$bio

Who Framed Roger Rabbit? (c) 1989 LJN

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55810&o=2

$end


$segacd=whoshot,
$bio

Who Shot Johnny Rock [Model T-111045] (c) 1994 American Laser Games, Incorporated. [Albuquerque, NM, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60840&o=2

$end


$info=wsjr,wsjr_15,
$bio

Who Shot Johnny Rock? (c) 1991 American Laser Games.

You play a private detective trying to solve one of your toughest cases. Singer / performer, Johnny Rock, was murdered and it's up to you to bring the killer to justice. You must travel around the city to gather clues, while taking care of any gangsters that get in your way.

- TECHNICAL -

Main CPU : Motorola 68000
Sound Chips : (2x) Custom

Palette colors : 4097

Players : 1
Buttons : 3

- TRIVIA -

Released in December 1991.

In one scene, there's a building sign for a place called 'Grebe's'. This is actually a reference to Robert Grebe who's the founder of American Laser Games.

- UPDATES -

* v1.5
* v1.6

- PORTS -

* Consoles :
Sega CD (1994)
Panasonic 3DO (1995)
Phillips CD-I (1995)
Sony PlayStation 2
Microsoft X-BOX

* Computers :
PC - 1991

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3946&o=2

$end


$cdi=whoshot,whoshotu,
$bio

Who Shot Johnny Rock? (c) 1995 Philips Interactive Media, Incorporated.

Travel back to the thirties in this action-packed gangster whodunit to find out who killed the popular singer star Johnny Rock! You'll need your wits sharp and your gun drawn as you navigate the dark streets of this city looking for clues to help you solve the case. There's danger around every corner and dangerous characters who'd like nothing better than to see you in the morgue!

- TECHNICAL -

Model 8100285

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53175&o=2

$end


$info=sc4leg,sc4lega,sc4legb,sc4legc,sc4legd,sc4lege,sc4legf,sc4legg,sc4legh,
$bio

Who Wants to be a Legionnaire? (c) 2000 Bell-Fruit Games.

There are 3 reels in the basic game. The feature entry is via an 8-stage trail, leading into the hilo trail. As well as this, nudges, reel wins etc, there is a 'wheel' symbol on the third reel. If this lands on the winline, the player is awarded a spin of the 'Sunny Money' disc on the top glass. The resulting win takes the player into the Hilo.

Also, if there are any numbers on the trail, and trail held is lit, then the 'Hilo Active' panel may be lit. The player can then guess hi/lo to increase the trail by one for each successful guess. An incorrect guess clears down the trail and cancels holds.

- TECHNICAL -

[Model PR7120]

Scorpion 4

- TRIVIA -

Who Wants to be a Legionnaire? was released in July 2000.

The game was produced by Bell fruit and was used by many roadside service stations throughout the UK. The game was only produced for two years and was only produced for one company that runs over 30 service stations within the UK. Which is why it in now a very rare game.

- TIPS AND TRICKS -

Hints:
* Collect trail gamble at position 4 and you'll get another bonus
* Cash knockouts work on the cash values remaining in the cash trail
* Remember your holds are still there if you don't lose the 'Hilo Active' gamble.
* Use the Cancel button, sometimes it can help you.
* Use your nudges to get the best position, before taking 'Step to Nearest Win'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11560&o=2

$end


$gba=whowant2,
$bio

Who Wants to Be a Millionaire - 2nd Edition [Model AGB-B55P-EUR] (c) 2004 Zoo Digital Publishing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76282&o=2

$end


$gbcolor=whowant2,
$bio

Who Wants to Be a Millionaire - 2nd Edition [Model CGB-BMOE-USA] (c) 2000 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69111&o=2

$end


$gba=whowanjr,
$bio

Who Wants to Be a Millionaire - Junior [Model AGB-BWJP] (c) 2005 Zoo Digital Publishing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76283&o=2

$end


$gba=whowant,whowanta,
$bio

Who Wants to Be a Millionaire [Model AGB-A55P] (c) 2002 Zoo Digital Publishing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76281&o=2

$end


$info=ep_milhr,ep_milhra,ep_milhrb,ep_milhrc,ep_milhrd,ep_milhre,ep_milhrf,ep_milhrg,
$bio

Who Wants to be a Millionhare? (c) 2002 Global Games.

- TECHNICAL -

H : 1780mm
W : 660mm
D : 670mm

- TRIVIA -

Who Wants to be a Millionhare? was released in December 2002 in UK.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15347&o=2

$end


$info=ep_mlhrc,ep_mlhrca,ep_mlhrcb,ep_mlhrcc,ep_mlhrcd,ep_mlhrce,
$bio

Who Wants to be a Millionhare? Club (c) 200? Global Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40868&o=2

$end


$msx1_cart=who,whoa,
$bio

Who? [Model E083] (c) 1987 al Alamiah

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77583&o=2

$end


$nes=whompem,
$bio

Whomp 'Em (c) 1991 Jaleco Company, Limited. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55811&o=2

$end


$bbca_cass,bbcb_cass=whoopsy,
$bio

Whoopsy (c) 1985 Shards Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52655&o=2

$end


$msx1_cass=whopper,
$bio

Whopper Chase (c) 1987 Erbe Software [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95118&o=2

$end


$cpc_cass=whopper,
$bio

Whopper Chase (c) 1987 Erbe Soft. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100083&o=2

$end


$x1_flop=wibarm,wibarma,
$bio

Wibarm (c) 1986 Arsys Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86170&o=2

$end


$pc8801_flop=wibarm,wibarma,
$bio

Wibarm (c) 1986 Arsys Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93238&o=2

$end


$fm7_disk=wibarm,wibarma,
$bio

Wibarm (c) 1986 Arsys Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93671&o=2

$end


$cpc_cass=wibstars,
$bio

Wibstars [Model AFA6] (c) 1987 A&F Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100084&o=2

$end


$amigaocs_flop=wicked,
$bio

Wicked (c) 1989 Electric Dreams Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75533&o=2

$end


$info=as_ww,as_wwa,as_wwb,as_wwc,as_wwd,as_wwe,
$bio

Wicked Willy (c) 200? Astra Games, Limited. [Novomatic Group].

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41866&o=2

$end


$amigaocs_flop=wickeda,
$bio

Wicked [Power Hits] (c) 1989 Electric Dreams Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75534&o=2

$end


$nes=widget,
$bio

Widget (c) 1992 Atlus Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55812&o=2

$end


$cdi=rhinog,
$bio

Wie das Rhinozeros zu seiner Haut kam (c) 1993 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53176&o=2

$end


$info=m3wigwam,
$bio

Wig Wam (c) 198? PCP.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41216&o=2

$end


$info=wiggie,
$bio

Wiggie Waggie (c) 1994 Promat.

A rip-off of Seta's "Thunder & Lightning" featuring naked women.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 8 Mhz), Zilog Z80 (@ 4 Mhz)
Sound Chips : OKI6295 (@ 7.575 Khz)

Screen orientation : Vertical
Video resolution : 240 x 384 pixels
Screen refresh : 60.00 Hz
Palette Colors : 512

Players : 2
Control : 8-way joystick
Buttons : 2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3162&o=2

$end


$info=j7wldwkd,
$bio

Wild 'N' Wicked (c) 200? JPM International.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42339&o=2

$end


$info=ss7207,ss4926,ss4927,ss4928,ss7263,ss4929,ss4930,ss4931,
$bio

Wild and Lucky (c) 199? IGT (International Game Technologies).

3-reel, 1-payline, 2-coin mechanical slot.

- UPDATES -

SS7207
SS4926
SS4927
SS4928
SS7263
SS4929
SS4930
SS4931

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=13993&o=2

$end


$info=ss7208,ss4934,ss4935,ss4936,ss7293,ss4937,ss4938,ss4939,
$bio

Wild and Lucky (c) 199? IGT [International Game Technologies].

3-Coin Multiplier slot.

- UPDATES -

# SS4934
Max %: 97.412
Hit Freq.: 14.787
Win Freq.: 6.76

# SS4935
Max %: 95.005
Hit Freq.: 14.550
Win Freq.: 6.87

# SS4936
Max %: 92.5
Hit Freq.: 14.312
Win Freq.: 6.99

# SS4937
Max %: 89.997
Hit Freq.: 14.102
Win Freq.: 7.09

# SS4938
Max %: 87.532
Hit Freq.: 13.880
Win Freq.: 7.20

# SS4939
Max %: 85.015
Hit Freq.: 13.467
Win Freq.: 7.43

# SS7208
Max %: 98.02
Hit Freq.: 14.816
Win Freq.: 6.75

# SS7293
Max %: 90.982
Hit Freq.: 14.384
Win Freq.: 6.95

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46002&o=2

$end


$info=wldarrow,
$bio

Wild Arrow [Console model] (c) 1982 Meyco Games.

- TECHNICAL -

Main CPU : 8088

Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 8

Players : 1

- TRIVIA -

This game was originally developed for the same 8080 black & white motherboard as the blackjack game. It was programmed in machine code by hand using an EPROM blaster. Later, color hardware was added to the motherboard and an Intel MDS system was used for assembly language programming. The third design iteration (which this picture appears to be) was a complete hardware redesign using the 8088 and a modular software system and micro-operating system written in 'C' and assembler.

- STAFF -

Hardware/Software Design : Darrell H. Smith
Concept/Game Design : Robert Meyer, Julia Gillmann

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3899&o=2

$end


$info=smih0925,smih0926,smih0927,smih0928,smih0929,
$bio

Wild Blue Jackpot (c) 2008 Bally Gaming, Incorporated.

- TECHNICAL -

[Bally Signature Series]
Software Part Number: ASGQHWB1001-01

Game Kit #154003 ALPHA S9000
Game Kit #153999 ALPHA Elite S9E
Game Kit #154005 CineReels

- UPDATES -

SMI #H0925
Min/Max %: 85.96%

SMI #H0926
Min/Max %: 88.02%

SMI #H0927
Min/Max %: 90.13%

SMI #H0928
Min/Max %: 92.27%

SMI #H0929
Min/Max %: 94.05%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46220&o=2

$end


$info=sc4wldbng,sc4wldbnh,sc4wldbnl,sc4wldbnm,
$bio

Wild Bunch Casino (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR7144]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43703&o=2

$end


$info=sc4wldbn,sc4wldbna,sc4wldbnb,sc4wldbnc,sc4wldbnd,sc4wldbne,sc4wldbnf,sc4wldbni,sc4wldbnj,sc4wldbnk,sc4wldbnn,sc4wldbno,sc4wldbnp,sc4wldbnq,
$bio

Wild Bunch (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR7144]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42857&o=2

$end


$x68k_flop=wildcard,
$bio

Wild Card (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88748&o=2

$end


$wscolor=wildcard,
$bio

Wild Card [Model SWJ-SQRC04] (c) 2001 Square Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86499&o=2

$end


$pc8801_flop=wildcat,
$bio

Wild Cat (c) 1985 ColPax

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93239&o=2

$end


$info=wcat3,
$bio

Wild Cat 3 (c) 198? EAI.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31680&o=2

$end


$info=ss0192,ss3499,ss4218,
$bio

Wild Cherry [Cartoon Art.] (c) 199? IGT (International Game Technologies)

3-reel, 5-coin, 1-payline mechanical slot machine.

- UPDATES -

SS0192
SS3499
SS4218

- PORTS -

* Computers :
Microsoft Windows (2008, "IGT Slots - Little Green Men")
Mac Os X (2008, "IGT Slots - Little Green Men")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=14003&o=2

$end


$info=ss4097,ss4028,ss4629,ss3730,ss3711,ss4013,ss3712,ss7251,ss3713,ss0198,ss3731,ss0188,ss3781,ss6508,ss8096,ss8097,
$bio

Wild Cherry [Cartoon Art.] (c) 199? IGT.

2-Coin Multiplier

- TECHNICAL -

Game ID: 120A

- UPDATES -

SS4097
SS4028
SS4629
SS3730
SS3711
SS4013
SS3712
SS7251
SS3713
SS0198
SS3731
SS0188
SS3781
SS6508
SS8096
SS8097

- PORTS -

* Computers :
PC [MS-Windows] ("IGT Slots" - Masque Publishing)
Macintosh ("IGT Slots" - Masque Publishing)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=10453&o=2

$end


$info=ss4098,ss3663,ss4631,ss3409,ss3410,ss7116,ss3411,ss4334,ss4219,ss3412,ss4133,ss3413,ss4564,ss8099,ss8098,
$bio

Wild Cherry [Cartoon Art.] (c) 199? IGT [International Game Technologies].

3-coin Multiplier slot.

- TECHNICAL -

[Model 121A]

- UPDATES -

# SS4098
Max %: 98.077
Hit Freq.: 20.227
Win Freq.: 4.94

# SS3663
Max %: 97.434
Hit Freq.: 20.227
Win Freq.: 4.94

# SS4631
Max %: 96.208
Hit Freq.: 20.026
Win Freq.: 4.99

# SS3409
Max %: 95.063
Hit Freq.: 19.825
Win Freq.: 5.04

# SS3410
Max %: 92.649
Hit Freq.: 19.447
Win Freq.: 5.14

# SS7116
Max %: 91.025
Hit Freq.: 18.834
Win Freq.: 5.31

# SS3411
Max %: 90.175
Hit Freq.: 19.063
Win Freq.: 5.25

# SS4334
Max %: 90.004
Hit Freq.: 18.834
Win Freq.: 5.31

# SS4219
Max %: 89.917
Hit Freq.: 19.056
Win Freq.: 5.25

# SS3412
Max %: 87.597
Hit Freq.: 18.755
Win Freq.: 5.33

# SS4133
Max %: 87.085
Hit Freq.: 18.696
Win Freq.: 5.35

# SS3413
Max %: 85.232
Hit Freq.: 18.403
Win Freq.: 5.43

# SS4564
Max %: 83.178
Hit Freq.: 19.065
Win Freq.: 5.54

# SS8099
Max %: 81.566
Hit Freq.: 16.678
Win Freq.: 6.00

# SS8098
Max %: 76.581
Hit Freq.: 16.678
Win Freq.: 6.00

- PORTS -

* Computers :
Microsoft Windows (2011, "IGT Slots - Lucky Larry's Lobstermania")
Mac OS X (2011, "IGT Slots - Lucky Larry's Lobstermania")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=26608&o=2

$end


$info=ss4097,ss4028,ss4629,ss3730,ss3711,ss4013,ss3712,ss7251,ss3713,ss0198,ss3731,ss0188,ss3781,ss6508,ss8096,ss8097,
$bio

Wild Cherry (c) 199? IGT [International Game Technologies].

2-Coin Multiplier slot.

- TECHNICAL -

Game ID: 120A

- UPDATES -

SS4097
SS4028
SS4629
SS3730
SS3711
SS4013
SS3712
SS7251
SS3713
SS0198
SS3731
SS0188
SS3781
SS6508
SS8096
SS8097

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42927&o=2

$end


$info=ss4098,ss3663,ss4631,ss3409,ss3410,ss7116,ss3411,ss4334,ss4219,ss3412,ss4133,ss3413,ss4564,ss8099,ss8098,
$bio

Wild Cherry (c) 1994 IGT (International Game Technologies).

3-reel, 1-payline, 3-Coin multiplier slot.

- TECHNICAL -

[Model 121A]

- TRIVIA -

Released in September 1994.

- UPDATES -

# SS4098
Max %: 98.077
Hit Freq.: 20.227
Win Freq.: 4.94

# SS3663
Max %: 97.434
Hit Freq.: 20.227
Win Freq.: 4.94

# SS4631
Max %: 96.208
Hit Freq.: 20.026
Win Freq.: 4.99

# SS3409
Max %: 95.063
Hit Freq.: 19.825
Win Freq.: 5.04

# SS3410
Max %: 92.649
Hit Freq.: 19.447
Win Freq.: 5.14

# SS7116
Max %: 91.025
Hit Freq.: 18.834
Win Freq.: 5.31

# SS3411
Max %: 90.175
Hit Freq.: 19.063
Win Freq.: 5.25

# SS4334
Max %: 90.004
Hit Freq.: 18.834
Win Freq.: 5.31

# SS4219
Max %: 89.917
Hit Freq.: 19.056
Win Freq.: 5.25

# SS3412
Max %: 87.597
Hit Freq.: 18.755
Win Freq.: 5.33

# SS4133
Max %: 87.085
Hit Freq.: 18.696
Win Freq.: 5.35

# SS3413
Max %: 85.232
Hit Freq.: 18.403
Win Freq.: 5.43

# SS4564
Max %: 83.178
Hit Freq.: 19.065
Win Freq.: 5.54

# SS8099
Max %: 81.566
Hit Freq.: 16.678
Win Freq.: 6.00

# SS8098
Max %: 76.581
Hit Freq.: 16.678
Win Freq.: 6.00

- PORTS -

* Computers :
MS-Windows (2009, "IGT Slots - Texas Tea")
Mac OS X (2009, "IGT Slots - Texas Tea")
MS-Windows (2012, "IGT Slots - Diamond Galaxy")
Mac OS X (2012, "IGT Slots - Diamond Galaxy")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=13984&o=2

$end


$info=ss3758,ss3759,ss0201,ss3760,ss0207,ss3761,ss3762,ss3763,ss4580,
$bio

Wild Cherry (c) 1994 IGT (International Game Technologies).

A 3-reel, 1-payline, 5-Coin Multiplier slot.

- TECHNICAL -

Game ID: 121G

- UPDATES -

SS3758
SS3759
SS0201
SS3760
SS0207
SS3761
SS3762
SS3763
SS4580

- PORTS -

* Computers :
PC [MS-Windows] (2009, "IGT Slots: Texas Tea" - Masque Publishing)
Macintosh [Mac OS X] (2009, "IGT Slots: Texas Tea" - Masque Publishing)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=13983&o=2

$end


$info=peps0047,peps0092,
$bio

Wild Cherry [Player's Edge Plus] (c) 1996 IGT [International Game Technologies].

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=73323&o=2

$end


$n64=wildchop,
$bio

Wild Choppers [Model NUS-NWCJ] (c) 1997 Seta Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58079&o=2

$end


$info=wldcougr,
$bio

Wild Cougar (c) 1996 Aristocrat.

A 5-reel video slot machine with 9 lines.

- TECHNICAL -

Aristocrat MKIV hardware. Also released on MKV hardware.

540/MVP cabinet (14 button) layout :

Top row buttons :
Collect
Bet 1 Credit
Bet 2 Credits
Bet 3 Credits
Bet 5 Credits
Bet 10 Credits

Bottom row buttons :
Service
Play 1 Line / Red
Play 3 Lines
Play 5 Lines
Play 7 Lines
Play 9 Lines / Black
Gamble
Take Win

- SCORING -

All pays are left to right, except scattered Wolf, which pays any. Wild Cougar substitutes for all symbols.

Cougar : 2 = 5, 3 = 100, 4 = 1000, 5 = 5000
Eagle : 3 = 50, 4 = 250, 5 = 2500
Horse : 3 = 20, 4 = 50, 5 = 250
Bear : 3 = 20, 4 = 50, 5 = 250
King : 3 = 10, 4 = 20, 5 = 200
Queen : 3 = 10, 4 = 20, 5 = 200
Jack : 3 = 10, 4 = 20, 5 = 100
Ten : 3 = 5, 4 = 20, 5 = 100
Nine : 2 = 2, 3 = 5, 4 = 20, 5 = 100
Wolf : 3 = 2, 4 = 20, 5 = 50

- TIPS AND TRICKS -

* Gamble Feature :
When a win comes up, you are given the change to bet on the credits you've just won.
If you select the right colour (Red or Black), your win is doubled. If you select the wrong item, you lose the gamble and it goes back to the main game.
You can take a win at any time, but if you win 5 times in the one gamble feature, the game ends automatically. You can't gamble more than $10,000 however (but, would you?!).
If you win a progressive jackpot on the machine, you can't gamble the win, even if you actually won credits on the same spin the jackpot went off. This game doesn't generally have a jackpot, it's up to the gaming venue if it's hooked up to one or not.

- SERIES -

1) Black Rhino (1994)
2) Wild Cougar (1996)
3) African Dusk [Mr. Cashman] (2001)
4) Jailbird [Mr. Cashman] (2001)
5) Black Rhino [Power Pay] (2006)
6) Wild Cougar [Power Pay] (2006)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=7751&o=2

$end


$info=smih1082,smih1083,smih1084,smih1085,smih1086,smih1087,
$bio

Wild Creek (c) 2010 Bally Gaming.

- TECHNICAL -

Software Part Number: ASGWDCK01001-00

Game Kit #165342 ALPHA S9000 
Game Kit #165336 ALPHA Elite S9E
Game Kit #165345 CineReels

- UPDATES -

SMI #H1082
Min/Max%: 85.00%

SMI #H1083
Min/Max%: 88.05%

SMI #H1084
Min/Max%: 90.04%

SMI #H1085
Min/Max%: 91.88%

SMI #H1086
Min/Max%: 93.98%

SMI #H1087
Min/Max%: 96.08%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=34146&o=2

$end


$amigaocs_flop=wildsocr,
$bio

Wild Cup Soccer (c) 1994 Millennium Game Products

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75535&o=2

$end


$info=ss6232,ss6233,ss7757,ss0221,ss6234,ss7267,ss0222,ss6235,ss6236,ss6237,
$bio

Wild Diamonds (c) 199? IGT [International Game Technologies].

2-Coin Multiplier slot.

- TECHNICAL -

[Model 241A]

- UPDATES -

SS6232
SS6233
SS7757
SS0221
SS6234
SS7267
SS0222
SS6235
SS6236
SS6237

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46267&o=2

$end


$info=ss6335,ss6336,ss0233,ss6337,ss7297,ss0234,ss6338,ss6339,ss6340,
$bio

Wild Diamonds (c) 1995 IGT [International Game Technologies].

3-Coin Multiplier slot.

- TECHNICAL -

[Model 241B]

- TRIVIA -

Released in January 1995.

- UPDATES -

SS6335
SS6336
SS0233
SS6337
SS7297
SS0234
SS6338
SS6339
SS6340

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=37631&o=2

$end


$info=comg159,
$bio

Wild Double Up (c) 1983 Cal Omega.

Draw Poker with 2 Wild Jokers in every deck plus the exciting Double-Up feature. Player can discard up to 5 cards per hand. When the player has a winning hand, he has 2 choices. He may keep his win with the 'Take' button or try to double it with the 'Double' button. If he selects 'Double', 2 more choices appear, 'Big' or 'Small'. If 'Big' is selected, the next card to appear must be higher than an '8' to win. If a Joker appears, it's an automatic win. Winning doubles the player's skill points.

- TECHNICAL -

Housed in a 'The Derringer' cabinet.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=21489&o=2

$end


$info=wildfang,wildfangs,
$bio

Wild Fang (c) 1989 Tecmo.

Wild Fang is a sideways scrolling beat-em-up for 1 or 2 players with a medieval setting. Players take on a variety of orcs, ogres, demons and other mythical creatures in their bid to destroy Satan, decapitating each enemy they encounter in order to collect their skulls for points and power-ups.

The player's character is an armor wearing beastmaster who sits atop of a fist-fighting giant.  Upon the player's command, the player may switch his mount into a tiger and attack with his mace.  Within each stage, there are also power-ups that allow the player to morph into a laser breathing dragon for a limited period of time.

The player's life bar is represented by a fire breathing dragon in the upper corner.  With each hit the player takes, the fire breath grows smaller.  Once the life bar is depleted the player's mount is killed and the player travels on foot and fights with throwing daggers.  If hit in this form then the player loses a life.  The game is over when all of a players lives are lost.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 9.216 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : (2x) Yamaha YM2203 (@ 4 Mhz), OKI6295 (@ 7.575 Khz)

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Released in May 1989.

This game is also known as "Tecmo Knight".

- STAFF -

Programmers : Pochi, HB.M, EXP2148
Graphic designers : Bruter, Noise, Yohkun, D.H.Max
Character designers : Bruter, Noise, S?nager, Yohkun
Sound creators : Mikio Saito (Metal Yuhki), Mayu
Hardware : Yoshida San
Directed by : Strong Shima

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3163&o=2

$end


$info=wildfyre,
$bio

Wild Fyre (c) 1978 Stern Electronics.

- TECHNICAL -

Model Number : 106

- TRIVIA -

2,400 units were produced.

- STAFF -

Design : Harry Williams

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5625&o=2

$end


$info=smih1070,smih1071,smih1072,smih1073,smih1074,smih1075,
$bio

Wild Grove (c) 2009 Bally Gaming, Incorporated.

- TECHNICAL -

[Bally Signature Series]
Software Part Number: ASGWDGV01001-00

Game Kit #165160 ALPHA S9000 
Game Kit #165154 ALPHA Elite S9E
Game Kit #165163 CineReels

- UPDATES -

SMI #H1070
Min/Max%: 85.00%

SMI #H1071
Min/Max%: 88.05%

SMI #H1072
Min/Max%: 90.04%

SMI #H1073
Min/Max%: 91.88%

SMI #H1074
Min/Max%: 93.98%

SMI #H1075
Min/Max%: 96.08%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46247&o=2

$end


$nes=wildgunmh,
$bio

Wild Gunman (c) 1987 FMG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69339&o=2

$end


$nes=wildgunm1,
$bio

Wild Gunman (c) 1984 Nintendo.

- TECHNICAL -

Cartridge ID: HVC-WG

- TRIVIA -

Wild Gunman was released on February 18, 1984 in Japan.

The original version of this 8-bit game was one of Nintendo's early (A structure composed of a series of arches supported by columns) arcade games released in 1974. It consisted of a light gun connected to a 16mm projection screen. An image of a Wild West gunslinger was projected onto the screen and when his eyes flashed, the player needed to draw and shoot.

A Wild Gunman unit appears in the 1985 movie 'Back to the Future', and in the 1989 movie 'Back to the Future Part II'. In 'Back to the Future Part II' they seem to have screwed things, when Marty Mc Fly (Michael J. Fox) plays this game, the graphics are not pixelated, they are high-res drawings and even have smooth movements like the hat of one of the gunmen falling on his belly. Maybe the special effects people wanted to make the video game as it would look in the future, however, in the movie it is stated that this is a game from the 80's and Marty, who was from 1985, was an ace of it.

- STAFF -

Music by: Hirokazu Tanaka

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54809&o=2

$end


$nes=wildgunm,
$bio

Wild Gunman (c) 1985 Nintendo.

Export release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Wild Gunman [Model HVC-WG]".

- TECHNICAL -

Cartridge ID: NES-WG-USA

- TRIVIA -

Wild Gunman for NES was released in October 1985 in North America.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55813&o=2

$end


$info=pc_wgnmn,
$bio

Wild Gunman (c) 1984 Nintendo.

- TECHNICAL -

Nintendo PlayChoice-10 hardware
Game ID : WG

Main CPU : Zilog Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz)
Sound Chips : Zetex N2A03 (@ 1.789772 Mhz), DAC

Players : 2
Control : lightgun
Buttons : 2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1840&o=2

$end


$snes=wildgunsj,wildgunsjp,wildgunsjs,
$bio

Wild Guns [Model SHVC-4W] (c) 1994 Natsume [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62608&o=2

$end


$snes=wildgunsu,wildgunsup,
$bio

Wild Guns [Model SNS-4W-USA] (c) 1995 Natsume [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64013&o=2

$end


$snes=wildguns,
$bio

Wild Guns [Model SNSP-4W-EUR] (c) 1996 Titus

- TRIVIA -

Reviews:
[FR] April 1995, Consoles + N.42: 87/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64012&o=2

$end


$info=smiy1632,smiy1633,smiy1634,smiy1635,smiy1636,smiy1637,
$bio

Wild Huskies (c) 2011 Bally Tech., Incorporated.

5 Reels, 50 Lines, 500 Credits Max Bet.

- TECHNICAL -

Software Part # 300455A

Houseable in the following cabinets:

[10-button panel]
Bally's "Alpha Elite V20": Game Kit #189575
Bally's "Alpha Elite V20/20": Game Kit #189595
Bally's "Alpha Elite V20 Chop Top": Game Kit #185550
Bally's "CineVision": Game Kit #189569
Bally's "Alpha Elite Jumbo Video": Game Kit #189582
Bally's "Alpha 2 Pro V22/22": Game Kit #185572
Bally's "Alpha 2 Pro V22/22 iDeck": Game Kit #185652
Bally's "Alpha 2 Pro V22/26 Slant": Game Kit #185568
Bally's "Alpha 2 Pro V22/26 Slant iDeck": Game Kit #185643

[16-button panel]
Bally's "Alpha Elite V20": Game Kit #189579
Bally's "Alpha Elite V20/20": Game Kit #189598
Bally's "Alpha Elite V20 Chop Top": Game Kit #185603
Bally's "CineVision": Game Kit #189572
Bally's "Alpha Elite Jumbo Video": Game Kit #189586
Bally's "Alpha 2 Pro V22/22": Game Kit #185628
Bally's "Alpha 2 Pro V22/22 iDeck": Game Kit #185652
Bally's "Alpha 2 Pro V22/26 Slant": Game Kit #185620
Bally's "Alpha 2 Pro V22/26 Slant iDeck": Game Kit #185643

- UPDATES -

SMI #Y1632
Min/Max%: 85,08%

SMI #Y1633
Min/Max%: 88,00%

SMI #Y1634
Min/Max%: 90,09%

SMI #Y1635
Min/Max%: 92,10%

SMI #Y1636
Min/Max%: 93,98%

SMI #Y1637
Min/Max%: 96,07%

- TIPS AND TRICKS -

Overall Hit Frequency: 33.92%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=45202&o=2

$end


$info=sc4wldjk,sc4wldjka,sc4wldjkb,sc4wldjkc,sc4wldjkd,sc4wldjke,sc4wldjkf,sc4wldjkg,
$bio

Wild Jackpots (c) 200? Mazooma Games.

- TECHNICAL -

Scorpion 4

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43068&o=2

$end


$info=sc5wldjk,sc5wldjka,
$bio

Wild Jackpots (c) 200? Mazooma Games.

- TECHNICAL -

[Scorpion 5]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42858&o=2

$end


$info=m5wking,m5wking05,
$bio

Wild King (c) 200? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41653&o=2

$end


$info=j6wldkng,j6wldknga,
$bio

Wild King Club (c) 199? JPM International.

- TECHNICAL -

Impact

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=39993&o=2

$end


$info=pr_wldkn,
$bio

Wild Kings (c) 199? Project Coin Machines, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42113&o=2

$end


$info=smih1076,smih1077,smih1078,smih1079,smih1080,smih1081,
$bio

Wild Kodiak (c) 2009 Bally Gaming, Incorporated.

- TECHNICAL -

[Bally Signature Series]
Software Part Number: ASGWDKD01001-00

Game Kit #164657 ALPHA S9000 
Game Kit #164648 ALPHA Elite S9E
Game Kit #164660 CineReels

- UPDATES -

SMI #H1076
Min/Max %: 85.00%

SMI #H1077
Min/Max %: 88.05%

SMI #H1078
Min/Max %: 90.04%

SMI #H1079
Min/Max %: 91.88%

SMI #H1080
Min/Max %: 93.98%

SMI #H1081
Min/Max %: 96.08%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46248&o=2

$end


$info=m4wildms,
$bio

Wild Mystery (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41530&o=2

$end


$info=wildone,
$bio

Wild One (c) 1997 Aristocrat.

- TECHNICAL -

Aristocrat Mark 2.5

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=7689&o=2

$end


$info=wildplt,
$bio

Wild Pilot (c) 1992 Jaleco.

- TECHNICAL -

Main CPU : (3x) 68000 (@ 12 Mhz), 68000 (@ 10 Mhz)
Sound CPU : Motorola 68000 (@ 6 Mhz)
Sound Chips : Yamaha YM2151 (@ 3 Mhz), (2x) OKI6295 (@ 12 Khz)

Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 30.00 Hz
Palette Colors : 4864

Players : 2
Control : lightgun
Buttons : 3

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3164&o=2

$end


$info=wildpkr,
$bio

Wild Poker (c) 199? TAB-Austria.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48557&o=2

$end


$info=smih0930,smih0931,smih0932,smih0933,smih0934,
$bio

Wild Red Jackpot (c) 2008 Bally Gaming, Incorporated.

- TECHNICAL -

[Bally Signature Series]
Software Part Number: ASGQHWR1001-01

Game Kit #153790 ALPHA S9000
Game Kit #153784 ALPHA Elite S9E
Game Kit #153794 CineReels

- UPDATES -

SMI #H0930 
Min/Max %: 85.96%

SMI #H0931
Min/Max %: 88.02%

SMI #H0932
Min/Max %: 90.13%

SMI #H0933
Min/Max %: 92.27%

SMI #H0934
Min/Max %: 94.05%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46221&o=2

$end


$info=j2wrb,
$bio

Wild Reel Bingo (c) 198? JPM International.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41925&o=2

$end


$info=sc5wild,sc5wilda,
$bio

Wild Reels (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR2196]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42853&o=2

$end


$info=wldrider,
$bio

Wild Riders (c) 2000 Sega Enterprises, Limited.

A motorcycle chase game. The player assumes the role of a biker gang member who is trying to escape from the police and avoid capture.

- TECHNICAL -

Runs on the Sega "NAOMI 2" hardware.

- TRIVIA -

Even if titlescreen says 2000, Wild Riders was released in March 2001 in Japan. It was presented at the February 2001 AOU (Arcade Operators Union) in Japan.

- STAFF -

Developed by WOW Entertainment.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4094&o=2

$end


$info=ss8515,ss8516,ss8517,ss8523,ss8220,ss8219,ss8218,
$bio

Wild Sapphires (c) 199? IGT [International Game Technologies].

1-Coin slot.

- TECHNICAL -

Game ID: 309B

- UPDATES -

$5
--
SS8515
SS8516
SS8517
SS8523

$25
---
SS8220
SS8219
SS8218

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=37942&o=2

$end


$info=ep_wside,ep_wsidea,
$bio

Wild Side (c) 199? Global Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=18231&o=2

$end


$megadriv=wildsnak,
$bio

Wild Snake (c) 1994 BPS [Bullet-Proof Software]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57526&o=2

$end


$gameboy=wildsnak,
$bio

Wild Snake [Model DMG-AWSE-USA] (c) 1994 Spectrum HoloByte

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67381&o=2

$end


$info=wldstrek,
$bio

Wild Streak (c) 1997 WMS Gaming, Incorporated.

- STAFF -

Glass Art by: Shawn Smith

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=23377&o=2

$end


$cpc_cass=wildstrt,
$bio

Wild Streets (c) 1989 Titus [Gagny, France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100085&o=2

$end


$amigaocs_flop=wildstrt,
$bio

Wild Streets (c) 1990 Titus

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75536&o=2

$end


$info=sc1wthn,
$bio

Wild Thing (c) 198? Eurocoin.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42177&o=2

$end


$info=j6wthing,j6wthinga,j6wthingb,
$bio

Wild Thing (c) 200? Empire Games Limited.

- TECHNICAL -

Impact

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15299&o=2

$end


$info=sc4wthng,sc4wthnga,sc4wthngb,sc4wthngc,
$bio

Wild Thing (c) 200? Mazooma Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42864&o=2

$end


$info=sc4wthnm,sc4wthnma,sc4wthnmb,sc4wthnmc,sc4wthnmd,sc4wthnme,sc4wthnmf,
$bio

Wild Thing Casino Arcade (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR7060]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43704&o=2

$end


$info=sc4wtc,sc4wtca,sc4wtcb,sc4wtcc,sc4wtcd,sc4wtce,sc4wtcf,
$bio

Wild Thing Casino (c) 200? Mazooma Games.

- TECHNICAL -

[Model PR7060]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42863&o=2

$end


$info=m5wthing,m5wthing11,m5wthing20,
$bio

Wild Thing Club (c) 200? Empire Games Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15300&o=2

$end


$info=sc4wthng,sc4wthnga,sc4wthngb,sc4wthngc,
$bio

Wild Thing (c) 200? Bell-Fruit Games.

- TECHNICAL -

[Model PR7110]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15155&o=2

$end


$info=m4wildtm,
$bio

Wild Timer (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41531&o=2

$end


$snes=wildtrax,
$bio

Wild Trax (c) 1994 Nintendo Company, Limited.

Wild Trax is a cute racing game by Argonaut and published by Nintendo, and is one of the few games ever produced with the Super FX enhancement chip. The player is able to race using one of the three cute and eyed cars that are available within the game - a yellow coupe, a big 4WD and a sports car. As a side note, a motorbike can also be unlocked later in the game, and a big truck is available as well, but only in special stages. Obviously, each vehicle offers a different balance of strengths and weaknesses, and it is up to the player to decide which vehicle best fits his style of driving. The goal of the game is rather simple and expected - to race through different tracks within a time limit. Many other challenges and modes are available though, such as the Stunt race where players can hit and damage other cars while collecting yellow stars, or the two-player Battle-Trax mode, as well as a Test Run. Finally, special items are scattered around each track and give players additional boosts, such as the blue-turbo and red-repair power pills.

- TECHNICAL -

Cartridge ID: SHVC-CQ

- TRIVIA -

Wild Trax was released on June 04, 1994 in Japan for 9800 Yen.

Export releases:
[US] "Stunt Race FX [Model SNS-CQ-USA]"
[EU] "Stunt Race FX [Model SNSP-CQ]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62609&o=2

$end


$info=wildways,
$bio

Wild Ways (c) 2003 Aristocrat.

A video slot machine with 5 reels incorporating the 'Reel Power' system.

- TECHNICAL -

Runs on the Aristocrat MKVI hardware.

MVP MKVI conversion cabinet:
Game has 14 buttons.
Bet buttons: 1, 2, 5, 10, 20 credits
Reel buttons: 1, 1-2, 1-3, 1-4, 1-5 reels
Extra buttons: Take Win/Collect (orange), Information (white/blue), Gamble (purple), Spin/Start Feature (yellow)

"Reel 1" button costs 1 credit
"Reels 1-2" costs 3 credits
"Reels 1-3" costs 7 credits
"Reels 1-4" costs 15 credits
"Reels 1-5" costs 25 credits

Any reels not specified pay on centre line only. For instance "Reels 1-3" selects the first 3 reels and the last two pay in the centre line only.

1, 2, 10 and 20 credit buttons are also used for Heart, Diamond, Club and Spade gamble respectively. This gamble is x4 if correct.
1 and 1-5 reel buttons are used for red/black double up.

- TRIVIA -

Wild Ways was released in February 2003.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5065&o=2

$end


$info=j6wildw,j6wildwa,j6wildwb,j6wildwc,j6wildwd,j6wildwe,j6wildwf,j6wildwg,
$bio

Wild West (c) 200? Ace Coin Equipment, Limited.

- TECHNICAL -

Impact

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41155&o=2

$end


$info=moomesa,moomesauab,moomesabl,moomesaab,moomesauac,
$bio

Wild West C.O.W. Boys of Moo Mesa (c) 1992 Konami.

Rustle Up Some Moolah! The four COW-boys draw their pistols "Sunset Riders" style to get those dastardly varmints out of their town!

- TECHNICAL -

Game ID : GX151

Main CPU : Motorola 68000 (@ 16 Mhz)
Sound CPU : Zilog Z80 (@ 8 Mhz)
Sound Chips : Yamaha YM2151 (@ 4 Mhz), K054539 (@ 48 Khz)

Players : 4
Control : 8-way joystick
Buttons : 2 (FIRE, JUMP)

- TRIVIA -

Released in December 1992.

Based on the Saturday morning cartoon of the same name.

- UPDATES -

The US version is slightly different, it has the "Winners Don't Use Drugs" screen.

- STAFF -

Management : Mashahiro Inoue, S. Kido
Supervisor : S. Okamoto
Programmers : Taka, Kou1, T. Takeda
Character designers : M. Samejima, T. Nakazawa, E. Aida
Sound programmer : Hideaki Kashima (H. Shikama)
Music and effects : Michiru Yamane
Package designer : T. Nishimura
Hardware designers : K. Hashima, Dendou Konishi
Screenplay by : K. Kinugasa
Suit Man : Arai
Pilot : E. Aida

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3165&o=2

$end


$info=sc2wwcl,sc2wwcl1,sc2wwcl1p,sc2wwclp,
$bio

Wild West Club (c) 1995 Bell-Fruit Mfg.

- TECHNICAL -

[Model PR6433]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42215&o=2

$end


$cpc_cass=wwseymur,
$bio

Wild West Seymour [Model 3720] (c) 1992 Codemasters Soft. Co., Ltd., The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100086&o=2

$end


$amigaocs_flop=wildwest,
$bio

Wild West World (c) 1990 Software 2000

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75537&o=2

$end


$info=wwestern,wwestern1,
$bio

Wild Western (c) 1982 Taito.

A sheriff on horseback must protect a train, located in the center of the screen, from groups of bandits. Players must avoid running into obstacles, getting shot, or allowing three bandits to board the train. A bonus game is played between rounds.

- TECHNICAL -

Runs on the "Taito SJ System" hardware.
Board Number : WW070001
Prom Stickers : WW8..14

Players: 2
Control: Joystick 8-Way (controls movement), 8-Way rotary knob + push. (controls shooting)
Buttons: 1 (jump)

- TRIVIA -

Wild Western was released in May 1982.

- TIPS AND TRICKS -

INSTRUCTIONS: 

When a bandit gets on the train, use the Action button to get on the train to attack him. You can't shoot bandits who are on the train. 

When an obstacle approaches while you are on the train, press the Action button to duck. 

To get off the train, press the Action button when your horse is near. 

If you are hit by enemy gunfire, or if you run into cacti, rocks or the train, you will lose a life. 

The game ends when all lives are lost or three bandits get on the train. 

After completing a stage, hit the coin tossed in the air and receive double bonus points.

- PORTS -

* Consoles : 
Atari 2600 [US] : Release cancelled 
Colecovision [US] : Unreleased prototype 
Intellivision [US] : Release cancelled 
Sony PlayStation 2 [JP] (August 25, 2005) "Taito Memories Gekan [Model SLPM-66092]" 
Sony PlayStation 2 [AU] (March 30, 2006) "Taito Legends 2 [Model SLES-53852]" 
Microsoft XBOX [EU] (March 31, 2006) "Taito Legends 2" 
Sony PlayStation 2 [EU] (March 31, 2006) "Taito Legends 2 [Model SLES-53852]" 
Sony PlayStation 2 [US] (May 16, 2007) "Taito Legends 2 [Model SLUS-21349]" 

* Computers : 
FM-7 [JP] (1983)
NEC PC-8801 [JP] (1983)
Sharp MZ-2000 [JP]
PC [MS Windows, CD-ROM] [EU] (March 31, 2006) "Taito Legends 2" 
PC [MS Windows, CD-ROM] [US] (July 10, 2007) "Taito Legends 2"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3166&o=2

$end


$x1_cass=wildwest,wildwesta,
$bio

Wild Western (c) 198? Nidecom [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86294&o=2

$end


$amigaocs_flop=wildwhel,
$bio

Wild Wheels (c) 1991 Ocean Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75538&o=2

$end


$info=smih0901,smih0902,smih0903,smih0904,smih0905,smih0906,
$bio

Wild Winners [Power Progressive] (c) 2008 Bally Gaming, Incorporated.

- TECHNICAL -

[Bally Signature Series]
Software Part Number: ASGPPWW017UI-01

Faux Fireball button Deck:
Game Kit #153334 ALPHA S9000
Game Kit #153325 ALPHA Elite S9E
Game Kit #153337 CineReels

16 button Deck:
Game Kit #155564 ALPHA S9000
Game Kit #155560 ALPHA Elite S9E
Game Kit # 155566 CineReels

- UPDATES -

SMI #H0901
Min/Max %: 85.05%/85.15%

SMI #H0902
Min/Max %: 88.18%/88.25%

SMI #H0903
Min/Max %: 90.02%/90.09%

SMI #H0904
Min/Max %: 91.86%/91.95%

SMI #H0905
Min/Max %: 94.00%/94.08%

SMI #H0906
Min/Max %: 95.92%/96.00%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46216&o=2

$end


$info=wldwitch,wldwitcha,wldwitchb,wldwitchc,wldwitchd,wldwitche,wldwitchf,wldwitchg,wldwitchh,wldwitchi,wldwitchj,wldwitchk,wldwitchl,wldwitchm,wldwitchn,wldwitcho,wldwitchp,wldwitchq,wldwitchr,wldwitchs,
$bio

Wild Witch (c) 1992 Video Klein.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=38484&o=2

$end


$segacd=wildwood,
$bio

Wild Woody [Model T-4440] (c) 1995 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60841&o=2

$end


$info=m1wldzne,m1wldznea,m1wldzneb,m1wldznec,m1wldzned,m1wldznee,m1wldznef,m1wldzneg,m1wldzneh,m1wldznei,m1wldznej,m1wldznek,m1wldznel,m1wldznem,m1wldznen,m1wldzneo,m1wldznep,m1wldzneq,m1wldzner,m1wldznes,
$bio

Wild Zone (c) 199? Maygay.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42029&o=2

$end


$coco_cart=wildcat,
$bio

Wildcatting (c) 1982 Tandy Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53491&o=2

$end


$info=ep_wf,ep_wfa,ep_wfb,ep_wfc,ep_wfd,ep_wfe,ep_wff,ep_wfg,
$bio

Wildfire (c) 199? Global Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15348&o=2

$end


$info=ep_wildf,ep_wildfa,
$bio

Wildfire (c) 199? Impulse Gaming.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40916&o=2

$end


$info=wildfire,
$bio

Wildfire (c) 1979 Parker Bros.

Led-based pinball game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94385&o=2

$end


$snes=wildsnak,
$bio

WildSnake (c) 1994 Spectrum HoloByte

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64014&o=2

$end


$gamegear=wildsnak,
$bio

WildSnake (c) 1994 BPS.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95282&o=2

$end


$n64=wildwatr,
$bio

Wildwaters (c) 2000 Looking Glass Studios

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58080&o=2

$end


$snes=wilee,
$bio

Wile E Coyote's Revenge [European Prototype] (c) 199? Sunsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64015&o=2

$end


$x1_flop=will,
$bio

Will - The Death Trap II (c) 1985 Square Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86171&o=2

$end


$pc98=will,
$bio

Will - The Death Trap II (c) 1985 Square Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91022&o=2

$end


$pc8801_flop=will,
$bio

Will - The Death Trap II (c) 1985 Square Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93240&o=2

$end


$ibm5150,ibm5150_cass=musicset,
$bio

Will Harvey's Music Construction Set (c) 1984 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83734&o=2

$end


$x68k_flop=willdeng,
$bio

Will no Dengon (c) 1992 Ides [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88207&o=2

$end


$pc98=willdeng,
$bio

Will no Dengon (c) 1992 Cocktail Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91023&o=2

$end


$bbca_cass,bbcb_cass=willconq,
$bio

William the Conqueror (c) 19?? Molimerx

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52656&o=2

$end


$megadriv=arcadeghu,
$bio

Williams Arcade's Greatest Hits (c) 1996 Williams Entertainment, Incorporated.

Compilation of 5 arcade classics:
"Defender" (1980)
"Stargate" (1981) as 'Defender II'
"Joust" (1982)
"Robotron: 2084" (1982)
"Sinistar" (1982)

- TRIVIA -

Williams Arcade's Greatest Hits for Sega Genesis was released in 1996 (exact date unknown) in North America.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57527&o=2

$end


$info=wmg,
$bio

Williams Multigame (c) 2001 Clay Cowgill.

Came with most of the popular Williams games like 'Defender' and 'WoW'.

- TECHNICAL -

Williams Multigames would come in some pretty basic looking cabinets with the names of all the games it came with and the words MIDWAY where the marquee what go. The monitor was pretty small as well.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70913&o=2

$end


$nes=willowj,
$bio

Willow (c) 1989 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54810&o=2

$end


$nes=willow,willowu
$bio

Willow (c) 1989 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55814&o=2

$end


$info=willowj,
$bio

Willow (c) 1989 Capcom Company, Limited.

Willow is a sideways scrolling platform shoot-em-up game loosely based upon the movie of the same name. Players take on the role of one of two characters: Willow Ufgood or Madmartigan. The hero's mission is to rescue the baby Elora Danan from the evil Queen Bavmorda and bring her back safely. If the quest fails, the Queen will plunge the world into darkness and chaos.

The game consists of 6 levels, each representing a scene from the movie. Defeated enemies drop gold coins that can be collected by the player. In addition, each level is littered with locked treasure chests that can be shot open and the treasure within collected. The gold can be used to purchase a number of weapons and character power-ups from a nearby shop (represented on screen by a wise old man). All power-ups will stay with the player until all lives are lost and the game is over.

- TECHNICAL -

Runs on the "CP System" hardware.
B-Board ID: 88622B-3

Players: Up to 2 simultaneously.
Control: 8-Way Joystick per player.
Buttons: 2 per player.
=> [1] Fire/Swing, [2] Jump

- TRIVIA -

Willow was released in June 1989 in the Japanese arcades. It was known there as the 5th video game made for the CP System.

The gagem is licensed by Lucasfilm and based on the movie of the same name.

Known Export releases: "Willow [B-Board 89624B-3]".

- SCORING -

Scoring in this game is relatively hard since there are a lot of things you can get points for. Also, you get money for many of the monsters you kill. This money, though, will only remain around for a couple of seconds so you have to be quick to pick it up. Here is the scoring table :
Archer : 50 Points - 10 Golds
Axe Thrower : 200 Points - 10 Golds
Bat : 200 Points - 10 Golds
Devil Dog : 100 Points - 10 Golds
Eagle : 200 Points - 10 Golds
Fish : 200 Points - 200 Golds
Projectile thrower : 1500 Points - 100 Golds
Snake : 50 Points - 10 Golds
Snowball : 100 Points
Soldier : 50 Points - 100 Golds
Spear Thrower : 500 Points - 100 Golds
Troll : 500 Points - 100 

The Bosses :
Sorcerer : 500 Points - 200 Golds
Devil Dog : 7000 Points - 10000 Golds
Sergeant Claw : 2100 Points - 400 Golds
Wizard : 6500 Points - 10000 Golds
Dragon : 10000 Points - 1000 Golds
Sorsha : 15000 Points - 10000 Golds
Two-headed Dragon : 20000 Points - 10000 Golds
Kael : 10000 Points - 10000 Golds
Bavmorda : 0 Points - 0 Golds

In addition to the above, you can get money or items from the treasure chests. Attacking the chests is enough to open them.

You will receive a bonus at the end of each stage. The bonus comes out to be :
1) Time (in seconds) x 100 x Stage Number
2) Life (in bars) x 100 x Stage Number

I.E. : For Stage 2 you had 1:31 in time left and three bars of life, your bonus would be :
91 seconds x 100 x 2 = 18200 points for Time
3 bars    x 100 x 2 = 600 points for Life
Grand Total Bonus : 18800 points

- TIPS AND TRICKS -

* DEBUG MODE: How to activate the debug features...
1) Set "Game Mode" Dip Switch to "Game".
2) Set both "Coin A" and "Coin B" Dip Switches to 1C_1C.
3) Reset the game.
4) Insert a coin.
5) Set "Game Mode" Dip Switch to "Test".
6) Set the debug Dip Switches to what you want.
7) Start a 1 player game.

Some debug features :
- "Starting Level" is effective only when you start a new game (you must NOT continue play !)
- Once you set "Maximum magic/sword power" to "On", setting it to "Off" won't have any effect until you start a new game (you must NOT continue play !)
- "Slow Motion Delay" is effective only when "Slow Motion" is set to "On"
- Even if "Freeze" Dip Switch is set to "On" a message will be displayed to its end.
- I can't tell what kind of infos are displayed when "Display Debug Infos". Dip Switch is sry to "On" :(Any hint about them are welcome !
- Both "Coin A" and "Coin B" Dip Switches must be set to "2 Coins/1 Credit" to make this mode available. If only one Dip Switch is set to it, it is the same as 2C_1C.
- When the "Stage Magic Continue" Dip Switch is set to "On", your magic and sword power will be increased at the end of the level if you haven't bought the magic/sword item. But you won't notice this before you use the character again. For example, magic power will be increased at the end of level 1 but you won't notice it before level 3, and sword power will be increased at the end of level 2 but you won't notice it before level 4.

* The Bosses : There are nine bosses to deal with in this game. Watch the Boss Vitality meter to see how much damage you are doing to them. As you damage them, they will lose a bar off the meter.

SORCERER (Vitality unknown) :
1) First, get off the bridge and onto the cliff. This will make the battle easier to fight.
2) Basically, just keep firing in his direction and jump to attack when needed. When he attacks, just jump over his spells.
3) This will take a while but keep pounding on him and you will send him back to school.

DEVIL DOG (Vitality : 4) : At the end of Stage I, a sorcerer appears telling you to turn back. To prove
his point, he magically makes a regular Devil Dog grow to huge proportions.
1) The main attacks the dog makes are its flame breath and claws. You must keep mobile at all times to avoid the effects of these.
2) When the dog crouches, it is read to release a hot-breath torrent. This is the time to jump up and make your shots count. The pooch will flash every time a hit is scored.
3) The fire rolls along the ground so you may have to jump a couple of times to avoid it. Don't get too close to the paws or the dog will claw you.
4) Continue to watch the dog crouch down and attack. Eventually, you will have housebroken the animal.

SERGEANT CLAW (Vitality unknown) : At the middle of Stage III, you will be on an island. Follow the gnome's advice regarding this boss.
1) When the Sergeant is standing up, none of your attacks will affect him. It is only when he is crouched down and attacked can you hit him.
2) You will have to power jump (diagonal + jump) over him to avoid his claw.
3) Continue to attack between his attacks when he is crouched down. Eventually, you will take him out.

WIZARD (Vitality : 10) : This is the boss you have to deal with at the end of Stage III.
1) He has two major attacks. He will use fire demons and fire attacks on you.
2) The fire demons can be eliminated with regular attacks. You must, however, jump over the fire attacks which tend to cause a splash effect.
3) This boss spends most of his time in the air so you will have do power jumps in order to attack him. Just watch out for the fire demons he launches.
4) Continue this pattern and you will defeat the Wizard.

DRAGON (Vitality unknown) : This is the boss you deal with halfway through Stage IV.
1) This bosses main attack is its fire breath. It will either hover over your character or shoot flames from an angle. The object is to keep moving so you don't get toasted.
2) The Dragon tends to fly in a pattern. It will stay high for a while, then it will swoop down to attempt to claw your character. Use of the power jump is strongly recommended.
3) You can get in three to four hits between fire breaths if you time things right. In addition, if you are under the Dragon, you can get in an additional one or two hits.
4) Keep moving around and striking and this Dragon should be dinner before you know it.

SORSHA (Vitality : 12) : This is the boss at the end of Stage IV.
1) Sorsha's main claim is that she is fast and she is very nimble on the jump. The best attack is to trap her on a side and go to work.
2) When you have Sorsha near a side, attack rapidly to prevent her from getting in an attack. After she loses a couple of bars of vitality, she will jump out of the way.
3) Pursue her and get her trapped again. Watch out for her counterattacks since they can be rather devastating.
4) Continue this pattern to finish her off.

TWO-HEADED DRAGON (Vitality : 16 per head) : This is the boss at the end of Stage V.
1) You will be on a wooden bridge while both heads assail you with their fiery breath.
2) The heads tend to fire at the same time. After they have fired, get up there and get in a few whacks.  Because there are two heads, your hits will usually be spread out between them. Don't worry about going for a specific head right now.
3) The heads will bob back and forth. If you want to go after one head, then you must wait for the target head to be in front of the other one.
4) Power jumps will definitely save you on this one. Back up and when the heads fire, power jump over the rolling fire to get your attacks in. Watch out for the heads dropping suddenly since that usually means a bite attack.
5) Continue this pattern to finish the critter off.

KAEL : (Vitality : 16) : This is the boss near the end of Stage VI.
1) Kael is a very tough warrior. What he lacks in maneuverability he makes up in attack power.
2) As with Sorsha, try to corner him along the edges so you can pound on him. He does, though, have more of a tendency to jump straight up to another platform, then try to get behind you. Watch for when he jumps up.
3) Continue to move around and trap him on the edges and this powerful warrior will be sent packing.

BAUVMORDA (Vitality : 23) : This boss is the final boss of the game.
1) This is probably one of the toughest bosses you will ever have to face. Bauvmorda has quite an arsenal of attacks that can devastate your character if you're not ready. Follow the gnome's advice regarding protection.
2) Bauvmorda has a variety of attacks, some of them are :
a) She attacks with little crystal-like objects that rotate around her.
b) She attacks from above with fire.
c) She animates a BBQ grill thing when she is down to about 10 vitality. This thing attacks in conjunction with Bauvmorda's attacks.
3) During her crystal attacks, you will be doing a lot of power jumping. Try to get in shots where you can since there is little room to move between the crystals.
4) When Bauvmorda goes airborne, power jump up to attack her. Watch out for the objects that burst into flames. She will tend to go back and forth across the top.
5) When the BBQ grill gets animated, make sure you keep track of it since it is also attacking along with Bauvmorda. It takes too much time and firepower to destroy the grill. Time better spent tearing into Bauvmorda.
6) Continue with this pattern and the world will be safe again.

You will start the game at Stage I (unless you are continuing). You will only have a basic attack and your wits when you start the game. In addition, each stage is timed so you will not only have to beat your enemies, you will also have to beat the clock. The only good news is that if you die, you don't lose any items or upgrades either on your continues or next man. Listed below are the Stages.

STAGE I. Crossroad (Character : Willow)
* Head right until you get to the bridge. Climb up the cliff and cross the bridge. Go to the end and climb the cliff.
* Open the treasure chest for 200G then head to the left. You will see a couple of stone pedestals and a treasure chest at the end. Go over and collect 100G, then head back to the right.
* At the end of the cliff, drop off and you will be next to a gnome. Time to shop. After you exit the shop, go right across the bridge and you will have to tangle with the Sorcerer.
* After that battle, go right to the treasure chest and collect the Holy Water. Then go down the mountain.
* At the bottom, on a ledge is another gnome. Go chat with him. After you exit the shop, go to the right. Be quick since the rock will sink under your weight.
* Keep going right and at the end you will have to deal with the Devil Dog.

STAGE II. Cherlindrea's Forest (Character : Madmartigan)
* Go right until you get under a balcony. Jump up and head to the left. Go all the way left to open the treasure chest and get the 200G.
* Go back right and get onto the next balcony (3rd level). Go left to get the next treasure chest of 100G then head right again.
* At the end of the walkway, fall off onto a ledge with a treasure chest to get 100G. Drop down to ground level and head right.
* Enter the shop (press up on the joystick) to do your business. Then exit and head right.
* Go up to the next level then power jump across the two sets of stairs. Continue to climb to the top and go right.
* Jump off the balcony and onto the cart. Your job is to now defend against the soldiers, archers, devil dogs, and eagles dropping rocks.
* After an adventuresome ride, the stage will end.

STAGE III. Fin Raziel's Island (Character : Willow)
* Go up the cliff and head to the top left to chat with the gnome. After you are done shopping, go back down the cliff and head right.
* Upon the next two terraces are treasure chests. They each contain 100G. Finish climbing the mountain and to your right will be a series of stone pedestals.
* You will have to cross eight pedestals, each at varying heights. In addition, eagles will be around to make your journey that much harder.
* The second to last pedestal will sink down, make sure you jump off it to the next one. That one will sink also so quickly jump off it to the island. It's time to deal with Sergeant Claw.
* After you take care of the good Sergeant, a stone platform will connect the island you're on to the next island to the right. Go all the way to the end and chat with the gnome.
* Hop into the boat and cross the sea. Be ready for a hard fight with the soldiers, archers, and fish.
* At the end, you will tangle with the Wizard.

STAGE IV. Sorsha's Camp (Character : Madmartigan)
* This stage starts with Madmartigan going up a hill. You will not only have to deal with the soldiers, but also snowballs that are rolling down the hill. At the top of the hill is a gnome. Heed his words about the dragon.
* After chatting with the gnome, you will go downhill again. Open the treasure chest for 100G and proceed right into the cave. At the end is the Dragon.
* After clearing out the dragon, jump up to the next platform and go left. Talk to the gnome. When you exit, continue to head right and jump up on the cave roof. Then power jump left and go to the end.
* You will see a brownie suspended in mid-air. Go over and get him down. From now on, you have an ally who attacks whenever you change the direction you are facing. The brownie's attacks can be quite devastating.
* Go back right and follow along the path. You will pass many tents so be prepared for a big fight with soldiers, spear throwers, and archers. The brownie should greatly help you out.
* Sorsha will be at the end waiting, take her down then jump on the sled with Willow. At the end of this track, make sure you jump to avoid the boulder.

STAGE V. Tir Asleen Castle (Character : Willow or Madmartigan (some players prefer Willow due to distance attacks))
* Head right until you get to the wall. Go up to the next level and get the Holy Water from the treasure chest.
* Head left until you get to the gnome. After doing your shopping, head right again and climb up to the next level.
* Go right to the door and press up to enter the next hallway.
* The main danger here are the walls that drop and the soldiers pushing spiked blocks toward your character. You will need to be quick with the trigger finger to get through this hallway.
* At the end of the path, cross the top platforms to reach the gnome in the upper, right corner.
* Go down and around the spiked pits. You will be heading to your left. Collect the 100G from the treasure chest. At the bottom, head right.
* Go across the wooden bridge to tangle with the Two-Headed Dragon.

STAGE VI.  Nockmaar Castle
* Head right. On the 2nd upper platform is a treasure chest containing 100G. Press up at the end of the walkway to enter the door.
* Keep going right and you will encounter another gnome. After chatting with him, you are faced with a pit of spikes. To the right, you will see a small wooden ledge. Timing is the key to this part. You will have five seconds to jump to the next wood ledge to the right. Do this until your reach the other side.
* Again, another bed of spikes awaits you. The ledges exist for about three seconds now. Cross over and you will be in front of two doors. This is the start of the maze. Going through the wrong door puts you at the beginning of the area it connects to. Go through the left door. The right door will put you back through this first area again.
* In this area, you will be cross pits with spiked ceilings that will descend into them. Again, timing is crucial to prevent damage. You will cross over several of these before you reach three doors. Take the left door. The middle door puts you back into the first area and the right door will make you do the second area again.
* The third area consists of two levels. Both are equally dangerous since you have the soldiers pushing the spiked blocks. Due to not have a ranged weapon, you may need to power jump over these guys. Continue to the right and you will encounter four doors. Two on the top and two on the bottom. Take the upper, right door. The upper, left door leads to the second area; the lower, left door leads to the first area; and the lower, right door leads back to the third area.
* You will tangle with Kael to get through this area. Go through the door and you will change over to Willow.
* Climb the platforms in front of you. You may have to power jump on a few since they are too high to just do a regular jump. Watch out for the projectile and axe throwers in this area. At the top platform, chat with the gnome to do your final stocking up. Then go in the door to deal with Bavmorda.

After you take her down, the credits will roll and your game will be over.

- STAFF -

Planners: Kawanorider, Deru-Deru Itoh
Programmers: Yukio Arai (Professor Arai), Kyoko Tomita (Queen Tomita), Yokoyan, Ueyan
Character Designers: Frunky Kazu, Yokota Yokozo (Bakuhatsu Yokozo), Terukun, Hiramacho, Kuribow, Puttsun Midori, Sadakichi, Oyuu, Rinma, Okachan
Music Composer: Ogeretu Kun
Hard Designer: Kucchan
Direction: Yoshiki Okamoto (Kihaji Okamoto)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3167&o=2

$end


$info=willow,willowu,willowuo,
$bio

Willow (c) 1989 Capcom USA, Incorporated.

Export release. Game developed in Japan. For more information about the game itself, see the original Japanese release entry; "Willow [B-Board 88622B-3]".

- TECHNICAL -

Runs on the "CP System" hardware.
B-Board ID: 89624B-3

- UPDATES -

There is an incorect Japan 'warning' on the first USA releases. Capcom USA soon removed this warning by releasing a new proper revision.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69743&o=2

$end


$saturn,sat_cart=willywom,willywomb,willywoma,
$bio

Willy Wombat (c) 1997 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59907&o=2

$end


$nes=wilyrock,
$bio

Wily & Light no Rockboard - That's Paradise (c) 1993 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54811&o=2

$end


$info=wilytowr,
$bio

Wily Tower (c) 1984 Irem Corp.

A platform game where you must climb around lattice of pipes to deactivate power switches for main computer while avoiding robots. Jump on generators to send out disrupters and kill robots.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 4 Mhz)
Sound CPU : I8039 (@ 533.333 Khz)
Sound Chips : (2x) General Instrument AY8910 (@ 894.886 Khz)

Players : 2
Control : 8-way joystick
Buttons : 1

- TRIVIA -

This game is also known as "Atomic Boy".

- UPDATES -

In difference to "Atomic Boy", Wily Tower has NO storyline.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3168&o=2

$end


$sms=wimbled,
$bio

Wimbledon (c) 1992 Sega Enterprises, Limited.

- TRIVIA -

Reviews:
[FR] July 1992 - Joypad N.10: 85/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56275&o=2

$end


$cdi=wimbledn,
$bio

Wimbledon Challenge - The Official Wimbledon Quiz Game (c) 1993 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53177&o=2

$end


$megadriv=wimbledu,wimbledup,
$bio

Wimbledon Championship Tennis (c) 1993 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57528&o=2

$end


$megadriv=wimbled,wimbledj,
$bio

Wimbledon Championship Tennis (c) 1994 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57043&o=2

$end


$sms=wimbled2,
$bio

Wimbledon II (c) 1993 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56276&o=2

$end


$gamegear=wimbled,
$bio

Wimbledon [Model G-3221] (c) 1992 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64995&o=2

$end


$info=sc5wca,sc5wcaa,sc5wcab,sc5wcac,sc5wcad,sc5wcae,sc5wcaf,sc5wcag,sc5wcah,sc5wcai,sc5wcaj,sc5wcak,sc5wcal,sc5wcam,sc5wcan,sc5wcao,
$bio

Win Can Alley (c) 2005 QPS Interactive.

- TECHNICAL -

[Model PR2552]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15588&o=2

$end


$info=sc4wspin,sc4wspinb,sc4wspinc,sc4wspind,
$bio

Win Spinner (c) 2005 QPS Interactive.

- TECHNICAL -

[Model QPS162]

- TRIVIA -

Win Spinner was released in May 2005.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15587&o=2

$end


$info=as_ws,
$bio

Win Streak (c) 200? Astra Games, Limited. [Novomatic Group].

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41865&o=2

$end


$info=sc4wwys,sc4wwysa,
$bio

Win When Your Spinning (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR1301]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42865&o=2

$end


$info=winbingo,winbingoa,
$bio

Win Win Bingo (c) 200? Astro Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11954&o=2

$end


$info=sc4winxp,
$bio

Win X-plosion (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR1207]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42855&o=2

$end


$nes=wld,
$bio

Win, Lose or Draw (c) 1990 Hi Tech Expressions

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55815&o=2

$end


$info=m3winagn,m3winagna,m3winagnb,j2wag,
$bio

Win-A-Gain (c) 198? BWB.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41217&o=2

$end


$info=sc4wag,
$bio

Win-A-Gain (c) 200? Nova.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42849&o=2

$end


$n64=winbacku,
$bio

WinBack - Covert Operations (c) 2000 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58082&o=2

$end


$n64=winbackj1,winbackj,
$bio

WinBack [Model NUS-NWDJ] (c) 1999 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58081&o=2

$end


$x68k_flop=windblst,
$bio

Wind Blast (c) 1991 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88749&o=2

$end


$x68k_flop=windex,
$bio

Windex v1.04 (c) 1988 JEL [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88208&o=2

$end


$info=windheat,windheatu,windheatj,windheata,
$bio

Winding Heat (c) 1996 Konami.

- TECHNICAL -

GX677

Main CPU : PPC403 (@ 32 Mhz), 68000 (@ 16 Mhz), ADSP21062 (@ 36 Mhz)
Sound Chips : (2x) K054539 (@ 48 Khz)

Players : 2
Control : 8-way Joystick
Buttons : 3

- TRIVIA -

Released in July 1996 in Japan.

Soundtrack releases :
GTI Club c/w Jet Wave & Winding Heat Original Game Soundtrack [King Records - KICA-7751 - Feb 5, 1997]

- TIPS AND TRICKS -

* Unlock the Time Attack mode : When choosing a course, press the brake.

* Extra Cars : Select your course with the accelerator and don't release the pedal. At the car select screen, shift "UP" on the gearshift, you'll drop down to another set of 3 cars. DOWN on the gearshift will return you to the regular cars (UP as in gear-up, and not physically up, but don't worry, if you shift the wrong way nothing will happen).

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3545&o=2

$end


$info=windjamr,
$bio

Windjammer (c) 2002 Igrosoft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83480&o=2

$end


$msx1_cart=winwrlda,winwrld,
$bio

Window on the World [Model H005] (c) 1985 al Alamiah

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77584&o=2

$end


$amigaocs_flop=windwizr,
$bio

Window Wizard (c) 1991 Softgold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75539&o=2

$end


$ibm5150,ibm5150_cass=win13sdk,
$bio

Windows 1.03 SDK (c) 1986 Microsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83735&o=2

$end


$pc98=win21,win211a,
$bio

Windows 2.1 (c) 19?? Unknown.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91024&o=2

$end


$nes=win2k,
$bio

Windows 2000 (c) 19?? Unknown [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77015&o=2

$end


$pc98=win31,in31a,
$bio

Windows 3.1 (c) 199? Microsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91025&o=2

$end


$cdi=windchin,
$bio

Windows on Chinese Civilization - The Forbidden City (c) 1995 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53178&o=2

$end


$pcecd=windthun,
$bio

Winds of Thunder (c) 1993 Hudson Soft.

Winds of Thunder is an intense horizontal fantasy-themed shooter by Red and published by Hudson Soft. The player takes control of a flying warrior called Rand? (aka Landis) who embarks on a long journey to defeat the six Lords Of Mistral and their evil master Dark Zaggart. Interestingly the player can freely pick one of the six available stages in any order. Our hero doesn't come empty handed and suits of magic armors greatly help him in his quest. These enchanted and wonder items allow him to control the powers of the four elements, namely Earth, Fire, Wind and Water. But there's a catch and Rand? faces the difficult choice of selecting the most appropriate armor before rushing into battle. The almighty armors can be boosted by special items that defeated foes leave behind - they can be upgraded from pathetic single shots to fireworks of lethal blasts of energy. If all of this wasn't enough to take those horde of monsters down, Rand? can also use his sword to strike enemies foolish enough to wander too close to him. Finally, in order to survive desperate situations, powerful bombs can be unleashed to wipe out most of the unwanted foes on screen. Money (in the shape of colored gems) is also an important component of the game and can be used to purchase special powers such as shields, bombs, health and more.

- TECHNICAL -

Game ID: HCD3039

- TRIVIA -

Winds of Thunder was released on April 23, 1993 in Japan for 6800 Yen.

Reviews:
[FR] April 1993 - Consoles + No. 19: 91/100

Export releases:
[US] "Lords Of Thunder [Model TGXCD1033]"

The game is not related to Gate Of Thunder released in 1992 and both titles only share the word 'Thunder' in common.

- STAFF -

Original Plan: K. Nakazawa, Red Kaminarimon
Character Design: K. Nakazawa
Game System, Red Kaminarimon
Main Program: Ninniki.Nin
Sub Program: Owa Chan
Graphic Design, Metal, Shell, Idol
Producer: E. Aoyama, M. Kobayashi
Director: T. Matsunaga
Sh?gun: M. Kadowaki
Supervisor: T. Horio, K. Wiyamoto
Special Thanks: T. Kawada, A. Yamasaki, E. Yamamoto, K. Yuzawa, H. II
Super Assist: N. Nakamura
Music Produced By: T's Music
Music Composed By: Groove King
Created By: Red Kaminarimon

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58461&o=2

$end


$amigaocs_flop=windwillf,
$bio

Windsurf Willy (c) 1989 Silmarils

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75541&o=2

$end


$amigaocs_flop=windwill,
$bio

Windsurf Willy [Hits for Six Volume Seven] (c) 1989 Silmarils

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75540&o=2

$end


$amigaocs_flop=windwalk,
$bio

Windwalker (c) 1989 Origin Systems, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75542&o=2

$end


$apple2gs=windwlkr,
$bio

Windwalker (c) 1990 Origin Systems.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49756&o=2

$end


$cdi=winefran,
$bio

Wines of France (c) 1995 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53179&o=2

$end


$info=sc1winfl,
$bio

Winfalls (c) 1993 ELAM.

- TECHNICAL -

Model 6241

- TRIVIA -

Winfalls was released in March 1993.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42174&o=2

$end


$saturn,sat_cart=wingarmsu,
$bio

Wing Arms (c) 1995 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60208&o=2

$end


$saturn,sat_cart=wingarms,
$bio

Wing Arms (c) 1995 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60469&o=2

$end


$saturn,sat_cart=wingarmsj,
$bio

Wing Arms - Karei Naru Gekitsui Ou (c) 1995 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59908&o=2

$end


$saturn,sat_cart=wingarmsjhib,
$bio

Wing Arms - Karei Naru Gekitsui Ou Hibaihin (c) 1995 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59909&o=2

$end


$amigaocs_flop=wingcomm,wingcommg,
$bio

Wing Commander (c) 1992 Origin Systems, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75543&o=2

$end


$gba=wingcommu,
$bio

Wing Commander - Prophecy (c) 2003 Destination Software.

North American release. Game developed in Europe. See "Wing Commander - Prophecy [Model AGB-AW9P-EUR]" for more information about the game itself.

- TECHNICAL -

Cartridge ID: AGB-AW9E-USA

- TRIVIA -

Released on June 04, 2003 in USA.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76289&o=2

$end


$gba=wingcomm,
$bio

Wing Commander - Prophecy (c) 2003 Destination Software.

The deep-space dog-fighting game arrives on the Game Boy Advance with an impressive 3-D combat engine.

Origin (now part of EA) created the first Wing Commander space-shooter more than a dozen years ago. Several sequels and an animated TV series followed, culminating in a seldom-seen 1999 movie starring Freddie Prinze Jr. and his favorite sidekick, Matthew Lillard. Now, thanks to the power of the Game Boy Advance, the 3-D action comes alive in portable form.

Winging It

Missions will challenge you to destroy alien fighters, escort friendlies, and rendezvous with drop ships, all while keeping your ship in one piece. Depending on your spacecraft, you can select from various weapons, including Ion Cannons, Lasers, MK 2 Cannons and missiles.

The emphasis is squarely on arcade-like action. Maneuvering your ship is fairly intuitive. A handy indicator shows you how far to lead (i.e, fire ahead of) your target.

Moderating your speed takes a rather complex set of button presses. The afterburner is a nice solution, though. Simply hold the L and R buttons simultaneously to get a speed boost.

Lt. Christopher "Maverick" Blair, Lt. Todd "Maniac" Marshall and other familiar characters return. Much of the plot unfolds through conversations in the Rec Room.

The graphics are a high point. A ship that appears as a distant speck becomes extremely detailed as it roars closer. Missiles leave smoke trails and explosions pack plenty of punch. Everything is backed by fine sound, including digitized voices.

An impressive multiplayer mode supports head-to-head combat for as many as four players. This requires GBAs and Game Paks for each player and enough GBA Game Link cables to connect all systems.

Wing Commander Prophecy successfully combines fast, arcade-like space combat with surprising depth.

- TECHNICAL -

Cartridge ID: AGB-AW9P-EUR

- STAFF -

Producer: Massimiliano Di Monda
Director of Development: Fausto Cardone
Technical Artists Supervisor: Francesco Paduano
Artist: Raffaele Grande
Lead Programmer: Fausto Cardone
Programmers: Vincenzo Caldarulo, Gaetano Campagna, Pablo Cerini
Music Composer & Sound FX: Vanni Miele
Levels / Text Editing: Massimiliano Di Monda
Production Assistant: Maddelena Da Pozzo
QA: Massimiliano Di Monda
Game Testers: Juan Gutierrez, Jarrett Kaufman, Jose Remy Mendez
Special Thanks: Susan Kain, Stuart Kaye, Donald Tao, Christopher Reid, Tyler Smith, Joe Garrity, Paula Garrity, Kris Vanhecke, Ben Lesnick, Barrie Almond, Gianluca Cancelmi

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76288&o=2

$end


$snes=wingscrtu,
$bio

Wing Commander - The Secret Missions [Model SNS-2W-USA] (c) 1993 Mindscape, Incorporated. [Northbrook, IL, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64020&o=2

$end


$snes=wingscrt,wingscrtp,
$bio

Wing Commander - The Secret Missions (c) 1993 Mindscape, Incorporated.

- TECHNICAL -

Cartridge ID: SNSP-2W-EUR

- TRIVIA -

Reviews:
[FR] November 1993 - Consoles + N.25: 60%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64019&o=2

$end


$megacd,megacdj=wingcomm,
$bio

Wing Commander [Model G-6011] (c) 1994 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60581&o=2

$end


$snes=wingcommj,
$bio

Wing Commander (c) 1993 ASCII Ent. Software, Incorporated.

Wing Commander is the Super Famicom conversion of the space combat simulator originally released for PC Computers. The game is set in the year 2654 where humans are engaged in a war against the Kilrathi, a race of hostile lion-like aliens. The player takes control of a young rookie pilot from the Terran Confederation and, on board the TCS Tiger's Claw space carrier, guides him through many different missions and objectives. Different types of missions are available, from patrols (engage waves of enemy fighters) to escorts (guard spacecrafts) and strikes (direct attack on enemy's battle ships). The game begins in the Tiger's Claw lounge where the player can talk to other crew members or practice at the nearby flying simulator. Soon, he receives his first briefing and is thrown into action, flying his first space fighter - the light Hornet. Space combats are played from a first person perspective from inside of the cockpit, and use all the Super Famicom's sprite scaling and rotating effects. The player can use his main laser-cannons (which have to be quickly recharged when used) or a limited amount of missiles. His onboard computer can point him to his next target or let him to fly back to the Tiger's Claw when necessary. However, in case of extensive damage, the player may need to eject and lose the space fighter. Wing Commander has numerous space fighters to choose from, each with its own characteristics and set of weapons. The game features an unusual difficulty level where the better the player is, the easier and quicker he completes the game. Because of this, Wing Commander has multiple winning and losing routes throughout the game.

- TECHNICAL -

Cartridge ID: SHVC-WC

- TRIVIA -

Wing Commander was first released for PC Computers in 1990 by Origin Systems and was designed by Chris Roberts.

- STAFF -

Written And Directed By: Henrik Markarian, Andrew Iverson, David R. Sullivan

JAPANESE VERSION
Text Fonts And Directed By: Toshihiro Nozaki
Senior Test Player: Takahiro Ishikawa
Manual Artwork: Ryuuichi Donuma

Graphic Artists: Peter and Caitlinn Mitchell-Dayton
Music And Effects: Sam Powell
Additional Programming: Allen Anderson, Michael E.Duffy, Donald W.Laabs

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62610&o=2

$end


$snes=wingcommu,
$bio

Wing Commander [Model SNS-WC-USA] (c) 1992 Mindscape, Incorporated. [Northbrook, IL, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64018&o=2

$end


$snes=wingcomm,
$bio

Wing Commander [Model SNSP-WC-EUR] (c) 1992 Mindscape, Incorporated. [Northbrook, IL, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64016&o=2

$end


$snes=wingcommg,
$bio

Wing Commander [Model SNSP-WC-NOE/SFRG] (c) 1992 Mindscape, Incorporated. [Northbrook, IL, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64017&o=2

$end


$segacd=wingcomm,
$bio

Wing Commander [Model T-50045] (c) 1994 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60842&o=2

$end


$info=wingforc,
$bio

Wing Force (c) 1993 Atlus Company, Limited.

Horizontal scrolling shoot'em up. Destroy the conspiracy with 4 types of wings!

- TECHNICAL -

Main CPU : Motorola 68000 (@ 16 Mhz), Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2151 (@ 4 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

This game was never released, only it showed in a Japanese publications and a official Flyer of the game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101174&o=2

$end


$msx1_cart=wingman2,
$bio

Wing Man 2 - Kitakura no Fukkatsu (c) 1987 Enix, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52730&o=2

$end


$msx2_flop=wingmansa,
$bio

Wing Man Special (c) 1988 Enix, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102136&o=2

$end


$psx=wingover,
$bio

Wing Over [Model SLPS-00598] (c) 1997 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85856&o=2

$end


$info=wschamp,wschampa,wschampb,
$bio

Wing Shooting Championship (c) 2001 American Sammy Corp.

Wing Shooting Championship is a 2 player head-to-head big game competition. The players can select from 5 weapons to hunt with : Pump Action, Semi-Automatic, Over and Under, Side by Side and Single Shot. There are 6 different bird stages: Great Plains Quail, Ring-Necked Pheasant, Canada Goose, American Black Duck, Mallard Duck, and Eastern Bob White Quail. Each bird stage has 12 areas with one bonus stage.

- TECHNICAL -

DIMENSIONS
Width: 26.5in (673 mm)
Height: 73.5in (1867 mm)
Depth: 33in (838 mm) with Gun Assy = 40” (1016 mm)

WEIGHT
311 lbs (142 kg)

- TRIVIA -

Wing Shooting Championship was released in September 2001.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4412&o=2

$end


$a2600=wingwar,
$bio

Wing War (c) 1983 Imagic

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51196&o=2

$end


$coleco=wingwar,
$bio

Wing War (c) 1983 Imagic

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53396&o=2

$end


$ti99_cart=wingwar,windwarb,
$bio

Wing War (c) 1983 Imagic, Inc. [Los Gatos, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84787&o=2

$end


$info=wingwar,wingwarj,wingwaru,
$bio

Wing War (c) 1994 Sega.

Wing War is a flight/combat simulation. The object of the game is by where the players fight head-to-head in airplanes trying to shoot the other players out of the sky.

- TECHNICAL -

Runs on the Sega "Model 1" hardware.

Control: stick
Buttons: 7

- TRIVIA -

Released in June 1994 in Japan and in August 1994 in USA. This is the last game produced for the Sega Model 1 hardware.

Soundtrack releases :
Dynamite Deka vs Wing War Original Soundtrack - Wavemaster Inc. - WM-0528 - Apr 27th, 2006

- UPDATES -

The US version is slightly different, it has the "Recycle It, Don't Trash It!" screen.

- STAFF -

Director : Makoto Uchida
Sound Composers : Tomoyuki Kawamura (Muu)

- PORTS -

* Consoles :
Sega 32X [Unreleased Prototype]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3300&o=2

$end


$bbca_cass,bbcb_cass=wingwarl,
$bio

Winged Warlords (c) 1984 Superior Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52657&o=2

$end


$msx2_flop=winglanc,
$bio

Winglancer (c) 2002 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102137&o=2

$end


$pc8801_flop=wingman,wingmana,
$bio

Wingman (c) 1984 Enix, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93241&o=2

$end


$x1_flop=wingman,
$bio

Wingman (c) 1985 Enix, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86172&o=2

$end


$x1_cass=wingman,
$bio

Wingman (c) 1985 Enix, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86295&o=2

$end


$x1_flop=wingman2,
$bio

Wingman 2 - Kitakura no Fukkatsu (c) 1986 Enix, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86173&o=2

$end


$pc8801_flop=wingman2,wingman2a,
$bio

Wingman 2 - Kitakura no Fukkatsu (c) 1986 Enix, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93242&o=2

$end


$fm7_disk=wingman2,
$bio

Wingman 2 - Kitakura no Fukkatsu (c) 1986 Enix, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93672&o=2

$end


$pc8801_flop=wingmans,wingmansb,wingmansa,
$bio

Wingman Special (c) 1987 Enix, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93243&o=2

$end


$msx2_flop=wingmans,
$bio

Wingman Special (c) 1988 Enix, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102138&o=2

$end


$a2600=wings1,wings,
$bio

Wings (c) 1983 CBS, Incorporated.

- TRIVIA -

Unreleased prototype.

- STAFF -

Programmer: Stuart Ross

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51197&o=2

$end


$x68k_flop=wings,
$bio

Wings (c) 1989 Broderbund Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88209&o=2

$end


$amigaocs_flop=wings,
$bio

Wings (c) 1990 Mirrorsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75544&o=2

$end


$snes=wings2,wings2p,
$bio

Wings 2 - Aces High [Model SNS-WG-USA] (c) 1992 Namco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64021&o=2

$end


$amigaocs_flop=wingsdth,
$bio

Wings of Death (c) 1990 Thalion

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75545&o=2

$end


$amigaocs_flop=wingfury,
$bio

Wings of Fury (c) 1990 Broderbund Software, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75546&o=2

$end


$cpc_cass=wingsoff,
$bio

Wings of Fury - Tant qu'il y aura des zeros (c) 1989 Broderbund Sarl [France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100088&o=2

$end


$gbcolor=wingfuryu,
$bio

Wings of Fury [Model DMG-AFXE-USA] (c) 1999 Red Orb Ent. [The Learning Co.]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69113&o=2

$end


$gbcolor=wingfury,
$bio

Wings of Fury [Model DMG-AFXP-EUR] (c) 1999 Red Orb Ent. [The Learning Co.]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69112&o=2

$end


$megadriv=wingswor,
$bio

Wings of Wor (c) 1991 Dreamworks Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57529&o=2

$end


$gba=wingsu,
$bio

Wings (c) 2003 Metro 3D, Inc.

Cinemaware's WWI action/flight sim comes to Game Boy Advance.

In Wings, you'll relive the action, glory and seat-of-the-pants daring of a WWI Allied or German fighter pilot. Wings Advance includes a wide variety of missions, from strafing enemy convoys to bombing aerodromes. You'll also go head-to-head against opposing fliers in first-person dogfights.

Wings combines arcade-style action (the strafing missions take place in an isometric 3-D perspective) with a first-person flight sim. Between missions, cinema scenes tell the story of the war as it progresses.

Wings is easy to pick up and pilot, and challenges players with over 100 increasingly difficult missions. You can fight through the entire Great War and build your pilot from a rookie to an ace.

You'll also be able to go head-to-head with up to four friends using the Game Boy Advance Link cable.

- TECHNICAL -

Game ID: AGB-AWQE-USA

- TRIVIA -

Released on February 11, 2003 in USA.

- STAFF -

CINEMAWARE
Executive Producer: Lars Fuhrken-Batista
Producer: Zak McClendon
Special Thanks: John Chowanec, Sean Vesce, Morgan Whitney Gray

CRAWFISH INETRACTIVE
Director of Development: Michael Merren
Producer: Adam Bouskill
Design: Adam Bouskill, Jake May
Programmer: Gianluca Cancelmi
Poster Art: Jo Stearn
Music and SFX: Rockett Music
Development Assistants: Tim Coode, William Greenough
QA: Jon Shearn
Special Thanks: Cameron Sheppard, Lynne Bradstock, Steven Frazer, Colin Kendrick, Family and Friends

RAYLIGHT
Director of Development: Fausto Cardone
Lead Programmer: Fausto Cardone
Programming: Giovanni Ivan Ferraro, Gianluca Alberico
Technical Artists Supervisor: Francesco Paduano
Artist: Raffaele Grande
Level Mapping: Massimiliano Di Monda, Francesco Paduano, Raffaele Grande
Production Assistant: Maddelena Da Pozzo
QA: Massimiliano Di Monda
Special Thanks: Vanni Miele (the president), Arianna Miele (the little Raylight), Concetta, Anna Esposito, Enzo Caldarulo (Eye&Light), Gaetano Campagna (Evvetype), @ura, Cheope and her Juventus, Nerea the little doll, Silvio Serpe (pagliariccio), Serna - Coffeegirl, Pasquale - Coffeeman, Family and Friends

METRO3D
Producer: Baldwin Yen
Sales and Marketing: Joseph Morici, Corey Tresidder, Shaun Tsai, Tony Abiog, Lisa Mandile
Operations: Eva Chiu, Kim Chang, Laura Lee
Business: Stephen Lin, Joey Hu, Winnie Lo, Eric Chiu, Giancarlo Cappozzoli, Larry Wang
QA Manager: Saeed Goraya
Testers: Ed General, Juan Henriquez, Rob Martin, Kevin T Lee, Vince Favilla

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76291&o=2

$end


$gba=wings,
$bio

Wings [Model AGB-AWQP] (c) 2004 Zoo Digital Publishing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76290&o=2

$end


$info=wink,winka,
$bio

Wink (c) 1985 Midcoin.

An Italian breakout-style game.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3 Mhz), Zilog Z80 (@ 1.5 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.5 Mhz)

Screen orientation : Horizontal
Video resolution : 256 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 32

Players : 1
Control : dial
Buttons : 3

- STAFF -

Produced by : Bruno De Giorgio
Software developed by: Alberto Troiano
Hardware developed by: Giuseppe Panico
Sound Effects by: Tullio Tesorone

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4248&o=2

$end


$info=m4wta,m4wta__0,m4wta__1,m4wta__2,m4wta__3,m4wta__4,m4wta__5,m4wta__6,m4wta__7,m4wta__8,m4wta__9,m4wta__a,m4wta__b,m4wta__c,m4wta__d,m4wta__e,m4wta__f,m4wta__g,m4wta__h,m4wta__i,m4wta__j,m4wta__k,
$bio

Winner Takes All (c) 199? Barcrest.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=14887&o=2

$end


$info=comg208,
$bio

Winner's Choice (c) 1984 Cal Omega.

Winner's Choice combines 4 games in 1 game cabinet. Included are : Poker, Super Blackjack, Red Dog and Craps. The player may select any game by pressing the appropriate button under the game titles displayed at the bottom of the video screen.

After the game is selected, instructions for that particular game appear in sequence. First time players learn the games immediately with Cal Omega's clear, step-by-step video screen instructions as the play progresses.

- TECHNICAL -

Housed in a 'The Derringer' cabinet.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=21486&o=2

$end


$gameboy=winnhors,
$bio

Winner's Horse [Model DMG-WEJ] (c) 1991 NCS [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67382&o=2

$end


$info=winner82,winner81,winner81b,
$bio

Winners Circle (c) 1981 Corona Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=39532&o=2

$end


$info=m1winenc,m1winenca,m1winencb,m1winencc,
$bio

Winners Enclosure (c) 199? Maygay.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42028&o=2

$end


$gbcolor=poohadvu,
$bio

Winnie the Pooh - Adventures in the 100 Acre Wood [Model CGB-BPOE-USA] (c) 2000 NewKidCo International, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69115&o=2

$end


$gbcolor=poohadv,
$bio

Winnie the Pooh - Adventures in the 100 Acre Wood [Model CGB-BPOP-EUR-1] (c) 2000 NewKidCo International, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69114&o=2

$end


$gba=2pohray3,
$bio

Winnie the Pooh's Rumbly Tumbly Adventure & Rayman 3 (c) 2006 Ubi Soft

- TECHNICAL -

Game ID: AGB-BWZp-EUR

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76292&o=2

$end


$gba=poohrumbu,
$bio

Winnie the Pooh's Rumbly Tumbly Adventure [Model AGB-BWHE-USA] (c) 2005 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76294&o=2

$end


$gba=poohrumb,
$bio

Winnie the Pooh's Rumbly Tumbly Adventure [Model AGB-BWHP] (c) 2005 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76293&o=2

$end


$info=winbid,
$bio

Winning Bid (c) 1999 WMS Gaming, Incorporated.

- TRIVIA -

Released in July 1999.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=23380&o=2

$end


$pc98=winhorse,
$bio

Winning Horse (c) 19?? Medix [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91026&o=2

$end


$x68k_flop=winpost,
$bio

Winning Post (c) 1993 Koei Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88210&o=2

$end


$pc98=winpost,
$bio

Winning Post (c) 1993 Koei Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91027&o=2

$end


$saturn,sat_cart=winpost,
$bio

Winning Post (c) 1996 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60209&o=2

$end


$pc98=winpostpk,
$bio

Winning Post - Power Up Kit (c) 1994 Koei Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91028&o=2

$end


$pc98=winpost2,
$bio

Winning Post 2 (c) 1994 Koei Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91029&o=2

$end


$saturn,sat_cart=winpost2,winpost2a,
$bio

Winning Post 2 (c) 1996 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59910&o=2

$end


$saturn,sat_cart=wpost297,wpost297a,
$bio

Winning Post 2 - Final '97 (c) 1997 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59911&o=2

$end


$saturn,sat_cart=wpost296,wpost296a,
$bio

Winning Post 2 - Program '96 (c) 1996 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59912&o=2

$end


$snes=winpst96a,winpst96,
$bio

Winning Post 2 - Program '96 [Model SHVC-AW9J-JPN] (c) 1996 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62613&o=2

$end


$pc98=winpst2p,
$bio

Winning Post 2 Plus (c) 1995 Koei Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91030&o=2

$end


$snes=winpost2,
$bio

Winning Post 2 [Model SHVC-AWPJ-JPN] (c) 1995 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62612&o=2

$end


$saturn,sat_cart=winpost3,
$bio

Winning Post 3 (c) 1998 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59913&o=2

$end


$saturn,sat_cart=wpost398,
$bio

Winning Post 3 - Program '98 (c) 1998 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59914&o=2

$end


$saturn,sat_cart=wpostex,
$bio

Winning Post EX (c) 1995 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59915&o=2

$end


$gba=winpost,
$bio

Winning Post for Game Boy Advance [Model AGB-AWPJ-JPN] (c) 2001 Koei Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76295&o=2

$end


$snes=winposta,winpost,
$bio

Winning Post [Model SHVC-WJ] (c) 1993 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62611&o=2

$end


$megacd,megacdj=winpost,
$bio

Winning Post [Model T-76044] (c) 1993 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60582&o=2

$end


$info=winrun,
$bio

Winning Run (c) 1988 Namco.

The player would have a choice of race 'Easy Drive' or 'Technical Drive' (Auto Or Manual). Then the game would start in qualify (or Practice mode) successfully completing the course would then send the game into 'Grand Prix' mode. In both stages the player would be against an alloted time limit to get through the track.

- TECHNICAL -

Namco System 21 hardware

Main CPU : (3x) 68000 (@ 12.288 Mhz), M6809 (@ 3.072 Mhz), HD63705 (@ 2.048 Mhz)
Sound Chips : C140 (@ 21.39 Khz), YM2151 (@ 3.57958 Mhz)

Players : 1
Control : stick
Buttons : 4

- TRIVIA -

Released in Japan in late December 1988. It was released in USA and the rest of the world in February 1989. 

Winning Run was NAMCO's third entry into the F-1 Genre (previously being the Pole Position series and Final Lap 1987). It was the first game to use NAMCO's new state of the art system, the System 21 'Polygonizer' utilizing flat shaded polygons and also a moving deluxe cabinet.

On the NAMCO circuit there is also a Dunlop Style Tire-Bridge with NAMCO on it.

- SERIES -

1. Winning Run (1988)
2. Winning Run Suzuka Grand Prix (1989)
3. Winning Run 91 (1991)

- STAFF -

Music composed by: Hiroyuki Kawada (Hiro)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4986&o=2

$end


$info=winrun91,
$bio

Winning Run 91 (c) 1991 Namco.

- TECHNICAL -

Namco System 21 hardware

Main CPU : (3x) 68000 (@ 12.288 Mhz), M6809 (@ 3.072 Mhz), HD63705 (@ 2.048 Mhz)
Sound Chips : C140 (@ 32 Khz), YM2151 (@ 3.57958 Mhz)

Players : 1
Buttons : 4

- TRIVIA -

Released in March 1991 in Japan.

- SERIES -

1. Winning Run (1988)
2. Winning Run Suzuka Grand Prix (1989)
3. Winning Run 91 (1991)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3170&o=2

$end


$info=winrungp,
$bio

Winning Run Suzuka Grand Prix (c) 1989 Namco.

Same game as the 1988 version except now the track is a 'representation' of Japan's Suzuka Circuit.

- TECHNICAL -

Namco System 21 hardware
Game ID : SG

Main CPU : (3x) 68000 (@ 12.288 Mhz), M6809 (@ 3.072 Mhz), HD63705 (@ 2.048 Mhz)
Sound Chips : C140 (@ 21.39 Khz), YM2151 (@ 3.57958 Mhz)

Players: 1
Control: stick
Buttons: 4

- TRIVIA -

Released in December 1989 in Japan.

Soundtrack releases :
Final Lap 2 -G.S.M. Namco 3- [Pony Canyon / Scitron - PCCB-00040 - Sep 21, 1990]

- SERIES -

1. Winning Run (1988)
2. Winning Run Suzuka Grand Prix (1989)
3. Winning Run 91 (1991)

- STAFF -

Composer : Hiroyuki Kawada

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4430&o=2

$end


$info=tvwnshot,
$bio

Winning Shot (c) 1991 TOURVision.

Unlicensed Spanish game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101170&o=2

$end


$pce=winshot,
$bio

Winning Shot (c) 1989 Data East Corp.

Winning shot was probably the first golf game released for the PC-Engine. You can either Practice strokes, Match or Tournament.

Practice stroke is where you can test clubs and get use to the game. No opponents.
Match becomes more interesting, you can play against the computer or against up to 6 players !

In Tournament, as you can guess, must compete in a full Tournement against 11 players.

- TECHNICAL -

HuCARD ID: DE64001
HuCARD Size: 2 MBits

- TRIVIA -

Released on March 03, 1989 in Japan for 5500 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58775&o=2

$end


$msx2_flop=winsolut,
$bio

Winning Solution (c) 1990 Cosmos Computer [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102139&o=2

$end


$info=winspike,winspikej,
$bio

Winning Spike (c) 1997 Konami Company, Limited.

Volleyball game by Konami.

- TECHNICAL -

Konami GX hardware
Game ID : GX705

Main CPU : Motorola 68EC020 (@ 24 Mhz)
Sound CPU : Motorola 68000 (@ 9.2 Mhz)
Sound Chips : (2x) K054539 (@ 48 Khz)

Players : 4
Control : 8-way joystick
Buttons : 3

- STAFF -

Assistant directors: Takepon (Monkey Business), Mommy Ad (Super Lover)
Main programmer: K. Toga (Red Shooter 7.5.5)
Programmer: Cha-Cha-Ki (Shooting Guard)
Motion designers: S. Kihara (Sonic & Throw), T. Nagamatsu (3Digitizer)
Stage designer: Terara Hitomi (Dzungarian Hamster)
Graphic designers: Sho. M (Peace Maker), Y-Sakaue (Retouching), Machuoka (Machine 4.0J), M. Yabe (King of Unlucky), Zig the Crusher (Ducati-User)
Rendering designer: T. Hayashino (Bones)
Sound editor: Sakagon (Precision Man)
Music composer: Name-Kun (Snail Man)
Product designer: M. Uematsu (Tel-Matsu 928)
Manual planning: Hideaki Minoda
Technical engineer: K. Hashima
Technical support: Yoshikazu Yzz
Team manager: Acky 7 (Takarazuka Raid)
Produced by: KCE R

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3171&o=2

$end


$info=sc4winsp,sc4winspa,sc4winspb,sc4winspc,sc4winspd,sc4winspe,sc4winspf,sc4winspg,sc4winsph,sc4winspi,sc4winspj,sc4winspk,sc4winspl,sc4winspm,sc4winspn,sc4winspo,sc4winspp,sc4winspq,sc4winspr,sc4winspd,
$bio

Winning Spin (c) 200? QPS Interactive.

- TECHNICAL -

[Model PR2526]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42854&o=2

$end


$info=pr_wnstk,
$bio

Winning Streak (c) 199? Coin World.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71063&o=2

$end


$info=sc1winst,sc1winsta,sc1winstp,
$bio

Winning Streak (c) 1988 Bell-Fruit Mfg. Company, Limited.

- TECHNICAL -

Model 5417

- TRIVIA -

Winning Streak was released in November 1988 in the UK.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42175&o=2

$end


$info=sc2winst,sc2winstb,sc2winstbp,sc2winstp,sc2winstd,sc2winstdp,sc2winste,sc2winstep,
$bio

Winning Streak (c) 1996 Bell-Fruit Mfg. Company, Limited. [B.F.M.]

- TECHNICAL -

[Model PR6605]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=21283&o=2

$end


$info=sc2winstf,sc2winstfp,sc2winstg,
$bio

Winning Streak (c) 1996 Bell-Fruit Mfg. Company, Limited. [B.F.M.]

- TECHNICAL -

[Model PR6691]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61729&o=2

$end


$info=smih0807,smih0808,smih0809,smih0810,smih0811,smih0812,smih0813,
$bio

Winning Times (c) 2008 Bally Gaming, Incorporated.

- TECHNICAL -

[Bally Signature Series]
Artform: DD8-5005

Software Part Number: ASGWTMS117UI-00

Game Kit #147666 ALPHA S9000
Game Kit #147660 ALPHA Elite S9E
Game Kit #147669 CineReels

- UPDATES -

SMI #H0807
Min/Max %: 85.20%/85.26%
Odds to JP (Max Bet played): 720,000

SMI #H0808
Min/Max %: 88.09%/88.19%
Odds to JP (Max Bet played): 435,000

SMI #H0809
Min/Max %: 90.25%/90.34%
Odds to JP (Max Bet played): 435,000

SMI #H0810
Min/Max %: 91.78%/91.88%
Odds to JP (Max Bet played): 435,000

SMI #H0811
Min/Max %: 93.90%/93.99%
Odds to JP (Max Bet played): 435,000

SMI #H0812
Min/Max %: 95.85%/95.94%
Odds to JP (Max Bet played): 435,000

SMI #H0813
Min/Max %: 97.10%/97.19%
Odds to JP (Max Bet played): 435,000

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46177&o=2

$end


$info=smih0227,smih0228,smih0229,smih0230,smih0231,
$bio

Winning Times [Progressive] (c) 200? Bally Gaming, Incorporated.

- UPDATES -

H0227
H0228
H0229
H0230
H0231

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46249&o=2

$end


$info=m5winway,
$bio

Winning Ways (c) 2003 Vivid.

- TECHNICAL -

Cabinet Dimensions (HxWxD) :
203cm x 74cm x 61cm

- TRIVIA -

Released the 21th April 2003.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15649&o=2

$end


$info=j80wsprt,j80wsprt2,j80wsprt3,
$bio

Winsprint (c) 198? JPM International.

- TECHNICAL -

System 80

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41167&o=2

$end


$info=m3winstr,
$bio

Winstrike (c) 198? BWB.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41218&o=2

$end


$info=m3winstra,
$bio

Winstrike (c) 198? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41219&o=2

$end


$amigaocs_flop=wintcamp,
$bio

Winter Camp (c) 1993 Black Legend

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75547&o=2

$end


$megadriv=wintchal,wintchalp,wintchal1,
$bio

Winter Challenge (c) 1992 Ballistic

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57044&o=2

$end


$msx1_cass=wintevnt,wintevnta,
$bio

Winter Events (c) 1987 Anco

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95119&o=2

$end


$ibm5150,ibm5150_cass=wingames,
$bio

Winter Games (c) 1986 Epyx Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83736&o=2

$end


$msx1_cass=wingames,wingamesa,
$bio

Winter Games (c) 1986 US Gold, Ltd. [Birmingham, UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95120&o=2

$end


$cpc_cass=wingames,
$bio

Winter Games (c) 1986 Epyx Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100090&o=2

$end


$cpc_cass=wingamescl,
$bio

Winter Games (c) 1986 Compulogical [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100091&o=2

$end


$apple2gs=wingames,
$bio

Winter Games (c) 1987 Epyx.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49755&o=2

$end


$nes=wingamesa,wingames,
$bio

Winter Games (c) 1987 Acclaim Entertainment, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55816&o=2

$end


$pc8801_flop=wingames,
$bio

Winter Games (c) 1987 Pony Canyon, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93244&o=2

$end


$a2600=wingames,wingamese,
$bio

Winter Games (c) 1987 Epyx, Incorporated.

WINTER GAMES is a series of seven exciting competitive events. Up to eight players can enter this international contest, each choosing a country for which to compete (no two players can choose the same nation to represent).

The object is to see your country come out on top. You'll compete in pure speed events like skating and in speed-and-control events like slalom, biathlon, bobsled and luge. You'll test your skill against competitors in distance and style events like ski jumping and hot dog skiing. You'll win by scoring the fastest time or by earning the most points. And the nation that wins the most events takes home the gold medal!

SLALOM
In SLALOM, the object is to make the best time down the course while skiing through the gates (marked by a pair of flags). The FIRE BUTTON sets your skier on his way. You control his motion by moving the joystick left or right. Turning will help you to slow down. There's a three-second penalty each time you miss one of the 36 gates on the course and a warning sound lets you know you missed. Avoid hitting any object or person on your way down the slope because they will slow you down considerably! Penalty seconds are added to your time when you complete the run.

BOBSLED
In the two-man bobsled event, the object is to finish in record time. Press the FIRE BUTTON to start. Try to complete the winding course as quickly as you can -- keeping the sled under control on the banked turns. Push the joystick left or right to control the bobsled's direction. Steer into the turns (try to stay off the walls or you'll lose speed and control of the sled). And remember there aren't any brakes on your sled! To speed up the sled, 'bob' the joystick up and down in rhythm, keeping in mind that high speed makes banking on the turns a real challenge. You can monitor sled speed by the speed indicator at the bottom of the screen (the wider the bar, the faster you are going). Each team is allowed three tries to finish this event. Good Luck!

SKI JUMP
This challenging distance event demands your fullest concentration. When you see your jumper at the gate, press the FIRE BUTTON and he'll begin his run down the slope. When he passes the yellow flag near the bottom of the take-off run, press the FIRE BUTTON to launch him. The longer you wait to press the FIRE BUTTON the farther you will go, but be careful not to press it too late!

A split-screen will show your jumper's position and the hill below. You'll get the most distance by maintaining a stable diagonal position throughout the 'flight'. During flight: move the joystick forward to raise his ski tips, back to drop them. Push the joystick left and right to maintain your jumper's body position. Maintain control of both jumper and his skis to extend his flight -- and to land him safely. Each jumper has three attempts to out-distance his opponents. Distance jumped will appear on the screen when he's landed safely.

BIATHLON
This combination skiing-and-shooting event begins with cross-country skiing down a hill. Press the FIRE BUTTON to start and move the joystick left and right in rhythm. Keep pace with the red heart at the bottom of the screen for fastest skiing. When you finish the skiing course, a shooting range replaces the ski slope. There are five targets in each set. Cock your rifle by moving the joystick down, then up. Sight your target and press the FIRE BUTTON to shoot. Remember you're participating in an event where time is important so shoot quickly, but carefully (there is a 5-second penalty for each target missed).

When you are finished on the rifle range, the skiing screen returns and you must ski back up the course. At the top of the course you'll shoot again at the rifle range. Ski downhill again and return for a final try at the rifle range. Ski to the rifle range and shoot each target (three sets of five targets for a total of 15 targets) as quickly as possible. The competitor with the fewest number of misses wins the event.

SPEED SKATING
In this event, the first skater to reach the finish line will earn the best score. At the start you will have the READY/SET/GO sequence. Move the joystick left and right in rhythm to gain speed. Your time will be displayed in the center of the screen on the time indicators.

Notes:
SKATING has a computer opponent when played alone. The left joystick controls the top player and the right joystick controls the bottom player.

HOT DOG
In this ski acrobatics event, jumpers compete one at a time. The aim is to pile up points by performing as many tricks as possible in the time allotted. Press the FIRE BUTTON to start down the slope. Unlike the SKI JUMP event, you don't need to press the FIRE BUTTON again to jump. Choose your jumper's tricks by moving the joystick in one of the four possible directions: forward for a "daffy"; right for a forward flip; back for a 'swan'; left for a backward flip. Press the FIRE BUTTON to turn your jumper around but remember to press the FIRE BUTTON again before landing. Each trick has its own point score, based on the degree of difficulty, and the points accumulate as each trick is successfully performed. You also earn points, and a greater cumulative score, for each flip or turn (backward or forward) you perform while in flight.

Your jumper must land facing forward, right side up -- or he crashes and faults. After landing, you may press the FIRE BUTTON upon passing the yellow flag -- and get 1.0 for a standing daffy (but you might not want to take the risk!). Each jumper has three tries to earn the best score.

LUGE
LUGE is similar to the BOBSLED event. The central difference in this speed event is that you won't have a partner to help you steer your sled down the chute. One man takes the luge down a special luge chute designed for speed. Zip along the track, braking as you go by pressing the FIRE BUTTON. (The 'bobbing' option doesn't exist in luge.) Use the same left-right motions on the joystick as in the bobsled event to choose the direction of your turn. You will have three tries to make it quickly, and safely down the chute.

- TECHNICAL -

Model 08919R

- STAFF -

Programmer: Peter Engelbrite

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51198&o=2

$end


$a7800=wingames
$bio

Winter Games [Model CX7831] (c) 1987 Atari Corp. [Sunnyvale, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50193&o=2

$end


$famicom_flop=wingames,
$bio

Winter Games [Model PNF-WIN] (c) 1987 Pony Canyon, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65492&o=2

$end


$gameboy=wintgold,
$bio

Winter Gold [Model DMG-YC-EUR] (c) 1994 US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67383&o=2

$end


$snes=wintgold,
$bio

Winter Gold [Model SNSP-AXSP-EUR] (c) 1996 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64022&o=2

$end


$saturn,sat_cart=winterhtu,
$bio

Winter Heat (c) 1997 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60210&o=2

$end


$saturn,sat_cart=winterhtj,winterhtjb,winterhtja,
$bio

Winter Heat (c) 1998 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59916&o=2

$end


$saturn,sat_cart=winterht,winterhtd,
$bio

Winter Heat (c) 1998 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60470&o=2

$end


$info=winterht,
$bio

Winter Heat - Sega Sports (c) 1997 Sega.

- TECHNICAL -

Runs on the "ST-V [Sega Titan Video Game System]" hardware.
Cartridge ID: 610-0373-40

Players : 2
Control : 8-way joystick
Buttons : 6

- TRIVIA -

Winter Heat was released in October 1997.

- STAFF -

Chief Programmer : Yasuhiro Sugahara
Programmer : Souichi Akiyama, Shinichi Suzuki, Shinichi Satoh, Takatoshi Katahata, Tomoki Mitsui, Hiromichi Kaneko, Akira Mutoh
Chief Graphic Designer : Masanori Oe
Graphic Designer: Hitomi Hashimoto, Yoshinari Kaiho, Koji Tomura, Shintaro Tamai, Yoshitane, Sakamoto, Yasushi Kameda, Miyuki Uetsuke, Kumiko Oka
Music & Sound Effects : Hiroaki Yoshida
Cast & Narration : Marc Sandford, Abbass Hussain, Alexander O. Smith, Rica Terajima, Kumiko Shimura, Robert Belgrade, Michael Naishtut
Director : Yasushi Watanabe, Katsumoto Tatsukawa
Producer : Mie Kumagai, Junichi Tsuchiya
General Manager : Hisao Oguchi

- PORTS -

* Consoles :
Sega Saturn (1997)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3173&o=2

$end


$bbca_cass,bbcb_cass=wolympia,
$bio

Winter Olympiad 88 (c) 1988 Tynesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52658&o=2

$end


$amigaocs_flop=wolympd,
$bio

Winter Olympiad 88 (c) 1988 Tynesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75548&o=2

$end


$megadriv=wintolu,
$bio

Winter Olympic Games (c) 1993 US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57530&o=2

$end


$snes=wintolu,
$bio

Winter Olympic Games - Lillehammer '94 [Model SNS-W4-USA] (c) 1994 US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64024&o=2

$end


$snes=wintol,
$bio

Winter Olympic Games - Lillehammer '94 [Model SNSP-W4-EUR] (c) 1994 US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64023&o=2

$end


$bbca_cass,bbcb_cass=wolympic,
$bio

Winter Olympics (c) 1986 Tynesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52659&o=2

$end


$msx1_cass=wintol,
$bio

Winter Olympics (c) 1986 Tynesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95121&o=2

$end


$cpc_cass=winterol,
$bio

Winter Olympics (c) 1986 Tynesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100095&o=2

$end


$megadriv=wintol,
$bio

Winter Olympics (c) 1994 US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57045&o=2

$end


$megadriv=wintolj,
$bio

Winter Olympics (c) 1994 Sega Enterprises, Limited.

- TRIVIA -

Released on February 11, 1994 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57046&o=2

$end


$amigaocs_flop=wintol,
$bio

Winter Olympics (c) 1994 US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75549&o=2

$end


$sms=wintol,wintolb,
$bio

Winter Olympics - Lillehammer '94 (c) 1993 US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56277&o=2

$end


$gamegear=wintolj,
$bio

Winter Olympics - Lillehammer '94 [Model G-3342] (c) 1994 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64998&o=2

$end


$gamegear=wintol,
$bio

Winter Olympics - Lillehammer '94 [Model T-79088] (c) 1993 US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64997&o=2

$end


$info=wsports,
$bio

Winter Sports (c) 1978 Zaccaria.

- SCORING -

Playfield layout described from the flippers, and going around the playfield clockwise.
* Flippers: There are two. Normal configuration, normal placement. Set somewhat wider than 'normal'.
* Left Slignshot: A normal slignshot. Scores 10 points.
* Left Inlane: Inlane between the outlane and the slingshot. Ordinarily it will feed to the left flipper, but there is a gap between the vertical ball guide and the wire ball guide that can allow the ball to exit to the outlane. Scores 500 points.
* Left Outlane: An outlane, but with a small "hat" rubber post in it that allows the player to attempt to bounce a draining ball back in to play via the gap between the ball guide and the wire ball guide, returning the ball to the left flipper. Can be lit for Special (Extra Ball/50,000 Points). Scores 10,000 points.
* Stand Up Targets Bank: A bank of five standup targets, with lamps to keep track of which targets have been hit. Scores 100, 1000 (10X), and 10,000 (100X) points. Advance to the next level by completing the entire bank. Lights one target randomly for Special award (Superbonus/Replay/Extra Ball/50,000 Points) after being completed three times.
* Left Loop Lane: A short semi-U-turn lane that feeds the ball across the playfield, generally in to the pop bumpers. Scores 2000 points and lights Double Bonus.
* Left Rollover Lane: A rollover lane exit from the top arch area. Scores 500 points and advances the End of Ball Bonus. If lit, lights the left outlane.
* Standup Target (Left): A square standup target, located between the Left Rollover Lane and the Ball Saucer. Scores 100 points.
* Ball Saucer: The centre exit from the top arch area. Scores 5000 points and advances the value of the Spinner.
* Standup Target (Right): A square standup target, located between the Ball Saucer and the Right Rollover Lane. Scores 100 points.
* Right Rollover Lane: A rollover lane exit from the top arch area. Scores 500 points and advances the End of Ball Bonus. If lit, lights the right outlane.
* Pop Bumpers: Two pop bumpers. Scores 100, or 1000 points when lit.
* Spinner: Scores 10, 100, or 1000 points. Advanced by the Ball Saucer.
* Right Loop Lane: A short semi-U-turn lane that feeds the ball in the pop bumpers, or to the upper right flipper. Scores 1000 points and advances End of Ball Bonus.
* Drop Target: A large drop target. When hit, flashes (lights) the pop bumpers. It does not reset. Scores 10,000 points.
* Upper Right Flipper: Mounted about half way up the playfield, and arranged so that it shoots the ball across the playfield to the Standup Targets. Fed by balls coming down the Right Loop Lane.
* Right Outlane: An outlane, but with a small "hat" rubber post in it that allows the player to attempt to bounce a draining ball back in to play via the gap between the ball guide and the wire ball guide, returning the ball to the right flipper. Can be lit for Special (Extra Ball/50,000 Points). Scores 10,000 points.
* Right Inlane: Inlane between the outlane and the slingshot. Ordinarily it will feed to the right flipper, but there is a gap between the vertical ball guide and the wire ball guide that can allow the ball to exit to the outlane. Scores 500 points.
* Right Slingshot: A normal slignshot. Scores 10 points.
* Plunger: A normal manual ball plunger and lane.

* End-of-Ball Bonus: The bonus scored at the end of the ball can range from 1000 points to 15,000 points, multiplied by the Bonus Multiplier. On the last ball, the game will randomly choose a 1X or 10X bonus multiplier to apply to the bonus, in addition to the regular Bonus Multiplier.

- TIPS AND TRICKS -

* This is a fairly simple game. Hit targets, score points. The standup targets on the side are the main focus of the game, since they can be lit for a Special (Replay). Lighting the outlanes for a possible Extra Ball is difficult to do deliberately, but obviously helpful. Saving the ball and keeping it in play on this game requires good nudging skills. The Ball Saucer is aimed, with a good strong kick, between the pop bumpers, through the spinner, and straight down the middle between the flippers. A hard nudge as the ball goes through the spinner will divert it and keep it in play. Also, nudging the ball back in to play from the outlane is often possible, by design, and can even score an Extra Ball without losing the ball.

*Tilt: Tilting the game during normal gameplay results in a loss of the current ball with no End-of-Ball bonus.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=6097&o=2

$end


$gba=wintersp,
$bio

Winter Sports [Model AGB-BWYP] (c) 2006 East Ent. Media GmbH [Germany]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76296&o=2

$end


$cpc_cass=winsport,
$bio

Winter Sports [Model UQK 602] (c) 1985 Electric Dreams Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100096&o=2

$end


$bbca_cass,bbcb_cass=winterwo,
$bio

Winter Wonderland (c) 19?? Incentive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52660&o=2

$end


$cpc_cass=wintwlnd,
$bio

Winter Wonderland [Model A21] (c) 1987 Incentive Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100097&o=2

$end


$msx1_cass=winthawk,winthawka,
$bio

Winterhawk (c) 1988 Eurosoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95122&o=2

$end


$vc4000=wintersp,
$bio

Wintersport (c) 1978 Interton Electronic.

- TECHNICAL -

[Cassette No. 10]

- TRIVIA -

Also called Winter Sports outside Germany, and Sports d'Hiver in France.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49225&o=2

$end


$megadriv=winx3d,
$bio

Winx 3D Volshebnoe Priklyuchenie (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57047&o=2

$end


$gba=winxcodxu,
$bio

WinX Club - Quest for the Codex [Model AGB-BWVE-USA] (c) 2006 Konami Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76287&o=2

$end


$gba=winxcodx,
$bio

WinX Club - Quest for the Codex [Model AGB-BWVP] (c) 2006 Konami Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76286&o=2

$end


$gba=winxclubu,
$bio

WinX Club [Model AGB-BWIE-USA] (c) 2005 Konami Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76285&o=2

$end


$gba=winxclub,
$bio

WinX Club [Model AGB-BWIP] (c) 2006 Konami Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76284&o=2

$end


$amigaocs_flop=winzera,
$bio

Winzer (c) 1991 Starbyte

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75550&o=2

$end


$amigaocs_flop=winzer,
$bio

Winzer [World of Business] (c) 1991 Starbyte

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75551&o=2

$end


$info=wipeormt,
$bio

Wipe Out (c) 1973 Ramtek Corporation.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=24790&o=2

$end


$amigaocs_flop=wipeout,
$bio

Wipe Out (c) 1990 Gonzo Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75552&o=2

$end


$info=wipeout,
$bio

Wipe Out (c) 1993 Premier Technology Co.

- TECHNICAL -

Gottlieb System 3
Model Number : 738

- TRIVIA -

2,150 units were produced.

- STAFF -

Designer : Ray Tanzer
Artworks : David Moore, Constantino Mitchell

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5626&o=2

$end


$saturn,sat_cart=wipeoutj,
$bio

WipEout (c) 1996 Soft Bank

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59917&o=2

$end


$saturn,sat_cart=wipeoutu,
$bio

WipEout (c) 1996 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60211&o=2

$end


$saturn,sat_cart=wipeout,
$bio

WipEout (c) 1996 Psygnosis

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60471&o=2

$end


$info=ep_wipeo,ep_wipeoa,ep_wipeob,ep_wipeoc,ep_wipeoe,
$bio

Wipeout (c) 199? Maygay.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40917&o=2

$end


$saturn,sat_cart=wipe2097,
$bio

WipEout 2097 (c) 1998 Psygnosis

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60472&o=2

$end


$n64=wipeout,wipeoutu,
$bio

Wipeout 64 (c) 1998 Midway Home Entertainment

- TECHNICAL -

Game ID: NUS-NWPE-USA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58083&o=2

$end


$saturn,sat_cart=wipexl,
$bio

WipEout XL (c) 1998 Soft Bank

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59918&o=2

$end


$info=wiping,
$bio

Wiping (c) 1982 Nichibutsu [Nihon Bussan Company, Limited.].

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : Custom (@ 3.072 Mhz)

Players : 2
Control : 4-way joystick
Buttons : 1

- TRIVIA -

Wiping was released in September 1982.

This game was updated one year later as "Rug Rats" (see this entry for difference).

- SCORING -

Clearing a square of floor : 10 points.
Baddon : 400 points.
Bilbola : 500 points.
Bigimba : 600 points.
Frozen Baddon : 800 points.
Frozen Bilbola : 1,000 points.
Frozen Bigimba : 1,200 points.
Killing 1 Monster With Carpet : 1,500 points.
Killing 2 Monsters With Carpet : 3,000 points.
Killing 3 Monsters With Carpet : 6,000 points.
Killing 4 Monsters With Carpet : 10,000 points.
Last Monster : 3,000 points.
Bottle : 1,000 points.
Bag : 1,000 points.
Telephone : 1,000 points.
Clock : 1,000 points.
Teapot : 1,000 points.
Pipe : 1,000 points.
Crown : 5,000 points.

- TIPS AND TRICKS -

* Try to group the monsters together, and lure as many as possible at once behind you on to a carpet for big points (10,000 for 4 monsters).

* Remember the positions of the four bonus items when the level starts, as collecting all the items will stun all existing monsters - and killing all the monsters when stunned is worth a lot of points.

* At the early parts of each level, concentrate on killing the monsters singly, clearing a path into their territory and waiting around a corner to stun them.

* When the monsters start homing in on you, move to a large safe area away from them and then make your way to a carpet, waiting for as many monsters as you can.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3174&o=2

$end


$x68k_flop=wips2,
$bio

Wips II (c) 1989 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88750&o=2

$end


$segacd=wirehead,
$bio

Wirehead [Model 4437] (c) 1995 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60843&o=2

$end


$nes=wisdmboy,
$bio

Wisdom Boy (c) 19?? Gamtec [Taiwan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77016&o=2

$end


$info=wiseguy,
$bio

Wise Guy (c) 1990 Dooyong.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 8 Mhz)
Sound Chips : YM2203 (@ 1.5 Mhz)

Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 512

Players : 2
Control : 4-way joystick
Buttons : 2

- TRIVIA -

This game is also known as "Yam! Yam!?".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3175&o=2

$end


$info=gl_wywh,gl_wywh24,gl_wywh24p,gl_wywhp,
$bio

Wish You Were Here Club (c) 199? Global Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42321&o=2

$end


$amigaocs_flop=wishbrin,
$bio

Wishbringer (c) 1986 Infocom

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75553&o=2

$end


$info=wits,
$bio

Wit's (c) 1989 Visco Corp.

A game with play much like "Tron"'s Light Cycles game, but with the ability to jump and speed burst.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 8 Mhz)
Sound Chips : X1-010 (@ 16 Mhz)

Players : 4
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Developed by Athena Corp.

Wit's was released in October 1989.

- STAFF -

Producer : Sakae Nakamura
Game director : Crazy Tom
Game designers : Crazy Tom, Hironobu Tamai
Composer : Shotaro Sasaki
Manupilater : Kouichi Ishibashi
Programmer : Tom_boy
Character designers : Hironobu Tamai, Yuka Kamosaki, Sayaka Hozumi
Sound mixers : Enjoy Sasaki, Tarako Ishibashi
Hardware service : Drunkard Nonaka
Monitor : Sayuri Murakami, Zensack Yamamura

- PORTS -

* Consoles :
Nintendo Famicom (1990)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3176&o=2

$end


$nes=wits,
$bio

Wit's (c) 1990 Athena Co. Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54812&o=2

$end


$info=witchb,
$bio

Witch (c) 1992 Excellent System, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48303&o=2

$end


$info=witch,witchs,
$bio

Witch (c) 1992 Sega.

- TECHNICAL -

Main CPU : (2x) Zilog Z80
Sound Chips : ES8712, (2x) Yamaha YM2203

Players : 1
Buttons : 6

- TRIVIA -

Developed by Vic Tokai.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4549&o=2

$end


$info=witchcrd,witchcda,witchcdb,witchcdc,witchjol,witchcdf,witchcdg,witchcde,
$bio

Witch Card (c) 1985 Unknown.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=28403&o=2

$end


$info=witchcdi,witchcdd,witchcdh,
$bio

Witch Card (c) 1994 Proma.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40064&o=2

$end


$info=witchgme,witchcdk,
$bio

Witch Game (c) 1991 Video Klein.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=36335&o=2

$end


$info=wtchjack,wtchjacka,wtchjackb,wtchjackc,wtchjackd,wtchjacke,wtchjackf,wtchjackg,wtchjackh,wtchjacki,wtchjackj,
$bio

Witch Jack (c) 1995 Video Klein.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46711&o=2

$end


$info=witchryl,
$bio

Witch Royal (c) 199? Video Klein.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=39673&o=2

$end


$info=wstrike,wstrikea,
$bio

Witch Strike (c) 1992 Video Klein.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46710&o=2

$end


$info=wupndown,wupndowna,wupndownb,wupndownc,wupndownd,
$bio

Witch Up & Down (c) 1998 Video Klein.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=46712&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=witchway,
$bio

Witch Way (c) 1983 Commercial Data Systems

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87002&o=2

$end


$pc8801_flop=witchbrn,
$bio

Witch's Brains (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93245&o=2

$end


$saturn,sat_cart=withyou,
$bio

With You - Mitsumete Itai (c) 1999 Nec InterChannel, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59919&o=2

$end


$wscolor=withyou,
$bio

With You - Mitsumete Itai [Model SWJ-SHLC01] (c) 2001 Cocktail Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86500&o=2

$end


$svision=wittycat,
$bio

Witty Cat (c) 199? Bon Treasure

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95484&o=2

$end


$info=wivernwg,
$bio

Wivern Wings (c) 2001 SemiCom.

A vertical shoot'em up with 4 selectable airplanes. 3 years later after Arizona impact, other enemy appears to the Human species faced to a environmental crisis. Owing to the appearance of the unknown enemy, the Human being in faced to the existent crisis...

- TECHNICAL -

Main CPU : E1-32XT, I8052

Palette colors : 32768

Control : 8-way joystick
Buttons : 3
=> [A] Basic Shot, [B] Defense, [C] Special Bomb

- TRIVIA -

Released in February 2002 in Japan (even if titlescreen says 2001).

This game was also released as "Wyvern Wings" by Game Vision.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4011&o=2

$end


$info=wiz,
$bio

Wiz (c) 1985 Seibu Kaihatsu.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound CPU : Zilog Z80 (@ 1.78975 Mhz)
Sound Chips : (3x) General Instrument AY8910 (@ 1.536 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in April 1985 in Japan.

Also released by Taito under the same name.

- PORTS -

* Computers :
MSX

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3177&o=2

$end


$info=wizt,wizta,
$bio

Wiz (c) 1985 Taito Corp.

- TRIVIA -

Released in April 1985 in Japan.

Licensed to Taito Corp. by Seibu Kaihatsu. For more information about the game itself, please see the original Seibu entry.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43984&o=2

$end


$amigaocs_flop=wiznliz,
$bio

Wiz 'n' Liz (c) 1993 Psygnosis, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75554&o=2

$end


$info=wizwarz,
$bio

Wiz Wars (c) 1984 Mylstar Electronics.

To play Wiz Warz :
Use MOVE KNOB to move the wizard around the wall.
Use FIRE JOYSTICK to hurl wizard's energy bolts.
ELECTRIFY WALLS will destroy all enemies on the wall.
SHOOT TREASURES for points before devils get them.
Hitting STORM CLOUDS will prove to be very unpleasant.

- TECHNICAL -

Main CPU : I8086
Sound CPU : (2x) M6502
Sound Chips : (2x) DAC, (2x) AY8910, SP0250

Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 61.00 Hz
Palette colors : 16

Players : 1
Control : Dial
Buttons : 1

Test Mode operations available :
1 Monitor Adjustment
2 Memory Test
3 Sound Test
4 Bookkeeping
5 Dip Switches
6 Switch Test

- TRIVIA -

This game was playable & near completion before getting canned. Only 1 machine was known to exist.

Default highscore (Wiz Warz Hall of Honor) :
1) DAN 10000
2) LEE 9000
3) DUN 8000
4) DIS 7000
5) LUV 6000
6) AL 5000
7) BA 4000
8) DRI 3000
9) NKC 2000
10) OKE 1000
11) TAK 900
12) E A 800
13) WIZ 700
14) TDA 600
15) TSM 500
16) RAD 400
17) ADE 300
18) RFY 200
19) BDE 100
20) NGI 90
21) SED 80

Your enemies in the game are officially called :
* Mauler
* Cumulo Nimbus
* Blu Ogre
* Dwarf Dudes
* Lizzymen
* Schizo Serpents
* Cy Clone
* Bro' Viper
* Evil Wiz
* All Seeing Eye

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3462&o=2

$end


$megadriv=wiznlizu,
$bio

Wiz'n'Liz (c) 1993 Psygnosis

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57531&o=2

$end


$megadriv=wiznliz,
$bio

Wiz'n'Liz - The Frantic Wabbit Wescue (c) 1993 Psygnosis

- TRIVIA -

Reviews:
[FR] November 1993 - Consoles + N.25: 89%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57048&o=2

$end


$info=wizatron,
$bio

Wiz-a-Tron (c) 1977 Texas Instruments.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100616&o=2

$end


$cpc_cass=wizbiz,
$bio

Wiz-Biz [Model AS040] (c) 1987 Alternative Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100098&o=2

$end


$bbca_cass,bbcb_cass=wizadore,
$bio

Wizadore (c) 1985 Imagine

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52661&o=2

$end


$snes=wizap,wizapp,
$bio

Wizap! Ankoku no Ou [Model SHVC-WQ] (c) 1994 ASCII Ent. Software, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62614&o=2

$end


$a2600=wizard,wizard1,
$bio

Wizard (c) 1980 Atari, Incorporated.

- TRIVIA -

Unreleased prototype.

- STAFF -

Programmer: Chris Crawford

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51199&o=2

$end


$pc8801_flop=wizard,
$bio

Wizard (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93246&o=2

$end


$info=wizard,
$bio

Wizard (c) 2001 Unknown.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=26055&o=2

$end


$pc8801_flop=wizard88,
$bio

Wizard 88 (c) 1987 WestSide Softhouse [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93247&o=2

$end


$pc8801_flop=wizprinc,wizprincb,wizprinca,
$bio

Wizard and The Princess (c) 1983 Starcraft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93248&o=2

$end


$fm7_disk=wizprinc,
$bio

Wizard and The Princess (c) 1983 Starcraft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93673&o=2

$end


$info=wizdfire,wizdfireu,
$bio

Wizard Fire (c) 1992 Data East USA, Inc.

Export release. For more information about the game itself, please see the original Japanese version entry; "Dark Seal II".

- TECHNICAL -

PCB # 520-0144-00

- TRIVIA -

Wizard Fire was released in May 1992 in US.

- SERIES -

1. Gate of Doom (1990)
2. Wizard Fire (1992)

- PORTS -

* Consoles: 
Nintendo Wii [US] (February 19, 2010) "Data East Arcade Classics [Model RVL-P-R26E]" 
Zeebo [MX] [BR] (April 15, 2010)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3178&o=2

$end


$coleco=wizmath,
$bio

Wizard of Id's Wizmath (c) 1984 Sierra On-Line, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53397&o=2

$end


$info=j6wizard,j6wizarda,j6wizardb,j6wizardc,j6wizardd,j6wizarde,
$bio

Wizard of Odds (c) 200? JPM International.

- TECHNICAL -

Impact

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32258&o=2

$end


$megadriv=immortalj,
$bio

Wizard of the Immortal (c) 1993 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57049&o=2

$end


$a800=wow,
$bio

Wizard of Wor (c) 1983 Roklan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86757&o=2

$end


$a5200=wow,
$bio

Wizard of Wor (c) 1983 CBS, Incorporated.

The object of WIZARD OF WOR is to accumulate points by destroying the Worlings you encounter as you pass through numerous dungeon mazes. Bonus points are allotted for successfully battling the Worluck and the Wizard himself. In the two-player version you can work with or compete against another Worrior commander.

- TECHNICAL -

Model 4L 2713

- SCORING -

BURWORS: 100 points
GARWORS: 200 points
THORWORS: 500 points
WORLUK:  1000 points plus double score in next dungeon
WIZARD OF WOR: 2500 points plus double score  in next dungeon
WORRIORS: 1000 points (Two-player version)

- TIPS AND TRICKS -

* In the early dungeons, Worlings will remain slow for a longer period of time than in later dungeons. Therefore, it is to your advantage to get your Worrior into the dungeons as fast as possible and blast away Worling after Worling before they speed up.

* Learn to use your radar scanner and rely on it to locate invisible Worlings and track their movements.

* Don't shoot without having a plan to hit something. Otherwise, you may not be able to shoot when you have to.

- STAFF -

Programmer: Joe Hellesen

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50107&o=2

$end


$a2600=wow,wowe,
$bio

Wizard of Wor (c) 1982 Gabriel Ind.

A special home version of the Bally/Midway arcade game.

The object of WIZARD OF WOR is to accumulate points by destroying the Worlings you encounter as you pass through numerous dungeon mazes.  In the two-player version you can work with or compete against another Worrior commander.

- TECHNICAL -

Model 80000

- SCORING -

Blue Burwors: 100 points.
Yellow Garwors: 200 points.
Red Thorwors: 500 points.
Worluk: 1000 points plus double score in the next dungeon.
Wizard of Wor: 2500 points.
Worriors (2-player version): 1000 points.

- TIPS AND TRICKS -

* Pick a safe moment and put your Worrior into play as soon as possible. Otherwise, after 20 seconds he'll be ejected into the dungeon which may leave him in a bad position.

* Learn to use your radar scanner and rely on it to locate invisible Worlings and track their movements.

* Don't shoot without having a plan to hit something.  Otherwise, you may not be able to shoot when you have to.

- STAFF -

Programmers: Joe Hellesen, Joe Wagner

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51200&o=2

$end


$c64_cart,c64_flop=wowmv,wow,wowa,
$bio

Wizard of Wor (c) 1984 Commodore

- TECHNICAL -

C-64615

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53764&o=2

$end


$info=wow,wowg,
$bio

Wizard of Wor (c) 1980 Midway.

Welcome to WIZARD OF WOR! In this magical game, you are a worrior descending into deep dungeon mazes, battling invisible monsters, cacodemons, and maybe even the Wizard of Wor himself! Be of good cheer, worrior, for herein lie many of the secrets of the Wizard. 

Wizard of Wor is a game for 1 or 2 players. When the 2-player mode is selected, both players control their worriors at the same time. Teamwork in the 2-player mode is very important (but not necessary to play). 

The object of Wizard of Wor is to descend as far into the dungeons of Wor as possible, killing monsters, beating the Wizard, and earning as high a score as you can. The game ends when all the players' worriors have been destroyed. 

At the start of the game, you are placed in dungeon one. It contains six blue Burwors. Using the joystick and fire button, maneuver your worrior around the maze and shoot them. As you shoot the last Burwor, a yellow Garwor will come out. Garwors and red Thorwors will turn invisible. The radar will show the positions of the invisible monsters. Invisible Garwors and Thorwors will become visible when they enter the same corridor that a worrior is in. As time goes by, the monsters speed up. The longer it takes before you shoot them, the faster they go. When you have destroyed the Thorwor, the first dungeon ends. 

In the 2nd dungeon, a different maze is randomly selected. Once again, six Burwors are placed here. More Garwors and Thorwors will appear this time, however. When the last Thorwor has been shot, Worluk will come out and try to escape out one of the side doors. If you shoot him before he escapes, all point values will be doubled in the next dungeon. After Worluk has been shot or has escaped, the Wizard of Wor may then appear. He teleports closer and closer, continuously firing lightning bolts. He continues to do so until either one worrior has been destroyed, or the Wizard has been shot. 

After dungeon 3 or 4, a bonus player is awarded (option switch selectable). You must then face the Arena. This is the toughest of the lower level dungeons. The Worlord dungeons begin at dungeon eight. They are very difficult to survive. At dungeon thirteen, another bonus player is awarded, and you must try to win your way through The Pit. The ultimate goal of Wizard of Wor is to survive The Pit without losing any worriors. 

In a 1-player game, the other worrior (blue) is your friend. He will not shoot you unless you come between him and a monster, then he will try to shoot the monster, and you could be hit by his shot. 
In a 2-player game, both players play at the same time. They do not take turns. The two players may elect to shoot each other. But, if you wish to survive for long, you must use teamwork! 

And now worrior, go forth and do battle with the Wizard of Wor!

- TECHNICAL -

Wizard of Wor arcade units came in a white dedicated cabinet with sticker sideart of a menacing looking wizard. Cabaret and cocktail versions were also common (The cabaret models had wood grain paneling with no sideart, while the cocktail versions had the monitor mounted sideways for some reason).

Main CPU : Zilog Z80 (@ 1.789773 Mhz)
Sound Chips : (2x) Astrocade (@ 1.789773 Mhz), Votrax SC-01

Screen orientation : Horizontal
Video resolution : 320 x 204 pixels
Screen refresh : 60.00 Hz
Palette colors : 256

Players : 2
Control : 4-way joystick (that had 2 positions for each directions)
Buttons : 1 (FIRE)

- TRIVIA -

This game featured some early speech synthesis that was done in a similar manner to that in "Gorf" (Gorf and Wizard of Wor ran on nearly identical hardware). Here is a list of the phrases the Wizard says throughout the game :

Insert coin and game over mode :
1) Hey! Insert Coin!
2) Find me ...The Wizard of Wor.
3) I'm out of spite, ha ha ha ha!

Get ready or coin acceptance mode :
1) Get ready, worrior.
2) You better hope you don't find me, the Wizard of Wor.
3) Another coin for my treasure chest.
4) Ah good! My pets were getting hungry. Ha ha ha ha!
5) My worlings are very very hungry. Ha ha ha ha!
6) Welcome to my world of Wor.
7) So you've come to score in the world of Wor. Ha ha ha ha!
8) You're off to see the Wizard, the magical Wizard of Wor.

Dungeon start-ups :
1) Kill Worluk for double score.
2) You are in the dungeons of Wor.
3) I am the Wizard of Wor.
4) One bite from my pretties, and you'll explode, ha ha ha ha!
5) Worluk will escape through the door.
6) Watch the radar, worrior.
7) Thorwor is red, mean, and hungry for space food.
8) Remember, I'm the wizard, not you.
9) If you can't beat the rest, then you'll never get the best! Ha ha ha ha!
10) You'll never leave Wor alive! Ha ha ha ha!
11) If you destroy my babies, I'll pop you in the oven! Ha ha ha ha!
12) Burwor hasn't eaten anyone in months. Ha ha ha ha!
13) My babies breathe fire worrior.
14) I'll fry you with my lightning bolts.
15) Burwor, Garwor, and Thorwor will do you in.
16) My creatures are radioactive.

Bonus player awarded :
1) You'll get ...The Arena! Ha ha ha ha!
2) Another worrior for my babies to devour.
3) Keep going and you will find me.
4) A few more dungeons and you will be a Worlord.
5) Worrior fear, I draw near, each time I appear. Ha ha ha ha!
6) You won't have a chance for your dance worrior. Ha ha ha ha!
7) Now you're asking for trouble worrior.
8) Now I'm getting mad worrior.

First Garwor appears :
1) Now you get the heavyweights! Ha ha ha ha!
2) Garwor, go after them!
3) If you try any harder, you'll only meet with doom, ha ha ha ha!
4) If you get too powerful, I'll take care of you myself, ha ha ha ha!
5) My magic is stranger than your weapons, worrior.
6) Worrior, while you developed science, we developed magic.
7) Your bones will lie in the dungeons of Wor, ha ha ha ha!
8) Garwor and Thorwor, become, invisible! Ha ha ha ha!

Wizard kills worrior :
1) You've just been fried by the Wizard of Wor! Ha ha ha ha!
2) Bite the bolt worrior. Ha ha ha ha!
3) Wasn't that lightning bolt delicious? Ha ha ha ha!
4) And my teleporting spell can be even faster! Ha ha ha ha!
5) Now you know the taste of my magic, worrior.
6) Maybe you'll see me again worrior.
7) Your explosion was music to my ears! Ha ha ha ha!
8) I'll say it again, worrior fear, I draw near, each time I appear. Ha ha ha ha!

Worlord dungeon startups :
1) Worlord, be forewarned! You approach, The Pit!
2) Your path leads directly to The Pit! Ha ha ha ha!
3) Deeper, ever deeper into the dungeons of Wor.
4) Beware! You are in the Worlord dungeons!
5) Ah! You thought you could hide but I'm the dungeon master.
6) Thor Bur Gar! Dinner’s ready! Ha ha ha ha!
7) Hey! Your space boot's untied! Ha ha ha ha!
8) My beasts run wild in the Worlord dungeons. Ha ha ha ha!

Phrases for The Pit :
1) Now your only chance is your dance! Ha ha ha ha!
2) Are you fit, to survive The Pit? Ha ha ha ha!
3) Oops! I must have forgotten the walls! Ha ha ha ha!
4) Worlord, where are you going to hide now? Ha ha ha ha!

End of game :
1) Come back for more with the Wizard of Wor. Ha ha ha ha!
2) The dungeons of Wor await your return, worrior.
3) Deep in the caverns of Wor, you will meet me, worrior.
4) The Wizard of Wor thanks you.
5) You know you can do better, worrior.
6) Hurry back! I can't wait to do it again.
7) You can start anew, but for now you're through. Ha ha ha ha!
8) He he he ho ho ho ha ha ha! That was fun!

When you have reached the Worlord dungeons, the Wizard calls you Worlord, instead of worrior.

- SCORING -

Burwor (Blue Monster) : 100 points
Gurwor (Yellow Monster) : 200 points
Thorwor (Red Monster) : 500 points
Yellow or Blue Worrior : 1,000 points
Worluk : 1,000 points + Double Score for Next Dungeon
Wizard of Wor : 2,500 points

- TIPS AND TRICKS -

The game progresses through a series of dungeon mazes, each one deeper in the caverns of Wor. One other worrior accompanies you into the dungeons, and if you wish to survive for long, you should work with him to conquer the monsters you will encounter. At the start of each dungeon, there are blue Burwors moving around the maze. As you destroy them, yellow Garwors come out, and as you destroy them, red Thorwors take their place. When the last red Thorwor is shot, winged Worluk comes out (not in the first maze). Try to shoot him before he escapes out one of the side doors, as that will double all the point values for the next dungeon. After Worluk has escaped or been shot, the Wizard of Wor might show up. He uses a powerful teleport spell to jump himself from place to place in the dungeon, all the while firing lightning bolts. He keeps reappearing until one worrior has been destroyed, or he himself has been shot. If any worriors are left, the next dungeon is entered. This sequence of events continues until all of the player's worriors have been vanquished.

In the basic dungeons, a worrior can learn the fundamentals of survival. It is very easy to walk blind around a corner, into the mouth of a waiting monster. When the monsters are really moving, they are faster than you are. This makes running away difficult. There is a point where you will have to turn and fight them before they eat you.

Your worrior is easy to operate - a 4-direction joystick for movement in the dungeons, and a fire button for the concentrated unified-field-disturbance rifle. The joystick has two contacts in each direction, a direction contact and a movement contact. A light tap to the joystick will face your worrior in a certain direction, without moving him out of position. To move your worrior, just hold the joystick over in one direction.

The unified-field-disturbance rifle is easy to use. It fires in the direction your worrior is facing. It operates on the principle of a concentrated unified-field-disturbance area coupled with a displacement through 4-space. This means that it can create only one disturbance at a time, and the disturbance must continue moving until it expands its energy on some object, usually a monster or a wall of the dungeon.

Only one shot can be in the air at a time. This means that in a short corridor you will be able to fire rapidly, because your shot will always quickly encounter a wall. In a long corridor, the shot stays in the air for a long time, leaving you in hot water if a monster is approaching from the side.

If your shot occasionally seems to go in the wrong direction, it is because your worrior has not fully rounded a corner before firing. Your shot went in the direction you were just facing, not in your new direction. Learning when not to shoot is an important part of the strategy of this game.

Entering the dungeon is simple to do, but at times, particularly in the Worlord dungeons, choosing the right time to enter can be a little tricky. At the start of each dungeon, you have ten seconds to bring your worrior into the maze. To do so, just push the joystick toward the maze. When your worrior comes out, he is facing the radar screen. If you do not bring the worrior out of the ready box immediately, the ten second count-down begins. The numbers of the count are shown next to the ready box. At the end of the ten seconds, your worrior will automatically be brought into the dungeon. At the beginning of a dungeon, all the monsters are started away from the 2 ready boxes. But since the monsters move randomly at first, they can start to move closer to you. Also, when a worrior has been destroyed, you may immediately bring a new worrior into play. However, monsters might be milling about next to your ready box. To avoid being eaten, wait for the monsters to clear the area before bringing your worrior out. It is important to note that a new worrior can be brought in at any point during play. If you get eaten or shot, just bring in another worrior and have at it! This is particularly useful with Worluk, who may eat you once, but not escape immediately. It is often possible to bring a second worrior in, and kill Worluk for double score on the next dungeon, before he escapes.

In a one player game, the blue worrior is controlled by the computer. He is a first in video gaming, as he is your friend inside the machine. He will never shoot at you, he shoots only at monsters. Sometimes, he will even save your life by shooting a monster sneaking up behind you. Be careful not to get between him and a monster, for he will still try to shoot the monster, and you might catch his shot.

Teamwork is also a major point of strategy in Wizard of Wor. In the basic dungeons, there are places where two worriors can cut off the monsters as they try to enter the corridor where the worriors are standing. This position is strong but not invincible. The monsters, particularly the last few monsters left in a maze, are moving fast enough to occasionally duck in between shots, and eat you. Back to back in a short corridor is good teamwork. Note that the two worriors can pass through each other unhindered. But be careful! When you are close together, it's very easy to accidentally shoot each other.

In the early mazes, it is to your advantage to initially go out and shoot as many monsters as you can. This is because the monsters move slowly at first, but get faster later. The more slow monsters you shoot, the fewer fast monsters will be left to eat you. When the monsters speed up, then find a good teamwork spot. In the upper level mazes, the Worlord dungeons, the critical thing is to not miss a shot, for if a shot misses a monster, it is likely to travel a long way before hitting a wall, and in that time a monster will probably come along and eat you. In some of the Worlord dungeons, there are places that two worriors can defend effectively, but they are very hard to get to, and often one player might loose a worrior trying to move into position. When you reach the Pit, you're on your own...

There are 2 levels of overall difficulty in the dungeons - basic dungeons and Worlord dungeons. In addition, there are 2 special dungeons, the Arena and The Pit, which occur at special times during play.

Each dungeon consists of an 11-by-6 matrix of squares, with a wall or opening on the sides of each square. The maze is symmetrical around the center vertical axis. Every maze has a side escape door located four squares up from the bottom, and on each side of the maze. Going out the door on one side brings you in the door on the other side. This can be confusing at first, but becomes quite handy when you get used to it. After using the side escape door, it remains closed for a short amount of time before reopening.

When Worluk is out, the door always remains open. Proper use of the side escape door will sometimes aid in escaping trouble, and can also help to cut off Worluk before he escapes. The basic dungeons consist of many short passages with many possible different pathways, and some long corridors. At first glance, the long corridors appear to be the most strategic spot, but this is not true. Due to the firing mechanism, it is usually the most dangerous spot, as you are not able to fire very often. Finding good places for team work is relatively easy here. In the area between the radar screen and the dungeon, a description of some current important aspect of the game is displayed. In dungeon one, the word RADAR is shown, indicating to the novice player the function of the radar.

On other dungeons, the level of the current dungeon is indicated. When Worluk comes out, the word WORLUK is displayed there, as is WIZARD OF WOR when he shows up. It tells when either of these has ESCAPED. And it tells when DOUBLE SCORE has been earned for shooting Worluk. It also tells you of THE ARENA and THE PIT.

Below the bottom of the dungeon is the radar. This shows you the location of every monster in the dungeon, visible and invisible. It is important to learn to use the radar to anticipate a monster coming from behind. The only creatures that do not show on the radar are the worriors and the Wizard himself. When you have reached dungeons eight and above, you have become a Worlord. Now you have the honor of testing your skill in the Worlord dungeons. These dungeons are much tougher, there are fewer walls and more open spaces. If even one shot misses, and travels the long distance down to the opposite wall, a monster will very likely come up and gobble you down. Finding and establishing yourself in solid strategic positions is very difficult. It is easy to have several worriors chomped up in a row. Sometimes the monsters will line up along one edge of the maze - a lovely parade. However, if just one monster starts approaching from the top, watch out!

The Arena is the dungeon that comes when the 1st bonus player is awarded. Since the bonus player is switch selectable for the fourth or the fifth maze, the same switch will also control the appearance of the Arena. It is the most difficult maze of the basic dungeons, featuring an arena. This is a large open area in the middle of the dungeon, with openings level with the side escape doors. This is a preview of the Worlord dungeons and The Pit.

Surviving The Pit is the ultimate goal of Wizard of Wor. The Pit occurs at the 13th dungeon, and every 6th dungeon thereafter. In other words, the 19th, 25th, 31st, etc. dungeons are The Pits. One missed shot here is almost certain to be fatal. The Wizard is particularly deadly here, as there is nowhere to hide. A bonus player is awarded at the first Pit. The other Pits do not award a bonus player. Sophisticated maneuvering, intestinal fortitude (guts), and a bit of luck are needed to make it through The Pit unscathed. Surviving The Pit without losing a worrior earns you the title of Worlord Supreme. Best of luck!

The Wizard of Wor loves to hear the patter of little feet running through his dungeons. So he created some lovely beasties, known as Worlings. Burwor is beautiful, bouncing blue. 6 of them exist on each dungeon level. They always remain visible. This is because the Wizards favorite color is blue. As each Burwor is shot, a Garwor may come to take his place. Garwor is kind of overfed, and waddles a bit, but he has yellow scales that are just delicate. As Garwors are shot, Thorwors are teleported in to take their place. Thorwor is sleek and dangerous red.

All of these monsters can shoot an occasional lightning bolt. Only Garwor and Thorwor have the Wizards spell of invisibility. They become visible when they enter the same corridor as a worrior, and when they are initially teleported in.

In the 1st dungeon, when the last Burwor is shot, he is replaced by a Garwor. When a monster is placed in the dungeon, it is at a random location, somewhere away from both worriors. In the 2nd maze, the last 2 Burwors are replaced by Garwors. The progression continues until the sixth dungeon, when all six Burwors are replaced by Garwors. Whenever a Garwor is shot, he is replaced by a Thorwor. So, in the first dungeon, there are a total of 8 monsters : 6 Burwors, 1 Garwor, and 1 Thorwor. In the 2nd maze there are a total of 10 monsters : 6 Burwors, 2 Garwors, and 2 Thorwors. In the 6th dungeon, there are a total of 18 monsters : 6 Burwors, 6 Garwors, and 6 Thorwors. This is the maximum number of monsters in 1 dungeon level. Note that there are really no more than 6 monsters in one dungeon at any 1 time. It just seems like there are more.

All of the monsters work on a speed-up timer. This timer increments the speed of the monsters every time it counts down, which is about every seven seconds. A Garwor that replaces a Burwor will start at the speed the Burwor was going when destroyed. The same is true for Thorwors. So, in the early mazes, Garwors and Thorwors end up going faster than Burwors, although, given enough time, Burwors can get moving as fast as any monster. In dungeon 4 and before, any monster traveling at top speed will always be visible. In later dungeons, Garwors and Thorwors will still become visible at top speed. In dungeon 7, the Burwors start at top speed. Any monster traveling at this speed is not able to shoot lightning bolts.

Worluk... the Wizard's favorite : In the 2nd dungeon and beyond, Worluk will come out after the last Thorwor has been shot. Worluk is a lightning quick Cacodemon. He's the Wizards favorite. He flies erratically through the maze, trying to reach one of the side escape doors. The Wizard tried to train him to fly to the door on the opposite side of the maze that he is initially teleported to. However, Worluk's chaotic nature leads him to frantically fly about, sometimes flying out the side escape door closest to him. If you shoot Worluk, all the scores in the next dungeon are doubled. This means that killing Worluk is essential for high scores. A good strategy is to position your worrior by the door that Worluk should use to escape. If Worluk should eat your worrior, bring the next one immediately into play, and go after him again! Remember, he is worth double score on the next maze. But, at the moment that Worluk has been shot, beware worrior! For it is then that the Wizard of Wor might choose to appear.

The Wizard of Wor : Even at a young age, the Wizard showed promise in the mystic arts. But it took many dangerous encounters and many years of research and study to sharpen his skills to his current high level. Over the centuries, the Wizard has retained his chaotic sense of humor, much to the chagrin of worriors entering his dungeons (see the list of phrases).

The Wizard will sometimes come out after Worluk has been shot. He uses multiple teleport spells to pop around the dungeon, eventually homing in on one worrior or the other. All the while, he wildly fires lightning bolts in every direction. At first he teleports some distance away from one worrior. Then, on successive teleports, gets closer and closer. Note that if the two worriors are very near each other, the Wizard may teleport right next to one of them the very first time. This is because he was teleporting a certain distance away from the other worrior, and happened to come up right next to the first worrior.

The Wizard will continue to teleport and fire lightning bolts until either one worrior has been destroyed or the Wizard has been shot. Shooting the Wizard does not kill him; it only banishes him until the next dungeon. In almost every dungeon there is a possibility that the Wizard could show up. This possibility is based on the level of the dungeon you are currently in, and on the total number of worriors left in the game. However, even at the highest dungeon level, it is not certain that he will appear.

Standing in a long corridor when the Wizard is teleporting in can be quite risky. If he comes up in that corridor, he will have a clear shot at you.

As you get deeper into the dungeons, the Wizard stays for a shorter period of time, and teleports even faster. This means he gets closer a lot faster, so you must try and shoot him soon after he first comes out. Otherwise, he may end up teleporting right next to you! The Wizard loves to fool worriors by teleporting behind them. But watch out, he will also surprise you by popping up right in front of you.

The Wizard says, 'Scores of 150,000 or more are exceptional'. Now, you're off to see the Wizard, the magical Wizard of Wor.

* Hints for game play :
1) Take a quick look at the maze before you go into it. Know the locations of the monsters and also find areas that will be suitable for defending yourself. The Burwors will already be roaming around. In the later levels, a couple of Garwors and Thorwors will also be in the maze.
2) When playing in 1-player mode, the computer player will assist you to a degree. Use this to your advantage. This will be especially true in the later levels when the invisible monsters are roaming the maze. The computer player can help you by making them become visible. Keep in mind that you can kill off the computer Worrior and they can do the same to you.
3) Two-player works like one player. Learn to work together and try not to kill each other (unless you are playing a cut-throat competition).
4) It is easier to turn from side to side then it is to turn from side to up/down. Find the short walls that will only allow monsters to approach you from the side. Also, align your warrior just a little past the corridor walls above and below. This will give you the advantage of seeing invisible monsters in two vice one passageway.
5) Another advantage of the above is the fact that the monsters will push you back vice kill you. Of course, you must get back into position since the monsters seldom will attack you singly in the later dungeons.
6) Learn to tap the joystick so you can rapidly turn without moving your Worrior. This will prove invaluable on the later levels when you have to turn back-and-forth rapidly to shoot the enemies coming at you.
7) Learn to use your radar. Although it doesn't have the maze superimposed upon it, you can get a pretty good idea of where the invisible monsters are and where they are moving to. This will definitely help decrease the chance of being surprised by one of them.
8) When you are shooting, make sure you are making your shots count. You can only have one shot out at a time. This basically means that until your shot hits a wall or a monster, you have no firepower. So don't fire down long corridors or you may find yourself surrounded by monsters without being able to shoot them.
9) Your shots can also be negated by the other Worrior's shots, monster's breath weapons, and the wizards lightening bolts.
10) As the dungeons progress, the monsters become smarter. Not only do they attempt to surround your character, they also move out of the way when you are aiming at them. In addition to becoming smarter, they move much quicker and tend to swarm on your Worrior.
11) You can use the warp tunnel once during a dungeon. It will also clear out when the Worlock appears.  When you use the warp tunnel, it will seal off behind you as you get to the other side. Only use it when you really need to. Don't hang around it since the monsters will also use it to get to your location.
12) The Worlock will appear after the last monster has been killed. Worlocks usually appear in the center of the maze and move toward one of the war tunnels. Try to seal off the warp tunnel to prevent the Worlocks escape. Also, hit it at long range since trying to fight toe-to-toe with it would be suicide.
13) After you clear out the Worlock, you may be confronted by the Wizard of Wor himself. The Wizard of Wor teleports randomly about the maze shooting off lightening bolts. This may be the one time when a pre-emptive shot may do you some good since the wizard may teleport into your shot. You can also use the same tactics of creeping out from behind a wall with the wizard since you won't be hit until you are pushed back into the corridor.
14) If you survive through dungeon 7, you will now be classified as a Worlord. This basically means all the monsters are moving at maximum speed and they are all coming for you.
15) If you don't lose a Worrior on the dungeons with the Pit, you will be classified as a Worlord Supreme.
16) For the mazes that are open (such as the Pit) or very near open (such as the Arena), go to a corner to present the smallest possible target and to force the monsters to only come at you in two directions.
17) While you are playing the game, if you turn the power off and back on quickly, you will start where you left off and your total amount of Worriors left will be at their maximum of 16.
18) After the dungeon counter (located above the radar) passes 100, it will reset but the 1st digits will no longer by in synch with the counter.
19) It is rumored that if you fire a shot and the Wizard of Wor first appears in the exact same spot where your shot is, the game will lock up.

- STAFF -

Developer: David Nutting Associates

Designed and programmed by: Tom McHugh, Dave Nutting

- PORTS -

* Consoles : 
Atari 5200 [US] (1981) "Wizard of Wor [Model 4L 2713]" 
Atari 2600 [US] (1982) "Wizard of Wor [Model 80000]" 
Bally Astrocade [US] (1982) "The Incredible Wizard [Model 2017]" 
Colecovision [US] (Unreleased prototype) 
Atari XEGS 
Sony PlayStation 2 [AU] (2004) "Midway Arcade Treasures 2" 
Microsoft XBOX [US] (October 11, 2004) "Midway Arcade Treasures 2 [Model MWO-3201W]" 
Nintendo GameCube [US] (October 11, 2004) "Midway Arcade Treasures 2 [Model DOL-GAYE-USA]" 
Sony PlayStation 2 [US] (October 11, 2004) "Midway Arcade Treasures 2 [Model SLUS-20997]" 
Microsoft XBOX [EU] (October 29, 2004) "Midway Arcade Treasures 2" 
Sony PlayStation 2 [EU] (October 29, 2004) "Midway Arcade Treasures 2 [Model SLES-52844]"
Sony PSP [US] (December 13, 2005) "Midway Arcade Treasures Extended Play [Model ULUS-10059]"
Sony PSP [EU] (February 24, 2006) "Midway Arcade Treasures Extended Play [Model ULES-00180]" 
Microsoft XBOX 360 [US] (November 6, 2012) "Midway Arcade Origins" 
Sony PlayStation 3 [US] (November 6, 2012) "Midway Arcade Origins [Model BLUS-31083]"
Microsoft XBOX 360 [EU] (November 15, 2012) "Midway Arcade Origins" 
Sony PlayStation 3 [EU] (November 15, 2012) "Midway Arcade Origins [Model BLES-01768]"

* Computers : 
Atari 800 [US] (1981) 
Commodore C64 [US] (1983) "Wizard of Wor [Model C-64615]" 
Commodore C64 [EU] (1983) 
PC [MS Windows, CD-ROM] [US] (February 17, 2006) "Midway Arcade Treasures Deluxe Edition"
PC [MS Windows, CD-ROM] [EU] (March 17, 2006) "Midway Arcade Treasures Deluxe Edition" by Zoo Digital Publishing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3179&o=2

$end


$info=oz750,
$bio

Wizard OZ-750 (c) 199? Sharp.

Handheld organizer.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103575&o=2

$end


$gamegear=wizard,
$bio

Wizard Pinball (c) 1995 Domark Group, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64999&o=2

$end


$cpc_cass=wizwarz,
$bio

Wizard Warz (c) 1987 GO! Media Holdings, Ltd. [US Gold Division]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100099&o=2

$end


$amigaocs_flop=wizrdwar,
$bio

Wizard Warz (c) 1988 GO!

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75555&o=2

$end


$cpc_cass=wizwilly,
$bio

Wizard Willy [Model 3192] (c) 1989 Codemasters Soft. Co., Ltd., The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100101&o=2

$end


$saturn,sat_cart=wizharm,wizharmb,wizharma,
$bio

Wizard's Harmony (c) 1995 Arc System Works

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59920&o=2

$end


$saturn,sat_cart=wizharm2,
$bio

Wizard's Harmony 2 (c) 1997 Arc System Works

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59921&o=2

$end


$psx=wizardsh,
$bio

Wizard's Harmony R [Model SLPS-01716] (c) 1998 Arc System Works

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85857&o=2

$end


$cpc_cass=yewizard,
$bio

Wizard's Lair (c) 1985 Bubble Bus Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100165&o=2

$end


$msx1_cass=wizlair,wizlaira,
$bio

Wizard's Lair (c) 1986 Bubble Bus Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95123&o=2

$end


$pc8801_flop=wrp87112,
$bio

Wizard88 Report Vol 87.11-2 (c) 1987 WestSide Softhouse [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93249&o=2

$end


$pc8801_flop=wrp87084,
$bio

Wizard88 Report Vol 87.8-4 (c) 1987 WestSide Softhouse [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93250&o=2

$end


$pc8801_flop=wrp87092,
$bio

Wizard88 Report Vol 87.9-2 (c) 1987 WestSide Softhouse [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93251&o=2

$end


$pc8801_flop=wrp88112,
$bio

Wizard88 Report Vol 88.11-2 (c) 1988 WestSide Softhouse [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93252&o=2

$end


$pc8801_flop=wrp88123,
$bio

Wizard88 Report Vol 88.12-3 (c) 1988 WestSide Softhouse [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93253&o=2

$end


$pc8801_flop=wrp88021,
$bio

Wizard88 Report Vol 88.2-1 (c) 1988 WestSide Softhouse [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93254&o=2

$end


$pc8801_flop=wrp88062,
$bio

Wizard88 Report Vol 88.6-2 (c) 1988 WestSide Softhouse [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93255&o=2

$end


$pc8801_flop=wrp88063,
$bio

Wizard88 Report Vol 88.6-3 (c) 1988 WestSide Softhouse [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93256&o=2

$end


$pc8801_flop=wrp88073,
$bio

Wizard88 Report Vol 88.7-3 (c) 1988 WestSide Softhouse [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93257&o=2

$end


$pc8801_flop=wrp89043,
$bio

Wizard88 Report Vol 89.4-3 (c) 1989 WestSide Softhouse [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93258&o=2

$end


$pc8801_flop=wrp89061,
$bio

Wizard88 Report Vol 89.6-1 (c) 1989 WestSide Softhouse [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93259&o=2

$end


$pc8801_flop=wrp89082,
$bio

Wizard88 Report Vol 89.8-2 (c) 1989 WestSide Softhouse [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93260&o=2

$end


$pc8801_flop=wrp89093,
$bio

Wizard88 Report Vol 89.9-3 (c) 1989 WestSide Softhouse [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93261&o=2

$end


$pc8801_flop=wrp90013,wrp90013a,
$bio

Wizard88 Report Vol 90.1-3 (c) 1990 WestSide Softhouse [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93262&o=2

$end


$pc8801_flop=wrp90113,wrp90113a,
$bio

Wizard88 Report Vol 90.11-3 (c) 1990 WestSide Softhouse [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93263&o=2

$end


$pc8801_flop=wrp90114,
$bio

Wizard88 Report Vol 90.11-4 (c) 1990 WestSide Softhouse [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93264&o=2

$end


$pc8801_flop=wrp90022,
$bio

Wizard88 Report Vol 90.2-2 (c) 1990 WestSide Softhouse [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93265&o=2

$end


$pc8801_flop=wrp90031,
$bio

Wizard88 Report Vol 90.3-1 (c) 1990 WestSide Softhouse [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93266&o=2

$end


$pc8801_flop=wrp90051,
$bio

Wizard88 Report Vol 90.5-1 (c) 1990 WestSide Softhouse [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93267&o=2

$end


$pc8801_flop=wrp90092,
$bio

Wizard88 Report Vol 90.9-2 (c) 1990 WestSide Softhouse [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93268&o=2

$end


$pc8801_flop=wrp91031,wrp91031a,
$bio

Wizard88 Report Vol 91.3-1 (c) 1991 WestSide Softhouse [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93269&o=2

$end


$pc98=wiz98,wiz98r3,wiz98r4,wiz98r5,wiz98r8,
$bio

Wizard98 (c) 19?? WestSide [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91067&o=2

$end


$pc98=wizaf01,
$bio

Wizard98 All-Filers No.1 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91031&o=2

$end


$pc98=wizaf12,
$bio

Wizard98 All-Filers No.12 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91032&o=2

$end


$pc98=wizaf13,
$bio

Wizard98 All-Filers No.13 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91033&o=2

$end


$pc98=wizaf14,
$bio

Wizard98 All-Filers No.14 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91034&o=2

$end


$pc98=wizaf15,
$bio

Wizard98 All-Filers No.15 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91035&o=2

$end


$pc98=wizaf16,
$bio

Wizard98 All-Filers No.16 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91036&o=2

$end


$pc98=wizaf17,
$bio

Wizard98 All-Filers No.17 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91037&o=2

$end


$pc98=wizaf18,
$bio

Wizard98 All-Filers No.18 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91038&o=2

$end


$pc98=wizaf02,
$bio

Wizard98 All-Filers No.2 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91039&o=2

$end


$pc98=wizaf09,
$bio

Wizard98 All-Filers No.9 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91040&o=2

$end


$pc98=wizfo1,
$bio

Wizard98 Filers-Oden No.1 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91041&o=2

$end


$pc98=wizfo2,
$bio

Wizard98 Filers-Oden No.2 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91042&o=2

$end


$pc98=wizfo3,
$bio

Wizard98 Filers-Oden No.3 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91043&o=2

$end


$pc98=wrp91101,
$bio

Wizard98 Report Vol 91.10-1 (c) 1991 WestSide [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91044&o=2

$end


$pc98=wrp93105,
$bio

Wizard98 Report Vol 91.10-5 (c) 1993 WestSide [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91045&o=2

$end


$pc98=wrp91021,
$bio

Wizard98 Report Vol 91.2-1 (c) 1991 WestSide [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91046&o=2

$end


$pc98=wrp91051,
$bio

Wizard98 Report Vol 91.5-1 (c) 1991 WestSide [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91047&o=2

$end


$pc98=wrp91072,
$bio

Wizard98 Report Vol 91.7-2 (c) 1991 WestSide [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91048&o=2

$end


$pc98=wrp92011,
$bio

Wizard98 Report Vol 92.1-1 (c) 1992 WestSide [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91049&o=2

$end


$pc98=wrp92014,
$bio

Wizard98 Report Vol 92.1-4 (c) 1992 WestSide [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91050&o=2

$end


$pc98=wrp92114,
$bio

Wizard98 Report Vol 92.11-4 (c) 1992 WestSide [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91051&o=2

$end


$pc98=wrp92023,
$bio

Wizard98 Report Vol 92.2-3 (c) 1992 WestSide [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91052&o=2

$end


$pc98=wrp92061,
$bio

Wizard98 Report Vol 92.6-1 (c) 1992 WestSide [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91053&o=2

$end


$pc98=wrp92064,
$bio

Wizard98 Report Vol 92.6-4 (c) 1992 WestSide [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91054&o=2

$end


$pc98=wrp92081,
$bio

Wizard98 Report Vol 92.8-1 (c) 1992 WestSide [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91055&o=2

$end


$pc98=wrp92092,
$bio

Wizard98 Report Vol 92.9-2 (c) 1992 WestSide [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91056&o=2

$end


$pc98=wrp93011,
$bio

Wizard98 Report Vol 93.1-1 (c) 1993 WestSide [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91057&o=2

$end


$pc98=wrp93021,
$bio

Wizard98 Report Vol 93.2-1 (c) 1993 WestSide [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91058&o=2

$end


$pc98=wrp93034,
$bio

Wizard98 Report Vol 93.3-4 (c) 1993 WestSide [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91059&o=2

$end


$pc98=wrp93072,
$bio

Wizard98 Report Vol 93.7-2 (c) 1993 WestSide [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91060&o=2

$end


$pc98=wrp93094,
$bio

Wizard98 Report Vol 93.9-4 (c) 1993 WestSide [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91061&o=2

$end


$pc98=wrp94024,
$bio

Wizard98 Report Vol 94.2-4 (c) 1994 WestSide [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91062&o=2

$end


$pc98=wrp94041,
$bio

Wizard98 Report Vol 94.4-1 (c) 1994 WestSide [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91063&o=2

$end


$pc98=wrp94071,
$bio

Wizard98 Report Vol 94.7-1 (c) 1994 WestSide [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91064&o=2

$end


$pc98=wrp95033,
$bio

Wizard98 Report Vol 95.3-3 (c) 1995 WestSide [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91065&o=2

$end


$pc98=wrp96084,
$bio

Wizard98 Report Vol 96.8-4 (c) 1996 WestSide [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91066&o=2

$end


$nes=wizardr2,
$bio

Wizardry - Knight of Diamonds (c) 1992 ASCII

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55817&o=2

$end


$msx2_flop=wizardry,wizardryb,wizardrya,
$bio

Wizardry - Proving Grounds of Mad Overload (c) 1987 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102140&o=2

$end


$msx2_cart=wizardry,
$bio

Wizardry - Proving Grounds of Mad Overlord! (c) 1988 ASCII

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51397&o=2

$end


$ibm5150,ibm5150_cass=wizardrya,wizardry,
$bio

Wizardry - Proving Grounds of the Mad Overlord (c) 1984 Sir-Tech Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83741&o=2

$end


$nes=wizardryj,
$bio

Wizardry - Proving Grounds of the Mad Overlord (c) 1987 ASCII

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54813&o=2

$end


$nes=wizardry,
$bio

Wizardry - Proving Grounds of the Mad Overlord (c) 1990 Nexoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55818&o=2

$end


$pc8801_flop=wizardry,
$bio

Wizardry - Proving Grounds of the Mad Overlord! (c) 1985 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93270&o=2

$end


$fm7_disk=wizardry,
$bio

Wizardry - Proving Grounds of the Mad Overlord! (c) 1985 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93674&o=2

$end


$x1_flop=wizardry,
$bio

Wizardry - Proving Grounds of the Mad Overlord! (c) 1986 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86174&o=2

$end


$pc98=wizardry,
$bio

Wizardry 1 - Proving Grounds of the Mad Overlord (c) 1985 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91068&o=2

$end


$pc98=wizardr2,
$bio

Wizardry 2 - The Knight of Diamonds (c) 1986 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91069&o=2

$end


$fm7_disk=wizardr2,
$bio

Wizardry 2 - The Knight of Diamonds (c) 1986 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93675&o=2

$end


$x1_flop=wizardr2,
$bio

Wizardry 2 - The Knight of Diamonds (c) 1987 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86175&o=2

$end


$pc8801_flop=wizardr2,
$bio

Wizardry 2 - The Knight of Diamonds (c) 1987 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93271&o=2

$end


$x1_flop=wizardr3,
$bio

Wizardry 3 - The Legacy of Llylgamyn (c) 1987 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86176&o=2

$end


$pc98=wizardr3,
$bio

Wizardry 3 - The Legacy of Llylgamyn (c) 1987 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91070&o=2

$end


$pc8801_flop=wizardr3,
$bio

Wizardry 3 - The Legacy of Llylgamyn (c) 1987 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93272&o=2

$end


$fm7_disk=wizardr3,
$bio

Wizardry 3 - The Legacy of Llylgamyn (c) 1987 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93676&o=2

$end


$pc98=wizardr4,
$bio

Wizardry 4 - The Return of Werdna (c) 1988 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91071&o=2

$end


$pc8801_flop=wizardr4,wizardr4a,
$bio

Wizardry 4 - The Return of Werdna (c) 1988 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93273&o=2

$end


$x1_flop=wizardr4,
$bio

Wizardry 4 - The Return of Werdna (c) 1989 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86177&o=2

$end


$fm7_disk=wizardr4,
$bio

Wizardry 4 - The Return of Werdna (c) 1989 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93677&o=2

$end


$pc98=wizardr5,
$bio

Wizardry 5 - Heart of the Maelstrom (c) 1990 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91072&o=2

$end


$pc8801_flop=wizardr5,wizardr5a,
$bio

Wizardry 5 - Heart of the Maelstrom (c) 1990 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93274&o=2

$end


$pc98=wizardr6,wizardr6a,
$bio

Wizardry 6 - Bane of the Cosmic Forge (c) 1991 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91073&o=2

$end


$pc98=wizardr7,wizardr7a,
$bio

Wizardry 7 - Crusaders of the Dark Savant (c) 1994 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91074&o=2

$end


$gbcolor=wizarde2,
$bio

Wizardry Empire - Fukkatsu no Tsue [Model CGB-BFTJ-JPN] (c) 2000 Starfish, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69117&o=2

$end


$gbcolor=wizardema,wizardem,
$bio

Wizardry Empire [Model CGB-AEWJ-JPN] (c) 1999 Starfish, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69116&o=2

$end


$gameboy=wizardg1,
$bio

Wizardry Gaiden 1 - Joou no Junan [Model DMG-WIJ] (c) 1991 ASCII Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67384&o=2

$end


$gameboy=wizardg2,
$bio

Wizardry Gaiden 2 - Kodai Koutei no Noroi [Model DMG-W5J] (c) 1992 ASCII Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67385&o=2

$end


$gameboy=wizardg3,
$bio

Wizardry Gaiden 3 - Yami no Seiten [Model DMG-W6J] (c) 1993 ASCII Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67386&o=2

$end


$snes=wizardg4a,wizardg4,
$bio

Wizardry Gaiden IV - Taima no Kodou [Model SHVC-AE4J-JPN] (c) 1996 ASCII Ent. Software, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62615&o=2

$end


$gbcolor=wizardry,
$bio

Wizardry I - Proving Grounds of the Mad Overlord [Model CGB-BWIJ-JPN] (c) 2001 ASCII Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69118&o=2

$end


$pcecd=wizard12,
$bio

Wizardry I II (c) 1993 Naxat Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58462&o=2

$end


$snes=wizardry,
$bio

Wizardry I-II-III - Story of Llylgamyn [Model SHVC-BWZJ-JPN] (c) 1999 Media Factory [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62616&o=2

$end


$nes=wizardr2j,
$bio

Wizardry II - Diamond no Kishi (c) 1990 ASCII

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54814&o=2

$end


$gbcolor=wizardr2,
$bio

Wizardry II - Llylgamyn no Isan [Model CGB-BW2J-JPN] (c) 2001 ASCII Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69119&o=2

$end


$ibm5150,ibm5150_cass=wizardr2,
$bio

Wizardry II - The Knight of Diamonds (c) 1985 Sir-Tech Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83737&o=2

$end


$gbcolor=wizardr3,
$bio

Wizardry III - Diamond no Kishi [Model CGB-BW3J-JPN] (c) 2001 ASCII Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69120&o=2

$end


$nes=wizardr3,
$bio

Wizardry III - Llylgamyn no Isan (c) 1989 ASCII

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54815&o=2

$end


$ibm5150,ibm5150_cass=wizardr3,
$bio

Wizardry III - The Legacy of Llylgamyn (c) 1986 Sir-Tech Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83738&o=2

$end


$pcecd=wizard34,
$bio

Wizardry III IV (c) 1994 Naxat Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58463&o=2

$end


$ibm5150,ibm5150_cass=wizardr4,
$bio

Wizardry IV - The Return of Werdna (c) 1987 Sir-Tech Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83739&o=2

$end


$saturn,sat_cart=wizsaga,
$bio

Wizardry Llylgamyn Saga (c) 1998 Locus

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59922&o=2

$end


$saturn,sat_cart=wizneme,
$bio

Wizardry Nemesis - The Wizardry Adventure (c) 1998 Shouei System

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59923&o=2

$end


$wscolor=wizardry,
$bio

Wizardry Scenario 1 - Proving Grounds of the Mad Overlord [Model SWJ-BANC0C] (c) 2001 Bandai Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86501&o=2

$end


$gba=wizardry,
$bio

Wizardry Summoner [Model AGB-AWZJ-JPN] (c) 2001 Media Rings Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76297&o=2

$end


$ibm5150,ibm5150_cass=wizardr5,
$bio

Wizardry V - Heart of the Maelstrom (c) 1987 Sir-Tech Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83740&o=2

$end


$pcecd=wizardr5,
$bio

Wizardry V - Heart of the Maelstrom (c) 1992 Naxat Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58464&o=2

$end


$snes=wizardr5,
$bio

Wizardry V - Heart of the Maelstrom (c) 1994 Capcom Company, Limited.

- TRIVIA -

Reviews:
[FR] May 1995 - Consoles + N.32: 73%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64025&o=2

$end


$snes=wizardr5j,
$bio

Wizardry V - Saika no Chuushin [Model SHVC-W5] (c) 1992 ASCII Ent. Software, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62617&o=2

$end


$saturn,sat_cart=wizcomp,
$bio

Wizardry VI & VII Complete (c) 1996 Data East Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59924&o=2

$end


$amigaocs_flop=wizardr6,wizardr6g,
$bio

Wizardry VI - Bane of the Cosmic Forge (c) 1990 Sir-tech

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75556&o=2

$end


$snes=wizardr6,
$bio

Wizardry VI - Kindan no Mahitsu [Model SHVC-AW6J-JPN] (c) 1995 ASCII Ent. Software, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62618&o=2

$end


$nes=wizardw,wizardwua,wizardwu,
$bio

Wizards & Warriors (c) 1987 Acclaim Entertainment, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55819&o=2

$end


$gameboy=wizardwx,
$bio

Wizards & Warriors Chapter X - The Fortress of Fear [Model DMG-WW-USA] (c) 1990 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67387&o=2

$end


$nes=wizardw3,wizardw3u,
$bio

Wizards & Warriors III - Kuros... Visions of Power (c) 1992 Acclaim Entertainment, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55820&o=2

$end


$bbca_cass,bbcb_cass=wizardch,
$bio

Wizards Challenge (c) 19?? Micro Power

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52662&o=2

$end


$cpc_cass=wizball,wizballa,
$bio

Wizball (c) 1987 Ocean Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100103&o=2

$end


$amigaocs_flop=wizball,
$bio

Wizball (c) 1988 Ocean Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75557&o=2

$end


$amigaocs_flop=wizballb,
$bio

Wizball [Budget] (c) 1988 Hit Squad, The [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75558&o=2

$end


$cpc_cass=wizballhs,
$bio

Wizball [Model 04] (c) 1989 Hit Squad, The [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=99067&o=2

$end


$amigaocs_flop=wizballa,
$bio

Wizball [Tenstar Pack] (c) 1988 Ocean Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75559&o=2

$end


$info=v4wize,v4wizea,
$bio

Wize Move (c) 199? Barcrest Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41670&o=2

$end


$amigaocs_flop=wizkid,
$bio

Wizkid (c) 1992 Ocean Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75560&o=2

$end


$info=wizzquiza,
$bio

Wizz Quiz (c) 1985 Zilec-Zenitone.

- TECHNICAL -

Main CPU : Motorola M6803 (@ 2.048 Mhz)
Sound CPU : Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : DAC (@ 3.579545 Mhz), SN76496 (@ 1.789772 Mhz), Sanyo VLM5030 (@ 3.58 Mhz)

Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 32

Players : 2
Buttons : 5

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3158&o=2

$end


$info=wizzquiz,
$bio

Wizz Quiz (c) 1985 Konami Industry Company, Limited.

- TRIVIA -

Also released by Zilec-Zenitone under the same name.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=34720&o=2

$end


$info=sc5wok,sc5woka,
$bio

Wok n' Roll (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR3218]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42859&o=2

$end


$bbca_cass,bbcb_cass=woks,
$bio

Woks (c) 1984 Artic International

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52663&o=2

$end


$info=wolffang,
$bio

Wolf Fang - Ku-U-Ga 2001 (c) 1991 Data East.

A good-looking horizontally scrolling shoot 'em up with a few unique features that make it stand out in the crowd.

2 players can join Team Rohga and take on the dark forces of Lagnalok in this sequel to Vapor Trail. Choose from 4 pre-built battle suits or construct your own using one of four possible parts from 3 categories - Arm, Body and Leg Unit.

One of the cool powerups in this game are tiny soldiers that jump on to the hull of your battle suit and fight alongside with you.

When your battle suit runs out of energy or is destroyed by the enemy, you will eject out of the cockpit and continue fighting.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 14 Mhz)
Sound CPU : Hudson Soft HuC6280 (@ 8.055 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.58 Mhz), OKI6295 (@ 7.757 Khz), OKI6295 (@ 15.514 Khz)

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

This game is known outside Japan as "Rohga - Armor Force".

The initials for the default high scores are all professional wrestling terms :
STF - Stepover Toehold Facelock, a submission hold
WWF - World Wrestling Federation (United States, 1952- ); became World Wrestling Entertainment in 2002 due to a lawsuit by the World Wildlife Foundation and is now currently known as WWE Inc.
WCW - World Championship Wrestling (United States, 1988-2001); bought out by WWE (then known as WWF) in 2001
FMW - Frontier Martial-Arts Wrestling (Japan, 1989-2002), a hardcore wrestling organization that predates ECW (Extreme Championship Wrestling) by roughly three years; Shoichi Arai, the President in FMW's final years, declared bankruptcy on February 15, 2002 and committed suicide three months later
DDT - a wrestling maneuver coined by Jake 'the Snake' Roberts. Many fans wonder what DDT stood for, and Jake simply replied, 'The end'.
UWF - Universal Wrestling Federation (United States, 1990-1996); died with Herb Abrams in the Summer of 1996. There is also a different UWF (formally known as Tri-State Wrestling then Mid-South Wrestling), which eventually became WCW.
NJP - New Japan Pro Wrestling (Japan, 1972- ), a part of the Global Professional Wrestling Alliance.
IWA - International Wrestling Association (United States, 1975 (both established and disestablished)), which was owned by Eddie Einhorn, who also owned the Chicago White Sox. Not to be confused with another IWA that was established in 1994 (after this game's release).
AJP - All Japan Pro Wrestling (Japan, 1972- ), one of the biggest wrestling organizations in Japan; co-founded by wrestler Shohei 'Giant' Baba
UWA - Universal Wrestling Association (Mexico, 1975-1995), also known as Lucha Libre Internaciónal.

Soundtrack releases:
Data East Retro Game Music Collection - TEAM Entertainment [KDSD-00366] (July 21, 2010)
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Wolf Fang, Tumble Pop - PCCB-00084) on March 21, 1992.

- TIPS AND TRICKS -

* Special mode (Wolf Fang only): at the title screen, after inserting a credit, hold 1P Button 1 (Shot) + 1P Button 3 (Sub Weapon) then press START.

* Watch your life meter! Your battle suit will self destruct once the life meter runs out. Pick up 'life' cells to recharge your suit. When the 'charge-meter' is at full, you can take a super shot at the enemy with your sub-weapon. Pick up 'charge' cells to fully charge your sub-weapon. Hold down the fire button to change attack direction. Joystick down + Jump button will initiate a charge attack.

- SERIES -

1. Kuhga - Operation Code Vapor Trail (1989)
2. Wolf Fang - Ku-U-Ga 2001 (1991)
3. Skull Fang (1996)

- STAFF -

Program & Develop : Yasuhiko Nomura, Sinji Hirao, Pinky Matsumoto
Produce & Program : Takaaki Inoue
Game Design : Hironori Kobayashi, Touru-Kendo-Kikuchi
Character Design : Koizumi Takahide, Toshinari Kaiho, Makoto Nozu, Masateru Inagaki, Hiroshi-Poorest-Koga
Sound Create : Maro Raika
Hardware Design : Copy Suruna
Scroll Design : Low Speed Cruisr o Arena Mexico Inopita Mario
Mechanic Design : Koizumi Takahide, Hironori Kobayashi, Toshinari Kaiho

Special Thanks : Tomoo Adachi

- PORTS -

* Consoles : 
Sony PlayStation [JP] (May. 10, 1996) "Wolf Fang: Kuhga 2001 [Model SLPS-00254]"
Sega Saturn [JP] (March 28, 1997) "Wolf Fang: Kuhga 2001 SS [Model T-26105G]"
Sony PlayStation [JP] (December 7, 2000) "Wolf Fang: Kuhga 2001 [Maruran Series 7] [Model SLPS-03073]"
Sony PlayStation [JP] (August 28, 2003) "Wolf Fang: Kuhga 2001 [Major Wave Arcade Hits] [Model SLPM-87270]"
Sony PlayStation [PSOne Classics] [JP] (April 14, 2010) "Wolf Fang: Kuhga 2001 [Major Wave Arcade Hits]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31678&o=2

$end


$psx=wolffang,
$bio

Wolf Fang - Ku-U-Ga 2001 (c) 1996 Xing Ent.

- TECHNICAL -

Model # SLPS-00254

- TRIVIA -

Released on May 10, 1996 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47919&o=2

$end


$saturn,sat_cart=wolffang,
$bio

Wolf Fang SS - Ku-U-Ga 2001 (c) 1997 Xing Ent.

- TECHNICAL -

[Model T-26105G]

- TRIVIA -

Wolf Fang SS Ku-U-Ga 2001 was released on March 28, 1997 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47920&o=2

$end


$info=wolfman,
$bio

Wolf Man (c) 1987 Peyper.

- STAFF -

Design by : Eulogio Pingarron

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=9997&o=2

$end


$info=wolfpack,
$bio

Wolf Pack (c) 1978 Atari.

- TECHNICAL -

Main CPU : MOS Technology M6502 (@ 756 Khz)

Screen orientation : Horizontal
Video resolution : 512 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 8

Players : 1
Control : dial
Buttons : 1

- TRIVIA -

Wolf Pack was a prototype that was never released.

- STAFF -

Designed and programmed by : Dennis Koble, Jerry Lichac

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3180&o=2

$end


$pc98=wolfpack,
$bio

Wolf Pack (c) 1992 BNN

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91075&o=2

$end


$amigaocs_flop=wolfchld,
$bio

Wolfchild (c) 1992 Core Design

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75561&o=2

$end


$sms=wolfchld,
$bio

Wolfchild (c) 1993 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56278&o=2

$end


$megadriv=wolfchld,
$bio

Wolfchild (c) 1993 JVC Musical Industries

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57532&o=2

$end


$snes=wolfchld,
$bio

Wolfchild (c) 1993 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64026&o=2

$end


$megacd,megacdj=wolfchld,
$bio

Wolfchild [Model 4404] (c) 1993 Sega Enterprises, Limited.

- TRIVIA -

Reviews:
[FR] Oct. 1993 - Consoles + N.24: 69%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60686&o=2

$end


$megacd,megacdj=wolfchld,
$bio

Wolfchild [Model T-60104] (c) 1993 Victor Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60583&o=2

$end


$segacd=wolfchld,
$bio

Wolfchild [Model T-6403] (c) 1993 JVC Musical Industries, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60844&o=2

$end


$gamegear=wolfchld,
$bio

Wolfchild (c) 1993 Virgin Interactive

- TECHNICAL -

[Model T-70078-50]

- TIPS AND TRICKS -

* Special Passwords: Enter J8TPR as password to have all levels unlocked. Enter MARIO as passwords to have all levels unlocked plus invincibility.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65000&o=2

$end


$snes=wolfn3dj,
$bio

Wolfenstein 3D - The Claw of Eisenfaust (c) 1994 Imagineer Company, Limited.

Wolfenstein 3D is a first person shooter by Id Software and conversion of their own game originally released for PC Computers in 1992. The game stars B.J. Blazkowicz, a fearless soldier trying to infiltrate a military prison base, the Wolfenstein Castle, occupied by the army of the Staatmeister. Each mission puts our hero to the test - he has, for instance, to uncover secret plans or stop crazy scientists before they can complete their chemical weapons. Each building is an intricate maze of narrow corridors, hallways, rooms, all filled with secret push walls, guards and giant rats. The players starts the game with a knife and a simple pistol but soon picks up machine guns, chain guns and missile launchers from defeated foes. Various special items also improve our soldier's status bar - they include first aid kits, food and extra lives. He can also find treasures scattered around each stage and ammo boxes. Interestingly, this Super Famicom version features a backpack allowing the player to store more ammo. Most of the stages have locked doors and keys are required to open them and advance through the game - keys are usually hidden around the levels or guarded by mean bosses. A map is gradually filled in as the game progresses to help B.J. Blazkowicz fulfill his mission. After each stage, the player is given his score but most importantly his percentage of enemies killed, treasures collected and secrets discovered - this features greatly motivates the player to play the game's stages again and try to reach a perfect 100% score. There is a password save feature in Wolfenstein 3D allowing the player to revisit any stage from the game.

- TECHNICAL -

Cartridge ID: SHVC-6W

- TRIVIA -

The game was presented at the Famicom Spaceworld' 93 in August 1993 in Japan for 9800 Yen.

The Super Famicom version of the game was censored to comply with Nintendo's strict censorship policy. All the Nazi and World War II controversial references (Nazi signs, Hitler portraits, German language, skeletons etc...) were omitted. The blood was also removed and attack dogs replaced by giant rats. The game also features entirely new levels and two new weapons not found in the original game - the flamethrower and the missile launcher.

Export releases:
[US] "Wolfenstein 3-D [Model SNS-6W-USA]"
[EU] "Wolfenstein 3-D [Model SNSP-6W]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62619&o=2

$end


$gba=wolfn3d,
$bio

Wolfenstein 3D (c) 2002 BAM! Ent.

A Nazi stronghold awaits, and only you can smash your way into its hidden depths, blowing away enemy scum as you go. Ammo up - this is the game the Computer Gaming World Hall of Fame credits as helping shape the computer gaming industry! Id Software's classic powerhouse is back - and now in the palm of your hand! Let the carnage begin.

Armed with serious firepower you blast deep into the enemy's stronghold.

Classic gameplay, classic characters, classic action - the original FPS hit.

Nazis engage you at every turn, defending the castle's ruthless secrets.

- TECHNICAL -

Cartridge ID: AGB-AWOE-USA

- TRIVIA -

Released on April 02, 2002 in USA.

- STAFF -

ID SOFTWARE
Programming: John Carmack, Robert A. Duffy, Graeme J. Devine, Jim Dosé
Level Design: Tim Willits, Christian Antkow, Jennell Jaquays, Mal Blackwell
Art: Adrian Carmack, Kenneth Scott, Fred Nilsson, Kevin Cloud, Seneca Menard, Andy Chang
CEO: Todd Hollenshead
Director of Business Development: Marty Stratton
id Mom: Donna Jackson
Development Assistance: Eric Webb

STALKER ENTERTAINMENT
Programming: Mike Danylchuk
Biz: Marcus Hopkins

THANKS
to: Bill Anker, Perry Copus, Carter Lipscomb, Mike Markey, Johnny bSainz, Melissa Takahashi, Karthik Bala, Graeme J. Devine, Robert Prince, Jacob Robinson, Jack Symon, Johnnie Blue

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76298&o=2

$end


$jaguar=wolfn3d,
$bio

Wolfenstein 3D (c) 1994 Atari Corp.

Episode One: Escape from Wolfenstein 3-D

As William J. B.J. Blazkowicz, you are the Allies' only hope. From martial arts to espionage, you're a terminal action seeker. Known as the one-man strike team, you now report directly to the President, who sends you on perilous missions of paramount importance. Somehow you always manage to get the job done and get out alive... If you couldn't bench press 450 pounds the way most people lift a toothpick, you couldn't wear all the medals on your uniform.

- TECHNICAL -

Game ID: J9028

- TRIVIA -

Reviews:
[FR] September 1994, Consoles + N.35: 93%

- TIPS AND TRICKS -

* HINTS:
- Every level has hidden stuff. Not only could you use all those power-up items, but you can get a nice bonus for finding all of them, too.
- Your captors may be rude hosts, but they would never hide anything that would be necessary to escape. Keys and elevators can always be reached through non-hidden passages.
- Pushwalls are usually in alcovers, corners, or the ends of hallways. (But not always!)
- The doors and walls are not completely soundproof. Firing your weapon is likely to bring nearby guards running towards you.
- Don't stay in a doorway with the guards in the room beyond. if you do, they can easily sneak up from the side and shoot you.
- The close you are, the more damage you can inflict.

* CHEATS (during game play, unless otherwise noted):
God Mode = 4,6,6,8
Full Inventory = 4,9,9,6
Next Level = 4,7,8,6
Previous Level = 4,6,9,6
Floor/mission menu = 1+3+7+9 (at main menu)

* EASTER EGGS (during game play, unless otherwise noted):
Music Menu = # (at 'Ball' title screen)
Refresh Info = 4,8,8,7

- STAFF -

Programmers: John Carmack, David Taylor, John Romere, Shawn Green
Artists: Adrian Carmack, Keven Cloud
Designer: Sandy Petersen
Development Support: Shawn Green, American McGee
Business Manager: Jay Wilbur
Producers: Bill Rehbock
Testers: Tom Gillen, Scott Hunter, hank Cappa, Hans Jacobsen, Andrew Kein, Dan McNamee, Joe Sousa, Lance J. Lewis

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72279&o=2

$end


$snes=wolfn3du,wolfn3dup,wolfn3dup2,
$bio

Wolfenstein 3D [Model SNS-6W-USA] (c) 1994 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64028&o=2

$end


$snes=wolfn3d,
$bio

Wolfenstein 3D [Model SNSP-6W-EUR] (c) 1994 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64027&o=2

$end


$pc98=wolfishg,wolfishga,
$bio

Wolfish Gallop - Legacy of the Solomon (c) 1994 Pandora Box [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91076&o=2

$end


$cpc_cass=wolfman,
$bio

Wolfman (c) 1988 CRL Group PLC [London, England]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100105&o=2

$end


$amigaocs_flop=wolfpack,
$bio

Wolfpack (c) 1990 Mirrorsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75562&o=2

$end


$bbca_cass,bbcb_cass=wolfpck3,
$bio

Wolfpack 3 (c) 1983 Doctorsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52664&o=2

$end


$nes=wolverin,
$bio

Wolverine (c) 1991 LJN

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55821&o=2

$end


$snes=wolverinj,
$bio

Wolverine - Adamantium Rage [Model SHVC-AWXJ-JPN] (c) 1995 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62620&o=2

$end


$snes=wolverinu,wolverinup,wolverinupa,
$bio

Wolverine - Adamantium Rage [Model SNS-AWXE-USA] (c) 1994 LJN, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64030&o=2

$end


$snes=wolverin,
$bio

Wolverine - Adamantium Rage [Model SNSP-AWXP-EUR] (c) 1994 LJN, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64029&o=2

$end


$psx=wonder3a,
$bio

Wonder 3 Arcade Gears [Model SLPS-00927] (c) 1998 Xing Ent. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85858&o=2

$end


$saturn,sat_cart=wonder3,
$bio

Wonder 3 (c) 1998 Xing Ent.

- TECHNICAL -

Arcade Gears Vol. 3
Model T-26107G

- TRIVIA -

Wonder 3 for Saturn was released on March 5, 1998 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58918&o=2

$end


$info=wonder3,
$bio

Wonder 3 (c) 1991 Capcom Company, Limited.

Capcom announces its epoch-making new game, Wonder 3, featuring three unique games on one CP System board. The player can choose between an action, a shooting and a puzzle game. No need for special equipment, Wonder 3 is a standard CP System game.

Midnight Wanderers - Quest for the Chariot.
Lou and Siva go on an adventure into the Demon's Castle to liberate the Legendary Chariot of light from the evil demon Gaia. An Action/Shooting game, the various weapons and allies make for a very fun and high-paced game. 
* Magical allies to assist the player: Firestorm, Chilly & Corkscrew.
* Unique player movement.

Chariot - Adventure through the Sky.
Unique flying/shooting game in a fantasy setting. Lou (1P) and Siva (2P) are back but this time they must fly the chariot in battle against the Demon Lar and save the kidnapped princess. Stages include the air, moon world, dark world and four more.
* Unique Weaponry: Tail Shot.

Don't Pull.
Enjoy the puzzle fantasy world of the two adorable characters Don (1P) and Pull (2P) in these easy to understand but delightfully challenging puzzle action game. A 2 player interactive game, players can join in at any time with the game continuation buy-in feature.
* Push Blocks and Squash Enemies
* Try to collect fruit for 1-UP!
* Place 3 (hearts) in a row to receive SPECIAL BONUS

- TECHNICAL -

Runs on the "CP System" hardware.
B-Board #: 89625B-1

Players: Up to 2.
Control: 8-way joystick per player.
Buttons: 3 per player.
=> Roosters : [A] Attack, [B] Jump
=> Chariot : [A] Shot, [B] Tail shot
=> Don't Pull : [A] Push Block/Break Block, [B] Push Block/Break Block

- TRIVIA -

Wonder 3 was originally released in May 1991 in Japan. It was known there as the 16th video game made for this system. It is known outside Japan as "Three Wonders".

This game is known outside Japan as "Three Wonders". Here are some known export releases : 
"Three Wonders [B-Board 89624B-3]". 

The main character of the action game (Roosters) appears as a striker character (Lou) in "Marvel vs. Capcom - Clash of Super Heroes". 

The roar that the bosses make when they die is sampled from 'Return of the Jedi' - it's the bellow that Jabba the Hutt makes when Bib Fortuna rudely awakens him to the arrival of Luke Skywalker in his throne room. 

Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Captain Commando : G.S.M. Capcom 5 - PCCB-00083) on March 21, 1992.

- STAFF -

Game Designer : Udatoshi
Programmer : Koma Chan
Character Designer : Kurisan
B.G. Designer : Kuramoyan
Sound Composer : Masaki Izutani (T. Yomage)
Director : Yoshiki Okamoto (Kihaji Okamoto)

- PORTS -

Here is a list of ports released in Japan only. For ports released outside Japan, please see the Export version entry; "Three Wonders [B-Board 89624B-3]" 

* Consoles : 
Sony PlayStation [JP] (April 2, 1998) [Model SLPS-00927] 
Sega Saturn [JP] (March 5, 1998) "Wonder 3 [Model T-26107G]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3181&o=2

$end


$psx=wonderbc,
$bio

Wonder B-Cruise - Dogiborn Daisakusen [Model SLPS-02322] (c) 1999 Sunsoft [Sun Electronics div.] [Kounan, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85859&o=2

$end


$wswan=robworks,
$bio

Wonder Borg Robot Works [Model SWj-BAN033] (c) 2000 Bandai Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86410&o=2

$end


$sms=wboy,
$bio

Wonder Boy (c) 1987 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56279&o=2

$end


$gamegear=wboy,
$bio

Wonder Boy (c) 1991 Sega Enterprises, Limited.

- TRIVIA -

Reviews:
1990 - Consoles + HS N.2 [FR]: 90/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65001&o=2

$end


$gamegear=wboydtrp,
$bio

Wonder Boy - The Dragon's Trap (c) 1992 Sega Enterprises, Limited.

- TECHNICAL -

Package ID: 671-2229-50
Cartridge ID: 670-2337

- TRIVIA -

Reviews:
[FR] June 1992 - Joypad N.9: 92/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65002&o=2

$end


$info=wbdeluxe,
$bio

Wonder Boy Deluxe (c) 1986 Vision Electronics.

Deluxe version made by Vision Electronics. The game has an additional dip switch to control how fast the energy decreases.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71998&o=2

$end


$megadriv=wboy3,
$bio

Wonder Boy III - Monster Lair (c) 1991 Sega Enterprises, Limited.

Export release.

- TRIVIA -

Wonder Boy III - Monster Lair for Mega Drive was released in 1991 (exact date unknown) in Europe. It debuted in North America nearly two decades later on the Nintendo Wii Virtual Console (see Ports below).

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [EU] [AU] (March 6, 2009) [Model MCSP] 
Nintendo Wii [Virtual Console] [US] (April 20, 2009) [Model MCSE] 

* Computers : 
PC [Steam] [US] (January 26, 2011) "Wonder Boy III - Monster Lair [Model 71168]" : both stand-alone and as part of "SEGA Genesis Classics Pack 4" 
PC [Steam] [EU] (January 26, 2011) both stand-alone and as part of "SEGA Mega Drive Classics Pack 4" 
PC [MS Windows, CD-ROM] [EU] (February 4, 2011) "Sega Mega Drive Classics Collection Vol. 4" 
PC [MS Windows, DVD-ROM] [US] (March 15, 2011) "Sega Genesis Classic Collection - Gold Edition" 
PC [MS Windows, DVD-ROM] [EU] (March 18, 2011) "Sega Mega Drive Classic Collection - Gold Edition" 
PC [Steam] [US] (March 25, 2011) "SEGA Genesis Classics Collection" 
PC [Steam] [EU] (March 25, 2011) "SEGA Mega Drive Classics Collection"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94017&o=2

$end


$info=wb3bbl,wb3bble,
$bio

Wonder Boy III - Monster Lair (c) 1989 Unknown.

Bootleg release.

- TRIVIA -

All copyrights information were removed in this bootleg.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71994&o=2

$end


$info=wb31,wb31d,
$bio

Wonder Boy III - Monster Lair (c) 1988 Sega.

The 3rd sequel of the well-known series. During the first round, Wonder Boy is walking through a world collecting food to get energy; at the end, a Boss is waiting. After a few worlds have been completed, Wonder Boy is mostly flying around and shooting different enemies.

- TECHNICAL -

Runs on the Sega "System 16A" hardware.
Game ID : 317-0084

Players: 2
Control: 8-way joystick
Buttons: 2

- TRIVIA -

Wonder Boy III was released in November 1988 in Japan.

- SERIES -

1. Wonder Boy [Model 315-5135] (1986, Arcade)
2. Wonder Boy in Monster Land [Model 317-0043] (1987, Arcade)
3. Wonder Boy III - Monster Lair [Model 317-0084] (1988, Arcade)
4. Wonder Boy IV - Monster World II (Mega Drive)
5. Wonder Boy V - Monster World III (1991, Mega Drive)
6. Monster World IV (1994, Mega Drive)

- STAFF -

Developed by Westone.

Programmer: Naoki Hoshizaki
Character designers: Rie Ishizuka, Hiromi Suzuko
Music composer / Effect designer: Shinichi Sakamoto
Director: Ryuichi Nishizawa
Assistant: Takanori Kurihara, Yoshihito Saisho
Supervisor: Michishito Ishizuka

- PORTS -

* Consoles :
NEC PC-Engine CD-ROM² [JP] (Aug. 31, 1989) "Wonder Boy III - Monster Lair [Model HCD9006]"
Sega Mega Drive [JP] (Dec. 22, 1990) "Wonder Boy III - Monster Lair [Model G-4025]"
Sony PlayStation 2 [JP] (Mar. 08, 2007) "Monster World Complete Collection [Sega Ages 2500 Vol.29] [Model SLPM-62760]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3183&o=2

$end


$info=wb32,wb32d,
$bio

Wonder Boy III - Monster Lair (c) 1988 Sega Enterprises, Limited.

Re-release of the game on the new System 16B hardware. For more information about the game itself, please see the original release entry; "Wonder Boy III - Monster Lair [Model 317-0084]".

- TECHNICAL -

Game ID: 317-0085

Runs on the Sega "System 16B" hardware.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71990&o=2

$end


$info=wb35,wb35d,
$bio

Wonder Boy III - Monster Lair (c) 1988 SEGA Enterprises, Ltd.

Re-edition. See the original version; "Wonder Boy III - Monster Lair [Model 317-0084]" for more information about the game itself.

- TECHNICAL -

Runs on the Sega "System 16A" hardware.
Game ID: 317-0086

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=97881&o=2

$end


$info=wb34,wb34d,
$bio

Wonder Boy III - Monster Lair (c) 1988 Sega Enterprises, Limited.

Japanese re-release. For more information about the game itself, please see the original release entry; "Wonder Boy III - Monster Lair [Model 317-0084]".

- TECHNICAL -

Game ID: 317-0087

Runs on the Sega "System 16B" hardware.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71992&o=2

$end


$info=wb33,wb33d,
$bio

Wonder Boy III - Monster Lair (c) 1988 Sega Enterprises, Limited.

Export release. Game developed in Japan. For more information about the game itself, please see the original release entry; "Wonder Boy III - Monster Lair [Model 317-0084]".

- TECHNICAL -

Game ID: 317-0089

Runs on the Sega "System 16B" hardware.

- PORTS -

* Consoles :
NEC TurboGrafx-CD [US] (August 1, 1990) "Monster Lair [Model TGXCD1003]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71991&o=2

$end


$info=wb3,
$bio

Wonder Boy III - Monster Lair (c) 1988 Sega Enterprises, Limited.

Export release. Game developed in Japan. For more information about the game itself, please see the original release entry; "Wonder Boy III - Monster Lair [Model 317-0084]".

- TECHNICAL -

Game ID: 317-0098

Runs on the Sega "System 16B" hardware.

- PORTS -

* Consoles : 
Sega Mega Drive [EU] (1991)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71993&o=2

$end


$megadriv=wboy3j,
$bio

Wonder Boy III - Monster Lair (c) 1990 Sega Enterprises, Limited.

- TECHNICAL -

Game ID: G-4025

- TRIVIA -

Wonder Boy III for Mega Drive was released on December 22, 1990 in Japan.

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [JP] (January 6, 2009) [Model MCSJ]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48203&o=2

$end


$pcecd=mlairj,
$bio

Wonder Boy III - Monster Lair (c) 1989 Hudson Soft.

Monster Lair is a side scrolling action/shooter by Hudson Soft and conversion of Westone's arcade game. Monsters have been sighted in the kingdom and they now bring fear and panic throughout the country. The legendary armor and weapons of valor have been stolen and the thieves have vanished without a trace. Just when all hope appears to be lost, a green haired boy and his princess friend come to the rescue and embark on a long journey to prevent the world from being cast into darkness. Although they both come equipped with magic weapons (a sword and a staff), things get a lot more challenging and new weapons can be collected along the way. Some of them fire laser-rings, some shoot rotating stars while others short range missiles. Fairies can also be rescued along the way and will reward our heroes with temporary invulnerability or dump large cakes for extra health. The game has an unusual structure and each stage is divided into two sub-areas - the first half is a traditional side-scrolling platform phase featuring a 'run and jump' gameplay. There, the kids' health constantly decrease and they have to periodically eat fruits in order to avoid exhaustion (interestingly, picking up a new weapon also restores some life back). Larger fruits can even be "powered-up" by firing repeatedly at them to generate even more smaller fruits. Then the second half of each level has our heroes riding their beloved pet dragons. This phase of the game is similar to a traditional horizontal shooter where an end-of-level boss awaits the player and must be destroyed before proceeding to the next stage. Finally, Monster Lair features a two-player simultaneous co-op mode.

- TECHNICAL -

Game ID: HCD9006

- TRIVIA -

Monster Lair for PC-Engine CD was released on August 31, 1989 in Japan for 5800 Yen.

Wonder Boy III - Monster Lair was first released in the arcades in 1988. The PC-Engine conversion is actually really close to the original game - although it features a CD quality re-mastered soundtrack, it has sadly lost the two-level parallax scrolling.

- STAFF -

Programmer: Naoki Hoshizaki
Character Designer: Rie Ishizuka, Hiromi Suzuko
Music composer: ???
Effect Designer: Shinichi Sakamoto
Director: Ryuichi Nishizawa
Assistant: Takanori Kurihara, Yoshihiti Saisho
Supervisor: Michishito Ishizuka
Special Thanks To: Tsutomu Watanabe, Nasanori Yoshihara, Mina Morioka, Kohta Kikuchi, Anzu Oohori, Shooting No Kamisama

PC ENGINE STAFF
Music Arranged by: A. Chikuma
Graphics Design: Tetsuya Sasaki
Programmer: Kouji Yamamoto, Takeshi Takamine
Assistant: Kenichi Sakai, Bokegi, Yoshinozui
Sound Effect: Masahiro Teramoto
Test Player: Mika Yamamoto
Manager: Tomofumi Matsumoto
Special Thanks: Toshinori Oyama, Toshiyuki Sasagawa

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [JP] (April 15, 2008) [Model QAUJ]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48202&o=2

$end


$gamegear=wboydtrpp,
$bio

Wonder Boy III - The Dragon's Trap (c) 1992 Sega Enterprises, Limited.

- TECHNICAL -

Cartridge ID: 670-2337

- STAFF -

Director: Ryūichi Nishizawa
Programmer: Takanori Kurihara
Designer: Hiromi Kurihara
Sound composer: Shinichi Sakamoto
Designer (GG version): Kanako Kohyama, Rieko Sumi
Sound composer (GG version): W. S. S. Sakamoto
Assistant director (GG version): Napalm Watanabe

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65003&o=2

$end


$sms=wboy3,
$bio

Wonder Boy III - The Dragon's Trap (c) 1989 Sega Enterprises, Limited.

- TECHNICAL -

Game ID: 7026

- TRIVIA -

This game was released in 1989 (exact date unknown) in both Europe and North America.

Known in Brazil as "Turma da Monica em O Resgate [Model 026260]".

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [EU] [AU] (October 9, 2009) 
Nintendo Wii [Virtual Console] [US] (November 9, 2009)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56280&o=2

$end


$info=wbml,wbmlb,wbmljb,wbmljo,wbmlbg,wbmlbge,wbmlvc,wbmld,wbmljod,wbmlvcd,
$bio

Wonder Boy in Monster Land (c) 1987 Sega.

Use your sword to fight monsters and defeat the Dragon. Collect gold to upgrade your boots, shield and armor, and defeat bosses to strengthen your sword. Most stages include a boss, that once defeated leaves behind a key to the next stage.

- TECHNICAL -

Game ID: 317-0043

Runs on the Sega "System 2" hardware.

Players : 2
Control : 8-way joystick
Buttons : 2 (STAB, JUMP)

- TRIVIA -

Wonder Boy in Monster Land was released in August 1987 in Japan. It was developed by Westone.

A bootleg of this game was made by Galaxy Electronics in England.

- TIPS AND TRICKS -

* This game has hidden coins that appear when you jump in certain spots. The demo screen shows a couple of these. Some of them will give you 60 gold or more every time.

* How to get 60+ golds from hidden coins : Besides the general strategy of quickly wiggling the joystick right and left while jumping (which raises the chance to get 60+ golds), certain coins, in certain places within the game, will ALWAYS yield 60+ golds if you perform particular actions :
1) Round 2 : On the screen after you kill the Vampire, there's a platform with a Shoe Shop and some stairs which lead downwards to an Infirmary. Wait for the little mushroom to go down the stairs, and stand so that you are almost off the topmost stair. The mushroom will come back up and hit you, making you fall off the stairs. Hold the joystick to the left so that when you land you walk into the bottom step. This will drop a 60+ coin. NOTE: This trick only works if you haven't bought any shoes yet.
2) Round 3 : On the stage after you kill the Red Knight, you'll see some jellyfishes on platforms over the water. At the first jellyfish you come to, wait for it to drop into the water, then lean out of the platform putting yourself on its trajectory. The jellyfish will hit you, and you'll get a 60+ golds bag. NOTE: This trick is shown during the attract mode.
3) Round 3 (Baraboro) : Climb the ladder to the platform where the Shield Shop and Catherine's window are located. Once you're atop the ladder, let the mouse hit you. You'll fall leftwards, triggering a 60+ golds bag.
4) Round 6 (Pyramid) : Beneath the platform where the Infirmary is located, there are some spikes. Approach the spikes as much as possible, then hit jump and fire at the same time, and keep hitting them every time you land. Some coins will start to fall from the platform and head towards you. If you'll keep a pace as much regular as possible, many of those coins will yield 60+ golds.

- SERIES -

1. Wonder Boy [Model 315-5135] (1986, Arcade)
2. Wonder Boy in Monster Land [Model 317-0043] (1987, Arcade)
3. Wonder Boy III - Monster Lair [Model 317-0084] (1988, Arcade)
4. Wonder Boy IV - Monster World II (Mega Drive)
5. Wonder Boy V - Monster World III (1991, Mega Drive)
6. Monster World IV (1994, Mega Drive)

- STAFF -

Program: Ryuichi Nishizawa, Michishito Ishizuka
Character Produce: Naoki Hoshizaki
Music Compose: Shinichi Sakamoto
Character Design: Hiromi Suzuko, Rie Ishizuka (aka Rie Yatomi)
Special Thanks: Kohta Kikuchi, K. Kiyokawaanzu, Ohayashi
Produce: Ryuichi Nishizawa

- PORTS -

* Consoles :
Sega Master System [US] (1988) "Wonder Boy in Monster Land [Model 7007]" 
Sega Master System [EU] (1988) "Wonder Boy in Monster Land [Model MK-7007-50]" 
Sega Mark III [JP] (January 31, 1988) "Super Wonder Boy Monster World [Model G-1346]" 
NEC PC-Engine [JP] (October 30, 1988) "Bikkuriman World [Model HC62002]"
Sega Master System [BR] (1989) "Monica no Castelo do Dragao" by Tec Toy
Sony PlayStation 2 [JP] (March 8, 2007) "Monster World Complete Collection [Sega Ages 2500 Vol.29] [Model SLPM-62760]" 
Nintendo Wii [Virtual Console Arcade] [JP] (June 21, 2011) [Model E5WJ] 
Nintendo Wii [Virtual Console Arcade] [US] (May 10, 2012) [Model E5WE] 
Nintendo Wii [Virtual Console Arcade] [EU] [AU] (May 10, 2012) [Model E5WP] 
Sony PlayStation 3 [PSN] [US] (May 22, 2012) "Wonder Boy in Monster Land [Model NPUB-30494]" 
Sony PlayStation 3 [PSN] [EU] (May 23, 2012) "Wonder Boy in Monster Land [Model NPEB-00561]" 
Sony PlayStation 3 [PSN] [JP] (May 23, 2012) "Wonder Boy in Monster Land [Sega Ages Online] [Model NPJB-00132]" 
Sony PlayStation 3 [PSN] [KO] (May 30, 2012)

* Computers :
Commodore Amiga [US] [EU] (1987)
Sinclair ZX Spectrum (1989)
Commodore C64 [US] [EU] (1989)
Amstrad CPC [EU] (1989)
Atari ST [EU] (1989)
Amstrad CPC [EU] (1990) "Le Monde des Merveilles"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3184&o=2

$end


$sms=wboymlnd,wboymlnda,wboymlndp,
$bio

Wonder Boy in Monster Land (c) 1988 Sega Enterprises, Limited.

European release.

- TECHNICAL -

Game ID: MK-7007-50

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [EU] [AU] (January 23, 2009) [Model LAKP]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56281&o=2

$end


$megadriv=wboymwu
$bio

Wonder Boy in Monster World (c) 1992 Sega Enterprises, Limited.

North American release.

- TECHNICAL -

Package ID: 670-2129
Cartridge ID: 670-2128

- TRIVIA -

This game is known in Japan as "Wonder Boy V - Monster World III [Model G-5509]".

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [US] (April 23, 2007) [Model MAVE] 
Sony PlayStation 3 [PSN] [US] (May 22, 2012) "Wonder Boy in Monster World [Model NPUB-30327]" 
Microsoft XBOX 360 [XBLA] [US] (May 23, 2012) "Sega Vintage Collection - Monster World" 

* Computers : 
PC [Steam] [US] (May 2, 2012) "Wonder Boy in Monster World [Model 211209]" : both stand-alone and as part of "SEGA Genesis Classics Pack 5"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94015&o=2

$end


$megadriv=wboymw,
$bio

Wonder Boy in Monster World (c) 1992 Sega Enterprises, Limited.

European release.

- TECHNICAL -

Package ID: 670-2129-50
Cartridge ID: 670-2128-50

- TRIVIA -

Reviews:
November 1991 - Consoles + N.3 [FR]: 92/100

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [EU] (May 4, 2007) [Model MAVP] 
Microsoft XBOX 360 [XBLA] [EU] (May 23, 2012) "Sega Vintage Collection - Monster World" 
Sony PlayStation 3 [PSN] [EU] (May 23, 2012) "Wonder Boy in Monster World [Model NPEB-00411]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94016&o=2

$end


$sms=wboymwld,wboymwldp,
$bio

Wonder Boy in Monster World (c) 1993 Sega Enterprises, Limited.

- TECHNICAL -

Game ID (original release): 9012
Game ID (classic edition): 9012-50

- TRIVIA -

Wonder Boy in Monster World for the Sega Master System was released in 1993 in Europe. It was re-released as a Classic edition later that same year.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56282&o=2

$end


$megadriv=wboy5,
$bio

Wonder Boy V - Monster World III (c) 1991 Sega Enterprises, Limited.

- TECHNICAL -

Game ID: G-5509

- TRIVIA -

Wonder Boy V - Monster World III for the Sega Mega Drive was released on October 25, 1991 in Japan.

This game is known outside Japan as "Wonder Boy in Monster World" and in Brazil as "Turma da Monica na Terra Dos Monstros [Model 044870]".

- PORTS -

* Consoles : 
Sony PlayStation 2 [JP] (March 8, 2007) "Monster World Complete Collection [Sega Ages 2500 Vol.29] [Model SLPM-627460]
Nintendo Wii [Virtual Console] [JP] (March 27, 2007) [Model MAVJ] 
Microsoft XBOX 360 [XBLA] [JP] (May 23, 2012) "Monster World Collection" 
Sony PlayStation 3 [PSN] [JP] (May 23, 2012) "Wonder Boy V - Monster World III [Sega Ages Online] [Model NPJB-00091]" 
Sony PlayStation 3 [PSN] [KO] (May 30, 2012) "Wonder Boy in Monster World"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57050&o=2

$end


$info=wboyo,wboy2u,wboy5,wboyub,wboy3,wboyu,
$bio

Wonder Boy (c) 1986 Sega.

A little boy ventures through Wonderland in this horizontally scrolling game. There are 4 areas, each with 4 levels and end bosses. Walking and jumping depletes your energy so you must eat food found along the way.

- TECHNICAL -

Game ID : 315-5135

Runs on the Sega "System 1" hardware.

Players: 2
Control: 2-way joystick
Buttons: 2

- TRIVIA -

Wonder Boy was released in April 1986 in Japan.

Licensed by Escape.

Chris E McClard holds the official official record for this game, on factory setting, with 1,217,240 points on 06/05/2005.

- TIPS AND TRICKS -

* Round 8: If you manages to finish the game (Round 7 area 4) without forgetting any of the sweet little faces that multiply the vitality at the end of the screen, you can enjoy the Round 8.

- SERIES -

1. Wonder Boy [Model 315-5135] (1986, Arcade)
2. Wonder Boy in Monster Land [Model 317-0043] (1987, Arcade)
3. Wonder Boy III - Monster Lair [Model 317-0084] (1988, Arcade)
4. Wonder Boy IV - Monster World II (Mega Drive)
5. Wonder Boy V - Monster World III (1991, Mega Drive)
6. Monster World IV (1994, Mega Drive)

- PORTS -

* Consoles :
Sega SG-1000 [JP] (1986) "Wonder Boy [Model C-69]"
Sega Mark III [JP] (March 22, 1987) "Super Wonder Boy [Model G-1316]"
Sony PlayStation 2 [JP] (March 8, 2007) "Monster World Complete Collection [Sega Ages 2500 Vol.29] [Model SLPM-62760]" 
Sony PlayStation 4 [JP] (July 10, 2014) "Arcade Archives - Wonder Boy [Model CUSA-00647]" 

* Handhelds : 
Sega Game Gear [JP] (December 8, 1990) "Wonder Boy [Model G-3205]"

* Computers : 
Sinclair ZX Spectrum [EU] (1987) "Wonder Boy [Model 21255]" by Activision 
Sinclair ZX Spectrum [EU] (1988) "Wonder Boy [Budget] [Model AC10]" by Hit Squad 
Commodore C64 [US] (1987) "Wonder Boy [Model UDK574]" 
Commodore C64 [EU] (1987)
Amstrad CPC [EU] (1987)
MSX

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3182&o=2

$end


$info=wboy4,
$bio

Wonder Boy (c) 1986 Sega Enterprises, Limited.

4-D Warriors Conversion Kit. For more information about the game itself, please see the original release entry; "Wonder Boy [Model 315-5135]".

- TECHNICAL -

Game ID: 315-5162

Runs on the Sega "System 1" hardware.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71995&o=2

$end


$info=wboy,
$bio

Wonder Boy (c) 1986 Sega Enterprises, Limited.

Re-release. For more information about the game itself, please see the original release entry; "Wonder Boy [Model 315-5135]".

- TECHNICAL -

Game ID: 315-5177

Runs on the Sega "System 1" hardware.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71996&o=2

$end


$info=wboy2,
$bio

Wonder Boy (c) 1986 Sega Enterprises, Limited.

Re-release. For more information about the game itself, please see the original release entry; "Wonder Boy [Model 315-5135]".

- TECHNICAL -

Game ID: 315-5178

Runs on the Sega "System 1" hardware.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71997&o=2

$end


$sg1000=wboya,wboy,
$bio

ワンダーボーイ (c) 1986 Sega Enterprises, Limited.
(Wonder Boy)

- TECHNICAL -

[Sega My Card]
Game ID: C-69

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48196&o=2

$end


$gamegear=wboyj,
$bio

Wonder Boy (c) 1990 Sega Enterprises, Limited.

- TECHNICAL -

[Model G-3205]

- TRIVIA -

Wonder Boy was released on December 8, 1990 in Japan.

Known in North America as "Revenge of Drancon [Model 2302]"

- TIPS AND TRICKS -

* Stage Select: At the title screen, press Down+START. You can then use Up and Down to choose the starting level.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48198&o=2

$end


$cpc_cass=wboy,
$bio

Wonder Boy [Model UQK 574] (c) 1987 Activision, Inc. [Santa Clara, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100106&o=2

$end


$info=wboysys2,
$bio

Wonder Boy (c) 1986 Sega Enterprises, Ltd.

System 2 release. Game originaly released on System 1. For more information about the game itself, please see the original System 1 release; "Wonder Boy [Model 315-5135]".

- TECHNICAL -

Runs on the Sega "System 2" hardware.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48270&o=2

$end


$wscolor=wclassic,
$bio

Wonder Classic [Model SWJ-BANC06] (c) 2001 Bandai Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86502&o=2

$end


$amigaocs_flop=wonderdg,
$bio

Wonder Dog (c) 1993 Core Design

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75563&o=2

$end


$megacd,megacdj=wonderdg,
$bio

Wonder Dog [Model 4428] (c) 1993 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60687&o=2

$end


$segacd=wonderdg,
$bio

Wonder Dog [Model T-60074 (c) 1992 JVC Musical Industries, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60845&o=2

$end


$megacd,megacdj=wonderdg,
$bio

Wonder Dog [Model T-60074] (c) 1992 Victor Ent.

- TRIVIA -

Reviews:
[FR] December 1992 - Consoles + N.15: 91%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60584&o=2

$end


$m5_cart=wondhole,
$bio

Wonder Hole [No.9] (c) 1982 Irem Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95372&o=2

$end


$pc8801_flop=wonderho,
$bio

Wonder House (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93275&o=2

$end


$megadriv=wondlib,
$bio

Wonder Library (c) 199? Victor Musical Industries, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57051&o=2

$end


$info=wndrmomo,
$bio

Wonder Momo (c) 1987 Namco, Limited.

An excellent side-scrolling beat em up game.

We play with a beautiful teen actress named Momo, through various theater levels, she must face of all enemies from the 'Warudemon' Phantom Army, with kicks and double kicks and must pick up a tornado item to get the ability to turn into 'Wonder Momo' using his super suit that lets throw his 'Wonder hoop' and the powerful 'Wonder Typhoon'.

When you reach the end of each level, a boss appears and has to be defeated to unlock the next stage.

- TECHNICAL -

Namco System 86 hardware
Game ID : WM

Main CPU : (2x) M6809 (@ 1.536 Mhz), Hitachi HD63701 (@ 1.536 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.57958 Mhz), Namco 8-channel WSG, Namco (@ 6 Mhz)

Players : 2
Control : 4-way joystick
Buttons : 2

- TRIVIA -

Wonder Momo was released in February 1987 in Japan and is Namco's last 8-bit game.

When the game is first started, players are treated to a parody of the MGM logo featuring Momo.

The sequel is starring by his daughter 'Momoko' a teen idol in a battle to save Tokyo city and the universe!

Here are the English translations for the stage names :
1. Terror! Monster Army!
2. The Riddle of the Blood-Sucking Flower
3. Aiming for a Schoolgirl
4. Transform! The Final Decisive Battle

Alfa Records released a limited-edition soundtrack album for this game (Namco Game Music Volume 2 - 28XA-171) on August 25, 1987.

- SERIES -

1. Wonder Momo (1987)
2. Wonder Momo - Typhoon Booster (2014, Google Play)

- STAFF -

Music by : Kumio Yudate

- PORTS -

* Consoles :
NEC PC-Engine [JP] (April 21, 1989) "Wonder Momo [Model NC64001]" 
Sony PlayStation [JP] (October 30, 1997) "Namco Museum Encore [Model SLPS-01050]" 
Sony PlayStation [JP] (October 30, 1997) "Namco Museum Encore [Shokai Gentei Special Box] [Model SLPS-00765]" 
Sony PlayStation [JP] (October 28, 1999) "Namco Museum Encore [PlayStation the Best] [Model SLPS-91163]" 
Nintendo Wii [JP] [Virtual Console Arcade] (June 16, 2009) 
Nintendo Wii [JP] [Virtual Console] (February 27, 2007) PC-Engine version

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3185&o=2

$end


$pce=wonderm,
$bio

Wonder Momo (c) 1989 Namco, Limited.

Wonder Momo is a side-scrolling beat'm up by Namco. The players takes control of Momo, a cute girl who has the extraordinary ability to turn into a wonder-girl (hence the game's title). Interestingly, all the action happen in a Theatre and an audience can be clearly seen at the bottom of the screen. Each stage has its load of enemies, such as easy to hit grey creatures or meaner flying machines. They sometimes drop colored pills which will refill Momo's precious life bar. It is quite important to collect every single one of them, hence Momo's life is not restored when a stage is completed. Everytime a baddy is defeated, Momo's wonder bar increases. When ready, she can turn into Wonder Momo by either facing the audience and repeadly hitting the fire button, or by entering a small twister that never seems to appear when you need it the most. Wonder Momo's greatest ability is a ring of energy that she can throw at will at her enemies, if she can managed to pick it up once it's gone bouncing all over the stage though. Then, soon, the boss appears and has to be defeated to unlock the next stage. Every five levels or so, an short animated screen shows Momo having some good time.

- TECHNICAL -

HuCARD ID: NC64001
HuCARD Size: 2 MBits.

- TRIVIA -

Wonder Momo was released on April 21, 1989 in Japan for 6800 Yen. It was originally an arcade game released by Namco in 1987.

- STAFF -

Planning & Disruption: Ibaru Domingo
Program: Oginome Yūyu
Music: Yoshinori Nagumo (Cosmos Nagumo)
Graphics: Shigenori Kanai (Crystal Kanai), Castanet Kimoto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58776&o=2

$end


$info=wndrplnt,
$bio

Wonder Planet (c) 1987 Data East.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 10 Mhz)
Sound CPU : MOS Technology M6502 (@ 1.5 Mhz)
Sound Chips : YM2203 (@ 1.5 Mhz), YM3526 (@ 3 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Released in October 1987 in Japan.

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

- STAFF -

Game designer : K. Kubota
Graphic designers : Jun Matsuda, R. Takahashi, H. Nomura
Programmers : M. Sano, K. Takahashi, T. Sasagawa, Souichi Akiyama
Music editors : Azusa Hara (AZUSA), Tatsuya Kiuchi, H. Kowastu, H. Yoshida

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3186&o=2

$end


$snes=wprojj,
$bio

Wonder Project J ???????? (c) 1994 Enix, Limited.
(Wonder Project J - Kikai no Shounen Pino)

Wonder Project J is an action/simulation/adventure game developed by Almanic and published by Enix, but it is also a game like no other that doesn't really fit neatly in any defined genres. The story takes place on Koruro island (Corlo island), a place where androids and humans live in peace - or at least, they used to. Their relationship has been plagued by hostility and mistrust, and a bitter feud has been growing between the two sides. The game begins as Dr Gepetto, a gifted craftsman, puts the last touches on his latest creation - an articulated Gijin (an android) child named P?no. But for unknown reasons, the scientist is arrested and thrown in jail and the poor P?no is left all by himself. The goal of the game is to help the little android boy and to teach him how to move around and explore his new world. Interestingly, the player doesn't directly control Pino, but instead uses an interface-robot called 'Tinker'. The cute flying fairy can attract Pino's attention, ask him to walk in one direction, or stop, or help him pick up and use objects. And Pino starts out as a really naive boy who needs to grow and learn a lot! The player literately has to train the robot child, encourage him to repeat actions over and over, or teach him what is right from wrong (by praising and scolding him). However, the core gameplay of Wonder Project J is a lot more subtle and Pino rarely knows how to respond to new stimuli, and will simply try to eat any object he sees for the first time. But, in the end, this long training will slowing develop his inate abilities (such as attack, defense but also confidence, honesty or kindness) and will eventually activate all seven circuits of his robotic heart (as well as the mysterious 'Circuit J'), and maybe help humans and robots live in peace and harmony. Wonder Project J consists of ten acts and is single player only.

- TECHNICAL -

Cartridge ID: SHVC-APJJ-JPN

- TRIVIA -

Wonder Project J was released on December 09, 1994 in Japan for 11800 Yen.

nder Project J is undoubtly based on Carlo Collodi's classic novel the Adventures of Pinocchio originally published around 1883. However, Wonder Project J has many more parallels to Walt Disney's take on the tale. Pino, like Disney's Pinocchio, is a really appealing and innocent character helped by a secondary character who symbolizes his conscience (Disney's Jiminy Cricket certainly served as a base to design Tinker). The game has also obvious influences from Osamu Tezuka (Astro Boy) and Studio Ghibli/Hayao Miyazaki (Laputa,Totoro).

- SERIES -

1. Wonder Project J - Kikai no Shounen Pino [Model SHVC-APJJ-JPN] (1994, SFC)
2. Wonder Project J2 - Koruro no Mori no Jozet [Model NUS-NJ2J] (1996, N64)

- STAFF -

- CAST -
Hero: Gijin 4649
Doctor: Geppetto Lamarck
Tinker: Gijin 4648
No.46: Gijin 4600
King: Adams Koruro
Messara: Gijin 4646
Farmer: Famu uizado
Adventurer: Addo kinga
Minato Mamoru: Gamechi Poto
Danchou: Pieru Kiton
Shopkeeper: Mimi Anjeraito
Woman Fighter: Jannu Nora
Man Fighter: Gadi Nora
Wildcat: Rubi Karen
First Subordinate: Jon Bo
Second Subordinate: Poru Doro
Clerk: Pei Sorudo
Kyogi-in: Katta Ri
Giryuu: Gijin 4630
Dog: Chiro
Cat: Mi
Chicken: Kokko
Savior: You

- STAFF -
Almanic Staff
Game Design, Script: Yoneda Takashi
Program: Yamahiko Hiroko, Sorimachi Takashi, Shiotani Hiromitsu
Background Art Effect: Fujioka Hidetoshi
Object Design: Matsui Ry?saku, Niyama Kyoko, Kosuge Nobori
Special Thanks: Yokokura Hiroshi, Jo Takashi, Hayakawa Naoyuki, Wakatsuki Yasuo

Animation Staff
Director: Ida Umanosuke
Image Voice: Hidaka Noriko
Character Design: Kawamoto Toshihiro
Original Art: Kaneko Masashi
Animation: Kobayashi Sachiko, Masubuchi Junko, Otani Kumiko, Kanbara Yoshimi
Character Color Design: Iriomote Michiyo
Screen Design: Ida Umanosuke

Enix Staff: Chida Yukinobu, Honda Keiji, Maruyama Shigeki, Saito Mina, Takado Ittetsu, Saito Y?suke

Artwork: Yamamoto Hideki, Oishi Naoki
Publicity: Sone Kosei, Saito Yoshihisa, Otsuka Mitsuru, Shimamura Osan

Technical Support: Yahagi Sadao, Kano Kenjiro, Takeshita Zenro, Honma Kazufumi, Ida Mariko

Special Thanks: Kakizawa Minoru, Wakabayashi Kaoru, Suginaka Naoto, Kuroda Hirofumi, Arai Akira, Takahashi Midori, Shigeno Akimune, Nakamura Reiri, Abe Masaki, Saito Masakuni, Tanaka Hiroomi, Sasaki Yutaka, Ishizuka Daisuke, Matsumoto Keisuke, Hayashi Tsutomu

Title Collaborators: Fukuzaki Mika, Akaboshi Masak?, Arai Mayumi, Iwaki Hirokazu, End? Kazumi, ?tani Taku, Okada Hirofumi, Oshiki Sayaka, Ono Hitoshi, Kakino Takako, Kanazawa Asuka, Kawashima Shinya, Kihara Junji, Kuriki Morito, Koike Kazuhiro, Koizumi Ikue, Sat? Hiroshi, Sano Nobuhito, Shinomori Toshihiro, Tamura Asubu, Tsuzuki Yoshiaki, Togasaki Mutsumi, Tokuda Kiyomi, Toyohara Katsuo, Nakamura Miwa, Hatanaka Tomoyuki, Hayashi Megumi, Mikami Ry?suke, Mizutani Takayuki, Yamamoto Akihiro, Umano Shinya

Music: Mori Akihiko (Mint)
Sound Program: Hirasawa Michiya (Mint)
Recording: Wakabayashi Kazuhiro (Omnibus Promotion)
Director: Yoneda Takashi (Almanic)
Producer: Fujimoto Hiroki (Enix)
General Manager: Tomiyama Noriyuki (Almanic)
Publisher: Fukushima Yasuhiro (Enix)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62621&o=2

$end


$n64=wprojj2,
$bio

Wonder Project J2 - Koruro no Mori no Jozet (c) 1996 Enix, Limited.

- TECHNICAL -

Cartridge ID: NUS-NJ2J

- SERIES -

1. Wonder Project J - Kikai no Shounen Pino [Model SHVC-APJJ-JPN] (1994, SFC)
2. Wonder Project J2 - Koruro no Mori no Jozet [Model NUS-NJ2J] (1996, N64)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58084&o=2

$end


$wswan=wstad99,
$bio

Wonder Stadium '99 [Model SWJ-BAN019] (c) 1999 Bandai Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86412&o=2

$end


$wswan=wstadium,
$bio

Wonder Stadium [Model SWJ-BAN003] (c) 1999 Bandai Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86411&o=2

$end


$info=wondstck,wondstcka,
$bio

Wonder Stick (c) 199? Yun Sung.

Wonder Stick is an adult maze game in the model of the 1981 Konami classic, Amidar. The objective is to encircle sections on a grid while avoiding the enemies in order to remove the blocks and reveal the hidden nude image underneath. Once all of the blocks are removed the stage is complete.

The player character is penguin that drops a line to encircle blocks while the button is held down.  At the start of each line the player drops a tag.  The tag will return to the player if the button is let go or will circle around any blocks that are fully enclosed by the line. Enemies can be killed by this moving tag and will drop either power-ups or food items for the player. If a situation gets too hairy the player may use a help, denoted by the fish icons in the upper-left hand corner, which will momentarily stun enemies and allow the player to pass by them unscathed.

Every five levels the player gets to play a bonus level where he can travel a grid with no enemies for the purpose of picking up food items and extra lives before the end of the time limit.  The game is over once the player has lost all of his lives.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 16 Mhz), Zilog Z80 (@ 4 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), OKI6295 (@ 7.575 Khz)

Players : 2
Control : 8-way Joystick
Buttons : 2

- TRIVIA -

Released in June 1998.

- STAFF -

Director : Bok Won Kang, Chang Won Lee
Program : Jang Chang Soo, Lee Jong Min
Graphics : Oh Jeong Suk, Yum Jeong Sik, Kim Dong Suk
Hardware : Lee Sang Jin, An Jong Hwan
Sound : Lee Chang Won
Game Planner : K. Imaeda, M. Takabe

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4713&o=2

$end


$psx=wondertr,
$bio

Wonder Tracker [Model SCPS-10072] (c) 1998 Sony Computer Ent., Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85860&o=2

$end


$info=sc4wondw,sc4wondwa,
$bio

Wonder Wheel (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR1318]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42860&o=2

$end


$bbca_cass,bbcb_cass=wonderwo,
$bio

Wonder Worm (c) 19?? Thor

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52665&o=2

$end


$c64_cart,c64_flop=wboy,
$bio

Wonderboy (c) 1987 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53765&o=2

$end


$amigaocs_flop=wboymlnd,
$bio

Wonderboy in Monsterland (c) 1989 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75564&o=2

$end


$msx1_cart=wondchlda,wondchld,
$bio

Wonderful Child [Model P021] (c) 1985 al Alamiah

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77585&o=2

$end


$amigaocs_flop=wondrlnd,
$bio

Wonderland (c) 1991 Mastertronic, Limited. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75565&o=2

$end


$info=wondl96,
$bio

Wonderleague 96 (c) 1996 SemiCom.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 15 Mhz), Zilog Z80 (@ 3.75 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.42719 Mhz), OKI6295 (@ 1.024 Mhz)

Players : 2
Buttons : 3

- SERIES -

1. Magicball Fighting (1994)
2. Wonderleague Star - Sok-Magicball Fighting (1995)
3. Wonderleague 96 (1996)
4. MuHanSeungBu (1997)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=12472&o=2

$end


$info=wlstar,
$bio

Wonderleague Star - Sok-Magicball Fighting (c) 1995 Mijin Computer.

A baseball game.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 15 Mhz), Zilog Z80 (@ 3.75 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.42719 Mhz), OKI6295 (@ 1.024 Mhz)

Players : 2
Buttons : 3

- TRIVIA -

SemiCom used the name Mijin to pass the KMRB arcade game license until 1995.

- SERIES -

1. Magicball Fighting (1994)
2. Wonderleague Star - Sok-Magicball Fighting (1995)
3. Wonderleague 96 (1996)
4. MuHanSeungBu (1997)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=12086&o=2

$end


$megacd,megacdj=wmcol,
$bio

WonderMega Collection - Game Garden (c) 19?? Victor Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60585&o=2

$end


$wscolor=wwitcha,wwitch,
$bio

WonderWitch (c) 2000 Qute Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86503&o=2

$end


$snes=wondrmag,
$bio

Wondrous Magic [Model SHVC-UH] (c) 1993 ASCII Ent. Software, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62622&o=2

$end


$bbca_cass,bbcb_cass=wongo,
$bio

Wongo (c) 1986 Audiogenic

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52666&o=2

$end


$bbca_cass,bbcb_cass=wongopp,
$bio

Wongo pprr (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52667&o=2

$end


$pc98=wonpawr2,
$bio

Wonpara Wars II (c) 1995 Mink [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91077&o=2

$end


$sms=wonsiin,
$bio

Wonsiin (c) 1991 Zemina

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56283&o=2

$end


$msx1_cart=wonsiin,
$bio

Wonsiin (c) 1991 Zemina [Korea]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77586&o=2

$end


$bbca_cass,bbcb_cass=woodbury,
$bio

Woodbury End (c) 1986 Shards Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52668&o=2

$end


$bbca_cass,bbcb_cass=woodland,woodlandearly,
$bio

Woodland Terror (c) 1984 MP Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52669&o=2

$end


$info=woodpeck,woodpeca,
$bio

Woodpecker (c) 1981 Amenip.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : Namco 3-channel WSG (@ 96 Khz)

Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.61 Hz
Palette Colors : 16

Players : 2
Control : 4-way joystick
Buttons : 1

- TRIVIA -

Also licensed to Palcom Queen River.

- UPDATES -

The version that Amenip licensed to Palcom Queen River most likely has different colors & ladders arranged in a different way than the version they sold themselves as is the case with Naughty Mouse.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3741&o=2

$end


$pc8801_flop=woodsman,
$bio

Woodsman Disk Vol.3 (c) 1990 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93276&o=2

$end


$x1_flop=woodypoc,woodypocb,woodypoca,
$bio

Woody Poco (c) 1986 dB-SOFT [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86178&o=2

$end


$pc98=woodypoc,
$bio

Woody Poco (c) 1986 dB-SOFT [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91078&o=2

$end


$pc8801_flop=woodypoc,woodypocb,woodypoca,
$bio

Woody Poco (c) 1986 dB-SOFT [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93277&o=2

$end


$msx2_cart=woodypoc,woodypoca,
$bio

Woody Poco (c) 1987 db-Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51398&o=2

$end


$nes=woodypoc,
$bio

Woody Poco (c) 1987 db-Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54816&o=2

$end


$msx2_flop=woodypoc,woodypoca,
$bio

Woody Poco (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102141&o=2

$end


$fm77av=woodypoc,
$bio

Woody Poco [Model FUDF-19002] (c) 1987 dB-SOFT [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93873&o=2

$end


$gamegear=woodypop1,woodypop,
$bio

Woody Pop (c) 1991 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65004&o=2

$end


$sms=woodypop,
$bio

ウッディポップ 新人類のブロックくずし (c) 1987 Sega Enterprises, Limited.
(Woody Pop - Shinjinrui no Block Kuzushi)

- TECHNICAL -

Game ID: C-519

- TRIVIA -

Released on March 15, 1987 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55904&o=2

$end


$gba=woodycc5j,
$bio

Woody Woodpecker - Crazy Castle 5 [Model AGB-AWWJ-JPN] (c) 2002 Kemco, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76300&o=2

$end


$gba=woodycc5u,
$bio

Woody Woodpecker in Crazy Castle 5 [Model AGB-AWWE-USA] (c) 2003 Kemco, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76302&o=2

$end


$gba=woodycc5,
$bio

Woody Woodpecker in Crazy Castle 5 [Model AGB-AWWP] (c) 2002 Kemco, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76301&o=2

$end


$gbcolor=woodyracj,
$bio

Woody Woodpecker no Go! Go! Racing [Model CGB-WRJ-JPN] (c) 2001 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69125&o=2

$end


$gbcolor=woodyracu,
$bio

Woody Woodpecker Racing [Model CGB-BWRE-USA] (c) 2000 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69124&o=2

$end


$gbcolor=woodyrac,
$bio

Woody Woodpecker Racing [Model CGB-BWRP-EUR] (c) 2000 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69123&o=2

$end


$gbcolor=woodyu,
$bio

Woody Woodpecker [Model CGB-BWPE-USA] (c) 2001 DreamCatcher Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69122&o=2

$end


$gbcolor=woody,
$bio

Woody Woodpecker [Model CGB-BWPP-EUR] (c) 2001 Cryo Interactive Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69121&o=2

$end


$amigaocs_flop=woodywrl,
$bio

Woodys World (c) 1993 Acid

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75566&o=2

$end


$info=sp_woolp,
$bio

Woolpack (c) 1995 Ace Coin Equipment, Limited.

- TRIVIA -

Woolpack was released in July 1995.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42267&o=2

$end


$pc98=woom,
$bio

Woom (c) 1984 System Sacom Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91079&o=2

$end


$pc8801_flop=woor16,
$bio

Wooryor 16 (c) 19?? Team AUT

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93278&o=2

$end


$pc8801_flop=woor16ug,
$bio

Wooryor 16 - Uniform Girl Version (c) 19?? Team AUT

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93279&o=2

$end


$coleco=wordfeud,
$bio

Word Feud (c) 1984 K-Tel International, Limited. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53398&o=2

$end


$bbca_cass,bbcb_cass=wordhunt,
$bio

Word Hunt (c) 198? Acornsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51422&o=2

$end


$ti99_cart=wordinva,
$bio

Word Invasion [Model PHM 3169] (c) 1982 DLM Academics

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84788&o=2

$end


$m5_cart=wordmaze,
$bio

Word Maze [No.15] (c) 1983 Sord Computer Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95373&o=2

$end


$cpc_cass=wordperf,
$bio

Word Perfect (c) 1985 Supersoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100108&o=2

$end


$bbca_cass,bbcb_cass=wordpowr,
$bio

Word Power (c) 19?? Sullis

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52670&o=2

$end


$msx1_cass=wordpro,
$bio

Word Pro (c) 1985 Kuma Computers, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95124&o=2

$end


$fm7_cass=wordpro,
$bio

Word Processor (c) 198? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93823&o=2

$end


$ti99_cart=wordradr,
$bio

Word Radar [Model PHM 3185] (c) 1982 DLM Academics

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84789&o=2

$end


$gba=wordsafr,
$bio

Word Safari - The Friendship Totems [Model AGB-ADVE-USA] (c) 2007 Tomy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76303&o=2

$end


$bbca_cass,bbcb_cass=wordseq,wordseqg,
$bio

Word Sequencing (c) 198? Acornsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51423&o=2

$end


$cpc_cass=wordstyl,
$bio

Word Style (c) 1985 Supersoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100109&o=2

$end


$info=ep_word,ep_worda,ep_wordb,ep_wordc,ep_wordd,ep_worde,ep_wordf,ep_wordg,
$bio

Word Up (c) 199? Maygay.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40919&o=2

$end


$a2600=wordzap,wordzape,wordzap1,
$bio

Word Zapper (c) 1982 US Games Corp.

Word Zapper is a one or two-player action game with 24 variations.

- TECHNICAL -

Model VC1003

- STAFF -

Designed by Wickstead Design.

Programmer: Henry Will IV

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51201&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=wordcrft,
$bio

Wordcraft 20 (c) 1982 UMI

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87003&o=2

$end


$bbca_cass,bbcb_cass=wordhang,
$bio

Wordhang (c) 198? Bourne

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52671&o=2

$end


$cpc_cass=wordhang,
$bio

Wordhang [Model BAE 02] (c) 1984 BES [Bourne Educational Soft., Ltd.]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100110&o=2

$end


$cpc_cass=wordhanga,
$bio

Wordhang [Model SOFT 201] (c) 1984 Amsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100111&o=2

$end


$cdi=wordplay,
$bio

Wordplay (c) 1994 Philips Interactive Media, Incorporated.

The word is out about this fun and challenging word game! Up to four players can compete to collect letters from a pool and race to make words with these letters. The amusing character Bob is your host and score-keeper. There's no way to guess the way Bob will present new letters, so the race can turn over many times on your way to score 200 points.

- TECHNICAL -

Model 819 1004

- TRIVIA -

Program notes: Programming was done using Balboa, on top of which lies a proprietary scripting language similar to HyperTalk. This compiles to efficient code that is interpreted at run-time. Graphical objects such as the buttons, letters and numbers are processed by a separate 'object' compiler, which generates a list of named objects for use at run-time, each having information about size and position. The title and credits animations are RL7 movies; other animations were generated by a proprietary sprite compiler as tables of frame differences. The dictionary is Huffman coded and memory resident. It occupies about 100k bytes. The project took about a year of intermittent effort by one designer and one programmer.

This game was originally published in 1977 in an early issue of Personal Computer World, under the name of 'Scramble'. The basic game strategy, which remains the same, was wholly an original idea by Graham Trott, owing nothing to any other word game past or present.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53180&o=2

$end


$x68k_flop=wordwort,
$bio

Words Worth (c) 1993 Elf [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88211&o=2

$end


$pc98=wordwort,
$bio

Words Worth (c) 1993 Elf [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91081&o=2

$end


$pc98=wordwortsp,
$bio

Words Worth Special Disk (c) 1993 Elf [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91082&o=2

$end


$a2600=wordsatt,
$bio

Words-Attack (c) 1983 Tang's Electronic Co.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51202&o=2

$end


$bbca_cass,bbcb_cass=wordsqua,
$bio

Wordsquare - Seabattle - Pickapair (c) 19?? Garland Computing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52672&o=2

$end


$adam_flop=wordstar,
$bio

Wordstar (c) 1983 MicroPro International Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82678&o=2

$end


$pc98=wordstar,
$bio

WordStar 6.0 (c) 19?? WordStar Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91080&o=2

$end


$snes=wordtris,
$bio

Wordtris (c) 1992 Spectrum HoloByte

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64031&o=2

$end


$gameboy=wordtris,
$bio

Wordtris [Model DMG-WT-USA] (c) 1992 Spectrum HoloByte

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67392&o=2

$end


$gameboy=wordzap,
$bio

WordZap [Model DMG-WZ-USA] (c) 1992 Jaleco Company, Limited. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67391&o=2

$end


$bbca_cass,bbcb_cass=workshop,
$bio

Workshop (c) 198? Acornsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52673&o=2

$end


$gba=wrldascr,
$bio

World Advance Soccer - Shouri e no Michi [Model AGB-AASJ-JPN] (c) 2001 Hands-On Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76304&o=2

$end


$saturn,sat_cart=wad,wada,
$bio

World Advanced Daisenryaku - Koutetsu no Senpuu (c) 1995 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59925&o=2

$end


$saturn,sat_cart=wadsak,
$bio

World Advanced Daisenryaku - Sakusen File (c) 1996 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59926&o=2

$end


$info=wbeachvl,wbeachvl2,wbeachvl3,
$bio

World Beach Volley (c) 1995 Playmark.

A beach volleyball game.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound Chips : OKI6295 (@ 7.575 Khz)

Control : 8-way joystick
Buttons : 3

- STAFF -

Art director : Marchi D.
Software : Benvenuto L., Cappi A., Gusso S., Nassi P., Giacomel G.
Hardware : Gusso G., Cappi A., Cappelli A., De Marco F.
Graphics : Banfi M., Corrieri M., Parenti A., Corica F.
Sound / FX : Riccadonna G., Riccadonna L.
Supervisor : Persona S., Benedini A., Cattane A., Rizzo C.
Photografy : E.P.R. (Milan)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3187&o=2

$end


$gameboy=wbeach91,
$bio

World Beach Volley - 1991 GB Cup [Model DMG-WVA] (c) 1991 IGS Corp. [Information Global Service]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67393&o=2

$end


$gameboy=wbeach92,
$bio

World Beach Volley - 1992 GB Cup [Model DMG-WV-NOE] (c) 1992 Taito Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67394&o=2

$end


$pce=wbeach,
$bio

World Beach Volley (c) 1990 IGS Corp.

- TECHNICAL -

Game ID: AI02003

- TRIVIA -

Released on Jul 27, 1990 in Japan.

- STAFF -

Editer: Shozo Tomitaka
Assistant Editer: Hiroshi Ōta, Masaki Urusibata
Music by: Yō Tsuji, Toshio Murai, Tosiyuki Honma
Simulation Music by: Shigemi Kondō
Character Design by: Charaka Sorane
Special Thanks: Izumi Tomitaka, Akiko Imai, Kazuyo Okamura, Satoru Kubota, Masayasu Satō, Hidemiti Tati
Adviser: Ryuuiti Kawamura, Hiroshi Nagatsuka, Masashi Katsuragi
Programmer: Zhou Wei, Jianchun Cheng, Yitong Zhang, Yimin Hu, Li Jiang, Shi Jun, Changjun Tang, Aiming Chen, Hongwei Luo
Director: Satoshi Suzuki, Masato Umezu
Superviser: Toshihiko Horiguchi
Producer: Kenji Hisatomi
Marketing: Tooru Yamaguti
Executive Producer: Kotoshi Yokoyama

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58777&o=2

$end


$gameboy=wbowling,
$bio

World Bowling [Model DMG-WB-USA] (c) 1990 Romstar, Incorporated. [USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67396&o=2

$end


$gameboy=wbowlingj,
$bio

World Bowling [Model DMG-WBA] (c) 1990 Athena Co. Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67395&o=2

$end


$nes=worldbox,
$bio

World Boxing (c) 1990 TSS

- TECHNICAL -

Game ID: TSS-W7

- TRIVIA -

Released on September 08, 1990 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54817&o=2

$end


$info=wcsoccer,wcsoccerd2,
$bio

World Challenge Soccer (c) 1994 Premier Technology Co.

- TECHNICAL -

Gottlieb System 3
Model Number : 741

- TRIVIA -

1,470 units were produced.

- STAFF -

Designer : Jon Norris
Artworks : David Moore, Constantino Mitchell

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5627&o=2

$end


$nes=worldchm,
$bio

World Champ (c) 1991 Taito Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55822&o=2

$end


$nes=worldchmu,
$bio

World Champ (c) 1991 Romstar, Incorporated. [USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55823&o=2

$end


$cpc_cass=wrldchmp,
$bio

World Champions (c) 1987 E&J Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100114&o=2

$end


$info=mwcbaseb,
$bio

World Championship Baseball (c) 1980 Mattel Electronics.

- TECHNICAL -

Model 3201

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94372&o=2

$end


$amigaocs_flop=wcbox,
$bio

World Championship Boxing Manager (c) 1990 Krisalis

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75567&o=2

$end


$cpc_cass=wcboxmngf,wcboxmng,
$bio

World Championship Boxing Manager (c) 1990 Krisalis Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100115&o=2

$end


$gba=wchampkru,
$bio

World Championship Poker [Model AGB-BP9E-USA] (c) 2004 Crave Ent., Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76306&o=2

$end


$gba=wchampkr,
$bio

World Championship Poker [Model AGB-BP9P] (c) 2005 Play It

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76305&o=2

$end


$megadriv=wcsb,wcs,wcsa,
$bio

World Championship Soccer (c) 1989 Sega of America, Incorporated.

North American release.

- TRIVIA -

World Championship Soccer for the Sega Genesis was released in September 1989 in North America. It was then re-released in 1992 as a "Sega Classic" edition.

- PORTS -

* Consoles : 
Sega Genesis [US] (August 16, 1993) "Triple Score - 3 Games in 1 [Model 1702]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57533&o=2

$end


$amigaocs_flop=wcsoccer,
$bio

World Championship Soccer (c) 1991 Elite

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75568&o=2

$end


$megadriv=wcs2,wcs2p18,wcs2p16,wcs2p15,wcs2p14,wcs2p13,wcs2p11,wcs2p10,wcs2p09,wcs2p17,wcs2p12,wcs2p08,wcs2p07,wcs2p06,wcs2p05,wcs2p04,wcs2p02,wcs2p03,wcs2p01,
$bio

World Championship Soccer II (c) 1994 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57052&o=2

$end


$megadriv=wcs2u,wcs2up,
$bio

World Championship Soccer II (c) 1994 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57534&o=2

$end


$info=mt_wcsoc,
$bio

World Championship Soccer (c) 1989 Sega.

- TECHNICAL -

Runs on the "Mega-Tech System" hardware.
Cartridge ID: 610-0239-21

- TRIVIA -

Released in July 1989.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2373&o=2

$end


$gameboy=wcircuit,
$bio

World Circuit Series [Model DMG-FZ-USA] (c) 1992 Ultra Games [Ultra Software Corp.]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67397&o=2

$end


$pce=wcircuit,
$bio

World Circuit (c) 1991 Namco, Limited.

- TECHNICAL -

Game ID: NC91004

- TRIVIA -

Released on October 18, 1991 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58778&o=2

$end


$tg16=wcbasebl,
$bio

World Class Baseball (c) 1989 NEC Home Electronics, Ltd.

Export release. Game developed in Japan. For information on the game itself, please see the original Japanese release entry; "Power League [Model HC63011]".

- TECHNICAL -

Game ID: TGX020007

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [US] (September 17, 2007) [Model PCVE] 
Nintendo Wii [Virtual Console] [EU] (September 21, 2007) [Model PCVP] 
Nintendo Wii [Virtual Console] [AU] (September 21, 2007) 

* Others : 
Apple iPhone/iPad [US] (December 20, 2010) "TurboGrafx-16 GameBox [Model 406585960]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84373&o=2

$end


$info=wcbowl,wcbowl165,wcbowl12,wcbowl161,wcbowl15,wcbowl13,wcbowl16,wcbowl14,wcbowl11,wcbowl13j,
$bio

World Class Bowling (c) 1995 Incredible Technologies.

A bowling game from IT.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 12 Mhz), M6809 (@ 2 Mhz)
Sound Chips : ES5506 (@ 16 Mhz)

Players : 2
Control : trackball
Buttons : 2

- UPDATES -

Revision 1 :
* First release
* Software version : 1.2.

Revision 2 :
* Software version : 1.3.

Revision 3 :
* Software version : 1.4.

Revision 4 :
* Software version : 1.5.

Revision 5 :
* Software version : 1.6.

Revision 6 :
* Software version : 1.61.
* Uses a 25MHz 68EC020 CPU instead of the original 68000.
* Added a sound in the operator menu when you move the trackball.
* Added 'Volume Settings' in the operator menu.
* Added 'Voltage Adjust Test' in the System Test Menu of the operator menu.

Revision 7 :
* Software version : 1.65.
* Uses a 25MHz 68EC020 CPU instead of the original 68000.

Revision 8 :
* Software version : 1.66.
* Removed 'Player Control Test' in the System Test Menu of the operator menu.
* Added 'Player1 Control Test' and 'Player2 Control Test (Cocktail mode only)' in the System Test Menu of the operator menu.

- SERIES -

1. World Class Bowling (1995)
2. World Class Bowling Tournament (1997)
3. World Class Bowling Deluxe (1999)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3188&o=2

$end


$info=wcbowldx,
$bio

World Class Bowling Deluxe (c) 1999 Incredible Technologies.

- TECHNICAL -

Main CPU : Motorola 68EC020 (@ 25 Mhz), M6809 (@ 2 Mhz)
Sound Chips : ES5506 (@ 16 Mhz)

Screen orientation : Horizontal
Video resolution : 384 x 255 pixels
Screen refresh : 60.00 Hz
Palette Colors : 32768

Players : 2
Control : trackball
Buttons : 2

- SERIES -

1. World Class Bowling (1995)
2. World Class Bowling Tournament (1997)
3. World Class Bowling Deluxe (1999)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3897&o=2

$end


$info=wcbwl140,
$bio

World Class Bowling Tournament (c) 1997 Incredible Technologies.

- TECHNICAL -

Main CPU : Motorola 68EC020 (@ 25 Mhz), M6809 (@ 2 Mhz)
Sound Chips : ES5506 (@ 16 Mhz)

Screen orientation : Horizontal
Video resolution : 384 x 255 pixels
Screen refresh : 60.00 Hz
Palette Colors : 32768

Players : 2
Control : trackball
Buttons : 2

- SERIES -

1. World Class Bowling (1995)
2. World Class Bowling Tournament (1997)
3. World Class Bowling Deluxe (1999)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3898&o=2

$end


$sms=wclead,
$bio

World Class Leader Board (c) 1991 US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56284&o=2

$end


$gamegear=wclead,
$bio

World Class Leader Board [Model 2406] (c) 1991 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65005&o=2

$end


$cpc_cass=wclead,
$bio

World Class Leaderboard (c) 1987 US Gold, Ltd. [Birmingham, UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100118&o=2

$end


$megadriv=wclead,
$bio

World Class Leaderboard Golf (c) 1992 US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57053&o=2

$end


$megadriv=wcleadu,
$bio

World Class Leaderboard Golf (c) 1992 US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57535&o=2

$end


$amigaocs_flop=wcrugby,
$bio

World Class Rugby (c) 1991 Audiogenic

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75569&o=2

$end


$snes=wcrugby2,
$bio

World Class Rugby 2 - Kokunai Gekitou Hen '93 [Model SHVC-2R] (c) 1994 Misawa Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62624&o=2

$end


$snes=wcrugbyj,
$bio

World Class Rugby [Model SHVC-WY] (c) 1993 Misawa Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62623&o=2

$end


$snes=wcrugbyf,
$bio

World Class Rugby [Model SNS-WY-USA] (c) 1993 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64033&o=2

$end


$snes=wcrugby,
$bio

World Class Rugby [Model SNSP-WY-EUR] (c) 1993 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64032&o=2

$end


$lynx=wcsoccer,
$bio

World Class Soccer (c) 1992 Atari Corp.

- TECHNICAL -

Model PA2037

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58872&o=2

$end


$nes=wctmeeta,wctmeet,
$bio

World Class Track Meet (c) 1988 Nintendo [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55824&o=2

$end


$info=wccf310j,wccf322e,wccf331e,
$bio

World Club Champion Football European Clubs 2004-2005 (c) 2005 Sega Enterprises, Limited.

- TECHNICAL -

Runs on the Sega "Naomi 2 Satellite Terminal" Hardware.
Players: Up to 8.

- TRIVIA -

This game was released in Japan on June, 29, 2005.

It was based on the top divisions of four countries in Europe: the English Premier League, Dutch Eredivisie, Spanish La Liga, and Italian Serie A.

- SERIES -

1. World Club Champion Football Serie A 2001-2002 (2002)
2. World Club Champion Football Serie A 2002-2003 (2003)
3. World Club Champion Football European Clubs 2004-2005 (2005)
4. World Club Champion Football European Clubs 2005-2006 (2006)
5. World Club Champion Football Intercontinental Clubs 2006-2007 (2008)
6. World Club Champion Football Intercontinental Clubs 2007-2008 (2009)
7. World Club Champion Football Intercontinental Clubs 2008-2009 (2009)
8. World Club Champion Football Intercontinental Clubs 2009-2010 (2010)
9. World Club Champion Football Intercontinental Clubs 2010-2011 (2011)
10. World Club Champion Football Intercontinental Clubs 2011-2012 (2012)
11. World Club Champion Football Intercontinental Clubs 2012-2013 (2013)
12. World Club Champion Football Intercontinental Clubs 2013-2014 (2014)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=36290&o=2

$end


$info=wccf420e,
$bio

World Club Champion Football European Clubs 2005-2006 (c) 2006 Sega Enterprises, Limited.

- TECHNICAL -

Runs on the Sega "Naomi 2 Satellite Terminal" Hardware.

Screen Orientation: Horizontal

Players: Up to 8.

- TRIVIA -

This game was released in Japan on August, 17, 2006.
It was added teams from the French Ligue 1 and German Bundesliga.

- SERIES -

1. World Club Champion Football Serie A 2001-2002 (2002)
2. World Club Champion Football Serie A 2002-2003 (2003)
3. World Club Champion Football European Clubs 2004-2005 (2005)
4. World Club Champion Football European Clubs 2005-2006 (2006)
5. World Club Champion Football Intercontinental Clubs 2006-2007 (2008)
6. World Club Champion Football Intercontinental Clubs 2007-2008 (2009)
7. World Club Champion Football Intercontinental Clubs 2008-2009 (2009)
8. World Club Champion Football Intercontinental Clubs 2009-2010 (2010)
9. World Club Champion Football Intercontinental Clubs 2010-2011 (2011)
10. World Club Champion Football Intercontinental Clubs 2011-2012 (2012)
11. World Club Champion Football Intercontinental Clubs 2012-2013 (2013)
12. World Club Champion Football Intercontinental Clubs 2013-2014 (2014)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=39189&o=2

$end


$info=wccf212e,wccf234j,
$bio

World Club Champion Football Serie A 2002-2003 (c) 2003 Sega Enterprises, Limited.

- TECHNICAL -

Runs on the Sega "Naomi 2 Satellite Terminal" Hardware.

Screen Orientation: Horizontal

Players: Up to 8.

- TRIVIA -

This game was released in Japan on September, 18, 2003. It was based on the top division of Italian football, the Serie A.

- UPDATES -

Ver.2.0

Ver.2.1

- SERIES -

1. World Club Champion Football Serie A 2001-2002 (2002)
2. World Club Champion Football Serie A 2002-2003 (2003)
3. World Club Champion Football European Clubs 2004-2005 (2005)
4. World Club Champion Football European Clubs 2005-2006 (2006)
5. World Club Champion Football Intercontinental Clubs 2006-2007 (2008)
6. World Club Champion Football Intercontinental Clubs 2007-2008 (2009)
7. World Club Champion Football Intercontinental Clubs 2008-2009 (2009)
8. World Club Champion Football Intercontinental Clubs 2009-2010 (2010)
9. World Club Champion Football Intercontinental Clubs 2010-2011 (2011)
10. World Club Champion Football Intercontinental Clubs 2011-2012 (2012)
11. World Club Champion Football Intercontinental Clubs 2012-2013 (2013)
12. World Club Champion Football Intercontinental Clubs 2013-2014 (2014)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62072&o=2

$end


$info=wcombat,wcombak,wcombaj,wcombatu,wcombatb,
$bio

World Combat (c) 2002 Konami Corp.

A 1- to 2-player military combat shooting game. Using optical guns, players must attack, kill and destroy enemies while fighting in each battle in the war to complete each mission. Players can shoot weapon icon to upgrade their own weapons and press the start button to select a weapon. Every time a mission is completed, players get a rank promotion.

- TECHNICAL -

Konami Viper Hardware

CPU : Motorola Power PC XPC8420 @ 200-250MHz
Graphics System : 3DFX 355-0024-020 
Sound : Yamaha YMZ280B

- TRIVIA -

Released in December 2002 in Japan.

Developed by Uniana.

This game is also known as "Warzaid".

- SERIES -

1. World Combat (2002)
2. Wartran Troopers (2004)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4115&o=2

$end


$info=wldcourt,
$bio

World Court - Pro Tennis (c) 10/1988 Namco.

- TECHNICAL -

Namco System 1 hardware
Game ID : WC

Main CPU : 6809 (@ 1.536 Mhz)
Sub CPU : 6809 (@ 1.536 Mhz)
Sound CPU : 6809 (@ 1.536 Mhz)
MCU : HD63701 (@ 1.536 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.57958 Mhz), Namco advanced 8-channel stereo WSG, stereo DAC

Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.61 Hz
Palette colors : 24-bit RGB palette

Players : 2
Control : 8-way joystick
Buttons : 1

- SERIES -

1. World Court - Pro Tennis (1988)
2. Super World Court (1992)

- PORTS -

* Consoles :
NEC PC-Engine (1990)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3189&o=2

$end


$tg16=wctennis,
$bio

World Court Tennis [Model TGX020019] (c) 1989 NEC Home Electronics, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84374&o=2

$end


$amigaocs_flop=wrldcrkt,
$bio

World Cricket (c) 1991 Zeppelin Platinum

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75570&o=2

$end


$cpc_cass=worldcup,
$bio

World Cup (c) 1985 Artic Computing, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100119&o=2

$end


$cpc_cass=worldcpc,
$bio

World Cup (c) 1992 Cult

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100121&o=2

$end


$info=mv1wc,
$bio

World Cup (c) 199? Maygay.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41662&o=2

$end


$info=m4wcnov,
$bio

World Cup (c) 199? Nova.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42397&o=2

$end


$info=wcup90,
$bio

World Cup '90 (c) 1990 Mr. Game.

- STAFF -

Design & Art by : Tony Ramunni
Dots/Animation by : Alberto Frabetti, Barb Wiza Ramunni
Music & Sound by : Alberto Frabetti
Software by : Mauro Ferrari

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5678&o=2

$end


$n64=wcup98,wcup98u,
$bio

World Cup 98 (c) 1998 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58085&o=2

$end


$gameboy=wcup98,
$bio

World Cup 98 [Model DMG-A8WE-USA] (c) 1998 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67398&o=2

$end


$cpc_cass=mexico86,
$bio

World Cup Carnival - Mexico 86 (c) 1984 US Gold, Ltd. [Birmingham, UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100122&o=2

$end


$cpc_cass=wcchal128,wcchal,
$bio

World Cup Challenge (c) 1990 Players Premier

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100123&o=2

$end


$intv=worldcup,
$bio

World Cup Football [Model 8100] (c) 1985 INTV

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60991&o=2

$end


$cpc_cass=worldcup,
$bio

World Cup Football [Model MJA-01] (c) 1985 Microbyte, S.A.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100120&o=2

$end


$saturn,sat_cart=wc98,wc98a,
$bio

World Cup France '98 - Road to Win (c) 1998 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59927&o=2

$end


$snes=wcf98,
$bio

World Cup France 98 (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64034&o=2

$end


$saturn,sat_cart=wcgolfj,wcgolfja,
$bio

World Cup Golf - In Hyatt Dorado Beach (c) 1996 Coconuts Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59928&o=2

$end


$saturn,sat_cart=wcgolfu,
$bio

World Cup Golf - Professional Edition (c) 1996 US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60212&o=2

$end


$saturn,sat_cart=wcgolf,wcgolff,wcgolfg,
$bio

World Cup Golf - Professional Edition (c) 1996 US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60473&o=2

$end


$cdi=worldglf,
$bio

World Cup Golf (c) 1995 Philips Interactive Media, Incorporated.

This amazingly accurate simulation re-creates the famous Hyatt Beach Golf Course, your backdrop to the World Cup Golf tournament. Play in one of the four alternative championships or practice on the driving range or hole of your choice. To be the best in the world, play the best in the World - World Cup Golf!

- TECHNICAL -

Model 819 1027

- STAFF -

World Cup Golf for the Philips CDi.

Conversion: Michael Dalton
Original code: John Smedley, Leigh Davies

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53181&o=2

$end


$sms=wcup90,wcup90d,
$bio

World Cup Italia '90 (c) 1990 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56285&o=2

$end


$megadriv=wcup90,
$bio

World Cup Italia '90 (c) 1990 Sega Enterprises, Limited.

- TRIVIA -

World Cup Italia '90 for Mega Drive was released in 1990 (exact date unknown) in Europe. It was then released in 1995 in Australia, bundled together with "Combat Cars".

This game is known in Japan as "World Cup Soccer [Model G-4009]", in North America as "World Championship Soccer", and in Brazil as "Super Futebol".

- PORTS -

* Consoles : 
Sega Mega Drive [EU] (1992) "Mega Games I" 
Sega Mega Drive [EU] (1995) "Mega Games 6 Vol. 1" 
Sega Mega Drive [EU] (1995) "Mega Games 6 Vol. 2" 
Sega Mega Drive [EU] (1995) "Mega Games 6 Vol. 3"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57054&o=2

$end


$msx1_cass=italia90,
$bio

World Cup Italia 90 (c) 1989 Dro Soft [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95125&o=2

$end


$bbca_cass,bbcb_cass=wcupmana,
$bio

World Cup Manager (c) 19?? Cosma

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52674&o=2

$end


$cpc_cass=wcsoccer,
$bio

World Cup Soccer (c) 1985 Macmillan Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100124&o=2

$end


$msx1_cass=wcsoccer,wcsoccera,
$bio

World Cup Soccer (c) 1986 Eaglesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95126&o=2

$end


$info=wcs_l2,wcs_p2,wcs_p3,wcs_la2,
$bio

World Cup Soccer (c) 1994 Midway Mfg. Co.

- TECHNICAL -

Midway WPC-Security
Model Number : 50031

Main CPU : Motorola M6809 (@ 2 Mhz)
Sound CPU : ADSP2105 (@ 10 Mhz)
Sound Chip : DMA-driven DAC

- TRIVIA -

World Cup Soccer was released in July 1994. 8,743 units were produced.

- UPDATES -

Version L-1
Date : July 7, 1994
- Initial release to production.

Version L-2
Date : July 7, 1994
- Enhanced display refresh logic to compensate for some display driver boards sometimes 'freezing up'.
- Fixed German buy-in pricing.

- TIPS AND TRICKS -

* Playfield Layout :
Kickback : Left outlane has a kickback. Kickback is relit by passing through the right inlane, which lights the Light Kickback target for 5 seconds, then hitting the light kickback target before it times out. Note that the goal/striker scoop and Skill shot feed the right inlane.

Magna-Save : The Magna-Save is just above the tip of the left flipper, and is set to save a straight-down-the-middle drain. By hitting an extra button next to the left flipper button, you activate the Magna-Save which pulls the ball into place above your left flipper so you can catch it. When the magna-save is not lit, the left inlane lights the magna-save target on the right, just above the slingshots, for 5 seconds; hit it before it times out to relight the magna save.

Left Orbit/Spinner : When a city is lit, the spinner scores the city and sends the ball all the way around and shooting out the right-hand side. Otherwise the ball is diverted into the roll-overs. May be lit for ultra-spinner or build soccer ball.

Left Ramp : A diverter sends the ball either to the right flipper, pop bumpers, or left habitrail. The left habitrail locks the ball if lock is lit, otherwise returns the ball to the left flipper. When the diverter sends the ball to the right, a soft shot lands in the pop-bumpers, while a harder shot goes to the right flipper. The ramp may be lit for ultra-ramps, build soccer ball, re-light jackpot, collect half-ticket, and lock ball.

Striker Targets : Striker is the mascot of World Cup Soccer '94, and he has three stand-up targets on the game. One on each side of the left ramp, and one in front of the jet bumpers at the upper right. Hitting a Striker target spots a letter in the word STRIKER. Spell STRIKER to score 10M and light the Striker scoop. Note that hitting the goaltender also spots a letter in STRIKER. Hitting the upper right Striker target also spots a Star Rollover.

Light Free Kick : Two saucers, one on middle left and other on middle right of playfield. Falling in it lights the Free Kick stand-up target for 10 seconds.

Tackles : This is a row of three stand-up targets. Scores 10M when lit.

Assist : Another saucer, at the upper left, just in front of the goal. When the ball falls into the Assist saucer your goal lites and you can shoot the ball into the goal by hitting either flipper. If goal was already lit when you landed in the saucer, you score 2 Goals, otherwise score just 1 goal.

Star Rollovers : There are four rollovers leading towards the goal. Light a rollover by rolling over it. Light all four and goal is lit.

GOAL! : At the upper center of the playfield there is a goal, with a goalie who moves back and forth. You shoot the ball past the goalie and into the goal. Each goal starts an Ultra Mode. Score 4 Goals to light the next TV award. Goals are also used to establish rank for the first multiball (Section 5) and as the jackpot in multiball.

Striker Scoop : Scoop in the back middle of the playfield, to the right of the goal. Hitting it when lit serves up a random Striker Award. Also collect Extra Balls here.

Rollover Lanes : Lighting both lanes flashes the next city. 

Jet Bumpers : During normal play, the jets are worth 1OOK a pop and add one thousand fans for each pop. At 25,OOO fans, the jet value becomes 1M / pop for the rest of the ball.

Soccer Ball : Spins whenever goal is lit. No points for hitting it.

Free Kick Target : When lit from one of the Free Kick saucers, this target awards 10M. Also used in Super Free Kick Striker Award.

TV Award / Final Draw scoop : When lit for TV award, this gives out a TV Award (Section 3). Also serves to start multiball when lit for Final Draw. If TV and Multiball lit, multiball has precedence.

Right Ramp: Always feeds the left flipper or rollover lanes for a soft 
shot. Can be lit for all the same things as left ramp.

Right Outlane : There is a special light here, which is lit after defeating Germany in Multiball.

Plunger / Skill Shot : This game has a manual plunger. Hit a flashing slot to score 5M, 10M, or 30M, depending on whether there are 3, 2, or 1 slots flashing respectively. When you hit the last flashing one you also spot a city and reset all slots to flashing for next time.

* Ultra Modes : After each goal, you are awarded an 'Ultra' mode. There are four Ultra modes, and each one lasts for the length of your ball or until you score 30M on the mode, at which time you are given a 10M bonus and the mode ends. The modes you currently have lit are indicated by four lightning bolt-shaped lights on the right side of the playfield. These modes do not add to your score during the normal game, they are only used for fun with bonus.

The 4 ultra modes are the following :
Utlra Ramps : About what it says. Shoot ramps for 5M per ramp.
Utlra Spinner : Ditto, to the tune of 1M a spin.
Ultra Jets : This is a pop bumper bonus. Pop bumpers are upped to 2M a pop.
Utlra Goalie : Nail the goalie! One of two Hit the Goalie modes, these are completely hilarious. Hitting the goalie scores 5Ma shot.

End-of-ball is awarded as 5M per goal and 5M per city obtained so far in the game, and the total of your Ultra Modes on that ball.

* TV Awards : The TV (center scoop) starts the game lit, and every four goals relight it. The TV awards are stackable, which means it can be lit for more than one award. Shoot the center scoop to start the timed TV Award mode (these were 20 or 25 seconds) for bonus scoring. Starting any TV Award is worth a cool 25M. 

There are 4 TV awards, always awarded in the following order :
Big Goal Round : Shoot three goals within the time limit for 15M, 15M and 30M.
Extra Ball Round : Extra Ball lit for 20 seconds. If you hit the extra ball, then the Striker scoop is worth 50M for the rest of the time limit.
Hit The Goalie! : Same as above except timed. Hitting the goalie is worth 10M, shooting the goal raises the goalie value by 10M. Still totally great.
Where's Striker : Shoot any of the dog targets to try and find Striker. First hit finds somebody (watch the display to see who!) and scores low points. The second finds somebody else and scores medium points. The third hit finds Striker and scores big points.

* Striker Awards : Hitting a Striker target or the goalie scores 1M and adds a letter to the word STRIKER. Spelling STRIKER awards 10M and lights the Striker scoop. It is also lit at the start of the game. 
Shoot the Striker scoop to collect a random award. The first Striker award may also be collected from the goal if the goal is not lit. In normal play, awards are random. In tournament play, awards are always given in the same order, with the Penalty Kick being the first one.
The possible Striker Awards are the following :
Extra Ball : Guess.
Multiball : Starts multiball. This award is only (and always) awarded on ball 3 if you have not yet had multiball in that game. The award starts you off at a very low jackpot value, so it is not the preferable way to start multiball.
20 million : Another toughie.
Super Free Kick : Makes the free kick target worth 10M + 5M per hit for about 45 to 60 seconds.
Penalty Kick : Gives you a shot at the goal with the goalie not moving and leaning out of the way. hit the goal for 30M.
Advance Three Cities : Gives you your next three cities, regardless of whether or not they are already flashing.
Unlimited Kickback : Kickback lit for the rest of the ball!
3 Goals : Adds 3 goals to your total, and start 3 ultra rounds.

* Multiball : The left spiral, left ramp, right ramp and Striker scoop have arrows labeled BUILD in front of them. When flashing, shoot it to light one of the words Strength, Stamina, Skill, Speed and Spirit to the soccer ball drawn on the playfield. Light all five to light lock. Shoot either ramp to lock the ball and light Final Draw scoop to start multiball. 
Start multiball by shooting final draw. You start multiball at a certain rank. For the first multiball, your rank is determined as follows :
Every 2 goals advances you 1 rank, and if you start multiball from the Final Draw scoop instead of via a striker award you advance 4 ranks. You beat a team by shooting the goal (this is your jackpot,) and then get to play the next team by shooting a ramp (relighting jackpot.) There are fifteen teams, with the following ranks and jackpot values :
15 USA 20M
14 Russia 20M
13 South Korea 25M
12 Saudi Arabia 30M
11 Morocco 35M
10 Austria 40M
9 Canada 45M
8 Holland 50M
7 Italy 55M
6 Great Britain 60M
5 Sweden 65M
4 Spain 65M
3 Australia 75M
2 France 100M
1 Germany 250M

If you drain before hitting a jackpot, shooting a ramp or the Final Draw scoop will restart multiball where you left off. In subsequent multiballs, your initial rank is 2 places higher than the last team defeated in the previous multiball.

If you defeat #1 Germany, you score 250M, the Special is lit at the right outlane, and the ramps and goal are lit as Victory Laps worth 50M a piece. After five laps, the Victory Laps then alternate between left ramp and goal. On subsequent multiballs, you start with #2 Germany (because you are now #1), and if you defeat Germany again, you get another 250M and go into the victory lap. The only difference this time is that the Special does not light up.

The Assist saucer works during multiball, but best of all, its programmed not to miss, and automatically relights the GOAL for the next jackpot (even if you did not relight it via a ramp).

* Cities : There are 9 cities on the World cup tour : Chicago, Dallas, Boston, 
New York, Orlando, Washington DC, San Francisco, Detroit and LA. An unlit city means you do not yet have a ticket. A city that is flashing means you have a ticket, which was obtained by shooting both ramps or collecting both rollovers. Travel to a city by shooting the spinner.
A city may be spotted by completing all three flashing shots on the skill shot. If the city was already flashing, then it makes the next unlit city flashing. The Striker Award may also award advance 3 cities, which marks the next three cities as travelled (regardless of whether they were flashing or not lit).
Travelling to Chicago, Dallas and Boston score 10M each. New York, Orlando and Washington score 15M. others score 20M. Travelling to any city also lights the Tackle target. 
The following cities also have awards associated with them :
Boston : Boston Tea Party : A hurry up mode : starts at 40M and counts down to 10M. Shoot spinner to collect.
Washington D.C. : Lights Extra Ball
Los Angeles. : World Cup Final : After travelling to Los Angeles, shoot the Final Draw hole to start the Final Match against Germany. Five ball timed multiball against Germany for 45 seconds. You must plunge the balls yourself and goals are worth 75M. Every once in a while Germany will score a goal. If you end the 45 seconds with more goals than Germany you get a bonus of 500M. If you end in a tie, overtime is started and the first team to score a goal wins. The first time you reach the world cup final, Germany will score about 3 to 5 goals. The second time, Germany may score as many as 7 or 8 goals.

* Known Problem in World Cup Final : In the world cup final, if you shoot too many goals at a time (e.g. you have two or three balls in the goal at once) only one of them will register. This is due to the design of the goal and the placement of the sensor. Should this happen during tournament play, then tough, you lose out on those points. Best thing to do is not shoot the goal for 2 or 3 seconds, and let the machine clear out all the balls from the goal, then start shooting it again.

* Tournament Settings : No extra balls. TV award extra ball round scores 50M. Striker Scoop awards always in same order, with Penalty Kick the first one.

* Scoring Level : Grand Champion scores on WCS typically range between 3B and 6B. In tournament mode, it is expected that the top A division player may score about 1B to 2B, and the average game be on the order of 300M-500M. In the B and lower divisions, top scores will probably be about 800M-1B, with an average score around 200M.

- STAFF -

Playfield Concept & Designer : John Popadiuk (POP)
Software & Designers : Matt Coriale (MAT), Larry DeMar (LED) (DAD)
Mechanical Designer : Jack Skalon
Music and Effects : Vince Pontarelli (V P)
Dot Animations : Eugene Geer, Scott Slomiany (Scott Matrix)
Artwork : Kevin O'Connor (K O)
FX Software : Craig Sylla

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5305&o=2

$end


$cpc_cass=italia90,
$bio

World Cup Soccer Italia '90 (c) 1990 Virgin Games, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100126&o=2

$end


$cpc_cass=italia90s,
$bio

World Cup Soccer Italia '90 [Model 3 VG-239] (c) 1990 Dro Soft [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100125&o=2

$end


$megadriv=wcsj,wcsja,wcsjb,
$bio

World Cup Soccer (c) 1989 Sega Enterprises, Limited.

- TECHNICAL -

Game ID: G-4009

- TRIVIA -

World Cup Soccer for the Sega Mega Drive was released on July 29, 1989 in Japan.

Here are some known export releases : 
[US] "World Championship Soccer" 
[EU] "World Cup Italia '90"
[BR] "Super Futebol" by Tec Toy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93977&o=2

$end


$gameboy=wcstrikr,
$bio

World Cup Striker [Model DMG-YKA] (c) 1994 Coconuts Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67400&o=2

$end


$snes=wcstrikrj,
$bio

World Cup Striker [Model SHVC-5W] (c) 1994 Coconuts Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62625&o=2

$end


$snes=wcstrikr,wcstrikrp,
$bio

World Cup Striker [Model SNSP-5W-NOE] (c) 1994 GameTek

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64035&o=2

$end


$gameboy=wcup94,
$bio

World Cup USA '94 [Model DMG-W9-UKV] (c) 1994 US Gold

- TRIVIA -

Reviews:
[FR] September 1994, Consoles + N.35: 65%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67402&o=2

$end


$gameboy=wcup94j,
$bio

World Cup USA '94 [Model DMG-W9A] (c) 1994 Sunsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67403&o=2

$end


$sms=wcup94,
$bio

World Cup USA 94 (c) 1992 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56286&o=2

$end


$snes=wcup94,wcup94u,
$bio

World Cup USA 94 (c) 1994 US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64036&o=2

$end


$snes=wcup94j,
$bio

World Cup USA 94 [Model SHVC-U4] (c) 1994 Sunsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62626&o=2

$end


$megacd,megacdj=wcup94,
$bio

World Cup USA 94 [Model T-79025-50] (c) 1994 US Gold

- TRIVIA -

Reviews:
[FR] September 1994, Consoles + N.35: 80%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60688&o=2

$end


$segacd=wcup94,
$bio

World Cup USA 94 [Model T-79025] (c) 1993 US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60846&o=2

$end


$gamegear=wcup94,
$bio

World Cup USA 94 [Model T-79128] (c) 1994 US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65007&o=2

$end


$info=wcvol95,wcvol95x,
$bio

World Cup Volley '95 (c) 1995 Data East.

- TECHNICAL -

Main CPU : ARM (@ 14 Mhz)
Sound Chips : Yamaha YMZ280B (@ 14 Mhz)

Players : 2
Control : 8-way Joystick
Buttons : 6

- TRIVIA -

World Cup Volley '95 was released in February 1995.

- STAFF -

Graphic Advisor : Shintoku
Sound Programmer : Oww Furukawa
Sound Designer : Maro
Translator/Voice : Steve Miller

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3502&o=2

$end


$info=wldcp_l1,
$bio

World Cup (c) 1978 Williams.

- TECHNICAL -

Williams System 3
Model Number : 481

- TRIVIA -

Released in April 1978. 6,253 units were produced.

- STAFF -

Design by : Edward Tomaszewski
Art by : Christian Marche

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=6099&o=2

$end


$amigaocs_flop=worldart,
$bio

World Darts (c) 1988 Mastertronic, Limited. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75571&o=2

$end


$info=ar_dart,ar_dart2,
$bio

World Darts! (c) 1987 Arcadia Systems.

Step up to the oche and take on the world's best darts players. You start with 501 points and your aim is to put your score down to zero, finishing on a double. You can also hit trebles to triple you score, hit 3 treble 20's to score a maximum ONE HUNDRED AND EIGHTY! May the darts be with you. GAME ON!

- TECHNICAL -

Arcadia System hardware

Main CPU : Motorola 68000 (@ 7.15909 Mhz)
Sound Chips : Custom (@ 3.579545 Mhz)

Screen orientation : Horizontal
Video resolution : 671 x 216 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096

Players : 2
Control : 8-way Joystick
Buttons : 2

- STAFF -

Code & Graphics : The Flying Ravioli Brothers
Bits & Bobs : Nick Speakman
Music & Effects : Jas C. Brooke

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3820&o=2

$end


$info=worlddef,
$bio

World Defender (c) 1985 Nuova Bell Games.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=9628&o=2

$end


$gamegear=wderby,
$bio

World Derby (c) 1994 CRI.

- TECHNICAL -

[Model T-68017]

- TIPS AND TRICKS -

* Sound Test: At the title screen, press START to enter to the main menu, then press Up+Left+2.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65011&o=2

$end


$n64=wrlddriv,wrlddrivu,
$bio

World Driver Championship (c) 1999 Midway Home Entertainment

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58086&o=2

$end


$a2600=worldend,
$bio

World End (c) 1983 HomeVision

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51203&o=2

$end


$saturn,sat_cart=worldevo,
$bio

World Evolution Soccer (c) 1997 Asmik

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59929&o=2

$end


$ibm5150,ibm5150_cass=wldgames,
$bio

World Games (c) 1986 Epyx Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83742&o=2

$end


$cpc_cass=wldgames,
$bio

World Games (c) 1986 Kixx

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100128&o=2

$end


$apple2gs=wldgames,
$bio

World Games (c) 1987 Epyx.

- TRIVIA -

This Apple IIGS version conversion was made by Westwood.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49754&o=2

$end


$amigaocs_flop=wldgames,
$bio

World Games (c) 1987 Epyx, Incorporated. [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75572&o=2

$end


$msx1_cass=wldgames,
$bio

World Games (c) 1987 US Gold, Ltd. [Birmingham, UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95127&o=2

$end


$nes=worldgam,
$bio

World Games (c) 1989 Milton Bradley Co.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55825&o=2

$end


$sms=wldgames,wldgamesp,
$bio

World Games (c) 1989 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56287&o=2

$end


$bbca_cass,bbcb_cass=worldgeo,
$bio

World Geography (c) 19?? Micro Power

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52675&o=2

$end


$pc8801_flop=worldglf,worldglfa,
$bio

World Golf (c) 1985 Enix, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93280&o=2

$end


$fm7_cass=worldglf,
$bio

World Golf (c) 1985 Enix, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93824&o=2

$end


$msx2_flop=worldglf,worldglfb,worldglfc,worldglfa,
$bio

World Golf (c) 1986 Enix, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102142&o=2

$end


$pc8801_flop=worldgl3,worldgl3a,
$bio

World Golf 3 (c) 1990 Enix, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93281&o=2

$end


$pc8801_flop=worldgl2,worldgl2b,worldgl2a,
$bio

World Golf II (c) 1987 Enix, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93282&o=2

$end


$x1_flop=worldgl2,
$bio

World Golf II (c) 1988 Enix, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86179&o=2

$end


$pc98=worldgl2,
$bio

World Golf II (c) 1988 Enix, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91083&o=2

$end


$msx2_flop=worldgl2,worldgl2b,worldgl2a,
$bio

World Golf II (c) 1988 Enix, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102143&o=2

$end


$fm77av=worldgl2,
$bio

World Golf II [Model E-G203] (c) 1987 Enix, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93874&o=2

$end


$x68k_flop=worldgl3,
$bio

World Golf III (c) 1991 Enix, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88212&o=2

$end


$pc98=worldgl3,
$bio

World Golf III (c) 1991 Enix, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91084&o=2

$end


$sms=worldgp,worldgpu,worldgpp,
$bio

World Grand Prix (c) 1986 Sega Enterprises, Limited.

- TECHNICAL -

[Model 5080]

- TRIVIA -

World Grand Prix for Sega Master System was released in 1986 (exact date unknown) in Europe. It is known in Japan as "The Circuit [Model G-1304]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56288&o=2

$end


$nes=worldgp,
$bio

World Grand-Prix - Pole to Finish (c) 1989 Data East Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54818&o=2

$end


$nes=whero,
$bio

World Hero (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84182&o=2

$end


$megadriv=whj,whjp5,whjp4,whjp3,whjp1,whjp2,
$bio

World Heroes (c) 1994 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57055&o=2

$end


$megadriv=wh,whp13,whp12,whp11,whp10,whp09,whp08,whp07,whp06,whp05,whp04,whp03,whp01,whp02,
$bio

World Heroes (c) 1994 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57536&o=2

$end


$snes=wh2,wh2p,
$bio

World Heroes 2 (c) 1994 Takara Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64039&o=2

$end


$nes=wh2,
$bio

World Heroes 2 (c) 1994 Cony Soft.

Pirate game featuring unusual characters.

- TECHNICAL -

There's a dip switch that switches between US and Asian versions of the game. However, the only difference between them is the World Heroes 2 logo.

- TRIVIA -

Some of the graphics for Mario's stage are ripped from Super Mario Bros 3.

Much of the in-game music seems to be sampled from other games:
Ryu: E. Honda's level theme from Street Fighter II.
Mario: Title screen theme from Super Mario World.
Chun-Li: Her level theme from Street Fighter II.
Sonic: Title screen theme from Sonic the Hedgehog.
Leonardo: TMNT: Turtles in Time Opening theme (Looped).
Haggar: An off-tune version of the Metro City Slums stage in Final Fight.
Bowser: Blanka's level theme from Street Fighter II.
Laurence: Chemical Plant Zone from Sonic the Hedgehog 2.
Andy: His level theme from the Fatal Fury games.
Goku: Summary music from Dragon Ball Z: Super Butouden.
Mai: Her level theme from the Fatal Fury games.
M. Bison: Guile's level theme from Street Fighter II.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84183&o=2

$end


$neocd=wh2j,
$bio

World Heroes 2 Jet [Model ADCD-007] (c) 1994 SNK [Shin Nihon Kikaku] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68165&o=2

$end


$gameboy=wh2,
$bio

World Heroes 2 Jet (c) 1995 Takara Company, Limited.

Export release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Nettou World Heroes 2 Jet [Model DMG-AWJJ-JPN]".

You can found here some information proper to this version only.

- TECHNICAL -

[Model DMG-AWJE-USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67404&o=2

$end


$info=wh2j,
$bio

World Heroes 2 Jet (c) 1994 SNK.

This update of World Heroes 2 introduces two new characters, Ryofu and Jack and 2 new modes of play - the Tournament and the Forging of Warriors.

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : NGM-064

Players : 2
Control : 8-way joystick
Buttons : 3
=> [A] Punch, [B] Kick, [C] Challenge

- TRIVIA -

Developed by ADK. ADK's name is 'Alpha Denshi Kikaku'.

Released in April 1994.

Jack the Ripper is based on the real Jack the Ripper, who brutally murdered and mutilated five prostitutes in London in 1888.
Ryofu is based on the real Lu Bu Fengxian, one of the famous warrior of the Three Kingdoms period.

Soundtrack releases :
[JP] February 18, 1994 - World Heroes 2 Jet [GSM 1500 Series] [PCCB-00148]
[JP] August 19, 1994 - World Heroes 2 Jet Image Album [PCCB-00160] - Pony Canyon Scitron

- TIPS AND TRICKS -

* Endings : World Heroes 2 Jet is a very fun game, but only has 4 different endings available. Here is how to get each of these :
Ending 1 - Beat Zeus in 'Tournament Mode' in the second or third round with 25% of remaining energy or less in your character's lifebar.
Ending 2 - Beat Zeus in 'Tournament Mode' in the second or third round with 75% of remaining energy in your character's lifebar.
Ending 3 - Get a 'Perfect' against Zeus in 'Tournament Mode' in the second or third round (This is the true ending, since the developer's credits will appear only in this one!).
Ending 4 - Defeat 4 opponents in 'The Forging of Warriors Mode' to see this ending.

* Alternate costume Colors : Press B or C when selecting a character.

- SERIES -

1. World Heroes [Model NGM-053] (1992)
2. World Heroes 2 [Model NGM-057] (1993)
3. World Heroes 2 Jet [Model NGM-064] (1994)
4. World Heroes Perfect [Model NGM-090] (1995)

- STAFF -

Producer & Planner : Kenji Sawatari
Producer & Director : Akira Ushizawa
Market Research : Yukio Gotoh
System Programmers : Eiji Fukatsu, Makio Chiba
Sound Programmer : Makio Chiba
Design-Tool Programmer : Ryu Hiroyuki
Main Programmers : Tat&MST, E-Chan, Puyo (Toshi)
Editor : Sho
Music & Sound Effects : Hideki Yamamoto, Yuka Watanabe, Hiroaki Shimizu
Chief Scroll Designers : Kenichi Sakanishi
Scroll Designers : Takashi Egashira, Mitsunari Ishida
Chief Sprite Designer : Hiroyuki Toda
Sprite Designers : Hideyuki Yamada, Muneki Shiraishi, Yokoo, Giga. S, Yasuyuki Sohara, West-Maison, Kazushige Hakamata (K-Hakamata), Yoshiaki Ono
Graphic Designers : Gensan, Rie Mori, Masato Mitsuya
Public Information : K. Fujita, S. Itoo II'
Game Adviser : Tsutomu Maruyama
Executive Producer : Kazuo Arai
Event Produce Take : Koji T. Shimizu, James Steins

Special Thanks : Rulia 046, H. Ando (K-Fuuma), M. Honda, K. Takada, A. Kawamoto, M. Kamimura, F. Kawazoe, F. Sokabe, S. Miura, F. Miwa, S. Nakano, Endo, Taga, Hiroshi Ohzono, Nogu-P, M. Kosugi, T. Yamazaki

- PORTS -

* Consoles :
SNK Neo-Geo [JP] (June 10, 1994, "World Heroes 2 Jet [Model NGH-064]")
SNK Neo-Geo [US] (June 10, 1994, "World Heroes 2 Jet [Model NGH-064]")
SNK Neo-Geo CD [JP] (November 11, 1994, "World Heroes 2 Jet [Model ADCD-007]")
Nintendo Game Boy [JP] (February 24, 1995, "Nettou World Heroes 2 Jet [Model DMG-AWJJ]")
Nintendo Game Boy [US] (August ??,  1995, "World Heroes 2 Jet [Model DMG-AWJE]")
Nintendo Game Boy [EU] (??? ??, 1995) 
Sony PlayStation 2 [JP] (October 18, 2007, "World Heroes Gorgeous [Model SLPS-25782]")
Sony PlayStation 2 [US] (March 11, 2008, "World Heroes Anthology [Model SLUS-21725]")
Sony PlayStation 2 [AU] (September 25, 2008, "World Heroes Anthology")
Sony PlayStation 2 [EU] (November 7, 2008, "World Heroes Anthology [Model SLES-55233]")
Sony PlayStation 2 [JP] (June 18, 2009, "World Heroes Gorgeous [NeoGeo Online Collection The Best] [Model SLPS-25933]")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3192&o=2

$end


$nes=wh2pro,
$bio

World Heroes 2 Pro (c) 1994 Cony Soft.

This PRO version adds an option mode not found in the regular version, where the player can listen to the music, set the timer, and set an Invincible option.

- TECHNICAL -

Game ID: YMH-WH

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84184&o=2

$end


$neocd=wh2,
$bio

World Heroes 2 (c) 1995 ADK Corp.

- TECHNICAL -

[Model ADCD-006]

- TRIVIA -

World Heroes 2 for Neo-Geo CD was released on April 14, 1995 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48241&o=2

$end


$pcecd=wh2,wh2s,
$bio

World Heroes 2 (c) 1994 Hudson Soft [Hudson Group].

- TECHNICAL -

[Model HCD4063]

- TRIVIA -

World Heroes 2 for PC-Engine CD was released on June 04, 1994 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48239&o=2

$end


$info=wh2,
$bio

World Heroes 2 (c) 1993 ADK.

14 characters and 2 end bosses do battle in normal or death match modes.

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : NGM-057

Players : 2
Control : 8-way joystick
Buttons : 3
=> [A] Punch, [B] Kick, [C] Body Slam

- TRIVIA -

World Heroes 2 was released in April 1993.

Captain Kidd is based on the real Captain William Kidd (1645-1701).
Erick is loosely based on Erik the Red.
Mudman is similar to protagonist of Daijiro Morohoshi's "Mud Men" series in Monthly Sh?nen Champion Z?kan.
Ryoko is based on famous real-life judoka Ryoko Tani (formerly Ryoko Tamura). Fighter's History, released in the same year as this game, featured a character with the same basis and name (on a related note).
Shura is based on the legendary Muay Thai hero Nai Khanom Tom.
The last boss of this game was inspired by the character 'Baoh' from the manga of the same name.

The difficulty setting seems to have no effect on the game, the game is just as difficult on Level 1 as it is on Level 8!

The 'Skinhead' Deathmatch level, like in the first game, does not feature any trap or hazard to look out for, however the loser in this particular ring will get his/her head shaven! :)

Soundtrack releases:
[JP] June 18, 1993 - World Heroes 2 [GSM 1500 Series] [PCCB-00122]
[JP] Oct. 21, 1993 - World Heroes 2 Image Album [PCCB-00137]

Literature:
[JP] Sep. 30, 1993 - World Heroes 2 [Gamest Extra No.99]

- TIPS AND TRICKS -

* Alternate Costume Colors : Press B button when selecting a character.

* Most characters have a preset multi-hit combo that can be used by simply tapping the punch button many times while next to an enemy!

* Some characters that have hold-type throws (Kim Dragon, Ryoko, Muscle Power, Rasputin & J. Maximum) can drain LOTS of energy of a CPU controlled fighter by quickly shaking the joystick left or right while performing a hold! Oddly enough, this trick does not seem to work with some character's holds such as Janne, Captain Kidd & Mudman though!

- SERIES -

1. World Heroes [Model NGM-053] (1992)
2. World Heroes 2 [Model NGM-057] (1993)
3. World Heroes 2 Jet [Model NGM-064] (1994)
4. World Heroes Perfect [Model NGM-090] (1995)

- STAFF -

Producer : Kenji Sawatari
Planner : Kenji Sawatari, Yokoo
Director : Akira Ushizawa
Assistant Director : Sho (Y. Ono)
Main Programmers : Tat&MST (Tat.MST), Marbo (Toshi), Wizard Nogup
System Programmers : Eiji Fukatsu, Makio Chiba, E-Chan
Sound Programmer : Makio Chiba
Character Maker : Ryu Hiroyuki
Character Designers : Kazushige Hakamata, Takashi Hatono, Shinji Moriyama, Hideyuki Yamada, Yoshiaki Ono, Muneki Shiraishi, Yokoo, Hidemi Nagatomo, Hiroyuki Toda, Atsushi Kobayashi, Giga. S (R. Nakajima)
Scroll Designers : Kenichi Sakanishi, Takashi Egashira, Mitsunari Ishida, Katsue Matsuzaki, Rie Mori, Hideyuki Kusano, Yasuyuki Sohara
Demo Designers : Rie Mori, Koji Fujita, Masato Mitsuya
Music And Sound Effects Composers : Hideki Yamamoto, Hiroaki Shimizu, Yuka Watanabe
Voice Cast : Michio Ootani (Take), Shinji Miura (Take), Hitoshi Sogabe (Take), Akihiko Kawamoto (Take), Sanae Saitoh (Take), Shouzoh Nakano (Take), Kenji Takada (Take), Kimihiko Sakuma (Take), Yoshiyuki Tsukada (Take), Mari Kamimura (Take), Masato Mitsuya (Gekidan ADK), Yuka Watanabe (Gekidan ADK), Giga. S (R. Nakajima) (Gekidan ADK), Yoshiki Ono (Gekidan ADK), Takashi Hatono (Gekidan ADK)
Graphic Adviser : Tsutomu Maruyama
Executive Producer : Kazuo Arai

Special Guest : Koji T. Shimizu
Special Thanks : Yukio Gotoh, Shinichi Tamura, Hideo Kamoda, Teruaki Shirasawa, Akira IIdaka, Tomoko Oohira

- PORTS -

* Consoles :
SNK Neo-Geo [JP] (June 4, 1993) "World Heroes 2 [Model ALH-006]"
SNK Neo-Geo [US] (June 4, 1993) "World Heroes 2 [Model NGH-057]"
NEC PC-Engine Super CD-ROM [JP] (June 4, 1994) "World Heroes 2 [Model HCD4063]"
Nintendo Super Famicom [JP] (July 1, 1994) "World Heroes 2 [Model SHVC-JI]"
Nintendo Super Famicom [US] (September 1994) [Model SHVC-JI]
SNK Neo-Geo CD [JP] (April 14, 1995) "World Heroes 2 [Model ADCD-006]"
SNK Neo-Geo CD [US] (1995) 
Sony PlayStation 2 [JP] (October 18, 2007, "World Heroes Gorgeous [Model SLPS-25782]")
Sony PlayStation 2 [US] (March 11, 2008, "World Heroes Anthology [Model SLUS-21725]")
Sony PlayStation 2 [AU] (September 25, 2008, "World Heroes Anthology")
Sony PlayStation 2 [EU] (November 7, 2008, "World Heroes Anthology [Model SLES-55233]")
Sony PlayStation 2 [JP] (June 18, 2009, "World Heroes Gorgeous [NeoGeo Online Collection The Best] [Model SLPS-25933]")  
Nintendo Wii [JP] (November 15, 2011, "Virtual Console")

* Computers :
FM Towns PC

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3191&o=2

$end


$snes=wh2j,
$bio

World Heroes 2 (c) 1994 Saurus.

The first battle crossed the barriers of time to find out who was the greatest hero ever, but no clear winner was determined. One year later, those 8 great heroes with 6 new challengers have gathered together to settle it once and for all!

Features 14 playable characters with Neo Geegus and Dio, the last two bosses, playable in the VS mode. Same character select so you can pit your hero against each other for the ultimate dream match, 3 selectable speed settings, unique new life gauge "mask", "seesaw" life gauge and new death match stages and experience the new "Counter throw" and projectile "Repelling" features that put this game in a class by itself!

- TECHNICAL -

Cartridge ID: SHVC-JI

- TRIVIA -

World Heroes 2 for Super Famicom was released on July 01, 1994 in Japan.

This version of the game is pretty customizable. You can play it so that all four face buttons can be used, Y and B are for weak punches and kicks, X and A are for strong punches and kicks, and LR used for taunting and throwing.

Players can also play the game with the arcade life gauges, which change between Normal and the Death Match, Normal for basic life gauge on either Normal or Death Match, or Seesaw for one fall matches on any stage. Players can even hide the life gauge damage through the "Mask" option.

There are also three speed settings to choose from. 1 is slow, 2 is normal speed, and 3 is really fast.

Each of the heroes have a total of six costume colors in this game, selected with one of the six buttons. The L and R buttons are for evil hero colors, and the computer uses them when the code (seen below) is used.

Neo Geegus and Dio are also selectable in the VS mode, and selectable in the single player game via a code (see below).

- TIPS AND TRICKS -

When the title screen appears, spell the word "SAURUS" by entering the following:

Select, A, Up, R, Up, Select

You will hear a ring bell. The effect of the code includes changing the 1P Game by having you fight all 16 characters in the game, and the ability to select Neo Geegus and Dio in the 1P Game through the following:

Neo Geegus- Hold Select and R
Dio- Hold Select and L

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48240&o=2

$end


$info=whp,
$bio

World Heroes Perfect (c) 1995 SNK.

A new button layout for the final game in the series greets the 16 fighters, 1 hidden fighter and 2 end bosses.

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : [Model NGM-090]

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2610 (@ 8 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 4
=> [A] Weak Punch, [B] Normal Punch, [C] Weak Kick, [D] Normal Kick

- TRIVIA -

World Heroes Perfect was released in May 1995. The game was feveloped by ADK. ADK's name is 'Alpha Denshi Kikaku'.

Son Gokuu is based on the famous mythological character known as Sun Wukong from "Journey to the West".

Since World Heroes Perfect, ADK games has gone out of business and all intellectual properties and copyrights to the games and characters have passed to SNK Playmore. Hanzo, Fuuma, Mudman and Neo-Dio would then appear in the fighting game "NeoGeo Battle Coliseum" (along with Kisarah from Aggressors of Dark Kombat, also by ADK) as a result.

Soundtrack Releases :
[JP] July 21, 1995 - World Heroes Perfect [PCCB-00185] - Pony Canyon / Scitron.
[JP] August 19, 1995 - World Heroes Perfect Arrange Sound Trax [PCCB-00188] - Pony Canyon / Scitron.

- UPDATES -

In the Japanese version of the game, there is Japanese text underneath each players life bar during a fight displaying the player's taunts, yells and screams during a fight in text form. Combo information is also shown there when you do a combo. This feature is removed from non-Japanese versions of the game. This also occurred in World Heroes 2 Jet.

- TIPS AND TRICKS -

* Alternate Costume Colors : Press D button when selecting a character.

* Play Against Son Gokuu : Get 3 special stage finishes on the each round. If you're done correctly, you will fight Son Gokuu.

* Play as Son Gokuu : At the character selection screen, Hold C and press Up (x2), Down (x2), Left (x2), Right (x2), then press BC at the same time. If you're done correctly, Son Gokuu will appear left side of Jack the Ripper.

* Play as Neo-Dio : At the character selection screen, Hold B and press Up (x2), Down (x2), Left (x2), Right (x2), then press BC at the same time. If you're done correctly, Neo-Dio will appear right side of Ryofu.

- SERIES -

1. World Heroes [Model NGM-053] (1992)
2. World Heroes 2 [Model NGM-057] (1993)
3. World Heroes 2 Jet [Model NGM-064] (1994)
4. World Heroes Perfect [Model NGM-090] (1995)

- STAFF -

Producer & Planner : Muneki Shiraishi
Chief Planner : Takashi Hatono
Planner : Ken Kazama
Market Researcher : Yukio Gotoh
System Programmers : Eiji Fukatsu, Makio Chiba
Sound Programmers : Makio Chiba
Design-Tool Programmer : Ryu Hiroyuki
Main Programmers : MKY, Tat&MST, E-Chan, Syd, Maguro
Editor : Kobayan
Music & Sound Effects : Hideki Yamamoto, Yuka Watanabe, Hiroaki Shimizu, Takeshi Muramatsu, Hiroaki Kujirai, Takao Ohshima, Keiichiroh Segawa
Chief Scroll Designers : Takashi Egashira
Scroll Designers : Hideyuki Kusano, Misako Ohno, Ryonosuke
Chief Sprite Designer : Gensan
Sprite Designers : ZZ-R, Giga. S, Takahiro Arahata, Mitsugu
Effect Sprite Designer : West-Maison
Chief Demo Designer : M. Yoshikoshi
Demo Designer : G. Aoyagi
Public Information : Tsukasa, Ito, Detchi1

* Character Voices :
Event Produce Take : Mitsutake Taga, Jin Sokabe, Akihiko Kawamoto, Mari Kamimura, Katsuy Miura, Shouzoh Nakano, Yoshimitsu Endoh
Step Action Team : Yoshikatsu Fujio, Kazumasa Katsura, Yasue Ishii, Ken Kazama
ADK Staff : Yuka Watanabe, Takashi Hatono, Yoshiaki Ono, Masato Mitsuya, West-Maison

Test Players : Foo., Nagata Shogatsu, Masao Tachikawa, Uma, Kiyotaka Takagi
Game Adviser : Akira Ushizawa
Special Thanks : Rulia 046
Executive Producer : Kazuo Arai

- PORTS -

* Consoles :
SNK Neo-Geo [JP] (June 30, 1995, "World Heroes Perfect [Model NGH-090]")
SNK Neo-Geo [US] (June 30, 1995, "World Heroes Perfect [Model NGH-090]")
SNK Neo-Geo CD [JP] (July 21, 1995, "World Heroes Perfect [Model ADCD-009]")
SNK Neo-Geo CD [US] (July 21, 1995, "World Heroes Perfect [Model ADCD-009E]")
Sega Saturn [JP] (August 9, 1996, "World Heroes Perfect [Model T-3103G]")
Sony PlayStation 2 [JP] (October 18, 2007, "World Heroes Gorgeous [Model SLPS-25782]")
Sony PlayStation 2 [US] (March 11, 2008, "World Heroes Anthology [Model SLUS-21725]")
Sony PlayStation 2 [AU] (September 25, 2008, "World Heroes Anthology")
Sony PlayStation 2 [EU] (November 7, 2008, "World Heroes Anthology [Model SLES-55233]")
Sony PlayStation 2 [JP] (June 18, 2009, "World Heroes Gorgeous [NeoGeo Online Collection The Best] [Model SLPS-25933]")
Nintendo Wii [JP] [Virtual Console] (January 11, 2011)
Nintendo Wii [EU] [Virtual Console] (October 18, 2012)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3193&o=2

$end


$saturn,sat_cart=whp,whpa,
$bio

World Heroes Perfect (c) 1996 SNK [Shin Nihon Kikaku] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59930&o=2

$end


$neocd=whp,
$bio

World Heroes Perfect [Model ADCD-009] (c) 1995 SNK [Shin Nihon Kikaku] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=68166&o=2

$end


$neocd=wh1,
$bio

World Heroes (c) 1995 ADK Corp.

- TECHNICAL -

[Model ADCD-005]

- TRIVIA -

World Heroes for Neo-Geo CD was released on March 17, 1995 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47474&o=2

$end


$neogeo=wh1h,wh1ha,
$bio

World Heroes (c) 1992 Alpha Denshi Company, Limited.

Home release. For more information about the game, please refer to the original MVS releaseentry; "World Heroes [Model NGM-053]".

- TECHNICAL -

Cartridge ID: NGH-053
Cartridge Size: 82 Mega

- TRIVIA -

This AES version was released after 2 months after the MVS release, on September 11, 1992 in Japan and United States of America.

Reviews:
[FR] November 1992 - Consoles+ No. 14: 93/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48237&o=2

$end


$info=wh1,
$bio

World Heroes (c) 1992 Alpha Denshi Company, Limited.

8 heroes from different time periods compete to thwart Geegus, the evil alien end boss! Includes an extremely fun and unique death match mode!

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : NGM-053

Players : 2
Control : 8-way joystick
Buttons : 3
=> [A] Punch, [B] Kick, [C] Throw

- TRIVIA -

World Heroes was released on July 28, 1992. It is Alpha Denshi's first game in the fighting game genre. It was even the last game with the Alpha logo labeled within the game before the developer became ADK; however, the Alpha logo was last used on one of the arcade flyers of its sequel.

Due to the game's success in the fighting game market, the game was followed by a sequel, World Heroes 2, less than a year later.

The popular "Death Match" mode (removed from World Heroes 2 Jet and World Heroes Perfect) may have been inspired by the growing popularity of deathmatch style pro-wrestling in Japan at the time which was mostly made famous by Frontier Martial-Arts Wrestling.

Hanzo is based on the real Hanzo Hattori Musashige (just like Hanzo in "Samurai Shodown").
Fuuma is based on the real Kotaro Fuuma Nobuyuki (1581-1603).
Kim Dragon is Alpha Denshi's homage to Bruce Lee (1940-1973).
Janne is based on the real Jeanne d'Arc who was burned in 1431.
Rasputin is based on the real Gregoriy Yefimovich Rasputin (1869-1917).
Brocken is loosely based on Rudolph von Stroheim from JoJo's Bizarre Adventure.
Muscle Power is most likely based on the real Hulk Hogan (1953-20XX).
J. Carn is based on the real Genghis Khan (1162-1229).

The first World Heroes game is also the only game in the series where Kim Dragon is Chinese. He was then changed into a South Korean character for the rest of the World Heroes series.

The name of the Scientist who invents the time machine in the intro is Dr. Brown which might have been inspired by the character Dr. Emmett L. Brown (a.k.a. Doc) from the Back To The Future movies.

Soundtrack releases:
[JP] Jan. 21, 1993 - World Heroes [GSM 1500 Series] [PCCB-00106]

- SERIES -

1. World Heroes [Model NGM-053] (1992)
2. World Heroes 2 [Model NGM-057] (1993)
3. World Heroes 2 Jet [Model NGM-064] (1994)
4. World Heroes Perfect [Model NGM-090] (1995)

- STAFF -

Producer and director : Kenji Sawatari
Planners : Kenji Sawatari, Kimitoshi Yokoo
Main programmers : Tat&MST (Tat), Marbo (Toshi), Yuji Noguchi
System programmers : Eiji Fukatsu, Makio Chiba, E-Chan
Sound programmer : Makio Chiba
Character designers : Kazushige Hakamata, Takashi Hatono, Shinji Moriyama, Hideyuki Yamada, Sho No, Muneki Shiraishi, Kimitoshi Yokoo, Hajime Suzuki, Hiroyuki Toda, Akira Ushizawa, Hatsue Sakanishi, Katsue Matsuzaki, Rie Mori, Giga.S (R. Nakajima), Koji Fujita, Yasuyuki Sohara, Atsushi Kobayashi
Scroll designers : Kenichi Sakanishi, Takashi Egashira, Mitsunari Ishida
Music and sound effects composer : Hiroaki Shimizu, Hideki Yamamoto, Yuka Watanabe

Special Thanks : Yukio Gotoh, Tsutomu Maruyama, Shinichi Tamura, Mitsunari Ishida, Ryu Hiroyuki, Yuko Nishino, Masato Mitsuya, Hideki Miyakami (SNK), Koji Hamada (SNK), Hideki Fujii (SNK)

- PORTS -

* Consoles :
SNK Neo-Geo [JP] Sep. 11, 1992 "World Heroes [Model NGH-053]"
Nintendo Super Famicom [JP] 1993 "World Heroes [Model SHVC-WZ]"
Sega Mega Drive (1994)
SNK Neo-Geo CD [JP] 1995 "World Heroes [Model ADCD-005]"
Nintendo Wii [Virtual Console] (2007
Sony PlayStation 2 [JP] 2007 "World Heroes Gorgeous [Model SLPS-25782]"
Sony PlayStation 2 2008 "World Heroes Anthology"
Sony PlayStation 2 [US] May 05, 2008 "SNK Arcade Classics Vol.1 [Model SLUS-21724]"
Sony PSP [US] May 05, 2008 "SNK Arcade Classics Vol.1 [Model ULUS-10338]"
Sony PlayStation 2 [KO] May 29, 2008 "SNK Arcade Classics Vol.1 [Model SLKA-25424]"
Nintendo Wii [US] July 29, 2008 "SNK Arcade Classics Vol.1 [Model RVL-P-RNCE]"
Sony PSP [EU] Oct. 17, 2008 "SNK Arcade Classics Vol.1 [Model ULES-01105]"
Nintendo Wii [EU] Oct. 31, 2008 "SNK Arcade Classics Vol.1 [Model RVL-P-RJZP]"
Sony PlayStation 2 [EU] Nov. 21, 2008 "SNK Arcade Classics Vol.1 [Model SLES-55232]"
Sony PSP [JP] May. 21, 2009 "SNK Arcade Classics Vol.1 [Model ULJS-193]"
Sony PlayStation 2 [JP] 2009 "World Heroes Gorgeous [NeoGeo Online Collection The Best] [Model SLPS-25933]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3190&o=2

$end


$snes=whj,
$bio

World Heroes (c) 1993 Sunsoft.

Eight invincible fighters travel through time to prove who is the mightiest of them all! Become the warrior of your choice- Hanzo, Rasputin, Brocken and more. Then enter the time machine for the battle of your life. Or pick your battle in the "Death Match" for a bitter fight to the end. It's all in preparation for the phenomenal final battle with a ninth mysterious opponent- nothing is known about this warrior!

16 megs of pulverizing power all at your command.

- TECHNICAL -

Cartridge ID: SHVC-WZ

- TRIVIA -

World Heroes for Super Famicom was released on August 12, 1993 in Japan.

There is a dedicated VS mode where players can choose a character, even the same character, choose from all nine normal or Death Match stages, and set a handicap.

Through the Options menu, players can change the button layout so that all four face buttons can be used. The LR buttons are used for throwing, Y and B for weak punches and kicks, and X and A for strong punches and kicks.

It was released after World Heroes 2, as a result, the alternate color of World Heroes 2 can be selected in the game at any time by pressing Start over the desired character.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47473&o=2

$end


$snes=whu,
$bio

World Heroes [Model SNS-WZ-USA] (c) 1993 Sunsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64038&o=2

$end


$snes=wh,
$bio

World Heroes [Model SNSP-WZ-NOE] (c) 1993 Sunsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64037&o=2

$end


$gameboy=wicehock,
$bio

World Ice Hockey [Model DMG-WHA] (c) 1991 Athena Co. Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67406&o=2

$end


$pce=wjockey,
$bio

World Jockey (c) 1991 Namco, Limited.

- TRIVIA -

Reviews:
November 1991 - Consoles + N.3 [FR]: 84/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58779&o=2

$end


$ibm5150,ibm5150_cass=wkarate,
$bio

World Karate Championship (c) 1986 Epyx Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83743&o=2

$end


$info=wldkicks,wldkicksa,wldkicksj,
$bio

World Kicks (c) 1999 Namco.

- TECHNICAL -

Runs on the Sega "NAOMI" Hardware.

- TRIVIA -

World Kicks was released in February 2000 in Japan (even if the titlescreen says 1999).

- TIPS AND TRICKS -

* Secret Teams
Kick ball device in team selection screen with specified times.
Namco Starts '80 : Kick 8 times
Namco Starts '90 : Kick 9 times

Also you can fight with the above secret teams in single mode.
When you get the medals with specified number (80's : 3 or 4 medals, 90's : 5 or more medals) then win the cup.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4129&o=2

$end


$snes=wlbasket,
$bio

World League Basketball [Model SNSP-LB-NOE] (c) 1992 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64040&o=2

$end


$psx=worldlea,
$bio

World League Soccer - Challenge Nippon! [Model SLPS-02687] (c) 2000 Coconuts Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85861&o=2

$end


$saturn,sat_cart=wls98,
$bio

World League Soccer 98 (c) 1998 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60474&o=2

$end


$snes=wlsoccer,
$bio

World League Soccer [Model SNS-WS-USA] (c) 1992 Mindscape, Incorporated. [Northbrook, IL, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64041&o=2

$end


$snes=wrldmast,
$bio

World Masters Golf (c) 1995 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64042&o=2

$end


$psx=worldnev,
$bio

World Neverland - Olerud Oukoku Monogatari [Model SLPS-01037] (c) 1997 Riverhill Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85862&o=2

$end


$megadriv=worldillj,worldilljp,
$bio

World of Illusion - Fushigi na Magic Box (c) 1992 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57056&o=2

$end


$megadriv=worldill,
$bio

World of Illusion Starring Mickey Mouse and Donald Duck (c) 1992 Sega Enterprises, Limited.

- TRIVIA -

Reviews:
[FR] December 1992 - Consoles + N.15: 95%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57057&o=2

$end


$megadriv=worldillu,
$bio

World of Illusion Starring Mickey Mouse and Donald Duck (c) 1992 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57542&o=2

$end


$info=wpksoc,
$bio

World PK Soccer (c) 1995 Jaleco.

- TECHNICAL -

Irem M-107 system hardware

Main CPU : V33 (@ 14 Mhz)
Sound CPU : V30 (@ 7.159 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), GA20 (@ 3.579545 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in September 1994.

- SERIES -

1. World PK Soccer (1995)
2. World PK Soccer V2 (1996)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3194&o=2

$end


$info=wpksocv2,
$bio

World PK Soccer V2 (c) 1996 Jaleco.

- SERIES -

1. World PK Soccer (1995)
2. World PK Soccer V2 (1996)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=22903&o=2

$end


$info=wpt_103a,wpt_105a,wpt_106a,wpt_106f,wpt_106g,wpt_106i,wpt_106l,wpt_108a,wpt_108f,wpt_108g,wpt_108i,wpt_108l,wpt_109a,wpt_109f,wpt_109f2,wpt_109g,wpt_109i,wpt_109l,wpt_111a,wpt_111af,wpt_111ai,
$bio

World Poker Tour (c) 2006 Stern Pinball.

TEXAS HOLD 'EM
Shoot the ramps to collect the FLOP, TURN and RIVER (when lit) to advance in WPT events .

POKER HANDS
Shoot drop targets to Light Poker Hands (one pair, three of a kind, etc.).

ACE-IN-THE-HOLE MULTIBALL
Hit the bars on upper playfield to raise them. Shoot into hole to lock ball. After ball is locked, hit captive ball to start Multiball.

NO LIMIT MULTIBALL
Shoot the LIGHT LOCK target on lower playfield to light green LOCK arrows. Lock 3 Balls to start Multiball.

EXTRA BALL
Win cities/countries to light Extra Ball.

- TECHNICAL -

Stern S.A.M. System

Main CPU: Atmel AT91

This is Stern's first game to use the S.A.M. System.

- TRIVIA -

World Poker Tour was released in January 2006.

Features voice commentary by WPT commentators, Vince Van Patten, Mike Sexton and Courtney Friel.

The faces in the mode 'Spot the Tell' are all Stern employees including Gary Stern, Lyman Sheats and Keith Johnson.

- UPDATES -

REVISION 1.03 - 2006

REVISION 1.05 - 15-Feb-2006
WPT changes :
- Lots of speech and sound effects added.
- Lots of lamp effects added.
- All-In Total display fixed.
- Fixed autoplunger and trough serving balls while a ball was in the launch vuk.
- Mystery award display looks much better.
- Triple scoring now doesn't restart while it's already running.
- Triple scoring lamp effect added.
- Most adjustments now implemented.
- Some frankensteined speech length fixed.
- Added hands, cities, trophies, and championships to bonus.
- Properly chalk Ace in the Hole audits now.
- Properly chalk No Limit Multiball points now.
System changes :
- Cleaned up the tournament mode attract mode display effects for the current leaders.
- Bump 'n' win score is now calculated correctly, at the proper times.
- Fixed some bugs with tournament. The start button was not accepting characters for tournament HSTD entry. Regular HSTD was accepting initials and awarding credits after the tournament initials had been entered. 2 of the tournament screens were not showing the correct positions. The score copier was copying (bumping down) too many scores. These have all been corrected.
- Added confirmation screens to 'start tournament' and 'stop tournament'.
- Added prize pool to attract mode.

REVISION 1.06 - 17-Feb-2006
WPT changes :
- Some Instant Info stuff added.
System changes :
- Fixed a problem with detecting the state of 50V/20V. The detection was not synced with zero cross, which it needs to be. This has been corrected.
- Setting the clock now does not screw up the stop time for a tournament that is already in progress.
- If the clock was set to a date/time that was very close to the maximum date/time (i.e. Dec. 31, 2105) and then a tournament was started, the computation that was being carried out to check for stopping the tournament would never test true for the case when the clock wrapped back to the reference date. This has been corrected.

REVISION 1.07 - 28-Feb-2006
WPT changes
- Some overlapping text fixed.
- Instant Info mostly done.
- Added Feature Adjustment #34 (Flop and Turn Posts). Can be set to Yes/No, defaults to Yes. Determines if the ramp posts engage when the player shoots for either a Flop award or a Turn award. The posts will always stop the ball for a non-multiball River award.
- Added Feature Adjustment #35 (Multiball Posts). Can be set to Yes/No, defaults to Yes.  Determines if the ramp posts engage when the player makes any ramp shot during multiball. The ball is simply held for a few seconds to keep it out of the way.
System changes :
- Grand champion and HSTD effects are now only shown every 5th time through the attract mode when a tournament is running.
- Added some animating borders to the attract mode tournament effects.
- Added a display effect to the attract mode to display the amount of time left in a tournament.
- Endgame effects now wait forever to be requested, such that if test mode is running, we will pick up where we left off.
- Fixed a bug with tournament start.  If the game was set up and NOT running a tournament, then the tournament start button could be used to start a normal game (at twice the cost.) This has been corrected.
- Implemented the GAME RESTART adjustment.
- Changed some marquees for tournament.
- Cleaned up country settings for tournament.
- Changed 'quick-start' tournament duration from 28 days to 27 days.
- If test mode ends unexpectedly, the game now recovers gracefully.
- Cleaned up tournament 'QUICK START'. Duration now allows for the modification of hours and minutes. The prize pool increment can also now be modified.
- Hooked in all countries (currencies), U.K. and SPAIN are disabled.
- Fixed a bug where if a tournament ended while a player was playing a tournament game, then the player would not get credit for any HSTD awards for the tournament.
- Test mode does not interfere with game modes now.
- Fixed MANY bugs with HSTD.

REVISION 1.08 - 03-Mar-2006
WPT changes :
- Instant Info cleaned up a bit.
- Keefer Invitational qualifying work added.
System changes :
- Tournament start button was ALWAYS requesting the 'insert coins' display effect with insufficient credits, even if a tournament was not running. This has been corrected.
- Fixed some problems with processing the start buttons when free play was set. If FREE PLAY was set, the start buttons would not start a game unless there were sufficient credits. This has been corrected. In addition, the 'INSERT COINS' display effects were not being properly requested when the start buttons were pressed with insufficient credits. This has also been corrected.
- Custom pricing credits now cap at 10 credits per entry in the custom credit pricing table.
- Fixed a bug in the custom pricing display that showing bad information at the end of the pricing table.
- Added a display for the bump 'n' win score to beat at the start of a bump 'n' win tournament game.
- U.K. 2 pricing table changed to be 4/1.00 GBP.
- Fixed a bug with 5 dollar bills inserted into a dollar bill validator missing some of the pulses resulting in too few credits awarded to the player.
- Users' place in the pricing table is now reset when the game pricing adjustment is changed. This keeps the index in range for the cases where the new pricing has fewer table entries than the old pricing.
- Custom pricing is now fully implemented.
- Implemented the TIMED PLUNGER adjustment.
- Fixed a bug that would cause the autolaunch coil to fire even if balls were not physically being served to the shooter lane.

REVISION 1.09 - 14-Mar-2006
WPT changes :
- Slam tilt works now.
- Fixed unending Poker Wizard mode.
- Fixed bad interactions of Poker Wizard and other stuff.
- Vastly improved Poker Wizard choreography.
- Fixed resetting of modes after Poker Wizard.
- Increased volume of WPT Theme music.
- Keefer Invitational fully functional.
- Fixed Super Trick not awarding an extra ball.
- Fixed Feature Adjustment #7 (First Hard Super Trick) which wasn't working properly.
- Added Feature Adjustment #8 (Combo Extra Ball Memory). Can be set to Yes/No, defaults to No. Determines if extra balls lit from Super Trick stay lit at the start of the next ball.
- Ace in the Hole multiball changed. Now, bar and ball hits score jackpots, and ramp jackpots spot bar and ball hits. Jackpots score a little more after balls are released as well.
System changes :
- Implemented the 'KNOCKER VOLUME' adjustment.
- Tournament 'top scores win' message now not displayed if the tournament prize is set to 'none'.
- Fixed a typo with the CANADA 1 pricing.
- Implemented a ceiling on the bump 'n' win value when the highest score is less than the base value plus the range.
- Added USA 10 pricing. The door is the same as all of the other USA pricings, and the credit pricing is 1/$0.75, 2/$1.50, 3/$2.00.
- Fixed a bug in generating a new bump 'n' win score for tournament.
- Added Canada 2 pricing.  The door is $1/$1/$2/$2/$0 (l/c/r/4/5), and the credit pricing is 1/$1.00, 3/$2.00.
- Tilt and slam tilt now silence all sounds.
- Slam tilt now turns off all lights.
- Fixed a bug with tournament. The default stop date was being set one day too early, at midnight. This has been corrected (to 11:59:59PM).
- Fixed another bug with tournament. The bump 'n' win score was being compared to the high score, and not the highest bump 'n' win score. This has been corrected.
- Fixed another bug with tournament. The bump 'n' win score was not being set correctly. This has been corrected.
- Tournament prize pool and winners now honor the 'tournament award' and 'show player cash' settings.
- Tournament prize pool increment now correctly enforces the maximum prize pool amount.
- Made a first-pass at an implementation of custom tournament.
- Coin switches are now ignored during a slam tilt.
- Changed the way the slam tilt switch settling is handled. We want to see a second and a half of inactivity on the slam tilt switch before we reboot the game.
- Added a feedback screen for setting custom pricing.
- Shortened the delay time for all of the confirmation screens.

REVISION 1.11 - 09-Aug-2006
WPT Changes :
- Implemented all installs (extra easy, easy, medium, hard, extra hard, 3-ball, 5-ball, director's cut).
- Fixed a bug that would cause problems with lighting No-Limit Multiball at higher difficulty levels.
- Support for multiple languages added.
- Added Feature Adjustment #35 : Consolation All-In. If a game is going poorly, then All-In multiball will be awarded from Mystery. Can be set to YES or NO, default is YES. The installs set this adjustment accordingly : XE=yes, E=yes, M=yes, H=no, XH=no, 3B=yes, 5B=yes.
- Implemented Feature Adjustment #20 : All-In MB Diff. Controls how many points the player must build up the main pot to before All-In Multiball begins. Can be set EXTRA EASY through EXTRA HARD. The difficulty increases after each All-In Multiball. EXTRA EASY sets the main pot needed to 500K; EASY = 750K; MEDIUM = 1M; HARD = 1.25M; EXTRA HARD = 1.5M; subsequent pot values go up 500K until maxing at 5M. The installs set this adjustment accordingly : XE=XE, E=E, M=E, H=M, XH=H, 3B=E, 5B=M.
- Stopped queued repeated display effects from showing up multiple times.
- Fixed a bug that made lighting Ace in the Hole lock slightly easier.
- Fixed Steal the Blinds not awarding a trophy properly.
- Added music, speech, and sound effects for HSTD.
- Added music, speech, and lightshow for Game Over.
- Mode intros now explain their rules better after you've won a trophy.
- Mode background effects now explain their goals better.
- You can now accelerate the bonus effect.
- You can now blowoff the mode intros and Texas Holdem deals.
- Added Feature Adjustment #5 : Ace/Hole Availability. Controls when you can reenable the Ace in the Hole lock. Can be set EXTRA EASY through EXTRA HARD. EXTRA EASY means Ace in the Hole is always available. EASY means you must complete a poker hand after AITH ends in order to reenable the bars. MEDIUM means you must start a Poker Corner mode after playing AITH to reenable. HARD means you must start another multiball after AITH ends. EXTRA HARD means you must complete a city after AITH ends. The installs set this adjustment accordingly : XE=XE, E=E, M=M, H=H, XH=XH, 3B=M, 5B=H.
- Added display effects for extra ball and special points awards.
- Added attract mode flipper speech.
- Implemented Double Hurryup mystery award (available from both Skill Shot and Cut the Cards).
- Fixed a bug that wouldn't finish speech correctly for Texas Holdem if you made 4 of a kind.
- Hurryup will now not end as soon as you lose a ball off the upper playfield during multiball; it will keep on going until it expires normally.
- Hurryup now awarded during single ball play if the right pop bumper is hit.
- Fixed Poker Corner and individual mode starts that would sometimes show plain text.
- Implemented Increase Chip Trick Value mystery award (available from both Skill Shot and Cut the Cards).
- Fixed a bug in Change Gears that would cause Gears to change very quickly if it was started more than once on the same ball.
- Fixed a bug where All-In multiball wouldn't start if the Main Pot value started at or above the threshhold for going All-In.
- Chip Trick timers now correctly pause when the ramp posts are engaged.
- Courtney now tells you when a trophy is earned.
- Extra Ball score set to 5M.
- Special score set to 2.5M.
- Fixed Aruba animation not animating.
- Added Poker Card Display effects for AITH and NLMB jackpots.
- Added speech for warnings and tilt.
- Drop target scoring potential increased.
- Drop targets now spotted corrently for Poker Hands when the game can't reset the targets properly.
- If the left orbit gate is removed from the game, chip tricks now light/resume when full right orbits are made.
- Fixed a situation where drop targets that didn't fully reset but partially reset would cause balls to be auto-launched at ball start.
- Competition mode properly implemented. When turned on, this has the following effects on game play :
1) Hole card bonus points are not awarded.
2) Texas Holdem hands are always awarded in the following order (HC=high card, 1P=1 pair, 2P=2 pair, 3K=3 of a kind, ST=striaght, FL=flush, FH=full house, 4K=4 of a kind, SF=straight flush, RF=royal flush):
- 1P, 2P, 3K, 1P, HC, 1P, FH, 2P, ST, 1P,
- FL, 2P, 1P, 3K, 4K, HC, 1P, 2P, ST, 1P,
- FL, 2P, 1P, FH, 3K, HC, 1P, 2P, ST, 1P,
- FL, 2P, 1P, 3K, SF, HC, 1P, 2P, ST, 1P,
- FH, FL, 2P, 1P, 3K, HC, 1P, 2P, ST, RF
3) Your hand type will not improve after the flop. Therefore, if you can't remember the hand type order in the table above, you'll still have ample opportunity to act on a high-value hand.
4) Hold awards are given in the following order :
- Hold bumper value
- Hold chip trick value
- Hold drop value
- Hold side pot
- Hold main pot
- Hold bonus
- Hold bonus x
5) Value increase awards are given in the following order (values shown are for Cut the Cards/Skill Shot, and will be reduced if the increase would go above the item's maximum value):
- Increase bumper value (2,500/1,500)
- Increase drop value (25,000/15,000)
- Increase side pot (250,000/150,000)
- Increase chip trick value (125,000/75,000)
- Increase bonus x (5x/3x)
- Increase bonus (250,000/150,000)
6) Skill Shot Mystery awards are given according to the following rules (the same award will never be given back-to-back) :
- If 3x scoring isn't lit, light 3x scoring.
- If hurryup isn't already running, start double hurryup.
- Give a value increase award.
- If nothing else is available, then cycle between :
- Medium points (500,000)
- Small points (50,000)
7) Cut the Cards mystery awards are given according to the following rules (the same award will never be given back-to-back, unless it's the Keefer Invitational) :
- If Keefer Invitational is qualified and able to start (i.e. not in multiball currently), then start Keefer Invitational.
- If a multiball is running, and there is at least one ball in the trough,
then add-a-ball. This is only allowed once, but is re-enabled after every multiball started (add-a-ball enables do not stack, however).
- If a Poker Corner mode is running, then add time (15 seconds). This is allowed up to 3 times for each mode.
- If 3x scoring isn't lit, then light 3x scoring.
- If none of the above are currently available, then cycle through the following 3 sets of awards (if nothing in a set is available, then skip to the next set) :
- Instant award, which cycles through (in order, skipping unavailable awards) :
- Raise bars, if Ace in the Hole multiball hasn't been played yet.
- Advance Texas Holdem, if available.
- Award side pot, if the value is at least 500,000.
- Spot chip trick, if the rule is available.
- Start double hurryup, if the rule is available and a hurryup isn't already running.
- Value increase award
- Hold award, if not the last ball.
- If nothing can be given without repeating, then cycle between :
- Medium points (500,000)
- Small points (50,000)
- Special is NOT lit for starting Poker Hand Multiball.
System Changes :
- Power-up display effect now lists languages built into the game image.
- Cleaned up the "set date/time" utility.
- Cleaned up the custom pricing utility.
- Fixed display of burn-in time when it went above 24 hours.
- Fixed credit pricing for Croatia.
- Some diagnositcs menu icons changed around.
- Fix for French electric coin mechs implemented (ignore coin switches for 2 seconds after powerup).
- Player language select implemented.
- Language names in the language adjustment are now in their native language.
- Cleaned up the custom message utility.
- Fixed the knocker firing forever if the replay award was CREDIT and a replay was awarded with the maximum number of credits already on the game.
- Fixed ball search not starting at game over when no balls were in the trough.
- Fixed an issue that could possibly cause the bonus effect to be shown twice.
- Both flippers pressed together during attract mode now show the last game's score.
- Attract mode now shows game socres, replay, and high scores multiple times before showing other stuff.
- Fixed some sound clipping issues.
- Service Menu display effect now shows the game version, system version, and hardware version.
- Fixed game restarts during bonus starting a new game on ball 2.
- Game can now start during the match effect.
- Fixed auto-plunger kicking after a game was restarted on ball 2 with a ball
  in the shooter lane after it was plunged.
- Fixed gameplay ball serve interfering with "clear balls" test when the test was started during a game.
- Removed DUMP and UPDT menus from USB for game images.
- Sound added for tilt warning.
- Fixed tournament game "you have qualified" messages not fitting on the screen.
- Replay and bump'n'win score targets added to the score background.
- Fixed a problem where flippers, slings, and pops would be turned off when entering the test menu during bonus count.
- Fixed code updates messing up the player cash won amount for previous tournaments (but only for tournaments started on this code or later).
- Dedicated switches now scanned every 1ms instead of every 1/4ms.
- Ball saver grace period time extended.
- Coin switches now take longer to debounce to clean up noise issues.

REVISION 1.12 - 15-Nov-2006
WPT Changes :
- Added some speech for combos.
- Added Spin-a-Card choreography.
System Changes :
- Fixed problem with flippers not refiring when EOS reclosed and the flipper button was still being held in.
- Added Standard Adjustment 62 : Coin Input Delay. This sets how long to wait to register a coin switch after it has been triggered (to help with French power-off issue). Range is OFF, or 30-60, with 30 being about half a second and 60 being about a full second. Default is 30.
- Tech alert cleaned up, and can now be accessed by the main service menu page by hitting + or -. Hitting enter on an alert will bring you to an appropriate test.
- Added Switch Alert test to switch diagnostic menu. This test will tell you which switches are marked as bad, and will let you change the status of switches. A marker shows up on the menu icon if there are switch problems detected.
- Endball now waits for Bump'N'Win effect to finish.
- Fixed issue with switches sometimes not registering if they were closing and opening quickly during switch tests.
- Pop bumper firing changed slightly.
- 50V/20V warning messages added to coil tests, flasher test, burn-in, and clear balls.
- Pinball missing errors now report # balls missing.
- Beta-Brite messages added.
- Issue with ticket notch switch not showing up in switch test resolved.
- Coin door ballsaver implemented.
- Added Standard Adjustment 63 : Lost ball recovery. This controls whether the game will serve another ball into play after it has determined a ball is impossibly stuck. Range is YES or NO, defautl is YES. Install Competition Mode sets this adjustment to NO.
- Numbers can now be entered into the tournament leader board.

- STAFF -

Produced by Steve Ritchie Productions for Stern Pinball.

Designers: Steve Ritchie (SSR), Keith P. Johnson (KEF)
Artwork: Brian Rood
Software: Keith P. Johnson
Music and Sounds: Chris Granner (CG)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5372&o=2

$end


$psx=worldpro,
$bio

World Pro Tennis '98 [Model SLPS-01379] (c) 1998 Magnolia Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85863&o=2

$end


$info=wrally,wrallya,wrallyb,wrallyat,
$bio

World Rally (c) 1993 Gaelco.

World Rally is a road rally-themed driving game. Licensed by Gaelco of Barcelona, Spain, it is suitable for both street and arcade locations. World Rally is a 1- or 2-player alternating driving game. Controls include a steering wheel on a mounting pod, a high/low gear shifter assembly, and an accelerator pedal.

Players select 1 of 4 rallies to start, each progressively more difficult than the one before. A rally is composed of three stages, offering a variety of different track layouts and road surfaces. Asphalt, dirt, night driving and snow-covered roads require players to adjust their driving skills accordingly.

Players maneuver their way through hairpin curves, jumps, bridges, puddles, and other obstacles. Completing each stage within the 60-second time limit allows players to advance to the next stage for free. After the finish of each stage, and at the completion of all 12 stages, players' times are displayed and compared with other top drivers.

- TECHNICAL -

Game ID : 930705

Main CPU : DS5002FP (@ 12 Mhz)
Sound Chips : OKI6295 (@ 1 MHz)

Screen orientation : Horizontal
Video resolution : 368 x 232 pixels
Screen refresh : 60.00 Hz
Palette colors : 8192

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Licensed to Atari for US distribution. And to Sigma for Japanese Sales.

For the graphics of the Toyota Célica rally car, Gaelco made use of digitized images taken from different angles, of a small scale toy car.

In 2008, Gaelco released free ROM files of this game on their website.

Brad Russel holds the official official record for this game, on factory setting, with 65,996 points on 06/11/2004.

- SERIES -

1. World Rally (1993)
2. World Rally 2 - Twin Racing (1995)

- STAFF -

Software : Fernando Rada, Carlos Granados
Graphics : Jorge Granados
Music : Joan Sanmarti

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3195&o=2

$end


$info=wrally2,
$bio

World Rally 2 - Twin Racing (c) 1995 Gaelco.

There are four skill levels in this worldwide race: easy, normal, hard, and expert. There are three races held in each country. The game has good quality graphics with fast scrolling.

- TECHNICAL -

Gaelco GAE1 hardware
Game ID : 950510

Main CPU : Motorola 68000 (@ 13 Mhz)
Sound Chips : GAELCO (@ 13 Mhz)

Screen orientation : Horizontal
Video resolution : 768 x 240 pixels
Screen refresh : 59.10 Hz
Palette Colors : 65520

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Designed & developed by Zigurat.

- SERIES -

1. World Rally (1993)
2. World Rally 2 - Twin Racing (1995)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3196&o=2

$end


$gba=worldreb,
$bio

World Reborn [Prototype] (c) 2004 Destination Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76307&o=2

$end


$amigaocs_flop=wldrugby,
$bio

World Rugby [Top 15 Spielesammlung] (c) 1992 Zeppelin Platinum

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75573&o=2

$end


$info=wseries,
$bio

World Series - The Season (c) 1985 Cinematronics, Incorporated..

The best baseball game of the era, World Series - The Season allowed one player versus the computer or two players versus each other. The game features excellent sound and graphics, spring-loaded joysticks for batting and pitching and extra base and go back buttons. High score lists the best batting average and ERA.

- TECHNICAL -

Main CPU: (2x) Zilog Z80 (@ 6 Mhz)
Sound Chips: (2x) General Instrument AY8910 (@ 1.666 Mhz), Custom (@ 1.666 Mhz)

Players: 2
Control: Spring-loaded analog joysticks
Buttons: 3

- TRIVIA -

A World Series - The Season unit appears in the sitcom "Married... With Children"; Season 10, Episode 25 ("Shoeless Al").

- SERIES -

1. World Series - The Season (1985)
2. Baseball The Season II (1987)
3. Super Baseball Double Play Home Run Derby (1987)
4. Strike Zone Baseball (1988)

- STAFF -

Lead Programmer: Medo Moreno
Art Director: Dan Viescas
Artists: Dana Christianson, Jerry Huber
QA / Marketing: Tom Carroll

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3197&o=2

$end


$cpc_cass=wsb,
$bio

World Series Baseball (c) 1985 Imagine Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100130&o=2

$end


$gamegear=wsb1,wsb,
$bio

World Series Baseball (c) 1993 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65013&o=2

$end


$megadriv=wsb,wsbp10,wsbp09,wsbp08,wsbp07,wsbp06,wsbp05,wsbp04,wsbp03,wsbp02,wsbp01,
$bio

World Series Baseball (c) 1994 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57540&o=2

$end


$saturn,sat_cart=wsbu,
$bio

World Series Baseball (c) 1995 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60214&o=2

$end


$saturn,sat_cart=wsb,
$bio

World Series Baseball (c) 1995 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60475&o=2

$end


$info=wsbbgd,
$bio

World Series Baseball (c) 2001 Sega.

- TECHNICAL -

Runs on the Sega "NAOMI GD-ROM System" hardware.

- TRIVIA -

Developed by WOW Entertainment, Inc. World Series Baseball was released by Sega in June 2001.

This game is known in Japan as "Super Major League".

- PORTS -

* Consoles :
Sega Dreamcast (2000)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4085&o=2

$end


$gamegear=wsb95,wsb95p6,wsb95p5,wsb95p4,wsb95p3,wsb95p2,wsb95p1,
$bio

World Series Baseball '95 (c) 1994 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65012&o=2

$end


$megadriv=wsb95,wsb95p23,wsb95p22,wsb95p21,wsb95p20,wsb95p19,wsb95p18,wsb95p17,wsb95p16,wsb95p15,wsb95p14,wsb95p13,wsb95p12,wsb95p11,wsb95p10,wsb95p09,wsb95p08,wsb95p07,wsb95p05,wsb95p06,wsb95p04,wsb95p03,wsb95
$bio

World Series Baseball '95 (c) 1995 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57537&o=2

$end


$32x=wsb,
$bio

World Series Baseball '95 [Model 84605] (c) 1995 Sega Enterprises, Ltd. [Tokyo, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84405&o=2

$end


$megadriv=wsb96,
$bio

World Series Baseball '96 (c) 1996 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57538&o=2

$end


$megadriv=wsb98,
$bio

World Series Baseball '98 (c) 1997 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57539&o=2

$end


$saturn,sat_cart=wsb98,
$bio

World Series Baseball '98 (c) 1997 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60213&o=2

$end


$saturn,sat_cart=wsb2j,wsb2jb,wsb2ja,
$bio

World Series Baseball II (c) 1996 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59931&o=2

$end


$saturn,sat_cart=wsb2u,
$bio

World Series Baseball II (c) 1996 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60215&o=2

$end


$saturn,sat_cart=wsb2,
$bio

World Series Baseball II (c) 1996 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60476&o=2

$end


$amigaocs_flop=wldsoccr,
$bio

World Soccer (c) 1990 Zeppelin Platinum

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75574&o=2

$end


$snes=worldsoc,
$bio

World Soccer (c) 1993 Electro Brain

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64043&o=2

$end


$snes=worldsocu,
$bio

World Soccer 94 - Road to Glory (c) 1993 Atlus Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64044&o=2

$end


$info=wsf,
$bio

World Soccer Finals (c) 1990 Leland Corp.

- TECHNICAL -

Main CPU : (2x) Zilog Z80 (@ 6 Mhz)
Sound CPU : I80186 (@ 8 Mhz)
Sound Chips : Custom (@ 8 Mhz), YM2151 (@ 4 Mhz)

Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024

Players : 4
Control : 8-way joystick
Buttons : 2

- TRIVIA -

World Soccer Finals was released in June 1990 in the USA.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3198&o=2

$end


$gbcolor=wsoccr2k,
$bio

World Soccer GB 2000 [Model CGB-BWSJ-JPN] (c) 2000 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69126&o=2

$end


$gameboy=wsoccer,
$bio

World Soccer GB [Model DMG-AIGJ-JPN] (c) 1998 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67407&o=2

$end


$gbcolor=wsoccer2,
$bio

World Soccer GB2 [Model DMG-AWZJ-JPN] (c) 1999 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69127&o=2

$end


$cpc_cass=wsleague,
$bio

World Soccer League (c) 1990 E&J Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100133&o=2

$end


$info=wswe,
$bio

World Soccer Winning Eleven Arcade Game Style (c) 2002 Konami Corp.

- TECHNICAL -

Konami Pyson Hardware

CPU : 128 Bit "Emotion Engine"
- System Clock: 300 MHz
- System Memory: 32 MB Direct Rambus
- Memory Bus Bandwidth: 3.2 GB per second
- Co-Processor: FPU (Floating Point Multiply Accumulator x 1, Floating Point Divider x 1)
- Vector Units: VU0 and VU1 (Floating Point Multiply Accumulator x 9, Floating Point Divider x 1)
- Floating Point Performance: 6.2 GFLOPS
- 3D CG Geometric Transformation: 66 million Polygons Per Second
- Compressed Image Decoder: MPEG2
Graphics : "Graphics Synthesizer"
- Clock Frequency: 150MHz
- DRAM Bus bandwidth: 48 GB Per Second
- DRAM Bus width: 2560 bits
- Pixel Configuration: RGB:Alpha:Z Buffer (24:8:32)
- Maximum Polygon Rate: 75 Million Polygons Per Second
Sound : "SPU2+CPU"
- Number of voices: ADPCM: 48 channel on SPU2 plus definable by software
- Sampling Frequency: 44.1 KHz or 48 KHz (selectable)
I/O Processor
- CPU Core: Current PlayStation CPU
- Clock Frequency: 33.8 MHz or 37.5 MHz (selectable)
- Sub Bus: 32 Bit

- TRIVIA -

This game is also known as "Pro Evolution Soccer The Arcade" outside of Japan.

- SERIES -

1. World Soccer Winning Eleven Arcade Game Style (2002)
2. World Soccer Winning Eleven Arcade Game Style 2003 (2004)
3. World Soccer Winning Eleven 2006 Arcade Championship (2006)
4. World Soccer Winning Eleven Arcade Championship 2008 (2008)
5. World Soccer Winning Eleven Arcade Championship 2010 (2010)
6. World Soccer Winning Eleven Arcade Championship 2012 (2011)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4158&o=2

$end


$info=wswe2k3,
$bio

World Soccer Winning Eleven Arcade Game Style 2003 (c) 2004 Konami Corp.

- TECHNICAL -

Konami Pyson Hardware

CPU : 128 Bit "Emotion Engine"
- System Clock: 300 MHz
- System Memory: 32 MB Direct Rambus
- Memory Bus Bandwidth: 3.2 GB per second
- Co-Processor: FPU (Floating Point Multiply Accumulator x 1, Floating Point Divider x 1)
- Vector Units: VU0 and VU1 (Floating Point Multiply Accumulator x 9, Floating Point Divider x 1)
- Floating Point Performance: 6.2 GFLOPS
- 3D CG Geometric Transformation: 66 million Polygons Per Second
- Compressed Image Decoder: MPEG2
Graphics : "Graphics Synthesizer"
- Clock Frequency: 150MHz
- DRAM Bus bandwidth: 48 GB Per Second
- DRAM Bus width: 2560 bits
- Pixel Configuration: RGB:Alpha:Z Buffer (24:8:32)
- Maximum Polygon Rate: 75 Million Polygons Per Second
Sound : "SPU2+CPU"
- Number of voices: ADPCM: 48 channel on SPU2 plus definable by software
- Sampling Frequency: 44.1 KHz or 48 KHz (selectable)
I/O Processor
- CPU Core: Current PlayStation CPU
- Clock Frequency: 33.8 MHz or 37.5 MHz (selectable)
- Sub Bus: 32 Bit

- SERIES -

1. World Soccer Winning Eleven Arcade Game Style (2002)
2. World Soccer Winning Eleven Arcade Game Style 2003 (2004)
3. World Soccer Winning Eleven 2006 Arcade Championship (2006)
4. World Soccer Winning Eleven Arcade Championship 2008 (2008)
5. World Soccer Winning Eleven Arcade Championship 2010 (2010)
6. World Soccer Winning Eleven Arcade Championship 2012 (2011)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4159&o=2

$end


$cpc_cass=worldscr,
$bio

World Soccer [Model A103] (c) 1990 Zeppelin Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100132&o=2

$end


$sms=worldsoc,
$bio

ワールドサッカー (c) 1987 Sega Enterprises, Limited.
(World Soccer)

- TECHNICAL -

Game ID: G-1327

- TRIVIA -

World Soccer for Sega Mark III was released on June 19, 1987 in Japan.

Re-released on October 29, 1988 as "Sports Pad Soccer [Model 1365]". 

Export releases : 
[US] "Great Soccer [Model 5059]" 
[EU] "World Soccer [Model 5059]" 
[BR] "Super Futebol" by Tec Toy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55905&o=2

$end


$snes=worldsocj,
$bio

World Soccer [Model SHVC-WO] (c) 1993 Coconuts Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62627&o=2

$end


$tg16=wscomp,
$bio

World Sports Competition (c) 1992 Turbo Technologies, Inc.

Export release. Game developed in Japan. For more information on the game itself, please see the original Japanese release entry; "Power Sports [Model HC92058]".

- TECHNICAL -

Game ID: TGX040092

- TRIVIA -

Even though the title screen says 1992, World Sports Competition was released in 1993 (exact date unknown, but likely during the early weeks) in North America.

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [EU] (June 1, 2007) [Model PB9P] 
Nintendo Wii [Virtual Console] [US] (June 18, 2007) [Model PB9E] 
Nintendo Wii [Virtual Console] [AU] (August 3, 2007) [Model PB9P] 

It was then released on the Sony PlayStation Network as a PC-Engine Classic on June 3, 2011. PSN release ID: NPUF-30013

* Others : 
Apple iPhone/iPad [US] (December 20, 2010) "TurboGrafx-16 GameBox [Model 406585960]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84375&o=2

$end


$nes=worldten,
$bio

??????????? (c) 1989 Asmik
(World Super Tennis)

- TECHNICAL -

Game ID: ASM-W1

- TRIVIA -

World Super Tennis was released on October 13, 1989 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54819&o=2

$end


$info=wtennis,
$bio

World Tennis (c) 1982 Original Game.

- TECHNICAL -

Main CPU : MOS Technology M6502 (@ 1.5 Mhz)
Sound CPU : MOS Technology M6502 (@ 500 Khz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.5 Mhz)

Screen orientation : Vertical
Video resolution : 240 x 240 pixels
Screen refresh : 57.00 Hz
Palette colors : 8

Players : 2
Control : 8-way joystick
Buttons : 1

- TRIVIA -

Released in May 1982.

Roberto Borio holds the official official record for this game with 307,250 points on 12/20/1984.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3202&o=2

$end


$gba=worldtenu,
$bio

World Tennis Stars [Model AGB-AWCE-USA] (c) 2004 AIA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76309&o=2

$end


$gba=worldten,
$bio

World Tennis Stars [Model AGB-AWCP-EUR] (c) 2004 Ignition Ent., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76308&o=2

$end


$apple2gs=wltrgolf,
$bio

World Tour Golf (c) 1987 Electronic Arts.

- STAFF -

Apple IIGS version by: John Selhorst

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49753&o=2

$end


$amigaocs_flop=wtgolf,
$bio

World Tour Golf (c) 1988 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75575&o=2

$end


$cdi=wtegypt,
$bio

World Tours - Egypt (c) 1996 Educational Management Group

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53182&o=2

$end


$cdi=wthk,
$bio

World Tours - Hong Kong (c) 1995 Educational Management Group

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53183&o=2

$end


$cdi=wtnz,
$bio

World Tours - New Zealand (c) 1995 Educational Management Group

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53184&o=2

$end


$cdi=wtpi,
$bio

World Tours - Pacific Islands (c) 1996 Educational Management Group

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53185&o=2

$end


$cdi=wtrain,
$bio

World Tours - The Amazon Rainforest (c) 1995 Educational Management Group

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53186&o=2

$end


$cdi=wtwaf,
$bio

World Tours - West Africa (c) 1994 Educational Management Group

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53187&o=2

$end


$bbca_cass,bbcb_cass=worldtra,
$bio

World Travel Game (c) 19?? Hessel

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52676&o=2

$end


$info=ar_socc,
$bio

World Trophy Soccer (c) 1989 Arcadia Systems.

A soccer game

- TECHNICAL -

Main CPU : Motorola 68000 (@ 7.15909 Mhz)
Sound Chips : Custom (@ 3.579545 Mhz)

Screen orientation : Horizontal
Video resolution : 671 x 216 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096

Players : 2
Control : 8-way Joystick
Buttons : 2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4553&o=2

$end


$megadriv=worldts,
$bio

World Trophy Soccer (c) 1992 Virgin Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57541&o=2

$end


$alice32=wwar3,
$bio

World War III (c) 1985 Matra Datasysteme [Paris, France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87603&o=2

$end


$info=worldwar,
$bio

World Wars (c) 1987 SNK.

World Wars and an early "Bermuda Triangle" version, it have different gameplay and graphics from the other versions.

- TECHNICAL -

Game ID : A6003 'WW'

Main CPU : Zilog Z80 (@ 4 Mhz), Zilog Z80 (@ 5 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM3526 (@ 4 Mhz), Y8950 (@ 4 Mhz)

Players : 2
Control : dial
Buttons : 2

- TRIVIA -

Released in May 1987 in Japan.

This game is also known as "Bermuda Triangle".

- STAFF -

Director : Eikichi Kawasaki
Software : SNK jr.
Designers : Rampty, Tetsuyaki
Assistants : Miss Yoko, Angel
Hardware : Akitadesi
Sound : Kenny
Producer : Mr. Oba
Printing : Tomotae

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3203&o=2

$end


$bbca_cass,bbcb_cass=worldwis,
$bio

World Wise (c) 198? Bourne

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52677&o=2

$end


$cpc_cass=worldwis,
$bio

World-Wise [Model BAE 01] (c) 1984 BES [Bourne Educational Soft., Ltd.]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100135&o=2

$end


$x68k_flop=savagemp,
$bio

Worlds of Ultima - The Savage Empire (c) 1993 Pony Canyon, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88213&o=2

$end


$saturn,sat_cart=intvgoalu,
$bio

Worldwide Soccer - Sega International Victory Goal Edition (c) 1995 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60216&o=2

$end


$a800=wormwar,
$bio

Worm War 1 (c) 1982 Sirius

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86758&o=2

$end


$a2600=wormwar,
$bio

Worm War I (c) 1982 20th Century Fox.

Your mission, as a master tank commander, is to drive through the city of Teriyaki and blast away as many Worms and Blocks as possible without running out of fuel.

Use the Game Select lever to choose a play option at any time during the game.

SINGLE PLAYER OPTIONS 
OPTION 1: The 'Obstacle Course' begins with side Wall Segments and a clear playing screen. Obstacles appear after the first group of Worms are demolished and grow denser with each round. 
OPTION 2: The 'Straightaway' maintains a clear playing screen. 
OPTION 3: 'Invisible Worms' uses the Option 1 playing screen, but Worms are only visible during brief flashes that light up the screen.

2 PLAYER COOPERATIVE OPTIONS 
In the cooperative options, the two tank drivers SHARE fuel and points. 
OPTION 4 uses the same screen as in Option 1. 
OPTION 5 uses the same screen as in Option 2. 
OPTION 6 uses the same screen as in Option 3.

2 PLAYER COMPETITIVE OPTIONS 
In the competitive options, each tank driver has a separate fuel and score tally. 
OPTION 7 uses the same screen as in Options 1 and 4. 
OPTION 8 uses the same screen as in Options 2 and 5. 
OPTION 9 uses the same screen as in Options 3 and 6.

- TECHNICAL -

Model 11001

- SCORING -

The more Worms you rack up, the higher your score. The Worms will always attack in groups. Each group begins with the appearance of one Worm on the screen, then two Worms and then three on up to six Worms at once! You earn 20 points for each Worm shot in the first attack group. The Worm point value increases AND bonus points are awarded after every group is destroyed.

You can also get points for blasting down obstacle Blocks. Blocks are always worth 5 points a piece. Be sure to record your high scores on the back of this folder!

- TIPS AND TRICKS -

HINTS FROM THE DESIGNER...

To avoid being totally clobbered by hordes of Worms, pull back on the stick whenever a new group is appearing.

If a fuel Pagoda appears on top of a block, carefully shoot away the block, or try just to nick the Pagoda.

When you are refueling, you are safe from collisions. Use this to move over inconvenient Blocks.

The far left and right sides of the screen are safe spots, but don't hang there too long. If you don't shoot Worms, you won't bring on any Pagodas.

Have a good time and show those Worms who's boss.

- STAFF -

Designed by Sirius Software.

Programmer: David Lubar

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51204&o=2

$end


$a2600=wormwarc,wormware,
$bio

Worm War I (c) 1983 CCE

South American release. See Fox's "Worm War I [Model 11001]" for more information about the game itself.

- TECHNICAL -

Model C-843

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51205&o=2

$end


$intv=wwhomper,
$bio

Worm Whomper (c) 1983 Activision, Incorporated.

Welcome to Felton Pinkerton's farm where corn grows high at harvesting time. But, wait! Wave after wave of horrible corn huskers are slithering, sliding, oozing toward your corn crops. The corn must be saved! The worms must be whomped! Run to the shed, grab your B-U-G pesticide and spray, Spray, SPRAY! Worm Whomper. Watch what crops up!

- TECHNICAL -

[Model M-006-03]

- TRIVIA -

back in the 80s, players who sent a photo to Activision showing a score of 75,000 or more received an official 'Activision Worm Whompers' emblem.

- STAFF -

Design/Program: Tom Loughry

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60992&o=2

$end


$snes=worms,
$bio

Worms (c) 1994 Ocean Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64045&o=2

$end


$megadriv=worms,wormsp,
$bio

Worms (c) 1995 Ocean

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57058&o=2

$end


$amigaocs_flop=worms,
$bio

Worms (c) 1995 Ocean Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75576&o=2

$end


$saturn,sat_cart=wormsj,
$bio

Worms (c) 1997 I'Max [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59932&o=2

$end


$saturn,sat_cart=wormsu,
$bio

Worms (c) 1997 Ocean

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60217&o=2

$end


$saturn,sat_cart=worms,
$bio

Worms (c) 1997 Ocean

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60477&o=2

$end


$n64=wormarmg,wormarmgu,
$bio

Worms Armageddon (c) 2000 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58087&o=2

$end


$gbcolor=wormarmgu,
$bio

Worms Armageddon [Model CGB-AAOE-USA] (c) 2000 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69130&o=2

$end


$gbcolor=wormarmg,
$bio

Worms Armageddon [Model CGB-AWUP-UKV] (c) 2000 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69128&o=2

$end


$gba=wormblst,
$bio

Worms Blast [Model AGB-AWBP] (c) 2002 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76310&o=2

$end


$gba=wormswpu,
$bio

Worms World Party (c) 2002 Ubi Soft

- TECHNICAL -

Cartridge ID: AGB-AWYE-USA

- TRIVIA -

Released on October 29, 2002 in USA.

- STAFF -

Art: Mark Potente
Sound: Mark Cooksey
Programming: Ray Tredoux, Ross Goodley
QA: Brian Fitzpatrick, Andy Aveyard, Lee Varley, Kelvin Aston, Paul Field
Producers: Paul Kilburn, Lee Clare, Nigel Speight

UBISOFT
Worldwide Test Manager: Éric Tremblay
Lead Tester: Jonathan Moreau
Testers: Jean-Dominic Audet, Pascal Émard, Dominic Colabelli, Bruno St-Laurent, Frederic Dufort

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76312&o=2

$end


$gba=wormswp,
$bio

Worms World Party [Model AGB-AWYP-EUR] (c) 2002 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76311&o=2

$end


$gameboy=worms,
$bio

Worms [Model DMG-AW3P-UKV] (c) 1995 Ocean Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67408&o=2

$end


$jaguar=worms,
$bio

Worms (c) 1998 Telegames.

Worms requires great thought, strategy and elements of sheer outrageous fortune within an almost infinite range of playing possibilities. This game has tons of weapon power-ups (bazookas, cluster bombs, and homing missiles), and the most brutal worm battalions ever to infest a game screen!

Teams take turns to bombard the enemy with whatever weapon they feel is likely to reap the most reward. The last team remaining wins the game. Designed for one to four players of all ages.

- TECHNICAL -

Model JA103

- TRIVIA -

Originally intended to be a Jaguar exclusive, Worms came out for just about every other platform first.

- TIPS AND TRICKS -

* Cheat codes:
After the landscape is generated, press B and enter code.
Recall Last Played Level: 1471
Allow All Levels: ALL
Only Alien Levels: ALIEN
Only Arctic Levels: ARCTIC
Only Candy Levels: CANDY
Only Desert Levels: DESERT
Only Forest Levels: FOREST
Only Hell Levels: 666
Only Junkyard Levels: JUNK
Only Martian Levels: MARS

* Cool Landscapes:
After the landscape is generated, press B and enter code.
62997503: Injun Joe's Hideout - Desert
OUCH: King of the hill - Forest
BEN: Two sides of the ocean - Hell
24833916: Flat and featureless - Hell
TISSOGDRIT: Flat w/evenly spaced statues - Alien
WILTON: Flat w/evenly spaced snowmen - Arctic
MYSTEE: Flat w/trees - Forest
731931229: Long bridge - Ice
99289: Long bridge - Forest
HOPELESS: Long bridge - Forest
BADRAN: Long bridge - Desert
SEAGULL: Long bridge - Candy
02180719: Big columns, bottomless - Arctic
02182719: Big columns, bottomless - Hell
02184719: Big columns, bottomless - Beach
02186719: Big columns, bottomless - Junkyard
02188719: Big columns, bottomless - Arctic
7373888390: Big columns - Hell
8131166523: Short columns - Beach
02183719: Big dome - Forest
02185719: Big bowl - Alien
02187719: Slope/dome - Arctic
02189719: Slope/dome - Beach
70345: Shallow slope w/bars - Candy
7007230: Big slope - Arctic
416241: Caverns of Viet Nam - Forest
LOSE: Outcrop at sea - Martian
66888: Tiny outcrop at sea - Junkyard
980351: Pedestal at sea - Alien
HIDEYHOLE: Bigger pedestal at sea - Forest
75912494: Yet another pedestal at sea - Forest
98620: Caverns of Mars - Martian
TRIFECTA: Underground maze - Hell
CLITO: Underground maze II - Hell
8878942: Trash heap at sea - Junkyard
3333333333: Bridge and land bridge - Forest

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76464&o=2

$end


$x1_cass=worry,
$bio

Worry (c) 1985 Micro Cabin Co. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86296&o=2

$end


$info=wownfant,
$bio

WOW New Fantasia (c) 2002 Comad.

WOW New Fantasia is a game in the adult "Qix"-styled Fantasia series.  It closely resembles Fantasia II but adds an international theme with it's select screen.  You can select girls from the USSR, South America, Europe, Africa, North America, and Asia.

The objective, as in previous games, is to reveal 80% of the silhouetted girl's image within the time limit while avoiding the enemies. But WOW New Fantasia changes things up by removing the monster backgrounds from the game.  The game now punishes sloppy play-style by replacing the hot chick with a fat chick instead.  

There is a bar with a pointer at the top of the screen. If the pointer dips below a certain level (indicated by the change in color) the image will change to that of a fat chick. The pointer slowly creeps towards the fat chick side of the bar over time and moves dramatically towards the fat chick side whenever the player reveals a significant piece of the silhouette. Revealing the un-silhouetted part of the image moves the pointer back towards the hot girl side of the bar. If a round is completed while the fat chick's image is shown then the round must be repeated.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound Chips : OKI6295 (@ 2 Mhz)

Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 33792

Players : 2
Control : 8-way joystick
Buttons : 1

- SERIES -

1. Fantasia (1994)
2. Super Model (1994)
3. New Fantasia (1995)
4. Fantasia II (1997)
5. WOW Fantasia (2001)
6. WOW New Fantasia (2002)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=32393&o=2

$end


$gba=wptu,
$bio

WPT - World Poker Tour [Model AGB-B26E-USA] (c) 2005 2K Sports

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76245&o=2

$end


$gba=wpt,
$bio

WPT - World Poker Tour [Model AGB-B26P] (c) 2006 2K Sports

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76244&o=2

$end


$msx1_cart=wrangler,
$bio

Wrangler [Model HBS-I041] (c) 1985 Idealogic [Barcelona, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77587&o=2

$end


$nes=blackmnt,blackmntua,blackmntu,
$bio

Wrath of the Black Manta (c) 1990 Taito Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55826&o=2

$end


$amigaocs_flop=wrathdmn,
$bio

Wrath of the Demon (c) 1991 ReadySoft, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75577&o=2

$end


$pc8801_flop=wrcdigit,
$bio

WRC Digital Trip Illustration (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93224&o=2

$end


$amigaocs_flop=wreckers,
$bio

Wreckers (c) 1991 Audiogenic

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75578&o=2

$end


$nes=wreckingh,
$bio

Wrecking Crew (c) 1987 FMG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69340&o=2

$end


$x68k_flop=wrecking,
$bio

Wrecking Crew (c) 1995 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88751&o=2

$end


$snes=wrecking,
$bio

Wrecking Crew '98 (c) 1998 Nintendo Company, Limited.

Wrecking Crew '98 is a puzzle game by Nintendo and is the sequel to Wrecking Crew originally released for the Famicom in 1985. This title actually contains two separate games - the first one is a straight port of the original Wrecking Crew and the second is a new puzzle game entitled Wrecking Crew '98. The original Wrecking Crew requires the player to control Mario and to smash concrete structures to pieces with a large hammer without bumping into an enemy or getting hopelessly stuck. Wrecking Crew '98 is a different game altogether and reminds the likes of Tetris and Puzzle Bobble. Two opponents are given a 6x9 playfield and blocks fall from the top of the screen and must be arranged by color. These blocks can usually be smashed with the hammer that Mario carries around. However, small cranks located in front of the first seven rows allow him to move a whole line of blocks at once. The goal of the game is obviously to overflow the opponent's side with blocks, but Wrecking Crew '98 brings its own twist to the recipe. Matching three blocks of the same color clears them from the screen, however matching four or more triggers different effects - red drops an enemy in the opponent's playfield, green causes some of his columns to rise for a short amount of time, blue hides two of his bottom rows under bricks and shuffles them and finally orange sends steel blocks over to his side. Bombs are also available later in the game and clear whole groups of blocks at once.

- TECHNICAL -

Cartridge ID: SHVC-BWCJ-JPN

- TRIVIA -

Released on May 23, 1998 in Japan for 3800 Yen.

Wrecking Crew '98 was originally released for the Nintendo Power as a digital download on January 1st, 1998. The Nintendo Power was a Japan-only device which allowed players to download new games onto specially designed and rewritable RAM cartridges for a small fee. Nintendo Power machines were installed in stores and the service was available in japan from 1997 to 2007. The RAM cartrige was called the SF Memory Cassette and several games could be copied on it (one Memory Cassette was even available for the Game Boy system). Several Super Famicom games were only available for the Nintendo Power and some, such as Wrecking Crew '98, were eventually released on cartridge later on.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62628&o=2

$end


$gba=f_wreck,
$bio

Wrecking Crew (c) 2004 Nintendo Company, Limited.

- TECHNICAL -

Famicom Mini Series #14
Cartridge ID: AGB-FWCJ-JPN

- TRIVIA -

Released on May 21, 2004 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70627&o=2

$end


$famicom_flop=wrecking,
$bio

Wrecking Crew [Model FMC-WRD] (c) 1989 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65493&o=2

$end


$nes=wrecking,
$bio

Wrecking Crew (c) 1985 Nintendo.

- TECHNICAL -

Game ID: HVC-WR-JPN

- TRIVIA -

Wrecking Crew was released on June 18, 1985 in Japan at a retail price of 5500 Yen.

Re-Releases:
[JP] "Wrecking Crew [Model FMC-WRD]" (1989)

Export releases:
[US] "Wrecking Crew [Model NES-WR-USA]"

- STAFF -

Executive Producer: Hiroshi Yamauchi
Produced by: Gunpei Yokoi
Directed by: Satoru Okada
Programed by: Toshiyuki Nakamura (T. Nakamura), TOMOYO chan, Yase Sobajima (Y. Sobajima), AKINA chan, Kenji Imai
Designed by: Yoshio Sakamoto, Makoto Kanoh
Sound Composed by: Hirokazu Tanaka

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55827&o=2

$end


$cpc_cass=wreckrog,
$bio

Wreckless Roger (c) 1984 Blaby Computer Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100137&o=2

$end


$pc98=wang,
$bio

Wrestle Angels (c) 1992 Great [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91085&o=2

$end


$pc98=wang2,
$bio

Wrestle Angels 2 - Top Eventer (c) 1992 Great [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91086&o=2

$end


$pc98=wang2o,
$bio

Wrestle Angels 2 - Top Eventer Omake Disk (c) 1992 Great [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91087&o=2

$end


$pc98=wang3,
$bio

Wrestle Angels 3 (c) 1993 Great [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91088&o=2

$end


$x68k_flop=wrestan3,
$bio

Wrestle Angels 3 (c) 1994 Xing Ent. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88214&o=2

$end


$pc98=wang3o,
$bio

Wrestle Angels 3 Omake Disk (c) 1993 Great [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91089&o=2

$end


$pc98=wango,wangoa,
$bio

Wrestle Angels Omake Disk (c) 1992 Great [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91090&o=2

$end


$pc98=wangsp,
$bio

Wrestle Angels Special (c) 1994 Great [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91091&o=2

$end


$x68k_flop=wrestans,
$bio

Wrestle Angels Special - Mouhitori no Top Eventer (c) 1994 Xing Ent. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88215&o=2

$end


$pc98=wav1,
$bio

Wrestle Angels V1 (c) 1995 KSS Media Ent. Co. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91092&o=2

$end


$pc98=wav2,
$bio

Wrestle Angels V2 (c) 1995 KSS Media Ent. Co. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91093&o=2

$end


$pc98=wav3,
$bio

Wrestle Angels V3 (c) 1996 KSS Media Ent. Co. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91094&o=2

$end


$info=mt_wwar,
$bio

Wrestle War (c) 1991 Sega Enterprises, Limited.

- TECHNICAL -

Runs on the "Mega-Tech System" hardware.
Cartridge ID: 610-0239-48

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=21365&o=2

$end


$megadriv=wrestwar,
$bio

Wrestle War (c) 1991 Sega Enterprises, Limited.

European release.

- TECHNICAL -

Game ID: 1206-50

- TRIVIA -

Released in 1991 in Europe.

A "Sega Gold Collection" was released in Australia in 1995.

- PORTS -

* Consoles : 
Sega Mega Drive [EU] (1995) "Telstar Double Value Games: Pit-Fighter + Wrestle War"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94024&o=2

$end


$info=wrestwar1,wrestwar1d,
$bio

Wrestle War (c) 1989 Sega.

- TECHNICAL -

Game ID : 317-0090

Runs on the Sega "System 16B" hardware.

Players: 2
Control: 8-way joystick
Buttons: 2

- TRIVIA -

Wrestle War was released in March 1989 in Japan.

Titan Morgan is based on Hulk Hogan.

- PORTS -

* Consoles :
Sega Mega Drive [JP] (June 28, 1991) "Wrestle War [Model G-4055]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3204&o=2

$end


$info=wrestwar2,wrestwar2d,
$bio

Wrestle War (c) 1989 Sega Enterprises, Limited.

Export release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Wrestle War [Model 317-0090]"

- TECHNICAL -

Game ID: 317-0102

Runs on the Sega "System 16B" hardware.

- TRIVIA -

In these exports versions, the player has blond hair and blue clothing instead of dark hair and black clothing in the original Japanese version.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71988&o=2

$end


$info=wrestwar,
$bio

Wrestle War (c) 1989 Sega Enterprises, Limited.

Export release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Wrestle War [Model 317-0090]"

- TECHNICAL -

Game ID: 317-0103

Runs on the Sega "System 16B" hardware.

- TRIVIA -

In these exports versions, the player has blond hair and blue clothing instead of dark hair and black clothing in the original Japanese version.

- PORTS -

* Consoles :
Sega Mega Drive [EU] (1991) "Wrestle War [Model 1206-50]"
Sega Mega Drive [AU] (1995) Sega Gold Collection

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71989&o=2

$end


$megadriv=wrestwarj,wrestwarp,
$bio

Wrestle War (c) 1991 Sega Enterprises, Limited.

- TECHNICAL -

Game ID: G-4055

- TRIVIA -

Released on June 28, 1991 in Japan.

- STAFF -

Planning Director: Tetsu
Chief Programmer: Funky George
Assistant Programmer: Soul Duke, Dick Maphine
Graphic Director: H.N. Hammer
Sound Composer: Anupon
Special Thanks: Wrestle War Arcade Staff, May, Turimail Duke Kim

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57059&o=2

$end


$megadriv=wrstball,
$bio

Wrestleball (c) 1991 Namco, Limited.

- TECHNICAL -

Model T-14043

- TRIVIA -

Wrestleball for Sega Mega Drive was released on February 8, 1991 in Japan.

This game is known in North America as "Powerball"

- STAFF -

BY: Jun Moriwaki (MORIWAKI), Katsuo Nakamura (NAKAMURA), Yoshinori Kawamoto (KAWAMOTO), Eiichi Saita (SAITA)

- PORTS -

* Consoles : 
Sony PlayStation [JP] (June 4, 1998) "Namco Anthology 1 [Model SLPS-01220]" 
Nintendo Wii [Virtual Console] [JP] (February 19, 2008) "Wrestleball [Model MCBJ]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57060&o=2

$end


$pcecd=wrestang,
$bio

Wrestling Angels - Double Impact (c) 1995 NEC Home Electronics, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58465&o=2

$end


$ngpc=wrestmad,
$bio

Wrestling Madness (c) 2000 SNK Corp. [Shin Nihon Kikaku] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82601&o=2

$end


$cpc_cass=wrestlss,
$bio

Wrestling Superstars [Model 3748] (c) 1993 Codemasters Soft. Co., Ltd., The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100138&o=2

$end


$pcecd=fireproj,
$bio

Wrestling Universe ファイプロ女子 憧夢超女大戦 全女vsJWP (c) 1995 Human Entertainment.
(Wrestling Universe - Fire Pro Joshi - Dome Choujo Taisen - WOWOW vs. JWP)

It's the Dome Super Female Big Battle!

All Japan Women Vs. JWP

- TECHNICAL -

Game ID: HMCD-4008
Barcode: 4959143200081

Players: 4
Control: 8-Way Joystick
Buttons: 2
=> [II] Weak strike/grapple, [I] Medium strike/grapple, [Run] Strong strike/grapple

- TRIVIA -

Released on Feb, 03. 1995 in Japan.

The game's title translates to Wrestling Universe: Fire Pro Women: Dome Super Female Big Battle: All Japan Women Vs. JWP.

It's an updated re-release of Fire Pro Joshi - All Star Dream Slam (which was released to the Super Famicom in 1994) that replaces the Battle Royal mode with a Wrestler Edit mode, also featuring the licensed likeness of the following 8 JWP wrestlers:

Devil Masami
Dynamite Kansai
Mayumi Ozaki
Cuty Suzuki
Plum Mariko
Hikari Fukuoka
Candy Okutso
Bolshoi Kid

The following wrestlers can be discovered in the Wrestler Edit mode and can only be made playable if created by the player (up to six wrestlers can be saved):

Shinobu Kandori
Eagle Sawai
Harley Saito
Noriyo Tateno
Megumi Kudo
Combat Toyoda
Infernal KAORU
Blizzard YUKI
Command Bolshoi
Super Heel Devil Masami

Debbie Malenko is the only wrestler from the original Super Famicom game that does not return.

- TIPS AND TRICKS -

In the options screen, set the BGM, SE or Voice to one of the following numbers. Exit the options menu and start the game to see each of the changes:

Set SE to 03 and Voice to 05 to enable the hidden characters in the Edit boxes of the character select screen. Five out of the six Edit slots will contain the following:

Slot 1: Gold Woman (Bison Kimura)
Slot 2: Silver Woman (Lioness Asuka)
Slot 3: Lapis lazuli Woman (Yasha Kurenai)
Slot 4: Emerald Woman (KAORU)
Slot 5: Ruby Woman (Reina Jubuki)

Set the BGM to 02 for a masked referee.

Set the BGM to 03 for a female referee.

- SERIES -

1. Fire Pro Wrestling - Combination Tag [Model HM89001] (1989, PC-Engine)
2. Fire Pro Wrestling 2nd Bout [Model HM91005] (1991, PC-Engine)
3. Super Fire Pro Wrestling [Model SHVC-FP] (1991, Super Famicom)
4. Thunder Pro Wrestling Retsuden (1992, Sega Mega Drive)
5. Fire Pro Wrestling 3 - Legend Bout (1992, PC-Engine)
6. Super Fire Pro Wrestling 2 [Model SHVC-FF] (1992, Super Famicom)
7. Super Fire Pro Wrestling III - Final Bout [Model SHVC-F3] (1993, Super Famicom)
8. Fire Pro Joshi - All Star Dream Slam [Model SHVC-J4](1994, Super Famicom)
9. Super Fire Pro Wrestling Special [Model SHVC-AP4J-JPN] (1994, Super Famicom)
10. Blazing Tornado (1994, Arcade)
11. Wrestling Universe - Fire Pro Joshi - Dome Choujo Taisen - WOWOW vs. JWP [Model HMCD-4008] (1995, PC-Engine CD)
12. Super Fire Pro Wrestling - Queen's Special [Model SHVC-AQQJ-JPN] (1995, Super Famicom)
13. Super Fire Pro Wrestling X [Model SHVC-AF5J-JPN](1995, Super Famicom)
14. Fire Pro Wrestling - Iron Slam '96 (1996, Playstation)
15. Super Fire Pro Wrestling X Premium [Model SHVC-AF6J-JPN] (1996, Super Famicom)
16. Fire Pro Wrestling S - 6Men Scramble [Model T-4308G] (1996, Saturn)
17. Fire Pro Wrestling G (1999, Playstation)
18. Fire Pro Wrestling for WonderSwan (2000, WonderSwan)
19. Fire Pro Wrestling i (2001, i-mode)
20. Fire Pro Wrestling D (2001, Dreamcast)
21. Fire Pro Wrestling A (2001, GBA)
22. Fire Pro Wrestling J (2002, J-PHONE)
23. Final Fire Pro Wrestling - Yume no Dantai Unei! [Model AGB-AFWJ-JPN] (2002, GBA)
24. Fire Pro Wrestling Z (2003, PS2)
25. Fire Pro Wrestling Returns (2005, PS2)
26. Fire Pro Wrestling in Mobage (2011, Mobage)
27. Fire Pro Wrestling (2012, X360)

- STAFF -

Supervisor: Yūichi Onoda
Planning: Yoshiharu Satō
Main Graphics: Candy, Takashi Yoshida, Maki Nagaosa, Yūichi Onoda
Visual Graphics: Osamu Yasui, Mitsuru Sawamura, Manami Bekki, Yūichi Onoda
Main Program: Kenichi Oyama
Information Program: Tsuyoshi Fusano
Wrestler Program: Masaaki Kurokawa
Program Advice: Teremenndous Sugaman '94, Takashi Katayama
Sound Producer: Takamitsu Kajikawa
Compose, Arrange & Recording: Masahiro Yonezawa, Takamitsu Kajikawa, Hideto Maeda, Kōji Niikura, Co Co, Masahiko Hagio
Guitar Players: Takamitsu Kajikawa, Masahiko Hagio
Sound Effects: Masamichi Yamazaki
PCM Sound Effects: Takamitsu Kajikawa
PSG Sound Effects: Hirotaka Katō
Technique Coach: Jun Takano
Technique Supervision: Kenji Takaoka, Human Planning Team
Progress Management: Human Planning Team
Business: Norio Watanabe
Publicity: Kazuyuki Kumagai, Megumi Kikuchi

REAL INTERNATION
Manual: Hisano Yoshihara
Title: Junichi Aratake
Package: Hideaki Maetomo

Queen of the Ring ~eternal life~
Vocal: Chico
Words: Miwako Saitō, Chow Lone
Music: Yuuji Ouki
Produced & Directed by: Toshinori Nakane（CHEMIN INC.)

CREDITS:
Debug Team: Yoritaka Mikami, Hiroaki Morioka, Akio Sekine
Special Thanks: Harumi Kudō, Tadao Yoshikawa, Takeshi Oda, Toyoharu Moriyama, Tomoyoshi Akiyama, Kōjirō Ozeki, Takehiko Ozawa, Minako Shigeta, Masayuki Kawaguchi, Takeo Kurashina, Shingo Yamada, Manabu Kurono, Sadayoshi Suwa, Mokyun, Noboru Miura, Terumi Saitoh, Hideaki Sasazawa
Champion: Haruko Hayashida, Tsutomu Kaneko, Bunka Yoshizawa, Kaishi Haruo, Masu Masuzawa, Yuriko Koizumi
Producer: Hiroya Niwayama
Photography Support: WOWOW
Cooperation: Zennihon Joshi Pro Wrestling Enterprise, WJP Produce
Produced by: HuneX

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58466&o=2

$end


$cpc_cass=wrigglrr,
$bio

Wriggler (c) 1985 Romantic Robot

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100139&o=2

$end


$cpc_cass=wriggler,
$bio

Wriggler (c) 1985 Blaby Computer Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100140&o=2

$end


$cpc_cass=wrigglerp,
$bio

Wriggler (c) 1985 Players Premier

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100141&o=2

$end


$vic1001_cart,vic1001_cass,vic1001_flop=writenow,
$bio

Write Now! (c) 1983 Cardco

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=87004&o=2

$end


$c64_cart,c64_flop=writenow,
$bio

Write Now! 64 (c) 1983 Computer Applications

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53766&o=2

$end


$gba=wtatourj,
$bio

WTA Tour Tennis Pocket [Model AGB-ACIJ-JPN(RK281-J1)] (c) 2002 Konami Co., Ltd. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76247&o=2

$end


$gba=wtatour,
$bio

WTA Tour Tennis [Model AGB-ATEE-USA] (c) 2002 Konami Co., Ltd. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76246&o=2

$end


$nes=wujimoji,
$bio

Wu Ji Mo Jie (c) 19?? HengGedianzi.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95508&o=2

$end


$nes=wujiandf,
$bio

Wu Jian Dao Feng Yun (c) 19?? HengGedianzi.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95509&o=2

$end


$megadriv=wukong,
$bio

Wu Kong Wai Zhuan (c) 1996 Ming

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57061&o=2

$end


$nes=wlwz,
$bio

武林外传 (c) 200? Nanjing.
(Wu Lin Wai Zhuan)

- TECHNICAL -

Game ID: NJ073

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77017&o=2

$end


$nes=wushihun,wushihun2,wushihun1,
$bio

Wu Shi Hun (c) 19?? Rex Soft [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84185&o=2

$end


$nes=wuxiatd,
$bio

武侠天地 (c) 200? Nanjing.
(Wu Xia Tian Di)

- TECHNICAL -

Game ID: NJ096

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77018&o=2

$end


$cpc_cass=wulfpack,
$bio

Wulfpack [Model 8917] (c) 1988 Blue Ribbon Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100142&o=2

$end


$info=ss3918,ss4637,ss3668,ss3669,ss6438,ss7285,ss3670,ss6437,ss6506,ss6436,ss6558,ss3671,ss3931,
$bio

Wurlitzer (c) 199? IGT.

3-Coin Multiplier slot.

- TECHNICAL -

[Model 139A]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=97950&o=2

$end


$info=ss6478,ss6477,ss6476,
$bio

Wurlitzer (c) 199? IGT.

3-Coin Multiplier slot.

- TECHNICAL -

Game ID: 213B

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=97951&o=2

$end


$nes=wurm,
$bio

WURM - Journey to the Center of the Earth (c) 1991 Asmik

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55790&o=2

$end


$gba=wwewrsx8,
$bio

WWE - Road to WrestleMania X8 [Model AGB-AW8E-USA] (c) 2002 T-HQ, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76248&o=2

$end


$gba=wwesurvs,
$bio

WWE - Survivor Series (c) 2004 T-HQ, Inc.

- TECHNICAL -

Cartridge ID: AGB-BWWE-USA

- TRIVIA -

Released on October 12, 2004 in USA.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76250&o=2

$end


$gba=wwfroadw,wwfroadwp,
$bio

WWF - Road to WrestleMania [Model AGB-AWFE-USA] (c) 2001 T-HQ, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76252&o=2

$end


$info=wwfmania,wwfmaniab,wwfmaniac,
$bio

WWF - Wrestlemania (c) 1995 Midway Mfg. Co.

8 selectable wrestlers fights in mayhem with punishing head-to-head and team match-ups and gruelling WWF and Intercontinental title bouts. Features in-ring commentary by Vince McMahon and Jerry 'The King' Lawler.

- TECHNICAL -

Midway Wolf Unit hardware

Main CPU : TMS34010 (@ 6.25 Mhz)
Sound CPU : ADSP2105 (@ 10 Mhz)
Sound Chips : DMA-driven (@ 10 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 5 (PUNCH, POWER PUNCH, BLOCK, KICK, POWER KICK)

- TRIVIA -

WWF Wrestlemania was released in August 1995.

The Midway coin-op has, within its code, the engine for a graphical reworking of Robotron, to be played like "Pong" in "Mortal Kombat II". However, the graphics were removed due to memory constraints, so the feature remains disabled.

If you look in the crowd, you can see the people who made this game possible. Right smack in the middle, is Mark Turmell.Mark Turmell is the main guy responsible for this game. The others are :
* In the crowd from Turmell to the right...
Sal Divita (head artist)
Sheridan Oursler (hardware tech)
Josh Tsui (artist)
Eugene Greer (artist)
Tony Goskie (artist)
Mark Penacho (programmer, but not on this game)
* In the crowd from Turmell to the left...
Jason Skiles (programmer and avid Internet user)
Jake Simpson (programmer) (wearing the MK t-shirt)
Mancow Muller (radio dj on Rock 103.5 and devout WWF fan)
Sophia (Mancow's significant other)
Dewey Gosnell (network tech)
Jamie Rivett (programmer)

Here are the real names of the wrestlers:
Bret Hart - Bret Hart
Shawn Michaels - Michael Shawn Hickenbottom
Undertaker - Mark Calaway
Razor Ramon - Scott Hall
Bam Bam Bigelow - Scott Bigelow (1961-2007)
Yokozuna - Rodney Anoa'i (1966-2000)
Lex Luger - Lawrence Pfohl
Doink - Matt Osborne (1957-2013) (1st), Steve Keirn (2nd), Ray Apollo (3rd), Steve Lombardi (4th), Dusty Wolfe (5th).

The filming for characters must have been somewhere between July and September of 1993 judging by the appearances of the wrestlers in this game.

Legendary rumor that Adam Bomb is hidden within the annals of the game was confirmed by Sal DiVita in a review of the new 'WWE All Stars' game in 2011. However he stated that the character was incomplete and there was no sense in attempting to procure him.

About fatalities : The original plan was for all 8 wrestlers to have finishing moves, but once the WWF got wind of it, they ordered Midway to not put any more in.

The World Wrestling Federation is now known as World Wrestling Entertainment (WWE), having lost a lawsuit with the World Wildlife Fund over the use of the abbreviation WWF in 2000. The company changed their name to WWE 2 years later.

At the time of the game's release, the WWF Champion was Diesel (Kevin Nash) who is absent from the game. However, at the time of the game's development, the WWF Champion was Yokozuna, who was a WWF Tag Team Champion at the time of release, his tag team partner Owen Hart (1965-1999) is absent from the game.

- TIPS AND TRICKS -

* Moves Names On : Tap Punch 4 times during vs. screen.

* No Blocking : Tap Block 3 times (both players) during vs. screen.

* Buddy Mode : Tap Block 5 times (both players) during vs. screen.

* Random Character : Press Up+Start at the wrestler selection screen without moving the selection box from its original position.

* Alternate costume Colors : While holding left (for wrestlers on left side) or right (for wrestlers on right side) press P, K, PP or PK when selecting a wrestler.

* Mortal Kombat 3 Codes :
- Win 25 fights to get MK3 Unlimited run code.
- Win 50 fights to get MK3 Dark Kombat code.

* Undertaker Fatality : To perform this fatality, you must win the match, then do the proper joystick/button sequence when 'Pin Him' appears : Up, Down, Punch (opponent must be in mid-left of the ring). The Undertaker pushes his opponent into a coffin which appears from under the ring. The coffin goes back down and a tombstone appears in its place.

- STAFF -

Software & Designers : Mark Turmell (MJT), Jason Skiles (JMS), Jamie Rivett, Jake Simpson (JAK), Shawn Liptak (SL)
Art & Designers : Sal Divita (SAL), Josh Tsui, Eugene Geer (OEG), Tony Goskie (TDG)
Music & Sound effects : Chris Granner
Hardware designers : Mark Loffredo (MJL), Cary Mednick, Steve Correll, Joe Kalinowski, John Lowes
Artwork tools : Warren Davis, Shawn Liptak (SL), Todd Allen, Alias Research
Hardware support : Pat Cox, Sheridan Oursler, Al Lasko, Jeff Peters
DCS sound system : Matt Booty, Ed Keenan
Game testers : Eddie Ferrier, Mike Vinikour

- PORTS -

Notes : The ports had minor or major changes depending on the system. For example, the SNES version does not feature the endings of the Arcade version, and also lacks 2 characters: Bam Bam Bigelow and Yokozuna.

* Consoles :
Nintendo Super Famicom (1995)
Sega Mega Drive (1995)
Sega 32x (1995)
Sony PlayStation (1995)
Sega Saturn (1996)

* Computers :
PC [DOS] [CD-ROM] (1997) "WWF - Wrestlemania - The Arcade Game"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3205&o=2

$end


$n64=wwfatt,wwfattg,wwfattu,
$bio

WWF Attitude (c) 1999 Acclaim Entertainment, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58064&o=2

$end


$gbcolor=wwfattit,
$bio

WWF Attitude [Model CGB-AWTE-USA] (c) 1999 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69078&o=2

$end


$gbcolor=wwfbtray,
$bio

WWF Betrayal [Model CGB-BWFE-USA] (c) 2001 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69080&o=2

$end


$amigaocs_flop=wwfert,wwferta,
$bio

WWF European Rampage Tour (c) 1992 Ocean Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75499&o=2

$end


$saturn,sat_cart=wwfiyhu,
$bio

WWF In Your House (c) 1996 Acclaim Entertainment, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60204&o=2

$end


$saturn,sat_cart=wwfiyhj,
$bio

WWF In Your House (c) 1997 Acclaim Japan [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59892&o=2

$end


$saturn,sat_cart=wwfiyh,
$bio

WWF In Your House (c) 1997 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60465&o=2

$end


$nes=wwfking,wwfkingu,
$bio

WWF King of the Ring (c) 1993 LJN

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55791&o=2

$end


$gameboy=wwfking,
$bio

WWF King of the Ring [Model DMG-WP-USA] (c) 1993 LJN, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67348&o=2

$end


$gameboy=wwfkingj,
$bio

WWF King of the Ring [Model DMG-WPA] (c) 1994 Acclaim Japan [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67350&o=2

$end


$n64=wwfnomer1,wwfnomer,wwfnomeru1,wwfnomeru,
$bio

WWF No Mercy (c) 2000 THQ

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58065&o=2

$end


$megacd,megacdj=ragecage,
$bio

WWF Rage in the Cage [Model T-81015-50] (c) 1993 Arena

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60685&o=2

$end


$segacd=ragecage,
$bio

WWF Rage in the Cage [Model T-81015] (c) 1993 Arena

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60838&o=2

$end


$megadriv=wwfraw,
$bio

WWF Raw (c) 1994 Acclaim Entertainment, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57033&o=2

$end


$gameboy=wwfraw,
$bio

WWF Raw [Model DMG-AWFE-USA] (c) 1994 LJN, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67351&o=2

$end


$snes=wwfrawu,
$bio

WWF Raw [Model SNS-AWFE-USA] (c) 1994 LJN, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63981&o=2

$end


$snes=wwfraw,
$bio

WWF Raw [Model SNSP-AWFP-EUR] (c) 1994 LJN, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63980&o=2

$end


$gamegear=wwfraw,
$bio

WWF Raw [Model T-81258] (c) 1994 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64990&o=2

$end


$megadriv=wwfroyal,
$bio

WWF Royal Rumble (c) 1994 Flying Edge

- TRIVIA -

Reviews:
[FR] January 1994 - Consoles + N.28: 82%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57034&o=2

$end


$info=wwfroyal,
$bio

WWF Royal Rumble (c) 2000 Sega.

A wrestling game from the World Wrestling Federation. Choose to take part in exhibition mode or enter the Royal Rumble match itself.

- TECHNICAL -

Runs on the Sega "NAOMI" Hardware.

- TRIVIA -

Released in November 2000.

Real names of wrestlers :
Kurt Angle - Kurt Angle
Stone Cold Steve Austin - Steve Williams
The Big Show - Paul Wight
D'Lo Brown - A.C. Connor
Edge - Adam Copeland
The Godfather - Charles Wright
Jeff Hardy - Jeffrey Hardy
Matt Hardy - Matthew Hardy
Chris Jericho - Christopher Irvine
Kane - Glen Jacobs
Steven Richards - Michael Manna
Mankind - Mick Foley
Rikishi - Solofa Fatu
Road Dogg - Brian James
The Rock - Dwayne Johnson
Al Snow - Allen Sarven
Tazz - Peter Senerchia
Triple H - Paul Levesque
The Undertaker - Mark Calaway
X-Pac - Sean Waltman

Michael Jackson used to own this game (2-screen 4-Player model, serial number: 0098709). It was sold at the official Michael Jackson Auction on Apr. 24th, 2009.

- PORTS -

* Consoles :
Sega Dreamcast (2000)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3923&o=2

$end


$info=wwfr_106,wwfr_103,
$bio

WWF Royal Rumble (c) 1994 Data East Pinball.

- TECHNICAL -

Game ID: 500-5523-01

Data East Version 3 (BSMT & 128x32 Display)

Main CPU : M6808 (@ 1 MHz)
Sound CPU : Motorola M6809 (@ 2 MHz)
Display CPU : Motorola M6809 (@ 4 MHz)
Sound chips : BSMT2000 (@ 24 MHz)

- TRIVIA -

Released in May 1994.

During attract mode, a preview for an unreleased Data East game, "Deathball 2000" can seen on the DMD (dot matrix display).

- STAFF -

Designers : Tim Seckel, Joe Kaminkow
Artwork : Paul Faris, Markus Rothkranz
Software : Neil Falconer, Orin Day, Lyman F. Sheats Jr.
Dots/Animation : Jack Liddon, Kurt Andersen, Scott Melchionda
Mechanics : Tim Seckel
Music and Sounds : Brian Schmidt

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5326&o=2

$end


$snes=wwfroyalj,
$bio

WWF Royal Rumble [Model SHVC-WU] (c) 1993 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62596&o=2

$end


$snes=wwfroyalu,
$bio

WWF Royal Rumble [Model SNS-WU-USA] (c) 1993 LJN, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63983&o=2

$end


$snes=wwfroyala,wwfroyal,
$bio

WWF Royal Rumble (c) 1993 LJN, Limited.

- TECHNICAL -

Cartridge ID: SNSP-WU-EUR

- TRIVIA -

Reviews:
[FR] September 1993- Consoles + N.23: 81%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63982&o=2

$end


$megadriv=wwfsup,
$bio

WWF Super WrestleMania (c) 1993 Flying Edge.

- TRIVIA -

Reviews:
[FR] March 1993 - Consoles + No. 18: 68/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70984&o=2

$end


$snes=wwfsupj,
$bio

WWF Super WrestleMania [Model SHVC-WF] (c) 1992 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62597&o=2

$end


$snes=wwfsupu,
$bio

WWF Super WrestleMania [Model SNS-WF-USA] (c) 1992 LJN, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63985&o=2

$end


$snes=wwfsup,
$bio

WWF Super WrestleMania (c) 1992 LJN, Limited.

- TECHNICAL -

Cartridge ID: SNSP-WF-NOE

- TRIVIA -

Reviews:
[FR] Consoles+ No. 13 (October 1992): 80/100
[FR] June 1992 - Joypad N.9: 91/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63984&o=2

$end


$info=wwfsstar,wwfsstarj,wwfsstaru,wwfsstarb,wwfsstarua,
$bio

WWF Superstars (c) 1989 Technos Japan Corporation.

A tag-team wrestling game with 6 WWF superstars to choose from.

- TECHNICAL -

Game ID : TA-0024

Main CPU : Motorola 68000 (@ 10 Mhz), Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), OKI6295 (@ 8.5 Khz)

Players: Up to 2
Control per player: 8-Way Joystick
Buttons per player: 2
=> Punch, Kick

- TRIVIA -

WWF Superstars was released in July 1989.

You can choose from the following 6 wrestlers : Hulk Hogan, Randy 'Macho Man' Savage, The Ultimate Warrior, Hacksaw Jim Duggan, The Big Boss Man and The Honky Tonk Man. If you manage to win the first three games you finally face Andre the Giant and 'The Million Dollar Man' Ted DiBiase.

Andre and DiBiase have the only submission maneuvers in the game - The Canadian Backbreaker and The Million Dollar Dream Sleeperhold respectively. Both moves do a lot of damage, taking up 5 life squares unless your partner can rescue you from the hold.

Billy Lee, the main character of the "Double Dragon" series, is visible among the first row of the cheering crowd.

The game also features appearances from Virgil (the manager of Andre and DiBiase), 'Mean' Gene Okerlund (the announcer) and Miss Elizabeth (1960-2003) who appears in a cut-scene when you win the tag team titles.

Wrestler's real names :
Hulk Hogan - Terry Gene Bollea
Randy Savage - Randall Mario "Randy" Poffo (1952-2011)
The Ultimate Warrior - Warrior (born James Brian "Jim" Hellwig but legally changed his name to Warrior in 1993) (1959-2014)
'Hacksaw' Jim Duggan - James Edward "Jim" Duggan, Jr.
The Big Boss Man - Raymond W. "Ray" Traylor, Jr. (1962-2004)
Honky Tonk Man - Roy Wayne Farris
Andre The Giant - André René Roussimoff (1946-1993)
Ted DiBiase - Theodore Marvin "Ted" DiBiase, Sr.

At the time of the game's release, the actual WWF Tag Team Champions were The Brain Busters (Arn Anderson and Tully Blanchard) who are absent from the game.  DiBiase and Andre (known as The Mega Bucks), never won the tag teams titles.

Also at the time of release, 'Ravishing' Rick Rude (1958-1999) was the WWF Intercontinental Champion but he too is absent from the game.

- UPDATES -

The US version is slightly different, it has the "Winners Don't Use Drugs" screen.

- TIPS AND TRICKS -

* There's a mildly amusing glitch in WWF Superstars involving Randy Savage. Use him & then pick anyone else and play until you face Andre and DiBiase.
1) With Savage as your active wrestler and Andre as the legal man, climb in and out of the bottom of the ring until Andre decides to climb out after you. When you begin to see those first few animation frames of his lumbering descent, quickly walk backwards to the left side of the screen.
2) Dash at Andre so that the instant his final animation frame has him standing on the ring floor you'll have connected with a flying clothesline. For a second, you will have 'pulled' an additional Andre out of the standing Andre's body with that flying clothesline! The standing Andre vanishes once the clothesline has taken its course and the prostrate Andre then becomes the active sprite.

- SERIES -

1. WWF Superstars (1989)
2. WWF WrestleFest (1991)
3. WWF Superstars 2 (1992, Nintendo Game Boy)

- STAFF -

Director: Yoshihisa Kishimoto

- PORTS -

* Consoles :
Nintendo Game Boy (1991)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3206&o=2

$end


$gameboy=wwfsstr2,
$bio

WWF Superstars 2 [Model DMG-WX-USA] (c) 1992 LJN, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67357&o=2

$end


$gameboy=wwfsstr2j,
$bio

WWF Superstars 2 [Model DMG-WXA] (c) 1993 Acclaim Japan [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67359&o=2

$end


$gameboy=wwfsstar,
$bio

WWF Superstars [Model DMG-LW-USA] (c) 1991 LJN, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67353&o=2

$end


$gameboy=wwfsstarj,
$bio

WWF Superstars [Model DMG-LWJ] (c) 1992 Hot-B [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67356&o=2

$end


$gameboy=wwfwarz,
$bio

WWF War Zone [Model DMG-AWWE-USA] (c) 1998 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67360&o=2

$end


$n64=wwfwarz,wwfwarzu,
$bio

WWF War Zone (c) 1998 Acclaim Entertainment, Incorporated.

DUCK!!! There's a 300 pound wrestler about to pound your head into the living room carpet! In Acclaim's power-packed World Wrestling Federation: War Zone, there's enough flying flesh to make a vegetarian turn green. Eighteen of the league's biggest brawlers show up for the battle, and you're in control! Challenge the Undertaker to a cage match, or smack Steve Austin with a steel chair. Better yet, choose from hundreds of options to create your own custom wrestler. Lace up your boots and tighten those trunks. Slap on the grease, and prepare for War. 

Acclaim's staff had the guts to work closely with the tough guys of the World Wrestling Federation, which has resulted in a very realistic Game Pak. Wrestling auteur Vince McMahon and Jim Ross provide the play-by-play, so expect some sarcastic insults if your skills aren't sharpened. The wrestlers themselves stepped into the sound studio to provide grunts, taunts, and groans of agony. It wasn't hard to get the wrestlers to groan, because Acclaim motion-captured more than 300 of the meanest moves in the league. Before the big guys could head home, Acclaim made sure that you would be able to recognize the wrestlers by scanning a photo of each man's face. Now that's realism. 

You won't have time to drool over the authentic character graphics, because you'll be more concerned with avoiding Ken Shamrock's flying elbow smash. War Zone gives players many different ways to recreate World Wrestling Federation drama, from tournament action to cage matches. If you see it on "Raw", then you'll see it in this game. Four player capabilities allow you and your friends to take on tag team matches, and if you have the endurance then you can enter the Royal Rumble. Is there a wrestler out there you really dislike? Challenge him to a Weapons match and then smash him with a folding chair, or crash a television over his head. OUCH!! 

One of our favorite features of this game is the Create mode, where you can give birth to your very own World Wrestling Federation Superstar. It is obvious that the developers spent a lot of time on this feature, because the possibilities are virtually endless. Every element of the wrestler is adjustable, right down to the amount of hair on the wrestler's back. SICK!! 

From skinny purple aliens to mammoth tattooed bullies, anything is possible. You can name the wrestler whatever you like, and customize the wrestler's attributes as well. All of this information is saved onto the Controller Pak, so you can take your wrestler to wage war at a friend's house. 

Whether you're piledriving Goldust or pinning Shawn Michaels, World Wrestling Federation: War Zone delivers action-packed wrestling mayhem that will have you leaping off your couch.

- TECHNICAL -

Cartridge ID: NUS-NWWE-USA

- TRIVIA -

Released on Aug 11, 1998 in USA.

- STAFF -

IGUANA
Producer: Mike Archer
Project Manager: Vince Bracken
Game Design: Tim Huntsman, Clark Westerman, Richard Reagan, Troy Leavitt, Jeff Robinson, James Daly
Programming Team: Justin Towns, Robert Brannon, Daren Smith, Rob Nelson, Scott Pugh, Jeremy Howa, Altair S. Lane, Sean Igo, Chris Braymen, Bruce Gifford, Omar Canon
Engine Programming: John Lund
Sound Team: Dean Morrell (All Night), Mark Ganus, Roy Wilkins, Bob Dayley
Art Lead: Jane Bradley
3D Modelers: Daniel W. Whittington, Paul Boyle, Tommy Hudson, Gavin Evertsen, Greg Alden Davis
Motion Editors: Jonathan Dansie, Cy Toland, Cameron Burnett, Josh Goodale, Kent Barney
Artists: David Christenson, Chris Hawkes, David Butters, Lee Phung, Chad Lee
Video Editing: Wayne Tyler
QA Manager: Gary Rowberry
QA Lead: Todd Dowd
QA Team: Jeff Robinson, Preston Whitney (Scoops), Ryan McBride, Gregory Murphy, Tom Wahlin, John Paulson, Anthony Black, John Sensiba, TL Shelton, Ian Morris, Jeff Byers, Tristan Bracken, Jordan Howa, Max Bracken, Brian Davies

ACCLAIM
Relations: Bob Tembello, Jeremy Schwartz, Rod Cousens, James Herzner, Jeffrey Gibson
Motion Technology: Mark Schafer, Bob Davidsen
Motion Capture: Andy Acquilino, Cynthia D'Ambrosio, Sharon Dougherty, Phil Grunfelder, Chuck Mongelli, Rich Nelson, Keith Robinson, Nicole Scharff, Brian Windsor
QA Manager: Carol Caracciolo
QA Supervisors: Jeff Rosa, Dale Taylor
Senior Lead Analysts: James Craddock, Mike Patterson
Lead Analysts: Brian Regan, Eric Hendrickson
Game Analysts: Bonchi Martinez, Mike Sterzel, Matthew McEnerney, John Cyriaque
QA Team: Rich Gomer, David Campbell, Jeremy Pope, Paul DiCarlo, Mark Garone, Pharoah Sample, Phyllip Merisier, Daniel Badilla, Russel Ballenger, Christine Jean, Stacy Brickel, Andy Basile, Joseph Greene, Bill Handworth, Jerry Bazigos, Rick Burlew, Chris Sloan
Special Thanks: Jeff Robinson (The Trainer), Dr. Tom Pritchard, Pete Polacco, Matt Miller, Vince Russo, Jay Andronaco, Chris Argento, Mike Foley, George Germanakos, Derek Phillips, Ann Russo, Debbie Bonnanzio, Bonnie Bonnanzio, Jim Bell, Bill Banks, John Kilbourn, James Dunn, Debbie Diraison, Nicoli Ruisi
And a special kumbayah to: Pepe Suarez (for the Pool Table)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58066&o=2

$end


$amigaocs_flop=wrestlmn,
$bio

WWF Wrestle Mania (c) 1991 Ocean Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75500&o=2

$end


$amigaocs_flop=wrestlmna,
$bio

WWF Wrestle Mania [Budget] (c) 1991 Hit Squad, The [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75501&o=2

$end


$info=wwfwfest,wwfwfesta,wwfwfestj,wwfwfestb,wwfwfestk,
$bio

WWF WrestleFest (c) 1991 Technos Japan Corporation.

10 selectable wrestlers fight in a tag team tournament or take part in the Royal Rumble.

- TECHNICAL -

Game ID : TA-0031

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound CPU : Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), OKI6295 (@ 7.759 Khz)

Players : 4
Control : 8-Way Joystick
Buttons : 2 
=> Punch, Kick

- TRIVIA -

WWF Wrestlefest was released in July 1991.

Also licensed to Tecmo.

The only WWF Technos game to not feature theme music for any of the individual wrestlers.

The announcer is Michelle 'Mike' McGuirk, who would sometimes substitute for Howard Finkel, the WWF's longtime ring announcer. McGuirk worked as a ring announcer for the WWF between 1988 and 1993 before she left because, according to her, she refused sexual advances made upon her by WWF owner Vince McMahon.

The game's announcer incorrectly announces Sergeant Slaughter's finishing move. Slaughter's finishing move (digging a knuckle into the opponent's temple) is announced as a 'Cobra Clutch', whereas that move is called 'The Torture Bar'. A Cobra Clutch looks totally different : DiBiase's Million Dollar Dream is a Cobra Clutch.

You can beat the Legion of Doom and get their titles via a count-out in the Tag Team portion of the game (Saturday Night's Main Event). This is incorrect : in pro wrestling, a championship only changes hands via a pinfall or a submission. If the champion/champions are counted-out or are disqualified, they lose the match, but they hold on to their titles.

The rules for the Royal Rumble are not quite correct. In WrestleFest, you can be eliminated by being thrown from the ring, or the traditional means (pin, submission, etc.). This is not correct. Ever since the WWF Royal Rumble started, the rules for elimination have never changed. The ONLY way to be eliminated is to be thrown over the top rope. No pinfalls, no submissions. In fact, the referee should not be in the ring during a Royal Rumble as he remains on the outside of the ring to confirm elimination has occurred.

Although the rules for the steel cage match has changed over the years, the Steel Cage Matches in WrestleFest are not done correctly, by pro wrestling rules at the time of release. Again, there should not be a referee in the ring and pinfalls or submissions do not count. To win a steel cage match, you must be the first to escape the steel cage... either by breaking the door open and crawling out, or by climbing over the top (in both cases you win when your feet touch the ground first outside the ring). In the present day however, pinfalls do count and a referee is present although you still can win by escaping the cage.

Crush and Smash are not the original members of Demolition. Crush joined the team in 1990 when Ax (Bill Eadie) suffered from ill health caused by an allergic reaction to shellfish and the WWF wanted to 'hide' his illness on television by adding a third member to the team to make them look stronger. This game was made just as Crush replaced him, but at the time of actual release, Demolition had already broken up. Smash was repackaged as The Repo Man while Crush turned face (good guy) and the 2 feuded for a while.

Crush and Smash may not be played separately in the tag-team (Saturday Night's Main Event) game. You must pick them both for your tag team, to get either. Of course, you may play either of them in The Royal Rumble.

You may not play either member of Legion of Doom under any circumstances: they are unavailable to pick for both games (Saturday Night's Main Event and The Royal Rumble). Much like the game's precursor, "WWF Superstars," the champions are reserved for the AI only.

The real names of the wrestlers:
Hulk Hogan: Terry Bollea
The Ultimate Warrior: James Hellwig (1959-2014)
The Big Boss Man: Ray Traylor (1962-2004)
Earthquake: John Tenta (1963-2006)
Sergeant Slaughter: Robert Remus
The Million Dollar Man: Ted DiBiase
Jake The Snake: Aurelian Smith
Mr. Perfect: Curt Hennig (1958-2003)
Smash of Demolition: Barry Darsow
Crush of Demolition: Brian Adams (1964-2007)
Hawk of LOD: Michael Hegstrand (1957-2003)
Animal of LOD: Joe Laurinaitis

Each superstar has a trademark hold that can be done when your opponent's energy is low.
Hulk Hogan : Legdrop Off The Ropes
Ultimate Warrior : Gorilla Press
Big Boss Man : The Boss Man Slam
Earthquake : Earthquake Vertical Splash
Sergeant Slaughter : Cobra Clutch
Ted DiBiase : The Million Dollar Dream
Jake The Snake Roberts : The DDT
Mr. Perfect : Perfect-Plex
Smash of Demolition : Suplex
Crush of Demolition : Back Breaker
Hawk of LOD : Clothesline Off The Rope Turnbuckle
Animal of LOD : Clothesline Off The Rope Turnbuckle

At the time of the game's release, the actual WWF Tag Team Champions were The Nasty Boys (Brian Knobbs and Jerry Sags) who are absent from the game, although the Legion of Doom would defeat the Nasties to claim their first WWF Tag Team Titles one month later at Summerslam 1991.

- UPDATES -

The US version is slightly different, it has the "Winners Don't Use Drugs" screen.

- SERIES -

1. WWF Superstars (1989)
2. WWF WrestleFest (1991)
3. WWF Superstars 2 (1992, Nintendo Game Boy)

- STAFF -

Character Designers: Hiroshi Shibata, Koji Sakuma, Michiaki Ishida, Makoto Shirai, Toru Tsuboya, Koji Minagawa
Character Design Assist: Koji Ogata
B.G. Designers: Takehisa Izumiyama, Toshiyuki Osumi
Programmers: Tatsumi Saito, Isamu Kanakubo, Genei Fukuhara, Teruhiro Maeda, Naritaka Nishimura
Hardware: Kenji Nishikawa
Editors: Hiroshi Sato, Ai Onoe, Yasuhiro Ohi
Sound Programmer: Yoshihiro Kameoka
Director: Shinichi Saito
Producer: Kunio Taki

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3207&o=2

$end


$nes=wmania,wmaniau,
$bio

WWF WrestleMania (c) 1989 Acclaim Entertainment, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55792&o=2

$end


$cpc_cass=wmania,
$bio

WWF Wrestlemania (c) 1991 Ocean Soft., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100045&o=2

$end


$nes=wwfsteelu,
$bio

WWF WrestleMania - Steel Cage Challenge (c) 1992 LJN

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55793&o=2

$end


$nes=wwfsteel,
$bio

WWF Wrestlemania - Steel Cage Challenge (c) 1992 LJN

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55795&o=2

$end


$sms=wwfsteel,
$bio

WWF Wrestlemania - Steel Cage Challenge (c) 1993 Flying Edge

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56270&o=2

$end


$megadriv=wwfagp,
$bio

WWF WrestleMania - The Arcade Game (c) 1995 Acclaim Entertainment, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57512&o=2

$end


$saturn,sat_cart=wwfagj,
$bio

WWF Wrestlemania - The Arcade Game (c) 1996 Acclaim Japan [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59893&o=2

$end


$saturn,sat_cart=wwfagu,
$bio

WWF WrestleMania - The Arcade Game (c) 1996 Acclaim Entertainment, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60205&o=2

$end


$saturn,sat_cart=wwfag,wwfagd,
$bio

WWF WrestleMania - The Arcade Game (c) 1996 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60466&o=2

$end


$snes=wwfagj,
$bio

WWF WrestleMania - The Arcade Game [Model SHVC-AWVJ-JPN] (c) 1996 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62598&o=2

$end


$psx=wwfwrest,
$bio

WWF Wrestlemania - The Arcade Game (c) 1996 Acclaim Japan.

Japanese release. Game developed in the USA.

- TECHNICAL -

Game ID: SLPS-00223

- TRIVIA -

Released on January 26, 1996 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85847&o=2

$end


$snes=wwfagu,
$bio

WWF WrestleMania - The Arcade Game [Model SNS-AWVE-USA] (c) 1995 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63987&o=2

$end


$snes=wwfag,
$bio

WWF WrestleMania - The Arcade Game [Model SNSP-AWVP-EUR] (c) 1995 Acclaim Ent., Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=63986&o=2

$end


$32x=wwfag,
$bio

WWF WrestleMania - The Arcade Game [Model T-8110B] (c) 1995 Acclaim Ent., Inc. [Glen Cove, NY, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84404&o=2

$end


$gbcolor=wmania2k,
$bio

WWF WrestleMania 2000 [Model DMG-AUWE-USA] (c) 1999 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69082&o=2

$end


$n64=wmania2ku,
$bio

WWF WrestleMania 2000 (c) 1999 THQ.

North American release. Game developed in Japan. See the Japanese release entry for more information about the game itself: "WWF WrestleMania 2000 [Model NUS-NWXJ-JPN]"

- TECHNICAL -

Cartridge ID: NUS-NWXE-USA

- TRIVIA -

Released on Nov 17, 1999 in USA.

- STAFF -

USA only staff

THQ
Executive Producer: Michael Haller
Producer: Sanders Keel
Product Manager: John Ardell
Associate Product Managers: David Pava, Kirk Somdal
Director of Quality Assurance: Donn W. Nauert
Lead Tester: Tom Harrison
Testers: Michael Sparks, Gregg Nakawatase, Greg Manley, Sean Vahle, Josh Austin, Jason Pislaan, Erik van Rooy, Edward Moreno, Byron Guerrero, Chris Collazo, Jeremy Wood, Kamran Salour, Kevin Huynh, Chris Lee, Jason Predmore, Ryan Kull
Design: Sanders Keel
Additional Design: David Hoffman, Tom Harrison, Michael Sparks, Gregg Nakawatase, Christian Lee
Special Thanks: Derrick Phillips (ANASAZI), Brian Glazebrook, Erick Fernandez, Christine Richards, Robert Sanchez (Sheshooter), Bob from Trinity, Jakks Pacific

JAKKS PACIFIC
President: Stephen Berman
Director of Interactive: Nelo Lucich
Special Thanks: Vince McMahon, Stanley Shenker, Jim Bell, Derek Phillips

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58067&o=2

$end


$n64=wmania2kj,
$bio

WWF WrestleMania 2000 (c) 2000 Asmik Ace Entertainment.

If you've seen it on television, it's probably featured on World Wrestling Federation WrestleMania 2000. One to four players can brawl in a wide variety of modes, including the following exhibition matches: 
Single Match 
Tag Match 
3-Way Match 
Cage Match

King of the Ring mode allows you to compete in a round-robin ladder consisting of three to 16 competitors. Even more chaotic is the Royal Rumble, where 40 athletes rotate into a four-person battle zone. 

The featured mode of play is Road to WrestleMania, which challenges you to survive a season of World Wrestling Federation action. You can either use one of theWorld Wrestling Federation superstars, or create your own brawler using WrestleMania 2000's detailed Edit Mode. 

If you secure enough wins in Tag Team and solo matches, you'll be invited to participate in the World Wrestling Federation's biggest event of the year, WrestleMania. Be prepared for unscheduled matches to pop up along the way as hidden Superstars like Dude Love and Cactus Jack emerge from the boiler room. 

One of the most innovative features in WrestleMania 2000 is its completely customizable Pay-Per-View mode. You can create your own cable package by inventing your own event name, date and venue. You decide the match-ups, and determine which championships belts will be on the line. In fact, you can even design your own belt! After saving your championship belt to a Controller Pak, you can take your trophy to a friend's house and compete in a title match. 

In addition to the WrestleMania Arena, you can hold your event at the Federation's most popular arenas: 
Royal Rumble 
World Wrestling Federation WrestleMania 
Raw is War 
King of the Ring 
Sunday Night Heat 
Survivor Series 
Summer Slam

Each athelete is equipped with around 120 moves, including authentic taunts and a unique signature move which can only be executed with a maxed-out Attitude Meter. Although there is no Practice Mode to perfect your moves, an adjustable difficulty meter allows you to work on non-aggressive competitors. 

Play Control is tighter than Chyna's boot strings, thanks to Aki's grapple-based wrestling engine that has won two best-of-category awards from the AIAS (Academy of Interactive Arts and Sciences) two years in a row. Smart camera angles recreate the feel of a televised broadcast and provide a good view of the action. 

Showing a strong attention to detail and obviously created by fans of the sport, World Wrestling Federation WrestleMania 2000 is good for hours of laughs and entertaining gameplay. The action is particularly fun when playing with a group of friends, but this Pak is fun even for single players.

- TECHNICAL -

Cartridge ID: NUS-NWXJ-JPN

- TRIVIA -

WrestleMania 2000 was released on September 15, 2000 in Japan.

This game was developed in Japan by Aki Corporation but the export versions were released in Europe and North America first (in 1999). Know export released:
[EU] "WWF WrestleMania 2000 [Model NUS-NWXP-EUR]"
[US] "WWF WrestleMania 2000 [Model NUS-NWXE-USA]"

- STAFF -

AKI CORP.
Executive Producer: Shuji Yoshida
Director: GeTA-san
Assistant Director: Take, TAQ
Translator: TAQ
Code: Hiro Abe
Main Program: Masaaki Kudou (M.K)
Menu Program: Shika Nakayama
Opening and Ending Program: Shika Nakayama
Assistant Program: Katsuyo Motegi
Menu BG Design: Muneshige Ikeshita (Ike), Yoshihiro Nakagawachi
Gate Model & Texture Design: Muneshige Ikeshita (Ike)
3D Animation: Muneshige Ikeshita (Ike), Shunsuke Katsumata, Makoto Fukahori, Yen Miyairi, Yoshiyuki Oshikiri, Daichi Takeuchi, 1%er Ben
Information Design: Yoshihiro Nakagawachi
Wrestler Texture Design: Yoshihiro Nakagawachi, Kazuhiro Ichimura, Koji Itoh
Graphic Designer: Kenji Kimura
3D Animation Chief: Kazuki Nishida
Opening 3D Animation: Kazuki Nishida
Wrestler Modeling: Kazuhito Toyama
Wresller Texture Design: Kazuhito Toyama
Texture Administrator: Kazuhito Toyama
Special Effects: Taku Kono (Taku)
Opening Design: Taku Kono (Taku), 1%er Ben
Opening Direction: 1%er Ben
Ending Design & Direction: 1%er Ben
Music Composer and Converter: Koji Niikura
Sound Effect Edit & Design: Yukie Sugawara
Special Thanks To: Kunihiko Shimizu, Megumi Hasegawa (Megumi), Papa, Mama, Kayo, Jinsuke, N-world mirai

PRODUCERS
Executive Producer: Hiroaki Kai
Producer: Masashi Suzuki

Test Player: Yugo Shinogi, Shigeki Yoshino, Eiji Amihama, Jun Fukai, Kanako Umezawa, Ryosuke Iizuka, Masato Hiraguri

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58068&o=2

$end


$n64=wmania2k,
$bio

WWF WrestleMania 2000 (c) 1999 T-HQ, Inc.

European release. Game developed in Japan. See the Japanese release entry for more information about the game itself: "WWF WrestleMania 2000 [Model NUS-NWXJ-JPN]"

- TECHNICAL -

Game ID: NUS-NWXP-EUR

- TRIVIA -

Released on October 12, 1999 in Europe.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95486&o=2

$end


$nes=wmaniach,wmaniachu,
$bio

WWF WrestleMania Challenge (c) 1990 LJN

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55794&o=2

$end


$nes=wmaniachj,
$bio

WWF WrestleMania Challenge (c) 1992 Hot-B

- TECHNICAL -

Game ID: GAM-W9(11)

- TRIVIA -

Released on March 27, 1992 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54798&o=2

$end


$gamegear=wwfsteel,
$bio

WWF Wrestlemania Steel Cage Challenge (c) 1993 Flying Edge

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64992&o=2

$end


$pc98=wx3,
$bio

WX III (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91004&o=2

$end


$bbca_cass,bbcb_cass=wychwood,
$bio

Wychwood (c) 1987 Larsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52678&o=2

$end


$info=wyvernf0,
$bio

Wyvern F-0 (c) 1985 Taito Corporation.

A rare vertical shoot 'em up similar to "Xevious". The airplane has an aerial loop like "1942".

- TECHNICAL -

Prom Stickers : A39

This game uses 2 CRTs and a half-mirror. One CRT displays ground objects and the other displays air objects. They are merged via the half-mirror.
The Hologram effect is done via this system without 3-D glass. It is easy implemented through existing parts but an object reflected on the half-mirror is semi-transparent and the color is mixed (for example, 'red' object flying over the 'blue' sea has 'purple' color).

Players : 1
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Wyvern F-0 was released in June 1985 in Japan.

Sometimes, the game was wronly named Wyvern FQ because of the title logo graphics..

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4012&o=2

$end


$info=wyvernwg,wyvernwga,
$bio

Wyvern Wings (c) 2001 Game Vision.

- TRIVIA -

This game is a new release of "Wyvern Wings" by Semicon.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=11278&o=2

$end


$pc98=x,
$bio

X (c) 1995 Studio Mobius [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91095&o=2

$end


$wscolor=xcard,
$bio

X - Card of Fate [Model SWJ-BANC2C] (c) 2002 Bandai Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86504&o=2

$end


$snes=xband,
$bio

X Band (c) 1994 Catapult Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64046&o=2

$end


$snes=xbandj,
$bio

X Band (c) 1995 Catapult Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62630&o=2

$end


$info=x5jokers,
$bio

X Five Jokers (c) 199? Electronic Projects.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=34261&o=2

$end


$info=xforce,
$bio

X Force (c) 1987 Tecnoplay.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5628&o=2

$end


$info=ep_xspot,ep_xspota,ep_xspotb,
$bio

X Marks the Spot (c) 199? Maygay.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40921&o=2

$end


$info=sc4xmark,sc4xmarka,
$bio

X Marks the Spot (c) 1999 Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR1116]

- TRIVIA -

X Marks the Spot was released in June 1999.

- UPDATES -

1.5 was released in June 2002.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42867&o=2

$end


$info=xsedae,
$bio

X Se Dae Quiz (c) 1995 Dream Island.

Young Korean's Quiz Game!

- TRIVIA -

The title of this game translates from Korean as 'X-Generation Quiz'.

About the X-Generation : This means Born in 1961~1984 years. They have in yearning and Opposition.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=30071&o=2

$end


$info=xtheball,
$bio

X The Ball (c) 1992 Rare, Limited.

- TECHNICAL -

A.C.E.S. 2 hardware

Main CPU : TMS34010 (@ 5 Mhz)
Sound Chips : DAC

Screen orientation : Horizontal
Video resolution : 512 x 222 pixels
Screen refresh : 60.00 Hz
Palette colors : 256

Players : 1
Control : trackball
Buttons : 1

- TRIVIA -

It was the first arcade game made by Rare, Ltd. Presented by Capcom.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4213&o=2

$end


$snes=xzone,
$bio

X Zone (c) 1993 Kemco

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64047&o=2

$end


$snes=xzoneju,
$bio

X Zone [Model SHVC-XZ] (c) 1992 Kemco

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62631&o=2

$end


$gameboy=xj,xu,
$bio

X [Model DMG-ECj] (c) 1992 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67409&o=2

$end


$snes=xproto,
$bio

X [Prototype] (c) 199? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62629&o=2

$end


$a2600=xmission,
$bio

X'Mission (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51206&o=2

$end


$info=xsandos,
$bio

X's & O's (c) 1984 Bally Midway Mfg. Co.

- TECHNICAL -

Model Number : 1391

- TRIVIA -

X's & O's was released in February 1984. 3,300 units were produced.

- STAFF -

Designer : Greg Kmiec
Artwork : Pat McMahon

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5629&o=2

$end


$info=x07,
$bio

X-07 (c) 1983 Canon.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72695&o=2

$end


$cpc_cass=xbasic,
$bio

X-BASIC (c) 1985 Siren Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100143&o=2

$end


$gba=xbladezu,
$bio

X-Bladez - Inline Skater [Model AGB-AXIE-USA] (c) 2002 Crave Ent., Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76314&o=2

$end


$gba=xbladez,
$bio

X-Bladez - Inline Skater [Model AGB-AXIP] (c) 2002 Crave Ent., Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76313&o=2

$end


$info=m4xch,m4xch__a,m4xch__b,m4xch__c,m4xch__d,m4xch__e,m4xch__f,m4xch__g,m4xch__h,m4xch__i,m4xch__j,m4xch__k,
$bio

X-Change (c) 1998 BWB.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15165&o=2

$end


$info=xday2,
$bio

X-Day 2 (c) 1995 Namco.

- TECHNICAL -

Namco System NA-2 hardware
Game ID : XDS

Main CPU : Motorola 68000 (@ 12.52825 Mhz)
Sound Chips : Namco (@ 32 Khz)

Players : 4
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Released in July 1995 in Japan.

Soundtrack releases :
X-DAY 2 / Namco Game Sound Express Vol.27 - Victor Entertainment - VICL-15051 - Dec 16, 1995

- SERIES -

1. X-Day (1993)
2. X-Day 2 (1995)

- STAFF -

Composed by : Ayako Sasou

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3208&o=2

$end


$x1_flop=xdos,
$bio

X-DOS (c) 1990 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86180&o=2

$end


$info=xfiles,
$bio

X-Files (c) 1999 dgPIX Entertainment.

- TECHNICAL -

Main CPU : E1-32XT (@ 20 Mhz)

Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768

Players : 2
Control : 8-way Joystick
Buttons : 2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3209&o=2

$end


$amigaocs_flop=xit,
$bio

X-It (c) 1995 Psygnosis, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75579&o=2

$end


$saturn,sat_cart=vshck001,
$bio

X-JAPAN Vitual Shock 001 (c) 1995 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59933&o=2

$end


$snes=xkaliberu,xkaliberup,
$bio

X-Kaliber 2097 [Model SNS-X7-USA] (c) 1994 Activision, Incorporated.

- TRIVIA -

Reviews:
[FR] September 1994, Consoles + N.35: 70%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64049&o=2

$end


$snes=xkaliber,
$bio

X-Kaliber 2097 [Model SNSP-X7-EUR] (c) 1994 Sony Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64048&o=2

$end


$a2600=xman,xmane,
$bio

X-Man (c) 1983 Universal Gamex Corp.

X-Man is a maze type video game. Using your JOYSTICK you control the left, right, up and down movement of X-Man. Your object is to move him through the maze to the colored door in the center within the 99 seconds allowed. You have four lives and risk losing one if you fail to get to the door before the time runs out. Coming at you from the door are one of the three attackers, (Crabs, Scissors or Teeth). You risk losing one life each time you are caught by an attacker. When all four lives are lost, the game is over.

Once you reach the door, the maze will FLASH and the video screen will change format to take you behind the door for a very SEXY SURPRISE. You have achieved your first goal and now have 30 seconds to make love with the Sexy Blonde. Using your JOYSTICK, you control the movement of X-Man as you try to bring the sensual excitement to a climax. Move faster and faster and watch the action build. But don’t let up your pace or you may not reach climax in time.

- TECHNICAL -

Model 1005

- SCORING -

Your score is based on how many seconds remain on the red COUNTDOWN TIMER at the top of the screen when X-Man reaches the door in the center of the maze. Multiply the number of seconds remaining on the timer times 10 to figure out your score (i.e. 45 seconds = 450 points). The faster you get to the door, the more points you score. You score no points if you are caught by the Crab, Scissors or Teeth. When there are 10 seconds remaining on the COUNTDOWN TIMER, the door will FLASH and a warning SOUND will activate to remind you that you will lose one life and score no points if you do not get to the door in the remaining 10 seconds.

- STAFF -

Designer: Alan Roberts
Programmer: H.K. Poon
Graphics: Miguel Castillo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51207&o=2

$end


$megadriv=xmen,
$bio

X-Men (c) 1993 Sega Enterprises, Limited.

- TRIVIA -

Reviews:
[FR] June 1993 - Consoles + N.21: 78/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57062&o=2

$end


$megadriv=xmenu,
$bio

X-Men (c) 1993 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57543&o=2

$end


$info=xmcota,xmcotar1,xmcotar1d,xmcotau,
$bio

X-Men - Children of the Atom (c) 1994 Capcom Company, Limited.

North American & European release. Game developed in Japan. For more information about the game itself, please see the original Japanese version entry; "X-Men - Children of the Atom [Green Board]".

- TECHNICAL -

Runs on the "CP System II" hardware.
Blue Board [USA & Europe]

- PORTS -

(North American and European ports only)

* Consoles : 
Sega Saturn [EU] (1996) "X-Men - Children of the Atom [Model T-8108H-50]" 
Sega Saturn [US] (1996) "X-Men - Children of the Atom [Model T-8108H]" 
Sony PlayStation [EU] (1998) "X-Men - Children of the Atom [Model SLES-00198]" 
Sony PlayStation [US] (February 1998) "X-Men - Children of the Atom [Model SLUS-00044]" 

* Computers : 
PC [MS-DOS] [US] (May 31, 1997) 
PC [MS-DOS] [EU] (1997)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69681&o=2

$end


$info=xmcotaj1,xmcotaj,xmcotaj2,xmcotaj3,
$bio

X-Men - Children of the Atom (c) 1994 Capcom Company, Limited.

Back when Magneto and Juggernaut were boss characters, ten X-Men characters fought to challenge them!

- TECHNICAL -

Runs on the "CP System II" hardware.
Green Board [Japan]

Players: Up to 2.
Control: 8-way joystick per player.
Buttons: 6 per player.
=> [1] LP (Jab), [2] MP (Short), [3] HP (Fierce)
=> [4] LK (Strong), [5] MK (Forward), [6] HK (Roundhouse)

- TRIVIA -

X-Men COTA was released in December 1994 in the Japanese arcades. It was known there as the 8th video game released for the CPS2 hardware.

Known export releases:
"X-Men - Children of the Atom [Blue Board]"
"X-Men - Children of the Atom [Grey Board]"
"X-Men - Children of the Atom [Orange Board]"

A special 'Rent' version is known to exists as "X-Men - Children of the Atom [Yellow Board]".

It is the first fighting game produced by Capcom using characters under license from Marvel Comics, widely praised for its faithfulness in capturing the spirit of its namesake comics, by using colorful animation and voice actors (see Staff section for more information) from the 'X-Men' animated series.

All characters are coming from Marvel comic books (except Akuma) :
Akuma ('Gouki' in Japan) - "Super Street Fighter II Turbo" (Super Street Fighter II X - Grand Master Challenge" in Japan)
Colossus (aka Piotr Nikolaievitch Rasputin) - Giant-Size X-Men #1
Cyclops (aka Scott Summers) - X-Men #1
Juggernaut (aka Cain Marko) - X-Men #12
Iceman (aka Robert 'Bobby' Drake) - Uncanny X-Men #1
Magneto (aka Erik 'Magnus' Lehnsherr) - X-Men #1
Omega Red (aka Arkady Rossovich) - X-Men #4
Psylocke (aka Elizabeth 'Betsy' Braddock) - New Mutants Annual #2
Sentinel - Uncanny X-Men #14
Silver Samurai (aka Kenichiro Harada) - Daredevil #111
Spiral (aka Rita Ricochet) - Longshot #1
Storm (aka Ororo Munroe) - Giant Size X-Men #1
Wolverine (aka James 'Logan' Howlett) - Incredible Hulk #180

Unlike previous incarnations of X-Men video games, X-Men - Children of the Atom also allowed players to helm popular X-Men villains, such as Omega Red; the mutant hunting android Sentinel; Spiral, lackey of Mojo; and Silver Samurai. Also, because this game was released around the same time as "Super Street Fighter II Turbo", programmers also included Akuma (see Tips And Tricks section for more information).

The game, along with SSFII Turbo, is considered as one of the first fighting games to popularize the now often-used ideas of 'Super Jumps', 'Super Combos', and 'Tech. Hit', which meant that an attempted grab or throw had been negated by the opponent. Furthermore, the game was the precursor to the Capcom 'Vs. series', with elements and characters from this game having been combined with "Street Fighter Alpha - Warriors' Dreams" to create "X-Men vs. Street Fighter".

Sony Records released a limited-edition soundtrack album (X-Men Arcade Game Track - SRCL-3120) on March 24, 1995.

- UPDATES -

Green Board revisions : 

REVISION 1 : 
* Software version : 1.00.
* Build date : 941208

REVISION 2 : 
* Software version : 2.00.
* Build date : 941217

REVISION 3 :
* Software version : 2.10.
* Build date : 941219 

REVISION 4 : 
* Software version : 3.00
* Build date : 950105

- TIPS AND TRICKS -

* Play as Akuma (Player 1) : Highlight Spiral and wait 3 seconds, then move without stopping through : Silver Samurai, Psylocke, Colossus, Iceman, Colossus, Cyclops, Wolverine, Omega Red and stop on Silver Samurai. Wait 3 seconds there and press and hold : LK+HP+HK.

* Play as Akuma (Player 2) : Highlight Storm and wait 3 seconds, then move without stopping through : Cyclops, Colossus, Iceman, the Sentinel, Omega Red, Wolverine, Psylocke, Silver Samurai and stop on Spiral. Wait 3 seconds there, then press and hold : LK+HP+HK.

* Play as Juggernaut (Player 1 and 2) : Input Akuma code, then after the battle press Up/Left TWICE and you should see Juggernaut's face.

* Play against Akuma : You must use 'manual block' and win every match without continuing. Defeat your opponents two rounds in a row (don't lose a round), having 'first attack' on each round. You must also win the final round of each battle with your Hyper-X.

* Continue Attacking : Press Start immediately after winning the match to continue hitting the defeated character.

- STAFF -

Game Planners : Akira Nishitani (Nin), Noritaka Funamizu (Poo), Hiratou K-Suke (X68K), Kiyo, Fuji, Tomita Otouto
Programmers : Aoi-Tokimeki, Tarabar Hori (Tarabar - Black), K. Nishi-Man, Sailor-Ponkichi, O.G.T. -Iron Liver, Mo Suzuki-Memorial, Min-T3, Hard. Yas (-466P+K-), Kaw. Hiroshima
Object Designers : Satoru Yamashita, Ino, Kuriotoko, Yue, Minobe Hiroaki (Minobe), M. Nakatani, Ari, Eripyon. N, Miwazo, M. Sato, Kamonchashi Sato, Kazuko Kawanaka Pyo!, Dway Nishimura, Igami, Youjiro, Sagat, Ta, Jun Matsumura (26), Hitoshi Nishio (Vip. T2), G. Kamina, Ushi, H. Yoshino, Eiji, Naoki Fukuda, H.S, Manish, Shinya Kitamura
Scroll Designers : Fukumoyan, Yamapuu, May, Devil Ohnishi, Kazu, Akiko. O, Hiroko. N, Iwai, Kisabon, RK
Music Composers : Takayuki Iwai (Anarchy Takapon), Syun Nishigaki, Hideki Okugawa (Hideki Ok), Isao Abe (Oyaji)
Sound Designers : Hiroaki Kondo (X68K), Toshio Kajino

* Voice Actors :
Psylocke, Storm, Spiral : Catherine Disher
Cyclops : Norman Spencer
Wolverine : Cathal J. Dodd
Beast : George Buza
Colossus, Iceman, Sentinel : Dan Hennessey
Silver Samurai : Yasushi Ikeda (Ike-Bomb)
Omega Red : Len Doncheff
Juggernaut : Rick Bennett
Magneto : Lorne Kennedy

Special Thanks : Alex Jimenez, Eric Luther, Phillip Reed, Mark Ericsson, Dana Morshed, Mike Thomas, John Conroy, Paul T. Takaki, Kumino Asakura, Takuya Shiraiwa (Mr. Shiraiwa)

- PORTS -

* Consoles : 
Sega Saturn [JP] (November 22, 1995) "X-Men - Children of the Atom [Model T-1203G]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3211&o=2

$end


$info=xmcotaa,xmcotaar1,
$bio

X-Men - Children of the Atom (c) 1994 Capcom Company, Limited.

Asian release. Game developed in Japan. For more information about the game itself, please see the original Japanese version entry; "X-Men - Children of the Atom [Green Board]".

- TECHNICAL -

Runs on the "CP System II" hardware.
Grey Board [Asia]

- UPDATES -

Grey Board revisions : 

REVISION 1:
* Build date: 941217

REVISION 2:
* Build date: 950105

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69683&o=2

$end


$saturn,sat_cart=xmcotaj,xmcotaja,
$bio

X-Men - Children of the Atom (c) 1995 Capcom Company, Limited.

X-MEN UNLEASHED! A 100% CONVERSION OF THE ARCADE MEGA-HIT!

It's here! Ultimate combat! Mutant Mayhem! X-Power! Special Moves! Mid-air action! Big characters! Sizzling graphics! Exactly like you played it in the arcade!

You will need all of your mutant powers, all your speed, all your strength...for this is the ultimate combat!

Have you got enough to defeat Magneto, Omega Red and the Sentinel? Are you tough enough for Wolverine, powerful enough for Cyclops, cool enough for Iceman... are you good enough to join the new breed of mutant heroes?

X-Men Children of the Atom -- the fighting game to end them all with huge characters, multi-hit combos moves, X-Power Moves, Super Jumps and Mid-Air attacks, incredible interactive backgrounds, and Arcade, Versus, Survival and Group Battle Modes!

- TECHNICAL -

Game ID: T-1203G

- TRIVIA -

Capcom's very first game for the Sega Saturn, released on November 22, 1995. This version enables the player to control the Juggernaut in the Versus Mode through a code.

- TIPS AND TRICKS -

* To have the first player select Gouki, highlight Spiral. Wait for 3 seconds. Then press Left, Left, Left, Left, Right, Up, Right, Right, Down. Wait for 3 seconds. Simultaneously hit LK+HP+HK.

* For the second player to select Gouki, place the cursor on Storm. Wait for 3 seconds. Press Right, Down, Left, Left, Left, Left, Down, Right, Right. Wait for 3 seconds. Then press LK+HP+HK simultaneously.

* To play as the Juggernaut in Versus Mode only, input the Gouki code, then finish the fight. When you return to the character select screen, press Up and Left twice. First time will display Wolverine, second time displays the Juggernaut.

* Enter the Options menu and press Up and Down repeatedly. You will see a new screen width option appear that allows you to change to Arcade screen (characters can stop farther than the screen's edge) or Saturn screen (once characters reach the edge of the TV screen, they can't move no farther).

- STAFF -

Developed by: Rutubo Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59934&o=2

$end


$saturn,sat_cart=xmcotau,
$bio

X-Men - Children of the Atom (c) 1996 Acclaim Entertainment, Incorporated.

European release. Game developed in Japan. For more information on the game itself, please see the original Japanese release entry; "X-Men - Children of the Atom [Model T-1203G]".

- TECHNICAL -

Game ID: T-8108H-50

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60218&o=2

$end


$saturn,sat_cart=xmcota,
$bio

X-Men - Children of the Atom (c) 1996 Acclaim Ent., Incorporated.

North American release. Game developed in Japan. For more information on the game itself, please see the original Japanese release entry; "X-Men - Children of the Atom [Model T-1203G]".

- TECHNICAL -

Game ID: T-8108H

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60478&o=2

$end


$info=xmcotah,xmcotahr1,
$bio

X-Men - Children of the Atom (c) 1994 Capcom Company, Limited.

South American release. Game developed in Japan. For more information about the game itself, please see the original Japanese version entry; "X-Men - Children of the Atom [Green Board]".

- TECHNICAL -

Runs on the "CP System II" hardware.
Orange Board [South America]

- UPDATES -

Orange Board revisions : 

REVISION 1: 
* Build date: 950105

REVISION 2: 
* Build date: 950331

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69682&o=2

$end


$info=xmcotajr,
$bio

X-Men - Children of the Atom (c) 1994 Capcom Company, Limited.

Japanese special 'Rent' version. For more information about the game itself, please see the first public release entry; "X-Men - Children of the Atom [Green Board]".

- TECHNICAL -

Runs on the "CP System II" hardware.
Yellow Board [Rent version]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69684&o=2

$end


$gamegear=xmengl,xmenglp2,xmenglp1,xmenglp3,
$bio

X-Men - Gamemaster's Legacy (c) 1994 Sega Enterprises, Limited.

- TECHNICAL -

[Model 2531]

- TIPS AND TRICKS -

* Infinite flight: Using Rogue, Tempest or Jean Grey, active the mutant power to fly. While flying, punch the air and deactivate the mutant power before the punch returns. If you did it correctly, your mutant power will be deactivated, but your character will continue flying in the air.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65015&o=2

$end


$sms=xmenmojo,
$bio

X-Men - Mojo World (c) 1996 Tec Toy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56289&o=2

$end


$gamegear=xmenmojo,xmenmojop7,xmenmojop6,xmenmojop5,xmenmojop4,xmenmojop3,xmenmojop2,xmenmojop1,
$bio

X-Men - Mojo World (c) 1996 Sega Enterprises, Limited.

- TIPS AND TRICKS -

* Infinite flight: Using Rogue, active the mutant power to fly. While flying, punch the air and deactivate the mutant power before the punch returns. If you did it correctly, your mutant power will be deactivated, but your character will continue flying in the air.

- STAFF -

Producer: Jerry Markota
Programming: Paul Hutchinson
Product Manager: Eric Dunstan
Product Specialist: Clint Dyer
Art: Kim Biscoe, Paul Hutchinson
Music: Paul Hutchinson
Sound: Paul Hutchinson
Design: Jerry Markota, Paul Hutchinson
Story: Jerry Markota
Manual Copy/Design: Curtis Clarkson, Genevieve Astrelli

Special thanks To: Dana Morsehead, Brenda Akins
And Also To: Dan Chang (of Echidna for LZDC and tUME)

Lead Tester: Abraham Navarro (Abe Navarro)
Asst. Lead Testers: Amy Albertson, Brian Thoroman, Len Jung
Testers: Lorne Asuncion, Stephen Bourdet (Steve Bourdet), Rick Greer, David Wood (Dave Wood), John Dejano, Rob Prideaux, Matt Lucich, Ian McGuiness, Arnold Feener, Jeremy Wheat, Arnold Galano, Alan Arrivas, Jason Torres

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65017&o=2

$end


$gbcolor=xmenma,
$bio

X-Men - Mutant Academy [Model CGB-BXAE-USA] (c) 2000 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69131&o=2

$end


$gbcolor=xmenmaj,
$bio

X-Men - Mutant Academy [Model CGB-BXAJ-JPN] (c) 2001 Success

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69133&o=2

$end


$snes=xmen,xmenu,
$bio

X-Men - Mutant Apocalypse (c) 1994 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64050&o=2

$end


$snes=xmenj,
$bio

X-Men - Mutant Apocalypse (c) 1995 Capcom Company, Limited.

- TECHNICAL -

Model SHVC-AXMJ-JPN

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62632&o=2

$end


$gbcolor=xmenmw,
$bio

X-Men - Mutant Wars [Model CGB-BXME-USA] (c) 2000 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69134&o=2

$end


$gba=xmenrapc,
$bio

X-Men - Reign of Apocalypse (c) 2001 Activision, Inc.

Activision delivers classic arcade action in its latest trip to the X-Men universe. Half button-mashing brawler and half tournament fighter, Reign of Apocalypse gives Marvel's mutants ample opportunity to do what they do best: wreak havoc on bad guys.

In the Story Mode, players can guide either Wolverine, Cyclops, Storm or Rogue through a side-scrolling brawl-fest. In all, 16 X-Men all-stars can be unlocked by progressing through the game. With the help of the Game Boy Advance Game Link Cable, two friends can go head-to-head in the Versus Mode or work together to overthrow Apocalypse in the Cooperative Mode.

Punch-and-run action can become a bit repetitive at times, but the two-player features are a really nice addition to the game. Backed by GBA's detailed graphics and a techno-beat soundtrack, X-Men: Reign of the Apocalypse makes an admirable addition to the library of any mutant-friendly gamer.

- TECHNICAL -

Box ID: AGB P AXME
Cartridge ID: AGB-AXME-USA

- TRIVIA -

Released on September 26, 2001 in USA.

Export releases:
[EU] "X-Men - Reign of Apocalypse [Model AGB-AXMP-EUR]"

- STAFF -

Developed by: DIGITAL ECLIPSE
Lead Programer: Darryl Starr
Assistant Programer: Bryan Sawler
Tools Programer: Tim Glasser
Additional Programming: Cathryn Mataga
Art Lead: Dean Lee
Artists: Arvin Bautista, Ronnie Fike, Kevin James, Antony Mazzotta, Tynan Wales
Additional Art: Simon Butler, Seth Forester, Amy Nuara
Producer: Michael Bilodeau
Production: Lars Bakken, William S. Schmitt
Sound: Robert Baffy
Music: Robert Baffy
Various Guitar Loops & Licks:  Buckethead
Creative Director: Michael Mika Sr.
Art Director: Boyd Burggrabe
Senior Producer: Renée Johnson
Executive Producers: Andrew Ayre, Jeff Vavasour
Special Thanks to: Jason Cirillo

Producer: Brian Clarke
Production Coordinators: Blaine Christine, Peter Muravez
Contributing Writer: Todd Quincey Jefferson
Executive Producer: Chris Archer
VP, North American Studios: Murali Tegulapalle
Exec. VP Worldwide Studios: Lawrence Goldberg
Global Brand Manager: John Heinecke
Marketing Associate: Matthew Geyer
VP, Global Brand Management: Tricia Bertero
Public Relations: Lisa Fields
QA Project Lead: Alex Coleman
QA Senior Lead: Benjamin DeGuzman
QA Console Manager: Joseph Favazza
QA Database Manager: Eric Rodriguez
Testers: Kyle Carey, Adam Conode, Kurt Gutierrez, Michael Lashever, Ian M. Moreno, Garrett Akira Oshiro, Jason Potter, Jairo Silva
QA Special Thanks: Willie Bolton, Nicholas Favazza, Jeremy Gage, Indra Yee, Tanya Langston, Gail Mante, Sam Nouriani, Chad Siedhoff, Jim Summers, Nadine Theuzillot, Tim Vanlaw, Jason Wong
Customer Support Manager: Bob McPherson
Customer Support Leads: Gary Bolduc, Michael Hill, Rob Lim
Lega: Michael Hand, Robert Pfau
V.P., Creative Services: Denise Walsh
Mgr., Creative Services: Jill Barry
Special Thanks: Gene Bahng, Bryant Bustamante, Eric Caraszi, Melissa Chapman, Jessica H. Christine, Matthew Conte, Jennifer Daniels, Christopher Hepburn, Brian Pass, Nita Patel, Steve Rosenthal, Brian Simkin, Stacy Sooter, Kathy Vrabeck

MARVEL
Special Projects: Micaeh Farah
Legal Affairs: Seth Michael Lehman
Sr. V.P.-Consumer Products, Promotions and Media Sales: Russell Brown
Special Thanks: Bill Jemas

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76315&o=2

$end


$gba=xmenu,
$bio

X-Men - The Official Game [Model AGB-B3XE-USA] (c) 2006 Activision, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76318&o=2

$end


$gba=xmen,
$bio

X-Men - The Official Game [Model AGB-B3XP] (c) 2006 Activision, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76317&o=2

$end


$gbcolor=wolvrageu,
$bio

X-Men - Wolverine's Rage [Model CGB-BWOE-USA] (c) 2001 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69137&o=2

$end


$gbcolor=wolvrage,
$bio

X-Men - Wolverine's Rage [Model CGB-BWOP-EUR] (c) 2001 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69136&o=2

$end


$megadriv=x-men2,xmen2p19,xmen2p18,xmen2p17,xmen2p16,xmen2p15,xmen2p14,xmen2p13,xmen2p12,xmen2p11,xmen2p10,xmen2p09,xmen2p08,xmen2p07,xmen2p06,xmen2p04,xmen2p05,xmen2p03,xmen2p02,xmen2p01,
$bio

X-Men 2 - Clone Wars (c) 1994 Sega Enterprises, Limited.

- TECHNICAL -

Model 1550

- TRIVIA -

Known export releases:
[EU] / [AU] "X-Men 2 - Clone Wars [Model 670-4281-50]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57063&o=2

$end


$gba=xmen2wrf,
$bio

X-Men 2 - La Vengeance de Wolverine (c) 2003 Activision, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76319&o=2

$end


$snes=xmensf,xmensfh,
$bio

X-Men vs. Street Fighter (c) 1996 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62633&o=2

$end


$saturn,sat_cart=xmvssf,
$bio

X-Men vs. Street Fighter (c) 1998 Capcom Company, Limited.

There have been several recent disappearances among Mutants and Street Fighters. Unconfirmed rumors surround these incidents, each claiming to know what's going on. Some sources blame the disappearances on Shadaloo, an underground militant group lead by the insane Lord Vega. Other sources believe that it is a plan by Magneto (the so-called master of Magnetism), to eliminate all those who oppose his goal of destroying all non-mutants. In order to investigate the truth in these matters, Mutant and Street Fighter teams have formed. Even though they are working towards the same goal, dissension in the ranks continues to be a problem and several fights have broken out. After all this fighting, what will be left of the world?

The outcome is in your hands...

- TRIVIA -

Released in November 27, 1997 in Japan only. A perfect translation of the arcade game, it makes use of the 4MB RAM expansion cartridge which came packaged with the game.

- TIPS AND TRICKS -

In the Option menu, you can sharpen the sound effects by highlighting Audio and pressing the R or L buttons.

Clear Arcade Mode on any difficulty, on any number of continues and you can select the same character twice in a team, including new costume colors with HP and HK, and you can not only play with up to 8 stars of Turbo Speed, there are also two slower speeds (shown as diamonds on the Option Mode).

Clear Arcade Mode without allowing any of your characters to be defeated to unlock the Combo Gage option. When set to Full, you will have an infinite Hyper Combo Gauge.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59936&o=2

$end


$info=xmvsf,xmvsfr1,xmvsfu,xmvsfur1,xmvsfu1d,xmvsfur2,
$bio

X-Men vs. Street Fighter (c) 1996 Capcom Company, Limited.

North American & European release. Game developed in Japan. For more information about the game itself, please see the original Japanese version entry; "X-Men vs. Street Fighter [Green Board]".

- TECHNICAL -

Runs on the "CP System II" hardware.
Blue Board [USA & Europe]

- UPDATES -

Blue Board releases : 

REVISION 1:
* Build date: 960910
* US and EUROPE releases
* Version 1

REVISION 2:
* Build date: 961004
* US and EUROPE releases
* Version 2

REVISION 3:
* Build date: 961023
* US release
* Version 3

- PORTS -

* Consoles : 
Sony PlayStation [US] (1998) "X-Men vs. Street Fighter [Model SLUS-00627]" 
Sony PlayStation [EU] (November 1998) "X-Men vs. Street Fighter [Model SLES-01247]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69685&o=2

$end


$saturn,sat_cart=xmvssfdou,
$bio

X-Men vs. Street Fighter [Doukonban] (c) 1997 Capcom Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59935&o=2

$end


$info=xmvsfj,xmvsfjr1,xmvsfjr2,
$bio

X-Men vs. Street Fighter (c) 1996 Capcom Company, Limited.

The first 'Capcom vs.' fighter, featuring 16 classic characters and fast-paced tag action. The mighty Apocalypse is reduced to but a punching bag!

- TECHNICAL -

Runs on the "CP System II" hardware.
Green Board [Japan]

Players: Up to 2.
Control: 8-way joystick per player.
Buttons: 6 per player.
= > [1] LP, [2] MP, [3] HP
= > [4] LK, [5] MK, [6] HK

- TRIVIA -

X-Men vs. Street Fighter was released in September 1996 in Japan. It was known there as the 20th video game released for the CPS2 hardware.

Known export releases:
"X-Men vs. Street Fighter [Blue Board]"
"X-Men vs. Street Fighter [Grey Board]"
"X-Men vs. Street Fighter [Orange Board]"
"X-Men vs. Street Fighter [Pink Board]"

9 characters are coming from Marvel comic books, followed by their first appearance : 
Apocalypse (aka En Sabah Nur) - X-Factor #5 
Cyclops (aka Scott Summers) - X-Men #1 
Gambit (aka Jean-Luc 'Remy' LeBeau) - Uncanny X-Men #266 
Juggernaut (aka Cain Marko) - X-Men #12 
Magneto (aka Erik 'Magnus' Lehnsherr) - X-Men #1 
Rogue - Avengers Annual #10 
Sabretooth (aka Victor Creed) - Iron Fist #14 
Storm (aka Ororo Munroe) - Giant Size X-Men #1 
Wolverine (aka James 'Logan' Howlett) - Incredible Hulk #180 

9 other characters come from several Street Fighter games : 
Akuma ('Gouki' in Japan) - "Super Street Fighter II X - Grand Master Challege" in Japan; "Super Street Fighter II Turbo" in all other regions. 
Cammy - "Super Street Fighter II - The New Challengers" 
Charlie ('Nash' in Japan) - "Street Fighter Alpha - Warriors' Dreams" in the United States, Canada, and Europe; "Street Fighter Zero" in Japan, Southeast Asia, Brazil, and Hispanic regions 
Chun-Li - "Street Fighter II - The World Warrior" 
Dhalsim - "Street Fighter II - The World Warrior" 
Ken Masters - "Street Fighter" 
Major Bison ('Vega' in Japan) - "Street Fighter II - The World Warrior" 
Ryu - "Street Fighter" 
Zangief - "Street Fighter II - The World Warrior" 

In the game, teams are preselected and the player never encounter random teams. Here are the different teams the player will fight against : 
* Cyclops and Ryu 
* Zangief and Juggernaut 
* Storm and Charlie 
* Dhalsim and Sabretooth 
* Rogue and Chun-Li 
* Bison and Magneto 
* Gambit and Ken 
* Wolverine and Cammy 

Akuma is outside the teams as he is an hidden character (see 'Tips and Tricks' section). After defeating six of these teams, the player's team fights Apocalypse himself! In the end, the character who defeated Apocalypse remains under player control and the other one is the ultimate opponent for the one-on-one final battle. 

Blanka (of "Street Fighter II - The World Warrior" fame) can be seen hanging out within the background in the 'Death Valley' stage. 

Clarence E. Leung holds the official record for this game, on level 5-expert setting, with 2098100 points on March 16, 1999. 

Soundtrack releases : 
X-Men vs. Street Fighter [Victor Entertainment - VICL-2176 - November 21, 1996]

- UPDATES -

Akuma is called 'Gouki' in the Japanese versions. Akuma means 'devil'. Gouki means 'powerful oni' (An oni is a Japanese mythological creature, kind of like an ogre or demon). 

US versions have the 'Recycle It, Don't Trash It!' screen. 

Capcom released 3 different revisions of this game in the arcades, and they all have differences: 

Version 1 : 
* Ryu and Akuma can recover from their hop kick in mid-air. 
* Ryu's "Hurricane Super" can push the opposing player down, allowing the player to recover. 

Version 2 : 
* Ryu and Akuma can not recover from their hop kick 
* Sabretooth's jumping Infinite is a little more difficult to time. 
* Dhalsim is no longer able to do a "Yoga Drill" the instant he leaves the floor. He actually has to jump a small distance before the Drill will come out. 
* Ryu's "Hurricane Super" pushes the opposing player up rather than down. 

Version 3 : 
* In this version, Capcom removed all of the Infinites they knew of. And some combos have also been removed. 

In August 1996, a prototype of the game was being tested at several arcades across the countries. One difference in this prototype is that Gambit has a different coat color, and his hair is much lighter. The left sleeve of Gambit's coat is white. This was possibly a graphics problem and was fixed in the final version.

Green Board releases : 

REVISION 1:
* Build date: 960909
* Version 1

REVISION 2:
* Build date: 960910
* Version 1

REVISION 3:
* Build date: 961004
* Version 2

- TIPS AND TRICKS -

* Play as Akuma : At the character select screen, highlight Magneto or Juggernaut or Dhalsim or Bison and press Up.

* Play as Alpha Chun Li : At the character select screen, highlight Chun Li, hold the Start button and press any action button.

* Play as the Same Character : Enter the random selection code and if you can make it stop on the highlighted character, the highlight will remain there, enabling you to select the same character twice. This does some strange things to the life bars, so be careful. It may also screw up the palette for one of the characters on the selection grid, but this will not effect game play.

* Alternate Costume Colors : Highlight a character at the character selection screen then press a Punch button for a darker costume or Kick for a lighter costume.

* Random Fighter : At the character select screen, press and hold left or right for 3 seconds. Note : You can also fight against the same character by getting the random selection to stop on the originally highlighted fighter.

* Continue Attacking : Press Start immediately after winning the match to continue hitting the defeated character.

* Rogue's Additional Winning Pose : After you beat an opponent with Rogue, hold all three punches or kicks before she does her normal win pose (If done correctly, Rogue will turn around and say 'TA-DA!').

* In-game tip messages (These are all the tip messages that randomly appear when the player loses) :

1) HP+HK simultaneously for the Cross-over Attack! You can switch your character at any time!

2) Push LP+MP+HP while guarding for the Advancing Guard. Push the opponent back!

3) When Air Combo starts to move hits the opponent, put the lever Up to chase him and execute a combo!

4) Create a quick combo when fighting in the air! Switch your character when vitality is low!

5) Back, Back/Down, Down, P before landing for the safe fall! Outsmart your opponent!

6) By charging the gauge past level one, you can do a Hyper Combo! Make a comeback!

7) Enter Down, Up or LK+MK+HK for a Super Jump! You can attack indefinitely while doing a Super Jump!

8) Back, Back/Down, Down, HP+HK while guarding for the Counter! Your partner will assist you.

9) When Level 2 or higher, enter Down, Forward/Down, Forward, HP+HK for the cross-over Combination move!

10) Vitality recovers slowly while you're resting. When grabbed, enter Forward MP(HP) immediately!

11) You'll escape from the throw move! Forward, Forward or LP+MP+HP for the forward dash!

12) Get into the striking distance at once! X-MEN VS STREET FIGHTER COMING SOON

- SERIES -

Note: also called the 'Capcom vs.' series.

1. X-Men vs. Street Fighter [Green Board] (1996)
2. Marvel Super Heroes vs. Street Fighter [Green Board] (1997)
3. Marvel vs. Capcom - Clash of Super Heroes [Green Board] (1998)
4. Marvel vs. Capcom 2 - New Age of Heroes (2000)
5. Marvel vs. Capcom 3 (2011)

- STAFF -

Planner : Atsushi Tomita
Assistants : Takayoshi Terada, Moriyoshi Teruya
Programmers : Aoi, Motsu, Giu, Eternal Sailor, Tora&Yume&?&Hide
Character Designer : Akira Yasuda (Akiman)
Title Designer : Shoei
Object Designers : Minobe Hiroaki!, Rie Satou, Masanori Kondo, Kanako Takami, Miwaringo, Yosinori Yamamoto, Tateishi Masayo, Toshihiro Suzuki, Sagata, Satoru Yamashita, Ino, R. Naoi, Kako, Narancha, Shin, Ikusan Z (Ikusan), Kurose, G. Kamina, Kohichi Kikutani, Tomohiko Ohsumi
Scroll Designers : Chika Iwai (Iwai), Taka, Kisabon, May, Hisashi Sawada, Inoyan, Shinnosuke, Yoichi Tanoue, Hooly (Fukahori), Naobei, Yoko Fukumoto, Ziggy, Konomi, Isukesani (as 'Isukesani20%'), Manga-Chop
Music Composer & Arranges : Yuki Iwai, Yuko K. Takehara (Yuko Kadota)
Sound & Voice Designers : Hiroaki Kondo (X68K), Takeshi Kitamura (Moe. T)
Producer : Tetsuya Iijima
General Producer : Noritaka Funamizu (Poo)

* Voice Actors :
Cyclops : Norman Spencer
Wolverine : Cathal J. Dodd
Storm : Catherine Disher
Rogue : Lenore Zann
Gambit : Tony Daniels
Sabretooth : Don Francks
Juggernaut : Rick Bennett
Magneto, Apocalypse, Announcer : Lorne Kennedy
Ryu : Katashi Ishizuka
Cammy : Susan Hart
Ken Masters : Tetsuya Iwanaga
Chun-Li : Yuko Miyamura
Charlie : Toshiyuki Morikawa
Dhalsim : Yoshiharu Yamada
Zangief : Wataru Takagi
M. Bison, Akuma : Tomomichi Nishimura

Special Thanks To : Sakomizu, Adviser Akitomo, Takuya Shiraiwa, Erik Suzuki, Kinu Nishimura, Jesus Rodriguez Bueno, Harumi Yamashita, Dana Moreshead, Alison Stroll, Rita Rokos, Darryl Williams, Marcello Fortino, David Alex Stinson, Joseph Calamari, Satoshi Ise

- PORTS -

* Consoles : 
Sega Saturn [JP] (November 27, 1997) "X-Men vs. Street Fighter [4MRAM Doukori Ban] [Model T-1226G]" 
Sony PlayStation [JP] (February 26, 1998) "X-Men vs. Street Fighter EX Edition [Model SLPS-01284]" 
Sega Saturn [JP] (April 16, 1998) "X-Men vs. Street Fighter [Model T-1227G]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3212&o=2

$end


$info=xmvsfa,xmvsfar1,xmvsfar2,xmvsfar3,
$bio

X-Men vs. Street Fighter (c) 1996 Capcom Company, Limited.

Asian release. Game developed in Japan. For more information about the game itself, please see the original Japanese version entry; "X-Men vs. Street Fighter [Green Board]".

- TECHNICAL -

Runs on the "CP System II" hardware.
Grey Board [Asia]

- UPDATES -

Grey Board revisions : 

REVISION 1:
* Build date: 960910
* Version 1

REVISION 2:
* Build date: 960919
* Version 1

REVISION 3:
* Build date: 961004
* Version 2

REVISION 4:
* Build date: 961023
* Version 3

- PORTS -

* Computers : 
PC [MS Windows, CD-ROM] [KO] (2002)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69686&o=2

$end


$info=xmvsfh,
$bio

X-Men vs. Street Fighter (c) 1996 Capcom Company, Limited.

South American release. Game developed in Japan. For more information about the game itself, please see the original Japanese version entry; "X-Men vs. Street Fighter [Green Board]".

- TECHNICAL -

Runs on the "CP System II" hardware.
Orange Board [South America]

- UPDATES -

Orange Board release:

REVISION 1:
* Build date: 961004
* Version 2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69687&o=2

$end


$info=xmvsfb,
$bio

X-Men vs. Street Fighter (c) 1996 Capcom Company, Limited.

Brazilian release. Game developed in Japan. For more information about the game itself, please see the original Japanese version entry; "X-Men vs. Street Fighter [Green Board]".

- TECHNICAL -

Runs on the "CP System II" hardware.
Pink Board [Brazil]

- UPDATES -

Pink Board revision:

REVISION 1:
* Build date: 961023
* Version 3

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=71696&o=2

$end


$info=xmen2pj,xmen2pa,xmen2pe,xmen2pu,
$bio

X-Men (c) 1992 Konami.

For more information about the game itself, please see the 4-Player model entry; "X-Men [4-Player model]".

- TECHNICAL -

[2-Player model]

- TRIVIA -

Michael Jackson used to own this game (Serial number: 1099L). It was sold at the official Michael Jackson Auction on April 24, 2009.

- UPDATES -

Differences between the 2-Player Japanese and US versions :
* The introduction cut-scene and some of the other animated cut-scenes contain Japanese subtitles.
* During game-play some sentinels appear with a white and pink coloring, if you defeat them, you can pick up either an energy power-up or a mutant power-up ball.
* Whenever you use a mutant power attack, you'll use up a power ball before losing energy for using another attack. in the US version however, you lose energy first, then you'll be able to use a power ball.
* Stages 1 and 4 start a little bit ahead of the US versions.
* The robot pterodactyl that is a mid-boss in stage 4 appears a lot earlier in the Japanese version.
* The US versions have the 'Winners Don't Use Drugs' screen.

Due to certain issues, both the 2-player and 4-player cabinets, a rare occurrence, had character selecting, while the 6-player cabinets forced the selections.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=20042&o=2

$end


$info=xmen,xmenj,xmene,xmena,xmenaa,
$bio

X-Men (c) 1992 Konami.

X-Men is a side-scrolling beat-em-up for up to four players. The X-Men's mission is to find and rescue Professor X, who has been captured by evil mutants and is now being held prisoner by Magneto.

Each X-Man character has an 'Attack', 'Jump' and 'Mutant Power' button. The mutant power attack is a powerful special move unique to each X-Man. While it inflicts a lot of damage on the enemies, the trade-off is that each usage removes 3 bars from the players health meter (a full meter has 10 bars). Each level ends with a face-off against a powerful mutant boss character.

The game has six stages, with the final one set on 'Asteroid M', Magneto's base. The defeated mutant bosses from the previous levels each make an appearance (albeit in a less powerful form) before the final encounter with Magneto himself.

Players can chose from 6 X-Men characters, they are:
Cyclops 
Colossus 
Wolverine 
Storm 
Nightcrawler 
Dazzler

- TECHNICAL -

Game ID : GX065

[4-Player model]

Main CPU : Motorola 68000
Sound CPU : Zilog Z80
Sound Chips : Yamaha YM2151, K054539

Players : 4
Control : 8-Way Joystick
Buttons : 3
=> Attack, Jump, Mutant Power Attack

- TRIVIA -

X-Men was released in April 1992. 

X-Men is based upon the comic book series of the same name (most of the game's plot is loosely based on the 1989 X-Men cartoon called 'Pryde Of The X-Men'). Here are the debut comics for all Marvel characters from this game including non-playable characters : 
Cyclops (aka Scott Summers) - X-Men #1 
Colossus (aka Piotr Nikolaievitch Rasputin) - Giant-Size X-Men #1 
Wolverine (aka James 'Logan' Howlett) - Incredible Hulk #180 
Storm (aka Ororo Munroe) - Giant Size X-Men #1 
Nightcrawler (aka Kurt Wagner) - Giant Size X-Men #1 
Dazzler (aka Alison Blaire) - X-Men #130 
Professor X (aka Charles Francis Xavier) - X-Men #1 
Shadowcat (aka Katherine 'Kitty' Pryde) - X-Men #129 
The Sentinels - X-Men #14 
Bonebreaker - Uncanny X-Men #229 
Pyro (aka St. John Allerdyce - Level 1 boss) - Uncanny X-Men 141 
The Blob (aka Fred J. Dukes - Level 2 boss) - X-Men #3 
Wendigo (Level 3 boss) - Incredible Hulk #162 
Master Mold (Level 4 boss) - X-Men #15 
The White Queen (aka Emma Grace Frost - Level 5 Mid-Boss) - Uncanny X-Men #129 
Juggernaut (aka Cain Marko - Level 5 boss) - X-Men #12 
Mystique (aka Raven Darkholme - Level 7 boss) - Ms. Marvel #16 
Magneto (aka Erik 'Magnus' Lehnsherr - Final boss) - X-Men #1 

In Nightcrawler's ranking screen, his name is misspelled as 'Nightcrowler'. 

Although "Final Fight" set the standard for scrolling fighters. Konami's X-Men created several innovations for the genre, including the ability to hit fallen opponents to prevent them from getting back up, as well as a character-specialized 'mutant power', which could clear the screen of enemies, but also reduced the player's health. The game is fondly remembered by those who played it for its fun, addicting game-play and colorful graphics. However, it is also sometimes criticized for its wooden voice acting and often ungrammatical script ('I am Magneto, Master of Magnet'). 

Bill Toups holds the official official record for this game with 830 points on June 11, 2004. 

King Records released a limited-edition soundtrack album for this game (Konami All Stars 1993 - KICA-9016, 9018) on December 21, 1992. 

A X-Men unit appears in the 1998 movie 'The Replacement Killers'.

- UPDATES -

Due to certain issues, both the 2-player and 4-player cabinets, a rare occurrence, had character selecting, while the 6-player cabinets forced the selections.

- STAFF -

Chief Producer and Director : Lee
Visual Designers : K. Hattori, Captain Oe
Design Works : Y. Asano, Mitsuhiro Nomi
Hardware Designers : H. Matsuura, S. Yasuda
Cabinet Designer : Rasher Y. Tamura
Sound Producer and Composer : Seiichi Fukami (S. Fukami)
Music Co-Producer and Composer : Yuji Takenouchi (Y. Technouchi)
Guest Composer : Junya Nakano (J. Nakano)
Support Composer : A. Hashimoto

Special Thanks : Y. Hatano
Young Man : H. Ohyama

- PORTS -

* Consoles : 
Sony PlayStation 3 [PSN] [US] (December 14, 2010) [Model NPUB-30320] 
Sony PlayStation 3 [PSN] [EU] (February 2, 2011) 
Microsoft XBOX 360 [XBLA] [US] [EU] [JP] (December 15, 2010)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3210&o=2

$end


$info=xmen6p,xmen6pu,
$bio

X-Men (c) 1992 Konami.

For more information about the game itself, please see the 4-Player model entry; "X-Men [4-Player model]".

- TECHNICAL -

[6-Player model]

- TRIVIA -

A handy thing about this 6-player version is a longer screen ratio. This is handy for the fact that there is more physical screen space for the play-field, making some fights easier, since you are not trying to see enemies off-screen so often, and allowing Konami to do the correct feel for the cut-scenes, since they didn't have to 'chop' the sides off the animated parts.

Due to certain issues, both the 2-player and 4-player cabinets, a rare occurrence, had character selecting, while this 6-player cabinet forced the selections.

Michael Jackson used to own this game (6-Player model, serial number: 10292UPC). It was sold at the official Michael Jackson Auction on April 24, 2009.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=20043&o=2

$end


$gamegear=xmen,
$bio

X-Men (c) 1994 Sega Enterprises, Limited.

- TECHNICAL -

[Model 2505]

- TIPS AND TRICKS -

* Infinite flight: Using Rogue or Tempest, active the mutant power to fly. While flying, punch the air and deactivate the mutant power before the punch returns. If you did it correctly, your mutant power will be deactivated, but your character will continue flying in the air.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65014&o=2

$end


$info=xmultipl,xmultiplm72,
$bio

X-Multiply (c) 1989 Irem Corp.

The game centers around an unusual alien invasion against a colony planet in the year 2249—the aliens themselves are microscopic creatures that invade, infect, and kill the colonists. Scientists have deployed the microscopic fighter X-002 into the body of the hapless woman whose body has been invaded by the alien queen.

The game itself is a side-scroller like R-Type, albeit with a short vertical-scrolling area towards the end of the sixth level. Instead of the Force pod, however, the main power-up apparatus takes the form of two flexible tentacles. The tentacles are invulnerable to all enemy attacks, and can be positioned with careful maneuvering of the X-002.

- TECHNICAL -

Irem M-72 system hardware

Main CPU : V30 (@ 8 Mhz)
Sound CPU : Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), DAC

Players : 2
Control : 8-way joystick
Buttons : 4

- TRIVIA -

X-Multiply was released in September 1989.

Pony Canyon / Scitron released a limited-edition soundtrack album for this game (R*Type II : G.S.M. Irem 2 - PCCB-00017) on January 21, 1990.

- TIPS AND TRICKS -

1) Turn DIP 2-7 ON.
2) Reset the game with holding Player 1-Button 2.
3) You will be able to start a game with invincibility.

- PORTS -

* Consoles :
Sega Saturn [JP] (August 20, 1998) "Image Fight & X Multiply [Model T-26110G]" 
Sony PlayStation [JP] (March 19, 1998) "Image Fight & X-Multiply [Model SLPS-01267]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3213&o=2

$end


$msx2_flop=xna,xnaa,
$bio

X-Na (c) 1991 Fairytale [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102144&o=2

$end


$amigaocs_flop=xout,
$bio

X-Out (c) 1990 Rainbow Arts

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75580&o=2

$end


$cpc_cass=xout,
$bio

X-Out (c) 1990 Rainbow Arts

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100144&o=2

$end


$amigaocs_flop=xouta,
$bio

X-Out [Budget] (c) 1990 Kixx

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75581&o=2

$end


$megadriv=xpertsp,
$bio

X-perts (c) 1996 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57064&o=2

$end


$megadriv=xperts,
$bio

X-perts (c) 1996 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57544&o=2

$end


$nes=xplan,
$bio

X-Plan (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84186&o=2

$end


$info=xplan,
$bio

X-Plan (c) 2006 Subsino.

A video poker game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=12262&o=2

$end


$psx=xracingj,
$bio

X-Racing [Model SLPS-01063] (c) 1998 Nichibutsu [Nihon Bussan Co., Ltd.] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85864&o=2

$end


$gba=xtermntr,
$bio

X-Terminator Advance (c) 200? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76320&o=2

$end


$snes=xterm,
$bio

X-Terminator [Model F-002] (c) 1993 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64051&o=2

$end


$info=xtom3d,
$bio

X-Tom 3D (c) 1999 Game Vision.

- TRIVIA -

This arcade version is a port of the earlier Windows PC game.

- STAFF -

Developed by Jamie System Development Co., Ltd., a Korean PC video game developer.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=31746&o=2

$end


$info=ep_xtra,ep_xtraa,
$bio

X-tra X-tra (c) 199? Maygay.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=40922&o=2

$end


$info=xtrain,
$bio

X-Train (c) 1999 Subsino.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=12248&o=2

$end


$info=m4xtrm,m4xtrm__a,m4xtrm__b,
$bio

X-Treme (c) 1998 BWB.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15167&o=2

$end


$x68k_flop=xtype,
$bio

X-Type (c) 1990 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88752&o=2

$end


$nes=xwar,
$bio

X-War (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84187&o=2

$end


$psx=x2noreli,
$bio

X2 - No Relief [Model SLPS-00766] (c) 1997 Capcom Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85865&o=2

$end


$gba=xmen2wr,
$bio

X2 - Wolverine's Revenge [Model AGB-AWVE-USA] (c) 2003 Activision, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76321&o=2

$end


$info=x2222,x2222o,
$bio

X2222 (c) 2000 Oriental Soft Japan.

A Striker style game.

- TRIVIA -

This game was shown at AOU Show 2000.

- STAFF -

Main program: Jang Se Yong (MANToMAN@hitel.net)
Sub Program: Myung Book Il (NGCBBS@hitel.net), Sung Jung Woo, Kim Yang Joon

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=24249&o=2

$end


$x68k_flop=x68kcoll,
$bio

X68K Collection (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88753&o=2

$end


$x68k_flop=x68kace,
$bio

X68K Collection Ace (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88754&o=2

$end


$x68k_flop=x68kdev,
$bio

X68K Develop (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88755&o=2

$end


$x68k_flop=x68klibc,
$bio

X68K LIBC (c) 1993 Project LIBC Group

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88216&o=2

$end


$x68k_flop=x68ktex,
$bio

X68K TeX (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88756&o=2

$end


$pc8801_flop=xna,
$bio

X・na (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93294&o=2

$end


$pc98=xna,
$bio

X・na (c) 1990 Fairytale [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91110&o=2

$end


$x68k_flop=xna,
$bio

X・na (c) 1991 Ides [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88221&o=2

$end


$x68k_flop=xadlak,xadlako,
$bio

Xadlak (c) 1993 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88757&o=2

$end


$bbca_cass,bbcb_cass=xadomy,
$bio

Xadomy (c) 1984 Brassington

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52680&o=2

$end


$info=xsleenaj,xsleenab,xsleenaba,
$bio

Xain'd Sleena (c) 1986 Technos Japan Corp.

- TECHNICAL -

Main CPU : (2x) M6809 (@ 1.5 Mhz)
Sound CPU : Motorola M6809 (@ 1.5 Mhz)
Sound Chips : (2x) Yamaha YM2203 (@ 3 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2 (FIRE, JUMP)

- TRIVIA -

Xain'd Sleena was released in September 1986 in Japan.

Technos produced the original that spawned two other versions : "Solar-Warrior" by Memetron in the US, and "Soldier of Light" by Taito in the UK -- both 1987. Soldier of Light was the name on the UK cabinet, but the game showed Xain'd Sleena on the screen with the Taito logo instead of Technos.

- PORTS -

* Computers :
Sinclair ZX Spectrum (1988) "Soldier of Light"
Amstrad CPC (1988) "Soldier of Light"
Commodore C64 (1988) "Soldier of Light"
Commodore Amiga (1988) "Soldier of Light"
Atari ST (1988) "Soldier of Light"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3214&o=2

$end


$info=xsleena,
$bio

Xain'd Sleena (c) 1986 Taito Corp.

Export release. Game developed in Japan. Please see the original Japanese release entry for more information about the game itself.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101422&o=2

$end


$pc8801_flop=xak,
$bio

Xak (c) 1989 Micro Cabin Co. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93286&o=2

$end


$x68k_flop=xak,
$bio

Xak (c) 1990 Micro Cabin Co. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88218&o=2

$end


$pc8801_flop=xakgazel,
$bio

Xak - Gazel no Tou (c) 1991 Micro Cabin Co. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93287&o=2

$end


$pc98=xak,
$bio

Xak - The Art of Visual Stage (c) 1989 Micro Cabin Co. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91099&o=2

$end


$msx2_flop=xak,xakb,xaka,
$bio

Xak - The Art of Visual Stage (c) 1989 Micro Cabin Co. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102147&o=2

$end


$snes=xak,
$bio

Xak - The Art of Visual Stage [Model SHVC-XK] (c) 1993 Sunsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62634&o=2

$end


$pc98=xaktg,
$bio

Xak - The Tower of Gazzel (c) 1991 Micro Cabin Co. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91100&o=2

$end


$pcecd=xak12,
$bio

Xak I II (c) 1992 Telenet [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58467&o=2

$end


$pc8801_flop=xak2,xak2a,
$bio

Xak II (c) 1990 Micro Cabin Co. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93288&o=2

$end


$msx2_flop=xak2,xak2b,xak2c,xak2a,
$bio

Xak II (c) 1990 Micro Cabin Co. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102148&o=2

$end


$pc98=xak2,
$bio

Xak II - Rising of The Redmoon (c) 1990 Micro Cabin Co. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91101&o=2

$end


$pc98=xak3,
$bio

Xak III - The Eternal Recurrence (c) 1993 Micro Cabin Co. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91102&o=2

$end


$pcecd=xak3,
$bio

Xak III - The Eternal Recurrence (c) 1994 NEC Home Electronics, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58468&o=2

$end


$msx2_flop=xak3,xak3a,
$bio

Xak III - The Tower of Gazzel (c) 1991 Micro Cabin Co. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102149&o=2

$end


$pc98=xalx,
$bio

Xalx no Monshou (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91103&o=2

$end


$x1_flop=xanadu,
$bio

Xanadu (c) 1985 Nihon Falcom [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86181&o=2

$end


$pc8801_flop=xanadu,xanaduc,xanadua,xanadub,xanadud,xanadumk,xanadumka,
$bio

Xanadu (c) 1985 Nihon Falcom [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93289&o=2

$end


$pc98=xanadu,
$bio

Xanadu (c) 1986 Nihon Falcom [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91104&o=2

$end


$fm7_disk=xanadu,
$bio

Xanadu (c) 1986 Nihon Falcom [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93678&o=2

$end


$msx2_flop=xanadu,xanadua,
$bio

Xanadu (c) 1987 Falcom

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102150&o=2

$end


$x68k_flop=xanadu,
$bio

Xanadu (c) 1994 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88758&o=2

$end


$msx1_cart=xanadu,
$bio

Xanadu - Dragon Slayer II (c) 1987 Nihon Falcom

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52731&o=2

$end


$msx1_cart=xanaduk,
$bio

Xanadu - Dragon Slayer II (c) 1987 Zemina [Korea]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77588&o=2

$end


$bbca_cass,bbcb_cass=xanadu,
$bio

Xanadu Adventure (c) 19?? Hopesoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52681&o=2

$end


$bbca_cass,bbcb_cass=xanaduco,
$bio

Xanadu Cottage (c) 1984 Alligata

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52682&o=2

$end


$x1_flop=xanadu2,
$bio

Xanadu Scenario II - The Resurrection of Dragon (c) 1986 Nihon Falcom [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86182&o=2

$end


$pc98=xanadu2,
$bio

Xanadu Scenario II - The Resurrection of Dragon (c) 1986 Nihon Falcom [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91105&o=2

$end


$pc8801_flop=xanadu2,xanadu2h,
$bio

Xanadu Scenario II - The Resurrection of Dragon (c) 1986 Nihon Falcom [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93290&o=2

$end


$fm7_disk=xanadu2,xanadu2a,
$bio

Xanadu Scenario II - The Resurrection of Dragon (c) 1986 Nihon Falcom [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93679&o=2

$end


$bbca_cass,bbcb_cass=xanagram,
$bio

Xanagrams (c) 19?? Postern

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52683&o=2

$end


$cpc_cass=xanagram,
$bio

Xanagrams [Model SOFT 133] (c) 1984 Amsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100147&o=2

$end


$snes=xandra,
$bio

???????? ??????????? (c) 1992 Namco, Limited.
(Sandora no Daibouken - Valkyrie to no Deai)

Sandora no Daibouken is a side-scrolling action game by Namco. Anyone already familiar with Namco's Valkyrie series will instantly recognize the cute and green character featured in the game - he is Sandora, Valkyrie's loyal friend. The game actually chronologically takes place right before Valkyrie no B?ken and starts in Sandland, Sandora's home village. Everything was peaceful and quiet until the day when a nearby volcano erupted. A rain of ashes covered the village and turned its inhabitants into stone statues. Then a deadly plague started to spread and affected Sandora's baby son. All of this was in reality the result of a curse laid by the evil sorcerer Zouna and Sandora embarks on a long journey to find a cure to save his son and the village. Our hero comes equipped with a large pitchfork that he can use to defeat Zouna's minions. Another special fighting technique allows him to charge-up his fist in the air and to fly across the screen, slashing anything on his way. He can also use three kind of jumps : regular jump, super jump (needs to be charged up for a few seconds) and a fast forward jump (triggered by pressing jump twice very quickly). However, Sandora must not overuse these jumps or he will get dizzy and thus become extremely vulnerable to enemy attacks. A password system allows the player to save his progress.

- TECHNICAL -

Cartridge ID: SHVC-SH

- TRIVIA -

Released on July 23, 1992 in Japan for 8300 Yen.

Export releases:
[US] "Whirlo [Model SNSP-SH]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62635&o=2

$end


$pc98=xantgens,
$bio

Xantgenos (c) 1991 Heart Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91106&o=2

$end


$snes=xardion,
$bio

Xardion (c) 1992 Asmik

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64052&o=2

$end


$a5200=xari,
$bio

Xari Arena (c) 1983 Atari, Incorporated.

- TRIVIA -

Unreleased prototype.

- STAFF -

Programmer: John Seghers

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50108&o=2

$end


$cpc_cass=xarq,
$bio

Xarq (c) 1986 Electric Dreams Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100148&o=2

$end


$x68k_flop=xbas2c,
$bio

XBAS To C Checker Pro-68K (c) 1990 Sharp [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88217&o=2

$end


$nes=xbk,
$bio

XBK Chinese Study Cartridge (c) 19?? Unknown [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77019&o=2

$end


$info=xbox,
$bio

Xbox (c) 2001 Microsoft.

The Xbox is a home video game console and was the first installment in the Xbox series of consoles manufactured by Microsoft.

- TRIVIA -

In 1998, four engineers from Microsoft's Direct-X team, Kevin Bachus, Seamus Blackley, Ted Hase and Direct-X team leader Otto Berkes, disassembled some Dell laptop computers to construct a prototype Microsoft Windows-based video game console. The team hoped to create a console to compete with Sony's upcoming PlayStation 2, which was luring game developers away from the Windows platform. The team approached Ed Fries, the leader of Microsoft's game publishing business at the time, and pitched their 'Direct-X Box' console based on the Direct-X graphics technology developed by Berkes' team. Fries decided to support the team's idea of creating a Windows DirectX based console.

During development, the original Direct-X box name was shortened to Xbox. Microsoft's marketing department did not like the Xbox name, and suggested many alternatives. During focus testing, the Xbox name was left on the list of possible names to demonstrate how unpopular the Xbox name would be with consumers. However, consumer testing revealed that Xbox was preferred by far over the other suggested names and "Xbox" became the official name of the product.

It was Microsoft's first video game console after collaborating with Sega to port Windows CE to the Dreamcast console. Microsoft repeatedly delayed the console, which was first mentioned publicly in late 1999 during interviews with Microsoft's then-CEO Bill Gates. Gates stated that "we want Xbox to be the platform of choice for the best and most creative game developers in the world."

The Xbox was officially announced at the Game Developers Conference on March 10, 2000. Audiences were impressed by the console's technology. At the time of Gates' announcement, Sega's Dreamcast sales were diminishing and Sony's PlayStation 2 was just going on sale in Japan. Gates was in talks with Sega's late chairman Isao Okawa about the possibility of Xbox compatibility with Dreamcast games, but negotiations fell apart over whether or not the Dreamcast's SegaNet online service should be implemented.

The Xbox was officially unveiled to the public by Gates and guest professional wrestler The Rock at CES 2001 in Las Vegas on January 3, 2001. Microsoft announced Xbox's release dates and prices at E3 2001 in May. The Xbox was then released on November 15, 2001 in North America.

Due to the immense popularity of gaming consoles in Japan, Microsoft delayed the release of the Xbox in Europe to focus on the Japanese video game market. Although delayed, the European release proved to be more successful than the launch of the Xbox in Japan.

The Xbox was the first video game console to feature a built-in hard disk drive, used primarily for storing game saves and content downloaded from Xbox Live.

The Xbox was the first gaming product to feature Dolby Interactive Content-Encoding Technology, which allows real-time Dolby Digital encoding in game consoles. Previous game consoles could only use Dolby Digital 5.1 during non-interactive 'cut scene' playback.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96220&o=2

$end


$cpc_cass=xcel,
$bio

Xcel [Model IA 0144] (c) 1987 Mastertronic, Ltd. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100150&o=2

$end


$megadriv=xdr,
$bio

XDR - X Dazedly Ray (c) 1990 Unipac

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57065&o=2

$end


$pc98=xediss,
$bio

Xediss (c) 1995 Digital Tricks [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91107&o=2

$end


$n64=xena,xenau,
$bio

Xena - Warrior Princess - The Talisman of Fate (c) 1999 Titus

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58088&o=2

$end


$gbcolor=xena,
$bio

Xena - Warrior Princess [Model CGB-BXWE-USA] (c) 2001 Titus

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69138&o=2

$end


$info=m5xena,
$bio

Xena Warrior Princess (c) 200? BWB.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=41655&o=2

$end


$cpc_cass=xeno,
$bio

Xeno (c) 1986 A&F Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100151&o=2

$end


$apple2gs=xenocide,
$bio

Xenocide (c) 1989 Pangea Software.

- STAFF -

PROGRAMMING: Brian Greenstone
GAME DESIGN: Brian Greenstone, Brian Lent, Dave Triplett
GRAPHICS: Dave Triplett, Brian Greenstone
SOUND: Brian Greenstone
COVER PAINTING: Keith Parkinson

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49752&o=2

$end


$amigaocs_flop=xenomor,xenomorg,
$bio

Xenomorph (c) 1990 Pandora

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75585&o=2

$end


$info=ar_xeon,
$bio

Xenon (c) 1988 Arcadia Systems.

A vertically scrolling shoot-em-up from well-known Commodore Amiga coders, the 'Bitmap Brothers'. Xenon's distinguishing gameplay feature is that the player's craft could be switched between being a land-based tank and an airborne spaceship at the touch of a button.

- TECHNICAL -

Arcadia System hardware

Main CPU : Motorola 68000 (@ 7.15909 Mhz)
Sound Chips : Custom (@ 3.579545 Mhz)

Screen orientation : Horizontal
Video resolution : 671 x 216 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096

Players : 2
Control : 8-way Joystick
Buttons : 2

- TRIVIA -

Xenon was originally called "KellyX" during the development.

This is the first Bitmap Brothers game, a team of programmers which made some of the greatest amiga titles ever.

- SERIES -

1. Xenon (1988)
2. Xenon II (1989, Commodore Amiga)
3. Xenon 2000 - Project PCF (2002, PC [MS Windows])

- PORTS -

* Computers :
Amstrad CPC (1988)
Atari ST (1988)
Commodore Amiga (1988)
PC (1988)
Sinclair ZX Spectrum (1989)
Commodore 64 (1989)
MSX (1989)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3828&o=2

$end


$amigaocs_flop=xenon,
$bio

Xenon (c) 1988 Melbourne House [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75586&o=2

$end


$msx1_cass=xenon,
$bio

Xenon (c) 1988 Dro Soft [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95128&o=2

$end


$cpc_cass=xenon,
$bio

Xenon (c) 1988 Melbourne House [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100154&o=2

$end


$pc98=xenon,
$bio

Xenon - Mugen no Shitai (c) 1994 C's Ware

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91108&o=2

$end


$amigaocs_flop=xenon2,xenon2a,
$bio

Xenon 2 - Megablast (c) 1989 Image Works

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75588&o=2

$end


$sms=xenon2,
$bio

Xenon 2 - Megablast (c) 1991 Image Works.

- TRIVIA -

Reviews:
October 1991 - Joypad N.1 [FR]: 78/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56290&o=2

$end


$sms=xenon2v,
$bio

Xenon 2 - Megablast (c) 1991 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56291&o=2

$end


$pc98=xenon2,
$bio

Xenon 2 - Megablast (c) 1991 Epic/Sony Records [Sony Music Ent., Inc.] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91109&o=2

$end


$megadriv=xenon2,
$bio

Xenon 2 - Megablast (c) 1992 Virgin Games

- STAFF -

Designed by: The Bitmap Brothers
Programmed by: Patricia Curtis, The Assembly Line
Graphics by: Mark Coleman
Music from: Bomb the Bass
Sound programming: John M. Phillips

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57066&o=2

$end


$gameboy=xenon2,
$bio

Xenon 2 - Megablast [Model DMG-X2-USA] (c) 1992 Mindscape, Incorporated. [Northbrook, IL, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67410&o=2

$end


$gameboy=xenon2j,
$bio

Xenon 2 - Megablast [Model DMG-X2A] (c) 1992 PCM Complete

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67413&o=2

$end


$amigaocs_flop=xenon2b,
$bio

Xenon 2 - Megablast [The Power Pack] (c) 1989 Image Works

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75589&o=2

$end


$x68k_flop=xenon2,
$bio

Xenon 2 Megablast (c) 1991 Epic/Sony Records [Sony Music Ent., Inc.] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88219&o=2

$end


$cpc_cass=xenons,
$bio

Xenon [Model 3MH-005] (c) 1988 Dro Soft [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100153&o=2

$end


$info=xenon,xenonf,
$bio

Xenon (c) 1980 Bally.

- TECHNICAL -

[No. 1196]
Bally MPU AS-2518-35 (Sounds Plus + Vocalizer)

Main CPU : M6800 (@ 475 KHz)
Sound CPU : M6802 (@ 895 KHz)
Sound chips : General Instrument AY8910 (@ 895 KHz), HC55516

- TRIVIA -

Released in November 1980. 11,000 units were produced.

The development of the game took 1 year (started in November 1979).

This game was Bally's first talking game, using the AS-2518-56 'Sounds Plus' sound board and the AS-2518-58 'Vocalizer' board instead of the 'Squawk and Talk' system.

Most remembered for its sexy sounding voice, with electronic music composer Suzanne Ciani doing all the voices for this game.

KMIEC appears on the playfield near the right flipper (near the head of a robot). Greg KMIEC is the designer of the game.

- STAFF -

Design : Greg Kmiec
Artwork : Paul Faris
Music and Sounds : Suzanne Ciani

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5402&o=2

$end


$amigaocs_flop=xenona,
$bio

Xenon [Precious Metal] (c) 1988 Melbourne House [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75587&o=2

$end


$amigaocs_flop=xenophob,
$bio

Xenophobe (c) 1989 MicroStyle

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75590&o=2

$end


$cpc_cass=xenophob,xenopaud,
$bio

Xenophobe (c) 1989 Micro Style

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100156&o=2

$end


$xegs=xenophob,
$bio

Xenophobe (c) 2010 Atari Corp. [Sunnyvale, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51258&o=2

$end


$a2600=xenophob,xenophobe,
$bio

Xenophobe (c) 1990 Atari Corporation.

Hostile aliens--Xenophobes--are infesting space stations vital to your planet's security. These aliens threaten to overrun the stations, rendering the space stations useless.

You are part of an elite team which is ready to speed to these endangered space stations. Your mission is clear: destroy the aliens regain control of the space stations, and pick up any valuable hardware you might discover as you sweep the stations for aliens.

The aliens are a swarming band of uglies straight out of your worst nightmare. You'll need to use your talent just to stay alive as you rid each space station of these pests. You don't want to let them catch you. It's them or you.

The message has come. It's up to you and your teammates to cleanse each space station of aliens. Your Mother Ship brings you to the vicinity of each overrun space station. You then enter the space station via a transfer disk, which beams you aboard.

Another member of your elite squad can work stations too, and you may compete for high score, or work on your own to clear the aliens from an infested space station. Just be careful as you enter a space station. The aliens are everywhere!

Xenophobe's split-screen lets two players move independently. You view each player's game action on a separate-half of the screen. The left controller (player 1) corresponds to the top-screen view while the right controller (player 2) corresponds to the bottom. Players alternate their play. Player 1 competes and when done, Player 2 begins playing.

Note: The size of a player's viewing screen is the same whether you are playing a one-player or two-player game.

- TECHNICAL -

Model CX26172

- SCORING -

You receive points for destroying aliens, picking up valuable
hardware during your mission in each spacestation, and for finding and picking up health objects which increase your life.

Killing Aliens:      
Tentacle: 125 points.
Snotterpillar: 100 points.
Rollerbaby: 75 points.
Critter: 50 points.
Pod: 25 points. 

Picking Up Weapons:       
Grenade: 500 points.
Poofer Gun: 400 points.
Lightning Rifle: 300 points.
Laser Pistol: 200 points.
Phaser: 10 points.

Picking Up Valuable Hardware:      
Clipboard: 500 points      
Transmitter: 500 points
Skull: 500 points
Can: 500 points
Knife: 500 points
Rope: 250 points

Health Points:      
Burger: 50 units
Flask: 50 units

- TIPS AND TRICKS -

Your primary mission is to locate and eliminate the aliens as quickly as possible. Don't spend too much time searching for valuable objects.

The aliens are clumsier and easier to kill at the lower levels of a space station. Save your best firepower for the scariest aliens, and remember that your biggest challenges await at the higher levels.

Be ever alert for the aliens' varied means of attack.

Shoot tentacles by jumping and quickly firing.

Use grenades to destroy aliens rolled into balls.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51208&o=2

$end


$a7800=xenophob,xenophobu,
$bio

Xenophobe [Model CX7858] (c) 1987 Atari Corp. [Sunnyvale, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50194&o=2

$end


$nes=xenophob,
$bio

Xenophobe (c) 1988 SUNSOFT.

- TECHNICAL -

Cartridge ID: NES-XE-USA

- TRIVIA -

Xenophobe for NES was released in December 1988 in North America.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55828&o=2

$end


$lynx=xenophob,
$bio

Xenophobe (c) 1990 Atari Corp.

Xenophobe is a frightening game of outer space terror in which one to four players work to rid 23 multi-level space stations of creepy alien Xenos.

A team of space mechanics sent to repair the planets vital space stations sent a frantic signal for help. No one could understand the message. It was thought that they had run out of supplies or air, or maybe that the temperature control systems on the space stations had failed, resulting in intense heat and bonesplitting cold.

Until one day, unexpectedly, one of the maintenance transport craft returned, flown by only one man. He was severely wounded. The tale he told was one of terror. He told of strange creatures that took over the space stations and began to breed. He described strange eggs hatching into pods. The pods turned into skin-sucking critters and ultimately into nasty, spitting snotterpillars. When asked about his companions, he could not answer. His face twisted in terror, he collapsed to the floor. With his last breath, he gasped the word everybody on the planet dreaded - Xenos.

Xenos. The creatures of nightmare. When the planet was first settled, the new colonists were  attacked by those hideous creatures from the outer worlds. Only after suffering heavy casualties were the colonists able to fight off the Xenos. Since then, frequent attacks had caused the people of the planet to protect themselves by developing a complex system of space stations to warn of Xeno attacks.

But now Xenos have overrun the space stations and the planet is in grave danger. The Xenos could use the artificial climate of the stations to become used to the planets atmosphere and temperatures. If the Xenos could successfully adapt for permanent life on the planet, then humankind is in jeopardy. It happened on the old world, Earth. Now it could happen on the new world.

An understaffed and ill-equipped group of space gladiators has been dispatched to exterminate the wicked menace. But even if they manage to locate and use the artillery scattered throughout the space stations, they may not be able to withstand the terror of what they are about to see. The people of the planet may have waited too long. It may be too late.

- TECHNICAL -

Cartridge ID: PA2026

- TRIVIA -

Reviews:
1990 - Consoles + HS N.2 [FR]: 81/100

- SCORING -

KILLING ALIENS 
Festor: 250 points
Snotterpillar: 150 points
Tentacle: 100 points
Rollerbaby: 100 points
Critter: 75 points
Pod: 25 points

PICKING UP HARDWARE 
Bomb: 100 points
Money: 90 points
Comlink: 90 points
Disk: 90 points
Secret Paper: 90 points
Tools: 90 points
Bottle: 80 points
Knife: 80 Points
Bones: 40 points
Rope: 40 Points
Lab Device: 30 or 90 Points
Fluid: 30 Points
Vitamins: 30 points

HEALTH POINTS 
Fluid: 48 health points
Pail: 48 health points
Vitamins: 48 health points

CLEARING A STATION 
Station Overrun: 0 point
Self-Destruct: 100 points/Xeno
Base Cleared: 300 points/xeno and 200 health Points

- TIPS AND TRICKS -

Your primary goal is to destroy xenos as quickly as possible and secure the base.

Save your bombs for Snotterpillar bunches.

In a multiplayer game, split up to cover all rooms more quickly. Work together on particularly nasty rooms.

Save yourself by using self-destruct codes on the more difficult space stations. Use these codes only as a last resort - each station is an important piece of the planet's defense chain.

Master you bomb-throwing technique. Bombs are highly effective. Watch out for friends; they are not immune to your bombs.

Jetpacks are very effective against Festors.

- STAFF -

Programmer: Gil Colgate

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58873&o=2

$end


$info=xenophob,
$bio

Xenophobe (c) 1987 Bally Midway.

A horizontal monitor is split into three sections, one for each of up to three people. Players wander around a space station shooting as many Ridley-Scott-esque aliens as they can before health or time runs out- then it's off to the next space station. There are multiple weapon types, including a duck gun!

- TECHNICAL -

Bally Midway MCR 68k hardware
[No. 0E85]

Main CPU : Motorola 68000 (@ 7.7238 Mhz)
Sound CPU : Motorola 68000 (@ 8 Mhz)
Sound Chips : DAC

Players : 3
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Xenophobe was released in July 1987. 

The word 'Xenophobe' (pronounced 'Zee-no-phobe') is a psychiatric term meaning 'fear of aliens'. Programmer Gary Oglesby contributed this name. 

The game earned so much money during first weeks of testing that the programmer was pulled off the game to work on a pinball project. 

Xenophobe was a highly original game with a highly original concept. It was the first split-screen game. It was also a victim of a production scheduling snafu. Due to its production being pushed ahead, a lot of the game's tuning was axed. There are many objects in the game that the player can pick up, but have no use. 

Brian Colin & Jeff Nauman originally conceived this game with a tomb-robbing treasure hunting theme, but when programmer Howard Shere was assigned to the project, his love of science fiction prompted the shift to an ALIEN spoof. 

Michael Ward holds the official official record for this game, on Medium setting, with 2,500,000 points on June 11, 2004.

- STAFF -

Programmer : Howard Shere
Art and graphics : Brian Colin
Sound and musics : Souvenir of Omaha
Hardware designers and support : Bob Ploussard, True Truong
Mechanical designer : John Kubik
Technical support : Jim Belt, Sue Lohse
Game concept and designers : Brian Colin, Howard Shere
Development : Jeff Nauman, Bob Libbe, Gary Oglesby, Tom Leon, Larry Stalmah, Peter Perry

- PORTS -

* Consoles : 
Nintendo NES [US] (December 1988) "Xenophobe [Model NES-XE]" 
Atari 7800 [US] (1989) "Xenophobe [Model CX7858]" 
Atari 2600 [US] (1990) "Xenophobe [Model CX26172]" 
Sony PlayStation 2 [AU] (2004) "Midway Arcade Treasures 2" 
Microsoft XBOX [US] (October 11, 2004) "Midway Arcade Treasures 2 [Model MWO-3201W]" 
Nintendo GameCube [US] (October 11, 2004) "Midway Arcade Treasures 2 [Model DOL-GAYE-USA]" 
Sony PlayStation 2 [US] (October 11, 2004) "Midway Arcade Treasures 2 [Model SLUS-20997]" 
Microsoft XBOX [EU] (October 29, 2004) "Midway Arcade Treasures 2" 
Sony PlayStation 2 [EU] (October 29, 2004) "Midway Arcade Treasures 2 [Model SLES-52844]"
Microsoft XBOX 360 [US] (November 6, 2012) "Midway Arcade Origins" 
Sony PlayStation 3 [US] (November 6, 2012) "Midway Arcade Origins [Model BLUS-31083]"
Microsoft XBOX 360 [EU] (November 15, 2012) "Midway Arcade Origins" 
Sony PlayStation 3 [EU] (November 15, 2012) "Midway Arcade Origins [Model BLES-01768]"

* Handhelds : 
Atari Lynx [US] (1992) "Xenophobe [Model PA2026]" 
Sony PSP [US] (December 13, 2005) "Midway Arcade Treasures Extended Play [Model ULUS-10059]"
Sony PSP [EU] (February 24, 2006) "Midway Arcade Treasures Extended Play [Model ULES-00180]" 

* Computers : 
Amstrad CPC [EU] (1987) 
Sinclair ZX Spectrum [EU] (1989) 
Commodore C64 [US] [EU] (1989) 
Atari ST [EU] (1989) 
Commodore Amiga [US] [EU] (1989) 
PC [MS Windows, CD-ROM] [US] (February 17, 2006) "Midway Arcade Treasures Deluxe Edition"
PC [MS Windows, CD-ROM] [EU] (March 17, 2006) "Midway Arcade Treasures Deluxe Edition" by Zoo Digital Publishing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3215&o=2

$end


$info=3in1semi,
$bio

XESS - The New Revolution [SemiCom 3-in-1] (c) 1997 SemiCom.

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

- TECHNICAL -

Runs on Toaplan/Semicom "Snow Bros" Hardware.

Main CPU : Motorola 68000 (@ 16 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2151 (@ 4 Mhz), OKI6295 (@ 7.575 Khz)

Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 57.50 Hz
Palette colors : 256

Players : 2
Control : 8-way joystick
Buttons : 3

- STAFF -

Cookie & Bibis
Executive Producer : Jeon Jae Yeon
Game Designer : Han Seung Hoon
Programmer : Kim Hyun Ho
Graphic Designer : Kim Sung Hawan, Kim Kyung Hee, Hong Young Joo
Music/Sound : Jeon Seok Gee

New Hyper Man
Executive Producer : Jeon Jae Yeon
Programmer : Kim Hyun Ho
Graphic Designer : Kim Sung Whan, Kim Kyung Hee, Lee Won Young, Lee Suk Nam
Music / Sound : Jeon Seok Gee
Hardware : Jee Deok Kyoo, Park Hoon Yong, Kim In Seok

Hyper Man
Executive Producer : Jeon Jae Yeon
Game Designer : Han Seung Hoon
Programmer : Kim Hyun Ho
Graphic Designer : Hong Young Joo
Music/Sound : Jeon Seok Gee

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15&o=2

$end


$info=xevios,
$bio

Xevios (c) 1980 Watson.

- TECHNICAL -

Main CPU : Zilog Z80 (x3), MB88xx
Sound Chips : Namco 3-channel WSG, discrete circuitry (for the explosion sounds)

Screen orientation : vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.61 Hz
Palette colors : 129

Players : 2
Control : 8-way joystick
Buttons : 2
= > [1] Zapper, [2] Blaster

- TRIVIA -

This game is a bootleg of "Xevious". It has different explosion sound than the original Xevious. The titlescreen says '1980' but the game was certainly released in 1983.

- TIPS AND TRICKS -

* Secret Message : The bootlegger has included the trick for generating a message right at the beginning of the game. As soon as Solvalou appears, move to the far right edge of the screen and begin bombing constantly. Continue bombing until the first set of attacking rings is very close to you and then shoot the rings. The message 'Dead copy making copy under Namco program.' will appear on the screen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3216&o=2

$end


$info=xevious,
$bio

Xevious (c) 1982 Namco.

The player pilots a combat aircraft called a 'Solvalou' which is armed with a forward-firing gun for aerial targets, and bombs for destroying ground-based targets. A red targeting square is situated in front of the Solvalou, which allows the player to aim their bombs accurately. The enemy craft appears in a number of different guises; from the standard variety that arrive in large numbers but shoot slow-moving projectiles, to exploding black spheres that shoot projectiles at high speed. There are also rotating shields that cannot be destroyed and must be carefully avoided. Ground enemies are a combination of both stationary bases and moving vehicles, most of which fire slow-moving projectiles. A gigantic, floating fortress (called 'Andor Genesis') appears in certain areas; this is defeated by knocking out its core. 

Xevious is actually divided into 16 different areas, which are separated by an area of forest. If a player dies before less than 70% of an area has been completed, play restarts at the beginning of the same area; should a life be lost AFTER 70% of an area has been completed, however, play restarts at the beginning of the next area. After Area 16 has been completed, the game loops back to Area 7.

- CAST OF CHARACTERS - 

AIR UNITS : 
These are the air units you will encounter during the game. A players skill will determine what air units they may face. 
* Andor Genesis (mother ship) - the large ship in Areas 4, 9, and 14. 
* Bacura (resistor shield) - the large rotating floating walls which are indestructible. 
* Brag Zakato (energy blaster) - medium black ball, with a red dot, that explode and send several shots at your Solvalou. 
* Bragza (crystal) - the crystal core of the Andor Genesis mother ship which escapes upon its destruction. 
* Garu Zakato (energy bombarder) - large black ball that explode sending out a multitude of shots in all directions. 
* Giddo Spario (energy blast) - small, white crystal-like projectiles that come in diagonally at your Solvalou. 
* Jara (spinner) - looks like a UFO with a spinning gear in the middle. 
* Kapi (deflector) - flat-looking fighter with two front projections that flies in, fires multiple shots, then escapes quickly. 
* Sheonite (escort) - small spinning diamond-shaped craft which escort your Solvalou for a bit and fly off. 
* Terrazi (destructor) - flat looking, diamond shaped fighter that flies in, fires multiple shots, then escapes quickly. 
* Torkan (scout ship) - ridged fighter that flies in, fires one shot, then escapes quickly. 
* Toroid (fleet) - ring-shaped fighter which is traditionally the first enemy you encounter. 
* Zakato (energy launcher) - small black ball that explodes sending a single shot at your Solvalou. 
* Zoshi (death squad) - the round spinning fighter which can sometimes attack from behind. 

GROUND UNITS : 
These are the ground units you will encounter during the game. 
* Barra (energy station) - small pyramid-shaped buildings. 
* Boza Logram (dome network) - a structure of four Lograms surrounding a Derota. 
* Derota (defense site) - the small octagonal-shaped gun batteries that fire multiple shots at your Solvalou. 
* Domogram (rover) - looks like a mobile Logram that travels along the roads and fires shots at your Solvalou. 
* Garu Barra (energy base) - medium and large pyramid-shaped buildings. 
* Garu Derota (mega site) - the large octagonal-shaped gun batteries that fire multiple shots at your Solvalou. 
* Grobda (tank) - the tank-like vehicles that travel along the road. They can detect when your bombsight is on them and they will move out of the way. 
* Logram (sphere station) - silver circular domes that fire single shots at your Solvalou. 
* Sol (citadel) - underground structures which rise up when initially bombed. 
* Zolbak (detector dome) - domes with red squares on top and around their base.

- TECHNICAL -

Game ID : XVI 

Main CPU : Zilog Z80 (x3), MB88xx 
Sound Chips : Namco 3-channel WSG, discrete circuitry (for the explosion sounds) 

Players : 2 
Control : 8-way joystick 
Buttons : 2 
= > [1] Zapper, [2] Blaster

- TRIVIA -

Xevious was released in December 1982 in Japan.

Xevious is not the world's first vertically-scrolling shoot-em-up but has a huge and lasting influence on the genre.

Xevious was the first game to use pre-rendered graphics and, among its countless innovations, was also the first vertical shoot-em-up that allowed accurate targeting of both airborne and ground-based enemies. The graphics were hugely revolutionary for their time; the sprites were rendered with remarkable clarity and detail due to the game's clever use of colors and shades as well as palette-shifting. Xevious was also the first game to feature 'hidden characters', which, being hidden, are not mentioned in the game's instructions but can be revealed by performing a secret maneuver. Among these was the 'special flag', which gave the player an extra life. This feature was carried over to a number of subsequent Namco games. 

While Xevious enjoyed limited popularity in North America, the game was a huge cult hit in Japan, and to this day is considered one of the greatest video games of all time. Popular Japanese musicians, Haruomi Hosono (Yellow Magic Orchestra) and Kuwata Keisuke (Southern All Stars) were known to be fans of the game, and the former produced an album of music from Namco video games, with Xevious as its centerpiece. A follow-up 12-inch single featured in its liner notes an entire science-fiction short story by Endoh, set in the world of Xevious, with even included a rudimentary fictional language. 

At one point in the game, the Solvalou flies over the Nazca lines. The Nazca Lines are geoglyphs (drawings on the ground) located in the Nazca Desert; a high, arid plateau that stretches 37 miles between the towns of Nazca and Palpa, situated in the Pampa region. They were created during the Nazca occupation of the area, between 200 BC and 600 AD. 

The graphic ROMs contain several additional enemies which don't actually appear in gameplay including a silver-grey Galaxian flagship. These enemies do appear in the game-play of "Super Xevious" which uses the same graphics data as Xevious. 

The highest score possible is 9,999,990, at which point the game terminates abnormally and resets. Some time before this score is reached, the game starts to award extra ships on every blaster shot fired. 

Marco Borroni holds the official official record for this game with 7,009,560 points (!) on August 16, 1984. 

The background is actually one large 1024x2048 image. Each of the 16 game areas is a 224x2048 strip starting at a different horizontal offset in the image.

- UPDATES -

* The high-score names are ten characters long on the Namco versions, but only three characters long on the Atari versions. 

* The Zapper and Blaster buttons were reversed between the Japanese and American versions.

- SCORING -

Scoring in this game is relatively complicated due to all the different units. 

AIR UNITS 
Andor Genesis : 1,000-4,000 points 
Brag Zakato : 500 points 
Garu Zakato : 1,000 points 
Giddo Spario : 10 points 
Jarra : 70-100 points 
Kapi : 300 points 
Terrazi : 700 points 
Torkan : 50 points 
Toroid : 30 points 
Zakato : 50 points 
Zoshi : 100 points 

GROUND UNITS 
Barra : 100 points 
Boza Logram : 2,000 points 
Derota : 1,000 points 
Domogram : 800 points 
Garu Barra : 300 points 
Garu Derota : 2,000 points 
Grobda : 400 points 
Logram : 300 points 
Zolbak : 200 points 

Specials (see Tips and Tricks below for how to get them) 
Flag : 1,000 points for uncovering it, bonus Solvalou for flying over it 
Sol Citadel : 2,000 points for making it surface; 2,000 points for destroying it

- TIPS AND TRICKS -

When you start the game, your Solvalou will be at the bottom of the screen. Keep in mind, this is a scrolling game. This means you can go no faster then the top and no slower then the bottom of the screen. You can, however, vary your speed in-between by pushing the joystick up and down. The biggest key in getting through this game is learning how to use the joystick to speed up and slow down because you will sometimes be put into some very tight areas that will require precision joystick control.

* One interesting aspect of this game is the fact if you are too successful against a particular kind of enemy, the game will adjust itself to send different enemies until you have difficulty dealing with them.

* Make sure you know what you will be encountering in each area.

* If you hold down the fire and bomb buttons, you will constantly be doing both at a slower rate. This is great when you are in the thick of things with both air and ground targets swarming the area.

* Speaking of bombs, your Solvalou is equipped with smart bombs (so to speak). They are launch and forget weapons. When you 'paint' the target with your bomb-sight and launch your bomb, it will hit that target even when you have already flown over it. There are a couple of strategies to make your bombing runs more effective :
1) When you have targets close together (usually bomb batteries are arranged this way), put a bomb between them. You will have a very good chance of taking out both batteries with one hit since you can only have one bomb on the screen at a time.
2) For moving targets (such as Grobdas), anticipate the targets direction and 'lead' it a little. This basically means putting the bomb at the point where the target will run into it.
3) Your bomb-sight will turn red whenever any target is 'sighted', even if the target is hidden like Sol Citadels and flags.

* Keep away from the corners. These can become death traps real quickly if you are swamped by enemies.

* Since you have free reign of most of the screen to move around, make sure you use all that room for maneuvering. Enemy fighters have a nasty habit of either shooting from behind your fighter or re-entering the screen from random sides. It also is handy when you are dodging a heavy volume of enemy fire.

* Make sure when you are maneuvering around the Bacuras, you always leave yourself a clear 'out'.  What I mean by this is there another direction to escape instead of having to move along with the Bacuras. An occasional enemy likes to put up shots at your fighter since it is very difficult to maneuver around the rolling plates.

* The Andor Genesis Motherships are pretty easy to destroy if you work quickly. Most of the time, Zakatos and Brag Zakatos precede the arrival of the Andor Genesis Mothership. Blast these out of the sky and avoid the shrapnel. When the Andor Genesis Mothership appears, lead the target a little and quickly move up and plant your bomb at the point the center of the ship will be. The less time you waste taking on this ship, the better.

* Secret Message : The designer of Xevious has included a trick for generating his name right at the beginning of the game. As soon as Solvalou appears, move to the far right edge of the screen and begin bombing constantly. Continue bombing until the first set of attacking rings is very close to you and then shoot the rings. The message 'Namco ORIGINAL Program by EVEZOO' will appear on the screen.

* THE FLAGS : There are four flags hidden throughout the game. These flags occur in areas 1, 3, 5, and 6. All flags are along a horizontal line across the terrain. The only way to uncover a flag is to bomb it so you will have to lay a string of bombs along the entire horizontal line. This basically means moving up quickly, dealing with enemies quickly, and dropping your bombs quickly. Once a flag is uncovered, you must fly over it to get the benefits from it.

FLAG 1 : The first flag is located in the first river you encounter after you start the game. Look for the three Grobdas in a row. Just above them is a river that cuts horizontally across the terrain. Just bomb the river from left to right and around the bank closest to you. The flag should appear.

FLAG 2 : After you get past the plates, look up and to the right. There is a little lake with a small river feeding into the ocean. Start in the middle of the lake and bomb toward the little river. The flag should appear around where the river dumps into the ocean.

FLAG 3 : When you cross the first ocean, you will eventually see a dock/harbor at the top. The flag is located around the horizontal line that the longest pier projecting out is part of. You will need to quickly bomb that entire length to find and get the flag before the bottom scrolls your Solvalou too far up.

FLAG 4 : You will see a big bird picture on the desert. At the lowest point of its tail-feathers (in the lower right corner), start to bomb horizontally from right to left. The flag will appear.

* Sol Citadels : These structures require you to bomb them once to cause them to surface. They look like large storage tanks or grain silos. You then need to bomb them again to destroy them. You have a potential to collect several hundred thousand points by taking out these structures. They come in groups of 1, 4, or 8. Unlike flags, these structures are always in the same place. There are six sets of Sol Citadels.

FIRST SET : One in area 2. When you see the three Grobdas in a row on the road, start laying bombs in the area around the cul-de-sac below the last tank in a right and diagonal-down point. The citadel will be even with the cul-de-sac.

SECOND SET : One in area 3. When you see the Garu Bara, go to the left of the Garu Bara and start bombing. This is also the area that the second flag can be found.

THIRD SET : Four in area 9. There is a clear area right before you tangle with the second Andor Genesis Mothership. Where the road splits around the woods, start to lay bombs a little below the bottom edge of the road that goes to the right. You should uncover four Sol Citadels.

FOURTH SET : Eight in area 13. At the point the desert ends, there is a little grass, then the air field starts. Use the birds leg as a reference and fly straight up. When the bomb-sight glows, start bombing. This will be the lower left Sol Citadel of the group which is arranged in two rows of four citadels. You will be hard pressed to get all eight citadels.

FIFTH SET : Four in area 14. After the plates roll by, look for where two roads merge into one road. At the top edge of the slanted right hand road, start dropping bombs to uncover some more citadels.

SIXTH SET : Four in area 15. Look for a forest on the left side. There will be a small clearing and then a river. Bomb the small clearing to bring the citadels up. There will be very intense ground fire in this location so be especially watchful.

- SERIES -

1. Xevious (1982, Arcade)
2. Super Xevious (1984, Arcade)
3. Vs. Super Xevious - Ganpu no Nazo (1986, Arcade)
4. Solvalou (1991, Arcade)
5. Xevious 3D/G (1995, Arcade)
6. Xevious Arrangement (1995, Arcade): part of "Namco Classics Collection Vol.1"
7. Xevious Resurrection (2010, PS3/PSN): part of "Namco Museum.comm"

- STAFF -

From highscore table : Masanobu Endoh (Evezoo End), Masaya Nakamura (M.Nakamura), Eirry Mou, Shin-ichiro Okamoto (S.Okamoto), Shin-ichi Kojima (S.Kojima)
Music by : Yuriko Keino

- PORTS -

NOTE: For ports released in North America, please see the Atari version entry.

* Consoles : 
Nintendo Famicom [JP] (November 8, 1984) "Xevious [Model NXV-4900]"
Nintendo NES [EU] (October 25, 1989) "Xevious [Model NES-XV-EEC]"
Nintendo Famicom Disk [JP] (May 18, 1990) "Xevious [Model NDS-XEV]"
NEC PC-Engine [JP] (June 29, 1990) "Xevious Fardraut Densetsu [Model NC90004]" 
Sony PlayStation [AU] (1996) "Namco Museum Vol.2 [Model SCES-00267]" 
Sony PlayStation [JP] (February 9, 1996) "Namco Museum Vol.2 [Model SLPS-00210]" 
Sony PlayStation [EU] (November 1996) "Namco Museum Vol.2 [Model SCES-00267]" 
Sony PlayStation [JP] (March 28, 1997) "Xevious 3D/G+ [Model SLPS-00750]" 
Sony PlayStation [EU] (August 1997) "Xevious 3D/G+ [Model SCES-00736]" 
Sony PlayStation 2 [JP] (January 26, 2006) "Namco Museum Arcade Hits! [Model SLPS-25590]" 
Microsoft XBOX [EU] (March 24, 2006) "Namco Museum - 50th Anniversary" 
Sony PlayStation 2 [EU] (March 31, 2006) "Namco Museum - 50th Anniversary [Model SLES-53957]" 
Nintendo GameCube [EU] (May 5, 2006) "Namco Museum - 50th Anniversary [Model DOL-G5NP-EUR]" 
Microsoft XBOX 360 [XBLA] [EU] [AU] [JP] [KO] (May 23, 2007) 
Nintendo Wii [JP] (December 6, 2007) "Minna de Asobou! Namco Carnival [Model RVL-RNWJ-JPN]" 
Nintendo Wii [EU] (April 18, 2008) "Namco Museum Remix [Model RVL-RN2P]" 
Nintendo Wii [KO] (April 26, 2008) "Namco Museum Remix [Model RVL-RNWK-KOR]" 
Nintendo Wii [AU] (May 1, 2008) "Namco Museum Remix [Model RVL-RN2P]" 
Sony PlayStation 3 [PSN] [JP] (January 29, 2009) "Namco Museum.comm [Model NPJB-00012]" 
Microsoft XBOX 360 [EU] (May 15, 2009) "Namco Museum - Virtual Arcade" 
Microsoft XBOX 360 [AU] (June 4, 2009) "Namco Museum - Virtual Arcade" 
Nintendo Wii [Virtual Console Arcade] [JP] (September 1, 2009) 
Microsoft XBOX 360 [JP] (November 5, 2009) "Namco Museum - Virtual Arcade [Model 2RD-00001]" 
Sony PlayStation 3 [PSN] [EU] (April 1, 2010) "Namco Museum Essentials [Model NPEB-00104]" 
Sony PlayStation 3 [PSN] [AU] (April 1, 2010) "Namco Museum Essentials" 

* Handhelds : 
Sony PSP [EU] (December 9, 2005) "Namco Museum Battle Collection [Model UCES-00116]" 
Sony PSP [JP] (February 23, 2006) "Namco Museum Vol.2 [Model ULJS-00047]" 
Nintendo DS [EU] (February 29, 2008) "Namco Museum DS [Model NTR-YNMP-EUR]" 
Nintendo DS [JP] (October 11, 2007) "Namco Museum DS [Model NTR-YNMJ-JPN]" 
Sony PSP [KO] (November 8, 2007) "Namco Museum Vol.2" 
Nintendo 3DS [3DSWare] [JP] (June 7, 2011) "3D Classics: Xevious [Model CTR-SABJ-JPN]" 
Nintendo 3DS [3DSWare] [EU] (July 21, 2011) "3D Classics: Xevious [Model CTR-SABP-EUR]" 
Nintendo 3DS [3DSWare] [AU] (July 21, 2011) "3D Classics: Xevious [Model CTR-SABP-AUS]" 

NOTE: The Nintendo 3DS port is a re-mastered version, featuring 3D effects. 

* Computers : 
Sharp MZ2500 [JP] (1982) 
Atari 800 (1984) 
Apple II (1984) 
Tandy Color Computer (1984) "Devious" 
Fujitsu FM-7 [JP] (1984) 
NEC PC9801 [JP] (1985) by Enix Corporation 
Commodore C64 [EU] (1986) 
Amstrad CPC [EU] (1986) 
Atari ST [EU] (1987) 
Sinclair ZX Spectrum [EU] (1987) 
MSX 2 [JP] (December 23, 1988) "Xevious Fardraut Densetsu" 
PC [MS Windows, CD-ROM] [JP] (April 25, 1997) "Namco History Vol.1" 
PC [MS Windows, CD-ROM] [AU] (March 27, 2006) "Namco Museum - 50th Anniversary" 
PC [MS Windows, CD-ROM] [EU] (May 19, 2006) "Namco Museum - 50th Anniversary" 
Sharp X1 [JP]

* Others : 
Let's! TV play classic series - Namco Nostalgia 1 [JP]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3217&o=2

$end


$info=xeviousa,xeviousb,xeviousc,
$bio

Xevious (c) 1982 Atari, Incorporated.

Export version by Atari for North America. Game developed in Japan by Namco. For more information about the game itself, please see the original Namco version entry.

- TRIVIA -

Even though the title screen says 1982, Xevious was released in February 1983 in North America by Atari, under license from Namco. 

5,295 units were produced by Atari. The intro price was $2,095, lowered to $995 in September 1983.

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

- PORTS -

NOTE: Only ports released in North America are listed here. For ports released in other regions, please see the original Namco version entry.

* Consoles : 
Atari 2600 [US] "Xevious [Model CX-2695]" : Unreleased prototype 
Atari 5200 [US] "Xevious [Model CX-5246]" : Unreleased prototype 
Atari 7800 [US] (1987) "Xevious [Model CX7810]" 
Nintendo NES [US] (September 1988) "Xevious - The Avenger [Model NES-XV-USA]"
Sony PlayStation [US] (September 30, 1996) "Namco Museum Vol.2 [Model SLUS-00216]" 
Sony PlayStation [US] (June 30, 1997) "Xevious 3D/G+ [Model SLUS-00461]" 
Microsoft XBOX [US] (August 30, 2005) "Namco Museum - 50th Anniversary [Model NMO-2201A-NM]" 
Nintendo GameCube [US] (August 30, 2005) "Namco Museum - 50th Anniversary [Model DOL-G5NE-USA]" 
Sony PlayStation 2 [US] (August 30, 2005) "Namco Museum - 50th Anniversary [Model SLUS-21164]" 
Microsoft XBOX 360 [XBLA] [US] (May 23, 2007) 
Nintendo Wii [US] (October 23, 2007) "Namco Museum Remix [Model RVL-RN2E-USA]" 
Microsoft XBOX 360 [XBLA] [US] (November 4, 2008) "Namco Museum - Virtual Arcade [Model 21022]"
Sony PlayStation 3 [PSN] [US] (July 16, 2009) "Namco Museum Essentials [Model NPUB-30086]" 
Nintendo Wii [US] (November 16, 2010) "Namco Museum Megamix" 

* Handhelds : 
Sony PSP [US] (August 23, 2005) "Namco Museum Battle Collection [Model ULUS-10035]" 
Nintendo DS [US] (September 18, 2007) "Namco Museum DS [Model NTR-YNME-USA]" 
Nintendo 3DS [3DSWare] [US] (July 21, 2011) "3D Classics: Xevious [Model CTR-SABE-USA]" : re-mastered version, featuring 3D effects 

* Computers : 
Commodore C64 [US] (1986) 
PC [MS Windows, CD-ROM] [US] (July 31, 1998) "Microsoft Revenge of Arcade" 
PC [MS Windows, CD-ROM] [US] (October 25, 2005) "Namco Museum - 50th Anniversary" 

* Others : 
Arcade [US] (1995) "Namco Classics Collection Vol.1" 
Ms. Pac-Man TV Game [US] (2004) by Jakks Pacific) 
Ms. Pac-Man TV Game Wireless Version [US] (2005) by Jakks Pacific 
Mobile Phones [US] (March 9, 2005)
Retro Arcade featuring Pac-Man [US] (2008) by Jakks Pacific 
Arcade [US] (2010) "Pac-Man's Arcade Party" 
Apple iPhone/iPod [US] (January 26, 2012) "Namco Arcade [Model 465606050]" 
Pac-Man Connect and Play [US] (2012) by Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=39687&o=2

$end


$fm7_disk=xevious,
$bio

Xevious (c) 1984 Dempa Shinbunsha [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93680&o=2

$end


$pc98=xevious,
$bio

Xevious (c) 1985 Enix, Limited.

- STAFF -

Programed by: Aoyama Manabu

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48487&o=2

$end


$pc8801_flop=xevious,xeviousa,
$bio

Xevious (c) 1985 Enix, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93291&o=2

$end


$cpc_cass=xevious,
$bio

Xevious (c) 1986 US Gold, Ltd. [Birmingham, UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100157&o=2

$end


$nes=xevioush,
$bio

Xevious (c) 1987 FMG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69341&o=2

$end


$x68k_flop=xevious,xeviousd,xevioud,
$bio

Xevious (c) 1987 Dempa Shinbunsha [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88220&o=2

$end


$x1_flop=xevious,xeviousa,
$bio

Xevious (c) 198? Dempa Shinbunsha [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86183&o=2

$end


$x1_cass=xevious,
$bio

Xevious (c) 198? Dempa Shinbunsha [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86297&o=2

$end


$info=tvxvious,
$bio

Xevious (c) 1991 TOURVision.

Unlicensed Spanish game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101172&o=2

$end


$a2600=xeviousc,
$bio

Xevious (c) 19?? CCE

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51209&o=2

$end


$msx2_flop=xevious,xeviousa,
$bio

Xevious - Fardraut Saga (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102151&o=2

$end


$nes=xeviousu,
$bio

Xevious - The Avenger (c) 1988 Bandai.

North American release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Xevious [Model NXV-4900]".

- TECHNICAL -

Cartridge ID: NES-XV-USA

- TRIVIA -

Xevious for NES was released in September 1988 in North America.

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [US] (January 15, 2007) "Xevious [Model FASE]" 
Nintendo Wii U [Virtual Console] [US] (May 9, 2013) "Xevious [Model FALE]" 

* Handhelds : 
Nintendo Game Boy Advance [Classic NES Series] [US] (June 2, 2004) "Xevious [Model AGB-FXVE-USA]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55830&o=2

$end


$info=xevi3dg,
$bio

Xevious 3D/G (c) 1995 Namco.

An excellent sequel in 3-D.

You are the pilot of the mighty combat aircraft 'Solvalou' and must fly through vast zones full of enemies and armed with the classic weaponry the forward-firing gun for aerial targets, and the bombs to destroying ground-based targets and with the addition of a series of new and powerful weapons. 

This game is a very popular sequel to the "Xevious" saga. It became quite popular because of a good 3-D modelling and nice camera work and featuring a nice BGM and sounds.

- TECHNICAL -

Namco System 11 hardware
Game ID : XV3

Main CPU : PSX (@ 16.9344 Mhz), M37702 (@ 16.384 Mhz)
Sound Chips : C352 (@ 16.384 Mhz)

Players: 2
Control: 8-way joystick
Buttons: 2

- TRIVIA -

Even if titlescreen says 1995, Xevious 3D/G was released in April 1996 in Japan. Its only appearance outside of Japan was on the Sony PlayStation (see Ports below).

Just as in the original "Xevious", there are hidden Sol Citadels and Special Flags.

- UPDATES -

* Revision 1 :
XV31/VER.A : Japan release, 13:03:46, APR 10 1996

- TIPS AND TRICKS -

Secret message : at the very beginning of the game, you have to cross a river. If you drop bombs at the edge of this you will get the secret message : "NAMCO ORIGINAL CREATED BY K.KENJO" .

- SERIES -

1. Xevious (1982, Arcade)
2. Super Xevious (1984, Arcade)
3. Vs. Super Xevious - Ganpu no Nazo (1986, Arcade)
4. Solvalou (1991, Arcade)
5. Xevious 3D/G (1995, Arcade)
6. Xevious Arrangement (1995, Arcade): part of "Namco Classics Collection Vol.1"
7. Xevious Resurrection (2010, PS3/PSN): part of "Namco Museum.comm"

- STAFF -

Director : Kohji Kenjoh
Visual director : Rascal Fukuda
Proto programmer : Yousuke Kuroda
Coordinator : Yutaka Kounoe, Tadashi Iguchi
Programmers : Hajime Harima, MT-Kio
Visual designers : Kaname Takai, Nabuo Takahashi, Muneyuki Tejima
Test mode programmers : Kazuyuki Nikaido
Graphic designer : Hideaki Ito
Music & Sound effects : Ayako Saso (Aya), Shinji Hosoe (Megaten), Nobuyoshi Sano (sanodg), Hiroto Sasaki (Saman)
Debug & Tuning team : Kazuo Takahashi, Tetsuya Akatsuka, Norikatsu Yoshikawa, Jin Okubo, Yasumichi Onishi, Satoshi Masukawa
Supervisor : Shukuo Ishikawa, Hajime Nakatani, Katsuo Nakamura, Junichi Kawamura, Masaya Nakamura

- PORTS -

* Consoles :
Sony PlayStation [JP] (March 28, 1997) "Xevious 3D/G+ [Model SLPS-00750]" 
Sony PlayStation [US] (June 30, 1997) "Xevious 3D/G+ [Model SLUS-00461]" 
Sony PlayStation [EU] (August 1997) "Xevious 3D/G+ [Model SCES-00736]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3218&o=2

$end


$msx2_cart=xevious,xeviousa,
$bio

Xevious Fardraut Densetsu (c) 1988 Namco, Limited.

- TRIVIA -

Xevious Fardraut Densetsu for MSX2 was released on December 23, 1988 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47569&o=2

$end


$pce=xevious,
$bio

Xevious Fardraut Densetsu (c) 1990 Namco, Limited.

Here is the PC Engine conversion of the popular vertical shooter Xevious originally released by Namco in 1982. The Solvalou, a hi-tech space fighter, is on a mission to stop an enchant computer that has awaken after thousands or years of sleep - armies of enemy drones and amphibious tanks have invaded the land and must be destroyed. One of the greatest feature of Xevious is definitively its dual level attack system (we are left to wonder if Xevious wasn't the first vertical shooter to offer such feature). Although the Solvalou can shoot ahead and destroy any airborne ships that happen to face it, it can also drop bombs on the ground and blow holes in enemy's facilities and other tanks and canon towers. Any Xevious fan should also notice that this game is not a straight conversion of the original game - in addition to the original arcade mode, which lets the player enjoy the original arcade game's layout, a completely new Fardraut mode offers a totally different game with an extensive new story line, exclusive music tracks, new enemies, different Solvalou ships and (and foremost) power ups. These power ups are somewhat limited but include Rapid-Fire, Wide-Lasers, Shields and destructive super-bombs.

- TECHNICAL -

[Model NC90004]

- TRIVIA -

Xevious Fardraut Densetsu was released on June 29, 1990 in Japan for 5800 Yen.

The original Xevious game came out in the arcades in 1982. This PC-Engine version is actually related to another Xevious game released for the MSX2 in 1988.

European reviews:
[FR] Player One (Sept. 1990): 79/100

- STAFF -

Game Planner: Yukinori Akabay (Akabay Yukinori T.), Okera No P-Suke, Hiromichi Sueyoshi (Zash 68000)
Programmer: Yukinori Akabay (Akabay Yukinori T.)
Programmer Aid: Norie Tsukiji
Designer: Hiromichi Sueyoshi (Zash 68000)
Sound Director: Masatomo Miyamoto (Myamo)
Sound Effector: Masanobu Tsukamoto (Pippicke Mats), Toshiaki Sakoda (Mrs. Sakoda)
Sound Programmer: Takayuki Hirono (Jemini Hirono)
Game Advisor: Kōji Mizuta (Mizutan)
Director: Masamitsu Niitani (Moo Niitani)
Supervisor: Kazuo Imanari

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47570&o=2

$end


$spc1000_cass=xevious2,
$bio

Xevious Tiny II (c) 1985 SMC [Sammi Computer] [Korea]

Port of the PC-6001 version.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83568&o=2

$end


$gba=n_xevios,
$bio

Xevious [Classic NES Series] [Model AGB-FXVE-USA] (c) 2004 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70195&o=2

$end


$gba=f_xevios,
$bio

Xevious [Famicom Mini] [Model AGB-FXVJ-JPN] (c) 2004 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70621&o=2

$end


$a2600=xevious,xevious1,
$bio

Xevious (c) 1983 Atari, Incorporated.

- TECHNICAL -

Model CX2695

- TRIVIA -

Unreleased prototype. The programmer is rumored to have wrote part of Xevious while under the influence of drugs.

- STAFF -

Programmer: Tod Frye

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51210&o=2

$end


$a5200=xevious,
$bio

Xevious (c) 1984 Atari, Incorporated.

- TECHNICAL -

Model CX5246

- TRIVIA -

Unreleased prototype.

- STAFF -

Programmer: Jim Huether
Graphics: Alan Murphy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50109&o=2

$end


$a7800=xevious,xeviousu,
$bio

Xevious [Model CX7810] (c) 1984 Atari, Incorporated. [Sunnyvale, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50195&o=2

$end


$famicom_flop=xevious,
$bio

Xevious (c) 1990 Namco, Limited.

- TECHNICAL -

Disk ID: NDS-XEV

- TRIVIA -

Xevious for the FC Disk System was released on May 18, 1990 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65494&o=2

$end


$nes=xevious,
$bio

Xevious (c) 1989 Bandai

European release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Xevious [Model NXV-4900]".

- TECHNICAL -

Cartridge ID: NES-XV-EEC

- TRIVIA -

Xevious for NES was released on October 25, 1989 in Europe.

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [EU] [AU] (January 12, 2007) "Xevious [Model FASP]" 
Nintendo Wii U [Virtual Console] [EU] [AU] (May 9, 2013) "Xevious [Model FALP]" 

* Handhelds : 
Nintendo Game Boy Advance [Classic NES Series] [EU] (July 9, 2004) "Xevious [Model AGB-FXVP-EUR]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55829&o=2

$end


$nes=xeviousj,xeviousja,
$bio

Xevious (c) 1984 Namco, Limited.

Xevious is a vertical shooter by Namco and is the conversion of their classic arcade game originally released in 1982. The game is set on planet Xevious where the enchant super-computer GAMP has awakened after thousands of years of sleep. SOL towers appear from all over the world and signal the imminent invasion. Attack drones, planes, amphibious vehicles and large fortresses now swarm the land and must be stopped. The player takes control of the heavily armed Solvalou fighter equipped with a Vulcan gun and surface bombs. Enemies attack on two different levels, some are airborne whereas others are ground targets. Ground enemies such as tanks and guard towers can only be destroyed with bombs and the aid of a large target lock-on. This target system is at the core of the gameplay and flashes red when detecting enemy objects buried under ground. Xevious features some unique enemies - mysterious ground installations such as the Solbak don't attack but are designed to gather information about the player's fighter - destroying them temporary decreases the enemy's attack power. Each stage in Xevious scrolls continuously and there is no break between them. Area's borders are indicated by thick forests and this is where the player is sent back when shot down (unless he proceeded further than 70% of this area). The game features ten areas (which loop back to the first stage) and a 2 player alternating mode.

- TECHNICAL -

Cartridge ID: NXV-4900

- TRIVIA -

Xevious for Famicom was released on November 8, 1984 in Japan for 4900 Yen.

- PORTS -

* Consoles : 
Nintendo Wii [Virtual Console] [JP] (December 2, 2006) "Xevious [Model FASJ]" 
Nintendo Wii [Virtual Console] [KO] (July 29, 2008) "Xevious [Model FASK]" 
Nintendo Wii U [Virtual Console] [JP] (April 27, 2013) "Xevious [Model FALJ]" 

* Handhelds : 
Nintendo Game Boy Advance [Famicom Mini Series] [JP] (February 14, 2004) "Xevious [Model AGB-FXVJ-JPN]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54820&o=2

$end


$info=xexex,xexexj,xexexa,
$bio

Xexex (c) 1991 Konami.

Fly the Flintlock TMF01 across several beautifully drawn stages and help save the Planet E-Square! A great horizontal scrolling shooter featuring some very large ships, lots of raster effects and one neat charge-shot.

- TECHNICAL -

Game ID : GX067

Main CPU : Motorola 68000
Sound CPU : Zilog Z80
Sound Chips : Yamaha YM2151, K054539, (4x) Volume

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

King Records released a limited-edition soundtrack album for this game (Xexex : Konami Kukeiha Club - KICA-7508) on 21/01/1992.

Konami released two Yu-Gi-Oh cards, Flint and Flint Lock, as a reference to this game.

- UPDATES -

The game is notable for different gameplay mechanics between the original Japanese release and the overseas releases. The Japanese version has lives (with re-spawn points) instead of a life-bar and a much larger variety of weapons. The enemy patterns are also changed slightly.

- STAFF -

Directored by : Tom Murchie
Program design by : Tom Murchie, Baumann, Wady Teits
Graphic design by : Mickey, James K kark, Cha Heifetz
Sound designers : Carol Queen, Michael Oldriver, Rosetta Stone, Shanghai Manmos
Hardware design by : Jean Simons
Title design by : Nissy Balvoa
Character design by : Ken.Heine
Art directed by : Maguro Banda
Special design by : Nori Tama
Special effect by : Screaming (Mt.Fuji)
Sub special effect by : Tamaya Jp
Screen play by : Coszo Gi Ken
Planning produced by : Studio Sumomo

- PORTS -

It took 16 years for Xexex to get a home port.

* Consoles :
Sony PSP [JP] (January 25, 2007) "Salamander Portable [Model ULJM-05219]"
Sony PSP [JP] (March 13, 2008) "Salamander Portable [Konami The Best] [Model ULJM-05322]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3219&o=2

$end


$nes=xexyz,
$bio

Xexyz (c) 1990 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55831&o=2

$end


$nes=xichubw,xichubwa,
$bio

???? (c) 19?? Waixing Computer & Technology Co., Ltd
(Xi Chu BaWang)

- TECHNICAL -

[Model ES-1066]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77020&o=2

$end


$wscolor=xilittle,
$bio

XI Sai Little (c) 2001 Bandai Co., Ltd.

- TECHNICAL -

Game ID: SWJ-BANC1F

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86505&o=2

$end


$nes=jwest,
$bio

Xi Tian Qu Jing - Journey To The West (c) 19?? Micro Genius [Taiwan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84188&o=2

$end


$nes=xtqj2,
$bio

???? II (c) 19?? Waixing Computer & Technology Co., Ltd.
(Xi Tian Qu Jing II)

- TECHNICAL -

[Model ES-1034]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77021&o=2

$end


$nes=xiyouji,
$bio

西游记后传 (c) 19?? Waixing Computer & Technology Co., Ltd.
(Xi You Ji Hou Zhuan)

- TECHNICAL -

[Model ES-1097]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77022&o=2

$end


$nes=xiakeq,
$bio

侠客情 荊軻刺秦王 (c) 19?? Waixing Computer & Technology Co., Ltd.
(Xia Ke Qing - Jing He Ci Qin Wang)

- TECHNICAL -

[Model ES-1058]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77023&o=2

$end


$nes=xjqxz,
$bio

仙剑奇侠传 (c) 200? Nanjing.
(Xian Jian Ji Xia Zhuan)

Chinese pirate backport of a PC game with the same name.

- TECHNICAL -

Game ID: NJ017

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77024&o=2

$end


$nes=xjjl,
$bio

仙界精灵 (c) 200? Nanjing
(Xian Jie Jing Ling)

- TECHNICAL -

Game ID: NJ080

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77025&o=2

$end


$nes=xscq,
$bio

Xiang Shuai Chuan Qi (c) 200? Nanjing.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77026&o=2

$end


$nes=xiaoajw,
$bio

??? ? (c) 19?? Waixing Computer & Technology Co., Ltd.
(Xiao Ao Jiang Hu)

- TECHNICAL -

[Model ES-1079]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77027&o=2

$end


$nes=xbwzyw,
$bio

Xiao Ba Wang Zhong Ying Wen Dian Nao Xue Xi Ji III (c) 19?? Subor [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77028&o=2

$end


$nes=xiaomali,xiaomalia,
$bio

Xiao Ma Li (c) 19?? Nei-Hu [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77029&o=2

$end


$gbcolor=taichi,
$bio

Xiao Taichi - Shen Hua Li Xian (c) 200? Sintax.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69140&o=2

$end


$info=xiistag,
$bio

XII STAG (c) 2002 Triangle Service.

A great vertical shoot'em up.

The aerial war began, you are the pilot on of a futuristic blue aircraft and must destroy and defeat using Main shot, Bomb barrier, Side-attack and Backfire-attack, every enemies and avoid the bullet hell, and eliminate powerfull bosses to clear the whole stage and reach the end and finish victorious this war!

- TECHNICAL -

Runs on the "Taito G-Net" hardware.

Players : 2
Control : 8-Way Joystick
Buttons : 3
=> [A] Shoot, [B] Bomb, [C] Full-Auto Shoot

- TRIVIA -

XII STAG was released in June 2002 exclusively in Japan.

- TIPS AND TRICKS -

The high score multiplier can only be increased by attacking enemies from either the sides (activated by wiggling the joystick rapidly left and right or alternatively by a singly button press) and rear attacks which are initiated automatically should any craft venture to close to your tail pipe.

- STAFF -

Graphic: Gowmer
Sound: Naoto
Program: T. Fujino

- PORTS -

* Consoles :
Sony PlayStation 2(2003)
Microsoft XBOX 360(2013, "Shooting Love 10th Anniversary XIIZeal & Deltazeal")

* Computers :
PC (2005, "XII Stag Limited")

* Others :
Window Mobile Phones (2006,"XIIZeal")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3440&o=2

$end


$gbcolor=xgmyha,
$bio

Xin Guang Ming Yu Hei An (c) 200? Unknown [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69141&o=2

$end


$megadriv=xinqig,xinqig1,
$bio

Xin Qi Gai Wang Zi (c) 1996 C&E

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57067&o=2

$end


$nes=xinghzs,
$bio

Xing He Zhan Shi (c) 19?? HengGedianzi [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77030&o=2

$end


$nes=xingjiws,
$bio

Xing Ji Wu Shi - Super Fighter (c) 1996 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84189&o=2

$end


$nes=xingjizb,
$bio

Xing Ji Zheng Ba (c) 1996 HengGedianzi [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77031&o=2

$end


$gbcolor=xqdz2,
$bio

Xing Qiu Da Zhan II - Ke Long Ren Zhan Yi (c) 200? Sintax.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69142&o=2

$end


$info=xymg,
$bio

Xing Yun Man Guan (c) 1996 IGS.

A Chinese mahjong game.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 7.333333 Mhz)
Sound Chips : OKI6295 (@ 7.936 Khz)

Screen orientation : Horizontal
Video resolution : 512 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048

Players : 1

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3521&o=2

$end


$nes=xingzhan,
$bio

Xing Zhan Qing Yuan (c) 19?? HengGedianzi [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77032&o=2

$end


$amigaocs_flop=xiphos,
$bio

Xiphos (c) 1990 Electronic Zoo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75591&o=2

$end


$pc98=xix,
$bio

XIX! (c) 1991 Fairytale [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91096&o=2

$end


$bbca_cass,bbcb_cass=xor,
$bio

XOR (c) 1987 Logotron

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52679&o=2

$end


$cpc_cass=xor,
$bio

Xor (c) 1987 Logotron

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100161&o=2

$end


$info=xorworld,
$bio

Xor World (c) 1990 Gaelco.

This is a puzzle game that is very similar to Tetris.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 10 Mhz)
Sound Chips : SAA1099 (@ 10 Mhz)

Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256

Players : 2
Control : 8-way joystick
Buttons : 2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3220&o=2

$end


$amigaocs_flop=xp8,
$bio

XP8 (c) 1996 Effigy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75582&o=2

$end


$gba=xploder,xplodera,
$bio

Xploder Advance (c) 200? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76324&o=2

$end


$cdi=xplora1p,
$bio

Xplora 1 - Peter Gabriel's Secret World (c) 1995 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53188&o=2

$end


$n64=xplor64,
$bio

Xplorer 64 (c) 199? Unknown.

Xplorer 64 blows your N64 games wide open, allowing you to gain access to in-game secrets never found before.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58089&o=2

$end


$info=ac1xpres,
$bio

Xpress (c) 199? PCP.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42277&o=2

$end


$amigaocs_flop=xr35,xr35a,xr35b,
$bio

XR-35 Fighter Mission (c) 1988 Anco

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75583&o=2

$end


$info=m4xs,m4xs__a,m4xs__b,m4xs__c,m4xs__d,m4xs__e,m4xs__f,
$bio

XS (c) 1998 BWB.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15168&o=2

$end


$gba=xsmoto,
$bio

XS Moto [Model AGB-BXME-USA] (c) 2004 XS Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76323&o=2

$end


$pc8801_flop=xtaldjb,xtaldjba,
$bio

Xtal Soft Digital Juke Box (c) 1988 Xtal Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93292&o=2

$end


$info=sc4xcash,
$bio

Xtra Cash (c) 200? Bell-Fruit Games, Limited. [B.F.G.].

- TECHNICAL -

[Model PR1264]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42866&o=2

$end


$amigaocs_flop=xtrmrdd,
$bio

XTreme Racing Data Disks (c) 1995 Black Magic

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75584&o=2

$end


$info=xrally,
$bio

Xtreme Rally (c) 1998 SNK.

A 3-D driving game where you are in a race to the finish line against other drivers. After a race you get ranked by how long it took you to finish the race. You also get ranked if you did not finish.

- TECHNICAL -

SNK Hyper Neo-Geo 64 hardware
Game ID : HNG64 No. 03

Main CPU : R4600 (@ 12.5 Mhz), V30 (@ 8 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 4

- TRIVIA -

Released in May 1998 in Japan.

This game is also known as "Off Beat Racer!".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3585&o=2

$end


$gbcolor=xtremesp,
$bio

Xtreme Sports [Model CGB-BXGE-USA] (c) 2000 Infogrames Interactive, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69143&o=2

$end


$gbcolor=xtremewu,
$bio

Xtreme Wheels [Model CGB-BXCE-USA] (c) 2001 BAM! Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69145&o=2

$end


$gbcolor=xtremew,
$bio

Xtreme Wheels [Model CGB-BXCP-EUR] (c) 2001 BAM! Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69144&o=2

$end


$info=xtrial,
$bio

Xtrial Racing (c) 2002 Konami Corp.

- TECHNICAL -

Konami Viper Hardware

CPU : Motorola Power PC XPC8420 @ 200-250MHz
Graphics System : 3DFX 355-0024-020 
Sound : Yamaha YMZ280B

- TRIVIA -

Released in March 2002 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4114&o=2

$end


$nes=xuanyuan,
$bio

轩辕剑外传-之天之痕 (c) 200? Nanjing.
(Xuan Yuan Jian - Wai Zhuan Zhi Tian Zhi Hen)

- TECHNICAL -

Game ID NJ045

- TRIVIA -

The title translates from Chinese as "XuanYuan Sword 3 Side Story: The Scar in the Sky".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77033&o=2

$end


$sg1000=cloderunt,
$bio

Xun Bao Er Dai [Model R-057] (c) 1985 Unknown [Taiwan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65140&o=2

$end


$nes=xunqinji,
$bio

寻秦记 (c) 200? Nanjing.
(Xun Qin Ji)

- TECHNICAL -

Game ID: NJ068

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77034&o=2

$end


$info=xxmissio,
$bio

XX Mission (c) 1986 UPL.

- TECHNICAL -

Game ID : UPL-86001

Main CPU : (2x) Zilog Z80 (@ 3 Mhz)
Sound Chips : (2x) Yamaha YM2203 (@ 1.5 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in July 1986.

David Prueitt holds the official official record for this game with 1,565,300 points on 07/21/1987.

- TIPS AND TRICKS -

Secret Bonus : in Missile Zone, if you don't break all missiles, you will get a 20,000 points secret bonus.

- STAFF -

Game designer : Tsutomu Fuzisawa
Software designer : Satoru Kinjo
Character designer : Tsutomu Fuzisawa, Akemi Tsunoda
Sound : Tsutomu Fuzisawa, Kiyoshi Yokoyama
Data : Takashi Hayashi

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3221&o=2

$end


$gba=xxx,
$bio

xXx [Model AGB-AX3E-USA] (c) 2002 Activision, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76398&o=2

$end


$gba=xxxf,
$bio

xXx [Model AGB-AX3P] (c) 2002 Activision, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76399&o=2

$end


$info=xybots,xybots1,xybots0,xybotsg,xybotsf,
$bio

Xybots (c) 1987 Atari Games Corp.

Xybots is a 3-Dimensional, 3rd-person perspective shoot-em-up for 1 or 2 players. Taking on the role of either 'Major Rock Hardy' or 'Captain Ace Gunn' (in the 2-player game), players must shoot their way through a huge, multi-level underground city - made up of a series of mazes - and destroy the evil 'Xybot' robot warriors that have invaded the planet and established their underground fortress. The players' on-screen counterparts walk 'into' the screen and players must manually rotate the maze's viewpoint left and right when changing direction in order to be able to look in the direction they are moving. 

Each level has at least one exit that must be reached in order to progress to the next (some levels have extra hidden exits that 'warp' players to later levels). Players can find energy pods to restore energy levels, keys to open doors, and golden coins. Some of the levels also feature transporters that connect different parts of the same level.

At the end of each level, players can enter a shop where supplies and power-ups can be purchased with any coins they have collected. Some supplies, such as 'Shield' or 'Speed' are permanent, whereas others are only temporary and must be replenished.

A map of each level is displayed at the top of the screen. For some levels, all enemies, objects and walls are shown. On later levels, however, the map may only display the enemy robots and/or objects; with the maze walls and layout only becoming visible once a player has 'looked' at a wall section. Xybots' gameplay feels highly reminiscent of a 3-Dimensional "Gauntlet" (with good reason, see TRIVIA for more details). The game also uses a split-screen display to allow for two-player simultaneous play; something of an innovation for 1987.

Like the "Gauntlet" games on which Xybots is based; the game is endless and play will continue until all lives are lost and players no longer wish to use the 'Continue' option.

- TECHNICAL -

Game ID : 136054

Main CPU : Motorola 68000 (@ 7.15909 Mhz), MOS Technology 6502 (@ 1.7895 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579 Mhz)

Players : 2
Control : 8-way joystick (that also twists a quarter-turn left or right)
Buttons : 2 (FIRE, ZAP)

- TRIVIA -

Xybots was released in November 1987. 

1,752 units were produced in the USA. The selling price was $2,295. 

Xybots was another in a long line of videogame innovations from Atari. The company had, of course, created the first commercially successful videogame with the legendary "Pong". They went on to develop vector graphics with 1979's "Lunar Lander"; while 1980's "Battlezone" was on the cutting edge of technology with its hitherto unknown three-dimensional vector rendering. 

Xybots was the first arcade game to put the player into a three-dimensional, third-person perspective world (with the action viewed from over the on-screen characters' shoulders). Xybots can rightly be considered to be the father of the modern day first person three-dimensional shoot-em-ups. 

By 1987, Atari had split into two different companies; with each sharing the Atari name. The first company produced products for the home entertainment arena; such as personal computers, game consoles, and handhelds. The arcade company, owned by Midway, produced arcade machines exclusively. Perhaps because Xybots was so ahead of its time, it wasn't the commercial success that Atari and Midway were hoping for. Its legacy and influence on future shoot-em-ups, however, is without question. 

Xybots was originally going to be "Gauntlet III", before Atari changed its mind and created a new Sci-fi setting.  It's development name was "Robox" until the game was completed.

The monsters and shots were rendered with 'motion objects', a method which had been around since 1977. 

Joel Hedge holds the official official record for this game, on tournament setting, with 185,300 points on June 2, 2001.

- TIPS AND TRICKS -

You start you game with your man (or men in the two-player game) standing at the end of a corridor. Your goal is to make it to the exit while inflicting the most amount of damage without taking too much damage. There is also a quick tutorial during this first level to help you better gain experience for the coming levels.

General Strategies :
* Always look at the level map when you enter a level. There will be a couple of second delay before you enter the level. Look for where the exit is. This also helps to determine whether you are being put in the middle of a group of Xybots.

* Your character can lose energy in a variety of ways :
1) Naturally within the maze itself. You lose 2-3% of your energy in the maze per second. If you purchase the Extra Vitality, your energy will be lost at a slower rate. This rate is usually about 1% per second.
2) Saucers that go Kamikaze will take out 25% of your energy when they hit.
3) All other Xybots take out 10% energy per hit, but they usually fire multiple times.
4) Using the Zapper.

* Saucers like to pick up items and carry them to other parts of the level. This can be especially frustrating if you know where an item is, then return to find it gone because a saucer picked it up. Keep this in mind unless you have taken out all the saucers.

* Money is a very precious commodity in this game. This is what you use to buy the permanent and temporary items in the Supply Store. After level 7, you will be buying everything you need to get through the level. At the bare minimum, you should constantly purchase the following :
1) Wall Mapper x 3 - To give you an idea of how the maze is set up and also where the closest exit is.
2) Monster Mapper x 3 - To give you a general idea of what non-Guardian Xybots are running around.
3) Vitality x 4 - To minimize the amount of energy you lose on the level.
4) These purchases will last you a minimum of three levels before you have to purchase more temporary items.

* Keys are another valuable commodity within the mazes. Keys can open doors that can shorten one's trip to the exit, or they can open doors that have a lot of extra items in them.

* In addition to the above, attempt to get permanent items when you can. The best ones would be extra armor and shot power.

* Use the Warp Exits when you can. With the 75,000 points, you get 3 coins added to the bonus coins for using the warp. In addition, your energy is brought back to 100% again so you don't have to waste money healing up. The warp exits are located on levels 1 and 4.

* Energy orbs can give either a 50% or 100% boost to your energy. If you are only down a little, do not use it. Wait until you are under 50% energy before getting one.

* If you are placed in a wide open area, immediately look for the exit or find a protected corner. This prevents the Xybots from surrounding your character.

* Xybots follow a specific pattern when they move around. Once they spot your character, though, they will immediately go in for the attack. Sometimes multiple Xybots will swarm the area to try to eliminate your character quickly.

* When approaching corridors that turn, doorways, or openings in the wall, turn your character toward that area and sidestep to the turn or opening. That way, if there are any Xybots lurking around, you can get the first shot in and take them out before they know what happened to them.

* Your character's range of vision is four squares around. It is the same for the Xybots. When going down corridors, it's a good idea to put a few shots ''down-range''. The reason is you may catch one of the Xybots ''napping'' and eliminate them before they can react.

* When approaching openings or doorways, stop short of said opening. If a Xybot is patrolling, they won't see your character but you will see their movement pattern and then you can plan accordingly.

* Many of the levels have blue barrels. These can be used for cover when you are busy having shootouts with the Xybots. Just ''peek'' around them to get your shots off.

* Speaking of blue barrels, you can use the Zapper on them to collect items. These items are random.

* Don't use the Zapper unless it is absolutely necessary. Its purpose is to stun the enemies for a couple of seconds. This makes them vulnerable to your attacks. The energy loss to do this, though, is an uneven exchange. You will do better just shooting it out with the Xybots. Of course, if you are surrounded, then that would be a good time to use it.

* When fighting the Flys, keep in mind that they move up-and-down in addition to side-to-side making them very hard targets to hit. It addition, you will need to keep moving around to avoid their fire and the blue barrels provide minimal protection since they can fire above them.

* The teleporters in the maze act in a duel fashion. When you step on one teleporter pad, you will arrive at another one. Get off and step back on the teleporter pad you just arrived on to teleport to another place. Levels with multiple teleporter pads can be very confusing unless you do this.

* Make sure you pick your battles. If you are on a level loaded with Xybots, it may be better to find the exit then to shoot it out with them. Granted, you can get the points, items in the maze, and possible coin bonuses for score. This, though, may be an unfair exchange since you will be taking a large energy drain with little return.

* Watch your energy meter. It will go yellow when you are at 50% and go red when you are at 20% or less.

* Make sure you note the Xybots colors when you are fighting them. This is the key to tell you how many hits it will take to take them down. Don't be surprised if you hit a Xybot once and it is still firing on you.

* Some levels have false walls. These walls can be taken out with your laser fire. They do not show up differently on the main level map. Before you go shooting at the walls, make sure of what is behind those walls. Opening one of these walls could be like kicking a hornet's nest. You find yourself surrounded by Xybots intent on erasing you from existence.

* Some of the levels have a ''wrap-around'' feature. This basically means if you exit the maze on the right side, you will reappear on the left side. It gives the illusion of one continuous maze. On these types of mazes, when you look at the map, make sure you note enemies not only on your side, but on the opposite side as well.

* The big thing is to learn how to turn and move at the same time. This is in addition to being able to fire while performing this maneuver. If you can accomplish this smoothly, your chances of survival are greatly increased.

* On the first level, don't collect any money for totally massive bonus points at the end. And lots of cash.

* You can shoot around a wall to your right by putting your gun around the corner. You can shoot them but they cannot shoot you.

Two-Player Strategies : These strategies are in addition to the general strategies.

* First of all, each player is immune to the other player's shots.

* If all the Xybots are destroyed, the first player that exits the maze gets the bonus.

* The first player that exits the level gets a 5,000 point bonus.

* If one of the players enters the warp, both players will warp regardless of the other player's location.

* If one of the players dies, and the other makes it through that particular level, the other player is brought back with 50% energy. The other player also loses all the items they may have collected on that level. If both players die, the game is over.

* Learn to work with each other. The combined firepower of two people is quite significant if applied the right way.

* Watch each others back. When one person is facing one way, have the other face the other way in case some Xybots want to sneak up on you.

* In addition, watch in directions that you are unprotected. For example, in a corner one person can look straight while the other looks to one of the sides.

* Don't get greedy and have one player take everything. Learn to share items found. Also, share coins at the Supply Area so that both characters can get maximum benefits. This is a game of cooperation so treat it as such.

Boss Strategies : In order to eliminate the Master Xybot, you must take out all six of his lasers.

* You will be placed on a platform to the left of the Master Xybot. In front of you will be his hand with six openings in it.

* These openings flash at random. When they flash, they fire shots at your character. Your goal is to hit one of these openings when it is flashing. When you do, that opening is cannot fire shots anymore.

* You must run back and forth on the platform to not only avoid the laser fire, but to also shoot up the openings.

* You must take out all six openings in order to defeat the Master Xybot.

* On the later levels, the rate of fire from these openings gets faster.

- STAFF -

Game designer : Ed Logg (ED )
Programmers : Ed Logg (ED ), Bob Flanagan (BOB)
Enginner : Doug Snyder (DUG)
Technician : Cris Drobny (CAD)
Animators : Sam Comstock (SWC), Mark West (MLW)
Audio designers : Earl Vickers (EAR), Hal Canon (HLC), Brad Fuller (BAF)

- PORTS -

* Consoles : 
Nintendo NES [US] : Unreleased Prototype 
Sony PlayStation 2 [AU] (2004) "Midway Arcade Treasures 2" 
Microsoft XBOX [US] (October 11, 2004) "Midway Arcade Treasures 2 [Model MWO-3201W]" 
Nintendo GameCube [US] (October 11, 2004) "Midway Arcade Treasures 2 [Model DOL-GAYE-USA]" 
Sony PlayStation 2 [US] (October 11, 2004) "Midway Arcade Treasures 2 [Model SLUS-20997]" 
Microsoft XBOX [EU] (October 29, 2004) "Midway Arcade Treasures 2" 
Sony PlayStation 2 [EU] (October 29, 2004) "Midway Arcade Treasures 2 [Model SLES-52844]"
Microsoft XBOX 360 [US] (November 6, 2012) "Midway Arcade Origins" 
Sony PlayStation 3 [US] (November 6, 2012) "Midway Arcade Origins [Model BLUS-31083]"
Microsoft XBOX 360 [EU] (November 15, 2012) "Midway Arcade Origins" 
Sony PlayStation 3 [EU] (November 15, 2012) "Midway Arcade Origins [Model BLES-01768]"

* Handhelds : 
Atari Lynx [US] (1991) "Xybots [Model PA2062]" 
Sony PSP [US] (December 13, 2005) "Midway Arcade Treasures Extended Play [Model ULUS-10059]"
Sony PSP [EU] (February 24, 2006) "Midway Arcade Treasures Extended Play [Model ULES-00180]" 

* Computers : 
Sinclair ZX Spectrum [EU] (1989) 
Commodore C64 [US] [EU] (1989) 
Atari ST [EU] (1989) 
Amstrad CPC [EU] (1989) 
Commodore Amiga [US] (1989) 
PC [MS Windows, CD-ROM] [US] (February 17, 2006) "Midway Arcade Treasures Deluxe Edition"
PC [MS Windows, CD-ROM] [EU] (March 17, 2006) "Midway Arcade Treasures Deluxe Edition" by Zoo Digital Publishing

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3222&o=2

$end


$amigaocs_flop=xybots,
$bio

Xybots (c) 1989 Domark Group, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75592&o=2

$end


$msx1_cass=xybots,xybotsa,
$bio

Xybots (c) 1989 Domark Group, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95129&o=2

$end


$cpc_cass=xybots,
$bio

Xybots (c) 1989 Tengen, Inc. [Milpilas, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100162&o=2

$end


$nes=xybots,
$bio

Xybots (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55832&o=2

$end


$lynx=xybots,
$bio

Xybots (c) 1991 Atari Corp.

A vital space station has been taken over by wicked Xybot warriors. It is up to you to work alone or with a friend to destroy the Xybots and reclaim the space station. If you fail, the federation must abandon its plans to colonize space. If this happens, all civilization will die. Only you can save the human race. But can you save yourself?

- TECHNICAL -

Cartridge ID: PA2062

- TRIVIA -

Reviews:
April 1992 - Joypad N.7 (Page 117) [FR]: 85/100

- SCORING -

Warp Exit: 5000 points, 15 coins .
Exit first (two-player): 5000 points .
Destroying all monsters: 5000 points (both players in a two-player game) .
25,000 points: Three coins are awarded for each 25,000 points.
Master Xybot: 5000 points plus 15 coins for destroying a Master Xybot .
Final Master Xybot: 1,000,000 points for each player for destroying the final Master Xybot.

- TIPS AND TRICKS -

* HINTS:
Watch your back when you turn a corner. 
Learn to recognize the various Xybots. 
In a two-player game, cooperation is essential. 
Keep an eye on your energy level. Do not pick up an energy orb if your energy is high. Remember where it is and return when necessary.

* LEVEL INFORMATION:
Level 1: Second exit warps to Level 4
Level 2: Two exits, both go to Level 3
Level 4: Second exit warps to Level 7
Level 9: Second exit warps to Level 12 (Secret Shortcut Wall in maze. Shoot walls to find it.)
Level 10: Master Xybot.
Level 13: Secret Shortcut Wall in maze. Shoot walls to find it.
Level 14: Secret Shortcut Wall in maze. Shoot walls to find it.
Level 17: Master Xybot.
Level 18: Secret Shortcut Wall in maze. Shoot walls to find it.
Level 19: Secret Shortcut Wall in maze. Shoot wall to find it.
Level 20: No energy pods.
Level 21: There are 3 exits: the first and the exit to the left of it both go to Level 22. The exit behind the first warps to Level 25 (3 energy pods in Level 21)
Level 24: Master Xybot.
Level 25: Second exit warps to Level 28.
Level 28: Second exit warps to Level 31. (No energy pods in Level 28.)
Level 33: First exit warps to Level 36. (3 energy pods in Level 33.)
Level 35: Master Xybot.
Level 38: First exit warps to Level 41.
Level 39: 4 energy pods.
Level 40: Middle exit warps to Level ? (Forgot.)
Level 41: Coin Galore. (No energy pods.)
Level 42: Master Xybot.
Level 44: Exit to the right warps to Level 48 (Secret Shortcut Wall in maze. Shoot walls to find it.)
Level 47: Master Xybot.
Level 51: 4 energy pods.
Level 52: Master Xybot. (Ending Level!)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58874&o=2

$end


$pc8801_flop=xylos,
$bio

Xylos (c) 1985 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93293&o=2

$end


$info=xyonix,
$bio

Xyonix (c) 1989 Philko.

A "Tetris"-type game.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : (2x) Texas Instruments SN76496 (@ 4 Mhz)

Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 256

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

The totems you can see during the gameplay are called "Jangseung" (village guardian), Jangseungs, usually made of wood, were traditionally placed at the edges of villages to mark for village boundaries and frighten away demons. They were also worshipped as village tutelary deities.

On the Jangseungs' body is written 'Chunha Dae Jangoon' (translated from Korean as 'The Great General Under Heaven').

When you finish a stage, you can hear the famous folk song 'Ariang'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3223&o=2

$end


$msx1_cart=xyzolog,xyzologa,
$bio

ザイゾログ (c) 1984 Nidecom
(Xyzolog)

- TRIVIA -

Original price: 4800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77590&o=2

$end


$msx1_cass=xyzolog,xyzologa,
$bio

Xyzolog (c) 1985 Electric Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95130&o=2

$end


$sms=xyzolog,
$bio

Xyzolog (c) 19?? Taito Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56292&o=2

$end


$pc98=xzr,
$bio

XZR - Hakai no Guuzou (c) 1988 Telenet Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91097&o=2

$end


$pc8801_flop=xzr,xzra,
$bio

XZR - Hakai no Guuzou (c) 1988 Telenet Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93283&o=2

$end


$msx2_flop=xzr,xzrb,xzra,
$bio

XZR - Hakai no Guuzou (c) 1988 Telenet Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102145&o=2

$end


$msx2_flop=xzr2,xzr2b,xzr2a,
$bio

XZR II (c) 1988 Telenet Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102146&o=2

$end


$pc98=xzr2,
$bio

XZR II - Kanketsu Hen (c) 1988 Telenet Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91098&o=2

$end


$pc8801_flop=xzr2,xzr2a,
$bio

XZR II - Kanketsu-hen (c) 1988 Telenet Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93284&o=2

$end


$pc8801_flop=xzr2d,
$bio

XZR II Demo (c) 1988 Telenet Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93285&o=2

$end


$cpc_cass=yahtzee,
$bio

Y'ahtzee (c) 1985 Idealogic [Barcelona, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100164&o=2

$end


$pc8801_flop=ytypespe,
$bio

Y-Type Special (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93295&o=2

$end


$x68k_flop=y2,y2d,
$bio

Y2 (c) 1994 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88759&o=2

$end


$megadriv=yasech,
$bio

Ya Se Chuan Shuo (c) 1995 Chuanpu Technologies

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57068&o=2

$end


$msx1_cart=yabyum,
$bio

Yab Yum (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77591&o=2

$end


$cpc_cass=yabbadab,
$bio

Yabba Dabba Doo! (c) 1986 Quicksilva.

- TECHNICAL -

Game ID: QSA121

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96279&o=2

$end


$info=hb_ydd,hb_ydda,
$bio

Yabba-Dabba-Dough (c) 200? QPS Interactive.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15595&o=2

$end


$msx2_flop=yabukoko,
$bio

Yabubi de Koukou Manken-bu (c) 1997 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102152&o=2

$end


$pc98=yamanami,
$bio

Yacchae! Manami-chan (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91112&o=2

$end


$info=yachtmn,
$bio

Yachtsman (c) 1982 Sanritsu.

A windsurfing sport game.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.5 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 1

- TRIVIA -

Released in April 1982.

This game is also known as "Mermaid".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3739&o=2

$end


$snes=yadamon,yadamons,
$bio

Yadamon - Wonderland Dreams [Model SHVC-YA] (c) 1993 Tokuma Shoten Intermedia, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62636&o=2

$end


$psx=yagamihi,
$bio

Yagami Hiroki no Game-Taste - Munasawagi no Yokan [Model SLPS-02064] (c) 1999 Kodansha

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85866&o=2

$end


$astrocde=yahtgold,
$bio

Yahtzee + Golddigger (c) 1987 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86851&o=2

$end


$ti99_cart=yathzee,
$bio

Yahtzee [Model PHM 3039] (c) 1980 Milton Bradley Co. [East Longmeadow, MA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84790&o=2

$end


$pc8801_flop=yajiuma,yajiumaa,
$bio

Yajiuma Pennant Race (c) 1988 Cross Media Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93296&o=2

$end


$msx2_flop=yajiuma,
$bio

Yajiuma Pennant Race (c) 1989 Victor Ent. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102153&o=2

$end


$pc98=yajiuma,
$bio

Yajiuma Pennant Race 1988 - 12 Kyuudan Hen (c) 1989 Victor Musical Industries, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91113&o=2

$end


$x68k_flop=yajiuma,
$bio

Yajiuma Pennant Race 1989 (c) 1990 Victor Musical Industries, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88222&o=2

$end


$x68k_flop=yajiuma90,
$bio

Yajiuma Pennant Race 1990 Toshi Data (c) 1990 Victor Musical Industries, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88223&o=2

$end


$pc8801_flop=yajiuma2,yajiuma2a,
$bio

Yajiuma Pennant Race 2 (c) 1991 Victor Musical Industries, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93297&o=2

$end


$psx=yakiniku,
$bio

Yakiniku Bugyou [Model SLPS-03209] (c) 2001 Media Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85867&o=2

$end


$psx=yakitori,
$bio

Yakitori Musume - Sugo Ude Hanjouki [Model SLPS-03435] (c) 2002 Media Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85868&o=2

$end


$gbcolor=yakouchu,
$bio

Yakouchuu GB [Model CGB-AYTJ-JPN] (c) 1999 Athena Co. Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69146&o=2

$end


$n64=yakouch2,
$bio

Yakouchuu II - Satsujin Kouro [Model NUS-NYKJ] (c) 1999 Athena Co. Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58090&o=2

$end


$snes=yakouchu,
$bio

Yakouchuu [Model SHVC-ADJJ-JPN] (c) 1995 Athena Co. Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62637&o=2

$end


$msx2_cart=yaksa,
$bio

Yaksa (c) 1987 Wolf Team

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51399&o=2

$end


$x1_flop=yaksadem,
$bio

Yaksa (c) 1987 Wolf Team [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86184&o=2

$end


$pc8801_flop=yaksa,yaksaa,yaksaah,yaksad,
$bio

Yaksa (c) 1987 Wolf Team [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93298&o=2

$end


$msx2_flop=yaksa,yaksaa,
$bio

Yaksa (c) 1987 Wolf Team [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102154&o=2

$end


$pc98=yaksa,
$bio

Yaksa (c) 1988 Wolf Team [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91114&o=2

$end


$pc8801_flop=yaksamd,
$bio

Yaksa Music Disk (c) 1987 Wolf Team [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93299&o=2

$end


$gameboy=yakumana,yakuman,
$bio

Yakuman [Model DMG-MJJ] (c) 1989 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67414&o=2

$end


$fm7_cass=yakyuken,
$bio

Yakyu Ken (c) 1982 Tsukumo Denki [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93825&o=2

$end


$pc8801_flop=yakyukyo,
$bio

Yakyu Kyo (c) 1984 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93300&o=2

$end


$msx1_cart=yakyukyo,
$bio

Yakyu Kyo (c) 1985 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77592&o=2

$end


$x1_cass=yakyukyo,yakyukyoa,
$bio

Yakyu Kyo (c) 1985 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86298&o=2

$end


$fm7_cass=yakyukyo,
$bio

Yakyu Kyo (c) 1985 Hudson Soft [Hudson Group] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93826&o=2

$end


$pc8801_flop=yakyudo,yakyudoa,
$bio

Yakyu-do (c) 1988 Takeru [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93301&o=2

$end


$pc8801_flop=yakyudod89,
$bio

Yakyu-do Data Book '89 (c) 1989 Takeru [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93302&o=2

$end


$pc8801_flop=yakyudo2,yakyudo2a,
$bio

Yakyu-do II (c) 1989 Takeru [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93303&o=2

$end


$pc8801_flop=yakyudo2d90,
$bio

Yakyu-do II Data Book '90 (c) 1990 Takeru [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93304&o=2

$end


$pc8801_flop=yakyudou,
$bio

Yakyu-do Taisen Disk Vol.1 (c) 1989 Takeru [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93305&o=2

$end


$pc8801_flop=yakyuken,
$bio

Yakyuken (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93306&o=2

$end


$info=leaguemn,
$bio

Yakyuu Kakutou League-Man (c) 1993 Irem.

A team of 4 baseball ninjas go after an array of extremely wacky enemies to get back their beloved golden sports equipment. Yakyuu power!

- TECHNICAL -

Irem M-92 system hardware

Main CPU : V33 (@ 9 Mhz), V30 (@ 7.15909 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), GA20 (@ 3.579545 Mhz)

Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048

Players : 4
Control : 8-way joystick
Buttons : 2

- TRIVIA -

The title of this game translates from Japanese as 'Baseball Hand-to-Hand Fighting League-Man'.

This game is known in US as "Ninja Baseball BatMan".

An ad for "Mahou Keibitai Ganhooki" appears on the first stage, another Irem game.

- STAFF -

Planner : Chinta
Graphic designers : Kon. Kitakichine, Nob, Sefuhaso, Unyanya, Dama
Programmers : Andrew Whiskey, Mc. Hama Amuse_Light, Hiro
Sound effecst : Aiai
Sound programmers : Hayashi Sho, Jitta

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3224&o=2

$end


$msx2_flop=yakyudo2d90,
$bio

Yakyuudo II Databook '90 (Jpn) (c) 1990 Nichibutsu [Nihon Bussan Co., Ltd.] [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102155&o=2

$end


$msx2_flop=yakyudo,
$bio

Yakyuudou (c) 1989 Nihon Create [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102156&o=2

$end


$msx2_flop=yakyudo2,
$bio

Yakyuudou II (c) 1990 Nihon Create [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102157&o=2

$end


$pc98=yakyudop,
$bio

Yakyuudou Plus (c) 1991 C2 World

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91115&o=2

$end


$famicom_flop=galdung,
$bio

Yakyuuken Part II - Gal's Dungeon (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65495&o=2

$end


$snes=yamyam,
$bio

???? (c) 1995 Bandai
(Yam Yam)

Yam Yam is a 3-D shooter with a sprinkling of RPG-inspired elements developed by Pandora Box and published by Bandai. The game relates the adventures of a mole-boy called Magu Magu and his unusual pet Yam Yam. They both travel the country and undertake a sprawling adventure that spans 28 missions, all assigned to them by local townspeople. Interestingly, whereas villages can be visited en route following a traditional single-screen formula, traveling between them activates 3-D shooting phases where the boy, riding firmly on his pet's back, defeats waves of vicious monsters and other creatures. These phases are at the core of the gameplay, killed enemies award the player with experience points and additional gold bars or medicinal herbs can be collected along the way. The money can then be spent to purchase better weapons, stronger armors or special magical powers. Yam Yam has few more tricks up his sleeves - although he generally stays on the ground and jumps over obstacles, he can, in some occasions, use his tail as a spinning-blade and fly around the screen at ease. However, the RPG elements are not limited to gaining experience points and purchasing skills - missions can't be activated until a number of tasks in the villages have been completed. They range from talking to a specific person, giving them some money to gather more information or even carrying them around inside Yam Yam's large belly! Finally, the most unusual feature of Yam Yam is to reset the character's level and money after each mission - Magu Magu and Yam Yam both wake up underneath a tree and realize that it was all but a dream...

- TECHNICAL -

Cartridge ID: SHVC-AYMJ-JPN

- TRIVIA -

Yam Yam was released on February 17, 1995 in Japan for 9800 Yen.

A special gold version of Yam Yam exists - it is rumored that the game was given away as a competition prize and was bundled with four original phone cards, an artwork signed by Tetsu Hiro and a winning letter. As of this writing (2013), only one copy of the game has surfaced and it is currently on display at the Japanese store Mandarake Nakano.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62638&o=2

$end


$info=yamyam,yamyamk,
$bio

Yam! Yam!? (c) 1990 Dooyong.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 8 Mhz)
Sound Chips : YM2203 (@ 1.5 Mhz)

Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 512

Players : 2
Control : 4-way joystick
Buttons : 2

- TRIVIA -

This game is also known as "Wise Guy".

Originally developed by Nihon Maicom Kaihatsu (NMK). But the Japanese location test was a flop. So, they changed the character design and published it through Dooyong in Korea.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3225&o=2

$end


$psx=yamagaau,
$bio

Yamagata Digital Museum - Autumn [Model SLPS-01662] (c) 1999 Imagineer Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85869&o=2

$end


$psx=yamagasp,
$bio

Yamagata Digital Museum - Spring [Model SLPS-01581] (c) 1999 Imagineer Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85870&o=2

$end


$psx=yamagasu,
$bio

Yamagata Digital Museum - Summer [Model SLPS-01661] (c) 1999 Imagineer Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85871&o=2

$end


$psx=yamagawi,
$bio

Yamagata Digital Museum - Winter [Model SLPS-01663] (c) 1999 Imagineer Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85872&o=2

$end


$info=ax150,
$bio

Yamaha AX-150 (c) 1986 Yamaha.

Personal computer by Yamaha based on the MSX.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84897&o=2

$end


$msx1_cart=ym305,
$bio

Yamaha DX21 Voicing Program YRM-305 (c) 198? Yamaha.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77593&o=2

$end


$msx1_cart=yrm304,
$bio

Yamaha DX7 Voicing Program II YRM-304 (c) 198? Yamaha.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77594&o=2

$end


$msx1_cart=yrm103,yrm103a,
$bio

Yamaha DX7 Voicing Program YRM-103 (c) 198? Yamaha

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77595&o=2

$end


$msx1_cart=yrm105,
$bio

Yamaha DX9 Voicing Program YRM-105 (c) 198? Yamaha

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77596&o=2

$end


$msx1_cart=yrm506,
$bio

Yamaha FB-01 Voicing Program YRM-506 (c) 1985 Yamaha

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77597&o=2

$end


$msx1_cart=cmp01,
$bio

Yamaha FM Auto Arranger CMP-01 (c) 198? Yamaha

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77598&o=2

$end


$msx1_cart=yrm501,
$bio

Yamaha FM Music Composer II YRM-501 (c) 1984 Yamaha

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77599&o=2

$end


$msx1_cart=yrm101,yrm101a,
$bio

Yamaha FM Music Composer YRM-101 (c) 1984 Yamaha

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77600&o=2

$end


$msx1_cart=yrm504,
$bio

Yamaha FM Music Macro II YRM-504 (c) 198? Yamaha

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77602&o=2

$end


$msx1_cart=yrm104,
$bio

Yamaha FM Music Macro YRM-104 (c) 1984 Yamaha

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77603&o=2

$end


$msx1_cart=yrm502,
$bio

Yamaha FM Voicing Program II YRM-502 (c) 198? Yamaha

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77605&o=2

$end


$msx1_cart=yrm102,yrm102a,
$bio

Yamaha FM Voicing Program YRM-102 (c) 1985 Yamaha

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77604&o=2

$end


$msx1_cart=midimacr,
$bio

Yamaha MIDI Macro (c) 1986 Yamaha

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77608&o=2

$end


$msx1_cart=yrm303,
$bio

Yamaha MIDI Macro & Monitor YRM-303 (c) 198? Yamaha

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77607&o=2

$end


$msx1_cart=yrm301,
$bio

Yamaha MIDI Recorder YRM-301 (c) 198? Yamaha

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77609&o=2

$end


$msx1_cart=yamahapc,
$bio

Yamaha Play Card System UPA-01 (c) 1985 Yamaha

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77610&o=2

$end


$msx1_cart=yrm302,
$bio

Yamaha Rhythm Editor YRM-302 (c) 198? Yamaha

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77611&o=2

$end


$pcecd=yamamura,
$bio

Yamamura Misa Suspense - Kinsenka Kyou Ezara Satsujin Jiken (c) 1992 Naxat Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58469&o=2

$end


$nes=yamaskhm,
$bio

ファミコンソフト　京都花の密室殺人事件 (c) 1989 Taito Corp.
(Yamamura Misa Suspense - Kyouto Hana no Misshitsu Satsujin Jiken)

- TECHNICAL -

Game ID: DTF-YM
Cart color: Green.

- TRIVIA -

Released on February 11, 1989 in Japan.

It was the 22th title published by Taito for the Famicom.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54821&o=2

$end


$nes=yamaskrt,
$bio

ファミコンソフト　京都龍の寺殺人事件 (c) 1987 Taito Corp.
(Yamamura Misa Suspense - Kyouto Ryuu no Tera Satsujin Jiken)

- TECHNICAL -

Game ID: TFC-KR-5500
Cart color: Black

- TRIVIA -

Released on December 11, 1987 in Japan.

It was the 14th title published by Taito on the Famicom.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54822&o=2

$end


$msx2_cart=yamaskrt,
$bio

Yamamura Misa Suspense 京都龍の寺殺人事件 (c) 1988 Taito Corp.
(Yamamura Misa Suspense - Kyouto Ryuu no Tera Satsujin Jiken)

- TECHNICAL -

Model TMS-04

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51400&o=2

$end


$nes=yamaskzs,
$bio

????????? ????????? (c) 1990 Hector
(Yamamura Misa Suspense - Kyouto Zaiteku Satsujin Jiken)

- TECHNICAL -

Game ID: HCT-QZ/008
Cart color: Grey.

- TRIVIA -

Released on November 2, 1990 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54823&o=2

$end


$snes=bubsyj,
$bio

Yamaneko Bubsy no Daibouken (c) 1994 Poppo.

Japanese release. game developed in USA. See "Bubsy in Claws Encounters of the Furred Kind [Model SNS-UY-USA]" for more information about the game itself.

- TECHNICAL -

Model SHVC-UY

- TRIVIA -

Released in Japan on June 17, 1994.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62639&o=2

$end


$fm7_cass=yama,
$bio

Yamanotesen Adventure (c) 1983 Koei Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93827&o=2

$end


$pc8801_flop=yamase,
$bio

Yamase (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93307&o=2

$end


$info=yamato,yamato2,
$bio

Yamato (c) 1983 Sega.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.536 Mhz)

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 352

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in March 1983.

Yamato is the name of a Japanese battleship that was sunk off Kyuushuu during World War II.

- STAFF -

Security by : Masatoshi Mizunaga
Program by : L'Y

- PORTS -

* Consoles :
Sega SG-1000 (1983)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3226&o=2

$end


$sg1000=yamato,yamatoa,
$bio

ヤマト (c) 1983 Sega Enterprises, Limited.
(Yamato)

- TECHNICAL -

Game ID: G-1008

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65141&o=2

$end


$sg1000=yamatot,
$bio

Yamato [Model W-008] (c) 1983 Aaronix [Taiwan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65142&o=2

$end


$pc8801_flop=yaminoiy,
$bio

Yami no Iyo Densetsu (c) 1989 Hot-B [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93308&o=2

$end


$fm77av=yaminoiy,
$bio

Yami no Iyo Densetsu (c) 1989 Hot-B [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93875&o=2

$end


$x68k_flop=yamikets,
$bio

Yami no Ketsuzoku - The Predestined Homicides #1 (c) 1990 System Sacom Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88224&o=2

$end


$pcecd=yamikets,
$bio

Yami no Ketsuzoku Harukanaru Kioku (c) 1993 Naxat Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58470&o=2

$end


$x68k_flop=yamiket2,
$bio

Yami no Ketsuzoku Kanketsu Hen - The Predestined Homicides #2 (c) 1990 System Sacom Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88225&o=2

$end


$pc98=yamiryos,
$bio

Yami no Ryousen (c) 1994 Illusion Core

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91116&o=2

$end


$msx1_cart=hadesa,hades,
$bio

Yami no Ryuuou - Hades no Monsho [Model GPM-131] (c) 1986 Casio Computer Co., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77612&o=2

$end


$pc98=yanyangd,
$bio

Yan Yan no Gekitou Dousoukai - The Queen of Tenshindo '95 (c) 1995 Tenshindo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91117&o=2

$end


$pc98=yanyanqi,
$bio

Yan Yan no Quiz Icchomae (c) 1992 Tenshindo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91118&o=2

$end


$nes=yangjiaj,
$bio

??? - Yang's Troops (c) 19?? Waixing Computer & Technology Co., Ltd.
(Yang Jia Jiang - Yang's Troops)

- TECHNICAL -

[Model ES-1052]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77035&o=2

$end


$info=yankeedo,
$bio

Yankee DO! (c) 1982.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : (2x) Texas Instruments SN76496 (@ 4 Mhz)

Screen orientation : Vertical
Video resolution : 192 x 240 pixels
Screen refresh : 61.17 Hz
Palette Colors : 256

Players : 2
Control : 4-way joystick
Buttons : 1

- TRIVIA -

This game is a hack of "Mr. Do!".

- UPDATES -

It has an American theme :
* You control Uncle Sam with a bomb instead of a clown with a snowball.
* Apples are replaced by oil barrels, that when dropped leak out their oil before disappearing. 
* The enemies are people riding camels.
* Only freeze your enemies for a few seconds.
* The Letter monsters are accompanied by cars.
* This is the hardest of the Mr. Do! hacks.
* You run faster digging through the dirt than through open terrain.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3227&o=2

$end


$gameboy=noah,
$bio

Yannick Noah Tennis [Model DMG-AYNP-FRA] (c) 1998 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67415&o=2

$end


$fm7_disk=yanpara,
$bio

Yanpara Adventure (c) 1985 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93681&o=2

$end


$gba=yaoxidao,
$bio

Yaoxi Dao (c) 2006 iQue [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76325&o=2

$end


$x68k_flop=yaritai1,
$bio

Yaritai Houdai (c) 1988 Zenryutsu [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88226&o=2

$end


$pc98=yaritai1,
$bio

Yaritai Houdai (c) 1988 Zenryutsu [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91119&o=2

$end


$pc8801_flop=yaritai1,
$bio

Yaritai Houdai (c) 1988 Zenryutsu [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93309&o=2

$end


$x68k_flop=yaritai2,
$bio

Yaritai Houdai 2 (c) 1989 Zenryutsu [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88227&o=2

$end


$pc98=yaritai2,
$bio

Yaritai Houdai 2 - Tourist o Nerae!! (c) 1989 Zenryutsu [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91120&o=2

$end


$a2600=yarsreve,
$bio

Yars' Revenge (c) 1982 Atari, Incorporated.

PAL release. Game developed in USA. For more information, please see the NTSC release's entry; "Yars' Revenge [Model CX2655]".

- TECHNICAL -

Model CX2655P

- PORTS -

* Consoles : 
Microsoft XBOX [EU] (November 26, 2004) "Atari Anthology" 
Sony PlayStation 2 [EU] (February 18, 2005) "Atari Anthology [Model SLES-53061]" 
Microsoft XBOX 360 [XBLA] [EU] (April 13, 2011) 

* Handhelds : 
Nintendo Game Boy Color [EU] (2000) "Yars' Revenge [Model DMG-AYVP-EUR]" 
Nintendo Game Boy Advance [EU] (September 23, 2005) "3 Games in One! Yars' Revenge - Asteroids - Pong [Model AGB-B46P]" 

* Computers : 
PC [MS Windows, CD-ROM] [EU] (June 10, 2005) "Atari - 80 Classic Games in One! [Replay]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83059&o=2

$end


$a2600=yarsrev,yarsrevp,
$bio

Yars' Revenge (c) 1982 Atari, Incorporated.

The primary objective of the game is to break a path through the shield, and destroy the Qotile with a blast from the Zorlon Cannon. The secondary objective is to score as many points as possible.

GAME 0 - This is the simplest version, a good choice for young children to play. It features a slow Destroyer Missile.

GAME 1 - This is the 2-player version of Game 0.

GAME 2 - This is the 'normal' game, with two alternating Shield configurations, plus a Destroyer Missile, and a Swirl travelling at normal speed.

GAME 3 - This is the 2-player version of Game 2.

GAME 4 - This game features a Zorlon Cannon that bounces off the shield. (Watch out! It can destroy you on its return flight.) There are two alternating Shield configurations, plus a Destroyer Missile and a Swirl travelling at normal speeds.

GAME 5 - This is the 2-player version of Game 4.

ULTIMATE YARS: GAMES 6 and 7 - Ultimate Yars features a bouncing Zorlon Cannon, plus some unusual twists that distinguish it from the other Yar games.

First, you must bounce the Yar against the left side of the screen to make the Zorlon Cannon appear. Also, to make the cannon appear, you need five TRONS. TRONS are units of energy which you can collect at the following rate:
1. Eat a cell from the shield: 1 TRON
2. Touch the Qotile: 2 TRONS
3. Catch a Zorlon Cannon shot after it bounces off the shield: 4 TRONS

If a Yar bounces of the left side with less than five TRONS, it will not get a shot, but it won't lose the TRONS it has, either. (Each time a Yar is destroyed, it loses its TRONS).  Each Yar has a capacity of 255 TRONS. If a Yar tries to take on more than that, it will short out and the Yar will lose all its TRONS.  The count of TRONS is not displayed on the screen. Yar scouts understand the count instinctively.

GAME 6 is the 1-player version of ULTIMATE YARS.

GAME 7 is the 2-player version.

- TECHNICAL -

Model CX2655

- TIPS AND TRICKS -

When you destroy the Qotile, or a Swirl, there will be an explosion, during which the Yar stays on the screen. Use this opportunity to make up your own victory dance. And watch out for the Ghost of Yars! You'll see his mean streak, so stay off it!

The Qotile continually changes colors.  The color sequence is your cue to the appearance of a Swirl, and gives you warning to plan your attack and defense.

If you fly over the Qotile as it changes to a Swirl, it will destroy you, so be careful.

When you think you are a tough avenger, switch the difficulty to A, and then try Ultimate Yars!

- STAFF -

Programmer: Howard Scott Warshaw

- PORTS -

* Consoles : 
Tapwave Zodiac [US] (2004) "Atari Retro"
Microsoft XBOX [US] (November 16, 2004) "Atari Anthology [Model 26084]" 
Sony PlayStation 2 [US] (November 22, 2004) "Atari Anthology [Model SLUS-21076]" 
Microsoft XBOX [JP] (August 4, 2005) "Atari Anthology [Model B7X-00001]" 
Microsoft XBOX 360 [XBLA] [US] (April 13, 2011) 

* Handhelds : 
Nintendo Game Boy Color [US] (September 1999) "Yars' Revenge [Model DMG-AYVE-USA]" 
Nintendo Game Boy Advance [US] (August 21, 2005) "3 Games in One! Yars' Revenge - Asteroids - Pong [Model AGB-B46E-USA]" 
Nintendo DS [US] (November 2, 2010) "Atari Greatest Hits Vol.1 [Model NTR-BR6E-USA]" 

* Computers : 
PC [MS Windows, CD-ROM] [US] (January 1, 2003) "Atari Retro"
PC [MS Windows, CD-ROM] [US] (November 11, 2003) "Atari - 80 Classic Games in One! [Model 25069J]" 

* Others : 
Atari 10 in 1 TV Game [US] (2002) by Jakk's Pacific 
Atari Flashback [US] (2004) 
Atari Flashback 2 [US] (2005) 
Atari Flashback 2+ [US] (February 22, 2010) 
Atari Flashback 3 [US] (September 16, 2011) by AtGames 
Atari Flashback 4 [US] (November 13, 2012) by AtGames 
Atari Flashback 5 [US] (October 1, 2014) by AtGames

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51211&o=2

$end


$gbcolor=yarsrev,
$bio

Yars' Revenge [Model DMG-AYVE-USA] (c) 1999 Telegames

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69147&o=2

$end


$pico=yasaclin,
$bio

Yasashiku Oteate Pico Clinic! Kangofu-san Pico (c) 2001 SEGA Toys.

- TECHNICAL -

Game ID: HPC-6095

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96331&o=2

$end


$pc8801_flop=yashichi,
$bio

Yashichi (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93310&o=2

$end


$pcecd=yawara,
$bio

Yawara! (c) 1992 Sofix

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58471&o=2

$end


$pcecd=yawara2,
$bio

Yawara! 2 (c) 1994 Sofix.

- TRIVIA -

Released on September 23, 1994 in Japan.

- STAFF -

Original Work: Naoki Urasawa
Voice Cast: Yuko Minaguchi, Ichiro Nagai, Chiyoko Kawashima, Toshihiko Seki, Yoshino Takamori, Masashi Sugawara, Akira Kamiya, Mie Suzuki, Mie Azuma, Shoko Saito, Yumi Toma, Atsuko Mine, Seiko Tomoe, Naoki Bando, Minoru Inaba, Miyuki Ichijo, Yuko Mizutani, Run Sasaki, Ai Sato, Kae Araki, Toku Nishio, Hochu Otsuka, Hidetoshi Nakamura, Takumi Yamazaki
Directors: Tatsuhiko Urahata, Yoshinao Shimada
Program: Hiroshi Takeda
Animation Directors: Taro Wakabayashi, Takayuki Saito
Animation: Yuzo Sato, Hitoshi Kagiyama
Designers: Tadahiko Ono, Noriyuki Takeuchi, Kazuhiro Hayashida, Yuichi Sano, Hideki Yamanaka, Kazuhiro Narita, Sosuke Kashiwabara
Opening "You and I": Fun House
Ending "You Were Always There": Kitty Records
Audio Director: Yasuo Urakami
Recording: APU Studio
Sound Engineer: Hisanori Oshiro
Cooperation: Shogakukan Big Comic Spirits, Madhouse, Hudson Soft, T's Music, Ocarina System, Mutech
Production Coordinator: Tamotsu Shirai (Shogakukan Production)
Production Cooperation: Kitty Film
©: Naoki Urasawa (Shogakukan·Yomiuri TV·Kitty)
©1994: Shogakukan Production, Sofix
Production Director: Yoshinao Shimada
Producers: Takao Suganuma (Shogakukan Production), Hidetaka Takayama

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58472&o=2

$end


$nes=ymzpearl,
$bio

??? - Pearl (c) 19?? Waixing Computer & Technology Co., Ltd.
(Ye Ming Zhu - Pearl)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77036&o=2

$end


$cdi=yearn2le,
$bio

Yearn 2 Learn - Peanuts (c) 1994 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53189&o=2

$end


$saturn,sat_cart=yellowbr,
$bio

Yellow Brick Road (c) 1996 Acclaim Japan [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59937&o=2

$end


$info=yellowcbj,yellowcbb,
$bio

Yellow Cab (c) 1984 Data East USA

- TECHNICAL -

Main CPU : DECO (@ 2 Mhz), MOS Technology 6502 (@ 1.5 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.5 Mhz)

Players : 2
Control : 8-way Joystick
Buttons : 2

- TRIVIA -

Yellow Cab was released in August 1984.

This game is also known as "Kamikaze Cabbie".

Also released on the DECO Cassette System hardware as "Yellow Cab [Model DT-143]"

Maurizio Miccoli holds the official record for this game with 92340 points on March 19, 1985.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4307&o=2

$end


$x1_cass=yellwcab,yellwcaba,
$bio

Yellow Cab (c) 198? dB-SOFT [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86299&o=2

$end


$pc8801_flop=ylemon,
$bio

Yellow Lemon (c) 1985 PSK [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93311&o=2

$end


$fm7_disk=ylemon,
$bio

Yellow Lemon (c) 1985 PSK [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93682&o=2

$end


$a5200=yllowsub,
$bio

Yellow Sub (c) 1983 Atari, Incorporated.

- TRIVIA -

Unreleased prototype.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50110&o=2

$end


$msx1_cart=yellowsb,
$bio

Yellow Submarine (c) 1987 Brother Kougyou

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77613&o=2

$end


$cpc_cass=yesprimn,
$bio

Yes Prime Minister (c) 1987 Mastertronic, Ltd. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100167&o=2

$end


$pc98=yeshg,
$bio

YES! HG - Hi-Grade, Hyper Graphics A.V.G. (c) 1995 Himeya Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91111&o=2

$end


$info=yesnoj,
$bio

YES/NO 心理トキメキチャート (c) 1992 Taito Corporation.
(Yes/No Sinri Tokimeki Chart)

- TECHNICAL -

Runs on the "Taito F2 System" hardware.

Prom Stickers: D20

Screen Orientation: Horizontal

Players: 2
Buttons: 2
=> Yes, No

- TRIVIA -

Yes/No Sinri Tokimeki Chart was released in March 1992 in Japan only.

The title of this game translates from Japanese as 'Yes/No Heartthrob Chart Trial'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3228&o=2

$end


$astrocde=yesternv,yesterv,
$bio

Yesterday (c) 1986 Degler [Richard Degler]

- TRIVIA -

This music was originally released on tape format by George Moses. Richard 
Degler converted it to cartridge format and made the notes play along to the 
music on a musical staff.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86852&o=2

$end


$x68k_flop=yesterd,
$bio

Yesterday (c) 1990 System House Oh!

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88228&o=2

$end


$pc98=yesterd,
$bio

Yesterday (c) 1990 System House Oh!

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91121&o=2

$end


$pc8801_flop=yesterd,
$bio

Yesterday (c) 1990 System House Oh!

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93312&o=2

$end


$x68k_flop=yacolumn,
$bio

Yet Another Column (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88760&o=2

$end


$gba=yggdraunu,
$bio

Yggdra Union - We'll Never Fight Alone [Model AGB-BYUE-USA] (c) 2006 Atlus Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76328&o=2

$end


$gba=yggdraunj,
$bio

Yggdra Union - We'll Never Fight Alone [Model AGB-BYUJ-JPN] (c) 2006 Sting [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76327&o=2

$end


$gba=yggdraun,
$bio

Yggdra Union - We'll Never Fight Alone [Model AGB-BYUP] (c) 2006 505 Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76326&o=2

$end


$nes=yixing,
$bio

异形-之太空探险者 (c) 200? Nanjing.
(Yi Xing - Zhi Tai Kong Tan Xian Zhe)

- TECHNICAL -

Game ID: NJ074

- STAFF -

Developed by: Nice Code Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77037&o=2

$end


$a800=yakungfu,
$bio

Yie Another Kung-Fu (c) 2011 GR8 Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86759&o=2

$end


$bbca_cass,bbcb_cass=yiear,
$bio

Yie Ar Kung Fu (c) 1984 Imagine

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52684&o=2

$end


$nes=yiearh,
$bio

Yie Ar Kung Fu (c) 1987 FMG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69342&o=2

$end


$bbca_cass,bbcb_cass=yiear2,
$bio

Yie Ar Kung Fu 2 (c) 19?? Imagine

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52685&o=2

$end


$cpc_cass=yiear2,
$bio

Yie Ar Kung Fu II (c) 1986 Imagine Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100168&o=2

$end


$cpc_cass=yiear,
$bio

Yie Ar Kung-Fu (c) 1985 Imagine Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100169&o=2

$end


$cpc_cass=yieare,
$bio

Yie Ar Kung-Fu (c) 1986 Erbe Soft. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100170&o=2

$end


$msx1_cart=yiear2,yiear2b,yiear2a,
$bio

Yie Ar Kung-Fu II - Yie-Gah Koutei no Gyakushuu (c) 1985 Konami.

- TECHNICAL -

Game ID: RC737

- TRIVIA -

Released in December 1985 in Japan.

- SERIES -

1. Yie Ar Kung-Fu [Model GX407] (1985)
2. Yie Ar Kung-Fu II - Yie-Gah Koutei no Gyakushuu [Model RC737] (1985, MSX)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48155&o=2

$end


$info=yiear,yiear2,yieartf,
$bio

Yie Ar Kung-Fu (c) 1985 Konami Industry Company, Limited.

Yie Ar Kung Fu is a classic one-on-one fighting game that pits a single player against a procession of distinctive, and often armed opponents. While somewhat limited in gameplay terms, Yie Ar Kung-Fu introduced a major innovation to the beat-em-up genre as it was the first one-on-one fighter to offer a progression of truly different opponents for the player to defeat. This is something that would later be adopted by Capcom for its legendary Street Fighter series; as well as SNK and countless others. Many of Yie Ar's eleven opponents are armed with a wide variety of weapons, such as a nunchuks, throwing stars, a chain, a sword and a club.

Yie Ar Kung-Fu is a game of reflexes and as such plays incredibly quickly, with the player having to be constantly on the move to avoid getting 'pegged in' by some of the game's tougher opponents. The first five fights take place in front of an animated waterfall, while the remaining six have the player battling in front of a picturesque, oriental pagoda. There is no time limit set in which the opponent must be defeated and the player's character, Oolong, possesses a finite amount of health per stage. Should the player's health bar be fully depleted, the match is lost.

- TECHNICAL -

Yie Ar Kung-Fu machines came in two upright cabinet forms. 

Game ID : GX407

Main CPU : Motorola M6809 (@ 1.152 Mhz)
Sound Chips : SN76496 (@ 1.536 Mhz), Sanyo VLM5030 (@ 3.58 Mhz)

Players : 2
Control : 8-Way Joystick
Buttons : 2
=> Punch, Kick

- TRIVIA -

Yie Ar Kung-Fu was released in January 1985.

The words 'Yie Ar' in the title of this game are translated from Chinese as 'One, Two'.

Antonio Colangelo holds the official official record for this game with 534340 points on September 9, 1985.

- SCORING -

Scoring in this game is fairly complex and is dictated by what kind of punch or kick you inflict on your opponent. The more complicated the move, the more points awarded :

Flying High Punch : 500 points 
Jumping High Punch : 2000 points 
Mid-Level Punch : 500 points 
Low Punch : 700 points 
Crouching Mid-Level Punch : 900 points 
Flying High Kick : 600 points 
Jumping High Kick : 2000 points 
Mid-Level Kick : 500 points 
Low Kick : 700 points 
Lying Down High Kick : 900 points 

At the end of each stage, you will receive bonus points by adding your remaining energy x 10 to your score. If you didn't lose any energy on any of the stages one through eight, you get an additional 'Perfect' bonus of that stage number x 10000 points.

- TIPS AND TRICKS -

When you start the game, there will be a screen that lists the opponents for that block of fighting. The animated opponent is the one Oolong will be currently fighting. You will notice that some opponents have a '???' in a box under their name. This means in order to see this opponent, you must have defeated everyone else up to them. When you exit this screen, Oolong will start on the left and Oolong's opponent will start on the right side of the screen. Once you get through all 11 stages, the cycle begins anew.

* Since there is no time limit on the matches, patience is a must. Latter opponents will take advantage of every mistake made and will 'pin' the player to inflict repeated blows on Oolong.

* Every opponent has some kind of weakness to exploit. Once you learn these weaknesses, they will be much easier to defeat.

* Take advantage of Oolong's mobility. In other words; don't just stand in one place, and never allow Oolong to get trapped on the sides of the screen as this can spell instant defeat in many cases.

* Speaking of mobility, jump around the screen if you don't have a clear opening to strike your opponent. Learn to time and aim your jumps to where you believe your opponent's position will be at. Get in a quick strike and jump away before a counterstrike hits Oolong.

* Your goal on all of the fights is to avoid getting hit. In addition to prevention of energy loss, you can earn bonus points which will eventually add up to an extra life.

* When you get a hit on an opponent, you will see a red marker. If your opponents get a hit, the marker will be either black or yellow.

* Keep in mind that all your opponents know kung-fu. Just because they are wielding a weapon doesn't mean they won't take a punch or kick at Oolong if the opportunity presents itself.

* Below are listed the strategies for defeating your 11 opponents :

STAGE 1: BUCHU: This is a good introductory fight. Buchu isn't too tough of an opponent and you should be able to take him down without breaking too much of a sweat.

1) Buchu will start the round by flying over to Oolong. When he lands, give him a couple of low sweeping kicks.

2) After taking a couple of hits, Buchu will fly off again in the opposite direction. Just have Oolong jump next to him to deliver either punches or kicks. Buchu will take off again.

3) Follow the above and you should have Buchu crying "Uncle" in no time.

4) Big thing to watch out for is if you stay around him too long, he will deliver a flurry of kicks that will pin Oolong down and eventually take him out. 

STAGE 2: STAR: Your first fight with a weapon wielding opponent. Star likes to throw shurikens either high, mid-level, or low. They are pretty easy to avoid but do make it a challenge trying to close in on Star.

1) Right after Star throws a shuriken, jump toward him. If you did it right, you should be right next to him to deliver a punch or kick.

2) Quickly jump away and prepare for the next shuriken to be thrown. Again, as above, jump over to Star to deliver some more punishment.

3) Star may jump out of the way but this happens rarely.

4) If you happen to land short, just jump back out of the way since Star will take the advantage and deliver a few kicks Oolong's way.

STAGE 4 : NUNCHA : Now it starts to get interesting. The first opponent that can deliver two to three quick blows when opportunity presents itself. Nuncha is quite effective with his nun-chucks and does some serious damage if you're not ready.

1) Watch for when Nuncha starts to spin his nun-chucks. This means he is preparing to take a shot. Back up and let him advance and then jump over him.

2) He will then take his shot. Be careful in watching where he aims at because he can go high, mid-level, or low. Once he takes his shot, quickly jump over to him to get in a punch or kick. Be aware, he may block a couple of your moves with his nun-chucks.

3) Jump away quickly since he will again start spinning his nun-chucks. If you stay to long next to him, he will deliver two or three shots to pin down Oolong before Oolong can escape.

4) Continue moving around and soon Nuncha will be history.

STAGE 4: POLE: Pole is another one of those opponents who can put a major hurting on your character real quick if you're not careful. He also tends to move around a lot making it more difficult to hit him.

1) He will start off by spinning the pole above his head. If Oolong gets too close, Pole will take a couple of shots at him. The best offensive is to jump to a position you believe Pole will be at since he moves around a lot.

2) You won't have time to dally once you are next to Pole. Get in a low shot and jump out of there quickly or Oolong will meet the business end of the pole real quickly. Pole will then again spin the pole above his head and advance on Oolong. Jump over and try to hit Pole from the backside.

3) Continue to jump over Pole and get in low shots. You should have him begging for mercy in no time.

STAGE 5: FEEDLE: This is actually a series of the same opponent instead of one. This is kind of your breather before entering the second part of the tournament.

1) Feedle(s) will enter from both the left and right side of the screen. Your character will be in the middle. They only do basic moves of mid-level kicks and punches.

2) They will continue to enter from either side of the screen so you may need to move back and forth to be able to turn around rapidly to deal with the threat from both sides. Low kicks will suffice to eliminate Feedle.

3) You have to eliminate eight Feedle(s) in order to win the match. Feedle(s) will keep feeding onto the screen until you achieve that objective.

4) Do not jump on this stage or you may get yourself into trouble since there isn't much space in the line of Feedle(s) coming after your character.

STAGE 6: CHAIN: Chain is a difficult opponent unless you can move around quickly.

1) Chain starts this off by slinging his chain at Oolong. It has a limited range and it can be aimed high, mid-level, or low. The bad part about this is that even when the chain is going back to Chain, Oolong can still take a hit.

2) Once Chain fires his chain, you need to make sure that you aim Oolong to jump over Chain and get real close. If you don't, Chain turns very quickly and will launch another attack if you aren't close enough to attack him. Only do low hits to minimize your chances of getting hit by his chain. Once you get in a hit, jump back to get out of range of his chain.

3) You will also have to watch out for his low kicks if you are too far away and he doesn't use his chain.

4) Continue to jump around and get in hits and eventually you will delink him.

STAGE 7: CLUB: Club likes to act aggressive and so will advance on Oolong immediately. This is his downfall.

1) Let Club advance on Oolong. When he gets close to his striking distance, jump over him to land next to him on the other side. Deliver a couple of low kicks or punches. You may have to jump up to avoid his club.

2) Jump to the other side of the screen and let him advance on Oolong again. This time, after you jump, watch his movements. He may back up onto the side. If this happens, just jump back away and let him advance again. To really mess with him, do a small jump away from him then immediately jump to his other side.

3) Do the above a few times and club will be no more.

STAGE 8: FAN: As the opponents name implies, Fan likes to throw razor-sharp fans at Oolong.

1) She will start this stage by launching three fans at Oolong. They start high and have an uncanny ability to track Oolong (to a degree). This is also one of the few weapons that Oolong can actually counter with punches or kicks (it is hard though to get lined up).

2) Once she launches her fans, wait until the last fan gets low enough to jump over. Then jump next to her to deliver some punches and kicks. You should be able to get in two hits before you have to bounce out again. Watch out if you aren't close enough since she likes to deliver a few kicks of her own.

3) Continue to maneuver around her. You may not get in a shot after every jump but she does leave openings that can be easily exploited.

4) You will eventually send her crashing down like her fans.

STAGE 9: SWORD: This actually is one of the easier opponents to deal with. All he does is slide along the ground waiting to put a sword through Oolong.

1) Sword actually is one of the quicker opponents. He has a tendency to hit and run. Basically, if he hits Oolong, he quickly goes the opposite direction. Much quicker then Oolong can jump after him. This means you have to keep him on the defensive.

2) Get into position and jump so you are next to Sword. Do a quick low punch or kick. Sword will rapidly retreat, then advance. When he is within striking distance, hit or punch again. Sword will again retreat. This cycle should continue until Sword is skewered.

3) You may have to jump out of Sword's range if you mess up the cycle. Just repeat the above steps to get back into a rhythm again.

STAGE 10: TONFUN: Your next two opponents will test your skills to the utmost.

1) Tonfun has it all: Speed, quick attack, and aggressiveness. This means you will be moving around a whole lot to avoid his hits.

2) First of all, avoid the sides of the screen. Tonfun likes to crowd the sides and pin Oolong down. This means you will be doing a lot of jumping around. In addition, he has the nasty habit of blocking a lot of your attacks.

3) Hit and run is the name of the game here. This means you will have to jump over him, spin around, get in a low attack, and jump back before he counter-attacks very quickly. If you hesitate on any of these, Tonfun will have fun giving Oolong a couple of shots which knock down the energy bar significantly.

4) You may have to do a lot of jumps before you can even get in a hit on Tonfun. Expect this to be a long fight.

STAGE 11: BLUES: Blues is a worthy opponent for the final match. He is very quick and can put Oolong down in just a few hits. Plus, he likes to jump around the screen. This is the ultimate test of skill.

1) Blues will immediately jump over to Oolong to deliver a few hits. This means you need to be constantly jumping around and looking for an opening. Unfortunately, Blues leaves very few openings to exploit.

2) Do not, under any circumstance, have Oolong hang out at the sides. Blues will trap Oolong and deliver enough punches and kicks to keep Oolong pinned down so you can't even jump. A quick way to end a stage with a defeat.

3) Also, don't even attempt to go "toe-to-toe" with Blues since he is much quicker then Oolong in the delivery of attacks. Use the tried-and-tested method of hit and run. This time, you have to be sure of your shot. If you miss, or if Blues blocks Oolongs attack, be prepared for a major counter-attack if you don't move out of the way in time. This means you need to basically attack and jump back at the same practical moment.

4) Blues also will jump around the screen when Oolong does. This makes it very difficult to pinpoint a position that Blues may be in. In addition, Blues can quickly move out of Oolong's attack range if Oolong isn't quick enough, or get behind Oolong to deliver a few blows of his own.

5) This battle will last a while Oolong and Blues jockey for position to deliver their hits. Unfortunately, skill and luck both are factors in this battle. Just do the above steps to tip the balance in your favor.

After defeating Blues, the game will start again at the first stage.

- SERIES -

1. Yie Ar Kung-Fu [Model GX407] (1985)
2. Yie Ar Kung-Fu II - Yie-Gah Koutei no Gyakushuu [Model RC737] (1985, MSX)

- STAFF -

Staff : S. Tsuda, Y. Sugimoto, A. Inoue, H. Hori, Mitsuo Takemoto, Nishimura, S. Iwamoto, Shikama, Hasegawa, Yoshiaki Hatano

- PORTS -

* Consoles :
Nintendo Famicom [JP] (April 22, 1985) "Yie Ar Kung Fu [Model RC802]" 
Nintendo Game Boy [JP] (February 19, 1998) "Konami GB Collection Vol.3 [Model DMG-AJKA]" : Famicom version
Sony PlayStation [JP] (May 13, 1999) "Konami Arcade Classics [Model SLPM-86228]" 
Sony PlayStation [US] (November 30, 1999) "Konami Arcade Classics [Model SLUS-00945]" 
Nintendo Game Boy Color [EU] (2000) "Konami GB Collection Vol.4 [Model DMG-AF8P-EUR]" : Japanese Famicom version
Nintendo Game Boy Advance [US] (March 21, 2002) "Konami Collector's Series: Arcade Advanced [Model AGB-AKCE-USA]" 
Nintendo Game Boy Advance [JP] (May 2, 2002) "Konami Arcade Game Collection [Model AGB-AKCJ-JPN]" 
Nintendo Game Boy Advance [EU] (June 21, 2002) "Konami Collector's Series: Arcade Classics [Model AGB-AKCP-EUR]" 
Sony PlayStation 2 [JP] (October 27, 2005) Oretachi Gaesen Zoku: Yie Ar Kung-Fu [Model SLPM-62696]" 
Microsoft XBOX 360 [XBLA] [US] [EU] [JP] (July 18, 2007) 
Nintendo DS [JP] (March 15, 2007) "Konami Arcade Collection [Model NTR-P-ASKJ (RY039-J1)]" 
Nintendo DS [US] (March 30, 2007) "Konami Classics Series: Arcade Hits [Model NTR-ACXE-USA]" 
Nintendo DS [EU] (October 26, 2007) "Konami Arcade Classics [Model NTR-P-ACXP]" 
Nintendo DS [AU] (October 29, 2007) "Konami Arcade Classics" 
Nintendo Wii [Virtual Console] [JP] (January 8, 2008) [Model FCFJ] Famicom version
Nintendo DS [JP] (October 29, 2009) "Konami Arcade Collection [Konami Dendou Selection] [Model NTR-ASKJ-JPN-1 (RY039-J4)]" 
Nintendo 3DS [JP] [Virtual Console] (June 19, 2013) [Model TC2J] Famicom version 

* Computers : 
BBC Micro [EU] (1984)
Commodore C64 [US] [EU] (1985)
MSX [JP] [EU] (January 1985) [Model RC725] 
Amstrad CPC [EU] (1985)
Sinclair ZX Spectrum [EU] (1985)
Sinclair ZX Spectrum [EU] (1986) "Konami Coin-Op Hits" 
Commodore 16 [US] (1986)
Acorn Electron [EU]
Spectravideo [US] 

* Others : 
Windows Mobile Phones [US] (December 13, 2007)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3229&o=2

$end


$sg1000=yiear,
$bio

Yie Ar Kung-Fu (c) 1985 Aaronix.

- TECHNICAL -

[Model R-103]

- TRIVIA -

This game was not originally programmed for the SG-1000, it is a pirate port of the MSX game with the same name.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65143&o=2

$end


$msx1_cart=yiear,yieara,yieark,
$bio

Yie Ar Kung-Fu (c) 1985 Konami.

- TECHNICAL -

[Model RC725]

- TRIVIA -

Released on January 1985.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48149&o=2

$end


$nes=yiear,yieara,
$bio

Yie Ar Kung-Fu (c) 1985 Konami.

- TECHNICAL -

[Model RC802]

- TRIVIA -

Yie Ar Kung-Fu for Famicom was released on April 22, 1985 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48150&o=2

$end


$nes=yinhesd,
$bio

???? (c) 19?? Waixing Computer & Technology Co., Ltd.
(Yin He Shi Dai)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77038&o=2

$end


$info=saklove,
$bio

Ying Hua Lian 2.0 (c) 1998 Subsino.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=30067&o=2

$end


$nes=ylqxz,
$bio

英烈群侠传 (c) 19?? Waixing Computer & Technology Co., Ltd.
(Ying Lie Qun Xia Zhuan)

- TECHNICAL -

[Model ES-1050]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77039&o=2

$end


$nes=yingtaox,
$bio

Ying Tao Xiao Wan Zi (c) 19?? Union Bond.

Chinese game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95269&o=2

$end


$nes=yxcq,
$bio

Ying Xiong Chuan Qi (c) 19?? XingXing [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77040&o=2

$end


$gbcolor=yxcs,
$bio

???? (c) 200? Waixing.
(Ying Xiong Chuan Shuo)

- TRIVIA -

The title of this game translates from Chinese as Legend of Heroes.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69149&o=2

$end


$nes=yingxion,
$bio

Ying Xiong Yuan Yi Jing Chuan Qi (c) 19?? HengGedianzi [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77041&o=2

$end


$x68k_flop=yippee1,
$bio

Yippee-Club Disk Magazine Vol. 1 (c) 199? Yippie Club

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88229&o=2

$end


$x68k_flop=yippee2,
$bio

Yippee-Club Disk Magazine Vol. 2 (c) 1991 Yippie Club

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88230&o=2

$end


$msx1_cass=yocalcul,
$bio

Yo Calculo (c) 1986 Anaya Multimedia

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95131&o=2

$end


$amigaocs_flop=yojoe,
$bio

Yo! Joe! (c) 1993 Play Byte

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75593&o=2

$end


$nes=yonoid,yonoidp,
$bio

Yo! Noid (c) 1990 Capcom Company, Limited.

Yo! Noid is an adventure that takes you skipping, skating and skyscraper scaling through the streets of New York City. Your players will need every gimmick imaginable to out-prank the group of slippery scalawags who are disrupting the Big Apple with assorted monkeyshines and shenanigans. A mysterious Noid look-alike is the brains behind the bad guys. But if Yo! Noid can prevail, the reward is a lifetime supply of pizzas. Players of all ages will enjoy romping through the 14 levels of fun. And the good times don't stop there.

As was the case with many Capcom games based on cartoon characters, Yo! Noid had excellent cartoon graphics and sound effects.

- TRIVIA -

Yo! Noid is the American version of the NES game "Kamen no Ninja - Hanamaru". The sprites were changed to add the Noid, the mascot for Domino's Pizza, and the levels have different backgrounds and enemies. Other than that, it is the same exact game.

The back cover of the NES instruction booklet included a $1 off Domino's Pizza coupon.

- TIPS AND TRICKS -

* Cheat mode : press Up(x2), Down, Left, Right, Left, Right, A, B, A, Up, Start at the title screen to display a new options screen.

* Warp zone : in level 3, right before the fourth enemy, press Up(x2), Down(x2), A. You will be taken to a special warp zone.

* There is a bug in the game during certain scenarios of the pizza eating contest. If your opponent has one card left, and you have a special 'hot sauce' power up and a number card, and you play the hot sauce card while the computer plays its card, the game will lock up after both cards have been played. This can be faithfully replicated throughout the game. Usually it is the case that when the computer or player has no cards left to play, the player with no cards left loses the round by default.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55833&o=2

$end


$info=pc_ynoid,
$bio

Yo! Noid (c) 1986 Capcom USA, Incorporated.

- TECHNICAL -

Nintendo PlayChoice-10 hardware
Game ID : YC

Main CPU : Zilog Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz)
Sound Chips : Zetex N2A03 (@ 1.789772 Mhz), DAC

Players : 2
Control : 8-way joystick
Buttons : 2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1841&o=2

$end


$tg16=yobro,
$bio

Yo' Bro [Model TGX040054] (c) 1991 NEC Home Electronics, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84376&o=2

$end


$pico=yobedora,
$bio

Yobeba Kotaeru Doraemon - Nobita to Himitsu Dougu wo Mitsukeyou! [Model HPC-6041] (c) 1995 Sega Enterprises, Ltd. [Tokyo, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75828&o=2

$end


$gbcolor=yodastor,
$bio

Yoda Stories [Model DMG-AYDE-USA] (c) 1999 T-HQ, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69150&o=2

$end


$cpc_cass=yogigmon,
$bio

Yogi Bear & Friends in The Greed Monster [Model HT074] (c) 1990 Hi-Tec Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100171&o=2

$end


$gbcolor=yogibear,
$bio

Yogi Bear - Great Balloon Blast (c) 2000 BAM! Ent.

This port of Taito's "Pop'n Pop" features the famous cartoon bear from Jellystone Park.

- TECHNICAL -

Cartridge ID: CGB-BBXE-USA

- TRIVIA -

Yogi Bear - Great Balloon Blast for Game Boy Color was released on December 17, 2000 in North America.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69152&o=2

$end


$gamegear=yogibear,
$bio

Yogi Bear in Yogi Bear's Goldrush (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65018&o=2

$end


$gameboy=yogibear,
$bio

Yogi Bear in Yogi Bear's Goldrush [Model DMG-YG-EUR] (c) 1994 Sunsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67416&o=2

$end


$gameboy=yogibearu,
$bio

Yogi Bear in Yogi Bear's Goldrush [Model DMG-YG-USA] (c) 1994 GameTek

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67417&o=2

$end


$snes=yogibearj,
$bio

Yogi Bear [Model SHVC-Y8] (c) 1995 Magifact

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62640&o=2

$end


$megadriv=yogibear,
$bio

Yogi Bear's Cartoon Capers (c) 1994 Empire Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57069&o=2

$end


$snes=yogibear,
$bio

Yogi Bear's Cartoon Capers (c) 1994 Empire Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64053&o=2

$end


$amigaocs_flop=yogiclnp,
$bio

Yogi's Big Clean Up (c) 1992 HiTec Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75594&o=2

$end


$amigaocs_flop=yogiescp,
$bio

Yogi's Great Escape (c) 1990 HiTec Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75595&o=2

$end


$cpc_cass=yogigesc,
$bio

Yogi's Great Escape [Model HT039] (c) 1990 Hi-Tec Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100176&o=2

$end


$pc8801_cass=4dhouse,
$bio

Yojigen no Ie - 4 Dimension House (c) 1983 Prosumer

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91286&o=2

$end


$pc8801_flop=4dhouse,
$bio

Yojigen no Ie - 4 Dimension House (c) 1983 Prosumer

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93314&o=2

$end


$pc8801_flop=yojishol,
$bio

Yojigen Shojo Lydia (c) 1984 Champion Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93313&o=2

$end


$pc8801_flop=yojukiko,
$bio

Yoju Kikohei - Wer Dragon (c) 1989 Arsys Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93315&o=2

$end


$pc8801_flop=chima,
$bio

Yokai Tantei Chima Chima (c) 1984 Bothtec, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93316&o=2

$end


$fm7_cass=chima,
$bio

Yokai Tantei Chima Chima (c) 1985 Bothtec, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93828&o=2

$end


$pc8801_flop=yokosuka,
$bio

Yokosuka Wars (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93317&o=2

$end


$snes=yokoms2,
$bio

Yokoyama Mitsuteru Sangokushi 2 [Model SHVC-32] (c) 1993 Angel [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62642&o=2

$end


$snes=yokomsb,
$bio

Yokoyama Mitsuteru Sangokushi Bangi - Sugoroku Eiyuuki [Model SHVC-AYBJ-JPN] (c) 1994 Angel [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62643&o=2

$end


$snes=yokomsa,yokoms,
$bio

Yokoyama Mitsuteru Sangokushi [Model SHVC-3G] (c) 1992 Angel [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62641&o=2

$end


$snes=yokozuna,
$bio

Yokozuna Monogatari [Model SHVC-5U] (c) 1994 KSS [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62644&o=2

$end


$gameboy=yomihon,
$bio

Yomihon Yumegoyomi - Tenjin Kaisen 2 [Model DMG-TJJ] (c) 1992 Meldac

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67418&o=2

$end


$sg1000=homemjt,
$bio

Yon-nin Mahjong [Model R-030] (c) 1984 Aaronix [Taiwan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65144&o=2

$end


$nes=yongzcs,
$bio

勇者传说 (c) 200? Nanjing.
(Yong Zhe Chuan Shuo)

- TECHNICAL -

Game ID: NJ090

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95270&o=2

$end


$nes=dquest2c,
$bio

勇者斗恶龙2 (c) 19?? Waixing Computer & Technology Co., Ltd.
(Yong Zhe Dou E Long 2)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77043&o=2

$end


$nes=dquest5,
$bio

勇者斗恶龙5 (c) 19?? Waixing Computer & Technology Co., Ltd.
(Yong Zhe Dou E Long 5)

- TECHNICAL -

[Model ES-1106]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77045&o=2

$end


$nes=dquest4c,
$bio

勇者斗恶龙 IV (c) 19?? Waixing Computer & Technology Co., Ltd.
(Yong Zhe Dou E Long IV)

- TECHNICAL -

[Model ES-1047]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77044&o=2

$end


$nes=dquest6,dquest6a,
$bio

勇者斗恶龙 VI (c) 19?? Waixing Computer & Technology Co., Ltd.
(Yong Zhe Dou E Long VI)

- TECHNICAL -

[Model ES-1048]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77046&o=2

$end


$nes=dquest7,
$bio

勇者斗恶龙 VII (c) 19?? Waixing Computer & Technology Co., Ltd.
(Yong Zhe Dou E Long VII)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77042&o=2

$end


$x68k_flop=yonkaku,
$bio

Yonkaku (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88761&o=2

$end


$info=ironfortj,yorijori,
$bio

Yori Zori Kuk Kuk (c) 199? Golden Bell Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83036&o=2

$end


$x68k_flop=yorutens,
$bio

Yoru no Tenshi-tachi (c) 1989 Jast [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88231&o=2

$end


$pc98=yorutens,
$bio

Yoru no Tenshi-tachi - Shitetsu Ensen Satsujiin Jiken (c) 1989 Jast [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91122&o=2

$end


$pc8801_flop=yorutens,
$bio

Yoru no Tenshi-tachi - Shitetsu Ensen Satsujin Jiken (c) 1989 Crest [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93318&o=2

$end


$info=yosakdon,yosakdona,
$bio

Yosaku to Donbei (c) 1979 Wing.

In this title you play a little farmer guy, who is attempting to shoot down the crows out of his tree. Gameplay is identical to that of "Space Invaders". A large bird replaces the UFO that goes over the top of the screen from time to time. While a lumberjack will chop out a section of the tree every time the birds reach the side of the screen (lowering them closer to the bottom). The only real gameplay difference is that the birds come in a pyramid pattern, as opposed to the rectangle pattern of "Space Invaders". This serves to make the game much easier.

- TECHNICAL -

Main CPU : Intel 8080 (@ 2 Mhz)

Screen orientation : Vertical
Video resolution : 224 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2

Players : 2
Control : 2-way joystick
Buttons : 1

- TRIVIA -

The title of the game translates from Japanese as 'Yosaku and Donbei'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3231&o=2

$end


$pc8801_flop=yoseinoy,
$bio

Yosei no Yakata (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93319&o=2

$end


$nes=yoshi,
$bio

Yoshi (c) 1992 Nintendo [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55834&o=2

$end


$gba=yoshitt,
$bio

Yoshi - Topsy-Turvy [Model AGB-KYGE-USA] (c) 2005 Nintendo Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76329&o=2

$end


$gba=yoshiban,
$bio

Yoshi no Banyuuinryoku [Model AGB-KYGJ-JPN] (c) 2004 Nintendo Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76330&o=2

$end


$snes=yoshiovn,
$bio

Yoshi no Cookie - Kuruppon Oven de Cookie (c) 1993 BPS [Bullet-Proof Software]

Features the original game, Yoshi no Cookie, and an adventure mode where Yoshi travels around a map and discovers cookie recipes.

- TECHNICAL -

Cartridge ID: SHVC-YO

- TRIVIA -

Special version 'not for sale' of "Yoshi no Cookie [Model SHVC-YC]", distributed in limited quantities. Only 500 copies are rumored to exist.

- STAFF -

Developed by National Human Electronics.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62646&o=2

$end


$nes=yoshicokj,
$bio

ヨッシーのクッキー (c) 1992 Nintendo.
(Yoshi no Cookie)

- TECHNICAL -

Game ID: HVC-CI
Cart color: Orange.

- TRIVIA -

Yoshi no Cookie was released on Novemebr 21, 1992 in Japan.

- STAFF -

Music: Nobuya Ikuta (Nobuya), Akira Sato (Akira), Tsutomu, Noriko Nishizaka (Noriko)
Character Design: Shigefumi Hino, Chieko Matsumoto, Mika Inoue
Program	Zhu Li, Nonae Yoshikawa (Yoshikawa), Yuichi Yamamoto (Yu-Ichi)
Director: Masao Yamamoto, Hitoshi Yamagami, Tatsuhiro Takasago (Tatsukichi), Ryojin
Special Thanks: Kenichi Hashimoto, Masashi Hinoue, Tsutomu Kaneshige
Producer: Gunpei Yokoi

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54824&o=2

$end


$snes=yoshicokj,
$bio

????????? (c) 1993 BPS [Bullet-Proof Software]
(Yoshi no Cookie)

Yoshi no Cookie is a fast-paced puzzle game based upon the massively popular Tetris game. The object of Yoshi Cookie is to align cookies (rows or columns) of the same type and clear off the screen. Unlike other games in the genre, cookies appear from the top and side of the screen, and the player controls a cursor that can slide entire rows and columns of the yummy biscuits. The game comes in three flavors - the Action Mode is a straight on 'time-limit' game where every single cookie must disappear. The Puzzle Mode is about solving puzzle-stages within a limited number of moves and features no less than hundred levels (ten rounds made of ten stages) - A password is kindly offered at the end of each stage so the player can always return where he left off. Finally, the frantic VS Mode gets two players to 'puzzle-fight' head-to-head (or against a computer opponent) and features popular Mario characters such as Princess or Bowser. Each character comes with his own strengths and abilities, and they all balance each other out. Interestingly more characters can be optionally unlocked later in the game.

- TECHNICAL -

Cartridge ID: SHVC-YC

- TRIVIA -

Released on July 09, 1993 in Japan for 6600 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62645&o=2

$end


$snes=yoshirod,
$bio

Yoshi no Road Hunting [Model SHVC-RH] (c) 1993 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62647&o=2

$end


$nes=yoshij,
$bio

ヨッシーのたまご (c) 1991 Nintendo.
(Yoshi no Tamago)

- TECHNICAL -

Game ID: HVC-YO
Cart color: Green.

- TRIVIA -

Yoshi no Tamago was released on December 14, 1991 in Japan.

- STAFF -

Staff: Satoshi Tajiri, Katsuki Maruyama, Ken Sugimori, Junichi Masuda, Akihito Kohriyama, Yuji Shingai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54825&o=2

$end


$n64=yoshistoj,
$bio

Yoshi Story (c) 1997 Nintendo.

From the brilliant mind of Super Mario 64 creator Shigeru Miyamoto comes a gorgeous game with a guaranteed storybook ending. Follow the adventures of six Yoshis as they search through sunny woods, dark caves, soaring mountains, steaming jungles, vast oceans and gloomy castles for the Super Happy Tree, which has been stolen by the dreaded Baby Bowser. 

Loosely based on the Super NES classic Yoshi's Island, Yoshi's Story fully exploits the strengths of the world's most powerful game system. Yoshi can walk, run, swim, leap, flutter and fire his payload of eggs with unerring precision. The action takes place in storybook "pages" made up of bookmaking materials and other familiar textures, including cut-paper forests, denim clouds, inflatable plastic islands and stacks of colored spools. 

Yoshi's Story pioneers use of the Rumble Pak as a key element of the game-play experience, as you'll be able to feel invisible but treacherous currents when Yoshi swims through oceanic depths. Yoshi's Story features the precise and responsive control players have come to expect from a Miyamoto game. With a light touch of the Control Stick you can float on a leaf, ride a friendly dragon and tiptoe past a swarm of angry bees!

- TECHNICAL -

Game ID: NUS-NYSJ-JPN

- TRIVIA -

Yoshi Story was released on December 21, 1997 in Japan.

Export releases:
[US] "Yoshi's Story [Model NUS-NYSE-USA]"
[EU] "Yoshi's Story [Model NUS-NYSP-EUR]"

- TIPS AND TRICKS -

If you get stuck in a level, hit the L Button, Z Button, A and B simultaneously during gameplay to cause instant death.

To select Yoshi's color in Practice mode, pick the Yoshi color you want in the Trial mode and hit Start and Z at the same time. Press B to go back and head to Practice mode. You will have the Yoshi color you chose.

- STAFF -

Programmers: Satoru Takahata, Kiyoshi Kouda, Atsushi Nishiwaki, Masarō Sakakibara, Takamitsu Kuzuhara, Nobuo Okajima, Yuichi Yamamoto
Picture Book Programmer: Kunihiro Komatsu
Sound Composer: Kazumi Totaka
Sound Effects: Yasushi Ida, Hajimi Wakai
Sound Programmer: Hideaki Shimizu
Technical Support: Yoshinori Tanimoto, Hirohito Yoshimoto, Kenji Matsutani, Hiroshi Umemiya, Yasunari Nishida
Producer: Takashi Tezuka
System Director: Hideki Konno
Course Designer: Katsuya Eguchi
Assistant Course Design: Yoshihiro Nomoto
System Programmers: Yuhiki Ōtsuki, Kenzō Hayakawa
Main CG Designer: Shigefumi Hino
Microcode Programmer: Yoshitaka Yasumoto
CG Designers: Hisashi Nogami, Masanao Arimoto, Hideki Fujii, Tokihiko Toyoda
Main Programmer: Masaru Nii
Picture Book CG Designer: Hiroyasu Kuwabara
Title CG Designer: Masanori Sato
Programming Director: Toshihiko Nakago
English Text: Terry Munson, Scott Pelland, Jason Leung, Phil Sandhop
Translator: Kayomi McDonald, Masashi Goto
Special Thanks: Kimiyoshi Fukui, Keizō Katō, Hironobu Kakui, Shin Hasegawa, Wataru Yamaguchi, Hiroshi Matsunaga, Yasuki Tawaraishi, Masato Kimura, Super Mario Club, Jonathan Stein, Greg von Oy, NOA Lot Check, NOA Branch Office
Supervisor: Shigeru Miyamoto
Executive Producer: Hiroshi Yamauchi

- PORTS -

* Cancelled:
One of the first Game Boy Advance demos was a level from Yoshi's Story. However, it was eventually decided that the downgrades would be too significant, so it wasn't made into a full game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58091&o=2

$end


$gameboy=yoshi,
$bio

Yoshi [Model DMG-YO-USA] (c) 1992 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67419&o=2

$end


$nes=yoshicok,yoshicoku,
$bio

Yoshi's Cookie (c) 1993 Nintendo [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55835&o=2

$end


$snes=yoshicok,yoshicoku,yoshicokup,
$bio

Yoshi's Cookie (c) 1993 Nintendo Company, Limited.

- TRIVIA -

Reviews:
[FR] Oct. 1993 - Consoles + N.24: 83%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64054&o=2

$end


$gameboy=yoshicok,
$bio

Yoshi's Cookie [Model DMG-CI-USA] (c) 1993 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67420&o=2

$end


$snes=yoshisaf,yoshisafu,
$bio

Yoshi's Safari (c) 1993 Nintendo Company, Limited.

- TRIVIA -

Reviews:
[FR] January 1994 - Consoles + N.28: 84%

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64055&o=2

$end


$n64=yoshistou,
$bio

Yoshi's Story (c) 1998 Nintendo of America.

North American release. Game developed in Japan. See the original Japanese release entry for more information about the game itself; "Yoshi Story [Model NUS-NYSJ-JPN]"

- TECHNICAL -

Game ID: NUS-NYSE-USA

- TRIVIA -

Yoshi's Story was released on March 10, 1998 in North America.

The game was deemed too easy and little rewarding, thus Nintendo of America demanded that the difficulty of the game increased. The game's international release was delayed, and the designers decided to polish the game, cleaning up the graphics, adding white fences on cardboard courses, Egg Blocks with colors matching the Yoshi character in use, new locations for items, a slightly different ending when the player finishes levels with only melons and additional secrets, including a save feature for Story Mode.

- PORTS -

Re-released on the Wii's Virtual Console service on September 17, 2007 in North America, October 26, 2007 in Europe.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58092&o=2

$end


$n64=yoshisto,
$bio

Yoshi's Story (c) 1998 Nintendo Co., Ltd.

European release. Game developed in Japan. See the original Japanese release entry for more information about the game itself; "Yoshi Story [Model NUS-NYSJ-JPN]".

- TECHNICAL -

Game ID: NUS-NYSP-EUR

- TRIVIA -

Yoshi's Story was released on May 10, 1998 in the PAL regions.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103558&o=2

$end


$gba=yoshiug,
$bio

Yoshi's Universal Gravitation [Model AGB-KYGP] (c) 2005 Nintendo Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76331&o=2

$end


$msx2_flop=yoshiknz,
$bio

Yoshida Konzern - Shooting Game Construction Tool (c) 1990 MSX Magazine

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102158&o=2

$end


$msx2_flop=yoshikmd,
$bio

Yoshida Koumuten Data Library Vol. 1 (c) 1990 MSX Magazine

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102159&o=2

$end


$pc98=puztopia,
$bio

Yoshigahara Nobuyuki no Puzzletopia (c) 1990 Systemsoft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91123&o=2

$end


$saturn,sat_cart=yoshmj,yoshmja,
$bio

Yoshimoto Mahjong Club (c) 1998 Psikyo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59938&o=2

$end


$psx=yoshimot,
$bio

Yoshimoto Muchicco Daikessen [Model SLPS-02308] (c) 1999 Sony Computer Ent., Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85873&o=2

$end


$saturn,sat_cart=yoshshog,
$bio

Yoshimura Shougi (c) 1998 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59939&o=2

$end


$pc98=yoshitsu,
$bio

Yoshitsune (c) 1991 Softec [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91124&o=2

$end


$saturn,sat_cart=yoshiyuk,
$bio

Yoshiyuki Sadamoto Illustrations (c) 1997 Gainax

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59940&o=2

$end


$pico=yosoolkp,
$bio

Yosool Keure-paseu (c) 199? Unknown [Korea].

- TECHNICAL -

Game ID: 837-11921

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96332&o=2

$end


$gameboy=yossycok,
$bio

Yossy no Cookie [Model DMG-CIJ] (c) 1992 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67422&o=2

$end


$gameboy=yossypnp,
$bio

Yossy no Panepon [Model DMG-AYLJ-JPN] (c) 1996 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67423&o=2

$end


$gameboy=yossytam,
$bio

Yossy no Tamago [Model DMG-YOJ] (c) 1991 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67424&o=2

$end


$nes=youlinlc,
$bio

???? (c) 2005 Waixing Computer & Technology Co., Ltd.
(You Ling Lie Che)

- TECHNICAL -

[Model ES-1108]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77047&o=2

$end


$nes=youling,
$bio

You Ling Xing Dong (c) 19?? HengGedianzi [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77048&o=2

$end


$pc98=youentv2,
$bio

You-en-tai Kuusou Yuugi Vol. 2 - Worlds of the Nayuta (c) 1995 You-en-tai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91125&o=2

$end


$snes=madara,
$bio

Youchien Senki Madara [Model SHVC-ADPJ-JPN] (c) 1996 Datam Polystar

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62648&o=2

$end


$saturn,sat_cart=galjan,
$bio

Youen Denshi Mahjong Yuugi - Gal Jan (c) 1996 Warashi

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59941&o=2

$end


$pc98=yogendom,
$bio

Yougen Doumu (c) 1993 PonyTale Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91126&o=2

$end


$x68k_flop=yojuclub,
$bio

Youjuu Club (c) 1990 DO [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88232&o=2

$end


$x68k_flop=yojuclb2,
$bio

Youjuu Club 2 (c) 1991 DO [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88233&o=2

$end


$pc98=yojuclub,
$bio

Youjuu Club Custom (c) 1991 DO [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91127&o=2

$end


$pc98=yojukyos,
$bio

Youjuu Kyoushitsu (c) 1994 Dez Climax

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91128&o=2

$end


$pc98=yojusenk,
$bio

Youjuu Senki - A.D. 2048 (c) 1993 DO [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91129&o=2

$end


$x68k_flop=yoju2048,
$bio

Youjuu Senki AD 2048 (c) 1994 DO [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88234&o=2

$end


$info=youjyudn,
$bio

Youjuu-den (c) 1986 Irem.

- TECHNICAL -

Irem M-62 system hardware

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound CPU : Motorola M6803 (@ 894.886 Khz)
Sound Chips : (2x) General Instrument AY8910 (@ 894.886 Khz), (2x) MSM5205 (@ 384 Khz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Youjuu-den was released in May 1986 in Japan.

The title of this game translates from Japanese as 'Legend of Bewitching Beast'.

Soundtrack releases :
R*Type / Irem Game Music [Alfa Records - 28XA-199 - Jan 25, 1988]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3232&o=2

$end


$snes=youkaib,
$bio

Youkai Buster - Ruka no Daibouken [Model SHVC-AYOJ-JPN] (c) 1995 Kadokawa Shoten

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62649&o=2

$end


$nes=youkaicl,
$bio

Youkai Club (c) 1987 Jaleco Company, Limited. [Japan Leisure] [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54826&o=2

$end


$info=youkaidk1,youkaidk2,
$bio

Youkai Douchuu-ki (c) 1987 Namco.

You control Tarousuke, a boy who must travel through a scary world fighting demons and other monsters.

- TECHNICAL -

Namco System 1 hardware
Game ID : YD

Main CPU : 6809 (@ 1.536 Mhz)
Sub CPU : 6809 (@ 1.536 Mhz)
Sound CPU : 6809 (@ 1.536 Mhz)
MCU : HD63701 (@ 1.536 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.57958 Mhz), Namco advanced 8-channel stereo WSG, stereo DAC

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Youkai Douchuu-ki was released in April 1987 in Japan. It was known outside Japan as "Shadow Land".

The title of this game translates from Japanese as 'Supernatural Creature Traveler's Journal'.

Tarosuke appears as a playable character in the Japan-only RPG titled Namco x Capcom. In the game he teams up with Taira no Kagekiyo from "Genpei Toma Den".

Alfa Records released a limited-edition soundtrack album for this game (Namco Game Music Vol.2 - 28XA-171) on 25/08/1987.

- TIPS AND TRICKS -

* There are 5 different endings depending on what you do during the play :
1) you go to Hell
2) you go to slave world
3) you go to beast world
4) you return to human world
5) you go to heaven

The endings are listed in crescent order of difficulty.

Here are the conditions to get the 5 different endings. To get the endings you need to fill certain conditions only on the last level of the game.
1) Heaven ending : On the last level, don't collect anything that would increase your score. Also, don't kill any enemies.
2) Human World ending : On the last level only collect something that would increase your score from 100 to 500 points. Also, kill only from 1 to 30 enemies.
3) Beast World ending : On the last level, collect something that would increase your score from 600 to 1000 points. Also, kill only from 31 to 70 enemies.
4) Demon World Ending : On the last level only collect something that would increase your score from 1100 to 2000 points. Also, kill only from 71 to 100 enemies.
5) Hell ending : On the last level only collect something that would increase your score from 2100 points and over. Also, kill over 101 enemies.

- STAFF -

Musics composed by : Hiroyuki Kawada

- PORTS -

* Consoles :
NEC PC-Engine [JP] (1987) "Youkai Douchuu-ki [Model NC62001]"
Nintendo Famicom [JP] (1987) "Youkai Douchuu-ki [Model NAM-YD-4900]"
Nintendo [Virtual Console] [JP] (2007)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3230&o=2

$end


$nes=youkaid,
$bio

Youkai Douchuu-ki (c) 1988 Namco, Limited.

- TECHNICAL -

[Model NAM-YD-4900]

- TRIVIA -

Youkai Douchuu-ki for Famicom was released on June 24, 1988 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54827&o=2

$end


$pce=youkaid,
$bio

Youkai Douchuu-ki (c) 1988 Namco, Limited.

Youkai Douchuu-ki, also known as Shadow Land or Tales of the monster path, is probably the first game released by Namco for the PC Engine system and it is the conversion of their own arcade game. You control a boy in a magical and spiritual japanese shinto world full of zombies and demons. The screen is split in two and the action mainly happen in the lower part, the upper part displaying energy bars and a map. Defeated creatures can drop useful objects and money. The latter can be spent in shops along the way (more powerful weapons or soup and rice to gain energy). Some characters will also want to play mini-games with you. Later in the game, some special areas will get the hero to meditate and attack using his ghost spirit.

- TECHNICAL -

HuCARD ID: NC62001
HuCARD Size: 2 MBits.

- TRIVIA -

Youkai Douchuu-ki for PC-Engine was released on February 05, 1988 in Japan.

The original arcade game was released by Namco in 1987.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58780&o=2

$end


$psx=youkaiha,
$bio

Youkai Hana Asobi [Model SLPM-86857] (c) 2001 Unbalance

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85874&o=2

$end


$msx1_cart=chima,
$bio

Youkai Tantei Chima Chima [Model MK-7401] (c) 1985 Bothtec

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77614&o=2

$end


$msx1_cart=youkaiya,
$bio

Youkai Yashiki [Model GPM-123] (c) 1986 Casio Computer Co., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77615&o=2

$end


$famicom_flop=youkayas,
$bio

???? (c) 1987 Irem Corp.
(Youkai Yashiki)

- TECHNICAL -

Disk ID: IFD-YOK

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65496&o=2

$end


$gba=youkaido,
$bio

Youkaidou [Model AGB-AFUJ-JPN] (c) 2002 Fuuki Co., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76332&o=2

$end


$pc8801_flop=yokiden,
$bio

Youkiden (c) 1987 Hot-B [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93320&o=2

$end


$pc98=yukoanat,
$bio

Youko to Anata - Hard Porno Soft (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91130&o=2

$end


$msx2_flop=yomakor,yomakorb,yomakora,
$bio

Youma Kourin (c) 1989 Nippon Dexter

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102160&o=2

$end


$info=youma,youma2,
$bio

Youma Ninpou Chou (c) 1986 Nichibutsu.

Evil demons and enemies are closing into forever confine this world into darkness... but a young and brave ninja arose to conquer the witch castle and defeat the evil.

Fly at full speed on your magic cloud to reach enemy lands and battle your way through a variety of landscapes, shooting plenty of enemies as you go. Grab special ninja scrolls that allow you to use a limited-time power-up weapon. Beat the end boss to move on to the next stage and save the royal princess from the clutches of evil!

- TECHNICAL -

Main CPU : Zilog Z80 (@ 6 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM3526 (@ 4 Mhz), (2x) DAC

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Released in September 1986.

The title of this game translates from Japanese as 'Ghost Ninja Arts Scroll'.

This game is known outside Japan as "Ninja Emaki".

A bootleg of the game was released by Game Electronics.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3233&o=2

$end


$info=youmab,youmab2,
$bio

Youma Ninpou Chou (c) 1987 Game Electronics.

Bootleg version of the Nichibutsu original.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=35180&o=2

$end


$msx1_cart=youngart,
$bio

Young Artist [Model P076] (c) 1988 al Alamiah

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77616&o=2

$end


$pc8801_flop=youngjum,
$bio

Young Jump (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93321&o=2

$end


$snes=youngm,youngmu,
$bio

Young Merlin (c) 1994 Virgin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64056&o=2

$end


$msx1_cart=youngres,
$bio

Young Researcher [Model P098] (c) 1989 al Alamiah

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77617&o=2

$end


$msx1_cart=ysherlck,
$bio

Young Sherlock - Doyle no Isan (c) 1985 Pack-In-Video Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52732&o=2

$end


$cpc_cass=yourcmp1,
$bio

Your Computer 1 (c) 1985 Sintax, S.A. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98586&o=2

$end


$cpc_cass=yourcmp2,
$bio

Your Computer 2 (c) 1985 Sintax, S.A. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98587&o=2

$end


$cpc_cass=yourcmp3,
$bio

Your Computer 3 (c) 1986 Sintax, S.A. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98588&o=2

$end


$cpc_cass=yourcmp4,
$bio

Your Computer 4 (c) 1986 Sintax, S.A. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98589&o=2

$end


$cpc_cass=yourcmp5,
$bio

Your Computer 5 (c) 1986 Sintax, S.A. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98590&o=2

$end


$cpc_cass=yourcmp6,
$bio

Your Computer 6 (c) 1986 Sintax, S.A. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98591&o=2

$end


$cpc_cass=yourcmp7,
$bio

Your Computer 7 (c) 1986 Sintax, S.A. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=98592&o=2

$end


$cpc_cass=horoscop,
$bio

Your Horoscope (c) 1985 HiSoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100177&o=2

$end


$info=j6knight,j6knighta,j6knightb,j6knightc,j6knightd,j6knighte,
$bio

Your Lucky Knight (c) 2002 JPM.

- TECHNICAL -

Impact

- TRIVIA -

Your Lucky Knight was released in May 2002 in the UK.

Distributed in UK by :
Crow Direct (Preston)
Deith Leisure Sales
Direct Direct (London)
MDM Leisure Limited
Rank Leisure Machine Services

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=15789&o=2

$end


$nes=rodlandj,
$bio

???? Rod Land (c) 1992 Jaleco Company, Limited.
(Yousei Monogatari Rod Land)

Yousei Monogatari Rod Land is a cute single-screen platform game by Jaleco, conversion of their own arcade game released back in 1990. The fairy village is under attack and all the inhabitants have been turned into monsters. And yet it was only the beginning. The player takes control of Rin (and/or Tam) whose mother has been kidnapped and kept prisoner at the top of the mysterious Mab?tsu tower standing outside the village. The young fairies don't come empty handed and are equipped with the Sh?sanomo Wand, the last gift they ever received from their adored dad. They can grab enemies with the staff and repeatedly slam the poor foes against the ground to safely dispose of them. They drop special weapons when killed which can then be picked up and used against other enemies - they range from bombs, missiles, bouncing balls and dynamite. As well as the wands, the fairies can use their Rainbow shoes to create magical ladders and reach higher (or lower) grounds. This technique is also particularly suited to escape or track down running enemies. The main goal of the game is to clear each level from monsters, however there is an alternate way. The fairies can also collect all the flowers on screen - this will turn all the left over monsters that survived into red plum/peach looking enemies. In this mode, defeated foes drop letter icons that can be combined to form the word "EXTRA" and award the player with an extra life. A two simultaneous player mode is available and options allow the player to customize the fairies' features (change their color, names and even allow them to jump).

- TECHNICAL -

Game ID: JF-39

- TRIVIA -

Rod Land for Famicom was released on December 11, 1992 in Japan for 6500 Yen.

This Famicom port is vastly different from the original arcade version. The colorful backgrounds are gone and replaced by simpler monochromatic and tiled maps. But, most importantly, the Famicom team took some major creative and gameplay liberties. Side scrolling sections now precede most of the boss encounters and get fairly large and challenging in later levels. An interesting option also allows the fairies to jump and defeat enemies by stomping on their heads - ability totally absent from the original arcade game. Although the Famicom version brought its own ideas to the table, there is one feature that wasn't carried over - the original arcade game had 30 or so extra levels where the young fairies had to rescue their dad inside a mysterious pyramid inhabited by all kind of robots, and this part was completely omitted from the Famicom port.

- TIPS AND TRICKS -

Stage Select: On the Option screen, change the name of the two fairies to ICH and EAT (which spells out I CHEAT). Go back to the title screen and start a new game. When the first level begins, press Select to activate the Secret Password Mode and instantly jump to any part of the game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54553&o=2

$end


$pc98=youtoden,
$bio

Youto Densetsu (c) 1993 Altacia [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91131&o=2

$end


$bbca_cass,bbcb_cass=yoyo,
$bio

Yoyo (c) 198? Top Ten Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52686&o=2

$end


$x68k_flop=ys,
$bio

Ys (c) 1991 Dempa Shinbunsha [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88235&o=2

$end


$x1_flop=ys,
$bio

イース ~Ancient Ys Vanished Omen~ (c) 1987 Nihon Falcom.
(Ys - Ancient Ys Vanished Omen)

- TRIVIA -

Released in September 1987 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86185&o=2

$end


$pc8801_flop=ys,ysb,ysa,
$bio

Ys - Ancient Ys Vanished Omen (c) 1987 Nihon Falcom [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93322&o=2

$end


$fm7_disk=ys,ysa,
$bio

Ys - Ancient Ys Vanished Omen (c) 1987 Nihon Falcom [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93683&o=2

$end


$msx2_flop=ys,ysb,ysc,ysd,ysa,
$bio

Ys - Ancient Ys Vanished Omen (c) 1987 Falcom

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102161&o=2

$end


$pc98=ys,
$bio

Ys - Ancient Ys Vanished Omen (c) 1988 Nihon Falcom [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91132&o=2

$end


$fm77av=ys,
$bio

Ys - Ancient Ys Vanished Omen [Model FUNW19001] (c) 1987 Nihon Falcom [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93876&o=2

$end


$sms=ys,ysd,
$bio

Ys - The Vanished Omens (c) 1988 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56293&o=2

$end


$megadriv=ys3j,
$bio

Ys - Wanderers from Ys (c) 1991 Reno

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57070&o=2

$end


$x68k_flop=ysmilk,ys1d,
$bio

Ys 1 Ancient Ys Vanished Omen (c) 1991 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88762&o=2

$end


$x68k_flop=ys2miss,
$bio

Ys 2 Ancient Ys Vanished The Final Chapter (c) 1991 Missy.M

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88237&o=2

$end


$x68k_flop=ys2milk,
$bio

Ys 2 Ancient Ys Vanished The Final Chapter (c) 1992 Milk House

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88236&o=2

$end


$pc8801_flop=ys3mg,
$bio

Ys 3 Music Gallery (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93323&o=2

$end


$pcecd=ys12,
$bio

Ys Book I II (c) 1990 Nihon Falcom

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58525&o=2

$end


$pcecd=ys12j,
$bio

Ys Book I II (c) 1989 Hudson Soft.

- TECHNICAL -

Game ID: HCD4074

- TRIVIA -

Released on December 21, 1989 in Japan.

- STAFF -

Main Programmers: Hiroshi Hasegawa, Hiromasa Iwasaki
Assistants: Takahiro Haga, Toshimasa Ebina, Hideki Sahashi, Takeshi Sawaguchi, Satoru Sugimoto
System Engineers: Isamu Izumi, Masahiro Tobita
Technical Advisers: Katsuhiro Nozawa, Yoshio Motosako, Takaki Kobayashi
Chief Graphic Designer: Tsukasa Shindo
Map Designer: Tsukasa Shindo
Character Designer: Maki Ito
Main Animation Designers: Moto Yamaguchi, Tomoaki Urita, Ryomi Momota
Sub Animation Designers: Mari Takeda, Taiichi Matsuda, Akinobu Sekiguchi, Toshio Okada, Koji Matsuura
Continuity Script: Hideyuki Amagi
Original Pictures: Hideyuki Amagi, Norie Okada
Screen Play: Hiromasa Iwasaki
Scenario: Hiromasa Iwasaki, Yutaka Nagayama
Translation Staff: John Greiner, Sonoko Saito, Kenneth Sutherland, Anthony A. Ancona
Sound Director: Toshiyuki Sasagawa
CD-Audio Arranged by: Ryo Yonemitsu
Sound Effects: Keita Hoshi
Voice Actors: Alan Oppenheimer (Darm), Jim Cummings (Dalles), Michael Bell, Shannon Beatty (Maria Messa), Louise Vallance (Tarf Hadal), Bruce Lanoil (Luta Gemma), Thomas Haden Church (Goban Toba), Dan Gilvizan (Keith Fact), David Stary (Kekka Dabbie), Debi Derryberry (Feena), Louise Vallance (Lair), Mea Martineau (Lilia), Alan Oppenheimer (Darm)
Voice Direction by: Michael Hack (TMS L.A.)
Producer: Toshinori Oyama
Director: Tomonori Matsunaga, Hiromasa Iwasaki
Co-operated with: Alfa System, Compozila, KMO, Joe Down Studio

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58473&o=2

$end


$pc8801_flop=ysd1,ysd2,
$bio

Ys Demo (c) 1989 Nihon Falcom [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93324&o=2

$end


$nes=ys2,
$bio

Ys II - Ancient Ys Vanished - The Final Chapter (c) 1990 Victor Musical Industries, Incorporated.

- TECHNICAL -

Game ID: VFR-Q2-09
Cart color: White

- TRIVIA -

Released on May 25, 1990 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54829&o=2

$end


$x1_flop=ys2,
$bio

Ys II - Ancient Ys Vanished The Final Chapter (c) 1988 Nihon Falcom.

- TRIVIA -

Released in July 1988 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86186&o=2

$end


$pc98=ys2,
$bio

Ys II - Ancient Ys Vanished The Final Chapter (c) 1988 Nihon Falcom [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91133&o=2

$end


$pc8801_flop=ys2,ys2b,ys2a,
$bio

Ys II - Ancient Ys Vanished The Final Chapter (c) 1988 Nihon Falcom [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93325&o=2

$end


$msx2_flop=ys2,ys2b,ys2a,
$bio

Ys II - Ancient Ys Vanished The Final Chapter (c) 1988 Falcom

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102162&o=2

$end


$fm77av=ys2,
$bio

Ys II - Ancient Ys Vanished The Final Chapter [Model FVNW19002] (c) 1988 Nihon Falcom [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93877&o=2

$end


$pc8801_flop=ys2d,
$bio

Ys II Demo (c) 1988 Nihon Falcom [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93326&o=2

$end


$pc8801_flop=ys2md,ys2mda,
$bio

Ys II Music Gallery (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93327&o=2

$end


$megadriv=ys3,
$bio

Ys III (c) 1991 Renovation

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57545&o=2

$end


$pc98=ys3,
$bio

Ys III - Wanderers from Ys (c) 1989 Nihon Falcom.

- TRIVIA -

Released on July 28, 1989 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91134&o=2

$end


$msx2_flop=ys3,ys3a,
$bio

Ys III - Wanderers from Ys (c) 1989 Falcom

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102163&o=2

$end


$pcecd=ys3,
$bio

Ys III - Wanderers from Ys (c) 1991 Nihon Falcom

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58526&o=2

$end


$pcecd=ys3j,
$bio

Ys III - Wanderers from Ys (c) 1991 Hudson Soft.

- TECHNICAL -

Game ID: HCD0015

- TRIVIA -

Released on March 22, 1991 in Japan.

- STAFF -

Cast: Lyle Fisher (Demanicus), Michael Naishtut (Dogi), Maya Sackheim (Elena), Brian Pardus (Chester), Cliff Harrington (Mayor Grady), Jeffrey Manning (King McGuire), Avi Landau (Merland), Joshua Popenoe (Dogi's Master), Sam Peterson (Brother Pierre), Lanny Broyles (Jetai), Byron McClure (Miner Harvey), William Ross (Narration)
Special Thanks: Yuji Kudo
Programmer: Yoshinozui, Joe Kumamoto, Tetsuya Sasaki, ZOKU
Sound: Konpojira Co., Makoto Suzuki
Music Composer: Ryo Yonemitsu
PSG: Keita Hoshi
Sound Effects: Masahiro Teramoto
ADPCM: Masaaki Inoue
Sound Direction: Toshiyuki Sasagawa
Narration Recording: Aoni Production, Toshio Furuichi, Stadio Tabac
Chief Graphic Designer: Atsushi Kakutani
Special Art Effects: Hideyuki Amagi
Special Art Work: Toshiro Okamoto
Original Art Work: Yoshiharu Fukuyama, Hideyuki Amagi
Graphics: Kayo Fujimoto, Motoshi Kuwahara, Akinobu Sekiguchi, Yutaka Sato, Maki Ito, Yumi Mukai, Shinichi Hidaka, Masaaki Kokubu, Makoto Ikematsu, Tsuguyuki Yamamoto, Keiji Uchiho (Studio BC), Kazuyoshi Seki (Studio BC), Aiko Kawashima (Studio BC), Ryomi Momota (Alpha Office), Katsuhisa Nishikawa (Alpha Office), Mika Yamaguchi (Alpha Office), Akiko Sato (Alpha Office), Yoshito Fujita (Alpha Office)
Assistant: Takahiro Haga, Takeshi Sawaguchi
Debug: Satoru Sugimoto (Team Young Power), Toshimasa Ebina (Team Young Power), Hideki Sahashi (Team Young Power), Mika Yamamoto
Scenario Arrangement: Yutaka Nagayama
Translation: Sonoko Saito, Craig Hickie
Temporary Advisor: Tsukasa Shindo
Special Thanks: Henry Kimoto
Directed by: Ryutaro Kajino, Yutaka Nagayama
Supervised by: HaHi
Executive Directer: Tomonori Matsunaga
Produced by: Hajime Shimizu, Toshinori Oyama, Tetsuya Sasaki
Project Manager: Tomofumi Matsumoto
Executive Producer: Shinichi Nakamoto
In Collaboration With: Alfa System

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58474&o=2

$end


$snes=ys3j,
$bio

Ys III - Wanderers from Ys (c) 1991 Tonkin House

- TECHNICAL -

Game ID: SHVC-YS-JPN

- TRIVIA -

Released on June 21, 1991 in Japan.

- STAFF -

Chief Director: Ryuichi Ema
Director: V-MAX, Osamu Kasai
Program: Noboru Fujisawa
Design: Ryuki Kasai, Hironobu Terakado, Fumiko Yano, Makoto Saito, Shinichi Iida, Kazuyuki Kaiho, Hiroaki Hasegawa
Sound: Michiharu Hasuya, Masaaki Harada, Osamu Kasai
Special Thanks To: Akitoshi Nakamori, Daisaku Nagatsuma, Taka Matsu, H. Shibata (Hitoshi Shibata), Noripii Morita, Minmin Miyata
Debugger: Reiko Haketa, Naoki Iwai, Masako Tazaki, Mis, Hidebo, Goroyan
Coordinators: Yoshiya Matsumura, Akinobu Hoshi, Ko Adachi, Richard Bell, Norman Evangelista
Producer: Ikuro Urai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62650&o=2

$end


$snes=ys3,
$bio

Ys III - Wanderers from Ys [Model SNS-YS-USA] (c) 1992 American Sammy Corp. [Torrance, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64057&o=2

$end


$nes=ys3,
$bio

イースIII ワンダラーズ フロム イース (c) 1991 Victor Musical Industries, Incorporated.
(Ys III - Wanderers from Ys)

- TECHNICAL -

Game ID: VFR-Q8-12
Cart color: White.

- TRIVIA -

Released on September 27, 1991 in Japan.

- STAFF -

Producer: Satoshi Honda
Supervisor: Harunobu Komori
Program: Kenji Naruse, Masaaki Harada, Manabu Takahashi
Graphic: Iwao Hasegawa, Ryouki Kasai
Sound: Osamu Kasai, Masaaki Harada, Michiharu Hasuya
Marketing: Katsumi Arai, Koki Minami, Masahiro Ban, Shunshi Nishizawa, Yae Uchida, Katsura Iino, Kaku Maetani
Playtesters: Takashi Fujioka, Nobuaki Horie, Kazuya Tominaga
Director: Kazuo Nakamura, Osamu Kasai, Max Bui
Special Thanks: Masaru Yoshioka, Etsuko Matsuoka, Yuuko Toyoda, Motoko Saiko

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54830&o=2

$end


$snes=ys4,
$bio

Ys IV - Mask of the Sun (c) 1993 Tonkin House

- TECHNICAL -

Model SHVC-Y4

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62651&o=2

$end


$pcecd=ys4,ys4a,
$bio

Ys IV - The Dawn of Ys (c) 1993 Hudson Soft.

- TECHNICAL -

Game ID: HCD3051

- TRIVIA -

Released on December 22, 1993 in Japan.

- STAFF -

Production Director: Yuji Kudo
Original Work: Masayuki Kato (Nihon Falcom), Falcom Ys Project
Music Composition: Falcom Sound Team J.D.K.
Program: Satoru Sugimoto, Toshimasa Ebina, Takahiro Haga, Toshiya Abe, Isao Kobayashi
Scenario Arrangement: Yutaka Nagayama, Takeo Ito
Scenario: Takeo Ito
Design Chief: Taiichi Matsuda
Map Design: Genji Kuwabara, Kayo Fujimoto, Mari Takeda, Masahide Inaba, Toshihide Kasahara, Hideyuki Ogura, Kohei Maruyama, Maki Nagayama, Takahide Nakayama
Design Support: Kazuhiko Nonaka, Yasuhiro Ichizawa
Sprite Design: Moto Yamaguchi, Tsuguyuki Yamamoto, Toshifumi Sekijima, Kazushi Kosaka, Satoshi Haga, Genji Kuwabara, Atsushi Kakutani, Kazuhito Goto, Toshiteru Horii
Boss Character Design: Hideki Yamaguchi, Kohei Maruyama
Monster Design: Shin Sasaki, Tomoyuki Moriyama, Tetsuhide Iwawaki, Mari Takeda, Tomomi Tada, Katsuhisa Nishikawa, Shinichi Nakamura, Mika Yamaguchi, Maki Nagayama
Item Design: Mari Takeda
Continuity: Taiichi Matsuda, Tatsuya Doe
Visual Supervisors: Taiichi Matsuda, Tatsuya Doe
Visual Design: Tatsuya Doe, Ryomi Momota, Shin Sasaki, Yasushi Honma, Tatsuya Otani, Katsuhisa Nishikawa, Chie Nakamura, Madoka Watanabe, Shinichi Nakamura, Tetsuhide Iwawaki, Mika Yamaguchi, Tomoyuki Moriyama, Mutsumi Ishikawa, Ryuji Suzuki
Event Visuals: Norihiro Kanie
Title Design: Toshihide Kasahara, Maki Nagayama
Animation Supervisor: Toyo Ashida
Animation Director: Hiroshi Takeuchi
Visual Key Animation: Hiroshi Takeuchi, Toshiyuki Fujisawa, Hiroshi Kojina, Daisuke Hiruma, Yasushi Aoki, Hiroaki Yoshikawa, Hiromi Matsushita, Takahiro Tominaga, Toshiyuki Kanno, Hideki Inoue
Visual Animation: Kiyomi Ishiwata, Tomoko Tanifuji, Ai Kikuchi, Hiroko Oshima, Hiromi Shirakami, Yuka Terao, Miwa Oshima, Yuki Okusa, Ayako Kurata, Hisatoshi Kokubo, Masatoshi Hakada
Music Arrangement: Ryo Yonemitsu

Musicians
Str: Neko Saito Strings
Dr: Nobuo Eguchi, KATSUJI (Gargoyle)
Cho: Kayoko Ishu
Horn: Otohiko Fujita
Sax: Mitsuru Kanekuni, Jake H. Concepcion
Trp: Shin Kazuhara, Nobuo Kato
Trb: Taro Kiyooka, Naoki Miyamoto
Mixer: Shigeru Matsumura

Sound Program: Osamu Narita, Hiromichi Furuya
Sound Engineering: Masaaki Inoue
Sound Effects: Joedown Studio, Shoji Tomii, Takuji Takahashi, Hiromi Fukuoka
Music Supervisors: Makoto Suzuki, Toshiyuki Sasagawa, Toshiaki Takimoto

Voice Cast
Lilia: Hiromi Tsuru
Dogi: Yuusaku Yara
Govan: Daisuke Gouri
Feena: Naoko Watanabe
Reya: Junko Hagimori
Freya: Koji Totani
Keese: Hideyuki Hori
Karna: Yumi Toma
Leeza: Yuri Shiratori
Lemnos: Masashi Hironaka
Durren: Hiroya Ishimaru
Tim: Chiyoko Kawashima
Jeff: Hirohiko Kakegawa
Aria: Hiroko Emori
Leo: Takeshi Aono
Guruda: Kazuki Yao
Gadeis: Tessho Genda
Bammy: Kumiko Takizawa
Rephans: Hirotaka Suzuoki
Eldeel: Shuichi Ikeda
Mad King Aram: Chikao Otsuka
Talking Stone: Banjo Ginga

Narration Cooperation: Toshio Furuichi, Studio Tavac
Voice Director: Toru Watanabe
Publicity: Hiroyuki Matsuo, Akinobu Yamazaki, Shinsuke Fujiwara
Advertising: Akinobu Yamazaki
Packaging: Akinobu Yamazaki
Character Illustration: Yukitoshi Hotani
Cooperation: Aoni Production, ADS, Gargoyle, Compozila, Joedown Studio, Studio Live, Media Works
Special Thanks: Shinichi Nakamoto, Toshinori Oyama, Takashi Takebe, Shigeki Fujiwara, Yasuo Kashihara, Bob Timbello, Earl F. Russell, Shinichi Tsujio, Koji Arai, Hisashi Kubo, Akinobu Azeta, Naoki Yamashita, Nobumitsu Kishi, Michihisa Asato, Ryusuke Sakata
Production Coordinator: Yutaka Nagayama
Producers: Masanori Wake, Hitoshi Kimoto
Director: Tomonori Matsunaga
Supervisor: Tadahiro Nakano

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58475&o=2

$end


$pc8801_flop=ysmusic,
$bio

Ys Music Series (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93328&o=2

$end


$snes=ys5ex,
$bio

Ys V - Expert [Model SHVC-A5EJ-JPN] (c) 1996 Koei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62652&o=2

$end


$snes=ys5,
$bio

Ys V - Ushinawareta Suna no Miyako Kefin [Model SHVC-AYVJ-JPN] (c) 1995 Nihon Falcom

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62653&o=2

$end


$sms=ysj,
$bio

Ys (c) 1988 Sega Enterprises, Limited.

- TECHNICAL -

Game ID: G-1370

- TRIVIA -

Released on October 15, 1988 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55906&o=2

$end


$nes=ys,
$bio

Ys (c) 1988 Victor Musical Industries, Incorporated.

- TECHNICAL -

Game ID: VFR-Y2-05
Cart color: Blue.

- TRIVIA -

Ys was released on August 26, 1988 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54828&o=2

$end


$gba=yuspirdu,
$bio

Yu Yu Hakusho - Ghostfiles - Spirit Detective [Model AGB-BYYE-USA] (c) 2003 Atari Interactive, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76334&o=2

$end


$gba=yuspird,
$bio

Yu Yu Hakusho - Ghostfiles - Spirit Detective [Model AGB-BYYP] (c) 2005 Atari Interactive, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76333&o=2

$end


$gba=yutournt,
$bio

Yu Yu Hakusho - Ghostfiles - Tournament Tactics [Model AGB-BRGE-USA] (c) 2004 Atari Interactive, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76335&o=2

$end


$gamegear=yuyu,
$bio

Yu Yu Hakusho - Horobishimono no Gyakushuu (c) 1994 Sega Enterprises, Limited.

- TECHNICAL -

[Model G-3343]

- TRIVIA -

Released on March 18, 1994 in Japan.

- TIPS AND TRICKS -

* Sound Test: In the Options screen, press 1+2.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65019&o=2

$end


$megadriv=yuyumt,
$bio

幽☆遊☆白書 魔強統一戦 (c) 1994 Sega Enterprises, Limited.
(Yu Yu Hakusho - Makyou Toitsusen)

- TECHNICAL -

Game ID: G-4122

- TRIVIA -

Released on September 30, 1994 in Japan.

Export releases:
[BR] "Yu Yu Hakusho - Sunset Fighters [Model 048380]"

- STAFF -

Developed by: Treasure

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57071&o=2

$end


$megadriv=yuyusf,
$bio

Yu Yu Hakusho - Sunset Fighters (c) 199? Tec Toy

Brazilian release.

- TECHNICAL -

Game ID: 048380
Barcode: 7891196048388

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57072&o=2

$end


$snes=yuyutoku,
$bio

Yu Yu Hakusho - Tokubetsu Hen [Model SHVC-AYYJ-JPN] (c) 1994 Namco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62655&o=2

$end


$pcecd=yuyu,
$bio

幽☆遊☆白書 闇勝負!!暗黒武術会 (c) 1993 Banpresto.
(Yu Yu Hakusho - Yami Shobu!! Ankoku Bujutsukai)

- TRIVIA -

Released on September 30, 1993 in Japan.

- STAFF -

Cast: Nozomu Sasaki, Shigeru Chiba, Megumi Ogata, Nobuyuki Hiyama, Mayumi Tanaka, Sanae Miyuki, Yuri Amano, Yuri Shiratori, Naoko Kyoda, Kappei Yamaguchi, Norio Wakamoto, Tessho Genda, Ryou Horikawa, Ai Orikasa, Katsumi Suzuki, Tomomichi Nishimura
Programmer: Kosei Maki, Takeshi Tamura, Shuichi Saito, Yasuyuki Wada, Makoto Shiozumi (Pentium Shiochi)
Designer: Yuji Watanabe, Toshiro Nakamura, Akinori Nishiyama (Lucky P), Shinji Takao, Kazuya Yukino, Kattaa
Sound Composer: Tomomi Mishima
Director: Jippahitokarage
Special Thanks: Yukio Watanabe, Shuichi Miyazawa, Nobuyuki Ohara, Kamekichi, Michito Okamoto, Hoeyeong Kim, Koki Sadamori, Sumikazu, Hidekazu Kinoshita, Atsushi Sato, Motoharu Terasaki
Planner: Junichi Moriya

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58476&o=2

$end


$gamegear=yuyu2,
$bio

Yu Yu Hakusho 2 - Gekitou! Nanakyou no Tatakai (c) 1994 Sega Enterprises, Limited.

- TECHNICAL -

[Model G-3354]

- TRIVIA -

Released on September 30, 1994 in Japan.

- TIPS AND TRICKS -

* Use Bosses: Go to Versus mode and use DCACE as password.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65020&o=2

$end


$snes=yuyu2,
$bio

Yu Yu Hakusho 2 - Kakutou no Shou (c) 1994 Namco, Limited.

- TECHNICAL -

Game ID: SHVC-Y2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62656&o=2

$end


$nes=yuyu97,
$bio

Yu Yu Hakusho 97 V (c) 1997 N.T

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84190&o=2

$end


$gameboy=yuyu2,
$bio

Yu Yu Hakusho Dai-2-dan - Ankoku Bujutsu Kai [Model DMG-UKJ] (c) 1993 Tomy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67426&o=2

$end


$gameboy=yuyu3,
$bio

Yu Yu Hakusho Dai-3-dan - Makai no Tobira [Model DMG-UGJ] (c) 1994 Tomy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67427&o=2

$end


$gameboy=yuyu4,
$bio

Yu Yu Hakusho Dai-4-dan - Makai Touitsu [Model DMG-AUUJ-JPN] (c) 1994 Tomy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67428&o=2

$end


$nes=yuyufinc,
$bio

Yu Yu Hakusho Final - Makai Saikyou Retsuden (c) 1996 N.T.

Pirate demake of the Super Famicom game of the same name.

- STAFF -

Developed by: Hummer Team

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84191&o=2

$end


$snes=yuyufin,
$bio

Yu Yu Hakusho Final - Makai Saikyou Retsuden [Model SHVC-AY3J-JPN] (c) 1995 Namco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62657&o=2

$end


$megadriv=yuyug,
$bio

Yu Yu Hakusho Gaiden (c) 1994 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57073&o=2

$end


$gameboy=yuyu,
$bio

Yu Yu Hakusho [Model DMG-UUJ] (c) 1993 Tomy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67425&o=2

$end


$snes=yuyu,yuyua,
$bio

Yu Yu Hakusho [Model SHVC-YY] (c) 1993 Namco, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62654&o=2

$end


$nes=spacegen,spacegena,
$bio

Yu Zhou Zhan Jiang - Space General (c) 19?? Waixing Computer & Technology Co., Ltd. [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77049&o=2

$end


$gbcolor=yugiddsu,
$bio

Yu-Gi-Oh! Dark Duel Stories [Model CGB-BY3E-USA] (c) 2002 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69154&o=2

$end


$gbcolor=yugidds,
$bio

Yu-Gi-Oh! Dark Duel Stories [Model CGB-BY3P-EUR] (c) 2003 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69153&o=2

$end


$gbcolor=yugiddsg,
$bio

Yu-Gi-Oh! Das Dunkle Duell [Model CGB-BY3D-NOE] (c) 2003 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69155&o=2

$end


$gbcolor=yugiddsf,
$bio

Yu-Gi-Oh! Duel des Tenebres [Model CGB-BY3F-FRA-1] (c) 2003 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69156&o=2

$end


$gbcolor=yugiddss,
$bio

Yu-Gi-Oh! Duelo en las Tinieblas [Model CGB-BY3S-ESP] (c) 2003 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69157&o=2

$end


$gba=yugiddmu,
$bio

Yu-Gi-Oh! Dungeon Dice Monsters [Model AGB-AYDE-USA] (c) 2003 Konami Co., Ltd. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76339&o=2

$end


$gba=yugiddmj,
$bio

Yu-Gi-Oh! Dungeon Dice Monsters [Model AGB-AYDJ-JPN(RK241-J1)] (c) 2001 Konami Co., Ltd. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76338&o=2

$end


$gba=yugiddm,
$bio

Yu-Gi-Oh! Dungeon Dice Monsters [Model AGB-AYDP-EUR] (c) 2003 Konami Co., Ltd. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76337&o=2

$end


$gbcolor=yugimcap,
$bio

Yu-Gi-Oh! Monster Capsule GB [Model DMG-AYCJ-JPN] (c) 2000 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69158&o=2

$end


$gbcolor=yugiddsi,
$bio

Yu-Gi-Oh! Racconti Oscuri [Model CGB-BY3I-ITA] (c) 2003 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69159&o=2

$end


$gba=yugiresd,
$bio

Yu-Gi-Oh! Reshef of Destruction [Model AGB-AY8P] (c) 2004 Konami Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76340&o=2

$end


$gba=yugidstbj,
$bio

Yu-Gi-Oh! Sugoroku no Sugoroku [Model AGB-BYSJ-JPN(RK348-J1)] (c) 2004 Konami Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76341&o=2

$end


$gba=yugietds,
$bio

Yu-Gi-Oh! The Eternal Duelist Soul [Model AGB-AY5E-USA] (c) 2002 Konami Co., Ltd. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76342&o=2

$end


$gba=yugiscrdu,
$bio

Yu-Gi-Oh! The Sacred Cards [Model AGB-AY7E-USA] (c) 2003 Konami Co., Ltd. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76344&o=2

$end


$gba=yugiscrd,
$bio

Yu-Gi-Oh! The Sacred Cards [Model AGB-AY7P] (c) 2004 Konami Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76343&o=2

$end


$gba=yugiwc04,
$bio

Yu-Gi-Oh! World Championship Tournament 2004 [Model AGB-BYWP-EUR] (c) 2004 Konami Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76345&o=2

$end


$gba=yugistddu,
$bio

Yu-Gi-Oh! Worldwide Edition - Stairway to the Destined Duel [Model AGB-AYWE-USA] (c) 2003 Konami Co., Ltd. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76347&o=2

$end


$gba=yugistdd,
$bio

Yu-Gi-Oh! Worldwide Edition - Stairway to the Destined Duel [Model AGB-AYWP] (c) 2003 Konami Co., Ltd. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76346&o=2

$end


$gba=2yugi2,
$bio

Yu-Gi-Oh! Double Pack 2 [Model AGB-BYVE-USA] (c) 2006 Konami Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76350&o=2

$end


$gba=2yugiu,
$bio

Yu-Gi-Oh! Double Pack [Model AGB-BY2E-USA] (c) 2006 Konami Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76349&o=2

$end


$gba=2yugi,
$bio

Yu-Gi-Oh! Double Pack [Model AGB-BY2P-EUR] (c) 2006 Konami Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76348&o=2

$end


$gbcolor=yugidm4j,
$bio

Yu-Gi-Oh! Duel Monsters 4 - Saikyou Kettousha Senki - Jounouchi Deck [Model CGB-BY6J-JPN] (c) 2000 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69160&o=2

$end


$gbcolor=yugidm4k,
$bio

Yu-Gi-Oh! Duel Monsters 4 - Saikyou Kettousha Senki - Kaiba Deck [Model CGB-BY5J-JPN] (c) 2000 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69161&o=2

$end


$gbcolor=yugidm4y,
$bio

Yu-Gi-Oh! Duel Monsters 4 - Saikyou Kettousha Senki - Yugi Deck [Model CGB-BY4J-JPN] (c) 2000 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69162&o=2

$end


$gba=yugidm5x,
$bio

Yu-Gi-Oh! Duel Monsters 5 Expert 1 [Model AGB-AY5J-JPN(RK249-J1)] (c) 2001 Konami Co., Ltd. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76351&o=2

$end


$gba=yugidm6x,
$bio

Yu-Gi-Oh! Duel Monsters 6 Expert 2 [Model AGB-AY6J-JPN(RK270-J1)] (c) 2001 Konami Co., Ltd. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76352&o=2

$end


$gba=yugidm7,
$bio

Yu-Gi-Oh! Duel Monsters 7 - Kettou Toshi Densetsu [Model AGB-AY7J-JPN(RK296-J1)] (c) 2002 Konami Co., Ltd. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76353&o=2

$end


$gba=yugidm8,
$bio

Yu-Gi-Oh! Duel Monsters 8 - Hametsu no Daijashin [Model AGB-AY8J-JPN(RK308-J1)] (c) 2003 Konami Co., Ltd. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76354&o=2

$end


$gba=yugimx06,
$bio

Yu-Gi-Oh! Duel Monsters Expert 2006 [Model AGB-BY6J-JPN(RK388-J1)] (c) 2006 Konami Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76355&o=2

$end


$gba=yugimex3,
$bio

Yu-Gi-Oh! Duel Monsters Expert 3 [Model AGB-BY3J-JPN(RK337-J1)] (c) 2004 Konami Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76356&o=2

$end


$gba=yugigxdaj,
$bio

Yu-Gi-Oh! Duel Monsters GX - Mezase Duel King [Model AGB-BYGJ-JPN(RK377-J1)] (c) 2005 Konami Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76357&o=2

$end


$gbcolor=yugidm2,
$bio

Yu-Gi-Oh! Duel Monsters II - Yamikai Kettouki [Model DMG-AYKJ-JPN] (c) 1999 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69163&o=2

$end


$gbcolor=yugidm3,
$bio

Yu-Gi-Oh! Duel Monsters III - Sanseisenshin Kourin [Model CGB-BY3J-JPN] (c) 2000 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69164&o=2

$end


$gba=yugidmia,yugidmi,
$bio

Yu-Gi-Oh! Duel Monsters International - Worldwide Edition [Model AGB-AYWJ-JPN(RK301-J1)] (c) 2003 Konami Co., Ltd. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76358&o=2

$end


$gba=yugidmi2,
$bio

Yu-Gi-Oh! Duel Monsters International 2 [Model AGB-BYIJ-JPN(RK361-J1)] (c) 2004 Konami Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76359&o=2

$end


$gameboy=yugidm,
$bio

Yu-Gi-Oh! Duel Monsters [Model DMG-AYUJ-JPN] (c) 1998 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67429&o=2

$end


$psx=yugiohmo,
$bio

Yu-Gi-Oh! Monster Capsule Breed & Battle [Model SLPM-86096] (c) 1998 Konami Co., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85875&o=2

$end


$nes=yugioh,
$bio

游戏王 (c) 200? Nanjing.
(Yu-Gi-Oh!)

- TECHNICAL -

Game ID: NJ032

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77050&o=2

$end


$info=yujan,
$bio

Yu-Jan (c) 1999 Yubis.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 8 Mhz)
Sound Chips : ST0016 (@ 8 Mhz)

Screen orientation : Horizontal
Video resolution : 1024 x 1024 pixels
Screen refresh : 60.00 Hz
Palette colors : 1025

Players : 1

- TRIVIA -

Developed by T. System.

The title of this game translates from Japanese as 'Play Mahjong'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3368&o=2

$end


$info=yuka,
$bio

Yu-Ka (c) 1999 Yubis.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 8 Mhz)
Sound Chips : ST0016 (@ 8 Mhz)

Screen orientation : Horizontal
Video resolution : 1024 x 1024 pixels
Screen refresh : 60.00 Hz
Palette colors : 1025

Players : 1

- TRIVIA -

Developed by T. System Corp.

The title of this game translates from Japanese as 'Play Hanafuda'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3369&o=2

$end


$pc98=yumeijin,
$bio

Yu-Meijin ver3.0 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91135&o=2

$end


$pc98=yubimon1,
$bio

Yubiwa Monogatari - Dai-1-Kan Tabi no Nakama (c) 1991 Starcraft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91136&o=2

$end


$pc98=yubimon2,
$bio

Yubiwa Monogatari - Dai-2-Kan Futatsu no Tou (c) 1993 Starcraft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91137&o=2

$end


$pico=berenstbk,
$bio

Yuchi wo Nehseoeui Haro (c) 1995 Samsung.

- TECHNICAL -

Game ID: 837-12029

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96307&o=2

$end


$nes=yuefei,
$bio

Yuefei Chuan (c) 19?? Union Bond [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84193&o=2

$end


$pc8801_flop=yugekita,
$bio

Yugekitai (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93329&o=2

$end


$pc8801_flop=yugeki,
$bio

Yugekitai - Saikyou Kami Fukkatsu Yuki Kan (c) 1990 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93330&o=2

$end


$pc8801_flop=yugeki2,yugeki2b,yugeki2a,
$bio

Yugekitai Bangaihen - Taiheiyou no Akai Kamikaze (c) 1990 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93331&o=2

$end


$pico=yukaimp,
$bio

Yukai na Mori no Packet [Model HPC-6034] (c) 1995 Sega Enterprises, Ltd. [Tokyo, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75829&o=2

$end


$pc8801_flop=yukarcar,
$bio

Yukar Card (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93332&o=2

$end


$pc8801_flop=yukark2,yukark2d,
$bio

Yukar K2 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93333&o=2

$end


$pc8801_flop=yukarmin,
$bio

Yukar Mini (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93334&o=2

$end


$n64=yukeyuke,
$bio

Yuke Yuke!! Trouble Makers (c) 1997 Enix, Limited.

Classic platform action leaps onto the world's greatest gaming platform with Yuke Yuke!! Trouble Makers! Dazzling graphics, a great story and, best of all, a seemingly endless array of moves and areas marks Yuke Yuke!! Trouble Makers as a must-see for all action fans.

Yuke Yuke!! Trouble Makers chronicles the adventures of Marina Liteyears, an "Ultra-InterGalactic-Cybot G" who accompanies her inventor, Prof. Theo, from earth to research the mysterious Planet Clancer. When a gang of Clancers kidnaps the hapless prof, Marina sets off in hot pursuit.

Yuke Yuke!! Trouble Makers unfolds across five sprawling stages, each gorgeously rendered with a brilliant palette of colors. The lush surroundings of the tutorial stages soon give way to dusty desert, a volcano, a sinister fortress flooded with lava lakes, snowy mountains, twisting caves and more!

As she explores the Clancers' world, Marina gradually realizes that the stakes are far higher than the rescue of a single scientist. She finds herself drawn into a desperate bid by freedom-loving Clancers to battle sinister forces bent on conquering the planet.

Along the way, Marina encounters numerous friendly and not-so-friendly Clancers and finds herself called upon to rescue wayward Clancer children or battle one of the many weird beasts and bosses that seem to sprout from Clancer soil like wild mushrooms. There's even an Athletic Contest, complete with sprinting, jumping and a math contest!

Hard-core action fans will love Yuke Yuke!! Trouble Makers' breathtaking variety of moves. Marina runs, jumps, rides a menagerie of different animals and shoots weapons she's wrested from enemies. She can grab Clanballs floating in the air and ride them on gravity-defying tracks and pogo-stick on the spring-wound Jump Clancer. Her definitive move, though, is the grab-and-shake. Try this move on friends, enemies, innocent bystanders, or anyone or anything within arm's reach. You'll never cease to be amazed by what happens!

One of Marina's excursions knocks her out of action for a while. Stepping up to help is Teran, a little guy with a heart bigger than all outdoors. Teran can jump, punch, and ride a tricycle like Jeff Gordon handles a stock car. Despite his youth, Teran has a mysterious past that's not revealed until the game's final level. To solve that mystery, and many others, you'll have to collect a Gold Gem in each level.

With a fascinating array of moves, spectacular graphics, more than 50 levels, a compelling story and extremely attractive characters, Yuke Yuke!! Trouble Makers proves that the venerable side-scroller is more than ready for the next generation of gaming. Shake it up, baby!

- TECHNICAL -

Cartridge ID: NUS-NTMJ-JPN

- TRIVIA -

Released on June 26, 1997 in Japan.

- STAFF -

Executive Producers: Keiji Honda, Yukinobu Chida
Producer: Yuuchi Kikumoto
Assistant Producer: Shinji Wachi
Director: Hideyuki Suganami
Script Writer: Hideyuki Suganami (FINAL/NAMI)
Game Design: Hideyuki Suganami (as CHOCO-MONKEY)
Enemy & Boss Programmer: Hideyuki Suganami (FINAL/NAMI)
Main Programmer: Masato Maegawa
Tiny Programmer: Fukuryuu
Programmers: Hiroshi Matsumoto, Mitsuna
Assistant Programmers: Kazuhiko Ishida (KONIG Ishida), Keiji Fujita
Graphic Design: Makoto Ogino
Character Design: Tetsuhiko Kikuchi (HAN)
Additional Graphic Design: Nobuhisa Tanaka, Seiji Hasuko, Kaname Shindoh, Tsunehisa Kanagae
Music Composition: Norio Hanzawa (NON)
Sound Effects: Satoshi Murata
Treasurer: Haruko Hosaka
Supervisor: Masato Maegawa
Background CG: Masahiro Katsuta, Mamiko Himuro, Satoshi Tsukamoto, Hitoshi Suenaga, Satoru Onishi
Artwork: Naoki Oishi, Takashi Otsuka
Technical Support: Sadao Yahagi, Kenjiro Kano
Quality Coordinator: Hiroshi Sato
Publicity: Yoshihisa Saito, Hideki Yamamoto
Publisher: Yasuhiro Fukushima
US Coordination & Translation: Hiro Nakamura, Christian Phillips
Enix Staff: Yoshinori Yamagishi, Shinji Futami, Yasuhito Watanabe, Jun Toda, Hiroki Fujimoto, Yosuke Saito, Daisuke Kobayashi, Etsuko Shimamura, Noriko Nakanome
Special Thanks: Hiroomi Tanaka, Koichi Iwase, Kan Ikeda, Kazunori Owada, Mariko Numajiri, Ryoma Nakamura, Tomoe Suzuki, Tsuyoshi Koyama, Youko Kagaya, Wataru Harashima, Kyohei Nakaguma, Masahiro Akagi, Masahiro Kobayashi, Ryu Amimoto, Shouya Akagi, Taro Futami, Tatsuya Kiuchi

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58093&o=2

$end


$psx=yukinkob,
$bio

Yukinko Burning [Model SLPM-87013] (c) 2002 Princess Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85876&o=2

$end


$info=yukiwo,
$bio

Yukiwo (c) 1989 Taito.

Somewhere in the 1990s, the world has been throught the holocaust and ended up a rather different place. A new order has sprung up and taken control, but at least one person has decided that this new regime is not to his liking. That person is Yukiwo - the thoughest motorcyclist the world has ever known. To escape from the cluchers of the Earth's new rulers, Yukiwo drives along a blisteringly-paced scroling landscape, fending off attacks from all sides. Ground-based fortresses (both mobile and static), swarms of aircraft and masses of foot soldiers combine to shower a deadly rain on the advancing hero. Yukiwo has a choice of two weapons to hit back with: a short-range cannon for the ground based obstacles and a long-range laser for the aerial attackers. These are activated by the left and right fire buttons and are replenished en-route bu collecting items.

- TRIVIA -

This game was rewiewed at the March 1989 issue of 'Your Sinclair' magazine, but it wasn't released. Instead, this game was released as "Master of weapon".

The name Yukiwo also appears at the credits of "Master of weapon".

- UPDATES -

Differences between "Yukiwo" and "Master of weapon" are :
1. In Yukiwo the lower left description shows Yukiwo while in the "Master of weapon" shows Stock.
2. In the lower right description in "Yukiwo" shows Buster while in the "Master of weapon" shows Guide.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4716&o=2

$end


$info=yukon,yukon1,
$bio

Yukon (c) 1989 Exidy.

- TRIVIA -

Released in March 1989.

- STAFF -

Written by : Larry Hutcherson

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=18922&o=2

$end


$info=yukongld,
$bio

Yukon Gold (c) 2000 WMS Gaming.

- TRIVIA -

Released in October 2000.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=7837&o=2

$end


$famicom_flop=dokidoki,
$bio

??? ???????? (c) 1987 Nintendo Company, Limited.
(Yume Koujou - Doki Doki Panic)

Doki Doki Panic is a cute platform game by Nintendo. The story starts with two chidren, the young twins Piki and Poki, peacefully reading a story book. However, they accidentally tear off the last page of the book - little did they know that the book is actually magic! The evil Mam? suddenly appears, and his huge three-fingered hand pulls them into a quirky dream world. The goal of Doki Doki Panic is to help the whole family (namely Imajin, Lina and their parents Mama and Papa) rescue their poor children kidnaped by the evil king lizard. Each member has its own strengths and weaknesses - Imaji is a balanced character whereas Lina is fairly light weight and can effortlessly hover and fly over short distances, but she is really slow at picking up items. Papa is the strongest of the group and can throw enemies and items really far, whereas Mama can jump higher than anyone. As aforementioned, each character can carry enemies, items, and especially radishes and other vegetables that can be pulled out of the ground and used as lethal weapons. The game features a myriad of other items, such as bombs (self explanatory), Power blocks (similar to Mario Bros's POW blocks that kill all enemies on screen), Stars (temporary invincibility), keys (to unlock doors), Hearts (extra health) or the mysterious magic lamps that open doors to the Dark World - mirror areas where our heroes can find special items or heart containers. Doki Doki Panic follows a story book structure, and is made out of seven chapters (areas) and twenty pages (levels). Interestingly, although the player can play the Doki Doki Panic with any character, it has to eventually defeat the evil Mam? with all four to finally beat the game (the player can separately save each character's progress).

- TECHNICAL -

Game ID: FCG-DRM

- TRIVIA -

Yume Koujou Doki Doki Panic was released on July 10, 1987 in Japan for 2980 Yen.

The title of this game translates from Japanese as "Dream Factory - heart pounding panic".

- STAFF -

Executive Producer: H. Yamauchi
Producer: Miyahon
Director: Chappy
Assistant Director: Hide Q
Character Design: Sugiyan, Fuji TV
Title Design: Isshin
Course Design: Tanabe, Yamahem, Konno
Sound Composer: Konchan
Programmer: Nakazou, Tahyan, Iwachan, Mrikazu, Tomichan, Shigechan, N. Akiira, Marumaru, Meddler, Ten Ten, Otabe, Mako, Benkei

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65497&o=2

$end


$snes=kigurumi,
$bio

?????????? ??????? (c) 1994 Hect [Hector].
(Yume Meikyuu - Kigurumi Daibouken)

Yume Meikyuu Kigurumi Daibouken is a wacky and cute dungeon crawler published by Hector. The game tells the story of a boy who dreams of the mysterious kingdom of Enderia every night. There, he constantly lives exciting adventures and this time he is on a quest to save this world from destruction. Our hero must explore perilous towers and rescue all the kidnapped princesses from the kingdom. He is, however, not alone and friends (Harumi and Zakkari) will later help him out in his journey. Interestingly, the boy doesn't level up but wears special animal costumes called Kigurumi. Each new costume gives the player a certain number of characteristics and abilities such as better attacks or special magic spells. Some enemies (such as giant sparrows chicken or cows) must be defeated in order to acquire their costumes and abilities. Changing Rooms are scattered throughout the game and allow the boy to equip Kigurumis and Tailors can store them and customize their abilities if needed. Yume Meikyuu Kigurumi Daibouken is a classical dungeon crawler but it however features a random and turned based battle system. Our heroes can punch, kick or use special attacks and a grid displayed over the combat screen allows the player to precisely hit his enemies and, in some cases, even find their weak spots. Once the combat is over, the player is awarded with candies than can be used to purchase new items or be eaten to recover some health.

- TECHNICAL -

Cartridge ID: SHVC-QX

- TRIVIA -

Released on April 15, 1994 in Japan for 9800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62658&o=2

$end


$pico=yumecray,
$bio

Yume no Crayon Oukoku (c) 1998 Bandai Co., Ltd.

- TECHNICAL -

Game ID: T-133270

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96333&o=2

$end


$x1_cass=yumepyak,
$bio

Yume no Pro Yakyu (c) 198? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86300&o=2

$end


$pc98=yumesei,
$bio

夢の精 (c) 1996 13cm
(Yume no Sei)

An adventure game for adult.

- TECHNICAL -

Media: 3 Floppies

- TRIVIA -

Released on January 26, 1996 in Japan. It was also released on PC Windows.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91139&o=2

$end


$psx=yumenots,
$bio

Yume no Tsubasa [Model SLPS-02954] (c) 2000 KID [Kindle Imagine Develop]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85877&o=2

$end


$nes=yumepeng,
$bio

??????? (c) 1991 Konami Industry Company, Limited.
(Yume Penguin Monogatari)

Yume Penguin Monogatari is a side scrolling action game developed and published by Konami. Penta, a cute blue penguin, has a tragic flaw - he really enjoys eating. As a result, his girlfriend Penko left him for another fashionable penguin called Ginji because, she thinks, he has become too chubby for her liking. And yet, she decides to give him a second chance - if he manages to lose all this weight and keep it off, then she will give all her love and attention to him. But the covetous Ginji doesn't share the same sentiments and will do everything in his power to stop the poor flightless seabird before he slims down. The premise of each level is fairly simple - Penta must collect diet potions while avoiding snacks (in the shape of fruits and onigiris) within a time limit in order to lose weight. A weight meter located at the bottom of the screen shows how well Penta performs, and a heart indicates his current weight status. The meter goes down each time Penta gobbles a snack or receives damage, and goes up each time he collects a diet potion. If Penta fails to fill the weight meter to the level indicated by the heart (which increases with each new level), then he will be in trouble and will receive a chastising phone call from Penko, urging him to start the entire level all over again... But the picture is not that bleak and the thinner Penta gets, the more powerful he becomes. Although he is slow and can only kick his enemies at the beginning of the game (or use a belly flop if he gets too fat), he is soon able to move faster and use long-range chirp attacks, or gain temporary invincibility! Various items can also be collected along the way, such as Clocks (adds time to the stage's time limit), 'A' icons (kill everything on the screen), 'H' icons (give Penta the ability to fly) or 'M' icons (temporary invincibility). Yume Penguin Monogatari consist of six long levels and cleverly alternates platforming and shooting action (where Penta pilots a small pink airplane).

- TECHNICAL -

Cartridge ID: KDS-U8

- TRIVIA -

Yume Penguin Monogatari was released on January 25, 1991 in Japan for 5800 Yen.

- STAFF -

Producers: Shinkon Inoue, Zappu Higashi
Artists: Batten Takaki, Gonzaresu Shindoo
Music: Nazo Nazo Suzuki, Sukenomiya Fujio
Helpers: Gureto Yamada, Poeru Ogikubo, Pidei Shimoide, Chirorian Kimura
Special Thanks to: Antonio Kido, Jyaionto Kitaue

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54831&o=2

$end


$msx1_cart=pengadvk1,
$bio

Yume Tairiku Adventure (c) 1987 Zemina [Korea]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77619&o=2

$end


$msx1_cart=pengadvk2,
$bio

Yume Tairiku Adventure (c) 1988 Screen Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77618&o=2

$end


$pc98=dreamy,
$bio

Yume Utsutsu - Dreamy (c) 1994 Megami [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91138&o=2

$end


$psx=yumeiroi,
$bio

Yume-Iroiro [Model SLPS-01401] (c) 1998 Feathered

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85878&o=2

$end


$info=yumefuda,
$bio

Yumefuda (c) 1991 Alba.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 6 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.5 Mhz)

Players : 1
Buttons : 6

- TRIVIA -

Released in May 1991.

The title of this game translates from Japanese as 'Dream Card'

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3234&o=2

$end


$pc98=yumeji,
$bio

Yumeji - Asakusa-Kitan (c) 1992 Fairytale [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91140&o=2

$end


$snes=yumemabo,
$bio

Yumemaboroshi no Gotoku [Model SHVC-UG] (c) 1993 Intec

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62659&o=2

$end


$megacd,megacdj=mystmans,
$bio

Yumemi Mystery Mansion [Model 4430] (c) 1994 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60689&o=2

$end


$megacd,megacdj=yumemi,
$bio

Yumemi Yakata no Monogatari [Model G-6027] (c) 1993 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60586&o=2

$end


$gba=yumemic3,
$bio

Yumemi-chan no Naritai Series 3 - Watashi no Makesalon [Model AGB-AW3J-JPN] (c) 2002 Ludic

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76360&o=2

$end


$x1_flop=sayaka,
$bio

夢少女さやか (c) 1988 Pascal2.
(Yumeshojo Sayaka)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86187&o=2

$end


$pc8801_flop=sayaka,
$bio

Yumeshojo Sayaka (c) 1988 Pascal2 [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93335&o=2

$end


$saturn,sat_cart=yummixrm,
$bio

Yumimi Mix Remix (c) 1995 Game Arts Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59942&o=2

$end


$megacd,megacdj=yumimimx,
$bio

Yumimi Mix [Model T-45034] (c) 1993 Game Arts Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60587&o=2

$end


$pc8801_flop=yunagino,
$bio

Yunagi no Horizon (c) 1986 Cross Media Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93336&o=2

$end


$pc8801_flop=yushapon,
$bio

Yusha Pon no Daiboken (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93337&o=2

$end


$pc98=yutoufu,
$bio

Yutoufu (c) 19?? WestSide [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91141&o=2

$end


$pc98=yudisk1,
$bio

Yuu Disk Vol. 1 - Youjuu Senki Custom (c) 1994 DO [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91142&o=2

$end


$pc98=yudisk2,
$bio

Yuu Disk Vol. 2 - Exterlien Custom (c) 1994 DO [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91143&o=2

$end


$pc98=yudisk3,
$bio

Yuu Disk Vol. 3 - Kanako-san no Yuuutsu (c) 1994 DO [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91144&o=2

$end


$pc98=yudisk4,
$bio

Yuu Disk Vol. 4 - Crystal Rinal Otanoshimi Disk (c) 1994 DO [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91145&o=2

$end


$pc98=yudisk5,
$bio

Yuu Disk Vol. 5 - Telephone Scandal (c) 1994 DO [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91146&o=2

$end


$pc98=yudisk6,yudisk6a,
$bio

Yuu Disk Vol. 6 - Heart de Ron!! Midnight Hen (c) 1994 DO [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91147&o=2

$end


$pc98=yudisk8,
$bio

Yuu Disk Vol. 8 - Cybernoid Alpha Yuu Disk Ban (c) 1994 DO [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91148&o=2

$end


$pc98=yudisk9,
$bio

Yuu Disk Vol. 9 - Arquelphos Gekitou Hen (c) 1994 DO [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91149&o=2

$end


$famicom_flop=yuumaze,
$bio

???? (c) 1988 Taito Corporation.
(Yuu Maze)

Yuu Maze is the conversion of Taito's arcade game Raimais which was also released in 1988. It can be quickly described as a sort of Pac Man on wheels. The game takes place in 2088 and the hero's brother has be kidnapped by the evil Dr Morito and he embarks on a journey to rescue him. The player takes control on a fast futuristic car and the goal of the game is to collect all the capsules (colored dots) scattered around each maze. Other cars obviously tries to stop our hero and the game is a constant and intensive race, pushing the player to take sharp curves without colliding with other vehicles. Special icons can be collected to upgrade the vehicle or trigger special actions. This way the car can be protected by a shield or use a laser-gun. Other icons will clean all capsules on screen (only one level though) or create special warp-doors beaming the player to special bonus stages. A two simultaneous player mode is also available, thus a friend can ride his own vehicle and help the player to clean up each stage. Finally, the game progression can be saved onto the DiskCard and an editor allows the player to create, save and play five different mazes.

- TECHNICAL -

Game ID: TFD-UMZ

- TRIVIA -

Yuu Maze was released on October 28, 1988 in Japan.

The original arcade game, called Raimais, was released by Taito in 1988. However, graphics are better. It also counts many more cut scenes and the main character, a girl, can be clearly seen in the introduction sequence. The layout of the mazes is also very different and, when a maze is completed, the player is given the choice of four exists instead of two. Finally, the arcade game also count insectoid bosses  sadly missing from the Famicom game . Curiously, both arcade and Famicom versions feature the weird goblin looking guy giving you some advice every ten stages or so.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65498&o=2

$end


$pce=yuyu,
$bio

Yuu Yuu Jinsei - Victory LIFE (c) 1988 Hudson Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58781&o=2

$end


$x68k_flop=yctrump,
$bio

Yuugai Casino Trump no Trump (c) 1992 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88763&o=2

$end


$x68k_flop=yugachas,
$bio

Yuugai Chase Aa!! Namida no Shimensoka (c) 199? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88764&o=2

$end


$x68k_flop=yugaigak,
$bio

Yuugai Gakuen - Noukasuitai Chokugeki (c) 1992 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88765&o=2

$end


$x68k_flop=yugaiga2,
$bio

Yuugai Gakuen II - Jiritsushinkei Gouten (c) 1993 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88766&o=2

$end


$x68k_flop=yugaipzl,
$bio

Yuugai Puzzle (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88767&o=2

$end


$x68k_flop=yugaiwar,
$bio

Yuugai Wars Mamore! Akai Daichi (c) 199? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88768&o=2

$end


$psx=yuugenga,
$bio

Yuugen Kaisha Chikyuu Boueitai - Guard of Earth Organization [Model SLPS-02024] (c) 1999 Media Rings Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85879&o=2

$end


$pc98=yuugiri,
$bio

Yuugiri - Ningyoushi no Isan (c) 1996 Desire [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91150&o=2

$end


$gba=yuju4v4,
$bio

Yuujou no Victory Goal 4v4 Arashi - Get the Goal!! [Model AGB-A4VJ-JPN(RK264-J1)] (c) 2001 Konami Co., Ltd. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76361&o=2

$end


$pc98=yukawave,
$bio

Yuukara Wave (c) 19?? Creo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91151&o=2

$end


$pc98=yukomono,
$bio

Yuuko Monogatari (c) 1990 Heart Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91152&o=2

$end


$saturn,sat_cart=yuuk2alb,
$bio

Yuukyuu Gensoukyoku 2nd Album (c) 1998 Media Works

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59943&o=2

$end


$saturn,sat_cart=yuukens,
$bio

Yuukyuu Gensoukyoku ensemble (c) 1998 Media Works

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59945&o=2

$end


$saturn,sat_cart=yuukens2,
$bio

Yuukyuu Gensoukyoku ensemble 2 (c) 1999 Media Works

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59946&o=2

$end


$saturn,sat_cart=yuukgeng,
$bio

Yuukyuu Gensoukyoku Genteiban!! (c) 1997 Media Works

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59944&o=2

$end


$psx=yuukyuun,
$bio

Yuukyuu no Eden - The Eternal Eden [Model SLPS-01928] (c) 1999 ASCII Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85880&o=2

$end


$saturn,sat_cart=yuukoffi,
$bio

Yuukyuu no Kobako Official Collection (c) 1997 Media Works

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59947&o=2

$end


$fm7_disk=horizon,
$bio

Yuunagi no Horizon (c) 1986 Cross Media Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93684&o=2

$end


$msx2_cart=yuurei,
$bio

Yuurei-kun (c) 1988 System Sacom Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51401&o=2

$end


$msx2_flop=yuurei,yuureib,yuureia,
$bio

Yuurei-kun (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102164&o=2

$end


$gba=yuureiya,
$bio

Yuureiyashiki no Nijuuyojikan [Model AGB-AUYJ-JPN] (c) 2002 Global A Ent., Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76362&o=2

$end


$psx=yuushaou,
$bio

Yuusha-Ou GaoGaiGar - Blockaded Numbers [Model SLPS-01980] (c) 1999 Takara Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85881&o=2

$end


$saturn,sat_cart=classryu,
$bio

Yuushun Classic Road (c) 1997 Victor Interactive Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59948&o=2

$end


$pc98=yuutoden,
$bio

Yuutoden (c) 1989 Systemsoft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91153&o=2

$end


$pc98=yuuwaku,yuuwakua,
$bio

Yuuwaku - Temptation (c) 1995 T2 [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91154&o=2

$end


$pc98=yuwakuto,
$bio

Yuuwaku no Toiki (c) 1994 May-Be Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91155&o=2

$end


$psx=yuuyamid,
$bio

Yuuyami Doori Tankentai [Model SLPS-02274] (c) 1999 Spike [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85882&o=2

$end


$snes=yuyuquiz,
$bio

Yuuyu no Quiz de Go! Go! [Model SHVC-UU] (c) 1992 Taito Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62660&o=2

$end


$info=yuyugogo,
$bio

Yuuyu no Quiz de Go!Go! (c) 1991 Taito.

- TECHNICAL -

Runs on the "Taito F2 System" hardware.

Prom Stickers : C83

Players : 2
Buttons : 5

- TRIVIA -

Released in March 1991.

The title of this game translates from Japanese as 'Leisure Quiz de Go! Go!'.

Zuntata Records released a limited-edition soundtrack album for this game (Zuntata History L'ab-normal 1st - ZTTL-0038) on 01/04/1999.

- STAFF -

Music composed by : Tamayo Kawamoto (Ray)

- PORTS -

* Consoles :
Super NES (1992)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3235&o=2

$end


$pc8801_flop=yyeleiss,
$bio

Yyeleiss (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93338&o=2

$end


$scv=y2mnstld,
$bio

Y² Monster Land (c) 1986 Epoch Company, Limited.

- TECHNICAL -

[Model 26 NO.09320]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49099&o=2

$end


$cpc_cass=z,
$bio

Z (c) 1985 Rino Marketing, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100178&o=2

$end


$saturn,sat_cart=z,
$bio

Z (c) 1997 GT Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60479&o=2

$end


$x1_cass=zgundam,
$bio

Z Gundam (c) 1986 Bandai Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86301&o=2

$end


$pc8801_flop=zgundam,
$bio

Z Gundam (c) 1986 Bandai Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93339&o=2

$end


$x1_flop=zgundam,
$bio

Z Gundam (c) 198? Bandai Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86188&o=2

$end


$pc8801_flop=zkid88,
$bio

Z's Staff Kid88 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93340&o=2

$end


$pc98=zkid98,
$bio

Z's Staff Kid98 (c) 19?? Zeit [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91156&o=2

$end


$x68k_flop=zpro68kv1,zpro68kv2,zpro68k,zxvi68k,
$bio

Z's Staff Pro-68K (c) 1987 Zeit [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88238&o=2

$end


$x68k_flop=triphodc,
$bio

Z's Triphony Digital Cafe (c) 1989 Zeit [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88239&o=2

$end


$amigaocs_flop=zout,
$bio

Z-Out (c) 1990 Rainbow Arts

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75596&o=2

$end


$a2600=ztack
$bio

Z-Tack (c) 1983 Bomb

There are four game variations:
Game 1: one player (beginner)
Game 2: two players (beginner)
Game 3: one player (advanced)
Game 4: two players (advanced)

Player controls the jet in the sky level to destroy enemy's bases below at ground level.
The jet can move up, down, left or right by maneuvering the joystick to the respective positions.
The jet will fire to any of the above four directions if both the push button is depressed and the joystick is maneuvered to the corresponding direction.
If a missile ejected from the jet is not activated, no further missile can be emitted.
The bases at ground level fire missile randomly into the sky for defensive purpose.
Some missiles from the base may take the form of a floating ball which will become a heat-seeking missile and attack the jet.
If the jet is shot by the missiles or if it collides with the floating ball, it will explode and player loose one of his three chances.
If the bases are shot by the jet, they will explode and vanish from the screen.
Difficulty is enhanced when level is advanced with increasing number of bases, alls and the speed of missiles.
There are 6 distinct level in one complete cycle and game pattern will recycle upon completion of all 6 level.
The maximum score is 999999.

- TECHNICAL -

Model CA283

- STAFF -

Programmer: Robert L. Esken Jr.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51212&o=2

$end


$gba=zoe2173,
$bio

Z.O.E. 2173 - Testament [Model AGB-AZEJ-JPN(RK259-J1)] (c) 2001 Konami Co., Ltd. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76363&o=2

$end


$spc1000_cass=z80asm,z80asma,
$bio

Z80 Assembler v1.0 (c) 1983 Samsung Software [Korea]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83569&o=2

$end


$info=z88,z88dk,z88fi,z88fr,z88de,z88it,z88no,z88es,z88se,z88ch,z88tr,
$bio

Z88 (c) 1988 Cambridge Computers.

The Z88 was an A4-size, lightweight, portable Z80-based computer with a built-in combined word processing/spreadsheet/database application called PipeDream, along with several other applications and utilities, such as a Z80-version of the BBC BASIC programming language.

- TECHNICAL -

The Z88 is a portable computer weighing 0.9 kg, based on a low-power CMOS version of the popular Zilog Z80 microprocessor. It comes with 32 KiB of internal pseudo-static RAM and 128 KiB of ROM containing the operating system (called OZ). The memory can be expanded up to 3.5 MiB of RAM, the contents of which are preserved across sessions. An integrated capacitor prevents the Z88 from losing its data for the limited amount of time it takes to change the batteries.

The machine uses a membrane keyboard, which is almost silent in use; an optional electronic click can be turned on to indicate keystrokes. The Z88 is powered by four AA batteries, giving up to 20 hours of use. It has three memory card slots, which accommodate proprietary RAM, EPROM or FLASH cards, the third slot being equipped with a built-in EPROM programmer. Card capacities range from 32 KiB to 1 MiB.

The Z88 has a built-in 8-line, super-twisted LCD display, which has greater contrast than conventional twisted nematic LCDs.

The 64 KiB addressable by the Z80 processor are divided in four banks of 16 KiB each. The maximum memory of 4 MiB for the system is also divided in 256 segments of 16 KiB each. The hardware can map any of the 16 KiB blocks to any of the four banks. The first 512 KiB are reserved for ROM; the next 512 KiB are reserved for internal RAM. The next 3 MiB are assigned to each one of the three memory slots.

- TRIVIA -

The Z88 evolved from Sir Clive Sinclair's Pandora portable computer project which had been under development at Sinclair Research during the mid-1980s. The machine was launched at the Which Computer? Show on 17 February 1987

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=94406&o=2

$end


$m5_cass=zacbanic,
$bio

Zac Banic (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95334&o=2

$end


$m5_cart=zacbanic,
$bio

Zac Banic (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95374&o=2

$end


$pc8801_flop=zaglev,
$bio

Zaglev (c) 1990 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93343&o=2

$end


$pc98=zaibatsu,
$bio

Zaibatsu Ginkou - Teito Yabou Hen (c) 1992 Media Factory [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91157&o=2

$end


$fm7_cass=zaiko,
$bio

Zaiko Kanri (c) 1981 Kinki Computer Service

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93829&o=2

$end


$amigaocs_flop=zakmk,zakmkf,zakmkg,
$bio

Zak McKracken and the Alien Mindbenders (c) 1988 US Gold

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75597&o=2

$end


$msx1_cass=zakilwd,
$bio

Zakil Wood (c) 1985 Mr. Micro

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95132&o=2

$end


$snes=zakuro,
$bio

Zakuro no Aji [Model SHVC-AZAJ-JPN] (c) 1995 Imagineer Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62661&o=2

$end


$bbca_cass,bbcb_cass=zalaga,zalaga21,
$bio

Zalaga (c) 1983 Aardvark

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52687&o=2

$end


$cpc_cass=zampabol,
$bio

Zampabolas [Model 4 STY-810] (c) 1989 System 4 de Espana, S.A. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100180&o=2

$end


$cpc_cass=zampalos,
$bio

Zampalos (c) 1992 Mega Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100181&o=2

$end


$x68k_flop=zan,
$bio

Zan - Kagerou no Jidai (c) 1989 Wolf Team [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88240&o=2

$end


$pc98=zan,zana,
$bio

Zan - Kagerou no Jidai (c) 1989 Telenet Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91158&o=2

$end


$x68k_flop=zansc1,
$bio

Zan - Kagerou no Jidai - Scenario Collection Vol. 1 (c) 1989 Wolf Team [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88241&o=2

$end


$x68k_flop=zansc2,
$bio

Zan - Kagerou no Jidai - Scenario Collection Vol. 2 (c) 1989 Wolf Team [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88242&o=2

$end


$pc98=zanpu,
$bio

Zan - Kagerou no Jidai Power Up Utility (c) 1990 Wolf Team [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91159&o=2

$end


$pcecd=zan,
$bio

斬 ～陽炎の時代～ (c) 1991 Taito Corp.
(Zan - Kagerou no Toki)

- TRIVIA -

Released on December 27, 1991 in Japan.

- STAFF -

Original Work: Wolfteam
Director: Takashi Fujishiro
Assistant Director: Tomo Ijuin
Producer: Akira Nikaido
Screenplay: Yoshiharu Sato
Engineering: Yasuyuki Haga, Toshiyuki Ikeda
Art: Haruhiko Sato, Shin Saito, Gota Goto, Tomonori Matsumoto, Taro Odagiri, Rodo Yurei
Scenery: Sakai Natsumezaka
Music Director: Kazuyuki Onui (ZTT)
Editor: Masanori Ishikawa
Voice Actors: Yuzuru Fujimoto, Ikuo Nishikawa, Shigezo Sasaoka, Kenyu Horiuchi, Yasunori Matsumoto, Mari Yokoo
Recording Studio: Aoyama Recording Center
Recording Assistance: Shotaro
Supervisor: Makoto Togo
Game Tuning: Kiyoshi Bando, Naoki Kitamoto, Goro Zaizen
Developing: Hudson
Cooperation: Kenji Goshima, Akira Miura, Yukinori Ushiroya
Executive Producer: Shoji Takahashi, P.M.D.C.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58477&o=2

$end


$pc98=zanss1,
$bio

Zan - Kagerou no Toki - Scenario Collection Vol. 1 (c) 1989 Wolf Team [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91160&o=2

$end


$pc98=zanss2,
$bio

Zan - Kagerou no Toki - Scenario Collection Vol. 2 (c) 1990 Wolf Team [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91161&o=2

$end


$pc8801_flop=zan,
$bio

Zan - Yaksa Enbukyoku (c) 1990 Wolf Team [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93344&o=2

$end


$pc98=zanye,
$bio

Zan - Yasha Enbukyoku (c) 1991 Telenet Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91162&o=2

$end


$gamegear=zangear,
$bio

Zan Gear [Model T-32017] (c) 1990 Wolf Team

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65021&o=2

$end


$pc98=zan2,zan2a,
$bio

Zan II - Kagerou no Jidai (c) 1991 Telenet Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91163&o=2

$end


$snes=zan2,
$bio

Zan II Spirits [Model SHVC-ZS] (c) 1992 Wolf Team

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62662&o=2

$end


$pc98=zan3,
$bio

Zan III - Tenun Ware ni Ari (c) 1993 Telenet Japan

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91164&o=2

$end


$snes=zan3,
$bio

Zan III Spirits [Model SHVC-Z3] (c) 1994 Wolf Team

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62663&o=2

$end


$megadriv=zanyasha,
$bio

Zan Yasha Enbukyoku (c) 1991 Wolf Team

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57074&o=2

$end


$nes=zanacfds,
$bio

Zanac (c) 19?? Whirlwind Manu

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84194&o=2

$end


$nes=zanacfdsa,
$bio

Zanac (c) 19?? Kaiser Corp. [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84195&o=2

$end


$spc1000_cass=zanac,
$bio

Zanac A.I. (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83570&o=2

$end


$msx1_cart=zanac2,zanac2a,
$bio

Zanac A.I. 2nd Version (c) 1987 Pony Canyon, Inc.

- TECHNICAL -

Game ID: R49X5093

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77620&o=2

$end


$famicom_flop=zanac,
$bio

Zanac A.I. (c) 1986 Pony Canyon.

Zanac A.I. is a vertical shooter by Compile and conversion of a game originally released for the MSX in 1986. Humanity is under attack from an otherworldly force - many millenniums ago, an alien race created a device called the System which is now threatening Earth. As a last resort against the unknown force, the AFX-6502 Zanac fighter is sent out to put a stop to the invasion. The weapon system is what makes the fighter such an unstoppable war machine - the initial primary laser gun can be upgraded in all kinds of ways. Although collecting yellow floating orbs (usually hidden inside blue bunkers) increases its fire-power, eight secondary weapons types are available for the picking (indicated by flashing number pods). They consist of All Range Weapon, Straight Crusher, Field Shutter, Circular, Vibrator, Rewinder, Plasma Flash and High Speed. The goal of the game is to destroy the main central base located at the end of the game, but countless other bosses (all anchored to the ground) are scattered around each level - they are all made out of several core-units that need to be destroyed to proceed. But the essence of the game lies in its unique automatic level of difficulty, hence the A.I. suffix next to the game's title. The strength and amount of enemies on screen change in function of the player's skill level - the better the player performs, the more difficult the game becomes.

- TECHNICAL -

Famicom Disk System
Disk ID: L29V5906(PNF-ZAN)

- TRIVIA -

Zanac AI was released on November 26, 1986 in Japan for 2900 Yen.

Export releases:
[US] "Zanac A.I. [Model NES-ZA-USA]"

- TIPS AND TRICKS -

* Continue : On the title screen, hold Select and press Start.

- STAFF -

Game Design: Takayuki Hirono (Jemini), Koji Teramoto (Janus), Masamitsu Niitani (Moo)
Program: Takayuki Hirono (Jemini)
Music: Masatomo Miyamoto (Miyamoto)
Graphics: Koji Teramoto (Janus)
Test Play: Mnc Nui, Wao Isee, Yoriki

- PORTS -

* Consoles :
Sony PlayStation (Nov. 29, 2001) "Zanac X Zanac [Model SLPS-03354]"

* Computers :
MSX 2 (1986) "Zanac EX"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47562&o=2

$end


$nes=zanac,
$bio

Zanac A.I. (c) 1987 FCI

- TECHNICAL -

Game ID: NES-ZA-USA

- TRIVIA -

Even if the titlescreen says 1986, Zanac A.I. was released in October 1987 in North America.

- STAFF -

Game designed by: Compile
Produced by: AII

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55836&o=2

$end


$msx1_cart=zanac,zanaca,
$bio

Zanac A.I. (c) 1985 Pony Canyon, Inc.

- TECHNICAL -

Game ID: R49X5093

- STAFF -

Developed by: Compile

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47561&o=2

$end


$msx2_flop=zanacex,zanacexa,
$bio

Zanac EX (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102165&o=2

$end


$msx2_cart=zanacex,zanacexa,
$bio

Zanac EX (c) 1986 Pony Canyon.

- TECHNICAL -

Game ID: R58Y5093

- STAFF -

Game designed by: Compile

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47563&o=2

$end


$info=zankor,
$bio

Zankor (c) 1986 Zaccaria.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5630&o=2

$end


$saturn,sat_cart=valholli,valhollia,
$bio

Zanma Chou Ougi Valhollian (c) 1998 K & P

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59949&o=2

$end


$apple2gs=zanygolf,
$bio

Zany Golf (c) 1988 Electronic Arts.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49807&o=2

$end


$amigaocs_flop=zanygolf,
$bio

Zany Golf (c) 1989 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75598&o=2

$end


$saturn,sat_cart=zap,zapa,
$bio

Zap! Snowboarding Trix (c) 1997 Pony Canyon, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59951&o=2

$end


$saturn,sat_cart=zap98,
$bio

Zap! Snowboarding Trix '98 (c) 1997 Pony Canyon, Incorporated. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59950&o=2

$end


$psx=zapsnowb,
$bio

Zap! Snowboarding Trix '98 [Model SLPS-00909] (c) 1997 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85884&o=2

$end


$cpc_cass=zapp,
$bio

Zapp (c) 1985 Hewson Consultants

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100182&o=2

$end


$gba=zapperu,
$bio

Zapper (c) 2003 Infogrames Interactive, Inc.

- TECHNICAL -

Game ID: AGB-AZPE-USA

- TRIVIA -

Released on November 05, 2002 in USA.

- STAFF -

Atomic Planet Entertainment
Lead Programmer: Andrew Taylor
Programming: John May, Stuart Leonardi, Neil Holmes, Nick Cowen, Chris J. White
Graphics: Peter Gough, Andrew Stockton, Bennet Aldous, Alexander Szeles, Paul Robinson, Andy Hodgetts, Doug Holmes, Tracey Clarke
Design: Jonathan Heckley, Peter Hodbod, Oliver Davies
Music: Jon Wells
Sound Effects: Tim Haywood
Sound Driver: Logik State
Tools & Technology: Neil Holmes, Andy Whyte, Chris Simpson
Testing: Jaime McCormick
Produced by: Neil Holmes, Peter Hodbod
Joint MD / Development Director: Jason Falcus
Managing Director: Darren Falcus

Infogrames Interactive Inc.
Senior Producers: Ken Allen, Todd Hartwig
Senior Brand Manager: Sue Bulson
Brand Manager: Matt Collins
Executive Producer: Bill Lévay
V. P. of Product Development: Scott Walker
Director of Marketing: Steve Arthur
Director of Creative Services: Steve Martin
Director of Editorial & Documentation Services: Elizabeth Mackney
Documentation Specialist: Kurt Carlson
Copywriter: Paul Collin
Strategic Relation Manager: Joy Schneer

Infogrames QA
Director of Publishing Support Services: Michael H. Gilmartin
Director of Quality Assurance North America: Michael Craighead
Q.A. Supervisor: Donald T. Clay
Lead Tester: Marshall Clevesy
Assistant Lead Tester: Cherilyn Rocha
Testers: Ken Moodie, Mike Walkingstick

Blitz Games
Producers: Steve Bruce, Darren Wood

Special Thanks: A Creative Experience, The Source, Realtime, Knockin' Boots Productions, Synthesis International, Interference, Babel Media

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76365&o=2

$end


$gba=zapper,
$bio

Zapper (c) 2003 Infogrames Interactive, Inc.

European release. See the North American release entry for more information about the game itself: "Zapper [Model AGB-AZPE-USA]".

- TECHNICAL -

Game ID: AGB-AZPP

- TRIVIA -

Released in March 2003 in Europe.

- STAFF -

Infogrames Europe
Re-Publishing Mass Market: Jean-Marcel Nicolaï, Anne-Cécile Bénita
Central Marketing: Larry Sparks, Pascale Vermeerbergen, Benoit Auguin, Marion Gallavardin, Sonia O'Keeffe
Localisation Support Group: Sylviane Pivot-Chossat, Marlous Van Vliet, Valérie Maillot, Jocelyn Natali, Weronika Larsson
Certification and Planning Support Group: Rebecka Pernered, Sophie Wibaux-Meliet, Caroline Fauchille, Jérôme Di Tullio
Software Functionality Testing: Olivier Robin, Stéphane Pradier, Bruno Trubia, Yan Schied
Engineering Service: Philippe Louvet, Stéphane Entéric
Creative Support Group: Vincent Hattenberger

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76364&o=2

$end


$amigaocs_flop=zarathru,
$bio

Zarathrusta (c) 1991 Hewson Consultants

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75599&o=2

$end


$amigaocs_flop=zargon,
$bio

Zargon (c) 1989 Markt & Technik

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75600&o=2

$end


$cpc_cass=zargon,
$bio

Zargon [Model 1214] (c) 1985 Data Media GmbH

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100183&o=2

$end


$x68k_flop=zark,
$bio

Zark Legend (c) 1990 Maxima [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88243&o=2

$end


$pc98=zarklegs,
$bio

Zark Legend Special (c) 1990 Maxima [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91165&o=2

$end


$cpc_cass=zarkon,
$bio

Zarkon (c) 1987 Budgie [Budget Soft.]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100184&o=2

$end


$lynx=zarlor,
$bio

Zarlor Mercenary (c) 1990 Atari Corp.

The object of the game is to destroy Mendicant craft, cities, buildings and other strategic targets. If you do well, you will be paid richly. Earn enough zarbits to buy extra warships and more sophisticated weapons.

- TECHNICAL -

Model PA2030

- TIPS AND TRICKS -

* Full Powers: At the character select screen, hold OPTION 1 and press Up, Down, Left, Right, Down, Down, Up, Up, B, A, Left, Left, Right, Right, Up, Down, Left, Right, Up to start with 100 lives, 100 megabombs and full inventory. At the same screen, hold OPTION 1 and press Up, Down, Left, Right, Down, Down, Up, Up, B, A, Left, Left, Right, Right, Up, Down, Left, Right, Up to start with 19 lives, 20 megabombs, full inventory, and refreshing energy.

* Hidden Characters: The games feature the programmers as hidden characters. To unlock them, go to the character select screen and enter the following sequences. Each of these will also enable full inventory and refreshing energy.

To access Chris: Hold OPTION 1 and press Up, Down, Left, Right, Down, Down, Up, Up, Up.
To access Chuck: Hold OPTION 1 and press Up, Down, Left, Right, Down, Down, Up, Up, Left.
To access Matt: Hold OPTION 1 and press Up, Down, Left, Right, Down, Down, Up, Up, Down.
To access Stephen: Hold OPTION 1 and press Up, Down, Left, Right, Down, Down, Up, Up, Right.

* Hidden Game LIFE: At the character select screen hold OPTION 1 and press Up, Down, Left, Right, Up. You will enter the hidden game LIFE, where you can see a LIFE form known as a 'glider' moving across the screen diagonally and eventually running into the cells forming the word LIFE. When this happens, it starts a chain reaction that destroys the title screen.
By pressing any input, the evolution will stop and you enter DRAWING MODE where you can press A to draw new blocks of cells or B to erase them, before making evolution restart with either OPTION 1 (cells reaching the border of the screen will reappear at the other end) or OPTION 2 (cells reaching the border of the screen will disappear from the evolution).
By holding PAUSE and pressing A, you enter in COPY MODE: here you can select an area to copy into the COPY BUFFER, by pressing A on the corner of such area, and go back to "DRAWING MODE" with either OPTION 1 or OPTION 2, as above.
By holding PAUSE and pressing B, you enter in PASTE/ERASE MODE: here you can paste the content of the COPY BUFFER with A, or erase it with B, and go back to DRAWING MODE with either OPTION 1 or OPTION 2, as above.

- STAFF -

Programmer: Chuck Sommerville

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58875&o=2

$end


$bbca_cass,bbcb_cass=zarm,
$bio

Zarm (c) 19?? Micro Power

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52688&o=2

$end


$pc98=zarth,
$bio

Zarth (c) 1984 Enix, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91166&o=2

$end


$pc8801_flop=zarth,zarthb,zartha,
$bio

Zarth (c) 1984 Enix, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93345&o=2

$end


$info=zaryavos,
$bio

Zarya Vostoka (c) 1984 Nova Games.

A sequel to Intrepid, and once again the player control an intrepid secret spy.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound CPU : Zilog Z80 (@ 2.5 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.536 Mhz)

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 40

Players : 2
Control : 8-way joystick
Buttons : 1

- TRIVIA -

The title of this game translates from Russian as 'Dawn Of The East'.

- SERIES -

1. Intrepid (1983)
2. Zarya Vostoka (1984)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3236&o=2

$end


$info=zarza,zarza1,
$bio

Zarza (c) 1982 Taito.

- TRIVIA -

Similar to Bally's 1980 "Xenon".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5631&o=2

$end


$info=zarzon,
$bio

Zarzon (c) 1981 Taito America Corp.

Export release. Game developed in Japan by SNK and licensed to Taito for North American release. For more information about the game itself, please see the original Japanese release entry; "Satan of Saturn".

- TECHNICAL -

Board Number : ZD1 / ZD2
Prom Stickers : SS / 122-136

- TRIVIA -

Zarzon was released in March 1981.

Steve Weirzbecki holds the official official record for this game with 48720 points on January 16, 1982.

A Zarzon upright unit appears in the 1983 film 'Joysticks'.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3237&o=2

$end


$gameboy=zas,
$bio

ZAS [Model DMG-ZAA] (c) 1992 T&E Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67430&o=2

$end


$gba=zatchbel,
$bio

Zatchbell! Electric Arena [Model AGB-A4GE-USA] (c) 2005 Bandai

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76366&o=2

$end


$famicom_flop=olympq,
$bio

Zatsugaku Olympic Quiz - Watanabe Wataru Hen (c) 19?? Phoenix [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65500&o=2

$end


$famicom_flop=olympq2,
$bio

Zatsugaku Olympic Quiz Part II (c) 19?? Phoenix [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65501&o=2

$end


$pc98=zatsolym,
$bio

Zatsugaku Olympics - Watanabe Wataru Hen (c) 1988 Hard [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91167&o=2

$end


$msx2_flop=zatsolym,
$bio

Zatsugaku Olympics - Watanabe Wataru Hen (c) 1988 Hard [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102166&o=2

$end


$pc98=zatsuryo,
$bio

Zatsuon Ryouiki (c) 1994 DO [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91168&o=2

$end


$pico=magiccrag,
$bio

Zauberbuntstifte (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75830&o=2

$end


$pc8801_flop=zavas,zavasa,
$bio

Zavas (c) 1988 Popcom Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93346&o=2

$end


$x68k_flop=zavas,
$bio

Zavas (c) 1989 Popcom Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88244&o=2

$end


$pc98=zavas,
$bio

Zavas - New Type Role Playing Game (c) 1988 Popcom Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91169&o=2

$end


$info=zaviga,zavigaj,
$bio

Zaviga (c) 1984 Data East Corp.

A great vertical shoot'em up game.

You play as a futuristic jet fighter aircraft that can transform into a tank to descend and ascend. The planet is under attack by hordes of shape bugs robotics and other war machines. Your Aircraft are equipped with 2 laser cannons and bombs for a dual attack in air or land. The game scrolls infinitely of the levels are stopping for an occasional fight against a cannon mountain, that you defeat by destroying a glowing weak spot. With each scroll through the game introduces new enemies and obstacles like flying rocks and underwater enemies.

- TECHNICAL -

Top board Number : DE-0169-0
Middle Board Number : DE-0171-0
Lower Board : DE-0170-0

Main CPU : (2x) M6809 (@ 2 Mhz)
Sound CPU : DECO (@ 2 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.5 Mhz), DAC

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Zaviga was released in March 1984.

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

This was the first Data East game to use the Motorola 6809 CPU.

- STAFF -

Main Programmer: Mamoru Kanda
Sub Programmer: Akira Sakuma

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3238&o=2

$end


$pc8801_flop=zaxus,
$bio

Zaxus (c) 1985 Enix, Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93347&o=2

$end


$cpc_cass=zaxx,
$bio

Zaxx (c) 1986 Chip [Paris, France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100185&o=2

$end


$info=zaxxon,zaxxon2,zaxxonj,zaxxon3,
$bio

Zaxxon (c) 1982 Sega.

Zaxxon is an isometric scrolling shoot-em-up in which the player pilots an armed spaceship and must penetrate heavily-fortified enemy bases, destroying enemy ships and installations before reaching the final confrontation with a giant armoured robot. 

The game consists of three different waves: 

* Floating Fortress: Players must penetrate the fortress's defences, destroying fuel tanks, gun emplacements, missiles and fighters. An altimeter constantly monitors the player ship's height, necessary to navigate through the walls and electronic barriers that form part of fortress's defences. The player's ship carries a limited amount of fuel that is constantly depleting and can only be replenished by shooting ground-based enemy fuel tanks. If the ship's fuel runs out, it crashes to the ground and a life is lost.

* Fighter Fleet: This takes place in outer-space with the player attacked by waves of enemy fighters and rogue satellites. The player ship's fuel does not deplete during this wave.

* Enemy Headquarters: This is similar to the 'Floating Fortress' wave (with fuel depletion once again being an issue), but with the player facing much tougher defences. Upon completion of this wave, the player enters into battle with a giant armoured robot. The robot fires fast-moving homing missiles and needs to be hit six times before it's destroyed. Upon completion of the third wave, the game starts over with a higher level of difficulty.

- TECHNICAL -

There were 2 different dedicated cabinets available for Zaxxon, an upright and a cocktail :

* The upright version came in a nice woodgrain cabinet with black and blue sticker style sideart. The marquee is a blue 'Zaxxon' logo with a star filled background. The control panel has a nice 8-Way flight stick with fire buttons on either side, and graphics explaining how to play the game. Finally the upright uses two sets of coin mechs that are of an odd 'skinny' style.

* The cocktail version came in the standard Sega/Gremlin cocktail table (this same table was also used for "Frogger", "Carnival", and several other titles). This was a relatively unadorned machine, the only decorations were a set of instruction cards underneath the glass. This machine had a control panel on either side and used Wico balltop joysticks instead of flight sticks.

All versions used a vertical open frame monitor, and ran the same set of game boards. This game is fully compatible with "Congo Bongo", "Super Zaxxon", and "Future Spy" (those boards will plug right in without modification).

Main CPU : Zilog Z80 (@ 3.04125 Mhz)
Sound Chips : Discrete circuitry

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 59.999408 Hz
Palette colors : 256

Players : 2
Control : 8-way joystick
Buttons : 1 (FIRE)

- TRIVIA -

Released during January 1982. At the time of its release, Zaxxon was unique as it was the first game to employ isometric projection, something of a three-quarters viewing perspective. This effect simulated three dimensions (albeit from the viewpoint of a second person).

In the game, Zaxxon is the name of the enemy robot who you must destroy. Milton Bradley turned this and other Sega titles into board games. 'Can You Complete Your Mission Before Zaxxon Zaps You?'.

Vernon Kalanikaus holds the official official record for this game with 4,680,740 points on March 15, 1982.

A Zaxxon unit appears in the 1983 movie 'WarGames'.

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

- UPDATES -

Zaxxon was released in at least 2 versions :
The latest version (set 1 in MAME (zaxxon)) corrects a minor error in the way the original zaxxon rom set (set 2 in MAME (zaxxon2)) managed fractions of a credit, seen only when a player earned credit through game play when the game dipswitch settings provided only a fraction of a full credit for each token inserted.

- SCORING -

Gun Implacements (Green and Gray) : 200 or 500 points (random)
Fuel Tank : 300 points
Radar Tower : 1,000 points
Missile (Ground-to-Air) : 150 points
Missile (Air-to-Air) : 200 points
Fighters (on runway) : 50 points
Fighters (in air) : 100 points + (50 points/level after level 2)
Zaxxon (destroyed with missile in launcher) : 1,000 points
Zaxxon (destroying launched missile) : 200 points
Destroying all planes in space : 1,000 points
Satellite : 300 points

- TIPS AND TRICKS -

* To kill Zaxxon, fly at 2 1/2 units (in other words, with two blocks of your altimeter filled in and one at halfway). Shoot 6 shots at Zaxxon's missile, and you will kill it quickly. If you miss, either dodge the missile, or keep firing and you can still blow up the missile. However, you get less points for hitting the missile while it's in the air.

* Flying at an altitude of 1 1/2 will allow you to hit ground targets while making their shots go harmlessly under you.

* Shoot airplanes on the platform : it will reduce the number you need to kill in the space scene. If you shoot all the airplanes in space you will get a bonus.

* On the levels in outer space, start up the highest point on the upper left and start shooting immediately. You should be able to hit the satellite right away. If you miss, keep moving to the left and keep firing. This works for the second satellite also.

* This is important in later levels because it is possible to run out of fuel in space : if you hit the satellite, you will get some back.

* There are only two levels that repeat. The first air fortress level never gets much harder : use the same pattern for it. On the other levels, only the gaps become narrower.

* Always keep firing! This way you can see if you will make it through the gaps, and you can adjust your height as needed.

* The white canopy only indicates that the enemy plane is at the highest altitude. At any altitude, when an enemy is in your line of fire you will hear a tone and a white X appears in front of your plane. This makes it much easier to grab the 1,000 point bonus for destroying 20 enemy planes, as well as to avoid their shots.

* On later levels you will lose fuel quickly. Make sure you hit as many fuel tanks as possible. If you run out of fuel you will lose a ship.

- SERIES -

1. Zaxxon (1982, Arcade)
2. Super Zaxxon (1982, Arcade)
3. Zaxxon 3-D (1987, Master System)
4. Zaxxon Motherbase 2000 (1995, Sega 32X)
5. Zaxxon Escape (2012, Google Play)

- PORTS -

* Consoles :
Colecovision [US] (1982) "Zaxxon [Model 2435]"
Atari 2600 [US] (1982) "Zaxxon [Model 2454]"
Mattel Intellivision [US] (1983) "Zaxxon [Model 2487]"
Atari 5200 [US] (1984) "Zaxxon [Model 008-02]"
Atari XEGS
Sega SG-1000 [JP] (1985) "Zaxxon [Model G-1038]"
DynaVision [BR] (198?) Zaxxon
Sony PlayStation 2 [US] (November 7, 2006) as an unlockable extra in "Sega Genesis Collection [Model SLUS-21542]" 
Sony PlayStation 2 [EU] (February 2, 2007) as an unlockable extra in "Sega Mega Drive Collection [Model SLES-54333]" 
Sony PlayStation 2 [AU] (February 8, 2007) as an unlockable extra in "Sega Mega Drive Collection" 
Microsoft XBOX 360 [US] (February 10, 2009) as an unlockable extra in "Sonic's Ultimate Genesis Collection [Model 68034]" 
Sony PlayStation 3 [KO] (February 10, 2009) as an unlockable extra in "Sonic's Ultimate Genesis Collection" by SCEI
Sony PlayStation 3 [US] (February 10, 2009) as an unlockable extra in "Sonic's Ultimate Genesis Collection [Model BLUS-30259]" 
Microsoft XBOX 360 [EU] (February 20, 2009) as an unlockable extra in "SEGA Mega Drive Ultimate Collection [Model 384-40210]" 
Sony PlayStation 3 [EU] [AU] (February 20, 2009) as an unlockable extra in "SEGA Mega Drive Ultimate Collection [Model BLES-00475]" 
Microsoft XBOX 360 [AU] (February 26, 2009) as an unlockable extra in "Sega Mega Drive Ultimate Collection" 
Nintendo Wii [Virtual Console Arcade] [JP] (December 15, 2009)
Nintendo Wii [Virtual Console Arcade] [EU] [AU] (March 10, 2010)
Nintendo Wii [Virtual Console Arcade] [US] (April 12, 2010)

* Computers :
Tandy Color Computer [US] (1983) 
Apple II [US] (1983) 
Atari 800 [US] (1984) "Zaxxon [Model 008-03]" 
PC [Booter] (1984) 
Commodore C64 [EU] (1984)
Commodore C64 [US] (1984) "Zaxxon [Model 008-05]" 
MSX [EU] [JP] (1985) 
Sinclair ZX Spectrum [EU] (1985) 
PC [MS-DOS] [US] (1985) 
Amstrad CPC [EU] (1986) "Zaxx" 

* Others :
VFD handheld game [US] (1981) released by Coleco : one of the coolest handheld arcade conversion, Coleco's Zaxxon uses a unique combination of mirrors and 2 different VFD displays to get a 3-D affect. Your ship appears to be flying above the surface of the planet and actually flies over walls and other VFD generated images (not possible with just one VFD display). The planet's surface and ground based enemies are created by one VFD, while you and air-based enemies are created by the VFD reflected off a mirror. 
LCD handheld game [US] (1982) released by Bandai : it's a cool double panel LCD game (there are two LCD panels on top of each other). The dual panel creates a kind of 3D effect with lower objects on one panel, and higher ones on the other. Also, all of the background images are created by the LCD and animated. It's quite impressive for an LCD game (and a must have if you love Zaxxon!). 
VFD handheld game [US] (19??) released by Bandai : this game has a unique way of creating a 3-D effect - it only uses 1 VFD display (unlike Coleco's Zaxxon which uses two). The VFD is basically split in two, the upper half you see as the lower part of the playing field, while the lower part of the VFD is reflected on a semi-transparent mirror to create the upper half of the 3-D playing space.. Pretty cool idea to help, and it really works in that all of the ships (not just the players ship like on the Coleco version) have a true depth. It's a little awkward to play sometimes as you have to sit just right to get all of the screen centered perfectly, but once you are in position, it's a very nice version of Zaxxon. It features the planes in space mode, and the flying over land mode.. The only thing that seems to be missing is the actual Zaxxon boss at the end...
BlackBerry [US] (December 21, 2009) "Zaxxon [Model 5341]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3239&o=2

$end


$a2600=zaxxone,
$bio

Zaxxon (c) 1982 CBS, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51214&o=2

$end


$ibm5150,ibm5150_cass=zaxxon,
$bio

Zaxxon (c) 1984 Sega Enterprises, Ltd. [Tokyo, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83744&o=2

$end


$msx1_cass=zaxxon,
$bio

Zaxxon (c) 1985 Electric Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95133&o=2

$end


$sms=zaxxon3d,zaxxon3dp,
$bio

Zaxxon 3-D (c) 1987 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56294&o=2

$end


$a5200=zaxxon,
$bio

Zaxxon (c) 1984 Sega Enterprises, Limited.

Strap into the command position of a space-fighter craft. You're rocketing through space prepared for your ultimate encounter with a deadly armored robot.

On your journey you can survive only if you can pinpoint your craft through force fields, walls, and other deadly obstacles.

Draw upon your pilot skills to dodge the constant blitz of enemy fire. All of your skills will be needed to survive the challenges of this ultimate space mission.

- TECHNICAL -

Model 008-02

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50111&o=2

$end


$a800=zaxxon,
$bio

Zaxxon (c) 1983 Sega Enterprises, Ltd.

- TECHNICAL -

[Model 008-03]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86760&o=2

$end


$c64_cart,c64_flop=zaxxon,
$bio

Zaxxon (c) 1984 Synapse Software

- TECHNICAL -

008-05

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53767&o=2

$end


$info=bzaxxon,
$bio

Zaxxon (c) 1982 Bandai Co., Ltd.

- TECHNICAL -

Model 0216816

- TRIVIA -

Licensed from Sega.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=96207&o=2

$end


$coleco=zaxxon,
$bio

Zaxxon (c) 1982 Coleco Industries, Incorporated.

- TECHNICAL -

[Model 2435]

- STAFF -

Designer : John A. Garcia

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53399&o=2

$end


$a2600=zaxxon,
$bio

Zaxxon (c) 1982 Coleco Industries, Incorporated.

Coleco's ZAXXON is a stunning 3-D space game that takes you across alien asteroid fortresses on a special mission. The evil robot ZAXXON and its fierce armies have conquered an asteroid belt. You must stop them before they enslave the entire galaxy! Pass the barrier on the first asteroid, then dive to the enemy surface. Evade fire from gun turrets and mobots as you search for the Robot Warrior. Once you successfully cross the asteroid fortress, you must fly through deep space.  Avoid the enemy squadron combing the galaxy in search of your fighter! Can you defeat the evil Zaxxon?

- TECHNICAL -

Model 2454

- SCORING -

Enemy Plane: 200 points.
Fuel Tank: 300 points.
Gun Turret: 400 points.
Mobot: 400 points.
Dodger Gun: 500 points.
Radar Tower: 1000 points.
Robot Zaxxon's Missile: 1000 points.
Robot Zaxxon: 5000 points.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51213&o=2

$end


$intv=zaxxon,
$bio

Zaxxon (c) 1983 Coleco Industries, Incorporated.

Based on the Sega arcade video game.

This fantastic three dimensional space battle game puts you in control of a futuristic spaceship. The ship zooms through the sky, diving down to bomb the enemy fighter planes and to attack the enemy's installations. The ship must avoid hazardous walls, devastating force fields and the enemy's fire to survive and score. Can you do it?

- TECHNICAL -

Model 2487

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=60993&o=2

$end


$sg1000=zaxxont,
$bio

Zaxxon [Model B-038] (c) 1985 Aaronix [Taiwan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65146&o=2

$end


$sg1000=zaxxon,
$bio

Zaxxon [Model G-1038] (c) 1985 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65145&o=2

$end


$msx1_cart=zaxxon,zaxxona,
$bio

ザクソン (c) 1985 Pony Canyon, Inc.
(Zaxxon)

- TECHNICAL -

Game ID: R48X5803

- TRIVIA -

Original price: 4800 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77621&o=2

$end


$32x=zaxxon2k,zaxxon2kp8,zaxxon2kp7,zaxxon2kp6,zaxxon2kp5,zaxxon2kp4,zaxxon2kp3,zaxxon2kp2,zaxxon2kp1,zaxxon2kp,
$bio

Zaxxon's Motherbase 2000 (c) 1995 Sega Enterprises, Limited.

- TRIVIA -

Reviews:
[FR] July 1995, Consoles + N.45: 80/100 (US version tested).

Know as "Parasquad" in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=72509&o=2

$end


$pc8801_flop=zaxy,
$bio

Zaxy (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93348&o=2

$end


$info=c2717,c2717pmd,
$bio

ZBA Consul 2717 (c) 1989 Zbrojovka Brno.

- TECHNICAL -

This computer was a clone of the Tesla PMD 85.2 but had a very different design. The mainboard was located in the display case and the keyboard had a more professional look.

In its basic version it was used with the built-in BASIC-G interpreter which had some graphic commands. Programs could be stored through an external tape recorder.

However, thanks to its dual expansion connectors, the 2717 could be connected to an external floppy drive unit and run the CP/M operating system, or to a network. The system could also boot from an external ROM chip.

- TRIVIA -

ZBA is the abbreviation of Zbrojovka Brno. Brno being the Czech city the company was located in.

The ZBA Consul 2717 was entirely built with East European components coming mainly from Tesla, but also from Russia. It had a short life, it was manufactured for less than one year. The machine was only sold to Czech schools.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=61719&o=2

$end


$gbcolor=zebco,
$bio

Zebco Fishing! [Model CGB-BZFE-USA] (c) 1999 Vatical Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69165&o=2

$end


$cpc_cass=zedis2,
$bio

Zedis II [Model MUA-08] (c) 1984 Microbyte, S.A.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100186&o=2

$end


$amigaocs_flop=zeewolf,
$bio

Zeewolf (c) 1994 Empire Interactive Europe, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75601&o=2

$end


$amigaocs_flop=zeewolf2,
$bio

Zeewolf 2 - Wild Justice (c) 1995 Pinnacle

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75602&o=2

$end


$psx=zeiramzo,
$bio

Zeiramzone [Model SLPS-00575] (c) 1996 Banpresto [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85885&o=2

$end


$psx=zeitgeis,
$bio

ツァイトガイスト (c) 1995 Taito Corp.
(Zeitgeist)

- TECHNICAL -

Game ID: SLPS-00034

- TRIVIA -

Released on August 25, 1995 in Japan. It was the first Title published by Taito on the PSX.

Export releases:
[US] "Zeitgeist [Model SLUS-00177]"
[EU] "Jupiter Strike [Model SLES-00130]"

- STAFF -

PRODUCE
Executive Producer: Tomohiro Nishikado
Producer: Eiji Takeshima
Co-Producer: Takeshi Yoshizaki

TECHNICAL CREW
Director: Masayuki Soh
Assistant Director: Kenichi Morita
Programming: Yoshinori Maeda, Taku Koga, Katsuyuki Fujita, Takafumi Fujimoto
Game Graphics: Hitoshi Kakumu, Kaichi Sato, Hiroshi Hasegawa, Kenichi Morita
Computer Graphics: Masanobu Yamamoto, Eiji Matsuura, Ayumu Kawami
Music Composer: Shinichiroh Shinozaki
Sound Effect: Kazutoshi Sato
Recording Engineer: Kazuhiro Wakabayashi
Sound Recording: Omnibus Studio
Art Design Work: Yoshihiko Suemoto
Special Thanks: Taro Odagiri, Yasue Okamori, Mitsuru Shinohe, Masamichi Kawanabe, Yasuyuki Watanabe

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85886&o=2

$end


$info=zekepeak,
$bio

Zeke's Peak (c) 1983 Taito Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47519&o=2

$end


$info=zektor,
$bio

Zektor (c) 1982 Sega.

Zektor is a one- or two-player game that tasks you with the liberation of eight cities that have been seized by the evil cadre of alien robots. In order to liberate a city, you must defeat three attack waves of fighters and robo-probes. Fighters and Robo-probes are often shielded (in red), and each consecutive hit reduces the enemies shield strength, until, when the shield drops, a hit will destroy it. In addition, you will encounter three types of Moboids :
* Green Moboids spin the players ship on contact, and bounce enemy ships.
* Blue Moboids bounce all ships.
* Red Moboids destroy all un-shielded ships (including the players ship).

After defeating three attack waves, the Alien Robot holding that city will reappear within rotating protective rings, through which a 'slot shot' neutralizes that Robot, awarding the player a bonus ship and advancement to the next round.

- TECHNICAL -

Sega G80 Vector hardware

Main CPU : Zilog Z80 (@ 4 Mhz), I8035 (@ 208 Khz)
Sound Chips : Discrete circuitry, AY8910 (@ 2 Mhz), SP0250 (@ 3.12 Mhz)

Players : 1
Control : dial
Buttons : 2

- TRIVIA -

Zektor was released in August 1982.

The last alien is the alien from 1981's "Space Fury".

There are hidden letters in each of the eight cities. It is not known what they mean, but it is speculated that they are either the designers initials, or part of a secret code from the programming.

The The eighth (and last) alien you fight is the alien from Space Fury. The eighth round will repeat indefinitely.

As with all of Sega's vector games, the Electrohome color vector monitor used for this game has a notorious tendency to catch fire. It is unknown what to do to prevent this.

- SCORING -

Each round consists of the three attack waves (sub-rounds), which are scored as follows for each enemy ship destroyed :

Rounds 1 & 2
Sub-round 1 : 200 points.
Sub-round 2 : 400 points.
Sub-round 3 : 800 points.

Rounds 3 & 4
Sub-round 1 : 400 points.
Sub-round 2 : 800 points.
Sub-round 3 : 1,600 points.

Rounds 5 & 6
Sub-round 1 : 600 points.
Sub-round 2 : 1,200 points.
Sub-round 3 : 2,400 points.

Rounds 7 & 8
Sub-round 1 : 800 points.
Sub-round 2 : 1,600 points.
Sub-round 3 : 3,200 points.

- TIPS AND TRICKS -

A Tip : when fighting in 'the city', try to stay in the upper left-hand corner. The city boss will not shoot you there.

- PORTS -

* Consoles : 
Sony PlayStation 2 [US] (November 7, 2006) as an unlockable extra in "Sega Genesis Collection [Model SLUS-21542]" 
Sony PlayStation 2 [EU] (February 2, 2007) as an unlockable extra in "Sega Mega Drive Collection [Model SLES-54333]" 
Sony PlayStation 2 [AU] (February 8, 2007) as an unlockable extra in "Sega Mega Drive Collection"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3241&o=2

$end


$cdi=zeldgamd,
$bio

Zelda - De toverstaf van Gamelon (c) 1993 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53190&o=2

$end


$cdi=zeldgamg,
$bio

Zelda - Der Zauberstab von Gamelon (c) 1993 Philips Interactive Media, Incorporated.

- TECHNICAL -

Model 813 0096

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53191&o=2

$end


$cdi=zeldgam,zeldgamf,zeldgamu,
$bio

Zelda - The Wand of Gamelon (c) 1993 Philips Interactive Media, Incorporated.

When King Harkinian vanishes on a mission to save Gamelon, Link takes off to rescue him. But soon Link is also missing, and Zelda must free them both from their evil captors. This action adventure arcade-style game features 70 playfields, including palaces, forests, swamps, and a mysterious fairy pool. An awesome array of 90 amazing characters will talk to you in full animation. Confront sword-wielding Stalfos, floating Ghini, dreaded Dodongos, pinching Gohma and much more. You'll have a blast smashing your enemies into utter disgrace!

- TECHNICAL -

Model 810 0096

- TRIVIA -

Export releases:
[US] 310690158-2

- STAFF -

Producer: Dale DeSharone
Script: Jonathan Merritt
Programmers: Linde Dynneson, John O'Brien, John Wheeler
Graphic Design: Rob Dunlavey
Video Production: Animation Magic
Audio Production: William Havlicek
Music: William Havlicek, Tony Trippi

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53192&o=2

$end


$gba=n_zelda2,
$bio

Zelda II - The Adventure of Link (c) 2004 Nintendo Company, Limited.

North American release. Game developed in Japan. See "Link no Bouken - The Legend of Zelda 2 [Famicom Mini] [Model AGB-FLBJ-JPN]" for more information.

- TECHNICAL -

Classic NES Series
Package ID: AGB P FLBE
Game ID: AGB-FLBE-USA

- TRIVIA -

Released on October 26, 2004 in USA.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70197&o=2

$end


$nes=zelda2b,zelda2a,zelda2,zelda2u,
$bio

Zelda II - The Adventure of Link (c) 1988 Nintendo.

Export release. Game developed in Japan. See the original Japanese release entry for more information about the game itself; "Link no Bouken - The Legend of Zelda 2 [Model FMC-LNK]".

- TECHNICAL -

Cartridge ID: NES-AL-USA

- TRIVIA -

Released in December 1988 in North America.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55837&o=2

$end


$gba=zeldamcpj,
$bio

Zelda no Densetsu - Fushigi no Boushi [Model AGB-BZMJ-JPN] (c) 2004 Nintendo Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76367&o=2

$end


$gbcolor=zeldadai,
$bio

Zelda no Densetsu - Fushigi no Kinomi - Daichi no Shou [Model CGB-AZ7J-JPN] (c) 2001 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69166&o=2

$end


$gbcolor=zeldajik,
$bio

Zelda no Densetsu - Fushigi no Kinomi - Jikuu no Shou [Model CGB-AZ8J-JPN] (c) 2001 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69167&o=2

$end


$gba=zeldaltpj,
$bio

Zelda no Densetsu - Kamigami no Triforce & 4tsu no Tsurugi (c) 2003 Nintendo Co., Ltd.

- TECHNICAL -

[Model AGB-AZLJ-JPN]

- TRIVIA -

This Game Boy port of Kamigami no Triforce shows differences with the original game - a sleeping mode was included that allows players to stop and temporary save the game at anytime during their journey. Then the screen resolution is also slightly smaller and the position of some of the icons and menu items have changed. But, overall, despite some minor enemy and item changes, both games are fairly identical.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76368&o=2

$end


$n64=zeldamajj1,zeldamajj,
$bio

ゼルダの伝説　ムジュラの仮面 (c) 2000 Nintendo.
(Zelda no Densetsu - Majora no Kamen)

Three days, 24 masks and only one hero. Help Link save Termina in his most mind-bending adventure ever!

In Link's latest crusade, the Hyrulian Hero struggles against time to unravel the unsettling mystery of Majora's Mask. This mind-bending follow-up to Ocarina of Time sparkles with an artistic flare and presents a premise which shatters the foundation upon which most games are built. Perpetually reliving the same three days and three nights, Link is able to explore his world and relate to other characters like never before. As you struggle to stay afloat against crashing waves of déjà vu, you can't help but smile as the sheer depth of the game's puzzles becomes clear.

The Legend ...

Plot is often an afterthought in video games, but it is the driving force in Majora's Mask. The storyline meanders through the game like a living creature, poking around here and there to reveal greater insight into the land of Termina. Link is a well-armed detective in this mysterious adventure, gaining greater insight into the lives of established characters and meeting fresh faces as well.

At first glance Majora's Mask appears to be uncharacteristically dark and brooding, but in fact it is usually the fear of the unknown which creates this uneasy mood. As Link gains knowledge, the world becomes less intimidating.

The mystery begins a mere three months after Link's triumph over Ganondorf in Ocarina of Time. Now downtrodden, Link guides Epona through a somber fog in search of his faithful fair friend Navi. To Epona's surprise, two mischievous fairies materialize out of the mist and send Link's steed into a panicked retreat.

These two fairies turn out to be siblings, appropriately named Tatl and Tael. As Link falls to the ground and loses consciousness, a disguised Skull Kid emerges from the fog. Both merry and macabre, the masked marauder steals Link's Ocarina and immediately mounts Epona.

Link gives chase of course, completely unaware that he is pursuing not a mere Skull Kid, but one possessed by the mystical power of Majora's Mask. At the conclusion of their flight, Link unwittingly follows the Skull Kid through a powerful portal which leads to parallel universe.

This new land is called Termina, and although it contains many of the same features and inhabitants as Hyrule, it is a unique world which is only familiar to Link in an unsettling sort of way. It doesn't take Link long to learn that he has arrived in Termina at the most inopportune of times. Not only is there a Skull Kid on the loose driven by the dark power of Majora's Mask, but the very moon itself will bully its way through the atmosphere and devastate the land in a mere three days.

Link knows that this is no mere coincidence. Before dawn on the fourth day, Link must somehow solve the mystery of Majora's Mask and save Termina from the lunatic mission of its own moon.

The Countdown ...

The moment Link enters the twisted land of Termina, the game's internal clock begins to tick. Link has a scant three days and nights to solve the mystery of Majora's Mask and halt the descending moon, so every second counts.

The internal clock does not run in real time. One Terminian day is roughly equivalent to 20 minutes of gameplay. The entire three-day cycle, then, can be completed in one hour. Sounds like a pretty short game, right? Wrong.

The soul of Majora's Mask and the thing which makes it such a wonderful game to experience is that throughout the game Link relives the same three days over and over again. Anyone familiar with the movie Groundhog Day will immediately recognize the potential of this premise.

Link's major accomplishments remain intact from one three-day cycle to the next, but his encounters with other characters and certain day-to-day activities are completely wiped clean when a new cycle begins. Because of this, you have to plan your activities wisely to ensure that you're able to accomplish at least one major goal before the end of the cycle.

This format is obviously rooted in fantasy, but surprisingly it makes the game seem incredibly realistic. Since Link is able to relive each day as many times as he desires, over time he acquires the ability to actually experience every moment of every day at each and every map location. Instead of just observing a particular character at a specific moment on a certain day, for example, Link can eventually discover what occurs in that character's life - both night and day - for an entire three-day period. You can begin to get a feel for the depth of Majora's Mask when you consider that Termina is home to dozens of characters which are brought to life in this manner.

How does Link gain the privilege of eternal life? At the stroke of midnight on the eve of the fourth day, a special door opens in center of Clock Town which warps Link to where he began
his adventure. If he doesn't make it to the door in time, the kamikaze moon succeeds in its suicidal plan to destroy the world.

After playing through a few of these three-day cycles, the magnitude of this project hits home and you can't help but appreciate the vision and execution of Shigeru Miyamoto, Eiji Aonuma, Takashi Tezuka and the entire development team.

The Masks ...

Masks play a vital role in Link's Terminian. Early in his quest, Link encounters a traveling salesman from the Happy Mask Shop. It's not immediately clear whether this shady character is
aligned with the forces of good or evil, but he claims to be the rightful owner of Majora's Mask.

It is this traveling salesman who places a three-day time limit on Link's exploits, coincidentally coinciding with the inflexible schedule of the falling moon. The nomadic representative of the Happy Mask Shop gives Link his first mask, the Deku Mask. This is just the first of 24 masks which Link will find during the most dangerous masquerade to ever take place.

When Link dons the Deku Mask, he undergoes a painful transformation and takes the form of a Deku Scrub. While wearing this mask, Link is able to do business with Deku Scrubs who would
normally ignore him in human form. Link gains special abilities while wearing the Deku Mask. He can shoot bubbles from his snout in typical Deku fashion, and float through the air via flower propeller power. Instead of the Ocarina, Deku Link blows an impressive multi-horned instrument to blast out a medley of magical tunes.

When Link wears the Goron Mask, he inhabits the body of a fallen Goron named Darmani. With bushy white sideburns and a rotund belly, Goron Link is one of the most unusual Gorons you'll ever see. While disguised as the rock-munching Darmani, Link is equipped with a powerful punch and the ability to roll up into a speeding spiked wheel. At the Goron race track, Goron Link speeds through the course at a pace that would put any Pod Racer to shame. Goron Link favors the bongos over the Ocarina, and he has to pound out mystical rhythms to accomplish certain tasks.

When Link picks up the Zora Mask and transforms into a Zora, he instantly gains the ability to speed through the water like an over-caffeineated dolphin. He uses detachable arm fins to unleash a devastating double boomerang attack, and is able to stay underwater for as long as he'd like. Most impressive is Zora Link's musical instrument: a radical fishbone guitar which he plays in a hip Zoran band called the Indigo-Go's.

Obviously, many of the puzzles in Majora's Mask require Link to use the primary transformation masks listed above. There are over 20 additional masks, though, which can help him other ways. Some masks allow Link to talk with specific characters, while others give Link special powers like the ability to run more quickly. At times, the possibilities seem endless.

- TECHNICAL -

Cartridge ID: NUS-NZSJ-JPN

- TRIVIA -

Released on April 27, 2000 in Japan.

- STAFF -

Producer: Shigeru Miyamoto
Supervisor: Shigeru Miyamoto
Game System Directors: Eiji Aonuma, Yoshiaki Koizumi
Script Director: Mitsuhiro Takano
Program Director: Toshio Iwawaki
Music Composer: Koji Kondo
Art Director: Takaya Imamura
Cinema Scene Director: Takumi Kawagoe
Dungeon Director: Kenta Usui
Memory Management Director: Yoichi Yamada
Map Data Managers: Shigeo Kimura, Hajime Nakamura, Futoshi Shirai
Cinema Scene Support: Naoki Mori
Program Manager: Toshihiko Nakago
Main System: Kenzo Hayakawa
Display System: Yasunari Soejima
Boss Enemy Program: Kazuaki Morita
Enemy Program: Hiroshi Umemiya, Masaro Sakakibara
Program: Shigeki Yoshida, Takamitsu Kuzuhara, Nobuhiro Sumiyoshi, Atsushi Nishiwaki, Atsushi Sakaguchi, Yoshitaka Takeshita
Technical Program: Kenji Matsutani
Tool Program: Yuichi Yamamoto
Camera Program: Masatoshi Ogawa
Cinema Scene Program: Makoto Sasaki
Sound Effects Program: Yoji Inagaki, Mitsuhiro Hikino, Takuya Maekawa
Character Design: Yoshiki Haruhana, Satomi Maekawa, Yoshiyuki Oyama
Enemy Design: Satoru Takizawa, Daisuke Kageyama
Field Design: Hiromasa Shikata, Hiromu Takemura, Kazumi Yamaguchi, Taeko Sugawara
Dungeon Design: Shinichi Ikematsu, Shigeki Yoshida, Yoshihisa Morimoto
Effects Design: Tomoaki Kuroume
Item Design: Takahiro Hamaguchi
Character Animators: Akio Shibutani, Kenji Matsuura
Character Voices: Fujiko Takimoto, Sachi Matsumoto, Koji Tobe, Mari Maruta, Takeharu Onishi, Nobuyuki Hiyama, Jun Mizusawa, Takashi Nagasako, Yayoi Jinguji
Supervisor: Takashi Tezuka
Graphic Support: Takeshi Hosono, Ren Uehara
Animation Support: Hiroshi Matsunaga
Music Support: Toru Minegishi
Technical Support: Hironobu Kakui, Hideaki Shimizu, Shingo Okamoto, Yoshito Yasuda
Progress Management: Keizo Kato
Localization Support: Masashi Goto
English Translation: William Trinen
English Screen Text: Jason Leung
Localization Management: Jeff Miller, Leslie Swan
Special Thanks: Minoru Arakawa, Mike Fukuda, Gail Tilden, Super Mario Club
NOA Engineering Debug Team: Hiroshi Kamada, Raychole L'Anett, Robert Crombie, Kirk Buchanan, Yoshinobu Mantani, Miho Hattori, Dan Simpson, Scott Callahan, Mike Rasciner, Tim Casey
Executive Producer: Hiroshi Yamauchi

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58094&o=2

$end


$famicom_flop=zeldap,zeldaa,zelda,
$bio

ゼルダの伝説 The Hyrule Fantasy (c) 1986 Nintendo Company, Limited.
(Zelda no Densetsu - The Hyrule Fantasy)

Zelda no Densetsu is an action/adventure game by Nintendo. Do we still need to present Shigeru Miyamoto's Zelda no Densetsu ? For anyone who has been hiding under a rock or living in a cave for the past twenty years, here's a short introduction to this milestone in video gaming history. A long time ago, in the kingdom of Hyrule, the legend of the magical Triforce of wisdom was told from generation to generation. Alas, one day, the evil Ganon plot to steal this immense source of power. In a desperate attempt to save the kingdom, princess Zelda has no choice but to split up the Triforce into eight pieces and to hide them throughout the country. Before she finds herself kidnaped and imprisoned, she sends her bravest friend, the nursemaid Impa, to find a warrior courageous enough to defeat Ganon. Link, a valiant young boy, happens to be the chosen one and he soon embarks on a long quest to defeat Ganon and to rescue princess Zelda. The game is displayed through an top-down view and offers a balance of adventure, exploration and action. Unlike most of the Role Playing games of the time, fights are not random based and are instead tightly and seamlessly integrated with the gameplay. Furthermore, Link doesn't level up - instead, new weapons and items (such as shields, swords, bombs, boomerangs, bows, heart containers and so forth) increase his strength and skills as he progresses through his journey. This first episode definitively paves the way to the Zelda series as we know it, and it follows the simple gameplay formula rightfully quoted in the Family Computer Expo Catalog printed in 1994 : "the one who should mature is not the character but the player". The world of Hyrule is also surprisingly large for a game released in 1986 and Link's journey requires him to travel through the remotest places of the overworld and explore the treacherous dungeons from the underworld. Players diligent enough to complete the game will also unlock a more difficult and different Second Quest featuring tougher enemies and rearranged dungeons.

- TECHNICAL -

Game ID: FMC-ZEL

- TRIVIA -

Zelda no Densetsu for Disk System was released on February 21, 1986 in Japan for 2600 Yen.

- STAFF -

Executive Producer: H. Yamauchi
Producer: S. Miyahon
Director: S. Miyahon, Ten Ten
Designer: Ten Ten
Programmer: T. Nakazoo, Yachan, Marumaru
Sound Composer: Konchan

- PORTS -

* Consoles :
Nintendo Famicom [JP] (1994) "Zelda no Densetsu 1 - The Hyrule Fantasy [Model HVC-ZL]"
Nintendo GBA [JP] (2004) "Zelda no Densetsu 1 - The Hyrule Fantasy [Famicom Mini] [Model AGB-FZLJ-JPN]"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65502&o=2

$end


$n64=zeldaootj2,zeldaootj1,zeldaootj,
$bio

ゼルダの伝説　時のオカリナ (c) 1998 Nintendo.
(Zelda no Densetsu - Toki no Ocarina)

A dark time is approaching in Hyrule. The storm clouds of evil are gathering over the land, and malevolent forces are poised to strike at the most sacred and powerful artifact of all, the mysterious Triforce. The only thing standing between chaos and destruction are two youths, an elfin boy from the magical Kokiri Forest, and the young princess of legend, Zelda. Do you have what it takes to guide the intrepid hero, Link, from his secluded forest home to the final confrontation with the ultimate evil force?

Toki no Ocarina reveals the genesis of the fantasy land of Hyrule, the origin of the Triforce, and tells the tale of the first exploits of the heroic adventurer Link and the Princess of legend, Zelda. Like the previous games in the series, Toki no Ocarina has taken its place in the realm of video game legends, with immersive graphics, sweeping storyline, swashbuckling adventure, mind-bending puzzles, and just a dash of humor.

Toki no Ocarina transports you into the fantasy world of Hyrule with vibrant, real-time 3-D graphics. With full freedom of movement, your quest takes you through dense forests and across wind-whipped deserts. You swim raging rivers. Climb treacherous mountains. Dash on horseback across rolling hills. And when you reach your destination, you delve into dungeons full of creatures that fight to the finish to put an end to your adventures, and your life.

As you venture through the many locales of Hyrule, an epic story unfolds. An evil being of immense power covets the sacred relic that will give him ultimate might, the Triforce. You must race against time to find the keys to the legendary Sacred Realm where the Triforce is kept. Fail, and the fair land of Hyrule and all its peoples will fall into a dark age of destruction. Your adventure spans even time itself as Link must venture back and forth between two ages to completely foil the evil plot that threatens his world. It is a quest so epic, it takes many, many hours of adventure to complete.

But while there are legions of monsters to be slain, the forces of evil cannot be thwarted with force of arms alone. No, a true hero must possess wisdom in addition to courage. Within the depths of a dozen dungeons, puzzles as perplexing as they are deadly must be solved to win weapons and devices necessary to complete your quest.

You will not be totally alone in your fight. Throughout your travels, you will encounter folk who thirst for justice and will offer you aid. Speak to everyone you meet for you never can tell who might possess a pearl of wisdom that will be the key to unlocking some great mystery.

Toki no Ocarina is one of Nintendo's most epic challenges ever. With 256 Megabits of action, this is one game that you won't finish overnight.

- TECHNICAL -

Cartridge ID: NUS-CZLJ-JPN

- TRIVIA -

Released on Nov 21, 1998 in Japan.

Many of the character names, such as Rauru, Mido, Ruto, Saria, and Darunia, are actually names of towns in Zelda 2.

The horse in the game is named after the Celtic horse goddess, Epona.

The lantern-carrying ghosts called Poes are named after the famous horror writer Edgar Allan Poe.

- UPDATES -

There are three different versions of the game: 1.0, 1.1 and 1.2.

The only notable change between 1.0 and 1.1 is that the Fire Temple music was changed a little bit. It had a chant from an Islamic prayer looped in the background which offended some members of the Islamic community. 1.1 also fixed some bugs, the most famous of them being the sword-losing bug. In 1.0, if the player saves the game in the end battle after losing the Master Sword, and restart the game, they don't have the sword anymore, but they can use all items while riding Epona. Also the final boss had originally red blood which was changed to green in a later version.

- STAFF -

Executive Producer: Hiroshi Yamauchi
Producer: Shigeru Miyamoto
Director: Toru Osawa, Yoichi Yamada, Eiji Aonuma, Yoshiaki Koizumi
Program Director: Toshio Iwawaki
Chief Programmer: Kenzo Hayakawa
Main Program: Yasunari Soejima, Kazuaki Morita, Masumi Tarukado, Hiroshi Umemiya, Masaro Sakakibara, Shigeki Yoshida, Takamitsu Kuzuhara, Satoru Takahata, Nobuo Okajima, Nobuhiro Sumiyoshi, Atsushi Nishiwaki, Kenji Matsutani, Yuichi Yamamoto, Masatoshi Ogawa, Makoto Sasaki, Kunihiro Komatsu, Shigeo Kimura
Script Writer: Toru Osawa, Kensuke Tanabe
Character Design: Yoshiaki Koizumi, Yoshiki Haruhana, Satoru Takizawa, Jin Ikeda, Satomi Maekawa
Course - Level Design: Makoto Miyanaga, Hiromasa Shikata, Hiromu Takemura, Kenta Usui, Shinichi Ikematsu, Takeshi Hosono
Graphic Design: Tomoaki Kuroume, Shigeki Yoshida, Ren Uehara
Cinematic Sequence: Daiki Iwamoto, Hiroshi Matsunaga, Daisuke Kageyama
Motion Capture: Shinya Takahashi, Tsuyoshi Watanabe
Sound Composition: Koji Kondo
Sound Effect: Yoji Inagaki, Takuya Maekawa
Illustrator: Yusuke Nakano, Wataru Yamaguchi, Minoru Maeda
Coordinator: Yoshitaka Nishikawa, Mitsuhiro Takano, Masashi Goto, Hiroyuki Uesugi
Technical Support: Hironobu Kakui, Hirohito Yoshimoto, Yoshinori Tanimoto, Hideaki Shimizu, Shin Hasegawa, Yasuki Tawaraishi, Shingo Okamoto
Progress Management: Kimiyoshi Fukui, Keizo Kato
Supervisor: Takashi Tezuka, Toshihiko Nakago
Product Debug & Testing Unit: Super Mario Club
Special Thanks: Mitsuhiro Hikino, Hiroshi Momose, Yoshitaka Takeshita, Gentaro Takaki, Atsushi Sakaguchi, Hajime Kitagawa, Nintendo E.A.D, Nintendo of America Inc. Debug Staff, Nintendo of Europe GMBH Debug Staff, Nintendo France S.A.R.I. Staff

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58095&o=2

$end


$gbcolor=zeldaldxjb,zeldaldxja,zeldaldxj,
$bio

Zelda no Densetsu - Yume o Miru Shima DX [Model DMG-AZLJ-JPN] (c) 1998 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69168&o=2

$end


$gameboy=zeldalnkj,
$bio

Zelda no Densetsu - Yume o Miru Shima [Model DMG-407 CHN] (c) 1993 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67432&o=2

$end


$gameboy=zeldalnkja,
$bio

Zelda no Densetsu - Yume o Miru Shima [Model DMG-ZLJ] (c) 1993 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67431&o=2

$end


$gba=f_zelda,
$bio

Zelda no Densetsu 1 - The Hyrule Fantasy [Famicom Mini] [Model AGB-FZLJ-JPN] (c) 2004 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70619&o=2

$end


$nes=zeldaj,
$bio

ゼルダの伝説1 The Hyrule Fantasy (c) 1994 Nintendo.
(Zelda no Densetsu 1 - The Hyrule Fantasy)

- TECHNICAL -

Cartridge ID: HVC-ZL
Cart color: Green.

- TRIVIA -

Released on February 19, 1994 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54832&o=2

$end


$cdi=zeldaadv,
$bio

Zelda's Adventure (c) 1995 Philips Interactive Media, Incorporated.

As the brave warrior, princess Zelda, it's your mission to thwart the enemy, Gannon, who has captured Link and taken over Tolemac. On the way to freeing Link, you'll journey deep into the Seven Shrines of the Underworld. You will acquire powerful weapons as you fight evil characters in your attempt to restore the Age of Lightness to this magical land.

- TECHNICAL -

Model 810 0147

- TRIVIA -

The reason Nintendo licensed their Zelda characters to Philips Interactive was because Phillips and Nintendo were co-creating a CD-ROM add-on for the SNES. The contract between them allowed Philips to create games with the Mario and Zelda characters. Although Nintendo never released a CD-ROM add-on for SNES, they did have the legal contract with Philips, so Philips was able to create three Zelda-based games and one Mario-based game.

Many of the characters in the game were employees of Viridis in costume. They would walk on a treadmill while being video captured. The data would then be hand-edited down to a limited number of animations per character. The receptionist played the main role of Zelda. Randy Casey, the lead programmer, was the zombie found in a few of the dungeons (he was wrapped in toilet paper). Other creatures were small figures created by hand and animated one frame at a time.

The name of the land Zelda must venture to, Tolemac, is Camelot spelled backwards.

- STAFF -

Produced by: Viridis

Producer: Lee Barnes
Director: Anna Roth
Production Executive: Stephen Radosh
Interactive Story Creation and Script: Lee Barnes, David Cobb, Anna Roth, John Shannon, Christopher Thompson
Game and Technical Design: Lee Barnes, Christopher Thompson
Art Direction: Michael Hagler
Lead Software Engineering: Randy Casey
Sprite Technology: Randy Casey
Software Engineering: Michael L. Stein, Eric Milota, Gavin James
World and Shrine Graphics: Pei Ling Lee, Mark Rosenbluh, Sandy Mar
Character Graphics: Scott Kravitz, Deborah Campbell
Animation: Scott Kravitz, Deborah Campbell
Video Production: James Belcher
Models and Prosthetics: Jason Bakutis
Zelda Theme and Interactive Music Score: Mark Andrade
Audio Design: James Belcher
Wardrobe: Patti Safian, Amanda Farrant
Photography: Viridis
Production Management: Janet Hahn
Production Coordination: Diane Burns, Susan Wassermann
Casting: Roxanne Rogers
Production Assistants: Myles Davies, Richard Davis, Raz Havardi, James Bancroft
Special Thank You: Annie Ward, Center Theatre Group, Patty Dufficy, Gretchen Keene, The Beings and Folk of Tolemac
Zelda Makeup: Carlann Matz
Zelda: Diane Burns, Annie Ward
Gaspra: Mark Andrade

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53193&o=2

$end


$pc8801_flop=zeliard,zeliardh,
$bio

Zeliard (c) 1987 Game Arts Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93349&o=2

$end


$x1_flop=zeliard,
$bio

Zeliard X1 (c) 1988 Game Arts Co., Ltd.

- TRIVIA -

Released in June 1988 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86189&o=2

$end


$msx1_cart=baduk,
$bio

Zemmix Baduk Gyosil (c) 198? Unknown [Korea]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77622&o=2

$end


$info=cpc50a,cpc50b,
$bio

Zemmix CPC-50 (c) 1983 Daewoo.

Korean console based on the MSX.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84466&o=2

$end


$info=cpc51,
$bio

Zemmix CPC-51 (c) 1986 Daewoo Electronics Co., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101093&o=2

$end


$info=cpc61,
$bio

Zemmix Super V CPC-61B (c) 1990 Daewoo Electronics Co., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101094&o=2

$end


$info=cpg120,
$bio

Zemmix Turbo CPG-120 (c) 1991 Daewoo Electronics Co., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101095&o=2

$end


$gameboy=zen,
$bio

Zen - Intergalactic Ninja [Model DMG-ZN-NOE] (c) 1993 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67433&o=2

$end


$gameboy=zenu,
$bio

Zen - Intergalactic Ninja [Model DMG-ZN-USA] (c) 1993 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67434&o=2

$end


$nes=zen,
$bio

Zen - Intergalactic Ninja (c) 1993 Konami Co. Ltd.

- TECHNICAL -

[Model NES-ZN-NOE]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55838&o=2

$end


$nes=zenu,
$bio

Zen - Intergalactic Ninja (c) 1993 Konami Company, Limited.

- TECHNICAL -

[Model NES-ZN-USA]

- TRIVIA -

Zen Intergalactic Ninja was released on March 07, 1993 in North America.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=34738&o=2

$end


$cpc_cass=zenasm,
$bio

Zen Assembler (c) 1984 Kuma Computers, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100187&o=2

$end


$msx1_cart=zen,
$bio

Zen Assembler (c) 1986 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77623&o=2

$end


$pc98=heartron,
$bio

Zen Nihon Bishoujo Mahjong Senshuken Taikai - Heart de Ron!! (c) 1994 DO [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91170&o=2

$end


$saturn,sat_cart=znpwfva,znpwfv,znpwfvc,znpwfvb,
$bio

Zen Nihon Pro Wres Featuring Virtua (c) 1997 Sega Enterprises, Limited.

- TECHNICAL -

[Model GS-9158]

- TRIVIA -

Released on October 23, 1997 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59952&o=2

$end


$info=znpwfv,
$bio

Zen Nippon Pro Wrestling Featuring Virtua (c) 1997 Sega.

- TECHNICAL -

Sega Titan Video hardware (STV)

Main CPU : (2x) SH-2 (@ 28.6364 Mhz), 68000 (@ 11.45456 Mhz)
Sound Chips : SCSP (@ 11.45456 Mhz)

Screen orientation : Horizontal
Video resolution : 704 x 513 pixels
Screen refresh : 60.00 Hz
Palette colors : 6144

Players : 2
Control : 8-way joystick
Buttons : 6

- TRIVIA -

Released in November 1997.

The title of this game translates from Japanese as 'All Japan Pro Wrestling'.

PATENTS :
U.S.A : 4,442,486 - 4,454,594 - 4,462,076
Europe : 80244
Canada : 1,183,276
Honk Kong : 88-4302
Singapore : 88-155

- PORTS -

* Consoles :
Sega Saturn (1997)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3242&o=2

$end


$gba=zengt,
$bio

Zen-Nihon GT Senshuken [Model AGB-AGTJ-JPN] (c) 2001 Kemco, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76369&o=2

$end


$snes=zengt,
$bio

Zen-Nihon GT Senshuken [Model SHVC-AGVJ-JPN] (c) 1995 Banpresto

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62665&o=2

$end


$snes=zenprowf,
$bio

Zen-Nihon Pro Wrestling - Fight da Pon! [Model SHVC-JF] (c) 1994 Masaya

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62667&o=2

$end


$snes=zenprow2,
$bio

Zen-Nihon Pro Wrestling 2 - 3-4 Budoukan [Model SHVC-APRJ-JPN] (c) 1995 Masaya

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62668&o=2

$end


$gameboy=zenprow,
$bio

Zen-Nihon Pro Wrestling Jet [Model DMG-JZJ] (c) 1994 NCS [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67435&o=2

$end


$snes=zenprow,
$bio

Zen-Nihon Pro Wrestling [Model SHVC-JP] (c) 1993 Masaya

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62666&o=2

$end


$snes=zenprowt,
$bio

Zen-Nihon Pro Wrestling' - Sekai Saikyou Tag [Model SHVC-2J] (c) 1993 Masaya

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62669&o=2

$end


$gbcolor=znsst,
$bio

Zen-Nihon Shounen Soccer Taikai - Mezase Nihon Ichi! [Model CGB-BJFJ-JPN] (c) 2001 Success

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69169&o=2

$end


$gba=znsst2,
$bio

Zen-Nihon Shounen Soccer Taikai 2 - Mezase Nihon-ichi! [Model AGB-A2ZJ-JPN] (c) 2002 Success

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76370&o=2

$end


$psx=zennippo,
$bio

Zen-Nippon Joshi Pro Wrestling - Joou Densetsu Yume no Taikousen (c) 1998 TEN

Zen-Nippon Joshi Pro Wrestling - Joou Densetsu Yume no Taikousen utilizes motion capture technology to reproduce the behavior of the player characters in the game. The realistic character movement in addition fully reproduces the features of each character's skills. There are 13 wrestlers in the game with their own voices and entrance movies. Challenge for the World Women's Wrestling Association championship in the WWWA Ranking Match or challenge the computer or a friend in the Challenge Match.

- TECHNICAL -

Game ID: SLPS-01475

Players: 2
Control: 8-Way Standard Controller (Analog Controller compatible)
Buttons: 8
=> [Square] Punch, [X] Kick, [Circle] Grapple, [Triangle] Submission move, [L1] Crowd appeal, [R1] Run, [L2] Activate gauge when pressed with R2, [R2] Activate gauge when pressed with L2

- TRIVIA -

Released in Japan in July 23, 1998.

Officially licensed to the (now defunct) All Japan Women's Pro Wrestling promotion, featuring the following female performers:

Yumiko Hotta
Manami Toyota
Takako Inoue
Kaoru Ito
Tomoko Watanabe
Kumiko Maekawa
Aja Kong
Kyoko Inoue
Mima Shimoda
Etsuko Mita
Chaparrita ASARI
Rie Tamada
Yumi Fukawa

- TIPS AND TRICKS -

Play the WWWA Ranking Match mode and win the championship (you need to win around 42 matches on average). Save the game, then select Next to watch the ending credits. When it finishes, Akira Hokuto's entrance movie will play. Defeat her, and you'll be asked to save. Save the game to be able to play as or against Akira Hokuto in Challenge Match mode.

- STAFF -

Cast: Yumiko Hotta, Manami Toyota, Takako Inoue, Kaoru Ito, Tomoko Watanabe, Kumiko Maekawa, Aja Kong, Rie Tamada, Yumi Fukawa, Kyoko Inoue, Mima Shimoda, Etsuko Mita, Chaparita Asari, Akira Hokuto
Referee: Bob Yazawa
Ring-Announcer: Nagaharu Imai
Produce & Planning: Hisashi Kamota
Program Director: Takashi Shishido
Program: Kei Yokohama
3D Modeling: Tsuyoshi Murakami
3D Motion Director: Daisuke Yakushi, Rika Kawahata
3D Motion: Yuichi Komatsubara, Hideki Kayou, Syouji Tezuka, Kiyoshi Kunimori, Masaya Ishikawa, Daisuke Mizuno
Graphics: Tadahiro Murakami
Movie Authoring: Yuichi Suzuki
Sound Program: Michiya Hirasawa
Composer: Sachiko Chaki
Special Thanks: Morimitsu Nakandakari, Shiro Sakata
Game Planning & Direction: Chachamaru Sasazawa
Produce: Akira Shibata
Executive Produce: Masaru Nonomura

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85887&o=2

$end


$psx=zennipok,
$bio

Zen-Nippon Pro Wrestling - Ouja no Kon (c) 1999 Human Ent.

Featuring 24 wrestlers represented via live-action motion capture movement. There are various game modes including Royal Road, One Night Match, Champion Carnival, Real World Tag League and Battle Royal, all with live commentary including the voice of Giant Baba. Wrestlers can be enhanced in the Royal Road and an Edit Mode allows players to save a wrestler and send him to the Royal Road to further enhance his fighting style.

- TECHNICAL -

Game ID: SLPS-01849

Players: 4
Control: 8-Way Standard Controller (Analog Controller compatible)
Buttons: 7
=> [Square] Weak strike, [X] Medium strike, [Circle] Strong strike, [Triangle] Run, [R2] Block, [R1] Hold and press Square, X, Circle or Triangle to grapple, [L1] Use power/spirit ball

- TRIVIA -

Released in Japan in April 8, 1999.

The title of the game translates to All Japan Pro Wrestling: King's Soul.

Officially licensed to the All Japan Pro Wrestling promotion, featuring the following wrestlers:

Mitsuharu Misawa
Toshiaki Kawada
Akira Taue
Kenta Kobashi
Jun Akiyama
Takao Oomori
Tamon Honda
Masanobu Fuchi
Yoshinari Ogawa
Hiroshi Hase
Tsuyoshi Kikuchi
Satoru Asako
Mighty Inoue
Jun Izumida
Kentaro Shiga
Yoshinobu Kanemura
Giant Baba

Press Down on wrestler select screen for the following:

Vader
Stan Hansen
Johnny Ace
Gary Albright
Johnny Smith
Giant Kimala
Manneaukea Mossman

It is the first true 3D pro wrestling game from HUMAN, as Fire Pro Wrestling: Iron Slam '96 was an experiment, but the gameplay of the 2D Fire Pro titles didn't translate well the first time. The game engine used in this game would later be used for Spike's (formerly HUMAN) King of Colosseum series for the Sony Playstation 2 in altered form.

Dedicated in memory to the late All Japan Pro Wrestling founder Shohei "Giant" Baba, who passed away in January 31, 1999.

When you complete the Royal Road (see Tips and Tricks below), you unlock a series of Edit mode skins. Each of these are based on real wrestlers, but altered in appearance and under fake names because some of them were either, not licensed, or actually not from All Japan Pro Wrestling at the time of the game's release.

- TIPS AND TRICKS -

Royal Road features two courses. One lasts for a year and the player controls the main event or top stars and the other lasts for two years where the player can play as the mid-to-lower card talent. When you clear one of these, you unlock the Title Match and a set of Edit skins including wrestlers such as Steve Williams, Hayabusa, Jinsei Shinzaki, Bruiser Brody, and more (all under fake aliases and altered appearances of course) in addition to movesets for most of these. Complete the other course to unlock them all.

At one point during Royal Road, if you've been doing well and winning your matches or ending in time limit draws, Giant Baba at one point will ask you to face one of three legends, one of which may include Jumbo Tsuruta. Face Tsuruta and defeat him, then complete the entire Royal Road and he will be unlocked.

When you unlock all of the above, remember to enter Royal Road (the first selection of the main menu) and select Continue to load your unlocked content each time you play.

- PORTS -

* Consoles :
Sony Playstation (2000) "Zen-Nippon Pro Wrestling - Ouja no Kon" (Spike Library) [Model SLPS-02934]
Sony Playstation (2001) "Zen-Nippon Pro Wrestling - Ouja no Kon" (PSOne Books) [Model SLPS-91428]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85888&o=2

$end


$nes=zenbei,
$bio

??!! ??????? (c) 1989 Vic Tokai
(Zenbei!! Pro Basket)

- TECHNICAL -

Game ID: VIC-A2

- TRIVIA -

Released on July 21, 1989 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54833&o=2

$end


$pc98=zenith,
$bio

Zenith - Full Animation Adventure Series #1 (c) 1994 Himeya Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91171&o=2

$end


$cdi=zenith,
$bio

Zenith (c) 1997 Philips Interactive Media, Incorporated.

Zenith is the most addictive 3-D pinball game ever. You control the rotating ball while attempting to gain bonus points - but watch out for the acid - it will kill you! And Zenith is packed with features, including: Teleports, extra balls fuel cells, death beams, flippers, shields, low gravity, fly mode and more. Includes 6 levels. Allows for up to 4 players.

- TECHNICAL -

Model 814 0112

- STAFF -

Produced and published by: Tom Steenbergen, Sander van der Meer, David Ziedman
Programming and technical realization: Cees Kramer, Edwin Neuteboom
Visual concept and graphics: Mattmo (Amsterdam), Monique Mulder, Matthijs Tammes, Harold Kuiper, Erik Meijers, Jaap Nauta
Tested by: Frans Penders (PIMC)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53194&o=2

$end


$coleco=zenji,
$bio

Zenji (c) 1984 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53400&o=2

$end


$c64_cart,c64_flop=zenji,
$bio

Zenji (c) 1984 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53768&o=2

$end


$msx1_cart=zenji,zenjia,
$bio

Zenji (c) 1984 Pony Canyon, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77624&o=2

$end


$a800=zenji,
$bio

Zenji (c) 1984 Activision, Inc. [Santa Clara, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86761&o=2

$end


$a5200=zenji,
$bio

Zenji (c) 1984 Activision.

Connect all maze elements, creating an unbroken, green path to the pulsating source. Avoid desires and illusions, and carefully watch the time.

- SCORING -

Points are awarded whenever complete connection (ZENJI) is achieved. The less time you've taken, the more points you'll receive. Touch a numbered square and receive a bonus of 100 points X the number. Also, a bonus life will be awarded with every other increase of 10,000 points.

- STAFF -

Designer: Matthew Hubbard

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50112&o=2

$end


$x68k_flop=zenkaidn,
$bio

Zenkai Denshoku (c) 1991 Victor Musical Industries, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88245&o=2

$end


$snes=ultrashn,
$bio

Zenkoku Juudan Ultra Shinri Game [Model SHVC-AZJJ-JPN] (c) 1995 Visit

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62670&o=2

$end


$snes=zenkosc2,
$bio

Zenkoku Koukou Soccer 2 [Model SHVC-AY7J-JPN] (c) 1995 Yojigen

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62672&o=2

$end


$snes=zenkosoc,
$bio

Zenkoku Koukou Soccer [Model SHVC-AY5J-JPN] (c) 1994 Yojigen

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62671&o=2

$end


$pc8801_flop=zenkokun,
$bio

Zenkoku Nanpa Shugyo Tasogare no Kyoto Hen (c) 1987 Zenryutsu [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93350&o=2

$end


$info=findlove,
$bio

全国制服美少女グランプリ　FIND LOVE (c) 1997 Sega.
(Zenkoku Seifuku Bishoujo Grand Prix - Find Love)

Find Love is an adult jigsaw puzzle game featuring ten different girls to choose from. Players must successfully complete the puzzle in the allotted time limit in order to see the next image and continue through the game.

- TECHNICAL -

Runs on the "ST-V [Sega Titan Video Game System]" hardware.
Cartridge ID: 610-0374-77

Players: 2
Control: 8-way joystick
Buttons: 6

- TRIVIA -

Find Love was released in December 1997 in Japan.

The title of this game translates from Japanese as 'Nationwide Uniformed Girl Grand Prix - Find Love'.

Daiiki released a Japan Uniform Girls collection of 'Find Love' trading cards.

- SERIES -

1. Zenkoku Seifuku Bishoujo Grand Prix - Find Love (1997)
2. Find Love 2 - The Prologue (04/06/98, Sega Saturn)
3. Find Love 2 - Rhapsody (26/11/98, Sega Saturn)

- PORTS -

* Consoles :
Sega Saturn (1997)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=846&o=2

$end


$saturn,sat_cart=findlove,
$bio

Zenkoku Seifuku Bishoujo Grand Prix Find Love (c) 1997 Daiki.

- TECHNICAL -

[Model T-34602G]

- TRIVIA -

Released on October 02, 1997 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59953&o=2

$end


$pc8801_cass=zenon,
$bio

Zenon (c) 1983 Dempa Shinbunsha [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91287&o=2

$end


$bbca_cass,bbcb_cass=zenon,
$bio

Zenon (c) 1989 Impact

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52689&o=2

$end


$x1_cass=zenon,
$bio

Zenon (c) 198? Dempa Shinbunsha [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86302&o=2

$end


$info=zephy,
$bio

Zephy (c) 1982 LTD.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=5679&o=2

$end


$info=sc1zep,
$bio

Zeppelin (c) 1999 ELAM Group.

- TECHNICAL -

Model 1005

- TRIVIA -

Zeppelin was released in October 1999.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42178&o=2

$end


$info=zeroguna,zerogunaj,
$bio

Zer0 Gunner (c) 1997 Psikyo.

- TECHNICAL -

Runs on the Sega "Model 2A" hardware.

Players: 2
Control: 8-way joystick
Buttons: 4

- TRIVIA -

Zer0 Gunner was released in December 1997 in Japan.

- SERIES -

1. Zer0 Gunner (1997)
2. Zero Gunner 2 (2001)

- STAFF -

Staff : Shin Nakamura, Toshinori Sugita, Masaki Izutani, Wataru Yamazaki, Hiroshi Yamada, Ikuya Yoshida, Katsuya Shikanouchi, Kentaro Maki, Ryoichi Morita, Narumi Tauchi, Daisuke Nobori, Noriko Tomishima

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3243&o=2

$end


$info=zerogun,zerogunj,
$bio

Zer0 Gunner (c) 1997 Psikyo

Model B version. For more information about the game itself, please see the original Model A release entry; "Zer0 Gunner [Model A]".

- TECHNICAL -

Runs on the Sega "Model 2B" hardware.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48352&o=2

$end


$gameboy=zerd2,
$bio

Zerd no Densetsu 2 - Xerd!! Gishin no Ryouiki [Model DMG-XDJ] (c) 1993 Vic Tokai [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67437&o=2

$end


$gameboy=zerd,
$bio

Zerd no Densetsu [Model DMG-ZEJ] (c) 1991 Vic Tokai [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67436&o=2

$end


$info=zero,
$bio

Zero (c) 1980 Jeutel.

French bootleg of Midway's "Defender".

- TECHNICAL -

Main CPU : Motorola M6809 (@ 1 Mhz)
Sound CPU : M6808 (@ 894.75 Khz)
Sound Chips : DAC (@ 894.75 Khz)

Screen orientation : Horizontal
Video resolution : 294 x 239 pixels
Screen refresh : 60.00 Hz
Palette colors : 16

Players : 2
Control : 2-way joystick (vertical)
Buttons : 5

- TRIVIA -

Another bootleg/hack of Defender called Zero was released by Amtec.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3570&o=2

$end


$info=zero2,
$bio

Zero (c) 1980 Amtec.

Amtec bootleg/hack of Midway's "Defender".

- TRIVIA -

Another bootleg/hack of Defender called Zero was released by Jeutel.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=34717&o=2

$end


$info=konzero,
$bio

Zero (c) 200? Konami Gaming, Incorporated.

- TECHNICAL -

Konami Endeavour

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=43655&o=2

$end


$x68k_flop=zero,
$bio

Zero - The 4th Unit Act 4 (c) 1990 Data West, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88246&o=2

$end


$pc98=zero,
$bio

Zero - The 4th Unit Act. 4 (c) 1989 Data West, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91172&o=2

$end


$pc8801_flop=zero,
$bio

Zero - The 4th Unit Act. 4 (c) 1990 Data West, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93351&o=2

$end


$msx2_flop=zero,
$bio

Zero - The 4th Unit Act. 4 (c) 1990 Data West, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102167&o=2

$end


$pcecd=zero4c2,
$bio

Zero 4 Champ II (c) 1993 Media Rings Corp.

- TECHNICAL -

[Model MRCD2002]

- TRIVIA -

Zero 4 Champ II was released on March 5, 1993 in Japan.

- TIPS AND TRICKS -

* See The Ending: At the title screen, choose the story mode and change the name of the driver to the following Japanese characters (Row#,Column#): 3,3 - 4,1 - 8,10 - 6,3. Press Start and the ending will start right away.

* Sound Test: At the title screen, choose the story mode and change the name of the driver to the following Japanese characters (Row#,Column#): 7,1 - 7,4 - 7,1 - 1,1 - 3,2. Press Start and the sound menu will appear right away.

* Start With Y1000000: At the title screen, choose the story mode and change the name of the driver to the following Japanese characters (Row#,Column#): 6,4 - 4,1 - 8,10 - 6,7. Press Start and after the intro is over, you'll receive 1 million Yen.

- STAFF -

Planning, Scenario, Director: Yutaka Kaminaga
Program: Ryoichi Sato, Kodai Inoue, Kiyoshi Iijima
Graphics: Koji Eto, Kenichi Kumakura, Keiko Kayajima, Yoshiharu Kotaki, Tadashi Kubo, Yoshiharu Kuniyoshi, Kazuya Matsuzawa, Yoshinori Hirai
Sound: Takeshi Iijima, Katsuhiro Hayashi
SP Director: Hisashi Sugawara
SP Artist: Yasuhiro Yamaguchi
Advisors: Hikoichi Sugawara, Eriko Sakurai, Fumiyo Matsuki, Toru Nagatani, Yuichiro Endo, Yasuhiko Kobayashi, Naoya Matsuda, Junichi Akatsuka, Kenji Matsuo, Takayuki Miyasaka, Yasunori Iseki
Assistants: Tomoko Yashiro, Hitoshi Kuga, Mamoru Yamaguchi, Noriko Ishiyama, Kazumi Wada, Yumiko Myoga, Yumi Kobayashi, Osamu Karasawa, Keishi Oki
Exeuctive Producer: Yoshihiko Matsuki
Cooperation: Toyota Motor Corp., Nissan Motor Co., Mazda Corp., Mitsubishi Motors Corp., Isuzu Motors Ltd., Suzuki Corp., Honda Motor Company, Fuji Heavy Industries Ltd., Daihatsu Motor Co., Road Runner Racing Club

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49180&o=2

$end


$snes=zero4rr,
$bio

Zero 4 Champ RR [Model SHVC-Q4] (c) 1994 Media Rings Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62673&o=2

$end


$snes=zero4rrz,
$bio

Zero 4 Champ RR-Z [Model SHVC-ARZJ-JPN] (c) 1995 Media Rings Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62674&o=2

$end


$pce=zero4ca,zero4c,
$bio

Zero 4 Champ (c) 1991 Media Rings Corp.

- TECHNICAL -

Game ID: MR91003
Barcode: 4989006000039

- TRIVIA -

Released on Mar 08, 1991 in Japan.

This game is inspired by Japanese urban street racing, its name derived from the traditional racing distance (0 to 400 meters).

- STAFF -

Planning & Scenario: Yutaka Kaminaga
Program: Mitsuya Ueshima, Kazue Uesaka, Junji Mizubayashi, Kaoru Takamatsu
Graphics: Hachitarō Miyoshi, Makoto Ii, Naoko Abe, Yoshiharu Kotaki
Music: Tsukushi Sasaki
Marketing: Mika Nakiri, Yūzō Nakakuki
Advisors: Hideo Kume, Yūichirō Endō, Seitarō Minayoshi, Yasunori Iseki
Cooperation: Toyota Motor Corp., Nissan Motor Co., Mitsubishi Motors Corp., Mazda Corp., Honda Motor Company
Director: Yutaka Kaminaga
Producers: Yoshihiko Matsuki, Yasuhiko Kobayashi

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58782&o=2

$end


$jaguar=zero5,
$bio

Zero 5 (c) 1997 Telegames.

Zero 5 is a futuristic space shooter set in a 3-D, 360 degree playfield. The year is 2004 and the battle for Earth has begun. On the far reaches of the galaxy, a massive invasion force is assembling. Scanners at DEFCON have alerted you to the alien threat. The Earth's best pilots are dispatched in their BAMBAM cruisers to engage the enemy.

Multiple weapons, driving soundtrack, non-stop combat, multiple power-ups, and 15 extended missions contribute to a shooters game with real depth.

- TECHNICAL -

Model J4011

- TIPS AND TRICKS -

Mission Unlock Codes: At the Options screen, select Change Mission and highlight the high mission to be unlocked. Hold Pause while entering code. Sound confirms...
1: 0,5,0,5,0,5
1-2: 6,8,9,2,1,4
1-3: 1,2,2,1,6,9
1-4: 6,7,6,3,9,6
1-5: 4,9,3,1,7,5
1-6: 3,2,9,7,8,1
1-7: 7,4,8,6,2,7
1-8: 2,4,9,3,4,7
1-9: (unknown)
1-10: 2,7,6,5,4,9
1-11: 1,0,7,8,4,0
1-12: 2,9,7,4,3,0
1-13: 9,2,1,7,5,3
1-14: 3,8,5,1,7,9
1-15: 9,0,1,9,3,4

NOTE: Entering a mission-unlock code will lock all missions above and beyond that one, even if you've previously unlocked them.

- STAFF -

Production: Atari Europe
Producer: Alistair Bodin

Developed by: Caspian Software
Producer: Chris Dillon
Lead Programmer: Matthew Gosling
Programmers: Dave Pratt, Sean Baggaley
Graphics: Mark Bloomfield, David Philbedge
Music: Dave Newman, James Veal
Support: Andrew Gisby

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76465&o=2

$end


$saturn,sat_cart=zdivide,
$bio

Zero Divide - The Final Conflict (c) 1997 Zoom

- TECHNICAL -

[Model T-31601G]

- TRIVIA -

Released on November 20, 1997 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59954&o=2

$end


$info=zerogu2,
$bio

Zero Gunner 2 (c) 2001 Psikyo.

- TECHNICAL -

Runs on the Sega "NAOMI" Hardware.

Screen Orientation: Horizontal

- TRIVIA -

Zero Gunner 2 was released in May 2001.

- SERIES -

1. Zer0 Gunner (1997)
2. Zero Gunner 2 (2001)

- PORTS -

* Consoles :
Sega Dreamcast (2001)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3922&o=2

$end


$info=zerohour,zerohoura,zerohouri,
$bio

Zero Hour (c) 1980 Universal.

Maneuver your spaceship and destroy meteorites and enemy ships falling from the top of the screen. Shooting a red meteorite awards a quadruple score. After all enemy ships have been destroyed, a landing pad will appear where you must carefully land your ship. Bonus points are awarded for a successful landing.

- TECHNICAL -

Game ID : 8011

Main CPU : Zilog Z80 (@ 4 Mhz)

Screen orientation : Vertical
Video resolution : 192 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 64

Players : 2
Control : 8-way joystick
Buttons : 1

- TRIVIA -

Released in December 1980.

- SCORING -

Meteorite (large) : 5 points.
Meteorite (middle) : 10 points.
Meteorite (small) : 15 points.
Enemy spaceship : 20 points.
Enemy missile : 3 points.

- SERIES -

Cosmic Series

1. Cosmic Monsters [Upright model] (1979)
2. Cosmic Monsters 2 (1979)
3. Cosmic Guerilla (1979)
4. Cosmic Alien (1980)
5. Devil Zone (1980)
6. Zero Hour (1980)
7. Space Panic (1980)
8. Cosmic Avenger (1981)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3244&o=2

$end


$x68k_flop=zeromastx,
$bio

Zero Master-Striker (c) 1992 XDF [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88247&o=2

$end


$x68k_flop=zeromasto,zeromast,
$bio

Zero Master-Striker (c) 1992 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88769&o=2

$end


$gba=zero1sp,
$bio

Zero One SP [Model AGB-BZOJ-JPN] (c) 2004 Fuuki Co., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76372&o=2

$end


$gba=zero1,
$bio

Zero One [Model AGB-AF3J-JPN] (c) 2003 Fuuki Co., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76371&o=2

$end


$info=zeropnt,zeropnta,zeropntj,
$bio

Zero Point (c) 1998 Unico Electronics.

A target shooting game.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 16 Mhz)
Sound Chips : YM3812 (@ 3.579545 Mhz), OKI6295 (@ 8 Khz)

Players : 2
Control : lightgun
Buttons : 1 (SHOOT)

- TRIVIA -

Although 'Zero Point' as a title is intended to paraphrase the idiom "Point Blank" it fails to have this effect. In fact 'Zero Point' is a quantum mechanical term, describing the intrinsic value of a particular quantum property in the absence of external influences.

- SERIES -

1. Zero Point (1998)
2. Zero Point 2 (1999)

- STAFF -

Programmers : Cheong yong ik, Koo eun joong
Graphic designers : Na jong yong, Lee gi seon, Moon sung ok, Hong you hyun
Music & sound : Park hyo jin
Hardware : Chun Chung ok
Scenario & director : Chun Chung ok

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3245&o=2

$end


$info=zeropnt2,
$bio

Zero Point 2 (c) 1999 Unico Electronics.

A shooting game controlled by a light-gun. Its the 2nd game in the Zero point series.

- TECHNICAL -

PCB Number: UZP21001A

Main CPU : Motorola 68EC020 (@ 16 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), OKI6295 (@ 8 Khz), OKI6295 (@ 30 Khz)

Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 8192

Players : 2
Control : lightgun
Buttons : 1 (SHOOT)

- TRIVIA -

Released in April 1999.

- SERIES -

1. Zero Point (1998)
2. Zero Point 2 (1999)

- STAFF -

Programmer : Cheong yong ik
Graphic artists : Song Phil Sang, Lee Jun Young, Ro Gi Tae, Moon Sung Ok
Hardware : Chun Chung Ok, Hong Seog Gil
Music & sound : Lee Hyoun Jong

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3246&o=2

$end


$x68k_flop=zerorei,
$bio

Zero Rei (c) 1994 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88770&o=2

$end


$info=zerotrgt,zerotrgta,
$bio

Zero Target (c) 1985 Data East Corp.

Export release. Game developed in Japan. See the original Japanese version for more information about the game itself, "Geki-Tsui-Oh".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3283&o=2

$end


$info=zeroteama,zeroteamb,zeroteamc,zeroteamd,zeroteamsr,
$bio

Zero Team (c) 1993 Seibu Kaihatsu.

A side scrolling beat-em-up that uses Japanese superhero-type characters. Characters are able to throw and break background objects and use them against their enemies. The goal is to progress past the end-of-level bosses and rescue the kidnapped girl.

- TECHNICAL -

Main CPU : V30 (@ 16 Mhz)
Sound CPU : Zilog Z80A (@ 3,57 Mhz) 
Sound chips : 1xYM3812, 1xOKI6295

Players : 2
Control : 8-way joystick
Buttons : 2
=> [1] Attack, [2] Jump

- TRIVIA -

Released in May 1993.

There are 4 characters you can choose to play. They are named Ace, Speed, Spin (female) and Big O. Each character has its own speciality. For example, Ace is good at his flying kicks; Speed is the fastest of all; Spin's intercepting is marvellous since she has long arms, which allows her to slap her opponents easily; Big O is slow, but he has the most powerful punches.
Do not expect to defeat the enemies in a single session every time. The AI level of this game is quite impressive even though it was created back in 1993. The enemies will use different approaches and unpredictable movement to defeat the player.

- TIPS AND TRICKS -

Never underestimate the enemies; go step by step and do not rush. The enemies are programmed to surround the player on both sides, both front and back. If you get surrounded, find a way out by using flying kicks, then try to group the enemies in one whole bunch and then punch them into ashes.
Super power can be used against the boss or other enemies. To use it, for Ace, press Punch three times continuously, followed by a short pause (half second), then press Punch again. For Speed, press Punch four times then pause and press Punch again. Normally, you can figure how many punches have been made by listening to the punching sound that bursts from the machine.

To get the highest score, one must finish the objects in bonus stage fast. A single player will be given 20 seconds to finish the objects. More time left over means more points.

Spin will score more when destroying enemies. The total points in a single session can be up to 13 million.

Use the stinger or bazooka wisely. Do not waste the bullet if you can use your flying kicks to trash the enemies. Wait until the boss appears and then open fire.

The total time needed to finish the game in one session is around 45 minutes.

- SERIES -

1. Zero Team (1993)
2. Zero Team U.S.A. (1993)
3. New Zero Team (1997)
4. Zero Team 2000 (2000)

- STAFF -

PRODUCER : HITOSHI HAMADA
DIRECTOR : TADASHI SEGAWA
PROGRAMMER IN CHARGE : Tetsuya Kawaguchi (T.KAWAGUCHI)
MAIN PROGRAMMER : KAZUKI SEKIMORI
SUB PROGRAMMER : YORITAKA KASAI
ART DIRECTOR : TOSHINOBU KOMAZAWA
CHARACTER DESIGN : MASAO MATSUZAWA, MASARU IIJIMA
CG ARTISTS : TAKAHIDE WADA, HIRONORI MATSUO, SHOICHI YANO, MASAAKI KAMIJOE, KENJI HAYAKAWA
HARDWARE DESIGN : TADASHI SEGAWA
HARDWARE ASSISTANT : SYUICHI MORI, EIICHI YAMADA
MUSIC COMPOSER : REIICHI YAMANAKA
SOUND EFFECTS : GOH SATOU

THANKS : HIROAKI OHTAKE, JIN ISHIGAKI, KAZUTOSHI SHOJI, HIROSHI YOSHIDA

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3301&o=2

$end


$info=zerotm2k,
$bio

Zero Team 2000 (c) 2000 Seibu Kaihatsu, Incorporated.

- TECHNICAL -

Main CPU : V30 (@ 16 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in April 2000.

- SERIES -

1. Zero Team (1993)
2. Zero Team U.S.A. (1993)
3. New Zero Team (1997)
4. Zero Team 2000 (2000)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=48049&o=2

$end


$info=zeroteams,
$bio

Zero Team Selection (c) 1993 Seibu Kaihatsu, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=44409&o=2

$end


$info=zeroteam,
$bio

Zero Team U.S.A. (c) 1993 Fabtek, Incorporated.

- TRIVIA -

Released in May 1993.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=44408&o=2

$end


$megadriv=zero,
$bio

Zero the Kamikaze Squirrel (c) 1994 Sunsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57075&o=2

$end


$megadriv=zerou,
$bio

Zero the Kamikaze Squirrel (c) 1994 Sunsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57546&o=2

$end


$snes=zerou,
$bio

Zero the Kamikaze Squirrel [Model SNS-AZKE-USA] (c) 1994 Sunsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64059&o=2

$end


$snes=zeroa,zero,
$bio

Zero the Kamikaze Squirrel [Model SNSP-AZKP-EUR] (c) 1994 Sunsoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64058&o=2

$end


$info=zerotime,
$bio

Zero Time (c) 1979 PETACO.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : Tone generator and discrete circuits

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette colors : 98

Players : 2
Control : 2-way joystick
Buttons : 1

- TRIVIA -

Spanish bootleg of "Galaxian".

- SCORING -

Blue Galaxian : 30 points in formation, 60 points in flight 
Purple Galaxian : 40 points in formation, 80 points in flight 
Red Galaxian : 50 points in formation, 100 points in flight 
Flagship : 60 points in formation, 150 points in flight 
Flagship : 200 points in flight with one escort 
Flagship : 300 points in flight with two escorts, Flagship killed before both escorts 
Flagship : 800 points in flight with two escorts, Flagship killed after both escorts

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3247&o=2

$end


$info=zerotimed,
$bio

Zero Time (c) 1993 Datamat.

Greek bootleg of a Spanish pirate game.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=101092&o=2

$end


$info=zerowingw,
$bio

Zero Wing (c) 1989 Williams Electronics Games, Incorporated.

- TRIVIA -

Licensed from Toaplan to Williams Electronics Games for the USA.

This version allows for 2-player simultaneous gameplay.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=44341&o=2

$end


$pcecd=zerowing,
$bio

Zero Wing (c) 1992 Naxat Soft.

Adaptation from Toaplan arcade game. Zero Wing is a horizontal shooter where you take control of ship through eight levels. You can use three different kind of weapons : Red for standard shots, Green for homing lasers and Blue for laser shots. Each of them can be upgraded three times and you two flying pods can also be collected. Another original feature is the tractor beam which can capture small enemies. They can either being used as a shield or as a weapon if thrown away.

- TECHNICAL -

[Model NXCD1003]

- TRIVIA -

Zero Wing for PC-Engine CD was released on September 18, 1992 in Japan for 7800 Yen.

The original arcade game was released by Toaplan in 1989.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47439&o=2

$end


$megadriv=zerowing,zerowingj,
$bio

Zero Wing (c) 1991 Toaplan Company, Limited.

Conversion of the Arcade video game for your Sega Mega Drive. It contains an extra intro scene featuring the famous 'All your base are belong to us' sentence.

- TECHNICAL -

[Model T-40023]

- TRIVIA -

Zero Wing for Mega Drive was released on May 31, 1991.

Reviews:
[FR] June 1992 - Joypad N.9: 90/100

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47438&o=2

$end


$info=zerowing,zerowing1,
$bio

Zero Wing (c) 1989 Toaplan.

- TECHNICAL -

Game ID : TP-015

Main CPU : Motorola 68000 (@ 10 Mhz), Zilog Z80 (@ 3.5 Mhz)
Sound Chips : YM3812 (@ 3.5 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in September 1989.

Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Zero King - PCCB-00001) on 21/09/1989.

- TIPS AND TRICKS -

* Hidden Functions : If the 'Invulnerability dip switch' is enabled, you are invulnerable but you may also 'Pause' the game with P2 Start and restart with P1 Start.

- STAFF -

Music & sound : Tatsuya Uemura, Toshiaki Tomisawa, Masahiro Yuge

- PORTS -

* Consoles :
Sega Mega Drive (1991, "Zero Wing [Model T-40023]")
NEC PC-Engine CD (1992, "Zero Wing [Model NXCD1003]")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3248&o=2

$end


$ti99_cart=zerozap,
$bio

Zero Zap [Model PHM 3036] (c) 1981 Milton Bradley Co. [East Longmeadow, MA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84791&o=2

$end


$info=zerozone,
$bio

Zero Zone (c) 1993 Comad Industry Company, Limited.

A risque version of "Columns".

- TECHNICAL -

Main CPU : Motorola 68000 (@ 10 Mhz)
Sound CPU : Zilog Z80 (@ 1 Mhz)
Sound Chips : OKI6295 (@ 8 Khz)

Players : 2
Control : 4-way joystick
Buttons : 3

- TRIVIA -

This game shares the music with "Las Vegas Girl - Girl '94", another Comad game.

The samples 'Welcome' and 'You suck!' (originally 'You die!') were ripped from Data East's "Sly Spy".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3249&o=2

$end


$aquarius=zeroin,
$bio

Zero-In (c) 1983 Mattel, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49842&o=2

$end


$gba=zerotour,
$bio

Zero-Tours [Model AGB-AZTJ-JPN] (c) 2001 Media Rings Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76373&o=2

$end


$saturn,sat_cart=zero4,
$bio

Zero4 Champ DooZy-J Type-R (c) 1997 Media Rings Corp.

- TECHNICAL -

[Model T-21401G]

- TRIVIA -

Released on June 20, 1997 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59955&o=2

$end


$psx=zero4cha,
$bio

Zero4 Champ Doozy-J [Model SLPS-00755] (c) 1997 Media Rings Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85889&o=2

$end


$info=czeroize,
$bio

Zeroize (c) 1983 Data East.

- TECHNICAL -

Runs on the "DECO Cassette System" hardware

Model DT-137
Cassette No. 37

- TRIVIA -

Zeroize was known as the 37th video game release made for this system (Cassette No. 37).

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=422&o=2

$end


$fm7_cass=zero,
$bio

Zerosen (c) 1984 Bandai Co., Ltd. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93830&o=2

$end


$pc98=zest,
$bio

Zest to fantasy. (c) 1997 Aaru [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91173&o=2

$end


$pc98=zeta,
$bio

Zeta (c) 1991 Tonkin House [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91174&o=2

$end


$pc8801_flop=zeta3,
$bio

Zeta Dai 3 Go (c) 1987 Champion Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93352&o=2

$end


$pc8801_flop=zeta4,
$bio

Zeta Dai 4 Go (c) 1987 Champion Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93353&o=2

$end


$x1_flop=zeta5,
$bio

ZETA第5号 (c) 1987 Champion Soft.
(Zeta Dai 5 Go)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86190&o=2

$end


$pc8801_flop=zeta5,
$bio

Zeta Dai 5 Go (c) 1987 Champion Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93354&o=2

$end


$pc8801_flop=zeta2,
$bio

Zeta Soukan-2-Go (c) 1986 Champion Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93355&o=2

$end


$pc8801_flop=zeta1,
$bio

Zeta Soukan-Go (c) 1986 Champion Soft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93356&o=2

$end


$pc8801_flop=zeta882,
$bio

ZETA-88 Vol. 2 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93341&o=2

$end


$pc8801_flop=zeta883,
$bio

ZETA-88 Vol. 3 (c) 19?? Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93342&o=2

$end


$pc98=zettmj,
$bio

Zettai Mahjong (c) 1994 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91175&o=2

$end


$pc98=zettmjeg,
$bio

Zettai Mahjong EG (c) 1995 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91176&o=2

$end


$pc98=zettmj2,zettmj2a,
$bio

Zettai Mahjong II EG - Renaissance no Houkago (c) 1996 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91177&o=2

$end


$pc98=zettmj2d,zettmj2da,
$bio

Zettai Mahjong II' EG (c) 1996 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91178&o=2

$end


$gameboy=zettaimu,
$bio

Zettai Muteki Raijinou [Model DMG-RGJ] (c) 1991 Tomy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67438&o=2

$end


$gba=zettaidn,
$bio

Zettaizetsumei Dangerous Jiisan - Naki no 1-kai Zettaifukujuu Violence Kouchou - Wagahai ga 1-ban Erainjai!! [Model AGB-BZGJ-JPN] (c) 2004 Kids Station

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76374&o=2

$end


$gba=zettaids,
$bio

Zettaizetsumei Dangerous Jiisan - Shijou Saikyou no Dogeza [Model AGB-BZDJ-JPN] (c) 2003 Kids Station

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76375&o=2

$end


$gba=zettaid3,
$bio

Zettaizetsumei Dangerous Jiisan 3 - Hateshinaki Mamonogatari [Model AGB-BJ3J-JPN] (c) 2004 Kids Station

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76376&o=2

$end


$gba=zettaid2,
$bio

Zettaizetsumei Dangerous Jiisan Tsuu - Ikari no Oshioki Blues [Model AGB-BZ2J-JPN] (c) 2004 Kids Station

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76377&o=2

$end


$spc1000_cass=zexas,
$bio

Zexas (c) 198? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83571&o=2

$end


$x1_cass=zexas,
$bio

Zexas (c) 198? dB-SOFT [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86303&o=2

$end


$pc8801_cass=zexas,
$bio

Zexas Kosoku 2000-konen (c) 1984 dB-SOFT [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91288&o=2

$end


$msx1_cart=zexasltd,zexasltdb,zexasltda,
$bio

Zexas Limited (c) 1985 db-Soft

- TECHNICAL -

Game ID: MS1-G2109-L1

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77625&o=2

$end


$nes=zhanguoq,
$bio

Zhan Guo Qun Xiong Zhuan (c) 19?? Waixing Computer & Technology Co., Ltd. [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84196&o=2

$end


$nes=zgws,zgwsa,
$bio

Zhan Guo Wu Shuang (c) 19?? BenSheng [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77053&o=2

$end


$nes=zhanssj,
$bio

Zhan Shen Shi Jie [Model KT-1019] (c) 19?? Shenzen Jincota [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77054&o=2

$end


$nes=zhenbxyj,
$bio

Zhen Ben Xi You Ji (c) 1994 NTDEC [Taiwan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84197&o=2

$end


$nes=zjhwang,
$bio

???? (c) 199? Waixing Computer & Technology Co., Ltd. 
(Zhen Jia Hou Wang)

- TECHNICAL -

[Model ES-1061]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77055&o=2

$end


$nes=zshhzlr,
$bio

真侍魂-魂之利刃(c) 200? Nanjing
(Zhen Shi Hun - Hun Zhi Li Ren)

- TECHNICAL -

Game ID: NJ042

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77056&o=2

$end


$nes=ssamsho2a,
$bio

真侍魂-武士道烈传 (c) 200? Nanjin.
(Zhen Shi Hun - Wushidao Lie Zhuan)

Chinese pirate backport of Samurai Spirits Bushido Retsuden.

- TECHNICAL -

Game ID: NJ033

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77057&o=2

$end


$nes=zhentian,
$bio

真田十勇士 (c) 19?? Waixing Computer & Technology Co., Ltd.
(Zhen Tian Shi Yongshi)

- TECHNICAL -

[Model ES-1102]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77058&o=2

$end


$nes=zhengbas,
$bio

???? (c) 19?? Waixing Computer & Technology Co., Ltd.
(Zheng Ba ShiJi)

- TECHNICAL -

[Model ES-1042]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77059&o=2

$end


$nes=zhengfu,
$bio

Zheng Fu Tai Yang Xi Xiao Guan Jia (c) 19?? Subor [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77060&o=2

$end


$nes=zjshiji,zjshiji1,
$bio

???? (c) 199? Waixing Computer & Technology Co., Ltd.
(Zheng Jiu Shi Ji)

- TECHNICAL -

[Model ES-1025]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77061&o=2

$end


$gbcolor=zhihuanw,
$bio

Zhi Huan Wang - Shou Bu Qu (c) 200? Sintax.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69171&o=2

$end


$gbcolor=zzx3,
$bio

Zhi Zhu Xia III (c) 200? Sintax.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69172&o=2

$end


$info=zhongguo,
$bio

Zhong Guo Chu Da D (c) 2000 IGS.

- TECHNICAL -

Main CPU : ARM7 (@ 20 Mhz)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=12481&o=2

$end


$info=drgnwrldv21j,drgnwrldv20j,drgnwrldv10c,
$bio

Zhong Guo Long (c) 1995 IGS.

A layout of tiles is presented. When you select a given tile, it moves down the a rack on the bottom of the screen; three matching tiles are removed. The game ends if you fill up the rack.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 7.333333 Mhz)
Sound Chips : OKI6295 (@ 7.936 Khz), YM3812 (@ 3.579545 Mhz)

Players : 2
Control : 8-way Joystick
Buttons : 3

- TRIVIA -

Zhong Guo Long was released in May 1995.

- SERIES -

1. Zhong Guo Long (1995)
2. Zhong Guo Long 2 (1997)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=455&o=2

$end


$info=drgw2c,
$bio

Zhong Guo Long 2 (c) 1997 IGS.

A solitaire mahjong game where the object is to match 3 of a kind, using a limited amount of tiles.

- TECHNICAL -

IGS PGM hardware

Main CPU : Motorola 68000 (@ 20 Mhz)
Sound CPU : Zilog Z80 (@ 8.468 Mhz)
Sound Chips : ICS2115 (@ 8.468 Mhz)

Players : 4
Control : 8-way joystick
Buttons : 4

- TRIVIA -

Released in May 1997.

The title of this game translates from Chinese as 'China Dragon 2'.

This game is known outside China as "Dragon World II" and in Japan as "Chuugoku Ryuu II" (translated from Japanese as 'China Dragon II').

- SERIES -

1. Zhong Guo Long (1995)
2. Zhong Guo Long 2 (1997)

- STAFF -

Executive producer : Ming-Der Tsai
Director : Zhohg-Zen Gao
Software : Fred Liao, Ejiro Rii
Hardware : Franklin Wu
Music & Sound effects : Eddie Yao
Art conductor : Shih-Chlang Wu
Art designers : Kun-Sheng Yang, Chang-Shin Chen, Chin-Yuan Lin
Animation : Pon-Pon Peng
Producers : Ko-Chu Lee, Paul Chiang, A.C Chen, Tsung-Hui Cheng, Jack Wang

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3250&o=2

$end


$nes=zhongg2,zhongg1,
$bio

???? (c) 19?? Micro Genius [Taiwan]
(Zhong Guo Xiang Qi)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77062&o=2

$end


$nes=zhongg,zhongg3,
$bio

Zhong Guo Xiang Qi (c) 19?? Micro Genius [Taiwan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=84198&o=2

$end


$nes=zhonghyx,
$bio

Zhong Hua Ying Xiong (c) 19?? NT.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95512&o=2

$end


$gbcolor=zzqb,
$bio

Zhong Zhuan Qi Bing (c) 2003 Sintax [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69173&o=2

$end


$nes=zzjb,
$bio

Zhong Zhuang Ji Bing (c) 19?? XianFeng Katong [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77063&o=2

$end


$megadriv=zhuogu,
$bio

Zhuo Gui Da Shi - Ghost Hunter (c) 1994 Shenchi Technology

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57076&o=2

$end


$snes=zico,
$bio

Zico Soccer [Model SHVC-ZD] (c) 1994 Electronic Arts Victor [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62675&o=2

$end


$gba=zidane,
$bio

Zidane Football Generation [Model AGB-AZDP-EUR] (c) 2002 Cryo Interactive Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76378&o=2

$end


$gbcolor=zidane,
$bio

Zidane Football Generation [Model CGB-BZSP-EUR] (c) 2002 Cryo Interactive Ent.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69174&o=2

$end


$info=dzigzag,
$bio

Zig Zag (c) 1982.

- TECHNICAL -

Main CPU : (4x) Z80 (@ 3.072 Mhz)
Sound Chips : Namco 3-channel WSG

Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.61 Hz
Palette Colors : 32

Players : 2
Control : 4-way joystick
Buttons : 1

- TRIVIA -

This game is a bootleg of "Dig Dug".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3251&o=2

$end


$info=m5zigzag,
$bio

Zig Zag (c) 199? Red Gaming.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=18186&o=2

$end


$info=sp_zigzg,sp_zigzga,sp_zigzgb,sp_zigzgc,sp_zigzgd,sp_zigzge,sp_zigzgf,sp_zigzgg,sp_zigzgh,sp_zigzgi,sp_zigzgj,sp_zigzgk,sp_zigzgl,sp_zigzgm,
$bio

Zig Zag (c) 199? Ace Coin Equipment, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42268&o=2

$end


$psx=zigzagba,
$bio

Zig Zag Ball [Model SLPS-01483] (c) 1998 Upstar

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85890&o=2

$end


$snes=zigzag,
$bio

Zig Zag Cat ダチョウ倶楽部も大騒ぎダ (c) 1994 Denz
(Zig Zag Cat - Dachou Club mo Oosawagi da)

Zig Zag Cat is one of those games that doesn't really fit any sort of genre. Basically, we have here a sort of action game based on the old breakout, or more recent titles such as Taito's Arkanoid, but with a twist of adventure thrown in. The hero of the game survives a crash landing on a mysterious planet. Quickly after his arrival, he is welcomed by an old man and starts exploring the nearby area. Our friend is also accompanied with a strange looking yellow cat who happens to be at the center of the gameplay. The goal of the game is rather simple - the boy walks along a path and a force field placed in front of him (in the shape of a huge paddle) is used to bounce back the cat (turned into a ball for that matter). Blocks and other enemies are scattered along the trail and the ball (or the paddle) is the only way to overcome them. Sometimes, weird looking black blocks in the shape of small squids appear. When they do, the scrolling stops, and they must be defeated and hit multiple times (they open one eye, then the other, and finally die). Power-ups can be collected along the way, such as three-balls, laser gun, invincible-ball and so forth... Other items, such as money, can also be found. An Inn is located at the end of every sub-stage where our friends can take a well deserved break - there, they can talk to people, buy some items, enter bonus stages or save their progress. Another weird feature of the game is the weird looking trio our heroes periodically meet during the game...

- TECHNICAL -

[Model SHVC-ZP]

- TRIVIA -

Zig Zag Cat was released on June 24, 1994 in Japan for 9500 Yen.

The three weird looking men on the game's cover, and also featured in the game, are three popular Japanese entertainers and comedians. They are Terakado Jimon, Higo Katsuhiro and Ueshima Ryuhei, and part of the Dachou Club (aka Ostrich Club) trio.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62676&o=2

$end


$bbca_cass,bbcb_cass=ziggy,
$bio

Ziggy (c) 1987 Audiogenic

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52690&o=2

$end


$info=zigzagb,zigzagb2,
$bio

Zigzag (c) 1982 LAX.

Pirate version of Dig Dug.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.78975 Mhz)

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette Colors : 98

Players : 2
Control : 4-way joystick
Buttons : 1

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3252&o=2

$end


$sms=zillion,zilliona,
$bio

Zillion (c) 1987 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56295&o=2

$end


$info=m4zill,m4zilla,
$bio

Zillionare's Challenge (c) 199? Pure Leisure.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=42069&o=2

$end


$info=zingzip,zingzipbl,
$bio

Zing Zing Zip - The Shooting (c) 1992 Allumer, Limited.

A vertically scrolling shooter where you control a plane to shoot larger planes, tanks and trains.

- TECHNICAL -

Runs on the Seta 1st Generation System Hardware.

Game ID : UY

Main CPU : Motorola 68000 (@ 16 Mhz)
Sound Chips : X1-010 (@ 16 Mhz)

Screen Orientation : Vertical
Video Resolution : 384 x 240 Pixels.
Screen Refresh : 60.00 Hz
Palette Colors : 5120

Players : 2
Control : 8-Way Joystick
Buttons : 2
=> Shoot, Bomb

- TRIVIA -

Zing Zing Zip was released in September 1992.

Licensed to Tecmo.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3253&o=2

$end


$info=zipzap,
$bio

Zip & Zap (c) 1995 Barko.

- TECHNICAL -

Main CPU : Motorola 68000 (@ 12 Mhz)
Sound Chips : OKI6295 (@ 8 Khz)

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 33792

Players : 2
Control : 8-way Joystick
Buttons : 3

- TRIVIA -

This game is a rom-hack of "Thunder & Lightning".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4585&o=2

$end


$pce=zipang,
$bio

Zipang (c) 1990 Pack-In-Video Company, Limited.

Zipang is an action/puzzle game published by Pack-In-Video and based on Tecmo's popular arcade game Solomon's Key originally released in 1986. The player takes control of a small samurai and the goal of the game is to find a magic key hidden in each single-screen room and to unlock the level's exit door so our little friend can escape to the next stage. Each room is of course filled with all kind of traps and monsters. However the little samurai comes equipped with a magic sword, but here the weapon comes with a twist - it is not used to slice and dice enemies, but to create and destroy blocks instead. This happens to be rather useful, especially to create rudimentary set of stairs and reach other parts of the room. The player can also destroy blocks when a monster stands on it and kill the nasty in the process. Most interestingly, our little hero can use fireballs to help him in desperate situations - but beware, they are only available in limited quantities. Finally, all kind of bonus items and power-ups are also available and often hidden behind blocks, and help the samurai on his journey. Unlike the original Solomon's Key, Zipang features a password system that the player can use to resume playing.

- TECHNICAL -

HuCARD ID: PV1005
HuCARD Size: 2 MBits

- TRIVIA -

Zipang was released on December 14, 1990 exclusively in Japan by Pack-In-Video for 6200 Yen.

Zipang is a Japanese feature film directed by Kaizou Hayasahi and originally released in 1990.

- STAFF -

Developed by: Arc System Works

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=49179&o=2

$end


$psx=zipangut,
$bio

Zipangujima: Unmei wa Saikoro ga Kimeru! [Model SLPS-02260] (c) 1999 Human Ent. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85891&o=2

$end


$msx1_cass=zipizape,
$bio

Zipi y Zape (c) 1989 Dro Soft [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95134&o=2

$end


$cpc_cass=zipiyzap,
$bio

Zipi Y Zape [Model 3 DR-171] (c) 1989 Dro Soft [Madrid, Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100188&o=2

$end


$nes=zippyrach,
$bio

Zippy Race (c) 1987 FMG

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69343&o=2

$end


$sg1000=zippyract,
$bio

Zippy Race [Model B-026] (c) 1983 Aaronix [Taiwan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65147&o=2

$end


$sg1000=zippyrac,
$bio

Zippy Race (c) 1983 Sega Enterprises, Limited.

- TECHNICAL -

[Model G-1026]
Game cartridge for both SG-1000 & SC-3000.

- TRIVIA -

Related Coin-Op video game: "Zippy Race".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47362&o=2

$end


$nes=zippyrac,
$bio

Zippy Race (c) 1985 Irem Corp.

1985's conversion made by the original maker; Irem.

- TECHNICAL -

[Model IF-01]

The cartridge features a red LED that lights up when the machine is switched on.

- TRIVIA -

Zippy Race was the very first Famicom release by Irem (IF-01).

Related Coin-Op video game: "Zippy Race".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47361&o=2

$end


$info=zira,
$bio

Zira (c) 1980 Playmatic.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=10042&o=2

$end


$amigaocs_flop=ziriax,
$bio

Ziriax (c) 1990 Software Business, The

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75603&o=2

$end


$info=zoar,
$bio

Zoar (c) 1982 Data East USA

Shoot oncoming planes and ground targets using your gun. Land on the air strip for extra points between stages. The game is an X and Z axis vertical shooter.

- TECHNICAL -

Main CPU : MOS Technology M6502 (@ 1.5 Mhz)
Sound CPU : MOS Technology M6502 (@ 500 Khz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.5 Mhz)

Screen orientation : Vertical
Video resolution : 240 x 240 pixels
Screen refresh : 57.00 Hz
Palette colors : 64

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Released in March 1982.

Eric Hanna holds the official official record for this game with 31,167,170 points on 06/11/2004.

- SCORING -

Large Red Airship : 500 points.
Small Airship : 300 points.
PT Boats : 80 points.
Submarine : 100 points.
Destroyer : 100 points.
Aircraft Carrier : 500 points.

Control Tower : 50 points.
Missile Launcher : 80 points.
Fuel Dump : 150 points.
Missile Silo : 300 points.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3255&o=2

$end


$gbcolor=zoboomaf,
$bio

Zoboomafoo - Playtime in Zobooland [Model CGB-BZBE-USA] (c) 2001 Encore Software, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69175&o=2

$end


$nes=startrp2,
$bio

Zoda's Revenge - StarTropics II (c) 1994 Nintendo.

- TECHNICAL -

Game ID: NES-6C-USA

- TRIVIA -

StarTropics II was released in March 1994 in North America.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55839&o=2

$end


$info=zodiac,
$bio

Zodiac - The Astrology Computer (c) 1979 Coleco Industries, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=103455&o=2

$end


$pc8801_flop=zodiac2a,
$bio

Zodiac 2 Aggress (c) 1986 Riverhill Software [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93357&o=2

$end


$info=zodiack,
$bio

Zodiack (c) 1983 Esco Trading Company, Incorporated.

A challenging, vertical scrolling shooter.

On deep space you must fly the 'Zogram' (your spaceship fighter) and destroy hordes of enemies, while dodge space objects.

Destroy eight 'Mitiohro' around the 'Goke' (the enemy base) for takeoff and landing of 'Ahro' (the enemy's fighter). After destroying all the 'Mitiohro', return to the 'Battlestar-asat' base.

The color of 'Mitiohro' on the picture changes when the gates for takeoff and landing of 'Ahro' opens. It is the time to attack!

As you destroy 'Ahro', 'Mitiohro' becomes to leave the 'Goke's' body, but you cannot destroy those 'Mitiohro' with your laser beam.

You can get a higher score depending of the precision landing of your spaceship at nearer spot to the center of the 'Battlestar-asat' base.

When you score 20,000 points, you can get one more Zogram and at 50,000 points you can get another Zogram.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 4 Mhz), Zilog Z80 (@ 1.78975 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.78975 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 1

- TRIVIA -

Zodiack was released in July 1983.

Licensed to Esco Trading for Japanese manufacture and distribution.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3256&o=2

$end


$gba=zoey101,
$bio

Zoey 101 [Model AGB-BZYE-USA] (c) 2007 T-HQ, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76379&o=2

$end


$psx=zoidsbat,
$bio

Zoids - Battle Card Game - Seihou Tairiku Senki [Model SLPS-03255] (c) 2001 Tomy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85892&o=2

$end


$msx2_cart=zoids,
$bio

Zoids - Chuuou Tairiku no Tatakai (c) 1988 Toshiba EMI

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51402&o=2

$end


$msx2_flop=zoids,zoidsa,
$bio

Zoids - Chuuou Tairiku no Tatakai (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102168&o=2

$end


$nes=zoidschu,
$bio

ZOIDS 中央大陸の戦い (c) 1987 Toemiland
(Zoids - Chuuou Tairiku no Tatakai)

- TECHNICAL -

Game ID: FS-2006G (TFS-ZD)
Cart color: Red

- TRIVIA -

Released on September 5, 1987 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54834&o=2

$end


$gbcolor=zoidsjasa,zoidsjas,
$bio

Zoids - Jashin Fukkatsu! Genobreaker Hen [Model DMG-BGZJ-JPN] (c) 2000 Tomy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69176&o=2

$end


$nes=zoidsmok,
$bio

ZOIDS 黙示録 (c) 1990 Tomy
(Zoids - Mokushiroku)

- TECHNICAL -

Game ID: TOM-ZF
Cart color: White.

- TRIVIA -

Released on December 21, 1990 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54835&o=2

$end


$gbcolor=zoidsshi,
$bio

Zoids - Shirogane no Juukishin Liger Zero [Model CGB-BZ2J-JPN] (c) 2001 Tomy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69177&o=2

$end


$msx1_cass=zoids,
$bio

Zoids - The Battle Begins (c) 1985 Martech

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95135&o=2

$end


$cpc_cass=zoids,
$bio

Zoids - The Battle Begins (c) 1986 Martech Games, Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100189&o=2

$end


$psx=zoidstei,
$bio

Zoids - Zenebus VS Heric [Model SLPS-02982] (c) 2000 Tomy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85893&o=2

$end


$psx=zoids2,
$bio

Zoids 2 - Helic Republic VS Guylos Empire [Model SLPS-03389] (c) 2002 Tomy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85894&o=2

$end


$nes=zoids2,
$bio

ゾイド2 ゼネバスの逆襲 (c) 1989 Toemiland
(Zoids 2 - Zenebasu no Gyakushuu)

- TECHNICAL -

Game ID: TFS-Z2
Cart color: Black.

- TRIVIA -

Zoids 2 was released on January 27, 1989 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54836&o=2

$end


$gameboy=zoids,
$bio

Zoids Densetsu [Model DMG-ZOJ] (c) 1990 Tomy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67439&o=2

$end


$info=zoidsinf,
$bio

Zoids Infinity (c) 2004 Taito Corporation.

- TECHNICAL -

Runs on the "Namco System 246" hardware.

- TRIVIA -

Zoids Infinity was released in June 2004.

- SERIES -

1. Zoids Infinity (2004)
2. Zoids Infinity EX (2005)
3. Zoids Infinity EX PLUS (2006)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4360&o=2

$end


$info=zoidiexp,
$bio

Zoids Infinity EX PLUS (c) 2006 Taito Corporation.

- TECHNICAL -

Runs on the "Namco System 246" hardware.

- TRIVIA -

Zoids Infinity EX PLUS was released on June 21, 2006.

- SERIES -

1. Zoids Infinity (2004)
2. Zoids Infinity EX (2005)
3. Zoids Infinity EX PLUS (2006)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=70057&o=2

$end


$gba=zoidsleg,
$bio

Zoids Legacy [Model AGB-AZ2E-USA] (c) 2004 Atari Interactive, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76380&o=2

$end


$gba=zoidsagf,
$bio

Zoids Saga Fuzors [Model AGB-BZFJ-JPN] (c) 2004 Tomy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76382&o=2

$end


$gba=zoidsag2,
$bio

Zoids Saga II [Model AGB-AZ2J-JPN] (c) 2003 Tomy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76383&o=2

$end


$gba=zoidsaga,
$bio

Zoids Saga [Model AGB-ATZJ-JPN] (c) 2001 Tomy

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76381&o=2

$end


$gbcolor=zokzok,
$bio

Zok Zok Heroes [Model CGB-BZHJ-JPN] (c) 2000 Media Factory [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69178&o=2

$end


$pc98=zokuwb,zokuwba,
$bio

Zoku - Wedding Bell wa Takaraka ni (c) 1993 Shinjitsu Pro

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91179&o=2

$end


$gba=boktai2ja,boktai2j,
$bio

Zoku Bokura no Taiyou - Taiyou Shounen Django [Model AGB-U32J-JPN(RK363-J1)] (c) 2004 Konami Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76384&o=2

$end


$pc98=zokudm,
$bio

Zoku Dungeon Master - Chaos Strikes Back (c) 1990 Victor Musical Industries, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91180&o=2

$end


$saturn,sat_cart=zgussun,
$bio

Zoku Gussun Oyoyo (c) 1997 Banpresto

- TECHNICAL -

[Model T-20604G]

- TRIVIA -

Zoku Gussun Oyoyo was released on February 28, 1997 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59956&o=2

$end


$psx=zokuhats,
$bio

Zoku Hatsukoi Monogatari - Shuugaku Ryokou [Model SLPS-01326~9] (c) 1998 Tokuma Shoten Intermedia, Inc. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85895&o=2

$end


$saturn,sat_cart=zokuhat,
$bio

Zoku Hatsukoi Monogatari - Shuugakuryokou (c) 1998 Tokuma Shoten Intermedia, Incorporated.

- TECHNICAL -

[Model T-33005G]

- TRIVIA -

Zoku Hatsukoi Monogatari Shuugakuryokou was released on December 03, 1998 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59957&o=2

$end


$info=zokumahj,
$bio

Zoku Mahjong Housoukyoku (c) 199? Nichibutsu [Nihon Bussan Company, Limited.].

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=47739&o=2

$end


$info=zokuoten,
$bio

Zoku Otenami Haiken (c) 2000 Success.

- TECHNICAL -

Runs on the "Taito G-Net" hardware.

- TRIVIA -

Released in February 2001 (even if the title screen says 2000).

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3813&o=2

$end


$pc8801_cass=zold,
$bio

Zold (c) 1984 Fuji Onkyo RAM

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91289&o=2

$end


$x68k_flop=zolgus,
$bio

Zolgus (c) 1989 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88771&o=2

$end


$cpc_cass=zolyx,
$bio

Zolyx (c) 1987 Firebird Soft.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100190&o=2

$end


$cpc_cass=zombi,
$bio

Zombi (c) 1986 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100191&o=2

$end


$amigaocs_flop=zombi,
$bio

Zombi (c) 1989 Ubi Soft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75604&o=2

$end


$cdi=zombief,
$bio

Zombie Dinos de la Planete Zeltoide (c) 1993 Philips Interactive Media, Incorporated.

- TECHNICAL -

Game ID: 812 0074

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53195&o=2

$end


$cdi=zombieu,
$bio

Zombie Dinos from Planet Zeltoid (c) 1992 Philips Interactive Media, Inc.

- TECHNICAL -

Game ID: 310690084-2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95516&o=2

$end


$cdi=zombie,
$bio

Zombie Dinos from Planet Zeltoid (c) 1992 Philips Interactive Media, Incorporated.

Innocent dinosaurs have become mindless zombies, controlled by the evil Harry the Harrier and his alien Brain Blobs. But all is not lost. Wise-cracking Dexter the Dinodroid has managed to escape, bringing to Earth the incredible time machine. His goal: Let's kick some brain! Travel back in the Time Machine 200 million years. Locate each dinosaur before the Brain Blobs take control. Stop them from destroying unsuspecting humans in your hometown. Dexter will help you, along with the Time Machine's invaluable Dino Encyclopedia containing everything you need to know to dave the planet.

- TECHNICAL -

Game ID: 811 0018

- TRIVIA -

Export releases:
[EU] 811 0018

- STAFF -

Produced, Written, Designed by: Ken Goldstein
Software Engineer: Gary Brian Smith
Art Director: Brad Parker
Senior Producer & Creative Director: David Riordan
Director of Technology: David Todd
Executive Producer: Sarina Simon
Dinosaur Characters Created by: Chiodo Bros. Productions
Music Composed & Produced by: Jim Andron
Audio Produced by: Robert Weaver
Dexter the Dinodroid: Cam Clarke
Harry the Harrier: Doug Stone
Machine Mind Sheila: Shelly O'Neill
Dexter Design & Animatronics: Charles Chiodo, Edward Chiodo, Stephen Chiodo
Dinosaur Stop Motion Photography: Jene Omens
Production Coordinator: Charlene Bohnhoff
Image Capture: David Todd
Audio Coordinator: David White
Technical Assistant: Greg Hemsath (Greg A.L. Hemsath)
Software Tools: Mike Berro, Joe Burks, Ken Jordan, Brandie Lynn, Dan Pinal, Gary Brian Smith, David Todd
Dinosaur Research: Q.L. Pearce
Paleontological Consultant: Grant Meyer
Video Production Coordinator: Valerie Lindblom
Director of Photography: Glenn Winters
Video Engineer: Mike Berro
Assistant Producer: Carolyn H. Buse
Puppeteers: Norman Tempia, Mark Villalobos, Allyn Welty
Animators: Kim Blanchette, Justin Koyn
3-D Ray Tracing Graphics: John Dugan
Additional Graphic Art: Trici Venola
Storyboard Artist: John Dugan (John Duggan)
Special Effects Make-Up & Prosthetics: Mike Tristano
Hair & Make-Up: Wendy Demmerle (Wendi Demmerle)
Production Assistant: Alicia Chambers
Sound Engineer: John Cevetello
Sound Assistant: Tom Parker
Script Supervisor: Lia Sargent
Gaffer: Charlie Mitchell
Grip: Frank Lobianco
Teleprompter: Lynn Grennberg Electric
Soundtrack Production: Philadelphia Music Works
Post Production Video: Eric Blum Productions, AME Enterprises
Stock Footage: Budget Films
Jungle Locations: Santa Barbara Botanic Gardens
Harry the Harrier's Wardrobe: Western Costume
Machine Mind Sheila's Wardrobe: Make Believe

Main Theme
Music by: Jim Andron
Lyrics by: David Riordan
Vocalist: Gene Miller

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53196&o=2

$end


$cdi=zombied,
$bio

Zombie Dinos van de Planeet Zeltoid (c) 1993 Philips Interactive Media, Incorporated.

- TECHNICAL -

Game ID: Model 814 0061

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53197&o=2

$end


$cdi=zombieg,
$bio

Zombie Dinos vom Planeten Zeltoid (c) 1994 Philips Interactive Media, Incorporated.

- TECHNICAL -

Game ID: 813 0083

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53198&o=2

$end


$megadriv=zombhigh,
$bio

Zombie High (c) 199? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57547&o=2

$end


$msx2_cart=zombihun,
$bio

Zombie Hunter (c) 1989 Hi-Score Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51403&o=2

$end


$msx2_flop=zombihun,zombihuna,
$bio

Zombie Hunter (c) 19?? Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102169&o=2

$end


$nes=zombihun,
$bio

Zombie Hunter (c) 1987 Hi-Score Software

- TECHNICAL -

[Model HSS-ZO]

- TRIVIA -

Released on July 03, 1987 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54837&o=2

$end


$bbca_cass,bbcb_cass=zombieis,
$bio

Zombie Island (c) 19?? Software For All

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52691&o=2

$end


$nes=zombinat,
$bio

Zombie Nation (c) 1991 Meldac

North American release. Game developed in Japan. See the original Japanese release entry for more information about the game itself; "Abarenbou Tengu [Model MDC-51]".

Description from the USA manual:

1999. What appeared to be a harmless meteorite crashing in the Nevada desert has turned out to be Darc Seed, an evil alien creature with horrible powers. By shooting strange magnetic rays, Darc Seed had turned the helpless nation into zombies and had brought the Statue of Liberty to life to do his dirty work. These rays had also given him control over many deadly weapons, but none were more powerful than the legendary samurai sword, Shura. When the great head of the samurai, Namakubi, heard that the sword had fallen into evil hands, he set off immediately for the United States. For only he possessed the strength and knowledge needed to recapture the magical sword and free the U.S. from the evil clutches of Darc Seed.

Namakubi, the great head of the samurai, has used his mystical powers to transport a fierce holographic representation of his head to the United States to liberate the zombie population from Darc Seed. The only way to break Darc Seed's powerful spell is to destroy everything in sight including buildings, mountains, oil refineries, weapons, renegade zombie soldiers, and any other creatures that are doing his evil bidding.

Once a particular object in a given area has been successfully destroyed (for example; a building), liberated zombie hostages will appear. By rescuing these hostages, Namakubi's power will increase and he will have a greater chance of reaching his ultimate test; the final battle with Darc Seed.

- TECHNICAL -

Game ID: NES-51-USA

- TRIVIA -

Zombie Nation was released in September 1991 in North America.

The game is first released in Japan under the name Abarenbou Tengu. The US version is released a month later. As both versions only has differences between the sprites, with the Japanese version having a tengu mask belonging to Japanese folklore. The US version has major graphical and story changes, replacing the tengu mask with the decapitated samurai head. Aside from the differences, both games are practically identical, with the Japanese Version having only a few major differences:
- In Abarenbou Tengu, the player must obtain the rapid fire ability. In Zombie Nation, the player starts with it.
- The main character's sprite is not that of the flying samurai head, Namakubi, but that of a Japanese konoha tengu head. The title screen is different with the tengu's head being incorporated into it.
- The boss of Round I is an evil Statue of Liberty in both games but with a slightly different sprite; instead of being green with snakes in place of its crown in Zombie Nation, it's red and has a normal crown.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=55840&o=2

$end


$info=zombraid,zombraidp,zombraidpj,
$bio

Zombie Raid (c) 1995 American Sammy.

Welcome to the extraordinary world of Zombie Raid. Players use specially designed sawed-off shotguns with pump action reload to fight their way through the graveyard, through castles and dungeons and even through the mad scientist's laboratory. Battle all kinds of ghastly creatures, like zombies and other frightful beings. You may feel like you're lost in a horror movie!

A myriad of secrets have been programmed into the game for added dimension. Can you discover how to get extra life? Can you find a way to escape the forces? Can you defeat the evil? The challenges are endless!

- TECHNICAL -

Cabinet dimensions : 76'' High x 41'' Deep x 31'' Wide.
Cabinet weight : 400 lbs.
Monitor : 25''.

Game ID : P0-122A (SZR-001)

Main CPU : Motorola 68000 (@ 16 Mhz)
Sound Chips : X1-010 (@ 16 Mhz)

Players : 2
Control : lightgun
Buttons : 2 (SHOOT, RELOAD)

- TRIVIA -

Zombie Raid was released in September 1995 in USA and Japan.

- TIPS AND TRICKS -

* Crystal Codes :
Level 2 : The Crystal Code is posted at the end of the level, on the 2 pillars framing the wrought iron gate (below the head with the horns).
Level 3 : At end of level is elevator with zombies, after kill ALL elevator's zombies Red Crystal appear on screen.
Level 4 : The Blue Crystal is hidden in a statuette on a pillar (the statuette resembles the level 2 famous head with the horns).
Level 5 : The Green Crystal is obtained at the end of the level by killing the 2-heads monster.

To fight the final boss, the Crystal Codes seen on level 2 should be inserted : Red, Green, Blue - if not it is assured death.

In game are secret entrances where you will find special items:
1. At end of first graveyard is grave with your initials, behind this grave is tree and 'man with gun'. Shoot to this tree over 'man with gun' when screen move up. If you shot in right place on tree secret entrance will appear. In this secret entrance are items :
- LIGHTNING : lightning weapon
- CRUCIFIX : restore full energy when you lost all energy. Item can be used once (automatic).

2. In mission 3 when you enter to area after door opened by hidden lever, screen will move first to left, next to right. On left side one pillar is fault. Shot to this place where pillar should be - secret entrance will open. In this secret entrance are:
- SCOPE : crosshair
- BOMB : bomb icon will appear  in left-upper corner. Shot it and whole screen explode. Item can be used once.

3. Again in mission 3, immediately after elevator shot to the wall right to the pillar. Secret entrance will open. In this secret entrance are items:
- AMMOx2 : auto-reload. Now you can use fire button only, gun will reload automatically.
- BLUE POTION : extra life

In game are more secret entrances but where ?

Some extra shots :
1. Shot to the second well on mission 3 using shotgun weapon - ghostbusters ghost will appear in the well.
2. When you shot to the ground using right weapon (not lightning) flowers will appear. When you shot 3 flowers then a butterfly will appear on screen, shoot the butterfly, it gives extra items.
3. On first graveyard are black cats, when you kill cat he give extra energy.
4. In mission 3 when sewers end and screen move up and stop then shot to the center in middle wall - secret lever will appear. When you trigger this lever on screen will appear clown on cycle - no idea for what.

Use FIRE weapon and you will easy finish game.

- STAFF -

Producer : Onijust (ONJ)
Programmers : Tomohiro Takahashi (TOM), Hiroaki Murase (MRS)
Graphic design : Isao Suwa (SUW), Ujita in U.S.A. (UJI), Noriyo Antako
Sound designer : Brian Schmidt
Game designer : George Matono
Executive producer : Yoshi Suzuki
Supervisors : Jim Miskell, Rick Rochetti
Technical supervisor : Kiyo Nishimura
Technical assistance : Gen Ozeki
Production coordinaor : Brad Faris
Cabinet coordinator : Pat O'Brien
Cabient designer : Tom Lenick
Artwork designer : Paul Faris
Electrical supervisor : John Jaron
Supervising engineer : Dave Pallotto
Mechanic coordinator : James Perales
Mechanic engineer : Bob Paneck
Game adviser : Dave Cane
Creature sound effects : Fred Young

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3257&o=2

$end


$info=zombrvn,zombrvno,
$bio

Zombie Revenge (c) 1999 Sega Enterprises, Limited.

A 2-player side-scrolling fighting game where players battle many zombies and machines throughout 7 different levels, including an alley, factory and inside a mansion.

Pick-up weapons such as machine guns, shotguns, and drills to help fight the zombies including a variety of guns, flamethrowers, axes, and a drill.

- TECHNICAL -

Runs on the Sega "NAOMI" Hardware.

- TRIVIA -

Released in February 1999, this game was originally called "Blood Bullet - The House of the Dead Side Story" and was then renamed "Zombies Nightmare" before Sega decided on the name "Zombie Revenge". This game also serves as a spinoff to Sega's popular "The House Of The Dead" series. If you make it to level 6, you will fight inside and outside of the same house from the first stage of "The House Of The Dead".

Tommy Jones holds the official official record for this game with 47,950 points on 06/03/1999.

- TIPS AND TRICKS -

* New character costumes : Choose any character, hold START and then press PUNCH or KICK.

- STAFF -

Chief Programmer: Hiroshi Ando
Programmers: Masaki Namikoshi, Akira Wada, Takeshi Ando, Gregg Tavares
Chief Designer: Taku Makino
Designers: Norio Ishii, Hitoshi Furukubo, Yasuhito Kuroiwa
Chief Motion Designer: Kei Yamada
Motion Designers: Taku Makino, Tadayuki Iwa, Takamasa Nakada, Masateru Kawasaki, Tadashi Fujita
Sound Director: Tetsuya Kawauchi
Sound Staff: Nanae Kenda, Haruyoshi Tomita
Cabinet Designers: Masayuki Yamada, Kimio Tsuda, Ken Adachi
Publicity: Mika Araki

Special thanks: Tsuyoshi Yamasaki, Megumi Barada, Masanori Takeuchi, Makoto Nomiya, Hiroki Koyama, Kaori Fukano, Shinichiro Okumoto, Susumu Hirai, Masayuki Ao, Yasuhiro Hayashida, Hiroshi Kanazawa

Director: Kenichi Imaeda
Producer: Rikiya Nakagawa

- PORTS -

* Consoles :
Sega Dreamcast [JP] (Nov.1999) [Model HDR-0026]
Sega Dreamcast [US] (Dec.1999) [Model 51038]
Sega Dreamcast [EU] (Jun.2000) [Model MK-51038-50]

* Others :
Apple IPhone/IPod (Feb.2011) [Model 411872892]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3476&o=2

$end


$bbca_cass,bbcb_cass=zombies,
$bio

Zombies (c) 19?? Micro Power

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52692&o=2

$end


$megadriv=zombies,
$bio

Zombies (c) 1993 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57077&o=2

$end


$snes=zombies,zombiesp,
$bio

Zombies (c) 1993 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64060&o=2

$end


$snes=zombiesu,
$bio

Zombies Ate My Neighbors (c) 1993 Konami Company, Limited.

- TIPS AND TRICKS -

Sound test
----------
Press L or R at the Lucas Arts logo.

When the opening short credits are displayed with the copyrights, etc., 
press R to hear a dog bark or L to hear a victim scream.

Bonus level
----------
Enter BCDF, GYLM, or XDSJ as a password.

View end credits
----------
Enter XWJR as a password.

Cheerleaders vs. The Monsters bonus level
----------
Enter WBGR as a password to begin game play on level 9 with all ten victims. 
Rescue all victims on each stage up until level 12 (Mars Needs Cheerleaders) 
to reach the "Cheerleaders vs. The Monsters" bonus level.

Level Passwords
----------
Level Password
 2 PHZB
 4 XHRS
 5 FHRX
 6 PHRP
 8 WBGR
 9 NBGW
12 GFCY
13 FRCR
16 KKYM
17 RKYL
19 DBJK
20 BXBS
21 PXBG
24 GYLM
25 XYLZ
28 GLZJ
29 XLZG
32 XJQY
33 WJQK
36 KZVJ
37 BZVG
40 KRPY
41 BRPK
45 BLHR

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64061&o=2

$end


$megadriv=zombiesu,
$bio

Zombies Ate My Neighbors (c) 1994 Konami Company, Limited. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57548&o=2

$end


$msx1_cass=zona0,
$bio

Zona 0 (c) 1991 Topo Soft [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95136&o=2

$end


$cpc_cass=zona0,
$bio

Zona 0 (c) 1991 Erbe Soft. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100193&o=2

$end


$msx1_cass=zond,
$bio

Zond (c) 1988 Iber Software [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95137&o=2

$end


$pc98=zone,
$bio

Zone (c) 1985 System Sacom Corp. [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91181&o=2

$end


$gba=zoeu,
$bio

Zone of the Enders - The Fist of Mars [Model AGB-AZEE-USA] (c) 2002 Konami Co., Ltd. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76386&o=2

$end


$gba=zoe,
$bio

Zone of the Enders - The Fist of Mars [Model AGB-AZEP] (c) 2002 Konami Co., Ltd. [Osaka, Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76385&o=2

$end


$c64_cart,c64_flop=zonerngr,
$bio

Zone Ranger (c) 1984 Activision, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53769&o=2

$end


$a800=zonerngr,
$bio

Zone Ranger (c) 1984 Activision, Inc. [Santa Clara, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86762&o=2

$end


$a5200=zonerngr,
$bio

Zone Ranger (c) 1984 Activision

- TECHNICAL -

Model FC-101

- TIPS AND TRICKS -

Designer notes: "Just thought that I'd clue you in to what I've discovered out there. Entering a Warp Hole may be an easy way to escape immediate danger. But a word for the spacewise: it COULD be worse where you exit. Also, in case you can't find the satellites, follow the path of the beams. Finally, touch the safety Sonic Sparklers whenever you can -- especially if you plan to tackle one of the vicious boomerangs."

- STAFF -

Programmer: Dan Thompson

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=50113&o=2

$end


$msx2_flop=zonterra,
$bio

Zone Terra (c) 1994 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102170&o=2

$end


$cpc_cass=zonetrop,
$bio

Zone Trooper (c) 1988 Gamebusters

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100194&o=2

$end


$amigaocs_flop=zonewarr,
$bio

Zone Warrior (c) 1991 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75605&o=2

$end


$msx2_flop=zoo,zoobzooa,
$bio

Zoo (c) 1987 Philips Interactive Media, Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102171&o=2

$end


$info=zoo,
$bio

Zoo (c) 200? Astro Corp.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=34262&o=2

$end


$cdi=zooeenvo,
$bio

Zoo ...eenvoudig! (c) 1993 Philips Interactive Media, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=53199&o=2

$end


$a2600=zoofun,
$bio

Zoo Fun (c) 1983 HomeVision

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51215&o=2

$end


$info=zookeep,zookeep2,zookeep3,
$bio

Zoo Keeper (c) 1982 Taito America Corp.

Zoo Keeper is a superb, fast-paced arcade game in which the player takes control of Zeke the zookeeper. Many of the animals at Zeke's zoo are running wild and have captured Zeke's girlfriend, Zelda. Zeke must recapture as many animals as possible and rescue his sweetheart from the animals' clutches.

Zoo Keeper features two different, alternating play fields, with each level having its own task to complete; as well as a final 'bonus screen'. The three levels are as follows :

On the first play field, players must move Zeke around the outside of an animal enclosure, constantly re-building the enclosure wall that the animals are set on destroying. Any wild animals that are loose must be jumped over or the player will lose a life. The level's timer is represented as a fizzing fuse, and along this fuse are a number of bonus items such as beer or a net for catching escaped animals. When the timer's fuse reaches an item, it will appear on screen and can be picked up. Once the timer makes it to the word 'End', the current level is completed and play moves on to the next level. The bonus items that occasionally appear include mugs of beer, ice cream sundaes, clover clubs, watermelons, etc.

If Zeke manages to pick up a net, he will be able to capture the animals and put them back into the Zoo. The net will eventually disappear and the captured animals will try to escape once more by breaking through the enclosure wall. Zeke will have to continue building the wall around the Zoo until the time is up. At the end of the level, bonus points are awarded for every animal inside the wall. Animals found on this level are snakes, moose, camels, rhinos, elephants, and a lion.

On the second, more difficult play field, Zelda is tied to a palm tree and Zeke must rescue her by jumping to the top of the screen via a series of moving platforms; dodging the coconuts thrown by a mischievous monkey. On each of the platforms, various foods and drinks can collected to earn extra points. Sometimes, one of the ledges will have a 'Free Game' sign that will grant the player a free credit. While Zelda is tied up, she says 'save me', and whenever Zeke gets knocked out by one of the deadly coconuts, she says 'Oh, no!' If Zeke makes it all the way to the top and rescues her, she says 'My Hero' and a bonus of 5,000 points is awarded.

The first and second screens are alternated before the player finally reaches the third and final 'bonus screen'. Here, Zeke must jump over the herds of charging animals that are running from a cage at the foot of an escalator. Zeke must reach the escalator behind the animals' cage and make his way up to the next floor, where a second escalator - replete with more charging animals - awaits. Zeke must reach the top of the second escalator to rescue the trapped Zelda.

After Zeke has rescued Zelda on the final screen, the game begins again with an increased level of difficulty.

- TECHNICAL -

Upright cabinet dimensions : 67'' (170cm) High x 24'' (61cm) Wide x 30'' (76cm) Deep.
Upright cabinet weight : 280 lbs (126kg).

Prom Stickers : ZA03-ZA10 / ZV03-ZV10

Main CPU : (2x) M6809 (@ 1.25 Mhz), Motorola M68705 (@ 1 Mhz)
Sound CPU : M6802 (@ 921.6 Khz)
Sound Chips : Discrete

Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024

Players : 2
Control : 4-way joystick
Buttons : 1

- TRIVIA -

Even if title screen says 1982, Zoo Keeper was released in May 1983.

Originally called "King Crab", Zoo Keeper was one of the few American-designed games that Taito released (with "Space Dungeon" and "Qix" being two others).

Here's a story straight from John Morgan, one of the programmers : "In 1982, Keith Egging was the Director of Creativity (or some weird title like that). He always had a human skull on his desk which opened up on a hinge and was filled with Hershey's kisses. One day a TV news crew came over to do some interview, and Keith showed them around. He took them back into our area and really played it up (feed them some pretty thick bull which they really ate it up). He took them to the farthest office of cubicles and said that this was DEEP THOUGHT - where all the heaviest thinking took place. Of course this was just made up (the office being picked for it's distance only), but hey, they bought it. The main programmers (me, Mark Blazczyk and Rex Battenberg) took off on this and other of Keith's tall tales and frequently made up whoppers about everything under the sun to one up each other with our far fetched stories. Pretty cool for those days.

Anyway, Keith came up with a weird game idea which I was going to program (back in those days there was only one programmer for pretty much all aspects of the entire game). His idea was to have a game where a crab would run around a rectangle on the screen. There were little eggs with faces on them that came out of the inside of the screen and would bounce off the rectangle and take bites out of it. When they went all the way through to the outside of the rectangle they would become tadpoles running around the rectangle edge. If the tadpole touched the crab it would be killed.

The crab would move around the screen and jump over the tadpoles, with it's claws opening and closing. To repair the wall damage where the eggs bit off chunks of the wall, you pressed a button and a thick line would shoot across the screen from underneath the crab and away from it (horizontally or vertically as appropriate). We were going to use the sound of castanets when this line was fired out - he really loved that sound.

This is about the stage where Keith's input finished, and the rest of the changes were almost entirely from my ideas.

Now, as a side note, we had no way to get art into the games. So I wrote some software that would allow you to use a modified control panel (with more buttons) so that you could create art (pixel by pixel) on the screen itself, complete with animation control. We hired a part time animator to use it to design the animals, complete with great motion for the time.

Secondly, we had to have sound effect and music. Tom Fosha (another programmer and a bit of a sick puppy in his own right) had been playing around with code to do some sound effects. Note that every sound sample was computer controlled (just like the graphics were). I looked at them and saw that they all either played with the volume of the samples (thus affecting the amplitude), or the duration in between the samples as they were output (thus affecting the frequency). I decided to write a single unified piece of code from scratch where you had two 24 byte buffers. One buffer held the volume levels for the looped sample (fairly traditional), and the second held the duration from each sample to the next (cutting a bit of new ground here). I then allowed each of these two waveforms to be independently controlled. You could smoothly morph a waveform from one to another (again pretty new for that time) or you could slowly add waveforms. You could avoid clipping of the signal (where a value is too positive and becomes negative etc.) or you could force it to occur (this had some really weird sounding effects). Since 24 samples is a multiple of 2, 3, 4, 6, 8, or 12, you could have samples which had different frequencies in the samples themselves. They made me a switchbox with 8 switches, so that I could try out code and use the switches to select among 16 voltage waveforms, and 16 frequency waveforms which combined with the particular controlling code I was trying. With trial and error, I came up with a zillion really weird sounds that I had never imagined. The ones I liked I kept, and that is where all of the sound effects came from in the game. They were all experimentally procedural.

For the musical tunes, Tom Fosha wrote a separate multi-tone player, and composed the tunes himself which were used for all the melodies in the game. He was really into jazz, and that came over beautifully in the game. OK, back to the game. I wanted to somehow allow you to shoot out more walls to hold in the eggs. So I put little locks on the screen randomly. When you shot a line which hit a lock, it would shoot two lines out perpendicular to your line. If any of these lines hit another lock, you would get a cascade effect. When enough locks appeared it could be pretty cool visually. But the problem was that so many walls evenly distributed could trap the eggs near the outside of the rectangle (instead of the middle) and they'd just bounce & eat their way out to the outside anyway.

So then I made the distribution of the locks more towards the four corners. This tended to make solid walls around the outer edge, which helped, but you could still trap the eggs near the outside and they'd still escape. That's about the time when I said that seeing a big crab get killed by eggs which turned to little tadpoles was a bit goofy. I suggested that we change the crab to a person who ran around the rectangle and where he ran he would lay bricks which would fill from the outside in. The brick laying would stop if there was an enemy there so that there would be a clear space for it to return to the center.

I suggested we change the eggs to animals which kept their form when they escaped, and would similarly kill the guy if he didn't jump over them. Since the guy was trying to keep the animals in then it seemed to make sense that he was a Zoo Keeper (I believe this was in a meeting with Ray Heidel, the Engineering Director). So we put a small cage in the center from which the animals escaped. I thought it would be cool to allow the Zoo Keeper to have a net which he used on the escaped animals which would put them back in the cage. And so I made the time line fuse which burned down, and along it were nets which would briefly give the Zoo Keeper this power. The actual art made the net look more like a frying pan (by accident), but that seemed pretty cool so I kept it and gave it an appropriate sound and effect when hitting the animals. I thought it'd be great to flash the entire screen for 1 frame when you did this. It had a pretty amazing subliminal effect on the excitement level.

In the original version, when the animals escaped the rectangle they would randomly decide whether to run clockwise or counter clockwise. This made it hard to survive since you couldn't predict their behavior if they escaped near you, and having roughly half of the animals running each way made it pretty hard to survive for long by jumping over them. So I decided that when the animal escaped, it would run in the direction away from you (where you were at that time). This way they wouldn't escape near you and run into you, so you'd have a lot of warning before they got you.

I made the reward for jumping over animals based on how many animals you jumped over. For each extra animal I roughly doubled the score. This continued for as many animals there were maximum in the game (16ish or so?, it's been a long time :-) So if you jumped a really massive number of animals you would get a gazillion points. But how do you get the animals to clump up for such a massive jump?

That's when I decided to remove the initial bricks around the rectangle at the start of a level. I delayed the initial animals escaping the cage, to give you time to drop down and start laying the wall as you saw fit. The trick was to run in one direction and cover just slightly over 50% of the rectangle with a wall and then just stop. This would allow the animals to immediately escape, but they'd always run away from you which forced them to all go in the same direction. And since they were in the same direction it was easier to survive, and since different animals moved at different speeds, they would tend to clump together periodically so you could wait for that to happen and then jump over a huge number of animals in a single jump - and voila - you could get huge scores! 

Now, when the net came out, you would only want to knock in the animals that were running opposite to the direction of the herd. This you'd try to stand near a hole to force the escaping animals to run in the same direction as the herd. 

This pretty much completed the game play of the initial level. It was really fun, but I wanted to have something more to break up the monotony. So I came up with the idea of the ledge screen. You started at the bottom and could jump up on the moving ledges to get to your girl and save her. She was help captive by a gorilla throwing coconuts at you which would kill you (yeah, a bit of inspiration from Donkey Kong was going on here). I think it was Keith who came up with the name of Zeke and Zelda for the Zoo Keeper and his lady. I decided to make the ledges come out in a pre-determined sequence to reward the experienced player in that they would learn their preferred sequence of jumps to get safely to the top. This level was pretty cool, but I wondered what else I could do.

So, I came up with the idea of the escalator screen (similar to the ledge screen but with a different game play layout). This time when Zeke got to the top Zelda would give him a kiss. 

Now you could cycle between these 3 levels for as long as a person could survive. If they made it far enough to loop back to levels they'd already done, I'd just speed things up a bit each time. Eventually they wouldn't be able to survive. For added coolness, I made the last escalator level so that when you saved Zelda a curtain would draw down over both of you, and a whole bunch of kisses would be all that appear. I wanted to make the kisses go up and down but we thought that would be a bit too much :-) 

Anyway, I got to be pretty good at the game and could survive longer and longer. I decided to add a visually frantic feel to the game at these levels by cycling the color of the outer background. This massive color cycling effect would slightly distort the screen image due to power blooming of the monitor. This really cranked up the adrenaline. I'd survive so long that I'd have the maximum number of animals out in almost the same direction and jumping almost all of them at once occasionally for some phenomenal score. This whole time I did this I was wrenching the joystick like I was going to break it off and the whole machine was rocking like the back seat in a drive in. I knew something was happening here.

Then I survived so long that I came to a ledge screen where the ledges had disappeared completely. Seems I found a bug. But the thrown coconuts were bouncing off of them even though they were invisible. So I gave jumping a try. Remember that the ledge sequence was completely predictable and I had gotten quite familiar with it. So I actually had a chance of getting to the top. That's when I decided to not fix the bug, but make it a feature (I guess the old saying "It's not a bug, it's a feature!" really did apply here). We were ready to test the game. I put in the needed diagnostics so the operator could control it. Since speed of the game was key to how long people could play, I made two operator speed adjustments. The first controlled the speed when a person initially joined. The second controlled the speed when a person played for a long time. We put the machine out on test and I watched the players and timed them with a stopwatch. Then I tweaked these adjustments until they seemed optimal for fun and earnings.

The game went out in 1983 and was about the number three game of the year nationwide, which was quite good. Unfortunately, this was right at the time when the whole arcade market took one huge dive, so the game only sold a fraction of what it would have if completed just a year earlier. As Keith said, "The cash box is a cruel mistress! It is indeed.".

Shawn Cram holds the official record for this game with 21,849,650 points on June 15, 2003.

- UPDATES -

Early machines had a bug in which the player could turn the machine off and on and get one or two free credits.

- SCORING -

As time progresses, you can pick up items that will give you points. Among one of the items is a net. When you get the net, the background will turn blue for about seven seconds. Any animal you come in contact with will return to the cage. In round one, for example, where you have to tend to five elephants, the first three items are mugs of root beer, worth 120, 250, and 500 points; the net, the last item, scores 1,000 points. When time runs out, the stage is completed, and points are scored for every animal that is still inside the wall. The six animals, in order of ferocity :
Elephant : 250 points.
Snake : 500 points.
Camel : 1,000 points.
Rhinoceros : 2,000 points.
Moose : 4,000 points.
Lion : 30,000-70,000 points.

When not tending to the wall, you can jump over the animals to score points :
One animal : 100 points.
Two animals : 500 points.
Three animals : 2,000 points.
Four animals : 6,000 points.
Five animals : 15,000 points.
Six animals : 30,000 points.
Seven animals : 60,000 points.
Eight animals : 120,000 points.
Nine animals : 250,000 points.
Ten animals : 500,000 points.
Eleven animals : 1,000,000 points.

- TIPS AND TRICKS -

* Zoo Keeper contains a little-known free game feature. You can go into option and set the 'Free Game Rate' to 99 to make it appear more frequently. If it's set to 0, it won't come out at all. The Zoo Keeper Flyer actually has a note saying that the free game feature maybe prohibited in some states! - The free game icon pops up on one of the platforms on the 3rd screen (coconuts). It comes out like one of the bonuses, but instead it says 'Free Game' in a little box. When it appears, it has it's own little tune too (and it usually pops up opposite of where you are, so if you are at the bottom of the screen, it will come out at the top).

* Use A Benefit Free Try : Start the game, build the first wall of bricks a bit without jumping and immediately crash into an animal. If you have never jumped before, you won't lose a life. The game will simply advise you that you need to jump over animals to avoid them and round 1 will start again from its beginning. Best of all, you get to keep the wall of bricks that you built a bit. Of course, this being the first level, chances are you don't exactly need the extra help - but hey.

* An Obscure Trick : On the coconut boards, when you jump onto the top ledge, you get some points. Jump off the ledge then onto it again; you'll get twice as many points. And again, for four times as many. The bonus keeps doubling until 300K per land. The best board to try this on is the board where the ledges are invisible. It's kind of hard to jump on then off, but so few coconuts are thrown that you have lots of room for error.

- STAFF -

Designed by : John Morgan, Keith Egging
Programmed by : John Morgan, Rex Battenberg, Mark Blazczyk
Music and sound effects by : Tom Fosha

- PORTS -

* Consoles : 
Microsoft XBOX [EU] (October 14, 2005) "Taito Legends" 
Sony PlayStation 2 [EU] (October 14, 2005) "Taito Legends [Model SLES-53438]" 
Microsoft XBOX [US] (October 25, 2005) "Taito Legends" 
Sony PlayStation 2 [US] (October 25, 2005) "Taito Legends [Model SLUS-21122]" 
Sony PlayStation 2 [KO] (July 18, 2006) "Taito Legends [Model SLKA-15056]" 

* Computers : 
PC [MS Windows, CD-ROM] [EU] (October 14, 2005) "Taito Legends" 
PC [MS Windows, CD-ROM] [US] (November 10, 2005) "Taito Legends"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3258&o=2

$end


$a2600=zookeeps,
$bio

Zoo Keeper Sounds (c) 1984 Atari, Incorporated. [Sunnyvale, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51216&o=2

$end


$gba=zoocubeu,
$bio

ZooCube [Model AGB-ANCE-USA] (c) 2002 Acclaim Ent., Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76389&o=2

$end


$gba=zoocubej,
$bio

ZooCube [Model AGB-ANCJ-JPN] (c) 2002 Acclaim Japan [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76388&o=2

$end


$gba=zoocube,
$bio

ZooCube [Model AGB-ANCP] (c) 2002 Acclaim Ent., Inc.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76387&o=2

$end


$megadriv=zool,
$bio

Zool (c) 1993 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57078&o=2

$end


$megadriv=zoolu,
$bio

Zool (c) 1993 GameTek

- TECHNICAL -

Cartridge ID: E264SMXC

- STAFF -

Sega/Game Code: Paul Hiley
Game/Frontend Code: George Allan
Artists: Adrian Carless, Paul Gregory, Damon Godley
Music: Patrick Phelan, Krisalis
Maps: Paul Gregory, Adrian Carless, Tony Dawson, Paul Green
Additional Help: Michael J. Lister
Test: Lee Campbell, Tony Howe, Rob Millington, Simon Short
Produced by: Mark Glossop

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57549&o=2

$end


$gamegear=zool,
$bio

Zool (c) 1993 GameTek

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65022&o=2

$end


$n64=zool,
$bio

ズール 魔獣使い伝説 (c) 1999 Imagineer.
(Zool - Majuu Tsukai Densetsu)

- TECHNICAL -

Cartridge ID: NUS-NMZJ-JPN

- TRIVIA -

Zool was released on June 11, 1999 in Japan. It was never exported outside Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=58096&o=2

$end


$sms=zool,
$bio

Zool - Ninja of the 'Nth' Dimension (c) 1993 Gremlin Graphics.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=56296&o=2

$end


$amigaocs_flop=zool,
$bio

Zool - Ninja of the Nth Dimension (c) 1992 Gremlin Graphics Software, Limited.

- TRIVIA -

Zool was intended as a rival to Sega's Sonic the Hedgehog. George Allen came with the idea of Zool as he was criticized on his previous game Switchblade II for having a lack of enemies. In development, Zool could cast spells to get him out of trouble by collecting potions. For example, Zool could escape from pits with high jump spells and cast a shadow spell to make a clone of him that follows his actions (thus doubling the fire power). In the final version, the spells were replaced with collectible powerups. The very early name for the project was Pootz. The soundtrack by Patrick Phelan overlaps with the Lotus 3 soundtrack and inspired several modern electro/techno remixes. The game was heavily hyped upon its initial release, including being bundled with the newly launched Amiga 1200, although not the AGA version with enhanced graphics which followed later.

Zool was the very first Amiga game to feature heavy product placement. Liberally spread throughout the levels were Chupa Chups lollipops and logos (designed by Salvador Dali)...

Two young adult novels book based on the games, entitled Cool Zool and Zool Rules, were released in February 1995. They were written by Stan Nicholls and Ian Edginton and published by Boxtree.

* REVIEWS:
Amiga Action (July 1992): 96%
CU Amiga (Aug. 1992): 91%
Zero (Sep. 1992): 93%
Amiga Computing (Nov. 1992): 97%
Amiga Format (Oct. 1992): 95%
Amiga Games (Oct. 1992): 87%
Amiga Joker (Oct. 1992): 83%
Amiga Mania (Oct. 1992): 87%
Amiga Power (Oct. 1992): 90%
Datormagazin (Oct. 1992): 90%
Svenska Hemdatornytt (Nov. 1992): 82%
The One (Oct. 1992): 87%

Average note: 90%

- TIPS AND TRICKS -

* CHEATS:
When the screen says push fire to start, type GOLDFISH.
Now use the following keys:
F2-F5: Advance to the corresponding level.
1: Will make zool invincible.
2: Advance to the next section.
3: Skip to next level.
4: Removes invincibility.

* BONUS ZONE:
Oon level 2-2, play these notes on the first piano; Brown, Yellow, Red, Orange, Green.

- SERIES -

1. Zool - Ninja of the Nth Dimension (1993)
2. Zool 2 (1994)

- STAFF -

Code: George Allan
Graphics: Adrian Carless
Maps: Tony Dawson
Music: Patrick Phelan

- PORTS -

* Consoles :
Nintendo Game Boy (1993)
Nintendo Super NES (1993)
Sega Genesis (1993)
Aniga CD32 (1994)
Sega Game Gear (1994)

* Computers :
Atari ST (1993)
PC (1993)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75606&o=2

$end


$snes=zoolu,zoolus,
$bio

Zool - Ninja of the Nth Dimension [Model SNS-Z8-USA] (c) 1994 GameTek

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64063&o=2

$end


$snes=zool,
$bio

Zool - Ninja of the Nth Dimension [Model SNSP-Z8-EUR] (c) 1994 Gremlin Interactive

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64062&o=2

$end


$amigaocs_flop=zool2,
$bio

Zool 2 (c) 1993 Gremlin Graphics Software, Limited.

- SERIES -

1. Zool - Ninja of the Nth Dimension (1993)
2. Zool 2 (1994)

- STAFF -

Programming: Andy Findlay
Graphics: Ed Campbell
Map design by: Ed Campbell
Music and Fx: Patrick Phelan
Music: Neil Biggin
Production: Peter J. Cook
Manual Producer: Steven McKevitt
Creative Consultant and manual artwork by: Alan Batson
Tested by: Lee Campbell, Tony Howe, Rob Millington, Simon Short

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75608&o=2

$end


$jaguar=zool2,
$bio

Zool 2 (c) 1994 Atari Corp.

Krool's forces are invading and only Zool can save the Nth Dimension. The evil Krool has sent Mental Block, his morphing henchman, to seize power. Mental Block's going to morph himself stupid to make sure this adventure is one the ninjas are never going to forget.

Choose to be either Zool, or his lovely and daring sidekick Zooz. They've been entrusted with the restoration of order to the Nth Dimension and charged with the expulsion of Mental Block and his henchmen. Zoon, the amazing intergalactic wonderdog, will assist you - and you're going to need him, too! Mental Block's got quite a head start on you. There's been some real double dealing going on around here.

Fowl play's going on down at Swan Lake, forked tongue double-dealing is taking place at Snaking Pass and what he's doing on Bulberry Hill is just shocking! Watch out for the Mount Ices frozen food horrors and the Curse of the Pharaoh at Tooting Common. In Mental Block's Crazy House you'd better hold on to your senses and set your controls on Maximum Weirdness.

Strange things are going on!

- TECHNICAL -

Model J9042E

- TIPS AND TRICKS -

* Cheats (at options screen):
Infinite health = 1,1,2,7,5 (Rooster sound)
99 Lives = 3,1,9,6,5 (Rooster sound)
Bonus Rounds enabled = 3,1,8,6,7 (Rooster sound)

* Level Codes (at options screen):
Bulberry Hill first stage = 7,7,7,4,9 (Rooster sound)
Tooting Common first stage = 8,8,5,6,3 (Rooster sound)
Snaking Pass first stage = 3,3,6,6,6 (Rooster sound)
Mount Ices first stage = 1,1,9,6,8 (Rooster sound)
Mental Blockage start = 9,1,2,6,6 (Rooster sound)

- STAFF -

ORIGINAL GAME
Programming: Andy Findlay
Graphics: Ed Campbell
Musix and FX: Pat Phelan, Neil Biggin

JAGUAR VERSION
Programming: Trevor Raynsford
Graphics: James Hartshorn, Colin Jackson
Lead Tester: Scott Hunter
Testers: Sim Furniss, Mick Sheehan, Mark Hooley, Hank Cappa, Andrew Keim, Lance J. Lewis, Dan McNamee, Martin Mueller, Joe Sousa
Producer: John Skruch

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76466&o=2

$end


$snes=zoolj,
$bio

ZOOLのゆめぼうけん (c) 1994 Infocom
(Zool no Yume Bouken).

Japanese release.

- TECHNICAL -

Cartridge ID: SHVC-Z8-JPN

- TRIVIA -

The game was presented at the Famicom Spaceworld' 93 in August 1993 in Japan.

It was released on July 29, 1994 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62677&o=2

$end


$gamegear=zoolj,
$bio

Zool no Yume Bouken (c) 1994 Infocom

- TECHNICAL -

Game ID: T-149017

- TRIVIA -

Released on July 29, 1994 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65023&o=2

$end


$amigaocs_flop=zoola,
$bio

Zool [Award Winners Gold Edition] (c) 1992 Gremlin Graphics Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75607&o=2

$end


$gameboy=zool,
$bio

Zool [Model DMG-ZG-UKV] (c) 1993 Gremlin Graphics Software, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67440&o=2

$end


$gameboy=zoolu,
$bio

Zool [Model DMG-ZG-USA] (c) 1993 GameTek

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67441&o=2

$end


$bbca_cass,bbcb_cass=zoom,
$bio

Zoom (c) 19?? Supersoft

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52693&o=2

$end


$info=zoom909,
$bio

Zoom 909 (c) 1982 Sega.

A chase-view shoot'em up.

- TECHNICAL -

Main CPU : (2x) Zilog Z80 (@ 4.992 Mhz)

Players : 1
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Zoom 909 was released during December 1982 in Japan.

Export releases:
"Buck Rogers - Planet of Zoom [Cockpit model]".
"Buck Rogers - Planet of Zoom [Upright model]".

This games continue feature was unlimited, (which made the high score meaningless). That 'feature' made the game unpopular with the best players, (what's the point if you can just buy the top score ?).

- SERIES -

1. Zoom 909 (1982, Arcade)
2. Buck Rogers - Countdown To Doomsday (1990, MS-DOS)
3. Buck Rogers - Matrix Cubed (1992, MS-DOS)

- STAFF -

Programmed by: Hideki Ishikawa
Security by: Masatoshi Mizunaga

- PORTS -

* Computers :
MSX [JP] (1985)
Sega SG-1000 [TW] (198?) "Huo Hu Li"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3259&o=2

$end


$msx1_cart=zoom909k,
$bio

Zoom 909 (c) 198? ProSoft [Korea]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77627&o=2

$end


$sg1000=zoom909,
$bio

Zoom 909 [Model C-47] (c) 1985 Sega Enterprises, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65148&o=2

$end


$msx1_cart=zoom909,
$bio

Zoom 909 (c) 1986 Pony Canyon, Inc.

- TECHNICAL -

Game ID: R49x5804

- TRIVIA -

Original price: 4900 Yen.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77626&o=2

$end


$pc8801_cass=zoom,
$bio

Zoom in Space (c) 1983 Union Planning

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91290&o=2

$end


$pc8801_flop=zoom,
$bio

Zoom in Space (c) 1983 Union Planning

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93358&o=2

$end


$amigaocs_flop=zoom,
$bio

Zoom! (c) 1988 Discovery Software

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75609&o=2

$end


$megadriv=zoom,
$bio

Zoom! (c) 1989 Sega of America.

- TRIVIA -

Released on November 03, 1989 in USA.

- STAFF -

Designer: Suika Funabasi
Programming: Hiroshi Sato (Σ Pro-Tech), Masaya Takayama (Σ Pro-Tech)
Graphics: Goro Tama, Okayama Momo, Takashi Shichijō (Takasi Itijyho), Taeko Ichimiya
Sound: Songdong Kim
Thanks to: Tarosan, Masaaki Nagakura (Ice Masaaki)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57079&o=2

$end


$info=zooo,
$bio

Zooo (c) 2004 Success.

A puzzle game. The player has to line up the animals pictures and make them disappear.

- TECHNICAL -

Runs on the "Taito G-Net" hardware.

- TRIVIA -

Released in April 2004.

Developed by Buddiez.

- PORTS -

* Consoles :
Nintendo Game Boy Advance (2003, "Minna No Soft Series - ZOOO") [Japan]
Nintendo Game Boy Advance (2003, "Zooo") [USA and Europe]
Nintendo DS (2004, "Zoo Keeper")
Sony PlayStation 2 (2004, "Zoo Puzzle") [Europe]
Microsoft XBox 360 (Zoo Keeper - unreleased prototype)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4423&o=2

$end


$gba=zooo,
$bio

Zooo [Model AGB-BMZP-EUR] (c) 2005 Ignition Ent., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76390&o=2

$end


$megadriv=zoop,
$bio

Zoop (c) 1995 Viacom International, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57080&o=2

$end


$megadriv=zoopu,
$bio

Zoop (c) 1995 Viacom International, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57550&o=2

$end


$gamegear=zoop,zoopp,
$bio

Zoop (c) 1995 Viacom International, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=65024&o=2

$end


$snes=zoop,zoopu,zoopp,
$bio

Zoop (c) 1996 Viacom International, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=64064&o=2

$end


$gameboy=zoop,
$bio

Zoop [Model DMG-AZPE-USA] (c) 1995 Viacom International, Incorporated.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67442&o=2

$end


$gameboy=zoopj,
$bio

Zoop [Model DMG-AZPJ-JPN] (c) 1997 Yanoman Games

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=67444&o=2

$end


$saturn,sat_cart=zoop,
$bio

Zoop (c) 1996 Media Quest

- TECHNICAL -

[Model T-26406G]

- TRIVIA -

Zoop was released on November 29, 1996 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59958&o=2

$end


$jaguar=zoop,
$bio

Zoop! (c) 1996 Atari Corp.

Right here inside this cardboard box is the excitement you crave, the challenge you need.
Level after level of brain-burning action coming at you from all sides, faster and faster until your thumbs are numb, your eyes are aching, and your mind is molten.
* Scorching four-way action!
* 99 levels of action!
* Opti-challenge increasing complexity!
* Demands strategic thinking.

- TECHNICAL -

Model J9109E

- TRIVIA -

Released in January 1996.

- STAFF -

Hookstone Worldwide Representation
Bad Management: John Cook
Executive Producer: I. Kenneth Miller
Production Coordinator: Amanda P. Herman
Publishing Producer: N. Matthew Welton

Electric Spectacle Productions, Ltd. (Jaguar Version)
Code: Andrew Nixon, Aaron Fothergill
Music: InVision Sound Library
Art: Adam Fothergill, Steve Field

Atari
Producer: Robert Powers
Product Marketing Manager: Jeanne Winding
Creative Services: Greg LaBrec, Diana Bredfeldt, Beeline Group
Lead Tester: Manuel Sousa
Testers: Philip B. Gelber, Nathan Tan, Tal Funke-Bilu, Eric D. Riley, Jennifer Vernon, Hank Cappa

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76467&o=2

$end


$msx1_cass=zoot,
$bio

Zoot (c) 1986 Bug Byte

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=95138&o=2

$end


$snes=zottomj,
$bio

Zootto Mahjong! [Model SHVC-BZMJ-JPN] (c) 1998 Nintendo Company, Limited.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=62678&o=2

$end


$bbca_cass,bbcb_cass=zorakk,
$bio

Zorakk the Conqueror (c) 19?? Icon

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=52694&o=2

$end


$ibm5150,ibm5150_cass=zork,
$bio

Zork - The Great Underground Empire (c) 1980 Infocom

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83749&o=2

$end


$pc98=zork1,
$bio

Zork 1 (c) 1991 Systemsoft [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=91182&o=2

$end


$pc8801_flop=zork,
$bio

Zork 1-2-3 (c) 1982 Infocom

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=93359&o=2

$end


$adam_flop=zork1,zork1a,
$bio

Zork I - The Great Underground Empire (c) 1983 Infocom

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82679&o=2

$end


$amigaocs_flop=zork,
$bio

Zork I - The Great Underground Empire (c) 1986 Infocom

- TIPS AND TRICKS -

STEP-BY-STEP TUTORIAL ON HOW TO SOLVE ZORK I:
FROM THE START: [N,N,U], "GET EGG", (NO WE'RE NOT GOING TO THROW IT ONTO THE GROUND) [D,S,E], "OPEN WINDOW", [W] "GET ALL", [W], "OPEN SACK", "GET LUNCH AND GARLIC", (NO WE'RE NOT HAVING A PICNIC) "DROP ALL", "GET SWORD AND LAMP", "MOVE RUG", "OPEN TRAPDOOR", "OPEN CASE" (GET EVERYTHING READY HERE), [E,U], "TURN ON LAMP", "GET ALL", [D,W], "DROP KNIFE" (YOU MAY WISH TO SAVE YOUR GAME HERE IN CASE THE THIEF POPS IN AND STEALS SOMETHING IMPORTANT) [D,S,E], "GET PAINTING", [W,N], (NOW, SAVE YOUR GAME AGAIN BECAUSE WE'RE GOING TO KILL A TROLL IN THE NEXT ROOM) [N], "KILL TROLL", (KEEP TYPING IN "AGAIN" UNTIL HE'S DEAD. NOW IF YOU WERE WOUNDED OR KILLED YOU CAN RESTORE YOUR GAME.) "DROP SWORD", (WE DON'T NEED IT ANYMORE), [E,E,SE,E], "TIE ROPE TO RAILING", (IT'S SAFER THAN JUMPING!), [D,S,E], "GET COFFIN", [W,S], "PRAY" (NOW THAT TRAPDOOR WON'T CLOSE ANYMORE!), [S,N,W,W,W], "OPEN COFFIN", "GET SCEPTRE", "PUT COFFIN AND PAINTING IN CASE" [E,E,E,E,D,D,N], "WAVE SCEPTRE", [E,E,N,N], "GET SHOVEL", [NE], "DIG SAND", "AGAIN", "AGAIN", "AGAIN", "DROP SHOVEL", "GET SCARAB", [SW,S,S,W,W], "GET POT", (WHERE DID THIS COME FROM?), [SW,U,U,NW,W,W,W], "PUT ALL BUT LAMP IN CASE", (WE'RE A QUARTER OF THE WAY THERE !!) "GET ALL BUT SACK AND GARLIC", "OPEN TRAPDOOR", [D,N,W,S,E,U], "GET BAG AND KEY", [SW,E,S,SE], "GIVE LUNCH AND WATER TO CYCLOPS" (YOU CAN'T KILL HIM) "DROP BOTTLE", (NOW SAVE YOUR GAME HERE BECAUSE WE HAVE TO KILL THE THIEF), [U], (SAVE YOUR GAME AGAIN IF YOU WERE NOT WOUNDED OR KILLED) (NOW, IF THE THIEF DID NOT TAKE YOUR EGG BEFORE TYPE IN "GIVE EGG TO THIEF" AND SAVE YOUR GAME AGAIN) @ "KILL THIEF", (IF YOU HAVE KILLED HIM WITHOUT GETTING HIT YOU MAY WISH TO SAVE YOUR GAME ONCE MORE) (IF THE SWORD IS HERE DON'T TAKE IT) "GET ALL BUT STILETTO", "DROP KNIFE", [D,NW,S,W,U,D,NE], "UNLOCK LOCK", "DROP KEY", "OPEN GRATE" [U,S], "WIND UP CANARY", "GET BAUBLE", [S,E,W,W], "GET CANARY", "PUT ALL BUT LAMP IN CASE", "GET GARLIC", [D,N,E,N,NE,E,N], "GET MATCHBOOK", [E], "PUSH YELLOW", "GET WRENCH AND SCREWDRIVER", [W,S], "DROP GARLIC AND SCREWDRIVER", "TURN BOLT WITH WRENCH", "DROP WRENCH", [E] "GET PLASTIC", [N], "DROP PLASTIC", [S, SW,S,E], "ECHO", "GET BAR", [W,SE,E,D], "TURN OFF LAMP", "GET TORCH", [S], "GET BELL" [S], "GET ALL", [D,D], "RING BELL", "LIGHT MATCH", "LIGHT CANDLES WITH MATCH", "READ BOOK", "TURN OFF CANDLES","DROP BOOK", [S], "GET SKULL" [N,U,N,N,N,W,W,S,U], "PUT SKULL AND BAR IN CASE", [D,N,E,N,NE,E], "GET GARLIC AND SCREWDRIVER", [W,N], "DROP ALL BUT TORCH", "GET TRUNK", [N,N], "GET TRIDENT", [S,S,S,SW,SW,W,S,U], "PUT TRUNK AND TRIDENT IN CASE", [D,N,E,N,NE,N], "GET ALL", [N,N,U,N,N,W,N, W], "DROP TORCH", "TURN ON LAMP", [N], "GET FIGURINE", (IT'S A GOOD THING WE HAD THAT GARLIC!) [S], "DROP FIGURINE", [N,E], "DROP ALL BUT LAMP AND GARLIC", [N,D,E,NE,SE,SW,D,D,S], "GET COAL", [N,U,U,N,E,S,N,U,S], "GET ALL", "PUT COAL AND SCREWDRIVER IN BASKET", "LIGHT MATCH", "LIGHT CANDLES WITH MATCH", "PUT CANDLES IN BASKET", "LOWER BASKET", "DROP MATCHBOOK", [N, D,E,NE,SE,SW,D,D,W]"DROP ALL", [W], "GET COAL AND CANDLES AND SCREWDRIVER", [S], "OPEN LID", "PUT COAL IN MACHINE", "CLOSE LID", "TURN SWITCH WITH SCREWDRIVER", "DROP SCREWDRIVER", "OPEN LID", "GET DIAMOND",[N], "PUT DIAMOND INBASKET", "DROP CANDLES", [E], "GET ALL BUT TIMBER" [E,U,U,N,E,S,N], "GET SAPPHIRE", [U,S], "RAISE BASKET", "GET DIAMOND", [W,S], "GET ALL", [E,S,D,U], "DROP GARLIC", "PUT ALL BUT LAMP IN CASE", [D,N,E,N,NE,N,N], "GET PUMP", [S,S,E], "GET PLASTIC" [S,D,E,E,S], "DROP PLASTIC", "INFLATE PLASTIC", "DROP PUMP", "ENTER BOAT",  "LAUNCH", "GET BUOY", "LAND", "GET OUT OF BOAT", [S,W,W,SW,U,U,NW,W,W,W], "OPEN BUOY", "PUT EMERALD IN CASE", (NOW THE LAST TREASURE WILL APPEAR, WHICH IS AN OLD PARCHMENT. YOU DO NOT NEED IT IN THE CASE FOR A PERFECT SCORE SO YOU CAN READ IT IF YOU WISH.) [E,E,N,W,SW,W] AND YOU'RE THERE WITH A PERFECT SCORE OF 350!

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75610&o=2

$end


$psx=zorkithe,
$bio

Zork I - The Great Underground Empire (c) 1996 Shoeisha Co., Ltd.

- TECHNICAL -

Game ID: SLPS-00271

- TRIVIA -

Released in March 1996 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85896&o=2

$end


$saturn,sat_cart=zork,
$bio

Zork I - The Great Underground Empire (c) 1996 Shoeisha Company, Limited.

- TECHNICAL -

[Model T-21502G]

- TRIVIA -

Zork I was released on March 15, 1996 in Japan.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=59959&o=2

$end


$ibm5150,ibm5150_cass=zork2,
$bio

Zork II - The Wizard of Frobozz (c) 1981 Infocom

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83745&o=2

$end


$adam_flop=zork2,zork2a,
$bio

Zork II - The Wizard of Frobozz (c) 1983 Infocom

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82680&o=2

$end


$amigaocs_flop=zork2,
$bio

Zork II - The Wizard Of Frobozz (c) 1986 Infocom

- TIPS AND TRICKS -

COMPLETE SOLUTION:
-> NOTE: THE WIZARD MAY APPEAR ONCE AND A WHILE AND CAST A SPELL ON YOU, DON'T WORRY. THE SPELL WILL WEAR OFF AFTER A WHILE. IF YOU CAN'T DO ANYTHING ELSE, JUST WAIT IT OUT. IT WOULD BE WISE TO SAVE THE GAME PERIODICALLY, AS A PRECAUTION IN IN CASE YOU MAKE A MISTAKE.
 
"TAKE ALL", [S,S,S,SW,S], "LIGHT LAMP", [SE], "ENTER GAZEBO", "TAKE TEAPOT", "EXIT", [N,NE], "FILL TEAPOT", [S,SE], [S,S,W]
 
-> YOU ARE NOW IN THE CAROUSEL ROOM. BECAUSE OF ITS RAPID SPINNING, YOU ARE DISORIENTED IN DIRECTION. YOU ARE TRYING TO GET TO THE RIDDLE ROOM WHICH LIES TO THE SE, BUT YOU MIGHT END UP SOMEWHERE ELSE. JUST MAKE YOUR WAY BACK TO THE CAROUSEL ROOM AND KEEP TRYING UNTIL YOU GET THERE. WHEN YOU GET TO THE RIDDLE ROOM, YOU WILL NEED TO SOLVE THE RIDDLE BEFORE YOU CAN GET TO THE PEARL ROOM. JUST SAY A WELL, WHICH IS THE ANSWER TO THE RIDDLE.
 
[EAST], "TAKE PEARLS", [EAST], "GET INTO BUCKET", "POUR WATER", "GET OUT", [EAST], "TAKE RED, BLUE, AND GREEN CAKES", "EAT GREEN CAKE", [EAST], "THROW RED CAKE INTO POOL", "TAKE CANDY", [WEST], "EAT BLUE CAKE", [NW]
 
-> INSTRUCTIONS ON OPERATING THE ROBOT CAN BE FOUND IN THE SAME ROOM AS THE ROBOT IS. DO THE FOLLOWING:
TELL ROBOT "GO EAST"
THEN GO [EAST] YOURSELF
TELL ROBOT "PUSH TRIANGLE"
TELL ROBOT "GO SOUTH"
THEN GO [SOUTH] AND "TAKE SPHERE"
TELL ROBOT "LIFT CAGE"
THEN "TAKE SPHERE" AND GO [N,W]
 
-> IN THE LOW ROOM, YOUR COMPASS WILL BE QUITE UNRELIABLE, SO JUST DO WHAT YOU DID IN THE CAROUSEL ROOM, EXCEPT THIS TIME YOU'RE TRYING TO GET SE TO THE TEA ROOM.
 
[WEST], "GET INTO BUCKET", "FILL TEAPOT", "GET OUT", "DROP TEAPOT", [W], [W,NW], "OPEN BOX", "TAKE VIOLIN", [E], [N,N], "ENTER GAZEBO", "DROP ALL BUT LAMP AND SWORD", "TAKE MAT AND OPENER", "EXIT", [S,S,W,N], "TAKE BRICK", [N,N], [UP], "PUT MAT UNDER DOOR", "OPEN LID", "PUT OPENER IN HOLE", "TAKE MAT", "TAKE KEY", "TAKE OPENER", "UNLOCK DOOR WITH KEY", "OPEN DOOR", [NORTH], "TAKE SPHERE", [S,DOWN,S,S,S,E,N,N], "ENTER GAZEBO", "DROP ALL BUT LAMP, SWORD, AND BRICK", "TAKE NEWSPAPER AND MATCHES", "EXIT", [S,S,W,SW], "TAKE STRING", [N], [DOWN,E,N,N], "ATTACK DRAGON", [SOUTH], "ATTACK DRAGON", [SOUTH], "ATTACK DRAGON", [W,W], "TAKE RUBY", [SOUTH], "GET INTO BASKET", "OPEN RECEPTICLE", "PUT PAPER IN RECEPTICAL", "LIGHT MATCH", "LIGHT PAPER WITH MATCH", "WAIT", "WAIT", [WEST], "TIE WIRE TO HOOK", "GET OUT", "TAKE COIN", [SOUTH], "OPEN PURPLE BOOK", "TAKE STAMP", [N], "GET INTO BASKET", "UNTIE WIRE", "WAIT", "WAIT", "WAIT", "WAIT", [WEST], "TIE WIRE TO HOOK", "GET OUT", [SOUTH], "PUT STRING ON BRICK", "PUT BRICK IN HOLE", "LIGHT MATCH", "LIGHT STRING WITH MATCH", [N,S], "TAKE CROWN", [N], "GET INTO BASKET", "UNTIE WIRE", "CLOSE RECEPTICAL", "WAIT"
 
-> KEEP WAITING UNTIL THE BASKET REACHES THE VOLCANO BOTTOM.
 
"GET OUT", [N,E,E,SE,E,N,N], "ENTER GAZEBO", "DROP ALL BUT LAMP", "EXIT", [S,W,SW,N,N,N,W,N,N], "TAKE CHEST", "KISS PRINCESS", [S,S,S,SE,E,N,N], "ENTER GAZEBO", "WAIT"
 
-> KEEP WAITING UNTIL THE PRINCESS GIVES YOU THE GOLD KEY FROM THE UNICORN.
 
"OPEN CHEST", "AGAIN", "TAKE DRAGON", "DROP CHEST AND ROSE", "TAKE CANDY, RED SPHERE, BLUE SPHERE, AND PEARLS", "EXIT", [S,S,W,S,S,DOWN,S], "TAKE CLUB", [SE,NE,NW,SW,S,UP,N,N,SW,SW], "FEED LIZARD CANDY", "UNLOCK DOOR WITH GOLD KEY", "OPEN DOOR", [S,W], "DROP ALL BUT LAMP", [E,N,N,NE,N,N,N,W,N,W], [W,NE,E,S], "TAKE PORTRAIT", [NORTH], "ENTER LIGHT", "ENTER SOUTH WALL", "ENTER LIGHT", "TAKE BILLS", "KILL", [W,W,W], "TAKE LAMP", [S,S,S,SW,S,SE], "ENTER GAZEBO", "TAKE VIOLIN, RUBY, COIN, STAMP, AND CROWN", "EXIT", [S,S], [W,SW,SW,S,W], "DROP ALL BUT LAMP", "TAKE CLUB", [WEST], "THROW CLUB AT GLASS", "TAKE WHITE SPHERE", [EAST], "PUT WHITE SPHERE ON DIAMOND STAND", "PUT RED SPHERE ON RUBY STAND", "PUT BLUE SPHERE ON SAPPHIRE STAND", "TAKE BLACK SPHERE", [SOUTH], "PUT SPHERE IN CIRCLE", [NORTH], "TAKE RUBY, COIN, STAMP, AND VIOLIN", [SOUTH], "GIVE ALL BUT LAMP TO DEMON", [NORTH], "TAKE ALL", [SOUTH], "GIVE ALL BUT LAMP TO DEMON"
 
-> NOW, TELL DEMON "GIVE ME WAND". GUESS WHAT?
 
"TAKE WAND", [N,E,N,N,NE,S], "POINT WAND AT MENHIR"
 
-> NOW, SAY "FLOAT". FEELS GREAT, DOESN'T IT?
 
[SOUTHWEST], "TAKE COLLAR", [NE,S,D,D], "PUT COLLAR ON DOG", [E], "OPEN DOOR", [SOUTH], "TURN OFF LAMP", "OPEN SECRET DOOR", [SOUTH]
 
-> CONGRATULATIONS!! YOU HAVE SOLVED ZORK II, WITH A LITTLE HELP. ONWARD TO ZORK III, THE DUNGEON MASTER!!D ZORK II, WITH A LITTLE HELP. ONWARD TO ZORK III, THE DUNGEON MASTER!!

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75611&o=2

$end


$ibm5150,ibm5150_cass=zork3,
$bio

Zork III - The Dungeon Master (c) 1982 Infocom

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83746&o=2

$end


$adam_flop=zork3,zork3a,
$bio

Zork III - The Dungeon Master (c) 1983 Infocom

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=82681&o=2

$end


$ibm5150,ibm5150_cass=zorkqst1,
$bio

Zork Quest I - Assault on Egreth Castle (c) 1988 Infocom

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83747&o=2

$end


$ibm5150,ibm5150_cass=zorkqst2,
$bio

Zork Quest II - The Crystal of Doom (c) 1989 Infocom

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83748&o=2

$end


$amigaocs_flop=zorktril,
$bio

Zork Trilogy (c) 1986 Infocom

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75612&o=2

$end


$amigaocs_flop=zork0,
$bio

Zork Zero (c) 1989 Infocom.

More than 90 years have passed since the great wizard Megaboz cast the Curse which destroyed Lord Dimwit Flathead the Excessive along with the other members of the ruling family, the Twelve Flatheads.  Now, the Curse threatens to bring down the Great Underground Empire itself!

Wurb Flathead, the current occupant of the throne, has sent a clarion call to the remotest corners of the Empire: half the riches of the kingdom to the person who can allay the Curse. From every province of Quendor, courageous adventurers, scheming charlatans, and wild-eyed crackpots have streamed into the Imperial Capital of Flatheadia.

You are one such treasure-seeker, a peasant from an unheardof village in an obscure province.  However, you have an important advantage: an ancestor of yours, a servant in Dimwit's court (who you'll "play" during a brief prologue", witnessed Megaboz casting the Curse, and obtained a small scrap of wizardly parchment from the mage's pocket.

This parchment scrap has been passed down from generation to generation, and is now in your possession.  Thanks to it, you know what none of the other would-be Cursebusters know; you alone know what must be done to stop the Curse!

By the time of your arrival at Flatheadia, most of the treasure-seekers have given up and returned to their homelands. In fact, you discover that most of the population, including all figures of authority, have fled to distant provinces.  And when you awake on the hard floor of the castle on Curse Day, you find that even the looters and the most persistent adventurers have departed.

In fact, as you begin your desperate quest to find the relics of the Empire you need to stop the court jester, who spins rhymes for your amusement.  Always appearing when you least expect him, the jester will confront you with riddles and games, spring some deadly tricks, and give you helpful nudges in the right direction.  and throughout, he seems to be laughing at some tremendous joke which you can't begin to fathom...

Zork Zero is the prequel to the Zork Trilogy, one of the most popular, best-loved computer games ever written.  Zork Zero takes you back to the age of the Flatheads, where you can glimpse the Great Underground Empire during its heyday, and witness its monumental fall.

- TRIVIA -

Zork Zero recognizes over 1500 words, nearly all that you are likely to use in your commands.

- TIPS AND TRICKS -

Zork Zero contains on-line hints! If you ever get stuck, just type HINT and follow the instructions on your screen. The hints generally progress from a gentle nudge to a complete answer.
Don't let the presence or absence of hints on a particular subject affect your thinking. In fact, fake hints have been included to discourage this.
If you have no will power, and can't stop yourself from looking at the hints too often, you can type HINTS OFF. This will deactivate the on-line hints (unless you RESTART or RESTORE to an earlier point).

- STAFF -

Concept: Tim Anderson, Dave Lebling, Marc Blank, Steve Meretzky
Design: Steve Meretzky
Graphics: James Shook

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75613&o=2

$end


$cpc_cass=zorro,
$bio

Zorro (c) 1985 US Gold, Ltd. [Birmingham, UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100196&o=2

$end


$info=zortonbr,
$bio

Zorton Brothers (c) 1993 Picmatic.

- TECHNICAL -

Main CPU : Motorola 68000
Sound Chips : (2x) Custom

Colors palette : 4097

Players : 1
Buttons : 3

This game uses a laser disc.

- TRIVIA -

Released in July 1993.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=4506&o=2

$end


$megadriv=zouzou,
$bio

Zou! Zou! Zou! Rescue Daisakusen (c) 1993 Electronic Arts [Redwood City, CA, USA]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=57081&o=2

$end


$x68k_flop=zounds,
$bio

Zounds (c) 1994 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88772&o=2

$end


$x68k_flop=zoutage,
$bio

Zoutage Hunters (c) 1997 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88773&o=2

$end


$msx2_flop=zowazowd,zowazowdb,zowazowdc,zowazowda,
$bio

Zowazo World (c) 1989 MSX Magazine

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102172&o=2

$end


$cpc_cass=zox2099,
$bio

Zox 2099 (c) 1987 Loriciels [France]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100199&o=2

$end


$info=zrt80,
$bio

ZRT-80 (c) 1982 Digital Research Computers.

In the early days, most CP/M computers required a video terminal (video monitor / keyboard combination). The 'terminal' attached to the computer via a serial port. The ZRT-80 was a 'budget' terminal - a kit consisting of a single pcb to which one added a parallel ascii keyboard and video monitor.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83867&o=2

$end


$info=zsbc3,
$bio

ZSBC-3 (c) 1980 Digital Microsystems.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83866&o=2

$end


$nes=zqxj,zqxja,
$bio

???? (c) 19?? Waixing Computer & Technology Co., Ltd. 
(Zu Qiu Xiao Jiang)

- TECHNICAL -

[Model ES-1095]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77064&o=2

$end


$cpc_cass=zub,
$bio

Zub [Model IA 0138] (c) 1987 Mastertronic, Ltd. [UK]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100201&o=2

$end


$x68k_flop=zugya,
$bio

Zugya (c) 1996 Unknown [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=88774&o=2

$end


$nes=zyjztsz,
$bio

最游记之唐三藏 (c) 200? Nanjing
(Zui You Ji Zhi Tang San Zang)

- TECHNICAL -

Game ID: NJ065

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77065&o=2

$end


$nes=ffant7,
$bio

最终幻想7 (c) 2005 Nanjing.
(Zui Zhong Huan Xian 7)

Pirate demake of the 1997 PSX RPG Final Fantasy VII. The game features many gameplay elements of the original game, including a three-member party structure and adaptations of the game's subsystems. The items, spells and equipment available to the player are based upon those in the original game, and although a large number have been omitted along with optional characters and some side quests, the original story was reproduced in very minute detail.

- TECHNICAL -

Game ID: NJ063

The cartridge's circuit board layout is unique compared to most Famicom games, using a single two megabyte PRG (program) ROM chips. A RAM chip instead of a ROM for the character graphics data, similar to the UNROM method used in some Nintendo games. As a result, the data is strewn across the PRG ROM in various banks. The cartridge features one 8-kilobyte battery-backed RAM chip, used for the game's single save slot.

- TRIVIA -

Title translates from Chinese as Final Fantasy 7.

Many of the game's graphics are borrowed from other games, mostly other Final Fantasy titles and including Super Famicom graphics converted to four-color palettes used by the Famicom's hardware. Much of the game's music is borrowed from other games as well, in many cases shortened significantly to a few repeating notes.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=76778&o=2

$end


$nes=ffant3c,ffant3c1,
$bio

???? III (c) 19?? Waixing Computer & Technology Co., Ltd.
(Zui Zhong Huan Xian III)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77066&o=2

$end


$nes=ffantx1,
$bio

Zui Zhong Huan Xian X1 - Heian Pian (c) 19?? Unknown [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77067&o=2

$end


$nes=ffantx2,ffant2c,
$bio

Zui Zhong Huan Xiang 2 - Guangming Pian (c) 19?? HengGedianzi.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77068&o=2

$end


$nes=ffant3ca,
$bio

Zui Zhong Huan Xiang 3 - Zhong Jie Pian (c) 19?? HengGedianzi [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=77069&o=2

$end


$gbcolor=zhwsj,
$bio

Zuizhong Huanxiang - Wujin Sha Jia (c) 2002 Sintax [China]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69179&o=2

$end


$msx2_cart=zukkoke,zukkokea,
$bio

Zukkoke Yajikita Onmitsu Douchuu (c) 1987 HAL Kenkyuujo

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=51404&o=2

$end


$nes=galgh,
$bio

Zunou Senkan GALG (c) 1987 FMG.

Unlicensed version of "Zunou Senkan GALG [Model DBF-GA]".

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=69344&o=2

$end


$nes=galg,galgp,
$bio

頭脳戦艦ガル (c) 1985 dB-SOFT.
(Zunou Senkan GALG)

- TECHNICAL -

Game ID: dBF-GA

- TRIVIA -

Zunou Senkan GALG was released on December 14, 1985 in Japan.

The title of this game translates from Japanese as 'Brain Battleship GALG'.

- STAFF -

Developed by: Team Bioteckers

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=54838&o=2

$end


$info=zzblock,
$bio

Zunzun Block (c) 1979 Taito.

You control a paddle that attempts to rebound a ball into the bricks.

- TRIVIA -

Also released as a Cocktail model : "T.T Zunzun Block".

Released on April 1979.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3370&o=2

$end


$info=zunkyou,
$bio

ずんずん教の野望 (c) 1994 Sega Enterprises, Limited.
(Zunzunkyou no Yabou)

- TECHNICAL -

Runs Sega "System C-2" hardware.

Players: 2
Control: 8-way joystick
Buttons: 2

- TRIVIA -

Zunzunkyou No Yabou was released in August 1994 in Japanese arcades only.

The title of this game translates from Japanese as 'Zunzunkyou's Ambition'.

Default highscore table (Best 5)
No. Name Point Stage
1 RGB 10000 6
2 IWA 9000 5
3 LPA 8000 4
4 MOR 7000 3
5 OTA 6000 2

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3260&o=2

$end


$info=zupapa,
$bio

Zupapa! (c) 2001 SNK [Shin Nihon Kikaku].

In this whimsical action game, you take control of an uber cute, long-eared, boxing-gloves wearing hero and his 4 little sidekicks (called 'Zooks' by the way!) in order to tackle colorful yet dangerous enemies in fun looking worlds such as Nightmare Land, Circus Land, Toy Land, Jungle Land, Dino Land, Japan Land, Sci-fi Land, Dragon Land & Virtual Land! Features very colorful graphics, nicely animated characters, fun bonus stages to mix things up and a simple yet really catchy soundtrack! Grab a friend for some truly awesome platforming fun!

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : NGM-070

Players : 2
Control : 8-Way Joystick
Buttons : 2
=> [A] Punch/Toss Zooks, [B] Jump

- TRIVIA -

This game runs on the SNK Neo-Geo MVS hardware and was not released on the Neo-Geo AES home console.

On February 22, 1994, SNK third party developer Face debuted Zupapa at the AOU Show in Japan, however the game was released by SNK for its MVS system in 2001. That is the reason the game was long thought to be a prototype-only title! So far, this is the only NeoGeo un-released prototype game that finally saw an actual official release.

The game was finally released a few months after the 'success' of "Nightmare in the Dark" (because they are very similar, only graphics and levels change). They are so close that some players consider that Nightmare in the Dark is the adult version of the game (with dark graphics) and Zupapa the children version (with its cute animations).

This is one of the very few Neo Geo games that does not show the names of its developers at the ending, it also deems this title as Episode 1 but chances of a sequel are next to none! Too bad... :(

Default highscore table (RANKING) :
RANK NAME SCORE
1st KAT 100000
2nd GON 80000
3rd OKI 60000
4th SET 40000
5th HAR 20000

- TIPS AND TRICKS -

* You can find a few power-ups in the different levels :
S : Increase Zupapa's speed.
P : Increase Zupapa's power.
J : Add points whenever Zupapa jumps.
A : Add points whenever Zupapa punches.
X2 : Double the score of all score items.

* Destroy all enemies in any stage with a single Zook Bomb in order to be rewarded with a golden Zupapa trophy!

* Do not throw the Zooks if you do not need to, otherwise they will run away from you making the current stage more tricky to clear!

* After clearing the first world, when you start playing in the second world, at the end of each round when you've killed all the enemies, you are given a few seconds before being warped to the next stage. During this time you can keep jumping or pushing the punch button. Every time you push any of the buttons, you are awarded 100 points. Quite good for making high-score rewards.

* When you throw those small kids at the enemies and they are out cold for a few seconds, try to kill them by touching them when several other enemies are in the needed radius, this will of course kill that enemy but also kill the others in the certain radius and you'll get extra fruits hence bonus.

* Beat the game without continuing to see an extra congratulatory image in the ending.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3261&o=2

$end


$psx=zuttoiss,
$bio

Zutto Issho With Me Everytime... [Model SLPM-86523] (c) 2000 Hamster [Japan]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85897&o=2

$end


$info=zwackery,
$bio

Zwackery (c) 1984 Bally Midway.

Zwackery was a sword-fighting and spell-casting game in which the player controls a cartoony wizard Zak Thwacker on a quest to restore an enchanted frog back into the buxom princess she once was. A platform-style exploration game, the world that Zak explores is actually dozens of different screens which the player exits and enters through doorways and tunnels in search of spell and other powerups that will help him defeat the Evil Ghoulum. The Sword can be used to stab, or it can be spun around the player. The Shield, which can be wielded in the same manner, provides protection. Spells include Bouncing Boots, Shooting Swords, Invisibility Potions, Magic flutes, and a Dragons Egg, which put Leapin Fungoes to sleep and allows safe passage through the Dragon's Lair.

- TECHNICAL -

Bally Midway MCR 68k hardware
[No. 385]

Main CPU : Motorola 68000 (@ 7.6524 Mhz)
Sound CPU : Motorola 68000 (@ 7.5 Mhz)
Sound Chips : DAC

Screen orientation : Horizontal
Video resolution : 512 x 480 pixels
Screen refresh : 30.00 Hz
Palette colors : 4096

Players : 1
Control : dial
Buttons : 4

- TRIVIA -

The game is the first game ever officially designed by artist animator Brian Colin, who would later design such arcade classics as "Rampage", "Xenophobe", "Arch Rivals" and "Pigskin".

Default highscore table :
BC 500000 ZAWKMASTER
RO 400000 SAGE
IL 350000 SORCERER
AI 300000 WIZARD
NN 250000 MAGICIAN
EG 200000 TRICKSTER
MO 150000 CONJURER
IL 100000 ADEPT
LE 50000 NOVICE
SN 10000 AMATEUR

- STAFF -

Concept & design : Brian Colin, Emil S. Golen

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3262&o=2

$end


$info=spectrum,
$bio

ZX Spectrum (c) 1982 Sinclair Research, Limited.

The ZX Spectrum is an 8-bit personal home computer released in the United Kingdom in 1982 by Sinclair Research Limited.

- TECHNICAL -

The Spectrum is based on a Zilog Z80A CPU running at 3.5 MHz. The original model Spectrum has 16 KB (16×1024 bytes) of ROM and either 16 KB or 48 KB of RAM.

- TRIVIA -

Referred to during development as the ZX81 Colour and ZX82, the machine was launched as the ZX Spectrum by Sinclair to highlight the machine's colour display, compared with the black-and-white of its predecessor, the ZX81.

The Spectrum was ultimately released as eight different models, ranging from the entry level model with 16 KB RAM released in 1982 to the "ZX Spectrum +3" with 128 KB RAM and built in floppy disk drive in 1987; together they sold in excess of 5 million units worldwide (not counting numerous clones).

The Spectrum was among the first mainstream audience home computers in the UK, similar in significance to the Commodore 64 in the USA.

Over 24,000 software titles have been released since the Spectrum's launch and new titles continue to be released.

On 23 April 2012, a Google doodle honoured the 30th anniversary of the Spectrum. As it coincided with St George's Day, the logo was of St George fighting a dragon in the style of a Spectrum loading screen.

- STAFF -

Hardware design was by: Richard Altwasser
Machine's outward appearance was designed by: Rick Dickinson

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83045&o=2

$end


$info=specpls2,
$bio

ZX Spectrum +2 (c) 1986 Amstrad PLC.

- TECHNICAL -

The machine featured an all-new grey case featuring a spring-loaded keyboard, dual joystick ports, and a built-in cassette recorder dubbed the 'Datacorder' (like the Amstrad CPC 464), but was in most respects identical to the ZX Spectrum 128.

The ZX Spectrum +2 power supply was a grey version of the ZX Spectrum+ and 128 power supply.

- TRIVIA -

The ZX Spectrum +2 was Amstrad's first Spectrum, coming shortly after their purchase of the Spectrum range and Sinclair brand in 1986.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83041&o=2

$end


$info=specpl2a,
$bio

ZX Spectrum +2a (c) 1987 Amstrad PLC.

The ZX Spectrum +2a was a variant of the "Spectrum +3".

- TECHNICAL -

Housed a black version of the Spectrum +2 case mouldings.

The Spectrum +2a motherboard (AMSTRAD part number Z70830) was designed such that it could be assembled without the floppy disk controller or associated logic and a +2 style 'datacorder' connected.

The power supply of the ZX Spectrum +2A used the same pinout as the +3. However, the power supply purchased with the +2A had 'Sinclair +2' written on the case.

- TRIVIA -

Originally, Amstrad planned to introduce an additional disk interface for the +2A called the AMSTRAD SI-1, however this never appeared. If an external disk drive was added, the +2A on the system OS menu would change to a +3.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83042&o=2

$end


$info=specpls3,
$bio

ZX Spectrum +3 (c) 1987 Amstrad PLC.

- TECHNICAL -

The ZX Spectrum +3 looked similar to the +2 but featured a built-in 3-inch floppy disk drive (like the Amstrad CPC 6128) instead of the tape drive, and was in a black case.

The +3 saw the addition of two more 16 KB ROMs. One was home to the second part of the reorganised 128 ROM and the other hosted the +3's disk operating system. This was a modified version of Amstrad's PCWDOS (the disk access code used in LocoScript), called +3DOS. These two new 16 KB ROMs and the original two 16 KB ROMs were now physically implemented together as two 32 KB chips. To be able to run CP/M, which requires RAM at the bottom of the address space, the bank-switching was further improved, allowing the ROM to be paged out for another 16 KB of RAM.

The ZX Spectrum +3 power supply provides the same voltages as the one supplied with +2A. This power supply has the same DIN connector so can also be used with the +2A. However, the power supply purchased with the +3 had 'Sinclair +3' written on the case.

- TRIVIA -

The ZX Spectrum +3 was launched in 1987 and was the only Spectrum capable of running the CP/M operating system without additional hardware.

Some older 48K and a few older 128K games were incompatible with the machine. Such core changes brought incompatibilities:
1. Removal of several lines on the expansion bus edge connector (video, power, and IORQGE); caused many external devices problems; some such as the VTX5000 modem could be used via the 'FixIt' device.
2. Dividing ROMCS into 2 lines, to disable both ROMs.
3. Reading a non-existent I/O port no longer returned the last attribute; caused some games such as Arkanoid to be unplayable.
Memory timing changes; some of the RAM banks were now contended causing high-speed colour-changing effects to fail.
4. The keypad scanning routines from the ROM were removed.
5. Move 1 byte address in ROM.

Production of the +3 ceased in December 1990, believed to be in response for Amstrad relaunching their CPC range. At the time, it was estimated about 15% of ZX Spectrums sold had been +3 models.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83043&o=2

$end


$info=specpl3e,
$bio

ZX Spectrum +3e (c) 2000 Unknown.

The ZX Spectrum +3e is an enhanced version of the Sinclair ZX Spectrum +3 home computer that was produced by Amstrad in the late '80s.

The enhancement consists of an updated operating system (in ROM) that fixes many of the bugs in the original ROM, and adds lots of extra commands to +3 BASIC. One of the most important features of the new ROM, however, is that it supports the use of a hard disk or compactflash card with your Speccy, allowing you to store vast amounts of quickly-accessible software.

- UPDATES -

-----
v1.38:

Fixed bug where the DATA pointer was not correctly maintained if an extended channel was opened before the first READ after a RUN or RESTORE 0.
Fixed bug where scrolling a single-line text window caused a crash.

-----
v1.37:

Fixed a long-standing +3DOS uninitialised variable bug, present since the original +3, which caused the filesize of files opened in headerless mode to be miscalculated. The most obvious manifestation of this bug was incorrect (too large) filesizes when files were copied from hard disk to any location.
Added support for detecting attempted writes to write-protected disks (ATA protocol interfaces only). Other error conditions are also now returned as "unknown disk error" (previously they would eventually timeout as "drive not ready").
Fixed bug in mapping commands, which caused a nonsense error to be generated instead of "invalid device".

-----
v1.36:

Removed reset protocol detection on ATA interfaces to improve boot speed
Noted that divIDE version will run on MB02+ and MB02+IDE.
Various fixes for ZXUSB (for ZXMatrix interface).

-----
v1.35:

Allow slave drive to run even if no master present.
Fixed occasional spurious drive identification due to randomness of floating bus.
Added ZXCF+2 port.
Added ZXUSB (for ZXMatrix) preliminary port (not yet finalised).
Fixed IDE_SWAP_RESIZE, which previously failed unless the partition was exactly the same size as now required (rather than larger or equal to).
Improved speed of IDE_SWAP_IN (ATA protocol interfaces only).
Swap partition access no longer forced into segment 3.
Fixed long timeout for ZXATASP.
Now detects drives after a soft reset, or entry from ResiDOS etc.
Fixed syntax checking for NEXT # and RETURN # commands, which could cause lockups or other oddities during program entry.
Fixed CAT TAB display to show partition sizes below 32MB in K, so more accurate sizes are shown.
Fixed ide_interface for ZXCF to select device zero before attempting ATA detection protocol.
Shortened "no swap partition" message to avoid multi-line report and ensuing crash.

-----
v1.31:

Fixed long-standing +3DOS caching bug (present in all versions of the +3 and +3e). This usually manifested itself as reading incorrect data for headerless files on large disks (most often seen when loading snapshots).

-----
v1.30:

Added support for MMC/SD devices; in particular, ZX-MMC interface and ZX-Badaloc clone
Fixed restoration of R register in snapshot loader
Fixed restoration of flags register in snapshot loader (ZXATASP bug only)
Fixed bug in IDE_INIT call which could cause incorrect initialisation of some structures

-----
v1.28:

Snapshot loading rewritten; now supports both 48K and 128K snapshots in .SNA and .Z80 (all versions) formats. No longer supported on floppy disk.
Improved speed of sustained hard disk reads
Added support for various other IDE interfaces
Updated IDEDOS to v1.03, adding support for IDE_IDENTIFY and IDE_PARTITIONS calls (previously only available in ResiDOS).
Fixed long timeout on drive detection for ZXATASP
Changed drive detection to use IDE_IDENTIFY
Enhanced CAT TAB command to display detected geometry for each drive
Changed FORMAT TO command; automatically detects drive geometry, so now only needs a unit number and number of partitions
Added optional third parameter to FORMAT TO command, limiting disk usage to first N cylinders, and allowing sharing with PC partitioning
Fixed detection of errors for some devices which set DRQ=1 even if there is an error
Fixed "No files found" message appearing when multiples of 63 files are displayed
Fixed handling of partitions greater than 8MB in +3DOS (access previously wrapped to below 8MB, due to 16-bit operations on record numbers)
Fixed occasional strange problems caused by lack of cache buffers on systems with no floppy drive (+2e); 8 cache buffers are now allocated, regardless of prescence of floppy disk interface.
Fixed "Loader" menu option for systems with no floppy drive (+2e)
Fixed incompatibility with Multiface 3 (now allows saving snapshots to floppy disk)

-----
v1.11:

fixed "Please put disk for ? in drive" bug that occurred when pressing a key while +3DOS was active
minor Spanish translation corrections

-----
v1.10:

added "V>" variable channels
added "M>" memory channels
added "W>" text window channels
Bugfix (+3e): fixed menu bugs trying to enter 48K BASIC and Loader etc
Bugfix (+3e): possibly fixed bug where all files on destination partition get deleted if source wildcard matches nothing in COPY command (unconfirmed)
Bugfix (+3e): stopped channel I/O corrupting IX, so CAT #n TAB works
Bugfix (+3e): added Spanish text for CAT ASN command


-----
v1.04:

added CAPS SHIFT key to bypass automatic setup on boot/reset
added SPECTRUM name$[,addr] command for loading Z80 snapshots
extended streams and channels interface with new file-access channels
added NEXT #n,v command to input character from stream
added RETURN #n,v command to get stream position
added GOTO #n,m command to set stream position
added DIM #n,v command to get stream size
replaced standard Retry/Ignore/Cancel messages with international-style ones
upgraded +3DOS to v1.1 with international ALERT routine
added Spanish version of ROM
removed self-test program, EAR monitor and COPY RANDOMIZE command
added IDEDOS call interface and documentation for machine-code programmers
Bugfix (+3e): fixed crash bugs BREAKing to CAT ASN and CAT TAB commands
Bugfix (+3e): fixed change-disk routine for single-floppy systems
Bugfix (+3e): fixed mapping of floppy drive 1 to default to drive B:
Bugfix (+3): fixed spurious "end of file" error in printer output
Bugfix (+3): fixed stack overflow with ineffective keys in Editor
Bugfix (+3): fixed PIP duration
Bugfix (+3): fixed lower-screen editing mode problems (line loss)
Bugfix (+3): GOTO beyond end of program renumbered as 9999
Bugfix (+3): fixed characters migrating before ">" or "<"
Bugfix (+3): fixed syntax error position calculation
Bugfix (+3): removed HALT from error reporting routine
Bugfix (+3): fixed CLOSE # bug on closed streams (not fixed for 48K mode)

-----
v0.87:

First public release.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83044&o=2

$end


$info=spec128,
$bio

ZX Spectrum 128 (c) 1986 Sinclair Research, Limited.

New features included 128 KB RAM, three-channel audio via the AY-3-8912 chip, MIDI compatibility, an RS-232 serial port, an RGB monitor port, 32 KB of ROM including an improved BASIC editor, and an external keypad.

- TECHNICAL -

The appearance of the ZX Spectrum 128 was similar to the ZX Spectrum+, with the exception of a large external heatsink for the internal 7805 voltage regulator added to the right hand end of the case, replacing the internal heatsink in previous versions.

The Z80 processor used in the Spectrum has a 16-bit address bus, which means only 64 KB of memory can be directly addressed. To facilitate the extra 80 KB of RAM the designers used bank switching so that the new memory would be available as eight pages of 16 KB at the top of the address space. The same technique was also used to page between the new 16 KB editor ROM and the original 16 KB BASIC ROM at the bottom of the address space.

The new sound chip and MIDI out abilities were exposed to the BASIC programming language with the command PLAY and a new command SPECTRUM was added to switch the machine into 48K mode, keeping the current BASIC program intact (although there is no way to switch back to 128K mode). To enable BASIC programmers to access the additional memory, a RAM disk was created where files could be stored in the additional 80 KB of RAM. The new commands took the place of two existing user-defined-character spaces causing compatibility problems with some BASIC programs.

The ZX Spectrum 128 had no internal speaker like its predecessors. The sound was produced from the television speaker instead

- TRIVIA -

Code-named 'Derby'. Sinclair developed the ZX Spectrum 128 in conjunction with their Spanish distributor Investrónica. Investrónica had helped adapt the ZX Spectrum+ to the Spanish market after the Spanish government introduced a special tax on all computers with 64 KB RAM or less, and a law which obliged all computers sold in Spain to support the Spanish alphabet and show messages in Spanish.

The machine was simultaneously presented for the first time and launched in September 1985 at the SIMO '85 trade show in Spain, with a price of 44,250 pesetas. Because of the large number of unsold Spectrum+ models, Sinclair decided not to start selling in the UK until January 1986 at a price of £179.95.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83040&o=2

$end


$info=zx97,
$bio

ZX97 (c) 1997 Rigter.

The ZX97 is a discrete logic clone of the ZX81. It is functionally equivalent and 100% compatible but has numerous enhancements over the original ZX81. The all CMOS design draws only 50mA and can be easily powered from a small battery. 

The total memory is increased from 9K to a 192K including 32K of EPROM and 160K of battery backed up SRAM. A SHADOW RAM feature  allows users to enhance or replace the ZX81 operating system with the ZX80, FORTH or any other OS software. 

The 16 parallel bi-directional I/O lines are connected to an IBM compatible printer port (LPT1) and can also be used for high speed communication with a PC or for robotics applications. 

Aside from the existing ZX81 screen text and graphics, the ZX97 offers a full 128 upper and lowercase text characters and unlimited user defined graphics (UDG) And finally, the ZX97 supports both pseudo hires and true bitmapped graphics (192x256) programs.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83039&o=2

$end


$psx=zxedlege,
$bio

ZXE-D - Legend of Plasmalite [Model SLPS-00424] (c) 1996 Bandai Co., Ltd.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=85883&o=2

$end


$a800=zybex,
$bio

Zybex (c) 1999 Video 61

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=86763&o=2

$end


$amigaocs_flop=zyconix,
$bio

Zyconix (c) 1992 Accolade, Incorporated.

- STAFF -

Developed by: Miracle Games

Producer: Delvin Sorrell, Graeme Ashton
Coder: Delvin Sorrell
Graphics: Debbie Sorrell, Jeremy Ashton
Musician & Sound Effects: Henry Jackman

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75614&o=2

$end


$ibm5150,ibm5150_cass=zyll,
$bio

Zyll (c) 1984 IBM

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=83750&o=2

$end


$cpc_cass=zynapss,
$bio

Zynaps (c) 1987 Erbe Soft. [Spain]

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100202&o=2

$end


$cpc_cass=zynaps,zynapsa,
$bio

Zynaps (c) 1987 Hewson Consultants

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=100203&o=2

$end


$amigaocs_flop=zynaps,
$bio

Zynaps (c) 1988 Hewson Consultants

Zynaps is a shoot-em-up set in an alien infested planetary system.

The game begins with our hero escaping in a Scorpion fighter from an alien space station out into deep space. Battle continues through asteroid storms to a nearby planet from where, equipped with weaponry and hyperspace units taken from destroyed alien craft, he sets out in search of the secret alien stronghold.

After many terrifying battles fought throughout the solar system our hero discovers the location of the alien base and the final conflict can begin...

- SCORING -

Points are awarded for blasting individual aliens and special bonuses for destroying complete formations of more dangerous aliens.
Bonus lives are awarded at 10,000 points and every 20,000 thereafter.

- STAFF -

Developed by: Microwish Software

Conversion: Neil Metcalfe
Coder: Howard Ball
Graphics: Pete Lyon
Musician & Sound Effects: Giulio Zicchi

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=75615&o=2

$end


$msx2_flop=zynos,zynosb,zynosa,
$bio

Zynos on the Adventure Islands (c) 1991 Unknown

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=102173&o=2

$end


$info=zzyzzyxx,zzyzzyxx2,
$bio

ZZYZZYXX (c) 1982 Cinematronics.

Perseverance will be overwhelming emotion game players as they move ZZYZZYXX up and down horizontal rows of alternating moving bricks to gather presents which will satisfy his love. Lola -- whose affection is not easily captured. ZZYZZYXX's vulnerability increases (as he collects gifts, as well as points) not only because of Lola's untouchable attitude, but because of obstacles such as rattifers trying to put an end to ZZYZZYXX's quest for Lola's love and affection.

Intelligent as the rattifers may be, there are 2 defenses ZZYZZYXX can use to outsmart the destructive creatures. ZZYZZYXX can brick himself within a brick when he sees an approaching rattifer or ZZYZZYXX can move into the space where there is a gold helmet. The gold helmet intensifies ZZYZZYXX's goal to reach Lola by allowing ZZYZZYXX to use the helmet to enclose a rattifer or break through one brick which is obstructing ZZYZZYXX's course towards Lola.

As irreproachable as Lola appears. Lola is overjoyed by ZZYZZYXX's success to retrieve enough presents and she whistles resoundingly to let ZZYZZYXX know. After ZZYZZYXX's triumphant deed for love. ZZYZZYXX becomes invincible, enabling him to elude the rattifers by imprisoning them within their spaces.

Other dangers testing ZZYZZYXX's skillful maneuvering are falling bombs, rising missiles and cracked bricks, each capable of disintegrating ZZYZZYXX.

As an added attraction, when a game player completes each level, there are animated cartoons depicting ZZYZZYXX's passionate desire to impress his love for Lola. Also delightful music throughout the game leaves the players humming and their foot tapping.

- TECHNICAL -

Cinematronics never designed a dedicated cabinet for this game. It can be found in any of the generic black cabinets of the day (they used several different ones during the production run). No side-art was made, just a control panel overlay, marquee, and two stickers (which were applied to a generic glass monitor bezel). A far cry from the standard floor to ceiling art that decorated most games in the early eighties. This game uses a unique wiring harness that is not compatible with any other titles, although it could be rigged up in any vertical cabinet with a little work.

Main CPU: Zilog Z80 (@ 3 Mhz)
Sound CPU: Zilog Z80 (@ 1.5 Mhz)
Sound Chips: General Instrument AY8910 (@ 1.5 Mhz)

Screen orientation: Vertical
Video resolution: 224 x 256 pixels
Screen refresh: 60.00 Hz
Palette colors: 32

Players: 2
Control: 2-way joystick (vertical)
Buttons: 1

OPERATOR FEATURES:
- Four different coinage settings.
- Two or three ZZYZZYXXS per game.
- Four difficulty level options for the start of the game.
- Optional demo sound in the attract mode.
- Complete hardware diagnostics check switch.
- Free play switch for demonstration or special promotions.
- Twelve extra ZZYZZYXX award selections available.

- TRIVIA -

Developed by Advanced Microcomputer Systems and released in November 1982 by Cinematronics.

A prototype of this game is known as "Brix", which was renamed to ZZYZZYXX before release. Note : This game is always the last to appear alphabetically in a complete arcade games database. :)

Note: The screen is divided into 12 rows of bricks.

Kris MacLillivray holds the official official record for this game with 1,068,010 points on 06/11/2004.

Advanced Microcomputer was founded by Rick Dyer, who would later go on to create "Dragon's Lair" for Cinematronics.

Default highscore table (THE TOP TEN)
RANK SCORE INITIALS
1 15000 MJK
2 15000 ERO
3 15000 DGJ
4 15000 VEC
5 15000 MDF
6 15000 VAS
7 15000 SJP
8 15000 EDH
9 15000 AMS
10 15000 AMS

- SCORING -

The Bonus Points System:
Level 1: 250 points per gift (2000 max.)
Level 2: 500 points per gift (4000 max.)
Level 3: 1000 points per gift (8000 max.)
Level 4: 2500 points per gift (20,000 max.)
Level 5: 4500 points per gift (36,000 max.)
Level 6: ???? points per gift

- STAFF -

Developed by: Advanced Microcomputer Systems

Dev.: Rick Dyer

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=3263&o=2

$end

